{"updated":"2026-11-04T00:04:10Z","source":"https://community.bistudio.com/wiki/Main_Page","count":675,"items":[{"name":"2D Editor","title":"2D Editor","type":"topic","url":"https://community.bistudio.com/wiki/2D_Editor","revid":342186,"updated":"2023-07-09T12:27:05Z","aliases":["ArmA 2: Mission Editor","Arma 2: Mission Editor"],"markdown":"> [!NOTE]\n> **Arma 3:** The 2D-Editor is now permanently replaced by Eden Editor (3D-Editor), but can still be invoked from the editor map selection screen with <kbd>Ctrl</kbd> + <kbd>O</kbd> shortcut for legacy purposes!\n\nThe **2D Mission Editor** is the primary tool for creating both singleplayer and multiplayer scenarios in majority of Bohemia Interactive's products.\n\nThe focus of this article is explaining the function and effect of each option, rather than recommending which option should be used to create a desired outcome.\nMany options create different effects depending on different circumstances.\nThe sheer amount of information presented may seem daunting at first, but remember games based on Real Virtuality engine are more complex than many other games, and there is always more than one way to create the desired effect.\n\n> [!NOTE]\n> As the editor evolved through time, some features are marked by icons on the right, indicating games introducing the functionality.\n> If no icon is present, it means the feature was always available.\n\n### Starting the Editor\n\nEditor is accessible from the main menu through the button labelled \"Mission Editor\" or just \"Editor\". In Arma 2 and Take On Helicopters, this button can be found in the Singleplayer subcategory.\n\n### Controls\n\n| Keyboard Shortcuts |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Function | OFP | ArmA | Arma 2 | TKOH | Arma 3 |\n| Units | <kbd>F1</kbd> |  |  |  |  |\n| Groups | <kbd>F2</kbd> |  |  |  |  |\n| Triggers | <kbd>F3</kbd> |  |  |  |  |\n| Waypoints | <kbd>F4</kbd> |  |  |  |  |\n| Synchronization | <kbd>F5</kbd> |  |  |  |  |\n| Markers | <kbd>F6</kbd> |  |  |  |  |\n| Modules | N/A |  | <kbd>F7</kbd> |  |  |\n| New |  |  | <kbd>R</kbd> | <kbd>Ctrl</kbd> + <kbd>N</kbd> |  |\n| Load |  |  |  | <kbd>Ctrl</kbd> + <kbd>O</kbd> |  |\n| Save |  |  |  | <kbd>Ctrl</kbd> + <kbd>S</kbd> |  |\n| Save As |  |  | <kbd>S</kbd> | <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>S</kbd> |  |\n| Merge |  |  | <kbd>M</kbd> | <kbd>Ctrl</kbd> + <kbd>M</kbd> |  |\n| Show IDs |  |  |  | <kbd>Ctrl</kbd> + <kbd>I</kbd> |  |\n| Show Textures |  |  | <kbd>T</kbd> | <kbd>Ctrl</kbd> + <kbd>T</kbd> |  |\n| Preview | <kbd>Return ↵</kbd> |  |  |  |  |\n| Continue |  |  |  |  |  |\n| Intel |  |  |  |  |  |\n| Exit | <kbd>Esc</kbd> |  |  |  |  |\n| Debug Console | N/A |  |  | <kbd>Ctrl</kbd> + <kbd>D</kbd> |  |\n| Functions | N/A |  |  | <kbd>Ctrl</kbd> + <kbd>F</kbd> |  |\n| Config Viewer | N/A |  |  | <kbd>Ctrl</kbd> + <kbd>G</kbd> |  |\n\n### Map Controls\n\n- **Clicking and holding Right Mouse Button anywhere on the map** allows the user to pan around the map by moving the mouse.\n- The **mouse wheel** and **numpad +/-** keys control the map zoom level.\n- **Left Mouse Button on an entity** selects it. Selected entities are opaque, non selected entities are slightly transparent.\n- **Double Left Mouse Button on an entity** generally opens the entity's editing menu. In Waypoint mode, double left clicking on a object will create a waypoint for the selected group that is attached to the clicked object.\n- **Double Left Mouse Button on empty space** will create a new entity, if it is possible in the current editing mode.\n- **Clicking and holding Left Mouse Button on an entity** allows it to be dragged around the map. It is not possible to move units in group mode or move waypoints in synchronize mode.\n- **Clicking and holding Left Mouse Button on empty space** allows a drag box to be created for selecting multiple entities.\n- **Holding <kbd>Ctrl</kbd>** allows the user to select more than one entity using the **drag box** or individually by **left clicking on them**.\n- **<kbd>⇧ Shift</kbd> + Left Mouse Button on an unit or waypoint** will select all entities associated with that unit's group.\n- **<kbd>⇧ Shift</kbd> + Left Mouse Button holding Left Mouse Button on a selected entity** rotates the selected entities.\n- **<kbd>⇧ Shift</kbd> + Left Mouse Button on an object with a waypoint attached to it** selects the underlaying object.\n- **<kbd>⇧ Shift</kbd> + Double Left Mouse Button entity with a waypoint** on it opens the appropriate entity's menu (rather than the waypoints).\n- <kbd>Del</kbd> will erase the entity under the mouse cursor.\n- <kbd>⇧ Shift</kbd> + <kbd>Del</kbd> will erase all selected entities.\n- <kbd>Ctrl</kbd> + <kbd>X</kbd> will cut the selected entities to the clipboard.\n- <kbd>Ctrl</kbd> + <kbd>C</kbd> will copy the selected entities to the clipboard.\n- <kbd>Ctrl</kbd> + <kbd>V</kbd> will paste a copy of entities from the clipboard. Copy and pasted named entities automatically have a number appended to their names to avoid conflicts.\n- <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>V</kbd> will paste a copy of entities on their original position (useful when copying units between missions).\n\n#### Status Bar (Take On Helicopters v1.00)\n\nStatus bar on the bottom of a screen displays current map grid and cursor's XYZ coordinates.\n\n### Mission Modes\n\nThis drop down list allows you to choose which component of a mission you are currently editing.\nA single mission stores all objects and mission parameters for the intro and outro cutscenes completely separately from the gameplay component of a mission.\nIt is not essential to use any of these other than the mission component. While each component requires a player unit if it is to be used, the player will only have control of the unit in the *Mission* component.\nIn the *Intro* and *Outros*, AI will control the player's unit. The *Intro* and *Outros* will not end when the player unit dies, but must be ended using a trigger.\n\n- **Mission** is the default. This defines the interactive component of a mission. It is the only essential part of a mission.\n- **Intro** plays before the briefing screen.\n- **Outro - Win** will play after the debriefing screen in the case of a Win 1-6 trigger being activated.\n- **Outro - Loose** will play after the debriefing screen in the case of a Lose trigger being activated.\n\n### Editing Modes\n\nThe mission editor is always in one of these seven modes. Each different mode allows the creation and manipulation of different types of map entities.\nThe required mode can be set by either clicking on the modes name/icon or pressing the associated function key.\nThe modes are set out in the basic order they would be used while creating a mission.\n\n#### Units\n\n*Main article: Mission Editor: Units*\n\nUnit mode is used to add individual units, vehicles and objects on the map. To do so, double click on the empty space where you would like to add a unit.\nThis will open the *Unit Menu*. You can also open the unit menu of an existing unit while in any editing mode other than waypoints by double clicking on the unit.\nNote that if there is no player unit on the map, the unit menu will only allow valid player units may be placed.\n\n#### Groups\n\n*Main article: Mission Editor: Groups*\n\nGroup editing mode can be used in several ways. The primary use is to join previously placed individual entities together into groups.\nJoining individual units together into groups can greatly improve their combat abilities. A group will move together, share information about enemy units and can bring greater firepower to bare on a target.\nEach individual unit on the map that has no visible group links is actually in a group of it is own. When a unit is created near another unit of the same side, it will automatically be placed in the other unit's group.\nTo join a unit into an existing group, simply left click and hold on the unit, then drag a line to any unit of the group you wish to add it too. Release the button to join the unit into that group.\nGroup links are displayed by light blue line drawn from the leader to each other unit in the group.\nRemoving a unit from a group is done by left clicking and holding on the unit and dragging the group link line into empty space, then releasing. The highest ranking unit in a group will generally be the leader.\nWhile it is possible to create extremely large groups, huge formations of AI units create path finding issues and can be very hard to manage for a human leader.\n\n#### Triggers\n\n*Main article: Mission Editor: Triggers*\n\nA trigger is an abstract game entity that will wait until it is condition block returns true, then carry out the *On Activation* string.\nWhen used effectively, they can make your mission seem much more dynamic and realistic.\nFor example, you can use a trigger to set off a siren and call reinforcements when the player is spotted near an enemy base, or to start a convoy moving when the player gives a radio command.\n\nTriggers are represented in the mission editor by a dark blue ellipse or rectangle with a small blue flag in the centre.\nTriggers may be linked to an object in Groups Mode (F2), which generally means that only that object or group can activate the trigger.\nTriggers can be used in various ways, for example the location and dimensions of a trigger are not always used as part of it is conditions,\nand triggers do not necessarily require an *On Activation* block, instead being used to return a list of objects that satisfy it is conditions.\nEach trigger's *Condition* block will be checked approximately twice every second for the duration of the mission.\nTo add a new trigger to your mission, double left click in some empty map space. The *Trigger Menu* will open.\n\n#### Waypoints\n\n*Main article: Mission Editor: Waypoints*\n\nWaypoints are used to define the route and behaviour of a group during the mission. At any point in time a group will have one active waypoint (generally the waypoint they are to move towards). Once a waypoint's conditions have been met, it will become complete and the group's next waypoint automatically becomes active. Some of a waypoint's settings will take place as the waypoint becomes active, others when the waypoint is complete.\n\n#### Synchronization\n\n*Main article: Mission Editor: Synchronization*\n\nSynchronization mode is used to make different groups carry out their waypoint orders at the same time, and optionally only under specific circumstances. Synchronization can seem a hard concept to understand at first, but it is a very powerful and easy to use tool. For example, synchronization can be used to organize friendly forces to wait until everyone is in position before launching a mass attack, or wait in ambush until an enemy convoy is in the perfect location before opening fire. Synchronizing links can be made between any of a group's waypoints and any number of other group's waypoints, and any number of triggers. A synchronized waypoint will not complete until all waypoints it is linked with are ready to complete, and all synchronized triggers are activated. Synchronizing links are displayed by a dark blue line connecting the entities.\n\nTo create a synchronized link between a waypoint and another group's waypoint or a trigger, simply left click and hold on the waypoint, move the mouse to the desired waypoint/trigger then release. To remove synchronization lines from a waypoint or trigger, left click on it, hold and drag a line into empty space. Note this will remove **all** synchronizing lines from that entity, so be careful.\n\n#### Markers\n\n*Main article: Mission Editor: Markers*\n\nMarker mode is primarily used to place visual map icons and zones on the mission map. Markers are only visible while the mission editor is in marker mode, but can still be manipulated while in other modes. To do so, hover the mouse cursor over a marker's position to display it is name. The second use of markers is to define a possible starting position for any number of objects. To do this, create a group link between the marker and the object. The object will begin the mission at any one of the markers it is grouped with or at it is original position, chosen at random. This offers another way to create some randomness in a mission, with more precise control compared to using the object's *Placement radius* option. Note that any marker used in this way will still be drawn on the mission map (although setting the axis sizes to 0 can be used to hide a marker). Markers can not be attached to objects. To create a map marker, double left click in empty space.\n\n#### Modules\n\n*Main article: Mission Editor: Modules*\n\nModules offers complex scripted solutions\n\n### Basic Operations\n\n#### New\n\nRemove all map entities such as units, waypoints, markers and triggers. Settings such as those defined in the Intel are retained. Be warned that there is no undo function in the mission editor.\n\n#### Load\n\nAllows you to load a previously saved mission. Only uncompressed mission folders in your current profiles missions folder can be loaded.\n\n#### Save As\n\nYou can save your current mission with this menu.\n\n- **User missions** - These missions are only available through the mission editor while using the current user profile. *Note that if you save your mission under a new name, **only** the Mission.sqm file will be written in the new folder*. Saving a already named *User mission* also reloads any mission support files that are in the chosen mission folder, such as Description.ext and Init.sqs.\n- **Export to single missions/multiplayer missions** - You can also choose to export your mission to either the single mission or multiplayer mission folders. This process creates a pbo file of the current mission folder (includes all files) in \"Mission\" or \"MPMissions\" folder in game's root.\n  - Note: You have to manually create the folders, otherwise mission won't be exported.\n- **Send by e-mail** - This option will create a pbo file of the mission folder and load your default email program using it as an attachment.\n\n#### Save\n\nSaves a currently edited mission without opening any menu, unless mission was not saved previously.\n\n#### Merge\n\nMerge will import all map data (units, groups, waypoints, triggers, etc) from one mission into the currently loaded mission.\nOther settings such as those set in the Intel Display are not imported.\n\n#### Show IDs\n\nEvery object defined in the terrain you are using has an assigned ID number that can be used to refer to the object in script code.\nThese IDs are normally hidden for clarity, and this button toggles them on or off. IDs are only visible at high zoom levels.\n\n#### Show Textures\n\nClicking on this option will backfill the map with the satellite map texture rather than the default white.\nThis gives the user an idea of the type of terrain found in an area, although the satellite map does not always correspond exactly with the ground detail textures as seen at close range.\n\n#### Preview\n\nPreview will start the mission from within the editor so that you can test the results of your labour. A player unit must be on the map for the preview button to be visible.\nIf shift is held down while clicking on the preview button, the mission preview will include the mission briefing and debriefing.\nNote that in preview mode, some aspects of a mission may not always behave in the same way as they would if the mission was played as a single mission.\nIt is wise to check your mission in \"single mission mode\" (outside of the mission editor) before considering release.\n\n#### Continue\n\nAfter you have exited from the preview mode, clicking 'Continue' will allow you resume the mission from the point you left it.\nNote that any changes made in the editor since you exited the preview will not be shown. You must click 'Preview' again to restart with the updated version of your mission.\n\n#### Intel\n\n*Main article: Mission Editor: Intel*\n\nIntel display allows you to name your mission, give it a brief description, set the mission starting date and time, the current and forecast weather and which sides resistance forces are friendly to.\nClicking on the Intel box will bring up the Intel menu.\n\n#### Easy / Advanced\n\nThe mission editor has two modes, easy and advanced. The easy mode simply hides aspects of the mission editor and takes away a lot of the control you have as a skilled designer, but could distract you when new to the editing.\n\n#### Exit\n\nWill exit the mission editor and return to the main menu. Any unsaved work will be lost. A confirmation menu is shown.\n\n### Advanced Operations\n\n#### Functions\n\n*Main article: Functions*\n\nFunctions Viewer show list of scripting functions, both official and community made.\n\n#### Config Viewer\n\nConfig Viewer allows to explore games' config files, including list of vehicles, weapons, displays etc.\n\n#### Debug Console\n\n*Main article: Arma 3: Debug Console*\n\nDebug Console allows designer to watch desired values and execute custom codes.\n\n### External Editing\n\n*Main article: Mission Editor: External*\n\nMission editor provides majority of tools required for designing a mission, but finishing touches are usually made outside of it. Briefings, custom scripts, multiplayer settings or final packing are only handled by separate files programs.\n\n### Mission Export\n\n*Main article: Mission Export*\n\nWhen the mission is finished, you can export it to PBO format and release it, so anybody can play it.\n\n### Official Video Tutorials\n\n|  |\n|---|\n| <youtube height=\"<strong class=\"error\">Expression error: Unrecognized word &quot;size&quot;.</strong>\" width=\"size\"> W2Af6e0n7fQ<br></youtube><br>Arma 2: Operation Arrowhead v1.50 YouTube - Arma 2 Mission Editor Tutorial 1/2<br>\\|\\|<br><youtube height=\"<strong class=\"error\">Expression error: Unrecognized word &quot;size&quot;.</strong>\" width=\"size\"> bynzzMt7Fg4<br></youtube><br>Arma 2: Operation Arrowhead v1.50 YouTube - Arma 2 Mission Editor Tutorial 2/2 |","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> **Arma 3:** The 2D-Editor is now permanently replaced by Eden Editor (3D-Editor), but can still be invoked from the editor map selection screen with <kbd>Ctrl</kbd> + <kbd>O</kbd> shortcut for legacy purposes!\n\nThe **2D Mission Editor** is the primary tool for creating both singleplayer and multiplayer scenarios in majority of Bohemia Interactive's products.\n\nThe focus of this article is explaining the function and effect of each option, rather than recommending which option should be used to create a desired outcome.\nMany options create different effects depending on different circumstances.\nThe sheer amount of information presented may seem daunting at first, but remember games based on Real Virtuality engine are more complex than many other games, and there is always more than one way to create the desired effect.\n\n> [!NOTE]\n> As the editor evolved through time, some features are marked by icons on the right, indicating games introducing the functionality.\n> If no icon is present, it means the feature was always available."},{"heading":"Starting the Editor","level":3,"markdown":"Editor is accessible from the main menu through the button labelled \"Mission Editor\" or just \"Editor\". In Arma 2 and Take On Helicopters, this button can be found in the Singleplayer subcategory."},{"heading":"Controls","level":3,"markdown":"| Keyboard Shortcuts |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Function | OFP | ArmA | Arma 2 | TKOH | Arma 3 |\n| Units | <kbd>F1</kbd> |  |  |  |  |\n| Groups | <kbd>F2</kbd> |  |  |  |  |\n| Triggers | <kbd>F3</kbd> |  |  |  |  |\n| Waypoints | <kbd>F4</kbd> |  |  |  |  |\n| Synchronization | <kbd>F5</kbd> |  |  |  |  |\n| Markers | <kbd>F6</kbd> |  |  |  |  |\n| Modules | N/A |  | <kbd>F7</kbd> |  |  |\n| New |  |  | <kbd>R</kbd> | <kbd>Ctrl</kbd> + <kbd>N</kbd> |  |\n| Load |  |  |  | <kbd>Ctrl</kbd> + <kbd>O</kbd> |  |\n| Save |  |  |  | <kbd>Ctrl</kbd> + <kbd>S</kbd> |  |\n| Save As |  |  | <kbd>S</kbd> | <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>S</kbd> |  |\n| Merge |  |  | <kbd>M</kbd> | <kbd>Ctrl</kbd> + <kbd>M</kbd> |  |\n| Show IDs |  |  |  | <kbd>Ctrl</kbd> + <kbd>I</kbd> |  |\n| Show Textures |  |  | <kbd>T</kbd> | <kbd>Ctrl</kbd> + <kbd>T</kbd> |  |\n| Preview | <kbd>Return ↵</kbd> |  |  |  |  |\n| Continue |  |  |  |  |  |\n| Intel |  |  |  |  |  |\n| Exit | <kbd>Esc</kbd> |  |  |  |  |\n| Debug Console | N/A |  |  | <kbd>Ctrl</kbd> + <kbd>D</kbd> |  |\n| Functions | N/A |  |  | <kbd>Ctrl</kbd> + <kbd>F</kbd> |  |\n| Config Viewer | N/A |  |  | <kbd>Ctrl</kbd> + <kbd>G</kbd> |  |"},{"heading":"Map Controls","level":3,"markdown":"- **Clicking and holding Right Mouse Button anywhere on the map** allows the user to pan around the map by moving the mouse.\n- The **mouse wheel** and **numpad +/-** keys control the map zoom level.\n- **Left Mouse Button on an entity** selects it. Selected entities are opaque, non selected entities are slightly transparent.\n- **Double Left Mouse Button on an entity** generally opens the entity's editing menu. In Waypoint mode, double left clicking on a object will create a waypoint for the selected group that is attached to the clicked object.\n- **Double Left Mouse Button on empty space** will create a new entity, if it is possible in the current editing mode.\n- **Clicking and holding Left Mouse Button on an entity** allows it to be dragged around the map. It is not possible to move units in group mode or move waypoints in synchronize mode.\n- **Clicking and holding Left Mouse Button on empty space** allows a drag box to be created for selecting multiple entities.\n- **Holding <kbd>Ctrl</kbd>** allows the user to select more than one entity using the **drag box** or individually by **left clicking on them**.\n- **<kbd>⇧ Shift</kbd> + Left Mouse Button on an unit or waypoint** will select all entities associated with that unit's group.\n- **<kbd>⇧ Shift</kbd> + Left Mouse Button holding Left Mouse Button on a selected entity** rotates the selected entities.\n- **<kbd>⇧ Shift</kbd> + Left Mouse Button on an object with a waypoint attached to it** selects the underlaying object.\n- **<kbd>⇧ Shift</kbd> + Double Left Mouse Button entity with a waypoint** on it opens the appropriate entity's menu (rather than the waypoints).\n- <kbd>Del</kbd> will erase the entity under the mouse cursor.\n- <kbd>⇧ Shift</kbd> + <kbd>Del</kbd> will erase all selected entities.\n- <kbd>Ctrl</kbd> + <kbd>X</kbd> will cut the selected entities to the clipboard.\n- <kbd>Ctrl</kbd> + <kbd>C</kbd> will copy the selected entities to the clipboard.\n- <kbd>Ctrl</kbd> + <kbd>V</kbd> will paste a copy of entities from the clipboard. Copy and pasted named entities automatically have a number appended to their names to avoid conflicts.\n- <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>V</kbd> will paste a copy of entities on their original position (useful when copying units between missions)."},{"heading":"Status Bar (Take On Helicopters v1.00)","level":4,"markdown":"Status bar on the bottom of a screen displays current map grid and cursor's XYZ coordinates."},{"heading":"Mission Modes","level":3,"markdown":"This drop down list allows you to choose which component of a mission you are currently editing.\nA single mission stores all objects and mission parameters for the intro and outro cutscenes completely separately from the gameplay component of a mission.\nIt is not essential to use any of these other than the mission component. While each component requires a player unit if it is to be used, the player will only have control of the unit in the *Mission* component.\nIn the *Intro* and *Outros*, AI will control the player's unit. The *Intro* and *Outros* will not end when the player unit dies, but must be ended using a trigger.\n\n- **Mission** is the default. This defines the interactive component of a mission. It is the only essential part of a mission.\n- **Intro** plays before the briefing screen.\n- **Outro - Win** will play after the debriefing screen in the case of a Win 1-6 trigger being activated.\n- **Outro - Loose** will play after the debriefing screen in the case of a Lose trigger being activated."},{"heading":"Editing Modes","level":3,"markdown":"The mission editor is always in one of these seven modes. Each different mode allows the creation and manipulation of different types of map entities.\nThe required mode can be set by either clicking on the modes name/icon or pressing the associated function key.\nThe modes are set out in the basic order they would be used while creating a mission."},{"heading":"Units","level":4,"markdown":"*Main article: Mission Editor: Units*\n\nUnit mode is used to add individual units, vehicles and objects on the map. To do so, double click on the empty space where you would like to add a unit.\nThis will open the *Unit Menu*. You can also open the unit menu of an existing unit while in any editing mode other than waypoints by double clicking on the unit.\nNote that if there is no player unit on the map, the unit menu will only allow valid player units may be placed."},{"heading":"Groups","level":4,"markdown":"*Main article: Mission Editor: Groups*\n\nGroup editing mode can be used in several ways. The primary use is to join previously placed individual entities together into groups.\nJoining individual units together into groups can greatly improve their combat abilities. A group will move together, share information about enemy units and can bring greater firepower to bare on a target.\nEach individual unit on the map that has no visible group links is actually in a group of it is own. When a unit is created near another unit of the same side, it will automatically be placed in the other unit's group.\nTo join a unit into an existing group, simply left click and hold on the unit, then drag a line to any unit of the group you wish to add it too. Release the button to join the unit into that group.\nGroup links are displayed by light blue line drawn from the leader to each other unit in the group.\nRemoving a unit from a group is done by left clicking and holding on the unit and dragging the group link line into empty space, then releasing. The highest ranking unit in a group will generally be the leader.\nWhile it is possible to create extremely large groups, huge formations of AI units create path finding issues and can be very hard to manage for a human leader."},{"heading":"Triggers","level":4,"markdown":"*Main article: Mission Editor: Triggers*\n\nA trigger is an abstract game entity that will wait until it is condition block returns true, then carry out the *On Activation* string.\nWhen used effectively, they can make your mission seem much more dynamic and realistic.\nFor example, you can use a trigger to set off a siren and call reinforcements when the player is spotted near an enemy base, or to start a convoy moving when the player gives a radio command.\n\nTriggers are represented in the mission editor by a dark blue ellipse or rectangle with a small blue flag in the centre.\nTriggers may be linked to an object in Groups Mode (F2), which generally means that only that object or group can activate the trigger.\nTriggers can be used in various ways, for example the location and dimensions of a trigger are not always used as part of it is conditions,\nand triggers do not necessarily require an *On Activation* block, instead being used to return a list of objects that satisfy it is conditions.\nEach trigger's *Condition* block will be checked approximately twice every second for the duration of the mission.\nTo add a new trigger to your mission, double left click in some empty map space. The *Trigger Menu* will open."},{"heading":"Waypoints","level":4,"markdown":"*Main article: Mission Editor: Waypoints*\n\nWaypoints are used to define the route and behaviour of a group during the mission. At any point in time a group will have one active waypoint (generally the waypoint they are to move towards). Once a waypoint's conditions have been met, it will become complete and the group's next waypoint automatically becomes active. Some of a waypoint's settings will take place as the waypoint becomes active, others when the waypoint is complete."},{"heading":"Synchronization","level":4,"markdown":"*Main article: Mission Editor: Synchronization*\n\nSynchronization mode is used to make different groups carry out their waypoint orders at the same time, and optionally only under specific circumstances. Synchronization can seem a hard concept to understand at first, but it is a very powerful and easy to use tool. For example, synchronization can be used to organize friendly forces to wait until everyone is in position before launching a mass attack, or wait in ambush until an enemy convoy is in the perfect location before opening fire. Synchronizing links can be made between any of a group's waypoints and any number of other group's waypoints, and any number of triggers. A synchronized waypoint will not complete until all waypoints it is linked with are ready to complete, and all synchronized triggers are activated. Synchronizing links are displayed by a dark blue line connecting the entities.\n\nTo create a synchronized link between a waypoint and another group's waypoint or a trigger, simply left click and hold on the waypoint, move the mouse to the desired waypoint/trigger then release. To remove synchronization lines from a waypoint or trigger, left click on it, hold and drag a line into empty space. Note this will remove **all** synchronizing lines from that entity, so be careful."},{"heading":"Markers","level":4,"markdown":"*Main article: Mission Editor: Markers*\n\nMarker mode is primarily used to place visual map icons and zones on the mission map. Markers are only visible while the mission editor is in marker mode, but can still be manipulated while in other modes. To do so, hover the mouse cursor over a marker's position to display it is name. The second use of markers is to define a possible starting position for any number of objects. To do this, create a group link between the marker and the object. The object will begin the mission at any one of the markers it is grouped with or at it is original position, chosen at random. This offers another way to create some randomness in a mission, with more precise control compared to using the object's *Placement radius* option. Note that any marker used in this way will still be drawn on the mission map (although setting the axis sizes to 0 can be used to hide a marker). Markers can not be attached to objects. To create a map marker, double left click in empty space."},{"heading":"Modules","level":4,"markdown":"*Main article: Mission Editor: Modules*\n\nModules offers complex scripted solutions"},{"heading":"Basic Operations","level":3,"markdown":""},{"heading":"New","level":4,"markdown":"Remove all map entities such as units, waypoints, markers and triggers. Settings such as those defined in the Intel are retained. Be warned that there is no undo function in the mission editor."},{"heading":"Load","level":4,"markdown":"Allows you to load a previously saved mission. Only uncompressed mission folders in your current profiles missions folder can be loaded."},{"heading":"Save As","level":4,"markdown":"You can save your current mission with this menu.\n\n- **User missions** - These missions are only available through the mission editor while using the current user profile. *Note that if you save your mission under a new name, **only** the Mission.sqm file will be written in the new folder*. Saving a already named *User mission* also reloads any mission support files that are in the chosen mission folder, such as Description.ext and Init.sqs.\n- **Export to single missions/multiplayer missions** - You can also choose to export your mission to either the single mission or multiplayer mission folders. This process creates a pbo file of the current mission folder (includes all files) in \"Mission\" or \"MPMissions\" folder in game's root.\n  - Note: You have to manually create the folders, otherwise mission won't be exported.\n- **Send by e-mail** - This option will create a pbo file of the mission folder and load your default email program using it as an attachment."},{"heading":"Save","level":4,"markdown":"Saves a currently edited mission without opening any menu, unless mission was not saved previously."},{"heading":"Merge","level":4,"markdown":"Merge will import all map data (units, groups, waypoints, triggers, etc) from one mission into the currently loaded mission.\nOther settings such as those set in the Intel Display are not imported."},{"heading":"Show IDs","level":4,"markdown":"Every object defined in the terrain you are using has an assigned ID number that can be used to refer to the object in script code.\nThese IDs are normally hidden for clarity, and this button toggles them on or off. IDs are only visible at high zoom levels."},{"heading":"Show Textures","level":4,"markdown":"Clicking on this option will backfill the map with the satellite map texture rather than the default white.\nThis gives the user an idea of the type of terrain found in an area, although the satellite map does not always correspond exactly with the ground detail textures as seen at close range."},{"heading":"Preview","level":4,"markdown":"Preview will start the mission from within the editor so that you can test the results of your labour. A player unit must be on the map for the preview button to be visible.\nIf shift is held down while clicking on the preview button, the mission preview will include the mission briefing and debriefing.\nNote that in preview mode, some aspects of a mission may not always behave in the same way as they would if the mission was played as a single mission.\nIt is wise to check your mission in \"single mission mode\" (outside of the mission editor) before considering release."},{"heading":"Continue","level":4,"markdown":"After you have exited from the preview mode, clicking 'Continue' will allow you resume the mission from the point you left it.\nNote that any changes made in the editor since you exited the preview will not be shown. You must click 'Preview' again to restart with the updated version of your mission."},{"heading":"Intel","level":4,"markdown":"*Main article: Mission Editor: Intel*\n\nIntel display allows you to name your mission, give it a brief description, set the mission starting date and time, the current and forecast weather and which sides resistance forces are friendly to.\nClicking on the Intel box will bring up the Intel menu."},{"heading":"Easy / Advanced","level":4,"markdown":"The mission editor has two modes, easy and advanced. The easy mode simply hides aspects of the mission editor and takes away a lot of the control you have as a skilled designer, but could distract you when new to the editing."},{"heading":"Exit","level":4,"markdown":"Will exit the mission editor and return to the main menu. Any unsaved work will be lost. A confirmation menu is shown."},{"heading":"Advanced Operations","level":3,"markdown":""},{"heading":"Functions","level":4,"markdown":"*Main article: Functions*\n\nFunctions Viewer show list of scripting functions, both official and community made."},{"heading":"Config Viewer","level":4,"markdown":"Config Viewer allows to explore games' config files, including list of vehicles, weapons, displays etc."},{"heading":"Debug Console","level":4,"markdown":"*Main article: Arma 3: Debug Console*\n\nDebug Console allows designer to watch desired values and execute custom codes."},{"heading":"External Editing","level":3,"markdown":"*Main article: Mission Editor: External*\n\nMission editor provides majority of tools required for designing a mission, but finishing touches are usually made outside of it. Briefings, custom scripts, multiplayer settings or final packing are only handled by separate files programs."},{"heading":"Mission Export","level":3,"markdown":"*Main article: Mission Export*\n\nWhen the mission is finished, you can export it to PBO format and release it, so anybody can play it."},{"heading":"Official Video Tutorials","level":3,"markdown":"|  |\n|---|\n| <youtube height=\"<strong class=\"error\">Expression error: Unrecognized word &quot;size&quot;.</strong>\" width=\"size\"> W2Af6e0n7fQ<br></youtube><br>Arma 2: Operation Arrowhead v1.50 YouTube - Arma 2 Mission Editor Tutorial 1/2<br>\\|\\|<br><youtube height=\"<strong class=\"error\">Expression error: Unrecognized word &quot;size&quot;.</strong>\" width=\"size\"> bynzzMt7Fg4<br></youtube><br>Arma 2: Operation Arrowhead v1.50 YouTube - Arma 2 Mission Editor Tutorial 2/2 |"}],"categories":["2D Editor"],"groups":["Mission Editing"]},{"name":"2D Editor: External","title":"2D Editor: External","type":"topic","url":"https://community.bistudio.com/wiki/2D_Editor:_External","revid":353557,"updated":"2024-03-19T12:01:40Z","aliases":["Mission Editor: External"],"markdown":"Mission Editor provides majority of tools required for designing a mission, but finishing touches are usually made outside of it. Briefings, custom scripts, multiplayer settings or final packing are only handled by separate files programs.\n\n### Mission Folder\n\n#### Folder Name\n\nMissions are stored as folders with name composed of mission name set in Save window and world name:\n\n```\nmissionName.worldName\n```\n\nExamples:\n\n```\nTopGun.abel\nSpyGame.Chernarus\nDomino.ProvingGrounds_PMC\nThis.is.Sparta.Altis\n```\n\nWorld names match classes present in *CfgWorlds*.\n\n#### Folder Directory\n\nYou can find all missions in your Profile directory.\n\nSingle player missions are located in *Missions* folder, multiplayer missions can be found in *MPMissions* folder in same directory.\n\n#### Subfolders\n\nWithin the mission folder, you can create as many subfolders as desired. As paths in mission are relative, you can refer to such subfolder using:\n\n```\n\\subFolderName\\desiredFile.sqf\n```\n\n### Files\n\n#### Mission.sqm\n\n*Main article: Mission.sqm*\n\n#### Description.ext\n\n*Main article: Description.ext*\n\n#### Scripts\n\n*Main article: Script File*\n\nExternal script files are executed by filename, so they can have any filename the author chooses. There are however several special Event Scripts that are automatically executed by the game engine at certain times during the mission.\n\n#### FSM\n\n*Main article: FSM*\n\n#### Overview.html\n\n*Main article: Overview.html*\n\nThe overview.html contains simple mission description and picture visible in main menu mission selection.\n\n#### Briefing.html\n\n*Main article: Briefing.html*\n\nFile loaded automatically when the mission begins, providing mission plan and notes.\n\nThe briefing is broken into 4 main sections:\n\n- Notes\n- Plan\n- Objectives\n- Endings\n\nTo preview your briefing whilst in the editor, hold SHIFT while clicking 'Preview'.\n\nSince Arma 2, briefing.html is only used for the debriefing text. For more information see Arma 2 Briefing creation.","sections":[{"heading":null,"level":1,"markdown":"Mission Editor provides majority of tools required for designing a mission, but finishing touches are usually made outside of it. Briefings, custom scripts, multiplayer settings or final packing are only handled by separate files programs."},{"heading":"Mission Folder","level":3,"markdown":""},{"heading":"Folder Name","level":4,"markdown":"Missions are stored as folders with name composed of mission name set in Save window and world name:\n\n```\nmissionName.worldName\n```\n\nExamples:\n\n```\nTopGun.abel\nSpyGame.Chernarus\nDomino.ProvingGrounds_PMC\nThis.is.Sparta.Altis\n```\n\nWorld names match classes present in *CfgWorlds*."},{"heading":"Folder Directory","level":4,"markdown":"You can find all missions in your Profile directory.\n\nSingle player missions are located in *Missions* folder, multiplayer missions can be found in *MPMissions* folder in same directory."},{"heading":"Subfolders","level":4,"markdown":"Within the mission folder, you can create as many subfolders as desired. As paths in mission are relative, you can refer to such subfolder using:\n\n```\n\\subFolderName\\desiredFile.sqf\n```"},{"heading":"Files","level":3,"markdown":""},{"heading":"Mission.sqm","level":4,"markdown":"*Main article: Mission.sqm*"},{"heading":"Description.ext","level":4,"markdown":"*Main article: Description.ext*"},{"heading":"Scripts","level":4,"markdown":"*Main article: Script File*\n\nExternal script files are executed by filename, so they can have any filename the author chooses. There are however several special Event Scripts that are automatically executed by the game engine at certain times during the mission."},{"heading":"FSM","level":4,"markdown":"*Main article: FSM*"},{"heading":"Overview.html","level":4,"markdown":"*Main article: Overview.html*\n\nThe overview.html contains simple mission description and picture visible in main menu mission selection."},{"heading":"Briefing.html","level":4,"markdown":"*Main article: Briefing.html*\n\nFile loaded automatically when the mission begins, providing mission plan and notes.\n\nThe briefing is broken into 4 main sections:\n\n- Notes\n- Plan\n- Objectives\n- Endings\n\nTo preview your briefing whilst in the editor, hold SHIFT while clicking 'Preview'.\n\nSince Arma 2, briefing.html is only used for the debriefing text. For more information see Arma 2 Briefing creation."}],"categories":["2D Editor"],"groups":["Mission Editing"]},{"name":"2D Editor: Groups","title":"2D Editor: Groups","type":"topic","url":"https://community.bistudio.com/wiki/2D_Editor:_Groups","revid":353482,"updated":"2024-03-19T12:00:38Z","aliases":["Mission Editor: Groups"],"markdown":"Group editing mode can be used in several ways. The primary use is to join previously placed individual entities together into groups. Joining individual units together into groups can greatly improve their combat abilities. A group will move together, share information about enemy units and can bring greater firepower to bear on a target. Each individual unit on the map that has no visible group links is actually in a group of its own. When a unit is created near another unit of the same side, it will automatically be placed in the other unit's group. To join a unit into an existing group, simply left click and hold on the unit, then drag a line to any unit of the group you wish to add it too. Release the button to join the unit into that group. Group links are displayed by light blue line drawn from the leader to each other unit in the group. Removing a unit from a group is done by left clicking and holding on the unit and dragging the group link line into empty space, then releasing. The highest ranking unit in a group will generally be the leader. While it is possible to create extremely large groups in ArmA, huge formations of AI units create path finding issues and can be very hard to manage for a human leader.\n\nIndividual objects may also be grouped to Triggers (to link a specific object to the trigger) and Markers (allowing an object to start at a random but specific location), see those sections for further details.\n\nThe final function of Group Mode is to place an entire group in one step. These groups have been pre-defined within game's main config file (*class CfgGroups*). Any units placed in this manner may be individually manipulated as normal. To place a group, simply double click on an empty map location. The Group Menu will open.\n\n### Menu\n\n#### Side\n\nChoose the side of the group you wish to place.\n\n#### Type\n\nChoose the type of group to be placed. Mechanized infantry are listed under *Infantry*, not *Armor*.\n\n#### Name\n\nDefines the specific group to be placed. Armor platoons and Air Squadrons consist of 4 vehicles, infantry squads consist of up to 9 men. Motorized squads and mechanized squads will begin with only the crew in their vehicle.\n\n#### Azimut / Direction / Azimuth\n\nDefines which direction the group will be facing. You can drag the pointer around the circle, or type in the desired facing into the box. Note that the group formation will be built around the leader, using his location and facing.","sections":[{"heading":null,"level":1,"markdown":"Group editing mode can be used in several ways. The primary use is to join previously placed individual entities together into groups. Joining individual units together into groups can greatly improve their combat abilities. A group will move together, share information about enemy units and can bring greater firepower to bear on a target. Each individual unit on the map that has no visible group links is actually in a group of its own. When a unit is created near another unit of the same side, it will automatically be placed in the other unit's group. To join a unit into an existing group, simply left click and hold on the unit, then drag a line to any unit of the group you wish to add it too. Release the button to join the unit into that group. Group links are displayed by light blue line drawn from the leader to each other unit in the group. Removing a unit from a group is done by left clicking and holding on the unit and dragging the group link line into empty space, then releasing. The highest ranking unit in a group will generally be the leader. While it is possible to create extremely large groups in ArmA, huge formations of AI units create path finding issues and can be very hard to manage for a human leader.\n\nIndividual objects may also be grouped to Triggers (to link a specific object to the trigger) and Markers (allowing an object to start at a random but specific location), see those sections for further details.\n\nThe final function of Group Mode is to place an entire group in one step. These groups have been pre-defined within game's main config file (*class CfgGroups*). Any units placed in this manner may be individually manipulated as normal. To place a group, simply double click on an empty map location. The Group Menu will open."},{"heading":"Menu","level":3,"markdown":""},{"heading":"Side","level":4,"markdown":"Choose the side of the group you wish to place."},{"heading":"Type","level":4,"markdown":"Choose the type of group to be placed. Mechanized infantry are listed under *Infantry*, not *Armor*."},{"heading":"Name","level":4,"markdown":"Defines the specific group to be placed. Armor platoons and Air Squadrons consist of 4 vehicles, infantry squads consist of up to 9 men. Motorized squads and mechanized squads will begin with only the crew in their vehicle."},{"heading":"Azimut / Direction / Azimuth","level":4,"markdown":"Defines which direction the group will be facing. You can drag the pointer around the circle, or type in the desired facing into the box. Note that the group formation will be built around the leader, using his location and facing."}],"categories":["2D Editor"],"groups":["Mission Editing"]},{"name":"2D Editor: Intel","title":"2D Editor: Intel","type":"topic","url":"https://community.bistudio.com/wiki/2D_Editor:_Intel","revid":353564,"updated":"2024-03-19T12:01:44Z","aliases":["Mission Editor: Intel"],"markdown":"The Intel box is the dark grey box with a weather icon, the time and date. It allows you to name your mission, give it a brief description, set the mission starting date and time, the current and forecast weather and which sides resistance forces are friendly to. Clicking on the Intel box will bring up the Intel menu.\n\n### Menu\n\n#### Name\n\nThe mission name is used in mission lists, such as when browsing missions in the \"Single Mission\" mode, on multiplayer sessions and mission lists, in the campaign mission list, and on the map notepad. If you do not name your mission, the missions folder/pbo name will be used.\n\n#### Description\n\nThis description is only displayed while in multiplayer mode, but it is recommended to give every mission a short description to explain what the mission is about, failing all else to allow you to identify it yourself in the future.\n\n#### Date and Time\n\nThese options should be self explanatory. Remember that Armed Assault is highly accurate in its rendering of seasonal patterns. Thus daylight hours, the sun's path across the sky, star constellations and moon phases are all simulated correctly given the current terrain's world location. Tides are also accurately simulated, and can be somewhat hard to predict as different seasons and moon phases create vastly differing high/low water marks.\n\n#### Weather Sliders\n\nWeather sliders are devided into pairs, each of them setting starting value and forecast value which engine will reach in 30 minutes.\n\n- **Weather** - sets overcast, initiate raining when value is low enough\n- **Fog** - modifies visibility, no matter what view distance is set in video options.\n- **Wind (Take On helicopters only)** - wind strength, affecting helicopter flight model.\n\n#### Resistance Is Friendly to:\n\nChoose which side(s) the resistance side will be friendly to at the start of the mission. Note that the civilian side will inherit the same allies and enemies of the resistance side.\n\n### Scripting\n\nSee Command Group: Environment for list of all marker-related commands.","sections":[{"heading":null,"level":1,"markdown":"The Intel box is the dark grey box with a weather icon, the time and date. It allows you to name your mission, give it a brief description, set the mission starting date and time, the current and forecast weather and which sides resistance forces are friendly to. Clicking on the Intel box will bring up the Intel menu."},{"heading":"Menu","level":3,"markdown":""},{"heading":"Name","level":4,"markdown":"The mission name is used in mission lists, such as when browsing missions in the \"Single Mission\" mode, on multiplayer sessions and mission lists, in the campaign mission list, and on the map notepad. If you do not name your mission, the missions folder/pbo name will be used."},{"heading":"Description","level":4,"markdown":"This description is only displayed while in multiplayer mode, but it is recommended to give every mission a short description to explain what the mission is about, failing all else to allow you to identify it yourself in the future."},{"heading":"Date and Time","level":4,"markdown":"These options should be self explanatory. Remember that Armed Assault is highly accurate in its rendering of seasonal patterns. Thus daylight hours, the sun's path across the sky, star constellations and moon phases are all simulated correctly given the current terrain's world location. Tides are also accurately simulated, and can be somewhat hard to predict as different seasons and moon phases create vastly differing high/low water marks."},{"heading":"Weather Sliders","level":4,"markdown":"Weather sliders are devided into pairs, each of them setting starting value and forecast value which engine will reach in 30 minutes.\n\n- **Weather** - sets overcast, initiate raining when value is low enough\n- **Fog** - modifies visibility, no matter what view distance is set in video options.\n- **Wind (Take On helicopters only)** - wind strength, affecting helicopter flight model."},{"heading":"Resistance Is Friendly to:","level":4,"markdown":"Choose which side(s) the resistance side will be friendly to at the start of the mission. Note that the civilian side will inherit the same allies and enemies of the resistance side."},{"heading":"Scripting","level":3,"markdown":"See Command Group: Environment for list of all marker-related commands."}],"categories":["2D Editor"],"groups":["Mission Editing"]},{"name":"2D Editor: Layout Customization","title":"2D Editor: Layout Customization","type":"topic","url":"https://community.bistudio.com/wiki/2D_Editor:_Layout_Customization","revid":364506,"updated":"2024-05-16T20:42:05Z","aliases":["Mission Editor: Layout Customization"],"markdown":"### Description\n\n- Arma 3 provides the ability to switch layout of the mission editor's main display. Two layouts are provided by default, but custom made could be added.\n- Layouts are listed in RscDisplayChooseEditorLayout, that could be invoked via layout button in mission editor.\n- Layout is switched without restarting of the game, only restart of mission editor is needed. Automatic restart of editor via *Restart Now* button in MessageBox is much quicker, than manual restart. This could be beneficial when designing new custom made layout.\n- Selected layout is stored in user's profile and so is remembered after game restart.\n\n### Configuration\n\n- New layout could be created via creating .hpp and optionally .sqf file. .hpp should be included in config.cpp. See *A3\\Ui_f\\hpp\\Editor\\RscDisplayArcadeMap_Layout_6.hpp* and *A3\\Ui_f\\scripts\\GUI\\RscDisplayArcadeMap_Layout_6.sqf* as an example.\n- Each layout that should be displayed in RscDisplayChooseEditorLayout should be configured in *A3\\Ui_f\\hpp\\cfgEditorLayouts.hpp*.\n- Parameters of the layout's class:\n  - **name** - name of the class that will be used as resource for the layout. If name of non-existing class is used, *RscDisplayArcadeMap* is used as a failsafe.\n\n    > [!NOTE]\n    > **name** can be anything but should be unique within CfgEditorLayouts.\n  - **displayName** - name that will be displayed in ListBox in RscDisplayChooseEditorLayout.\n  - **layoutPicture** - path to the preview picture of the layout. Picture should have aspect ratio 2:1 and should be stored in *A3\\Ui_f\\data\\GUI\\Rsc\\RscDisplayChooseEditorLayout\\*.\n\n#### Example\n\n```cpp\nclass CfgEditorLayouts\n{\n    class Layout01\n    {\n        name = \"RscDisplayArcadeMap_Layout_2\";\n        displayName = \"$STR_A3_CfgEditorLayouts_Layout011\";  // Streamlined\n        layoutPicture = \"\\A3\\Ui_f\\data\\GUI\\Rsc\\RscDisplayChooseEditorLayout\\Layout_2.paa\";\n    };\n\n    class Layout02\n    {\n        name = \"RscDisplayArcadeMap_Layout_6\";\n        displayName = \"$STR_A3_CfgEditorLayouts_Layout021\";  // Traditional\n        layoutPicture = \"\\A3\\Ui_f\\data\\GUI\\Rsc\\RscDisplayChooseEditorLayout\\Layout_6.paa\";\n    };\n};\n```","sections":[{"heading":"Description","level":3,"markdown":"- Arma 3 provides the ability to switch layout of the mission editor's main display. Two layouts are provided by default, but custom made could be added.\n- Layouts are listed in RscDisplayChooseEditorLayout, that could be invoked via layout button in mission editor.\n- Layout is switched without restarting of the game, only restart of mission editor is needed. Automatic restart of editor via *Restart Now* button in MessageBox is much quicker, than manual restart. This could be beneficial when designing new custom made layout.\n- Selected layout is stored in user's profile and so is remembered after game restart."},{"heading":"Configuration","level":3,"markdown":"- New layout could be created via creating .hpp and optionally .sqf file. .hpp should be included in config.cpp. See *A3\\Ui_f\\hpp\\Editor\\RscDisplayArcadeMap_Layout_6.hpp* and *A3\\Ui_f\\scripts\\GUI\\RscDisplayArcadeMap_Layout_6.sqf* as an example.\n- Each layout that should be displayed in RscDisplayChooseEditorLayout should be configured in *A3\\Ui_f\\hpp\\cfgEditorLayouts.hpp*.\n- Parameters of the layout's class:\n  - **name** - name of the class that will be used as resource for the layout. If name of non-existing class is used, *RscDisplayArcadeMap* is used as a failsafe.\n\n    > [!NOTE]\n    > **name** can be anything but should be unique within CfgEditorLayouts.\n  - **displayName** - name that will be displayed in ListBox in RscDisplayChooseEditorLayout.\n  - **layoutPicture** - path to the preview picture of the layout. Picture should have aspect ratio 2:1 and should be stored in *A3\\Ui_f\\data\\GUI\\Rsc\\RscDisplayChooseEditorLayout\\*."},{"heading":"Example","level":4,"markdown":"```cpp\nclass CfgEditorLayouts\n{\n    class Layout01\n    {\n        name = \"RscDisplayArcadeMap_Layout_2\";\n        displayName = \"$STR_A3_CfgEditorLayouts_Layout011\";  // Streamlined\n        layoutPicture = \"\\A3\\Ui_f\\data\\GUI\\Rsc\\RscDisplayChooseEditorLayout\\Layout_2.paa\";\n    };\n\n    class Layout02\n    {\n        name = \"RscDisplayArcadeMap_Layout_6\";\n        displayName = \"$STR_A3_CfgEditorLayouts_Layout021\";  // Traditional\n        layoutPicture = \"\\A3\\Ui_f\\data\\GUI\\Rsc\\RscDisplayChooseEditorLayout\\Layout_6.paa\";\n    };\n};\n```"}],"categories":["2D Editor"],"groups":["Mission Editing"]},{"name":"2D Editor: Markers","title":"2D Editor: Markers","type":"topic","url":"https://community.bistudio.com/wiki/2D_Editor:_Markers","revid":353540,"updated":"2024-03-19T12:01:33Z","aliases":["Mission Editor: Markers"],"markdown":"Marker mode is primarily used to place visual map icons and zones on the mission map.\nMarkers are only visible while the mission editor is in marker mode, but can still be manipulated while in other modes.\nTo do so, hover the mouse cursor over a marker's position to display it is name.\n\nThe second use of markers is to define a possible starting position for any number of objects.\nTo do this, create a group link between the marker and the object.\nThe object will begin the mission at any one of the markers it is grouped with or at it is original position, chosen at random.\nThis offers another way to create some randomness in a mission, with more precise control compared to using the object's *Placement radius* option.\n\nNote that any marker used in this way will still be drawn on the mission map (although setting the axis sizes to 0 can be used to hide a marker).\nMarkers can not be attached to objects. To create a map marker, double left click in empty space.\n\n#### Name\n\nEvery marker must have a unique name. Marker names should comply with normal variable naming rules (no spaces, reserved characters or reserved words) but ArmA will only provide a warning in the case of a duplicate marker name.\nMarkers can only be found by recognizing their name while in another map editing mode.\n\n#### Icon/Rectangle/Ellipse\n\nMarkers can be one of two types :\n\n- **Icons** - These represent points, and will be drawn on the mission map at a fixed scale, no matter what zoom level is used. Icons are completely opaque and will cover whatever lies below them.\n- **Ellipse/Rectangle** - Markers can also take the form of a pattern filled zone, defined by either one of these shapes. The zone will always be displayed covering the same physical area, no matter what scale the map is viewed at.\n\n#### Color\n\nChoose the desired color. *Default* for icon markers is red, and black for zoned shapes.\n\n#### Icon\n\nThis option is only available if the marker is an *Icon* type.\nChoose any icon from the list. The two *Empty* types are valid, they just lack proper names.\nPlayers can create icon markers during the mission by double clicking on the map.\n\n#### Fill\n\nOnly available for *Ellipse* or *Rectangle* markers.\nThe shape will be filled with the selected fill pattern.\nAll fill patterns are slightly transparent.\n\n#### Axis a/Axis b\n\nThese options define the scale at which the marker will be drawn.\n*Icon* type markers have no absolute size, but rather display at a constant size irrespective of map zoom.\nThe axis values define the relative scale for the icon, for example marker with an axis value of 10 will be displayed 10 times larger than normal icon display size.\nFor *zone* type markers, these values define the radius of the marker, in meters.\n*Axis a* is east west, *Axis b* north south, assuming angle of 0.\nTo make an invisible marker (such as those used to define possible starting locations for a object) set both axis to 0.\n\n#### Angle\n\nA marker can be rotated as with any object or trigger.\n\n#### Text\n\nOnly *Icon* markers will use this text.\nIt will be displayed in small colored font directly east of the marker, irrespective of the marker's angle.\n\n#### Preview (Take On Helicopters v1.00)\n\nDisplays preview of currently selected marker.\n\n### Scripting\n\nSee Command Group: Markers for a list of all marker-related commands.","sections":[{"heading":null,"level":1,"markdown":"Marker mode is primarily used to place visual map icons and zones on the mission map.\nMarkers are only visible while the mission editor is in marker mode, but can still be manipulated while in other modes.\nTo do so, hover the mouse cursor over a marker's position to display it is name.\n\nThe second use of markers is to define a possible starting position for any number of objects.\nTo do this, create a group link between the marker and the object.\nThe object will begin the mission at any one of the markers it is grouped with or at it is original position, chosen at random.\nThis offers another way to create some randomness in a mission, with more precise control compared to using the object's *Placement radius* option.\n\nNote that any marker used in this way will still be drawn on the mission map (although setting the axis sizes to 0 can be used to hide a marker).\nMarkers can not be attached to objects. To create a map marker, double left click in empty space."},{"heading":"Name","level":4,"markdown":"Every marker must have a unique name. Marker names should comply with normal variable naming rules (no spaces, reserved characters or reserved words) but ArmA will only provide a warning in the case of a duplicate marker name.\nMarkers can only be found by recognizing their name while in another map editing mode."},{"heading":"Icon/Rectangle/Ellipse","level":4,"markdown":"Markers can be one of two types :\n\n- **Icons** - These represent points, and will be drawn on the mission map at a fixed scale, no matter what zoom level is used. Icons are completely opaque and will cover whatever lies below them.\n- **Ellipse/Rectangle** - Markers can also take the form of a pattern filled zone, defined by either one of these shapes. The zone will always be displayed covering the same physical area, no matter what scale the map is viewed at."},{"heading":"Color","level":4,"markdown":"Choose the desired color. *Default* for icon markers is red, and black for zoned shapes."},{"heading":"Icon","level":4,"markdown":"This option is only available if the marker is an *Icon* type.\nChoose any icon from the list. The two *Empty* types are valid, they just lack proper names.\nPlayers can create icon markers during the mission by double clicking on the map."},{"heading":"Fill","level":4,"markdown":"Only available for *Ellipse* or *Rectangle* markers.\nThe shape will be filled with the selected fill pattern.\nAll fill patterns are slightly transparent."},{"heading":"Axis a/Axis b","level":4,"markdown":"These options define the scale at which the marker will be drawn.\n*Icon* type markers have no absolute size, but rather display at a constant size irrespective of map zoom.\nThe axis values define the relative scale for the icon, for example marker with an axis value of 10 will be displayed 10 times larger than normal icon display size.\nFor *zone* type markers, these values define the radius of the marker, in meters.\n*Axis a* is east west, *Axis b* north south, assuming angle of 0.\nTo make an invisible marker (such as those used to define possible starting locations for a object) set both axis to 0."},{"heading":"Angle","level":4,"markdown":"A marker can be rotated as with any object or trigger."},{"heading":"Text","level":4,"markdown":"Only *Icon* markers will use this text.\nIt will be displayed in small colored font directly east of the marker, irrespective of the marker's angle."},{"heading":"Preview (Take On Helicopters v1.00)","level":4,"markdown":"Displays preview of currently selected marker."},{"heading":"Scripting","level":3,"markdown":"See Command Group: Markers for a list of all marker-related commands."}],"categories":["2D Editor"],"groups":["Mission Editing"]},{"name":"2D Editor: Synchronization","title":"2D Editor: Synchronization","type":"topic","url":"https://community.bistudio.com/wiki/2D_Editor:_Synchronization","revid":369649,"updated":"2024-09-30T09:13:41Z","aliases":["Mission Editor: Synchronization"],"markdown":"Synchronisation mode is used to make different groups carry out their waypoint orders at the same time, and optionally only under specific circumstances.\nSynchronisation can seem a hard concept to understand at first, but it is a very powerful and easy to use tool.\nFor example, synchronisation can be used to organise friendly forces to wait until everyone is in position before launching a mass attack, or wait in ambush until an enemy convoy is in the perfect location before opening fire.\nSynchronising links can be made between any of a group's waypoints and any number of other group's waypoints, and any number of triggers.\nA synchronised waypoint will not complete until all waypoints it is linked with are ready to complete, and all synchronised triggers are activated.\nSynchronising links are displayed by a dark blue line connecting the entities.\nTo create a synchronised link between a waypoint and another group's waypoint or a trigger, simply left click and hold on the waypoint, move the mouse to the desired waypoint/trigger then release.\nTo remove synchronisation lines from a waypoint or trigger, left click on it, hold and drag a line into empty space. Note this will remove **all** synchronising lines from that entity, so be careful.\n\nWhen a group's current waypoint is synchronised, the HUD will display the waypoint type as \"Wait\", and the group will move to the waypoints position, even if the true waypoint type would not normally involve moving to the waypoint's position.\nAnother important thing to know is that while a group's waypoint's *Activation* code block does not return true, but the waypoint is otherwise ready to activate that waypoint will be considered complete for the purposes of synchronisation!\nIt is possible to link one waypoint with more than one waypoint of another single group.\nIt is also possible to create synchronised links that can never be satisfied, in which case no warning will be given and groups will stuck waiting forever.\n\nTriggers do not wait for synchronised waypoints, only the waypoint needs to wait until the trigger is active.\nLines of synchronisation generally do not have any polarity, so it does not matter which waypoint is clicked on and which is dragged to.\nThere are some exceptions to this rule. With some waypoint types such as *Get In* and *Join*, the synchronising link has greater significance than just timing in this case, it defines which group shall join and which shall be joined.\nSee those waypoints types descriptions for details. Game Logic's *OR* type waypoint.","sections":[{"heading":null,"level":1,"markdown":"Synchronisation mode is used to make different groups carry out their waypoint orders at the same time, and optionally only under specific circumstances.\nSynchronisation can seem a hard concept to understand at first, but it is a very powerful and easy to use tool.\nFor example, synchronisation can be used to organise friendly forces to wait until everyone is in position before launching a mass attack, or wait in ambush until an enemy convoy is in the perfect location before opening fire.\nSynchronising links can be made between any of a group's waypoints and any number of other group's waypoints, and any number of triggers.\nA synchronised waypoint will not complete until all waypoints it is linked with are ready to complete, and all synchronised triggers are activated.\nSynchronising links are displayed by a dark blue line connecting the entities.\nTo create a synchronised link between a waypoint and another group's waypoint or a trigger, simply left click and hold on the waypoint, move the mouse to the desired waypoint/trigger then release.\nTo remove synchronisation lines from a waypoint or trigger, left click on it, hold and drag a line into empty space. Note this will remove **all** synchronising lines from that entity, so be careful.\n\nWhen a group's current waypoint is synchronised, the HUD will display the waypoint type as \"Wait\", and the group will move to the waypoints position, even if the true waypoint type would not normally involve moving to the waypoint's position.\nAnother important thing to know is that while a group's waypoint's *Activation* code block does not return true, but the waypoint is otherwise ready to activate that waypoint will be considered complete for the purposes of synchronisation!\nIt is possible to link one waypoint with more than one waypoint of another single group.\nIt is also possible to create synchronised links that can never be satisfied, in which case no warning will be given and groups will stuck waiting forever.\n\nTriggers do not wait for synchronised waypoints, only the waypoint needs to wait until the trigger is active.\nLines of synchronisation generally do not have any polarity, so it does not matter which waypoint is clicked on and which is dragged to.\nThere are some exceptions to this rule. With some waypoint types such as *Get In* and *Join*, the synchronising link has greater significance than just timing in this case, it defines which group shall join and which shall be joined.\nSee those waypoints types descriptions for details. Game Logic's *OR* type waypoint."}],"categories":["2D Editor"],"groups":["Mission Editing"]},{"name":"2D Editor: Take On Helicopters Sample Mission","title":"2D Editor: Take On Helicopters Sample Mission","type":"topic","url":"https://community.bistudio.com/wiki/2D_Editor:_Take_On_Helicopters_Sample_Mission","revid":347373,"updated":"2023-09-14T15:22:18Z","aliases":["Mission Editor: Sample Mission"],"markdown":"Take On Helicopters presents the players with a powerful - and sometimes overwhelming - Editor.\n\nThe goal of this section is to introduce new players to the basics, and show some veteran users a little of the new features introduced by this project.\n\n- Below you will find a step-by-step guide to creating sample mission 1\n- You can find and download the scenario itself [here](http://takeonthegame.com/take-on-editing/)!\n  - *note, unzip the file, and put the directory:*\n\n    ```\n    SampleMission.United_States_H\n    ```\n\n    *into your TKOH user profile's mission directory:*\n\n    ```\n    [USER]\\Documents\\Take On Helicopters\\missions\\\n    ```\n- We also used this scenario as the basis for a video guide, which you can find here: <http://www.youtube.com/watch?v=wcSgRoSJGZk>\n- Once you've completed part one, we've created sample mission 2\n  - Part 2 builds upon this mission, and introduces more advanced techniques!\n\n### Sample Mission 1 - Guide\n\nTake On Helicopters: Sample Mission 1","sections":[{"heading":null,"level":1,"markdown":"Take On Helicopters presents the players with a powerful - and sometimes overwhelming - Editor.\n\nThe goal of this section is to introduce new players to the basics, and show some veteran users a little of the new features introduced by this project.\n\n- Below you will find a step-by-step guide to creating sample mission 1\n- You can find and download the scenario itself [here](http://takeonthegame.com/take-on-editing/)!\n  - *note, unzip the file, and put the directory:*\n\n    ```\n    SampleMission.United_States_H\n    ```\n\n    *into your TKOH user profile's mission directory:*\n\n    ```\n    [USER]\\Documents\\Take On Helicopters\\missions\\\n    ```\n- We also used this scenario as the basis for a video guide, which you can find here: <http://www.youtube.com/watch?v=wcSgRoSJGZk>\n- Once you've completed part one, we've created sample mission 2\n  - Part 2 builds upon this mission, and introduces more advanced techniques!"},{"heading":"Sample Mission 1 - Guide","level":3,"markdown":"Take On Helicopters: Sample Mission 1"}],"categories":["2D Editor"],"groups":["Mission Editing"]},{"name":"2D Editor: Triggers","title":"2D Editor: Triggers","type":"topic","url":"https://community.bistudio.com/wiki/2D_Editor:_Triggers","revid":353555,"updated":"2024-03-19T12:01:39Z","aliases":["Mission Editor: Triggers"],"markdown":"A trigger is an abstract game entity that will wait until it is condition block returns true, then carry out the *On Activation* string. When used effectively, they can make your mission seem much more dynamic and realistic. For example, you can use a trigger to set off a siren and call reinforcements when the player is spotted near an enemy base, or to start a convoy moving when the player gives a radio command. Triggers are represented in the mission editor by a dark blue ellipse or rectangle with a small blue flag in the centre. Triggers may be linked to an object in Groups Mode (F2), which generally means that only that object or group can activate the trigger. Triggers can be used in various ways, for example the location and dimensions of a trigger are not always used as part of it is conditions, and triggers do not necessarily require an *On Activation* block, instead being used to return a list of objects that satisfy it is conditions. Each trigger's *Condition* block will be checked approximately twice every second for the duration of the mission. To add a new trigger to your mission, double left click in some empty map space. The *Trigger Menu* will open.\n\n### Menu\n\n#### Axis a/Axis b\n\nThese two controls define the radius size of the trigger, in metres. If a trigger has not been rotated (angle = 0), then Axis a is aligned East-West, Axis b is North to South.\n\n#### Angle\n\nDefines the angle of the trigger. 0 faces north, 90 faces east, etc. Triggers can also be rotated on the map by holding down shift, the left clicking on the trigger and dragging.\n\n#### Ellipse/Rectangle\n\nChoose the shape of the trigger.\n\n#### Activation\n\nThese options provide a graphical method of creating a trigger condition. The chosen *Activation* option generally combines with selected condition type from the six condition types below (*Present*, *Not Present*, *Detected by West*, etc). Some of these conditions can not be easily or efficiently recreated using script commands. Note that these options only define what value *this* (in the condition string) will have each time the trigger is checked. Choose who or what will activate the trigger from the drop down menu. If the trigger is linked to a unit, only the relevant options will be available. You may choose :\n\n- **None** - The trigger can still be activated when the *Condition* string returns true, but in this case *this* will always return false.\n- **<side>** - Which of the sides will activate the trigger when any unit of that side satisfies the currently chosen one of the six conditions below.\n- **Radio <letter>** - The trigger will be activated by a radio command available to all players leader of a group or possess a radio. Activation of radio triggers can be limited to specific players using the setRadioMsg command. Radio triggers do not make use of the six type conditions below, or wait for the Countdown/Timeout Counters!\n- **Seized by <side>** - Will activate when the seizing side is deemed to be in control of the area. This trigger type works with the *Timeout Counter* values - a low level of dominance will activate the trigger after a period of time close to the max timeout, and visa versa. Depending on unit types, the seizing side can be completely outnumbered (4:1) and still satisfy the minimum required level of presence for the Maximum timeout counter. This trigger type can also be used with the any *Detected By <side>* option, meaning only units known to the *Detected By* side will be considered by the seized by calculation. This can easily create some interesting area domination effects. For example, a *Seized by BLUFOR* trigger using the *Detected By BLUFOR* option will activate when BLUFOR think they have seized the area, while the same trigger using *Detected by OPFOR* option will activate when OPFOR think BLUFOR have seized the area. The *Not Present* option inverts the triggers normal behaviour (ie, Not Seized by <side>).\n- **Vehicle** - This option is only available if the trigger is linked to an unit, vehicle or object. Only that entity can activate the trigger when it satisfies whichever of the six conditions below is being used.\n- **Whole Group** - This option is only available if the trigger is linked to a unit. The trigger will activate when the linked unit's entire group satisfy whichever of the six conditions below is being used.\n- **Group Leader** - This option is only available if the trigger is linked to a unit. The trigger will activate when the linked unit's group leader satisfies whichever of the six conditions below is being used.\n- **Any Group Member** - Again, this option only available if the trigger is linked to a unit. The trigger will activate when any single unit in the unit's group satisfies whichever of the six conditions below is being used.\n\n#### Once/Repeatedly\n\nDefines how many times the trigger can be activated. Only repeatable triggers can deactivate, single use triggers will remain active forever. Most repeatable triggers can only be reactivated once they have deactivated (radio triggers do not follow this rule).\n\n#### Present/Not Present\n\nIf the activator is a side or object, the trigger will be activated if that side/object is or is not present within the trigger's boundaries. To be considered present, an object must be alive/undestroyed.\n\n#### Detected By <side>\n\nA unit is considered detected when the leader of any group on the detecting side can correctly identify the detected units side. Depending on the type of unit being detected, this may occur at various knowsAbout levels. The *Seized by <side>* Activation type also use these options, see above for details.\n\n#### Countdown/Timeout Counters\n\nThese counters can add a degree of randomness to a trigger, and can make the trigger's activation less obvious to the player. For example, player immersion can be destroyed by a \"enemy not present\" trigger that completes an objective the very microsecond the bullet strikes the last enemy unit.\n\n- **Countdown** - Once the trigger's conditions are met, the trigger will activate after the specified amount of time has elapsed. The activation conditions do not need to remain satisfied during this time.\n- **Timeout** - The trigger's conditions must be satisfied for the entirety of specified amount of time for the trigger to activate. For example, if a soldier walks into a *<side> Present* type trigger but leaves the area before the timeout is complete, the trigger will not activate.\n\nBelow the *Countdown* and *Timeout* buttons you will see three boxes; *Min*, *Max* and *Mid*.\nThese define the period of trigger activity in seconds between the Min and Max values, gravitating towards the Mid value.\nIf all three are set to 10, then the period would be 10 seconds, with no randomness. If Min was 5, Max was 15 and Mid 10, the period would be somewhere between 5 and 15 seconds, most likely being close to 10.\n\n#### Type\n\nThese are several types of trigger activation effects and abstract types that are generally unavailable through script code.\nThese events will take place immediately after the *On Activation* code block is executed.\n\n- **None** - The trigger will have no other effects other than those listed in the *On Activation* block. This is the default.\n\n- **Guarded by (side)** - The trigger's centre point will define a point to be guarded. If the trigger is group linked to an object, it will be moved to that object's initial position during mission initialization. Guarded triggers do not activate, they only define guard points. Groups who are in *Guard* waypoint induced guard mode will move to the first placed (highest priority) available unguarded guard point. If an enemy unit is detected by any unit on the guarding group's side ***anywhere*** on the map, the group that is guarding the lowest priority guard point will leave their guard point to attack. Note they react over any distance, even if they are not capable of damaging the detected object. Also the normal *Detected by* rules do not apply - an unarmed man can detect a tank for the purposes of guarding. See the *Guard* waypoint type for more details. See also: Waypoint:Guard.\n\n- **Switch** - A switch trigger is very useful for \"breaking\" a group out of a *Cycle* waypoint loop, or moving the group away from a *Hold* or *Guard* waypoint. When the trigger is synchronized with a waypoint, activating the trigger will instantly change the group's current waypoint to the first waypoint after the synchronized one. Note the synchronized waypoint's *On Activation* block is not executed.\n\n- **End <#>** - Will cause the mission to end once the conditions are met. There are 6 different winning endings, each with a different possible debriefing text. Different endings to a mission can also lead the player down a different \"branch\" of a campaign.\n\n- **Lose** - Activating a trigger of this type will end the mission in failure. Note this is not the same as the death of the player. If the mission is part of a campaign, the campaign can continue along the defined losing mission branch.\n\n#### Name\n\nDefines the name of the trigger, allowing it to be manipulated by script code.\nIt must comply with normal variable name rules (no spaces, reserved characters or reserved words allowed, warnings may not be given!).\n\n#### Text\n\nIf the trigger is activated by a radio command, this text will replace the default radio command name in both the command menu and on the radio visible on the mission map.\nThis text will also be displayed within the editor when the mouse cursor hovers over the trigger, allowing the user to quickly identify what the trigger is and does.\n\n#### Condition\n\nThe trigger will activate when this script code block returns true. If you leave the *Condition* box blank, the trigger will never activate.\nWithin this block *this* refers to a boolean defined by whether the conditions chosen within the *Activation* options above are currently true or false, and *thisList* (or list <this trigger's name>) refers to an array of objects that are currently inside the trigger area and satisfy the trigger's *Activation* conditions, and *thisTrigger* refers to the trigger itself.\nNote that *thisList* does **not** always refer to units that are activating the trigger.\nTwo exceptions are the *Not Present* condition, which is returns the same list as if it were a *Present* type (ie, returns objects of the chosen side that are inside the trigger) and the *Seized by <side>* trigger, which returns all units that are considered when calculating dominance (ie, if the *Detected by* side thinks that a unit is still within the trigger even though it is not, it will still be included in thisList).\nUsing script code in the Condition box allows the creation of more complex trigger activation requirements, including multiple and/or conditions.\nThe trigger checks the condition approximately once every 0.501239 seconds (averaged over 10,000 checks).\n\n#### On Act(ivation)\n\nThis script code block will be executed when the trigger's conditions are met, so long as the trigger's type allows activation.\nAny actions defined by the trigger's *Type* will take place immediately after this activation block begins executing.\nWithin the *On Activation* block, *this* is always false, *thisList* refers to the same array as it does in the *Condition* block above, and *thisTrigger* refers to the trigger itself like above. Any expressions in the On Act field must return nothing, or an error message will prevent the trigger dialogue from closing.\n\n#### On Dea(ctivation)\n\nA script code block that will be executed the first time a repeatable trigger's conditions check returns false after having been previously true.\nOnly repeatable triggers deactivate. *Radio <letter>* types do not deactivate, or at least never execute *On Deactivation* block. Other than in the *On Activation* block, the special variables *thisList* and *this* are undefined in the *On Deactivation* block.\nAny expressions in the On Dea field must return nothing, or an error message will prevent the trigger dialogue from closing.\n\n#### Effects\n\nClick on this button to open the Trigger Effects menu. It allows for the easy creation of some audio and visual effects that will be carried out immediately after the trigger's *On Activation* code block.\nMore than one effect may be used at once. Note that most if not all of the effects in this menu could be created using script code in the *On Activation* block.\n\n##### Condition Block (untitled)\n\nThe script code block at the top of the Effects menu can be used to require a condition that must be satisfied in order to execute the chosen effects.\nThe block must return *true* in order for the chosen effects to take place. This block is checked after the trigger's *On Activation* code block is executed.\n\n##### Anonymous\n\nThis drop down list allows you to play an anonymous vocal sample. The audio will seem to be coming from a nearby source to all players in the mission, irrespective of their position.\nSome of these sounds do not have a text description.\n\n##### Voice\n\nThis drop down list causes the trigger to play a vocal sample.\nThe audio will seem to be coming from close to the entity that activated the trigger, or if the trigger is linked to a group, the unit will speak the vocal sample (with lip movement).\nSome of these sounds do not have a text description.\n\n##### Environment\n\nThis list allows you to play the chosen environmental sound-scape sounds for the duration of a mission.\nSince the normal environmental sounds are chosen dynamically based upon the player's position, time and weather, this option is unlikely to be of any use other than testing.\n**(NEEDS CONFIRMATION - does it stop?)**\n\n##### Trigger\n\nThe chosen sound effect will play. The sound source is at the centre of the trigger.\n\n##### Track\n\nThe chosen music track will play once when the trigger activates, immediately halting any previously playing music.\n\n##### Type\n\nDefines the creation of one of the following types of visual effects:\n\n- **Object** - This is apparently used to create a pre-defined 3d object in front of the player's field of vision.\n- **Resource** - This can be used to display pre-defined graphical resources over the player's field of vision. This resource can be chosen from the *Text* drop down menu below.\n- **Text** - will display the text entered in the *Text* box below, in the style chosen in the *Effect* menu. This effect is identical to the cutText script code command.\n- **Effect** - Will only have an effect if *Type* is not \"NONE\", and the *Text* box is not empty. It creates the same visual screen effect as the cutText command would given the same type.\n\n##### Text\n\nThis option will only be available if *Type* is not set to \"None\". It will either behave as a drop-down list of available Resource or Object types, or a box in which to enter text.\n\n### Scripting\n\nSee Command Group: Triggers for list of all triggers-related commands.","sections":[{"heading":null,"level":1,"markdown":"A trigger is an abstract game entity that will wait until it is condition block returns true, then carry out the *On Activation* string. When used effectively, they can make your mission seem much more dynamic and realistic. For example, you can use a trigger to set off a siren and call reinforcements when the player is spotted near an enemy base, or to start a convoy moving when the player gives a radio command. Triggers are represented in the mission editor by a dark blue ellipse or rectangle with a small blue flag in the centre. Triggers may be linked to an object in Groups Mode (F2), which generally means that only that object or group can activate the trigger. Triggers can be used in various ways, for example the location and dimensions of a trigger are not always used as part of it is conditions, and triggers do not necessarily require an *On Activation* block, instead being used to return a list of objects that satisfy it is conditions. Each trigger's *Condition* block will be checked approximately twice every second for the duration of the mission. To add a new trigger to your mission, double left click in some empty map space. The *Trigger Menu* will open."},{"heading":"Menu","level":3,"markdown":""},{"heading":"Axis a/Axis b","level":4,"markdown":"These two controls define the radius size of the trigger, in metres. If a trigger has not been rotated (angle = 0), then Axis a is aligned East-West, Axis b is North to South."},{"heading":"Angle","level":4,"markdown":"Defines the angle of the trigger. 0 faces north, 90 faces east, etc. Triggers can also be rotated on the map by holding down shift, the left clicking on the trigger and dragging."},{"heading":"Ellipse/Rectangle","level":4,"markdown":"Choose the shape of the trigger."},{"heading":"Activation","level":4,"markdown":"These options provide a graphical method of creating a trigger condition. The chosen *Activation* option generally combines with selected condition type from the six condition types below (*Present*, *Not Present*, *Detected by West*, etc). Some of these conditions can not be easily or efficiently recreated using script commands. Note that these options only define what value *this* (in the condition string) will have each time the trigger is checked. Choose who or what will activate the trigger from the drop down menu. If the trigger is linked to a unit, only the relevant options will be available. You may choose :\n\n- **None** - The trigger can still be activated when the *Condition* string returns true, but in this case *this* will always return false.\n- **<side>** - Which of the sides will activate the trigger when any unit of that side satisfies the currently chosen one of the six conditions below.\n- **Radio <letter>** - The trigger will be activated by a radio command available to all players leader of a group or possess a radio. Activation of radio triggers can be limited to specific players using the setRadioMsg command. Radio triggers do not make use of the six type conditions below, or wait for the Countdown/Timeout Counters!\n- **Seized by <side>** - Will activate when the seizing side is deemed to be in control of the area. This trigger type works with the *Timeout Counter* values - a low level of dominance will activate the trigger after a period of time close to the max timeout, and visa versa. Depending on unit types, the seizing side can be completely outnumbered (4:1) and still satisfy the minimum required level of presence for the Maximum timeout counter. This trigger type can also be used with the any *Detected By <side>* option, meaning only units known to the *Detected By* side will be considered by the seized by calculation. This can easily create some interesting area domination effects. For example, a *Seized by BLUFOR* trigger using the *Detected By BLUFOR* option will activate when BLUFOR think they have seized the area, while the same trigger using *Detected by OPFOR* option will activate when OPFOR think BLUFOR have seized the area. The *Not Present* option inverts the triggers normal behaviour (ie, Not Seized by <side>).\n- **Vehicle** - This option is only available if the trigger is linked to an unit, vehicle or object. Only that entity can activate the trigger when it satisfies whichever of the six conditions below is being used.\n- **Whole Group** - This option is only available if the trigger is linked to a unit. The trigger will activate when the linked unit's entire group satisfy whichever of the six conditions below is being used.\n- **Group Leader** - This option is only available if the trigger is linked to a unit. The trigger will activate when the linked unit's group leader satisfies whichever of the six conditions below is being used.\n- **Any Group Member** - Again, this option only available if the trigger is linked to a unit. The trigger will activate when any single unit in the unit's group satisfies whichever of the six conditions below is being used."},{"heading":"Once/Repeatedly","level":4,"markdown":"Defines how many times the trigger can be activated. Only repeatable triggers can deactivate, single use triggers will remain active forever. Most repeatable triggers can only be reactivated once they have deactivated (radio triggers do not follow this rule)."},{"heading":"Present/Not Present","level":4,"markdown":"If the activator is a side or object, the trigger will be activated if that side/object is or is not present within the trigger's boundaries. To be considered present, an object must be alive/undestroyed."},{"heading":"Detected By <side>","level":4,"markdown":"A unit is considered detected when the leader of any group on the detecting side can correctly identify the detected units side. Depending on the type of unit being detected, this may occur at various knowsAbout levels. The *Seized by <side>* Activation type also use these options, see above for details."},{"heading":"Countdown/Timeout Counters","level":4,"markdown":"These counters can add a degree of randomness to a trigger, and can make the trigger's activation less obvious to the player. For example, player immersion can be destroyed by a \"enemy not present\" trigger that completes an objective the very microsecond the bullet strikes the last enemy unit.\n\n- **Countdown** - Once the trigger's conditions are met, the trigger will activate after the specified amount of time has elapsed. The activation conditions do not need to remain satisfied during this time.\n- **Timeout** - The trigger's conditions must be satisfied for the entirety of specified amount of time for the trigger to activate. For example, if a soldier walks into a *<side> Present* type trigger but leaves the area before the timeout is complete, the trigger will not activate.\n\nBelow the *Countdown* and *Timeout* buttons you will see three boxes; *Min*, *Max* and *Mid*.\nThese define the period of trigger activity in seconds between the Min and Max values, gravitating towards the Mid value.\nIf all three are set to 10, then the period would be 10 seconds, with no randomness. If Min was 5, Max was 15 and Mid 10, the period would be somewhere between 5 and 15 seconds, most likely being close to 10."},{"heading":"Type","level":4,"markdown":"These are several types of trigger activation effects and abstract types that are generally unavailable through script code.\nThese events will take place immediately after the *On Activation* code block is executed.\n\n- **None** - The trigger will have no other effects other than those listed in the *On Activation* block. This is the default.\n\n- **Guarded by (side)** - The trigger's centre point will define a point to be guarded. If the trigger is group linked to an object, it will be moved to that object's initial position during mission initialization. Guarded triggers do not activate, they only define guard points. Groups who are in *Guard* waypoint induced guard mode will move to the first placed (highest priority) available unguarded guard point. If an enemy unit is detected by any unit on the guarding group's side ***anywhere*** on the map, the group that is guarding the lowest priority guard point will leave their guard point to attack. Note they react over any distance, even if they are not capable of damaging the detected object. Also the normal *Detected by* rules do not apply - an unarmed man can detect a tank for the purposes of guarding. See the *Guard* waypoint type for more details. See also: Waypoint:Guard.\n\n- **Switch** - A switch trigger is very useful for \"breaking\" a group out of a *Cycle* waypoint loop, or moving the group away from a *Hold* or *Guard* waypoint. When the trigger is synchronized with a waypoint, activating the trigger will instantly change the group's current waypoint to the first waypoint after the synchronized one. Note the synchronized waypoint's *On Activation* block is not executed.\n\n- **End <#>** - Will cause the mission to end once the conditions are met. There are 6 different winning endings, each with a different possible debriefing text. Different endings to a mission can also lead the player down a different \"branch\" of a campaign.\n\n- **Lose** - Activating a trigger of this type will end the mission in failure. Note this is not the same as the death of the player. If the mission is part of a campaign, the campaign can continue along the defined losing mission branch."},{"heading":"Name","level":4,"markdown":"Defines the name of the trigger, allowing it to be manipulated by script code.\nIt must comply with normal variable name rules (no spaces, reserved characters or reserved words allowed, warnings may not be given!)."},{"heading":"Text","level":4,"markdown":"If the trigger is activated by a radio command, this text will replace the default radio command name in both the command menu and on the radio visible on the mission map.\nThis text will also be displayed within the editor when the mouse cursor hovers over the trigger, allowing the user to quickly identify what the trigger is and does."},{"heading":"Condition","level":4,"markdown":"The trigger will activate when this script code block returns true. If you leave the *Condition* box blank, the trigger will never activate.\nWithin this block *this* refers to a boolean defined by whether the conditions chosen within the *Activation* options above are currently true or false, and *thisList* (or list <this trigger's name>) refers to an array of objects that are currently inside the trigger area and satisfy the trigger's *Activation* conditions, and *thisTrigger* refers to the trigger itself.\nNote that *thisList* does **not** always refer to units that are activating the trigger.\nTwo exceptions are the *Not Present* condition, which is returns the same list as if it were a *Present* type (ie, returns objects of the chosen side that are inside the trigger) and the *Seized by <side>* trigger, which returns all units that are considered when calculating dominance (ie, if the *Detected by* side thinks that a unit is still within the trigger even though it is not, it will still be included in thisList).\nUsing script code in the Condition box allows the creation of more complex trigger activation requirements, including multiple and/or conditions.\nThe trigger checks the condition approximately once every 0.501239 seconds (averaged over 10,000 checks)."},{"heading":"On Act(ivation)","level":4,"markdown":"This script code block will be executed when the trigger's conditions are met, so long as the trigger's type allows activation.\nAny actions defined by the trigger's *Type* will take place immediately after this activation block begins executing.\nWithin the *On Activation* block, *this* is always false, *thisList* refers to the same array as it does in the *Condition* block above, and *thisTrigger* refers to the trigger itself like above. Any expressions in the On Act field must return nothing, or an error message will prevent the trigger dialogue from closing."},{"heading":"On Dea(ctivation)","level":4,"markdown":"A script code block that will be executed the first time a repeatable trigger's conditions check returns false after having been previously true.\nOnly repeatable triggers deactivate. *Radio <letter>* types do not deactivate, or at least never execute *On Deactivation* block. Other than in the *On Activation* block, the special variables *thisList* and *this* are undefined in the *On Deactivation* block.\nAny expressions in the On Dea field must return nothing, or an error message will prevent the trigger dialogue from closing."},{"heading":"Effects","level":4,"markdown":"Click on this button to open the Trigger Effects menu. It allows for the easy creation of some audio and visual effects that will be carried out immediately after the trigger's *On Activation* code block.\nMore than one effect may be used at once. Note that most if not all of the effects in this menu could be created using script code in the *On Activation* block."},{"heading":"Condition Block (untitled)","level":5,"markdown":"The script code block at the top of the Effects menu can be used to require a condition that must be satisfied in order to execute the chosen effects.\nThe block must return *true* in order for the chosen effects to take place. This block is checked after the trigger's *On Activation* code block is executed."},{"heading":"Anonymous","level":5,"markdown":"This drop down list allows you to play an anonymous vocal sample. The audio will seem to be coming from a nearby source to all players in the mission, irrespective of their position.\nSome of these sounds do not have a text description."},{"heading":"Voice","level":5,"markdown":"This drop down list causes the trigger to play a vocal sample.\nThe audio will seem to be coming from close to the entity that activated the trigger, or if the trigger is linked to a group, the unit will speak the vocal sample (with lip movement).\nSome of these sounds do not have a text description."},{"heading":"Environment","level":5,"markdown":"This list allows you to play the chosen environmental sound-scape sounds for the duration of a mission.\nSince the normal environmental sounds are chosen dynamically based upon the player's position, time and weather, this option is unlikely to be of any use other than testing.\n**(NEEDS CONFIRMATION - does it stop?)**"},{"heading":"Trigger","level":5,"markdown":"The chosen sound effect will play. The sound source is at the centre of the trigger."},{"heading":"Track","level":5,"markdown":"The chosen music track will play once when the trigger activates, immediately halting any previously playing music."},{"heading":"Type","level":5,"markdown":"Defines the creation of one of the following types of visual effects:\n\n- **Object** - This is apparently used to create a pre-defined 3d object in front of the player's field of vision.\n- **Resource** - This can be used to display pre-defined graphical resources over the player's field of vision. This resource can be chosen from the *Text* drop down menu below.\n- **Text** - will display the text entered in the *Text* box below, in the style chosen in the *Effect* menu. This effect is identical to the cutText script code command.\n- **Effect** - Will only have an effect if *Type* is not \"NONE\", and the *Text* box is not empty. It creates the same visual screen effect as the cutText command would given the same type."},{"heading":"Text","level":5,"markdown":"This option will only be available if *Type* is not set to \"None\". It will either behave as a drop-down list of available Resource or Object types, or a box in which to enter text."},{"heading":"Scripting","level":3,"markdown":"See Command Group: Triggers for list of all triggers-related commands."}],"categories":["2D Editor"],"groups":["Mission Editing"]},{"name":"2D Editor: Units","title":"2D Editor: Units","type":"topic","url":"https://community.bistudio.com/wiki/2D_Editor:_Units","revid":353522,"updated":"2024-03-19T12:01:21Z","aliases":["Mission Editor: Units"],"markdown":"Unit mode is used to add individual units, vehicles and objects on the map. To do so, double click on the empty space where you would like to add a unit. This will open the *Unit Dialogue*. You can also open the unit menu of an existing unit while in any editing mode other than waypoints by double clicking on the unit. Note that if there is no player unit on the map, the unit dialogue will only allow valid player units may be placed.\n\n### Menu\n\n#### Side\n\nThere are four sides to which units can be assigned to: *BLUFOR*, *OPFOR*, *Independent* and *Civilian*. *BLUFOR* and *OPFOR* will always start the mission as enemies. The *Independent* side's relations with the first two sides can be set on a mission by mission basis using the Intel Dialogue. The *Civilian* side will also inherit the friends and enemies of the *Independent* side. The difference is that the *Civilian* side are considered to be friends by all sides (killing civilians is bad!).\n\nOnce a player unit is on the map, *Game Logic* and *Empty* sides become available. The *Game Logic* side is used for abstract game logic objects, which among other uses can be used to create script like effects from within the mission editor. The *Empty* side includes empty versions of every side's vehicles, and map objects such ammo crates, sound sources, tents, flagpoles and fences. The side of an entity changes the available options is many other dialogues. It is not possible to change the side of an object once it has been placed. Player friendly units are represented by green icons, enemy units by red, *Civilian* and *Game Logic* units by blue, and *Empty* side objects by dark yellow.\n\n#### Faction\n\nEach of the playable sides (except Ambient Life) allows placement of units from several different factions. The faction an object belongs to limits the available units in the Unit selection box, generally to units belonging to specific nations.\n\n#### Class\n\nThis is the general type of entity you wish to place. The purpose of this class is to reduce the many hundreds of available entities into more easily searched groups. It is not related to any game config classes.\n\n#### Control\n\nDefines who controls the entity. This option is not available for *Game Logic* or *Empty* side objects. All non-player controlled units will be controlled by AI. If the selected object is a vehicles, extra options will become available.\n\n- **Non playable** - Self explanatory.\n- **Player (as *vehicle position*)** - This unit will be controlled in single player mode. There can only be one *Player* controlled unit on the map. The player's unit is marked by a red circular icon.\n- **Playable (as *vehicle position(s)*)** - Is used to define units that may be player controlled in multiplayer mode, and are available via *Team Switch* in single player mode. Playable units are marked by a magenta circular icon.\n\n#### Info Age\n\nDefines how long it has been since some unit belonging to the same side as player has seen this target. By default enemy units are not known unless somebody sees them (unknown). This way you can reveal some enemy unit to the center of the player. The impact of this value on AI behaviour is minimal, it influences mostly path-finding (AI groups try to avoid known enemies), to some extent it changes how fast will AI recognize the unit once they see it, and it may also cause AI center to send units which are available as guards (are ready at a guard waypoint).\n\n#### Vehicle Lock\n\nThis option is only functional if the selected object is a vehicle. It defines whether any player controlled unit or members of a group lead by a player can board the vehicle or not. Default is unlocked. Note that an AI leader will not understand that a player unit can not enter a locked vehicle, and script commands will not respect this setting.\n\n#### Rank\n\nThis defines the rank of the unit. The highest ranking unit in a group will normally be the group leader. Rank also has some affect on gameplay, such as highly ranked units being less likely to flee and more intimidating to enemy forces.\n\n#### Unit\n\nThis is the specific type of entity you want to place or edit. The options available in this list box depend on the chosen *Class*.\n\n#### Special\n\nDefines special placement options for the starting position for the unit at the very beginning of a mission. If the unit is part of a group, default AI behaviour will make it try to return to formation as soon as the mission begins.\n\n- **None** - If you wish the unit to begin the mission out of formation, choose 'None' from this list. It will start the mission at it is location in the mission editor.\n- **In Cargo** - If the unit's group possess a vehicle with empty cargo spaces, choosing \"In Cargo\" will place the unit in one of those cargo spaces. If no cargo seats are available, it will start at it is location in the mission editor as it would if it is special setting was *None*.\n- **Flying** - Aircraft units will begin the mission in the air, and in formation around the group leader irrespective of the unit's map position. If the unit can not fly, it will begin the mission as it would if it were *In Formation*.\n- **In Formation** - The unit will begin in formation around the group leader, irrespective of the unit's position in the mission editor.\n\n#### Name\n\nThe name of a unit can be used to refer to the object in script code. Like all variable names, the name must not contain any spaces or reserved characters. You should try to make it something meaningful and avoid conflicts. Note that if a variable exists with an identical name, no warning will be given and the name will refer to the variable first, rather than the named unit. If you copy and paste a named entity, the duplicate will be automatically have an underscore and number appended to it is name to avoid conflicts.\n\n#### Skill\n\nHighly skilled units can see farther, shoot more accurately and be generally more devious. At lowest skill units will be less observant, poor marksmen and generally stupid. Moving the slider to the right gives the unit a higher skill. Skill values set by the slider range between 0.2 and 1.\n\n#### Initialization\n\nAny script code placed in this box will be executed as the mission begins. Script code is extremely powerful and useful - it allows you to create many effects and change aspects of the mission that would not be possible using only the graphical interface of the mission editor. For example, to make a soldier begin the mission unarmed, add \"removeAllWeapons this\" (without the quotation marks) to it is initialization string. Any expressions in the initialization field must return nothing, or an error message will prevent the unit dialogue from closing.\nIn MP every init field is always run on every computer on every initialization - including JIP.\n\n#### Description\n\nThis text will appear next to the unit in the multiplayer unit selection screen.\n\n#### Health/Armour\n\nDefines how damaged the object is at the beginning of the mission. Moving the slider to the left makes it more damaged, up to a maximum of 0.97. Note that fully damaged units will begin the mission alive, then be instantaneously damaged. This means fully damaged soldiers will display a death animation, and vehicles will generally explode within 10 seconds of the mission starting.\n\n#### Fuel\n\nDefines how much fuel the object has, moving the slide left results in less fuel. This only has an effect on vehicles. Note that this setting does not change the amount of fuel cargo a refueling truck or petrol station holds. Use setFuelCargo for that purpose.\n\n#### Ammunition\n\nDefines how much ammunition the unit has at the start of the mission. Moving the slider left removes whole magazines for most units and removes individual rounds for single magazine weapons (such as the main tank cannon and aircraft missiles). This setting does not change the amount of ammunition cargo carried by a vehicle or ammunition crate.\n\n#### Azimut / Direction / Azimuth\n\nDefines which direction the unit will be facing. You can drag the pointer around the circle, or enter the desired bearing into the text box. If the unit is set to start *In Formation*, the unit will use the group leader's facing.\n\n#### Probability of Presence\n\nDefines how likely it is that the entity will exist each time the mission is played. This can be used to add a bit of randomness to missions. Moving the slider all the way to the right means the object will always be there, all the way to the left means the unit will never appear. Note the *Condition of Presence* must also return true if the entity is to appear in the mission.\n\n#### Condition of Presence\n\nThis is a script code condition which must return true in order for the object to appear in the mission. By default this reads \"true\" which means the object will appear as defined by it is *Probability of Presence*. For an example, if you wanted a unit to appear only if the mission is being played in Veteran mode, place \"!cadetMode\" (without quotation marks) in it is Condition of Presence box. A unit with a Condition of Presence that returns false will not exist in the mission, irrespective of its *Probability of Presence*.\n\n#### Placement Radius\n\nChanges the object's starting position to a random point within a circle of this radius, in metres. This can be used to add some randomness to your mission. For grouped units, the placement radius is only used by the group leader, and group members with a *Special* setting of *None* (or *In Cargo* for a group without suitable vehicle).\n\n#### Show Info (Take On Helicopters v1.00)\n\nDisplays description of currently selected entity, including map icon, command bar picture and author.","sections":[{"heading":null,"level":1,"markdown":"Unit mode is used to add individual units, vehicles and objects on the map. To do so, double click on the empty space where you would like to add a unit. This will open the *Unit Dialogue*. You can also open the unit menu of an existing unit while in any editing mode other than waypoints by double clicking on the unit. Note that if there is no player unit on the map, the unit dialogue will only allow valid player units may be placed."},{"heading":"Menu","level":3,"markdown":""},{"heading":"Side","level":4,"markdown":"There are four sides to which units can be assigned to: *BLUFOR*, *OPFOR*, *Independent* and *Civilian*. *BLUFOR* and *OPFOR* will always start the mission as enemies. The *Independent* side's relations with the first two sides can be set on a mission by mission basis using the Intel Dialogue. The *Civilian* side will also inherit the friends and enemies of the *Independent* side. The difference is that the *Civilian* side are considered to be friends by all sides (killing civilians is bad!).\n\nOnce a player unit is on the map, *Game Logic* and *Empty* sides become available. The *Game Logic* side is used for abstract game logic objects, which among other uses can be used to create script like effects from within the mission editor. The *Empty* side includes empty versions of every side's vehicles, and map objects such ammo crates, sound sources, tents, flagpoles and fences. The side of an entity changes the available options is many other dialogues. It is not possible to change the side of an object once it has been placed. Player friendly units are represented by green icons, enemy units by red, *Civilian* and *Game Logic* units by blue, and *Empty* side objects by dark yellow."},{"heading":"Faction","level":4,"markdown":"Each of the playable sides (except Ambient Life) allows placement of units from several different factions. The faction an object belongs to limits the available units in the Unit selection box, generally to units belonging to specific nations."},{"heading":"Class","level":4,"markdown":"This is the general type of entity you wish to place. The purpose of this class is to reduce the many hundreds of available entities into more easily searched groups. It is not related to any game config classes."},{"heading":"Control","level":4,"markdown":"Defines who controls the entity. This option is not available for *Game Logic* or *Empty* side objects. All non-player controlled units will be controlled by AI. If the selected object is a vehicles, extra options will become available.\n\n- **Non playable** - Self explanatory.\n- **Player (as *vehicle position*)** - This unit will be controlled in single player mode. There can only be one *Player* controlled unit on the map. The player's unit is marked by a red circular icon.\n- **Playable (as *vehicle position(s)*)** - Is used to define units that may be player controlled in multiplayer mode, and are available via *Team Switch* in single player mode. Playable units are marked by a magenta circular icon."},{"heading":"Info Age","level":4,"markdown":"Defines how long it has been since some unit belonging to the same side as player has seen this target. By default enemy units are not known unless somebody sees them (unknown). This way you can reveal some enemy unit to the center of the player. The impact of this value on AI behaviour is minimal, it influences mostly path-finding (AI groups try to avoid known enemies), to some extent it changes how fast will AI recognize the unit once they see it, and it may also cause AI center to send units which are available as guards (are ready at a guard waypoint)."},{"heading":"Vehicle Lock","level":4,"markdown":"This option is only functional if the selected object is a vehicle. It defines whether any player controlled unit or members of a group lead by a player can board the vehicle or not. Default is unlocked. Note that an AI leader will not understand that a player unit can not enter a locked vehicle, and script commands will not respect this setting."},{"heading":"Rank","level":4,"markdown":"This defines the rank of the unit. The highest ranking unit in a group will normally be the group leader. Rank also has some affect on gameplay, such as highly ranked units being less likely to flee and more intimidating to enemy forces."},{"heading":"Unit","level":4,"markdown":"This is the specific type of entity you want to place or edit. The options available in this list box depend on the chosen *Class*."},{"heading":"Special","level":4,"markdown":"Defines special placement options for the starting position for the unit at the very beginning of a mission. If the unit is part of a group, default AI behaviour will make it try to return to formation as soon as the mission begins.\n\n- **None** - If you wish the unit to begin the mission out of formation, choose 'None' from this list. It will start the mission at it is location in the mission editor.\n- **In Cargo** - If the unit's group possess a vehicle with empty cargo spaces, choosing \"In Cargo\" will place the unit in one of those cargo spaces. If no cargo seats are available, it will start at it is location in the mission editor as it would if it is special setting was *None*.\n- **Flying** - Aircraft units will begin the mission in the air, and in formation around the group leader irrespective of the unit's map position. If the unit can not fly, it will begin the mission as it would if it were *In Formation*.\n- **In Formation** - The unit will begin in formation around the group leader, irrespective of the unit's position in the mission editor."},{"heading":"Name","level":4,"markdown":"The name of a unit can be used to refer to the object in script code. Like all variable names, the name must not contain any spaces or reserved characters. You should try to make it something meaningful and avoid conflicts. Note that if a variable exists with an identical name, no warning will be given and the name will refer to the variable first, rather than the named unit. If you copy and paste a named entity, the duplicate will be automatically have an underscore and number appended to it is name to avoid conflicts."},{"heading":"Skill","level":4,"markdown":"Highly skilled units can see farther, shoot more accurately and be generally more devious. At lowest skill units will be less observant, poor marksmen and generally stupid. Moving the slider to the right gives the unit a higher skill. Skill values set by the slider range between 0.2 and 1."},{"heading":"Initialization","level":4,"markdown":"Any script code placed in this box will be executed as the mission begins. Script code is extremely powerful and useful - it allows you to create many effects and change aspects of the mission that would not be possible using only the graphical interface of the mission editor. For example, to make a soldier begin the mission unarmed, add \"removeAllWeapons this\" (without the quotation marks) to it is initialization string. Any expressions in the initialization field must return nothing, or an error message will prevent the unit dialogue from closing.\nIn MP every init field is always run on every computer on every initialization - including JIP."},{"heading":"Description","level":4,"markdown":"This text will appear next to the unit in the multiplayer unit selection screen."},{"heading":"Health/Armour","level":4,"markdown":"Defines how damaged the object is at the beginning of the mission. Moving the slider to the left makes it more damaged, up to a maximum of 0.97. Note that fully damaged units will begin the mission alive, then be instantaneously damaged. This means fully damaged soldiers will display a death animation, and vehicles will generally explode within 10 seconds of the mission starting."},{"heading":"Fuel","level":4,"markdown":"Defines how much fuel the object has, moving the slide left results in less fuel. This only has an effect on vehicles. Note that this setting does not change the amount of fuel cargo a refueling truck or petrol station holds. Use setFuelCargo for that purpose."},{"heading":"Ammunition","level":4,"markdown":"Defines how much ammunition the unit has at the start of the mission. Moving the slider left removes whole magazines for most units and removes individual rounds for single magazine weapons (such as the main tank cannon and aircraft missiles). This setting does not change the amount of ammunition cargo carried by a vehicle or ammunition crate."},{"heading":"Azimut / Direction / Azimuth","level":4,"markdown":"Defines which direction the unit will be facing. You can drag the pointer around the circle, or enter the desired bearing into the text box. If the unit is set to start *In Formation*, the unit will use the group leader's facing."},{"heading":"Probability of Presence","level":4,"markdown":"Defines how likely it is that the entity will exist each time the mission is played. This can be used to add a bit of randomness to missions. Moving the slider all the way to the right means the object will always be there, all the way to the left means the unit will never appear. Note the *Condition of Presence* must also return true if the entity is to appear in the mission."},{"heading":"Condition of Presence","level":4,"markdown":"This is a script code condition which must return true in order for the object to appear in the mission. By default this reads \"true\" which means the object will appear as defined by it is *Probability of Presence*. For an example, if you wanted a unit to appear only if the mission is being played in Veteran mode, place \"!cadetMode\" (without quotation marks) in it is Condition of Presence box. A unit with a Condition of Presence that returns false will not exist in the mission, irrespective of its *Probability of Presence*."},{"heading":"Placement Radius","level":4,"markdown":"Changes the object's starting position to a random point within a circle of this radius, in metres. This can be used to add some randomness to your mission. For grouped units, the placement radius is only used by the group leader, and group members with a *Special* setting of *None* (or *In Cargo* for a group without suitable vehicle)."},{"heading":"Show Info (Take On Helicopters v1.00)","level":4,"markdown":"Displays description of currently selected entity, including map icon, command bar picture and author."}],"categories":["2D Editor"],"groups":["Mission Editing"]},{"name":"2D Editor: Waypoints","title":"2D Editor: Waypoints","type":"topic","url":"https://community.bistudio.com/wiki/2D_Editor:_Waypoints","revid":353561,"updated":"2024-03-19T12:01:41Z","aliases":["Mission Editor: Waypoints"],"markdown":"Waypoints are used to define the route and behaviour of a group during the mission.\nAt any point in time a group will have one active waypoint (generally the waypoint they are to move towards).\nOnce a waypoint's conditions have been met, it will become complete and the group's next waypoint automatically becomes active.\nSome of a waypoint's settings will take place as the waypoint becomes active, others when the waypoint is complete.\n\nWaypoints are a property of their group - only one group can use each waypoint, and if that group is deleted all of its waypoints are deleted (both in the mission editor and in the mission).\nWaypoints can be placed either spatially (created in empty space), or attached to an object (directly placed on an object).\nWaypoints can only be attached to objects with a class definition (for example, all mission placed objects, and houses can be used, but rocks, fences and trees can not).\n\nSeveral waypoint types only function correctly if the waypoint is spatial, some only work if it is attached to an object, and others behave differently depending on the placement type.\nSpatial waypoints can be moved as desired in the same manner as moving units, while object linked waypoints remain attached to the object, even if the object moves while the mission is running.\nIt is interesting to note that a non-editable waypoint is automatically created at every group leader's initial position.\n\nWaypoints are represented by a black dot within a circle, joined together with black arrows.\nTo create a waypoint, first select any unit of the group you wish to create waypoints for. Then double left click in either empty space, or on the desired object.\nMultiple waypoints can be attached to the same object by holding down shift and double left clicking on the object.\nOnce a waypoint has been created, it is placement can not be swapped between a spatial waypoint and an attached waypoint (unless the attached object is deleted).\n\n> [!NOTE]\n> **Arma 3:** For information regarding Arma 3 and Eden Editor, refer to Eden Editor - Waypoints\n\n### Category (Take On Helicopters v1.00)\n\nFor Take On Helicopters, use to select between default engine waypoints and scripted waypoints provided by specific official or community projects.\nScripted waypoints can be added in *CfgWaypoints*.\n\n### Select Type\n\nDefines what happens when a waypoint's conditions was fullfilled. See Waypoints for a full list.\n\n### Waypoint Attributes\n\n#### Height (Take On Helicopters v1.00)\n\nSet waypoint height above terrain. AI will still behave as if waypoint would be placed on ground, but icon in player's view will be placed in correct height.\n\n#### Waypoint Order\n\nIn this drop down menu, you can choose the number that the currently edited waypoint will be. It is possible to insert a new waypoint between two existing waypoints by changing this to the desired waypoint number in the new waypoint's menu. The order in which existing waypoints will be carried out can also be changed.\n\n#### Description\n\nText in this box will be displayed on the HUD when the waypoint is currently active. If left blank, the waypoints type shall be used. When the group is close to the waypoint, but it requires conditions that are not satisfied to be completed, the HUD text will always change to \"Wait\".\n\n#### Combat Mode\n\nThe group's combat mode can be defined in this drop down box. Combat Modes change as the waypoint becomes the group's current active waypoint, rather than when the group completes the waypoint. Note if the group is lead by a player, these changes will not automatically take place. See Combat Modes for a list of combat modes and their descriptions.\n\n#### Formation\n\nThis will specify which formation the group should enter as the waypoint becomes active. Unless specified otherwise, all groups start a mission in the default formation *Wedge*. Formations are normally formed around unit 1 (normally also the group leader) and each unit will normally keep in the same formation position as his number. For these descriptions, infantry units have been used. As a rough guide, each adjacent land or sea vehicle seems to use an additional \"width\" spacing of approximately twice the normal spacing, and an additional three times the \"depth\" (behind or in front) spacing. Air units will keep about five times the width, and ten times the depth spacing. The effect is cumulative, so that two helicopters will keep twice as far apart as one helicopter will stay from one soldier. Some behaviour modes can override the formation setting. Some large formation types may have trouble moving through object rich areas such as towns.\n\n- **No Change** - The group will continue under with it is current formation.\n- **Column** - The group will line up in a single file behind unit 1, five meters apart.\n- **Staggered Column** - The group will form into two columns separated by a width of five meters. The right column is staggered five meters behind the left, unit 1 leads the left column.\n- **Wedge** - The group will form into a wedge shape, with unit 1 at the forward point. Each following unit will stay five meters behind and five meters further left or right from the man in front. All even units will be on the right side of the formation leader, all odd units on the left.\n- **Echelon L(eft)** - The group will form into a line behind and to the left of unit 1. Each unit is five meters behind and further left than the previous unit.\n- **Echelon R(ight)** - Same as Echelon L(eft), except the formation will be to the right.\n- **Vee** - Similar to *Wedge*, but inversed. Each unit stands five meters in front of and further to the left or right of the nearest man.\n- **Line** - The group will form a line perpendicular to the facing of unit 1. Each man stands five meters apart.\n- **Delta** - This formation will form into three columns behind the formation leader. The outside columns are each 2.5 meters behind the middle column and 2.5 meters to either side.**Not in Arma 3**\n- **Column (compact)/File** - This formation is the same as *Column*, except only 2.5 meters between each unit.\n\n##### Formation preview pictures (Arma 3)\n\n#### Speed\n\nThis setting will define the movement speed of the group. Changes will take place as the waypoint becomes active, rather than when the waypoint is completed.\nIn *Normal* or *Limited* mode, the group leader will slow his movement rate to allow his units to keep up with the formation.\nNote that a leader in an aircraft will not be able to move slowly enough to allow slow ground units to keep up.\n\n- **No Change** - Group will continue moving in it is current speed mode\n- **Limited** - Soldiers will walk to their destination. Vehicles will move at a low speed.\n- **Normal** - This is the default movement speed. Soldiers will jog, vehicles move at moderate speed.\n- **Full** - The group leader will move as quickly as possible to the waypoint. He will make no effort to slow himself down to allow the formation to keep up. Any units that might be able to travel faster than the leader will not do so, instead they will stay in formation.\n\n#### Behaviour\n\nFor more information about behaviour, see AI Behaviour.\n\n#### Placement Radius\n\nThis option works in a similar way to a objects placement radius. The waypoint will be placed at random within a circle of the given radius, in meters.\nNote that the waypoint's position is set during mission initialization, so a group that uses a *Cycle* loop to go to a waypoint with a placement radius more than once will always move to the same location. If the waypoint is attached to an object, the waypoint HUD marker will appear at a random location for players, until they know of the object it is attached to, when the HUD marker will reposition itself onto the object.\nAI leaders will always move directly to the object.\n\n#### Completion Radius (Arma 2 v1.00 Arma 2: Operation Arrowhead v1.50 Take On Helicopters v1.00)\n\nThe distance to the waypoint at which the waypoint is considered as reached/completed.\nThis can be used to set a \"close enough\" range, so that the unit doesn't need to go right on top of the waypoint position/center.\nWhen the group leader is a player, the required distance to a waypoint in automatically increased compared to an AI leader.\n\n#### Position In House\n\nThis option is only available if the waypoint is attached to an object with a defined path \"Level Of Detail\" (LOD) with positions.\nMost enterable buildings should have these, and only infantry units can use them. The positions are often near doorways and windows, although since the numbering system follows no simple rule a lot of trial and error will be needed to place the waypoint in the desire location.\nPath LODs allow units to ignore clipping, allowing them to walk through anything.\nIf you send a multi-unit group to a position, they will all move to that position, standing inside each other!\nA move type waypoint set to a building position will never be considered complete without scripting. More than one waypoint can be set on the same building.\n\nAs of the introduction of Eden in **Arma 3** this waypoint type is only available via scripting. see waypointAttachObject and setWaypointHousePosition\n\n#### Timeout Counters\n\nDespite it is name, this counter works in a similar manner to the Trigger *Countdown* counter.\nOnce the waypoint would normally be considered complete, the waypoint will wait for the specified time period before it becomes complete and the group is allowed to continue to the next waypoint.\nThe conditions of completion do **not** have to remain true for the duration of this time period.\nThe *Min*, *Mid* and *Max* fields define the possible delay in seconds between the Min and Max values, gravitating towards the Mid value.\nFor example, if all three values are set to 10, then the waypoint delay will always be 10 seconds, without any variation between mission play-throughs.\nIf Min was 5, Mid was 10 and Max 15, the delay would be somewhere between 5 and 15 seconds, most likely being close to 10.\n\n#### Condition\n\nThis script code block allows creation of additional conditions before the waypoint will be completed.\nWhile the block's return value is false, the waypoint's type will be changed to type \"Wait\", which can not be completed.\nThe group will move to the waypoints position (irrespective of whether they would normally do this for the waypoint's true type!), generally waiting until the *Condition* block returns true before carrying out the waypoint's type actions (but not for all types).\nIf the *Condition* block is left empty, the waypoint will never complete. Within the *Condition* block, *this* refers to the group leader, and *thisList* refers to an array containing each unit in the group.\n\n#### On Activation\n\nAnother script code block, executed when the waypoint is completed. Within this block, *this* refers to the group leader, and *thisList* refers to an array containing each unit in the group.\nAny expressions in the On Act. field must return nothing, or an error message will prevent the waypoint dialogue from closing.\n\n#### Script\n\nThis block will only be used if the waypoint is of type *Scripted*. See that waypoint type description above for details.\n\n#### Never Show/Show in Cadet/Always Show\n\nChoose whether or not you wish this specific waypoint to visible on the mission map during gameplay. Waypoints will only be visible to units within their group.\nIf any waypoint is shown, the group leader's initial position in the mission editor will also be drawn (this position is set before any changes made during initialization take place).\nLines are drawn between the shown waypoints, irrespective of how many non-shown waypoints lie between them.\n\n#### Effects\n\nThe waypoint effects menu allows for audio and visual effects to be created as the waypoint is completed, immediately after the trigger's *On Activation* code block is executed.\nThe menu is almost identical to the Trigger Effects menu.\n\n#### Scripting\n\nSee Command Group: Waypoints for list of all waypoints-related commands.\n\n### See Also\n\n- Waypoints\n- Eden Editor: Waypoint","sections":[{"heading":null,"level":1,"markdown":"Waypoints are used to define the route and behaviour of a group during the mission.\nAt any point in time a group will have one active waypoint (generally the waypoint they are to move towards).\nOnce a waypoint's conditions have been met, it will become complete and the group's next waypoint automatically becomes active.\nSome of a waypoint's settings will take place as the waypoint becomes active, others when the waypoint is complete.\n\nWaypoints are a property of their group - only one group can use each waypoint, and if that group is deleted all of its waypoints are deleted (both in the mission editor and in the mission).\nWaypoints can be placed either spatially (created in empty space), or attached to an object (directly placed on an object).\nWaypoints can only be attached to objects with a class definition (for example, all mission placed objects, and houses can be used, but rocks, fences and trees can not).\n\nSeveral waypoint types only function correctly if the waypoint is spatial, some only work if it is attached to an object, and others behave differently depending on the placement type.\nSpatial waypoints can be moved as desired in the same manner as moving units, while object linked waypoints remain attached to the object, even if the object moves while the mission is running.\nIt is interesting to note that a non-editable waypoint is automatically created at every group leader's initial position.\n\nWaypoints are represented by a black dot within a circle, joined together with black arrows.\nTo create a waypoint, first select any unit of the group you wish to create waypoints for. Then double left click in either empty space, or on the desired object.\nMultiple waypoints can be attached to the same object by holding down shift and double left clicking on the object.\nOnce a waypoint has been created, it is placement can not be swapped between a spatial waypoint and an attached waypoint (unless the attached object is deleted).\n\n> [!NOTE]\n> **Arma 3:** For information regarding Arma 3 and Eden Editor, refer to Eden Editor - Waypoints"},{"heading":"Category (Take On Helicopters v1.00)","level":3,"markdown":"For Take On Helicopters, use to select between default engine waypoints and scripted waypoints provided by specific official or community projects.\nScripted waypoints can be added in *CfgWaypoints*."},{"heading":"Select Type","level":3,"markdown":"Defines what happens when a waypoint's conditions was fullfilled. See Waypoints for a full list."},{"heading":"Waypoint Attributes","level":3,"markdown":""},{"heading":"Height (Take On Helicopters v1.00)","level":4,"markdown":"Set waypoint height above terrain. AI will still behave as if waypoint would be placed on ground, but icon in player's view will be placed in correct height."},{"heading":"Waypoint Order","level":4,"markdown":"In this drop down menu, you can choose the number that the currently edited waypoint will be. It is possible to insert a new waypoint between two existing waypoints by changing this to the desired waypoint number in the new waypoint's menu. The order in which existing waypoints will be carried out can also be changed."},{"heading":"Description","level":4,"markdown":"Text in this box will be displayed on the HUD when the waypoint is currently active. If left blank, the waypoints type shall be used. When the group is close to the waypoint, but it requires conditions that are not satisfied to be completed, the HUD text will always change to \"Wait\"."},{"heading":"Combat Mode","level":4,"markdown":"The group's combat mode can be defined in this drop down box. Combat Modes change as the waypoint becomes the group's current active waypoint, rather than when the group completes the waypoint. Note if the group is lead by a player, these changes will not automatically take place. See Combat Modes for a list of combat modes and their descriptions."},{"heading":"Formation","level":4,"markdown":"This will specify which formation the group should enter as the waypoint becomes active. Unless specified otherwise, all groups start a mission in the default formation *Wedge*. Formations are normally formed around unit 1 (normally also the group leader) and each unit will normally keep in the same formation position as his number. For these descriptions, infantry units have been used. As a rough guide, each adjacent land or sea vehicle seems to use an additional \"width\" spacing of approximately twice the normal spacing, and an additional three times the \"depth\" (behind or in front) spacing. Air units will keep about five times the width, and ten times the depth spacing. The effect is cumulative, so that two helicopters will keep twice as far apart as one helicopter will stay from one soldier. Some behaviour modes can override the formation setting. Some large formation types may have trouble moving through object rich areas such as towns.\n\n- **No Change** - The group will continue under with it is current formation.\n- **Column** - The group will line up in a single file behind unit 1, five meters apart.\n- **Staggered Column** - The group will form into two columns separated by a width of five meters. The right column is staggered five meters behind the left, unit 1 leads the left column.\n- **Wedge** - The group will form into a wedge shape, with unit 1 at the forward point. Each following unit will stay five meters behind and five meters further left or right from the man in front. All even units will be on the right side of the formation leader, all odd units on the left.\n- **Echelon L(eft)** - The group will form into a line behind and to the left of unit 1. Each unit is five meters behind and further left than the previous unit.\n- **Echelon R(ight)** - Same as Echelon L(eft), except the formation will be to the right.\n- **Vee** - Similar to *Wedge*, but inversed. Each unit stands five meters in front of and further to the left or right of the nearest man.\n- **Line** - The group will form a line perpendicular to the facing of unit 1. Each man stands five meters apart.\n- **Delta** - This formation will form into three columns behind the formation leader. The outside columns are each 2.5 meters behind the middle column and 2.5 meters to either side.**Not in Arma 3**\n- **Column (compact)/File** - This formation is the same as *Column*, except only 2.5 meters between each unit."},{"heading":"Formation preview pictures (Arma 3)","level":5,"markdown":""},{"heading":"Speed","level":4,"markdown":"This setting will define the movement speed of the group. Changes will take place as the waypoint becomes active, rather than when the waypoint is completed.\nIn *Normal* or *Limited* mode, the group leader will slow his movement rate to allow his units to keep up with the formation.\nNote that a leader in an aircraft will not be able to move slowly enough to allow slow ground units to keep up.\n\n- **No Change** - Group will continue moving in it is current speed mode\n- **Limited** - Soldiers will walk to their destination. Vehicles will move at a low speed.\n- **Normal** - This is the default movement speed. Soldiers will jog, vehicles move at moderate speed.\n- **Full** - The group leader will move as quickly as possible to the waypoint. He will make no effort to slow himself down to allow the formation to keep up. Any units that might be able to travel faster than the leader will not do so, instead they will stay in formation."},{"heading":"Behaviour","level":4,"markdown":"For more information about behaviour, see AI Behaviour."},{"heading":"Placement Radius","level":4,"markdown":"This option works in a similar way to a objects placement radius. The waypoint will be placed at random within a circle of the given radius, in meters.\nNote that the waypoint's position is set during mission initialization, so a group that uses a *Cycle* loop to go to a waypoint with a placement radius more than once will always move to the same location. If the waypoint is attached to an object, the waypoint HUD marker will appear at a random location for players, until they know of the object it is attached to, when the HUD marker will reposition itself onto the object.\nAI leaders will always move directly to the object."},{"heading":"Completion Radius (Arma 2 v1.00 Arma 2: Operation Arrowhead v1.50 Take On Helicopters v1.00)","level":4,"markdown":"The distance to the waypoint at which the waypoint is considered as reached/completed.\nThis can be used to set a \"close enough\" range, so that the unit doesn't need to go right on top of the waypoint position/center.\nWhen the group leader is a player, the required distance to a waypoint in automatically increased compared to an AI leader."},{"heading":"Position In House","level":4,"markdown":"This option is only available if the waypoint is attached to an object with a defined path \"Level Of Detail\" (LOD) with positions.\nMost enterable buildings should have these, and only infantry units can use them. The positions are often near doorways and windows, although since the numbering system follows no simple rule a lot of trial and error will be needed to place the waypoint in the desire location.\nPath LODs allow units to ignore clipping, allowing them to walk through anything.\nIf you send a multi-unit group to a position, they will all move to that position, standing inside each other!\nA move type waypoint set to a building position will never be considered complete without scripting. More than one waypoint can be set on the same building.\n\nAs of the introduction of Eden in **Arma 3** this waypoint type is only available via scripting. see waypointAttachObject and setWaypointHousePosition"},{"heading":"Timeout Counters","level":4,"markdown":"Despite it is name, this counter works in a similar manner to the Trigger *Countdown* counter.\nOnce the waypoint would normally be considered complete, the waypoint will wait for the specified time period before it becomes complete and the group is allowed to continue to the next waypoint.\nThe conditions of completion do **not** have to remain true for the duration of this time period.\nThe *Min*, *Mid* and *Max* fields define the possible delay in seconds between the Min and Max values, gravitating towards the Mid value.\nFor example, if all three values are set to 10, then the waypoint delay will always be 10 seconds, without any variation between mission play-throughs.\nIf Min was 5, Mid was 10 and Max 15, the delay would be somewhere between 5 and 15 seconds, most likely being close to 10."},{"heading":"Condition","level":4,"markdown":"This script code block allows creation of additional conditions before the waypoint will be completed.\nWhile the block's return value is false, the waypoint's type will be changed to type \"Wait\", which can not be completed.\nThe group will move to the waypoints position (irrespective of whether they would normally do this for the waypoint's true type!), generally waiting until the *Condition* block returns true before carrying out the waypoint's type actions (but not for all types).\nIf the *Condition* block is left empty, the waypoint will never complete. Within the *Condition* block, *this* refers to the group leader, and *thisList* refers to an array containing each unit in the group."},{"heading":"On Activation","level":4,"markdown":"Another script code block, executed when the waypoint is completed. Within this block, *this* refers to the group leader, and *thisList* refers to an array containing each unit in the group.\nAny expressions in the On Act. field must return nothing, or an error message will prevent the waypoint dialogue from closing."},{"heading":"Script","level":4,"markdown":"This block will only be used if the waypoint is of type *Scripted*. See that waypoint type description above for details."},{"heading":"Never Show/Show in Cadet/Always Show","level":4,"markdown":"Choose whether or not you wish this specific waypoint to visible on the mission map during gameplay. Waypoints will only be visible to units within their group.\nIf any waypoint is shown, the group leader's initial position in the mission editor will also be drawn (this position is set before any changes made during initialization take place).\nLines are drawn between the shown waypoints, irrespective of how many non-shown waypoints lie between them."},{"heading":"Effects","level":4,"markdown":"The waypoint effects menu allows for audio and visual effects to be created as the waypoint is completed, immediately after the trigger's *On Activation* code block is executed.\nThe menu is almost identical to the Trigger Effects menu."},{"heading":"Scripting","level":4,"markdown":"See Command Group: Waypoints for list of all waypoints-related commands."},{"heading":"See Also","level":3,"markdown":"- Waypoints\n- Eden Editor: Waypoint"}],"categories":["2D Editor"],"groups":["Mission Editing"]},{"name":"A3 Launcher","title":"A3 Launcher","type":"topic","url":"https://community.bistudio.com/wiki/A3_Launcher","revid":364284,"updated":"2024-05-06T09:38:35Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Version:** 1.3\n\n**Compatibility:** Arma 3\n\n**Download:** Part of Arma 3 package on Steam\n\n#### Description\n\n**Description:**\n\nLauncher is a new interface to run the game and manage [Steam Workshop](http://steamcommunity.com/workshop/browse/?appid=107410) addons.\nThe purpose of this tool is to simplify start-up parameters, game options and manage mods. Read detailed documentation here: Arma 3: Launcher.\n\n#### Usage\n\n**Line call:** arma3launcher.exe\n\n**Examples:** arma3launcher.exe\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Addon Builder, Publisher, Arma 3: Launcher","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Version:** 1.3\n\n**Compatibility:** Arma 3\n\n**Download:** Part of Arma 3 package on Steam"},{"heading":"Description","level":4,"markdown":"**Description:**\n\nLauncher is a new interface to run the game and manage [Steam Workshop](http://steamcommunity.com/workshop/browse/?appid=107410) addons.\nThe purpose of this tool is to simplify start-up parameters, game options and manage mods. Read detailed documentation here: Arma 3: Launcher."},{"heading":"Usage","level":4,"markdown":"**Line call:** arma3launcher.exe\n\n**Examples:** arma3launcher.exe"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Addon Builder, Publisher, Arma 3: Launcher"}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Addon Builder","title":"Addon Builder","type":"topic","url":"https://community.bistudio.com/wiki/Addon_Builder","revid":341605,"updated":"2023-06-10T09:16:42Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:**\n\nAddon Builder is a packing tool created by Bohemia Interactive.\nThe purpose of this tool is to convert all data into formats readable by the Real Virtuality engine and pack them into a single archive. The tool was formerly known as BinPBO.\n\n#### Usage\n\n**Line call:**\n\nAddonBuilder.exe\nAddonBuilder.exe -help\n\n**Options:**\n\nAddon Builder can used in console mode with the following parameters:\n\n- -packonly: only stores the folder to a PBO. Do NOT binarize files. I.e. binarization is default behavior\n- -clear: before binarizing, the content of subfolder for the current project is deleted.\n- -temp: path for the folder which stores binarized files, default destination is temp in Windows, if no value is present then the last folder is used, if you use the same folder, the next time you binarize the same addon it will take less time.\n- -prefix: relative path to files used in addon, if not present then this value is calculated automatically.\n- -project: path to folder where project starts from, if you are packing only the path of a project. It is recommended to use the same as the source path or to define it accordingly to the need. In case it is defined to P:, Binarize will process the entire P: drive which takes time.\n- -sign: *.biprivatekey file with signature, addons created with a signature can be added to secure servers.\n- -include: directly copy matched files to PBO. absolute path to file with wildcard patterns. separator is ';' and ','.\n- -binarize: path to binarize tool. default is used if not specified.\n- -cfgconvert: path to cfg convert tool. default is used if not specified.\n- -filebank: path to filebank tool. default is used if not specified.\n- -dssignfile: path to DssignFile tool. default is used if not specified.\n\n> [!NOTE]\n> Be aware that arguments are case sensitive. `-packonly` will work, but `-packOnly` will not.\n\nexample: c:\\addon d:\\addon_build -clear -sign=c:\\keys\\bistudio.biprivatekey -project=c: -include=c:\\include.txt -binarize=c:\\mybinarize.exe\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** BinPBO\n\n#### Options\n\n##### Clear temp folder\n\nThis checkbox in main screen of the interface allows user to pack clean data without any interference. Packing takes longer after cleaning temp folder, but data cannot be affected by previous versions. Use this regularly if you pack data referencing other addons to ensure everything is correctly referenced.\n\n##### Create signature\n\nUse this option to create digital signatures of the PBOs using digital key defined in options. Use DSCreateKey to create the key to work with.\n\n##### Binarize\n\nThis option allows you to convert possible files in addon into format readable by RV Engine. Leave this checked most of the time unless you want to publish the MLODs for some reason for example.\n\n##### List of files to copy directly\n\nThis is list of files (with possible use of wild-cards) to copy directly from source directory to the packed addon. Some files are added by default and the rest has to be mentioned in here.\n\n##### Addon prefix\n\nUse this option to set the path prefix to the structure of the addon.\n\n##### Path to signature file\n\nUse this path to a key if you want to sign your PBO with digital signature, leave it empty otherwise.\n\n##### Path to temporary folder\n\nThe addon is going to be processed in temporary folder during its building, the folder is set to the Windows temporary folder by default. You may want to clean the folder by Clear temp folder option in main menu of the Addon Builder.\n\n##### Path to project folder\n\nIs the same as path to source directory by default, may be set to different values to enable linking from different addons. Note, in some case, it can be the parent of the project folder, e.g. P:\\ for a mod located in P:\\A3\n\nIt is recommended to use the same as the source path or to define it accordingly to the need. In case it is defined to P:, Binarize will process the entire P: drive which takes time.\n\n##### Exclusion pattern file\n\nFile which contains list of file pattern which shouldn't included in the resulting PBO. An examples of exclusion file can be found in the folder of FileBank.","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:**\n\nAddon Builder is a packing tool created by Bohemia Interactive.\nThe purpose of this tool is to convert all data into formats readable by the Real Virtuality engine and pack them into a single archive. The tool was formerly known as BinPBO."},{"heading":"Usage","level":4,"markdown":"**Line call:**\n\nAddonBuilder.exe\nAddonBuilder.exe -help\n\n**Options:**\n\nAddon Builder can used in console mode with the following parameters:\n\n- -packonly: only stores the folder to a PBO. Do NOT binarize files. I.e. binarization is default behavior\n- -clear: before binarizing, the content of subfolder for the current project is deleted.\n- -temp: path for the folder which stores binarized files, default destination is temp in Windows, if no value is present then the last folder is used, if you use the same folder, the next time you binarize the same addon it will take less time.\n- -prefix: relative path to files used in addon, if not present then this value is calculated automatically.\n- -project: path to folder where project starts from, if you are packing only the path of a project. It is recommended to use the same as the source path or to define it accordingly to the need. In case it is defined to P:, Binarize will process the entire P: drive which takes time.\n- -sign: *.biprivatekey file with signature, addons created with a signature can be added to secure servers.\n- -include: directly copy matched files to PBO. absolute path to file with wildcard patterns. separator is ';' and ','.\n- -binarize: path to binarize tool. default is used if not specified.\n- -cfgconvert: path to cfg convert tool. default is used if not specified.\n- -filebank: path to filebank tool. default is used if not specified.\n- -dssignfile: path to DssignFile tool. default is used if not specified.\n\n> [!NOTE]\n> Be aware that arguments are case sensitive. `-packonly` will work, but `-packOnly` will not.\n\nexample: c:\\addon d:\\addon_build -clear -sign=c:\\keys\\bistudio.biprivatekey -project=c: -include=c:\\include.txt -binarize=c:\\mybinarize.exe"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** BinPBO"},{"heading":"Options","level":4,"markdown":""},{"heading":"Clear temp folder","level":5,"markdown":"This checkbox in main screen of the interface allows user to pack clean data without any interference. Packing takes longer after cleaning temp folder, but data cannot be affected by previous versions. Use this regularly if you pack data referencing other addons to ensure everything is correctly referenced."},{"heading":"Create signature","level":5,"markdown":"Use this option to create digital signatures of the PBOs using digital key defined in options. Use DSCreateKey to create the key to work with."},{"heading":"Binarize","level":5,"markdown":"This option allows you to convert possible files in addon into format readable by RV Engine. Leave this checked most of the time unless you want to publish the MLODs for some reason for example."},{"heading":"List of files to copy directly","level":5,"markdown":"This is list of files (with possible use of wild-cards) to copy directly from source directory to the packed addon. Some files are added by default and the rest has to be mentioned in here."},{"heading":"Addon prefix","level":5,"markdown":"Use this option to set the path prefix to the structure of the addon."},{"heading":"Path to signature file","level":5,"markdown":"Use this path to a key if you want to sign your PBO with digital signature, leave it empty otherwise."},{"heading":"Path to temporary folder","level":5,"markdown":"The addon is going to be processed in temporary folder during its building, the folder is set to the Windows temporary folder by default. You may want to clean the folder by Clear temp folder option in main menu of the Addon Builder."},{"heading":"Path to project folder","level":5,"markdown":"Is the same as path to source directory by default, may be set to different values to enable linking from different addons. Note, in some case, it can be the parent of the project folder, e.g. P:\\ for a mod located in P:\\A3\n\nIt is recommended to use the same as the source path or to define it accordingly to the need. In case it is defined to P:, Binarize will process the entire P: drive which takes time."},{"heading":"Exclusion pattern file","level":5,"markdown":"File which contains list of file pattern which shouldn't included in the resulting PBO. An examples of exclusion file can be found in the folder of FileBank."}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Addons","title":"Addons","type":"topic","url":"https://community.bistudio.com/wiki/Addons","revid":364737,"updated":"2024-06-03T07:37:04Z","aliases":[],"markdown":"**Addons** are content additions to the game engine.\n**Addons** can take many forms such as **weapons**, **buildings**, **vehicles** to name a few, are developed and released by members of the Bohemia Interactive community or by Bohemia Interactive themselves.\n\nAn **addon** is an archive (pbo) of files that the game loads at startup.\nGenerally when most people think of addons, they immediately think of a new unit, or a new terrain, but in some cases an addon can contain only a `config.cpp` file and a few scripts, or some images.\n\n### Installation\n\nThere comes a time when you've downloaded so many addons from the Internet and plunked them in your `~\\addons` folder, that eventually, can cause a clash between one addon and another.\nWhat Bohemia Interactive has done is introducing mod folders to separate addons into different folders. The **mod folders** is the method that should be used when testing out new addons.\n\nAlways review the included ReadMe file for further information about the installation of an addon.\n\n#### Arma 3\n\n- **Addons**\n  must be installed into a custom modfolder. It is not recommended to place addons into the original Addons folder. Mods can also be installed from the Steam Workshop.\n\n##### Steam Workshop\n\nArma 3 has introduced a new way of publishing, browsing and installing mods: [Steam Workshop](http://steamcommunity.com/workshop/browse?appid=107410).\nThere are two main parts to using Workshop: Publisher to publish addons into Steam Cloud and Arma 3: Launcher to download and/or update mods and launch the game with a selected set.\n\nA typical use for **mods** case is:\n\n- Creator publishes file to Steam Workshop using Publisher. He adds a tag *mod* to the published file.\n- User browses Steam Workshop and subscribes to content he likes.\n- Arma 3: Launcher downloads and updates the subscribed mods (it only shows files with a steam tag *mod*).\n- User can select which mods to load into the game.\n\nA typical use for **scenarios** is:\n\n- Creator publishes a scenario from in-game editor. Editor auto-adds the tag *scenarios*.\n- User browses Steam Workshop and subscribes to content he likes.\n- Steam downloads and updates the subscribed scenarios. They are accessible in-game from Play/Scenarios/Steam subscribed content (only content with a tag *scenario* is displayed here).\n\n#### Arma 2\n\n- **Addons**\n  must be installed into a custom modfolder. It is not recommended to place addons into the original Addons folder.\n\n#### Armed Assault\n\n- **Addons**\n  must be installed to *\"Addons\"* or *\"ArmA\\Addons\"* or into a custom modfolder. It is not recommended to place addons into the original Addons folder.\n\n#### Operation Flashpoint\n\n- **Addons**\n  must be installed to *\"...directory\\Operation Flashpoint\\Addons\"* or *\"...directory\\Operation Flashpoint\\Res\\Addons\"* or into a custom modfolder.\n- **Custom Animations**\n  must be installed to *\"...directory\\Operation Flashpoint\\dta\\\"* (overwrite existing Anim.pbo) or *\"...directory\\Operation Flashpoint\\Res\\dta\\\"* (overwrite existing Anim.pbo) or into a custom modfolder (*\"...directory\\Operation Flashpoint\\modfolder\\dta\\\"*).\n  The original Anim.pbo can be restored from the Resistance CD.\n- **Custom Campaigns**\n  must be installed to *\"...directory\\Operation Flashpoint\\Campaigns\\\"* or *\"...directory\\Operation Flashpoint\\Res\\Campaigns\\\"* or into a custom modfolder (*\"...directory\\Operation Flashpoint\\modfolder\\Campaigns\\\"*).\n  This only works with campaigns. Single missions have to be installed to *\"...directory\\Operation Flashpoint\\Missions\\\"*.\n- **Mods**\n  mostly come with an installer and create their own modfolder.\n- **Custom Skies**\n  mostly come with an installer and create their own modfolder.\n\n### Creation\n\nSee the Bohemia Interactive games's categories below for more information.\n\n- Operation Flashpoint: Editing\n- ArmA: Armed Assault: Addon Editing\n- Arma 2: Editing\n- Arma 3: Editing","sections":[{"heading":null,"level":1,"markdown":"**Addons** are content additions to the game engine.\n**Addons** can take many forms such as **weapons**, **buildings**, **vehicles** to name a few, are developed and released by members of the Bohemia Interactive community or by Bohemia Interactive themselves.\n\nAn **addon** is an archive (pbo) of files that the game loads at startup.\nGenerally when most people think of addons, they immediately think of a new unit, or a new terrain, but in some cases an addon can contain only a `config.cpp` file and a few scripts, or some images."},{"heading":"Installation","level":3,"markdown":"There comes a time when you've downloaded so many addons from the Internet and plunked them in your `~\\addons` folder, that eventually, can cause a clash between one addon and another.\nWhat Bohemia Interactive has done is introducing mod folders to separate addons into different folders. The **mod folders** is the method that should be used when testing out new addons.\n\nAlways review the included ReadMe file for further information about the installation of an addon."},{"heading":"Arma 3","level":4,"markdown":"- **Addons**\n  must be installed into a custom modfolder. It is not recommended to place addons into the original Addons folder. Mods can also be installed from the Steam Workshop."},{"heading":"Steam Workshop","level":5,"markdown":"Arma 3 has introduced a new way of publishing, browsing and installing mods: [Steam Workshop](http://steamcommunity.com/workshop/browse?appid=107410).\nThere are two main parts to using Workshop: Publisher to publish addons into Steam Cloud and Arma 3: Launcher to download and/or update mods and launch the game with a selected set.\n\nA typical use for **mods** case is:\n\n- Creator publishes file to Steam Workshop using Publisher. He adds a tag *mod* to the published file.\n- User browses Steam Workshop and subscribes to content he likes.\n- Arma 3: Launcher downloads and updates the subscribed mods (it only shows files with a steam tag *mod*).\n- User can select which mods to load into the game.\n\nA typical use for **scenarios** is:\n\n- Creator publishes a scenario from in-game editor. Editor auto-adds the tag *scenarios*.\n- User browses Steam Workshop and subscribes to content he likes.\n- Steam downloads and updates the subscribed scenarios. They are accessible in-game from Play/Scenarios/Steam subscribed content (only content with a tag *scenario* is displayed here)."},{"heading":"Arma 2","level":4,"markdown":"- **Addons**\n  must be installed into a custom modfolder. It is not recommended to place addons into the original Addons folder."},{"heading":"Armed Assault","level":4,"markdown":"- **Addons**\n  must be installed to *\"Addons\"* or *\"ArmA\\Addons\"* or into a custom modfolder. It is not recommended to place addons into the original Addons folder."},{"heading":"Operation Flashpoint","level":4,"markdown":"- **Addons**\n  must be installed to *\"...directory\\Operation Flashpoint\\Addons\"* or *\"...directory\\Operation Flashpoint\\Res\\Addons\"* or into a custom modfolder.\n- **Custom Animations**\n  must be installed to *\"...directory\\Operation Flashpoint\\dta\\\"* (overwrite existing Anim.pbo) or *\"...directory\\Operation Flashpoint\\Res\\dta\\\"* (overwrite existing Anim.pbo) or into a custom modfolder (*\"...directory\\Operation Flashpoint\\modfolder\\dta\\\"*).\n  The original Anim.pbo can be restored from the Resistance CD.\n- **Custom Campaigns**\n  must be installed to *\"...directory\\Operation Flashpoint\\Campaigns\\\"* or *\"...directory\\Operation Flashpoint\\Res\\Campaigns\\\"* or into a custom modfolder (*\"...directory\\Operation Flashpoint\\modfolder\\Campaigns\\\"*).\n  This only works with campaigns. Single missions have to be installed to *\"...directory\\Operation Flashpoint\\Missions\\\"*.\n- **Mods**\n  mostly come with an installer and create their own modfolder.\n- **Custom Skies**\n  mostly come with an installer and create their own modfolder."},{"heading":"Creation","level":3,"markdown":"See the Bohemia Interactive games's categories below for more information.\n\n- Operation Flashpoint: Editing\n- ArmA: Armed Assault: Addon Editing\n- Arma 2: Editing\n- Arma 3: Editing"}],"categories":["ArmA: Armed Assault: Addon Editing","Arma 2: Editing","Arma 3: Editing","Operation Flashpoint: Editing","Take On Helicopters: Editing"],"groups":["Modding"]},{"name":"AI Behaviour","title":"AI Behaviour","type":"topic","url":"https://community.bistudio.com/wiki/AI_Behaviour","revid":372967,"updated":"2025-03-02T17:42:48Z","aliases":["AIBehaviour","Arma 3 AI Behavior","Arma 3: AI Behavior"],"markdown":"A group's behaviour determines how its units move from one point to another, behave when idle, and how they engage an enemy. This setting can override Combat Mode, Formation, and Speed. As with those three modes, this setting also takes effect as the waypoint becomes active. Behaviour effects are most obvious in infantry groups.\n\nThe setBehaviour and setWaypointBehaviour commands can be used to change group behaviour.\n\n- **No Change** - The group will continue to behave in its current state.\n- **Careless** - Careless behaviour will cause the group to move and behave in a very non-combat manner. The group will form into a *Compact Column*-like formation, where each unit will directly follow the man in front rather than moving in a formation. Soldiers will carry their weapons in a safe, lowered position (rifles across body, pistols holstered) and walk slowly. Infantry will not fire on enemy targets (unless they have wounded legs), but vehicles will still fire on enemies. Vehicle occupants will be turned out when able. Groups in careless mode do not switch to a more alert mode if enemies are encountered. All unit types show preference moving along roads whenever possible.\n- **Safe** - Similar to *Careless*, except the group will change behaviour to *Aware* upon detecting an enemy unit.\n- **Aware** - This is the default behaviour mode. The group will move at moderate speed, with soldiers generally standing upright and making some occasional efforts to use cover when available. Most unit types still prefer to travel along roads and vehicles will travel in convoy irrespective of their current formation type. Tracked vehicles will not use headlights, and will drive across any surface with no preference given to staying on roads. Air units will not use lights. When enemies are known to be in the area, troops will disembark from any of their group's wheeled transport vehicles and the group will move on foot while carrying out \"[bounding](https://en.wikipedia.org/wiki/Bounding_Overwatch)\" maneuvers, making stronger use of available cover. As of Arma 3 v1.36, AI Infantry appear to avoid being on the road directly, but will usually stay somewhat close to the road if possible.\n- **Combat** - This behaviour mode will result in a much higher combat performance than *Aware*. Infantry groups will always move using bounding maneuvers, and will normally keep crouched or prone unless moving. They will make some use of available cover, choosing to spend some time crawling when in cover. They will call out contact reports more frequently. They seem to occasionally send out one unit ahead of the group as a scout. No vehicles will use headlights at night. If enemy units are known to be in the area, infantry groups will move is a more cautious manner. The \"DISMISS\" waypoint is cancelled. All lights are turned off. The limited speed waypoint parameter gets ignored. AI will eject from damaged vehicles. As of Arma 3 v1.36, AI seem to take about a full minute to get across roads.\n- **Stealth** - Stealth mode will cause a group to behave in a very cautious manner. Infantry groups will move via cover whenever possible, spending much of their time prone or moving along cover. When they need to cross open ground, they appear to occasionally choose to send scouts running ahead to reach the cover ahead as quickly as possible. A stealthy infantry formation can tend to end up quite fractured. Wheeled vehicles will still follow roads if available, but no longer convoy. Tanks will avoid knocking down trees. If enemy units are known to be in the area, infantry groups will move more closely together and spend even more time prone.","sections":[{"heading":null,"level":1,"markdown":"A group's behaviour determines how its units move from one point to another, behave when idle, and how they engage an enemy. This setting can override Combat Mode, Formation, and Speed. As with those three modes, this setting also takes effect as the waypoint becomes active. Behaviour effects are most obvious in infantry groups.\n\nThe setBehaviour and setWaypointBehaviour commands can be used to change group behaviour.\n\n- **No Change** - The group will continue to behave in its current state.\n- **Careless** - Careless behaviour will cause the group to move and behave in a very non-combat manner. The group will form into a *Compact Column*-like formation, where each unit will directly follow the man in front rather than moving in a formation. Soldiers will carry their weapons in a safe, lowered position (rifles across body, pistols holstered) and walk slowly. Infantry will not fire on enemy targets (unless they have wounded legs), but vehicles will still fire on enemies. Vehicle occupants will be turned out when able. Groups in careless mode do not switch to a more alert mode if enemies are encountered. All unit types show preference moving along roads whenever possible.\n- **Safe** - Similar to *Careless*, except the group will change behaviour to *Aware* upon detecting an enemy unit.\n- **Aware** - This is the default behaviour mode. The group will move at moderate speed, with soldiers generally standing upright and making some occasional efforts to use cover when available. Most unit types still prefer to travel along roads and vehicles will travel in convoy irrespective of their current formation type. Tracked vehicles will not use headlights, and will drive across any surface with no preference given to staying on roads. Air units will not use lights. When enemies are known to be in the area, troops will disembark from any of their group's wheeled transport vehicles and the group will move on foot while carrying out \"[bounding](https://en.wikipedia.org/wiki/Bounding_Overwatch)\" maneuvers, making stronger use of available cover. As of Arma 3 v1.36, AI Infantry appear to avoid being on the road directly, but will usually stay somewhat close to the road if possible.\n- **Combat** - This behaviour mode will result in a much higher combat performance than *Aware*. Infantry groups will always move using bounding maneuvers, and will normally keep crouched or prone unless moving. They will make some use of available cover, choosing to spend some time crawling when in cover. They will call out contact reports more frequently. They seem to occasionally send out one unit ahead of the group as a scout. No vehicles will use headlights at night. If enemy units are known to be in the area, infantry groups will move is a more cautious manner. The \"DISMISS\" waypoint is cancelled. All lights are turned off. The limited speed waypoint parameter gets ignored. AI will eject from damaged vehicles. As of Arma 3 v1.36, AI seem to take about a full minute to get across roads.\n- **Stealth** - Stealth mode will cause a group to behave in a very cautious manner. Infantry groups will move via cover whenever possible, spending much of their time prone or moving along cover. When they need to cross open ground, they appear to occasionally choose to send scouts running ahead to reach the cover ahead as quickly as possible. A stealthy infantry formation can tend to end up quite fractured. Wheeled vehicles will still follow roads if available, but no longer convoy. Tanks will avoid knocking down trees. If enemy units are known to be in the area, infantry groups will move more closely together and spend even more time prone."}],"categories":["AI"],"groups":["Configuration"]},{"name":"AI Group Vehicle Management","title":"AI Group Vehicle Management","type":"topic","url":"https://community.bistudio.com/wiki/AI_Group_Vehicle_Management","revid":330316,"updated":"2022-08-31T15:05:00Z","aliases":[],"markdown":"Real Virtuality games' AI groups all work the same way with vehicles. Aside from game-specific commands, this page applies from Operation Flashpoint to Arma 3.\n\n### System\n\n- A group has a \"vehicle pool\" that is an array of vehicles it can use. A group can \"own\" multiple vehicles.\n- A vehicle can be in the vehicle pool of **multiple groups** at once. A vehicle itself has no \"group pool\".\n\n- A vehicle can be added to a group with addVehicle.\n- A vehicle can be assigned (added) to a group with none of its units assigned to any of its vehicle role.\n  - A group leader will most likely assign its units to the vehicle if need be.\n- A unit can be unassigned from its role from a vehicle with unassignVehicle. However, as the vehicle itself remains in the group's vehicle pool, the leader may at one point order the unit back in (a) seat.\n  - To prevent a unit from being reassigned, allowGetIn can be used.\n- A vehicle can be removed from the group's vehicle pool with leaveVehicle, unassigning any units from their role in the process.\n\n#### AI Decisions\n\n- The AI choosing what vehicle to use based on the vehicle's cost value. The distance from the vehicle may also play a role.\n- When deciding whether to board a vehicle, AI leaders seem to only consider the transport benefit of a vehicle, ignoring any combat benefits the vehicle may provide.\n- An AI group leader can be forced to order his group to board the specified vehicle with orderGetIn true. Setting to false will cancel the order, but the AI will first enter to get out again immediately thereafter. To immediately (potentially temporarily) halt the AI moving to the vehicle one can use allowGetIn false.\n- When a vehicle is added this way, it can appear as a target for the enemy - even if the vehicle currently has no crew.Clarify\n- If used on a vehicle already driven by a member of another group, the driver will continue under his own group's orders, which may not benefit the addVehicle'd group.\n- Seems to have no affect on AI under player command - at least as long as the player remains the GL.Clarify\n\n### Commands\n\n#### Assign/MoveIn Commands (Unit specific)\n\n| assign setter commands | moveIn setter commands | assign getter commands |\n|---|---|---|\n| - assignAsDriver<br>- assignAsGunner<br>- assignAsCommander<br>- assignAsTurret<br>- assignAsCargo<br>- assignAsCargoIndex<br>- unassignVehicle | - moveInDriver<br>- moveInGunner<br>- moveInCommander<br>- moveInTurret<br>- moveInCargo<br>- moveInAny<br>- moveOut | - assignedVehicle<br>- assignedVehicleRole |\n\n#### Other Commands (Group specific)\n\n- addVehicle\n- leaveVehicle\n\n#### Shared Commands\n\n- fullCrew Since Arma 3 v2.12 the output of the command includes vehicle's assigned units\n\n---\n\nfrom assignedVehicle\n\n- The assignment happens via the various assignAsXXX/moveInXXX commands, or player/AI GL getIn radio commands, getIn waypoint, or when units start in vehicles or get moved in to a vehicle by Zeus/via Eden.\n- addVehicle indirectly may also add the vehicle, however only if an AI GL assigns vehicle roles (which depends on various things).\n- vehicle returns the current vehicles an AI is in, while with assignedVehicle the AI may not (yet) be in the said vehicle (still in transit or held of by waypoints or other SQF commands).\n- To make AI under AI GL enter a vehicle, use orderGetIn true.\n- While unassignVehicle works, if the group is under AI command, the AI GL may re-assign the vehicle immediately. To stop the AI from re-entering at least, use orderGetIn or allowGetIn false, or permanently remove the assignment vi a leaveVehicle.\n- For player GL lead AI assignedVehicle seems not to be really reliable/behaves strange. Disembark radio command seems to unassign though.\n\nfrom assignedVehicleRole\n\n- When an unit enters a vehicle crew position, it gets assigned the vehicle role automatically for the given crew position.\n- The unit does not have to be in the vehicle when getting the role assignment (ie via assignAsXXX or human/AI GL getIn radio commands).\n- GL getIn radio commands result in instant assignment - the unit does not yet have to occupy the crew position.\n- Dying units will let go of the assigned role after a few seconds - seems the delay is independent of being in the vehicle or not.\n- An unit will hold on to its assigned role after exiting the vehicle.\n- One has to use unassignVehicle (and stop an AI GL to assign vehicle positions again) or leaveVehicle to remove the assignment - or assigned to another vehicle.\n- A vehicle position/role can only be assigned to one unit at a time. So even when not (visually) occupied, the \"seat\" may be blocked/reserved by another unit.\n- A player can still get into the vehicle position already assigned if not already taken, or switch seats with AI (if leader or effectiveCommander for those AI).\n\nfrom unassignVehicle\n\n- Important is to understand the basic system first:\n\n1. addVehicle creates a vehicle pool for the AI group to use.\n1. leaveVehicle removes a vehicle from the pool (and makes AI disembark when in that vehicle).\n1. However there is also assignedVehicle. This is about the *current vehicle in use* essentially. The assignment happens via the various assignAsXXX/moveInXXX commands, or player/AI GL getIn radio commands, getIn waypoint, or when units start in vehicles or get moved in to a vehicle by Zeus/via Eden.\n1. So the idea of unassignVehicle is to remove the *current vehicle in use*.\n1. However as long as the vehicle is still part of the vehicle pool of the group the AI GL may order the AI to re-enter the vehicle immediately.\n1. To stop this from happening, one can use orderGetIn/allowGetIn false to (temporarily) disallow the AI from entering any vehicle.\n\n- If you use leaveVehicle on an AI group not in the vehicle, only the AI GL will get the vehicle removed from assignedVehicle. However when you now apply unassignVehicle on the whole group, it will stick/the AI GL not order to re-enter immediately - as the AI GL no longer has the vehicle in his pool for the group.\n- For player GL lead AI, the command removes the assignment. However it won't make the AI disembark the vehicle.\n\nfrom orderGetIn\n\n- The command has no effect on AI lead by a player Group Leader (GL)\n- A vehicle needs be assigned via addVehicle or assignAsXXX or moveInXXX first for the command to have any effect. orderGetIn true makes the AI to board the vehicle. Or the AI GL orders them due to other means (ie getIn, guard waypoints).\n- However one can initially set orderGetIn false, add one or more vehicles and only once/when the AI is to enter, you set orderGetIn true for AI to start moving to the vehicle(s) or getting in the vehicle(s).\n- orderGetIn false makes AI also leave a vehicle when inside already. However it does not affect assignedVehicleRole nor assignedVehicle. Only leaveVehicle will remove both\n- orderGetIn false even makes AI eject while the vehicle positions are locked ((lockDriver, lockTurret, lockCargo - however orderGetIn true will not override the position lock to make them enter\n- AI units on the way to enter the vehicle won't stop on the way if orderGetIn false set but continue to the vehicle and just stop short without entering - allowGetIn false instead will make the AI stop instantly (same as unassignVehicle when combined with orderGetIn false)\n- One can combine orderGetIn false and allowGetIn false to manage when exactly AI is to enter vehicles\n- orderGetIn is persistent/a general group behavior setting - don't forget previous changes with future vehicle use!\n- If you want to make a vehicle no longer used by a group, you need to remove the vehicle from the group's vehicle pool via leaveVehicle.\n\n### Dis/Embarking Behaviour\n\n**Courtesy of ffur2007slx2_5**\n\n| Command | Remote Control | Behaviour | Role Unassigning |\n|---|---|---|---|\n| orderGetIn | ✗ | orderGetIn won't take effect on player controlled AI units, and which needs to be used together with assaignAs command family. Generally speaking, orderGetIn is a Role Excuator. | When orderGetIn was disabled it won't automatically unassign unit's vehicle role but will force the unit get out of the vehicle and stop him re-entering until it was enabled again. orderGetIn false won't stop a unit when he is embarking a vehicle in the half way but unassignVehicle will do. orderGetIn false will wait to fire until the unit enter a vehicle. |\n| allowGetIn | ✗ | allowGetIn won't take effect on player controlled AI units. Different from orderGetIn, this command is a Role Holder, it can control the unit's movement in the half way set by orderGetIn but not by setWaypointType, unit will be forced to get out from a vehicle by allowGetIn false and won't automatically re-enter the vehicle until allowGetIn true | allowGetIn won't do anything with unit's vehicle role |\n| doGetOut | ✓ | Works on player controlled ai silently, unit will automatically get back to the vehicle after disembarkation. (Unit won't get out until vehicle is stopped or landed) | false |\n| commandGetOut | ✓ | Same as doGetOut with radio message. (Unit won't get out until vehicle is stopped or landed) | false |\n| leaveVehicle | ✗ | leaveVehicle can't force a player controlled AI disembark | true |\n| action [\"GetOut\", _veh] | ✓ | Eject immediately without parachute | false |\n| action [\"Eject\", _veh] | ✓ | Eject immediately with parachute if needed | false |\n| setWaypointType \"GETIN\" | ✗ | Waypoint won't be affected by orderGetIn false or allowGetIn false until the unit is on the vehicle. | N/A |","sections":[{"heading":null,"level":1,"markdown":"Real Virtuality games' AI groups all work the same way with vehicles. Aside from game-specific commands, this page applies from Operation Flashpoint to Arma 3."},{"heading":"System","level":3,"markdown":"- A group has a \"vehicle pool\" that is an array of vehicles it can use. A group can \"own\" multiple vehicles.\n- A vehicle can be in the vehicle pool of **multiple groups** at once. A vehicle itself has no \"group pool\".\n\n- A vehicle can be added to a group with addVehicle.\n- A vehicle can be assigned (added) to a group with none of its units assigned to any of its vehicle role.\n  - A group leader will most likely assign its units to the vehicle if need be.\n- A unit can be unassigned from its role from a vehicle with unassignVehicle. However, as the vehicle itself remains in the group's vehicle pool, the leader may at one point order the unit back in (a) seat.\n  - To prevent a unit from being reassigned, allowGetIn can be used.\n- A vehicle can be removed from the group's vehicle pool with leaveVehicle, unassigning any units from their role in the process."},{"heading":"AI Decisions","level":4,"markdown":"- The AI choosing what vehicle to use based on the vehicle's cost value. The distance from the vehicle may also play a role.\n- When deciding whether to board a vehicle, AI leaders seem to only consider the transport benefit of a vehicle, ignoring any combat benefits the vehicle may provide.\n- An AI group leader can be forced to order his group to board the specified vehicle with orderGetIn true. Setting to false will cancel the order, but the AI will first enter to get out again immediately thereafter. To immediately (potentially temporarily) halt the AI moving to the vehicle one can use allowGetIn false.\n- When a vehicle is added this way, it can appear as a target for the enemy - even if the vehicle currently has no crew.Clarify\n- If used on a vehicle already driven by a member of another group, the driver will continue under his own group's orders, which may not benefit the addVehicle'd group.\n- Seems to have no affect on AI under player command - at least as long as the player remains the GL.Clarify"},{"heading":"Commands","level":3,"markdown":""},{"heading":"Assign/MoveIn Commands (Unit specific)","level":4,"markdown":"| assign setter commands | moveIn setter commands | assign getter commands |\n|---|---|---|\n| - assignAsDriver<br>- assignAsGunner<br>- assignAsCommander<br>- assignAsTurret<br>- assignAsCargo<br>- assignAsCargoIndex<br>- unassignVehicle | - moveInDriver<br>- moveInGunner<br>- moveInCommander<br>- moveInTurret<br>- moveInCargo<br>- moveInAny<br>- moveOut | - assignedVehicle<br>- assignedVehicleRole |"},{"heading":"Other Commands (Group specific)","level":4,"markdown":"- addVehicle\n- leaveVehicle"},{"heading":"Shared Commands","level":4,"markdown":"- fullCrew Since Arma 3 v2.12 the output of the command includes vehicle's assigned units\n\n---\n\nfrom assignedVehicle\n\n- The assignment happens via the various assignAsXXX/moveInXXX commands, or player/AI GL getIn radio commands, getIn waypoint, or when units start in vehicles or get moved in to a vehicle by Zeus/via Eden.\n- addVehicle indirectly may also add the vehicle, however only if an AI GL assigns vehicle roles (which depends on various things).\n- vehicle returns the current vehicles an AI is in, while with assignedVehicle the AI may not (yet) be in the said vehicle (still in transit or held of by waypoints or other SQF commands).\n- To make AI under AI GL enter a vehicle, use orderGetIn true.\n- While unassignVehicle works, if the group is under AI command, the AI GL may re-assign the vehicle immediately. To stop the AI from re-entering at least, use orderGetIn or allowGetIn false, or permanently remove the assignment vi a leaveVehicle.\n- For player GL lead AI assignedVehicle seems not to be really reliable/behaves strange. Disembark radio command seems to unassign though.\n\nfrom assignedVehicleRole\n\n- When an unit enters a vehicle crew position, it gets assigned the vehicle role automatically for the given crew position.\n- The unit does not have to be in the vehicle when getting the role assignment (ie via assignAsXXX or human/AI GL getIn radio commands).\n- GL getIn radio commands result in instant assignment - the unit does not yet have to occupy the crew position.\n- Dying units will let go of the assigned role after a few seconds - seems the delay is independent of being in the vehicle or not.\n- An unit will hold on to its assigned role after exiting the vehicle.\n- One has to use unassignVehicle (and stop an AI GL to assign vehicle positions again) or leaveVehicle to remove the assignment - or assigned to another vehicle.\n- A vehicle position/role can only be assigned to one unit at a time. So even when not (visually) occupied, the \"seat\" may be blocked/reserved by another unit.\n- A player can still get into the vehicle position already assigned if not already taken, or switch seats with AI (if leader or effectiveCommander for those AI).\n\nfrom unassignVehicle\n\n- Important is to understand the basic system first:\n\n1. addVehicle creates a vehicle pool for the AI group to use.\n1. leaveVehicle removes a vehicle from the pool (and makes AI disembark when in that vehicle).\n1. However there is also assignedVehicle. This is about the *current vehicle in use* essentially. The assignment happens via the various assignAsXXX/moveInXXX commands, or player/AI GL getIn radio commands, getIn waypoint, or when units start in vehicles or get moved in to a vehicle by Zeus/via Eden.\n1. So the idea of unassignVehicle is to remove the *current vehicle in use*.\n1. However as long as the vehicle is still part of the vehicle pool of the group the AI GL may order the AI to re-enter the vehicle immediately.\n1. To stop this from happening, one can use orderGetIn/allowGetIn false to (temporarily) disallow the AI from entering any vehicle.\n\n- If you use leaveVehicle on an AI group not in the vehicle, only the AI GL will get the vehicle removed from assignedVehicle. However when you now apply unassignVehicle on the whole group, it will stick/the AI GL not order to re-enter immediately - as the AI GL no longer has the vehicle in his pool for the group.\n- For player GL lead AI, the command removes the assignment. However it won't make the AI disembark the vehicle.\n\nfrom orderGetIn\n\n- The command has no effect on AI lead by a player Group Leader (GL)\n- A vehicle needs be assigned via addVehicle or assignAsXXX or moveInXXX first for the command to have any effect. orderGetIn true makes the AI to board the vehicle. Or the AI GL orders them due to other means (ie getIn, guard waypoints).\n- However one can initially set orderGetIn false, add one or more vehicles and only once/when the AI is to enter, you set orderGetIn true for AI to start moving to the vehicle(s) or getting in the vehicle(s).\n- orderGetIn false makes AI also leave a vehicle when inside already. However it does not affect assignedVehicleRole nor assignedVehicle. Only leaveVehicle will remove both\n- orderGetIn false even makes AI eject while the vehicle positions are locked ((lockDriver, lockTurret, lockCargo - however orderGetIn true will not override the position lock to make them enter\n- AI units on the way to enter the vehicle won't stop on the way if orderGetIn false set but continue to the vehicle and just stop short without entering - allowGetIn false instead will make the AI stop instantly (same as unassignVehicle when combined with orderGetIn false)\n- One can combine orderGetIn false and allowGetIn false to manage when exactly AI is to enter vehicles\n- orderGetIn is persistent/a general group behavior setting - don't forget previous changes with future vehicle use!\n- If you want to make a vehicle no longer used by a group, you need to remove the vehicle from the group's vehicle pool via leaveVehicle."},{"heading":"Dis/Embarking Behaviour","level":3,"markdown":"**Courtesy of ffur2007slx2_5**\n\n| Command | Remote Control | Behaviour | Role Unassigning |\n|---|---|---|---|\n| orderGetIn | ✗ | orderGetIn won't take effect on player controlled AI units, and which needs to be used together with assaignAs command family. Generally speaking, orderGetIn is a Role Excuator. | When orderGetIn was disabled it won't automatically unassign unit's vehicle role but will force the unit get out of the vehicle and stop him re-entering until it was enabled again. orderGetIn false won't stop a unit when he is embarking a vehicle in the half way but unassignVehicle will do. orderGetIn false will wait to fire until the unit enter a vehicle. |\n| allowGetIn | ✗ | allowGetIn won't take effect on player controlled AI units. Different from orderGetIn, this command is a Role Holder, it can control the unit's movement in the half way set by orderGetIn but not by setWaypointType, unit will be forced to get out from a vehicle by allowGetIn false and won't automatically re-enter the vehicle until allowGetIn true | allowGetIn won't do anything with unit's vehicle role |\n| doGetOut | ✓ | Works on player controlled ai silently, unit will automatically get back to the vehicle after disembarkation. (Unit won't get out until vehicle is stopped or landed) | false |\n| commandGetOut | ✓ | Same as doGetOut with radio message. (Unit won't get out until vehicle is stopped or landed) | false |\n| leaveVehicle | ✗ | leaveVehicle can't force a player controlled AI disembark | true |\n| action [\"GetOut\", _veh] | ✓ | Eject immediately without parachute | false |\n| action [\"Eject\", _veh] | ✓ | Eject immediately with parachute if needed | false |\n| setWaypointType \"GETIN\" | ✗ | Waypoint won't be affected by orderGetIn false or allowGetIn false until the unit is on the vehicle. | N/A |"}],"categories":["AI","Clarification needed","To-do"],"groups":["Configuration"]},{"name":"AI Morale","title":"AI Morale","type":"topic","url":"https://community.bistudio.com/wiki/AI_Morale","revid":226044,"updated":"2021-01-31T17:33:44Z","aliases":[],"markdown":"In addition to behaviour and combat modes, there are other factors they may affect the overall activity of AI.\n\n### Fleeing\n\n- Can be disabled by allowFleeing. Details in fleeing","sections":[{"heading":null,"level":1,"markdown":"In addition to behaviour and combat modes, there are other factors they may affect the overall activity of AI."},{"heading":"Fleeing","level":3,"markdown":"- Can be disabled by allowFleeing. Details in fleeing"}],"categories":["AI"],"groups":["Configuration"]},{"name":"Altis","title":"Altis","type":"topic","url":"https://community.bistudio.com/wiki/Altis","revid":363949,"updated":"2024-04-27T20:09:59Z","aliases":[],"markdown":"Altis is an Arma 3 terrain, released with the game. It is a North Aegean Mediterranean island with an area of 268.65 km2 and is a 0.75× scale rendition of [Lemnos](https://en.wikipedia.org/wiki/Lemnos).\nIt has a Mediterranean flora and north aegean geology. The island is mountainous and has a lot of delta. The capital is Pyrgos, succeeding Kavala. It consists of 32 towns.\n\n### Geography\n\nThe island geologically has volcanic North Mediterranean properties. There are multiple pine forests scattered around the landscape. There is also a very small desert, just north of the town of Abdera.\n\nThere are 3 seasonal lakes that are all flooded in all seasons except summer, Limni, Ochrolimni and Almyra. In summer, they are completely dry with hard and cracked surfaces.\nLimni is used as an airfield during the summer thanks to its salt and hard surface properties.\n\nThe coastline is surrounded by 20 bays. Outside of the bays, the coastline mostly shows rocks and cliffs, with very little number of beaches.\n\nThe highest point in the island is the Thronos hill, with an altitude of 350m.\n\nThe northwest part of the island (north of Negades and west of Abdera) features a very rugged and mountanious terrain. Most of this part of the island is covered with forests.\nThe mountains and valleys provide a lot of coverage, hence the many wind turbines in this area. There is a paved road going across, to the town of Oreokastro. The area has a single fuel station and no military facilities.\n\nThe southwest part of the island (South of Agios Konstantinos and west of Neochori) is very mountanious as well, but without forests since the heavy population in the area has turned most of the land into farmlands.\nThis area has a very heavy population, and features the only hospital on the island, 6 observation post towers, 8 military outposts, 4 helipads, numerous fuel stations, AAC Airfield, and a long range transmission station at Magos, just south of Negades.","sections":[{"heading":null,"level":1,"markdown":"Altis is an Arma 3 terrain, released with the game. It is a North Aegean Mediterranean island with an area of 268.65 km2 and is a 0.75× scale rendition of [Lemnos](https://en.wikipedia.org/wiki/Lemnos).\nIt has a Mediterranean flora and north aegean geology. The island is mountainous and has a lot of delta. The capital is Pyrgos, succeeding Kavala. It consists of 32 towns."},{"heading":"Geography","level":3,"markdown":"The island geologically has volcanic North Mediterranean properties. There are multiple pine forests scattered around the landscape. There is also a very small desert, just north of the town of Abdera.\n\nThere are 3 seasonal lakes that are all flooded in all seasons except summer, Limni, Ochrolimni and Almyra. In summer, they are completely dry with hard and cracked surfaces.\nLimni is used as an airfield during the summer thanks to its salt and hard surface properties.\n\nThe coastline is surrounded by 20 bays. Outside of the bays, the coastline mostly shows rocks and cliffs, with very little number of beaches.\n\nThe highest point in the island is the Thronos hill, with an altitude of 350m.\n\nThe northwest part of the island (north of Negades and west of Abdera) features a very rugged and mountanious terrain. Most of this part of the island is covered with forests.\nThe mountains and valleys provide a lot of coverage, hence the many wind turbines in this area. There is a paved road going across, to the town of Oreokastro. The area has a single fuel station and no military facilities.\n\nThe southwest part of the island (South of Agios Konstantinos and west of Neochori) is very mountanious as well, but without forests since the heavy population in the area has turned most of the land into farmlands.\nThis area has a very heavy population, and features the only hospital on the island, 6 observation post towers, 8 military outposts, 4 helipads, numerous fuel stations, AAC Airfield, and a long range transmission station at Magos, just south of Negades."}],"categories":["Arma 3: Terrains"],"groups":["Tools and File Formats"]},{"name":"Ambient Parameters","title":"Ambient Parameters","type":"topic","url":"https://community.bistudio.com/wiki/Ambient_Parameters","revid":291487,"updated":"2021-08-07T11:43:01Z","aliases":[],"markdown":"See also getAllEnvSoundControllers, SoundControllers.\n\nDynamic ambient parameters:\n\n- **rain** 0..1 rain intensity\n- **windy** 0..1 wind streght (0 m/s ->0, 20 m/s -> 1)\n- **night** 0..1 night \"intensity\"\n- **deadBody** 0..1 is the place close to a dead body? (0 m ->1, 10 m -> 0)\n\nStatic ambient parameters:\n\n- **meadow** 0..1 how much does the surrounding have a character of a meadow\n- **trees** 0..1 how many trees are growing in the area\n- **forest** 0..1 forest density\n- **hills** 0..1 how much is the place \"hilly\" (160 ASL -> 0, 400 ASL -> 1)\n- **houses** 0..1 how many houses or other building are around\n- **sea** 0..1 is the place close to a sea? (0 m->1, approx. 100 m->0)\n- **waterDepth** 0..M where M is the actual water depth, and 0 on land.\n- **camDepth** 0..1 ???\n\nOperators:\n\n- mathematical operators\n- **randomGen N** float from 0 to N\n- **factor [p,q]** (V-p/q-p) if p <= V <= q, 0 otherwise\n- **interpolate [p,q,r,s]** (V-p/q-p)*(s-r) + r\n\nParameters can be combined into Simple Expressions, like:\n\n```cpp\n\"meadow * (1 - rain) * (1 - night)\"\n\"(10 - (5 * rain)) * (1 - sea) * (windy factor [0.2, 0.5])\"\n\"sea - waterDepth\" // neat way to retrieve the loveliest beaches/coastal places\n\"sea - waterDepth + (waterDepth factor [0.05, 0.5])\" // ...even more fine tuning w.r.t water depth using factor!\n```","sections":[{"heading":null,"level":1,"markdown":"See also getAllEnvSoundControllers, SoundControllers.\n\nDynamic ambient parameters:\n\n- **rain** 0..1 rain intensity\n- **windy** 0..1 wind streght (0 m/s ->0, 20 m/s -> 1)\n- **night** 0..1 night \"intensity\"\n- **deadBody** 0..1 is the place close to a dead body? (0 m ->1, 10 m -> 0)\n\nStatic ambient parameters:\n\n- **meadow** 0..1 how much does the surrounding have a character of a meadow\n- **trees** 0..1 how many trees are growing in the area\n- **forest** 0..1 forest density\n- **hills** 0..1 how much is the place \"hilly\" (160 ASL -> 0, 400 ASL -> 1)\n- **houses** 0..1 how many houses or other building are around\n- **sea** 0..1 is the place close to a sea? (0 m->1, approx. 100 m->0)\n- **waterDepth** 0..M where M is the actual water depth, and 0 on land.\n- **camDepth** 0..1 ???\n\nOperators:\n\n- mathematical operators\n- **randomGen N** float from 0 to N\n- **factor [p,q]** (V-p/q-p) if p <= V <= q, 0 otherwise\n- **interpolate [p,q,r,s]** (V-p/q-p)*(s-r) + r\n\nParameters can be combined into Simple Expressions, like:\n\n```cpp\n\"meadow * (1 - rain) * (1 - night)\"\n\"(10 - (5 * rain)) * (1 - sea) * (windy factor [0.2, 0.5])\"\n\"sea - waterDepth\" // neat way to retrieve the loveliest beaches/coastal places\n\"sea - waterDepth + (waterDepth factor [0.05, 0.5])\" // ...even more fine tuning w.r.t water depth using factor!\n```"}],"categories":["Arma 3: Sound"],"groups":["Configuration"]},{"name":"AnimationTitles","title":"AnimationTitles","type":"topic","url":"https://community.bistudio.com/wiki/AnimationTitles","revid":364475,"updated":"2024-05-16T20:41:55Z","aliases":[],"markdown":"The animation name consist of series of prefixes describing the contents of the move.\nIf the animation is a translation from one pose to another, the name contains both, the source and the destination moves, separated by an underscore.\n\n> [!NOTE]\n> Not all games contain all prefixed fields.\n\n### Animation naming\n\n|  |  |\n|---|---|\n| An animation name can look like this: **A**mov**P**erc**M**run**S**low**W**rfl**D**f |  |\n| The \"APMSWD\" prefixes stand for:<br>- **A**ction - General action (e.g move, cargo, weapon operation)<br>- **P**ose - Unit stance (e.g erect, prone)<br>- **M**ovement - Movement style/speed (e.g stop, walk, run)<br>- **S**tance - Weapon position (e.g raised, lowered)<br>- **W**eapon - Weapon in use (e.g rifle, pistol)<br>- **D**irection - Where the character moves (e.g front, left) | Therefore, A**mov**P**erc**M**run**S**low**W**rfl**D**f** stands for:<br>- Action **mov**ement<br>- Posture **er**e**c**t<br>- Movement **run**<br>- Stance (of weapon) **low**<br>- Weapon **r**i**fl**e<br>- Direction **f**orward. |\n\n### Prefixes\n\n#### Action\n\n> [!NOTE]\n> **A** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| mov | move | stand, walk, run, with or without weapon. Firing itself not included here. |\n| idl | idle | when character stands for a while on a place with no action – looking around |\n| crg | cargo | cargo animations in a vehicle including mount/dismount - deprecated as it is stored at each car's folder for now |\n| inj | injury | injury of a character - the injured one from a pair |\n| cin | carry injured | injury of a character - the healthy holding injured |\n| dth | death | death of a character |\n| inv | inventory | inventory actions, baggage |\n| cts | cutscenes | special for cutscenes |\n| swm | swim | swimming |\n| sig | signals | signaling - hand signals, saluting, military parade poses |\n| wop | operate a weapon | moves dedicated to firing + reloading various weapons, eg. moves for launcher etc. - includes binuculars |\n| adj | adjust | adjustment animations - slighlty lower/hier, left/right shoulder, etc (Arma 3) |\n| bdv | bottom dive | swimming under water with diving equipment (Arma 3) |\n| bsw | bottom swim | swimming under water (Arma 3) |\n| dve | dive | (Arma 3) |\n| fds | firing drills | (Arma 3) |\n| ovr | over obstacle | movements over obstacles like fences or low walls (Arma 3) |\n| pan | panic | walking/running in panic, eg. run with hands over head (Arma 3) |\n| sdv | surface dive | swimming at surface level with diving equipment (Arma 3) |\n| ssw | surface swim | swimming at surface level (Arma 3) |\n| fal | falling | (Arma 3) |\n| par | parachute | (Arma 3) |\n\n#### Pose\n\n> [!NOTE]\n> **P** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| erc | erect | erect, standing. |\n| knl | kneel | crouched down, when stopped, so kneeling. |\n| pne | prone | prone on a ground |\n| sit | sit | sitting – e.g for cutscenes etc. Can't fire from heavy weapons (rifle+), must lay first. |\n| fal | fall | free falling from a obstacle, wall.. body pose with hands probably above a head. |\n| crh | crouched | crouched unit (Arma 3) |\n| inc | incapacitated | incapacitated animation from Revive (Arma 3) |\n\n#### Movement\n\n> [!NOTE]\n> **M** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| stp | stop | man not moving, standing in place. |\n| wlk | walk | common relaxed move, a walk. N/A in prone! |\n| run | run | run, still possible to shoot with aimed weapon. Note - prone is either stop, run or sprint. |\n| spr | sprint | very intense sprint, impossible to shoot |\n| eva | evasive | evasive moves - e.g from lowered walk suddenly jump away and raise the gun - reaction under unexpected fire. |\n| tac | tactical | tactical pace - e.g looking down the sights while moving (Arma 3) |\n| lmp | limping | limping animation - when legs are hurt (Arma 3) |\n\n#### Stance\n\n> [!NOTE]\n> **S** prefix\n\n| Animation prefix | Short name | Full name | Description |\n|---|---|---|---|\n| **Amov** | ras | raised | aimed weapon ready for fire in horizontal position |\n| **Amov** | low | lowered | weapon in ready state, not aimed |\n| **Amov** | opt | optics | looking through optics / sight or binoculars |\n| **Amov** | sur | surrender | character surrenders |\n| **Amov** | non | no weapon | **S**non**W**non for empty hands |\n| **Awop** | gth | grenade throw | grenade throw, over the shoulder |\n\n#### Weapon\n\n> [!NOTE]\n> **W** prefix\n\n| Animation prefix | Short name | Full name | Description |\n|---|---|---|---|\n| **Acts** | una | unarmed | nothing in hands |\n| **Acts** | mag | machinegun | heavy gun impossible to put to aimed stance, firing from lower position |\n| **Amov** | pst | pistol | one hand weapon, probably empty hands will suffice. |\n| **Amov** | rfl | rifle | two hand rifle |\n| **Amov** | lnr | launcher | laucher |\n| **Amov** | non | no weapon | **S**non**W**non for empty hands |\n| **Awop** | bin | binocular | binocular moves |\n\n#### Direction\n\n> [!NOTE]\n> **D** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| non | none | direction not specified |\n| f | forward | N/A |\n| fl | forward-left | N/A |\n| fr | forward-right | N/A |\n| l | left | N/A |\n| r | right | N/A |\n| b | back | N/A |\n| bl | back-left | N/A |\n| br | back-right | N/A |\n| up | up | ladder, climbing, parachute |\n| dn | down | ladder, climbing, parachute |\n| mul | multiple | for FBX only, not for RTM – more takes in one file |","sections":[{"heading":null,"level":1,"markdown":"The animation name consist of series of prefixes describing the contents of the move.\nIf the animation is a translation from one pose to another, the name contains both, the source and the destination moves, separated by an underscore.\n\n> [!NOTE]\n> Not all games contain all prefixed fields."},{"heading":"Animation naming","level":3,"markdown":"|  |  |\n|---|---|\n| An animation name can look like this: **A**mov**P**erc**M**run**S**low**W**rfl**D**f |  |\n| The \"APMSWD\" prefixes stand for:<br>- **A**ction - General action (e.g move, cargo, weapon operation)<br>- **P**ose - Unit stance (e.g erect, prone)<br>- **M**ovement - Movement style/speed (e.g stop, walk, run)<br>- **S**tance - Weapon position (e.g raised, lowered)<br>- **W**eapon - Weapon in use (e.g rifle, pistol)<br>- **D**irection - Where the character moves (e.g front, left) | Therefore, A**mov**P**erc**M**run**S**low**W**rfl**D**f** stands for:<br>- Action **mov**ement<br>- Posture **er**e**c**t<br>- Movement **run**<br>- Stance (of weapon) **low**<br>- Weapon **r**i**fl**e<br>- Direction **f**orward. |"},{"heading":"Prefixes","level":3,"markdown":""},{"heading":"Action","level":4,"markdown":"> [!NOTE]\n> **A** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| mov | move | stand, walk, run, with or without weapon. Firing itself not included here. |\n| idl | idle | when character stands for a while on a place with no action – looking around |\n| crg | cargo | cargo animations in a vehicle including mount/dismount - deprecated as it is stored at each car's folder for now |\n| inj | injury | injury of a character - the injured one from a pair |\n| cin | carry injured | injury of a character - the healthy holding injured |\n| dth | death | death of a character |\n| inv | inventory | inventory actions, baggage |\n| cts | cutscenes | special for cutscenes |\n| swm | swim | swimming |\n| sig | signals | signaling - hand signals, saluting, military parade poses |\n| wop | operate a weapon | moves dedicated to firing + reloading various weapons, eg. moves for launcher etc. - includes binuculars |\n| adj | adjust | adjustment animations - slighlty lower/hier, left/right shoulder, etc (Arma 3) |\n| bdv | bottom dive | swimming under water with diving equipment (Arma 3) |\n| bsw | bottom swim | swimming under water (Arma 3) |\n| dve | dive | (Arma 3) |\n| fds | firing drills | (Arma 3) |\n| ovr | over obstacle | movements over obstacles like fences or low walls (Arma 3) |\n| pan | panic | walking/running in panic, eg. run with hands over head (Arma 3) |\n| sdv | surface dive | swimming at surface level with diving equipment (Arma 3) |\n| ssw | surface swim | swimming at surface level (Arma 3) |\n| fal | falling | (Arma 3) |\n| par | parachute | (Arma 3) |"},{"heading":"Pose","level":4,"markdown":"> [!NOTE]\n> **P** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| erc | erect | erect, standing. |\n| knl | kneel | crouched down, when stopped, so kneeling. |\n| pne | prone | prone on a ground |\n| sit | sit | sitting – e.g for cutscenes etc. Can't fire from heavy weapons (rifle+), must lay first. |\n| fal | fall | free falling from a obstacle, wall.. body pose with hands probably above a head. |\n| crh | crouched | crouched unit (Arma 3) |\n| inc | incapacitated | incapacitated animation from Revive (Arma 3) |"},{"heading":"Movement","level":4,"markdown":"> [!NOTE]\n> **M** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| stp | stop | man not moving, standing in place. |\n| wlk | walk | common relaxed move, a walk. N/A in prone! |\n| run | run | run, still possible to shoot with aimed weapon. Note - prone is either stop, run or sprint. |\n| spr | sprint | very intense sprint, impossible to shoot |\n| eva | evasive | evasive moves - e.g from lowered walk suddenly jump away and raise the gun - reaction under unexpected fire. |\n| tac | tactical | tactical pace - e.g looking down the sights while moving (Arma 3) |\n| lmp | limping | limping animation - when legs are hurt (Arma 3) |"},{"heading":"Stance","level":4,"markdown":"> [!NOTE]\n> **S** prefix\n\n| Animation prefix | Short name | Full name | Description |\n|---|---|---|---|\n| **Amov** | ras | raised | aimed weapon ready for fire in horizontal position |\n| **Amov** | low | lowered | weapon in ready state, not aimed |\n| **Amov** | opt | optics | looking through optics / sight or binoculars |\n| **Amov** | sur | surrender | character surrenders |\n| **Amov** | non | no weapon | **S**non**W**non for empty hands |\n| **Awop** | gth | grenade throw | grenade throw, over the shoulder |"},{"heading":"Weapon","level":4,"markdown":"> [!NOTE]\n> **W** prefix\n\n| Animation prefix | Short name | Full name | Description |\n|---|---|---|---|\n| **Acts** | una | unarmed | nothing in hands |\n| **Acts** | mag | machinegun | heavy gun impossible to put to aimed stance, firing from lower position |\n| **Amov** | pst | pistol | one hand weapon, probably empty hands will suffice. |\n| **Amov** | rfl | rifle | two hand rifle |\n| **Amov** | lnr | launcher | laucher |\n| **Amov** | non | no weapon | **S**non**W**non for empty hands |\n| **Awop** | bin | binocular | binocular moves |"},{"heading":"Direction","level":4,"markdown":"> [!NOTE]\n> **D** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| non | none | direction not specified |\n| f | forward | N/A |\n| fl | forward-left | N/A |\n| fr | forward-right | N/A |\n| l | left | N/A |\n| r | right | N/A |\n| b | back | N/A |\n| bl | back-left | N/A |\n| br | back-right | N/A |\n| up | up | ladder, climbing, parachute |\n| dn | down | ladder, climbing, parachute |\n| mul | multiple | for FBX only, not for RTM – more takes in one file |"}],"categories":["Moves"],"groups":["Reference Lists"]},{"name":"Anything","title":"Anything","type":"topic","url":"https://community.bistudio.com/wiki/Anything","revid":330444,"updated":"2022-09-15T21:31:40Z","aliases":["Any"],"markdown":"A variable of type **Anything** may be of any data types **or** Nothing.\n\n> [!WARNING]\n> Even though some commands list data type **Anything** as possible value, passing nil (Nothing) to a command might cause it not to work:\n>\n> ```sqf\n> str nil; // while the documentation for str states it takes Anything, nil / Nothing will cause it to not execute.\n> ```\n\n### See Also\n\n- nil\n- isNil\n- Nothing","sections":[{"heading":null,"level":1,"markdown":"A variable of type **Anything** may be of any data types **or** Nothing.\n\n> [!WARNING]\n> Even though some commands list data type **Anything** as possible value, passing nil (Nothing) to a command might cause it not to work:\n>\n> ```sqf\n> str nil; // while the documentation for str states it takes Anything, nil / Nothing will cause it to not execute.\n> ```"},{"heading":"See Also","level":3,"markdown":"- nil\n- isNil\n- Nothing"}],"categories":["Magic Types"],"groups":["Data Types"]},{"name":"Argument","title":"Argument","type":"topic","url":"https://community.bistudio.com/wiki/Argument","revid":329068,"updated":"2022-07-21T23:40:25Z","aliases":["argument"],"markdown":"An **argument** is any value that *is being passed* to a scripting command or an executed script or function. In the script or function this value is considered a parameter.\n\n**Example:**\n\n```sqf\n[variable, 5, \"string\"] execVM \"myScript.sqf\"\n```\n\nThe Array `[variable, 5, \"string\"]` and the contained values are called the arguments given to the script.\n\n### Access\n\nIn the script the argument can be accessed using the magic variable `_this`.\n\n### See also\n\n- Parameter","sections":[{"heading":null,"level":1,"markdown":"An **argument** is any value that *is being passed* to a scripting command or an executed script or function. In the script or function this value is considered a parameter.\n\n**Example:**\n\n```sqf\n[variable, 5, \"string\"] execVM \"myScript.sqf\"\n```\n\nThe Array `[variable, 5, \"string\"]` and the contained values are called the arguments given to the script."},{"heading":"Access","level":3,"markdown":"In the script the argument can be accessed using the magic variable `_this`."},{"heading":"See also","level":3,"markdown":"- Parameter"}],"categories":["Syntax"],"groups":["Scripting"]},{"name":"Arma 3: Actions","title":"Arma 3: Actions","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Actions","revid":376089,"updated":"2025-08-09T20:25:33Z","aliases":["ArmA 3: Actions","Arma 3 Actions","action/Arma 3 Actions List"],"markdown":"> [!NOTE]\n> - See ArmA: Armed Assault: Actions for an introduction to Actions\n> - Not to be confused with playAction\n\n## General Syntax\n\n```\nunit action [\"actionType\", parameter(s)]\n```\n\n|  |  |\n|---|---|\n| *unit*: | Object. Can be any occupied vehicle or person that is not in a vehicle or also a Game Logic. |\n| *\"actionType\"*: | String. Name of the action, found in the CfgActions class. Not case sensitive. |\n| *parameter(s)*: | Various data types, dependant on the action used. The number of required parameters depends on the action type. |\n\n## Actions\n\n### ActiveSensorsOn\n\n|  |  |\n|---|---|\n| Description | Activates the vehicle's active sensor (radar). |\n| Syntax | *unit* action [\"ActiveSensorsOn\", *vehicle*] |\n|  |  |\n| Example | `player action [\"ActiveSensorsOn\", vehicle player];` |\n\n### ActiveSensorsOff\n\n|  |  |\n|---|---|\n| Description | Deactivates the vehicle's active sensor (radar). |\n| Syntax | *unit* action [\"ActiveSensorsOff\", *vehicle*] |\n|  |  |\n| Example | `player action [\"ActiveSensorsOff\", vehicle player];` |\n\n### AddBag\n\n|  |  |  |\n|---|---|---|\n| Description | Causes a unit to take backpack from another unit/vehicle or weaponholder. |  |\n| Syntax | *targetUnit* action [\"AddBag\", *sourceUnit*, *\"backpackName\"*] |  |\n|  | Where *targetUnit* is the person to receive a backpack (the action animation will be performed), *sourceUnit* is either another unit/vehicle or weaponholder containing the backpack. *\"backpackName\"* is the classname (string) of the backpack to be picked up. |  |\n| Note | Bags can be picked up at any distance. To drop bag use \"DropBag\" action. If several backpacks of the same class name exist in the container, the oldest will be added first. |  |\n| Examples | `soldierOne action [\"AddBag\", soldierTwo, backpack soldierTwo];`<br>`player action [\"AddBag\", car, typeOf firstBackpack car];`<br>Swap player bag with parachute:<br>```sqf<br>player action [\"DropBag\", _plane, backpack player];<br>player action [\"AddBag\", _plane, \"B_Parachute\"];<br>``` |  |\n\n### ArtilleryComputer\n\n|  |  |  |\n|---|---|---|\n| Description | Opens up Artillery Computer display just like the one in action menu for a mortar. Unit has to be in gunner position or display will immediately close. |  |\n| Syntax | *unit* action [\"ArtilleryComputer\", *artillery*] |  |\n|  | Where *unit* is any unit, and *artillery* is the artillery weapon |  |\n| Example | `soldierOne action [\"ArtilleryComputer\", mortarOne];` |  |\n\n### AutoHover\n\n|  |  |\n|---|---|\n| Description | Toggles auto-hovering on. Note that while the auto-hover status can be toggled on an AI crewed or even an empty vehicle, it will only affect a vehicle controlled by a human pilot. |\n| Syntax | *unit* action [\"AutoHover\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is any vehicle that is capable of hovering. |\n| Example | `chopperOne action [\"AutoHover\", chopperOne];` |\n\n### AutoHoverCancel\n\n|  |  |\n|---|---|\n| Description | Toggles auto-hovering off. Note that while the auto-hover status can be toggled on an AI crewed or even an empty vehicle, it will only affect a vehicle controlled by a human pilot. |\n| Syntax | *unit* action [\"AutoHoverCancel\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is any vehicle that is capable of hovering. |\n| Example | `driver chopperOne action [\"AutoHoverCancel\", chopperOne];` |\n\n### BackFromUAV\n\n|  |  |\n|---|---|\n| Description | Moves player control back from driver/gunner position of connected UAV. Does what \"Release UAV controls\" UI action does. |\n| Syntax | *unit* action [\"BackFromUAV\"] |\n|  | Where *unit* is the connected UAV unit. |\n| Example | `getConnectedUAVUnit player action [\"BackFromUAV\"];` |\n\n### CancelAction\n\n|  |  |\n|---|---|\n| Description | Cancels an action in progress. The target unit will complete it is current animation, although the action itself will not be performed. |\n| Syntax | *unit* action [\"CancelAction\", *targetUnit*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetUnit* is any unit that is in the process of performing an action. |\n| Example | `soldierOne action [\"CancelAction\", soldierOne];` |\n\n### CancelLand\n\n|  |  |\n|---|---|\n| Description | Cancels autopilot landing for an aircraft, including AI controlled aircraft. |\n| Syntax | *unit* action [\"CancelLand\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is any vehicle that is currently performing an autopilot landing. |\n| Example | `driver planeOne action [\"CancelLand\", planeOne];` |\n\n### CancelTakeFlag\n\n|  |  |\n|---|---|\n| Description | Cancels taking of a flag. The unit will complete the taking/action animation, but the flag will remain attached to it is current object. This action needs to be executed while the flag is being taken (which happens after the unit completes the taking/action animation) to prevent a unit taking the flag. For example, if a person is taking a flag from a flagpole, then the cancelTakeFlag action should be executed while the flag is descending the flagpole. |\n| Syntax | *unit* action [\"CancelTakeFlag\", *targetFlag*] |\n|  | Where *unit* is any unit that is currently taking a flag (no action animation is performed) and *targetFlag'* is a flag object. |\n| Example | `westSoldierOne action [\"CancelTakeFlag\", eastFlag];` |\n\n### CollisionLightOff\n\n|  |  |\n|---|---|\n| Description | Turns off the collision lights of an air vehicle. |\n| Syntax | *unit* action [\"CollisionLightOff\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is a vehicle with lights. |\n| Example | `player action [\"CollisionLightOff\", vehicle player];` |\n\n### CollisionLightOn\n\n|  |  |\n|---|---|\n| Description | Turns on the collision lights of an air vehicle. |\n| Syntax | *unit* action [\"CollisionLightOn\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is a vehicle with lights. |\n| Example | `player action [\"CollisionLightOn\", vehicle player];` |\n\n### Deactivate\n\n|  |  |\n|---|---|\n| Description | Causes a unit to deactivate and take a active satchel charge placed by any unit. This action can be performed upon a satchel object from any distance.<br>This action also works for landmines created with createVehicle command:<br>```sqf<br>private _mine = \"ATMine_Range_Ammo\" createVehicle getPosATL player;    // create<br>player action [\"Deactivate\", player, mine];                            // deactivate<br>``` |\n| Syntax | *unit* action [\"Deactivate\", *targetUnit*, *targetObject*] |\n|  | Where *unit* is any unit (they will perform the action animation as if deactivating a satchel charge). *targetUnit* will have the deactivated satchel charge added to it is inventory. *targetObject* is the armed satchel object to be deactivated (class \"pipeBomb\" or \"timeBomb\"). |\n| Examples | `soldierOne action [\"Deactivate\", soldierOne, mySatchelCharge];` |\n|  | `soldierOne action [\"Deactivate\", soldierOne, nearestObject [soldierOne, \"pipeBomb\"]];` |\n\n### DeactivateMine\n\n|  |  |\n|---|---|\n| Description | Causes a unit to deactivate any armed landmine that is within about two meters of a unit. Neither unit requires the ability to disable landmines.<br>NOTE: This action works only with mines that have been spotted by player (marked with triangle). Use \"Deactivate\" if you need to deactivate any mine. |\n| Syntax | *unit* action [\"DeactivateMine\", *targetUnit*] |\n|  | Where *unit* is any unit, who will perform the action animation. The closest landmine to *targetUnit* will be deactivated. |\n| Example | `soldierOne action [\"DeactivateMine\", soldierOne];` |\n\n### Diary\n\n|  |  |\n|---|---|\n| Description | Use and effects unknown. |\n| Syntax | *unit* action [\"Diary\", *<target>*] |\n|  |  |\n| Example |  |\n\n### Disassemble\n\n|  |  |\n|---|---|\n| Description | Takes assembled weapon to parts (carry bags). Assembled weapon object reference may need to be kept for assembly. See also: enableWeaponDisassembly |\n| Syntax | *unit* action [\"Disassemble\", *weapon*] |\n|  | Where *unit* is any unit and *weapon* is assembled weapon |\n| Example | `soldierOne action [\"Disassemble\", mortarOne];` |\n\n### DropBag\n\n|  |  |  |\n|---|---|---|\n| Description | Causes a unit to drop a backpack into another unit/vehicle. To drop backpack on the ground, a weaponholder object needs to be created first. |  |\n| Syntax | *sourceUnit* action [\"DropBag\", *targetUnit*, *\"backpackName\"*] |  |\n|  | Where *sourceUnit* is the person to drop a backpack (the action animation will be performed), *targetUnit* is either another unit/vehicle into which the backpack will be dropped or a weaponholder. *\"backpackName\"* is the classname (string) of the backpack to be dropped. |  |\n| Note | Bags can be dropped into other units at any distance. If targetUnit already has a backpack, sourceUnit's backpack will drop to the ground at targetUnit's feet, and be unavailable (for picking up/using). |  |\n| Examples | `soldierOne action [\"DropBag\", soldierTwo, backpack soldierOne];`<br>```sqf<br>private _gwh = \"Weapon_Empty\" createVehicle getPosATL player;<br>player action [\"DropBag\", _gwh, typeOf unitBackpack player];<br>// the reason \"Weapon_Empty\" type of weaponholder is used in this case is because<br>// unlike other weaponholders it is not autodeleted when empty and will not disappear before the action is complete.<br>// you should take care of deleting it after yourself. Alternatively use \"PutBag\" action.<br>```<br>```sqf<br>(unitBackpack player) setVariable [\"backpackOwner\", name player, true];<br>player action [\"DropBag\", car, typeOf unitBackpack player];<br>hint ((firstBackpack car) getVariable \"backpackOwner\");<br>```<br>Swap player bag with parachute:<br>```sqf<br>player action [\"DropBag\", _plane, backpack player];<br>player action [\"AddBag\", _plane, \"B_Parachute\"];<br>```<br>Transfer player's backpack to bob<br>`player action [\"DropBag\", bob];` |  |\n\n### DropMagazine\n\n|  |  |\n|---|---|\n| Description | Causes a person to drop a magazine either into another unit (both persons and vehicles), or onto the ground (creating a new WeaponHolder object). Magazines can be dropped into other units at any distance. |\n| Syntax | *unit* action [\"DropMagazine\", *targetUnit*, *\"magazineName\"*] |\n|  | Where *unit* is the person to drop a magazine (the action animation will be performed), *targetUnit* is either another unit into which the magazine will be dropped, or the same unit that is dropping the magazine. *\"magazineName\"* is the classname (string) of the magazine to be dropped (see the ArmA weapons list for magazine classnames). |\n| Examples | `soldierOne action [\"DropMagazine\", soldierOne, \"30Rnd_545x39_AK\"];` |\n|  | `soldierOne action [\"DropMagazine\", ammoCrateOne, \"30Rnd_545x39_AK\"];` |\n\n### DropWeapon\n\n|  |  |\n|---|---|\n| Description | Causes a person to drop a weapon and all associated magazines either into specified vehicle or weaponholder. Weapons can be dropped at any distance. |\n| Syntax | *unit* action [\"DropWeapon\", *targetHolder*, *\"weaponName\"*] |\n|  | Where *unit* is the person to drop a weapon (the action animation will be performed), *targetHolder* is either a vehicle or weaponholder. *\"weaponName\"* is the classname (string) of the CfgWeapons class. |\n| Examples | ```sqf<br>private _weaponHolder = \"GroundWeaponHolder_Scripted\" createVehicle getPosATL player;<br>player action [\"DropWeapon\", _weaponHolder, currentWeapon player];<br>```<br>```sqf<br>soldierOne action [\"DropWeapon\", unitBackpack soldierTwo, currentWeapon soldierOne];<br>player action [\"DropWeapon\", tank, \"arifle_MX_ACO_pointer_F\"];<br>``` |\n|  |  |\n\n### Eject\n\n|  |  |\n|---|---|\n| Description | Causes a person to eject out of the vehicle they are currently inside. If the unit was the driver of the vehicle, the vehicle will retain it is steering control input and it is engine will remain on. This action has a global effect when used on a local unit in multiplayer. If the vehicle parameter used is an moving aircraft, the ejecting person will use a parachute (and likewise if it is not an moving aircraft, no parachute will be used). |\n| Syntax | *unit* action [\"Eject\", *vehicle*] |\n|  | Where *unit* is the person to eject from their current vehicle, and *vehicle* is any vehicle (generally the vehicle *unit* is within). |\n| Example | `soldierOne action [\"Eject\", vehicle soldierOne];` |\n\n### EngineOn\n\n|  |  |\n|---|---|\n| Description | Turns a vehicle's engine on. This command will not override an AI driver's desires. |\n| Syntax | *unit* action [\"EngineOn\", *targetVehicle*] |\n|  | Where *unit* is any unit, and *targetVehicle* is the vehicle to start it is engine. |\n| Example | `soldierOne action [\"EngineOn\", vehicle soldierOne];` |\n\n### EngineOff\n\n|  |  |\n|---|---|\n| Description | Turns a vehicle's engine off. This command will not override an AI driver's desires. |\n| Syntax | *unit* action [\"EngineOff\", *targetVehicle*] |\n|  | Where *unit* is any unit, and *targetVehicle* is the vehicle to have it is engine turned off. |\n| Example | `soldierOne action [\"EngineOff\", vehicle soldierOne];` |\n\n### FireInflame\n\n|  |  |\n|---|---|\n| Description | Ignites a fireplace object (from any distance). |\n| Syntax | *unit* action [\"FireInflame\", *targetObject*] |\n|  | Where *unit* is any unit(the action animation will be performed), and *targetObject* is the fireplace to be ignited. |\n| Example | `soldierOne action [\"FireInflame\", firePlaceOne];` |\n\n### FirePutDown\n\n|  |  |\n|---|---|\n| Description | Extinguishes a fireplace object (from any distance). |\n| Syntax | *unit* action [\"FirePutDown\", *targetObject*] |\n|  | Where *unit* is any unit (the action animation will be performed), and *targetObject* is the fireplace to be extinguished. |\n| Example | `soldierOne action [\"FirePutDown\", firePlaceOne];` |\n\n### FlapsUp\n\n|  |  |\n|---|---|\n| Description | Adjusts an aircraft's flaps upwards one notch. AI pilot's will instantly adjust their flaps to whatever setting they feel is suitable. |\n| Syntax | *unit* action [\"FlapsUp\", *targetVehicle*] |\n|  | Where *unit* is any unit (the action animation will not be performed), and *targetVehicle* is the aircraft to have it is flaps adjusted. |\n| Example | `harrierOne action [\"FlapsUp\", harrierOne];` |\n\n### FlapsDown\n\n|  |  |\n|---|---|\n| Description | Adjusts an aircraft's flaps down one notch. AI pilot's will instantly adjust their flaps to whatever setting they feel is suitable. |\n| Syntax | *unit* action [\"FlapsDown\", *targetVehicle*] |\n|  | Where *unit* is any unit (the action animation will not be performed), and *targetVehicle* is the aircraft to have it is flaps adjusted. |\n| Example | `harrierOne action [\"FlapsDown\", harrierOne];` |\n\n### Gear\n\n|  |  |\n|---|---|\n| Description | Opens inventory dialog for the player and plays the appropriate animation. The left part of the inventory dialog gets populated with the inventory of the target unit. Player has to be in range of inventory operations with the targetUnit (~ <5m). |\n| Syntax | *unit* action [\"Gear\", *targetUnit*] |\n|  | Where *unit* is a player, and *targetUnit* is another player, vehicle or container. |\n| Examples | `player action [\"Gear\", \"GroundWeaponHolder\" createVehicle position player];` |\n|  | `player action [\"Gear\", objNull];` |\n|  | `player action [\"Gear\", soldier1];` |\n|  | `player action [\"Gear\", cursorTarget];` |\n\n### GetInCargo\n\n|  |  |\n|---|---|\n| Description | Instantly moves a person to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as cargo, in a specific cargo position if given as an optional parameter, otherwise in the first available cargo position. If the specific position is already occupied, the person will board in the first available cargo position. If the all cargo positions are already occupied by living persons, or no cargo position exists, the boarding will fail. This action works only with cargo positions that have no person turret, i.e. if player cannot shoot his rifle from them. If position is cargo but also person turret, it will be ignored. Use `fullCrew [_veh, \"cargo\", true]` to determine which positions are compatible cargo. Alternatively, use moveInCargo command instead, which has no such limitation. |\n| Syntax | *unit* action [\"GetInCargo\", *targetVehicle*] |\n|  | *unit* action [\"GetInCargo\", *targetVehicle*, *positionNumber*] |\n|  | Where *unit* is the person to board, and *targetVehicle* is the vehicle to be boarded. *positionNumber is a specific cargo position index number.* |\n| Examples | `soldierOne action [\"GetInCargo\", truckOne];` |\n|  | `soldierOne action [\"GetInCargo\", truckOne, 0];` |\n\n### GetInCommander\n\n|  |  |\n|---|---|\n| Description | Instantly moves a person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, they then attempt to board the vehicle as the commander. The boarding will fail if the position is already occupied or does not exist. |\n| Syntax | *unit* action [\"GetInCommander\", *targetVehicle*] |\n|  | Where *unit* is the person to board, and *targetVehicle* is the vehicle to be boarded. |\n| Example | `soldierOne action [\"GetInCommander\", tankOne];` |\n\n### GetInDriver\n\n|  |  |\n|---|---|\n| Description | Instantly moves an person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as the driver/pilot. The boarding will fail if the position is already occupied or does not exist. |\n| Syntax | *unit* action [\"GetInDriver\", *targetVehicle*] |\n|  | Where *unit* is the person to board, and *targetVehicle* is the vehicle to be boarded. |\n| Example | `soldierOne action [\"GetInDriver\", carOne];` |\n\n### GetInGunner\n\n|  |  |\n|---|---|\n| Description | Instantly moves a person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as the primary gunner. If the gunner position is already occupied by another living person or it does not exist, the boarding will fail. Also see getInTurret. |\n| Syntax | *unit* action [\"GetInGunner\", *targetVehicle*] |\n|  | Where *unit* is the person to board, and *targetVehicle* is the vehicle to be boarded. |\n| Example | `soldierOne action [\"GetInGunner\", mySpotlight];` |\n\n### GetInPilot\n\n|  |  |\n|---|---|\n| Description | This action is identical to getInDriver. It instantly moves an person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as the driver/pilot. The boarding will fail if the position is already occupied or does not exist. |\n| Syntax | *unit* action [\"GetInPilot\", *targetVehicle*] |\n|  | Where *unit* is the person to board, and *targetVehicle* is the vehicle to be boarded. |\n| Example | `pilotOne action [\"GetInPilot\", chopperOne];` |\n\n### GetInTurret\n\n|  |  |\n|---|---|\n| Description | Instantly moves a person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as the specified turret user. If the turret position is already occupied by another living person the boarding will fail. If the turret position does not exist, ArmA may crash. See also getInGunner. |\n| Syntax | *unit* action [\"GetInTurret\", *targetVehicle*, *turretArray*] |\n|  | Where *unit* is the person to board, and *targetVehicle* is the vehicle to be boarded, and *turretArray* is an array defining the turret. For example, *[1]* would be a vehicle's second turret, and *[0, 2, 1]* is the second turret of the third turret of the first turret. A vehicle's turret order is defined in it is class CfgVehicles of the Config. |\n| Examples | `gunnerTwo action [\"GetInTurret\", myUH60MG, [1]];` |\n|  | `tankCommanderOne action [\"GetInTurret\", myT72, [0,1]];` |\n\n### GetOut\n\n|  |  |\n|---|---|\n| Description | Causes a person to disembark from a vehicle, without a parachute in the case of aircraft. See also eject. |\n| Syntax | *unit* action [\"GetOut\", *targetVehicle*] |\n|  | Where *unit* is the person to disembark, and *targetVehicle* is the vehicle to disembark from. |\n| Example | `soldierOne action [\"GetOut\", carOne];` |\n\n### HandGunOn\n\n|  |  |\n|---|---|\n| Description | Causes a person to ready their hand gun (if equiped). This action may not work if the unit does not have a primary rifle. |\n| Syntax | *unit* action [\"HandGunOn\", *targetUnit*] |\n|  | Where *unit* is any unit (who will not play the action animation), and *targetUnit* is the unit who will ready their pistol. |\n| Example | `soldierOne action [\"HandGunOn\", soldierOne];` |\n\n### HandGunOff\n\n|  |  |\n|---|---|\n| Description | Causes a person to return a readied pistol to it is holster, then switch to the primary rifle. This action may not work if the unit does not have a primary rifle. |\n| Syntax | *unit* action [\"HandGunOff\", *targetUnit*] |\n|  | Where *unit* is any unit (who will not play the action animation), and *targetUnit* is the person to holster it is pistol. |\n| Example | `soldierOne action [\"HandGunOff\", soldierOne];` |\n\n### Heal\n\n|  |  |\n|---|---|\n| Description | Instantly teleports a person unit to the target medic. The target medic then heals the unit. If the target unit is not a medic, the animations will still be played, but no healing occurs. If the medic is within a vehicle, no teleporting will occur and the wounded unit will only be healed if they are already within healing range (a few meters). |\n| Syntax | *unit* action [\"Heal\", *targetUnit*] |\n|  | Where *unit* is a wounded person, and *targetUnit* is the medic to do the healing. |\n| Example | `soldierOne action [\"Heal\", medicOne];` |\n\n### HealSoldier\n\n|  |  |\n|---|---|\n| Description | Performs one soldier healing of another soldier. Needs to have MedKit or FAK (first aid kit) in the inventory, which gets used. |\n| Syntax | *unit* action [\"HealSoldier\", *targetUnit*] |\n|  | Where *unit* is the unit to perform treatment, and *targetUnit* is the unit to receive treatment. |\n| Example | `player action [\"HealSoldier\", soldier1];` |\n\n### HealSoldierSelf\n\n|  |  |\n|---|---|\n| Description | Performs one soldier healing of another soldier. In case the target is the same unit, the soldier performs treatment on himself. Needs to have FAK (first aid kit) in the inventory, which gets used. |\n| Syntax | *unit* action [\"HealSoldierSelf\", *targetUnit*] |\n|  | Where *unit* is the unit to perform treatment, and *targetUnit* is the unit to receive treatment. |\n| Example | `player action [\"HealSoldierSelf\", soldier1];` |\n\n### HideBody\n\n|  |  |\n|---|---|\n| Description | Causes a person to bend down and hide (bury) a body in the ground. The body is automatically deleted within a few seconds. The person performing the action does not require the ability to hide bodies, and may be any distance from the body. |\n| Syntax | *unit* action [\"HideBody\", *targetUnit*] |\n|  | Where *unit* is a person, and *targetUnit* is a dead person. |\n| Example | `soldierOne action [\"HideBody\", soldierTwo];` |\n\n### InGameMenu\n\n|  |  |\n|---|---|\n| Description | Use and effects unknown. |\n| Syntax | *unit* action [\"InGameMenu\", *<target>*] |\n|  |  |\n| Example |  |\n\n### LadderDown\n\n|  |  |\n|---|---|\n| Description | Causes a person to play an animation as if mounting the top of a ladder, then instantly teleport onto the specified ladder in the specified position. If the person is controlled by AI, they will automatically climb up or down the ladder. If the 2 parameter syntax is used, the person will become stuck in the ladder mounting animation state until the ladderOff action is executed upon them. It may also crash ArmA (pre 1.09). |\n| Syntax | *unit* action [\"LadderDown\", *targetObject*] |\n|  | *unit* action [\"LadderDown\", *targetObject*, *ladderNumber*, *positionNumber*] |\n|  | Where *unit* is any person unit, *targetObject* is an object with a ladder, *ladderNumber* is a number defining the desired ladder, and *positionNumber* is a number defining the desired position. |\n| Example | `soldierOne action [\"LadderDown\", (position soldierOne nearestObject 452221), 0, 1];` |\n\n### LadderUp\n\n|  |  |\n|---|---|\n| Description | Causes a person to play an animation as if mounting the bottom of a ladder, then instantly teleport onto the specified ladder in the specified position. If the person is controlled by AI, they will automatically climb up or down the ladder. If the 2 parameter syntax is used, the person will become stuck in the ladder mounting animation state until the ladderOff action is executed upon them. It may also crash ArmA (pre 1.09). |\n| Syntax | *unit* action [\"LadderUp\", *targetObject*] **!!!Warning!!! This syntax causes Arma 3 to freeze** |\n|  | *unit* action [\"LadderUp\", *targetObject*, *ladderNumber*, *positionNumber*] |\n|  | Where *unit* is any person unit, *targetObject* is an object with a ladder, *ladderNumber* is a number defining the desired ladder, and *positionNumber* is a number defining the desired position (0 - bottom, 1 - top). All numbers in between get rounded towards 1 or 0. |\n| Example | `soldierOne action [\"LadderUp\", (position soldierOne nearestObject 452221), 0, 0];` |\n\n### LadderOff\n\n|  |  |\n|---|---|\n| Description | Causes a person to dismount from any ladder of the specified object they may be happen to be on. The alternative 3 parameter syntax expects a number, the use of which is not known. |\n| Syntax | *unit* action [\"LadderOff\", *targetObject*] |\n|  | *unit* action [\"LadderOff\", *targetObject*, *unknownNumber*] |\n|  | Where *unit* is any person unit, *targetObject* is the object with a ladder that the person is currently upon, *unknownNumber* is a number. |\n| Example | `soldierOne action [\"LadderOff\", (position soldierOne nearestObject 452221)];` |\n\n### LadderOnDown\n\n|  |\n|---|\n| **Description**: This action appears to be identical to LadderDown. |\n\n### LadderOnUp\n\n|  |\n|---|\n| **Description**: This action appears to be identical to LadderUp. |\n\n### Land\n\n|  |  |\n|---|---|\n| Description | Turns on autopilot landing for an aircraft, including AI controlled aircraft. The aircraft will land at the closest airfield. |\n| Syntax | *unit* action [\"Land\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is a vehicle that can perform an autopilot landing. |\n| Example | `driver planeOne action [\"Land\", planeOne];` |\n\n### LandGear\n\n|  |  |\n|---|---|\n| Description | Lowers the landing gear of an aircraft. In the case of AI-controlled aircraft, it has to be used in an each-frame loop to override the AI behavior (otherwise they'll raise the landing gear when they take off). |\n| Syntax | *unit* action [\"LandGear\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is a vehicle that can perform an autopilot landing. |\n| Example | `driver planeOne action [\"LandGear\", planeOne];` |\n\n### LandGearUp\n\n|  |  |\n|---|---|\n| Description | Raises the landing gear of an aircraft. In the case of AI-controlled aircraft, it has to be used in an each-frame loop to override the AI behavior (otherwise they'll lower the landing gear when they're close to the ground). |\n| Syntax | *unit* action [\"LandGearUp\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is a vehicle that can perform an autopilot landing. |\n| Example | `driver planeOne action [\"LandGearUp\", planeOne];` |\n\n### LightOff\n\n|  |  |\n|---|---|\n| Description | Turns off the headlights of an empty vehicle. If the vehicle is AI-controlled (either as the lone driver, or as the commander/gunner) then the light status depends on the AI's behaviour mode (\"combat\" or \"stealth\" = lights off, any other mode = lights on). |\n| Syntax | *unit* action [\"LightOff\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is a vehicle with lights. |\n| Example | `player action [\"LightOff\", vehicle player];` |\n\n### LightOn\n\n|  |  |\n|---|---|\n| Description | Turns on the headlights of an empty vehicle. If vehicle is AI-controlled, see notes under the LightOff action. |\n| Syntax | *unit* action [\"LightOn\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is a vehicle with lights. |\n| Example | `player action [\"LightOn\", vehicle player];` |\n\n### LoadMagazine\n\n|  |  |\n|---|---|\n| Description | Plays a reload weapon animation. |\n| Syntax | *unit* action [\"LoadMagazine\", target, magazineCreator, *number1*, *number2*, weaponName, muzzleName] |\n|  | Expects a 7 elements array: |\n|  | target: Object - unit to perform the reload action. |\n|  | magazineCreator: Object - unknown. Can be objNull. |\n|  | *number1*: Number - cr - see magazinesDetail. For characters it is mainly 0 |\n|  | *number2*: Number - id - magazine ID - can be obtained via magazinesDetail. With 0, it only plays the reload animation. With values from 1 up, it actually reloads the magazine. If the number becomes too high (meaning of the upper limit is also unknown), the action will no longer be performed. |\n|  | weaponName: String - weapon to reload. Must not be selected, but may cause weapon not to reload to the full amount. |\n|  | muzzleName: String - weapon's muzzle to reload. |\n| Example | `player action [\"LoadMagazine\", player, player, 0, 1 , \"vbs2_us_m16a2_iron_gla\", \"vbs2_us_m16a2_iron_gla\"];` |\n\n### LockVehicleControl\n\n|  |  |\n|---|---|\n| Description | Locks co-pilot controls, removes TakeVehicleControl action. enableCopilot must be set true to function. |\n| Syntax | *unit* action [\"LockVehicleControl\", *vehicle*] |\n|  | Where *unit* is any unit, and *vehicle* is any vehicle with co-pilot controls. |\n| Example | `player action [\"LockVehicleControl\", vehicle player];` |\n\n### ManualFire\n\n|  |  |\n|---|---|\n| Description | Enables manual fire mode for a player unit that is driver or commander of a vehicle. This action toggled manual fire mode in old versions of ArmA. (See also isManualFire) |\n| Syntax | *unit* action [\"ManualFire\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is the vehicle in which manual fire mode is to be enabled. |\n| Example | `player action [\"ManualFire\", vehicle player];` |\n\n### ManualFireCancel\n\n|  |  |\n|---|---|\n| Description | Disables manual fire mode for a player unit that is driver or commander of a vehicle. (See also isManualFire) |\n| Syntax | *unit* action [\"ManualFireCancel\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is the vehicle in which manual fire mode is to be disabled. |\n| Example | `player action [\"ManualFireCancel\", vehicle player];` |\n\n### MarkEntity\n\n|  |  |\n|---|---|\n| Description | Use and effects unknown. Same as MarkWeapon action. |\n| Syntax | *unit* action [\"MarkEntity\", <target>] |\n|  |  |\n| Example |  |\n\n### MoveToCargo\n\n|  |  |\n|---|---|\n| Description | Move a unit to the chosen cargo position within a vehicle. If another unit is already in that position, the units will swap positions.<br>This works only with cargo positions that have no person turret, i.e. if player cannot shoot his rifle from them.<br>If position is cargo but also person turret, it will be ignored.<br>Use `fullCrew [_veh, \"cargo\", true]` to determine which positions are compatible cargo. |\n| Syntax | *unit* action [\"MoveToCargo\", *targetVehicle*, *cargoPosition*] |\n|  | Where *unit* is a unit within *targetVehicle*, and *cargoPosition* is the number of the desired cargo position (0 being the first). |\n| Example | `player action [\"MoveToCargo\", vehicle player, 2];` |\n\n### MoveToCommander\n\n|  |  |\n|---|---|\n| Description | Move a unit to the commander's position within a vehicle. If another unit is already in that position, the units will swap positions. |\n| Syntax | *unit* action [\"MoveToCommander\", *targetVehicle*] |\n|  | Where *unit* is a unit within *targetVehicle*. |\n| Example | `player action [\"MoveToCommander\", vehicle player];` |\n\n### MoveToDriver\n\n|  |  |\n|---|---|\n| Description | Move a unit to the driver's position within a vehicle. If another unit is already in that position, the units will generally swap positions, although in some scenarios this action may not work (although having the existing driver move always works). |\n| Syntax | *unit* action [\"MoveToDriver\", *targetVehicle*] |\n|  | Where *unit* is a unit within *targetVehicle*. |\n| Example | `player action [\"MoveToDriver\", vehicle player];` |\n\n### MoveToGunner\n\n|  |  |\n|---|---|\n| Description | Move a unit to the primary gunner's position within a vehicle. If another unit is already in that position, the units will swap positions. See also moveToTurret. |\n| Syntax | *unit* action [\"MoveToGunner\", *targetVehicle*] |\n|  | Where *unit* is a unit within *targetVehicle*. |\n| Example | `player action [\"MoveToGunner\", vehicle player];` |\n\n### MoveToPilot\n\n|  |\n|---|\n| **Description**: Identical to moveToDriver. |\n\n### MoveToTurret\n\n|  |  |\n|---|---|\n| Description | Move a unit to the chosen turret position within a vehicle. If another unit is already in that position, the units will swap positions. |\n| Syntax | *unit* action [\"MoveToTurret\", *targetVehicle*, *turretArray*] |\n|  | Where *unit* is a unit within *targetVehicle*, and *turret Array* is an array referring to the desired turret (for example, [0,1,2] refers to the third turret of the second turret of the first turret of the vehicle). |\n| Examples | `player action [\"MoveToTurret\", vehicle player, [0]];` |\n|  | `player action [\"MoveToTurret\", vehicle player, [0,1]];` |\n\n### None\n\n|  |  |\n|---|---|\n| Description | Use and effects unknown. |\n| Syntax | *unit* action [\"None\", *<target>*] |\n|  |  |\n| Example |  |\n\n### NVGoggles\n\n|  |  |\n|---|---|\n| Description | Causes a unit to put on it is night vision goggles. AI controlled units will automatically put on and take off goggles depending on daylight. |\n| Syntax | *unit* action [\"NvGoggles\", *<anything>*] |\n|  | Where *unit* is the unit to put on NVGoggles, and *<anything>* can be anything (it seems to not be used at all, but the action parameter array must contain at least two elements). |\n| Example | `player action [\"NvGoggles\", player];` |\n\n### NVGogglesOff\n\n|  |  |\n|---|---|\n| Description | Causes a unit to take off it is night vision goggles. AI controlled units will automatically put on and take off goggles depending on daylight. |\n| Syntax | *unit* action [\"NvGogglesOff\", *<anything>*] |\n|  | Where *unit* is the unit to put on goggles, and *<anything>* can be anything (it seems not to be used at all, but the action parameter array must contain at least two elements). |\n| Example | `player action [\"NvGogglesOff\", player];` |\n\n### OpenParachute\n\n|  |  |\n|---|---|\n| Description | Opens unit's parachute. Unit must have parachute backpack. |\n| Syntax | *unit* action [\"OpenParachute\", *unit*] |\n|  | Where *unit* is the unit with parachute backpack. |\n| Example | `player action [\"OpenParachute\", player];` |\n\n### PutBag\n\n|  |  |  |\n|---|---|---|\n| Description | Causes *sourceUnit* to bend over and put target backpack on the ground. If the *targetUnit* param is omitted or it is the same as *sourceUnit*, the *sourceUnit* will drop own backpack. If *targetUnit* is another unit, *sourceUnit* will bend over but *targetUnit* will drop its backpack at its feet. |  |\n| Syntax | *sourceUnit* action [\"PutBag\", *targetUnit*] |  |\n|  | *targetUnit* is optional |  |\n| Note | To pick the backpack from the ground use \"AddBag\" action. |  |\n| Examples | ```sqf<br>player action [\"PutBag\"];<br>unit1 action [\"PutBag\", unit2];<br>``` |  |\n\n### Rearm\n\n|  |  |\n|---|---|\n| Description | Causes an occupied vehicle or person to rearm from any object with some ammoCargo (generally an ammo truck) in the case of vehicles, or some magazines in it is cargo in the case of a rearming person. The rearming vehicle/person can be any distance from the rearming object. Rearming vehicles takes some time and will be interrupted if the vehicle starts to move. A rearming person will bend down as if picking up something. |\n| Syntax | *unit* action [\"Rearm\", *reamingObject*] |\n|  | Where *unit* is the occupied vehicle or person to be rearmed, and *rearmingObject* is the object from which to rearm. |\n| Examples | `tankOne action [\"Rearm\", ammoTruckOne];` |\n|  | `soldierOne action [\"Rearm\", ammoTruckOne];` |\n\n### Refuel\n\n|  |  |\n|---|---|\n| Description | Causes an occupied vehicle to refuel from any object with some fuelCargo (generally an refueling truck). The refueling object can be any distance from the vehicle. Refueling takes some time and will be interrupted if the vehicle starts to move. |\n| Syntax | *vehicle* action [\"Refuel\", *refuelingObject*] |\n|  | Where *vehicle* is the occupied vehicle to be refueled, and *refuelingObject* is the object from which to refuel. |\n| Example | `tankOne action [\"Refuel\", refuelTruckOne];` |\n\n### Repair\n\n|  |  |\n|---|---|\n| Description | Causes an occupied vehicle to repair from any object with some repairCargo (generally an repair truck). The repair object can be any distance from the vehicle. Repairing takes some time and will be interrupted if the vehicle starts to move. |\n| Syntax | *vehicle* action [\"Repair\", *repairingObject*] |\n|  | Where *vehicle* is the occupied vehicle to be repaired, and *repairingObject* is the object from which to repair. |\n| Example | `tankOne action [\"Repair\", repairTruckOne];` |\n\n### ReturnFlag\n\n|  |  |\n|---|---|\n| Description | Causes a person to return a flag from a nearby dead person back to it is flagpole. As of ArmA v1.12 this action is bugged and can not be used upon flags attached to destroyed vehicles. |\n| Syntax | *unit* action [\"ReturnFlag\", *targetObject*] |\n|  | Where *unit* is any person, and *targetObject* is the dead person with a flag to be returned. |\n| Example | `soldierOne action [\"ReturnFlag\", westFlag];` |\n\n### RepairVehicle\n\n|  |  |\n|---|---|\n| Description | Causes an Engineer unit to repair an object using their Engineer Repair ability (from v1.54). The Engineer can be any distance from the vehicle. Repairing takes some time. If *unit* is not the Engineer class no repairs are made but the animation will still play. |\n| Syntax | *unit* action [\"RepairVehicle\", *vehicle*] |\n|  | Where *unit* is an Engineer unit, and *vehicle* is the object to repair. |\n| Example | `engineerOne action [\"RepairVehicle\", truckOne];` |\n\n### Salute\n\n|  |  |\n|---|---|\n| Description | Causes a person to salute. AI controlled units will only make a momentary salute, unless the AI is in safe or careless behaviour mode. |\n| Syntax | *unit* action [\"Salute\", *targetUnit*] |\n|  | Where *unit* is any unit (no animation is performed), and *targetUnit* is the person to make the salute. |\n| Example | `soldierOne action [\"Salute\", soldierOne];` |\n\n### ScudCancel\n\n|  |  |\n|---|---|\n| Description | There is no Scud Launcher in ArmA, however this action (probably) remains in the engine from the days of Operation Flashpoint. |\n| Syntax | *unit* action [\"ScudCancel\", *targetVehicle*] |\n|  | Syntax unknown. |\n| Example |  |\n\n### ScudLaunch\n\n|  |  |\n|---|---|\n| Description | There is no Scud Launcher in ArmA, however this action (probably) remains in the engine from the days of Operation Flashpoint. |\n| Syntax | *unit* action [\"ScudLaunch\", *targetVehicle*] |\n|  | Syntax unknown. |\n| Example |  |\n\n### ScudStart\n\n|  |  |\n|---|---|\n| Description | There is no Scud Launcher in ArmA, however this action (probably) remains in the engine from the days of Operation Flashpoint. |\n| Syntax | *unit* action [\"ScudStart\", *targetVehicle*] |\n|  | Syntax unknown. |\n| Example |  |\n\n### SearchlightOff\n\n|  |  |\n|---|---|\n| Description | Turns off the vehicle's searchlight.<br>> [!NOTE]<br>> Out of all the vanilla vehicles, only the WY-55 Hellcat has a searchlight and the action should be used on the copilot seat. See Arma 3: Lights - Search Light. |\n| Syntax | *unit* action [\"SearchlightOff\", *vehicle*] |\n| Example | hellcatCopilot action [\"SearchlightOff\", vehicle hellcatCopilot] |\n\n### SearchlightOn\n\n|  |  |\n|---|---|\n| Description | Turns on the searchlight.<br>> [!NOTE]<br>> Out of all the vanilla vehicles, only the WY-55 Hellcat has a searchlight and the action should be used on the copilot seat. See Arma 3: Lights - Search Light. |\n| Syntax | *unit* action [\"SearchlightOn\", *vehicle*] |\n| Example | hellcatCopilot action [\"SearchlightOn\", vehicle hellcatCopilot] |\n\n### SetTimer\n\n|  |  |\n|---|---|\n| Description | Soldier 'unitOne' plays the action animation. UnitTwo activates and adds 40 seconds to the timer for a satchel charge. Neither unit needs to be near the satchel.<br>Charge has to be placed first using *unitname Fire [\"pipebombmuzzle\", \"pipebombmuzzle\", \"pipebomb\"]* or createMine command. |\n| Syntax | *unitOne* action [\"SetTimer\", *unitTwo*, *bombName*] |\n|  |  |\n| Example |  |\n\n### SitDown\n\n|  |  |\n|---|---|\n| Description | Causes a person to sit down on the ground (or get up, if already sitting). AI controlled units will only stay seated if they are in safe or careless behaviour mode. |\n| Syntax | *unit* action [\"SitDown\", *targetUnit*] |\n|  | Where *unit* is any unit (no animation is performed), and *targetUnit* is the person who is to sit down. |\n| Example | `soldierOne action [\"SitDown\", soldierOne];` |\n\n### StrokeFist\n\n|  |  |\n|---|---|\n| Description | Does nothing. There is no punch animation in Armed Assault and later titles, however this action remains in the engine from the days of Operation Flashpoint. |\n| Syntax | *unit* action [\"StrokeFist\", *targetVehicle*] |\n|  | Syntax unknown. |\n| Example |  |\n\n### StrokeGun\n\n|  |  |\n|---|---|\n| Description | Does nothing (other than making a person twitch a little). There is no suitable animation for this action in Armed Assault and later titles, however this action remains in the engine from the days of Operation Flashpoint. |\n| Syntax | *unit* action [\"StrokeGun\", *targetVehicle*] |\n|  | Syntax unknown. |\n| Example |  |\n\n### Surrender\n\n|  |  |\n|---|---|\n| Description | Makes unit to put weapon on shoulder and put hands behind the head temporarily. For the lasting effect all weapons from the unit should be removed first. |\n| Syntax | *unit* action [\"Surrender\", *targetUnit*] |\n|  | Where *unit* is any unit, and *targetUnit* is the unit to surrender. |\n| Example | `soldierOne action [\"Surrender\", soldierTwo];` |\n\n### SuspendVehicleControl\n\n|  |  |\n|---|---|\n| Description | Release vehicle controls from co-pilot. Control immediately returns to pilot. |\n| Syntax | *unit* action [\"SuspendVehicleControl\", *vehicle*] |\n|  | Where *unit* is any unit, and *vehicle* is any vehicle with co-pilot controls. |\n| Example | `player action [\"SuspendVehicleControl\", vehicle player];` |\n\n### SwitchMagazine\n\n|  |  |\n|---|---|\n| Description | Target unit switches to the given firing mode index. This allows selection of any firing mode for any weapon carried by a soldier, or mounted on a weapon. First are the firing modes for the primary weapon (index 0 upwards), then secondary weapon, then optics, then pistol, then thrown and placed weapons. Changing to NVGoggles just plays an animation, not actually setting NV mode. Unfortunately, the list of firing modes seems to only be created when a soldier is initiated; modes are removed from the list when a weapon is dropped and not re-added when a weapon is picked up. Thus, only use this during the initiation phase of the soldier. On vehicles, where the weapons are not likely to be changed, this action might be useful after the vehicle has been initiated. |\n|  | If the mode index is higher than available indices, it assumes index 0. If you just want to change the muzzle used, rather than the firing mode, the standard command selectWeapon is generally more useful. |\n| Syntax | *unit* action [\"SwitchMagazine\", *targetVehicle*, *targetUnit*, *mode index*] |\n|  |  |\n| Example | ```sqf<br>gameLogic action [\"SwitchMagazine\", unit1, unit1, 3];<br>gameLogic action [\"SwitchMagazine\", m1a1, gunner m1a1, 1];<br>``` |\n\n### SwitchWeapon\n\n|  |  |\n|---|---|\n| Description | UnitOne plays the action animation. Target unit switches to the given muzzle/mode index. Target unit can also be a vehicle. The weapons array is a list of all weapon modes specific to each weapon, muzzle and firing mode combination. |\n| Syntax | *unit* action [\"SwitchWeapon\", *targetUnit*, *targetUnit*, *muzzle index*] |\n|  |  |\n| Example | ```sqf<br>unit2 action [\"SwitchWeapon\", unit1, unit1, 7];<br>player action [\"SwitchWeapon\", player, player, 3];            // switching personal weapon<br>player action [\"SwitchWeapon\", vehicle player, player, 3];    // switching vehicle weapon<br>``` |\n|  | `player action [\"SwitchWeapon\", player, player, weaponIndex];`<br>Result => weaponIndex: weaponState for \"B_soldier_LAT_F\"<br>```<br>0: [\"arifle_MX_ACO_pointer_F\", \"arifle_MX_ACO_pointer_F\", \"Single\", \"30Rnd_65x39_caseless_mag\",30]<br>1: [\"arifle_MX_ACO_pointer_F\", \"arifle_MX_ACO_pointer_F\", \"FullAuto\", \"30Rnd_65x39_caseless_mag\",30]<br>2: [\"arifle_MX_ACO_pointer_F\", \"arifle_MX_ACO_pointer_F\", \"fullauto_medium\", \"30Rnd_65x39_caseless_mag\",30]<br>3: [\"arifle_MX_ACO_pointer_F\", \"arifle_MX_ACO_pointer_F\", \"single_medium_optics1\", \"30Rnd_65x39_caseless_mag\",30]<br>4: [\"arifle_MX_ACO_pointer_F\", \"arifle_MX_ACO_pointer_F\", \"single_far_optics2\", \"30Rnd_65x39_caseless_mag\",30]<br>5: [\"launch_NLAW_F\", \"launch_NLAW_F\", \"launch_NLAW_F\", \"NLAW_F\",1]<br>6: [\"hgun_P07_F\", \"hgun_P07_F\", \"hgun_P07_F\", \"16Rnd_9x21_Mag\",16]<br>7: [\"Throw\", \"HandGrenade_Stone\", \"HandGrenade_Stone\", \"\",0]<br>8: [\"Throw\", \"HandGrenadeMuzzle\", \"HandGrenadeMuzzle\", \"\",0]<br>9: [\"Throw\", \"MiniGrenadeMuzzle\", \"MiniGrenadeMuzzle\", \"\",0]<br>10: [\"Throw\", \"MiniGrenadeMuzzle\", \"MiniGrenadeMuzzle\", \"\",0]<br>11: [\"Throw\", \"SmokeShellYellowMuzzle\", \"SmokeShellYellowMuzzle\", \"\",0]<br>12: [\"Throw\", \"SmokeShellYellowMuzzle\", \"SmokeShellYellowMuzzle\", \"\",0]<br>13: [\"Throw\", \"SmokeShellRedMuzzle\", \"SmokeShellRedMuzzle\", \"\",0]<br>14: [\"Throw\", \"SmokeShellPurpleMuzzle\", \"SmokeShellPurpleMuzzle\", \"\",0]<br>15: [\"Throw\", \"SmokeShellOrangeMuzzle\", \"SmokeShellOrangeMuzzle\", \"\",0]<br>16: [\"Throw\", \"SmokeShellBlueMuzzle\", \"SmokeShellBlueMuzzle\", \"\",0]<br>17: [\"Throw\", \"SmokeShellBlueMuzzle\", \"SmokeShellBlueMuzzle\", \"\",0]<br>18: [\"Throw\", \"ChemlightRedMuzzle\", \"ChemlightRedMuzzle\", \"\",0]<br>19: [\"Throw\", \"ChemlightYellowMuzzle\", \"ChemlightYellowMuzzle\", \"\",0]<br>20: [\"Throw\", \"ChemlightBlueMuzzle\", \"ChemlightBlueMuzzle\", \"\",0]<br>21: [\"Throw\", \"IRGrenade\", \"IRGrenade\", \"\",0]<br>22: [\"Put\", \"DemoChargeMuzzle\", \"DemoChargeMuzzle\", \"\",0]<br>23: [\"Put\", \"PipeBombMuzzle\", \"PipeBombMuzzle\", \"\",0]<br>24: [\"Put\", \"MineMuzzle\", \"MineMuzzle\", \"\",0]<br>25: [\"Put\", \"ClassicMineRangeMuzzle\", \"ClassicMineRangeMuzzle\", \"\",0]<br>27: [\"Put\", \"BoundingMineRangeMuzzle\", \"BoundingMineRangeMuzzle\", \"\",0]<br>28: [\"Put\", \"DirectionalMineRangeMuzzle\", \"DirectionalMineRangeMuzzle\", \"\",0]<br>29: [\"Put\", \"ClassicMineWireMuzzle\", \"ClassicMineWireMuzzle\", \"\",0]<br>```<br>As of **2.10**, weaponsInfo is better suited for finding the desired weapon index. |\n\n### SwitchToUAVDriver\n\n|  |  |\n|---|---|\n| Description | Moves player control into driver position of connected UAV. Does what \"Take UAV controls\" UI action does. |\n| Syntax | *unit* action [\"SwitchToUAVDriver\", *uav*] |\n|  | Where *unit* is a player and *uav* is the connected UAV. |\n| Example | `player action [\"SwitchToUAVDriver\", getConnectedUAV player];` |\n\n### SwitchToUAVGunner\n\n|  |  |\n|---|---|\n| Description | Moves player control into gunner position of connected UAV. Does what \"Take UAV turret controls\" UI action does. |\n| Syntax | *unit* action [\"SwitchToUAVGunner\", *uav*] |\n|  | Where *unit* is a player and *uav* is the connected UAV. |\n| Example | `player action [\"SwitchToUAVGunner\", getConnectedUAV player];` |\n\n### TakeFlag\n\n|  |  |\n|---|---|\n| Description | Soldier 'unitname' takes control of 'flag1'. He must be close to the flagpole and it must belong to an enemy side. |\n| Syntax | *unit* action [\"TakeFlag\", *flag1*] |\n|  |  |\n| Example | `player action [\"TakeFlag\", FlagOne];` |\n\n### TakeMagazine\n\n|  |  |\n|---|---|\n| Description | Soldier 'unit' takes one magazine of specified type from the ground (Weaponholder) or from named vehicle (ammo box, car, etc.) Transfer happens immediately and via teleportation. Unit plays pickup animation at its current position, no matter where magazine is. Since Arma 3 v2.06.147667 optional param 'forcePutInBackpack' is added allowing to store picked up magazine in backpack. By default the magazine will go to any unit container with space, starting with uniform. |\n| Syntax | *unit* action [\"TakeMagazine\", *weaponholder*, *magazineName*, (*forcePutInBackpack*)] |\n|  | Where *unit* is any unit, and *weaponholder* is storage container. |\n| Example1 | `player action [\"TakeMagazine\", ammoBox, \"RPGLauncher\"];` |\n| Example2 | Drop Magazine, then make your buddy Bob come and take magazine and put it in backpack:<br>```sqf<br>0 spawn<br>{<br>    private _wh = \"Weapon_Empty\" createVehicle (player getRelPos [2, 0]);<br>    private _mag = currentMagazine player;<br>    player action [\"PutMagazine\", _wh, _mag];<br>    private _bob = group player createUnit [\"B_Soldier_F\", player getRelPos [10, 0], [], 0, \"NONE\"];<br>    _bob addBackpack \"B_AssaultPack_blk\";<br>    _bob doMove position _wh;<br>    waitUntil { unitReady _bob };<br>    _bob action [\"TakeMagazine\", _wh, _mag, true];<br>};<br>``` |\n\n### TakeWeapon\n\n|  |  |\n|---|---|\n| Description | Soldier 'unitname' takes weapon of specified type (see list) from the ground (Weaponholder) or from named vehicle (ammo box, car, etc.) Transfer happens immediately and via teleportation. Unit1 plays pickup animation at its current position, no matter where weapon is. |\n|  | *unit* action [\"TakeWeapon\", *vehicle*, *weaponName*] |\n|  | Where *unit* is any unit, and *vehicle* is any unit or vehicle. |\n| Example | `player action [\"TakeWeapon\", SoldierTwo, currentWeapon player];` |\n\n### TakeMine\n\n|  |  |\n|---|---|\n| Description | Unit will perform pick up action animation. The closest mine that is within two meters of the target unit will be placed into the target unit's inventory. The mine has to be active for this action to succeed. If there is not enough room in the target inventory, the mine will still be picked up but will not appear in inventory. See createMine for how to place explosive by script. |\n| Syntax | *unit* action [\"TakeMine\", *targetUnit*] |\n|  |  |\n| Example | `player action [\"TakeMine\", player];` |\n\n### TakeVehicleControl\n\n|  |  |  |\n|---|---|---|\n| Description | In case of a helicopter, copilot will take flying controls, even if enableCopilot is disabled and isCopilotEnabled is false. | Use SuspendVehicleControl action to release control. |\n| Syntax | *unit* action [\"TakeVehicleControl\", *vehicle*] |  |\n|  | Where *unit* is any unit, and *vehicle* is any vehicle with co-pilot controls. |  |\n| Example | `player action [\"TakeVehicleControl\", vehicle player];` |  |\n\n### Talk\n\n|  |  |\n|---|---|\n| Description | Use and effects unknown. |\n| Syntax | *unit* action [\"Talk\", *target*] |\n|  |  |\n| Example |  |\n\n### TeamSwitch\n\n|  |  |\n|---|---|\n| Description | Opens the normal team-switch dialog. <current unit> will be greyed out in the list and thus unselectable.<br>The effect of the second array element is unknown, but it must be a unit.<br>Works in single-player game only (in MP games, will just momentarily show the mouse cursor without the team-switch window being shown). |\n| Syntax | *currentUnit* action [\"TeamSwitch\", *unit*] |\n|  |  |\n| Example | `player action [\"TeamSwitch\", player];` |\n\n### TouchOff\n\n|  |  |\n|---|---|\n| Description | Soldier 'unitOne' plays the action animation. UnitTwo's satchels are \"touched off\".<br>UnitTwo must be within range (300m) of his satchels to touch them off. See createMine for how to place explosives with script. |\n| Syntax | *unitOne* action [\"TouchOff\", *unitTwo*] |\n|  |  |\n| Example | `player action [\"TouchOff\", player];` |\n\n### TurnIn\n\n### TurnOut\n\n|  |  |\n|---|---|\n| Description | Crew of 'vehiclename' turns in/out (gets in and out of hatches).<br>UnitName must be a player in effective commander of vehicleName. AI will automatically turn in/out based on their current behaviour mode.<br>Only to be used on positions that have the turnIn/turnOut capability (otherwise it breaks the cargo anim). |\n| Syntax | *unit* action [\"TurnIn\", *vehicle*] |\n|  | *unit* action [\"TurnOut\", *vehicle*] |\n|  |  |\n| Example | ```sqf<br>commander TankOne action [\"TurnIn\", TankOne];<br>player action [\"TurnOut\", vehicle player];<br>``` |\n\n### UAVTerminalHackConnection\n\n|  |  |\n|---|---|\n| Description | Hacks into given UAV. Does what \"Hack UAV\" UI action does. Player has to be in normal UI action proximity to the UAV for this action to work.<br>> [!NOTE]<br>> Controlling a UAV/UGV in Arma 3 is done via remote controlling the invisible driver or gunner AI. These AI units have to be on the same side as player. \"Hacking\" is essentially placing own AI into the UAV/UGV, either replacing existing AI, or creating own AI in empty positions (for example when UAV/UGV is placed 'without crew') |\n| Syntax | *unit* action [\"UAVTerminalHackConnection\", *uav*] |\n|  | Where *unit* is any unit (enemy to the drone) and *uav* is the UAV to hack. |\n| Example | `player action [\"UAVTerminalHackConnection\", drone];` |\n\n### UAVTerminalMakeConnection\n\n|  |  |\n|---|---|\n| Description | Connects player to chosen UAV. Does what \"Connect terminal to UAV\" UI action does.<br>**NOTE**: Player has to be in normal UI action proximity to the UAV for this action to work.<br>To connect to far away UAV use connectTerminalToUAV command instead. |\n| Syntax | *unit* action [\"UAVTerminalMakeConnection\", *uav*] |\n|  | Where *unit* is a player and *uav* is UAV to be connected to. |\n| Example | `player action [\"UAVTerminalMakeConnection\", allUnitsUAV select 0];` |\n\n### UAVTerminalOpen\n\n|  |  |\n|---|---|\n| Description | Opens UAV Terminal UI. Player must have UAV Terminal item in GPS slot of inventory. Does what \"Open UAV Terminal\" UI action does. |\n| Syntax | *unit* action [\"UAVTerminalOpen\", *unit*] |\n|  | Where *unit* is a player. |\n| Example | `player action [\"UAVTerminalOpen\", player];` |\n\n### UAVTerminalReleaseConnection\n\n|  |  |\n|---|---|\n| Description | Disconnects player from connected UAV. Does what \"Disconnect terminal from UAV\" UI action does.<br>**NOTE**: Unlike with \"UAVTerminalMakeConnection\", player can be far away from the UAV. Notice how the passed params are swapped around for this action. |\n| Syntax | *uav* action [\"UAVTerminalReleaseConnection\", *unit*] |\n|  | Where *uav* is the connected UAV and *unit* is the player controlling it. |\n| Example | `getConnectedUAV player action [\"UAVTerminalReleaseConnection\", player];` |\n\n### UnlockVehicleControl\n\n|  |  |\n|---|---|\n| Description | Unlocks co-pilot controls, shows Take Control action. enableCopilot must be set true to function. |\n| Syntax | *unit* action [\"UnlockVehicleControl\", *vehicle*] |\n|  | Where *unit* is any unit, and *vehicle* is any vehicle with co-pilot controls. |\n| Example | `player action [\"UnlockVehicleControl\", vehicle player];` |\n\n### UseMagazine\n\n|  |  |\n|---|---|\n| Description | Loads a weapon with magazine with known id and fires that weapon. The weapon is selected based on magazine type. Details for <cr> and <id> can be found with magazinesDetail command (not 100% about <cr> but it seems 0 works for all weapons) |\n| Syntax | *logic* action [\"UseMagazine\", *target*, *magazine creator*, *<cr>*, *<id>*] |\n|  |  |\n| Example | ```sqf<br>private _logic = createGroup west createUnit [\"Logic\", [0,0,0], [], 0, \"NONE\"];<br>hint str magazinesDetail player; // loaded mags not shown<br>/*[<br>\"6.5mm 30Rnd STANAG Mag(30/30)[id/cr:3/0]\",<br>\"Smoke Round (White)(1/1)[id/cr:121/0]\",<br>\"Smoke Round (White)(1/1)[id/cr:122/0]\",<br>\"9mm 16Rnd Mag(16/16)[id/cr:11/0]\"<br>]*/<br>_logic action [\"UseMagazine\", player, player, 0, 3];    // loads rifle with mag id 3 and fires<br>_logic action [\"UseMagazine\", player, player, 0, 11];    // loads pistol with mag id 11 and fires from inventory<br>_logic action [\"UseMagazine\", player, player, 0, 121];    // throws smoke grenade with id 121<br>``` |\n\n### User\n\n|  |  |\n|---|---|\n| Description | Soldier 'unitName' does nothing. Executes the custom action with the given index of the the target unit. Indexes are based upon the order in which the actions are added to the unit. See addAction. |\n| Syntax | *unitName* action [\"User\", *target unit*, *action index*] |\n|  |  |\n| Example | `gameLogic action [\"User\", player, 3];` |\n\n### UserType\n\n|  |  |\n|---|---|\n| Description | As of ArmA version 1.08, using this action type will cause ArmA to crash to desktop. |\n| Syntax | *unit* action [\"UserType\", *target*, *action index*] |\n|  |  |\n| Example |  |\n\n### UseWeapon\n\n|  |  |\n|---|---|\n| Description | Soldier 'unitOne' will play the action animation. Target unit will fire the specified unit's position in the target vehicle's (can be the unit itself) weapon mode index. The indexes seem to be based upon the order in which weapons are added to the unit/vehicle, with each weapon's muzzle's fire mode having an unique index. Weapons can be fired in this way from a not-readied position (eg, firing a rifle on a soldiers back). Pistols will fire from the current weapon's proxy. It can also be used to sound the horn on AI controlled vehicles. |\n|  | **NOTE:** If 'unitOne' is player object, the player goes into pick up animation before action is performed. If 'unitOne' is a game logic, the action is performed immediately with no animation. |\n| Syntax | *unitOne* action [\"UseWeapon\", *target vehicle*, *target unit*, *weapon index*] |\n|  |  |\n| Example | ```sqf<br>_logic = createGroup west createUnit [\"Logic\", [0,0,0], [], 0, \"NONE\"];<br>_logic action [\"UseWeapon\", player, player, 0];    // player fires single shot<br>_logic action [\"UseWeapon\", player, player, 2];    // player fires 3 round burst<br>_logic action [\"UseWeapon\", player, player, 5];    // player fires pistol from inventory<br>_logic action [\"UseWeapon\", player, player, 7];    // player throws hand grenade<br>_logic action [\"UseWeapon\", car, car, 0];        // car sounds its horn<br>// more examples<br>gameLogic action [\"UseWeapon\", unit1, unit1, 16];<br>gameLogic action [\"UseWeapon\", vehicle unit1, unit1, 0];<br>gameLogic action [\"UseWeapon\", myTank, gunner myTank, 1];<br>gameLogic action [\"UseWeapon\", myTank, commander myTank, 0];<br>``` |\n\n### VectoringDown\n\n|  |  |\n|---|---|\n| Description | If VTOL auto-vectoring is off, incremental forward tilt of engine nacelles. |\n| Syntax | *unit* action [\"VectoringDown\", *vehicle*] |\n|  |  |\n| Example |  |\n\n### VectoringUp\n\n|  |  |\n|---|---|\n| Description | If VTOL auto-vectoring is off, incremental upward tilt of engine nacelles. |\n| Syntax | *unit* action [\"VectoringUp\", *vehicle*] |\n|  |  |\n| Example |  |\n\n### VTOLVectoring\n\n|  |  |\n|---|---|\n| Description | Toggles **off** VTOL auto-vectoring (manual mode) |\n| Syntax | *unit* action [\"VTOLVectoring\", *vehicle*] |\n|  |  |\n| Example |  |\n\n### VTOLVectoringCancel\n\n|  |  |\n|---|---|\n| Description | Toggles **on** VTOL auto-vectoring (forward mode) |\n| Syntax | *unit* action [\"VTOLVectoringCancel\", *vehicle*] |\n|  |  |\n| Example |  |\n\n### WeaponInHand / WeaponOnBack\n\n|  |  |\n|---|---|\n| Description | Soldier 'unitName' does nothing, 'target unit' moves his weapon from/to the safety position (gun held across chest pointing at the ground).<br>Change is persistent with player, but AI units will change back to suit their current setBehaviour\\|behaviour mode. AI generally keep their rifles safe unless moving or targeting. |\n| Syntax | *unitName* action [\"WeaponInHand\", *target unit*] |\n|  | *unitName* action [\"WeaponOnBack\", *target unit*] |\n|  |  |\n| Example | `SoldierOne action [\"WeaponOnBack\", SoldierTwo];` |\n\n### WheelsBrakeOn\n\n|  |  |\n|---|---|\n| Description | Engages wheels brakes on RTM helicopter |\n| Syntax | *unit* action [\"WheelsBrakeOn\", *vehicle*] |\n|  |  |\n| Example | `player action [\"WheelsBrakeOn\", heli];` |\n\n### WheelsBrakeOff\n\n|  |  |\n|---|---|\n| Description | Disengages wheels brakes on RTM helicopter |\n| Syntax | *unit* action [\"WheelsBrakeOff\", *vehicle*] |\n|  |  |\n| Example | `player action [\"WheelsBrakeOff\", heli];` |\n\n## Unsorted actions found in UI.pbo/config.bin\n\n### LoadOtherMagazine\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### LoadEmptyMagazine\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### PutWeapon\n\n|  |  |\n|---|---|\n| Description | Is alias of DropWeapon |\n| Syntax |  |\n|  |  |\n| Example | ```sqf<br>_wh = \"GroundWeaponHolder_Scripted\" createVehicle position player;<br>player action [\"PutWeapon\", _wh, currentWeapon player];<br>``` |\n\n### PutMagazine\n\n|  |  |\n|---|---|\n| Description | is synonym for DropMagazine (same syntax)? |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### StartTimer\n\n|  |  |\n|---|---|\n| Description | is synonym for SetTimer (same syntax) ? |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### HideWeapon\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax | unit action [\"HideWeapon\", <object>, <object>, <Number>] |\n|  |  |\n| Example |  |\n\n### MarkWeapon\n\n|  |  |\n|---|---|\n| Description | Something to do with campaign. Campaign param \"WeaponPool\" has to be enabled as well as mission param \"MarkWeapons\". Possibly related to \"MarkEntity\" action as well. |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### HandGunOffStand\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### HandGunOnStand\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### TakeDropMagazine\n\n|  |  |\n|---|---|\n| **Description**: Redundant even if works, use TakeMagazine |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### TakeDropWeapon\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### Assemble\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example | `_unit action [\"Assemble\", nearestObject [_unit, \"Tripod_Bag\"]];` |\n\n### FirstAid\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### GetOver\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### GunLightOff\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example | `player action [\"GunLightOff\", player];` |\n\n### GunLightOn\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example | `player action [\"GunLightOn\", player];` |\n\n### IRLaserOff\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example | `player action [\"IRLaserOff\", player];` |\n\n### IRLaserOn\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example | `player action [\"IRLaserOn\", player];` |\n\n### OpenBag\n\n|  |  |\n|---|---|\n| Description | Opens inventory UI with backpack of a unit (another unit). Unit must be in proximity. |\n| Syntax | unit1 action [\"OpenBag\", unit2]; |\n|  |  |\n| Example | player action [\"OpenBag\", bob]; |\n\n### TakeBag\n\n|  |  |\n|---|---|\n| Description | Unit takes specified backpack from the ground. |\n| Syntax | _unit action [\"TakeBag\", _bag]; |\n|  |  |\n| Example | ```sqf<br>player addEventHandler [\"WeaponDisassembled\",<br>{<br>    _this spawn {<br>        _unit = _this select 0;<br>        _bag1 = _this select 1;<br>        _bag2 = _this select 2;<br>        _currBag = unitBackpack _unit;<br>        titleText [\"You are not allowed to disassemble static weapons.\", \"PLAIN DOWN\", 0.5];<br>        _unit action [\"TakeBag\", _bag1];<br>        _time = time + 3;<br>        waitUntil { unitBackpack _unit == _bag1 \\|\\| time > _time };<br>        _unit action [\"Assemble\", _bag2];<br>        if (!isNull _currBag) then { _unit action [\"TakeBag\", _currBag] };<br>    };<br>}];<br>``` |\n\n### Tell\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### APUOn\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### APUOff\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### BatteriesOn\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### BatteriesOff\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### StarterOn<#>\n\n|  |  |\n|---|---|\n| Description | StarterOn(1-3) |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### StarterOff<#>\n\n|  |  |\n|---|---|\n| Description | StarterOff(1-3) |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### ThrottleFull<#>\n\n|  |  |\n|---|---|\n| Description | ThrottleFull(1-3) |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### ThrottleIdle<#>\n\n|  |  |\n|---|---|\n| Description | ThrottleIdle(1-3) |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### ThrottleOff<#>\n\n|  |  |\n|---|---|\n| Description | ThrottleOff(1-3) |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### RotorBrakeOn\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### RotorBrakeOff\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### AIAssemble\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### ListLeftVehicleDisplay\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### ListRightVehicleDisplay\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### ListPrevLeftVehicleDisplay\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### ListPrevRightVehicleDisplay\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### CloseLeftVehicleDisplay\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### CloseRightVehicleDisplay\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### NextModeLeftVehicleDisplay\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### NextModeRightVehicleDisplay\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### UnloadUnconsciousUnits\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### HookCargo\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### UnhookCargo\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### LoadVehicle\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### UnloadVehicle\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |\n\n### UnloadAllVehicles\n\n|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> - See ArmA: Armed Assault: Actions for an introduction to Actions\n> - Not to be confused with playAction"},{"heading":"General Syntax","level":2,"markdown":"```\nunit action [\"actionType\", parameter(s)]\n```\n\n|  |  |\n|---|---|\n| *unit*: | Object. Can be any occupied vehicle or person that is not in a vehicle or also a Game Logic. |\n| *\"actionType\"*: | String. Name of the action, found in the CfgActions class. Not case sensitive. |\n| *parameter(s)*: | Various data types, dependant on the action used. The number of required parameters depends on the action type. |"},{"heading":"Actions","level":2,"markdown":""},{"heading":"ActiveSensorsOn","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Activates the vehicle's active sensor (radar). |\n| Syntax | *unit* action [\"ActiveSensorsOn\", *vehicle*] |\n|  |  |\n| Example | `player action [\"ActiveSensorsOn\", vehicle player];` |"},{"heading":"ActiveSensorsOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Deactivates the vehicle's active sensor (radar). |\n| Syntax | *unit* action [\"ActiveSensorsOff\", *vehicle*] |\n|  |  |\n| Example | `player action [\"ActiveSensorsOff\", vehicle player];` |"},{"heading":"AddBag","level":3,"markdown":"|  |  |  |\n|---|---|---|\n| Description | Causes a unit to take backpack from another unit/vehicle or weaponholder. |  |\n| Syntax | *targetUnit* action [\"AddBag\", *sourceUnit*, *\"backpackName\"*] |  |\n|  | Where *targetUnit* is the person to receive a backpack (the action animation will be performed), *sourceUnit* is either another unit/vehicle or weaponholder containing the backpack. *\"backpackName\"* is the classname (string) of the backpack to be picked up. |  |\n| Note | Bags can be picked up at any distance. To drop bag use \"DropBag\" action. If several backpacks of the same class name exist in the container, the oldest will be added first. |  |\n| Examples | `soldierOne action [\"AddBag\", soldierTwo, backpack soldierTwo];`<br>`player action [\"AddBag\", car, typeOf firstBackpack car];`<br>Swap player bag with parachute:<br>```sqf<br>player action [\"DropBag\", _plane, backpack player];<br>player action [\"AddBag\", _plane, \"B_Parachute\"];<br>``` |  |"},{"heading":"ArtilleryComputer","level":3,"markdown":"|  |  |  |\n|---|---|---|\n| Description | Opens up Artillery Computer display just like the one in action menu for a mortar. Unit has to be in gunner position or display will immediately close. |  |\n| Syntax | *unit* action [\"ArtilleryComputer\", *artillery*] |  |\n|  | Where *unit* is any unit, and *artillery* is the artillery weapon |  |\n| Example | `soldierOne action [\"ArtilleryComputer\", mortarOne];` |  |"},{"heading":"AutoHover","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Toggles auto-hovering on. Note that while the auto-hover status can be toggled on an AI crewed or even an empty vehicle, it will only affect a vehicle controlled by a human pilot. |\n| Syntax | *unit* action [\"AutoHover\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is any vehicle that is capable of hovering. |\n| Example | `chopperOne action [\"AutoHover\", chopperOne];` |"},{"heading":"AutoHoverCancel","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Toggles auto-hovering off. Note that while the auto-hover status can be toggled on an AI crewed or even an empty vehicle, it will only affect a vehicle controlled by a human pilot. |\n| Syntax | *unit* action [\"AutoHoverCancel\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is any vehicle that is capable of hovering. |\n| Example | `driver chopperOne action [\"AutoHoverCancel\", chopperOne];` |"},{"heading":"BackFromUAV","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Moves player control back from driver/gunner position of connected UAV. Does what \"Release UAV controls\" UI action does. |\n| Syntax | *unit* action [\"BackFromUAV\"] |\n|  | Where *unit* is the connected UAV unit. |\n| Example | `getConnectedUAVUnit player action [\"BackFromUAV\"];` |"},{"heading":"CancelAction","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Cancels an action in progress. The target unit will complete it is current animation, although the action itself will not be performed. |\n| Syntax | *unit* action [\"CancelAction\", *targetUnit*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetUnit* is any unit that is in the process of performing an action. |\n| Example | `soldierOne action [\"CancelAction\", soldierOne];` |"},{"heading":"CancelLand","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Cancels autopilot landing for an aircraft, including AI controlled aircraft. |\n| Syntax | *unit* action [\"CancelLand\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is any vehicle that is currently performing an autopilot landing. |\n| Example | `driver planeOne action [\"CancelLand\", planeOne];` |"},{"heading":"CancelTakeFlag","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Cancels taking of a flag. The unit will complete the taking/action animation, but the flag will remain attached to it is current object. This action needs to be executed while the flag is being taken (which happens after the unit completes the taking/action animation) to prevent a unit taking the flag. For example, if a person is taking a flag from a flagpole, then the cancelTakeFlag action should be executed while the flag is descending the flagpole. |\n| Syntax | *unit* action [\"CancelTakeFlag\", *targetFlag*] |\n|  | Where *unit* is any unit that is currently taking a flag (no action animation is performed) and *targetFlag'* is a flag object. |\n| Example | `westSoldierOne action [\"CancelTakeFlag\", eastFlag];` |"},{"heading":"CollisionLightOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Turns off the collision lights of an air vehicle. |\n| Syntax | *unit* action [\"CollisionLightOff\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is a vehicle with lights. |\n| Example | `player action [\"CollisionLightOff\", vehicle player];` |"},{"heading":"CollisionLightOn","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Turns on the collision lights of an air vehicle. |\n| Syntax | *unit* action [\"CollisionLightOn\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is a vehicle with lights. |\n| Example | `player action [\"CollisionLightOn\", vehicle player];` |"},{"heading":"Deactivate","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a unit to deactivate and take a active satchel charge placed by any unit. This action can be performed upon a satchel object from any distance.<br>This action also works for landmines created with createVehicle command:<br>```sqf<br>private _mine = \"ATMine_Range_Ammo\" createVehicle getPosATL player;    // create<br>player action [\"Deactivate\", player, mine];                            // deactivate<br>``` |\n| Syntax | *unit* action [\"Deactivate\", *targetUnit*, *targetObject*] |\n|  | Where *unit* is any unit (they will perform the action animation as if deactivating a satchel charge). *targetUnit* will have the deactivated satchel charge added to it is inventory. *targetObject* is the armed satchel object to be deactivated (class \"pipeBomb\" or \"timeBomb\"). |\n| Examples | `soldierOne action [\"Deactivate\", soldierOne, mySatchelCharge];` |\n|  | `soldierOne action [\"Deactivate\", soldierOne, nearestObject [soldierOne, \"pipeBomb\"]];` |"},{"heading":"DeactivateMine","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a unit to deactivate any armed landmine that is within about two meters of a unit. Neither unit requires the ability to disable landmines.<br>NOTE: This action works only with mines that have been spotted by player (marked with triangle). Use \"Deactivate\" if you need to deactivate any mine. |\n| Syntax | *unit* action [\"DeactivateMine\", *targetUnit*] |\n|  | Where *unit* is any unit, who will perform the action animation. The closest landmine to *targetUnit* will be deactivated. |\n| Example | `soldierOne action [\"DeactivateMine\", soldierOne];` |"},{"heading":"Diary","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Use and effects unknown. |\n| Syntax | *unit* action [\"Diary\", *<target>*] |\n|  |  |\n| Example |  |"},{"heading":"Disassemble","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Takes assembled weapon to parts (carry bags). Assembled weapon object reference may need to be kept for assembly. See also: enableWeaponDisassembly |\n| Syntax | *unit* action [\"Disassemble\", *weapon*] |\n|  | Where *unit* is any unit and *weapon* is assembled weapon |\n| Example | `soldierOne action [\"Disassemble\", mortarOne];` |"},{"heading":"DropBag","level":3,"markdown":"|  |  |  |\n|---|---|---|\n| Description | Causes a unit to drop a backpack into another unit/vehicle. To drop backpack on the ground, a weaponholder object needs to be created first. |  |\n| Syntax | *sourceUnit* action [\"DropBag\", *targetUnit*, *\"backpackName\"*] |  |\n|  | Where *sourceUnit* is the person to drop a backpack (the action animation will be performed), *targetUnit* is either another unit/vehicle into which the backpack will be dropped or a weaponholder. *\"backpackName\"* is the classname (string) of the backpack to be dropped. |  |\n| Note | Bags can be dropped into other units at any distance. If targetUnit already has a backpack, sourceUnit's backpack will drop to the ground at targetUnit's feet, and be unavailable (for picking up/using). |  |\n| Examples | `soldierOne action [\"DropBag\", soldierTwo, backpack soldierOne];`<br>```sqf<br>private _gwh = \"Weapon_Empty\" createVehicle getPosATL player;<br>player action [\"DropBag\", _gwh, typeOf unitBackpack player];<br>// the reason \"Weapon_Empty\" type of weaponholder is used in this case is because<br>// unlike other weaponholders it is not autodeleted when empty and will not disappear before the action is complete.<br>// you should take care of deleting it after yourself. Alternatively use \"PutBag\" action.<br>```<br>```sqf<br>(unitBackpack player) setVariable [\"backpackOwner\", name player, true];<br>player action [\"DropBag\", car, typeOf unitBackpack player];<br>hint ((firstBackpack car) getVariable \"backpackOwner\");<br>```<br>Swap player bag with parachute:<br>```sqf<br>player action [\"DropBag\", _plane, backpack player];<br>player action [\"AddBag\", _plane, \"B_Parachute\"];<br>```<br>Transfer player's backpack to bob<br>`player action [\"DropBag\", bob];` |  |"},{"heading":"DropMagazine","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a person to drop a magazine either into another unit (both persons and vehicles), or onto the ground (creating a new WeaponHolder object). Magazines can be dropped into other units at any distance. |\n| Syntax | *unit* action [\"DropMagazine\", *targetUnit*, *\"magazineName\"*] |\n|  | Where *unit* is the person to drop a magazine (the action animation will be performed), *targetUnit* is either another unit into which the magazine will be dropped, or the same unit that is dropping the magazine. *\"magazineName\"* is the classname (string) of the magazine to be dropped (see the ArmA weapons list for magazine classnames). |\n| Examples | `soldierOne action [\"DropMagazine\", soldierOne, \"30Rnd_545x39_AK\"];` |\n|  | `soldierOne action [\"DropMagazine\", ammoCrateOne, \"30Rnd_545x39_AK\"];` |"},{"heading":"DropWeapon","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a person to drop a weapon and all associated magazines either into specified vehicle or weaponholder. Weapons can be dropped at any distance. |\n| Syntax | *unit* action [\"DropWeapon\", *targetHolder*, *\"weaponName\"*] |\n|  | Where *unit* is the person to drop a weapon (the action animation will be performed), *targetHolder* is either a vehicle or weaponholder. *\"weaponName\"* is the classname (string) of the CfgWeapons class. |\n| Examples | ```sqf<br>private _weaponHolder = \"GroundWeaponHolder_Scripted\" createVehicle getPosATL player;<br>player action [\"DropWeapon\", _weaponHolder, currentWeapon player];<br>```<br>```sqf<br>soldierOne action [\"DropWeapon\", unitBackpack soldierTwo, currentWeapon soldierOne];<br>player action [\"DropWeapon\", tank, \"arifle_MX_ACO_pointer_F\"];<br>``` |\n|  |  |"},{"heading":"Eject","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a person to eject out of the vehicle they are currently inside. If the unit was the driver of the vehicle, the vehicle will retain it is steering control input and it is engine will remain on. This action has a global effect when used on a local unit in multiplayer. If the vehicle parameter used is an moving aircraft, the ejecting person will use a parachute (and likewise if it is not an moving aircraft, no parachute will be used). |\n| Syntax | *unit* action [\"Eject\", *vehicle*] |\n|  | Where *unit* is the person to eject from their current vehicle, and *vehicle* is any vehicle (generally the vehicle *unit* is within). |\n| Example | `soldierOne action [\"Eject\", vehicle soldierOne];` |"},{"heading":"EngineOn","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Turns a vehicle's engine on. This command will not override an AI driver's desires. |\n| Syntax | *unit* action [\"EngineOn\", *targetVehicle*] |\n|  | Where *unit* is any unit, and *targetVehicle* is the vehicle to start it is engine. |\n| Example | `soldierOne action [\"EngineOn\", vehicle soldierOne];` |"},{"heading":"EngineOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Turns a vehicle's engine off. This command will not override an AI driver's desires. |\n| Syntax | *unit* action [\"EngineOff\", *targetVehicle*] |\n|  | Where *unit* is any unit, and *targetVehicle* is the vehicle to have it is engine turned off. |\n| Example | `soldierOne action [\"EngineOff\", vehicle soldierOne];` |"},{"heading":"FireInflame","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Ignites a fireplace object (from any distance). |\n| Syntax | *unit* action [\"FireInflame\", *targetObject*] |\n|  | Where *unit* is any unit(the action animation will be performed), and *targetObject* is the fireplace to be ignited. |\n| Example | `soldierOne action [\"FireInflame\", firePlaceOne];` |"},{"heading":"FirePutDown","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Extinguishes a fireplace object (from any distance). |\n| Syntax | *unit* action [\"FirePutDown\", *targetObject*] |\n|  | Where *unit* is any unit (the action animation will be performed), and *targetObject* is the fireplace to be extinguished. |\n| Example | `soldierOne action [\"FirePutDown\", firePlaceOne];` |"},{"heading":"FlapsUp","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Adjusts an aircraft's flaps upwards one notch. AI pilot's will instantly adjust their flaps to whatever setting they feel is suitable. |\n| Syntax | *unit* action [\"FlapsUp\", *targetVehicle*] |\n|  | Where *unit* is any unit (the action animation will not be performed), and *targetVehicle* is the aircraft to have it is flaps adjusted. |\n| Example | `harrierOne action [\"FlapsUp\", harrierOne];` |"},{"heading":"FlapsDown","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Adjusts an aircraft's flaps down one notch. AI pilot's will instantly adjust their flaps to whatever setting they feel is suitable. |\n| Syntax | *unit* action [\"FlapsDown\", *targetVehicle*] |\n|  | Where *unit* is any unit (the action animation will not be performed), and *targetVehicle* is the aircraft to have it is flaps adjusted. |\n| Example | `harrierOne action [\"FlapsDown\", harrierOne];` |"},{"heading":"Gear","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Opens inventory dialog for the player and plays the appropriate animation. The left part of the inventory dialog gets populated with the inventory of the target unit. Player has to be in range of inventory operations with the targetUnit (~ <5m). |\n| Syntax | *unit* action [\"Gear\", *targetUnit*] |\n|  | Where *unit* is a player, and *targetUnit* is another player, vehicle or container. |\n| Examples | `player action [\"Gear\", \"GroundWeaponHolder\" createVehicle position player];` |\n|  | `player action [\"Gear\", objNull];` |\n|  | `player action [\"Gear\", soldier1];` |\n|  | `player action [\"Gear\", cursorTarget];` |"},{"heading":"GetInCargo","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Instantly moves a person to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as cargo, in a specific cargo position if given as an optional parameter, otherwise in the first available cargo position. If the specific position is already occupied, the person will board in the first available cargo position. If the all cargo positions are already occupied by living persons, or no cargo position exists, the boarding will fail. This action works only with cargo positions that have no person turret, i.e. if player cannot shoot his rifle from them. If position is cargo but also person turret, it will be ignored. Use `fullCrew [_veh, \"cargo\", true]` to determine which positions are compatible cargo. Alternatively, use moveInCargo command instead, which has no such limitation. |\n| Syntax | *unit* action [\"GetInCargo\", *targetVehicle*] |\n|  | *unit* action [\"GetInCargo\", *targetVehicle*, *positionNumber*] |\n|  | Where *unit* is the person to board, and *targetVehicle* is the vehicle to be boarded. *positionNumber is a specific cargo position index number.* |\n| Examples | `soldierOne action [\"GetInCargo\", truckOne];` |\n|  | `soldierOne action [\"GetInCargo\", truckOne, 0];` |"},{"heading":"GetInCommander","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Instantly moves a person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, they then attempt to board the vehicle as the commander. The boarding will fail if the position is already occupied or does not exist. |\n| Syntax | *unit* action [\"GetInCommander\", *targetVehicle*] |\n|  | Where *unit* is the person to board, and *targetVehicle* is the vehicle to be boarded. |\n| Example | `soldierOne action [\"GetInCommander\", tankOne];` |"},{"heading":"GetInDriver","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Instantly moves an person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as the driver/pilot. The boarding will fail if the position is already occupied or does not exist. |\n| Syntax | *unit* action [\"GetInDriver\", *targetVehicle*] |\n|  | Where *unit* is the person to board, and *targetVehicle* is the vehicle to be boarded. |\n| Example | `soldierOne action [\"GetInDriver\", carOne];` |"},{"heading":"GetInGunner","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Instantly moves a person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as the primary gunner. If the gunner position is already occupied by another living person or it does not exist, the boarding will fail. Also see getInTurret. |\n| Syntax | *unit* action [\"GetInGunner\", *targetVehicle*] |\n|  | Where *unit* is the person to board, and *targetVehicle* is the vehicle to be boarded. |\n| Example | `soldierOne action [\"GetInGunner\", mySpotlight];` |"},{"heading":"GetInPilot","level":3,"markdown":"|  |  |\n|---|---|\n| Description | This action is identical to getInDriver. It instantly moves an person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as the driver/pilot. The boarding will fail if the position is already occupied or does not exist. |\n| Syntax | *unit* action [\"GetInPilot\", *targetVehicle*] |\n|  | Where *unit* is the person to board, and *targetVehicle* is the vehicle to be boarded. |\n| Example | `pilotOne action [\"GetInPilot\", chopperOne];` |"},{"heading":"GetInTurret","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Instantly moves a person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as the specified turret user. If the turret position is already occupied by another living person the boarding will fail. If the turret position does not exist, ArmA may crash. See also getInGunner. |\n| Syntax | *unit* action [\"GetInTurret\", *targetVehicle*, *turretArray*] |\n|  | Where *unit* is the person to board, and *targetVehicle* is the vehicle to be boarded, and *turretArray* is an array defining the turret. For example, *[1]* would be a vehicle's second turret, and *[0, 2, 1]* is the second turret of the third turret of the first turret. A vehicle's turret order is defined in it is class CfgVehicles of the Config. |\n| Examples | `gunnerTwo action [\"GetInTurret\", myUH60MG, [1]];` |\n|  | `tankCommanderOne action [\"GetInTurret\", myT72, [0,1]];` |"},{"heading":"GetOut","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a person to disembark from a vehicle, without a parachute in the case of aircraft. See also eject. |\n| Syntax | *unit* action [\"GetOut\", *targetVehicle*] |\n|  | Where *unit* is the person to disembark, and *targetVehicle* is the vehicle to disembark from. |\n| Example | `soldierOne action [\"GetOut\", carOne];` |"},{"heading":"HandGunOn","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a person to ready their hand gun (if equiped). This action may not work if the unit does not have a primary rifle. |\n| Syntax | *unit* action [\"HandGunOn\", *targetUnit*] |\n|  | Where *unit* is any unit (who will not play the action animation), and *targetUnit* is the unit who will ready their pistol. |\n| Example | `soldierOne action [\"HandGunOn\", soldierOne];` |"},{"heading":"HandGunOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a person to return a readied pistol to it is holster, then switch to the primary rifle. This action may not work if the unit does not have a primary rifle. |\n| Syntax | *unit* action [\"HandGunOff\", *targetUnit*] |\n|  | Where *unit* is any unit (who will not play the action animation), and *targetUnit* is the person to holster it is pistol. |\n| Example | `soldierOne action [\"HandGunOff\", soldierOne];` |"},{"heading":"Heal","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Instantly teleports a person unit to the target medic. The target medic then heals the unit. If the target unit is not a medic, the animations will still be played, but no healing occurs. If the medic is within a vehicle, no teleporting will occur and the wounded unit will only be healed if they are already within healing range (a few meters). |\n| Syntax | *unit* action [\"Heal\", *targetUnit*] |\n|  | Where *unit* is a wounded person, and *targetUnit* is the medic to do the healing. |\n| Example | `soldierOne action [\"Heal\", medicOne];` |"},{"heading":"HealSoldier","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Performs one soldier healing of another soldier. Needs to have MedKit or FAK (first aid kit) in the inventory, which gets used. |\n| Syntax | *unit* action [\"HealSoldier\", *targetUnit*] |\n|  | Where *unit* is the unit to perform treatment, and *targetUnit* is the unit to receive treatment. |\n| Example | `player action [\"HealSoldier\", soldier1];` |"},{"heading":"HealSoldierSelf","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Performs one soldier healing of another soldier. In case the target is the same unit, the soldier performs treatment on himself. Needs to have FAK (first aid kit) in the inventory, which gets used. |\n| Syntax | *unit* action [\"HealSoldierSelf\", *targetUnit*] |\n|  | Where *unit* is the unit to perform treatment, and *targetUnit* is the unit to receive treatment. |\n| Example | `player action [\"HealSoldierSelf\", soldier1];` |"},{"heading":"HideBody","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a person to bend down and hide (bury) a body in the ground. The body is automatically deleted within a few seconds. The person performing the action does not require the ability to hide bodies, and may be any distance from the body. |\n| Syntax | *unit* action [\"HideBody\", *targetUnit*] |\n|  | Where *unit* is a person, and *targetUnit* is a dead person. |\n| Example | `soldierOne action [\"HideBody\", soldierTwo];` |"},{"heading":"InGameMenu","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Use and effects unknown. |\n| Syntax | *unit* action [\"InGameMenu\", *<target>*] |\n|  |  |\n| Example |  |"},{"heading":"LadderDown","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a person to play an animation as if mounting the top of a ladder, then instantly teleport onto the specified ladder in the specified position. If the person is controlled by AI, they will automatically climb up or down the ladder. If the 2 parameter syntax is used, the person will become stuck in the ladder mounting animation state until the ladderOff action is executed upon them. It may also crash ArmA (pre 1.09). |\n| Syntax | *unit* action [\"LadderDown\", *targetObject*] |\n|  | *unit* action [\"LadderDown\", *targetObject*, *ladderNumber*, *positionNumber*] |\n|  | Where *unit* is any person unit, *targetObject* is an object with a ladder, *ladderNumber* is a number defining the desired ladder, and *positionNumber* is a number defining the desired position. |\n| Example | `soldierOne action [\"LadderDown\", (position soldierOne nearestObject 452221), 0, 1];` |"},{"heading":"LadderUp","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a person to play an animation as if mounting the bottom of a ladder, then instantly teleport onto the specified ladder in the specified position. If the person is controlled by AI, they will automatically climb up or down the ladder. If the 2 parameter syntax is used, the person will become stuck in the ladder mounting animation state until the ladderOff action is executed upon them. It may also crash ArmA (pre 1.09). |\n| Syntax | *unit* action [\"LadderUp\", *targetObject*] **!!!Warning!!! This syntax causes Arma 3 to freeze** |\n|  | *unit* action [\"LadderUp\", *targetObject*, *ladderNumber*, *positionNumber*] |\n|  | Where *unit* is any person unit, *targetObject* is an object with a ladder, *ladderNumber* is a number defining the desired ladder, and *positionNumber* is a number defining the desired position (0 - bottom, 1 - top). All numbers in between get rounded towards 1 or 0. |\n| Example | `soldierOne action [\"LadderUp\", (position soldierOne nearestObject 452221), 0, 0];` |"},{"heading":"LadderOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a person to dismount from any ladder of the specified object they may be happen to be on. The alternative 3 parameter syntax expects a number, the use of which is not known. |\n| Syntax | *unit* action [\"LadderOff\", *targetObject*] |\n|  | *unit* action [\"LadderOff\", *targetObject*, *unknownNumber*] |\n|  | Where *unit* is any person unit, *targetObject* is the object with a ladder that the person is currently upon, *unknownNumber* is a number. |\n| Example | `soldierOne action [\"LadderOff\", (position soldierOne nearestObject 452221)];` |"},{"heading":"LadderOnDown","level":3,"markdown":"|  |\n|---|\n| **Description**: This action appears to be identical to LadderDown. |"},{"heading":"LadderOnUp","level":3,"markdown":"|  |\n|---|\n| **Description**: This action appears to be identical to LadderUp. |"},{"heading":"Land","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Turns on autopilot landing for an aircraft, including AI controlled aircraft. The aircraft will land at the closest airfield. |\n| Syntax | *unit* action [\"Land\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is a vehicle that can perform an autopilot landing. |\n| Example | `driver planeOne action [\"Land\", planeOne];` |"},{"heading":"LandGear","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Lowers the landing gear of an aircraft. In the case of AI-controlled aircraft, it has to be used in an each-frame loop to override the AI behavior (otherwise they'll raise the landing gear when they take off). |\n| Syntax | *unit* action [\"LandGear\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is a vehicle that can perform an autopilot landing. |\n| Example | `driver planeOne action [\"LandGear\", planeOne];` |"},{"heading":"LandGearUp","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Raises the landing gear of an aircraft. In the case of AI-controlled aircraft, it has to be used in an each-frame loop to override the AI behavior (otherwise they'll lower the landing gear when they're close to the ground). |\n| Syntax | *unit* action [\"LandGearUp\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is a vehicle that can perform an autopilot landing. |\n| Example | `driver planeOne action [\"LandGearUp\", planeOne];` |"},{"heading":"LightOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Turns off the headlights of an empty vehicle. If the vehicle is AI-controlled (either as the lone driver, or as the commander/gunner) then the light status depends on the AI's behaviour mode (\"combat\" or \"stealth\" = lights off, any other mode = lights on). |\n| Syntax | *unit* action [\"LightOff\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is a vehicle with lights. |\n| Example | `player action [\"LightOff\", vehicle player];` |"},{"heading":"LightOn","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Turns on the headlights of an empty vehicle. If vehicle is AI-controlled, see notes under the LightOff action. |\n| Syntax | *unit* action [\"LightOn\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is a vehicle with lights. |\n| Example | `player action [\"LightOn\", vehicle player];` |"},{"heading":"LoadMagazine","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Plays a reload weapon animation. |\n| Syntax | *unit* action [\"LoadMagazine\", target, magazineCreator, *number1*, *number2*, weaponName, muzzleName] |\n|  | Expects a 7 elements array: |\n|  | target: Object - unit to perform the reload action. |\n|  | magazineCreator: Object - unknown. Can be objNull. |\n|  | *number1*: Number - cr - see magazinesDetail. For characters it is mainly 0 |\n|  | *number2*: Number - id - magazine ID - can be obtained via magazinesDetail. With 0, it only plays the reload animation. With values from 1 up, it actually reloads the magazine. If the number becomes too high (meaning of the upper limit is also unknown), the action will no longer be performed. |\n|  | weaponName: String - weapon to reload. Must not be selected, but may cause weapon not to reload to the full amount. |\n|  | muzzleName: String - weapon's muzzle to reload. |\n| Example | `player action [\"LoadMagazine\", player, player, 0, 1 , \"vbs2_us_m16a2_iron_gla\", \"vbs2_us_m16a2_iron_gla\"];` |"},{"heading":"LockVehicleControl","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Locks co-pilot controls, removes TakeVehicleControl action. enableCopilot must be set true to function. |\n| Syntax | *unit* action [\"LockVehicleControl\", *vehicle*] |\n|  | Where *unit* is any unit, and *vehicle* is any vehicle with co-pilot controls. |\n| Example | `player action [\"LockVehicleControl\", vehicle player];` |"},{"heading":"ManualFire","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Enables manual fire mode for a player unit that is driver or commander of a vehicle. This action toggled manual fire mode in old versions of ArmA. (See also isManualFire) |\n| Syntax | *unit* action [\"ManualFire\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is the vehicle in which manual fire mode is to be enabled. |\n| Example | `player action [\"ManualFire\", vehicle player];` |"},{"heading":"ManualFireCancel","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Disables manual fire mode for a player unit that is driver or commander of a vehicle. (See also isManualFire) |\n| Syntax | *unit* action [\"ManualFireCancel\", *targetVehicle*] |\n|  | Where *unit* is any unit (no action animation is performed) and *targetVehicle* is the vehicle in which manual fire mode is to be disabled. |\n| Example | `player action [\"ManualFireCancel\", vehicle player];` |"},{"heading":"MarkEntity","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Use and effects unknown. Same as MarkWeapon action. |\n| Syntax | *unit* action [\"MarkEntity\", <target>] |\n|  |  |\n| Example |  |"},{"heading":"MoveToCargo","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Move a unit to the chosen cargo position within a vehicle. If another unit is already in that position, the units will swap positions.<br>This works only with cargo positions that have no person turret, i.e. if player cannot shoot his rifle from them.<br>If position is cargo but also person turret, it will be ignored.<br>Use `fullCrew [_veh, \"cargo\", true]` to determine which positions are compatible cargo. |\n| Syntax | *unit* action [\"MoveToCargo\", *targetVehicle*, *cargoPosition*] |\n|  | Where *unit* is a unit within *targetVehicle*, and *cargoPosition* is the number of the desired cargo position (0 being the first). |\n| Example | `player action [\"MoveToCargo\", vehicle player, 2];` |"},{"heading":"MoveToCommander","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Move a unit to the commander's position within a vehicle. If another unit is already in that position, the units will swap positions. |\n| Syntax | *unit* action [\"MoveToCommander\", *targetVehicle*] |\n|  | Where *unit* is a unit within *targetVehicle*. |\n| Example | `player action [\"MoveToCommander\", vehicle player];` |"},{"heading":"MoveToDriver","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Move a unit to the driver's position within a vehicle. If another unit is already in that position, the units will generally swap positions, although in some scenarios this action may not work (although having the existing driver move always works). |\n| Syntax | *unit* action [\"MoveToDriver\", *targetVehicle*] |\n|  | Where *unit* is a unit within *targetVehicle*. |\n| Example | `player action [\"MoveToDriver\", vehicle player];` |"},{"heading":"MoveToGunner","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Move a unit to the primary gunner's position within a vehicle. If another unit is already in that position, the units will swap positions. See also moveToTurret. |\n| Syntax | *unit* action [\"MoveToGunner\", *targetVehicle*] |\n|  | Where *unit* is a unit within *targetVehicle*. |\n| Example | `player action [\"MoveToGunner\", vehicle player];` |"},{"heading":"MoveToPilot","level":3,"markdown":"|  |\n|---|\n| **Description**: Identical to moveToDriver. |"},{"heading":"MoveToTurret","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Move a unit to the chosen turret position within a vehicle. If another unit is already in that position, the units will swap positions. |\n| Syntax | *unit* action [\"MoveToTurret\", *targetVehicle*, *turretArray*] |\n|  | Where *unit* is a unit within *targetVehicle*, and *turret Array* is an array referring to the desired turret (for example, [0,1,2] refers to the third turret of the second turret of the first turret of the vehicle). |\n| Examples | `player action [\"MoveToTurret\", vehicle player, [0]];` |\n|  | `player action [\"MoveToTurret\", vehicle player, [0,1]];` |"},{"heading":"None","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Use and effects unknown. |\n| Syntax | *unit* action [\"None\", *<target>*] |\n|  |  |\n| Example |  |"},{"heading":"NVGoggles","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a unit to put on it is night vision goggles. AI controlled units will automatically put on and take off goggles depending on daylight. |\n| Syntax | *unit* action [\"NvGoggles\", *<anything>*] |\n|  | Where *unit* is the unit to put on NVGoggles, and *<anything>* can be anything (it seems to not be used at all, but the action parameter array must contain at least two elements). |\n| Example | `player action [\"NvGoggles\", player];` |"},{"heading":"NVGogglesOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a unit to take off it is night vision goggles. AI controlled units will automatically put on and take off goggles depending on daylight. |\n| Syntax | *unit* action [\"NvGogglesOff\", *<anything>*] |\n|  | Where *unit* is the unit to put on goggles, and *<anything>* can be anything (it seems not to be used at all, but the action parameter array must contain at least two elements). |\n| Example | `player action [\"NvGogglesOff\", player];` |"},{"heading":"OpenParachute","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Opens unit's parachute. Unit must have parachute backpack. |\n| Syntax | *unit* action [\"OpenParachute\", *unit*] |\n|  | Where *unit* is the unit with parachute backpack. |\n| Example | `player action [\"OpenParachute\", player];` |"},{"heading":"PutBag","level":3,"markdown":"|  |  |  |\n|---|---|---|\n| Description | Causes *sourceUnit* to bend over and put target backpack on the ground. If the *targetUnit* param is omitted or it is the same as *sourceUnit*, the *sourceUnit* will drop own backpack. If *targetUnit* is another unit, *sourceUnit* will bend over but *targetUnit* will drop its backpack at its feet. |  |\n| Syntax | *sourceUnit* action [\"PutBag\", *targetUnit*] |  |\n|  | *targetUnit* is optional |  |\n| Note | To pick the backpack from the ground use \"AddBag\" action. |  |\n| Examples | ```sqf<br>player action [\"PutBag\"];<br>unit1 action [\"PutBag\", unit2];<br>``` |  |"},{"heading":"Rearm","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes an occupied vehicle or person to rearm from any object with some ammoCargo (generally an ammo truck) in the case of vehicles, or some magazines in it is cargo in the case of a rearming person. The rearming vehicle/person can be any distance from the rearming object. Rearming vehicles takes some time and will be interrupted if the vehicle starts to move. A rearming person will bend down as if picking up something. |\n| Syntax | *unit* action [\"Rearm\", *reamingObject*] |\n|  | Where *unit* is the occupied vehicle or person to be rearmed, and *rearmingObject* is the object from which to rearm. |\n| Examples | `tankOne action [\"Rearm\", ammoTruckOne];` |\n|  | `soldierOne action [\"Rearm\", ammoTruckOne];` |"},{"heading":"Refuel","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes an occupied vehicle to refuel from any object with some fuelCargo (generally an refueling truck). The refueling object can be any distance from the vehicle. Refueling takes some time and will be interrupted if the vehicle starts to move. |\n| Syntax | *vehicle* action [\"Refuel\", *refuelingObject*] |\n|  | Where *vehicle* is the occupied vehicle to be refueled, and *refuelingObject* is the object from which to refuel. |\n| Example | `tankOne action [\"Refuel\", refuelTruckOne];` |"},{"heading":"Repair","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes an occupied vehicle to repair from any object with some repairCargo (generally an repair truck). The repair object can be any distance from the vehicle. Repairing takes some time and will be interrupted if the vehicle starts to move. |\n| Syntax | *vehicle* action [\"Repair\", *repairingObject*] |\n|  | Where *vehicle* is the occupied vehicle to be repaired, and *repairingObject* is the object from which to repair. |\n| Example | `tankOne action [\"Repair\", repairTruckOne];` |"},{"heading":"ReturnFlag","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a person to return a flag from a nearby dead person back to it is flagpole. As of ArmA v1.12 this action is bugged and can not be used upon flags attached to destroyed vehicles. |\n| Syntax | *unit* action [\"ReturnFlag\", *targetObject*] |\n|  | Where *unit* is any person, and *targetObject* is the dead person with a flag to be returned. |\n| Example | `soldierOne action [\"ReturnFlag\", westFlag];` |"},{"heading":"RepairVehicle","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes an Engineer unit to repair an object using their Engineer Repair ability (from v1.54). The Engineer can be any distance from the vehicle. Repairing takes some time. If *unit* is not the Engineer class no repairs are made but the animation will still play. |\n| Syntax | *unit* action [\"RepairVehicle\", *vehicle*] |\n|  | Where *unit* is an Engineer unit, and *vehicle* is the object to repair. |\n| Example | `engineerOne action [\"RepairVehicle\", truckOne];` |"},{"heading":"Salute","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a person to salute. AI controlled units will only make a momentary salute, unless the AI is in safe or careless behaviour mode. |\n| Syntax | *unit* action [\"Salute\", *targetUnit*] |\n|  | Where *unit* is any unit (no animation is performed), and *targetUnit* is the person to make the salute. |\n| Example | `soldierOne action [\"Salute\", soldierOne];` |"},{"heading":"ScudCancel","level":3,"markdown":"|  |  |\n|---|---|\n| Description | There is no Scud Launcher in ArmA, however this action (probably) remains in the engine from the days of Operation Flashpoint. |\n| Syntax | *unit* action [\"ScudCancel\", *targetVehicle*] |\n|  | Syntax unknown. |\n| Example |  |"},{"heading":"ScudLaunch","level":3,"markdown":"|  |  |\n|---|---|\n| Description | There is no Scud Launcher in ArmA, however this action (probably) remains in the engine from the days of Operation Flashpoint. |\n| Syntax | *unit* action [\"ScudLaunch\", *targetVehicle*] |\n|  | Syntax unknown. |\n| Example |  |"},{"heading":"ScudStart","level":3,"markdown":"|  |  |\n|---|---|\n| Description | There is no Scud Launcher in ArmA, however this action (probably) remains in the engine from the days of Operation Flashpoint. |\n| Syntax | *unit* action [\"ScudStart\", *targetVehicle*] |\n|  | Syntax unknown. |\n| Example |  |"},{"heading":"SearchlightOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Turns off the vehicle's searchlight.<br>> [!NOTE]<br>> Out of all the vanilla vehicles, only the WY-55 Hellcat has a searchlight and the action should be used on the copilot seat. See Arma 3: Lights - Search Light. |\n| Syntax | *unit* action [\"SearchlightOff\", *vehicle*] |\n| Example | hellcatCopilot action [\"SearchlightOff\", vehicle hellcatCopilot] |"},{"heading":"SearchlightOn","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Turns on the searchlight.<br>> [!NOTE]<br>> Out of all the vanilla vehicles, only the WY-55 Hellcat has a searchlight and the action should be used on the copilot seat. See Arma 3: Lights - Search Light. |\n| Syntax | *unit* action [\"SearchlightOn\", *vehicle*] |\n| Example | hellcatCopilot action [\"SearchlightOn\", vehicle hellcatCopilot] |"},{"heading":"SetTimer","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Soldier 'unitOne' plays the action animation. UnitTwo activates and adds 40 seconds to the timer for a satchel charge. Neither unit needs to be near the satchel.<br>Charge has to be placed first using *unitname Fire [\"pipebombmuzzle\", \"pipebombmuzzle\", \"pipebomb\"]* or createMine command. |\n| Syntax | *unitOne* action [\"SetTimer\", *unitTwo*, *bombName*] |\n|  |  |\n| Example |  |"},{"heading":"SitDown","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Causes a person to sit down on the ground (or get up, if already sitting). AI controlled units will only stay seated if they are in safe or careless behaviour mode. |\n| Syntax | *unit* action [\"SitDown\", *targetUnit*] |\n|  | Where *unit* is any unit (no animation is performed), and *targetUnit* is the person who is to sit down. |\n| Example | `soldierOne action [\"SitDown\", soldierOne];` |"},{"heading":"StrokeFist","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Does nothing. There is no punch animation in Armed Assault and later titles, however this action remains in the engine from the days of Operation Flashpoint. |\n| Syntax | *unit* action [\"StrokeFist\", *targetVehicle*] |\n|  | Syntax unknown. |\n| Example |  |"},{"heading":"StrokeGun","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Does nothing (other than making a person twitch a little). There is no suitable animation for this action in Armed Assault and later titles, however this action remains in the engine from the days of Operation Flashpoint. |\n| Syntax | *unit* action [\"StrokeGun\", *targetVehicle*] |\n|  | Syntax unknown. |\n| Example |  |"},{"heading":"Surrender","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Makes unit to put weapon on shoulder and put hands behind the head temporarily. For the lasting effect all weapons from the unit should be removed first. |\n| Syntax | *unit* action [\"Surrender\", *targetUnit*] |\n|  | Where *unit* is any unit, and *targetUnit* is the unit to surrender. |\n| Example | `soldierOne action [\"Surrender\", soldierTwo];` |"},{"heading":"SuspendVehicleControl","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Release vehicle controls from co-pilot. Control immediately returns to pilot. |\n| Syntax | *unit* action [\"SuspendVehicleControl\", *vehicle*] |\n|  | Where *unit* is any unit, and *vehicle* is any vehicle with co-pilot controls. |\n| Example | `player action [\"SuspendVehicleControl\", vehicle player];` |"},{"heading":"SwitchMagazine","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Target unit switches to the given firing mode index. This allows selection of any firing mode for any weapon carried by a soldier, or mounted on a weapon. First are the firing modes for the primary weapon (index 0 upwards), then secondary weapon, then optics, then pistol, then thrown and placed weapons. Changing to NVGoggles just plays an animation, not actually setting NV mode. Unfortunately, the list of firing modes seems to only be created when a soldier is initiated; modes are removed from the list when a weapon is dropped and not re-added when a weapon is picked up. Thus, only use this during the initiation phase of the soldier. On vehicles, where the weapons are not likely to be changed, this action might be useful after the vehicle has been initiated. |\n|  | If the mode index is higher than available indices, it assumes index 0. If you just want to change the muzzle used, rather than the firing mode, the standard command selectWeapon is generally more useful. |\n| Syntax | *unit* action [\"SwitchMagazine\", *targetVehicle*, *targetUnit*, *mode index*] |\n|  |  |\n| Example | ```sqf<br>gameLogic action [\"SwitchMagazine\", unit1, unit1, 3];<br>gameLogic action [\"SwitchMagazine\", m1a1, gunner m1a1, 1];<br>``` |"},{"heading":"SwitchWeapon","level":3,"markdown":"|  |  |\n|---|---|\n| Description | UnitOne plays the action animation. Target unit switches to the given muzzle/mode index. Target unit can also be a vehicle. The weapons array is a list of all weapon modes specific to each weapon, muzzle and firing mode combination. |\n| Syntax | *unit* action [\"SwitchWeapon\", *targetUnit*, *targetUnit*, *muzzle index*] |\n|  |  |\n| Example | ```sqf<br>unit2 action [\"SwitchWeapon\", unit1, unit1, 7];<br>player action [\"SwitchWeapon\", player, player, 3];            // switching personal weapon<br>player action [\"SwitchWeapon\", vehicle player, player, 3];    // switching vehicle weapon<br>``` |\n|  | `player action [\"SwitchWeapon\", player, player, weaponIndex];`<br>Result => weaponIndex: weaponState for \"B_soldier_LAT_F\"<br>```<br>0: [\"arifle_MX_ACO_pointer_F\", \"arifle_MX_ACO_pointer_F\", \"Single\", \"30Rnd_65x39_caseless_mag\",30]<br>1: [\"arifle_MX_ACO_pointer_F\", \"arifle_MX_ACO_pointer_F\", \"FullAuto\", \"30Rnd_65x39_caseless_mag\",30]<br>2: [\"arifle_MX_ACO_pointer_F\", \"arifle_MX_ACO_pointer_F\", \"fullauto_medium\", \"30Rnd_65x39_caseless_mag\",30]<br>3: [\"arifle_MX_ACO_pointer_F\", \"arifle_MX_ACO_pointer_F\", \"single_medium_optics1\", \"30Rnd_65x39_caseless_mag\",30]<br>4: [\"arifle_MX_ACO_pointer_F\", \"arifle_MX_ACO_pointer_F\", \"single_far_optics2\", \"30Rnd_65x39_caseless_mag\",30]<br>5: [\"launch_NLAW_F\", \"launch_NLAW_F\", \"launch_NLAW_F\", \"NLAW_F\",1]<br>6: [\"hgun_P07_F\", \"hgun_P07_F\", \"hgun_P07_F\", \"16Rnd_9x21_Mag\",16]<br>7: [\"Throw\", \"HandGrenade_Stone\", \"HandGrenade_Stone\", \"\",0]<br>8: [\"Throw\", \"HandGrenadeMuzzle\", \"HandGrenadeMuzzle\", \"\",0]<br>9: [\"Throw\", \"MiniGrenadeMuzzle\", \"MiniGrenadeMuzzle\", \"\",0]<br>10: [\"Throw\", \"MiniGrenadeMuzzle\", \"MiniGrenadeMuzzle\", \"\",0]<br>11: [\"Throw\", \"SmokeShellYellowMuzzle\", \"SmokeShellYellowMuzzle\", \"\",0]<br>12: [\"Throw\", \"SmokeShellYellowMuzzle\", \"SmokeShellYellowMuzzle\", \"\",0]<br>13: [\"Throw\", \"SmokeShellRedMuzzle\", \"SmokeShellRedMuzzle\", \"\",0]<br>14: [\"Throw\", \"SmokeShellPurpleMuzzle\", \"SmokeShellPurpleMuzzle\", \"\",0]<br>15: [\"Throw\", \"SmokeShellOrangeMuzzle\", \"SmokeShellOrangeMuzzle\", \"\",0]<br>16: [\"Throw\", \"SmokeShellBlueMuzzle\", \"SmokeShellBlueMuzzle\", \"\",0]<br>17: [\"Throw\", \"SmokeShellBlueMuzzle\", \"SmokeShellBlueMuzzle\", \"\",0]<br>18: [\"Throw\", \"ChemlightRedMuzzle\", \"ChemlightRedMuzzle\", \"\",0]<br>19: [\"Throw\", \"ChemlightYellowMuzzle\", \"ChemlightYellowMuzzle\", \"\",0]<br>20: [\"Throw\", \"ChemlightBlueMuzzle\", \"ChemlightBlueMuzzle\", \"\",0]<br>21: [\"Throw\", \"IRGrenade\", \"IRGrenade\", \"\",0]<br>22: [\"Put\", \"DemoChargeMuzzle\", \"DemoChargeMuzzle\", \"\",0]<br>23: [\"Put\", \"PipeBombMuzzle\", \"PipeBombMuzzle\", \"\",0]<br>24: [\"Put\", \"MineMuzzle\", \"MineMuzzle\", \"\",0]<br>25: [\"Put\", \"ClassicMineRangeMuzzle\", \"ClassicMineRangeMuzzle\", \"\",0]<br>27: [\"Put\", \"BoundingMineRangeMuzzle\", \"BoundingMineRangeMuzzle\", \"\",0]<br>28: [\"Put\", \"DirectionalMineRangeMuzzle\", \"DirectionalMineRangeMuzzle\", \"\",0]<br>29: [\"Put\", \"ClassicMineWireMuzzle\", \"ClassicMineWireMuzzle\", \"\",0]<br>```<br>As of **2.10**, weaponsInfo is better suited for finding the desired weapon index. |"},{"heading":"SwitchToUAVDriver","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Moves player control into driver position of connected UAV. Does what \"Take UAV controls\" UI action does. |\n| Syntax | *unit* action [\"SwitchToUAVDriver\", *uav*] |\n|  | Where *unit* is a player and *uav* is the connected UAV. |\n| Example | `player action [\"SwitchToUAVDriver\", getConnectedUAV player];` |"},{"heading":"SwitchToUAVGunner","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Moves player control into gunner position of connected UAV. Does what \"Take UAV turret controls\" UI action does. |\n| Syntax | *unit* action [\"SwitchToUAVGunner\", *uav*] |\n|  | Where *unit* is a player and *uav* is the connected UAV. |\n| Example | `player action [\"SwitchToUAVGunner\", getConnectedUAV player];` |"},{"heading":"TakeFlag","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Soldier 'unitname' takes control of 'flag1'. He must be close to the flagpole and it must belong to an enemy side. |\n| Syntax | *unit* action [\"TakeFlag\", *flag1*] |\n|  |  |\n| Example | `player action [\"TakeFlag\", FlagOne];` |"},{"heading":"TakeMagazine","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Soldier 'unit' takes one magazine of specified type from the ground (Weaponholder) or from named vehicle (ammo box, car, etc.) Transfer happens immediately and via teleportation. Unit plays pickup animation at its current position, no matter where magazine is. Since Arma 3 v2.06.147667 optional param 'forcePutInBackpack' is added allowing to store picked up magazine in backpack. By default the magazine will go to any unit container with space, starting with uniform. |\n| Syntax | *unit* action [\"TakeMagazine\", *weaponholder*, *magazineName*, (*forcePutInBackpack*)] |\n|  | Where *unit* is any unit, and *weaponholder* is storage container. |\n| Example1 | `player action [\"TakeMagazine\", ammoBox, \"RPGLauncher\"];` |\n| Example2 | Drop Magazine, then make your buddy Bob come and take magazine and put it in backpack:<br>```sqf<br>0 spawn<br>{<br>    private _wh = \"Weapon_Empty\" createVehicle (player getRelPos [2, 0]);<br>    private _mag = currentMagazine player;<br>    player action [\"PutMagazine\", _wh, _mag];<br>    private _bob = group player createUnit [\"B_Soldier_F\", player getRelPos [10, 0], [], 0, \"NONE\"];<br>    _bob addBackpack \"B_AssaultPack_blk\";<br>    _bob doMove position _wh;<br>    waitUntil { unitReady _bob };<br>    _bob action [\"TakeMagazine\", _wh, _mag, true];<br>};<br>``` |"},{"heading":"TakeWeapon","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Soldier 'unitname' takes weapon of specified type (see list) from the ground (Weaponholder) or from named vehicle (ammo box, car, etc.) Transfer happens immediately and via teleportation. Unit1 plays pickup animation at its current position, no matter where weapon is. |\n|  | *unit* action [\"TakeWeapon\", *vehicle*, *weaponName*] |\n|  | Where *unit* is any unit, and *vehicle* is any unit or vehicle. |\n| Example | `player action [\"TakeWeapon\", SoldierTwo, currentWeapon player];` |"},{"heading":"TakeMine","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Unit will perform pick up action animation. The closest mine that is within two meters of the target unit will be placed into the target unit's inventory. The mine has to be active for this action to succeed. If there is not enough room in the target inventory, the mine will still be picked up but will not appear in inventory. See createMine for how to place explosive by script. |\n| Syntax | *unit* action [\"TakeMine\", *targetUnit*] |\n|  |  |\n| Example | `player action [\"TakeMine\", player];` |"},{"heading":"TakeVehicleControl","level":3,"markdown":"|  |  |  |\n|---|---|---|\n| Description | In case of a helicopter, copilot will take flying controls, even if enableCopilot is disabled and isCopilotEnabled is false. | Use SuspendVehicleControl action to release control. |\n| Syntax | *unit* action [\"TakeVehicleControl\", *vehicle*] |  |\n|  | Where *unit* is any unit, and *vehicle* is any vehicle with co-pilot controls. |  |\n| Example | `player action [\"TakeVehicleControl\", vehicle player];` |  |"},{"heading":"Talk","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Use and effects unknown. |\n| Syntax | *unit* action [\"Talk\", *target*] |\n|  |  |\n| Example |  |"},{"heading":"TeamSwitch","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Opens the normal team-switch dialog. <current unit> will be greyed out in the list and thus unselectable.<br>The effect of the second array element is unknown, but it must be a unit.<br>Works in single-player game only (in MP games, will just momentarily show the mouse cursor without the team-switch window being shown). |\n| Syntax | *currentUnit* action [\"TeamSwitch\", *unit*] |\n|  |  |\n| Example | `player action [\"TeamSwitch\", player];` |"},{"heading":"TouchOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Soldier 'unitOne' plays the action animation. UnitTwo's satchels are \"touched off\".<br>UnitTwo must be within range (300m) of his satchels to touch them off. See createMine for how to place explosives with script. |\n| Syntax | *unitOne* action [\"TouchOff\", *unitTwo*] |\n|  |  |\n| Example | `player action [\"TouchOff\", player];` |"},{"heading":"TurnIn","level":3,"markdown":""},{"heading":"TurnOut","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Crew of 'vehiclename' turns in/out (gets in and out of hatches).<br>UnitName must be a player in effective commander of vehicleName. AI will automatically turn in/out based on their current behaviour mode.<br>Only to be used on positions that have the turnIn/turnOut capability (otherwise it breaks the cargo anim). |\n| Syntax | *unit* action [\"TurnIn\", *vehicle*] |\n|  | *unit* action [\"TurnOut\", *vehicle*] |\n|  |  |\n| Example | ```sqf<br>commander TankOne action [\"TurnIn\", TankOne];<br>player action [\"TurnOut\", vehicle player];<br>``` |"},{"heading":"UAVTerminalHackConnection","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Hacks into given UAV. Does what \"Hack UAV\" UI action does. Player has to be in normal UI action proximity to the UAV for this action to work.<br>> [!NOTE]<br>> Controlling a UAV/UGV in Arma 3 is done via remote controlling the invisible driver or gunner AI. These AI units have to be on the same side as player. \"Hacking\" is essentially placing own AI into the UAV/UGV, either replacing existing AI, or creating own AI in empty positions (for example when UAV/UGV is placed 'without crew') |\n| Syntax | *unit* action [\"UAVTerminalHackConnection\", *uav*] |\n|  | Where *unit* is any unit (enemy to the drone) and *uav* is the UAV to hack. |\n| Example | `player action [\"UAVTerminalHackConnection\", drone];` |"},{"heading":"UAVTerminalMakeConnection","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Connects player to chosen UAV. Does what \"Connect terminal to UAV\" UI action does.<br>**NOTE**: Player has to be in normal UI action proximity to the UAV for this action to work.<br>To connect to far away UAV use connectTerminalToUAV command instead. |\n| Syntax | *unit* action [\"UAVTerminalMakeConnection\", *uav*] |\n|  | Where *unit* is a player and *uav* is UAV to be connected to. |\n| Example | `player action [\"UAVTerminalMakeConnection\", allUnitsUAV select 0];` |"},{"heading":"UAVTerminalOpen","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Opens UAV Terminal UI. Player must have UAV Terminal item in GPS slot of inventory. Does what \"Open UAV Terminal\" UI action does. |\n| Syntax | *unit* action [\"UAVTerminalOpen\", *unit*] |\n|  | Where *unit* is a player. |\n| Example | `player action [\"UAVTerminalOpen\", player];` |"},{"heading":"UAVTerminalReleaseConnection","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Disconnects player from connected UAV. Does what \"Disconnect terminal from UAV\" UI action does.<br>**NOTE**: Unlike with \"UAVTerminalMakeConnection\", player can be far away from the UAV. Notice how the passed params are swapped around for this action. |\n| Syntax | *uav* action [\"UAVTerminalReleaseConnection\", *unit*] |\n|  | Where *uav* is the connected UAV and *unit* is the player controlling it. |\n| Example | `getConnectedUAV player action [\"UAVTerminalReleaseConnection\", player];` |"},{"heading":"UnlockVehicleControl","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Unlocks co-pilot controls, shows Take Control action. enableCopilot must be set true to function. |\n| Syntax | *unit* action [\"UnlockVehicleControl\", *vehicle*] |\n|  | Where *unit* is any unit, and *vehicle* is any vehicle with co-pilot controls. |\n| Example | `player action [\"UnlockVehicleControl\", vehicle player];` |"},{"heading":"UseMagazine","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Loads a weapon with magazine with known id and fires that weapon. The weapon is selected based on magazine type. Details for <cr> and <id> can be found with magazinesDetail command (not 100% about <cr> but it seems 0 works for all weapons) |\n| Syntax | *logic* action [\"UseMagazine\", *target*, *magazine creator*, *<cr>*, *<id>*] |\n|  |  |\n| Example | ```sqf<br>private _logic = createGroup west createUnit [\"Logic\", [0,0,0], [], 0, \"NONE\"];<br>hint str magazinesDetail player; // loaded mags not shown<br>/*[<br>\"6.5mm 30Rnd STANAG Mag(30/30)[id/cr:3/0]\",<br>\"Smoke Round (White)(1/1)[id/cr:121/0]\",<br>\"Smoke Round (White)(1/1)[id/cr:122/0]\",<br>\"9mm 16Rnd Mag(16/16)[id/cr:11/0]\"<br>]*/<br>_logic action [\"UseMagazine\", player, player, 0, 3];    // loads rifle with mag id 3 and fires<br>_logic action [\"UseMagazine\", player, player, 0, 11];    // loads pistol with mag id 11 and fires from inventory<br>_logic action [\"UseMagazine\", player, player, 0, 121];    // throws smoke grenade with id 121<br>``` |"},{"heading":"User","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Soldier 'unitName' does nothing. Executes the custom action with the given index of the the target unit. Indexes are based upon the order in which the actions are added to the unit. See addAction. |\n| Syntax | *unitName* action [\"User\", *target unit*, *action index*] |\n|  |  |\n| Example | `gameLogic action [\"User\", player, 3];` |"},{"heading":"UserType","level":3,"markdown":"|  |  |\n|---|---|\n| Description | As of ArmA version 1.08, using this action type will cause ArmA to crash to desktop. |\n| Syntax | *unit* action [\"UserType\", *target*, *action index*] |\n|  |  |\n| Example |  |"},{"heading":"UseWeapon","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Soldier 'unitOne' will play the action animation. Target unit will fire the specified unit's position in the target vehicle's (can be the unit itself) weapon mode index. The indexes seem to be based upon the order in which weapons are added to the unit/vehicle, with each weapon's muzzle's fire mode having an unique index. Weapons can be fired in this way from a not-readied position (eg, firing a rifle on a soldiers back). Pistols will fire from the current weapon's proxy. It can also be used to sound the horn on AI controlled vehicles. |\n|  | **NOTE:** If 'unitOne' is player object, the player goes into pick up animation before action is performed. If 'unitOne' is a game logic, the action is performed immediately with no animation. |\n| Syntax | *unitOne* action [\"UseWeapon\", *target vehicle*, *target unit*, *weapon index*] |\n|  |  |\n| Example | ```sqf<br>_logic = createGroup west createUnit [\"Logic\", [0,0,0], [], 0, \"NONE\"];<br>_logic action [\"UseWeapon\", player, player, 0];    // player fires single shot<br>_logic action [\"UseWeapon\", player, player, 2];    // player fires 3 round burst<br>_logic action [\"UseWeapon\", player, player, 5];    // player fires pistol from inventory<br>_logic action [\"UseWeapon\", player, player, 7];    // player throws hand grenade<br>_logic action [\"UseWeapon\", car, car, 0];        // car sounds its horn<br>// more examples<br>gameLogic action [\"UseWeapon\", unit1, unit1, 16];<br>gameLogic action [\"UseWeapon\", vehicle unit1, unit1, 0];<br>gameLogic action [\"UseWeapon\", myTank, gunner myTank, 1];<br>gameLogic action [\"UseWeapon\", myTank, commander myTank, 0];<br>``` |"},{"heading":"VectoringDown","level":3,"markdown":"|  |  |\n|---|---|\n| Description | If VTOL auto-vectoring is off, incremental forward tilt of engine nacelles. |\n| Syntax | *unit* action [\"VectoringDown\", *vehicle*] |\n|  |  |\n| Example |  |"},{"heading":"VectoringUp","level":3,"markdown":"|  |  |\n|---|---|\n| Description | If VTOL auto-vectoring is off, incremental upward tilt of engine nacelles. |\n| Syntax | *unit* action [\"VectoringUp\", *vehicle*] |\n|  |  |\n| Example |  |"},{"heading":"VTOLVectoring","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Toggles **off** VTOL auto-vectoring (manual mode) |\n| Syntax | *unit* action [\"VTOLVectoring\", *vehicle*] |\n|  |  |\n| Example |  |"},{"heading":"VTOLVectoringCancel","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Toggles **on** VTOL auto-vectoring (forward mode) |\n| Syntax | *unit* action [\"VTOLVectoringCancel\", *vehicle*] |\n|  |  |\n| Example |  |"},{"heading":"WeaponInHand / WeaponOnBack","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Soldier 'unitName' does nothing, 'target unit' moves his weapon from/to the safety position (gun held across chest pointing at the ground).<br>Change is persistent with player, but AI units will change back to suit their current setBehaviour\\|behaviour mode. AI generally keep their rifles safe unless moving or targeting. |\n| Syntax | *unitName* action [\"WeaponInHand\", *target unit*] |\n|  | *unitName* action [\"WeaponOnBack\", *target unit*] |\n|  |  |\n| Example | `SoldierOne action [\"WeaponOnBack\", SoldierTwo];` |"},{"heading":"WheelsBrakeOn","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Engages wheels brakes on RTM helicopter |\n| Syntax | *unit* action [\"WheelsBrakeOn\", *vehicle*] |\n|  |  |\n| Example | `player action [\"WheelsBrakeOn\", heli];` |"},{"heading":"WheelsBrakeOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Disengages wheels brakes on RTM helicopter |\n| Syntax | *unit* action [\"WheelsBrakeOff\", *vehicle*] |\n|  |  |\n| Example | `player action [\"WheelsBrakeOff\", heli];` |"},{"heading":"Unsorted actions found in UI.pbo/config.bin","level":2,"markdown":""},{"heading":"LoadOtherMagazine","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"LoadEmptyMagazine","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"PutWeapon","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Is alias of DropWeapon |\n| Syntax |  |\n|  |  |\n| Example | ```sqf<br>_wh = \"GroundWeaponHolder_Scripted\" createVehicle position player;<br>player action [\"PutWeapon\", _wh, currentWeapon player];<br>``` |"},{"heading":"PutMagazine","level":3,"markdown":"|  |  |\n|---|---|\n| Description | is synonym for DropMagazine (same syntax)? |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"StartTimer","level":3,"markdown":"|  |  |\n|---|---|\n| Description | is synonym for SetTimer (same syntax) ? |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"HideWeapon","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax | unit action [\"HideWeapon\", <object>, <object>, <Number>] |\n|  |  |\n| Example |  |"},{"heading":"MarkWeapon","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Something to do with campaign. Campaign param \"WeaponPool\" has to be enabled as well as mission param \"MarkWeapons\". Possibly related to \"MarkEntity\" action as well. |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"HandGunOffStand","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"HandGunOnStand","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"TakeDropMagazine","level":3,"markdown":"|  |  |\n|---|---|\n| **Description**: Redundant even if works, use TakeMagazine |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"TakeDropWeapon","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"Assemble","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example | `_unit action [\"Assemble\", nearestObject [_unit, \"Tripod_Bag\"]];` |"},{"heading":"FirstAid","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"GetOver","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"GunLightOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example | `player action [\"GunLightOff\", player];` |"},{"heading":"GunLightOn","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example | `player action [\"GunLightOn\", player];` |"},{"heading":"IRLaserOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example | `player action [\"IRLaserOff\", player];` |"},{"heading":"IRLaserOn","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example | `player action [\"IRLaserOn\", player];` |"},{"heading":"OpenBag","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Opens inventory UI with backpack of a unit (another unit). Unit must be in proximity. |\n| Syntax | unit1 action [\"OpenBag\", unit2]; |\n|  |  |\n| Example | player action [\"OpenBag\", bob]; |"},{"heading":"TakeBag","level":3,"markdown":"|  |  |\n|---|---|\n| Description | Unit takes specified backpack from the ground. |\n| Syntax | _unit action [\"TakeBag\", _bag]; |\n|  |  |\n| Example | ```sqf<br>player addEventHandler [\"WeaponDisassembled\",<br>{<br>    _this spawn {<br>        _unit = _this select 0;<br>        _bag1 = _this select 1;<br>        _bag2 = _this select 2;<br>        _currBag = unitBackpack _unit;<br>        titleText [\"You are not allowed to disassemble static weapons.\", \"PLAIN DOWN\", 0.5];<br>        _unit action [\"TakeBag\", _bag1];<br>        _time = time + 3;<br>        waitUntil { unitBackpack _unit == _bag1 \\|\\| time > _time };<br>        _unit action [\"Assemble\", _bag2];<br>        if (!isNull _currBag) then { _unit action [\"TakeBag\", _currBag] };<br>    };<br>}];<br>``` |"},{"heading":"Tell","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"APUOn","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"APUOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"BatteriesOn","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"BatteriesOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"StarterOn<#>","level":3,"markdown":"|  |  |\n|---|---|\n| Description | StarterOn(1-3) |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"StarterOff<#>","level":3,"markdown":"|  |  |\n|---|---|\n| Description | StarterOff(1-3) |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"ThrottleFull<#>","level":3,"markdown":"|  |  |\n|---|---|\n| Description | ThrottleFull(1-3) |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"ThrottleIdle<#>","level":3,"markdown":"|  |  |\n|---|---|\n| Description | ThrottleIdle(1-3) |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"ThrottleOff<#>","level":3,"markdown":"|  |  |\n|---|---|\n| Description | ThrottleOff(1-3) |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"RotorBrakeOn","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"RotorBrakeOff","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"AIAssemble","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"ListLeftVehicleDisplay","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"ListRightVehicleDisplay","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"ListPrevLeftVehicleDisplay","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"ListPrevRightVehicleDisplay","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"CloseLeftVehicleDisplay","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"CloseRightVehicleDisplay","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"NextModeLeftVehicleDisplay","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"NextModeRightVehicleDisplay","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"UnloadUnconsciousUnits","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"HookCargo","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"UnhookCargo","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"LoadVehicle","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"UnloadVehicle","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"},{"heading":"UnloadAllVehicles","level":3,"markdown":"|  |  |\n|---|---|\n| Description |  |\n| Syntax |  |\n|  |  |\n| Example |  |"}],"categories":["Actions"],"groups":["Scripting"]},{"name":"Arma 3: Adding Custom Fonts","title":"Arma 3: Adding Custom Fonts","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Adding_Custom_Fonts","revid":364440,"updated":"2024-05-16T09:44:58Z","aliases":[],"markdown":"This tutorial explains how to get a font into Arma 3.\n\n> **Disclaimer: This page describes an unofficial tool created without permission or support of Bohemia Interactive.**\n>\n> The product itself and its usage may be violating rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n>\n> See also **Official Tools**.\n\n### Requirements\n\n- Arma 3\n- Arma 3 Tools Launcher (from Steam)\n- a Windows machine capable of running Powershell scripts\n- this unofficial Powershell script: https://github.com/Nelis75733126/Arma_3_FontToTGA_Helper/\n- a mouse and keyboard might be handy :P :P\n\n### Definitions\n\n| Term | Meaning |\n|---|---|\n| Arma 3 Tools | Arma 3 Tools Launcher |\n| `CfgFontFamilies` | this refers to a `class` type that can be put inside a config.cpp file. |\n| `.tga` file format | Used for textures. In this context, TGA files are used to store all characters of a font. |\n| `.paa` file format | Also used for textures. Arma 3 uses TGA files converted into PAA files to display text. |\n| `.fxy` file format | This contains information about where each character of a font is placed in a particular texture file. |\n| FontToTGA.exe | A command-line tool included with Arma 3 Tools. It converts fonts into TGA files. More details here: FontToTga |\n| ImageToPAA.exe | A tool also included in Arma 3 Tools which can be used to convert TGA files into PAA files. More details here: ImageToPAA |\n\n### Steps\n\nThe idea is that fonts (TTF or OTF) can be converted into TGA files by `FontToTGA.exe`.\nEvery time `FontToTGA.exe` is called, one of the required parameters is a specific font size in `pt` size format.\n\n1. `FontToTGA.exe` will then generate `.fxy` files and `.tga` files.\n1. Then, ImageToPAA.exe can convert the TGA files created by FontToTGA.exe into PAA files.\n1. Then the `.fxy` and `.paa` files should be moved into an Addon. See Arma 3: Creating an Addon to learn how to make one.\n1. Then, inside of the addon's config.cpp, there should be an entry for each font you want to add, so that the game knows for what to look. Here is an example of that `config.cpp`:\n\n   ```cpp\n   class CfgPatches\n   {\n       class TAG_Custom_Fonts\n       {\n           name = \"SOMETHING - UI fonts\";\n           author = \"your name\";\n           url = \"https://github.com/yourname\";\n           requiredVersion = 0;\n           requiredAddons[] = {};\n           units[] = {};\n           weapons[] = {};\n           skipWhenMissingDependcies = 0;\n       };\n   };\n\n   class CfgFontFamilies\n   {\n       class BebasNeue\n       {\n           fonts[] =\n           {\n               /*\n                   these are just four examples to make this example shorter.\n                   normally, there would be a lot more entries in here as explained below.\n               */\n               \"TAG_Custom_Fonts\\Fonts\\BebasNeue\\BebasNeue10\", // the number at the end refers to the size of the font in pt\n               \"TAG_Custom_Fonts\\Fonts\\BebasNeue\\BebasNeue11\",\n               \"TAG_Custom_Fonts\\Fonts\\BebasNeue\\BebasNeue12\",\n               \"TAG_Custom_Fonts\\Fonts\\BebasNeue\\BebasNeue100\" // it can go higher than that, but 100 is pretty big :)\n           };\n       };\n   };\n   ```\n\n### Config\n\nEach added font requires a `class theNameOfTheFont` in the `class CfgFontFamilies` brackets.\nIf you want to add multiple fonts, simply do it like so:\n\n```cpp\nclass CfgFontFamilies\n{\n    class SomeReallyNiceFont\n    {\n        fonts[] = {}; // should be filled with strings\n    };\n\n    class MonoSpaceFontMaybe\n    {\n        fonts[] = {}; // should be filled with strings\n    };\n\n    // and so on - add as much as you like\n};\n```\n\n> [!NOTE]\n> The classname you use will be the exact name that you later will use in the `font = \"fontName\";` property to get that font to appear in UI elements.\n\nThe name itself makes no difference as long as it does not conflict with an existing font.\nThanks to the creator of the Powershell script (as linked earlier), the config is generated for you.\nThe only thing you need to do is copy it and paste it in the right place.\n\n#### Fonts Array\n\nThis will all be generated by the Powershell script :)\nIt is a list of strings where each string refers to the path of each size of the font that was generated.\nIf you want really big text in the game, then the appropriate size in pt has to be generated.\nIf the text inside of a UI element is much larger than the biggest available texture, the text will look ugly simply because the game will scale the texture up to the requested size.\nBy default, the Powershell script will generate a bunch of sizes to make sure that the font will look good through a wide range of sizes;\nbut it is also capable of using provided custom sizes. Using the default values is fine.\nIf you only want a very specific size of the font, you can use the Powershell script to get that. The script itself tells you how.\n\n### Process\n\n1. Read the instructions for the Powershell script, then execute that script.\n1. Once done, you should have a bunch of `.fxy` and `.tga` files inside the Fonts folder of where `FontToTGA.exe` is located. Unless you provided another location to the Powershell script.\n1. Now it is time to let `ImageToPAA.exe` convert all the `.tga` files into `.paa` files. Start it up and just look at the interface to see how it works. It is pretty straightforward.\n1. Once all PAA images are generated, copy the `.fxy` and `.paa` files into a directory where you can let Addon Builder (also included in Arma 3 Tools) make a PBO from. The instructions on how to use Addon Builder can be found here.\n1. Now pay close attention to the config for `class CfgFontFamilies` that was generated by the Powershell script: each string in the `fonts[] = {};` list will contain the path to where the `.fxy` and `.paa` files should be placed.\n\n   An example:\n\n   ```cpp\n   fonts[] =\n   {\n       \"TAG_Custom_Fonts\\Fonts\\BebasNeue\\BebasNeue10\"\n   };\n   ```\n\n   The `TAG_Custom_Fonts` is a reference to the class used inside the addon `config.cpp`'s `class CfgPatches`.\n   In the example above, there should be a folder called Fonts in the same folder as `config.cpp`.\n   Create it if missing, and then take the folder with the font's name (the one inside the `FontToTGA.exe`'s Fonts folder) and put it in there.\n\n   > [!NOTE]\n   > It is up to you if you want to keep or delete the `.tga` files.\n1. Double-check everything and make sure the `config.cpp` for your addon has been set right. If so, build it using Addon Builder.\n1. Add it to the launch options of the game. Instructions for that can be found elsewhere.\n1. Start the game, go into the 3DEN editor, open the config viewer, double-click on `configFile`.\n1. Type `CfgFontFamilies`. It should scroll the list to where it is.\n1. Double-click it and it should show the font you have added :)\n1. If so, then your font is ready to be used in the game. To see it, make sure any Dialog/Display control with a `text` property has `font = \"theFontYouAdded\";` in it and you should be able to view the font!","sections":[{"heading":null,"level":1,"markdown":"This tutorial explains how to get a font into Arma 3.\n\n> **Disclaimer: This page describes an unofficial tool created without permission or support of Bohemia Interactive.**\n>\n> The product itself and its usage may be violating rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n>\n> See also **Official Tools**."},{"heading":"Requirements","level":3,"markdown":"- Arma 3\n- Arma 3 Tools Launcher (from Steam)\n- a Windows machine capable of running Powershell scripts\n- this unofficial Powershell script: https://github.com/Nelis75733126/Arma_3_FontToTGA_Helper/\n- a mouse and keyboard might be handy :P :P"},{"heading":"Definitions","level":3,"markdown":"| Term | Meaning |\n|---|---|\n| Arma 3 Tools | Arma 3 Tools Launcher |\n| `CfgFontFamilies` | this refers to a `class` type that can be put inside a config.cpp file. |\n| `.tga` file format | Used for textures. In this context, TGA files are used to store all characters of a font. |\n| `.paa` file format | Also used for textures. Arma 3 uses TGA files converted into PAA files to display text. |\n| `.fxy` file format | This contains information about where each character of a font is placed in a particular texture file. |\n| FontToTGA.exe | A command-line tool included with Arma 3 Tools. It converts fonts into TGA files. More details here: FontToTga |\n| ImageToPAA.exe | A tool also included in Arma 3 Tools which can be used to convert TGA files into PAA files. More details here: ImageToPAA |"},{"heading":"Steps","level":3,"markdown":"The idea is that fonts (TTF or OTF) can be converted into TGA files by `FontToTGA.exe`.\nEvery time `FontToTGA.exe` is called, one of the required parameters is a specific font size in `pt` size format.\n\n1. `FontToTGA.exe` will then generate `.fxy` files and `.tga` files.\n1. Then, ImageToPAA.exe can convert the TGA files created by FontToTGA.exe into PAA files.\n1. Then the `.fxy` and `.paa` files should be moved into an Addon. See Arma 3: Creating an Addon to learn how to make one.\n1. Then, inside of the addon's config.cpp, there should be an entry for each font you want to add, so that the game knows for what to look. Here is an example of that `config.cpp`:\n\n   ```cpp\n   class CfgPatches\n   {\n       class TAG_Custom_Fonts\n       {\n           name = \"SOMETHING - UI fonts\";\n           author = \"your name\";\n           url = \"https://github.com/yourname\";\n           requiredVersion = 0;\n           requiredAddons[] = {};\n           units[] = {};\n           weapons[] = {};\n           skipWhenMissingDependcies = 0;\n       };\n   };\n\n   class CfgFontFamilies\n   {\n       class BebasNeue\n       {\n           fonts[] =\n           {\n               /*\n                   these are just four examples to make this example shorter.\n                   normally, there would be a lot more entries in here as explained below.\n               */\n               \"TAG_Custom_Fonts\\Fonts\\BebasNeue\\BebasNeue10\", // the number at the end refers to the size of the font in pt\n               \"TAG_Custom_Fonts\\Fonts\\BebasNeue\\BebasNeue11\",\n               \"TAG_Custom_Fonts\\Fonts\\BebasNeue\\BebasNeue12\",\n               \"TAG_Custom_Fonts\\Fonts\\BebasNeue\\BebasNeue100\" // it can go higher than that, but 100 is pretty big :)\n           };\n       };\n   };\n   ```"},{"heading":"Config","level":3,"markdown":"Each added font requires a `class theNameOfTheFont` in the `class CfgFontFamilies` brackets.\nIf you want to add multiple fonts, simply do it like so:\n\n```cpp\nclass CfgFontFamilies\n{\n    class SomeReallyNiceFont\n    {\n        fonts[] = {}; // should be filled with strings\n    };\n\n    class MonoSpaceFontMaybe\n    {\n        fonts[] = {}; // should be filled with strings\n    };\n\n    // and so on - add as much as you like\n};\n```\n\n> [!NOTE]\n> The classname you use will be the exact name that you later will use in the `font = \"fontName\";` property to get that font to appear in UI elements.\n\nThe name itself makes no difference as long as it does not conflict with an existing font.\nThanks to the creator of the Powershell script (as linked earlier), the config is generated for you.\nThe only thing you need to do is copy it and paste it in the right place."},{"heading":"Fonts Array","level":4,"markdown":"This will all be generated by the Powershell script :)\nIt is a list of strings where each string refers to the path of each size of the font that was generated.\nIf you want really big text in the game, then the appropriate size in pt has to be generated.\nIf the text inside of a UI element is much larger than the biggest available texture, the text will look ugly simply because the game will scale the texture up to the requested size.\nBy default, the Powershell script will generate a bunch of sizes to make sure that the font will look good through a wide range of sizes;\nbut it is also capable of using provided custom sizes. Using the default values is fine.\nIf you only want a very specific size of the font, you can use the Powershell script to get that. The script itself tells you how."},{"heading":"Process","level":3,"markdown":"1. Read the instructions for the Powershell script, then execute that script.\n1. Once done, you should have a bunch of `.fxy` and `.tga` files inside the Fonts folder of where `FontToTGA.exe` is located. Unless you provided another location to the Powershell script.\n1. Now it is time to let `ImageToPAA.exe` convert all the `.tga` files into `.paa` files. Start it up and just look at the interface to see how it works. It is pretty straightforward.\n1. Once all PAA images are generated, copy the `.fxy` and `.paa` files into a directory where you can let Addon Builder (also included in Arma 3 Tools) make a PBO from. The instructions on how to use Addon Builder can be found here.\n1. Now pay close attention to the config for `class CfgFontFamilies` that was generated by the Powershell script: each string in the `fonts[] = {};` list will contain the path to where the `.fxy` and `.paa` files should be placed.\n\n   An example:\n\n   ```cpp\n   fonts[] =\n   {\n       \"TAG_Custom_Fonts\\Fonts\\BebasNeue\\BebasNeue10\"\n   };\n   ```\n\n   The `TAG_Custom_Fonts` is a reference to the class used inside the addon `config.cpp`'s `class CfgPatches`.\n   In the example above, there should be a folder called Fonts in the same folder as `config.cpp`.\n   Create it if missing, and then take the folder with the font's name (the one inside the `FontToTGA.exe`'s Fonts folder) and put it in there.\n\n   > [!NOTE]\n   > It is up to you if you want to keep or delete the `.tga` files.\n1. Double-check everything and make sure the `config.cpp` for your addon has been set right. If so, build it using Addon Builder.\n1. Add it to the launch options of the game. Instructions for that can be found elsewhere.\n1. Start the game, go into the 3DEN editor, open the config viewer, double-click on `configFile`.\n1. Type `CfgFontFamilies`. It should scroll the list to where it is.\n1. Double-click it and it should show the font you have added :)\n1. If so, then your font is ready to be used in the game. To see it, make sure any Dialog/Display control with a `text` property has `font = \"theFontYouAdded\";` in it and you should be able to view the font!"}],"categories":["Arma 3: Tutorials"],"groups":["General"]},{"name":"Arma 3: Advanced Helicopter Flight Model","title":"Arma 3: Advanced Helicopter Flight Model","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Advanced_Helicopter_Flight_Model","revid":340297,"updated":"2023-04-28T17:20:15Z","aliases":["Advanced Helicopter Flight Model in Arma3","Arma 3 Advanced Helicopter Flight Model"],"markdown":"This document relates to Helicopter_Flight_Model_Config_(XML)\n\n**Changes introduced by RTD libraries 4.1.1 in Arma 3 Helicopters DLC**\n\n1) *<Fuselage CoPX= CoPY= CoPZ=*\nchanged to **forceExertionPnt*=**\n\n2) *<Engines> maxPower=*\nchanged to **emergencyPowerHP=**\n\n*<DriveTrains> torque maximumContinuous=* and *takeoff=* have no use, were removed\n\n3) *<ControlSystem> <FCSComponent* renamed to **<CSComponent**\n\nAdded new value **rotorBrake**\n\n4) *<Rotors> <ModelConfiguration updateSubstepCount=\"360\" />*\nwere replaced by **<ModelConfiguration maxIntegrationStepSizeDeg=\"1.0\" />**\n\nnew entries\n\n```\n<Geometry>\n```\n\n**<Blades rootCutout=**\n\n```\n<AerodynamicFeatures>\n```\n\n*<InducedVelocity groundEffectFactor= >*\n**<InducedVelocityTable>**\n\n```\n<VortexRingState>\n```\n\n**<Perturbation>**\n**<RoughnessBoundaries>**\n\n```\n<Blades tipLossFactor=\n```\n\n5) *<GroundContacts>* **removed** *<GeneralConfiguration*\ngearDragCoefficient= *and* gearReferenceArea=\"0\"\n\n### Notes about VRS (Vortex Ring State):\n\nWhen the vortex ring state is entered depends on vertical velocity,\nhorizontal velocity and current thrust (roughly collective position).\nGenerally, VRS occurs at low horizontal speeds and relatively large\nvertical speeds (comparable to induced velocity at the given thrust\nsetting). Although there are different numbers mentioned in the\nInternet they are usually over-generalizations. VRS entrance\nconditions differ from helicopter to helicopter and it differs\nalso depending on the current mass of the helicopter. A loaded\nhelicopter requires more thrust, which results in larger induced\nvelocity. In this configuration, blade tip vortices are blown quickly\ndownwards and entrance to VRS is hence harder.\n\nVRS starts with vibrations. As the vertical speed increases VRS\ncondition deepens and pitch,yaw,roll and thrust oscillations can\nbe observed. Another important thing to observe is sudden loss\nof thrust; climb rate will fall quickly in VRS however it will\nstabilize after some time.\n\nOnce the VRS is fully established the thrust will not be sufficient\nto come out. Actually, if the helicopter is relatively lightly\nloaded and has powerful engines, it might eventually brake\nthe descend but usually this takes more time than simply increasing\nhorizontal speed. Getting a little bit ETL will clear the rotor\nfrom vortex rings.\n\n**RTD Implementation:**\nThere are two aspects of VRS\n\n- Average induced velocity increase\n- Changes in distribution of the induced velocity on the blades\n\nFor the first one an empirical, table look-up based model is used.\n( see <InducedVelocityTable> ). As is customariy in the literature,\nthe axes and values in this table are non-dimensionalized by dividing\nto **v_h = sqrt(Thrust/(2*airdensity*rotorArea))**\n\nMore details about this simulation approach can be found in this paper [link](http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA526709)\n\nThe second one is partly responsible for the thrust loss (increase in\naverage induced velocity also plays a major role) and also\nvibration and oscillations.\n\n- Loss of thrust: Distribution of the induced velocity at the blade elements are automatically modified in VRS.\n- Vibration: vibration is to be visually cued at the application level (e.g. vibrating console etc. ).\n- Oscillations: RTD provides a configurable means for creating thrust and moment oscillations.\n\nConfiguration of the behavior in VRS is made in <VortexRingState>\nsection of the XML. In <Perturbation> section, oscillations for thrust\nand moments can be configured with their periods and amplitudes.","sections":[{"heading":null,"level":1,"markdown":"This document relates to Helicopter_Flight_Model_Config_(XML)\n\n**Changes introduced by RTD libraries 4.1.1 in Arma 3 Helicopters DLC**\n\n1) *<Fuselage CoPX= CoPY= CoPZ=*\nchanged to **forceExertionPnt*=**\n\n2) *<Engines> maxPower=*\nchanged to **emergencyPowerHP=**\n\n*<DriveTrains> torque maximumContinuous=* and *takeoff=* have no use, were removed\n\n3) *<ControlSystem> <FCSComponent* renamed to **<CSComponent**\n\nAdded new value **rotorBrake**\n\n4) *<Rotors> <ModelConfiguration updateSubstepCount=\"360\" />*\nwere replaced by **<ModelConfiguration maxIntegrationStepSizeDeg=\"1.0\" />**\n\nnew entries\n\n```\n<Geometry>\n```\n\n**<Blades rootCutout=**\n\n```\n<AerodynamicFeatures>\n```\n\n*<InducedVelocity groundEffectFactor= >*\n**<InducedVelocityTable>**\n\n```\n<VortexRingState>\n```\n\n**<Perturbation>**\n**<RoughnessBoundaries>**\n\n```\n<Blades tipLossFactor=\n```\n\n5) *<GroundContacts>* **removed** *<GeneralConfiguration*\ngearDragCoefficient= *and* gearReferenceArea=\"0\""},{"heading":"Notes about VRS (Vortex Ring State):","level":3,"markdown":"When the vortex ring state is entered depends on vertical velocity,\nhorizontal velocity and current thrust (roughly collective position).\nGenerally, VRS occurs at low horizontal speeds and relatively large\nvertical speeds (comparable to induced velocity at the given thrust\nsetting). Although there are different numbers mentioned in the\nInternet they are usually over-generalizations. VRS entrance\nconditions differ from helicopter to helicopter and it differs\nalso depending on the current mass of the helicopter. A loaded\nhelicopter requires more thrust, which results in larger induced\nvelocity. In this configuration, blade tip vortices are blown quickly\ndownwards and entrance to VRS is hence harder.\n\nVRS starts with vibrations. As the vertical speed increases VRS\ncondition deepens and pitch,yaw,roll and thrust oscillations can\nbe observed. Another important thing to observe is sudden loss\nof thrust; climb rate will fall quickly in VRS however it will\nstabilize after some time.\n\nOnce the VRS is fully established the thrust will not be sufficient\nto come out. Actually, if the helicopter is relatively lightly\nloaded and has powerful engines, it might eventually brake\nthe descend but usually this takes more time than simply increasing\nhorizontal speed. Getting a little bit ETL will clear the rotor\nfrom vortex rings.\n\n**RTD Implementation:**\nThere are two aspects of VRS\n\n- Average induced velocity increase\n- Changes in distribution of the induced velocity on the blades\n\nFor the first one an empirical, table look-up based model is used.\n( see <InducedVelocityTable> ). As is customariy in the literature,\nthe axes and values in this table are non-dimensionalized by dividing\nto **v_h = sqrt(Thrust/(2*airdensity*rotorArea))**\n\nMore details about this simulation approach can be found in this paper [link](http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA526709)\n\nThe second one is partly responsible for the thrust loss (increase in\naverage induced velocity also plays a major role) and also\nvibration and oscillations.\n\n- Loss of thrust: Distribution of the induced velocity at the blade elements are automatically modified in VRS.\n- Vibration: vibration is to be visually cued at the application level (e.g. vibrating console etc. ).\n- Oscillations: RTD provides a configurable means for creating thrust and moment oscillations.\n\nConfiguration of the behavior in VRS is made in <VortexRingState>\nsection of the XML. In <Perturbation> section, oscillations for thrust\nand moments can be configured with their periods and amplitudes."}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: AI Config Reference","title":"Arma 3: AI Config Reference","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_AI_Config_Reference","revid":373242,"updated":"2025-04-12T22:20:55Z","aliases":[],"markdown":"> [!NOTE]\n> Note that this is the relevant page for Arma 3 AI configuration. Implementations for older Arma titles differ somewhat, but are irrelevant for Arma 3.\n\n## CfgBrains Config Reference\n\nAs of Arma 3 v2.00 it contains three classes\n\n- DefaultAnimalBrain\n- DefaultCivilianBrain\n- DefaultSoldierBrain\n\nEach of which contains a Components class. Only DefaultSoldierBrain includes any components by default.\n\nSources:\n\n1. [oukej, BI-Forums, AI Discussion](https://forums.bohemia.net/forums/topic/150499-ai-discussion-dev-branch/?do=findComment&comment=3367671)\n1. [klamacz, BI-Forums, AI Discussion](https://forums.bohemia.net/forums/topic/150499-ai-discussion-dev-branch/?page=168&tab=comments#comment-3075074)\n1. [.kju, BI-Forums, AI must have better autonomy.](https://forums.bohemia.net/forums/topic/217481-ai-must-have-better-autonomy/?do=findComment&comment=3300586)\n\n> [!IMPORTANT]\n> Source 2 states that you can create a custom soldier brain, but nowhere is it stated which brain a unit will use.\n\n### AIBrainAimingErrorComponent\n\n#### B\n\n##### best/worstDecreaseTime\n\n**Description:** How long (in seconds) it should take a 1 and 0 skilled unit respectivelly to stabilize their aim completely\n\n###### bestDecreaseTime\n\n**Type:** Float\n\n**Default:** 0.2\n\n###### worstDecreaseTime\n\n**Type:** Float\n\n**Default:** 2\n\n#### D\n\n##### damageCoef\n\n**Type:** Float\n\n**Default:** 10\n\n**Description:** Importance of damage of entity, multiplier\n\n#### F\n\n##### fatigueCoef\n\n**Type:** Float\n\n**Default:** 10\n\n**Description:** Importance of damage of entity, multiplier\n\n#### L\n\n##### lostTargetCoef\n\n**Type:** Float\n\n**Default:** 3\n\n**Description:** Importance of loosing target event, multiplier\n\n##### lostTargetTimeMax\n\n**Type:** Float\n\n**Default:** 3\n\n**Description:** How long error is raising after loosing sight of target\n\n##### lostTargetTimeMin\n\n**Type:** Float\n\n**Default:** 0.5\n\n**Description:** How soon after loosing sight of target, error starts to raise\n\n#### M\n\n##### maxAngularError\n\n**Type:** Float\n\n**Default:** 0.1309\n\n**Description:** Half of the error cone in radians\n\n##### maxAngularErrorTurrets\n\n**Type:** Float\n\n**Default:** ? (*0.0872*, but sources do not all match)\n\n**Description:** Half of the error cone in radians, used for turrets\n\n##### movingInfluence\n\n**Type:** Float\n\n**Default:** 1\n\n**Description:** Importance of moving in algorithm, multiplier\n\n#### S\n\n##### shootingInfluence\n\n**Type:** Float\n\n**Default:** 0.4\n\n**Description:** Importance of shooting in algorithm, multiplier\n\n##### suppressionCoef\n\n**Type:** Float\n\n**Default:** 0.5\n\n**Description:** Importance of suppression value, multiplier\n\n#### T\n\n##### turningInfluence\n\n**Type:** Float\n\n**Default:** 1\n\n**Description:** Importance of turning in algorithm, multiplier\n\n### AIBrainCountermeasuresComponent\n\n#### C\n\n##### CMCheckDelay\n\n**Type:** Float\n\n**Default:** 0.8\n\n##### CMOnTargettedProbability\n\n**Type:** Float\n\n**Default:** 0.1\n\n#### N\n\n##### nonLeaderSmokeProbability\n\n**Type:** Float\n\n**Default:** 0.1\n\n#### M\n\n##### minimalThrowDistance\n\nClarify\n\n**Type:** Integer\n\n**Default:** 900\n\n##### minReactionTime\n\n**Type:** Float\n\n**Default:** 0.1\n\n##### maxReactionTime\n\n**Type:** Float\n\n**Default:** 3\n\n#### R\n\n##### randomReactionTimePercent\n\n**Type:** Float\n\n**Default:** 0.2\n\n#### S\n\n##### suppressionThreshold\n\n**Type:** Float\n\n**Default:** 0.8\n\n##### suppressionTimerMax\n\n**Type:** Float\n\n**Default:** 2\n\n#### U\n\n##### useSmokeGrenadeDelay\n\n**Type:** Integer\n\n**Default:** 20\n\n### AIBrainSuppressionComponent\n\n#### C\n\n##### cause...\n\n**Type:** Float\n\n**Description:** How much impact different danger causes will have on suppression\n\n###### causeBulletCloseWeight\n\n**Type:** Float\n\n**Default:** 0.5\n\n> [!NOTE]\n> Source 1 and 2 provides conflicting default values of 0.5 and 0.15\n\n###### causeExplosionWeight\n\n**Type:** Float\n\n**Default:** 0.5\n\n> [!NOTE]\n> Source 1 and 2 provides conflicting default values of 0.5 and 0.15\n\n###### causeFireWeight\n\n**Type:** Float\n\n**Default:** 0.5\n\n###### causeHitWeight\n\n**Type:** Float\n\n**Default:** 0.5\n\n#### D\n\n##### ...DecreaseTime\n\n**Type:** Float\n\n**Description:** How long it will take for a unit to loose suppression\n\n###### bestDecreaseTime\n\n**Type:** Float\n\n**Default:** 1\n\n**Description:** How long it will take for a skill 1 unit to loose suppression[*citation needed*]\n\n###### worstDecreaseTime\n\n**Type:** Float\n\n**Default:** 10\n\n**Description:** How long it will take for a skill 0 unit to loose suppression[*citation needed*]\n\n#### M\n\n##### maxSuppression\n\n**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Maximum level of suppression\n\n##### suppressionRange\n\n**Type:** Float\n\n**Default:** 1.0 / 20.0 ?\n\n**Description:** Default suppression range, if not provided by ammo type\n\n> [!NOTE]\n> Source 1 and 2 provides conflicting default values of 1.0 and 20.0\n\n##### suppressionThreshold\n\n**Type:** Float\n\n**Default:** 0.7\n\n**Description:** Threshold to change behavior (use smoke grenades for example)\n\n### AIBrainTargetSelectorComponent\n\nAs of Arma 3 v2.00 this component appears to be unimplemented and empty.\n\n## AI Skill Config Reference\n\n### CfgAILevelPresets\n\nThis sets the values for the different presets available in Game Settings, by default there are four classes available:\n\n- AILevelHigh\n- AILevelMedium\n- AILevelLow\n- Custom\n\nEach of which feature the following properties\n\n#### D\n\n##### displayName\n\n**Type:** String\n\n**Description:** Text displayed in the dropdown menu\n\n```cpp\ndisplayName = \"Custom\"\n```\n\n#### P\n\n##### precisionAI\n\n**Type:** Float\n\n**Description:** Coefficient applied to all accuracy skills\n\n#### S\n\n##### skillAI\n\n**Type:** Float\n\n**Description:** Coefficient applied to all utility skills\n\n### CfgAISkill\n\n#### A\n\n##### aimingAccuracy\n\n**Type:** Array\n\n**Default:** {0,0,1,1}\n\n##### aimingShake\n\n**Type:** Array\n\n**Default:** {0,0,1,1}\n\n##### aimingSpeed\n\n**Type:** Array\n\n**Default:** {0,0.5,1,1}\n\n#### C\n\n##### commanding\n\n**Type:** Array\n\n**Default:** {0,0,1,1}\n\n##### courage\n\n**Type:** Array\n\n**Default:** {0,0,1,1}\n\n#### E\n\n##### endurance\n\n> [!IMPORTANT]\n> This tokenName is no longer available in Arma 3.\n\n**Type:** Array\n\n**Default:** {0,0,1,1}\n\n#### G\n\n##### general\n\n**Type:** Array\n\n**Default:** {0,0,1,1}\n\n#### R\n\n##### reloadSpeed\n\n**Type:** Array\n\n**Default:** {0,0,1,1}\n\n#### S\n\n##### spotDistance\n\n**Type:** Array\n\n**Default:** {0,0,1,1}\n\n##### spotTime\n\n**Type:** Array\n\n**Default:** {0,0,1,1}\n\n### CfgDifficultyPresets\n\n#### L\n\n##### levelAI\n\n**Type:** String\n\n**Description:** Refers to CfgAILevelPresets\n\n## AI Steering Components\n\nSubclasses of *(configFile >> \"CfgVehicles\" >> _vehicle >> \"components\")* class\n\n### AICarSteeringComponent\n\n*Default values taken from Car_F class*\n\n#### A\n\n##### allow...\n\nboolean\n\n```cpp\nallowOvertaking = true;            // overtaking is part of collision avoidance\nallowCollisionAvoidance = true;\nallowDrifting = false;            // allow using movement vector as direction\n```\n\n#### C\n\n##### commandTurnFactor\n\nHow strong AI will turn when commanded left/right\n\nfloat\n\n```cpp\ncommandTurnFactor = 1.0;\n```\n\n##### convoyPIDWeights[]\n\nArray\n\n```cpp\nconvoyPIDWeights[] = {1,0.01,0.01};\n```\n\n#### D\n\n##### differenceAngleCoef\n\nfloat\n\n```cpp\ndifferenceAngleCoef = 1.0;\n```\n\n##### doPredictForward\n\nPrediction ahead is used for both steering and analysing of shape to modify the speed\n\nBoolean\n\n```cpp\ndoPredictForward = true;\n```\n\n###### predictForwardRange[]\n\nArray\n\n```cpp\npredictForwardRange[] = { 1, 20 };\n```\n\n###### steerAheadSaturation[]\n\nSteer ahead is a point to steer to, saturated down to given range, in meters\n\nArray\n\n```cpp\nsteerAheadSaturation[] = { 0.01, 0.4 };\n```\n\n##### doRemapSpeed\n\nRemapping of maxSpeed of vehicle, for fast vehicles we want to lower the used speed\n\nBoolean\n\n```cpp\ndoRemapSpeed = true;\n```\n\n###### remapSpeedRange\n\nArray\n\n```cpp\nremapSpeedRange[] = { 30.0, 70.0 };\n```\n\n###### remapSpeedScalar\n\nArray\n\n```cpp\nremapSpeedScalar[] = { 1.0, 0.35 };\n```\n\n#### S\n\n##### speedPIDWeights\n\nControls working parameters of speed PID controller (Kp, Ki, Kd)\n\nArray\n\n```cpp\nspeedPIDWeights[] = { 0.7, 0.2, 0.0 };\n```\n\n##### speedPredictionMethod\n\nInteger: Determines the manipulability of the class.\n\n| Value | Type |\n|---|---|\n| `0` | Three angles method |\n| `1` | Wheel direction method |\n| `2` | Combined method |\n\n```cpp\nspeedPredictionMethod = 2;\n```\n\n###### ...AngleCoef\n\nFour coef's to determine how much given angle should influence slowing down\n\nFloat\n\n```cpp\nwheelAngleCoef = 0.7;\nforwardAngleCoef = 0.7;\nsteeringAngleCoef = 1.0;\ndifferenceAngleCoef = 0.4;\n```\n\n###### minSpeedToKeep\n\nParameter of predictionMethod = 1\n\nFloat\n\n```cpp\nminSpeedToKeep = 0.1;\n```\n\n###### maxWheelAngleDiff\n\nParameter of predictionMethod = 1\n\nFloat\n\n```cpp\nmaxWheelAngleDiff = 0.2616;\n```\n\n##### steeringPIDWeights\n\nControls working parameters of steering PID controller (Kp, Ki, Kd)\n\nArray\n\n```cpp\nsteeringPIDWeights[] = { 1.2, 0.1, 0.2 };\n```\n\n##### stuckMaxTime\n\nFor how long we allow to be not moving, before we consider us stuck\n\nfloat\n\n```cpp\nstuckMaxTime = 3.0;\n```\n\n### AITankSteeringComponent\n\n*Default values taken from Tank_F class*\n\n#### A\n\n##### allow...\n\nboolean\n\n```cpp\nallowOvertaking = true;            // overtaking is part of collision avoidance\nallowCollisionAvoidance = true;\nallowDrifting = false;            // allow using movement vector as direction\nallowTurnAroundInPoint = true;\n```\n\n#### C\n\n##### commandTurnFactor\n\nHow strong AI will turn when commanded left/right\n\nfloat\n\n```cpp\ncommandTurnFactor = 1.0;\n```\n\n##### convoyPIDWeights[]\n\nArray\n\n```cpp\nconvoyPIDWeights[] = {1,0,0};\n```\n\n#### D\n\n##### differenceAngleCoef\n\nfloat\n\n```cpp\ndifferenceAngleCoef = 1.0;\n```\n\n##### doPredictForward\n\nPrediction ahead is used for both steering and analysing of shape to modify the speed\n\nBoolean\n\n```cpp\ndoPredictForward = true;\n```\n\n###### predictForwardRange[]\n\nArray\n\n```cpp\npredictForwardRange[] = { 1, 20 };\n```\n\n###### steerAheadSaturation[]\n\nSteer ahead is a point to steer to, saturated down to given range, in meters\n\nArray\n\n```cpp\nsteerAheadSaturation[] = { 0.01, 0.4 };\n```\n\n##### doRemapSpeed\n\nRemapping of maxSpeed of vehicle, for fast vehicles we want to lower the used speed\n\nBoolean\n\n```cpp\ndoRemapSpeed = false;\n```\n\n###### remapSpeedRange\n\nArray\n\n```cpp\nremapSpeedRange[] = { 30.0, 70.0 };\n```\n\n###### remapSpeedScalar\n\nArray\n\n```cpp\nremapSpeedScalar[] = { 1.0, 0.35 };\n```\n\n#### M\n\n##### maxWheelAngleDiff\n\nParameter of predictionMethod = 1\n\nFloat\n\n```cpp\nmaxWheelAngleDiff = 0.2616;\n```\n\n##### minSpeedToKeep\n\nParameter of predictionMethod = 1\n\nFloat\n\n```cpp\nminSpeedToKeep = 0.1;\n```\n\n#### P\n\n##### predictForwardMaxSpeed\n\nInteger\n\n```cpp\nminSpeedToKeep = 15;\n```\n\n#### S\n\n##### speedPIDWeights\n\nControls working parameters of speed PID controller (Kp, Ki, Kd)\n\nArray\n\n```cpp\nspeedPIDWeights[] = { 0.7, 0.2, 0.0 };\n```\n\n##### speedPredictionMethod\n\nInteger: Determines the manipulability of the class.\n\n| Value | Type |\n|---|---|\n| `0` | Three angles method |\n| `1` | Wheel direction method |\n| `2` | Combined method |\n\n```cpp\nspeedPredictionMethod = 3; // ?\n```\n\n###### ...AngleCoef\n\nFour coef's to determine how much given angle should influence slowing down\n\nFloat\n\n```cpp\nwheelAngleCoef = 0.7;\nforwardAngleCoef = 0.7;\nsteeringAngleCoef = 1.0;\ndifferenceAngleCoef = 1.0;\n```\n\n##### steeringPIDWeights\n\nControls working parameters of steering PID controller (Kp, Ki, Kd)\n\nArray\n\n```cpp\nsteeringPIDWeights[] = { 1.2, 0.1, 0.2 };\n```\n\n##### stuckMaxTime\n\nFor how long we allow to be not moving, before we consider us stuck\n\nfloat\n\n```cpp\nstuckMaxTime = 3.0;\n```\n\n## Other\n\n### CfgAmmo\n\n#### A\n\n##### aiAmmoUsageFlags\n\n**Type:** Integer\n\n**Description:** Tells the AI how to use this Ammo. NOTE: Feature still WIP, some functions may not work yet or be removed later. See: [AI Devbranch](http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2945231&viewfull=1#post2945231)\n\n| Value | Type | Description |\n|---|---|---|\n| `0` | None | ??? |\n| `1` | Light | used for illumination |\n| `2` | Marking | ??? |\n| `4` | Concealment | used for smokes |\n| `8` | CounterMeasures | ??? |\n| `16` | Mine | ??? |\n| `32` | Underwater | used in underwater environment |\n| `64` | OffensiveInf | against infantry |\n| `128` | OffensiveVeh | against vehicles |\n| `256` | OffensiveAir | against air |\n| `512` | OffensiveArmour | against armored vehicles |\n\nMultiple flags can be combined by adding the values together\n\n```cpp\naiAmmoUsageFlags = 4; //for concealment only\naiAmmoUsageFlags = \"64 + 128\"; //against infantry and light vehicles\n```\n\n##### airLock\n\n**Type:** Boolean\n\n**Description:** Declares if ammo can lock on air targets. Also makes *AI* to decide whether to engage air units with the particular ammo.\n\n##### allowAgainstInfantry\n\n**Type:** Boolean\n\n**Description:** Default `true`. If `false`, the *AI* will not (deliberately) employ this weapon against infantry targets. Used to override *cost* behaviour.\n\n##### audibleFire\n\n**Type:** Float\n\n**Description:** How much can *AI* hear when given weapon is fired.\n\n```cpp\naudibleFire = 5.0;\n```\n\n#### C\n\n##### cost\n\n**Type:** Integer\n\n**Description:** *Cost-gain* evaluation is performed to choose an appropriate weapon.\n\n*Gain* includes self-preservation.\n*Cost* includes time required to complete the attack.\n\nAs a result, weapons with *high cost* are unlikely to be used against common targets, esp. when *low cost* weapons are available. Still, there may be situation where *AI* may decide to use high cost weapon, esp. when it thinks it has little chance of survival and needs to attempt destroying enemy quickly.\n\n```cpp\ncost = 5000;\n```\n\n#### D\n\n##### dangerRadiusBulletClose\n\n**Type:** Integer\n\n**Description:** Defines how far in meters the AI gets alerted by the bullet's pass. Default value -1 disables the detection. (works only for bullets, no other projectiles).\n\n```cpp\ndeflecting = -1;\n```\n\n##### dangerRadiusHit\n\n**Type:** Integer\n\n**Description:** Defines how far in meters the AI gets alerted by the projectile's impact or explosion. Default value -1 makes this distance be automatically derived from the hit and indirectHit properties (hit * 0.5 + indirectHit * indirectHitRange * 0.5 - but there's also an energy factor).\n\n```cpp\ndeflecting = -1;\n```\n\n#### M\n\n##### min/mid/maxRange...\n\n**Description:** These tokens are present in OFP only. They were badly classed in OFP, causing all weapons using this specific *bullet* to exhibit this behaviour rather than the behaviour of the *rifle*. As such they were transferred to Arma's *cfgWeapons*Clarify.\n\n**Above statement is not true**; Even in Arma 2 and Arma 2:OA, these values still exist and affect the *AI* **and only the AI** in the following ways:\n\nThe tokens are found/put on each weapons \"*firing modes*\", or on the gun itself, if it has no separate firing modesClarify.\n\n###### minRange\n\n**Type:** Float\n\n**Description:** *Minimum* engagement range for the *AI*.\n\nBelow given values, the *AI* **will not** engage but just \"*stare them down*\", even if they get shot at, and (most likely) killed.\n\n```cpp\nMinrange = 5;\n```\n\n###### minRangeProbab\n\n**Type:** Float\n\n**Description:** *Probability* declaring how ***high*** the chance is that the *AI* will engage a target at *minRange* using *this (current)* firing mode.\n\nValues are `0.0` to `1.0` where `1.0` equates to a *100% likelihood*.\n\n```cpp\nminRangeProbab = 0.02;\n```\n\n###### midRange\n\n**Type:** Float\n\n**Description:** *Mid-Range* engagement range for *AI'*s using *this (current)* firing mode.\n\n```cpp\nmidRange = 150;\n```\n\n###### midRangeProbab\n\n**Type:** Float\n\n**Description:** *Probability* declaring how ***high*** the chance is that the *AI* will engage a target at *midRange*.\n\nValues are `0.0` to `1.0` where `1.0` equates to a *100% likelihood*.\n\n```cpp\nmidRangeProbab = 0.7;\n```\n\n###### maxRange\n\n**Type:** Float\n\n**Description:** *Maximum* range possible for the *AI*.\n\nAlthough *AI's* **may** engage targets slightly beyond *maxRange*, this is how far the *AI* will try to shoot at targets. Targets definitely beyond *maxRange* are ignored.\n\n```cpp\nmaxRange = 500;\n```\n\n###### maxRangeProbab\n\n**Type:** Float\n\n**Description:** *Probability* declaring how ***high*** the chance is that the *AI* will engage a target at *maxRange* (or slightly below).\n\nValues are `0.0` to `1.0` where `1.0` equates to a *100% likelihood*.\n\n```cpp\nmaxRangeProbab = 0.51;\n```\n\n##### mineTrigger\n\n**Type:** String\n\n**Description:** is a in CfgMineTriggers defined class\n\n#### S\n\n##### suppressionRadiusBulletClose\n\n**Type:** Integer\n\n**Description:** Defines the max. distance in meters at which the AI becomes suppressed by the bullet's pass. Default value -1 disables the suppressive effect (works only for bullets, no other projectiles).\n\n```cpp\nsuppressionRadiusBulletClose = -1;\n```\n\n##### suppressionRadiusHit\n\n**Type:** Integer\n\n**Description:** Defines the max. distance in meters at which the AI becomes suppressed by the projectile's impact or explosion. Default value -1 disables the suppressive effect.\n\n```cpp\nsuppressionRadiusHit = -1;\n```\n\n#### V\n\n##### visibleFire\n\n**Type:** Float\n\n**Description:** How much does *AI* see a unit firing this weapon.\n\n```cpp\nvisibleFire = 18;\n```\n\n##### visibleFireTime\n\n**Type:** Integer\n\n**Description:** How long is one shot assumed to be noticeable by the *AI*.\n\nValues under `5` should be avoided, as *AI* can perform in cycles with 5s of no testing in between.\n\n```cpp\nvisibleFireTime = 18;\n```\n\n### CfgWeapons\n\n#### A\n\n##### aiBurstTerminable\n\n**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** AI firemode parameter, when true, AI will terminate burst when target is dead or out of sight\n\n##### aiDispersionCoefX\n\n**Type:** Float\n\n**Description:** Dispersion multiplier for *AI* units (axis X - left to right).\n\n##### aiDispersionCoefY\n\n**Type:** Float\n\n**Description:** Dispersion multiplier for *AI* units (axis Y - top-down).\n\n##### aiRateOfFire\n\n**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** Delay between shots at given *aiRateOfFireDistance*.\n\n##### aiRateOfFireDistance\n\n**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** At shorter distance delay (*aiRateOfFire*) goes linearly to zero.\n\n##### aiRateOfFireDispersion\n\n**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** Property that affects the randomness of delay between shots. Value sets the maximum of the range in which a random number influencing the delay between shots is generated. 0 means the delay between shots will be the same (with given actual distance). The bigger the value the longer delay can be generated.\n\n```cpp\n// randomized delay after shot\ntimeToShot = aiRateOfFire + aiRateOfFireDispersion * Random<0,1>\n```\n\n##### autoFire\n\n**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** If `true`, weapon will fire repeatedly all the while you hold the fire button down.\n\nAnd if `true` the gunner can use the weapon on his own discretion (no *commander* fire order needed - like *MG* type).\n\n#### M\n\n##### min/mid/maxRange...\n\n**Class:** ArmaModeClass\n\n**Type:** Integer\n\n**Description:** Together with *range* and *rangeProbab* values, defines probability to use this weapon for *AI* units at given distance.\n\n##### minRange\n\n**Type:** Integer\n\n##### minRangeProbab\n\n**Type:** Float\n\n##### midRange\n\n**Type:** Integer\n\n##### midRangeProbab\n\n**Type:** Float\n\n##### maxRange\n\n**Type:** Integer\n\n##### maxRangeProbab\n\n**Type:** Float\n\n#### O\n\n##### opticType\n\n**Class:** ItemInfo\n\n**Type:** Integer\n\n**Description:** Parameter which defines opticType of given optics. It is used together requiredOpticType to create additional fire modes with higher engagement ranges\n\n```cpp\nopticType = 0; // Typically used for optics without magnification (Default)\nopticType = 1; // Typically used for optics with magnification level between 2.5 - 5x\nopticType = 2; // Typically used for scopes with high magnification (>5x)\n```\n\n#### R\n\n##### requiredOpticType\n\n**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** Required opticType for AI to be able to use this fire mode. It is mainly use to increase maximum engagement distance of AI depending on the optics it has mount on its rifle\n\n```cpp\n        class single_close_optics1 : Single // This optic mode will be used if AI unit has optic mounted on this weapon with opticType >= 1. AI will engage between\n        {\n            requiredOpticType = 1;\n            showToPlayer = 0;\n            minRange = 2;\n            minRangeProbab = 0.05;\n            midRange = 300;\n            midRangeProbab = 0.8;\n            maxRange = 500;\n            maxRangeProbab = 0.01;\n            aiRateOfFire = 2;\n            aiRateOfFireDistance = 300;\n        };\n        class single_medium_optics1 : single_close_optics1 // Same as single_close_optics1 - requiredOpticType is inherited and therefore opticType >= 1 is required\n        {\n            minRange = 300;\n            minRangeProbab = 0.05;\n            midRange = 500;\n            midRangeProbab = 0.7;\n            maxRange = 700;\n            maxRangeProbab = 0.05;\n            aiRateOfFire = 2;\n            aiRateOfFireDistance = 500;\n        };\n        class single_far_optics1 : single_medium_optics1 // this optic mode will be only used if AI unit has optic with opticType = 2 mounted. With this fire mode AI will engage enemies up to 1km\n        {\n            requiredOpticType = 2;\n            minRange = 300;\n            minRangeProbab = 0.05;\n            midRange = 700;\n            midRangeProbab = 0.5;\n            maxRange = 1000;\n            maxRangeProbab = 0.05;\n            aiRateOfFire = 4;\n            aiRateOfFireDistance = 600;\n        };\n```\n\n#### S\n\n##### showToPlayer\n\n**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** Some modes defined for *AI* usage (*e.g.* burst modes for full auto weapons) can be hidden from player with this parameter.\n\n### CfgVehicles\n\n#### A\n\n##### accuracy\n\nFloat: Default value = 0.02.\n\nDetermines how easy an object is to identify. Smaller values are easier to detect.\n\nTypically, buildings are 0.2, vehicles, 0.5\n\n**A value of 1000 causes the underlying class to be identified instead.** Eg bushy trees, pink trees and yellow trees, can all be 'identified' as \"trees\". The description \"bushy trees\" is then used solely when Editing. See #VehicleClass\n\n```cpp\naccuracy = 0.2;        // buildings\naccuracy = 0.5;        // small vehicles\naccuracy = 0.9;        // truck\naccuracy = 3.500000;    // sniper\naccuracy = 1.500000;    // lawsoldier\naccuracy = 1000;        // soldier // identify (most) solders as 'man'\n```\n\nRelationship to #camouflage:\n\n**accuracy** defines how hard it is for the AI to recognise the correct class of a unit. But even if it can't recognise the correct class it can still recognise it as an enemy and engage it.\n\n**camouflage** defines how hard it is for the AI to *see* that the unit is there.\n\n##### attendant\n\nBoolean: Default false\n\nUsed for 'vehicles' to repair other 'vehicles'. Thus a hospital has an attendant that can repair soldiers. Adds the action \"Heal at XXX\"\n\n```cpp\nattendant = true;\n```\n\n##### AttributeValues\n\n> [!NOTE]\n> **Eden Editor:** Editing the *AttributeValues* class of objects allows you to change the default values.\n\n###### Skill\n\nFloat: Default 0.5\n\nChanges the default Skill slider value of the unit\n\n```cpp\nclass AttributeValues\n{\n    Skill = 0.5;\n};\n```\n\n###### UnitPos\n\nInteger: Default 0\n\nChanges the default setUnitPos toolbox value of the unit\n\n| Numeric value | unitPos |\n|---|---|\n| 0 | \"AUTO\" |\n| 1 | \"DOWN\" |\n| 2 | \"MIDDLE\" |\n| 3 | \"UP\" |\n\n```cpp\nclass AttributeValues\n{\n    UnitPos = 0; // \"AUTO\"\n};\n```\n\n##### audible\n\nfloat: Default Value 1\n\n```cpp\naudible = .05;    // man\naudible = 3;    // motorcycle\naudible = 6;    // tank/ship\n```\n\nHow loud you are. The bigger value, the better the unit is heard.\n\nsee #camouflage\n\n#### C\n\n##### ...CanSee\n\nInteger\n\nUsed to describe which sensory inputs are available to which crew members.\n\n| Numeric value | CanSee.. define | Description |\n|---|---|---|\n| 1 | Radar | Enables top left radar (OA) for a vehicle (top centre in arma and OFP). |\n| 2 | Eye | Effect unknown - maybe affects AI capabilities? |\n| 4 | Optics | Effect unknown - maybe affects AI capabilities? |\n| 8 | Ear | Effect unknown - maybe affects AI capabilities? |\n| 16 | Compass | Enables top centre compass bar and digital compass in A2/OA. |\n| 32 | Peripheral | Enables small colored blobs at the edge of the screen that indicate nearby units. |\n\nMultiple values can be added (or binary ored, giving the same result) together.\n\n```cpp\ncommanderCanSee = 31;    // default\ngunnerCanSee = 4+8+16;    // default\ndriverCanSee = 2+8+16;    // default\n```\n\n```cpp\n#define CanSeeRadar 1\n#define CanSeeEye 2\n#define CanSeeOptics 4\n#define CanSeeEar 8\n#define CanSeeCompass 16\n#define CanSeeAll 31\n#define CanSeePeripheral 32\n#define CanSeeRadarC CanSeeRadar+CanSeeCompass\n```\n\n```cpp\ncommanderCanSee = CanSeeAll;\ngunnerCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass;\ndriverCanSee = CanSeeEye+CanSeeEar+CanSeeCompass;\n```\n\n##### camouflage\n\nFloat: Default Value = 2.\n\nhow difficult to spot. bigger = easier\n\n```cpp\ncamouflage = 0.6;    // snipers\ncamouflage = 1;        // man\ncamouflage = 4;        // trucks\ncamouflage = 8;        // tanks\n```\n\nRelationship to #accuracy:\n\n**camouflage** defines how hard it is for the AI to *see* that the unit is there. The AI will not spot an enemy that has a camouflage setting of 0 (maybe this needs some more testing) even if it stands directly in front of it *as long as the enemy doesn't fire*.\n\n**accuracy** defines how hard it is for the AI to recognise the correct class of a unit. But even if it can't recognise the correct class it can still recognise it as an enemy and engage it.\n\nRelated TokenNames\n#accuracy, #nameSound, #camouflage\n\n##### canDeactivateMines\n\nBoolean: Default false\n\npart of the man class.\n\n```cpp\ncanDeactivateMines= true;    // SoldierEngineer\n```\n\n##### coefInside...\n\nFloat:\n\n```cpp\ncoefInside = 2;            // cost for movement inside buildings\ncoefInsideHeur = 4.3;    // estimation of cost based on in/out points\ncoefSpeedInside = 2; // we must go slowly inside houses\n```\n\nUsed by the static class for non moving objects such as buildings\n\n```cpp\ncoefInside = 1;    // forest\ncoefInsideHeur = 0.25;\n```\n\n##### cost\n\nFloat: Default Value 50,0000\n\nThis value reflects the attractiveness of the target to the enemy AI. When *all other considerations are equal*. A soldier eg is not interested in Air, despite it is highly attractive cost values. On the other hand, he is interested in a medic, since a medic (in normal configs) has a (while small) a higher cost, than others in the group, including the officer.\n\n```cpp\ncost = 10000000;    // an air vehicle is typically this value\ncost = 8;            // a medic;\ncost = 1;            // a grunt\ncost = 4;            // an officer\ncost = 0;            // most buildings;\n```\n\nRelated TokenNames: type, #cost, #threat\n\n#### D\n\n##### driveThroughEnabled\n\nDetermines if AI can decide to go through the object. This parameter skips regular mass checking if object can smashed through\n\n```cpp\ndriveThroughEnabled            = 1; // test parameter for AI knowing they can drive through the object\n```\n\n##### ejectDamageLimit\n\nFloat: If the damage value of the vehicle is higher than the ejectDamageLimit, AI will disembark the vehicle.\n\n```cpp\nejectDamageLimit = 0.75;\n```\n\n#### E\n\n##### enableSweep\n\nBoolean: Default true. Used by Helicopter class\n\n```cpp\nenableSweep = false;    / /UH60MG\n```\n\nIs sweeping over the target a valid technique for given helicopter?\n\n#### F\n\n##### formation...\n\nInteger:\n\n```cpp\nformationX = 10;    // default meters\nformationZ = 20;    // default meters\nformationTime = 10;    // default seconds\n```\n\nOne or both X Z values are used to keep objects separated (in meters) depending on\nwedge, echelon, V, single line, formations.\n\n##### fsmDanger\n\nString: Path to FSM file or CfgFSMs class\n\nFiles can be found at:\n\n- \\a3\\characters_f\\scripts\\danger.fsm\n- \\a3\\characters_f\\scripts\\formationCDanger.fsm\n\n```cpp\nfsmDanger = \"-\"; // CAManBase\nfsmDanger = \"A3\\characters_f\\scripts\\formationCDanger.fsm\"; // Civilian_F\n```\n\n##### fsmFormation\n\nString: Path to FSM file or CfgFSMs class\n\nFiles can be found at:\n\n- A3\\characters_f\\scripts\\formationCDanger.fsm\n\n```cpp\nfsmFormation = \"Formation\"; // CAManBase, referring to (configFile >> \"CfgFSMs\" >> \"Formation\")\nfsmDanger = \"A3\\characters_f\\scripts\\formationCDanger.fsm\"; // Civilian_F\n```\n\n#### G\n\n##### ...Gun...\n\nInteger:degrees\n\n```cpp\nminGunElev = -60;\nmaxGunElev = 60;\nminGunTurn = -5;\nmaxGunTurn = 5;\nminGunTurnAI = -30;\nmaxGunTurnAI = 30;\n```\n\n#### H\n\n##### ...HeadTurnAI\n\nInteger Degrees\n\n```cpp\nminHeadTurnAI = -70;    // man class\nmaxHeadTurnAI = 70;\n```\n\n#### I\n\n##### irScanGround\n\nBoolean: Default true.\n\nProbaly used to stop ai looking down\n\n```cpp\nirScanGround = false;    // tanks\n```\n\n##### irScanRange...\n\nInteger: Default 0\n\n```cpp\nirScanRange = 4000;        // outdated (since Resistance)\nirScanRangeMin = 500;    // tanks general\nirScanRangeMax = 4000;\nirScanRangeMin = 2000;    // air\nirScanRangeMax = 10000;\nirScanRangeMin = 4000;    // a vulcan\nirScanRangeMax = 10000;\n```\n\n##### irScanToEyeFactor\n\nInteger: Default 1\n\n```cpp\nirScanToEyeFactor = 2;    // air\nirScanToEyeFactor = 5;    // shilka\n```\n\n##### irTarget\n\nBoolean: Default true.\n\nUsed for (some) buildings so that they don't show up on tank radar. Save for very limited exceptions, this token should be enabled for all vehicle units.\n\nDisabling it will make the vehicle NOT to be engaged by infantry anti-tank gunners nor vehicle weapons. It will only be engaged by small arms, and only if its armor value is low enough for AI infantry to think it can damage it by shooting at it.\n\n```cpp\nirTarget = false;    // man\n```\n\n#### M\n\n##### minFireTime\n\nInteger: Default 20 seconds\n\n```cpp\nminFireTime = 20;\n```\n\nMinimal time spent firing on single target.\n\n#### N\n\n##### nameSound\n\nString: Default value: \"Target\"\n\nNamesound is used by the AI audio to indicate verbally where to go, what 'vehicle' to attack. Thus the audio speech \"move to 'rock' 3 o'clock' is derived from the *nameSound*.\n\n```cpp\nnameSound = \"rock\";\n```\n\nMany different nameSounds can be selected. Here are just a few.\n\n```cpp\nnameSound = crew;\nnameSound = target;\nnameSound = tank;\nnameSound = house;\n```\n\nThe actual descriptive text accompanying the 'sound' can be different see #displayName\n\nTypically, a collection of buildings (eg) will be configured as follows\n\n```cpp\nclass GenBuilding : NonStrategic {\n    scope=private; // internal use only\n    VehicleClass=\"Some Editor Group Name\";\n    namesound=\"house\";\n};\nclass YellowBuilding : GenBuilding {\n    scope=public;\n    name=\"YellowBuilding\";\n    model=\"Some yellow building.p3d\";\n};\n```\n\nRelated TokenNames\n#accuracy, #vehicleClass, #nameSound, #camouflage\n\n#### P\n\n##### preferRoads\n\nBoolean: Default false\n\n```cpp\npreferRoads = true;    // all vehicles\n```\n\n#### S\n\n##### sensitivityEar\n\nFloat: Default 0.0075\n\nSets how well can the given unit hear others.\nThe bigger the value, the better the hearing.\n\n```cpp\nsensitivityEar = 0.13;    // man\n```\n\n##### ...Speed\n\nFloat: In Kph.\n\nSetting maxSpeed for infantry units too low might cause problems when working with waypoints (units won't be able to fully complete them or won't move towards them).\n\n```cpp\nminSpeed = -0.5;    // range 0->1\nmaxSpeed = 80;        // default\nmaxSpeed = 30;        // tractor\nmaxSpeed = 60;        // boat\n```\n\n#### T\n\nRelated TokenNames: type, #cost, #threat\n\n##### threat\n\nfloat Array: Default Value {0.700000, 0.500000, 0.300000};\n\nHow threatening you are to unit types {Soft, Armor, Air}, respectively.\n\nThe ai for this model selects targets of opportunity, based on these values.\n\n```cpp\nthreat[] = {1, 0.0500000, 0.050000};        // soldier\nthreat[] = {1, 0.900000, 0.100000};            // law soldier\nthreat[] = {0.900000, 0.700000, 0.300000};    // bmp\n```\n\nRelated TokenNames: type, #cost, #threat\n\n##### type\n\nInteger: Default Value: Armored\n\nThis indicates the threat type of the 'vehicle'.\n\nIn well written configs, the 3 possible values are declared as defines at top of file for legibility\n\n```cpp\n#define VSoft 0\n#define VArmor 1\n#define VAir 2\n\ntype = VAir;\n```\n\nVehicles (and buildings) are armoured, humans are 'soft' and aircraft (obviously) are air\n\nRelated TokenNames: type, #cost, #threat\n\n#### U\n\n##### unloadInCombat\n\nBoolean: default true\n\n```cpp\nunloadInCombat = false;\n```\n\nAll true vehicles will cause ai to disembark when in combat.\n\n### CfgMoves\n\n#### V\n\n##### variantsAI[]\n\n**Type:** Array\n\n**Description:** Found in *States* when there are several variations on the same animation (usually idles) that can be played randomly.\n\nIt lists the animations to be randomly cycled. The numbers represent the probability of that animation being played, the higher the number, the more likely the animation will get to play.\n\nThe sum of these numbers is always `1`.\n\n```cpp\n//Default\nvariantsAI[] = {\"\"};\n//AidlPercMstpSnonWnonDnon\nvariantsAI[] = {\"AidlPercMstpSnonWnonDnon01\", 0.01,\n    \"AidlPercMstpSnonWnonDnon02\", 0.01,\n    \"AidlPercMstpSnonWnonDnon03\", 0.01,\n    \"AidlPercMstpSnonWnonDnon04\", 0.01,\n    \"AidlPercMstpSnonWnonDnon05\", 0.01,\n    \"AidlPercMstpSnonWnonDnon06\", 0.01,\n    \"AidlPercMstpSnonWnonDnon07\", 0.01,\n    \"AidlPercMstpSnonWnonDnon08\", 0.01,\n    \"AidlPercMstpSnonWnonDnon_idleSteady04\", 0.23,\n    \"AidlPercMstpSnonWnonDnon_idleSteady03\", 0.23,\n    \"AidlPercMstpSnonWnonDnon_idleSteady02\", 0.23,\n    \"AidlPercMstpSnonWnonDnon_idleSteady01\", 0.23};\n//ActsPsitMstpSnonWnonDnon_varSittingOnTheWall\nvariantsAI[] = {\"Mi17_Cargo02\", 0.4, \"Mi17_Cargo02_V1\", 0.1, \"Mi17_Cargo02_V2\", 0.1, \"Mi17_Cargo02_V3\", 0.1,\n    \"Mi17_Cargo02_V4\", 0.1, \"Mi17_Cargo02_V5\", 0.1, \"Mi17_Cargo02_V6\", 0.1};\n//aidlpercmstpsraswlnrdnon_S\nvariantsAI[] = {\"aidlpercmstpsraswlnrdnon_1\", 0.333, \"aidlpercmstpsraswlnrdnon_2\", 0.333, \"aidlpercmstpsraswlnrdnon_3\", 0.334};\n```\n\n##### visibleSize\n\n**Type:** Float\n\n**Description:** Found in *States*, probably used for calculating how visible a character is for the *AI*, based on his stance/animation.\n\n```cpp\nvisibleSize = 1.00012;    // SprintBaseDf                    when sprinting more visible than..\nvisibleSize = 0.700121;    // AmovPercMstpSrasWrflDnon        ..when stopped > visible than..\nvisibleSize = 0.300122;    // AmovPknlMstpSlowWrflDnon        ..when kneeling > visible than..\nvisibleSize = 0.100123;    // AmovPpneMstpSrasWrflDnon        ..when prone.\n```\n\n### CfgSurfaces\n\n#### A\n\n##### AIAvoidStance\n\nInteger: Allows restricting the AI from entering prone with two levels of emphasis\n\n| Value | Description |\n|---|---|\n| `0` | No change in behavior |\n| `1` | Less preference for going prone - avoid prone (unless stealth or suppressed or *) |\n| `2` | Almost never going prone - never prone (unless *) |\n\n```\n* means commanded, injured, animated, forced, ...\n```\n\n#### G\n\n##### grassCover\n\nFloat: Reduces visibleSize (taken from CfgMovesBasic) of unit for AI visibility movement computations (cannot make fully invisible) - it is NOT about visual drawing\n\n```cpp\ngrassCover = 0;        // Used by GdtStratisConcrete, there will be no simulated grass cover at a distance\ngrassCover = 0.05;    // Used by GdtStratisGreenGrass, there will be some simulated grass cover at a distance\n```\n\n### CfgCloudlets\n\n#### B\n\n##### blockAIVisibility\n\nSets if particles are in the AI visibility tests (default true) - false for better performance but AI is able to see through particles\n\nBoolean\n\n```cpp\nblockAIVisibility = true;\n```\n\n### CfgFormations\n\nThis class lists the formations for each side, each side containing nine classes:\n\n| CfgFormations class | formation |\n|---|---|\n| Diamond | \"DIAMOND\" |\n| EchelonLeft | \"ECH LEFT\" |\n| EcholonRight | \"ECH RIGHT\" |\n| File | \"FILE\" |\n| formColumnFixed | \"COLUMN\" |\n| Line | \"LINE\" |\n| Vee | \"VEE\" |\n| Wedge | \"WEDGE\" |\n\n#### F\n\n##### Fixed\n\nSubclass of above formation classes, contains fixed positions for formation\n\n###### FormationPositionInfoN[]\n\nArray: Sets fixed position from formation center for position N [*citation needed*]\n\n```cpp\nclass Fixed // Taken from Wedge class\n{\n    FormationPositionInfo1[] = {-1,0,0,0};\n    FormationPositionInfo2[] = {0,1,-1,0.785398};\n};\n```\n\n##### Pattern\n\nSubclass of above formation classes, contains pattern for when there are not enough Fixed positions\n\n###### FormationPositionInfoN[]\n\nArray: Sets pattern position from previous fixed/pattern position N [*citation needed*]\n\n```cpp\nclass Pattern // Taken from Wedge class\n{\n    FormationPositionInfo1[] = {-2,-1,-1,-0.785398};\n    FormationPositionInfo2[] = {-1,1,-1,0.785398};\n};\n```","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> Note that this is the relevant page for Arma 3 AI configuration. Implementations for older Arma titles differ somewhat, but are irrelevant for Arma 3."},{"heading":"CfgBrains Config Reference","level":2,"markdown":"As of Arma 3 v2.00 it contains three classes\n\n- DefaultAnimalBrain\n- DefaultCivilianBrain\n- DefaultSoldierBrain\n\nEach of which contains a Components class. Only DefaultSoldierBrain includes any components by default.\n\nSources:\n\n1. [oukej, BI-Forums, AI Discussion](https://forums.bohemia.net/forums/topic/150499-ai-discussion-dev-branch/?do=findComment&comment=3367671)\n1. [klamacz, BI-Forums, AI Discussion](https://forums.bohemia.net/forums/topic/150499-ai-discussion-dev-branch/?page=168&tab=comments#comment-3075074)\n1. [.kju, BI-Forums, AI must have better autonomy.](https://forums.bohemia.net/forums/topic/217481-ai-must-have-better-autonomy/?do=findComment&comment=3300586)\n\n> [!IMPORTANT]\n> Source 2 states that you can create a custom soldier brain, but nowhere is it stated which brain a unit will use."},{"heading":"AIBrainAimingErrorComponent","level":3,"markdown":""},{"heading":"B","level":4,"markdown":""},{"heading":"best/worstDecreaseTime","level":5,"markdown":"**Description:** How long (in seconds) it should take a 1 and 0 skilled unit respectivelly to stabilize their aim completely"},{"heading":"bestDecreaseTime","level":6,"markdown":"**Type:** Float\n\n**Default:** 0.2"},{"heading":"worstDecreaseTime","level":6,"markdown":"**Type:** Float\n\n**Default:** 2"},{"heading":"D","level":4,"markdown":""},{"heading":"damageCoef","level":5,"markdown":"**Type:** Float\n\n**Default:** 10\n\n**Description:** Importance of damage of entity, multiplier"},{"heading":"F","level":4,"markdown":""},{"heading":"fatigueCoef","level":5,"markdown":"**Type:** Float\n\n**Default:** 10\n\n**Description:** Importance of damage of entity, multiplier"},{"heading":"L","level":4,"markdown":""},{"heading":"lostTargetCoef","level":5,"markdown":"**Type:** Float\n\n**Default:** 3\n\n**Description:** Importance of loosing target event, multiplier"},{"heading":"lostTargetTimeMax","level":5,"markdown":"**Type:** Float\n\n**Default:** 3\n\n**Description:** How long error is raising after loosing sight of target"},{"heading":"lostTargetTimeMin","level":5,"markdown":"**Type:** Float\n\n**Default:** 0.5\n\n**Description:** How soon after loosing sight of target, error starts to raise"},{"heading":"M","level":4,"markdown":""},{"heading":"maxAngularError","level":5,"markdown":"**Type:** Float\n\n**Default:** 0.1309\n\n**Description:** Half of the error cone in radians"},{"heading":"maxAngularErrorTurrets","level":5,"markdown":"**Type:** Float\n\n**Default:** ? (*0.0872*, but sources do not all match)\n\n**Description:** Half of the error cone in radians, used for turrets"},{"heading":"movingInfluence","level":5,"markdown":"**Type:** Float\n\n**Default:** 1\n\n**Description:** Importance of moving in algorithm, multiplier"},{"heading":"S","level":4,"markdown":""},{"heading":"shootingInfluence","level":5,"markdown":"**Type:** Float\n\n**Default:** 0.4\n\n**Description:** Importance of shooting in algorithm, multiplier"},{"heading":"suppressionCoef","level":5,"markdown":"**Type:** Float\n\n**Default:** 0.5\n\n**Description:** Importance of suppression value, multiplier"},{"heading":"T","level":4,"markdown":""},{"heading":"turningInfluence","level":5,"markdown":"**Type:** Float\n\n**Default:** 1\n\n**Description:** Importance of turning in algorithm, multiplier"},{"heading":"AIBrainCountermeasuresComponent","level":3,"markdown":""},{"heading":"C","level":4,"markdown":""},{"heading":"CMCheckDelay","level":5,"markdown":"**Type:** Float\n\n**Default:** 0.8"},{"heading":"CMOnTargettedProbability","level":5,"markdown":"**Type:** Float\n\n**Default:** 0.1"},{"heading":"N","level":4,"markdown":""},{"heading":"nonLeaderSmokeProbability","level":5,"markdown":"**Type:** Float\n\n**Default:** 0.1"},{"heading":"M","level":4,"markdown":""},{"heading":"minimalThrowDistance","level":5,"markdown":"Clarify\n\n**Type:** Integer\n\n**Default:** 900"},{"heading":"minReactionTime","level":5,"markdown":"**Type:** Float\n\n**Default:** 0.1"},{"heading":"maxReactionTime","level":5,"markdown":"**Type:** Float\n\n**Default:** 3"},{"heading":"R","level":4,"markdown":""},{"heading":"randomReactionTimePercent","level":5,"markdown":"**Type:** Float\n\n**Default:** 0.2"},{"heading":"S","level":4,"markdown":""},{"heading":"suppressionThreshold","level":5,"markdown":"**Type:** Float\n\n**Default:** 0.8"},{"heading":"suppressionTimerMax","level":5,"markdown":"**Type:** Float\n\n**Default:** 2"},{"heading":"U","level":4,"markdown":""},{"heading":"useSmokeGrenadeDelay","level":5,"markdown":"**Type:** Integer\n\n**Default:** 20"},{"heading":"AIBrainSuppressionComponent","level":3,"markdown":""},{"heading":"C","level":4,"markdown":""},{"heading":"cause...","level":5,"markdown":"**Type:** Float\n\n**Description:** How much impact different danger causes will have on suppression"},{"heading":"causeBulletCloseWeight","level":6,"markdown":"**Type:** Float\n\n**Default:** 0.5\n\n> [!NOTE]\n> Source 1 and 2 provides conflicting default values of 0.5 and 0.15"},{"heading":"causeExplosionWeight","level":6,"markdown":"**Type:** Float\n\n**Default:** 0.5\n\n> [!NOTE]\n> Source 1 and 2 provides conflicting default values of 0.5 and 0.15"},{"heading":"causeFireWeight","level":6,"markdown":"**Type:** Float\n\n**Default:** 0.5"},{"heading":"causeHitWeight","level":6,"markdown":"**Type:** Float\n\n**Default:** 0.5"},{"heading":"D","level":4,"markdown":""},{"heading":"...DecreaseTime","level":5,"markdown":"**Type:** Float\n\n**Description:** How long it will take for a unit to loose suppression"},{"heading":"bestDecreaseTime","level":6,"markdown":"**Type:** Float\n\n**Default:** 1\n\n**Description:** How long it will take for a skill 1 unit to loose suppression[*citation needed*]"},{"heading":"worstDecreaseTime","level":6,"markdown":"**Type:** Float\n\n**Default:** 10\n\n**Description:** How long it will take for a skill 0 unit to loose suppression[*citation needed*]"},{"heading":"M","level":4,"markdown":""},{"heading":"maxSuppression","level":5,"markdown":"**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Maximum level of suppression"},{"heading":"suppressionRange","level":5,"markdown":"**Type:** Float\n\n**Default:** 1.0 / 20.0 ?\n\n**Description:** Default suppression range, if not provided by ammo type\n\n> [!NOTE]\n> Source 1 and 2 provides conflicting default values of 1.0 and 20.0"},{"heading":"suppressionThreshold","level":5,"markdown":"**Type:** Float\n\n**Default:** 0.7\n\n**Description:** Threshold to change behavior (use smoke grenades for example)"},{"heading":"AIBrainTargetSelectorComponent","level":3,"markdown":"As of Arma 3 v2.00 this component appears to be unimplemented and empty."},{"heading":"AI Skill Config Reference","level":2,"markdown":""},{"heading":"CfgAILevelPresets","level":3,"markdown":"This sets the values for the different presets available in Game Settings, by default there are four classes available:\n\n- AILevelHigh\n- AILevelMedium\n- AILevelLow\n- Custom\n\nEach of which feature the following properties"},{"heading":"D","level":4,"markdown":""},{"heading":"displayName","level":5,"markdown":"**Type:** String\n\n**Description:** Text displayed in the dropdown menu\n\n```cpp\ndisplayName = \"Custom\"\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"precisionAI","level":5,"markdown":"**Type:** Float\n\n**Description:** Coefficient applied to all accuracy skills"},{"heading":"S","level":4,"markdown":""},{"heading":"skillAI","level":5,"markdown":"**Type:** Float\n\n**Description:** Coefficient applied to all utility skills"},{"heading":"CfgAISkill","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"aimingAccuracy","level":5,"markdown":"**Type:** Array\n\n**Default:** {0,0,1,1}"},{"heading":"aimingShake","level":5,"markdown":"**Type:** Array\n\n**Default:** {0,0,1,1}"},{"heading":"aimingSpeed","level":5,"markdown":"**Type:** Array\n\n**Default:** {0,0.5,1,1}"},{"heading":"C","level":4,"markdown":""},{"heading":"commanding","level":5,"markdown":"**Type:** Array\n\n**Default:** {0,0,1,1}"},{"heading":"courage","level":5,"markdown":"**Type:** Array\n\n**Default:** {0,0,1,1}"},{"heading":"E","level":4,"markdown":""},{"heading":"endurance","level":5,"markdown":"> [!IMPORTANT]\n> This tokenName is no longer available in Arma 3.\n\n**Type:** Array\n\n**Default:** {0,0,1,1}"},{"heading":"G","level":4,"markdown":""},{"heading":"general","level":5,"markdown":"**Type:** Array\n\n**Default:** {0,0,1,1}"},{"heading":"R","level":4,"markdown":""},{"heading":"reloadSpeed","level":5,"markdown":"**Type:** Array\n\n**Default:** {0,0,1,1}"},{"heading":"S","level":4,"markdown":""},{"heading":"spotDistance","level":5,"markdown":"**Type:** Array\n\n**Default:** {0,0,1,1}"},{"heading":"spotTime","level":5,"markdown":"**Type:** Array\n\n**Default:** {0,0,1,1}"},{"heading":"CfgDifficultyPresets","level":3,"markdown":""},{"heading":"L","level":4,"markdown":""},{"heading":"levelAI","level":5,"markdown":"**Type:** String\n\n**Description:** Refers to CfgAILevelPresets"},{"heading":"AI Steering Components","level":2,"markdown":"Subclasses of *(configFile >> \"CfgVehicles\" >> _vehicle >> \"components\")* class"},{"heading":"AICarSteeringComponent","level":3,"markdown":"*Default values taken from Car_F class*"},{"heading":"A","level":4,"markdown":""},{"heading":"allow...","level":5,"markdown":"boolean\n\n```cpp\nallowOvertaking = true;            // overtaking is part of collision avoidance\nallowCollisionAvoidance = true;\nallowDrifting = false;            // allow using movement vector as direction\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"commandTurnFactor","level":5,"markdown":"How strong AI will turn when commanded left/right\n\nfloat\n\n```cpp\ncommandTurnFactor = 1.0;\n```"},{"heading":"convoyPIDWeights[]","level":5,"markdown":"Array\n\n```cpp\nconvoyPIDWeights[] = {1,0.01,0.01};\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"differenceAngleCoef","level":5,"markdown":"float\n\n```cpp\ndifferenceAngleCoef = 1.0;\n```"},{"heading":"doPredictForward","level":5,"markdown":"Prediction ahead is used for both steering and analysing of shape to modify the speed\n\nBoolean\n\n```cpp\ndoPredictForward = true;\n```"},{"heading":"predictForwardRange[]","level":6,"markdown":"Array\n\n```cpp\npredictForwardRange[] = { 1, 20 };\n```"},{"heading":"steerAheadSaturation[]","level":6,"markdown":"Steer ahead is a point to steer to, saturated down to given range, in meters\n\nArray\n\n```cpp\nsteerAheadSaturation[] = { 0.01, 0.4 };\n```"},{"heading":"doRemapSpeed","level":5,"markdown":"Remapping of maxSpeed of vehicle, for fast vehicles we want to lower the used speed\n\nBoolean\n\n```cpp\ndoRemapSpeed = true;\n```"},{"heading":"remapSpeedRange","level":6,"markdown":"Array\n\n```cpp\nremapSpeedRange[] = { 30.0, 70.0 };\n```"},{"heading":"remapSpeedScalar","level":6,"markdown":"Array\n\n```cpp\nremapSpeedScalar[] = { 1.0, 0.35 };\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"speedPIDWeights","level":5,"markdown":"Controls working parameters of speed PID controller (Kp, Ki, Kd)\n\nArray\n\n```cpp\nspeedPIDWeights[] = { 0.7, 0.2, 0.0 };\n```"},{"heading":"speedPredictionMethod","level":5,"markdown":"Integer: Determines the manipulability of the class.\n\n| Value | Type |\n|---|---|\n| `0` | Three angles method |\n| `1` | Wheel direction method |\n| `2` | Combined method |\n\n```cpp\nspeedPredictionMethod = 2;\n```"},{"heading":"...AngleCoef","level":6,"markdown":"Four coef's to determine how much given angle should influence slowing down\n\nFloat\n\n```cpp\nwheelAngleCoef = 0.7;\nforwardAngleCoef = 0.7;\nsteeringAngleCoef = 1.0;\ndifferenceAngleCoef = 0.4;\n```"},{"heading":"minSpeedToKeep","level":6,"markdown":"Parameter of predictionMethod = 1\n\nFloat\n\n```cpp\nminSpeedToKeep = 0.1;\n```"},{"heading":"maxWheelAngleDiff","level":6,"markdown":"Parameter of predictionMethod = 1\n\nFloat\n\n```cpp\nmaxWheelAngleDiff = 0.2616;\n```"},{"heading":"steeringPIDWeights","level":5,"markdown":"Controls working parameters of steering PID controller (Kp, Ki, Kd)\n\nArray\n\n```cpp\nsteeringPIDWeights[] = { 1.2, 0.1, 0.2 };\n```"},{"heading":"stuckMaxTime","level":5,"markdown":"For how long we allow to be not moving, before we consider us stuck\n\nfloat\n\n```cpp\nstuckMaxTime = 3.0;\n```"},{"heading":"AITankSteeringComponent","level":3,"markdown":"*Default values taken from Tank_F class*"},{"heading":"A","level":4,"markdown":""},{"heading":"allow...","level":5,"markdown":"boolean\n\n```cpp\nallowOvertaking = true;            // overtaking is part of collision avoidance\nallowCollisionAvoidance = true;\nallowDrifting = false;            // allow using movement vector as direction\nallowTurnAroundInPoint = true;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"commandTurnFactor","level":5,"markdown":"How strong AI will turn when commanded left/right\n\nfloat\n\n```cpp\ncommandTurnFactor = 1.0;\n```"},{"heading":"convoyPIDWeights[]","level":5,"markdown":"Array\n\n```cpp\nconvoyPIDWeights[] = {1,0,0};\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"differenceAngleCoef","level":5,"markdown":"float\n\n```cpp\ndifferenceAngleCoef = 1.0;\n```"},{"heading":"doPredictForward","level":5,"markdown":"Prediction ahead is used for both steering and analysing of shape to modify the speed\n\nBoolean\n\n```cpp\ndoPredictForward = true;\n```"},{"heading":"predictForwardRange[]","level":6,"markdown":"Array\n\n```cpp\npredictForwardRange[] = { 1, 20 };\n```"},{"heading":"steerAheadSaturation[]","level":6,"markdown":"Steer ahead is a point to steer to, saturated down to given range, in meters\n\nArray\n\n```cpp\nsteerAheadSaturation[] = { 0.01, 0.4 };\n```"},{"heading":"doRemapSpeed","level":5,"markdown":"Remapping of maxSpeed of vehicle, for fast vehicles we want to lower the used speed\n\nBoolean\n\n```cpp\ndoRemapSpeed = false;\n```"},{"heading":"remapSpeedRange","level":6,"markdown":"Array\n\n```cpp\nremapSpeedRange[] = { 30.0, 70.0 };\n```"},{"heading":"remapSpeedScalar","level":6,"markdown":"Array\n\n```cpp\nremapSpeedScalar[] = { 1.0, 0.35 };\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"maxWheelAngleDiff","level":5,"markdown":"Parameter of predictionMethod = 1\n\nFloat\n\n```cpp\nmaxWheelAngleDiff = 0.2616;\n```"},{"heading":"minSpeedToKeep","level":5,"markdown":"Parameter of predictionMethod = 1\n\nFloat\n\n```cpp\nminSpeedToKeep = 0.1;\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"predictForwardMaxSpeed","level":5,"markdown":"Integer\n\n```cpp\nminSpeedToKeep = 15;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"speedPIDWeights","level":5,"markdown":"Controls working parameters of speed PID controller (Kp, Ki, Kd)\n\nArray\n\n```cpp\nspeedPIDWeights[] = { 0.7, 0.2, 0.0 };\n```"},{"heading":"speedPredictionMethod","level":5,"markdown":"Integer: Determines the manipulability of the class.\n\n| Value | Type |\n|---|---|\n| `0` | Three angles method |\n| `1` | Wheel direction method |\n| `2` | Combined method |\n\n```cpp\nspeedPredictionMethod = 3; // ?\n```"},{"heading":"...AngleCoef","level":6,"markdown":"Four coef's to determine how much given angle should influence slowing down\n\nFloat\n\n```cpp\nwheelAngleCoef = 0.7;\nforwardAngleCoef = 0.7;\nsteeringAngleCoef = 1.0;\ndifferenceAngleCoef = 1.0;\n```"},{"heading":"steeringPIDWeights","level":5,"markdown":"Controls working parameters of steering PID controller (Kp, Ki, Kd)\n\nArray\n\n```cpp\nsteeringPIDWeights[] = { 1.2, 0.1, 0.2 };\n```"},{"heading":"stuckMaxTime","level":5,"markdown":"For how long we allow to be not moving, before we consider us stuck\n\nfloat\n\n```cpp\nstuckMaxTime = 3.0;\n```"},{"heading":"Other","level":2,"markdown":""},{"heading":"CfgAmmo","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"aiAmmoUsageFlags","level":5,"markdown":"**Type:** Integer\n\n**Description:** Tells the AI how to use this Ammo. NOTE: Feature still WIP, some functions may not work yet or be removed later. See: [AI Devbranch](http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2945231&viewfull=1#post2945231)\n\n| Value | Type | Description |\n|---|---|---|\n| `0` | None | ??? |\n| `1` | Light | used for illumination |\n| `2` | Marking | ??? |\n| `4` | Concealment | used for smokes |\n| `8` | CounterMeasures | ??? |\n| `16` | Mine | ??? |\n| `32` | Underwater | used in underwater environment |\n| `64` | OffensiveInf | against infantry |\n| `128` | OffensiveVeh | against vehicles |\n| `256` | OffensiveAir | against air |\n| `512` | OffensiveArmour | against armored vehicles |\n\nMultiple flags can be combined by adding the values together\n\n```cpp\naiAmmoUsageFlags = 4; //for concealment only\naiAmmoUsageFlags = \"64 + 128\"; //against infantry and light vehicles\n```"},{"heading":"airLock","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Declares if ammo can lock on air targets. Also makes *AI* to decide whether to engage air units with the particular ammo."},{"heading":"allowAgainstInfantry","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Default `true`. If `false`, the *AI* will not (deliberately) employ this weapon against infantry targets. Used to override *cost* behaviour."},{"heading":"audibleFire","level":5,"markdown":"**Type:** Float\n\n**Description:** How much can *AI* hear when given weapon is fired.\n\n```cpp\naudibleFire = 5.0;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"cost","level":5,"markdown":"**Type:** Integer\n\n**Description:** *Cost-gain* evaluation is performed to choose an appropriate weapon.\n\n*Gain* includes self-preservation.\n*Cost* includes time required to complete the attack.\n\nAs a result, weapons with *high cost* are unlikely to be used against common targets, esp. when *low cost* weapons are available. Still, there may be situation where *AI* may decide to use high cost weapon, esp. when it thinks it has little chance of survival and needs to attempt destroying enemy quickly.\n\n```cpp\ncost = 5000;\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"dangerRadiusBulletClose","level":5,"markdown":"**Type:** Integer\n\n**Description:** Defines how far in meters the AI gets alerted by the bullet's pass. Default value -1 disables the detection. (works only for bullets, no other projectiles).\n\n```cpp\ndeflecting = -1;\n```"},{"heading":"dangerRadiusHit","level":5,"markdown":"**Type:** Integer\n\n**Description:** Defines how far in meters the AI gets alerted by the projectile's impact or explosion. Default value -1 makes this distance be automatically derived from the hit and indirectHit properties (hit * 0.5 + indirectHit * indirectHitRange * 0.5 - but there's also an energy factor).\n\n```cpp\ndeflecting = -1;\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"min/mid/maxRange...","level":5,"markdown":"**Description:** These tokens are present in OFP only. They were badly classed in OFP, causing all weapons using this specific *bullet* to exhibit this behaviour rather than the behaviour of the *rifle*. As such they were transferred to Arma's *cfgWeapons*Clarify.\n\n**Above statement is not true**; Even in Arma 2 and Arma 2:OA, these values still exist and affect the *AI* **and only the AI** in the following ways:\n\nThe tokens are found/put on each weapons \"*firing modes*\", or on the gun itself, if it has no separate firing modesClarify."},{"heading":"minRange","level":6,"markdown":"**Type:** Float\n\n**Description:** *Minimum* engagement range for the *AI*.\n\nBelow given values, the *AI* **will not** engage but just \"*stare them down*\", even if they get shot at, and (most likely) killed.\n\n```cpp\nMinrange = 5;\n```"},{"heading":"minRangeProbab","level":6,"markdown":"**Type:** Float\n\n**Description:** *Probability* declaring how ***high*** the chance is that the *AI* will engage a target at *minRange* using *this (current)* firing mode.\n\nValues are `0.0` to `1.0` where `1.0` equates to a *100% likelihood*.\n\n```cpp\nminRangeProbab = 0.02;\n```"},{"heading":"midRange","level":6,"markdown":"**Type:** Float\n\n**Description:** *Mid-Range* engagement range for *AI'*s using *this (current)* firing mode.\n\n```cpp\nmidRange = 150;\n```"},{"heading":"midRangeProbab","level":6,"markdown":"**Type:** Float\n\n**Description:** *Probability* declaring how ***high*** the chance is that the *AI* will engage a target at *midRange*.\n\nValues are `0.0` to `1.0` where `1.0` equates to a *100% likelihood*.\n\n```cpp\nmidRangeProbab = 0.7;\n```"},{"heading":"maxRange","level":6,"markdown":"**Type:** Float\n\n**Description:** *Maximum* range possible for the *AI*.\n\nAlthough *AI's* **may** engage targets slightly beyond *maxRange*, this is how far the *AI* will try to shoot at targets. Targets definitely beyond *maxRange* are ignored.\n\n```cpp\nmaxRange = 500;\n```"},{"heading":"maxRangeProbab","level":6,"markdown":"**Type:** Float\n\n**Description:** *Probability* declaring how ***high*** the chance is that the *AI* will engage a target at *maxRange* (or slightly below).\n\nValues are `0.0` to `1.0` where `1.0` equates to a *100% likelihood*.\n\n```cpp\nmaxRangeProbab = 0.51;\n```"},{"heading":"mineTrigger","level":5,"markdown":"**Type:** String\n\n**Description:** is a in CfgMineTriggers defined class"},{"heading":"S","level":4,"markdown":""},{"heading":"suppressionRadiusBulletClose","level":5,"markdown":"**Type:** Integer\n\n**Description:** Defines the max. distance in meters at which the AI becomes suppressed by the bullet's pass. Default value -1 disables the suppressive effect (works only for bullets, no other projectiles).\n\n```cpp\nsuppressionRadiusBulletClose = -1;\n```"},{"heading":"suppressionRadiusHit","level":5,"markdown":"**Type:** Integer\n\n**Description:** Defines the max. distance in meters at which the AI becomes suppressed by the projectile's impact or explosion. Default value -1 disables the suppressive effect.\n\n```cpp\nsuppressionRadiusHit = -1;\n```"},{"heading":"V","level":4,"markdown":""},{"heading":"visibleFire","level":5,"markdown":"**Type:** Float\n\n**Description:** How much does *AI* see a unit firing this weapon.\n\n```cpp\nvisibleFire = 18;\n```"},{"heading":"visibleFireTime","level":5,"markdown":"**Type:** Integer\n\n**Description:** How long is one shot assumed to be noticeable by the *AI*.\n\nValues under `5` should be avoided, as *AI* can perform in cycles with 5s of no testing in between.\n\n```cpp\nvisibleFireTime = 18;\n```"},{"heading":"CfgWeapons","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"aiBurstTerminable","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** AI firemode parameter, when true, AI will terminate burst when target is dead or out of sight"},{"heading":"aiDispersionCoefX","level":5,"markdown":"**Type:** Float\n\n**Description:** Dispersion multiplier for *AI* units (axis X - left to right)."},{"heading":"aiDispersionCoefY","level":5,"markdown":"**Type:** Float\n\n**Description:** Dispersion multiplier for *AI* units (axis Y - top-down)."},{"heading":"aiRateOfFire","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** Delay between shots at given *aiRateOfFireDistance*."},{"heading":"aiRateOfFireDistance","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** At shorter distance delay (*aiRateOfFire*) goes linearly to zero."},{"heading":"aiRateOfFireDispersion","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** Property that affects the randomness of delay between shots. Value sets the maximum of the range in which a random number influencing the delay between shots is generated. 0 means the delay between shots will be the same (with given actual distance). The bigger the value the longer delay can be generated.\n\n```cpp\n// randomized delay after shot\ntimeToShot = aiRateOfFire + aiRateOfFireDispersion * Random<0,1>\n```"},{"heading":"autoFire","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** If `true`, weapon will fire repeatedly all the while you hold the fire button down.\n\nAnd if `true` the gunner can use the weapon on his own discretion (no *commander* fire order needed - like *MG* type)."},{"heading":"M","level":4,"markdown":""},{"heading":"min/mid/maxRange...","level":5,"markdown":"**Class:** ArmaModeClass\n\n**Type:** Integer\n\n**Description:** Together with *range* and *rangeProbab* values, defines probability to use this weapon for *AI* units at given distance."},{"heading":"minRange","level":5,"markdown":"**Type:** Integer"},{"heading":"minRangeProbab","level":5,"markdown":"**Type:** Float"},{"heading":"midRange","level":5,"markdown":"**Type:** Integer"},{"heading":"midRangeProbab","level":5,"markdown":"**Type:** Float"},{"heading":"maxRange","level":5,"markdown":"**Type:** Integer"},{"heading":"maxRangeProbab","level":5,"markdown":"**Type:** Float"},{"heading":"O","level":4,"markdown":""},{"heading":"opticType","level":5,"markdown":"**Class:** ItemInfo\n\n**Type:** Integer\n\n**Description:** Parameter which defines opticType of given optics. It is used together requiredOpticType to create additional fire modes with higher engagement ranges\n\n```cpp\nopticType = 0; // Typically used for optics without magnification (Default)\nopticType = 1; // Typically used for optics with magnification level between 2.5 - 5x\nopticType = 2; // Typically used for scopes with high magnification (>5x)\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"requiredOpticType","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** Required opticType for AI to be able to use this fire mode. It is mainly use to increase maximum engagement distance of AI depending on the optics it has mount on its rifle\n\n```cpp\n        class single_close_optics1 : Single // This optic mode will be used if AI unit has optic mounted on this weapon with opticType >= 1. AI will engage between\n        {\n            requiredOpticType = 1;\n            showToPlayer = 0;\n            minRange = 2;\n            minRangeProbab = 0.05;\n            midRange = 300;\n            midRangeProbab = 0.8;\n            maxRange = 500;\n            maxRangeProbab = 0.01;\n            aiRateOfFire = 2;\n            aiRateOfFireDistance = 300;\n        };\n        class single_medium_optics1 : single_close_optics1 // Same as single_close_optics1 - requiredOpticType is inherited and therefore opticType >= 1 is required\n        {\n            minRange = 300;\n            minRangeProbab = 0.05;\n            midRange = 500;\n            midRangeProbab = 0.7;\n            maxRange = 700;\n            maxRangeProbab = 0.05;\n            aiRateOfFire = 2;\n            aiRateOfFireDistance = 500;\n        };\n        class single_far_optics1 : single_medium_optics1 // this optic mode will be only used if AI unit has optic with opticType = 2 mounted. With this fire mode AI will engage enemies up to 1km\n        {\n            requiredOpticType = 2;\n            minRange = 300;\n            minRangeProbab = 0.05;\n            midRange = 700;\n            midRangeProbab = 0.5;\n            maxRange = 1000;\n            maxRangeProbab = 0.05;\n            aiRateOfFire = 4;\n            aiRateOfFireDistance = 600;\n        };\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"showToPlayer","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** Some modes defined for *AI* usage (*e.g.* burst modes for full auto weapons) can be hidden from player with this parameter."},{"heading":"CfgVehicles","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"accuracy","level":5,"markdown":"Float: Default value = 0.02.\n\nDetermines how easy an object is to identify. Smaller values are easier to detect.\n\nTypically, buildings are 0.2, vehicles, 0.5\n\n**A value of 1000 causes the underlying class to be identified instead.** Eg bushy trees, pink trees and yellow trees, can all be 'identified' as \"trees\". The description \"bushy trees\" is then used solely when Editing. See #VehicleClass\n\n```cpp\naccuracy = 0.2;        // buildings\naccuracy = 0.5;        // small vehicles\naccuracy = 0.9;        // truck\naccuracy = 3.500000;    // sniper\naccuracy = 1.500000;    // lawsoldier\naccuracy = 1000;        // soldier // identify (most) solders as 'man'\n```\n\nRelationship to #camouflage:\n\n**accuracy** defines how hard it is for the AI to recognise the correct class of a unit. But even if it can't recognise the correct class it can still recognise it as an enemy and engage it.\n\n**camouflage** defines how hard it is for the AI to *see* that the unit is there."},{"heading":"attendant","level":5,"markdown":"Boolean: Default false\n\nUsed for 'vehicles' to repair other 'vehicles'. Thus a hospital has an attendant that can repair soldiers. Adds the action \"Heal at XXX\"\n\n```cpp\nattendant = true;\n```"},{"heading":"AttributeValues","level":5,"markdown":"> [!NOTE]\n> **Eden Editor:** Editing the *AttributeValues* class of objects allows you to change the default values."},{"heading":"Skill","level":6,"markdown":"Float: Default 0.5\n\nChanges the default Skill slider value of the unit\n\n```cpp\nclass AttributeValues\n{\n    Skill = 0.5;\n};\n```"},{"heading":"UnitPos","level":6,"markdown":"Integer: Default 0\n\nChanges the default setUnitPos toolbox value of the unit\n\n| Numeric value | unitPos |\n|---|---|\n| 0 | \"AUTO\" |\n| 1 | \"DOWN\" |\n| 2 | \"MIDDLE\" |\n| 3 | \"UP\" |\n\n```cpp\nclass AttributeValues\n{\n    UnitPos = 0; // \"AUTO\"\n};\n```"},{"heading":"audible","level":5,"markdown":"float: Default Value 1\n\n```cpp\naudible = .05;    // man\naudible = 3;    // motorcycle\naudible = 6;    // tank/ship\n```\n\nHow loud you are. The bigger value, the better the unit is heard.\n\nsee #camouflage"},{"heading":"C","level":4,"markdown":""},{"heading":"...CanSee","level":5,"markdown":"Integer\n\nUsed to describe which sensory inputs are available to which crew members.\n\n| Numeric value | CanSee.. define | Description |\n|---|---|---|\n| 1 | Radar | Enables top left radar (OA) for a vehicle (top centre in arma and OFP). |\n| 2 | Eye | Effect unknown - maybe affects AI capabilities? |\n| 4 | Optics | Effect unknown - maybe affects AI capabilities? |\n| 8 | Ear | Effect unknown - maybe affects AI capabilities? |\n| 16 | Compass | Enables top centre compass bar and digital compass in A2/OA. |\n| 32 | Peripheral | Enables small colored blobs at the edge of the screen that indicate nearby units. |\n\nMultiple values can be added (or binary ored, giving the same result) together.\n\n```cpp\ncommanderCanSee = 31;    // default\ngunnerCanSee = 4+8+16;    // default\ndriverCanSee = 2+8+16;    // default\n```\n\n```cpp\n#define CanSeeRadar 1\n#define CanSeeEye 2\n#define CanSeeOptics 4\n#define CanSeeEar 8\n#define CanSeeCompass 16\n#define CanSeeAll 31\n#define CanSeePeripheral 32\n#define CanSeeRadarC CanSeeRadar+CanSeeCompass\n```\n\n```cpp\ncommanderCanSee = CanSeeAll;\ngunnerCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass;\ndriverCanSee = CanSeeEye+CanSeeEar+CanSeeCompass;\n```"},{"heading":"camouflage","level":5,"markdown":"Float: Default Value = 2.\n\nhow difficult to spot. bigger = easier\n\n```cpp\ncamouflage = 0.6;    // snipers\ncamouflage = 1;        // man\ncamouflage = 4;        // trucks\ncamouflage = 8;        // tanks\n```\n\nRelationship to #accuracy:\n\n**camouflage** defines how hard it is for the AI to *see* that the unit is there. The AI will not spot an enemy that has a camouflage setting of 0 (maybe this needs some more testing) even if it stands directly in front of it *as long as the enemy doesn't fire*.\n\n**accuracy** defines how hard it is for the AI to recognise the correct class of a unit. But even if it can't recognise the correct class it can still recognise it as an enemy and engage it.\n\nRelated TokenNames\n#accuracy, #nameSound, #camouflage"},{"heading":"canDeactivateMines","level":5,"markdown":"Boolean: Default false\n\npart of the man class.\n\n```cpp\ncanDeactivateMines= true;    // SoldierEngineer\n```"},{"heading":"coefInside...","level":5,"markdown":"Float:\n\n```cpp\ncoefInside = 2;            // cost for movement inside buildings\ncoefInsideHeur = 4.3;    // estimation of cost based on in/out points\ncoefSpeedInside = 2; // we must go slowly inside houses\n```\n\nUsed by the static class for non moving objects such as buildings\n\n```cpp\ncoefInside = 1;    // forest\ncoefInsideHeur = 0.25;\n```"},{"heading":"cost","level":5,"markdown":"Float: Default Value 50,0000\n\nThis value reflects the attractiveness of the target to the enemy AI. When *all other considerations are equal*. A soldier eg is not interested in Air, despite it is highly attractive cost values. On the other hand, he is interested in a medic, since a medic (in normal configs) has a (while small) a higher cost, than others in the group, including the officer.\n\n```cpp\ncost = 10000000;    // an air vehicle is typically this value\ncost = 8;            // a medic;\ncost = 1;            // a grunt\ncost = 4;            // an officer\ncost = 0;            // most buildings;\n```\n\nRelated TokenNames: type, #cost, #threat"},{"heading":"D","level":4,"markdown":""},{"heading":"driveThroughEnabled","level":5,"markdown":"Determines if AI can decide to go through the object. This parameter skips regular mass checking if object can smashed through\n\n```cpp\ndriveThroughEnabled            = 1; // test parameter for AI knowing they can drive through the object\n```"},{"heading":"ejectDamageLimit","level":5,"markdown":"Float: If the damage value of the vehicle is higher than the ejectDamageLimit, AI will disembark the vehicle.\n\n```cpp\nejectDamageLimit = 0.75;\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"enableSweep","level":5,"markdown":"Boolean: Default true. Used by Helicopter class\n\n```cpp\nenableSweep = false;    / /UH60MG\n```\n\nIs sweeping over the target a valid technique for given helicopter?"},{"heading":"F","level":4,"markdown":""},{"heading":"formation...","level":5,"markdown":"Integer:\n\n```cpp\nformationX = 10;    // default meters\nformationZ = 20;    // default meters\nformationTime = 10;    // default seconds\n```\n\nOne or both X Z values are used to keep objects separated (in meters) depending on\nwedge, echelon, V, single line, formations."},{"heading":"fsmDanger","level":5,"markdown":"String: Path to FSM file or CfgFSMs class\n\nFiles can be found at:\n\n- \\a3\\characters_f\\scripts\\danger.fsm\n- \\a3\\characters_f\\scripts\\formationCDanger.fsm\n\n```cpp\nfsmDanger = \"-\"; // CAManBase\nfsmDanger = \"A3\\characters_f\\scripts\\formationCDanger.fsm\"; // Civilian_F\n```"},{"heading":"fsmFormation","level":5,"markdown":"String: Path to FSM file or CfgFSMs class\n\nFiles can be found at:\n\n- A3\\characters_f\\scripts\\formationCDanger.fsm\n\n```cpp\nfsmFormation = \"Formation\"; // CAManBase, referring to (configFile >> \"CfgFSMs\" >> \"Formation\")\nfsmDanger = \"A3\\characters_f\\scripts\\formationCDanger.fsm\"; // Civilian_F\n```"},{"heading":"G","level":4,"markdown":""},{"heading":"...Gun...","level":5,"markdown":"Integer:degrees\n\n```cpp\nminGunElev = -60;\nmaxGunElev = 60;\nminGunTurn = -5;\nmaxGunTurn = 5;\nminGunTurnAI = -30;\nmaxGunTurnAI = 30;\n```"},{"heading":"H","level":4,"markdown":""},{"heading":"...HeadTurnAI","level":5,"markdown":"Integer Degrees\n\n```cpp\nminHeadTurnAI = -70;    // man class\nmaxHeadTurnAI = 70;\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"irScanGround","level":5,"markdown":"Boolean: Default true.\n\nProbaly used to stop ai looking down\n\n```cpp\nirScanGround = false;    // tanks\n```"},{"heading":"irScanRange...","level":5,"markdown":"Integer: Default 0\n\n```cpp\nirScanRange = 4000;        // outdated (since Resistance)\nirScanRangeMin = 500;    // tanks general\nirScanRangeMax = 4000;\nirScanRangeMin = 2000;    // air\nirScanRangeMax = 10000;\nirScanRangeMin = 4000;    // a vulcan\nirScanRangeMax = 10000;\n```"},{"heading":"irScanToEyeFactor","level":5,"markdown":"Integer: Default 1\n\n```cpp\nirScanToEyeFactor = 2;    // air\nirScanToEyeFactor = 5;    // shilka\n```"},{"heading":"irTarget","level":5,"markdown":"Boolean: Default true.\n\nUsed for (some) buildings so that they don't show up on tank radar. Save for very limited exceptions, this token should be enabled for all vehicle units.\n\nDisabling it will make the vehicle NOT to be engaged by infantry anti-tank gunners nor vehicle weapons. It will only be engaged by small arms, and only if its armor value is low enough for AI infantry to think it can damage it by shooting at it.\n\n```cpp\nirTarget = false;    // man\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"minFireTime","level":5,"markdown":"Integer: Default 20 seconds\n\n```cpp\nminFireTime = 20;\n```\n\nMinimal time spent firing on single target."},{"heading":"N","level":4,"markdown":""},{"heading":"nameSound","level":5,"markdown":"String: Default value: \"Target\"\n\nNamesound is used by the AI audio to indicate verbally where to go, what 'vehicle' to attack. Thus the audio speech \"move to 'rock' 3 o'clock' is derived from the *nameSound*.\n\n```cpp\nnameSound = \"rock\";\n```\n\nMany different nameSounds can be selected. Here are just a few.\n\n```cpp\nnameSound = crew;\nnameSound = target;\nnameSound = tank;\nnameSound = house;\n```\n\nThe actual descriptive text accompanying the 'sound' can be different see #displayName\n\nTypically, a collection of buildings (eg) will be configured as follows\n\n```cpp\nclass GenBuilding : NonStrategic {\n    scope=private; // internal use only\n    VehicleClass=\"Some Editor Group Name\";\n    namesound=\"house\";\n};\nclass YellowBuilding : GenBuilding {\n    scope=public;\n    name=\"YellowBuilding\";\n    model=\"Some yellow building.p3d\";\n};\n```\n\nRelated TokenNames\n#accuracy, #vehicleClass, #nameSound, #camouflage"},{"heading":"P","level":4,"markdown":""},{"heading":"preferRoads","level":5,"markdown":"Boolean: Default false\n\n```cpp\npreferRoads = true;    // all vehicles\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"sensitivityEar","level":5,"markdown":"Float: Default 0.0075\n\nSets how well can the given unit hear others.\nThe bigger the value, the better the hearing.\n\n```cpp\nsensitivityEar = 0.13;    // man\n```"},{"heading":"...Speed","level":5,"markdown":"Float: In Kph.\n\nSetting maxSpeed for infantry units too low might cause problems when working with waypoints (units won't be able to fully complete them or won't move towards them).\n\n```cpp\nminSpeed = -0.5;    // range 0->1\nmaxSpeed = 80;        // default\nmaxSpeed = 30;        // tractor\nmaxSpeed = 60;        // boat\n```"},{"heading":"T","level":4,"markdown":"Related TokenNames: type, #cost, #threat"},{"heading":"threat","level":5,"markdown":"float Array: Default Value {0.700000, 0.500000, 0.300000};\n\nHow threatening you are to unit types {Soft, Armor, Air}, respectively.\n\nThe ai for this model selects targets of opportunity, based on these values.\n\n```cpp\nthreat[] = {1, 0.0500000, 0.050000};        // soldier\nthreat[] = {1, 0.900000, 0.100000};            // law soldier\nthreat[] = {0.900000, 0.700000, 0.300000};    // bmp\n```\n\nRelated TokenNames: type, #cost, #threat"},{"heading":"type","level":5,"markdown":"Integer: Default Value: Armored\n\nThis indicates the threat type of the 'vehicle'.\n\nIn well written configs, the 3 possible values are declared as defines at top of file for legibility\n\n```cpp\n#define VSoft 0\n#define VArmor 1\n#define VAir 2\n\ntype = VAir;\n```\n\nVehicles (and buildings) are armoured, humans are 'soft' and aircraft (obviously) are air\n\nRelated TokenNames: type, #cost, #threat"},{"heading":"U","level":4,"markdown":""},{"heading":"unloadInCombat","level":5,"markdown":"Boolean: default true\n\n```cpp\nunloadInCombat = false;\n```\n\nAll true vehicles will cause ai to disembark when in combat."},{"heading":"CfgMoves","level":3,"markdown":""},{"heading":"V","level":4,"markdown":""},{"heading":"variantsAI[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Found in *States* when there are several variations on the same animation (usually idles) that can be played randomly.\n\nIt lists the animations to be randomly cycled. The numbers represent the probability of that animation being played, the higher the number, the more likely the animation will get to play.\n\nThe sum of these numbers is always `1`.\n\n```cpp\n//Default\nvariantsAI[] = {\"\"};\n//AidlPercMstpSnonWnonDnon\nvariantsAI[] = {\"AidlPercMstpSnonWnonDnon01\", 0.01,\n    \"AidlPercMstpSnonWnonDnon02\", 0.01,\n    \"AidlPercMstpSnonWnonDnon03\", 0.01,\n    \"AidlPercMstpSnonWnonDnon04\", 0.01,\n    \"AidlPercMstpSnonWnonDnon05\", 0.01,\n    \"AidlPercMstpSnonWnonDnon06\", 0.01,\n    \"AidlPercMstpSnonWnonDnon07\", 0.01,\n    \"AidlPercMstpSnonWnonDnon08\", 0.01,\n    \"AidlPercMstpSnonWnonDnon_idleSteady04\", 0.23,\n    \"AidlPercMstpSnonWnonDnon_idleSteady03\", 0.23,\n    \"AidlPercMstpSnonWnonDnon_idleSteady02\", 0.23,\n    \"AidlPercMstpSnonWnonDnon_idleSteady01\", 0.23};\n//ActsPsitMstpSnonWnonDnon_varSittingOnTheWall\nvariantsAI[] = {\"Mi17_Cargo02\", 0.4, \"Mi17_Cargo02_V1\", 0.1, \"Mi17_Cargo02_V2\", 0.1, \"Mi17_Cargo02_V3\", 0.1,\n    \"Mi17_Cargo02_V4\", 0.1, \"Mi17_Cargo02_V5\", 0.1, \"Mi17_Cargo02_V6\", 0.1};\n//aidlpercmstpsraswlnrdnon_S\nvariantsAI[] = {\"aidlpercmstpsraswlnrdnon_1\", 0.333, \"aidlpercmstpsraswlnrdnon_2\", 0.333, \"aidlpercmstpsraswlnrdnon_3\", 0.334};\n```"},{"heading":"visibleSize","level":5,"markdown":"**Type:** Float\n\n**Description:** Found in *States*, probably used for calculating how visible a character is for the *AI*, based on his stance/animation.\n\n```cpp\nvisibleSize = 1.00012;    // SprintBaseDf                    when sprinting more visible than..\nvisibleSize = 0.700121;    // AmovPercMstpSrasWrflDnon        ..when stopped > visible than..\nvisibleSize = 0.300122;    // AmovPknlMstpSlowWrflDnon        ..when kneeling > visible than..\nvisibleSize = 0.100123;    // AmovPpneMstpSrasWrflDnon        ..when prone.\n```"},{"heading":"CfgSurfaces","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"AIAvoidStance","level":5,"markdown":"Integer: Allows restricting the AI from entering prone with two levels of emphasis\n\n| Value | Description |\n|---|---|\n| `0` | No change in behavior |\n| `1` | Less preference for going prone - avoid prone (unless stealth or suppressed or *) |\n| `2` | Almost never going prone - never prone (unless *) |\n\n```\n* means commanded, injured, animated, forced, ...\n```"},{"heading":"G","level":4,"markdown":""},{"heading":"grassCover","level":5,"markdown":"Float: Reduces visibleSize (taken from CfgMovesBasic) of unit for AI visibility movement computations (cannot make fully invisible) - it is NOT about visual drawing\n\n```cpp\ngrassCover = 0;        // Used by GdtStratisConcrete, there will be no simulated grass cover at a distance\ngrassCover = 0.05;    // Used by GdtStratisGreenGrass, there will be some simulated grass cover at a distance\n```"},{"heading":"CfgCloudlets","level":3,"markdown":""},{"heading":"B","level":4,"markdown":""},{"heading":"blockAIVisibility","level":5,"markdown":"Sets if particles are in the AI visibility tests (default true) - false for better performance but AI is able to see through particles\n\nBoolean\n\n```cpp\nblockAIVisibility = true;\n```"},{"heading":"CfgFormations","level":3,"markdown":"This class lists the formations for each side, each side containing nine classes:\n\n| CfgFormations class | formation |\n|---|---|\n| Diamond | \"DIAMOND\" |\n| EchelonLeft | \"ECH LEFT\" |\n| EcholonRight | \"ECH RIGHT\" |\n| File | \"FILE\" |\n| formColumnFixed | \"COLUMN\" |\n| Line | \"LINE\" |\n| Vee | \"VEE\" |\n| Wedge | \"WEDGE\" |"},{"heading":"F","level":4,"markdown":""},{"heading":"Fixed","level":5,"markdown":"Subclass of above formation classes, contains fixed positions for formation"},{"heading":"FormationPositionInfoN[]","level":6,"markdown":"Array: Sets fixed position from formation center for position N [*citation needed*]\n\n```cpp\nclass Fixed // Taken from Wedge class\n{\n    FormationPositionInfo1[] = {-1,0,0,0};\n    FormationPositionInfo2[] = {0,1,-1,0.785398};\n};\n```"},{"heading":"Pattern","level":5,"markdown":"Subclass of above formation classes, contains pattern for when there are not enough Fixed positions"},{"heading":"FormationPositionInfoN[]","level":6,"markdown":"Array: Sets pattern position from previous fixed/pattern position N [*citation needed*]\n\n```cpp\nclass Pattern // Taken from Wedge class\n{\n    FormationPositionInfo1[] = {-2,-1,-1,-0.785398};\n    FormationPositionInfo2[] = {-1,1,-1,0.785398};\n};\n```"}],"categories":["AI","Arma 3: Reference Lists","Clarification needed","Stubs"],"groups":["Reference Lists"]},{"name":"Arma 3: AI Skill","title":"Arma 3: AI Skill","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_AI_Skill","revid":364214,"updated":"2024-05-06T08:54:31Z","aliases":["AI Sub-skills","Arma 3 AI Skill","CfgAISkill"],"markdown":"> [!NOTE]\n> Some information on this page were not confirmed by Bohemia Interactive!\n\n### AI Skill\n\nThe AI is characterized by a set of sub-skills.\nThe final AI skill is unfluenced by several factors.\nAdditionally each sub-skill is then interpolated with the values set in CfgAISkill.\n\n### Changing AI Skill\n\n#### Players\n\n- As player one can only influence AI skill by changing the global skill settings **Skill** and **Precision**. One has also the option to choose one of the default **AI Levels**.\n  - Skill: Influences multiple sub-skills related to the AIs \"intelligence\". If the value is set too low, the AI will be dumb.\n  - Precision: Influences sub-skills related to AIs precision. If the value is set too high, the AI will have a super human precision. Lower values result mostly in interesting fire fights.\n\n> [!NOTE]\n> Changing the AI difficulty settings during a scenario will have no effect until the scenario is restarted.\n\n#### Scenario Designers\n\n- A scenario designer has four ways to influence the AI skill:\n  - By changing the skill slider in Eden Editor for each individual unit.\n  - By using functions like BIS_fnc_EXP_camp_setSkill or BIS_fnc_EXP_camp_dynamicAISkill to set the skill of multiple AI entities at once.\n  - By using commands like setSkill.\n  - By using the **Set Skill** module which allows to change the skill of AI entities for example when a trigger was activated.\n\n#### Modders\n\n- A modder can influence the AI skill by overwriting CfgAISkill.\n\n#### Server Admins\n\n- Server admins can change the AI skill by changing the **aiLevelPreset** config parameter found in server config. See Arma 3 Server Profile for more information.\n\n### Sub-Skills\n\nSub-skills are a set of parameters ultimately defining the individual AI unit performance in the game.\n\n| Sub-Skill | Effect | Influence |\n|---|---|---|\n| aimingAccuracy | - Affects how well the AI can lead a target<br>- Affects how accurately the AI estimate range and calculates bullet drop<br>- Affects how well the AI compensates for weapon dispersion<br>- Affects how much the AI will know to compensate for recoil<br>- Affects how certain the AI must be about its aim on target before opening fire | - Higher value means the AI can lead a target better<br>- Higher value means the Ai can estimate range and calculate bullet drop more precicely<br>- Higher value means the AI can compensate weapon dispersion better<br>- Higher value means the AI can control the recoil better<br>- Higher value means the AI needs to now less to open up fire |\n| aimingSpeed | - Affects how quickly the AI can rotate and stabilize its aim | - Higher value means the AI can rotate and stabilize its aim faster |\n| commanding | - Affects how quickly recognized targets are shared with the group | - Higher value means the AI can report targets faster |\n| courage | - Affects unit's subordinates' morale | - Higher value means the AI has got more courage |\n| endurance | - *Disabled in Arma 3* | - *Disabled* |\n| general | - Raw \"Skill\", value is distributed to sub-skills unless defined otherwise. Affects the AI's decision making. | - ? |\n| reloadSpeed | - Affects the delay between switching or reloading a weapon | - Higher value means the AI can switch or reload weapons faster |\n| spotDistance | - Affects the AI ability to spot targets within it is visual or audible range<br>- Affects the accuracy of the information | - Higher value means the AI is better at spotting targets<br>- Higher value means the AI will collect information about targets more precisely |\n| spotTime | - Affects how quick the AI react to death, damage or observing an enemy | - Higher value means the AI will react faster to death, damage or enemies |\n| aimingShake | - Affects how steadily the AI can hold a weapon | - Higher value means the AI will be more precise |\n\n### CfgAISkill\n\nCfgAISkill is a set of arrays, related to Sub-Skills, defining the interpolation curve of each of the sub-skill.\nThey can be changed by a mod for example.\n\n#### Example\n\nIn { w, x, y, z } value from (w,y) gets interpolated into (x,z)\n\n- `spotDistance[] = { 0, 0.2, 1, 0.4 };`\n  - Value in a range **0-1** will change into value in a range 0.2-0.4.\n- `_unit setSkill [\"spotDistance\", 0.5];`\n  - Results in `_unit skill \"spotDistance\"` returning *0.3*\n\n> [!NOTE]\n> More than 2 pairs of defining values can be used (minimum is 2 pairs).\n> The values are used to interpolate on run-time, so even after setting sub-skill by script command it will be interpolated and bound by this array.\n\n#### Arma 3 Defaults\n\n##### Table\n\n| Sub-Skill | minInputSkillLimit (w) | resultingSubSkillLowerBoundary (x) | maxInputSkillLimit (y) | resultingSubSkillLowerBoundary (z) |\n|---|---|---|---|---|\n| aimingAccuracy | 0 | 0 | 1 | 1 |\n| aimingShake | 0 | 0 | 1 | 1 |\n| aimingSpeed | 0 | 0.5 | 1 | 1 |\n| commanding | 0 | 0 | 1 | 1 |\n| courage | 0 | 0 | 1 | 1 |\n| endurance | 0 | 0 | 1 | 1 |\n| general | 0 | 0 | 1 | 1 |\n| reloadSpeed | 0 | 0 | 1 | 1 |\n| spotDistance | 0 | 0 | 1 | 1 |\n| spotTime | 0 | 0 | 1 | 1 |\n\n##### Config\n\n```cpp\naimingAccuracy[] = { 0, 0, 1, 1 };\naimingShake[] = { 0, 0, 1, 1 };\naimingSpeed[] = { 0, 0.5, 1, 1 };\ncommanding[] = { 0, 0, 1, 1 };\ncourage[] = { 0, 0, 1, 1 };\nendurance[] = { 0, 0, 1, 1 }; // disabled in Arma 3\ngeneral[] = { 0, 0, 1, 1 };\nreloadSpeed[] = { 0, 0, 1, 1 };\nspotDistance[] = { 0, 0, 1, 1 };\nspotTime[] = { 0, 0, 1, 1 };\n```\n\n### Related Commands\n\n- skill\n- setSkill\n- skillFinal\n- allowFleeing\n\n### External Links\n\n- [BIS Forums AI Skill](https://forums.bohemia.net/forums/topic/219929-the-mystical-skillfinal-formula-reverse-engineering-it/)\n- [AI Facts & Myths Compilation List](https://forums.bohemia.net/forums/topic/223493-ai-facts-myths-compilation-list/)","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> Some information on this page were not confirmed by Bohemia Interactive!"},{"heading":"AI Skill","level":3,"markdown":"The AI is characterized by a set of sub-skills.\nThe final AI skill is unfluenced by several factors.\nAdditionally each sub-skill is then interpolated with the values set in CfgAISkill."},{"heading":"Changing AI Skill","level":3,"markdown":""},{"heading":"Players","level":4,"markdown":"- As player one can only influence AI skill by changing the global skill settings **Skill** and **Precision**. One has also the option to choose one of the default **AI Levels**.\n  - Skill: Influences multiple sub-skills related to the AIs \"intelligence\". If the value is set too low, the AI will be dumb.\n  - Precision: Influences sub-skills related to AIs precision. If the value is set too high, the AI will have a super human precision. Lower values result mostly in interesting fire fights.\n\n> [!NOTE]\n> Changing the AI difficulty settings during a scenario will have no effect until the scenario is restarted."},{"heading":"Scenario Designers","level":4,"markdown":"- A scenario designer has four ways to influence the AI skill:\n  - By changing the skill slider in Eden Editor for each individual unit.\n  - By using functions like BIS_fnc_EXP_camp_setSkill or BIS_fnc_EXP_camp_dynamicAISkill to set the skill of multiple AI entities at once.\n  - By using commands like setSkill.\n  - By using the **Set Skill** module which allows to change the skill of AI entities for example when a trigger was activated."},{"heading":"Modders","level":4,"markdown":"- A modder can influence the AI skill by overwriting CfgAISkill."},{"heading":"Server Admins","level":4,"markdown":"- Server admins can change the AI skill by changing the **aiLevelPreset** config parameter found in server config. See Arma 3 Server Profile for more information."},{"heading":"Sub-Skills","level":3,"markdown":"Sub-skills are a set of parameters ultimately defining the individual AI unit performance in the game.\n\n| Sub-Skill | Effect | Influence |\n|---|---|---|\n| aimingAccuracy | - Affects how well the AI can lead a target<br>- Affects how accurately the AI estimate range and calculates bullet drop<br>- Affects how well the AI compensates for weapon dispersion<br>- Affects how much the AI will know to compensate for recoil<br>- Affects how certain the AI must be about its aim on target before opening fire | - Higher value means the AI can lead a target better<br>- Higher value means the Ai can estimate range and calculate bullet drop more precicely<br>- Higher value means the AI can compensate weapon dispersion better<br>- Higher value means the AI can control the recoil better<br>- Higher value means the AI needs to now less to open up fire |\n| aimingSpeed | - Affects how quickly the AI can rotate and stabilize its aim | - Higher value means the AI can rotate and stabilize its aim faster |\n| commanding | - Affects how quickly recognized targets are shared with the group | - Higher value means the AI can report targets faster |\n| courage | - Affects unit's subordinates' morale | - Higher value means the AI has got more courage |\n| endurance | - *Disabled in Arma 3* | - *Disabled* |\n| general | - Raw \"Skill\", value is distributed to sub-skills unless defined otherwise. Affects the AI's decision making. | - ? |\n| reloadSpeed | - Affects the delay between switching or reloading a weapon | - Higher value means the AI can switch or reload weapons faster |\n| spotDistance | - Affects the AI ability to spot targets within it is visual or audible range<br>- Affects the accuracy of the information | - Higher value means the AI is better at spotting targets<br>- Higher value means the AI will collect information about targets more precisely |\n| spotTime | - Affects how quick the AI react to death, damage or observing an enemy | - Higher value means the AI will react faster to death, damage or enemies |\n| aimingShake | - Affects how steadily the AI can hold a weapon | - Higher value means the AI will be more precise |"},{"heading":"CfgAISkill","level":3,"markdown":"CfgAISkill is a set of arrays, related to Sub-Skills, defining the interpolation curve of each of the sub-skill.\nThey can be changed by a mod for example."},{"heading":"Example","level":4,"markdown":"In { w, x, y, z } value from (w,y) gets interpolated into (x,z)\n\n- `spotDistance[] = { 0, 0.2, 1, 0.4 };`\n  - Value in a range **0-1** will change into value in a range 0.2-0.4.\n- `_unit setSkill [\"spotDistance\", 0.5];`\n  - Results in `_unit skill \"spotDistance\"` returning *0.3*\n\n> [!NOTE]\n> More than 2 pairs of defining values can be used (minimum is 2 pairs).\n> The values are used to interpolate on run-time, so even after setting sub-skill by script command it will be interpolated and bound by this array."},{"heading":"Arma 3 Defaults","level":4,"markdown":""},{"heading":"Table","level":5,"markdown":"| Sub-Skill | minInputSkillLimit (w) | resultingSubSkillLowerBoundary (x) | maxInputSkillLimit (y) | resultingSubSkillLowerBoundary (z) |\n|---|---|---|---|---|\n| aimingAccuracy | 0 | 0 | 1 | 1 |\n| aimingShake | 0 | 0 | 1 | 1 |\n| aimingSpeed | 0 | 0.5 | 1 | 1 |\n| commanding | 0 | 0 | 1 | 1 |\n| courage | 0 | 0 | 1 | 1 |\n| endurance | 0 | 0 | 1 | 1 |\n| general | 0 | 0 | 1 | 1 |\n| reloadSpeed | 0 | 0 | 1 | 1 |\n| spotDistance | 0 | 0 | 1 | 1 |\n| spotTime | 0 | 0 | 1 | 1 |"},{"heading":"Config","level":5,"markdown":"```cpp\naimingAccuracy[] = { 0, 0, 1, 1 };\naimingShake[] = { 0, 0, 1, 1 };\naimingSpeed[] = { 0, 0.5, 1, 1 };\ncommanding[] = { 0, 0, 1, 1 };\ncourage[] = { 0, 0, 1, 1 };\nendurance[] = { 0, 0, 1, 1 }; // disabled in Arma 3\ngeneral[] = { 0, 0, 1, 1 };\nreloadSpeed[] = { 0, 0, 1, 1 };\nspotDistance[] = { 0, 0, 1, 1 };\nspotTime[] = { 0, 0, 1, 1 };\n```"},{"heading":"Related Commands","level":3,"markdown":"- skill\n- setSkill\n- skillFinal\n- allowFleeing"},{"heading":"External Links","level":3,"markdown":"- [BIS Forums AI Skill](https://forums.bohemia.net/forums/topic/219929-the-mystical-skillfinal-formula-reverse-engineering-it/)\n- [AI Facts & Myths Compilation List](https://forums.bohemia.net/forums/topic/223493-ai-facts-myths-compilation-list/)"}],"categories":["AI"],"groups":["Configuration"]},{"name":"Arma 3: AICarSteeringComponent","title":"Arma 3: AICarSteeringComponent","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_AICarSteeringComponent","revid":352456,"updated":"2024-02-11T14:31:40Z","aliases":["AICarSteeringComponent","Arma 3 AICarSteeringComponent"],"markdown":"#### Config\n\n```cpp\nclass AICarSteeringComponent\n{\n    // controls working parameters of steering PID controller (Kp, Ki, Kd)\n    steeringPIDWeights[] = { 1.2, 0.1, 0.2 };\n    // controls working parameters of speed PID controller (Kp, Ki, Kd)\n    speedPIDWeights[] = { 0.7, 0.2, 0.0 };\n\n    // remapping of maxSpeed of vehicle, for fast vehicles we want to lower the used speed\n    doRemapSpeed = true;\n    remapSpeedRange[] = { 30.0, 70.0 };\n    remapSpeedScalar[] = { 1.0, 0.35 };\n\n    // prediction ahead is used for both steering and analysing of shape to modify the speed\n    doPredictForward = true;\n    predictForwardRange[] = { 1, 20 };\n    // steer ahead is a point to steer to, saturated down to given range, in meters\n    steerAheadSaturation[] = { 0.01, 0.4 };\n\n    // set method of predicting safe speed\n\n    speedPredictionMethod = 2;\n    // 0 - three angles method\n    // 1 - wheel direction method\n    // 2 - combined method\n    // three coef's to determine how much given angle should influence slowing down\n    wheelAngleCoef = 0.7;\n    forwardAngleCoef = 0.7;\n    steeringAngleCoef = 1.0;\n    differenceAngleCoef = 1.0;\n\n    // for how long we allow to be not moving, before we consider us stuck\n    stuckMaxTime = 3.0;\n\n    // overtaking is part of collision avoidance\n    allowOvertaking = true;\n    allowCollisionAvoidance = true;\n    // allow using movement vector as direction\n    allowDrifting = false;\n\n    // parameters of predictionMethod = 1\n    maxWheelAngleDiff = 0.2616;\n    minSpeedToKeep = 0.1;\n\n    // how strong AI will turn when commanded left/right\n    commandTurnFactor = 1.0;\n};\n```\n\n#### Scripting commands\n\nuseAISteeringComponent true/false\n\n- enable or disable new ai driving across all vehicles driven locally on the machine.\n\nvehicle forceFollowRoad true/false\n\n- forces AI driver to stick to immediate road, as long as the path is near the road\n\nvehicle setConvoySeparation 20\n\n- sets distance between following vehicles, should be set for all vehicles in convoy with the same value.\n\nvehicle setDriveOnPath [[1000,10,1000],[1100,10,1000]]\n\n- sets a custom path for a vehicle, behaves like Move command but with ability to send path through list of points. Accepts array of arrays (3 or 4 elements). Either (x,y,z) or (x,y,z,wantedSpeed)","sections":[{"heading":"Config","level":4,"markdown":"```cpp\nclass AICarSteeringComponent\n{\n    // controls working parameters of steering PID controller (Kp, Ki, Kd)\n    steeringPIDWeights[] = { 1.2, 0.1, 0.2 };\n    // controls working parameters of speed PID controller (Kp, Ki, Kd)\n    speedPIDWeights[] = { 0.7, 0.2, 0.0 };\n\n    // remapping of maxSpeed of vehicle, for fast vehicles we want to lower the used speed\n    doRemapSpeed = true;\n    remapSpeedRange[] = { 30.0, 70.0 };\n    remapSpeedScalar[] = { 1.0, 0.35 };\n\n    // prediction ahead is used for both steering and analysing of shape to modify the speed\n    doPredictForward = true;\n    predictForwardRange[] = { 1, 20 };\n    // steer ahead is a point to steer to, saturated down to given range, in meters\n    steerAheadSaturation[] = { 0.01, 0.4 };\n\n    // set method of predicting safe speed\n\n    speedPredictionMethod = 2;\n    // 0 - three angles method\n    // 1 - wheel direction method\n    // 2 - combined method\n    // three coef's to determine how much given angle should influence slowing down\n    wheelAngleCoef = 0.7;\n    forwardAngleCoef = 0.7;\n    steeringAngleCoef = 1.0;\n    differenceAngleCoef = 1.0;\n\n    // for how long we allow to be not moving, before we consider us stuck\n    stuckMaxTime = 3.0;\n\n    // overtaking is part of collision avoidance\n    allowOvertaking = true;\n    allowCollisionAvoidance = true;\n    // allow using movement vector as direction\n    allowDrifting = false;\n\n    // parameters of predictionMethod = 1\n    maxWheelAngleDiff = 0.2616;\n    minSpeedToKeep = 0.1;\n\n    // how strong AI will turn when commanded left/right\n    commandTurnFactor = 1.0;\n};\n```"},{"heading":"Scripting commands","level":4,"markdown":"useAISteeringComponent true/false\n\n- enable or disable new ai driving across all vehicles driven locally on the machine.\n\nvehicle forceFollowRoad true/false\n\n- forces AI driver to stick to immediate road, as long as the path is near the road\n\nvehicle setConvoySeparation 20\n\n- sets distance between following vehicles, should be set for all vehicles in convoy with the same value.\n\nvehicle setDriveOnPath [[1000,10,1000],[1100,10,1000]]\n\n- sets a custom path for a vehicle, behaves like Move command but with ability to send path through list of points. Accepts array of arrays (3 or 4 elements). Either (x,y,z) or (x,y,z,wantedSpeed)"}],"categories":["Arma 3: Vehicle Configuration"],"groups":["Configuration"]},{"name":"Arma 3: Aircraft Systems","title":"Arma 3: Aircraft Systems","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Aircraft_Systems","revid":376390,"updated":"2025-10-09T19:49:49Z","aliases":[],"markdown":"Arma 3 v1.68\n\nArma 3 Jets DLC comes with a varity of new functionalities such as:\n\n- Starting off an aircraft carrier via catapult\n- Landing on an aircraft carrier via tailhook\n- Foldable wings for aircrafts\n- Boat recovery\n\nThis page will give an overview of the needed config additions.\n\n### Aircraft Configuration\n\n#### Requirements\n\n- Compatible aircraft must have an animation for arrest/tail hook selection defined in CfgVehicles and modeled in 3D model (model.cfg)\n- Compatible aircraft must have a memory point for cable attach position\n\n#### CarrierOpsCompatability Sub-Class\n\nThis class contains all the definitions needed for the catapult and tailhook functionality to work.\n\n```cpp\nclass CfgVehicles\n{\n    class B_Plane_Fighter_01_F\n    {\n        tailHook = true;                                                                        // Allow to land on carrier\n\n        class CarrierOpsCompatability\n        {\n            ArrestHookAnimationList[] = { \"tailhook\", \"tailhook_door_l\", \"tailhook_door_r\" };    // List of animation played to animate tailhook. Defined in model.cfg (type user)\n            ArrestHookAnimationStates[] = { 0, 0.53, 1 };                                        // Tailhook animation states when down, hooked, up.\n            ArrestHookMemoryPoint = \"pos_tailhook\";                                                // TailHook memory point in plane model.p3d\n            ArrestMaxAllowedSpeed = 275;                                                        // Max speed km/h allowed for successful landing\n            ArrestSlowDownStep = 0.8;                                                            // Simulation step for calcualting how smooth plane will be slowed down.\n            ArrestVelocityReduction = -12;                                                        // Speed reduced per simulation step\n            LaunchVelocity = 300;                                                                // Speed required for take off\n            LaunchVelocityIncrease = 10;                                                        // Speed increased per simulation step\n            LaunchAccelerationStep = 0.001;                                                        // Simulation step for calcualting how smooth plane will launched from carrier catapult.\n            LaunchBarMemoryPoint = \"pos_gear_f_hook\";                                            // LaunchBar memory point\n        };\n    };\n};\n```\n\n#### AircraftAutomatedSystems Sub-Class\n\nThis class contains all definitions needed for the foldable wings to work.\n\n```cpp\nclass CfgVehicles\n{\n    class B_Plane_Fighter_01_F\n    {\n        class AircraftAutomatedSystems\n        {\n            wingStateControl = 1;                // enable automated wing state control to prevent player to take off with folded wings\n            wingFoldAnimations[] = { \"wing_fold_l\", \"wing_fold_r\", \"wing_fold_cover_l\", \"wing_fold_cover_r\" };        // foldable wing animation list\n            wingStateFolded = 1;                // animation state when folded\n            wingStateUnFolded = 0;                // animation state when un-folded\n            wingAutoUnFoldSpeed = 40;            // speed threshold when triger this feature, and unfold wings for player\n        };\n    };\n};\n```\n\n### Aircraft Carrier Configuration\n\n```cpp\nclass CfgVehicles\n{\n    class Land_Carrier_01_base_F\n    {\n        // Defines all the parts the carrier is build out of\n        multiStructureParts[] = {\n            { \"Land_Carrier_01_hull_01_F\", \"pos_hull_1\" },\n            { \"Land_Carrier_01_hull_02_F\", \"pos_hull_2\" },\n            { \"Land_Carrier_01_hull_03_1_F\", \"pos_hull_3_1\" }, { \"Land_Carrier_01_hull_03_2_F\", \"pos_hull_3_2\" },\n            { \"Land_Carrier_01_hull_04_1_F\", \"pos_hull_4_1\" }, { \"Land_Carrier_01_hull_04_2_F\", \"pos_hull_4_2\" },\n            { \"Land_Carrier_01_hull_05_1_F\", \"pos_hull_5_1\" }, { \"Land_Carrier_01_hull_05_2_F\", \"pos_hull_5_2\" },\n            { \"Land_Carrier_01_hull_06_1_F\", \"pos_hull_6_1\" }, { \"Land_Carrier_01_hull_06_2_F\", \"pos_hull_6_2\" },\n            { \"Land_Carrier_01_hull_07_1_F\", \"pos_hull_7_1\" }, { \"Land_Carrier_01_hull_07_2_F\", \"pos_hull_7_2\" },\n            { \"Land_Carrier_01_hull_08_1_F\", \"pos_hull_8_1\" }, { \"Land_Carrier_01_hull_08_2_F\", \"pos_hull_8_2\" },\n            { \"Land_Carrier_01_hull_09_1_F\", \"pos_hull_9_1\" }, { \"Land_Carrier_01_hull_09_2_F\", \"pos_hull_9_2\" },\n            { \"Land_Carrier_01_island_01_F\", \"pos_island_1\" }, { \"Land_Carrier_01_island_02_F\", \"pos_island_2\" },\n            { \"Land_Carrier_01_island_03_F\", \"pos_island_3\" },\n            { \"DynamicAirport_01_F\", \"pos_Airport\" }\n        };\n\n        class Eventhandlers\n        {\n            init = \"_this call BIS_fnc_Carrier01Init;\";                                // Initialises the carrier's functionality\n            attributesChanged3DEN = \"_this call BIS_fnc_Carrier01PosUpdate;\";        // Handles position changes when attributes are changed in Eden Editor\n            dragged3DEN = \"_this call BIS_fnc_Carrier01PosUpdate;\";                    // Handles position changes when attributes are changed in Eden Editor\n            registeredToWorld3DEN = \"_this call BIS_fnc_Carrier01EdenInit;\";        // Initialises the carrier's functionality when it's created in Eden Editor\n            unregisteredFromWorld3DEN = \"_this call BIS_fnc_Carrier01EdenDelete;\";    // Handles deletion of all parts when its deleted in Eden Editor\n        };\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.68\n\nArma 3 Jets DLC comes with a varity of new functionalities such as:\n\n- Starting off an aircraft carrier via catapult\n- Landing on an aircraft carrier via tailhook\n- Foldable wings for aircrafts\n- Boat recovery\n\nThis page will give an overview of the needed config additions."},{"heading":"Aircraft Configuration","level":3,"markdown":""},{"heading":"Requirements","level":4,"markdown":"- Compatible aircraft must have an animation for arrest/tail hook selection defined in CfgVehicles and modeled in 3D model (model.cfg)\n- Compatible aircraft must have a memory point for cable attach position"},{"heading":"CarrierOpsCompatability Sub-Class","level":4,"markdown":"This class contains all the definitions needed for the catapult and tailhook functionality to work.\n\n```cpp\nclass CfgVehicles\n{\n    class B_Plane_Fighter_01_F\n    {\n        tailHook = true;                                                                        // Allow to land on carrier\n\n        class CarrierOpsCompatability\n        {\n            ArrestHookAnimationList[] = { \"tailhook\", \"tailhook_door_l\", \"tailhook_door_r\" };    // List of animation played to animate tailhook. Defined in model.cfg (type user)\n            ArrestHookAnimationStates[] = { 0, 0.53, 1 };                                        // Tailhook animation states when down, hooked, up.\n            ArrestHookMemoryPoint = \"pos_tailhook\";                                                // TailHook memory point in plane model.p3d\n            ArrestMaxAllowedSpeed = 275;                                                        // Max speed km/h allowed for successful landing\n            ArrestSlowDownStep = 0.8;                                                            // Simulation step for calcualting how smooth plane will be slowed down.\n            ArrestVelocityReduction = -12;                                                        // Speed reduced per simulation step\n            LaunchVelocity = 300;                                                                // Speed required for take off\n            LaunchVelocityIncrease = 10;                                                        // Speed increased per simulation step\n            LaunchAccelerationStep = 0.001;                                                        // Simulation step for calcualting how smooth plane will launched from carrier catapult.\n            LaunchBarMemoryPoint = \"pos_gear_f_hook\";                                            // LaunchBar memory point\n        };\n    };\n};\n```"},{"heading":"AircraftAutomatedSystems Sub-Class","level":4,"markdown":"This class contains all definitions needed for the foldable wings to work.\n\n```cpp\nclass CfgVehicles\n{\n    class B_Plane_Fighter_01_F\n    {\n        class AircraftAutomatedSystems\n        {\n            wingStateControl = 1;                // enable automated wing state control to prevent player to take off with folded wings\n            wingFoldAnimations[] = { \"wing_fold_l\", \"wing_fold_r\", \"wing_fold_cover_l\", \"wing_fold_cover_r\" };        // foldable wing animation list\n            wingStateFolded = 1;                // animation state when folded\n            wingStateUnFolded = 0;                // animation state when un-folded\n            wingAutoUnFoldSpeed = 40;            // speed threshold when triger this feature, and unfold wings for player\n        };\n    };\n};\n```"},{"heading":"Aircraft Carrier Configuration","level":3,"markdown":"```cpp\nclass CfgVehicles\n{\n    class Land_Carrier_01_base_F\n    {\n        // Defines all the parts the carrier is build out of\n        multiStructureParts[] = {\n            { \"Land_Carrier_01_hull_01_F\", \"pos_hull_1\" },\n            { \"Land_Carrier_01_hull_02_F\", \"pos_hull_2\" },\n            { \"Land_Carrier_01_hull_03_1_F\", \"pos_hull_3_1\" }, { \"Land_Carrier_01_hull_03_2_F\", \"pos_hull_3_2\" },\n            { \"Land_Carrier_01_hull_04_1_F\", \"pos_hull_4_1\" }, { \"Land_Carrier_01_hull_04_2_F\", \"pos_hull_4_2\" },\n            { \"Land_Carrier_01_hull_05_1_F\", \"pos_hull_5_1\" }, { \"Land_Carrier_01_hull_05_2_F\", \"pos_hull_5_2\" },\n            { \"Land_Carrier_01_hull_06_1_F\", \"pos_hull_6_1\" }, { \"Land_Carrier_01_hull_06_2_F\", \"pos_hull_6_2\" },\n            { \"Land_Carrier_01_hull_07_1_F\", \"pos_hull_7_1\" }, { \"Land_Carrier_01_hull_07_2_F\", \"pos_hull_7_2\" },\n            { \"Land_Carrier_01_hull_08_1_F\", \"pos_hull_8_1\" }, { \"Land_Carrier_01_hull_08_2_F\", \"pos_hull_8_2\" },\n            { \"Land_Carrier_01_hull_09_1_F\", \"pos_hull_9_1\" }, { \"Land_Carrier_01_hull_09_2_F\", \"pos_hull_9_2\" },\n            { \"Land_Carrier_01_island_01_F\", \"pos_island_1\" }, { \"Land_Carrier_01_island_02_F\", \"pos_island_2\" },\n            { \"Land_Carrier_01_island_03_F\", \"pos_island_3\" },\n            { \"DynamicAirport_01_F\", \"pos_Airport\" }\n        };\n\n        class Eventhandlers\n        {\n            init = \"_this call BIS_fnc_Carrier01Init;\";                                // Initialises the carrier's functionality\n            attributesChanged3DEN = \"_this call BIS_fnc_Carrier01PosUpdate;\";        // Handles position changes when attributes are changed in Eden Editor\n            dragged3DEN = \"_this call BIS_fnc_Carrier01PosUpdate;\";                    // Handles position changes when attributes are changed in Eden Editor\n            registeredToWorld3DEN = \"_this call BIS_fnc_Carrier01EdenInit;\";        // Initialises the carrier's functionality when it's created in Eden Editor\n            unregisteredFromWorld3DEN = \"_this call BIS_fnc_Carrier01EdenDelete;\";    // Handles deletion of all parts when its deleted in Eden Editor\n        };\n    };\n};\n```"}],"categories":["Arma 3: Editing","Introduced with Arma 3 version 1.68"],"groups":["General"]},{"name":"Arma 3: Alien Entity Behavior","title":"Arma 3: Alien Entity Behavior","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Alien_Entity_Behavior","revid":370230,"updated":"2024-11-12T23:10:53Z","aliases":["Arma 3 Alien Entity Behavior"],"markdown":"Spoiler Warning\n\n**The following text contains game spoilers such as story details or mission walkthroughs. Read at your own risk!**\nThe potential spoilers concern the following topic: \"First Contact\" campaign of Arma 3 Contact.\n\nArma 3 v1.94\n\nThe small Alien Entity (AE - referred to as Drone in technical systems) is used by ET for surveillance, reconnaissance, research, and defense as needed. It is made from unknown and supremely tough materials.\nThe entity has local control of gravity, and it moves in pulses. It can collect and utilize almost any type of matter from the local environment. The AE appears to communicate on the broad electromagnetic spectrum.\n\nAround its central solid hull, the entity can hold one or more modules in its orbit. These do not themselves have propulsion, so they cannot move out of the entity's sphere of influence. Various types of module exist:\n\n1. Scan Module: used to inspect nearby objects and materials\n1. Gravity Tool Module: used to process and launch collected matter in two lethal modes:\n   1. Matter Shot: a precise single shot of matter\n   1. Matter Burst: a multi-round burst of matter\n1. Matter: used to store collected matter as a resource\n   1. If it runs out, the entity will collect more from any surface\n   1. If it gets dislodged from its orbit, it will fall to the ground and decay (there is some danger to those who get close)\n\nThe entity also features several countermeasures:\n\n1. Anti-Projectile System: this can 'catch' and re-direct various slower speed projectiles (it can be overwhelmed)\n1. Audiovisual Deception: this uses light and sound to disorient threats\n1. Gravity Matter Swarm: this launches a cluster of semi-guided area denial projectiles\n1. Gravity Matter Push: this launches matter in all directions as a less-than-lethal defense against nearby threats\n\nAt this time there are no known vulnerabilities to Earth weapons, and the entity typically withdraws before any major damage can be inflicted.\n\n### Drone\n\n#### Drone Init\n\nAfter an Alien Entity (Small) is placed on the map, you need to execute the following functions before you get your drone fully operational.\n\n##### Setting Movement Grid\n\nDrone is only able to move in a generated grid. It can be generated on-the-fly via **BIN_fnc_setObjectGrid** or by using a movement grid module.\n\nSyntax:\n\n```sqf\n[drone, positionATL, cellSizeX, cellSizeY, cellSizeZ, resolutionX, resolutionY, resolutionZ] call BIN_fnc_setObjectGrid;\n```\n\nParameters:\n\n- **drone**: Object - object to which the grid is attached.\n- **positionATL**: Array - PositionATL where the drone grid should be created.\n- **cellSizeX**: Number - (Optional, default 4) size of movement cells in the X axis (meters).\n- **cellSizeY**: Number - (Optional, default 4) size of movement cells in the Y axis (meters).\n- **cellSizeZ**: Number - (Optional, default 16) size of movement cells in the Z axis (meters).\n- **resolutionX**: Number - (Optional, default 20) number of cells in the X axis.\n- **resolutionY**: Number - (Optional, default 20) number of cells in the Y axis.\n- **resolutionZ**: Number - (Optional, default 3) number of cells in the Z axis.\n\n##### Setting Movement Properties\n\nThe way the drone moves can be changed via the following function. A list of all available movement types is listed in the section below.\n\nSyntax:\n\n```sqf\n[bin_drone, movementProperties] call BIN_fnc_setMoveProperties;\n```\n\nParameters:\n\n- **drone**: Object - Object to which the movement properties are attached.\n- **movementProperties**: String - Name of the movement class.\n\n##### Initialising Drone Scripted Sound System\n\nSyntax:\n\n```sqf\n[drone] call BIN_fnc_soundDrone;\n```\n\nParameters:\n\n- **drone**: Object - Object to which the sound system is attached.\n\n##### Initialising Drone Behavior System\n\nSyntax:\n\n```sqf\n[drone, behaviorType] call BIN_fnc_behaviorInit;\n```\n\nParameters:\n\n- **drone**: Object - Object to which the movement properties are attached.\n- **behaviorType**: String - (Optional, default \"Drone\") name of the behavior type, can be either \"Drone\" or \"DroneCombat\".\n\n##### Example Code\n\n```sqf\n[bin_drone, \"Drone\"] call BIN_fnc_behaviorInit;\n[bin_drone, \"Drone\"] call BIN_fnc_setMoveProperties;\n[bin_drone, getPosATL bin_drone, nil, nil, nil, 5, 5, 3] call BIN_fnc_setObjectGrid;\n[bin_drone] call BIN_fnc_soundDrone;\n```\n\n#### Switching Behaviors\n\nBehaviors listed below can be used with **BIN_fnc_setBehavior** & **BIN_fnc_setBehaviorCoef**.\n\n**BIN_fnc_setBehavior** is using the following syntax:\n\n```sqf\n[drone, behaviorName, parameters, terminateBehaviour, interrupt] call BIN_fnc_setBehavior;\n```\n\nParameters:\n\n- **drone**: Object - object to which the movement properties are attached.\n- **behaviorName**: String - (Optional, default \"Drone\") name of the behavior type. Can be either \"Drone\" or \"DroneCombat\".\n- **parameters**: Array - (Optional, default []) parameters which can be passed to the behavior.\n- **terminateBehaviour**: Boolean - (Optional, default false) if true, the currently executed behaviour will be terminated and a new one will be executed right after termination of the existing one is completed. The default is false.\n- **interrupt**: Boolean - (Optional, default false) determines if behavior should be terminated immediately. In case of e.g. research behavior it means that instead of gently putting back a scanned object, it will be dropped to the ground right away. The default is false.\n\nExample:\n\n##### List of Available Behaviors\n\n| Name | Description | Available parameters |\n|---|---|---|\n| Patrol | Drone will move around looking for enemy contacts |  |\n| Investigate | Drone will look at the nearest unit | 0: target (Optional): Object - object which Drone will look at |\n| GravityCannon | If combat modules are are present, Drone will use them to engage either a random nearby target | 0: target: Object - (Optional) target for gravity cannon<br>1: weapon: String - (Optional) can be `GravityShotgun_01`, `GravityCannon_01` or `GravityCannon_01_Precise` |\n| MissileSwarm | Drone will use an area of effect weapon releasing 5 missile like projectiles at nearby targets |  |\n| Jump | Drone will perform a jump to a specified location | 0: position - Array or String - PositionATL - position to move. If a string is provided, Drone will jump to a precalculated grid located in the provided file.<br>1: charge (Optional) - Boolean - optional parameters controlling if Drone should be charging power before making a jump. The default is false.<br>2: fast (Optional) - Drone will jump up straight away if it is set to true; the default is false. If a number is provided, Drone will pick fast jump if the distance is above that value. |\n| Avoid | Drone will try to avoid contact with nearby units by moving away from them |  |\n| Research | Drone will perform research behavior on nearby objects | 0: target (Optional) - Object - target to scan. If not specified Drone will try to pick some random object in the available grid.<br>1: endless (Optional) - Boolean - research will be performed until it is interrupted by script. |\n| Light | Drone will use its light burst countermeasure and try to move away from incoming fire |  |\n| GravityBurst | Drone will use gravity burst when units are nearby |  |\n| CollectMatter | Drone will collect 4 matter balls which serve as gravity cannon magazines |  |\n| Reposition | Drone will move 100 meters away from incoming fire |  |\n\n#### Scripted Event Handlers\n\n| Name | Output | Description |\n|---|---|---|\n| behaviorStarted | 0: Object<br>1: Behavior name | Triggers when a new behavior FSM is triggered |\n| behaviorCompleted | 0: Object<br>1: Behavior name | Triggers when a new behavior FSM is completed. It will be also fired when behavior was interrupted! |\n\nExample code:\n\n```sqf\nDrone_EH = [missionNamespace, \"behaviorCompleted\", {\n    params[\"_object\",\"_behavior\"];\n    systemChat format[\"Object: %1, Behavior: %2\", _object, _behavior];\n}] call BIS_fnc_addScriptedEventHandler;\n```\n\n#### Editing Move Properties\n\nMovement properties can be modified within the game editor. In order to access them, type the following code in console and execute it:\n\n```sqf\ncall BIN_fnc_bezierEditor;\n```\n\nYou can add points to that graph by double clicking on the middle area. It is possible to move those points once they are created. When you are are ready, press the \"Copy\" button and paste the result to your config.\nIt is not possible to obtain these values from mission files at the moment.\n\n```cpp\nclass Movement\n{\n    class Templates\n    {\n        #define CURVE        { { 0, 0, 0 }, { 0.3, 0.9, 0 }, { 0.5, 0.9, 0 }, { 0.5, 1.070, 0 }, { 0.5, 1, 0 } }\n        #define CURVE_LONG    { { 0, 0, 0 }, { 0.3, 0.9, 0 }, { 0.5, 0.9, 0 }, { 0.5, 1.024, 0 }, { 0.5, 1, 0 } }\n        #define CURVE_END    { { 0, 0, 0 }, { 0.5, 1, 0 }, { 0.7, 1, 0 }, { 1, 1, 0 } }\n        #define CURVE_ROT    { { 0, 0, 0 }, { 0, 2, 0 }, { 0.9, 1, 0 }, { 1, 1, 0 } }\n\n        class Default\n        {\n            speed = 8;                                // average travel speed in m/s\n            pulseDistance = 100;                    // distance between pulses\n            maxPulseDistanceFar = 100;                // maximum distance between pulses in long-distance travel\n            maxPulseDistanceClose = 3;                // maximum distance between pulses in short-distance travel\n            altitude = 100;                            // altitude above terrain level for long jumps\n            curve[] = { { 0, 0 }, { 1, 1 } };        // movement curve\n            curveEnd[] = { { 0, 0 }, { 1, 1 } };    // movement curve on the last waypoint (smoother settle-in)\n            curveRotation[] = { { 0, 0, 0 }, { 1, 0, 0 }, { 0, 1, 0 }, { 1, 1, 0 } };\n        };\n\n        class Drone : Default\n        {\n            speed = 7;\n            curve[] = CURVE;\n            curveEnd[] = CURVE_END;\n            curveRotation[] = CURVE_ROT;\n        };\n\n        class Drone_Intro3 : Drone\n        {\n            speed = 12;\n            pulseDistance = 550;\n            maxPulseDistanceFar = 550;\n        };\n\n        class Drone_Long : Drone\n        {\n            speed = 14;\n            pulseDistance = 250;\n            maxPulseDistanceFar = 550;\n            curve[] = CURVE_LONG;\n        };\n\n        class CombatDrone : Default\n        {\n            speed = 14;\n            maxPulseDistanceFar = 40;\n            curve[] = CURVE;\n            curveEnd[] = CURVE_END;\n            curveRotation[] = CURVE_ROT;\n        };\n\n        class CombatDrone_Fast : Default\n        {\n            speed = 28;\n            maxPulseDistanceFar = 40;\n            curve[] = CURVE;\n            curveEnd[] = CURVE_END;\n            curveRotation[] = CURVE_ROT;\n        };\n\n        class CombatDrone_Long : Default\n        {\n            speed = 28;\n            pulseDistance = 500;\n            maxPulseDistanceFar = 1000;\n            curve[] = CURVE_LONG;\n            curveEnd[] = CURVE_END;\n            curveRotation[] = CURVE_ROT;\n        };\n\n        class ModularShip : Default\n        {\n            speed = 2;\n            curve[] = CURVE;\n            curveEnd[] = CURVE_END;\n            curveRotation[] = CURVE_ROT;\n        };\n    };\n};\n```\n\nlocated in `configFile >> \"CfgContact\" >> \"Movement\" >> \"Templates\"`.\n\n#### Handy Functions List\n\n| Function | Description | Notes |\n|---|---|---|\n| `bin_drone setVariable [\"#bD\", 1];` | Set danger level on Drone. Danger goes from 0 (no danger) to 1 (maximum danger). |  |\n| `bin_drone setVariable [\"#bState\", \"Combat\"];` | Sets Drone behavior to the selected state. The currently supported modes are \"Safe\" & \"Combat\". |  |\n| `bin_drone setVariable [\"#bTarget\", player];` | Sets a target for Drone's gravity cannon |  |\n| ```sqf<br>[west, 0] call BIN_fnc_setTargetWeight;        // all units from side \"west\" will be ignored by the targeting system<br>[player, 10] call BIN_fnc_setTargetWeight;    // increase player's chance of being targeted by Drone weapons<br>[bis_car, 0] call BIN_fnc_setTargetWeight    // vehicle and its crew will be ignored by the targeting system<br>``` | Coef to target priority - set to 0 to basically exclude Drone from target selection. Function accepts a group, side, vehicle or unit. | Applied to the individual unit, side or vehicle - not Drone! |\n| `[bin_drone, \"gravitycannon\", [cursorObject, \"GravityShotgun_01\"] call BIN_fnc_setBehavior;` | Forces Drone to target a specific object |  |\n| `[bin_drone, \"gravityCannon\",10] call BIN_fnc_setBehaviorCoef;` | Change probability of picking a specific behavior |  |\n| `[bin_module_01, player, \"GravityCannon_01_Precise\", false, 1] call BIN_fnc_setDroneModuleTarget;` | Targets and fires module at the player | Parameters:<br>0: **Module**: Object - module which should fire<br>1: **Target**: Object or Position - where the module should aim at<br>2: **Weapon**: String - name of the weapon which a module should use. It can be `GravityShotgun_01`, `GravityCannon_01` or `GravityCannon_01_Precise`.<br>3: **Use Charging**: Boolean - (Optional, default true) define if charging of a module should be skipped.<br>4: **Timeout delay**: Number - (Optional, default 1) delay in seconds. |\n| `[bin_drone, \"SwarmMissile_01_launcher_F\"] call BIS_fnc_fire;` | Manually trigger a missile swarm |  |\n\n### Modules\n\n#### Setup\n\n**Creating module**\n\nIn order to create a module use the following function. You don't need to place a drone module in the world itself!\n\nSyntax: **_module** = [drone, moduleClassName, moduleType] call **BIN_fnc_initDroneModule**;\n\nParameters:\n\n- **drone**: Object - parent object to which modules are attached\n- **movementProperties**: String - class name of the vehicle to create. The list of available modules is available below.\n- **moduleType**: String - type of module to register - currently \"combat\", \"matter\" & \"science\" are available.\n\n#### Available Modules\n\n| Classname | Name | Picture |\n|---|---|---|\n| Alien_MatterBall_01_F | Matter Ball |  |\n| B_A_AlienDrone_Module_01_F<br>O_A_AlienDrone_Module_01_F<br>I_A_AlienDrone_Module_01_F | Scan Module<br>(can be used to perform **research** operations) |  |\n| B_A_AlienDrone_Module_02_F<br>O_A_AlienDrone_Module_02_F<br>I_A_AlienDrone_Module_02_F | Gravity Tool Module<br>(can be used in **combat**) |  |\n\nI, B, O are abbreviation for factions - I = **Independent**, B = **Blufor**, O = **Opfor**\n\n**Module variables**\n\n| Name | Variable | Notes |\n|---|---|---|\n| Interval | **bin_droneModule_interval** | Sets how strictly a module is following Drone. 0 means it is basically out of control |\n| Radius | **bin_droneModule_radius** | Radius of the module orbit (calculated from Drone's center) |\n| Height | **bin_droneModule_height** | Height offset of the module orbit (calculated from Drone's center) |\n| Rotational speed | **bin_droneModule_rotationTime** | How much time it takes to perform one full rotation |\n| Damage | **bin_droneModule_damage** | By default, modules damage is synced to damage status of the parent vehicle. With this variable it is possible to override this behavior and either enable or disable damage completely. |\n\n#### Example\n\n```sqf\nprivate _module_1 = [BIN_drone, \"I_A_AlienDrone_Module_02_F\", \"combat\"] call BIN_fnc_initDroneModule;\n_module_1 setVariable [\"bin_droneModule_interval\", 0.75];\n_module_1 setVariable [\"bin_droneModule_radius\", 4.28683];\n_module_1 setVariable [\"bin_droneModule_height\", 1.5];\n_module_1 setVariable [\"bin_droneModule_rotationTime\", 6.5];\n```\n\n### Example Missions\n\n- Alien Entity: Combat Behavior example mission - [Steam File 1819779586](https://steamcommunity.com/sharedfiles/filedetails/1819779586)\n- Alien Entity: Safe Behavior example mission - [Steam File 1819778427](https://steamcommunity.com/sharedfiles/filedetails/1819778427)","sections":[{"heading":null,"level":1,"markdown":"Spoiler Warning\n\n**The following text contains game spoilers such as story details or mission walkthroughs. Read at your own risk!**\nThe potential spoilers concern the following topic: \"First Contact\" campaign of Arma 3 Contact.\n\nArma 3 v1.94\n\nThe small Alien Entity (AE - referred to as Drone in technical systems) is used by ET for surveillance, reconnaissance, research, and defense as needed. It is made from unknown and supremely tough materials.\nThe entity has local control of gravity, and it moves in pulses. It can collect and utilize almost any type of matter from the local environment. The AE appears to communicate on the broad electromagnetic spectrum.\n\nAround its central solid hull, the entity can hold one or more modules in its orbit. These do not themselves have propulsion, so they cannot move out of the entity's sphere of influence. Various types of module exist:\n\n1. Scan Module: used to inspect nearby objects and materials\n1. Gravity Tool Module: used to process and launch collected matter in two lethal modes:\n   1. Matter Shot: a precise single shot of matter\n   1. Matter Burst: a multi-round burst of matter\n1. Matter: used to store collected matter as a resource\n   1. If it runs out, the entity will collect more from any surface\n   1. If it gets dislodged from its orbit, it will fall to the ground and decay (there is some danger to those who get close)\n\nThe entity also features several countermeasures:\n\n1. Anti-Projectile System: this can 'catch' and re-direct various slower speed projectiles (it can be overwhelmed)\n1. Audiovisual Deception: this uses light and sound to disorient threats\n1. Gravity Matter Swarm: this launches a cluster of semi-guided area denial projectiles\n1. Gravity Matter Push: this launches matter in all directions as a less-than-lethal defense against nearby threats\n\nAt this time there are no known vulnerabilities to Earth weapons, and the entity typically withdraws before any major damage can be inflicted."},{"heading":"Drone","level":3,"markdown":""},{"heading":"Drone Init","level":4,"markdown":"After an Alien Entity (Small) is placed on the map, you need to execute the following functions before you get your drone fully operational."},{"heading":"Setting Movement Grid","level":5,"markdown":"Drone is only able to move in a generated grid. It can be generated on-the-fly via **BIN_fnc_setObjectGrid** or by using a movement grid module.\n\nSyntax:\n\n```sqf\n[drone, positionATL, cellSizeX, cellSizeY, cellSizeZ, resolutionX, resolutionY, resolutionZ] call BIN_fnc_setObjectGrid;\n```\n\nParameters:\n\n- **drone**: Object - object to which the grid is attached.\n- **positionATL**: Array - PositionATL where the drone grid should be created.\n- **cellSizeX**: Number - (Optional, default 4) size of movement cells in the X axis (meters).\n- **cellSizeY**: Number - (Optional, default 4) size of movement cells in the Y axis (meters).\n- **cellSizeZ**: Number - (Optional, default 16) size of movement cells in the Z axis (meters).\n- **resolutionX**: Number - (Optional, default 20) number of cells in the X axis.\n- **resolutionY**: Number - (Optional, default 20) number of cells in the Y axis.\n- **resolutionZ**: Number - (Optional, default 3) number of cells in the Z axis."},{"heading":"Setting Movement Properties","level":5,"markdown":"The way the drone moves can be changed via the following function. A list of all available movement types is listed in the section below.\n\nSyntax:\n\n```sqf\n[bin_drone, movementProperties] call BIN_fnc_setMoveProperties;\n```\n\nParameters:\n\n- **drone**: Object - Object to which the movement properties are attached.\n- **movementProperties**: String - Name of the movement class."},{"heading":"Initialising Drone Scripted Sound System","level":5,"markdown":"Syntax:\n\n```sqf\n[drone] call BIN_fnc_soundDrone;\n```\n\nParameters:\n\n- **drone**: Object - Object to which the sound system is attached."},{"heading":"Initialising Drone Behavior System","level":5,"markdown":"Syntax:\n\n```sqf\n[drone, behaviorType] call BIN_fnc_behaviorInit;\n```\n\nParameters:\n\n- **drone**: Object - Object to which the movement properties are attached.\n- **behaviorType**: String - (Optional, default \"Drone\") name of the behavior type, can be either \"Drone\" or \"DroneCombat\"."},{"heading":"Example Code","level":5,"markdown":"```sqf\n[bin_drone, \"Drone\"] call BIN_fnc_behaviorInit;\n[bin_drone, \"Drone\"] call BIN_fnc_setMoveProperties;\n[bin_drone, getPosATL bin_drone, nil, nil, nil, 5, 5, 3] call BIN_fnc_setObjectGrid;\n[bin_drone] call BIN_fnc_soundDrone;\n```"},{"heading":"Switching Behaviors","level":4,"markdown":"Behaviors listed below can be used with **BIN_fnc_setBehavior** & **BIN_fnc_setBehaviorCoef**.\n\n**BIN_fnc_setBehavior** is using the following syntax:\n\n```sqf\n[drone, behaviorName, parameters, terminateBehaviour, interrupt] call BIN_fnc_setBehavior;\n```\n\nParameters:\n\n- **drone**: Object - object to which the movement properties are attached.\n- **behaviorName**: String - (Optional, default \"Drone\") name of the behavior type. Can be either \"Drone\" or \"DroneCombat\".\n- **parameters**: Array - (Optional, default []) parameters which can be passed to the behavior.\n- **terminateBehaviour**: Boolean - (Optional, default false) if true, the currently executed behaviour will be terminated and a new one will be executed right after termination of the existing one is completed. The default is false.\n- **interrupt**: Boolean - (Optional, default false) determines if behavior should be terminated immediately. In case of e.g. research behavior it means that instead of gently putting back a scanned object, it will be dropped to the ground right away. The default is false.\n\nExample:"},{"heading":"List of Available Behaviors","level":5,"markdown":"| Name | Description | Available parameters |\n|---|---|---|\n| Patrol | Drone will move around looking for enemy contacts |  |\n| Investigate | Drone will look at the nearest unit | 0: target (Optional): Object - object which Drone will look at |\n| GravityCannon | If combat modules are are present, Drone will use them to engage either a random nearby target | 0: target: Object - (Optional) target for gravity cannon<br>1: weapon: String - (Optional) can be `GravityShotgun_01`, `GravityCannon_01` or `GravityCannon_01_Precise` |\n| MissileSwarm | Drone will use an area of effect weapon releasing 5 missile like projectiles at nearby targets |  |\n| Jump | Drone will perform a jump to a specified location | 0: position - Array or String - PositionATL - position to move. If a string is provided, Drone will jump to a precalculated grid located in the provided file.<br>1: charge (Optional) - Boolean - optional parameters controlling if Drone should be charging power before making a jump. The default is false.<br>2: fast (Optional) - Drone will jump up straight away if it is set to true; the default is false. If a number is provided, Drone will pick fast jump if the distance is above that value. |\n| Avoid | Drone will try to avoid contact with nearby units by moving away from them |  |\n| Research | Drone will perform research behavior on nearby objects | 0: target (Optional) - Object - target to scan. If not specified Drone will try to pick some random object in the available grid.<br>1: endless (Optional) - Boolean - research will be performed until it is interrupted by script. |\n| Light | Drone will use its light burst countermeasure and try to move away from incoming fire |  |\n| GravityBurst | Drone will use gravity burst when units are nearby |  |\n| CollectMatter | Drone will collect 4 matter balls which serve as gravity cannon magazines |  |\n| Reposition | Drone will move 100 meters away from incoming fire |  |"},{"heading":"Scripted Event Handlers","level":4,"markdown":"| Name | Output | Description |\n|---|---|---|\n| behaviorStarted | 0: Object<br>1: Behavior name | Triggers when a new behavior FSM is triggered |\n| behaviorCompleted | 0: Object<br>1: Behavior name | Triggers when a new behavior FSM is completed. It will be also fired when behavior was interrupted! |\n\nExample code:\n\n```sqf\nDrone_EH = [missionNamespace, \"behaviorCompleted\", {\n    params[\"_object\",\"_behavior\"];\n    systemChat format[\"Object: %1, Behavior: %2\", _object, _behavior];\n}] call BIS_fnc_addScriptedEventHandler;\n```"},{"heading":"Editing Move Properties","level":4,"markdown":"Movement properties can be modified within the game editor. In order to access them, type the following code in console and execute it:\n\n```sqf\ncall BIN_fnc_bezierEditor;\n```\n\nYou can add points to that graph by double clicking on the middle area. It is possible to move those points once they are created. When you are are ready, press the \"Copy\" button and paste the result to your config.\nIt is not possible to obtain these values from mission files at the moment.\n\n```cpp\nclass Movement\n{\n    class Templates\n    {\n        #define CURVE        { { 0, 0, 0 }, { 0.3, 0.9, 0 }, { 0.5, 0.9, 0 }, { 0.5, 1.070, 0 }, { 0.5, 1, 0 } }\n        #define CURVE_LONG    { { 0, 0, 0 }, { 0.3, 0.9, 0 }, { 0.5, 0.9, 0 }, { 0.5, 1.024, 0 }, { 0.5, 1, 0 } }\n        #define CURVE_END    { { 0, 0, 0 }, { 0.5, 1, 0 }, { 0.7, 1, 0 }, { 1, 1, 0 } }\n        #define CURVE_ROT    { { 0, 0, 0 }, { 0, 2, 0 }, { 0.9, 1, 0 }, { 1, 1, 0 } }\n\n        class Default\n        {\n            speed = 8;                                // average travel speed in m/s\n            pulseDistance = 100;                    // distance between pulses\n            maxPulseDistanceFar = 100;                // maximum distance between pulses in long-distance travel\n            maxPulseDistanceClose = 3;                // maximum distance between pulses in short-distance travel\n            altitude = 100;                            // altitude above terrain level for long jumps\n            curve[] = { { 0, 0 }, { 1, 1 } };        // movement curve\n            curveEnd[] = { { 0, 0 }, { 1, 1 } };    // movement curve on the last waypoint (smoother settle-in)\n            curveRotation[] = { { 0, 0, 0 }, { 1, 0, 0 }, { 0, 1, 0 }, { 1, 1, 0 } };\n        };\n\n        class Drone : Default\n        {\n            speed = 7;\n            curve[] = CURVE;\n            curveEnd[] = CURVE_END;\n            curveRotation[] = CURVE_ROT;\n        };\n\n        class Drone_Intro3 : Drone\n        {\n            speed = 12;\n            pulseDistance = 550;\n            maxPulseDistanceFar = 550;\n        };\n\n        class Drone_Long : Drone\n        {\n            speed = 14;\n            pulseDistance = 250;\n            maxPulseDistanceFar = 550;\n            curve[] = CURVE_LONG;\n        };\n\n        class CombatDrone : Default\n        {\n            speed = 14;\n            maxPulseDistanceFar = 40;\n            curve[] = CURVE;\n            curveEnd[] = CURVE_END;\n            curveRotation[] = CURVE_ROT;\n        };\n\n        class CombatDrone_Fast : Default\n        {\n            speed = 28;\n            maxPulseDistanceFar = 40;\n            curve[] = CURVE;\n            curveEnd[] = CURVE_END;\n            curveRotation[] = CURVE_ROT;\n        };\n\n        class CombatDrone_Long : Default\n        {\n            speed = 28;\n            pulseDistance = 500;\n            maxPulseDistanceFar = 1000;\n            curve[] = CURVE_LONG;\n            curveEnd[] = CURVE_END;\n            curveRotation[] = CURVE_ROT;\n        };\n\n        class ModularShip : Default\n        {\n            speed = 2;\n            curve[] = CURVE;\n            curveEnd[] = CURVE_END;\n            curveRotation[] = CURVE_ROT;\n        };\n    };\n};\n```\n\nlocated in `configFile >> \"CfgContact\" >> \"Movement\" >> \"Templates\"`."},{"heading":"Handy Functions List","level":4,"markdown":"| Function | Description | Notes |\n|---|---|---|\n| `bin_drone setVariable [\"#bD\", 1];` | Set danger level on Drone. Danger goes from 0 (no danger) to 1 (maximum danger). |  |\n| `bin_drone setVariable [\"#bState\", \"Combat\"];` | Sets Drone behavior to the selected state. The currently supported modes are \"Safe\" & \"Combat\". |  |\n| `bin_drone setVariable [\"#bTarget\", player];` | Sets a target for Drone's gravity cannon |  |\n| ```sqf<br>[west, 0] call BIN_fnc_setTargetWeight;        // all units from side \"west\" will be ignored by the targeting system<br>[player, 10] call BIN_fnc_setTargetWeight;    // increase player's chance of being targeted by Drone weapons<br>[bis_car, 0] call BIN_fnc_setTargetWeight    // vehicle and its crew will be ignored by the targeting system<br>``` | Coef to target priority - set to 0 to basically exclude Drone from target selection. Function accepts a group, side, vehicle or unit. | Applied to the individual unit, side or vehicle - not Drone! |\n| `[bin_drone, \"gravitycannon\", [cursorObject, \"GravityShotgun_01\"] call BIN_fnc_setBehavior;` | Forces Drone to target a specific object |  |\n| `[bin_drone, \"gravityCannon\",10] call BIN_fnc_setBehaviorCoef;` | Change probability of picking a specific behavior |  |\n| `[bin_module_01, player, \"GravityCannon_01_Precise\", false, 1] call BIN_fnc_setDroneModuleTarget;` | Targets and fires module at the player | Parameters:<br>0: **Module**: Object - module which should fire<br>1: **Target**: Object or Position - where the module should aim at<br>2: **Weapon**: String - name of the weapon which a module should use. It can be `GravityShotgun_01`, `GravityCannon_01` or `GravityCannon_01_Precise`.<br>3: **Use Charging**: Boolean - (Optional, default true) define if charging of a module should be skipped.<br>4: **Timeout delay**: Number - (Optional, default 1) delay in seconds. |\n| `[bin_drone, \"SwarmMissile_01_launcher_F\"] call BIS_fnc_fire;` | Manually trigger a missile swarm |  |"},{"heading":"Modules","level":3,"markdown":""},{"heading":"Setup","level":4,"markdown":"**Creating module**\n\nIn order to create a module use the following function. You don't need to place a drone module in the world itself!\n\nSyntax: **_module** = [drone, moduleClassName, moduleType] call **BIN_fnc_initDroneModule**;\n\nParameters:\n\n- **drone**: Object - parent object to which modules are attached\n- **movementProperties**: String - class name of the vehicle to create. The list of available modules is available below.\n- **moduleType**: String - type of module to register - currently \"combat\", \"matter\" & \"science\" are available."},{"heading":"Available Modules","level":4,"markdown":"| Classname | Name | Picture |\n|---|---|---|\n| Alien_MatterBall_01_F | Matter Ball |  |\n| B_A_AlienDrone_Module_01_F<br>O_A_AlienDrone_Module_01_F<br>I_A_AlienDrone_Module_01_F | Scan Module<br>(can be used to perform **research** operations) |  |\n| B_A_AlienDrone_Module_02_F<br>O_A_AlienDrone_Module_02_F<br>I_A_AlienDrone_Module_02_F | Gravity Tool Module<br>(can be used in **combat**) |  |\n\nI, B, O are abbreviation for factions - I = **Independent**, B = **Blufor**, O = **Opfor**\n\n**Module variables**\n\n| Name | Variable | Notes |\n|---|---|---|\n| Interval | **bin_droneModule_interval** | Sets how strictly a module is following Drone. 0 means it is basically out of control |\n| Radius | **bin_droneModule_radius** | Radius of the module orbit (calculated from Drone's center) |\n| Height | **bin_droneModule_height** | Height offset of the module orbit (calculated from Drone's center) |\n| Rotational speed | **bin_droneModule_rotationTime** | How much time it takes to perform one full rotation |\n| Damage | **bin_droneModule_damage** | By default, modules damage is synced to damage status of the parent vehicle. With this variable it is possible to override this behavior and either enable or disable damage completely. |"},{"heading":"Example","level":4,"markdown":"```sqf\nprivate _module_1 = [BIN_drone, \"I_A_AlienDrone_Module_02_F\", \"combat\"] call BIN_fnc_initDroneModule;\n_module_1 setVariable [\"bin_droneModule_interval\", 0.75];\n_module_1 setVariable [\"bin_droneModule_radius\", 4.28683];\n_module_1 setVariable [\"bin_droneModule_height\", 1.5];\n_module_1 setVariable [\"bin_droneModule_rotationTime\", 6.5];\n```"},{"heading":"Example Missions","level":3,"markdown":"- Alien Entity: Combat Behavior example mission - [Steam File 1819779586](https://steamcommunity.com/sharedfiles/filedetails/1819779586)\n- Alien Entity: Safe Behavior example mission - [Steam File 1819778427](https://steamcommunity.com/sharedfiles/filedetails/1819778427)"}],"categories":["Arma 3: Editing","Introduced with Arma 3 version 1.94"],"groups":["General"]},{"name":"Arma 3: Alternate Reality Game 2013","title":"Arma 3: Alternate Reality Game 2013","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Alternate_Reality_Game_2013","revid":363927,"updated":"2024-04-26T21:33:53Z","aliases":["Arma3 ARG 2013"],"markdown":"**Welcome to the Community ARG 2013 intiated by SahraniRadio and Jerry Hopper.**\n\nStay tuned for the latest updates on the Bohemia Interactive Studio Forums:\n[Arma 3: new ARG - Things we know so far](http://forums.bistudio.com/showthread.php?146797-ArmA-3-new-ARG-Things-we-know-so-far)\n\n---\n\nTom Larkin, one of the Larkin brothers has been digging in his father's past.\nIn a recent attic cleanup Tom found and unsend letter, which he is determined to deliver.\n**Wil Tom find the people who knew his father in his youth?**\nand who is that mysterious girl from the postcard?\nFollow Tom in his travel to the Aegean where he'll spend his adventurous vacation on Altis and Stratis.\n\n---\n\n**What's an Alternate Reality Game?** See [Alternate Reality Game](https://en.wikipedia.org/wiki/Alternate_reality_game)\n\n**Previous Arma 3 ARG:** [Pre-announcement ARG answers to questions discussion](http://forums.bistudio.com/showthread.php?119602-Pre-announcement-ARG-answers-to-questions-discussion&highlight=ARG+Announcement)\n\n### Timeline - detected stuff\n\n- [m26.node-42.rv4a3](http://m26.node-42.rv4a3.org/)\n  - **login: jerryhopper or melteme**, [Etesian -> Melteme](https://en.wikipedia.org/wiki/Etesian)\n  - message for Jerry Hopper\n  - no PW\n  - methode for the login: http://www.reddit.com/r/arma/comments/1952ok/possible_arma_3_arg_more_in_comments/c8l07rd\n- [FTP OFPR.info](https://ofp-faguss.com/addonsearch.php?searchfor=ftp%3A%2F%2Fofpr.info%2F) link courtesy of\n  [OFP-Faguss.com](https://ofp-faguss.com/)\n  - with different files and folders\n- Armaverse Timeline\n- RandalHubb92 is located at Mike 26 B(ravo)\n- Tom Larkin prepare for a trip to Altis, RandalHubb92, Mike 26B\n- planned construction of Mike26B\n- **Mike26B**:a Nato radar-post in the Aegean area close to Altis.\n- morse Code on SharahniRadio:\n  - MSG1 = ANDARTIKO VA INTELLIGENSE IS COMING - BE READY VA\n  - MSG2 = VA ANDARTIKO 39.464764 24.986338 STAND BY FOR INTEL ANDARTIKO OUT\n  - **AndArtIKO** is probably the Greek word \"αντάρτικο\" tranlating to partisan.\n  - [Resistance in the mountains - Andartiko](https://en.wikipedia.org/wiki/Greek_Resistance#Resistance_in_the_mountains_-_Andartiko)\n  - something about receiving an intelligence from guerillias\n  - VA could be related to Virginia - CIA Headquater, in relation to RandalHubb92\n  - removing the letters, leads to **39.46764,24.9833** [google maps](https://maps.google.co.uk/maps?q=39.46764,24.9833&hl=en&sll=39.46764,24.9833&sspn=0.225018,0.528374&t=m&z=12)\n  - southern location at Stratis , near Nikos Sialmas Monument\n- PurePassion's (BIForum member) location changed several times: Spctrm_tst=1, Rcvr_bndwth_tst=1, X.25=1\n  - [EMI Measurement](http://www.ieee.li/pdf/essay/receiver_v_sa.pdf)\n  - [X.25](https://en.wikipedia.org/wiki/X.25)\n  - something **M26Bravo** - related ?\n- Tom Larkin posted a new pic (below)\n  - Δαβίδ = David\n  - συντριβάνι = fountain\n  - David Fountain\n  - [David Fountain BIS Developer](https://twitter.com/FoltynD)\n  - **David Fountain** is the name of the person he is going to meet - that's a business card.\n  - Room 1530 -> 15:30 ?\n- the wreck of a ship and osprey V22 may a part of the ARG\n  - RandalHubb92 in relation to twitter post: https://twitter.com/RandalHubb92/status/307530080509382657\n- Tom Larkin is going to meet RandalHubb92 at **Nikos Sialmas Monument**\n  - meeting in the restaurant of **the Lighthouse**\n  - arrival on the 5th of March\n  - photoshopped picture:\n    - Travel Card:T. Larkin ,Exp date 9/14\n    - Airticket: Gate 14, \"LARKIN/TOM MR\", \"1 MAR\", \"596287901578-1\",\"LARKIN TOM\",\"01/3/2013\",\"SEQUENCE NO: 3\"\n- IONis involved in somewhat: https://twitter.com/RandalHubb92/status/307531282286530560\n- Public Law 83-703, the Atomic Energy Act of 1954\n- new morse signal: \"DE ANDARTIKO VA CYBER INTELLIGENCE TEAM IS COMING TUESDAY VA THE PACKAGE NEEDS TO BE EXTRACTED FROM MIKE26 VA MUST ACT BEFORE ALL DIGITAL TRAILS WILL BE WIPED STOP\"\n\n### Questions/Tasks\n\n- @ [m26.node-42.rv4a3](http://m26.node-42.rv4a3.org/) login: melteme, pw: ?\n- @ [m26.node-42.rv4a3](http://m26.node-42.rv4a3.org/) login: jerryhopper, pw: ?\n- ftp login: melteme, pw: ?\n- what's at 39.46764,24.9833\n- Alpha tasks\n  - check the 'Nikos Stavros' monument (presumably the Molon Lave thing) - 39.465742, 24.986343 ( https://maps.google.co.uk/maps?q=39....04128&t=h&z=16 )\n  - check the grids on the morse code - 39.46764,24.9833 ( https://maps.google.co.uk/maps?q=39....28374&t=m&z=12 )\n  - check the local restaurant - most likely at the location of the phone number on the console - 39.540099,24.988142 ( https://maps.google.co.uk/maps?q=39....04128&t=h&z=17 )\n  - check the restaurant at 39.540099,24.988142\n  - go diving and search the wrecks for Nikos Stavros\n\n### Conclusions\n\n- RandalHubb92 tried to bring the guerilla together with the CIA to fight against the IRANs\n- accident with a ship near Mike26B\n- something at 39.46764,24.9833 seems related to the ARG\n\n### Characters's Links and Twitters\n\n- Tom Larkin - [twitter Tom Larkin](https://twitter.com/Tom__Larkin) - [Tom Larkin Blog](http://altis-quest.com/)\n- RandalHubb92 - [twitter RandalHubb92](https://twitter.com/RandalHubb92)\n- Scott Miller92 - [twitter Scott_Miller92](https://twitter.com/Scott_Miller92)\n- David Fountain - [twitter David Fountain (BIS Developer)](https://twitter.com/FoltynD)\n\n### Links\n\n- more about the ARG: [altis-quest](http://altis-quest.com/?page_id=17)\n- [Arma 3: new ARG - Things we know so far](http://forums.bistudio.com/showthread.php?146797-ArmA-3-new-ARG-Things-we-know-so-far)\n\n#### The Beginning\n\n- [New Arma 3 ARG started?](http://forums.bistudio.com/showthread.php?146785-New-ArmA-3-ARG-started&highlight=ARG+Announcement)\n\n- Server spotting @ Gamespy\n  - [poweredbygamespy](http://tools.poweredbygamespy.com/masterserver/index.aspx?gamename=arma3pc)\n\n- M26.node.rv4a3\n  - [m26.node-42.rv4a3](http://m26.node-42.rv4a3.org/)\n  - a -> Alpha\n  - M 26 -> Mike 26A/B\n  - Node 42 -> Hitchhikers guide to Galixy - utimate answer\n  - rv4 -> Real Virtual Engine 4\n  - a3 -> Arma 3\n\n- WarGames\n  - [WarGames](https://en.wikipedia.org/wiki/WarGames)\n  - the ARG is partly based on parts of these story\n\n- WOPR\n  - [WOPR is a fictional military supercomputer](https://en.wikipedia.org/wiki/WOPR)\n  - It is an acronym for **W**ar **O**peration **P**lan **R**esponse\n  - W.O.P.R. is a form of artificial intelligence, programmed to play numerous strategy and war games, including one called Global Thermonuclear War, the purpose being to enable itself to optimally respond to any possible enemy nuclear attack.\n\n- sahraniradio.com Live Stream\n  - [sahraniradio.com Live Stream](http://sahraniradio.com/radioplayer/)\n\n#### Arma Universe\n\n- altis-quest\n  - [altis-quest](http://altis-quest.com/)\n  - Webblog of the fictoral character of Tom Larkin\n\n- ION INC\n  - [ION INC](http://www.ion-inc.com/)\n  - ARG PMC DLC by BIS\n  - M26 seems to be an ION Computer - connected to Tom Larkin\n  - [special Clientlogin](http://www.ion-inc.com/client)\n    - different users/clients\n    - guba/dentist\n    - maybe related to the Arma 3 universe\n\n### Greek Myth - History\n\n- [Molon Labe](http://de.wikipedia.org/wiki/Molon_labe)\n- [Battle of Thermopylae](https://en.wikipedia.org/wiki/Battle_of_Thermopylae)\n- [Sparta](https://en.wikipedia.org/wiki/Sparta)\n- Nikos Sialmas Monument\n- Melteme\n  - [Etesian](https://en.wikipedia.org/wiki/Etesian)\n  - Philip II of Macedon used the existence of these winds to his advantage in military campaigns: enemy ships from the south travelling north went much slower during the summer months. I'm being thick here - where is the metaphor?\n\n### Media\n\n- Screenshots for detections\n\n- Limnos Readion:\n  - [Limnos Radio Live Stream](http://altis-quest.com:8000/limnosradio.m3u)\n\n### Places\n\n- Stratis\n  - Location of Mike 26 Alpha/Beta(Bravo?)\n  - Radarbase\n- Nikos Sialmas Monument\n- Altis","sections":[{"heading":null,"level":1,"markdown":"**Welcome to the Community ARG 2013 intiated by SahraniRadio and Jerry Hopper.**\n\nStay tuned for the latest updates on the Bohemia Interactive Studio Forums:\n[Arma 3: new ARG - Things we know so far](http://forums.bistudio.com/showthread.php?146797-ArmA-3-new-ARG-Things-we-know-so-far)\n\n---\n\nTom Larkin, one of the Larkin brothers has been digging in his father's past.\nIn a recent attic cleanup Tom found and unsend letter, which he is determined to deliver.\n**Wil Tom find the people who knew his father in his youth?**\nand who is that mysterious girl from the postcard?\nFollow Tom in his travel to the Aegean where he'll spend his adventurous vacation on Altis and Stratis.\n\n---\n\n**What's an Alternate Reality Game?** See [Alternate Reality Game](https://en.wikipedia.org/wiki/Alternate_reality_game)\n\n**Previous Arma 3 ARG:** [Pre-announcement ARG answers to questions discussion](http://forums.bistudio.com/showthread.php?119602-Pre-announcement-ARG-answers-to-questions-discussion&highlight=ARG+Announcement)"},{"heading":"Timeline - detected stuff","level":3,"markdown":"- [m26.node-42.rv4a3](http://m26.node-42.rv4a3.org/)\n  - **login: jerryhopper or melteme**, [Etesian -> Melteme](https://en.wikipedia.org/wiki/Etesian)\n  - message for Jerry Hopper\n  - no PW\n  - methode for the login: http://www.reddit.com/r/arma/comments/1952ok/possible_arma_3_arg_more_in_comments/c8l07rd\n- [FTP OFPR.info](https://ofp-faguss.com/addonsearch.php?searchfor=ftp%3A%2F%2Fofpr.info%2F) link courtesy of\n  [OFP-Faguss.com](https://ofp-faguss.com/)\n  - with different files and folders\n- Armaverse Timeline\n- RandalHubb92 is located at Mike 26 B(ravo)\n- Tom Larkin prepare for a trip to Altis, RandalHubb92, Mike 26B\n- planned construction of Mike26B\n- **Mike26B**:a Nato radar-post in the Aegean area close to Altis.\n- morse Code on SharahniRadio:\n  - MSG1 = ANDARTIKO VA INTELLIGENSE IS COMING - BE READY VA\n  - MSG2 = VA ANDARTIKO 39.464764 24.986338 STAND BY FOR INTEL ANDARTIKO OUT\n  - **AndArtIKO** is probably the Greek word \"αντάρτικο\" tranlating to partisan.\n  - [Resistance in the mountains - Andartiko](https://en.wikipedia.org/wiki/Greek_Resistance#Resistance_in_the_mountains_-_Andartiko)\n  - something about receiving an intelligence from guerillias\n  - VA could be related to Virginia - CIA Headquater, in relation to RandalHubb92\n  - removing the letters, leads to **39.46764,24.9833** [google maps](https://maps.google.co.uk/maps?q=39.46764,24.9833&hl=en&sll=39.46764,24.9833&sspn=0.225018,0.528374&t=m&z=12)\n  - southern location at Stratis , near Nikos Sialmas Monument\n- PurePassion's (BIForum member) location changed several times: Spctrm_tst=1, Rcvr_bndwth_tst=1, X.25=1\n  - [EMI Measurement](http://www.ieee.li/pdf/essay/receiver_v_sa.pdf)\n  - [X.25](https://en.wikipedia.org/wiki/X.25)\n  - something **M26Bravo** - related ?\n- Tom Larkin posted a new pic (below)\n  - Δαβίδ = David\n  - συντριβάνι = fountain\n  - David Fountain\n  - [David Fountain BIS Developer](https://twitter.com/FoltynD)\n  - **David Fountain** is the name of the person he is going to meet - that's a business card.\n  - Room 1530 -> 15:30 ?\n- the wreck of a ship and osprey V22 may a part of the ARG\n  - RandalHubb92 in relation to twitter post: https://twitter.com/RandalHubb92/status/307530080509382657\n- Tom Larkin is going to meet RandalHubb92 at **Nikos Sialmas Monument**\n  - meeting in the restaurant of **the Lighthouse**\n  - arrival on the 5th of March\n  - photoshopped picture:\n    - Travel Card:T. Larkin ,Exp date 9/14\n    - Airticket: Gate 14, \"LARKIN/TOM MR\", \"1 MAR\", \"596287901578-1\",\"LARKIN TOM\",\"01/3/2013\",\"SEQUENCE NO: 3\"\n- IONis involved in somewhat: https://twitter.com/RandalHubb92/status/307531282286530560\n- Public Law 83-703, the Atomic Energy Act of 1954\n- new morse signal: \"DE ANDARTIKO VA CYBER INTELLIGENCE TEAM IS COMING TUESDAY VA THE PACKAGE NEEDS TO BE EXTRACTED FROM MIKE26 VA MUST ACT BEFORE ALL DIGITAL TRAILS WILL BE WIPED STOP\""},{"heading":"Questions/Tasks","level":3,"markdown":"- @ [m26.node-42.rv4a3](http://m26.node-42.rv4a3.org/) login: melteme, pw: ?\n- @ [m26.node-42.rv4a3](http://m26.node-42.rv4a3.org/) login: jerryhopper, pw: ?\n- ftp login: melteme, pw: ?\n- what's at 39.46764,24.9833\n- Alpha tasks\n  - check the 'Nikos Stavros' monument (presumably the Molon Lave thing) - 39.465742, 24.986343 ( https://maps.google.co.uk/maps?q=39....04128&t=h&z=16 )\n  - check the grids on the morse code - 39.46764,24.9833 ( https://maps.google.co.uk/maps?q=39....28374&t=m&z=12 )\n  - check the local restaurant - most likely at the location of the phone number on the console - 39.540099,24.988142 ( https://maps.google.co.uk/maps?q=39....04128&t=h&z=17 )\n  - check the restaurant at 39.540099,24.988142\n  - go diving and search the wrecks for Nikos Stavros"},{"heading":"Conclusions","level":3,"markdown":"- RandalHubb92 tried to bring the guerilla together with the CIA to fight against the IRANs\n- accident with a ship near Mike26B\n- something at 39.46764,24.9833 seems related to the ARG"},{"heading":"Characters's Links and Twitters","level":3,"markdown":"- Tom Larkin - [twitter Tom Larkin](https://twitter.com/Tom__Larkin) - [Tom Larkin Blog](http://altis-quest.com/)\n- RandalHubb92 - [twitter RandalHubb92](https://twitter.com/RandalHubb92)\n- Scott Miller92 - [twitter Scott_Miller92](https://twitter.com/Scott_Miller92)\n- David Fountain - [twitter David Fountain (BIS Developer)](https://twitter.com/FoltynD)"},{"heading":"Links","level":3,"markdown":"- more about the ARG: [altis-quest](http://altis-quest.com/?page_id=17)\n- [Arma 3: new ARG - Things we know so far](http://forums.bistudio.com/showthread.php?146797-ArmA-3-new-ARG-Things-we-know-so-far)"},{"heading":"The Beginning","level":4,"markdown":"- [New Arma 3 ARG started?](http://forums.bistudio.com/showthread.php?146785-New-ArmA-3-ARG-started&highlight=ARG+Announcement)\n\n- Server spotting @ Gamespy\n  - [poweredbygamespy](http://tools.poweredbygamespy.com/masterserver/index.aspx?gamename=arma3pc)\n\n- M26.node.rv4a3\n  - [m26.node-42.rv4a3](http://m26.node-42.rv4a3.org/)\n  - a -> Alpha\n  - M 26 -> Mike 26A/B\n  - Node 42 -> Hitchhikers guide to Galixy - utimate answer\n  - rv4 -> Real Virtual Engine 4\n  - a3 -> Arma 3\n\n- WarGames\n  - [WarGames](https://en.wikipedia.org/wiki/WarGames)\n  - the ARG is partly based on parts of these story\n\n- WOPR\n  - [WOPR is a fictional military supercomputer](https://en.wikipedia.org/wiki/WOPR)\n  - It is an acronym for **W**ar **O**peration **P**lan **R**esponse\n  - W.O.P.R. is a form of artificial intelligence, programmed to play numerous strategy and war games, including one called Global Thermonuclear War, the purpose being to enable itself to optimally respond to any possible enemy nuclear attack.\n\n- sahraniradio.com Live Stream\n  - [sahraniradio.com Live Stream](http://sahraniradio.com/radioplayer/)"},{"heading":"Arma Universe","level":4,"markdown":"- altis-quest\n  - [altis-quest](http://altis-quest.com/)\n  - Webblog of the fictoral character of Tom Larkin\n\n- ION INC\n  - [ION INC](http://www.ion-inc.com/)\n  - ARG PMC DLC by BIS\n  - M26 seems to be an ION Computer - connected to Tom Larkin\n  - [special Clientlogin](http://www.ion-inc.com/client)\n    - different users/clients\n    - guba/dentist\n    - maybe related to the Arma 3 universe"},{"heading":"Greek Myth - History","level":3,"markdown":"- [Molon Labe](http://de.wikipedia.org/wiki/Molon_labe)\n- [Battle of Thermopylae](https://en.wikipedia.org/wiki/Battle_of_Thermopylae)\n- [Sparta](https://en.wikipedia.org/wiki/Sparta)\n- Nikos Sialmas Monument\n- Melteme\n  - [Etesian](https://en.wikipedia.org/wiki/Etesian)\n  - Philip II of Macedon used the existence of these winds to his advantage in military campaigns: enemy ships from the south travelling north went much slower during the summer months. I'm being thick here - where is the metaphor?"},{"heading":"Media","level":3,"markdown":"- Screenshots for detections\n\n- Limnos Readion:\n  - [Limnos Radio Live Stream](http://altis-quest.com:8000/limnosradio.m3u)"},{"heading":"Places","level":3,"markdown":"- Stratis\n  - Location of Mike 26 Alpha/Beta(Bravo?)\n  - Radarbase\n- Nikos Sialmas Monument\n- Altis"}],"categories":[],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Analytics","title":"Arma 3: Analytics","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Analytics","revid":364573,"updated":"2024-05-17T12:36:29Z","aliases":["Arma 3 Analytics"],"markdown":"Arma 3 v1.56\n\n#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** Part of Arma 3 package on Steam\n\n#### Description\n\n**Description:**\n\n> « Since the release of Arma 3, we've had a general overview of how the game is being played, what game mod(e)s are most popular and what people like or dislike.\n>\n> But this information was coming mostly from the vocal part of our community. The feedback on the forums and other channels is great and will still be used as until now.\n> Nevertheless, it doesn't give us completely objective and unbiased information and it doesn't include feedback from a considerable part of our players.\n> A popular and nowadays broadly used way of gathering data about player behavior is through game analytics.\n> This allows us to know better our players (without actually disturbing them while playing), and thanks to that, to build a better gaming experience.\n>\n> Along with the 1.56 update, we are introducing game analytics into Arma 3.\n> Its purpose is to collect basic information about the game, such as game settings, enabled mods, favorite scenarios and weapons, player deaths or actual performance, and report them to our analytics server.\n> If you don't want to be part of that, you will have an option to disable it in the Launcher options. Fear not however, the amount of data is small and should not affect your gameplay experience in any way.\n> It's also all anonymous and the data will be used solely for understanding how Arma 3 is being played.\n> The more data we will gather, the more precisely we will know what you like in the game and how you play it - which in turn will guide us to set our priorities and make the game better for you.\n>\n> We'd like to add that we see this as an additional tool for our decision-making process, but we do not intend in any way to let analytics data be our sole or primary input. We'll continue to engage with players via all channels and your feedback will remain a hugely important part of our development methods. Analytics will help us with decisions such as the removal of redundant video options, proving that such options are indeed no longer in use. Or we can use them to learn what parameters to expose more clearly in our Launcher. They may also be used to measure how two approaches to a solution on Dev-Branch work in the actual game for example. » – **SITREP #00138** ([source](https://dev.arma3.com/post/sitrep-00138))\n\n#### Usage\n\n**Line call:** arma3.exe\n\n**Options:**\n\nThere is an option to opt-out of the analytics by running Arma 3: Launcher, going into Launcher options and de-selecting the *Enable Analytics* option.\n\nDedicated Server analytics may be disabled simply by using `statisticsEnabled = 0;` in the server configuration file.\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Arma 3: Launcher","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.56"},{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** Part of Arma 3 package on Steam"},{"heading":"Description","level":4,"markdown":"**Description:**\n\n> « Since the release of Arma 3, we've had a general overview of how the game is being played, what game mod(e)s are most popular and what people like or dislike.\n>\n> But this information was coming mostly from the vocal part of our community. The feedback on the forums and other channels is great and will still be used as until now.\n> Nevertheless, it doesn't give us completely objective and unbiased information and it doesn't include feedback from a considerable part of our players.\n> A popular and nowadays broadly used way of gathering data about player behavior is through game analytics.\n> This allows us to know better our players (without actually disturbing them while playing), and thanks to that, to build a better gaming experience.\n>\n> Along with the 1.56 update, we are introducing game analytics into Arma 3.\n> Its purpose is to collect basic information about the game, such as game settings, enabled mods, favorite scenarios and weapons, player deaths or actual performance, and report them to our analytics server.\n> If you don't want to be part of that, you will have an option to disable it in the Launcher options. Fear not however, the amount of data is small and should not affect your gameplay experience in any way.\n> It's also all anonymous and the data will be used solely for understanding how Arma 3 is being played.\n> The more data we will gather, the more precisely we will know what you like in the game and how you play it - which in turn will guide us to set our priorities and make the game better for you.\n>\n> We'd like to add that we see this as an additional tool for our decision-making process, but we do not intend in any way to let analytics data be our sole or primary input. We'll continue to engage with players via all channels and your feedback will remain a hugely important part of our development methods. Analytics will help us with decisions such as the removal of redundant video options, proving that such options are indeed no longer in use. Or we can use them to learn what parameters to expose more clearly in our Launcher. They may also be used to measure how two approaches to a solution on Dev-Branch work in the actual game for example. » – **SITREP #00138** ([source](https://dev.arma3.com/post/sitrep-00138))"},{"heading":"Usage","level":4,"markdown":"**Line call:** arma3.exe\n\n**Options:**\n\nThere is an option to opt-out of the analytics by running Arma 3: Launcher, going into Launcher options and de-selecting the *Enable Analytics* option.\n\nDedicated Server analytics may be disabled simply by using `statisticsEnabled = 0;` in the server configuration file."},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Arma 3: Launcher"}],"categories":["Arma 3: Official Tools","Introduced with Arma 3 version 1.56"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Animals: Ambient System","title":"Arma 3: Animals: Ambient System","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Animals:_Ambient_System","revid":364472,"updated":"2024-05-16T20:41:52Z","aliases":["Arma 3 Animals: Ambient System"],"markdown":"Animals can be placed in Arma 3 either directly by the mission designer (scripting command createAgent, animal sites in modules) or created by the Ambient System.\nThis page is only about the Ambient System presented in Arma 3, which is not the same as the Ambient System implemented in Arma 2.\n\n> [!NOTE]\n> Animals placed by the mission designer are global and every player in a multiplayer mission can see them.\n> Animals created by the Ambient System are only local and every player in multiplayer mission has his own ambient animals.\n\n### System description\n\n#### Basic terms\n\n- **Ambient animal** - An animal created by the automatic Ambient System.\n- **Ambient config** - A config class placed in *configFile* >> *CfgWorlds* >> Name_of_map >> *AmbientA3*.\n- **Main spawn circle** - A circle with defined radius (parameter *areaSpawnRadius*) on which border are testing circles being created. The center is placed on a camera position. Main spawn circles are marked by green, red and blue colors on the attached image.\n- **Testing circle** - A circle with a defined radius. Every testing circle belongs to the main spawn circle. The center of a testing circle is placed on a border of the defined main spawn circle. Conditions for a creation of animals are tested in the center of this circle, animals are created in the area of whole circle.\n\n#### System steps\n\n##### Creation of animals\n\n1. The system checks there are not too many animals already (if the total cost of all animals is the same or higher than the maximal cost).\n   - *Every animal has defined the* **cost** *parameter in the ambient config (see Config Structure).*\n   - *Every map has defined the* **maxCost** *parameter in ambient config (see Config Structure).*\n   - *If there are too many animals present already, all following steps are skipped.*\n1. Main spawn circle is processed.\n   1. The system places each testing circle on the border of the main spawn circle (with a higher probability in front of the player, see attached picture).\n   1. Conditions in the center of each testing circle are checked and evaluated, the number of missing animals for the testing circle area is counted ([how many animals should be here according to conditions] - [how many animals are already here]).\n   1. One animal type for each main spawn circle is created according to the counted probability.\n      - *Example: 4 rabbits and 2 goats are missing, probability is 2:1 for rabbits.*\n      - *The number of created animals is dependent on the parameter* **spawnCount** *defined for each animal in the ambient config (see Config Structure).*\n\n##### Removing of animals\n\nAn animal is removed if its position is out of the circle (the center is placed on the position of camera) which radius is defined by the parameter *areaMaxRadius*.\n\n### Config structure\n\nThe ambient config is placed in *configFile* >> *CfgWorlds* >> terrainName >> *AmbientA3*.\n\n**Structure:**\n\n```cpp\nclass AmbientA3\n{\n    maxCost = 500;                        // max. cost of all animals spawned by the ambient system\n\n    class Main_spawn_circle_name\n    {\n        areaSpawnRadius = 440.0;        // radius of the main spawn circle, testing circles are placed on this radius\n        areaMaxRadius = 500.0;            // radius where animals are removed\n        spawnCircleRadius = 30.0;        // radius of testing circles\n        spawnInterval = 4.7;            // how often is the creation process started in seconds\n\n        class Species\n        {\n            class Animal_config_class    // class of animal from CfgVehicles\n            {\n                maxCircleCount = 5;        // expression - max. number of a given kind in testing circle\n                maxWorldCount = 8;        // max. number of animals on map\n                cost = 3;                // cost of animal\n                spawnCount = 1;            // how many animals should be spawned at once\n                groupSpawnRadius = 10;    // radius for spawning of animal group\n                maxAlt = 200;            // if defined, an animal can be created only if [camera height above/under water/ground] < maxAlt\n                minAlt = -10;            // if defined, an animal can be created only if [camera height above/under water/ground] > minAlt\n            };\n        };\n    };\n};\n```\n\nIn parameter *maxCircleCount* can be used:\n\n- **rain** [0-1] - intensity of rain\n- **night** [0-1] - intensity of night\n- **meadow** [0-1] - how much it seems here like meadow\n- **trees** [0-1] - how much trees is around\n- **hills** [0-1] - 160 m above sea level -> 0; 400 m above sea level -> 1\n- **houses** [0-1] - how many houses is around\n- **windy** [0-1] - intensity of wind\n- **forest** [0-1] - how much it seems here like forest\n- **deadBody** [0-1] - how far is corpse (1 for corpse very close)\n- **sea** [0-1] - how far is sea (1 for position in sea)\n- **waterDepth** [0-max.Depth] - depth of water in meters\n- **camDepth** [0-max.Depth] - depth of camera position in water in meters\n\n#### Stratis Example\n\n```cpp\nclass CfgWorlds\n{\n    class Stratis\n    {\n        class AmbientA3\n        {\n            maxCost = 500;\n\n            class Radius440_500\n            {\n                areaSpawnRadius = 440.0;\n                areaMaxRadius = 500.0;\n                spawnCircleRadius = 30.0;\n                spawnInterval = 4.7;\n\n                class Species\n                {\n                    class Seagull\n                    {\n                        maxCircleCount = ((sea * (1 - night)) + (2 * houses * sea)) * (1 - night);\n                        maxWorldCount = 8;\n                        cost = 3;\n                        spawnCount = 1;\n                        groupSpawnRadius = 10;\n                        maxAlt = 200;\n                        minAlt = -10;\n                    };\n                    class Rabbit_F\n                    {\n                        maxCircleCount = (20 * (0.1 - houses)) * (1 - sea);\n                        maxWorldCount = 4;\n                        cost = 5;\n                        spawnCount = 1;\n                        groupSpawnRadius = 10;\n                        maxAlt = 80;\n                        minAlt = -5;\n                    };\n                };\n            };\n            class Radius40_60\n            {\n                areaSpawnRadius = 50.0;\n                areaMaxRadius = 83.0;\n                spawnCircleRadius = 10.0;\n                spawnInterval = 1.5;\n\n                class Species\n                {\n                    class CatShark_F\n                    {\n                        maxCircleCount = (4 * (WaterDepth interpolate [1,30,0,1]));\n                        maxWorldCount = 10;\n                        cost = 6;\n                        spawnCount = 1;\n                        groupSpawnRadius = 10;\n                        maxAlt = 10;\n                        minAlt = -80;\n                    };\n                    class Turtle_F\n                    {\n                        maxCircleCount = (2 * (waterDepth interpolate [1,16,0,1]) * ((1-houses) * (1-houses)));\n                        maxWorldCount = 6;\n                        cost = 5;\n                        spawnCount = 1;\n                        groupSpawnRadius = 10;\n                        maxAlt = 10;\n                        minAlt = -80;\n                    };\n                };\n            };\n        };\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"Animals can be placed in Arma 3 either directly by the mission designer (scripting command createAgent, animal sites in modules) or created by the Ambient System.\nThis page is only about the Ambient System presented in Arma 3, which is not the same as the Ambient System implemented in Arma 2.\n\n> [!NOTE]\n> Animals placed by the mission designer are global and every player in a multiplayer mission can see them.\n> Animals created by the Ambient System are only local and every player in multiplayer mission has his own ambient animals."},{"heading":"System description","level":3,"markdown":""},{"heading":"Basic terms","level":4,"markdown":"- **Ambient animal** - An animal created by the automatic Ambient System.\n- **Ambient config** - A config class placed in *configFile* >> *CfgWorlds* >> Name_of_map >> *AmbientA3*.\n- **Main spawn circle** - A circle with defined radius (parameter *areaSpawnRadius*) on which border are testing circles being created. The center is placed on a camera position. Main spawn circles are marked by green, red and blue colors on the attached image.\n- **Testing circle** - A circle with a defined radius. Every testing circle belongs to the main spawn circle. The center of a testing circle is placed on a border of the defined main spawn circle. Conditions for a creation of animals are tested in the center of this circle, animals are created in the area of whole circle."},{"heading":"System steps","level":4,"markdown":""},{"heading":"Creation of animals","level":5,"markdown":"1. The system checks there are not too many animals already (if the total cost of all animals is the same or higher than the maximal cost).\n   - *Every animal has defined the* **cost** *parameter in the ambient config (see Config Structure).*\n   - *Every map has defined the* **maxCost** *parameter in ambient config (see Config Structure).*\n   - *If there are too many animals present already, all following steps are skipped.*\n1. Main spawn circle is processed.\n   1. The system places each testing circle on the border of the main spawn circle (with a higher probability in front of the player, see attached picture).\n   1. Conditions in the center of each testing circle are checked and evaluated, the number of missing animals for the testing circle area is counted ([how many animals should be here according to conditions] - [how many animals are already here]).\n   1. One animal type for each main spawn circle is created according to the counted probability.\n      - *Example: 4 rabbits and 2 goats are missing, probability is 2:1 for rabbits.*\n      - *The number of created animals is dependent on the parameter* **spawnCount** *defined for each animal in the ambient config (see Config Structure).*"},{"heading":"Removing of animals","level":5,"markdown":"An animal is removed if its position is out of the circle (the center is placed on the position of camera) which radius is defined by the parameter *areaMaxRadius*."},{"heading":"Config structure","level":3,"markdown":"The ambient config is placed in *configFile* >> *CfgWorlds* >> terrainName >> *AmbientA3*.\n\n**Structure:**\n\n```cpp\nclass AmbientA3\n{\n    maxCost = 500;                        // max. cost of all animals spawned by the ambient system\n\n    class Main_spawn_circle_name\n    {\n        areaSpawnRadius = 440.0;        // radius of the main spawn circle, testing circles are placed on this radius\n        areaMaxRadius = 500.0;            // radius where animals are removed\n        spawnCircleRadius = 30.0;        // radius of testing circles\n        spawnInterval = 4.7;            // how often is the creation process started in seconds\n\n        class Species\n        {\n            class Animal_config_class    // class of animal from CfgVehicles\n            {\n                maxCircleCount = 5;        // expression - max. number of a given kind in testing circle\n                maxWorldCount = 8;        // max. number of animals on map\n                cost = 3;                // cost of animal\n                spawnCount = 1;            // how many animals should be spawned at once\n                groupSpawnRadius = 10;    // radius for spawning of animal group\n                maxAlt = 200;            // if defined, an animal can be created only if [camera height above/under water/ground] < maxAlt\n                minAlt = -10;            // if defined, an animal can be created only if [camera height above/under water/ground] > minAlt\n            };\n        };\n    };\n};\n```\n\nIn parameter *maxCircleCount* can be used:\n\n- **rain** [0-1] - intensity of rain\n- **night** [0-1] - intensity of night\n- **meadow** [0-1] - how much it seems here like meadow\n- **trees** [0-1] - how much trees is around\n- **hills** [0-1] - 160 m above sea level -> 0; 400 m above sea level -> 1\n- **houses** [0-1] - how many houses is around\n- **windy** [0-1] - intensity of wind\n- **forest** [0-1] - how much it seems here like forest\n- **deadBody** [0-1] - how far is corpse (1 for corpse very close)\n- **sea** [0-1] - how far is sea (1 for position in sea)\n- **waterDepth** [0-max.Depth] - depth of water in meters\n- **camDepth** [0-max.Depth] - depth of camera position in water in meters"},{"heading":"Stratis Example","level":4,"markdown":"```cpp\nclass CfgWorlds\n{\n    class Stratis\n    {\n        class AmbientA3\n        {\n            maxCost = 500;\n\n            class Radius440_500\n            {\n                areaSpawnRadius = 440.0;\n                areaMaxRadius = 500.0;\n                spawnCircleRadius = 30.0;\n                spawnInterval = 4.7;\n\n                class Species\n                {\n                    class Seagull\n                    {\n                        maxCircleCount = ((sea * (1 - night)) + (2 * houses * sea)) * (1 - night);\n                        maxWorldCount = 8;\n                        cost = 3;\n                        spawnCount = 1;\n                        groupSpawnRadius = 10;\n                        maxAlt = 200;\n                        minAlt = -10;\n                    };\n                    class Rabbit_F\n                    {\n                        maxCircleCount = (20 * (0.1 - houses)) * (1 - sea);\n                        maxWorldCount = 4;\n                        cost = 5;\n                        spawnCount = 1;\n                        groupSpawnRadius = 10;\n                        maxAlt = 80;\n                        minAlt = -5;\n                    };\n                };\n            };\n            class Radius40_60\n            {\n                areaSpawnRadius = 50.0;\n                areaMaxRadius = 83.0;\n                spawnCircleRadius = 10.0;\n                spawnInterval = 1.5;\n\n                class Species\n                {\n                    class CatShark_F\n                    {\n                        maxCircleCount = (4 * (WaterDepth interpolate [1,30,0,1]));\n                        maxWorldCount = 10;\n                        cost = 6;\n                        spawnCount = 1;\n                        groupSpawnRadius = 10;\n                        maxAlt = 10;\n                        minAlt = -80;\n                    };\n                    class Turtle_F\n                    {\n                        maxCircleCount = (2 * (waterDepth interpolate [1,16,0,1]) * ((1-houses) * (1-houses)));\n                        maxWorldCount = 6;\n                        cost = 5;\n                        spawnCount = 1;\n                        groupSpawnRadius = 10;\n                        maxAlt = 10;\n                        minAlt = -80;\n                    };\n                };\n            };\n        };\n    };\n};\n```"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Animals: Override Default Animal Behaviour Via Script","title":"Arma 3: Animals: Override Default Animal Behaviour Via Script","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Animals:_Override_Default_Animal_Behaviour_Via_Script","revid":370875,"updated":"2025-02-21T10:44:01Z","aliases":["Arma 3 Animals: Override Default Animal Behaviour Via Script"],"markdown":"Animals in Arma 3 roam freely according to their FSM; they autonomously walk, stop, eat, flee etc.\nIn order to control them fully you will need to override their default behaviour and manually guide them, all with a bit of scripting.\n\n### Animal Creation\n\nAnimal classnames can be found on the Arma 3: CfgVehicles Animals page.\n\n#### createAgent Command\n\nSpawning animals via createAgent is the best way how to have control over them in your mission.\nAn **agent** is a \"light AI\" that doesn't have all the abilities/intelligence of a \"normal\" AI unit created via createUnit;\ntherefore, they **cannot** be controlled via commands such as doMove and doStop. However, low-level commands such as moveTo or setDestination will work.\n\nFor a basic example see Example script.\n\n#### Animals Module\n\nThe Animals module can be found in Eden Editor in the Modules page (<kbd>F5</kbd>), under the Sites category.\n\nInsert the module in editor, set the desired parameters and you have animals in your mission.\nSpawned animals will be for mission decoration purpose instead of heavily-scripted behaviour.\n\n### Disable animal's scripted behaviour\n\nYou can disable animal's scripted behaviour using the following:\n\n```sqf\n_animal setVariable [\"BIS_fnc_animalBehaviour_disable\", true];\n```\n\n### Animations\n\nAnimations can be played using playMove, playMoveNow or switchMove. Their names are quite self-explanatory.\n\n> [!IMPORTANT]\n> Animals will remain in the same animation cycle until manually changed!\n\n#### Dog\n\n```sqf\n_dog playMove \"Dog_Stop\";\n_dog playMove \"Dog_Sit\";\n_dog playMove \"Dog_Walk\";\n_dog playMove \"Dog_Run\";\n_dog playMove \"Dog_Sprint\";\n_dog playMove \"Dog_Idle_Stop\"; // wandering, default behaviour\n```\n\n- \"Dog_Idle_Stop\"\n- \"Dog_Idle_Walk\"\n- \"Dog_Die\"\n- \"Dog_Run\"\n- \"Dog_Sprint\"\n- \"Dog_Sit\"\n- \"Dog_Stop\"\n- \"Dog_Idle_01\"\n- \"Dog_Idle_02\"\n- \"Dog_Idle_03\"\n- \"Dog_Idle_04\"\n- \"Dog_Idle_05\"\n- \"Dog_Idle_06\"\n- \"Dog_Idle_07\"\n- \"Dog_Idle_08\"\n- \"Dog_Idle_09\"\n- \"Dog_Idle_10\"\n- \"Dog_Idle_Sit01\"\n- \"Dog_Idle_Sit02\"\n- \"Dog_Idle_Sit03\"\n- \"Dog_Idle_Sit04\"\n- \"Dog_Idle_Sit05\"\n- \"Dog_Idle_Sit06\"\n- \"Dog_Idle_Sit07\"\n- \"Dog_Idle_Sit08\"\n- \"Dog_Idle_Bark\"\n- \"Dog_Idle_Growl\"\n- \"Dog_Idle_Walk\"\n- \"Dog_Idle_Run\"\n- \"Dog_Idle_Sprint\"\n- \"Dog_TurnL\"\n- \"Dog_TurnR\"\n\n#### Sheep\n\n```sqf\n_sheep playMove \"Sheep_Stop\";\n_sheep playMove \"Sheep_Walk\";\n_sheep playMove \"Sheep_Run\";\n_sheep playMove \"Sheep_Idle_Stop\"; // wandering, default behaviour\n```\n\n#### Goat\n\n```sqf\n_goat playMove \"Goat_Stop\";\n_goat playMove \"Goat_Walk\";\n_goat playMove \"Goat_Run\";\n_goat playMove \"Goat_Idle_Stop\"; // wandering, default behaviour\n```\n\n#### Rabbit\n\n```sqf\n_rabbit playMove \"Rabbit_Stop\";\n_rabbit playMove \"Rabbit_Hop\";\n_rabbit playMove \"Rabbit_Idle_Stop\"; // wandering, default behaviour\n```\n\n#### Cockerel\n\n```sqf\n_cock playMove \"Cock_Stop\";\n_cock playMove \"Cock_Walk\";\n_cock playMove \"Cock_Run\";\n_cock playMove \"Cock_Idle_Stop\"; // wandering, default behaviour\n```\n\n#### Hen\n\n```sqf\n_hen playMove \"Hen_Stop\";\n_hen playMove \"Hen_Walk\";\n_hen playMove \"Hen_Idle_Stop\"; // wandering, default behaviour\n```\n\n#### Snake\n\n```sqf\n_snake playMove \"Snakes_Stop\";\n_snake playMove \"Snakes_Move\";\n_snake playMove \"Snakes_Idle_Stop\"; // wandering, default behaviour\n```\n\n### Examples\n\n#### Script\n\nSimple example for a dog to follow the player:\n\n```sqf\n// spawn dog\n_dog = createAgent [\"Fin_random_F\", getPosATL player, [], 5, \"NONE\"];\n\n// disable animal behaviour\n_dog setVariable [\"BIS_fnc_animalBehaviour_disable\", true];\n\n// following loop\n[_dog] spawn {\n    params [\"_dog\"];\n\n    // force dog to sprint\n    _dog playMove \"Dog_Sprint\";\n\n    while { sleep 3; alive _dog } do\n    {\n        _dog moveTo getPosATL player;\n    };\n};\n```\n\nSee in action: [YouTube](https://www.youtube.com/watch?v=0X8oumNj9kc)","sections":[{"heading":null,"level":1,"markdown":"Animals in Arma 3 roam freely according to their FSM; they autonomously walk, stop, eat, flee etc.\nIn order to control them fully you will need to override their default behaviour and manually guide them, all with a bit of scripting."},{"heading":"Animal Creation","level":3,"markdown":"Animal classnames can be found on the Arma 3: CfgVehicles Animals page."},{"heading":"createAgent Command","level":4,"markdown":"Spawning animals via createAgent is the best way how to have control over them in your mission.\nAn **agent** is a \"light AI\" that doesn't have all the abilities/intelligence of a \"normal\" AI unit created via createUnit;\ntherefore, they **cannot** be controlled via commands such as doMove and doStop. However, low-level commands such as moveTo or setDestination will work.\n\nFor a basic example see Example script."},{"heading":"Animals Module","level":4,"markdown":"The Animals module can be found in Eden Editor in the Modules page (<kbd>F5</kbd>), under the Sites category.\n\nInsert the module in editor, set the desired parameters and you have animals in your mission.\nSpawned animals will be for mission decoration purpose instead of heavily-scripted behaviour."},{"heading":"Disable animal's scripted behaviour","level":3,"markdown":"You can disable animal's scripted behaviour using the following:\n\n```sqf\n_animal setVariable [\"BIS_fnc_animalBehaviour_disable\", true];\n```"},{"heading":"Animations","level":3,"markdown":"Animations can be played using playMove, playMoveNow or switchMove. Their names are quite self-explanatory.\n\n> [!IMPORTANT]\n> Animals will remain in the same animation cycle until manually changed!"},{"heading":"Dog","level":4,"markdown":"```sqf\n_dog playMove \"Dog_Stop\";\n_dog playMove \"Dog_Sit\";\n_dog playMove \"Dog_Walk\";\n_dog playMove \"Dog_Run\";\n_dog playMove \"Dog_Sprint\";\n_dog playMove \"Dog_Idle_Stop\"; // wandering, default behaviour\n```\n\n- \"Dog_Idle_Stop\"\n- \"Dog_Idle_Walk\"\n- \"Dog_Die\"\n- \"Dog_Run\"\n- \"Dog_Sprint\"\n- \"Dog_Sit\"\n- \"Dog_Stop\"\n- \"Dog_Idle_01\"\n- \"Dog_Idle_02\"\n- \"Dog_Idle_03\"\n- \"Dog_Idle_04\"\n- \"Dog_Idle_05\"\n- \"Dog_Idle_06\"\n- \"Dog_Idle_07\"\n- \"Dog_Idle_08\"\n- \"Dog_Idle_09\"\n- \"Dog_Idle_10\"\n- \"Dog_Idle_Sit01\"\n- \"Dog_Idle_Sit02\"\n- \"Dog_Idle_Sit03\"\n- \"Dog_Idle_Sit04\"\n- \"Dog_Idle_Sit05\"\n- \"Dog_Idle_Sit06\"\n- \"Dog_Idle_Sit07\"\n- \"Dog_Idle_Sit08\"\n- \"Dog_Idle_Bark\"\n- \"Dog_Idle_Growl\"\n- \"Dog_Idle_Walk\"\n- \"Dog_Idle_Run\"\n- \"Dog_Idle_Sprint\"\n- \"Dog_TurnL\"\n- \"Dog_TurnR\""},{"heading":"Sheep","level":4,"markdown":"```sqf\n_sheep playMove \"Sheep_Stop\";\n_sheep playMove \"Sheep_Walk\";\n_sheep playMove \"Sheep_Run\";\n_sheep playMove \"Sheep_Idle_Stop\"; // wandering, default behaviour\n```"},{"heading":"Goat","level":4,"markdown":"```sqf\n_goat playMove \"Goat_Stop\";\n_goat playMove \"Goat_Walk\";\n_goat playMove \"Goat_Run\";\n_goat playMove \"Goat_Idle_Stop\"; // wandering, default behaviour\n```"},{"heading":"Rabbit","level":4,"markdown":"```sqf\n_rabbit playMove \"Rabbit_Stop\";\n_rabbit playMove \"Rabbit_Hop\";\n_rabbit playMove \"Rabbit_Idle_Stop\"; // wandering, default behaviour\n```"},{"heading":"Cockerel","level":4,"markdown":"```sqf\n_cock playMove \"Cock_Stop\";\n_cock playMove \"Cock_Walk\";\n_cock playMove \"Cock_Run\";\n_cock playMove \"Cock_Idle_Stop\"; // wandering, default behaviour\n```"},{"heading":"Hen","level":4,"markdown":"```sqf\n_hen playMove \"Hen_Stop\";\n_hen playMove \"Hen_Walk\";\n_hen playMove \"Hen_Idle_Stop\"; // wandering, default behaviour\n```"},{"heading":"Snake","level":4,"markdown":"```sqf\n_snake playMove \"Snakes_Stop\";\n_snake playMove \"Snakes_Move\";\n_snake playMove \"Snakes_Idle_Stop\"; // wandering, default behaviour\n```"},{"heading":"Examples","level":3,"markdown":""},{"heading":"Script","level":4,"markdown":"Simple example for a dog to follow the player:\n\n```sqf\n// spawn dog\n_dog = createAgent [\"Fin_random_F\", getPosATL player, [], 5, \"NONE\"];\n\n// disable animal behaviour\n_dog setVariable [\"BIS_fnc_animalBehaviour_disable\", true];\n\n// following loop\n[_dog] spawn {\n    params [\"_dog\"];\n\n    // force dog to sprint\n    _dog playMove \"Dog_Sprint\";\n\n    while { sleep 3; alive _dog } do\n    {\n        _dog moveTo getPosATL player;\n    };\n};\n```\n\nSee in action: [YouTube](https://www.youtube.com/watch?v=0X8oumNj9kc)"}],"categories":["Arma 3: Editing","Arma 3: Tutorials"],"groups":["General"]},{"name":"Arma 3: Animated Briefing","title":"Arma 3: Animated Briefing","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Animated_Briefing","revid":349780,"updated":"2023-11-20T22:10:10Z","aliases":["Arma 3 Animated Briefing"],"markdown":"The Arma 3: Animated Briefing framework allows you to create a briefing using the in-game map which features timeline-based,\nanimated events such as moving markers, blinking markers, zooming, and other marker-related features.\n\n### Functionality\n\nThe standard map is used as the platform. Standard markers are placed on the map using some kind of animations.\nShowing, hiding, canceling, moving and stretching markers is done by set of functions which are part of the briefing's framework.\nThe briefing can be easily synced to dialogs, such as a leader explaining a plan, or to music.\n\n**Features:** Easy to setup\n\nTimeline based\nCan be easily synced to music or dialogs\nSkippable\n\n### Systems\n\n#### BIS_fnc_animatedBriefing\n\n- Enhanced version of the BIS_fnc_eventTimeline function\n- Does the work with the event timeline simpler and get the start of the briefings consistent\n- It does the initial setup\n  - speaker setup\n  - black-out / black-in\n  - opens the map\n  - starts the event timeline by calling BIS_fnc_eventTimeline function\n  - holdKey setup (for skipping the briefing)\n- For the documentation visit BIS_fnc_animatedBriefing.\n\n#### BIS_fnc_eventTimeline\n\n- Essential system of the Animated Briefings, but the function can be used for different purposes\n- It executes the code fragments at given time (keyframes)\n- It can play the events from start or from a defined position (index)\n- It can be interrupted from outside\n- User defined code can be executed onInterrupt or onFinished\n- See BIS_fnc_eventTimeline for full documentation\n\n### Usage\n\n#### Setup\n\nA few things need to be prepared before calling the Animated Briefing function:\n\n- **Timeline**\n  - A timeline is a multi-dimensional array in which each element consists of a time (represented by a number) and an event (a piece of code).\n  - The timeline starts counting from 0 when it is created.\n  - When the time specified in a timeline's element has elapsed, its relative event is spawned.\n  - The timeline stops once it reaches the last element. The last element's code can also be empty if you're just using the element as an ending point.\n  - The timeline can be kept in a separate file and included using #include \"timelineFile.sqf\"; within the file calling the briefing.\n\n```sqf\nprivate _timeline = [\n    [\n        0,\n        {\n            [markerSize \"BIS_SF_zoom0\", markerPos \"BIS_SF_zoom0\", 0, nil, true] spawn BIS_fnc_zoomOnArea;\n            [(getMissionLayerEntities \"g_showAtEnd\") select 1, 0, true] spawn BIS_fnc_showMarkerArray;\n\n            sleep 0.5;\n\n            [markerSize \"BIS_SF_zoom1\", markerPos \"BIS_SF_zoom1\", 3, nil, true] spawn BIS_fnc_zoomOnArea;\n        }\n    ],\n    [\n        1.5,\n        {\n            [\"to_c02_m01_003_br_sf_briefing_c_GUARDIAN_0\", \"GUARDIAN\", BIS_fnc_AnimatedBriefing_speaker1] spawn BIS_fnc_TO_playSoundAndSubtitles;\n\n            [\"BIS_SF_specialArea\", 2] spawn BIS_fnc_showMarker;\n        }\n    ],\n    [\n        8.2,\n        {\n            [\"to_c02_m01_003_br_sf_briefing_c_GUARDIAN_1\", \"GUARDIAN\", BIS_fnc_AnimatedBriefing_speaker1] spawn BIS_fnc_TO_playSoundAndSubtitles;\n\n            _arrayTemp = [\"BIS_SF_question_\"] call BIS_fnc_getMarkers;\n            [_arrayTemp, 8, false] spawn BIS_fnc_showMarkerArray;\n        }\n    ],\n    [ 12, {}]\n];\n```\n\n- **Array of markers to be hidden**\n  - Array of markers that will be hidden both at the start of the briefing and at the end.\n  - You can use *allMapMarkers* to hide every marker.\n\n- **Array of markers to be shown at the end of the Briefing**\n  - Array of markers that will be shown at the end of the briefing.\n  - Markers that are manually shown during timeline events should also be included, as skipping the briefing before those events occur won't show them if they are not.\n  - Markers can be organized into layers to facilitate the usage of the Animated Briefing function.\n    - To show the contents of the \"showAtEnd\" layers at the end of the Briefing, you can use the following code when calling the Animated Briefing function:\n\n```sqf\n[_timeline, 0, nil, allMapMarkers, (getMissionLayerEntities \"showAtEnd\") select 1, \"BIS_markerh_Zoom_final\"] spawn BIS_fnc_animatedBriefing;\n```\n\nTo show a list of markers when the briefing starts, retrieve and show them in the first element of the timeline at 0 seconds as shown below:\n\n```sqf\nprivate _timeline =\n[\n    [\n        0,\n        {\n            [(getMissionLayerEntities \"showAtStart\") select 1, 0, true] spawn BIS_fnc_showMarkerArray;\n        }\n    ],\n// etc\n];\n```\n\n- **Camera size and position at the end of the Briefing**\n  - Position and size the camera will jump to at the end of the briefing\n  - This helps ensure that the camera will be in the same position when the briefing ends both if the player watches through or skips the Briefing.\n  - Rectangle markers can be used to make it easier to find the right position and size.\n\n#### Starting the Briefing\n\nThe Animated Briefing can be started by calling the function BIS_fnc_AnimatedBriefing. Once called, the briefing starts right away.\n\n```sqf\n// timeline of events\n_timeline =\n[\n    [0.0,    { hint \"Start of the Timeline\" }    ],\n    [1.0,    { hint \"Event 1\" }                    ],\n    [3.0,    { hint \"End of the timeline\" }        ]\n];\n\n// get markers to be shown at end by using the layer's name\nprivate _showMarkers = (getMissionLayerEntities \"showAtEnd\") select 1;\n\n// start the Animated Briefing at index 0\n// hide all markers and show the markers from the \"showAtEnd\" layer after the briefing is done\n// zoom on marker_rect_1 at the end of the briefing\n[_timeline, 0, nil, allMapMarkers, _showMarkers, \"marker_rect_1\"] spawn BIS_fnc_animatedBriefing;\n\n// Wait until timeline is over\nwaitUntil { !(missionNamespace getVariable \"BIS_fnc_eventTimeline_playing\"); };\n```\n\n> [!NOTE]\n> - The briefing can be started from a different keyframe (by passing the pointer/index), which is helpful in the development/testing phase.\n> - The briefing can be interrupted by setting a variable: `missionNamespace setVariable [\"BIS_fnc_eventTimeline_play\", false]`.\n> - To hide the standard briefing screen that normally opens after the Intro phase ends, add the line `briefing = 0;` in the Description.ext file in your mission folder.\n\n#### Synchronizing a timeline to dialogues\n\nDialogues can be easily synchronized to events. This can be achieved by following these steps:\n\n- Open your dialog audio file or files in an audio editing software\n- Organize/place them as you would like to hear them.\n  - Waiting roughly 1.5 seconds before playing any dialogue is recommended as there is a slow fade in at the beginning of the Animated Briefing.\n- Write down the starting times of each one of your dialogues or, alternatively, create labels and place them at the beginning of each dialogue and then export them.\n- Create an .sqf file with a timeline array using these times (in seconds).\n  - Use the following example to create a timeline:\n\n    ```sqf\n    private _timeline =\n    [\n        [\n            1.5,\n            {\n            }\n        ],\n        [\n            8.2,\n            {\n            }\n        ],\n        [ 12, {}]\n    ];\n    ```\n- Set up audio files so they can be played from the timeline.\n  - Set them up in the CfgSounds class.\n\n    ```cpp\n    class CfgSounds\n    {\n        // Little Hope Mission 02\n        class to_c01_m02_brief_01\n        {\n            sound[] = {\"\\a3\\Dubbing_F_Tacops\\Briefings\\to_c01_m02\\to_c01_m02_brief_01.ogg\", db+3,1};\n            titles[] = {};\n        };\n        class to_c01_m02_brief_02\n        {\n            sound[] = {\"\\a3\\Dubbing_F_Tacops\\Briefings\\to_c01_m02\\to_c01_m02_brief_02.ogg\", db+3,1};\n            titles[] = {};\n        };\n        class to_c01_m02_brief_03\n        {\n            sound[] = {\"\\a3\\Dubbing_F_Tacops\\Briefings\\to_c01_m02\\to_c01_m02_brief_03.ogg\", db+3,1};\n            titles[] = {};\n        };\n        ...\n    };\n    ```\n- Add commands to play the dialogs in the timeline you just created.\n  - It is recommended to use BIS_fnc_playSoundAndSubtitles or say2D.\n  - Note that the Animated Briefing functions creates two speaker objects, BIS_fnc_AnimatedBriefing_speaker1 and BIS_fnc_AnimatedBriefing_speaker2, which should be used to play dialogues or SFX pertaining the Animated Briefing.\n\n    ```sqf\n    [\"to_c01_m01_brief_002_br_briefing_b_OLYMPOS_0\", \"OLYMPOS\", BIS_fnc_AnimatedBriefing_speaker1] call BIS_fnc_TO_playSoundAndSubtitles;\n    ```\n- Add a final element to the timeline array with the ending time.\n\nOnce you are done with creating the timeline, you can add commands (e.g moving/showing/resizing markers) to the existing timeline elements to have them synchronized with the dialogs.\n\n### Map and Marker Functions\n\nSee Function Group: Map and Markers.","sections":[{"heading":null,"level":1,"markdown":"The Arma 3: Animated Briefing framework allows you to create a briefing using the in-game map which features timeline-based,\nanimated events such as moving markers, blinking markers, zooming, and other marker-related features."},{"heading":"Functionality","level":3,"markdown":"The standard map is used as the platform. Standard markers are placed on the map using some kind of animations.\nShowing, hiding, canceling, moving and stretching markers is done by set of functions which are part of the briefing's framework.\nThe briefing can be easily synced to dialogs, such as a leader explaining a plan, or to music.\n\n**Features:** Easy to setup\n\nTimeline based\nCan be easily synced to music or dialogs\nSkippable"},{"heading":"Systems","level":3,"markdown":""},{"heading":"BIS_fnc_animatedBriefing","level":4,"markdown":"- Enhanced version of the BIS_fnc_eventTimeline function\n- Does the work with the event timeline simpler and get the start of the briefings consistent\n- It does the initial setup\n  - speaker setup\n  - black-out / black-in\n  - opens the map\n  - starts the event timeline by calling BIS_fnc_eventTimeline function\n  - holdKey setup (for skipping the briefing)\n- For the documentation visit BIS_fnc_animatedBriefing."},{"heading":"BIS_fnc_eventTimeline","level":4,"markdown":"- Essential system of the Animated Briefings, but the function can be used for different purposes\n- It executes the code fragments at given time (keyframes)\n- It can play the events from start or from a defined position (index)\n- It can be interrupted from outside\n- User defined code can be executed onInterrupt or onFinished\n- See BIS_fnc_eventTimeline for full documentation"},{"heading":"Usage","level":3,"markdown":""},{"heading":"Setup","level":4,"markdown":"A few things need to be prepared before calling the Animated Briefing function:\n\n- **Timeline**\n  - A timeline is a multi-dimensional array in which each element consists of a time (represented by a number) and an event (a piece of code).\n  - The timeline starts counting from 0 when it is created.\n  - When the time specified in a timeline's element has elapsed, its relative event is spawned.\n  - The timeline stops once it reaches the last element. The last element's code can also be empty if you're just using the element as an ending point.\n  - The timeline can be kept in a separate file and included using #include \"timelineFile.sqf\"; within the file calling the briefing.\n\n```sqf\nprivate _timeline = [\n    [\n        0,\n        {\n            [markerSize \"BIS_SF_zoom0\", markerPos \"BIS_SF_zoom0\", 0, nil, true] spawn BIS_fnc_zoomOnArea;\n            [(getMissionLayerEntities \"g_showAtEnd\") select 1, 0, true] spawn BIS_fnc_showMarkerArray;\n\n            sleep 0.5;\n\n            [markerSize \"BIS_SF_zoom1\", markerPos \"BIS_SF_zoom1\", 3, nil, true] spawn BIS_fnc_zoomOnArea;\n        }\n    ],\n    [\n        1.5,\n        {\n            [\"to_c02_m01_003_br_sf_briefing_c_GUARDIAN_0\", \"GUARDIAN\", BIS_fnc_AnimatedBriefing_speaker1] spawn BIS_fnc_TO_playSoundAndSubtitles;\n\n            [\"BIS_SF_specialArea\", 2] spawn BIS_fnc_showMarker;\n        }\n    ],\n    [\n        8.2,\n        {\n            [\"to_c02_m01_003_br_sf_briefing_c_GUARDIAN_1\", \"GUARDIAN\", BIS_fnc_AnimatedBriefing_speaker1] spawn BIS_fnc_TO_playSoundAndSubtitles;\n\n            _arrayTemp = [\"BIS_SF_question_\"] call BIS_fnc_getMarkers;\n            [_arrayTemp, 8, false] spawn BIS_fnc_showMarkerArray;\n        }\n    ],\n    [ 12, {}]\n];\n```\n\n- **Array of markers to be hidden**\n  - Array of markers that will be hidden both at the start of the briefing and at the end.\n  - You can use *allMapMarkers* to hide every marker.\n\n- **Array of markers to be shown at the end of the Briefing**\n  - Array of markers that will be shown at the end of the briefing.\n  - Markers that are manually shown during timeline events should also be included, as skipping the briefing before those events occur won't show them if they are not.\n  - Markers can be organized into layers to facilitate the usage of the Animated Briefing function.\n    - To show the contents of the \"showAtEnd\" layers at the end of the Briefing, you can use the following code when calling the Animated Briefing function:\n\n```sqf\n[_timeline, 0, nil, allMapMarkers, (getMissionLayerEntities \"showAtEnd\") select 1, \"BIS_markerh_Zoom_final\"] spawn BIS_fnc_animatedBriefing;\n```\n\nTo show a list of markers when the briefing starts, retrieve and show them in the first element of the timeline at 0 seconds as shown below:\n\n```sqf\nprivate _timeline =\n[\n    [\n        0,\n        {\n            [(getMissionLayerEntities \"showAtStart\") select 1, 0, true] spawn BIS_fnc_showMarkerArray;\n        }\n    ],\n// etc\n];\n```\n\n- **Camera size and position at the end of the Briefing**\n  - Position and size the camera will jump to at the end of the briefing\n  - This helps ensure that the camera will be in the same position when the briefing ends both if the player watches through or skips the Briefing.\n  - Rectangle markers can be used to make it easier to find the right position and size."},{"heading":"Starting the Briefing","level":4,"markdown":"The Animated Briefing can be started by calling the function BIS_fnc_AnimatedBriefing. Once called, the briefing starts right away.\n\n```sqf\n// timeline of events\n_timeline =\n[\n    [0.0,    { hint \"Start of the Timeline\" }    ],\n    [1.0,    { hint \"Event 1\" }                    ],\n    [3.0,    { hint \"End of the timeline\" }        ]\n];\n\n// get markers to be shown at end by using the layer's name\nprivate _showMarkers = (getMissionLayerEntities \"showAtEnd\") select 1;\n\n// start the Animated Briefing at index 0\n// hide all markers and show the markers from the \"showAtEnd\" layer after the briefing is done\n// zoom on marker_rect_1 at the end of the briefing\n[_timeline, 0, nil, allMapMarkers, _showMarkers, \"marker_rect_1\"] spawn BIS_fnc_animatedBriefing;\n\n// Wait until timeline is over\nwaitUntil { !(missionNamespace getVariable \"BIS_fnc_eventTimeline_playing\"); };\n```\n\n> [!NOTE]\n> - The briefing can be started from a different keyframe (by passing the pointer/index), which is helpful in the development/testing phase.\n> - The briefing can be interrupted by setting a variable: `missionNamespace setVariable [\"BIS_fnc_eventTimeline_play\", false]`.\n> - To hide the standard briefing screen that normally opens after the Intro phase ends, add the line `briefing = 0;` in the Description.ext file in your mission folder."},{"heading":"Synchronizing a timeline to dialogues","level":4,"markdown":"Dialogues can be easily synchronized to events. This can be achieved by following these steps:\n\n- Open your dialog audio file or files in an audio editing software\n- Organize/place them as you would like to hear them.\n  - Waiting roughly 1.5 seconds before playing any dialogue is recommended as there is a slow fade in at the beginning of the Animated Briefing.\n- Write down the starting times of each one of your dialogues or, alternatively, create labels and place them at the beginning of each dialogue and then export them.\n- Create an .sqf file with a timeline array using these times (in seconds).\n  - Use the following example to create a timeline:\n\n    ```sqf\n    private _timeline =\n    [\n        [\n            1.5,\n            {\n            }\n        ],\n        [\n            8.2,\n            {\n            }\n        ],\n        [ 12, {}]\n    ];\n    ```\n- Set up audio files so they can be played from the timeline.\n  - Set them up in the CfgSounds class.\n\n    ```cpp\n    class CfgSounds\n    {\n        // Little Hope Mission 02\n        class to_c01_m02_brief_01\n        {\n            sound[] = {\"\\a3\\Dubbing_F_Tacops\\Briefings\\to_c01_m02\\to_c01_m02_brief_01.ogg\", db+3,1};\n            titles[] = {};\n        };\n        class to_c01_m02_brief_02\n        {\n            sound[] = {\"\\a3\\Dubbing_F_Tacops\\Briefings\\to_c01_m02\\to_c01_m02_brief_02.ogg\", db+3,1};\n            titles[] = {};\n        };\n        class to_c01_m02_brief_03\n        {\n            sound[] = {\"\\a3\\Dubbing_F_Tacops\\Briefings\\to_c01_m02\\to_c01_m02_brief_03.ogg\", db+3,1};\n            titles[] = {};\n        };\n        ...\n    };\n    ```\n- Add commands to play the dialogs in the timeline you just created.\n  - It is recommended to use BIS_fnc_playSoundAndSubtitles or say2D.\n  - Note that the Animated Briefing functions creates two speaker objects, BIS_fnc_AnimatedBriefing_speaker1 and BIS_fnc_AnimatedBriefing_speaker2, which should be used to play dialogues or SFX pertaining the Animated Briefing.\n\n    ```sqf\n    [\"to_c01_m01_brief_002_br_briefing_b_OLYMPOS_0\", \"OLYMPOS\", BIS_fnc_AnimatedBriefing_speaker1] call BIS_fnc_TO_playSoundAndSubtitles;\n    ```\n- Add a final element to the timeline array with the ending time.\n\nOnce you are done with creating the timeline, you can add commands (e.g moving/showing/resizing markers) to the existing timeline elements to have them synchronized with the dialogs."},{"heading":"Map and Marker Functions","level":3,"markdown":"See Function Group: Map and Markers."}],"categories":["Arma 3: Tutorials","Briefing"],"groups":["Mission Editing"]},{"name":"Arma 3: Animated Opening","title":"Arma 3: Animated Opening","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Animated_Opening","revid":352994,"updated":"2024-03-08T20:28:10Z","aliases":["Arma 3 Animated Opening"],"markdown":"The Animated Opening framework allows you to easily create campaign openings by animating pictures using a timeline.\n\n### Features\n\n- Easy to setup\n- Timeline based\n- Can be easily synced to music or dialogues using the timeline\n- Skippable\n\n### Functionality\n\nThe framework provides the designer with simple ways to manage picture and texts and to quickly animate them efficiently.\nThe framework also lets you organize pictures and text in layers so that you can easily manage which pictures stay on top on which stay on the bottom.\nIt provides several ways to animate pictures: scaling, moving, rotating, blinking/pulsing and fading.\n\n## Systems\n\n#### BIS_fnc_AnimatedOpening\n\n- Enhanced version of the BIS_fnc_eventTimeline function\n- Sets up the opening\n  - Initializes the animatedScreen function\n  - Creates the initial black out\n  - starts the event timeline by calling BIS_fnc_eventTimeline function\n  - holdKey setup (for skipping the opening)\n\n##### Parameters\n\n| Parameter | Description |\n|---|---|\n| timeline | 2D ARRAY: see BIS_fnc_eventTimeline |\n| pointer | NUMBER: see BIS_fnc_eventTimeline |\n| music | (opt) - STRING: see BIS_fnc_eventTimeline |\n\n#### BIS_fnc_eventTimeline\n\n- Essential system of the Animated Briefings, but the function can be used for different purposes\n- It executes the code fragments at given time (keyframes)\n- It can play the events from start or from a defined position (index)\n- It can be interrupted from outside\n- user defined code can be executed onInterrupt or onFinished\n\n##### Parameters\n\n| Parameter | Description |\n|---|---|\n| timeline | 2D ARRAY: array with keyframes and code to be activated at a certain time |\n| pointer | NUMBER: where to start playing (index) |\n| music | (OPTIONAL) - STRING: music to be played which will provide the sync time for the timeline |\n| codeInterrupt | (OPTIONAL) - CODE: code to be executed if the timeline is interrupted (missionNamespace setVariable [\"BIS_fnc_eventTimeline_play\", FALSE]) |\n| codeStop | (OPTIONAL) - CODE or ARRAY: code or array of codes to be executed once the timeline is finshed. The codes are CALLed one after the other. |\n\n#### BIS_fnc_animatedScreen\n\n- Handles pictures, texts, layers, animations\n- Provides ways to create, destroy, reset all layers\n- Can animate pictures and texts in several ways (scaling, moving, rotating, etc...)\n- Operates in different ways depending on which parameters are passed\n\n**NOTE:** The suggested picture size is 2048x2048. This is to make sure it fits and looks sharp on different aspect ratios and resolutions.\n\n##### Init mode\n\n| Parameter | Description |\n|---|---|\n| mode = *\"MODE_INIT\"* | Mode used for initializing the framework |\n| layers | (opt) NUMBER or ARRAY:<br>- if Number: number of picture layers which will be created<br>- if Array:<br>  - Select 0: NUMBER of picture layers<br>  - Select 1: NUMBER of text layers<br>  - Select 2: NUMBER of overlay layers |\n| overscale | NUMBER: layer scale |\n| contentRatio | NUMBER: layer ratio |\n\n##### Reset mode\n\n| Parameter | Description |\n|---|---|\n| mode = *\"MODE_RESET\"* | Mode used for clearing all the initialized layers (all pictures and texts are removed but layers will still exist) |\n| flags | ARRAY: array of 3 BOOL values for picture layers, text layers and overlay layers. If true, deletes the controls in these layers.<br>- Select 0: reset Picture layers<br>- Select 1: reset Text layers<br>- Select 2: reset Overlay layers |\n\n##### Layer Create mode\n\n| Parameter | Description |\n|---|---|\n| mode = *\"MODE_LAYER_CREATE\"* | Mode used for creating layers containing pictures |\n| layer | NUMBER: ID of the layer |\n| texture | STRING: Path to the picture to be displayed |\n| posCenter | (opt) ARRAY: Center position of the picture in x,y coordinates |\n| alpha | (opt) NUMBER: Alpha of the picture (1 = fully visible) |\n| scale | (opt) NUMBER: Scale of the picture (1 = original size) |\n\n##### Layer Animate mode\n\n| Parameter | Description |\n|---|---|\n| mode = *\"MODE_LAYER_ANIMATE\"* | Mode used for animating layers containing pictures |\n| layer | NUMBER: ID of the layer |\n| duration | (opt) NUMBER: Duration of the animation |\n| posCenterEnd | (opt) ARRAY: Final position of the picture's center in x,y coordinates |\n| scaleEnd | (opt) NUMBER: Final scale amount of the picture |\n| posCenterStart | (opt) ARRAY: Initial position of the picture's center in x,y coordinates |\n| scaleStart | (opt) NUMBER: Initial scale amount of the picture |\n\n##### Layer Rotate mode\n\n| Parameter | Description |\n|---|---|\n| mode = *\"MODE_LAYER_ROTATE\"* | Mode used for rotating layers |\n| layer | NUMBER: ID of the layer |\n| duration | NUMBER: Duration of the animation |\n| angleDelta | NUMBER: Desired amount of rotation |\n| angleStart | (opt) NUMBER: Initial rotation amount |\n\n##### Layer Fade mode\n\n| Parameter | Description |\n|---|---|\n| mode = *\"MODE_LAYER_FADE\"* | Mode used for layers |\n| layer | NUMBER: ID of the layer |\n| duration | NUMBER: Duration of the animation |\n| alphaEnd | (opt) NUMBER: Final alpha of the layer |\n| alphaStart | (opt) NUMBER: Initial alpha of the layer |\n\n##### Layer Pulse mode\n\n| Parameter | Description |\n|---|---|\n| mode = *\"MODE_LAYER_PULSE\"* | Mode used for fading from and to different alpha values in a cyclic manner |\n| layer | NUMBER: ID of the layer |\n| duration | NUMBER: Duration of the animation |\n| alpha1 | (opt) NUMBER: First alpha value |\n| alpha2 | (opt) NUMBER: Second alpha value |\n| cycles | (opt) NUMBER: Number of cycles/times the animation will happen (a full cycle consists of the layer fading to alpha1 and then to alpha2) |\n\n##### Text Create mode\n\n| Parameter | Description |\n|---|---|\n| mode = *\"MODE_TEXT_CREATE\"* | Mode used for creating layers containing text |\n| layer | NUMBER: ID of the layer |\n| text | (opt) STRING: Text content |\n| position | (opt) ARRAY: Text position in x,y coordinates |\n| align | (opt) NUMBER: Text alignment. Options are: ALIGN_TOPLEFT, ALIGN_BOTTOMLEFT, ALIGN_LEFT, ALIGN_TOP, ALIGN_CENTER, ALIGN_BOTTOM, ALIGN_TOPRIGHT, ALIGN_RIGHT, ALIGN_BOTTOMRIGHT |\n| color | (opt) ARRAY: Color of the text in r,g,b,a format |\n| alpha | (opt) NUMBER: Alpha of the text |\n| tagSize | (opt) NUMBER: Size of the text |\n| tagShadow | (opt) NUMBER: Shadow style |\n| tagFont | (opt) STRING: Text font |\n\n##### Text Animate mode\n\n| Parameter | Description |\n|---|---|\n| mode = *\"MODE_TEXT_ANIMATE\"* | Mode used for animating layers containing text |\n| layer | NUMBER: ID of the layer |\n| duration | (opt) NUMBER: Duration of the animation |\n| posEnd | (opt) ARRAY: Final position of the text in x,y coordinates |\n| scaleEnd | (opt) NUMBER: Final text scale |\n| alphaEnd | (opt) NUMBER: Final text alpha |\n| posStart | (opt) ARRAY: Initial position of the text in x,y coordinates |\n| scaleStart | (opt) NUMBER: Initial text scale |\n| alphaStart | (opt) NUMBER: Initial text alpha |\n\n##### Create Overlay mode\n\n| Parameter | Description |\n|---|---|\n| mode = *\"MODE_OVERLAY_CREATE\"* | Mode used for creating layers for overlays |\n| layer | NUMBER: ID of the layer |\n| text | (opt) STRING: Text content |\n| position | (opt) ARRAY: Position in x,y coordinates |\n| align | (opt) NUMBER: Text alignment. Options are: ALIGN_TOPLEFT, ALIGN_BOTTOMLEFT, ALIGN_LEFT, ALIGN_TOP, ALIGN_CENTER, ALIGN_BOTTOM, ALIGN_TOPRIGHT, ALIGN_RIGHT, ALIGN_BOTTOMRIGHT |\n| color | (opt) ARRAY: Color of the text in r,g,b,a format |\n| alpha | (opt) NUMBER: Alpha of the text |\n| tagSize | (opt) NUMBER: Size of the text |\n| tagShadow | (opt) NUMBER: Shadow style |\n| tagFont | (opt) STRING: Text font |\n\n##### Create Skybox mode\n\n| Parameter | Description |\n|---|---|\n| mode = *\"MODE_SKYBOX_CREATE\"* | Mode used for looping a skybox-like texture (texture continuously translates horizontally) |\n| layer | NUMBER: ID of the layer |\n| texture | STRING: Path to the picture to be displayed |\n| alpha | (opt) NUMBER: Alpha of the picture (1 = fully visible) |\n| duration | (opt) NUMBER: Duration of the animation |\n\n> [!IMPORTANT]\n> The suggested picture size for skybox textures is 4096x4096.\n> This is because the texture is usually scaled to make sure that all the screen space is covered during the translating animation.\n\n##### Destroy mode\n\n| Parameter | Description |\n|---|---|\n| mode = *\"MODE_DESTROY\"* | Mode used for terminating animations and destroying all layers |\n\n##### BlackOut mode\n\n| Parameter | Description |\n|---|---|\n| mode = *\"MODE_BLACKOUT\"* | Mode used for fading out the screen to black |\n| duration | (opt) NUMBER: Duration of the fade out time |\n| wait | (opt) BOOL: If true, script sleeps until the fading is complete |\n\n##### BlackIn mode\n\n| Parameter | Description |\n|---|---|\n| mode = *\"MODE_BLACKIN\"* | Mode used for fading in the screen from black |\n| duration | (opt) NUMBER: Duration of the fade in time |\n| wait | (opt) BOOL: If true, script sleeps until the fading is complete |\n\n### Setup and Usage\n\n#### Setup\n\nA Timeline needs to be prepared before calling the Animated Opening function.\n\n**Timeline**\n\n- A timeline is a multi-dimensional array in which each element consists of a time (represented by a number) and an event (a piece of code).\n- The timeline starts counting from 0 when it is created.\n- When the time specified in a timeline's element has elapsed, its relative event is spawned.\n- The timeline stops once it reaches the last element. The last element's code can also be empty if you're just using the element as an ending point.\n- The timeline can be kept in a separate file and included using #include \"timelineFile.sqf\"; within the file calling the animated opening.\n\n```sqf\nprivate _timeline =\n[\n    [\n        0,\n        {\n            [MODE_RESET, [true, true]]    call BIS_fnc_animatedScreen;\n            [MODE_BLACKIN, 0, false]    call BIS_fnc_animatedScreen;\n        }\n    ],\n    [\n        1.5,\n        {\n            [MODE_BLACKOUT, 3, false] call BIS_fnc_animatedScreen;\n        }\n    ],\n    [\n        8.2,\n        {\n            [MODE_RESET, [true, true]]    call BIS_fnc_animatedScreen;\n            [MODE_BLACKOUT, 0.01, true]    call BIS_fnc_animatedScreen;\n\n            [MODE_LAYER_CREATE,    C03_SLIDE1_ID_DUST,        C03_SLIDE1_IMG_DUST,        nil,            nil,    1.3] call BIS_fnc_animatedScreen;\n            [MODE_LAYER_CREATE,    C03_SLIDE1_ID_OBSTACLE,    C03_SLIDE1_IMG_OBSTACLE,    [0.46, 0.45],    nil,    1.2] call BIS_fnc_animatedScreen;\n        }\n    ],\n    [12, {}]\n];\n```\n\nThe Animated Opening can be started by calling the function BIS_fnc_AnimatedOpening. Once called, the opening will start right away.\n\n```sqf\n// Timeline of events\nprivate _timeline =\n[\n    [0.0, { hint \"Start of the Timeline\" }],\n    [1.0, { hint \"Event 1\" }],\n    [3.0, { hint \"End of the timeline\" }]\n];\n\n// Start the Animated Opening at index 0\n// also start the \"LeadTrack03_F_Tacops\" audio track and sync the timeline to it\n[_timeline, 0, \"LeadTrack03_F_Tacops\"] spawn BIS_fnc_animatedOpening;\n\n// Wait until timeline is over\nwaitUntil { !(missionNamespace getVariable \"BIS_fnc_eventTimeline_playing\"); };\n\n// End Intro and start mission\nendMission \"END1\";\n```\n\n> [!NOTE]\n> - The opening can be started from a different keyframe (by passing the pointer/index), which is helpful in the development/testing phase.\n> - The opening can be interrupted by using the following line of code: `missionNamespace setVariable [\"BIS_fnc_eventTimeline_play\", false]`\n\n#### Usage\n\nThe initialization and destruction of the framework is handled by the BIS_fnc_AnimatedOpening and you will not need to deal with that.\n\nThe function initializes the following layers:\n\n- 15 Picture layers\n- 5 Text layers\n- 1 Overlay layer (used by the holdKey function to display the \"Press SPACE to skip\" text\n\nTo create and display a new picture, use the MODE_LAYER_CREATE code. You can then use then MODE_LAYER_ANIMATE mode to scale and translate it.\n\n```sqf\n[MODE_LAYER_CREATE, C03_SLIDE1_ID_OBSTACLE, C03_SLIDE1_IMG_OBSTACLE, [0.46,0.45], nil, 1.2] call BIS_fnc_animatedScreen;\n[MODE_LAYER_ANIMATE, [C03_SLIDE1_ID_OBSTACLE], 8, [0.50,0.46], 1.4] call BIS_fnc_animatedScreen;\n```\n\nsimilarly, other modes can be used to rotate or fade the image.\n\n> [!IMPORTANT]\n> The suggested picture size is 2048x2048 and 4096x4096 for skybox textures. This is to make sure it fits and looks sharp on different aspect ratios and resolutions.\n\nThe workflow for texts is very similar but the modes to use are different.\n\n```sqf\n[MODE_TEXT_CREATE, _layer, _text, _pos, _align, COLOR_TEXT_DYNAMIC_FOREGROUND, 0, SIZE_TEXT_DYNAMIC, 0, FONT_TEXT_DYNAMIC] call BIS_fnc_animatedScreen;\n[MODE_TEXT_ANIMATE, _layer, TIME_TEXT_DYNAMIC_A, nil, 0.9, 0.4, nil, 0.7, 0] call BIS_fnc_animatedScreen;\n```\n\nTo delete displayed pictures and text, use the MODE_RESET mode.\n\n```sqf\n// [true, true]: the first true reset the picture layers, the second one the text layers\n[MODE_RESET, [true, true]] call BIS_fnc_animatedScreen;\n```\n\nBlack In and Black Out modes can be used to fade to or from black.\n\n```sqf\n[40.0, { [MODE_BLACKOUT, 2, false] call BIS_fnc_animatedScreen; }],\n[42.0, { [MODE_BLACKIN, 0, false] call BIS_fnc_animatedScreen; }]\n```\n\nTo create an animated skybox-like background use MODE_SKYBOX_CREATE which adds and animates the texture.\n\n```sqf\n[MODE_SKYBOX_CREATE, C03_SLIDE2_ID_CLOUDS, C03_SLIDE2_IMG_CLOUDS,nil, 45] call BIS_fnc_animatedScreen;\n```\n\n#### Synchronizing music to timeline events\n\nSee the Animated Briefing page for more information about the suggested workflow.","sections":[{"heading":null,"level":1,"markdown":"The Animated Opening framework allows you to easily create campaign openings by animating pictures using a timeline."},{"heading":"Features","level":3,"markdown":"- Easy to setup\n- Timeline based\n- Can be easily synced to music or dialogues using the timeline\n- Skippable"},{"heading":"Functionality","level":3,"markdown":"The framework provides the designer with simple ways to manage picture and texts and to quickly animate them efficiently.\nThe framework also lets you organize pictures and text in layers so that you can easily manage which pictures stay on top on which stay on the bottom.\nIt provides several ways to animate pictures: scaling, moving, rotating, blinking/pulsing and fading."},{"heading":"Systems","level":2,"markdown":""},{"heading":"BIS_fnc_AnimatedOpening","level":4,"markdown":"- Enhanced version of the BIS_fnc_eventTimeline function\n- Sets up the opening\n  - Initializes the animatedScreen function\n  - Creates the initial black out\n  - starts the event timeline by calling BIS_fnc_eventTimeline function\n  - holdKey setup (for skipping the opening)"},{"heading":"Parameters","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| timeline | 2D ARRAY: see BIS_fnc_eventTimeline |\n| pointer | NUMBER: see BIS_fnc_eventTimeline |\n| music | (opt) - STRING: see BIS_fnc_eventTimeline |"},{"heading":"BIS_fnc_eventTimeline","level":4,"markdown":"- Essential system of the Animated Briefings, but the function can be used for different purposes\n- It executes the code fragments at given time (keyframes)\n- It can play the events from start or from a defined position (index)\n- It can be interrupted from outside\n- user defined code can be executed onInterrupt or onFinished"},{"heading":"Parameters","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| timeline | 2D ARRAY: array with keyframes and code to be activated at a certain time |\n| pointer | NUMBER: where to start playing (index) |\n| music | (OPTIONAL) - STRING: music to be played which will provide the sync time for the timeline |\n| codeInterrupt | (OPTIONAL) - CODE: code to be executed if the timeline is interrupted (missionNamespace setVariable [\"BIS_fnc_eventTimeline_play\", FALSE]) |\n| codeStop | (OPTIONAL) - CODE or ARRAY: code or array of codes to be executed once the timeline is finshed. The codes are CALLed one after the other. |"},{"heading":"BIS_fnc_animatedScreen","level":4,"markdown":"- Handles pictures, texts, layers, animations\n- Provides ways to create, destroy, reset all layers\n- Can animate pictures and texts in several ways (scaling, moving, rotating, etc...)\n- Operates in different ways depending on which parameters are passed\n\n**NOTE:** The suggested picture size is 2048x2048. This is to make sure it fits and looks sharp on different aspect ratios and resolutions."},{"heading":"Init mode","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| mode = *\"MODE_INIT\"* | Mode used for initializing the framework |\n| layers | (opt) NUMBER or ARRAY:<br>- if Number: number of picture layers which will be created<br>- if Array:<br>  - Select 0: NUMBER of picture layers<br>  - Select 1: NUMBER of text layers<br>  - Select 2: NUMBER of overlay layers |\n| overscale | NUMBER: layer scale |\n| contentRatio | NUMBER: layer ratio |"},{"heading":"Reset mode","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| mode = *\"MODE_RESET\"* | Mode used for clearing all the initialized layers (all pictures and texts are removed but layers will still exist) |\n| flags | ARRAY: array of 3 BOOL values for picture layers, text layers and overlay layers. If true, deletes the controls in these layers.<br>- Select 0: reset Picture layers<br>- Select 1: reset Text layers<br>- Select 2: reset Overlay layers |"},{"heading":"Layer Create mode","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| mode = *\"MODE_LAYER_CREATE\"* | Mode used for creating layers containing pictures |\n| layer | NUMBER: ID of the layer |\n| texture | STRING: Path to the picture to be displayed |\n| posCenter | (opt) ARRAY: Center position of the picture in x,y coordinates |\n| alpha | (opt) NUMBER: Alpha of the picture (1 = fully visible) |\n| scale | (opt) NUMBER: Scale of the picture (1 = original size) |"},{"heading":"Layer Animate mode","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| mode = *\"MODE_LAYER_ANIMATE\"* | Mode used for animating layers containing pictures |\n| layer | NUMBER: ID of the layer |\n| duration | (opt) NUMBER: Duration of the animation |\n| posCenterEnd | (opt) ARRAY: Final position of the picture's center in x,y coordinates |\n| scaleEnd | (opt) NUMBER: Final scale amount of the picture |\n| posCenterStart | (opt) ARRAY: Initial position of the picture's center in x,y coordinates |\n| scaleStart | (opt) NUMBER: Initial scale amount of the picture |"},{"heading":"Layer Rotate mode","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| mode = *\"MODE_LAYER_ROTATE\"* | Mode used for rotating layers |\n| layer | NUMBER: ID of the layer |\n| duration | NUMBER: Duration of the animation |\n| angleDelta | NUMBER: Desired amount of rotation |\n| angleStart | (opt) NUMBER: Initial rotation amount |"},{"heading":"Layer Fade mode","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| mode = *\"MODE_LAYER_FADE\"* | Mode used for layers |\n| layer | NUMBER: ID of the layer |\n| duration | NUMBER: Duration of the animation |\n| alphaEnd | (opt) NUMBER: Final alpha of the layer |\n| alphaStart | (opt) NUMBER: Initial alpha of the layer |"},{"heading":"Layer Pulse mode","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| mode = *\"MODE_LAYER_PULSE\"* | Mode used for fading from and to different alpha values in a cyclic manner |\n| layer | NUMBER: ID of the layer |\n| duration | NUMBER: Duration of the animation |\n| alpha1 | (opt) NUMBER: First alpha value |\n| alpha2 | (opt) NUMBER: Second alpha value |\n| cycles | (opt) NUMBER: Number of cycles/times the animation will happen (a full cycle consists of the layer fading to alpha1 and then to alpha2) |"},{"heading":"Text Create mode","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| mode = *\"MODE_TEXT_CREATE\"* | Mode used for creating layers containing text |\n| layer | NUMBER: ID of the layer |\n| text | (opt) STRING: Text content |\n| position | (opt) ARRAY: Text position in x,y coordinates |\n| align | (opt) NUMBER: Text alignment. Options are: ALIGN_TOPLEFT, ALIGN_BOTTOMLEFT, ALIGN_LEFT, ALIGN_TOP, ALIGN_CENTER, ALIGN_BOTTOM, ALIGN_TOPRIGHT, ALIGN_RIGHT, ALIGN_BOTTOMRIGHT |\n| color | (opt) ARRAY: Color of the text in r,g,b,a format |\n| alpha | (opt) NUMBER: Alpha of the text |\n| tagSize | (opt) NUMBER: Size of the text |\n| tagShadow | (opt) NUMBER: Shadow style |\n| tagFont | (opt) STRING: Text font |"},{"heading":"Text Animate mode","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| mode = *\"MODE_TEXT_ANIMATE\"* | Mode used for animating layers containing text |\n| layer | NUMBER: ID of the layer |\n| duration | (opt) NUMBER: Duration of the animation |\n| posEnd | (opt) ARRAY: Final position of the text in x,y coordinates |\n| scaleEnd | (opt) NUMBER: Final text scale |\n| alphaEnd | (opt) NUMBER: Final text alpha |\n| posStart | (opt) ARRAY: Initial position of the text in x,y coordinates |\n| scaleStart | (opt) NUMBER: Initial text scale |\n| alphaStart | (opt) NUMBER: Initial text alpha |"},{"heading":"Create Overlay mode","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| mode = *\"MODE_OVERLAY_CREATE\"* | Mode used for creating layers for overlays |\n| layer | NUMBER: ID of the layer |\n| text | (opt) STRING: Text content |\n| position | (opt) ARRAY: Position in x,y coordinates |\n| align | (opt) NUMBER: Text alignment. Options are: ALIGN_TOPLEFT, ALIGN_BOTTOMLEFT, ALIGN_LEFT, ALIGN_TOP, ALIGN_CENTER, ALIGN_BOTTOM, ALIGN_TOPRIGHT, ALIGN_RIGHT, ALIGN_BOTTOMRIGHT |\n| color | (opt) ARRAY: Color of the text in r,g,b,a format |\n| alpha | (opt) NUMBER: Alpha of the text |\n| tagSize | (opt) NUMBER: Size of the text |\n| tagShadow | (opt) NUMBER: Shadow style |\n| tagFont | (opt) STRING: Text font |"},{"heading":"Create Skybox mode","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| mode = *\"MODE_SKYBOX_CREATE\"* | Mode used for looping a skybox-like texture (texture continuously translates horizontally) |\n| layer | NUMBER: ID of the layer |\n| texture | STRING: Path to the picture to be displayed |\n| alpha | (opt) NUMBER: Alpha of the picture (1 = fully visible) |\n| duration | (opt) NUMBER: Duration of the animation |\n\n> [!IMPORTANT]\n> The suggested picture size for skybox textures is 4096x4096.\n> This is because the texture is usually scaled to make sure that all the screen space is covered during the translating animation."},{"heading":"Destroy mode","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| mode = *\"MODE_DESTROY\"* | Mode used for terminating animations and destroying all layers |"},{"heading":"BlackOut mode","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| mode = *\"MODE_BLACKOUT\"* | Mode used for fading out the screen to black |\n| duration | (opt) NUMBER: Duration of the fade out time |\n| wait | (opt) BOOL: If true, script sleeps until the fading is complete |"},{"heading":"BlackIn mode","level":5,"markdown":"| Parameter | Description |\n|---|---|\n| mode = *\"MODE_BLACKIN\"* | Mode used for fading in the screen from black |\n| duration | (opt) NUMBER: Duration of the fade in time |\n| wait | (opt) BOOL: If true, script sleeps until the fading is complete |"},{"heading":"Setup and Usage","level":3,"markdown":""},{"heading":"Setup","level":4,"markdown":"A Timeline needs to be prepared before calling the Animated Opening function.\n\n**Timeline**\n\n- A timeline is a multi-dimensional array in which each element consists of a time (represented by a number) and an event (a piece of code).\n- The timeline starts counting from 0 when it is created.\n- When the time specified in a timeline's element has elapsed, its relative event is spawned.\n- The timeline stops once it reaches the last element. The last element's code can also be empty if you're just using the element as an ending point.\n- The timeline can be kept in a separate file and included using #include \"timelineFile.sqf\"; within the file calling the animated opening.\n\n```sqf\nprivate _timeline =\n[\n    [\n        0,\n        {\n            [MODE_RESET, [true, true]]    call BIS_fnc_animatedScreen;\n            [MODE_BLACKIN, 0, false]    call BIS_fnc_animatedScreen;\n        }\n    ],\n    [\n        1.5,\n        {\n            [MODE_BLACKOUT, 3, false] call BIS_fnc_animatedScreen;\n        }\n    ],\n    [\n        8.2,\n        {\n            [MODE_RESET, [true, true]]    call BIS_fnc_animatedScreen;\n            [MODE_BLACKOUT, 0.01, true]    call BIS_fnc_animatedScreen;\n\n            [MODE_LAYER_CREATE,    C03_SLIDE1_ID_DUST,        C03_SLIDE1_IMG_DUST,        nil,            nil,    1.3] call BIS_fnc_animatedScreen;\n            [MODE_LAYER_CREATE,    C03_SLIDE1_ID_OBSTACLE,    C03_SLIDE1_IMG_OBSTACLE,    [0.46, 0.45],    nil,    1.2] call BIS_fnc_animatedScreen;\n        }\n    ],\n    [12, {}]\n];\n```\n\nThe Animated Opening can be started by calling the function BIS_fnc_AnimatedOpening. Once called, the opening will start right away.\n\n```sqf\n// Timeline of events\nprivate _timeline =\n[\n    [0.0, { hint \"Start of the Timeline\" }],\n    [1.0, { hint \"Event 1\" }],\n    [3.0, { hint \"End of the timeline\" }]\n];\n\n// Start the Animated Opening at index 0\n// also start the \"LeadTrack03_F_Tacops\" audio track and sync the timeline to it\n[_timeline, 0, \"LeadTrack03_F_Tacops\"] spawn BIS_fnc_animatedOpening;\n\n// Wait until timeline is over\nwaitUntil { !(missionNamespace getVariable \"BIS_fnc_eventTimeline_playing\"); };\n\n// End Intro and start mission\nendMission \"END1\";\n```\n\n> [!NOTE]\n> - The opening can be started from a different keyframe (by passing the pointer/index), which is helpful in the development/testing phase.\n> - The opening can be interrupted by using the following line of code: `missionNamespace setVariable [\"BIS_fnc_eventTimeline_play\", false]`"},{"heading":"Usage","level":4,"markdown":"The initialization and destruction of the framework is handled by the BIS_fnc_AnimatedOpening and you will not need to deal with that.\n\nThe function initializes the following layers:\n\n- 15 Picture layers\n- 5 Text layers\n- 1 Overlay layer (used by the holdKey function to display the \"Press SPACE to skip\" text\n\nTo create and display a new picture, use the MODE_LAYER_CREATE code. You can then use then MODE_LAYER_ANIMATE mode to scale and translate it.\n\n```sqf\n[MODE_LAYER_CREATE, C03_SLIDE1_ID_OBSTACLE, C03_SLIDE1_IMG_OBSTACLE, [0.46,0.45], nil, 1.2] call BIS_fnc_animatedScreen;\n[MODE_LAYER_ANIMATE, [C03_SLIDE1_ID_OBSTACLE], 8, [0.50,0.46], 1.4] call BIS_fnc_animatedScreen;\n```\n\nsimilarly, other modes can be used to rotate or fade the image.\n\n> [!IMPORTANT]\n> The suggested picture size is 2048x2048 and 4096x4096 for skybox textures. This is to make sure it fits and looks sharp on different aspect ratios and resolutions.\n\nThe workflow for texts is very similar but the modes to use are different.\n\n```sqf\n[MODE_TEXT_CREATE, _layer, _text, _pos, _align, COLOR_TEXT_DYNAMIC_FOREGROUND, 0, SIZE_TEXT_DYNAMIC, 0, FONT_TEXT_DYNAMIC] call BIS_fnc_animatedScreen;\n[MODE_TEXT_ANIMATE, _layer, TIME_TEXT_DYNAMIC_A, nil, 0.9, 0.4, nil, 0.7, 0] call BIS_fnc_animatedScreen;\n```\n\nTo delete displayed pictures and text, use the MODE_RESET mode.\n\n```sqf\n// [true, true]: the first true reset the picture layers, the second one the text layers\n[MODE_RESET, [true, true]] call BIS_fnc_animatedScreen;\n```\n\nBlack In and Black Out modes can be used to fade to or from black.\n\n```sqf\n[40.0, { [MODE_BLACKOUT, 2, false] call BIS_fnc_animatedScreen; }],\n[42.0, { [MODE_BLACKIN, 0, false] call BIS_fnc_animatedScreen; }]\n```\n\nTo create an animated skybox-like background use MODE_SKYBOX_CREATE which adds and animates the texture.\n\n```sqf\n[MODE_SKYBOX_CREATE, C03_SLIDE2_ID_CLOUDS, C03_SLIDE2_IMG_CLOUDS,nil, 45] call BIS_fnc_animatedScreen;\n```"},{"heading":"Synchronizing music to timeline events","level":4,"markdown":"See the Animated Briefing page for more information about the suggested workflow."}],"categories":["Arma Scripting Tutorials"],"groups":["Scripting"]},{"name":"Arma 3: Animations","title":"Arma 3: Animations","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Animations","revid":363836,"updated":"2024-04-23T15:04:45Z","aliases":[],"markdown":"### General cases\n\nThere are three ways to create animations:\n\n- about vehicles or objects, you will have to use Model Config.\n- about characters, animals, then you have to use a CfgMoves Config Reference.\n- about a part of character, animal while a CfgMove animation is running, you have to use a CfgMoves & CfgGestures.\n\nThe difference between the three methods is that the config model permits simple animations (like rotations around axes), while the other methods permits more complex animations (with actions & states) described in a RTM file. The three methods must be declared in an adddon file.\n\n### Quick start: Model Config example\n\nThis example talks about simple, single-p3d animations, where parts of a model rotate around an axis (like a car door, or a tank turret).\n\nTo create a model animations, there are requirements:\n\n1. Create the movable object in the ResolutionLOD and give it a name.\n1. If the animation would affect the ( Fire) GeometryLOD, copy the selection into those LODs as well.\n1. In the MemoryLOD define the rotational axis via two vertexes. Select both of those points and give them a name.\n1. Still in the MemoryLOD create a single vertex (this will be the 'action point') and give it a name.\n\nThe following example is for an object that has been named 'door', which turns around an axis named 'door axis'. The 'action point' (the position the player has to be close to, in order to be able to activate this animation) is called 'doorbell'. In the Config.cpp for your model you need to define two classes: Animations & UserActions. The Animations class defines *how* the object moves, and the UserActions class defines *when* it moves.\n\n##### config.cpp\n\n```cpp\nclass CfgModels {\n    class door {\n        class Animations\n        {\n            class MoveDoor\n            {\n                type = \"rotation\";    // always \"rotation\"\n                animPeriod = 1;        // how long it takes for the movevement to finish\n                selection = \"door\";    // the name of the moving object\n                axis = \"door axis\";    // the name of the axis\n                angle0 = 0;            // the start angle\n                angle1 = -2.0;        // the end angle, in radians (= degrees/57.3 = degrees * 180/pi)\n            };\n        };\n\n        class UserActions\n        {\n            class OpenDoor // action to open the door\n            {\n                displayName = \"Open Door\";    // string that's displayed in the action menu\n                position = \"doorbell\";        // name of the 'action point'\n                radius = 1.5;                // how close the player has to be see this action\n                condition = \"this animationPhase \"\"MoveDoor\"\" < 0.5\";    // check whether the door has moved already\n                statement = \"this animate[\"\"MoveDoor\"\", 1]\";            // and if not, then start the animation\n                onlyForPlayer = true;        // requirement by ArmA - presumably defines if AI can/cannot open doors etc\n            };\n            class CloseDoor // action to close the door\n            {\n                displayName = \"Close Door\";\n                position = \"doorbell\";\n                radius = 1.5;\n                condition = \"this animationPhase \"\"MoveDoor\"\" < 0.5\";\n                statement = \"this animate[\"\"MoveDoor\"\", 0]\";\n                onlyForPlayer = true;\n            };\n        };\n    };\n};\n```\n\n### Quick start: CfgMoves example\n\nThis example describes the simplest case to create your own animation for a character already existing in arma. It is therefore not necessary to create the 3d object here.\n\nTo create a CfgMoves animation, you must follow these steps:\n\n1. Create your animation file with an external tool like Blender, and the *ArmagRig pluggin* (dead link).\n1. Export it to RTM file format with [Armatoolbox](https://github.com/AlwarrenSidh/ArmAToolbox/)\n1. Prepare your addon with your RTM and the config file\n\nThe config file of your addon must describes your animation in the Cfgmoves section. It is not mandatory to binarize it.\n\nIn this example, we will use:\n\n- the standard skeleton of arma characters,\n- the standard cfggestures of arma characters,\n- a standard animation class as a parent class. Your animation class will inherit of the properties of this class.\n\n##### config.cpp\n\n```cpp\nclass CfgPatches {\n    class myanimation {\n        requiredVersion = 0.1;\n        requiredAddons[] = {\"A3_Data_F_Enoch_Loadorder\"};\n    };\n};\nclass CfgMovesBasic; // Reference CfgMovesBasic.\nclass CfgMovesMaleSdr : CfgMovesBasic // Override CfgMovesMaleSdr\n{\n    skeletonName=\"OFP2_ManSkeleton\";\n    gestures=\"CfgGesturesMale\";\n    class States\n    {\n        class CutSceneAnimationBaseSit;\n        class myanimation : CutSceneAnimationBaseSit\n        {\n            looped = 0; // turn in loop or not\n            speed = -5; // duration of your animation in seconds * -1\n            file = \"myanimation\\Anims\\youranimation.rtm\"; // your animation path\n            canBlendStep = 0; // sliding effect on/off\n            minPlayTime= 1; // minimun time before the animation can be interrupted\n            InterpolateTo[] = {\"AmovPercMstpSnonWnonDnon\", 2}; // next animation after this one\n        };\n    };\n};\n```\n\nTo play ingame your animation, you have to use the switchmove command\n\n### Quick start: CfgGestures example\n\nNot documented enough for the moment. CfgGestures must be declared in the same way as Cfgmoves. But, it will be necessary to check that the action section is also declared.\n\nTo play ingame your animation, you have to use the playAction command\n\n### Complex case\n\nIt is possible to create much more complex animations. You can for example create your own characters, your own animals using their own skeletons. It is also possible to use motion capture via blender and object builder.\n\nIt is recommended to first practice with the standard characters to better understand the general operation.","sections":[{"heading":"General cases","level":3,"markdown":"There are three ways to create animations:\n\n- about vehicles or objects, you will have to use Model Config.\n- about characters, animals, then you have to use a CfgMoves Config Reference.\n- about a part of character, animal while a CfgMove animation is running, you have to use a CfgMoves & CfgGestures.\n\nThe difference between the three methods is that the config model permits simple animations (like rotations around axes), while the other methods permits more complex animations (with actions & states) described in a RTM file. The three methods must be declared in an adddon file."},{"heading":"Quick start: Model Config example","level":3,"markdown":"This example talks about simple, single-p3d animations, where parts of a model rotate around an axis (like a car door, or a tank turret).\n\nTo create a model animations, there are requirements:\n\n1. Create the movable object in the ResolutionLOD and give it a name.\n1. If the animation would affect the ( Fire) GeometryLOD, copy the selection into those LODs as well.\n1. In the MemoryLOD define the rotational axis via two vertexes. Select both of those points and give them a name.\n1. Still in the MemoryLOD create a single vertex (this will be the 'action point') and give it a name.\n\nThe following example is for an object that has been named 'door', which turns around an axis named 'door axis'. The 'action point' (the position the player has to be close to, in order to be able to activate this animation) is called 'doorbell'. In the Config.cpp for your model you need to define two classes: Animations & UserActions. The Animations class defines *how* the object moves, and the UserActions class defines *when* it moves."},{"heading":"config.cpp","level":5,"markdown":"```cpp\nclass CfgModels {\n    class door {\n        class Animations\n        {\n            class MoveDoor\n            {\n                type = \"rotation\";    // always \"rotation\"\n                animPeriod = 1;        // how long it takes for the movevement to finish\n                selection = \"door\";    // the name of the moving object\n                axis = \"door axis\";    // the name of the axis\n                angle0 = 0;            // the start angle\n                angle1 = -2.0;        // the end angle, in radians (= degrees/57.3 = degrees * 180/pi)\n            };\n        };\n\n        class UserActions\n        {\n            class OpenDoor // action to open the door\n            {\n                displayName = \"Open Door\";    // string that's displayed in the action menu\n                position = \"doorbell\";        // name of the 'action point'\n                radius = 1.5;                // how close the player has to be see this action\n                condition = \"this animationPhase \"\"MoveDoor\"\" < 0.5\";    // check whether the door has moved already\n                statement = \"this animate[\"\"MoveDoor\"\", 1]\";            // and if not, then start the animation\n                onlyForPlayer = true;        // requirement by ArmA - presumably defines if AI can/cannot open doors etc\n            };\n            class CloseDoor // action to close the door\n            {\n                displayName = \"Close Door\";\n                position = \"doorbell\";\n                radius = 1.5;\n                condition = \"this animationPhase \"\"MoveDoor\"\" < 0.5\";\n                statement = \"this animate[\"\"MoveDoor\"\", 0]\";\n                onlyForPlayer = true;\n            };\n        };\n    };\n};\n```"},{"heading":"Quick start: CfgMoves example","level":3,"markdown":"This example describes the simplest case to create your own animation for a character already existing in arma. It is therefore not necessary to create the 3d object here.\n\nTo create a CfgMoves animation, you must follow these steps:\n\n1. Create your animation file with an external tool like Blender, and the *ArmagRig pluggin* (dead link).\n1. Export it to RTM file format with [Armatoolbox](https://github.com/AlwarrenSidh/ArmAToolbox/)\n1. Prepare your addon with your RTM and the config file\n\nThe config file of your addon must describes your animation in the Cfgmoves section. It is not mandatory to binarize it.\n\nIn this example, we will use:\n\n- the standard skeleton of arma characters,\n- the standard cfggestures of arma characters,\n- a standard animation class as a parent class. Your animation class will inherit of the properties of this class."},{"heading":"config.cpp","level":5,"markdown":"```cpp\nclass CfgPatches {\n    class myanimation {\n        requiredVersion = 0.1;\n        requiredAddons[] = {\"A3_Data_F_Enoch_Loadorder\"};\n    };\n};\nclass CfgMovesBasic; // Reference CfgMovesBasic.\nclass CfgMovesMaleSdr : CfgMovesBasic // Override CfgMovesMaleSdr\n{\n    skeletonName=\"OFP2_ManSkeleton\";\n    gestures=\"CfgGesturesMale\";\n    class States\n    {\n        class CutSceneAnimationBaseSit;\n        class myanimation : CutSceneAnimationBaseSit\n        {\n            looped = 0; // turn in loop or not\n            speed = -5; // duration of your animation in seconds * -1\n            file = \"myanimation\\Anims\\youranimation.rtm\"; // your animation path\n            canBlendStep = 0; // sliding effect on/off\n            minPlayTime= 1; // minimun time before the animation can be interrupted\n            InterpolateTo[] = {\"AmovPercMstpSnonWnonDnon\", 2}; // next animation after this one\n        };\n    };\n};\n```\n\nTo play ingame your animation, you have to use the switchmove command"},{"heading":"Quick start: CfgGestures example","level":3,"markdown":"Not documented enough for the moment. CfgGestures must be declared in the same way as Cfgmoves. But, it will be necessary to check that the action section is also declared.\n\nTo play ingame your animation, you have to use the playAction command"},{"heading":"Complex case","level":3,"markdown":"It is possible to create much more complex animations. You can for example create your own characters, your own animals using their own skeletons. It is also possible to use motion capture via blender and object builder.\n\nIt is recommended to first practice with the standard characters to better understand the general operation."}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: arma3battleye.exe","title":"Arma 3: arma3battleye.exe","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_arma3battleye.exe","revid":363951,"updated":"2024-04-27T20:36:22Z","aliases":[],"markdown":"These parameters can be configured by creating a new shortcut on your desktop and then adding the appropriate option.\n\nFor Arma 3 check this article: Arma 3: Startup Parameters\n\n**Example**\n\n32bit\n\n```\n\"C:\\somePath\\arma3battleye.exe\" 2 1 0 -exe arma3.exe -malloc=tbb4malloc_bi -CpuCount=4 -ExThreads=7 -maxmem=3021 -maxVRAM=0\n```\n\n64bit\n\n```\n\"C:\\somePath\\arma3battleye.exe\" 2 1 0 -exe arma3_x64.exe -malloc=tbb4malloc_bi_x64 -CpuCount=0 -ExThreads=7 -maxmem=8192 -maxVRAM=0\n```\n\n### Available Parameters\n\n> [!NOTE]\n> BattlEye parameters must always be present before game parameters.\n\n```\n2 = Update check\n1 = Game ID\n0 = Show UI\n```\n\n```\n-exe <program.exe> = name of the game executable file\n```","sections":[{"heading":null,"level":1,"markdown":"These parameters can be configured by creating a new shortcut on your desktop and then adding the appropriate option.\n\nFor Arma 3 check this article: Arma 3: Startup Parameters\n\n**Example**\n\n32bit\n\n```\n\"C:\\somePath\\arma3battleye.exe\" 2 1 0 -exe arma3.exe -malloc=tbb4malloc_bi -CpuCount=4 -ExThreads=7 -maxmem=3021 -maxVRAM=0\n```\n\n64bit\n\n```\n\"C:\\somePath\\arma3battleye.exe\" 2 1 0 -exe arma3_x64.exe -malloc=tbb4malloc_bi_x64 -CpuCount=0 -ExThreads=7 -maxmem=8192 -maxVRAM=0\n```"},{"heading":"Available Parameters","level":3,"markdown":"> [!NOTE]\n> BattlEye parameters must always be present before game parameters.\n\n```\n2 = Update check\n1 = Game ID\n0 = Show UI\n```\n\n```\n-exe <program.exe> = name of the game executable file\n```"}],"categories":["Startup Parameters"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: Arsenal","title":"Arma 3: Arsenal","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Arsenal","revid":370888,"updated":"2025-02-21T10:44:04Z","aliases":["Arma 3 Arsenal","Arsenal"],"markdown":"Arsenal is, essentially, a character, equipment and weapon viewer which has been added to Arma 3 in the Bootcamp update.\nThis tool offers an overview of the available content, and enables customized loadouts to be exported to script, which can be used in the editor, other game modes, such as Zeus, and by community scenarios/mods.\n\nYou can access it from the main menu by clicking on **LEARN > VIRTUAL ARSENAL**.\n\n### Using\n\n#### Export\n\n##### Export to SQF\n\nClicking on EXPORT button or pressing <kbd>Ctrl</kbd> + <kbd>C</kbd> will copy the current loadout to clipboard in SQF format. You can paste it to soldier's init field or use it in a script.\n\nYou can take the same code and import it via <kbd>Ctrl</kbd> + <kbd>V</kbd> back to Arsenal. Use this to share loadouts with other players.\n\n**Example:**\n\n```sqf\ncomment \"Exported from Arsenal by DavidArmstrong85\";\n\ncomment \"Remove existing items\";\nremoveAllWeapons this;\nremoveAllItems this;\nremoveAllAssignedItems this;\nremoveUniform this;\nremoveVest this;\nremoveBackpack this;\nremoveHeadgear this;\nremoveGoggles this;\n\ncomment \"Add containers\";\nthis forceAddUniform \"U_I_CombatUniform\";\nfor \"_i\" from 1 to 4 do {this addItemToUniform \"30Rnd_556x45_Stanag\";};\nthis addItemToUniform \"16Rnd_9x21_Mag\";\nthis addVest \"V_PlateCarrierIA2_dgtl\";\nfor \"_i\" from 1 to 4 do {this addItemToVest \"FirstAidKit\";};\nfor \"_i\" from 1 to 6 do {this addItemToVest \"HandGrenade\";};\nfor \"_i\" from 1 to 3 do {this addItemToVest \"16Rnd_9x21_Mag\";};\nthis addBackpack \"B_TacticalPack_oli\";\nfor \"_i\" from 1 to 2 do {this addItemToBackpack \"SatchelCharge_Remote_Mag\";};\nfor \"_i\" from 1 to 4 do {this addItemToBackpack \"DemoCharge_Remote_Mag\";};\nthis addHeadgear \"H_Cap_headphones\";\nthis addGoggles \"G_Bandanna_oli\";\n\ncomment \"Add weapons\";\nthis addWeapon \"arifle_Mk20C_F\";\nthis addPrimaryWeaponItem \"muzzle_snds_M\";\nthis addPrimaryWeaponItem \"acc_flashlight\";\nthis addPrimaryWeaponItem \"optic_MRCO\";\nthis addWeapon \"hgun_P07_F\";\n\ncomment \"Add items\";\nthis linkItem \"ItemMap\";\nthis linkItem \"ItemCompass\";\nthis linkItem \"ItemWatch\";\nthis linkItem \"ItemRadio\";\nthis linkItem \"ItemGPS\";\n\ncomment \"Set identity\";\nthis setFace \"GreekHead_A3_03\";\nthis setSpeaker \"Male03GRE\";\n[this, \"TFAegis\"] call BIS_fnc_setUnitInsignia;\n```\n\n##### Export to CPP\n\nPressing <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>C</kbd> will export the loadout in **config format**, which can then be used in CfgRespawnInventory.\n**Example:**\n\n```cpp\n// Exported from Arsenal by R3vo\nuniform = \"U_B_CombatUniform_mcam_tshirt\";\nbackpack = \"B_AssaultPack_rgr_Medic\";\nweapons[] = { \"arifle_MX_F\", \"hgun_P07_F\", \"Throw\", \"Put\" };\nmagazines[] = { \"30Rnd_65x39_caseless_mag\", \"30Rnd_65x39_caseless_mag\", \"Chemlight_green\", \"30Rnd_65x39_caseless_mag\",\n\"30Rnd_65x39_caseless_mag\", \"30Rnd_65x39_caseless_mag\", \"16Rnd_9x21_Mag\", \"16Rnd_9x21_Mag\", \"SmokeShell\",\n\"SmokeShellGreen\", \"SmokeShellBlue\", \"SmokeShellOrange\", \"Chemlight_green\" };\nitems[] = { \"FirstAidKit\", \"Medikit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\" };\nlinkedItems[] = { \"V_PlateCarrierSpec_rgr\", \"H_HelmetB_light_desert\", \"G_Combat\", \"ItemMap\", \"ItemCompass\", \"ItemWatch\", \"ItemRadio\", \"NVGoggles\" };\n```\n\n#### Zeus Ammo Box\n\nAs Zeus, you can create virtual ammo box where players can endlessly resupply. Instead going through the classic inventory screen, they'll be able to access Arsenal and select any item you'll give them.\n\n1. Play a scenario as Zeus\n1. Place an ammo box (*Units > Empty > Other > Ammo > [anything from the list]*)\n1. Select an item you want to make available in the Arsenal\n1. Decrease number of items to 0. Button on the left should change from '-' to '∞'\n1. Click on the button once more. Number of items should now be infinite\n1. After confirming, players will be able to access Arsenal through a new action attached to the box.\n\n#### Zeus Unit Arsenal\n\nZeus can use **Arsenal** module to quickly customize gear of any AI soldier. It doesn't work on players, dead units or vehicles.\n\n1. Play a scenario as Zeus\n1. Find a unit you want to customize\n1. Select *Modules > Zeus > Arsenal*\n1. Place the module on top of the unit\n1. Arsenal interface will be opened. You can either set specific items, or you can load previously saved loadout.\n\n#### Zeus Respawn Loadouts\n\nSaved loadout can be given to players as respawn loadouts by Zeus. Works only in scenarios with MenuInventory respawn template enabled.\n\n1. Save your loadout\n1. Play a scenario as Zeus\n1. Place *Modules > Respawn > Loadouts*\n1. Select side tab\n1. Expand *Arsenal* category\n1. Select the saved loadout.\n1. After confirming, players of the given side will be able to respawn with your loadout.\n\n#### Shortcuts\n\n| Shortcut | Description |\n|---|---|\n| <kbd>Ctrl</kbd> + <kbd>C</kbd> | Exports current loadout in script format |\n| <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>C</kbd> | Copies current loadout in config format to the clipboard, can be used for CfgRespawnInventory |\n| <kbd>Ctrl</kbd> + <kbd>V</kbd> | Applies loadout from clipboard to currently viewed unit |\n| <kbd>Ctrl</kbd> + <kbd>O</kbd> | Opens the Load interface |\n| <kbd>Ctrl</kbd> + <kbd>S</kbd> | Opens the Save interface |\n| <kbd>⟵ Backspace</kbd> | Hide UI |\n| <kbd>Return ↵</kbd> | Start preview |\n| <kbd>Ctrl</kbd> + <kbd>R</kbd> | Randomise loadout |\n| <kbd>N</kbd> | Toggle view mode (normal/night vision/thermals) |\n| <kbd>Esc</kbd> | Leave Arsenal |\n\n### Modding\n\n#### Blacklisting Items\n\nYou can prevent players from loading saved loadouts that contain unwanted items by blacklisting. This is possible by defining the arsenalRestrictedItems property in Description.ext.\n\n`arsenalRestrictedItems[] = { /* unwanted classes */ };`\n\n#### Access\n\nYou can use Arsenal in a scenario you're designing simply by calling the following function:\n\n```sqf\n[] spawn BIS_fnc_arsenal;\n```\n\nThis version has several limitations as opposed to the Virtual one:\n\n- Voice, Face and Insignia are not available (to avoid clashing with profile)\n- Not all assets are automatically present, designer has to whitelist allowed classes. By default, only player's current equipment is available.\n\nTo open Arsenal with full options, execute:\n\n```sqf\n[\"Open\", true] spawn BIS_fnc_arsenal;\n```\n\n#### Virtual Ammo Box\n\nYou can also use Arsenal as virtual inventory, allowing players to get unlimited number of items of given types from an ammo box. Action to access the Arsenal will be added automatically on all clients, you don't need to use addAction to enable it.\n\n**Syntax** (shared by all mentioned functions):\n\n```sqf\n[\"AmmoboxInit\", ammoBox] spawn BIS_fnc_arsenal;\n```\n\nor\n\n```sqf\n[\"AmmoboxInit\", [ammoBox, allowAll, condition]] spawn BIS_fnc_arsenal;\n```\n\n- ammoBox: Object - ammo box on which the action will be added\n- allowAll: Boolean - (Optional) true to add all available weapons, magazines, items and backpacks in the box\n- condition: Code - (Optional, default `{ true }`) condition for showing the Arsenal action\n  - Passed arguments are the same as in addAction condition, i.e., *_target* - the box, *_this* - caller\n\n**Returned value:**\nNothing\n\n**Example** (paste it into init field of a box)\n\n```sqf\n[\"AmmoboxInit\", [this, true]] spawn BIS_fnc_arsenal;\n```\n\nTo set which specific items should be available, use functions mentioned below.\n\n> [!NOTE]\n> You can preview all functions in in-game Functions viewer (while in editor, press Functions button or <kbd>Ctrl</kbd> + <kbd>F</kbd>)\n\n##### Add\n\nFunctions:\n\n- BIS_fnc_addVirtualBackpackCargo\n- BIS_fnc_addVirtualItemCargo\n- BIS_fnc_addVirtualMagazineCargo\n- BIS_fnc_addVirtualWeaponCargo\n\n**Syntax** (shared by all mentioned functions):\n\n```sqf\n[target, classes, isGlobal, doAddAction] call BIS_fnc_addVirtualWeaponCargo;\n```\n\n- target: Object or Namespace - ammo box to which classes will be added. When missionNamespace is used, they will be available across all boxes.\n- classes: Boolean or Array of Strings - whitelisted classes. Alternatiovely, use true to whitelist everything of the given type\n- isGlobal: Boolean - (Optional, default false) true to add classes globally\n- doAddAction: Boolean - (Optional, default true) true to add \"Arsenal\" action which players can access the Arsenal\n\n**Returned value:**\nArray of Arrays: All virtual items within the target's space in format [<items>, <weapons>, <magazines>, <backpacks>]\n\n**Example:**\n\n```sqf\n[myBox, [\"arifle_MX_F\", \"arifle_MX_SW_F\", \"arifle_MXC_F\"], true] call BIS_fnc_addVirtualWeaponCargo;\n```\n\nTo add everything, use:\n\n```sqf\n[myBox, true, true] call BIS_fnc_addVirtualWeaponCargo;\n// or the equivalent:\n[myBox, [\"%ALL\"], true] call BIS_fnc_addVirtualWeaponCargo; // note that %ALL is ALL CAPITAL LETTERS\n```\n\n##### Remove\n\nFunctions:\n\n- BIS_fnc_removeVirtualBackpackCargo\n- BIS_fnc_removeVirtualItemCargo\n- BIS_fnc_removeVirtualMagazineCargo\n- BIS_fnc_removeVirtualWeaponCargo\n\n> [!NOTE]\n> Only specifically whitelisted cargo can be removed via these commands e.g creating an arsenal container with a whitelist of true (<allowAll>) and then trying to remove \"arifle_MX_ACO_pointer_F\" will not work.\n\n**Syntax** (shared by all mentioned functions):\n\n```sqf\n[target, classes, isGlobal] call BIS_fnc_removeVirtualWeaponCargo;\n```\n\n- target: Object or Namespace - ammo box from which classes will be removed.\n- classes: Array of Stringss - removed classes\n- isGlobal: Boolean - (Optional, default false) true to remove classes globally\n\n**Returned value:**\nArray of Arrays: All virtual items within the target's space in format [<items>, <weapons>, <magazines>, <backpacks>]\n\n**Example:**\n\n```sqf\n[myBox, [\"arifle_MXC_F\"], true] call BIS_fnc_removeVirtualWeaponCargo;\n```\n\nIf an arsenal container has been created by using true as the whitelist (<allowAll>) then a string of \"%ALL\" (ALL CAPITAL LETTERS) will be inserted into the category array. To remove this kind of whitelist instead use..\n\n```sqf\n[myBox, true, true] call BIS_fnc_removeVirtualWeaponCargo;\n// or the equivalent:\n[myBox, [\"%ALL\"], true] call BIS_fnc_removeVirtualWeaponCargo; // note that %ALL is ALL CAPITAL LETTERS\n```\n\n##### Get\n\nFunctions:\n\n- BIS_fnc_getVirtualBackpackCargo\n- BIS_fnc_getVirtualItemCargo\n- BIS_fnc_getVirtualMagazineCargo\n- BIS_fnc_getVirtualWeaponCargo\n\n**Syntax** (shared by all mentioned functions):\n\n```sqf\n[target] call BIS_fnc_getVirtualWeaponCargo;\n```\n\n- target: Object or Namespace\n\n**Returned value:**\nArray of Arrays: All virtual items within the target's space in format [<items>, <weapons>, <magazines>, <backpacks>]\n\n**Example:**\n\n```sqf\nmyBox call BIS_fnc_getVirtualWeaponCargo;\n```","sections":[{"heading":null,"level":1,"markdown":"Arsenal is, essentially, a character, equipment and weapon viewer which has been added to Arma 3 in the Bootcamp update.\nThis tool offers an overview of the available content, and enables customized loadouts to be exported to script, which can be used in the editor, other game modes, such as Zeus, and by community scenarios/mods.\n\nYou can access it from the main menu by clicking on **LEARN > VIRTUAL ARSENAL**."},{"heading":"Using","level":3,"markdown":""},{"heading":"Export","level":4,"markdown":""},{"heading":"Export to SQF","level":5,"markdown":"Clicking on EXPORT button or pressing <kbd>Ctrl</kbd> + <kbd>C</kbd> will copy the current loadout to clipboard in SQF format. You can paste it to soldier's init field or use it in a script.\n\nYou can take the same code and import it via <kbd>Ctrl</kbd> + <kbd>V</kbd> back to Arsenal. Use this to share loadouts with other players.\n\n**Example:**\n\n```sqf\ncomment \"Exported from Arsenal by DavidArmstrong85\";\n\ncomment \"Remove existing items\";\nremoveAllWeapons this;\nremoveAllItems this;\nremoveAllAssignedItems this;\nremoveUniform this;\nremoveVest this;\nremoveBackpack this;\nremoveHeadgear this;\nremoveGoggles this;\n\ncomment \"Add containers\";\nthis forceAddUniform \"U_I_CombatUniform\";\nfor \"_i\" from 1 to 4 do {this addItemToUniform \"30Rnd_556x45_Stanag\";};\nthis addItemToUniform \"16Rnd_9x21_Mag\";\nthis addVest \"V_PlateCarrierIA2_dgtl\";\nfor \"_i\" from 1 to 4 do {this addItemToVest \"FirstAidKit\";};\nfor \"_i\" from 1 to 6 do {this addItemToVest \"HandGrenade\";};\nfor \"_i\" from 1 to 3 do {this addItemToVest \"16Rnd_9x21_Mag\";};\nthis addBackpack \"B_TacticalPack_oli\";\nfor \"_i\" from 1 to 2 do {this addItemToBackpack \"SatchelCharge_Remote_Mag\";};\nfor \"_i\" from 1 to 4 do {this addItemToBackpack \"DemoCharge_Remote_Mag\";};\nthis addHeadgear \"H_Cap_headphones\";\nthis addGoggles \"G_Bandanna_oli\";\n\ncomment \"Add weapons\";\nthis addWeapon \"arifle_Mk20C_F\";\nthis addPrimaryWeaponItem \"muzzle_snds_M\";\nthis addPrimaryWeaponItem \"acc_flashlight\";\nthis addPrimaryWeaponItem \"optic_MRCO\";\nthis addWeapon \"hgun_P07_F\";\n\ncomment \"Add items\";\nthis linkItem \"ItemMap\";\nthis linkItem \"ItemCompass\";\nthis linkItem \"ItemWatch\";\nthis linkItem \"ItemRadio\";\nthis linkItem \"ItemGPS\";\n\ncomment \"Set identity\";\nthis setFace \"GreekHead_A3_03\";\nthis setSpeaker \"Male03GRE\";\n[this, \"TFAegis\"] call BIS_fnc_setUnitInsignia;\n```"},{"heading":"Export to CPP","level":5,"markdown":"Pressing <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>C</kbd> will export the loadout in **config format**, which can then be used in CfgRespawnInventory.\n**Example:**\n\n```cpp\n// Exported from Arsenal by R3vo\nuniform = \"U_B_CombatUniform_mcam_tshirt\";\nbackpack = \"B_AssaultPack_rgr_Medic\";\nweapons[] = { \"arifle_MX_F\", \"hgun_P07_F\", \"Throw\", \"Put\" };\nmagazines[] = { \"30Rnd_65x39_caseless_mag\", \"30Rnd_65x39_caseless_mag\", \"Chemlight_green\", \"30Rnd_65x39_caseless_mag\",\n\"30Rnd_65x39_caseless_mag\", \"30Rnd_65x39_caseless_mag\", \"16Rnd_9x21_Mag\", \"16Rnd_9x21_Mag\", \"SmokeShell\",\n\"SmokeShellGreen\", \"SmokeShellBlue\", \"SmokeShellOrange\", \"Chemlight_green\" };\nitems[] = { \"FirstAidKit\", \"Medikit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\", \"FirstAidKit\" };\nlinkedItems[] = { \"V_PlateCarrierSpec_rgr\", \"H_HelmetB_light_desert\", \"G_Combat\", \"ItemMap\", \"ItemCompass\", \"ItemWatch\", \"ItemRadio\", \"NVGoggles\" };\n```"},{"heading":"Zeus Ammo Box","level":4,"markdown":"As Zeus, you can create virtual ammo box where players can endlessly resupply. Instead going through the classic inventory screen, they'll be able to access Arsenal and select any item you'll give them.\n\n1. Play a scenario as Zeus\n1. Place an ammo box (*Units > Empty > Other > Ammo > [anything from the list]*)\n1. Select an item you want to make available in the Arsenal\n1. Decrease number of items to 0. Button on the left should change from '-' to '∞'\n1. Click on the button once more. Number of items should now be infinite\n1. After confirming, players will be able to access Arsenal through a new action attached to the box."},{"heading":"Zeus Unit Arsenal","level":4,"markdown":"Zeus can use **Arsenal** module to quickly customize gear of any AI soldier. It doesn't work on players, dead units or vehicles.\n\n1. Play a scenario as Zeus\n1. Find a unit you want to customize\n1. Select *Modules > Zeus > Arsenal*\n1. Place the module on top of the unit\n1. Arsenal interface will be opened. You can either set specific items, or you can load previously saved loadout."},{"heading":"Zeus Respawn Loadouts","level":4,"markdown":"Saved loadout can be given to players as respawn loadouts by Zeus. Works only in scenarios with MenuInventory respawn template enabled.\n\n1. Save your loadout\n1. Play a scenario as Zeus\n1. Place *Modules > Respawn > Loadouts*\n1. Select side tab\n1. Expand *Arsenal* category\n1. Select the saved loadout.\n1. After confirming, players of the given side will be able to respawn with your loadout."},{"heading":"Shortcuts","level":4,"markdown":"| Shortcut | Description |\n|---|---|\n| <kbd>Ctrl</kbd> + <kbd>C</kbd> | Exports current loadout in script format |\n| <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>C</kbd> | Copies current loadout in config format to the clipboard, can be used for CfgRespawnInventory |\n| <kbd>Ctrl</kbd> + <kbd>V</kbd> | Applies loadout from clipboard to currently viewed unit |\n| <kbd>Ctrl</kbd> + <kbd>O</kbd> | Opens the Load interface |\n| <kbd>Ctrl</kbd> + <kbd>S</kbd> | Opens the Save interface |\n| <kbd>⟵ Backspace</kbd> | Hide UI |\n| <kbd>Return ↵</kbd> | Start preview |\n| <kbd>Ctrl</kbd> + <kbd>R</kbd> | Randomise loadout |\n| <kbd>N</kbd> | Toggle view mode (normal/night vision/thermals) |\n| <kbd>Esc</kbd> | Leave Arsenal |"},{"heading":"Modding","level":3,"markdown":""},{"heading":"Blacklisting Items","level":4,"markdown":"You can prevent players from loading saved loadouts that contain unwanted items by blacklisting. This is possible by defining the arsenalRestrictedItems property in Description.ext.\n\n`arsenalRestrictedItems[] = { /* unwanted classes */ };`"},{"heading":"Access","level":4,"markdown":"You can use Arsenal in a scenario you're designing simply by calling the following function:\n\n```sqf\n[] spawn BIS_fnc_arsenal;\n```\n\nThis version has several limitations as opposed to the Virtual one:\n\n- Voice, Face and Insignia are not available (to avoid clashing with profile)\n- Not all assets are automatically present, designer has to whitelist allowed classes. By default, only player's current equipment is available.\n\nTo open Arsenal with full options, execute:\n\n```sqf\n[\"Open\", true] spawn BIS_fnc_arsenal;\n```"},{"heading":"Virtual Ammo Box","level":4,"markdown":"You can also use Arsenal as virtual inventory, allowing players to get unlimited number of items of given types from an ammo box. Action to access the Arsenal will be added automatically on all clients, you don't need to use addAction to enable it.\n\n**Syntax** (shared by all mentioned functions):\n\n```sqf\n[\"AmmoboxInit\", ammoBox] spawn BIS_fnc_arsenal;\n```\n\nor\n\n```sqf\n[\"AmmoboxInit\", [ammoBox, allowAll, condition]] spawn BIS_fnc_arsenal;\n```\n\n- ammoBox: Object - ammo box on which the action will be added\n- allowAll: Boolean - (Optional) true to add all available weapons, magazines, items and backpacks in the box\n- condition: Code - (Optional, default `{ true }`) condition for showing the Arsenal action\n  - Passed arguments are the same as in addAction condition, i.e., *_target* - the box, *_this* - caller\n\n**Returned value:**\nNothing\n\n**Example** (paste it into init field of a box)\n\n```sqf\n[\"AmmoboxInit\", [this, true]] spawn BIS_fnc_arsenal;\n```\n\nTo set which specific items should be available, use functions mentioned below.\n\n> [!NOTE]\n> You can preview all functions in in-game Functions viewer (while in editor, press Functions button or <kbd>Ctrl</kbd> + <kbd>F</kbd>)"},{"heading":"Add","level":5,"markdown":"Functions:\n\n- BIS_fnc_addVirtualBackpackCargo\n- BIS_fnc_addVirtualItemCargo\n- BIS_fnc_addVirtualMagazineCargo\n- BIS_fnc_addVirtualWeaponCargo\n\n**Syntax** (shared by all mentioned functions):\n\n```sqf\n[target, classes, isGlobal, doAddAction] call BIS_fnc_addVirtualWeaponCargo;\n```\n\n- target: Object or Namespace - ammo box to which classes will be added. When missionNamespace is used, they will be available across all boxes.\n- classes: Boolean or Array of Strings - whitelisted classes. Alternatiovely, use true to whitelist everything of the given type\n- isGlobal: Boolean - (Optional, default false) true to add classes globally\n- doAddAction: Boolean - (Optional, default true) true to add \"Arsenal\" action which players can access the Arsenal\n\n**Returned value:**\nArray of Arrays: All virtual items within the target's space in format [<items>, <weapons>, <magazines>, <backpacks>]\n\n**Example:**\n\n```sqf\n[myBox, [\"arifle_MX_F\", \"arifle_MX_SW_F\", \"arifle_MXC_F\"], true] call BIS_fnc_addVirtualWeaponCargo;\n```\n\nTo add everything, use:\n\n```sqf\n[myBox, true, true] call BIS_fnc_addVirtualWeaponCargo;\n// or the equivalent:\n[myBox, [\"%ALL\"], true] call BIS_fnc_addVirtualWeaponCargo; // note that %ALL is ALL CAPITAL LETTERS\n```"},{"heading":"Remove","level":5,"markdown":"Functions:\n\n- BIS_fnc_removeVirtualBackpackCargo\n- BIS_fnc_removeVirtualItemCargo\n- BIS_fnc_removeVirtualMagazineCargo\n- BIS_fnc_removeVirtualWeaponCargo\n\n> [!NOTE]\n> Only specifically whitelisted cargo can be removed via these commands e.g creating an arsenal container with a whitelist of true (<allowAll>) and then trying to remove \"arifle_MX_ACO_pointer_F\" will not work.\n\n**Syntax** (shared by all mentioned functions):\n\n```sqf\n[target, classes, isGlobal] call BIS_fnc_removeVirtualWeaponCargo;\n```\n\n- target: Object or Namespace - ammo box from which classes will be removed.\n- classes: Array of Stringss - removed classes\n- isGlobal: Boolean - (Optional, default false) true to remove classes globally\n\n**Returned value:**\nArray of Arrays: All virtual items within the target's space in format [<items>, <weapons>, <magazines>, <backpacks>]\n\n**Example:**\n\n```sqf\n[myBox, [\"arifle_MXC_F\"], true] call BIS_fnc_removeVirtualWeaponCargo;\n```\n\nIf an arsenal container has been created by using true as the whitelist (<allowAll>) then a string of \"%ALL\" (ALL CAPITAL LETTERS) will be inserted into the category array. To remove this kind of whitelist instead use..\n\n```sqf\n[myBox, true, true] call BIS_fnc_removeVirtualWeaponCargo;\n// or the equivalent:\n[myBox, [\"%ALL\"], true] call BIS_fnc_removeVirtualWeaponCargo; // note that %ALL is ALL CAPITAL LETTERS\n```"},{"heading":"Get","level":5,"markdown":"Functions:\n\n- BIS_fnc_getVirtualBackpackCargo\n- BIS_fnc_getVirtualItemCargo\n- BIS_fnc_getVirtualMagazineCargo\n- BIS_fnc_getVirtualWeaponCargo\n\n**Syntax** (shared by all mentioned functions):\n\n```sqf\n[target] call BIS_fnc_getVirtualWeaponCargo;\n```\n\n- target: Object or Namespace\n\n**Returned value:**\nArray of Arrays: All virtual items within the target's space in format [<items>, <weapons>, <magazines>, <backpacks>]\n\n**Example:**\n\n```sqf\nmyBox call BIS_fnc_getVirtualWeaponCargo;\n```"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Art of War Artwork Textures","title":"Arma 3: Art of War Artwork Textures","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Art_of_War_Artwork_Textures","revid":352019,"updated":"2024-02-01T23:24:22Z","aliases":[],"markdown":"> [!NOTE]\n> It is possible to change the artwork in all the frames and on all the canvases that arrived with the Arma 3 Art of War DLC. This can be achieved directly in the Eden Editor by accessing the asset's attributes and adjusting the relative path to the texture. It can also be done via the setObjectTexture script command or BIS_fnc_setObjectTexture function. For more information on replacing textures in-game, see the article on Retexturing with setObjectTexture. For texture reference layouts, see the second table at the bottom of this page.\n\n### Custom Artwork\n\n| Image | Artwork Title | Artwork Author | Texture Path(s) | Compatible Assets | Texture Size | Contest Winner | Gallery Location | Accompanying Text |\n|---|---|---|---|---|---|---|---|---|\n|  | *Jet Fighter* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_63_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_63_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, South Wall | 2020<br>Pencil on paper |\n|  | *First Aid Basics* | Sparrowhawk | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_79_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_79_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, South Wall | 2016<br>Photograph (IDAP 2016 Expo, Nevada, United States) |\n|  | *Desert Rats* | Kiki Mazar | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_92_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_92_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2019<br>Oil on canvas |\n|  | *Disarmament* | Colin Marshal Harrison | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_38_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_38_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2035<br>Photograph (Pyrgos, The Republic of Altis and Stratis) |\n|  | *LALO* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_112_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_112_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2035<br>Photograph (Southern Livonia) |\n|  | *Identify the Target* | Jorge López Rodríguez | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_56_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_56_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2035<br>Acrylic and crayon on canvas |\n|  | *Between the Lines* | Jon Brown | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_41_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_41_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2035<br>Photograph (Zaros, The Republic of Altis and Stratis) |\n|  | *Dust-Off* | Jon Brown | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_88_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_88_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2022<br>Photograph (Eastern Ardistan) |\n|  | *An Incident on Stratis* | Shaleshock | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_104_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_104_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2034<br>Photograph (Agia Marina, The Republic of Altis and Stratis) |\n|  | *Underwater Demolition* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_65_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_65_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2032<br>Photograph (U.S. Navy Training Center, California, United States) |\n|  | *Non-Combatants* | Raphel Sanchez | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_42_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_42_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2029<br>Photograph (Bitez, Turkey) |\n|  | *Collateral Damage* | João Victor Gonçalves Mariottini | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_08_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_08_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | 3rd Place - 2D Art Category | Entry Hall, North Wall | In this playful yet provocative scene, a paramedic carries a wounded individual on a stretcher while a pair of Livonian soldiers look on. The laptop reads 'EMP', an acronym for ElectroMagnetic Pulse. EMP weapons destroy electronics and are sometimes used indiscriminately in cyberwarfare, breaking International Humanitarian Law by targeting civilian as well as military infrastructure.<br>2020<br>Watercolor on canvas |\n|  | *Technomachy* | Stelios Afentakis | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Canvas\\showcase_aow_picture_09_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_09_ca.paa | - Canvas (Large) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | 2nd Place - 2D Art Category | Entry Hall, North Wall | Although it might appear like science fiction, this busy combat scene presages an authentic glimpse of tomorrow’s battlefields. Urban environments, swarming with ground and aerial combat drones, autonomous medical units, and soldiers, clad in dehumanizing armor, strike us now as a grounded interpretation of what is to come. The legal and humanitarian challenges these new forms of warfare present are a pressing global concern.<br>2028<br>Acrylic on canvas |\n|  | *Hearts and Minds* | Ultimate Dunkel | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_68_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_68_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | 2012<br>Photograph (Karichar, Takistan) |\n|  | *Blue Party Prison Riot* | Bamslam | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_22_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_22_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | Screenshot Category Winner | Entry Hall, East Wall | Not all wars are fought upon the battlefield. This photograph depicts the famous 1989 'Blue Party Prison Riot' at Andrzejów Detention Center in Livonia, an episode which made international headlines and quickly captured the imagination of the world. Inmates, along with several guards, in solidarity with national actions against the Soviet regime and angry with deteriorating living conditions, staged several weeks of protests before finally taking full control of the facility.<br>1989<br>Photograph (Andrzejów, Livonia) |\n|  | *F-16s Over K-Town* | Yooles | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Square\\showcase_aow_picture_29_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_29_ca.paa | - Gallery Frame (Square) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | Combat aircraft led to a revolution in the way that wars were waged, defining many conflicts over the last 100 years. But what will be the next seismic shift in warfare? What will be the 21st Century’s ‘Guernica’? A sky, dark with unmanned bombers? Clouds of miniature drones, subjugating nations at the touch of a button? Or will aerial engagements become a thing of the past, slowly superseded by battles in space?<br>2003<br>Photograph (Kaiserslautern, Germany) |\n|  | *As Above, So Below* | Kiko Mazar | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_91_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_91_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | 2019<br>Oil on canvas |\n|  | *Concept for Automated Strike Helicopter* | Maxi Cortés | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_44_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_44_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | 2027<br>Digital Print |\n|  | *Air Cav* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_66_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_66_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | 2025<br>Digital Print |\n|  | *The Apparition* | Yooles | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_72_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_72_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | 2030<br>Acrylic on canvas |\n|  | *Aid Station* | Vyacheslav Spiridonov | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_55_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_55_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | 2034<br>Pencil on paper |\n|  | *Safe Inspection* | Julian Łada | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_36_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_36_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | 2030<br>Photograph (Mytilene, Greece) |\n|  | *Workshop* | Farsight | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_30_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_30_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2023<br>Photograph (IDAP Expo, California, United States) |\n|  | *CBRN* | Farsight | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_31_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_31_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2023<br>Photograph (IDAP Expo, California, United States) |\n|  | *Man with Child* | Pedro \"Whiplash\" Rodrigues | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_07_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_07_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | This touching photograph is a powerful reminder of how armed conflict can impact children. Aside from the nightmarish imagery, embodied here by faceless soldiers in hazmat suits, war causes intense psychological trauma through the severance of emotional and physical ties. The experiences of young victims, forced to abandon homes and loved ones, often transcend generations and inflict indiscernible wounds, many of which remain for life.<br>2035<br>Photograph (La Roche, Horizon Islands) |\n|  | *Sand and Steel* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_80_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_80_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2019<br>Oil on canvas |\n|  | *UN Troop Carrier* | Rostislav Skotnica | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Square\\showcase_aow_picture_48_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_48_ca.paa | - Gallery Frame (Square) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2019<br>Digital Print |\n|  | *Paramedics* | Farsight | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_32_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_32_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2023<br>Photograph (IDAP Expo, California, United States) |\n|  | *Autonomous Vehicles* | Farsight | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_33_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_33_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2023<br>Photograph (IDAP Expo, California, United States) |\n|  | *Contraband* | Adam Dollard | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_40_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_40_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2035<br>Photograph (Georgetown, Horizon Islands) |\n|  | *The Gift-Givers* | Maria Isabel Rauber Neves Martinewski | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_47_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_47_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2023<br>Oil on canvas |\n|  | *Looters* | Yooles | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_117_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_117_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2032<br>Digital Print |\n|  | *LZ Hot!* | Nikolai'z | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_101_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_101_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 2012<br>Photograph (Nasdara, Takistan) |\n|  | *Burgers on the MSR* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_110_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_110_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 2017<br>Photograph (Near Mazargan, Karzeghistan) |\n|  | *Faithful* | Section 8 | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_115_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_115_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 1945<br>Photograph (Iwo Jima, Japan) [color reproduction] |\n|  | *Ecce Homo* | Yooles | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_16_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_16_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | De Kornelis Zaal, East Wall | Behold the man. But a generation ago, how many would recognize this special forces operative as a man at all? There is no evidence of anything beneath the armor. Is this then, a sign of things to come? At what point, in a world of human enhancements and inchoate cybernetics, do we begin to lose ourselves? And what are the implications of dehumanizing combatants on the battlefield? How will this affect our perceptions of war? Is this another step in the sanitization of modern warfare? Or a simple practicality, providing soldiers with the equipment and protection needed?<br>2031<br>Oil on canvas |  |\n|  | *At the Crossroads of Two Worlds* | Victor Fievet | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_59_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_59_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 2023<br>Photograph (Galbo, South Lombakka) |\n|  | *Time to Move!* | Kevin Potter | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_39_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_39_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 2029<br>Photograph (Bodrum, Turkey) |\n|  | *They Shall Not Grow Old* | Armography | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_118_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_118_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 2020<br>Digital Print |\n|  | *Crossfire* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_113_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_113_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 2021<br>Photograph (Okem, Argana) |\n|  | *'Don't Let Go...'* | Mixuray | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_106_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_106_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 2029<br>Photograph (Bodrum, Turkey) |\n|  | *Carpool* | Komyeta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_98_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_98_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2013<br>Photograph (Kavala, The Republic of Altis and Stratis) |\n|  | *Eyes On* | Gikas Voskopoulos | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_102_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_102_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2032<br>Oil on canvas |\n|  | *Casualties* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_62_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_62_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2035<br>Pencil and watercolor on paper |\n|  | *Younger Brother* | Juan José Abenza García | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_57_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_57_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2026<br>Digital Print |\n|  | *Firefighters* | Sparky's Screenies | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_76_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_76_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2019<br>Photograph (Równia, Livonia) |\n|  | *Jet with Tail Art* | Loeb Florian | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_58_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_58_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2030<br>Photograph (Nevada, United States) |\n|  | *Asymmetric Warfare* | Kiko Mazar | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_93_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_93_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2029<br>Oil on canvas |\n|  | *Oscar Mike* | Gespt Tauro | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_69_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_69_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2027<br>Photograph (Near Batu-Nim, Argana) |\n|  | *The Beachhead* | Just Dovid | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_75_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_75_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 1944<br>Photograph (Normandy, France) [color reproduction] |\n|  | *The Patrol* | William Thomas Nuckolls | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_10_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_10_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | A soldier relies upon their senses to make correct decisions on the battlefield. But as this curious painting shows, accurate observation is not always easy. Here, we can vaguely make out the silhouettes of soldiers moving through a field, partially obscured by their environment and its twilight shadows. Although it's clear there are combatants present, are all of them legitimate targets?<br>2032<br>Acrylic on canvas |\n|  | *CASEVAC* | Bernardo José Prazeres Ferreira | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_49_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_49_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2034<br>Photograph (Camp Briareus, The Republic of Altis and Stratis) |\n|  | *'Let 'em Pass'* | Kiki Muhammad Rizqi | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_37_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_37_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | 2035<br>Photograph (La Trinité, Malden) |\n|  | *River Walk* | Pedro \"Whiplash\" Rodrigues | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_83_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_83_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | 2025<br>Digital Print |\n|  | *Death by Algorithm* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_109_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_109_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | 2035<br>Photograph (Brena, Livonia) |\n|  | *Tank Killer* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_64_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_64_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | 2024<br>Photograph |\n|  | *Kinetic* | Shasta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_122_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_122_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | 2020<br>Photograph (Azure Island) |\n|  | *Changing Tracks* | Jon Brown | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_87_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_87_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | 2035<br>Photograph (Southern Livonia) |\n|  | *One of Many* | Diego Ferreirós González | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_05_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_05_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | Like the rows of military graves in cemeteries across the world, this sober image highlights the human cost of conflict in no uncertain terms. In the context of modern warfare, it also poses some difficult questions. Not only in relation to reasons for war but with regards to the methods of waging it. Are autonomous weapons, for instance, an opportunity to save soldiers' lives? Do we really want to remove these tragic consequences, allowing nations to project force with impunity? And how can we argue against robots on the battlefield with the loved ones of combatants who have made an ultimate, yet ultimately avoidable sacrifice? Perhaps, scenes like this one, are a necessary reality of war?<br>2035<br>Photograph (Altis International Airport, The Republic of Altis and Stratis) |\n|  | *Contractors* | Shasta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_70_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_70_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | 2021<br>Digital Print |\n|  | *'Gray Goo'* | Otto Petäjä | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_01_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_01_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | De Kornelis Zaal, West Wall | In this famous work of abstract art, we are offered a chillingly prophetic vision of future conflict. Simply entitled 'Gray Goo', it alludes to the gray, slime-like appearance of molecular nanotechnology. Once a hypothetical concept, it became the controversial subject of military study in 2033. Today, propelled by recent breakthroughs in quantum technology, the idea of a globous and self-replicating mass of tiny robots, capable of stripping away the strongest steel, is edging from science fiction to science fact. Faced with such realities, many argue that International Humanitarian Law has a moral and legal responsibility to regulate new technologies.<br>2033<br>Acrylic on canvas |  |\n|  | *Autonomous Avarice* | Nicolas Humphrey | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Canvas\\showcase_aow_picture_12_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_12_ca.paa | - Canvas (Large) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | 1st Place Winner - 2D Art Category | De Kornelis Zaal, Inner Wall | A harrowing representation of a civilian casualty, killed by a sniper drone. The victim's position in the foreground and the saturated palette used by the artist lends the scene a somber immediacy, reminding the viewer that a 'human in the loop' is not without risk and that questions regarding battlefield responsibility are unlikely to disappear any time in the near future, regardless of technological developments.<br>2020<br>Acrylic on canvas |\n|  | *Lars Blanken* | Unknown | Picture:<br>a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_01_large_portrait_picture_f_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_00_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, Inner Wall | Portrait of the Dutch philanthropist and founder of the International Development &amp; Aid Project, Lars Blanken. The wealthy son of a shipbuilding tycoon and war profiteer, Blanken turned his back on the pursuit of profit and became an instrumental figure in the Refugee Council, based in Leiden, supporting the Belgian diaspora through the First World War. This gallery is named in his honor. Visitors may notice the inscription on the fresco around the glass rotunda. It is a reference to Blanken's famous quote: 'Gentlemen, man's humanity has been weighed and found wanting - but <t font='RobotoCondensedBold'>together we can tip the scales.<br>1922<br>Oil on canvas |\n|  | *Tactical Withdrawal* | Austin McGinty | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_11_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_11_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | 1st Place Winner - 2D Art Category | De Kornelis Zaal, Inner Wall | The cluster of menacing robotic soldiers in this work, standing against the bright orange glow of a featureless city aflame, are in fact, allowing enemy combatants to pull a wounded comrade to safety. Are these faceless entities observing the spirit of International Humanitarian Law? Do they suggest a coming era of restraint in modern warfare, free of human folly and passions? Or is this simply indifference? A short, calculating pause before an algorithm loads and the systematic killing continues? Like the future itself, this piece presents us with a vision that is difficult to decipher.<br>2020<br>Acrylic on canvas |\n|  | *Concept for Stealth Uniform* | Maxi Cortés | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Square\\showcase_aow_picture_43_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_43_ca.paa | - Gallery Frame (Square) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, Inner Wall | 2025<br>Digital Print |\n|  | *Carrier Deck* | David Mustache | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_114_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_114_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, Inner Wall | 2029<br>Photograph (USS Freedom, Mediterranean Sea) |\n|  | *Cold Earth* | Komyeta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_95_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_95_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | 2009<br>Photograph (Near Svetlograd, Chernarus) |\n|  | *Forest Encounter* | Lyotchik | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_100_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_100_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | 2029<br>Oil on canvas |\n|  | *Tank Platoon* | Komyeta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_96_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_96_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | 2012<br>Photograph (Near Chalang, Takistan) |\n|  | *Moving Up* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_14_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_14_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | Screenshot Category Winner | De Valič Kamer, South Wall | In this picture, medics treat wounded combatants while soldiers from the US 5th Army file by, temporarily united, both in service and in the sacrifices demanded of them. It's a poignant scene, where the serenity and stillness of the Italian landscape is cleverly juxtaposed against the movement of infantry and tanks - a beautiful intermezzo in what could be called a symphony of war.<br>2020<br>Oil on canvas |\n|  | *Mini UGV* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_89_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_89_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | 2035<br>Photograph (Topolin, Livonia) |\n|  | *Tango Down* | Austin Spears | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_04_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_04_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | This screenshot from a military simulation game raises some important questions regarding the fetishization of violence in popular culture. Are we becoming desensitized to representations of conflict? Or are video games and other interactive media a lens for exploring real-world concerns and unpleasant realities, challenging preconceptions and perspectives? Do the developers of these products have moral obligations in how they portray modern conflict? Or are they simply expected to create? And can video games be considered art at all? This last point, remains divisive.<br>2020<br>Screenshot (*Tango Down*, Zbox) |\n|  | *Intervention* | Artur Kulczycki | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_35_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_35_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | 2035<br>Photograph (Kavala, The Republic of Altis and Stratis) |\n|  | *'Take My Hand'* | The Buckfast Wine | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_67_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_67_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | 2029<br>Photograph (Isfahan, Iran) |\n|  | *Landslide* | Noah the Guy | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_78_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_78_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | 2026<br>Photograph (Near Metsovo, Greece) |\n|  | *Air Superiority* | Yooels | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_86_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_86_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 2022<br>Digital print |\n|  | *Think Again* | Laurentius Kus Savata Reyhan | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_02_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_02_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | This poster with its didactic question masks a sophisticated artistic conceit. By overlapping and combining the profiles of several autonomous weapon systems, we are encouraged to separate their forms and exercise our sensory perception; just as a machine is expected to distinguish potential threats from non-combatants or cultural property. If we, as humans, struggle to depict these components, is it too much to expect from robots?<br>2029<br>Digital print |\n|  | *IDAP Convoy* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_60_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_60_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 2023<br>Pencil and watercolor on paper |\n|  | *End Times* | Kiko Mazar | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_94_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_94_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 2032<br>Oil on canvas |\n|  | *Stay Hydrated* | Komyeta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_97_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_97_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 1995<br>Photograph (Near Neochori, The Republic of Altis and Stratis) |\n|  | *Cockpit View* | Pedro \"Whiplash\" Rodrigues | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_84_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_84_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 2021<br>Digital Print |\n|  | *Desperation* | Kalle Oskar Ranta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_45_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_45_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 2035<br>Photograph (Kavala, The Republic of Altis and Stratis) |\n|  | *IDAP Camp* | Ceb Cin | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_73_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_73_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 2035<br>Photograph (Near La Roche, Horizon Islands) |\n|  | *Robogeddon* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_15_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_15_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | Although seemingly absurd, this vision of the future is fast becoming a very plausible and very concerning reality. After the Quantum Revolution of the late 2020's, we are now faced with highly intelligent thinking machines, wired for war, interconnected, and supposedly subservient to the highest echelons of power. But what happens when the first robots become self-aware - when ascendance becomes transcendence? This possibility is causing great consternation amongst leading scientists and academics today, who fear tomorrow's war won't be one fought between humans.<br>2035<br>Digital Print |\n|  | *Non-State Actors* | Braden Joseph Banks | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_82_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_82_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 2024<br>Photograph (Rosario, Argentina) |\n|  | *A Child's Dream* | Aubrianna Rachmad | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_24_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_24_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | It's long been said that war brings out the worst and the best in us. As this heart-warming painting suggests, conflict can offer powerful opportunities for compassion. Indeed, it is in the wake of earth-shattering adversity that positive actions matter most.<br>2034<br>Acrylic on canvas |\n|  | *The Extraction* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_28_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_28_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, East Wall | As military technologies become increasingly sophisticated and climate change fuels competition for resources, it is not altogether surprising that more of the world has become prone to conflict. The melting arctic circle, in particular, has become a contested arena of major strategic importance.<br>2028<br>Photograph (Northern Svalbard, Norway) |\n|  | *First Responder* | Scarecrow | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_74_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_74_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, East Wall | 2035<br>Photograph (Pyrgos, The Republic of Altis and Stratis) |\n|  | *Sentries* | Joseph Braden Banks | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_21_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_21_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | Screenshot Category Winner | De Valič Kamer, East Wall | This beautifully composed image, showing a group of sentries standing guard, highlights a reality of war that is seldom the subject of great works of art; waiting. Indeed, today, many soldiers never see action. This restrained work eschews romanticized notions of the battlefield and instead, presents a more grounded and nuanced snapshot of modern conflict, as experienced by the majority of military personnel.<br>2012<br>Photograph (Camp Casco, Southern Takistan) |\n|  | *Safe Room* | Klat | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_108_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_108_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, East Wall | 2023<br>Digital Print |\n|  | *The Road Ahead* | EO | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_19_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_19_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | Screenshot Category Winner | De Valič Kamer, East Wall | This multivalent work, with its overcast skies and gloomy atmosphere, carries an almost dream-like quality. The solitary drone, approaching an urban environment obscured by fog, hints at a journey into the unknown and evokes the idea of technology on a road towards an uncertain future. And who is in control? A human operator? Or is this vehicle fully autonomous, and rolling forwards on its own initiative?<br>2032<br>Oil on canvas |\n|  | *Joint Disaster Relief* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_111_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_111_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, East Wall | 2035<br>Photograph (La Roche, Horizon Islands) |\n|  | *Battlefield Sketch* | Thomas Lattard | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_52_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_52_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, East Wall | 2035<br>Pencil on paper |\n|  | *'Stay Safe'* | Yooles | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_85_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_85_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, East Wall | 2020<br>Photograph (Washington, United States) |\n|  | *Lockdown* | Pedro \"Whiplash\" Rodrigues | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_06_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_06_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, East Wall | As this photograph from Chernarus during the 2020 pandemic shows, humankind has known many forms of conflict. Frequently described as 'a fight' against an 'invisible enemy', lockdown measures were often permeated by the language of war, indicating the latter's close connection to the human condition and its importance as a common framework of understanding. Should then, war art encompass 'wars' against poverty, crime, class and climate change? How can we define 'war'? By its dictionary definition, or by how we perceive it?<br>2020<br>Photograph (Novigrad, Chernarus) |\n|  | *VR Battlefield* | Yooles | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_116_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_116_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2035<br>Digital Print |\n|  | *Remember the Fallen* | LordOfWar | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_103_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_103_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2020<br>Photograph (City of Paris Cemetery, Paris, France) |\n|  | *Bad Harvest* | Mark Bailey | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_13_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_13_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | Commended Entry | De Verbeek Kamer, West Wall | This interesting work underscores the terrifying potential of entomological warfare. Although insects have been used in conflict since ancient times, such methods were finally forbidden by International Humanitarian Law in 1972, under the Biological and Toxic Weapons Convention. Nevertheless, possessing the means to devastate an enemy's food supply or spread deadly pathogens through agents such as fleas or mosquitoes remains a tempting prospect for some.<br>2026<br>Digital Print |\n|  | *Accident Near a Checkpoint* | Chace Smith | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_03_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_03_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | This unusual photograph was taken from the air and provides a unique perspective. On the road below, emergency services attempt to save the lives of civilians whose vehicle overturned after fleeing a military checkpoint. It was subsequently discovered that the driver missed warning signs and failed to reduce speed, finally panicking and crashing when warning shots were fired.<br>2023<br>Photograph (Aba, Nigeria) |\n|  | *Winged Infantry* | David Mustache | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_17_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_17_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | Screenshot Category Winner | De Verbeek Kamer, West Wall | The striking sense of movement in this picture is astounding. It demonstrates both obvious technical ability and a careful eye for composition. The consistent and earthly palette of pale and dark greens, present in the parachutes, uniforms, grass, and distant trees also add a stunning conformity and emphasize the idea of many individual parts working as a whole; a true artistic, combined arms operation.<br>2020<br>Oil on canvas |\n|  | *Armored Convoy* | Alvando Aulia | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_53_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_53_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2029<br>Photograph (Bodrum, Turkey) |\n|  | *The Aftermath* | Abuelo Ceboleta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_71_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_71_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2035<br>Photograph (Kavala, The Republic of Altis and Stratis) |\n|  | *Translating* | Professor Death | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_23_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_23_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | Small quadcopter drones have played an important role in enforcing International Humanitarian Law in recent years. In this picture, we can see an unmanned aerial vehicle (UAV) belonging to the Canton Protocol Strategic Alliance Treaty, observing the processing of prisoners. Through remote surveillance, combatants on all sides are under increasing pressure to comply with the rules of war.<br>2035<br>Photograph (Tanouka, Hoizon Islands) |\n|  | *Cultural Exchange* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_61_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_61_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2033<br>Pencil and watercolor on paper |\n|  | *COIN Ops* | Talyn | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_99_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_99_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 2034<br>Photograph (Near Charkia, The Republic of Altis and Stratis) |\n|  | *Little Green Men* | Yooles | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_27_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_27_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | This powerful photograph, originally published in the News Today, neatly captures the changing nature of modern conflict. The old maxim that truth is the first casualty of war seems to be symptomatic of our times. Modern technology has introduced us to an age of subjective realities. But can this same technology resolve the problems it has created? Or must we rely upon our own discretion to sort facts from fiction?<br>2014<br>Photograph (Novodmitrovsk, Chernarus) |\n|  | *Ambush* | Shaleshock | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_105_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_105_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 2012<br>Photograph (Zargabad, Takistan) |\n|  | *Yemen Sunset* | Victor Fievet | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_123_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_123_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 2026<br>Photograph (Near Marib, Yemen) |\n|  | *Reassessment* | Kiko Mazar | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_20_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_20_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | The sharp contrasts, post-processing effects, and angular shadows that dissect this scene perfectly echo the intensity of the chaotic situation, as experienced by the soldiers. Each combatant crouches behind cover and seemingly melds with their environment, as if swallowed by the hostile surroundings. The enemy is nowhere to be seen. However, the non-presence is a presence in itself and brilliantly communicates feelings of unease and tension. The photograph also addresses an increasing trend in modern conflict; the urbanization of the battlefield. Consequently, it seems both familiar and contemporary.<br>2012<br>Photograph (Zargabad, Takistan) |\n|  | *Survivor!* | LordOfWar | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_50_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_50_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 2006<br>Photograph (Sampur, Sri Lanka) |\n|  | *Saint Bernard* | William Thomas Nuckolls | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Square\\showcase_aow_picture_51_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_51_ca.paa | - Gallery Frame (Square) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 2023<br>Pen, pencil, and watercolor on paper |\n|  | *The People's Militia* | EO | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_90_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_90_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 1991<br>Photograph (Stokowsko, Livonia) |\n|  | *Dogs of Peace* | Diana Pomortseva & Maria Komarova | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_54_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_54_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | Commended Entry | De Verbeek Kamer, East Wall | 2020<br>Ink and gouache on paper |\n|  | *17th Armored Division* | Armaniac | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_77_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_77_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 2012<br>Photograph (Mazargan, Karzhegistan) |\n|  | *The Road to Bastogne* | Gray Knight | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_81_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_81_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 2019<br>Oil on canvas |\n|  | *Ghosts of War* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_18_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_18_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | Screenshot Category Winner | De Verbeek Kamer, West Wall | The human cost of war is cleverly executed in this clear but effective digital image. On close inspection, we can see that the ghostly silhouettes of the dead represent the losses of all sides and factions; spirits of fallen comrades appear to mingle with those of the enemy and all appear to be accompanying the grieving soldier in the mid-ground. The chiaroscuro effect is also ingeniously used, separating the living from the dead by way of light and shade.<br>2019<br>Oil on canvas |\n|  | *Fallen* | Professor Death | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Square\\showcase_aow_picture_119_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_119_ca.paa | - Gallery Frame (Square) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2032<br>Photograph (Awdak, Takistan) |\n|  | *Carrier Ops* | Andreu Pérez Bechtold | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_46_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_46_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2035<br>Photograph (Tanoan Coast, Horizon Islands) |\n|  | *Watching the Perimeter* | Dog | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_121_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_121_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2012<br>Oil on canvas |\n|  | *Creative Storm* | Nicolai Höglund | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_34_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_34_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2030<br>Digital print |\n|  | *Concept for Automated AA Vehicle* | Maxi Cortés | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_26_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_26_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | A much neglected aspect of war art concerns the conceptualization of ideas. Although many of us would accept the 15th Century scribblings of Leonardo da Vinci's siege weapons and fighting vehicles as art, contemporary works draw more complex reactions. Could it be our appreciation of innovative designs is tempered by their destructive potential? Or are there qualities in paintings such as this, that transcend their immediate application?<br>2034<br>Digital Print |\n|  | *Remote Response* | Diana Pomortseva & Maria Komarova | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_25_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_25_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | Commended Entry | De Verbeek Kamer, West Wall | In the past, logistics were a serious challenge for humanitarian organizations. But today, modern technology has helped us transcend many practical problems. From robotic pack mules, able to traverse the most inhospitable mountain ranges, to squadrons of utility drones, capable of transporting life-saving aid to populations under siege, many things have changed for the better.<br>2026<br>Ink and gouache on paper |\n|  | *Downtown Georgetown* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_107_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_107_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2029<br>Photograph (Georgetown, Horizon Islands) |\n|  | *Routine Operation* | Victor Fievet | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_120_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_120_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2032<br>Photograph (Central Tanoa, Horizon Islands) |\n\n### Image Layouts\n\nThe table below provides a reference for texture layouts, as a helper for correctly positioning your image in its frame, or on its canvas.\n\n| Asset(s) | Layout Reference | Texture Selection | Suggested Resolutions |\n|---|---|---|---|\n| - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) |  | 0 | 1024×512<br>2048×1024 |\n| - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) |  | 0 | 1024×1024<br>2048×2048 |\n| - Gallery Frame (Square) |  | 0 | 1024×1024<br>2048×2048 |\n| - Canvas (Large) |  | 0 | 1024×512<br>2048×1024 |\n| - Canvas (Small)<br>- Canvas (Rectangle) |  | 0 | 1024×512<br>2048×1024 |\n| - Canvas (Square) |  | 0 | 1024×1024<br>2048×2048 |","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> It is possible to change the artwork in all the frames and on all the canvases that arrived with the Arma 3 Art of War DLC. This can be achieved directly in the Eden Editor by accessing the asset's attributes and adjusting the relative path to the texture. It can also be done via the setObjectTexture script command or BIS_fnc_setObjectTexture function. For more information on replacing textures in-game, see the article on Retexturing with setObjectTexture. For texture reference layouts, see the second table at the bottom of this page."},{"heading":"Custom Artwork","level":3,"markdown":"| Image | Artwork Title | Artwork Author | Texture Path(s) | Compatible Assets | Texture Size | Contest Winner | Gallery Location | Accompanying Text |\n|---|---|---|---|---|---|---|---|---|\n|  | *Jet Fighter* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_63_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_63_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, South Wall | 2020<br>Pencil on paper |\n|  | *First Aid Basics* | Sparrowhawk | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_79_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_79_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, South Wall | 2016<br>Photograph (IDAP 2016 Expo, Nevada, United States) |\n|  | *Desert Rats* | Kiki Mazar | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_92_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_92_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2019<br>Oil on canvas |\n|  | *Disarmament* | Colin Marshal Harrison | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_38_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_38_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2035<br>Photograph (Pyrgos, The Republic of Altis and Stratis) |\n|  | *LALO* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_112_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_112_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2035<br>Photograph (Southern Livonia) |\n|  | *Identify the Target* | Jorge López Rodríguez | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_56_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_56_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2035<br>Acrylic and crayon on canvas |\n|  | *Between the Lines* | Jon Brown | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_41_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_41_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2035<br>Photograph (Zaros, The Republic of Altis and Stratis) |\n|  | *Dust-Off* | Jon Brown | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_88_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_88_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2022<br>Photograph (Eastern Ardistan) |\n|  | *An Incident on Stratis* | Shaleshock | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_104_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_104_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2034<br>Photograph (Agia Marina, The Republic of Altis and Stratis) |\n|  | *Underwater Demolition* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_65_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_65_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2032<br>Photograph (U.S. Navy Training Center, California, United States) |\n|  | *Non-Combatants* | Raphel Sanchez | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_42_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_42_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, West Wall | 2029<br>Photograph (Bitez, Turkey) |\n|  | *Collateral Damage* | João Victor Gonçalves Mariottini | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_08_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_08_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | 3rd Place - 2D Art Category | Entry Hall, North Wall | In this playful yet provocative scene, a paramedic carries a wounded individual on a stretcher while a pair of Livonian soldiers look on. The laptop reads 'EMP', an acronym for ElectroMagnetic Pulse. EMP weapons destroy electronics and are sometimes used indiscriminately in cyberwarfare, breaking International Humanitarian Law by targeting civilian as well as military infrastructure.<br>2020<br>Watercolor on canvas |\n|  | *Technomachy* | Stelios Afentakis | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Canvas\\showcase_aow_picture_09_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_09_ca.paa | - Canvas (Large) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | 2nd Place - 2D Art Category | Entry Hall, North Wall | Although it might appear like science fiction, this busy combat scene presages an authentic glimpse of tomorrow’s battlefields. Urban environments, swarming with ground and aerial combat drones, autonomous medical units, and soldiers, clad in dehumanizing armor, strike us now as a grounded interpretation of what is to come. The legal and humanitarian challenges these new forms of warfare present are a pressing global concern.<br>2028<br>Acrylic on canvas |\n|  | *Hearts and Minds* | Ultimate Dunkel | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_68_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_68_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | 2012<br>Photograph (Karichar, Takistan) |\n|  | *Blue Party Prison Riot* | Bamslam | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_22_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_22_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | Screenshot Category Winner | Entry Hall, East Wall | Not all wars are fought upon the battlefield. This photograph depicts the famous 1989 'Blue Party Prison Riot' at Andrzejów Detention Center in Livonia, an episode which made international headlines and quickly captured the imagination of the world. Inmates, along with several guards, in solidarity with national actions against the Soviet regime and angry with deteriorating living conditions, staged several weeks of protests before finally taking full control of the facility.<br>1989<br>Photograph (Andrzejów, Livonia) |\n|  | *F-16s Over K-Town* | Yooles | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Square\\showcase_aow_picture_29_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_29_ca.paa | - Gallery Frame (Square) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | Combat aircraft led to a revolution in the way that wars were waged, defining many conflicts over the last 100 years. But what will be the next seismic shift in warfare? What will be the 21st Century’s ‘Guernica’? A sky, dark with unmanned bombers? Clouds of miniature drones, subjugating nations at the touch of a button? Or will aerial engagements become a thing of the past, slowly superseded by battles in space?<br>2003<br>Photograph (Kaiserslautern, Germany) |\n|  | *As Above, So Below* | Kiko Mazar | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_91_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_91_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | 2019<br>Oil on canvas |\n|  | *Concept for Automated Strike Helicopter* | Maxi Cortés | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_44_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_44_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | 2027<br>Digital Print |\n|  | *Air Cav* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_66_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_66_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | 2025<br>Digital Print |\n|  | *The Apparition* | Yooles | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_72_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_72_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | 2030<br>Acrylic on canvas |\n|  | *Aid Station* | Vyacheslav Spiridonov | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_55_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_55_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | 2034<br>Pencil on paper |\n|  | *Safe Inspection* | Julian Łada | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_36_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_36_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | Entry Hall, East Wall | 2030<br>Photograph (Mytilene, Greece) |\n|  | *Workshop* | Farsight | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_30_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_30_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2023<br>Photograph (IDAP Expo, California, United States) |\n|  | *CBRN* | Farsight | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_31_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_31_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2023<br>Photograph (IDAP Expo, California, United States) |\n|  | *Man with Child* | Pedro \"Whiplash\" Rodrigues | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_07_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_07_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | This touching photograph is a powerful reminder of how armed conflict can impact children. Aside from the nightmarish imagery, embodied here by faceless soldiers in hazmat suits, war causes intense psychological trauma through the severance of emotional and physical ties. The experiences of young victims, forced to abandon homes and loved ones, often transcend generations and inflict indiscernible wounds, many of which remain for life.<br>2035<br>Photograph (La Roche, Horizon Islands) |\n|  | *Sand and Steel* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_80_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_80_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2019<br>Oil on canvas |\n|  | *UN Troop Carrier* | Rostislav Skotnica | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Square\\showcase_aow_picture_48_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_48_ca.paa | - Gallery Frame (Square) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2019<br>Digital Print |\n|  | *Paramedics* | Farsight | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_32_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_32_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2023<br>Photograph (IDAP Expo, California, United States) |\n|  | *Autonomous Vehicles* | Farsight | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_33_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_33_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2023<br>Photograph (IDAP Expo, California, United States) |\n|  | *Contraband* | Adam Dollard | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_40_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_40_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2035<br>Photograph (Georgetown, Horizon Islands) |\n|  | *The Gift-Givers* | Maria Isabel Rauber Neves Martinewski | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_47_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_47_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2023<br>Oil on canvas |\n|  | *Looters* | Yooles | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_117_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_117_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, South Wall | 2032<br>Digital Print |\n|  | *LZ Hot!* | Nikolai'z | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_101_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_101_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 2012<br>Photograph (Nasdara, Takistan) |\n|  | *Burgers on the MSR* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_110_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_110_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 2017<br>Photograph (Near Mazargan, Karzeghistan) |\n|  | *Faithful* | Section 8 | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_115_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_115_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 1945<br>Photograph (Iwo Jima, Japan) [color reproduction] |\n|  | *Ecce Homo* | Yooles | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_16_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_16_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | De Kornelis Zaal, East Wall | Behold the man. But a generation ago, how many would recognize this special forces operative as a man at all? There is no evidence of anything beneath the armor. Is this then, a sign of things to come? At what point, in a world of human enhancements and inchoate cybernetics, do we begin to lose ourselves? And what are the implications of dehumanizing combatants on the battlefield? How will this affect our perceptions of war? Is this another step in the sanitization of modern warfare? Or a simple practicality, providing soldiers with the equipment and protection needed?<br>2031<br>Oil on canvas |  |\n|  | *At the Crossroads of Two Worlds* | Victor Fievet | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_59_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_59_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 2023<br>Photograph (Galbo, South Lombakka) |\n|  | *Time to Move!* | Kevin Potter | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_39_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_39_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 2029<br>Photograph (Bodrum, Turkey) |\n|  | *They Shall Not Grow Old* | Armography | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_118_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_118_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 2020<br>Digital Print |\n|  | *Crossfire* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_113_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_113_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 2021<br>Photograph (Okem, Argana) |\n|  | *'Don't Let Go...'* | Mixuray | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_106_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_106_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, East Wall | 2029<br>Photograph (Bodrum, Turkey) |\n|  | *Carpool* | Komyeta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_98_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_98_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2013<br>Photograph (Kavala, The Republic of Altis and Stratis) |\n|  | *Eyes On* | Gikas Voskopoulos | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_102_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_102_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2032<br>Oil on canvas |\n|  | *Casualties* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_62_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_62_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2035<br>Pencil and watercolor on paper |\n|  | *Younger Brother* | Juan José Abenza García | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_57_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_57_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2026<br>Digital Print |\n|  | *Firefighters* | Sparky's Screenies | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_76_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_76_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2019<br>Photograph (Równia, Livonia) |\n|  | *Jet with Tail Art* | Loeb Florian | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_58_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_58_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2030<br>Photograph (Nevada, United States) |\n|  | *Asymmetric Warfare* | Kiko Mazar | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_93_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_93_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2029<br>Oil on canvas |\n|  | *Oscar Mike* | Gespt Tauro | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_69_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_69_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2027<br>Photograph (Near Batu-Nim, Argana) |\n|  | *The Beachhead* | Just Dovid | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_75_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_75_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 1944<br>Photograph (Normandy, France) [color reproduction] |\n|  | *The Patrol* | William Thomas Nuckolls | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_10_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_10_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | A soldier relies upon their senses to make correct decisions on the battlefield. But as this curious painting shows, accurate observation is not always easy. Here, we can vaguely make out the silhouettes of soldiers moving through a field, partially obscured by their environment and its twilight shadows. Although it's clear there are combatants present, are all of them legitimate targets?<br>2032<br>Acrylic on canvas |\n|  | *CASEVAC* | Bernardo José Prazeres Ferreira | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_49_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_49_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, North Wall | 2034<br>Photograph (Camp Briareus, The Republic of Altis and Stratis) |\n|  | *'Let 'em Pass'* | Kiki Muhammad Rizqi | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_37_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_37_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | 2035<br>Photograph (La Trinité, Malden) |\n|  | *River Walk* | Pedro \"Whiplash\" Rodrigues | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_83_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_83_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | 2025<br>Digital Print |\n|  | *Death by Algorithm* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_109_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_109_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | 2035<br>Photograph (Brena, Livonia) |\n|  | *Tank Killer* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_64_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_64_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | 2024<br>Photograph |\n|  | *Kinetic* | Shasta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_122_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_122_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | 2020<br>Photograph (Azure Island) |\n|  | *Changing Tracks* | Jon Brown | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_87_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_87_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | 2035<br>Photograph (Southern Livonia) |\n|  | *One of Many* | Diego Ferreirós González | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_05_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_05_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | Like the rows of military graves in cemeteries across the world, this sober image highlights the human cost of conflict in no uncertain terms. In the context of modern warfare, it also poses some difficult questions. Not only in relation to reasons for war but with regards to the methods of waging it. Are autonomous weapons, for instance, an opportunity to save soldiers' lives? Do we really want to remove these tragic consequences, allowing nations to project force with impunity? And how can we argue against robots on the battlefield with the loved ones of combatants who have made an ultimate, yet ultimately avoidable sacrifice? Perhaps, scenes like this one, are a necessary reality of war?<br>2035<br>Photograph (Altis International Airport, The Republic of Altis and Stratis) |\n|  | *Contractors* | Shasta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_70_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_70_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, West Wall | 2021<br>Digital Print |\n|  | *'Gray Goo'* | Otto Petäjä | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_01_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_01_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | De Kornelis Zaal, West Wall | In this famous work of abstract art, we are offered a chillingly prophetic vision of future conflict. Simply entitled 'Gray Goo', it alludes to the gray, slime-like appearance of molecular nanotechnology. Once a hypothetical concept, it became the controversial subject of military study in 2033. Today, propelled by recent breakthroughs in quantum technology, the idea of a globous and self-replicating mass of tiny robots, capable of stripping away the strongest steel, is edging from science fiction to science fact. Faced with such realities, many argue that International Humanitarian Law has a moral and legal responsibility to regulate new technologies.<br>2033<br>Acrylic on canvas |  |\n|  | *Autonomous Avarice* | Nicolas Humphrey | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Canvas\\showcase_aow_picture_12_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_12_ca.paa | - Canvas (Large) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | 1st Place Winner - 2D Art Category | De Kornelis Zaal, Inner Wall | A harrowing representation of a civilian casualty, killed by a sniper drone. The victim's position in the foreground and the saturated palette used by the artist lends the scene a somber immediacy, reminding the viewer that a 'human in the loop' is not without risk and that questions regarding battlefield responsibility are unlikely to disappear any time in the near future, regardless of technological developments.<br>2020<br>Acrylic on canvas |\n|  | *Lars Blanken* | Unknown | Picture:<br>a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_01_large_portrait_picture_f_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_00_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, Inner Wall | Portrait of the Dutch philanthropist and founder of the International Development &amp; Aid Project, Lars Blanken. The wealthy son of a shipbuilding tycoon and war profiteer, Blanken turned his back on the pursuit of profit and became an instrumental figure in the Refugee Council, based in Leiden, supporting the Belgian diaspora through the First World War. This gallery is named in his honor. Visitors may notice the inscription on the fresco around the glass rotunda. It is a reference to Blanken's famous quote: 'Gentlemen, man's humanity has been weighed and found wanting - but <t font='RobotoCondensedBold'>together we can tip the scales.<br>1922<br>Oil on canvas |\n|  | *Tactical Withdrawal* | Austin McGinty | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_11_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_11_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | 1st Place Winner - 2D Art Category | De Kornelis Zaal, Inner Wall | The cluster of menacing robotic soldiers in this work, standing against the bright orange glow of a featureless city aflame, are in fact, allowing enemy combatants to pull a wounded comrade to safety. Are these faceless entities observing the spirit of International Humanitarian Law? Do they suggest a coming era of restraint in modern warfare, free of human folly and passions? Or is this simply indifference? A short, calculating pause before an algorithm loads and the systematic killing continues? Like the future itself, this piece presents us with a vision that is difficult to decipher.<br>2020<br>Acrylic on canvas |\n|  | *Concept for Stealth Uniform* | Maxi Cortés | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Square\\showcase_aow_picture_43_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_43_ca.paa | - Gallery Frame (Square) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, Inner Wall | 2025<br>Digital Print |\n|  | *Carrier Deck* | David Mustache | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_114_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_114_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Kornelis Zaal, Inner Wall | 2029<br>Photograph (USS Freedom, Mediterranean Sea) |\n|  | *Cold Earth* | Komyeta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_95_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_95_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | 2009<br>Photograph (Near Svetlograd, Chernarus) |\n|  | *Forest Encounter* | Lyotchik | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_100_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_100_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | 2029<br>Oil on canvas |\n|  | *Tank Platoon* | Komyeta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_96_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_96_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | 2012<br>Photograph (Near Chalang, Takistan) |\n|  | *Moving Up* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_14_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_14_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | Screenshot Category Winner | De Valič Kamer, South Wall | In this picture, medics treat wounded combatants while soldiers from the US 5th Army file by, temporarily united, both in service and in the sacrifices demanded of them. It's a poignant scene, where the serenity and stillness of the Italian landscape is cleverly juxtaposed against the movement of infantry and tanks - a beautiful intermezzo in what could be called a symphony of war.<br>2020<br>Oil on canvas |\n|  | *Mini UGV* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_89_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_89_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | 2035<br>Photograph (Topolin, Livonia) |\n|  | *Tango Down* | Austin Spears | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_04_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_04_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | This screenshot from a military simulation game raises some important questions regarding the fetishization of violence in popular culture. Are we becoming desensitized to representations of conflict? Or are video games and other interactive media a lens for exploring real-world concerns and unpleasant realities, challenging preconceptions and perspectives? Do the developers of these products have moral obligations in how they portray modern conflict? Or are they simply expected to create? And can video games be considered art at all? This last point, remains divisive.<br>2020<br>Screenshot (*Tango Down*, Zbox) |\n|  | *Intervention* | Artur Kulczycki | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_35_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_35_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | 2035<br>Photograph (Kavala, The Republic of Altis and Stratis) |\n|  | *'Take My Hand'* | The Buckfast Wine | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_67_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_67_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | 2029<br>Photograph (Isfahan, Iran) |\n|  | *Landslide* | Noah the Guy | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_78_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_78_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, South Wall | 2026<br>Photograph (Near Metsovo, Greece) |\n|  | *Air Superiority* | Yooels | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_86_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_86_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 2022<br>Digital print |\n|  | *Think Again* | Laurentius Kus Savata Reyhan | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_02_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_02_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | This poster with its didactic question masks a sophisticated artistic conceit. By overlapping and combining the profiles of several autonomous weapon systems, we are encouraged to separate their forms and exercise our sensory perception; just as a machine is expected to distinguish potential threats from non-combatants or cultural property. If we, as humans, struggle to depict these components, is it too much to expect from robots?<br>2029<br>Digital print |\n|  | *IDAP Convoy* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_60_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_60_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 2023<br>Pencil and watercolor on paper |\n|  | *End Times* | Kiko Mazar | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_94_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_94_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 2032<br>Oil on canvas |\n|  | *Stay Hydrated* | Komyeta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_97_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_97_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 1995<br>Photograph (Near Neochori, The Republic of Altis and Stratis) |\n|  | *Cockpit View* | Pedro \"Whiplash\" Rodrigues | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_84_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_84_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 2021<br>Digital Print |\n|  | *Desperation* | Kalle Oskar Ranta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_45_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_45_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 2035<br>Photograph (Kavala, The Republic of Altis and Stratis) |\n|  | *IDAP Camp* | Ceb Cin | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_73_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_73_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 2035<br>Photograph (Near La Roche, Horizon Islands) |\n|  | *Robogeddon* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_15_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_15_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | Although seemingly absurd, this vision of the future is fast becoming a very plausible and very concerning reality. After the Quantum Revolution of the late 2020's, we are now faced with highly intelligent thinking machines, wired for war, interconnected, and supposedly subservient to the highest echelons of power. But what happens when the first robots become self-aware - when ascendance becomes transcendence? This possibility is causing great consternation amongst leading scientists and academics today, who fear tomorrow's war won't be one fought between humans.<br>2035<br>Digital Print |\n|  | *Non-State Actors* | Braden Joseph Banks | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_82_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_82_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | 2024<br>Photograph (Rosario, Argentina) |\n|  | *A Child's Dream* | Aubrianna Rachmad | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_24_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_24_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, West Wall | It's long been said that war brings out the worst and the best in us. As this heart-warming painting suggests, conflict can offer powerful opportunities for compassion. Indeed, it is in the wake of earth-shattering adversity that positive actions matter most.<br>2034<br>Acrylic on canvas |\n|  | *The Extraction* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_28_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_28_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, East Wall | As military technologies become increasingly sophisticated and climate change fuels competition for resources, it is not altogether surprising that more of the world has become prone to conflict. The melting arctic circle, in particular, has become a contested arena of major strategic importance.<br>2028<br>Photograph (Northern Svalbard, Norway) |\n|  | *First Responder* | Scarecrow | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_74_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_74_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, East Wall | 2035<br>Photograph (Pyrgos, The Republic of Altis and Stratis) |\n|  | *Sentries* | Joseph Braden Banks | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_21_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_21_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | Screenshot Category Winner | De Valič Kamer, East Wall | This beautifully composed image, showing a group of sentries standing guard, highlights a reality of war that is seldom the subject of great works of art; waiting. Indeed, today, many soldiers never see action. This restrained work eschews romanticized notions of the battlefield and instead, presents a more grounded and nuanced snapshot of modern conflict, as experienced by the majority of military personnel.<br>2012<br>Photograph (Camp Casco, Southern Takistan) |\n|  | *Safe Room* | Klat | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_108_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_108_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, East Wall | 2023<br>Digital Print |\n|  | *The Road Ahead* | EO | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_19_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_19_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | Screenshot Category Winner | De Valič Kamer, East Wall | This multivalent work, with its overcast skies and gloomy atmosphere, carries an almost dream-like quality. The solitary drone, approaching an urban environment obscured by fog, hints at a journey into the unknown and evokes the idea of technology on a road towards an uncertain future. And who is in control? A human operator? Or is this vehicle fully autonomous, and rolling forwards on its own initiative?<br>2032<br>Oil on canvas |\n|  | *Joint Disaster Relief* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_111_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_111_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, East Wall | 2035<br>Photograph (La Roche, Horizon Islands) |\n|  | *Battlefield Sketch* | Thomas Lattard | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_52_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_52_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, East Wall | 2035<br>Pencil on paper |\n|  | *'Stay Safe'* | Yooles | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_85_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_85_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, East Wall | 2020<br>Photograph (Washington, United States) |\n|  | *Lockdown* | Pedro \"Whiplash\" Rodrigues | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_06_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_06_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Valič Kamer, East Wall | As this photograph from Chernarus during the 2020 pandemic shows, humankind has known many forms of conflict. Frequently described as 'a fight' against an 'invisible enemy', lockdown measures were often permeated by the language of war, indicating the latter's close connection to the human condition and its importance as a common framework of understanding. Should then, war art encompass 'wars' against poverty, crime, class and climate change? How can we define 'war'? By its dictionary definition, or by how we perceive it?<br>2020<br>Photograph (Novigrad, Chernarus) |\n|  | *VR Battlefield* | Yooles | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_116_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_116_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2035<br>Digital Print |\n|  | *Remember the Fallen* | LordOfWar | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_103_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_103_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2020<br>Photograph (City of Paris Cemetery, Paris, France) |\n|  | *Bad Harvest* | Mark Bailey | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_13_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_13_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | Commended Entry | De Verbeek Kamer, West Wall | This interesting work underscores the terrifying potential of entomological warfare. Although insects have been used in conflict since ancient times, such methods were finally forbidden by International Humanitarian Law in 1972, under the Biological and Toxic Weapons Convention. Nevertheless, possessing the means to devastate an enemy's food supply or spread deadly pathogens through agents such as fleas or mosquitoes remains a tempting prospect for some.<br>2026<br>Digital Print |\n|  | *Accident Near a Checkpoint* | Chace Smith | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_03_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_03_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | This unusual photograph was taken from the air and provides a unique perspective. On the road below, emergency services attempt to save the lives of civilians whose vehicle overturned after fleeing a military checkpoint. It was subsequently discovered that the driver missed warning signs and failed to reduce speed, finally panicking and crashing when warning shots were fired.<br>2023<br>Photograph (Aba, Nigeria) |\n|  | *Winged Infantry* | David Mustache | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_17_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_17_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | Screenshot Category Winner | De Verbeek Kamer, West Wall | The striking sense of movement in this picture is astounding. It demonstrates both obvious technical ability and a careful eye for composition. The consistent and earthly palette of pale and dark greens, present in the parachutes, uniforms, grass, and distant trees also add a stunning conformity and emphasize the idea of many individual parts working as a whole; a true artistic, combined arms operation.<br>2020<br>Oil on canvas |\n|  | *Armored Convoy* | Alvando Aulia | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_53_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_53_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2029<br>Photograph (Bodrum, Turkey) |\n|  | *The Aftermath* | Abuelo Ceboleta | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_71_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_71_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2035<br>Photograph (Kavala, The Republic of Altis and Stratis) |\n|  | *Translating* | Professor Death | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_23_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_23_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | Small quadcopter drones have played an important role in enforcing International Humanitarian Law in recent years. In this picture, we can see an unmanned aerial vehicle (UAV) belonging to the Canton Protocol Strategic Alliance Treaty, observing the processing of prisoners. Through remote surveillance, combatants on all sides are under increasing pressure to comply with the rules of war.<br>2035<br>Photograph (Tanouka, Hoizon Islands) |\n|  | *Cultural Exchange* | Descryver 'Papa Bear' Stéphane | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_61_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_61_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2033<br>Pencil and watercolor on paper |\n|  | *COIN Ops* | Talyn | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_99_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_99_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 2034<br>Photograph (Near Charkia, The Republic of Altis and Stratis) |\n|  | *Little Green Men* | Yooles | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_27_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_27_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | This powerful photograph, originally published in the News Today, neatly captures the changing nature of modern conflict. The old maxim that truth is the first casualty of war seems to be symptomatic of our times. Modern technology has introduced us to an age of subjective realities. But can this same technology resolve the problems it has created? Or must we rely upon our own discretion to sort facts from fiction?<br>2014<br>Photograph (Novodmitrovsk, Chernarus) |\n|  | *Ambush* | Shaleshock | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_105_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_105_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 2012<br>Photograph (Zargabad, Takistan) |\n|  | *Yemen Sunset* | Victor Fievet | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_123_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_123_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 2026<br>Photograph (Near Marib, Yemen) |\n|  | *Reassessment* | Kiko Mazar | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_20_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_20_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | The sharp contrasts, post-processing effects, and angular shadows that dissect this scene perfectly echo the intensity of the chaotic situation, as experienced by the soldiers. Each combatant crouches behind cover and seemingly melds with their environment, as if swallowed by the hostile surroundings. The enemy is nowhere to be seen. However, the non-presence is a presence in itself and brilliantly communicates feelings of unease and tension. The photograph also addresses an increasing trend in modern conflict; the urbanization of the battlefield. Consequently, it seems both familiar and contemporary.<br>2012<br>Photograph (Zargabad, Takistan) |\n|  | *Survivor!* | LordOfWar | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_50_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_50_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 2006<br>Photograph (Sampur, Sri Lanka) |\n|  | *Saint Bernard* | William Thomas Nuckolls | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Square\\showcase_aow_picture_51_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_51_ca.paa | - Gallery Frame (Square) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 2023<br>Pen, pencil, and watercolor on paper |\n|  | *The People's Militia* | EO | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_90_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_90_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 1991<br>Photograph (Stokowsko, Livonia) |\n|  | *Dogs of Peace* | Diana Pomortseva & Maria Komarova | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Portrait\\showcase_aow_picture_54_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_54_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | Commended Entry | De Verbeek Kamer, East Wall | 2020<br>Ink and gouache on paper |\n|  | *17th Armored Division* | Armaniac | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_77_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_77_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 2012<br>Photograph (Mazargan, Karzhegistan) |\n|  | *The Road to Bastogne* | Gray Knight | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_81_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_81_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, East Wall | 2019<br>Oil on canvas |\n|  | *Ghosts of War* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_18_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_18_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | Screenshot Category Winner | De Verbeek Kamer, West Wall | The human cost of war is cleverly executed in this clear but effective digital image. On close inspection, we can see that the ghostly silhouettes of the dead represent the losses of all sides and factions; spirits of fallen comrades appear to mingle with those of the enemy and all appear to be accompanying the grieving soldier in the mid-ground. The chiaroscuro effect is also ingeniously used, separating the living from the dead by way of light and shade.<br>2019<br>Oil on canvas |\n|  | *Fallen* | Professor Death | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Square\\showcase_aow_picture_119_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_119_ca.paa | - Gallery Frame (Square) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2032<br>Photograph (Awdak, Takistan) |\n|  | *Carrier Ops* | Andreu Pérez Bechtold | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_46_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_46_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2035<br>Photograph (Tanoan Coast, Horizon Islands) |\n|  | *Watching the Perimeter* | Dog | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_121_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_121_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2012<br>Oil on canvas |\n|  | *Creative Storm* | Nicolai Höglund | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_34_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_34_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2030<br>Digital print |\n|  | *Concept for Automated AA Vehicle* | Maxi Cortés | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_26_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_26_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | A much neglected aspect of war art concerns the conceptualization of ideas. Although many of us would accept the 15th Century scribblings of Leonardo da Vinci's siege weapons and fighting vehicles as art, contemporary works draw more complex reactions. Could it be our appreciation of innovative designs is tempered by their destructive potential? Or are there qualities in paintings such as this, that transcend their immediate application?<br>2034<br>Digital Print |\n|  | *Remote Response* | Diana Pomortseva & Maria Komarova | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_25_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_25_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | Commended Entry | De Verbeek Kamer, West Wall | In the past, logistics were a serious challenge for humanitarian organizations. But today, modern technology has helped us transcend many practical problems. From robotic pack mules, able to traverse the most inhospitable mountain ranges, to squadrons of utility drones, capable of transporting life-saving aid to populations under siege, many things have changed for the better.<br>2026<br>Ink and gouache on paper |\n|  | *Downtown Georgetown* | Greenfist | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Standard\\showcase_aow_picture_107_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_107_ca.paa | - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) | 1024×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2029<br>Photograph (Georgetown, Horizon Islands) |\n|  | *Routine Operation* | Victor Fievet | Picture:<br>a3\\Missions_F_AoW\\Data\\Img\\Artwork\\Landscape\\showcase_aow_picture_120_co.paa<br>Label:<br>a3\\Missions_F_AoW\\Data\\Img\\Labels\\showcase_aow_label_120_ca.paa | - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) | 2048×1024<br>(Picture)<br>1024×1024<br>(Label) | - | De Verbeek Kamer, West Wall | 2032<br>Photograph (Central Tanoa, Horizon Islands) |"},{"heading":"Image Layouts","level":3,"markdown":"The table below provides a reference for texture layouts, as a helper for correctly positioning your image in its frame, or on its canvas.\n\n| Asset(s) | Layout Reference | Texture Selection | Suggested Resolutions |\n|---|---|---|---|\n| - Gallery Frame (Medium)<br>- Gallery Frame (Large, Rectangle) |  | 0 | 1024×512<br>2048×1024 |\n| - Gallery Frame (Large, v1)<br>- Gallery Frame (Large, v2)<br>- Gallery Frame (Large, v3)<br>- Gallery Frame (Large, Portrait) |  | 0 | 1024×1024<br>2048×2048 |\n| - Gallery Frame (Square) |  | 0 | 1024×1024<br>2048×2048 |\n| - Canvas (Large) |  | 0 | 1024×512<br>2048×1024 |\n| - Canvas (Small)<br>- Canvas (Rectangle) |  | 0 | 1024×512<br>2048×1024 |\n| - Canvas (Square) |  | 0 | 1024×1024<br>2048×2048 |"}],"categories":["Arma 3"],"groups":["Modding"]},{"name":"Arma 3: Asset Samples","title":"Arma 3: Asset Samples","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Asset_Samples","revid":377925,"updated":"2026-01-11T16:13:25Z","aliases":["Arma 3 Asset Samples"],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Samples package on Steam](http://store.steampowered.com/app/390500/)\n\n#### Description\n\n**Description:**\n\nFormerly part of Arma 3 Tools, this application contains all necessary samples to get started with Arma 3 content creation. The collection covers a broad spectrum of topics, from scenario design to mod making. Along with every sample comes commented code and relevant documentation to allow you to understand how they work.\n\n> [!NOTE]\n> These samples are meant to be used with Arma 3 Tools.\n\nThe samples are separated into several categories:\n\n- **Addons**: samples of Addons that can be packed by Addon Builder and tested in-game.\n- **Art**: contains art assets as textures or icons to provide an example and basis for your own work.\n- **Content Licensing**: everything about Content Licensing (i.e. mod presentation).\n- **Programming**: how to build extensions for Arma 3 or use SDKs for the tools.\n- **Scenario Design**: everything about scenario design, game modes and the usage of systems.\n- **Tools** usage of the tools included in Arma 3 Tools, for example, batch processing.\n\n#### Usage\n\n#### Licenses\n\n**Licensing:**\n\nBohemia Interactive End User License Agreement, Licenses.\nSome samples have a specific license, such license is provided in the folder of the given sample.\n\n**See also:** Arma 3 Cars Config Guidelines, Arma 3 Tanks Config Guidelines, Arma 3: Weapon Config Guidelines","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Samples package on Steam](http://store.steampowered.com/app/390500/)"},{"heading":"Description","level":4,"markdown":"**Description:**\n\nFormerly part of Arma 3 Tools, this application contains all necessary samples to get started with Arma 3 content creation. The collection covers a broad spectrum of topics, from scenario design to mod making. Along with every sample comes commented code and relevant documentation to allow you to understand how they work.\n\n> [!NOTE]\n> These samples are meant to be used with Arma 3 Tools.\n\nThe samples are separated into several categories:\n\n- **Addons**: samples of Addons that can be packed by Addon Builder and tested in-game.\n- **Art**: contains art assets as textures or icons to provide an example and basis for your own work.\n- **Content Licensing**: everything about Content Licensing (i.e. mod presentation).\n- **Programming**: how to build extensions for Arma 3 or use SDKs for the tools.\n- **Scenario Design**: everything about scenario design, game modes and the usage of systems.\n- **Tools** usage of the tools included in Arma 3 Tools, for example, batch processing."},{"heading":"Usage","level":4,"markdown":""},{"heading":"Licenses","level":4,"markdown":"**Licensing:**\n\nBohemia Interactive End User License Agreement, Licenses.\nSome samples have a specific license, such license is provided in the folder of the given sample.\n\n**See also:** Arma 3 Cars Config Guidelines, Arma 3 Tanks Config Guidelines, Arma 3: Weapon Config Guidelines"}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Assets","title":"Arma 3: Assets","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Assets","revid":368731,"updated":"2024-08-10T11:16:58Z","aliases":["Arma 3 Assets"],"markdown":"|  |  |\n|---|---|\n| **Objects**<br>- By addons<br>- By side:<br>  - BLUFOR<br>  - OPFOR<br>  - Independent<br>  - Civilian<br>  - Empty | **Items**<br>- By addons<br>- By type:<br>  - Weapons<br>  - Vehicle Weapons<br>  - Magazines<br>  - Items<br>  - Equipment |\n\n### Audio Tracks\n\n- Music\n\n### Creator DLC Classes\n\n- **Global Mobilization - Cold War Germany**\n  - Characters, Items and Equipments\n  - Vehicles\n  - Weapons and Vehicle Weapons\n\n- **Spearhead 1944**\n  - Spearhead 1944 CfgVehicles WEST\n  - Spearhead 1944 CfgVehicles GUER\n  - Spearhead 1944 CfgVehicles Backpacks\n  - Spearhead 1944 CfgVehicles Modules\n  - Spearhead 1944 CfgVehicles Other\n  - Spearhead 1944 CfgWeapons Equipment\n  - Spearhead 1944 CfgWeapons Items\n  - Spearhead 1944 CfgWeapons Vehicle Weapons\n  - Spearhead 1944 CfgWeapons Weapons\n  - Spearhead 1944 CfgGroups\n  - Spearhead 1944 CfgMagazines","sections":[{"heading":null,"level":1,"markdown":"|  |  |\n|---|---|\n| **Objects**<br>- By addons<br>- By side:<br>  - BLUFOR<br>  - OPFOR<br>  - Independent<br>  - Civilian<br>  - Empty | **Items**<br>- By addons<br>- By type:<br>  - Weapons<br>  - Vehicle Weapons<br>  - Magazines<br>  - Items<br>  - Equipment |"},{"heading":"Audio Tracks","level":3,"markdown":"- Music"},{"heading":"Creator DLC Classes","level":3,"markdown":"- **Global Mobilization - Cold War Germany**\n  - Characters, Items and Equipments\n  - Vehicles\n  - Weapons and Vehicle Weapons\n\n- **Spearhead 1944**\n  - Spearhead 1944 CfgVehicles WEST\n  - Spearhead 1944 CfgVehicles GUER\n  - Spearhead 1944 CfgVehicles Backpacks\n  - Spearhead 1944 CfgVehicles Modules\n  - Spearhead 1944 CfgVehicles Other\n  - Spearhead 1944 CfgWeapons Equipment\n  - Spearhead 1944 CfgWeapons Items\n  - Spearhead 1944 CfgWeapons Vehicle Weapons\n  - Spearhead 1944 CfgWeapons Weapons\n  - Spearhead 1944 CfgGroups\n  - Spearhead 1944 CfgMagazines"}],"categories":["Arma 3: Reference Lists","CfgVehicles"],"groups":["Reference Lists"]},{"name":"Arma 3: Basic Server Config File","title":"Arma 3: Basic Server Config File","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Basic_Server_Config_File","revid":373717,"updated":"2025-06-22T13:47:30Z","aliases":["basic.cfg"],"markdown":"| Arma 3 Server Configuration Overview |  |  |  |  |\n|---|---|---|---|---|\n| Setup | Arma 3: Dedicated Server |  |  |  |\n| Files | Arma 3: Server Config File ● Arma 3: Basic Server Config File ● Arma 3: Server Profile |  |  |  |\n| Other | Multiplayer Server Commands ● Arma 3: Mission voting ● Arma 3: Headless Client ● BattlEye |  |  |  |\n\n> [!NOTE]\n> This page is about **Arma 3** basic server configuration. For previous titles, see Arma 2: Basic Server Config File.\n\n> [!NOTE]\n> Some config entries or script parameters support receiving numbers as a string. These string formats are Case-Sensitive! See String Number Formats\n\nThis article deals with the **basic.cfg**, the name means nothing, and can be called anything. The real name is determined by the -cfg command line option when launching the dedicated server or the game executable - in other words **it also works for clients**. When you do not provide a name, the default `Arma3.cfg` file is loaded located in the user profile folder.\n\nIn this configuration file you should configure your server's connectivity, mainly for performance tuning.\n\n### Performance Tuning Options\n\nThere are also some parameters that can be used to fine-tune network performance. You can add following entries to arma.cfg (the main Armed Assault configuration file)\n\n| Parameter | Default | Description |\n|---|---|---|\n| `MaxMsgSend = 128` | `128` | Maximum number of packets (aggregate messages) that can be sent in one simulation cycle (\"frame\"). Increasing this value can decrease lag on high upload bandwidth servers. |\n| `MaxSizeGuaranteed = 512` | `512` | Maximum size (payload) of guaranteed packet in bytes (without headers). Small messages are packed to larger packets (aggregate messages). Guaranteed packets (aggregate messages) are used for non-repetitive events like shooting. |\n| `MaxSizeNonguaranteed = 256` | `256` | Maximum size (payload) of non-guaranteed packet in bytes (without headers). Small messages are packed to larger packets (aggregate messages). Non-guaranteed packets (aggregate messages) are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. |\n| `MinBandwidth = 131072` | `131072` | Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. |\n| `MaxBandwidth = 200000` | `UNKNOWN` | Bandwidth the server is guaranteed to never have (in bps). This value helps the server to estimate bandwidth available. |\n| `MinErrorToSend = 0.001` | `0.001` | Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother at the trade off of increased network traffic.<br>- Example: A unit 1km (distance d = 1km) from the player with MinErrorToSend = 0.001 (METS = 0.001) would send an update when that unit moves 50m (error value E = 50).<br>- Formula: d = sqrt[(20E)/METS] ; 1000 = sqrt[(20E)/0.001] -> E = 50<br>- In reality, other factors about the object are taken into effect as well according to a weighted scale.<br>- When the error value (E) between the master copy of an object (whoever \"owns\" the object) and a client's perceived/simulated copy of the same object >= MinErrorToSend (METS), a network update message will be sent for it. |\n| `MinErrorToSendNear = 0.01` | `0.01` | Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well.<br>- When using MinErrorToSend alone, for small values of distance (d) the frequency of high errors (E) would cause excessive network messages that are not necessary but could negatively impact FPS.<br>- Too large of a value for METSN can prevent timely desirable network update messages which can result in units appearing to \"warp\"<br>[Detailed explanation of METS and METSN by Suma](http://forums.bistudio.com/showthread.php?125396-Arma-2-OA-beta-build-84984&p=2103305&highlight=minerrortosend#post2103305) |\n| Networking Tuning Options |  |  |\n| ```cpp<br>class sockets<br>{<br>    maxPacketSize = 1400;<br>};<br>``` | `1400` | Maximal size of packet sent over network. This **can be set for both** client-to-server and server-to-client(s) independently!<br>> [!IMPORTANT]<br>> Only use in the case your router or ISP enforces lower packet size and you have connectivity issues with the game.<br>Desync might happen if used **MaxSizeGuaranteed/MaxSizeNonguaranteed values over the maxPacketSize**. |\n| `MaxCustomFileSize = 1024` | `UNKNOWN` | Users with custom face or custom sound larger than this size are kicked when trying to connect. |\n\n### Example Configuration File\n\n```cpp\nMinBandwidth = 131072;            // Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072\nMaxBandwidth = 10000000000;        // Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.\n\nMaxMsgSend = 128;                // Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128\nMaxSizeGuaranteed = 512;        // Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512\nMaxSizeNonguaranteed = 256;        // Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256\n\nMinErrorToSend = 0.001;            // Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.001\nMinErrorToSendNear = 0.01;        // Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well. Default: 0.01\n\nMaxCustomFileSize = 0;            // (bytes) Users with custom face or custom sound larger than this size are kicked when trying to connect.\n```\n\n### Notes and Comments\n\nThe greatest level of optimization can be achieved by setting the MaxMsgSend and MinBandwidth parameters. For a server with 1024 kbps we recommend the following values:\n\n```\nMaxMsgSend = 256;\nMinBandwidth = 768000;\n```\n\nWhile connected to the dedicated server, you can use the admin command `#monitor` to monitor server resource usage. (You have to be logged in as or voted as game admin to do this.) The server never runs at more than 50 fps. When running slower, it always uses all available CPU processing power to maintain the smoothest possible gameplay. When running at less than 20 fps, you can consider the server overloaded – the mission currently played is probably too complex for given server. If you see the server is not using bandwidth that it could use, you can try increasing values *MaxMsgSend* and *MinBandwidth*.\n\n---\n\nOfficial Response to the meaning of a Simulation Cycle\n\n> « \"Simulation cycle\" is what makes \"frame\" in a normal game.\n>\n> However, as there is no rendering on server, we cannot talk\n> about frames, and we talk about simulation cycles instead.\n> One cycle break down approximately to:\n>\n> ```\n> simulate all units AI\n> simulate all units movement including collisions and physics\n> detect visibility between units\n> simulate scripts and FSMs\n> receive network updates about remote entities\n> ```\n>\n> send network updates about what has changed to the server (if on client) or to other clients (if on server) » – BI Forums ([source](http://forums.bistudio.com/showthread.php?p=1363400))\n\n#### Related comments by Suma\n\n**Does a 10× times lower MinErrorToSend mean also 10× times the traffic from the server?** In extreme case (provided you have enough bandwidth available) it might mean 10× more traffic. I think it should be easy to measure the effect, using #monitor command or external tools.\n\n**Do lower MinErrorToSend take more CPU processing on the server?** Yes, some more processing, as there are more messages to handle, but I do not expect anything major.\n\n**Do basic.cfg settings on clients also have an effect? Like for the player entity itself or the AI under his command (AI local to the player)?** Yes, it affects what client sends to a server as well, but in a different way (the error computation is different, it is not considering any camera position).\n\n**Is that correct that every message contains motion update (or other update) ONLY FOR ONE object? So when we have 1000 AIs near player, and we wish to have update 50× per second for all AIs, we must set MaxMsgSend to higher than 1000?** The aggregate message contains multiple logical messages, which are related to multiple objects.\n\n**Related comment by Suma**\n\n- MinErrorToSendNear is used differently from MinErrorToSend.\n- When computing the error for MinErrorToSend, the error is divided by (distance_in_m/20m)^2.\n\nBecause of this, when MinErrorToSend is small enough so that distant units move smooth,the near units move \"supersmooth\" (the updates are sent even when the movement is so smooth, it makes no gameplay difference).\n\n- MinErrorToSendNear gives a way to give another absolute (not distance dependent) limit (\"never send update smaller than 1 cm, even if MinErrorToSend would allow it to be sent\").","sections":[{"heading":null,"level":1,"markdown":"| Arma 3 Server Configuration Overview |  |  |  |  |\n|---|---|---|---|---|\n| Setup | Arma 3: Dedicated Server |  |  |  |\n| Files | Arma 3: Server Config File ● Arma 3: Basic Server Config File ● Arma 3: Server Profile |  |  |  |\n| Other | Multiplayer Server Commands ● Arma 3: Mission voting ● Arma 3: Headless Client ● BattlEye |  |  |  |\n\n> [!NOTE]\n> This page is about **Arma 3** basic server configuration. For previous titles, see Arma 2: Basic Server Config File.\n\n> [!NOTE]\n> Some config entries or script parameters support receiving numbers as a string. These string formats are Case-Sensitive! See String Number Formats\n\nThis article deals with the **basic.cfg**, the name means nothing, and can be called anything. The real name is determined by the -cfg command line option when launching the dedicated server or the game executable - in other words **it also works for clients**. When you do not provide a name, the default `Arma3.cfg` file is loaded located in the user profile folder.\n\nIn this configuration file you should configure your server's connectivity, mainly for performance tuning."},{"heading":"Performance Tuning Options","level":3,"markdown":"There are also some parameters that can be used to fine-tune network performance. You can add following entries to arma.cfg (the main Armed Assault configuration file)\n\n| Parameter | Default | Description |\n|---|---|---|\n| `MaxMsgSend = 128` | `128` | Maximum number of packets (aggregate messages) that can be sent in one simulation cycle (\"frame\"). Increasing this value can decrease lag on high upload bandwidth servers. |\n| `MaxSizeGuaranteed = 512` | `512` | Maximum size (payload) of guaranteed packet in bytes (without headers). Small messages are packed to larger packets (aggregate messages). Guaranteed packets (aggregate messages) are used for non-repetitive events like shooting. |\n| `MaxSizeNonguaranteed = 256` | `256` | Maximum size (payload) of non-guaranteed packet in bytes (without headers). Small messages are packed to larger packets (aggregate messages). Non-guaranteed packets (aggregate messages) are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. |\n| `MinBandwidth = 131072` | `131072` | Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. |\n| `MaxBandwidth = 200000` | `UNKNOWN` | Bandwidth the server is guaranteed to never have (in bps). This value helps the server to estimate bandwidth available. |\n| `MinErrorToSend = 0.001` | `0.001` | Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother at the trade off of increased network traffic.<br>- Example: A unit 1km (distance d = 1km) from the player with MinErrorToSend = 0.001 (METS = 0.001) would send an update when that unit moves 50m (error value E = 50).<br>- Formula: d = sqrt[(20E)/METS] ; 1000 = sqrt[(20E)/0.001] -> E = 50<br>- In reality, other factors about the object are taken into effect as well according to a weighted scale.<br>- When the error value (E) between the master copy of an object (whoever \"owns\" the object) and a client's perceived/simulated copy of the same object >= MinErrorToSend (METS), a network update message will be sent for it. |\n| `MinErrorToSendNear = 0.01` | `0.01` | Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well.<br>- When using MinErrorToSend alone, for small values of distance (d) the frequency of high errors (E) would cause excessive network messages that are not necessary but could negatively impact FPS.<br>- Too large of a value for METSN can prevent timely desirable network update messages which can result in units appearing to \"warp\"<br>[Detailed explanation of METS and METSN by Suma](http://forums.bistudio.com/showthread.php?125396-Arma-2-OA-beta-build-84984&p=2103305&highlight=minerrortosend#post2103305) |\n| Networking Tuning Options |  |  |\n| ```cpp<br>class sockets<br>{<br>    maxPacketSize = 1400;<br>};<br>``` | `1400` | Maximal size of packet sent over network. This **can be set for both** client-to-server and server-to-client(s) independently!<br>> [!IMPORTANT]<br>> Only use in the case your router or ISP enforces lower packet size and you have connectivity issues with the game.<br>Desync might happen if used **MaxSizeGuaranteed/MaxSizeNonguaranteed values over the maxPacketSize**. |\n| `MaxCustomFileSize = 1024` | `UNKNOWN` | Users with custom face or custom sound larger than this size are kicked when trying to connect. |"},{"heading":"Example Configuration File","level":3,"markdown":"```cpp\nMinBandwidth = 131072;            // Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072\nMaxBandwidth = 10000000000;        // Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.\n\nMaxMsgSend = 128;                // Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128\nMaxSizeGuaranteed = 512;        // Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512\nMaxSizeNonguaranteed = 256;        // Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256\n\nMinErrorToSend = 0.001;            // Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.001\nMinErrorToSendNear = 0.01;        // Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well. Default: 0.01\n\nMaxCustomFileSize = 0;            // (bytes) Users with custom face or custom sound larger than this size are kicked when trying to connect.\n```"},{"heading":"Notes and Comments","level":3,"markdown":"The greatest level of optimization can be achieved by setting the MaxMsgSend and MinBandwidth parameters. For a server with 1024 kbps we recommend the following values:\n\n```\nMaxMsgSend = 256;\nMinBandwidth = 768000;\n```\n\nWhile connected to the dedicated server, you can use the admin command `#monitor` to monitor server resource usage. (You have to be logged in as or voted as game admin to do this.) The server never runs at more than 50 fps. When running slower, it always uses all available CPU processing power to maintain the smoothest possible gameplay. When running at less than 20 fps, you can consider the server overloaded – the mission currently played is probably too complex for given server. If you see the server is not using bandwidth that it could use, you can try increasing values *MaxMsgSend* and *MinBandwidth*.\n\n---\n\nOfficial Response to the meaning of a Simulation Cycle\n\n> « \"Simulation cycle\" is what makes \"frame\" in a normal game.\n>\n> However, as there is no rendering on server, we cannot talk\n> about frames, and we talk about simulation cycles instead.\n> One cycle break down approximately to:\n>\n> ```\n> simulate all units AI\n> simulate all units movement including collisions and physics\n> detect visibility between units\n> simulate scripts and FSMs\n> receive network updates about remote entities\n> ```\n>\n> send network updates about what has changed to the server (if on client) or to other clients (if on server) » – BI Forums ([source](http://forums.bistudio.com/showthread.php?p=1363400))"},{"heading":"Related comments by Suma","level":4,"markdown":"**Does a 10× times lower MinErrorToSend mean also 10× times the traffic from the server?** In extreme case (provided you have enough bandwidth available) it might mean 10× more traffic. I think it should be easy to measure the effect, using #monitor command or external tools.\n\n**Do lower MinErrorToSend take more CPU processing on the server?** Yes, some more processing, as there are more messages to handle, but I do not expect anything major.\n\n**Do basic.cfg settings on clients also have an effect? Like for the player entity itself or the AI under his command (AI local to the player)?** Yes, it affects what client sends to a server as well, but in a different way (the error computation is different, it is not considering any camera position).\n\n**Is that correct that every message contains motion update (or other update) ONLY FOR ONE object? So when we have 1000 AIs near player, and we wish to have update 50× per second for all AIs, we must set MaxMsgSend to higher than 1000?** The aggregate message contains multiple logical messages, which are related to multiple objects.\n\n**Related comment by Suma**\n\n- MinErrorToSendNear is used differently from MinErrorToSend.\n- When computing the error for MinErrorToSend, the error is divided by (distance_in_m/20m)^2.\n\nBecause of this, when MinErrorToSend is small enough so that distant units move smooth,the near units move \"supersmooth\" (the updates are sent even when the movement is so smooth, it makes no gameplay difference).\n\n- MinErrorToSendNear gives a way to give another absolute (not distance dependent) limit (\"never send update smaller than 1 cm, even if MinErrorToSend would allow it to be sent\")."}],"categories":["Arma 3: Multiplayer"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: Briefing","title":"Arma 3: Briefing","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Briefing","revid":377940,"updated":"2026-01-11T17:22:47Z","aliases":["Arma 3 Briefing"],"markdown":"Although a briefing is fully optional, it is the first thing a player sees when playing your mission and there is no second chance for a first impression.\nThere is no *default* briefing in Arma 3, but usually a briefing consists of:\n\n- **Mission**\n  - What is the mission about, tasks and goals.\n- **Situation**\n  - Some background story, why does the mission happen, what's the big picture?\n- **Execution**\n  - Steps the player is supposed to do chronologically sorted.\n- **Signal**\n  - Call signs of the HQ and groups.\n\n> [!NOTE]\n> Make sure that your briefing and task texts are free from spelling errors. If in doubt, let someone else proofread them!\n\n### How to create a briefing and tasks\n\nIn Arma 3 briefings can be created either by using editor modules like the **Create Diary Module** or scripting commands.\nFurthermore, to create tasks, one can either use the **Create Task Module** or scripting commands and functions.\n\nTo find more information about how to create tasks see Arma 3: Task Framework - Task Overhaul or Arma 3: Task Framework Tutorial.\n\n#### Formatting tags for tasks and briefings\n\nThere are many formatting tags that can be incorporated in the strings for tasks and notes:\n\n- To add a link to a marker: `<marker name='obj1'>Link to Marker</marker>`\n- To show an image: `<img image='somePic.jpg'/>`\n  - Manipulate the image width and height like so: `<img image='somePic.jpg' width='200' height='200'/>`\n- Coloured text: `<font color='#A52A2A'>Some text</font>`\n- Line break can be added with: `<br/>`\n\n##### Example\n\n```html\n<img image='\\A3\\weapons_F\\Rifles\\Khaybar\\Data\\UI\\gear_Khaybar_GL_X_CA.paa' width='300' height='200'/>\n<br/>\n<font color='#A52A2A'>Some text</font>\n<execute expression='systemChat str [0,0,0];'>Some expression</execute>\n</font>\n```\n\n### See also\n\n- Tasks\n- Briefing Commands\n- Briefing Functions\n- Structured Text","sections":[{"heading":null,"level":1,"markdown":"Although a briefing is fully optional, it is the first thing a player sees when playing your mission and there is no second chance for a first impression.\nThere is no *default* briefing in Arma 3, but usually a briefing consists of:\n\n- **Mission**\n  - What is the mission about, tasks and goals.\n- **Situation**\n  - Some background story, why does the mission happen, what's the big picture?\n- **Execution**\n  - Steps the player is supposed to do chronologically sorted.\n- **Signal**\n  - Call signs of the HQ and groups.\n\n> [!NOTE]\n> Make sure that your briefing and task texts are free from spelling errors. If in doubt, let someone else proofread them!"},{"heading":"How to create a briefing and tasks","level":3,"markdown":"In Arma 3 briefings can be created either by using editor modules like the **Create Diary Module** or scripting commands.\nFurthermore, to create tasks, one can either use the **Create Task Module** or scripting commands and functions.\n\nTo find more information about how to create tasks see Arma 3: Task Framework - Task Overhaul or Arma 3: Task Framework Tutorial."},{"heading":"Formatting tags for tasks and briefings","level":4,"markdown":"There are many formatting tags that can be incorporated in the strings for tasks and notes:\n\n- To add a link to a marker: `<marker name='obj1'>Link to Marker</marker>`\n- To show an image: `<img image='somePic.jpg'/>`\n  - Manipulate the image width and height like so: `<img image='somePic.jpg' width='200' height='200'/>`\n- Coloured text: `<font color='#A52A2A'>Some text</font>`\n- Line break can be added with: `<br/>`"},{"heading":"Example","level":5,"markdown":"```html\n<img image='\\A3\\weapons_F\\Rifles\\Khaybar\\Data\\UI\\gear_Khaybar_GL_X_CA.paa' width='300' height='200'/>\n<br/>\n<font color='#A52A2A'>Some text</font>\n<execute expression='systemChat str [0,0,0];'>Some expression</execute>\n</font>\n```"},{"heading":"See also","level":3,"markdown":"- Tasks\n- Briefing Commands\n- Briefing Functions\n- Structured Text"}],"categories":["Briefing"],"groups":["Mission Editing"]},{"name":"Arma 3: Cars Config Guidelines","title":"Arma 3: Cars Config Guidelines","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Cars_Config_Guidelines","revid":379054,"updated":"2026-09-23T21:38:46Z","aliases":["Arma 3 Cars Config Guidelines","Arma 3 Cars Config Guidlines","Arma 3: Cars Config Guidlines"],"markdown":"> **Important:**\n> Please be aware of the Arma 3: Modding License.\n\n### Additional functionality compared to A2/OA\n\n- PhysX 3 integration\n- IK for hands/legs\n- Picture in Picture - Render to texture\n- Random visual variants (textures, accessories, doors)\n- Floating and sinking\n- Reflectors, markerlights and beacons\n\n### Model requirements {p3d}\n\n- A new PhysX lod\n  - There needs to be a lod (4e13) consisting of convex components as simple as possible, some 60 faces shall be sufficient for most cars\n    - Current public Oxygen version doesn't support showing correct name of this lod and displays only Geometry instead. Don't be afraid of having two geometries, it is going to be fixed with new tools.\n  - Just the main body of car should be in this lod, wheels are added by engine later\n\n- Memory lod\n  - There should be an axis for each wheel named *wheel_X_Y_axis* (X is position of wheel from front, Y is 1 for left and 2 for right), the name is defined in selected wheel as **center**\n  - There should be a point at the edge of each wheel named *wheel_X_Y_bound* which is used to determine wheel radius (distance from wheel axis is used for this) - there is no other need than placing the point at the edge, even memory points for tracks could be used for this, the name is defined in selected wheel as **boundary**\n\n  - Mirrors and screens should have their camera position defined in *pipX_pos* and direction in *pipX_dir* - parameters **pointPosition** and **pointDirection** in class RenderTargets\n  - Reflectors should have their position defined in *LightCarHeadYXX* (Y is a side - R/L, XX is a number) and direction defined in *LightCarHeadYXX_end*\n- Mirrors and screens should have RTT texture: #(argb,256,512,1)r2t(rendertargetX,1.0) - where X in rendertarget should be a number corresponding to the renderTarget memory point.\n- Mirrors and screens UV mapping should be increased to cover the entire UV map. This increases the \"aperture\" size of the mirror image.\n- Randomly generated accessories should have their selections independent on all other selections (mainly the main body and all the glass selections), glass as a part of hide-able accessory should be handled as two separate selections\n- Beacons and markerlights should have their material set to emit light\n- Spare wheel should have defined selections for it, texture underneath and correct hitpoints like a normal wheel\n- Man-held turrets shouldn't be hidden when destroying them without destroying the whole vehicle - IK issues would crash the game\n\n### Model config changes {model.cfg}\n\n- Only the dampers are affected by the changes, best way to set them is to place an axis with the length of moveable part alongside the damper and set offsets to +-0.5\n  - Example:\n\n{model.cfg}\n\n```cpp\nclass Wheel_1_1_Damper\n{\n    type = \"translation\";\n    source = \"damper\";\n    selection = \"wheel_1_1_damper_land\";\n    axis = \"posun wheel_1_1\";\n    animPeriod = 1;\n    minValue = \"0\";\n    maxValue = \"1\";\n    offset0 = \"0.5\";\n    offset1 = \"-0.5\";\n    memory = 1;\n};\n```\n\n- Sections for hiddenSelections[] should be set in model.cfg\n\n### New config parameters {config.cpp}\n\n#### Basic parameters\n\nFollowing parameters are defined in vehicle class.\n\n- <Description>: Defines simulation type of the vehicle. PhysX simulation ends with letter \"x\", \"carx\", \"tankx\" ...\n- *<Type>: string*\n- *<Default>: (required)*\n- **simulation = \"carx\";**\n\n- <Description>: Defines how much dampers react to random little bumps on surface. It's only visual effect, doesn't influence drive simulation, only taken into account when calculating damper animation.\n- *<Type>: float*\n- *<Default>: 0.0*\n- **dampersBumpCoef = 0.3;**\n\n##### Differential parameters\n\n**Make sure you use values in the specified range to prevent PhysX errors**\n\n- <Description>: A number of differential types are supported: 4-wheel drive with open differential, 4-wheel drive with limited slip, front-wheel drive with open differential, front-wheel drive with limited slip, rear-wheel drive with open differential, rear-wheel drive with limited slip.\n- *<Type>: string; accepable values: \"all_open\", \"all_limited\", \"front_open\", \"front_limited\", \"rear_open\", \"rear_limited\"*\n- *<Default>: \"all_limited\"*\n- **differentialType = \"all_limited\";**\n\n- <Description>: If a 4-wheel drive differential is chosen (open or limited slip) this option allows the drive torque to be split unevenly between the front and rear wheels. Choosing a value of 0.5 delivers an equal split of the torque between the front and rear wheels; that is, the total torque delivered to the front wheels is equal to the total torque delivered to the rear wheels. Choosing a value greater than 0.5 delivers more torque to the front wheels, while choosing a value less than 0.5 delivers more torque to the rear wheels. This value is ignored for front-wheel drive and rear-wheel drive differentials.\n- *<Type>: float*\n- *<Range>: (0,1)*\n- *<Default>: 0.5*\n- **frontRearSplit = 0.5**\n\n- <Description>: Limited slip differentials work by only allowing a certain difference in wheel rotation speed to accumulate. This prevents the situation where one wheel is slipping but ends up taking all the available power. Further, by allowing a small difference in wheel rotation speed to accumulate it is possible for the vehicle to easily corner by permitting the outside wheel to rotate quicker than the inside wheel.\n  This parameter describes the maximum difference in wheel rotation speed that is allowed to accumulate. The front bias is the maximum of the two front-wheel rotation speeds divided by the minimum of the two front-wheel rotation speeds. When this ratio exceeds the value of the front bias the differential diverts torque from the faster wheel to the slower wheel in an attempt to preserve the maximum allowed wheel rotation speed ratio.\n  This value is ignored except for front-wheel drive or four wheel drive with limited slip.\n  A good starting value is around 1.3.\n- *<Type>: float*\n- *<Range>: >= 1.0*\n- *<Default>: 1.3*\n- **frontBias = 1.3;**\n\n- <Description>: This is similar to frontBias except that it refers to the rear wheels.\n  This value is ignored except for rear-wheel drive or four wheel drive with limited slip.\n  A good starting value is around 1.3.\n- *<Type>: float*\n- *<Range>: >= 1.0*\n- *<Default>: 1.3*\n- **rearBias = 1.3**\n\n- <Description>: This value is similar to the frontBias and rearBias, except that it refers to the sum of the front wheel rotation speeds and the sum of the rear wheel rotation speeds.\n  This value is ignored except for four wheel drive with limited slip.\n\nA good starting value is around 1.3.\n\n- *<Type>: float*\n- *<Range>: >= 1.0*\n- *<Default>: 1.3*\n- **centreBias = 1.3**\n\n- <Description>: This describes how strongly the clutch couples the engine to the wheels and how quickly differences in speed are eliminated by distributing torque to the engine and wheels.\n  Weaker values will result in more clutch slip, especially after changing gear or stamping on the accelerator. Stronger values will result in reduced clutch slip, and more engine torque delivered to the wheels.\n  This value is to be edited only for very fine tweaking of the vehicle. Some clutch slip can be attributed to the numerical issues in the simulation at large timesteps, while some is a natural consequence of driving the car in an overly aggressive manner. A value of 10 is a good starting point.\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 10.0*\n- **clutchStrength = 10.0;**\n\n- <Description>: Value of minimal gear effectivity to hold current gear. If there is better gear and effectivity is below this value then change gear.\n- <Type>: Array[i] where i = number of gears\n- <Range>: (0,1)\n- <Default>: 0.95 for every value (Neutral = 0.15 Not sure how important this is but we want to kick out of neutral very quickly)\n- changeGearMinEffectivity[] = {0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95};\n\n- <Description>: The switch time describes how long it takes (in seconds) for a gear change to be completed. It is impossible to change gear immediately in a real car. Manual gears, for example, require neutral to be engaged for a short time before engaging the desired target gear. While the gear change is being completed the car will be in neutral. A good trick might be to penalise players that use an automatic gear box by increasing the gear switch time.\n- <Type>: float\n- <Range>: >= 0\n- <Default>: 0.01\n- switchTime = 0.31;\n\n- <Description>: Set the latency time of the autobox, specified in seconds.\n  Latency time is the minimum time that must pass between each gear change that is initiated by the autobox.\n- <Type>: float\n- <Default>: 2.0\n- latency = 1.0;\n\n##### Engine parameters\n\n- <Description>: Power of the engine in kW.\n- *<Type>: float*\n- *<Default>: (required)*\n- **enginePower = 600;**\n\n- <Description>: This is the maximum rotational speed of the engine expressed in radians per second. It could be calculated from maximum engine RPM like this:\n\n  ```\n  maxOmega = (maxRpm*2*Pi)/60\n  ```\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 600 which is cca 6000 rounds per minute.*\n- **maxOmega = 600;**\n\n- <Description>: This is the maximum torque that is ever available from the engine. This is expressed in Newton metres.\n\nA starting value might be around 600.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: value calculated from enginePower according to http://en.wikipedia.org/wiki/Horsepower#Relationship_with_torque*\n- **peakTorque = 600;**\n\n- <Description>: These three values are used to compute the damping rate that is applied to the engine. If the clutch is engaged then the damping rate is an interpolation between dampingRateFullThrottle and dampingRateZeroThrottleClutchEngaged, where the interpolation is governed by the acceleration control value generated by the gamepad or keyboard. At full throttle dampingRateFullThrottle is applied, while dampingRateZeroThrottleClutchEngaged is applied at zero throttle. In neutral gear the damping rate is an interpolation between dampingRateFullThrottle and dampingRateZeroThrottleClutchDisengaged.\n  The three values allow a range of effects to be generated: good acceleration that isn't hampered by strong damping forces, tunable damping forces when temporarily in neutral gear during a gear change, and strong damping forces that will bring the vehicle quickly to rest when it is no longer being driven by the player.\n  Typical values in range (0.25,3). The simulation can become unstable with damping rates of 0.\n- *<Type>: float, float, float*\n- *<Range>: > 0 for each*\n- *<Default>: 0.08, 2.0, 0.35*\n- **dampingRateFullThrottle = 0.08;**\n- **dampingRateZeroThrottleClutchEngaged = 2.0;**\n- **dampingRateZeroThrottleClutchDisengaged = 0.35;**\n\n- <Description>: This is a graph of peak torque versus engine rotational speed. Cars typically have a range of engine speeds that produce good drive torques, and other ranges of engine speed that produce poor torques. A skilled driver will make good use of the gears to ensure that the car remains in the \"good\" range where the engine is most responsive. Tuning this graph can have profound effects on gameplay.\n  The x-axis of the curve is the normalised engine speed; that is, the engine speed divided by the maximum engine speed. The y-axis of the curve is a multiplier in range (0,1) that is used to scale the peak torque. The samples do not have to be equally spaced apart. You can distribute the points between both 0% rpm and 100% rpm points as you wish.\n- *<Type>: Array[i][2] where i = number of samples, maximum 8;*\n- *<Default>: {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}}*\n- **torqueCurve[] = {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}};**\n\nNote: you can also use math in this definition, here is the same example from above using this technique:\n\n- **torqueCurve[] = {{\"0/2400\", \"80/100\"}, {\"792/2400\", \"100/100\"}, {\"2400/2400\", \"80/100\"}};**\n\n#### Wheel parameters\n\nThis parameters relates to each wheel. In the vehicle class, there has to be subclass called Wheels, which contains subclass for every wheel the vehicle has. These are the parameters that could be defined in that subclasses.\n\n##### General parameters\n\n- <Description>: Name of the bone, used for wheel and suspension animations. The standard bone structure would be as such: damperbone-> steeringbone->rotatingbone (example: wheel_1_1_damper-> wheel_1_1_steering -> wheel_1_1) . As boneName you would set the rotatingbone (e.g. wheel_1_1). In the visual LODs this \"rotatingbone\" is generally the selection of the tire.\n- *<Type>: string*\n- *<Default>: \"\"*\n- **boneName = \"wheel_1_1\";**\n\n- <Description>: If true, wheel is steerable, false - wheel is fixed.\n- *<Type>: bool*\n- *<Default>: (required)*\n- **steering = true;**\n\n- <Description>: Defines if wheel is on the right or left side of the vehicle\n- *<Type>: string*\n- *<Default>: \"right\"*\n- **side = \"left\";**\n\n##### Wheel PX parameters\n\n- <Description>: Center of the wheel (axis)\n- *<Type>: memory point*\n- *<Default>: (required)*\n- **center = \"wheel_1_1_axis\";**\n\n- <Description>: Point on the outside rim of the tire, used to calculate radius of the wheel (distance between center and boundary).\n- *<Type>: memory point*\n- *<Default>: (required)*\n- **boundary = \"wheel_1_1_bound\";**\n\n- <Description>: Has no use right now. This is the full width of the wheel in metres. This parameter has no bearing on the handling.\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 0.3*(raidus of the wheel)*\n- **width = \"0.2\";**\n\n- <Description>: This is the combined mass of the wheel and the tire in kg. Typically, a wheel has mass between 20Kg and 80Kg but can be lower and higher depending on the vehicle.\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 10.0*\n- **mass = 150;**\n\n- <Description>: This is the component of the wheel's moment of inertia about the rolling axis. Larger values make it harder for the wheel to rotate about this axis, while easier values make it easier for the wheel to rotate about the rolling axis. Another way of expressing this is that a high MOI will result in less wheel spin when stamping on the accelerator because it is harder to make the wheel spin. Conversely, lower values of MOI will result in more wheel spin when stamping on the accelerator.\n  If the wheel is approximately cylindrical then a simple formula can be used to compute MOI:\n\n  ```\n  MOI = 0.5 * Mass * Radius * Radius\n  ```\n\n  There is no reason, however, to rely on equations to compute this value. A good strategy for tuning this number might to be start with the equation above and then make small tweaks to the value until the handling is as desired.\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 0.5 * WheelMass * WheelRadius * WheelRadius*\n- **MOI = 40;**\n\n- <Description>: This value describes how quickly a freely spinning wheel will come to rest. The damping rate describes the rate at which a freely spinning wheel loses rotational speed. Here, a freely spinning wheel is one that experiences no forces except for the damping forces arising from the wheel's internal bearings. Higher damping rates result in the wheel coming to rest in shorter times, while lower damping rates result in the wheel maintaining speed for longer. Values in range (0.25, 2) seem like sensible values. Experimentation is always a good idea, even outside this range. Always exercise some caution with very small damping rates. In particular, a damping rate of exactly 0 should be avoided.\n- *<Type>: float*\n- *<Default>: 0.1*\n- **dampingRate = 0.1;**\n- **dampingRateDamaged = 1.0;**\n- **dampingRateDestroyed = 1000.0;**\n\n- <Description>: This is the value of the torque applied to the wheel when the brakes are maximally applied. Higher torques will lock the wheel quicker when braking, while lower torques will take longer to lock the wheel. This value is strongly related to the wheel MOI because the MOI determines how quickly the wheel will react to applied torques.\n  A value of around 1500 is a good starting point for a vanilla wheel but a google search will reveal typical braking torques. One difficulty is that these are often expressed by manufacturers as braking horsepower or in \"pounds inches\". The values required here are in \"Newton metres\".\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 2500*\n- **maxBrakeTorque = 7500;**\n\n- <Description>: This is the same as the max brake torque except for the handbrake rather than the brake. Typically, for a 4-wheeled car, the handbrake is stronger than the brake and is only applied to the rear wheels. A value of 4000 for the rear wheels is a good starting point, while a value of 0 is necessary for the front wheels to make sure they do not react to the handbrake.\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 2*maxBrakeTorque*\n- **maxHandBrakeTorque = 0**\n\n##### Wheel simulation parameters\n\n- <Description>: This is the direction of the suspension in the downward direction in the rest configuration of the vehicle. A vector that\n\npoints straight downwards is a good starting point.\n\n- *<Type>: Array[3]*\n- *<Default>: { 0, -1, 0 }*\n- **suspTravelDirection[] = { 0, -1, 0 };**\n\n- <Description>: This is the application point of the suspension force.\n  In a real vehicle the suspension forces are mediated through the suspension strut. These are often incredibly complex mechanical systems that are computationally expensive to simulate. As a consequence, instead of modelling the details of the suspension strut, it makes sense to assume that the suspension strut has an effective point at which it applies the force to the rigid body. Choosing that point, however, needs careful consideration. At the same time, it opens up all sorts of tweaking possibilities, freed from the constraints of the real world.\n  Deciding on the suspension force application point requires some thought. The suspension is very close to the wheel so the wheel center is a good starting point. Consider a line through the wheel center and along the suspension travel direction. Somewhere along this line seems like an even better idea for the application point, albeit not completely scientific. For a standard 4-wheeled car it makes sense that the application point is somewhere above the wheel center but below the centre of mass of the rigid body. It is probably above the wheel centre because the suspension is mostly above this point. It can be assumed that it is somewhere below the rigid body centre of mass because otherwise vehicles would lean out of the turn rather than in to the turn. This narrows down the application point to really quite a small section of a known line.\n  When editing the suspension force application point it is important to bear in mind that lowering the app point too far will result in cars leaning more into the turn. This can have a negative effect on handling because the inner wheel can take so much load that the response saturates, while the outer wheel ends up with reduced load and reduced turning force. The result is poor cornering. Conversely, setting the app point too high will result in cornering that looks unnatural. The aim is to achieve a good balance.\n- *<Type>: memory point*\n- *<Default>: center*\n- **suspForceAppPointOffset = \"wheel_1_1_axis\";**\n\n- <Description>: This is almost the same as the suspension force app point except for the lateral and longitudinal forces that develop on the tire.\n  A good starting point is to duplicate the suspension force application point. Only for really detailed editing is it advised to start tweaking the tire force app offset independently of the suspension force app offset.\n- *<Type>: memory point*\n- *<Default>: suspForceAppPointOffset*\n- **tireForceAppPointOffset = \"wheel_1_1_axis\";**\n\n##### Suspension parameters\n\n- <Description>: These values describe the maximum compression and elongation in metres that the spring can support. The total travel distance along the spring direction that is allowed is the sum of maxCompression and maxDroop.\n  A simple way to illustrate the maximum droop and compression values is to consider a car that is suspended in mid-air so that none of the wheels are touching the ground. The wheels will naturally fall downwards from their rest position until the maximum droop is reached. The spring cannot be elongated beyond this point. Now consider that the wheel is pushed upwards, first to its rest position, then further pushed until the spring can no longer be compressed. The displacement from the rest position is the maximum compression of the spring.\n  It is important to choose the maximum compression value so that the wheel is never placed where the visual mesh of the wheel intersects the visual meshes of the car chassis. Ideally, these values will be exported from the 3D modeller.\n- *<Type>: float*\n- *<Range>: >= 0* Important: If one of the values is zero, the other must be greater than zero\n- *<Default>: 0.15*\n- **maxCompression = 0.15;**\n- **maxDroop = 0.15;**\n\n- <Description>: This is the mass in kg that is supported by the suspension spring.\n  A vehicle with rigid body centre of mass at the centre of the four wheels would typically be equally supported by each of the suspension springs; that is, each suspension spring supports 1/4 of the total vehicle mass. If the centre of mass was moved forward then it would be expected that the front wheels would need to support more mass than the rear wheels. Conversely, a centre of mass nearer the rear wheels ought to result in the rear suspension springs supporting more mass than at the front. All the mass of the vehicle must be \"carried\" by the sprung mass values, means: The sum of sprungMass values for all Wheels must be equal to the vehicle's weight.\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: vehicleMass/numberOfWheels*\n- **sprungMass = 2066;**\n\n- <Description>: This is the strength of the suspension spring in Newtons per metre. The spring strength has a profound influence on handling by modulating the time it takes for the vehicle to respond to bumps in the road and on the amount of load experienced by the tire.\n  Key to the understanding the effect of spring strength is the concept of a spring's natural frequency. Consider a simple spring system, such as a pendulum swinging back and forth. The number of trips per second that the pendulum makes from full left to full right and then back again is called the natural frequency of the pendulum. A more powerful pendulum spring will result in the pendulum swinging faster, thereby increasing the natural frequency. Conversely, increasing the pendulum mass will result in a slower oscillation, thereby reducing the natural frequency.\n  In the context of a suspension spring supporting a fixed portion of vehicle mass, the strength of the spring will affect the natural frequency; that is, the rate at which the spring can respond to changes in load distribution. Consider a car taking a corner. As the car corners it leans in to the turn, putting more weight on the suspensions on the outside of the turn. The speed at which the spring reacts by applying forces to redistribute the load is controlled by the natural frequency. Very high natural frequencies, such as those on a racing car, will naturally produce twitchy handling because the load on the tires, and therefore the forces they can generate, is varying very rapidly. Very low natural frequencies, on the other hand, will result in the car taking a long time to straighten up even after the turn is complete. This will produce sluggish and unresponsive handling.\n  Another effect of strength and and natural frequency is the response of a car to a bump in the road. High natural frequencies can result in the car responding very strongly and quickly to the bump, with the wheel possibly even leaving the road for a short while. This not only creates a bumpy ride but also periods of time when the tire is generating no forces. Weaker springs will result in a smoother trip over the bump, with weaker but more constant tire forces. A balance must be found to tune the car for the expected types of turn and terrain.\n  The natural frequency of the spring presents a challenge for computer simulation. A smooth and stable simulation requires that the spring is updated at a frequency much greater than the spring's natural frequency. An alternative way of expressing this is to consider the period of the spring relative to the timestep of the simulation. The period of the spring is the time the spring takes to complete a single oscillation, and is mathematically equal to the reciprocal of the natural frequency. In order to achieve a stable simulation the spring must be sampled at several points during each oscillation. A natural consequence of this observation is that the simulation timestep must be significantly smaller than the period of the spring. To discuss this further it is helpful to introduce a ratio that describes the number of simulation updates that will occur during each spring oscillation. This ratio is simply the spring period divided by the timestep\n\n  ```\n  alpha = sqrt(mSprungMass / mSpringStrength) / timestep\n  ```\n\n  where `sqrt(mSprungMass / mSpringStrength)` is the period of the spring. An alpha value of 1.0 means that the chosen timestep and spring properties only allow a single sample of the spring during each oscillation. As described above, this is almost guaranteed to produce unstable behaviour. In fact, the argument presented so far suggests a value of alpha signifcantly greater than 1.0 is essential to produce a smooth simulation. The exact value of alpha at which stability emerges is very difficult to predict and depends on many other parameters. As a guide, however, it is recommended that the timestep and spring properties are chosen so that they produce an alpha value greater than 5.0; that is, a minimum of five simulation updates per spring cycle.\n  When tuning a suspension spring it can be very useful to use manafacturer data to discover typical values used across a range of vehicle types. This data is not always readily available. An alternative strategy would be to think in terms of the natural frequency of the spring by imagining how quickly the car would oscillate up and down if it was dropped onto the ground from a height of, say, 0.5m. The springs of a typical family car have natural frequency somewhere between 5 and 10; that is, such a car would make 5-10 oscillations per second if gently dropped to the ground. If the mass supported by the spring is already known then the spring strength can be calculated from the following equation\n\n  ```\n  springStrength = naturalFrequency * naturalFrequency * sprungMass\n  ```\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: sprungMass*5,0*5,0*\n- **springStrength = 51653;**\n\n- <Description>: This describes the rate at which the spring dissipates the energy stored in the spring.\n  Key to the understanding of damper rate are the concepts of under-damping, over-damping, and critical damping. An over-damped pendulum displaced from rest is unable to make a single back-and-forth trip before it dissipates all its energy, while an under-damped pendulum would be able to make at least a single back-and-forth trip. A critically damped pendulum makes exactly a single back-and-forth trip before expending all its energy.\n  For vehicle suspension springs, it is tpically important to make sure that the spring has a damper rate that produces over-damping but not by too much. When cornering, for example, it is important that the spring doesn't over-respond by shifting the weight from the left suspension to the right suspension then back again. If this happened the tire load, and the forces generated, would be extremely variable, resulting in twitchy and uncontrollable handling. A very heavily over-damped spring, on the other hand, will feel sluggish and unresponsive. The concept of critical damping can be used to help tune the damping rate of the spring. It is helpful to introduce a value known as the damping ratio, which helps to mathematically describe the under-damping, critical damping and over-damping regimes.\n\n  ```\n  dampingRatio = springDamperRate / (2 * sqrt(springStrength * sprungMass))\n  ```\n\n  A dampingRatio with value greater than 1.0 produces over-damping, a value of exactly 1.0 generates critical damping, and a value less than 1.0 is under-damped. It can be useful to first think about whether the spring will be under-damped or over-damped, then think about how far it will be from critical damping. This process allows a number to be subjectively applied to the damping ratio. From here the damping rate can be directly computed by rearranging the equation above\n\n  ```\n  springDamperRate = dampingRatio * 2 * sqrt(springStrength * sprungMass)\n  ```\n\n  A typical family car is probably slightly over-damped, having dampingRatio with value perhaps just over 1.0. A guideline would be that values very far from critical damping are likely to be unrealistic and will either produce sluggish or twitchy handling. It is difficult to put an exact figure on this but somewhere between 0.8 and 1.2 seems like a good starting point for the damping ratio.\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 0,4*2*sqrt(springStrength*sprungMass)*\n- **springDamperRate = 8264;**\n\n##### Tire parameters\n\n- <Description>: The longitudinal tire force is approximately the product of the longitudinal stiffness per unit longitudinal slip (in radians) per unit gravity and the longitudinal slip and the magnitude of gravitational acceleration.\n  Increasing this value will result in the tire attempting to generate more longitudinal force when the tire is slipping. Typically, increasing longitudinal stiffness will help the car accelerate and brake. The total tire force available is limited by the load on the tire so be aware that increases in this value might have no effect or even come at the expense of reduced lateral force.\n- *<Type>: float*\n- *<Default>: 10000*\n- **longitudinalStiffnessPerUnitGravity = 10000;**\n\n- <Description>: These values together describe the lateral stiffness per unit lateral slip (in radians) of the tire. The lateral stiffness of a tire has a role similar to the longitudinal stiffness, except that it governs the development of lateral tire forces, and is a function of tire load. Typically, increasing lateral stiffness will help the car turn more quickly. The total tire force available is limited by the load on the tire so be aware that increases in this value might have no effect or even come at the expense of reduced longitudinal force.\n  The combination of the two values latStiffX and latStiffY describe a graph of lateral stiffness as a function of normalised tire load.\n  Typical for car tires is a graph that has linear response close to zero load but saturates at greater loads. This means that at low tire loads the lateral stiffness has a linear response to load; that is, more load results in more stiffness. At higher tire loads the tire has a saturated response and is in a regime where applying more load will not result in more tire stiffness. In this latter regime it would be expected that the tire would start slipping.\n  The parameter latStiffX describes the normalised tire load above which the tire has a saturated response to tire load. The normalised tire load is simply the tire load divided by the load experienced when the vehicle is perfectly at rest. A value of 2 for latStiffX means that when the the tire has a load more than twice its rest load it can deliver no more lateral stiffness no matter how much extra load is applied to the tire. The parameter latStiffY describes the maximum stiffness per unit of lateral slip (in radians) per unit rest load. The maximum stiffness is delivered when the tire is in the saturated load regime, governed in turn by latStiffX.\n  A good starting value for latStiffX is somewhere between 2 and 3. A good starting value for latStiffY is around 18 or so.\n- *<Type>: float, float*\n- *<Default>: 25, 180*\n- **latStiffX = 25;**\n- **latStiffY = 180;**\n\n- <Description>: These six values describe a graph of friction as a function of longitudinal slip. Vehicle tires have a complicated response to longitudinal slip and this graph attempts to quickly describe this relationship.\n  Typically, tires have a linear response at small slips. This means that when the tire is only slightly slipping it is able to generate a response force that grows as the slip increases. At greater values of slip, the force can actually start to decrease from the peak value that occurs at the optimum slip. Beyond the optimum slip the tire eventually stops behaving less and less efficiently and hits a plateau of inefficiency.\n  The first two values describe the friction at zero tire slip: frictionVsSlipGraph[0][0] = 0, and frictionVsSlipGraph[0][1] = friction at zero slip.\n  The next two values describe the optimum slip and the friction at the optimum slip: frictionVsSlipGraph[1][0] = optimum slip, frictionVsSlipGraph[1][1] = friction at optimum slip.\n  The last two values describe the slip at which the plateau of inefficiency begins and the value of the friction available at the plateau of inefficiency: frictionVsSlipGraph[2][0] = slip at the start of the plateau of inefficiency, frictionVsSlipGraph[2][1] = the friction available at the plateau of inefficiency.\n  The friction values described here are used to scale the friction of the ground surface. This means they should be in range (0,1) but this is not a strict requirement. Typically, the friction from the graph would be close to 1.0 in order to provide a small correction to the ground surface friction.\n  A good starting point for this is a flat graph of friction vs slip with these values:\n\n  ```cpp\n  frictionVsSlipGraph[0][0] = 0.0;\n  frictionVsSlipGraph[0][1] = 1.0;\n  frictionVsSlipGraph[1][0] = 0.5;\n  frictionVsSlipGraph[1][1] = 1.0;\n  frictionVsSlipGraph[2][0] = 1.0;\n  frictionVsSlipGraph[2][1] = 1.0;\n  ```\n- *<Type>: Array[3][2]*\n- *<Default>: { { 0, 1 }, { 0.5, 1 }, { 1, 1} }*\n- **frictionVsSlipGraph[] = { { 0, 1 }, { 0.5, 1 }, { 1, 1 } };**\n\n#### Floating and sinking\n\n**WaterLeakiness** should be amount of water in liters that goes into selected object per second. This is set to zero by engine for all vehicles with simulation of a ship or having canFloat = 1 (unless they are toppled of destroyed, then config value takes precedence). *WaterLeakiness = 10;* seems to be a good value to start with for all kinds of vehicles no matter the size (which is a bit spooky, but it works).\n\n#### PhysX 3 integration\n\n**WheelMask**\n\n- **thrustDelay** is time in second in which thrust goes from 0 to 1 when standing still (doesn't affect driving car during change of gears), 0.2 seems to be a reasonable value. You may want to tweak this to higher values if wheels slide during initial acceleration.\n- **brakeIdleSpeed** is speed in m/s under which the brakes are automatically applied to the vehicle. This speed should be reasonably low, higher value would mean strange breaking of slow cars, too low value would cause inability to stop the car.\n- **idleRpm** sets the idle RPM of engine. Primary use is for sound engine\n- **redRpm** sets the maximum for engine RPM, should be according to *maxOmega* (see later)\n\n##### Anti-roll bars\n\n- Anti-roll bars is the system in vehicle that should prevent it to do a barrel-roll during sharper turns. Using ARB enables us to make center of mass realistically high and cause cars to roll down the steep slopes if placed sideways to the slope. It works the same way as the real ones - system computes difference of applied weight to wheels in pair and tries to compensate difference by applying opposite forces.\n- **antiRollbarForceCoef** is a coefficient of applied force, could be taken as strength of the system. Setting this value to zero disables ARB (and all next values), which is good for civilian vehicles, higher values reduce not only the risk of rolling, but effects of suspension.\n- **antiRollbarForceLimit** is the highest strength of ARB applied to vehicle. We may want to roll the car at certain situations (full van taking sharp hand-brake turn at high speed), tunning without diag mode is almost impossible because we are not able to imagine forces needed (values are rather low, 2 should be high enough for most of vehicles)\n- **antiRollbarSpeedMin** and **antiRollbarSpeedMax** are limits of applied force coefficient. Coefficient is 0 at speeds lower than antiRollbarSpeedMin, interpolates to antiRollbarForceCoef at antiRollbarSpeedMax and is set to antiRollbarForceCoef for any higher speeds. This allows cars to drive on steep slopes using their radial speed, falling of the hill once they stop and rolling over at too high speeds (where coefficient doesn't grow and force is limited by the limit).\n\n##### Complex gearbox\n\n- All PhysX 3 vehicles use complex gearbox to give some data to PhysX gearbox\n- Complex gearbox settings is inside **class complexGearbox** which is a subclass of vehicle class\n- **GearboxRatios[]** is an array of gear names and gear ratios starting with reverse gear (with negative ratios), neutral gear (which should have zero ratio) and forward ratio (eg: *{\"R1\",-3.231,\"N\",0,\"D1\",2.462,\"D2\",1.870,\"D3\",1.241,\"D4\",0.970,\"D5\",0.711};*). Gear names are not used in retail version, they are just for **epevehicle** diagnostics. **Important**: There can only be one reverse Gear (which must have negative value) and one Neutral gear (which must have 0 as ratio). All forward gears must have a value greater than zero and they must be ordered from high ratio to low\n- **TransmissionRatios[]** is an array of transmission ratios in the same format as gearboxRatios. Most of cars have only one transmission ratio, some heavy trucks may have two. The final ratio of engine is gearboxRatio * TransmissionRatio, that means transmissionRatios shouldn't be multiplicates of each other and gearbox ratios to prevent the same final ratio for two different gears.\n- **gearBoxMode** is set to full-auto by engine. The full-auto mode can skip gears to get the best possible gear for each condition.\n- **moveOffGear** defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.\n- **driveString**, **neutralString** and **reverseString** define displayed strings for driving forward, neutral and backward.\n\n{config.cpp}\n\n```cpp\nclass complexGearbox\n{\n    GearboxRatios[] = { \"R1\", -3.231, \"N\", 0, \"D1\", 2.462, \"D2\", 1.870, \"D3\", 1.241, \"D4\", 0.970, \"D5\", 0.711 };\n    TransmissionRatios[] = { \"High\", 4.111 }; // Optional: defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles)\n    moveOffGear            = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.\n    driveString            = \"D\"; // string to display in the HUD for forward gears.\n    neutralString        = \"N\"; // string to display in the HUD for neutral gear.\n    reverseString        = \"R\"; // string to display in the HUD for reverse gears.\n};\n```\n\n##### Gearbox parameters\n\n- Some gearbox parameters are defined outside of class complexGearbox, they are mainly to setup automatic gearbox\n- **changeGearMinEffectivity[]** Value of minimal gear effectivity to hold current gear. If there is better gear and effectivity is below this value then change gear. It is an array of effectivities ordered by gears in complex gearbox. Neutral should have rather low effectivity (0.15 seems to be a good value), drive gears should have rather high value (around 0.95) to prevent switching gears too often\n- **switchTime** The switch time describes how long it takes (in seconds) for a gear change to be completed. RPM interpolate to optimal value for the new gear at current speed during the changing of gears. The time should be rather low, around 0.3 s, to keep the momentum of the car.\n- **latency** is the minimum time (in seconds) that must pass between each gear change that is initiated by the autobox. This should be set to value higher than switchTime. Setting this time too low makes some issues with changing gears - the car slows down a lot\n\n##### Different amount of torque\n\n- coefficients for different speeds of Slow, Forward and Fast are now configurable\n  - **slowSpeedForwardCoef** is set to 0.3 by default\n  - **normalSpeedForwardCoef** is set to 0.85 by default\n  - default speed coefficient for fast movement is 1 meaning that full throttle is applied and maximal speed is maxSpeed of the vehicle (it is going to apply less throttle upon reaching the limit)\n\n#### IK for hands and legs\n\n- It's not Inverse Kinematics in fact, but as close to it as possible.\n- A soldier should have IK defined for hands and legs by default\n- Each vehicle pose using IK should have **leftHandIKCurve[]** and **rightHandIKCurve[]** set to 1\n- Driver should have **driverLeftHandAnimName** and **driverRightHandAnimName** defined as drive wheel bone of the vehicle (*drivewheel* by default)\n- Gunner should have **gunnerLeftHandAnimName** and **gunnerRightHandAnimName** defined on handles of the gun, or shaking bone of the weapon shall be sufficient (usually something like *otocHlaven_shake*)\n- Double check names of bones if the game crashes upon loading this vehicle and call stack points to IK. Wrong definition causes CTD all the time and removing the bone causes the same (eg. by hiding it).\n\n#### Picture in Picture for screens and mirrors\n\n- All sources for textures to be rendered on are defined in **class RenderTargets** which is a subclass of vehicle class\n- Each source is a separate subclass with unique name\n  - parameter **renderTarget** defines which texture shall the source be mapped at (only the *rendertargetX* part is used)\n  - **class CameraView1** is a subclass of this source and contains all the parameters for rendered scene\n    - **pointPosition** and **pointDirection** should be respective memory points in model\n    - **renderQuality** is in range from 0 to 2 and defines quality of rendering for said source\n    - **renderVisionMode** defines the vision mode - 0 = HDR, 1 = NightVision, 2 = ThermalVision, 3 = Color, 4 = Mirror\n    - **fov** defines field of view of this source\n    - **BBoxes** defines bounding boxes for selected r2t texture. When selected bounding box is beyond player view, r2t source will be no longer rendered saving performance for other Picture in Picture windows. Bounding boxes doesn't need to be very precise - method to calculate their is not 100% accurate to maximize performance.\n\n{config.cpp}\n\n```cpp\nclass RenderTargets\n{\n    class LeftMirror\n    {\n        renderTarget = \"rendertarget0\";\n\n        class CameraView1\n        {\n            pointPosition        = \"PIP0_pos\";\n            pointDirection        = \"PIP0_dir\";\n            renderQuality         = 2;\n            renderVisionMode     = 0;\n            fov                 = 0.7;\n        };\n\n        BBoxes[]    = { \"PIP0_TopLeft\", \"PIP0_TopRight\", \"PIP0_BottomLeft\", \"PIP0_BottomRight\" };\n    };\n};\n```\n\n#### Random visual variants\n\n- Randomisation of variants is done by script ran upon start of mission via init event handler\n- The car should inherit **class EventHandlers: EventHandlers**\n  {config.cpp}\n  init event handler should be changed to something like this: **init = \"(_this select 0) execVM \"\"\\pathToCar\\scripts\\scriptName.sqf\"\"\";**\n- Don't forget to hide all the added accessories upon destruction of vehicle, they are usually in proxies, this is handled by killed event handler:\n  {config.cpp}\n  `killed = \"_this call (uiNamespace getVariable 'BIS_fnc_effectKilled'); _this select 0 animate [\"\"RandomAnimation\"\", 0];`\n\n##### Random variants script\n\n- All random settings should be done on server side to prevent different car looks for different users\n\n  ```sqf\n  // {script.sqf}\n  if (isLocal) then { _rnd1 = floor random Y; _this setVariable [\"BIS_randomSeed1\", _rnd1, true]; _this animate [\"RandomAnimation\", X]; };\n  ```\n- *Y* stands for the number of random variants\n- Even all the animations should be handled server-side to ease clients, *RandomAnimation* shall be replaced by any animation needed to be randomly chosen, *X* stands for animation phase\n\n  ```sqf\n  // {script.sqf}\n  waitUntil { !(isNil { _this getVariable \"BIS_randomSeed1\" }) };\n  _randomSeed1 = _this getVariable \"BIS_randomSeed1\";\n  ```\n- Random textures shall be taken with this statement:\n\n  ```sqf\n  // {script.sqf}\n  _this setObjectTexture [0, [\"\\pathToCar\\Data\\variant_1_co.paa\", /* ..., */ \"\\pathToCar\\Data\\variant_Y_co.paa\"] select _randomSeed1];\n  ```\n\n#### Reflectors, markerlights and beacons\n\n##### Reflectors\n\n- Reflectors need to be defined in **class Reflectors**\n  - Default cars should have two reflectors defined as separate subclasses inside class Reflectors. These two classes should differ only in **position**, **direction**, **hitpoint** and **selection**. Position and direction are self-descriptive, they use memory points in mode, hitpoint is the name of selection in hitpoint lod in model, selection is a visual selection in resolution lods.\n  - Most of reflectors should have **useFlare** set to 1, they are bright enough to have a flare. Size of this flare is defined by **flareSize**, value should be rather low, around 0.1 seems to be good for start.\n    - **class Attenuation** inside each reflector subclass defines behavior of light from distance. Attenuation is combination of **constant**, **linear** and **quadratic** coefficient, **start** is a distance from position where attenuation starts to work (the light is at it is full strength if distance is lower than start).\n- **aggregateReflectors[]** outside of Reflectors class is used to ease computing of too many light sources and combines light together. Both reflectors should be aggregated for a default car but feel free to experiment. Just run some FPS test after testing non-standard settings.\n\n##### Markerlights\n\n- Markerlights are purely model side based on assigned emissive materials\n\n##### Beacons\n\n- Beacons consist of two parts on model side - emissive one and unlit one. The emissive one is hidden by default by an user controller and periodically hidden by time controller in model.cfg\n- Config contains only user actions to turn beacons off/on by hiding/unhiding them, this is inside **class UserActions: UserActions**\n  - There should be two actions per beacons set - one to turn them off and other to turn them on, each as a subclass of UserActions\n    {config.cpp}\n\n    ```cpp\n    class UserActions : UserActions\n    {\n        class beacons_start\n        {\n            userActionID             = 50;\n            displayName             = \"Beacons start\";\n            displayNameDefault         = \"\";\n            position                = \"mph_axis\";\n            radius                    = 1.8;\n            animPeriod                = 2;\n            onlyForplayer            = false;\n            condition                = \"this animationPhase \"\"BeaconsStart\"\" < 0.5 && alive this && driver this == player\";\n            statement                = \"this animate [\"\"BeaconsStart\"\", 1];\";\n        };\n\n        class beacons_stop : beacons_start\n        {\n            userActionID             = 51;\n            displayName             = \"Beacons stop\";\n            condition                = \"this animationPhase \"\"BeaconsStart\"\" > 0.5 && alive this && driver this == player\";\n            statement                = \"this animate [\"\"BeaconsStart\"\", 0];\";\n        };\n    };\n    ```\n\n#### Steering properties for player\n\n- Patch 1.50 brings a new class for setting handling properties for each vehicle class separately\n- This affects only player, AI still uses steering based on their properties (turnCoef, steerAheadSimul, steerAheadPlan, predictTurnPlan, predictTurnSimul)\n\n{config.cpp}\n\n```cpp\nclass myCar_F : Car_F\n{\n    class PlayerSteeringCoefficients // steering sensitivity configuration\n    {\n        turnIncreaseConst    = 0.3; // basic sensitivity value, higher value = faster steering\n        turnIncreaseLinear    = 1.0; // higher value means less sensitive steering in higher speed, more sensitive in lower speeds\n        turnIncreaseTime    = 1.0; // higher value means smoother steering around the center and more sensitive when the actual steering angle gets closer to the max. steering angle\n\n        turnDecreaseConst    = 5.0; // basic caster effect value, higher value = the faster the wheels align in the direction of travel\n        turnDecreaseLinear    = 3.0; // higher value means faster wheel re-centering in higher speed, slower in lower speeds\n        turnDecreaseTime    = 0.0; // higher value means stronger caster effect at the max. steering angle and weaker once the wheels are closer to centered position\n\n        maxTurnHundred        = 0.7; // coefficient of the maximum turning angle @ 100km/h; limit goes linearly to the default max. turn. angle @ 0km/h\n    };\n};\n```\n\n#### Compartments\n\n- Compartments feature is used to disable switching positions between different compartments. For example, if the driver is in \"Compartment1\" and a gunner and commander are in \"Compartment2\" then you can switch between gunner and commander seats, but are not able to switch between driver and gunner/commander.\n- These compartments are defined within the vehicles CfgVehicles Class.\n\n```cpp\n// Driver\ndriverCompartments = \"CompartmentX\";\n\n// Passengers - Unified in one compartment\ncargoCompartments[] = {\n   \"CompartmentX\"\n};\n\n// Passengers - Split in different compartments\n// To set different passenger seats to different compartments, one has to define the compartment for each seat.\n// The number of entries in array corresponds to the number of passenger seats. This does not include the FFV seats.\ncargoCompartments[] = {\n   \"CompartmentX\",\n   \"CompartmentX\",\n   \"CompartmentY\",\n   ...\n};\n```\n\n- For FFV Seats, the `gunnerCompartments` can be found within the related turret config.\n\n#### Firing from vehicles\n\n- Patch 1.54 brings a new way to use firing from vehicle limits\n- Previous definition of limits using limited field of view and dynamicViewLimits is still available\n- There are several points common for both systems - they are set up in base class CargoTurret\n  - Important part is that despite being turrets, positions for FFV use standard Cargo proxies in model\n  - The most important property of cargo turrets is **isPersonTurret** which has the values in range from 0 to 2:\n    - 0 means turret is not usable for FFV\n    - 1 means turret is usable for FFV\n    - while 2 means that turret is usable for FFV both turned in and out\n  - CargoTurret usually contains property dontCreateAI = 1; to prevent automatic creation of AI soldiers for the turret\n- Old way of defining view limits used standard turret properties (minElev, maxElev, minTurn, maxTurn) to describe a roughly rectangular area of view\n  - It is possible to use subclass dynamicViewLimits containing arrays for each other turrets. These arrays limit the initial view in case turret with their name is filled by a unit\n  - Limits actually used are minimal based on all the dynamic limits for said turret\n- New (as for 1.54) system uses two curves to define upper and lower limits of view and is defined separately for turned-in and turned-out positions\n  - Additional properies **allowLauncherIn** and **allowLauncherOut** have been added to allow use of launchers in vehicle\n  - Subclasses **TurnIn** and **TurnOut** are used to define separate limits for turned-in and turned-out positions via a set of two arrays - **limitsArrayTop[]** and **limitsArrayBottom[]**\n    - Each of these arrays contains pairs of numbers which are vertical and horizontal angles of points on the curve - these points are then connected to create a polygon of view\n    - These new subclasses may be used even for standard turrets on vehicles\n\n{config.cpp}\n\n```cpp\nclass CargoTurret;\nclass Turrets : Turrets\n{\n    class CargoTurret_01 : CargoTurret\n    {\n        gunnerAction = \"passenger_flatground_3\";\n        memoryPointsGetInGunner = \"pos cargo RR\";\n        memoryPointsGetInGunnerDir = \"pos cargo RR dir\";\n        gunnerName = \"$STR_A3_TURRETS_CARGOTURRET_R2\";\n        gunnerCompartments = \"Compartment2\";\n        proxyIndex = 2;\n        isPersonTurret = 2; // this turret is able to fire both when turned in and out\n\n        // Old view limits inbounce\n\n        maxElev = 45;    // vertical limit for field of view\n        minElev = -5;    // vertical limit for field of view\n        maxTurn = 95;    // horizontal limit for field of view\n        minTurn = -95;    // horizontal limit for field of view\n        class dynamicViewLimits    // additional limits according to filled positions\n        {\n            CargoTurret_02[] = { -65, 95 };    // if CargoTurret_02 is filled, this turret cannot turn that much to negative way (limits from -95 to -65 degrees)\n        };\n\n        // New view limits inbounce\n\n        class TurnIn // limits for gunner turned in\n        {\n            limitsArrayTop[] = { { 33.8208, -93.9616 }, { 40.8906, 66.5705 } }; // points for the upper curve\n            limitsArrayBottom[] = { { -9.4643, -94.5753 }, { -8.3683, -67.6867 }, { -9.7173, 43.6372 }, { -10.1082, 78.9166 } }; // points for the lower curve\n        };\n\n        class TurnOut : TurnIn {}; // turn out uses the same limits as turn in this time\n    };\n\n    class CargoTurret_02 : CargoTurret {...}; // there is some second turret just to show the class name for dynamic limits\n};\n```\n\n#### Plate Numbers\n\n- In order to use randomized plate numbers on your vehicle first, you need to ensure that you have proper section defined in CfgModels\n- Default name of that selection is **\"spz\"**, but it can be changed in PlateInfos class inside of your vehicle. With that selection properly defined in cfgModels, you can place a face in visual LOD, which will be used to generate square surface used by plate numbers\n\n##### Configuration\n\n- **model.cfg**\n\n  ```cpp\n  class CfgModels\n  {\n      class YourVehicle\n      {\n          sections[] =\n          {\n              \"spz\"\n          };\n      };\n  };\n  ```\n- **Model**\n- **Root config**\n\n  ```cpp\n  // Located in root config\n  fontPlate = \"RobotoCondensed\";\n  ```\n- **CfgWorlds part**\n\n  ```cpp\n  class CfgWorlds\n  {\n      class YourWorld\n      {\n          // Located in map config (cfgWorlds)\n          // if plateFont is not present then core one is used\n          plateFont = \"RobotoCondensed\";\n          // \"#\" represent number & \"$\" represents letter\n          plateFormat = \"ML$ - #####\";\n          // List of letter that can appear on plate number\n          plateLetters = \"ABCDEGHIKLMNOPRSTVXZ\";\n      };\n  };\n  ```\n- **CfgVehicles part**\n  In case you don't want to use island plate randomization because i.e. you are doing some military vehicle, you can override those settings inside **PlateInfos** class\n\n  ```cpp\n  class CfgVehicles\n  {\n      class YourVehicle\n      {\n          class PlateInfos\n          {\n              // name of section where plate number should generated\n              name            = \"spz\";\n              // color used for plate number in (r,g,b,a) format\n              color[]            = { 1.00, 0.00, 1.00, 1 };\n              plateFont        = \"RobotoCondensedLight\";\n              // \"#\" represent number & \"$\" represents letter\n              plateFormat        = \"# BUY ARMA $\";\n              // required even if you don't use any letters in plateFormat\n              plateLetters    = \"ABCDEFHIKLMOPRSTVXYZ\";\n          };\n      };\n  };\n  ```\n- **End result**\n\n##### Scripting commands for plate numbers:\n\n```sqf\n_vehicle setPlateNumber \"some string\";\n```\n\nsets given string to selected vehicle\n\n```sqf\ngetPlateNumber _vehicle;\n```\n\nreturns string with plate number\n\n- Bear in mind that max length of string is limited to **15 characters**\n\n### Basic Config Hints\n\n#### Diagnostics\n\n- Drive around as much as possible, preferably using real islands.\n  - Use Stratis airstrip for acceleration, gear change and sinking of vehicle purposes\n  - Path from Jay Cove to Airstation Mike-26 on Stratis is great to test uphill performance of the car and AI driving skills\n  - Whole Chernarus is excellent playground to test vehicles\n\n#### Suspension\n\n- Easier way to set up suspension is to have center of mass centered according to wheels. Non-centered center of mass is more interesting for driving performance, just be sure to make center of mass centered at least in left-to-right axis.\n  - Each wheel could have different suspension parameters but try to keep them the same for wheel pairs.\n- You may try to use ARB if the car sways a lot sideways during turns. This causes lesser side sway but doesn't reduce bumping of suspension when accelerating and breaking.\n\n#### Gearbox\n\n- Real gearbox ratios have extremely good results for higher speeds and are realistic for lower speeds. But it is better to use some lower values for lower gears to improve acceleration\n- Look out for too big steps between gear ratios, this may prove to be problematic with steep **torqueCurve** - engine would change gear later than expected and sound would go fubar\n- **dampingRateZeroThrottleClutchEngaged** and **dampingRateZeroThrottleClutchDisengaged** could be the same, this works really well for FWD cars - engine would slow them down way too much and lock the wheels when only directional arrow is pressed\n\n### Reference\n\nThis page is discussed [on the BI forums](http://forums.bistudio.com/showthread.php?150893-Arma-3-cars-config-guidlines).","sections":[{"heading":null,"level":1,"markdown":"> **Important:**\n> Please be aware of the Arma 3: Modding License."},{"heading":"Additional functionality compared to A2/OA","level":3,"markdown":"- PhysX 3 integration\n- IK for hands/legs\n- Picture in Picture - Render to texture\n- Random visual variants (textures, accessories, doors)\n- Floating and sinking\n- Reflectors, markerlights and beacons"},{"heading":"Model requirements {p3d}","level":3,"markdown":"- A new PhysX lod\n  - There needs to be a lod (4e13) consisting of convex components as simple as possible, some 60 faces shall be sufficient for most cars\n    - Current public Oxygen version doesn't support showing correct name of this lod and displays only Geometry instead. Don't be afraid of having two geometries, it is going to be fixed with new tools.\n  - Just the main body of car should be in this lod, wheels are added by engine later\n\n- Memory lod\n  - There should be an axis for each wheel named *wheel_X_Y_axis* (X is position of wheel from front, Y is 1 for left and 2 for right), the name is defined in selected wheel as **center**\n  - There should be a point at the edge of each wheel named *wheel_X_Y_bound* which is used to determine wheel radius (distance from wheel axis is used for this) - there is no other need than placing the point at the edge, even memory points for tracks could be used for this, the name is defined in selected wheel as **boundary**\n\n  - Mirrors and screens should have their camera position defined in *pipX_pos* and direction in *pipX_dir* - parameters **pointPosition** and **pointDirection** in class RenderTargets\n  - Reflectors should have their position defined in *LightCarHeadYXX* (Y is a side - R/L, XX is a number) and direction defined in *LightCarHeadYXX_end*\n- Mirrors and screens should have RTT texture: #(argb,256,512,1)r2t(rendertargetX,1.0) - where X in rendertarget should be a number corresponding to the renderTarget memory point.\n- Mirrors and screens UV mapping should be increased to cover the entire UV map. This increases the \"aperture\" size of the mirror image.\n- Randomly generated accessories should have their selections independent on all other selections (mainly the main body and all the glass selections), glass as a part of hide-able accessory should be handled as two separate selections\n- Beacons and markerlights should have their material set to emit light\n- Spare wheel should have defined selections for it, texture underneath and correct hitpoints like a normal wheel\n- Man-held turrets shouldn't be hidden when destroying them without destroying the whole vehicle - IK issues would crash the game"},{"heading":"Model config changes {model.cfg}","level":3,"markdown":"- Only the dampers are affected by the changes, best way to set them is to place an axis with the length of moveable part alongside the damper and set offsets to +-0.5\n  - Example:\n\n{model.cfg}\n\n```cpp\nclass Wheel_1_1_Damper\n{\n    type = \"translation\";\n    source = \"damper\";\n    selection = \"wheel_1_1_damper_land\";\n    axis = \"posun wheel_1_1\";\n    animPeriod = 1;\n    minValue = \"0\";\n    maxValue = \"1\";\n    offset0 = \"0.5\";\n    offset1 = \"-0.5\";\n    memory = 1;\n};\n```\n\n- Sections for hiddenSelections[] should be set in model.cfg"},{"heading":"New config parameters {config.cpp}","level":3,"markdown":""},{"heading":"Basic parameters","level":4,"markdown":"Following parameters are defined in vehicle class.\n\n- <Description>: Defines simulation type of the vehicle. PhysX simulation ends with letter \"x\", \"carx\", \"tankx\" ...\n- *<Type>: string*\n- *<Default>: (required)*\n- **simulation = \"carx\";**\n\n- <Description>: Defines how much dampers react to random little bumps on surface. It's only visual effect, doesn't influence drive simulation, only taken into account when calculating damper animation.\n- *<Type>: float*\n- *<Default>: 0.0*\n- **dampersBumpCoef = 0.3;**"},{"heading":"Differential parameters","level":5,"markdown":"**Make sure you use values in the specified range to prevent PhysX errors**\n\n- <Description>: A number of differential types are supported: 4-wheel drive with open differential, 4-wheel drive with limited slip, front-wheel drive with open differential, front-wheel drive with limited slip, rear-wheel drive with open differential, rear-wheel drive with limited slip.\n- *<Type>: string; accepable values: \"all_open\", \"all_limited\", \"front_open\", \"front_limited\", \"rear_open\", \"rear_limited\"*\n- *<Default>: \"all_limited\"*\n- **differentialType = \"all_limited\";**\n\n- <Description>: If a 4-wheel drive differential is chosen (open or limited slip) this option allows the drive torque to be split unevenly between the front and rear wheels. Choosing a value of 0.5 delivers an equal split of the torque between the front and rear wheels; that is, the total torque delivered to the front wheels is equal to the total torque delivered to the rear wheels. Choosing a value greater than 0.5 delivers more torque to the front wheels, while choosing a value less than 0.5 delivers more torque to the rear wheels. This value is ignored for front-wheel drive and rear-wheel drive differentials.\n- *<Type>: float*\n- *<Range>: (0,1)*\n- *<Default>: 0.5*\n- **frontRearSplit = 0.5**\n\n- <Description>: Limited slip differentials work by only allowing a certain difference in wheel rotation speed to accumulate. This prevents the situation where one wheel is slipping but ends up taking all the available power. Further, by allowing a small difference in wheel rotation speed to accumulate it is possible for the vehicle to easily corner by permitting the outside wheel to rotate quicker than the inside wheel.\n  This parameter describes the maximum difference in wheel rotation speed that is allowed to accumulate. The front bias is the maximum of the two front-wheel rotation speeds divided by the minimum of the two front-wheel rotation speeds. When this ratio exceeds the value of the front bias the differential diverts torque from the faster wheel to the slower wheel in an attempt to preserve the maximum allowed wheel rotation speed ratio.\n  This value is ignored except for front-wheel drive or four wheel drive with limited slip.\n  A good starting value is around 1.3.\n- *<Type>: float*\n- *<Range>: >= 1.0*\n- *<Default>: 1.3*\n- **frontBias = 1.3;**\n\n- <Description>: This is similar to frontBias except that it refers to the rear wheels.\n  This value is ignored except for rear-wheel drive or four wheel drive with limited slip.\n  A good starting value is around 1.3.\n- *<Type>: float*\n- *<Range>: >= 1.0*\n- *<Default>: 1.3*\n- **rearBias = 1.3**\n\n- <Description>: This value is similar to the frontBias and rearBias, except that it refers to the sum of the front wheel rotation speeds and the sum of the rear wheel rotation speeds.\n  This value is ignored except for four wheel drive with limited slip.\n\nA good starting value is around 1.3.\n\n- *<Type>: float*\n- *<Range>: >= 1.0*\n- *<Default>: 1.3*\n- **centreBias = 1.3**\n\n- <Description>: This describes how strongly the clutch couples the engine to the wheels and how quickly differences in speed are eliminated by distributing torque to the engine and wheels.\n  Weaker values will result in more clutch slip, especially after changing gear or stamping on the accelerator. Stronger values will result in reduced clutch slip, and more engine torque delivered to the wheels.\n  This value is to be edited only for very fine tweaking of the vehicle. Some clutch slip can be attributed to the numerical issues in the simulation at large timesteps, while some is a natural consequence of driving the car in an overly aggressive manner. A value of 10 is a good starting point.\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 10.0*\n- **clutchStrength = 10.0;**\n\n- <Description>: Value of minimal gear effectivity to hold current gear. If there is better gear and effectivity is below this value then change gear.\n- <Type>: Array[i] where i = number of gears\n- <Range>: (0,1)\n- <Default>: 0.95 for every value (Neutral = 0.15 Not sure how important this is but we want to kick out of neutral very quickly)\n- changeGearMinEffectivity[] = {0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95};\n\n- <Description>: The switch time describes how long it takes (in seconds) for a gear change to be completed. It is impossible to change gear immediately in a real car. Manual gears, for example, require neutral to be engaged for a short time before engaging the desired target gear. While the gear change is being completed the car will be in neutral. A good trick might be to penalise players that use an automatic gear box by increasing the gear switch time.\n- <Type>: float\n- <Range>: >= 0\n- <Default>: 0.01\n- switchTime = 0.31;\n\n- <Description>: Set the latency time of the autobox, specified in seconds.\n  Latency time is the minimum time that must pass between each gear change that is initiated by the autobox.\n- <Type>: float\n- <Default>: 2.0\n- latency = 1.0;"},{"heading":"Engine parameters","level":5,"markdown":"- <Description>: Power of the engine in kW.\n- *<Type>: float*\n- *<Default>: (required)*\n- **enginePower = 600;**\n\n- <Description>: This is the maximum rotational speed of the engine expressed in radians per second. It could be calculated from maximum engine RPM like this:\n\n  ```\n  maxOmega = (maxRpm*2*Pi)/60\n  ```\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 600 which is cca 6000 rounds per minute.*\n- **maxOmega = 600;**\n\n- <Description>: This is the maximum torque that is ever available from the engine. This is expressed in Newton metres.\n\nA starting value might be around 600.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: value calculated from enginePower according to http://en.wikipedia.org/wiki/Horsepower#Relationship_with_torque*\n- **peakTorque = 600;**\n\n- <Description>: These three values are used to compute the damping rate that is applied to the engine. If the clutch is engaged then the damping rate is an interpolation between dampingRateFullThrottle and dampingRateZeroThrottleClutchEngaged, where the interpolation is governed by the acceleration control value generated by the gamepad or keyboard. At full throttle dampingRateFullThrottle is applied, while dampingRateZeroThrottleClutchEngaged is applied at zero throttle. In neutral gear the damping rate is an interpolation between dampingRateFullThrottle and dampingRateZeroThrottleClutchDisengaged.\n  The three values allow a range of effects to be generated: good acceleration that isn't hampered by strong damping forces, tunable damping forces when temporarily in neutral gear during a gear change, and strong damping forces that will bring the vehicle quickly to rest when it is no longer being driven by the player.\n  Typical values in range (0.25,3). The simulation can become unstable with damping rates of 0.\n- *<Type>: float, float, float*\n- *<Range>: > 0 for each*\n- *<Default>: 0.08, 2.0, 0.35*\n- **dampingRateFullThrottle = 0.08;**\n- **dampingRateZeroThrottleClutchEngaged = 2.0;**\n- **dampingRateZeroThrottleClutchDisengaged = 0.35;**\n\n- <Description>: This is a graph of peak torque versus engine rotational speed. Cars typically have a range of engine speeds that produce good drive torques, and other ranges of engine speed that produce poor torques. A skilled driver will make good use of the gears to ensure that the car remains in the \"good\" range where the engine is most responsive. Tuning this graph can have profound effects on gameplay.\n  The x-axis of the curve is the normalised engine speed; that is, the engine speed divided by the maximum engine speed. The y-axis of the curve is a multiplier in range (0,1) that is used to scale the peak torque. The samples do not have to be equally spaced apart. You can distribute the points between both 0% rpm and 100% rpm points as you wish.\n- *<Type>: Array[i][2] where i = number of samples, maximum 8;*\n- *<Default>: {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}}*\n- **torqueCurve[] = {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}};**\n\nNote: you can also use math in this definition, here is the same example from above using this technique:\n\n- **torqueCurve[] = {{\"0/2400\", \"80/100\"}, {\"792/2400\", \"100/100\"}, {\"2400/2400\", \"80/100\"}};**"},{"heading":"Wheel parameters","level":4,"markdown":"This parameters relates to each wheel. In the vehicle class, there has to be subclass called Wheels, which contains subclass for every wheel the vehicle has. These are the parameters that could be defined in that subclasses."},{"heading":"General parameters","level":5,"markdown":"- <Description>: Name of the bone, used for wheel and suspension animations. The standard bone structure would be as such: damperbone-> steeringbone->rotatingbone (example: wheel_1_1_damper-> wheel_1_1_steering -> wheel_1_1) . As boneName you would set the rotatingbone (e.g. wheel_1_1). In the visual LODs this \"rotatingbone\" is generally the selection of the tire.\n- *<Type>: string*\n- *<Default>: \"\"*\n- **boneName = \"wheel_1_1\";**\n\n- <Description>: If true, wheel is steerable, false - wheel is fixed.\n- *<Type>: bool*\n- *<Default>: (required)*\n- **steering = true;**\n\n- <Description>: Defines if wheel is on the right or left side of the vehicle\n- *<Type>: string*\n- *<Default>: \"right\"*\n- **side = \"left\";**"},{"heading":"Wheel PX parameters","level":5,"markdown":"- <Description>: Center of the wheel (axis)\n- *<Type>: memory point*\n- *<Default>: (required)*\n- **center = \"wheel_1_1_axis\";**\n\n- <Description>: Point on the outside rim of the tire, used to calculate radius of the wheel (distance between center and boundary).\n- *<Type>: memory point*\n- *<Default>: (required)*\n- **boundary = \"wheel_1_1_bound\";**\n\n- <Description>: Has no use right now. This is the full width of the wheel in metres. This parameter has no bearing on the handling.\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 0.3*(raidus of the wheel)*\n- **width = \"0.2\";**\n\n- <Description>: This is the combined mass of the wheel and the tire in kg. Typically, a wheel has mass between 20Kg and 80Kg but can be lower and higher depending on the vehicle.\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 10.0*\n- **mass = 150;**\n\n- <Description>: This is the component of the wheel's moment of inertia about the rolling axis. Larger values make it harder for the wheel to rotate about this axis, while easier values make it easier for the wheel to rotate about the rolling axis. Another way of expressing this is that a high MOI will result in less wheel spin when stamping on the accelerator because it is harder to make the wheel spin. Conversely, lower values of MOI will result in more wheel spin when stamping on the accelerator.\n  If the wheel is approximately cylindrical then a simple formula can be used to compute MOI:\n\n  ```\n  MOI = 0.5 * Mass * Radius * Radius\n  ```\n\n  There is no reason, however, to rely on equations to compute this value. A good strategy for tuning this number might to be start with the equation above and then make small tweaks to the value until the handling is as desired.\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 0.5 * WheelMass * WheelRadius * WheelRadius*\n- **MOI = 40;**\n\n- <Description>: This value describes how quickly a freely spinning wheel will come to rest. The damping rate describes the rate at which a freely spinning wheel loses rotational speed. Here, a freely spinning wheel is one that experiences no forces except for the damping forces arising from the wheel's internal bearings. Higher damping rates result in the wheel coming to rest in shorter times, while lower damping rates result in the wheel maintaining speed for longer. Values in range (0.25, 2) seem like sensible values. Experimentation is always a good idea, even outside this range. Always exercise some caution with very small damping rates. In particular, a damping rate of exactly 0 should be avoided.\n- *<Type>: float*\n- *<Default>: 0.1*\n- **dampingRate = 0.1;**\n- **dampingRateDamaged = 1.0;**\n- **dampingRateDestroyed = 1000.0;**\n\n- <Description>: This is the value of the torque applied to the wheel when the brakes are maximally applied. Higher torques will lock the wheel quicker when braking, while lower torques will take longer to lock the wheel. This value is strongly related to the wheel MOI because the MOI determines how quickly the wheel will react to applied torques.\n  A value of around 1500 is a good starting point for a vanilla wheel but a google search will reveal typical braking torques. One difficulty is that these are often expressed by manufacturers as braking horsepower or in \"pounds inches\". The values required here are in \"Newton metres\".\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 2500*\n- **maxBrakeTorque = 7500;**\n\n- <Description>: This is the same as the max brake torque except for the handbrake rather than the brake. Typically, for a 4-wheeled car, the handbrake is stronger than the brake and is only applied to the rear wheels. A value of 4000 for the rear wheels is a good starting point, while a value of 0 is necessary for the front wheels to make sure they do not react to the handbrake.\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 2*maxBrakeTorque*\n- **maxHandBrakeTorque = 0**"},{"heading":"Wheel simulation parameters","level":5,"markdown":"- <Description>: This is the direction of the suspension in the downward direction in the rest configuration of the vehicle. A vector that\n\npoints straight downwards is a good starting point.\n\n- *<Type>: Array[3]*\n- *<Default>: { 0, -1, 0 }*\n- **suspTravelDirection[] = { 0, -1, 0 };**\n\n- <Description>: This is the application point of the suspension force.\n  In a real vehicle the suspension forces are mediated through the suspension strut. These are often incredibly complex mechanical systems that are computationally expensive to simulate. As a consequence, instead of modelling the details of the suspension strut, it makes sense to assume that the suspension strut has an effective point at which it applies the force to the rigid body. Choosing that point, however, needs careful consideration. At the same time, it opens up all sorts of tweaking possibilities, freed from the constraints of the real world.\n  Deciding on the suspension force application point requires some thought. The suspension is very close to the wheel so the wheel center is a good starting point. Consider a line through the wheel center and along the suspension travel direction. Somewhere along this line seems like an even better idea for the application point, albeit not completely scientific. For a standard 4-wheeled car it makes sense that the application point is somewhere above the wheel center but below the centre of mass of the rigid body. It is probably above the wheel centre because the suspension is mostly above this point. It can be assumed that it is somewhere below the rigid body centre of mass because otherwise vehicles would lean out of the turn rather than in to the turn. This narrows down the application point to really quite a small section of a known line.\n  When editing the suspension force application point it is important to bear in mind that lowering the app point too far will result in cars leaning more into the turn. This can have a negative effect on handling because the inner wheel can take so much load that the response saturates, while the outer wheel ends up with reduced load and reduced turning force. The result is poor cornering. Conversely, setting the app point too high will result in cornering that looks unnatural. The aim is to achieve a good balance.\n- *<Type>: memory point*\n- *<Default>: center*\n- **suspForceAppPointOffset = \"wheel_1_1_axis\";**\n\n- <Description>: This is almost the same as the suspension force app point except for the lateral and longitudinal forces that develop on the tire.\n  A good starting point is to duplicate the suspension force application point. Only for really detailed editing is it advised to start tweaking the tire force app offset independently of the suspension force app offset.\n- *<Type>: memory point*\n- *<Default>: suspForceAppPointOffset*\n- **tireForceAppPointOffset = \"wheel_1_1_axis\";**"},{"heading":"Suspension parameters","level":5,"markdown":"- <Description>: These values describe the maximum compression and elongation in metres that the spring can support. The total travel distance along the spring direction that is allowed is the sum of maxCompression and maxDroop.\n  A simple way to illustrate the maximum droop and compression values is to consider a car that is suspended in mid-air so that none of the wheels are touching the ground. The wheels will naturally fall downwards from their rest position until the maximum droop is reached. The spring cannot be elongated beyond this point. Now consider that the wheel is pushed upwards, first to its rest position, then further pushed until the spring can no longer be compressed. The displacement from the rest position is the maximum compression of the spring.\n  It is important to choose the maximum compression value so that the wheel is never placed where the visual mesh of the wheel intersects the visual meshes of the car chassis. Ideally, these values will be exported from the 3D modeller.\n- *<Type>: float*\n- *<Range>: >= 0* Important: If one of the values is zero, the other must be greater than zero\n- *<Default>: 0.15*\n- **maxCompression = 0.15;**\n- **maxDroop = 0.15;**\n\n- <Description>: This is the mass in kg that is supported by the suspension spring.\n  A vehicle with rigid body centre of mass at the centre of the four wheels would typically be equally supported by each of the suspension springs; that is, each suspension spring supports 1/4 of the total vehicle mass. If the centre of mass was moved forward then it would be expected that the front wheels would need to support more mass than the rear wheels. Conversely, a centre of mass nearer the rear wheels ought to result in the rear suspension springs supporting more mass than at the front. All the mass of the vehicle must be \"carried\" by the sprung mass values, means: The sum of sprungMass values for all Wheels must be equal to the vehicle's weight.\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: vehicleMass/numberOfWheels*\n- **sprungMass = 2066;**\n\n- <Description>: This is the strength of the suspension spring in Newtons per metre. The spring strength has a profound influence on handling by modulating the time it takes for the vehicle to respond to bumps in the road and on the amount of load experienced by the tire.\n  Key to the understanding the effect of spring strength is the concept of a spring's natural frequency. Consider a simple spring system, such as a pendulum swinging back and forth. The number of trips per second that the pendulum makes from full left to full right and then back again is called the natural frequency of the pendulum. A more powerful pendulum spring will result in the pendulum swinging faster, thereby increasing the natural frequency. Conversely, increasing the pendulum mass will result in a slower oscillation, thereby reducing the natural frequency.\n  In the context of a suspension spring supporting a fixed portion of vehicle mass, the strength of the spring will affect the natural frequency; that is, the rate at which the spring can respond to changes in load distribution. Consider a car taking a corner. As the car corners it leans in to the turn, putting more weight on the suspensions on the outside of the turn. The speed at which the spring reacts by applying forces to redistribute the load is controlled by the natural frequency. Very high natural frequencies, such as those on a racing car, will naturally produce twitchy handling because the load on the tires, and therefore the forces they can generate, is varying very rapidly. Very low natural frequencies, on the other hand, will result in the car taking a long time to straighten up even after the turn is complete. This will produce sluggish and unresponsive handling.\n  Another effect of strength and and natural frequency is the response of a car to a bump in the road. High natural frequencies can result in the car responding very strongly and quickly to the bump, with the wheel possibly even leaving the road for a short while. This not only creates a bumpy ride but also periods of time when the tire is generating no forces. Weaker springs will result in a smoother trip over the bump, with weaker but more constant tire forces. A balance must be found to tune the car for the expected types of turn and terrain.\n  The natural frequency of the spring presents a challenge for computer simulation. A smooth and stable simulation requires that the spring is updated at a frequency much greater than the spring's natural frequency. An alternative way of expressing this is to consider the period of the spring relative to the timestep of the simulation. The period of the spring is the time the spring takes to complete a single oscillation, and is mathematically equal to the reciprocal of the natural frequency. In order to achieve a stable simulation the spring must be sampled at several points during each oscillation. A natural consequence of this observation is that the simulation timestep must be significantly smaller than the period of the spring. To discuss this further it is helpful to introduce a ratio that describes the number of simulation updates that will occur during each spring oscillation. This ratio is simply the spring period divided by the timestep\n\n  ```\n  alpha = sqrt(mSprungMass / mSpringStrength) / timestep\n  ```\n\n  where `sqrt(mSprungMass / mSpringStrength)` is the period of the spring. An alpha value of 1.0 means that the chosen timestep and spring properties only allow a single sample of the spring during each oscillation. As described above, this is almost guaranteed to produce unstable behaviour. In fact, the argument presented so far suggests a value of alpha signifcantly greater than 1.0 is essential to produce a smooth simulation. The exact value of alpha at which stability emerges is very difficult to predict and depends on many other parameters. As a guide, however, it is recommended that the timestep and spring properties are chosen so that they produce an alpha value greater than 5.0; that is, a minimum of five simulation updates per spring cycle.\n  When tuning a suspension spring it can be very useful to use manafacturer data to discover typical values used across a range of vehicle types. This data is not always readily available. An alternative strategy would be to think in terms of the natural frequency of the spring by imagining how quickly the car would oscillate up and down if it was dropped onto the ground from a height of, say, 0.5m. The springs of a typical family car have natural frequency somewhere between 5 and 10; that is, such a car would make 5-10 oscillations per second if gently dropped to the ground. If the mass supported by the spring is already known then the spring strength can be calculated from the following equation\n\n  ```\n  springStrength = naturalFrequency * naturalFrequency * sprungMass\n  ```\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: sprungMass*5,0*5,0*\n- **springStrength = 51653;**\n\n- <Description>: This describes the rate at which the spring dissipates the energy stored in the spring.\n  Key to the understanding of damper rate are the concepts of under-damping, over-damping, and critical damping. An over-damped pendulum displaced from rest is unable to make a single back-and-forth trip before it dissipates all its energy, while an under-damped pendulum would be able to make at least a single back-and-forth trip. A critically damped pendulum makes exactly a single back-and-forth trip before expending all its energy.\n  For vehicle suspension springs, it is tpically important to make sure that the spring has a damper rate that produces over-damping but not by too much. When cornering, for example, it is important that the spring doesn't over-respond by shifting the weight from the left suspension to the right suspension then back again. If this happened the tire load, and the forces generated, would be extremely variable, resulting in twitchy and uncontrollable handling. A very heavily over-damped spring, on the other hand, will feel sluggish and unresponsive. The concept of critical damping can be used to help tune the damping rate of the spring. It is helpful to introduce a value known as the damping ratio, which helps to mathematically describe the under-damping, critical damping and over-damping regimes.\n\n  ```\n  dampingRatio = springDamperRate / (2 * sqrt(springStrength * sprungMass))\n  ```\n\n  A dampingRatio with value greater than 1.0 produces over-damping, a value of exactly 1.0 generates critical damping, and a value less than 1.0 is under-damped. It can be useful to first think about whether the spring will be under-damped or over-damped, then think about how far it will be from critical damping. This process allows a number to be subjectively applied to the damping ratio. From here the damping rate can be directly computed by rearranging the equation above\n\n  ```\n  springDamperRate = dampingRatio * 2 * sqrt(springStrength * sprungMass)\n  ```\n\n  A typical family car is probably slightly over-damped, having dampingRatio with value perhaps just over 1.0. A guideline would be that values very far from critical damping are likely to be unrealistic and will either produce sluggish or twitchy handling. It is difficult to put an exact figure on this but somewhere between 0.8 and 1.2 seems like a good starting point for the damping ratio.\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 0,4*2*sqrt(springStrength*sprungMass)*\n- **springDamperRate = 8264;**"},{"heading":"Tire parameters","level":5,"markdown":"- <Description>: The longitudinal tire force is approximately the product of the longitudinal stiffness per unit longitudinal slip (in radians) per unit gravity and the longitudinal slip and the magnitude of gravitational acceleration.\n  Increasing this value will result in the tire attempting to generate more longitudinal force when the tire is slipping. Typically, increasing longitudinal stiffness will help the car accelerate and brake. The total tire force available is limited by the load on the tire so be aware that increases in this value might have no effect or even come at the expense of reduced lateral force.\n- *<Type>: float*\n- *<Default>: 10000*\n- **longitudinalStiffnessPerUnitGravity = 10000;**\n\n- <Description>: These values together describe the lateral stiffness per unit lateral slip (in radians) of the tire. The lateral stiffness of a tire has a role similar to the longitudinal stiffness, except that it governs the development of lateral tire forces, and is a function of tire load. Typically, increasing lateral stiffness will help the car turn more quickly. The total tire force available is limited by the load on the tire so be aware that increases in this value might have no effect or even come at the expense of reduced longitudinal force.\n  The combination of the two values latStiffX and latStiffY describe a graph of lateral stiffness as a function of normalised tire load.\n  Typical for car tires is a graph that has linear response close to zero load but saturates at greater loads. This means that at low tire loads the lateral stiffness has a linear response to load; that is, more load results in more stiffness. At higher tire loads the tire has a saturated response and is in a regime where applying more load will not result in more tire stiffness. In this latter regime it would be expected that the tire would start slipping.\n  The parameter latStiffX describes the normalised tire load above which the tire has a saturated response to tire load. The normalised tire load is simply the tire load divided by the load experienced when the vehicle is perfectly at rest. A value of 2 for latStiffX means that when the the tire has a load more than twice its rest load it can deliver no more lateral stiffness no matter how much extra load is applied to the tire. The parameter latStiffY describes the maximum stiffness per unit of lateral slip (in radians) per unit rest load. The maximum stiffness is delivered when the tire is in the saturated load regime, governed in turn by latStiffX.\n  A good starting value for latStiffX is somewhere between 2 and 3. A good starting value for latStiffY is around 18 or so.\n- *<Type>: float, float*\n- *<Default>: 25, 180*\n- **latStiffX = 25;**\n- **latStiffY = 180;**\n\n- <Description>: These six values describe a graph of friction as a function of longitudinal slip. Vehicle tires have a complicated response to longitudinal slip and this graph attempts to quickly describe this relationship.\n  Typically, tires have a linear response at small slips. This means that when the tire is only slightly slipping it is able to generate a response force that grows as the slip increases. At greater values of slip, the force can actually start to decrease from the peak value that occurs at the optimum slip. Beyond the optimum slip the tire eventually stops behaving less and less efficiently and hits a plateau of inefficiency.\n  The first two values describe the friction at zero tire slip: frictionVsSlipGraph[0][0] = 0, and frictionVsSlipGraph[0][1] = friction at zero slip.\n  The next two values describe the optimum slip and the friction at the optimum slip: frictionVsSlipGraph[1][0] = optimum slip, frictionVsSlipGraph[1][1] = friction at optimum slip.\n  The last two values describe the slip at which the plateau of inefficiency begins and the value of the friction available at the plateau of inefficiency: frictionVsSlipGraph[2][0] = slip at the start of the plateau of inefficiency, frictionVsSlipGraph[2][1] = the friction available at the plateau of inefficiency.\n  The friction values described here are used to scale the friction of the ground surface. This means they should be in range (0,1) but this is not a strict requirement. Typically, the friction from the graph would be close to 1.0 in order to provide a small correction to the ground surface friction.\n  A good starting point for this is a flat graph of friction vs slip with these values:\n\n  ```cpp\n  frictionVsSlipGraph[0][0] = 0.0;\n  frictionVsSlipGraph[0][1] = 1.0;\n  frictionVsSlipGraph[1][0] = 0.5;\n  frictionVsSlipGraph[1][1] = 1.0;\n  frictionVsSlipGraph[2][0] = 1.0;\n  frictionVsSlipGraph[2][1] = 1.0;\n  ```\n- *<Type>: Array[3][2]*\n- *<Default>: { { 0, 1 }, { 0.5, 1 }, { 1, 1} }*\n- **frictionVsSlipGraph[] = { { 0, 1 }, { 0.5, 1 }, { 1, 1 } };**"},{"heading":"Floating and sinking","level":4,"markdown":"**WaterLeakiness** should be amount of water in liters that goes into selected object per second. This is set to zero by engine for all vehicles with simulation of a ship or having canFloat = 1 (unless they are toppled of destroyed, then config value takes precedence). *WaterLeakiness = 10;* seems to be a good value to start with for all kinds of vehicles no matter the size (which is a bit spooky, but it works)."},{"heading":"PhysX 3 integration","level":4,"markdown":"**WheelMask**\n\n- **thrustDelay** is time in second in which thrust goes from 0 to 1 when standing still (doesn't affect driving car during change of gears), 0.2 seems to be a reasonable value. You may want to tweak this to higher values if wheels slide during initial acceleration.\n- **brakeIdleSpeed** is speed in m/s under which the brakes are automatically applied to the vehicle. This speed should be reasonably low, higher value would mean strange breaking of slow cars, too low value would cause inability to stop the car.\n- **idleRpm** sets the idle RPM of engine. Primary use is for sound engine\n- **redRpm** sets the maximum for engine RPM, should be according to *maxOmega* (see later)"},{"heading":"Anti-roll bars","level":5,"markdown":"- Anti-roll bars is the system in vehicle that should prevent it to do a barrel-roll during sharper turns. Using ARB enables us to make center of mass realistically high and cause cars to roll down the steep slopes if placed sideways to the slope. It works the same way as the real ones - system computes difference of applied weight to wheels in pair and tries to compensate difference by applying opposite forces.\n- **antiRollbarForceCoef** is a coefficient of applied force, could be taken as strength of the system. Setting this value to zero disables ARB (and all next values), which is good for civilian vehicles, higher values reduce not only the risk of rolling, but effects of suspension.\n- **antiRollbarForceLimit** is the highest strength of ARB applied to vehicle. We may want to roll the car at certain situations (full van taking sharp hand-brake turn at high speed), tunning without diag mode is almost impossible because we are not able to imagine forces needed (values are rather low, 2 should be high enough for most of vehicles)\n- **antiRollbarSpeedMin** and **antiRollbarSpeedMax** are limits of applied force coefficient. Coefficient is 0 at speeds lower than antiRollbarSpeedMin, interpolates to antiRollbarForceCoef at antiRollbarSpeedMax and is set to antiRollbarForceCoef for any higher speeds. This allows cars to drive on steep slopes using their radial speed, falling of the hill once they stop and rolling over at too high speeds (where coefficient doesn't grow and force is limited by the limit)."},{"heading":"Complex gearbox","level":5,"markdown":"- All PhysX 3 vehicles use complex gearbox to give some data to PhysX gearbox\n- Complex gearbox settings is inside **class complexGearbox** which is a subclass of vehicle class\n- **GearboxRatios[]** is an array of gear names and gear ratios starting with reverse gear (with negative ratios), neutral gear (which should have zero ratio) and forward ratio (eg: *{\"R1\",-3.231,\"N\",0,\"D1\",2.462,\"D2\",1.870,\"D3\",1.241,\"D4\",0.970,\"D5\",0.711};*). Gear names are not used in retail version, they are just for **epevehicle** diagnostics. **Important**: There can only be one reverse Gear (which must have negative value) and one Neutral gear (which must have 0 as ratio). All forward gears must have a value greater than zero and they must be ordered from high ratio to low\n- **TransmissionRatios[]** is an array of transmission ratios in the same format as gearboxRatios. Most of cars have only one transmission ratio, some heavy trucks may have two. The final ratio of engine is gearboxRatio * TransmissionRatio, that means transmissionRatios shouldn't be multiplicates of each other and gearbox ratios to prevent the same final ratio for two different gears.\n- **gearBoxMode** is set to full-auto by engine. The full-auto mode can skip gears to get the best possible gear for each condition.\n- **moveOffGear** defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.\n- **driveString**, **neutralString** and **reverseString** define displayed strings for driving forward, neutral and backward.\n\n{config.cpp}\n\n```cpp\nclass complexGearbox\n{\n    GearboxRatios[] = { \"R1\", -3.231, \"N\", 0, \"D1\", 2.462, \"D2\", 1.870, \"D3\", 1.241, \"D4\", 0.970, \"D5\", 0.711 };\n    TransmissionRatios[] = { \"High\", 4.111 }; // Optional: defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles)\n    moveOffGear            = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.\n    driveString            = \"D\"; // string to display in the HUD for forward gears.\n    neutralString        = \"N\"; // string to display in the HUD for neutral gear.\n    reverseString        = \"R\"; // string to display in the HUD for reverse gears.\n};\n```"},{"heading":"Gearbox parameters","level":5,"markdown":"- Some gearbox parameters are defined outside of class complexGearbox, they are mainly to setup automatic gearbox\n- **changeGearMinEffectivity[]** Value of minimal gear effectivity to hold current gear. If there is better gear and effectivity is below this value then change gear. It is an array of effectivities ordered by gears in complex gearbox. Neutral should have rather low effectivity (0.15 seems to be a good value), drive gears should have rather high value (around 0.95) to prevent switching gears too often\n- **switchTime** The switch time describes how long it takes (in seconds) for a gear change to be completed. RPM interpolate to optimal value for the new gear at current speed during the changing of gears. The time should be rather low, around 0.3 s, to keep the momentum of the car.\n- **latency** is the minimum time (in seconds) that must pass between each gear change that is initiated by the autobox. This should be set to value higher than switchTime. Setting this time too low makes some issues with changing gears - the car slows down a lot"},{"heading":"Different amount of torque","level":5,"markdown":"- coefficients for different speeds of Slow, Forward and Fast are now configurable\n  - **slowSpeedForwardCoef** is set to 0.3 by default\n  - **normalSpeedForwardCoef** is set to 0.85 by default\n  - default speed coefficient for fast movement is 1 meaning that full throttle is applied and maximal speed is maxSpeed of the vehicle (it is going to apply less throttle upon reaching the limit)"},{"heading":"IK for hands and legs","level":4,"markdown":"- It's not Inverse Kinematics in fact, but as close to it as possible.\n- A soldier should have IK defined for hands and legs by default\n- Each vehicle pose using IK should have **leftHandIKCurve[]** and **rightHandIKCurve[]** set to 1\n- Driver should have **driverLeftHandAnimName** and **driverRightHandAnimName** defined as drive wheel bone of the vehicle (*drivewheel* by default)\n- Gunner should have **gunnerLeftHandAnimName** and **gunnerRightHandAnimName** defined on handles of the gun, or shaking bone of the weapon shall be sufficient (usually something like *otocHlaven_shake*)\n- Double check names of bones if the game crashes upon loading this vehicle and call stack points to IK. Wrong definition causes CTD all the time and removing the bone causes the same (eg. by hiding it)."},{"heading":"Picture in Picture for screens and mirrors","level":4,"markdown":"- All sources for textures to be rendered on are defined in **class RenderTargets** which is a subclass of vehicle class\n- Each source is a separate subclass with unique name\n  - parameter **renderTarget** defines which texture shall the source be mapped at (only the *rendertargetX* part is used)\n  - **class CameraView1** is a subclass of this source and contains all the parameters for rendered scene\n    - **pointPosition** and **pointDirection** should be respective memory points in model\n    - **renderQuality** is in range from 0 to 2 and defines quality of rendering for said source\n    - **renderVisionMode** defines the vision mode - 0 = HDR, 1 = NightVision, 2 = ThermalVision, 3 = Color, 4 = Mirror\n    - **fov** defines field of view of this source\n    - **BBoxes** defines bounding boxes for selected r2t texture. When selected bounding box is beyond player view, r2t source will be no longer rendered saving performance for other Picture in Picture windows. Bounding boxes doesn't need to be very precise - method to calculate their is not 100% accurate to maximize performance.\n\n{config.cpp}\n\n```cpp\nclass RenderTargets\n{\n    class LeftMirror\n    {\n        renderTarget = \"rendertarget0\";\n\n        class CameraView1\n        {\n            pointPosition        = \"PIP0_pos\";\n            pointDirection        = \"PIP0_dir\";\n            renderQuality         = 2;\n            renderVisionMode     = 0;\n            fov                 = 0.7;\n        };\n\n        BBoxes[]    = { \"PIP0_TopLeft\", \"PIP0_TopRight\", \"PIP0_BottomLeft\", \"PIP0_BottomRight\" };\n    };\n};\n```"},{"heading":"Random visual variants","level":4,"markdown":"- Randomisation of variants is done by script ran upon start of mission via init event handler\n- The car should inherit **class EventHandlers: EventHandlers**\n  {config.cpp}\n  init event handler should be changed to something like this: **init = \"(_this select 0) execVM \"\"\\pathToCar\\scripts\\scriptName.sqf\"\"\";**\n- Don't forget to hide all the added accessories upon destruction of vehicle, they are usually in proxies, this is handled by killed event handler:\n  {config.cpp}\n  `killed = \"_this call (uiNamespace getVariable 'BIS_fnc_effectKilled'); _this select 0 animate [\"\"RandomAnimation\"\", 0];`"},{"heading":"Random variants script","level":5,"markdown":"- All random settings should be done on server side to prevent different car looks for different users\n\n  ```sqf\n  // {script.sqf}\n  if (isLocal) then { _rnd1 = floor random Y; _this setVariable [\"BIS_randomSeed1\", _rnd1, true]; _this animate [\"RandomAnimation\", X]; };\n  ```\n- *Y* stands for the number of random variants\n- Even all the animations should be handled server-side to ease clients, *RandomAnimation* shall be replaced by any animation needed to be randomly chosen, *X* stands for animation phase\n\n  ```sqf\n  // {script.sqf}\n  waitUntil { !(isNil { _this getVariable \"BIS_randomSeed1\" }) };\n  _randomSeed1 = _this getVariable \"BIS_randomSeed1\";\n  ```\n- Random textures shall be taken with this statement:\n\n  ```sqf\n  // {script.sqf}\n  _this setObjectTexture [0, [\"\\pathToCar\\Data\\variant_1_co.paa\", /* ..., */ \"\\pathToCar\\Data\\variant_Y_co.paa\"] select _randomSeed1];\n  ```"},{"heading":"Reflectors, markerlights and beacons","level":4,"markdown":""},{"heading":"Reflectors","level":5,"markdown":"- Reflectors need to be defined in **class Reflectors**\n  - Default cars should have two reflectors defined as separate subclasses inside class Reflectors. These two classes should differ only in **position**, **direction**, **hitpoint** and **selection**. Position and direction are self-descriptive, they use memory points in mode, hitpoint is the name of selection in hitpoint lod in model, selection is a visual selection in resolution lods.\n  - Most of reflectors should have **useFlare** set to 1, they are bright enough to have a flare. Size of this flare is defined by **flareSize**, value should be rather low, around 0.1 seems to be good for start.\n    - **class Attenuation** inside each reflector subclass defines behavior of light from distance. Attenuation is combination of **constant**, **linear** and **quadratic** coefficient, **start** is a distance from position where attenuation starts to work (the light is at it is full strength if distance is lower than start).\n- **aggregateReflectors[]** outside of Reflectors class is used to ease computing of too many light sources and combines light together. Both reflectors should be aggregated for a default car but feel free to experiment. Just run some FPS test after testing non-standard settings."},{"heading":"Markerlights","level":5,"markdown":"- Markerlights are purely model side based on assigned emissive materials"},{"heading":"Beacons","level":5,"markdown":"- Beacons consist of two parts on model side - emissive one and unlit one. The emissive one is hidden by default by an user controller and periodically hidden by time controller in model.cfg\n- Config contains only user actions to turn beacons off/on by hiding/unhiding them, this is inside **class UserActions: UserActions**\n  - There should be two actions per beacons set - one to turn them off and other to turn them on, each as a subclass of UserActions\n    {config.cpp}\n\n    ```cpp\n    class UserActions : UserActions\n    {\n        class beacons_start\n        {\n            userActionID             = 50;\n            displayName             = \"Beacons start\";\n            displayNameDefault         = \"\";\n            position                = \"mph_axis\";\n            radius                    = 1.8;\n            animPeriod                = 2;\n            onlyForplayer            = false;\n            condition                = \"this animationPhase \"\"BeaconsStart\"\" < 0.5 && alive this && driver this == player\";\n            statement                = \"this animate [\"\"BeaconsStart\"\", 1];\";\n        };\n\n        class beacons_stop : beacons_start\n        {\n            userActionID             = 51;\n            displayName             = \"Beacons stop\";\n            condition                = \"this animationPhase \"\"BeaconsStart\"\" > 0.5 && alive this && driver this == player\";\n            statement                = \"this animate [\"\"BeaconsStart\"\", 0];\";\n        };\n    };\n    ```"},{"heading":"Steering properties for player","level":4,"markdown":"- Patch 1.50 brings a new class for setting handling properties for each vehicle class separately\n- This affects only player, AI still uses steering based on their properties (turnCoef, steerAheadSimul, steerAheadPlan, predictTurnPlan, predictTurnSimul)\n\n{config.cpp}\n\n```cpp\nclass myCar_F : Car_F\n{\n    class PlayerSteeringCoefficients // steering sensitivity configuration\n    {\n        turnIncreaseConst    = 0.3; // basic sensitivity value, higher value = faster steering\n        turnIncreaseLinear    = 1.0; // higher value means less sensitive steering in higher speed, more sensitive in lower speeds\n        turnIncreaseTime    = 1.0; // higher value means smoother steering around the center and more sensitive when the actual steering angle gets closer to the max. steering angle\n\n        turnDecreaseConst    = 5.0; // basic caster effect value, higher value = the faster the wheels align in the direction of travel\n        turnDecreaseLinear    = 3.0; // higher value means faster wheel re-centering in higher speed, slower in lower speeds\n        turnDecreaseTime    = 0.0; // higher value means stronger caster effect at the max. steering angle and weaker once the wheels are closer to centered position\n\n        maxTurnHundred        = 0.7; // coefficient of the maximum turning angle @ 100km/h; limit goes linearly to the default max. turn. angle @ 0km/h\n    };\n};\n```"},{"heading":"Compartments","level":4,"markdown":"- Compartments feature is used to disable switching positions between different compartments. For example, if the driver is in \"Compartment1\" and a gunner and commander are in \"Compartment2\" then you can switch between gunner and commander seats, but are not able to switch between driver and gunner/commander.\n- These compartments are defined within the vehicles CfgVehicles Class.\n\n```cpp\n// Driver\ndriverCompartments = \"CompartmentX\";\n\n// Passengers - Unified in one compartment\ncargoCompartments[] = {\n   \"CompartmentX\"\n};\n\n// Passengers - Split in different compartments\n// To set different passenger seats to different compartments, one has to define the compartment for each seat.\n// The number of entries in array corresponds to the number of passenger seats. This does not include the FFV seats.\ncargoCompartments[] = {\n   \"CompartmentX\",\n   \"CompartmentX\",\n   \"CompartmentY\",\n   ...\n};\n```\n\n- For FFV Seats, the `gunnerCompartments` can be found within the related turret config."},{"heading":"Firing from vehicles","level":4,"markdown":"- Patch 1.54 brings a new way to use firing from vehicle limits\n- Previous definition of limits using limited field of view and dynamicViewLimits is still available\n- There are several points common for both systems - they are set up in base class CargoTurret\n  - Important part is that despite being turrets, positions for FFV use standard Cargo proxies in model\n  - The most important property of cargo turrets is **isPersonTurret** which has the values in range from 0 to 2:\n    - 0 means turret is not usable for FFV\n    - 1 means turret is usable for FFV\n    - while 2 means that turret is usable for FFV both turned in and out\n  - CargoTurret usually contains property dontCreateAI = 1; to prevent automatic creation of AI soldiers for the turret\n- Old way of defining view limits used standard turret properties (minElev, maxElev, minTurn, maxTurn) to describe a roughly rectangular area of view\n  - It is possible to use subclass dynamicViewLimits containing arrays for each other turrets. These arrays limit the initial view in case turret with their name is filled by a unit\n  - Limits actually used are minimal based on all the dynamic limits for said turret\n- New (as for 1.54) system uses two curves to define upper and lower limits of view and is defined separately for turned-in and turned-out positions\n  - Additional properies **allowLauncherIn** and **allowLauncherOut** have been added to allow use of launchers in vehicle\n  - Subclasses **TurnIn** and **TurnOut** are used to define separate limits for turned-in and turned-out positions via a set of two arrays - **limitsArrayTop[]** and **limitsArrayBottom[]**\n    - Each of these arrays contains pairs of numbers which are vertical and horizontal angles of points on the curve - these points are then connected to create a polygon of view\n    - These new subclasses may be used even for standard turrets on vehicles\n\n{config.cpp}\n\n```cpp\nclass CargoTurret;\nclass Turrets : Turrets\n{\n    class CargoTurret_01 : CargoTurret\n    {\n        gunnerAction = \"passenger_flatground_3\";\n        memoryPointsGetInGunner = \"pos cargo RR\";\n        memoryPointsGetInGunnerDir = \"pos cargo RR dir\";\n        gunnerName = \"$STR_A3_TURRETS_CARGOTURRET_R2\";\n        gunnerCompartments = \"Compartment2\";\n        proxyIndex = 2;\n        isPersonTurret = 2; // this turret is able to fire both when turned in and out\n\n        // Old view limits inbounce\n\n        maxElev = 45;    // vertical limit for field of view\n        minElev = -5;    // vertical limit for field of view\n        maxTurn = 95;    // horizontal limit for field of view\n        minTurn = -95;    // horizontal limit for field of view\n        class dynamicViewLimits    // additional limits according to filled positions\n        {\n            CargoTurret_02[] = { -65, 95 };    // if CargoTurret_02 is filled, this turret cannot turn that much to negative way (limits from -95 to -65 degrees)\n        };\n\n        // New view limits inbounce\n\n        class TurnIn // limits for gunner turned in\n        {\n            limitsArrayTop[] = { { 33.8208, -93.9616 }, { 40.8906, 66.5705 } }; // points for the upper curve\n            limitsArrayBottom[] = { { -9.4643, -94.5753 }, { -8.3683, -67.6867 }, { -9.7173, 43.6372 }, { -10.1082, 78.9166 } }; // points for the lower curve\n        };\n\n        class TurnOut : TurnIn {}; // turn out uses the same limits as turn in this time\n    };\n\n    class CargoTurret_02 : CargoTurret {...}; // there is some second turret just to show the class name for dynamic limits\n};\n```"},{"heading":"Plate Numbers","level":4,"markdown":"- In order to use randomized plate numbers on your vehicle first, you need to ensure that you have proper section defined in CfgModels\n- Default name of that selection is **\"spz\"**, but it can be changed in PlateInfos class inside of your vehicle. With that selection properly defined in cfgModels, you can place a face in visual LOD, which will be used to generate square surface used by plate numbers"},{"heading":"Configuration","level":5,"markdown":"- **model.cfg**\n\n  ```cpp\n  class CfgModels\n  {\n      class YourVehicle\n      {\n          sections[] =\n          {\n              \"spz\"\n          };\n      };\n  };\n  ```\n- **Model**\n- **Root config**\n\n  ```cpp\n  // Located in root config\n  fontPlate = \"RobotoCondensed\";\n  ```\n- **CfgWorlds part**\n\n  ```cpp\n  class CfgWorlds\n  {\n      class YourWorld\n      {\n          // Located in map config (cfgWorlds)\n          // if plateFont is not present then core one is used\n          plateFont = \"RobotoCondensed\";\n          // \"#\" represent number & \"$\" represents letter\n          plateFormat = \"ML$ - #####\";\n          // List of letter that can appear on plate number\n          plateLetters = \"ABCDEGHIKLMNOPRSTVXZ\";\n      };\n  };\n  ```\n- **CfgVehicles part**\n  In case you don't want to use island plate randomization because i.e. you are doing some military vehicle, you can override those settings inside **PlateInfos** class\n\n  ```cpp\n  class CfgVehicles\n  {\n      class YourVehicle\n      {\n          class PlateInfos\n          {\n              // name of section where plate number should generated\n              name            = \"spz\";\n              // color used for plate number in (r,g,b,a) format\n              color[]            = { 1.00, 0.00, 1.00, 1 };\n              plateFont        = \"RobotoCondensedLight\";\n              // \"#\" represent number & \"$\" represents letter\n              plateFormat        = \"# BUY ARMA $\";\n              // required even if you don't use any letters in plateFormat\n              plateLetters    = \"ABCDEFHIKLMOPRSTVXYZ\";\n          };\n      };\n  };\n  ```\n- **End result**"},{"heading":"Scripting commands for plate numbers:","level":5,"markdown":"```sqf\n_vehicle setPlateNumber \"some string\";\n```\n\nsets given string to selected vehicle\n\n```sqf\ngetPlateNumber _vehicle;\n```\n\nreturns string with plate number\n\n- Bear in mind that max length of string is limited to **15 characters**"},{"heading":"Basic Config Hints","level":3,"markdown":""},{"heading":"Diagnostics","level":4,"markdown":"- Drive around as much as possible, preferably using real islands.\n  - Use Stratis airstrip for acceleration, gear change and sinking of vehicle purposes\n  - Path from Jay Cove to Airstation Mike-26 on Stratis is great to test uphill performance of the car and AI driving skills\n  - Whole Chernarus is excellent playground to test vehicles"},{"heading":"Suspension","level":4,"markdown":"- Easier way to set up suspension is to have center of mass centered according to wheels. Non-centered center of mass is more interesting for driving performance, just be sure to make center of mass centered at least in left-to-right axis.\n  - Each wheel could have different suspension parameters but try to keep them the same for wheel pairs.\n- You may try to use ARB if the car sways a lot sideways during turns. This causes lesser side sway but doesn't reduce bumping of suspension when accelerating and breaking."},{"heading":"Gearbox","level":4,"markdown":"- Real gearbox ratios have extremely good results for higher speeds and are realistic for lower speeds. But it is better to use some lower values for lower gears to improve acceleration\n- Look out for too big steps between gear ratios, this may prove to be problematic with steep **torqueCurve** - engine would change gear later than expected and sound would go fubar\n- **dampingRateZeroThrottleClutchEngaged** and **dampingRateZeroThrottleClutchDisengaged** could be the same, this works really well for FWD cars - engine would slow them down way too much and lock the wheels when only directional arrow is pressed"},{"heading":"Reference","level":3,"markdown":"This page is discussed [on the BI forums](http://forums.bistudio.com/showthread.php?150893-Arma-3-cars-config-guidlines)."}],"categories":["ArmA: Armed Assault: Modelling","Arma 3: Tutorials","Arma 3: Vehicle Configuration"],"groups":["Tools and File Formats"]},{"name":"Arma 3: CBRN","title":"Arma 3: CBRN","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CBRN","revid":369523,"updated":"2024-09-13T16:18:06Z","aliases":["Arma 3 CBRN"],"markdown":"Arma 3 v1.94\n\nThere are no engine nor scripted features to simulate Chemical Biological Radiological Nuclear (CBRN) threats, contamination, or decontamination in Arma 3.\nHowever, the Arma 3 Contact expansion has added a range of gear and props to utilize in custom content as desired. This page documents a few scripted methods to set them up.\n\n### Hoses and Filters\n\nThere are several pieces of CBRN gear (especially Facewear and Backpacks) that require scripting to visually combine correctly.\nThese samples only set the initial state; they will not deal with inventory changes during gameplay.\nAt the moment there is no vanilla module to handle this automatically. However, there's quick function to set the hoses and filters to an unit.\n\n```sqf\n[unit] call BIN_fnc_CBRNHoseInit;\n```\n\n#### Combination Unit Respirator\n\n```sqf\n// visibility of the common hose segment\n(backpackContainer this) setObjectTexture [1, \"a3\\supplies_f_enoch\\bags\\data\\b_cur_01_co.paa\"];        // show hose segment\n(backpackContainer this) setObjectTexture [1, \"\"];                                                    // hide hose segment\n\n// visibility of a hose segment intended for the NATO APR (recommended combination)\n(backpackContainer this) setObjectTexture [2, \"a3\\supplies_f_enoch\\bags\\data\\b_cur_01_co.paa\"];        // show\n(backpackContainer this) setObjectTexture [2, \"\"];                                                    // hide\nthis linkItem \"G_AirPurifyingRespirator_01_nofilter_F\"; // replacing a NATO APR with filter for a version without filter\n\n// visibility of a hose segment intended for the Regulator Facepiece\n(backpackContainer this) setObjectTexture [3, \"a3\\supplies_f_enoch\\bags\\data\\b_cur_01_co.paa\"];        // show\n(backpackContainer this) setObjectTexture [3, \"\"];                                                    // hide\n\n// showing an insignia on the CUR\n(backpackContainer this) setObjectTexture [4, \"\\A3\\ui_f\\data\\logos\\bi_white_ca.paa\"];     // replace the texture by any insignia texture path\n```\n\n#### Self-Contained Breathing Apparatus\n\n```sqf\n// visibility of a hose segment intended for the Regulator Facepiece (recommended combination)\n(backpackContainer this) setObjectTexture [2, \"a3\\supplies_f_enoch\\bags\\data\\b_scba_01_co.paa\"];    // show hose segment\n(backpackContainer this) setObjectTexture [2, \"\"];                                                    // hide hose segment\n\n// visibility of a hose segment intended for the NATO APR\n(backpackContainer this) setObjectTexture [1, \"a3\\supplies_f_enoch\\bags\\data\\b_scba_01_co.paa\"];    // show\n(backpackContainer this) setObjectTexture [1, \"\"];                                                    // hide\n```\n\n#### Common Combinations\n\n| Item(s) | Preview | Classes | Sample Code |\n|---|---|---|---|\n| - Combination Unit Respirator<br>- APR [NATO] |  | ```<br>B_CombinationUnitRespirator_01_F<br>G_AirPurifyingRespirator_01_F<br>``` | ```sqf<br>(backpackContainer this) setObjectTexture [1, \"a3\\supplies_f_enoch\\bags\\data\\b_cur_01_co.paa\"];<br>(backpackContainer this) setObjectTexture [2, \"a3\\supplies_f_enoch\\bags\\data\\b_cur_01_co.paa\"];<br>this linkItem \"G_AirPurifyingRespirator_01_nofilter_F\";<br>``` |\n| - Self-Contained Breathing Apparatus<br>- Regulator Facepiece |  | ```<br>B_SCBA_01_F<br>G_RegulatorMask_F<br>``` | `(backpackContainer this) setObjectTexture [2, \"a3\\supplies_f_enoch\\bags\\data\\b_scba_01_co.paa\"];` |\n\nOther combinations are possible, but not all of them would be ideal in the real world:\n\n- CUR + Regulator Facepiece should work (though only the SCBA part contained within, not the PAPR).\n- SCBA + NATO APR should work, but is not intended.\n- NATO / CSAT APRs can of course be worn without any Backpack (filters attached).\n- The Regular Facepiece should not be worn without Backpack.\n- The CSAT APR does not need and was not designed to connect to the SCBA / CUR (As CSAT Combat Fatigue has already built-in \"air-conditioning\" units, and wearing both of Fatigue and APR is canonically CBRN-protected [Source](https://forums.bohemia.net/forums/topic/223445-contact-expansion-asset-feedback/?tab=comments#comment-3358042)).\n\n### Facewear Overlays\n\nThere are simply 2D IGUI overlays available for the various relevant Facewear items. You can show these by script:\n\n```sqf\n\"YourLayerName\" cutRsc [\"RscCBRN_APR\", \"PLAIN\", -1, false];        // overlay on\n\"YourLayerName\" cutText [\"\", \"PLAIN\"];                            // overlay off\n```\n\n| Item(s) | Preview | Class(es) | Overlay Class |\n|---|---|---|---|\n| - APR [NATO] |  | ```<br>G_AirPurifyingRespirator_01_F<br>G_AirPurifyingRespirator_01_nofilter_F (protected scope)<br>``` | `\"RscCBRN_APR\"` |\n| - APR (Black) [CSAT]<br>- APR (Olive) [CSAT]<br>- APR (Sand) [CSAT] |  | ```<br>G_AirPurifyingRespirator_02_black_F<br>G_AirPurifyingRespirator_02_olive_F<br>G_AirPurifyingRespirator_02_sand_F<br>``` | `\"RscCBRN_APR_02\"` |\n| - Regulator Facepiece |  | `G_RegulatorMask_F` | `\"RscCBRN_Regulator\"` |\n| ```<br>Blindfold (Black)<br>Blindfold (White)<br>``` |  | ```<br>G_Blindfold_01_black_F<br>G_Blindfold_01_white_F<br>``` | `\"RscBlindfold\"` |\n\n### Chemical Detector\n\nWhile ultimately not used in the Contact campaign, there is a Chemical Detector variant (uncovered - `ChemicalDetector_01_watch_F`) that can occupy the watch inventory slot, and use scripted hooks to display a threat value and time.\nWhen in the player's watch slot, the \"Show watch\" key (<kbd>O</kbd> by default) can be used to show or toggle it on-screen.\n\n```sqf\n\"YourLayerName\" cutRsc [\"RscWeaponChemicalDetector\", \"PLAIN\", 1, false];    // IGUI display on\n\"YourLayerName\" cutText [\"\", \"PLAIN\"];                                        // IGUI display off\n\n// fetching useful UI controls\nprivate _ui = uiNamespace getVariable \"RscWeaponChemicalDetector\";\nprivate _obj = _ui displayCtrl 101;\n\n_obj ctrlAnimateModel [\"Threat_Level_Source\", 0.5, true];                    // display a threat level (value between 0.00 and 9.99)\n_obj ctrlShow false;                                                        // hide the detector when desired\n```\n\n### Decon Showers\n\nThe regular and large Decon Showers have 3DEN attributes to control their initial state:\n\n- *Turn on sprinklers*: starting the VFX / SFX from the scenario start\n- *Disable user action*: removing the player ability to toggle the sprinklers during gameplay\n\nAlternatively there are the following scripts:\n\n```sqf\n[this, 1.5, 9] spawn BIN_fnc_deconShowerAnim;                                // start the regular Decon Shower (use these values)\n[this, 5.4, 4, 2, true] spawn BIN_fnc_deconShowerAnimLarge;                    // start the large Decon Shower (use these values)\n[this] call BIN_fnc_deconShowerAnimStop;                                    // stop either type of Decon Shower\n\nthis setVariable [\"BIN_deconshower_disableAction\", true];                    // disables the user actions on either type of Decon Shower\nprivate _state = _deconShower animationSourcePhase \"valve_source\";            // detecting whether either type of Decon Shower is on / off (1 / 0)\n```","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.94\n\nThere are no engine nor scripted features to simulate Chemical Biological Radiological Nuclear (CBRN) threats, contamination, or decontamination in Arma 3.\nHowever, the Arma 3 Contact expansion has added a range of gear and props to utilize in custom content as desired. This page documents a few scripted methods to set them up."},{"heading":"Hoses and Filters","level":3,"markdown":"There are several pieces of CBRN gear (especially Facewear and Backpacks) that require scripting to visually combine correctly.\nThese samples only set the initial state; they will not deal with inventory changes during gameplay.\nAt the moment there is no vanilla module to handle this automatically. However, there's quick function to set the hoses and filters to an unit.\n\n```sqf\n[unit] call BIN_fnc_CBRNHoseInit;\n```"},{"heading":"Combination Unit Respirator","level":4,"markdown":"```sqf\n// visibility of the common hose segment\n(backpackContainer this) setObjectTexture [1, \"a3\\supplies_f_enoch\\bags\\data\\b_cur_01_co.paa\"];        // show hose segment\n(backpackContainer this) setObjectTexture [1, \"\"];                                                    // hide hose segment\n\n// visibility of a hose segment intended for the NATO APR (recommended combination)\n(backpackContainer this) setObjectTexture [2, \"a3\\supplies_f_enoch\\bags\\data\\b_cur_01_co.paa\"];        // show\n(backpackContainer this) setObjectTexture [2, \"\"];                                                    // hide\nthis linkItem \"G_AirPurifyingRespirator_01_nofilter_F\"; // replacing a NATO APR with filter for a version without filter\n\n// visibility of a hose segment intended for the Regulator Facepiece\n(backpackContainer this) setObjectTexture [3, \"a3\\supplies_f_enoch\\bags\\data\\b_cur_01_co.paa\"];        // show\n(backpackContainer this) setObjectTexture [3, \"\"];                                                    // hide\n\n// showing an insignia on the CUR\n(backpackContainer this) setObjectTexture [4, \"\\A3\\ui_f\\data\\logos\\bi_white_ca.paa\"];     // replace the texture by any insignia texture path\n```"},{"heading":"Self-Contained Breathing Apparatus","level":4,"markdown":"```sqf\n// visibility of a hose segment intended for the Regulator Facepiece (recommended combination)\n(backpackContainer this) setObjectTexture [2, \"a3\\supplies_f_enoch\\bags\\data\\b_scba_01_co.paa\"];    // show hose segment\n(backpackContainer this) setObjectTexture [2, \"\"];                                                    // hide hose segment\n\n// visibility of a hose segment intended for the NATO APR\n(backpackContainer this) setObjectTexture [1, \"a3\\supplies_f_enoch\\bags\\data\\b_scba_01_co.paa\"];    // show\n(backpackContainer this) setObjectTexture [1, \"\"];                                                    // hide\n```"},{"heading":"Common Combinations","level":4,"markdown":"| Item(s) | Preview | Classes | Sample Code |\n|---|---|---|---|\n| - Combination Unit Respirator<br>- APR [NATO] |  | ```<br>B_CombinationUnitRespirator_01_F<br>G_AirPurifyingRespirator_01_F<br>``` | ```sqf<br>(backpackContainer this) setObjectTexture [1, \"a3\\supplies_f_enoch\\bags\\data\\b_cur_01_co.paa\"];<br>(backpackContainer this) setObjectTexture [2, \"a3\\supplies_f_enoch\\bags\\data\\b_cur_01_co.paa\"];<br>this linkItem \"G_AirPurifyingRespirator_01_nofilter_F\";<br>``` |\n| - Self-Contained Breathing Apparatus<br>- Regulator Facepiece |  | ```<br>B_SCBA_01_F<br>G_RegulatorMask_F<br>``` | `(backpackContainer this) setObjectTexture [2, \"a3\\supplies_f_enoch\\bags\\data\\b_scba_01_co.paa\"];` |\n\nOther combinations are possible, but not all of them would be ideal in the real world:\n\n- CUR + Regulator Facepiece should work (though only the SCBA part contained within, not the PAPR).\n- SCBA + NATO APR should work, but is not intended.\n- NATO / CSAT APRs can of course be worn without any Backpack (filters attached).\n- The Regular Facepiece should not be worn without Backpack.\n- The CSAT APR does not need and was not designed to connect to the SCBA / CUR (As CSAT Combat Fatigue has already built-in \"air-conditioning\" units, and wearing both of Fatigue and APR is canonically CBRN-protected [Source](https://forums.bohemia.net/forums/topic/223445-contact-expansion-asset-feedback/?tab=comments#comment-3358042))."},{"heading":"Facewear Overlays","level":3,"markdown":"There are simply 2D IGUI overlays available for the various relevant Facewear items. You can show these by script:\n\n```sqf\n\"YourLayerName\" cutRsc [\"RscCBRN_APR\", \"PLAIN\", -1, false];        // overlay on\n\"YourLayerName\" cutText [\"\", \"PLAIN\"];                            // overlay off\n```\n\n| Item(s) | Preview | Class(es) | Overlay Class |\n|---|---|---|---|\n| - APR [NATO] |  | ```<br>G_AirPurifyingRespirator_01_F<br>G_AirPurifyingRespirator_01_nofilter_F (protected scope)<br>``` | `\"RscCBRN_APR\"` |\n| - APR (Black) [CSAT]<br>- APR (Olive) [CSAT]<br>- APR (Sand) [CSAT] |  | ```<br>G_AirPurifyingRespirator_02_black_F<br>G_AirPurifyingRespirator_02_olive_F<br>G_AirPurifyingRespirator_02_sand_F<br>``` | `\"RscCBRN_APR_02\"` |\n| - Regulator Facepiece |  | `G_RegulatorMask_F` | `\"RscCBRN_Regulator\"` |\n| ```<br>Blindfold (Black)<br>Blindfold (White)<br>``` |  | ```<br>G_Blindfold_01_black_F<br>G_Blindfold_01_white_F<br>``` | `\"RscBlindfold\"` |"},{"heading":"Chemical Detector","level":3,"markdown":"While ultimately not used in the Contact campaign, there is a Chemical Detector variant (uncovered - `ChemicalDetector_01_watch_F`) that can occupy the watch inventory slot, and use scripted hooks to display a threat value and time.\nWhen in the player's watch slot, the \"Show watch\" key (<kbd>O</kbd> by default) can be used to show or toggle it on-screen.\n\n```sqf\n\"YourLayerName\" cutRsc [\"RscWeaponChemicalDetector\", \"PLAIN\", 1, false];    // IGUI display on\n\"YourLayerName\" cutText [\"\", \"PLAIN\"];                                        // IGUI display off\n\n// fetching useful UI controls\nprivate _ui = uiNamespace getVariable \"RscWeaponChemicalDetector\";\nprivate _obj = _ui displayCtrl 101;\n\n_obj ctrlAnimateModel [\"Threat_Level_Source\", 0.5, true];                    // display a threat level (value between 0.00 and 9.99)\n_obj ctrlShow false;                                                        // hide the detector when desired\n```"},{"heading":"Decon Showers","level":3,"markdown":"The regular and large Decon Showers have 3DEN attributes to control their initial state:\n\n- *Turn on sprinklers*: starting the VFX / SFX from the scenario start\n- *Disable user action*: removing the player ability to toggle the sprinklers during gameplay\n\nAlternatively there are the following scripts:\n\n```sqf\n[this, 1.5, 9] spawn BIN_fnc_deconShowerAnim;                                // start the regular Decon Shower (use these values)\n[this, 5.4, 4, 2, true] spawn BIN_fnc_deconShowerAnimLarge;                    // start the large Decon Shower (use these values)\n[this] call BIN_fnc_deconShowerAnimStop;                                    // stop either type of Decon Shower\n\nthis setVariable [\"BIN_deconshower_disableAction\", true];                    // disables the user actions on either type of Decon Shower\nprivate _state = _deconShower animationSourcePhase \"valve_source\";            // detecting whether either type of Decon Shower is on / off (1 / 0)\n```"}],"categories":["Arma 3: Editing","Introduced with Arma 3 version 1.94"],"groups":["General"]},{"name":"Arma 3: CfgBrains Config Reference","title":"Arma 3: CfgBrains Config Reference","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgBrains_Config_Reference","revid":373215,"updated":"2025-04-12T22:20:53Z","aliases":["Arma 3 CfgBrains Config Reference"],"markdown":"### Introduction\n\nCfgBrains allows to tweak some global AI behavior. Exposed and working are countermeasure reaction, suppression reaction and targeting capabilities.\n\n### Default exposed setup\n\n```cpp\nclass CfgBrains\n{\n    class DefaultSoldierBrain\n    {\n        class Components\n        {\n            class AIBrainAimingErrorComponent\n            {\n            };\n            class AIBrainCountermeasuresComponent\n            {\n                minReactionTime = 0.1;\n                maxReactionTime = 3;\n                randomReactionTimePercent = 0.3;\n                CMOnTargettedProbability = 0.5;\n            };\n            class AIBrainSuppressionComponent\n            {\n            };\n            class AIBrainTargetSelectorComponent // seems not implemented in 1.82\n            {\n            };\n        };\n    };\n    class DefaultCivilianBrain\n    {\n        class Components\n        {\n        };\n    };\n    class DefaultAnimalBrain\n    {\n        class Components\n        {\n        };\n    };\n};\n```\n\n### Available parameters\n\n```cpp\nclass AIBrainCountermeasuresComponent\n{\n    useSmokeGrenadeDelay = 20;\n    CMCheckDelay = 0.8;\n    suppressionThreshold = 0.8;\n    nonLeaderSmokeProbability = 0.1;\n    CMOnTargettedProbability =0.1;\n    suppressionTimerMax = 2;\n    minimalThrowDistance = 900;\n    minReactionTime = 0.1;\n    maxReactionTime = 3;\n    randomReactionTimePercent = 0.2;\n};\nclass AIBrainSuppressionComponent\n{\n    maxSuppression = 1;\n    worstDecreaseTime = 10;// in seconds for 0 skill\n    bestDecreaseTime = 1;// in seconds for 1 skill\n    SuppressionRange = 20;\n    CauseFireWeight = 0.5;\n    CauseHitWeight = 0.5;\n    CauseExplosionWeight = 0.5;\n    CauseBulletCloseWeight = 0.5;\n    SuppressionThreshold = 0.7;\n};\nclass AIBrainAimingErrorComponent\n{\n    maxAngularError = 0.1309;// half of the error cone in radians\n    maxAngularErrorTurrets = 0.0872;// half of the error cone in radians, used for turrets\n    worstDecreaseTime = 2;// how long (in seconds) it should take 0 skilled soldier to stabilize the aim completely\n    bestDecreaseTime = 0.2;// how long (in seconds) it should take 1 skilled soldier to stabilize the aim completely\n    lostTargetTimeMin = 0.5;// how soon after loosing sight of target, error starts to raise\n    lostTargetTimeMax = 3;// how long error is raising after loosing sight of target\n    shootingInfluence = 0.4;// importance of shooting in algorithm, multiplier\n    movingInfluence = 1;// importance of moving in algorithm, multiplier\n    turningInfluence = 1;// importance of turning in algorithm, multiplier\n    damageCoef = 10;// importance of damage of entity, multiplier\n    fatigueCoef = 10;// importance of fatigue of entity, multiplier\n    suppressionCoef = 0.5;// importance of suppression value, multiplier\n    lostTargetCoef = 3;// importance of loosing target event, multiplier\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"CfgBrains allows to tweak some global AI behavior. Exposed and working are countermeasure reaction, suppression reaction and targeting capabilities."},{"heading":"Default exposed setup","level":3,"markdown":"```cpp\nclass CfgBrains\n{\n    class DefaultSoldierBrain\n    {\n        class Components\n        {\n            class AIBrainAimingErrorComponent\n            {\n            };\n            class AIBrainCountermeasuresComponent\n            {\n                minReactionTime = 0.1;\n                maxReactionTime = 3;\n                randomReactionTimePercent = 0.3;\n                CMOnTargettedProbability = 0.5;\n            };\n            class AIBrainSuppressionComponent\n            {\n            };\n            class AIBrainTargetSelectorComponent // seems not implemented in 1.82\n            {\n            };\n        };\n    };\n    class DefaultCivilianBrain\n    {\n        class Components\n        {\n        };\n    };\n    class DefaultAnimalBrain\n    {\n        class Components\n        {\n        };\n    };\n};\n```"},{"heading":"Available parameters","level":3,"markdown":"```cpp\nclass AIBrainCountermeasuresComponent\n{\n    useSmokeGrenadeDelay = 20;\n    CMCheckDelay = 0.8;\n    suppressionThreshold = 0.8;\n    nonLeaderSmokeProbability = 0.1;\n    CMOnTargettedProbability =0.1;\n    suppressionTimerMax = 2;\n    minimalThrowDistance = 900;\n    minReactionTime = 0.1;\n    maxReactionTime = 3;\n    randomReactionTimePercent = 0.2;\n};\nclass AIBrainSuppressionComponent\n{\n    maxSuppression = 1;\n    worstDecreaseTime = 10;// in seconds for 0 skill\n    bestDecreaseTime = 1;// in seconds for 1 skill\n    SuppressionRange = 20;\n    CauseFireWeight = 0.5;\n    CauseHitWeight = 0.5;\n    CauseExplosionWeight = 0.5;\n    CauseBulletCloseWeight = 0.5;\n    SuppressionThreshold = 0.7;\n};\nclass AIBrainAimingErrorComponent\n{\n    maxAngularError = 0.1309;// half of the error cone in radians\n    maxAngularErrorTurrets = 0.0872;// half of the error cone in radians, used for turrets\n    worstDecreaseTime = 2;// how long (in seconds) it should take 0 skilled soldier to stabilize the aim completely\n    bestDecreaseTime = 0.2;// how long (in seconds) it should take 1 skilled soldier to stabilize the aim completely\n    lostTargetTimeMin = 0.5;// how soon after loosing sight of target, error starts to raise\n    lostTargetTimeMax = 3;// how long error is raising after loosing sight of target\n    shootingInfluence = 0.4;// importance of shooting in algorithm, multiplier\n    movingInfluence = 1;// importance of moving in algorithm, multiplier\n    turningInfluence = 1;// importance of turning in algorithm, multiplier\n    damageCoef = 10;// importance of damage of entity, multiplier\n    fatigueCoef = 10;// importance of fatigue of entity, multiplier\n    suppressionCoef = 0.5;// importance of suppression value, multiplier\n    lostTargetCoef = 3;// importance of loosing target event, multiplier\n};\n```"}],"categories":["AI","Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: CfgBreathing","title":"Arma 3: CfgBreathing","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgBreathing","revid":373254,"updated":"2025-04-12T22:28:09Z","aliases":["CfgBreathing Config Reference"],"markdown":"### Introduction\n\nSee CfgVehicles Config Reference Introduction\n\n### Alphabetical Order\n\n#### C\n\n##### coefSpeed\n\nFloat\n\n```cpp\ncoefSpeed = 10;\n```\n\n#### I\n\n##### inhaleDuration\n\nFloat\n\n```cpp\ninhaleDuration = 1.5;\n```\n\n#### M\n\n##### maxHoldTime\n\nFloat\n\n```cpp\nmaxHoldTime = 8;\n```\n\n#### O\n\n##### outOfBreathCoef\n\nFloat\n\n```cpp\noutOfBreathCoef = 5;\n```","sections":[{"heading":"Introduction","level":3,"markdown":"See CfgVehicles Config Reference Introduction"},{"heading":"Alphabetical Order","level":3,"markdown":""},{"heading":"C","level":4,"markdown":""},{"heading":"coefSpeed","level":5,"markdown":"Float\n\n```cpp\ncoefSpeed = 10;\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"inhaleDuration","level":5,"markdown":"Float\n\n```cpp\ninhaleDuration = 1.5;\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"maxHoldTime","level":5,"markdown":"Float\n\n```cpp\nmaxHoldTime = 8;\n```"},{"heading":"O","level":4,"markdown":""},{"heading":"outOfBreathCoef","level":5,"markdown":"Float\n\n```cpp\noutOfBreathCoef = 5;\n```"}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: CfgDisabledCommands","title":"Arma 3: CfgDisabledCommands","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgDisabledCommands","revid":378044,"updated":"2026-01-27T20:21:42Z","aliases":["Arma 3 CfgDisabledCommands","CfgDisabledCommands"],"markdown":"Arma 3 v1.66 The **CfgDisabledCommands** is a Description.ext class which allows to disable selected scripting commands in a mission.\n\n> [!IMPORTANT]\n> It is a powerful tool and can **make or break** your game, since some of the default in-game mechanics also uses scripting.\n> The use of CfgDisabledCommands feature requires advanced knowledge of scripting and should not be attempted unless the mission maker is confident in his abilities and is aware of potential dangers.\n\n### Motivation\n\nThis powerful feature was developed in an attempt to give mission maker a tool, which allows him to increase security of multiplayer missions against possible hacking and exploits.\nMany mission makers choose to move important code to server side, however some script commands left on client side may prove it difficult to achieve desired security goal.\nDisabling them altogether while mission is running could be the answer to some of the common issues.\n\n### Mechanics\n\nCommands listed in `CfgDisabledCommands` are disabled on mission start.\nThis means that they are fully available in pre-init phase, therefore allowing mission maker to initialise the mission properly.\nCommands could be disabled on server, clients and HCs separately, giving even more flexibility to mission maker.\n\n> [!NOTE]\n> If the command is disabled on client:\n>\n> - **In singleplayer:** using `Local Exec` in debug console throws a `Generic error in expression`.\n> - **In multiplayer:** if the command is remote executed from the server (or a headless client), the command executes normally. Using `Local Exec` makes the command run normally, since it uses remoteExec to call the script.\n\nAny attempt of using disabled command after mission start will result in error message in .rpt file, while command itself will be ignored as if it didn't exist.\nThe disabling is final and cannot be overridden during mission.\nSome commands have alternative syntaxes, therefore in order to disable command, the desired syntax has to be indicated (about this later).\n\n> [!IMPORTANT]\n> `CfgDisabledCommands` impacts both Singleplayer **and** Multiplayer. In Singleplayer, the **client** setting is used.\n\n### Indication\n\nIf the mission config contains `CfgDisabledCommands` class and it is not empty, the warning icon will be shown on the title bar of the debug console:\n\n### Structure\n\nHere is an example config, which disables createUnit, the one with remote exec ability, and createVehicleLocal on clients:\n\n```cpp\nclass CfgDisabledCommands\n{\n    class CREATEUNIT\n    {\n        class SYNTAX1\n        {\n            targets[] = { 1, 0, 1 };\n            args[] = { { \"STRING\" }, { \"ARRAY\" } };\n        };\n    };\n\n    class CREATEVEHICLELOCAL\n    {\n        class SYNTAX1\n        {\n            targets[] = { 1, 0, 1 };\n            args[] = { { \"STRING\" }, { \"ARRAY\" } };\n        };\n    };\n};\n```\n\nAs you can see, the structure consists of definition of commands (CREATEUNIT, CREATEVEHICLELOCAL), definition of syntax (args[]) and target locality (targets[]):\n\n- **targets[]** - the format is `{ enableServer, enableClient ,enableHC }`. 1 means enable, 0 means disable. From the above example `targets[] = { 1, 0, 1 };` means: enable server, disable client, enable HC.\n- **args[]** - (Optional) the format is **{{leftArgumentType},{rightArgumentType}}**. The information about argument types could be retrieved with supportInfo command.\n\n#### CfgDisabledCommands Utility (Arma 3 v1.68)\n\nCfgDisabledCommand Utility can be used to generate CfgDisabledCommands template.\nIn order to do so, open debug console and type `utils 1` then click on LOCAL EXEC:\n\n### Selecting Correct Syntax\n\nWhile createVehicleLocal has only 1 syntax, createUnit has 2 syntaxes:\n\n```cpp\n// ...\nclass CREATEUNIT\n{\n    class SYNTAX1\n    {\n        targets[] = { 1, 1, 1 };\n        args[] = { { \"STRING\" }, { \"ARRAY\" } };\n    };\n\n    class SYNTAX2\n    {\n        targets[] = { 1, 1, 1 };\n        args[] = { { \"GROUP\" }, { \"ARRAY\" } };\n    };\n};\n// ...\n```\n\nFrom the createUnit command page it is obvious that `args[] = { { \"STRING\" }, { \"ARRAY\" } };` is the syntax we want to keep as it is the syntax we want to disable since it allows for passed code to be remote executed everywhere, and thus presenting a security issue, so we leave it and delete the other syntax which is harmless in comparison.\nFor other commands also refer to the respectful command pages. For example, setViewDistance:\n\n```cpp\nclass CfgDisabledCommands\n{\n    class SETVIEWDISTANCE\n    {\n        class SYNTAX1\n        {\n            targets[] = { 1, 1, 1 };\n            args[] = { {}, { \"SCALAR\" } };\n        };\n    };\n};\n```\n\nNote that the command doesn't have left argument, so it is simply replaced with `{}`.\nAfter the correct syntax is selected and other syntaxes are removed, the targets could be configured according to mission design (by default enabled everywhere).\n\nIf a command doesn't have left arguments, or right arguments the correct syntax is:\n\n```cpp\nclass CfgDisabledCommands\n{\n    class ALLPLAYERS\n    {\n        targets[] = { 1, 1, 1 };\n    };\n};\n```\n\n### Reminder\n\nOnce again, consider carefully what commands you want to disable and verify that disabling is not interfering with default functionality of the game.\nDon't forget to check .rpt file to avoid any confusion in the future.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.66 The **CfgDisabledCommands** is a Description.ext class which allows to disable selected scripting commands in a mission.\n\n> [!IMPORTANT]\n> It is a powerful tool and can **make or break** your game, since some of the default in-game mechanics also uses scripting.\n> The use of CfgDisabledCommands feature requires advanced knowledge of scripting and should not be attempted unless the mission maker is confident in his abilities and is aware of potential dangers."},{"heading":"Motivation","level":3,"markdown":"This powerful feature was developed in an attempt to give mission maker a tool, which allows him to increase security of multiplayer missions against possible hacking and exploits.\nMany mission makers choose to move important code to server side, however some script commands left on client side may prove it difficult to achieve desired security goal.\nDisabling them altogether while mission is running could be the answer to some of the common issues."},{"heading":"Mechanics","level":3,"markdown":"Commands listed in `CfgDisabledCommands` are disabled on mission start.\nThis means that they are fully available in pre-init phase, therefore allowing mission maker to initialise the mission properly.\nCommands could be disabled on server, clients and HCs separately, giving even more flexibility to mission maker.\n\n> [!NOTE]\n> If the command is disabled on client:\n>\n> - **In singleplayer:** using `Local Exec` in debug console throws a `Generic error in expression`.\n> - **In multiplayer:** if the command is remote executed from the server (or a headless client), the command executes normally. Using `Local Exec` makes the command run normally, since it uses remoteExec to call the script.\n\nAny attempt of using disabled command after mission start will result in error message in .rpt file, while command itself will be ignored as if it didn't exist.\nThe disabling is final and cannot be overridden during mission.\nSome commands have alternative syntaxes, therefore in order to disable command, the desired syntax has to be indicated (about this later).\n\n> [!IMPORTANT]\n> `CfgDisabledCommands` impacts both Singleplayer **and** Multiplayer. In Singleplayer, the **client** setting is used."},{"heading":"Indication","level":3,"markdown":"If the mission config contains `CfgDisabledCommands` class and it is not empty, the warning icon will be shown on the title bar of the debug console:"},{"heading":"Structure","level":3,"markdown":"Here is an example config, which disables createUnit, the one with remote exec ability, and createVehicleLocal on clients:\n\n```cpp\nclass CfgDisabledCommands\n{\n    class CREATEUNIT\n    {\n        class SYNTAX1\n        {\n            targets[] = { 1, 0, 1 };\n            args[] = { { \"STRING\" }, { \"ARRAY\" } };\n        };\n    };\n\n    class CREATEVEHICLELOCAL\n    {\n        class SYNTAX1\n        {\n            targets[] = { 1, 0, 1 };\n            args[] = { { \"STRING\" }, { \"ARRAY\" } };\n        };\n    };\n};\n```\n\nAs you can see, the structure consists of definition of commands (CREATEUNIT, CREATEVEHICLELOCAL), definition of syntax (args[]) and target locality (targets[]):\n\n- **targets[]** - the format is `{ enableServer, enableClient ,enableHC }`. 1 means enable, 0 means disable. From the above example `targets[] = { 1, 0, 1 };` means: enable server, disable client, enable HC.\n- **args[]** - (Optional) the format is **{{leftArgumentType},{rightArgumentType}}**. The information about argument types could be retrieved with supportInfo command."},{"heading":"CfgDisabledCommands Utility (Arma 3 v1.68)","level":4,"markdown":"CfgDisabledCommand Utility can be used to generate CfgDisabledCommands template.\nIn order to do so, open debug console and type `utils 1` then click on LOCAL EXEC:"},{"heading":"Selecting Correct Syntax","level":3,"markdown":"While createVehicleLocal has only 1 syntax, createUnit has 2 syntaxes:\n\n```cpp\n// ...\nclass CREATEUNIT\n{\n    class SYNTAX1\n    {\n        targets[] = { 1, 1, 1 };\n        args[] = { { \"STRING\" }, { \"ARRAY\" } };\n    };\n\n    class SYNTAX2\n    {\n        targets[] = { 1, 1, 1 };\n        args[] = { { \"GROUP\" }, { \"ARRAY\" } };\n    };\n};\n// ...\n```\n\nFrom the createUnit command page it is obvious that `args[] = { { \"STRING\" }, { \"ARRAY\" } };` is the syntax we want to keep as it is the syntax we want to disable since it allows for passed code to be remote executed everywhere, and thus presenting a security issue, so we leave it and delete the other syntax which is harmless in comparison.\nFor other commands also refer to the respectful command pages. For example, setViewDistance:\n\n```cpp\nclass CfgDisabledCommands\n{\n    class SETVIEWDISTANCE\n    {\n        class SYNTAX1\n        {\n            targets[] = { 1, 1, 1 };\n            args[] = { {}, { \"SCALAR\" } };\n        };\n    };\n};\n```\n\nNote that the command doesn't have left argument, so it is simply replaced with `{}`.\nAfter the correct syntax is selected and other syntaxes are removed, the targets could be configured according to mission design (by default enabled everywhere).\n\nIf a command doesn't have left arguments, or right arguments the correct syntax is:\n\n```cpp\nclass CfgDisabledCommands\n{\n    class ALLPLAYERS\n    {\n        targets[] = { 1, 1, 1 };\n    };\n};\n```"},{"heading":"Reminder","level":3,"markdown":"Once again, consider carefully what commands you want to disable and verify that disabling is not interfering with default functionality of the game.\nDon't forget to check .rpt file to avoid any confusion in the future."}],"categories":["Arma 3: Remote Execution","Introduced with Arma 3 version 1.66"],"groups":["Configuration"]},{"name":"Arma 3: CfgFatigue","title":"Arma 3: CfgFatigue","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgFatigue","revid":373255,"updated":"2025-04-12T22:28:08Z","aliases":["Arma 3 CfgFatigue","CfgFatigue Config Reference"],"markdown":"### Introduction\n\nSee CfgVehicles Config Reference Introduction\n\n> [!NOTE]\n> This config class is no longer in use. It was replaced by Arma 3: CfgMovesFatigue after the introduction of the new Stamina System.\n\n### Alphabetical Order\n\n#### F\n\n##### FrequencyMax\n\nFloat\n\n```cpp\nFrequencyMax = 1;  //max frequency of breathing during fatigue\n```\n\n##### FrequencyMin\n\nFloat\n\n```cpp\nFrequencyMin = 0.2; //min frequency of breathing during fatigue\n```\n\n#### M\n\n##### MaxDuty\n\nFloat\n\n```cpp\nMaxDuty = 10;\n```\n\n##### MinValue1\n\nFloat\n\n```cpp\nMinValue1 = 0.2;  //1-param for mapping\n```\n\n##### MinValue2\n\nFloat\n\n```cpp\nMinValue2 = 0.8; //2-param for mapping\n```\n\n#### N\n\n##### NormalRunSpeed\n\nFloat\n\n```cpp\nNormalRunSpeed = 7.2; //normal speed of run\n```\n\n#### T\n\n##### TiredRunSpeedLimit\n\nFloat\n\n```cpp\nTiredRunSpeedLimit = 0.6; //tired speed of run limit\n```\n\n##### TotalLoadCoef\n\nFloat\n\n```cpp\nTotalLoadCoef = 5; //coeficient for total load\n```\n\n#### Location\n\n##### Arma 3\n\n*%Arma 3 Root Folder%*/Dta/bin.pbo/bin/config.cpp (note that **TotalLoadCoef** is overwritten from another config elsewhere)","sections":[{"heading":"Introduction","level":3,"markdown":"See CfgVehicles Config Reference Introduction\n\n> [!NOTE]\n> This config class is no longer in use. It was replaced by Arma 3: CfgMovesFatigue after the introduction of the new Stamina System."},{"heading":"Alphabetical Order","level":3,"markdown":""},{"heading":"F","level":4,"markdown":""},{"heading":"FrequencyMax","level":5,"markdown":"Float\n\n```cpp\nFrequencyMax = 1;  //max frequency of breathing during fatigue\n```"},{"heading":"FrequencyMin","level":5,"markdown":"Float\n\n```cpp\nFrequencyMin = 0.2; //min frequency of breathing during fatigue\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"MaxDuty","level":5,"markdown":"Float\n\n```cpp\nMaxDuty = 10;\n```"},{"heading":"MinValue1","level":5,"markdown":"Float\n\n```cpp\nMinValue1 = 0.2;  //1-param for mapping\n```"},{"heading":"MinValue2","level":5,"markdown":"Float\n\n```cpp\nMinValue2 = 0.8; //2-param for mapping\n```"},{"heading":"N","level":4,"markdown":""},{"heading":"NormalRunSpeed","level":5,"markdown":"Float\n\n```cpp\nNormalRunSpeed = 7.2; //normal speed of run\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"TiredRunSpeedLimit","level":5,"markdown":"Float\n\n```cpp\nTiredRunSpeedLimit = 0.6; //tired speed of run limit\n```"},{"heading":"TotalLoadCoef","level":5,"markdown":"Float\n\n```cpp\nTotalLoadCoef = 5; //coeficient for total load\n```"},{"heading":"Location","level":4,"markdown":""},{"heading":"Arma 3","level":5,"markdown":"*%Arma 3 Root Folder%*/Dta/bin.pbo/bin/config.cpp (note that **TotalLoadCoef** is overwritten from another config elsewhere)"}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: CfgFunctions","title":"Arma 3: CfgFunctions","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgFunctions","revid":330467,"updated":"2022-09-18T00:10:14Z","aliases":["Arma 3 CfgFunctions"],"markdown":"> [!NOTE]\n> See also:\n>\n> - Arma 3: Functions Library\n> - Arma 3: Functions\n\nLast updated: Arma 3 v2.10\n\n| Group | Category | Functions |\n|---|---|---|\n| A3 | Actions | BIS_fnc_packStaticWeapon<br>BIS_fnc_unpackStaticWeapon |\n| A3 | Ambient | BIS_fnc_ambientFlyby<br>BIS_fnc_ambientAnim<br>BIS_fnc_ambientAnimCombat<br>BIS_fnc_ambientAnimGetParams<br>BIS_fnc_animalBehaviour<br>BIS_fnc_animalRandomization<br>BIS_fnc_ambientAnim__playAnim<br>BIS_fnc_ambientAnim__terminate |\n| A3 | Arrays | BIS_fnc_sortBy<br>BIS_fnc_arrayShuffle<br>BIS_fnc_updatePlayerArray<br>BIS_fnc_consolidateArray<br>BIS_fnc_findInPairs<br>BIS_fnc_getFromPairs<br>BIS_fnc_addToPairs<br>BIS_fnc_removeFromPairs<br>BIS_fnc_setToPairs<br>BIS_fnc_sortAlphabetically<br>BIS_fnc_findAllNestedElements<br>BIS_fnc_priorityQueue_Init<br>BIS_fnc_priorityQueue_PushItem<br>BIS_fnc_priorityQueue_PopItem<br>BIS_fnc_priorityQueue_IsEmpty<br>BIS_fnc_priorityQueue_IsFull<br>BIS_fnc_priorityQueue_GetHighestPriority<br>BIS_fnc_priorityQueue_GetLowestPriority |\n| A3 | Bitwise | BIS_fnc_bitwiseAND<br>BIS_fnc_bitwiseOR<br>BIS_fnc_bitwiseXOR<br>BIS_fnc_bitwiseNOT<br>BIS_fnc_bitflagsSet<br>BIS_fnc_bitflagsUnset<br>BIS_fnc_bitflagsFlip<br>BIS_fnc_bitflagsCheck<br>BIS_fnc_bitflagsToArray |\n| A3 | Briefing | BIS_fnc_briefingAnimate<br>BIS_fnc_briefingInit |\n| A3 | Combat | BIS_fnc_enemyTargets<br>BIS_fnc_enemyDetected<br>BIS_fnc_fireSupport<br>BIS_fnc_fireSupportCluster<br>BIS_fnc_fireSupportVirtual<br>BIS_fnc_stalk |\n| A3 | Configs | BIS_fnc_configPath<br>BIS_fnc_subClasses<br>BIS_fnc_uniqueClasses<br>BIS_fnc_loadClass<br>BIS_fnc_loadEntry<br>BIS_fnc_unitAddon<br>BIS_fnc_weaponAddon<br>BIS_fnc_returnChildren<br>BIS_fnc_configExtremes<br>BIS_fnc_weaponsEntityType<br>BIS_fnc_magazinesEntityType<br>BIS_fnc_getCfg<br>BIS_fnc_getCfgIsClass<br>BIS_fnc_getCfgSubClasses<br>BIS_fnc_getCfgDataArray<br>BIS_fnc_getCfgDataObject<br>BIS_fnc_getCfgDataBool<br>BIS_fnc_getCfgData<br>BIS_fnc_getCfgDataPool |\n| A3 | DateTime | BIS_fnc_calculateDateTime<br>BIS_fnc_compareDateTimes<br>BIS_fnc_isDateTimeNewer |\n| A3 | Debug | BIS_fnc_debugProfile<br>BIS_fnc_functionMeta<br>BIS_fnc_camera<br>BIS_fnc_cameraOld<br>BIS_fnc_isDemo<br>BIS_fnc_animViewer<br>BIS_fnc_logFormat<br>BIS_fnc_logFormatServer<br>BIS_fnc_preload<br>BIS_fnc_errorParamsType<br>BIS_fnc_isDebugConsoleAllowed<br>BIS_fnc_debugConsoleExec<br>BIS_fnc_camera_showPositions |\n| A3 | Diagnostic | BIS_fnc_diagAAR<br>BIS_fnc_diagAARrecord<br>BIS_fnc_diagHit<br>BIS_fnc_diagKey<br>BIS_fnc_diagRadio<br>BIS_fnc_diagMissionWeapons<br>BIS_fnc_diagMissionPositions<br>BIS_fnc_diagPreview<br>BIS_fnc_diagPreviewVehicleCrew<br>BIS_fnc_diagPreviewCycle<br>BIS_fnc_diagKeyLayout<br>BIS_fnc_diagKeyTest<br>BIS_fnc_diagWiki<br>BIS_fnc_diagVehicleIcons<br>BIS_fnc_diagConfig<br>BIS_fnc_diagLoop<br>BIS_fnc_locWeaponInfo<br>BIS_fnc_diagKnownTargets<br>BIS_fnc_diagKnownAsTarget<br>BIS_fnc_diagBulletCam<br>BIS_fnc_diagMacros<br>BIS_fnc_diagMacrosVerify<br>BIS_fnc_diagMacrosMapSize<br>BIS_fnc_diagMacrosNameSound<br>BIS_fnc_diagMacrosSimpleObject<br>BIS_fnc_diagMacrosAuthor<br>BIS_fnc_diagMacrosEditorPreview<br>BIS_fnc_diagFindMissingAuthors<br>BIS_fnc_diagObjectPerformance<br>BIS_fnc_exportGroupFormations<br>BIS_fnc_exportCfgVehicles<br>BIS_fnc_exportCfgVehiclesAssetDB<br>BIS_fnc_exportCfgWeapons<br>BIS_fnc_exportCfgMagazines<br>BIS_fnc_exportCfgPatches<br>BIS_fnc_exportCfgHints<br>BIS_fnc_exportEditorPreviews<br>BIS_fnc_exportConfigHierarchy<br>BIS_fnc_importImageLinks<br>BIS_fnc_exportFunctionsToWiki<br>BIS_fnc_diagJIRAlink |\n| A3 | Effects | BIS_fnc_effectFired<br>BIS_fnc_effectKilled<br>BIS_fnc_effectPlankton<br>BIS_fnc_effectFiredLongSmoke<br>BIS_fnc_effectFiredRifle<br>BIS_fnc_effectFiredArtillery<br>BIS_fnc_effectFiredRocket<br>BIS_fnc_effectFiredCruiseMissile<br>BIS_fnc_effectFiredSmokeLauncher<br>BIS_fnc_effectFiredSmokeLauncher_boat<br>BIS_fnc_effectFiredFlares<br>BIS_fnc_effectFiredHeliRocket<br>BIS_fnc_effectKilledAirDestruction<br>BIS_fnc_effectKilledAirDestructionStage2<br>BIS_fnc_effectKilledSecondaries |\n| A3 | Environment | BIS_fnc_setPPeffectTemplate<br>BIS_fnc_initWorldScene<br>BIS_fnc_setRain |\n| A3 | Feedback | BIS_fnc_feedbackMain<br>BIS_fnc_bloodEffect<br>BIS_fnc_damageChanged<br>BIS_fnc_damagePulsing<br>BIS_fnc_dirtEffect<br>BIS_fnc_fatigueEffect<br>BIS_fnc_feedbackInit<br>BIS_fnc_flamesEffect<br>BIS_fnc_healing<br>BIS_fnc_incapacitatedEffect<br>BIS_fnc_indicateBleeding<br>BIS_fnc_radialRed<br>BIS_fnc_radialRedOut |\n| A3 | Geometry | BIS_fnc_relScaledDist<br>BIS_fnc_terrainGradAngle |\n| A3 | GUI | BIS_fnc_groupIndicator<br>BIS_fnc_rscLayer<br>BIS_fnc_guiEffectTiles<br>BIS_fnc_cinemaBorder<br>BIS_fnc_textTiles<br>BIS_fnc_titlecard<br>BIS_fnc_liveFeed<br>BIS_fnc_liveFeedEffects<br>BIS_fnc_liveFeedSetSource<br>BIS_fnc_liveFeedSetTarget<br>BIS_fnc_liveFeedTerminate<br>BIS_fnc_establishingShot<br>BIS_fnc_showNotification<br>BIS_fnc_ctrlFitToTextHeight<br>BIS_fnc_setIDCStreamFriendly<br>BIS_fnc_typeText<br>BIS_fnc_typeText2<br>BIS_fnc_ctrlSetScale<br>BIS_fnc_credits_movie<br>BIS_fnc_credits_movieConfig<br>BIS_fnc_credits_movieSupport<br>BIS_fnc_showUnitInfo<br>BIS_fnc_toUpperDisplayTexts<br>BIS_fnc_createLogRecord<br>BIS_fnc_showMissionStatus<br>BIS_fnc_setMissionStatusSlot<br>BIS_fnc_openFieldManual<br>BIS_fnc_initDisplay<br>BIS_fnc_controlConfigs<br>BIS_fnc_showWelcomeScreen<br>BIS_fnc_versionInfo<br>BIS_fnc_exportGUIBaseClasses<br>BIS_fnc_customGPS_Spawn |\n| A3 | Hints | BIS_fnc_advHint<br>BIS_fnc_advHintArg<br>BIS_fnc_advHintCall<br>BIS_fnc_advHintCredits<br>BIS_fnc_advHintFormat |\n| A3 | HoldActions | BIS_fnc_holdActionAdd<br>BIS_fnc_holdActionRemove<br>BIS_fnc_holdAction_showIcon<br>BIS_fnc_holdAction_animationTimerCode |\n| A3 | Inventory | BIS_fnc_addWeapon<br>BIS_fnc_itemType<br>BIS_fnc_basicBackpack<br>BIS_fnc_loadInventory<br>BIS_fnc_unitHeadgear<br>BIS_fnc_isThrowable<br>BIS_fnc_limitAmmunition<br>BIS_fnc_limitItems<br>BIS_fnc_limitWeaponItems<br>BIS_fnc_hasItem<br>BIS_fnc_inventoryExists |\n| A3 | Map | BIS_fnc_markWaypoints<br>BIS_fnc_mapSize<br>BIS_fnc_mapGridSize<br>BIS_fnc_markerToTrigger<br>BIS_fnc_triggerToMarker<br>BIS_fnc_exportMapToBiTXT<br>BIS_fnc_drawArrow<br>BIS_fnc_markerToString<br>BIS_fnc_stringToMarker<br>BIS_fnc_stringToMarkerLocal |\n| A3 | Missions | BIS_fnc_basicTask<br>BIS_fnc_missionTasks<br>BIS_fnc_missionTasksLocal<br>BIS_fnc_missionConversations<br>BIS_fnc_missionConversationsLocal<br>BIS_fnc_missionFlow<br>BIS_fnc_isCampaign<br>BIS_fnc_missionHandlers<br>BIS_fnc_trackMissionTime<br>BIS_fnc_forceEnd |\n| A3 | Misc | BIS_fnc_fadeEffect<br>BIS_fnc_findOverwatch<br>BIS_fnc_onDiaryChanged<br>BIS_fnc_colorRGBAtoHTML<br>BIS_fnc_rankParams<br>BIS_fnc_colorRGBAtoTexture<br>BIS_fnc_healthEffects<br>BIS_fnc_textureMarker<br>BIS_fnc_textureVehicleIcon<br>BIS_fnc_localize<br>BIS_fnc_colorConfigToRGBA<br>BIS_fnc_keyCode<br>BIS_fnc_addScriptedEventHandler<br>BIS_fnc_removeScriptedEventHandler<br>BIS_fnc_removeAllScriptedEventHandlers<br>BIS_fnc_callScriptedEventHandler<br>BIS_fnc_startLoadingScreen<br>BIS_fnc_endLoadingScreen<br>BIS_fnc_progressLoadingScreen<br>BIS_fnc_groupVehicles<br>BIS_fnc_nearestRoad<br>BIS_fnc_addCommMenuItem<br>BIS_fnc_removeCommMenuItem<br>BIS_fnc_refreshCommMenu<br>BIS_fnc_interpolateWeather<br>BIS_fnc_weaponComponents<br>BIS_fnc_jukebox<br>BIS_fnc_loop<br>BIS_fnc_runLater<br>BIS_fnc_fixDate<br>BIS_fnc_isLeapYear<br>BIS_fnc_monthDays<br>BIS_fnc_disableLoading<br>BIS_fnc_gridToPos<br>BIS_fnc_encodeFlags<br>BIS_fnc_decodeFlags<br>BIS_fnc_encodeFlags2<br>BIS_fnc_decodeFlags2<br>BIS_fnc_encodeFlags4<br>BIS_fnc_decodeFlags4<br>BIS_fnc_encodeFlags8<br>BIS_fnc_decodeFlags8<br>BIS_fnc_deleteCounter<br>BIS_fnc_sunriseSunsetTime<br>BIS_fnc_getArea<br>BIS_fnc_animateFlag<br>BIS_fnc_fire<br>BIS_fnc_checkAITasks<br>BIS_fnc_halo_keydown<br>BIS_fnc_healtEffects_init<br>BIS_fnc_healthEffects_handleDamage_code |\n| A3 | Modules | BIS_fnc_initModules<br>BIS_fnc_moduleInit<br>BIS_fnc_moduleHandle<br>BIS_fnc_moduleModules<br>BIS_fnc_moduleTriggers<br>BIS_fnc_moduleUnits<br>BIS_fnc_moduleExecute |\n| A3 | MP | BIS_fnc_initMultiplayer<br>BIS_fnc_call<br>BIS_fnc_spawn<br>BIS_fnc_execFSM<br>BIS_fnc_execVM<br>BIS_fnc_execRemote<br>BIS_fnc_addScore<br>BIS_fnc_setRespawnDelay<br>BIS_fnc_onPlayerConnected<br>BIS_fnc_initPlayable<br>BIS_fnc_missionTimeLeft<br>BIS_fnc_deleteVehicleCrew<br>BIS_fnc_admin<br>BIS_fnc_spawnOrdered |\n| A3 | Network | BIS_fnc_netId<br>BIS_fnc_groupFromNetId<br>BIS_fnc_objectFromNetId |\n| A3 | Numbers | BIS_fnc_countdown<br>BIS_fnc_parseNumberSafe |\n| A3 | Strings | BIS_fnc_filterString<br>BIS_fnc_inString<br>BIS_fnc_ordinalNumber<br>BIS_fnc_romanNumeral<br>BIS_fnc_phoneticalWord<br>BIS_fnc_teamColor<br>BIS_fnc_alignTabs<br>BIS_fnc_splitString<br>BIS_fnc_trimString |\n| A3 | Supports | BIS_fnc_addSupportLink<br>BIS_fnc_changeSupportRadioChannel<br>BIS_fnc_limitSupport<br>BIS_fnc_removeSupportLink |\n| A3 | Objects | BIS_fnc_getTurrets<br>BIS_fnc_objectVar<br>BIS_fnc_allSynchronizedObjects<br>BIS_fnc_setRank<br>BIS_fnc_spawnObjects<br>BIS_fnc_objectHeight<br>BIS_fnc_objectType<br>BIS_fnc_crewCount<br>BIS_fnc_setIdentity<br>BIS_fnc_setObjectRotation<br>BIS_fnc_cargoTurretIndex<br>BIS_fnc_switchLamp<br>BIS_fnc_attachToRelative<br>BIS_fnc_setHitPointDamage<br>BIS_fnc_allTurrets<br>BIS_fnc_synchronizedObjectsQueue<br>BIS_fnc_turretConfig<br>BIS_fnc_vehicleCrewTurrets |\n| A3 | SimpleObjects | BIS_fnc_createSimpleObject<br>BIS_fnc_adjustSimpleObject<br>BIS_fnc_simpleObjectData<br>BIS_fnc_replaceWithSimpleObject |\n| A3 | OO | BIS_fnc_addClassOO<br>BIS_fnc_createObjectOO<br>BIS_fnc_validateParametersOO |\n| A3 | Params | BIS_fnc_storeParamsValues<br>BIS_fnc_initParams<br>BIS_fnc_getParamValue<br>BIS_fnc_paramDaytime<br>BIS_fnc_paramWeather<br>BIS_fnc_paramCountdown<br>BIS_fnc_paramRespawnTickets<br>BIS_fnc_paramGuerFriendly<br>BIS_fnc_paramReviveUnconsciousStateMode<br>BIS_fnc_paramReviveMode<br>BIS_fnc_paramReviveDuration<br>BIS_fnc_paramReviveRequiredTrait<br>BIS_fnc_paramReviveRequiredItems<br>BIS_fnc_paramReviveMedicSpeedMultiplier<br>BIS_fnc_paramReviveBleedOutDuration<br>BIS_fnc_paramReviveForceRespawnDuration<br>BIS_fnc_paramTimeAcceleration |\n| A3 | Strategic | BIS_fnc_ORBATOpen<br>BIS_fnc_ORBATAnimate<br>BIS_fnc_ORBATTooltip<br>BIS_fnc_ORBATSetGroupFade<br>BIS_fnc_ORBATSetGroupParams<br>BIS_fnc_ORBATGetGroupParams<br>BIS_fnc_ORBATAddGroupOverlay<br>BIS_fnc_ORBATRemoveGroupOverlay<br>BIS_fnc_ORBATConfigPreview<br>BIS_fnc_StrategicMapOpen<br>BIS_fnc_StrategicMapAnimate<br>BIS_fnc_StrategicMapMouseButtonClick<br>BIS_fnc_setUnitInsignia<br>BIS_fnc_getUnitInsignia<br>BIS_fnc_strategicMapOpen_keyDown<br>BIS_fnc_strategicMapOpen_mouse<br>BIS_fnc_strategicMapOpen_draw<br>BIS_fnc_ORBAT_mouseClick<br>BIS_fnc_ORBAT_mouse<br>BIS_fnc_ORBATOpen_keyDown<br>BIS_fnc_ORBAT_draw<br>BIS_fnc_ORBAT_loadArray<br>BIS_fnc_ORBAT_loadConfig |\n| A3 | Respawn | BIS_fnc_selectRespawnTemplate<br>BIS_fnc_initRespawn<br>BIS_fnc_showRespawnMenu<br>BIS_fnc_setRespawnInventory<br>BIS_fnc_addRespawnInventory<br>BIS_fnc_removeRespawnInventory<br>BIS_fnc_getRespawnInventories<br>BIS_fnc_addRespawnPosition<br>BIS_fnc_removeRespawnPosition<br>BIS_fnc_getRespawnPositions<br>BIS_fnc_getRespawnMarkers<br>BIS_fnc_missionRespawnType<br>BIS_fnc_moveToRespawnPosition<br>BIS_fnc_respawnNone<br>BIS_fnc_respawnSpectator<br>BIS_fnc_respawnInstant<br>BIS_fnc_respawnBase<br>BIS_fnc_respawnGroup<br>BIS_fnc_respawnSide<br>BIS_fnc_respawnEndMission<br>BIS_fnc_respawnSeagull<br>BIS_fnc_respawnTimePenalty<br>BIS_fnc_respawnWave<br>BIS_fnc_respawnCounter<br>BIS_fnc_respawnConfirm<br>BIS_fnc_respawnTickets<br>BIS_fnc_respawnMenuPosition<br>BIS_fnc_respawnMenuInventory<br>BIS_fnc_showRespawnMenuDisableItem<br>BIS_fnc_showRespawnMenuDisableItemDraw<br>BIS_fnc_showRespawnMenuDisableItemCheck<br>BIS_fnc_showRespawnMenuHeader<br>BIS_fnc_showRespawnMenuInventory<br>BIS_fnc_showRespawnMenuInventoryDetails<br>BIS_fnc_showRespawnMenuInventoryItems<br>BIS_fnc_showRespawnMenuInventoryList<br>BIS_fnc_showRespawnMenuInventoryLimit<br>BIS_fnc_showRespawnMenuInventoryLimitRefresh<br>BIS_fnc_showRespawnMenuInventoryLimitRespawn<br>BIS_fnc_showRespawnMenuInventoryLoadout<br>BIS_fnc_showRespawnMenuInventoryMetadata<br>BIS_fnc_showRespawnMenuPosition<br>BIS_fnc_showRespawnMenuPositionList<br>BIS_fnc_showRespawnMenuPositionMap<br>BIS_fnc_showRespawnMenuPositionMapDraw<br>BIS_fnc_showRespawnMenuPositionMapHandle<br>BIS_fnc_showRespawnMenuPositionMetadata<br>BIS_fnc_showRespawnMenuPositionName<br>BIS_fnc_showRespawnMenuPositionRefresh<br>BIS_fnc_respawnNone_keydown<br>BIS_fnc_respawnNone_loop |\n| A3 | Sides | BIS_fnc_enemySides<br>BIS_fnc_friendlySides<br>BIS_fnc_areFriendly<br>BIS_fnc_sideID<br>BIS_fnc_sideColor<br>BIS_fnc_sideName<br>BIS_fnc_sideType<br>BIS_fnc_objectSide<br>BIS_fnc_playerSideFaction<br>BIS_fnc_sideIsFriendly<br>BIS_fnc_sideIsEnemy<br>BIS_fnc_sideNameUnlocalized |\n| A3 | Systems | BIS_fnc_InstructorFigure<br>BIS_fnc_bleedTickets |\n| A3 | Tasks | BIS_fnc_setTask<br>BIS_fnc_setTaskLocal<br>BIS_fnc_taskVar<br>BIS_fnc_deleteTask<br>BIS_fnc_sharedObjectives<br>BIS_fnc_taskTypeIcon<br>BIS_fnc_taskSetType<br>BIS_fnc_taskType<br>BIS_fnc_taskSetAlwaysVisible<br>BIS_fnc_taskAlwaysVisible<br>BIS_fnc_taskChildren<br>BIS_fnc_taskCompleted<br>BIS_fnc_taskCreate<br>BIS_fnc_taskCurrent<br>BIS_fnc_taskDescription<br>BIS_fnc_taskDestination<br>BIS_fnc_taskExists<br>BIS_fnc_taskHint<br>BIS_fnc_taskParent<br>BIS_fnc_taskReal<br>BIS_fnc_tasksUnit<br>BIS_fnc_taskSetCurrent<br>BIS_fnc_taskSetDescription<br>BIS_fnc_taskSetDestination<br>BIS_fnc_taskSetState<br>BIS_fnc_taskState<br>BIS_fnc_sharedObjectives_taskAssignedCode<br>BIS_fnc_sharedObjectives_getCustomData |\n| A3 | Vehicles | BIS_fnc_vehicleRoles<br>BIS_fnc_missileLaunchPositionFix<br>BIS_fnc_unflipVehicle |\n| A3 | Variables | BIS_fnc_loadFunctions<br>BIS_fnc_areEqualNotNil |\n| A3 | Vectors | BIS_fnc_vectorDirAndUpRelative<br>BIS_fnc_weaponDirectionRelative<br>BIS_fnc_multiplySquareMatrixByVector<br>BIS_fnc_rotateVector3D<br>BIS_fnc_transformVectorDirAndUp |\n| A3 | Waypoints | BIS_fnc_scriptedWaypointType<br>BIS_fnc_wpLand<br>BIS_fnc_wpPatrol<br>BIS_fnc_wpRelax<br>BIS_fnc_wpArtillery<br>BIS_fnc_wpSuppress |\n| A3 | Math | BIS_fnc_bezierLength<br>BIS_fnc_clamp<br>BIS_fnc_clampVector<br>BIS_fnc_deltaTime<br>BIS_fnc_findLookAt<br>BIS_fnc_isEqualVector<br>BIS_fnc_nearestPoint<br>BIS_fnc_pow<br>BIS_fnc_pulsate<br>BIS_fnc_vectorDivide |\n| A3 | Interp | BIS_fnc_berp<br>BIS_fnc_berpVector<br>BIS_fnc_bezierInterpolate<br>BIS_fnc_bezierInterpolateVector<br>BIS_fnc_bounceIn<br>BIS_fnc_bounceOut<br>BIS_fnc_bounceInOut<br>BIS_fnc_bounceInVector<br>BIS_fnc_bounceOutVector<br>BIS_fnc_bounceInOutVector<br>BIS_fnc_clerp<br>BIS_fnc_easeIn<br>BIS_fnc_easeOut<br>BIS_fnc_easeInOut<br>BIS_fnc_easeInOutVector<br>BIS_fnc_easeInVector<br>BIS_fnc_easeOutVector<br>BIS_fnc_hermite<br>BIS_fnc_hermiteVector<br>BIS_fnc_interpolate<br>BIS_fnc_interpolateConstant<br>BIS_fnc_interpolateVector<br>BIS_fnc_interpolateVectorConstant<br>BIS_fnc_inverseLerp<br>BIS_fnc_lerp<br>BIS_fnc_lerpVector<br>BIS_fnc_quinticIn<br>BIS_fnc_quinticOut<br>BIS_fnc_quinticInOut<br>BIS_fnc_quinticInVector<br>BIS_fnc_quinticOutVector<br>BIS_fnc_quinticInOutVector<br>BIS_fnc_slerp |\n| A3 | Timeline | BIS_fnc_timeline_cleanup<br>BIS_fnc_timeline_deleted<br>BIS_fnc_timeline_finish<br>BIS_fnc_timeline_getAlpha<br>BIS_fnc_timeline_getCurrentTime<br>BIS_fnc_timeline_getInterpMode<br>BIS_fnc_timeline_getLength<br>BIS_fnc_timeline_getPlayFromStart<br>BIS_fnc_timeline_getPlayRate<br>BIS_fnc_timeline_getPlayTime<br>BIS_fnc_timeline_getPosition<br>BIS_fnc_timeline_getSimulatedCurves<br>BIS_fnc_timeline_getStopTime<br>BIS_fnc_timeline_getTimeLeft<br>BIS_fnc_timeline_init<br>BIS_fnc_timeline_isFinished<br>BIS_fnc_timeline_isLooping<br>BIS_fnc_timeline_isPaused<br>BIS_fnc_timeline_isPlaying<br>BIS_fnc_timeline_isReverse<br>BIS_fnc_timeline_play<br>BIS_fnc_timeline_setInterpMode<br>BIS_fnc_timeline_setLength<br>BIS_fnc_timeline_setLoop<br>BIS_fnc_timeline_setPause<br>BIS_fnc_timeline_setPlayRate<br>BIS_fnc_timeline_setPosition<br>BIS_fnc_timeline_setReverse<br>BIS_fnc_timeline_simulateCurves<br>BIS_fnc_timeline_stop<br>BIS_fnc_timeline_tick |\n| A3 | Timeline3DEN | BIS_fnc_timeline_edenAttributesChanged<br>BIS_fnc_timeline_edenConnectionChanged<br>BIS_fnc_timeline_edenDeleted<br>BIS_fnc_timeline_edenInit<br>BIS_fnc_timeline_edenIsSelected<br>BIS_fnc_timeline_edenDragged |\n| A3 | Curve | BIS_fnc_richCurve_compute<br>BIS_fnc_richCurve_computeCurveArcLength<br>BIS_fnc_richCurve_computeKeys<br>BIS_fnc_richCurve_computeOwnerTimeline<br>BIS_fnc_richCurve_computeSimulatedObjects<br>BIS_fnc_richCurve_getCurveLength<br>BIS_fnc_richCurve_getCurvePoints<br>BIS_fnc_richCurve_getCurveValueFloat<br>BIS_fnc_richCurve_getCurveValueVector<br>BIS_fnc_richCurve_getFirstKey<br>BIS_fnc_richCurve_getKeyFromIndex<br>BIS_fnc_richCurve_getKeyIndex<br>BIS_fnc_richCurve_getKeys<br>BIS_fnc_richCurve_getKeysAtTime<br>BIS_fnc_richCurve_getKeyTime<br>BIS_fnc_richCurve_getLastKey<br>BIS_fnc_richCurve_getLookAtPosition<br>BIS_fnc_richCurve_getNextKey<br>BIS_fnc_richCurve_getOrientationMode<br>BIS_fnc_richCurve_getOwnerTimeline<br>BIS_fnc_richCurve_getPreviousKey<br>BIS_fnc_richCurve_getSimulatedObjects<br>BIS_fnc_richCurve_getTimeRange<br>BIS_fnc_richCurve_isTimeInSeconds<br>BIS_fnc_richCurve_numKeys<br>BIS_fnc_richCurve_reset<br>BIS_fnc_richCurve_resetKeysEventState<br>BIS_fnc_richCurve_setKeys<br>BIS_fnc_richCurve_setOrientationMode |\n| A3 | Curve3DEN | BIS_fnc_richCurve_edenAttributesChanged<br>BIS_fnc_richCurve_edenBakeCurve3D<br>BIS_fnc_richCurve_edenComputeNearestSegment<br>BIS_fnc_richCurve_edenConnectionChanged<br>BIS_fnc_richCurve_edenDrawControlPoints3D<br>BIS_fnc_richCurve_edenDrawCurve3D<br>BIS_fnc_richCurve_edenIsSelected<br>BIS_fnc_richCurve_edenMarkStateDirty<br>BIS_fnc_richCurve_edenTick<br>BIS_fnc_richCurve_edenDragged |\n| A3 | Key | BIS_fnc_key_compute<br>BIS_fnc_key_computeOwnerCurve<br>BIS_fnc_key_computeTime<br>BIS_fnc_key_getArriveControlPoint<br>BIS_fnc_key_getArriveTangent<br>BIS_fnc_key_getArriveTangentWeight<br>BIS_fnc_key_getConfigTime<br>BIS_fnc_key_getFOV<br>BIS_fnc_key_getInterpMode<br>BIS_fnc_key_getLeaveControlPoint<br>BIS_fnc_key_getLeaveTangent<br>BIS_fnc_key_getLeaveTangentWeight<br>BIS_fnc_key_getOwnerCurve<br>BIS_fnc_key_getTime<br>BIS_fnc_key_getValue<br>BIS_fnc_key_isFloat<br>BIS_fnc_key_isVector<br>BIS_fnc_key_setArriveTangent<br>BIS_fnc_key_setArriveTangentWeight<br>BIS_fnc_key_setInterpMode<br>BIS_fnc_key_setLeaveTangent<br>BIS_fnc_key_setLeaveTangentWeight<br>BIS_fnc_key_setTime<br>BIS_fnc_key_setValue |\n| A3 | Key3DEN | BIS_fnc_key_edenAreControlPointsLocked<br>BIS_fnc_key_edenAttributesChanged<br>BIS_fnc_key_edenConnectionChanged<br>BIS_fnc_key_edenIsSelected<br>BIS_fnc_key_edenRegisteredToWorld<br>BIS_fnc_key_edenUnregisteredFromWorld<br>BIS_fnc_key_edenDragged |\n| A3 | ControlPoint | BIS_fnc_controlPoint_compute<br>BIS_fnc_controlPoint_computeOwnerKey<br>BIS_fnc_controlPoint_getOwnerKey<br>BIS_fnc_controlPoint_isArrive<br>BIS_fnc_controlPoint_setIsArrive |\n| A3 | ControlPoint3DEN | BIS_fnc_controlPoint_edenAttributesChanged<br>BIS_fnc_controlPoint_edenConnectionChanged<br>BIS_fnc_controlPoint_edenIsSelected<br>BIS_fnc_controlPoint_edenRegisteredToWorld<br>BIS_fnc_controlPoint_edenUnregisteredFromWorld<br>BIS_fnc_controlPoint_edenDragged |\n| A3 | Camera | BIS_fnc_camera_deleted<br>BIS_fnc_camera_getCam<br>BIS_fnc_camera_getCinemaBordersEnabled<br>BIS_fnc_camera_getFOV<br>BIS_fnc_camera_getFocus<br>BIS_fnc_camera_getHUDEnabled<br>BIS_fnc_camera_getVisionMode<br>BIS_fnc_camera_init<br>BIS_fnc_camera_setCam<br>BIS_fnc_camera_setCinemaBordersEnabled<br>BIS_fnc_camera_setFOV<br>BIS_fnc_camera_setFocus<br>BIS_fnc_camera_setHUDEnabled<br>BIS_fnc_camera_setVisionMode<br>BIS_fnc_camera_tick |\n| A3 | Camera3DEN | BIS_fnc_camera_edenAttributesChanged<br>BIS_fnc_camera_edenConnectionChanged<br>BIS_fnc_camera_edenDeleted<br>BIS_fnc_camera_edenInit<br>BIS_fnc_camera_edenIsSelected<br>BIS_fnc_camera_edenRegisteredToWorld<br>BIS_fnc_camera_edenReset<br>BIS_fnc_camera_edenSelectionChanged<br>BIS_fnc_camera_edenUnregisteredFromWorld |\n| A3 | 3DEN | BIS_fnc_3den_init<br>BIS_fnc_3den_onKeyDown<br>BIS_fnc_3den_onKeyUp<br>BIS_fnc_3den_onSelectionChange<br>BIS_fnc_3den_onMissionLoad<br>BIS_fnc_3den_onMissionNew<br>BIS_fnc_3den_onMissionPreviewEnd |\n| A3 | KeyframeAnimation | BIS_fnc_keyframeAnimation_deltaTime<br>BIS_fnc_keyframeAnimation_init |\n| A3 | MapAnimation | BIS_fnc_mapAnimAdd<br>BIS_fnc_mapAnimClear<br>BIS_fnc_mapAnimDone |\n| A3 | ModuleFiringDrills | BIS_fnc_moduleFiringDrill<br>BIS_fnc_moduleFDCPIn<br>BIS_fnc_moduleFDCPOut<br>BIS_fnc_moduleFDCPClear<br>BIS_fnc_moduleFDStatsClear<br>BIS_fnc_moduleFDSkeetDestruction<br>BIS_fnc_moduleFDAftershaveDestruction<br>BIS_fnc_moduleFDFadeMarker<br>BIS_fnc_moduleFDAutoTraining |\n| A3 | MissionTypes |  |\n| A3 | ModuleTimeTrials | BIS_fnc_moduleTimeTrial<br>BIS_fnc_moduleTTCPIn<br>BIS_fnc_moduleTTCPOut<br>BIS_fnc_moduleTTCPClear<br>BIS_fnc_moduleTTCPTrigger<br>BIS_fnc_moduleTTStatsClear<br>BIS_fnc_moduleTTCPTriggerBehind |\n| A3 | ModuleFiringDrills_Mark | BIS_fnc_moduleFDBalloonAirDestruction<br>BIS_fnc_moduleFDBalloonWaterDestruction |\n| HSim | Ambient | BIS_fnc_ambientBoats<br>BIS_fnc_ambientHelicopters<br>BIS_fnc_ambientPlanes<br>BIS_fnc_ambientBlacklist<br>BIS_fnc_ambientBlacklistAdd<br>BIS_fnc_ambientPostprocess |\n| HSim | Conversations | BIS_fnc_kbTell<br>BIS_fnc_kbTellLocal<br>BIS_fnc_kbMenu<br>BIS_fnc_kbSentence<br>BIS_fnc_kbTopicConfig<br>BIS_fnc_kbPriority<br>BIS_fnc_kbCanSpeak<br>BIS_fnc_kbSkip<br>BIS_fnc_kbCreateDummy<br>BIS_fnc_kbIsSpeaking<br>BIS_fnc_genericSentence<br>BIS_fnc_genericSentenceInit |\n| HSim | Database | BIS_fnc_dbSymbolClass<br>BIS_fnc_dbSymbolValue<br>BIS_fnc_dbisClass<br>BIS_fnc_dbisValue<br>BIS_fnc_dbClassId<br>BIS_fnc_dbClassSet<br>BIS_fnc_dbClassCheck<br>BIS_fnc_dbClassIndex<br>BIS_fnc_dbClassRemove<br>BIS_fnc_dbClassReturn<br>BIS_fnc_dbClassList<br>BIS_fnc_dbValueId<br>BIS_fnc_dbValueSet<br>BIS_fnc_dbValueCheck<br>BIS_fnc_dbValueIndex<br>BIS_fnc_dbValueRemove<br>BIS_fnc_dbValueReturn<br>BIS_fnc_dbValueList<br>BIS_fnc_dbImportConfig<br>BIS_fnc_dbImportXML<br>BIS_fnc_dbConfigPath<br>BIS_fnc_dbPrint |\n| HSim | Debug | BIS_fnc_error<br>BIS_fnc_errorMsg<br>BIS_fnc_halt<br>BIS_fnc_param<br>BIS_fnc_paramIn<br>BIS_fnc_log<br>BIS_fnc_functionsDebug<br>BIS_fnc_functionPath<br>BIS_fnc_codePerformance<br>BIS_fnc_GC<br>BIS_fnc_GCinit<br>BIS_fnc_shutdown |\n| HSim | GUI | BIS_fnc_getIDD<br>BIS_fnc_getIDC<br>BIS_fnc_GUIeditor<br>BIS_fnc_GUIbackground<br>BIS_fnc_GUImessage<br>BIS_fnc_GUIhint<br>BIS_fnc_GUIgrid<br>BIS_fnc_GUIgridToProfile<br>BIS_fnc_GUInewsfeed<br>BIS_fnc_PIP<br>BIS_fnc_camFollow<br>BIS_fnc_displayColorSet<br>BIS_fnc_displayColorGet<br>BIS_fnc_displayControls<br>BIS_fnc_displayResize<br>BIS_fnc_displayClouds<br>BIS_fnc_displayLoading<br>BIS_fnc_displayMission<br>BIS_fnc_overviewTimeTrial<br>BIS_fnc_overviewMission<br>BIS_fnc_overviewAuthor<br>BIS_fnc_overviewTerrain<br>BIS_fnc_overviewDifficulty<br>BIS_fnc_diaryHints<br>BIS_fnc_diaryMaps<br>BIS_fnc_HUDLimits<br>BIS_fnc_credits<br>BIS_fnc_titleText<br>BIS_fnc_ctrlTextHeight<br>BIS_fnc_shakeGauges |\n| HSim | Helicopters | BIS_fnc_helicopterDamage<br>BIS_fnc_helicopterCanFly<br>BIS_fnc_helicopterSeat<br>BIS_fnc_helicopterSeatMove<br>BIS_fnc_helicopterType<br>BIS_fnc_helicopterGetHitpoints |\n| HSim | Map | BIS_fnc_KMLimport<br>BIS_fnc_noFlyZonesCreate<br>BIS_fnc_noFlyZonesExport<br>BIS_fnc_noFlyZone<br>BIS_fnc_keypointsExport<br>BIS_fnc_keypointsExportFromKML<br>BIS_fnc_worldArea<br>BIS_fnc_randomPos<br>BIS_fnc_randomPosTrigger<br>BIS_fnc_markerCreate<br>BIS_fnc_markerParams<br>BIS_fnc_markerPath<br>BIS_fnc_posDegtoUTM<br>BIS_fnc_posDegToWorld<br>BIS_fnc_posUTMToDeg<br>BIS_fnc_nearestHelipad |\n| HSim | Misc | BIS_fnc_endMission<br>BIS_fnc_onLoad<br>BIS_fnc_onEnd<br>BIS_fnc_displayName<br>BIS_fnc_counter<br>BIS_fnc_isLocalized<br>BIS_fnc_roundDir<br>BIS_fnc_saveGame<br>BIS_fnc_animType<br>BIS_fnc_position<br>BIS_fnc_assignPlayerRole<br>BIS_fnc_convertUnits<br>BIS_fnc_moveIn<br>BIS_fnc_setHeight<br>BIS_fnc_playerName |\n| HSim | Missions | BIS_fnc_singleMissionName<br>BIS_fnc_singleMissionConfig<br>BIS_fnc_singleMissionKeys |\n| HSim | MP | BIS_fnc_MP<br>BIS_fnc_MPexec |\n| HSim | Numbers | BIS_fnc_numberDigits<br>BIS_fnc_numberText |\n| HSim | Radio | BIS_fnc_radioSetChannel<br>BIS_fnc_radioSetPlaylist<br>BIS_fnc_radioSetTrack |\n| HSim | Strings | BIS_fnc_secondsToString |\n| A2PMC | GUI | BIS_fnc_customGPS<br>BIS_fnc_customGPSVideo<br>BIS_fnc_3Dcredits<br>BIS_fnc_dirIndicator<br>BIS_fnc_playVideo |\n| A2PMC | Environment | BIS_fnc_sandstorm<br>BIS_fnc_crows<br>BIS_fnc_destroyCity<br>BIS_fnc_flies |\n| A2PMC | Spawning | BIS_fnc_spawnEnemy |\n| A2OA | Arrays | BIS_fnc_findExtreme |\n| A2OA | Debug | BIS_fnc_configviewer |\n| A2OA | GUI | BIS_fnc_AAN<br>BIS_fnc_infoText<br>BIS_fnc_dynamicText |\n| A2OA | Misc | BIS_fnc_halo<br>BIS_fnc_music<br>BIS_fnc_scriptedMove |\n| A2OA | Objects | BIS_fnc_boundingBoxCorner<br>BIS_fnc_boundingBoxMarker<br>BIS_fnc_boundingBoxDimensions<br>BIS_fnc_boundingCircle |\n| A2OA | Scenes | BIS_fnc_UnitCapture<br>BIS_fnc_UnitCaptureFiring<br>BIS_fnc_UnitCaptureSimple<br>BIS_fnc_UnitPlay<br>BIS_fnc_UnitPlaySimple<br>BIS_fnc_UnitPlayFiring |\n| A2OA | Systems | BIS_fnc_FTLmanager<br>BIS_fnc_RespawnManager<br>BIS_fnc_spotter |\n| A2OA | Numbers | BIS_fnc_linearConversion |\n| A2 | Arrays | BIS_fnc_selectRandomWeighted<br>BIS_fnc_findNestedElement<br>BIS_fnc_returnNestedElement<br>BIS_fnc_setNestedElement<br>BIS_fnc_removeNestedElement<br>BIS_fnc_maxDiffArray<br>BIS_fnc_removeIndex<br>BIS_fnc_selectRandom<br>BIS_fnc_randomIndex<br>BIS_fnc_arrayPush<br>BIS_fnc_arrayPushStack<br>BIS_fnc_arrayPop<br>BIS_fnc_arrayShift<br>BIS_fnc_arrayUnShift<br>BIS_fnc_arrayCompare<br>BIS_fnc_arrayFindDeep<br>BIS_fnc_conditionalSelect<br>BIS_fnc_subSelect<br>BIS_fnc_arrayInsert |\n| A2 | Configs | BIS_fnc_classWeapon<br>BIS_fnc_classMagazine<br>BIS_fnc_returnConfigEntry<br>BIS_fnc_returnParents |\n| A2 | Debug | BIS_fnc_help<br>BIS_fnc_recompile |\n| A2 | Diagnostic | BIS_fnc_diagAnim<br>BIS_fnc_fps |\n| A2 | Geometry | BIS_fnc_dirTo<br>BIS_fnc_relativeDirTo<br>BIS_fnc_relPos<br>BIS_fnc_distance2D<br>BIS_fnc_distance2Dsqr<br>BIS_fnc_getLineDist<br>BIS_fnc_inAngleSector |\n| A2 | Inventory | BIS_fnc_inv<br>BIS_fnc_invAdd<br>BIS_fnc_invRemove<br>BIS_fnc_invCodeToArray<br>BIS_fnc_invString<br>BIS_fnc_invSlots<br>BIS_fnc_invSlotsEmpty<br>BIS_fnc_invSlotType |\n| A2 | Misc | BIS_fnc_findSafePos<br>BIS_fnc_getFactions<br>BIS_fnc_inTrigger<br>BIS_fnc_isPosBlacklisted<br>BIS_fnc_listPlayers<br>BIS_fnc_posToGrid<br>BIS_fnc_nearestPosition<br>BIS_fnc_createMenu<br>BIS_fnc_colorRGBtoHTML<br>BIS_fnc_addEvidence<br>BIS_fnc_taskHandler<br>BIS_fnc_threat<br>BIS_fnc_commsMenuCreate<br>BIS_fnc_commsMenuToggleVisibility<br>BIS_fnc_commsMenuToggleAvailability<br>BIS_fnc_version |\n| A2 | Numbers | BIS_fnc_randomNum<br>BIS_fnc_randomInt<br>BIS_fnc_arithmeticMean<br>BIS_fnc_geometricMean<br>BIS_fnc_cutDecimals<br>BIS_fnc_greatestNum<br>BIS_fnc_lowestNum<br>BIS_fnc_nearestNum<br>BIS_fnc_sortNum<br>BIS_fnc_roundNum<br>BIS_fnc_parseNumber |\n| A2 | Objects | BIS_fnc_isInFrontOf<br>BIS_fnc_setPitchBank<br>BIS_fnc_getPitchBank |\n| A2 | Scenes | BIS_fnc_sceneGetParticipants<br>BIS_fnc_sceneGetPositionByAngle<br>BIS_fnc_sceneSetPosFormation<br>BIS_fnc_sceneSetAnimationsForGroup<br>BIS_fnc_sceneSetBehaviour<br>BIS_fnc_sceneCreateSceneTrigger<br>BIS_fnc_miscanim<br>BIS_fnc_sceneRotate<br>BIS_fnc_sceneSetObjects<br>BIS_fnc_sceneGetObjects<br>BIS_fnc_sceneMiscStuff<br>BIS_fnc_zzRotate<br>BIS_fnc_sceneCheckWeapons<br>BIS_fnc_sceneCreateSoundEntities<br>BIS_fnc_sceneAreaClearance<br>BIS_fnc_sceneIntruderDetector |\n| A2 | Strings | BIS_fnc_timeToString |\n| A2 | Systems | BIS_fnc_transportService<br>BIS_fnc_supplydropService<br>BIS_fnc_supplydrop<br>BIS_fnc_respect<br>BIS_fnc_showTime<br>BIS_fnc_locations |\n| A2 | Variables | BIS_fnc_areEqual<br>BIS_fnc_swapVars<br>BIS_fnc_variableSpaceAdd<br>BIS_fnc_variableSpaceRemove |\n| A2 | Vectors | BIS_fnc_crossProduct<br>BIS_fnc_dotProduct<br>BIS_fnc_magnitude<br>BIS_fnc_magnitudeSqr<br>BIS_fnc_unitVector<br>BIS_fnc_vectorMultiply<br>BIS_fnc_vectorDiff<br>BIS_fnc_vectorAdd<br>BIS_fnc_vectorFromXToY<br>BIS_fnc_rotateVector2D |\n| A2 | Vehicles | BIS_fnc_absSpeed |\n| A2 | Spawning | BIS_fnc_spawnGroup<br>BIS_fnc_returnGroupComposition<br>BIS_fnc_spawnVehicle<br>BIS_fnc_spawnCrew<br>BIS_fnc_selectCrew<br>BIS_fnc_taskPatrol<br>BIS_fnc_taskDefend<br>BIS_fnc_taskAttack<br>BIS_fnc_returnVehicleTurrets<br>BIS_fnc_ObjectsMapper<br>BIS_fnc_ObjectsGrabber |\n| A3_EPA | Misc | BIS_fnc_blackOut<br>BIS_fnc_blackIn<br>BIS_fnc_buildingPositions<br>BIS_fnc_isBuildingEnterable<br>BIS_fnc_addStackedEventHandler<br>BIS_fnc_executeStackedEventHandler<br>BIS_fnc_removeStackedEventHandler<br>BIS_fnc_initExpo<br>BIS_fnc_enableSaving<br>BIS_fnc_disableSaving |\n| A3_EPA | Spawning | BIS_fnc_prepareAO<br>BIS_fnc_PAO_corpseRemoval<br>BIS_fnc_PAO_spawnAmmo |\n| A3_EPA | GUI | BIS_fnc_quotations<br>BIS_fnc_showMarkers<br>BIS_fnc_isInZoom |\n| A3_EPA | Geometry | BIS_fnc_isInsideArea<br>BIS_fnc_relPosObject |\n| A3_EPC | Misc | BIS_fnc_earthquake |\n| A3_Functions_F_Curator | Curator | BIS_fnc_forceCuratorInterface<br>BIS_fnc_isForcedCuratorInterface<br>BIS_fnc_curatorObjectRegistered<br>BIS_fnc_curatorObjectRegisteredTable<br>BIS_fnc_registerCuratorObject<br>BIS_fnc_showCuratorFeedbackMessage<br>BIS_fnc_isCurator<br>BIS_fnc_removeDestroyedCuratorEditableObjects<br>BIS_fnc_curatorPinged<br>BIS_fnc_curatorWaypointPlaced<br>BIS_fnc_curatorObjectPlaced<br>BIS_fnc_curatorObjectEdited<br>BIS_fnc_curatorAttachObject<br>BIS_fnc_curatorRespawn<br>BIS_fnc_manageCuratorAddons<br>BIS_fnc_listCuratorPlayers<br>BIS_fnc_addCuratorAreaFromTrigger<br>BIS_fnc_setCuratorVisionModes<br>BIS_fnc_curatorVisionModes<br>BIS_fnc_toggleCuratorVisionMode<br>BIS_fnc_mirrorCuratorSettings<br>BIS_fnc_drawCuratorLocations<br>BIS_fnc_drawCuratorRespawnMarkers<br>BIS_fnc_drawCuratorDeaths<br>BIS_fnc_addCuratorIcon<br>BIS_fnc_removeCuratorIcon<br>BIS_fnc_isCuratorEditable<br>BIS_fnc_curatorAutomatic<br>BIS_fnc_curatorAutomaticPositions<br>BIS_fnc_setCuratorAttributes<br>BIS_fnc_curatorAttributes<br>BIS_fnc_showCuratorAttributes<br>BIS_fnc_initCuratorAttribute<br>BIS_fnc_setCuratorCamera<br>BIS_fnc_shakeCuratorCamera<br>BIS_fnc_curatorHint<br>BIS_fnc_curatorSayMessage<br>BIS_fnc_exportCuratorCostTable |\n| A3_Functions_F_Curator | CuratorChallenges | BIS_fnc_addCuratorChallenge<br>BIS_fnc_finishCuratorChallenge<br>BIS_fnc_manageCuratorChallenges<br>BIS_fnc_formatCuratorChallengeObjects<br>BIS_fnc_completedCuratorChallengesCount<br>BIS_fnc_curatorChallengeFireWeapon<br>BIS_fnc_curatorChallengeGetInVehicle<br>BIS_fnc_curatorChallengeDestroyVehicle<br>BIS_fnc_curatorChallengeFindIntel<br>BIS_fnc_curatorChallengeSpawnLightning<br>BIS_fnc_curatorChallengeIlluminate |\n| A3_Functions_F_Curator | Environment | BIS_fnc_setOvercast<br>BIS_fnc_setFog<br>BIS_fnc_setDate |\n| A3_Functions_F_Curator | Map | BIS_fnc_locationDescription<br>BIS_fnc_drawAO<br>BIS_fnc_drawMinefields<br>BIS_fnc_drawRespawnPositions |\n| A3_Functions_F_Curator | Misc | BIS_fnc_activateAddons<br>BIS_fnc_playEndMusic<br>BIS_fnc_neutralizeUnit<br>BIS_fnc_isLoading<br>BIS_fnc_isUnitVirtual<br>BIS_fnc_endMissionServer<br>BIS_fnc_exportCfgGroups<br>BIS_fnc_selectDiarySubject |\n| A3_Functions_F_Curator | MP | BIS_fnc_sayMessage<br>BIS_fnc_playSound<br>BIS_fnc_playMusic<br>BIS_fnc_setObjectTexture<br>BIS_fnc_estimatedTimeLeft |\n| A3_Functions_F_Curator | Objects | BIS_fnc_initIntelObject<br>BIS_fnc_initVirtualUnit |\n| A3_Functions_F_Curator | Respawn | BIS_fnc_initRespawnBackpack<br>BIS_fnc_respawnBackpack<br>BIS_fnc_respawnRounds<br>BIS_fnc_respawnMenuSpectator |\n| A3_Functions_F_Curator | Variables | BIS_fnc_setServerVariable<br>BIS_fnc_getServerVariable |\n| A3_Modules | Environment | BIS_fnc_moduleHideTerrainObjects<br>BIS_fnc_moduleEditTerrainObject |\n| A3_Modules | Effects | BIS_fnc_moduleEffectsEmitterCreator<br>BIS_fnc_moduleCreateProjectile<br>BIS_fnc_moduleGrenade<br>BIS_fnc_moduleEffectsPlankton<br>BIS_fnc_moduleEffectsBubbles<br>BIS_fnc_moduleEffectsShells<br>BIS_fnc_moduleEffectsSmoke<br>BIS_fnc_moduleEffectsFire |\n| A3_Modules | Events | BIS_fnc_moduleChat<br>BIS_fnc_moduleDate<br>BIS_fnc_moduleSaveGame<br>BIS_fnc_moduleVolume<br>BIS_fnc_moduleGenericRadio |\n| A3_Modules | GroupModifiers | BIS_fnc_moduleCombatGetIn<br>BIS_fnc_moduleGroupID |\n| A3_Modules | HC | BIS_fnc_HC_GUI |\n| A3_Modules | Intel | BIS_fnc_moduleTaskCreate<br>BIS_fnc_moduleTaskSetDescription<br>BIS_fnc_moduleTaskSetDestination<br>BIS_fnc_moduleTaskSetState<br>BIS_fnc_moduleCreateDiaryRecord<br>BIS_fnc_moduleHQ |\n| A3_Modules | LiveFeed | BIS_fnc_liveFeedModuleEffects<br>BIS_fnc_liveFeedModuleInit<br>BIS_fnc_liveFeedModuleSetSource<br>BIS_fnc_liveFeedModuleSetTarget |\n| A3_Modules | Misc | BIS_fnc_moduleZoneRestriction<br>BIS_fnc_moduleFriendlyFire<br>BIS_fnc_moduleTrident<br>BIS_fnc_tridentClient<br>BIS_fnc_tridentHandleDamage<br>BIS_fnc_tridentSetRelationship<br>BIS_fnc_tridentGetRelationship<br>BIS_fnc_tridentExecute<br>BIS_fnc_moduleUnlockObject<br>BIS_fnc_moduleUnlockArea |\n| A3_Modules | Multiplayer | BIS_fnc_moduleSector<br>BIS_fnc_moduleRespawnVehicle |\n| A3_Modules | ObjectModifiers | BIS_fnc_moduleAI<br>BIS_fnc_moduleAmmo<br>BIS_fnc_moduleDamage<br>BIS_fnc_moduleDoorOpen<br>BIS_fnc_moduleFuel<br>BIS_fnc_moduleHealth<br>BIS_fnc_moduleMode<br>BIS_fnc_modulePositioning<br>BIS_fnc_moduleRank<br>BIS_fnc_moduleRating<br>BIS_fnc_moduleShowHide<br>BIS_fnc_moduleSkill<br>BIS_fnc_moduleSimulationManager<br>BIS_fnc_moduleSimulationManager_grab |\n| A3_Modules | Sites | BIS_fnc_animalSiteSpawn<br>BIS_fnc_moduleSiteInit<br>BIS_fnc_getRelPos |\n| A3_Modules | Skirmish | BIS_fnc_skirmishTrigger |\n| A3_Modules | StrategicMap | BIS_fnc_moduleStrategicMapOpen<br>BIS_fnc_moduleStrategicMapInit<br>BIS_fnc_moduleStrategicMapMission<br>BIS_fnc_moduleStrategicMapORBAT<br>BIS_fnc_moduleStrategicMapImage<br>BIS_fnc_moduleStrategicMapORBAT_mouse<br>BIS_fnc_moduleStrategicMapORBAT_draw |\n| A3_Modules | Supports | BIS_fnc_moduleSupportsInitRequester<br>BIS_fnc_moduleSupportsInitProvider<br>BIS_fnc_moduleSupportsInitProviderVirtual |\n| A3_Modules_F_EPB | Misc | BIS_fnc_modulePoster |\n| A3_Structures | Scripts | BIS_fnc_Door<br>BIS_fnc_DoorOpen<br>BIS_fnc_DoorClose<br>BIS_fnc_DoorNoHandleOpen<br>BIS_fnc_DoorNoHandleClose<br>BIS_fnc_HatchOpen<br>BIS_fnc_HatchClose<br>BIS_fnc_LockedDoorOpen<br>BIS_fnc_LockedDoorNoHandleOpen<br>BIS_fnc_ObjectInventoryAnimatedOpen<br>BIS_fnc_ObjectInventoryAnimatedClose<br>BIS_fnc_SingleWingSlideDoorOpen<br>BIS_fnc_SingleWingSlideDoorClose<br>BIS_fnc_TwoWingDoorNoHandleOpen<br>BIS_fnc_TwoWingDoorNoHandleClose<br>BIS_fnc_TwoWingDoorOneHandleOpen<br>BIS_fnc_TwoWingDoorOneHandleClose<br>BIS_fnc_TwoWingDoorTwoHandleOpen<br>BIS_fnc_TwoWingDoorTwoHandleClose<br>BIS_fnc_TwoWingSlideDoorOpen<br>BIS_fnc_TwoWingSlideDoorClose |\n| A3_Modules_F_Curator | Animals | BIS_fnc_moduleAnimals |\n| A3_Modules_F_Curator | CAS | BIS_fnc_moduleCAS |\n| A3_Modules_F_Curator | Curator | BIS_fnc_moduleCurator<br>BIS_fnc_moduleCuratorAddEditingArea<br>BIS_fnc_moduleCuratorSetEditingAreaType<br>BIS_fnc_moduleCuratorAddEditingAreaPlayers<br>BIS_fnc_moduleCuratorAddEditableObjects<br>BIS_fnc_moduleCuratorSetObjectCost<br>BIS_fnc_moduleCuratorSetCostsVehicleClass<br>BIS_fnc_moduleCuratorSetCostsSide<br>BIS_fnc_moduleCuratorSetCostsDefault<br>BIS_fnc_moduleCuratorSetCoefs<br>BIS_fnc_moduleCuratorAddPoints<br>BIS_fnc_moduleCuratorAddAddons<br>BIS_fnc_moduleCuratorAddCameraArea<br>BIS_fnc_moduleCuratorAddIcon<br>BIS_fnc_moduleCuratorSetCamera<br>BIS_fnc_moduleCuratorSetAttributes |\n| A3_Modules_F_Curator | Effects | BIS_fnc_modulePostprocess<br>BIS_fnc_moduleSound<br>BIS_fnc_moduleSFX<br>BIS_fnc_moduleTracers<br>BIS_fnc_moduleProjectile |\n| A3_Modules_F_Curator | Environment | BIS_fnc_moduleSkiptime<br>BIS_fnc_moduleTimeMultiplier<br>BIS_fnc_moduleWeather |\n| A3_Modules_F_Curator | Intel | BIS_fnc_moduleDiary<br>BIS_fnc_moduleEndMission<br>BIS_fnc_moduleMissionName |\n| A3_Modules_F_Curator | Lightning | BIS_fnc_moduleLightning |\n| A3_Modules_F_Curator | Mines | BIS_fnc_moduleMine |\n| A3_Modules_F_Curator | Misc | BIS_fnc_moduleCoverMap<br>BIS_fnc_moduleRadioChannelCreate<br>BIS_fnc_moduleRemoteControl |\n| A3_Modules_F_Curator | Multiplayer | BIS_fnc_moduleZoneProtection<br>BIS_fnc_moduleCountdown<br>BIS_fnc_moduleRespawnTickets<br>BIS_fnc_moduleBleedTickets |\n| A3_Modules_F_Curator | Objectives | BIS_fnc_moduleObjective<br>BIS_fnc_moduleObjectiveMove<br>BIS_fnc_moduleObjectiveFind<br>BIS_fnc_moduleObjectiveSector<br>BIS_fnc_moduleObjectiveTarget<br>BIS_fnc_moduleObjectiveGetIn |\n| A3_Modules_F_Curator | Respawn | BIS_fnc_moduleRespawnPosition<br>BIS_fnc_moduleRespawnInventory |\n| A3_Missions_F_Curator | MissionTypes | BIS_fnc_moduleMPTypeDefense<br>BIS_fnc_moduleMPTypeSeize<br>BIS_fnc_moduleMPTypeSectorControl<br>BIS_fnc_moduleMPTypeGameMaster |\n| A3_Modules_F_Kart | Objectives | BIS_fnc_moduleObjectiveRaceStart<br>BIS_fnc_moduleObjectiveRaceCP<br>BIS_fnc_moduleObjectiveRaceFinish |\n| A3_Bootcamp | Inventory | BIS_fnc_exportInventory<br>BIS_fnc_saveInventory<br>BIS_fnc_deleteInventory<br>BIS_fnc_baseWeapon<br>BIS_fnc_compatibleItems<br>BIS_fnc_compatibleMagazines<br>BIS_fnc_arsenal<br>BIS_fnc_addVirtualItemCargo<br>BIS_fnc_removeVirtualItemCargo<br>BIS_fnc_getVirtualItemCargo<br>BIS_fnc_addVirtualWeaponCargo<br>BIS_fnc_removeVirtualWeaponCargo<br>BIS_fnc_getVirtualWeaponCargo<br>BIS_fnc_addVirtualMagazineCargo<br>BIS_fnc_removeVirtualMagazineCargo<br>BIS_fnc_getVirtualMagazineCargo<br>BIS_fnc_addVirtualBackpackCargo<br>BIS_fnc_removeVirtualBackpackCargo<br>BIS_fnc_getVirtualBackpackCargo |\n| A3_Bootcamp | Misc | BIS_fnc_traceBullets<br>BIS_fnc_getUnitByUid<br>BIS_fnc_moveAction |\n| A3_Bootcamp | Training | BIS_fnc_target |\n| A3_Bootcamp | VR | BIS_fnc_VRDrawBorder<br>BIS_fnc_VRDrawGrid<br>BIS_fnc_VREffectKilled<br>BIS_fnc_VRFadeIn<br>BIS_fnc_VRFadeOut<br>BIS_fnc_VRSpawnEffect<br>BIS_fnc_VRSpawnSelector<br>BIS_fnc_VRTimer<br>BIS_fnc_VRHitpart<br>BIS_fnc_VRCourseTargetDesignation1<br>BIS_fnc_VRCourseTargetDesignation2<br>BIS_fnc_VRCourseTargetDesignation3<br>BIS_fnc_VRCourseLaunchers1<br>BIS_fnc_VRCourseLaunchers2<br>BIS_fnc_VRCourseLaunchers3<br>BIS_fnc_VRCoursePlaceables1<br>BIS_fnc_VRCoursePlaceables2<br>BIS_fnc_VRCoursePlaceables3<br>BIS_fnc_VRCourseBallistics1<br>BIS_fnc_VRCourseBallistics2<br>BIS_fnc_VRCourseBallistics3<br>BIS_fnc_VRCourseBallistics4<br>BIS_fnc_VRCourseCommandingMovement1<br>BIS_fnc_VRCourseCommandingMovement2<br>BIS_fnc_VRCourseCommandingBehaviour1<br>BIS_fnc_VRCourseCommandingBehaviour2<br>BIS_fnc_VRCourseCommandingBehaviour3<br>BIS_fnc_VRCourseCommandingVehicles1<br>BIS_fnc_VRCourseCommandingVehicles2<br>BIS_fnc_VRCourseCommandingVehicles3<br>BIS_fnc_VRCourseCommandingActions1<br>BIS_fnc_VRCourseCommandingActions2<br>BIS_fnc_VRCourseCommandingActions3 |\n| A3_Bootcamp | GUI | BIS_fnc_animateTaskWaypoint |\n| A3_Modules_F_Bootcamp | Misc | BIS_fnc_moduleBootcampStage<br>BIS_fnc_moduleHint<br>BIS_fnc_modulePunishment<br>BIS_fnc_moduleArsenal |\n| A3_Heli | VR | BIS_fnc_VRCourseHeliBasics1<br>BIS_fnc_VRCourseHeliBasics2<br>BIS_fnc_VRCourseHeliBasics3<br>BIS_fnc_VRCourseHeliSlingload1<br>BIS_fnc_VRCourseHeliAdvanced1<br>BIS_fnc_VRCourseHeliAdvanced2<br>BIS_fnc_VRCourseHeliAdvanced3<br>BIS_fnc_VRCourseHeliAdvanced4<br>BIS_fnc_VRCourseHeliAdvanced5<br>BIS_fnc_VRCourseHeliAdvanced6<br>BIS_fnc_VRCourseHeliWeapons1<br>BIS_fnc_VRCourseHeliWeapons2<br>BIS_fnc_VRCourseHeliWeapons3<br>BIS_fnc_VRCourseHeliWeapons4 |\n| A3_Heli | Params | BIS_fnc_paramViewDistance |\n| A3_Heli | Misc | BIS_fnc_didJip<br>BIS_fnc_synchronizedObjects |\n| A3_Heli | FFV | BIS_fnc_ffvUpdate |\n| A3_Missions_F_Heli | MissionTypes | BIS_fnc_ModuleMPTypeGroundSupport<br>BIS_fnc_ModuleMPTypeGroundSupportBase |\n| A3_Modules_F_Heli | Misc | BIS_fnc_moduleSpawnAI<br>BIS_fnc_moduleSpawnAIPoint<br>BIS_fnc_moduleSpawnAISectorTactic<br>BIS_fnc_moduleSpawnAIOptions<br>BIS_fnc_moduleSlingload |\n| A3_Mark | Vehicles | BIS_fnc_baseVehicle<br>BIS_fnc_exportVehicle<br>BIS_fnc_garage<br>BIS_fnc_garage3DEN<br>BIS_fnc_initVehicleCrew<br>BIS_fnc_initVehicle<br>BIS_fnc_initVehicleKart<br>BIS_fnc_loadVehicle<br>BIS_fnc_saveVehicle<br>BIS_fnc_setVehicleMass<br>BIS_fnc_getVehicleCustomization |\n| A3_Mark | VR | BIS_fnc_VRCourseWeaponHandlingA1<br>BIS_fnc_VRCourseWeaponHandlingA2<br>BIS_fnc_VRCourseWeaponHandlingA3<br>BIS_fnc_VRCourseWeaponHandlingB1<br>BIS_fnc_VRCourseWeaponHandlingB2<br>BIS_fnc_VRCourseWeaponHandlingB3<br>BIS_fnc_VRCourseWeaponHandlingC2<br>BIS_fnc_VRCourseWeaponHandlingC1 |\n| A3_Mark | DynamicGroups | BIS_fnc_dynamicGroups |\n| A3_Mark | Revive | BIS_fnc_disableRevive<br>BIS_fnc_reenableRevive<br>BIS_fnc_reviveInit<br>BIS_fnc_reviveEnabled<br>BIS_fnc_reviveAllowed<br>BIS_fnc_reviveIsValid<br>BIS_fnc_reviveIsValidSecure<br>BIS_fnc_reviveBleedOut<br>BIS_fnc_reviveIconControl<br>BIS_fnc_reviveOnState<br>BIS_fnc_reviveOnStateJIP<br>BIS_fnc_reviveOnBeingRevived<br>BIS_fnc_reviveOnForcingRespawn<br>BIS_fnc_reviveEhKilled<br>BIS_fnc_reviveEhRespawn<br>BIS_fnc_reviveEhDammaged<br>BIS_fnc_reviveEhHandleDamage<br>BIS_fnc_reviveEhHandleHeal<br>BIS_fnc_reviveDebug<br>BIS_fnc_reviveDamageReset<br>BIS_fnc_reviveSecureUnit<br>BIS_fnc_reviveGet3dIcons<br>BIS_fnc_reviveGetActionIcon<br>BIS_fnc_reviveInitAddPlayer<br>BIS_fnc_reviveInitRemovePlayer |\n| A3_Mark | GUI | BIS_fnc_keyHold |\n| A3_Modules_F_Mark | Objectives | BIS_fnc_moduleHvtObjectives<br>BIS_fnc_moduleHvtObjectivesInstance<br>BIS_fnc_moduleHvtObjective<br>BIS_fnc_moduleHvtInit<br>BIS_fnc_downloadObject_canSee_module<br>BIS_fnc_downloadObject_canUse_module<br>BIS_fnc_downloadObject_nearObject_module<br>BIS_fnc_downloadObject_onSucceeded_module<br>BIS_fnc_endGameSpectator_onCarrierPickupInfoChanged<br>BIS_fnc_endGameSpectator_onSideStageChanged<br>BIS_fnc_endGameSpectator_onStageChanged<br>BIS_fnc_endGameSpectator_onUploadStateChanged<br>BIS_fnc_endGameSpectator_updateSideIntelTask |\n| A3_Expansion_A | Misc | BIS_fnc_getIntersectionsUnderCursor<br>BIS_fnc_getObjectBBD<br>BIS_fnc_getName<br>BIS_fnc_getNetMode |\n| A3_Expansion_A | Math | BIS_fnc_lerp<br>BIS_fnc_getAngleDelta |\n| A3_Expansion_A | Spectator | BIS_fnc_EGObjectiveVisualizer<br>BIS_fnc_EGObjectiveVisualizerDraw<br>BIS_fnc_EGSpectator<br>BIS_fnc_EGSpectatorCamera<br>BIS_fnc_EGSpectatorCameraTick<br>BIS_fnc_EGSpectatorCameraSetTarget<br>BIS_fnc_EGSpectatorCameraResetTarget<br>BIS_fnc_EGSpectatorCameraPrepareTarget<br>BIS_fnc_EGSpectatorDraw2D<br>BIS_fnc_EGSpectatorDraw3D<br>BIS_fnc_EGSpectatorGetUnitsToDraw |\n| A3_Props_F_Exp_A_Military_Equipment | Scripts | BIS_fnc_DataTerminalAnimate<br>BIS_fnc_DataTerminalColor |\n| 3DEN | Default | BIS_fnc_3DENExportOldSQM<br>BIS_fnc_3DENExportTerrainBuilder<br>BIS_fnc_3DENExportSQF<br>BIS_fnc_3DENVisionMode<br>BIS_fnc_3DENNotification<br>BIS_fnc_3DENToolbar<br>BIS_fnc_3DENGrid<br>BIS_fnc_3DENCamera<br>BIS_fnc_3DENInterface<br>BIS_fnc_3DENModuleDescription<br>BIS_fnc_3DENDrawLocations<br>BIS_fnc_3DENListLocations<br>BIS_fnc_3DENMissionPreview<br>BIS_fnc_3DENStatusBar<br>BIS_fnc_3DENTutorial<br>BIS_fnc_3DENEntityMenu<br>BIS_fnc_3DENControlsHint<br>BIS_fnc_3DENShowMessage<br>BIS_fnc_3DENFlashlight<br>BIS_fnc_3DENIntel<br>BIS_fnc_3DENDiagCreateList<br>BIS_fnc_3DENDiagFonts<br>BIS_fnc_3DENDiagMouseControl<br>BIS_fnc_3DENExportAttributes<br>BIS_fnc_3DENMissionStats<br>BIS_fnc_initAmmoBox<br>BIS_fnc_highlightControl<br>BIS_fnc_initListNBoxSorting<br>BIS_fnc_initSliderValue |\n| 3DEN | Attributes | BIS_fnc_3DENAttributeDoorStates |\n| A3_Expansion | Conversations | BIS_fnc_showSubtitle |\n| A3_Missions_F_Exp | Campaign | BIS_fnc_EXP_camp_IFF<br>BIS_fnc_EXP_camp_balanceGroup<br>BIS_fnc_EXP_camp_hasMissionStarted<br>BIS_fnc_EXP_camp_SITREP<br>BIS_fnc_EXP_camp_setCinematicMode<br>BIS_fnc_EXP_camp_getCinematicMode<br>BIS_fnc_EXP_camp_initClasses<br>BIS_fnc_EXP_camp_initCharacter<br>BIS_fnc_EXP_camp_checkpoint<br>BIS_fnc_EXP_camp_getPlayersGroup<br>BIS_fnc_EXP_camp_playerChecklist<br>BIS_fnc_EXP_camp_replaceVehicles<br>BIS_fnc_EXP_camp_guidedProjectile<br>BIS_fnc_EXP_camp_dynamicAISkill<br>BIS_fnc_EXP_camp_setSkill<br>BIS_fnc_EXP_camp_playTimelineVideo<br>BIS_fnc_EXP_camp_playSubtitles<br>BIS_fnc_EXP_camp_addTickets<br>BIS_fnc_EXP_camp_initDifficulty |\n| A3_Missions_F_Exp | CampaignManager | BIS_fnc_EXP_camp_manager<br>BIS_fnc_EXP_camp_manager_setState<br>BIS_fnc_EXP_camp_manager_getState<br>BIS_fnc_EXP_camp_manager_triggerEvent<br>BIS_fnc_EXP_camp_manager_onPlayerRegistered |\n| A3_Missions_F_Exp | CampaignLobby | BIS_fnc_EXP_camp_lobby<br>BIS_fnc_EXP_camp_lobby_clearVars<br>BIS_fnc_EXP_camp_lobby_ctrlSetColor<br>BIS_fnc_EXP_camp_lobby_findHost<br>BIS_fnc_EXP_camp_lobby_getHostSettings<br>BIS_fnc_EXP_camp_lobby_getPlayerSquadName<br>BIS_fnc_EXP_camp_lobby_go<br>BIS_fnc_EXP_camp_lobby_intro<br>BIS_fnc_EXP_camp_lobby_launch<br>BIS_fnc_EXP_camp_lobby_loop<br>BIS_fnc_EXP_camp_lobby_missionCountdown<br>BIS_fnc_EXP_camp_lobby_onLoad<br>BIS_fnc_EXP_camp_lobby_updatePlayerStatus<br>BIS_fnc_EXP_camp_lobby_onUnLoad<br>BIS_fnc_EXP_camp_lobby_playMissionVideo<br>BIS_fnc_EXP_camp_lobby_serverPing<br>BIS_fnc_EXP_camp_lobby_serverUpdate<br>BIS_fnc_EXP_camp_lobby_structuredText<br>BIS_fnc_EXP_camp_lobby_UIMilitaryManager<br>BIS_fnc_EXP_camp_lobby_UIMissionCountdown<br>BIS_fnc_EXP_camp_lobby_UIMissionManager<br>BIS_fnc_EXP_camp_lobby_UIOverlayManager<br>BIS_fnc_EXP_camp_lobby_UIProgressManager<br>BIS_fnc_EXP_camp_lobby_UISettingsManager<br>BIS_fnc_EXP_camp_lobby_updateHostSettings<br>BIS_fnc_EXP_camp_lobby_updateIntel<br>BIS_fnc_EXP_camp_lobby_updateMilitaryEfficiency<br>BIS_fnc_EXP_camp_lobby_updatePlayers<br>BIS_fnc_HEXtoRGB |\n| A3_Destroyer | Destroyer | BIS_fnc_Destroyer01Init<br>BIS_fnc_Destroyer01PosUpdate<br>BIS_fnc_Destroyer01EdenInit<br>BIS_fnc_Destroyer01EdenDelete<br>BIS_fnc_Destroyer01InitHullNumbers<br>BIS_fnc_Destroyer01OperateHangarDoors<br>BIS_fnc_Destroyer01AnimateHangarDoors<br>BIS_fnc_Destroyer01PlayHangarDoorSound<br>BIS_fnc_Destroyer01HandleDamage<br>BIS_fnc_Destroyer01GetShipPart |\n| A3_Destroyer | BoatRecovery | BIS_fnc_BoatRack01Init<br>BIS_fnc_BoatRack01ActionAdd<br>BIS_fnc_BoatRack01CanExetuteAction<br>BIS_fnc_BoatRack01CanProgressAction<br>BIS_fnc_BoatRack01ActionRemove<br>BIS_fnc_BoatRack01InitAdjustZOffsets<br>BIS_fnc_BoatRack01AdjustZOffset<br>BIS_fnc_BoatRack01ActionCondition |\n| A3_Jets | AircrfatCarrier | BIS_fnc_Carrier01Init<br>BIS_fnc_Carrier01PosUpdate<br>BIS_fnc_Carrier01EdenInit<br>BIS_fnc_Carrier01EdenDelete<br>BIS_fnc_Carrier01AnimateDeflectors<br>BIS_fnc_Carrier01CatapultActionAdd<br>BIS_fnc_Carrier01CatapultActionRemove<br>BIS_fnc_Carrier01CatapultLockTo<br>BIS_fnc_Carrier01CatapultID<br>BIS_fnc_Carrier01CrewPlayAnim<br>BIS_fnc_Carrier01CrewInAnim |\n| A3_Jets | CarrierOps | BIS_fnc_AircraftCatapultLaunch<br>BIS_fnc_AircraftTailhook |\n| A3_Jets | AircraftFunctionality | BIS_fnc_AircraftFoldingWings<br>BIS_fnc_AircraftTailhookAi |\n| A3_Jets | Ejection | BIS_fnc_PlaneEjection<br>BIS_fnc_PlaneAiEject<br>BIS_fnc_PlaneEjectionFX<br>BIS_fnc_EjectionSeatRelease |\n| A3_CombatPatrol | CombatPatrol | BIS_fnc_CPDummy<br>BIS_fnc_CPFindEmptyPosition<br>BIS_fnc_CPInit<br>BIS_fnc_CPLog<br>BIS_fnc_CPPickSafeDir<br>BIS_fnc_CPSafeAzimuths<br>BIS_fnc_CPSendReinforcements<br>BIS_fnc_CPSpawnGarrisonGrp<br>BIS_fnc_CPWaitUntil |\n| A3_CombatPatrol | Misc | BIS_fnc_laptopPlayVideo<br>BIS_fnc_laptopInit |\n| A3_Orange | Misc | BIS_fnc_initLeaflet<br>BIS_fnc_getCloudletParams<br>BIS_fnc_createRuin<br>BIS_fnc_showAANArticle<br>BIS_fnc_setObjectShotParents<br>BIS_fnc_firedBombDemine<br>BIS_fnc_carAlarm<br>BIS_fnc_smoothStep<br>BIS_fnc_initInspectable<br>BIS_fnc_activateTrainingMine |\n| A3_Orange | Waypoints | BIS_fnc_wpDemine |\n| A3_Orange | Sound | BIS_fnc_setCustomSoundController |\n| A3_TacOps | Map | BIS_fnc_zoomOnArea<br>BIS_fnc_showMarker<br>BIS_fnc_showMarkerArray<br>BIS_fnc_hideMarker<br>BIS_fnc_hideMarkerArray<br>BIS_fnc_cancelMarker<br>BIS_fnc_rotateMarker<br>BIS_fnc_getMarkerState<br>BIS_fnc_colorMarker<br>BIS_fnc_changeColorMarker<br>BIS_fnc_resizeMarker<br>BIS_fnc_moveMarker<br>BIS_fnc_simpleMoveMarker<br>BIS_fnc_blinkMarker<br>BIS_fnc_getMarkers<br>BIS_fnc_shakeMap<br>BIS_fnc_shakeMapEH<br>BIS_fnc_zoomLock<br>BIS_fnc_zoomLockEH<br>BIS_fnc_zoomUnlock<br>BIS_fnc_getBorderMarkers |\n| A3_TacOps | Systems | BIS_fnc_eventTimeline<br>BIS_fnc_holdKey<br>BIS_fnc_missionSelector<br>BIS_fnc_createTooltip<br>BIS_fnc_scaleAndTranslate<br>BIS_fnc_animatePicture<br>BIS_fnc_lookAtArray<br>BIS_fnc_lookAtArrayEH<br>BIS_fnc_animatedScreen<br>BIS_fnc_animatedBriefing<br>BIS_fnc_animatedOpening |\n| A3_Modules_F_Tacops | CivilianPresence | BIS_fnc_moduleCivilianPresence<br>BIS_fnc_moduleCivilianPresenceUnit<br>BIS_fnc_moduleCivilianPresenceSafeSpot |\n| A3_Tank | Map | BIS_fnc_randomPosIntersection |\n| A3_Modules_F_Tank | TanksMp | BIS_fnc_moduleVanguardFob<br>BIS_fnc_moduleVanguardScorePersistence<br>BIS_fnc_moduleVanguardObjective |\n| A3_Warlords | Warlords | BIS_fnc_WLAICore<br>BIS_fnc_WLAIPathSegmentation<br>BIS_fnc_WLAIPurchases<br>BIS_fnc_WLAircraftArrival<br>BIS_fnc_WLAirdrop<br>BIS_fnc_WLAISectorScan<br>BIS_fnc_WLArsenalFilter<br>BIS_fnc_WLCalculateIncome<br>BIS_fnc_WLCalculateSectorConnections<br>BIS_fnc_WLClientInit<br>BIS_fnc_WLDebug<br>BIS_fnc_WLDefenceSetup<br>BIS_fnc_WLDropPurchase<br>BIS_fnc_WLFundsInfo<br>BIS_fnc_WLGarrisonRetreat<br>BIS_fnc_WLInit<br>BIS_fnc_WLInSectorArea<br>BIS_fnc_WLLoadoutApply<br>BIS_fnc_WLLoadoutGrab<br>BIS_fnc_WLMostVotedSector<br>BIS_fnc_WLNavalArrival<br>BIS_fnc_WLOpenArsenal<br>BIS_fnc_WLOSD<br>BIS_fnc_WLOutlineIcons<br>BIS_fnc_WLParseAssetList<br>BIS_fnc_WLPlayersTracking<br>BIS_fnc_WLPlayersTrackingServer<br>BIS_fnc_WLPurchaseMenu<br>BIS_fnc_WLRandomPosRect<br>BIS_fnc_WLRecalculateServices<br>BIS_fnc_WLRemovalHandle<br>BIS_fnc_WLReputation<br>BIS_fnc_WLRequestFastTravel<br>BIS_fnc_WLRequestFundsTransfer<br>BIS_fnc_WLRequestPurchase<br>BIS_fnc_WLRequestSectorScan<br>BIS_fnc_WLRequestVotingReset<br>BIS_fnc_WLSectorFundsPayoff<br>BIS_fnc_WLSectorHandle<br>BIS_fnc_WLSectorHandleServer<br>BIS_fnc_WLSectorIconUpdate<br>BIS_fnc_WLSectorInit<br>BIS_fnc_WLSectorListing<br>BIS_fnc_WLSectorPopulate<br>BIS_fnc_WLSectorScanHandle<br>BIS_fnc_WLSectorsCommonInit<br>BIS_fnc_WLSectorSelectionEnd<br>BIS_fnc_WLSectorSelectionHandle<br>BIS_fnc_WLSectorSelectionHandleServer<br>BIS_fnc_WLSectorSelectionStart<br>BIS_fnc_WLSectorsSetup<br>BIS_fnc_WLSectorTaskHandle<br>BIS_fnc_WLSectorUpdate<br>BIS_fnc_WLSeizingBarHandle<br>BIS_fnc_WLSendResponseTeam<br>BIS_fnc_WLShowInfo<br>BIS_fnc_WLSideToFaction<br>BIS_fnc_WLSoundMsg<br>BIS_fnc_WLSubroutine_purchaseMenuAssetAvailability<br>BIS_fnc_WLSubroutine_purchaseMenuGetUIScale<br>BIS_fnc_WLSubroutine_purchaseMenuHandleDLC<br>BIS_fnc_WLSubroutine_purchaseMenuRefresh<br>BIS_fnc_WLSubroutine_purchaseMenuSetAssetDetails<br>BIS_fnc_WLSubroutine_purchaseMenuSetItemsList<br>BIS_fnc_WLSyncTime<br>BIS_fnc_WLSyncedTime<br>BIS_fnc_WLUpdateAO<br>BIS_fnc_WLVarsInit<br>BIS_fnc_WLVehicleHandle<br>BIS_fnc_WLVotingBarHandle |\n| A3_Warlords | Misc | BIS_fnc_WLSmoothText |\n| A3_Enoch | Probing | BIN_fnc_ProbingBeam_sendData<br>BIN_fnc_ProbingBeam_fired<br>BIN_fnc_ProbingArm_fired |\n| A3_Enoch | CargoPlatform | BIN_fnc_cargoPlatform_01_adjust<br>BIN_fnc_cargoPlatform_01_update<br>BIN_fnc_cargoPlatform_01_destruction |\n| A3_Enoch | DeconShower | BIN_fnc_deconShowerAnim<br>BIN_fnc_deconShowerAnimLarge<br>BIN_fnc_deconShowerAnimStop<br>BIN_fnc_deconShowerCollision<br>BIN_fnc_deconShowerDelete<br>BIN_fnc_deconShowerMove |\n| A3_Enoch | CBRN | BIN_fnc_CBRNHoseInit |\n| A3_Enoch | EM_Core | BIN_fnc_showSpectrumAnalyzer<br>BIN_fnc_updateSpectrumAnalyzerInput<br>BIN_fnc_frequencyToString |\n| A3_Oldman | Systems | BIS_fnc_OM_addLoadedEH<br>BIS_fnc_OM_savingEnabled<br>BIS_fnc_OM_credits<br>BIS_fnc_OM_init<br>BIS_fnc_OM_Module_initSmallValueSilder<br>BIS_fnc_OM_EXEC<br>BIS_fnc_OM_SectorGetSectors<br>BIS_fnc_OM_BuildSectorsData<br>BIS_fnc_OM_HandleMapControls<br>BIS_fnc_OM_ModuleQuest_destroyObject<br>BIS_fnc_OM_ModuleQuest_defend<br>BIS_fnc_OM_Epicentrum<br>BIS_fnc_OM_moduleRestPoint<br>BIS_fnc_OM_moduleMarket<br>BIS_fnc_OM_saveGame<br>BIS_fnc_OM_pause<br>BIS_fnc_OM_skip<br>BIS_fnc_OM_camera<br>BIS_fnc_OM_AS_ShowStaticText<br>BIS_fnc_drawBoundingBox |\n| A3_Oldman | SyndikatAgent | BIS_fnc_OM_ModuleSyndikatAgent |\n| A3_Oldman | SyndikatTeam | BIS_fnc_OM_ModuleSyndikatTeam |\n| A3_Oldman | SentryDrone | BIS_fnc_OM_SentryDrone |\n| A3_Oldman | Economy | BIS_fnc_OM_moduleEconomy |\n| A3_Oldman | Radio | BIS_fnc_OM_moduleRadio |\n| A3_Oldman | SmartMarkers | BIS_fnc_OM_moduleSmartMarkers |\n| A3_Oldman | Awareness | BIS_fnc_OM_moduleAwareness |\n| A3_Oldman | ActionQueue | BIS_fnc_OM_moduleActionQueue |\n| A3_Oldman | Reputation | BIS_fnc_OM_moduleReputation |\n| A3_Oldman | EscortAI | BIS_fnc_escortAI<br>BIS_fnc_escortAIHoldAction |\n| A3_Oldman | WeatherManager | BIS_fnc_OMSetForecastLimit<br>BIS_fnc_OMWeatherUICalc<br>BIS_fnc_OMWeatherManagerCore<br>BIS_fnc_OMWeatherManagerMain<br>BIS_fnc_OMWeatherManagerRain<br>BIS_fnc_OMWeatherReport |\n| A3_Oldman | Phone | BIS_fnc_OM_phone_addContact<br>BIS_fnc_OM_phone_addCall<br>BIS_fnc_OM_phone_core<br>BIS_fnc_OM_phone_incomingCall<br>BIS_fnc_OM_phone_removeCall<br>BIS_fnc_OM_phone_SMS<br>BIS_fnc_OM_phone_SMSSend<br>BIS_fnc_OM_phone_customSectionInit<br>BIS_fnc_OM_phone_customSectionShow<br>BIS_fnc_OM_phone_customSectionWeatherShow<br>BIS_fnc_OM_phone_getDiaryListIndexByName<br>BIS_fnc_OM_phone_menuInit<br>BIS_fnc_OM_phone_menuHandler |\n| A3_Oldman | Checkpoint | BIS_fnc_OM_moduleCheckpoint_handleStates<br>BIS_fnc_OM_moduleCheckpoint_checkAngleToObject<br>BIS_fnc_OM_moduleCheckpoint_checkDistanceFromObject<br>BIS_fnc_OM_moduleCheckpoint_intersect<br>BIS_fnc_OM_moduleCheckpoint_navigateVehicleToCheck<br>BIS_fnc_OM_moduleCheckpoint_playAnim |\n| A3_Oldman | Depot | BIS_fnc_OM_moduleDepot<br>BIS_fnc_OM_sellEquipment |\n| A3_Oldman | Medicine | BIS_fnc_OM_infectedGroupHandle<br>BIS_fnc_OM_allInfectedDeadCode<br>BIS_fnc_OM_medicineDeliveredCode<br>BIS_fnc_OM_medicineRanOutCode<br>BIS_fnc_OM_warnCriticalCode<br>BIS_fnc_OM_warnMildCode |\n| A3_Oldman | Conversations | BIS_fnc_OM_moduleRandomConversation<br>BIS_fnc_OM_conversation<br>BIS_fnc_OM_createConversation |\n| A3_Oldman | FastTravel | BIS_fnc_OM_moduleFastTravel |\n| A3_AoW | DioaramaBase | BIS_fnc_DioramaBase_01_connect<br>BIS_fnc_DioramaBase_01_update<br>BIS_fnc_DioramaBase_01_snap<br>BIS_fnc_DioramaBase_01_delete<br>BIS_fnc_DioramaBase_01_init |\n| A3_AoW | Gallery | BIS_fnc_Gallery_01_update |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> See also:\n>\n> - Arma 3: Functions Library\n> - Arma 3: Functions\n\nLast updated: Arma 3 v2.10\n\n| Group | Category | Functions |\n|---|---|---|\n| A3 | Actions | BIS_fnc_packStaticWeapon<br>BIS_fnc_unpackStaticWeapon |\n| A3 | Ambient | BIS_fnc_ambientFlyby<br>BIS_fnc_ambientAnim<br>BIS_fnc_ambientAnimCombat<br>BIS_fnc_ambientAnimGetParams<br>BIS_fnc_animalBehaviour<br>BIS_fnc_animalRandomization<br>BIS_fnc_ambientAnim__playAnim<br>BIS_fnc_ambientAnim__terminate |\n| A3 | Arrays | BIS_fnc_sortBy<br>BIS_fnc_arrayShuffle<br>BIS_fnc_updatePlayerArray<br>BIS_fnc_consolidateArray<br>BIS_fnc_findInPairs<br>BIS_fnc_getFromPairs<br>BIS_fnc_addToPairs<br>BIS_fnc_removeFromPairs<br>BIS_fnc_setToPairs<br>BIS_fnc_sortAlphabetically<br>BIS_fnc_findAllNestedElements<br>BIS_fnc_priorityQueue_Init<br>BIS_fnc_priorityQueue_PushItem<br>BIS_fnc_priorityQueue_PopItem<br>BIS_fnc_priorityQueue_IsEmpty<br>BIS_fnc_priorityQueue_IsFull<br>BIS_fnc_priorityQueue_GetHighestPriority<br>BIS_fnc_priorityQueue_GetLowestPriority |\n| A3 | Bitwise | BIS_fnc_bitwiseAND<br>BIS_fnc_bitwiseOR<br>BIS_fnc_bitwiseXOR<br>BIS_fnc_bitwiseNOT<br>BIS_fnc_bitflagsSet<br>BIS_fnc_bitflagsUnset<br>BIS_fnc_bitflagsFlip<br>BIS_fnc_bitflagsCheck<br>BIS_fnc_bitflagsToArray |\n| A3 | Briefing | BIS_fnc_briefingAnimate<br>BIS_fnc_briefingInit |\n| A3 | Combat | BIS_fnc_enemyTargets<br>BIS_fnc_enemyDetected<br>BIS_fnc_fireSupport<br>BIS_fnc_fireSupportCluster<br>BIS_fnc_fireSupportVirtual<br>BIS_fnc_stalk |\n| A3 | Configs | BIS_fnc_configPath<br>BIS_fnc_subClasses<br>BIS_fnc_uniqueClasses<br>BIS_fnc_loadClass<br>BIS_fnc_loadEntry<br>BIS_fnc_unitAddon<br>BIS_fnc_weaponAddon<br>BIS_fnc_returnChildren<br>BIS_fnc_configExtremes<br>BIS_fnc_weaponsEntityType<br>BIS_fnc_magazinesEntityType<br>BIS_fnc_getCfg<br>BIS_fnc_getCfgIsClass<br>BIS_fnc_getCfgSubClasses<br>BIS_fnc_getCfgDataArray<br>BIS_fnc_getCfgDataObject<br>BIS_fnc_getCfgDataBool<br>BIS_fnc_getCfgData<br>BIS_fnc_getCfgDataPool |\n| A3 | DateTime | BIS_fnc_calculateDateTime<br>BIS_fnc_compareDateTimes<br>BIS_fnc_isDateTimeNewer |\n| A3 | Debug | BIS_fnc_debugProfile<br>BIS_fnc_functionMeta<br>BIS_fnc_camera<br>BIS_fnc_cameraOld<br>BIS_fnc_isDemo<br>BIS_fnc_animViewer<br>BIS_fnc_logFormat<br>BIS_fnc_logFormatServer<br>BIS_fnc_preload<br>BIS_fnc_errorParamsType<br>BIS_fnc_isDebugConsoleAllowed<br>BIS_fnc_debugConsoleExec<br>BIS_fnc_camera_showPositions |\n| A3 | Diagnostic | BIS_fnc_diagAAR<br>BIS_fnc_diagAARrecord<br>BIS_fnc_diagHit<br>BIS_fnc_diagKey<br>BIS_fnc_diagRadio<br>BIS_fnc_diagMissionWeapons<br>BIS_fnc_diagMissionPositions<br>BIS_fnc_diagPreview<br>BIS_fnc_diagPreviewVehicleCrew<br>BIS_fnc_diagPreviewCycle<br>BIS_fnc_diagKeyLayout<br>BIS_fnc_diagKeyTest<br>BIS_fnc_diagWiki<br>BIS_fnc_diagVehicleIcons<br>BIS_fnc_diagConfig<br>BIS_fnc_diagLoop<br>BIS_fnc_locWeaponInfo<br>BIS_fnc_diagKnownTargets<br>BIS_fnc_diagKnownAsTarget<br>BIS_fnc_diagBulletCam<br>BIS_fnc_diagMacros<br>BIS_fnc_diagMacrosVerify<br>BIS_fnc_diagMacrosMapSize<br>BIS_fnc_diagMacrosNameSound<br>BIS_fnc_diagMacrosSimpleObject<br>BIS_fnc_diagMacrosAuthor<br>BIS_fnc_diagMacrosEditorPreview<br>BIS_fnc_diagFindMissingAuthors<br>BIS_fnc_diagObjectPerformance<br>BIS_fnc_exportGroupFormations<br>BIS_fnc_exportCfgVehicles<br>BIS_fnc_exportCfgVehiclesAssetDB<br>BIS_fnc_exportCfgWeapons<br>BIS_fnc_exportCfgMagazines<br>BIS_fnc_exportCfgPatches<br>BIS_fnc_exportCfgHints<br>BIS_fnc_exportEditorPreviews<br>BIS_fnc_exportConfigHierarchy<br>BIS_fnc_importImageLinks<br>BIS_fnc_exportFunctionsToWiki<br>BIS_fnc_diagJIRAlink |\n| A3 | Effects | BIS_fnc_effectFired<br>BIS_fnc_effectKilled<br>BIS_fnc_effectPlankton<br>BIS_fnc_effectFiredLongSmoke<br>BIS_fnc_effectFiredRifle<br>BIS_fnc_effectFiredArtillery<br>BIS_fnc_effectFiredRocket<br>BIS_fnc_effectFiredCruiseMissile<br>BIS_fnc_effectFiredSmokeLauncher<br>BIS_fnc_effectFiredSmokeLauncher_boat<br>BIS_fnc_effectFiredFlares<br>BIS_fnc_effectFiredHeliRocket<br>BIS_fnc_effectKilledAirDestruction<br>BIS_fnc_effectKilledAirDestructionStage2<br>BIS_fnc_effectKilledSecondaries |\n| A3 | Environment | BIS_fnc_setPPeffectTemplate<br>BIS_fnc_initWorldScene<br>BIS_fnc_setRain |\n| A3 | Feedback | BIS_fnc_feedbackMain<br>BIS_fnc_bloodEffect<br>BIS_fnc_damageChanged<br>BIS_fnc_damagePulsing<br>BIS_fnc_dirtEffect<br>BIS_fnc_fatigueEffect<br>BIS_fnc_feedbackInit<br>BIS_fnc_flamesEffect<br>BIS_fnc_healing<br>BIS_fnc_incapacitatedEffect<br>BIS_fnc_indicateBleeding<br>BIS_fnc_radialRed<br>BIS_fnc_radialRedOut |\n| A3 | Geometry | BIS_fnc_relScaledDist<br>BIS_fnc_terrainGradAngle |\n| A3 | GUI | BIS_fnc_groupIndicator<br>BIS_fnc_rscLayer<br>BIS_fnc_guiEffectTiles<br>BIS_fnc_cinemaBorder<br>BIS_fnc_textTiles<br>BIS_fnc_titlecard<br>BIS_fnc_liveFeed<br>BIS_fnc_liveFeedEffects<br>BIS_fnc_liveFeedSetSource<br>BIS_fnc_liveFeedSetTarget<br>BIS_fnc_liveFeedTerminate<br>BIS_fnc_establishingShot<br>BIS_fnc_showNotification<br>BIS_fnc_ctrlFitToTextHeight<br>BIS_fnc_setIDCStreamFriendly<br>BIS_fnc_typeText<br>BIS_fnc_typeText2<br>BIS_fnc_ctrlSetScale<br>BIS_fnc_credits_movie<br>BIS_fnc_credits_movieConfig<br>BIS_fnc_credits_movieSupport<br>BIS_fnc_showUnitInfo<br>BIS_fnc_toUpperDisplayTexts<br>BIS_fnc_createLogRecord<br>BIS_fnc_showMissionStatus<br>BIS_fnc_setMissionStatusSlot<br>BIS_fnc_openFieldManual<br>BIS_fnc_initDisplay<br>BIS_fnc_controlConfigs<br>BIS_fnc_showWelcomeScreen<br>BIS_fnc_versionInfo<br>BIS_fnc_exportGUIBaseClasses<br>BIS_fnc_customGPS_Spawn |\n| A3 | Hints | BIS_fnc_advHint<br>BIS_fnc_advHintArg<br>BIS_fnc_advHintCall<br>BIS_fnc_advHintCredits<br>BIS_fnc_advHintFormat |\n| A3 | HoldActions | BIS_fnc_holdActionAdd<br>BIS_fnc_holdActionRemove<br>BIS_fnc_holdAction_showIcon<br>BIS_fnc_holdAction_animationTimerCode |\n| A3 | Inventory | BIS_fnc_addWeapon<br>BIS_fnc_itemType<br>BIS_fnc_basicBackpack<br>BIS_fnc_loadInventory<br>BIS_fnc_unitHeadgear<br>BIS_fnc_isThrowable<br>BIS_fnc_limitAmmunition<br>BIS_fnc_limitItems<br>BIS_fnc_limitWeaponItems<br>BIS_fnc_hasItem<br>BIS_fnc_inventoryExists |\n| A3 | Map | BIS_fnc_markWaypoints<br>BIS_fnc_mapSize<br>BIS_fnc_mapGridSize<br>BIS_fnc_markerToTrigger<br>BIS_fnc_triggerToMarker<br>BIS_fnc_exportMapToBiTXT<br>BIS_fnc_drawArrow<br>BIS_fnc_markerToString<br>BIS_fnc_stringToMarker<br>BIS_fnc_stringToMarkerLocal |\n| A3 | Missions | BIS_fnc_basicTask<br>BIS_fnc_missionTasks<br>BIS_fnc_missionTasksLocal<br>BIS_fnc_missionConversations<br>BIS_fnc_missionConversationsLocal<br>BIS_fnc_missionFlow<br>BIS_fnc_isCampaign<br>BIS_fnc_missionHandlers<br>BIS_fnc_trackMissionTime<br>BIS_fnc_forceEnd |\n| A3 | Misc | BIS_fnc_fadeEffect<br>BIS_fnc_findOverwatch<br>BIS_fnc_onDiaryChanged<br>BIS_fnc_colorRGBAtoHTML<br>BIS_fnc_rankParams<br>BIS_fnc_colorRGBAtoTexture<br>BIS_fnc_healthEffects<br>BIS_fnc_textureMarker<br>BIS_fnc_textureVehicleIcon<br>BIS_fnc_localize<br>BIS_fnc_colorConfigToRGBA<br>BIS_fnc_keyCode<br>BIS_fnc_addScriptedEventHandler<br>BIS_fnc_removeScriptedEventHandler<br>BIS_fnc_removeAllScriptedEventHandlers<br>BIS_fnc_callScriptedEventHandler<br>BIS_fnc_startLoadingScreen<br>BIS_fnc_endLoadingScreen<br>BIS_fnc_progressLoadingScreen<br>BIS_fnc_groupVehicles<br>BIS_fnc_nearestRoad<br>BIS_fnc_addCommMenuItem<br>BIS_fnc_removeCommMenuItem<br>BIS_fnc_refreshCommMenu<br>BIS_fnc_interpolateWeather<br>BIS_fnc_weaponComponents<br>BIS_fnc_jukebox<br>BIS_fnc_loop<br>BIS_fnc_runLater<br>BIS_fnc_fixDate<br>BIS_fnc_isLeapYear<br>BIS_fnc_monthDays<br>BIS_fnc_disableLoading<br>BIS_fnc_gridToPos<br>BIS_fnc_encodeFlags<br>BIS_fnc_decodeFlags<br>BIS_fnc_encodeFlags2<br>BIS_fnc_decodeFlags2<br>BIS_fnc_encodeFlags4<br>BIS_fnc_decodeFlags4<br>BIS_fnc_encodeFlags8<br>BIS_fnc_decodeFlags8<br>BIS_fnc_deleteCounter<br>BIS_fnc_sunriseSunsetTime<br>BIS_fnc_getArea<br>BIS_fnc_animateFlag<br>BIS_fnc_fire<br>BIS_fnc_checkAITasks<br>BIS_fnc_halo_keydown<br>BIS_fnc_healtEffects_init<br>BIS_fnc_healthEffects_handleDamage_code |\n| A3 | Modules | BIS_fnc_initModules<br>BIS_fnc_moduleInit<br>BIS_fnc_moduleHandle<br>BIS_fnc_moduleModules<br>BIS_fnc_moduleTriggers<br>BIS_fnc_moduleUnits<br>BIS_fnc_moduleExecute |\n| A3 | MP | BIS_fnc_initMultiplayer<br>BIS_fnc_call<br>BIS_fnc_spawn<br>BIS_fnc_execFSM<br>BIS_fnc_execVM<br>BIS_fnc_execRemote<br>BIS_fnc_addScore<br>BIS_fnc_setRespawnDelay<br>BIS_fnc_onPlayerConnected<br>BIS_fnc_initPlayable<br>BIS_fnc_missionTimeLeft<br>BIS_fnc_deleteVehicleCrew<br>BIS_fnc_admin<br>BIS_fnc_spawnOrdered |\n| A3 | Network | BIS_fnc_netId<br>BIS_fnc_groupFromNetId<br>BIS_fnc_objectFromNetId |\n| A3 | Numbers | BIS_fnc_countdown<br>BIS_fnc_parseNumberSafe |\n| A3 | Strings | BIS_fnc_filterString<br>BIS_fnc_inString<br>BIS_fnc_ordinalNumber<br>BIS_fnc_romanNumeral<br>BIS_fnc_phoneticalWord<br>BIS_fnc_teamColor<br>BIS_fnc_alignTabs<br>BIS_fnc_splitString<br>BIS_fnc_trimString |\n| A3 | Supports | BIS_fnc_addSupportLink<br>BIS_fnc_changeSupportRadioChannel<br>BIS_fnc_limitSupport<br>BIS_fnc_removeSupportLink |\n| A3 | Objects | BIS_fnc_getTurrets<br>BIS_fnc_objectVar<br>BIS_fnc_allSynchronizedObjects<br>BIS_fnc_setRank<br>BIS_fnc_spawnObjects<br>BIS_fnc_objectHeight<br>BIS_fnc_objectType<br>BIS_fnc_crewCount<br>BIS_fnc_setIdentity<br>BIS_fnc_setObjectRotation<br>BIS_fnc_cargoTurretIndex<br>BIS_fnc_switchLamp<br>BIS_fnc_attachToRelative<br>BIS_fnc_setHitPointDamage<br>BIS_fnc_allTurrets<br>BIS_fnc_synchronizedObjectsQueue<br>BIS_fnc_turretConfig<br>BIS_fnc_vehicleCrewTurrets |\n| A3 | SimpleObjects | BIS_fnc_createSimpleObject<br>BIS_fnc_adjustSimpleObject<br>BIS_fnc_simpleObjectData<br>BIS_fnc_replaceWithSimpleObject |\n| A3 | OO | BIS_fnc_addClassOO<br>BIS_fnc_createObjectOO<br>BIS_fnc_validateParametersOO |\n| A3 | Params | BIS_fnc_storeParamsValues<br>BIS_fnc_initParams<br>BIS_fnc_getParamValue<br>BIS_fnc_paramDaytime<br>BIS_fnc_paramWeather<br>BIS_fnc_paramCountdown<br>BIS_fnc_paramRespawnTickets<br>BIS_fnc_paramGuerFriendly<br>BIS_fnc_paramReviveUnconsciousStateMode<br>BIS_fnc_paramReviveMode<br>BIS_fnc_paramReviveDuration<br>BIS_fnc_paramReviveRequiredTrait<br>BIS_fnc_paramReviveRequiredItems<br>BIS_fnc_paramReviveMedicSpeedMultiplier<br>BIS_fnc_paramReviveBleedOutDuration<br>BIS_fnc_paramReviveForceRespawnDuration<br>BIS_fnc_paramTimeAcceleration |\n| A3 | Strategic | BIS_fnc_ORBATOpen<br>BIS_fnc_ORBATAnimate<br>BIS_fnc_ORBATTooltip<br>BIS_fnc_ORBATSetGroupFade<br>BIS_fnc_ORBATSetGroupParams<br>BIS_fnc_ORBATGetGroupParams<br>BIS_fnc_ORBATAddGroupOverlay<br>BIS_fnc_ORBATRemoveGroupOverlay<br>BIS_fnc_ORBATConfigPreview<br>BIS_fnc_StrategicMapOpen<br>BIS_fnc_StrategicMapAnimate<br>BIS_fnc_StrategicMapMouseButtonClick<br>BIS_fnc_setUnitInsignia<br>BIS_fnc_getUnitInsignia<br>BIS_fnc_strategicMapOpen_keyDown<br>BIS_fnc_strategicMapOpen_mouse<br>BIS_fnc_strategicMapOpen_draw<br>BIS_fnc_ORBAT_mouseClick<br>BIS_fnc_ORBAT_mouse<br>BIS_fnc_ORBATOpen_keyDown<br>BIS_fnc_ORBAT_draw<br>BIS_fnc_ORBAT_loadArray<br>BIS_fnc_ORBAT_loadConfig |\n| A3 | Respawn | BIS_fnc_selectRespawnTemplate<br>BIS_fnc_initRespawn<br>BIS_fnc_showRespawnMenu<br>BIS_fnc_setRespawnInventory<br>BIS_fnc_addRespawnInventory<br>BIS_fnc_removeRespawnInventory<br>BIS_fnc_getRespawnInventories<br>BIS_fnc_addRespawnPosition<br>BIS_fnc_removeRespawnPosition<br>BIS_fnc_getRespawnPositions<br>BIS_fnc_getRespawnMarkers<br>BIS_fnc_missionRespawnType<br>BIS_fnc_moveToRespawnPosition<br>BIS_fnc_respawnNone<br>BIS_fnc_respawnSpectator<br>BIS_fnc_respawnInstant<br>BIS_fnc_respawnBase<br>BIS_fnc_respawnGroup<br>BIS_fnc_respawnSide<br>BIS_fnc_respawnEndMission<br>BIS_fnc_respawnSeagull<br>BIS_fnc_respawnTimePenalty<br>BIS_fnc_respawnWave<br>BIS_fnc_respawnCounter<br>BIS_fnc_respawnConfirm<br>BIS_fnc_respawnTickets<br>BIS_fnc_respawnMenuPosition<br>BIS_fnc_respawnMenuInventory<br>BIS_fnc_showRespawnMenuDisableItem<br>BIS_fnc_showRespawnMenuDisableItemDraw<br>BIS_fnc_showRespawnMenuDisableItemCheck<br>BIS_fnc_showRespawnMenuHeader<br>BIS_fnc_showRespawnMenuInventory<br>BIS_fnc_showRespawnMenuInventoryDetails<br>BIS_fnc_showRespawnMenuInventoryItems<br>BIS_fnc_showRespawnMenuInventoryList<br>BIS_fnc_showRespawnMenuInventoryLimit<br>BIS_fnc_showRespawnMenuInventoryLimitRefresh<br>BIS_fnc_showRespawnMenuInventoryLimitRespawn<br>BIS_fnc_showRespawnMenuInventoryLoadout<br>BIS_fnc_showRespawnMenuInventoryMetadata<br>BIS_fnc_showRespawnMenuPosition<br>BIS_fnc_showRespawnMenuPositionList<br>BIS_fnc_showRespawnMenuPositionMap<br>BIS_fnc_showRespawnMenuPositionMapDraw<br>BIS_fnc_showRespawnMenuPositionMapHandle<br>BIS_fnc_showRespawnMenuPositionMetadata<br>BIS_fnc_showRespawnMenuPositionName<br>BIS_fnc_showRespawnMenuPositionRefresh<br>BIS_fnc_respawnNone_keydown<br>BIS_fnc_respawnNone_loop |\n| A3 | Sides | BIS_fnc_enemySides<br>BIS_fnc_friendlySides<br>BIS_fnc_areFriendly<br>BIS_fnc_sideID<br>BIS_fnc_sideColor<br>BIS_fnc_sideName<br>BIS_fnc_sideType<br>BIS_fnc_objectSide<br>BIS_fnc_playerSideFaction<br>BIS_fnc_sideIsFriendly<br>BIS_fnc_sideIsEnemy<br>BIS_fnc_sideNameUnlocalized |\n| A3 | Systems | BIS_fnc_InstructorFigure<br>BIS_fnc_bleedTickets |\n| A3 | Tasks | BIS_fnc_setTask<br>BIS_fnc_setTaskLocal<br>BIS_fnc_taskVar<br>BIS_fnc_deleteTask<br>BIS_fnc_sharedObjectives<br>BIS_fnc_taskTypeIcon<br>BIS_fnc_taskSetType<br>BIS_fnc_taskType<br>BIS_fnc_taskSetAlwaysVisible<br>BIS_fnc_taskAlwaysVisible<br>BIS_fnc_taskChildren<br>BIS_fnc_taskCompleted<br>BIS_fnc_taskCreate<br>BIS_fnc_taskCurrent<br>BIS_fnc_taskDescription<br>BIS_fnc_taskDestination<br>BIS_fnc_taskExists<br>BIS_fnc_taskHint<br>BIS_fnc_taskParent<br>BIS_fnc_taskReal<br>BIS_fnc_tasksUnit<br>BIS_fnc_taskSetCurrent<br>BIS_fnc_taskSetDescription<br>BIS_fnc_taskSetDestination<br>BIS_fnc_taskSetState<br>BIS_fnc_taskState<br>BIS_fnc_sharedObjectives_taskAssignedCode<br>BIS_fnc_sharedObjectives_getCustomData |\n| A3 | Vehicles | BIS_fnc_vehicleRoles<br>BIS_fnc_missileLaunchPositionFix<br>BIS_fnc_unflipVehicle |\n| A3 | Variables | BIS_fnc_loadFunctions<br>BIS_fnc_areEqualNotNil |\n| A3 | Vectors | BIS_fnc_vectorDirAndUpRelative<br>BIS_fnc_weaponDirectionRelative<br>BIS_fnc_multiplySquareMatrixByVector<br>BIS_fnc_rotateVector3D<br>BIS_fnc_transformVectorDirAndUp |\n| A3 | Waypoints | BIS_fnc_scriptedWaypointType<br>BIS_fnc_wpLand<br>BIS_fnc_wpPatrol<br>BIS_fnc_wpRelax<br>BIS_fnc_wpArtillery<br>BIS_fnc_wpSuppress |\n| A3 | Math | BIS_fnc_bezierLength<br>BIS_fnc_clamp<br>BIS_fnc_clampVector<br>BIS_fnc_deltaTime<br>BIS_fnc_findLookAt<br>BIS_fnc_isEqualVector<br>BIS_fnc_nearestPoint<br>BIS_fnc_pow<br>BIS_fnc_pulsate<br>BIS_fnc_vectorDivide |\n| A3 | Interp | BIS_fnc_berp<br>BIS_fnc_berpVector<br>BIS_fnc_bezierInterpolate<br>BIS_fnc_bezierInterpolateVector<br>BIS_fnc_bounceIn<br>BIS_fnc_bounceOut<br>BIS_fnc_bounceInOut<br>BIS_fnc_bounceInVector<br>BIS_fnc_bounceOutVector<br>BIS_fnc_bounceInOutVector<br>BIS_fnc_clerp<br>BIS_fnc_easeIn<br>BIS_fnc_easeOut<br>BIS_fnc_easeInOut<br>BIS_fnc_easeInOutVector<br>BIS_fnc_easeInVector<br>BIS_fnc_easeOutVector<br>BIS_fnc_hermite<br>BIS_fnc_hermiteVector<br>BIS_fnc_interpolate<br>BIS_fnc_interpolateConstant<br>BIS_fnc_interpolateVector<br>BIS_fnc_interpolateVectorConstant<br>BIS_fnc_inverseLerp<br>BIS_fnc_lerp<br>BIS_fnc_lerpVector<br>BIS_fnc_quinticIn<br>BIS_fnc_quinticOut<br>BIS_fnc_quinticInOut<br>BIS_fnc_quinticInVector<br>BIS_fnc_quinticOutVector<br>BIS_fnc_quinticInOutVector<br>BIS_fnc_slerp |\n| A3 | Timeline | BIS_fnc_timeline_cleanup<br>BIS_fnc_timeline_deleted<br>BIS_fnc_timeline_finish<br>BIS_fnc_timeline_getAlpha<br>BIS_fnc_timeline_getCurrentTime<br>BIS_fnc_timeline_getInterpMode<br>BIS_fnc_timeline_getLength<br>BIS_fnc_timeline_getPlayFromStart<br>BIS_fnc_timeline_getPlayRate<br>BIS_fnc_timeline_getPlayTime<br>BIS_fnc_timeline_getPosition<br>BIS_fnc_timeline_getSimulatedCurves<br>BIS_fnc_timeline_getStopTime<br>BIS_fnc_timeline_getTimeLeft<br>BIS_fnc_timeline_init<br>BIS_fnc_timeline_isFinished<br>BIS_fnc_timeline_isLooping<br>BIS_fnc_timeline_isPaused<br>BIS_fnc_timeline_isPlaying<br>BIS_fnc_timeline_isReverse<br>BIS_fnc_timeline_play<br>BIS_fnc_timeline_setInterpMode<br>BIS_fnc_timeline_setLength<br>BIS_fnc_timeline_setLoop<br>BIS_fnc_timeline_setPause<br>BIS_fnc_timeline_setPlayRate<br>BIS_fnc_timeline_setPosition<br>BIS_fnc_timeline_setReverse<br>BIS_fnc_timeline_simulateCurves<br>BIS_fnc_timeline_stop<br>BIS_fnc_timeline_tick |\n| A3 | Timeline3DEN | BIS_fnc_timeline_edenAttributesChanged<br>BIS_fnc_timeline_edenConnectionChanged<br>BIS_fnc_timeline_edenDeleted<br>BIS_fnc_timeline_edenInit<br>BIS_fnc_timeline_edenIsSelected<br>BIS_fnc_timeline_edenDragged |\n| A3 | Curve | BIS_fnc_richCurve_compute<br>BIS_fnc_richCurve_computeCurveArcLength<br>BIS_fnc_richCurve_computeKeys<br>BIS_fnc_richCurve_computeOwnerTimeline<br>BIS_fnc_richCurve_computeSimulatedObjects<br>BIS_fnc_richCurve_getCurveLength<br>BIS_fnc_richCurve_getCurvePoints<br>BIS_fnc_richCurve_getCurveValueFloat<br>BIS_fnc_richCurve_getCurveValueVector<br>BIS_fnc_richCurve_getFirstKey<br>BIS_fnc_richCurve_getKeyFromIndex<br>BIS_fnc_richCurve_getKeyIndex<br>BIS_fnc_richCurve_getKeys<br>BIS_fnc_richCurve_getKeysAtTime<br>BIS_fnc_richCurve_getKeyTime<br>BIS_fnc_richCurve_getLastKey<br>BIS_fnc_richCurve_getLookAtPosition<br>BIS_fnc_richCurve_getNextKey<br>BIS_fnc_richCurve_getOrientationMode<br>BIS_fnc_richCurve_getOwnerTimeline<br>BIS_fnc_richCurve_getPreviousKey<br>BIS_fnc_richCurve_getSimulatedObjects<br>BIS_fnc_richCurve_getTimeRange<br>BIS_fnc_richCurve_isTimeInSeconds<br>BIS_fnc_richCurve_numKeys<br>BIS_fnc_richCurve_reset<br>BIS_fnc_richCurve_resetKeysEventState<br>BIS_fnc_richCurve_setKeys<br>BIS_fnc_richCurve_setOrientationMode |\n| A3 | Curve3DEN | BIS_fnc_richCurve_edenAttributesChanged<br>BIS_fnc_richCurve_edenBakeCurve3D<br>BIS_fnc_richCurve_edenComputeNearestSegment<br>BIS_fnc_richCurve_edenConnectionChanged<br>BIS_fnc_richCurve_edenDrawControlPoints3D<br>BIS_fnc_richCurve_edenDrawCurve3D<br>BIS_fnc_richCurve_edenIsSelected<br>BIS_fnc_richCurve_edenMarkStateDirty<br>BIS_fnc_richCurve_edenTick<br>BIS_fnc_richCurve_edenDragged |\n| A3 | Key | BIS_fnc_key_compute<br>BIS_fnc_key_computeOwnerCurve<br>BIS_fnc_key_computeTime<br>BIS_fnc_key_getArriveControlPoint<br>BIS_fnc_key_getArriveTangent<br>BIS_fnc_key_getArriveTangentWeight<br>BIS_fnc_key_getConfigTime<br>BIS_fnc_key_getFOV<br>BIS_fnc_key_getInterpMode<br>BIS_fnc_key_getLeaveControlPoint<br>BIS_fnc_key_getLeaveTangent<br>BIS_fnc_key_getLeaveTangentWeight<br>BIS_fnc_key_getOwnerCurve<br>BIS_fnc_key_getTime<br>BIS_fnc_key_getValue<br>BIS_fnc_key_isFloat<br>BIS_fnc_key_isVector<br>BIS_fnc_key_setArriveTangent<br>BIS_fnc_key_setArriveTangentWeight<br>BIS_fnc_key_setInterpMode<br>BIS_fnc_key_setLeaveTangent<br>BIS_fnc_key_setLeaveTangentWeight<br>BIS_fnc_key_setTime<br>BIS_fnc_key_setValue |\n| A3 | Key3DEN | BIS_fnc_key_edenAreControlPointsLocked<br>BIS_fnc_key_edenAttributesChanged<br>BIS_fnc_key_edenConnectionChanged<br>BIS_fnc_key_edenIsSelected<br>BIS_fnc_key_edenRegisteredToWorld<br>BIS_fnc_key_edenUnregisteredFromWorld<br>BIS_fnc_key_edenDragged |\n| A3 | ControlPoint | BIS_fnc_controlPoint_compute<br>BIS_fnc_controlPoint_computeOwnerKey<br>BIS_fnc_controlPoint_getOwnerKey<br>BIS_fnc_controlPoint_isArrive<br>BIS_fnc_controlPoint_setIsArrive |\n| A3 | ControlPoint3DEN | BIS_fnc_controlPoint_edenAttributesChanged<br>BIS_fnc_controlPoint_edenConnectionChanged<br>BIS_fnc_controlPoint_edenIsSelected<br>BIS_fnc_controlPoint_edenRegisteredToWorld<br>BIS_fnc_controlPoint_edenUnregisteredFromWorld<br>BIS_fnc_controlPoint_edenDragged |\n| A3 | Camera | BIS_fnc_camera_deleted<br>BIS_fnc_camera_getCam<br>BIS_fnc_camera_getCinemaBordersEnabled<br>BIS_fnc_camera_getFOV<br>BIS_fnc_camera_getFocus<br>BIS_fnc_camera_getHUDEnabled<br>BIS_fnc_camera_getVisionMode<br>BIS_fnc_camera_init<br>BIS_fnc_camera_setCam<br>BIS_fnc_camera_setCinemaBordersEnabled<br>BIS_fnc_camera_setFOV<br>BIS_fnc_camera_setFocus<br>BIS_fnc_camera_setHUDEnabled<br>BIS_fnc_camera_setVisionMode<br>BIS_fnc_camera_tick |\n| A3 | Camera3DEN | BIS_fnc_camera_edenAttributesChanged<br>BIS_fnc_camera_edenConnectionChanged<br>BIS_fnc_camera_edenDeleted<br>BIS_fnc_camera_edenInit<br>BIS_fnc_camera_edenIsSelected<br>BIS_fnc_camera_edenRegisteredToWorld<br>BIS_fnc_camera_edenReset<br>BIS_fnc_camera_edenSelectionChanged<br>BIS_fnc_camera_edenUnregisteredFromWorld |\n| A3 | 3DEN | BIS_fnc_3den_init<br>BIS_fnc_3den_onKeyDown<br>BIS_fnc_3den_onKeyUp<br>BIS_fnc_3den_onSelectionChange<br>BIS_fnc_3den_onMissionLoad<br>BIS_fnc_3den_onMissionNew<br>BIS_fnc_3den_onMissionPreviewEnd |\n| A3 | KeyframeAnimation | BIS_fnc_keyframeAnimation_deltaTime<br>BIS_fnc_keyframeAnimation_init |\n| A3 | MapAnimation | BIS_fnc_mapAnimAdd<br>BIS_fnc_mapAnimClear<br>BIS_fnc_mapAnimDone |\n| A3 | ModuleFiringDrills | BIS_fnc_moduleFiringDrill<br>BIS_fnc_moduleFDCPIn<br>BIS_fnc_moduleFDCPOut<br>BIS_fnc_moduleFDCPClear<br>BIS_fnc_moduleFDStatsClear<br>BIS_fnc_moduleFDSkeetDestruction<br>BIS_fnc_moduleFDAftershaveDestruction<br>BIS_fnc_moduleFDFadeMarker<br>BIS_fnc_moduleFDAutoTraining |\n| A3 | MissionTypes |  |\n| A3 | ModuleTimeTrials | BIS_fnc_moduleTimeTrial<br>BIS_fnc_moduleTTCPIn<br>BIS_fnc_moduleTTCPOut<br>BIS_fnc_moduleTTCPClear<br>BIS_fnc_moduleTTCPTrigger<br>BIS_fnc_moduleTTStatsClear<br>BIS_fnc_moduleTTCPTriggerBehind |\n| A3 | ModuleFiringDrills_Mark | BIS_fnc_moduleFDBalloonAirDestruction<br>BIS_fnc_moduleFDBalloonWaterDestruction |\n| HSim | Ambient | BIS_fnc_ambientBoats<br>BIS_fnc_ambientHelicopters<br>BIS_fnc_ambientPlanes<br>BIS_fnc_ambientBlacklist<br>BIS_fnc_ambientBlacklistAdd<br>BIS_fnc_ambientPostprocess |\n| HSim | Conversations | BIS_fnc_kbTell<br>BIS_fnc_kbTellLocal<br>BIS_fnc_kbMenu<br>BIS_fnc_kbSentence<br>BIS_fnc_kbTopicConfig<br>BIS_fnc_kbPriority<br>BIS_fnc_kbCanSpeak<br>BIS_fnc_kbSkip<br>BIS_fnc_kbCreateDummy<br>BIS_fnc_kbIsSpeaking<br>BIS_fnc_genericSentence<br>BIS_fnc_genericSentenceInit |\n| HSim | Database | BIS_fnc_dbSymbolClass<br>BIS_fnc_dbSymbolValue<br>BIS_fnc_dbisClass<br>BIS_fnc_dbisValue<br>BIS_fnc_dbClassId<br>BIS_fnc_dbClassSet<br>BIS_fnc_dbClassCheck<br>BIS_fnc_dbClassIndex<br>BIS_fnc_dbClassRemove<br>BIS_fnc_dbClassReturn<br>BIS_fnc_dbClassList<br>BIS_fnc_dbValueId<br>BIS_fnc_dbValueSet<br>BIS_fnc_dbValueCheck<br>BIS_fnc_dbValueIndex<br>BIS_fnc_dbValueRemove<br>BIS_fnc_dbValueReturn<br>BIS_fnc_dbValueList<br>BIS_fnc_dbImportConfig<br>BIS_fnc_dbImportXML<br>BIS_fnc_dbConfigPath<br>BIS_fnc_dbPrint |\n| HSim | Debug | BIS_fnc_error<br>BIS_fnc_errorMsg<br>BIS_fnc_halt<br>BIS_fnc_param<br>BIS_fnc_paramIn<br>BIS_fnc_log<br>BIS_fnc_functionsDebug<br>BIS_fnc_functionPath<br>BIS_fnc_codePerformance<br>BIS_fnc_GC<br>BIS_fnc_GCinit<br>BIS_fnc_shutdown |\n| HSim | GUI | BIS_fnc_getIDD<br>BIS_fnc_getIDC<br>BIS_fnc_GUIeditor<br>BIS_fnc_GUIbackground<br>BIS_fnc_GUImessage<br>BIS_fnc_GUIhint<br>BIS_fnc_GUIgrid<br>BIS_fnc_GUIgridToProfile<br>BIS_fnc_GUInewsfeed<br>BIS_fnc_PIP<br>BIS_fnc_camFollow<br>BIS_fnc_displayColorSet<br>BIS_fnc_displayColorGet<br>BIS_fnc_displayControls<br>BIS_fnc_displayResize<br>BIS_fnc_displayClouds<br>BIS_fnc_displayLoading<br>BIS_fnc_displayMission<br>BIS_fnc_overviewTimeTrial<br>BIS_fnc_overviewMission<br>BIS_fnc_overviewAuthor<br>BIS_fnc_overviewTerrain<br>BIS_fnc_overviewDifficulty<br>BIS_fnc_diaryHints<br>BIS_fnc_diaryMaps<br>BIS_fnc_HUDLimits<br>BIS_fnc_credits<br>BIS_fnc_titleText<br>BIS_fnc_ctrlTextHeight<br>BIS_fnc_shakeGauges |\n| HSim | Helicopters | BIS_fnc_helicopterDamage<br>BIS_fnc_helicopterCanFly<br>BIS_fnc_helicopterSeat<br>BIS_fnc_helicopterSeatMove<br>BIS_fnc_helicopterType<br>BIS_fnc_helicopterGetHitpoints |\n| HSim | Map | BIS_fnc_KMLimport<br>BIS_fnc_noFlyZonesCreate<br>BIS_fnc_noFlyZonesExport<br>BIS_fnc_noFlyZone<br>BIS_fnc_keypointsExport<br>BIS_fnc_keypointsExportFromKML<br>BIS_fnc_worldArea<br>BIS_fnc_randomPos<br>BIS_fnc_randomPosTrigger<br>BIS_fnc_markerCreate<br>BIS_fnc_markerParams<br>BIS_fnc_markerPath<br>BIS_fnc_posDegtoUTM<br>BIS_fnc_posDegToWorld<br>BIS_fnc_posUTMToDeg<br>BIS_fnc_nearestHelipad |\n| HSim | Misc | BIS_fnc_endMission<br>BIS_fnc_onLoad<br>BIS_fnc_onEnd<br>BIS_fnc_displayName<br>BIS_fnc_counter<br>BIS_fnc_isLocalized<br>BIS_fnc_roundDir<br>BIS_fnc_saveGame<br>BIS_fnc_animType<br>BIS_fnc_position<br>BIS_fnc_assignPlayerRole<br>BIS_fnc_convertUnits<br>BIS_fnc_moveIn<br>BIS_fnc_setHeight<br>BIS_fnc_playerName |\n| HSim | Missions | BIS_fnc_singleMissionName<br>BIS_fnc_singleMissionConfig<br>BIS_fnc_singleMissionKeys |\n| HSim | MP | BIS_fnc_MP<br>BIS_fnc_MPexec |\n| HSim | Numbers | BIS_fnc_numberDigits<br>BIS_fnc_numberText |\n| HSim | Radio | BIS_fnc_radioSetChannel<br>BIS_fnc_radioSetPlaylist<br>BIS_fnc_radioSetTrack |\n| HSim | Strings | BIS_fnc_secondsToString |\n| A2PMC | GUI | BIS_fnc_customGPS<br>BIS_fnc_customGPSVideo<br>BIS_fnc_3Dcredits<br>BIS_fnc_dirIndicator<br>BIS_fnc_playVideo |\n| A2PMC | Environment | BIS_fnc_sandstorm<br>BIS_fnc_crows<br>BIS_fnc_destroyCity<br>BIS_fnc_flies |\n| A2PMC | Spawning | BIS_fnc_spawnEnemy |\n| A2OA | Arrays | BIS_fnc_findExtreme |\n| A2OA | Debug | BIS_fnc_configviewer |\n| A2OA | GUI | BIS_fnc_AAN<br>BIS_fnc_infoText<br>BIS_fnc_dynamicText |\n| A2OA | Misc | BIS_fnc_halo<br>BIS_fnc_music<br>BIS_fnc_scriptedMove |\n| A2OA | Objects | BIS_fnc_boundingBoxCorner<br>BIS_fnc_boundingBoxMarker<br>BIS_fnc_boundingBoxDimensions<br>BIS_fnc_boundingCircle |\n| A2OA | Scenes | BIS_fnc_UnitCapture<br>BIS_fnc_UnitCaptureFiring<br>BIS_fnc_UnitCaptureSimple<br>BIS_fnc_UnitPlay<br>BIS_fnc_UnitPlaySimple<br>BIS_fnc_UnitPlayFiring |\n| A2OA | Systems | BIS_fnc_FTLmanager<br>BIS_fnc_RespawnManager<br>BIS_fnc_spotter |\n| A2OA | Numbers | BIS_fnc_linearConversion |\n| A2 | Arrays | BIS_fnc_selectRandomWeighted<br>BIS_fnc_findNestedElement<br>BIS_fnc_returnNestedElement<br>BIS_fnc_setNestedElement<br>BIS_fnc_removeNestedElement<br>BIS_fnc_maxDiffArray<br>BIS_fnc_removeIndex<br>BIS_fnc_selectRandom<br>BIS_fnc_randomIndex<br>BIS_fnc_arrayPush<br>BIS_fnc_arrayPushStack<br>BIS_fnc_arrayPop<br>BIS_fnc_arrayShift<br>BIS_fnc_arrayUnShift<br>BIS_fnc_arrayCompare<br>BIS_fnc_arrayFindDeep<br>BIS_fnc_conditionalSelect<br>BIS_fnc_subSelect<br>BIS_fnc_arrayInsert |\n| A2 | Configs | BIS_fnc_classWeapon<br>BIS_fnc_classMagazine<br>BIS_fnc_returnConfigEntry<br>BIS_fnc_returnParents |\n| A2 | Debug | BIS_fnc_help<br>BIS_fnc_recompile |\n| A2 | Diagnostic | BIS_fnc_diagAnim<br>BIS_fnc_fps |\n| A2 | Geometry | BIS_fnc_dirTo<br>BIS_fnc_relativeDirTo<br>BIS_fnc_relPos<br>BIS_fnc_distance2D<br>BIS_fnc_distance2Dsqr<br>BIS_fnc_getLineDist<br>BIS_fnc_inAngleSector |\n| A2 | Inventory | BIS_fnc_inv<br>BIS_fnc_invAdd<br>BIS_fnc_invRemove<br>BIS_fnc_invCodeToArray<br>BIS_fnc_invString<br>BIS_fnc_invSlots<br>BIS_fnc_invSlotsEmpty<br>BIS_fnc_invSlotType |\n| A2 | Misc | BIS_fnc_findSafePos<br>BIS_fnc_getFactions<br>BIS_fnc_inTrigger<br>BIS_fnc_isPosBlacklisted<br>BIS_fnc_listPlayers<br>BIS_fnc_posToGrid<br>BIS_fnc_nearestPosition<br>BIS_fnc_createMenu<br>BIS_fnc_colorRGBtoHTML<br>BIS_fnc_addEvidence<br>BIS_fnc_taskHandler<br>BIS_fnc_threat<br>BIS_fnc_commsMenuCreate<br>BIS_fnc_commsMenuToggleVisibility<br>BIS_fnc_commsMenuToggleAvailability<br>BIS_fnc_version |\n| A2 | Numbers | BIS_fnc_randomNum<br>BIS_fnc_randomInt<br>BIS_fnc_arithmeticMean<br>BIS_fnc_geometricMean<br>BIS_fnc_cutDecimals<br>BIS_fnc_greatestNum<br>BIS_fnc_lowestNum<br>BIS_fnc_nearestNum<br>BIS_fnc_sortNum<br>BIS_fnc_roundNum<br>BIS_fnc_parseNumber |\n| A2 | Objects | BIS_fnc_isInFrontOf<br>BIS_fnc_setPitchBank<br>BIS_fnc_getPitchBank |\n| A2 | Scenes | BIS_fnc_sceneGetParticipants<br>BIS_fnc_sceneGetPositionByAngle<br>BIS_fnc_sceneSetPosFormation<br>BIS_fnc_sceneSetAnimationsForGroup<br>BIS_fnc_sceneSetBehaviour<br>BIS_fnc_sceneCreateSceneTrigger<br>BIS_fnc_miscanim<br>BIS_fnc_sceneRotate<br>BIS_fnc_sceneSetObjects<br>BIS_fnc_sceneGetObjects<br>BIS_fnc_sceneMiscStuff<br>BIS_fnc_zzRotate<br>BIS_fnc_sceneCheckWeapons<br>BIS_fnc_sceneCreateSoundEntities<br>BIS_fnc_sceneAreaClearance<br>BIS_fnc_sceneIntruderDetector |\n| A2 | Strings | BIS_fnc_timeToString |\n| A2 | Systems | BIS_fnc_transportService<br>BIS_fnc_supplydropService<br>BIS_fnc_supplydrop<br>BIS_fnc_respect<br>BIS_fnc_showTime<br>BIS_fnc_locations |\n| A2 | Variables | BIS_fnc_areEqual<br>BIS_fnc_swapVars<br>BIS_fnc_variableSpaceAdd<br>BIS_fnc_variableSpaceRemove |\n| A2 | Vectors | BIS_fnc_crossProduct<br>BIS_fnc_dotProduct<br>BIS_fnc_magnitude<br>BIS_fnc_magnitudeSqr<br>BIS_fnc_unitVector<br>BIS_fnc_vectorMultiply<br>BIS_fnc_vectorDiff<br>BIS_fnc_vectorAdd<br>BIS_fnc_vectorFromXToY<br>BIS_fnc_rotateVector2D |\n| A2 | Vehicles | BIS_fnc_absSpeed |\n| A2 | Spawning | BIS_fnc_spawnGroup<br>BIS_fnc_returnGroupComposition<br>BIS_fnc_spawnVehicle<br>BIS_fnc_spawnCrew<br>BIS_fnc_selectCrew<br>BIS_fnc_taskPatrol<br>BIS_fnc_taskDefend<br>BIS_fnc_taskAttack<br>BIS_fnc_returnVehicleTurrets<br>BIS_fnc_ObjectsMapper<br>BIS_fnc_ObjectsGrabber |\n| A3_EPA | Misc | BIS_fnc_blackOut<br>BIS_fnc_blackIn<br>BIS_fnc_buildingPositions<br>BIS_fnc_isBuildingEnterable<br>BIS_fnc_addStackedEventHandler<br>BIS_fnc_executeStackedEventHandler<br>BIS_fnc_removeStackedEventHandler<br>BIS_fnc_initExpo<br>BIS_fnc_enableSaving<br>BIS_fnc_disableSaving |\n| A3_EPA | Spawning | BIS_fnc_prepareAO<br>BIS_fnc_PAO_corpseRemoval<br>BIS_fnc_PAO_spawnAmmo |\n| A3_EPA | GUI | BIS_fnc_quotations<br>BIS_fnc_showMarkers<br>BIS_fnc_isInZoom |\n| A3_EPA | Geometry | BIS_fnc_isInsideArea<br>BIS_fnc_relPosObject |\n| A3_EPC | Misc | BIS_fnc_earthquake |\n| A3_Functions_F_Curator | Curator | BIS_fnc_forceCuratorInterface<br>BIS_fnc_isForcedCuratorInterface<br>BIS_fnc_curatorObjectRegistered<br>BIS_fnc_curatorObjectRegisteredTable<br>BIS_fnc_registerCuratorObject<br>BIS_fnc_showCuratorFeedbackMessage<br>BIS_fnc_isCurator<br>BIS_fnc_removeDestroyedCuratorEditableObjects<br>BIS_fnc_curatorPinged<br>BIS_fnc_curatorWaypointPlaced<br>BIS_fnc_curatorObjectPlaced<br>BIS_fnc_curatorObjectEdited<br>BIS_fnc_curatorAttachObject<br>BIS_fnc_curatorRespawn<br>BIS_fnc_manageCuratorAddons<br>BIS_fnc_listCuratorPlayers<br>BIS_fnc_addCuratorAreaFromTrigger<br>BIS_fnc_setCuratorVisionModes<br>BIS_fnc_curatorVisionModes<br>BIS_fnc_toggleCuratorVisionMode<br>BIS_fnc_mirrorCuratorSettings<br>BIS_fnc_drawCuratorLocations<br>BIS_fnc_drawCuratorRespawnMarkers<br>BIS_fnc_drawCuratorDeaths<br>BIS_fnc_addCuratorIcon<br>BIS_fnc_removeCuratorIcon<br>BIS_fnc_isCuratorEditable<br>BIS_fnc_curatorAutomatic<br>BIS_fnc_curatorAutomaticPositions<br>BIS_fnc_setCuratorAttributes<br>BIS_fnc_curatorAttributes<br>BIS_fnc_showCuratorAttributes<br>BIS_fnc_initCuratorAttribute<br>BIS_fnc_setCuratorCamera<br>BIS_fnc_shakeCuratorCamera<br>BIS_fnc_curatorHint<br>BIS_fnc_curatorSayMessage<br>BIS_fnc_exportCuratorCostTable |\n| A3_Functions_F_Curator | CuratorChallenges | BIS_fnc_addCuratorChallenge<br>BIS_fnc_finishCuratorChallenge<br>BIS_fnc_manageCuratorChallenges<br>BIS_fnc_formatCuratorChallengeObjects<br>BIS_fnc_completedCuratorChallengesCount<br>BIS_fnc_curatorChallengeFireWeapon<br>BIS_fnc_curatorChallengeGetInVehicle<br>BIS_fnc_curatorChallengeDestroyVehicle<br>BIS_fnc_curatorChallengeFindIntel<br>BIS_fnc_curatorChallengeSpawnLightning<br>BIS_fnc_curatorChallengeIlluminate |\n| A3_Functions_F_Curator | Environment | BIS_fnc_setOvercast<br>BIS_fnc_setFog<br>BIS_fnc_setDate |\n| A3_Functions_F_Curator | Map | BIS_fnc_locationDescription<br>BIS_fnc_drawAO<br>BIS_fnc_drawMinefields<br>BIS_fnc_drawRespawnPositions |\n| A3_Functions_F_Curator | Misc | BIS_fnc_activateAddons<br>BIS_fnc_playEndMusic<br>BIS_fnc_neutralizeUnit<br>BIS_fnc_isLoading<br>BIS_fnc_isUnitVirtual<br>BIS_fnc_endMissionServer<br>BIS_fnc_exportCfgGroups<br>BIS_fnc_selectDiarySubject |\n| A3_Functions_F_Curator | MP | BIS_fnc_sayMessage<br>BIS_fnc_playSound<br>BIS_fnc_playMusic<br>BIS_fnc_setObjectTexture<br>BIS_fnc_estimatedTimeLeft |\n| A3_Functions_F_Curator | Objects | BIS_fnc_initIntelObject<br>BIS_fnc_initVirtualUnit |\n| A3_Functions_F_Curator | Respawn | BIS_fnc_initRespawnBackpack<br>BIS_fnc_respawnBackpack<br>BIS_fnc_respawnRounds<br>BIS_fnc_respawnMenuSpectator |\n| A3_Functions_F_Curator | Variables | BIS_fnc_setServerVariable<br>BIS_fnc_getServerVariable |\n| A3_Modules | Environment | BIS_fnc_moduleHideTerrainObjects<br>BIS_fnc_moduleEditTerrainObject |\n| A3_Modules | Effects | BIS_fnc_moduleEffectsEmitterCreator<br>BIS_fnc_moduleCreateProjectile<br>BIS_fnc_moduleGrenade<br>BIS_fnc_moduleEffectsPlankton<br>BIS_fnc_moduleEffectsBubbles<br>BIS_fnc_moduleEffectsShells<br>BIS_fnc_moduleEffectsSmoke<br>BIS_fnc_moduleEffectsFire |\n| A3_Modules | Events | BIS_fnc_moduleChat<br>BIS_fnc_moduleDate<br>BIS_fnc_moduleSaveGame<br>BIS_fnc_moduleVolume<br>BIS_fnc_moduleGenericRadio |\n| A3_Modules | GroupModifiers | BIS_fnc_moduleCombatGetIn<br>BIS_fnc_moduleGroupID |\n| A3_Modules | HC | BIS_fnc_HC_GUI |\n| A3_Modules | Intel | BIS_fnc_moduleTaskCreate<br>BIS_fnc_moduleTaskSetDescription<br>BIS_fnc_moduleTaskSetDestination<br>BIS_fnc_moduleTaskSetState<br>BIS_fnc_moduleCreateDiaryRecord<br>BIS_fnc_moduleHQ |\n| A3_Modules | LiveFeed | BIS_fnc_liveFeedModuleEffects<br>BIS_fnc_liveFeedModuleInit<br>BIS_fnc_liveFeedModuleSetSource<br>BIS_fnc_liveFeedModuleSetTarget |\n| A3_Modules | Misc | BIS_fnc_moduleZoneRestriction<br>BIS_fnc_moduleFriendlyFire<br>BIS_fnc_moduleTrident<br>BIS_fnc_tridentClient<br>BIS_fnc_tridentHandleDamage<br>BIS_fnc_tridentSetRelationship<br>BIS_fnc_tridentGetRelationship<br>BIS_fnc_tridentExecute<br>BIS_fnc_moduleUnlockObject<br>BIS_fnc_moduleUnlockArea |\n| A3_Modules | Multiplayer | BIS_fnc_moduleSector<br>BIS_fnc_moduleRespawnVehicle |\n| A3_Modules | ObjectModifiers | BIS_fnc_moduleAI<br>BIS_fnc_moduleAmmo<br>BIS_fnc_moduleDamage<br>BIS_fnc_moduleDoorOpen<br>BIS_fnc_moduleFuel<br>BIS_fnc_moduleHealth<br>BIS_fnc_moduleMode<br>BIS_fnc_modulePositioning<br>BIS_fnc_moduleRank<br>BIS_fnc_moduleRating<br>BIS_fnc_moduleShowHide<br>BIS_fnc_moduleSkill<br>BIS_fnc_moduleSimulationManager<br>BIS_fnc_moduleSimulationManager_grab |\n| A3_Modules | Sites | BIS_fnc_animalSiteSpawn<br>BIS_fnc_moduleSiteInit<br>BIS_fnc_getRelPos |\n| A3_Modules | Skirmish | BIS_fnc_skirmishTrigger |\n| A3_Modules | StrategicMap | BIS_fnc_moduleStrategicMapOpen<br>BIS_fnc_moduleStrategicMapInit<br>BIS_fnc_moduleStrategicMapMission<br>BIS_fnc_moduleStrategicMapORBAT<br>BIS_fnc_moduleStrategicMapImage<br>BIS_fnc_moduleStrategicMapORBAT_mouse<br>BIS_fnc_moduleStrategicMapORBAT_draw |\n| A3_Modules | Supports | BIS_fnc_moduleSupportsInitRequester<br>BIS_fnc_moduleSupportsInitProvider<br>BIS_fnc_moduleSupportsInitProviderVirtual |\n| A3_Modules_F_EPB | Misc | BIS_fnc_modulePoster |\n| A3_Structures | Scripts | BIS_fnc_Door<br>BIS_fnc_DoorOpen<br>BIS_fnc_DoorClose<br>BIS_fnc_DoorNoHandleOpen<br>BIS_fnc_DoorNoHandleClose<br>BIS_fnc_HatchOpen<br>BIS_fnc_HatchClose<br>BIS_fnc_LockedDoorOpen<br>BIS_fnc_LockedDoorNoHandleOpen<br>BIS_fnc_ObjectInventoryAnimatedOpen<br>BIS_fnc_ObjectInventoryAnimatedClose<br>BIS_fnc_SingleWingSlideDoorOpen<br>BIS_fnc_SingleWingSlideDoorClose<br>BIS_fnc_TwoWingDoorNoHandleOpen<br>BIS_fnc_TwoWingDoorNoHandleClose<br>BIS_fnc_TwoWingDoorOneHandleOpen<br>BIS_fnc_TwoWingDoorOneHandleClose<br>BIS_fnc_TwoWingDoorTwoHandleOpen<br>BIS_fnc_TwoWingDoorTwoHandleClose<br>BIS_fnc_TwoWingSlideDoorOpen<br>BIS_fnc_TwoWingSlideDoorClose |\n| A3_Modules_F_Curator | Animals | BIS_fnc_moduleAnimals |\n| A3_Modules_F_Curator | CAS | BIS_fnc_moduleCAS |\n| A3_Modules_F_Curator | Curator | BIS_fnc_moduleCurator<br>BIS_fnc_moduleCuratorAddEditingArea<br>BIS_fnc_moduleCuratorSetEditingAreaType<br>BIS_fnc_moduleCuratorAddEditingAreaPlayers<br>BIS_fnc_moduleCuratorAddEditableObjects<br>BIS_fnc_moduleCuratorSetObjectCost<br>BIS_fnc_moduleCuratorSetCostsVehicleClass<br>BIS_fnc_moduleCuratorSetCostsSide<br>BIS_fnc_moduleCuratorSetCostsDefault<br>BIS_fnc_moduleCuratorSetCoefs<br>BIS_fnc_moduleCuratorAddPoints<br>BIS_fnc_moduleCuratorAddAddons<br>BIS_fnc_moduleCuratorAddCameraArea<br>BIS_fnc_moduleCuratorAddIcon<br>BIS_fnc_moduleCuratorSetCamera<br>BIS_fnc_moduleCuratorSetAttributes |\n| A3_Modules_F_Curator | Effects | BIS_fnc_modulePostprocess<br>BIS_fnc_moduleSound<br>BIS_fnc_moduleSFX<br>BIS_fnc_moduleTracers<br>BIS_fnc_moduleProjectile |\n| A3_Modules_F_Curator | Environment | BIS_fnc_moduleSkiptime<br>BIS_fnc_moduleTimeMultiplier<br>BIS_fnc_moduleWeather |\n| A3_Modules_F_Curator | Intel | BIS_fnc_moduleDiary<br>BIS_fnc_moduleEndMission<br>BIS_fnc_moduleMissionName |\n| A3_Modules_F_Curator | Lightning | BIS_fnc_moduleLightning |\n| A3_Modules_F_Curator | Mines | BIS_fnc_moduleMine |\n| A3_Modules_F_Curator | Misc | BIS_fnc_moduleCoverMap<br>BIS_fnc_moduleRadioChannelCreate<br>BIS_fnc_moduleRemoteControl |\n| A3_Modules_F_Curator | Multiplayer | BIS_fnc_moduleZoneProtection<br>BIS_fnc_moduleCountdown<br>BIS_fnc_moduleRespawnTickets<br>BIS_fnc_moduleBleedTickets |\n| A3_Modules_F_Curator | Objectives | BIS_fnc_moduleObjective<br>BIS_fnc_moduleObjectiveMove<br>BIS_fnc_moduleObjectiveFind<br>BIS_fnc_moduleObjectiveSector<br>BIS_fnc_moduleObjectiveTarget<br>BIS_fnc_moduleObjectiveGetIn |\n| A3_Modules_F_Curator | Respawn | BIS_fnc_moduleRespawnPosition<br>BIS_fnc_moduleRespawnInventory |\n| A3_Missions_F_Curator | MissionTypes | BIS_fnc_moduleMPTypeDefense<br>BIS_fnc_moduleMPTypeSeize<br>BIS_fnc_moduleMPTypeSectorControl<br>BIS_fnc_moduleMPTypeGameMaster |\n| A3_Modules_F_Kart | Objectives | BIS_fnc_moduleObjectiveRaceStart<br>BIS_fnc_moduleObjectiveRaceCP<br>BIS_fnc_moduleObjectiveRaceFinish |\n| A3_Bootcamp | Inventory | BIS_fnc_exportInventory<br>BIS_fnc_saveInventory<br>BIS_fnc_deleteInventory<br>BIS_fnc_baseWeapon<br>BIS_fnc_compatibleItems<br>BIS_fnc_compatibleMagazines<br>BIS_fnc_arsenal<br>BIS_fnc_addVirtualItemCargo<br>BIS_fnc_removeVirtualItemCargo<br>BIS_fnc_getVirtualItemCargo<br>BIS_fnc_addVirtualWeaponCargo<br>BIS_fnc_removeVirtualWeaponCargo<br>BIS_fnc_getVirtualWeaponCargo<br>BIS_fnc_addVirtualMagazineCargo<br>BIS_fnc_removeVirtualMagazineCargo<br>BIS_fnc_getVirtualMagazineCargo<br>BIS_fnc_addVirtualBackpackCargo<br>BIS_fnc_removeVirtualBackpackCargo<br>BIS_fnc_getVirtualBackpackCargo |\n| A3_Bootcamp | Misc | BIS_fnc_traceBullets<br>BIS_fnc_getUnitByUid<br>BIS_fnc_moveAction |\n| A3_Bootcamp | Training | BIS_fnc_target |\n| A3_Bootcamp | VR | BIS_fnc_VRDrawBorder<br>BIS_fnc_VRDrawGrid<br>BIS_fnc_VREffectKilled<br>BIS_fnc_VRFadeIn<br>BIS_fnc_VRFadeOut<br>BIS_fnc_VRSpawnEffect<br>BIS_fnc_VRSpawnSelector<br>BIS_fnc_VRTimer<br>BIS_fnc_VRHitpart<br>BIS_fnc_VRCourseTargetDesignation1<br>BIS_fnc_VRCourseTargetDesignation2<br>BIS_fnc_VRCourseTargetDesignation3<br>BIS_fnc_VRCourseLaunchers1<br>BIS_fnc_VRCourseLaunchers2<br>BIS_fnc_VRCourseLaunchers3<br>BIS_fnc_VRCoursePlaceables1<br>BIS_fnc_VRCoursePlaceables2<br>BIS_fnc_VRCoursePlaceables3<br>BIS_fnc_VRCourseBallistics1<br>BIS_fnc_VRCourseBallistics2<br>BIS_fnc_VRCourseBallistics3<br>BIS_fnc_VRCourseBallistics4<br>BIS_fnc_VRCourseCommandingMovement1<br>BIS_fnc_VRCourseCommandingMovement2<br>BIS_fnc_VRCourseCommandingBehaviour1<br>BIS_fnc_VRCourseCommandingBehaviour2<br>BIS_fnc_VRCourseCommandingBehaviour3<br>BIS_fnc_VRCourseCommandingVehicles1<br>BIS_fnc_VRCourseCommandingVehicles2<br>BIS_fnc_VRCourseCommandingVehicles3<br>BIS_fnc_VRCourseCommandingActions1<br>BIS_fnc_VRCourseCommandingActions2<br>BIS_fnc_VRCourseCommandingActions3 |\n| A3_Bootcamp | GUI | BIS_fnc_animateTaskWaypoint |\n| A3_Modules_F_Bootcamp | Misc | BIS_fnc_moduleBootcampStage<br>BIS_fnc_moduleHint<br>BIS_fnc_modulePunishment<br>BIS_fnc_moduleArsenal |\n| A3_Heli | VR | BIS_fnc_VRCourseHeliBasics1<br>BIS_fnc_VRCourseHeliBasics2<br>BIS_fnc_VRCourseHeliBasics3<br>BIS_fnc_VRCourseHeliSlingload1<br>BIS_fnc_VRCourseHeliAdvanced1<br>BIS_fnc_VRCourseHeliAdvanced2<br>BIS_fnc_VRCourseHeliAdvanced3<br>BIS_fnc_VRCourseHeliAdvanced4<br>BIS_fnc_VRCourseHeliAdvanced5<br>BIS_fnc_VRCourseHeliAdvanced6<br>BIS_fnc_VRCourseHeliWeapons1<br>BIS_fnc_VRCourseHeliWeapons2<br>BIS_fnc_VRCourseHeliWeapons3<br>BIS_fnc_VRCourseHeliWeapons4 |\n| A3_Heli | Params | BIS_fnc_paramViewDistance |\n| A3_Heli | Misc | BIS_fnc_didJip<br>BIS_fnc_synchronizedObjects |\n| A3_Heli | FFV | BIS_fnc_ffvUpdate |\n| A3_Missions_F_Heli | MissionTypes | BIS_fnc_ModuleMPTypeGroundSupport<br>BIS_fnc_ModuleMPTypeGroundSupportBase |\n| A3_Modules_F_Heli | Misc | BIS_fnc_moduleSpawnAI<br>BIS_fnc_moduleSpawnAIPoint<br>BIS_fnc_moduleSpawnAISectorTactic<br>BIS_fnc_moduleSpawnAIOptions<br>BIS_fnc_moduleSlingload |\n| A3_Mark | Vehicles | BIS_fnc_baseVehicle<br>BIS_fnc_exportVehicle<br>BIS_fnc_garage<br>BIS_fnc_garage3DEN<br>BIS_fnc_initVehicleCrew<br>BIS_fnc_initVehicle<br>BIS_fnc_initVehicleKart<br>BIS_fnc_loadVehicle<br>BIS_fnc_saveVehicle<br>BIS_fnc_setVehicleMass<br>BIS_fnc_getVehicleCustomization |\n| A3_Mark | VR | BIS_fnc_VRCourseWeaponHandlingA1<br>BIS_fnc_VRCourseWeaponHandlingA2<br>BIS_fnc_VRCourseWeaponHandlingA3<br>BIS_fnc_VRCourseWeaponHandlingB1<br>BIS_fnc_VRCourseWeaponHandlingB2<br>BIS_fnc_VRCourseWeaponHandlingB3<br>BIS_fnc_VRCourseWeaponHandlingC2<br>BIS_fnc_VRCourseWeaponHandlingC1 |\n| A3_Mark | DynamicGroups | BIS_fnc_dynamicGroups |\n| A3_Mark | Revive | BIS_fnc_disableRevive<br>BIS_fnc_reenableRevive<br>BIS_fnc_reviveInit<br>BIS_fnc_reviveEnabled<br>BIS_fnc_reviveAllowed<br>BIS_fnc_reviveIsValid<br>BIS_fnc_reviveIsValidSecure<br>BIS_fnc_reviveBleedOut<br>BIS_fnc_reviveIconControl<br>BIS_fnc_reviveOnState<br>BIS_fnc_reviveOnStateJIP<br>BIS_fnc_reviveOnBeingRevived<br>BIS_fnc_reviveOnForcingRespawn<br>BIS_fnc_reviveEhKilled<br>BIS_fnc_reviveEhRespawn<br>BIS_fnc_reviveEhDammaged<br>BIS_fnc_reviveEhHandleDamage<br>BIS_fnc_reviveEhHandleHeal<br>BIS_fnc_reviveDebug<br>BIS_fnc_reviveDamageReset<br>BIS_fnc_reviveSecureUnit<br>BIS_fnc_reviveGet3dIcons<br>BIS_fnc_reviveGetActionIcon<br>BIS_fnc_reviveInitAddPlayer<br>BIS_fnc_reviveInitRemovePlayer |\n| A3_Mark | GUI | BIS_fnc_keyHold |\n| A3_Modules_F_Mark | Objectives | BIS_fnc_moduleHvtObjectives<br>BIS_fnc_moduleHvtObjectivesInstance<br>BIS_fnc_moduleHvtObjective<br>BIS_fnc_moduleHvtInit<br>BIS_fnc_downloadObject_canSee_module<br>BIS_fnc_downloadObject_canUse_module<br>BIS_fnc_downloadObject_nearObject_module<br>BIS_fnc_downloadObject_onSucceeded_module<br>BIS_fnc_endGameSpectator_onCarrierPickupInfoChanged<br>BIS_fnc_endGameSpectator_onSideStageChanged<br>BIS_fnc_endGameSpectator_onStageChanged<br>BIS_fnc_endGameSpectator_onUploadStateChanged<br>BIS_fnc_endGameSpectator_updateSideIntelTask |\n| A3_Expansion_A | Misc | BIS_fnc_getIntersectionsUnderCursor<br>BIS_fnc_getObjectBBD<br>BIS_fnc_getName<br>BIS_fnc_getNetMode |\n| A3_Expansion_A | Math | BIS_fnc_lerp<br>BIS_fnc_getAngleDelta |\n| A3_Expansion_A | Spectator | BIS_fnc_EGObjectiveVisualizer<br>BIS_fnc_EGObjectiveVisualizerDraw<br>BIS_fnc_EGSpectator<br>BIS_fnc_EGSpectatorCamera<br>BIS_fnc_EGSpectatorCameraTick<br>BIS_fnc_EGSpectatorCameraSetTarget<br>BIS_fnc_EGSpectatorCameraResetTarget<br>BIS_fnc_EGSpectatorCameraPrepareTarget<br>BIS_fnc_EGSpectatorDraw2D<br>BIS_fnc_EGSpectatorDraw3D<br>BIS_fnc_EGSpectatorGetUnitsToDraw |\n| A3_Props_F_Exp_A_Military_Equipment | Scripts | BIS_fnc_DataTerminalAnimate<br>BIS_fnc_DataTerminalColor |\n| 3DEN | Default | BIS_fnc_3DENExportOldSQM<br>BIS_fnc_3DENExportTerrainBuilder<br>BIS_fnc_3DENExportSQF<br>BIS_fnc_3DENVisionMode<br>BIS_fnc_3DENNotification<br>BIS_fnc_3DENToolbar<br>BIS_fnc_3DENGrid<br>BIS_fnc_3DENCamera<br>BIS_fnc_3DENInterface<br>BIS_fnc_3DENModuleDescription<br>BIS_fnc_3DENDrawLocations<br>BIS_fnc_3DENListLocations<br>BIS_fnc_3DENMissionPreview<br>BIS_fnc_3DENStatusBar<br>BIS_fnc_3DENTutorial<br>BIS_fnc_3DENEntityMenu<br>BIS_fnc_3DENControlsHint<br>BIS_fnc_3DENShowMessage<br>BIS_fnc_3DENFlashlight<br>BIS_fnc_3DENIntel<br>BIS_fnc_3DENDiagCreateList<br>BIS_fnc_3DENDiagFonts<br>BIS_fnc_3DENDiagMouseControl<br>BIS_fnc_3DENExportAttributes<br>BIS_fnc_3DENMissionStats<br>BIS_fnc_initAmmoBox<br>BIS_fnc_highlightControl<br>BIS_fnc_initListNBoxSorting<br>BIS_fnc_initSliderValue |\n| 3DEN | Attributes | BIS_fnc_3DENAttributeDoorStates |\n| A3_Expansion | Conversations | BIS_fnc_showSubtitle |\n| A3_Missions_F_Exp | Campaign | BIS_fnc_EXP_camp_IFF<br>BIS_fnc_EXP_camp_balanceGroup<br>BIS_fnc_EXP_camp_hasMissionStarted<br>BIS_fnc_EXP_camp_SITREP<br>BIS_fnc_EXP_camp_setCinematicMode<br>BIS_fnc_EXP_camp_getCinematicMode<br>BIS_fnc_EXP_camp_initClasses<br>BIS_fnc_EXP_camp_initCharacter<br>BIS_fnc_EXP_camp_checkpoint<br>BIS_fnc_EXP_camp_getPlayersGroup<br>BIS_fnc_EXP_camp_playerChecklist<br>BIS_fnc_EXP_camp_replaceVehicles<br>BIS_fnc_EXP_camp_guidedProjectile<br>BIS_fnc_EXP_camp_dynamicAISkill<br>BIS_fnc_EXP_camp_setSkill<br>BIS_fnc_EXP_camp_playTimelineVideo<br>BIS_fnc_EXP_camp_playSubtitles<br>BIS_fnc_EXP_camp_addTickets<br>BIS_fnc_EXP_camp_initDifficulty |\n| A3_Missions_F_Exp | CampaignManager | BIS_fnc_EXP_camp_manager<br>BIS_fnc_EXP_camp_manager_setState<br>BIS_fnc_EXP_camp_manager_getState<br>BIS_fnc_EXP_camp_manager_triggerEvent<br>BIS_fnc_EXP_camp_manager_onPlayerRegistered |\n| A3_Missions_F_Exp | CampaignLobby | BIS_fnc_EXP_camp_lobby<br>BIS_fnc_EXP_camp_lobby_clearVars<br>BIS_fnc_EXP_camp_lobby_ctrlSetColor<br>BIS_fnc_EXP_camp_lobby_findHost<br>BIS_fnc_EXP_camp_lobby_getHostSettings<br>BIS_fnc_EXP_camp_lobby_getPlayerSquadName<br>BIS_fnc_EXP_camp_lobby_go<br>BIS_fnc_EXP_camp_lobby_intro<br>BIS_fnc_EXP_camp_lobby_launch<br>BIS_fnc_EXP_camp_lobby_loop<br>BIS_fnc_EXP_camp_lobby_missionCountdown<br>BIS_fnc_EXP_camp_lobby_onLoad<br>BIS_fnc_EXP_camp_lobby_updatePlayerStatus<br>BIS_fnc_EXP_camp_lobby_onUnLoad<br>BIS_fnc_EXP_camp_lobby_playMissionVideo<br>BIS_fnc_EXP_camp_lobby_serverPing<br>BIS_fnc_EXP_camp_lobby_serverUpdate<br>BIS_fnc_EXP_camp_lobby_structuredText<br>BIS_fnc_EXP_camp_lobby_UIMilitaryManager<br>BIS_fnc_EXP_camp_lobby_UIMissionCountdown<br>BIS_fnc_EXP_camp_lobby_UIMissionManager<br>BIS_fnc_EXP_camp_lobby_UIOverlayManager<br>BIS_fnc_EXP_camp_lobby_UIProgressManager<br>BIS_fnc_EXP_camp_lobby_UISettingsManager<br>BIS_fnc_EXP_camp_lobby_updateHostSettings<br>BIS_fnc_EXP_camp_lobby_updateIntel<br>BIS_fnc_EXP_camp_lobby_updateMilitaryEfficiency<br>BIS_fnc_EXP_camp_lobby_updatePlayers<br>BIS_fnc_HEXtoRGB |\n| A3_Destroyer | Destroyer | BIS_fnc_Destroyer01Init<br>BIS_fnc_Destroyer01PosUpdate<br>BIS_fnc_Destroyer01EdenInit<br>BIS_fnc_Destroyer01EdenDelete<br>BIS_fnc_Destroyer01InitHullNumbers<br>BIS_fnc_Destroyer01OperateHangarDoors<br>BIS_fnc_Destroyer01AnimateHangarDoors<br>BIS_fnc_Destroyer01PlayHangarDoorSound<br>BIS_fnc_Destroyer01HandleDamage<br>BIS_fnc_Destroyer01GetShipPart |\n| A3_Destroyer | BoatRecovery | BIS_fnc_BoatRack01Init<br>BIS_fnc_BoatRack01ActionAdd<br>BIS_fnc_BoatRack01CanExetuteAction<br>BIS_fnc_BoatRack01CanProgressAction<br>BIS_fnc_BoatRack01ActionRemove<br>BIS_fnc_BoatRack01InitAdjustZOffsets<br>BIS_fnc_BoatRack01AdjustZOffset<br>BIS_fnc_BoatRack01ActionCondition |\n| A3_Jets | AircrfatCarrier | BIS_fnc_Carrier01Init<br>BIS_fnc_Carrier01PosUpdate<br>BIS_fnc_Carrier01EdenInit<br>BIS_fnc_Carrier01EdenDelete<br>BIS_fnc_Carrier01AnimateDeflectors<br>BIS_fnc_Carrier01CatapultActionAdd<br>BIS_fnc_Carrier01CatapultActionRemove<br>BIS_fnc_Carrier01CatapultLockTo<br>BIS_fnc_Carrier01CatapultID<br>BIS_fnc_Carrier01CrewPlayAnim<br>BIS_fnc_Carrier01CrewInAnim |\n| A3_Jets | CarrierOps | BIS_fnc_AircraftCatapultLaunch<br>BIS_fnc_AircraftTailhook |\n| A3_Jets | AircraftFunctionality | BIS_fnc_AircraftFoldingWings<br>BIS_fnc_AircraftTailhookAi |\n| A3_Jets | Ejection | BIS_fnc_PlaneEjection<br>BIS_fnc_PlaneAiEject<br>BIS_fnc_PlaneEjectionFX<br>BIS_fnc_EjectionSeatRelease |\n| A3_CombatPatrol | CombatPatrol | BIS_fnc_CPDummy<br>BIS_fnc_CPFindEmptyPosition<br>BIS_fnc_CPInit<br>BIS_fnc_CPLog<br>BIS_fnc_CPPickSafeDir<br>BIS_fnc_CPSafeAzimuths<br>BIS_fnc_CPSendReinforcements<br>BIS_fnc_CPSpawnGarrisonGrp<br>BIS_fnc_CPWaitUntil |\n| A3_CombatPatrol | Misc | BIS_fnc_laptopPlayVideo<br>BIS_fnc_laptopInit |\n| A3_Orange | Misc | BIS_fnc_initLeaflet<br>BIS_fnc_getCloudletParams<br>BIS_fnc_createRuin<br>BIS_fnc_showAANArticle<br>BIS_fnc_setObjectShotParents<br>BIS_fnc_firedBombDemine<br>BIS_fnc_carAlarm<br>BIS_fnc_smoothStep<br>BIS_fnc_initInspectable<br>BIS_fnc_activateTrainingMine |\n| A3_Orange | Waypoints | BIS_fnc_wpDemine |\n| A3_Orange | Sound | BIS_fnc_setCustomSoundController |\n| A3_TacOps | Map | BIS_fnc_zoomOnArea<br>BIS_fnc_showMarker<br>BIS_fnc_showMarkerArray<br>BIS_fnc_hideMarker<br>BIS_fnc_hideMarkerArray<br>BIS_fnc_cancelMarker<br>BIS_fnc_rotateMarker<br>BIS_fnc_getMarkerState<br>BIS_fnc_colorMarker<br>BIS_fnc_changeColorMarker<br>BIS_fnc_resizeMarker<br>BIS_fnc_moveMarker<br>BIS_fnc_simpleMoveMarker<br>BIS_fnc_blinkMarker<br>BIS_fnc_getMarkers<br>BIS_fnc_shakeMap<br>BIS_fnc_shakeMapEH<br>BIS_fnc_zoomLock<br>BIS_fnc_zoomLockEH<br>BIS_fnc_zoomUnlock<br>BIS_fnc_getBorderMarkers |\n| A3_TacOps | Systems | BIS_fnc_eventTimeline<br>BIS_fnc_holdKey<br>BIS_fnc_missionSelector<br>BIS_fnc_createTooltip<br>BIS_fnc_scaleAndTranslate<br>BIS_fnc_animatePicture<br>BIS_fnc_lookAtArray<br>BIS_fnc_lookAtArrayEH<br>BIS_fnc_animatedScreen<br>BIS_fnc_animatedBriefing<br>BIS_fnc_animatedOpening |\n| A3_Modules_F_Tacops | CivilianPresence | BIS_fnc_moduleCivilianPresence<br>BIS_fnc_moduleCivilianPresenceUnit<br>BIS_fnc_moduleCivilianPresenceSafeSpot |\n| A3_Tank | Map | BIS_fnc_randomPosIntersection |\n| A3_Modules_F_Tank | TanksMp | BIS_fnc_moduleVanguardFob<br>BIS_fnc_moduleVanguardScorePersistence<br>BIS_fnc_moduleVanguardObjective |\n| A3_Warlords | Warlords | BIS_fnc_WLAICore<br>BIS_fnc_WLAIPathSegmentation<br>BIS_fnc_WLAIPurchases<br>BIS_fnc_WLAircraftArrival<br>BIS_fnc_WLAirdrop<br>BIS_fnc_WLAISectorScan<br>BIS_fnc_WLArsenalFilter<br>BIS_fnc_WLCalculateIncome<br>BIS_fnc_WLCalculateSectorConnections<br>BIS_fnc_WLClientInit<br>BIS_fnc_WLDebug<br>BIS_fnc_WLDefenceSetup<br>BIS_fnc_WLDropPurchase<br>BIS_fnc_WLFundsInfo<br>BIS_fnc_WLGarrisonRetreat<br>BIS_fnc_WLInit<br>BIS_fnc_WLInSectorArea<br>BIS_fnc_WLLoadoutApply<br>BIS_fnc_WLLoadoutGrab<br>BIS_fnc_WLMostVotedSector<br>BIS_fnc_WLNavalArrival<br>BIS_fnc_WLOpenArsenal<br>BIS_fnc_WLOSD<br>BIS_fnc_WLOutlineIcons<br>BIS_fnc_WLParseAssetList<br>BIS_fnc_WLPlayersTracking<br>BIS_fnc_WLPlayersTrackingServer<br>BIS_fnc_WLPurchaseMenu<br>BIS_fnc_WLRandomPosRect<br>BIS_fnc_WLRecalculateServices<br>BIS_fnc_WLRemovalHandle<br>BIS_fnc_WLReputation<br>BIS_fnc_WLRequestFastTravel<br>BIS_fnc_WLRequestFundsTransfer<br>BIS_fnc_WLRequestPurchase<br>BIS_fnc_WLRequestSectorScan<br>BIS_fnc_WLRequestVotingReset<br>BIS_fnc_WLSectorFundsPayoff<br>BIS_fnc_WLSectorHandle<br>BIS_fnc_WLSectorHandleServer<br>BIS_fnc_WLSectorIconUpdate<br>BIS_fnc_WLSectorInit<br>BIS_fnc_WLSectorListing<br>BIS_fnc_WLSectorPopulate<br>BIS_fnc_WLSectorScanHandle<br>BIS_fnc_WLSectorsCommonInit<br>BIS_fnc_WLSectorSelectionEnd<br>BIS_fnc_WLSectorSelectionHandle<br>BIS_fnc_WLSectorSelectionHandleServer<br>BIS_fnc_WLSectorSelectionStart<br>BIS_fnc_WLSectorsSetup<br>BIS_fnc_WLSectorTaskHandle<br>BIS_fnc_WLSectorUpdate<br>BIS_fnc_WLSeizingBarHandle<br>BIS_fnc_WLSendResponseTeam<br>BIS_fnc_WLShowInfo<br>BIS_fnc_WLSideToFaction<br>BIS_fnc_WLSoundMsg<br>BIS_fnc_WLSubroutine_purchaseMenuAssetAvailability<br>BIS_fnc_WLSubroutine_purchaseMenuGetUIScale<br>BIS_fnc_WLSubroutine_purchaseMenuHandleDLC<br>BIS_fnc_WLSubroutine_purchaseMenuRefresh<br>BIS_fnc_WLSubroutine_purchaseMenuSetAssetDetails<br>BIS_fnc_WLSubroutine_purchaseMenuSetItemsList<br>BIS_fnc_WLSyncTime<br>BIS_fnc_WLSyncedTime<br>BIS_fnc_WLUpdateAO<br>BIS_fnc_WLVarsInit<br>BIS_fnc_WLVehicleHandle<br>BIS_fnc_WLVotingBarHandle |\n| A3_Warlords | Misc | BIS_fnc_WLSmoothText |\n| A3_Enoch | Probing | BIN_fnc_ProbingBeam_sendData<br>BIN_fnc_ProbingBeam_fired<br>BIN_fnc_ProbingArm_fired |\n| A3_Enoch | CargoPlatform | BIN_fnc_cargoPlatform_01_adjust<br>BIN_fnc_cargoPlatform_01_update<br>BIN_fnc_cargoPlatform_01_destruction |\n| A3_Enoch | DeconShower | BIN_fnc_deconShowerAnim<br>BIN_fnc_deconShowerAnimLarge<br>BIN_fnc_deconShowerAnimStop<br>BIN_fnc_deconShowerCollision<br>BIN_fnc_deconShowerDelete<br>BIN_fnc_deconShowerMove |\n| A3_Enoch | CBRN | BIN_fnc_CBRNHoseInit |\n| A3_Enoch | EM_Core | BIN_fnc_showSpectrumAnalyzer<br>BIN_fnc_updateSpectrumAnalyzerInput<br>BIN_fnc_frequencyToString |\n| A3_Oldman | Systems | BIS_fnc_OM_addLoadedEH<br>BIS_fnc_OM_savingEnabled<br>BIS_fnc_OM_credits<br>BIS_fnc_OM_init<br>BIS_fnc_OM_Module_initSmallValueSilder<br>BIS_fnc_OM_EXEC<br>BIS_fnc_OM_SectorGetSectors<br>BIS_fnc_OM_BuildSectorsData<br>BIS_fnc_OM_HandleMapControls<br>BIS_fnc_OM_ModuleQuest_destroyObject<br>BIS_fnc_OM_ModuleQuest_defend<br>BIS_fnc_OM_Epicentrum<br>BIS_fnc_OM_moduleRestPoint<br>BIS_fnc_OM_moduleMarket<br>BIS_fnc_OM_saveGame<br>BIS_fnc_OM_pause<br>BIS_fnc_OM_skip<br>BIS_fnc_OM_camera<br>BIS_fnc_OM_AS_ShowStaticText<br>BIS_fnc_drawBoundingBox |\n| A3_Oldman | SyndikatAgent | BIS_fnc_OM_ModuleSyndikatAgent |\n| A3_Oldman | SyndikatTeam | BIS_fnc_OM_ModuleSyndikatTeam |\n| A3_Oldman | SentryDrone | BIS_fnc_OM_SentryDrone |\n| A3_Oldman | Economy | BIS_fnc_OM_moduleEconomy |\n| A3_Oldman | Radio | BIS_fnc_OM_moduleRadio |\n| A3_Oldman | SmartMarkers | BIS_fnc_OM_moduleSmartMarkers |\n| A3_Oldman | Awareness | BIS_fnc_OM_moduleAwareness |\n| A3_Oldman | ActionQueue | BIS_fnc_OM_moduleActionQueue |\n| A3_Oldman | Reputation | BIS_fnc_OM_moduleReputation |\n| A3_Oldman | EscortAI | BIS_fnc_escortAI<br>BIS_fnc_escortAIHoldAction |\n| A3_Oldman | WeatherManager | BIS_fnc_OMSetForecastLimit<br>BIS_fnc_OMWeatherUICalc<br>BIS_fnc_OMWeatherManagerCore<br>BIS_fnc_OMWeatherManagerMain<br>BIS_fnc_OMWeatherManagerRain<br>BIS_fnc_OMWeatherReport |\n| A3_Oldman | Phone | BIS_fnc_OM_phone_addContact<br>BIS_fnc_OM_phone_addCall<br>BIS_fnc_OM_phone_core<br>BIS_fnc_OM_phone_incomingCall<br>BIS_fnc_OM_phone_removeCall<br>BIS_fnc_OM_phone_SMS<br>BIS_fnc_OM_phone_SMSSend<br>BIS_fnc_OM_phone_customSectionInit<br>BIS_fnc_OM_phone_customSectionShow<br>BIS_fnc_OM_phone_customSectionWeatherShow<br>BIS_fnc_OM_phone_getDiaryListIndexByName<br>BIS_fnc_OM_phone_menuInit<br>BIS_fnc_OM_phone_menuHandler |\n| A3_Oldman | Checkpoint | BIS_fnc_OM_moduleCheckpoint_handleStates<br>BIS_fnc_OM_moduleCheckpoint_checkAngleToObject<br>BIS_fnc_OM_moduleCheckpoint_checkDistanceFromObject<br>BIS_fnc_OM_moduleCheckpoint_intersect<br>BIS_fnc_OM_moduleCheckpoint_navigateVehicleToCheck<br>BIS_fnc_OM_moduleCheckpoint_playAnim |\n| A3_Oldman | Depot | BIS_fnc_OM_moduleDepot<br>BIS_fnc_OM_sellEquipment |\n| A3_Oldman | Medicine | BIS_fnc_OM_infectedGroupHandle<br>BIS_fnc_OM_allInfectedDeadCode<br>BIS_fnc_OM_medicineDeliveredCode<br>BIS_fnc_OM_medicineRanOutCode<br>BIS_fnc_OM_warnCriticalCode<br>BIS_fnc_OM_warnMildCode |\n| A3_Oldman | Conversations | BIS_fnc_OM_moduleRandomConversation<br>BIS_fnc_OM_conversation<br>BIS_fnc_OM_createConversation |\n| A3_Oldman | FastTravel | BIS_fnc_OM_moduleFastTravel |\n| A3_AoW | DioaramaBase | BIS_fnc_DioramaBase_01_connect<br>BIS_fnc_DioramaBase_01_update<br>BIS_fnc_DioramaBase_01_snap<br>BIS_fnc_DioramaBase_01_delete<br>BIS_fnc_DioramaBase_01_init |\n| A3_AoW | Gallery | BIS_fnc_Gallery_01_update |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: CfgGlasses","title":"Arma 3: CfgGlasses","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgGlasses","revid":368819,"updated":"2024-08-10T12:35:04Z","aliases":[],"markdown":"| Preview | Class | Name | DLC |\n|---|---|---|---|\n|  | **G_AirPurifyingRespirator_01_F** | *APR [NATO]* |  |\n|  | **G_AirPurifyingRespirator_01_nofilter_F** | *APR [NATO]* |  |\n|  | **G_AirPurifyingRespirator_02_black_F** | *APR (Black) [CSAT]* |  |\n|  | **G_AirPurifyingRespirator_02_black_nofilter_F** | *APR (Black) [CSAT]* |  |\n|  | **G_AirPurifyingRespirator_02_olive_F** | *APR (Olive) [CSAT]* |  |\n|  | **G_AirPurifyingRespirator_02_olive_nofilter_F** | *APR (Olive) [CSAT]* |  |\n|  | **G_AirPurifyingRespirator_02_sand_F** | *APR (Sand) [CSAT]* |  |\n|  | **G_AirPurifyingRespirator_02_sand_nofilter_F** | *APR (Sand) [CSAT]* |  |\n|  | **G_Aviator** | *Aviator Glasses* |  |\n|  | **G_B_Diving** | *Diving Goggles [NATO]* |  |\n|  | **G_Balaclava_blk** | *Balaclava (Black)* |  |\n|  | **G_Balaclava_BlueStrips** | *Balaclava (Blue Stripe)* |  |\n|  | **G_Balaclava_combat** | *Balaclava (Combat Goggles)* |  |\n|  | **G_Balaclava_Flames1** | *Balaclava (Orange Pattern)* |  |\n|  | **G_Balaclava_Flecktarn** | *Balaclava (Flecktarn)* |  |\n|  | **G_Balaclava_Halloween_01** | *Balaclava (Halloween)* |  |\n|  | **G_Balaclava_lowprofile** | *Balaclava (Low Profile Goggles)* |  |\n|  | **G_Balaclava_oli** | *Balaclava (Olive)* |  |\n|  | **G_Balaclava_Scarecrow_01** | *Balaclava (Scarecrow)* |  |\n|  | **G_Balaclava_Skull1** | *Balaclava (Skull)* |  |\n|  | **G_Balaclava_TI_blk_F** | *Stealth Balaclava (Black)* |  |\n|  | **G_Balaclava_TI_G_blk_F** | *Stealth Balaclava (Black, Goggles)* |  |\n|  | **G_Balaclava_TI_G_tna_F** | *Stealth Balaclava (Green, Goggles)* |  |\n|  | **G_Balaclava_TI_tna_F** | *Stealth Balaclava (Green)* |  |\n|  | **G_Balaclava_Tropentarn** | *Balaclava (Tropentarn)* |  |\n|  | **G_Bandanna_aviator** | *Bandana (Aviator)* |  |\n|  | **G_Bandanna_beast** | *Bandana (Beast)* |  |\n|  | **G_Bandanna_blk** | *Bandana (Black)* |  |\n|  | **G_Bandanna_BlueFlame1** | *Bandana (Blue Flame)* |  |\n|  | **G_Bandanna_BlueFlame2** | *Bandana (Blue Flames)* |  |\n|  | **G_Bandanna_CandySkull** | *Bandana (Candy Skull)* |  |\n|  | **G_Bandanna_khk** | *Bandana (Khaki)* |  |\n|  | **G_Bandanna_oli** | *Bandana (Olive)* |  |\n|  | **G_Bandanna_OrangeFlame1** | *Bandana (Orange Flames)* |  |\n|  | **G_Bandanna_RedFlame1** | *Bandana (Red Flames)* |  |\n|  | **G_Bandanna_shades** | *Bandana (Shades)* |  |\n|  | **G_Bandanna_Skull1** | *Bandana (Skull)* |  |\n|  | **G_Bandanna_Skull2** | *Bandana (Skull, Ornamental)* |  |\n|  | **G_Bandanna_sport** | *Bandana (Sport)* |  |\n|  | **G_Bandanna_Syndikat1** | *Bandana (Skull) [Syndikat]* |  |\n|  | **G_Bandanna_Syndikat2** | *Bandana [Syndikat]* |  |\n|  | **G_Bandanna_tan** | *Bandana (Tan)* |  |\n|  | **G_Bandanna_Vampire_01** | *Bandana (Vampire)* |  |\n|  | **G_Blindfold_01_black_F** | *Blindfold (Black)* |  |\n|  | **G_Blindfold_01_white_F** | *Blindfold (White)* |  |\n|  | **G_Combat** | *Combat Goggles* |  |\n|  | **G_Combat_Goggles_tna_F** | *Combat Goggles (Green)* |  |\n|  | **G_Diving** | *Diving Goggles* |  |\n|  | **G_EyeProtectors_Earpiece_F** | *Safety Goggles (Earpiece)* |  |\n|  | **G_EyeProtectors_F** | *Safety Goggles* |  |\n|  | **G_Goggles_VR** | *VR Goggles* |  |\n|  | **G_I_Diving** | *Diving Goggles [AAF]* |  |\n|  | **G_Lady_Blue** | *Ladies Shades* |  |\n|  | **G_Lady_Dark** | *Ladies Shades (Sea)* |  |\n|  | **G_Lady_Mirror** | *Ladies Shades (Iridium)* |  |\n|  | **G_Lady_Red** | *Ladies Shades (Fire)* |  |\n|  | **G_Lowprofile** | *Low Profile Goggles* |  |\n|  | **G_O_Diving** | *Diving Goggles [CSAT]* |  |\n|  | **G_RegulatorMask_F** | *Regulator Facepiece* |  |\n|  | **G_Respirator_blue_F** | *Respirator (Blue)* |  |\n|  | **G_Respirator_white_F** | *Respirator (White)* |  |\n|  | **G_Respirator_yellow_F** | *Respirator (Yellow)* |  |\n|  | **G_Shades_Black** | *Shades (Black)* |  |\n|  | **G_Shades_Blue** | *Shades (Blue)* |  |\n|  | **G_Shades_Green** | *Shades (Green)* |  |\n|  | **G_Shades_Red** | *Shades (Red)* |  |\n|  | **G_Spectacles** | *Spectacle Glasses* |  |\n|  | **G_Spectacles_Tinted** | *Tinted Spectacles* |  |\n|  | **G_Sport_Blackred** | *Sport Shades (Vulcan)* |  |\n|  | **G_Sport_BlackWhite** | *Sport Shades (Shadow)* |  |\n|  | **G_Sport_Blackyellow** | *Sport Shades (Poison)* |  |\n|  | **G_Sport_Checkered** | *Sport Shades (Style)* |  |\n|  | **G_Sport_Greenblack** | *Sport Shades (Yetti)* |  |\n|  | **G_Sport_Red** | *Sport Shades (Fire)* |  |\n|  | **G_Squares** | *Square Spectacles* |  |\n|  | **G_Squares_Tinted** | *Square Shades* |  |\n|  | **G_Tactical_Black** | *Tactical Shades* |  |\n|  | **G_Tactical_Clear** | *Tactical Glasses* |  |\n|  | **G_WirelessEarpiece_F** | *Wireless Earpiece* |  |\n|  | **None** | *None* |  |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 14:35, 10 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class | Name | DLC |\n|---|---|---|---|\n|  | **G_AirPurifyingRespirator_01_F** | *APR [NATO]* |  |\n|  | **G_AirPurifyingRespirator_01_nofilter_F** | *APR [NATO]* |  |\n|  | **G_AirPurifyingRespirator_02_black_F** | *APR (Black) [CSAT]* |  |\n|  | **G_AirPurifyingRespirator_02_black_nofilter_F** | *APR (Black) [CSAT]* |  |\n|  | **G_AirPurifyingRespirator_02_olive_F** | *APR (Olive) [CSAT]* |  |\n|  | **G_AirPurifyingRespirator_02_olive_nofilter_F** | *APR (Olive) [CSAT]* |  |\n|  | **G_AirPurifyingRespirator_02_sand_F** | *APR (Sand) [CSAT]* |  |\n|  | **G_AirPurifyingRespirator_02_sand_nofilter_F** | *APR (Sand) [CSAT]* |  |\n|  | **G_Aviator** | *Aviator Glasses* |  |\n|  | **G_B_Diving** | *Diving Goggles [NATO]* |  |\n|  | **G_Balaclava_blk** | *Balaclava (Black)* |  |\n|  | **G_Balaclava_BlueStrips** | *Balaclava (Blue Stripe)* |  |\n|  | **G_Balaclava_combat** | *Balaclava (Combat Goggles)* |  |\n|  | **G_Balaclava_Flames1** | *Balaclava (Orange Pattern)* |  |\n|  | **G_Balaclava_Flecktarn** | *Balaclava (Flecktarn)* |  |\n|  | **G_Balaclava_Halloween_01** | *Balaclava (Halloween)* |  |\n|  | **G_Balaclava_lowprofile** | *Balaclava (Low Profile Goggles)* |  |\n|  | **G_Balaclava_oli** | *Balaclava (Olive)* |  |\n|  | **G_Balaclava_Scarecrow_01** | *Balaclava (Scarecrow)* |  |\n|  | **G_Balaclava_Skull1** | *Balaclava (Skull)* |  |\n|  | **G_Balaclava_TI_blk_F** | *Stealth Balaclava (Black)* |  |\n|  | **G_Balaclava_TI_G_blk_F** | *Stealth Balaclava (Black, Goggles)* |  |\n|  | **G_Balaclava_TI_G_tna_F** | *Stealth Balaclava (Green, Goggles)* |  |\n|  | **G_Balaclava_TI_tna_F** | *Stealth Balaclava (Green)* |  |\n|  | **G_Balaclava_Tropentarn** | *Balaclava (Tropentarn)* |  |\n|  | **G_Bandanna_aviator** | *Bandana (Aviator)* |  |\n|  | **G_Bandanna_beast** | *Bandana (Beast)* |  |\n|  | **G_Bandanna_blk** | *Bandana (Black)* |  |\n|  | **G_Bandanna_BlueFlame1** | *Bandana (Blue Flame)* |  |\n|  | **G_Bandanna_BlueFlame2** | *Bandana (Blue Flames)* |  |\n|  | **G_Bandanna_CandySkull** | *Bandana (Candy Skull)* |  |\n|  | **G_Bandanna_khk** | *Bandana (Khaki)* |  |\n|  | **G_Bandanna_oli** | *Bandana (Olive)* |  |\n|  | **G_Bandanna_OrangeFlame1** | *Bandana (Orange Flames)* |  |\n|  | **G_Bandanna_RedFlame1** | *Bandana (Red Flames)* |  |\n|  | **G_Bandanna_shades** | *Bandana (Shades)* |  |\n|  | **G_Bandanna_Skull1** | *Bandana (Skull)* |  |\n|  | **G_Bandanna_Skull2** | *Bandana (Skull, Ornamental)* |  |\n|  | **G_Bandanna_sport** | *Bandana (Sport)* |  |\n|  | **G_Bandanna_Syndikat1** | *Bandana (Skull) [Syndikat]* |  |\n|  | **G_Bandanna_Syndikat2** | *Bandana [Syndikat]* |  |\n|  | **G_Bandanna_tan** | *Bandana (Tan)* |  |\n|  | **G_Bandanna_Vampire_01** | *Bandana (Vampire)* |  |\n|  | **G_Blindfold_01_black_F** | *Blindfold (Black)* |  |\n|  | **G_Blindfold_01_white_F** | *Blindfold (White)* |  |\n|  | **G_Combat** | *Combat Goggles* |  |\n|  | **G_Combat_Goggles_tna_F** | *Combat Goggles (Green)* |  |\n|  | **G_Diving** | *Diving Goggles* |  |\n|  | **G_EyeProtectors_Earpiece_F** | *Safety Goggles (Earpiece)* |  |\n|  | **G_EyeProtectors_F** | *Safety Goggles* |  |\n|  | **G_Goggles_VR** | *VR Goggles* |  |\n|  | **G_I_Diving** | *Diving Goggles [AAF]* |  |\n|  | **G_Lady_Blue** | *Ladies Shades* |  |\n|  | **G_Lady_Dark** | *Ladies Shades (Sea)* |  |\n|  | **G_Lady_Mirror** | *Ladies Shades (Iridium)* |  |\n|  | **G_Lady_Red** | *Ladies Shades (Fire)* |  |\n|  | **G_Lowprofile** | *Low Profile Goggles* |  |\n|  | **G_O_Diving** | *Diving Goggles [CSAT]* |  |\n|  | **G_RegulatorMask_F** | *Regulator Facepiece* |  |\n|  | **G_Respirator_blue_F** | *Respirator (Blue)* |  |\n|  | **G_Respirator_white_F** | *Respirator (White)* |  |\n|  | **G_Respirator_yellow_F** | *Respirator (Yellow)* |  |\n|  | **G_Shades_Black** | *Shades (Black)* |  |\n|  | **G_Shades_Blue** | *Shades (Blue)* |  |\n|  | **G_Shades_Green** | *Shades (Green)* |  |\n|  | **G_Shades_Red** | *Shades (Red)* |  |\n|  | **G_Spectacles** | *Spectacle Glasses* |  |\n|  | **G_Spectacles_Tinted** | *Tinted Spectacles* |  |\n|  | **G_Sport_Blackred** | *Sport Shades (Vulcan)* |  |\n|  | **G_Sport_BlackWhite** | *Sport Shades (Shadow)* |  |\n|  | **G_Sport_Blackyellow** | *Sport Shades (Poison)* |  |\n|  | **G_Sport_Checkered** | *Sport Shades (Style)* |  |\n|  | **G_Sport_Greenblack** | *Sport Shades (Yetti)* |  |\n|  | **G_Sport_Red** | *Sport Shades (Fire)* |  |\n|  | **G_Squares** | *Square Spectacles* |  |\n|  | **G_Squares_Tinted** | *Square Shades* |  |\n|  | **G_Tactical_Black** | *Tactical Shades* |  |\n|  | **G_Tactical_Clear** | *Tactical Glasses* |  |\n|  | **G_WirelessEarpiece_F** | *Wireless Earpiece* |  |\n|  | **None** | *None* |  |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 14:35, 10 August 2024 (CEST)"}],"categories":["Arma 3: Assets","Arma 3: Editing"],"groups":["Configuration"]},{"name":"Arma 3: CfgGroups","title":"Arma 3: CfgGroups","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgGroups","revid":293072,"updated":"2021-08-17T23:38:58Z","aliases":["Arma 3 CfgGroups"],"markdown":"### BLUFOR\n\nconfig: West\n\n#### NATO\n\nconfig: BLU_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: BUS_InfSquad<br>Composition:<br>1. B_soldier_SL_F<br>1. B_soldier_F<br>1. B_soldier_LAT_F<br>1. B_soldier_M_F<br>1. B_soldier_TL_F<br>1. B_soldier_AR_F<br>1. B_soldier_A_F<br>1. B_medic_F | **Weapons Squad**<br>config: BUS_InfSquad_Weapons<br>Composition:<br>1. B_soldier_SL_F<br>1. B_soldier_AR_F<br>1. B_soldier_GL_F<br>1. B_soldier_M_F<br>1. B_soldier_AT_F<br>1. B_soldier_AAT_F<br>1. B_soldier_A_F<br>1. B_medic_F | **Fire Team**<br>config: BUS_InfTeam<br>Composition:<br>1. B_Soldier_TL_F<br>1. B_Soldier_AR_F<br>1. B_soldier_GL_F<br>1. B_soldier_LAT_F | **Anti-armor Team**<br>config: BUS_InfTeam_AT<br>Composition:<br>1. B_Soldier_TL_F<br>1. B_soldier_AT_F<br>1. B_soldier_AT_F<br>1. B_soldier_AAT_F | **Air-defense Team**<br>config: BUS_InfTeam_AA<br>Composition:<br>1. B_Soldier_TL_F<br>1. B_soldier_AA_F<br>1. B_soldier_AA_F<br>1. B_soldier_AAA_F |\n| Infantry<br>config: Infantry | **Sentry**<br>config: BUS_InfSentry<br>Composition:<br>1. B_soldier_GL_F<br>1. B_soldier_F | **Recon Team**<br>config: BUS_ReconTeam<br>Composition:<br>1. B_recon_TL_F<br>1. B_recon_M_F<br>1. B_recon_medic_F<br>1. B_recon_LAT_F<br>1. B_recon_JTAC_F<br>1. B_recon_exp_F | **Recon Patrol**<br>config: BUS_ReconPatrol<br>Composition:<br>1. B_recon_TL_F<br>1. B_recon_M_F<br>1. B_recon_medic_F<br>1. B_recon_F | **Recon Sentry**<br>config: BUS_ReconSentry<br>Composition:<br>1. B_recon_M_F<br>1. B_recon_F | **Sniper Team**<br>config: BUS_SniperTeam<br>Composition:<br>1. B_sniper_F<br>1. B_spotter_F |\n| Infantry<br>config: Infantry | **Assault Squad**<br>config: BUS_InfAssault<br>Composition:<br>1. B_Soldier_SL_F<br>1. B_soldier_AR_F<br>1. B_HeavyGunner_F<br>1. B_soldier_AAR_F<br>1. B_soldier_M_F<br>1. B_Sharpshooter_F<br>1. B_soldier_LAT_F<br>1. B_medic_F | **Recon Squad**<br>config: BUS_ReconSquad<br>Composition:<br>1. B_recon_TL_F<br>1. B_recon_M_F<br>1. B_recon_medic_F<br>1. B_recon_F<br>1. B_recon_LAT_F<br>1. B_recon_JTAC_F<br>1. B_recon_exp_F<br>1. B_Recon_Sharpshooter_F | **Fire Team (Light)**<br>config: B_InfTeam_Light<br>Composition:<br>1. B_soldier_TL_F<br>1. B_soldier_AR_F<br>1. B_soldier_F<br>1. B_soldier_LAT2_F |  |  |\n| Special Forces<br>config: SpecOps | **Diver Team**<br>config: BUS_DiverTeam<br>Composition:<br>1. B_diver_TL_F<br>1. B_diver_exp_F<br>1. B_diver_F<br>1. B_diver_F | **Diver Team (Boat)**<br>config: BUS_DiverTeam_Boat<br>Composition:<br>1. B_diver_TL_F<br>1. B_diver_exp_F<br>1. B_diver_F<br>1. B_diver_F<br>1. B_Boat_Transport_01_F | **Diver Team (SDV)**<br>config: BUS_DiverTeam_SDV<br>Composition:<br>1. B_diver_TL_F<br>1. B_diver_exp_F<br>1. B_diver_F<br>1. B_diver_F<br>1. B_SDV_01_F<br>1. B_SDV_01_F | **Small UAV Team**<br>config: BUS_SmallTeam_UAV<br>Composition:<br>1. B_soldier_TL_F<br>1. B_soldier_UAV_F<br>1. B_UAV_01_F | **Recon UGV Team**<br>config: BUS_ReconTeam_UGV<br>Composition:<br>1. B_soldier_TL_F<br>1. B_soldier_UAV_F<br>1. B_UGV_01_F |\n| Special Forces<br>config: SpecOps | **Attack UGV Team**<br>config: BUS_AttackTeam_UGV<br>Composition:<br>1. B_soldier_TL_F<br>1. B_soldier_UAV_F<br>1. B_UGV_01_rcws_F | **Recon UAV Team**<br>config: BUS_ReconTeam_UAV<br>Composition:<br>1. B_soldier_TL_F<br>1. B_soldier_UAV_F<br>1. B_UAV_02_F | **Attack UAV Team**<br>config: BUS_AttackTeam_UAV<br>Composition:<br>1. B_soldier_TL_F<br>1. B_soldier_UAV_F<br>1. B_UAV_02_CAS_F |  |  |\n| Support Infantry<br>config: Support | **Support Team (CLS)**<br>config: BUS_Support_CLS<br>Composition:<br>1. B_soldier_TL_F<br>1. B_soldier_AR_F<br>1. B_medic_F<br>1. B_medic_F | **Support Team (EOD)**<br>config: BUS_Support_EOD<br>Composition:<br>1. B_soldier_TL_F<br>1. B_engineer_F<br>1. B_soldier_exp_F<br>1. B_soldier_exp_F | **Support Team (Engineer)**<br>config: BUS_Support_ENG<br>Composition:<br>1. B_soldier_TL_F<br>1. B_engineer_F<br>1. B_engineer_F<br>1. B_soldier_repair_F | **Recon Support Team (EOD)**<br>config: BUS_Recon_EOD<br>Composition:<br>1. B_recon_TL_F<br>1. B_recon_exp_F<br>1. B_recon_exp_F<br>1. B_recon_F | **HMG Team**<br>config: BUS_Support_MG<br>Composition:<br>1. B_soldier_TL_F<br>1. B_support_MG_F<br>1. B_support_AMG_F |\n| Support Infantry<br>config: Support | **GMG Team**<br>config: BUS_Support_GMG<br>Composition:<br>1. B_soldier_TL_F<br>1. B_support_GMG_F<br>1. B_support_AMG_F | **Mortar Team**<br>config: BUS_Support_Mort<br>Composition:<br>1. B_soldier_TL_F<br>1. B_support_Mort_F<br>1. B_support_AMort_F |  |  |  |\n| Motorized Infantry<br>config: Motorized | **Motorized Team**<br>config: BUS_MotInf_Team<br>Composition:<br>1. B_MRAP_01_gmg_F<br>1. B_soldier_AR_F<br>1. B_soldier_LAT_F | **Motorized Anti-armor Team**<br>config: BUS_MotInf_AT<br>Composition:<br>1. B_MRAP_01_F<br>1. B_soldier_AT_F<br>1. B_soldier_AT_F<br>1. B_soldier_AAT_F | **Motorized Air-defense Team**<br>config: BUS_MotInf_AA<br>Composition:<br>1. B_MRAP_01_F<br>1. B_soldier_AA_F<br>1. B_soldier_AA_F<br>1. B_soldier_AAA_F | **Motorized HMG Team**<br>config: BUS_MotInf_MGTeam<br>Composition:<br>1. B_MRAP_01_F<br>1. B_soldier_TL_F<br>1. B_support_MG_F<br>1. B_support_AMG_F | **Motorized GMG Team**<br>config: BUS_MotInf_GMGTeam<br>Composition:<br>1. B_MRAP_01_F<br>1. B_soldier_TL_F<br>1. B_support_GMG_F<br>1. B_support_AMG_F |\n| Motorized Infantry<br>config: Motorized | **Motorized Mortar Team**<br>config: BUS_MotInf_MortTeam<br>Composition:<br>1. B_MRAP_01_F<br>1. B_soldier_TL_F<br>1. B_support_Mort_F<br>1. B_support_AMort_F | **Motorized Reinforcements**<br>config: BUS_MotInf_Reinforce<br>Composition:<br>1. B_Truck_01_transport_F<br>1. B_soldier_SL_F<br>1. B_soldier_F<br>1. B_soldier_LAT_F<br>1. B_soldier_M_F<br>1. B_soldier_TL_F<br>1. B_soldier_AR_F<br>1. B_soldier_A_F<br>1. B_medic_F<br>1. B_soldier_SL_F<br>1. B_soldier_F<br>1. B_soldier_LAT_F<br>1. B_soldier_M_F<br>1. B_soldier_TL_F<br>1. B_soldier_AR_F<br>1. B_soldier_A_F<br>1. B_medic_F |  |  |  |\n| Mechanized Infantry<br>config: Mechanized | **Mechanized Rifle Squad**<br>config: BUS_MechInfSquad<br>Composition:<br>1. B_APC_Wheeled_01_cannon_F<br>1. B_soldier_SL_F<br>1. B_soldier_F<br>1. B_soldier_LAT_F<br>1. B_soldier_M_F<br>1. B_soldier_TL_F<br>1. B_soldier_AR_F<br>1. B_soldier_A_F<br>1. B_medic_F | **Mechanized Anti-armor Squad**<br>config: BUS_MechInf_AT<br>Composition:<br>1. B_APC_Tracked_01_rcws_F<br>1. B_soldier_SL_F<br>1. B_soldier_AR_F<br>1. B_soldier_AT_F<br>1. B_soldier_AT_F<br>1. B_soldier_AT_F<br>1. B_soldier_AAT_F<br>1. B_soldier_AAT_F<br>1. B_soldier_AAT_F | **Mechanized Air-defense Squad**<br>config: BUS_MechInf_AA<br>Composition:<br>1. B_APC_Tracked_01_aa_F<br>1. B_soldier_SL_F<br>1. B_soldier_AR_F<br>1. B_soldier_AA_F<br>1. B_soldier_AA_F<br>1. B_soldier_AA_F<br>1. B_soldier_AAA_F<br>1. B_soldier_AAA_F<br>1. B_soldier_AAA_F | **Mechanized Support Squad**<br>config: BUS_MechInf_Support<br>Composition:<br>1. B_APC_Wheeled_01_cannon_F<br>1. B_soldier_SL_F<br>1. B_soldier_TL_F<br>1. B_soldier_repair_F<br>1. B_engineer_F<br>1. B_medic_F<br>1. B_soldier_AR_F<br>1. B_soldier_exp_F<br>1. B_soldier_A_F |  |\n| Armor<br>config: Armored | **Tank Platoon**<br>config: BUS_TankPlatoon<br>Composition:<br>1. B_MBT_01_cannon_F<br>1. B_MBT_01_cannon_F<br>1. B_MBT_01_cannon_F<br>1. B_MBT_01_cannon_F | **Tank Platoon (Combined)**<br>config: BUS_TankPlatoon_AA<br>Composition:<br>1. B_MBT_01_cannon_F<br>1. B_APC_Tracked_01_aa_F<br>1. B_MBT_01_cannon_F<br>1. B_APC_Tracked_01_aa_F | **Tank Section**<br>config: BUS_TankSection<br>Composition:<br>1. B_MBT_01_cannon_F<br>1. B_MBT_01_cannon_F | **Artillery SPG Platoon**<br>config: BUS_SPGPlatoon_Scorcher<br>Composition:<br>1. B_MBT_01_arty_F<br>1. B_MBT_01_arty_F<br>1. B_MBT_01_arty_F<br>1. B_MBT_01_arty_F | **Artillery SPG Section**<br>config: BUS_SPGSection_Scorcher<br>Composition:<br>1. B_MBT_01_arty_F<br>1. B_MBT_01_arty_F |\n| Armor<br>config: Armored | **MLRS Section**<br>config: BUS_SPGSection_MLRS<br>Composition:<br>1. B_MBT_01_mlrs_F<br>1. B_MBT_01_mlrs_F | **Tank Destroyer Section**<br>config: B_TankDestrSection_Rhino<br>Composition:<br>1. B_AFV_Wheeled_01_cannon_F<br>1. B_AFV_Wheeled_01_cannon_F | **Tank Destroyer Section (UP)**<br>config: B_TankDestrSection_RhinoUP<br>Composition:<br>1. B_AFV_Wheeled_01_up_cannon_F<br>1. B_AFV_Wheeled_01_up_cannon_F |  |  |\n\n#### FIA\n\nconfig: Guerilla\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: IRG_InfSquad<br>Composition:<br>1. B_G_soldier_SL_F<br>1. B_G_soldier_F<br>1. B_G_soldier_LAT_F<br>1. B_G_Soldier_M_F<br>1. B_G_soldier_TL_F<br>1. B_G_soldier_AR_F<br>1. B_G_Soldier_A_F<br>1. B_G_medic_F | **Weapons Squad**<br>config: IRG_InfSquad_Weapons<br>Composition:<br>1. B_G_soldier_SL_F<br>1. B_G_soldier_AR_F<br>1. B_G_Soldier_GL_F<br>1. B_G_Soldier_M_F<br>1. B_G_soldier_LAT_F<br>1. B_G_soldier_LAT_F<br>1. B_G_soldier_A_F<br>1. B_G_medic_F | **Fire Team**<br>config: IRG_InfTeam<br>Composition:<br>1. B_G_Soldier_TL_F<br>1. B_G_Soldier_AR_F<br>1. B_G_Soldier_GL_F<br>1. B_G_Soldier_LAT_F | **Anti-armor Team**<br>config: IRG_InfTeam_AT<br>Composition:<br>1. B_G_Soldier_TL_F<br>1. B_G_Soldier_LAT_F<br>1. B_G_Soldier_LAT_F<br>1. B_G_Soldier_LAT_F | **Sentry**<br>config: IRG_InfSentry<br>Composition:<br>1. B_G_Soldier_GL_F<br>1. B_G_Soldier_F |\n| Infantry<br>config: Infantry | **Recon Sentry**<br>config: IRG_ReconSentry<br>Composition:<br>1. B_G_Soldier_M_F<br>1. B_G_Soldier_F | **Sniper Team**<br>config: IRG_SniperTeam_M<br>Composition:<br>1. B_G_Sharpshooter_F<br>1. B_G_Soldier_M_F | **Assault Team**<br>config: IRG_InfAssault<br>Composition:<br>1. B_G_Soldier_SL_F<br>1. B_G_Sharpshooter_F<br>1. B_G_Soldier_AR_F<br>1. B_G_Soldier_A_F | **Assault Squad**<br>config: B_G_InfSquad_Assault<br>Composition:<br>1. B_G_Soldier_SL_F<br>1. B_G_soldier_AR_F<br>1. B_G_soldier_GL_F<br>1. B_G_soldier_LAT2_F<br>1. B_G_soldier_M_F<br>1. B_G_soldier_F<br>1. B_G_soldier_F<br>1. B_G_medic_F | **Patrol Team**<br>config: B_G_InfTeam_Light<br>Composition:<br>1. B_G_soldier_TL_F<br>1. B_G_soldier_AR_F<br>1. B_G_soldier_F<br>1. B_G_soldier_LAT2_F |\n| Support Infantry<br>config: Support | **Support Team (CLS)**<br>config: IRG_Support_CLS<br>Composition:<br>1. B_G_Soldier_TL_F<br>1. B_G_Soldier_AR_F<br>1. B_G_medic_F<br>1. B_G_medic_F | **Support Team (EOD)**<br>config: IRG_Support_EOD<br>Composition:<br>1. B_G_Soldier_TL_F<br>1. B_G_engineer_F<br>1. B_G_Soldier_exp_F<br>1. B_G_Soldier_exp_F | **Support Team (Engineer)**<br>config: IRG_Support_ENG<br>Composition:<br>1. B_G_Soldier_TL_F<br>1. B_G_Soldier_AR_F<br>1. B_G_engineer_F<br>1. B_G_engineer_F |  |  |\n| Motorized Infantry<br>config: Motorized_MTP | **Motorized Patrol**<br>config: IRG_MotInf_Team<br>Composition:<br>1. B_G_Offroad_01_F<br>1. B_G_Soldier_TL_F<br>1. B_G_Soldier_AR_F<br>1. B_G_Soldier_LAT_F<br>1. B_G_medic_F<br>1. B_G_Soldier_F | **Technicals**<br>config: IRG_Technicals<br>Composition:<br>1. B_G_Offroad_01_armed_F<br>1. B_G_Offroad_01_armed_F<br>1. B_G_Offroad_01_armed_F |  |  |  |\n\n#### NATO (Pacific)\n\nconfig: BLU_T_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: B_T_InfSquad<br>Composition:<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_F<br>1. B_T_soldier_LAT_F<br>1. B_T_soldier_M_F<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_A_F<br>1. B_T_medic_F | **Weapons Squad**<br>config: B_T_InfSquad_Weapons<br>Composition:<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_GL_F<br>1. B_T_soldier_M_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AAT_F<br>1. B_T_soldier_A_F<br>1. B_T_medic_F | **Fire Team**<br>config: B_T_InfTeam<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_GL_F<br>1. B_T_soldier_LAT_F | **Anti-armor Team**<br>config: B_T_InfTeam_AT<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AAT_F | **Air-defense Team**<br>config: B_T_InfTeam_AA<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AA_F<br>1. B_T_soldier_AA_F<br>1. B_T_soldier_AAA_F |\n| Infantry<br>config: Infantry | **Sentry**<br>config: B_T_InfSentry<br>Composition:<br>1. B_T_soldier_GL_F<br>1. B_T_soldier_F | **Recon Team**<br>config: B_T_ReconTeam<br>Composition:<br>1. B_T_recon_TL_F<br>1. B_T_recon_M_F<br>1. B_T_recon_medic_F<br>1. B_T_recon_LAT_F<br>1. B_T_recon_JTAC_F<br>1. B_T_recon_exp_F | **Recon Patrol**<br>config: B_T_ReconPatrol<br>Composition:<br>1. B_T_recon_TL_F<br>1. B_T_recon_M_F<br>1. B_T_recon_medic_F<br>1. B_T_recon_F | **Recon Sentry**<br>config: B_T_ReconSentry<br>Composition:<br>1. B_T_recon_M_F<br>1. B_T_recon_F | **Sniper Team**<br>config: B_T_SniperTeam<br>Composition:<br>1. B_T_sniper_F<br>1. B_T_spotter_F |\n| Infantry<br>config: Infantry | **Fire Team (Light)**<br>config: B_T_InfTeam_Light<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_F<br>1. B_T_soldier_LAT2_F |  |  |  |  |\n| Special Forces<br>config: SpecOps | **Diver Team**<br>config: B_T_DiverTeam<br>Composition:<br>1. B_T_diver_TL_F<br>1. B_T_diver_exp_F<br>1. B_T_diver_F<br>1. B_T_diver_F | **Diver Team (Boat)**<br>config: B_T_DiverTeam_Boat<br>Composition:<br>1. B_T_diver_TL_F<br>1. B_T_diver_exp_F<br>1. B_T_diver_F<br>1. B_T_diver_F<br>1. B_T_Boat_Transport_01_F | **Diver Team (SDV)**<br>config: B_T_DiverTeam_SDV<br>Composition:<br>1. B_T_diver_TL_F<br>1. B_T_diver_exp_F<br>1. B_T_diver_F<br>1. B_T_diver_F<br>1. B_SDV_01_F<br>1. B_SDV_01_F | **Small UAV Team**<br>config: B_T_SmallTeam_UAV<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_UAV_F<br>1. B_UAV_01_F | **Recon UGV Team**<br>config: B_T_ReconTeam_UGV<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_UAV_F<br>1. B_T_UGV_01_olive_F |\n| Special Forces<br>config: SpecOps | **Attack UGV Team**<br>config: B_T_AttackTeam_UGV<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_UAV_F<br>1. B_T_UGV_01_rcws_olive_F | **Recon UAV Team**<br>config: B_T_ReconTeam_UAV<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_UAV_F<br>1. B_UAV_02_F | **Attack UAV Team**<br>config: B_T_AttackTeam_UAV<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_UAV_F<br>1. B_UAV_02_CAS_F |  |  |\n| Support Infantry<br>config: Support | **Support Team (CLS)**<br>config: B_T_Support_CLS<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AR_F<br>1. B_T_medic_F<br>1. B_T_medic_F | **Support Team (EOD)**<br>config: B_T_Support_EOD<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_engineer_F<br>1. B_T_soldier_exp_F<br>1. B_T_soldier_exp_F | **Support Team (Engineer)**<br>config: B_T_Support_ENG<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_engineer_F<br>1. B_T_engineer_F<br>1. B_T_soldier_repair_F | **Recon Support Team (EOD)**<br>config: B_T_Recon_EOD<br>Composition:<br>1. B_T_recon_TL_F<br>1. B_T_recon_exp_F<br>1. B_T_recon_exp_F<br>1. B_T_recon_F | **HMG Team**<br>config: B_T_Support_MG<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_support_MG_F<br>1. B_T_support_AMG_F |\n| Support Infantry<br>config: Support | **GMG Team**<br>config: B_T_Support_GMG<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_support_GMG_F<br>1. B_T_support_AMG_F | **Mortar Team**<br>config: B_T_Support_Mort<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_support_Mort_F<br>1. B_T_support_AMort_F |  |  |  |\n| Motorized Infantry<br>config: Motorized | **Motorized Team**<br>config: B_T_MotInf_Team<br>Composition:<br>1. B_T_MRAP_01_gmg_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_LAT_F | **Motorized Anti-armor Team**<br>config: B_T_MotInf_AT<br>Composition:<br>1. B_T_MRAP_01_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AAT_F | **Motorized Air-defense Team**<br>config: B_T_MotInf_AA<br>Composition:<br>1. B_T_MRAP_01_F<br>1. B_T_soldier_AA_F<br>1. B_T_soldier_AA_F<br>1. B_T_soldier_AAA_F | **Motorized HMG Team**<br>config: B_T_MotInf_MGTeam<br>Composition:<br>1. B_T_MRAP_01_F<br>1. B_T_soldier_TL_F<br>1. B_T_support_MG_F<br>1. B_T_support_AMG_F | **Motorized GMG Team**<br>config: B_T_MotInf_GMGTeam<br>Composition:<br>1. B_T_MRAP_01_F<br>1. B_T_soldier_TL_F<br>1. B_T_support_GMG_F<br>1. B_T_support_AMG_F |\n| Motorized Infantry<br>config: Motorized | **Motorized Mortar Team**<br>config: B_T_MotInf_MortTeam<br>Composition:<br>1. B_T_MRAP_01_F<br>1. B_T_soldier_TL_F<br>1. B_T_support_Mort_F<br>1. B_T_support_AMort_F | **Motorized Reinforcements**<br>config: B_T_MotInf_Reinforcements<br>Composition:<br>1. B_T_Truck_01_transport_F<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_F<br>1. B_T_soldier_LAT_F<br>1. B_T_soldier_M_F<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_A_F<br>1. B_T_medic_F<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_F<br>1. B_T_soldier_LAT_F<br>1. B_T_soldier_M_F<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_A_F<br>1. B_T_medic_F |  |  |  |\n| Mechanized Infantry<br>config: Mechanized | **Mechanized Rifle Squad**<br>config: B_T_MechInfSquad<br>Composition:<br>1. B_T_APC_Wheeled_01_cannon_F<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_F<br>1. B_T_soldier_LAT_F<br>1. B_T_soldier_M_F<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_A_F<br>1. B_T_medic_F | **Mechanized Anti-armor Squad**<br>config: B_T_MechInf_AT<br>Composition:<br>1. B_T_APC_Tracked_01_rcws_F<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AAT_F<br>1. B_T_soldier_AAT_F<br>1. B_T_soldier_AAT_F | **Mechanized Air-defense Squad**<br>config: B_T_MechInf_AA<br>Composition:<br>1. B_T_APC_Tracked_01_aa_F<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_AA_F<br>1. B_T_soldier_AA_F<br>1. B_T_soldier_AA_F<br>1. B_T_soldier_AAA_F<br>1. B_T_soldier_AAA_F<br>1. B_T_soldier_AAA_F | **Mechanized Support Squad**<br>config: B_T_MechInf_Support<br>Composition:<br>1. B_T_APC_Wheeled_01_cannon_F<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_repair_F<br>1. B_T_engineer_F<br>1. B_T_medic_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_exp_F<br>1. B_T_soldier_A_F |  |\n| Armor<br>config: Armored | **Tank Platoon**<br>config: B_T_TankPlatoon<br>Composition:<br>1. B_T_MBT_01_cannon_F<br>1. B_T_MBT_01_cannon_F<br>1. B_T_MBT_01_cannon_F<br>1. B_T_MBT_01_cannon_F | **Tank Platoon (Combined)**<br>config: B_T_TankPlatoon_AA<br>Composition:<br>1. B_T_MBT_01_cannon_F<br>1. B_T_APC_Tracked_01_aa_F<br>1. B_T_MBT_01_cannon_F<br>1. B_T_APC_Tracked_01_aa_F | **Tank Section**<br>config: B_T_TankSection<br>Composition:<br>1. B_T_MBT_01_cannon_F<br>1. B_T_MBT_01_cannon_F | **Artillery SPG Platoon**<br>config: B_T_SPGPlatoon_Scorcher<br>Composition:<br>1. B_T_MBT_01_arty_F<br>1. B_T_MBT_01_arty_F<br>1. B_T_MBT_01_arty_F<br>1. B_T_MBT_01_arty_F | **Artillery SPG Section**<br>config: B_T_SPGSection_Scorcher<br>Composition:<br>1. B_T_MBT_01_arty_F<br>1. B_T_MBT_01_arty_F |\n| Armor<br>config: Armored | **MLRS Section**<br>config: B_T_SPGSection_MLRS<br>Composition:<br>1. B_T_MBT_01_mlrs_F<br>1. B_T_MBT_01_mlrs_F | **Tank Destroyer Section**<br>config: B_T_TankDestrSection_Rhino<br>Composition:<br>1. B_T_AFV_Wheeled_01_cannon_F<br>1. B_T_AFV_Wheeled_01_cannon_F | **Tank Destroyer Section (UP)**<br>config: B_T_TankDestrSection_RhinoUP<br>Composition:<br>1. B_T_AFV_Wheeled_01_up_cannon_F<br>1. B_T_AFV_Wheeled_01_up_cannon_F |  |  |\n\n#### CTRG\n\nconfig: BLU_CTRG_F\n\n|  |  |  |  |  |\n|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: CTRG_InfSquad<br>Composition:<br>1. B_CTRG_Soldier_TL_tna_F<br>1. B_CTRG_Soldier_M_tna_F<br>1. B_CTRG_Soldier_Medic_tna_F<br>1. B_CTRG_Soldier_tna_F<br>1. B_CTRG_Soldier_LAT_tna_F<br>1. B_CTRG_Soldier_JTAC_tna_F<br>1. B_CTRG_Soldier_Exp_tna_F<br>1. B_CTRG_Soldier_AR_tna_F | **Fire Team**<br>config: CTRG_InfTeam<br>Composition:<br>1. B_CTRG_Soldier_TL_tna_F<br>1. B_CTRG_Soldier_AR_tna_F<br>1. B_CTRG_Soldier_tna_F<br>1. B_CTRG_Soldier_LAT_tna_F | **Sentry**<br>config: CTRG_InfSentry<br>Composition:<br>1. B_CTRG_Soldier_JTAC_tna_F<br>1. B_CTRG_Soldier_tna_F | **Fire Team (Light)**<br>config: B_CTRG_InfTeam_Light<br>Composition:<br>1. B_CTRG_soldier_TL_tna_F<br>1. B_CTRG_soldier_AR_tna_F<br>1. B_CTRG_soldier_tna_F<br>1. B_CTRG_soldier_LAT2_tna_F |\n| Motorized Infantry<br>config: Motorized | **Motorized Recon Squad**<br>config: CTRG_MotInf_ReconTeam<br>Composition:<br>1. B_T_LSV_01_unarmed_CTRG_F<br>1. B_CTRG_Soldier_M_tna_F<br>1. B_CTRG_Soldier_Medic_tna_F<br>1. B_CTRG_Soldier_AR_tna_F<br>1. B_CTRG_Soldier_LAT_tna_F<br>1. B_CTRG_Soldier_JTAC_tna_F<br>1. B_CTRG_Soldier_Exp_tna_F | **Motorized Assault Team**<br>config: CTRG_MotInf_AssaultTeam<br>Composition:<br>1. B_T_LSV_01_armed_CTRG_F<br>1. B_CTRG_Soldier_Medic_tna_F<br>1. B_CTRG_Soldier_M_tna_F<br>1. B_CTRG_Soldier_AR_tna_F<br>1. B_CTRG_Soldier_LAT_tna_F |  |  |\n\n#### Gendarmerie\n\nconfig: Gendarmerie\n\n|  |  |\n|---|---|\n| Infantry<br>config: Infantry | **Gendarmerie Patrol**<br>config: GENDARME_Inf_Patrol<br>Composition:<br>1. B_GEN_Commander_F<br>1. B_GEN_Soldier_F |\n| Motorized Infantry<br>config: Motorized | **Motorized Gendarmerie Patrol**<br>config: GENDARME_MotInf_Patrol<br>Composition:<br>1. B_GEN_Offroad_01_gen_F<br>1. B_GEN_Soldier_F |\n\n#### NATO (Woodland)\n\nconfig: BLU_W_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: B_W_InfSquad<br>Composition:<br>1. B_W_soldier_SL_F<br>1. B_W_soldier_F<br>1. B_W_soldier_LAT_F<br>1. B_W_soldier_M_F<br>1. B_W_soldier_TL_F<br>1. B_W_soldier_AR_F<br>1. B_W_soldier_A_F<br>1. B_W_medic_F | **Weapons Squad**<br>config: B_W_InfSquad_Weapons<br>Composition:<br>1. B_W_soldier_SL_F<br>1. B_W_soldier_AR_F<br>1. B_W_soldier_GL_F<br>1. B_W_soldier_M_F<br>1. B_W_soldier_AT_F<br>1. B_W_soldier_AAT_F<br>1. B_W_soldier_A_F<br>1. B_W_medic_F | **Fire Team**<br>config: B_W_InfTeam<br>Composition:<br>1. B_W_soldier_TL_F<br>1. B_W_soldier_AR_F<br>1. B_W_soldier_GL_F<br>1. B_W_soldier_LAT_F | **Anti-armor Team**<br>config: B_W_InfTeam_AT<br>Composition:<br>1. B_W_soldier_TL_F<br>1. B_W_soldier_AT_F<br>1. B_W_soldier_AT_F<br>1. B_W_soldier_AAT_F | **Air-defense Team**<br>config: B_W_InfTeam_AA<br>Composition:<br>1. B_W_soldier_TL_F<br>1. B_W_soldier_AA_F<br>1. B_W_soldier_AA_F<br>1. B_W_soldier_AAA_F |\n| Infantry<br>config: Infantry | **Sentry**<br>config: B_W_InfSentry<br>Composition:<br>1. B_W_soldier_GL_F<br>1. B_W_soldier_F |  |  |  |  |\n\n### OPFOR\n\nconfig: East\n\n#### CSAT\n\nconfig: OPF_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: OIA_InfSquad<br>Composition:<br>1. O_soldier_SL_F<br>1. O_soldier_F<br>1. O_soldier_LAT_F<br>1. O_soldier_M_F<br>1. O_soldier_TL_F<br>1. O_soldier_AR_F<br>1. O_soldier_A_F<br>1. O_medic_F | **Weapons Squad**<br>config: OIA_InfSquad_Weapons<br>Composition:<br>1. O_soldier_SL_F<br>1. O_soldier_AR_F<br>1. O_soldier_GL_F<br>1. O_soldier_M_F<br>1. O_soldier_AT_F<br>1. O_soldier_AAT_F<br>1. O_soldier_A_F<br>1. O_medic_F | **Fire Team**<br>config: OIA_InfTeam<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_AR_F<br>1. O_soldier_GL_F<br>1. O_soldier_LAT_F | **Anti-armor Team**<br>config: OIA_InfTeam_AT<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_AT_F<br>1. O_soldier_AT_F<br>1. O_soldier_AAT_F | **Air-defense Team**<br>config: OIA_InfTeam_AA<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_AA_F<br>1. O_soldier_AA_F<br>1. O_soldier_AAA_F |\n| Infantry<br>config: Infantry | **Sentry**<br>config: OIA_InfSentry<br>Composition:<br>1. O_soldier_GL_F<br>1. O_soldier_F | **Recon Team**<br>config: OI_reconTeam<br>Composition:<br>1. O_recon_TL_F<br>1. O_recon_M_F<br>1. O_recon_medic_F<br>1. O_recon_LAT_F<br>1. O_recon_JTAC_F<br>1. O_recon_exp_F | **Recon Patrol**<br>config: OI_reconPatrol<br>Composition:<br>1. O_recon_TL_F<br>1. O_recon_M_F<br>1. O_recon_medic_F<br>1. O_recon_F | **Recon Sentry**<br>config: OI_reconSentry<br>Composition:<br>1. O_recon_M_F<br>1. O_recon_F | **Sniper Team**<br>config: OI_SniperTeam<br>Composition:<br>1. O_sniper_F<br>1. O_spotter_F |\n| Infantry<br>config: Infantry | **Assault Squad**<br>config: OIA_InfAssault<br>Composition:<br>1. O_Soldier_SL_F<br>1. O_Soldier_AR_F<br>1. O_HeavyGunner_F<br>1. O_Soldier_AAR_F<br>1. O_soldier_M_F<br>1. O_Sharpshooter_F<br>1. O_Soldier_LAT_F<br>1. O_medic_F | **Recon Squad**<br>config: OIA_ReconSquad<br>Composition:<br>1. O_recon_TL_F<br>1. O_recon_M_F<br>1. O_recon_medic_F<br>1. O_recon_F<br>1. O_recon_LAT_F<br>1. O_recon_JTAC_F<br>1. O_recon_exp_F<br>1. O_Pathfinder_F | **Anti-Armor Team (Heavy)**<br>config: O_InfTeam_AT_Heavy<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_HAT_F<br>1. O_soldier_HAT_F<br>1. O_soldier_AHAT_F |  |  |\n| Guard Infantry<br>config: UInfantry | **Guard Squad**<br>config: OIA_GuardSquad<br>Composition:<br>1. O_soldierU_SL_F<br>1. O_soldierU_F<br>1. O_soldierU_LAT_F<br>1. O_soldierU_M_F<br>1. O_soldierU_TL_F<br>1. O_soldierU_AR_F<br>1. O_soldierU_A_F<br>1. O_soldierU_medic_F | **Guard Patrol**<br>config: OIA_GuardTeam<br>Composition:<br>1. O_soldierU_TL_F<br>1. O_soldierU_AR_F<br>1. O_soldierU_GL_F<br>1. O_soldierU_LAT_F | **Guard Sentry**<br>config: OIA_GuardSentry<br>Composition:<br>1. O_soldierU_GL_F<br>1. O_soldierU_F |  |  |\n| Special Forces<br>config: SpecOps | **Diver Team**<br>config: OI_diverTeam<br>Composition:<br>1. O_diver_TL_F<br>1. O_diver_exp_F<br>1. O_diver_F<br>1. O_diver_F | **Diver Team (Boat)**<br>config: OI_diverTeam_Boat<br>Composition:<br>1. O_diver_TL_F<br>1. O_diver_exp_F<br>1. O_diver_F<br>1. O_diver_F<br>1. O_Boat_Transport_01_F | **Diver Team (SDV)**<br>config: OI_diverTeam_SDV<br>Composition:<br>1. O_diver_TL_F<br>1. O_diver_exp_F<br>1. O_diver_F<br>1. O_diver_F<br>1. O_SDV_01_F<br>1. O_SDV_01_F | **Small UAV Team**<br>config: OI_SmallTeam_UAV<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_UAV_F<br>1. O_UAV_01_F | **Recon UGV Team**<br>config: OI_ReconTeam_UGV<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_UAV_F<br>1. O_UGV_01_F |\n| Special Forces<br>config: SpecOps | **Attack UGV Team**<br>config: OI_AttackTeam_UGV<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_UAV_F<br>1. O_UGV_01_rcws_F | **Recon UAV Team**<br>config: OI_ReconTeam_UAV<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_UAV_F<br>1. O_UAV_02_F | **Attack UAV Team**<br>config: OI_AttackTeam_UAV<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_UAV_F<br>1. O_UAV_02_CAS_F | **Viper Team**<br>config: OI_ViperTeam<br>Composition:<br>1. O_V_Soldier_TL_hex_F<br>1. O_V_Soldier_JTAC_hex_F<br>1. O_V_Soldier_M_hex_F<br>1. O_V_Soldier_Exp_hex_F<br>1. O_V_Soldier_LAT_hex_F<br>1. O_V_Soldier_Medic_hex_F |  |\n| Support Infantry<br>config: Support | **Support Team (CLS)**<br>config: OI_support_CLS<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_AR_F<br>1. O_medic_F<br>1. O_medic_F | **Support Team (EOD)**<br>config: OI_support_EOD<br>Composition:<br>1. O_soldier_TL_F<br>1. O_engineer_F<br>1. O_soldier_exp_F<br>1. O_soldier_exp_F | **Support Team (Engineer)**<br>config: OI_support_ENG<br>Composition:<br>1. O_soldier_TL_F<br>1. O_engineer_F<br>1. O_engineer_F<br>1. O_soldier_repair_F | **Recon Support Team (EOD)**<br>config: OI_recon_EOD<br>Composition:<br>1. O_recon_TL_F<br>1. O_recon_exp_F<br>1. O_recon_exp_F<br>1. O_recon_F | **HMG Team**<br>config: OI_support_MG<br>Composition:<br>1. O_soldier_TL_F<br>1. O_support_MG_F<br>1. O_support_AMG_F |\n| Support Infantry<br>config: Support | **GMG Team**<br>config: OI_support_GMG<br>Composition:<br>1. O_soldier_TL_F<br>1. O_support_GMG_F<br>1. O_support_AMG_F | **Mortar Team**<br>config: OI_support_Mort<br>Composition:<br>1. O_soldier_TL_F<br>1. O_support_Mort_F<br>1. O_support_AMort_F |  |  |  |\n| Motorized Infantry<br>config: Motorized_MTP | **Motorized Team**<br>config: OIA_MotInf_Team<br>Composition:<br>1. O_MRAP_02_GMG_F<br>1. O_soldier_AR_F<br>1. O_soldier_AT_F | **Motorized Anti-armor Team**<br>config: OIA_MotInf_AT<br>Composition:<br>1. O_MRAP_02_F<br>1. O_soldier_AT_F<br>1. O_soldier_AT_F<br>1. O_soldier_AAT_F | **Motorized Air-defense Team**<br>config: OIA_MotInf_AA<br>Composition:<br>1. O_MRAP_02_F<br>1. O_soldier_AA_F<br>1. O_soldier_AA_F<br>1. O_soldier_AAA_F | **Motorized HMG Team**<br>config: OIA_MotInf_MGTeam<br>Composition:<br>1. O_MRAP_02_F<br>1. O_soldier_TL_F<br>1. O_support_MG_F<br>1. O_support_AMG_F | **Motorized GMG Team**<br>config: OIA_MotInf_GMGTeam<br>Composition:<br>1. O_MRAP_02_F<br>1. O_soldier_TL_F<br>1. O_support_GMG_F<br>1. O_support_AMG_F |\n| Motorized Infantry<br>config: Motorized_MTP | **Motorized Mortar Team**<br>config: OIA_MotInf_MortTeam<br>Composition:<br>1. O_MRAP_02_F<br>1. O_soldier_TL_F<br>1. O_support_Mort_F<br>1. O_support_AMort_F | **Motorized Reinforcements**<br>config: OIA_MotInf_Reinforce<br>Composition:<br>1. O_Truck_03_transport_F<br>1. O_soldier_SL_F<br>1. O_soldier_F<br>1. O_soldier_LAT_F<br>1. O_soldier_M_F<br>1. O_soldier_TL_F<br>1. O_soldier_AR_F<br>1. O_soldier_A_F<br>1. O_medic_F<br>1. O_soldier_TL_F<br>1. O_soldier_AR_F<br>1. O_soldier_GL_F<br>1. O_soldier_LAT_F | **Motorized Viper Recon Team**<br>config: O_MotInf_ReconViperTeam<br>Composition:<br>1. O_LSV_02_unarmed_viper_F<br>1. O_V_Soldier_TL_hex_F<br>1. O_V_Soldier_JTAC_hex_F<br>1. O_V_Soldier_M_hex_F<br>1. O_V_Soldier_Exp_hex_F<br>1. O_V_Soldier_LAT_hex_F<br>1. O_V_Soldier_Medic_hex_F | **Motorized Viper Assault Team**<br>config: O_MotInf_AssaultViperTeam<br>Composition:<br>1. O_LSV_02_armed_viper_F<br>1. O_V_Soldier_TL_hex_F<br>1. O_V_Soldier_JTAC_hex_F<br>1. O_V_Soldier_M_hex_F<br>1. O_V_Soldier_Exp_hex_F<br>1. O_V_Soldier_LAT_hex_F<br>1. O_V_Soldier_Medic_hex_F |  |\n| Mechanized Infantry<br>config: Mechanized | **Mechanized Rifle Squad**<br>config: OIA_MechInfSquad<br>Composition:<br>1. O_APC_Wheeled_02_rcws_v2_F<br>1. O_soldier_SL_F<br>1. O_soldier_F<br>1. O_soldier_LAT_F<br>1. O_soldier_M_F<br>1. O_soldier_TL_F<br>1. O_soldier_AR_F<br>1. O_soldier_A_F<br>1. O_medic_F | **Mechanized Anti-armor Squad**<br>config: OIA_MechInf_AT<br>Composition:<br>1. O_APC_Tracked_02_cannon_F<br>1. O_soldier_SL_F<br>1. O_soldier_AR_F<br>1. O_soldier_AT_F<br>1. O_soldier_AT_F<br>1. O_soldier_AT_F<br>1. O_soldier_AAT_F<br>1. O_soldier_AAT_F<br>1. O_soldier_AAT_F | **Mechanized Air-defense Squad**<br>config: OIA_MechInf_AA<br>Composition:<br>1. O_APC_Tracked_02_cannon_F<br>1. O_soldier_SL_F<br>1. O_soldier_AR_F<br>1. O_soldier_AA_F<br>1. O_soldier_AA_F<br>1. O_soldier_AA_F<br>1. O_soldier_AAA_F<br>1. O_soldier_AAA_F<br>1. O_soldier_AAA_F | **Mechanized Support Squad**<br>config: OIA_MechInf_Support<br>Composition:<br>1. O_APC_Wheeled_02_rcws_v2_F<br>1. O_soldier_SL_F<br>1. O_soldier_TL_F<br>1. O_soldier_repair_F<br>1. O_engineer_F<br>1. O_medic_F<br>1. O_soldier_AR_F<br>1. O_soldier_exp_F<br>1. O_soldier_A_F |  |\n| Armor<br>config: Armored | **Tank Platoon**<br>config: OIA_TankPlatoon<br>Composition:<br>1. O_MBT_02_cannon_F<br>1. O_MBT_02_cannon_F<br>1. O_MBT_02_cannon_F<br>1. O_MBT_02_cannon_F | **Tank Platoon (Combined)**<br>config: OIA_TankPlatoon_AA<br>Composition:<br>1. O_MBT_02_cannon_F<br>1. O_APC_Tracked_02_AA_F<br>1. O_MBT_02_cannon_F<br>1. O_APC_Tracked_02_AA_F | **Tank Section**<br>config: OIA_TankSection<br>Composition:<br>1. O_MBT_02_cannon_F<br>1. O_MBT_02_cannon_F | **Artillery SPG Platoon**<br>config: OIA_SPGPlatoon_Scorcher<br>Composition:<br>1. O_MBT_02_arty_F<br>1. O_MBT_02_arty_F<br>1. O_MBT_02_arty_F<br>1. O_MBT_02_arty_F | **Artillery SPG Section**<br>config: OIA_SPGSection_Scorcher<br>Composition:<br>1. O_MBT_02_arty_F<br>1. O_MBT_02_arty_F |\n| Armor<br>config: Armored | **Tank Section (Heavy)**<br>config: O_TankSection_Heavy<br>Composition:<br>1. O_MBT_04_cannon_F<br>1. O_MBT_04_cannon_F | **Tank Platoon (Heavy)**<br>config: O_TankPlatoon_Heavy<br>Composition:<br>1. O_MBT_04_command_F<br>1. O_MBT_04_cannon_F<br>1. O_MBT_04_cannon_F<br>1. O_MBT_04_cannon_F |  |  |  |\n\n#### CSAT (Pacific)\n\nconfig: OPF_T_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: O_T_InfSquad<br>Composition:<br>1. O_T_soldier_SL_F<br>1. O_T_soldier_F<br>1. O_T_soldier_LAT_F<br>1. O_T_soldier_M_F<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_A_F<br>1. O_T_medic_F | **Weapons Squad**<br>config: O_T_InfSquad_Weapons<br>Composition:<br>1. O_T_soldier_SL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_GL_F<br>1. O_T_soldier_M_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AAT_F<br>1. O_T_soldier_A_F<br>1. O_T_medic_F | **Fire Team**<br>config: O_T_InfTeam<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_GL_F<br>1. O_T_soldier_LAT_F | **Anti-armor Team**<br>config: O_T_InfTeam_AT<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AAT_F | **Air-defense Team**<br>config: O_T_InfTeam_AA<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AA_F<br>1. O_T_soldier_AA_F<br>1. O_T_soldier_AAA_F |\n| Infantry<br>config: Infantry | **Sentry**<br>config: O_T_InfSentry<br>Composition:<br>1. O_T_soldier_GL_F<br>1. O_T_soldier_F | **Recon Team**<br>config: O_T_reconTeam<br>Composition:<br>1. O_T_recon_TL_F<br>1. O_T_recon_M_F<br>1. O_T_recon_medic_F<br>1. O_T_recon_LAT_F<br>1. O_T_recon_JTAC_F<br>1. O_T_recon_exp_F | **Recon Patrol**<br>config: O_T_reconPatrol<br>Composition:<br>1. O_T_recon_TL_F<br>1. O_T_recon_M_F<br>1. O_T_recon_medic_F<br>1. O_T_recon_F | **Recon Sentry**<br>config: O_T_reconSentry<br>Composition:<br>1. O_T_recon_M_F<br>1. O_T_recon_F | **Sniper Team**<br>config: O_T_SniperTeam<br>Composition:<br>1. O_T_sniper_F<br>1. O_T_spotter_F |\n| Infantry<br>config: Infantry | **Anti-Armor Team (Heavy)**<br>config: O_T_InfTeam_AT_Heavy<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_HAT_F<br>1. O_T_soldier_HAT_F<br>1. O_T_soldier_AHAT_F |  |  |  |  |\n| Special Forces<br>config: SpecOps | **Diver Team**<br>config: O_T_diverTeam<br>Composition:<br>1. O_T_diver_TL_F<br>1. O_T_diver_exp_F<br>1. O_T_diver_F<br>1. O_T_diver_F | **Diver Team (Boat)**<br>config: O_T_diverTeam_Boat<br>Composition:<br>1. O_T_diver_TL_F<br>1. O_T_diver_exp_F<br>1. O_T_diver_F<br>1. O_T_diver_F<br>1. O_T_Boat_Transport_01_F | **Diver Team (SDV)**<br>config: O_T_diverTeam_SDV<br>Composition:<br>1. O_T_diver_TL_F<br>1. O_T_diver_exp_F<br>1. O_T_diver_F<br>1. O_T_diver_F<br>1. O_SDV_01_F<br>1. O_SDV_01_F | **Small UAV Team**<br>config: O_T_SmallTeam_UAV<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_UAV_F<br>1. O_UAV_01_F | **Recon UGV Team**<br>config: O_T_ReconTeam_UGV<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_UAV_F<br>1. O_T_UGV_01_ghex_F |\n| Special Forces<br>config: SpecOps | **Attack UGV Team**<br>config: O_T_AttackTeam_UGV<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_UAV_F<br>1. O_T_UGV_01_rcws_ghex_F | **Recon UAV Team**<br>config: O_T_ReconTeam_UAV<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_UAV_F<br>1. O_UAV_02_F | **Attack UAV Team**<br>config: O_T_AttackTeam_UAV<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_UAV_F<br>1. O_UAV_02_CAS_F | **Viper Team**<br>config: O_T_ViperTeam<br>Composition:<br>1. O_V_Soldier_TL_ghex_F<br>1. O_V_Soldier_JTAC_ghex_F<br>1. O_V_Soldier_M_ghex_F<br>1. O_V_Soldier_Exp_ghex_F<br>1. O_V_Soldier_LAT_ghex_F<br>1. O_V_Soldier_Medic_ghex_F |  |\n| Support Infantry<br>config: Support | **Support Team (CLS)**<br>config: O_T_support_CLS<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AR_F<br>1. O_T_medic_F<br>1. O_T_medic_F | **Support Team (EOD)**<br>config: O_T_support_EOD<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_engineer_F<br>1. O_T_soldier_exp_F<br>1. O_T_soldier_exp_F | **Support Team (Engineer)**<br>config: O_T_support_ENG<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_engineer_F<br>1. O_T_engineer_F<br>1. O_T_soldier_repair_F | **Recon Support Team (EOD)**<br>config: O_T_recon_EOD<br>Composition:<br>1. O_T_recon_TL_F<br>1. O_T_recon_exp_F<br>1. O_T_recon_exp_F<br>1. O_T_recon_F | **HMG Team**<br>config: O_T_support_MG<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_support_MG_F<br>1. O_T_support_AMG_F |\n| Support Infantry<br>config: Support | **GMG Team**<br>config: O_T_support_GMG<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_support_GMG_F<br>1. O_T_support_AMG_F | **Mortar Team**<br>config: O_T_support_Mort<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_support_Mort_F<br>1. O_T_support_AMort_F |  |  |  |\n| Motorized Infantry<br>config: Motorized_MTP | **Motorized Team**<br>config: O_T_MotInf_Team<br>Composition:<br>1. O_T_MRAP_02_gmg_ghex_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_AT_F | **Motorized Anti-armor Team**<br>config: O_T_MotInf_AT<br>Composition:<br>1. O_T_MRAP_02_ghex_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AAT_F | **Motorized Air-defense Team**<br>config: O_T_MotInf_AA<br>Composition:<br>1. O_T_MRAP_02_ghex_F<br>1. O_T_soldier_AA_F<br>1. O_T_soldier_AA_F<br>1. O_T_soldier_AAA_F | **Motorized HMG Team**<br>config: O_T_MotInf_MGTeam<br>Composition:<br>1. O_T_MRAP_02_ghex_F<br>1. O_T_soldier_TL_F<br>1. O_T_support_MG_F<br>1. O_T_support_AMG_F | **Motorized GMG Team**<br>config: O_T_MotInf_GMGTeam<br>Composition:<br>1. O_T_MRAP_02_ghex_F<br>1. O_T_soldier_TL_F<br>1. O_T_support_GMG_F<br>1. O_T_support_AMG_F |\n| Motorized Infantry<br>config: Motorized_MTP | **Motorized Mortar Team**<br>config: O_T_MotInf_MortTeam<br>Composition:<br>1. O_T_MRAP_02_ghex_F<br>1. O_T_soldier_TL_F<br>1. O_T_support_Mort_F<br>1. O_T_support_AMort_F | **Motorized Viper Recon Team**<br>config: O_T_MotInf_ReconViperTeam<br>Composition:<br>1. O_T_LSV_02_unarmed_viper_F<br>1. O_V_Soldier_TL_ghex_F<br>1. O_V_Soldier_JTAC_ghex_F<br>1. O_V_Soldier_M_ghex_F<br>1. O_V_Soldier_Exp_ghex_F<br>1. O_V_Soldier_LAT_ghex_F<br>1. O_V_Soldier_Medic_ghex_F | **Motorized Viper Assault Team**<br>config: O_T_MotInf_AssaultViperTeam<br>Composition:<br>1. O_T_LSV_02_armed_viper_F<br>1. O_V_Soldier_TL_ghex_F<br>1. O_V_Soldier_JTAC_ghex_F<br>1. O_V_Soldier_M_ghex_F<br>1. O_V_Soldier_Exp_ghex_F<br>1. O_V_Soldier_LAT_ghex_F<br>1. O_V_Soldier_Medic_ghex_F | **Motorized Reinforcements**<br>config: O_T_MotInf_Reinforcements<br>Composition:<br>1. O_T_Truck_03_transport_ghex_F<br>1. O_T_soldier_SL_F<br>1. O_T_soldier_F<br>1. O_T_soldier_LAT_F<br>1. O_T_soldier_M_F<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_A_F<br>1. O_T_medic_F<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_GL_F<br>1. O_T_soldier_LAT_F |  |\n| Mechanized Infantry<br>config: Mechanized | **Mechanized Rifle Squad**<br>config: O_T_MechInfSquad<br>Composition:<br>1. O_T_APC_Wheeled_02_rcws_v2_ghex_F<br>1. O_T_soldier_SL_F<br>1. O_T_soldier_F<br>1. O_T_soldier_LAT_F<br>1. O_T_soldier_M_F<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_A_F<br>1. O_T_medic_F | **Mechanized Anti-armor Squad**<br>config: O_T_MechInf_AT<br>Composition:<br>1. O_T_APC_Tracked_02_cannon_ghex_F<br>1. O_T_soldier_SL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AAT_F<br>1. O_T_soldier_AAT_F<br>1. O_T_soldier_AAT_F | **Mechanized Air-defense Squad**<br>config: O_T_MechInf_AA<br>Composition:<br>1. O_T_APC_Tracked_02_cannon_ghex_F<br>1. O_T_soldier_SL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_AA_F<br>1. O_T_soldier_AA_F<br>1. O_T_soldier_AA_F<br>1. O_T_soldier_AAA_F<br>1. O_T_soldier_AAA_F<br>1. O_T_soldier_AAA_F | **Mechanized Support Squad**<br>config: O_T_MechInf_Support<br>Composition:<br>1. O_T_APC_Wheeled_02_rcws_v2_ghex_F<br>1. O_T_soldier_SL_F<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_repair_F<br>1. O_T_engineer_F<br>1. O_T_medic_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_exp_F<br>1. O_T_soldier_A_F |  |\n| Armor<br>config: Armored | **Tank Platoon**<br>config: O_T_TankPlatoon<br>Composition:<br>1. O_T_MBT_02_cannon_ghex_F<br>1. O_T_MBT_02_cannon_ghex_F<br>1. O_T_MBT_02_cannon_ghex_F<br>1. O_T_MBT_02_cannon_ghex_F | **Tank Platoon (Combined)**<br>config: O_T_TankPlatoon_AA<br>Composition:<br>1. O_T_MBT_02_cannon_ghex_F<br>1. O_T_APC_Tracked_02_AA_ghex_F<br>1. O_T_MBT_02_cannon_ghex_F<br>1. O_T_APC_Tracked_02_AA_ghex_F | **Tank Section**<br>config: O_T_TankSection<br>Composition:<br>1. O_T_MBT_02_cannon_ghex_F<br>1. O_T_MBT_02_cannon_ghex_F | **Artillery SPG Platoon**<br>config: O_T_SPGPlatoon_Scorcher<br>Composition:<br>1. O_T_MBT_02_arty_ghex_F<br>1. O_T_MBT_02_arty_ghex_F<br>1. O_T_MBT_02_arty_ghex_F<br>1. O_T_MBT_02_arty_ghex_F | **Artillery SPG Section**<br>config: O_T_SPGSection_Scorcher<br>Composition:<br>1. O_T_MBT_02_arty_ghex_F<br>1. O_T_MBT_02_arty_ghex_F |\n| Armor<br>config: Armored | **Tank Section (Heavy)**<br>config: O_T_TankSection_Heavy<br>Composition:<br>1. O_T_MBT_04_cannon_F<br>1. O_T_MBT_04_cannon_F | **Tank Platoon (Heavy)**<br>config: O_T_TankPlatoon_Heavy<br>Composition:<br>1. O_T_MBT_04_command_F<br>1. O_T_MBT_04_cannon_F<br>1. O_T_MBT_04_cannon_F<br>1. O_T_MBT_04_cannon_F |  |  |  |\n\n#### FIA\n\nconfig: OPF_G_F\n\n|  |  |  |\n|---|---|---|\n| Infantry<br>config: Infantry | **Assault Squad**<br>config: O_G_InfSquad_Assault<br>Composition:<br>1. O_G_Soldier_SL_F<br>1. O_G_soldier_AR_F<br>1. O_G_soldier_GL_F<br>1. O_G_soldier_LAT2_F<br>1. O_G_soldier_M_F<br>1. O_G_soldier_F<br>1. O_G_soldier_F<br>1. O_G_medic_F | **Patrol Team**<br>config: O_G_InfTeam_Light<br>Composition:<br>1. O_G_soldier_TL_F<br>1. O_G_soldier_AR_F<br>1. O_G_soldier_F<br>1. O_G_soldier_LAT2_F |\n\n#### Spetsnaz\n\nconfig: OPF_R_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: SpecOps | **Rifle Squad**<br>config: O_R_InfSquad<br>Composition:<br>1. O_R_soldier_TL_F<br>1. O_R_soldier_AR_F<br>1. O_R_medic_F<br>1. O_R_soldier_LAT_F<br>1. O_R_Soldier_GL_F<br>1. O_R_soldier_AR_F<br>1. O_R_soldier_LAT_F<br>1. O_R_soldier_M_F | **Fire Team**<br>config: O_R_InfTeam<br>Composition:<br>1. O_R_soldier_TL_F<br>1. O_R_Soldier_AR_F<br>1. O_R_soldier_M_F<br>1. O_R_Soldier_LAT_F | **Sentry**<br>config: O_R_InfSentry<br>Composition:<br>1. O_R_soldier_GL_F<br>1. O_R_soldier_M_F | **Recon Squad**<br>config: O_R_reconSquad<br>Composition:<br>1. O_R_recon_TL_F<br>1. O_R_recon_JTAC_F<br>1. O_R_recon_medic_F<br>1. O_R_recon_exp_F<br>1. O_R_recon_GL_F<br>1. O_R_recon_AR_F<br>1. O_R_recon_M_F<br>1. O_R_recon_LAT_F | **Recon Team**<br>config: O_R_reconTeam<br>Composition:<br>1. O_R_recon_TL_F<br>1. O_R_recon_M_F<br>1. O_R_recon_AR_F<br>1. O_R_recon_LAT_F |\n| Infantry<br>config: SpecOps | **Recon Sentry**<br>config: O_R_reconSentry<br>Composition:<br>1. O_R_recon_GL_F<br>1. O_R_recon_M_F |  |  |  |  |\n\n### Independent\n\nconfig: Indep\n\n#### AAF\n\nconfig: IND_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: HAF_InfSquad<br>Composition:<br>1. I_soldier_SL_F<br>1. I_soldier_F<br>1. I_soldier_LAT_F<br>1. I_soldier_M_F<br>1. I_soldier_TL_F<br>1. I_soldier_AR_F<br>1. I_soldier_A_F<br>1. I_medic_F | **Weapons Squad**<br>config: HAF_InfSquad_Weapons<br>Composition:<br>1. I_soldier_SL_F<br>1. I_soldier_AR_F<br>1. I_soldier_GL_F<br>1. I_soldier_M_F<br>1. I_soldier_AT_F<br>1. I_soldier_AAT_F<br>1. I_soldier_A_F<br>1. I_medic_F | **Fire Team**<br>config: HAF_InfTeam<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_Soldier_AR_F<br>1. I_Soldier_GL_F<br>1. I_soldier_LAT_F | **Anti-armor Team**<br>config: HAF_InfTeam_AT<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_Soldier_AT_F<br>1. I_Soldier_AT_F<br>1. I_Soldier_AAT_F | **Air-defense Team**<br>config: HAF_InfTeam_AA<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_Soldier_AA_F<br>1. I_Soldier_AA_F<br>1. I_Soldier_AAA_F |\n| Infantry<br>config: Infantry | **Sentry**<br>config: HAF_InfSentry<br>Composition:<br>1. I_Soldier_GL_F<br>1. I_soldier_F | **Sniper Team**<br>config: HAF_SniperTeam<br>Composition:<br>1. I_Sniper_F<br>1. I_Spotter_F | **Fire Team (Light)**<br>config: I_InfTeam_Light<br>Composition:<br>1. I_soldier_TL_F<br>1. I_soldier_AR_F<br>1. I_soldier_F<br>1. I_soldier_LAT2_F |  |  |\n| Special Forces<br>config: SpecOps | **Diver Team**<br>config: HAF_DiverTeam<br>Composition:<br>1. I_diver_TL_F<br>1. I_diver_exp_F<br>1. I_diver_F<br>1. I_diver_F | **Diver Team (Boat)**<br>config: HAF_DiverTeam_Boat<br>Composition:<br>1. I_diver_TL_F<br>1. I_diver_exp_F<br>1. I_diver_F<br>1. I_diver_F<br>1. I_Boat_Transport_01_F | **Diver Team (SDV)**<br>config: HAF_DiverTeam_SDV<br>Composition:<br>1. I_diver_TL_F<br>1. I_diver_exp_F<br>1. I_diver_F<br>1. I_diver_F<br>1. I_SDV_01_F<br>1. I_SDV_01_F | **Small UAV Team**<br>config: HAF_SmallTeam_UAV<br>Composition:<br>1. I_soldier_TL_F<br>1. I_soldier_UAV_F<br>1. I_UAV_01_F | **Recon UGV Team**<br>config: HAF_ReconTeam_UGV<br>Composition:<br>1. I_soldier_TL_F<br>1. I_soldier_UAV_F<br>1. I_UGV_01_F |\n| Special Forces<br>config: SpecOps | **Attack UGV Team**<br>config: HAF_AttackTeam_UGV<br>Composition:<br>1. I_soldier_TL_F<br>1. I_soldier_UAV_F<br>1. I_UGV_01_rcws_F | **Recon UAV Team**<br>config: HAF_ReconTeam_UAV<br>Composition:<br>1. I_soldier_TL_F<br>1. I_soldier_UAV_F<br>1. I_UAV_02_F | **Attack UAV Team**<br>config: HAF_AttackTeam_UAV<br>Composition:<br>1. I_soldier_TL_F<br>1. I_soldier_UAV_F<br>1. I_UAV_02_CAS_F |  |  |\n| Support Infantry<br>config: Support | **Support Team (CLS)**<br>config: HAF_Support_CLS<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_Soldier_AR_F<br>1. I_medic_F<br>1. I_medic_F | **Support Team (EOD)**<br>config: HAF_Support_EOD<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_engineer_F<br>1. I_Soldier_exp_F<br>1. I_Soldier_exp_F | **Support Team (Engineer)**<br>config: HAF_Support_ENG<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_engineer_F<br>1. I_engineer_F<br>1. I_Soldier_repair_F | **HMG Team**<br>config: HAF_Support_MG<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_support_MG_F<br>1. I_support_AMG_F | **GMG Team**<br>config: HAF_Support_GMG<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_support_GMG_F<br>1. I_support_AMG_F |\n| Support Infantry<br>config: Support | **Mortar Team**<br>config: HAF_Support_Mort<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_support_Mort_F<br>1. I_support_AMort_F |  |  |  |  |\n| Motorized Infantry<br>config: Motorized | **Motorized Team**<br>config: HAF_MotInf_Team<br>Composition:<br>1. I_MRAP_03_gmg_F<br>1. I_Soldier_LAT_F | **Motorized Anti-armor Team**<br>config: HAF_MotInf_AT<br>Composition:<br>1. I_MRAP_03_F<br>1. I_Soldier_AT_F<br>1. I_Soldier_AT_F | **Motorized Air-defense Team**<br>config: HAF_MotInf_AA<br>Composition:<br>1. I_MRAP_03_F<br>1. I_Soldier_AA_F<br>1. I_Soldier_AA_F | **Motorized HMG Team**<br>config: HAF_MotInf_MGTeam<br>Composition:<br>1. I_MRAP_03_F<br>1. I_support_MG_F<br>1. I_support_AMG_F | **Motorized GMG Team**<br>config: HAF_MotInf_GMGTeam<br>Composition:<br>1. I_MRAP_03_F<br>1. I_support_GMG_F<br>1. I_support_AMG_F |\n| Motorized Infantry<br>config: Motorized | **Motorized Mortar Team**<br>config: HAF_MotInf_MortTeam<br>Composition:<br>1. I_MRAP_03_F<br>1. I_support_Mort_F<br>1. I_support_AMort_F | **Motorized Reinforcements**<br>config: HAF_MotInf_Reinforce<br>Composition:<br>1. I_Truck_02_transport_F<br>1. I_soldier_SL_F<br>1. I_soldier_F<br>1. I_soldier_LAT_F<br>1. I_soldier_M_F<br>1. I_soldier_TL_F<br>1. I_soldier_AR_F<br>1. I_soldier_A_F<br>1. I_medic_F<br>1. I_soldier_SL_F<br>1. I_soldier_F<br>1. I_soldier_LAT_F<br>1. I_soldier_M_F<br>1. I_soldier_TL_F<br>1. I_soldier_AR_F<br>1. I_soldier_A_F<br>1. I_medic_F |  |  |  |\n| Mechanized Infantry<br>config: Mechanized | **Mechanized Rifle Squad**<br>config: HAF_MechInfSquad<br>Composition:<br>1. I_APC_Wheeled_03_cannon_F<br>1. I_soldier_SL_F<br>1. I_soldier_F<br>1. I_soldier_LAT_F<br>1. I_soldier_M_F<br>1. I_soldier_TL_F<br>1. I_soldier_AR_F<br>1. I_soldier_A_F<br>1. I_medic_F | **Mechanized Anti-armor Squad**<br>config: HAF_MechInf_AT<br>Composition:<br>1. I_APC_tracked_03_cannon_F<br>1. I_soldier_SL_F<br>1. I_soldier_AT_F<br>1. I_soldier_AT_F<br>1. I_soldier_AT_F<br>1. I_soldier_AAT_F<br>1. I_soldier_AAT_F<br>1. I_soldier_AAT_F | **Mechanized Air-defense Squad**<br>config: HAF_MechInf_AA<br>Composition:<br>1. I_APC_tracked_03_cannon_F<br>1. I_soldier_SL_F<br>1. I_soldier_AA_F<br>1. I_soldier_AA_F<br>1. I_soldier_AA_F<br>1. I_soldier_AAT_F<br>1. I_soldier_AAA_F<br>1. I_soldier_AAA_F | **Mechanized Support Squad**<br>config: HAF_MechInf_Support<br>Composition:<br>1. I_APC_Wheeled_03_cannon_F<br>1. I_soldier_SL_F<br>1. I_soldier_TL_F<br>1. I_soldier_repair_F<br>1. I_engineer_F<br>1. I_medic_F<br>1. I_soldier_AR_F<br>1. I_soldier_exp_F<br>1. I_soldier_A_F |  |\n| Armor<br>config: Armored | **Tank Platoon**<br>config: HAF_TankPlatoon<br>Composition:<br>1. I_MBT_03_cannon_F<br>1. I_MBT_03_cannon_F<br>1. I_MBT_03_cannon_F<br>1. I_MBT_03_cannon_F | **Tank Platoon (Combined)**<br>config: HAF_TankPlatoon_AA<br>Composition:<br>1. I_MBT_03_cannon_F<br>1. I_MBT_03_cannon_F<br>1. I_MBT_03_cannon_F<br>1. I_APC_tracked_03_cannon_F<br>1. I_soldier_SL_F<br>1. I_soldier_AA_F<br>1. I_soldier_AA_F<br>1. I_soldier_AA_F<br>1. I_soldier_AAA_F<br>1. I_soldier_AAA_F<br>1. I_soldier_AAA_F | **Tank Section**<br>config: HAF_TankSection<br>Composition:<br>1. I_MBT_03_cannon_F<br>1. I_MBT_03_cannon_F | **AWC Assault Section**<br>config: I_LTankSection_Assault<br>Composition:<br>1. I_LT_01_cannon_F<br>1. I_LT_01_cannon_F | **AWC Recon Section**<br>config: I_LTankSection_Recon<br>Composition:<br>1. I_LT_01_scout_F<br>1. I_LT_01_cannon_F |\n| Armor<br>config: Armored | **AWC Air-Defense Section**<br>config: I_LTankSection_AA<br>Composition:<br>1. I_LT_01_AA_F<br>1. I_LT_01_AA_F | **AWC Anti-Armor Section**<br>config: I_LTankSection_AT<br>Composition:<br>1. I_LT_01_AT_F<br>1. I_LT_01_AT_F | **AWC Platoon (Combined)**<br>config: I_LTankPlatoon_combined<br>Composition:<br>1. I_LT_01_scout_F<br>1. I_LT_01_cannon_F<br>1. I_LT_01_cannon_F<br>1. I_LT_01_AT_F | **AWC Air-Defense Platoon**<br>config: I_LTankPlatoon_AA<br>Composition:<br>1. I_LT_01_scout_F<br>1. I_LT_01_AA_F<br>1. I_LT_01_AA_F<br>1. I_LT_01_AA_F |  |\n\n#### Syndikat\n\nconfig: IND_C_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Paramilitary Fire Team**<br>config: ParaFireTeam<br>Composition:<br>1. I_C_Soldier_Para_2_F<br>1. I_C_Soldier_Para_4_F<br>1. I_C_Soldier_Para_1_F<br>1. I_C_Soldier_Para_3_F | **Paramilitary Shock Team**<br>config: ParaShockTeam<br>Composition:<br>1. I_C_Soldier_Para_6_F<br>1. I_C_Soldier_Para_5_F<br>1. I_C_Soldier_Para_7_F<br>1. I_C_Soldier_Para_8_F | **Paramilitary Combat Group**<br>config: ParaCombatGroup<br>Composition:<br>1. I_C_Soldier_Para_2_F<br>1. I_C_Soldier_Para_4_F<br>1. I_C_Soldier_Para_6_F<br>1. I_C_Soldier_Para_1_F<br>1. I_C_Soldier_Para_7_F<br>1. I_C_Soldier_Para_5_F<br>1. I_C_Soldier_Para_8_F<br>1. I_C_Soldier_Para_3_F | **Bandit Fire Team**<br>config: BanditFireTeam<br>Composition:<br>1. I_C_Soldier_Bandit_4_F<br>1. I_C_Soldier_Bandit_3_F<br>1. I_C_Soldier_Bandit_5_F<br>1. I_C_Soldier_Bandit_1_F | **Bandit Shock Team**<br>config: BanditShockTeam<br>Composition:<br>1. I_C_Soldier_Bandit_6_F<br>1. I_C_Soldier_Bandit_2_F<br>1. I_C_Soldier_Bandit_7_F<br>1. I_C_Soldier_Bandit_8_F |\n| Infantry<br>config: Infantry | **Bandit Combat Group**<br>config: BanditCombatGroup<br>Composition:<br>1. I_C_Soldier_Bandit_4_F<br>1. I_C_Soldier_Bandit_3_F<br>1. I_C_Soldier_Bandit_7_F<br>1. I_C_Soldier_Bandit_5_F<br>1. I_C_Soldier_Bandit_6_F<br>1. I_C_Soldier_Bandit_2_F<br>1. I_C_Soldier_Bandit_8_F<br>1. I_C_Soldier_Bandit_1_F |  |  |  |  |\n\n#### FIA\n\nconfig: IND_G_F\n\n|  |  |  |\n|---|---|---|\n| Infantry<br>config: Infantry | **Assault Squad**<br>config: I_G_InfSquad_Assault<br>Composition:<br>1. I_G_Soldier_SL_F<br>1. I_G_soldier_AR_F<br>1. I_G_soldier_GL_F<br>1. I_G_soldier_LAT2_F<br>1. I_G_soldier_M_F<br>1. I_G_soldier_F<br>1. I_G_soldier_F<br>1. I_G_medic_F | **Patrol Team**<br>config: I_G_InfTeam_Light<br>Composition:<br>1. I_G_soldier_TL_F<br>1. I_G_soldier_AR_F<br>1. I_G_soldier_F<br>1. I_G_soldier_LAT2_F |\n\n#### LDF\n\nconfig: IND_E_F\n\n|  |  |  |  |\n|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: I_E_InfSquad<br>Composition:<br>1. I_E_soldier_SL_F<br>1. I_E_RadioOperator_F<br>1. I_E_soldier_LAT_F<br>1. I_E_soldier_M_F<br>1. I_E_soldier_TL_F<br>1. I_E_soldier_AR_F<br>1. I_E_soldier_A_F<br>1. I_E_medic_F | **Sentry**<br>config: I_E_InfSentry<br>Composition:<br>1. I_E_soldier_GL_F<br>1. I_E_soldier_F | **Fire Team**<br>config: I_E_InfTeam<br>Composition:<br>1. I_E_soldier_TL_F<br>1. I_E_soldier_AR_F<br>1. I_E_soldier_GL_F<br>1. I_E_RadioOperator_F |\n| Motorized Infantry<br>config: Motorized | **Motorized Team**<br>config: I_E_MotInf_Team<br>Composition:<br>1. I_E_Offroad_01_F<br>1. I_E_soldier_TL_F<br>1. I_E_RadioOperator_F<br>1. I_E_Soldier_F<br>1. I_E_Soldier_AR_F | **Motorized Infantry Squad**<br>config: I_E_MotInf_Squad<br>Composition:<br>1. I_E_Truck_02_transport_F<br>1. I_E_soldier_SL_F<br>1. I_E_soldier_F<br>1. I_E_soldier_LAT_F<br>1. I_E_soldier_M_F<br>1. I_E_soldier_TL_F<br>1. I_E_soldier_AR_F<br>1. I_E_soldier_A_F<br>1. I_E_medic_F | **Motorized Reinforcements**<br>config: I_E_MotInf_Reinforcements<br>Composition:<br>1. I_E_Truck_02_transport_F<br>1. I_E_soldier_SL_F<br>1. I_E_soldier_F<br>1. I_E_soldier_LAT_F<br>1. I_E_soldier_M_F<br>1. I_E_soldier_TL_F<br>1. I_E_soldier_AR_F<br>1. I_E_soldier_A_F<br>1. I_E_medic_F<br>1. I_E_soldier_SL_F<br>1. I_E_soldier_F<br>1. I_E_soldier_LAT_F<br>1. I_E_soldier_M_F<br>1. I_E_soldier_TL_F<br>1. I_E_soldier_AR_F<br>1. I_E_soldier_A_F<br>1. I_E_medic_F |\n| Mechanized Infantry<br>config: Mechanized | **Mechanized Rifle Squad**<br>config: I_E_MechInfSquad<br>Composition:<br>1. I_E_APC_tracked_03_cannon_F<br>1. I_E_soldier_SL_F<br>1. I_E_RadioOperator_F<br>1. I_E_soldier_LAT_F<br>1. I_E_soldier_TL_F<br>1. I_E_soldier_AR_F<br>1. I_E_soldier_A_F<br>1. I_E_medic_F |  |  |\n\n#### Looters\n\nconfig: IND_L_F\n\n|  |  |  |\n|---|---|---|\n| Infantry<br>config: Infantry | **Looter Gang**<br>config: I_L_LooterGang<br>Composition:<br>1. I_L_Looter_Pistol_F<br>1. I_L_Looter_SG_F<br>1. I_L_Looter_Rifle_F | **Criminal Gang**<br>config: I_L_CriminalGang<br>Composition:<br>1. I_L_Looter_Pistol_F<br>1. I_L_Looter_SG_F<br>1. I_L_Looter_Rifle_F<br>1. I_L_Looter_SMG_F<br>1. I_L_Criminal_SG_F<br>1. I_L_Criminal_SMG_F |\n\n### Compositions\n\nconfig: Empty\n\n#### Military\n\nconfig: Military\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Outposts<br>config: Outposts | **Camp Audacity**<br>config: OutpostA<br>Composition:<br>1. Land_HBarrierBig_F<br>1. Land_BagBunker_Large_F<br>1. Land_PortableLight_double_F<br>1. Land_ToiletBox_F<br>1. Land_WaterTank_F<br>1. Land_Cargo20_military_green_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrierBig_F<br>1. Land_BagBunker_Large_F<br>1. Land_PortableLight_double_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_Cargo20_military_green_F<br>1. Land_Cargo20_military_green_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_ToiletBox_F<br>1. Land_WaterTank_F<br>1. Land_WaterBarrel_F<br>1. Land_PortableLight_double_F<br>1. Land_PortableLight_double_F<br>1. Land_Cargo20_military_green_F<br>1. Land_Cargo_Patrol_V1_F<br>1. Land_Cargo_Patrol_V1_F<br>1. Land_Pallets_F<br>1. Land_PaperBox_closed_F<br>1. Land_MetalBarrel_F<br>1. Land_BarrelEmpty_grey_F<br>1. Land_BarrelTrash_grey_F<br>1. Land_PaperBox_closed_F<br>1. Land_Pallets_stack_F | **Camp Bravery**<br>config: OutpostB<br>Composition:<br>1. Land_HBarrier_3_F<br>1. Land_Cargo_Tower_V1_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_PortableLight_double_F<br>1. Land_PortableLight_double_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Pallets_stack_F<br>1. Land_PaperBox_closed_F<br>1. Land_WaterTank_F<br>1. Land_WaterTank_F<br>1. Land_PaperBox_closed_F<br>1. Land_Pallets_stack_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_ToiletBox_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F | **Camp Courage**<br>config: OutpostC<br>Composition:<br>1. Land_PortableLight_double_F<br>1. Land_ToiletBox_F<br>1. Land_Cargo_Patrol_V3_F<br>1. Land_Cargo_HQ_V3_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_PortableLight_double_F<br>1. Land_PortableLight_double_F<br>1. Land_Pallets_stack_F<br>1. Land_WaterTank_F<br>1. Land_HBarrier_5_F<br>1. Land_PaperBox_closed_F<br>1. Land_Tyres_F<br>1. Land_ToiletBox_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_PortableLight_double_F<br>1. Land_PaperBox_open_empty_F<br>1. Land_HBarrier_3_F<br>1. Land_GarbageBags_F<br>1. Land_Pallet_F<br>1. Land_BarrelSand_grey_F<br>1. Land_BarrelEmpty_F | **Camp Defiance**<br>config: OutpostD<br>Composition:<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_Cargo_HQ_V2_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_3_F<br>1. Land_Cargo_Patrol_V2_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_GarbageBags_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_Cargo_Patrol_V2_F<br>1. Land_ScrapHeap_1_F<br>1. Land_ScrapHeap_2_F<br>1. MetalBarrel_burning_F<br>1. Land_Garbage_square5_F<br>1. Land_JunkPile_F<br>1. Land_Sign_WarningMilitaryArea_F<br>1. Land_Pallets_stack_F<br>1. Land_GarbageBarrel_01_F<br>1. Land_Garbage_square5_F<br>1. Land_Garbage_square5_F<br>1. Land_CratesShabby_F<br>1. Land_Loudspeakers_F | **Camp Endurance**<br>config: OutpostE<br>Composition:<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_Cargo_Patrol_V1_F<br>1. Land_Cargo_House_V1_F<br>1. Land_Cargo_House_V1_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_PortableLight_double_F<br>1. Land_PortableLight_double_F<br>1. Land_PaperBox_closed_F<br>1. Land_PaperBox_closed_F<br>1. Land_WaterTank_F<br>1. Land_ToiletBox_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_TTowerSmall_2_F<br>1. Land_GarbageBarrel_01_F<br>1. Land_ToiletBox_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F |\n| Outposts<br>config: Outposts | **Camp Fortitude**<br>config: OutpostF<br>Composition:<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_Cargo_HQ_V2_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_HBarrierBig_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFenceD_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Sign_WarningMilitaryArea_F<br>1. Land_Mil_WiredFenceD_F<br>1. Land_HBarrierBig_F<br>1. Land_Cargo_Tower_V2_ruins_F<br>1. Land_Wreck_UAZ_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_Wreck_Ural_F<br>1. Land_Wreck_T72_hull_F<br>1. Land_Wreck_BMP2_F<br>1. Land_Wreck_T72_turret_F<br>1. Land_GarbageBags_F<br>1. Land_JunkPile_F<br>1. Land_Tyres_F |  |  |  |  |\n| Roadblocks<br>config: RoadBlocks | **Hasty Roadblock**<br>config: RoadBlock1<br>Composition:<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_stripes_F<br>1. Land_Razorwire_F<br>1. RoadCone_F<br>1. RoadCone_F<br>1. RoadCone_F<br>1. Land_CncBarrier_F | **Roadblock**<br>config: RoadBlock2<br>Composition:<br>1. Land_BagBunker_Tower_F<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_F<br>1. RoadBarrier_F<br>1. RoadBarrier_F |  |  |  |\n\n#### Guerrilla\n\nconfig: Guerrilla\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Camps<br>config: Camps | **Camp Ant**<br>config: CampA<br>Composition:<br>1. Land_BagFence_Round_F<br>1. Land_Campfire_F<br>1. Land_TentA_F<br>1. Land_TentA_F<br>1. Land_WoodPile_F<br>1. Land_WoodenLog_F<br>1. Land_Axe_F<br>1. Land_Shovel_F<br>1. Land_CanisterFuel_F<br>1. Land_Canteen_F<br>1. Land_GasCooker_F<br>1. Land_RiceBox_F<br>1. Land_RiceBox_F<br>1. Land_TinContainer_F<br>1. Land_BagFence_Long_F<br>1. Land_BagFence_Long_F<br>1. Land_TentA_F<br>1. Land_Camping_Light_F<br>1. Land_BagFence_Round_F<br>1. Land_DuctTape_F<br>1. Land_BagFence_Short_F<br>1. Land_BagFence_Short_F<br>1. Land_Basket_F<br>1. Land_Sack_F<br>1. Land_Sacks_heap_F<br>1. Land_CanisterPlastic_F<br>1. Land_CanisterPlastic_F<br>1. Land_Canteen_F<br>1. Land_BagFence_Short_F<br>1. Land_WoodenBox_F<br>1. Land_CerealsBox_F<br>1. Land_CerealsBox_F<br>1. Land_BottlePlastic_V2_F<br>1. Land_BakedBeans_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F | **Camp Bear**<br>config: CampB<br>Composition:<br>1. Land_Campfire_F<br>1. Land_WoodPile_F<br>1. Land_Sleeping_bag_F<br>1. Land_Sleeping_bag_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F<br>1. Land_Camping_Light_F<br>1. Land_Sleeping_bag_brown_F<br>1. Land_BagFence_Round_F<br>1. Land_Axe_F<br>1. Land_BakedBeans_F<br>1. Land_BakedBeans_F<br>1. Land_CanisterPlastic_F<br>1. Land_FMradio_F<br>1. Land_TinContainer_F<br>1. Land_CanisterPlastic_F<br>1. Land_BakedBeans_F<br>1. Land_Can_V1_F<br>1. Land_Can_V2_F<br>1. Land_Canteen_F<br>1. Land_MetalWire_F<br>1. Land_Gloves_F<br>1. Land_Basket_F<br>1. Land_Sacks_heap_F<br>1. Land_CampingChair_V1_F<br>1. Land_Bucket_F<br>1. Land_CerealsBox_F<br>1. Land_CerealsBox_F<br>1. Land_CampingChair_V1_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_BagFence_Short_F<br>1. Land_BagFence_Short_F<br>1. Land_CanisterPlastic_F<br>1. Land_TentDome_F<br>1. Land_TentDome_F<br>1. Land_Garbage_square5_F | **Camp Crow**<br>config: CampC<br>Composition:<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Short_F<br>1. Land_BagFence_Short_F<br>1. Land_Sleeping_bag_brown_F<br>1. Land_Sleeping_bag_brown_F<br>1. Land_Sleeping_bag_F<br>1. Land_Sleeping_bag_F<br>1. Land_Sleeping_bag_F<br>1. Land_Sleeping_bag_brown_F<br>1. Land_Campfire_F<br>1. Land_WoodPile_F<br>1. Land_Ammobox_rounds_F<br>1. Land_Ammobox_rounds_F<br>1. Land_CratesShabby_F<br>1. Land_Sacks_heap_F<br>1. Land_Matches_F<br>1. Land_ButaneCanister_F<br>1. Land_CanisterPlastic_F<br>1. Land_Canteen_F<br>1. Land_DuctTape_F<br>1. Land_GasCanister_F<br>1. Land_BakedBeans_F<br>1. Land_BakedBeans_F<br>1. Land_Canteen_F<br>1. Land_PainKillers_F<br>1. Land_Bandage_F<br>1. Land_Bandage_F<br>1. Land_Axe_fire_F<br>1. Land_WoodenBox_F<br>1. Land_WoodenBox_F<br>1. Land_Garbage_square3_F | **Camp Deer**<br>config: CampD<br>Composition:<br>1. Land_d_Stone_HouseSmall_V1_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Long_F<br>1. Land_BagFence_Short_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F<br>1. MetalBarrel_burning_F<br>1. Land_Garbage_square3_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Short_F<br>1. Land_WoodenTable_large_F<br>1. Land_ChairWood_F<br>1. Land_ChairWood_F<br>1. Land_Sacks_heap_F<br>1. Land_Cages_F<br>1. Land_CratesShabby_F<br>1. Land_CratesShabby_F<br>1. Land_BarrelWater_grey_F<br>1. Land_FireExtinguisher_F<br>1. Land_Wreck_Ural_F<br>1. Land_Wreck_Offroad_F<br>1. Land_GarbagePallet_F<br>1. Land_GarbageBarrel_01_F<br>1. Land_GarbageBarrel_01_F<br>1. Land_ShelvesWooden_khaki_F | **Camp Eagle**<br>config: CampE<br>Composition:<br>1. Land_Unfinished_Building_02_F<br>1. Land_Wreck_Car3_F<br>1. Land_Scaffolding_F<br>1. Land_Bricks_V1_F<br>1. Land_WheelCart_F<br>1. Land_BarrelSand_grey_F<br>1. MetalBarrel_burning_F<br>1. Land_CinderBlocks_F<br>1. Land_CinderBlocks_F<br>1. Land_Shoot_House_Corner_Stand_F<br>1. Land_Shoot_House_Wall_Stand_F<br>1. Land_Shoot_House_Wall_Stand_F<br>1. Land_Shoot_House_Wall_Stand_F<br>1. Land_Shoot_House_Wall_Stand_F<br>1. Land_Shoot_House_Wall_Stand_F<br>1. Land_Shoot_House_Wall_Stand_F<br>1. Land_Shoot_House_Wall_Crouch_F<br>1. Land_Shoot_House_Wall_Crouch_F<br>1. Land_Shoot_House_Wall_Long_F<br>1. Land_Shoot_House_Corner_F<br>1. Land_Bricks_V2_F<br>1. Land_Bricks_V4_F |\n| Camps<br>config: Camps | **Camp Falcon**<br>config: CampF<br>Composition:<br>1. Land_d_Windmill01_F<br>1. Land_d_House_Small_02_V1_F<br>1. Land_Wreck_Truck_dropside_F<br>1. Land_Wreck_Car2_F<br>1. Land_Garbage_line_F<br>1. Land_Pipes_large_F<br>1. Land_Pallets_stack_F<br>1. Land_WoodenBox_F<br>1. Land_Pallets_stack_F<br>1. Land_Sacks_heap_F<br>1. Land_Sacks_heap_F<br>1. Land_Sacks_heap_F<br>1. Land_Sacks_heap_F<br>1. Land_CratesShabby_F<br>1. Land_CratesWooden_F<br>1. Land_WoodenCart_F<br>1. Land_CratesShabby_F<br>1. Land_CratesShabby_F<br>1. Land_WoodenTable_large_F<br>1. Land_Sacks_heap_F<br>1. MetalBarrel_burning_F |  |  |  |  |\n\n#### Civilian\n\nconfig: Civilian\n\n|  |  |  |  |\n|---|---|---|---|\n| Check Points<br>config: Checkpoints | **Check Point (Small)**<br>config: CheckpointSmall<br>Composition:<br>1. RoadCone_F<br>1. FlagSmall_F<br>1. RoadCone_F<br>1. FlagSmall_F | **Check Point (Medium)**<br>config: CheckpointMedium<br>Composition:<br>1. RoadCone_F<br>1. ArrowDesk_L_F<br>1. RoadCone_F<br>1. ArrowDesk_R_F | **Check Point (Large)**<br>config: CheckpointLarge<br>Composition:<br>1. RoadCone_F<br>1. ArrowDesk_L_F<br>1. Flag_BI_F<br>1. RoadCone_F<br>1. ArrowDesk_R_F<br>1. Flag_BI_F |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.","sections":[{"heading":"BLUFOR","level":3,"markdown":"config: West"},{"heading":"NATO","level":4,"markdown":"config: BLU_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: BUS_InfSquad<br>Composition:<br>1. B_soldier_SL_F<br>1. B_soldier_F<br>1. B_soldier_LAT_F<br>1. B_soldier_M_F<br>1. B_soldier_TL_F<br>1. B_soldier_AR_F<br>1. B_soldier_A_F<br>1. B_medic_F | **Weapons Squad**<br>config: BUS_InfSquad_Weapons<br>Composition:<br>1. B_soldier_SL_F<br>1. B_soldier_AR_F<br>1. B_soldier_GL_F<br>1. B_soldier_M_F<br>1. B_soldier_AT_F<br>1. B_soldier_AAT_F<br>1. B_soldier_A_F<br>1. B_medic_F | **Fire Team**<br>config: BUS_InfTeam<br>Composition:<br>1. B_Soldier_TL_F<br>1. B_Soldier_AR_F<br>1. B_soldier_GL_F<br>1. B_soldier_LAT_F | **Anti-armor Team**<br>config: BUS_InfTeam_AT<br>Composition:<br>1. B_Soldier_TL_F<br>1. B_soldier_AT_F<br>1. B_soldier_AT_F<br>1. B_soldier_AAT_F | **Air-defense Team**<br>config: BUS_InfTeam_AA<br>Composition:<br>1. B_Soldier_TL_F<br>1. B_soldier_AA_F<br>1. B_soldier_AA_F<br>1. B_soldier_AAA_F |\n| Infantry<br>config: Infantry | **Sentry**<br>config: BUS_InfSentry<br>Composition:<br>1. B_soldier_GL_F<br>1. B_soldier_F | **Recon Team**<br>config: BUS_ReconTeam<br>Composition:<br>1. B_recon_TL_F<br>1. B_recon_M_F<br>1. B_recon_medic_F<br>1. B_recon_LAT_F<br>1. B_recon_JTAC_F<br>1. B_recon_exp_F | **Recon Patrol**<br>config: BUS_ReconPatrol<br>Composition:<br>1. B_recon_TL_F<br>1. B_recon_M_F<br>1. B_recon_medic_F<br>1. B_recon_F | **Recon Sentry**<br>config: BUS_ReconSentry<br>Composition:<br>1. B_recon_M_F<br>1. B_recon_F | **Sniper Team**<br>config: BUS_SniperTeam<br>Composition:<br>1. B_sniper_F<br>1. B_spotter_F |\n| Infantry<br>config: Infantry | **Assault Squad**<br>config: BUS_InfAssault<br>Composition:<br>1. B_Soldier_SL_F<br>1. B_soldier_AR_F<br>1. B_HeavyGunner_F<br>1. B_soldier_AAR_F<br>1. B_soldier_M_F<br>1. B_Sharpshooter_F<br>1. B_soldier_LAT_F<br>1. B_medic_F | **Recon Squad**<br>config: BUS_ReconSquad<br>Composition:<br>1. B_recon_TL_F<br>1. B_recon_M_F<br>1. B_recon_medic_F<br>1. B_recon_F<br>1. B_recon_LAT_F<br>1. B_recon_JTAC_F<br>1. B_recon_exp_F<br>1. B_Recon_Sharpshooter_F | **Fire Team (Light)**<br>config: B_InfTeam_Light<br>Composition:<br>1. B_soldier_TL_F<br>1. B_soldier_AR_F<br>1. B_soldier_F<br>1. B_soldier_LAT2_F |  |  |\n| Special Forces<br>config: SpecOps | **Diver Team**<br>config: BUS_DiverTeam<br>Composition:<br>1. B_diver_TL_F<br>1. B_diver_exp_F<br>1. B_diver_F<br>1. B_diver_F | **Diver Team (Boat)**<br>config: BUS_DiverTeam_Boat<br>Composition:<br>1. B_diver_TL_F<br>1. B_diver_exp_F<br>1. B_diver_F<br>1. B_diver_F<br>1. B_Boat_Transport_01_F | **Diver Team (SDV)**<br>config: BUS_DiverTeam_SDV<br>Composition:<br>1. B_diver_TL_F<br>1. B_diver_exp_F<br>1. B_diver_F<br>1. B_diver_F<br>1. B_SDV_01_F<br>1. B_SDV_01_F | **Small UAV Team**<br>config: BUS_SmallTeam_UAV<br>Composition:<br>1. B_soldier_TL_F<br>1. B_soldier_UAV_F<br>1. B_UAV_01_F | **Recon UGV Team**<br>config: BUS_ReconTeam_UGV<br>Composition:<br>1. B_soldier_TL_F<br>1. B_soldier_UAV_F<br>1. B_UGV_01_F |\n| Special Forces<br>config: SpecOps | **Attack UGV Team**<br>config: BUS_AttackTeam_UGV<br>Composition:<br>1. B_soldier_TL_F<br>1. B_soldier_UAV_F<br>1. B_UGV_01_rcws_F | **Recon UAV Team**<br>config: BUS_ReconTeam_UAV<br>Composition:<br>1. B_soldier_TL_F<br>1. B_soldier_UAV_F<br>1. B_UAV_02_F | **Attack UAV Team**<br>config: BUS_AttackTeam_UAV<br>Composition:<br>1. B_soldier_TL_F<br>1. B_soldier_UAV_F<br>1. B_UAV_02_CAS_F |  |  |\n| Support Infantry<br>config: Support | **Support Team (CLS)**<br>config: BUS_Support_CLS<br>Composition:<br>1. B_soldier_TL_F<br>1. B_soldier_AR_F<br>1. B_medic_F<br>1. B_medic_F | **Support Team (EOD)**<br>config: BUS_Support_EOD<br>Composition:<br>1. B_soldier_TL_F<br>1. B_engineer_F<br>1. B_soldier_exp_F<br>1. B_soldier_exp_F | **Support Team (Engineer)**<br>config: BUS_Support_ENG<br>Composition:<br>1. B_soldier_TL_F<br>1. B_engineer_F<br>1. B_engineer_F<br>1. B_soldier_repair_F | **Recon Support Team (EOD)**<br>config: BUS_Recon_EOD<br>Composition:<br>1. B_recon_TL_F<br>1. B_recon_exp_F<br>1. B_recon_exp_F<br>1. B_recon_F | **HMG Team**<br>config: BUS_Support_MG<br>Composition:<br>1. B_soldier_TL_F<br>1. B_support_MG_F<br>1. B_support_AMG_F |\n| Support Infantry<br>config: Support | **GMG Team**<br>config: BUS_Support_GMG<br>Composition:<br>1. B_soldier_TL_F<br>1. B_support_GMG_F<br>1. B_support_AMG_F | **Mortar Team**<br>config: BUS_Support_Mort<br>Composition:<br>1. B_soldier_TL_F<br>1. B_support_Mort_F<br>1. B_support_AMort_F |  |  |  |\n| Motorized Infantry<br>config: Motorized | **Motorized Team**<br>config: BUS_MotInf_Team<br>Composition:<br>1. B_MRAP_01_gmg_F<br>1. B_soldier_AR_F<br>1. B_soldier_LAT_F | **Motorized Anti-armor Team**<br>config: BUS_MotInf_AT<br>Composition:<br>1. B_MRAP_01_F<br>1. B_soldier_AT_F<br>1. B_soldier_AT_F<br>1. B_soldier_AAT_F | **Motorized Air-defense Team**<br>config: BUS_MotInf_AA<br>Composition:<br>1. B_MRAP_01_F<br>1. B_soldier_AA_F<br>1. B_soldier_AA_F<br>1. B_soldier_AAA_F | **Motorized HMG Team**<br>config: BUS_MotInf_MGTeam<br>Composition:<br>1. B_MRAP_01_F<br>1. B_soldier_TL_F<br>1. B_support_MG_F<br>1. B_support_AMG_F | **Motorized GMG Team**<br>config: BUS_MotInf_GMGTeam<br>Composition:<br>1. B_MRAP_01_F<br>1. B_soldier_TL_F<br>1. B_support_GMG_F<br>1. B_support_AMG_F |\n| Motorized Infantry<br>config: Motorized | **Motorized Mortar Team**<br>config: BUS_MotInf_MortTeam<br>Composition:<br>1. B_MRAP_01_F<br>1. B_soldier_TL_F<br>1. B_support_Mort_F<br>1. B_support_AMort_F | **Motorized Reinforcements**<br>config: BUS_MotInf_Reinforce<br>Composition:<br>1. B_Truck_01_transport_F<br>1. B_soldier_SL_F<br>1. B_soldier_F<br>1. B_soldier_LAT_F<br>1. B_soldier_M_F<br>1. B_soldier_TL_F<br>1. B_soldier_AR_F<br>1. B_soldier_A_F<br>1. B_medic_F<br>1. B_soldier_SL_F<br>1. B_soldier_F<br>1. B_soldier_LAT_F<br>1. B_soldier_M_F<br>1. B_soldier_TL_F<br>1. B_soldier_AR_F<br>1. B_soldier_A_F<br>1. B_medic_F |  |  |  |\n| Mechanized Infantry<br>config: Mechanized | **Mechanized Rifle Squad**<br>config: BUS_MechInfSquad<br>Composition:<br>1. B_APC_Wheeled_01_cannon_F<br>1. B_soldier_SL_F<br>1. B_soldier_F<br>1. B_soldier_LAT_F<br>1. B_soldier_M_F<br>1. B_soldier_TL_F<br>1. B_soldier_AR_F<br>1. B_soldier_A_F<br>1. B_medic_F | **Mechanized Anti-armor Squad**<br>config: BUS_MechInf_AT<br>Composition:<br>1. B_APC_Tracked_01_rcws_F<br>1. B_soldier_SL_F<br>1. B_soldier_AR_F<br>1. B_soldier_AT_F<br>1. B_soldier_AT_F<br>1. B_soldier_AT_F<br>1. B_soldier_AAT_F<br>1. B_soldier_AAT_F<br>1. B_soldier_AAT_F | **Mechanized Air-defense Squad**<br>config: BUS_MechInf_AA<br>Composition:<br>1. B_APC_Tracked_01_aa_F<br>1. B_soldier_SL_F<br>1. B_soldier_AR_F<br>1. B_soldier_AA_F<br>1. B_soldier_AA_F<br>1. B_soldier_AA_F<br>1. B_soldier_AAA_F<br>1. B_soldier_AAA_F<br>1. B_soldier_AAA_F | **Mechanized Support Squad**<br>config: BUS_MechInf_Support<br>Composition:<br>1. B_APC_Wheeled_01_cannon_F<br>1. B_soldier_SL_F<br>1. B_soldier_TL_F<br>1. B_soldier_repair_F<br>1. B_engineer_F<br>1. B_medic_F<br>1. B_soldier_AR_F<br>1. B_soldier_exp_F<br>1. B_soldier_A_F |  |\n| Armor<br>config: Armored | **Tank Platoon**<br>config: BUS_TankPlatoon<br>Composition:<br>1. B_MBT_01_cannon_F<br>1. B_MBT_01_cannon_F<br>1. B_MBT_01_cannon_F<br>1. B_MBT_01_cannon_F | **Tank Platoon (Combined)**<br>config: BUS_TankPlatoon_AA<br>Composition:<br>1. B_MBT_01_cannon_F<br>1. B_APC_Tracked_01_aa_F<br>1. B_MBT_01_cannon_F<br>1. B_APC_Tracked_01_aa_F | **Tank Section**<br>config: BUS_TankSection<br>Composition:<br>1. B_MBT_01_cannon_F<br>1. B_MBT_01_cannon_F | **Artillery SPG Platoon**<br>config: BUS_SPGPlatoon_Scorcher<br>Composition:<br>1. B_MBT_01_arty_F<br>1. B_MBT_01_arty_F<br>1. B_MBT_01_arty_F<br>1. B_MBT_01_arty_F | **Artillery SPG Section**<br>config: BUS_SPGSection_Scorcher<br>Composition:<br>1. B_MBT_01_arty_F<br>1. B_MBT_01_arty_F |\n| Armor<br>config: Armored | **MLRS Section**<br>config: BUS_SPGSection_MLRS<br>Composition:<br>1. B_MBT_01_mlrs_F<br>1. B_MBT_01_mlrs_F | **Tank Destroyer Section**<br>config: B_TankDestrSection_Rhino<br>Composition:<br>1. B_AFV_Wheeled_01_cannon_F<br>1. B_AFV_Wheeled_01_cannon_F | **Tank Destroyer Section (UP)**<br>config: B_TankDestrSection_RhinoUP<br>Composition:<br>1. B_AFV_Wheeled_01_up_cannon_F<br>1. B_AFV_Wheeled_01_up_cannon_F |  |  |"},{"heading":"FIA","level":4,"markdown":"config: Guerilla\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: IRG_InfSquad<br>Composition:<br>1. B_G_soldier_SL_F<br>1. B_G_soldier_F<br>1. B_G_soldier_LAT_F<br>1. B_G_Soldier_M_F<br>1. B_G_soldier_TL_F<br>1. B_G_soldier_AR_F<br>1. B_G_Soldier_A_F<br>1. B_G_medic_F | **Weapons Squad**<br>config: IRG_InfSquad_Weapons<br>Composition:<br>1. B_G_soldier_SL_F<br>1. B_G_soldier_AR_F<br>1. B_G_Soldier_GL_F<br>1. B_G_Soldier_M_F<br>1. B_G_soldier_LAT_F<br>1. B_G_soldier_LAT_F<br>1. B_G_soldier_A_F<br>1. B_G_medic_F | **Fire Team**<br>config: IRG_InfTeam<br>Composition:<br>1. B_G_Soldier_TL_F<br>1. B_G_Soldier_AR_F<br>1. B_G_Soldier_GL_F<br>1. B_G_Soldier_LAT_F | **Anti-armor Team**<br>config: IRG_InfTeam_AT<br>Composition:<br>1. B_G_Soldier_TL_F<br>1. B_G_Soldier_LAT_F<br>1. B_G_Soldier_LAT_F<br>1. B_G_Soldier_LAT_F | **Sentry**<br>config: IRG_InfSentry<br>Composition:<br>1. B_G_Soldier_GL_F<br>1. B_G_Soldier_F |\n| Infantry<br>config: Infantry | **Recon Sentry**<br>config: IRG_ReconSentry<br>Composition:<br>1. B_G_Soldier_M_F<br>1. B_G_Soldier_F | **Sniper Team**<br>config: IRG_SniperTeam_M<br>Composition:<br>1. B_G_Sharpshooter_F<br>1. B_G_Soldier_M_F | **Assault Team**<br>config: IRG_InfAssault<br>Composition:<br>1. B_G_Soldier_SL_F<br>1. B_G_Sharpshooter_F<br>1. B_G_Soldier_AR_F<br>1. B_G_Soldier_A_F | **Assault Squad**<br>config: B_G_InfSquad_Assault<br>Composition:<br>1. B_G_Soldier_SL_F<br>1. B_G_soldier_AR_F<br>1. B_G_soldier_GL_F<br>1. B_G_soldier_LAT2_F<br>1. B_G_soldier_M_F<br>1. B_G_soldier_F<br>1. B_G_soldier_F<br>1. B_G_medic_F | **Patrol Team**<br>config: B_G_InfTeam_Light<br>Composition:<br>1. B_G_soldier_TL_F<br>1. B_G_soldier_AR_F<br>1. B_G_soldier_F<br>1. B_G_soldier_LAT2_F |\n| Support Infantry<br>config: Support | **Support Team (CLS)**<br>config: IRG_Support_CLS<br>Composition:<br>1. B_G_Soldier_TL_F<br>1. B_G_Soldier_AR_F<br>1. B_G_medic_F<br>1. B_G_medic_F | **Support Team (EOD)**<br>config: IRG_Support_EOD<br>Composition:<br>1. B_G_Soldier_TL_F<br>1. B_G_engineer_F<br>1. B_G_Soldier_exp_F<br>1. B_G_Soldier_exp_F | **Support Team (Engineer)**<br>config: IRG_Support_ENG<br>Composition:<br>1. B_G_Soldier_TL_F<br>1. B_G_Soldier_AR_F<br>1. B_G_engineer_F<br>1. B_G_engineer_F |  |  |\n| Motorized Infantry<br>config: Motorized_MTP | **Motorized Patrol**<br>config: IRG_MotInf_Team<br>Composition:<br>1. B_G_Offroad_01_F<br>1. B_G_Soldier_TL_F<br>1. B_G_Soldier_AR_F<br>1. B_G_Soldier_LAT_F<br>1. B_G_medic_F<br>1. B_G_Soldier_F | **Technicals**<br>config: IRG_Technicals<br>Composition:<br>1. B_G_Offroad_01_armed_F<br>1. B_G_Offroad_01_armed_F<br>1. B_G_Offroad_01_armed_F |  |  |  |"},{"heading":"NATO (Pacific)","level":4,"markdown":"config: BLU_T_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: B_T_InfSquad<br>Composition:<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_F<br>1. B_T_soldier_LAT_F<br>1. B_T_soldier_M_F<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_A_F<br>1. B_T_medic_F | **Weapons Squad**<br>config: B_T_InfSquad_Weapons<br>Composition:<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_GL_F<br>1. B_T_soldier_M_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AAT_F<br>1. B_T_soldier_A_F<br>1. B_T_medic_F | **Fire Team**<br>config: B_T_InfTeam<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_GL_F<br>1. B_T_soldier_LAT_F | **Anti-armor Team**<br>config: B_T_InfTeam_AT<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AAT_F | **Air-defense Team**<br>config: B_T_InfTeam_AA<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AA_F<br>1. B_T_soldier_AA_F<br>1. B_T_soldier_AAA_F |\n| Infantry<br>config: Infantry | **Sentry**<br>config: B_T_InfSentry<br>Composition:<br>1. B_T_soldier_GL_F<br>1. B_T_soldier_F | **Recon Team**<br>config: B_T_ReconTeam<br>Composition:<br>1. B_T_recon_TL_F<br>1. B_T_recon_M_F<br>1. B_T_recon_medic_F<br>1. B_T_recon_LAT_F<br>1. B_T_recon_JTAC_F<br>1. B_T_recon_exp_F | **Recon Patrol**<br>config: B_T_ReconPatrol<br>Composition:<br>1. B_T_recon_TL_F<br>1. B_T_recon_M_F<br>1. B_T_recon_medic_F<br>1. B_T_recon_F | **Recon Sentry**<br>config: B_T_ReconSentry<br>Composition:<br>1. B_T_recon_M_F<br>1. B_T_recon_F | **Sniper Team**<br>config: B_T_SniperTeam<br>Composition:<br>1. B_T_sniper_F<br>1. B_T_spotter_F |\n| Infantry<br>config: Infantry | **Fire Team (Light)**<br>config: B_T_InfTeam_Light<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_F<br>1. B_T_soldier_LAT2_F |  |  |  |  |\n| Special Forces<br>config: SpecOps | **Diver Team**<br>config: B_T_DiverTeam<br>Composition:<br>1. B_T_diver_TL_F<br>1. B_T_diver_exp_F<br>1. B_T_diver_F<br>1. B_T_diver_F | **Diver Team (Boat)**<br>config: B_T_DiverTeam_Boat<br>Composition:<br>1. B_T_diver_TL_F<br>1. B_T_diver_exp_F<br>1. B_T_diver_F<br>1. B_T_diver_F<br>1. B_T_Boat_Transport_01_F | **Diver Team (SDV)**<br>config: B_T_DiverTeam_SDV<br>Composition:<br>1. B_T_diver_TL_F<br>1. B_T_diver_exp_F<br>1. B_T_diver_F<br>1. B_T_diver_F<br>1. B_SDV_01_F<br>1. B_SDV_01_F | **Small UAV Team**<br>config: B_T_SmallTeam_UAV<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_UAV_F<br>1. B_UAV_01_F | **Recon UGV Team**<br>config: B_T_ReconTeam_UGV<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_UAV_F<br>1. B_T_UGV_01_olive_F |\n| Special Forces<br>config: SpecOps | **Attack UGV Team**<br>config: B_T_AttackTeam_UGV<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_UAV_F<br>1. B_T_UGV_01_rcws_olive_F | **Recon UAV Team**<br>config: B_T_ReconTeam_UAV<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_UAV_F<br>1. B_UAV_02_F | **Attack UAV Team**<br>config: B_T_AttackTeam_UAV<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_UAV_F<br>1. B_UAV_02_CAS_F |  |  |\n| Support Infantry<br>config: Support | **Support Team (CLS)**<br>config: B_T_Support_CLS<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AR_F<br>1. B_T_medic_F<br>1. B_T_medic_F | **Support Team (EOD)**<br>config: B_T_Support_EOD<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_engineer_F<br>1. B_T_soldier_exp_F<br>1. B_T_soldier_exp_F | **Support Team (Engineer)**<br>config: B_T_Support_ENG<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_engineer_F<br>1. B_T_engineer_F<br>1. B_T_soldier_repair_F | **Recon Support Team (EOD)**<br>config: B_T_Recon_EOD<br>Composition:<br>1. B_T_recon_TL_F<br>1. B_T_recon_exp_F<br>1. B_T_recon_exp_F<br>1. B_T_recon_F | **HMG Team**<br>config: B_T_Support_MG<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_support_MG_F<br>1. B_T_support_AMG_F |\n| Support Infantry<br>config: Support | **GMG Team**<br>config: B_T_Support_GMG<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_support_GMG_F<br>1. B_T_support_AMG_F | **Mortar Team**<br>config: B_T_Support_Mort<br>Composition:<br>1. B_T_soldier_TL_F<br>1. B_T_support_Mort_F<br>1. B_T_support_AMort_F |  |  |  |\n| Motorized Infantry<br>config: Motorized | **Motorized Team**<br>config: B_T_MotInf_Team<br>Composition:<br>1. B_T_MRAP_01_gmg_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_LAT_F | **Motorized Anti-armor Team**<br>config: B_T_MotInf_AT<br>Composition:<br>1. B_T_MRAP_01_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AAT_F | **Motorized Air-defense Team**<br>config: B_T_MotInf_AA<br>Composition:<br>1. B_T_MRAP_01_F<br>1. B_T_soldier_AA_F<br>1. B_T_soldier_AA_F<br>1. B_T_soldier_AAA_F | **Motorized HMG Team**<br>config: B_T_MotInf_MGTeam<br>Composition:<br>1. B_T_MRAP_01_F<br>1. B_T_soldier_TL_F<br>1. B_T_support_MG_F<br>1. B_T_support_AMG_F | **Motorized GMG Team**<br>config: B_T_MotInf_GMGTeam<br>Composition:<br>1. B_T_MRAP_01_F<br>1. B_T_soldier_TL_F<br>1. B_T_support_GMG_F<br>1. B_T_support_AMG_F |\n| Motorized Infantry<br>config: Motorized | **Motorized Mortar Team**<br>config: B_T_MotInf_MortTeam<br>Composition:<br>1. B_T_MRAP_01_F<br>1. B_T_soldier_TL_F<br>1. B_T_support_Mort_F<br>1. B_T_support_AMort_F | **Motorized Reinforcements**<br>config: B_T_MotInf_Reinforcements<br>Composition:<br>1. B_T_Truck_01_transport_F<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_F<br>1. B_T_soldier_LAT_F<br>1. B_T_soldier_M_F<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_A_F<br>1. B_T_medic_F<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_F<br>1. B_T_soldier_LAT_F<br>1. B_T_soldier_M_F<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_A_F<br>1. B_T_medic_F |  |  |  |\n| Mechanized Infantry<br>config: Mechanized | **Mechanized Rifle Squad**<br>config: B_T_MechInfSquad<br>Composition:<br>1. B_T_APC_Wheeled_01_cannon_F<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_F<br>1. B_T_soldier_LAT_F<br>1. B_T_soldier_M_F<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_A_F<br>1. B_T_medic_F | **Mechanized Anti-armor Squad**<br>config: B_T_MechInf_AT<br>Composition:<br>1. B_T_APC_Tracked_01_rcws_F<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AT_F<br>1. B_T_soldier_AAT_F<br>1. B_T_soldier_AAT_F<br>1. B_T_soldier_AAT_F | **Mechanized Air-defense Squad**<br>config: B_T_MechInf_AA<br>Composition:<br>1. B_T_APC_Tracked_01_aa_F<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_AA_F<br>1. B_T_soldier_AA_F<br>1. B_T_soldier_AA_F<br>1. B_T_soldier_AAA_F<br>1. B_T_soldier_AAA_F<br>1. B_T_soldier_AAA_F | **Mechanized Support Squad**<br>config: B_T_MechInf_Support<br>Composition:<br>1. B_T_APC_Wheeled_01_cannon_F<br>1. B_T_soldier_SL_F<br>1. B_T_soldier_TL_F<br>1. B_T_soldier_repair_F<br>1. B_T_engineer_F<br>1. B_T_medic_F<br>1. B_T_soldier_AR_F<br>1. B_T_soldier_exp_F<br>1. B_T_soldier_A_F |  |\n| Armor<br>config: Armored | **Tank Platoon**<br>config: B_T_TankPlatoon<br>Composition:<br>1. B_T_MBT_01_cannon_F<br>1. B_T_MBT_01_cannon_F<br>1. B_T_MBT_01_cannon_F<br>1. B_T_MBT_01_cannon_F | **Tank Platoon (Combined)**<br>config: B_T_TankPlatoon_AA<br>Composition:<br>1. B_T_MBT_01_cannon_F<br>1. B_T_APC_Tracked_01_aa_F<br>1. B_T_MBT_01_cannon_F<br>1. B_T_APC_Tracked_01_aa_F | **Tank Section**<br>config: B_T_TankSection<br>Composition:<br>1. B_T_MBT_01_cannon_F<br>1. B_T_MBT_01_cannon_F | **Artillery SPG Platoon**<br>config: B_T_SPGPlatoon_Scorcher<br>Composition:<br>1. B_T_MBT_01_arty_F<br>1. B_T_MBT_01_arty_F<br>1. B_T_MBT_01_arty_F<br>1. B_T_MBT_01_arty_F | **Artillery SPG Section**<br>config: B_T_SPGSection_Scorcher<br>Composition:<br>1. B_T_MBT_01_arty_F<br>1. B_T_MBT_01_arty_F |\n| Armor<br>config: Armored | **MLRS Section**<br>config: B_T_SPGSection_MLRS<br>Composition:<br>1. B_T_MBT_01_mlrs_F<br>1. B_T_MBT_01_mlrs_F | **Tank Destroyer Section**<br>config: B_T_TankDestrSection_Rhino<br>Composition:<br>1. B_T_AFV_Wheeled_01_cannon_F<br>1. B_T_AFV_Wheeled_01_cannon_F | **Tank Destroyer Section (UP)**<br>config: B_T_TankDestrSection_RhinoUP<br>Composition:<br>1. B_T_AFV_Wheeled_01_up_cannon_F<br>1. B_T_AFV_Wheeled_01_up_cannon_F |  |  |"},{"heading":"CTRG","level":4,"markdown":"config: BLU_CTRG_F\n\n|  |  |  |  |  |\n|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: CTRG_InfSquad<br>Composition:<br>1. B_CTRG_Soldier_TL_tna_F<br>1. B_CTRG_Soldier_M_tna_F<br>1. B_CTRG_Soldier_Medic_tna_F<br>1. B_CTRG_Soldier_tna_F<br>1. B_CTRG_Soldier_LAT_tna_F<br>1. B_CTRG_Soldier_JTAC_tna_F<br>1. B_CTRG_Soldier_Exp_tna_F<br>1. B_CTRG_Soldier_AR_tna_F | **Fire Team**<br>config: CTRG_InfTeam<br>Composition:<br>1. B_CTRG_Soldier_TL_tna_F<br>1. B_CTRG_Soldier_AR_tna_F<br>1. B_CTRG_Soldier_tna_F<br>1. B_CTRG_Soldier_LAT_tna_F | **Sentry**<br>config: CTRG_InfSentry<br>Composition:<br>1. B_CTRG_Soldier_JTAC_tna_F<br>1. B_CTRG_Soldier_tna_F | **Fire Team (Light)**<br>config: B_CTRG_InfTeam_Light<br>Composition:<br>1. B_CTRG_soldier_TL_tna_F<br>1. B_CTRG_soldier_AR_tna_F<br>1. B_CTRG_soldier_tna_F<br>1. B_CTRG_soldier_LAT2_tna_F |\n| Motorized Infantry<br>config: Motorized | **Motorized Recon Squad**<br>config: CTRG_MotInf_ReconTeam<br>Composition:<br>1. B_T_LSV_01_unarmed_CTRG_F<br>1. B_CTRG_Soldier_M_tna_F<br>1. B_CTRG_Soldier_Medic_tna_F<br>1. B_CTRG_Soldier_AR_tna_F<br>1. B_CTRG_Soldier_LAT_tna_F<br>1. B_CTRG_Soldier_JTAC_tna_F<br>1. B_CTRG_Soldier_Exp_tna_F | **Motorized Assault Team**<br>config: CTRG_MotInf_AssaultTeam<br>Composition:<br>1. B_T_LSV_01_armed_CTRG_F<br>1. B_CTRG_Soldier_Medic_tna_F<br>1. B_CTRG_Soldier_M_tna_F<br>1. B_CTRG_Soldier_AR_tna_F<br>1. B_CTRG_Soldier_LAT_tna_F |  |  |"},{"heading":"Gendarmerie","level":4,"markdown":"config: Gendarmerie\n\n|  |  |\n|---|---|\n| Infantry<br>config: Infantry | **Gendarmerie Patrol**<br>config: GENDARME_Inf_Patrol<br>Composition:<br>1. B_GEN_Commander_F<br>1. B_GEN_Soldier_F |\n| Motorized Infantry<br>config: Motorized | **Motorized Gendarmerie Patrol**<br>config: GENDARME_MotInf_Patrol<br>Composition:<br>1. B_GEN_Offroad_01_gen_F<br>1. B_GEN_Soldier_F |"},{"heading":"NATO (Woodland)","level":4,"markdown":"config: BLU_W_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: B_W_InfSquad<br>Composition:<br>1. B_W_soldier_SL_F<br>1. B_W_soldier_F<br>1. B_W_soldier_LAT_F<br>1. B_W_soldier_M_F<br>1. B_W_soldier_TL_F<br>1. B_W_soldier_AR_F<br>1. B_W_soldier_A_F<br>1. B_W_medic_F | **Weapons Squad**<br>config: B_W_InfSquad_Weapons<br>Composition:<br>1. B_W_soldier_SL_F<br>1. B_W_soldier_AR_F<br>1. B_W_soldier_GL_F<br>1. B_W_soldier_M_F<br>1. B_W_soldier_AT_F<br>1. B_W_soldier_AAT_F<br>1. B_W_soldier_A_F<br>1. B_W_medic_F | **Fire Team**<br>config: B_W_InfTeam<br>Composition:<br>1. B_W_soldier_TL_F<br>1. B_W_soldier_AR_F<br>1. B_W_soldier_GL_F<br>1. B_W_soldier_LAT_F | **Anti-armor Team**<br>config: B_W_InfTeam_AT<br>Composition:<br>1. B_W_soldier_TL_F<br>1. B_W_soldier_AT_F<br>1. B_W_soldier_AT_F<br>1. B_W_soldier_AAT_F | **Air-defense Team**<br>config: B_W_InfTeam_AA<br>Composition:<br>1. B_W_soldier_TL_F<br>1. B_W_soldier_AA_F<br>1. B_W_soldier_AA_F<br>1. B_W_soldier_AAA_F |\n| Infantry<br>config: Infantry | **Sentry**<br>config: B_W_InfSentry<br>Composition:<br>1. B_W_soldier_GL_F<br>1. B_W_soldier_F |  |  |  |  |"},{"heading":"OPFOR","level":3,"markdown":"config: East"},{"heading":"CSAT","level":4,"markdown":"config: OPF_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: OIA_InfSquad<br>Composition:<br>1. O_soldier_SL_F<br>1. O_soldier_F<br>1. O_soldier_LAT_F<br>1. O_soldier_M_F<br>1. O_soldier_TL_F<br>1. O_soldier_AR_F<br>1. O_soldier_A_F<br>1. O_medic_F | **Weapons Squad**<br>config: OIA_InfSquad_Weapons<br>Composition:<br>1. O_soldier_SL_F<br>1. O_soldier_AR_F<br>1. O_soldier_GL_F<br>1. O_soldier_M_F<br>1. O_soldier_AT_F<br>1. O_soldier_AAT_F<br>1. O_soldier_A_F<br>1. O_medic_F | **Fire Team**<br>config: OIA_InfTeam<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_AR_F<br>1. O_soldier_GL_F<br>1. O_soldier_LAT_F | **Anti-armor Team**<br>config: OIA_InfTeam_AT<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_AT_F<br>1. O_soldier_AT_F<br>1. O_soldier_AAT_F | **Air-defense Team**<br>config: OIA_InfTeam_AA<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_AA_F<br>1. O_soldier_AA_F<br>1. O_soldier_AAA_F |\n| Infantry<br>config: Infantry | **Sentry**<br>config: OIA_InfSentry<br>Composition:<br>1. O_soldier_GL_F<br>1. O_soldier_F | **Recon Team**<br>config: OI_reconTeam<br>Composition:<br>1. O_recon_TL_F<br>1. O_recon_M_F<br>1. O_recon_medic_F<br>1. O_recon_LAT_F<br>1. O_recon_JTAC_F<br>1. O_recon_exp_F | **Recon Patrol**<br>config: OI_reconPatrol<br>Composition:<br>1. O_recon_TL_F<br>1. O_recon_M_F<br>1. O_recon_medic_F<br>1. O_recon_F | **Recon Sentry**<br>config: OI_reconSentry<br>Composition:<br>1. O_recon_M_F<br>1. O_recon_F | **Sniper Team**<br>config: OI_SniperTeam<br>Composition:<br>1. O_sniper_F<br>1. O_spotter_F |\n| Infantry<br>config: Infantry | **Assault Squad**<br>config: OIA_InfAssault<br>Composition:<br>1. O_Soldier_SL_F<br>1. O_Soldier_AR_F<br>1. O_HeavyGunner_F<br>1. O_Soldier_AAR_F<br>1. O_soldier_M_F<br>1. O_Sharpshooter_F<br>1. O_Soldier_LAT_F<br>1. O_medic_F | **Recon Squad**<br>config: OIA_ReconSquad<br>Composition:<br>1. O_recon_TL_F<br>1. O_recon_M_F<br>1. O_recon_medic_F<br>1. O_recon_F<br>1. O_recon_LAT_F<br>1. O_recon_JTAC_F<br>1. O_recon_exp_F<br>1. O_Pathfinder_F | **Anti-Armor Team (Heavy)**<br>config: O_InfTeam_AT_Heavy<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_HAT_F<br>1. O_soldier_HAT_F<br>1. O_soldier_AHAT_F |  |  |\n| Guard Infantry<br>config: UInfantry | **Guard Squad**<br>config: OIA_GuardSquad<br>Composition:<br>1. O_soldierU_SL_F<br>1. O_soldierU_F<br>1. O_soldierU_LAT_F<br>1. O_soldierU_M_F<br>1. O_soldierU_TL_F<br>1. O_soldierU_AR_F<br>1. O_soldierU_A_F<br>1. O_soldierU_medic_F | **Guard Patrol**<br>config: OIA_GuardTeam<br>Composition:<br>1. O_soldierU_TL_F<br>1. O_soldierU_AR_F<br>1. O_soldierU_GL_F<br>1. O_soldierU_LAT_F | **Guard Sentry**<br>config: OIA_GuardSentry<br>Composition:<br>1. O_soldierU_GL_F<br>1. O_soldierU_F |  |  |\n| Special Forces<br>config: SpecOps | **Diver Team**<br>config: OI_diverTeam<br>Composition:<br>1. O_diver_TL_F<br>1. O_diver_exp_F<br>1. O_diver_F<br>1. O_diver_F | **Diver Team (Boat)**<br>config: OI_diverTeam_Boat<br>Composition:<br>1. O_diver_TL_F<br>1. O_diver_exp_F<br>1. O_diver_F<br>1. O_diver_F<br>1. O_Boat_Transport_01_F | **Diver Team (SDV)**<br>config: OI_diverTeam_SDV<br>Composition:<br>1. O_diver_TL_F<br>1. O_diver_exp_F<br>1. O_diver_F<br>1. O_diver_F<br>1. O_SDV_01_F<br>1. O_SDV_01_F | **Small UAV Team**<br>config: OI_SmallTeam_UAV<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_UAV_F<br>1. O_UAV_01_F | **Recon UGV Team**<br>config: OI_ReconTeam_UGV<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_UAV_F<br>1. O_UGV_01_F |\n| Special Forces<br>config: SpecOps | **Attack UGV Team**<br>config: OI_AttackTeam_UGV<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_UAV_F<br>1. O_UGV_01_rcws_F | **Recon UAV Team**<br>config: OI_ReconTeam_UAV<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_UAV_F<br>1. O_UAV_02_F | **Attack UAV Team**<br>config: OI_AttackTeam_UAV<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_UAV_F<br>1. O_UAV_02_CAS_F | **Viper Team**<br>config: OI_ViperTeam<br>Composition:<br>1. O_V_Soldier_TL_hex_F<br>1. O_V_Soldier_JTAC_hex_F<br>1. O_V_Soldier_M_hex_F<br>1. O_V_Soldier_Exp_hex_F<br>1. O_V_Soldier_LAT_hex_F<br>1. O_V_Soldier_Medic_hex_F |  |\n| Support Infantry<br>config: Support | **Support Team (CLS)**<br>config: OI_support_CLS<br>Composition:<br>1. O_soldier_TL_F<br>1. O_soldier_AR_F<br>1. O_medic_F<br>1. O_medic_F | **Support Team (EOD)**<br>config: OI_support_EOD<br>Composition:<br>1. O_soldier_TL_F<br>1. O_engineer_F<br>1. O_soldier_exp_F<br>1. O_soldier_exp_F | **Support Team (Engineer)**<br>config: OI_support_ENG<br>Composition:<br>1. O_soldier_TL_F<br>1. O_engineer_F<br>1. O_engineer_F<br>1. O_soldier_repair_F | **Recon Support Team (EOD)**<br>config: OI_recon_EOD<br>Composition:<br>1. O_recon_TL_F<br>1. O_recon_exp_F<br>1. O_recon_exp_F<br>1. O_recon_F | **HMG Team**<br>config: OI_support_MG<br>Composition:<br>1. O_soldier_TL_F<br>1. O_support_MG_F<br>1. O_support_AMG_F |\n| Support Infantry<br>config: Support | **GMG Team**<br>config: OI_support_GMG<br>Composition:<br>1. O_soldier_TL_F<br>1. O_support_GMG_F<br>1. O_support_AMG_F | **Mortar Team**<br>config: OI_support_Mort<br>Composition:<br>1. O_soldier_TL_F<br>1. O_support_Mort_F<br>1. O_support_AMort_F |  |  |  |\n| Motorized Infantry<br>config: Motorized_MTP | **Motorized Team**<br>config: OIA_MotInf_Team<br>Composition:<br>1. O_MRAP_02_GMG_F<br>1. O_soldier_AR_F<br>1. O_soldier_AT_F | **Motorized Anti-armor Team**<br>config: OIA_MotInf_AT<br>Composition:<br>1. O_MRAP_02_F<br>1. O_soldier_AT_F<br>1. O_soldier_AT_F<br>1. O_soldier_AAT_F | **Motorized Air-defense Team**<br>config: OIA_MotInf_AA<br>Composition:<br>1. O_MRAP_02_F<br>1. O_soldier_AA_F<br>1. O_soldier_AA_F<br>1. O_soldier_AAA_F | **Motorized HMG Team**<br>config: OIA_MotInf_MGTeam<br>Composition:<br>1. O_MRAP_02_F<br>1. O_soldier_TL_F<br>1. O_support_MG_F<br>1. O_support_AMG_F | **Motorized GMG Team**<br>config: OIA_MotInf_GMGTeam<br>Composition:<br>1. O_MRAP_02_F<br>1. O_soldier_TL_F<br>1. O_support_GMG_F<br>1. O_support_AMG_F |\n| Motorized Infantry<br>config: Motorized_MTP | **Motorized Mortar Team**<br>config: OIA_MotInf_MortTeam<br>Composition:<br>1. O_MRAP_02_F<br>1. O_soldier_TL_F<br>1. O_support_Mort_F<br>1. O_support_AMort_F | **Motorized Reinforcements**<br>config: OIA_MotInf_Reinforce<br>Composition:<br>1. O_Truck_03_transport_F<br>1. O_soldier_SL_F<br>1. O_soldier_F<br>1. O_soldier_LAT_F<br>1. O_soldier_M_F<br>1. O_soldier_TL_F<br>1. O_soldier_AR_F<br>1. O_soldier_A_F<br>1. O_medic_F<br>1. O_soldier_TL_F<br>1. O_soldier_AR_F<br>1. O_soldier_GL_F<br>1. O_soldier_LAT_F | **Motorized Viper Recon Team**<br>config: O_MotInf_ReconViperTeam<br>Composition:<br>1. O_LSV_02_unarmed_viper_F<br>1. O_V_Soldier_TL_hex_F<br>1. O_V_Soldier_JTAC_hex_F<br>1. O_V_Soldier_M_hex_F<br>1. O_V_Soldier_Exp_hex_F<br>1. O_V_Soldier_LAT_hex_F<br>1. O_V_Soldier_Medic_hex_F | **Motorized Viper Assault Team**<br>config: O_MotInf_AssaultViperTeam<br>Composition:<br>1. O_LSV_02_armed_viper_F<br>1. O_V_Soldier_TL_hex_F<br>1. O_V_Soldier_JTAC_hex_F<br>1. O_V_Soldier_M_hex_F<br>1. O_V_Soldier_Exp_hex_F<br>1. O_V_Soldier_LAT_hex_F<br>1. O_V_Soldier_Medic_hex_F |  |\n| Mechanized Infantry<br>config: Mechanized | **Mechanized Rifle Squad**<br>config: OIA_MechInfSquad<br>Composition:<br>1. O_APC_Wheeled_02_rcws_v2_F<br>1. O_soldier_SL_F<br>1. O_soldier_F<br>1. O_soldier_LAT_F<br>1. O_soldier_M_F<br>1. O_soldier_TL_F<br>1. O_soldier_AR_F<br>1. O_soldier_A_F<br>1. O_medic_F | **Mechanized Anti-armor Squad**<br>config: OIA_MechInf_AT<br>Composition:<br>1. O_APC_Tracked_02_cannon_F<br>1. O_soldier_SL_F<br>1. O_soldier_AR_F<br>1. O_soldier_AT_F<br>1. O_soldier_AT_F<br>1. O_soldier_AT_F<br>1. O_soldier_AAT_F<br>1. O_soldier_AAT_F<br>1. O_soldier_AAT_F | **Mechanized Air-defense Squad**<br>config: OIA_MechInf_AA<br>Composition:<br>1. O_APC_Tracked_02_cannon_F<br>1. O_soldier_SL_F<br>1. O_soldier_AR_F<br>1. O_soldier_AA_F<br>1. O_soldier_AA_F<br>1. O_soldier_AA_F<br>1. O_soldier_AAA_F<br>1. O_soldier_AAA_F<br>1. O_soldier_AAA_F | **Mechanized Support Squad**<br>config: OIA_MechInf_Support<br>Composition:<br>1. O_APC_Wheeled_02_rcws_v2_F<br>1. O_soldier_SL_F<br>1. O_soldier_TL_F<br>1. O_soldier_repair_F<br>1. O_engineer_F<br>1. O_medic_F<br>1. O_soldier_AR_F<br>1. O_soldier_exp_F<br>1. O_soldier_A_F |  |\n| Armor<br>config: Armored | **Tank Platoon**<br>config: OIA_TankPlatoon<br>Composition:<br>1. O_MBT_02_cannon_F<br>1. O_MBT_02_cannon_F<br>1. O_MBT_02_cannon_F<br>1. O_MBT_02_cannon_F | **Tank Platoon (Combined)**<br>config: OIA_TankPlatoon_AA<br>Composition:<br>1. O_MBT_02_cannon_F<br>1. O_APC_Tracked_02_AA_F<br>1. O_MBT_02_cannon_F<br>1. O_APC_Tracked_02_AA_F | **Tank Section**<br>config: OIA_TankSection<br>Composition:<br>1. O_MBT_02_cannon_F<br>1. O_MBT_02_cannon_F | **Artillery SPG Platoon**<br>config: OIA_SPGPlatoon_Scorcher<br>Composition:<br>1. O_MBT_02_arty_F<br>1. O_MBT_02_arty_F<br>1. O_MBT_02_arty_F<br>1. O_MBT_02_arty_F | **Artillery SPG Section**<br>config: OIA_SPGSection_Scorcher<br>Composition:<br>1. O_MBT_02_arty_F<br>1. O_MBT_02_arty_F |\n| Armor<br>config: Armored | **Tank Section (Heavy)**<br>config: O_TankSection_Heavy<br>Composition:<br>1. O_MBT_04_cannon_F<br>1. O_MBT_04_cannon_F | **Tank Platoon (Heavy)**<br>config: O_TankPlatoon_Heavy<br>Composition:<br>1. O_MBT_04_command_F<br>1. O_MBT_04_cannon_F<br>1. O_MBT_04_cannon_F<br>1. O_MBT_04_cannon_F |  |  |  |"},{"heading":"CSAT (Pacific)","level":4,"markdown":"config: OPF_T_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: O_T_InfSquad<br>Composition:<br>1. O_T_soldier_SL_F<br>1. O_T_soldier_F<br>1. O_T_soldier_LAT_F<br>1. O_T_soldier_M_F<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_A_F<br>1. O_T_medic_F | **Weapons Squad**<br>config: O_T_InfSquad_Weapons<br>Composition:<br>1. O_T_soldier_SL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_GL_F<br>1. O_T_soldier_M_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AAT_F<br>1. O_T_soldier_A_F<br>1. O_T_medic_F | **Fire Team**<br>config: O_T_InfTeam<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_GL_F<br>1. O_T_soldier_LAT_F | **Anti-armor Team**<br>config: O_T_InfTeam_AT<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AAT_F | **Air-defense Team**<br>config: O_T_InfTeam_AA<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AA_F<br>1. O_T_soldier_AA_F<br>1. O_T_soldier_AAA_F |\n| Infantry<br>config: Infantry | **Sentry**<br>config: O_T_InfSentry<br>Composition:<br>1. O_T_soldier_GL_F<br>1. O_T_soldier_F | **Recon Team**<br>config: O_T_reconTeam<br>Composition:<br>1. O_T_recon_TL_F<br>1. O_T_recon_M_F<br>1. O_T_recon_medic_F<br>1. O_T_recon_LAT_F<br>1. O_T_recon_JTAC_F<br>1. O_T_recon_exp_F | **Recon Patrol**<br>config: O_T_reconPatrol<br>Composition:<br>1. O_T_recon_TL_F<br>1. O_T_recon_M_F<br>1. O_T_recon_medic_F<br>1. O_T_recon_F | **Recon Sentry**<br>config: O_T_reconSentry<br>Composition:<br>1. O_T_recon_M_F<br>1. O_T_recon_F | **Sniper Team**<br>config: O_T_SniperTeam<br>Composition:<br>1. O_T_sniper_F<br>1. O_T_spotter_F |\n| Infantry<br>config: Infantry | **Anti-Armor Team (Heavy)**<br>config: O_T_InfTeam_AT_Heavy<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_HAT_F<br>1. O_T_soldier_HAT_F<br>1. O_T_soldier_AHAT_F |  |  |  |  |\n| Special Forces<br>config: SpecOps | **Diver Team**<br>config: O_T_diverTeam<br>Composition:<br>1. O_T_diver_TL_F<br>1. O_T_diver_exp_F<br>1. O_T_diver_F<br>1. O_T_diver_F | **Diver Team (Boat)**<br>config: O_T_diverTeam_Boat<br>Composition:<br>1. O_T_diver_TL_F<br>1. O_T_diver_exp_F<br>1. O_T_diver_F<br>1. O_T_diver_F<br>1. O_T_Boat_Transport_01_F | **Diver Team (SDV)**<br>config: O_T_diverTeam_SDV<br>Composition:<br>1. O_T_diver_TL_F<br>1. O_T_diver_exp_F<br>1. O_T_diver_F<br>1. O_T_diver_F<br>1. O_SDV_01_F<br>1. O_SDV_01_F | **Small UAV Team**<br>config: O_T_SmallTeam_UAV<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_UAV_F<br>1. O_UAV_01_F | **Recon UGV Team**<br>config: O_T_ReconTeam_UGV<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_UAV_F<br>1. O_T_UGV_01_ghex_F |\n| Special Forces<br>config: SpecOps | **Attack UGV Team**<br>config: O_T_AttackTeam_UGV<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_UAV_F<br>1. O_T_UGV_01_rcws_ghex_F | **Recon UAV Team**<br>config: O_T_ReconTeam_UAV<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_UAV_F<br>1. O_UAV_02_F | **Attack UAV Team**<br>config: O_T_AttackTeam_UAV<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_UAV_F<br>1. O_UAV_02_CAS_F | **Viper Team**<br>config: O_T_ViperTeam<br>Composition:<br>1. O_V_Soldier_TL_ghex_F<br>1. O_V_Soldier_JTAC_ghex_F<br>1. O_V_Soldier_M_ghex_F<br>1. O_V_Soldier_Exp_ghex_F<br>1. O_V_Soldier_LAT_ghex_F<br>1. O_V_Soldier_Medic_ghex_F |  |\n| Support Infantry<br>config: Support | **Support Team (CLS)**<br>config: O_T_support_CLS<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AR_F<br>1. O_T_medic_F<br>1. O_T_medic_F | **Support Team (EOD)**<br>config: O_T_support_EOD<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_engineer_F<br>1. O_T_soldier_exp_F<br>1. O_T_soldier_exp_F | **Support Team (Engineer)**<br>config: O_T_support_ENG<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_engineer_F<br>1. O_T_engineer_F<br>1. O_T_soldier_repair_F | **Recon Support Team (EOD)**<br>config: O_T_recon_EOD<br>Composition:<br>1. O_T_recon_TL_F<br>1. O_T_recon_exp_F<br>1. O_T_recon_exp_F<br>1. O_T_recon_F | **HMG Team**<br>config: O_T_support_MG<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_support_MG_F<br>1. O_T_support_AMG_F |\n| Support Infantry<br>config: Support | **GMG Team**<br>config: O_T_support_GMG<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_support_GMG_F<br>1. O_T_support_AMG_F | **Mortar Team**<br>config: O_T_support_Mort<br>Composition:<br>1. O_T_soldier_TL_F<br>1. O_T_support_Mort_F<br>1. O_T_support_AMort_F |  |  |  |\n| Motorized Infantry<br>config: Motorized_MTP | **Motorized Team**<br>config: O_T_MotInf_Team<br>Composition:<br>1. O_T_MRAP_02_gmg_ghex_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_AT_F | **Motorized Anti-armor Team**<br>config: O_T_MotInf_AT<br>Composition:<br>1. O_T_MRAP_02_ghex_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AAT_F | **Motorized Air-defense Team**<br>config: O_T_MotInf_AA<br>Composition:<br>1. O_T_MRAP_02_ghex_F<br>1. O_T_soldier_AA_F<br>1. O_T_soldier_AA_F<br>1. O_T_soldier_AAA_F | **Motorized HMG Team**<br>config: O_T_MotInf_MGTeam<br>Composition:<br>1. O_T_MRAP_02_ghex_F<br>1. O_T_soldier_TL_F<br>1. O_T_support_MG_F<br>1. O_T_support_AMG_F | **Motorized GMG Team**<br>config: O_T_MotInf_GMGTeam<br>Composition:<br>1. O_T_MRAP_02_ghex_F<br>1. O_T_soldier_TL_F<br>1. O_T_support_GMG_F<br>1. O_T_support_AMG_F |\n| Motorized Infantry<br>config: Motorized_MTP | **Motorized Mortar Team**<br>config: O_T_MotInf_MortTeam<br>Composition:<br>1. O_T_MRAP_02_ghex_F<br>1. O_T_soldier_TL_F<br>1. O_T_support_Mort_F<br>1. O_T_support_AMort_F | **Motorized Viper Recon Team**<br>config: O_T_MotInf_ReconViperTeam<br>Composition:<br>1. O_T_LSV_02_unarmed_viper_F<br>1. O_V_Soldier_TL_ghex_F<br>1. O_V_Soldier_JTAC_ghex_F<br>1. O_V_Soldier_M_ghex_F<br>1. O_V_Soldier_Exp_ghex_F<br>1. O_V_Soldier_LAT_ghex_F<br>1. O_V_Soldier_Medic_ghex_F | **Motorized Viper Assault Team**<br>config: O_T_MotInf_AssaultViperTeam<br>Composition:<br>1. O_T_LSV_02_armed_viper_F<br>1. O_V_Soldier_TL_ghex_F<br>1. O_V_Soldier_JTAC_ghex_F<br>1. O_V_Soldier_M_ghex_F<br>1. O_V_Soldier_Exp_ghex_F<br>1. O_V_Soldier_LAT_ghex_F<br>1. O_V_Soldier_Medic_ghex_F | **Motorized Reinforcements**<br>config: O_T_MotInf_Reinforcements<br>Composition:<br>1. O_T_Truck_03_transport_ghex_F<br>1. O_T_soldier_SL_F<br>1. O_T_soldier_F<br>1. O_T_soldier_LAT_F<br>1. O_T_soldier_M_F<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_A_F<br>1. O_T_medic_F<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_GL_F<br>1. O_T_soldier_LAT_F |  |\n| Mechanized Infantry<br>config: Mechanized | **Mechanized Rifle Squad**<br>config: O_T_MechInfSquad<br>Composition:<br>1. O_T_APC_Wheeled_02_rcws_v2_ghex_F<br>1. O_T_soldier_SL_F<br>1. O_T_soldier_F<br>1. O_T_soldier_LAT_F<br>1. O_T_soldier_M_F<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_A_F<br>1. O_T_medic_F | **Mechanized Anti-armor Squad**<br>config: O_T_MechInf_AT<br>Composition:<br>1. O_T_APC_Tracked_02_cannon_ghex_F<br>1. O_T_soldier_SL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AT_F<br>1. O_T_soldier_AAT_F<br>1. O_T_soldier_AAT_F<br>1. O_T_soldier_AAT_F | **Mechanized Air-defense Squad**<br>config: O_T_MechInf_AA<br>Composition:<br>1. O_T_APC_Tracked_02_cannon_ghex_F<br>1. O_T_soldier_SL_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_AA_F<br>1. O_T_soldier_AA_F<br>1. O_T_soldier_AA_F<br>1. O_T_soldier_AAA_F<br>1. O_T_soldier_AAA_F<br>1. O_T_soldier_AAA_F | **Mechanized Support Squad**<br>config: O_T_MechInf_Support<br>Composition:<br>1. O_T_APC_Wheeled_02_rcws_v2_ghex_F<br>1. O_T_soldier_SL_F<br>1. O_T_soldier_TL_F<br>1. O_T_soldier_repair_F<br>1. O_T_engineer_F<br>1. O_T_medic_F<br>1. O_T_soldier_AR_F<br>1. O_T_soldier_exp_F<br>1. O_T_soldier_A_F |  |\n| Armor<br>config: Armored | **Tank Platoon**<br>config: O_T_TankPlatoon<br>Composition:<br>1. O_T_MBT_02_cannon_ghex_F<br>1. O_T_MBT_02_cannon_ghex_F<br>1. O_T_MBT_02_cannon_ghex_F<br>1. O_T_MBT_02_cannon_ghex_F | **Tank Platoon (Combined)**<br>config: O_T_TankPlatoon_AA<br>Composition:<br>1. O_T_MBT_02_cannon_ghex_F<br>1. O_T_APC_Tracked_02_AA_ghex_F<br>1. O_T_MBT_02_cannon_ghex_F<br>1. O_T_APC_Tracked_02_AA_ghex_F | **Tank Section**<br>config: O_T_TankSection<br>Composition:<br>1. O_T_MBT_02_cannon_ghex_F<br>1. O_T_MBT_02_cannon_ghex_F | **Artillery SPG Platoon**<br>config: O_T_SPGPlatoon_Scorcher<br>Composition:<br>1. O_T_MBT_02_arty_ghex_F<br>1. O_T_MBT_02_arty_ghex_F<br>1. O_T_MBT_02_arty_ghex_F<br>1. O_T_MBT_02_arty_ghex_F | **Artillery SPG Section**<br>config: O_T_SPGSection_Scorcher<br>Composition:<br>1. O_T_MBT_02_arty_ghex_F<br>1. O_T_MBT_02_arty_ghex_F |\n| Armor<br>config: Armored | **Tank Section (Heavy)**<br>config: O_T_TankSection_Heavy<br>Composition:<br>1. O_T_MBT_04_cannon_F<br>1. O_T_MBT_04_cannon_F | **Tank Platoon (Heavy)**<br>config: O_T_TankPlatoon_Heavy<br>Composition:<br>1. O_T_MBT_04_command_F<br>1. O_T_MBT_04_cannon_F<br>1. O_T_MBT_04_cannon_F<br>1. O_T_MBT_04_cannon_F |  |  |  |"},{"heading":"FIA","level":4,"markdown":"config: OPF_G_F\n\n|  |  |  |\n|---|---|---|\n| Infantry<br>config: Infantry | **Assault Squad**<br>config: O_G_InfSquad_Assault<br>Composition:<br>1. O_G_Soldier_SL_F<br>1. O_G_soldier_AR_F<br>1. O_G_soldier_GL_F<br>1. O_G_soldier_LAT2_F<br>1. O_G_soldier_M_F<br>1. O_G_soldier_F<br>1. O_G_soldier_F<br>1. O_G_medic_F | **Patrol Team**<br>config: O_G_InfTeam_Light<br>Composition:<br>1. O_G_soldier_TL_F<br>1. O_G_soldier_AR_F<br>1. O_G_soldier_F<br>1. O_G_soldier_LAT2_F |"},{"heading":"Spetsnaz","level":4,"markdown":"config: OPF_R_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: SpecOps | **Rifle Squad**<br>config: O_R_InfSquad<br>Composition:<br>1. O_R_soldier_TL_F<br>1. O_R_soldier_AR_F<br>1. O_R_medic_F<br>1. O_R_soldier_LAT_F<br>1. O_R_Soldier_GL_F<br>1. O_R_soldier_AR_F<br>1. O_R_soldier_LAT_F<br>1. O_R_soldier_M_F | **Fire Team**<br>config: O_R_InfTeam<br>Composition:<br>1. O_R_soldier_TL_F<br>1. O_R_Soldier_AR_F<br>1. O_R_soldier_M_F<br>1. O_R_Soldier_LAT_F | **Sentry**<br>config: O_R_InfSentry<br>Composition:<br>1. O_R_soldier_GL_F<br>1. O_R_soldier_M_F | **Recon Squad**<br>config: O_R_reconSquad<br>Composition:<br>1. O_R_recon_TL_F<br>1. O_R_recon_JTAC_F<br>1. O_R_recon_medic_F<br>1. O_R_recon_exp_F<br>1. O_R_recon_GL_F<br>1. O_R_recon_AR_F<br>1. O_R_recon_M_F<br>1. O_R_recon_LAT_F | **Recon Team**<br>config: O_R_reconTeam<br>Composition:<br>1. O_R_recon_TL_F<br>1. O_R_recon_M_F<br>1. O_R_recon_AR_F<br>1. O_R_recon_LAT_F |\n| Infantry<br>config: SpecOps | **Recon Sentry**<br>config: O_R_reconSentry<br>Composition:<br>1. O_R_recon_GL_F<br>1. O_R_recon_M_F |  |  |  |  |"},{"heading":"Independent","level":3,"markdown":"config: Indep"},{"heading":"AAF","level":4,"markdown":"config: IND_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: HAF_InfSquad<br>Composition:<br>1. I_soldier_SL_F<br>1. I_soldier_F<br>1. I_soldier_LAT_F<br>1. I_soldier_M_F<br>1. I_soldier_TL_F<br>1. I_soldier_AR_F<br>1. I_soldier_A_F<br>1. I_medic_F | **Weapons Squad**<br>config: HAF_InfSquad_Weapons<br>Composition:<br>1. I_soldier_SL_F<br>1. I_soldier_AR_F<br>1. I_soldier_GL_F<br>1. I_soldier_M_F<br>1. I_soldier_AT_F<br>1. I_soldier_AAT_F<br>1. I_soldier_A_F<br>1. I_medic_F | **Fire Team**<br>config: HAF_InfTeam<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_Soldier_AR_F<br>1. I_Soldier_GL_F<br>1. I_soldier_LAT_F | **Anti-armor Team**<br>config: HAF_InfTeam_AT<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_Soldier_AT_F<br>1. I_Soldier_AT_F<br>1. I_Soldier_AAT_F | **Air-defense Team**<br>config: HAF_InfTeam_AA<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_Soldier_AA_F<br>1. I_Soldier_AA_F<br>1. I_Soldier_AAA_F |\n| Infantry<br>config: Infantry | **Sentry**<br>config: HAF_InfSentry<br>Composition:<br>1. I_Soldier_GL_F<br>1. I_soldier_F | **Sniper Team**<br>config: HAF_SniperTeam<br>Composition:<br>1. I_Sniper_F<br>1. I_Spotter_F | **Fire Team (Light)**<br>config: I_InfTeam_Light<br>Composition:<br>1. I_soldier_TL_F<br>1. I_soldier_AR_F<br>1. I_soldier_F<br>1. I_soldier_LAT2_F |  |  |\n| Special Forces<br>config: SpecOps | **Diver Team**<br>config: HAF_DiverTeam<br>Composition:<br>1. I_diver_TL_F<br>1. I_diver_exp_F<br>1. I_diver_F<br>1. I_diver_F | **Diver Team (Boat)**<br>config: HAF_DiverTeam_Boat<br>Composition:<br>1. I_diver_TL_F<br>1. I_diver_exp_F<br>1. I_diver_F<br>1. I_diver_F<br>1. I_Boat_Transport_01_F | **Diver Team (SDV)**<br>config: HAF_DiverTeam_SDV<br>Composition:<br>1. I_diver_TL_F<br>1. I_diver_exp_F<br>1. I_diver_F<br>1. I_diver_F<br>1. I_SDV_01_F<br>1. I_SDV_01_F | **Small UAV Team**<br>config: HAF_SmallTeam_UAV<br>Composition:<br>1. I_soldier_TL_F<br>1. I_soldier_UAV_F<br>1. I_UAV_01_F | **Recon UGV Team**<br>config: HAF_ReconTeam_UGV<br>Composition:<br>1. I_soldier_TL_F<br>1. I_soldier_UAV_F<br>1. I_UGV_01_F |\n| Special Forces<br>config: SpecOps | **Attack UGV Team**<br>config: HAF_AttackTeam_UGV<br>Composition:<br>1. I_soldier_TL_F<br>1. I_soldier_UAV_F<br>1. I_UGV_01_rcws_F | **Recon UAV Team**<br>config: HAF_ReconTeam_UAV<br>Composition:<br>1. I_soldier_TL_F<br>1. I_soldier_UAV_F<br>1. I_UAV_02_F | **Attack UAV Team**<br>config: HAF_AttackTeam_UAV<br>Composition:<br>1. I_soldier_TL_F<br>1. I_soldier_UAV_F<br>1. I_UAV_02_CAS_F |  |  |\n| Support Infantry<br>config: Support | **Support Team (CLS)**<br>config: HAF_Support_CLS<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_Soldier_AR_F<br>1. I_medic_F<br>1. I_medic_F | **Support Team (EOD)**<br>config: HAF_Support_EOD<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_engineer_F<br>1. I_Soldier_exp_F<br>1. I_Soldier_exp_F | **Support Team (Engineer)**<br>config: HAF_Support_ENG<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_engineer_F<br>1. I_engineer_F<br>1. I_Soldier_repair_F | **HMG Team**<br>config: HAF_Support_MG<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_support_MG_F<br>1. I_support_AMG_F | **GMG Team**<br>config: HAF_Support_GMG<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_support_GMG_F<br>1. I_support_AMG_F |\n| Support Infantry<br>config: Support | **Mortar Team**<br>config: HAF_Support_Mort<br>Composition:<br>1. I_Soldier_TL_F<br>1. I_support_Mort_F<br>1. I_support_AMort_F |  |  |  |  |\n| Motorized Infantry<br>config: Motorized | **Motorized Team**<br>config: HAF_MotInf_Team<br>Composition:<br>1. I_MRAP_03_gmg_F<br>1. I_Soldier_LAT_F | **Motorized Anti-armor Team**<br>config: HAF_MotInf_AT<br>Composition:<br>1. I_MRAP_03_F<br>1. I_Soldier_AT_F<br>1. I_Soldier_AT_F | **Motorized Air-defense Team**<br>config: HAF_MotInf_AA<br>Composition:<br>1. I_MRAP_03_F<br>1. I_Soldier_AA_F<br>1. I_Soldier_AA_F | **Motorized HMG Team**<br>config: HAF_MotInf_MGTeam<br>Composition:<br>1. I_MRAP_03_F<br>1. I_support_MG_F<br>1. I_support_AMG_F | **Motorized GMG Team**<br>config: HAF_MotInf_GMGTeam<br>Composition:<br>1. I_MRAP_03_F<br>1. I_support_GMG_F<br>1. I_support_AMG_F |\n| Motorized Infantry<br>config: Motorized | **Motorized Mortar Team**<br>config: HAF_MotInf_MortTeam<br>Composition:<br>1. I_MRAP_03_F<br>1. I_support_Mort_F<br>1. I_support_AMort_F | **Motorized Reinforcements**<br>config: HAF_MotInf_Reinforce<br>Composition:<br>1. I_Truck_02_transport_F<br>1. I_soldier_SL_F<br>1. I_soldier_F<br>1. I_soldier_LAT_F<br>1. I_soldier_M_F<br>1. I_soldier_TL_F<br>1. I_soldier_AR_F<br>1. I_soldier_A_F<br>1. I_medic_F<br>1. I_soldier_SL_F<br>1. I_soldier_F<br>1. I_soldier_LAT_F<br>1. I_soldier_M_F<br>1. I_soldier_TL_F<br>1. I_soldier_AR_F<br>1. I_soldier_A_F<br>1. I_medic_F |  |  |  |\n| Mechanized Infantry<br>config: Mechanized | **Mechanized Rifle Squad**<br>config: HAF_MechInfSquad<br>Composition:<br>1. I_APC_Wheeled_03_cannon_F<br>1. I_soldier_SL_F<br>1. I_soldier_F<br>1. I_soldier_LAT_F<br>1. I_soldier_M_F<br>1. I_soldier_TL_F<br>1. I_soldier_AR_F<br>1. I_soldier_A_F<br>1. I_medic_F | **Mechanized Anti-armor Squad**<br>config: HAF_MechInf_AT<br>Composition:<br>1. I_APC_tracked_03_cannon_F<br>1. I_soldier_SL_F<br>1. I_soldier_AT_F<br>1. I_soldier_AT_F<br>1. I_soldier_AT_F<br>1. I_soldier_AAT_F<br>1. I_soldier_AAT_F<br>1. I_soldier_AAT_F | **Mechanized Air-defense Squad**<br>config: HAF_MechInf_AA<br>Composition:<br>1. I_APC_tracked_03_cannon_F<br>1. I_soldier_SL_F<br>1. I_soldier_AA_F<br>1. I_soldier_AA_F<br>1. I_soldier_AA_F<br>1. I_soldier_AAT_F<br>1. I_soldier_AAA_F<br>1. I_soldier_AAA_F | **Mechanized Support Squad**<br>config: HAF_MechInf_Support<br>Composition:<br>1. I_APC_Wheeled_03_cannon_F<br>1. I_soldier_SL_F<br>1. I_soldier_TL_F<br>1. I_soldier_repair_F<br>1. I_engineer_F<br>1. I_medic_F<br>1. I_soldier_AR_F<br>1. I_soldier_exp_F<br>1. I_soldier_A_F |  |\n| Armor<br>config: Armored | **Tank Platoon**<br>config: HAF_TankPlatoon<br>Composition:<br>1. I_MBT_03_cannon_F<br>1. I_MBT_03_cannon_F<br>1. I_MBT_03_cannon_F<br>1. I_MBT_03_cannon_F | **Tank Platoon (Combined)**<br>config: HAF_TankPlatoon_AA<br>Composition:<br>1. I_MBT_03_cannon_F<br>1. I_MBT_03_cannon_F<br>1. I_MBT_03_cannon_F<br>1. I_APC_tracked_03_cannon_F<br>1. I_soldier_SL_F<br>1. I_soldier_AA_F<br>1. I_soldier_AA_F<br>1. I_soldier_AA_F<br>1. I_soldier_AAA_F<br>1. I_soldier_AAA_F<br>1. I_soldier_AAA_F | **Tank Section**<br>config: HAF_TankSection<br>Composition:<br>1. I_MBT_03_cannon_F<br>1. I_MBT_03_cannon_F | **AWC Assault Section**<br>config: I_LTankSection_Assault<br>Composition:<br>1. I_LT_01_cannon_F<br>1. I_LT_01_cannon_F | **AWC Recon Section**<br>config: I_LTankSection_Recon<br>Composition:<br>1. I_LT_01_scout_F<br>1. I_LT_01_cannon_F |\n| Armor<br>config: Armored | **AWC Air-Defense Section**<br>config: I_LTankSection_AA<br>Composition:<br>1. I_LT_01_AA_F<br>1. I_LT_01_AA_F | **AWC Anti-Armor Section**<br>config: I_LTankSection_AT<br>Composition:<br>1. I_LT_01_AT_F<br>1. I_LT_01_AT_F | **AWC Platoon (Combined)**<br>config: I_LTankPlatoon_combined<br>Composition:<br>1. I_LT_01_scout_F<br>1. I_LT_01_cannon_F<br>1. I_LT_01_cannon_F<br>1. I_LT_01_AT_F | **AWC Air-Defense Platoon**<br>config: I_LTankPlatoon_AA<br>Composition:<br>1. I_LT_01_scout_F<br>1. I_LT_01_AA_F<br>1. I_LT_01_AA_F<br>1. I_LT_01_AA_F |  |"},{"heading":"Syndikat","level":4,"markdown":"config: IND_C_F\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Infantry<br>config: Infantry | **Paramilitary Fire Team**<br>config: ParaFireTeam<br>Composition:<br>1. I_C_Soldier_Para_2_F<br>1. I_C_Soldier_Para_4_F<br>1. I_C_Soldier_Para_1_F<br>1. I_C_Soldier_Para_3_F | **Paramilitary Shock Team**<br>config: ParaShockTeam<br>Composition:<br>1. I_C_Soldier_Para_6_F<br>1. I_C_Soldier_Para_5_F<br>1. I_C_Soldier_Para_7_F<br>1. I_C_Soldier_Para_8_F | **Paramilitary Combat Group**<br>config: ParaCombatGroup<br>Composition:<br>1. I_C_Soldier_Para_2_F<br>1. I_C_Soldier_Para_4_F<br>1. I_C_Soldier_Para_6_F<br>1. I_C_Soldier_Para_1_F<br>1. I_C_Soldier_Para_7_F<br>1. I_C_Soldier_Para_5_F<br>1. I_C_Soldier_Para_8_F<br>1. I_C_Soldier_Para_3_F | **Bandit Fire Team**<br>config: BanditFireTeam<br>Composition:<br>1. I_C_Soldier_Bandit_4_F<br>1. I_C_Soldier_Bandit_3_F<br>1. I_C_Soldier_Bandit_5_F<br>1. I_C_Soldier_Bandit_1_F | **Bandit Shock Team**<br>config: BanditShockTeam<br>Composition:<br>1. I_C_Soldier_Bandit_6_F<br>1. I_C_Soldier_Bandit_2_F<br>1. I_C_Soldier_Bandit_7_F<br>1. I_C_Soldier_Bandit_8_F |\n| Infantry<br>config: Infantry | **Bandit Combat Group**<br>config: BanditCombatGroup<br>Composition:<br>1. I_C_Soldier_Bandit_4_F<br>1. I_C_Soldier_Bandit_3_F<br>1. I_C_Soldier_Bandit_7_F<br>1. I_C_Soldier_Bandit_5_F<br>1. I_C_Soldier_Bandit_6_F<br>1. I_C_Soldier_Bandit_2_F<br>1. I_C_Soldier_Bandit_8_F<br>1. I_C_Soldier_Bandit_1_F |  |  |  |  |"},{"heading":"FIA","level":4,"markdown":"config: IND_G_F\n\n|  |  |  |\n|---|---|---|\n| Infantry<br>config: Infantry | **Assault Squad**<br>config: I_G_InfSquad_Assault<br>Composition:<br>1. I_G_Soldier_SL_F<br>1. I_G_soldier_AR_F<br>1. I_G_soldier_GL_F<br>1. I_G_soldier_LAT2_F<br>1. I_G_soldier_M_F<br>1. I_G_soldier_F<br>1. I_G_soldier_F<br>1. I_G_medic_F | **Patrol Team**<br>config: I_G_InfTeam_Light<br>Composition:<br>1. I_G_soldier_TL_F<br>1. I_G_soldier_AR_F<br>1. I_G_soldier_F<br>1. I_G_soldier_LAT2_F |"},{"heading":"LDF","level":4,"markdown":"config: IND_E_F\n\n|  |  |  |  |\n|---|---|---|---|\n| Infantry<br>config: Infantry | **Rifle Squad**<br>config: I_E_InfSquad<br>Composition:<br>1. I_E_soldier_SL_F<br>1. I_E_RadioOperator_F<br>1. I_E_soldier_LAT_F<br>1. I_E_soldier_M_F<br>1. I_E_soldier_TL_F<br>1. I_E_soldier_AR_F<br>1. I_E_soldier_A_F<br>1. I_E_medic_F | **Sentry**<br>config: I_E_InfSentry<br>Composition:<br>1. I_E_soldier_GL_F<br>1. I_E_soldier_F | **Fire Team**<br>config: I_E_InfTeam<br>Composition:<br>1. I_E_soldier_TL_F<br>1. I_E_soldier_AR_F<br>1. I_E_soldier_GL_F<br>1. I_E_RadioOperator_F |\n| Motorized Infantry<br>config: Motorized | **Motorized Team**<br>config: I_E_MotInf_Team<br>Composition:<br>1. I_E_Offroad_01_F<br>1. I_E_soldier_TL_F<br>1. I_E_RadioOperator_F<br>1. I_E_Soldier_F<br>1. I_E_Soldier_AR_F | **Motorized Infantry Squad**<br>config: I_E_MotInf_Squad<br>Composition:<br>1. I_E_Truck_02_transport_F<br>1. I_E_soldier_SL_F<br>1. I_E_soldier_F<br>1. I_E_soldier_LAT_F<br>1. I_E_soldier_M_F<br>1. I_E_soldier_TL_F<br>1. I_E_soldier_AR_F<br>1. I_E_soldier_A_F<br>1. I_E_medic_F | **Motorized Reinforcements**<br>config: I_E_MotInf_Reinforcements<br>Composition:<br>1. I_E_Truck_02_transport_F<br>1. I_E_soldier_SL_F<br>1. I_E_soldier_F<br>1. I_E_soldier_LAT_F<br>1. I_E_soldier_M_F<br>1. I_E_soldier_TL_F<br>1. I_E_soldier_AR_F<br>1. I_E_soldier_A_F<br>1. I_E_medic_F<br>1. I_E_soldier_SL_F<br>1. I_E_soldier_F<br>1. I_E_soldier_LAT_F<br>1. I_E_soldier_M_F<br>1. I_E_soldier_TL_F<br>1. I_E_soldier_AR_F<br>1. I_E_soldier_A_F<br>1. I_E_medic_F |\n| Mechanized Infantry<br>config: Mechanized | **Mechanized Rifle Squad**<br>config: I_E_MechInfSquad<br>Composition:<br>1. I_E_APC_tracked_03_cannon_F<br>1. I_E_soldier_SL_F<br>1. I_E_RadioOperator_F<br>1. I_E_soldier_LAT_F<br>1. I_E_soldier_TL_F<br>1. I_E_soldier_AR_F<br>1. I_E_soldier_A_F<br>1. I_E_medic_F |  |  |"},{"heading":"Looters","level":4,"markdown":"config: IND_L_F\n\n|  |  |  |\n|---|---|---|\n| Infantry<br>config: Infantry | **Looter Gang**<br>config: I_L_LooterGang<br>Composition:<br>1. I_L_Looter_Pistol_F<br>1. I_L_Looter_SG_F<br>1. I_L_Looter_Rifle_F | **Criminal Gang**<br>config: I_L_CriminalGang<br>Composition:<br>1. I_L_Looter_Pistol_F<br>1. I_L_Looter_SG_F<br>1. I_L_Looter_Rifle_F<br>1. I_L_Looter_SMG_F<br>1. I_L_Criminal_SG_F<br>1. I_L_Criminal_SMG_F |"},{"heading":"Compositions","level":3,"markdown":"config: Empty"},{"heading":"Military","level":4,"markdown":"config: Military\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Outposts<br>config: Outposts | **Camp Audacity**<br>config: OutpostA<br>Composition:<br>1. Land_HBarrierBig_F<br>1. Land_BagBunker_Large_F<br>1. Land_PortableLight_double_F<br>1. Land_ToiletBox_F<br>1. Land_WaterTank_F<br>1. Land_Cargo20_military_green_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrierBig_F<br>1. Land_BagBunker_Large_F<br>1. Land_PortableLight_double_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_Cargo20_military_green_F<br>1. Land_Cargo20_military_green_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_ToiletBox_F<br>1. Land_WaterTank_F<br>1. Land_WaterBarrel_F<br>1. Land_PortableLight_double_F<br>1. Land_PortableLight_double_F<br>1. Land_Cargo20_military_green_F<br>1. Land_Cargo_Patrol_V1_F<br>1. Land_Cargo_Patrol_V1_F<br>1. Land_Pallets_F<br>1. Land_PaperBox_closed_F<br>1. Land_MetalBarrel_F<br>1. Land_BarrelEmpty_grey_F<br>1. Land_BarrelTrash_grey_F<br>1. Land_PaperBox_closed_F<br>1. Land_Pallets_stack_F | **Camp Bravery**<br>config: OutpostB<br>Composition:<br>1. Land_HBarrier_3_F<br>1. Land_Cargo_Tower_V1_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_PortableLight_double_F<br>1. Land_PortableLight_double_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Pallets_stack_F<br>1. Land_PaperBox_closed_F<br>1. Land_WaterTank_F<br>1. Land_WaterTank_F<br>1. Land_PaperBox_closed_F<br>1. Land_Pallets_stack_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_ToiletBox_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F | **Camp Courage**<br>config: OutpostC<br>Composition:<br>1. Land_PortableLight_double_F<br>1. Land_ToiletBox_F<br>1. Land_Cargo_Patrol_V3_F<br>1. Land_Cargo_HQ_V3_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_PortableLight_double_F<br>1. Land_PortableLight_double_F<br>1. Land_Pallets_stack_F<br>1. Land_WaterTank_F<br>1. Land_HBarrier_5_F<br>1. Land_PaperBox_closed_F<br>1. Land_Tyres_F<br>1. Land_ToiletBox_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_PortableLight_double_F<br>1. Land_PaperBox_open_empty_F<br>1. Land_HBarrier_3_F<br>1. Land_GarbageBags_F<br>1. Land_Pallet_F<br>1. Land_BarrelSand_grey_F<br>1. Land_BarrelEmpty_F | **Camp Defiance**<br>config: OutpostD<br>Composition:<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_Cargo_HQ_V2_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_3_F<br>1. Land_Cargo_Patrol_V2_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_GarbageBags_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_Cargo_Patrol_V2_F<br>1. Land_ScrapHeap_1_F<br>1. Land_ScrapHeap_2_F<br>1. MetalBarrel_burning_F<br>1. Land_Garbage_square5_F<br>1. Land_JunkPile_F<br>1. Land_Sign_WarningMilitaryArea_F<br>1. Land_Pallets_stack_F<br>1. Land_GarbageBarrel_01_F<br>1. Land_Garbage_square5_F<br>1. Land_Garbage_square5_F<br>1. Land_CratesShabby_F<br>1. Land_Loudspeakers_F | **Camp Endurance**<br>config: OutpostE<br>Composition:<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_Cargo_Patrol_V1_F<br>1. Land_Cargo_House_V1_F<br>1. Land_Cargo_House_V1_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_HBarrier_5_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F<br>1. Land_PortableLight_double_F<br>1. Land_PortableLight_double_F<br>1. Land_PaperBox_closed_F<br>1. Land_PaperBox_closed_F<br>1. Land_WaterTank_F<br>1. Land_ToiletBox_F<br>1. Land_HBarrier_1_F<br>1. Land_HBarrier_1_F<br>1. Land_TTowerSmall_2_F<br>1. Land_GarbageBarrel_01_F<br>1. Land_ToiletBox_F<br>1. Land_HBarrier_3_F<br>1. Land_HBarrier_3_F |\n| Outposts<br>config: Outposts | **Camp Fortitude**<br>config: OutpostF<br>Composition:<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_Cargo_HQ_V2_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_HBarrierBig_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFenceD_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Sign_WarningMilitaryArea_F<br>1. Land_Mil_WiredFenceD_F<br>1. Land_HBarrierBig_F<br>1. Land_Cargo_Tower_V2_ruins_F<br>1. Land_Wreck_UAZ_F<br>1. Land_Mil_WiredFence_F<br>1. Land_Mil_WiredFence_F<br>1. Land_HBarrierBig_F<br>1. Land_HBarrierBig_F<br>1. Land_Wreck_Ural_F<br>1. Land_Wreck_T72_hull_F<br>1. Land_Wreck_BMP2_F<br>1. Land_Wreck_T72_turret_F<br>1. Land_GarbageBags_F<br>1. Land_JunkPile_F<br>1. Land_Tyres_F |  |  |  |  |\n| Roadblocks<br>config: RoadBlocks | **Hasty Roadblock**<br>config: RoadBlock1<br>Composition:<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_stripes_F<br>1. Land_Razorwire_F<br>1. RoadCone_F<br>1. RoadCone_F<br>1. RoadCone_F<br>1. Land_CncBarrier_F | **Roadblock**<br>config: RoadBlock2<br>Composition:<br>1. Land_BagBunker_Tower_F<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_F<br>1. Land_CncBarrier_F<br>1. RoadBarrier_F<br>1. RoadBarrier_F |  |  |  |"},{"heading":"Guerrilla","level":4,"markdown":"config: Guerrilla\n\n|  |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Camps<br>config: Camps | **Camp Ant**<br>config: CampA<br>Composition:<br>1. Land_BagFence_Round_F<br>1. Land_Campfire_F<br>1. Land_TentA_F<br>1. Land_TentA_F<br>1. Land_WoodPile_F<br>1. Land_WoodenLog_F<br>1. Land_Axe_F<br>1. Land_Shovel_F<br>1. Land_CanisterFuel_F<br>1. Land_Canteen_F<br>1. Land_GasCooker_F<br>1. Land_RiceBox_F<br>1. Land_RiceBox_F<br>1. Land_TinContainer_F<br>1. Land_BagFence_Long_F<br>1. Land_BagFence_Long_F<br>1. Land_TentA_F<br>1. Land_Camping_Light_F<br>1. Land_BagFence_Round_F<br>1. Land_DuctTape_F<br>1. Land_BagFence_Short_F<br>1. Land_BagFence_Short_F<br>1. Land_Basket_F<br>1. Land_Sack_F<br>1. Land_Sacks_heap_F<br>1. Land_CanisterPlastic_F<br>1. Land_CanisterPlastic_F<br>1. Land_Canteen_F<br>1. Land_BagFence_Short_F<br>1. Land_WoodenBox_F<br>1. Land_CerealsBox_F<br>1. Land_CerealsBox_F<br>1. Land_BottlePlastic_V2_F<br>1. Land_BakedBeans_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F | **Camp Bear**<br>config: CampB<br>Composition:<br>1. Land_Campfire_F<br>1. Land_WoodPile_F<br>1. Land_Sleeping_bag_F<br>1. Land_Sleeping_bag_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F<br>1. Land_Camping_Light_F<br>1. Land_Sleeping_bag_brown_F<br>1. Land_BagFence_Round_F<br>1. Land_Axe_F<br>1. Land_BakedBeans_F<br>1. Land_BakedBeans_F<br>1. Land_CanisterPlastic_F<br>1. Land_FMradio_F<br>1. Land_TinContainer_F<br>1. Land_CanisterPlastic_F<br>1. Land_BakedBeans_F<br>1. Land_Can_V1_F<br>1. Land_Can_V2_F<br>1. Land_Canteen_F<br>1. Land_MetalWire_F<br>1. Land_Gloves_F<br>1. Land_Basket_F<br>1. Land_Sacks_heap_F<br>1. Land_CampingChair_V1_F<br>1. Land_Bucket_F<br>1. Land_CerealsBox_F<br>1. Land_CerealsBox_F<br>1. Land_CampingChair_V1_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_Razorwire_F<br>1. Land_BagFence_Short_F<br>1. Land_BagFence_Short_F<br>1. Land_CanisterPlastic_F<br>1. Land_TentDome_F<br>1. Land_TentDome_F<br>1. Land_Garbage_square5_F | **Camp Crow**<br>config: CampC<br>Composition:<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Short_F<br>1. Land_BagFence_Short_F<br>1. Land_Sleeping_bag_brown_F<br>1. Land_Sleeping_bag_brown_F<br>1. Land_Sleeping_bag_F<br>1. Land_Sleeping_bag_F<br>1. Land_Sleeping_bag_F<br>1. Land_Sleeping_bag_brown_F<br>1. Land_Campfire_F<br>1. Land_WoodPile_F<br>1. Land_Ammobox_rounds_F<br>1. Land_Ammobox_rounds_F<br>1. Land_CratesShabby_F<br>1. Land_Sacks_heap_F<br>1. Land_Matches_F<br>1. Land_ButaneCanister_F<br>1. Land_CanisterPlastic_F<br>1. Land_Canteen_F<br>1. Land_DuctTape_F<br>1. Land_GasCanister_F<br>1. Land_BakedBeans_F<br>1. Land_BakedBeans_F<br>1. Land_Canteen_F<br>1. Land_PainKillers_F<br>1. Land_Bandage_F<br>1. Land_Bandage_F<br>1. Land_Axe_fire_F<br>1. Land_WoodenBox_F<br>1. Land_WoodenBox_F<br>1. Land_Garbage_square3_F | **Camp Deer**<br>config: CampD<br>Composition:<br>1. Land_d_Stone_HouseSmall_V1_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Long_F<br>1. Land_BagFence_Short_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Round_F<br>1. MetalBarrel_burning_F<br>1. Land_Garbage_square3_F<br>1. Land_BagFence_Round_F<br>1. Land_BagFence_Short_F<br>1. Land_WoodenTable_large_F<br>1. Land_ChairWood_F<br>1. Land_ChairWood_F<br>1. Land_Sacks_heap_F<br>1. Land_Cages_F<br>1. Land_CratesShabby_F<br>1. Land_CratesShabby_F<br>1. Land_BarrelWater_grey_F<br>1. Land_FireExtinguisher_F<br>1. Land_Wreck_Ural_F<br>1. Land_Wreck_Offroad_F<br>1. Land_GarbagePallet_F<br>1. Land_GarbageBarrel_01_F<br>1. Land_GarbageBarrel_01_F<br>1. Land_ShelvesWooden_khaki_F | **Camp Eagle**<br>config: CampE<br>Composition:<br>1. Land_Unfinished_Building_02_F<br>1. Land_Wreck_Car3_F<br>1. Land_Scaffolding_F<br>1. Land_Bricks_V1_F<br>1. Land_WheelCart_F<br>1. Land_BarrelSand_grey_F<br>1. MetalBarrel_burning_F<br>1. Land_CinderBlocks_F<br>1. Land_CinderBlocks_F<br>1. Land_Shoot_House_Corner_Stand_F<br>1. Land_Shoot_House_Wall_Stand_F<br>1. Land_Shoot_House_Wall_Stand_F<br>1. Land_Shoot_House_Wall_Stand_F<br>1. Land_Shoot_House_Wall_Stand_F<br>1. Land_Shoot_House_Wall_Stand_F<br>1. Land_Shoot_House_Wall_Stand_F<br>1. Land_Shoot_House_Wall_Crouch_F<br>1. Land_Shoot_House_Wall_Crouch_F<br>1. Land_Shoot_House_Wall_Long_F<br>1. Land_Shoot_House_Corner_F<br>1. Land_Bricks_V2_F<br>1. Land_Bricks_V4_F |\n| Camps<br>config: Camps | **Camp Falcon**<br>config: CampF<br>Composition:<br>1. Land_d_Windmill01_F<br>1. Land_d_House_Small_02_V1_F<br>1. Land_Wreck_Truck_dropside_F<br>1. Land_Wreck_Car2_F<br>1. Land_Garbage_line_F<br>1. Land_Pipes_large_F<br>1. Land_Pallets_stack_F<br>1. Land_WoodenBox_F<br>1. Land_Pallets_stack_F<br>1. Land_Sacks_heap_F<br>1. Land_Sacks_heap_F<br>1. Land_Sacks_heap_F<br>1. Land_Sacks_heap_F<br>1. Land_CratesShabby_F<br>1. Land_CratesWooden_F<br>1. Land_WoodenCart_F<br>1. Land_CratesShabby_F<br>1. Land_CratesShabby_F<br>1. Land_WoodenTable_large_F<br>1. Land_Sacks_heap_F<br>1. MetalBarrel_burning_F |  |  |  |  |"},{"heading":"Civilian","level":4,"markdown":"config: Civilian\n\n|  |  |  |  |\n|---|---|---|---|\n| Check Points<br>config: Checkpoints | **Check Point (Small)**<br>config: CheckpointSmall<br>Composition:<br>1. RoadCone_F<br>1. FlagSmall_F<br>1. RoadCone_F<br>1. FlagSmall_F | **Check Point (Medium)**<br>config: CheckpointMedium<br>Composition:<br>1. RoadCone_F<br>1. ArrowDesk_L_F<br>1. RoadCone_F<br>1. ArrowDesk_R_F | **Check Point (Large)**<br>config: CheckpointLarge<br>Composition:<br>1. RoadCone_F<br>1. ArrowDesk_L_F<br>1. Flag_BI_F<br>1. RoadCone_F<br>1. ArrowDesk_R_F<br>1. Flag_BI_F |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."}],"categories":["CfgGroups"],"groups":["Configuration"]},{"name":"Arma 3: CfgIdentities","title":"Arma 3: CfgIdentities","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgIdentities","revid":338894,"updated":"2023-04-14T11:08:13Z","aliases":["ArmA 3: CfgIdentities","Arma 3 CfgIdentities"],"markdown":"### Presentation\n\nAn identity declaration is done with setIdentity command, and its declaration looks like this:\n\n```cpp\nclass CfgIdentities\n{\n    class SomeGuy\n    {\n        face = \"WhiteHead_10\";\n        glasses = \"G_Tactical_Clear\";\n        name = \"Adams\";\n        nameSound = \"Adams\";\n        pitch = 1.0;\n        speaker = \"Male01ENG\";\n    };\n};\n```\n\n- **face**: String - defines the unit's face.\n  - This must be a value defined in the Faces list\n  - See commands face, setFace\n- **glasses**: String - defines the unit's glasses/goggles.\n  - This must be a value defined in the Glasses list\n  - See commands goggles, addGoggles, removeGoggles\n- **name**: String - the unit's name.\n  - Can be anything\n- **nameSound**: String - defines how the unit is called (instead of \"**2**, take cover\" it will be for example \"**Adams**, take cover\").\n  - This must be a value defined in the NameSounds list ***or*** any valid word found in `configFile >> \"RadioProtocolENG\" >> \"Words\"`\n  - See commands nameSound, setNameSound\n- **pitch**: Number - defines unit's voice pitch.\n  - Must be a positive number, but can be anything over zero\n  - See commands pitch, setPitch\n- **speaker**: String defines unit's voice actor.\n  - This must be a value defined in the Speakers list\n  - See commands speaker, setSpeaker\n\n> [!NOTE]\n> See also the Description.ext - CfgIdentities chapter.\n\n### Faces\n\n| className | Name | Note |\n|---|---|---|\n| `Default` | Default face |  |\n| `Custom` | Custom face |  |\n| `PersianHead_A3_01` | Bahadur |  |\n| `PersianHead_A3_02` | Jalali |  |\n| `PersianHead_A3_03` | Sabet |  |\n| `PersianHead_A3_04_a` | Bahadur (Arid) |  |\n| `PersianHead_A3_04_l` | Bahadur (Lush) |  |\n| `PersianHead_A3_04_sa` | Bahadur (Semi-Arid) |  |\n| `WhiteHead_01` | Bayh |  |\n| `WhiteHead_02` | Burr |  |\n| `WhiteHead_03` | Coburn |  |\n| `WhiteHead_04` | Collins |  |\n| `WhiteHead_05` | Campbell |  |\n| `WhiteHead_06` | Dayton |  |\n| `WhiteHead_07` | Dorgan |  |\n| `WhiteHead_08` | Halliwell |  |\n| `WhiteHead_09` | Johnson |  |\n| `WhiteHead_10` | Martinez |  |\n| `WhiteHead_11` | Kirby |  |\n| `WhiteHead_12` | Reed |  |\n| `WhiteHead_13` | Santorum |  |\n| `WhiteHead_14` | Smith |  |\n| `WhiteHead_15` | Snowe |  |\n| `WhiteHead_16` | Kelly |  |\n| `WhiteHead_17` | O'Connor |  |\n| `WhiteHead_18` | Byrne |  |\n| `WhiteHead_19` | O'Brien |  |\n| `WhiteHead_20` | Walsh |  |\n| `WhiteHead_21` | O'Sullivan |  |\n| `WhiteHead_22_a` | Kirby (Arid) |  |\n| `WhiteHead_22_l` | Kirby (Lush) |  |\n| `WhiteHead_22_sa` | Kirby (Semi-Arid) |  |\n| `AfricanHead_01` | Williams |  |\n| `AfricanHead_02` | Hasan |  |\n| `AfricanHead_03` | Jesus |  |\n| `GreekHead_A3_01` | Athanasiadis |  |\n| `GreekHead_A3_02` | Baros |  |\n| `GreekHead_A3_03` | Constantinou |  |\n| `GreekHead_A3_04` | Costas |  |\n| `GreekHead_A3_05` | Doukas |  |\n| `GreekHead_A3_06` | Gikas |  |\n| `GreekHead_A3_07` | Christou |  |\n| `GreekHead_A3_08` | Kanelloupou |  |\n| `GreekHead_A3_09` | Savalas |  |\n| `GreekHead_A3_10_a` | Baros (Arid) |  |\n| `GreekHead_A3_10_l` | Baros (Lush) |  |\n| `GreekHead_A3_10_sa` | Baros (Semi-Arid) |  |\n| `AsianHead_A3_01` | Ximi |  |\n| `AsianHead_A3_02` | Jeong |  |\n| `AsianHead_A3_03` | Tung |  |\n| `Nikos` | Nikos | Hidden |\n| `Miller` | Miller | Hidden |\n| `Kerry` | Default face | Hidden |\n| `Kerry_A_F` | Default face | Hidden |\n| `kerry_B1_F` | Default face | Hidden |\n| `kerry_B2_F` | Default face | Hidden |\n| `Kerry_C_F` | Default face | Hidden |\n| `IG_Leader` | Stavrou | Hidden |\n| `O_Colonel` | Namdar | Hidden |\n| `Jay` | Jay | Hidden |\n| `Ivan` | Ivan | Hidden |\n| `Pettka` | Pettka | Hidden |\n| `Dwarden` | Dwarden | Hidden |\n| `Hladas` | Dr. Hladík | Hidden |\n| `CamoHead_White_01_F` | Camo_White_01 | Hidden |\n| `CamoHead_White_02_F` | Camo_White_02 | Hidden |\n| `CamoHead_White_03_F` | Camo_White_03 | Hidden |\n| `CamoHead_White_04_F` | Camo_White_04 | Hidden |\n| `CamoHead_White_05_F` | Camo_White_05 | Hidden |\n| `CamoHead_White_06_F` | Camo_White_06 | Hidden |\n| `CamoHead_White_07_F` | Camo_White_07 | Hidden |\n| `CamoHead_White_08_F` | Camo_White_08 | Hidden |\n| `CamoHead_White_09_F` | Camo_White_09 | Hidden |\n| `CamoHead_White_10_F` | Camo_White_10 | Hidden |\n| `CamoHead_White_11_F` | Camo_White_11 | Hidden |\n| `CamoHead_White_12_F` | Camo_White_12 | Hidden |\n| `CamoHead_White_13_F` | Camo_White_13 | Hidden |\n| `CamoHead_White_14_F` | Camo_White_14 | Hidden |\n| `CamoHead_White_15_F` | Camo_White_15 | Hidden |\n| `CamoHead_White_16_F` | Camo_White_16 | Hidden |\n| `CamoHead_White_17_F` | Camo_White_17 | Hidden |\n| `CamoHead_White_18_F` | Camo_White_18 | Hidden |\n| `CamoHead_White_19_F` | Camo_White_19 | Hidden |\n| `CamoHead_White_20_F` | Camo_White_20 | Hidden |\n| `CamoHead_White_21_F` | Camo_White_21 | Hidden |\n| `CamoHead_African_01_F` | Camo_African_01 | Hidden |\n| `CamoHead_African_02_F` | Camo_African_02 | Hidden |\n| `CamoHead_African_03_F` | Camo_African_03 | Hidden |\n| `CamoHead_Greek_01_F` | Camo_Greek_01 | Hidden |\n| `CamoHead_Greek_02_F` | Camo_Greek_02 | Hidden |\n| `CamoHead_Greek_03_F` | Camo_Greek_03 | Hidden |\n| `CamoHead_Greek_04_F` | Camo_Greek_04 | Hidden |\n| `CamoHead_Greek_05_F` | Camo_Greek_05 | Hidden |\n| `CamoHead_Greek_06_F` | Camo_Greek_06 | Hidden |\n| `CamoHead_Greek_07_F` | Camo_Greek_07 | Hidden |\n| `CamoHead_Greek_08_F` | Camo_Greek_08 | Hidden |\n| `CamoHead_Greek_09_F` | Camo_Greek_09 | Hidden |\n| `CamoHead_Asian_01_F` | Camo_Asian_01 | Hidden |\n| `CamoHead_Asian_02_F` | Camo_Asian_02 | Hidden |\n| `CamoHead_Asian_03_F` | Camo_Asian_03 | Hidden |\n| `CamoHead_Persian_01_F` | Camo_Persian_01 | Hidden |\n| `CamoHead_Persian_02_F` | Camo_Persian_02 | Hidden |\n| `CamoHead_Persian_03_F` | Camo_Persian_03 | Hidden |\n| `TanoanHead_A3_01` | Simo |  |\n| `TanoanHead_A3_02` | Adnet |  |\n| `TanoanHead_A3_03` | Cahun |  |\n| `TanoanHead_A3_04` | Ganio |  |\n| `TanoanHead_A3_05` | Malet |  |\n| `TanoanHead_A3_06` | Solé |  |\n| `TanoanHead_A3_07` | Mignard |  |\n| `TanoanHead_A3_08` | Thibaud |  |\n| `TanoanBossHead` | Solomon Maru | Hidden |\n| `AsianHead_A3_04` | Lee |  |\n| `AsianHead_A3_05` | Chan |  |\n| `AsianHead_A3_06` | Yeung |  |\n| `AsianHead_A3_07` | Wong |  |\n| `GreekHead_A3_11` | Gavras |  |\n| `GreekHead_A3_12` | Markos |  |\n| `GreekHead_A3_13` | Alexis |  |\n| `GreekHead_A3_14` | Dimitrou |  |\n| `WhiteHead_23` | Nathan |  |\n| `Barklem` | Barklem |  |\n| `Mavros` | Mavros |  |\n| `Sturrock` | Sturrock |  |\n| `Ioannou` | Ioannou |  |\n| `WhiteHead_24` | Čapek |  |\n| `WhiteHead_25` | Dillon |  |\n| `WhiteHead_26` | Homewood |  |\n| `WhiteHead_27` | Kesson |  |\n| `WhiteHead_28` | Kingsly |  |\n| `WhiteHead_29` | Severov |  |\n| `WhiteHead_30` | Smolko |  |\n| `WhiteHead_31` | Stype |  |\n| `WhiteHead_32` | Rudwell |  |\n| `LivonianHead_1` | Nowak |  |\n| `LivonianHead_2` | Górecki |  |\n| `LivonianHead_3` | Kowalski |  |\n| `LivonianHead_4` | Stolarski |  |\n| `LivonianHead_5` | Burak |  |\n| `LivonianHead_6` | Kawa |  |\n| `LivonianHead_7` | Janowski |  |\n| `LivonianHead_8` | Sternik |  |\n| `LivonianHead_9` | Zieliński |  |\n| `LivonianHead_10` | Rabinowicz |  |\n| `RussianHead_1` | Ivanov |  |\n| `RussianHead_2` | Petrenko |  |\n| `RussianHead_3` | Krupin |  |\n| `RussianHead_4` | Adamovich |  |\n| `RussianHead_5` | Yakhin |  |\n| `AfricanHead_01_sick` | AfricanHead_01_sick | Hidden |\n| `AfricanHead_02_sick` | AfricanHead_02_sick | Hidden |\n| `AfricanHead_03_sick` | AfricanHead_03_sick | Hidden |\n| `AsianHead_A3_01_sick` | AsianHead_A3_01_sick | Hidden |\n| `AsianHead_A3_02_sick` | AsianHead_A3_02_sick | Hidden |\n| `AsianHead_A3_03_sick` | AsianHead_A3_03_sick | Hidden |\n| `AsianHead_A3_04_sick` | AsianHead_A3_04_sick | Hidden |\n| `AsianHead_A3_05_sick` | AsianHead_A3_05_sick | Hidden |\n| `AsianHead_A3_06_sick` | AsianHead_A3_06_sick | Hidden |\n| `AsianHead_A3_07_sick` | AsianHead_A3_07_sick | Hidden |\n| `GreekHead_A3_01_sick` | GreekHead_A3_01_sick | Hidden |\n| `GreekHead_A3_02_sick` | GreekHead_A3_02_sick | Hidden |\n| `GreekHead_A3_03_sick` | GreekHead_A3_03_sick | Hidden |\n| `GreekHead_A3_04_sick` | GreekHead_A3_04_sick | Hidden |\n| `PersianHead_A3_01_sick` | PersianHead_A3_01_sick | Hidden |\n| `PersianHead_A3_02_sick` | PersianHead_A3_02_sick | Hidden |\n| `PersianHead_A3_03_sick` | PersianHead_A3_03_sick | Hidden |\n| `TanoanHead_A3_01_sick` | TanoanHead_A3_01_sick | Hidden |\n| `TanoanHead_A3_02_sick` | TanoanHead_A3_02_sick | Hidden |\n| `TanoanHead_A3_03_sick` | TanoanHead_A3_03_sick | Hidden |\n| `TanoanHead_A3_04_sick` | TanoanHead_A3_04_sick | Hidden |\n| `TanoanHead_A3_05_sick` | TanoanHead_A3_05_sick | Hidden |\n| `TanoanHead_A3_06_sick` | TanoanHead_A3_06_sick | Hidden |\n| `TanoanHead_A3_07_sick` | TanoanHead_A3_07_sick | Hidden |\n| `TanoanHead_A3_08_sick` | TanoanHead_A3_08_sick | Hidden |\n| `TanoanHead_A3_09` | Old Man |  |\n| `TanoanBossHead_sick` | TanoanBossHead_sick | Hidden |\n| `WhiteHead_16_sick` | WhiteHead_16_sick | Hidden |\n| `WhiteHead_17_sick` | WhiteHead_17_sick | Hidden |\n| `WhiteHead_18_sick` | WhiteHead_18_sick | Hidden |\n| `WhiteHead_19_sick` | WhiteHead_19_sick | Hidden |\n| `WhiteHead_20_sick` | WhiteHead_20_sick | Hidden |\n| `WhiteHead_21_sick` | WhiteHead_21_sick | Hidden |\n\n> [!NOTE]\n> An incorrect face name will revert man's face to Default.\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.\n\n### Glasses\n\n| className | Name |\n|---|---|\n| `None` | None |\n| `G_Spectacles` | Spectacle Glasses |\n| `G_Spectacles_Tinted` | Tinted Spectacles |\n| `G_Combat` | Combat Goggles |\n| `G_Lowprofile` | Low Profile Goggles |\n| `G_Shades_Black` | Shades (Black) |\n| `G_Shades_Green` | Shades (Green) |\n| `G_Shades_Red` | Shades (Red) |\n| `G_Squares` | Square Spectacles |\n| `G_Squares_Tinted` | Square Shades |\n| `G_Sport_BlackWhite` | Sport Shades (Shadow) |\n| `G_Sport_Blackyellow` | Sport Shades (Poison) |\n| `G_Sport_Greenblack` | Sport Shades (Yetti) |\n| `G_Sport_Checkered` | Sport Shades (Style) |\n| `G_Sport_Red` | Sport Shades (Fire) |\n| `G_Tactical_Black` | Tactical Shades |\n| `G_Aviator` | Aviator Glasses |\n| `G_Lady_Blue` | Ladies Shades |\n| `G_Diving` | Diving Goggles |\n| `G_B_Diving` | Diving Goggles [NATO] |\n| `G_O_Diving` | Diving Goggles [CSAT] |\n| `G_I_Diving` | Diving Goggles [AAF] |\n| `G_Goggles_VR` | VR Goggles |\n| `G_Balaclava_blk` | Balaclava (Black) |\n| `G_Balaclava_oli` | Balaclava (Olive) |\n| `G_Balaclava_combat` | Balaclava (Combat Goggles) |\n| `G_Balaclava_lowprofile` | Balaclava (Low Profile Goggles) |\n| `G_Bandanna_blk` | Bandana (Black) |\n| `G_Bandanna_oli` | Bandana (Olive) |\n| `G_Bandanna_khk` | Bandana (Khaki) |\n| `G_Bandanna_tan` | Bandana (Tan) |\n| `G_Bandanna_beast` | Bandana (Beast) |\n| `G_Bandanna_shades` | Bandana (Shades) |\n| `G_Bandanna_sport` | Bandana (Sport) |\n| `G_Bandanna_aviator` | Bandana (Aviator) |\n| `G_Shades_Blue` | Shades (Blue) |\n| `G_Sport_Blackred` | Sport Shades (Vulcan) |\n| `G_Tactical_Clear` | Tactical Glasses |\n| `G_Balaclava_TI_blk_F` | Stealth Balaclava (Black) |\n| `G_Balaclava_TI_tna_F` | Stealth Balaclava (Green) |\n| `G_Balaclava_TI_G_blk_F` | Stealth Balaclava (Black, Goggles) |\n| `G_Balaclava_TI_G_tna_F` | Stealth Balaclava (Green, Goggles) |\n| `G_Combat_Goggles_tna_F` | Combat Goggles (Green) |\n| `G_Respirator_white_F` | Respirator (White) |\n| `G_Respirator_yellow_F` | Respirator (Yellow) |\n| `G_Respirator_blue_F` | Respirator (Blue) |\n| `G_EyeProtectors_F` | Safety Goggles |\n| `G_EyeProtectors_Earpiece_F` | Safety Goggles (Earpiece) |\n| `G_WirelessEarpiece_F` | Wireless Earpiece |\n| `G_AirPurifyingRespirator_01_F` | APR [NATO] |\n| `G_AirPurifyingRespirator_02_black_F` | APR (Black) [CSAT] |\n| `G_AirPurifyingRespirator_02_olive_F` | APR (Olive) [CSAT] |\n| `G_AirPurifyingRespirator_02_sand_F` | APR (Sand) [CSAT] |\n| `G_RegulatorMask_F` | Regulator Facepiece |\n| `G_Blindfold_01_white_F` | Blindfold (White) |\n| `G_Blindfold_01_black_F` | Blindfold (Black) |\n\n### NameSounds\n\n| Default | NATO | CSAT | Independent | Codenames |\n|---|---|---|---|---|\n| - Armstrong<br>- Nichols<br>- Tanny<br>- Frost<br>- Lacey<br>- Larkin<br>- Kerry<br>- Jackson<br>- Miller<br>- McKendrick<br>- Levine<br>- Reynolds | - Adams<br>- Bennett<br>- Campbell<br>- Dixon<br>- Everett<br>- Franklin<br>- Givens<br>- Hawkins<br>- Lopez<br>- Martinez<br>- O'Connor<br>- Ryan<br>- Patterson<br>- Sykes<br>- Taylor<br>- Walker | - Amin<br>- Masood<br>- Fahim<br>- Habibi<br>- Kushan<br>- Jawadi<br>- Nazari<br>- Siddiqi<br>- Takhtar<br>- Wardak<br>- Yousuf | - Anthis<br>- Costa<br>- Dimitirou<br>- Elias<br>- Gekas<br>- Kouris<br>- Leventis<br>- Markos<br>- Nikas<br>- Nicolo<br>- Panas<br>- Petros<br>- Rosi<br>- Samaras<br>- Stavrou<br>- Thanos<br>- Vega | - Ghost<br>- Stranger<br>- Fox<br>- Snake<br>- Razer<br>- Jester<br>- Nomad<br>- Viper<br>- Korneedler |\n\n> [!NOTE]\n> An incorrect `nameSound` name will **mute** the callsign. Use \"\" to revert back to default behaviour.\n\n### Speakers\n\n| className | Name |\n|---|---|\n| `NoVoice` | N/A |\n| `Male01ENG` | American English 01 |\n| `Male02ENG` | American English 02 |\n| `Male03ENG` | American English 03 |\n| `Male04ENG` | American English 04 |\n| `Male05ENG` | American English 05 |\n| `Male06ENG` | American English 06 |\n| `Male07ENG` | American English 07 |\n| `Male08ENG` | American English 08 |\n| `Male09ENG` | American English 09 |\n| `Male10ENG` | American English 10 |\n| `Male11ENG` | American English 11 |\n| `Male12ENG` | American English 12 |\n| `Male01ENGB` | British English 01 |\n| `Male02ENGB` | British English 02 |\n| `Male03ENGB` | British English 03 |\n| `Male04ENGB` | British English 04 |\n| `Male05ENGB` | British English 05 |\n| `Male01GRE` | Altian English 01 |\n| `Male02GRE` | Altian English 02 |\n| `Male03GRE` | Altian English 03 |\n| `Male04GRE` | Altian English 04 |\n| `Male05GRE` | Altian English 05 |\n| `Male06GRE` | Altian English 06 |\n| `Male01PER` | Farsi 01 |\n| `Male02PER` | Farsi 02 |\n| `Male03PER` | Farsi 03 |\n| `Male01ENGVR` | English VR 01 |\n| `Male01GREVR` | Altian English VR 01 |\n| `Male01PERVR` | Farsi VR 01 |\n| `Male01CHI` | Chinese 01 |\n| `Male02CHI` | Chinese 02 |\n| `Male03CHI` | Chinese 03 |\n| `Male01FRE` | French 01 |\n| `Male02FRE` | French 02 |\n| `Male03FRE` | French 03 |\n| `Male01ENGFRE` | French English 01 |\n| `Male02ENGFRE` | French English 02 |\n| `Male01POL` | Polish 01 |\n| `Male02POL` | Polish 02 |\n| `Male03POL` | Polish 03 |\n| `Male01RUS` | Russian 01 |\n| `Male02RUS` | Russian 02 |\n| `Male03RUS` | Russian 03 |\n\n> [!NOTE]\n> An incorrect voice name will revert man's voice to Default.","sections":[{"heading":"Presentation","level":3,"markdown":"An identity declaration is done with setIdentity command, and its declaration looks like this:\n\n```cpp\nclass CfgIdentities\n{\n    class SomeGuy\n    {\n        face = \"WhiteHead_10\";\n        glasses = \"G_Tactical_Clear\";\n        name = \"Adams\";\n        nameSound = \"Adams\";\n        pitch = 1.0;\n        speaker = \"Male01ENG\";\n    };\n};\n```\n\n- **face**: String - defines the unit's face.\n  - This must be a value defined in the Faces list\n  - See commands face, setFace\n- **glasses**: String - defines the unit's glasses/goggles.\n  - This must be a value defined in the Glasses list\n  - See commands goggles, addGoggles, removeGoggles\n- **name**: String - the unit's name.\n  - Can be anything\n- **nameSound**: String - defines how the unit is called (instead of \"**2**, take cover\" it will be for example \"**Adams**, take cover\").\n  - This must be a value defined in the NameSounds list ***or*** any valid word found in `configFile >> \"RadioProtocolENG\" >> \"Words\"`\n  - See commands nameSound, setNameSound\n- **pitch**: Number - defines unit's voice pitch.\n  - Must be a positive number, but can be anything over zero\n  - See commands pitch, setPitch\n- **speaker**: String defines unit's voice actor.\n  - This must be a value defined in the Speakers list\n  - See commands speaker, setSpeaker\n\n> [!NOTE]\n> See also the Description.ext - CfgIdentities chapter."},{"heading":"Faces","level":3,"markdown":"| className | Name | Note |\n|---|---|---|\n| `Default` | Default face |  |\n| `Custom` | Custom face |  |\n| `PersianHead_A3_01` | Bahadur |  |\n| `PersianHead_A3_02` | Jalali |  |\n| `PersianHead_A3_03` | Sabet |  |\n| `PersianHead_A3_04_a` | Bahadur (Arid) |  |\n| `PersianHead_A3_04_l` | Bahadur (Lush) |  |\n| `PersianHead_A3_04_sa` | Bahadur (Semi-Arid) |  |\n| `WhiteHead_01` | Bayh |  |\n| `WhiteHead_02` | Burr |  |\n| `WhiteHead_03` | Coburn |  |\n| `WhiteHead_04` | Collins |  |\n| `WhiteHead_05` | Campbell |  |\n| `WhiteHead_06` | Dayton |  |\n| `WhiteHead_07` | Dorgan |  |\n| `WhiteHead_08` | Halliwell |  |\n| `WhiteHead_09` | Johnson |  |\n| `WhiteHead_10` | Martinez |  |\n| `WhiteHead_11` | Kirby |  |\n| `WhiteHead_12` | Reed |  |\n| `WhiteHead_13` | Santorum |  |\n| `WhiteHead_14` | Smith |  |\n| `WhiteHead_15` | Snowe |  |\n| `WhiteHead_16` | Kelly |  |\n| `WhiteHead_17` | O'Connor |  |\n| `WhiteHead_18` | Byrne |  |\n| `WhiteHead_19` | O'Brien |  |\n| `WhiteHead_20` | Walsh |  |\n| `WhiteHead_21` | O'Sullivan |  |\n| `WhiteHead_22_a` | Kirby (Arid) |  |\n| `WhiteHead_22_l` | Kirby (Lush) |  |\n| `WhiteHead_22_sa` | Kirby (Semi-Arid) |  |\n| `AfricanHead_01` | Williams |  |\n| `AfricanHead_02` | Hasan |  |\n| `AfricanHead_03` | Jesus |  |\n| `GreekHead_A3_01` | Athanasiadis |  |\n| `GreekHead_A3_02` | Baros |  |\n| `GreekHead_A3_03` | Constantinou |  |\n| `GreekHead_A3_04` | Costas |  |\n| `GreekHead_A3_05` | Doukas |  |\n| `GreekHead_A3_06` | Gikas |  |\n| `GreekHead_A3_07` | Christou |  |\n| `GreekHead_A3_08` | Kanelloupou |  |\n| `GreekHead_A3_09` | Savalas |  |\n| `GreekHead_A3_10_a` | Baros (Arid) |  |\n| `GreekHead_A3_10_l` | Baros (Lush) |  |\n| `GreekHead_A3_10_sa` | Baros (Semi-Arid) |  |\n| `AsianHead_A3_01` | Ximi |  |\n| `AsianHead_A3_02` | Jeong |  |\n| `AsianHead_A3_03` | Tung |  |\n| `Nikos` | Nikos | Hidden |\n| `Miller` | Miller | Hidden |\n| `Kerry` | Default face | Hidden |\n| `Kerry_A_F` | Default face | Hidden |\n| `kerry_B1_F` | Default face | Hidden |\n| `kerry_B2_F` | Default face | Hidden |\n| `Kerry_C_F` | Default face | Hidden |\n| `IG_Leader` | Stavrou | Hidden |\n| `O_Colonel` | Namdar | Hidden |\n| `Jay` | Jay | Hidden |\n| `Ivan` | Ivan | Hidden |\n| `Pettka` | Pettka | Hidden |\n| `Dwarden` | Dwarden | Hidden |\n| `Hladas` | Dr. Hladík | Hidden |\n| `CamoHead_White_01_F` | Camo_White_01 | Hidden |\n| `CamoHead_White_02_F` | Camo_White_02 | Hidden |\n| `CamoHead_White_03_F` | Camo_White_03 | Hidden |\n| `CamoHead_White_04_F` | Camo_White_04 | Hidden |\n| `CamoHead_White_05_F` | Camo_White_05 | Hidden |\n| `CamoHead_White_06_F` | Camo_White_06 | Hidden |\n| `CamoHead_White_07_F` | Camo_White_07 | Hidden |\n| `CamoHead_White_08_F` | Camo_White_08 | Hidden |\n| `CamoHead_White_09_F` | Camo_White_09 | Hidden |\n| `CamoHead_White_10_F` | Camo_White_10 | Hidden |\n| `CamoHead_White_11_F` | Camo_White_11 | Hidden |\n| `CamoHead_White_12_F` | Camo_White_12 | Hidden |\n| `CamoHead_White_13_F` | Camo_White_13 | Hidden |\n| `CamoHead_White_14_F` | Camo_White_14 | Hidden |\n| `CamoHead_White_15_F` | Camo_White_15 | Hidden |\n| `CamoHead_White_16_F` | Camo_White_16 | Hidden |\n| `CamoHead_White_17_F` | Camo_White_17 | Hidden |\n| `CamoHead_White_18_F` | Camo_White_18 | Hidden |\n| `CamoHead_White_19_F` | Camo_White_19 | Hidden |\n| `CamoHead_White_20_F` | Camo_White_20 | Hidden |\n| `CamoHead_White_21_F` | Camo_White_21 | Hidden |\n| `CamoHead_African_01_F` | Camo_African_01 | Hidden |\n| `CamoHead_African_02_F` | Camo_African_02 | Hidden |\n| `CamoHead_African_03_F` | Camo_African_03 | Hidden |\n| `CamoHead_Greek_01_F` | Camo_Greek_01 | Hidden |\n| `CamoHead_Greek_02_F` | Camo_Greek_02 | Hidden |\n| `CamoHead_Greek_03_F` | Camo_Greek_03 | Hidden |\n| `CamoHead_Greek_04_F` | Camo_Greek_04 | Hidden |\n| `CamoHead_Greek_05_F` | Camo_Greek_05 | Hidden |\n| `CamoHead_Greek_06_F` | Camo_Greek_06 | Hidden |\n| `CamoHead_Greek_07_F` | Camo_Greek_07 | Hidden |\n| `CamoHead_Greek_08_F` | Camo_Greek_08 | Hidden |\n| `CamoHead_Greek_09_F` | Camo_Greek_09 | Hidden |\n| `CamoHead_Asian_01_F` | Camo_Asian_01 | Hidden |\n| `CamoHead_Asian_02_F` | Camo_Asian_02 | Hidden |\n| `CamoHead_Asian_03_F` | Camo_Asian_03 | Hidden |\n| `CamoHead_Persian_01_F` | Camo_Persian_01 | Hidden |\n| `CamoHead_Persian_02_F` | Camo_Persian_02 | Hidden |\n| `CamoHead_Persian_03_F` | Camo_Persian_03 | Hidden |\n| `TanoanHead_A3_01` | Simo |  |\n| `TanoanHead_A3_02` | Adnet |  |\n| `TanoanHead_A3_03` | Cahun |  |\n| `TanoanHead_A3_04` | Ganio |  |\n| `TanoanHead_A3_05` | Malet |  |\n| `TanoanHead_A3_06` | Solé |  |\n| `TanoanHead_A3_07` | Mignard |  |\n| `TanoanHead_A3_08` | Thibaud |  |\n| `TanoanBossHead` | Solomon Maru | Hidden |\n| `AsianHead_A3_04` | Lee |  |\n| `AsianHead_A3_05` | Chan |  |\n| `AsianHead_A3_06` | Yeung |  |\n| `AsianHead_A3_07` | Wong |  |\n| `GreekHead_A3_11` | Gavras |  |\n| `GreekHead_A3_12` | Markos |  |\n| `GreekHead_A3_13` | Alexis |  |\n| `GreekHead_A3_14` | Dimitrou |  |\n| `WhiteHead_23` | Nathan |  |\n| `Barklem` | Barklem |  |\n| `Mavros` | Mavros |  |\n| `Sturrock` | Sturrock |  |\n| `Ioannou` | Ioannou |  |\n| `WhiteHead_24` | Čapek |  |\n| `WhiteHead_25` | Dillon |  |\n| `WhiteHead_26` | Homewood |  |\n| `WhiteHead_27` | Kesson |  |\n| `WhiteHead_28` | Kingsly |  |\n| `WhiteHead_29` | Severov |  |\n| `WhiteHead_30` | Smolko |  |\n| `WhiteHead_31` | Stype |  |\n| `WhiteHead_32` | Rudwell |  |\n| `LivonianHead_1` | Nowak |  |\n| `LivonianHead_2` | Górecki |  |\n| `LivonianHead_3` | Kowalski |  |\n| `LivonianHead_4` | Stolarski |  |\n| `LivonianHead_5` | Burak |  |\n| `LivonianHead_6` | Kawa |  |\n| `LivonianHead_7` | Janowski |  |\n| `LivonianHead_8` | Sternik |  |\n| `LivonianHead_9` | Zieliński |  |\n| `LivonianHead_10` | Rabinowicz |  |\n| `RussianHead_1` | Ivanov |  |\n| `RussianHead_2` | Petrenko |  |\n| `RussianHead_3` | Krupin |  |\n| `RussianHead_4` | Adamovich |  |\n| `RussianHead_5` | Yakhin |  |\n| `AfricanHead_01_sick` | AfricanHead_01_sick | Hidden |\n| `AfricanHead_02_sick` | AfricanHead_02_sick | Hidden |\n| `AfricanHead_03_sick` | AfricanHead_03_sick | Hidden |\n| `AsianHead_A3_01_sick` | AsianHead_A3_01_sick | Hidden |\n| `AsianHead_A3_02_sick` | AsianHead_A3_02_sick | Hidden |\n| `AsianHead_A3_03_sick` | AsianHead_A3_03_sick | Hidden |\n| `AsianHead_A3_04_sick` | AsianHead_A3_04_sick | Hidden |\n| `AsianHead_A3_05_sick` | AsianHead_A3_05_sick | Hidden |\n| `AsianHead_A3_06_sick` | AsianHead_A3_06_sick | Hidden |\n| `AsianHead_A3_07_sick` | AsianHead_A3_07_sick | Hidden |\n| `GreekHead_A3_01_sick` | GreekHead_A3_01_sick | Hidden |\n| `GreekHead_A3_02_sick` | GreekHead_A3_02_sick | Hidden |\n| `GreekHead_A3_03_sick` | GreekHead_A3_03_sick | Hidden |\n| `GreekHead_A3_04_sick` | GreekHead_A3_04_sick | Hidden |\n| `PersianHead_A3_01_sick` | PersianHead_A3_01_sick | Hidden |\n| `PersianHead_A3_02_sick` | PersianHead_A3_02_sick | Hidden |\n| `PersianHead_A3_03_sick` | PersianHead_A3_03_sick | Hidden |\n| `TanoanHead_A3_01_sick` | TanoanHead_A3_01_sick | Hidden |\n| `TanoanHead_A3_02_sick` | TanoanHead_A3_02_sick | Hidden |\n| `TanoanHead_A3_03_sick` | TanoanHead_A3_03_sick | Hidden |\n| `TanoanHead_A3_04_sick` | TanoanHead_A3_04_sick | Hidden |\n| `TanoanHead_A3_05_sick` | TanoanHead_A3_05_sick | Hidden |\n| `TanoanHead_A3_06_sick` | TanoanHead_A3_06_sick | Hidden |\n| `TanoanHead_A3_07_sick` | TanoanHead_A3_07_sick | Hidden |\n| `TanoanHead_A3_08_sick` | TanoanHead_A3_08_sick | Hidden |\n| `TanoanHead_A3_09` | Old Man |  |\n| `TanoanBossHead_sick` | TanoanBossHead_sick | Hidden |\n| `WhiteHead_16_sick` | WhiteHead_16_sick | Hidden |\n| `WhiteHead_17_sick` | WhiteHead_17_sick | Hidden |\n| `WhiteHead_18_sick` | WhiteHead_18_sick | Hidden |\n| `WhiteHead_19_sick` | WhiteHead_19_sick | Hidden |\n| `WhiteHead_20_sick` | WhiteHead_20_sick | Hidden |\n| `WhiteHead_21_sick` | WhiteHead_21_sick | Hidden |\n\n> [!NOTE]\n> An incorrect face name will revert man's face to Default.\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."},{"heading":"Glasses","level":3,"markdown":"| className | Name |\n|---|---|\n| `None` | None |\n| `G_Spectacles` | Spectacle Glasses |\n| `G_Spectacles_Tinted` | Tinted Spectacles |\n| `G_Combat` | Combat Goggles |\n| `G_Lowprofile` | Low Profile Goggles |\n| `G_Shades_Black` | Shades (Black) |\n| `G_Shades_Green` | Shades (Green) |\n| `G_Shades_Red` | Shades (Red) |\n| `G_Squares` | Square Spectacles |\n| `G_Squares_Tinted` | Square Shades |\n| `G_Sport_BlackWhite` | Sport Shades (Shadow) |\n| `G_Sport_Blackyellow` | Sport Shades (Poison) |\n| `G_Sport_Greenblack` | Sport Shades (Yetti) |\n| `G_Sport_Checkered` | Sport Shades (Style) |\n| `G_Sport_Red` | Sport Shades (Fire) |\n| `G_Tactical_Black` | Tactical Shades |\n| `G_Aviator` | Aviator Glasses |\n| `G_Lady_Blue` | Ladies Shades |\n| `G_Diving` | Diving Goggles |\n| `G_B_Diving` | Diving Goggles [NATO] |\n| `G_O_Diving` | Diving Goggles [CSAT] |\n| `G_I_Diving` | Diving Goggles [AAF] |\n| `G_Goggles_VR` | VR Goggles |\n| `G_Balaclava_blk` | Balaclava (Black) |\n| `G_Balaclava_oli` | Balaclava (Olive) |\n| `G_Balaclava_combat` | Balaclava (Combat Goggles) |\n| `G_Balaclava_lowprofile` | Balaclava (Low Profile Goggles) |\n| `G_Bandanna_blk` | Bandana (Black) |\n| `G_Bandanna_oli` | Bandana (Olive) |\n| `G_Bandanna_khk` | Bandana (Khaki) |\n| `G_Bandanna_tan` | Bandana (Tan) |\n| `G_Bandanna_beast` | Bandana (Beast) |\n| `G_Bandanna_shades` | Bandana (Shades) |\n| `G_Bandanna_sport` | Bandana (Sport) |\n| `G_Bandanna_aviator` | Bandana (Aviator) |\n| `G_Shades_Blue` | Shades (Blue) |\n| `G_Sport_Blackred` | Sport Shades (Vulcan) |\n| `G_Tactical_Clear` | Tactical Glasses |\n| `G_Balaclava_TI_blk_F` | Stealth Balaclava (Black) |\n| `G_Balaclava_TI_tna_F` | Stealth Balaclava (Green) |\n| `G_Balaclava_TI_G_blk_F` | Stealth Balaclava (Black, Goggles) |\n| `G_Balaclava_TI_G_tna_F` | Stealth Balaclava (Green, Goggles) |\n| `G_Combat_Goggles_tna_F` | Combat Goggles (Green) |\n| `G_Respirator_white_F` | Respirator (White) |\n| `G_Respirator_yellow_F` | Respirator (Yellow) |\n| `G_Respirator_blue_F` | Respirator (Blue) |\n| `G_EyeProtectors_F` | Safety Goggles |\n| `G_EyeProtectors_Earpiece_F` | Safety Goggles (Earpiece) |\n| `G_WirelessEarpiece_F` | Wireless Earpiece |\n| `G_AirPurifyingRespirator_01_F` | APR [NATO] |\n| `G_AirPurifyingRespirator_02_black_F` | APR (Black) [CSAT] |\n| `G_AirPurifyingRespirator_02_olive_F` | APR (Olive) [CSAT] |\n| `G_AirPurifyingRespirator_02_sand_F` | APR (Sand) [CSAT] |\n| `G_RegulatorMask_F` | Regulator Facepiece |\n| `G_Blindfold_01_white_F` | Blindfold (White) |\n| `G_Blindfold_01_black_F` | Blindfold (Black) |"},{"heading":"NameSounds","level":3,"markdown":"| Default | NATO | CSAT | Independent | Codenames |\n|---|---|---|---|---|\n| - Armstrong<br>- Nichols<br>- Tanny<br>- Frost<br>- Lacey<br>- Larkin<br>- Kerry<br>- Jackson<br>- Miller<br>- McKendrick<br>- Levine<br>- Reynolds | - Adams<br>- Bennett<br>- Campbell<br>- Dixon<br>- Everett<br>- Franklin<br>- Givens<br>- Hawkins<br>- Lopez<br>- Martinez<br>- O'Connor<br>- Ryan<br>- Patterson<br>- Sykes<br>- Taylor<br>- Walker | - Amin<br>- Masood<br>- Fahim<br>- Habibi<br>- Kushan<br>- Jawadi<br>- Nazari<br>- Siddiqi<br>- Takhtar<br>- Wardak<br>- Yousuf | - Anthis<br>- Costa<br>- Dimitirou<br>- Elias<br>- Gekas<br>- Kouris<br>- Leventis<br>- Markos<br>- Nikas<br>- Nicolo<br>- Panas<br>- Petros<br>- Rosi<br>- Samaras<br>- Stavrou<br>- Thanos<br>- Vega | - Ghost<br>- Stranger<br>- Fox<br>- Snake<br>- Razer<br>- Jester<br>- Nomad<br>- Viper<br>- Korneedler |\n\n> [!NOTE]\n> An incorrect `nameSound` name will **mute** the callsign. Use \"\" to revert back to default behaviour."},{"heading":"Speakers","level":3,"markdown":"| className | Name |\n|---|---|\n| `NoVoice` | N/A |\n| `Male01ENG` | American English 01 |\n| `Male02ENG` | American English 02 |\n| `Male03ENG` | American English 03 |\n| `Male04ENG` | American English 04 |\n| `Male05ENG` | American English 05 |\n| `Male06ENG` | American English 06 |\n| `Male07ENG` | American English 07 |\n| `Male08ENG` | American English 08 |\n| `Male09ENG` | American English 09 |\n| `Male10ENG` | American English 10 |\n| `Male11ENG` | American English 11 |\n| `Male12ENG` | American English 12 |\n| `Male01ENGB` | British English 01 |\n| `Male02ENGB` | British English 02 |\n| `Male03ENGB` | British English 03 |\n| `Male04ENGB` | British English 04 |\n| `Male05ENGB` | British English 05 |\n| `Male01GRE` | Altian English 01 |\n| `Male02GRE` | Altian English 02 |\n| `Male03GRE` | Altian English 03 |\n| `Male04GRE` | Altian English 04 |\n| `Male05GRE` | Altian English 05 |\n| `Male06GRE` | Altian English 06 |\n| `Male01PER` | Farsi 01 |\n| `Male02PER` | Farsi 02 |\n| `Male03PER` | Farsi 03 |\n| `Male01ENGVR` | English VR 01 |\n| `Male01GREVR` | Altian English VR 01 |\n| `Male01PERVR` | Farsi VR 01 |\n| `Male01CHI` | Chinese 01 |\n| `Male02CHI` | Chinese 02 |\n| `Male03CHI` | Chinese 03 |\n| `Male01FRE` | French 01 |\n| `Male02FRE` | French 02 |\n| `Male03FRE` | French 03 |\n| `Male01ENGFRE` | French English 01 |\n| `Male02ENGFRE` | French English 02 |\n| `Male01POL` | Polish 01 |\n| `Male02POL` | Polish 02 |\n| `Male03POL` | Polish 03 |\n| `Male01RUS` | Russian 01 |\n| `Male02RUS` | Russian 02 |\n| `Male03RUS` | Russian 03 |\n\n> [!NOTE]\n> An incorrect voice name will revert man's voice to Default."}],"categories":["CfgIdentities"],"groups":["Configuration"]},{"name":"Arma 3: CfgLights","title":"Arma 3: CfgLights","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgLights","revid":338449,"updated":"2023-03-08T10:14:29Z","aliases":[],"markdown":"Here is a template with some descriptions:\n\n```cpp\nclass CfgLights\n{\n    color[] = {0,0,1,1};        // Array of RGBA\n    diffuse[] = {0,0,1,1};        // Array of RGBA. Purpose unknown\n    ambient[] = {0,0.25,1,0.5};    // Array of RGBA\n    intensity = 25;                // Finite number between 0 and 1e10\n    brightness = 0.1;            // Only used if intensity isn't set. Also deprecated. intensity = (brightness*50)^2\n    class Attenuation\n    {\n        start = 1;                // distance with 100% intensity, falloff starts here\n        constant = 1;            // constant attenuation coef\n        linear = 1;                // linear attenuation coef\n        quadratic = 1;            // quadratic attenuation coef\n        hardLimitStart = 1e20 * 0.7; // max distance hard limit start (start of fading of intensity to 0) in meter – default is (1e20 * 0.7)\n        hardLimitEnd = 1e20;    // max distance hard limit end (end of fading of intensity to 0) in meter – default is 1e20\n    };\n    dayLight = 1;            // boolean (0/1). Is light shown during daylight.\n    useFlare = 1;            // boolean (0/1). Is light having a flare effect\n    irLight = 0;            // boolean (0/1). Is light visible normally or only with NVGs\n    flareSize = 1;            // Default is 1\n    flareMaxDistance = 600;    // Default is 600\n    position[] = {0,0,1};    // Position. Purpose unkown. Maybe some offset from the source.\n    shape = \"\";                // String. Purpose unknown.\n}\n```\n\nCommented parameters from engine source provided by reyhard\n\n```cpp\n/// distance with 100% intensity, falloff starts here\nfloat _startAttenuation;\n/// constant attenuation coef\nfloat _constantAttenuation;\n/// linear attenuation coef\nfloat _linearAttenuation;\n/// quadratic attenuation coef\nfloat _quadraticAttenuation;\n/// max distance hard limit start (start of fading of intensity to 0) in m\nfloat _hardLimitStart;\n/// max distance hard limit end (end of fading of intensity to 0) in m\nfloat _hardLimitEnd;\n\n/// outer angle in degrees\nfloat _outerAngle;\n/// inner angle in degrees\nfloat _innerAngle;\n/// fade coefficient between inner and outer angle (1.0f = linear)\nfloat _fadeCoef;\n\nbool _disabledInPIP;\n/// is light usable during day?\nbool _isDayLight;\n/// can we use flare for this light\"\nbool _useFlare;\n/// flare relative size for this light\nfloat _flareSize;\n/// max distance, where flare is visible (in meters)\nfloat _flareMaxDistance;\n\n/// light priority (higher value = higher priority)\n/// lights with higher priority are selected first\nint _priority;\n```","sections":[{"heading":null,"level":1,"markdown":"Here is a template with some descriptions:\n\n```cpp\nclass CfgLights\n{\n    color[] = {0,0,1,1};        // Array of RGBA\n    diffuse[] = {0,0,1,1};        // Array of RGBA. Purpose unknown\n    ambient[] = {0,0.25,1,0.5};    // Array of RGBA\n    intensity = 25;                // Finite number between 0 and 1e10\n    brightness = 0.1;            // Only used if intensity isn't set. Also deprecated. intensity = (brightness*50)^2\n    class Attenuation\n    {\n        start = 1;                // distance with 100% intensity, falloff starts here\n        constant = 1;            // constant attenuation coef\n        linear = 1;                // linear attenuation coef\n        quadratic = 1;            // quadratic attenuation coef\n        hardLimitStart = 1e20 * 0.7; // max distance hard limit start (start of fading of intensity to 0) in meter – default is (1e20 * 0.7)\n        hardLimitEnd = 1e20;    // max distance hard limit end (end of fading of intensity to 0) in meter – default is 1e20\n    };\n    dayLight = 1;            // boolean (0/1). Is light shown during daylight.\n    useFlare = 1;            // boolean (0/1). Is light having a flare effect\n    irLight = 0;            // boolean (0/1). Is light visible normally or only with NVGs\n    flareSize = 1;            // Default is 1\n    flareMaxDistance = 600;    // Default is 600\n    position[] = {0,0,1};    // Position. Purpose unkown. Maybe some offset from the source.\n    shape = \"\";                // String. Purpose unknown.\n}\n```\n\nCommented parameters from engine source provided by reyhard\n\n```cpp\n/// distance with 100% intensity, falloff starts here\nfloat _startAttenuation;\n/// constant attenuation coef\nfloat _constantAttenuation;\n/// linear attenuation coef\nfloat _linearAttenuation;\n/// quadratic attenuation coef\nfloat _quadraticAttenuation;\n/// max distance hard limit start (start of fading of intensity to 0) in m\nfloat _hardLimitStart;\n/// max distance hard limit end (end of fading of intensity to 0) in m\nfloat _hardLimitEnd;\n\n/// outer angle in degrees\nfloat _outerAngle;\n/// inner angle in degrees\nfloat _innerAngle;\n/// fade coefficient between inner and outer angle (1.0f = linear)\nfloat _fadeCoef;\n\nbool _disabledInPIP;\n/// is light usable during day?\nbool _isDayLight;\n/// can we use flare for this light\"\nbool _useFlare;\n/// flare relative size for this light\nfloat _flareSize;\n/// max distance, where flare is visible (in meters)\nfloat _flareMaxDistance;\n\n/// light priority (higher value = higher priority)\n/// lights with higher priority are selected first\nint _priority;\n```"}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: CfgMagazines","title":"Arma 3: CfgMagazines","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgMagazines","revid":368816,"updated":"2024-08-10T11:53:23Z","aliases":["Arma 3 CfgMagazines"],"markdown":"| Preview | Class | Name | Inventory description | Ammo | Used by |\n|---|---|---|---|---|---|\n|  | **Default** |  |  |  |  |\n|  | **FakeMagazine** |  |  | FakeAmmo | FakeWeapon |\n|  | **FakeWeapon** |  |  | FakeAmmo |  |\n|  | **CA_Magazine** |  |  |  |  |\n|  | **VehicleMagazine** |  |  |  |  |\n|  | **CA_LauncherMagazine** |  |  |  |  |\n|  | **30Rnd_556x45_Stanag** | *5.56 mm 30rnd Reload Tracer (Yellow) Mag* | *Caliber: 5.56x45 mm STANAG<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Mk20_F<br>arifle_Mk20_plain_F<br>arifle_Mk20C_F<br>arifle_Mk20C_plain_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20C_ACO_F<br>arifle_Mk20C_ACO_pointer_F<br>arifle_Mk20_pointer_F<br>arifle_Mk20_Holo_F<br>arifle_Mk20_ACO_F<br>arifle_Mk20_ACO_pointer_F<br>arifle_Mk20_MRCO_F<br>arifle_Mk20_MRCO_plain_F<br>arifle_Mk20_MRCO_pointer_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_SDAR_F<br>arifle_TRG21_F<br>arifle_TRG20_F<br>arifle_TRG21_GL_F<br>arifle_TRG20_Holo_F<br>arifle_TRG20_ACO_pointer_F<br>arifle_TRG20_ACO_Flash_F<br>arifle_TRG20_ACO_F<br>arifle_TRG21_ACO_pointer_F<br>arifle_TRG21_ARCO_pointer_F<br>arifle_TRG21_MRCO_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_SPAR_01_blk_F<br>arifle_SPAR_01_khk_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_blk_ERCO_Pointer_F<br>arifle_SPAR_01_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F \\| |\n|  | **30Rnd_556x45_Stanag_green** | *5.56 mm 30rnd Reload Tracer (Green) Mag* | *Caliber: 5.56x45 mm STANAG<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Green | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Mk20_F<br>arifle_Mk20_plain_F<br>arifle_Mk20C_F<br>arifle_Mk20C_plain_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20C_ACO_F<br>arifle_Mk20C_ACO_pointer_F<br>arifle_Mk20_pointer_F<br>arifle_Mk20_Holo_F<br>arifle_Mk20_ACO_F<br>arifle_Mk20_ACO_pointer_F<br>arifle_Mk20_MRCO_F<br>arifle_Mk20_MRCO_plain_F<br>arifle_Mk20_MRCO_pointer_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_SDAR_F<br>arifle_TRG21_F<br>arifle_TRG20_F<br>arifle_TRG21_GL_F<br>arifle_TRG20_Holo_F<br>arifle_TRG20_ACO_pointer_F<br>arifle_TRG20_ACO_Flash_F<br>arifle_TRG20_ACO_F<br>arifle_TRG21_ACO_pointer_F<br>arifle_TRG21_ARCO_pointer_F<br>arifle_TRG21_MRCO_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_SPAR_01_blk_F<br>arifle_SPAR_01_khk_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_blk_ERCO_Pointer_F<br>arifle_SPAR_01_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F \\| |\n|  | **30Rnd_556x45_Stanag_red** | *5.56 mm 30rnd Reload Tracer (Red) Mag* | *Caliber: 5.56x45 mm STANAG<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Red | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Mk20_F<br>arifle_Mk20_plain_F<br>arifle_Mk20C_F<br>arifle_Mk20C_plain_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20C_ACO_F<br>arifle_Mk20C_ACO_pointer_F<br>arifle_Mk20_pointer_F<br>arifle_Mk20_Holo_F<br>arifle_Mk20_ACO_F<br>arifle_Mk20_ACO_pointer_F<br>arifle_Mk20_MRCO_F<br>arifle_Mk20_MRCO_plain_F<br>arifle_Mk20_MRCO_pointer_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_SDAR_F<br>arifle_TRG21_F<br>arifle_TRG20_F<br>arifle_TRG21_GL_F<br>arifle_TRG20_Holo_F<br>arifle_TRG20_ACO_pointer_F<br>arifle_TRG20_ACO_Flash_F<br>arifle_TRG20_ACO_F<br>arifle_TRG21_ACO_pointer_F<br>arifle_TRG21_ARCO_pointer_F<br>arifle_TRG21_MRCO_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_SPAR_01_blk_F<br>arifle_SPAR_01_khk_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_blk_ERCO_Pointer_F<br>arifle_SPAR_01_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F \\| |\n|  | **30Rnd_556x45_Stanag_Tracer_Red** | *5.56 mm 30rnd Tracer (Red) Mag* | *Caliber: 5.56x45 mm STANAG Tracers - Red<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Red | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Mk20_F<br>arifle_Mk20_plain_F<br>arifle_Mk20C_F<br>arifle_Mk20C_plain_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20C_ACO_F<br>arifle_Mk20C_ACO_pointer_F<br>arifle_Mk20_pointer_F<br>arifle_Mk20_Holo_F<br>arifle_Mk20_ACO_F<br>arifle_Mk20_ACO_pointer_F<br>arifle_Mk20_MRCO_F<br>arifle_Mk20_MRCO_plain_F<br>arifle_Mk20_MRCO_pointer_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_SDAR_F<br>arifle_TRG21_F<br>arifle_TRG20_F<br>arifle_TRG21_GL_F<br>arifle_TRG20_Holo_F<br>arifle_TRG20_ACO_pointer_F<br>arifle_TRG20_ACO_Flash_F<br>arifle_TRG20_ACO_F<br>arifle_TRG21_ACO_pointer_F<br>arifle_TRG21_ARCO_pointer_F<br>arifle_TRG21_MRCO_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_SPAR_01_blk_F<br>arifle_SPAR_01_khk_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_blk_ERCO_Pointer_F<br>arifle_SPAR_01_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F \\| |\n|  | **30Rnd_556x45_Stanag_Tracer_Green** | *5.56 mm 30rnd Tracer (Green) Mag* | *Caliber: 5.56x45 mm STANAG Tracers - Green<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Green | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Mk20_F<br>arifle_Mk20_plain_F<br>arifle_Mk20C_F<br>arifle_Mk20C_plain_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20C_ACO_F<br>arifle_Mk20C_ACO_pointer_F<br>arifle_Mk20_pointer_F<br>arifle_Mk20_Holo_F<br>arifle_Mk20_ACO_F<br>arifle_Mk20_ACO_pointer_F<br>arifle_Mk20_MRCO_F<br>arifle_Mk20_MRCO_plain_F<br>arifle_Mk20_MRCO_pointer_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_SDAR_F<br>arifle_TRG21_F<br>arifle_TRG20_F<br>arifle_TRG21_GL_F<br>arifle_TRG20_Holo_F<br>arifle_TRG20_ACO_pointer_F<br>arifle_TRG20_ACO_Flash_F<br>arifle_TRG20_ACO_F<br>arifle_TRG21_ACO_pointer_F<br>arifle_TRG21_ARCO_pointer_F<br>arifle_TRG21_MRCO_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_SPAR_01_blk_F<br>arifle_SPAR_01_khk_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_blk_ERCO_Pointer_F<br>arifle_SPAR_01_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F \\| |\n|  | **30Rnd_556x45_Stanag_Tracer_Yellow** | *5.56 mm 30rnd Tracer (Yellow) Mag* | *Caliber: 5.56x45 mm STANAG Tracers - Yellow<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Yellow | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Mk20_F<br>arifle_Mk20_plain_F<br>arifle_Mk20C_F<br>arifle_Mk20C_plain_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20C_ACO_F<br>arifle_Mk20C_ACO_pointer_F<br>arifle_Mk20_pointer_F<br>arifle_Mk20_Holo_F<br>arifle_Mk20_ACO_F<br>arifle_Mk20_ACO_pointer_F<br>arifle_Mk20_MRCO_F<br>arifle_Mk20_MRCO_plain_F<br>arifle_Mk20_MRCO_pointer_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_SDAR_F<br>arifle_TRG21_F<br>arifle_TRG20_F<br>arifle_TRG21_GL_F<br>arifle_TRG20_Holo_F<br>arifle_TRG20_ACO_pointer_F<br>arifle_TRG20_ACO_Flash_F<br>arifle_TRG20_ACO_F<br>arifle_TRG21_ACO_pointer_F<br>arifle_TRG21_ARCO_pointer_F<br>arifle_TRG21_MRCO_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_SPAR_01_blk_F<br>arifle_SPAR_01_khk_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_blk_ERCO_Pointer_F<br>arifle_SPAR_01_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F \\| |\n|  | **30Rnd_556x45_Stanag_Sand** | *5.56 mm 30rnd Reload Tracer (Yellow) Sand Mag* | *Caliber: 5.56x45 mm STANAG<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball | arifle_SPAR_01_snd_F<br>arifle_SPAR_01_GL_snd_F |\n|  | **30Rnd_556x45_Stanag_Sand_green** | *5.56 mm 30rnd Reload Tracer (Green) Sand Mag* | *Caliber: 5.56x45 mm STANAG<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Green | arifle_SPAR_01_snd_F<br>arifle_SPAR_01_GL_snd_F |\n|  | **30Rnd_556x45_Stanag_Sand_red** | *5.56 mm 30rnd Reload Tracer (Red) Sand Mag* | *Caliber: 5.56x45 mm STANAG<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Red | arifle_SPAR_01_snd_F<br>arifle_SPAR_01_GL_snd_F |\n|  | **30Rnd_556x45_Stanag_Sand_Tracer_Red** | *5.56 mm 30rnd Tracer (Red) Sand Mag* | *Caliber: 5.56x45 mm STANAG Tracers - Red<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Red | arifle_SPAR_01_snd_F<br>arifle_SPAR_01_GL_snd_F |\n|  | **30Rnd_556x45_Stanag_Sand_Tracer_Green** | *5.56 mm 30rnd Tracer (Green) Sand Mag* | *Caliber: 5.56x45 mm STANAG Tracers - Green<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Green | arifle_SPAR_01_snd_F<br>arifle_SPAR_01_GL_snd_F |\n|  | **30Rnd_556x45_Stanag_Sand_Tracer_Yellow** | *5.56 mm 30rnd Tracer (Yellow) Sand Mag* | *Caliber: 5.56x45 mm STANAG Tracers - Yellow<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Yellow | arifle_SPAR_01_snd_F<br>arifle_SPAR_01_GL_snd_F |\n|  | **20Rnd_556x45_UW_mag** | *5.56 mm 20Rnd Dual Purpose Mag* | *Caliber: 5.56x45 mm Dual Purpose<br>Rounds: 20<br>Used in: SDAR* | B_556x45_dual | arifle_SDAR_F |\n|  | **30Rnd_65x39_caseless_mag** | *6.5 mm 30Rnd Sand Mag* | *Caliber: 6.5x39 mm â€’ STANAG Caseless<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MXC_F<br>arifle_MX_F<br>arifle_MX_GL_F<br>arifle_MXM_F<br>arifle_MX_pointer_F<br>arifle_MX_Holo_pointer_F<br>arifle_MX_Hamr_pointer_F<br>arifle_MX_ACO_pointer_F<br>arifle_MX_ACO_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MXC_Holo_F<br>arifle_MXC_Holo_pointer_F<br>arifle_MXM_Hamr_pointer_F<br>arifle_MXC_ACO_F<br>arifle_MXC_Holo_pointer_snds_F<br>arifle_MXC_SOS_point_snds_F<br>arifle_MXC_ACO_pointer_snds_F<br>arifle_MXC_ACO_pointer_F<br>arifle_MX_ACO_pointer_snds_F<br>arifle_MX_RCO_pointer_snds_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MXM_SOS_pointer_F<br>arifle_MXM_RCO_pointer_snds_F<br>arifle_MXM_DMS_F<br>arifle_MXM_DMS_LP_BI_snds_F<br>arifle_MXM_Hamr_LP_BI_F<br>B_Patrol_Soldier_Leader_weapon_F<br>B_Patrol_Soldier_Operator_weapon_F<br>B_Patrol_Soldier_Medic_weapon_F<br>B_Patrol_Soldier_Carrier_weapon_F<br>B_Patrol_Soldier_Specialist_weapon_F \\| |\n|  | **30Rnd_65x39_caseless_khaki_mag** | *6.5 mm 30Rnd Khaki Mag* | *Caliber: 6.5x39 mm â€’ STANAG Caseless<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_khk_F<br>arifle_MX_khk_ACO_Pointer_F<br>arifle_MX_khk_Holo_Pointer_F<br>arifle_MX_khk_Hamr_Pointer_F<br>arifle_MX_khk_Hamr_Pointer_Snds_F<br>arifle_MX_khk_Pointer_F<br>arifle_MX_khk_ACO_Pointer_Snds_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_MXC_khk_F<br>arifle_MXC_khk_Holo_Pointer_F<br>arifle_MXC_khk_ACO_F<br>arifle_MXC_khk_ACO_Pointer_Snds_F<br>arifle_MXM_khk_F<br>arifle_MXM_khk_MOS_Pointer_Bipod_F<br>arifle_MXM_khk_MOS_Pointer_Bipod_Snds_F \\| |\n|  | **30Rnd_65x39_caseless_black_mag** | *6.5 mm 30Rnd Black Mag* | *Caliber: 6.5x39 mm â€’ STANAG Caseless<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MXC_Black_F<br>arifle_MX_Black_F<br>arifle_MX_GL_Black_F<br>arifle_MXM_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_Black_Hamr_pointer_F<br>arifle_MX_Black_ACO_Pointer_F<br>arifle_MX_Black_ACO_FL_F<br>arifle_MX_Black_Holo_Pointer_F<br>arifle_MX_Black_Hamr_Pointer_Snds_F<br>arifle_MX_Black_Pointer_F<br>arifle_MX_Black_ACO_Pointer_Snds_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_MXC_Black_Holo_Pointer_F<br>arifle_MXC_Black_Holo_FL_F<br>arifle_MXC_Black_ACO_F<br>arifle_MXC_Black_ACO_Pointer_Snds_F<br>arifle_MXM_Black_MOS_Pointer_Bipod_F<br>arifle_MXM_Black_MOS_Pointer_Bipod_Snds_F \\| |\n|  | **30Rnd_65x39_caseless_green** | *6.5 mm 30Rnd Caseless Mag* | *Caliber: 6.5x39 mm - Caseless<br>Rounds: 30<br>Used in: Katiba, Type 115* | B_65x39_Caseless_green | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_F<br>arifle_Katiba_C_F<br>arifle_Katiba_GL_F<br>arifle_Katiba_C_ACO_pointer_F<br>arifle_Katiba_C_ACO_F<br>arifle_Katiba_ACO_F<br>arifle_Katiba_pointer_F<br>arifle_Katiba_ACO_pointer_F<br>arifle_Katiba_ARCO_F<br>arifle_Katiba_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Katiba_C_ACO_pointer_snds_F<br>arifle_Katiba_ACO_pointer_snds_F<br>arifle_Katiba_ARCO_pointer_snds_F<br>arifle_ARX_blk_F<br>arifle_ARX_ghex_F<br>arifle_ARX_hex_F<br>arifle_ARX_hex_ARCO_Pointer_Snds_F<br>arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>arifle_ARX_hex_ACO_Pointer_Snds_F<br>arifle_ARX_ghex_ACO_Pointer_Snds_F<br>arifle_ARX_hex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_ghex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_Viper_F<br>arifle_ARX_Viper_hex_F \\| |\n|  | **30Rnd_65x39_caseless_mag_Tracer** | *6.5 mm 30Rnd Tracer Sand Mag* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless |  |\n|  | **30Rnd_65x39_caseless_khaki_mag_Tracer** | *6.5 mm 30Rnd Tracer Khaki Mag* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless |  |\n|  | **30Rnd_65x39_caseless_black_mag_Tracer** | *6.5 mm 30Rnd Tracer Black Mag* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless |  |\n|  | **30Rnd_65x39_caseless_green_mag_Tracer** | *6.5 mm 30Rnd Tracer (Green) Caseless Mag* | *Caliber: 6.5x39 mm Tracer (Green) - Caseless<br>Rounds: 30<br>Used in: Katiba, Type 115* | B_65x39_Caseless_green | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_F<br>arifle_Katiba_C_F<br>arifle_Katiba_GL_F<br>arifle_Katiba_C_ACO_pointer_F<br>arifle_Katiba_C_ACO_F<br>arifle_Katiba_ACO_F<br>arifle_Katiba_pointer_F<br>arifle_Katiba_ACO_pointer_F<br>arifle_Katiba_ARCO_F<br>arifle_Katiba_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Katiba_C_ACO_pointer_snds_F<br>arifle_Katiba_ACO_pointer_snds_F<br>arifle_Katiba_ARCO_pointer_snds_F<br>arifle_ARX_blk_F<br>arifle_ARX_ghex_F<br>arifle_ARX_hex_F<br>arifle_ARX_hex_ARCO_Pointer_Snds_F<br>arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>arifle_ARX_hex_ACO_Pointer_Snds_F<br>arifle_ARX_ghex_ACO_Pointer_Snds_F<br>arifle_ARX_hex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_ghex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_Viper_F<br>arifle_ARX_Viper_hex_F \\| |\n|  | **20Rnd_762x51_Mag** | *7.62 mm 20Rnd Mag* | *Caliber: 7.62x51 mm NATO<br>Rounds: 20<br>Used in: Mk18 ABR, Mk-I EMR, Mk14, SPAR-17* | B_762x51_Ball | \\| Objects \\|<br>\\|---\\|<br>\\| srifle_EBR_F<br>srifle_EBR_ACO_F<br>srifle_EBR_MRCO_pointer_F<br>srifle_EBR_ARCO_pointer_F<br>srifle_EBR_SOS_F<br>srifle_EBR_ARCO_pointer_snds_F<br>srifle_EBR_DMS_F<br>srifle_EBR_Hamr_pointer_F<br>srifle_EBR_DMS_pointer_snds_F<br>srifle_DMR_03_F<br>srifle_DMR_03_khaki_F<br>srifle_DMR_03_tan_F<br>srifle_DMR_03_multicam_F<br>srifle_DMR_03_woodland_F<br>srifle_DMR_03_ACO_F<br>srifle_DMR_03_MRCO_F<br>srifle_DMR_03_SOS_F<br>srifle_DMR_03_DMS_F<br>srifle_DMR_03_tan_AMS_LP_F<br>srifle_DMR_03_DMS_snds_F<br>srifle_DMR_03_ARCO_F<br>srifle_DMR_03_AMS_F<br>srifle_DMR_06_camo_F<br>srifle_DMR_06_olive_F<br>srifle_DMR_06_camo_khs_F<br>srifle_EBR_MRCO_LP_BI_F<br>arifle_SPAR_03_blk_F<br>arifle_SPAR_03_khk_F<br>arifle_SPAR_03_snd_F<br>arifle_SPAR_03_blk_MOS_Pointer_Bipod_F<br>B_Patrol_Soldier_Marksman_weapon_F \\| |\n|  | **7Rnd_408_Mag** | *.408 7Rnd LRR Mag* | *Caliber: .408<br>Rounds: 7<br>Used in: M320 LRR* | B_408_Ball | srifle_LRR_F<br>srifle_LRR_SOS_F<br>srifle_LRR_LRPS_F<br>srifle_LRR_camo_F<br>srifle_LRR_camo_SOS_F<br>srifle_LRR_camo_LRPS_F<br>srifle_LRR_tna_F<br>srifle_LRR_tna_LRPS_F |\n|  | **5Rnd_127x108_Mag** | *12.7 mm 5Rnd Mag* | *Caliber: 12.7x108 mm Russian<br>Rounds: 5<br>Used in: GM6 Lynx* | B_127x108_Ball | srifle_GM6_F<br>srifle_GM6_SOS_F<br>srifle_GM6_LRPS_F<br>srifle_GM6_camo_F<br>srifle_GM6_camo_SOS_F<br>srifle_GM6_camo_LRPS_F<br>srifle_GM6_ghex_F<br>srifle_GM6_ghex_LRPS_F |\n|  | **100Rnd_65x39_caseless_mag** | *6.5 mm 100Rnd Sand Mag* | *Caliber: 6.5x39 mm â€’ Caseless<br>Rounds: 100<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless | arifle_MX_SW_F<br>arifle_MX_SW_pointer_F<br>arifle_MX_SW_Hamr_pointer_F<br>B_Patrol_Soldier_Autorifleman_weapon_F |\n|  | **100Rnd_65x39_caseless_khaki_mag** | *6.5 mm 100Rnd Khaki Mag* | *Caliber: 6.5x39 mm â€’ Caseless<br>Rounds: 100<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless | arifle_MX_SW_khk_F<br>arifle_MX_SW_khk_Pointer_F |\n|  | **100Rnd_65x39_caseless_black_mag** | *6.5 mm 100Rnd Black Mag* | *Caliber: 6.5x39 mm â€’ Caseless<br>Rounds: 100<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless | arifle_MX_SW_Black_F<br>arifle_MX_SW_Black_Hamr_pointer_F<br>arifle_MX_SW_Black_Pointer_F |\n|  | **100Rnd_65x39_caseless_mag_Tracer** | *6.5 mm 100Rnd Tracer Sand Mag* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 100<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless |  |\n|  | **100Rnd_65x39_caseless_khaki_mag_tracer** | *6.5 mm 100Rnd Tracer Khaki Mag* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 100<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless |  |\n|  | **100Rnd_65x39_caseless_black_mag_tracer** | *6.5 mm 100Rnd Tracer Black Mag* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 100<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless |  |\n|  | **200Rnd_65x39_cased_Box** | *6.5 mm 200Rnd Belt* | *Caliber: 6.5x39 mm<br>Rounds: 200<br>Used in: Mk200* | B_65x39_Caseless_yellow | LMG_Mk200_F<br>LMG_Mk200_MRCO_F<br>LMG_Mk200_pointer_F<br>LMG_Mk200_LP_BI_F<br>LMG_Mk200_BI_F<br>B_Patrol_Soldier_MachineGunner_weapon_F<br>LMG_Mk200_black_F<br>LMG_Mk200_black_ACO_pointer_F<br>LMG_Mk200_black_LP_BI_F<br>LMG_Mk200_black_BI_F |\n|  | **200Rnd_65x39_cased_Box_Tracer** | *6.5 mm 200Rnd Belt Tracer (Yellow)* | *Caliber: 6.5x39 mm Tracer - Yellow<br>Rounds: 200<br>Used in: Mk200* | B_65x39_Caseless_yellow | LMG_Mk200_F<br>LMG_Mk200_MRCO_F<br>LMG_Mk200_pointer_F<br>LMG_Mk200_LP_BI_F<br>LMG_Mk200_BI_F<br>B_Patrol_Soldier_MachineGunner_weapon_F<br>LMG_Mk200_black_F<br>LMG_Mk200_black_ACO_pointer_F<br>LMG_Mk200_black_LP_BI_F<br>LMG_Mk200_black_BI_F |\n|  | **200Rnd_65x39_cased_Box_Red** | *6.5 mm 200Rnd Reload Tracer (Red) Belt* | *Caliber: 6.5x39 mm<br>Rounds: 200<br>Used in: Mk200* | B_65x39_Caseless | LMG_Mk200_F<br>LMG_Mk200_MRCO_F<br>LMG_Mk200_pointer_F<br>LMG_Mk200_LP_BI_F<br>LMG_Mk200_BI_F<br>B_Patrol_Soldier_MachineGunner_weapon_F<br>LMG_Mk200_black_F<br>LMG_Mk200_black_ACO_pointer_F<br>LMG_Mk200_black_LP_BI_F<br>LMG_Mk200_black_BI_F |\n|  | **200Rnd_65x39_cased_Box_Tracer_Red** | *6.5mm 200Rnd Belt Tracer (Red)* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 200<br>Used in: Mk200* | B_65x39_Caseless | LMG_Mk200_F<br>LMG_Mk200_MRCO_F<br>LMG_Mk200_pointer_F<br>LMG_Mk200_LP_BI_F<br>LMG_Mk200_BI_F<br>B_Patrol_Soldier_MachineGunner_weapon_F<br>LMG_Mk200_black_F<br>LMG_Mk200_black_ACO_pointer_F<br>LMG_Mk200_black_LP_BI_F<br>LMG_Mk200_black_BI_F |\n|  | **30Rnd_9x21_Mag** | *9 mm 30Rnd Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: PDW2000, P07, Rook-40* | B_9x21_Ball | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F<br>SMG_02_flash_F \\| |\n|  | **30Rnd_9x21_Red_Mag** | *9 mm 30Rnd Reload Tracer (Red) Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: PDW2000, P07, Rook-40* | B_9x21_Ball_Tracer_Red | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F<br>SMG_02_flash_F \\| |\n|  | **30Rnd_9x21_Yellow_Mag** | *9 mm 30Rnd Reload Tracer (Yellow) Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: PDW2000, P07, Rook-40* | B_9x21_Ball_Tracer_Yellow | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F<br>SMG_02_flash_F \\| |\n|  | **30Rnd_9x21_Green_Mag** | *9 mm 30Rnd Reload Tracer (Green) Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: PDW2000, P07, Rook-40* | B_9x21_Ball_Tracer_Green | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F<br>SMG_02_flash_F \\| |\n|  | **16Rnd_9x21_Mag** | *9 mm 16Rnd Mag* | *Caliber: 9x21 mm<br>Rounds: 16<br>Used in: PDW2000, P07, ROOK-40* | B_9x21_Ball | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F \\| |\n|  | **30Rnd_9x21_Mag_SMG_02** | *9 mm 30Rnd Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: Sting, Protector* | B_9x21_Ball | SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>SMG_05_F<br>SMG_02_flash_F |\n|  | **30Rnd_9x21_Mag_SMG_02_Tracer_Red** | *9 mm 30Rnd Reload Tracer (Red) Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: Sting, Protector* | B_9x21_Ball_Tracer_Red | SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>SMG_05_F<br>SMG_02_flash_F |\n|  | **30Rnd_9x21_Mag_SMG_02_Tracer_Yellow** | *9 mm 30Rnd Reload Tracer (Yellow) Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: Sting, Protector* | B_9x21_Ball_Tracer_Yellow | SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>SMG_05_F<br>SMG_02_flash_F |\n|  | **30Rnd_9x21_Mag_SMG_02_Tracer_Green** | *9 mm 30Rnd Reload Tracer (Green) Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: Sting, Protector* | B_9x21_Ball_Tracer_Green | SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>SMG_05_F<br>SMG_02_flash_F |\n|  | **16Rnd_9x21_red_Mag** | *9 mm 16Rnd Reload Tracer (Red) Mag* | *Caliber: 9x21 mm<br>Rounds: 16<br>Used in: PDW2000, P07, ROOK-40* | B_9x21_Ball_Tracer_Red | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F \\| |\n|  | **16Rnd_9x21_green_Mag** | *9 mm 16Rnd Reload Tracer (Green) Mag* | *Caliber: 9x21 mm<br>Rounds: 16<br>Used in: PDW2000, P07, ROOK-40* | B_9x21_Ball_Tracer_Green | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F \\| |\n|  | **16Rnd_9x21_yellow_Mag** | *9 mm 16Rnd Reload Tracer (Yellow) Mag* | *Caliber: 9x21 mm<br>Rounds: 16<br>Used in: PDW2000, P07, ROOK-40* | B_9x21_Ball_Tracer_Yellow | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F \\| |\n|  | **RPG32_F** | *RPG-42 Rocket* | *Type: RPG-42 rocket<br>Rounds: 1<br>Used in: RPG-42* | R_PG32V_F | launch_RPG32_F<br>launch_RPG32_ghex_F<br>launch_RPG32_green_F<br>launch_RPG32_camo_F |\n|  | **RPG32_HE_F** | *RPG-42 HE Rocket* | *Type: RPG-42 HE rocket<br>Rounds: 1<br>Used in: RPG-42* | R_TBG32V_F | launch_RPG32_F<br>launch_RPG32_ghex_F<br>launch_RPG32_green_F<br>launch_RPG32_camo_F |\n|  | **NLAW_F** | *PCML Missile* | *Type: PCML Missile<br>Rounds: 1<br>Used in: PCML* | M_NLAW_AT_F | launch_NLAW_F |\n|  | **1Rnd_HE_Grenade_shell** | *40 mm HE Grenade Round* | *Type: High Explosive Grenade Round<br>Caliber: 40 mm<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_HE | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_HE_Grenade_shell** | *40 mm 3Rnd HE Grenade* | *Type: High Explosive Grenade Rounds<br>Caliber: 40 mm<br>Rounds: 3<br>Used in: 3GL* | G_40mm_HE | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **1Rnd_Smoke_Grenade_shell** | *Smoke Round (White)* | *Type: Smoke Round - White<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_Smoke | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_Smoke_Grenade_shell** | *3Rnd 3GL Smoke Rounds (White)* | *Type: Smoke Rounds - White <br>Rounds: 3<br>Used in: 3GL* | G_40mm_Smoke | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **1Rnd_SmokeRed_Grenade_shell** | *Smoke Round (Red)* | *Type: Smoke Round - Red<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_SmokeRed | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_SmokeRed_Grenade_shell** | *3Rnd 3GL Smoke Rounds (Red)* | *Type: Smoke Rounds - Red<br>Rounds: 3<br>Used in: 3GL* | G_40mm_SmokeRed | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **1Rnd_SmokeGreen_Grenade_shell** | *Smoke Round (Green)* | *Type: Smoke Round - Green<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_SmokeGreen | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_SmokeGreen_Grenade_shell** | *3Rnd 3GL Smoke Rounds (Green)* | *Type: Smoke Rounds - Green<br>Rounds: 3<br>Used in: 3GL* | G_40mm_SmokeGreen | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **1Rnd_SmokeYellow_Grenade_shell** | *Smoke Round (Yellow)* | *Type: Smoke Round - Yellow<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_SmokeYellow | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_SmokeYellow_Grenade_shell** | *3Rnd 3GL Smoke Rounds (Yellow)* | *Type: Smoke Rounds - Yellow<br>Rounds: 3<br>Used in: 3GL* | G_40mm_SmokeYellow | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **1Rnd_SmokePurple_Grenade_shell** | *Smoke Round (Purple)* | *Type: Smoke Round - Purple<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_SmokePurple | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_SmokePurple_Grenade_shell** | *3Rnd 3GL Smoke Rounds (Purple)* | *Type: Smoke Rounds - Purple<br>Rounds: 3<br>Used in: 3GL* | G_40mm_SmokePurple | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **1Rnd_SmokeBlue_Grenade_shell** | *Smoke Round (Blue)* | *Type: Smoke Round - Blue<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_SmokeBlue | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_SmokeBlue_Grenade_shell** | *3Rnd 3GL Smoke Rounds (Blue)* | *Type: Smoke Rounds - Blue<br>Rounds: 3<br>Used in: 3GL* | G_40mm_SmokeBlue | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **1Rnd_SmokeOrange_Grenade_shell** | *Smoke Round (Orange)* | *Type: Smoke Round - Orange<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_SmokeOrange | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_SmokeOrange_Grenade_shell** | *3Rnd 3GL Smoke Rounds (Orange)* | *Type: Smoke Rounds - Orange<br>Rounds: 3<br>Used in: 3GL* | G_40mm_SmokeOrange | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **HandGrenade** | *RGO Grenade* | *Type: Defensive Grenade<br>Rounds: 1<br>Used in: Hand* | GrenadeHand | Throw |\n|  | **MiniGrenade** | *RGN Grenade* | *Type: Offensive Grenade<br>Rounds: 1<br>Used in: Hand* | mini_Grenade | Throw |\n|  | **HandGrenade_Stone** | *Stone* | *Just an ordinary run-of-the-mill stone* | GrenadeHand_stone | Throw |\n|  | **SmokeShell** | *Smoke Grenade (White)* | *Type: Smoke Grenade - White<br>Rounds: 1<br>Used in: Hand* | SmokeShell | Throw |\n|  | **SmokeShellRed** | *Smoke Grenade (Red)* | *Type: Smoke Grenade - Red<br>Rounds: 1<br>Used in: Hand* | SmokeShellRed | Throw |\n|  | **SmokeShellGreen** | *Smoke Grenade (Green)* | *Type: Smoke Grenade - Green<br>Rounds: 1<br>Used in: Hand* | SmokeShellGreen | Throw |\n|  | **SmokeShellYellow** | *Smoke Grenade (Yellow)* | *Type: Smoke Grenade - Yellow<br>Rounds: 1<br>Used in: Hand* | SmokeShellYellow | Throw |\n|  | **SmokeShellPurple** | *Smoke Grenade (Purple)* | *Type: Smoke Grenade - Purple<br>Rounds: 1<br>Used in: Hand* | SmokeShellPurple | Throw |\n|  | **SmokeShellBlue** | *Smoke Grenade (Blue)* | *Type: Smoke Grenade - Blue<br>Rounds: 1<br>Used in: Hand* | SmokeShellBlue | Throw |\n|  | **SmokeShellOrange** | *Smoke Grenade (Orange)* | *Type: Smoke Grenade - Orange<br>Rounds: 1<br>Used in: Hand* | SmokeShellOrange | Throw |\n|  | **Chemlight_green** | *Chemlight (Green)* | *Type: Light - Green<br>Rounds: 1<br>Used in: Hand* | Chemlight_green | Throw |\n|  | **Chemlight_red** | *Chemlight (Red)* | *Type: Light - Red<br>Rounds: 1<br>Used in: Hand* | Chemlight_red | Throw |\n|  | **Chemlight_yellow** | *Chemlight (Yellow)* | *Type: Light - Yellow<br>Rounds: 1<br>Used in: Hand* | Chemlight_yellow | Throw |\n|  | **Chemlight_blue** | *Chemlight (Blue)* | *Type: Light - Blue<br>Rounds: 1<br>Used in: Hand* | Chemlight_blue | Throw |\n|  | **60Rnd_CMFlareMagazine** |  |  | CMflareAmmo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **120Rnd_CMFlareMagazine** |  |  | CMflareAmmo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **240Rnd_CMFlareMagazine** |  |  | CMflareAmmo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **60Rnd_CMFlare_Chaff_Magazine** |  |  | CMflare_Chaff_Ammo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **120Rnd_CMFlare_Chaff_Magazine** |  |  | CMflare_Chaff_Ammo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **240Rnd_CMFlare_Chaff_Magazine** |  |  | CMflare_Chaff_Ammo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **192Rnd_CMFlare_Chaff_Magazine** |  |  | CMflare_Chaff_Ammo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **168Rnd_CMFlare_Chaff_Magazine** |  |  | CMflare_Chaff_Ammo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **300Rnd_CMFlare_Chaff_Magazine** |  |  | CMflare_Chaff_Ammo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **SmokeLauncherMag** |  |  | SmokeLauncherAmmo | SmokeLauncher |\n|  | **SmokeLauncherMag_Single** |  |  | SmokeLauncherAmmo | SmokeLauncher |\n|  | **SmokeLauncherMag_boat** |  |  | SmokeLauncherAmmo_boat | SmokeLauncher |\n|  | **200Rnd_65x39_Belt** | *6.5 mm 200Rnd Belt Case* | *Caliber: 6.5x39 mm<br>Rounds: 200<br>Used in: Vehicles* | B_65x39_Caseless | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **200Rnd_65x39_Belt_Tracer_Red** | *6.5 mm 200Rnd Belt Case Tracer (Red)* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 200<br>Used in: Mk200* | B_65x39_Caseless | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2<br>FakeWeapon_moduleTracers_F |\n|  | **200Rnd_65x39_Belt_Tracer_Green** | *6.5 mm 200Rnd Belt Case Tracer (Green)* | *Caliber: 6.5x39 mm Tracer - Green<br>Rounds: 200<br>Used in: Mk200* | B_65x39_Case_green | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2<br>FakeWeapon_moduleTracers_F |\n|  | **200Rnd_65x39_Belt_Tracer_Yellow** | *6.5 mm 200Rnd Belt Tracer (Yellow)* | *Caliber: 6.5x39 mm Tracer - Yellow<br>Rounds: 200<br>Used in: Mk200* | B_65x39_Case_yellow | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2<br>FakeWeapon_moduleTracers_F |\n|  | **1000Rnd_65x39_Belt** | *6.5 mm 1000Rnd LMG Belt* | *Caliber: 6.5x39 mm<br>Rounds: 1000<br>Used in: Vehicles* | B_65x39_Caseless | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **1000Rnd_65x39_Belt_Tracer_Red** | *6.5 mm 1000Rnd LMG Tracer (Red) Belt* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 1000<br>Used in: Vehicles* | B_65x39_Caseless | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **1000Rnd_65x39_Belt_Green** | *6.5 mm 1000Rnd LMG Belt* | *Caliber: 6.5x39 mm<br>Rounds: 1000<br>Used in: Vehicles* | B_65x39_Case_green | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **1000Rnd_65x39_Belt_Tracer_Green** | *6.5 mm 1000Rnd LMG Tracer (Green) Belt* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 1000<br>Used in: Vehicles* | B_65x39_Case_green | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **1000Rnd_65x39_Belt_Yellow** | *6.5 mm 1000Rnd LMG Belt* | *Caliber: 6.5x39 mm<br>Rounds: 1000<br>Used in: Vehicles* | B_65x39_Case_Yellow | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **1000Rnd_65x39_Belt_Tracer_Yellow** | *6.5 mm 1000Rnd LMG Tracer (Yellow) Belt* | *Caliber: 6.5x39 mm Tracer - Yellow<br>Rounds: 1000<br>Used in: Vehicles* | B_65x39_Case_Yellow | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt** | *6.5 mm 2000Rnd LMG Belt* | *Caliber: 6.5x39 mm<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Caseless | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt_Tracer_Red** | *6.5 mm 2000Rnd LMG Tracer (Red) Belt* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Minigun_Caseless_Red_splash | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt_Green** | *6.5 mm 2000Rnd LMG Belt* | *Caliber: 6.5x39 mm<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Case_Green | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt_Tracer_Green** | *6.5 mm 2000Rnd LMG Tracer (Green) Belt* | *Caliber: 6.5x39 mm Tracer - Green<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Case_Green | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt_Tracer_Green_Splash** | *6.5 mm 2000Rnd LMG Tracer (Green) Belt* | *Caliber: 6.5x39 mm Tracer - Green<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Minigun_Caseless_Green_splash | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt_Yellow** | *6.5 mm 2000Rnd LMG Belt* | *Caliber: 6.5x39 mm<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Case_Yellow | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt_Tracer_Yellow** | *6.5 mm 2000Rnd LMG Tracer (Yellow) Belt* | *Caliber: 6.5x39 mm Tracer - Yellow<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Case_Yellow | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt_Tracer_Yellow_Splash** | *6.5 mm 2000Rnd LMG Tracer (Yellow) Belt* | *Caliber: 6.5x39 mm Tracer - Yellow<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Minigun_Caseless_Yellow_splash | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **5000Rnd_762x51_Belt** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Minigun_Tracer_Red_splash | M134_minigun |\n|  | **5000Rnd_762x51_Yellow_Belt** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Minigun_Tracer_Yellow_splash | M134_minigun |\n|  | **500Rnd_127x99_mag** | *12.7 mm AA MG Mag* | *Caliber: 12.7x99 mm NATO<br>Rounds: 500<br>Used in: Vehicles* | B_127x99_Ball | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **500Rnd_127x99_mag_Tracer_Red** | *12.7 mm AA MG Tracer (Red) Mag* | *Caliber: 12.7x99 mm Tracer - Red<br>Rounds: 500<br>Used in: Vehicles* | B_127x99_Ball_Tracer_Red | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **500Rnd_127x99_mag_Tracer_Green** | *12.7 mm AA MG Tracer (Green) Mag* | *Caliber: 12.7x99 mm Tracer - Green<br>Rounds: 500<br>Used in: Vehicles* | B_127x99_Ball_Tracer_Green | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **500Rnd_127x99_mag_Tracer_Yellow** | *12.7 mm AA MG Tracer (Yellow) Mag* | *Caliber: 12.7x99 mm Tracer - Yellow<br>Rounds: 500<br>Used in: Vehicles* | B_127x99_Ball_Tracer_Yellow | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **200Rnd_127x99_mag** | *12.7 mm RCWS HMG* | *Caliber: 12.7x99 mm NATO<br>Rounds: 200<br>Used in: RCWS* | B_127x99_Ball | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **200Rnd_127x99_mag_Tracer_Red** | *12.7 mm RCWS HMG Tracer (Red)* | *Caliber: 12.7x99 mm Tracer - Red<br>Rounds: 200<br>Used in: RCWS* | B_127x99_Ball_Tracer_Red | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **200Rnd_127x99_mag_Tracer_Green** | *12.7 mm RCWS HMG Tracer (Green)* | *Caliber: 12.7x99 mm Tracer - Green<br>Rounds: 200<br>Used in: RCWS* | B_127x99_Ball_Tracer_Green | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **200Rnd_127x99_mag_Tracer_Yellow** | *12.7 mm RCWS HMG Tracer (Yellow)* | *Caliber: 12.7x99 mm Tracer - Yellow<br>Rounds: 200<br>Used in: RCWS* | B_127x99_Ball_Tracer_Yellow | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **100Rnd_127x99_mag** | *12.7 mm M2 HMG Belt* | *Caliber: 1.27x99 mm NATO<br>Rounds: 100<br>Used in: Mounted M2* | B_127x99_Ball | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_M2<br>HMG_M2_Mounted<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **100Rnd_127x99_mag_Tracer_Red** | *12.7 mm M2 HMG Tracer (Red) Belt* | *Caliber: 12.7x99 mm Tracer - Red<br>Rounds: 100<br>Used in: Mounted M2* | B_127x99_Ball_Tracer_Red | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_M2<br>HMG_M2_Mounted<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **100Rnd_127x99_mag_Tracer_Green** | *12.7 mm M2 HMG Tracer (Green) Belt* | *Caliber: 12.7x99 mm Tracer - Green<br>Rounds: 100<br>Used in: Mounted M2* | B_127x99_Ball_Tracer_Green | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_M2<br>HMG_M2_Mounted<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **100Rnd_127x99_mag_Tracer_Yellow** | *12.7 mm M2 HMG Tracer (Yellow) Belt* | *Caliber: 12.7x99 mm Tracer - Yellow<br>Rounds: 100<br>Used in: Mounted M2* | B_127x99_Ball_Tracer_Yellow | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_M2<br>HMG_M2_Mounted<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **450Rnd_127x108_Ball** | *NSVT-M* |  | B_127x108_Ball | HMG_NSVT |\n|  | **150Rnd_127x108_Ball** | *NSVT-M* |  | B_127x108_Ball | HMG_NSVT |\n|  | **50Rnd_127x108_Ball** | *NSVT-M* |  | B_127x108_Ball | HMG_NSVT |\n|  | **200Rnd_40mm_G_belt** | *40 mm HE Grenade Mag* | *Caliber: 40 mm <br>Rounds: 200 DSS<br>Used in: Grenade Launcher, RCWS* | G_40mm_HEDP | GMG_40mm |\n|  | **96Rnd_40mm_G_belt** | *40 mm HE Grenade Mag* | *Caliber: 40 mm <br>Rounds: 200 DSS<br>Used in: Grenade Launcher, RCWS* | G_40mm_HEDP | GMG_40mm |\n|  | **64Rnd_40mm_G_belt** | *40 mm HE Grenade Mag* | *Caliber: 40 mm <br>Rounds: 200 DSS<br>Used in: Grenade Launcher, RCWS* | G_40mm_HEDP | GMG_40mm |\n|  | **32Rnd_40mm_G_belt** | *40 mm HE Grenade Mag* | *Caliber: 40 mm <br>Rounds: 200 DSS<br>Used in: Grenade Launcher, RCWS* | G_40mm_HEDP | GMG_40mm |\n|  | **200Rnd_20mm_G_belt** | *20 mm Grenade Mag* | *Caliber: 20 mm <br>Rounds: 200 DSS<br>Used in: Grenade Launcher* | G_20mm_HE | GMG_20mm |\n|  | **40Rnd_20mm_G_belt** | *20 mm HE Grenade Mag* | *Caliber: 20 mm<br>Rounds: 40<br>Used in: Grenade Launcher* | G_20mm_HE | GMG_20mm |\n|  | **24Rnd_PG_missiles** | *DAGR* | *Short-range, laser/infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | M_PG_AT | missiles_DAGR |\n|  | **12Rnd_PG_missiles** | *DAGR* | *Short-range, laser/infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | M_PG_AT | missiles_DAGR |\n|  | **24Rnd_missiles** | *DAR* | *Unguided rockets with high-explosive warhead* | M_AT | missiles_DAR |\n|  | **12Rnd_missiles** | *DAR* | *Unguided rockets with high-explosive warhead* | M_AT | missiles_DAR |\n|  | **32Rnd_155mm_Mo_shells** | *155 mm HE Shells* |  | Sh_155mm_AMOS | mortar_155mm_AMOS |\n|  | **32Rnd_155mm_Mo_shells_O** | *155 mm HE Shells* |  | Sh_155mm_AMOS | mortar_155mm_AMOS |\n|  | **8Rnd_82mm_Mo_shells** | *HE Mortar Shells* |  | Sh_82mm_AMOS | mortar_82mm |\n|  | **8Rnd_82mm_Mo_Flare_white** | *Flare (White)* |  | Flare_82mm_AMOS_White | mortar_82mm |\n|  | **8Rnd_82mm_Mo_Smoke_white** | *Smoke Shell (White)* |  | Smoke_82mm_AMOS_White | mortar_82mm |\n|  | **8Rnd_82mm_Mo_guided** | *Guided* |  | Sh_82mm_AMOS_guided | mortar_82mm |\n|  | **8Rnd_82mm_Mo_LG** | *Laser Guided* |  | Sh_82mm_AMOS_LG | mortar_82mm |\n|  | **6Rnd_155mm_Mo_smoke** | *Smoke (White)* |  | Smoke_120mm_AMOS_White | mortar_155mm_AMOS |\n|  | **6Rnd_155mm_Mo_smoke_O** | *Smoke (White)* |  | Smoke_120mm_AMOS_White | mortar_155mm_AMOS |\n|  | **2Rnd_155mm_Mo_guided** | *Guided* |  | Sh_155mm_AMOS_guided | mortar_155mm_AMOS |\n|  | **2Rnd_155mm_Mo_guided_O** | *Guided* |  | Sh_155mm_AMOS_guided |  |\n|  | **4Rnd_155mm_Mo_guided** | *Guided* |  | Sh_155mm_AMOS_guided | mortar_155mm_AMOS |\n|  | **4Rnd_155mm_Mo_guided_O** | *Guided* |  | Sh_155mm_AMOS_guided | mortar_155mm_AMOS |\n|  | **2Rnd_155mm_Mo_LG** | *Laser Guided* |  | Sh_155mm_AMOS_LG | mortar_155mm_AMOS |\n|  | **4Rnd_155mm_Mo_LG** | *Laser Guided* |  | Sh_155mm_AMOS_LG | mortar_155mm_AMOS |\n|  | **4Rnd_155mm_Mo_LG_O** | *Laser Guided* |  | Sh_155mm_AMOS_LG | mortar_155mm_AMOS |\n|  | **6Rnd_155mm_Mo_mine** | *Mine Cluster* |  | Mine_155mm_AMOS_range | mortar_155mm_AMOS |\n|  | **6Rnd_155mm_Mo_mine_O** | *Mine Cluster* |  | Mine_155mm_AMOS_range | mortar_155mm_AMOS |\n|  | **6Rnd_155mm_Mo_AT_mine** | *AT Mine Cluster* |  | AT_Mine_155mm_AMOS_range | mortar_155mm_AMOS |\n|  | **6Rnd_155mm_Mo_AT_mine_O** | *AT Mine Cluster* |  | AT_Mine_155mm_AMOS_range | mortar_155mm_AMOS |\n|  | **2Rnd_155mm_Mo_Cluster** | *Cluster Shells* |  | Cluster_155mm_AMOS | mortar_155mm_AMOS |\n|  | **2Rnd_155mm_Mo_Cluster_O** | *Cluster Shells* |  | Cluster_155mm_AMOS | mortar_155mm_AMOS |\n|  | **UGL_FlareWhite_F** | *Flare Round (White)* | *Type: Flare Round - White <br>Rounds: 1<br>Used in: EGLM, 3GL* | F_40mm_White | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_UGL_FlareWhite_F** | *3Rnd 3GL Flares (White)* | *Type: Flare Rounds - White<br>Rounds: 3<br>Used in: 3GL* | F_40mm_White | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **UGL_FlareGreen_F** | *Flare Round (Green)* | *Type: Flare - Green<br>Rounds: 1<br>Used in: EGLM, 3GL* | F_40mm_Green | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_UGL_FlareGreen_F** | *3Rnd 3GL Flares (Green)* | *Type: Flare Rounds - Green<br>Rounds: 3<br>Used in: 3GL* | F_40mm_Green | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **UGL_FlareRed_F** | *Flare Round (Red)* | *Type: Flare - Red<br>Rounds: 1<br>Used in: EGLM, 3GL* | F_40mm_Red | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_UGL_FlareRed_F** | *3Rnd 3GL Flares (Red)* | *Type: Flare Rounds - Red<br>Rounds: 3<br>Used in: 3GL* | F_40mm_Red | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **UGL_FlareYellow_F** | *Flare Round (Yellow)* | *Type: Flare - Yellow<br>Rounds: 1<br>Used in: EGLM, 3GL* | F_40mm_Yellow | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_UGL_FlareYellow_F** | *3Rnd 3GL Flares (Yellow)* | *Type: Flare Rounds - Yellow<br>Rounds: 3<br>Used in: 3GL* | F_40mm_Yellow | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **UGL_FlareCIR_F** | *Flare Round (IR)* | *Type: Flare - IR<br>Rounds: 1<br>Used in: EGLM, 3GL* | F_40mm_CIR | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_UGL_FlareCIR_F** | *3Rnd 3GL Flares (IR)* | *Type: Flare Rounds - IR<br>Rounds: 3<br>Used in: 3GL* | F_40mm_CIR | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **FlareWhite_F** | *Flare (White)* | *Type: Flare Rounds - White<br>Rounds: 1<br>Used in: Flare Gun* | F_20mm_White |  |\n|  | **FlareGreen_F** | *Flare (Green)* | *Type: Flare Round - Green<br>Rounds: 1<br>Used in: Flare Gun* | F_20mm_Green |  |\n|  | **FlareRed_F** | *Flare (Red)* | *Type: Flare Rounds - Red<br>Rounds: 1<br>Used in: Flare Gun* | F_20mm_Red |  |\n|  | **FlareYellow_F** | *Flare (Yellow)* | *Type: Flare Rounds - Yellow<br>Rounds: 1<br>Used in: Flare Gun* | F_20mm_Yellow |  |\n|  | **Laserbatteries** | *Designator Batteries* | *Batteries for Laser Designator<br>Does not fit into NVG<br>Recycle after use.* | Laserbeam | Laserdesignator_mounted<br>Laserdesignator_vehicle<br>Laserdesignator_pilotCamera<br>Laserdesignator<br>Laserdesignator_02<br>Laserdesignator_03<br>Laserdesignator_01_khk_F<br>Laserdesignator_02_ghex_F<br>ProbingLaser_01_F |\n|  | **30Rnd_45ACP_Mag_SMG_01** | *.45 ACP 30Rnd Vermin Mag* | *Caliber: .45 ACP<br>Rounds: 30<br>Used in: Vermin SMG* | B_45ACP_Ball | SMG_01_F<br>SMG_01_Holo_F<br>SMG_01_Holo_pointer_snds_F<br>SMG_01_ACO_F |\n|  | **30Rnd_45ACP_Mag_SMG_01_Tracer_Green** | *.45 ACP 30Rnd Vermin Tracers (Green) Mag* | *Caliber: .45 ACP Tracers - Green<br>Rounds: 30<br>Used in: Vermin SMG* | B_45ACP_Ball_Green | SMG_01_F<br>SMG_01_Holo_F<br>SMG_01_Holo_pointer_snds_F<br>SMG_01_ACO_F |\n|  | **30Rnd_45ACP_Mag_SMG_01_Tracer_Red** | *.45 ACP 30Rnd Vermin Tracers (Red) Mag* | *Caliber: .45 ACP Tracers - Red<br>Rounds: 30<br>Used in: Vermin SMG* | B_45ACP_Ball | SMG_01_F<br>SMG_01_Holo_F<br>SMG_01_Holo_pointer_snds_F<br>SMG_01_ACO_F |\n|  | **30Rnd_45ACP_Mag_SMG_01_Tracer_Yellow** | *.45 ACP 30Rnd Vermin Tracers (Yellow) Mag* | *Caliber: .45 ACP Tracers - Yellow<br>Rounds: 30<br>Used in: Vermin SMG* | B_45ACP_Ball_Yellow | SMG_01_F<br>SMG_01_Holo_F<br>SMG_01_Holo_pointer_snds_F<br>SMG_01_ACO_F |\n|  | **9Rnd_45ACP_Mag** | *.45 ACP 9Rnd Mag* | *Caliber: .45 ACP<br>Rounds: 9<br>Used in: ACP-C2* | B_45ACP_Ball_Green | hgun_ACPC2_F<br>hgun_ACPC2_snds_F |\n|  | **150Rnd_762x51_Box** | *7.62 mm 150Rnd Box* | *Caliber: 7.62x54 mm<br>Rounds: 150<br>Used in: Zafir* | B_762x51_Tracer_Green |  |\n|  | **150Rnd_762x51_Box_Tracer** | *7.62 mm 150Rnd Tracer (Green) Box* | *Caliber: 7.62x54 mm Tracer - Green<br>Rounds: 150<br>Used in: Zafir* | B_762x51_Tracer_Green |  |\n|  | **150Rnd_762x54_Box** | *7.62 mm 150Rnd Box* | *Caliber: 7.62x54 mm<br>Rounds: 150<br>Used in: Zafir* | B_762x54_Tracer_Green | LMG_Zafir_F<br>LMG_Zafir_pointer_F<br>LMG_Zafir_ARCO_F<br>B_Patrol_Soldier_HeavyGunner_weapon_F |\n|  | **150Rnd_762x54_Box_Tracer** | *7.62 mm 150Rnd Tracer (Green) Box* | *Caliber: 7.62x54 mm Tracer - Green<br>Rounds: 150<br>Used in: Zafir* | B_762x54_Tracer_Green | LMG_Zafir_F<br>LMG_Zafir_pointer_F<br>LMG_Zafir_ARCO_F<br>B_Patrol_Soldier_HeavyGunner_weapon_F |\n|  | **Titan_AA** | *Titan AA Missile* | *Type: Anti-Air<br>Rounds: 1<br>Used in: Titan MPRL* | M_Titan_AA | launch_B_Titan_F<br>launch_I_Titan_F<br>launch_O_Titan_F<br>launch_Titan_F<br>launch_B_Titan_tna_F<br>launch_O_Titan_ghex_F<br>launch_I_Titan_eaf_F<br>launch_B_Titan_olive_F |\n|  | **Titan_AP** | *Titan AP Missile* | *Type: Antipersonnel<br>Rounds: 1<br>Used in: Titan MPRL Compact* | M_Titan_AP | launch_B_Titan_short_F<br>launch_I_Titan_short_F<br>launch_O_Titan_short_F<br>launch_Titan_short_F<br>launch_B_Titan_short_tna_F<br>launch_O_Titan_short_ghex_F |\n|  | **Titan_AT** | *Titan AT Missile* | *Type: Anti-Tank<br>Rounds: 1<br>Used in: Titan MPRL Compact* | M_Titan_AT | launch_B_Titan_short_F<br>launch_I_Titan_short_F<br>launch_O_Titan_short_F<br>launch_Titan_short_F<br>launch_B_Titan_short_tna_F<br>launch_O_Titan_short_ghex_F |\n|  | **300Rnd_20mm_shells** | *20 mm Shells* |  | B_20mm | gatling_20mm<br>Twin_Cannon_20mm<br>Twin_Cannon_20mm_gunpod<br>gatling_20mm_VTOL_01 |\n|  | **1000Rnd_20mm_shells** | *20 mm Shells* |  | B_20mm_Tracer_Red | gatling_20mm<br>Twin_Cannon_20mm<br>Twin_Cannon_20mm_gunpod<br>gatling_20mm_VTOL_01 |\n|  | **2000Rnd_20mm_shells** | *20 mm Shells* |  | B_20mm | gatling_20mm<br>Twin_Cannon_20mm<br>Twin_Cannon_20mm_gunpod<br>gatling_20mm_VTOL_01 |\n|  | **300Rnd_25mm_shells** | *25 mm Shells* |  | B_25mm | gatling_25mm |\n|  | **1000Rnd_25mm_shells** | *25 mm Shells* |  | B_25mm | gatling_25mm |\n|  | **250Rnd_30mm_HE_shells** | *30 mm HE Shells* |  | B_30mm_HE | gatling_30mm<br>gatling_30mm<br>gatling_30mm_VTOL_02<br>gatling_30mm_VTOL_02 |\n|  | **250Rnd_30mm_HE_shells_Tracer_Red** | *30 mm HE Tracer (Red) Shells* |  | B_30mm_HE_Tracer_Red | gatling_30mm<br>gatling_30mm<br>gatling_30mm_VTOL_02<br>gatling_30mm_VTOL_02 |\n|  | **250Rnd_30mm_HE_shells_Tracer_Green** | *30 mm HE Tracer (Green) Shells* |  | B_30mm_HE_Tracer_Green | gatling_30mm<br>gatling_30mm<br>gatling_30mm_VTOL_02<br>gatling_30mm_VTOL_02 |\n|  | **250Rnd_30mm_APDS_shells** | *30 mm APDS shells* |  | B_30mm_AP | gatling_30mm<br>gatling_30mm<br>gatling_30mm_VTOL_02<br>gatling_30mm_VTOL_02 |\n|  | **250Rnd_30mm_APDS_shells_Tracer_Red** | *30 mm APDS Tracer (Red) Shells* |  | B_30mm_AP_Tracer_Red | gatling_30mm<br>gatling_30mm<br>gatling_30mm_VTOL_02<br>gatling_30mm_VTOL_02 |\n|  | **250Rnd_30mm_APDS_shells_Tracer_Green** | *30 mm APDS Tracer (Green) Shells* |  | B_30mm_AP_Tracer_Green | gatling_30mm<br>gatling_30mm<br>gatling_30mm_VTOL_02<br>gatling_30mm_VTOL_02 |\n|  | **250Rnd_30mm_APDS_shells_Tracer_Yellow** | *30 mm APDS Tracer (Yellow) Shells* |  | B_30mm_AP_Tracer_Yellow | gatling_30mm<br>gatling_30mm<br>gatling_30mm_VTOL_02<br>gatling_30mm_VTOL_02 |\n|  | **140Rnd_30mm_MP_shells** | *30 mm Multi-purpose* |  | B_30mm_MP | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **140Rnd_30mm_MP_shells_Tracer_Red** | *30 mm MP-T* |  | B_30mm_MP_Tracer_Red | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **140Rnd_30mm_MP_shells_Tracer_Green** | *30 mm MP-T* |  | B_30mm_MP_Tracer_Green | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **140Rnd_30mm_MP_shells_Tracer_Yellow** | *30 mm MP-T* |  | B_30mm_MP_Tracer_Yellow | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **60Rnd_30mm_APFSDS_shells** | *30 mm APFSDS* |  | B_30mm_APFSDS | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **60Rnd_30mm_APFSDS_shells_Tracer_Red** | *30 mm APFSDS-T* |  | B_30mm_APFSDS_Tracer_Red | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **60Rnd_30mm_APFSDS_shells_Tracer_Green** | *30 mm APFSDS* |  | B_30mm_APFSDS_Tracer_Green | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **60Rnd_30mm_APFSDS_shells_Tracer_Yellow** | *30 mm APFSDS-T* |  | B_30mm_APFSDS_Tracer_Yellow | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **60Rnd_40mm_GPR_shells** | *40 mm GPR* |  | B_40mm_GPR | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **60Rnd_40mm_GPR_Tracer_Red_shells** | *40 mm GPR-T* |  | B_40mm_GPR_Tracer_Red | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **60Rnd_40mm_GPR_Tracer_Green_shells** | *40 mm GPR-T* |  | B_40mm_GPR_Tracer_Green | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **60Rnd_40mm_GPR_Tracer_Yellow_shells** | *40 mm GPR-T* |  | B_40mm_GPR_Tracer_Yellow | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **40Rnd_40mm_APFSDS_shells** | *40 mm APFSDS* |  | B_40mm_APFSDS | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **40Rnd_40mm_APFSDS_Tracer_Red_shells** | *40 mm APFSDS-T* |  | B_40mm_APFSDS_Tracer_Red | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **40Rnd_40mm_APFSDS_Tracer_Green_shells** | *40 mm APFSDS-T* |  | B_40mm_APFSDS_Tracer_Green | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **40Rnd_40mm_APFSDS_Tracer_Yellow_shells** | *40 mm APFSDS-T* |  | B_40mm_APFSDS_Tracer_Yellow | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **8Rnd_LG_scalpel** | *Scalpel E2* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT | missiles_SCALPEL |\n|  | **6Rnd_LG_scalpel** | *Scalpel E2* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT | missiles_SCALPEL |\n|  | **2Rnd_LG_scalpel** | *Scalpel E2* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT | missiles_SCALPEL |\n|  | **2Rnd_LG_scalpel_hidden** | *Scalpel E2* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT_hidden |  |\n|  | **14Rnd_80mm_rockets** | *Skyfire* | *Unguided rockets with high-explosive warhead* | R_80mm_HE | rockets_Skyfire |\n|  | **38Rnd_80mm_rockets** | *Skyfire* | *Unguided rockets with high-explosive warhead* | R_80mm_HE | rockets_Skyfire |\n|  | **12Rnd_230mm_rockets** | *230 mm Rocket* | *Unguided rockets with high-explosive warhead* | R_230mm_HE | rockets_230mm_GAT |\n|  | **12Rnd_230mm_rockets_cluster** | *230 mm Cluster Rocket* | *Unguided rockets with high-explosive warhead* | R_230mm_Cluster | rockets_230mm_GAT |\n|  | **2Rnd_AAA_missiles** | *ASRAAM* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | M_Air_AA | missiles_ASRAAM |\n|  | **2Rnd_AAA_missiles_MI02** | *ASRAAM* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | M_Air_AA_MI02 | missiles_ASRAAM |\n|  | **2Rnd_AAA_missiles_MI06** | *ASRAAM* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | M_Air_AA_MI06 | missiles_ASRAAM |\n|  | **4Rnd_AAA_missiles** | *ASRAAM* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | M_Air_AA | missiles_ASRAAM |\n|  | **4Rnd_AAA_missiles_MI02** | *ASRAAM* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | M_Air_AA_MI02 | missiles_ASRAAM |\n|  | **4Rnd_GAA_missiles** | *Zephyr* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | M_Zephyr | missiles_titan<br>missiles_titan_AA<br>missiles_Zephyr |\n|  | **4Rnd_Titan_long_missiles** | *Titan Missile* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | M_Titan_AA_long | missiles_titan<br>missiles_titan_AA |\n|  | **4Rnd_Titan_long_missiles_O** | *Titan Missile* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | M_Titan_AA_long | missiles_titan<br>missiles_titan_AA |\n|  | **5Rnd_GAT_missiles** | *Titan Missile* |  | M_Titan_AT_long | missiles_titan |\n|  | **2Rnd_GAT_missiles** | *Titan Missile* |  | M_Titan_AT_long | missiles_titan |\n|  | **2Rnd_GAT_missiles_O** | *Titan Missile* |  | M_Titan_AT_long | missiles_titan |\n|  | **30Rnd_120mm_HE_shells** | *HE Shells* |  | Sh_120mm_HE | cannon_120mm<br>cannon_120mm_long |\n|  | **30Rnd_120mm_HE_shells_Tracer_Red** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **30Rnd_120mm_HE_shells_Tracer_Green** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **30Rnd_120mm_HE_shells_Tracer_Yellow** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **16Rnd_120mm_HE_shells** | *HE Shells* |  | Sh_120mm_HE | cannon_120mm<br>cannon_120mm_long |\n|  | **16Rnd_120mm_HE_shells_Tracer_Red** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **16Rnd_120mm_HE_shells_Tracer_Green** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **16Rnd_120mm_HE_shells_Tracer_Yellow** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **14Rnd_120mm_HE_shells** | *HE Shells* |  | Sh_120mm_HE | cannon_120mm<br>cannon_120mm_long |\n|  | **14Rnd_120mm_HE_shells_Tracer_Red** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **14Rnd_120mm_HE_shells_Tracer_Green** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **14Rnd_120mm_HE_shells_Tracer_Yellow** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HE_shells** | *HE Shells* |  | Sh_120mm_HE | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HE_shells_Tracer_Red** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HE_shells_Tracer_Green** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HE_shells_Tracer_Yellow** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HE_shells** | *HE Shells* |  | Sh_120mm_HE | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HE_shells_Tracer_Red** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HE_shells_Tracer_Green** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HE_shells_Tracer_Yellow** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **30Rnd_120mm_APFSDS_shells** | *120mm APFSDS* |  | Sh_120mm_APFSDS | cannon_120mm<br>cannon_120mm_long |\n|  | **30Rnd_120mm_APFSDS_shells_Tracer_Red** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **30Rnd_120mm_APFSDS_shells_Tracer_Green** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **30Rnd_120mm_APFSDS_shells_Tracer_Yellow** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **32Rnd_120mm_APFSDS_shells** | *120mm APFSDS* |  | Sh_120mm_APFSDS | cannon_120mm<br>cannon_120mm_long |\n|  | **32Rnd_120mm_APFSDS_shells_Tracer_Red** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **32Rnd_120mm_APFSDS_shells_Tracer_Green** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **32Rnd_120mm_APFSDS_shells_Tracer_Yellow** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **28Rnd_120mm_APFSDS_shells** | *120mm APFSDS* |  | Sh_120mm_APFSDS | cannon_120mm<br>cannon_120mm_long |\n|  | **28Rnd_120mm_APFSDS_shells_Tracer_Red** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **28Rnd_120mm_APFSDS_shells_Tracer_Green** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **28Rnd_120mm_APFSDS_shells_Tracer_Yellow** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **24Rnd_120mm_APFSDS_shells** | *120mm APFSDS* |  | Sh_120mm_APFSDS | cannon_120mm<br>cannon_120mm_long |\n|  | **24Rnd_120mm_APFSDS_shells_Tracer_Red** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **24Rnd_120mm_APFSDS_shells_Tracer_Green** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **24Rnd_120mm_APFSDS_shells_Tracer_Yellow** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_APFSDS_shells** | *120mm APFSDS* |  | Sh_120mm_APFSDS | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_APFSDS_shells_Tracer_Red** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_APFSDS_shells_Tracer_Green** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_APFSDS_shells_Tracer_Yellow** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_APFSDS_shells** | *120mm APFSDS* |  | Sh_120mm_APFSDS | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_APFSDS_shells_Tracer_Red** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_APFSDS_shells_Tracer_Green** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_APFSDS_shells_Tracer_Yellow** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_HEAT_MP** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_HEAT_MP_T_Red** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_HEAT_MP_T_Green** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_HEAT_MP_T_Yellow** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HEAT_MP** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HEAT_MP_T_Red** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HEAT_MP_T_Green** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HEAT_MP_T_Yellow** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HEAT_MP** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HEAT_MP_T_Red** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HEAT_MP_T_Green** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HEAT_MP_T_Yellow** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_125mm_HE** | *125mm HE* |  | Sh_125mm_HE | cannon_125mm<br>cannon_125mm_advanced |\n|  | **12Rnd_125mm_HE_T_Red** | *125mm HE-T* |  | Sh_125mm_HE_T_Red | cannon_125mm<br>cannon_125mm_advanced |\n|  | **12Rnd_125mm_HE_T_Green** | *125mm HE-T* |  | Sh_125mm_HE_T_Green | cannon_125mm<br>cannon_125mm_advanced |\n|  | **12Rnd_125mm_HE_T_Yellow** | *125mm HE-T* |  | Sh_125mm_HE_T_Yellow | cannon_125mm<br>cannon_125mm_advanced |\n|  | **8Rnd_125mm_HE** | *125mm HE* |  | Sh_125mm_HE | cannon_125mm<br>cannon_125mm_advanced |\n|  | **8Rnd_125mm_HE_T_Red** | *125mm HE-T* |  | Sh_125mm_HE_T_Red | cannon_125mm<br>cannon_125mm_advanced |\n|  | **8Rnd_125mm_HE_T_Green** | *125mm HE-T* |  | Sh_125mm_HE_T_Green | cannon_125mm<br>cannon_125mm_advanced |\n|  | **8Rnd_125mm_HE_T_Yellow** | *125mm HE-T* |  | Sh_125mm_HE_T_Yellow | cannon_125mm<br>cannon_125mm_advanced |\n|  | **20Rnd_125mm_APFSDS** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS | cannon_125mm<br>cannon_125mm_advanced |\n|  | **20Rnd_125mm_APFSDS_T_Red** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Red | cannon_125mm<br>cannon_125mm_advanced |\n|  | **20Rnd_125mm_APFSDS_T_Green** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Green | cannon_125mm<br>cannon_125mm_advanced |\n|  | **20Rnd_125mm_APFSDS_T_Yellow** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Yellow | cannon_125mm<br>cannon_125mm_advanced |\n|  | **24Rnd_125mm_APFSDS** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS | cannon_125mm<br>cannon_125mm_advanced |\n|  | **24Rnd_125mm_APFSDS_T_Red** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Red | cannon_125mm<br>cannon_125mm_advanced |\n|  | **24Rnd_125mm_APFSDS_T_Green** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Green | cannon_125mm<br>cannon_125mm_advanced |\n|  | **24Rnd_125mm_APFSDS_T_Yellow** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Yellow | cannon_125mm<br>cannon_125mm_advanced |\n|  | **16Rnd_125mm_APFSDS** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS | cannon_125mm<br>cannon_125mm_advanced |\n|  | **16Rnd_125mm_APFSDS_T_Red** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Red | cannon_125mm<br>cannon_125mm_advanced |\n|  | **16Rnd_125mm_APFSDS_T_Green** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Green | cannon_125mm<br>cannon_125mm_advanced |\n|  | **16Rnd_125mm_APFSDS_T_Yellow** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Yellow | cannon_125mm<br>cannon_125mm_advanced |\n|  | **12Rnd_125mm_HEAT** | *125mm HEAT* |  | Sh_125mm_HEAT | cannon_125mm<br>cannon_125mm_advanced |\n|  | **12Rnd_125mm_HEAT_T_Red** | *125mm HEAT-T* |  | Sh_125mm_HEAT_T_Red | cannon_125mm<br>cannon_125mm_advanced |\n|  | **12Rnd_125mm_HEAT_T_Green** | *125mm HEAT-T* |  | Sh_125mm_HEAT_T_Green | cannon_125mm<br>cannon_125mm_advanced |\n|  | **12Rnd_125mm_HEAT_T_Yellow** | *125mm HEAT-T* |  | Sh_125mm_HEAT_T_Yellow | cannon_125mm<br>cannon_125mm_advanced |\n|  | **40Rnd_105mm_APFSDS** | *105mm APFSDS* |  | Sh_105mm_APFSDS | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **40Rnd_105mm_APFSDS_T_Red** | *105mm APFSDS-T* |  | Sh_105mm_APFSDS_T_Red | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **40Rnd_105mm_APFSDS_T_Green** | *105mm APFSDS-T* |  | Sh_105mm_APFSDS_T_Green | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **40Rnd_105mm_APFSDS_T_Yellow** | *105mm APFSDS-T* |  | Sh_105mm_APFSDS_T_Yellow | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **20Rnd_105mm_HEAT_MP** | *105mm HEAT-MP* |  | Sh_105mm_HEAT_MP | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **20Rnd_105mm_HEAT_MP_T_Red** | *105mm HEAT-MP-T* |  | Sh_105mm_HEAT_MP_T_Red | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **20Rnd_105mm_HEAT_MP_T_Green** | *105mm HEAT-MP-T* |  | Sh_105mm_HEAT_MP_T_Green | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **20Rnd_105mm_HEAT_MP_T_Yellow** | *105mm HEAT-MP-T* |  | Sh_105mm_HEAT_MP_T_Yellow | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **680Rnd_35mm_AA_shells** | *35 mm AA Shells* |  | B_35mm_AA | autocannon_35mm |\n|  | **680Rnd_35mm_AA_shells_Tracer_Red** | *35 mm AA Shells* |  | B_35mm_AA_Tracer_Red | autocannon_35mm |\n|  | **680Rnd_35mm_AA_shells_Tracer_Green** | *35 mm AA Shells* |  | B_35mm_AA_Tracer_Green | autocannon_35mm |\n|  | **680Rnd_35mm_AA_shells_Tracer_Yellow** | *35 mm AA Shells* |  | B_35mm_AA_Tracer_Yellow | autocannon_35mm |\n|  | **6Rnd_AAT_missiles** | *AG Missiles* |  | M_Air_AT |  |\n|  | **4Rnd_AAT_missiles** | *AG Missiles* |  | M_Air_AT |  |\n|  | **1Rnd_GAA_missiles** | *Zephyr* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | M_Titan_AA_static | missiles_titan_static |\n|  | **1Rnd_GAT_missiles** | *Titan Missile* |  | M_Titan_AT_static | missiles_titan_static |\n|  | **2Rnd_GBU12_LGB** | *GBU-12* | *500lb, high-explosive, laser-guided bomb* | Bo_GBU12_LGB | GBU12BombLauncher<br>GBU12BombLauncher_Plane_Fighter_03_F |\n|  | **2Rnd_GBU12_LGB_MI10** | *GBU-12* | *500lb, high-explosive, laser-guided bomb* | Bo_GBU12_LGB_MI10 | GBU12BombLauncher<br>GBU12BombLauncher_Plane_Fighter_03_F |\n|  | **2Rnd_Mk82** | *Mk82* | *500lb, high-explosive, unguided bomb* | Bo_Mk82 | Mk82BombLauncher |\n|  | **2Rnd_Mk82_MI08** | *Mk82* | *500lb, high-explosive, unguided bomb* | Bo_Mk82_MI08 | Mk82BombLauncher |\n|  | **11Rnd_45ACP_Mag** | *.45 ACP 11Rnd Mag* | *Caliber: .45 ACP<br>Rounds: 11<br>Used in: 4-five* | B_45ACP_Ball | hgun_Pistol_heavy_01_F<br>hgun_Pistol_heavy_01_snds_F<br>hgun_Pistol_heavy_01_MRD_F<br>B_Patrol_Soldier_Pistol_F<br>hgun_Pistol_heavy_01_green_F<br>hgun_Pistol_heavy_01_green_snds_F |\n|  | **6Rnd_45ACP_Cylinder** | *.45 ACP 6Rnd Cylinder* | *Caliber: .45 ACP<br>Rounds: 6<br>Used in: Zubr* | B_45ACP_Ball | hgun_Pistol_heavy_02_F<br>hgun_Pistol_heavy_02_Yorris_F |\n|  | **10Rnd_762x51_Mag** | *7.62 mm 10Rnd Mag* | *Caliber: 7.62x54 mm<br>Rounds: 10<br>Used in: Rahim* | B_762x51_Ball |  |\n|  | **10Rnd_762x54_Mag** | *7.62 mm 10Rnd Mag* | *Caliber: 7.62x54 mm<br>Rounds: 10<br>Used in: Rahim* | B_762x54_Ball | srifle_DMR_01_F<br>srifle_DMR_01_ACO_F<br>srifle_DMR_01_MRCO_F<br>srifle_DMR_01_SOS_F<br>srifle_DMR_01_DMS_F<br>srifle_DMR_01_DMS_snds_F<br>srifle_DMR_01_ARCO_F<br>srifle_DMR_01_DMS_BI_F<br>srifle_DMR_01_DMS_snds_BI_F |\n|  | **5Rnd_127x108_APDS_Mag** | *12.7 mm 5Rnd APDS Mag* | *Caliber: 12.7x108 mm APDS<br>Rounds: 5<br>Used in: GM6 Lynx* | B_127x108_APDS | srifle_GM6_F<br>srifle_GM6_SOS_F<br>srifle_GM6_LRPS_F<br>srifle_GM6_camo_F<br>srifle_GM6_camo_SOS_F<br>srifle_GM6_camo_LRPS_F<br>srifle_GM6_ghex_F<br>srifle_GM6_ghex_LRPS_F |\n|  | **B_IR_Grenade** | *IR Grenade [NATO]* | *Type: IR Strobe<br>Faction: NATO<br>Rounds: 1* | B_IRStrobe | Throw |\n|  | **O_IR_Grenade** | *IR Grenade [CSAT]* | *Type: IR Strobe<br>Faction: CSAT<br>Rounds: 1* | O_IRStrobe | Throw |\n|  | **I_IR_Grenade** | *IR Grenade [AAF]* | *Type: IR Strobe<br>Faction: AAF<br>Rounds: 1* | I_IRStrobe | Throw |\n|  | **200Rnd_762x51_Belt** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Ball | LMG_coax<br>LMG_coax_ext |\n|  | **200Rnd_762x51_Belt_Red** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Red | LMG_coax<br>LMG_coax_ext |\n|  | **200Rnd_762x51_Belt_T_Red** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Red | LMG_coax<br>LMG_coax_ext |\n|  | **200Rnd_762x51_Belt_Green** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Green | LMG_coax<br>LMG_coax_ext |\n|  | **200Rnd_762x51_Belt_T_Green** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Green | LMG_coax<br>LMG_coax_ext |\n|  | **200Rnd_762x51_Belt_Yellow** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Yellow | LMG_coax<br>LMG_coax_ext |\n|  | **200Rnd_762x51_Belt_T_Yellow** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Yellow | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_762x51_Belt** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Ball | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_762x51_Belt_Red** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Red | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_762x51_Belt_T_Red** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Red | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_762x51_Belt_Green** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Green | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_762x51_Belt_T_Green** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Green | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_762x51_Belt_Yellow** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Yellow | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_762x51_Belt_T_Yellow** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Yellow | LMG_coax<br>LMG_coax_ext |\n|  | **2000Rnd_762x51_Belt** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Ball | LMG_coax<br>LMG_coax_ext |\n|  | **2000Rnd_762x51_Belt_Red** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Red | LMG_coax<br>LMG_coax_ext |\n|  | **2000Rnd_762x51_Belt_T_Red** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Red | LMG_coax<br>LMG_coax_ext |\n|  | **2000Rnd_762x51_Belt_Green** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Green | LMG_coax<br>LMG_coax_ext |\n|  | **2000Rnd_762x51_Belt_T_Green** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Green | LMG_coax<br>LMG_coax_ext |\n|  | **2000Rnd_762x51_Belt_Yellow** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Yellow | LMG_coax<br>LMG_coax_ext |\n|  | **2000Rnd_762x51_Belt_T_Yellow** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Yellow | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_Gatling_30mm_Plane_CAS_01_F** |  |  | Gatling_30mm_HE_Plane_CAS_01_F | Gatling_30mm_Plane_CAS_01_F |\n|  | **2Rnd_Missile_AA_04_F** |  | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | Missile_AA_04_F | Missile_AA_04_Plane_CAS_01_F |\n|  | **6Rnd_Missile_AGM_02_F** |  | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | Missile_AGM_02_Plane_CAS_01_F |\n|  | **7Rnd_Rocket_04_HE_F** |  | *Unguided rockets with high-explosive warhead* | Rocket_04_HE_F | Rocket_04_HE_Plane_CAS_01_F |\n|  | **7Rnd_Rocket_04_AP_F** |  | *Unguided rockets with high-explosive anti-tank warhead* | Rocket_04_AP_F | Rocket_04_AP_Plane_CAS_01_F |\n|  | **4Rnd_Bomb_04_F** |  | *500lb, high-explosive, laser-guided bomb* | Bomb_04_F | Bomb_04_Plane_CAS_01_F |\n|  | **500Rnd_Cannon_30mm_Plane_CAS_02_F** |  |  | Cannon_30mm_HE_Plane_CAS_02_F | Cannon_30mm_Plane_CAS_02_F |\n|  | **2Rnd_Missile_AA_03_F** |  | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | Missile_AA_03_F | Missile_AA_03_Plane_CAS_02_F |\n|  | **4Rnd_Missile_AGM_01_F** |  | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_01_F | Missile_AGM_01_Plane_CAS_02_F |\n|  | **20Rnd_Rocket_03_HE_F** |  | *Unguided rockets with high-explosive warhead* | Rocket_03_HE_F | Rocket_03_HE_Plane_CAS_02_F |\n|  | **20Rnd_Rocket_03_AP_F** |  | *Unguided rockets with high-explosive anti-tank warhead* | Rocket_03_AP_F | Rocket_03_AP_Plane_CAS_02_F |\n|  | **2Rnd_Bomb_03_F** |  | *565lb, high-explosive, laser-guided bomb* | Bomb_03_F | Bomb_03_Plane_CAS_02_F |\n|  | **PylonRack_1Rnd_Missile_AA_04_F** | *Falchion-22* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | Missile_AA_04_F | Missile_AA_04_Plane_CAS_01_F |\n|  | **PylonMissile_1Rnd_Missile_AA_04_F** | *Falchion-22* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | Missile_AA_04_F | Missile_AA_04_Plane_CAS_01_F |\n|  | **PylonRack_1Rnd_AAA_missiles** | *ASRAAM* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | M_Air_AA | missiles_ASRAAM |\n|  | **PylonMissile_1Rnd_AAA_missiles** | *ASRAAM* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | M_Air_AA | missiles_ASRAAM |\n|  | **PylonRack_1Rnd_GAA_missiles** | *Zephyr* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | M_Zephyr | missiles_Zephyr |\n|  | **PylonMissile_1Rnd_GAA_missiles** | *Zephyr* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | M_Zephyr | missiles_Zephyr |\n|  | **PylonRack_1Rnd_Missile_AGM_02_F** | *Macer* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | Missile_AGM_02_Plane_CAS_01_F |\n|  | **PylonRack_3Rnd_Missile_AGM_02_F** | *Macer 3x* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | Missile_AGM_02_Plane_CAS_01_F |\n|  | **PylonRack_1Rnd_LG_scalpel** | *Scalpel* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT | missiles_SCALPEL |\n|  | **PylonMissile_1Rnd_LG_scalpel** | *Scalpel* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT | missiles_SCALPEL |\n|  | **PylonRack_3Rnd_LG_scalpel** | *Scalpel 3x* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT | missiles_SCALPEL |\n|  | **PylonRack_4Rnd_LG_scalpel** | *Scalpel 4x* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT | missiles_SCALPEL |\n|  | **PylonRack_7Rnd_Rocket_04_HE_F** | *Shrieker 7x HE* | *Unguided rockets with high-explosive warhead* | Rocket_04_HE_F | Rocket_04_HE_Plane_CAS_01_F |\n|  | **PylonRack_7Rnd_Rocket_04_AP_F** | *Shrieker 7x AP* | *Unguided rockets with high-explosive anti-tank warhead* | Rocket_04_AP_F | Rocket_04_AP_Plane_CAS_01_F |\n|  | **PylonRack_12Rnd_PG_missiles** | *DAGR* | *Short-range, laser/infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | M_PG_AT | missiles_DAGR |\n|  | **PylonRack_12Rnd_missiles** | *DAR* | *Unguided rockets with high-explosive warhead* | M_AT | missiles_DAR |\n|  | **PylonMissile_1Rnd_Bomb_04_F** | *GBU-12* | *500lb, high-explosive, laser-guided bomb* | Bomb_04_F | Bomb_04_Plane_CAS_01_F |\n|  | **PylonMissile_1Rnd_Mk82_F** | *Mk82* | *500lb, high-explosive, unguided bomb* | Bo_Mk82 | Mk82BombLauncher |\n|  | **PylonWeapon_300Rnd_20mm_shells** | *Twin Cannon 20mm* | *20mm twin-cannon weapon pod* | B_20mm | gatling_20mm<br>Twin_Cannon_20mm<br>Twin_Cannon_20mm_gunpod |\n|  | **PylonWeapon_2000Rnd_65x39_belt** | *Minigun 6.5 mm* | *6.5mm gatling gun* | B_65x39_Minigun_Caseless_Green_splash | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **PylonRack_20Rnd_Rocket_03_HE_F** | *Tratnyr 20x HE* | *Unguided rockets with high-explosive warhead* | Rocket_03_HE_F | Rocket_03_HE_Plane_CAS_02_F |\n|  | **PylonRack_20Rnd_Rocket_03_AP_F** | *Tratnyr 20x AP* | *Unguided rockets with high-explosive anti-tank warhead* | Rocket_03_AP_F | Rocket_03_AP_Plane_CAS_02_F |\n|  | **PylonRack_19Rnd_Rocket_Skyfire** | *Skyfire 19x* | *Unguided rockets with high-explosive warhead* | R_80mm_HE | rockets_Skyfire |\n|  | **PylonRack_1Rnd_Missile_AA_03_F** | *Sahr-3* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | Missile_AA_03_F | Missile_AA_03_Plane_CAS_02_F |\n|  | **PylonMissile_1Rnd_Missile_AA_03_F** | *Sahr-3* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | Missile_AA_03_F | Missile_AA_03_Plane_CAS_02_F |\n|  | **PylonRack_1Rnd_Missile_AGM_01_F** | *Sharur* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_01_F | Missile_AGM_01_Plane_CAS_02_F |\n|  | **PylonMissile_1Rnd_Bomb_03_F** | *LOM-250G* | *565lb, high-explosive, laser-guided bomb* | Bomb_03_F | Bomb_03_Plane_CAS_02_F |\n|  | **ATMine_Range_Mag** | *AT Mine* | *Type: Anti-tank mine <br>Rounds: 1<br>Used on: Ground* | ATMine_Range_Ammo | Put |\n|  | **APERSMine_Range_Mag** | *APERS Mine* | *Type: Anti-personnel mine<br>Rounds: 1<br>Used on: Ground* | APERSMine_Range_Ammo | Put |\n|  | **APERSBoundingMine_Range_Mag** | *APERS Bounding Mine* | *Type: Anti-personnel bounding mine<br>Rounds: 1<br>Used on: Ground* | APERSBoundingMine_Range_Ammo | Put |\n|  | **SLAMDirectionalMine_Wire_Mag** | *M6 SLAM Mine* | *Type: Anti-armor penetration mine<br>Rounds: 1<br>Used on: Ground* | SLAMDirectionalMine_Wire_Ammo | Put |\n|  | **APERSTripMine_Wire_Mag** | *APERS Tripwire Mine* | *Type: Anti-personnel tripwire mine<br>Rounds: 1<br>Used on: Ground* | APERSTripMine_Wire_Ammo | Put |\n|  | **ClaymoreDirectionalMine_Remote_Mag** | *Claymore Charge* | *Type: Anti-personnel fragmentation charge<br>Rounds: 1<br>Used on: Ground* | ClaymoreDirectionalMine_Remote_Ammo | Put |\n|  | **SatchelCharge_Remote_Mag** | *Explosive Satchel* | *Type: Charge<br>Rounds: 1<br>Used on: Ground* | SatchelCharge_Remote_Ammo | Put |\n|  | **DemoCharge_Remote_Mag** | *Explosive Charge* | *Type: Charge<br>Rounds: 1<br>Used on: Ground* | DemoCharge_Remote_Ammo | Put |\n|  | **IEDUrbanBig_Remote_Mag** | *Large IED (Urban)* | *Type: Charge<br>Rounds: 1<br>Used on: Ground* | IEDUrbanBig_Remote_Ammo | Put |\n|  | **IEDLandBig_Remote_Mag** | *Large IED (Dug-in)* | *Type: Charge<br>Rounds: 1<br>Used on: Ground* | IEDLandBig_Remote_Ammo | Put |\n|  | **IEDUrbanSmall_Remote_Mag** | *Small IED (Urban)* | *Type: Charge<br>Rounds: 1<br>Used on: Ground* | IEDUrbanSmall_Remote_Ammo | Put |\n|  | **IEDLandSmall_Remote_Mag** | *Small IED (Dug-in)* | *Type: Charge<br>Rounds: 1<br>Used on: Ground* | IEDLandSmall_Remote_Ammo | Put |\n|  | **6Rnd_GreenSignal_F** | *6Rnd Signal Cylinder (Green)* | *Type: Flare Slugs - Green<br>Rounds: 6<br>Used in: Starter Pistol* | Sub_F_Signal_Green | hgun_Pistol_Signal_F |\n|  | **6Rnd_RedSignal_F** | *6Rnd Signal Cylinder (Red)* | *Type: Flare Slugs - Red<br>Rounds: 6<br>Used in: Starter Pistol* | Sub_F_Signal_Red | hgun_Pistol_Signal_F |\n|  | **10Rnd_338_Mag** | *.338 LM 10Rnd Mag* | *Caliber: .338 Lapua Magnum<br>Rounds: 10<br>Used in: MAR-10* | B_338_Ball | srifle_DMR_02_F<br>srifle_DMR_02_camo_F<br>srifle_DMR_02_sniper_F<br>srifle_DMR_02_ACO_F<br>srifle_DMR_02_MRCO_F<br>srifle_DMR_02_SOS_F<br>srifle_DMR_02_DMS_F<br>srifle_DMR_02_sniper_AMS_LP_S_F<br>srifle_DMR_02_camo_AMS_LP_F<br>srifle_DMR_02_ARCO_F |\n|  | **130Rnd_338_Mag** | *.338 NM 130Rnd Belt* | *Caliber: .338 Norma Magnum<br>Rounds: 130<br>Used in: SPMG* | B_338_NM_Ball | MMG_02_camo_F<br>MMG_02_black_F<br>MMG_02_sand_F<br>MMG_02_sand_RCO_LP_F<br>MMG_02_black_RCO_BI_F<br>MMG_02_vehicle<br>MMG_02_coax |\n|  | **10Rnd_127x54_Mag** | *12.7 mm 10Rnd Mag* | *Caliber: 12.7x54 mm<br>Rounds: 10<br>Used in: ASP-1 Kir* | B_127x54_Ball | srifle_DMR_04_F<br>srifle_DMR_04_Tan_F<br>srifle_DMR_04_ACO_F<br>srifle_DMR_04_MRCO_F<br>srifle_DMR_04_SOS_F<br>srifle_DMR_04_DMS_F<br>srifle_DMR_04_ARCO_F<br>srifle_DMR_04_NS_LP_F<br>srifle_DMR_04_DMS_weathered_Kir_F_F |\n|  | **150Rnd_93x64_Mag** | *9.3mm 150Rnd Belt* | *Caliber: 9.3x64mm<br>Rounds: 150<br>Used in: Navid* | B_93x64_Ball | MMG_01_hex_F<br>MMG_01_tan_F<br>MMG_01_hex_ARCO_LP_F<br>MMG_01_vehicle |\n|  | **10Rnd_93x64_DMR_05_Mag** | *9.3 mm 10Rnd Mag* | *Caliber: 9.3x64mm<br>Rounds: 10<br>Used in: Cyrus* | B_93x64_Ball | srifle_DMR_05_blk_F<br>srifle_DMR_05_hex_F<br>srifle_DMR_05_tan_f<br>srifle_DMR_05_ACO_F<br>srifle_DMR_05_MRCO_F<br>srifle_DMR_05_SOS_F<br>srifle_DMR_05_DMS_F<br>srifle_DMR_05_KHS_LP_F<br>srifle_DMR_05_DMS_snds_F<br>srifle_DMR_05_ARCO_F |\n|  | **50Rnd_570x28_SMG_03** | *5.7 mm 50Rnd ADR-97 Mag* | *Caliber: 5.7x28 mm<br>Rounds: 50<br>Used in: ADR-97, ADR-97C, ADR-97C TR* | B_570x28_Ball | \\| Objects \\|<br>\\|---\\|<br>\\| SMG_03_TR_black<br>SMG_03_TR_camo<br>SMG_03_TR_khaki<br>SMG_03_TR_hex<br>SMG_03C_TR_black<br>SMG_03C_TR_camo<br>SMG_03C_TR_khaki<br>SMG_03C_TR_hex<br>SMG_03_black<br>SMG_03_camo<br>SMG_03_khaki<br>SMG_03_hex<br>SMG_03C_black<br>SMG_03C_camo<br>SMG_03C_khaki<br>SMG_03C_hex \\| |\n|  | **10Rnd_9x21_Mag** | *9 mm 10Rnd Mag* | *Caliber: 9x21 mm<br>Rounds: 10<br>Used in: PM* | B_9x21_Ball | hgun_Pistol_01_F |\n|  | **30Rnd_580x42_Mag_F** | *5.8 mm 30Rnd Mag* | *Caliber: 5.8x42 mm<br>Rounds: 30<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_CTAR_blk_F<br>arifle_CTAR_hex_F<br>arifle_CTAR_ghex_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_blk_ACO_Pointer_F<br>arifle_CTAR_blk_Pointer_F<br>arifle_CTAR_blk_ACO_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_blk_ARCO_Pointer_F<br>arifle_CTAR_blk_ACO_Pointer_Snds_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_CTAR_blk_ARCO_Pointer_Snds_F<br>arifle_CTAR_blk_ARCO_F<br>arifle_CTAR_blk_flash_F<br>arifle_CTAR_blk_aco_flash_F<br>arifle_CTAR_blk_arco_flash_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F \\| |\n|  | **30Rnd_580x42_Mag_Tracer_F** | *5.8 mm 30Rnd Tracer (Green) Mag* | *Caliber: 5.8x42 mm<br>Rounds: 30<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_CTAR_blk_F<br>arifle_CTAR_hex_F<br>arifle_CTAR_ghex_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_blk_ACO_Pointer_F<br>arifle_CTAR_blk_Pointer_F<br>arifle_CTAR_blk_ACO_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_blk_ARCO_Pointer_F<br>arifle_CTAR_blk_ACO_Pointer_Snds_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_CTAR_blk_ARCO_Pointer_Snds_F<br>arifle_CTAR_blk_ARCO_F<br>arifle_CTAR_blk_flash_F<br>arifle_CTAR_blk_aco_flash_F<br>arifle_CTAR_blk_arco_flash_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F \\| |\n|  | **100Rnd_580x42_Mag_F** | *5.8 mm 100Rnd Mag* | *Caliber: 5.8x42 mm<br>Rounds: 100<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | arifle_CTARS_blk_F<br>arifle_CTARS_blk_Pointer_F<br>arifle_CTARS_blk_flash_F |\n|  | **100Rnd_580x42_Mag_Tracer_F** | *5.8 mm 100Rnd Tracer (Green) Mag* | *Caliber: 5.8x42 mm<br>Rounds: 100<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | arifle_CTARS_blk_F<br>arifle_CTARS_blk_Pointer_F<br>arifle_CTARS_blk_flash_F |\n|  | **100Rnd_580x42_hex_Mag_F** | *5.8 mm 100Rnd Hex Mag* | *Caliber: 5.8x42 mm<br>Rounds: 100<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | arifle_CTARS_hex_F |\n|  | **100Rnd_580x42_hex_Mag_Tracer_F** | *5.8 mm 100Rnd Tracer (Green) Hex Mag* | *Caliber: 5.8x42 mm<br>Rounds: 100<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | arifle_CTARS_hex_F |\n|  | **100Rnd_580x42_ghex_Mag_F** | *5.8 mm 100Rnd Green Hex Mag* | *Caliber: 5.8x42 mm<br>Rounds: 100<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | arifle_CTARS_ghex_F |\n|  | **100Rnd_580x42_ghex_Mag_Tracer_F** | *5.8 mm 100Rnd Tracer (Green) Green Hex Mag* | *Caliber: 5.8x42 mm<br>Rounds: 100<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | arifle_CTARS_ghex_F |\n|  | **20Rnd_650x39_Cased_Mag_F** | *6.5 mm 20Rnd Mag* | *Caliber: 6.5x39 mm<br>Rounds: 20<br>Used in: CMR-76* | B_65x39_Case_green | srifle_DMR_07_blk_F<br>srifle_DMR_07_hex_F<br>srifle_DMR_07_ghex_F<br>srifle_DMR_07_blk_DMS_F<br>srifle_DMR_07_blk_DMS_Snds_F<br>srifle_DMR_07_blk_F_arco_flash_F |\n|  | **10Rnd_50BW_Mag_F** | *.50 BW 10Rnd Caseless Mag* | *Caliber: .50 BW - Caseless<br>Rounds: 10<br>Used in: Type 115* | B_50BW_Ball_F | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_ARX_blk_F<br>arifle_ARX_ghex_F<br>arifle_ARX_hex_F<br>arifle_ARX_hex_ARCO_Pointer_Snds_F<br>arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>arifle_ARX_hex_ACO_Pointer_Snds_F<br>arifle_ARX_ghex_ACO_Pointer_Snds_F<br>arifle_ARX_hex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_ghex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_Viper_F<br>arifle_ARX_Viper_hex_F \\| |\n|  | **150Rnd_556x45_Drum_Mag_F** | *5.56 mm 150Rnd Mag* | *Caliber: 5.56x45 mm<br>Rounds: 150<br>Used in: SPAR-16/S* | B_556x45_Ball_Tracer_Red | arifle_SPAR_02_blk_F<br>arifle_SPAR_02_khk_F<br>arifle_SPAR_02_blk_Pointer_F<br>arifle_SPAR_02_blk_ERCO_Pointer_F |\n|  | **150Rnd_556x45_Drum_Sand_Mag_F** | *5.56 mm 150Rnd Sand Mag* | *Caliber: 5.56x45 mm<br>Rounds: 150<br>Used in: SPAR-16/S* | B_556x45_Ball_Tracer_Red | arifle_SPAR_02_snd_F |\n|  | **150Rnd_556x45_Drum_Sand_Mag_Tracer_F** | *5.56 mm 150Rnd Tracer (Red) Sand Mag* | *Caliber: 5.56x45 mm<br>Rounds: 150<br>Used in: SPAR-16/S* | B_556x45_Ball_Tracer_Red | arifle_SPAR_02_snd_F |\n|  | **150Rnd_556x45_Drum_Green_Mag_F** | *5.56 mm 150Rnd Green Mag* | *Caliber: 5.56x45 mm<br>Rounds: 150<br>Used in: SPAR-16/S* | B_556x45_Ball_Tracer_Red |  |\n|  | **150Rnd_556x45_Drum_Green_Mag_Tracer_F** | *5.56 mm 150Rnd Tracer (Red) Green Mag* | *Caliber: 5.56x45 mm<br>Rounds: 150<br>Used in: SPAR-16/S* | B_556x45_Ball_Tracer_Red |  |\n|  | **150Rnd_556x45_Drum_Mag_Tracer_F** | *5.56 mm 150Rnd Tracer (Red) Mag* | *Caliber: 5.56x45 mm<br>Rounds: 150<br>Used in: SPAR-16/S* | B_556x45_Ball_Tracer_Red | arifle_SPAR_02_blk_F<br>arifle_SPAR_02_khk_F<br>arifle_SPAR_02_blk_Pointer_F<br>arifle_SPAR_02_blk_ERCO_Pointer_F |\n|  | **30Rnd_762x39_Mag_F** | *7.62 mm 30Rnd AKM Reload Tracer (Yellow) Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_F | arifle_AKM_F<br>arifle_AKM_FL_F |\n|  | **30Rnd_762x39_Mag_Green_F** | *7.62 mm 30Rnd AKM Reload Tracer (Green) Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_AKM_F<br>arifle_AKM_FL_F |\n|  | **30Rnd_762x39_Mag_Tracer_F** | *7.62 mm 30Rnd AKM Tracer (Yellow) Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_F | arifle_AKM_F<br>arifle_AKM_FL_F |\n|  | **30Rnd_762x39_Mag_Tracer_Green_F** | *7.62 mm 30Rnd AKM Tracer (Green) Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_AKM_F<br>arifle_AKM_FL_F |\n|  | **30Rnd_762x39_AK12_Mag_F** | *7.62 mm 30rnd AK12 Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_AK12_F<br>arifle_AK12_GL_F<br>arifle_AK12U_F |\n|  | **30Rnd_762x39_AK12_Mag_Tracer_F** | *7.62 mm 30rnd AK12 Tracer Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F |  |\n|  | **30Rnd_545x39_Mag_F** | *5.45 mm 30Rnd Reload Tracer (Yellow) Mag* | *Caliber: 5.45x39 mm<br>Rounds: 30<br>Used in: AKS-74U* | B_545x39_Ball_F | arifle_AKS_F |\n|  | **30Rnd_545x39_Mag_Green_F** | *5.45 mm 30Rnd Reload Tracer (Green) Mag* | *Caliber: 5.45x39 mm<br>Rounds: 30<br>Used in: AKS-74U* | B_545x39_Ball_Green_F | arifle_AKS_F |\n|  | **30Rnd_545x39_Mag_Tracer_F** | *5.45 mm 30Rnd Tracer (Yellow) Mag* | *Caliber: 5.45x39 mm<br>Rounds: 30<br>Used in: AKS-74U* | B_545x39_Ball_F | arifle_AKS_F |\n|  | **30Rnd_545x39_Mag_Tracer_Green_F** | *5.45 mm 30Rnd Tracer (Green) Mag* | *Caliber: 5.45x39 mm<br>Rounds: 30<br>Used in: AKS-74U* | B_545x39_Ball_Green_F | arifle_AKS_F |\n|  | **200Rnd_556x45_Box_F** | *5.56 mm 200Rnd Reload Tracer (Yellow) Box* | *Caliber: 5.56x45 mm<br>Rounds: 200<br>Used in: LIM-85* | B_556x45_Ball_Tracer_Yellow | LMG_03_F<br>LMG_03_Vehicle_F |\n|  | **200Rnd_556x45_Box_Red_F** | *5.56 mm 200Rnd Reload Tracer (Red) Box* | *Caliber: 5.56x45 mm<br>Rounds: 200<br>Used in: LIM-85* | B_556x45_Ball_Tracer_Red | LMG_03_F<br>LMG_03_Vehicle_F |\n|  | **200Rnd_556x45_Box_Tracer_F** | *5.56 mm 200Rnd Tracer (Yellow) Box* | *Caliber: 5.56x45 mm<br>Rounds: 200<br>Used in: LIM-85* | B_556x45_Ball_Tracer_Yellow | LMG_03_F<br>LMG_03_Vehicle_F |\n|  | **200Rnd_556x45_Box_Tracer_Red_F** | *5.56 mm 200Rnd Tracer (Red) Box* | *Caliber: 5.56x45 mm<br>Rounds: 200<br>Used in: LIM-85* | B_556x45_Ball_Tracer_Red | LMG_03_F<br>LMG_03_Vehicle_F |\n|  | **500Rnd_65x39_Belt** | *6.5 mm 500Rnd Belt Case* | *Caliber: 6.5x39 mm<br>Rounds: 500<br>Used in: Vehicles* | B_65x39_Caseless | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **500Rnd_65x39_Belt_Tracer_Red_Splash** | *6.5 mm 500Rnd Belt Case Tracer (Red)* | *Caliber: 6.5x39 mm<br>Rounds: 500<br>Used in: Vehicles* | B_65x39_Minigun_Caseless_Red_splash | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **500Rnd_65x39_Belt_Tracer_Green_Splash** | *6.5 mm 500Rnd Belt Case Tracer (Green)* | *Caliber: 6.5x39 mm<br>Rounds: 500<br>Used in: Vehicles* | B_65x39_Minigun_Caseless_Green_splash | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **500Rnd_65x39_Belt_Tracer_Yellow_Splash** | *6.5 mm 500Rnd Belt Case Tracer (Yellow)* | *Caliber: 6.5x39 mm<br>Rounds: 500<br>Used in: Vehicles* | B_65x39_Minigun_Caseless_Yellow_splash | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **RPG7_F** | *PG-7VM HEAT Grenade* | *Type: Anti-Tank Grenade<br>Rounds: 1<br>Used in: RPG-7* | R_PG7_F | launch_RPG7_F |\n|  | **4Rnd_LG_Jian** | *Jian* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | M_Jian_AT | missiles_Jian |\n|  | **4000Rnd_20mm_Tracer_Red_shells** | *20 mm Shells* |  | B_20mm_Tracer_Red | gatling_20mm_VTOL_01 |\n|  | **160Rnd_40mm_APFSDS_Tracer_Red_shells** | *40 mm APFSDS-T* |  | B_40mm_APFSDS_Tracer_Red | autocannon_40mm_VTOL_01 |\n|  | **240Rnd_40mm_GPR_Tracer_Red_shells** | *40 mm GPR-T* |  | B_40mm_GPR_Tracer_Red | autocannon_40mm_VTOL_01 |\n|  | **100Rnd_105mm_HEAT_MP** | *105mm HEAT-MP* |  | Sh_105mm_HEAT_MP | cannon_105mm_VTOL_01 |\n|  | **magazine_Missile_rim116_x21** | *Spartan AA* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_rim116 | weapon_rim116Launcher |\n|  | **magazine_Missile_rim162_x8** | *Centurion AA* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_rim162 | weapon_rim162Launcher |\n|  | **magazine_Cannon_Phalanx_x1550** | *Praetorian 20mm* | *20mm high-explosive ammunition* | ammo_AAA_Gun35mm_AA | weapon_Cannon_Phalanx |\n|  | **magazine_Fighter01_Gun20mm_AA_x450** | *M61 20mm 450 rnd* | *20mm high-explosive ammunition* | ammo_Fighter01_Gun20mm_AA | weapon_Fighter_Gun20mm_AA |\n|  | **magazine_Fighter04_Gun20mm_AA_x150** | *M61 20mm 150 rbd* | *20mm high-explosive ammunition* | ammo_Fighter04_Gun20mm_AA | weapon_Fighter_Gun20mm_AA |\n|  | **magazine_Fighter04_Gun20mm_AA_x250** | *M61 20mm 150 rbd* | *20mm high-explosive ammunition* | ammo_Fighter04_Gun20mm_AA | weapon_Fighter_Gun20mm_AA |\n|  | **magazine_Missile_AMRAAM_C_x1** | *AMRAAM C AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_C |  |\n|  | **magazine_Missile_AMRAAM_D_x1** | *AMRAAM D AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_D |  |\n|  | **magazine_Missile_BIM9X_x1** | *BIM 9X AA x1* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_BIM9X | weapon_BIM9xLauncher |\n|  | **magazine_Missile_AGM_02_x1** | *Macer II AGM x1* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | weapon_AGM_65Launcher |\n|  | **magazine_Bomb_GBU12_x1** | *GBU 12 LGB x1* | *500lb, high-explosive, laser-guided bomb* | Bomb_04_F | weapon_GBU12Launcher |\n|  | **PylonMissile_Missile_AMRAAM_C_x1** | *AMRAAM C AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_C | weapon_AMRAAMLauncher |\n|  | **PylonRack_Missile_AMRAAM_C_x1** | *AMRAAM C AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_C | weapon_AMRAAMLauncher |\n|  | **PylonRack_Missile_AMRAAM_C_x2** | *AMRAAM C AA x2* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_C | weapon_AMRAAMLauncher |\n|  | **PylonMissile_Missile_AMRAAM_D_x1** | *AMRAAM D AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_D | weapon_AMRAAMLauncher |\n|  | **PylonMissile_Missile_AMRAAM_D_INT_x1** | *AMRAAM D AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_D | weapon_AMRAAMLauncher |\n|  | **PylonRack_Missile_AMRAAM_D_x1** | *AMRAAM D AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_D | weapon_AMRAAMLauncher |\n|  | **PylonRack_Missile_AMRAAM_D_x2** | *AMRAAM D AA x2* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_D | weapon_AMRAAMLauncher |\n|  | **PylonMissile_Missile_BIM9X_x1** | *BIM 9X AA x1* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_BIM9X | weapon_BIM9xLauncher |\n|  | **PylonRack_Missile_BIM9X_x1** | *BIM 9X AA x1* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_BIM9X | weapon_BIM9xLauncher |\n|  | **PylonRack_Missile_BIM9X_x2** | *BIM 9X AA x2* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_BIM9X | weapon_BIM9xLauncher |\n|  | **PylonMissile_Missile_AGM_02_x1** | *Macer II AGM x1* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | weapon_AGM_65Launcher |\n|  | **PylonMissile_Missile_AGM_02_x2** | *Macer II AGM x2* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | weapon_AGM_65Launcher |\n|  | **PylonRack_Missile_AGM_02_x1** | *Macer II AGM x1* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | weapon_AGM_65Launcher |\n|  | **PylonRack_Missile_AGM_02_x2** | *Macer II AGM x2* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | weapon_AGM_65Launcher |\n|  | **PylonMissile_Bomb_GBU12_x1** | *GBU 12 LGB x1* | *500lb, high-explosive, laser-guided bomb* | Bomb_04_F | weapon_GBU12Launcher |\n|  | **PylonRack_Bomb_GBU12_x2** | *GBU 12 LGB x2* | *500lb, high-explosive, laser-guided bomb* | Bomb_04_F | weapon_GBU12Launcher |\n|  | **magazine_Fighter02_Gun30mm_AA_x180** | *Gsh 30mm 180 rnd* | *30mm high-explosive ammunition* | ammo_Fighter02_Gun30mm_AA | weapon_Fighter_Gun_30mm |\n|  | **magazine_Missile_AA_R73_x1** | *R73 SR AA x1* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AA_R73 | weapon_R73Launcher |\n|  | **magazine_Missile_AA_R77_x1** | *R77 MR AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AA_R77 | weapon_R77Launcher |\n|  | **magazine_Missile_AGM_KH25_x1** | *KH25 AGM x1* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_01_F | weapon_AGM_KH25Launcher |\n|  | **magazine_Bomb_KAB250_x1** | *KAB 250 LGB x1* | *565lb, high-explosive, laser-guided bomb* | Bomb_03_F | weapon_KAB250Launcher |\n|  | **PylonMissile_Missile_AA_R73_x1** | *R73 SR AA x1* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AA_R73 | weapon_R73Launcher |\n|  | **PylonMissile_Missile_AA_R77_x1** | *R77 MR AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AA_R77 | weapon_R77Launcher |\n|  | **PylonMissile_Missile_AA_R77_INT_x1** | *R77 MR AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AA_R77 | weapon_R77Launcher |\n|  | **PylonMissile_Missile_AGM_KH25_x1** | *KH25 AGM x1* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_01_F | weapon_AGM_KH25Launcher |\n|  | **PylonMissile_Missile_AGM_KH25_INT_x1** | *KH25 AGM x1* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_01_F | weapon_AGM_KH25Launcher |\n|  | **PylonMissile_Bomb_KAB250_x1** | *KAB 250 LGB x1* | *565lb, high-explosive, laser-guided bomb* | Bomb_03_F | weapon_KAB250Launcher |\n|  | **1Rnd_Leaflets_West_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_East_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Guer_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Civ_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_01_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_02_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_03_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_04_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_05_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_06_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_07_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_08_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_09_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_10_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **4Rnd_BombCluster_01_F** | *CBU-85* | *750lb, laser-guided cluster bomb* | BombCluster_01_Ammo_F |  |\n|  | **4Rnd_BombCluster_02_F** | *RBK-500F* | *1100lb, laser-guided cluster bomb* | BombCluster_02_Ammo_F |  |\n|  | **4Rnd_BombCluster_03_F** | *BL778* | *580lb, laser-guided cluster bomb* | BombCluster_03_Ammo_F |  |\n|  | **PylonRack_4Rnd_BombDemine_01_F** | *Demining Charge* | *500 g, Crovex water-gel, special-purpose demining explosive* | BombDemine_01_Ammo_F | BombDemine_01_F |\n|  | **PylonRack_4Rnd_BombDemine_01_Dummy_F** | *Demining Charge (Dummy)* | *Non-lethal pyrotechnic charge for demonstration purposes* | BombDemine_01_DummyAmmo_F | BombDemine_01_F |\n|  | **PylonMissile_1Rnd_BombCluster_01_F** | *CBU-85 Cluster x1* | *750lb, laser-guided cluster bomb* | BombCluster_01_Ammo_F | BombCluster_01_F |\n|  | **PylonRack_2Rnd_BombCluster_01_F** | *CBU-85 Cluster x2* | *750lb, laser-guided cluster bomb* | BombCluster_01_Ammo_F | BombCluster_01_F |\n|  | **PylonMissile_1Rnd_BombCluster_02_F** | *RBK-500F Cluster x1* | *1100lb, laser-guided cluster bomb* | BombCluster_02_Ammo_F | BombCluster_02_F |\n|  | **PylonMissile_1Rnd_BombCluster_02_cap_F** | *RBK-500F Cluster x1* | *1100lb, laser-guided cluster bomb* | BombCluster_02_cap_Ammo_F | BombCluster_02_F |\n|  | **PylonMissile_1Rnd_BombCluster_03_F** | *BL778 Cluster x1* | *580lb, laser-guided cluster bomb* | BombCluster_03_Ammo_F | BombCluster_03_F |\n|  | **PylonRack_2Rnd_BombCluster_03_F** | *BL778 Cluster x2* | *580lb, laser-guided cluster bomb* | BombCluster_03_Ammo_F | BombCluster_03_F |\n|  | **Pylon_1Rnd_Leaflets_West_F** | *Leaflets (NATO)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_East_F** | *Leaflets (CSAT)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Guer_F** | *Leaflets (AAF)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Civ_F** | *Leaflets (IDAP)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_01_F** | *Leaflets (Custom 01)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_02_F** | *Leaflets (Custom 02)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_03_F** | *Leaflets (Custom 03)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_04_F** | *Leaflets (Custom 04)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_05_F** | *Leaflets (Custom 05)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_06_F** | *Leaflets (Custom 06)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_07_F** | *Leaflets (Custom 07)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_08_F** | *Leaflets (Custom 08)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_09_F** | *Leaflets (Custom 09)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_10_F** | *Leaflets (Custom 10)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **APERSMineDispenser_Mag** | *APERS Mine Dispenser* | *Type: Charge<br>Rounds: 1<br>Used on: Ground* | APERSMineDispenser_Ammo | Put |\n|  | **TrainingMine_Mag** | *Training Mine* | *Type: Anti-personnel mine<br>Rounds: 1<br>Used on: Ground* | TrainingMine_Ammo | Put |\n|  | **200Rnd_338_Mag** | *.338 NM 130Rnd Belt* | *Caliber: .338 Norma Magnum<br>Rounds: 130<br>Used in: SPMG* | B_338_NM_Ball | MMG_02_coax |\n|  | **4Rnd_120mm_cannon_missiles** | *120mm ATGM* |  | M_120mm_cannon_ATGM | cannon_120mm<br>cannon_120mm_long |\n|  | **4Rnd_120mm_LG_cannon_missiles** | *120mm ATGM LG* |  | M_120mm_cannon_ATGM_LG | cannon_120mm<br>cannon_120mm_long |\n|  | **4Rnd_125mm_cannon_missiles** | *125mm ATGM* |  | M_125mm_cannon_ATGM | cannon_125mm<br>cannon_125mm_advanced |\n|  | **60Rnd_30mm_MP_shells_Tracer_Green** | *30 mm MP-T* |  | B_30mm_MP_Tracer_Green | autocannon_30mm_RCWS |\n|  | **Vorona_HEAT** | *9M135 HEAT Missile* | *Type: 9M135 HEAT Missile<br>Rounds: 1<br>Used in: 9M135 Vorona* | M_Vorona_HEAT | missiles_Vorona<br>launch_O_Vorona_brown_F<br>launch_O_Vorona_green_F |\n|  | **Vorona_HE** | *9M135 HE Missile* | *Type: 9M135 HE Missile<br>Rounds: 1<br>Used in: 9M135 Vorona* | M_Vorona_HE | missiles_Vorona<br>launch_O_Vorona_brown_F<br>launch_O_Vorona_green_F |\n|  | **SPG9_HEAT** | *PG-9N Round* |  | M_SPG9_HEAT | launcher_SPG9 |\n|  | **12rnd_SPG9_HEAT** | *PG-9N Round* |  | M_SPG9_HEAT | launcher_SPG9 |\n|  | **SPG9_HE** | *OG-9VM Round* |  | M_SPG9_HE | launcher_SPG9 |\n|  | **8rnd_SPG9_HE** | *OG-9VM Round* |  | M_SPG9_HE | launcher_SPG9 |\n|  | **4Rnd_70mm_SAAMI_missiles** | *SAAMI Missile* |  | M_70mm_SAAMI | missiles_SAAMI |\n|  | **2Rnd_127mm_Firefist_missiles** | *FireFIST ATGM Missile* |  | M_127mm_Firefist_AT | missiles_Firefist |\n|  | **MRAWS_HEAT_F** | *MAAWS HEAT 75 Round* | *Type: MAAWS HEAT 75 Rocket<br>Rounds: 1<br>Used in: MAAWS* | R_MRAAWS_HEAT_F | launch_MRAWS_olive_F<br>launch_MRAWS_olive_rail_F<br>launch_MRAWS_green_F<br>launch_MRAWS_green_rail_F<br>launch_MRAWS_sand_F<br>launch_MRAWS_sand_rail_F |\n|  | **MRAWS_HE_F** | *MAAWS HE 44 Round* | *Type: MAAWS HE 44 Rocket<br>Rounds: 1<br>Used in: MAAWS* | R_MRAAWS_HE_F | launch_MRAWS_olive_F<br>launch_MRAWS_olive_rail_F<br>launch_MRAWS_green_F<br>launch_MRAWS_green_rail_F<br>launch_MRAWS_sand_F<br>launch_MRAWS_sand_rail_F |\n|  | **MRAWS_HEAT55_F** | *MAAWS HEAT 55 Round* | *Type: MAAWS HEAT 75 Rocket<br>Rounds: 1<br>Used in: MAAWS* | R_MRAAWS_HEAT55_F | launch_MRAWS_olive_F<br>launch_MRAWS_olive_rail_F<br>launch_MRAWS_green_F<br>launch_MRAWS_green_rail_F<br>launch_MRAWS_sand_F<br>launch_MRAWS_sand_rail_F |\n|  | **60Rnd_20mm_HE_shells** | *20 mm Shells* |  | B_20mm | cannon_20mm |\n|  | **60Rnd_20mm_AP_shells** | *20 mm Shells* |  | B_20mm_AP | cannon_20mm |\n|  | **magazine_Missiles_Cruise_01_x18** | *Cruise Missile HE* | *Long-range, data link guided, surface-to-surface missile with high-explosive warhead* | ammo_Missile_Cruise_01 | weapon_VLS_01 |\n|  | **magazine_Missiles_Cruise_01_Cluster_x18** | *Cruise Missile Cluster* | *Long-range, data link guided, surface-to-surface missile with cluster munitions* | ammo_Missile_Cruise_01_Cluster | weapon_VLS_01 |\n|  | **magazine_ShipCannon_120mm_HE_shells_x32** | *HE Shells* |  | ammo_ShipCannon_120mm_HE | weapon_ShipCannon_120mm |\n|  | **magazine_ShipCannon_120mm_smoke_shells_x6** | *Smoke (White)* |  | ammo_ShipCannon_120mm_smoke | weapon_ShipCannon_120mm |\n|  | **magazine_ShipCannon_120mm_HE_guided_shells_x2** | *Guided* |  | ammo_ShipCannon_120mm_HE_guided | weapon_ShipCannon_120mm |\n|  | **magazine_ShipCannon_120mm_HE_LG_shells_x2** | *Laser Guided* |  | ammo_ShipCannon_120mm_HE_LG | weapon_ShipCannon_120mm |\n|  | **magazine_ShipCannon_120mm_mine_shells_x6** | *Mine Cluster* |  | ammo_ShipCannon_120mm_mine | weapon_ShipCannon_120mm |\n|  | **magazine_ShipCannon_120mm_HE_cluster_shells_x2** | *Cluster Shells* |  | ammo_ShipCannon_120mm_HE_cluster | weapon_ShipCannon_120mm |\n|  | **magazine_ShipCannon_120mm_AT_mine_shells_x6** | *AT Mine Cluster* |  | ammo_ShipCannon_120mm_AT_mine | weapon_ShipCannon_120mm |\n|  | **magazine_Missile_mim145_x4** | *Defender AA* | *Defender Surface-to-Air Missile (MIM-145)* | ammo_Missile_mim145 | weapon_mim145Launcher |\n|  | **magazine_Missile_s750_x4** | *Rhea AA* | *Rhea Surface-to-Air Missile (S-750)* | ammo_Missile_s750 | weapon_s750Launcher |\n|  | **magazine_Missile_HARM_x1** | *AGM-88C HARM x1* | *Medium-range, anti-radiation, air-to-surface missile with high-explosive warhead* | ammo_Missile_HARM | weapon_HARMLauncher |\n|  | **magazine_Bomb_SDB_x1** | *GBU SDB x1* | *250lb, high-explosive, infrared/laser-guided bomb* | ammo_Bomb_SDB | weapon_SDBLauncher |\n|  | **PylonMissile_Missile_HARM_x1** | *AGM-88C HARM x1* | *Medium-range, anti-radiation, air-to-surface missile with high-explosive warhead* | ammo_Missile_HARM | weapon_HARMLauncher |\n|  | **PylonRack_Missile_HARM_x1** | *AGM-88C HARM x1* | *Medium-range, anti-radiation, air-to-surface missile with high-explosive warhead* | ammo_Missile_HARM | weapon_HARMLauncher |\n|  | **PylonMissile_Missile_HARM_INT_x1** | *AGM-88C HARM x1* | *Medium-range, anti-radiation, air-to-surface missile with high-explosive warhead* | ammo_Missile_HARM | weapon_HARMLauncher |\n|  | **PylonRack_Bomb_SDB_x4** | *GBU SDB x4* | *250lb, high-explosive, infrared/laser-guided bomb* | ammo_Bomb_SDB | weapon_SDBLauncher |\n|  | **magazine_Missile_KH58_x1** | *KH58 ARM x1* | *Medium-range, anti-radiation, air-to-surface missile with high-explosive warhead* | ammo_Missile_KH58 | weapon_KH58Launcher |\n|  | **PylonMissile_Missile_KH58_x1** | *KH58 ARM x1* | *Medium-range, anti-radiation, air-to-surface missile with high-explosive warhead* | ammo_Missile_KH58 | weapon_KH58Launcher |\n|  | **PylonMissile_Missile_KH58_INT_x1** | *KH58 ARM x1* | *Medium-range, anti-radiation, air-to-surface missile with high-explosive warhead* | ammo_Missile_KH58 | weapon_KH58Launcher |\n|  | **75Rnd_762x39_Mag_F** | *7.62 mm 75Rnd AKM Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_F |  |\n|  | **75Rnd_762x39_Mag_Tracer_F** | *7.62 mm 75Rnd AKM Tracer Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_F |  |\n|  | **30Rnd_762x39_AK12_Mag_Green_F** |  |  |  |  |\n|  | **30Rnd_762x39_AK12_Mag_Tracer_Green_F** |  |  |  |  |\n|  | **30rnd_762x39_AK12_Lush_Mag_F** | *7.62 mm 30rnd AK12 Khaki Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_AK12_lush_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12U_lush_F<br>arifle_AK12_lush_arco_snds_pointer_F<br>arifle_AK12_lush_snds_pointer_F<br>arifle_AK12_lush_arco_snds_pointer_bipod_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12U_lush_holo_snds_pointer_F<br>arifle_AK12U_lush_snds_pointer_F<br>arifle_AK12_lush_arco_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_AK12U_lush_holo_F<br>arifle_AK12U_lush_holo_pointer_F<br>arifle_AK12U_lush_holo_fl_F \\| |\n|  | **30rnd_762x39_AK12_Lush_Mag_Tracer_F** | *7.62 mm 30rnd AK12 Tracer Khaki Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_AK12_lush_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12U_lush_F<br>arifle_AK12_lush_arco_snds_pointer_F<br>arifle_AK12_lush_snds_pointer_F<br>arifle_AK12_lush_arco_snds_pointer_bipod_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12U_lush_holo_snds_pointer_F<br>arifle_AK12U_lush_snds_pointer_F<br>arifle_AK12_lush_arco_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_AK12U_lush_holo_F<br>arifle_AK12U_lush_holo_pointer_F<br>arifle_AK12U_lush_holo_fl_F \\| |\n|  | **30rnd_762x39_AK12_Arid_Mag_F** | *7.62 mm 30rnd AK12 Sand Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_AK12_arid_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12U_arid_F |\n|  | **30rnd_762x39_AK12_Arid_Mag_Tracer_F** | *7.62 mm 30rnd AK12 Tracer Sand Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_AK12_arid_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12U_arid_F |\n|  | **75rnd_762x39_AK12_Mag_F** | *7.62 mm 75rnd AK12 Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_RPK12_F |\n|  | **75rnd_762x39_AK12_Mag_Tracer_F** | *7.62 mm 75rnd AK12 Tracer Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F |  |\n|  | **75rnd_762x39_AK12_Lush_Mag_F** | *7.62 mm 75rnd AK12 Lush Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_RPK12_lush_F<br>arifle_RPK12_lush_arco_snds_pointer_F<br>arifle_RPK12_lush_holo_snds_pointer_F<br>arifle_RPK12_lush_arco_pointer_F |\n|  | **75rnd_762x39_AK12_Lush_Mag_Tracer_F** | *7.62 mm 75rnd AK12 Tracer Lush Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_RPK12_lush_F<br>arifle_RPK12_lush_arco_snds_pointer_F<br>arifle_RPK12_lush_holo_snds_pointer_F<br>arifle_RPK12_lush_arco_pointer_F |\n|  | **75rnd_762x39_AK12_Arid_Mag_F** | *7.62 mm 75rnd AK12 Arid Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_RPK12_arid_F |\n|  | **75rnd_762x39_AK12_Arid_Mag_Tracer_F** | *7.62 mm 75rnd AK12 Tracer Arid Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_RPK12_arid_F |\n|  | **10Rnd_Mk14_762x51_Mag** | *7.62 mm 10rnd Mk14 Mag* | *Caliber: 7.62x51 mm NATO<br>Rounds: 10<br>Used in: Mk18 ABR, Mk-I EMR, Mk14, SPAR-17* | B_762x51_Ball | srifle_DMR_06_hunter_F<br>srifle_DMR_06_hunter_khs_F |\n|  | **30Rnd_65x39_caseless_msbs_mag** | *6.5 mm 30Rnd Promet Mag* | *Caliber: 6.5x39 mm â€’ STANAG Caseless<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MSBS65_F<br>arifle_MSBS65_Mark_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_UBS_F<br>arifle_MSBS65_black_F<br>arifle_MSBS65_Mark_black_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_UBS_black_F<br>arifle_MSBS65_sand_F<br>arifle_MSBS65_Mark_sand_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_UBS_sand_F<br>arifle_MSBS65_camo_F<br>arifle_MSBS65_Mark_camo_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_UBS_camo_F<br>arifle_MSBS65_ico_F<br>arifle_MSBS65_aco_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_UBS_ico_F<br>arifle_MSBS65_black_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_UBS_black_ico_F<br>arifle_MSBS65_black_aco_F<br>arifle_MSBS65_black_aco_FL_F<br>arifle_MSBS65_ico_pointer_f<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_UBS_ico_pointer_f<br>arifle_MSBS65_UBS_snds_ico_pointer_F<br>arifle_MSBS65_black_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f<br>arifle_MSBS65_UBS_black_ico_pointer_f<br>arifle_MSBS65_Mark_SOS_LP_BI_F \\| |\n|  | **30Rnd_65x39_caseless_msbs_mag_Tracer** | *6.5 mm 30Rnd Promet Tracer Mag* | *Caliber: 6.5x39 mm â€’ STANAG Caseless<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless |  |\n|  | **2Rnd_12Gauge_Pellets** | *12 Gauge 2Rnd Pellets* | *Pellets* | B_12Gauge_Pellets_Submunition | sgun_HunterShotgun_01_F<br>sgun_HunterShotgun_01_sawedoff_F |\n|  | **2Rnd_12Gauge_Slug** | *12 Gauge 2Rnd Slug* | *Slug* | B_12Gauge_Slug_NoCartridge | sgun_HunterShotgun_01_F<br>sgun_HunterShotgun_01_sawedoff_F |\n|  | **6Rnd_12Gauge_Pellets** | *12 Gauge 6Rnd Pellets* | *Pellets* | B_12Gauge_Pellets_Submunition | arifle_MSBS65_UBS_F<br>arifle_MSBS65_UBS_black_F<br>arifle_MSBS65_UBS_sand_F<br>arifle_MSBS65_UBS_camo_F<br>arifle_MSBS65_UBS_ico_F<br>arifle_MSBS65_UBS_black_ico_F<br>arifle_MSBS65_UBS_ico_pointer_f<br>arifle_MSBS65_UBS_snds_ico_pointer_F<br>arifle_MSBS65_UBS_black_ico_pointer_f |\n|  | **6Rnd_12Gauge_Slug** | *12 Gauge 6Rnd Slug* | *Slug* | B_12Gauge_Slug_NoCartridge |  |\n|  | **15Rnd_12Gauge_Pellets** | *12 Gauge 15Rnd Pellets* | *Pellets* | B_12Gauge_HD_Pellets_Submunition | DeminingDisruptor_01_base_f<br>DeminingDisruptor_01_F<br>DeminingDisruptor_01_F |\n|  | **15Rnd_12Gauge_Slug** | *12 Gauge 15Rnd Slug* | *Slug* | B_12Gauge_Slug_NoCartridge | DeminingDisruptor_01_base_f<br>DeminingDisruptor_01_F<br>DeminingDisruptor_01_F |\n|  | **O_R_IR_Grenade** | *IR Grenade [Spetsnaz]* | *Type: IR Strobe<br>Faction: Spetsnaz<br>Rounds: 1* | O_IRStrobe | Throw |\n|  | **I_E_IR_Grenade** | *IR Grenade [LDF]* | *Type: IR Strobe<br>Faction: LDF<br>Rounds: 1* | I_IRStrobe | Throw |\n|  | **ProbingWeapon_01_magazine** |  |  | ProbingBeam_01_F | ProbingWeapon_01_F |\n|  | **ProbingWeapon_02_magazine** |  |  | ProbingBeam_02_F | ProbingWeapon_02_F |\n|  | **Dummy_Magazine_Base** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_base** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_1** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_2** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_3** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_4** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_5** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_6** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_7** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_8** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_9** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_10** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_11** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_12** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_13** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_14** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_15** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_16** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_17** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_18** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_19** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_20** |  |  | Default |  |\n|  | **OM_Magazine** |  |  |  |  |\n|  | **Antibiotic** | *Antibiotics* |  |  |  |\n|  | **Antimalaricum** | *Antimalarial Pills* |  |  |  |\n|  | **AntimalaricumVaccine** | *Atrox Counteragent* |  |  |  |\n|  | **Bandage** | *Bandages* |  |  |  |\n|  | **Files** | *Files* |  |  |  |\n|  | **Files_diary** | *Journal* |  |  |  |\n|  | **Files_researchNotes** | *Research Notes* |  |  |  |\n|  | **FileTopSecret** | *File (Top Secret)* |  |  |  |\n|  | **FileNetworkStructure** | *Network Structure Plans* |  |  |  |\n|  | **FilesSecret** | *File (Top Secret)* |  |  |  |\n|  | **DocumentsSecret** | *File* |  |  |  |\n|  | **Wallet_ID** | *Wallet (ID)* |  |  |  |\n|  | **Keys** | *Keys* |  |  |  |\n|  | **Csat_Id_01** | *Access Card (v1) [CSAT]* |  |  |  |\n|  | **Csat_Id_02** | *Access Card (v2) [CSAT]* |  |  |  |\n|  | **Csat_Id_03** | *Access Card (v3) [CSAT]* |  |  |  |\n|  | **Csat_Id_04** | *Access Card (v4) [CSAT]* |  |  |  |\n|  | **Csat_Id_05** | *Access Card (v5) [CSAT]* |  |  |  |\n|  | **Laptop_Unfolded** | *Laptop (Open)* |  |  |  |\n|  | **Laptop_Closed** | *Laptop (Closed)* |  |  |  |\n|  | **SatPhone** | *Satellite Phone* |  |  |  |\n|  | **MobilePhone** | *Mobile Phone (Old)* |  |  |  |\n|  | **SmartPhone** | *Mobile Phone (New)* |  |  |  |\n|  | **FlashDisk** | *Flash Drive* |  |  |  |\n|  | **ButaneCanister** | *Butane Canister (Full)* |  |  |  |\n|  | **Money** | *Money* |  |  |  |\n|  | **Money_bunch** | *Money (Notes)* |  |  |  |\n|  | **Money_roll** | *Money (Roll)* |  |  |  |\n|  | **Money_stack** | *Money (Stack)* |  |  |  |\n|  | **Money_stack_quest** | *Money (Large Stack)* |  |  |  |\n|  | **Sleeping_bag_folded_01** | *Sleeping Bag (Folded)* |  |  |  |\n|  | **Drone_Range_Mag** | *AT Mine* | *Type: Anti-tank mine <br>Rounds: 1<br>Used on: Ground* | Drone_explosive_ammo | Put |\n|  | **Drone_Range_Mag_dummy** | *AT Mine* | *Type: Anti-tank mine <br>Rounds: 1<br>Used on: Ground* | Drone_explosive_ammo_dummy | Put |\n|  | **60Rnd_75mm_RailGun_APFSDS_mag** | *APFSDS-KE* |  | Sh_75mm_Railgun_APFSDS | cannon_railgun |\n|  | **RailGun_01_DummyMagazine** | *APFSDS-KE* |  | Sh_75mm_Railgun_APFSDS_fake | cannon_railgun_fake |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 13:39, 10 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class | Name | Inventory description | Ammo | Used by |\n|---|---|---|---|---|---|\n|  | **Default** |  |  |  |  |\n|  | **FakeMagazine** |  |  | FakeAmmo | FakeWeapon |\n|  | **FakeWeapon** |  |  | FakeAmmo |  |\n|  | **CA_Magazine** |  |  |  |  |\n|  | **VehicleMagazine** |  |  |  |  |\n|  | **CA_LauncherMagazine** |  |  |  |  |\n|  | **30Rnd_556x45_Stanag** | *5.56 mm 30rnd Reload Tracer (Yellow) Mag* | *Caliber: 5.56x45 mm STANAG<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Mk20_F<br>arifle_Mk20_plain_F<br>arifle_Mk20C_F<br>arifle_Mk20C_plain_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20C_ACO_F<br>arifle_Mk20C_ACO_pointer_F<br>arifle_Mk20_pointer_F<br>arifle_Mk20_Holo_F<br>arifle_Mk20_ACO_F<br>arifle_Mk20_ACO_pointer_F<br>arifle_Mk20_MRCO_F<br>arifle_Mk20_MRCO_plain_F<br>arifle_Mk20_MRCO_pointer_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_SDAR_F<br>arifle_TRG21_F<br>arifle_TRG20_F<br>arifle_TRG21_GL_F<br>arifle_TRG20_Holo_F<br>arifle_TRG20_ACO_pointer_F<br>arifle_TRG20_ACO_Flash_F<br>arifle_TRG20_ACO_F<br>arifle_TRG21_ACO_pointer_F<br>arifle_TRG21_ARCO_pointer_F<br>arifle_TRG21_MRCO_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_SPAR_01_blk_F<br>arifle_SPAR_01_khk_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_blk_ERCO_Pointer_F<br>arifle_SPAR_01_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F \\| |\n|  | **30Rnd_556x45_Stanag_green** | *5.56 mm 30rnd Reload Tracer (Green) Mag* | *Caliber: 5.56x45 mm STANAG<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Green | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Mk20_F<br>arifle_Mk20_plain_F<br>arifle_Mk20C_F<br>arifle_Mk20C_plain_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20C_ACO_F<br>arifle_Mk20C_ACO_pointer_F<br>arifle_Mk20_pointer_F<br>arifle_Mk20_Holo_F<br>arifle_Mk20_ACO_F<br>arifle_Mk20_ACO_pointer_F<br>arifle_Mk20_MRCO_F<br>arifle_Mk20_MRCO_plain_F<br>arifle_Mk20_MRCO_pointer_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_SDAR_F<br>arifle_TRG21_F<br>arifle_TRG20_F<br>arifle_TRG21_GL_F<br>arifle_TRG20_Holo_F<br>arifle_TRG20_ACO_pointer_F<br>arifle_TRG20_ACO_Flash_F<br>arifle_TRG20_ACO_F<br>arifle_TRG21_ACO_pointer_F<br>arifle_TRG21_ARCO_pointer_F<br>arifle_TRG21_MRCO_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_SPAR_01_blk_F<br>arifle_SPAR_01_khk_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_blk_ERCO_Pointer_F<br>arifle_SPAR_01_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F \\| |\n|  | **30Rnd_556x45_Stanag_red** | *5.56 mm 30rnd Reload Tracer (Red) Mag* | *Caliber: 5.56x45 mm STANAG<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Red | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Mk20_F<br>arifle_Mk20_plain_F<br>arifle_Mk20C_F<br>arifle_Mk20C_plain_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20C_ACO_F<br>arifle_Mk20C_ACO_pointer_F<br>arifle_Mk20_pointer_F<br>arifle_Mk20_Holo_F<br>arifle_Mk20_ACO_F<br>arifle_Mk20_ACO_pointer_F<br>arifle_Mk20_MRCO_F<br>arifle_Mk20_MRCO_plain_F<br>arifle_Mk20_MRCO_pointer_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_SDAR_F<br>arifle_TRG21_F<br>arifle_TRG20_F<br>arifle_TRG21_GL_F<br>arifle_TRG20_Holo_F<br>arifle_TRG20_ACO_pointer_F<br>arifle_TRG20_ACO_Flash_F<br>arifle_TRG20_ACO_F<br>arifle_TRG21_ACO_pointer_F<br>arifle_TRG21_ARCO_pointer_F<br>arifle_TRG21_MRCO_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_SPAR_01_blk_F<br>arifle_SPAR_01_khk_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_blk_ERCO_Pointer_F<br>arifle_SPAR_01_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F \\| |\n|  | **30Rnd_556x45_Stanag_Tracer_Red** | *5.56 mm 30rnd Tracer (Red) Mag* | *Caliber: 5.56x45 mm STANAG Tracers - Red<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Red | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Mk20_F<br>arifle_Mk20_plain_F<br>arifle_Mk20C_F<br>arifle_Mk20C_plain_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20C_ACO_F<br>arifle_Mk20C_ACO_pointer_F<br>arifle_Mk20_pointer_F<br>arifle_Mk20_Holo_F<br>arifle_Mk20_ACO_F<br>arifle_Mk20_ACO_pointer_F<br>arifle_Mk20_MRCO_F<br>arifle_Mk20_MRCO_plain_F<br>arifle_Mk20_MRCO_pointer_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_SDAR_F<br>arifle_TRG21_F<br>arifle_TRG20_F<br>arifle_TRG21_GL_F<br>arifle_TRG20_Holo_F<br>arifle_TRG20_ACO_pointer_F<br>arifle_TRG20_ACO_Flash_F<br>arifle_TRG20_ACO_F<br>arifle_TRG21_ACO_pointer_F<br>arifle_TRG21_ARCO_pointer_F<br>arifle_TRG21_MRCO_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_SPAR_01_blk_F<br>arifle_SPAR_01_khk_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_blk_ERCO_Pointer_F<br>arifle_SPAR_01_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F \\| |\n|  | **30Rnd_556x45_Stanag_Tracer_Green** | *5.56 mm 30rnd Tracer (Green) Mag* | *Caliber: 5.56x45 mm STANAG Tracers - Green<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Green | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Mk20_F<br>arifle_Mk20_plain_F<br>arifle_Mk20C_F<br>arifle_Mk20C_plain_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20C_ACO_F<br>arifle_Mk20C_ACO_pointer_F<br>arifle_Mk20_pointer_F<br>arifle_Mk20_Holo_F<br>arifle_Mk20_ACO_F<br>arifle_Mk20_ACO_pointer_F<br>arifle_Mk20_MRCO_F<br>arifle_Mk20_MRCO_plain_F<br>arifle_Mk20_MRCO_pointer_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_SDAR_F<br>arifle_TRG21_F<br>arifle_TRG20_F<br>arifle_TRG21_GL_F<br>arifle_TRG20_Holo_F<br>arifle_TRG20_ACO_pointer_F<br>arifle_TRG20_ACO_Flash_F<br>arifle_TRG20_ACO_F<br>arifle_TRG21_ACO_pointer_F<br>arifle_TRG21_ARCO_pointer_F<br>arifle_TRG21_MRCO_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_SPAR_01_blk_F<br>arifle_SPAR_01_khk_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_blk_ERCO_Pointer_F<br>arifle_SPAR_01_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F \\| |\n|  | **30Rnd_556x45_Stanag_Tracer_Yellow** | *5.56 mm 30rnd Tracer (Yellow) Mag* | *Caliber: 5.56x45 mm STANAG Tracers - Yellow<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Yellow | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Mk20_F<br>arifle_Mk20_plain_F<br>arifle_Mk20C_F<br>arifle_Mk20C_plain_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20C_ACO_F<br>arifle_Mk20C_ACO_pointer_F<br>arifle_Mk20_pointer_F<br>arifle_Mk20_Holo_F<br>arifle_Mk20_ACO_F<br>arifle_Mk20_ACO_pointer_F<br>arifle_Mk20_MRCO_F<br>arifle_Mk20_MRCO_plain_F<br>arifle_Mk20_MRCO_pointer_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_SDAR_F<br>arifle_TRG21_F<br>arifle_TRG20_F<br>arifle_TRG21_GL_F<br>arifle_TRG20_Holo_F<br>arifle_TRG20_ACO_pointer_F<br>arifle_TRG20_ACO_Flash_F<br>arifle_TRG20_ACO_F<br>arifle_TRG21_ACO_pointer_F<br>arifle_TRG21_ARCO_pointer_F<br>arifle_TRG21_MRCO_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_SPAR_01_blk_F<br>arifle_SPAR_01_khk_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_blk_ERCO_Pointer_F<br>arifle_SPAR_01_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F \\| |\n|  | **30Rnd_556x45_Stanag_Sand** | *5.56 mm 30rnd Reload Tracer (Yellow) Sand Mag* | *Caliber: 5.56x45 mm STANAG<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball | arifle_SPAR_01_snd_F<br>arifle_SPAR_01_GL_snd_F |\n|  | **30Rnd_556x45_Stanag_Sand_green** | *5.56 mm 30rnd Reload Tracer (Green) Sand Mag* | *Caliber: 5.56x45 mm STANAG<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Green | arifle_SPAR_01_snd_F<br>arifle_SPAR_01_GL_snd_F |\n|  | **30Rnd_556x45_Stanag_Sand_red** | *5.56 mm 30rnd Reload Tracer (Red) Sand Mag* | *Caliber: 5.56x45 mm STANAG<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Red | arifle_SPAR_01_snd_F<br>arifle_SPAR_01_GL_snd_F |\n|  | **30Rnd_556x45_Stanag_Sand_Tracer_Red** | *5.56 mm 30rnd Tracer (Red) Sand Mag* | *Caliber: 5.56x45 mm STANAG Tracers - Red<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Red | arifle_SPAR_01_snd_F<br>arifle_SPAR_01_GL_snd_F |\n|  | **30Rnd_556x45_Stanag_Sand_Tracer_Green** | *5.56 mm 30rnd Tracer (Green) Sand Mag* | *Caliber: 5.56x45 mm STANAG Tracers - Green<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Green | arifle_SPAR_01_snd_F<br>arifle_SPAR_01_GL_snd_F |\n|  | **30Rnd_556x45_Stanag_Sand_Tracer_Yellow** | *5.56 mm 30rnd Tracer (Yellow) Sand Mag* | *Caliber: 5.56x45 mm STANAG Tracers - Yellow<br>Rounds: 30<br>Used in: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR, SPAR-16/S* | B_556x45_Ball_Tracer_Yellow | arifle_SPAR_01_snd_F<br>arifle_SPAR_01_GL_snd_F |\n|  | **20Rnd_556x45_UW_mag** | *5.56 mm 20Rnd Dual Purpose Mag* | *Caliber: 5.56x45 mm Dual Purpose<br>Rounds: 20<br>Used in: SDAR* | B_556x45_dual | arifle_SDAR_F |\n|  | **30Rnd_65x39_caseless_mag** | *6.5 mm 30Rnd Sand Mag* | *Caliber: 6.5x39 mm â€’ STANAG Caseless<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MXC_F<br>arifle_MX_F<br>arifle_MX_GL_F<br>arifle_MXM_F<br>arifle_MX_pointer_F<br>arifle_MX_Holo_pointer_F<br>arifle_MX_Hamr_pointer_F<br>arifle_MX_ACO_pointer_F<br>arifle_MX_ACO_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MXC_Holo_F<br>arifle_MXC_Holo_pointer_F<br>arifle_MXM_Hamr_pointer_F<br>arifle_MXC_ACO_F<br>arifle_MXC_Holo_pointer_snds_F<br>arifle_MXC_SOS_point_snds_F<br>arifle_MXC_ACO_pointer_snds_F<br>arifle_MXC_ACO_pointer_F<br>arifle_MX_ACO_pointer_snds_F<br>arifle_MX_RCO_pointer_snds_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MXM_SOS_pointer_F<br>arifle_MXM_RCO_pointer_snds_F<br>arifle_MXM_DMS_F<br>arifle_MXM_DMS_LP_BI_snds_F<br>arifle_MXM_Hamr_LP_BI_F<br>B_Patrol_Soldier_Leader_weapon_F<br>B_Patrol_Soldier_Operator_weapon_F<br>B_Patrol_Soldier_Medic_weapon_F<br>B_Patrol_Soldier_Carrier_weapon_F<br>B_Patrol_Soldier_Specialist_weapon_F \\| |\n|  | **30Rnd_65x39_caseless_khaki_mag** | *6.5 mm 30Rnd Khaki Mag* | *Caliber: 6.5x39 mm â€’ STANAG Caseless<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_khk_F<br>arifle_MX_khk_ACO_Pointer_F<br>arifle_MX_khk_Holo_Pointer_F<br>arifle_MX_khk_Hamr_Pointer_F<br>arifle_MX_khk_Hamr_Pointer_Snds_F<br>arifle_MX_khk_Pointer_F<br>arifle_MX_khk_ACO_Pointer_Snds_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_MXC_khk_F<br>arifle_MXC_khk_Holo_Pointer_F<br>arifle_MXC_khk_ACO_F<br>arifle_MXC_khk_ACO_Pointer_Snds_F<br>arifle_MXM_khk_F<br>arifle_MXM_khk_MOS_Pointer_Bipod_F<br>arifle_MXM_khk_MOS_Pointer_Bipod_Snds_F \\| |\n|  | **30Rnd_65x39_caseless_black_mag** | *6.5 mm 30Rnd Black Mag* | *Caliber: 6.5x39 mm â€’ STANAG Caseless<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MXC_Black_F<br>arifle_MX_Black_F<br>arifle_MX_GL_Black_F<br>arifle_MXM_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_Black_Hamr_pointer_F<br>arifle_MX_Black_ACO_Pointer_F<br>arifle_MX_Black_ACO_FL_F<br>arifle_MX_Black_Holo_Pointer_F<br>arifle_MX_Black_Hamr_Pointer_Snds_F<br>arifle_MX_Black_Pointer_F<br>arifle_MX_Black_ACO_Pointer_Snds_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_MXC_Black_Holo_Pointer_F<br>arifle_MXC_Black_Holo_FL_F<br>arifle_MXC_Black_ACO_F<br>arifle_MXC_Black_ACO_Pointer_Snds_F<br>arifle_MXM_Black_MOS_Pointer_Bipod_F<br>arifle_MXM_Black_MOS_Pointer_Bipod_Snds_F \\| |\n|  | **30Rnd_65x39_caseless_green** | *6.5 mm 30Rnd Caseless Mag* | *Caliber: 6.5x39 mm - Caseless<br>Rounds: 30<br>Used in: Katiba, Type 115* | B_65x39_Caseless_green | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_F<br>arifle_Katiba_C_F<br>arifle_Katiba_GL_F<br>arifle_Katiba_C_ACO_pointer_F<br>arifle_Katiba_C_ACO_F<br>arifle_Katiba_ACO_F<br>arifle_Katiba_pointer_F<br>arifle_Katiba_ACO_pointer_F<br>arifle_Katiba_ARCO_F<br>arifle_Katiba_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Katiba_C_ACO_pointer_snds_F<br>arifle_Katiba_ACO_pointer_snds_F<br>arifle_Katiba_ARCO_pointer_snds_F<br>arifle_ARX_blk_F<br>arifle_ARX_ghex_F<br>arifle_ARX_hex_F<br>arifle_ARX_hex_ARCO_Pointer_Snds_F<br>arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>arifle_ARX_hex_ACO_Pointer_Snds_F<br>arifle_ARX_ghex_ACO_Pointer_Snds_F<br>arifle_ARX_hex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_ghex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_Viper_F<br>arifle_ARX_Viper_hex_F \\| |\n|  | **30Rnd_65x39_caseless_mag_Tracer** | *6.5 mm 30Rnd Tracer Sand Mag* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless |  |\n|  | **30Rnd_65x39_caseless_khaki_mag_Tracer** | *6.5 mm 30Rnd Tracer Khaki Mag* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless |  |\n|  | **30Rnd_65x39_caseless_black_mag_Tracer** | *6.5 mm 30Rnd Tracer Black Mag* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless |  |\n|  | **30Rnd_65x39_caseless_green_mag_Tracer** | *6.5 mm 30Rnd Tracer (Green) Caseless Mag* | *Caliber: 6.5x39 mm Tracer (Green) - Caseless<br>Rounds: 30<br>Used in: Katiba, Type 115* | B_65x39_Caseless_green | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_F<br>arifle_Katiba_C_F<br>arifle_Katiba_GL_F<br>arifle_Katiba_C_ACO_pointer_F<br>arifle_Katiba_C_ACO_F<br>arifle_Katiba_ACO_F<br>arifle_Katiba_pointer_F<br>arifle_Katiba_ACO_pointer_F<br>arifle_Katiba_ARCO_F<br>arifle_Katiba_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Katiba_C_ACO_pointer_snds_F<br>arifle_Katiba_ACO_pointer_snds_F<br>arifle_Katiba_ARCO_pointer_snds_F<br>arifle_ARX_blk_F<br>arifle_ARX_ghex_F<br>arifle_ARX_hex_F<br>arifle_ARX_hex_ARCO_Pointer_Snds_F<br>arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>arifle_ARX_hex_ACO_Pointer_Snds_F<br>arifle_ARX_ghex_ACO_Pointer_Snds_F<br>arifle_ARX_hex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_ghex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_Viper_F<br>arifle_ARX_Viper_hex_F \\| |\n|  | **20Rnd_762x51_Mag** | *7.62 mm 20Rnd Mag* | *Caliber: 7.62x51 mm NATO<br>Rounds: 20<br>Used in: Mk18 ABR, Mk-I EMR, Mk14, SPAR-17* | B_762x51_Ball | \\| Objects \\|<br>\\|---\\|<br>\\| srifle_EBR_F<br>srifle_EBR_ACO_F<br>srifle_EBR_MRCO_pointer_F<br>srifle_EBR_ARCO_pointer_F<br>srifle_EBR_SOS_F<br>srifle_EBR_ARCO_pointer_snds_F<br>srifle_EBR_DMS_F<br>srifle_EBR_Hamr_pointer_F<br>srifle_EBR_DMS_pointer_snds_F<br>srifle_DMR_03_F<br>srifle_DMR_03_khaki_F<br>srifle_DMR_03_tan_F<br>srifle_DMR_03_multicam_F<br>srifle_DMR_03_woodland_F<br>srifle_DMR_03_ACO_F<br>srifle_DMR_03_MRCO_F<br>srifle_DMR_03_SOS_F<br>srifle_DMR_03_DMS_F<br>srifle_DMR_03_tan_AMS_LP_F<br>srifle_DMR_03_DMS_snds_F<br>srifle_DMR_03_ARCO_F<br>srifle_DMR_03_AMS_F<br>srifle_DMR_06_camo_F<br>srifle_DMR_06_olive_F<br>srifle_DMR_06_camo_khs_F<br>srifle_EBR_MRCO_LP_BI_F<br>arifle_SPAR_03_blk_F<br>arifle_SPAR_03_khk_F<br>arifle_SPAR_03_snd_F<br>arifle_SPAR_03_blk_MOS_Pointer_Bipod_F<br>B_Patrol_Soldier_Marksman_weapon_F \\| |\n|  | **7Rnd_408_Mag** | *.408 7Rnd LRR Mag* | *Caliber: .408<br>Rounds: 7<br>Used in: M320 LRR* | B_408_Ball | srifle_LRR_F<br>srifle_LRR_SOS_F<br>srifle_LRR_LRPS_F<br>srifle_LRR_camo_F<br>srifle_LRR_camo_SOS_F<br>srifle_LRR_camo_LRPS_F<br>srifle_LRR_tna_F<br>srifle_LRR_tna_LRPS_F |\n|  | **5Rnd_127x108_Mag** | *12.7 mm 5Rnd Mag* | *Caliber: 12.7x108 mm Russian<br>Rounds: 5<br>Used in: GM6 Lynx* | B_127x108_Ball | srifle_GM6_F<br>srifle_GM6_SOS_F<br>srifle_GM6_LRPS_F<br>srifle_GM6_camo_F<br>srifle_GM6_camo_SOS_F<br>srifle_GM6_camo_LRPS_F<br>srifle_GM6_ghex_F<br>srifle_GM6_ghex_LRPS_F |\n|  | **100Rnd_65x39_caseless_mag** | *6.5 mm 100Rnd Sand Mag* | *Caliber: 6.5x39 mm â€’ Caseless<br>Rounds: 100<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless | arifle_MX_SW_F<br>arifle_MX_SW_pointer_F<br>arifle_MX_SW_Hamr_pointer_F<br>B_Patrol_Soldier_Autorifleman_weapon_F |\n|  | **100Rnd_65x39_caseless_khaki_mag** | *6.5 mm 100Rnd Khaki Mag* | *Caliber: 6.5x39 mm â€’ Caseless<br>Rounds: 100<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless | arifle_MX_SW_khk_F<br>arifle_MX_SW_khk_Pointer_F |\n|  | **100Rnd_65x39_caseless_black_mag** | *6.5 mm 100Rnd Black Mag* | *Caliber: 6.5x39 mm â€’ Caseless<br>Rounds: 100<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless | arifle_MX_SW_Black_F<br>arifle_MX_SW_Black_Hamr_pointer_F<br>arifle_MX_SW_Black_Pointer_F |\n|  | **100Rnd_65x39_caseless_mag_Tracer** | *6.5 mm 100Rnd Tracer Sand Mag* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 100<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless |  |\n|  | **100Rnd_65x39_caseless_khaki_mag_tracer** | *6.5 mm 100Rnd Tracer Khaki Mag* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 100<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless |  |\n|  | **100Rnd_65x39_caseless_black_mag_tracer** | *6.5 mm 100Rnd Tracer Black Mag* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 100<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless |  |\n|  | **200Rnd_65x39_cased_Box** | *6.5 mm 200Rnd Belt* | *Caliber: 6.5x39 mm<br>Rounds: 200<br>Used in: Mk200* | B_65x39_Caseless_yellow | LMG_Mk200_F<br>LMG_Mk200_MRCO_F<br>LMG_Mk200_pointer_F<br>LMG_Mk200_LP_BI_F<br>LMG_Mk200_BI_F<br>B_Patrol_Soldier_MachineGunner_weapon_F<br>LMG_Mk200_black_F<br>LMG_Mk200_black_ACO_pointer_F<br>LMG_Mk200_black_LP_BI_F<br>LMG_Mk200_black_BI_F |\n|  | **200Rnd_65x39_cased_Box_Tracer** | *6.5 mm 200Rnd Belt Tracer (Yellow)* | *Caliber: 6.5x39 mm Tracer - Yellow<br>Rounds: 200<br>Used in: Mk200* | B_65x39_Caseless_yellow | LMG_Mk200_F<br>LMG_Mk200_MRCO_F<br>LMG_Mk200_pointer_F<br>LMG_Mk200_LP_BI_F<br>LMG_Mk200_BI_F<br>B_Patrol_Soldier_MachineGunner_weapon_F<br>LMG_Mk200_black_F<br>LMG_Mk200_black_ACO_pointer_F<br>LMG_Mk200_black_LP_BI_F<br>LMG_Mk200_black_BI_F |\n|  | **200Rnd_65x39_cased_Box_Red** | *6.5 mm 200Rnd Reload Tracer (Red) Belt* | *Caliber: 6.5x39 mm<br>Rounds: 200<br>Used in: Mk200* | B_65x39_Caseless | LMG_Mk200_F<br>LMG_Mk200_MRCO_F<br>LMG_Mk200_pointer_F<br>LMG_Mk200_LP_BI_F<br>LMG_Mk200_BI_F<br>B_Patrol_Soldier_MachineGunner_weapon_F<br>LMG_Mk200_black_F<br>LMG_Mk200_black_ACO_pointer_F<br>LMG_Mk200_black_LP_BI_F<br>LMG_Mk200_black_BI_F |\n|  | **200Rnd_65x39_cased_Box_Tracer_Red** | *6.5mm 200Rnd Belt Tracer (Red)* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 200<br>Used in: Mk200* | B_65x39_Caseless | LMG_Mk200_F<br>LMG_Mk200_MRCO_F<br>LMG_Mk200_pointer_F<br>LMG_Mk200_LP_BI_F<br>LMG_Mk200_BI_F<br>B_Patrol_Soldier_MachineGunner_weapon_F<br>LMG_Mk200_black_F<br>LMG_Mk200_black_ACO_pointer_F<br>LMG_Mk200_black_LP_BI_F<br>LMG_Mk200_black_BI_F |\n|  | **30Rnd_9x21_Mag** | *9 mm 30Rnd Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: PDW2000, P07, Rook-40* | B_9x21_Ball | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F<br>SMG_02_flash_F \\| |\n|  | **30Rnd_9x21_Red_Mag** | *9 mm 30Rnd Reload Tracer (Red) Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: PDW2000, P07, Rook-40* | B_9x21_Ball_Tracer_Red | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F<br>SMG_02_flash_F \\| |\n|  | **30Rnd_9x21_Yellow_Mag** | *9 mm 30Rnd Reload Tracer (Yellow) Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: PDW2000, P07, Rook-40* | B_9x21_Ball_Tracer_Yellow | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F<br>SMG_02_flash_F \\| |\n|  | **30Rnd_9x21_Green_Mag** | *9 mm 30Rnd Reload Tracer (Green) Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: PDW2000, P07, Rook-40* | B_9x21_Ball_Tracer_Green | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F<br>SMG_02_flash_F \\| |\n|  | **16Rnd_9x21_Mag** | *9 mm 16Rnd Mag* | *Caliber: 9x21 mm<br>Rounds: 16<br>Used in: PDW2000, P07, ROOK-40* | B_9x21_Ball | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F \\| |\n|  | **30Rnd_9x21_Mag_SMG_02** | *9 mm 30Rnd Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: Sting, Protector* | B_9x21_Ball | SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>SMG_05_F<br>SMG_02_flash_F |\n|  | **30Rnd_9x21_Mag_SMG_02_Tracer_Red** | *9 mm 30Rnd Reload Tracer (Red) Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: Sting, Protector* | B_9x21_Ball_Tracer_Red | SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>SMG_05_F<br>SMG_02_flash_F |\n|  | **30Rnd_9x21_Mag_SMG_02_Tracer_Yellow** | *9 mm 30Rnd Reload Tracer (Yellow) Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: Sting, Protector* | B_9x21_Ball_Tracer_Yellow | SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>SMG_05_F<br>SMG_02_flash_F |\n|  | **30Rnd_9x21_Mag_SMG_02_Tracer_Green** | *9 mm 30Rnd Reload Tracer (Green) Mag* | *Caliber: 9x21 mm<br>Rounds: 30<br>Used in: Sting, Protector* | B_9x21_Ball_Tracer_Green | SMG_02_F<br>SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>SMG_05_F<br>SMG_02_flash_F |\n|  | **16Rnd_9x21_red_Mag** | *9 mm 16Rnd Reload Tracer (Red) Mag* | *Caliber: 9x21 mm<br>Rounds: 16<br>Used in: PDW2000, P07, ROOK-40* | B_9x21_Ball_Tracer_Red | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F \\| |\n|  | **16Rnd_9x21_green_Mag** | *9 mm 16Rnd Reload Tracer (Green) Mag* | *Caliber: 9x21 mm<br>Rounds: 16<br>Used in: PDW2000, P07, ROOK-40* | B_9x21_Ball_Tracer_Green | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F \\| |\n|  | **16Rnd_9x21_yellow_Mag** | *9 mm 16Rnd Reload Tracer (Yellow) Mag* | *Caliber: 9x21 mm<br>Rounds: 16<br>Used in: PDW2000, P07, ROOK-40* | B_9x21_Ball_Tracer_Yellow | \\| Objects \\|<br>\\|---\\|<br>\\| hgun_P07_F<br>hgun_P07_snds_F<br>hgun_Rook40_F<br>hgun_Rook40_snds_F<br>hgun_PDW2000_F<br>hgun_PDW2000_snds_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>hgun_P07_khk_F<br>hgun_P07_blk_F<br>hgun_P07_khk_Snds_F<br>hgun_P07_blk_Snds_F \\| |\n|  | **RPG32_F** | *RPG-42 Rocket* | *Type: RPG-42 rocket<br>Rounds: 1<br>Used in: RPG-42* | R_PG32V_F | launch_RPG32_F<br>launch_RPG32_ghex_F<br>launch_RPG32_green_F<br>launch_RPG32_camo_F |\n|  | **RPG32_HE_F** | *RPG-42 HE Rocket* | *Type: RPG-42 HE rocket<br>Rounds: 1<br>Used in: RPG-42* | R_TBG32V_F | launch_RPG32_F<br>launch_RPG32_ghex_F<br>launch_RPG32_green_F<br>launch_RPG32_camo_F |\n|  | **NLAW_F** | *PCML Missile* | *Type: PCML Missile<br>Rounds: 1<br>Used in: PCML* | M_NLAW_AT_F | launch_NLAW_F |\n|  | **1Rnd_HE_Grenade_shell** | *40 mm HE Grenade Round* | *Type: High Explosive Grenade Round<br>Caliber: 40 mm<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_HE | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_HE_Grenade_shell** | *40 mm 3Rnd HE Grenade* | *Type: High Explosive Grenade Rounds<br>Caliber: 40 mm<br>Rounds: 3<br>Used in: 3GL* | G_40mm_HE | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **1Rnd_Smoke_Grenade_shell** | *Smoke Round (White)* | *Type: Smoke Round - White<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_Smoke | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_Smoke_Grenade_shell** | *3Rnd 3GL Smoke Rounds (White)* | *Type: Smoke Rounds - White <br>Rounds: 3<br>Used in: 3GL* | G_40mm_Smoke | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **1Rnd_SmokeRed_Grenade_shell** | *Smoke Round (Red)* | *Type: Smoke Round - Red<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_SmokeRed | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_SmokeRed_Grenade_shell** | *3Rnd 3GL Smoke Rounds (Red)* | *Type: Smoke Rounds - Red<br>Rounds: 3<br>Used in: 3GL* | G_40mm_SmokeRed | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **1Rnd_SmokeGreen_Grenade_shell** | *Smoke Round (Green)* | *Type: Smoke Round - Green<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_SmokeGreen | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_SmokeGreen_Grenade_shell** | *3Rnd 3GL Smoke Rounds (Green)* | *Type: Smoke Rounds - Green<br>Rounds: 3<br>Used in: 3GL* | G_40mm_SmokeGreen | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **1Rnd_SmokeYellow_Grenade_shell** | *Smoke Round (Yellow)* | *Type: Smoke Round - Yellow<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_SmokeYellow | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_SmokeYellow_Grenade_shell** | *3Rnd 3GL Smoke Rounds (Yellow)* | *Type: Smoke Rounds - Yellow<br>Rounds: 3<br>Used in: 3GL* | G_40mm_SmokeYellow | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **1Rnd_SmokePurple_Grenade_shell** | *Smoke Round (Purple)* | *Type: Smoke Round - Purple<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_SmokePurple | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_SmokePurple_Grenade_shell** | *3Rnd 3GL Smoke Rounds (Purple)* | *Type: Smoke Rounds - Purple<br>Rounds: 3<br>Used in: 3GL* | G_40mm_SmokePurple | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **1Rnd_SmokeBlue_Grenade_shell** | *Smoke Round (Blue)* | *Type: Smoke Round - Blue<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_SmokeBlue | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_SmokeBlue_Grenade_shell** | *3Rnd 3GL Smoke Rounds (Blue)* | *Type: Smoke Rounds - Blue<br>Rounds: 3<br>Used in: 3GL* | G_40mm_SmokeBlue | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **1Rnd_SmokeOrange_Grenade_shell** | *Smoke Round (Orange)* | *Type: Smoke Round - Orange<br>Rounds: 1<br>Used in: EGLM, 3GL* | G_40mm_SmokeOrange | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_SmokeOrange_Grenade_shell** | *3Rnd 3GL Smoke Rounds (Orange)* | *Type: Smoke Rounds - Orange<br>Rounds: 3<br>Used in: 3GL* | G_40mm_SmokeOrange | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **HandGrenade** | *RGO Grenade* | *Type: Defensive Grenade<br>Rounds: 1<br>Used in: Hand* | GrenadeHand | Throw |\n|  | **MiniGrenade** | *RGN Grenade* | *Type: Offensive Grenade<br>Rounds: 1<br>Used in: Hand* | mini_Grenade | Throw |\n|  | **HandGrenade_Stone** | *Stone* | *Just an ordinary run-of-the-mill stone* | GrenadeHand_stone | Throw |\n|  | **SmokeShell** | *Smoke Grenade (White)* | *Type: Smoke Grenade - White<br>Rounds: 1<br>Used in: Hand* | SmokeShell | Throw |\n|  | **SmokeShellRed** | *Smoke Grenade (Red)* | *Type: Smoke Grenade - Red<br>Rounds: 1<br>Used in: Hand* | SmokeShellRed | Throw |\n|  | **SmokeShellGreen** | *Smoke Grenade (Green)* | *Type: Smoke Grenade - Green<br>Rounds: 1<br>Used in: Hand* | SmokeShellGreen | Throw |\n|  | **SmokeShellYellow** | *Smoke Grenade (Yellow)* | *Type: Smoke Grenade - Yellow<br>Rounds: 1<br>Used in: Hand* | SmokeShellYellow | Throw |\n|  | **SmokeShellPurple** | *Smoke Grenade (Purple)* | *Type: Smoke Grenade - Purple<br>Rounds: 1<br>Used in: Hand* | SmokeShellPurple | Throw |\n|  | **SmokeShellBlue** | *Smoke Grenade (Blue)* | *Type: Smoke Grenade - Blue<br>Rounds: 1<br>Used in: Hand* | SmokeShellBlue | Throw |\n|  | **SmokeShellOrange** | *Smoke Grenade (Orange)* | *Type: Smoke Grenade - Orange<br>Rounds: 1<br>Used in: Hand* | SmokeShellOrange | Throw |\n|  | **Chemlight_green** | *Chemlight (Green)* | *Type: Light - Green<br>Rounds: 1<br>Used in: Hand* | Chemlight_green | Throw |\n|  | **Chemlight_red** | *Chemlight (Red)* | *Type: Light - Red<br>Rounds: 1<br>Used in: Hand* | Chemlight_red | Throw |\n|  | **Chemlight_yellow** | *Chemlight (Yellow)* | *Type: Light - Yellow<br>Rounds: 1<br>Used in: Hand* | Chemlight_yellow | Throw |\n|  | **Chemlight_blue** | *Chemlight (Blue)* | *Type: Light - Blue<br>Rounds: 1<br>Used in: Hand* | Chemlight_blue | Throw |\n|  | **60Rnd_CMFlareMagazine** |  |  | CMflareAmmo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **120Rnd_CMFlareMagazine** |  |  | CMflareAmmo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **240Rnd_CMFlareMagazine** |  |  | CMflareAmmo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **60Rnd_CMFlare_Chaff_Magazine** |  |  | CMflare_Chaff_Ammo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **120Rnd_CMFlare_Chaff_Magazine** |  |  | CMflare_Chaff_Ammo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **240Rnd_CMFlare_Chaff_Magazine** |  |  | CMflare_Chaff_Ammo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **192Rnd_CMFlare_Chaff_Magazine** |  |  | CMflare_Chaff_Ammo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **168Rnd_CMFlare_Chaff_Magazine** |  |  | CMflare_Chaff_Ammo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **300Rnd_CMFlare_Chaff_Magazine** |  |  | CMflare_Chaff_Ammo | CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples |\n|  | **SmokeLauncherMag** |  |  | SmokeLauncherAmmo | SmokeLauncher |\n|  | **SmokeLauncherMag_Single** |  |  | SmokeLauncherAmmo | SmokeLauncher |\n|  | **SmokeLauncherMag_boat** |  |  | SmokeLauncherAmmo_boat | SmokeLauncher |\n|  | **200Rnd_65x39_Belt** | *6.5 mm 200Rnd Belt Case* | *Caliber: 6.5x39 mm<br>Rounds: 200<br>Used in: Vehicles* | B_65x39_Caseless | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **200Rnd_65x39_Belt_Tracer_Red** | *6.5 mm 200Rnd Belt Case Tracer (Red)* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 200<br>Used in: Mk200* | B_65x39_Caseless | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2<br>FakeWeapon_moduleTracers_F |\n|  | **200Rnd_65x39_Belt_Tracer_Green** | *6.5 mm 200Rnd Belt Case Tracer (Green)* | *Caliber: 6.5x39 mm Tracer - Green<br>Rounds: 200<br>Used in: Mk200* | B_65x39_Case_green | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2<br>FakeWeapon_moduleTracers_F |\n|  | **200Rnd_65x39_Belt_Tracer_Yellow** | *6.5 mm 200Rnd Belt Tracer (Yellow)* | *Caliber: 6.5x39 mm Tracer - Yellow<br>Rounds: 200<br>Used in: Mk200* | B_65x39_Case_yellow | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2<br>FakeWeapon_moduleTracers_F |\n|  | **1000Rnd_65x39_Belt** | *6.5 mm 1000Rnd LMG Belt* | *Caliber: 6.5x39 mm<br>Rounds: 1000<br>Used in: Vehicles* | B_65x39_Caseless | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **1000Rnd_65x39_Belt_Tracer_Red** | *6.5 mm 1000Rnd LMG Tracer (Red) Belt* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 1000<br>Used in: Vehicles* | B_65x39_Caseless | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **1000Rnd_65x39_Belt_Green** | *6.5 mm 1000Rnd LMG Belt* | *Caliber: 6.5x39 mm<br>Rounds: 1000<br>Used in: Vehicles* | B_65x39_Case_green | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **1000Rnd_65x39_Belt_Tracer_Green** | *6.5 mm 1000Rnd LMG Tracer (Green) Belt* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 1000<br>Used in: Vehicles* | B_65x39_Case_green | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **1000Rnd_65x39_Belt_Yellow** | *6.5 mm 1000Rnd LMG Belt* | *Caliber: 6.5x39 mm<br>Rounds: 1000<br>Used in: Vehicles* | B_65x39_Case_Yellow | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **1000Rnd_65x39_Belt_Tracer_Yellow** | *6.5 mm 1000Rnd LMG Tracer (Yellow) Belt* | *Caliber: 6.5x39 mm Tracer - Yellow<br>Rounds: 1000<br>Used in: Vehicles* | B_65x39_Case_Yellow | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt** | *6.5 mm 2000Rnd LMG Belt* | *Caliber: 6.5x39 mm<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Caseless | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt_Tracer_Red** | *6.5 mm 2000Rnd LMG Tracer (Red) Belt* | *Caliber: 6.5x39 mm Tracer - Red<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Minigun_Caseless_Red_splash | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt_Green** | *6.5 mm 2000Rnd LMG Belt* | *Caliber: 6.5x39 mm<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Case_Green | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt_Tracer_Green** | *6.5 mm 2000Rnd LMG Tracer (Green) Belt* | *Caliber: 6.5x39 mm Tracer - Green<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Case_Green | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt_Tracer_Green_Splash** | *6.5 mm 2000Rnd LMG Tracer (Green) Belt* | *Caliber: 6.5x39 mm Tracer - Green<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Minigun_Caseless_Green_splash | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt_Yellow** | *6.5 mm 2000Rnd LMG Belt* | *Caliber: 6.5x39 mm<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Case_Yellow | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt_Tracer_Yellow** | *6.5 mm 2000Rnd LMG Tracer (Yellow) Belt* | *Caliber: 6.5x39 mm Tracer - Yellow<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Case_Yellow | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **2000Rnd_65x39_Belt_Tracer_Yellow_Splash** | *6.5 mm 2000Rnd LMG Tracer (Yellow) Belt* | *Caliber: 6.5x39 mm Tracer - Yellow<br>Rounds: 2000<br>Used in: Vehicles* | B_65x39_Minigun_Caseless_Yellow_splash | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **5000Rnd_762x51_Belt** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Minigun_Tracer_Red_splash | M134_minigun |\n|  | **5000Rnd_762x51_Yellow_Belt** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Minigun_Tracer_Yellow_splash | M134_minigun |\n|  | **500Rnd_127x99_mag** | *12.7 mm AA MG Mag* | *Caliber: 12.7x99 mm NATO<br>Rounds: 500<br>Used in: Vehicles* | B_127x99_Ball | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **500Rnd_127x99_mag_Tracer_Red** | *12.7 mm AA MG Tracer (Red) Mag* | *Caliber: 12.7x99 mm Tracer - Red<br>Rounds: 500<br>Used in: Vehicles* | B_127x99_Ball_Tracer_Red | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **500Rnd_127x99_mag_Tracer_Green** | *12.7 mm AA MG Tracer (Green) Mag* | *Caliber: 12.7x99 mm Tracer - Green<br>Rounds: 500<br>Used in: Vehicles* | B_127x99_Ball_Tracer_Green | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **500Rnd_127x99_mag_Tracer_Yellow** | *12.7 mm AA MG Tracer (Yellow) Mag* | *Caliber: 12.7x99 mm Tracer - Yellow<br>Rounds: 500<br>Used in: Vehicles* | B_127x99_Ball_Tracer_Yellow | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **200Rnd_127x99_mag** | *12.7 mm RCWS HMG* | *Caliber: 12.7x99 mm NATO<br>Rounds: 200<br>Used in: RCWS* | B_127x99_Ball | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **200Rnd_127x99_mag_Tracer_Red** | *12.7 mm RCWS HMG Tracer (Red)* | *Caliber: 12.7x99 mm Tracer - Red<br>Rounds: 200<br>Used in: RCWS* | B_127x99_Ball_Tracer_Red | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **200Rnd_127x99_mag_Tracer_Green** | *12.7 mm RCWS HMG Tracer (Green)* | *Caliber: 12.7x99 mm Tracer - Green<br>Rounds: 200<br>Used in: RCWS* | B_127x99_Ball_Tracer_Green | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **200Rnd_127x99_mag_Tracer_Yellow** | *12.7 mm RCWS HMG Tracer (Yellow)* | *Caliber: 12.7x99 mm Tracer - Yellow<br>Rounds: 200<br>Used in: RCWS* | B_127x99_Ball_Tracer_Yellow | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **100Rnd_127x99_mag** | *12.7 mm M2 HMG Belt* | *Caliber: 1.27x99 mm NATO<br>Rounds: 100<br>Used in: Mounted M2* | B_127x99_Ball | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_M2<br>HMG_M2_Mounted<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **100Rnd_127x99_mag_Tracer_Red** | *12.7 mm M2 HMG Tracer (Red) Belt* | *Caliber: 12.7x99 mm Tracer - Red<br>Rounds: 100<br>Used in: Mounted M2* | B_127x99_Ball_Tracer_Red | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_M2<br>HMG_M2_Mounted<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **100Rnd_127x99_mag_Tracer_Green** | *12.7 mm M2 HMG Tracer (Green) Belt* | *Caliber: 12.7x99 mm Tracer - Green<br>Rounds: 100<br>Used in: Mounted M2* | B_127x99_Ball_Tracer_Green | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_M2<br>HMG_M2_Mounted<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **100Rnd_127x99_mag_Tracer_Yellow** | *12.7 mm M2 HMG Tracer (Yellow) Belt* | *Caliber: 12.7x99 mm Tracer - Yellow<br>Rounds: 100<br>Used in: Mounted M2* | B_127x99_Ball_Tracer_Yellow | HMG_127<br>HMG_127_APC<br>HMG_127_UGV<br>HMG_01<br>HMG_static<br>HMG_M2<br>HMG_M2_Mounted<br>HMG_127_MBT<br>HMG_127_LSV_01<br>HMG_127_AFV |\n|  | **450Rnd_127x108_Ball** | *NSVT-M* |  | B_127x108_Ball | HMG_NSVT |\n|  | **150Rnd_127x108_Ball** | *NSVT-M* |  | B_127x108_Ball | HMG_NSVT |\n|  | **50Rnd_127x108_Ball** | *NSVT-M* |  | B_127x108_Ball | HMG_NSVT |\n|  | **200Rnd_40mm_G_belt** | *40 mm HE Grenade Mag* | *Caliber: 40 mm <br>Rounds: 200 DSS<br>Used in: Grenade Launcher, RCWS* | G_40mm_HEDP | GMG_40mm |\n|  | **96Rnd_40mm_G_belt** | *40 mm HE Grenade Mag* | *Caliber: 40 mm <br>Rounds: 200 DSS<br>Used in: Grenade Launcher, RCWS* | G_40mm_HEDP | GMG_40mm |\n|  | **64Rnd_40mm_G_belt** | *40 mm HE Grenade Mag* | *Caliber: 40 mm <br>Rounds: 200 DSS<br>Used in: Grenade Launcher, RCWS* | G_40mm_HEDP | GMG_40mm |\n|  | **32Rnd_40mm_G_belt** | *40 mm HE Grenade Mag* | *Caliber: 40 mm <br>Rounds: 200 DSS<br>Used in: Grenade Launcher, RCWS* | G_40mm_HEDP | GMG_40mm |\n|  | **200Rnd_20mm_G_belt** | *20 mm Grenade Mag* | *Caliber: 20 mm <br>Rounds: 200 DSS<br>Used in: Grenade Launcher* | G_20mm_HE | GMG_20mm |\n|  | **40Rnd_20mm_G_belt** | *20 mm HE Grenade Mag* | *Caliber: 20 mm<br>Rounds: 40<br>Used in: Grenade Launcher* | G_20mm_HE | GMG_20mm |\n|  | **24Rnd_PG_missiles** | *DAGR* | *Short-range, laser/infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | M_PG_AT | missiles_DAGR |\n|  | **12Rnd_PG_missiles** | *DAGR* | *Short-range, laser/infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | M_PG_AT | missiles_DAGR |\n|  | **24Rnd_missiles** | *DAR* | *Unguided rockets with high-explosive warhead* | M_AT | missiles_DAR |\n|  | **12Rnd_missiles** | *DAR* | *Unguided rockets with high-explosive warhead* | M_AT | missiles_DAR |\n|  | **32Rnd_155mm_Mo_shells** | *155 mm HE Shells* |  | Sh_155mm_AMOS | mortar_155mm_AMOS |\n|  | **32Rnd_155mm_Mo_shells_O** | *155 mm HE Shells* |  | Sh_155mm_AMOS | mortar_155mm_AMOS |\n|  | **8Rnd_82mm_Mo_shells** | *HE Mortar Shells* |  | Sh_82mm_AMOS | mortar_82mm |\n|  | **8Rnd_82mm_Mo_Flare_white** | *Flare (White)* |  | Flare_82mm_AMOS_White | mortar_82mm |\n|  | **8Rnd_82mm_Mo_Smoke_white** | *Smoke Shell (White)* |  | Smoke_82mm_AMOS_White | mortar_82mm |\n|  | **8Rnd_82mm_Mo_guided** | *Guided* |  | Sh_82mm_AMOS_guided | mortar_82mm |\n|  | **8Rnd_82mm_Mo_LG** | *Laser Guided* |  | Sh_82mm_AMOS_LG | mortar_82mm |\n|  | **6Rnd_155mm_Mo_smoke** | *Smoke (White)* |  | Smoke_120mm_AMOS_White | mortar_155mm_AMOS |\n|  | **6Rnd_155mm_Mo_smoke_O** | *Smoke (White)* |  | Smoke_120mm_AMOS_White | mortar_155mm_AMOS |\n|  | **2Rnd_155mm_Mo_guided** | *Guided* |  | Sh_155mm_AMOS_guided | mortar_155mm_AMOS |\n|  | **2Rnd_155mm_Mo_guided_O** | *Guided* |  | Sh_155mm_AMOS_guided |  |\n|  | **4Rnd_155mm_Mo_guided** | *Guided* |  | Sh_155mm_AMOS_guided | mortar_155mm_AMOS |\n|  | **4Rnd_155mm_Mo_guided_O** | *Guided* |  | Sh_155mm_AMOS_guided | mortar_155mm_AMOS |\n|  | **2Rnd_155mm_Mo_LG** | *Laser Guided* |  | Sh_155mm_AMOS_LG | mortar_155mm_AMOS |\n|  | **4Rnd_155mm_Mo_LG** | *Laser Guided* |  | Sh_155mm_AMOS_LG | mortar_155mm_AMOS |\n|  | **4Rnd_155mm_Mo_LG_O** | *Laser Guided* |  | Sh_155mm_AMOS_LG | mortar_155mm_AMOS |\n|  | **6Rnd_155mm_Mo_mine** | *Mine Cluster* |  | Mine_155mm_AMOS_range | mortar_155mm_AMOS |\n|  | **6Rnd_155mm_Mo_mine_O** | *Mine Cluster* |  | Mine_155mm_AMOS_range | mortar_155mm_AMOS |\n|  | **6Rnd_155mm_Mo_AT_mine** | *AT Mine Cluster* |  | AT_Mine_155mm_AMOS_range | mortar_155mm_AMOS |\n|  | **6Rnd_155mm_Mo_AT_mine_O** | *AT Mine Cluster* |  | AT_Mine_155mm_AMOS_range | mortar_155mm_AMOS |\n|  | **2Rnd_155mm_Mo_Cluster** | *Cluster Shells* |  | Cluster_155mm_AMOS | mortar_155mm_AMOS |\n|  | **2Rnd_155mm_Mo_Cluster_O** | *Cluster Shells* |  | Cluster_155mm_AMOS | mortar_155mm_AMOS |\n|  | **UGL_FlareWhite_F** | *Flare Round (White)* | *Type: Flare Round - White <br>Rounds: 1<br>Used in: EGLM, 3GL* | F_40mm_White | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_UGL_FlareWhite_F** | *3Rnd 3GL Flares (White)* | *Type: Flare Rounds - White<br>Rounds: 3<br>Used in: 3GL* | F_40mm_White | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **UGL_FlareGreen_F** | *Flare Round (Green)* | *Type: Flare - Green<br>Rounds: 1<br>Used in: EGLM, 3GL* | F_40mm_Green | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_UGL_FlareGreen_F** | *3Rnd 3GL Flares (Green)* | *Type: Flare Rounds - Green<br>Rounds: 3<br>Used in: 3GL* | F_40mm_Green | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **UGL_FlareRed_F** | *Flare Round (Red)* | *Type: Flare - Red<br>Rounds: 1<br>Used in: EGLM, 3GL* | F_40mm_Red | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_UGL_FlareRed_F** | *3Rnd 3GL Flares (Red)* | *Type: Flare Rounds - Red<br>Rounds: 3<br>Used in: 3GL* | F_40mm_Red | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **UGL_FlareYellow_F** | *Flare Round (Yellow)* | *Type: Flare - Yellow<br>Rounds: 1<br>Used in: EGLM, 3GL* | F_40mm_Yellow | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_UGL_FlareYellow_F** | *3Rnd 3GL Flares (Yellow)* | *Type: Flare Rounds - Yellow<br>Rounds: 3<br>Used in: 3GL* | F_40mm_Yellow | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **UGL_FlareCIR_F** | *Flare Round (IR)* | *Type: Flare - IR<br>Rounds: 1<br>Used in: EGLM, 3GL* | F_40mm_CIR | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_Katiba_GL_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_ACO_F<br>arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_AK12_GL_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f \\| |\n|  | **3Rnd_UGL_FlareCIR_F** | *3Rnd 3GL Flares (IR)* | *Type: Flare Rounds - IR<br>Rounds: 3<br>Used in: 3GL* | F_40mm_CIR | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MX_GL_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>B_Patrol_Soldier_Leader_weapon_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F \\| |\n|  | **FlareWhite_F** | *Flare (White)* | *Type: Flare Rounds - White<br>Rounds: 1<br>Used in: Flare Gun* | F_20mm_White |  |\n|  | **FlareGreen_F** | *Flare (Green)* | *Type: Flare Round - Green<br>Rounds: 1<br>Used in: Flare Gun* | F_20mm_Green |  |\n|  | **FlareRed_F** | *Flare (Red)* | *Type: Flare Rounds - Red<br>Rounds: 1<br>Used in: Flare Gun* | F_20mm_Red |  |\n|  | **FlareYellow_F** | *Flare (Yellow)* | *Type: Flare Rounds - Yellow<br>Rounds: 1<br>Used in: Flare Gun* | F_20mm_Yellow |  |\n|  | **Laserbatteries** | *Designator Batteries* | *Batteries for Laser Designator<br>Does not fit into NVG<br>Recycle after use.* | Laserbeam | Laserdesignator_mounted<br>Laserdesignator_vehicle<br>Laserdesignator_pilotCamera<br>Laserdesignator<br>Laserdesignator_02<br>Laserdesignator_03<br>Laserdesignator_01_khk_F<br>Laserdesignator_02_ghex_F<br>ProbingLaser_01_F |\n|  | **30Rnd_45ACP_Mag_SMG_01** | *.45 ACP 30Rnd Vermin Mag* | *Caliber: .45 ACP<br>Rounds: 30<br>Used in: Vermin SMG* | B_45ACP_Ball | SMG_01_F<br>SMG_01_Holo_F<br>SMG_01_Holo_pointer_snds_F<br>SMG_01_ACO_F |\n|  | **30Rnd_45ACP_Mag_SMG_01_Tracer_Green** | *.45 ACP 30Rnd Vermin Tracers (Green) Mag* | *Caliber: .45 ACP Tracers - Green<br>Rounds: 30<br>Used in: Vermin SMG* | B_45ACP_Ball_Green | SMG_01_F<br>SMG_01_Holo_F<br>SMG_01_Holo_pointer_snds_F<br>SMG_01_ACO_F |\n|  | **30Rnd_45ACP_Mag_SMG_01_Tracer_Red** | *.45 ACP 30Rnd Vermin Tracers (Red) Mag* | *Caliber: .45 ACP Tracers - Red<br>Rounds: 30<br>Used in: Vermin SMG* | B_45ACP_Ball | SMG_01_F<br>SMG_01_Holo_F<br>SMG_01_Holo_pointer_snds_F<br>SMG_01_ACO_F |\n|  | **30Rnd_45ACP_Mag_SMG_01_Tracer_Yellow** | *.45 ACP 30Rnd Vermin Tracers (Yellow) Mag* | *Caliber: .45 ACP Tracers - Yellow<br>Rounds: 30<br>Used in: Vermin SMG* | B_45ACP_Ball_Yellow | SMG_01_F<br>SMG_01_Holo_F<br>SMG_01_Holo_pointer_snds_F<br>SMG_01_ACO_F |\n|  | **9Rnd_45ACP_Mag** | *.45 ACP 9Rnd Mag* | *Caliber: .45 ACP<br>Rounds: 9<br>Used in: ACP-C2* | B_45ACP_Ball_Green | hgun_ACPC2_F<br>hgun_ACPC2_snds_F |\n|  | **150Rnd_762x51_Box** | *7.62 mm 150Rnd Box* | *Caliber: 7.62x54 mm<br>Rounds: 150<br>Used in: Zafir* | B_762x51_Tracer_Green |  |\n|  | **150Rnd_762x51_Box_Tracer** | *7.62 mm 150Rnd Tracer (Green) Box* | *Caliber: 7.62x54 mm Tracer - Green<br>Rounds: 150<br>Used in: Zafir* | B_762x51_Tracer_Green |  |\n|  | **150Rnd_762x54_Box** | *7.62 mm 150Rnd Box* | *Caliber: 7.62x54 mm<br>Rounds: 150<br>Used in: Zafir* | B_762x54_Tracer_Green | LMG_Zafir_F<br>LMG_Zafir_pointer_F<br>LMG_Zafir_ARCO_F<br>B_Patrol_Soldier_HeavyGunner_weapon_F |\n|  | **150Rnd_762x54_Box_Tracer** | *7.62 mm 150Rnd Tracer (Green) Box* | *Caliber: 7.62x54 mm Tracer - Green<br>Rounds: 150<br>Used in: Zafir* | B_762x54_Tracer_Green | LMG_Zafir_F<br>LMG_Zafir_pointer_F<br>LMG_Zafir_ARCO_F<br>B_Patrol_Soldier_HeavyGunner_weapon_F |\n|  | **Titan_AA** | *Titan AA Missile* | *Type: Anti-Air<br>Rounds: 1<br>Used in: Titan MPRL* | M_Titan_AA | launch_B_Titan_F<br>launch_I_Titan_F<br>launch_O_Titan_F<br>launch_Titan_F<br>launch_B_Titan_tna_F<br>launch_O_Titan_ghex_F<br>launch_I_Titan_eaf_F<br>launch_B_Titan_olive_F |\n|  | **Titan_AP** | *Titan AP Missile* | *Type: Antipersonnel<br>Rounds: 1<br>Used in: Titan MPRL Compact* | M_Titan_AP | launch_B_Titan_short_F<br>launch_I_Titan_short_F<br>launch_O_Titan_short_F<br>launch_Titan_short_F<br>launch_B_Titan_short_tna_F<br>launch_O_Titan_short_ghex_F |\n|  | **Titan_AT** | *Titan AT Missile* | *Type: Anti-Tank<br>Rounds: 1<br>Used in: Titan MPRL Compact* | M_Titan_AT | launch_B_Titan_short_F<br>launch_I_Titan_short_F<br>launch_O_Titan_short_F<br>launch_Titan_short_F<br>launch_B_Titan_short_tna_F<br>launch_O_Titan_short_ghex_F |\n|  | **300Rnd_20mm_shells** | *20 mm Shells* |  | B_20mm | gatling_20mm<br>Twin_Cannon_20mm<br>Twin_Cannon_20mm_gunpod<br>gatling_20mm_VTOL_01 |\n|  | **1000Rnd_20mm_shells** | *20 mm Shells* |  | B_20mm_Tracer_Red | gatling_20mm<br>Twin_Cannon_20mm<br>Twin_Cannon_20mm_gunpod<br>gatling_20mm_VTOL_01 |\n|  | **2000Rnd_20mm_shells** | *20 mm Shells* |  | B_20mm | gatling_20mm<br>Twin_Cannon_20mm<br>Twin_Cannon_20mm_gunpod<br>gatling_20mm_VTOL_01 |\n|  | **300Rnd_25mm_shells** | *25 mm Shells* |  | B_25mm | gatling_25mm |\n|  | **1000Rnd_25mm_shells** | *25 mm Shells* |  | B_25mm | gatling_25mm |\n|  | **250Rnd_30mm_HE_shells** | *30 mm HE Shells* |  | B_30mm_HE | gatling_30mm<br>gatling_30mm<br>gatling_30mm_VTOL_02<br>gatling_30mm_VTOL_02 |\n|  | **250Rnd_30mm_HE_shells_Tracer_Red** | *30 mm HE Tracer (Red) Shells* |  | B_30mm_HE_Tracer_Red | gatling_30mm<br>gatling_30mm<br>gatling_30mm_VTOL_02<br>gatling_30mm_VTOL_02 |\n|  | **250Rnd_30mm_HE_shells_Tracer_Green** | *30 mm HE Tracer (Green) Shells* |  | B_30mm_HE_Tracer_Green | gatling_30mm<br>gatling_30mm<br>gatling_30mm_VTOL_02<br>gatling_30mm_VTOL_02 |\n|  | **250Rnd_30mm_APDS_shells** | *30 mm APDS shells* |  | B_30mm_AP | gatling_30mm<br>gatling_30mm<br>gatling_30mm_VTOL_02<br>gatling_30mm_VTOL_02 |\n|  | **250Rnd_30mm_APDS_shells_Tracer_Red** | *30 mm APDS Tracer (Red) Shells* |  | B_30mm_AP_Tracer_Red | gatling_30mm<br>gatling_30mm<br>gatling_30mm_VTOL_02<br>gatling_30mm_VTOL_02 |\n|  | **250Rnd_30mm_APDS_shells_Tracer_Green** | *30 mm APDS Tracer (Green) Shells* |  | B_30mm_AP_Tracer_Green | gatling_30mm<br>gatling_30mm<br>gatling_30mm_VTOL_02<br>gatling_30mm_VTOL_02 |\n|  | **250Rnd_30mm_APDS_shells_Tracer_Yellow** | *30 mm APDS Tracer (Yellow) Shells* |  | B_30mm_AP_Tracer_Yellow | gatling_30mm<br>gatling_30mm<br>gatling_30mm_VTOL_02<br>gatling_30mm_VTOL_02 |\n|  | **140Rnd_30mm_MP_shells** | *30 mm Multi-purpose* |  | B_30mm_MP | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **140Rnd_30mm_MP_shells_Tracer_Red** | *30 mm MP-T* |  | B_30mm_MP_Tracer_Red | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **140Rnd_30mm_MP_shells_Tracer_Green** | *30 mm MP-T* |  | B_30mm_MP_Tracer_Green | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **140Rnd_30mm_MP_shells_Tracer_Yellow** | *30 mm MP-T* |  | B_30mm_MP_Tracer_Yellow | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **60Rnd_30mm_APFSDS_shells** | *30 mm APFSDS* |  | B_30mm_APFSDS | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **60Rnd_30mm_APFSDS_shells_Tracer_Red** | *30 mm APFSDS-T* |  | B_30mm_APFSDS_Tracer_Red | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **60Rnd_30mm_APFSDS_shells_Tracer_Green** | *30 mm APFSDS* |  | B_30mm_APFSDS_Tracer_Green | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **60Rnd_30mm_APFSDS_shells_Tracer_Yellow** | *30 mm APFSDS-T* |  | B_30mm_APFSDS_Tracer_Yellow | autocannon_30mm_CTWS<br>autocannon_30mm |\n|  | **60Rnd_40mm_GPR_shells** | *40 mm GPR* |  | B_40mm_GPR | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **60Rnd_40mm_GPR_Tracer_Red_shells** | *40 mm GPR-T* |  | B_40mm_GPR_Tracer_Red | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **60Rnd_40mm_GPR_Tracer_Green_shells** | *40 mm GPR-T* |  | B_40mm_GPR_Tracer_Green | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **60Rnd_40mm_GPR_Tracer_Yellow_shells** | *40 mm GPR-T* |  | B_40mm_GPR_Tracer_Yellow | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **40Rnd_40mm_APFSDS_shells** | *40 mm APFSDS* |  | B_40mm_APFSDS | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **40Rnd_40mm_APFSDS_Tracer_Red_shells** | *40 mm APFSDS-T* |  | B_40mm_APFSDS_Tracer_Red | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **40Rnd_40mm_APFSDS_Tracer_Green_shells** | *40 mm APFSDS-T* |  | B_40mm_APFSDS_Tracer_Green | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **40Rnd_40mm_APFSDS_Tracer_Yellow_shells** | *40 mm APFSDS-T* |  | B_40mm_APFSDS_Tracer_Yellow | autocannon_40mm_CTWS<br>autocannon_40mm_VTOL_01 |\n|  | **8Rnd_LG_scalpel** | *Scalpel E2* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT | missiles_SCALPEL |\n|  | **6Rnd_LG_scalpel** | *Scalpel E2* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT | missiles_SCALPEL |\n|  | **2Rnd_LG_scalpel** | *Scalpel E2* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT | missiles_SCALPEL |\n|  | **2Rnd_LG_scalpel_hidden** | *Scalpel E2* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT_hidden |  |\n|  | **14Rnd_80mm_rockets** | *Skyfire* | *Unguided rockets with high-explosive warhead* | R_80mm_HE | rockets_Skyfire |\n|  | **38Rnd_80mm_rockets** | *Skyfire* | *Unguided rockets with high-explosive warhead* | R_80mm_HE | rockets_Skyfire |\n|  | **12Rnd_230mm_rockets** | *230 mm Rocket* | *Unguided rockets with high-explosive warhead* | R_230mm_HE | rockets_230mm_GAT |\n|  | **12Rnd_230mm_rockets_cluster** | *230 mm Cluster Rocket* | *Unguided rockets with high-explosive warhead* | R_230mm_Cluster | rockets_230mm_GAT |\n|  | **2Rnd_AAA_missiles** | *ASRAAM* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | M_Air_AA | missiles_ASRAAM |\n|  | **2Rnd_AAA_missiles_MI02** | *ASRAAM* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | M_Air_AA_MI02 | missiles_ASRAAM |\n|  | **2Rnd_AAA_missiles_MI06** | *ASRAAM* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | M_Air_AA_MI06 | missiles_ASRAAM |\n|  | **4Rnd_AAA_missiles** | *ASRAAM* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | M_Air_AA | missiles_ASRAAM |\n|  | **4Rnd_AAA_missiles_MI02** | *ASRAAM* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | M_Air_AA_MI02 | missiles_ASRAAM |\n|  | **4Rnd_GAA_missiles** | *Zephyr* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | M_Zephyr | missiles_titan<br>missiles_titan_AA<br>missiles_Zephyr |\n|  | **4Rnd_Titan_long_missiles** | *Titan Missile* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | M_Titan_AA_long | missiles_titan<br>missiles_titan_AA |\n|  | **4Rnd_Titan_long_missiles_O** | *Titan Missile* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | M_Titan_AA_long | missiles_titan<br>missiles_titan_AA |\n|  | **5Rnd_GAT_missiles** | *Titan Missile* |  | M_Titan_AT_long | missiles_titan |\n|  | **2Rnd_GAT_missiles** | *Titan Missile* |  | M_Titan_AT_long | missiles_titan |\n|  | **2Rnd_GAT_missiles_O** | *Titan Missile* |  | M_Titan_AT_long | missiles_titan |\n|  | **30Rnd_120mm_HE_shells** | *HE Shells* |  | Sh_120mm_HE | cannon_120mm<br>cannon_120mm_long |\n|  | **30Rnd_120mm_HE_shells_Tracer_Red** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **30Rnd_120mm_HE_shells_Tracer_Green** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **30Rnd_120mm_HE_shells_Tracer_Yellow** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **16Rnd_120mm_HE_shells** | *HE Shells* |  | Sh_120mm_HE | cannon_120mm<br>cannon_120mm_long |\n|  | **16Rnd_120mm_HE_shells_Tracer_Red** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **16Rnd_120mm_HE_shells_Tracer_Green** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **16Rnd_120mm_HE_shells_Tracer_Yellow** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **14Rnd_120mm_HE_shells** | *HE Shells* |  | Sh_120mm_HE | cannon_120mm<br>cannon_120mm_long |\n|  | **14Rnd_120mm_HE_shells_Tracer_Red** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **14Rnd_120mm_HE_shells_Tracer_Green** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **14Rnd_120mm_HE_shells_Tracer_Yellow** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HE_shells** | *HE Shells* |  | Sh_120mm_HE | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HE_shells_Tracer_Red** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HE_shells_Tracer_Green** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HE_shells_Tracer_Yellow** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HE_shells** | *HE Shells* |  | Sh_120mm_HE | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HE_shells_Tracer_Red** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HE_shells_Tracer_Green** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HE_shells_Tracer_Yellow** | *120mm HE-T* |  | Sh_120mm_HE_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **30Rnd_120mm_APFSDS_shells** | *120mm APFSDS* |  | Sh_120mm_APFSDS | cannon_120mm<br>cannon_120mm_long |\n|  | **30Rnd_120mm_APFSDS_shells_Tracer_Red** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **30Rnd_120mm_APFSDS_shells_Tracer_Green** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **30Rnd_120mm_APFSDS_shells_Tracer_Yellow** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **32Rnd_120mm_APFSDS_shells** | *120mm APFSDS* |  | Sh_120mm_APFSDS | cannon_120mm<br>cannon_120mm_long |\n|  | **32Rnd_120mm_APFSDS_shells_Tracer_Red** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **32Rnd_120mm_APFSDS_shells_Tracer_Green** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **32Rnd_120mm_APFSDS_shells_Tracer_Yellow** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **28Rnd_120mm_APFSDS_shells** | *120mm APFSDS* |  | Sh_120mm_APFSDS | cannon_120mm<br>cannon_120mm_long |\n|  | **28Rnd_120mm_APFSDS_shells_Tracer_Red** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **28Rnd_120mm_APFSDS_shells_Tracer_Green** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **28Rnd_120mm_APFSDS_shells_Tracer_Yellow** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **24Rnd_120mm_APFSDS_shells** | *120mm APFSDS* |  | Sh_120mm_APFSDS | cannon_120mm<br>cannon_120mm_long |\n|  | **24Rnd_120mm_APFSDS_shells_Tracer_Red** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **24Rnd_120mm_APFSDS_shells_Tracer_Green** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **24Rnd_120mm_APFSDS_shells_Tracer_Yellow** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_APFSDS_shells** | *120mm APFSDS* |  | Sh_120mm_APFSDS | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_APFSDS_shells_Tracer_Red** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_APFSDS_shells_Tracer_Green** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_APFSDS_shells_Tracer_Yellow** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_APFSDS_shells** | *120mm APFSDS* |  | Sh_120mm_APFSDS | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_APFSDS_shells_Tracer_Red** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_APFSDS_shells_Tracer_Green** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_APFSDS_shells_Tracer_Yellow** | *120mm APFSDS-T* |  | Sh_120mm_APFSDS_Tracer_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_HEAT_MP** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_HEAT_MP_T_Red** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_HEAT_MP_T_Green** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **20Rnd_120mm_HEAT_MP_T_Yellow** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HEAT_MP** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HEAT_MP_T_Red** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HEAT_MP_T_Green** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_120mm_HEAT_MP_T_Yellow** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HEAT_MP** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HEAT_MP_T_Red** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Red | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HEAT_MP_T_Green** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Green | cannon_120mm<br>cannon_120mm_long |\n|  | **8Rnd_120mm_HEAT_MP_T_Yellow** | *120mm HEAT-MP-T* |  | Sh_120mm_HEAT_MP_T_Yellow | cannon_120mm<br>cannon_120mm_long |\n|  | **12Rnd_125mm_HE** | *125mm HE* |  | Sh_125mm_HE | cannon_125mm<br>cannon_125mm_advanced |\n|  | **12Rnd_125mm_HE_T_Red** | *125mm HE-T* |  | Sh_125mm_HE_T_Red | cannon_125mm<br>cannon_125mm_advanced |\n|  | **12Rnd_125mm_HE_T_Green** | *125mm HE-T* |  | Sh_125mm_HE_T_Green | cannon_125mm<br>cannon_125mm_advanced |\n|  | **12Rnd_125mm_HE_T_Yellow** | *125mm HE-T* |  | Sh_125mm_HE_T_Yellow | cannon_125mm<br>cannon_125mm_advanced |\n|  | **8Rnd_125mm_HE** | *125mm HE* |  | Sh_125mm_HE | cannon_125mm<br>cannon_125mm_advanced |\n|  | **8Rnd_125mm_HE_T_Red** | *125mm HE-T* |  | Sh_125mm_HE_T_Red | cannon_125mm<br>cannon_125mm_advanced |\n|  | **8Rnd_125mm_HE_T_Green** | *125mm HE-T* |  | Sh_125mm_HE_T_Green | cannon_125mm<br>cannon_125mm_advanced |\n|  | **8Rnd_125mm_HE_T_Yellow** | *125mm HE-T* |  | Sh_125mm_HE_T_Yellow | cannon_125mm<br>cannon_125mm_advanced |\n|  | **20Rnd_125mm_APFSDS** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS | cannon_125mm<br>cannon_125mm_advanced |\n|  | **20Rnd_125mm_APFSDS_T_Red** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Red | cannon_125mm<br>cannon_125mm_advanced |\n|  | **20Rnd_125mm_APFSDS_T_Green** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Green | cannon_125mm<br>cannon_125mm_advanced |\n|  | **20Rnd_125mm_APFSDS_T_Yellow** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Yellow | cannon_125mm<br>cannon_125mm_advanced |\n|  | **24Rnd_125mm_APFSDS** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS | cannon_125mm<br>cannon_125mm_advanced |\n|  | **24Rnd_125mm_APFSDS_T_Red** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Red | cannon_125mm<br>cannon_125mm_advanced |\n|  | **24Rnd_125mm_APFSDS_T_Green** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Green | cannon_125mm<br>cannon_125mm_advanced |\n|  | **24Rnd_125mm_APFSDS_T_Yellow** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Yellow | cannon_125mm<br>cannon_125mm_advanced |\n|  | **16Rnd_125mm_APFSDS** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS | cannon_125mm<br>cannon_125mm_advanced |\n|  | **16Rnd_125mm_APFSDS_T_Red** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Red | cannon_125mm<br>cannon_125mm_advanced |\n|  | **16Rnd_125mm_APFSDS_T_Green** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Green | cannon_125mm<br>cannon_125mm_advanced |\n|  | **16Rnd_125mm_APFSDS_T_Yellow** | *125mm APFSDS-T* |  | Sh_125mm_APFSDS_T_Yellow | cannon_125mm<br>cannon_125mm_advanced |\n|  | **12Rnd_125mm_HEAT** | *125mm HEAT* |  | Sh_125mm_HEAT | cannon_125mm<br>cannon_125mm_advanced |\n|  | **12Rnd_125mm_HEAT_T_Red** | *125mm HEAT-T* |  | Sh_125mm_HEAT_T_Red | cannon_125mm<br>cannon_125mm_advanced |\n|  | **12Rnd_125mm_HEAT_T_Green** | *125mm HEAT-T* |  | Sh_125mm_HEAT_T_Green | cannon_125mm<br>cannon_125mm_advanced |\n|  | **12Rnd_125mm_HEAT_T_Yellow** | *125mm HEAT-T* |  | Sh_125mm_HEAT_T_Yellow | cannon_125mm<br>cannon_125mm_advanced |\n|  | **40Rnd_105mm_APFSDS** | *105mm APFSDS* |  | Sh_105mm_APFSDS | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **40Rnd_105mm_APFSDS_T_Red** | *105mm APFSDS-T* |  | Sh_105mm_APFSDS_T_Red | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **40Rnd_105mm_APFSDS_T_Green** | *105mm APFSDS-T* |  | Sh_105mm_APFSDS_T_Green | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **40Rnd_105mm_APFSDS_T_Yellow** | *105mm APFSDS-T* |  | Sh_105mm_APFSDS_T_Yellow | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **20Rnd_105mm_HEAT_MP** | *105mm HEAT-MP* |  | Sh_105mm_HEAT_MP | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **20Rnd_105mm_HEAT_MP_T_Red** | *105mm HEAT-MP-T* |  | Sh_105mm_HEAT_MP_T_Red | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **20Rnd_105mm_HEAT_MP_T_Green** | *105mm HEAT-MP-T* |  | Sh_105mm_HEAT_MP_T_Green | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **20Rnd_105mm_HEAT_MP_T_Yellow** | *105mm HEAT-MP-T* |  | Sh_105mm_HEAT_MP_T_Yellow | cannon_105mm<br>cannon_105mm_VTOL_01 |\n|  | **680Rnd_35mm_AA_shells** | *35 mm AA Shells* |  | B_35mm_AA | autocannon_35mm |\n|  | **680Rnd_35mm_AA_shells_Tracer_Red** | *35 mm AA Shells* |  | B_35mm_AA_Tracer_Red | autocannon_35mm |\n|  | **680Rnd_35mm_AA_shells_Tracer_Green** | *35 mm AA Shells* |  | B_35mm_AA_Tracer_Green | autocannon_35mm |\n|  | **680Rnd_35mm_AA_shells_Tracer_Yellow** | *35 mm AA Shells* |  | B_35mm_AA_Tracer_Yellow | autocannon_35mm |\n|  | **6Rnd_AAT_missiles** | *AG Missiles* |  | M_Air_AT |  |\n|  | **4Rnd_AAT_missiles** | *AG Missiles* |  | M_Air_AT |  |\n|  | **1Rnd_GAA_missiles** | *Zephyr* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | M_Titan_AA_static | missiles_titan_static |\n|  | **1Rnd_GAT_missiles** | *Titan Missile* |  | M_Titan_AT_static | missiles_titan_static |\n|  | **2Rnd_GBU12_LGB** | *GBU-12* | *500lb, high-explosive, laser-guided bomb* | Bo_GBU12_LGB | GBU12BombLauncher<br>GBU12BombLauncher_Plane_Fighter_03_F |\n|  | **2Rnd_GBU12_LGB_MI10** | *GBU-12* | *500lb, high-explosive, laser-guided bomb* | Bo_GBU12_LGB_MI10 | GBU12BombLauncher<br>GBU12BombLauncher_Plane_Fighter_03_F |\n|  | **2Rnd_Mk82** | *Mk82* | *500lb, high-explosive, unguided bomb* | Bo_Mk82 | Mk82BombLauncher |\n|  | **2Rnd_Mk82_MI08** | *Mk82* | *500lb, high-explosive, unguided bomb* | Bo_Mk82_MI08 | Mk82BombLauncher |\n|  | **11Rnd_45ACP_Mag** | *.45 ACP 11Rnd Mag* | *Caliber: .45 ACP<br>Rounds: 11<br>Used in: 4-five* | B_45ACP_Ball | hgun_Pistol_heavy_01_F<br>hgun_Pistol_heavy_01_snds_F<br>hgun_Pistol_heavy_01_MRD_F<br>B_Patrol_Soldier_Pistol_F<br>hgun_Pistol_heavy_01_green_F<br>hgun_Pistol_heavy_01_green_snds_F |\n|  | **6Rnd_45ACP_Cylinder** | *.45 ACP 6Rnd Cylinder* | *Caliber: .45 ACP<br>Rounds: 6<br>Used in: Zubr* | B_45ACP_Ball | hgun_Pistol_heavy_02_F<br>hgun_Pistol_heavy_02_Yorris_F |\n|  | **10Rnd_762x51_Mag** | *7.62 mm 10Rnd Mag* | *Caliber: 7.62x54 mm<br>Rounds: 10<br>Used in: Rahim* | B_762x51_Ball |  |\n|  | **10Rnd_762x54_Mag** | *7.62 mm 10Rnd Mag* | *Caliber: 7.62x54 mm<br>Rounds: 10<br>Used in: Rahim* | B_762x54_Ball | srifle_DMR_01_F<br>srifle_DMR_01_ACO_F<br>srifle_DMR_01_MRCO_F<br>srifle_DMR_01_SOS_F<br>srifle_DMR_01_DMS_F<br>srifle_DMR_01_DMS_snds_F<br>srifle_DMR_01_ARCO_F<br>srifle_DMR_01_DMS_BI_F<br>srifle_DMR_01_DMS_snds_BI_F |\n|  | **5Rnd_127x108_APDS_Mag** | *12.7 mm 5Rnd APDS Mag* | *Caliber: 12.7x108 mm APDS<br>Rounds: 5<br>Used in: GM6 Lynx* | B_127x108_APDS | srifle_GM6_F<br>srifle_GM6_SOS_F<br>srifle_GM6_LRPS_F<br>srifle_GM6_camo_F<br>srifle_GM6_camo_SOS_F<br>srifle_GM6_camo_LRPS_F<br>srifle_GM6_ghex_F<br>srifle_GM6_ghex_LRPS_F |\n|  | **B_IR_Grenade** | *IR Grenade [NATO]* | *Type: IR Strobe<br>Faction: NATO<br>Rounds: 1* | B_IRStrobe | Throw |\n|  | **O_IR_Grenade** | *IR Grenade [CSAT]* | *Type: IR Strobe<br>Faction: CSAT<br>Rounds: 1* | O_IRStrobe | Throw |\n|  | **I_IR_Grenade** | *IR Grenade [AAF]* | *Type: IR Strobe<br>Faction: AAF<br>Rounds: 1* | I_IRStrobe | Throw |\n|  | **200Rnd_762x51_Belt** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Ball | LMG_coax<br>LMG_coax_ext |\n|  | **200Rnd_762x51_Belt_Red** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Red | LMG_coax<br>LMG_coax_ext |\n|  | **200Rnd_762x51_Belt_T_Red** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Red | LMG_coax<br>LMG_coax_ext |\n|  | **200Rnd_762x51_Belt_Green** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Green | LMG_coax<br>LMG_coax_ext |\n|  | **200Rnd_762x51_Belt_T_Green** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Green | LMG_coax<br>LMG_coax_ext |\n|  | **200Rnd_762x51_Belt_Yellow** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Yellow | LMG_coax<br>LMG_coax_ext |\n|  | **200Rnd_762x51_Belt_T_Yellow** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Yellow | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_762x51_Belt** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Ball | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_762x51_Belt_Red** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Red | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_762x51_Belt_T_Red** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Red | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_762x51_Belt_Green** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Green | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_762x51_Belt_T_Green** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Green | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_762x51_Belt_Yellow** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Yellow | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_762x51_Belt_T_Yellow** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Yellow | LMG_coax<br>LMG_coax_ext |\n|  | **2000Rnd_762x51_Belt** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Ball | LMG_coax<br>LMG_coax_ext |\n|  | **2000Rnd_762x51_Belt_Red** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Red | LMG_coax<br>LMG_coax_ext |\n|  | **2000Rnd_762x51_Belt_T_Red** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Red | LMG_coax<br>LMG_coax_ext |\n|  | **2000Rnd_762x51_Belt_Green** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Green | LMG_coax<br>LMG_coax_ext |\n|  | **2000Rnd_762x51_Belt_T_Green** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Green | LMG_coax<br>LMG_coax_ext |\n|  | **2000Rnd_762x51_Belt_Yellow** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Yellow | LMG_coax<br>LMG_coax_ext |\n|  | **2000Rnd_762x51_Belt_T_Yellow** | *7.62 mm Minigun Belt* | *Caliber: 7.62x51 mm<br>Rounds: 2000<br>Used in: AH-9* | B_762x51_Tracer_Yellow | LMG_coax<br>LMG_coax_ext |\n|  | **1000Rnd_Gatling_30mm_Plane_CAS_01_F** |  |  | Gatling_30mm_HE_Plane_CAS_01_F | Gatling_30mm_Plane_CAS_01_F |\n|  | **2Rnd_Missile_AA_04_F** |  | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | Missile_AA_04_F | Missile_AA_04_Plane_CAS_01_F |\n|  | **6Rnd_Missile_AGM_02_F** |  | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | Missile_AGM_02_Plane_CAS_01_F |\n|  | **7Rnd_Rocket_04_HE_F** |  | *Unguided rockets with high-explosive warhead* | Rocket_04_HE_F | Rocket_04_HE_Plane_CAS_01_F |\n|  | **7Rnd_Rocket_04_AP_F** |  | *Unguided rockets with high-explosive anti-tank warhead* | Rocket_04_AP_F | Rocket_04_AP_Plane_CAS_01_F |\n|  | **4Rnd_Bomb_04_F** |  | *500lb, high-explosive, laser-guided bomb* | Bomb_04_F | Bomb_04_Plane_CAS_01_F |\n|  | **500Rnd_Cannon_30mm_Plane_CAS_02_F** |  |  | Cannon_30mm_HE_Plane_CAS_02_F | Cannon_30mm_Plane_CAS_02_F |\n|  | **2Rnd_Missile_AA_03_F** |  | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | Missile_AA_03_F | Missile_AA_03_Plane_CAS_02_F |\n|  | **4Rnd_Missile_AGM_01_F** |  | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_01_F | Missile_AGM_01_Plane_CAS_02_F |\n|  | **20Rnd_Rocket_03_HE_F** |  | *Unguided rockets with high-explosive warhead* | Rocket_03_HE_F | Rocket_03_HE_Plane_CAS_02_F |\n|  | **20Rnd_Rocket_03_AP_F** |  | *Unguided rockets with high-explosive anti-tank warhead* | Rocket_03_AP_F | Rocket_03_AP_Plane_CAS_02_F |\n|  | **2Rnd_Bomb_03_F** |  | *565lb, high-explosive, laser-guided bomb* | Bomb_03_F | Bomb_03_Plane_CAS_02_F |\n|  | **PylonRack_1Rnd_Missile_AA_04_F** | *Falchion-22* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | Missile_AA_04_F | Missile_AA_04_Plane_CAS_01_F |\n|  | **PylonMissile_1Rnd_Missile_AA_04_F** | *Falchion-22* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | Missile_AA_04_F | Missile_AA_04_Plane_CAS_01_F |\n|  | **PylonRack_1Rnd_AAA_missiles** | *ASRAAM* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | M_Air_AA | missiles_ASRAAM |\n|  | **PylonMissile_1Rnd_AAA_missiles** | *ASRAAM* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | M_Air_AA | missiles_ASRAAM |\n|  | **PylonRack_1Rnd_GAA_missiles** | *Zephyr* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | M_Zephyr | missiles_Zephyr |\n|  | **PylonMissile_1Rnd_GAA_missiles** | *Zephyr* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | M_Zephyr | missiles_Zephyr |\n|  | **PylonRack_1Rnd_Missile_AGM_02_F** | *Macer* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | Missile_AGM_02_Plane_CAS_01_F |\n|  | **PylonRack_3Rnd_Missile_AGM_02_F** | *Macer 3x* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | Missile_AGM_02_Plane_CAS_01_F |\n|  | **PylonRack_1Rnd_LG_scalpel** | *Scalpel* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT | missiles_SCALPEL |\n|  | **PylonMissile_1Rnd_LG_scalpel** | *Scalpel* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT | missiles_SCALPEL |\n|  | **PylonRack_3Rnd_LG_scalpel** | *Scalpel 3x* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT | missiles_SCALPEL |\n|  | **PylonRack_4Rnd_LG_scalpel** | *Scalpel 4x* | *Short-range, laser/infrared-guided, air-to-surface missile with tandem high-explosive anti-tank warhead* | M_Scalpel_AT | missiles_SCALPEL |\n|  | **PylonRack_7Rnd_Rocket_04_HE_F** | *Shrieker 7x HE* | *Unguided rockets with high-explosive warhead* | Rocket_04_HE_F | Rocket_04_HE_Plane_CAS_01_F |\n|  | **PylonRack_7Rnd_Rocket_04_AP_F** | *Shrieker 7x AP* | *Unguided rockets with high-explosive anti-tank warhead* | Rocket_04_AP_F | Rocket_04_AP_Plane_CAS_01_F |\n|  | **PylonRack_12Rnd_PG_missiles** | *DAGR* | *Short-range, laser/infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | M_PG_AT | missiles_DAGR |\n|  | **PylonRack_12Rnd_missiles** | *DAR* | *Unguided rockets with high-explosive warhead* | M_AT | missiles_DAR |\n|  | **PylonMissile_1Rnd_Bomb_04_F** | *GBU-12* | *500lb, high-explosive, laser-guided bomb* | Bomb_04_F | Bomb_04_Plane_CAS_01_F |\n|  | **PylonMissile_1Rnd_Mk82_F** | *Mk82* | *500lb, high-explosive, unguided bomb* | Bo_Mk82 | Mk82BombLauncher |\n|  | **PylonWeapon_300Rnd_20mm_shells** | *Twin Cannon 20mm* | *20mm twin-cannon weapon pod* | B_20mm | gatling_20mm<br>Twin_Cannon_20mm<br>Twin_Cannon_20mm_gunpod |\n|  | **PylonWeapon_2000Rnd_65x39_belt** | *Minigun 6.5 mm* | *6.5mm gatling gun* | B_65x39_Minigun_Caseless_Green_splash | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **PylonRack_20Rnd_Rocket_03_HE_F** | *Tratnyr 20x HE* | *Unguided rockets with high-explosive warhead* | Rocket_03_HE_F | Rocket_03_HE_Plane_CAS_02_F |\n|  | **PylonRack_20Rnd_Rocket_03_AP_F** | *Tratnyr 20x AP* | *Unguided rockets with high-explosive anti-tank warhead* | Rocket_03_AP_F | Rocket_03_AP_Plane_CAS_02_F |\n|  | **PylonRack_19Rnd_Rocket_Skyfire** | *Skyfire 19x* | *Unguided rockets with high-explosive warhead* | R_80mm_HE | rockets_Skyfire |\n|  | **PylonRack_1Rnd_Missile_AA_03_F** | *Sahr-3* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | Missile_AA_03_F | Missile_AA_03_Plane_CAS_02_F |\n|  | **PylonMissile_1Rnd_Missile_AA_03_F** | *Sahr-3* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | Missile_AA_03_F | Missile_AA_03_Plane_CAS_02_F |\n|  | **PylonRack_1Rnd_Missile_AGM_01_F** | *Sharur* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_01_F | Missile_AGM_01_Plane_CAS_02_F |\n|  | **PylonMissile_1Rnd_Bomb_03_F** | *LOM-250G* | *565lb, high-explosive, laser-guided bomb* | Bomb_03_F | Bomb_03_Plane_CAS_02_F |\n|  | **ATMine_Range_Mag** | *AT Mine* | *Type: Anti-tank mine <br>Rounds: 1<br>Used on: Ground* | ATMine_Range_Ammo | Put |\n|  | **APERSMine_Range_Mag** | *APERS Mine* | *Type: Anti-personnel mine<br>Rounds: 1<br>Used on: Ground* | APERSMine_Range_Ammo | Put |\n|  | **APERSBoundingMine_Range_Mag** | *APERS Bounding Mine* | *Type: Anti-personnel bounding mine<br>Rounds: 1<br>Used on: Ground* | APERSBoundingMine_Range_Ammo | Put |\n|  | **SLAMDirectionalMine_Wire_Mag** | *M6 SLAM Mine* | *Type: Anti-armor penetration mine<br>Rounds: 1<br>Used on: Ground* | SLAMDirectionalMine_Wire_Ammo | Put |\n|  | **APERSTripMine_Wire_Mag** | *APERS Tripwire Mine* | *Type: Anti-personnel tripwire mine<br>Rounds: 1<br>Used on: Ground* | APERSTripMine_Wire_Ammo | Put |\n|  | **ClaymoreDirectionalMine_Remote_Mag** | *Claymore Charge* | *Type: Anti-personnel fragmentation charge<br>Rounds: 1<br>Used on: Ground* | ClaymoreDirectionalMine_Remote_Ammo | Put |\n|  | **SatchelCharge_Remote_Mag** | *Explosive Satchel* | *Type: Charge<br>Rounds: 1<br>Used on: Ground* | SatchelCharge_Remote_Ammo | Put |\n|  | **DemoCharge_Remote_Mag** | *Explosive Charge* | *Type: Charge<br>Rounds: 1<br>Used on: Ground* | DemoCharge_Remote_Ammo | Put |\n|  | **IEDUrbanBig_Remote_Mag** | *Large IED (Urban)* | *Type: Charge<br>Rounds: 1<br>Used on: Ground* | IEDUrbanBig_Remote_Ammo | Put |\n|  | **IEDLandBig_Remote_Mag** | *Large IED (Dug-in)* | *Type: Charge<br>Rounds: 1<br>Used on: Ground* | IEDLandBig_Remote_Ammo | Put |\n|  | **IEDUrbanSmall_Remote_Mag** | *Small IED (Urban)* | *Type: Charge<br>Rounds: 1<br>Used on: Ground* | IEDUrbanSmall_Remote_Ammo | Put |\n|  | **IEDLandSmall_Remote_Mag** | *Small IED (Dug-in)* | *Type: Charge<br>Rounds: 1<br>Used on: Ground* | IEDLandSmall_Remote_Ammo | Put |\n|  | **6Rnd_GreenSignal_F** | *6Rnd Signal Cylinder (Green)* | *Type: Flare Slugs - Green<br>Rounds: 6<br>Used in: Starter Pistol* | Sub_F_Signal_Green | hgun_Pistol_Signal_F |\n|  | **6Rnd_RedSignal_F** | *6Rnd Signal Cylinder (Red)* | *Type: Flare Slugs - Red<br>Rounds: 6<br>Used in: Starter Pistol* | Sub_F_Signal_Red | hgun_Pistol_Signal_F |\n|  | **10Rnd_338_Mag** | *.338 LM 10Rnd Mag* | *Caliber: .338 Lapua Magnum<br>Rounds: 10<br>Used in: MAR-10* | B_338_Ball | srifle_DMR_02_F<br>srifle_DMR_02_camo_F<br>srifle_DMR_02_sniper_F<br>srifle_DMR_02_ACO_F<br>srifle_DMR_02_MRCO_F<br>srifle_DMR_02_SOS_F<br>srifle_DMR_02_DMS_F<br>srifle_DMR_02_sniper_AMS_LP_S_F<br>srifle_DMR_02_camo_AMS_LP_F<br>srifle_DMR_02_ARCO_F |\n|  | **130Rnd_338_Mag** | *.338 NM 130Rnd Belt* | *Caliber: .338 Norma Magnum<br>Rounds: 130<br>Used in: SPMG* | B_338_NM_Ball | MMG_02_camo_F<br>MMG_02_black_F<br>MMG_02_sand_F<br>MMG_02_sand_RCO_LP_F<br>MMG_02_black_RCO_BI_F<br>MMG_02_vehicle<br>MMG_02_coax |\n|  | **10Rnd_127x54_Mag** | *12.7 mm 10Rnd Mag* | *Caliber: 12.7x54 mm<br>Rounds: 10<br>Used in: ASP-1 Kir* | B_127x54_Ball | srifle_DMR_04_F<br>srifle_DMR_04_Tan_F<br>srifle_DMR_04_ACO_F<br>srifle_DMR_04_MRCO_F<br>srifle_DMR_04_SOS_F<br>srifle_DMR_04_DMS_F<br>srifle_DMR_04_ARCO_F<br>srifle_DMR_04_NS_LP_F<br>srifle_DMR_04_DMS_weathered_Kir_F_F |\n|  | **150Rnd_93x64_Mag** | *9.3mm 150Rnd Belt* | *Caliber: 9.3x64mm<br>Rounds: 150<br>Used in: Navid* | B_93x64_Ball | MMG_01_hex_F<br>MMG_01_tan_F<br>MMG_01_hex_ARCO_LP_F<br>MMG_01_vehicle |\n|  | **10Rnd_93x64_DMR_05_Mag** | *9.3 mm 10Rnd Mag* | *Caliber: 9.3x64mm<br>Rounds: 10<br>Used in: Cyrus* | B_93x64_Ball | srifle_DMR_05_blk_F<br>srifle_DMR_05_hex_F<br>srifle_DMR_05_tan_f<br>srifle_DMR_05_ACO_F<br>srifle_DMR_05_MRCO_F<br>srifle_DMR_05_SOS_F<br>srifle_DMR_05_DMS_F<br>srifle_DMR_05_KHS_LP_F<br>srifle_DMR_05_DMS_snds_F<br>srifle_DMR_05_ARCO_F |\n|  | **50Rnd_570x28_SMG_03** | *5.7 mm 50Rnd ADR-97 Mag* | *Caliber: 5.7x28 mm<br>Rounds: 50<br>Used in: ADR-97, ADR-97C, ADR-97C TR* | B_570x28_Ball | \\| Objects \\|<br>\\|---\\|<br>\\| SMG_03_TR_black<br>SMG_03_TR_camo<br>SMG_03_TR_khaki<br>SMG_03_TR_hex<br>SMG_03C_TR_black<br>SMG_03C_TR_camo<br>SMG_03C_TR_khaki<br>SMG_03C_TR_hex<br>SMG_03_black<br>SMG_03_camo<br>SMG_03_khaki<br>SMG_03_hex<br>SMG_03C_black<br>SMG_03C_camo<br>SMG_03C_khaki<br>SMG_03C_hex \\| |\n|  | **10Rnd_9x21_Mag** | *9 mm 10Rnd Mag* | *Caliber: 9x21 mm<br>Rounds: 10<br>Used in: PM* | B_9x21_Ball | hgun_Pistol_01_F |\n|  | **30Rnd_580x42_Mag_F** | *5.8 mm 30Rnd Mag* | *Caliber: 5.8x42 mm<br>Rounds: 30<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_CTAR_blk_F<br>arifle_CTAR_hex_F<br>arifle_CTAR_ghex_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_blk_ACO_Pointer_F<br>arifle_CTAR_blk_Pointer_F<br>arifle_CTAR_blk_ACO_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_blk_ARCO_Pointer_F<br>arifle_CTAR_blk_ACO_Pointer_Snds_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_CTAR_blk_ARCO_Pointer_Snds_F<br>arifle_CTAR_blk_ARCO_F<br>arifle_CTAR_blk_flash_F<br>arifle_CTAR_blk_aco_flash_F<br>arifle_CTAR_blk_arco_flash_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F \\| |\n|  | **30Rnd_580x42_Mag_Tracer_F** | *5.8 mm 30Rnd Tracer (Green) Mag* | *Caliber: 5.8x42 mm<br>Rounds: 30<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_CTAR_blk_F<br>arifle_CTAR_hex_F<br>arifle_CTAR_ghex_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_blk_ACO_Pointer_F<br>arifle_CTAR_blk_Pointer_F<br>arifle_CTAR_blk_ACO_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_blk_ARCO_Pointer_F<br>arifle_CTAR_blk_ACO_Pointer_Snds_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_CTAR_blk_ARCO_Pointer_Snds_F<br>arifle_CTAR_blk_ARCO_F<br>arifle_CTAR_blk_flash_F<br>arifle_CTAR_blk_aco_flash_F<br>arifle_CTAR_blk_arco_flash_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F \\| |\n|  | **100Rnd_580x42_Mag_F** | *5.8 mm 100Rnd Mag* | *Caliber: 5.8x42 mm<br>Rounds: 100<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | arifle_CTARS_blk_F<br>arifle_CTARS_blk_Pointer_F<br>arifle_CTARS_blk_flash_F |\n|  | **100Rnd_580x42_Mag_Tracer_F** | *5.8 mm 100Rnd Tracer (Green) Mag* | *Caliber: 5.8x42 mm<br>Rounds: 100<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | arifle_CTARS_blk_F<br>arifle_CTARS_blk_Pointer_F<br>arifle_CTARS_blk_flash_F |\n|  | **100Rnd_580x42_hex_Mag_F** | *5.8 mm 100Rnd Hex Mag* | *Caliber: 5.8x42 mm<br>Rounds: 100<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | arifle_CTARS_hex_F |\n|  | **100Rnd_580x42_hex_Mag_Tracer_F** | *5.8 mm 100Rnd Tracer (Green) Hex Mag* | *Caliber: 5.8x42 mm<br>Rounds: 100<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | arifle_CTARS_hex_F |\n|  | **100Rnd_580x42_ghex_Mag_F** | *5.8 mm 100Rnd Green Hex Mag* | *Caliber: 5.8x42 mm<br>Rounds: 100<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | arifle_CTARS_ghex_F |\n|  | **100Rnd_580x42_ghex_Mag_Tracer_F** | *5.8 mm 100Rnd Tracer (Green) Green Hex Mag* | *Caliber: 5.8x42 mm<br>Rounds: 100<br>Used in: CAR-95, CAR-95-1, CAR-95 GL* | B_580x42_Ball_F | arifle_CTARS_ghex_F |\n|  | **20Rnd_650x39_Cased_Mag_F** | *6.5 mm 20Rnd Mag* | *Caliber: 6.5x39 mm<br>Rounds: 20<br>Used in: CMR-76* | B_65x39_Case_green | srifle_DMR_07_blk_F<br>srifle_DMR_07_hex_F<br>srifle_DMR_07_ghex_F<br>srifle_DMR_07_blk_DMS_F<br>srifle_DMR_07_blk_DMS_Snds_F<br>srifle_DMR_07_blk_F_arco_flash_F |\n|  | **10Rnd_50BW_Mag_F** | *.50 BW 10Rnd Caseless Mag* | *Caliber: .50 BW - Caseless<br>Rounds: 10<br>Used in: Type 115* | B_50BW_Ball_F | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_ARX_blk_F<br>arifle_ARX_ghex_F<br>arifle_ARX_hex_F<br>arifle_ARX_hex_ARCO_Pointer_Snds_F<br>arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>arifle_ARX_hex_ACO_Pointer_Snds_F<br>arifle_ARX_ghex_ACO_Pointer_Snds_F<br>arifle_ARX_hex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_ghex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_Viper_F<br>arifle_ARX_Viper_hex_F \\| |\n|  | **150Rnd_556x45_Drum_Mag_F** | *5.56 mm 150Rnd Mag* | *Caliber: 5.56x45 mm<br>Rounds: 150<br>Used in: SPAR-16/S* | B_556x45_Ball_Tracer_Red | arifle_SPAR_02_blk_F<br>arifle_SPAR_02_khk_F<br>arifle_SPAR_02_blk_Pointer_F<br>arifle_SPAR_02_blk_ERCO_Pointer_F |\n|  | **150Rnd_556x45_Drum_Sand_Mag_F** | *5.56 mm 150Rnd Sand Mag* | *Caliber: 5.56x45 mm<br>Rounds: 150<br>Used in: SPAR-16/S* | B_556x45_Ball_Tracer_Red | arifle_SPAR_02_snd_F |\n|  | **150Rnd_556x45_Drum_Sand_Mag_Tracer_F** | *5.56 mm 150Rnd Tracer (Red) Sand Mag* | *Caliber: 5.56x45 mm<br>Rounds: 150<br>Used in: SPAR-16/S* | B_556x45_Ball_Tracer_Red | arifle_SPAR_02_snd_F |\n|  | **150Rnd_556x45_Drum_Green_Mag_F** | *5.56 mm 150Rnd Green Mag* | *Caliber: 5.56x45 mm<br>Rounds: 150<br>Used in: SPAR-16/S* | B_556x45_Ball_Tracer_Red |  |\n|  | **150Rnd_556x45_Drum_Green_Mag_Tracer_F** | *5.56 mm 150Rnd Tracer (Red) Green Mag* | *Caliber: 5.56x45 mm<br>Rounds: 150<br>Used in: SPAR-16/S* | B_556x45_Ball_Tracer_Red |  |\n|  | **150Rnd_556x45_Drum_Mag_Tracer_F** | *5.56 mm 150Rnd Tracer (Red) Mag* | *Caliber: 5.56x45 mm<br>Rounds: 150<br>Used in: SPAR-16/S* | B_556x45_Ball_Tracer_Red | arifle_SPAR_02_blk_F<br>arifle_SPAR_02_khk_F<br>arifle_SPAR_02_blk_Pointer_F<br>arifle_SPAR_02_blk_ERCO_Pointer_F |\n|  | **30Rnd_762x39_Mag_F** | *7.62 mm 30Rnd AKM Reload Tracer (Yellow) Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_F | arifle_AKM_F<br>arifle_AKM_FL_F |\n|  | **30Rnd_762x39_Mag_Green_F** | *7.62 mm 30Rnd AKM Reload Tracer (Green) Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_AKM_F<br>arifle_AKM_FL_F |\n|  | **30Rnd_762x39_Mag_Tracer_F** | *7.62 mm 30Rnd AKM Tracer (Yellow) Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_F | arifle_AKM_F<br>arifle_AKM_FL_F |\n|  | **30Rnd_762x39_Mag_Tracer_Green_F** | *7.62 mm 30Rnd AKM Tracer (Green) Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_AKM_F<br>arifle_AKM_FL_F |\n|  | **30Rnd_762x39_AK12_Mag_F** | *7.62 mm 30rnd AK12 Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_AK12_F<br>arifle_AK12_GL_F<br>arifle_AK12U_F |\n|  | **30Rnd_762x39_AK12_Mag_Tracer_F** | *7.62 mm 30rnd AK12 Tracer Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F |  |\n|  | **30Rnd_545x39_Mag_F** | *5.45 mm 30Rnd Reload Tracer (Yellow) Mag* | *Caliber: 5.45x39 mm<br>Rounds: 30<br>Used in: AKS-74U* | B_545x39_Ball_F | arifle_AKS_F |\n|  | **30Rnd_545x39_Mag_Green_F** | *5.45 mm 30Rnd Reload Tracer (Green) Mag* | *Caliber: 5.45x39 mm<br>Rounds: 30<br>Used in: AKS-74U* | B_545x39_Ball_Green_F | arifle_AKS_F |\n|  | **30Rnd_545x39_Mag_Tracer_F** | *5.45 mm 30Rnd Tracer (Yellow) Mag* | *Caliber: 5.45x39 mm<br>Rounds: 30<br>Used in: AKS-74U* | B_545x39_Ball_F | arifle_AKS_F |\n|  | **30Rnd_545x39_Mag_Tracer_Green_F** | *5.45 mm 30Rnd Tracer (Green) Mag* | *Caliber: 5.45x39 mm<br>Rounds: 30<br>Used in: AKS-74U* | B_545x39_Ball_Green_F | arifle_AKS_F |\n|  | **200Rnd_556x45_Box_F** | *5.56 mm 200Rnd Reload Tracer (Yellow) Box* | *Caliber: 5.56x45 mm<br>Rounds: 200<br>Used in: LIM-85* | B_556x45_Ball_Tracer_Yellow | LMG_03_F<br>LMG_03_Vehicle_F |\n|  | **200Rnd_556x45_Box_Red_F** | *5.56 mm 200Rnd Reload Tracer (Red) Box* | *Caliber: 5.56x45 mm<br>Rounds: 200<br>Used in: LIM-85* | B_556x45_Ball_Tracer_Red | LMG_03_F<br>LMG_03_Vehicle_F |\n|  | **200Rnd_556x45_Box_Tracer_F** | *5.56 mm 200Rnd Tracer (Yellow) Box* | *Caliber: 5.56x45 mm<br>Rounds: 200<br>Used in: LIM-85* | B_556x45_Ball_Tracer_Yellow | LMG_03_F<br>LMG_03_Vehicle_F |\n|  | **200Rnd_556x45_Box_Tracer_Red_F** | *5.56 mm 200Rnd Tracer (Red) Box* | *Caliber: 5.56x45 mm<br>Rounds: 200<br>Used in: LIM-85* | B_556x45_Ball_Tracer_Red | LMG_03_F<br>LMG_03_Vehicle_F |\n|  | **500Rnd_65x39_Belt** | *6.5 mm 500Rnd Belt Case* | *Caliber: 6.5x39 mm<br>Rounds: 500<br>Used in: Vehicles* | B_65x39_Caseless | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **500Rnd_65x39_Belt_Tracer_Red_Splash** | *6.5 mm 500Rnd Belt Case Tracer (Red)* | *Caliber: 6.5x39 mm<br>Rounds: 500<br>Used in: Vehicles* | B_65x39_Minigun_Caseless_Red_splash | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **500Rnd_65x39_Belt_Tracer_Green_Splash** | *6.5 mm 500Rnd Belt Case Tracer (Green)* | *Caliber: 6.5x39 mm<br>Rounds: 500<br>Used in: Vehicles* | B_65x39_Minigun_Caseless_Green_splash | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **500Rnd_65x39_Belt_Tracer_Yellow_Splash** | *6.5 mm 500Rnd Belt Case Tracer (Yellow)* | *Caliber: 6.5x39 mm<br>Rounds: 500<br>Used in: Vehicles* | B_65x39_Minigun_Caseless_Yellow_splash | LMG_RCWS<br>LMG_65mm_body<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun_heli<br>LMG_Minigun2<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 |\n|  | **RPG7_F** | *PG-7VM HEAT Grenade* | *Type: Anti-Tank Grenade<br>Rounds: 1<br>Used in: RPG-7* | R_PG7_F | launch_RPG7_F |\n|  | **4Rnd_LG_Jian** | *Jian* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | M_Jian_AT | missiles_Jian |\n|  | **4000Rnd_20mm_Tracer_Red_shells** | *20 mm Shells* |  | B_20mm_Tracer_Red | gatling_20mm_VTOL_01 |\n|  | **160Rnd_40mm_APFSDS_Tracer_Red_shells** | *40 mm APFSDS-T* |  | B_40mm_APFSDS_Tracer_Red | autocannon_40mm_VTOL_01 |\n|  | **240Rnd_40mm_GPR_Tracer_Red_shells** | *40 mm GPR-T* |  | B_40mm_GPR_Tracer_Red | autocannon_40mm_VTOL_01 |\n|  | **100Rnd_105mm_HEAT_MP** | *105mm HEAT-MP* |  | Sh_105mm_HEAT_MP | cannon_105mm_VTOL_01 |\n|  | **magazine_Missile_rim116_x21** | *Spartan AA* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_rim116 | weapon_rim116Launcher |\n|  | **magazine_Missile_rim162_x8** | *Centurion AA* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_rim162 | weapon_rim162Launcher |\n|  | **magazine_Cannon_Phalanx_x1550** | *Praetorian 20mm* | *20mm high-explosive ammunition* | ammo_AAA_Gun35mm_AA | weapon_Cannon_Phalanx |\n|  | **magazine_Fighter01_Gun20mm_AA_x450** | *M61 20mm 450 rnd* | *20mm high-explosive ammunition* | ammo_Fighter01_Gun20mm_AA | weapon_Fighter_Gun20mm_AA |\n|  | **magazine_Fighter04_Gun20mm_AA_x150** | *M61 20mm 150 rbd* | *20mm high-explosive ammunition* | ammo_Fighter04_Gun20mm_AA | weapon_Fighter_Gun20mm_AA |\n|  | **magazine_Fighter04_Gun20mm_AA_x250** | *M61 20mm 150 rbd* | *20mm high-explosive ammunition* | ammo_Fighter04_Gun20mm_AA | weapon_Fighter_Gun20mm_AA |\n|  | **magazine_Missile_AMRAAM_C_x1** | *AMRAAM C AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_C |  |\n|  | **magazine_Missile_AMRAAM_D_x1** | *AMRAAM D AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_D |  |\n|  | **magazine_Missile_BIM9X_x1** | *BIM 9X AA x1* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_BIM9X | weapon_BIM9xLauncher |\n|  | **magazine_Missile_AGM_02_x1** | *Macer II AGM x1* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | weapon_AGM_65Launcher |\n|  | **magazine_Bomb_GBU12_x1** | *GBU 12 LGB x1* | *500lb, high-explosive, laser-guided bomb* | Bomb_04_F | weapon_GBU12Launcher |\n|  | **PylonMissile_Missile_AMRAAM_C_x1** | *AMRAAM C AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_C | weapon_AMRAAMLauncher |\n|  | **PylonRack_Missile_AMRAAM_C_x1** | *AMRAAM C AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_C | weapon_AMRAAMLauncher |\n|  | **PylonRack_Missile_AMRAAM_C_x2** | *AMRAAM C AA x2* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_C | weapon_AMRAAMLauncher |\n|  | **PylonMissile_Missile_AMRAAM_D_x1** | *AMRAAM D AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_D | weapon_AMRAAMLauncher |\n|  | **PylonMissile_Missile_AMRAAM_D_INT_x1** | *AMRAAM D AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_D | weapon_AMRAAMLauncher |\n|  | **PylonRack_Missile_AMRAAM_D_x1** | *AMRAAM D AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_D | weapon_AMRAAMLauncher |\n|  | **PylonRack_Missile_AMRAAM_D_x2** | *AMRAAM D AA x2* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AMRAAM_D | weapon_AMRAAMLauncher |\n|  | **PylonMissile_Missile_BIM9X_x1** | *BIM 9X AA x1* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_BIM9X | weapon_BIM9xLauncher |\n|  | **PylonRack_Missile_BIM9X_x1** | *BIM 9X AA x1* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_BIM9X | weapon_BIM9xLauncher |\n|  | **PylonRack_Missile_BIM9X_x2** | *BIM 9X AA x2* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_BIM9X | weapon_BIM9xLauncher |\n|  | **PylonMissile_Missile_AGM_02_x1** | *Macer II AGM x1* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | weapon_AGM_65Launcher |\n|  | **PylonMissile_Missile_AGM_02_x2** | *Macer II AGM x2* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | weapon_AGM_65Launcher |\n|  | **PylonRack_Missile_AGM_02_x1** | *Macer II AGM x1* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | weapon_AGM_65Launcher |\n|  | **PylonRack_Missile_AGM_02_x2** | *Macer II AGM x2* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_02_F | weapon_AGM_65Launcher |\n|  | **PylonMissile_Bomb_GBU12_x1** | *GBU 12 LGB x1* | *500lb, high-explosive, laser-guided bomb* | Bomb_04_F | weapon_GBU12Launcher |\n|  | **PylonRack_Bomb_GBU12_x2** | *GBU 12 LGB x2* | *500lb, high-explosive, laser-guided bomb* | Bomb_04_F | weapon_GBU12Launcher |\n|  | **magazine_Fighter02_Gun30mm_AA_x180** | *Gsh 30mm 180 rnd* | *30mm high-explosive ammunition* | ammo_Fighter02_Gun30mm_AA | weapon_Fighter_Gun_30mm |\n|  | **magazine_Missile_AA_R73_x1** | *R73 SR AA x1* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AA_R73 | weapon_R73Launcher |\n|  | **magazine_Missile_AA_R77_x1** | *R77 MR AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AA_R77 | weapon_R77Launcher |\n|  | **magazine_Missile_AGM_KH25_x1** | *KH25 AGM x1* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_01_F | weapon_AGM_KH25Launcher |\n|  | **magazine_Bomb_KAB250_x1** | *KAB 250 LGB x1* | *565lb, high-explosive, laser-guided bomb* | Bomb_03_F | weapon_KAB250Launcher |\n|  | **PylonMissile_Missile_AA_R73_x1** | *R73 SR AA x1* | *Short-range, infrared-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AA_R73 | weapon_R73Launcher |\n|  | **PylonMissile_Missile_AA_R77_x1** | *R77 MR AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AA_R77 | weapon_R77Launcher |\n|  | **PylonMissile_Missile_AA_R77_INT_x1** | *R77 MR AA x1* | *Medium-range, radar-guided, air-to-air missile with high-explosive warhead* | ammo_Missile_AA_R77 | weapon_R77Launcher |\n|  | **PylonMissile_Missile_AGM_KH25_x1** | *KH25 AGM x1* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_01_F | weapon_AGM_KH25Launcher |\n|  | **PylonMissile_Missile_AGM_KH25_INT_x1** | *KH25 AGM x1* | *Short-range, infrared-guided, air-to-surface missile with high-explosive anti-tank warhead* | Missile_AGM_01_F | weapon_AGM_KH25Launcher |\n|  | **PylonMissile_Bomb_KAB250_x1** | *KAB 250 LGB x1* | *565lb, high-explosive, laser-guided bomb* | Bomb_03_F | weapon_KAB250Launcher |\n|  | **1Rnd_Leaflets_West_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_East_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Guer_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Civ_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_01_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_02_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_03_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_04_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_05_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_06_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_07_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_08_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_09_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **1Rnd_Leaflets_Custom_10_F** | *Leaflets* | *500lb, high-explosive, laser-guided bomb* | Bo_Leaflets | Bomb_Leaflets |\n|  | **4Rnd_BombCluster_01_F** | *CBU-85* | *750lb, laser-guided cluster bomb* | BombCluster_01_Ammo_F |  |\n|  | **4Rnd_BombCluster_02_F** | *RBK-500F* | *1100lb, laser-guided cluster bomb* | BombCluster_02_Ammo_F |  |\n|  | **4Rnd_BombCluster_03_F** | *BL778* | *580lb, laser-guided cluster bomb* | BombCluster_03_Ammo_F |  |\n|  | **PylonRack_4Rnd_BombDemine_01_F** | *Demining Charge* | *500 g, Crovex water-gel, special-purpose demining explosive* | BombDemine_01_Ammo_F | BombDemine_01_F |\n|  | **PylonRack_4Rnd_BombDemine_01_Dummy_F** | *Demining Charge (Dummy)* | *Non-lethal pyrotechnic charge for demonstration purposes* | BombDemine_01_DummyAmmo_F | BombDemine_01_F |\n|  | **PylonMissile_1Rnd_BombCluster_01_F** | *CBU-85 Cluster x1* | *750lb, laser-guided cluster bomb* | BombCluster_01_Ammo_F | BombCluster_01_F |\n|  | **PylonRack_2Rnd_BombCluster_01_F** | *CBU-85 Cluster x2* | *750lb, laser-guided cluster bomb* | BombCluster_01_Ammo_F | BombCluster_01_F |\n|  | **PylonMissile_1Rnd_BombCluster_02_F** | *RBK-500F Cluster x1* | *1100lb, laser-guided cluster bomb* | BombCluster_02_Ammo_F | BombCluster_02_F |\n|  | **PylonMissile_1Rnd_BombCluster_02_cap_F** | *RBK-500F Cluster x1* | *1100lb, laser-guided cluster bomb* | BombCluster_02_cap_Ammo_F | BombCluster_02_F |\n|  | **PylonMissile_1Rnd_BombCluster_03_F** | *BL778 Cluster x1* | *580lb, laser-guided cluster bomb* | BombCluster_03_Ammo_F | BombCluster_03_F |\n|  | **PylonRack_2Rnd_BombCluster_03_F** | *BL778 Cluster x2* | *580lb, laser-guided cluster bomb* | BombCluster_03_Ammo_F | BombCluster_03_F |\n|  | **Pylon_1Rnd_Leaflets_West_F** | *Leaflets (NATO)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_East_F** | *Leaflets (CSAT)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Guer_F** | *Leaflets (AAF)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Civ_F** | *Leaflets (IDAP)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_01_F** | *Leaflets (Custom 01)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_02_F** | *Leaflets (Custom 02)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_03_F** | *Leaflets (Custom 03)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_04_F** | *Leaflets (Custom 04)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_05_F** | *Leaflets (Custom 05)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_06_F** | *Leaflets (Custom 06)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_07_F** | *Leaflets (Custom 07)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_08_F** | *Leaflets (Custom 08)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_09_F** | *Leaflets (Custom 09)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **Pylon_1Rnd_Leaflets_Custom_10_F** | *Leaflets (Custom 10)* | *Paper leaflets with important information printed on them* | Bo_Leaflets | Bomb_Leaflets |\n|  | **APERSMineDispenser_Mag** | *APERS Mine Dispenser* | *Type: Charge<br>Rounds: 1<br>Used on: Ground* | APERSMineDispenser_Ammo | Put |\n|  | **TrainingMine_Mag** | *Training Mine* | *Type: Anti-personnel mine<br>Rounds: 1<br>Used on: Ground* | TrainingMine_Ammo | Put |\n|  | **200Rnd_338_Mag** | *.338 NM 130Rnd Belt* | *Caliber: .338 Norma Magnum<br>Rounds: 130<br>Used in: SPMG* | B_338_NM_Ball | MMG_02_coax |\n|  | **4Rnd_120mm_cannon_missiles** | *120mm ATGM* |  | M_120mm_cannon_ATGM | cannon_120mm<br>cannon_120mm_long |\n|  | **4Rnd_120mm_LG_cannon_missiles** | *120mm ATGM LG* |  | M_120mm_cannon_ATGM_LG | cannon_120mm<br>cannon_120mm_long |\n|  | **4Rnd_125mm_cannon_missiles** | *125mm ATGM* |  | M_125mm_cannon_ATGM | cannon_125mm<br>cannon_125mm_advanced |\n|  | **60Rnd_30mm_MP_shells_Tracer_Green** | *30 mm MP-T* |  | B_30mm_MP_Tracer_Green | autocannon_30mm_RCWS |\n|  | **Vorona_HEAT** | *9M135 HEAT Missile* | *Type: 9M135 HEAT Missile<br>Rounds: 1<br>Used in: 9M135 Vorona* | M_Vorona_HEAT | missiles_Vorona<br>launch_O_Vorona_brown_F<br>launch_O_Vorona_green_F |\n|  | **Vorona_HE** | *9M135 HE Missile* | *Type: 9M135 HE Missile<br>Rounds: 1<br>Used in: 9M135 Vorona* | M_Vorona_HE | missiles_Vorona<br>launch_O_Vorona_brown_F<br>launch_O_Vorona_green_F |\n|  | **SPG9_HEAT** | *PG-9N Round* |  | M_SPG9_HEAT | launcher_SPG9 |\n|  | **12rnd_SPG9_HEAT** | *PG-9N Round* |  | M_SPG9_HEAT | launcher_SPG9 |\n|  | **SPG9_HE** | *OG-9VM Round* |  | M_SPG9_HE | launcher_SPG9 |\n|  | **8rnd_SPG9_HE** | *OG-9VM Round* |  | M_SPG9_HE | launcher_SPG9 |\n|  | **4Rnd_70mm_SAAMI_missiles** | *SAAMI Missile* |  | M_70mm_SAAMI | missiles_SAAMI |\n|  | **2Rnd_127mm_Firefist_missiles** | *FireFIST ATGM Missile* |  | M_127mm_Firefist_AT | missiles_Firefist |\n|  | **MRAWS_HEAT_F** | *MAAWS HEAT 75 Round* | *Type: MAAWS HEAT 75 Rocket<br>Rounds: 1<br>Used in: MAAWS* | R_MRAAWS_HEAT_F | launch_MRAWS_olive_F<br>launch_MRAWS_olive_rail_F<br>launch_MRAWS_green_F<br>launch_MRAWS_green_rail_F<br>launch_MRAWS_sand_F<br>launch_MRAWS_sand_rail_F |\n|  | **MRAWS_HE_F** | *MAAWS HE 44 Round* | *Type: MAAWS HE 44 Rocket<br>Rounds: 1<br>Used in: MAAWS* | R_MRAAWS_HE_F | launch_MRAWS_olive_F<br>launch_MRAWS_olive_rail_F<br>launch_MRAWS_green_F<br>launch_MRAWS_green_rail_F<br>launch_MRAWS_sand_F<br>launch_MRAWS_sand_rail_F |\n|  | **MRAWS_HEAT55_F** | *MAAWS HEAT 55 Round* | *Type: MAAWS HEAT 75 Rocket<br>Rounds: 1<br>Used in: MAAWS* | R_MRAAWS_HEAT55_F | launch_MRAWS_olive_F<br>launch_MRAWS_olive_rail_F<br>launch_MRAWS_green_F<br>launch_MRAWS_green_rail_F<br>launch_MRAWS_sand_F<br>launch_MRAWS_sand_rail_F |\n|  | **60Rnd_20mm_HE_shells** | *20 mm Shells* |  | B_20mm | cannon_20mm |\n|  | **60Rnd_20mm_AP_shells** | *20 mm Shells* |  | B_20mm_AP | cannon_20mm |\n|  | **magazine_Missiles_Cruise_01_x18** | *Cruise Missile HE* | *Long-range, data link guided, surface-to-surface missile with high-explosive warhead* | ammo_Missile_Cruise_01 | weapon_VLS_01 |\n|  | **magazine_Missiles_Cruise_01_Cluster_x18** | *Cruise Missile Cluster* | *Long-range, data link guided, surface-to-surface missile with cluster munitions* | ammo_Missile_Cruise_01_Cluster | weapon_VLS_01 |\n|  | **magazine_ShipCannon_120mm_HE_shells_x32** | *HE Shells* |  | ammo_ShipCannon_120mm_HE | weapon_ShipCannon_120mm |\n|  | **magazine_ShipCannon_120mm_smoke_shells_x6** | *Smoke (White)* |  | ammo_ShipCannon_120mm_smoke | weapon_ShipCannon_120mm |\n|  | **magazine_ShipCannon_120mm_HE_guided_shells_x2** | *Guided* |  | ammo_ShipCannon_120mm_HE_guided | weapon_ShipCannon_120mm |\n|  | **magazine_ShipCannon_120mm_HE_LG_shells_x2** | *Laser Guided* |  | ammo_ShipCannon_120mm_HE_LG | weapon_ShipCannon_120mm |\n|  | **magazine_ShipCannon_120mm_mine_shells_x6** | *Mine Cluster* |  | ammo_ShipCannon_120mm_mine | weapon_ShipCannon_120mm |\n|  | **magazine_ShipCannon_120mm_HE_cluster_shells_x2** | *Cluster Shells* |  | ammo_ShipCannon_120mm_HE_cluster | weapon_ShipCannon_120mm |\n|  | **magazine_ShipCannon_120mm_AT_mine_shells_x6** | *AT Mine Cluster* |  | ammo_ShipCannon_120mm_AT_mine | weapon_ShipCannon_120mm |\n|  | **magazine_Missile_mim145_x4** | *Defender AA* | *Defender Surface-to-Air Missile (MIM-145)* | ammo_Missile_mim145 | weapon_mim145Launcher |\n|  | **magazine_Missile_s750_x4** | *Rhea AA* | *Rhea Surface-to-Air Missile (S-750)* | ammo_Missile_s750 | weapon_s750Launcher |\n|  | **magazine_Missile_HARM_x1** | *AGM-88C HARM x1* | *Medium-range, anti-radiation, air-to-surface missile with high-explosive warhead* | ammo_Missile_HARM | weapon_HARMLauncher |\n|  | **magazine_Bomb_SDB_x1** | *GBU SDB x1* | *250lb, high-explosive, infrared/laser-guided bomb* | ammo_Bomb_SDB | weapon_SDBLauncher |\n|  | **PylonMissile_Missile_HARM_x1** | *AGM-88C HARM x1* | *Medium-range, anti-radiation, air-to-surface missile with high-explosive warhead* | ammo_Missile_HARM | weapon_HARMLauncher |\n|  | **PylonRack_Missile_HARM_x1** | *AGM-88C HARM x1* | *Medium-range, anti-radiation, air-to-surface missile with high-explosive warhead* | ammo_Missile_HARM | weapon_HARMLauncher |\n|  | **PylonMissile_Missile_HARM_INT_x1** | *AGM-88C HARM x1* | *Medium-range, anti-radiation, air-to-surface missile with high-explosive warhead* | ammo_Missile_HARM | weapon_HARMLauncher |\n|  | **PylonRack_Bomb_SDB_x4** | *GBU SDB x4* | *250lb, high-explosive, infrared/laser-guided bomb* | ammo_Bomb_SDB | weapon_SDBLauncher |\n|  | **magazine_Missile_KH58_x1** | *KH58 ARM x1* | *Medium-range, anti-radiation, air-to-surface missile with high-explosive warhead* | ammo_Missile_KH58 | weapon_KH58Launcher |\n|  | **PylonMissile_Missile_KH58_x1** | *KH58 ARM x1* | *Medium-range, anti-radiation, air-to-surface missile with high-explosive warhead* | ammo_Missile_KH58 | weapon_KH58Launcher |\n|  | **PylonMissile_Missile_KH58_INT_x1** | *KH58 ARM x1* | *Medium-range, anti-radiation, air-to-surface missile with high-explosive warhead* | ammo_Missile_KH58 | weapon_KH58Launcher |\n|  | **75Rnd_762x39_Mag_F** | *7.62 mm 75Rnd AKM Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_F |  |\n|  | **75Rnd_762x39_Mag_Tracer_F** | *7.62 mm 75Rnd AKM Tracer Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_F |  |\n|  | **30Rnd_762x39_AK12_Mag_Green_F** |  |  |  |  |\n|  | **30Rnd_762x39_AK12_Mag_Tracer_Green_F** |  |  |  |  |\n|  | **30rnd_762x39_AK12_Lush_Mag_F** | *7.62 mm 30rnd AK12 Khaki Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_AK12_lush_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12U_lush_F<br>arifle_AK12_lush_arco_snds_pointer_F<br>arifle_AK12_lush_snds_pointer_F<br>arifle_AK12_lush_arco_snds_pointer_bipod_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12U_lush_holo_snds_pointer_F<br>arifle_AK12U_lush_snds_pointer_F<br>arifle_AK12_lush_arco_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_AK12U_lush_holo_F<br>arifle_AK12U_lush_holo_pointer_F<br>arifle_AK12U_lush_holo_fl_F \\| |\n|  | **30rnd_762x39_AK12_Lush_Mag_Tracer_F** | *7.62 mm 30rnd AK12 Tracer Khaki Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_AK12_lush_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12U_lush_F<br>arifle_AK12_lush_arco_snds_pointer_F<br>arifle_AK12_lush_snds_pointer_F<br>arifle_AK12_lush_arco_snds_pointer_bipod_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12U_lush_holo_snds_pointer_F<br>arifle_AK12U_lush_snds_pointer_F<br>arifle_AK12_lush_arco_pointer_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_AK12U_lush_holo_F<br>arifle_AK12U_lush_holo_pointer_F<br>arifle_AK12U_lush_holo_fl_F \\| |\n|  | **30rnd_762x39_AK12_Arid_Mag_F** | *7.62 mm 30rnd AK12 Sand Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_AK12_arid_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12U_arid_F |\n|  | **30rnd_762x39_AK12_Arid_Mag_Tracer_F** | *7.62 mm 30rnd AK12 Tracer Sand Mag* | *Caliber: 7.62x39 mm<br>Rounds: 30<br>Used in: AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_AK12_arid_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12U_arid_F |\n|  | **75rnd_762x39_AK12_Mag_F** | *7.62 mm 75rnd AK12 Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_RPK12_F |\n|  | **75rnd_762x39_AK12_Mag_Tracer_F** | *7.62 mm 75rnd AK12 Tracer Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F |  |\n|  | **75rnd_762x39_AK12_Lush_Mag_F** | *7.62 mm 75rnd AK12 Lush Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_RPK12_lush_F<br>arifle_RPK12_lush_arco_snds_pointer_F<br>arifle_RPK12_lush_holo_snds_pointer_F<br>arifle_RPK12_lush_arco_pointer_F |\n|  | **75rnd_762x39_AK12_Lush_Mag_Tracer_F** | *7.62 mm 75rnd AK12 Tracer Lush Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_RPK12_lush_F<br>arifle_RPK12_lush_arco_snds_pointer_F<br>arifle_RPK12_lush_holo_snds_pointer_F<br>arifle_RPK12_lush_arco_pointer_F |\n|  | **75rnd_762x39_AK12_Arid_Mag_F** | *7.62 mm 75rnd AK12 Arid Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_RPK12_arid_F |\n|  | **75rnd_762x39_AK12_Arid_Mag_Tracer_F** | *7.62 mm 75rnd AK12 Tracer Arid Mag* | *Caliber: 7.62x39 mm<br>Rounds: 75<br>Used in: RPK-12, AK-12, AK-12 GL, AKM* | B_762x39_Ball_Green_F | arifle_RPK12_arid_F |\n|  | **10Rnd_Mk14_762x51_Mag** | *7.62 mm 10rnd Mk14 Mag* | *Caliber: 7.62x51 mm NATO<br>Rounds: 10<br>Used in: Mk18 ABR, Mk-I EMR, Mk14, SPAR-17* | B_762x51_Ball | srifle_DMR_06_hunter_F<br>srifle_DMR_06_hunter_khs_F |\n|  | **30Rnd_65x39_caseless_msbs_mag** | *6.5 mm 30Rnd Promet Mag* | *Caliber: 6.5x39 mm â€’ STANAG Caseless<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless | \\| Objects \\|<br>\\|---\\|<br>\\| arifle_MSBS65_F<br>arifle_MSBS65_Mark_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_UBS_F<br>arifle_MSBS65_black_F<br>arifle_MSBS65_Mark_black_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_UBS_black_F<br>arifle_MSBS65_sand_F<br>arifle_MSBS65_Mark_sand_F<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_UBS_sand_F<br>arifle_MSBS65_camo_F<br>arifle_MSBS65_Mark_camo_F<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_UBS_camo_F<br>arifle_MSBS65_ico_F<br>arifle_MSBS65_aco_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_UBS_ico_F<br>arifle_MSBS65_black_ico_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_UBS_black_ico_F<br>arifle_MSBS65_black_aco_F<br>arifle_MSBS65_black_aco_FL_F<br>arifle_MSBS65_ico_pointer_f<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_UBS_ico_pointer_f<br>arifle_MSBS65_UBS_snds_ico_pointer_F<br>arifle_MSBS65_black_ico_pointer_f<br>arifle_MSBS65_GL_black_ico_pointer_f<br>arifle_MSBS65_UBS_black_ico_pointer_f<br>arifle_MSBS65_Mark_SOS_LP_BI_F \\| |\n|  | **30Rnd_65x39_caseless_msbs_mag_Tracer** | *6.5 mm 30Rnd Promet Tracer Mag* | *Caliber: 6.5x39 mm â€’ STANAG Caseless<br>Rounds: 30<br>Used in: MX/C/M/SW/3GL* | B_65x39_Caseless |  |\n|  | **2Rnd_12Gauge_Pellets** | *12 Gauge 2Rnd Pellets* | *Pellets* | B_12Gauge_Pellets_Submunition | sgun_HunterShotgun_01_F<br>sgun_HunterShotgun_01_sawedoff_F |\n|  | **2Rnd_12Gauge_Slug** | *12 Gauge 2Rnd Slug* | *Slug* | B_12Gauge_Slug_NoCartridge | sgun_HunterShotgun_01_F<br>sgun_HunterShotgun_01_sawedoff_F |\n|  | **6Rnd_12Gauge_Pellets** | *12 Gauge 6Rnd Pellets* | *Pellets* | B_12Gauge_Pellets_Submunition | arifle_MSBS65_UBS_F<br>arifle_MSBS65_UBS_black_F<br>arifle_MSBS65_UBS_sand_F<br>arifle_MSBS65_UBS_camo_F<br>arifle_MSBS65_UBS_ico_F<br>arifle_MSBS65_UBS_black_ico_F<br>arifle_MSBS65_UBS_ico_pointer_f<br>arifle_MSBS65_UBS_snds_ico_pointer_F<br>arifle_MSBS65_UBS_black_ico_pointer_f |\n|  | **6Rnd_12Gauge_Slug** | *12 Gauge 6Rnd Slug* | *Slug* | B_12Gauge_Slug_NoCartridge |  |\n|  | **15Rnd_12Gauge_Pellets** | *12 Gauge 15Rnd Pellets* | *Pellets* | B_12Gauge_HD_Pellets_Submunition | DeminingDisruptor_01_base_f<br>DeminingDisruptor_01_F<br>DeminingDisruptor_01_F |\n|  | **15Rnd_12Gauge_Slug** | *12 Gauge 15Rnd Slug* | *Slug* | B_12Gauge_Slug_NoCartridge | DeminingDisruptor_01_base_f<br>DeminingDisruptor_01_F<br>DeminingDisruptor_01_F |\n|  | **O_R_IR_Grenade** | *IR Grenade [Spetsnaz]* | *Type: IR Strobe<br>Faction: Spetsnaz<br>Rounds: 1* | O_IRStrobe | Throw |\n|  | **I_E_IR_Grenade** | *IR Grenade [LDF]* | *Type: IR Strobe<br>Faction: LDF<br>Rounds: 1* | I_IRStrobe | Throw |\n|  | **ProbingWeapon_01_magazine** |  |  | ProbingBeam_01_F | ProbingWeapon_01_F |\n|  | **ProbingWeapon_02_magazine** |  |  | ProbingBeam_02_F | ProbingWeapon_02_F |\n|  | **Dummy_Magazine_Base** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_base** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_1** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_2** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_3** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_4** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_5** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_6** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_7** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_8** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_9** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_10** |  |  | Default | hgun_esd_01_base_F<br>hgun_esd_01_F<br>hgun_esd_01_dummy_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |\n|  | **ESD_01_DummyMagazine_11** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_12** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_13** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_14** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_15** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_16** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_17** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_18** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_19** |  |  | Default |  |\n|  | **ESD_01_DummyMagazine_20** |  |  | Default |  |\n|  | **OM_Magazine** |  |  |  |  |\n|  | **Antibiotic** | *Antibiotics* |  |  |  |\n|  | **Antimalaricum** | *Antimalarial Pills* |  |  |  |\n|  | **AntimalaricumVaccine** | *Atrox Counteragent* |  |  |  |\n|  | **Bandage** | *Bandages* |  |  |  |\n|  | **Files** | *Files* |  |  |  |\n|  | **Files_diary** | *Journal* |  |  |  |\n|  | **Files_researchNotes** | *Research Notes* |  |  |  |\n|  | **FileTopSecret** | *File (Top Secret)* |  |  |  |\n|  | **FileNetworkStructure** | *Network Structure Plans* |  |  |  |\n|  | **FilesSecret** | *File (Top Secret)* |  |  |  |\n|  | **DocumentsSecret** | *File* |  |  |  |\n|  | **Wallet_ID** | *Wallet (ID)* |  |  |  |\n|  | **Keys** | *Keys* |  |  |  |\n|  | **Csat_Id_01** | *Access Card (v1) [CSAT]* |  |  |  |\n|  | **Csat_Id_02** | *Access Card (v2) [CSAT]* |  |  |  |\n|  | **Csat_Id_03** | *Access Card (v3) [CSAT]* |  |  |  |\n|  | **Csat_Id_04** | *Access Card (v4) [CSAT]* |  |  |  |\n|  | **Csat_Id_05** | *Access Card (v5) [CSAT]* |  |  |  |\n|  | **Laptop_Unfolded** | *Laptop (Open)* |  |  |  |\n|  | **Laptop_Closed** | *Laptop (Closed)* |  |  |  |\n|  | **SatPhone** | *Satellite Phone* |  |  |  |\n|  | **MobilePhone** | *Mobile Phone (Old)* |  |  |  |\n|  | **SmartPhone** | *Mobile Phone (New)* |  |  |  |\n|  | **FlashDisk** | *Flash Drive* |  |  |  |\n|  | **ButaneCanister** | *Butane Canister (Full)* |  |  |  |\n|  | **Money** | *Money* |  |  |  |\n|  | **Money_bunch** | *Money (Notes)* |  |  |  |\n|  | **Money_roll** | *Money (Roll)* |  |  |  |\n|  | **Money_stack** | *Money (Stack)* |  |  |  |\n|  | **Money_stack_quest** | *Money (Large Stack)* |  |  |  |\n|  | **Sleeping_bag_folded_01** | *Sleeping Bag (Folded)* |  |  |  |\n|  | **Drone_Range_Mag** | *AT Mine* | *Type: Anti-tank mine <br>Rounds: 1<br>Used on: Ground* | Drone_explosive_ammo | Put |\n|  | **Drone_Range_Mag_dummy** | *AT Mine* | *Type: Anti-tank mine <br>Rounds: 1<br>Used on: Ground* | Drone_explosive_ammo_dummy | Put |\n|  | **60Rnd_75mm_RailGun_APFSDS_mag** | *APFSDS-KE* |  | Sh_75mm_Railgun_APFSDS | cannon_railgun |\n|  | **RailGun_01_DummyMagazine** | *APFSDS-KE* |  | Sh_75mm_Railgun_APFSDS_fake | cannon_railgun_fake |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 13:39, 10 August 2024 (CEST)"}],"categories":["Arma 3: Assets","Arma 3: Editing"],"groups":["Configuration"]},{"name":"Arma 3: CfgMarkerColors","title":"Arma 3: CfgMarkerColors","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgMarkerColors","revid":373210,"updated":"2025-04-12T22:20:51Z","aliases":[],"markdown":"An overview of the `CfgMarkerColors` class.\n\n### Config Entries\n\n#### C\n\n##### color\n\nArray\n\n```cpp\ncolor[] = { 0, 0, 0, 1 }; // colour in format RGBA\n```\n\n#### N\n\n##### name\n\nString\n\n```cpp\nname = \"Default\"; // name used as display name in UIs\n```\n\n#### S\n\n##### scope\n\nInteger\n\n```cpp\nscope = 1; // accessibility: 1 = public, 0 = private\n```\n\n### Marker Color Classes\n\n| Preview | Class Name | Display Name | RGBA (0..1) | RGB (0..255) | HTML |\n|---|---|---|---|---|---|\n|  | Default | *Default* | [0.00, 0.00, 0.00, 1.00] | [0.00, 0.00, 0.00] | #000000 |\n|  | ColorBlack | *Black* | [0.00, 0.00, 0.00, 1.00] | [0.00, 0.00, 0.00] | #000000 |\n|  | ColorGrey | *Grey* | [0.50, 0.50, 0.50, 1.00] | [127.50, 127.50, 127.50] | #808080 |\n|  | ColorRed | *Red* | [0.90, 0.00, 0.00, 1.00] | [229.50, 0.00, 0.00] | #E60000 |\n|  | ColorBrown | *Brown* | [0.50, 0.25, 0.00, 1.00] | [127.50, 63.75, 0.00] | #804000 |\n|  | ColorOrange | *Orange* | [0.85, 0.40, 0.00, 1.00] | [216.75, 102.00, 0.00] | #D96600 |\n|  | ColorYellow | *Yellow* | [0.85, 0.85, 0.00, 1.00] | [216.75, 216.75, 0.00] | #D9D900 |\n|  | ColorKhaki | *Khaki* | [0.50, 0.60, 0.40, 1.00] | [127.50, 153.00, 102.00] | #809966 |\n|  | ColorGreen | *Green* | [0.00, 0.80, 0.00, 1.00] | [0.00, 204.00, 0.00] | #00CC00 |\n|  | ColorBlue | *Blue* | [0.00, 0.00, 1.00, 1.00] | [0.00, 0.00, 255.00] | #0000FF |\n|  | ColorPink | *Pink* | [1.00, 0.30, 0.40, 1.00] | [255.00, 76.50, 102.00] | #FF4C66 |\n|  | ColorWhite | *White* | [1.00, 1.00, 1.00, 1.00] | [255.00, 255.00, 255.00] | #FFFFFF |\n|  | ColorWEST | *BLUFOR* | [0.00, 0.30, 0.60, 1.00] | [0.00, 76.50, 153.00] | #004C99 |\n|  | ColorEAST | *OPFOR* | [0.50, 0.00, 0.00, 1.00] | [127.50, 0.00, 0.00] | #800000 |\n|  | ColorGUER | *Independent* | [0.00, 0.50, 0.00, 1.00] | [0.00, 127.50, 0.00] | #008000 |\n|  | ColorCIV | *Civilian* | [0.40, 0.00, 0.50, 1.00] | [102.00, 0.00, 127.50] | #660080 |\n|  | ColorUNKNOWN | *Unknown side* | [0.70, 0.60, 0.00, 1.00] | [178.50, 153.00, 0.00] | #B29900 |\n|  | colorBLUFOR | *BLUFOR* | [0.00, 0.30, 0.60, 1.00] | [0.00, 76.50, 153.00] | #004C99 |\n|  | colorOPFOR | *OPFOR* | [0.50, 0.00, 0.00, 1.00] | [127.50, 0.00, 0.00] | #800000 |\n|  | colorIndependent | *Independent* | [0.00, 0.50, 0.00, 1.00] | [0.00, 127.50, 0.00] | #008000 |\n|  | colorCivilian | *Civilian* | [0.40, 0.00, 0.50, 1.00] | [102.00, 0.00, 127.50] | #660080 |\n|  | Color1_FD_F | *Red (Firing Drills)* | [0.69, 0.20, 0.22, 1.00] | [177.00, 51.00, 57.00] | #B13339 |\n|  | Color2_FD_F | *Green (Firing Drills)* | [0.68, 0.75, 0.51, 1.00] | [173.00, 191.00, 131.00] | #ADBF83 |\n|  | Color3_FD_F | *Orange (Firing Drills)* | [0.94, 0.51, 0.19, 1.00] | [240.00, 130.00, 49.00] | #F08231 |\n|  | Color4_FD_F | *Blue (Firing Drills)* | [0.40, 0.55, 0.61, 1.00] | [103.00, 139.00, 155.00] | #678B9B |\n|  | Color5_FD_F | *Purple (Firing Drills)* | [0.69, 0.25, 0.65, 1.00] | [176.00, 64.00, 167.00] | #B040A7 |\n|  | Color6_FD_F | *Gray (Firing Drills)* | [0.35, 0.35, 0.35, 1.00] | [90.00, 89.00, 90.00] | #5A595A |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.","sections":[{"heading":null,"level":1,"markdown":"An overview of the `CfgMarkerColors` class."},{"heading":"Config Entries","level":3,"markdown":""},{"heading":"C","level":4,"markdown":""},{"heading":"color","level":5,"markdown":"Array\n\n```cpp\ncolor[] = { 0, 0, 0, 1 }; // colour in format RGBA\n```"},{"heading":"N","level":4,"markdown":""},{"heading":"name","level":5,"markdown":"String\n\n```cpp\nname = \"Default\"; // name used as display name in UIs\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"scope","level":5,"markdown":"Integer\n\n```cpp\nscope = 1; // accessibility: 1 = public, 0 = private\n```"},{"heading":"Marker Color Classes","level":3,"markdown":"| Preview | Class Name | Display Name | RGBA (0..1) | RGB (0..255) | HTML |\n|---|---|---|---|---|---|\n|  | Default | *Default* | [0.00, 0.00, 0.00, 1.00] | [0.00, 0.00, 0.00] | #000000 |\n|  | ColorBlack | *Black* | [0.00, 0.00, 0.00, 1.00] | [0.00, 0.00, 0.00] | #000000 |\n|  | ColorGrey | *Grey* | [0.50, 0.50, 0.50, 1.00] | [127.50, 127.50, 127.50] | #808080 |\n|  | ColorRed | *Red* | [0.90, 0.00, 0.00, 1.00] | [229.50, 0.00, 0.00] | #E60000 |\n|  | ColorBrown | *Brown* | [0.50, 0.25, 0.00, 1.00] | [127.50, 63.75, 0.00] | #804000 |\n|  | ColorOrange | *Orange* | [0.85, 0.40, 0.00, 1.00] | [216.75, 102.00, 0.00] | #D96600 |\n|  | ColorYellow | *Yellow* | [0.85, 0.85, 0.00, 1.00] | [216.75, 216.75, 0.00] | #D9D900 |\n|  | ColorKhaki | *Khaki* | [0.50, 0.60, 0.40, 1.00] | [127.50, 153.00, 102.00] | #809966 |\n|  | ColorGreen | *Green* | [0.00, 0.80, 0.00, 1.00] | [0.00, 204.00, 0.00] | #00CC00 |\n|  | ColorBlue | *Blue* | [0.00, 0.00, 1.00, 1.00] | [0.00, 0.00, 255.00] | #0000FF |\n|  | ColorPink | *Pink* | [1.00, 0.30, 0.40, 1.00] | [255.00, 76.50, 102.00] | #FF4C66 |\n|  | ColorWhite | *White* | [1.00, 1.00, 1.00, 1.00] | [255.00, 255.00, 255.00] | #FFFFFF |\n|  | ColorWEST | *BLUFOR* | [0.00, 0.30, 0.60, 1.00] | [0.00, 76.50, 153.00] | #004C99 |\n|  | ColorEAST | *OPFOR* | [0.50, 0.00, 0.00, 1.00] | [127.50, 0.00, 0.00] | #800000 |\n|  | ColorGUER | *Independent* | [0.00, 0.50, 0.00, 1.00] | [0.00, 127.50, 0.00] | #008000 |\n|  | ColorCIV | *Civilian* | [0.40, 0.00, 0.50, 1.00] | [102.00, 0.00, 127.50] | #660080 |\n|  | ColorUNKNOWN | *Unknown side* | [0.70, 0.60, 0.00, 1.00] | [178.50, 153.00, 0.00] | #B29900 |\n|  | colorBLUFOR | *BLUFOR* | [0.00, 0.30, 0.60, 1.00] | [0.00, 76.50, 153.00] | #004C99 |\n|  | colorOPFOR | *OPFOR* | [0.50, 0.00, 0.00, 1.00] | [127.50, 0.00, 0.00] | #800000 |\n|  | colorIndependent | *Independent* | [0.00, 0.50, 0.00, 1.00] | [0.00, 127.50, 0.00] | #008000 |\n|  | colorCivilian | *Civilian* | [0.40, 0.00, 0.50, 1.00] | [102.00, 0.00, 127.50] | #660080 |\n|  | Color1_FD_F | *Red (Firing Drills)* | [0.69, 0.20, 0.22, 1.00] | [177.00, 51.00, 57.00] | #B13339 |\n|  | Color2_FD_F | *Green (Firing Drills)* | [0.68, 0.75, 0.51, 1.00] | [173.00, 191.00, 131.00] | #ADBF83 |\n|  | Color3_FD_F | *Orange (Firing Drills)* | [0.94, 0.51, 0.19, 1.00] | [240.00, 130.00, 49.00] | #F08231 |\n|  | Color4_FD_F | *Blue (Firing Drills)* | [0.40, 0.55, 0.61, 1.00] | [103.00, 139.00, 155.00] | #678B9B |\n|  | Color5_FD_F | *Purple (Firing Drills)* | [0.69, 0.25, 0.65, 1.00] | [176.00, 64.00, 167.00] | #B040A7 |\n|  | Color6_FD_F | *Gray (Firing Drills)* | [0.35, 0.35, 0.35, 1.00] | [90.00, 89.00, 90.00] | #5A595A |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: CfgMarkers","title":"Arma 3: CfgMarkers","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgMarkers","revid":351555,"updated":"2023-12-07T13:36:19Z","aliases":[],"markdown":"### Example Class\n\n```cpp\nclass respawn_plane : Flag\n{\n    scope = 1;                        // accessibility: 0 = private, 1 = protected, 2 = public\n    name = \"Plane Respawn\";            // name used in the Editor and other UIs\n    icon = \"\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_plane_ca.paa\";        // marker icon\n    texture = \"\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_plane_ca.paa\";    // ?\n    color[] = { 0, 0, 0, 1 };        // Color used for the icon and text\n    shadow = 0;                        // 1 = shadow, 0 = no shadow\n    markerClass = \"NATO_Respawn\";    // ?\n    side = 1;                        // side ID (0 = OPFOR, 1 = BLUFOR, 2 = INDFOR etc)\n    size = 32;                        // default icon size\n    showEditorMarkerColor = 1;        // whether to show icon color in the editor\n};\n```\n\n### Marker Classes\n\n| No. | Class | Name | Icon Path | Shadow | Scope | Added with |\n|---|---|---|---|---|---|---|\n| 1. | `b_air` | Helicopter | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_air.paa` | ✓ | 1 |  |\n| 2. | `b_antiair` | Anti-Air | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_antiair.paa` | ✓ | 1 |  |\n| 3. | `b_armor` | Armor | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_armor.paa` | ✓ | 1 |  |\n| 4. | `b_art` | Artillery | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_art.paa` | ✓ | 1 |  |\n| 5. | `b_hq` | HQ | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_hq.paa` | ✓ | 1 |  |\n| 6. | `b_inf` | Infantry | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_inf.paa` | ✓ | 1 |  |\n| 7. | `b_installation` | Installation | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_installation.paa` | ✓ | 1 |  |\n| 8. | `b_maint` | Maintenance | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_maint.paa` | ✓ | 1 |  |\n| 9. | `b_mech_inf` | Mechanized | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_mech_inf.paa` | ✓ | 1 |  |\n| 10. | `b_med` | Medical | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_med.paa` | ✓ | 1 |  |\n| 11. | `b_mortar` | Mortar | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_mortar.paa` | ✓ | 1 |  |\n| 12. | `b_motor_inf` | Motorized | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_motor_inf.paa` | ✓ | 1 |  |\n| 13. | `b_naval` | Naval | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_naval.paa` | ✓ | 1 |  |\n| 14. | `b_Ordnance` | Ordnance | `\\a3\\UI_F_Orange\\Data\\CfgMarkers\\b_Ordnance_ca.paa` | ✓ | 1 |  |\n| 15. | `b_plane` | Plane | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_plane.paa` | ✓ | 1 |  |\n| 16. | `b_recon` | Recon | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_recon.paa` | ✓ | 1 |  |\n| 17. | `b_service` | Service | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_service.paa` | ✓ | 1 |  |\n| 18. | `b_support` | Support | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_support.paa` | ✓ | 1 |  |\n| 19. | `b_uav` | UAV | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_uav.paa` | ✓ | 1 |  |\n| 20. | `b_unknown` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_unknown.paa` | ✓ | 1 |  |\n| 21. | `c_air` | Helicopter | `\\A3\\ui_f\\data\\map\\markers\\nato\\c_air.paa` | ✓ | 1 |  |\n| 22. | `c_car` | Car | `\\A3\\ui_f\\data\\map\\markers\\nato\\c_car.paa` | ✓ | 1 |  |\n| 23. | `c_plane` | Plane | `\\A3\\ui_f\\data\\map\\markers\\nato\\c_plane.paa` | ✓ | 1 |  |\n| 24. | `c_ship` | Ship | `\\A3\\ui_f\\data\\map\\markers\\nato\\c_ship.paa` | ✓ | 1 |  |\n| 25. | `c_unknown` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\nato\\c_unknown.paa` | ✓ | 1 |  |\n| 26. | `Contact_arrow1` | arrow1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\arrow1_ca.paa` | ✓ | 0 |  |\n| 27. | `Contact_arrow2` | arrow2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\arrow2_ca.paa` | ✓ | 0 |  |\n| 28. | `Contact_arrow3` | arrow3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\arrow3_ca.paa` | ✓ | 0 |  |\n| 29. | `Contact_arrowLeft` | arrowLeft | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\arrowLeft_ca.paa` | ✓ | 0 |  |\n| 30. | `Contact_arrowRight` | arrowRight | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\arrowRight_ca.paa` | ✓ | 0 |  |\n| 31. | `Contact_arrowSmall1` | arrowSmall1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\arrowSmall1_ca.paa` | ✓ | 0 |  |\n| 32. | `Contact_arrowSmall2` | arrowSmall2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\arrowSmall2_ca.paa` | ✓ | 0 |  |\n| 33. | `Contact_art1` | art1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\art1_ca.paa` | ✓ | 0 |  |\n| 34. | `Contact_art2` | art2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\art2_ca.paa` | ✓ | 0 |  |\n| 35. | `Contact_circle1` | circle1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\circle1_ca.paa` | ✓ | 0 |  |\n| 36. | `Contact_circle2` | circle2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\circle2_ca.paa` | ✓ | 0 |  |\n| 37. | `Contact_circle3` | circle3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\circle3_ca.paa` | ✓ | 0 |  |\n| 38. | `Contact_circle4` | circle4 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\circle4_ca.paa` | ✓ | 0 |  |\n| 39. | `Contact_dashedLine1` | dashedLine1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dashedLine1_ca.paa` | ✓ | 0 |  |\n| 40. | `Contact_dashedLine2` | dashedLine2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dashedLine2_ca.paa` | ✓ | 0 |  |\n| 41. | `Contact_dashedLine3` | dashedLine3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dashedLine3_ca.paa` | ✓ | 0 |  |\n| 42. | `Contact_defenseLine` | defenseLine | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\defenseLine_ca.paa` | ✓ | 0 |  |\n| 43. | `Contact_defenseLineOver` | defenseLineOver | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\defenseLineOver_ca.paa` | ✓ | 0 |  |\n| 44. | `Contact_dot1` | dot1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dot1_ca.paa` | ✓ | 0 |  |\n| 45. | `Contact_dot2` | dot2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dot2_ca.paa` | ✓ | 0 |  |\n| 46. | `Contact_dot3` | dot3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dot3_ca.paa` | ✓ | 0 |  |\n| 47. | `Contact_dot4` | dot4 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dot4_ca.paa` | ✓ | 0 |  |\n| 48. | `Contact_dot5` | dot5 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dot5_ca.paa` | ✓ | 0 |  |\n| 49. | `Contact_pencilCircle1` | pencilCircle1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilCircle1_ca.paa` | ✓ | 0 |  |\n| 50. | `Contact_pencilCircle2` | pencilCircle2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilCircle2_ca.paa` | ✓ | 0 |  |\n| 51. | `Contact_pencilCircle3` | pencilCircle3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilCircle3_ca.paa` | ✓ | 0 |  |\n| 52. | `Contact_pencilDoodle1` | pencilDoodle1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilDoodle1_ca.paa` | ✓ | 0 |  |\n| 53. | `Contact_pencilDoodle2` | pencilDoodle2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilDoodle2_ca.paa` | ✓ | 0 |  |\n| 54. | `Contact_pencilDoodle3` | pencilDoodle3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilDoodle3_ca.paa` | ✓ | 0 |  |\n| 55. | `Contact_pencilDot1` | pencilDot1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilDot1_ca.paa` | ✓ | 0 |  |\n| 56. | `Contact_pencilDot2` | pencilDot2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilDot2_ca.paa` | ✓ | 0 |  |\n| 57. | `Contact_pencilDot3` | pencilDot3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilDot3_ca.paa` | ✓ | 0 |  |\n| 58. | `Contact_pencilTask1` | pencilTask1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilTask1_ca.paa` | ✓ | 0 |  |\n| 59. | `Contact_pencilTask2` | pencilTask2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilTask2_ca.paa` | ✓ | 0 |  |\n| 60. | `Contact_pencilTask3` | pencilTask3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilTask3_ca.paa` | ✓ | 0 |  |\n| 61. | `Empty` | Empty | `\\A3\\ui_f\\data\\map\\markers\\system\\empty_ca.paa` | ✓ | 1 |  |\n| 62. | `EmptyIcon` | Flag | `#(argb,8,8,3)color(0,0,0,0)` | ✓ | 0 |  |\n| 63. | `Flag` | Flag | `\\A3\\ui_f\\data\\map\\markers\\military\\mission_CA.paa` | ✗ | 0 |  |\n| 64. | `flag_AAF` | Altis Armed Forces | `\\A3\\ui_f\\data\\map\\markers\\flags\\AAF_ca.paa` | ✓ | 1 |  |\n| 65. | `flag_Altis` | Altis | `\\A3\\ui_f\\data\\map\\markers\\flags\\Altis_ca.paa` | ✓ | 1 |  |\n| 66. | `flag_AltisColonial` | Altis (Colonial) | `\\A3\\ui_f\\data\\map\\markers\\flags\\AltisColonial_ca.paa` | ✓ | 1 |  |\n| 67. | `flag_Astra` | Astra | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\Astra_CA.paa` | ✓ | 1 |  |\n| 68. | `flag_Belgium` | Belgium | `\\A3\\ui_f\\data\\map\\markers\\flags\\Belgium_ca.paa` | ✓ | 1 |  |\n| 69. | `flag_Canada` | Canada | `\\A3\\ui_f\\data\\map\\markers\\flags\\Canada_ca.paa` | ✓ | 1 |  |\n| 70. | `flag_Catalonia` | Catalonia | `\\A3\\ui_f\\data\\map\\markers\\flags\\Catalonia_ca.paa` | ✓ | 0 |  |\n| 71. | `flag_Croatia` | Croatia | `\\A3\\ui_f\\data\\map\\markers\\flags\\Croatia_ca.paa` | ✓ | 1 |  |\n| 72. | `flag_CSAT` | CSAT | `\\A3\\ui_f\\data\\map\\markers\\flags\\CSAT_ca.paa` | ✓ | 1 |  |\n| 73. | `flag_CTRG` | CTRG | `\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\ctrg_ca.paa` | ✓ | 1 |  |\n| 74. | `flag_CzechRepublic` | Czech Republic | `\\A3\\ui_f\\data\\map\\markers\\flags\\CzechRepublic_ca.paa` | ✓ | 1 |  |\n| 75. | `flag_Denmark` | Denmark | `\\A3\\ui_f\\data\\map\\markers\\flags\\Denmark_ca.paa` | ✓ | 1 |  |\n| 76. | `flag_EAF` | Livonian Defense Force | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\LDF_CA.paa` | ✓ | 1 |  |\n| 77. | `flag_Enoch` | Livonia | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\Livonia_CA.paa` | ✓ | 1 |  |\n| 78. | `flag_EnochLooters` | Livonian Looters | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\LivoniaLooters_CA.paa` | ✓ | 1 |  |\n| 79. | `flag_EU` | European Union | `\\A3\\ui_f\\data\\map\\markers\\flags\\EU_ca.paa` | ✓ | 1 |  |\n| 80. | `flag_FIA` | FIA | `\\A3\\ui_f\\data\\map\\markers\\flags\\FIA_ca.paa` | ✓ | 1 |  |\n| 81. | `flag_France` | France | `\\A3\\ui_f\\data\\map\\markers\\flags\\France_ca.paa` | ✓ | 1 |  |\n| 82. | `flag_Georgia` | Georgia | `\\A3\\ui_f\\data\\map\\markers\\flags\\Georgia_ca.paa` | ✓ | 1 |  |\n| 83. | `flag_Germany` | Germany | `\\A3\\ui_f\\data\\map\\markers\\flags\\Germany_ca.paa` | ✓ | 1 |  |\n| 84. | `flag_Greece` | Greece | `\\A3\\ui_f\\data\\map\\markers\\flags\\Greece_ca.paa` | ✓ | 1 |  |\n| 85. | `flag_Hungary` | Hungary | `\\A3\\ui_f\\data\\map\\markers\\flags\\Hungary_ca.paa` | ✓ | 1 |  |\n| 86. | `flag_Iceland` | Iceland | `\\A3\\ui_f\\data\\map\\markers\\flags\\Iceland_ca.paa` | ✓ | 1 |  |\n| 87. | `flag_IDAP` | International Development & Aid Project | `\\A3\\ui_f_orange\\data\\cfgmarkers\\IDAP_ca.paa` | ✗ | 1 |  |\n| 88. | `flag_Italy` | Italy | `\\A3\\ui_f\\data\\map\\markers\\flags\\Italy_ca.paa` | ✓ | 1 |  |\n| 89. | `flag_Luxembourg` | Luxembourg | `\\A3\\ui_f\\data\\map\\markers\\flags\\Luxembourg_ca.paa` | ✓ | 1 |  |\n| 90. | `flag_NATO` | NATO | `\\A3\\ui_f\\data\\map\\markers\\flags\\nato_ca.paa` | ✓ | 1 |  |\n| 91. | `flag_Netherlands` | Netherlands | `\\A3\\ui_f\\data\\map\\markers\\flags\\Netherlands_ca.paa` | ✓ | 1 |  |\n| 92. | `flag_Norway` | Norway | `\\A3\\ui_f\\data\\map\\markers\\flags\\Norway_ca.paa` | ✓ | 1 |  |\n| 93. | `flag_Poland` | Poland | `\\A3\\ui_f\\data\\map\\markers\\flags\\Poland_ca.paa` | ✓ | 1 |  |\n| 94. | `flag_Portugal` | Portugal | `\\A3\\ui_f\\data\\map\\markers\\flags\\Portugal_ca.paa` | ✓ | 1 |  |\n| 95. | `flag_Russia` | Russia | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\Russia_CA.paa` | ✓ | 1 |  |\n| 96. | `flag_Slovakia` | Slovakia | `\\A3\\ui_f\\data\\map\\markers\\flags\\Slovakia_ca.paa` | ✓ | 1 |  |\n| 97. | `flag_Slovenia` | Slovenia | `\\A3\\ui_f\\data\\map\\markers\\flags\\Slovenia_ca.paa` | ✓ | 1 |  |\n| 98. | `flag_Spain` | Spain | `\\A3\\ui_f\\data\\map\\markers\\flags\\Spain_ca.paa` | ✓ | 1 |  |\n| 99. | `flag_Spetsnaz` | Spetsnaz | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\Spetsnaz_CA.paa` | ✓ | 1 |  |\n| 100. | `flag_Syndicat` | Syndikat | `\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\syndicat_ca.paa` | ✓ | 1 |  |\n| 101. | `flag_Tanoa` | Tanoa | `\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\tanoa_ca.paa` | ✓ | 1 |  |\n| 102. | `flag_TanoaGendarmerie` | Gendarmerie | `\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\tanoaGendarmerie_ca.paa` | ✓ | 1 |  |\n| 103. | `flag_UK` | UK | `\\A3\\ui_f\\data\\map\\markers\\flags\\UK_ca.paa` | ✓ | 1 |  |\n| 104. | `flag_UN` | United Nations | `\\A3\\ui_f\\data\\map\\markers\\flags\\UN_ca.paa` | ✓ | 1 |  |\n| 105. | `flag_USA` | USA | `\\A3\\ui_f\\data\\map\\markers\\flags\\USA_ca.paa` | ✓ | 1 |  |\n| 106. | `flag_Viper` | Viper | `\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\viper_ca.paa` | ✓ | 1 |  |\n| 107. | `GroundSupport_ARTY_EAST` | GroundSupport_ARTY_EAST | `\\a3\\Modules_F_Curator\\Data\\iconOrdnance_ca.paa` | ✓ | 0 |  |\n| 108. | `GroundSupport_ARTY_RESISTANCE` | GroundSupport_ARTY_RESISTANCE | `\\a3\\Modules_F_Curator\\Data\\iconOrdnance_ca.paa` | ✓ | 0 |  |\n| 109. | `GroundSupport_ARTY_WEST` | GroundSupport_ARTY_WEST | `\\a3\\Modules_F_Curator\\Data\\iconOrdnance_ca.paa` | ✓ | 0 |  |\n| 110. | `GroundSupport_CAS_EAST` | GroundSupport_CAS_EAST | `\\a3\\Modules_F_Curator\\Data\\portraitCASGunMissile_ca.paa` | ✓ | 0 |  |\n| 111. | `GroundSupport_CAS_RESISTANCE` | GroundSupport_CAS_RESISTANCE | `\\a3\\Modules_F_Curator\\Data\\portraitCASGunMissile_ca.paa` | ✓ | 0 |  |\n| 112. | `GroundSupport_CAS_WEST` | GroundSupport_CAS_WEST | `\\a3\\Modules_F_Curator\\Data\\portraitCASGunMissile_ca.paa` | ✓ | 0 |  |\n| 113. | `group_0` | Fire Team | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_0.paa` | ✓ | 1 |  |\n| 114. | `group_1` | Squad | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_1.paa` | ✓ | 1 |  |\n| 115. | `group_10` | Army | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_10.paa` | ✓ | 1 |  |\n| 116. | `group_11` | Army Group | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_11.paa` | ✓ | 1 |  |\n| 117. | `group_2` | Section | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_2.paa` | ✓ | 1 |  |\n| 118. | `group_3` | Platoon | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_3.paa` | ✓ | 1 |  |\n| 119. | `group_4` | Company | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_4.paa` | ✓ | 1 |  |\n| 120. | `group_5` | Battalion | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_5.paa` | ✓ | 1 |  |\n| 121. | `group_6` | Regiment | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_6.paa` | ✓ | 1 |  |\n| 122. | `group_7` | Brigade | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_7.paa` | ✓ | 1 |  |\n| 123. | `group_8` | Division | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_8.paa` | ✓ | 1 |  |\n| 124. | `group_9` | Corps | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_9.paa` | ✓ | 1 |  |\n| 125. | `hd_ambush` | Ambush | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\ambush_CA.paa` | ✗ | 2 |  |\n| 126. | `hd_ambush_noShadow` | Ambush | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\ambush_CA.paa` | ✓ | 0 |  |\n| 127. | `hd_arrow` | Arrow | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\arrow_CA.paa` | ✗ | 2 |  |\n| 128. | `hd_arrow_noShadow` | Arrow | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\arrow_CA.paa` | ✓ | 0 |  |\n| 129. | `hd_destroy` | Destroy | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\destroy_CA.paa` | ✗ | 2 |  |\n| 130. | `hd_destroy_noShadow` | Destroy | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\destroy_CA.paa` | ✓ | 0 |  |\n| 131. | `hd_dot` | Dot | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\dot_CA.paa` | ✗ | 2 |  |\n| 132. | `hd_dot_noShadow` | Dot | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\dot_CA.paa` | ✓ | 0 |  |\n| 133. | `hd_end` | End | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\end_CA.paa` | ✗ | 2 |  |\n| 134. | `hd_end_noShadow` | End | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\end_CA.paa` | ✓ | 0 |  |\n| 135. | `hd_flag` | Flag | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\flag_CA.paa` | ✗ | 2 |  |\n| 136. | `hd_flag_noShadow` | Flag | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\flag_CA.paa` | ✓ | 0 |  |\n| 137. | `hd_join` | Join | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\join_CA.paa` | ✗ | 2 |  |\n| 138. | `hd_join_noShadow` | Join | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\join_CA.paa` | ✓ | 0 |  |\n| 139. | `hd_objective` | Objective | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\objective_CA.paa` | ✗ | 2 |  |\n| 140. | `hd_objective_noShadow` | Objective | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\objective_CA.paa` | ✓ | 0 |  |\n| 141. | `hd_pickup` | Pick Up | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\pickup_CA.paa` | ✗ | 2 |  |\n| 142. | `hd_pickup_noShadow` | Pick Up | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\pickup_CA.paa` | ✓ | 0 |  |\n| 143. | `hd_start` | Start | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\start_CA.paa` | ✗ | 2 |  |\n| 144. | `hd_start_noShadow` | Start | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\start_CA.paa` | ✓ | 0 |  |\n| 145. | `hd_unknown` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\unknown_CA.paa` | ✗ | 2 |  |\n| 146. | `hd_unknown_noShadow` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\unknown_CA.paa` | ✓ | 0 |  |\n| 147. | `hd_warning` | Warning | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\warning_CA.paa` | ✗ | 2 |  |\n| 148. | `hd_warning_noShadow` | Warning | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\warning_CA.paa` | ✓ | 0 |  |\n| 149. | `KIA` | KIA | `\\a3\\Ui_F_Curator\\Data\\CfgMarkers\\kia_ca.paa` | ✓ | 1 |  |\n| 150. | `loc_Ambush` | Ambush | `\\A3\\Ui_f\\data\\Map\\Markers\\Military\\ambush_ca.paa` | ✗ | 0 |  |\n| 151. | `loc_Attack` | Attack | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\attack_ca.paa` | ✗ | 0 |  |\n| 152. | `loc_boat` | Boat | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Boat_ca.paa` | ✗ | 0 |  |\n| 153. | `loc_Box` | Box | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\box_ca.paa` | ✗ | 0 |  |\n| 154. | `loc_Bunker` | Bunker | `\\A3\\ui_f\\data\\map\\mapcontrol\\Bunker_CA.paa` | ✓ | 1 |  |\n| 155. | `loc_Bush` | Bush | `\\A3\\ui_f\\data\\map\\mapcontrol\\Bush_CA.paa` | ✓ | 1 |  |\n| 156. | `loc_BusStop` | Bus Stop | `\\A3\\ui_f\\data\\map\\mapcontrol\\BusStop_CA.paa` | ✓ | 1 |  |\n| 157. | `loc_car` | Car | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\car_ca.paa` | ✗ | 0 |  |\n| 158. | `loc_Chapel` | Chapel | `\\A3\\ui_f\\data\\map\\mapcontrol\\Chapel_CA.paa` | ✓ | 1 |  |\n| 159. | `loc_Church` | Church | `\\A3\\ui_f\\data\\map\\mapcontrol\\Church_CA.paa` | ✓ | 1 |  |\n| 160. | `loc_CivilDefense` | Civil Defense | `\\A3\\ui_f_orange\\data\\cfgmarkers\\civildefense.paa` | ✓ | 1 |  |\n| 161. | `loc_container` | container | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Container_ca.paa` | ✗ | 0 |  |\n| 162. | `loc_Cross` | Cross | `\\A3\\ui_f\\data\\map\\mapcontrol\\Cross_CA.paa` | ✓ | 1 |  |\n| 163. | `loc_CulturalProperty` | Cultural Property | `\\A3\\ui_f_orange\\data\\cfgmarkers\\culturalproperty_ca.paa` | ✓ | 1 |  |\n| 164. | `loc_DangerousForces` | Dangerous Forces | `\\A3\\ui_f_orange\\data\\cfgmarkers\\dangerousforces_ca.paa` | ✓ | 1 |  |\n| 165. | `loc_defend` | Defend | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\defend_ca.paa` | ✗ | 0 |  |\n| 166. | `loc_destroy` | Destroy | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\destroy_ca.paa` | ✗ | 0 |  |\n| 167. | `loc_download` | Download | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Download_ca.paa` | ✗ | 0 |  |\n| 168. | `loc_Fortress` | Bunker | `\\A3\\ui_f\\data\\map\\mapcontrol\\Bunker_CA.paa` | ✓ | 0 |  |\n| 169. | `loc_Fountain` | Fountain | `\\A3\\ui_f\\data\\map\\mapcontrol\\Fountain_CA.paa` | ✓ | 1 |  |\n| 170. | `loc_Frame` | Frame | `\\a3\\Ui_f\\data\\GUI\\Rsc\\RscDisplayArsenal\\icon_ca.paa` | ✓ | 0 |  |\n| 171. | `loc_Fuelstation` | Fuel Station | `\\A3\\ui_f\\data\\map\\mapcontrol\\Fuelstation_CA.paa` | ✓ | 1 |  |\n| 172. | `loc_heal` | Heal | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Heal_ca.paa` | ✗ | 0 |  |\n| 173. | `loc_heli` | Heli | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Heli_ca.paa` | ✗ | 0 |  |\n| 174. | `loc_help` | Help | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\help_ca.paa` | ✗ | 0 |  |\n| 175. | `loc_Hospital` | Hospital | `\\A3\\ui_f\\data\\map\\mapcontrol\\Hospital_CA.paa` | ✓ | 1 |  |\n| 176. | `loc_interact` | Interact | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\interact_ca.paa` | ✗ | 0 |  |\n| 177. | `loc_LetterA` | LetterA | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\a_ca.paa` | ✗ | 0 |  |\n| 178. | `loc_LetterB` | LetterB | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\b_ca.paa` | ✗ | 0 |  |\n| 179. | `loc_LetterC` | LetterC | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\c_ca.paa` | ✗ | 0 |  |\n| 180. | `loc_LetterD` | LetterD | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\d_ca.paa` | ✗ | 0 |  |\n| 181. | `loc_LetterE` | LetterE | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\e_ca.paa` | ✗ | 0 |  |\n| 182. | `loc_LetterF` | LetterF | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\f_ca.paa` | ✗ | 0 |  |\n| 183. | `loc_LetterG` | LetterG | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\g_ca.paa` | ✗ | 0 |  |\n| 184. | `loc_LetterH` | LetterH | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\h_ca.paa` | ✗ | 0 |  |\n| 185. | `loc_LetterI` | LetterI | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\i_ca.paa` | ✗ | 0 |  |\n| 186. | `loc_LetterJ` | LetterJ | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\j_ca.paa` | ✗ | 0 |  |\n| 187. | `loc_LetterK` | LetterK | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\k_ca.paa` | ✗ | 0 |  |\n| 188. | `loc_LetterL` | LetterL | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\l_ca.paa` | ✗ | 0 |  |\n| 189. | `loc_LetterM` | LetterM | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\m_ca.paa` | ✗ | 0 |  |\n| 190. | `loc_LetterN` | LetterN | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\n_ca.paa` | ✗ | 0 |  |\n| 191. | `loc_LetterO` | LetterO | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\o_ca.paa` | ✗ | 0 |  |\n| 192. | `loc_LetterP` | LetterP | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\p_ca.paa` | ✗ | 0 |  |\n| 193. | `loc_LetterQ` | LetterQ | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\q_ca.paa` | ✗ | 0 |  |\n| 194. | `loc_LetterR` | LetterR | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\r_ca.paa` | ✗ | 0 |  |\n| 195. | `loc_LetterS` | LetterS | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\s_ca.paa` | ✗ | 0 |  |\n| 196. | `loc_LetterT` | LetterT | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\t_ca.paa` | ✗ | 0 |  |\n| 197. | `loc_LetterU` | LetterU | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\u_ca.paa` | ✗ | 0 |  |\n| 198. | `loc_LetterV` | LetterV | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\v_ca.paa` | ✗ | 0 |  |\n| 199. | `loc_LetterW` | LetterW | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\w_ca.paa` | ✗ | 0 |  |\n| 200. | `loc_LetterX` | LetterX | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\x_ca.paa` | ✗ | 0 |  |\n| 201. | `loc_LetterY` | LetterY | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\y_ca.paa` | ✗ | 0 |  |\n| 202. | `loc_LetterZ` | LetterZ | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\z_ca.paa` | ✗ | 0 |  |\n| 203. | `loc_Lighthouse` | Lighthouse | `\\A3\\ui_f\\data\\map\\mapcontrol\\Lighthouse_CA.paa` | ✓ | 1 |  |\n| 204. | `loc_meet` | Meet | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\meet_ca.paa` | ✗ | 0 |  |\n| 205. | `loc_mine` | Mine | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\mine_ca.paa` | ✗ | 0 |  |\n| 206. | `loc_move` | Move | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\move_ca.paa` | ✗ | 0 |  |\n| 207. | `loc_Pick` | Pick | `\\a3\\Ui_f\\data\\IGUI\\Cfg\\Actions\\take_ca.paa` | ✗ | 0 |  |\n| 208. | `loc_plane` | Plane | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Plane_ca.paa` | ✗ | 0 |  |\n| 209. | `loc_Power` | Power Plant | `\\A3\\ui_f\\data\\map\\mapcontrol\\Power_CA.paa` | ✓ | 1 |  |\n| 210. | `loc_PowerSolar` | Solar Power Plant | `\\A3\\ui_f\\data\\map\\mapcontrol\\PowerSolar_CA.paa` | ✓ | 1 |  |\n| 211. | `loc_PowerWave` | Wave Power Plant | `\\A3\\ui_f\\data\\map\\mapcontrol\\PowerWave_CA.paa` | ✓ | 1 |  |\n| 212. | `loc_PowerWind` | Wind Power Plant | `\\A3\\ui_f\\data\\map\\mapcontrol\\PowerWind_CA.paa` | ✓ | 1 |  |\n| 213. | `loc_Quay` | Pier | `\\A3\\ui_f\\data\\map\\mapcontrol\\Quay_CA.paa` | ✓ | 1 |  |\n| 214. | `loc_radio` | Radio | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Radio_ca.paa` | ✗ | 0 |  |\n| 215. | `loc_rearm` | Rearm | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\rearm_ca.paa` | ✗ | 0 |  |\n| 216. | `loc_refuel` | Refuel | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\refuel_ca.paa` | ✗ | 0 |  |\n| 217. | `loc_repair` | Repair | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\repair_ca.paa` | ✗ | 0 |  |\n| 218. | `loc_Rifle` | Rifle | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\rifle_ca.paa` | ✗ | 0 |  |\n| 219. | `loc_Rock` | Rock | `\\A3\\ui_f\\data\\map\\mapcontrol\\Rock_CA.paa` | ✓ | 1 |  |\n| 220. | `loc_Ruin` | Ruin | `\\A3\\ui_f\\data\\map\\mapcontrol\\Ruin_CA.paa` | ✓ | 1 |  |\n| 221. | `loc_SafetyZone` | Safety Zone | `\\A3\\ui_f_orange\\data\\cfgmarkers\\safetyzone_ca.paa` | ✓ | 1 |  |\n| 222. | `loc_save` | Save | `\\a3\\Ui_f\\data\\GUI\\Rsc\\RscDisplayArcadeMap\\icon_saveas_ca.paa` | ✗ | 0 |  |\n| 223. | `loc_sdv` | SDV | `\\a3\\ui_f\\data\\gui\\cfg\\hints\\SDV_ca.paa` | ✗ | 0 |  |\n| 224. | `loc_search` | Search | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\search_ca.paa` | ✗ | 0 |  |\n| 225. | `loc_SmallTree` | Small Tree | `\\A3\\ui_f\\data\\map\\mapcontrol\\SmallTree_CA.paa` | ✓ | 1 |  |\n| 226. | `loc_Stack` | Chimney Stack | `\\A3\\ui_f\\data\\map\\mapcontrol\\Stack_CA.paa` | ✓ | 1 |  |\n| 227. | `loc_talk` | Talk | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Talk_ca.paa` | ✗ | 0 |  |\n| 228. | `loc_Tourism` | Hotel | `\\A3\\ui_f\\data\\map\\mapcontrol\\Tourism_CA.paa` | ✓ | 1 |  |\n| 229. | `loc_Transmitter` | Radio Tower | `\\A3\\ui_f\\data\\map\\mapcontrol\\Transmitter_CA.paa` | ✓ | 1 |  |\n| 230. | `loc_Tree` | Tree | `\\A3\\ui_f\\data\\map\\mapcontrol\\tree_CA.paa` | ✓ | 1 |  |\n| 231. | `loc_Truck` | Truck | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\truck_ca.paa` | ✗ | 0 |  |\n| 232. | `loc_use` | Use | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Use_ca.paa` | ✗ | 0 |  |\n| 233. | `loc_ViewTower` | View Tower | `\\A3\\ui_f\\data\\map\\mapcontrol\\ViewTower_CA.paa` | ✓ | 1 |  |\n| 234. | `loc_WaterTower` | Water Tower | `\\A3\\ui_f\\data\\map\\mapcontrol\\WaterTower_CA.paa` | ✓ | 1 |  |\n| 235. | `MemoryFragment` | Flag | `\\A3\\ui_f_orange\\data\\cfgmarkers\\memoryFragment_ca.paa` | ✓ | 0 |  |\n| 236. | `mil_ambush` | Ambush | `\\A3\\ui_f\\data\\map\\markers\\military\\ambush_CA.paa` | ✗ | 1 |  |\n| 237. | `mil_ambush_noShadow` | Ambush | `\\A3\\ui_f\\data\\map\\markers\\military\\ambush_CA.paa` | ✓ | 0 |  |\n| 238. | `mil_arrow` | Arrow | `\\A3\\ui_f\\data\\map\\markers\\military\\arrow_CA.paa` | ✗ | 1 |  |\n| 239. | `mil_arrow2` | Arrow (filled) | `\\A3\\ui_f\\data\\map\\markers\\military\\arrow2_CA.paa` | ✗ | 1 |  |\n| 240. | `mil_arrow2_noShadow` | Arrow (filled) | `\\A3\\ui_f\\data\\map\\markers\\military\\arrow2_CA.paa` | ✓ | 0 |  |\n| 241. | `mil_arrow_noShadow` | Arrow | `\\A3\\ui_f\\data\\map\\markers\\military\\arrow_CA.paa` | ✓ | 0 |  |\n| 242. | `mil_box` | Square | `\\A3\\ui_f\\data\\map\\markers\\military\\box_CA.paa` | ✗ | 1 |  |\n| 243. | `mil_box_noShadow` | Square | `\\A3\\ui_f\\data\\map\\markers\\military\\box_CA.paa` | ✓ | 0 |  |\n| 244. | `mil_circle` | Circle | `\\A3\\ui_f\\data\\map\\markers\\military\\circle_CA.paa` | ✗ | 1 |  |\n| 245. | `mil_circle_noShadow` | Circle | `\\A3\\ui_f\\data\\map\\markers\\military\\circle_CA.paa` | ✓ | 0 |  |\n| 246. | `mil_destroy` | Destroy | `\\A3\\ui_f\\data\\map\\markers\\military\\destroy_CA.paa` | ✗ | 1 |  |\n| 247. | `mil_destroy_noShadow` | Destroy | `\\A3\\ui_f\\data\\map\\markers\\military\\destroy_CA.paa` | ✓ | 0 |  |\n| 248. | `mil_dot` | Dot | `\\A3\\ui_f\\data\\map\\markers\\military\\dot_CA.paa` | ✗ | 1 |  |\n| 249. | `mil_dot_noShadow` | Dot | `\\A3\\ui_f\\data\\map\\markers\\military\\dot_CA.paa` | ✓ | 0 |  |\n| 250. | `mil_end` | End | `\\A3\\ui_f\\data\\map\\markers\\military\\end_CA.paa` | ✗ | 1 |  |\n| 251. | `mil_end_noShadow` | End | `\\A3\\ui_f\\data\\map\\markers\\military\\end_CA.paa` | ✓ | 0 |  |\n| 252. | `mil_flag` | Flag | `\\A3\\ui_f\\data\\map\\markers\\military\\flag_CA.paa` | ✗ | 1 |  |\n| 253. | `mil_flag_noShadow` | Flag | `\\A3\\ui_f\\data\\map\\markers\\military\\flag_CA.paa` | ✓ | 0 |  |\n| 254. | `mil_join` | Join | `\\A3\\ui_f\\data\\map\\markers\\military\\join_CA.paa` | ✗ | 1 |  |\n| 255. | `mil_join_noShadow` | Join | `\\A3\\ui_f\\data\\map\\markers\\military\\join_CA.paa` | ✓ | 0 |  |\n| 256. | `mil_marker` | Marker | `\\A3\\ui_f\\data\\map\\markers\\military\\marker_CA.paa` | ✗ | 1 |  |\n| 257. | `mil_marker_noShadow` | Marker | `\\A3\\ui_f\\data\\map\\markers\\military\\marker_CA.paa` | ✓ | 0 |  |\n| 258. | `mil_objective` | Objective | `\\A3\\ui_f\\data\\map\\markers\\military\\objective_CA.paa` | ✗ | 1 |  |\n| 259. | `mil_objective_noShadow` | Objective | `\\A3\\ui_f\\data\\map\\markers\\military\\objective_CA.paa` | ✓ | 0 |  |\n| 260. | `mil_pickup` | Pick Up | `\\A3\\ui_f\\data\\map\\markers\\military\\pickup_CA.paa` | ✗ | 1 |  |\n| 261. | `mil_pickup_noShadow` | Pick Up | `\\A3\\ui_f\\data\\map\\markers\\military\\pickup_CA.paa` | ✓ | 0 |  |\n| 262. | `mil_start` | Start | `\\A3\\ui_f\\data\\map\\markers\\military\\start_CA.paa` | ✗ | 1 |  |\n| 263. | `mil_start_noShadow` | Start | `\\A3\\ui_f\\data\\map\\markers\\military\\start_CA.paa` | ✓ | 0 |  |\n| 264. | `mil_triangle` | Triangle | `\\A3\\ui_f\\data\\map\\markers\\military\\triangle_CA.paa` | ✗ | 1 |  |\n| 265. | `mil_triangle_noShadow` | Triangle | `\\A3\\ui_f\\data\\map\\markers\\military\\triangle_CA.paa` | ✓ | 0 |  |\n| 266. | `mil_unknown` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\military\\unknown_CA.paa` | ✗ | 1 |  |\n| 267. | `mil_unknown_noShadow` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\military\\unknown_CA.paa` | ✓ | 0 |  |\n| 268. | `mil_warning` | Warning | `\\A3\\ui_f\\data\\map\\markers\\military\\warning_CA.paa` | ✗ | 1 |  |\n| 269. | `mil_warning_noShadow` | Warning | `\\A3\\ui_f\\data\\map\\markers\\military\\warning_CA.paa` | ✓ | 0 |  |\n| 270. | `Minefield` | Minefield | `\\a3\\Ui_F_Curator\\Data\\CfgMarkers\\minefield_ca.paa` | ✓ | 1 |  |\n| 271. | `MinefieldAP` | Minefield (AP) | `\\a3\\Ui_F_Curator\\Data\\CfgMarkers\\minefieldAP_ca.paa` | ✓ | 1 |  |\n| 272. | `n_air` | Helicopter | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_air.paa` | ✓ | 1 |  |\n| 273. | `n_antiair` | Anti-Air | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_antiair.paa` | ✓ | 1 |  |\n| 274. | `n_armor` | Armor | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_armor.paa` | ✓ | 1 |  |\n| 275. | `n_art` | Artillery | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_art.paa` | ✓ | 1 |  |\n| 276. | `n_hq` | HQ | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_hq.paa` | ✓ | 1 |  |\n| 277. | `n_inf` | Infantry | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_inf.paa` | ✓ | 1 |  |\n| 278. | `n_installation` | Installation | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_installation.paa` | ✓ | 1 |  |\n| 279. | `n_maint` | Maintenance | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_maint.paa` | ✓ | 1 |  |\n| 280. | `n_mech_inf` | Mechanized | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_mech_inf.paa` | ✓ | 1 |  |\n| 281. | `n_med` | Medical | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_med.paa` | ✓ | 1 |  |\n| 282. | `n_mortar` | Mortar | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_mortar.paa` | ✓ | 1 |  |\n| 283. | `n_motor_inf` | Motorized | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_motor_inf.paa` | ✓ | 1 |  |\n| 284. | `n_naval` | Naval | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_naval.paa` | ✓ | 1 |  |\n| 285. | `n_Ordnance` | Ordnance | `\\a3\\UI_F_Orange\\Data\\CfgMarkers\\n_Ordnance_ca.paa` | ✓ | 1 |  |\n| 286. | `n_plane` | Plane | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_plane.paa` | ✓ | 1 |  |\n| 287. | `n_recon` | Recon | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_recon.paa` | ✓ | 1 |  |\n| 288. | `n_service` | Service | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_service.paa` | ✓ | 1 |  |\n| 289. | `n_support` | Support | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_support.paa` | ✓ | 1 |  |\n| 290. | `n_uav` | UAV | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_uav.paa` | ✓ | 1 |  |\n| 291. | `n_unknown` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_unknown.paa` | ✓ | 1 |  |\n| 292. | `o_air` | Helicopter | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_air.paa` | ✓ | 1 |  |\n| 293. | `o_antiair` | Anti-Air | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_antiair.paa` | ✓ | 1 |  |\n| 294. | `o_armor` | Armor | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_armor.paa` | ✓ | 1 |  |\n| 295. | `o_art` | Artillery | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_art.paa` | ✓ | 1 |  |\n| 296. | `o_hq` | HQ | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_hq.paa` | ✓ | 1 |  |\n| 297. | `o_inf` | Infantry | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_inf.paa` | ✓ | 1 |  |\n| 298. | `o_installation` | Installation | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_installation.paa` | ✓ | 1 |  |\n| 299. | `o_maint` | Maintenance | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_maint.paa` | ✓ | 1 |  |\n| 300. | `o_mech_inf` | Mechanized | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_mech_inf.paa` | ✓ | 1 |  |\n| 301. | `o_med` | Medical | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_med.paa` | ✓ | 1 |  |\n| 302. | `o_mortar` | Mortar | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_mortar.paa` | ✓ | 1 |  |\n| 303. | `o_motor_inf` | Motorized | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_motor_inf.paa` | ✓ | 1 |  |\n| 304. | `o_naval` | Naval | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_naval.paa` | ✓ | 1 |  |\n| 305. | `o_Ordnance` | Ordnance | `\\a3\\UI_F_Orange\\Data\\CfgMarkers\\o_Ordnance_ca.paa` | ✓ | 1 |  |\n| 306. | `o_plane` | Plane | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_plane.paa` | ✓ | 1 |  |\n| 307. | `o_recon` | Recon | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_recon.paa` | ✓ | 1 |  |\n| 308. | `o_service` | Service | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_service.paa` | ✓ | 1 |  |\n| 309. | `o_support` | Support | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_support.paa` | ✓ | 1 |  |\n| 310. | `o_uav` | UAV | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_uav.paa` | ✓ | 1 |  |\n| 311. | `o_unknown` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_unknown.paa` | ✓ | 1 |  |\n| 312. | `RedCrystal` | Red Crystal | `\\A3\\ui_f_orange\\data\\cfgmarkers\\redcrystal_ca.paa` | ✗ | 2 |  |\n| 313. | `respawn_air` | Helicopter Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_air_ca.paa` | ✓ | 1 |  |\n| 314. | `respawn_armor` | Armor Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_armor_ca.paa` | ✓ | 1 |  |\n| 315. | `respawn_inf` | Infantry Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_inf_ca.paa` | ✓ | 1 |  |\n| 316. | `respawn_motor` | Car Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_motor_ca.paa` | ✓ | 1 |  |\n| 317. | `respawn_naval` | Naval Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_naval_ca.paa` | ✓ | 1 |  |\n| 318. | `respawn_para` | Airborne Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_para_ca.paa` | ✓ | 1 |  |\n| 319. | `respawn_plane` | Plane Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_plane_ca.paa` | ✓ | 1 |  |\n| 320. | `respawn_unknown` | Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_unknown_ca.paa` | ✓ | 1 |  |\n| 321. | `Select` | Select | `\\A3\\ui_f\\data\\igui\\cfg\\islandmap\\iconplayer_ca.paa` | ✓ | 1 |  |\n| 322. | `selector_selectable` | Selector - Selectable | `\\A3\\ui_f\\data\\map\\groupicons\\selector_selectable_ca.paa` | ✓ | 1 |  |\n| 323. | `selector_selectedEnemy` | Selector - Selected Enemy | `\\A3\\ui_f\\data\\map\\groupicons\\selector_selectedEnemy_ca.paa` | ✓ | 1 |  |\n| 324. | `selector_selectedFriendly` | Selector - Selected Friendly | `\\A3\\ui_f\\data\\map\\groupicons\\selector_selectedFriendly_ca.paa` | ✓ | 1 |  |\n| 325. | `selector_selectedMission` | Selector - Selected Mission | `\\A3\\ui_f\\data\\map\\groupicons\\selector_selectedMission_ca.paa` | ✓ | 1 |  |\n| 326. | `u_installation` | Installation | `\\A3\\ui_f\\data\\map\\markers\\nato\\u_installation.paa` | ✓ | 1 |  |\n| 327. | `waypoint` | Waypoint | `\\A3\\ui_f\\data\\map\\groupicons\\waypoint.paa` | ✓ | 1 |  |\n| 328. | `White` | White | `\\A3\\ui_f_orange\\data\\cfgmarkers\\white_ca.paa` | ✗ | 2 |  |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.","sections":[{"heading":"Example Class","level":3,"markdown":"```cpp\nclass respawn_plane : Flag\n{\n    scope = 1;                        // accessibility: 0 = private, 1 = protected, 2 = public\n    name = \"Plane Respawn\";            // name used in the Editor and other UIs\n    icon = \"\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_plane_ca.paa\";        // marker icon\n    texture = \"\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_plane_ca.paa\";    // ?\n    color[] = { 0, 0, 0, 1 };        // Color used for the icon and text\n    shadow = 0;                        // 1 = shadow, 0 = no shadow\n    markerClass = \"NATO_Respawn\";    // ?\n    side = 1;                        // side ID (0 = OPFOR, 1 = BLUFOR, 2 = INDFOR etc)\n    size = 32;                        // default icon size\n    showEditorMarkerColor = 1;        // whether to show icon color in the editor\n};\n```"},{"heading":"Marker Classes","level":3,"markdown":"| No. | Class | Name | Icon Path | Shadow | Scope | Added with |\n|---|---|---|---|---|---|---|\n| 1. | `b_air` | Helicopter | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_air.paa` | ✓ | 1 |  |\n| 2. | `b_antiair` | Anti-Air | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_antiair.paa` | ✓ | 1 |  |\n| 3. | `b_armor` | Armor | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_armor.paa` | ✓ | 1 |  |\n| 4. | `b_art` | Artillery | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_art.paa` | ✓ | 1 |  |\n| 5. | `b_hq` | HQ | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_hq.paa` | ✓ | 1 |  |\n| 6. | `b_inf` | Infantry | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_inf.paa` | ✓ | 1 |  |\n| 7. | `b_installation` | Installation | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_installation.paa` | ✓ | 1 |  |\n| 8. | `b_maint` | Maintenance | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_maint.paa` | ✓ | 1 |  |\n| 9. | `b_mech_inf` | Mechanized | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_mech_inf.paa` | ✓ | 1 |  |\n| 10. | `b_med` | Medical | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_med.paa` | ✓ | 1 |  |\n| 11. | `b_mortar` | Mortar | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_mortar.paa` | ✓ | 1 |  |\n| 12. | `b_motor_inf` | Motorized | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_motor_inf.paa` | ✓ | 1 |  |\n| 13. | `b_naval` | Naval | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_naval.paa` | ✓ | 1 |  |\n| 14. | `b_Ordnance` | Ordnance | `\\a3\\UI_F_Orange\\Data\\CfgMarkers\\b_Ordnance_ca.paa` | ✓ | 1 |  |\n| 15. | `b_plane` | Plane | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_plane.paa` | ✓ | 1 |  |\n| 16. | `b_recon` | Recon | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_recon.paa` | ✓ | 1 |  |\n| 17. | `b_service` | Service | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_service.paa` | ✓ | 1 |  |\n| 18. | `b_support` | Support | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_support.paa` | ✓ | 1 |  |\n| 19. | `b_uav` | UAV | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_uav.paa` | ✓ | 1 |  |\n| 20. | `b_unknown` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\nato\\b_unknown.paa` | ✓ | 1 |  |\n| 21. | `c_air` | Helicopter | `\\A3\\ui_f\\data\\map\\markers\\nato\\c_air.paa` | ✓ | 1 |  |\n| 22. | `c_car` | Car | `\\A3\\ui_f\\data\\map\\markers\\nato\\c_car.paa` | ✓ | 1 |  |\n| 23. | `c_plane` | Plane | `\\A3\\ui_f\\data\\map\\markers\\nato\\c_plane.paa` | ✓ | 1 |  |\n| 24. | `c_ship` | Ship | `\\A3\\ui_f\\data\\map\\markers\\nato\\c_ship.paa` | ✓ | 1 |  |\n| 25. | `c_unknown` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\nato\\c_unknown.paa` | ✓ | 1 |  |\n| 26. | `Contact_arrow1` | arrow1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\arrow1_ca.paa` | ✓ | 0 |  |\n| 27. | `Contact_arrow2` | arrow2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\arrow2_ca.paa` | ✓ | 0 |  |\n| 28. | `Contact_arrow3` | arrow3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\arrow3_ca.paa` | ✓ | 0 |  |\n| 29. | `Contact_arrowLeft` | arrowLeft | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\arrowLeft_ca.paa` | ✓ | 0 |  |\n| 30. | `Contact_arrowRight` | arrowRight | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\arrowRight_ca.paa` | ✓ | 0 |  |\n| 31. | `Contact_arrowSmall1` | arrowSmall1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\arrowSmall1_ca.paa` | ✓ | 0 |  |\n| 32. | `Contact_arrowSmall2` | arrowSmall2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\arrowSmall2_ca.paa` | ✓ | 0 |  |\n| 33. | `Contact_art1` | art1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\art1_ca.paa` | ✓ | 0 |  |\n| 34. | `Contact_art2` | art2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\art2_ca.paa` | ✓ | 0 |  |\n| 35. | `Contact_circle1` | circle1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\circle1_ca.paa` | ✓ | 0 |  |\n| 36. | `Contact_circle2` | circle2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\circle2_ca.paa` | ✓ | 0 |  |\n| 37. | `Contact_circle3` | circle3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\circle3_ca.paa` | ✓ | 0 |  |\n| 38. | `Contact_circle4` | circle4 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\circle4_ca.paa` | ✓ | 0 |  |\n| 39. | `Contact_dashedLine1` | dashedLine1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dashedLine1_ca.paa` | ✓ | 0 |  |\n| 40. | `Contact_dashedLine2` | dashedLine2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dashedLine2_ca.paa` | ✓ | 0 |  |\n| 41. | `Contact_dashedLine3` | dashedLine3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dashedLine3_ca.paa` | ✓ | 0 |  |\n| 42. | `Contact_defenseLine` | defenseLine | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\defenseLine_ca.paa` | ✓ | 0 |  |\n| 43. | `Contact_defenseLineOver` | defenseLineOver | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\defenseLineOver_ca.paa` | ✓ | 0 |  |\n| 44. | `Contact_dot1` | dot1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dot1_ca.paa` | ✓ | 0 |  |\n| 45. | `Contact_dot2` | dot2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dot2_ca.paa` | ✓ | 0 |  |\n| 46. | `Contact_dot3` | dot3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dot3_ca.paa` | ✓ | 0 |  |\n| 47. | `Contact_dot4` | dot4 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dot4_ca.paa` | ✓ | 0 |  |\n| 48. | `Contact_dot5` | dot5 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\dot5_ca.paa` | ✓ | 0 |  |\n| 49. | `Contact_pencilCircle1` | pencilCircle1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilCircle1_ca.paa` | ✓ | 0 |  |\n| 50. | `Contact_pencilCircle2` | pencilCircle2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilCircle2_ca.paa` | ✓ | 0 |  |\n| 51. | `Contact_pencilCircle3` | pencilCircle3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilCircle3_ca.paa` | ✓ | 0 |  |\n| 52. | `Contact_pencilDoodle1` | pencilDoodle1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilDoodle1_ca.paa` | ✓ | 0 |  |\n| 53. | `Contact_pencilDoodle2` | pencilDoodle2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilDoodle2_ca.paa` | ✓ | 0 |  |\n| 54. | `Contact_pencilDoodle3` | pencilDoodle3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilDoodle3_ca.paa` | ✓ | 0 |  |\n| 55. | `Contact_pencilDot1` | pencilDot1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilDot1_ca.paa` | ✓ | 0 |  |\n| 56. | `Contact_pencilDot2` | pencilDot2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilDot2_ca.paa` | ✓ | 0 |  |\n| 57. | `Contact_pencilDot3` | pencilDot3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilDot3_ca.paa` | ✓ | 0 |  |\n| 58. | `Contact_pencilTask1` | pencilTask1 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilTask1_ca.paa` | ✓ | 0 |  |\n| 59. | `Contact_pencilTask2` | pencilTask2 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilTask2_ca.paa` | ✓ | 0 |  |\n| 60. | `Contact_pencilTask3` | pencilTask3 | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\pencilTask3_ca.paa` | ✓ | 0 |  |\n| 61. | `Empty` | Empty | `\\A3\\ui_f\\data\\map\\markers\\system\\empty_ca.paa` | ✓ | 1 |  |\n| 62. | `EmptyIcon` | Flag | `#(argb,8,8,3)color(0,0,0,0)` | ✓ | 0 |  |\n| 63. | `Flag` | Flag | `\\A3\\ui_f\\data\\map\\markers\\military\\mission_CA.paa` | ✗ | 0 |  |\n| 64. | `flag_AAF` | Altis Armed Forces | `\\A3\\ui_f\\data\\map\\markers\\flags\\AAF_ca.paa` | ✓ | 1 |  |\n| 65. | `flag_Altis` | Altis | `\\A3\\ui_f\\data\\map\\markers\\flags\\Altis_ca.paa` | ✓ | 1 |  |\n| 66. | `flag_AltisColonial` | Altis (Colonial) | `\\A3\\ui_f\\data\\map\\markers\\flags\\AltisColonial_ca.paa` | ✓ | 1 |  |\n| 67. | `flag_Astra` | Astra | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\Astra_CA.paa` | ✓ | 1 |  |\n| 68. | `flag_Belgium` | Belgium | `\\A3\\ui_f\\data\\map\\markers\\flags\\Belgium_ca.paa` | ✓ | 1 |  |\n| 69. | `flag_Canada` | Canada | `\\A3\\ui_f\\data\\map\\markers\\flags\\Canada_ca.paa` | ✓ | 1 |  |\n| 70. | `flag_Catalonia` | Catalonia | `\\A3\\ui_f\\data\\map\\markers\\flags\\Catalonia_ca.paa` | ✓ | 0 |  |\n| 71. | `flag_Croatia` | Croatia | `\\A3\\ui_f\\data\\map\\markers\\flags\\Croatia_ca.paa` | ✓ | 1 |  |\n| 72. | `flag_CSAT` | CSAT | `\\A3\\ui_f\\data\\map\\markers\\flags\\CSAT_ca.paa` | ✓ | 1 |  |\n| 73. | `flag_CTRG` | CTRG | `\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\ctrg_ca.paa` | ✓ | 1 |  |\n| 74. | `flag_CzechRepublic` | Czech Republic | `\\A3\\ui_f\\data\\map\\markers\\flags\\CzechRepublic_ca.paa` | ✓ | 1 |  |\n| 75. | `flag_Denmark` | Denmark | `\\A3\\ui_f\\data\\map\\markers\\flags\\Denmark_ca.paa` | ✓ | 1 |  |\n| 76. | `flag_EAF` | Livonian Defense Force | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\LDF_CA.paa` | ✓ | 1 |  |\n| 77. | `flag_Enoch` | Livonia | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\Livonia_CA.paa` | ✓ | 1 |  |\n| 78. | `flag_EnochLooters` | Livonian Looters | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\LivoniaLooters_CA.paa` | ✓ | 1 |  |\n| 79. | `flag_EU` | European Union | `\\A3\\ui_f\\data\\map\\markers\\flags\\EU_ca.paa` | ✓ | 1 |  |\n| 80. | `flag_FIA` | FIA | `\\A3\\ui_f\\data\\map\\markers\\flags\\FIA_ca.paa` | ✓ | 1 |  |\n| 81. | `flag_France` | France | `\\A3\\ui_f\\data\\map\\markers\\flags\\France_ca.paa` | ✓ | 1 |  |\n| 82. | `flag_Georgia` | Georgia | `\\A3\\ui_f\\data\\map\\markers\\flags\\Georgia_ca.paa` | ✓ | 1 |  |\n| 83. | `flag_Germany` | Germany | `\\A3\\ui_f\\data\\map\\markers\\flags\\Germany_ca.paa` | ✓ | 1 |  |\n| 84. | `flag_Greece` | Greece | `\\A3\\ui_f\\data\\map\\markers\\flags\\Greece_ca.paa` | ✓ | 1 |  |\n| 85. | `flag_Hungary` | Hungary | `\\A3\\ui_f\\data\\map\\markers\\flags\\Hungary_ca.paa` | ✓ | 1 |  |\n| 86. | `flag_Iceland` | Iceland | `\\A3\\ui_f\\data\\map\\markers\\flags\\Iceland_ca.paa` | ✓ | 1 |  |\n| 87. | `flag_IDAP` | International Development & Aid Project | `\\A3\\ui_f_orange\\data\\cfgmarkers\\IDAP_ca.paa` | ✗ | 1 |  |\n| 88. | `flag_Italy` | Italy | `\\A3\\ui_f\\data\\map\\markers\\flags\\Italy_ca.paa` | ✓ | 1 |  |\n| 89. | `flag_Luxembourg` | Luxembourg | `\\A3\\ui_f\\data\\map\\markers\\flags\\Luxembourg_ca.paa` | ✓ | 1 |  |\n| 90. | `flag_NATO` | NATO | `\\A3\\ui_f\\data\\map\\markers\\flags\\nato_ca.paa` | ✓ | 1 |  |\n| 91. | `flag_Netherlands` | Netherlands | `\\A3\\ui_f\\data\\map\\markers\\flags\\Netherlands_ca.paa` | ✓ | 1 |  |\n| 92. | `flag_Norway` | Norway | `\\A3\\ui_f\\data\\map\\markers\\flags\\Norway_ca.paa` | ✓ | 1 |  |\n| 93. | `flag_Poland` | Poland | `\\A3\\ui_f\\data\\map\\markers\\flags\\Poland_ca.paa` | ✓ | 1 |  |\n| 94. | `flag_Portugal` | Portugal | `\\A3\\ui_f\\data\\map\\markers\\flags\\Portugal_ca.paa` | ✓ | 1 |  |\n| 95. | `flag_Russia` | Russia | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\Russia_CA.paa` | ✓ | 1 |  |\n| 96. | `flag_Slovakia` | Slovakia | `\\A3\\ui_f\\data\\map\\markers\\flags\\Slovakia_ca.paa` | ✓ | 1 |  |\n| 97. | `flag_Slovenia` | Slovenia | `\\A3\\ui_f\\data\\map\\markers\\flags\\Slovenia_ca.paa` | ✓ | 1 |  |\n| 98. | `flag_Spain` | Spain | `\\A3\\ui_f\\data\\map\\markers\\flags\\Spain_ca.paa` | ✓ | 1 |  |\n| 99. | `flag_Spetsnaz` | Spetsnaz | `\\a3\\UI_F_Enoch\\Data\\CfgMarkers\\Spetsnaz_CA.paa` | ✓ | 1 |  |\n| 100. | `flag_Syndicat` | Syndikat | `\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\syndicat_ca.paa` | ✓ | 1 |  |\n| 101. | `flag_Tanoa` | Tanoa | `\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\tanoa_ca.paa` | ✓ | 1 |  |\n| 102. | `flag_TanoaGendarmerie` | Gendarmerie | `\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\tanoaGendarmerie_ca.paa` | ✓ | 1 |  |\n| 103. | `flag_UK` | UK | `\\A3\\ui_f\\data\\map\\markers\\flags\\UK_ca.paa` | ✓ | 1 |  |\n| 104. | `flag_UN` | United Nations | `\\A3\\ui_f\\data\\map\\markers\\flags\\UN_ca.paa` | ✓ | 1 |  |\n| 105. | `flag_USA` | USA | `\\A3\\ui_f\\data\\map\\markers\\flags\\USA_ca.paa` | ✓ | 1 |  |\n| 106. | `flag_Viper` | Viper | `\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\viper_ca.paa` | ✓ | 1 |  |\n| 107. | `GroundSupport_ARTY_EAST` | GroundSupport_ARTY_EAST | `\\a3\\Modules_F_Curator\\Data\\iconOrdnance_ca.paa` | ✓ | 0 |  |\n| 108. | `GroundSupport_ARTY_RESISTANCE` | GroundSupport_ARTY_RESISTANCE | `\\a3\\Modules_F_Curator\\Data\\iconOrdnance_ca.paa` | ✓ | 0 |  |\n| 109. | `GroundSupport_ARTY_WEST` | GroundSupport_ARTY_WEST | `\\a3\\Modules_F_Curator\\Data\\iconOrdnance_ca.paa` | ✓ | 0 |  |\n| 110. | `GroundSupport_CAS_EAST` | GroundSupport_CAS_EAST | `\\a3\\Modules_F_Curator\\Data\\portraitCASGunMissile_ca.paa` | ✓ | 0 |  |\n| 111. | `GroundSupport_CAS_RESISTANCE` | GroundSupport_CAS_RESISTANCE | `\\a3\\Modules_F_Curator\\Data\\portraitCASGunMissile_ca.paa` | ✓ | 0 |  |\n| 112. | `GroundSupport_CAS_WEST` | GroundSupport_CAS_WEST | `\\a3\\Modules_F_Curator\\Data\\portraitCASGunMissile_ca.paa` | ✓ | 0 |  |\n| 113. | `group_0` | Fire Team | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_0.paa` | ✓ | 1 |  |\n| 114. | `group_1` | Squad | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_1.paa` | ✓ | 1 |  |\n| 115. | `group_10` | Army | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_10.paa` | ✓ | 1 |  |\n| 116. | `group_11` | Army Group | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_11.paa` | ✓ | 1 |  |\n| 117. | `group_2` | Section | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_2.paa` | ✓ | 1 |  |\n| 118. | `group_3` | Platoon | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_3.paa` | ✓ | 1 |  |\n| 119. | `group_4` | Company | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_4.paa` | ✓ | 1 |  |\n| 120. | `group_5` | Battalion | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_5.paa` | ✓ | 1 |  |\n| 121. | `group_6` | Regiment | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_6.paa` | ✓ | 1 |  |\n| 122. | `group_7` | Brigade | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_7.paa` | ✓ | 1 |  |\n| 123. | `group_8` | Division | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_8.paa` | ✓ | 1 |  |\n| 124. | `group_9` | Corps | `\\A3\\ui_f\\data\\map\\markers\\nato\\group_9.paa` | ✓ | 1 |  |\n| 125. | `hd_ambush` | Ambush | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\ambush_CA.paa` | ✗ | 2 |  |\n| 126. | `hd_ambush_noShadow` | Ambush | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\ambush_CA.paa` | ✓ | 0 |  |\n| 127. | `hd_arrow` | Arrow | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\arrow_CA.paa` | ✗ | 2 |  |\n| 128. | `hd_arrow_noShadow` | Arrow | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\arrow_CA.paa` | ✓ | 0 |  |\n| 129. | `hd_destroy` | Destroy | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\destroy_CA.paa` | ✗ | 2 |  |\n| 130. | `hd_destroy_noShadow` | Destroy | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\destroy_CA.paa` | ✓ | 0 |  |\n| 131. | `hd_dot` | Dot | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\dot_CA.paa` | ✗ | 2 |  |\n| 132. | `hd_dot_noShadow` | Dot | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\dot_CA.paa` | ✓ | 0 |  |\n| 133. | `hd_end` | End | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\end_CA.paa` | ✗ | 2 |  |\n| 134. | `hd_end_noShadow` | End | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\end_CA.paa` | ✓ | 0 |  |\n| 135. | `hd_flag` | Flag | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\flag_CA.paa` | ✗ | 2 |  |\n| 136. | `hd_flag_noShadow` | Flag | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\flag_CA.paa` | ✓ | 0 |  |\n| 137. | `hd_join` | Join | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\join_CA.paa` | ✗ | 2 |  |\n| 138. | `hd_join_noShadow` | Join | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\join_CA.paa` | ✓ | 0 |  |\n| 139. | `hd_objective` | Objective | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\objective_CA.paa` | ✗ | 2 |  |\n| 140. | `hd_objective_noShadow` | Objective | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\objective_CA.paa` | ✓ | 0 |  |\n| 141. | `hd_pickup` | Pick Up | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\pickup_CA.paa` | ✗ | 2 |  |\n| 142. | `hd_pickup_noShadow` | Pick Up | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\pickup_CA.paa` | ✓ | 0 |  |\n| 143. | `hd_start` | Start | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\start_CA.paa` | ✗ | 2 |  |\n| 144. | `hd_start_noShadow` | Start | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\start_CA.paa` | ✓ | 0 |  |\n| 145. | `hd_unknown` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\unknown_CA.paa` | ✗ | 2 |  |\n| 146. | `hd_unknown_noShadow` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\unknown_CA.paa` | ✓ | 0 |  |\n| 147. | `hd_warning` | Warning | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\warning_CA.paa` | ✗ | 2 |  |\n| 148. | `hd_warning_noShadow` | Warning | `\\A3\\ui_f\\data\\map\\markers\\handdrawn\\warning_CA.paa` | ✓ | 0 |  |\n| 149. | `KIA` | KIA | `\\a3\\Ui_F_Curator\\Data\\CfgMarkers\\kia_ca.paa` | ✓ | 1 |  |\n| 150. | `loc_Ambush` | Ambush | `\\A3\\Ui_f\\data\\Map\\Markers\\Military\\ambush_ca.paa` | ✗ | 0 |  |\n| 151. | `loc_Attack` | Attack | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\attack_ca.paa` | ✗ | 0 |  |\n| 152. | `loc_boat` | Boat | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Boat_ca.paa` | ✗ | 0 |  |\n| 153. | `loc_Box` | Box | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\box_ca.paa` | ✗ | 0 |  |\n| 154. | `loc_Bunker` | Bunker | `\\A3\\ui_f\\data\\map\\mapcontrol\\Bunker_CA.paa` | ✓ | 1 |  |\n| 155. | `loc_Bush` | Bush | `\\A3\\ui_f\\data\\map\\mapcontrol\\Bush_CA.paa` | ✓ | 1 |  |\n| 156. | `loc_BusStop` | Bus Stop | `\\A3\\ui_f\\data\\map\\mapcontrol\\BusStop_CA.paa` | ✓ | 1 |  |\n| 157. | `loc_car` | Car | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\car_ca.paa` | ✗ | 0 |  |\n| 158. | `loc_Chapel` | Chapel | `\\A3\\ui_f\\data\\map\\mapcontrol\\Chapel_CA.paa` | ✓ | 1 |  |\n| 159. | `loc_Church` | Church | `\\A3\\ui_f\\data\\map\\mapcontrol\\Church_CA.paa` | ✓ | 1 |  |\n| 160. | `loc_CivilDefense` | Civil Defense | `\\A3\\ui_f_orange\\data\\cfgmarkers\\civildefense.paa` | ✓ | 1 |  |\n| 161. | `loc_container` | container | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Container_ca.paa` | ✗ | 0 |  |\n| 162. | `loc_Cross` | Cross | `\\A3\\ui_f\\data\\map\\mapcontrol\\Cross_CA.paa` | ✓ | 1 |  |\n| 163. | `loc_CulturalProperty` | Cultural Property | `\\A3\\ui_f_orange\\data\\cfgmarkers\\culturalproperty_ca.paa` | ✓ | 1 |  |\n| 164. | `loc_DangerousForces` | Dangerous Forces | `\\A3\\ui_f_orange\\data\\cfgmarkers\\dangerousforces_ca.paa` | ✓ | 1 |  |\n| 165. | `loc_defend` | Defend | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\defend_ca.paa` | ✗ | 0 |  |\n| 166. | `loc_destroy` | Destroy | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\destroy_ca.paa` | ✗ | 0 |  |\n| 167. | `loc_download` | Download | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Download_ca.paa` | ✗ | 0 |  |\n| 168. | `loc_Fortress` | Bunker | `\\A3\\ui_f\\data\\map\\mapcontrol\\Bunker_CA.paa` | ✓ | 0 |  |\n| 169. | `loc_Fountain` | Fountain | `\\A3\\ui_f\\data\\map\\mapcontrol\\Fountain_CA.paa` | ✓ | 1 |  |\n| 170. | `loc_Frame` | Frame | `\\a3\\Ui_f\\data\\GUI\\Rsc\\RscDisplayArsenal\\icon_ca.paa` | ✓ | 0 |  |\n| 171. | `loc_Fuelstation` | Fuel Station | `\\A3\\ui_f\\data\\map\\mapcontrol\\Fuelstation_CA.paa` | ✓ | 1 |  |\n| 172. | `loc_heal` | Heal | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Heal_ca.paa` | ✗ | 0 |  |\n| 173. | `loc_heli` | Heli | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Heli_ca.paa` | ✗ | 0 |  |\n| 174. | `loc_help` | Help | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\help_ca.paa` | ✗ | 0 |  |\n| 175. | `loc_Hospital` | Hospital | `\\A3\\ui_f\\data\\map\\mapcontrol\\Hospital_CA.paa` | ✓ | 1 |  |\n| 176. | `loc_interact` | Interact | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\interact_ca.paa` | ✗ | 0 |  |\n| 177. | `loc_LetterA` | LetterA | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\a_ca.paa` | ✗ | 0 |  |\n| 178. | `loc_LetterB` | LetterB | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\b_ca.paa` | ✗ | 0 |  |\n| 179. | `loc_LetterC` | LetterC | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\c_ca.paa` | ✗ | 0 |  |\n| 180. | `loc_LetterD` | LetterD | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\d_ca.paa` | ✗ | 0 |  |\n| 181. | `loc_LetterE` | LetterE | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\e_ca.paa` | ✗ | 0 |  |\n| 182. | `loc_LetterF` | LetterF | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\f_ca.paa` | ✗ | 0 |  |\n| 183. | `loc_LetterG` | LetterG | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\g_ca.paa` | ✗ | 0 |  |\n| 184. | `loc_LetterH` | LetterH | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\h_ca.paa` | ✗ | 0 |  |\n| 185. | `loc_LetterI` | LetterI | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\i_ca.paa` | ✗ | 0 |  |\n| 186. | `loc_LetterJ` | LetterJ | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\j_ca.paa` | ✗ | 0 |  |\n| 187. | `loc_LetterK` | LetterK | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\k_ca.paa` | ✗ | 0 |  |\n| 188. | `loc_LetterL` | LetterL | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\l_ca.paa` | ✗ | 0 |  |\n| 189. | `loc_LetterM` | LetterM | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\m_ca.paa` | ✗ | 0 |  |\n| 190. | `loc_LetterN` | LetterN | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\n_ca.paa` | ✗ | 0 |  |\n| 191. | `loc_LetterO` | LetterO | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\o_ca.paa` | ✗ | 0 |  |\n| 192. | `loc_LetterP` | LetterP | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\p_ca.paa` | ✗ | 0 |  |\n| 193. | `loc_LetterQ` | LetterQ | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\q_ca.paa` | ✗ | 0 |  |\n| 194. | `loc_LetterR` | LetterR | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\r_ca.paa` | ✗ | 0 |  |\n| 195. | `loc_LetterS` | LetterS | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\s_ca.paa` | ✗ | 0 |  |\n| 196. | `loc_LetterT` | LetterT | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\t_ca.paa` | ✗ | 0 |  |\n| 197. | `loc_LetterU` | LetterU | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\u_ca.paa` | ✗ | 0 |  |\n| 198. | `loc_LetterV` | LetterV | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\v_ca.paa` | ✗ | 0 |  |\n| 199. | `loc_LetterW` | LetterW | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\w_ca.paa` | ✗ | 0 |  |\n| 200. | `loc_LetterX` | LetterX | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\x_ca.paa` | ✗ | 0 |  |\n| 201. | `loc_LetterY` | LetterY | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\y_ca.paa` | ✗ | 0 |  |\n| 202. | `loc_LetterZ` | LetterZ | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\letters\\z_ca.paa` | ✗ | 0 |  |\n| 203. | `loc_Lighthouse` | Lighthouse | `\\A3\\ui_f\\data\\map\\mapcontrol\\Lighthouse_CA.paa` | ✓ | 1 |  |\n| 204. | `loc_meet` | Meet | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\meet_ca.paa` | ✗ | 0 |  |\n| 205. | `loc_mine` | Mine | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\mine_ca.paa` | ✗ | 0 |  |\n| 206. | `loc_move` | Move | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\move_ca.paa` | ✗ | 0 |  |\n| 207. | `loc_Pick` | Pick | `\\a3\\Ui_f\\data\\IGUI\\Cfg\\Actions\\take_ca.paa` | ✗ | 0 |  |\n| 208. | `loc_plane` | Plane | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Plane_ca.paa` | ✗ | 0 |  |\n| 209. | `loc_Power` | Power Plant | `\\A3\\ui_f\\data\\map\\mapcontrol\\Power_CA.paa` | ✓ | 1 |  |\n| 210. | `loc_PowerSolar` | Solar Power Plant | `\\A3\\ui_f\\data\\map\\mapcontrol\\PowerSolar_CA.paa` | ✓ | 1 |  |\n| 211. | `loc_PowerWave` | Wave Power Plant | `\\A3\\ui_f\\data\\map\\mapcontrol\\PowerWave_CA.paa` | ✓ | 1 |  |\n| 212. | `loc_PowerWind` | Wind Power Plant | `\\A3\\ui_f\\data\\map\\mapcontrol\\PowerWind_CA.paa` | ✓ | 1 |  |\n| 213. | `loc_Quay` | Pier | `\\A3\\ui_f\\data\\map\\mapcontrol\\Quay_CA.paa` | ✓ | 1 |  |\n| 214. | `loc_radio` | Radio | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Radio_ca.paa` | ✗ | 0 |  |\n| 215. | `loc_rearm` | Rearm | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\rearm_ca.paa` | ✗ | 0 |  |\n| 216. | `loc_refuel` | Refuel | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\refuel_ca.paa` | ✗ | 0 |  |\n| 217. | `loc_repair` | Repair | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\repair_ca.paa` | ✗ | 0 |  |\n| 218. | `loc_Rifle` | Rifle | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\rifle_ca.paa` | ✗ | 0 |  |\n| 219. | `loc_Rock` | Rock | `\\A3\\ui_f\\data\\map\\mapcontrol\\Rock_CA.paa` | ✓ | 1 |  |\n| 220. | `loc_Ruin` | Ruin | `\\A3\\ui_f\\data\\map\\mapcontrol\\Ruin_CA.paa` | ✓ | 1 |  |\n| 221. | `loc_SafetyZone` | Safety Zone | `\\A3\\ui_f_orange\\data\\cfgmarkers\\safetyzone_ca.paa` | ✓ | 1 |  |\n| 222. | `loc_save` | Save | `\\a3\\Ui_f\\data\\GUI\\Rsc\\RscDisplayArcadeMap\\icon_saveas_ca.paa` | ✗ | 0 |  |\n| 223. | `loc_sdv` | SDV | `\\a3\\ui_f\\data\\gui\\cfg\\hints\\SDV_ca.paa` | ✗ | 0 |  |\n| 224. | `loc_search` | Search | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\search_ca.paa` | ✗ | 0 |  |\n| 225. | `loc_SmallTree` | Small Tree | `\\A3\\ui_f\\data\\map\\mapcontrol\\SmallTree_CA.paa` | ✓ | 1 |  |\n| 226. | `loc_Stack` | Chimney Stack | `\\A3\\ui_f\\data\\map\\mapcontrol\\Stack_CA.paa` | ✓ | 1 |  |\n| 227. | `loc_talk` | Talk | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Talk_ca.paa` | ✗ | 0 |  |\n| 228. | `loc_Tourism` | Hotel | `\\A3\\ui_f\\data\\map\\mapcontrol\\Tourism_CA.paa` | ✓ | 1 |  |\n| 229. | `loc_Transmitter` | Radio Tower | `\\A3\\ui_f\\data\\map\\mapcontrol\\Transmitter_CA.paa` | ✓ | 1 |  |\n| 230. | `loc_Tree` | Tree | `\\A3\\ui_f\\data\\map\\mapcontrol\\tree_CA.paa` | ✓ | 1 |  |\n| 231. | `loc_Truck` | Truck | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\truck_ca.paa` | ✗ | 0 |  |\n| 232. | `loc_use` | Use | `\\a3\\ui_f\\data\\igui\\cfg\\simpletasks\\types\\Use_ca.paa` | ✗ | 0 |  |\n| 233. | `loc_ViewTower` | View Tower | `\\A3\\ui_f\\data\\map\\mapcontrol\\ViewTower_CA.paa` | ✓ | 1 |  |\n| 234. | `loc_WaterTower` | Water Tower | `\\A3\\ui_f\\data\\map\\mapcontrol\\WaterTower_CA.paa` | ✓ | 1 |  |\n| 235. | `MemoryFragment` | Flag | `\\A3\\ui_f_orange\\data\\cfgmarkers\\memoryFragment_ca.paa` | ✓ | 0 |  |\n| 236. | `mil_ambush` | Ambush | `\\A3\\ui_f\\data\\map\\markers\\military\\ambush_CA.paa` | ✗ | 1 |  |\n| 237. | `mil_ambush_noShadow` | Ambush | `\\A3\\ui_f\\data\\map\\markers\\military\\ambush_CA.paa` | ✓ | 0 |  |\n| 238. | `mil_arrow` | Arrow | `\\A3\\ui_f\\data\\map\\markers\\military\\arrow_CA.paa` | ✗ | 1 |  |\n| 239. | `mil_arrow2` | Arrow (filled) | `\\A3\\ui_f\\data\\map\\markers\\military\\arrow2_CA.paa` | ✗ | 1 |  |\n| 240. | `mil_arrow2_noShadow` | Arrow (filled) | `\\A3\\ui_f\\data\\map\\markers\\military\\arrow2_CA.paa` | ✓ | 0 |  |\n| 241. | `mil_arrow_noShadow` | Arrow | `\\A3\\ui_f\\data\\map\\markers\\military\\arrow_CA.paa` | ✓ | 0 |  |\n| 242. | `mil_box` | Square | `\\A3\\ui_f\\data\\map\\markers\\military\\box_CA.paa` | ✗ | 1 |  |\n| 243. | `mil_box_noShadow` | Square | `\\A3\\ui_f\\data\\map\\markers\\military\\box_CA.paa` | ✓ | 0 |  |\n| 244. | `mil_circle` | Circle | `\\A3\\ui_f\\data\\map\\markers\\military\\circle_CA.paa` | ✗ | 1 |  |\n| 245. | `mil_circle_noShadow` | Circle | `\\A3\\ui_f\\data\\map\\markers\\military\\circle_CA.paa` | ✓ | 0 |  |\n| 246. | `mil_destroy` | Destroy | `\\A3\\ui_f\\data\\map\\markers\\military\\destroy_CA.paa` | ✗ | 1 |  |\n| 247. | `mil_destroy_noShadow` | Destroy | `\\A3\\ui_f\\data\\map\\markers\\military\\destroy_CA.paa` | ✓ | 0 |  |\n| 248. | `mil_dot` | Dot | `\\A3\\ui_f\\data\\map\\markers\\military\\dot_CA.paa` | ✗ | 1 |  |\n| 249. | `mil_dot_noShadow` | Dot | `\\A3\\ui_f\\data\\map\\markers\\military\\dot_CA.paa` | ✓ | 0 |  |\n| 250. | `mil_end` | End | `\\A3\\ui_f\\data\\map\\markers\\military\\end_CA.paa` | ✗ | 1 |  |\n| 251. | `mil_end_noShadow` | End | `\\A3\\ui_f\\data\\map\\markers\\military\\end_CA.paa` | ✓ | 0 |  |\n| 252. | `mil_flag` | Flag | `\\A3\\ui_f\\data\\map\\markers\\military\\flag_CA.paa` | ✗ | 1 |  |\n| 253. | `mil_flag_noShadow` | Flag | `\\A3\\ui_f\\data\\map\\markers\\military\\flag_CA.paa` | ✓ | 0 |  |\n| 254. | `mil_join` | Join | `\\A3\\ui_f\\data\\map\\markers\\military\\join_CA.paa` | ✗ | 1 |  |\n| 255. | `mil_join_noShadow` | Join | `\\A3\\ui_f\\data\\map\\markers\\military\\join_CA.paa` | ✓ | 0 |  |\n| 256. | `mil_marker` | Marker | `\\A3\\ui_f\\data\\map\\markers\\military\\marker_CA.paa` | ✗ | 1 |  |\n| 257. | `mil_marker_noShadow` | Marker | `\\A3\\ui_f\\data\\map\\markers\\military\\marker_CA.paa` | ✓ | 0 |  |\n| 258. | `mil_objective` | Objective | `\\A3\\ui_f\\data\\map\\markers\\military\\objective_CA.paa` | ✗ | 1 |  |\n| 259. | `mil_objective_noShadow` | Objective | `\\A3\\ui_f\\data\\map\\markers\\military\\objective_CA.paa` | ✓ | 0 |  |\n| 260. | `mil_pickup` | Pick Up | `\\A3\\ui_f\\data\\map\\markers\\military\\pickup_CA.paa` | ✗ | 1 |  |\n| 261. | `mil_pickup_noShadow` | Pick Up | `\\A3\\ui_f\\data\\map\\markers\\military\\pickup_CA.paa` | ✓ | 0 |  |\n| 262. | `mil_start` | Start | `\\A3\\ui_f\\data\\map\\markers\\military\\start_CA.paa` | ✗ | 1 |  |\n| 263. | `mil_start_noShadow` | Start | `\\A3\\ui_f\\data\\map\\markers\\military\\start_CA.paa` | ✓ | 0 |  |\n| 264. | `mil_triangle` | Triangle | `\\A3\\ui_f\\data\\map\\markers\\military\\triangle_CA.paa` | ✗ | 1 |  |\n| 265. | `mil_triangle_noShadow` | Triangle | `\\A3\\ui_f\\data\\map\\markers\\military\\triangle_CA.paa` | ✓ | 0 |  |\n| 266. | `mil_unknown` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\military\\unknown_CA.paa` | ✗ | 1 |  |\n| 267. | `mil_unknown_noShadow` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\military\\unknown_CA.paa` | ✓ | 0 |  |\n| 268. | `mil_warning` | Warning | `\\A3\\ui_f\\data\\map\\markers\\military\\warning_CA.paa` | ✗ | 1 |  |\n| 269. | `mil_warning_noShadow` | Warning | `\\A3\\ui_f\\data\\map\\markers\\military\\warning_CA.paa` | ✓ | 0 |  |\n| 270. | `Minefield` | Minefield | `\\a3\\Ui_F_Curator\\Data\\CfgMarkers\\minefield_ca.paa` | ✓ | 1 |  |\n| 271. | `MinefieldAP` | Minefield (AP) | `\\a3\\Ui_F_Curator\\Data\\CfgMarkers\\minefieldAP_ca.paa` | ✓ | 1 |  |\n| 272. | `n_air` | Helicopter | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_air.paa` | ✓ | 1 |  |\n| 273. | `n_antiair` | Anti-Air | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_antiair.paa` | ✓ | 1 |  |\n| 274. | `n_armor` | Armor | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_armor.paa` | ✓ | 1 |  |\n| 275. | `n_art` | Artillery | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_art.paa` | ✓ | 1 |  |\n| 276. | `n_hq` | HQ | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_hq.paa` | ✓ | 1 |  |\n| 277. | `n_inf` | Infantry | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_inf.paa` | ✓ | 1 |  |\n| 278. | `n_installation` | Installation | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_installation.paa` | ✓ | 1 |  |\n| 279. | `n_maint` | Maintenance | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_maint.paa` | ✓ | 1 |  |\n| 280. | `n_mech_inf` | Mechanized | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_mech_inf.paa` | ✓ | 1 |  |\n| 281. | `n_med` | Medical | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_med.paa` | ✓ | 1 |  |\n| 282. | `n_mortar` | Mortar | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_mortar.paa` | ✓ | 1 |  |\n| 283. | `n_motor_inf` | Motorized | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_motor_inf.paa` | ✓ | 1 |  |\n| 284. | `n_naval` | Naval | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_naval.paa` | ✓ | 1 |  |\n| 285. | `n_Ordnance` | Ordnance | `\\a3\\UI_F_Orange\\Data\\CfgMarkers\\n_Ordnance_ca.paa` | ✓ | 1 |  |\n| 286. | `n_plane` | Plane | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_plane.paa` | ✓ | 1 |  |\n| 287. | `n_recon` | Recon | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_recon.paa` | ✓ | 1 |  |\n| 288. | `n_service` | Service | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_service.paa` | ✓ | 1 |  |\n| 289. | `n_support` | Support | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_support.paa` | ✓ | 1 |  |\n| 290. | `n_uav` | UAV | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_uav.paa` | ✓ | 1 |  |\n| 291. | `n_unknown` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\nato\\n_unknown.paa` | ✓ | 1 |  |\n| 292. | `o_air` | Helicopter | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_air.paa` | ✓ | 1 |  |\n| 293. | `o_antiair` | Anti-Air | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_antiair.paa` | ✓ | 1 |  |\n| 294. | `o_armor` | Armor | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_armor.paa` | ✓ | 1 |  |\n| 295. | `o_art` | Artillery | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_art.paa` | ✓ | 1 |  |\n| 296. | `o_hq` | HQ | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_hq.paa` | ✓ | 1 |  |\n| 297. | `o_inf` | Infantry | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_inf.paa` | ✓ | 1 |  |\n| 298. | `o_installation` | Installation | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_installation.paa` | ✓ | 1 |  |\n| 299. | `o_maint` | Maintenance | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_maint.paa` | ✓ | 1 |  |\n| 300. | `o_mech_inf` | Mechanized | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_mech_inf.paa` | ✓ | 1 |  |\n| 301. | `o_med` | Medical | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_med.paa` | ✓ | 1 |  |\n| 302. | `o_mortar` | Mortar | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_mortar.paa` | ✓ | 1 |  |\n| 303. | `o_motor_inf` | Motorized | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_motor_inf.paa` | ✓ | 1 |  |\n| 304. | `o_naval` | Naval | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_naval.paa` | ✓ | 1 |  |\n| 305. | `o_Ordnance` | Ordnance | `\\a3\\UI_F_Orange\\Data\\CfgMarkers\\o_Ordnance_ca.paa` | ✓ | 1 |  |\n| 306. | `o_plane` | Plane | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_plane.paa` | ✓ | 1 |  |\n| 307. | `o_recon` | Recon | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_recon.paa` | ✓ | 1 |  |\n| 308. | `o_service` | Service | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_service.paa` | ✓ | 1 |  |\n| 309. | `o_support` | Support | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_support.paa` | ✓ | 1 |  |\n| 310. | `o_uav` | UAV | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_uav.paa` | ✓ | 1 |  |\n| 311. | `o_unknown` | Unknown | `\\A3\\ui_f\\data\\map\\markers\\nato\\o_unknown.paa` | ✓ | 1 |  |\n| 312. | `RedCrystal` | Red Crystal | `\\A3\\ui_f_orange\\data\\cfgmarkers\\redcrystal_ca.paa` | ✗ | 2 |  |\n| 313. | `respawn_air` | Helicopter Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_air_ca.paa` | ✓ | 1 |  |\n| 314. | `respawn_armor` | Armor Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_armor_ca.paa` | ✓ | 1 |  |\n| 315. | `respawn_inf` | Infantry Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_inf_ca.paa` | ✓ | 1 |  |\n| 316. | `respawn_motor` | Car Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_motor_ca.paa` | ✓ | 1 |  |\n| 317. | `respawn_naval` | Naval Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_naval_ca.paa` | ✓ | 1 |  |\n| 318. | `respawn_para` | Airborne Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_para_ca.paa` | ✓ | 1 |  |\n| 319. | `respawn_plane` | Plane Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_plane_ca.paa` | ✓ | 1 |  |\n| 320. | `respawn_unknown` | Respawn | `\\A3\\ui_f\\data\\map\\markers\\nato\\respawn_unknown_ca.paa` | ✓ | 1 |  |\n| 321. | `Select` | Select | `\\A3\\ui_f\\data\\igui\\cfg\\islandmap\\iconplayer_ca.paa` | ✓ | 1 |  |\n| 322. | `selector_selectable` | Selector - Selectable | `\\A3\\ui_f\\data\\map\\groupicons\\selector_selectable_ca.paa` | ✓ | 1 |  |\n| 323. | `selector_selectedEnemy` | Selector - Selected Enemy | `\\A3\\ui_f\\data\\map\\groupicons\\selector_selectedEnemy_ca.paa` | ✓ | 1 |  |\n| 324. | `selector_selectedFriendly` | Selector - Selected Friendly | `\\A3\\ui_f\\data\\map\\groupicons\\selector_selectedFriendly_ca.paa` | ✓ | 1 |  |\n| 325. | `selector_selectedMission` | Selector - Selected Mission | `\\A3\\ui_f\\data\\map\\groupicons\\selector_selectedMission_ca.paa` | ✓ | 1 |  |\n| 326. | `u_installation` | Installation | `\\A3\\ui_f\\data\\map\\markers\\nato\\u_installation.paa` | ✓ | 1 |  |\n| 327. | `waypoint` | Waypoint | `\\A3\\ui_f\\data\\map\\groupicons\\waypoint.paa` | ✓ | 1 |  |\n| 328. | `White` | White | `\\A3\\ui_f_orange\\data\\cfgmarkers\\white_ca.paa` | ✗ | 2 |  |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: CfgMineTriggers Config Reference","title":"Arma 3: CfgMineTriggers Config Reference","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgMineTriggers_Config_Reference","revid":373251,"updated":"2025-04-12T22:28:08Z","aliases":["CfgMineTriggers Config Reference"],"markdown":"### Alphabetical Order\n\n#### M\n\n##### mineDelay\n\n**Type:** Float\n\n**Description:** Delay between activation and explosion. (*Needs to be confirmed*)\n\n##### mineMagnetic\n\n**Type:** Integer\n\n**Description:** Whether or not the mine is magnetic and triggers for vehicles. (*Needs to be confirmed*)\n\n##### mineTriggerActivationRange\n\n**Type:** Integer\n\n**Description:** Radius around the mine which triggers the activation. (*Needs to be confirmed*)\n\n##### mineTriggerMass\n\n**Type:** Integer\n\n##### mineTriggerRange\n\n**Type:** Integer\n\n##### mineTriggerType\n\n**Type:** String\n\n**Description:** Possible values are \"radius\", \"wire\", \"remote\", \"timer\"\n\n##### mineUnderwaterOnly\n\n**Type:** Integer\n\n##### mineWireStart\n\n**Type:** Array\n\n**Description:** Defines the position where the wire starts if *mineTriggerType* is set to \"wire\". (*Needs to be confirmed*)\n\n##### mineWireEnd\n\n**Type:** Array\n\n**Description:** Defines the position where the wire ends if *mineTriggerType* is set to \"wire\". (*Needs to be confirmed*)\n\n#### R\n\n##### restrictZoneCenter\n\n**Type:** Array\n\n##### restrictZoneRadius\n\n**Type:** Integer\n\n#### S\n\n##### scope\n\n**Type:** Integer\n\n#### T\n\n##### timerStep\n\n**Type:** Integer\n\n**Description:** Defines the step size in seconds in which the player can set the timer via user action. (*Needs to be confirmed*)","sections":[{"heading":"Alphabetical Order","level":3,"markdown":""},{"heading":"M","level":4,"markdown":""},{"heading":"mineDelay","level":5,"markdown":"**Type:** Float\n\n**Description:** Delay between activation and explosion. (*Needs to be confirmed*)"},{"heading":"mineMagnetic","level":5,"markdown":"**Type:** Integer\n\n**Description:** Whether or not the mine is magnetic and triggers for vehicles. (*Needs to be confirmed*)"},{"heading":"mineTriggerActivationRange","level":5,"markdown":"**Type:** Integer\n\n**Description:** Radius around the mine which triggers the activation. (*Needs to be confirmed*)"},{"heading":"mineTriggerMass","level":5,"markdown":"**Type:** Integer"},{"heading":"mineTriggerRange","level":5,"markdown":"**Type:** Integer"},{"heading":"mineTriggerType","level":5,"markdown":"**Type:** String\n\n**Description:** Possible values are \"radius\", \"wire\", \"remote\", \"timer\""},{"heading":"mineUnderwaterOnly","level":5,"markdown":"**Type:** Integer"},{"heading":"mineWireStart","level":5,"markdown":"**Type:** Array\n\n**Description:** Defines the position where the wire starts if *mineTriggerType* is set to \"wire\". (*Needs to be confirmed*)"},{"heading":"mineWireEnd","level":5,"markdown":"**Type:** Array\n\n**Description:** Defines the position where the wire ends if *mineTriggerType* is set to \"wire\". (*Needs to be confirmed*)"},{"heading":"R","level":4,"markdown":""},{"heading":"restrictZoneCenter","level":5,"markdown":"**Type:** Array"},{"heading":"restrictZoneRadius","level":5,"markdown":"**Type:** Integer"},{"heading":"S","level":4,"markdown":""},{"heading":"scope","level":5,"markdown":"**Type:** Integer"},{"heading":"T","level":4,"markdown":""},{"heading":"timerStep","level":5,"markdown":"**Type:** Integer\n\n**Description:** Defines the step size in seconds in which the player can set the timer via user action. (*Needs to be confirmed*)"}],"categories":["Arma 3: Reference Lists","To-do"],"groups":["Reference Lists"]},{"name":"Arma 3: CfgMovesFatigue","title":"Arma 3: CfgMovesFatigue","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgMovesFatigue","revid":373253,"updated":"2025-04-12T22:28:08Z","aliases":["Arma 3 CfgMovesFatigue","CfgMovesFatigue"],"markdown":"### Introduction\n\nSee CfgVehicles Config Reference Introduction or Arma 3 Stamina for functionality description.\n\n**This class is defined in base soldier class so all soldiers in vanilla game have the same Stamina behavior. However it can be defined for each soldier class separately if desired.**\n\n### Alphabetical Order\n\n#### A\n\n##### aimPrecisionSpeedCoef\n\nFloat\n\n```cpp\naimPrecisionSpeedCoef    = 5;    //aimPrecision adjusting rate coefficient between two animation states with different aimPrecision parameter value\n```\n\n#### S\n\n##### staminaCooldown\n\nFloat\n\n```cpp\nstaminaCooldown = 10; //when you run out of stamina the sprinting is disabled for this duration\n```\n\n##### staminaDuration\n\nFloat\n\n```cpp\nstaminaDuration = 60; //total amount of stamina\n```\n\n##### staminaRestoration\n\nFloat\n\n```cpp\nstaminaRestoration = 30; //time required for your current stamina pool (total stamina - inventory load) to restore\n```\n\n#### T\n\n##### terrainDrainSprint\n\nFloat\n\n```cpp\nterrainDrainSprint = -1; //when terrain gradient disable sprint, this stamina value is added to every animation state (do not stack with following terrain threshold)\n```\n\n##### terrainDrainRun\n\nFloat\n\n```cpp\nterrainDrainRun = -1; //when terrain gradient enable force walk, this stamina value is added to every animation state (do not stack with previous terrain threshold)\n```\n\n##### terrainSpeedCoef\n\nFloat\n\n```cpp\nterrainSpeedCoef = 0.9; //when terrain gradient disable sprint, animation speed is multiplied by this value\n```","sections":[{"heading":"Introduction","level":3,"markdown":"See CfgVehicles Config Reference Introduction or Arma 3 Stamina for functionality description.\n\n**This class is defined in base soldier class so all soldiers in vanilla game have the same Stamina behavior. However it can be defined for each soldier class separately if desired.**"},{"heading":"Alphabetical Order","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"aimPrecisionSpeedCoef","level":5,"markdown":"Float\n\n```cpp\naimPrecisionSpeedCoef    = 5;    //aimPrecision adjusting rate coefficient between two animation states with different aimPrecision parameter value\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"staminaCooldown","level":5,"markdown":"Float\n\n```cpp\nstaminaCooldown = 10; //when you run out of stamina the sprinting is disabled for this duration\n```"},{"heading":"staminaDuration","level":5,"markdown":"Float\n\n```cpp\nstaminaDuration = 60; //total amount of stamina\n```"},{"heading":"staminaRestoration","level":5,"markdown":"Float\n\n```cpp\nstaminaRestoration = 30; //time required for your current stamina pool (total stamina - inventory load) to restore\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"terrainDrainSprint","level":5,"markdown":"Float\n\n```cpp\nterrainDrainSprint = -1; //when terrain gradient disable sprint, this stamina value is added to every animation state (do not stack with following terrain threshold)\n```"},{"heading":"terrainDrainRun","level":5,"markdown":"Float\n\n```cpp\nterrainDrainRun = -1; //when terrain gradient enable force walk, this stamina value is added to every animation state (do not stack with previous terrain threshold)\n```"},{"heading":"terrainSpeedCoef","level":5,"markdown":"Float\n\n```cpp\nterrainSpeedCoef = 0.9; //when terrain gradient disable sprint, animation speed is multiplied by this value\n```"}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: CfgMusic","title":"Arma 3: CfgMusic","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgMusic","revid":364048,"updated":"2024-04-30T11:47:16Z","aliases":["Arma 3 CfgMusic"],"markdown":"Arma 3 soundtrack that can be played with playMusic, for example:\n\n```sqf\nplayMusic \"SkyNet\";\n```\n\n### Arma 3 & DLCs\n\nLast updated: Arma 3 v2.10\n\n| No. | Title | Class Name | Duration | DLC |\n|---|---|---|---|---|\n| 1 | This Is War | LeadTrack01_F | 02:43 | Arma 3 |\n| 2 | This Is War a | LeadTrack01a_F | 01:14 | Arma 3 |\n| 3 | This Is War b | LeadTrack01b_F | 01:07 | Arma 3 |\n| 4 | Main Menu | LeadTrack01c_F | 02:09 | Arma 3 |\n| 5 | Proteus | LeadTrack02_F | 01:34 | Arma 3 |\n| 6 | Combined Arms | LeadTrack03_F | 01:37 | Arma 3 |\n| 7 | Action Dark 2 | LeadTrack04_F | 02:31 | Arma 3 |\n| 8 | Action Dark | LeadTrack04a_F | 01:52 | Arma 3 |\n| 9 | Taking Kavala | LeadTrack05_F | 01:26 | Arma 3 |\n| 10 | Down at the Girina Bay | LeadTrack06_F | 01:00 | Arma 3 |\n| 11 | The East Wind - Alternative 1 | AmbientTrack01_F | 03:10 | Arma 3 |\n| 12 | The East Wind | AmbientTrack01a_F | 03:05 | Arma 3 |\n| 13 | The East Wind - Alternative 2 | AmbientTrack01b_F | 01:36 | Arma 3 |\n| 14 | Solar Power | AmbientTrack03_F | 01:53 | Arma 3 |\n| 15 | Night percussions | AmbientTrack04a_F | 03:11 | Arma 3 |\n| 16 | Night ambient | AmbientTrack04_F | 03:24 | Arma 3 |\n| 17 | Car and Heli | BackgroundTrack03_F | 01:51 | Arma 3 |\n| 18 | Underwater 2 | BackgroundTrack01_F | 01:38 | Arma 3 |\n| 19 | Underwater 1 | BackgroundTrack01a_F | 01:36 | Arma 3 |\n| 20 | On The Road | BackgroundTrack02_F | 01:28 | Arma 3 |\n| 21 | N/A | Track01_Proteus | 01:34 | Arma 3 |\n| 22 | N/A | Track02_SolarPower | 01:53 | Arma 3 |\n| 23 | N/A | Track03_OnTheRoad | 01:28 | Arma 3 |\n| 24 | N/A | Track04_Underwater1 | 01:36 | Arma 3 |\n| 25 | N/A | Track05_Underwater2 | 01:38 | Arma 3 |\n| 26 | N/A | Track06_CarnHeli | 01:51 | Arma 3 |\n| 27 | N/A | Track07_ActionDark | 01:52 | Arma 3 |\n| 28 | N/A | Track08_Night_ambient | 03:24 | Arma 3 |\n| 29 | N/A | Track09_Night_percussions | 03:11 | Arma 3 |\n| 30 | N/A | Track10_StageB_action | 01:37 | Arma 3 |\n| 31 | N/A | Track11_StageB_stealth | 03:05 | Arma 3 |\n| 32 | N/A | Track12_StageC_action | 01:26 | Arma 3 |\n| 33 | N/A | Track13_StageC_negative | 01:00 | Arma 3 |\n| 34 | N/A | Track14_MainMenu | 02:09 | Arma 3 |\n| 35 | N/A | Track15_MainTheme | 02:43 | Arma 3 |\n| 36 | Stage A: Lead Track 01 (Conquistador) | LeadTrack01_F_EPA | 01:36 | Arma 3 |\n| 37 | Stage A: Lead Track 02 (Aegis Blues) | LeadTrack02_F_EPA | 01:57 | Arma 3 |\n| 38 | Stage A: Lead Track 02 (Aegis Blues - Alternative 1) | LeadTrack02a_F_EPA | 00:53 | Arma 3 |\n| 39 | Stage A: Lead Track 02 (Aegis Blues - Alternative 2) | LeadTrack02b_F_EPA | 01:02 | Arma 3 |\n| 40 | Stage A: Lead Track 03 (Survive the Hard Part) | LeadTrack03_F_EPA | 02:18 | Arma 3 |\n| 41 | Stage A: Lead Track 03 (Survive the Hard Part - Alternative) | LeadTrack03a_F_EPA | 00:23 | Arma 3 |\n| 42 | Stage A: Event Track 01 (Fragmented) | EventTrack01_F_EPA | 00:29 | Arma 3 |\n| 43 | Stage A: Event Track 01 (Fragmented - Alternative) | EventTrack01a_F_EPA | 00:28 | Arma 3 |\n| 44 | Stage A: Event Track 02 (Horizon Scan) | EventTrack02_F_EPA | 00:36 | Arma 3 |\n| 45 | Stage A: Event Track 02 (Horizon Scan - Alternative) | EventTrack02a_F_EPA | 00:36 | Arma 3 |\n| 46 | Stage A: Event Track 03 (Chemistry of War) | EventTrack03_F_EPA | 00:36 | Arma 3 |\n| 47 | Stage A: Event Track 03 (Chemistry of War - Alternative) | EventTrack03a_F_EPA | 00:35 | Arma 3 |\n| 48 | Stage B: Lead Track 01 (Adapt) | LeadTrack01_F_EPB | 02:15 | Arma 3 |\n| 49 | Stage B: Lead Track 01 (Adapt - Alternative) | LeadTrack01a_F_EPB | 01:26 | Arma 3 |\n| 50 | Stage B: Lead Track 02 (Exit Strategy) | LeadTrack02_F_EPB | 02:59 | Arma 3 |\n| 51 | Stage B: Lead Track 02 (Exit Strategy - Alternative 1) | LeadTrack02a_F_EPB | 01:10 | Arma 3 |\n| 52 | Stage B: Lead Track 02 (Exit Strategy - Alternative 2) | LeadTrack02b_F_EPB | 01:57 | Arma 3 |\n| 53 | Stage B: Lead Track 03 (Beyond Recognition) | LeadTrack03_F_EPB | 02:03 | Arma 3 |\n| 54 | Stage B: Lead Track 03 (Beyond Recognition - Alternative 1) | LeadTrack03a_F_EPB | 01:01 | Arma 3 |\n| 55 | Stage B: Lead Track 04 (Canton Protocol) | LeadTrack04_F_EPB | 02:12 | Arma 3 |\n| 56 | Stage B: Event Track 01 (Resist) | EventTrack01_F_EPB | 00:36 | Arma 3 |\n| 57 | Stage B: Event Track 01 (Resist - Alternative) | EventTrack01a_F_EPB | 00:28 | Arma 3 |\n| 58 | Stage B: Event Track 02 (Ambush) | EventTrack02_F_EPB | 00:22 | Arma 3 |\n| 59 | Stage B: Event Track 02 (Ambush - Alternative) | EventTrack02a_F_EPB | 00:22 | Arma 3 |\n| 60 | Stage B: Event Track 03 (Recon) | EventTrack03_F_EPB | 00:30 | Arma 3 |\n| 61 | Stage B: Event Track 04 (Radio Silence) | EventTrack04_F_EPB | 00:45 | Arma 3 |\n| 62 | Stage B: Event Track 04 (Radio Silence - Alternative 1) | EventTrack04a_F_EPB | 00:41 | Arma 3 |\n| 63 | Stage B: Event Track 03 (Recon - Alternative) | EventTrack03a_F_EPB | 00:30 | Arma 3 |\n| 64 | Stage B: Ambient Track 01 (Signal Lost) | AmbientTrack01_F_EPB | 01:09 | Arma 3 |\n| 65 | Stage B: Background Track 01 (The Hunt) | BackgroundTrack01_F_EPB | 02:07 | Arma 3 |\n| 66 | Stage C: Lead Track 01 (Back on Stratis) | LeadTrack01_F_EPC | 01:34 | Arma 3 |\n| 67 | Stage C: Lead Track 02 (LZ hot) | LeadTrack02_F_EPC | 01:36 | Arma 3 |\n| 68 | Stage C: Lead Track 03 (The Trap) | LeadTrack03_F_EPC | 02:27 | Arma 3 |\n| 69 | Stage C: Lead Track 04 (In the Open) | LeadTrack04_F_EPC | 02:09 | Arma 3 |\n| 70 | Stage C: Lead Track 05 (Revenge) | LeadTrack05_F_EPC | 01:27 | Arma 3 |\n| 71 | Stage C: Lead Track 06 (Win) | LeadTrack06_F_EPC | 02:12 | Arma 3 |\n| 72 | Stage C: Lead Track 06 (Win - Alternative 1) | LeadTrack06b_F_EPC | 01:06 | Arma 3 |\n| 73 | Stage C: Event Track 01 (Farewell Altis) | EventTrack01_F_EPC | 00:39 | Arma 3 |\n| 74 | Stage C: Event Track 02 (Broken Barricade) | EventTrack02_F_EPC | 00:47 | Arma 3 |\n| 75 | Stage C: Event Track 02 (Broken Barricade - Alternative 1) | EventTrack02b_F_EPC | 00:30 | Arma 3 |\n| 76 | Stage C: Event Track 03 (Unforeseen Perdition) | EventTrack03_F_EPC | 01:28 | Arma 3 |\n| 77 | Stage C: Background Track 01 (Alone) | BackgroundTrack01_F_EPC | 01:36 | Arma 3 |\n| 78 | Stage C: Background Track 02 (Just Another Day) | BackgroundTrack02_F_EPC | 01:38 | Arma 3 |\n| 79 | Stage C: Background Track 03 (Altis Requiem) | BackgroundTrack03_F_EPC | 02:28 | Arma 3 |\n| 80 | Stage C: Background Track 04 (Assembly) | BackgroundTrack04_F_EPC | 01:20 | Arma 3 |\n| 81 | N/A | C_EA_RadioBroadcast1 | 00:42 | Arma 3 |\n| 82 | N/A | C_EA_RadioBroadcast2 | 00:38 | Arma 3 |\n| 83 | N/A | C_EA_RadioMusic1 | 00:52 | Arma 3 |\n| 84 | N/A | C_EA_RadioMusic2 | 01:12 | Arma 3 |\n| 85 | N/A | RadioAmbient1 | 00:17 | Arma 3 |\n| 86 | N/A | RadioAmbient2 | 00:10 | Arma 3 |\n| 87 | N/A | RadioAmbient3 | 00:11 | Arma 3 |\n| 88 | N/A | RadioAmbient4 | 00:07 | Arma 3 |\n| 89 | N/A | RadioAmbient5 | 00:09 | Arma 3 |\n| 90 | N/A | RadioAmbient6 | 00:07 | Arma 3 |\n| 91 | N/A | RadioAmbient7 | 00:05 | Arma 3 |\n| 92 | N/A | RadioAmbient8 | 00:12 | Arma 3 |\n| 93 | N/A | RadioAmbient9 | 00:08 | Arma 3 |\n| 94 | N/A | RadioAmbient10 | 00:11 | Arma 3 |\n| 95 | N/A | RadioAmbient11 | 00:06 | Arma 3 |\n| 96 | N/A | RadioAmbient12 | 00:18 | Arma 3 |\n| 97 | N/A | RadioAmbient13 | 00:06 | Arma 3 |\n| 98 | N/A | RadioAmbient14 | 00:07 | Arma 3 |\n| 99 | N/A | RadioAmbient15 | 00:08 | Arma 3 |\n| 100 | N/A | RadioAmbient16 | 00:11 | Arma 3 |\n| 101 | N/A | RadioAmbient17 | 00:06 | Arma 3 |\n| 102 | N/A | RadioAmbient18 | 00:10 | Arma 3 |\n| 103 | N/A | RadioAmbient19 | 00:10 | Arma 3 |\n| 104 | N/A | RadioAmbient20 | 00:06 | Arma 3 |\n| 105 | N/A | RadioAmbient21 | 00:04 | Arma 3 |\n| 106 | N/A | RadioAmbient22 | 00:05 | Arma 3 |\n| 107 | N/A | RadioAmbient23 | 00:08 | Arma 3 |\n| 108 | N/A | RadioAmbient24 | 00:08 | Arma 3 |\n| 109 | N/A | RadioAmbient25 | 00:10 | Arma 3 |\n| 110 | N/A | RadioAmbient26 | 00:08 | Arma 3 |\n| 111 | N/A | RadioAmbient27 | 00:15 | Arma 3 |\n| 112 | N/A | RadioAmbient28 | 00:13 | Arma 3 |\n| 113 | N/A | RadioAmbient29 | 00:19 | Arma 3 |\n| 114 | N/A | RadioAmbient30 | 00:09 | Arma 3 |\n| 115 | N/A | Fallout | 03:27 | Arma 3 |\n| 116 | N/A | Defcon | 03:13 | Arma 3 |\n| 117 | N/A | Wasteland | 03:15 | Arma 3 |\n| 118 | N/A | SkyNet | 03:54 | Arma 3 |\n| 119 | N/A | MAD | 03:18 | Arma 3 |\n| 120 | N/A | radio_music | 02:31 | Arma 3 |\n| 121 | Zeus Theme | LeadTrack01_F_Curator | 03:03 | Arma 3 Zeus |\n| 122 | Mission Accomplished | EventTrack01_F_Curator | 00:13 | Arma 3 Zeus |\n| 123 | Mission Failed | EventTrack02_F_Curator | 00:14 | Arma 3 Zeus |\n| 124 | Mission Accomplished (Zeus) | EventTrack03_F_Curator | 00:14 | Arma 3 Zeus |\n| 125 | This is War (VR Remix) | LeadTrack01_F_Bootcamp | 02:45 | Arma 3 |\n| 126 | This is War (VR Remix - loop) | LeadTrack01b_F_Bootcamp | 00:32 | Arma 3 |\n| 127 | Evolution | LeadTrack02_F_Bootcamp | 04:02 | Arma 3 |\n| 128 | Epic Split | LeadTrack03_F_Bootcamp | 01:01 | Arma 3 |\n| 129 | This is War (Heli Remix) | LeadTrack01_F_Heli | 02:44 | Arma 3 Helicopters |\n| 130 | This is War (Marksmen Remix) | LeadTrack01_F_Mark | 02:38 | Arma 3 Marksmen |\n| 131 | Marksmen DLC: Lead Track 02 (Into the Sun) | LeadTrack02_F_Mark | 02:52 | Arma 3 Marksmen |\n| 132 | Marksmen DLC: Lead Track 03 (Marksmen) | LeadTrack03_F_Mark | 02:10 | Arma 3 Marksmen |\n| 133 | This Is War (Apex Remix) | LeadTrack01_F_EXP | 02:56 | Arma 3 Apex |\n| 134 | This Is War (Apex Remix) - Part 1 | LeadTrack01a_F_EXP | 00:51 | Arma 3 Apex |\n| 135 | This Is War (Apex Remix) - Part 2 | LeadTrack01b_F_EXP | 01:12 | Arma 3 Apex |\n| 136 | This Is War (Apex Remix) - Part 3 | LeadTrack01c_F_EXP | 01:18 | Arma 3 Apex |\n| 137 | An Unknown Enemy | LeadTrack02_F_EXP | 02:36 | Arma 3 Apex |\n| 138 | No Time For Questions | LeadTrack03_F_EXP | 03:09 | Arma 3 Apex |\n| 139 | This Is War (Apex Remix - Alternative 1) | LeadTrack04_F_EXP | 02:04 | Arma 3 Apex |\n| 140 | Through The Jungle | AmbientTrack01_F_EXP | 01:52 | Arma 3 Apex |\n| 141 | Through The Jungle - Part 1 | AmbientTrack01a_F_EXP | 00:54 | Arma 3 Apex |\n| 142 | Through The Jungle - Part 2 | AmbientTrack01b_F_EXP | 01:12 | Arma 3 Apex |\n| 143 | Welcome To Tanoa | AmbientTrack02_F_EXP | 02:23 | Arma 3 Apex |\n| 144 | Welcome To Tanoa - Part 1 | AmbientTrack02a_F_EXP | 00:33 | Arma 3 Apex |\n| 145 | Welcome To Tanoa - Part 2 | AmbientTrack02b_F_EXP | 00:40 | Arma 3 Apex |\n| 146 | Welcome To Tanoa - Part 3 | AmbientTrack02c_F_EXP | 00:43 | Arma 3 Apex |\n| 147 | Welcome To Tanoa - Part 4 | AmbientTrack02d_F_EXP | 01:19 | Arma 3 Apex |\n| 148 | Fighter Jets | LeadTrack01_F_Jets | 03:08 | Arma 3 Jets |\n| 149 | Air Power | LeadTrack02_F_Jets | 02:10 | Arma 3 Jets |\n| 150 | Carrier | EventTrack01_F_Jets | 00:55 | Arma 3 Jets |\n| 151 | Flashpoint | LeadTrack01_F_Malden | 01:51 | Arma 3 Malden |\n| 152 | Malden | LeadTrack02_F_Malden | 01:47 | Arma 3 Malden |\n| 153 | This Is War (Laws of War Remix) | LeadTrack01_F_Orange | 01:57 | Arma 3 Laws of War |\n| 154 | Laws of War DLC: Remnants of War | AmbientTrack02_F_Orange | 00:55 | Arma 3 Laws of War |\n| 155 | Laws of War DLC: Escalation | EventTrack01_F_Orange | 00:59 | Arma 3 Laws of War |\n| 156 | Laws of War DLC: Scenario Completed | EventTrack02_F_Orange | 00:17 | Arma 3 Laws of War |\n| 157 | Laws of War DLC: Ambient | AmbientTrack01_F_Orange | 03:14 | Arma 3 Laws of War |\n| 158 | Tac-Ops DLC: Opening 1 | LeadTrack01_F_Tacops | 01:36 | Arma 3 Tac-Ops Mission Pack |\n| 159 | Tac-Ops DLC: Opening 2 | LeadTrack02_F_Tacops | 01:36 | Arma 3 Tac-Ops Mission Pack |\n| 160 | Tac-Ops DLC: Opening 3 | LeadTrack03_F_Tacops | 01:36 | Arma 3 Tac-Ops Mission Pack |\n| 161 | Tac-Ops DLC: Outro | LeadTrack04_F_Tacops | 01:36 | Arma 3 Tac-Ops Mission Pack |\n| 162 | Tac-Ops DLC: Ambient 1a | AmbientTrack01a_F_Tacops | 01:52 | Arma 3 Tac-Ops Mission Pack |\n| 163 | Tac-Ops DLC: Ambient 1b | AmbientTrack01b_F_Tacops | 01:52 | Arma 3 Tac-Ops Mission Pack |\n| 164 | Tac-Ops DLC: Ambient 2a | AmbientTrack02a_F_Tacops | 01:52 | Arma 3 Tac-Ops Mission Pack |\n| 165 | Tac-Ops DLC: Ambient 2b | AmbientTrack02b_F_Tacops | 01:52 | Arma 3 Tac-Ops Mission Pack |\n| 166 | Tac-Ops DLC: Ambient 3a | AmbientTrack03a_F_Tacops | 01:59 | Arma 3 Tac-Ops Mission Pack |\n| 167 | Tac-Ops DLC: Ambient 3b | AmbientTrack03b_F_Tacops | 01:59 | Arma 3 Tac-Ops Mission Pack |\n| 168 | Tac-Ops DLC: Ambient 4a | AmbientTrack04a_F_Tacops | 01:59 | Arma 3 Tac-Ops Mission Pack |\n| 169 | Tac-Ops DLC: Ambient 4b | AmbientTrack04b_F_Tacops | 01:59 | Arma 3 Tac-Ops Mission Pack |\n| 170 | Tac-Ops DLC: Fight 1a | EventTrack01a_F_Tacops | 00:35 | Arma 3 Tac-Ops Mission Pack |\n| 171 | Tac-Ops DLC: Fight 1b | EventTrack01b_F_Tacops | 00:35 | Arma 3 Tac-Ops Mission Pack |\n| 172 | Tac-Ops DLC: Fight 2a | EventTrack02a_F_Tacops | 00:35 | Arma 3 Tac-Ops Mission Pack |\n| 173 | Tac-Ops DLC: Fight 2b | EventTrack02b_F_Tacops | 00:35 | Arma 3 Tac-Ops Mission Pack |\n| 174 | Tac-Ops DLC: Fight 3a | EventTrack03a_F_Tacops | 00:35 | Arma 3 Tac-Ops Mission Pack |\n| 175 | Tac-Ops DLC: Fight 3b | EventTrack03b_F_Tacops | 00:35 | Arma 3 Tac-Ops Mission Pack |\n| 176 | Tanks DLC: This is War (Tanks DLC version) | MainTheme_F_Tank | 03:40 | Arma 3 Tanks |\n| 177 | Tanks DLC: Fight for the City | LeadTrack01_F_Tank | 01:37 | Arma 3 Tanks |\n| 178 | Tanks DLC: Last Stand | LeadTrack02_F_Tank | 01:31 | Arma 3 Tanks |\n| 179 | Tanks DLC: Way Back | LeadTrack03_F_Tank | 01:48 | Arma 3 Tanks |\n| 180 | Tanks DLC: Good Neighbors | LeadTrack04_F_Tank | 00:32 | Arma 3 Tanks |\n| 181 | Tanks DLC: Wrath of the Giants | LeadTrack05_F_Tank | 02:01 | Arma 3 Tanks |\n| 182 | Tanks DLC: Iron Gods | LeadTrack06_F_Tank | 01:27 | Arma 3 Tanks |\n| 183 | Tanks DLC: Hidden Enemy | AmbientTrack01_F_Tank | 01:52 | Arma 3 Tanks |\n| 184 | Contact: Menu | Music_Menu_Contact | 15:45 | Arma 3 Contact (Platform) |\n| 185 | Contact: Transilience (Main Theme) | Music_Theme_Contact | 04:04 | Arma 3 Contact (Platform) |\n| 186 | Contact: Transilience (Credits) | Music_Credits_Contact | 03:41 | Arma 3 Contact (Platform) |\n| 187 | Contact: Acclivity Dawn | Music_Probe_Discovered | 00:59 | Arma 3 Contact (Platform) |\n| 188 | Contact: Wavering Base | Music_Arrival | 01:02 | Arma 3 Contact (Platform) |\n| 189 | Contact: Night Eyes Zero-One | Music_Roaming_Night | 06:42 | Arma 3 Contact (Platform) |\n| 190 | Contact: Night Eyes Zero-Two | Music_Roaming_Night_02 | 06:42 | Arma 3 Contact (Platform) |\n| 191 | Contact: Night Eyes (Cut 1) | Music_Roaming_Night_Fragment_01_20s | 00:21 | Arma 3 Contact (Platform) |\n| 192 | Contact: Night Eyes (Cut 2) | Music_Roaming_Night_Fragment_01_30s | 00:26 | Arma 3 Contact (Platform) |\n| 193 | Contact: Night Eyes (Cut 3) | Music_Roaming_Night_Fragment_01_60s | 00:58 | Arma 3 Contact (Platform) |\n| 194 | Contact: Night Eyes (Cut 4) | Music_Roaming_Night_Fragment_02_30s | 00:26 | Arma 3 Contact (Platform) |\n| 195 | Contact: Night Eyes (Cut 5) | Music_Roaming_Night_Fragment_02_60s | 01:04 | Arma 3 Contact (Platform) |\n| 196 | Contact: Night Eyes (Cut 6) | Music_Roaming_Night_Fragment_03_60s | 01:10 | Arma 3 Contact (Platform) |\n| 197 | Contact: Sunrise Zero-One | Music_Roaming_Day | 04:10 | Arma 3 Contact (Platform) |\n| 198 | Contact: Sunrise Zero-Two | Music_Roaming_Day_02 | 04:08 | Arma 3 Contact (Platform) |\n| 199 | Contact: This is War (Cut) | Music_Intro_ThisIsWarA | 01:14 | Arma 3 Contact (Platform) |\n| 200 | Contact: Intro 2 | Music_Intro_02_MissionStart | 00:21 | Arma 3 Contact (Platform) |\n| 201 | N/A | Music_Intro_03_MissionStart | 00:57 | Arma 3 Contact (Platform) |\n| 202 | N/A | Music_Intro_02_Emp_Tension_01 | 00:42 | Arma 3 Contact (Platform) |\n| 203 | Contact: Outro 2 | Music_Outro2_Ending | 02:31 | Arma 3 Contact (Platform) |\n| 204 | Contact: Hostile | Music_Hostile_Drone_Close_01 | 01:41 | Arma 3 Contact (Platform) |\n| 205 | Contact: Failed Contact | Music_Failed_Contact | 00:34 | Arma 3 Contact (Platform) |\n| 206 | N/A | Music_Failed_Contact_02 | 00:32 | Arma 3 Contact (Platform) |\n| 207 | Contact: Contact | Music_Battle_Alien | 03:26 | Arma 3 Contact (Platform) |\n| 208 | Contact: Infighting | Music_Battle_Human | 03:28 | Arma 3 Contact (Platform) |\n| 209 | Contact: Sharper Claws | Music_Russian_Theme | 04:02 | Arma 3 Contact (Platform) |\n| 210 | Contact: Contact (Edit 4) | Music_Battle_Human_Loop | 11:32 | Arma 3 Contact (Platform) |\n| 211 | Contact: Contact (Edit 1) | Music_Battle_Alien_Loop_01 | 10:26 | Arma 3 Contact (Platform) |\n| 212 | Contact: Contact (Edit 2) | Music_Battle_Alien_Loop_02 | 10:26 | Arma 3 Contact (Platform) |\n| 213 | Contact: Contact (Edit 3) | Music_Battle_Alien_Loop_03 | 10:26 | Arma 3 Contact (Platform) |\n| 214 | Contact: Suspense | Music_Suspended_Loop_01 | 10:17 | Arma 3 Contact (Platform) |\n| 215 | Contact: Tension | Music_Tension_Loop_01 | 10:08 | Arma 3 Contact (Platform) |\n| 216 | Contact: Free-Roam 1 | Music_Freeroam_01_MissionStart | 00:23 | Arma 3 Contact (Platform) |\n| 217 | N/A | Music_Freeroam_02_MissionStart | 01:19 | Arma 3 Contact (Platform) |\n| 218 | N/A | Music_Freeroam_RootExtract | 04:04 | Arma 3 Contact (Platform) |\n| 219 | Contact: Contact (Free-Roam Edit 1) | Music_FreeRoam_Battle_Alien_Loop_01 | 10:26 | Arma 3 Contact (Platform) |\n| 220 | Contact: Contact (Free-Roam Edit 2) | Music_FreeRoam_Battle_Alien_Loop_02 | 10:26 | Arma 3 Contact (Platform) |\n| 221 | Contact: Contact (Free-Roam Edit 3) | Music_FreeRoam_Battle_Alien_Loop_03 | 10:26 | Arma 3 Contact (Platform) |\n| 222 | Contact: Suspense (Free-Roam Edit) | Music_FreeRoam_Suspended_Loop_01 | 06:42 | Arma 3 Contact (Platform) |\n| 223 | Contact: Tension (Free-Roam) | Music_FreeRoam_Tension_Loop_01 | 10:08 | Arma 3 Contact (Platform) |\n| 224 | Contact: Sharper Claws (Free-Roam Edit 1) | Music_FreeRoam_Russian_Theme_Loop | 04:37 | Arma 3 Contact (Platform) |\n| 225 | Contact: Sharper Claws (Free-Roam) | Music_FreeRoam_Russian_Theme | 04:02 | Arma 3 Contact (Platform) |\n| 226 | Contact: Contact (Free-Roam) | Music_FreeRoam_Battle_Alien | 03:26 | Arma 3 Contact (Platform) |\n| 227 | Contact: Infighting (Free-Roam) | Music_FreeRoam_Battle_Human | 03:28 | Arma 3 Contact (Platform) |\n| 228 | N/A | Music_FreeRoam_Battle_Human_Loop | 03:20 | Arma 3 Contact (Platform) |\n| 229 | Contact: Contact (Free-Roam End) | Music_Freeroam_End | 03:26 | Arma 3 Contact (Platform) |\n| 230 | N/A | anomaly_07_05_v1 | 00:53 | Arma 3 Contact (Platform) |\n| 231 | N/A | anomaly_07_05_v2 | 00:42 | Arma 3 Contact (Platform) |\n| 232 | This Is War (6th Anniversary Remix) | LeadTrack01_F_6th_Anniversary_Remix | 02:29 | Arma 3 Contact (Platform) |\n| 233 | N/A | Music_Default | 02:58 | Arma 3 Apex |\n| 234 | N/A | Track_C_01 | 02:58 | Arma 3 Apex |\n| 235 | N/A | Track_C_02 | 03:18 | Arma 3 Apex |\n| 236 | N/A | Track_C_03 | 01:29 | Arma 3 Apex |\n| 237 | N/A | Track_C_04 | 02:09 | Arma 3 Apex |\n| 238 | N/A | Track_C_05 | 02:36 | Arma 3 Apex |\n| 239 | N/A | Track_C_06 | 02:10 | Arma 3 Apex |\n| 240 | N/A | Track_C_07 | 01:36 | Arma 3 Apex |\n| 241 | N/A | Track_C_08 | 01:52 | Arma 3 Apex |\n| 242 | N/A | Track_C_09 | 01:52 | Arma 3 Apex |\n| 243 | N/A | Track_C_10 | 01:06 | Arma 3 Apex |\n| 244 | N/A | Track_C_11 | 01:34 | Arma 3 Apex |\n| 245 | N/A | Track_C_12 | 02:40 | Arma 3 Apex |\n| 246 | N/A | Track_C_13 | 02:49 | Arma 3 Apex |\n| 247 | N/A | Track_C_14 | 00:38 | Arma 3 Apex |\n| 248 | N/A | Track_C_15 | 01:20 | Arma 3 Apex |\n| 249 | N/A | Track_C_16 | 02:17 | Arma 3 Apex |\n| 250 | N/A | Track_C_17 | 01:28 | Arma 3 Apex |\n| 251 | N/A | Track_C_18 | 02:47 | Arma 3 Apex |\n| 252 | N/A | Track_C_19 | 04:19 | Arma 3 Apex |\n| 253 | N/A | Track_C_20 | 01:32 | Arma 3 Apex |\n| 254 | N/A | Track_D_01 | 04:10 | Arma 3 Apex |\n| 255 | N/A | Track_D_02 | 06:28 | Arma 3 Apex |\n| 256 | N/A | Track_D_03 | 04:11 | Arma 3 Apex |\n| 257 | N/A | Track_M_01 | 04:07 | Arma 3 Apex |\n| 258 | N/A | Track_M_02 | 04:00 | Arma 3 Apex |\n| 259 | N/A | Track_M_03 | 04:33 | Arma 3 Apex |\n| 260 | N/A | News_BackOnline | 00:38 | Arma 3 Apex |\n| 261 | N/A | News_CSAT_convoy_attacked | 00:24 | Arma 3 Apex |\n| 262 | N/A | News_Infection01 | 00:18 | Arma 3 Apex |\n| 263 | N/A | News_Jingle | 00:08 | Arma 3 Apex |\n| 264 | N/A | News_outbreak_Boise | 00:18 | Arma 3 Apex |\n| 265 | N/A | News_outbreak_Galili | 00:13 | Arma 3 Apex |\n| 266 | N/A | News_outbreak_Oumere | 00:03 | Arma 3 Apex |\n| 267 | N/A | News_outbreak_Savaka | 00:14 | Arma 3 Apex |\n| 268 | N/A | News_rebels_attack_Lugganville | 00:29 | Arma 3 Apex |\n| 269 | N/A | News_weapons_prohibited | 00:31 | Arma 3 Apex |\n| 270 | N/A | News_checkpoints | 00:18 | Arma 3 Apex |\n| 271 | N/A | News_aircraft | 00:13 | Arma 3 Apex |\n| 272 | N/A | News_arrest | 00:20 | Arma 3 Apex |\n| 273 | N/A | News_depot_fail | 00:16 | Arma 3 Apex |\n| 274 | N/A | News_depot_success | 00:17 | Arma 3 Apex |\n| 275 | N/A | News_depot_success_alone | 00:23 | Arma 3 Apex |\n| 276 | N/A | News_execution | 00:24 | Arma 3 Apex |\n| 277 | N/A | News_hostels | 00:22 | Arma 3 Apex |\n| 278 | N/A | News_house_destroyed | 00:15 | Arma 3 Apex |\n| 279 | N/A | News_idap | 00:16 | Arma 3 Apex |\n| 280 | N/A | News_malaria_boise_secured | 00:19 | Arma 3 Apex |\n| 281 | N/A | News_malaria_galili_secured | 00:17 | Arma 3 Apex |\n| 282 | N/A | News_malaria_luganville_secured | 00:16 | Arma 3 Apex |\n| 283 | N/A | News_malaria_savaka_secured | 00:16 | Arma 3 Apex |\n| 284 | N/A | News_power_plant | 00:11 | Arma 3 Apex |\n| 285 | N/A | News_radar_destroyed | 00:17 | Arma 3 Apex |\n| 286 | N/A | News_rescued | 00:17 | Arma 3 Apex |\n| 287 | N/A | News_sugar_company | 00:15 | Arma 3 Apex |\n| 288 | N/A | News_weapons | 00:23 | Arma 3 Apex |\n| 289 | N/A | Track_O_01 | 03:42 | Arma 3 Apex |\n| 290 | N/A | Track_O_02 | 01:59 | Arma 3 Apex |\n| 291 | N/A | Track_O_03 | 02:09 | Arma 3 Apex |\n| 292 | N/A | Track_O_04 | 03:01 | Arma 3 Apex |\n| 293 | N/A | Track_O_05 | 02:28 | Arma 3 Apex |\n| 294 | N/A | Track_O_06 | 02:30 | Arma 3 Apex |\n| 295 | N/A | Track_O_07 | 01:54 | Arma 3 Apex |\n| 296 | N/A | Track_O_08 | 01:29 | Arma 3 Apex |\n| 297 | N/A | Track_O_09 | 01:51 | Arma 3 Apex |\n| 298 | N/A | Track_O_10 | 01:27 | Arma 3 Apex |\n| 299 | N/A | Track_O_11 | 02:43 | Arma 3 Apex |\n| 300 | N/A | Track_O_12 | 00:39 | Arma 3 Apex |\n| 301 | N/A | Track_O_13 | 02:19 | Arma 3 Apex |\n| 302 | N/A | Track_O_14 | 03:04 | Arma 3 Apex |\n| 303 | N/A | Track_O_15 | 01:47 | Arma 3 Apex |\n| 304 | N/A | Track_O_16 | 02:18 | Arma 3 Apex |\n| 305 | N/A | Track_P_01 | 01:36 | Arma 3 Apex |\n| 306 | N/A | Track_P_02 | 04:02 | Arma 3 Apex |\n| 307 | N/A | Track_P_03 | 01:38 | Arma 3 Apex |\n| 308 | N/A | Track_P_04 | 02:27 | Arma 3 Apex |\n| 309 | N/A | Track_P_05 | 04:13 | Arma 3 Apex |\n| 310 | N/A | Track_P_06 | 01:35 | Arma 3 Apex |\n| 311 | N/A | Track_P_07 | 01:42 | Arma 3 Apex |\n| 312 | N/A | Track_P_08 | 00:47 | Arma 3 Apex |\n| 313 | N/A | Track_P_09 | 02:56 | Arma 3 Apex |\n| 314 | N/A | Track_P_10 | 01:38 | Arma 3 Apex |\n| 315 | N/A | Track_P_11 | 03:23 | Arma 3 Apex |\n| 316 | N/A | Track_P_12 | 02:12 | Arma 3 Apex |\n| 317 | N/A | Track_P_13 | 02:14 | Arma 3 Apex |\n| 318 | N/A | Track_P_14 | 00:41 | Arma 3 Apex |\n| 319 | N/A | Track_P_15 | 02:36 | Arma 3 Apex |\n| 320 | N/A | Track_P_16 | 01:27 | Arma 3 Apex |\n| 321 | N/A | Track_P_17 | 00:54 | Arma 3 Apex |\n| 322 | N/A | Track_P_18 | 00:44 | Arma 3 Apex |\n| 323 | N/A | Track_R_01 | 01:42 | Arma 3 Apex |\n| 324 | N/A | Track_R_02 | 02:38 | Arma 3 Apex |\n| 325 | N/A | Track_R_03 | 00:59 | Arma 3 Apex |\n| 326 | N/A | Track_R_04 | 02:43 | Arma 3 Apex |\n| 327 | N/A | Track_R_05 | 02:52 | Arma 3 Apex |\n| 328 | N/A | Track_R_06 | 01:33 | Arma 3 Apex |\n| 329 | N/A | Track_R_07 | 04:24 | Arma 3 Apex |\n| 330 | N/A | Track_R_08 | 01:09 | Arma 3 Apex |\n| 331 | N/A | Track_R_09 | 01:13 | Arma 3 Apex |\n| 332 | N/A | Track_R_10 | 02:29 | Arma 3 Apex |\n| 333 | N/A | Track_R_11 | 02:57 | Arma 3 Apex |\n| 334 | N/A | Track_R_12 | 03:01 | Arma 3 Apex |\n| 335 | N/A | Track_R_13 | 01:54 | Arma 3 Apex |\n| 336 | N/A | Track_R_14 | 03:01 | Arma 3 Apex |\n| 337 | N/A | Track_R_15 | 01:43 | Arma 3 Apex |\n| 338 | N/A | Track_R_16 | 01:50 | Arma 3 Apex |\n| 339 | N/A | Track_R_17 | 01:43 | Arma 3 Apex |\n| 340 | N/A | Track_R_18 | 01:50 | Arma 3 Apex |\n| 341 | N/A | Track_R_19 | 01:46 | Arma 3 Apex |\n| 342 | N/A | Track_R_20 | 01:40 | Arma 3 Apex |\n| 343 | N/A | Track_R_21 | 04:05 | Arma 3 Apex |\n| 344 | N/A | Track_R_22 | 02:29 | Arma 3 Apex |\n| 345 | N/A | Track_R_23 | 02:40 | Arma 3 Apex |\n| 346 | N/A | Track_R_24 | 02:55 | Arma 3 Apex |\n| 347 | Old Man: Intro | OM_Music01 | 01:44 | Arma 3 Apex |\n| 348 | Old Man: Ambient Music 01 | OM_Music02 | 00:52 | Arma 3 Apex |\n| 349 | Old Man: Ambient Music 02 | OM_Music03 | 01:59 | Arma 3 Apex |\n| 350 | N/A | OM_Intro | 01:59 | Arma 3 Apex |\n\n### Creator DLC Music\n\n#### Global Mobilization - Cold War Germany\n\n| No. | Title | Class Name | Duration |\n|---|---|---|---|\n| 1 | GM: Preparations | gm_preprations | 83 |\n| 2 | GM: Medley | gm_medley | 257 |\n| 3 | GM: Limits | gm_limits | 119 |\n| 4 | GM: Note | gm_note | 18 |\n| 5 | GM: Intermezzo | gm_intermezzo | 62 |\n| 6 | GM: 1983 | gm_1983 | 193 |\n| 7 | GM: Longplay | gm_longplay | 517 |\n| 8 | GM: Warmup | gm_warmup | 30 |\n| 9 | GM: Uncertain | gm_uncertain | 112 |\n| 10 | GM: Panzerkraft | gm_panzerkraft | 233 |\n| 11 | GM: Leopards | gm_leopards | 270 |\n| 12 | GM: Remaining | gm_remaining | 254 |\n| 13 | GM: Long Strides | gm_longstrides | 128 |\n| 14 | GM: Response | gm_response | 87 |\n| 15 | GM: Scatter | gm_scatter | 208 |\n| 16 | GM: Death | gm_death | 47 |\n| 17 | GM: Motschuetzen | gm_motschuetzen | 180 |\n\n#### Western Sahara\n\nLast updated: Arma 3 v2.10\n\n| No. | Title | Class Name | Duration |\n|---|---|---|---|\n| 1 | Western Sahara: Lead 01 | LeadTrack01_lxWS | 02:25 |\n| 2 | Western Sahara: Ambient 01 | AmbientTrack01_lxWS | 00:40 |\n| 3 | Western Sahara: Ambient 03a | AmbientTrack03a_lxWS | 00:33 |\n| 4 | Western Sahara: Ambient 03b | AmbientTrack03b_lxWS | 00:32 |\n| 5 | Western Sahara: Ambient 03c | AmbientTrack03c_lxWS | 00:34 |\n| 6 | Western Sahara: Ambient 04 | AmbientTrack04_lxWS | 01:26 |\n| 7 | Western Sahara: Jukebox - A1 | jukebox_a1_lxWS | 01:05 |\n| 8 | Western Sahara: Jukebox - A2 | jukebox_a2_lxWS | 00:54 |\n| 9 | Western Sahara: Jukebox - B1 | jukebox_b1_lxWS | 00:37 |\n| 10 | Western Sahara: Jukebox - B2 | jukebox_b2_lxWS | 00:58 |\n| 11 | Western Sahara: Jukebox - B3 | jukebox_b3_lxWS | 00:51 |\n| 12 | Western Sahara: Jukebox - C1 | jukebox_c1_lxWS | 00:29 |\n| 13 | Western Sahara: Jukebox - C2 | jukebox_c2_lxWS | 00:35 |\n| 14 | Western Sahara: Jukebox - D1 | jukebox_d1_lxWS | 00:39 |\n| 15 | Western Sahara: Jukebox - D2 | jukebox_d2_lxWS | 00:45 |\n| 16 | Western Sahara: Jukebox - D3 | jukebox_d3_lxWS | 00:34 |\n| 17 | Western Sahara: Jukebox - D4 | jukebox_d4_lxWS | 00:34 |\n| 18 | Western Sahara: Jukebox - D5 | jukebox_d5_lxWS | 00:35 |\n| 19 | Western Sahara: Jukebox - E1 | jukebox_e1_lxWS | 00:38 |\n| 20 | Western Sahara: Jukebox - E2 | jukebox_e2_lxWS | 00:22 |\n| 21 | Western Sahara: Jukebox - E3 | jukebox_e3_lxWS | 00:53 |\n| 22 | Western Sahara: Jukebox - T3 | jukebox_t1_lxWS | 01:06 |\n| 23 | Western Sahara: Jukebox - T2 | jukebox_t2_lxWS | 00:47 |\n| 24 | Western Sahara: Jukebox - T3A | jukebox_t3a_lxWS | 01:04 |\n| 25 | Western Sahara: Jukebox - T3B | jukebox_t3b_lxWS | 01:04 |\n| 26 | Western Sahara: Jukebox - T4A | jukebox_t4a_lxWS | 00:49 |\n| 27 | Western Sahara: Jukebox - T4B | jukebox_t4b_lxWS | 00:47 |\n| 28 | Western Sahara: Jukebox - T4C | jukebox_t4c_lxWS | 00:46 |\n| 29 | Western Sahara: Jukebox - T5A | jukebox_t5a_lxWS | 00:49 |\n| 30 | Western Sahara: Jukebox - T5B | jukebox_t5b_lxWS | 00:48 |\n| 31 | Western Sahara: Alchemist - Action 1 | alchemist_action1_lxWS | 01:01 |\n| 32 | Western Sahara: Alchemist - Action 2 | alchemist_action2_lxWS | 01:17 |\n| 33 | Western Sahara: Alchemist - Action 3 | alchemist_action3_lxWS | 01:08 |\n| 34 | Western Sahara: Alchemist - Action 4 | alchemist_action4_lxWS | 00:57 |\n| 35 | Western Sahara: Alchemist - Ambient 01v2 | alchemist_01v2_lxWS | 00:41 |\n| 36 | Western Sahara: Alchemist - Ambient 02v2 | alchemist_02v2_lxWS | 01:10 |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 soundtrack that can be played with playMusic, for example:\n\n```sqf\nplayMusic \"SkyNet\";\n```"},{"heading":"Arma 3 & DLCs","level":3,"markdown":"Last updated: Arma 3 v2.10\n\n| No. | Title | Class Name | Duration | DLC |\n|---|---|---|---|---|\n| 1 | This Is War | LeadTrack01_F | 02:43 | Arma 3 |\n| 2 | This Is War a | LeadTrack01a_F | 01:14 | Arma 3 |\n| 3 | This Is War b | LeadTrack01b_F | 01:07 | Arma 3 |\n| 4 | Main Menu | LeadTrack01c_F | 02:09 | Arma 3 |\n| 5 | Proteus | LeadTrack02_F | 01:34 | Arma 3 |\n| 6 | Combined Arms | LeadTrack03_F | 01:37 | Arma 3 |\n| 7 | Action Dark 2 | LeadTrack04_F | 02:31 | Arma 3 |\n| 8 | Action Dark | LeadTrack04a_F | 01:52 | Arma 3 |\n| 9 | Taking Kavala | LeadTrack05_F | 01:26 | Arma 3 |\n| 10 | Down at the Girina Bay | LeadTrack06_F | 01:00 | Arma 3 |\n| 11 | The East Wind - Alternative 1 | AmbientTrack01_F | 03:10 | Arma 3 |\n| 12 | The East Wind | AmbientTrack01a_F | 03:05 | Arma 3 |\n| 13 | The East Wind - Alternative 2 | AmbientTrack01b_F | 01:36 | Arma 3 |\n| 14 | Solar Power | AmbientTrack03_F | 01:53 | Arma 3 |\n| 15 | Night percussions | AmbientTrack04a_F | 03:11 | Arma 3 |\n| 16 | Night ambient | AmbientTrack04_F | 03:24 | Arma 3 |\n| 17 | Car and Heli | BackgroundTrack03_F | 01:51 | Arma 3 |\n| 18 | Underwater 2 | BackgroundTrack01_F | 01:38 | Arma 3 |\n| 19 | Underwater 1 | BackgroundTrack01a_F | 01:36 | Arma 3 |\n| 20 | On The Road | BackgroundTrack02_F | 01:28 | Arma 3 |\n| 21 | N/A | Track01_Proteus | 01:34 | Arma 3 |\n| 22 | N/A | Track02_SolarPower | 01:53 | Arma 3 |\n| 23 | N/A | Track03_OnTheRoad | 01:28 | Arma 3 |\n| 24 | N/A | Track04_Underwater1 | 01:36 | Arma 3 |\n| 25 | N/A | Track05_Underwater2 | 01:38 | Arma 3 |\n| 26 | N/A | Track06_CarnHeli | 01:51 | Arma 3 |\n| 27 | N/A | Track07_ActionDark | 01:52 | Arma 3 |\n| 28 | N/A | Track08_Night_ambient | 03:24 | Arma 3 |\n| 29 | N/A | Track09_Night_percussions | 03:11 | Arma 3 |\n| 30 | N/A | Track10_StageB_action | 01:37 | Arma 3 |\n| 31 | N/A | Track11_StageB_stealth | 03:05 | Arma 3 |\n| 32 | N/A | Track12_StageC_action | 01:26 | Arma 3 |\n| 33 | N/A | Track13_StageC_negative | 01:00 | Arma 3 |\n| 34 | N/A | Track14_MainMenu | 02:09 | Arma 3 |\n| 35 | N/A | Track15_MainTheme | 02:43 | Arma 3 |\n| 36 | Stage A: Lead Track 01 (Conquistador) | LeadTrack01_F_EPA | 01:36 | Arma 3 |\n| 37 | Stage A: Lead Track 02 (Aegis Blues) | LeadTrack02_F_EPA | 01:57 | Arma 3 |\n| 38 | Stage A: Lead Track 02 (Aegis Blues - Alternative 1) | LeadTrack02a_F_EPA | 00:53 | Arma 3 |\n| 39 | Stage A: Lead Track 02 (Aegis Blues - Alternative 2) | LeadTrack02b_F_EPA | 01:02 | Arma 3 |\n| 40 | Stage A: Lead Track 03 (Survive the Hard Part) | LeadTrack03_F_EPA | 02:18 | Arma 3 |\n| 41 | Stage A: Lead Track 03 (Survive the Hard Part - Alternative) | LeadTrack03a_F_EPA | 00:23 | Arma 3 |\n| 42 | Stage A: Event Track 01 (Fragmented) | EventTrack01_F_EPA | 00:29 | Arma 3 |\n| 43 | Stage A: Event Track 01 (Fragmented - Alternative) | EventTrack01a_F_EPA | 00:28 | Arma 3 |\n| 44 | Stage A: Event Track 02 (Horizon Scan) | EventTrack02_F_EPA | 00:36 | Arma 3 |\n| 45 | Stage A: Event Track 02 (Horizon Scan - Alternative) | EventTrack02a_F_EPA | 00:36 | Arma 3 |\n| 46 | Stage A: Event Track 03 (Chemistry of War) | EventTrack03_F_EPA | 00:36 | Arma 3 |\n| 47 | Stage A: Event Track 03 (Chemistry of War - Alternative) | EventTrack03a_F_EPA | 00:35 | Arma 3 |\n| 48 | Stage B: Lead Track 01 (Adapt) | LeadTrack01_F_EPB | 02:15 | Arma 3 |\n| 49 | Stage B: Lead Track 01 (Adapt - Alternative) | LeadTrack01a_F_EPB | 01:26 | Arma 3 |\n| 50 | Stage B: Lead Track 02 (Exit Strategy) | LeadTrack02_F_EPB | 02:59 | Arma 3 |\n| 51 | Stage B: Lead Track 02 (Exit Strategy - Alternative 1) | LeadTrack02a_F_EPB | 01:10 | Arma 3 |\n| 52 | Stage B: Lead Track 02 (Exit Strategy - Alternative 2) | LeadTrack02b_F_EPB | 01:57 | Arma 3 |\n| 53 | Stage B: Lead Track 03 (Beyond Recognition) | LeadTrack03_F_EPB | 02:03 | Arma 3 |\n| 54 | Stage B: Lead Track 03 (Beyond Recognition - Alternative 1) | LeadTrack03a_F_EPB | 01:01 | Arma 3 |\n| 55 | Stage B: Lead Track 04 (Canton Protocol) | LeadTrack04_F_EPB | 02:12 | Arma 3 |\n| 56 | Stage B: Event Track 01 (Resist) | EventTrack01_F_EPB | 00:36 | Arma 3 |\n| 57 | Stage B: Event Track 01 (Resist - Alternative) | EventTrack01a_F_EPB | 00:28 | Arma 3 |\n| 58 | Stage B: Event Track 02 (Ambush) | EventTrack02_F_EPB | 00:22 | Arma 3 |\n| 59 | Stage B: Event Track 02 (Ambush - Alternative) | EventTrack02a_F_EPB | 00:22 | Arma 3 |\n| 60 | Stage B: Event Track 03 (Recon) | EventTrack03_F_EPB | 00:30 | Arma 3 |\n| 61 | Stage B: Event Track 04 (Radio Silence) | EventTrack04_F_EPB | 00:45 | Arma 3 |\n| 62 | Stage B: Event Track 04 (Radio Silence - Alternative 1) | EventTrack04a_F_EPB | 00:41 | Arma 3 |\n| 63 | Stage B: Event Track 03 (Recon - Alternative) | EventTrack03a_F_EPB | 00:30 | Arma 3 |\n| 64 | Stage B: Ambient Track 01 (Signal Lost) | AmbientTrack01_F_EPB | 01:09 | Arma 3 |\n| 65 | Stage B: Background Track 01 (The Hunt) | BackgroundTrack01_F_EPB | 02:07 | Arma 3 |\n| 66 | Stage C: Lead Track 01 (Back on Stratis) | LeadTrack01_F_EPC | 01:34 | Arma 3 |\n| 67 | Stage C: Lead Track 02 (LZ hot) | LeadTrack02_F_EPC | 01:36 | Arma 3 |\n| 68 | Stage C: Lead Track 03 (The Trap) | LeadTrack03_F_EPC | 02:27 | Arma 3 |\n| 69 | Stage C: Lead Track 04 (In the Open) | LeadTrack04_F_EPC | 02:09 | Arma 3 |\n| 70 | Stage C: Lead Track 05 (Revenge) | LeadTrack05_F_EPC | 01:27 | Arma 3 |\n| 71 | Stage C: Lead Track 06 (Win) | LeadTrack06_F_EPC | 02:12 | Arma 3 |\n| 72 | Stage C: Lead Track 06 (Win - Alternative 1) | LeadTrack06b_F_EPC | 01:06 | Arma 3 |\n| 73 | Stage C: Event Track 01 (Farewell Altis) | EventTrack01_F_EPC | 00:39 | Arma 3 |\n| 74 | Stage C: Event Track 02 (Broken Barricade) | EventTrack02_F_EPC | 00:47 | Arma 3 |\n| 75 | Stage C: Event Track 02 (Broken Barricade - Alternative 1) | EventTrack02b_F_EPC | 00:30 | Arma 3 |\n| 76 | Stage C: Event Track 03 (Unforeseen Perdition) | EventTrack03_F_EPC | 01:28 | Arma 3 |\n| 77 | Stage C: Background Track 01 (Alone) | BackgroundTrack01_F_EPC | 01:36 | Arma 3 |\n| 78 | Stage C: Background Track 02 (Just Another Day) | BackgroundTrack02_F_EPC | 01:38 | Arma 3 |\n| 79 | Stage C: Background Track 03 (Altis Requiem) | BackgroundTrack03_F_EPC | 02:28 | Arma 3 |\n| 80 | Stage C: Background Track 04 (Assembly) | BackgroundTrack04_F_EPC | 01:20 | Arma 3 |\n| 81 | N/A | C_EA_RadioBroadcast1 | 00:42 | Arma 3 |\n| 82 | N/A | C_EA_RadioBroadcast2 | 00:38 | Arma 3 |\n| 83 | N/A | C_EA_RadioMusic1 | 00:52 | Arma 3 |\n| 84 | N/A | C_EA_RadioMusic2 | 01:12 | Arma 3 |\n| 85 | N/A | RadioAmbient1 | 00:17 | Arma 3 |\n| 86 | N/A | RadioAmbient2 | 00:10 | Arma 3 |\n| 87 | N/A | RadioAmbient3 | 00:11 | Arma 3 |\n| 88 | N/A | RadioAmbient4 | 00:07 | Arma 3 |\n| 89 | N/A | RadioAmbient5 | 00:09 | Arma 3 |\n| 90 | N/A | RadioAmbient6 | 00:07 | Arma 3 |\n| 91 | N/A | RadioAmbient7 | 00:05 | Arma 3 |\n| 92 | N/A | RadioAmbient8 | 00:12 | Arma 3 |\n| 93 | N/A | RadioAmbient9 | 00:08 | Arma 3 |\n| 94 | N/A | RadioAmbient10 | 00:11 | Arma 3 |\n| 95 | N/A | RadioAmbient11 | 00:06 | Arma 3 |\n| 96 | N/A | RadioAmbient12 | 00:18 | Arma 3 |\n| 97 | N/A | RadioAmbient13 | 00:06 | Arma 3 |\n| 98 | N/A | RadioAmbient14 | 00:07 | Arma 3 |\n| 99 | N/A | RadioAmbient15 | 00:08 | Arma 3 |\n| 100 | N/A | RadioAmbient16 | 00:11 | Arma 3 |\n| 101 | N/A | RadioAmbient17 | 00:06 | Arma 3 |\n| 102 | N/A | RadioAmbient18 | 00:10 | Arma 3 |\n| 103 | N/A | RadioAmbient19 | 00:10 | Arma 3 |\n| 104 | N/A | RadioAmbient20 | 00:06 | Arma 3 |\n| 105 | N/A | RadioAmbient21 | 00:04 | Arma 3 |\n| 106 | N/A | RadioAmbient22 | 00:05 | Arma 3 |\n| 107 | N/A | RadioAmbient23 | 00:08 | Arma 3 |\n| 108 | N/A | RadioAmbient24 | 00:08 | Arma 3 |\n| 109 | N/A | RadioAmbient25 | 00:10 | Arma 3 |\n| 110 | N/A | RadioAmbient26 | 00:08 | Arma 3 |\n| 111 | N/A | RadioAmbient27 | 00:15 | Arma 3 |\n| 112 | N/A | RadioAmbient28 | 00:13 | Arma 3 |\n| 113 | N/A | RadioAmbient29 | 00:19 | Arma 3 |\n| 114 | N/A | RadioAmbient30 | 00:09 | Arma 3 |\n| 115 | N/A | Fallout | 03:27 | Arma 3 |\n| 116 | N/A | Defcon | 03:13 | Arma 3 |\n| 117 | N/A | Wasteland | 03:15 | Arma 3 |\n| 118 | N/A | SkyNet | 03:54 | Arma 3 |\n| 119 | N/A | MAD | 03:18 | Arma 3 |\n| 120 | N/A | radio_music | 02:31 | Arma 3 |\n| 121 | Zeus Theme | LeadTrack01_F_Curator | 03:03 | Arma 3 Zeus |\n| 122 | Mission Accomplished | EventTrack01_F_Curator | 00:13 | Arma 3 Zeus |\n| 123 | Mission Failed | EventTrack02_F_Curator | 00:14 | Arma 3 Zeus |\n| 124 | Mission Accomplished (Zeus) | EventTrack03_F_Curator | 00:14 | Arma 3 Zeus |\n| 125 | This is War (VR Remix) | LeadTrack01_F_Bootcamp | 02:45 | Arma 3 |\n| 126 | This is War (VR Remix - loop) | LeadTrack01b_F_Bootcamp | 00:32 | Arma 3 |\n| 127 | Evolution | LeadTrack02_F_Bootcamp | 04:02 | Arma 3 |\n| 128 | Epic Split | LeadTrack03_F_Bootcamp | 01:01 | Arma 3 |\n| 129 | This is War (Heli Remix) | LeadTrack01_F_Heli | 02:44 | Arma 3 Helicopters |\n| 130 | This is War (Marksmen Remix) | LeadTrack01_F_Mark | 02:38 | Arma 3 Marksmen |\n| 131 | Marksmen DLC: Lead Track 02 (Into the Sun) | LeadTrack02_F_Mark | 02:52 | Arma 3 Marksmen |\n| 132 | Marksmen DLC: Lead Track 03 (Marksmen) | LeadTrack03_F_Mark | 02:10 | Arma 3 Marksmen |\n| 133 | This Is War (Apex Remix) | LeadTrack01_F_EXP | 02:56 | Arma 3 Apex |\n| 134 | This Is War (Apex Remix) - Part 1 | LeadTrack01a_F_EXP | 00:51 | Arma 3 Apex |\n| 135 | This Is War (Apex Remix) - Part 2 | LeadTrack01b_F_EXP | 01:12 | Arma 3 Apex |\n| 136 | This Is War (Apex Remix) - Part 3 | LeadTrack01c_F_EXP | 01:18 | Arma 3 Apex |\n| 137 | An Unknown Enemy | LeadTrack02_F_EXP | 02:36 | Arma 3 Apex |\n| 138 | No Time For Questions | LeadTrack03_F_EXP | 03:09 | Arma 3 Apex |\n| 139 | This Is War (Apex Remix - Alternative 1) | LeadTrack04_F_EXP | 02:04 | Arma 3 Apex |\n| 140 | Through The Jungle | AmbientTrack01_F_EXP | 01:52 | Arma 3 Apex |\n| 141 | Through The Jungle - Part 1 | AmbientTrack01a_F_EXP | 00:54 | Arma 3 Apex |\n| 142 | Through The Jungle - Part 2 | AmbientTrack01b_F_EXP | 01:12 | Arma 3 Apex |\n| 143 | Welcome To Tanoa | AmbientTrack02_F_EXP | 02:23 | Arma 3 Apex |\n| 144 | Welcome To Tanoa - Part 1 | AmbientTrack02a_F_EXP | 00:33 | Arma 3 Apex |\n| 145 | Welcome To Tanoa - Part 2 | AmbientTrack02b_F_EXP | 00:40 | Arma 3 Apex |\n| 146 | Welcome To Tanoa - Part 3 | AmbientTrack02c_F_EXP | 00:43 | Arma 3 Apex |\n| 147 | Welcome To Tanoa - Part 4 | AmbientTrack02d_F_EXP | 01:19 | Arma 3 Apex |\n| 148 | Fighter Jets | LeadTrack01_F_Jets | 03:08 | Arma 3 Jets |\n| 149 | Air Power | LeadTrack02_F_Jets | 02:10 | Arma 3 Jets |\n| 150 | Carrier | EventTrack01_F_Jets | 00:55 | Arma 3 Jets |\n| 151 | Flashpoint | LeadTrack01_F_Malden | 01:51 | Arma 3 Malden |\n| 152 | Malden | LeadTrack02_F_Malden | 01:47 | Arma 3 Malden |\n| 153 | This Is War (Laws of War Remix) | LeadTrack01_F_Orange | 01:57 | Arma 3 Laws of War |\n| 154 | Laws of War DLC: Remnants of War | AmbientTrack02_F_Orange | 00:55 | Arma 3 Laws of War |\n| 155 | Laws of War DLC: Escalation | EventTrack01_F_Orange | 00:59 | Arma 3 Laws of War |\n| 156 | Laws of War DLC: Scenario Completed | EventTrack02_F_Orange | 00:17 | Arma 3 Laws of War |\n| 157 | Laws of War DLC: Ambient | AmbientTrack01_F_Orange | 03:14 | Arma 3 Laws of War |\n| 158 | Tac-Ops DLC: Opening 1 | LeadTrack01_F_Tacops | 01:36 | Arma 3 Tac-Ops Mission Pack |\n| 159 | Tac-Ops DLC: Opening 2 | LeadTrack02_F_Tacops | 01:36 | Arma 3 Tac-Ops Mission Pack |\n| 160 | Tac-Ops DLC: Opening 3 | LeadTrack03_F_Tacops | 01:36 | Arma 3 Tac-Ops Mission Pack |\n| 161 | Tac-Ops DLC: Outro | LeadTrack04_F_Tacops | 01:36 | Arma 3 Tac-Ops Mission Pack |\n| 162 | Tac-Ops DLC: Ambient 1a | AmbientTrack01a_F_Tacops | 01:52 | Arma 3 Tac-Ops Mission Pack |\n| 163 | Tac-Ops DLC: Ambient 1b | AmbientTrack01b_F_Tacops | 01:52 | Arma 3 Tac-Ops Mission Pack |\n| 164 | Tac-Ops DLC: Ambient 2a | AmbientTrack02a_F_Tacops | 01:52 | Arma 3 Tac-Ops Mission Pack |\n| 165 | Tac-Ops DLC: Ambient 2b | AmbientTrack02b_F_Tacops | 01:52 | Arma 3 Tac-Ops Mission Pack |\n| 166 | Tac-Ops DLC: Ambient 3a | AmbientTrack03a_F_Tacops | 01:59 | Arma 3 Tac-Ops Mission Pack |\n| 167 | Tac-Ops DLC: Ambient 3b | AmbientTrack03b_F_Tacops | 01:59 | Arma 3 Tac-Ops Mission Pack |\n| 168 | Tac-Ops DLC: Ambient 4a | AmbientTrack04a_F_Tacops | 01:59 | Arma 3 Tac-Ops Mission Pack |\n| 169 | Tac-Ops DLC: Ambient 4b | AmbientTrack04b_F_Tacops | 01:59 | Arma 3 Tac-Ops Mission Pack |\n| 170 | Tac-Ops DLC: Fight 1a | EventTrack01a_F_Tacops | 00:35 | Arma 3 Tac-Ops Mission Pack |\n| 171 | Tac-Ops DLC: Fight 1b | EventTrack01b_F_Tacops | 00:35 | Arma 3 Tac-Ops Mission Pack |\n| 172 | Tac-Ops DLC: Fight 2a | EventTrack02a_F_Tacops | 00:35 | Arma 3 Tac-Ops Mission Pack |\n| 173 | Tac-Ops DLC: Fight 2b | EventTrack02b_F_Tacops | 00:35 | Arma 3 Tac-Ops Mission Pack |\n| 174 | Tac-Ops DLC: Fight 3a | EventTrack03a_F_Tacops | 00:35 | Arma 3 Tac-Ops Mission Pack |\n| 175 | Tac-Ops DLC: Fight 3b | EventTrack03b_F_Tacops | 00:35 | Arma 3 Tac-Ops Mission Pack |\n| 176 | Tanks DLC: This is War (Tanks DLC version) | MainTheme_F_Tank | 03:40 | Arma 3 Tanks |\n| 177 | Tanks DLC: Fight for the City | LeadTrack01_F_Tank | 01:37 | Arma 3 Tanks |\n| 178 | Tanks DLC: Last Stand | LeadTrack02_F_Tank | 01:31 | Arma 3 Tanks |\n| 179 | Tanks DLC: Way Back | LeadTrack03_F_Tank | 01:48 | Arma 3 Tanks |\n| 180 | Tanks DLC: Good Neighbors | LeadTrack04_F_Tank | 00:32 | Arma 3 Tanks |\n| 181 | Tanks DLC: Wrath of the Giants | LeadTrack05_F_Tank | 02:01 | Arma 3 Tanks |\n| 182 | Tanks DLC: Iron Gods | LeadTrack06_F_Tank | 01:27 | Arma 3 Tanks |\n| 183 | Tanks DLC: Hidden Enemy | AmbientTrack01_F_Tank | 01:52 | Arma 3 Tanks |\n| 184 | Contact: Menu | Music_Menu_Contact | 15:45 | Arma 3 Contact (Platform) |\n| 185 | Contact: Transilience (Main Theme) | Music_Theme_Contact | 04:04 | Arma 3 Contact (Platform) |\n| 186 | Contact: Transilience (Credits) | Music_Credits_Contact | 03:41 | Arma 3 Contact (Platform) |\n| 187 | Contact: Acclivity Dawn | Music_Probe_Discovered | 00:59 | Arma 3 Contact (Platform) |\n| 188 | Contact: Wavering Base | Music_Arrival | 01:02 | Arma 3 Contact (Platform) |\n| 189 | Contact: Night Eyes Zero-One | Music_Roaming_Night | 06:42 | Arma 3 Contact (Platform) |\n| 190 | Contact: Night Eyes Zero-Two | Music_Roaming_Night_02 | 06:42 | Arma 3 Contact (Platform) |\n| 191 | Contact: Night Eyes (Cut 1) | Music_Roaming_Night_Fragment_01_20s | 00:21 | Arma 3 Contact (Platform) |\n| 192 | Contact: Night Eyes (Cut 2) | Music_Roaming_Night_Fragment_01_30s | 00:26 | Arma 3 Contact (Platform) |\n| 193 | Contact: Night Eyes (Cut 3) | Music_Roaming_Night_Fragment_01_60s | 00:58 | Arma 3 Contact (Platform) |\n| 194 | Contact: Night Eyes (Cut 4) | Music_Roaming_Night_Fragment_02_30s | 00:26 | Arma 3 Contact (Platform) |\n| 195 | Contact: Night Eyes (Cut 5) | Music_Roaming_Night_Fragment_02_60s | 01:04 | Arma 3 Contact (Platform) |\n| 196 | Contact: Night Eyes (Cut 6) | Music_Roaming_Night_Fragment_03_60s | 01:10 | Arma 3 Contact (Platform) |\n| 197 | Contact: Sunrise Zero-One | Music_Roaming_Day | 04:10 | Arma 3 Contact (Platform) |\n| 198 | Contact: Sunrise Zero-Two | Music_Roaming_Day_02 | 04:08 | Arma 3 Contact (Platform) |\n| 199 | Contact: This is War (Cut) | Music_Intro_ThisIsWarA | 01:14 | Arma 3 Contact (Platform) |\n| 200 | Contact: Intro 2 | Music_Intro_02_MissionStart | 00:21 | Arma 3 Contact (Platform) |\n| 201 | N/A | Music_Intro_03_MissionStart | 00:57 | Arma 3 Contact (Platform) |\n| 202 | N/A | Music_Intro_02_Emp_Tension_01 | 00:42 | Arma 3 Contact (Platform) |\n| 203 | Contact: Outro 2 | Music_Outro2_Ending | 02:31 | Arma 3 Contact (Platform) |\n| 204 | Contact: Hostile | Music_Hostile_Drone_Close_01 | 01:41 | Arma 3 Contact (Platform) |\n| 205 | Contact: Failed Contact | Music_Failed_Contact | 00:34 | Arma 3 Contact (Platform) |\n| 206 | N/A | Music_Failed_Contact_02 | 00:32 | Arma 3 Contact (Platform) |\n| 207 | Contact: Contact | Music_Battle_Alien | 03:26 | Arma 3 Contact (Platform) |\n| 208 | Contact: Infighting | Music_Battle_Human | 03:28 | Arma 3 Contact (Platform) |\n| 209 | Contact: Sharper Claws | Music_Russian_Theme | 04:02 | Arma 3 Contact (Platform) |\n| 210 | Contact: Contact (Edit 4) | Music_Battle_Human_Loop | 11:32 | Arma 3 Contact (Platform) |\n| 211 | Contact: Contact (Edit 1) | Music_Battle_Alien_Loop_01 | 10:26 | Arma 3 Contact (Platform) |\n| 212 | Contact: Contact (Edit 2) | Music_Battle_Alien_Loop_02 | 10:26 | Arma 3 Contact (Platform) |\n| 213 | Contact: Contact (Edit 3) | Music_Battle_Alien_Loop_03 | 10:26 | Arma 3 Contact (Platform) |\n| 214 | Contact: Suspense | Music_Suspended_Loop_01 | 10:17 | Arma 3 Contact (Platform) |\n| 215 | Contact: Tension | Music_Tension_Loop_01 | 10:08 | Arma 3 Contact (Platform) |\n| 216 | Contact: Free-Roam 1 | Music_Freeroam_01_MissionStart | 00:23 | Arma 3 Contact (Platform) |\n| 217 | N/A | Music_Freeroam_02_MissionStart | 01:19 | Arma 3 Contact (Platform) |\n| 218 | N/A | Music_Freeroam_RootExtract | 04:04 | Arma 3 Contact (Platform) |\n| 219 | Contact: Contact (Free-Roam Edit 1) | Music_FreeRoam_Battle_Alien_Loop_01 | 10:26 | Arma 3 Contact (Platform) |\n| 220 | Contact: Contact (Free-Roam Edit 2) | Music_FreeRoam_Battle_Alien_Loop_02 | 10:26 | Arma 3 Contact (Platform) |\n| 221 | Contact: Contact (Free-Roam Edit 3) | Music_FreeRoam_Battle_Alien_Loop_03 | 10:26 | Arma 3 Contact (Platform) |\n| 222 | Contact: Suspense (Free-Roam Edit) | Music_FreeRoam_Suspended_Loop_01 | 06:42 | Arma 3 Contact (Platform) |\n| 223 | Contact: Tension (Free-Roam) | Music_FreeRoam_Tension_Loop_01 | 10:08 | Arma 3 Contact (Platform) |\n| 224 | Contact: Sharper Claws (Free-Roam Edit 1) | Music_FreeRoam_Russian_Theme_Loop | 04:37 | Arma 3 Contact (Platform) |\n| 225 | Contact: Sharper Claws (Free-Roam) | Music_FreeRoam_Russian_Theme | 04:02 | Arma 3 Contact (Platform) |\n| 226 | Contact: Contact (Free-Roam) | Music_FreeRoam_Battle_Alien | 03:26 | Arma 3 Contact (Platform) |\n| 227 | Contact: Infighting (Free-Roam) | Music_FreeRoam_Battle_Human | 03:28 | Arma 3 Contact (Platform) |\n| 228 | N/A | Music_FreeRoam_Battle_Human_Loop | 03:20 | Arma 3 Contact (Platform) |\n| 229 | Contact: Contact (Free-Roam End) | Music_Freeroam_End | 03:26 | Arma 3 Contact (Platform) |\n| 230 | N/A | anomaly_07_05_v1 | 00:53 | Arma 3 Contact (Platform) |\n| 231 | N/A | anomaly_07_05_v2 | 00:42 | Arma 3 Contact (Platform) |\n| 232 | This Is War (6th Anniversary Remix) | LeadTrack01_F_6th_Anniversary_Remix | 02:29 | Arma 3 Contact (Platform) |\n| 233 | N/A | Music_Default | 02:58 | Arma 3 Apex |\n| 234 | N/A | Track_C_01 | 02:58 | Arma 3 Apex |\n| 235 | N/A | Track_C_02 | 03:18 | Arma 3 Apex |\n| 236 | N/A | Track_C_03 | 01:29 | Arma 3 Apex |\n| 237 | N/A | Track_C_04 | 02:09 | Arma 3 Apex |\n| 238 | N/A | Track_C_05 | 02:36 | Arma 3 Apex |\n| 239 | N/A | Track_C_06 | 02:10 | Arma 3 Apex |\n| 240 | N/A | Track_C_07 | 01:36 | Arma 3 Apex |\n| 241 | N/A | Track_C_08 | 01:52 | Arma 3 Apex |\n| 242 | N/A | Track_C_09 | 01:52 | Arma 3 Apex |\n| 243 | N/A | Track_C_10 | 01:06 | Arma 3 Apex |\n| 244 | N/A | Track_C_11 | 01:34 | Arma 3 Apex |\n| 245 | N/A | Track_C_12 | 02:40 | Arma 3 Apex |\n| 246 | N/A | Track_C_13 | 02:49 | Arma 3 Apex |\n| 247 | N/A | Track_C_14 | 00:38 | Arma 3 Apex |\n| 248 | N/A | Track_C_15 | 01:20 | Arma 3 Apex |\n| 249 | N/A | Track_C_16 | 02:17 | Arma 3 Apex |\n| 250 | N/A | Track_C_17 | 01:28 | Arma 3 Apex |\n| 251 | N/A | Track_C_18 | 02:47 | Arma 3 Apex |\n| 252 | N/A | Track_C_19 | 04:19 | Arma 3 Apex |\n| 253 | N/A | Track_C_20 | 01:32 | Arma 3 Apex |\n| 254 | N/A | Track_D_01 | 04:10 | Arma 3 Apex |\n| 255 | N/A | Track_D_02 | 06:28 | Arma 3 Apex |\n| 256 | N/A | Track_D_03 | 04:11 | Arma 3 Apex |\n| 257 | N/A | Track_M_01 | 04:07 | Arma 3 Apex |\n| 258 | N/A | Track_M_02 | 04:00 | Arma 3 Apex |\n| 259 | N/A | Track_M_03 | 04:33 | Arma 3 Apex |\n| 260 | N/A | News_BackOnline | 00:38 | Arma 3 Apex |\n| 261 | N/A | News_CSAT_convoy_attacked | 00:24 | Arma 3 Apex |\n| 262 | N/A | News_Infection01 | 00:18 | Arma 3 Apex |\n| 263 | N/A | News_Jingle | 00:08 | Arma 3 Apex |\n| 264 | N/A | News_outbreak_Boise | 00:18 | Arma 3 Apex |\n| 265 | N/A | News_outbreak_Galili | 00:13 | Arma 3 Apex |\n| 266 | N/A | News_outbreak_Oumere | 00:03 | Arma 3 Apex |\n| 267 | N/A | News_outbreak_Savaka | 00:14 | Arma 3 Apex |\n| 268 | N/A | News_rebels_attack_Lugganville | 00:29 | Arma 3 Apex |\n| 269 | N/A | News_weapons_prohibited | 00:31 | Arma 3 Apex |\n| 270 | N/A | News_checkpoints | 00:18 | Arma 3 Apex |\n| 271 | N/A | News_aircraft | 00:13 | Arma 3 Apex |\n| 272 | N/A | News_arrest | 00:20 | Arma 3 Apex |\n| 273 | N/A | News_depot_fail | 00:16 | Arma 3 Apex |\n| 274 | N/A | News_depot_success | 00:17 | Arma 3 Apex |\n| 275 | N/A | News_depot_success_alone | 00:23 | Arma 3 Apex |\n| 276 | N/A | News_execution | 00:24 | Arma 3 Apex |\n| 277 | N/A | News_hostels | 00:22 | Arma 3 Apex |\n| 278 | N/A | News_house_destroyed | 00:15 | Arma 3 Apex |\n| 279 | N/A | News_idap | 00:16 | Arma 3 Apex |\n| 280 | N/A | News_malaria_boise_secured | 00:19 | Arma 3 Apex |\n| 281 | N/A | News_malaria_galili_secured | 00:17 | Arma 3 Apex |\n| 282 | N/A | News_malaria_luganville_secured | 00:16 | Arma 3 Apex |\n| 283 | N/A | News_malaria_savaka_secured | 00:16 | Arma 3 Apex |\n| 284 | N/A | News_power_plant | 00:11 | Arma 3 Apex |\n| 285 | N/A | News_radar_destroyed | 00:17 | Arma 3 Apex |\n| 286 | N/A | News_rescued | 00:17 | Arma 3 Apex |\n| 287 | N/A | News_sugar_company | 00:15 | Arma 3 Apex |\n| 288 | N/A | News_weapons | 00:23 | Arma 3 Apex |\n| 289 | N/A | Track_O_01 | 03:42 | Arma 3 Apex |\n| 290 | N/A | Track_O_02 | 01:59 | Arma 3 Apex |\n| 291 | N/A | Track_O_03 | 02:09 | Arma 3 Apex |\n| 292 | N/A | Track_O_04 | 03:01 | Arma 3 Apex |\n| 293 | N/A | Track_O_05 | 02:28 | Arma 3 Apex |\n| 294 | N/A | Track_O_06 | 02:30 | Arma 3 Apex |\n| 295 | N/A | Track_O_07 | 01:54 | Arma 3 Apex |\n| 296 | N/A | Track_O_08 | 01:29 | Arma 3 Apex |\n| 297 | N/A | Track_O_09 | 01:51 | Arma 3 Apex |\n| 298 | N/A | Track_O_10 | 01:27 | Arma 3 Apex |\n| 299 | N/A | Track_O_11 | 02:43 | Arma 3 Apex |\n| 300 | N/A | Track_O_12 | 00:39 | Arma 3 Apex |\n| 301 | N/A | Track_O_13 | 02:19 | Arma 3 Apex |\n| 302 | N/A | Track_O_14 | 03:04 | Arma 3 Apex |\n| 303 | N/A | Track_O_15 | 01:47 | Arma 3 Apex |\n| 304 | N/A | Track_O_16 | 02:18 | Arma 3 Apex |\n| 305 | N/A | Track_P_01 | 01:36 | Arma 3 Apex |\n| 306 | N/A | Track_P_02 | 04:02 | Arma 3 Apex |\n| 307 | N/A | Track_P_03 | 01:38 | Arma 3 Apex |\n| 308 | N/A | Track_P_04 | 02:27 | Arma 3 Apex |\n| 309 | N/A | Track_P_05 | 04:13 | Arma 3 Apex |\n| 310 | N/A | Track_P_06 | 01:35 | Arma 3 Apex |\n| 311 | N/A | Track_P_07 | 01:42 | Arma 3 Apex |\n| 312 | N/A | Track_P_08 | 00:47 | Arma 3 Apex |\n| 313 | N/A | Track_P_09 | 02:56 | Arma 3 Apex |\n| 314 | N/A | Track_P_10 | 01:38 | Arma 3 Apex |\n| 315 | N/A | Track_P_11 | 03:23 | Arma 3 Apex |\n| 316 | N/A | Track_P_12 | 02:12 | Arma 3 Apex |\n| 317 | N/A | Track_P_13 | 02:14 | Arma 3 Apex |\n| 318 | N/A | Track_P_14 | 00:41 | Arma 3 Apex |\n| 319 | N/A | Track_P_15 | 02:36 | Arma 3 Apex |\n| 320 | N/A | Track_P_16 | 01:27 | Arma 3 Apex |\n| 321 | N/A | Track_P_17 | 00:54 | Arma 3 Apex |\n| 322 | N/A | Track_P_18 | 00:44 | Arma 3 Apex |\n| 323 | N/A | Track_R_01 | 01:42 | Arma 3 Apex |\n| 324 | N/A | Track_R_02 | 02:38 | Arma 3 Apex |\n| 325 | N/A | Track_R_03 | 00:59 | Arma 3 Apex |\n| 326 | N/A | Track_R_04 | 02:43 | Arma 3 Apex |\n| 327 | N/A | Track_R_05 | 02:52 | Arma 3 Apex |\n| 328 | N/A | Track_R_06 | 01:33 | Arma 3 Apex |\n| 329 | N/A | Track_R_07 | 04:24 | Arma 3 Apex |\n| 330 | N/A | Track_R_08 | 01:09 | Arma 3 Apex |\n| 331 | N/A | Track_R_09 | 01:13 | Arma 3 Apex |\n| 332 | N/A | Track_R_10 | 02:29 | Arma 3 Apex |\n| 333 | N/A | Track_R_11 | 02:57 | Arma 3 Apex |\n| 334 | N/A | Track_R_12 | 03:01 | Arma 3 Apex |\n| 335 | N/A | Track_R_13 | 01:54 | Arma 3 Apex |\n| 336 | N/A | Track_R_14 | 03:01 | Arma 3 Apex |\n| 337 | N/A | Track_R_15 | 01:43 | Arma 3 Apex |\n| 338 | N/A | Track_R_16 | 01:50 | Arma 3 Apex |\n| 339 | N/A | Track_R_17 | 01:43 | Arma 3 Apex |\n| 340 | N/A | Track_R_18 | 01:50 | Arma 3 Apex |\n| 341 | N/A | Track_R_19 | 01:46 | Arma 3 Apex |\n| 342 | N/A | Track_R_20 | 01:40 | Arma 3 Apex |\n| 343 | N/A | Track_R_21 | 04:05 | Arma 3 Apex |\n| 344 | N/A | Track_R_22 | 02:29 | Arma 3 Apex |\n| 345 | N/A | Track_R_23 | 02:40 | Arma 3 Apex |\n| 346 | N/A | Track_R_24 | 02:55 | Arma 3 Apex |\n| 347 | Old Man: Intro | OM_Music01 | 01:44 | Arma 3 Apex |\n| 348 | Old Man: Ambient Music 01 | OM_Music02 | 00:52 | Arma 3 Apex |\n| 349 | Old Man: Ambient Music 02 | OM_Music03 | 01:59 | Arma 3 Apex |\n| 350 | N/A | OM_Intro | 01:59 | Arma 3 Apex |"},{"heading":"Creator DLC Music","level":3,"markdown":""},{"heading":"Global Mobilization - Cold War Germany","level":4,"markdown":"| No. | Title | Class Name | Duration |\n|---|---|---|---|\n| 1 | GM: Preparations | gm_preprations | 83 |\n| 2 | GM: Medley | gm_medley | 257 |\n| 3 | GM: Limits | gm_limits | 119 |\n| 4 | GM: Note | gm_note | 18 |\n| 5 | GM: Intermezzo | gm_intermezzo | 62 |\n| 6 | GM: 1983 | gm_1983 | 193 |\n| 7 | GM: Longplay | gm_longplay | 517 |\n| 8 | GM: Warmup | gm_warmup | 30 |\n| 9 | GM: Uncertain | gm_uncertain | 112 |\n| 10 | GM: Panzerkraft | gm_panzerkraft | 233 |\n| 11 | GM: Leopards | gm_leopards | 270 |\n| 12 | GM: Remaining | gm_remaining | 254 |\n| 13 | GM: Long Strides | gm_longstrides | 128 |\n| 14 | GM: Response | gm_response | 87 |\n| 15 | GM: Scatter | gm_scatter | 208 |\n| 16 | GM: Death | gm_death | 47 |\n| 17 | GM: Motschuetzen | gm_motschuetzen | 180 |"},{"heading":"Western Sahara","level":4,"markdown":"Last updated: Arma 3 v2.10\n\n| No. | Title | Class Name | Duration |\n|---|---|---|---|\n| 1 | Western Sahara: Lead 01 | LeadTrack01_lxWS | 02:25 |\n| 2 | Western Sahara: Ambient 01 | AmbientTrack01_lxWS | 00:40 |\n| 3 | Western Sahara: Ambient 03a | AmbientTrack03a_lxWS | 00:33 |\n| 4 | Western Sahara: Ambient 03b | AmbientTrack03b_lxWS | 00:32 |\n| 5 | Western Sahara: Ambient 03c | AmbientTrack03c_lxWS | 00:34 |\n| 6 | Western Sahara: Ambient 04 | AmbientTrack04_lxWS | 01:26 |\n| 7 | Western Sahara: Jukebox - A1 | jukebox_a1_lxWS | 01:05 |\n| 8 | Western Sahara: Jukebox - A2 | jukebox_a2_lxWS | 00:54 |\n| 9 | Western Sahara: Jukebox - B1 | jukebox_b1_lxWS | 00:37 |\n| 10 | Western Sahara: Jukebox - B2 | jukebox_b2_lxWS | 00:58 |\n| 11 | Western Sahara: Jukebox - B3 | jukebox_b3_lxWS | 00:51 |\n| 12 | Western Sahara: Jukebox - C1 | jukebox_c1_lxWS | 00:29 |\n| 13 | Western Sahara: Jukebox - C2 | jukebox_c2_lxWS | 00:35 |\n| 14 | Western Sahara: Jukebox - D1 | jukebox_d1_lxWS | 00:39 |\n| 15 | Western Sahara: Jukebox - D2 | jukebox_d2_lxWS | 00:45 |\n| 16 | Western Sahara: Jukebox - D3 | jukebox_d3_lxWS | 00:34 |\n| 17 | Western Sahara: Jukebox - D4 | jukebox_d4_lxWS | 00:34 |\n| 18 | Western Sahara: Jukebox - D5 | jukebox_d5_lxWS | 00:35 |\n| 19 | Western Sahara: Jukebox - E1 | jukebox_e1_lxWS | 00:38 |\n| 20 | Western Sahara: Jukebox - E2 | jukebox_e2_lxWS | 00:22 |\n| 21 | Western Sahara: Jukebox - E3 | jukebox_e3_lxWS | 00:53 |\n| 22 | Western Sahara: Jukebox - T3 | jukebox_t1_lxWS | 01:06 |\n| 23 | Western Sahara: Jukebox - T2 | jukebox_t2_lxWS | 00:47 |\n| 24 | Western Sahara: Jukebox - T3A | jukebox_t3a_lxWS | 01:04 |\n| 25 | Western Sahara: Jukebox - T3B | jukebox_t3b_lxWS | 01:04 |\n| 26 | Western Sahara: Jukebox - T4A | jukebox_t4a_lxWS | 00:49 |\n| 27 | Western Sahara: Jukebox - T4B | jukebox_t4b_lxWS | 00:47 |\n| 28 | Western Sahara: Jukebox - T4C | jukebox_t4c_lxWS | 00:46 |\n| 29 | Western Sahara: Jukebox - T5A | jukebox_t5a_lxWS | 00:49 |\n| 30 | Western Sahara: Jukebox - T5B | jukebox_t5b_lxWS | 00:48 |\n| 31 | Western Sahara: Alchemist - Action 1 | alchemist_action1_lxWS | 01:01 |\n| 32 | Western Sahara: Alchemist - Action 2 | alchemist_action2_lxWS | 01:17 |\n| 33 | Western Sahara: Alchemist - Action 3 | alchemist_action3_lxWS | 01:08 |\n| 34 | Western Sahara: Alchemist - Action 4 | alchemist_action4_lxWS | 00:57 |\n| 35 | Western Sahara: Alchemist - Ambient 01v2 | alchemist_01v2_lxWS | 00:41 |\n| 36 | Western Sahara: Alchemist - Ambient 02v2 | alchemist_02v2_lxWS | 01:10 |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: CfgPatches CfgVehicles","title":"Arma 3: CfgPatches CfgVehicles","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgPatches_CfgVehicles","revid":373156,"updated":"2025-04-07T15:13:50Z","aliases":["Arma 3 CfgPatches CfgVehicles","Arma 3 CfgPatches Objects","Arma 3: CfgPatches Objects"],"markdown":"| Class | Objects | Objects Gallery |\n|---|---|---|\n| **Core** | ArtilleryTarget<br>ArtilleryTargetW<br>ArtilleryTargetE<br>SuppressTarget<br>PaperCar<br>FireSectorTarget<br>HeliH<br>Land_VASICore<br>AirportBase |  |\n| **A3Data** | FxWindGrass1<br>FxWindGrass2<br>FxWindRock1 |  |\n| **A3_Data_F** | Building<br>Church<br>FlagCarrierCore<br>FxWindGrass1<br>FxWindGrass2<br>FxWindGrass3<br>FxWindGrass4<br>FxWindHay1<br>FxWindLeaf1<br>FxWindLeaf2<br>FxWindLeaf3<br>FxWindLeaf4<br>FxWindLeaf5<br>FxWindLeaf6<br>FxWindPaper1<br>FxWindPlastic1<br>FxWindPollen1<br>FxWindRock1<br>FxWindSeed1<br>FxWindWheat1<br>House<br>House_Small<br>HouseBase<br>Library_WeaponHolder<br>NonStrategic<br>Ruins<br>StaticShip<br>Strategic<br>Structure<br>ThingEffect<br>Wreck_Base |  |\n| **A3_Data_F_Hook** | Rope |  |\n| **A3_Data_F_ParticleEffects** | Crater<br>CraterLong<br>CraterLong_small |  |\n| **A3_Misc_F_Helpers** | Helper_Base_F<br>Sign_Arrow_Blue_F<br>Sign_Arrow_Cyan_F<br>Sign_Arrow_Direction_Blue_F<br>Sign_Arrow_Direction_Cyan_F<br>Sign_Arrow_Direction_F<br>Sign_Arrow_Direction_Green_F<br>Sign_Arrow_Direction_Pink_F<br>Sign_Arrow_Direction_Yellow_F<br>Sign_Arrow_F<br>Sign_Arrow_Green_F<br>Sign_Arrow_Large_Blue_F<br>Sign_Arrow_Large_Cyan_F<br>Sign_Arrow_Large_F<br>Sign_Arrow_Large_Green_F<br>Sign_Arrow_Large_Pink_F<br>Sign_Arrow_Large_Yellow_F<br>Sign_Arrow_Pink_F<br>Sign_Arrow_Yellow_F<br>Sign_Circle_F<br>Sign_Pointer_Blue_F<br>Sign_Pointer_Cyan_F<br>Sign_Pointer_F<br>Sign_Pointer_Green_F<br>Sign_Pointer_Pink_F<br>Sign_Pointer_Yellow_F<br>Sign_Sphere100cm_F<br>Sign_Sphere10cm_F<br>Sign_Sphere25cm_F<br>UserTexture10m_F<br>UserTexture1m_F |  |\n| **A3_Modules_F** | Camera_F<br>ControlPoint_F<br>Curator_F<br>Curve_F<br>Key_F<br>LocationArea_F<br>LocationBase_F<br>LocationCamp_F<br>LocationCity_F<br>LocationCityCapital_F<br>LocationEvacPoint_F<br>LocationFOB_F<br>LocationOutpost_F<br>LocationRespawnPoint_F<br>LocationResupplyPoint_F<br>LocationVillage_F<br>Logic<br>MiscAND_F<br>MiscLock_F<br>MiscOR_F<br>MiscUnlock_F<br>Module_F<br>ModuleEditTerrainObject_F<br>ModuleHideTerrainObjects_F<br>SideBLUFOR_F<br>SideOPFOR_F<br>SideResistance_F<br>Timeline_F |  |\n| **A3_Modules_F_Effects** | BIS_Effect_Day<br>BIS_Effect_FilmGrain<br>BIS_Effect_MovieNight<br>BIS_Effect_Sepia<br>ModuleChemlight_F<br>ModuleEffectsBubbles_F<br>ModuleEffectsFire_F<br>ModuleEffectsPlankton_F<br>ModuleEffectsShells_F<br>ModuleEffectsSmoke_F<br>ModuleSmoke_F<br>ModuleTracers_F |  |\n| **A3_Modules_F_Events** | ModuleChat_F<br>ModuleDate_F<br>ModuleGenericRadio_F<br>ModuleSaveGame_F<br>ModuleVolume_F<br>ModuleWeather_F |  |\n| **A3_Modules_F_GroupModifiers** | ModuleCombatGetIn<br>ModuleGroupID |  |\n| **A3_Modules_F_Hc** | HighCommand<br>HighCommandSubordinate |  |\n| **A3_Modules_F_Intel** | ModuleCreateDiaryRecord_F<br>ModuleHQ_F<br>ModuleSkiptime_F<br>ModuleTaskCreate_F<br>ModuleTaskSetDescription_F<br>ModuleTaskSetDestination_F<br>ModuleTaskSetState_F |  |\n| **A3_Modules_F_LiveFeed** | ModuleLiveFeedBase_F<br>ModuleLiveFeedEffects_F<br>ModuleLiveFeedInit_F<br>ModuleLiveFeedSetSource_F<br>ModuleLiveFeedSetTarget_F<br>ModuleLiveFeedTerminate_F |  |\n| **A3_Modules_F_Marta** | MartaManager |  |\n| **A3_Modules_F_Misc** | ModuleCuratorUnlockArea_F<br>ModuleCuratorUnlockObject_F<br>ModuleFriendlyFire_F<br>ModuleTrident_F<br>ModuleZoneRestriction_F |  |\n| **A3_Modules_F_Multiplayer** | ModuleRespawnPosition_F<br>ModuleRespawnVehicle_F<br>ModuleSector_F<br>ModuleSectorDummy_F |  |\n| **A3_Modules_F_ObjectModifiers** | ModuleAI_F<br>ModuleAmmo_F<br>ModuleDamage_F<br>ModuleDoorOpen_F<br>ModuleFuel_F<br>ModuleHealth_F<br>ModuleMode_F<br>ModulePositioning_F<br>ModuleRank_F<br>ModuleRating_F<br>ModuleShowHide_F<br>ModuleSimulationManager_F<br>ModuleSkill_F |  |\n| **A3_Modules_F_Sites** | Site_Ambient<br>Site_BLUFOR<br>Site_Empty<br>Site_F<br>Site_FT_Base<br>Site_Independent<br>Site_Military_Base<br>Site_Minefield<br>Site_OPFOR<br>Site_Patrol |  |\n| **A3_Modules_F_Skirmish** | ModuleSkirmishBase_F<br>ModuleSkirmishTrigger_F |  |\n| **A3_Modules_F_StrategicMap** | ModuleStrategicMapImage_F<br>ModuleStrategicMapInit_F<br>ModuleStrategicMapMission_F<br>ModuleStrategicMapModuleOpen_F<br>ModuleStrategicMapORBAT_F |  |\n| **A3_Modules_F_Supports** | SupportProvider_Artillery<br>SupportProvider_CAS_Bombing<br>SupportProvider_CAS_Heli<br>SupportProvider_Drop<br>SupportProvider_Transport<br>SupportProvider_Virtual_Artillery<br>SupportProvider_Virtual_CAS_Bombing<br>SupportProvider_Virtual_CAS_Heli<br>SupportProvider_Virtual_Drop<br>SupportProvider_Virtual_Transport<br>SupportRequester |  |\n| **A3_Modules_F_Beta_FiringDrills** | ModuleFiringDrill_F |  |\n| **A3_Modules_F_EPB_Misc** | ModulePoster_F |  |\n| **A3_Roads_F** | Land_Flush_Light_green_F<br>Land_Flush_Light_red_F<br>Land_Flush_Light_yellow_F<br>Land_NavigLight<br>Land_NavigLight_3_F<br>Land_runway_edgelight<br>Land_runway_edgelight_blue_F<br>Land_Runway_PAPI<br>Land_Runway_PAPI_2<br>Land_Runway_PAPI_3<br>Land_Runway_PAPI_4 |  |\n| **A3_Rocks_F** | Land_Small_Stone_01_F<br>Land_Small_Stone_02_F<br>Land_Stone_big_F<br>Land_Stone_medium_F<br>Land_Stone_small_F<br>Land_StoneSharp_big<br>Land_StoneSharp_medium<br>Land_StoneSharp_small<br>Land_StoneSharp_wall |  |\n| **A3_Rocks_F_Blunt** | Land_BluntRock_apart<br>Land_BluntRock_monolith<br>Land_BluntRock_spike<br>Land_BluntRock_wallH<br>Land_BluntRock_wallV<br>Land_BluntStone_01<br>Land_BluntStone_02<br>Land_BluntStone_03<br>Land_BluntStones_erosion |  |\n| **A3_Rocks_F_Sharp** | Land_SharpRock_apart<br>Land_SharpRock_monolith<br>Land_SharpRock_spike<br>Land_SharpRock_wallH<br>Land_SharpRock_wallV<br>Land_SharpStone_01<br>Land_SharpStone_02<br>Land_SharpStone_03<br>Land_SharpStones_erosion |  |\n| **A3_Rocks_F_Water** | Land_Stone_big_W<br>Land_Stone_medium_W<br>Land_Stone_small_W<br>Land_StoneSharp_big_W<br>Land_StoneSharp_medium_W<br>Land_StoneSharp_small_W<br>Land_StoneSharp_Wall_W<br>Land_W_sharpRock_apart<br>Land_W_sharpRock_monolith<br>Land_W_sharpRock_spike<br>Land_W_sharpRock_wallH<br>Land_W_sharpRock_wallV<br>Land_W_sharpStone_01<br>Land_W_sharpStone_02<br>Land_W_sharpStone_03<br>Land_W_sharpStones_erosion |  |\n| **A3_Structures_F_Bridges** | Land_Bridge_01_PathLod_F<br>Land_Bridge_Asphalt_PathLod_F<br>Land_Bridge_Concrete_PathLod_F<br>Land_Bridge_HighWay_PathLod_F |  |\n| **A3_Structures_F_Civ_Accessories** | Land_Loudspeakers_F<br>Land_Sink_F<br>Land_Timbers_F<br>Land_TreeBin_F<br>Land_Water_source_F<br>Land_WoodPile_F |  |\n| **A3_Structures_F_Civ_Ancient** | Land_AncientPillar_damaged_F<br>Land_AncientPillar_F<br>Land_AncientPillar_fallen_F |  |\n| **A3_Structures_F_Civ_BellTowers** | Land_BellTower_01_V1_F<br>Land_BellTower_01_V2_F<br>Land_BellTower_02_V1_F<br>Land_BellTower_02_V1_ruins_F<br>Land_BellTower_02_V2_F<br>Land_BellTower_02_V2_ruins_F |  |\n| **A3_Structures_F_Civ_Calvaries** | Land_Calvary_01_V1_F<br>Land_Calvary_02_V1_F<br>Land_Calvary_02_V2_F |  |\n| **A3_Structures_F_Civ_Camping** | Campfire_burning_F<br>FirePlace_burning_F<br>Land_Campfire_F<br>Land_Camping_Light_off_F<br>Land_CampingChair_V1_F<br>Land_CampingChair_V1_folded_F<br>Land_CampingChair_V2_F<br>Land_CampingTable_F<br>Land_CampingTable_small_F<br>Land_FieldToilet_F<br>Land_FirePlace_F<br>Land_Ground_sheet_blue_F<br>Land_Ground_sheet_F<br>Land_Ground_sheet_folded_blue_F<br>Land_Ground_sheet_folded_F<br>Land_Ground_sheet_folded_khaki_F<br>Land_Ground_sheet_folded_OPFOR_F<br>Land_Ground_sheet_folded_yellow_F<br>Land_Ground_sheet_khaki_F<br>Land_Ground_sheet_OPFOR_F<br>Land_Ground_sheet_yellow_F<br>Land_Pillow_camouflage_F<br>Land_Pillow_F<br>Land_Pillow_grey_F<br>Land_Pillow_old_F<br>Land_Sleeping_bag_blue_F<br>Land_Sleeping_bag_blue_folded_F<br>Land_Sleeping_bag_brown_F<br>Land_Sleeping_bag_brown_folded_F<br>Land_Sleeping_bag_F<br>Land_Sleeping_bag_folded_F<br>Land_Sun_chair_F<br>Land_Sun_chair_green_F<br>Land_Sunshade_F<br>Land_TentA_F<br>Land_TentDome_F<br>Land_ToiletBox_F |  |\n| **A3_Structures_F_Civ_Chapels** | Land_Chapel_Small_V1_F<br>Land_Chapel_Small_V1_ruins_F<br>Land_Chapel_Small_V2_F<br>Land_Chapel_Small_V2_ruins_F<br>Land_Chapel_V1_F<br>Land_Chapel_V1_ruins_F<br>Land_Chapel_V2_F<br>Land_Chapel_V2_ruins_F |  |\n| **A3_Structures_F_Civ_Constructions** | Land_Bricks_V1_F<br>Land_Bricks_V2_F<br>Land_Bricks_V3_F<br>Land_Bricks_V4_F<br>Land_CinderBlocks_F<br>Land_Coil_F<br>Land_ConcretePipe_F<br>Land_IronPipes_F<br>Land_Pallet_F<br>Land_Pallet_vertical_F<br>Land_Pallets_F<br>Land_Pipes_large_F<br>Land_Pipes_small_F<br>Land_Scaffolding_F<br>Land_WheelCart_F<br>Land_WoodenBox_F<br>Land_WorkStand_F |  |\n| **A3_Structures_F_Civ_Dead** | Land_Grave_memorial_F<br>Land_Grave_monument_F<br>Land_Grave_obelisk_F<br>Land_Grave_soldier_F<br>Land_Grave_V1_F<br>Land_Grave_V2_F<br>Land_Grave_V3_F<br>Land_HumanSkeleton_F<br>Land_HumanSkull_F |  |\n| **A3_Structures_F_Civ_Garbage** | Land_Garbage_line_F<br>Land_Garbage_square3_F<br>Land_Garbage_square5_F<br>Land_GarbageBags_F<br>Land_GarbagePallet_F<br>Land_GarbageWashingMachine_F<br>Land_JunkPile_F<br>Land_Tyre_F<br>Land_Tyres_F |  |\n| **A3_Structures_F_Civ_InfoBoards** | Land_Billboard_F<br>Land_InfoStand_V1_F<br>Land_InfoStand_V2_F<br>Land_MapBoard_F<br>Land_Noticeboard_F<br>MapBoard_altis_F<br>MapBoard_stratis_F |  |\n| **A3_Structures_F_Civ_Lamps** | Land_LampAirport_F<br>Land_LampAirport_off_F<br>Land_LampDecor_F<br>Land_LampDecor_off_F<br>Land_LampHalogen_F<br>Land_LampHalogen_off_F<br>Land_LampHarbour_F<br>Land_LampHarbour_off_F<br>Land_LampShabby_F<br>Land_LampShabby_off_F<br>Land_LampSolar_F<br>Land_LampSolar_off_F<br>Land_LampStadium_F<br>Land_LampStreet_F<br>Land_LampStreet_off_F<br>Land_LampStreet_small_F<br>Land_LampStreet_small_off_F |  |\n| **A3_Structures_F_Civ_Market** | Land_Basket_F<br>Land_Cages_F<br>Land_CratesPlastic_F<br>Land_CratesShabby_F<br>Land_CratesWooden_F<br>Land_MarketShelter_F<br>Land_Sack_F<br>Land_Sacks_goods_F<br>Land_Sacks_heap_F<br>Land_StallWater_F<br>Land_WoodenCart_F |  |\n| **A3_Structures_F_Civ_Offices** | Land_Offices_01_V1_F |  |\n| **A3_Structures_F_Civ_Pavements** | Land_Pavement_narrow_corner_F<br>Land_Pavement_narrow_F<br>Land_Pavement_wide_corner_F<br>Land_Pavement_wide_F |  |\n| **A3_Structures_F_Civ_PlayGround** | Land_Slide_F |  |\n| **A3_Structures_F_Civ_SportsGrounds** | Land_BC_Basket_F<br>Land_BC_Court_F<br>Land_Goal_F<br>Land_Tribune_F |  |\n| **A3_Structures_F_Civ_Statues** | Land_Maroula_base_F<br>Land_Maroula_F<br>Land_MolonLabe_F |  |\n| **A3_Structures_F_Dominants_Amphitheater** | Land_Amphitheater_F |  |\n| **A3_Structures_F_Dominants_Castle** | Land_Castle_01_church_a_ruin_F<br>Land_Castle_01_church_b_ruin_F<br>Land_Castle_01_church_ruin_F<br>Land_Castle_01_house_ruin_F<br>Land_Castle_01_step_F<br>Land_Castle_01_tower_F<br>Land_Castle_01_tower_ruins_F<br>Land_Castle_01_wall_01_F<br>Land_Castle_01_wall_02_F<br>Land_Castle_01_wall_03_F<br>Land_Castle_01_wall_04_F<br>Land_Castle_01_wall_05_F<br>Land_Castle_01_wall_06_F<br>Land_Castle_01_wall_07_F<br>Land_Castle_01_wall_08_F<br>Land_Castle_01_wall_09_F<br>Land_Castle_01_wall_10_F<br>Land_Castle_01_wall_11_F<br>Land_Castle_01_wall_12_F<br>Land_Castle_01_wall_13_F<br>Land_Castle_01_wall_14_F<br>Land_Castle_01_wall_15_F<br>Land_Castle_01_wall_16_F |  |\n| **A3_Structures_F_Dominants_Church** | Land_Church_01_V1_F |  |\n| **A3_Structures_F_Dominants_Hospital** | Land_Hospital_main_F<br>Land_Hospital_side1_F<br>Land_Hospital_side2_F |  |\n| **A3_Structures_F_Dominants_Lighthouse** | Land_LightHouse_F<br>Land_LightHouse_ruins_F<br>Land_Lighthouse_small_F<br>Land_Lighthouse_small_ruins_F |  |\n| **A3_Structures_F_Dominants_WIP** | Land_WIP_F<br>Land_WIP_ruins_F |  |\n| **A3_Structures_F_Furniture** | Land_Bench_F<br>Land_CashDesk_F<br>Land_ChairPlastic_F<br>Land_ChairWood_F<br>Land_HeatPump_F<br>Land_Icebox_F<br>Land_Metal_rack_F<br>Land_Metal_rack_Tall_F<br>Land_Metal_wooden_rack_F<br>Land_Rack_F<br>Land_ShelvesMetal_F<br>Land_ShelvesWooden_blue_F<br>Land_TableDesk_F |  |\n| **A3_Structures_F_Households_Addons** | Land_Addon_01_V1_ruins_F<br>Land_Addon_02_V1_ruins_F<br>Land_Addon_03_V1_ruins_F<br>Land_Addon_03mid_V1_ruins_F<br>Land_Addon_04_V1_ruins_F<br>Land_d_Addon_02_V1_F<br>Land_Garage_V1_ruins_F<br>Land_i_Addon_02_V1_F<br>Land_i_Addon_03_V1_F<br>Land_i_Addon_03mid_V1_F<br>Land_i_Addon_04_V1_F<br>Land_i_Garage_V1_dam_F<br>Land_i_Garage_V1_F<br>Land_i_Garage_V2_dam_F<br>Land_i_Garage_V2_F<br>Land_Metal_Shed_F<br>Land_Metal_Shed_ruins_F<br>Land_u_Addon_01_V1_dam_F<br>Land_u_Addon_01_V1_F<br>Land_u_Addon_02_V1_F |  |\n| **A3_Structures_F_Households_House_Big01** | Land_d_House_Big_01_V1_F<br>Land_House_Big_01_V1_ruins_F<br>Land_i_House_Big_01_V1_dam_F<br>Land_i_House_Big_01_V1_F<br>Land_i_House_Big_01_V2_dam_F<br>Land_i_House_Big_01_V2_F<br>Land_i_House_Big_01_V3_dam_F<br>Land_i_House_Big_01_V3_F<br>Land_u_House_Big_01_V1_dam_F<br>Land_u_House_Big_01_V1_F |  |\n| **A3_Structures_F_Households_House_Big02** | Land_d_House_Big_02_V1_F<br>Land_House_Big_02_V1_ruins_F<br>Land_i_House_Big_02_V1_dam_F<br>Land_i_House_Big_02_V1_F<br>Land_i_House_Big_02_V2_dam_F<br>Land_i_House_Big_02_V2_F<br>Land_i_House_Big_02_V3_dam_F<br>Land_i_House_Big_02_V3_F<br>Land_u_House_Big_02_V1_dam_F<br>Land_u_House_Big_02_V1_F |  |\n| **A3_Structures_F_Households_House_Shop01** | Land_d_Shop_01_V1_F<br>Land_i_Shop_01_V1_dam_F<br>Land_i_Shop_01_V1_F<br>Land_i_Shop_01_V2_dam_F<br>Land_i_Shop_01_V2_F<br>Land_i_Shop_01_V3_dam_F<br>Land_i_Shop_01_V3_F<br>Land_Shop_01_V1_ruins_F<br>Land_u_Shop_01_V1_dam_F<br>Land_u_Shop_01_V1_F |  |\n| **A3_Structures_F_Households_House_Shop02** | Land_d_Shop_02_V1_F<br>Land_i_Shop_02_V1_dam_F<br>Land_i_Shop_02_V1_F<br>Land_i_Shop_02_V2_dam_F<br>Land_i_Shop_02_V2_F<br>Land_i_Shop_02_V3_dam_F<br>Land_i_Shop_02_V3_F<br>Land_Shop_02_V1_ruins_F<br>Land_u_Shop_02_V1_dam_F<br>Land_u_Shop_02_V1_F |  |\n| **A3_Structures_F_Households_House_Small01** | Land_d_House_Small_01_V1_F<br>Land_House_Small_01_V1_ruins_F<br>Land_i_House_Small_01_V1_dam_F<br>Land_i_House_Small_01_V1_F<br>Land_i_House_Small_01_V2_dam_F<br>Land_i_House_Small_01_V2_F<br>Land_i_House_Small_01_V3_dam_F<br>Land_i_House_Small_01_V3_F<br>Land_u_House_Small_01_V1_dam_F<br>Land_u_House_Small_01_V1_F |  |\n| **A3_Structures_F_Households_House_Small02** | Land_d_House_Small_02_V1_F<br>Land_House_Small_02_V1_ruins_F<br>Land_i_House_Small_02_V1_dam_F<br>Land_i_House_Small_02_V1_F<br>Land_i_House_Small_02_V2_dam_F<br>Land_i_House_Small_02_V2_F<br>Land_i_House_Small_02_V3_dam_F<br>Land_i_House_Small_02_V3_F<br>Land_u_House_Small_02_V1_dam_F<br>Land_u_House_Small_02_V1_F |  |\n| **A3_Structures_F_Households_House_Small03** | Land_House_Small_03_V1_ruins_F<br>Land_i_House_Small_03_V1_dam_F<br>Land_i_House_Small_03_V1_F |  |\n| **A3_Structures_F_Households_Slum** | Land_cargo_addon01_V1_F<br>Land_cargo_addon01_V2_F<br>Land_cargo_addon02_V1_F<br>Land_cargo_addon02_V2_F<br>Land_cargo_house_slum_F<br>Land_cargo_house_slum_ruins_F<br>Land_Slum_House01_F<br>Land_Slum_House01_ruins_F<br>Land_Slum_House02_F<br>Land_Slum_House02_ruins_F<br>Land_Slum_House03_F<br>Land_Slum_House03_ruins_F |  |\n| **A3_Structures_F_Households_Stone_Big** | Land_d_Stone_HouseBig_V1_F<br>Land_i_Stone_HouseBig_V1_dam_F<br>Land_i_Stone_HouseBig_V1_F<br>Land_i_Stone_HouseBig_V2_dam_F<br>Land_i_Stone_HouseBig_V2_F<br>Land_i_Stone_HouseBig_V3_dam_F<br>Land_i_Stone_HouseBig_V3_F<br>Land_Stone_HouseBig_V1_ruins_F |  |\n| **A3_Structures_F_Households_Stone_Shed** | Land_d_Stone_Shed_V1_F<br>Land_i_Stone_Shed_V1_dam_F<br>Land_i_Stone_Shed_V1_F<br>Land_i_Stone_Shed_V2_dam_F<br>Land_i_Stone_Shed_V2_F<br>Land_i_Stone_Shed_V3_dam_F<br>Land_i_Stone_Shed_V3_F<br>Land_Stone_Shed_V1_ruins_F |  |\n| **A3_Structures_F_Households_Stone_Small** | Land_d_Stone_HouseSmall_V1_F<br>Land_i_Stone_HouseSmall_V1_dam_F<br>Land_i_Stone_HouseSmall_V1_F<br>Land_i_Stone_HouseSmall_V2_dam_F<br>Land_i_Stone_HouseSmall_V2_F<br>Land_i_Stone_HouseSmall_V3_dam_F<br>Land_i_Stone_HouseSmall_V3_F<br>Land_Stone_HouseSmall_V1_ruins_F |  |\n| **A3_Structures_F_Households_WIP** | Land_Unfinished_Building_01_F<br>Land_Unfinished_Building_01_ruins_F<br>Land_Unfinished_Building_02_F<br>Land_Unfinished_Building_02_ruins_F |  |\n| **A3_Structures_F_Ind_AirPort** | Land_Airport_center_F<br>Land_Airport_left_F<br>Land_Airport_right_F<br>Land_Airport_Tower_dam_F<br>Land_Airport_Tower_F<br>Land_Airport_Tower_ruins_F<br>Land_Hangar_F<br>Land_LandMark_F |  |\n| **A3_Structures_F_Ind_Cargo** | Land_Cargo20_blue_F<br>Land_Cargo20_brick_red_F<br>Land_Cargo20_china_color_V1_ruins_F<br>Land_Cargo20_china_color_V2_ruins_F<br>Land_Cargo20_color_V1_ruins_F<br>Land_Cargo20_color_V2_ruins_F<br>Land_Cargo20_color_V3_ruins_F<br>Land_Cargo20_cyan_F<br>Land_Cargo20_grey_F<br>Land_Cargo20_light_blue_F<br>Land_Cargo20_light_green_F<br>Land_Cargo20_military_green_F<br>Land_Cargo20_military_ruins_F<br>Land_Cargo20_orange_F<br>Land_Cargo20_red_F<br>Land_Cargo20_sand_F<br>Land_Cargo20_white_F<br>Land_Cargo20_yellow_F<br>Land_Cargo40_blue_F<br>Land_Cargo40_brick_red_F<br>Land_Cargo40_china_color_V1_ruins_F<br>Land_Cargo40_china_color_V2_ruins_F<br>Land_Cargo40_color_V1_ruins_F<br>Land_Cargo40_color_V2_ruins_F<br>Land_Cargo40_color_V3_ruins_F<br>Land_Cargo40_cyan_F<br>Land_Cargo40_grey_F<br>Land_Cargo40_light_blue_F<br>Land_Cargo40_light_green_F<br>Land_Cargo40_military_green_F<br>Land_Cargo40_military_ruins_F<br>Land_Cargo40_orange_F<br>Land_Cargo40_red_F<br>Land_Cargo40_sand_F<br>Land_Cargo40_white_F<br>Land_Cargo40_yellow_F<br>Land_CargoBox_V1_F |  |\n| **A3_Structures_F_Ind_CarService** | Land_CarService_F |  |\n| **A3_Structures_F_Ind_ConcreteMixingPlant** | Land_cmp_Hopper_F<br>Land_cmp_Hopper_ruins_F<br>Land_cmp_Shed_dam_F<br>Land_cmp_Shed_F<br>Land_cmp_Shed_ruins_F<br>Land_cmp_Tower_F<br>Land_cmp_Tower_ruins_F |  |\n| **A3_Structures_F_Ind_Crane** | Land_Crane_F |  |\n| **A3_Structures_F_Ind_DieselPowerPlant** | Land_dp_bigTank_F<br>Land_dp_bigTank_ruins_F<br>Land_dp_mainFactory_F<br>Land_dp_smallFactory_F<br>Land_dp_smallTank_F<br>Land_dp_smallTank_ruins_F<br>Land_dp_transformer_F |  |\n| **A3_Structures_F_Ind_Factory** | Land_Factory_Conv1_10_F<br>Land_Factory_Conv1_10_ruins_F<br>Land_Factory_Conv1_End_F<br>Land_Factory_Conv1_Main_F<br>Land_Factory_Conv1_Main_ruins_F<br>Land_Factory_Conv2_F<br>Land_Factory_Conv2_ruins_F<br>Land_Factory_Hopper_F<br>Land_Factory_Hopper_ruins_F<br>Land_Factory_Main_F<br>Land_Factory_Main_ruins_F<br>Land_Factory_Tunnel_F |  |\n| **A3_Structures_F_Ind_FuelStation** | Land_FuelStation_Build_F<br>Land_FuelStation_Build_ruins_F<br>Land_FuelStation_Feed_F<br>Land_FuelStation_Shed_F<br>Land_FuelStation_Shed_ruins_F<br>Land_FuelStation_Sign_F |  |\n| **A3_Structures_F_Ind_FuelStation_Small** | Land_fs_feed_F<br>Land_fs_price_F<br>Land_fs_roof_F<br>Land_fs_sign_F |  |\n| **A3_Structures_F_Ind_Pipes** | Land_IndPipe1_20m_F<br>Land_IndPipe1_90degL_F<br>Land_IndPipe1_90degR_F<br>Land_IndPipe1_ground_F<br>Land_IndPipe1_Uup_F<br>Land_IndPipe1_valve_F<br>Land_IndPipe2_big_18_F<br>Land_IndPipe2_big_18ladder_F<br>Land_IndPipe2_big_9_F<br>Land_IndPipe2_big_ground1_F<br>Land_IndPipe2_big_ground2_F<br>Land_IndPipe2_big_support_F<br>Land_IndPipe2_bigL_L_F<br>Land_IndPipe2_bigL_R_F<br>Land_IndPipe2_Small_9_F<br>Land_IndPipe2_Small_ground1_F<br>Land_IndPipe2_Small_ground2_F<br>Land_IndPipe2_SmallL_L_F<br>Land_IndPipe2_SmallL_R_F |  |\n| **A3_Structures_F_Ind_PowerLines** | Land_HighVoltageColumn_F<br>Land_HighVoltageColumnWire_F<br>Land_HighVoltageEnd_F<br>Land_HighVoltageTower_dam_F<br>Land_HighVoltageTower_F<br>Land_HighVoltageTower_large_F<br>Land_HighVoltageTower_largeCorner_F<br>Land_PowerCable_submarine_F<br>Land_PowerLine_distributor_F<br>Land_PowerLine_part_F<br>Land_PowerPoleConcrete_F<br>Land_PowerPoleWooden_F<br>Land_PowerPoleWooden_L_F<br>Land_PowerPoleWooden_L_off_F<br>Land_PowerPoleWooden_small_F<br>Land_PowerWireBig_direct_F<br>Land_PowerWireBig_direct_short_F<br>Land_PowerWireBig_end_F<br>Land_PowerWireBig_left_F<br>Land_PowerWireBig_right_F<br>Land_PowerWireSmall_damaged_F<br>Land_PowerWireSmall_direct_F<br>Land_PowerWireSmall_Left_F<br>Land_PowerWireSmall_Right_F<br>Land_PowLines_Transformer_F |  |\n| **A3_Structures_F_Ind_ReservoirTank** | Land_ReservoirTank_Airport_F<br>Land_ReservoirTank_Airport_ruins_F<br>Land_ReservoirTank_Rust_F<br>Land_ReservoirTank_Rust_ruins_F<br>Land_ReservoirTank_V1_F<br>Land_ReservoirTank_V1_ruins_F<br>Land_ReservoirTower_F<br>Land_ReservoirTower_ruins_F |  |\n| **A3_Structures_F_Ind_Shed** | Land_i_Shed_Ind_F<br>Land_Shed_Big_F<br>Land_Shed_Big_ruins_F<br>Land_Shed_Ind_ruins_F<br>Land_Shed_Small_F<br>Land_Shed_Small_ruins_F<br>Land_u_Shed_Ind_F |  |\n| **A3_Structures_F_Ind_SolarPowerPlant** | Land_SolarPanel_1_F<br>Land_SolarPanel_2_F<br>Land_SolarPanel_3_F<br>Land_spp_Mirror_Broken_F<br>Land_spp_Mirror_F<br>Land_spp_Mirror_ruins_F<br>Land_spp_Panel_Broken_F<br>Land_spp_Panel_F<br>Land_spp_Tower_dam_F<br>Land_spp_Tower_F<br>Land_spp_Tower_ruins_F<br>Land_spp_Transformer_F<br>Land_spp_Transformer_ruins_F |  |\n| **A3_Structures_F_Ind_Tank** | Land_Tank_rust_F |  |\n| **A3_Structures_F_Ind_Transmitter_Tower** | Land_Communication_anchor_F<br>Land_Communication_F<br>Land_TBox_F<br>Land_TBox_ruins_F<br>Land_TTowerBig_1_F<br>Land_TTowerBig_1_ruins_F<br>Land_TTowerBig_2_F<br>Land_TTowerBig_2_ruins_F<br>Land_TTowerSmall_1_F<br>Land_TTowerSmall_2_F |  |\n| **A3_Structures_F_Ind_WavePowerPlant** | Land_Rope_F<br>Land_WavePowerPlant_F<br>Land_WavePowerPlantBroken_F |  |\n| **A3_Structures_F_Ind_Windmill** | Land_d_Windmill01_F<br>Land_i_Windmill01_F<br>Land_Windmill01_ruins_F |  |\n| **A3_Structures_F_Ind_WindPowerPlant** | Land_PowerGenerator_F<br>Land_wpp_Turbine_V1_F<br>Land_wpp_Turbine_V1_off_F<br>Land_wpp_Turbine_V2_F<br>Land_wpp_Turbine_V2_off_F |  |\n| **A3_Structures_F_Items_Documents** | Land_File1_F<br>Land_File2_F<br>Land_FilePhotos_F<br>Land_Map_F<br>Land_Map_unfolded_F<br>Land_Notepad_F<br>Land_Photos_V1_F<br>Land_Photos_V2_F<br>Land_Photos_V3_F<br>Land_Photos_V4_F<br>Land_Photos_V5_F<br>Land_Photos_V6_F |  |\n| **A3_Structures_F_Items_Electronics** | Land_ExtensionCord_F<br>Land_FloodLight_F<br>Land_FMradio_F<br>Land_HandyCam_F<br>Land_Laptop_F<br>Land_Laptop_unfolded_F<br>Land_Laptop_unfolded_scripted_F<br>Land_MobilePhone_old_F<br>Land_MobilePhone_smart_F<br>Land_Portable_generator_F<br>Land_PortableLongRangeRadio_F<br>Land_SatellitePhone_F<br>Land_SurvivalRadio_F |  |\n| **A3_Structures_F_Items_Food** | Land_BottlePlastic_V1_F<br>Land_Can_Dented_F<br>Land_Can_Rusty_F<br>Land_Can_V1_F<br>Land_Can_V2_F<br>Land_Can_V3_F<br>Land_TacticalBacon_F |  |\n| **A3_Structures_F_Items_Gadgets** | Land_Compass_F |  |\n| **A3_Structures_F_Items_Luggage** | Land_Suitcase_F |  |\n| **A3_Structures_F_Items_Stationery** | Land_PenBlack_F<br>Land_PencilBlue_F<br>Land_PencilGreen_F<br>Land_PencilRed_F<br>Land_PencilYellow_F<br>Land_PenRed_F<br>Land_PensAndPencils_F |  |\n| **A3_Structures_F_Items_Tools** | Land_Axe_F<br>Land_Axe_fire_F<br>Land_DrillAku_F<br>Land_DustMask_F<br>Land_File_F<br>Land_Gloves_F<br>Land_Grinder_F<br>Land_Hammer_F<br>Land_Meter3m_F<br>Land_MultiMeter_F<br>Land_Pliers_F<br>Land_Saw_F<br>Land_Screwdriver_V1_F<br>Land_Screwdriver_V2_F<br>Land_Wrench_F |  |\n| **A3_Structures_F_Items_Valuables** | Land_Money_F |  |\n| **A3_Structures_F_Items_Vessels** | Land_BarrelEmpty_F<br>Land_BarrelSand_F<br>Land_BarrelTrash_F<br>Land_BarrelWater_F<br>Land_Bucket_clean_F<br>Land_Bucket_F<br>Land_Bucket_painted_F<br>Land_BucketNavy_F<br>Land_CanisterFuel_F<br>Land_CanisterOil_F<br>Land_CanisterPlastic_F<br>Land_MetalBarrel_empty_F<br>Land_MetalBarrel_F<br>Land_WaterBarrel_F<br>Land_WaterTank_F<br>MetalBarrel_burning_F |  |\n| **A3_Structures_F_Mil_BagBunker** | Land_BagBunker_Large_F<br>Land_BagBunker_Small_F<br>Land_BagBunker_Tower_F |  |\n| **A3_Structures_F_Mil_BagFence** | Land_BagFence_Corner_F<br>Land_BagFence_End_F<br>Land_BagFence_Long_F<br>Land_BagFence_Round_F<br>Land_BagFence_Short_F |  |\n| **A3_Structures_F_Mil_Barracks** | Land_Barracks_ruins_F<br>Land_i_Barracks_V1_dam_F<br>Land_i_Barracks_V1_F<br>Land_i_Barracks_V2_dam_F<br>Land_i_Barracks_V2_F<br>Land_u_Barracks_V2_F |  |\n| **A3_Structures_F_Mil_Bunker** | Land_Bunker_F |  |\n| **A3_Structures_F_Mil_Cargo** | Land_Cargo_House_V1_F<br>Land_Cargo_House_V1_ruins_F<br>Land_Cargo_House_V2_F<br>Land_Cargo_House_V2_ruins_F<br>Land_Cargo_House_V3_F<br>Land_Cargo_House_V3_ruins_F<br>Land_Cargo_HQ_V1_F<br>Land_Cargo_HQ_V1_ruins_F<br>Land_Cargo_HQ_V2_F<br>Land_Cargo_HQ_V2_ruins_F<br>Land_Cargo_HQ_V3_F<br>Land_Cargo_HQ_V3_ruins_F<br>Land_Cargo_Patrol_V1_F<br>Land_Cargo_Patrol_V1_ruins_F<br>Land_Cargo_Patrol_V2_F<br>Land_Cargo_Patrol_V2_ruins_F<br>Land_Cargo_Patrol_V3_F<br>Land_Cargo_Patrol_V3_ruins_F<br>Land_Cargo_Tower_V1_F<br>Land_Cargo_Tower_V1_No1_F<br>Land_Cargo_Tower_V1_No2_F<br>Land_Cargo_Tower_V1_No3_F<br>Land_Cargo_Tower_V1_No4_F<br>Land_Cargo_Tower_V1_No5_F<br>Land_Cargo_Tower_V1_No6_F<br>Land_Cargo_Tower_V1_No7_F<br>Land_Cargo_Tower_V1_ruins_F<br>Land_Cargo_Tower_V2_F<br>Land_Cargo_Tower_V2_ruins_F<br>Land_Cargo_Tower_V3_F<br>Land_Cargo_Tower_V3_ruins_F<br>Land_Medevac_house_V1_F<br>Land_Medevac_house_V1_ruins_F<br>Land_Medevac_HQ_V1_F<br>Land_Medevac_HQ_V1_ruins_F |  |\n| **A3_Structures_F_Mil_Flags** | Flag_AAF_F<br>Flag_Altis_F<br>Flag_AltisColonial_F<br>Flag_ARMEX_F<br>Flag_BI_F<br>Flag_Blue_F<br>Flag_CSAT_F<br>Flag_FD_Blue_F<br>Flag_FD_Green_F<br>Flag_FD_Orange_F<br>Flag_FD_Red_F<br>Flag_FIA_F<br>Flag_Green_F<br>Flag_ION_F<br>Flag_Larkin_F<br>Flag_NATO_F<br>Flag_POWMIA_F<br>Flag_Quontrol_F<br>Flag_Red_F<br>Flag_RedCrystal_F<br>Flag_UK_F<br>Flag_UNO_F<br>Flag_US_F<br>Flag_Vrana_F<br>Flag_White_F<br>FlagPole_F |  |\n| **A3_Structures_F_Mil_Fortification** | Land_HBarrier_1_F<br>Land_HBarrier_3_F<br>Land_HBarrier_5_F<br>Land_HBarrier_Big_F<br>Land_HBarrierBig_F<br>Land_HBarrierTower_F<br>Land_HBarrierWall4_F<br>Land_HBarrierWall6_F<br>Land_HBarrierWall_corner_F<br>Land_HBarrierWall_corridor_F<br>Land_Razorwire_F |  |\n| **A3_Structures_F_Mil_Helipads** | Land_HelipadCircle_F<br>Land_HelipadCivil_F<br>Land_HelipadEmpty_F<br>Land_HelipadRescue_F<br>Land_HelipadSquare_F<br>Land_JumpTarget_F |  |\n| **A3_Structures_F_Mil_Offices** | Land_MilOffices_V1_F |  |\n| **A3_Structures_F_Mil_Radar** | Land_Radar_F<br>Land_Radar_ruins_F<br>Land_Radar_Small_F<br>Land_Radar_Small_ruins_F |  |\n| **A3_Structures_F_Mil_Shelters** | CamoNet_BLUFOR_big_Curator_F<br>CamoNet_BLUFOR_big_F<br>CamoNet_BLUFOR_Curator_F<br>CamoNet_BLUFOR_F<br>CamoNet_BLUFOR_open_Curator_F<br>CamoNet_BLUFOR_open_F<br>CamoNet_INDP_big_Curator_F<br>CamoNet_INDP_big_F<br>CamoNet_INDP_Curator_F<br>CamoNet_INDP_F<br>CamoNet_INDP_open_Curator_F<br>CamoNet_INDP_open_F<br>CamoNet_OPFOR_big_Curator_F<br>CamoNet_OPFOR_big_F<br>CamoNet_OPFOR_Curator_F<br>CamoNet_OPFOR_F<br>CamoNet_OPFOR_open_Curator_F<br>CamoNet_OPFOR_open_F |  |\n| **A3_Structures_F_Mil_TentHangar** | Land_TentHangar_V1_dam_F<br>Land_TentHangar_V1_F<br>Land_TentHangar_V1_ruins_F |  |\n| **A3_Structures_F_Naval_Buoys** | Land_BuoyBig_F |  |\n| **A3_Structures_F_Naval_Piers** | Land_nav_pier_m_F<br>Land_Pier_addon<br>Land_Pier_Box_F<br>Land_Pier_F<br>Land_Pier_small_F<br>Land_Pier_wall_F<br>Land_PierLadder_F<br>Land_Pillar_Pier_F<br>Land_Sea_Wall_F |  |\n| **A3_Structures_F_Naval_RowBoats** | Land_RowBoat_V1_F<br>Land_RowBoat_V2_F<br>Land_RowBoat_V3_F |  |\n| **A3_Structures_F_Research** | Land_Dome_Big_F<br>Land_Dome_Small_F<br>Land_Research_house_V1_F<br>Land_Research_house_V1_ruins_F<br>Land_Research_HQ_F<br>Land_Research_HQ_ruins_F |  |\n| **A3_Structures_F_System** | Land_ClutterCutter_large_F<br>Land_ClutterCutter_medium_F<br>Land_ClutterCutter_small_F<br>ProtectionZone_F<br>ProtectionZone_Invisible_F |  |\n| **A3_Structures_F_Training** | B_TargetSoldier<br>BlockConcrete_F<br>Dirthump_1_F<br>Dirthump_2_F<br>Dirthump_3_F<br>Dirthump_4_F<br>Hostage_PopUp2_Moving_90deg_F<br>Hostage_PopUp2_Moving_90deg_NoPop_F<br>Hostage_PopUp2_Moving_F<br>Hostage_PopUp2_Moving_NoPop_F<br>Hostage_PopUp3_Moving_90deg_F<br>Hostage_PopUp3_Moving_90deg_NoPop_F<br>Hostage_PopUp3_Moving_F<br>Hostage_PopUp3_Moving_NoPop_F<br>Hostage_PopUp_Moving_90deg_F<br>Hostage_PopUp_Moving_90deg_NoPop_F<br>Hostage_PopUp_Moving_F<br>Hostage_PopUp_Moving_NoPop_F<br>I_TargetSoldier<br>Land_Obstacle_Bridge_F<br>Land_Obstacle_Climb_F<br>Land_Obstacle_Crawl_F<br>Land_Obstacle_Cross_F<br>Land_Obstacle_Pass_F<br>Land_Obstacle_Ramp_F<br>Land_Obstacle_RunAround_F<br>Land_Obstacle_Saddle_F<br>Land_RampConcrete_F<br>Land_RampConcreteHigh_F<br>Land_Shoot_House_Corner_Crouch_F<br>Land_Shoot_House_Corner_F<br>Land_Shoot_House_Corner_Prone_F<br>Land_Shoot_House_Corner_Stand_F<br>Land_Shoot_House_Panels_Crouch_F<br>Land_Shoot_House_Panels_F<br>Land_Shoot_House_Panels_Prone_F<br>Land_Shoot_House_Panels_Vault_F<br>Land_Shoot_House_Panels_Window_F<br>Land_Shoot_House_Panels_Windows_F<br>Land_Shoot_House_Tunnel_Crouch_F<br>Land_Shoot_House_Tunnel_F<br>Land_Shoot_House_Tunnel_Prone_F<br>Land_Shoot_House_Tunnel_Stand_F<br>Land_Shoot_House_Wall_Crouch_F<br>Land_Shoot_House_Wall_F<br>Land_Shoot_House_Wall_Long_Crouch_F<br>Land_Shoot_House_Wall_Long_F<br>Land_Shoot_House_Wall_Long_Prone_F<br>Land_Shoot_House_Wall_Long_Stand_F<br>Land_Shoot_House_Wall_Prone_F<br>Land_Shoot_House_Wall_Stand_F<br>Land_ShootingPos_F<br>Land_Target_Oval_F<br>Land_Target_Oval_NoPop_F<br>Land_Target_Oval_Wall_Bottom_F<br>Land_Target_Oval_Wall_Bottom_NoPop_F<br>Land_Target_Oval_Wall_Left_F<br>Land_Target_Oval_Wall_Left_NoPop_F<br>Land_Target_Oval_Wall_Right_F<br>Land_Target_Oval_Wall_Right_NoPop_F<br>Land_Target_Oval_Wall_Top_F<br>Land_Target_Oval_Wall_Top_NoPop_F<br>Metal_Pole_F<br>Metal_Pole_Platform_F<br>Metal_Pole_Skeet_F<br>Metal_Pole_Skeet_NoPop_F<br>O_TargetSoldier<br>ShootingPos_F<br>Skeet_Clay_F<br>Skeet_Clay_NoPop_F<br>Steel_Plate_F<br>Steel_Plate_L_F<br>Steel_Plate_L_Stand_F<br>Steel_Plate_S_F<br>Steel_Plate_S_Stand_F<br>Steel_Plate_Stand_F<br>Target_F<br>Target_PopUp2_Moving_90deg_Acc1_F<br>Target_PopUp2_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp2_Moving_90deg_Acc2_F<br>Target_PopUp2_Moving_90deg_Acc2_NoPop_F<br>Target_PopUp2_Moving_90deg_F<br>Target_PopUp2_Moving_90deg_NoPop_F<br>Target_PopUp2_Moving_Acc1_F<br>Target_PopUp2_Moving_Acc1_NoPop_F<br>Target_PopUp2_Moving_Acc2_F<br>Target_PopUp2_Moving_Acc2_NoPop_F<br>Target_PopUp2_Moving_F<br>Target_PopUp2_Moving_NoPop_F<br>Target_PopUp3_Moving_90deg_Acc1_F<br>Target_PopUp3_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp3_Moving_90deg_Acc2_F<br>Target_PopUp3_Moving_90deg_Acc2_NoPop_F<br>Target_PopUp3_Moving_90deg_F<br>Target_PopUp3_Moving_90deg_NoPop_F<br>Target_PopUp3_Moving_Acc1_F<br>Target_PopUp3_Moving_Acc1_NoPop_F<br>Target_PopUp3_Moving_Acc2_F<br>Target_PopUp3_Moving_Acc2_NoPop_F<br>Target_PopUp3_Moving_F<br>Target_PopUp3_Moving_NoPop_F<br>Target_PopUp_Moving_90deg_Acc1_F<br>Target_PopUp_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp_Moving_90deg_Acc2_F<br>Target_PopUp_Moving_90deg_Acc2_NoPop_F<br>Target_PopUp_Moving_90deg_F<br>Target_PopUp_Moving_90deg_NoPop_F<br>Target_PopUp_Moving_Acc1_F<br>Target_PopUp_Moving_Acc1_NoPop_F<br>Target_PopUp_Moving_Acc2_F<br>Target_PopUp_Moving_Acc2_NoPop_F<br>Target_PopUp_Moving_F<br>Target_PopUp_Moving_NoPop_F<br>Target_Rail_End_F<br>Target_Rail_F<br>TargetP_Civ2_F<br>TargetP_Civ2_NoPop_F<br>TargetP_Civ3_F<br>TargetP_Civ3_NoPop_F<br>TargetP_Civ_F<br>TargetP_Civ_NoPop_F<br>TargetP_Inf2_Acc1_F<br>TargetP_Inf2_Acc1_NoPop_F<br>TargetP_Inf2_Acc2_F<br>TargetP_Inf2_Acc2_NoPop_F<br>TargetP_Inf2_F<br>TargetP_Inf2_NoPop_F<br>TargetP_Inf3_Acc1_F<br>TargetP_Inf3_Acc1_NoPop_F<br>TargetP_Inf3_Acc2_F<br>TargetP_Inf3_Acc2_NoPop_F<br>TargetP_Inf3_F<br>TargetP_Inf3_NoPop_F<br>TargetP_Inf_Acc1_F<br>TargetP_Inf_Acc1_NoPop_F<br>TargetP_Inf_Acc2_F<br>TargetP_Inf_Acc2_NoPop_F<br>TargetP_Inf_F<br>TargetP_Inf_NoPop_F<br>TargetP_Zom_Acc1_F<br>TargetP_Zom_Acc1_NoPop_F<br>TargetP_Zom_F<br>TargetP_Zom_NoPop_F<br>Zombie_PopUp_Moving_90deg_Acc1_F<br>Zombie_PopUp_Moving_90deg_Acc1_NoPop_F<br>Zombie_PopUp_Moving_90deg_F<br>Zombie_PopUp_Moving_90deg_NoPop_F<br>Zombie_PopUp_Moving_Acc1_F<br>Zombie_PopUp_Moving_Acc1_NoPop_F<br>Zombie_PopUp_Moving_F<br>Zombie_PopUp_Moving_NoPop_F |  |\n| **A3_Structures_F_Training_InvisibleTarget** | TargetCenter<br>TargetSector02<br>TargetSector03<br>TargetSector04<br>TargetSector05 |  |\n| **A3_Structures_F_Walls** | Land_Ancient_Wall_4m_F<br>Land_Ancient_Wall_8m_F<br>Land_BarGate_01_open_F<br>Land_BarGate_F<br>Land_Canal_Wall_10m_F<br>Land_Canal_Wall_D_center_F<br>Land_Canal_Wall_D_left_F<br>Land_Canal_Wall_D_right_F<br>Land_Canal_Wall_Stairs_F<br>Land_Canal_WallSmall_10m_F<br>Land_City2_4m_F<br>Land_City2_8m_F<br>Land_City2_8mD_F<br>Land_City2_PillarD_F<br>Land_City_4m_F<br>Land_City_8m_F<br>Land_City_8mD_F<br>Land_City_Gate_F<br>Land_City_Pillar_F<br>Land_CncBarrier_F<br>Land_CncBarrier_stripes_F<br>Land_CncBarrierMedium4_F<br>Land_CncBarrierMedium_F<br>Land_CncShelter_F<br>Land_CncWall1_F<br>Land_CncWall4_F<br>Land_Concrete_SmallWall_4m_F<br>Land_Concrete_SmallWall_8m_F<br>Land_Crash_barrier_F<br>Land_IndFnc_3_D_F<br>Land_IndFnc_3_F<br>Land_IndFnc_3_Hole_F<br>Land_IndFnc_9_F<br>Land_IndFnc_Corner_F<br>Land_IndFnc_Pole_F<br>Land_Mil_ConcreteWall_F<br>Land_Mil_WallBig_4m_F<br>Land_Mil_WallBig_Corner_F<br>Land_Mil_WallBig_Gate_F<br>Land_Mil_WiredFence_F<br>Land_Mil_WiredFence_Gate_F<br>Land_Mil_WiredFenceD_F<br>Land_Mound01_8m_F<br>Land_Mound02_8m_F<br>Land_Net_Fence_4m_F<br>Land_Net_Fence_8m_F<br>Land_Net_Fence_Gate_F<br>Land_Net_Fence_pole_F<br>Land_Net_FenceD_8m_F<br>Land_New_WiredFence_10m_Dam_F<br>Land_New_WiredFence_10m_F<br>Land_New_WiredFence_5m_F<br>Land_New_WiredFence_pole_F<br>Land_Pipe_fence_4m_F<br>Land_Pipe_fence_4mNoLC_F<br>Land_PipeWall_concretel_8m_F<br>Land_Rampart_F<br>Land_RedWhitePole_F<br>Land_Slums01_8m<br>Land_Slums01_pole<br>Land_Slums02_4m<br>Land_Slums02_pole<br>Land_SportGround_fence_F<br>Land_Stone_4m_F<br>Land_Stone_8m_F<br>Land_Stone_8mD_F<br>Land_Stone_Gate_F<br>Land_Stone_pillar_F<br>Land_Wall_IndCnc_2deco_F<br>Land_Wall_IndCnc_4_D_F<br>Land_Wall_IndCnc_4_F<br>Land_Wall_IndCnc_End_2_F<br>Land_Wall_IndCnc_Pole_F<br>Land_Wall_Tin_4<br>Land_Wall_Tin_4_2<br>Land_Wall_Tin_Pole<br>Land_Wired_Fence_4m_F<br>Land_Wired_Fence_4mD_F<br>Land_Wired_Fence_8m_F<br>Land_Wired_Fence_8mD_F |  |\n| **A3_Structures_F_EPA_Civ_Camping** | Land_WoodenLog_F<br>Land_WoodenTable_large_F<br>Land_WoodenTable_small_F |  |\n| **A3_Structures_F_EPA_Civ_Constructions** | Land_Pallets_stack_F<br>Land_PortableLight_double_F<br>Land_PortableLight_single_F |  |\n| **A3_Structures_F_EPA_Items_Electronics** | Land_Battery_F |  |\n| **A3_Structures_F_EPA_Items_Food** | Land_BakedBeans_F<br>Land_BottlePlastic_V2_F<br>Land_Canteen_F<br>Land_CerealsBox_F<br>Land_PowderedMilk_F<br>Land_RiceBox_F |  |\n| **A3_Structures_F_EPA_Items_Medical** | Land_Antibiotic_F<br>Land_Bandage_F<br>Land_BloodBag_F<br>Land_Defibrillator_F<br>Land_DisinfectantSpray_F<br>Land_HeatPack_F<br>Land_PainKillers_F<br>Land_VitaminBottle_F<br>Land_WaterPurificationTablets_F |  |\n| **A3_Structures_F_EPA_Items_Tools** | Land_ButaneCanister_F<br>Land_ButaneTorch_F<br>Land_CanOpener_F<br>Land_DuctTape_F<br>Land_FireExtinguisher_F<br>Land_GasCanister_F<br>Land_GasCooker_F<br>Land_Matches_F<br>Land_MetalWire_F<br>Land_Shovel_F |  |\n| **A3_Structures_F_EPA_Items_Vessels** | EauDeCombat_01_box_F<br>EauDeCombat_01_F<br>EauDeCombat_01_NoPop_F<br>Land_TinContainer_F |  |\n| **A3_Structures_F_EPA_Walls** | Land_InvisibleBarrier_F |  |\n| **A3_Structures_F_EPB_Civ_Accessories** | Land_PhoneBooth_01_F<br>Land_PhoneBooth_02_F<br>Land_WoodPile_large_F |  |\n| **A3_Structures_F_EPB_Civ_Camping** | Land_Camping_Light_F |  |\n| **A3_Structures_F_EPB_Civ_Dead** | Land_Grave_dirt_F<br>Land_Grave_forest_F<br>Land_Grave_rocks_F |  |\n| **A3_Structures_F_EPB_Civ_Garbage** | Land_GarbageContainer_closed_F<br>Land_GarbageContainer_open_F |  |\n| **A3_Structures_F_EPB_Civ_Graffiti** | Land_Graffiti_01_F<br>Land_Graffiti_02_F<br>Land_Graffiti_03_F<br>Land_Graffiti_04_F<br>Land_Graffiti_05_F |  |\n| **A3_Structures_F_EPB_Civ_PlayGround** | Land_SlideCastle_F<br>Land_SlideCastle_ruins_F |  |\n| **A3_Structures_F_EPB_Furniture** | Land_ShelvesWooden_F<br>Land_ShelvesWooden_khaki_F |  |\n| **A3_Structures_F_EPB_Items_Documents** | Land_Leaflet_01_F<br>Land_Leaflet_02_F<br>Land_Leaflet_03_F<br>Land_Leaflet_04_F<br>Land_Map_altis_F<br>Land_Map_blank_F<br>Land_Map_stratis_F<br>Land_Poster_01_F<br>Land_Poster_02_F<br>Land_Poster_03_F<br>Land_Poster_04_F<br>Land_Poster_05_F<br>Land_Poster_06_F |  |\n| **A3_Structures_F_EPB_Items_Luggage** | Land_LuggageHeap_01_F<br>Land_LuggageHeap_02_F<br>Land_LuggageHeap_03_F<br>Land_LuggageHeap_04_F<br>Land_LuggageHeap_05_F |  |\n| **A3_Structures_F_EPB_Items_Military** | Land_Ammobox_rounds_F<br>Land_Magazine_rifle_F |  |\n| **A3_Structures_F_EPB_Items_Vessels** | Land_BarrelEmpty_grey_F<br>Land_BarrelSand_grey_F<br>Land_BarrelTrash_grey_F<br>Land_BarrelWater_grey_F |  |\n| **A3_Structures_F_EPB_Naval_Fishing** | Land_CrabCages_F<br>Land_FishingGear_01_F<br>Land_FishingGear_02_F |  |\n| **A3_Structures_F_EPC_Civ_Accessories** | Land_Atm_01_F<br>Land_Atm_02_F<br>Land_BeachBooth_01_F<br>Land_Bench_01_F<br>Land_Bench_02_F<br>Land_LifeguardTower_01_F<br>Land_TablePlastic_01_F |  |\n| **A3_Structures_F_EPC_Civ_Camping** | Land_Sunshade_01_F<br>Land_Sunshade_02_F<br>Land_Sunshade_03_F<br>Land_Sunshade_04_F |  |\n| **A3_Structures_F_EPC_Civ_Garbage** | Land_GarbageBarrel_01_F<br>Land_GarbageBin_01_F |  |\n| **A3_Structures_F_EPC_Civ_InfoBoards** | MapBoard_seismic_F |  |\n| **A3_Structures_F_EPC_Civ_Kiosks** | Land_Kiosk_blueking_F<br>Land_Kiosk_blueking_ruins_F<br>Land_Kiosk_gyros_F<br>Land_Kiosk_papers_F<br>Land_Kiosk_redburger_F |  |\n| **A3_Structures_F_EPC_Civ_Playground** | Land_Carousel_01_F<br>Land_Swing_01_F |  |\n| **A3_Structures_F_EPC_Civ_Tourism** | Land_TouristShelter_01_F |  |\n| **A3_Structures_F_EPC_Dominants_GhostHotel** | Land_GH_Gazebo_F<br>Land_GH_Gazebo_ruins_F<br>Land_GH_House_1_F<br>Land_GH_House_2_F<br>Land_GH_House_ruins_F<br>Land_GH_MainBuilding_entry_F<br>Land_GH_MainBuilding_left_F<br>Land_GH_MainBuilding_middle_F<br>Land_GH_MainBuilding_right_F<br>Land_GH_Platform_F<br>Land_GH_Pool_F<br>Land_GH_Stairs_F |  |\n| **A3_Structures_F_EPC_Dominants_Stadium** | Land_Stadium_p1_F<br>Land_Stadium_p2_F<br>Land_Stadium_p3_F<br>Land_Stadium_p4_F<br>Land_Stadium_p5_F<br>Land_Stadium_p6_F<br>Land_Stadium_p7_F<br>Land_Stadium_p8_F<br>Land_Stadium_p9_F |  |\n| **A3_Structures_F_EPC_Items_Documents** | Land_Document_01_F<br>Land_File_research_F |  |\n| **A3_Structures_F_EPC_Items_Electronics** | Land_Device_assembled_F<br>Land_Device_disassembled_F<br>Land_Laptop_device_F |  |\n| **A3_Structures_F_EPC_Walls** | Land_SportGround_fence_noLC_F |  |\n| **A3_Animals_F_Fishes** | CatShark_F<br>Mackerel_F<br>Mullet_F<br>Ornate_random_F<br>Salema_F<br>Tuna_F |  |\n| **A3_Animals_F_Rabbit** | Rabbit_F |  |\n| **A3_Animals_F_Snakes** | Snake_random_F<br>Snake_vipera_random_F |  |\n| **A3_Animals_F_Turtle** | Turtle_F |  |\n| **A3_Animals_F_Beta_Chicken** | Cock_random_F<br>Cock_white_F<br>Hen_random_F |  |\n| **A3_Animals_F_Beta_Dog** | Alsatian_Black_F<br>Alsatian_Random_F<br>Alsatian_Sand_F<br>Alsatian_Sandblack_F<br>Fin_blackwhite_F<br>Fin_ocherwhite_F<br>Fin_random_F<br>Fin_sand_F<br>Fin_tricolour_F |  |\n| **A3_Animals_F_Beta_Goat** | Goat_random_F |  |\n| **A3_Animals_F_Beta_Sheep** | Sheep_random_F |  |\n| **A3_Signs_F** | ArrowDesk_L_F<br>ArrowDesk_R_F<br>ArrowMarker_L_F<br>ArrowMarker_R_F<br>FlagChecked_F<br>FlagSmall_F<br>Land_Sign_Mines_F<br>Land_Sign_WarningMilAreaSmall_F<br>Land_Sign_WarningMilitaryArea_F<br>Land_Sign_WarningMilitaryVehicles_F<br>Land_Sign_WarningUnexplodedAmmo_F<br>Pole_F<br>RoadBarrier_F<br>RoadBarrier_small_F<br>RoadCone_F<br>RoadCone_L_F<br>Sign_Direction_F<br>Sign_F<br>TapeSign_F |  |\n| **A3_Signs_F_Signs_Ad** | SignAd_Sponsor_ARMEX_F<br>SignAd_Sponsor_F<br>SignAd_Sponsor_ION_F<br>SignAd_Sponsor_Larkin_F<br>SignAd_Sponsor_Quontrol_F<br>SignAd_Sponsor_Vrana_F<br>SignAd_SponsorS_ARMEX_F<br>SignAd_SponsorS_F<br>SignAd_SponsorS_ION_F<br>SignAd_SponsorS_Larkin_F<br>SignAd_SponsorS_Quontrol_F<br>SignAd_SponsorS_Vrana_F |  |\n| **A3_Weapons_F** | Bomb<br>ContainerSupply<br>FxCartridge<br>FxCartridge_127<br>FxCartridge_556<br>FxCartridge_65<br>FxCartridge_65_caseless<br>FxCartridge_762<br>FxCartridge_9mm<br>FxCartridge_slug<br>FxCartridge_Small<br>FxExploArmor1<br>FxExploArmor2<br>FxExploArmor3<br>FxExploArmor4<br>FxExploGround1<br>FxExploGround2<br>Headgear_H_Bandanna_blu<br>Headgear_H_Bandanna_camo<br>Headgear_H_Bandanna_cbr<br>Headgear_H_Bandanna_gry<br>Headgear_H_Bandanna_khk<br>Headgear_H_Bandanna_khk_hs<br>Headgear_H_Bandanna_mcamo<br>Headgear_H_Bandanna_sand<br>Headgear_H_Bandanna_sgg<br>Headgear_H_Bandanna_surfer<br>Headgear_H_Bandanna_surfer_blk<br>Headgear_H_Bandanna_surfer_grn<br>Headgear_H_Beret_02<br>Headgear_H_Beret_blk<br>Headgear_H_Beret_Colonel<br>Headgear_H_Booniehat_dgtl<br>Headgear_H_Booniehat_khk<br>Headgear_H_Booniehat_khk_hs<br>Headgear_H_Booniehat_mcamo<br>Headgear_H_Booniehat_oli<br>Headgear_H_Booniehat_tan<br>Headgear_H_Cap_blk<br>Headgear_H_Cap_blk_CMMG<br>Headgear_H_Cap_blk_ION<br>Headgear_H_Cap_blk_Raven<br>Headgear_H_Cap_blu<br>Headgear_H_Cap_brn_SPECOPS<br>Headgear_H_Cap_grn<br>Headgear_H_Cap_grn_BI<br>Headgear_H_Cap_headphones<br>Headgear_H_Cap_khaki_specops_UK<br>Headgear_H_Cap_oli<br>Headgear_H_Cap_oli_hs<br>Headgear_H_Cap_police<br>Headgear_H_Cap_press<br>Headgear_H_Cap_red<br>Headgear_H_Cap_surfer<br>Headgear_H_Cap_tan<br>Headgear_H_Cap_tan_specops_US<br>Headgear_H_Cap_usblack<br>Headgear_H_CrewHelmetHeli_B<br>Headgear_H_CrewHelmetHeli_I<br>Headgear_H_CrewHelmetHeli_O<br>Headgear_H_Hat_blue<br>Headgear_H_Hat_brown<br>Headgear_H_Hat_camo<br>Headgear_H_Hat_checker<br>Headgear_H_Hat_grey<br>Headgear_H_Hat_tan<br>Headgear_H_HelmetB<br>Headgear_H_HelmetB_black<br>Headgear_H_HelmetB_camo<br>Headgear_H_HelmetB_desert<br>Headgear_H_HelmetB_grass<br>Headgear_H_HelmetB_light<br>Headgear_H_HelmetB_light_black<br>Headgear_H_HelmetB_light_desert<br>Headgear_H_HelmetB_light_grass<br>Headgear_H_HelmetB_light_sand<br>Headgear_H_HelmetB_light_snakeskin<br>Headgear_H_HelmetB_sand<br>Headgear_H_HelmetB_snakeskin<br>Headgear_H_HelmetCrew_B<br>Headgear_H_HelmetCrew_I<br>Headgear_H_HelmetCrew_O<br>Headgear_H_HelmetIA<br>Headgear_H_HelmetLeaderO_ocamo<br>Headgear_H_HelmetLeaderO_oucamo<br>Headgear_H_HelmetO_ocamo<br>Headgear_H_HelmetO_oucamo<br>Headgear_H_HelmetSpecB<br>Headgear_H_HelmetSpecB_blk<br>Headgear_H_HelmetSpecB_paint1<br>Headgear_H_HelmetSpecB_paint2<br>Headgear_H_HelmetSpecB_sand<br>Headgear_H_HelmetSpecB_snakeskin<br>Headgear_H_HelmetSpecO_blk<br>Headgear_H_HelmetSpecO_ocamo<br>Headgear_H_MilCap_blue<br>Headgear_H_MilCap_dgtl<br>Headgear_H_MilCap_gry<br>Headgear_H_MilCap_mcamo<br>Headgear_H_MilCap_ocamo<br>Headgear_H_PilotHelmetFighter_B<br>Headgear_H_PilotHelmetFighter_I<br>Headgear_H_PilotHelmetFighter_O<br>Headgear_H_PilotHelmetHeli_B<br>Headgear_H_PilotHelmetHeli_I<br>Headgear_H_PilotHelmetHeli_O<br>Headgear_H_Shemag_olive<br>Headgear_H_Shemag_olive_hs<br>Headgear_H_ShemagOpen_khk<br>Headgear_H_ShemagOpen_tan<br>Headgear_H_StrawHat<br>Headgear_H_StrawHat_dark<br>Headgear_H_Watchcap_blk<br>Headgear_H_Watchcap_camo<br>Headgear_H_Watchcap_cbr<br>Headgear_H_Watchcap_khk<br>Item_acc_flashlight<br>Item_acc_flashlight_pistol<br>Item_acc_pointer_IR<br>Item_B_UavTerminal<br>Item_Binocular<br>Item_FirstAidKit<br>Item_I_UavTerminal<br>Item_ItemCompass<br>Item_ItemGPS<br>Item_ItemMap<br>Item_ItemRadio<br>Item_ItemWatch<br>Item_Laserdesignator<br>Item_Medikit<br>Item_MineDetector<br>Item_muzzle_snds_acp<br>Item_muzzle_snds_B<br>Item_muzzle_snds_H<br>Item_muzzle_snds_H_MG<br>Item_muzzle_snds_L<br>Item_muzzle_snds_M<br>Item_NVGoggles<br>Item_NVGoggles_INDEP<br>Item_NVGoggles_OPFOR<br>Item_O_UavTerminal<br>Item_optic_Aco<br>Item_optic_ACO_grn<br>Item_optic_ACO_grn_smg<br>Item_optic_Aco_smg<br>Item_optic_Arco<br>Item_optic_DMS<br>Item_optic_Hamr<br>Item_optic_Holosight<br>Item_optic_Holosight_smg<br>Item_optic_LRPS<br>Item_optic_MRCO<br>Item_optic_MRD<br>Item_optic_Nightstalker<br>Item_optic_NVS<br>Item_optic_SOS<br>Item_optic_tws<br>Item_optic_tws_mg<br>Item_optic_Yorris<br>Item_Rangefinder<br>Item_ToolKit<br>Item_U_AntigonaBody<br>Item_U_AttisBody<br>Item_U_B_CombatUniform_mcam<br>Item_U_B_CombatUniform_mcam_tshirt<br>Item_U_B_CombatUniform_mcam_vest<br>Item_U_B_CombatUniform_mcam_worn<br>Item_U_B_CombatUniform_sgg<br>Item_U_B_CombatUniform_sgg_tshirt<br>Item_U_B_CombatUniform_sgg_vest<br>Item_U_B_CombatUniform_wdl<br>Item_U_B_CombatUniform_wdl_tshirt<br>Item_U_B_CombatUniform_wdl_vest<br>Item_U_B_CTRG_1<br>Item_U_B_CTRG_2<br>Item_U_B_CTRG_3<br>Item_U_B_GhillieSuit<br>Item_U_B_HeliPilotCoveralls<br>Item_U_B_PilotCoveralls<br>Item_U_B_Protagonist_VR<br>Item_U_B_SpecopsUniform_sgg<br>Item_U_B_survival_uniform<br>Item_U_B_Wetsuit<br>Item_U_BasicBody<br>Item_U_BG_Guerilla1_1<br>Item_U_BG_Guerilla2_1<br>Item_U_BG_Guerilla2_2<br>Item_U_BG_Guerilla2_3<br>Item_U_BG_Guerilla3_1<br>Item_U_BG_Guerilla3_2<br>Item_U_BG_leader<br>Item_U_C_Commoner1_1<br>Item_U_C_Commoner1_2<br>Item_U_C_Commoner1_3<br>Item_U_C_Commoner2_1<br>Item_U_C_Commoner2_2<br>Item_U_C_Commoner2_3<br>Item_U_C_Commoner_shorts<br>Item_U_C_Farmer<br>Item_U_C_Fisherman<br>Item_U_C_FishermanOveralls<br>Item_U_C_HunterBody_brn<br>Item_U_C_HunterBody_grn<br>Item_U_C_Poloshirt_blue<br>Item_U_C_Poloshirt_burgundy<br>Item_U_C_Poloshirt_redwhite<br>Item_U_C_Poloshirt_salmon<br>Item_U_C_Poloshirt_stripped<br>Item_U_C_Poloshirt_tricolour<br>Item_U_C_Poor_1<br>Item_U_C_Poor_2<br>Item_U_C_Poor_shorts_1<br>Item_U_C_Poor_shorts_2<br>Item_U_C_PriestBody<br>Item_U_C_Scavenger_1<br>Item_U_C_Scavenger_2<br>Item_U_C_ShirtSurfer_shorts<br>Item_U_C_TeeSurfer_shorts_1<br>Item_U_C_TeeSurfer_shorts_2<br>Item_U_C_WorkerCoveralls<br>Item_U_C_WorkerOveralls<br>Item_U_Competitor<br>Item_U_I_CombatUniform<br>Item_U_I_CombatUniform_shortsleeve<br>Item_U_I_CombatUniform_tshirt<br>Item_U_I_G_resistanceLeader_F<br>Item_U_I_G_Story_Protagonist_F<br>Item_U_I_GhillieSuit<br>Item_U_I_HeliPilotCoveralls<br>Item_U_I_OfficerUniform<br>Item_U_I_pilotCoveralls<br>Item_U_I_Protagonist_VR<br>Item_U_I_Wetsuit<br>Item_U_IG_Guerilla1_1<br>Item_U_IG_Guerilla2_1<br>Item_U_IG_Guerilla2_2<br>Item_U_IG_Guerilla2_3<br>Item_U_IG_Guerilla3_1<br>Item_U_IG_Guerilla3_2<br>Item_U_IG_leader<br>Item_U_KerryBody<br>Item_U_MillerBody<br>Item_U_NikosBody<br>Item_U_O_CombatUniform_ocamo<br>Item_U_O_CombatUniform_oucamo<br>Item_U_O_GhillieSuit<br>Item_U_O_OfficerUniform_ocamo<br>Item_U_O_PilotCoveralls<br>Item_U_O_Protagonist_VR<br>Item_U_O_SpecopsUniform_blk<br>Item_U_O_SpecopsUniform_ocamo<br>Item_U_O_Wetsuit<br>Item_U_OG_Guerilla1_1<br>Item_U_OG_Guerilla2_1<br>Item_U_OG_Guerilla2_2<br>Item_U_OG_Guerilla2_3<br>Item_U_OG_Guerilla3_1<br>Item_U_OG_Guerilla3_2<br>Item_U_OG_leader<br>Item_U_OI_Scientist<br>Item_U_OrestesBody<br>Item_U_Rangemaster<br>LaserTargetC<br>LaserTargetCBase<br>LaserTargetE<br>LaserTargetEBase<br>LaserTargetW<br>LaserTargetWBase<br>NVG_TargetC<br>NVG_TargetE<br>NVG_TargetG<br>NVG_TargetW<br>placed_B_IR_grenade<br>placed_chemlight_blue<br>placed_chemlight_green<br>placed_chemlight_red<br>placed_chemlight_yellow<br>placed_I_IR_grenade<br>placed_O_IR_grenade<br>test_EmptyObjectForBubbles<br>test_EmptyObjectForFireBig<br>test_EmptyObjectForSmoke<br>Vest_V_BandollierB_blk<br>Vest_V_BandollierB_cbr<br>Vest_V_BandollierB_khk<br>Vest_V_BandollierB_oli<br>Vest_V_BandollierB_rgr<br>Vest_V_Chestrig_blk<br>Vest_V_Chestrig_khk<br>Vest_V_Chestrig_oli<br>Vest_V_Chestrig_rgr<br>Vest_V_HarnessO_brn<br>Vest_V_HarnessO_gry<br>Vest_V_HarnessOGL_brn<br>Vest_V_HarnessOGL_gry<br>Vest_V_I_G_resistanceLeader_F<br>Vest_V_PlateCarrier1_blk<br>Vest_V_PlateCarrier1_rgr<br>Vest_V_PlateCarrier2_blk<br>Vest_V_PlateCarrier2_rgr<br>Vest_V_PlateCarrier_Kerry<br>Vest_V_PlateCarrierH_CTRG<br>Vest_V_PlateCarrierIA1_dgtl<br>Vest_V_PlateCarrierIA2_dgtl<br>Vest_V_PlateCarrierL_CTRG<br>Vest_V_Rangemaster_belt<br>Vest_V_RebreatherB<br>Vest_V_RebreatherIA<br>Vest_V_RebreatherIR<br>Vest_V_TacVest_blk<br>Vest_V_TacVest_blk_POLICE<br>Vest_V_TacVest_brn<br>Vest_V_TacVest_camo<br>Vest_V_TacVest_khk<br>Vest_V_TacVest_oli<br>Vest_V_TacVestIR_blk<br>Weapon_arifle_Katiba_C_F<br>Weapon_arifle_Katiba_F<br>Weapon_arifle_Katiba_GL_F<br>Weapon_arifle_Mk20_F<br>Weapon_arifle_Mk20_GL_F<br>Weapon_arifle_Mk20_GL_plain_F<br>Weapon_arifle_Mk20_plain_F<br>Weapon_arifle_Mk20C_F<br>Weapon_arifle_Mk20C_plain_F<br>Weapon_arifle_MX_Black_F<br>Weapon_arifle_MX_F<br>Weapon_arifle_MX_GL_Black_F<br>Weapon_arifle_MX_GL_F<br>Weapon_arifle_MX_SW_Black_F<br>Weapon_arifle_MX_SW_F<br>Weapon_arifle_MXC_Black_F<br>Weapon_arifle_MXC_F<br>Weapon_arifle_MXM_Black_F<br>Weapon_arifle_MXM_F<br>Weapon_arifle_SDAR_F<br>Weapon_arifle_TRG20_F<br>Weapon_arifle_TRG21_F<br>Weapon_arifle_TRG21_GL_F<br>Weapon_Empty<br>Weapon_hgun_ACPC2_F<br>Weapon_hgun_P07_F<br>Weapon_hgun_PDW2000_F<br>Weapon_hgun_Pistol_heavy_01_F<br>Weapon_hgun_Pistol_heavy_02_F<br>Weapon_hgun_Rook40_F<br>Weapon_launch_B_Titan_F<br>Weapon_launch_I_Titan_F<br>Weapon_launch_I_Titan_short_F<br>Weapon_launch_launch_B_Titan_short_F<br>Weapon_launch_NLAW_F<br>Weapon_launch_O_Titan_F<br>Weapon_launch_O_Titan_short_F<br>Weapon_launch_RPG32_F<br>Weapon_LMG_Mk200_F<br>Weapon_LMG_Zafir_F<br>Weapon_SMG_01_F<br>Weapon_SMG_02_F<br>Weapon_srifle_DMR_01_F<br>Weapon_srifle_EBR_F<br>Weapon_srifle_GM6_F<br>Weapon_srifle_LRR_F<br>WeaponHolder_Single_F<br>WeaponHolder_Single_limited_item_F<br>WeaponHolder_Single_limited_magazine_F<br>WeaponHolder_Single_limited_weapon_F |  |\n| **A3_Weapons_F_Ammoboxes** | B_Assault_Diver<br>B_AssaultPack_Base<br>B_AssaultPack_blk<br>B_AssaultPack_blk_DiverExp<br>B_AssaultPack_cbr<br>B_AssaultPack_dgtl<br>B_AssaultPack_Kerry<br>B_AssaultPack_khk<br>B_AssaultPack_mcamo<br>B_AssaultPack_mcamo_AA<br>B_AssaultPack_mcamo_AAR<br>B_AssaultPack_mcamo_Ammo<br>B_AssaultPack_mcamo_AT<br>B_AssaultPack_ocamo<br>B_AssaultPack_rgr<br>B_AssaultPack_rgr_LAT<br>B_AssaultPack_rgr_Medic<br>B_AssaultPack_rgr_ReconExp<br>B_AssaultPack_rgr_ReconLAT<br>B_AssaultPack_rgr_ReconMedic<br>B_AssaultPack_rgr_Repair<br>B_AssaultPack_sgg<br>B_AssaultPackG<br>B_Bergen_Base<br>B_Bergen_blk<br>B_Bergen_mcamo<br>B_Bergen_rgr<br>B_Bergen_sgg<br>B_BergenC_Base<br>B_BergenC_blu<br>B_BergenC_grn<br>B_BergenC_red<br>B_BergenG<br>B_BergenG_TEST_B_Soldier_overloaded<br>B_Carryall_Base<br>B_Carryall_cbr<br>B_Carryall_cbr_AAT<br>B_Carryall_khk<br>B_Carryall_mcamo<br>B_Carryall_mcamo_AAA<br>B_Carryall_mcamo_AAT<br>B_Carryall_ocamo<br>B_Carryall_ocamo_AAA<br>B_Carryall_ocamo_AAR<br>B_Carryall_ocamo_Eng<br>B_Carryall_ocamo_Exp<br>B_Carryall_oli<br>B_Carryall_oucamo<br>B_Carryall_oucamo_AAA<br>B_Carryall_oucamo_AAR<br>B_Carryall_oucamo_AAT<br>B_Carryall_oucamo_Eng<br>B_Carryall_oucamo_Exp<br>B_FieldPack_Base<br>B_FieldPack_blk<br>B_FieldPack_blk_DiverExp<br>B_FieldPack_cbr<br>B_FieldPack_cbr_AA<br>B_FieldPack_cbr_AAA<br>B_FieldPack_cbr_AAT<br>B_FieldPack_cbr_Ammo<br>B_FieldPack_cbr_AT<br>B_FieldPack_cbr_LAT<br>B_FieldPack_cbr_Medic<br>B_FieldPack_cbr_Repair<br>B_FieldPack_cbr_RPG_AT<br>B_FieldPack_khk<br>B_FieldPack_ocamo<br>B_FieldPack_ocamo_AA<br>B_FieldPack_ocamo_AAR<br>B_FieldPack_ocamo_Medic<br>B_FieldPack_ocamo_ReconExp<br>B_FieldPack_ocamo_ReconMedic<br>B_FieldPack_oli<br>B_FieldPack_oucamo<br>B_FieldPack_oucamo_AA<br>B_FieldPack_oucamo_AAR<br>B_FieldPack_oucamo_Ammo<br>B_FieldPack_oucamo_AT<br>B_FieldPack_oucamo_LAT<br>B_FieldPack_oucamo_Medic<br>B_FieldPack_oucamo_Repair<br>B_HuntingBackpack<br>B_Kitbag_Base<br>B_Kitbag_cbr<br>B_Kitbag_mcamo<br>B_Kitbag_mcamo_Eng<br>B_Kitbag_rgr<br>B_Kitbag_rgr_AAR<br>B_Kitbag_rgr_Exp<br>B_Kitbag_sgg<br>B_Kitbag_tan<br>B_OutdoorPack_Base<br>B_OutdoorPack_blk<br>B_OutdoorPack_blu<br>B_OutdoorPack_tan<br>B_Parachute<br>B_supplyCrate_F<br>B_TacticalPack_Base<br>B_TacticalPack_blk<br>B_TacticalPack_mcamo<br>B_TacticalPack_ocamo<br>B_TacticalPack_oli<br>B_TacticalPack_oli_AAR<br>B_TacticalPack_rgr<br>Bag_Base<br>Box_Ammo_F<br>Box_East_Ammo_F<br>Box_East_AmmoOrd_F<br>Box_East_AmmoVeh_F<br>Box_East_Grenades_F<br>Box_East_Support_F<br>Box_East_Wps_F<br>Box_East_WpsLaunch_F<br>Box_East_WpsSpecial_F<br>Box_IND_Ammo_F<br>Box_IND_AmmoOrd_F<br>Box_IND_AmmoVeh_F<br>Box_IND_Grenades_F<br>Box_IND_Support_F<br>Box_IND_Wps_F<br>Box_IND_WpsLaunch_F<br>Box_IND_WpsSpecial_F<br>Box_NATO_Ammo_F<br>Box_NATO_AmmoOrd_F<br>Box_NATO_AmmoVeh_F<br>Box_NATO_Grenades_F<br>Box_NATO_Support_F<br>Box_NATO_Wps_F<br>Box_NATO_WpsLaunch_F<br>Box_NATO_WpsSpecial_F<br>Box_Wps_F<br>C_Bergen_Base<br>C_Bergen_blu<br>C_Bergen_grn<br>C_Bergen_red<br>C_supplyCrate_F<br>G_AssaultPack<br>G_Bergen<br>G_Carryall_Ammo<br>G_Carryall_Exp<br>G_FieldPack_LAT<br>G_FieldPack_Medic<br>G_TacticalPack_Eng<br>GroundWeaponHolder<br>GroundWeaponHolder_Scripted<br>I_Assault_Diver<br>I_Carryall_oli_AAA<br>I_Carryall_oli_AAT<br>I_Carryall_oli_Eng<br>I_Carryall_oli_Exp<br>I_Fieldpack_oli_AA<br>I_Fieldpack_oli_AAR<br>I_Fieldpack_oli_Ammo<br>I_Fieldpack_oli_AT<br>I_Fieldpack_oli_LAT<br>I_Fieldpack_oli_Medic<br>I_Fieldpack_oli_Repair<br>I_supplyCrate_F<br>IG_supplyCrate_F<br>Land_Box_AmmoOld_F<br>O_Assault_Diver<br>O_supplyCrate_F<br>ReammoBox_F<br>WeaponHolderSimulated<br>WeaponHolderSimulated_Scripted |  |\n| **A3_Weapons_F_Explosives** | APERSBoundingMine<br>APERSMine<br>APERSTripMine<br>ATMine<br>Claymore_F<br>DemoCharge_F<br>IEDLandBig_F<br>IEDLandSmall_F<br>IEDUrbanBig_F<br>IEDUrbanSmall_F<br>SatchelCharge_F<br>SLAMDirectionalMine<br>UnderwaterMine<br>UnderwaterMineAB<br>UnderwaterMinePDM |  |\n| **A3_Weapons_F_LongRangeRifles_GM6** | Weapon_srifle_GM6_camo_F |  |\n| **A3_Weapons_F_LongRangeRifles_M320** | Weapon_srifle_LRR_camo_F |  |\n| **A3_Characters_F** | B_Captain_Jay_F<br>B_Captain_Pettka_F<br>B_Competitor_F<br>B_crew_F<br>B_CTRG_Sharphooter_F<br>B_CTRG_soldier_AR_A_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_M_medic_F<br>B_diver_exp_F<br>B_diver_F<br>B_diver_TL_F<br>B_engineer_F<br>B_G_engineer_F<br>B_G_medic_F<br>B_G_officer_F<br>B_G_Sharpshooter_F<br>B_G_Soldier_A_F<br>B_G_Soldier_AR_F<br>B_G_Soldier_exp_F<br>B_G_Soldier_F<br>B_G_Soldier_GL_F<br>B_G_Soldier_LAT_F<br>B_G_Soldier_lite_F<br>B_G_Soldier_M_F<br>B_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>B_G_Soldier_unarmed_F<br>B_G_Soldier_universal_F<br>B_G_Survivor_F<br>B_ghillie_ard_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_HeavyGunner_F<br>B_helicrew_F<br>B_Helipilot_F<br>B_medic_F<br>B_officer_F<br>B_Pilot_F<br>B_Protagonist_VR_F<br>B_RangeMaster_F<br>B_recon_exp_F<br>B_recon_F<br>B_recon_JTAC_F<br>B_recon_LAT_F<br>B_recon_M_F<br>B_recon_medic_F<br>B_Recon_Sharpshooter_F<br>B_recon_TL_F<br>B_Sharpshooter_F<br>B_sniper_F<br>B_Soldier_A_F<br>B_soldier_AA_F<br>B_soldier_AAA_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AR_F<br>B_soldier_AT_F<br>B_soldier_exp_F<br>B_Soldier_F<br>B_Soldier_GL_F<br>B_soldier_LAT_F<br>B_Soldier_lite_F<br>B_soldier_M_F<br>B_soldier_PG_F<br>B_soldier_repair_F<br>B_Soldier_SL_F<br>b_soldier_survival_F<br>B_Soldier_TL_F<br>B_soldier_UAV_F<br>B_Soldier_unarmed_F<br>B_Soldier_universal_F<br>B_Soldier_VR_F<br>B_spotter_F<br>B_Story_Colonel_F<br>B_Story_Engineer_F<br>B_Story_Pilot_F<br>B_Story_Protagonist_F<br>B_Story_SF_Captain_F<br>B_Story_Tank_Commander_F<br>B_support_AMG_F<br>B_support_AMort_F<br>B_support_GMG_F<br>B_support_MG_F<br>B_support_Mort_F<br>B_Survivor_F<br>C_Driver_1_black_F<br>C_Driver_1_blue_F<br>C_Driver_1_F<br>C_Driver_1_green_F<br>C_Driver_1_orange_F<br>C_Driver_1_random_base_F<br>C_Driver_1_red_F<br>C_Driver_1_white_F<br>C_Driver_1_yellow_F<br>C_Driver_2_F<br>C_Driver_3_F<br>C_Driver_4_F<br>C_journalist_F<br>C_man_1<br>C_man_1_1_F<br>C_man_1_2_F<br>C_man_1_3_F<br>C_man_hunter_1_F<br>C_man_p_beggar_F<br>C_man_p_beggar_F_afro<br>C_man_p_beggar_F_asia<br>C_man_p_beggar_F_euro<br>C_man_p_fugitive_F<br>C_man_p_fugitive_F_afro<br>C_man_p_fugitive_F_asia<br>C_man_p_fugitive_F_euro<br>C_man_p_shorts_1_F<br>C_man_p_shorts_1_F_afro<br>C_man_p_shorts_1_F_asia<br>C_man_p_shorts_1_F_euro<br>C_man_pilot_F<br>C_man_polo_1_F<br>C_man_polo_1_F_afro<br>C_man_polo_1_F_asia<br>C_man_polo_1_F_euro<br>C_man_polo_2_F<br>C_man_polo_2_F_afro<br>C_man_polo_2_F_asia<br>C_man_polo_2_F_euro<br>C_man_polo_3_F<br>C_man_polo_3_F_afro<br>C_man_polo_3_F_asia<br>C_man_polo_3_F_euro<br>C_man_polo_4_F<br>C_man_polo_4_F_afro<br>C_man_polo_4_F_asia<br>C_man_polo_4_F_euro<br>C_man_polo_5_F<br>C_man_polo_5_F_afro<br>C_man_polo_5_F_asia<br>C_man_polo_5_F_euro<br>C_man_polo_6_F<br>C_man_polo_6_F_afro<br>C_man_polo_6_F_asia<br>C_man_polo_6_F_euro<br>C_man_shorts_1_F<br>C_man_shorts_1_F_afro<br>C_man_shorts_1_F_asia<br>C_man_shorts_1_F_euro<br>C_man_shorts_2_F<br>C_man_shorts_2_F_afro<br>C_man_shorts_2_F_asia<br>C_man_shorts_2_F_euro<br>C_man_shorts_3_F<br>C_man_shorts_3_F_afro<br>C_man_shorts_3_F_asia<br>C_man_shorts_3_F_euro<br>C_man_shorts_4_F<br>C_man_shorts_4_F_afro<br>C_man_shorts_4_F_asia<br>C_man_shorts_4_F_euro<br>C_man_w_worker_F<br>C_Marshal_F<br>C_Nikos<br>C_Nikos_aged<br>C_Orestes<br>C_Protagonist_VR_F<br>C_scientist_F<br>C_Soldier_VR_F<br>HeadlessClient_F<br>I_Captain_Hladas_F<br>I_crew_F<br>I_diver_exp_F<br>I_diver_F<br>I_diver_TL_F<br>I_engineer_F<br>I_G_engineer_F<br>I_G_medic_F<br>I_G_officer_F<br>I_G_resistanceCommander_F<br>I_G_resistanceLeader_F<br>I_G_Sharpshooter_F<br>I_G_Soldier_A_F<br>I_G_Soldier_AR_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_LAT_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_M_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_unarmed_F<br>I_G_Soldier_universal_F<br>I_G_Story_Protagonist_F<br>I_G_Story_SF_Captain_F<br>I_G_Survivor_F<br>I_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_helicrew_F<br>I_helipilot_F<br>I_medic_F<br>I_officer_F<br>I_pilot_F<br>I_Protagonist_VR_F<br>I_Sniper_F<br>I_Soldier_A_F<br>I_Soldier_AA_F<br>I_Soldier_AAA_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AR_F<br>I_Soldier_AT_F<br>I_Soldier_exp_F<br>I_soldier_F<br>I_Soldier_GL_F<br>I_Soldier_LAT_F<br>I_Soldier_lite_F<br>I_Soldier_M_F<br>I_Soldier_repair_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_soldier_UAV_F<br>I_Soldier_unarmed_F<br>I_Soldier_universal_F<br>I_Soldier_VR_F<br>I_Spotter_F<br>I_Story_Colonel_F<br>I_support_AMG_F<br>I_support_AMort_F<br>I_support_GMG_F<br>I_support_MG_F<br>I_support_Mort_F<br>I_Survivor_F<br>Item_U_BG_Guerrilla_6_1<br>Item_U_C_Journalist<br>Item_U_C_Scientist<br>Item_U_IG_Guerrilla_6_1<br>Item_U_OG_Guerrilla_6_1<br>O_crew_F<br>O_diver_exp_F<br>O_diver_F<br>O_diver_TL_F<br>O_engineer_F<br>O_engineer_U_F<br>O_G_engineer_F<br>O_G_medic_F<br>O_G_officer_F<br>O_G_Sharpshooter_F<br>O_G_Soldier_A_F<br>O_G_Soldier_AR_F<br>O_G_Soldier_exp_F<br>O_G_Soldier_F<br>O_G_Soldier_GL_F<br>O_G_Soldier_LAT_F<br>O_G_Soldier_lite_F<br>O_G_Soldier_M_F<br>O_G_Soldier_SL_F<br>O_G_Soldier_TL_F<br>O_G_Soldier_unarmed_F<br>O_G_Soldier_universal_F<br>O_G_Survivor_F<br>O_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_HeavyGunner_F<br>O_helicrew_F<br>O_helipilot_F<br>O_medic_F<br>O_officer_F<br>O_Pathfinder_F<br>O_Pilot_F<br>O_Protagonist_VR_F<br>O_recon_exp_F<br>O_recon_F<br>O_recon_JTAC_F<br>O_recon_LAT_F<br>O_recon_M_F<br>O_recon_medic_F<br>O_recon_TL_F<br>O_Sharpshooter_F<br>O_sniper_F<br>O_Soldier_A_F<br>O_Soldier_AA_F<br>O_Soldier_AAA_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AR_F<br>O_Soldier_AT_F<br>O_soldier_exp_F<br>O_Soldier_F<br>O_Soldier_GL_F<br>O_Soldier_LAT_F<br>O_Soldier_lite_F<br>O_soldier_M_F<br>O_soldier_PG_F<br>O_soldier_repair_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_UAV_F<br>O_Soldier_unarmed_F<br>O_Soldier_universal_F<br>O_Soldier_VR_F<br>O_soldierU_A_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_AAR_F<br>O_soldierU_AAT_F<br>O_soldierU_AR_F<br>O_soldierU_AT_F<br>O_soldierU_exp_F<br>O_soldierU_F<br>O_SoldierU_GL_F<br>O_soldierU_LAT_F<br>O_soldierU_M_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_SoldierU_SL_F<br>O_soldierU_TL_F<br>O_SoldierU_unarmed_F<br>O_spotter_F<br>O_Story_CEO_F<br>O_Story_Colonel_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_support_GMG_F<br>O_support_MG_F<br>O_support_Mort_F<br>O_Survivor_F<br>O_Urban_HeavyGunner_F<br>O_Urban_Sharpshooter_F<br>Supply0<br>Supply1<br>Supply10<br>Supply100<br>Supply110<br>Supply120<br>Supply130<br>Supply140<br>Supply150<br>Supply160<br>Supply170<br>Supply180<br>Supply190<br>Supply2<br>Supply20<br>Supply200<br>Supply210<br>Supply220<br>Supply230<br>Supply240<br>Supply250<br>Supply3<br>Supply30<br>Supply300<br>Supply350<br>Supply380<br>Supply4<br>Supply40<br>Supply400<br>Supply420<br>Supply440<br>Supply450<br>Supply480<br>Supply5<br>Supply50<br>Supply500<br>Supply6<br>Supply60<br>Supply7<br>Supply70<br>Supply8<br>Supply80<br>Supply9<br>Supply90<br>Vest_V_Press_F<br>VirtualMan_F |  |\n| **A3_Missions_F_Beta** | ModuleMPType_F<br>ModuleMPTypeDefense_F |  |\n| **A3_Missions_F_Gamma** | ModuleMPTypeSeize_F |  |\n| **A3_Sounds_F** | Sound_Alarm<br>Sound_Alarm2<br>Sound_BattlefieldExplosions<br>Sound_BattlefieldFirefight<br>Sound_Fire<br>Sound_SmokeWreck1<br>Sound_SparklesWreck1<br>Sound_SparklesWreck2<br>Sound_Stream |  |\n| **A3_Static_F** | B_GMG_01_A_F<br>B_GMG_01_A_weapon_F<br>B_GMG_01_F<br>B_GMG_01_high_F<br>B_GMG_01_high_weapon_F<br>B_GMG_01_weapon_F<br>B_HMG_01_A_F<br>B_HMG_01_A_weapon_F<br>B_HMG_01_F<br>B_HMG_01_high_F<br>B_HMG_01_high_weapon_F<br>B_HMG_01_support_F<br>B_HMG_01_support_high_F<br>B_HMG_01_weapon_F<br>I_GMG_01_A_F<br>I_GMG_01_A_weapon_F<br>I_GMG_01_F<br>I_GMG_01_high_F<br>I_GMG_01_high_weapon_F<br>I_GMG_01_weapon_F<br>I_HMG_01_A_F<br>I_HMG_01_A_weapon_F<br>I_HMG_01_F<br>I_HMG_01_high_F<br>I_HMG_01_high_weapon_F<br>I_HMG_01_support_F<br>I_HMG_01_support_high_F<br>I_HMG_01_weapon_F<br>O_GMG_01_A_F<br>O_GMG_01_A_weapon_F<br>O_GMG_01_F<br>O_GMG_01_high_F<br>O_GMG_01_high_weapon_F<br>O_GMG_01_weapon_F<br>O_HMG_01_A_F<br>O_HMG_01_A_weapon_F<br>O_HMG_01_F<br>O_HMG_01_high_F<br>O_HMG_01_high_weapon_F<br>O_HMG_01_support_F<br>O_HMG_01_support_high_F<br>O_HMG_01_weapon_F<br>Weapon_Bag_Base |  |\n| **A3_Static_F_HMG_02** | B_G_HMG_02_F<br>B_G_HMG_02_high_F<br>B_G_HMG_02_high_weapon_F<br>B_G_HMG_02_support_F<br>B_G_HMG_02_support_high_F<br>B_G_HMG_02_weapon_F<br>B_HMG_02_F<br>B_HMG_02_high_F<br>B_HMG_02_high_weapon_F<br>B_HMG_02_support_F<br>B_HMG_02_support_high_F<br>B_HMG_02_weapon_F<br>I_C_HMG_02_F<br>I_C_HMG_02_high_F<br>I_C_HMG_02_high_weapon_F<br>I_C_HMG_02_support_F<br>I_C_HMG_02_support_high_F<br>I_C_HMG_02_weapon_F<br>I_E_HMG_02_F<br>I_E_HMG_02_high_F<br>I_E_HMG_02_high_weapon_F<br>I_E_HMG_02_support_F<br>I_E_HMG_02_support_high_F<br>I_E_HMG_02_weapon_F<br>I_G_HMG_02_F<br>I_G_HMG_02_high_F<br>I_G_HMG_02_high_weapon_F<br>I_G_HMG_02_support_F<br>I_G_HMG_02_support_high_F<br>I_G_HMG_02_weapon_F<br>I_HMG_02_F<br>I_HMG_02_high_F<br>I_HMG_02_high_weapon_F<br>I_HMG_02_support_F<br>I_HMG_02_support_high_F<br>I_HMG_02_weapon_F<br>O_G_HMG_02_F<br>O_G_HMG_02_high_F<br>O_G_HMG_02_high_weapon_F<br>O_G_HMG_02_support_F<br>O_G_HMG_02_support_high_F<br>O_G_HMG_02_weapon_F<br>O_HMG_02_F<br>O_HMG_02_high_F<br>O_HMG_02_high_weapon_F<br>O_HMG_02_support_F<br>O_HMG_02_support_high_F<br>O_HMG_02_weapon_F |  |\n| **A3_Static_F_Mortar_01** | B_G_Mortar_01_F<br>B_Mortar_01_F<br>B_Mortar_01_support_F<br>B_Mortar_01_weapon_F<br>I_G_Mortar_01_F<br>I_Mortar_01_F<br>I_Mortar_01_support_F<br>I_Mortar_01_weapon_F<br>O_G_Mortar_01_F<br>O_Mortar_01_F<br>O_Mortar_01_support_F<br>O_Mortar_01_weapon_F |  |\n| **A3_Air_F_Heli_Light_01** | B_Heli_Light_01_armed_F<br>B_Heli_Light_01_dynamicLoadout_F<br>B_Heli_Light_01_F<br>B_Heli_Light_01_stripped_F<br>C_Heli_light_01_blue_F<br>C_Heli_light_01_blueLine_F<br>C_Heli_Light_01_civil_F<br>C_Heli_light_01_digital_F<br>C_Heli_light_01_elliptical_F<br>C_Heli_light_01_furious_F<br>C_Heli_light_01_graywatcher_F<br>C_Heli_light_01_ion_F<br>C_Heli_light_01_jeans_F<br>C_Heli_light_01_light_F<br>C_Heli_light_01_luxe_F<br>C_Heli_light_01_red_F<br>C_Heli_light_01_shadow_F<br>C_Heli_light_01_sheriff_F<br>C_Heli_light_01_speedy_F<br>C_Heli_light_01_stripped_F<br>C_Heli_light_01_sunset_F<br>C_Heli_light_01_vrana_F<br>C_Heli_light_01_wasp_F<br>C_Heli_light_01_wave_F |  |\n| **A3_Air_F_Heli_Light_02** | O_Heli_Light_02_dynamicLoadout_F<br>O_Heli_Light_02_F<br>O_Heli_Light_02_unarmed_F<br>O_Heli_Light_02_v2_F |  |\n| **A3_Air_F_Beta** | NonSteerable_Parachute_F<br>Steerable_Parachute_F |  |\n| **A3_Air_F_Beta_Heli_Attack_01** | B_Heli_Attack_01_dynamicLoadout_F<br>B_Heli_Attack_01_F |  |\n| **A3_Air_F_Beta_Heli_Attack_02** | O_Heli_Attack_02_black_F<br>O_Heli_Attack_02_dynamicLoadout_black_F<br>O_Heli_Attack_02_dynamicLoadout_F<br>O_Heli_Attack_02_F |  |\n| **A3_Air_F_Beta_Heli_Transport_01** | B_Heli_Transport_01_camo_F<br>B_Heli_Transport_01_F |  |\n| **A3_Air_F_Beta_Heli_Transport_02** | I_Heli_Transport_02_F |  |\n| **A3_Air_F_Beta_Parachute_02** | B_B_Parachute_02_F<br>B_I_Parachute_02_F<br>B_O_Parachute_02_F<br>B_Parachute_02_F<br>I_Parachute_02_F<br>O_Parachute_02_F |  |\n| **A3_Air_F_Gamma_Plane_Fighter_03** | I_Ejection_Seat_Plane_Fighter_03_F<br>I_Plane_Fighter_03_AA_F<br>I_Plane_Fighter_03_CAS_F<br>I_Plane_Fighter_03_dynamicLoadout_F<br>Plane_Fighter_03_Canopy_F<br>Plane_Fighter_03_wreck_F |  |\n| **A3_Armor_F_Beta_APC_Tracked_01** | B_APC_Tracked_01_AA_F<br>B_APC_Tracked_01_CRV_F<br>B_APC_Tracked_01_rcws_F |  |\n| **A3_Armor_F_Beta_APC_Tracked_02** | O_APC_Tracked_02_AA_F<br>O_APC_Tracked_02_cannon_F |  |\n| **A3_Armor_F_Gamma_MBT_01** | B_MBT_01_arty_F<br>B_MBT_01_cannon_F<br>B_MBT_01_mlrs_F |  |\n| **A3_Armor_F_Gamma_MBT_02** | O_MBT_02_arty_F<br>O_MBT_02_cannon_F |  |\n| **A3_Boat_F_Boat_Armed_01** | B_Boat_Armed_01_minigun_F<br>O_Boat_Armed_01_hmg_F |  |\n| **A3_Boat_F_Boat_Transport_01** | B_Boat_Transport_01_F<br>B_Lifeboat<br>C_Rubberboat<br>O_Boat_Transport_01_F<br>O_Lifeboat |  |\n| **A3_Boat_F_Beta_Boat_Armed_01** | I_Boat_Armed_01_minigun_F |  |\n| **A3_Boat_F_Beta_Boat_Transport_01** | I_Boat_Transport_01_F |  |\n| **A3_Boat_F_Beta_SDV_01** | B_SDV_01_F<br>I_SDV_01_F<br>O_SDV_01_F |  |\n| **A3_Boat_F_Gamma_Boat_Civil_01** | C_Boat_Civil_01_F<br>C_Boat_Civil_01_police_F<br>C_Boat_Civil_01_rescue_F |  |\n| **A3_Boat_F_Gamma_Boat_Civil_04** | C_Boat_Civil_04_F |  |\n| **A3_Boat_F_Gamma_Boat_Transport_01** | B_G_Boat_Transport_01_F<br>I_G_Boat_Transport_01_F<br>O_G_Boat_Transport_01_F |  |\n| **A3_Characters_F_Common** | B_UAV_AI<br>B_UAV_AI_F<br>I_UAV_AI<br>I_UAV_AI_F<br>O_UAV_AI<br>O_UAV_AI_F<br>Underwear_F |  |\n| **A3_Missions_F_EPA** | Lightning_F |  |\n| **A3_Soft_F_MRAP_01** | B_MRAP_01_F<br>B_MRAP_01_gmg_F<br>B_MRAP_01_hmg_F |  |\n| **A3_Soft_F_MRAP_02** | O_MRAP_02_F<br>O_MRAP_02_gmg_F<br>O_MRAP_02_hmg_F |  |\n| **A3_Soft_F_Offroad_01** | B_G_Offroad_01_armed_F<br>B_G_Offroad_01_AT_F<br>B_G_Offroad_01_F<br>B_G_Offroad_01_repair_F<br>C_Offroad_01_blue_F<br>C_Offroad_01_bluecustom_F<br>C_Offroad_01_darkred_F<br>C_Offroad_01_F<br>C_Offroad_01_red_F<br>C_Offroad_01_repair_F<br>C_Offroad_01_sand_F<br>C_Offroad_01_white_F<br>C_Offroad_default_F<br>C_Offroad_luxe_F<br>C_Offroad_stripped_F<br>I_G_Offroad_01_armed_F<br>I_G_Offroad_01_AT_F<br>I_G_Offroad_01_F<br>I_G_Offroad_01_repair_F<br>O_G_Offroad_01_armed_F<br>O_G_Offroad_01_AT_F<br>O_G_Offroad_01_F<br>O_G_Offroad_01_repair_F |  |\n| **A3_Soft_F_Quadbike_01** | B_G_Quadbike_01_F<br>B_Quadbike_01_F<br>C_Quadbike_01_black_F<br>C_Quadbike_01_blue_F<br>C_Quadbike_01_F<br>C_Quadbike_01_red_F<br>C_Quadbike_01_white_F<br>I_G_Quadbike_01_F<br>I_Quadbike_01_F<br>O_G_Quadbike_01_F<br>O_Quadbike_01_F |  |\n| **A3_Soft_F_Beta_MRAP_03** | I_MRAP_03_F<br>I_MRAP_03_gmg_F<br>I_MRAP_03_hmg_F |  |\n| **A3_Soft_F_Beta_Truck_01** | B_Truck_01_covered_F<br>B_Truck_01_transport_F |  |\n| **A3_Soft_F_Beta_Truck_02** | C_Truck_02_covered_F<br>C_Truck_02_transport_F<br>I_Truck_02_covered_F<br>I_Truck_02_transport_F<br>O_Truck_02_covered_F<br>O_Truck_02_transport_F |  |\n| **A3_Soft_F_Gamma_Hatchback_01** | C_Hatchback_01_beigecustom_F<br>C_Hatchback_01_black_F<br>C_Hatchback_01_blue_F<br>C_Hatchback_01_bluecustom_F<br>C_Hatchback_01_dark_F<br>C_Hatchback_01_F<br>C_Hatchback_01_green_F<br>C_Hatchback_01_grey_F<br>C_Hatchback_01_sport_blue_F<br>C_Hatchback_01_sport_F<br>C_Hatchback_01_sport_green_F<br>C_Hatchback_01_sport_grey_F<br>C_Hatchback_01_sport_orange_F<br>C_Hatchback_01_sport_red_F<br>C_Hatchback_01_sport_white_F<br>C_Hatchback_01_white_F<br>C_Hatchback_01_yellow_F |  |\n| **A3_Soft_F_Gamma_SUV_01** | C_SUV_01_F<br>SUV_01_base_black_F<br>SUV_01_base_grey_F<br>SUV_01_base_orange_F<br>SUV_01_base_red_F |  |\n| **A3_Soft_F_Gamma_Truck_01** | B_Truck_01_ammo_F<br>B_Truck_01_box_F<br>B_Truck_01_fuel_F<br>B_Truck_01_medical_F<br>B_Truck_01_mover_F<br>B_Truck_01_Repair_F |  |\n| **A3_Soft_F_Gamma_Truck_02** | C_Truck_02_box_F<br>C_Truck_02_fuel_F<br>I_Truck_02_ammo_F<br>I_Truck_02_box_F<br>I_Truck_02_fuel_F<br>I_Truck_02_medical_F<br>I_Truck_02_MRL_F<br>Land_MRL_Magazine_01_F<br>O_Truck_02_Ammo_F<br>O_Truck_02_box_F<br>O_Truck_02_fuel_F<br>O_Truck_02_medical_F |  |\n| **A3_Soft_F_Gamma_Van_01** | B_G_Van_01_fuel_F<br>B_G_Van_01_transport_F<br>C_Van_01_box_F<br>C_Van_01_box_red_F<br>C_Van_01_box_white_F<br>C_Van_01_fuel_F<br>C_Van_01_fuel_red_F<br>C_Van_01_fuel_red_v2_F<br>C_Van_01_fuel_white_F<br>C_Van_01_fuel_white_v2_F<br>C_Van_01_transport_F<br>C_Van_01_transport_red_F<br>C_Van_01_transport_white_F<br>I_G_Van_01_fuel_F<br>I_G_Van_01_transport_F<br>O_G_Van_01_fuel_F<br>O_G_Van_01_transport_F |  |\n| **A3_Static_F_AA_01** | B_AA_01_weapon_F<br>B_static_AA_F<br>I_AA_01_weapon_F<br>I_static_AA_F<br>O_AA_01_weapon_F<br>O_static_AA_F |  |\n| **A3_Static_F_AT_01** | B_AT_01_weapon_F<br>B_static_AT_F<br>I_AT_01_weapon_F<br>I_static_AT_F<br>O_AT_01_weapon_F<br>O_static_AT_F |  |\n| **A3_Structures_F_Wrecks** | Land_UWreck_FishingBoat_F<br>Land_UWreck_Heli_Attack_02_F<br>Land_UWreck_MV22_F<br>Land_Wreck_BMP2_F<br>Land_Wreck_BRDM2_F<br>Land_Wreck_Car2_F<br>Land_Wreck_Car3_F<br>Land_Wreck_Car_F<br>Land_Wreck_CarDismantled_F<br>Land_Wreck_Heli_Attack_01_F<br>Land_Wreck_Heli_Attack_02_F<br>Land_Wreck_HMMWV_F<br>Land_Wreck_Hunter_F<br>Land_Wreck_Offroad2_F<br>Land_Wreck_Offroad_F<br>Land_Wreck_Plane_Transport_01_F<br>Land_Wreck_Skodovka_F<br>Land_Wreck_Slammer_F<br>Land_Wreck_Slammer_hull_F<br>Land_Wreck_Slammer_turret_F<br>Land_Wreck_T72_hull_F<br>Land_Wreck_T72_turret_F<br>Land_Wreck_Traw2_F<br>Land_Wreck_Traw_F<br>Land_Wreck_Truck_dropside_F<br>Land_Wreck_Truck_F<br>Land_Wreck_UAZ_F<br>Land_Wreck_Ural_F<br>Land_Wreck_Van_F |  |\n| **A3_Structures_F_EPA_Mil_Scrapyard** | Land_Pallet_MilBoxes_F<br>Land_PaperBox_closed_F<br>Land_PaperBox_closed_scripted_F<br>Land_PaperBox_open_empty_F<br>Land_PaperBox_open_empty_scripted_F<br>Land_PaperBox_open_full_F<br>Land_PaperBox_open_full_scripted_F<br>Land_Scrap_MRAP_01_F<br>Land_ScrapHeap_1_F<br>Land_ScrapHeap_2_F |  |\n| **A3_Air_F_EPB_Heli_Light_03** | I_Heli_light_03_dynamicLoadout_F<br>I_Heli_light_03_F<br>I_Heli_light_03_unarmed_F |  |\n| **A3_Air_F_EPC_Plane_CAS_01** | B_Ejection_Seat_Plane_CAS_01_F<br>B_Plane_CAS_01_dynamicLoadout_F<br>B_Plane_CAS_01_F<br>Plane_CAS_01_Canopy_F |  |\n| **A3_Air_F_EPC_Plane_CAS_02** | O_Ejection_Seat_Plane_CAS_02_F<br>O_Plane_CAS_02_dynamicLoadout_F<br>O_Plane_CAS_02_F<br>Plane_CAS_02_Canopy_F |  |\n| **A3_Armor_F_Beta_APC_Wheeled_01** | B_APC_Wheeled_01_cannon_F |  |\n| **A3_Armor_F_Beta_APC_Wheeled_02** | O_APC_Wheeled_02_rcws_F<br>O_APC_Wheeled_02_rcws_v2_F |  |\n| **A3_Armor_F_EPB_APC_Tracked_03** | I_APC_tracked_03_cannon_F |  |\n| **A3_Armor_F_EPB_MBT_03** | I_MBT_03_cannon_F |  |\n| **A3_Armor_F_EPC_MBT_01** | B_MBT_01_TUSK_F |  |\n| **A3_Armor_F_Gamma_APC_Wheeled_03** | B_APC_Wheeled_03_cannon_F<br>I_APC_Wheeled_03_cannon_F |  |\n| **A3_Boat_F_EPC_Submarine_01** | Submarine_01_F |  |\n| **A3_Drones_F_Air_F_Gamma_UAV_01** | B_UAV_01_F<br>I_UAV_01_F<br>O_UAV_01_F |  |\n| **A3_Drones_F_Air_F_Gamma_UAV_02** | B_UAV_02_CAS_F<br>B_UAV_02_dynamicLoadout_F<br>B_UAV_02_F<br>I_UAV_02_CAS_F<br>I_UAV_02_dynamicLoadout_F<br>I_UAV_02_F<br>O_UAV_02_CAS_F<br>O_UAV_02_dynamicLoadout_F<br>O_UAV_02_F |  |\n| **A3_Drones_F_Soft_F_Gamma_UGV_01** | B_UGV_01_F<br>B_UGV_01_rcws_F<br>I_UGV_01_F<br>I_UGV_01_rcws_F<br>O_UGV_01_F<br>O_UGV_01_rcws_F |  |\n| **A3_Drones_F_Weapons_F_Gamma_Ammoboxes** | B_UAV_01_backpack_F<br>I_UAV_01_backpack_F<br>O_UAV_01_backpack_F |  |\n| **A3_Soft_F_EPC_Truck_03** | O_Truck_03_ammo_F<br>O_Truck_03_covered_F<br>O_Truck_03_device_F<br>O_Truck_03_fuel_F<br>O_Truck_03_medical_F<br>O_Truck_03_repair_F<br>O_Truck_03_transport_F |  |\n| **A3_Data_F_Curator** | SoundFlareLoop_F |  |\n| **A3_Data_F_Curator_Intel** | Intel_File1_F<br>Intel_File2_F<br>Intel_Photos_F |  |\n| **A3_Data_F_Curator_Misc** | Lightning1_F<br>Lightning2_F |  |\n| **A3_Data_F_Curator_Respawn** | B_Respawn_Sleeping_bag_blue_F<br>B_Respawn_Sleeping_bag_brown_F<br>B_Respawn_Sleeping_bag_F<br>B_Respawn_TentA_F<br>B_Respawn_TentDome_F<br>Respawn_Sleeping_bag_blue_F<br>Respawn_Sleeping_bag_brown_F<br>Respawn_Sleeping_bag_F<br>Respawn_TentA_F<br>Respawn_TentDome_F |  |\n| **A3_Data_F_Curator_Virtual** | B_VirtualCurator_F<br>C_VirtualCurator_F<br>I_VirtualCurator_F<br>O_VirtualCurator_F<br>VirtualCurator_F |  |\n| **A3_Modules_F_Curator** | ModuleEmpty_F |  |\n| **A3_Modules_F_Curator_Animals** | ModuleAnimals_F<br>ModuleAnimalsButterflies_F<br>ModuleAnimalsGoats_F<br>ModuleAnimalsPoultry_F<br>ModuleAnimalsSeagulls_F<br>ModuleAnimalsSheep_F |  |\n| **A3_Modules_F_Curator_CAS** | ModuleCAS_F<br>ModuleCASBomb_F<br>ModuleCASGun_F<br>ModuleCASGunMissile_F<br>ModuleCASMissile_F |  |\n| **A3_Modules_F_Curator_Curator** | ModuleCurator_F<br>ModuleCuratorAddAddons_F<br>ModuleCuratorAddCameraArea_F<br>ModuleCuratorAddEditableObjects<br>ModuleCuratorAddEditingArea_F<br>ModuleCuratorAddEditingAreaPlayers_F<br>ModuleCuratorAddIcon_F<br>ModuleCuratorAddPoints_F<br>ModuleCuratorSetAttributesGroup_F<br>ModuleCuratorSetAttributesMarker_F<br>ModuleCuratorSetAttributesObject_F<br>ModuleCuratorSetAttributesPlayer_F<br>ModuleCuratorSetAttributesWaypoint_F<br>ModuleCuratorSetCamera_F<br>ModuleCuratorSetCoefs_F<br>ModuleCuratorSetCosts_F<br>ModuleCuratorSetDefaultCosts_F<br>ModuleCuratorSetEditingAreaType_F<br>ModuleCuratorSetModuleCosts_F<br>ModuleCuratorSetObjectCosts_F<br>ModuleCuratorSetSideCosts_F |  |\n| **A3_Modules_F_Curator_Effects** | ModuleIRGrenade_F<br>ModuleMusic_F<br>ModulePostprocess_F<br>ModuleRadio_F<br>ModuleSound_F |  |\n| **A3_Modules_F_Curator_Environment** | ModuleTimeMultiplier_F |  |\n| **A3_Modules_F_Curator_Flares** | ModuleFlare_F<br>ModuleFlareGreen_F<br>ModuleFlareRed_F<br>ModuleFlareWhite_F<br>ModuleFlareYellow_F |  |\n| **A3_Modules_F_Curator_Intel** | ModuleDiary_F<br>ModuleEndMission_F<br>ModuleMissionName_F |  |\n| **A3_Modules_F_Curator_Lightning** | ModuleLightning_F |  |\n| **A3_Modules_F_Curator_Mines** | ModuleExplosive_Claymore_F<br>ModuleExplosive_DemoCharge_F<br>ModuleExplosive_F<br>ModuleExplosive_IEDLandBig_F<br>ModuleExplosive_IEDLandSmall_F<br>ModuleExplosive_IEDUrbanBig_F<br>ModuleExplosive_IEDUrbanSmall_F<br>ModuleExplosive_SatchelCharge_F<br>ModuleMine_APERSBoundingMine_F<br>ModuleMine_APERSMine_F<br>ModuleMine_APERSTripMine_F<br>ModuleMine_ATMine_F<br>ModuleMine_F<br>ModuleMine_SLAMDirectionalMine_F<br>ModuleMine_UnderwaterMine_F<br>ModuleMine_UnderwaterMineAB_F<br>ModuleMine_UnderwaterMinePDM_F |  |\n| **A3_Modules_F_Curator_Misc** | ModuleCoverMap_F<br>ModuleRadioChannelCreate_F<br>ModuleRemoteControl_F |  |\n| **A3_Modules_F_Curator_Multiplayer** | LogicSectorBase_F<br>LogicSectorCiv100m_F<br>LogicSectorCiv200m_F<br>LogicSectorCiv500m_F<br>LogicSectorEast100m_F<br>LogicSectorEast200m_F<br>LogicSectorEast500m_F<br>LogicSectorGuer100m_F<br>LogicSectorGuer200m_F<br>LogicSectorGuer500m_F<br>LogicSectorPreview100m_F<br>LogicSectorPreview200m_F<br>LogicSectorPreview500m_F<br>LogicSectorUnknown100m_F<br>LogicSectorUnknown200m_F<br>LogicSectorUnknown500m_F<br>LogicSectorWest100m_F<br>LogicSectorWest200m_F<br>LogicSectorWest500m_F<br>ModuleBleedTickets_F<br>ModuleCountdown_F<br>ModuleRespawnTickets_F<br>ModuleZoneProtection_F |  |\n| **A3_Modules_F_Curator_Objectives** | ModuleObjective_F<br>ModuleObjectiveAttackDefend_F<br>ModuleObjectiveGetIn_F<br>ModuleObjectiveMove_F<br>ModuleObjectiveNeutralize_F<br>ModuleObjectiveProtect_F<br>ModuleObjectiveSector_F |  |\n| **A3_Modules_F_Curator_Ordnance** | ModuleOrdnance_F<br>ModuleOrdnanceHowitzer_F<br>ModuleOrdnanceMortar_F<br>ModuleOrdnanceRocket_F |  |\n| **A3_Modules_F_Curator_Respawn** | ModuleRespawnInventory_F<br>ModuleRespawnPositionCiv_F<br>ModuleRespawnPositionEast_F<br>ModuleRespawnPositionGuer_F<br>ModuleRespawnPositionWest_F<br>ModuleVehicleRespawnPositionCiv_F<br>ModuleVehicleRespawnPositionEast_F<br>ModuleVehicleRespawnPositionGuer_F<br>ModuleVehicleRespawnPositionWest_F |  |\n| **A3_Modules_F_Curator_SmokeShells** | ModuleSmokeBlue_F<br>ModuleSmokeGreen_F<br>ModuleSmokeOrange_F<br>ModuleSmokePurple_F<br>ModuleSmokeRed_F<br>ModuleSmokeWhite_F<br>ModuleSmokeYellow_F |  |\n| **A3_Missions_F_Curator** | ModuleMPTypeGameMaster_F<br>ModuleMPTypeSectorControl_F |  |\n| **A3_Modules_F_Curator_Chemlights** | ModuleChemlightBlue_F<br>ModuleChemlightGreen_F<br>ModuleChemlightRed_F<br>ModuleChemlightYellow_F |  |\n| **A3_Modules_F_Kart** | ModuleObjectiveRaceCP_F<br>ModuleObjectiveRaceFinish_F<br>ModuleObjectiveRaceStart_F |  |\n| **A3_Modules_F_Kart_TimeTrials** | ModuleTimeTrial_F |  |\n| **A3_Soft_F_Kart_Kart_01** | C_Kart_01_black_F<br>C_Kart_01_Blu_F<br>C_Kart_01_F<br>C_Kart_01_Fuel_F<br>C_Kart_01_green_F<br>C_Kart_01_orange_F<br>C_Kart_01_Red_F<br>C_Kart_01_Vrana_F<br>C_Kart_01_white_F<br>C_Kart_01_yellow_F |  |\n| **A3_Structures_F_Kart_Civ_SportsGrounds** | Land_FinishGate_01_narrow_F<br>Land_FinishGate_01_wide_F<br>Land_PlasticBarrier_01_F<br>Land_PlasticBarrier_01_line_x2_F<br>Land_PlasticBarrier_01_line_x4_F<br>Land_PlasticBarrier_01_line_x6_F<br>Land_PlasticBarrier_01_round135L_x4_F<br>Land_PlasticBarrier_01_round135L_x6_F<br>Land_PlasticBarrier_01_round135R_x4_F<br>Land_PlasticBarrier_01_round135R_x6_F<br>Land_PlasticBarrier_01_round15L_x4_F<br>Land_PlasticBarrier_01_round15L_x6_F<br>Land_PlasticBarrier_01_round15R_x4_F<br>Land_PlasticBarrier_01_round15R_x6_F<br>Land_PlasticBarrier_01_round180L_x4_F<br>Land_PlasticBarrier_01_round180L_x6_F<br>Land_PlasticBarrier_01_round180R_x4_F<br>Land_PlasticBarrier_01_round180R_x6_F<br>Land_PlasticBarrier_01_round22L_x4_F<br>Land_PlasticBarrier_01_round22L_x6_F<br>Land_PlasticBarrier_01_round22R_x4_F<br>Land_PlasticBarrier_01_round22R_x6_F<br>Land_PlasticBarrier_01_round270L_x6_F<br>Land_PlasticBarrier_01_round270R_x6_F<br>Land_PlasticBarrier_01_round30L_x4_F<br>Land_PlasticBarrier_01_round30L_x6_F<br>Land_PlasticBarrier_01_round30R_x4_F<br>Land_PlasticBarrier_01_round30R_x6_F<br>Land_PlasticBarrier_01_round45L_x4_F<br>Land_PlasticBarrier_01_round45L_x6_F<br>Land_PlasticBarrier_01_round45R_x4_F<br>Land_PlasticBarrier_01_round45R_x6_F<br>Land_PlasticBarrier_01_round60L_x4_F<br>Land_PlasticBarrier_01_round60L_x6_F<br>Land_PlasticBarrier_01_round60R_x4_F<br>Land_PlasticBarrier_01_round60R_x6_F<br>Land_PlasticBarrier_01_round90L_x4_F<br>Land_PlasticBarrier_01_round90L_x6_F<br>Land_PlasticBarrier_01_round90R_x4_F<br>Land_PlasticBarrier_01_round90R_x6_F<br>Land_PlasticBarrier_01_sharp15L_x2_F<br>Land_PlasticBarrier_01_sharp15L_x4_F<br>Land_PlasticBarrier_01_sharp15L_x6_F<br>Land_PlasticBarrier_01_sharp15R_x2_F<br>Land_PlasticBarrier_01_sharp15R_x4_F<br>Land_PlasticBarrier_01_sharp15R_x6_F<br>Land_PlasticBarrier_01_sharp22L_x2_F<br>Land_PlasticBarrier_01_sharp22L_x4_F<br>Land_PlasticBarrier_01_sharp22L_x6_F<br>Land_PlasticBarrier_01_sharp22R_x2_F<br>Land_PlasticBarrier_01_sharp22R_x4_F<br>Land_PlasticBarrier_01_sharp22R_x6_F<br>Land_PlasticBarrier_01_sharp30L_x2_F<br>Land_PlasticBarrier_01_sharp30L_x4_F<br>Land_PlasticBarrier_01_sharp30L_x6_F<br>Land_PlasticBarrier_01_sharp30R_x2_F<br>Land_PlasticBarrier_01_sharp30R_x4_F<br>Land_PlasticBarrier_01_sharp30R_x6_F<br>Land_PlasticBarrier_01_sharp45L_x2_F<br>Land_PlasticBarrier_01_sharp45L_x4_F<br>Land_PlasticBarrier_01_sharp45L_x6_F<br>Land_PlasticBarrier_01_sharp45R_x2_F<br>Land_PlasticBarrier_01_sharp45R_x4_F<br>Land_PlasticBarrier_01_sharp45R_x6_F<br>Land_PlasticBarrier_01_sharp60L_x2_F<br>Land_PlasticBarrier_01_sharp60L_x4_F<br>Land_PlasticBarrier_01_sharp60L_x6_F<br>Land_PlasticBarrier_01_sharp60R_x2_F<br>Land_PlasticBarrier_01_sharp60R_x4_F<br>Land_PlasticBarrier_01_sharp60R_x6_F<br>Land_PlasticBarrier_01_snake15L_x4_F<br>Land_PlasticBarrier_01_snake15L_x6_F<br>Land_PlasticBarrier_01_snake15R_x4_F<br>Land_PlasticBarrier_01_snake15R_x6_F<br>Land_PlasticBarrier_01_snake22L_x4_F<br>Land_PlasticBarrier_01_snake22L_x6_F<br>Land_PlasticBarrier_01_snake22R_x4_F<br>Land_PlasticBarrier_01_snake22R_x6_F<br>Land_PlasticBarrier_01_snake30L_x4_F<br>Land_PlasticBarrier_01_snake30L_x6_F<br>Land_PlasticBarrier_01_snake30R_x4_F<br>Land_PlasticBarrier_01_snake30R_x6_F<br>Land_PlasticBarrier_01_snake45L_x4_F<br>Land_PlasticBarrier_01_snake45L_x6_F<br>Land_PlasticBarrier_01_snake45R_x4_F<br>Land_PlasticBarrier_01_snake45R_x6_F<br>Land_PlasticBarrier_01_snake60L_x4_F<br>Land_PlasticBarrier_01_snake60L_x6_F<br>Land_PlasticBarrier_01_snake60R_x4_F<br>Land_PlasticBarrier_01_snake60R_x6_F<br>Land_PlasticBarrier_01_snake90L_x6_F<br>Land_PlasticBarrier_01_snake90R_x6_F<br>Land_PlasticBarrier_02_F<br>Land_PlasticBarrier_03_F<br>Oil_Spill_F<br>PlasticBarrier_01_red_F<br>PlasticBarrier_01_white_F<br>PlasticBarrier_02_grey_F<br>PlasticBarrier_02_yellow_F<br>PlasticBarrier_03_blue_F<br>PlasticBarrier_03_orange_F |  |\n| **A3_Structures_F_Kart_Mil_Flags** | Flag_Blueking_F<br>Flag_Blueking_inverted_F<br>Flag_Burstkoke_F<br>Flag_Burstkoke_inverted_F<br>Flag_Fuel_F<br>Flag_Fuel_inverted_F<br>Flag_Redburger_F<br>Flag_Redstone_F<br>Flag_Suatmm_F |  |\n| **A3_Structures_F_Kart_Signs_Companies** | SignAd_Sponsor_Blueking_F<br>SignAd_Sponsor_Burstkoke_F<br>SignAd_Sponsor_Fuel_green_F<br>SignAd_Sponsor_Fuel_white_F<br>SignAd_Sponsor_Redburger_F<br>SignAd_Sponsor_Redstone_F<br>SignAd_Sponsor_Suatmm_F<br>SignAd_SponsorS_Blueking_F<br>SignAd_SponsorS_Burstkoke_F<br>SignAd_SponsorS_Fuel_green_F<br>SignAd_SponsorS_Fuel_white_F<br>SignAd_SponsorS_Redburger_F<br>SignAd_SponsorS_Redstone_F<br>SignAd_SponsorS_Suatmm_F |  |\n| **A3_Weapons_F_Kart_Pistols_Pistol_Signal_F** | Weapon_hgun_Pistol_Signal_F |  |\n| **A3_Characters_F_Kart** | Headgear_H_Cap_marshal<br>Headgear_H_RacingHelmet_1_black_F<br>Headgear_H_RacingHelmet_1_blue_F<br>Headgear_H_RacingHelmet_1_F<br>Headgear_H_RacingHelmet_1_green_F<br>Headgear_H_RacingHelmet_1_orange_F<br>Headgear_H_RacingHelmet_1_red_F<br>Headgear_H_RacingHelmet_1_white_F<br>Headgear_H_RacingHelmet_1_yellow_F<br>Headgear_H_RacingHelmet_2_F<br>Headgear_H_RacingHelmet_3_F<br>Headgear_H_RacingHelmet_4_F<br>Item_U_C_Driver_1<br>Item_U_C_Driver_1_black<br>Item_U_C_Driver_1_blue<br>Item_U_C_Driver_1_green<br>Item_U_C_Driver_1_orange<br>Item_U_C_Driver_1_red<br>Item_U_C_Driver_1_white<br>Item_U_C_Driver_1_yellow<br>Item_U_C_Driver_2<br>Item_U_C_Driver_3<br>Item_U_C_Driver_4<br>Item_U_Marshal |  |\n| **A3_Modules_F_Bootcamp_Misc** | ModuleArsenal_F<br>ModuleBootcampStage_F<br>ModuleHint_F<br>ModulePunishment_F |  |\n| **A3_Sounds_F_Bootcamp** | Simulation_Fatal<br>Simulation_Restart<br>Topic_Deselection<br>Topic_Done<br>Topic_Selection<br>Topic_Trigger |  |\n| **A3_Structures_F_Bootcamp_Civ_Camping** | Land_PartyTent_01_F |  |\n| **A3_Structures_F_Bootcamp_Civ_SportsGrounds** | Land_GymBench_01_F<br>Land_GymRack_01_F<br>Land_GymRack_02_F<br>Land_GymRack_03_F<br>Land_TyreBarrier_01_F<br>Land_TyreBarrier_01_line_x4_F<br>Land_TyreBarrier_01_line_x6_F<br>Land_WinnersPodium_01_F<br>TyreBarrier_01_black_F<br>TyreBarrier_01_white_F |  |\n| **A3_Structures_F_Bootcamp_Ind_Cargo** | Land_Cargo20_vr_F |  |\n| **A3_Structures_F_Bootcamp_Items_Electronics** | Land_CarBattery_01_F<br>Land_CarBattery_02_F<br>Land_VRGoggles_01_F<br>Land_WaterCooler_01_new_F<br>Land_WaterCooler_01_old_F |  |\n| **A3_Structures_F_Bootcamp_Items_Food** | Land_FoodContainer_01_F |  |\n| **A3_Structures_F_Bootcamp_Items_Sport** | KartSteertingWheel_01_black_F<br>KartSteertingWheel_01_blue_F<br>KartSteertingWheel_01_green_F<br>KartSteertingWheel_01_orange_F<br>KartSteertingWheel_01_red_F<br>KartSteertingWheel_01_white_F<br>KartSteertingWheel_01_yellow_F<br>Land_KartStand_01_F<br>Land_KartSteertingWheel_01_F<br>Land_KartTrolly_01_F<br>Land_KartTyre_01_F<br>Land_KartTyre_01_x4_F<br>Land_Trophy_01_bronze_F<br>Land_Trophy_01_gold_F<br>Land_Trophy_01_silver_F |  |\n| **A3_Structures_F_Bootcamp_System** | UserTexture_1x2_F |  |\n| **A3_Structures_F_Bootcamp_Training** | Land_Target_PopUp_01_figure_F<br>Land_Target_PopUp_01_mechanism_F<br>TargetBootcampHuman_F<br>TargetBootcampHumanSimple_F |  |\n| **A3_Structures_F_Bootcamp_VR_Blocks** | Land_VR_Block_01_F<br>Land_VR_Block_02_F<br>Land_VR_Block_03_F<br>Land_VR_Block_04_F<br>Land_VR_Block_05_F |  |\n| **A3_Structures_F_Bootcamp_VR_CoverObjects** | Land_VR_CoverObject_01_kneel_F<br>Land_VR_CoverObject_01_kneelHigh_F<br>Land_VR_CoverObject_01_kneelLow_F<br>Land_VR_CoverObject_01_stand_F<br>Land_VR_CoverObject_01_standHigh_F |  |\n| **A3_Structures_F_Bootcamp_VR_Helpers** | VR_3DSelector_01_complete_F<br>VR_3DSelector_01_default_F<br>VR_3DSelector_01_exit_F<br>VR_3DSelector_01_incomplete_F<br>VR_Area_01_circle_4_grey_F<br>VR_Area_01_circle_4_yellow_F<br>VR_Area_01_square_1x1_grey_F<br>VR_Area_01_square_1x1_yellow_F<br>VR_Area_01_square_2x2_grey_F<br>VR_Area_01_square_2x2_yellow_F<br>VR_Area_01_square_4x4_grey_F<br>VR_Area_01_square_4x4_yellow_F<br>VR_Billboard_01_F<br>VR_GroundIcon_01_F<br>VR_Sector_01_60deg_50_grey_F<br>VR_Sector_01_60deg_50_red_F |  |\n| **A3_Weapons_F_Bootcamp_Ammoboxes** | Box_FIA_Ammo_F<br>Box_FIA_Support_F<br>Box_FIA_Wps_F |  |\n| **A3_Missions_F_Heli** | ModuleMPTypeGroundSupport_F<br>ModuleMPTypeGroundSupportBase_F |  |\n| **A3_Modules_F_Heli_Misc** | ModuleSlingload_F<br>ModuleSpawnAI_F<br>ModuleSpawnAIOptions_F<br>ModuleSpawnAIPoint_F<br>ModuleSpawnAISectorTactic_F |  |\n| **A3_Structures_F_Heli_Civ_Accessories** | Land_AirconCondenser_01_F |  |\n| **A3_Structures_F_Heli_Civ_Constructions** | Land_GasTank_01_blue_F<br>Land_GasTank_01_khaki_F<br>Land_GasTank_01_yellow_F<br>Land_GasTank_02_F<br>Land_MobileScafolding_01_F<br>Land_ToolTrolley_01_F<br>Land_ToolTrolley_02_F<br>Land_WeldingTrolley_01_F |  |\n| **A3_Structures_F_Heli_Civ_Garbage** | Land_WheelieBin_01_F |  |\n| **A3_Structures_F_Heli_Civ_Market** | Land_PalletTrolley_01_khaki_F<br>Land_PalletTrolley_01_yellow_F |  |\n| **A3_Structures_F_Heli_Furniture** | Land_OfficeCabinet_01_F<br>Land_OfficeChair_01_F<br>Land_RattanChair_01_F<br>Land_RattanTable_01_F<br>Land_Workbench_01_F<br>OfficeTable_01_new_F<br>OfficeTable_01_old_F |  |\n| **A3_Structures_F_Heli_Ind_Airport** | Land_MobileLandingPlatform_01_F<br>Windsock_01_F |  |\n| **A3_Structures_F_Heli_Ind_Cargo** | Land_Cargo10_blue_F<br>Land_Cargo10_brick_red_F<br>Land_Cargo10_cyan_F<br>Land_Cargo10_grey_F<br>Land_Cargo10_light_blue_F<br>Land_Cargo10_light_green_F<br>Land_Cargo10_military_green_F<br>Land_Cargo10_orange_F<br>Land_Cargo10_red_F<br>Land_Cargo10_sand_F<br>Land_Cargo10_white_F<br>Land_Cargo10_yellow_F |  |\n| **A3_Structures_F_Heli_Ind_Machines** | Land_DieselGroundPowerUnit_01_F<br>Land_EngineCrane_01_F<br>Land_JetEngineStarter_01_F<br>Land_PressureWasher_01_F<br>WaterPump_01_forest_F<br>WaterPump_01_sand_F |  |\n| **A3_Structures_F_Heli_Items_Airport** | Land_AirIntakePlug_01_F<br>Land_AirIntakePlug_02_F<br>Land_AirIntakePlug_03_F<br>Land_AirIntakePlug_04_F<br>Land_AirIntakePlug_05_F<br>Land_DischargeStick_01_F<br>Land_HelicopterWheels_01_assembled_F<br>Land_HelicopterWheels_01_disassembled_F<br>Land_PitotTubeCover_01_F<br>Land_PortableHelipadLight_01_F<br>Land_RotorCoversBag_01_F<br>PortableHelipadLight_01_blue_F<br>PortableHelipadLight_01_green_F<br>PortableHelipadLight_01_red_F<br>PortableHelipadLight_01_white_F<br>PortableHelipadLight_01_yellow_F |  |\n| **A3_Structures_F_Heli_Items_Electronics** | Fridge_01_closed_F<br>Fridge_01_open_F<br>Land_Camera_01_F<br>Land_FlatTV_01_F<br>Land_GamingSet_01_camera_F<br>Land_GamingSet_01_console_F<br>Land_GamingSet_01_controller_F<br>Land_GamingSet_01_powerSupply_F<br>Land_HDMICable_01_F<br>Land_Microwave_01_F<br>Land_PCSet_01_case_F<br>Land_PCSet_01_keyboard_F<br>Land_PCSet_01_mouse_F<br>Land_PCSet_01_screen_F<br>Land_PortableSpeakers_01_F<br>Land_Printer_01_F<br>Land_Projector_01_F<br>Land_Tablet_01_F |  |\n| **A3_Structures_F_Heli_Items_Food** | Land_Ketchup_01_F<br>Land_Mustard_01_F<br>Land_Tableware_01_cup_F<br>Land_Tableware_01_fork_F<br>Land_Tableware_01_knife_F<br>Land_Tableware_01_napkin_F<br>Land_Tableware_01_spoon_F<br>Land_Tableware_01_stackOfNapkins_F<br>Land_Tableware_01_tray_F |  |\n| **A3_Structures_F_Heli_Items_Luggage** | Land_MetalCase_01_large_F<br>Land_MetalCase_01_medium_F<br>Land_MetalCase_01_small_F<br>Land_PlasticCase_01_large_F<br>Land_PlasticCase_01_medium_F<br>Land_PlasticCase_01_small_F |  |\n| **A3_Structures_F_Heli_Items_Sport** | Land_Baseball_01_F<br>Land_BaseballMitt_01_F<br>Land_Basketball_01_F<br>Land_Football_01_F<br>Land_Rugbyball_01_F<br>Land_Volleyball_01_F |  |\n| **A3_Structures_F_Heli_Items_Tools** | Land_Rope_01_F<br>Land_WheelChock_01_F |  |\n| **A3_Structures_F_Heli_VR_Helpers** | Sign_Sphere200cm_F |  |\n| **A3_Supplies_F_Heli_Bladders** | ContainmentArea_01_forest_F<br>ContainmentArea_01_sand_F<br>ContainmentArea_02_forest_F<br>ContainmentArea_02_sand_F<br>Land_ContainmentArea_01_F<br>Land_ContainmentArea_02_F<br>Land_StorageBladder_01_F<br>Land_StorageBladder_02_F<br>StorageBladder_01_fuel_forest_F<br>StorageBladder_01_fuel_sand_F<br>StorageBladder_02_water_forest_F<br>StorageBladder_02_water_sand_F |  |\n| **A3_Supplies_F_Heli_CargoNets** | B_CargoNet_01_ammo_F<br>CargoNet_01_barrels_F<br>CargoNet_01_box_F<br>I_CargoNet_01_ammo_F<br>O_CargoNet_01_ammo_F |  |\n| **A3_Supplies_F_Heli_Fuel** | FlexibleTank_01_forest_F<br>FlexibleTank_01_sand_F<br>Land_FlexibleTank_01_F |  |\n| **A3_Supplies_F_Heli_Slingload** | B_Slingload_01_Ammo_F<br>B_Slingload_01_Cargo_F<br>B_Slingload_01_Fuel_F<br>B_Slingload_01_Medevac_F<br>B_Slingload_01_Repair_F |  |\n| **A3_Air_F_Heli_Heli_Transport_03** | B_Heli_Transport_03_black_F<br>B_Heli_Transport_03_F<br>B_Heli_Transport_03_unarmed_F<br>B_Heli_Transport_03_unarmed_green_F |  |\n| **A3_Air_F_Heli_Heli_Transport_04** | Land_Pod_Heli_Transport_04_ammo_black_F<br>Land_Pod_Heli_Transport_04_ammo_F<br>Land_Pod_Heli_Transport_04_bench_black_F<br>Land_Pod_Heli_Transport_04_bench_F<br>Land_Pod_Heli_Transport_04_box_black_F<br>Land_Pod_Heli_Transport_04_box_F<br>Land_Pod_Heli_Transport_04_covered_black_F<br>Land_Pod_Heli_Transport_04_covered_F<br>Land_Pod_Heli_Transport_04_fuel_black_F<br>Land_Pod_Heli_Transport_04_fuel_F<br>Land_Pod_Heli_Transport_04_medevac_black_F<br>Land_Pod_Heli_Transport_04_medevac_F<br>Land_Pod_Heli_Transport_04_repair_black_F<br>Land_Pod_Heli_Transport_04_repair_F<br>O_Heli_Transport_04_ammo_black_F<br>O_Heli_Transport_04_ammo_F<br>O_Heli_Transport_04_bench_black_F<br>O_Heli_Transport_04_bench_F<br>O_Heli_Transport_04_black_F<br>O_Heli_Transport_04_box_black_F<br>O_Heli_Transport_04_box_F<br>O_Heli_Transport_04_covered_black_F<br>O_Heli_Transport_04_covered_F<br>O_Heli_Transport_04_F<br>O_Heli_Transport_04_fuel_black_F<br>O_Heli_Transport_04_fuel_F<br>O_Heli_Transport_04_medevac_black_F<br>O_Heli_Transport_04_medevac_F<br>O_Heli_Transport_04_repair_black_F<br>O_Heli_Transport_04_repair_F |  |\n| **A3_Modules_F_MP_Mark** | ModuleHvtEndGameObjective_F<br>ModuleHvtObjectiveRandomiser_F<br>ModuleHvtObjectivesInstance_F<br>ModuleHvtSimpleObjective_F<br>ModuleHvtStartGameObjective_F |  |\n| **A3_Static_F_Mark_Designator_01** | B_Static_Designator_01_F<br>B_Static_Designator_01_weapon_F |  |\n| **A3_Static_F_Mark_Designator_02** | O_Static_Designator_02_F<br>O_Static_Designator_02_weapon_F |  |\n| **A3_Structures_F_Mark_Items_Military** | Land_ShotTimer_01_F |  |\n| **A3_Structures_F_Mark_Items_Sport** | Balloon_01_air_NoPop_F<br>Balloon_01_water_NoPop_F<br>Land_AirHorn_01_F<br>Land_Balloon_01_air_F<br>Land_Balloon_01_water_F |  |\n| **A3_Structures_F_Mark_Mil_Flags** | Flag_FD_Purple_F |  |\n| **A3_Structures_F_Mark_Training** | Land_BulletTrap_01_F<br>Land_Target_Dueling_01_F<br>Land_Target_Swivel_01_F<br>ShootingMat_01_folded_Khaki_F<br>ShootingMat_01_folded_Olive_F<br>ShootingMat_01_folded_OPFOR_F<br>ShootingMat_01_Khaki_F<br>ShootingMat_01_Olive_F<br>ShootingMat_01_OPFOR_F<br>Target_Dueling_01_NoPop_F<br>Target_PopUp4_Moving_90deg_Acc1_F<br>Target_PopUp4_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp4_Moving_90deg_Acc2_F<br>Target_PopUp4_Moving_90deg_Acc2_NoPop_F<br>Target_PopUp4_Moving_90deg_F<br>Target_PopUp4_Moving_90deg_NoPop_F<br>Target_PopUp4_Moving_Acc1_F<br>Target_PopUp4_Moving_Acc1_NoPop_F<br>Target_PopUp4_Moving_Acc2_F<br>Target_PopUp4_Moving_Acc2_NoPop_F<br>Target_PopUp4_Moving_F<br>Target_PopUp4_Moving_NoPop_F<br>Target_PopUp7_Moving_90deg_Acc1_F<br>Target_PopUp7_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp7_Moving_90deg_Acc2_F<br>Target_PopUp7_Moving_90deg_Acc2_NoPop_F<br>Target_PopUp7_Moving_90deg_F<br>Target_PopUp7_Moving_90deg_NoPop_F<br>Target_PopUp7_Moving_Acc1_F<br>Target_PopUp7_Moving_Acc1_NoPop_F<br>Target_PopUp7_Moving_Acc2_F<br>Target_PopUp7_Moving_Acc2_NoPop_F<br>Target_PopUp7_Moving_F<br>Target_PopUp7_Moving_NoPop_F<br>Target_PopUp8_Moving_90deg_Acc1_F<br>Target_PopUp8_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp8_Moving_90deg_Acc2_F<br>Target_PopUp8_Moving_90deg_Acc2_NoPop_F<br>Target_PopUp8_Moving_90deg_F<br>Target_PopUp8_Moving_90deg_NoPop_F<br>Target_PopUp8_Moving_Acc1_F<br>Target_PopUp8_Moving_Acc1_NoPop_F<br>Target_PopUp8_Moving_Acc2_F<br>Target_PopUp8_Moving_Acc2_NoPop_F<br>Target_PopUp8_Moving_F<br>Target_PopUp8_Moving_NoPop_F<br>Target_PopUp9_Moving_90deg_Acc1_F<br>Target_PopUp9_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp9_Moving_90deg_Acc2_F<br>Target_PopUp9_Moving_90deg_Acc2_NoPop_F<br>Target_PopUp9_Moving_90deg_F<br>Target_PopUp9_Moving_90deg_NoPop_F<br>Target_PopUp9_Moving_Acc1_F<br>Target_PopUp9_Moving_Acc1_NoPop_F<br>Target_PopUp9_Moving_Acc2_F<br>Target_PopUp9_Moving_Acc2_NoPop_F<br>Target_PopUp9_Moving_F<br>Target_PopUp9_Moving_NoPop_F<br>Target_PopUp_Alien1_Moving_90deg_Acc1_F<br>Target_PopUp_Alien1_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp_Alien1_Moving_90deg_F<br>Target_PopUp_Alien1_Moving_90deg_NoPop_F<br>Target_PopUp_Alien1_Moving_Acc1_F<br>Target_PopUp_Alien1_Moving_Acc1_NoPop_F<br>Target_PopUp_Alien1_Moving_F<br>Target_PopUp_Alien1_Moving_NoPop_F<br>Target_PopUp_HVT1_Moving_90deg_F<br>Target_PopUp_HVT1_Moving_90deg_NoPop_F<br>Target_PopUp_HVT1_Moving_F<br>Target_PopUp_HVT1_Moving_NoPop_F<br>Target_PopUp_HVT2_Moving_90deg_F<br>Target_PopUp_HVT2_Moving_90deg_NoPop_F<br>Target_PopUp_HVT2_Moving_F<br>Target_PopUp_HVT2_Moving_NoPop_F<br>Target_Swivel_01_ground_F<br>Target_Swivel_01_ground_NoPop_F<br>Target_Swivel_01_left_F<br>Target_Swivel_01_left_NoPop_F<br>Target_Swivel_01_NoPop_F<br>Target_Swivel_01_right_F<br>Target_Swivel_01_right_NoPop_F<br>TargetP_Alien1_Acc1_F<br>TargetP_Alien1_Acc1_NoPop_F<br>TargetP_Alien1_F<br>TargetP_Alien1_NoPop_F<br>TargetP_HVT1_F<br>TargetP_HVT1_NoPop_F<br>TargetP_HVT2_F<br>TargetP_HVT2_NoPop_F<br>TargetP_Inf4_Acc1_F<br>TargetP_Inf4_Acc1_NoPop_F<br>TargetP_Inf4_Acc2_F<br>TargetP_Inf4_Acc2_NoPop_F<br>TargetP_Inf4_F<br>TargetP_Inf4_NoPop_F<br>TargetP_Inf7_Acc1_F<br>TargetP_Inf7_Acc1_NoPop_F<br>TargetP_Inf7_Acc2_F<br>TargetP_Inf7_Acc2_NoPop_F<br>TargetP_Inf7_F<br>TargetP_Inf7_NoPop_F<br>TargetP_Inf8_Acc1_F<br>TargetP_Inf8_Acc1_NoPop_F<br>TargetP_Inf8_Acc2_F<br>TargetP_Inf8_Acc2_NoPop_F<br>TargetP_Inf8_F<br>TargetP_Inf8_NoPop_F<br>TargetP_Inf9_Acc1_F<br>TargetP_Inf9_Acc1_NoPop_F<br>TargetP_Inf9_Acc2_F<br>TargetP_Inf9_Acc2_NoPop_F<br>TargetP_Inf9_F<br>TargetP_Inf9_NoPop_F |  |\n| **A3_Structures_F_Mark_VR_Shapes** | Land_VR_Shape_01_cube_1m_F |  |\n| **A3_Structures_F_Mark_VR_Targets** | Land_VR_Target_APC_Wheeled_01_F<br>Land_VR_Target_Dart_01_F<br>Land_VR_Target_MBT_01_cannon_F<br>Land_VR_Target_MRAP_01_F |  |\n| **A3_Weapons_F_Mark** | FxCartridge_127x54_APDS<br>FxCartridge_338_Ball<br>FxCartridge_338_NM_Ball<br>FxCartridge_93x64_Ball<br>Item_bipod_01_F_blk<br>Item_bipod_01_F_mtp<br>Item_bipod_01_F_snd<br>Item_bipod_02_F_blk<br>Item_bipod_02_F_hex<br>Item_bipod_02_F_tan<br>Item_bipod_03_F_blk<br>Item_bipod_03_F_oli<br>Item_Laserdesignator_02<br>Item_Laserdesignator_03<br>Item_muzzle_snds_338_black<br>Item_muzzle_snds_338_green<br>Item_muzzle_snds_338_sand<br>Item_muzzle_snds_93mmg<br>Item_muzzle_snds_93mmg_tan<br>Item_optic_AMS<br>Item_optic_AMS_khk<br>Item_optic_AMS_snd<br>Item_optic_KHS_blk<br>Item_optic_KHS_hex<br>Item_optic_KHS_old<br>Item_optic_KHS_tan<br>Weapon_MMG_01_hex_F<br>Weapon_MMG_01_tan_F<br>Weapon_MMG_02_black_F<br>Weapon_MMG_02_camo_F<br>Weapon_MMG_02_sand_F<br>Weapon_srifle_DMR_02_camo_F<br>Weapon_srifle_DMR_02_F<br>Weapon_srifle_DMR_02_sniper_F<br>Weapon_srifle_DMR_03_F<br>Weapon_srifle_DMR_03_khaki_F<br>Weapon_srifle_DMR_03_multicam_F<br>Weapon_srifle_DMR_03_tan_F<br>Weapon_srifle_DMR_03_woodland_F<br>Weapon_srifle_DMR_04_F<br>Weapon_srifle_DMR_04_Tan_F<br>Weapon_srifle_DMR_05_blk_F<br>Weapon_srifle_DMR_05_hex_F<br>Weapon_srifle_DMR_05_tan_f<br>Weapon_srifle_DMR_06_camo_F<br>Weapon_srifle_DMR_06_olive_F |  |\n| **A3_Characters_F_Mark** | Item_U_B_FullGhillie_ard<br>Item_U_B_FullGhillie_lsh<br>Item_U_B_FullGhillie_sard<br>Item_U_I_FullGhillie_ard<br>Item_U_I_FullGhillie_lsh<br>Item_U_I_FullGhillie_sard<br>Item_U_O_FullGhillie_ard<br>Item_U_O_FullGhillie_lsh<br>Item_U_O_FullGhillie_sard<br>Vest_V_PlateCarrierGL_blk<br>Vest_V_PlateCarrierGL_mtp<br>Vest_V_PlateCarrierGL_rgr<br>Vest_V_PlateCarrierIAGL_dgtl<br>Vest_V_PlateCarrierIAGL_oli<br>Vest_V_PlateCarrierSpec_blk<br>Vest_V_PlateCarrierSpec_mtp<br>Vest_V_PlateCarrierSpec_rgr |  |\n| **A3_Props_F_Exp_A_Military_Equipment** | Land_DataTerminal_01_F<br>Land_Tablet_02_F |  |\n| **A3_Structures_F_Exp_A_VR_Blocks** | Land_VR_Slope_01_F |  |\n| **A3_Data_F_Exp_A_Virtual** | VirtualSpectator_F |  |\n| **A3_3DEN** | Sphere_3DEN<br>SphereNoGround_3DEN |  |\n| **CuratorOnly_Air_F_Beta_Heli_Attack_01** | B_Heli_Attack_01_F |  |\n| **CuratorOnly_Air_F_Beta_Heli_Attack_02** | O_Heli_Attack_02_black_F<br>O_Heli_Attack_02_F |  |\n| **CuratorOnly_Air_F_Gamma_UAV_01** | B_UAV_01_F<br>I_UAV_01_F<br>O_UAV_01_F |  |\n| **CuratorOnly_Armor_F_AMV** | B_APC_Wheeled_01_cannon_F |  |\n| **CuratorOnly_armor_f_beta_APC_Tracked_02** | O_APC_Tracked_02_AA_F<br>O_APC_Tracked_02_cannon_F |  |\n| **CuratorOnly_Armor_F_Marid** | O_APC_Wheeled_02_rcws_F |  |\n| **CuratorOnly_Armor_F_Panther** | B_APC_Tracked_01_aa_F<br>B_APC_Tracked_01_crv_F<br>B_APC_Tracked_01_rcws_F |  |\n| **CuratorOnly_Armor_F_Slammer** | B_MBT_01_arty_F<br>B_MBT_01_cannon_F<br>B_MBT_01_mlrs_F |  |\n| **CuratorOnly_Armor_F_T100K** | O_MBT_02_arty_F<br>O_MBT_02_cannon_F |  |\n| **CuratorOnly_Boat_F_Boat_Armed_01** | B_Boat_Armed_01_minigun_F<br>O_Boat_Armed_01_hmg_F |  |\n| **CuratorOnly_Characters_F_BLUFOR** | B_crew_F<br>B_diver_exp_F<br>B_diver_F<br>B_diver_TL_F<br>B_engineer_F<br>B_helicrew_F<br>B_Helipilot_F<br>B_medic_F<br>B_officer_F<br>B_Pilot_F<br>B_RangeMaster_F<br>B_recon_exp_F<br>B_recon_F<br>B_recon_JTAC_F<br>B_recon_LAT_F<br>B_recon_M_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_sniper_F<br>B_Soldier_02_f<br>B_Soldier_03_f<br>B_Soldier_A_F<br>B_soldier_AA_F<br>B_soldier_AAA_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AR_F<br>B_soldier_AT_F<br>B_soldier_exp_F<br>B_Soldier_F<br>B_Soldier_GL_F<br>B_soldier_LAT_F<br>B_Soldier_lite_F<br>B_soldier_M_F<br>B_soldier_repair_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_spotter_F<br>B_Story_Protagonist_F<br>B_Story_SF_Captain_F<br>B_support_AMG_F<br>B_support_AMort_F<br>B_support_GMG_F<br>B_support_MG_F<br>B_support_Mort_F |  |\n| **CuratorOnly_Characters_F_Common** | B_UAV_AI<br>I_UAV_AI<br>O_UAV_AI<br>Underwear_F |  |\n| **CuratorOnly_Characters_F_OPFOR** | O_crew_F<br>O_diver_exp_F<br>O_diver_F<br>O_diver_TL_F<br>O_engineer_F<br>O_helicrew_F<br>O_helipilot_F<br>O_medic_F<br>O_officer_F<br>O_Pilot_F<br>O_recon_exp_F<br>O_recon_F<br>O_recon_JTAC_F<br>O_recon_LAT_F<br>O_recon_M_F<br>O_recon_medic_F<br>O_recon_TL_F<br>O_sniper_F<br>O_Soldier_A_F<br>O_Soldier_AA_F<br>O_Soldier_AAA_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AR_F<br>O_Soldier_AT_F<br>O_soldier_exp_F<br>O_Soldier_F<br>O_Soldier_GL_F<br>O_Soldier_LAT_F<br>O_Soldier_lite_F<br>O_soldier_M_F<br>O_soldier_repair_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldierU_AAR_F<br>O_soldierU_AAT_F<br>O_soldierU_AR_F<br>O_soldierU_AT_F<br>O_soldierU_F<br>O_soldierU_LAT_F<br>O_soldierU_TL_F<br>O_spotter_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_support_GMG_F<br>O_support_MG_F<br>O_support_Mort_F |  |\n| **CuratorOnly_Modules_F_Curator_Animals** | ModuleAnimals_F<br>ModuleAnimalsButterflies_F<br>ModuleAnimalsGoats_F<br>ModuleAnimalsPoultry_F<br>ModuleAnimalsSeagulls_F<br>ModuleAnimalsSheep_F |  |\n| **CuratorOnly_Modules_F_Curator_Chemlights** | ModuleChemlight_F<br>ModuleChemlightBlue_F<br>ModuleChemlightGreen_F<br>ModuleChemlightRed_F<br>ModuleChemlightYellow_F |  |\n| **CuratorOnly_Modules_F_Curator_Effects** | ModuleIRGrenade_F<br>ModuleMusic_F<br>ModulePostprocess_F<br>ModuleRadio_F<br>ModuleSound_F<br>ModuleTracers_F |  |\n| **CuratorOnly_Modules_F_Curator_Environment** | ModuleSkiptime_F<br>ModuleDiary_F<br>ModuleWeather_F<br>ModuleTimeMultiplier_F |  |\n| **CuratorOnly_Modules_F_Curator_Flares** | ModuleFlare_F<br>ModuleFlareGreen_F<br>ModuleFlareRed_F<br>ModuleFlareWhite_F<br>ModuleFlareYellow_F |  |\n| **CuratorOnly_Modules_F_Curator_Lightning** | ModuleLightning_F |  |\n| **CuratorOnly_Modules_F_Curator_Mines** | Claymore_F<br>DemoCharge_F<br>IEDLandBig_F<br>IEDLandSmall_F<br>IEDUrbanBig_F<br>IEDUrbanSmall_F<br>ModuleExplosive_Claymore_F<br>ModuleExplosive_DemoCharge_F<br>ModuleExplosive_F<br>ModuleExplosive_IEDLandBig_F<br>ModuleExplosive_IEDLandSmall_F<br>ModuleExplosive_IEDUrbanBig_F<br>ModuleExplosive_IEDUrbanSmall_F<br>ModuleExplosive_SatchelCharge_F<br>ModuleMine_APERSBoundingMine_F<br>ModuleMine_APERSMine_F<br>ModuleMine_APERSTripMine_F<br>ModuleMine_ATMine_F<br>ModuleMine_F<br>ModuleMine_SLAMDirectionalMine_F<br>ModuleMine_UnderwaterMine_F<br>ModuleMine_UnderwaterMineAB_F<br>ModuleMine_UnderwaterMinePDM_F<br>SatchelCharge_F |  |\n| **CuratorOnly_Modules_F_Curator_Objectives** | ModuleObjective_F<br>ModuleObjectiveAttackDefend_F<br>ModuleObjectiveGetIn_F<br>ModuleObjectiveMove_F<br>ModuleObjectiveNeutralize_F<br>ModuleObjectiveProtect_F<br>ModuleObjectiveSector_F |  |\n| **CuratorOnly_Modules_F_Curator_Ordnance** | ModuleOrdnance_F<br>ModuleOrdnanceHowitzer_F<br>ModuleOrdnanceMortar_F<br>ModuleOrdnanceRocket_F |  |\n| **CuratorOnly_Modules_F_Curator_Smokeshells** | ModuleSmoke_F<br>ModuleSmokeBlue_F<br>ModuleSmokeGreen_F<br>ModuleSmokeOrange_F<br>ModuleSmokePurple_F<br>ModuleSmokeRed_F<br>ModuleSmokeWhite_F<br>ModuleSmokeYellow_F |  |\n| **CuratorOnly_Signs_F** | ArrowDesk_L_F<br>ArrowDesk_R_F<br>ArrowMarker_L_F<br>ArrowMarker_R_F<br>FlagChecked_F<br>FlagSmall_F<br>Land_Sign_Mines_F<br>Land_Sign_WarningMilAreaSmall_F<br>Land_Sign_WarningMilitaryArea_F<br>Land_Sign_WarningMilitaryVehicles_F<br>Land_Sign_WarningUnexplodedAmmo_F<br>Pole_F<br>RoadBarrier_F<br>RoadBarrier_small_F<br>RoadCone_F<br>RoadCone_L_F<br>Sign_Direction_F<br>Sign_F<br>TapeSign_F |  |\n| **CuratorOnly_Soft_F_Crusher_UGV** | B_UGV_01_F<br>B_UGV_01_rcws_F<br>I_UGV_01_F<br>I_UGV_01_rcws_F<br>O_UGV_01_F<br>O_UGV_01_rcws_F |  |\n| **CuratorOnly_Soft_F_MRAP_01** | B_MRAP_01_F<br>B_MRAP_01_gmg_F<br>B_MRAP_01_hmg_F |  |\n| **CuratorOnly_Soft_F_MRAP_02** | O_MRAP_02_F<br>O_MRAP_02_GMG_F<br>O_MRAP_02_hmg_F |  |\n| **CuratorOnly_Soft_F_Quadbike** | B_Quadbike_01_F<br>C_Quadbike_01_black_F<br>C_Quadbike_01_blue_F<br>C_Quadbike_01_F<br>C_Quadbike_01_red_F<br>C_Quadbike_01_white_F<br>I_G_Quadbike_01_F<br>I_Quadbike_01_F<br>O_Quadbike_01_F |  |\n| **CuratorOnly_Static_F_Gamma** | B_GMG_01_A_F<br>B_GMG_01_A_weapon_F<br>B_GMG_01_F<br>B_GMG_01_high_F<br>B_GMG_01_high_weapon_F<br>B_GMG_01_weapon_F<br>B_HMG_01_A_F<br>B_HMG_01_A_weapon_F<br>B_HMG_01_F<br>B_HMG_01_high_F<br>B_HMG_01_high_weapon_F<br>B_HMG_01_support_F<br>B_HMG_01_support_high_F<br>B_HMG_01_weapon_F<br>I_GMG_01_A_F<br>I_GMG_01_A_weapon_F<br>I_GMG_01_F<br>I_GMG_01_high_F<br>I_GMG_01_high_weapon_F<br>I_GMG_01_weapon_F<br>I_HMG_01_A_F<br>I_HMG_01_A_weapon_F<br>I_HMG_01_F<br>I_HMG_01_high_F<br>I_HMG_01_high_weapon_F<br>I_HMG_01_support_F<br>I_HMG_01_support_high_F<br>I_HMG_01_weapon_F<br>O_G_Mortar_01_F<br>O_GMG_01_A_F<br>O_GMG_01_A_weapon_F<br>O_GMG_01_F<br>O_GMG_01_high_F<br>O_GMG_01_high_weapon_F<br>O_GMG_01_weapon_F<br>O_HMG_01_A_F<br>O_HMG_01_A_weapon_F<br>O_HMG_01_F<br>O_HMG_01_high_F<br>O_HMG_01_high_weapon_F<br>O_HMG_01_support_F<br>O_HMG_01_support_high_F<br>O_HMG_01_weapon_F |  |\n| **CuratorOnly_Static_F_Mortar_01** | B_Mortar_01_F<br>B_Mortar_01_support_F<br>B_Mortar_01_weapon_F<br>I_G_Mortar_01_F<br>I_Mortar_01_support_F<br>I_Mortar_01_weapon_F<br>O_Mortar_01_F<br>O_Mortar_01_support_F<br>O_Mortar_01_weapon_F |  |\n| **CuratorOnly_Structures_F_Civ_Ancient** | Land_AncientPillar_damaged_F<br>Land_AncientPillar_F<br>Land_AncientPillar_fallen_F |  |\n| **CuratorOnly_Structures_F_Civ_Camping** | Campfire_burning_F<br>FirePlace_burning_F<br>Land_Campfire_F<br>Land_Camping_Light_off_F<br>Land_CampingChair_V1_F<br>Land_CampingChair_V1_folded_F<br>Land_CampingChair_V2_F<br>Land_CampingTable_F<br>Land_CampingTable_small_F<br>Land_FieldToilet_F<br>Land_FirePlace_F<br>Land_Ground_sheet_blue_F<br>Land_Ground_sheet_F<br>Land_Ground_sheet_folded_blue_F<br>Land_Ground_sheet_folded_F<br>Land_Ground_sheet_folded_khaki_F<br>Land_Ground_sheet_folded_OPFOR_F<br>Land_Ground_sheet_folded_yellow_F<br>Land_Ground_sheet_khaki_F<br>Land_Ground_sheet_OPFOR_F<br>Land_Ground_sheet_yellow_F<br>Land_Pillow_camouflage_F<br>Land_Pillow_F<br>Land_Pillow_grey_F<br>Land_Pillow_old_F<br>Land_Sleeping_bag_blue_F<br>Land_Sleeping_bag_blue_folded_F<br>Land_Sleeping_bag_brown_F<br>Land_Sleeping_bag_brown_folded_F<br>Land_Sleeping_bag_F<br>Land_Sleeping_bag_folded_F<br>Land_Sun_chair_F<br>Land_Sun_chair_green_F<br>Land_Sunshade_F<br>Land_TentA_F<br>Land_TentDome_F<br>Land_ToiletBox_F |  |\n| **CuratorOnly_Structures_F_Civ_Garbage** | Land_Garbage_line_F<br>Land_Garbage_square3_F<br>Land_Garbage_square5_F<br>Land_GarbageBags_F<br>Land_GarbagePallet_F<br>Land_GarbageWashingMachine_F<br>Land_JunkPile_F<br>Land_Tyre_F<br>Land_Tyres_F |  |\n| **CuratorOnly_Structures_F_EPA_Civ_Constructions** | Land_Pallets_stack_F<br>Land_PortableLight_double_F<br>Land_PortableLight_single_F |  |\n| **CuratorOnly_Structures_F_EPB_Civ_Dead** | Land_Grave_dirt_F<br>Land_Grave_forest_F<br>Land_Grave_rocks_F |  |\n| **CuratorOnly_Structures_F_Ind_Cargo** | Land_Cargo20_blue_F<br>Land_Cargo20_brick_red_F<br>Land_Cargo20_china_color_V1_ruins_F<br>Land_Cargo20_china_color_V2_ruins_F<br>Land_Cargo20_color_V1_ruins_F<br>Land_Cargo20_color_V2_ruins_F<br>Land_Cargo20_color_V3_ruins_F<br>Land_Cargo20_cyan_F<br>Land_Cargo20_grey_F<br>Land_Cargo20_light_blue_F<br>Land_Cargo20_light_green_F<br>Land_Cargo20_military_green_F<br>Land_Cargo20_military_ruins_F<br>Land_Cargo20_orange_F<br>Land_Cargo20_red_F<br>Land_Cargo20_sand_F<br>Land_Cargo20_white_F<br>Land_Cargo20_yellow_F<br>Land_Cargo40_blue_F<br>Land_Cargo40_brick_red_F<br>Land_Cargo40_china_color_V1_ruins_F<br>Land_Cargo40_china_color_V2_ruins_F<br>Land_Cargo40_color_V1_ruins_F<br>Land_Cargo40_color_V2_ruins_F<br>Land_Cargo40_color_V3_ruins_F<br>Land_Cargo40_cyan_F<br>Land_Cargo40_grey_F<br>Land_Cargo40_light_blue_F<br>Land_Cargo40_light_green_F<br>Land_Cargo40_military_green_F<br>Land_Cargo40_military_ruins_F<br>Land_Cargo40_orange_F<br>Land_Cargo40_red_F<br>Land_Cargo40_sand_F<br>Land_Cargo40_white_F<br>Land_Cargo40_yellow_F<br>Land_CargoBox_V1_F |  |\n| **CuratorOnly_Structures_F_Ind_Crane** | Land_Crane_F |  |\n| **CuratorOnly_Structures_F_Ind_ReservoirTank** | Land_ReservoirTank_Airport_F<br>Land_ReservoirTank_Airport_ruins_F<br>Land_ReservoirTank_Rust_F<br>Land_ReservoirTank_Rust_ruins_F<br>Land_ReservoirTank_V1_F<br>Land_ReservoirTank_V1_ruins_F<br>Land_ReservoirTower_F<br>Land_ReservoirTower_ruins_F |  |\n| **CuratorOnly_Structures_F_Ind_Transmitter_Tower** | Land_Communication_anchor_F<br>Land_Communication_F<br>Land_TBox_F<br>Land_TBox_ruins_F<br>Land_TTowerBig_1_F<br>Land_TTowerBig_1_ruins_F<br>Land_TTowerBig_2_F<br>Land_TTowerBig_2_ruins_F<br>Land_TTowerSmall_1_F<br>Land_TTowerSmall_2_F |  |\n| **CuratorOnly_Structures_F_Items_Vessels** | Land_BarrelEmpty_F<br>Land_BarrelSand_F<br>Land_BarrelTrash_F<br>Land_BarrelWater_F<br>Land_Bucket_clean_F<br>Land_Bucket_F<br>Land_Bucket_painted_F<br>Land_BucketNavy_F<br>Land_CanisterFuel_F<br>Land_CanisterOil_F<br>Land_CanisterPlastic_F<br>Land_MetalBarrel_empty_F<br>Land_MetalBarrel_F<br>Land_WaterBarrel_F<br>Land_WaterTank_F<br>MetalBarrel_burning_F |  |\n| **CuratorOnly_Structures_F_Mil_BagBunker** | Land_BagBunker_Large_F<br>Land_BagBunker_Small_F<br>Land_BagBunker_Tower_F |  |\n| **CuratorOnly_Structures_F_Mil_BagFence** | Land_BagFence_Corner_F<br>Land_BagFence_End_F<br>Land_BagFence_Long_F<br>Land_BagFence_Round_F<br>Land_BagFence_Short_F |  |\n| **CuratorOnly_Structures_F_Mil_Cargo** | Land_Cargo_House_V1_F<br>Land_Cargo_House_V1_ruins_F<br>Land_Cargo_House_V2_F<br>Land_Cargo_House_V2_ruins_F<br>Land_Cargo_House_V3_F<br>Land_Cargo_House_V3_ruins_F<br>Land_Cargo_HQ_V1_F<br>Land_Cargo_HQ_V1_ruins_F<br>Land_Cargo_HQ_V2_F<br>Land_Cargo_HQ_V2_ruins_F<br>Land_Cargo_HQ_V3_F<br>Land_Cargo_HQ_V3_ruins_F<br>Land_Cargo_Patrol_V1_F<br>Land_Cargo_Patrol_V1_ruins_F<br>Land_Cargo_Patrol_V2_F<br>Land_Cargo_Patrol_V2_ruins_F<br>Land_Cargo_Patrol_V3_F<br>Land_Cargo_Patrol_V3_ruins_F<br>Land_Cargo_Tower_V1_F<br>Land_Cargo_Tower_V1_No1_F<br>Land_Cargo_Tower_V1_No2_F<br>Land_Cargo_Tower_V1_No3_F<br>Land_Cargo_Tower_V1_No4_F<br>Land_Cargo_Tower_V1_No5_F<br>Land_Cargo_Tower_V1_No6_F<br>Land_Cargo_Tower_V1_No7_F<br>Land_Cargo_Tower_V1_ruins_F<br>Land_Cargo_Tower_V2_F<br>Land_Cargo_Tower_V2_ruins_F<br>Land_Cargo_Tower_V3_F<br>Land_Cargo_Tower_V3_ruins_F<br>Land_Medevac_house_V1_F<br>Land_Medevac_house_V1_ruins_F<br>Land_Medevac_HQ_V1_F<br>Land_Medevac_HQ_V1_ruins_F |  |\n| **CuratorOnly_Structures_F_Mil_Fortification** | Land_HBarrier_1_F<br>Land_HBarrier_3_F<br>Land_HBarrier_5_F<br>Land_HBarrierBig_F<br>Land_HBarrierTower_F<br>Land_HBarrierWall4_F<br>Land_HBarrierWall6_F<br>Land_HBarrierWall_corner_F<br>Land_HBarrierWall_corridor_F<br>Land_Razorwire_F |  |\n| **CuratorOnly_Structures_F_Mil_Radar** | Land_Radar_F<br>Land_Radar_ruins_F<br>Land_Radar_Small_F<br>Land_Radar_Small_ruins_F |  |\n| **CuratorOnly_Structures_F_Mil_Shelters** | CamoNet_BLUFOR_big_Curator_F<br>CamoNet_BLUFOR_big_F<br>CamoNet_BLUFOR_Curator_F<br>CamoNet_BLUFOR_F<br>CamoNet_BLUFOR_open_Curator_F<br>CamoNet_BLUFOR_open_F<br>CamoNet_INDP_big_Curator_F<br>CamoNet_INDP_big_F<br>CamoNet_INDP_Curator_F<br>CamoNet_INDP_F<br>CamoNet_INDP_open_Curator_F<br>CamoNet_INDP_open_F<br>CamoNet_OPFOR_big_Curator_F<br>CamoNet_OPFOR_big_F<br>CamoNet_OPFOR_Curator_F<br>CamoNet_OPFOR_F<br>CamoNet_OPFOR_open_Curator_F<br>CamoNet_OPFOR_open_F |  |\n| **CuratorOnly_Structures_F_Research** | Land_Dome_Big_F<br>Land_Dome_Small_F<br>Land_Research_house_V1_ruins_F<br>Land_Research_house_V1_F<br>Land_Research_HQ_ruins_F<br>Land_Research_HQ_F |  |\n| **CuratorOnly_Structures_F_Walls** | Land_Ancient_Wall_4m_F<br>Land_Ancient_Wall_8m_F<br>Land_BarGate_F<br>Land_Canal_Wall_10m_F<br>Land_Canal_Wall_D_center_F<br>Land_Canal_Wall_D_left_F<br>Land_Canal_Wall_D_right_F<br>Land_Canal_Wall_Stairs_F<br>Land_Canal_WallSmall_10m_F<br>Land_City2_4m_F<br>Land_City2_8m_F<br>Land_City2_8mD_F<br>Land_City2_PillarD_F<br>Land_City_4m_F<br>Land_City_8m_F<br>Land_City_8mD_F<br>Land_City_Gate_F<br>Land_City_Pillar_F<br>Land_CncBarrier_F<br>Land_CncBarrier_stripes_F<br>Land_CncBarrierMedium4_F<br>Land_CncBarrierMedium_F<br>Land_CncShelter_F<br>Land_CncWall1_F<br>Land_CncWall4_F<br>Land_Concrete_SmallWall_4m_F<br>Land_Concrete_SmallWall_8m_F<br>Land_Crash_barrier_F<br>Land_IndFnc_3_D_F<br>Land_IndFnc_3_F<br>Land_IndFnc_3_Hole_F<br>Land_IndFnc_9_F<br>Land_IndFnc_Corner_F<br>Land_IndFnc_Pole_F<br>Land_Mil_ConcreteWall_F<br>Land_Mil_WallBig_4m_F<br>Land_Mil_WallBig_Corner_F<br>Land_Mil_WallBig_Gate_F<br>Land_Mil_WiredFence_F<br>Land_Mil_WiredFence_Gate_F<br>Land_Mil_WiredFenceD_F<br>Land_Mound01_8m_F<br>Land_Mound02_8m_F<br>Land_Net_Fence_4m_F<br>Land_Net_Fence_8m_F<br>Land_Net_Fence_Gate_F<br>Land_Net_Fence_pole_F<br>Land_Net_FenceD_8m_F<br>Land_New_WiredFence_10m_Dam_F<br>Land_New_WiredFence_10m_F<br>Land_New_WiredFence_5m_F<br>Land_New_WiredFence_pole_F<br>Land_Pipe_fence_4m_F<br>Land_Pipe_fence_4mNoLC_F<br>Land_PipeWall_concretel_8m_F<br>Land_Rampart_F<br>Land_RedWhitePole_F<br>Land_Slums01_8m<br>Land_Slums01_pole<br>Land_Slums02_4m<br>Land_Slums02_pole<br>Land_SportGround_fence_F<br>Land_Stone_4m_F<br>Land_Stone_8m_F<br>Land_Stone_8mD_F<br>Land_Stone_Gate_F<br>Land_Stone_pillar_F<br>Land_Wall_IndCnc_2deco_F<br>Land_Wall_IndCnc_4_D_F<br>Land_Wall_IndCnc_4_F<br>Land_Wall_IndCnc_End_2_F<br>Land_Wall_IndCnc_Pole_F<br>Land_Wall_Tin_4<br>Land_Wall_Tin_4_2<br>Land_Wall_Tin_Pole<br>Land_Wired_Fence_4m_F<br>Land_Wired_Fence_4mD_F<br>Land_Wired_Fence_8m_F<br>Land_Wired_Fence_8mD_F |  |\n| **CuratorOnly_Structures_F_Wrecks** | Land_UWreck_FishingBoat_F<br>Land_UWreck_Heli_Attack_02_F<br>Land_UWreck_MV22_F<br>Land_Wreck_BMP2_F<br>Land_Wreck_BRDM2_F<br>Land_Wreck_Car2_F<br>Land_Wreck_Car3_F<br>Land_Wreck_Car_F<br>Land_Wreck_CarDismantled_F<br>Land_Wreck_Heli_Attack_01_F<br>Land_Wreck_Heli_Attack_02_F<br>Land_Wreck_HMMWV_F<br>Land_Wreck_Hunter_F<br>Land_Wreck_Offroad2_F<br>Land_Wreck_Offroad_F<br>Land_Wreck_Plane_Transport_01_F<br>Land_Wreck_Skodovka_F<br>Land_Wreck_Slammer_F<br>Land_Wreck_Slammer_hull_F<br>Land_Wreck_Slammer_turret_F<br>Land_Wreck_T72_hull_F<br>Land_Wreck_T72_turret_F<br>Land_Wreck_Traw2_F<br>Land_Wreck_Traw_F<br>Land_Wreck_Truck_dropside_F<br>Land_Wreck_Truck_F<br>Land_Wreck_UAZ_F<br>Land_Wreck_Ural_F<br>Land_Wreck_Van_F |  |\n| **A3_Weapons_F_Mod** | Item_muzzle_snds_570<br>Weapon_SMG_03_black<br>Weapon_SMG_03_camo<br>Weapon_SMG_03_hex<br>Weapon_SMG_03_khaki<br>Weapon_SMG_03_TR_black<br>Weapon_SMG_03_TR_camo<br>Weapon_SMG_03_TR_hex<br>Weapon_SMG_03_TR_khaki<br>Weapon_SMG_03C_black<br>Weapon_SMG_03C_camo<br>Weapon_SMG_03C_hex<br>Weapon_SMG_03C_khaki<br>Weapon_SMG_03C_TR_black<br>Weapon_SMG_03C_TR_camo<br>Weapon_SMG_03C_TR_hex<br>Weapon_SMG_03C_TR_khaki |  |\n| **A3_Props_F_Exp_Civilian_Garbage** | Land_GarbageHeap_01_F<br>Land_GarbageHeap_02_F<br>Land_GarbageHeap_03_F<br>Land_GarbageHeap_04_F<br>Land_Tyre_01_F<br>Land_Tyre_01_horizontal_F<br>Land_Tyre_01_line_x5_F |  |\n| **A3_Props_F_Exp_Commercial_Market** | Land_WoodenCounter_01_F<br>Land_WoodenCrate_01_F<br>Land_WoodenCrate_01_stack_x3_F<br>Land_WoodenCrate_01_stack_x5_F |  |\n| **A3_Props_F_Exp_Industrial_HeavyEquipment** | Land_Bulldozer_01_abandoned_F<br>Land_Bulldozer_01_wreck_F<br>Land_CombineHarvester_01_wreck_F<br>Land_Excavator_01_abandoned_F<br>Land_Excavator_01_wreck_F<br>Land_HaulTruck_01_abandoned_F<br>Land_MiningShovel_01_abandoned_F |  |\n| **A3_Props_F_Exp_Infrastructure_Railways** | Land_Locomotive_01_v1_F<br>Land_Locomotive_01_v2_F<br>Land_Locomotive_01_v3_F<br>Land_RailwayCar_01_passenger_F<br>Land_RailwayCar_01_sugarcane_empty_F<br>Land_RailwayCar_01_sugarcane_F<br>Land_RailwayCar_01_tank_F |  |\n| **A3_Props_F_Exp_Infrastructure_Traffic** | Land_RoadCone_01_F<br>Land_VergeRock_01_F |  |\n| **A3_Props_F_Exp_Military_Camps** | Land_Device_slingloadable_F<br>Land_IRMaskingCover_01_F<br>Land_IRMaskingCover_02_F<br>Land_PortableGenerator_01_F<br>Land_SatelliteAntenna_01_F<br>Land_TripodScreen_01_dual_v1_F<br>Land_TripodScreen_01_dual_v2_F<br>Land_TripodScreen_01_large_F |  |\n| **A3_Props_F_Exp_Military_OldPlaneWrecks** | Land_HistoricalPlaneDebris_01_F<br>Land_HistoricalPlaneDebris_02_F<br>Land_HistoricalPlaneDebris_03_F<br>Land_HistoricalPlaneDebris_04_F<br>Land_HistoricalPlaneWreck_01_F<br>Land_HistoricalPlaneWreck_02_front_F<br>Land_HistoricalPlaneWreck_02_front_water_F<br>Land_HistoricalPlaneWreck_02_rear_F<br>Land_HistoricalPlaneWreck_02_rear_water_F<br>Land_HistoricalPlaneWreck_02_wing_left_F<br>Land_HistoricalPlaneWreck_02_wing_right_F<br>Land_HistoricalPlaneWreck_03_F |  |\n| **A3_Props_F_Exp_Naval_Boats** | Land_Boat_01_abandoned_blue_F<br>Land_Boat_01_abandoned_red_F<br>Land_Boat_02_abandoned_F<br>Land_Boat_03_abandoned_cover_F<br>Land_Boat_03_abandoned_F<br>Land_Boat_04_wreck_F<br>Land_Boat_05_wreck_F<br>Land_Boat_06_wreck_F |  |\n| **A3_Rocks_F_Exp_Cliff** | Land_Cliff_boulder_F<br>Land_Cliff_peak_F<br>Land_Cliff_stone_big_F<br>Land_Cliff_stone_medium_F<br>Land_Cliff_stone_small_F<br>Land_Cliff_stoneCluster_F<br>Land_Cliff_surfaceMine_F<br>Land_Cliff_wall_long_F<br>Land_Cliff_wall_round_F<br>Land_Cliff_wall_tall_F |  |\n| **A3_Rocks_F_Exp_LavaStones** | Land_Lavaboulder_01_F<br>Land_Lavaboulder_02_F<br>Land_Lavaboulder_03_F<br>Land_Lavaboulder_04_F<br>Land_LavaStone_big_F<br>Land_LavaStone_small_F<br>Land_LavaStoneCluster_large_F<br>Land_LavaStoneCluster_small_F |  |\n| **A3_Soft_F_Exp_LSV_01** | B_CTRG_LSV_01_light_F<br>B_LSV_01_armed_black_F<br>B_LSV_01_armed_F<br>B_LSV_01_armed_olive_F<br>B_LSV_01_armed_sand_F<br>B_LSV_01_AT_F<br>B_LSV_01_unarmed_black_F<br>B_LSV_01_unarmed_F<br>B_LSV_01_unarmed_olive_F<br>B_LSV_01_unarmed_sand_F<br>B_T_LSV_01_armed_black_F<br>B_T_LSV_01_armed_CTRG_F<br>B_T_LSV_01_armed_F<br>B_T_LSV_01_armed_olive_F<br>B_T_LSV_01_armed_sand_F<br>B_T_LSV_01_AT_F<br>B_T_LSV_01_unarmed_black_F<br>B_T_LSV_01_unarmed_CTRG_F<br>B_T_LSV_01_unarmed_F<br>B_T_LSV_01_unarmed_olive_F<br>B_T_LSV_01_unarmed_sand_F |  |\n| **A3_Soft_F_Exp_LSV_02** | O_LSV_02_armed_arid_F<br>O_LSV_02_armed_black_F<br>O_LSV_02_armed_F<br>O_LSV_02_armed_ghex_F<br>O_LSV_02_armed_viper_F<br>O_LSV_02_AT_F<br>O_LSV_02_unarmed_arid_F<br>O_LSV_02_unarmed_black_F<br>O_LSV_02_unarmed_F<br>O_LSV_02_unarmed_ghex_F<br>O_LSV_02_unarmed_viper_F<br>O_T_LSV_02_armed_arid_F<br>O_T_LSV_02_armed_black_F<br>O_T_LSV_02_armed_F<br>O_T_LSV_02_armed_ghex_F<br>O_T_LSV_02_armed_viper_F<br>O_T_LSV_02_AT_F<br>O_T_LSV_02_unarmed_arid_F<br>O_T_LSV_02_unarmed_black_F<br>O_T_LSV_02_unarmed_F<br>O_T_LSV_02_unarmed_ghex_F<br>O_T_LSV_02_unarmed_viper_F |  |\n| **A3_Soft_F_Exp_MRAP_01** | B_T_MRAP_01_F<br>B_T_MRAP_01_gmg_F<br>B_T_MRAP_01_hmg_F |  |\n| **A3_Soft_F_Exp_MRAP_02** | O_T_MRAP_02_ghex_F<br>O_T_MRAP_02_gmg_ghex_F<br>O_T_MRAP_02_hmg_ghex_F |  |\n| **A3_Soft_F_Exp_Offroad_01** | B_GEN_Offroad_01_gen_F |  |\n| **A3_Soft_F_Exp_Offroad_02** | C_Offroad_02_unarmed_black_F<br>C_Offroad_02_unarmed_blue_F<br>C_Offroad_02_unarmed_F<br>C_Offroad_02_unarmed_green_F<br>C_Offroad_02_unarmed_orange_F<br>C_Offroad_02_unarmed_red_F<br>C_Offroad_02_unarmed_white_F<br>I_C_Offroad_02_AT_F<br>I_C_Offroad_02_LMG_F<br>I_C_Offroad_02_unarmed_brown_F<br>I_C_Offroad_02_unarmed_F<br>I_C_Offroad_02_unarmed_olive_F |  |\n| **A3_Soft_F_Exp_Quadbike_01** | B_T_Quadbike_01_F<br>O_T_Quadbike_01_ghex_F |  |\n| **A3_Soft_F_Exp_Truck_01** | B_T_Truck_01_ammo_F<br>B_T_Truck_01_box_F<br>B_T_Truck_01_covered_F<br>B_T_Truck_01_fuel_F<br>B_T_Truck_01_medical_F<br>B_T_Truck_01_mover_F<br>B_T_Truck_01_Repair_F<br>B_T_Truck_01_transport_F |  |\n| **A3_Soft_F_Exp_Truck_02** | O_T_Truck_02_Ammo_F<br>O_T_Truck_02_Box_F<br>O_T_Truck_02_F<br>O_T_Truck_02_fuel_F<br>O_T_Truck_02_Medical_F<br>O_T_Truck_02_transport_F |  |\n| **A3_Soft_F_Exp_Truck_03** | O_T_Truck_03_ammo_ghex_F<br>O_T_Truck_03_covered_ghex_F<br>O_T_Truck_03_device_ghex_F<br>O_T_Truck_03_fuel_ghex_F<br>O_T_Truck_03_medical_ghex_F<br>O_T_Truck_03_repair_ghex_F<br>O_T_Truck_03_transport_ghex_F |  |\n| **A3_Soft_F_Exp_UGV_01** | B_T_UGV_01_olive_F<br>B_T_UGV_01_rcws_olive_F<br>O_T_UGV_01_ghex_F<br>O_T_UGV_01_rcws_ghex_F |  |\n| **A3_Soft_F_Exp_Van_01** | I_C_Van_01_transport_brown_F<br>I_C_Van_01_transport_F<br>I_C_Van_01_transport_olive_F |  |\n| **A3_Static_F_Exp_AA_01** | B_T_Static_AA_F |  |\n| **A3_Static_F_Exp_AT_01** | B_T_Static_AT_F |  |\n| **A3_Static_F_Exp_GMG_01** | B_T_GMG_01_F |  |\n| **A3_Static_F_Exp_HMG_01** | B_T_HMG_01_F |  |\n| **A3_Static_F_Exp_Mortar_01** | B_T_Mortar_01_F |  |\n| **A3_Structures_F_Exp_Civilian_Accessories** | Land_Bench_03_F<br>Land_Bench_04_F<br>Land_Bench_05_F<br>Land_ClothesLine_01_F<br>Land_ClothesLine_01_full_F<br>Land_ClothesLine_01_short_F<br>Land_ConcreteBlock_01_F<br>Land_FireEscape_01_short_F<br>Land_FireEscape_01_tall_F<br>Land_GarbageBin_02_F<br>Land_PicnicTable_01_F<br>Land_Plank_01_4m_F<br>Land_Plank_01_8m_F<br>Land_Pot_01_F<br>Land_Pot_02_F |  |\n| **A3_Structures_F_Exp_Civilian_Garages** | Land_GarageShelter_01_F<br>Land_GarageShelter_01_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Big_01** | Land_House_Big_01_F<br>Land_House_Big_01_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Big_02** | Land_House_Big_02_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Big_03** | Land_House_Big_03_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Big_04** | Land_House_Big_04_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Big_05** | Land_House_Big_05_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Native_01** | Land_House_Native_01_F<br>Land_House_Native_01_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Native_02** | Land_House_Native_02_F<br>Land_House_Native_02_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Small_01** | Land_House_Small_01_F<br>Land_House_Small_01_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Small_02** | Land_House_Small_02_F<br>Land_House_Small_02_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Small_03** | Land_House_Small_03_F<br>Land_House_Small_03_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Small_04** | Land_House_Small_04_F<br>Land_House_Small_04_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Small_05** | Land_House_Small_05_F<br>Land_House_Small_05_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Small_06** | Land_House_Small_06_F |  |\n| **A3_Structures_F_Exp_Civilian_School_01** | Land_School_01_F |  |\n| **A3_Structures_F_Exp_Civilian_Sheds** | Land_Shed_01_F<br>Land_Shed_01_ruins_F<br>Land_Shed_02_F<br>Land_Shed_02_ruins_F<br>Land_Shed_03_F<br>Land_Shed_03_ruins_F<br>Land_Shed_04_F<br>Land_Shed_04_ruins_F<br>Land_Shed_05_F<br>Land_Shed_05_ruins_F<br>Land_Shed_06_F<br>Land_Shed_06_ruins_F<br>Land_Shed_07_F<br>Land_Shed_07_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_Slum_01** | Land_Slum_01_F<br>Land_Slum_01_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_Slum_02** | Land_Slum_02_F<br>Land_Slum_02_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_Slum_03** | Land_Slum_03_F<br>Land_Slum_03_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_Slum_04** | Land_Slum_04_F<br>Land_Slum_04_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_Slum_05** | Land_Slum_05_F |  |\n| **A3_Structures_F_Exp_Civilian_SportsGrounds** | Land_RugbyGoal_01_F |  |\n| **A3_Structures_F_Exp_Commercial_Addons** | Land_Addon_01_F<br>Land_Addon_01_ruins_F<br>Land_Addon_02_F<br>Land_Addon_02_ruins_F<br>Land_Addon_03_F<br>Land_Addon_03_ruins_F<br>Land_Addon_04_F<br>Land_Addon_04_ruins_F<br>Land_Addon_05_F<br>Land_Addon_05_ruins_F |  |\n| **A3_Structures_F_Exp_Commercial_Advertisements** | Land_SignMonolith_01_F |  |\n| **A3_Structures_F_Exp_Commercial_FuelStation_01** | Land_FuelStation_01_arrow_F<br>Land_FuelStation_01_prices_F<br>Land_FuelStation_01_pump_F<br>Land_FuelStation_01_roof_F<br>Land_FuelStation_01_shop_F<br>Land_FuelStation_01_workshop_F |  |\n| **A3_Structures_F_Exp_Commercial_FuelStation_02** | Land_FuelStation_02_prices_F<br>Land_FuelStation_02_pump_F<br>Land_FuelStation_02_roof_F<br>Land_FuelStation_02_sign_F<br>Land_FuelStation_02_workshop_F |  |\n| **A3_Structures_F_Exp_Commercial_Hotel_01** | Land_Hotel_01_F |  |\n| **A3_Structures_F_Exp_Commercial_Hotel_02** | Land_Hotel_02_F |  |\n| **A3_Structures_F_Exp_Commercial_Market** | Land_ClothShelter_01_F<br>Land_ClothShelter_02_F<br>Land_MetalShelter_01_F<br>Land_MetalShelter_01_ruins_F<br>Land_MetalShelter_02_F<br>Land_MetalShelter_02_ruins_F<br>Land_WoodenShelter_01_F<br>Land_WoodenShelter_01_ruins_F |  |\n| **A3_Structures_F_Exp_Commercial_MultistoryBuilding_01** | Land_MultistoryBuilding_01_F |  |\n| **A3_Structures_F_Exp_Commercial_MultistoryBuilding_03** | Land_MultistoryBuilding_03_F |  |\n| **A3_Structures_F_Exp_Commercial_MultistoryBuilding_04** | Land_MultistoryBuilding_04_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_City_01** | Land_Shop_City_01_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_City_02** | Land_Shop_City_02_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_City_03** | Land_Shop_City_03_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_City_04** | Land_Shop_City_04_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_City_05** | Land_Shop_City_05_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_City_06** | Land_Shop_City_06_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_City_07** | Land_Shop_City_07_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_Town_01** | Land_Shop_Town_01_F<br>Land_Shop_Town_01_ruins_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_Town_02** | Land_Shop_Town_02_F<br>Land_Shop_Town_02_ruins_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_Town_03** | Land_Shop_Town_03_F<br>Land_Shop_Town_03_ruins_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_Town_04** | Land_Shop_Town_04_F<br>Land_Shop_Town_04_ruins_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_Town_05** | Land_Shop_Town_05_addon_F<br>Land_Shop_Town_05_F |  |\n| **A3_Structures_F_Exp_Commercial_Supermarket_01** | Land_Supermarket_01_F |  |\n| **A3_Structures_F_Exp_Commercial_Warehouses** | Land_Warehouse_03_F<br>Land_Warehouse_03_ruins_F |  |\n| **A3_Structures_F_Exp_Cultural_AncientRelics** | Land_AncientHead_01_F<br>Land_AncientStatue_01_F<br>Land_AncientStatue_02_F<br>Land_PetroglyphWall_01_F<br>Land_PetroglyphWall_02_F<br>Land_RaiStone_01_F<br>Land_StoneTanoa_01_F |  |\n| **A3_Structures_F_Exp_Cultural_BasaltRuins** | Land_BasaltKerb_01_2m_d_F<br>Land_BasaltKerb_01_2m_F<br>Land_BasaltKerb_01_4m_F<br>Land_BasaltKerb_01_pile_F<br>Land_BasaltKerb_01_platform_F<br>Land_BasaltWall_01_4m_F<br>Land_BasaltWall_01_8m_F<br>Land_BasaltWall_01_d_left_F<br>Land_BasaltWall_01_d_right_F<br>Land_BasaltWall_01_gate_F |  |\n| **A3_Structures_F_Exp_Cultural_Cathedral_01** | Land_Cathedral_01_F |  |\n| **A3_Structures_F_Exp_Cultural_Cemeteries** | Land_Grave_01_F<br>Land_Grave_02_F<br>Land_Grave_03_F<br>Land_Grave_04_F<br>Land_Grave_05_F<br>Land_Grave_06_F<br>Land_Grave_07_F<br>Land_Mausoleum_01_F<br>Land_Mausoleum_01_ruins_F<br>Land_Tomb_01_F<br>Land_Tombstone_01_F<br>Land_Tombstone_02_F<br>Land_Tombstone_03_F |  |\n| **A3_Structures_F_Exp_Cultural_Church_01** | Land_Church_01_F<br>Land_Church_01_ruins_F |  |\n| **A3_Structures_F_Exp_Cultural_Church_02** | Land_Church_02_F<br>Land_Church_02_ruins_F |  |\n| **A3_Structures_F_Exp_Cultural_Church_03** | Land_Church_03_F<br>Land_Church_03_ruins_F |  |\n| **A3_Structures_F_Exp_Cultural_Fortress_01** | Land_Fortress_01_10m_F<br>Land_Fortress_01_5m_F<br>Land_Fortress_01_bricks_v1_F<br>Land_Fortress_01_bricks_v2_F<br>Land_Fortress_01_cannon_F<br>Land_Fortress_01_d_L_F<br>Land_Fortress_01_d_R_F<br>Land_Fortress_01_innerCorner_110_F<br>Land_Fortress_01_innerCorner_70_F<br>Land_Fortress_01_innerCorner_90_F<br>Land_Fortress_01_outterCorner_50_F<br>Land_Fortress_01_outterCorner_80_F<br>Land_Fortress_01_outterCorner_90_F |  |\n| **A3_Structures_F_Exp_Cultural_Temple_Native_01** | Land_Temple_Native_01_F<br>Land_Temple_Native_01_ruins_F |  |\n| **A3_Structures_F_Exp_Cultural_Totems** | Land_PalmTotem_01_F<br>Land_PalmTotem_02_F<br>Land_PalmTotem_03_F |  |\n| **A3_Structures_F_Exp_Industrial_DieselPowerPlant_01** | Land_DPP_01_mainFactory_F<br>Land_DPP_01_smallFactory_F<br>Land_DPP_01_transformer_F<br>Land_DPP_01_waterCooler_F<br>Land_DPP_01_waterCooler_ladder_F |  |\n| **A3_Structures_F_Exp_Industrial_Fields** | Land_ConcreteWell_01_F |  |\n| **A3_Structures_F_Exp_Industrial_Materials** | Land_CinderBlocks_01_F<br>Land_TimberPile_01_F<br>Land_WoodenPlanks_01_F<br>Land_WoodenPlanks_01_messy_F |  |\n| **A3_Structures_F_Exp_Industrial_Port** | Land_ContainerCrane_01_arm_F<br>Land_ContainerCrane_01_arm_lowered_F<br>Land_ContainerCrane_01_F<br>Land_ContainerLine_01_F<br>Land_ContainerLine_02_F<br>Land_ContainerLine_03_F<br>Land_CraneRail_01_F<br>Land_DryDock_01_end_F<br>Land_DryDock_01_middle_F<br>Land_GantryCrane_01_F<br>Land_GuardHouse_01_F<br>Land_MobileCrane_01_F<br>Land_MobileCrane_01_hook_F<br>Land_StorageTank_01_large_F<br>Land_StorageTank_01_small_F<br>Land_Walkover_01_F<br>Land_Warehouse_01_F<br>Land_Warehouse_01_ladder_F<br>Land_Warehouse_02_F<br>Land_Warehouse_02_ladder_F<br>Land_WarehouseShelter_01_F |  |\n| **A3_Structures_F_Exp_Industrial_Stockyard_01** | Land_SY_01_block_F<br>Land_SY_01_conveyor_chute_F<br>Land_SY_01_conveyor_end_F<br>Land_SY_01_conveyor_junction_F<br>Land_SY_01_conveyor_long_F<br>Land_SY_01_conveyor_reclaimer_F<br>Land_SY_01_conveyor_short_F<br>Land_SY_01_conveyor_slope_F<br>Land_SY_01_crusher_F<br>Land_SY_01_reclaimer_F<br>Land_SY_01_shiploader_arm_F<br>Land_SY_01_shiploader_F<br>Land_SY_01_stockpile_01_F<br>Land_SY_01_stockpile_02_F<br>Land_SY_01_tripper_F |  |\n| **A3_Structures_F_Exp_Industrial_SugarCaneFactory_01** | Land_SCF_01_boilerBuilding_F<br>Land_SCF_01_chimney_F<br>Land_SCF_01_clarifier_F<br>Land_SCF_01_condenser_F<br>Land_SCF_01_conveyor_16m_high_F<br>Land_SCF_01_conveyor_16m_slope_F<br>Land_SCF_01_conveyor_8m_high_F<br>Land_SCF_01_conveyor_columnBase_F<br>Land_SCF_01_conveyor_end_high_F<br>Land_SCF_01_conveyor_hole_F<br>Land_SCF_01_crystallizer_F<br>Land_SCF_01_crystallizerTowers_F<br>Land_SCF_01_diffuser_F<br>Land_SCF_01_feeder_F<br>Land_SCF_01_generalBuilding_F<br>Land_SCF_01_heap_bagasse_F<br>Land_SCF_01_heap_sugarcane_F<br>Land_SCF_01_pipe_24m_F<br>Land_SCF_01_pipe_24m_high_F<br>Land_SCF_01_pipe_8m_F<br>Land_SCF_01_pipe_8m_high_F<br>Land_SCF_01_pipe_curve_F<br>Land_SCF_01_pipe_curve_high_F<br>Land_SCF_01_pipe_end_F<br>Land_SCF_01_pipe_up_F<br>Land_SCF_01_shed_F<br>Land_SCF_01_shredder_F<br>Land_SCF_01_storageBin_big_F<br>Land_SCF_01_storageBin_medium_F<br>Land_SCF_01_storageBin_small_F<br>Land_SCF_01_warehouse_F<br>Land_SCF_01_washer_F |  |\n| **A3_Structures_F_Exp_Industrial_SurfaceMine_01** | Land_SM_01_reservoirTower_F<br>Land_SM_01_shed_F<br>Land_SM_01_shed_unfinished_F<br>Land_SM_01_shelter_narrow_F<br>Land_SM_01_shelter_wide_F |  |\n| **A3_Structures_F_Exp_Infrastructure_Airports** | Land_Airport_01_controlTower_F<br>Land_Airport_01_hangar_F<br>Land_Airport_01_terminal_F<br>Land_Airport_02_controlTower_F<br>Land_Airport_02_hangar_left_F<br>Land_Airport_02_hangar_right_F<br>Land_Airport_02_sign_aeroport_F<br>Land_Airport_02_sign_arrivees_F<br>Land_Airport_02_sign_de_F<br>Land_Airport_02_sign_departs_F<br>Land_Airport_02_sign_tanoa_F<br>Land_Airport_02_terminal_F<br>Land_AirstripPlatform_01_F<br>Land_AirstripPlatform_01_footer_F |  |\n| **A3_Structures_F_Exp_Infrastructure_Bridges** | Land_BridgeSea_01_pillar_F<br>Land_BridgeWooden_01_pillar_F |  |\n| **A3_Structures_F_Exp_Infrastructure_Pavements** | Land_ConcreteKerb_01_2m_F<br>Land_ConcreteKerb_01_4m_F<br>Land_ConcreteKerb_01_8m_F<br>Land_ConcreteKerb_02_1m_F<br>Land_ConcreteKerb_02_2m_F<br>Land_ConcreteKerb_02_4m_F<br>Land_ConcreteKerb_02_8m_F<br>Land_ConcreteKerb_03_BW_long_F<br>Land_ConcreteKerb_03_BW_short_F<br>Land_ConcreteKerb_03_BY_long_F<br>Land_ConcreteKerb_03_BY_short_F<br>Land_GardenPavement_01_F<br>Land_GardenPavement_02_F<br>Land_KerbIsland_01_end_F<br>Land_KerbIsland_01_start_F<br>Land_Sidewalk_01_4m_F<br>Land_Sidewalk_01_8m_F<br>Land_Sidewalk_01_corner_F<br>Land_Sidewalk_01_narrow_2m_F<br>Land_Sidewalk_01_narrow_4m_F<br>Land_Sidewalk_01_narrow_8m_F<br>Land_Sidewalk_02_4m_F<br>Land_Sidewalk_02_8m_F<br>Land_Sidewalk_02_corner_F<br>Land_Sidewalk_02_narrow_2m_F<br>Land_Sidewalk_02_narrow_4m_F<br>Land_Sidewalk_02_narrow_8m_F |  |\n| **A3_Structures_F_Exp_Infrastructure_Powerlines** | Land_PowerLine_01_pole_end_v1_F<br>Land_PowerLine_01_pole_end_v2_F<br>Land_PowerLine_01_pole_junction_F<br>Land_PowerLine_01_pole_lamp_F<br>Land_PowerLine_01_pole_lamp_off_F<br>Land_PowerLine_01_pole_small_F<br>Land_PowerLine_01_pole_tall_F<br>Land_PowerLine_01_pole_transformer_F<br>Land_PowerLine_01_wire_50m_F<br>Land_PowerLine_01_wire_50m_main_F |  |\n| **A3_Structures_F_Exp_Infrastructure_Railways** | Land_Track_01_10m_F<br>Land_Track_01_15deg_F<br>Land_Track_01_20m_F<br>Land_Track_01_30deg_F<br>Land_Track_01_3m_F<br>Land_Track_01_7deg_F<br>Land_Track_01_bridge_F<br>Land_Track_01_bumper_F<br>Land_Track_01_crossing_F<br>Land_Track_01_switch_F<br>Land_Track_01_turnout_left_F<br>Land_Track_01_turnout_right_F |  |\n| **A3_Structures_F_Exp_Infrastructure_Roads** | Land_SewerCover_01_F<br>Land_SewerCover_02_F<br>Land_SewerCover_03_F |  |\n| **A3_Structures_F_Exp_Infrastructure_Runways** | Land_NavigLight_3_short_F |  |\n| **A3_Structures_F_Exp_Infrastructure_WaterSupply** | Land_WaterTank_01_F<br>Land_WaterTank_02_F<br>Land_WaterTank_03_F<br>Land_WaterTank_04_F<br>Land_WaterTower_01_F<br>Land_WaterTower_01_ruins_F<br>Land_WindmillPump_01_F |  |\n| **A3_Structures_F_Exp_Military_Barracks_01** | Land_Barracks_01_camo_F<br>Land_Barracks_01_dilapidated_F<br>Land_Barracks_01_grey_F |  |\n| **A3_Structures_F_Exp_Military_Camonets** | CamoNet_ghex_big_Curator_F<br>CamoNet_ghex_big_F<br>CamoNet_ghex_Curator_F<br>CamoNet_ghex_F<br>CamoNet_ghex_open_Curator_F<br>CamoNet_ghex_open_F |  |\n| **A3_Structures_F_Exp_Military_ContainerBases** | Land_Cargo_House_V4_F<br>Land_Cargo_House_V4_ruins_F<br>Land_Cargo_HQ_V4_F<br>Land_Cargo_HQ_V4_ruins_F<br>Land_Cargo_Patrol_V4_F<br>Land_Cargo_Patrol_V4_ruins_F<br>Land_Cargo_Tower_V4_F<br>Land_Cargo_Tower_V4_ruins_F |  |\n| **A3_Structures_F_Exp_Military_Emplacements** | Land_EmplacementGun_01_d_mossy_F<br>Land_EmplacementGun_01_d_rusty_F<br>Land_EmplacementGun_01_mossy_F<br>Land_EmplacementGun_01_rusty_F |  |\n| **A3_Structures_F_Exp_Military_Flags** | Flag_CTRG_F<br>Flag_Gendarmerie_F<br>Flag_HorizonIslands_F<br>Flag_Syndikat_F<br>Flag_Viper_F |  |\n| **A3_Structures_F_Exp_Military_Fortifications** | Land_BagBunker_01_large_green_F<br>Land_BagBunker_01_small_green_F<br>Land_BagFence_01_corner_green_F<br>Land_BagFence_01_end_green_F<br>Land_BagFence_01_long_green_F<br>Land_BagFence_01_round_green_F<br>Land_BagFence_01_short_green_F<br>Land_HBarrier_01_big_4_green_F<br>Land_HBarrier_01_big_tower_green_F<br>Land_HBarrier_01_line_1_green_F<br>Land_HBarrier_01_line_3_green_F<br>Land_HBarrier_01_line_5_green_F<br>Land_HBarrier_01_tower_green_F<br>Land_HBarrier_01_wall_4_green_F<br>Land_HBarrier_01_wall_6_green_F<br>Land_HBarrier_01_wall_corner_green_F<br>Land_HBarrier_01_wall_corridor_green_F |  |\n| **A3_Structures_F_Exp_Military_Pillboxes** | Land_PillboxBunker_01_big_F<br>Land_PillboxBunker_01_hex_F<br>Land_PillboxBunker_01_rectangle_F<br>Land_PillboxWall_01_3m_F<br>Land_PillboxWall_01_3m_round_F<br>Land_PillboxWall_01_6m_F<br>Land_PillboxWall_01_6m_round_F |  |\n| **A3_Structures_F_Exp_Military_Trenches** | Land_Trench_01_forest_F<br>Land_Trench_01_grass_F<br>Land_TrenchFrame_01_F |  |\n| **A3_Structures_F_Exp_Naval_Canals** | Land_Canal_Dutch_01_15m_F<br>Land_Canal_Dutch_01_bridge_F<br>Land_Canal_Dutch_01_corner_F<br>Land_Canal_Dutch_01_plate_F<br>Land_Canal_Dutch_01_stairs_F |  |\n| **A3_Structures_F_Exp_Naval_Piers** | Land_Breakwater_01_F<br>Land_Breakwater_02_F<br>Land_PierConcrete_01_16m_F<br>Land_PierConcrete_01_30deg_F<br>Land_PierConcrete_01_4m_ladders_F<br>Land_PierConcrete_01_end_F<br>Land_PierConcrete_01_steps_F<br>Land_PierWooden_01_10m_noRails_F<br>Land_PierWooden_01_16m_F<br>Land_PierWooden_01_dock_F<br>Land_PierWooden_01_hut_F<br>Land_PierWooden_01_ladder_F<br>Land_PierWooden_01_platform_F<br>Land_PierWooden_02_16m_F<br>Land_PierWooden_02_30deg_F<br>Land_PierWooden_02_barrel_F<br>Land_PierWooden_02_hut_F<br>Land_PierWooden_02_ladder_F<br>Land_PierWooden_03_F<br>Land_QuayConcrete_01_20m_F<br>Land_QuayConcrete_01_20m_wall_F<br>Land_QuayConcrete_01_5m_ladder_F<br>Land_QuayConcrete_01_innerCorner_F<br>Land_QuayConcrete_01_outterCorner_F<br>Land_QuayConcrete_01_pier_F |  |\n| **A3_Structures_F_Exp_Signs_Companies** | Land_AttachedSign_01_v1_F<br>Land_AttachedSign_01_v2_F<br>Land_AttachedSign_01_v3_F<br>Land_AttachedSign_01_v4_F<br>Land_AttachedSign_02_v1_F<br>Land_AttachedSign_02_v2_F<br>Land_AttachedSign_02_v3_F<br>Land_AttachedSign_02_v4_F<br>Land_AttachedSign_03_v1_F<br>Land_AttachedSign_03_v2_F<br>Land_Billboard_01_v1_F<br>Land_Billboard_01_v2_F<br>Land_Billboard_02_v1_F<br>Land_Billboard_02_v2_F<br>Land_CornerAds_01_v1_F<br>Land_CornerAds_01_v2_F<br>Land_CornerAds_01_v3_F<br>Land_CornerAds_01_v4_F<br>Land_CornerAds_02_v1_F<br>Land_CornerAds_02_v2_F<br>Land_CorporateSign_01_mine_F<br>Land_CorporateSign_01_scf_F<br>Land_CorporateSign_02_airport_F<br>Land_CorporateSign_02_harbor_F<br>Land_CorporateSign_03_ranch_F<br>Land_SignWarning_02_crocodiles_F |  |\n| **A3_Structures_F_Exp_Signs_Traffic** | Land_Bollard_01_F<br>Land_ParkingMeter_01_F<br>Land_Sign_01_sharpBend_left_F<br>Land_Sign_01_sharpBend_right_F<br>Land_SignCommand_01_giveWay_F<br>Land_SignCommand_01_goStraight_F<br>Land_SignCommand_01_priority_F<br>Land_SignCommand_01_stop_F<br>Land_SignCommand_01_turnLeft_F<br>Land_SignCommand_01_turnLeftAhead_F<br>Land_SignCommand_01_turnRight_F<br>Land_SignCommand_01_turnRightAhead_F<br>Land_SignInfo_01_deadEnd_F<br>Land_SignInfo_01_firstAid_F<br>Land_SignInfo_01_fuelStation_F<br>Land_SignInfo_01_hotel_F<br>Land_SignInfo_01_pedestrianCrossing_F<br>Land_SignInfo_01_pedestrianZone_F<br>Land_SignInfo_01_picnicSite_F<br>Land_SignInfo_01_reduceSpeed_F<br>Land_SignInfo_01_refreshments_F<br>Land_SignInfo_01_restaurant_F<br>Land_SignInfo_01_taxi_F<br>Land_SignInfo_01_toilet_F<br>Land_SignRestrict_01_noDriving_F<br>Land_SignRestrict_01_noEntry_F<br>Land_SignRestrict_01_noOvertaking_F<br>Land_SignRestrict_01_noOvertakingTruck_F<br>Land_SignRestrict_01_noParking_F<br>Land_SignRestrict_01_noParkingAltEven_F<br>Land_SignRestrict_01_noParkingAltOdd_F<br>Land_SignRestrict_01_noPassage_F<br>Land_SignRestrict_01_noPollutingVehicles_F<br>Land_SignRestrict_01_noPoweredVehicles_F<br>Land_SignRestrict_01_noStopping_F<br>Land_SignRestrict_01_speedLimit_30_F<br>Land_SignRestrict_01_speedLimit_50_F<br>Land_SignRestrict_01_speedLimit_70_F<br>Land_SignRestrict_01_speedLimit_80_d_F<br>Land_SignRestrict_01_speedLimit_80_F<br>Land_SignRestrict_01_speedLimit_end_F<br>Land_SignRestrict_01_speedLimit_national_F<br>Land_SignWarning_01_aircrafts_F<br>Land_SignWarning_01_animals_F<br>Land_SignWarning_01_bend_left_F<br>Land_SignWarning_01_bend_right_F<br>Land_SignWarning_01_chippings_F<br>Land_SignWarning_01_crossRoad_F<br>Land_SignWarning_01_doubleBend_left_F<br>Land_SignWarning_01_doubleBend_right_F<br>Land_SignWarning_01_herds_F<br>Land_SignWarning_01_junction_F<br>Land_SignWarning_01_junctionRoW_F<br>Land_SignWarning_01_other_F<br>Land_SignWarning_01_pedestrianCrossing_F<br>Land_SignWarning_01_ramp_F<br>Land_SignWarning_01_roadworks_F<br>Land_SignWarning_01_rocks_F<br>Land_SignWarning_01_steepDown_F<br>Land_SignWarning_01_steepUp_F<br>Land_SignWarning_01_stopOnRequest_F<br>Land_SignWarning_01_unevenRoad_F<br>Land_TownColumn_01_F<br>Land_VergePost_01_F |  |\n| **A3_Structures_F_Exp_Walls_BackAlleys** | Land_BackAlley_01_l_1m_F<br>Land_BackAlley_01_l_gap_F<br>Land_BackAlley_01_l_gate_F<br>Land_BackAlley_02_l_1m_F |  |\n| **A3_Structures_F_Exp_Walls_Bamboo** | Land_BambooFence_01_s_4m_F<br>Land_BambooFence_01_s_8m_F<br>Land_BambooFence_01_s_d_F<br>Land_BambooFence_01_s_pole_F |  |\n| **A3_Structures_F_Exp_Walls_Concrete** | Land_ConcreteWall_01_l_4m_F<br>Land_ConcreteWall_01_l_8m_F<br>Land_ConcreteWall_01_l_d_F<br>Land_ConcreteWall_01_l_gate_F<br>Land_ConcreteWall_01_l_pole_F<br>Land_ConcreteWall_01_m_4m_F<br>Land_ConcreteWall_01_m_8m_F<br>Land_ConcreteWall_01_m_d_F<br>Land_ConcreteWall_01_m_gate_F<br>Land_ConcreteWall_01_m_pole_F<br>Land_ConcreteWall_02_m_2m_F<br>Land_ConcreteWall_02_m_4m_F<br>Land_ConcreteWall_02_m_8m_F<br>Land_ConcreteWall_02_m_d_F<br>Land_ConcreteWall_02_m_gate_F<br>Land_ConcreteWall_02_m_pole_F |  |\n| **A3_Structures_F_Exp_Walls_Crashbarriers** | Land_CrashBarrier_01_4m_F<br>Land_CrashBarrier_01_8m_F<br>Land_CrashBarrier_01_end_L_F<br>Land_CrashBarrier_01_end_R_F |  |\n| **A3_Structures_F_Exp_Walls_Hedges** | Land_Hedge_01_s_2m_F<br>Land_Hedge_01_s_4m_F |  |\n| **A3_Structures_F_Exp_Walls_Net** | Land_NetFence_01_m_4m_F<br>Land_NetFence_01_m_4m_noLC_F<br>Land_NetFence_01_m_8m_F<br>Land_NetFence_01_m_8m_noLC_F<br>Land_NetFence_01_m_d_F<br>Land_NetFence_01_m_d_noLC_F<br>Land_NetFence_01_m_gate_F<br>Land_NetFence_01_m_pole_F<br>Land_NetFence_02_m_2m_F<br>Land_NetFence_02_m_4m_F<br>Land_NetFence_02_m_8m_F<br>Land_NetFence_02_m_d_F<br>Land_NetFence_02_m_gate_v1_F<br>Land_NetFence_02_m_gate_v2_F<br>Land_NetFence_02_m_pole_F |  |\n| **A3_Structures_F_Exp_Walls_Pipe** | Land_PipeFence_01_m_2m_F<br>Land_PipeFence_01_m_4m_F<br>Land_PipeFence_01_m_8m_F<br>Land_PipeFence_01_m_d_F<br>Land_PipeFence_01_m_gate_v1_F<br>Land_PipeFence_01_m_gate_v2_F<br>Land_PipeFence_01_m_pole_F<br>Land_PipeFence_02_s_4m_F<br>Land_PipeFence_02_s_4m_noLC_F<br>Land_PipeFence_02_s_8m_F<br>Land_PipeFence_02_s_8m_noLC_F |  |\n| **A3_Structures_F_Exp_Walls_Polewalls** | Land_PoleWall_01_3m_F<br>Land_PoleWall_01_6m_F<br>Land_PoleWall_01_pole_F |  |\n| **A3_Structures_F_Exp_Walls_Railings** | Land_GuardRailing_01_F |  |\n| **A3_Structures_F_Exp_Walls_Slum** | Land_SlumWall_01_s_2m_F<br>Land_SlumWall_01_s_4m_F |  |\n| **A3_Structures_F_Exp_Walls_Stone** | Land_StoneWall_01_s_10m_F<br>Land_StoneWall_01_s_d_F |  |\n| **A3_Structures_F_Exp_Walls_Tin** | Land_TinWall_01_m_4m_v1_F<br>Land_TinWall_01_m_4m_v2_F<br>Land_TinWall_01_m_gate_v1_F<br>Land_TinWall_01_m_gate_v2_F<br>Land_TinWall_01_m_pole_F<br>Land_TinWall_02_l_4m_F<br>Land_TinWall_02_l_8m_F<br>Land_TinWall_02_l_pole_F |  |\n| **A3_Structures_F_Exp_Walls_Wired** | Land_WiredFence_01_16m_F<br>Land_WiredFence_01_4m_F<br>Land_WiredFence_01_8m_d_F<br>Land_WiredFence_01_8m_F<br>Land_WiredFence_01_gate_F<br>Land_WiredFence_01_pole_45_F<br>Land_WiredFence_01_pole_F |  |\n| **A3_Structures_F_Exp_Walls_Wooden** | Land_WoodenWall_01_m_4m_F<br>Land_WoodenWall_01_m_8m_F<br>Land_WoodenWall_01_m_d_F<br>Land_WoodenWall_01_m_pole_F<br>Land_WoodenWall_02_s_2m_F<br>Land_WoodenWall_02_s_4m_F<br>Land_WoodenWall_02_s_8m_F<br>Land_WoodenWall_02_s_d_F<br>Land_WoodenWall_02_s_gate_F<br>Land_WoodenWall_02_s_pole_F |  |\n| **A3_Supplies_F_Exp** | B_AssaultPack_rgr_BTLAT_F<br>B_AssaultPack_rgr_BTReconMedic<br>B_AssaultPack_rgr_CTRGLAT_F<br>B_AssaultPack_rgr_CTRGMedic_F<br>B_AssaultPack_tna_BTMedic_F<br>B_AssaultPack_tna_BTRepair_F<br>B_AssaultPack_tna_F<br>B_Bergen_dgtl_F<br>B_Bergen_hex_F<br>B_Bergen_mcamo_F<br>B_Bergen_tna_F<br>B_Carryall_ghex_F<br>B_Carryall_ghex_OTAAA_F<br>B_Carryall_ghex_OTAAR_AAR_F<br>B_Carryall_ghex_OTAAT_F<br>B_Carryall_ghex_OTAmmo_F<br>B_Carryall_ghex_OTEng_F<br>B_Carryall_ghex_OTExp_F<br>B_Carryall_ghex_OTReconExp_F<br>B_Carryall_oli_BTAAA_F<br>B_Carryall_oli_BTAAT_F<br>B_Carryall_oli_BTAmmo_F<br>B_FieldPack_blk_Bandit_8_F<br>B_FieldPack_cb_Bandit_3_F<br>B_FieldPack_ghex_F<br>B_FieldPack_ghex_OTAA_F<br>B_FieldPack_ghex_OTAT_F<br>B_FieldPack_ghex_OTLAT_F<br>B_FieldPack_ghex_OTMedic_F<br>B_FieldPack_ghex_OTReconMedic_F<br>B_FieldPack_ghex_OTRepair_F<br>B_FieldPack_ghex_OTRPG_AT_F<br>B_FieldPack_khk_Bandit_1_F<br>B_GMG_01_Weapon_grn_F<br>B_HMG_01_support_grn_F<br>B_HMG_01_Weapon_grn_F<br>B_Kitbag_cbr_Bandit_2_F<br>B_Kitbag_cbr_Para_5_F<br>B_Kitbag_rgr_BTAA_F<br>B_Kitbag_rgr_BTAT_F<br>B_Kitbag_rgr_BTEng_F<br>B_Kitbag_rgr_BTExp_F<br>B_Kitbag_rgr_BTReconExp_F<br>B_Kitbag_rgr_CTRGExp_F<br>B_Kitbag_rgr_Para_3_F<br>B_Kitbag_rgr_Para_8_F<br>B_Mortar_01_support_grn_F<br>B_Mortar_01_Weapon_grn_F<br>B_ViperHarness_blk_F<br>B_ViperHarness_ghex_Exp_F<br>B_ViperHarness_ghex_F<br>B_ViperHarness_ghex_JTAC_F<br>B_ViperHarness_ghex_LAT_F<br>B_ViperHarness_ghex_M_F<br>B_ViperHarness_ghex_Medic_F<br>B_ViperHarness_ghex_TL_F<br>B_ViperHarness_hex_Exp_F<br>B_ViperHarness_hex_F<br>B_ViperHarness_hex_JTAC_F<br>B_ViperHarness_hex_LAT_F<br>B_ViperHarness_hex_M_F<br>B_ViperHarness_hex_Medic_F<br>B_ViperHarness_hex_TL_F<br>B_ViperHarness_khk_F<br>B_ViperHarness_oli_F<br>B_ViperLightHarness_blk_F<br>B_ViperLightHarness_ghex_F<br>B_ViperLightHarness_hex_F<br>B_ViperLightHarness_khk_F<br>B_ViperLightHarness_oli_F |  |\n| **A3_Supplies_F_Exp_Ammoboxes** | Box_AAF_Equip_F<br>Box_AAF_Uniforms_F<br>Box_CSAT_Equip_F<br>Box_CSAT_Uniforms_F<br>Box_GEN_Equip_F<br>Box_IED_Exp_F<br>Box_NATO_Equip_F<br>Box_NATO_Uniforms_F<br>Box_Syndicate_Ammo_F<br>Box_Syndicate_Wps_F<br>Box_Syndicate_WpsLaunch_F<br>Box_T_East_Ammo_F<br>Box_T_East_Wps_F<br>Box_T_East_WpsSpecial_F<br>Box_T_NATO_Wps_F<br>Box_T_NATO_WpsSpecial_F<br>C_T_supplyCrate_F |  |\n| **A3_Weapons_F_Exp** | Item_bipod_01_F_khk<br>Item_Laserdesignator_01_khk_F<br>Item_Laserdesignator_02_ghex_F<br>Item_muzzle_snds_58_blk_F<br>Item_muzzle_snds_58_wdm_F<br>Item_muzzle_snds_65_TI_blk_F<br>Item_muzzle_snds_65_TI_ghex_F<br>Item_muzzle_snds_65_TI_hex_F<br>Item_muzzle_snds_B_khk_F<br>Item_muzzle_snds_B_snd_F<br>Item_muzzle_snds_H_khk_F<br>Item_muzzle_snds_H_MG_blk_F<br>Item_muzzle_snds_H_MG_khk_F<br>Item_muzzle_snds_m_khk_F<br>Item_muzzle_snds_m_snd_F<br>Item_NVGoggles_tna_F<br>Item_NVGogglesB_blk_F<br>Item_NVGogglesB_grn_F<br>Item_NVGogglesB_gry_F<br>Item_O_NVGoggles_ghex_F<br>Item_O_NVGoggles_hex_F<br>Item_O_NVGoggles_urb_F<br>Item_optic_Arco_blk_F<br>Item_optic_Arco_ghex_F<br>Item_optic_DMS_ghex_F<br>Item_optic_ERCO_blk_F<br>Item_optic_ERCO_khk_F<br>Item_optic_ERCO_snd_F<br>Item_optic_Hamr_khk_F<br>Item_optic_Holosight_blk_F<br>Item_optic_Holosight_khk_F<br>Item_optic_Holosight_smg_blk_F<br>Item_optic_LRPS_ghex_F<br>Item_optic_LRPS_tna_F<br>Item_optic_SOS_khk_F<br>Weapon_arifle_AK12_F<br>Weapon_arifle_AK12_GL_F<br>Weapon_arifle_AKM_F<br>Weapon_arifle_AKS_F<br>Weapon_arifle_ARX_blk_F<br>Weapon_arifle_ARX_ghex_F<br>Weapon_arifle_ARX_hex_F<br>Weapon_arifle_CTAR_blk_F<br>Weapon_arifle_CTAR_ghex_F<br>Weapon_arifle_CTAR_GL_blk_F<br>Weapon_arifle_CTAR_GL_ghex_F<br>Weapon_arifle_CTAR_GL_hex_F<br>Weapon_arifle_CTAR_hex_F<br>Weapon_arifle_CTARS_blk_F<br>Weapon_arifle_CTARS_ghex_F<br>Weapon_arifle_CTARS_hex_F<br>Weapon_arifle_MX_GL_khk_F<br>Weapon_arifle_MX_khk_F<br>Weapon_arifle_MX_SW_khk_F<br>Weapon_arifle_MXC_khk_F<br>Weapon_arifle_MXM_khk_F<br>Weapon_arifle_SPAR_01_blk_F<br>Weapon_arifle_SPAR_01_GL_blk_F<br>Weapon_arifle_SPAR_01_GL_khk_F<br>Weapon_arifle_SPAR_01_GL_snd_F<br>Weapon_arifle_SPAR_01_khk_F<br>Weapon_arifle_SPAR_01_snd_F<br>Weapon_arifle_SPAR_02_blk_F<br>Weapon_arifle_SPAR_02_khk_F<br>Weapon_arifle_SPAR_02_snd_F<br>Weapon_arifle_SPAR_03_blk_F<br>Weapon_arifle_SPAR_03_khk_F<br>Weapon_arifle_SPAR_03_snd_F<br>Weapon_hgun_P07_blk_F<br>Weapon_hgun_P07_khk_F<br>Weapon_hgun_Pistol_01_F<br>Weapon_launch_B_Titan_short_tna_F<br>Weapon_launch_B_Titan_tna_F<br>Weapon_launch_O_Titan_ghex_F<br>Weapon_launch_O_Titan_short_ghex_F<br>Weapon_launch_RPG32_ghex_F<br>Weapon_launch_RPG7_F<br>Weapon_LMG_03_F<br>Weapon_SMG_05_F<br>Weapon_srifle_DMR_07_blk_F<br>Weapon_srifle_DMR_07_ghex_F<br>Weapon_srifle_DMR_07_hex_F<br>Weapon_srifle_GM6_ghex_F<br>Weapon_srifle_LRR_tna_F |  |\n| **A3_Air_F_Exp_Heli_Light_01** | I_C_Heli_Light_01_civil_F |  |\n| **A3_Air_F_Exp_Heli_Transport_01** | B_CTRG_Heli_Transport_01_sand_F<br>B_CTRG_Heli_Transport_01_tropic_F |  |\n| **A3_Air_F_Exp_Plane_Civil_01** | C_Plane_Civil_01_F<br>C_Plane_Civil_01_racing_F<br>I_C_Plane_Civil_01_F |  |\n| **A3_Air_F_Exp_UAV_03** | B_T_UAV_03_dynamicLoadout_F<br>B_T_UAV_03_F |  |\n| **A3_Air_F_Exp_UAV_04** | O_T_UAV_04_CAS_F |  |\n| **A3_Air_F_Exp_VTOL_01** | B_T_VTOL_01_armed_blue_F<br>B_T_VTOL_01_armed_F<br>B_T_VTOL_01_armed_olive_F<br>B_T_VTOL_01_infantry_blue_F<br>B_T_VTOL_01_infantry_F<br>B_T_VTOL_01_infantry_olive_F<br>B_T_VTOL_01_vehicle_blue_F<br>B_T_VTOL_01_vehicle_F<br>B_T_VTOL_01_vehicle_olive_F |  |\n| **A3_Air_F_Exp_VTOL_02** | O_T_VTOL_02_infantry_dynamicLoadout_F<br>O_T_VTOL_02_infantry_F<br>O_T_VTOL_02_infantry_ghex_F<br>O_T_VTOL_02_infantry_grey_F<br>O_T_VTOL_02_infantry_hex_F<br>O_T_VTOL_02_vehicle_dynamicLoadout_F<br>O_T_VTOL_02_vehicle_F<br>O_T_VTOL_02_vehicle_ghex_F<br>O_T_VTOL_02_vehicle_grey_F<br>O_T_VTOL_02_vehicle_hex_F |  |\n| **A3_Armor_F_Exp_APC_Tracked_01** | B_T_APC_Tracked_01_AA_F<br>B_T_APC_Tracked_01_CRV_F<br>B_T_APC_Tracked_01_rcws_F |  |\n| **A3_Armor_F_Exp_APC_Tracked_02** | O_T_APC_Tracked_02_AA_ghex_F<br>O_T_APC_Tracked_02_cannon_ghex_F |  |\n| **A3_Armor_F_Exp_APC_Wheeled_01** | B_T_APC_Wheeled_01_cannon_F |  |\n| **A3_Armor_F_Exp_APC_Wheeled_02** | O_T_APC_Wheeled_02_rcws_ghex_F<br>O_T_APC_Wheeled_02_rcws_v2_ghex_F |  |\n| **A3_Armor_F_Exp_MBT_01** | B_T_MBT_01_arty_F<br>B_T_MBT_01_cannon_F<br>B_T_MBT_01_mlrs_F<br>B_T_MBT_01_TUSK_F |  |\n| **A3_Armor_F_Exp_MBT_02** | O_T_MBT_02_arty_ghex_F<br>O_T_MBT_02_cannon_ghex_F |  |\n| **A3_Boat_F_Exp_Boat_Armed_01** | B_T_Boat_Armed_01_minigun_F<br>O_T_Boat_Armed_01_hmg_F |  |\n| **A3_Boat_F_Exp_Boat_Transport_01** | B_T_Boat_Transport_01_F<br>B_T_Lifeboat<br>I_C_Boat_Transport_01_F<br>O_T_Boat_Transport_01_F<br>O_T_Lifeboat |  |\n| **A3_Boat_F_Exp_Boat_Transport_02** | B_G_Boat_Transport_02_F<br>C_Boat_Transport_02_F<br>I_C_Boat_Transport_02_F<br>I_G_Boat_Transport_02_F<br>O_G_Boat_Transport_02_F |  |\n| **A3_Boat_F_Exp_Scooter_Transport_01** | C_Scooter_Transport_01_F |  |\n| **A3_Characters_F_Exp** | B_Captain_Dwarden_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_universal_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_G_Captain_Ivan_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_F<br>B_GEN_Soldier_universal_F<br>B_T_Crew_F<br>B_T_Diver_Exp_F<br>B_T_Diver_F<br>B_T_Diver_TL_F<br>B_T_Engineer_F<br>B_T_ghillie_tna_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_Medic_F<br>B_T_Officer_F<br>B_T_Pilot_F<br>B_T_Recon_Exp_F<br>B_T_Recon_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_LAT_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAR_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Soldier_AT_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_F<br>B_T_Soldier_GL_F<br>B_T_Soldier_LAT_F<br>B_T_soldier_M_F<br>B_T_Soldier_PG_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Soldier_unarmed_F<br>B_T_Soldier_universal_F<br>B_T_Spotter_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>I_C_Helipilot_F<br>I_C_Pilot_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_base_unarmed_F<br>I_C_Soldier_Camo_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_5_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_universal_F<br>Item_U_B_CTRG_Soldier_2_arid_F<br>Item_U_B_CTRG_Soldier_2_F<br>Item_U_B_CTRG_Soldier_3_arid_F<br>Item_U_B_CTRG_Soldier_3_F<br>Item_U_B_CTRG_Soldier_arid_F<br>Item_U_B_CTRG_Soldier_F<br>Item_U_B_CTRG_Soldier_urb_1_F<br>Item_U_B_CTRG_Soldier_urb_2_F<br>Item_U_B_CTRG_Soldier_urb_3_F<br>Item_U_B_GEN_Commander_F<br>Item_U_B_GEN_Soldier_F<br>Item_U_B_T_FullGhillie_tna_F<br>Item_U_B_T_Sniper_F<br>Item_U_B_T_Soldier_AR_F<br>Item_U_B_T_Soldier_F<br>Item_U_B_T_Soldier_SL_F<br>Item_U_C_Man_casual_1_F<br>Item_U_C_Man_casual_2_F<br>Item_U_C_Man_casual_3_F<br>Item_U_C_Man_casual_4_F<br>Item_U_C_Man_casual_5_F<br>Item_U_C_Man_casual_6_F<br>Item_U_C_man_sport_1_F<br>Item_U_C_man_sport_2_F<br>Item_U_C_man_sport_3_F<br>Item_U_I_C_Soldier_Bandit_1_F<br>Item_U_I_C_Soldier_Bandit_2_F<br>Item_U_I_C_Soldier_Bandit_3_F<br>Item_U_I_C_Soldier_Bandit_4_F<br>Item_U_I_C_Soldier_Bandit_5_F<br>Item_U_I_C_Soldier_Camo_F<br>Item_U_I_C_Soldier_Para_1_F<br>Item_U_I_C_Soldier_Para_2_F<br>Item_U_I_C_Soldier_Para_3_F<br>Item_U_I_C_Soldier_Para_4_F<br>Item_U_I_C_Soldier_Para_5_F<br>Item_U_O_T_FullGhillie_tna_F<br>Item_U_O_T_Officer_F<br>Item_U_O_T_Sniper_F<br>Item_U_O_T_Soldier_F<br>Item_U_O_V_Soldier_Viper_F<br>Item_U_O_V_Soldier_Viper_hex_F<br>O_T_Crew_F<br>O_T_Diver_Exp_F<br>O_T_Diver_F<br>O_T_Diver_TL_F<br>O_T_Engineer_F<br>O_T_ghillie_tna_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Medic_F<br>O_T_Officer_F<br>O_T_Pilot_F<br>O_T_Recon_Exp_F<br>O_T_Recon_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_LAT_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAR_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Soldier_AT_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_F<br>O_T_Soldier_GL_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_M_F<br>O_T_Soldier_PG_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Soldier_unarmed_F<br>O_T_Soldier_universal_F<br>O_T_Spotter_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_JTAC_ghex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F |  |\n| **A3_Characters_F_Exp_Civil** | C_Man_casual_1_F<br>C_Man_casual_1_F_afro<br>C_Man_casual_1_F_asia<br>C_Man_casual_1_F_euro<br>C_Man_casual_1_F_tanoan<br>C_Man_casual_2_F<br>C_Man_casual_2_F_afro<br>C_Man_casual_2_F_asia<br>C_Man_casual_2_F_euro<br>C_Man_casual_2_F_tanoan<br>C_Man_casual_3_F<br>C_Man_casual_3_F_afro<br>C_Man_casual_3_F_asia<br>C_Man_casual_3_F_euro<br>C_Man_casual_3_F_tanoan<br>C_Man_casual_4_F<br>C_Man_casual_4_F_afro<br>C_Man_casual_4_F_asia<br>C_Man_casual_4_F_euro<br>C_Man_casual_4_F_tanoan<br>C_Man_casual_5_F<br>C_Man_casual_5_F_afro<br>C_Man_casual_5_F_asia<br>C_Man_casual_5_F_euro<br>C_Man_casual_5_F_tanoan<br>C_Man_casual_6_F<br>C_Man_casual_6_F_afro<br>C_Man_casual_6_F_asia<br>C_Man_casual_6_F_euro<br>C_Man_casual_6_F_tanoan<br>C_Man_French_universal_F<br>C_man_sport_1_F<br>C_man_sport_1_F_afro<br>C_man_sport_1_F_asia<br>C_man_sport_1_F_euro<br>C_man_sport_1_F_tanoan<br>C_man_sport_2_F<br>C_man_sport_2_F_afro<br>C_man_sport_2_F_asia<br>C_man_sport_2_F_euro<br>C_man_sport_2_F_tanoan<br>C_man_sport_3_F<br>C_man_sport_3_F_afro<br>C_man_sport_3_F_asia<br>C_man_sport_3_F_euro<br>C_man_sport_3_F_tanoan |  |\n| **A3_Characters_F_Exp_Headgear** | Headgear_H_Beret_gen_F<br>Headgear_H_Booniehat_tna_F<br>Headgear_H_Helmet_Skate<br>Headgear_H_HelmetB_Enh_tna_F<br>Headgear_H_HelmetB_Light_tna_F<br>Headgear_H_HelmetB_TI_arid_F<br>Headgear_H_HelmetB_TI_tna_F<br>Headgear_H_HelmetB_tna_F<br>Headgear_H_HelmetCrew_O_ghex_F<br>Headgear_H_HelmetLeaderO_ghex_F<br>Headgear_H_HelmetO_ghex_F<br>Headgear_H_HelmetO_ViperSP_ghex_F<br>Headgear_H_HelmetO_ViperSP_hex_F<br>Headgear_H_HelmetSpecO_ghex_F<br>Headgear_H_MilCap_gen_F<br>Headgear_H_MilCap_ghex_F<br>Headgear_H_MilCap_tna_F |  |\n| **A3_Characters_F_Exp_Vests** | Vest_V_BandollierB_ghex_F<br>Vest_V_HarnessO_ghex_F<br>Vest_V_HarnessOGL_ghex_F<br>Vest_V_PlateCarrier1_rgr_noflag_F<br>Vest_V_PlateCarrier1_tna_F<br>Vest_V_PlateCarrier2_rgr_noflag_F<br>Vest_V_PlateCarrierGL_tna_F<br>Vest_V_PlateCarrierSpec_tna_F<br>Vest_V_TacChestrig_cbr_F<br>Vest_V_TacChestrig_grn_F<br>Vest_V_TacChestrig_oli_F<br>Vest_V_TacVest_gen_F |  |\n| **A3_Props_F_Jets_Military_Tractor** | Land_DeckTractor_01_F<br>Land_TowBar_01_F |  |\n| **A3_Props_F_Jets_Military_Trolley** | Land_Bomb_Trolley_01_F<br>Land_Missle_Trolley_02_F |  |\n| **A3_Static_F_Jets_AAA_System_01** | B_AAA_System_01_F |  |\n| **A3_Static_F_Jets_SAM_System_01** | B_SAM_System_01_F |  |\n| **A3_Static_F_Jets_SAM_System_02** | B_SAM_System_02_F |  |\n| **A3_Air_F_Jets_Plane_Fighter_01** | B_Ejection_Seat_Plane_Fighter_01_F<br>B_Plane_Fighter_01_F<br>B_Plane_Fighter_01_Stealth_F<br>Plane_Fighter_01_Canopy_F<br>Plane_Fighter_01_wreck_F |  |\n| **A3_Air_F_Jets_Plane_Fighter_02** | O_Ejection_Seat_Plane_Fighter_02_F<br>O_Plane_Fighter_02_F<br>O_Plane_Fighter_02_Stealth_F<br>Plane_Fighter_02_Canopy_F<br>Plane_Fighter_02_wreck_F |  |\n| **A3_Air_F_Jets_Plane_Fighter_04** | I_Ejection_Seat_Plane_Fighter_04_F<br>I_Plane_Fighter_04_F<br>Plane_Fighter_04_Canopy_F<br>Plane_Fighter_04_wreck_F |  |\n| **A3_Air_F_Jets_UAV_05** | B_UAV_05_F |  |\n| **A3_Boat_F_Jets_Carrier_01** | DynamicAirport_01_F<br>Land_Carrier_01_base_F<br>Land_Carrier_01_hull_01_F<br>Land_Carrier_01_hull_02_F<br>Land_Carrier_01_hull_03_1_F<br>Land_Carrier_01_hull_03_2_F<br>Land_Carrier_01_hull_04_1_F<br>Land_Carrier_01_hull_04_2_F<br>Land_Carrier_01_hull_05_1_F<br>Land_Carrier_01_hull_05_2_F<br>Land_Carrier_01_hull_06_1_F<br>Land_Carrier_01_hull_06_2_F<br>Land_Carrier_01_hull_07_1_F<br>Land_Carrier_01_hull_07_2_F<br>Land_Carrier_01_hull_08_1_F<br>Land_Carrier_01_hull_08_2_F<br>Land_Carrier_01_hull_09_1_F<br>Land_Carrier_01_hull_09_2_F<br>Land_Carrier_01_hull_base_F<br>Land_Carrier_01_island_01_F<br>Land_Carrier_01_island_02_F<br>Land_Carrier_01_island_03_F |  |\n| **A3_Characters_F_Jets** | B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>O_Fighter_Pilot_F |  |\n| **A3_Characters_F_Jets_Vests** | Vest_V_DeckCrew_blue_F<br>Vest_V_DeckCrew_brown_F<br>Vest_V_DeckCrew_green_F<br>Vest_V_DeckCrew_red_F<br>Vest_V_DeckCrew_violet_F<br>Vest_V_DeckCrew_white_F<br>Vest_V_DeckCrew_yellow_F |  |\n| **A3_Boat_F_Destroyer_Destroyer_01** | Land_Destroyer_01_base_F<br>Land_Destroyer_01_hull_01_F<br>Land_Destroyer_01_hull_02_F<br>Land_Destroyer_01_hull_03_F<br>Land_Destroyer_01_hull_04_F<br>Land_Destroyer_01_hull_05_F<br>Land_Destroyer_01_hull_base_F<br>Land_Destroyer_01_interior_02_F<br>Land_Destroyer_01_interior_03_F<br>Land_Destroyer_01_interior_04_F<br>ShipFlag_US_F |  |\n| **A3_Props_F_Argo_Civilian_InfoBoards** | MapBoard_Malden_F<br>MapBoard_Tanoa_F |  |\n| **A3_Props_F_Argo_Items_Documents** | Land_Map_Malden_F<br>Land_Map_Tanoa_F<br>Land_Map_unfolded_Altis_F<br>Land_Map_unfolded_Malden_F<br>Land_Map_unfolded_Tanoa_F |  |\n| **A3_Props_F_Argo_Items_Electronics** | Land_Laptop_02_F<br>Land_Laptop_02_unfolded_F |  |\n| **A3_Rocks_F_Argo_Limestone** | Land_Limestone_01_01_F<br>Land_Limestone_01_02_F<br>Land_Limestone_01_03_F<br>Land_Limestone_01_apart_F<br>Land_Limestone_01_erosion_F<br>Land_Limestone_01_monolith_F<br>Land_Limestone_01_spike_F<br>Land_Limestone_01_wallH_F<br>Land_Limestone_01_wallV_F |  |\n| **A3_Structures_F_Argo_Civilian_Accessories** | Land_BusStop_01_shelter_F<br>Land_BusStop_01_sign_F |  |\n| **A3_Structures_F_Argo_Civilian_Addons** | Land_Addon_02_b_white_ruins_F<br>Land_i_Addon_02_b_white_F |  |\n| **A3_Structures_F_Argo_Civilian_Garbage** | Land_GarbageBarrel_01_english_F |  |\n| **A3_Structures_F_Argo_Civilian_House_Big01** | Land_House_Big_01_b_blue_ruins_F<br>Land_House_Big_01_b_brown_ruins_F<br>Land_House_Big_01_b_pink_ruins_F<br>Land_House_Big_01_b_yellow_ruins_F<br>Land_i_House_Big_01_b_blue_F<br>Land_i_House_Big_01_b_brown_F<br>Land_i_House_Big_01_b_pink_F<br>Land_i_House_Big_01_b_white_F<br>Land_i_House_Big_01_b_whiteblue_F<br>Land_i_House_Big_01_b_yellow_F |  |\n| **A3_Structures_F_Argo_Civilian_House_Big02** | Land_House_Big_02_b_blue_ruins_F<br>Land_House_Big_02_b_brown_ruins_F<br>Land_House_Big_02_b_pink_ruins_F<br>Land_House_Big_02_b_yellow_ruins_F<br>Land_i_House_Big_02_b_blue_F<br>Land_i_House_Big_02_b_brown_F<br>Land_i_House_Big_02_b_pink_F<br>Land_i_House_Big_02_b_white_F<br>Land_i_House_Big_02_b_whiteblue_F<br>Land_i_House_Big_02_b_yellow_F |  |\n| **A3_Structures_F_Argo_Civilian_House_Small01** | Land_House_Small_01_b_blue_ruins_F<br>Land_House_Small_01_b_brown_ruins_F<br>Land_House_Small_01_b_pink_ruins_F<br>Land_House_Small_01_b_yellow_ruins_F<br>Land_i_House_Small_01_b_blue_F<br>Land_i_House_Small_01_b_brown_F<br>Land_i_House_Small_01_b_pink_F<br>Land_i_House_Small_01_b_white_F<br>Land_i_House_Small_01_b_whiteblue_F<br>Land_i_House_Small_01_b_yellow_F |  |\n| **A3_Structures_F_Argo_Civilian_House_Small02** | Land_House_Small_02_b_blue_ruins_F<br>Land_House_Small_02_b_brown_ruins_F<br>Land_House_Small_02_b_pink_ruins_F<br>Land_House_Small_02_b_V1_ruins_F<br>Land_House_Small_02_b_yellow_ruins_F<br>Land_i_House_Small_02_b_blue_F<br>Land_i_House_Small_02_b_brown_F<br>Land_i_House_Small_02_b_pink_F<br>Land_i_House_Small_02_b_white_F<br>Land_i_House_Small_02_b_whiteblue_F<br>Land_i_House_Small_02_b_yellow_F<br>Land_i_House_Small_02_c_blue_F<br>Land_i_House_Small_02_c_brown_F<br>Land_i_House_Small_02_c_pink_F<br>Land_i_House_Small_02_c_white_F<br>Land_i_House_Small_02_c_whiteblue_F<br>Land_i_House_Small_02_c_yellow_F |  |\n| **A3_Structures_F_Argo_Civilian_Stone_House_Big_01** | Land_i_Stone_House_Big_01_b_clay_F |  |\n| **A3_Structures_F_Argo_Civilian_Stone_Shed_01** | Land_i_Stone_Shed_01_b_clay_F<br>Land_i_Stone_Shed_01_b_raw_F<br>Land_i_Stone_Shed_01_b_white_F<br>Land_i_Stone_Shed_01_c_clay_F<br>Land_i_Stone_Shed_01_c_raw_F<br>Land_i_Stone_Shed_01_c_white_F<br>Land_Stone_Shed_01_b_clay_ruins_F<br>Land_Stone_Shed_01_b_raw_ruins_F<br>Land_Stone_Shed_01_b_white_ruins_F |  |\n| **A3_Structures_F_Argo_Civilian_Unfinished_Building_01** | Land_Unfinished_Building_01_noLadder_F |  |\n| **A3_Structures_F_Argo_Commercial_Accessories** | Land_ATM_01_malden_F<br>Land_ATM_02_malden_F<br>Land_PhoneBooth_01_malden_F<br>Land_PhoneBooth_02_malden_F |  |\n| **A3_Structures_F_Argo_Commercial_Billboards** | Land_Billboard_02_blank_F<br>Land_Billboard_02_carrental_F<br>Land_Billboard_02_chernarus_F<br>Land_Billboard_02_chevre2_F<br>Land_Billboard_02_ion_F<br>Land_Billboard_02_leader_F<br>Land_Billboard_02_mars2_F<br>Land_Billboard_02_monte_F<br>Land_Billboard_02_redstone_F<br>Land_Billboard_02_surreal_F<br>Land_Billboard_02_wine_F<br>Land_Billboard_03_aan_F<br>Land_Billboard_03_action_F<br>Land_Billboard_03_argois_F<br>Land_Billboard_03_blank_F<br>Land_Billboard_03_bluking_F<br>Land_Billboard_03_cheese_F<br>Land_Billboard_03_chevre_F<br>Land_Billboard_03_duckit_F<br>Land_Billboard_03_getlost_F<br>Land_Billboard_03_ionbase_F<br>Land_Billboard_03_koke_F<br>Land_Billboard_03_lyfe_F<br>Land_Billboard_03_mars_F<br>Land_Billboard_03_maskrtnik_F<br>Land_Billboard_03_olives_F<br>Land_Billboard_03_pate_F<br>Land_Billboard_03_pills_F<br>Land_Billboard_03_plane_F<br>Land_Billboard_03_supermarket_F<br>Land_Billboard_03_winery_F<br>Land_Billboard_03_ygont_F<br>Land_Billboard_04_blank_F<br>Land_Billboard_04_koke_redstone_F<br>Land_Billboard_04_mars_lyfe_F<br>Land_Billboard_04_supermarket_maskrtnik_F |  |\n| **A3_Structures_F_Argo_Commercial_FuelStation_01** | Land_FuelStation_01_prices_malevil_F<br>Land_FuelStation_01_pump_malevil_F<br>Land_FuelStation_01_roof_malevil_F |  |\n| **A3_Structures_F_Argo_Commercial_Shop_02** | Land_i_Shop_02_b_blue_F<br>Land_i_Shop_02_b_brown_F<br>Land_i_Shop_02_b_pink_F<br>Land_i_Shop_02_b_white_F<br>Land_i_Shop_02_b_whiteblue_F<br>Land_i_Shop_02_b_yellow_F<br>Land_Shop_02_b_blue_ruins_F<br>Land_Shop_02_b_brown_ruins_F<br>Land_Shop_02_b_pink_ruins_F<br>Land_Shop_02_b_yellow_ruins_F |  |\n| **A3_Structures_F_Argo_Commercial_Supermarket_01** | Land_Supermarket_01_malden_F |  |\n| **A3_Structures_F_Argo_Cultural_Church** | Land_Church_01_V2_F |  |\n| **A3_Structures_F_Argo_Cultural_Statues** | Land_Monument_01_F<br>Land_Pedestal_01_F<br>Land_Pedestal_02_F<br>Land_Statue_01_F<br>Land_Statue_02_F |  |\n| **A3_Structures_F_Argo_Decals_Horizontal** | Land_DirtPatch_01_4x4_F<br>Land_DirtPatch_01_6x8_F<br>Land_PedestrianCrossing_01_6m_4str_F<br>Land_PedestrianCrossing_01_6m_6str_F<br>Land_PedestrianCrossing_01_8m_10str_F<br>Land_Puddle_01_F<br>Land_Puddle_02_F<br>Land_RoadCrack_01_2x2_F<br>Land_RoadCrack_01_4x4_F<br>Land_RoadCrack_01_6x2_F |  |\n| **A3_Structures_F_Argo_Industrial_Agriculture** | Land_Barn_01_brown_F<br>Land_Barn_01_brown_ruins_F<br>Land_Barn_01_grey_F<br>Land_Barn_01_grey_ruins_F<br>Land_Shed_08_brown_F<br>Land_Shed_08_brown_ruins_F<br>Land_Shed_08_grey_F<br>Land_Shed_08_grey_ruins_F<br>Land_VineyardFence_01_F |  |\n| **A3_Structures_F_Argo_Industrial_Materials** | Land_WoodenPlanks_01_messy_pine_F<br>Land_WoodenPlanks_01_pine_F |  |\n| **A3_Structures_F_Argo_Infrastructure_Runways** | Land_Runway_end00_F<br>Land_Runway_end18_F |  |\n| **A3_Structures_F_Argo_Infrastructure_Seaports** | Land_Lighthouse_01_noLight_F<br>Land_Lighthouse_03_green_F<br>Land_Lighthouse_03_red_F |  |\n| **A3_Structures_F_Argo_Infrastructure_WaterSupply** | Land_ReservoirTank_01_military_F<br>Land_ReservoirTank_01_military_ruins_F |  |\n| **A3_Structures_F_Argo_Military_Bunkers** | Land_Bunker_01_big_F<br>Land_Bunker_01_blocks_1_F<br>Land_Bunker_01_blocks_3_F<br>Land_Bunker_01_HQ_F<br>Land_Bunker_01_small_F<br>Land_Bunker_01_tall_F |  |\n| **A3_Structures_F_Argo_Military_ContainerBases** | Land_Cargo_House_V3_derelict_F<br>Land_Cargo_HQ_V3_derelict_F<br>Land_Cargo_Patrol_V3_derelict_F<br>Land_Cargo_Tower_V3_derelict_F |  |\n| **A3_Structures_F_Argo_Military_Domes** | Land_Dome_01_big_green_ruins_v1_F<br>Land_Dome_01_big_green_ruins_v2_F<br>Land_Dome_01_small_green_ruins_F<br>Land_DomeDebris_01_hex_damaged_green_F<br>Land_DomeDebris_01_hex_green_F<br>Land_DomeDebris_01_struts_large_green_F<br>Land_DomeDebris_01_struts_small_green_F |  |\n| **A3_Structures_F_Argo_Military_Fortifications** | Land_Barricade_01_10m_F<br>Land_Barricade_01_4m_F<br>Land_CzechHedgehog_01_F<br>Land_CzechHedgehog_01_old_F<br>Land_SandbagBarricade_01_F<br>Land_SandbagBarricade_01_half_F<br>Land_SandbagBarricade_01_hole_F |  |\n| **A3_Structures_F_Argo_Military_Turrets** | Land_Turret_01_ruins_F |  |\n| **A3_Structures_F_Argo_Signs_Warnings** | Land_SignM_forRent_F<br>Land_SignM_forSale_F<br>Land_SignM_taxi_F<br>Land_SignM_WarningMilAreaSmall_english_F<br>Land_SignM_WarningMilitaryArea_english_F<br>Land_SignM_WarningMilitaryVehicles_english_F |  |\n| **A3_Structures_F_Argo_Walls_City** | Land_WallCity_01_4m_blue_F<br>Land_WallCity_01_4m_grey_F<br>Land_WallCity_01_4m_pink_F<br>Land_WallCity_01_4m_plain_blue_F<br>Land_WallCity_01_4m_plain_dmg_blue_F<br>Land_WallCity_01_4m_plain_dmg_grey_F<br>Land_WallCity_01_4m_plain_dmg_pink_F<br>Land_WallCity_01_4m_plain_dmg_whiteblue_F<br>Land_WallCity_01_4m_plain_dmg_yellow_F<br>Land_WallCity_01_4m_plain_grey_F<br>Land_WallCity_01_4m_plain_pink_F<br>Land_WallCity_01_4m_plain_whiteblue_F<br>Land_WallCity_01_4m_plain_yellow_F<br>Land_WallCity_01_4m_whiteblue_F<br>Land_WallCity_01_4m_yellow_F<br>Land_WallCity_01_8m_blue_F<br>Land_WallCity_01_8m_dmg_blue_F<br>Land_WallCity_01_8m_dmg_grey_F<br>Land_WallCity_01_8m_dmg_pink_F<br>Land_WallCity_01_8m_dmg_whiteblue_F<br>Land_WallCity_01_8m_dmg_yellow_F<br>Land_WallCity_01_8m_grey_F<br>Land_WallCity_01_8m_pink_F<br>Land_WallCity_01_8m_plain_blue_F<br>Land_WallCity_01_8m_plain_grey_F<br>Land_WallCity_01_8m_plain_pink_F<br>Land_WallCity_01_8m_plain_whiteblue_F<br>Land_WallCity_01_8m_plain_yellow_F<br>Land_WallCity_01_8m_whiteblue_F<br>Land_WallCity_01_8m_yellow_F<br>Land_WallCity_01_gate_blue_F<br>Land_WallCity_01_gate_grey_F<br>Land_WallCity_01_gate_pink_F<br>Land_WallCity_01_gate_whiteblue_F<br>Land_WallCity_01_gate_yellow_F<br>Land_WallCity_01_pillar_blue_F<br>Land_WallCity_01_pillar_grey_F<br>Land_WallCity_01_pillar_pink_F<br>Land_WallCity_01_pillar_plain_dmg_blue_F<br>Land_WallCity_01_pillar_plain_dmg_grey_F<br>Land_WallCity_01_pillar_plain_dmg_pink_F<br>Land_WallCity_01_pillar_plain_dmg_whiteblue_F<br>Land_WallCity_01_pillar_plain_dmg_yellow_F<br>Land_WallCity_01_pillar_whiteblue_F<br>Land_WallCity_01_pillar_yellow_F |  |\n| **A3_Structures_F_Argo_Walls_Concrete** | Land_ConcreteWall_01_l_gate_closed_F<br>Land_ConcreteWall_01_m_gate_closed_F |  |\n| **A3_Structures_F_Argo_Walls_Military** | Land_Mil_WallBig_4m_battered_F<br>Land_Mil_WallBig_4m_damaged_center_F<br>Land_Mil_WallBig_4m_damaged_left_F<br>Land_Mil_WallBig_4m_damaged_right_F<br>Land_Mil_WallBig_corner_battered_F<br>Land_Mil_WallBig_debris_F |  |\n| **A3_Structures_F_Argo_Walls_Net** | Land_NetFence_02_m_gate_v1_closed_F<br>Land_NetFence_02_m_gate_v2_closed_F |  |\n| **A3_Structures_F_Argo_Walls_Pipe** | Land_PipeFence_01_m_gate_v1_closed_F<br>Land_PipeFence_01_m_gate_v2_closed_F |  |\n| **A3_Structures_F_Argo_Walls_Tin** | Land_TinWall_01_m_gate_v1_closed_F<br>Land_TinWall_01_m_gate_v2_closed_F |  |\n| **A3_Structures_F_Argo_Walls_Wooden** | Land_WoodenWall_02_s_gate_closed_F |  |\n| **A3_Structures_F_Argo_Wrecks** | Land_TankWreck_01_turret_F |  |\n| **A3_Modules_F_Patrol** | ModuleCombatPatrol_Init_F<br>ModuleCombatPatrol_LocationAdd_F<br>ModuleCombatPatrol_LocationAzimuthBlacklist_F<br>ModuleCombatPatrol_LocationMove_F<br>ModuleCombatPatrol_LocationRemove_F |  |\n| **A3_Characters_F_Patrol** | B_Patrol_Engineer_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Launcher_bag_F<br>B_Patrol_Leader_bag_F<br>B_Patrol_Medic_bag_F<br>B_Patrol_Medic_F<br>B_Patrol_Respawn_bag_F<br>B_Patrol_Respawn_tent_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Supply_bag_F |  |\n| **A3_Props_F_Orange_Civilian_Constructions** | Land_Brick_01_F<br>Land_CinderBlock_01_F |  |\n| **A3_Props_F_Orange_Civilian_InfoBoards** | Land_MapBoard_01_Wall_Altis_F<br>Land_MapBoard_01_Wall_F<br>Land_MapBoard_01_Wall_Malden_F<br>Land_MapBoard_01_Wall_Stratis_F<br>Land_MapBoard_01_Wall_Tanoa_F |  |\n| **A3_Props_F_Orange_Furniture** | Land_ArmChair_01_F<br>Land_OfficeCabinet_02_F<br>Land_Rug_01_base_F<br>Land_Rug_01_F<br>Land_Rug_01_Traditional_F<br>Land_Sofa_01_F<br>Land_TableBig_01_F<br>Land_TableSmall_01_F<br>Land_WoodenBed_01_F |  |\n| **A3_Props_F_Orange_Humanitarian_Camps** | Land_AirConditioner_01_F<br>Land_AirConditioner_02_F<br>Land_AirConditioner_03_F<br>Land_AirConditioner_04_F<br>Land_Bodybag_01_black_F<br>Land_Bodybag_01_blue_F<br>Land_Bodybag_01_empty_black_F<br>Land_Bodybag_01_empty_blue_F<br>Land_Bodybag_01_empty_white_F<br>Land_Bodybag_01_folded_black_F<br>Land_Bodybag_01_folded_blue_F<br>Land_Bodybag_01_folded_white_F<br>Land_Bodybag_01_white_F<br>Land_CampingChair_V2_white_F<br>Land_CampingTable_small_white_F<br>Land_CampingTable_white_F<br>Land_CanvasCover_01_F<br>Land_CanvasCover_02_F<br>Land_EmergencyBlanket_01_discarded_F<br>Land_EmergencyBlanket_01_F<br>Land_EmergencyBlanket_01_stack_F<br>Land_EmergencyBlanket_02_discarded_F<br>Land_EmergencyBlanket_02_F<br>Land_EmergencyBlanket_02_stack_F<br>Land_FirstAidKit_01_closed_F<br>Land_FirstAidKit_01_open_F<br>Land_IntravenBag_01_empty_F<br>Land_IntravenBag_01_full_F<br>Land_IntravenStand_01_1bag_F<br>Land_IntravenStand_01_2bags_F<br>Land_IntravenStand_01_empty_F<br>Land_Stethoscope_01_F<br>Land_Stretcher_01_F<br>Land_Stretcher_01_folded_F<br>Land_Stretcher_01_folded_olive_F<br>Land_Stretcher_01_folded_sand_F<br>Land_Stretcher_01_olive_F<br>Land_Stretcher_01_sand_F |  |\n| **A3_Props_F_Orange_Humanitarian_Garbage** | BloodPool_01_Large_New_F<br>BloodPool_01_Large_Old_F<br>BloodPool_01_Medium_New_F<br>BloodPool_01_Medium_Old_F<br>BloodSplatter_01_Large_New_F<br>BloodSplatter_01_Large_Old_F<br>BloodSplatter_01_Medium_New_F<br>BloodSplatter_01_Medium_Old_F<br>BloodSplatter_01_Small_New_F<br>BloodSplatter_01_Small_Old_F<br>BloodSpray_01_New_F<br>BloodSpray_01_Old_F<br>BloodTrail_01_New_F<br>BloodTrail_01_Old_F<br>MedicalGarbage_01_1x1_v1_F<br>MedicalGarbage_01_1x1_v2_F<br>MedicalGarbage_01_1x1_v3_F<br>MedicalGarbage_01_3x3_v1_F<br>MedicalGarbage_01_3x3_v2_F<br>MedicalGarbage_01_5x5_v1_F<br>MedicalGarbage_01_Bandage_F<br>MedicalGarbage_01_FirstAidKit_F<br>MedicalGarbage_01_Gloves_F<br>MedicalGarbage_01_Injector_F<br>MedicalGarbage_01_Packaging_F |  |\n| **A3_Props_F_Orange_Humanitarian_Supplies** | Land_CanisterFuel_Blue_F<br>Land_CanisterFuel_Red_F<br>Land_CanisterFuel_White_F<br>Land_FoodContainer_01_White_F<br>Land_FoodSack_01_dmg_brown_F<br>Land_FoodSack_01_dmg_brown_idap_F<br>Land_FoodSack_01_dmg_white_idap_F<br>Land_FoodSack_01_empty_brown_F<br>Land_FoodSack_01_empty_brown_idap_F<br>Land_FoodSack_01_empty_white_idap_F<br>Land_FoodSack_01_full_brown_F<br>Land_FoodSack_01_full_brown_idap_F<br>Land_FoodSack_01_full_white_idap_F<br>Land_FoodSacks_01_cargo_brown_F<br>Land_FoodSacks_01_cargo_brown_idap_F<br>Land_FoodSacks_01_cargo_white_idap_F<br>Land_FoodSacks_01_large_brown_F<br>Land_FoodSacks_01_large_brown_idap_F<br>Land_FoodSacks_01_large_white_idap_F<br>Land_FoodSacks_01_small_brown_F<br>Land_FoodSacks_01_small_brown_idap_F<br>Land_FoodSacks_01_small_white_idap_F<br>Land_LiquidDispenser_01_F<br>Land_Orange_01_F<br>Land_Orange_01_NoPop_F<br>Land_PaperBox_01_open_boxes_F<br>Land_PaperBox_01_open_empty_F<br>Land_PaperBox_01_open_water_F<br>Land_PaperBox_01_small_closed_brown_F<br>Land_PaperBox_01_small_closed_brown_food_F<br>Land_PaperBox_01_small_closed_brown_IDAP_F<br>Land_PaperBox_01_small_closed_white_IDAP_F<br>Land_PaperBox_01_small_closed_white_med_F<br>Land_PaperBox_01_small_destroyed_brown_F<br>Land_PaperBox_01_small_destroyed_brown_IDAP_F<br>Land_PaperBox_01_small_destroyed_white_IDAP_F<br>Land_PaperBox_01_small_open_brown_F<br>Land_PaperBox_01_small_open_brown_IDAP_F<br>Land_PaperBox_01_small_open_white_IDAP_F<br>Land_PaperBox_01_small_ransacked_brown_F<br>Land_PaperBox_01_small_ransacked_brown_IDAP_F<br>Land_PaperBox_01_small_ransacked_white_IDAP_F<br>Land_PaperBox_01_small_stacked_F<br>Land_PlasticBucket_01_closed_F<br>Land_PlasticBucket_01_open_F<br>Land_PlasticCase_01_large_gray_F<br>Land_PlasticCase_01_large_idap_F<br>Land_PlasticCase_01_medium_gray_F<br>Land_PlasticCase_01_medium_idap_F<br>Land_PlasticCase_01_small_gray_F<br>Land_PlasticCase_01_small_idap_F<br>Land_Pumpkin_01_F<br>Land_Pumpkin_01_NoPop_F<br>Land_WaterBottle_01_cap_F<br>Land_WaterBottle_01_compressed_F<br>Land_WaterBottle_01_empty_F<br>Land_WaterBottle_01_full_F<br>Land_WaterBottle_01_pack_F<br>Land_WaterBottle_01_stack_F |  |\n| **A3_Props_F_Orange_Items_Decorative** | Land_FlowerPot_01_F<br>Land_FlowerPot_01_Flower_F<br>Land_Photoframe_01_broken_F<br>Land_Photoframe_01_F |  |\n| **A3_Props_F_Orange_Items_Documents** | Land_Wallet_01_F |  |\n| **A3_Props_F_Orange_Items_Electronics** | Land_PCSet_01_mousepad_F<br>Land_PCSet_01_mousepad_IDAP_F |  |\n| **A3_Props_F_Orange_Items_Tools** | Land_Crowbar_01_F |  |\n| **A3_Soft_F_Orange_Offroad_01** | C_IDAP_Offroad_01_F |  |\n| **A3_Soft_F_Orange_Offroad_02** | C_IDAP_Offroad_02_unarmed_F |  |\n| **A3_Soft_F_Orange_Truck_02** | C_IDAP_Truck_02_F<br>C_IDAP_Truck_02_transport_F<br>C_IDAP_Truck_02_water_F |  |\n| **A3_Soft_F_Orange_UGV_01** | C_IDAP_UGV_01_F |  |\n| **A3_Soft_F_Orange_Van_02** | B_G_Van_02_transport_F<br>B_G_Van_02_vehicle_F<br>B_GEN_Van_02_transport_F<br>B_GEN_Van_02_vehicle_F<br>C_IDAP_Van_02_medevac_F<br>C_IDAP_Van_02_transport_F<br>C_IDAP_Van_02_vehicle_F<br>C_Van_02_medevac_F<br>C_Van_02_service_F<br>C_Van_02_transport_F<br>C_Van_02_vehicle_F<br>I_C_Van_02_transport_F<br>I_C_Van_02_vehicle_F<br>I_G_Van_02_transport_F<br>I_G_Van_02_vehicle_F<br>O_G_Van_02_transport_F<br>O_G_Van_02_vehicle_F<br>Tire_Van_02_Cargo_F<br>Tire_Van_02_F<br>Tire_Van_02_Spare_F<br>Tire_Van_02_Transport_F |  |\n| **A3_Structures_F_Orange_Humanitarian_Camps** | Land_MedicalTent_01_brownhex_closed_F<br>Land_MedicalTent_01_digital_closed_F<br>Land_MedicalTent_01_floor_dark_F<br>Land_MedicalTent_01_floor_light_F<br>Land_MedicalTent_01_greenhex_closed_F<br>Land_MedicalTent_01_MTP_closed_F<br>Land_MedicalTent_01_tropic_closed_F<br>Land_MedicalTent_01_white_generic_closed_F<br>Land_MedicalTent_01_white_generic_inner_F<br>Land_MedicalTent_01_white_generic_open_F<br>Land_MedicalTent_01_white_generic_outer_F<br>Land_MedicalTent_01_white_IDAP_closed_F<br>Land_MedicalTent_01_white_IDAP_med_closed_F<br>Land_MedicalTent_01_white_IDAP_open_F<br>Land_MedicalTent_01_white_IDAP_outer_F |  |\n| **A3_Structures_F_Orange_Humanitarian_Flags** | Banner_01_AAF_F<br>Banner_01_CSAT_F<br>Banner_01_F<br>Banner_01_FIA_F<br>Banner_01_IDAP_F<br>Banner_01_NATO_F<br>Flag_IDAP_F |  |\n| **A3_Structures_F_Orange_Industrial_Cargo** | Land_Cargo10_IDAP_F<br>Land_Cargo20_IDAP_F<br>Land_Cargo20_idap_ruins_F<br>Land_Cargo40_IDAP_F<br>Land_Cargo40_idap_ruins_F |  |\n| **A3_Structures_F_Orange_Signs_Mines** | Land_Sign_MinesDanger_English_F<br>Land_Sign_MinesDanger_Greek_F<br>Land_Sign_MinesTall_English_F<br>Land_Sign_MinesTall_F<br>Land_Sign_MinesTall_Greek_F<br>Land_Sign_WarningNoWeapon_F<br>Land_Sign_WarningNoWeaponAltis_F<br>Land_Sign_WarningNoWeaponTanoa_F |  |\n| **A3_Structures_F_Orange_Signs_Special** | FlagMarker_01_F<br>Land_EntranceGate_01_narrow_F<br>Land_WallSign_01_chalkboard_F<br>Land_WallSign_01_F<br>SignAd_Sponsor_01_IDAP_F<br>SignAd_Sponsor_IDAP_F<br>SignAd_SponsorS_01_IDAP_F |  |\n| **A3_Structures_F_Orange_VR_Helpers** | MemoryFragment_F<br>Sign_Sphere100cm_Geometry_F<br>Sign_Sphere10cm_Geometry_F<br>Sign_Sphere200cm_Geometry_F<br>Sign_Sphere25cm_Geometry_F |  |\n| **A3_Structures_F_Orange_Walls_Plastic** | Land_PlasticNetFence_01_long_d_F<br>Land_PlasticNetFence_01_long_F<br>Land_PlasticNetFence_01_pole_F<br>Land_PlasticNetFence_01_roll_F<br>Land_PlasticNetFence_01_short_d_F<br>Land_PlasticNetFence_01_short_F |  |\n| **A3_Supplies_F_Orange_Ammoboxes** | Box_IDAP_AmmoOrd_F<br>Box_IDAP_Equip_F<br>Box_IDAP_Uniforms_F<br>C_IDAP_supplyCrate_F |  |\n| **A3_Supplies_F_Orange_Bags** | B_Carryall_ghex_Mine<br>B_Carryall_khk_Mine<br>B_Carryall_ocamo_Mine<br>B_Carryall_oli_Mine<br>B_Carryall_oucamo_Repair<br>B_Kitbag_rgr_Mine<br>B_LegStrapBag_black_F<br>B_LegStrapBag_black_repair_F<br>B_LegStrapBag_coyote_F<br>B_LegStrapBag_coyote_repair_F<br>B_LegStrapBag_olive_F<br>B_LegStrapBag_olive_repair_F<br>B_Messenger_Black_F<br>B_Messenger_Coyote_F<br>B_Messenger_Gray_F<br>B_Messenger_Gray_Medical_F<br>B_Messenger_IDAP_F<br>B_Messenger_IDAP_Medical_F<br>B_Messenger_IDAP_TrainingMines_F<br>B_Messenger_Olive_F<br>B_UAV_06_backpack_F<br>B_UAV_06_medical_backpack_F<br>C_IDAP_UAV_01_backpack_F<br>C_IDAP_UAV_06_antimine_backpack_F<br>C_IDAP_UAV_06_backpack_F<br>C_IDAP_UAV_06_medical_backpack_F<br>C_UAV_06_backpack_F<br>C_UAV_06_medical_backpack_F<br>I_UAV_06_backpack_F<br>I_UAV_06_medical_backpack_F<br>O_UAV_06_backpack_F<br>O_UAV_06_medical_backpack_F<br>UAV_06_backpack_base_F<br>UAV_06_medical_backpack_base_F |  |\n| **A3_Supplies_F_Orange_CargoNets** | C_IDAP_CargoNet_01_supplies_F |  |\n| **A3_Weapons_F_Orange** | Item_C_UavTerminal<br>Leaflet_05_F<br>Leaflet_05_New_F<br>Leaflet_05_Old_F<br>Leaflet_05_Stack_F |  |\n| **A3_Weapons_F_Orange_Explosives** | APERSMineDispenser_F<br>APERSMineDispenser_Mine_F<br>BombCluster_01_UXO1_F<br>BombCluster_01_UXO2_F<br>BombCluster_01_UXO3_F<br>BombCluster_01_UXO4_F<br>BombCluster_02_UXO1_F<br>BombCluster_02_UXO2_F<br>BombCluster_02_UXO3_F<br>BombCluster_02_UXO4_F<br>BombCluster_03_UXO1_F<br>BombCluster_03_UXO2_F<br>BombCluster_03_UXO3_F<br>BombCluster_03_UXO4_F<br>ModuleAPERSMineDispenser_Mine_F<br>ModuleBombCluster_01_UXO1_F<br>ModuleBombCluster_01_UXO2_F<br>ModuleBombCluster_01_UXO3_F<br>ModuleBombCluster_01_UXO4_F<br>ModuleBombCluster_02_UXO1_F<br>ModuleBombCluster_02_UXO2_F<br>ModuleBombCluster_02_UXO3_F<br>ModuleBombCluster_02_UXO4_F<br>ModuleBombCluster_03_UXO1_F<br>ModuleBombCluster_03_UXO2_F<br>ModuleBombCluster_03_UXO3_F<br>ModuleBombCluster_03_UXO4_F<br>ModuleExplosive_APERSMineDispenser_F<br>ModuleTrainingMine_01_F<br>TrainingMine_01_F<br>TrainingMine_01_used_F |  |\n| **A3_Air_F_Orange** | B_Plane_CAS_01_Cluster_F<br>B_Plane_Fighter_01_Cluster_F<br>I_Plane_Fighter_03_Cluster_F<br>I_Plane_Fighter_04_Cluster_F<br>O_Plane_CAS_02_Cluster_F<br>O_Plane_Fighter_02_Cluster_F |  |\n| **A3_Air_F_Orange_Heli_Transport_02** | C_IDAP_Heli_Transport_02_F |  |\n| **A3_Air_F_Orange_UAV_01** | C_IDAP_UAV_01_F |  |\n| **A3_Air_F_Orange_UAV_06** | B_UAV_06_F<br>B_UAV_06_medical_F<br>Box_B_UAV_06_F<br>Box_B_UAV_06_medical_F<br>Box_C_IDAP_UAV_06_F<br>Box_C_IDAP_UAV_06_medical_F<br>Box_C_UAV_06_F<br>Box_C_UAV_06_medical_F<br>Box_C_UAV_06_Swifd_F<br>Box_I_UAV_06_F<br>Box_I_UAV_06_medical_F<br>Box_O_UAV_06_F<br>Box_O_UAV_06_medical_F<br>C_IDAP_UAV_06_antimine_F<br>C_IDAP_UAV_06_F<br>C_IDAP_UAV_06_medical_F<br>C_UAV_06_F<br>C_UAV_06_medical_F<br>I_UAV_06_F<br>I_UAV_06_medical_F<br>O_UAV_06_F<br>O_UAV_06_medical_F |  |\n| **A3_Characters_F_Orange** | B_G_Story_Guerilla_01_F<br>B_soldier_mine_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_mine_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_AidWorker_06_F<br>C_IDAP_Man_AidWorker_07_F<br>C_IDAP_Man_AidWorker_08_F<br>C_IDAP_Man_AidWorker_09_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Pilot_01_F<br>C_IDAP_UAV_AI_antimine_F<br>C_IDAP_UAV_AI_F<br>C_Journalist_01_War_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_Fisherman_01_F<br>C_Man_Messenger_01_F<br>C_Man_Paramedic_01_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F<br>C_Man_UtilityWorker_01_F<br>C_Paramedic_01_base_F<br>C_Story_EOD_01_F<br>C_Story_Mechanic_01_F<br>C_UAV_AI_F<br>I_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_Story_Officer_01_F<br>Item_U_BG_Guerilla1_2_F<br>Item_U_C_ConstructionCoverall_Black_F<br>Item_U_C_ConstructionCoverall_Blue_F<br>Item_U_C_ConstructionCoverall_Red_F<br>Item_U_C_ConstructionCoverall_Vrana_F<br>Item_U_C_IDAP_Man_cargo_F<br>Item_U_C_IDAP_Man_Casual_F<br>Item_U_C_IDAP_Man_jeans_F<br>Item_U_C_IDAP_Man_shorts_F<br>Item_U_C_IDAP_Man_tee_F<br>Item_U_C_IDAP_Man_teeshorts_F<br>Item_U_C_Mechanic_01_F<br>Item_U_C_Paramedic_01_F<br>O_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_mine_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F |  |\n| **A3_Characters_F_Orange_Headgear** | Headgear_H_Cap_Black_IDAP_F<br>Headgear_H_Cap_Orange_IDAP_F<br>Headgear_H_Cap_White_IDAP_F<br>Headgear_H_Construction_basic_black_F<br>Headgear_H_Construction_basic_orange_F<br>Headgear_H_Construction_basic_red_F<br>Headgear_H_Construction_basic_vrana_F<br>Headgear_H_Construction_basic_white_F<br>Headgear_H_Construction_basic_yellow_F<br>Headgear_H_Construction_earprot_black_F<br>Headgear_H_Construction_earprot_orange_F<br>Headgear_H_Construction_earprot_red_F<br>Headgear_H_Construction_earprot_vrana_F<br>Headgear_H_Construction_earprot_white_F<br>Headgear_H_Construction_earprot_yellow_F<br>Headgear_H_Construction_headset_black_F<br>Headgear_H_Construction_headset_orange_F<br>Headgear_H_Construction_headset_red_F<br>Headgear_H_Construction_headset_vrana_F<br>Headgear_H_Construction_headset_white_F<br>Headgear_H_Construction_headset_yellow_F<br>Headgear_H_EarProtectors_black_F<br>Headgear_H_EarProtectors_orange_F<br>Headgear_H_EarProtectors_red_F<br>Headgear_H_EarProtectors_white_F<br>Headgear_H_EarProtectors_yellow_F<br>Headgear_H_Hat_Safari_olive_F<br>Headgear_H_Hat_Safari_sand_F<br>Headgear_H_HeadBandage_bloody_F<br>Headgear_H_HeadBandage_clean_F<br>Headgear_H_HeadBandage_stained_F<br>Headgear_H_HeadSet_black_F<br>Headgear_H_HeadSet_orange_F<br>Headgear_H_HeadSet_red_F<br>Headgear_H_HeadSet_white_F<br>Headgear_H_HeadSet_yellow_F<br>Headgear_H_PASGT_basic_black_F<br>Headgear_H_PASGT_basic_blue_F<br>Headgear_H_PASGT_basic_blue_press_F<br>Headgear_H_PASGT_basic_olive_F<br>Headgear_H_PASGT_basic_white_F<br>Headgear_H_PASGT_neckprot_blue_press_F<br>Headgear_H_WirelessEarpiece_F |  |\n| **A3_Characters_F_Orange_Vests** | Vest_V_EOD_blue_F<br>Vest_V_EOD_coyote_F<br>Vest_V_EOD_IDAP_blue_F<br>Vest_V_EOD_olive_F<br>Vest_V_LegStrapBag_black_F<br>Vest_V_LegStrapBag_coyote_F<br>Vest_V_LegStrapBag_olive_F<br>Vest_V_Plain_crystal_F<br>Vest_V_Plain_medical_F<br>Vest_V_Pocketed_black_F<br>Vest_V_Pocketed_coyote_F<br>Vest_V_Pocketed_olive_F<br>Vest_V_Safety_blue_F<br>Vest_V_Safety_orange_F<br>Vest_V_Safety_yellow_F |  |\n| **A3_Modules_F_Tacops** | CivilianPresence_C_Man_casual_1_F_afro<br>CivilianPresence_C_Man_casual_1_F_asia<br>CivilianPresence_C_Man_casual_1_F_euro<br>CivilianPresence_C_Man_casual_1_F_tanoan<br>CivilianPresence_C_Man_casual_2_F_afro<br>CivilianPresence_C_Man_casual_2_F_asia<br>CivilianPresence_C_Man_casual_2_F_euro<br>CivilianPresence_C_Man_casual_2_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_afro<br>CivilianPresence_C_Man_casual_3_F_asia<br>CivilianPresence_C_Man_casual_3_F_euro<br>CivilianPresence_C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_afro<br>CivilianPresence_C_Man_casual_4_F_asia<br>CivilianPresence_C_Man_casual_4_F_euro<br>CivilianPresence_C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_afro<br>CivilianPresence_C_Man_casual_5_F_asia<br>CivilianPresence_C_Man_casual_5_F_euro<br>CivilianPresence_C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_afro<br>CivilianPresence_C_Man_casual_6_F_asia<br>CivilianPresence_C_Man_casual_6_F_euro<br>CivilianPresence_C_Man_casual_6_F_tanoan<br>CivilianPresence_C_man_polo_1_F_afro<br>CivilianPresence_C_man_polo_1_F_asia<br>CivilianPresence_C_man_polo_1_F_euro<br>CivilianPresence_C_man_polo_2_F_afro<br>CivilianPresence_C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_2_F_euro<br>CivilianPresence_C_man_polo_3_F_afro<br>CivilianPresence_C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_3_F_euro<br>CivilianPresence_C_man_polo_4_F_afro<br>CivilianPresence_C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_4_F_euro<br>CivilianPresence_C_man_polo_5_F_afro<br>CivilianPresence_C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_5_F_euro<br>CivilianPresence_C_man_polo_6_F_afro<br>CivilianPresence_C_man_polo_6_F_asia<br>CivilianPresence_C_man_polo_6_F_euro<br>ModuleCivilianPresence_F<br>ModuleCivilianPresenceSafeSpot_F<br>ModuleCivilianPresenceUnit_F |  |\n| **A3_Characters_F_Tacops** | B_AssaultPack_ocamo_Medic_F<br>B_FieldPack_cbr_Ammo_F<br>B_FieldPack_ocamo_LAT_F<br>B_TacticalPack_ocamo_AA_F<br>B_TacticalPack_ocamo_AT_F<br>Item_U_O_officer_noInsignia_hex_F<br>O_A_medic_F<br>O_A_officer_F<br>O_A_soldier_A_F<br>O_A_soldier_AA_F<br>O_A_soldier_AR_F<br>O_A_soldier_AT_F<br>O_A_soldier_F<br>O_A_soldier_GL_F<br>O_A_soldier_LAT_F<br>O_A_soldier_M_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F |  |\n| **A3_Modules_F_Tank** | ModuleVanguardFob_F<br>ModuleVanguardObjective_F<br>ModuleVanguardScorePersistence_F |  |\n| **A3_Props_F_Tank_Military** | Land_MRL_Magazine_01_F |  |\n| **A3_Props_F_Tank_Military_TankAcc** | Land_BoreSighter_01_F<br>Land_RefuelingHose_01_F<br>Land_TankEngine_01_F<br>Land_TankEngine_01_used_F<br>Land_TankRoadWheels_01_single_F<br>Land_TankSprocketWheels_01_single_F<br>Land_TankTracks_01_long_F<br>Land_TankTracks_01_short_F<br>Land_TorqueWrench_01_F |  |\n| **A3_Props_F_Tank_Military_Wrecks** | Land_Wreck_AFV_Wheeled_01_F<br>Land_Wreck_LT_01_F<br>Land_Wreck_MBT_04_F |  |\n| **A3_Structures_F_Tank_Decals_Horizontal** | Land_DirtPatch_02_F<br>Land_DirtPatch_03_F<br>Land_DirtPatch_04_F |  |\n| **A3_Structures_F_Tank_Military_Fortifications** | Land_ConcreteHedgehog_01_F<br>Land_ConcreteHedgehog_01_half_F<br>Land_ConcreteHedgehog_01_palette_F<br>Land_CzechHedgehog_01_new_F<br>Land_DragonsTeeth_01_1x1_new_F<br>Land_DragonsTeeth_01_1x1_new_redwhite_F<br>Land_DragonsTeeth_01_1x1_old_F<br>Land_DragonsTeeth_01_1x1_old_redwhite_F<br>Land_DragonsTeeth_01_4x2_new_F<br>Land_DragonsTeeth_01_4x2_new_redwhite_F<br>Land_DragonsTeeth_01_4x2_old_F<br>Land_DragonsTeeth_01_4x2_old_redwhite_F |  |\n| **A3_Structures_F_Tank_Military_RepairDepot** | Land_RepairDepot_01_base_ruins_F<br>Land_RepairDepot_01_civ_F<br>Land_RepairDepot_01_civ_ruins_F<br>Land_RepairDepot_01_green_F<br>Land_RepairDepot_01_green_ruins_F<br>Land_RepairDepot_01_tan_F<br>Land_RepairDepot_01_tan_ruins_F |  |\n| **A3_Weapons_F_Tank** | Weapon_launch_MRAWS_green_F<br>Weapon_launch_MRAWS_green_rail_F<br>Weapon_launch_MRAWS_olive_F<br>Weapon_launch_MRAWS_olive_rail_F<br>Weapon_launch_MRAWS_sand_F<br>Weapon_launch_MRAWS_sand_rail_F<br>Weapon_launch_O_Vorona_brown_F<br>Weapon_launch_O_Vorona_green_F |  |\n| **A3_Weapons_F_Tank_Bags** | B_AssaultPack_rgr_BTLAT2_F<br>B_AssaultPack_rgr_CTRGLAT2_F<br>B_AssaultPack_rgr_LAT2<br>B_Carryall_cbr_AHAT<br>B_Carryall_ghex_OTAHAT_F<br>B_FieldPack_cbr_HAT<br>B_FieldPack_ghex_OTHAT_F<br>G_FieldPack_LAT2<br>I_Fieldpack_oli_LAT2 |  |\n| **A3_Armor_F_Tank_AFV_Wheeled_01** | B_AFV_Wheeled_01_cannon_F<br>B_AFV_Wheeled_01_up_cannon_F<br>B_T_AFV_Wheeled_01_cannon_F<br>B_T_AFV_Wheeled_01_up_cannon_F |  |\n| **A3_Armor_F_Tank_LT_01** | I_LT_01_AA_F<br>I_LT_01_AT_F<br>I_LT_01_cannon_F<br>I_LT_01_scout_F |  |\n| **A3_Armor_F_Tank_MBT_04** | O_MBT_04_cannon_F<br>O_MBT_04_command_F<br>O_T_MBT_04_cannon_F<br>O_T_MBT_04_command_F |  |\n| **A3_Characters_F_Tank** | B_CTRG_Soldier_LAT2_tna_F<br>B_G_Soldier_LAT2_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>I_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>O_Soldier_AHAT_F<br>O_Soldier_HAT_F<br>O_T_Soldier_AHAT_F<br>O_T_Soldier_HAT_F |  |\n| **A3_Characters_F_Tank_Headgear** | Headgear_H_Tank_black_F |  |\n| **A3_Characters_F_Tank_Uniforms** | I_Story_Crew_F<br>Item_U_Tank_green_F |  |\n| **A3_Modules_F_Warlords** | ModuleWLBase_F<br>ModuleWLInit_F<br>ModuleWLResponse_F<br>ModuleWLSector_F<br>ModuleWLSpawnPoint_F |  |\n| **A3_Props_F_Destroyer_Military_BriefingRoomDesk** | Land_BriefingRoomDesk_01_F |  |\n| **A3_Props_F_Destroyer_Military_BriefingRoomScreen** | Land_BriefingRoomScreen_01_F |  |\n| **A3_Static_F_Destroyer_Boat_Rack_01** | Land_Destroyer_01_Boat_Rack_01_F |  |\n| **A3_Static_F_Destroyer_Ship_Gun_01** | B_Ship_Gun_01_F |  |\n| **A3_Static_F_Destroyer_Ship_MRLS_01** | B_Ship_MRLS_01_F |  |\n| **A3_Static_F_Sams_Radar_System_01** | B_Radar_System_01_F |  |\n| **A3_Static_F_Sams_Radar_System_02** | O_Radar_System_02_F |  |\n| **A3_Static_F_Sams_SAM_System_03** | B_SAM_System_03_F |  |\n| **A3_Static_F_Sams_SAM_System_04** | O_SAM_System_04_F |  |\n| **A3_Props_F_Enoch_Civilian_Camping** | Land_WoodenTable_02_large_F |  |\n| **A3_Props_F_Enoch_Civilian_Forest** | Land_Anthill_01_F<br>Land_Bark_Beetle_Trap_01_F<br>Land_Bark_Beetle_Trap_02_F<br>Land_Bark_Beetle_Trap_03_F<br>Land_DeerSkeleton_damaged_01_F<br>Land_DeerSkeleton_full_01_F<br>Land_DeerSkeleton_pile_01_F<br>Land_DeerSkeleton_skull_01_F<br>Land_DeerStand_01_F<br>Land_DeerStand_02_F<br>Land_FeedRack_01_F<br>Land_FeedShack_01_F<br>Land_WoodenLog_02_F |  |\n| **A3_Props_F_Enoch_Civilian_Garbage** | Land_GarbageBin_03_F |  |\n| **A3_Props_F_Enoch_Civilian_InfoBoards** | Land_MapBoard_01_Wall_Enoch_F<br>Land_MapBoard_Enoch_F |  |\n| **A3_Props_F_Enoch_Industrial_Electric** | Land_TransferSwitch_01_F |  |\n| **A3_Props_F_Enoch_Industrial_Supplies** | Land_WoodenBox_02_F |  |\n| **A3_Props_F_Enoch_Infrastructure_Traffic** | Land_RoadBarrier_01_F<br>Land_WoodenWindBreak_01_F |  |\n| **A3_Props_F_Enoch_Items_Documents** | Book_01_F<br>Book_02_F<br>Land_Map_Enoch_F<br>Land_Map_unfolded_Enoch_F<br>Newspaper_01_F |  |\n| **A3_Props_F_Enoch_Items_AluminiumFoil** | AluminiumFoil_01_F |  |\n| **A3_Props_F_Enoch_Military_Camps** | Land_DeskChair_01_black_F<br>Land_DeskChair_01_olive_F<br>Land_DeskChair_01_sand_F<br>Land_PortableCabinet_01_4drawers_black_F<br>Land_PortableCabinet_01_4drawers_olive_F<br>Land_PortableCabinet_01_4drawers_sand_F<br>Land_PortableCabinet_01_7drawers_black_F<br>Land_PortableCabinet_01_7drawers_olive_F<br>Land_PortableCabinet_01_7drawers_sand_F<br>Land_PortableCabinet_01_bookcase_black_F<br>Land_PortableCabinet_01_bookcase_olive_F<br>Land_PortableCabinet_01_bookcase_sand_F<br>Land_PortableCabinet_01_closed_black_F<br>Land_PortableCabinet_01_closed_olive_F<br>Land_PortableCabinet_01_closed_sand_F<br>Land_PortableCabinet_01_lid_black_F<br>Land_PortableCabinet_01_lid_olive_F<br>Land_PortableCabinet_01_lid_sand_F<br>Land_PortableCabinet_01_medical_F<br>Land_PortableDesk_01_black_F<br>Land_PortableDesk_01_olive_F<br>Land_PortableDesk_01_panel_black_F<br>Land_PortableDesk_01_panel_olive_F<br>Land_PortableDesk_01_panel_sand_F<br>Land_PortableDesk_01_sand_F<br>Land_PortableGenerator_01_black_F<br>Land_PortableGenerator_01_sand_F<br>Land_PortableLight_02_double_black_F<br>Land_PortableLight_02_double_olive_F<br>Land_PortableLight_02_double_sand_F<br>Land_PortableLight_02_double_yellow_F<br>Land_PortableLight_02_folded_black_F<br>Land_PortableLight_02_folded_olive_F<br>Land_PortableLight_02_folded_sand_F<br>Land_PortableLight_02_folded_yellow_F<br>Land_PortableLight_02_quad_black_F<br>Land_PortableLight_02_quad_olive_F<br>Land_PortableLight_02_quad_sand_F<br>Land_PortableLight_02_quad_yellow_F<br>Land_PortableLight_02_single_black_F<br>Land_PortableLight_02_single_folded_black_F<br>Land_PortableLight_02_single_folded_olive_F<br>Land_PortableLight_02_single_folded_sand_F<br>Land_PortableLight_02_single_folded_yellow_F<br>Land_PortableLight_02_single_olive_F<br>Land_PortableLight_02_single_sand_F<br>Land_PortableLight_02_single_yellow_F<br>Land_SatelliteAntenna_01_mounted_base_F<br>Land_SatelliteAntenna_01_small_mounted_base_F<br>Land_Tablet_02_black_F<br>Land_Tablet_02_sand_F<br>Land_TentLamp_01_standing_F<br>Land_TentLamp_01_standing_red_F<br>Land_TentLamp_01_suspended_F<br>Land_TentLamp_01_suspended_red_F<br>Land_TentSolar_01_bluewhite_F<br>Land_TentSolar_01_folded_bluewhite_F<br>Land_TentSolar_01_folded_olive_F<br>Land_TentSolar_01_folded_redwhite_F<br>Land_TentSolar_01_folded_sand_F<br>Land_TentSolar_01_olive_F<br>Land_TentSolar_01_redwhite_F<br>Land_TentSolar_01_sand_F<br>Land_TripodScreen_01_dual_v1_black_F<br>Land_TripodScreen_01_dual_v1_sand_F<br>Land_TripodScreen_01_dual_v2_black_F<br>Land_TripodScreen_01_dual_v2_sand_F<br>Land_TripodScreen_01_large_black_F<br>Land_TripodScreen_01_large_sand_F<br>SatelliteAntenna_01_Black_F<br>SatelliteAntenna_01_Mounted_Black_F<br>SatelliteAntenna_01_Mounted_Olive_F<br>SatelliteAntenna_01_Mounted_Sand_F<br>SatelliteAntenna_01_Olive_F<br>SatelliteAntenna_01_Sand_F<br>SatelliteAntenna_01_Small_Black_F<br>SatelliteAntenna_01_Small_Mounted_Black_F<br>SatelliteAntenna_01_Small_Mounted_Olive_F<br>SatelliteAntenna_01_Small_Mounted_Sand_F<br>SatelliteAntenna_01_Small_Olive_F<br>SatelliteAntenna_01_Small_Sand_F |  |\n| **A3_Props_F_Enoch_Military_Decontamination** | AntidoteKit_01_F<br>Broom_01_grey_F<br>Broom_01_yellow_F<br>Brush_01_green_F<br>Brush_01_yellow_F<br>CBRNCase_01_F<br>CBRNContainer_01_closed_olive_F<br>CBRNContainer_01_closed_yellow_F<br>CBRNContainer_01_olive_F<br>CBRNContainer_01_yellow_F<br>CBRNLid_01_olive_F<br>CBRNLid_01_yellow_F<br>ContainmentArea_01_black_F<br>ContainmentArea_02_black_F<br>ContainmentArea_03_black_F<br>ContainmentArea_03_yellow_F<br>DeconKit_01_F<br>DeconShower_01_F<br>DeconShower_01_sound_F<br>DeconShower_02_F<br>Decontamination_base_F<br>DrainageDeck_01_base_F<br>DrainageDeck_01_F<br>GenericCables_01_base_F<br>HazmatBag_01_empty_F<br>HazmatBag_01_F<br>HazmatBag_01_roll_F<br>Land_ContainmentArea_03_F<br>LayFlatHose_01_base_F<br>LayFlatHose_01_Corner_F<br>LayFlatHose_01_CurveLong_F<br>LayFlatHose_01_CurveShort_F<br>LayFlatHose_01_Roll_F<br>LayFlatHose_01_SBend_F<br>LayFlatHose_01_Step_F<br>LayFlatHose_01_StraightLong_F<br>LayFlatHose_01_StraightShort_F<br>LiquidSpraySystem_01_base_F<br>LiquidSpraySystem_01_extended_base_F<br>LiquidSpraySystem_01_Extended_F<br>LiquidSpraySystem_01_F<br>PowerCable_01_Corner_F<br>PowerCable_01_CurveLong_F<br>PowerCable_01_CurveShort_F<br>PowerCable_01_Roll_F<br>PowerCable_01_SBend_F<br>PowerCable_01_Step_F<br>PowerCable_01_StraightLong_F<br>PowerCable_01_StraightShort_F<br>PressureHose_01_Corner_F<br>PressureHose_01_CurveLong_F<br>PressureHose_01_CurveShort_F<br>PressureHose_01_Roll_F<br>PressureHose_01_SBend_F<br>PressureHose_01_Step_F<br>PressureHose_01_StraightLong_F<br>PressureHose_01_StraightShort_F<br>SCBACylinder_01_CUR_F<br>SCBACylinder_01_F<br>SpinalBoard_01_black_F<br>SpinalBoard_01_orange_F<br>SpinalBoard_01_white_F<br>Sponge_01_dry_F<br>Sponge_01_Wet_F<br>StretcherRollerSystem_01_F<br>Tarp_01_Large_Black_F<br>Tarp_01_Large_Green_F<br>Tarp_01_Large_Red_F<br>Tarp_01_Large_Yellow_F<br>Tarp_01_Small_Black_F<br>Tarp_01_Small_Green_F<br>Tarp_01_Small_Red_F<br>Tarp_01_Small_Yellow_F<br>TrashBagHolder_01_F<br>WalkingFrame_01_F<br>WaterSpill_01_Large_Foam_F<br>WaterSpill_01_Large_New_F<br>WaterSpill_01_Large_Old_F<br>WaterSpill_01_Medium_Foam_F<br>WaterSpill_01_Medium_New_F<br>WaterSpill_01_Medium_Old_F<br>WaterSpill_01_Small_Foam_F<br>WaterSpill_01_Small_New_F<br>WaterSpill_01_Small_Old_F<br>WaterTrail_01_Foam_F<br>WaterTrail_01_New_F<br>WaterTrail_01_Old_F |  |\n| **A3_Props_F_Enoch_Military_Equipment** | Land_BatteryPack_01_battery_black_F<br>Land_BatteryPack_01_battery_olive_F<br>Land_BatteryPack_01_battery_sand_F<br>Land_BatteryPack_01_closed_black_F<br>Land_BatteryPack_01_closed_olive_F<br>Land_BatteryPack_01_closed_sand_F<br>Land_BatteryPack_01_open_black_F<br>Land_BatteryPack_01_open_olive_F<br>Land_BatteryPack_01_open_sand_F<br>Land_Computer_01_black_F<br>Land_Computer_01_olive_F<br>Land_Computer_01_sand_F<br>Land_IPPhone_01_black_F<br>Land_IPPhone_01_olive_F<br>Land_IPPhone_01_sand_F<br>Land_Laptop_03_black_F<br>Land_laptop_03_closed_black_F<br>Land_laptop_03_closed_olive_F<br>Land_laptop_03_closed_sand_F<br>Land_Laptop_03_olive_F<br>Land_Laptop_03_sand_F<br>Land_MultiScreenComputer_01_black_F<br>Land_MultiScreenComputer_01_closed_black_F<br>Land_MultiScreenComputer_01_closed_olive_F<br>Land_MultiScreenComputer_01_closed_sand_F<br>Land_MultiScreenComputer_01_olive_F<br>Land_MultiScreenComputer_01_sand_F<br>Land_PortableServer_01_black_F<br>Land_PortableServer_01_cover_black_F<br>Land_PortableServer_01_cover_olive_F<br>Land_PortableServer_01_cover_sand_F<br>Land_PortableServer_01_olive_F<br>Land_PortableServer_01_sand_F<br>Land_PortableSolarPanel_01_folded_olive_F<br>Land_PortableSolarPanel_01_folded_sand_F<br>Land_PortableSolarPanel_01_olive_F<br>Land_PortableSolarPanel_01_sand_F<br>Land_PortableWeatherStation_01_olive_F<br>Land_PortableWeatherStation_01_sand_F<br>Land_PortableWeatherStation_01_white_F<br>Land_Router_01_black_F<br>Land_Router_01_olive_F<br>Land_Router_01_sand_F<br>Land_SolarPanel_04_black_F<br>Land_SolarPanel_04_olive_F<br>Land_SolarPanel_04_sand_F<br>OmniDirectionalAntenna_01_black_F<br>OmniDirectionalAntenna_01_olive_F<br>OmniDirectionalAntenna_01_sand_F |  |\n| **A3_Props_F_Enoch_Military_Garbage** | Land_BurntGarbage_01_F<br>Land_GarbageBarrel_02_buried_F<br>Land_GarbageBarrel_02_F |  |\n| **A3_Props_F_Enoch_Military_Supplies** | Land_PlasticCase_01_large_black_CBRN_F<br>Land_PlasticCase_01_large_black_F<br>Land_PlasticCase_01_large_CBRN_F<br>Land_PlasticCase_01_large_olive_CBRN_F<br>Land_PlasticCase_01_large_olive_F<br>Land_PlasticCase_01_medium_black_CBRN_F<br>Land_PlasticCase_01_medium_black_F<br>Land_PlasticCase_01_medium_CBRN_F<br>Land_PlasticCase_01_medium_olive_CBRN_F<br>Land_PlasticCase_01_medium_olive_F<br>Land_PlasticCase_01_small_black_CBRN_F<br>Land_PlasticCase_01_small_black_F<br>Land_PlasticCase_01_small_CBRN_F<br>Land_PlasticCase_01_small_olive_CBRN_F<br>Land_PlasticCase_01_small_olive_F |  |\n| **A3_Props_F_Enoch_Military_Wrecks** | Land_Wreck_Heli_02_Wreck_01_F<br>Land_Wreck_Heli_02_Wreck_02_F<br>Land_Wreck_Heli_02_Wreck_03_F<br>Land_Wreck_Heli_02_Wreck_04_F |  |\n| **A3_Rocks_F_Enoch** | Land_Bare_boulder_01_F<br>Land_Bare_boulder_02_F<br>Land_Bare_boulder_03_F<br>Land_Bare_boulder_04_F<br>Land_Bare_boulder_05_F<br>Land_R_rock_general1<br>Land_R_rock_general2<br>Land_R_rock_general3<br>Land_RM_boulder1<br>Land_RM_boulder2<br>Land_RM_boulder3<br>Land_RM_boulder4<br>Land_RM_boulder5 |  |\n| **A3_Rocks_F_Enoch_Sinkhole** | Land_Sinkhole_01_F |  |\n| **A3_Soft_F_Enoch_Offroad_01** | B_GEN_Offroad_01_comms_F<br>B_GEN_Offroad_01_covered_F<br>C_Offroad_01_comms_F<br>C_Offroad_01_covered_F<br>I_E_Offroad_01_comms_F<br>I_E_Offroad_01_covered_F<br>I_E_Offroad_01_F |  |\n| **A3_Soft_F_Enoch_Quadbike_01** | I_E_Quadbike_01_F |  |\n| **A3_Soft_F_Enoch_Tractor_01** | C_Tractor_01_F |  |\n| **A3_Soft_F_Enoch_Truck_01** | B_T_Truck_01_cargo_F<br>B_T_Truck_01_flatbed_F<br>B_Truck_01_cargo_F<br>B_Truck_01_flatbed_F<br>Truck_01_Rack_F<br>Truck_01_Rack_tropic_F |  |\n| **A3_Soft_F_Enoch_Truck_02** | I_E_Truck_02_Ammo_F<br>I_E_Truck_02_Box_F<br>I_E_Truck_02_F<br>I_E_Truck_02_fuel_F<br>I_E_Truck_02_Medical_F<br>I_E_Truck_02_MRL_F<br>I_E_Truck_02_transport_F |  |\n| **A3_Soft_F_Enoch_UGV_01** | I_E_UGV_01_F<br>I_E_UGV_01_rcws_F |  |\n| **A3_Soft_F_Enoch_UGV_02** | B_UGV_02_Demining_F<br>B_UGV_02_Science_F<br>C_IDAP_UGV_02_Demining_F<br>I_E_UGV_02_Demining_F<br>I_E_UGV_02_Science_F<br>I_UGV_02_Demining_F<br>I_UGV_02_Science_F<br>O_UGV_02_Demining_F<br>O_UGV_02_Science_F<br>UGV_02_ExternalDetector_F<br>UGV_02_Tracks_F<br>UGV_02_Wheel_F |  |\n| **A3_Soft_F_Enoch_Van_02** | I_E_Van_02_medevac_F<br>I_E_Van_02_transport_F<br>I_E_Van_02_transport_MP_F<br>I_E_Van_02_vehicle_F |  |\n| **A3_Sounds_F_Enoch** | Sound_DeconShower_01_loop<br>Sound_SCBACylinder_01_loop<br>SoundSetSource_01_base_F<br>SoundSetSource_Sfx_DeconShower_Center_01<br>SoundSetSource_Sfx_DeconShower_Nozzle_01<br>SoundSetSource_Sfx_DeconShower_Nozzle_02 |  |\n| **A3_Static_F_Enoch_AA_01** | I_E_Static_AA_F |  |\n| **A3_Static_F_Enoch_AT_01** | I_E_Static_AT_F |  |\n| **A3_Static_F_Enoch_Designator_01** | B_W_Static_Designator_01_F<br>B_W_Static_Designator_01_weapon_F |  |\n| **A3_Static_F_Enoch_GMG_01** | I_E_GMG_01_A_F<br>I_E_GMG_01_F<br>I_E_GMG_01_high_F |  |\n| **A3_Static_F_Enoch_HMG_01** | I_E_HMG_01_A_F<br>I_E_HMG_01_F<br>I_E_HMG_01_high_F |  |\n| **A3_Static_F_Enoch_Mortar_01** | I_E_Mortar_01_F |  |\n| **A3_Static_F_Enoch_Radar_System_01** | I_E_Radar_System_01_F |  |\n| **A3_Static_F_Enoch_SAM_System_03** | I_E_SAM_System_03_F |  |\n| **A3_Structures_F_Enoch_Civilian_Accessories** | Land_BusStop_02_shelter_F<br>Land_BusStop_02_shelter_ruins_F<br>Land_BusStop_02_sign_F<br>Land_ChickenCoop_01_F<br>Land_ConcreteTreePlanter_01_F<br>Land_ConcreteTreePlanter_02_F<br>Land_ConcreteWell_02_F<br>Land_DryToilet_01_F<br>Land_FirewoodPile_01_F<br>Land_GasMeterCabinet_01_F<br>Land_Hutch_01_F<br>Land_MysteriousBell_01_F<br>Land_StoneWell_01_F<br>Land_TreeGrate_01_F<br>Land_TreeGuard_01_F |  |\n| **A3_Structures_F_Enoch_Civilian_Camps** | Land_Camp_House_01_brown_F<br>Land_Camp_House_01_brown_ruins_F<br>Land_Caravan_01_green_F<br>Land_Caravan_01_rust_F |  |\n| **A3_Structures_F_Enoch_Civilian_Constructions** | Land_Scaffolding_New_F |  |\n| **A3_Structures_F_Enoch_Civilian_Houses** | Land_House_1B01_F<br>Land_House_1B01_ruins_F<br>Land_House_1W01_F<br>Land_House_1W01_ruins_F<br>Land_House_1W02_F<br>Land_House_1W02_ruins_F<br>Land_House_1W03_F<br>Land_House_1W03_ruins_F<br>Land_House_1W04_F<br>Land_House_1W04_ruins_F<br>Land_House_1W05_F<br>Land_House_1W05_ruins_F<br>Land_House_1W06_F<br>Land_House_1W06_ruins_F<br>Land_House_1W07_F<br>Land_House_1W07_ruins_F<br>Land_House_1W08_F<br>Land_House_1W08_ruins_F<br>Land_House_1W09_F<br>Land_House_1W09_ruins_F<br>Land_House_1W10_F<br>Land_House_1W10_ruins_F<br>Land_House_1W11_F<br>Land_House_1W11_ruins_F<br>Land_House_1W12_F<br>Land_House_1W12_ruins_F<br>Land_House_1W13_F<br>Land_House_1W13_ruins_F<br>Land_House_2B01_F<br>Land_House_2B01_ruins_F<br>Land_House_2B02_F<br>Land_House_2B02_ruins_F<br>Land_House_2B03_F<br>Land_House_2B03_ruins_F<br>Land_House_2B04_F<br>Land_House_2B04_ruins_F<br>Land_House_2W01_F<br>Land_House_2W01_ruins_F<br>Land_House_2W02_F<br>Land_House_2W02_ruins_F<br>Land_House_2W03_F<br>Land_House_2W03_ruins_F<br>Land_House_2W04_F<br>Land_House_2W04_ruins_F<br>Land_House_2W05_F<br>Land_House_2W05_ruins_F |  |\n| **A3_Structures_F_Enoch_Civilian_Medical** | Land_HealthCenter_01_F<br>Land_HealthCenter_01_ruins_F |  |\n| **A3_Structures_F_Enoch_Civilian_Police** | Land_PoliceStation_01_F<br>Land_PoliceStation_01_ruins_F |  |\n| **A3_Structures_F_Enoch_Civilian_Sheds** | Land_Shed_09_F<br>Land_Shed_09_ruins_F<br>Land_Shed_10_F<br>Land_Shed_10_ruins_F<br>Land_Shed_11_F<br>Land_Shed_11_ruins_F<br>Land_Shed_12_F<br>Land_Shed_12_ruins_F<br>Land_Shed_13_F<br>Land_Shed_13_ruins_F<br>Land_Shed_14_F<br>Land_Shed_14_ruins_F |  |\n| **A3_Structures_F_Enoch_Commercial_FuelStation_03** | Land_FuelStation_03_prices_F<br>Land_FuelStation_03_pump_F<br>Land_FuelStation_03_roof_F<br>Land_FuelStation_03_roof_ruins_F<br>Land_FuelStation_03_shop_F<br>Land_FuelStation_03_shop_ruins_F |  |\n| **A3_Structures_F_Enoch_Commercial_VillageStore_01** | Land_VillageStore_01_F<br>Land_VillageStore_01_ruins_F |  |\n| **A3_Structures_F_Enoch_Cultural_Calvary_03** | Land_Calvary_03_F |  |\n| **A3_Structures_F_Enoch_Cultural_Calvary_04** | Land_Calvary_04_F |  |\n| **A3_Structures_F_Enoch_Cultural_CastleRuins** | Land_CastleRuins_01_bastion_F<br>Land_CastleRuins_01_wall_10m_F<br>Land_CastleRuins_01_wall_d_L_F<br>Land_CastleRuins_01_wall_d_R_F |  |\n| **A3_Structures_F_Enoch_Cultural_Cemeteries** | Land_Cross_01_small_F<br>Land_Grave_08_F<br>Land_Grave_09_F<br>Land_Grave_10_F<br>Land_Grave_11_F<br>Land_GraveFence_01_F<br>Land_GraveFence_02_F<br>Land_GraveFence_03_F<br>Land_GraveFence_04_F<br>Land_Tombstone_04_F<br>Land_Tombstone_05_F<br>Land_Tombstone_06_F<br>Land_Tombstone_07_F<br>Land_Tombstone_08_damaged_F<br>Land_Tombstone_08_F<br>Land_Tombstone_09_F<br>Land_Tombstone_10_F<br>Land_Tombstone_11_damaged_F<br>Land_Tombstone_11_F<br>Land_Tombstone_12_F<br>Land_Tombstone_13_F<br>Land_Tombstone_14_F<br>Land_Tombstone_15_F<br>Land_Tombstone_16_F<br>Land_Tombstone_17_F |  |\n| **A3_Structures_F_Enoch_Cultural_Chapel_01** | Land_Chapel_01_F |  |\n| **A3_Structures_F_Enoch_Cultural_Chapel_02** | Land_Chapel_02_white_damaged_F<br>Land_Chapel_02_white_F<br>Land_Chapel_02_white_ruins_F<br>Land_Chapel_02_yellow_damaged_F<br>Land_Chapel_02_yellow_F<br>Land_Chapel_02_yellow_ruins_F |  |\n| **A3_Structures_F_Enoch_Cultural_Church_04** | Land_Church_04_damaged_F<br>Land_Church_04_F<br>Land_Church_04_lightblue_damaged_F<br>Land_Church_04_lightblue_F<br>Land_Church_04_lightyellow_damaged_F<br>Land_Church_04_lightyellow_F<br>Land_Church_04_red_damaged_F<br>Land_Church_04_red_F<br>Land_Church_04_small_damaged_F<br>Land_Church_04_small_F<br>Land_Church_04_small_lightblue_damaged_F<br>Land_Church_04_small_lightblue_F<br>Land_Church_04_small_lightyellow_damaged_F<br>Land_Church_04_small_lightyellow_F<br>Land_Church_04_small_red_damaged_F<br>Land_Church_04_small_red_F<br>Land_Church_04_small_white_damaged_F<br>Land_Church_04_small_white_F<br>Land_Church_04_small_white_red_damaged_F<br>Land_Church_04_small_white_red_F<br>Land_Church_04_small_yellow_damaged_F<br>Land_Church_04_small_yellow_F<br>Land_Church_04_white_damaged_F<br>Land_Church_04_white_F<br>Land_Church_04_white_red_damaged_F<br>Land_Church_04_white_red_F<br>Land_Church_04_yellow_damaged_F<br>Land_Church_04_yellow_F |  |\n| **A3_Structures_F_Enoch_Cultural_Church_05** | Land_Church_05_F |  |\n| **A3_Structures_F_Enoch_Cultural_OrthodoxChurches** | Land_OrthodoxChurch_02_F<br>Land_OrthodoxChurch_03_F<br>Land_OrthodoxChurch_03_ruins_F |  |\n| **A3_Structures_F_Enoch_Cultural_Statues** | Land_Monument_02_F<br>Land_OldSculpture_01_F<br>Land_Statue_03_F |  |\n| **A3_Structures_F_Enoch_Decals_Horizontal** | Land_ConcretePanels_01_end1_F<br>Land_ConcretePanels_01_end2_F<br>Land_ConcretePanels_01_F<br>Land_ConcretePanels_01_single_F<br>Land_Decal_damage_long1_F<br>Land_Decal_damage_long2_F<br>Land_Decal_damage_long3_F<br>Land_Decal_damage_long4_F<br>Land_Decal_damage_long5_F<br>Land_Decal_damage_medium1_F<br>Land_Decal_damage_medium2_F<br>Land_Decal_roads_ars_01_F<br>Land_Decal_roads_ars_02_F<br>Land_Decal_roads_ars_03_F<br>Land_Decal_roads_ars_04_F<br>Land_Decal_roads_ars_05_F<br>Land_Decal_roads_ars_06_F<br>Land_Decal_roads_oil_stain_01_F<br>Land_Decal_roads_oil_stain_02_F<br>Land_Decal_roads_oil_stain_03_F<br>Land_Decal_roads_oil_stain_04_F<br>Land_dirt_road_damage_long_01_F<br>Land_dirt_road_damage_long_02_F<br>Land_dirt_road_damage_long_03_F<br>Land_dirt_road_damage_long_04_F<br>Land_dirt_road_damage_long_05_F<br>Land_dirt_road_rocks_01_F<br>Land_dirt_road_rocks_02_F<br>Land_dirt_road_rocks_03_F<br>Land_dirt_road_rocks_04_F<br>Land_DirtPatch_05_F<br>Land_roads_cracks_01_F<br>Land_roads_cracks_02_F<br>Land_roads_cracks_03_F<br>Land_roads_cracks_04_F<br>Land_roads_cracks_05_F<br>Land_roads_patch_01_F<br>Land_roads_patch_02_F<br>Land_roads_patch_03_F<br>Land_roads_patch_04_F<br>Land_roads_patch_05_F<br>Land_roads_patch_06_F<br>Land_roads_patch_07_F<br>Land_roads_patch_08_F<br>Land_roads_patch_09_F<br>Land_roads_patch_10_F<br>Land_roads_patch_11_F<br>Land_roads_patch_12_F<br>Land_VehicleTrack_01_left_crossing_F<br>Land_VehicleTrack_01_left_v1_F<br>Land_VehicleTrack_01_left_v2_F<br>Land_VehicleTrack_01_right_crossing_F<br>Land_VehicleTrack_01_right_v1_F<br>Land_VehicleTrack_01_right_v2_F<br>Land_VehicleTrack_01_straight_end_F<br>Land_VehicleTrack_01_straight_start_F<br>Land_VehicleTrack_01_straight_v1_F<br>Land_VehicleTrack_01_straight_v2_F |  |\n| **A3_Structures_F_Enoch_Industrial_Agriculture** | Land_Drainage_01_F<br>Land_FeedStorage_01_F<br>Land_FeedStorage_01_ruins_F<br>Land_HayBale_01_decayed_F<br>Land_HayBale_01_F<br>Land_HayBale_01_packed_F<br>Land_HayBale_01_stack_F<br>Land_ManurePile_01_F<br>Land_SilageStorage_01_F<br>Land_Trough_01_F |  |\n| **A3_Structures_F_Enoch_Industrial_Cargo** | Land_Cargo20_EMP_F<br>Land_Cargo20_EMP_Training_F |  |\n| **A3_Structures_F_Enoch_Industrial_CementWorks** | Land_CementWorks_01_brick_F<br>Land_CementWorks_01_grey_F |  |\n| **A3_Structures_F_Enoch_Industrial_CoalPlant_01** | Land_CoalPlant_01_Conveyor_F<br>Land_CoalPlant_01_LoadingHouse_F<br>Land_CoalPlant_01_MainBuilding_F |  |\n| **A3_Structures_F_Enoch_Industrial_DieselPowerPlant_01** | Land_dp_bigTank_old_F<br>Land_dp_bigTank_old_ruins_F<br>Land_dp_smallTank_old_F<br>Land_dp_smallTank_old_ruins_F<br>Land_DPP_01_mainFactory_old_F |  |\n| **A3_Structures_F_Enoch_Industrial_Farms** | Land_Barn_02_F<br>Land_Barn_02_ruins_F<br>Land_Barn_03_large_F<br>Land_Barn_03_large_ruins_F<br>Land_Barn_03_small_F<br>Land_Barn_03_small_ruins_F<br>Land_Barn_04_F<br>Land_Barn_04_ruins_F<br>Land_Cowshed_01_A_F<br>Land_Cowshed_01_A_ruins_F<br>Land_Cowshed_01_B_F<br>Land_Cowshed_01_B_ruins_F<br>Land_Cowshed_01_C_F<br>Land_Cowshed_01_C_ruins_F<br>Land_Greenhouse_01_damaged_F<br>Land_Greenhouse_01_F<br>Land_Greenhouse_01_ruins_F<br>Land_StrawStack_01_F<br>Land_WaterTower_02_F<br>Land_WaterTower_02_ruins_F |  |\n| **A3_Structures_F_Enoch_Industrial_Garages** | Land_GarageOffice_01_F<br>Land_GarageOffice_01_ruins_F<br>Land_GarageRow_01_large_F<br>Land_GarageRow_01_large_ruins_F<br>Land_GarageRow_01_small_F<br>Land_GarageRow_01_small_ruins_F |  |\n| **A3_Structures_F_Enoch_Industrial_Houses** | Land_Factory_02_F<br>Land_WaterStation_01_F<br>Land_WaterStation_01_ruins_F<br>Land_Workshop_01_F<br>Land_Workshop_01_grey_F<br>Land_Workshop_01_ruins_F<br>Land_Workshop_02_F<br>Land_Workshop_02_grey_F<br>Land_Workshop_02_ruins_F<br>Land_Workshop_03_F<br>Land_Workshop_03_grey_F<br>Land_Workshop_03_ruins_F<br>Land_Workshop_04_F<br>Land_Workshop_04_grey_F<br>Land_Workshop_04_ruins_F<br>Land_Workshop_05_F<br>Land_Workshop_05_grey_F<br>Land_Workshop_05_ruins_F |  |\n| **A3_Structures_F_Enoch_Industrial_Materials** | Land_TimberLog_01_F<br>Land_TimberLog_02_F<br>Land_TimberLog_03_F<br>Land_TimberLog_04_F<br>Land_TimberLog_05_F<br>Land_TimberPile_02_F<br>Land_TimberPile_03_F<br>Land_TimberPile_04_F<br>Land_TimberPile_05_F<br>Land_WoodPile_02_F<br>Land_WoodPile_03_F<br>Land_WoodPile_04_F |  |\n| **A3_Structures_F_Enoch_Industrial_Mines** | Land_Mine_01_conveyor_10m_F<br>Land_Mine_01_conveyor_begin_F<br>Land_Mine_01_conveyor_end_F<br>Land_Mine_01_heap_F<br>Land_Mine_01_hopper_silo_F<br>Land_Mine_01_minecart_F<br>Land_Mine_01_rail_track_end_F<br>Land_Mine_01_rail_track_F<br>Land_Mine_01_rail_track_switch_F<br>Land_Mine_01_warehouse_F |  |\n| **A3_Structures_F_Enoch_Industrial_Pipes** | Land_IndPipe3_big_18_F<br>Land_IndPipe3_big_18ladder_F<br>Land_IndPipe3_big_9_F<br>Land_IndPipe3_big_ground1_F<br>Land_IndPipe3_big_ground2_F<br>Land_IndPipe3_big_support_F<br>Land_IndPipe3_bigL_L_F<br>Land_IndPipe3_bigL_R_F<br>Land_IndPipe3_Small_9_F<br>Land_IndPipe3_Small_ground1_F<br>Land_IndPipe3_Small_ground2_F<br>Land_IndPipe3_SmallL_L_F<br>Land_IndPipe3_SmallL_R_F |  |\n| **A3_Structures_F_Enoch_Industrial_Power** | Land_PowerStation_01_F<br>Land_PowerStation_01_ruins_F<br>Land_Substation_01_F<br>Land_Substation_01_ruins_F |  |\n| **A3_Structures_F_Enoch_Industrial_Sawmills** | Land_Sawmill_01_F<br>Land_Sawmill_01_illuminati_tower_F<br>Land_Sawmill_01_ruins_F |  |\n| **A3_Structures_F_Enoch_Industrial_Sheds** | Land_i_Shed_Ind_old_F<br>Land_IndustrialShed_01_F<br>Land_IndustrialShed_01_ruins_F<br>Land_Shed_Ind_old_ruins_F |  |\n| **A3_Structures_F_Enoch_Industrial_Smokestacks** | Land_Smokestack_01_F<br>Land_Smokestack_01_factory_base_F<br>Land_Smokestack_01_factory_F<br>Land_Smokestack_01_factory_lower_F<br>Land_Smokestack_01_factory_middle_F<br>Land_Smokestack_01_factory_off_F<br>Land_Smokestack_01_factory_ruins_F<br>Land_Smokestack_01_factory_upper_F<br>Land_Smokestack_01_off_F<br>Land_Smokestack_01_ruins_F<br>Land_Smokestack_02_F<br>Land_Smokestack_02_ruins_F<br>Land_Smokestack_03_F<br>Land_Smokestack_03_off_F<br>Land_Smokestack_03_ruins_F |  |\n| **A3_Structures_F_Enoch_Industrial_Transmitter_Tower** | Land_TTowerBig_1_off_F<br>Land_TTowerBig_2_off_F |  |\n| **A3_Structures_F_Enoch_Infrastructure_Benchmarks** | Land_SurveyMarker_01_cover_F<br>Land_SurveyMarker_01_post_F<br>Land_SurveyMarker_01_rod_F |  |\n| **A3_Structures_F_Enoch_Infrastructure_Highway** | Land_Highway_Pillar_01_F<br>Land_Highway_Pillar_01_garage_F |  |\n| **A3_Structures_F_Enoch_Infrastructure_Lamps** | Land_LampIndustrial_01_F<br>Land_LampIndustrial_01_off_F<br>Land_LampIndustrial_02_F<br>Land_LampIndustrial_02_off_F<br>Land_LampStreet_02_amplion_F<br>Land_LampStreet_02_amplion_off_F<br>Land_LampStreet_02_double_F<br>Land_LampStreet_02_double_off_F<br>Land_LampStreet_02_F<br>Land_LampStreet_02_off_F<br>Land_LampStreet_02_triple_F<br>Land_LampStreet_02_triple_off_F |  |\n| **A3_Structures_F_Enoch_Infrastructure_Pavements** | Land_ConcreteKerb_01_2m_v2_F<br>Land_ConcreteKerb_01_4m_v2_F<br>Land_ConcreteKerb_01_8m_v2_F<br>Land_ConcretePavement_01_narrow_corner_F<br>Land_ConcretePavement_01_narrow_F<br>Land_ConcretePavement_01_wide_corner_F<br>Land_ConcretePavement_01_wide_F |  |\n| **A3_Structures_F_Enoch_Infrastructure_Powerlines** | Land_Power_Pole_Wood1<br>Land_Power_Pole_Wood1_Amp<br>Land_Power_Pole_Wood1_Lamp<br>Land_Power_Pole_Wood1_Lamp_Amp<br>Land_Power_Pole_Wood2<br>Land_Power_Pole_Wood3<br>Land_PowerLine_02_pole_junction_A_F<br>Land_powerline_02_pole_junction_nest_a_f<br>Land_PowerLine_02_pole_small_A_F<br>Land_PowerLine_02_pole_small_end_A_F<br>Land_PowerLine_02_pole_small_end_F<br>Land_PowerLine_02_pole_small_F<br>Land_powerline_02_pole_small_hook_end_f<br>Land_PowerLine_02_pole_small_hook_F<br>Land_powerline_02_pole_small_hook_junction_f<br>Land_powerline_02_pole_small_junction_f<br>Land_PowerLine_02_pole_small_lamp_F<br>Land_PowerLine_02_pole_small_lamp_off_F<br>Land_PowerLine_03_pole_end_F<br>Land_PowerLine_03_pole_F<br>Land_PowerLine_03_pole_junction_F<br>Land_TelephoneLine_01_wire_50m_main_F |  |\n| **A3_Structures_F_Enoch_Infrastructure_Railways** | Land_Rail_Bridge_40_F<br>Land_Rail_ConcreteRamp_F<br>Land_Rail_Crossing_Barrier_F<br>Land_Rail_LineBreak_Iron_F<br>Land_Rail_Platform_Cross_F<br>Land_Rail_Platform_Segment_F<br>Land_Rail_Platform_Start_F<br>Land_Rail_Signals_F<br>Land_Rail_Station_Big_F<br>Land_Rail_Station_Big_ruins_F<br>Land_Rail_Station_Small_F<br>Land_Rail_Station_Small_ruins_F<br>Land_Rail_Track_25_F<br>Land_Rail_Track_Down_25_F<br>Land_Rail_Track_Down_40_F<br>Land_Rail_Track_L25_10_F<br>Land_Rail_Track_LB1_RE_F<br>Land_Rail_Track_LB_RE_F<br>Land_Rail_Track_LE1_RB_F<br>Land_Rail_Track_LE_RB_F<br>Land_Rail_Track_Passing_10_F<br>Land_Rail_Track_Passing_25_F<br>Land_Rail_Track_Passing_25NOLC_F<br>Land_Rail_Track_R25_10_F<br>Land_Rail_Track_SP_F<br>Land_Rail_Track_TurnOutL_F<br>Land_Rail_Track_TurnOutR_F<br>Land_Rail_Track_Up_25_F<br>Land_Rail_Track_Up_40_F<br>Land_Rail_TrackE_25_F<br>Land_Rail_TrackE_25NOLC_F<br>Land_Rail_TrackE_2_F<br>Land_Rail_TrackE_40_F<br>Land_Rail_TrackE_40NOLC_F<br>Land_Rail_TrackE_4_F<br>Land_Rail_TrackE_8_F<br>Land_Rail_TrackE_8NOLC_F<br>Land_Rail_TrackE_L25_10_F<br>Land_Rail_TrackE_L25_5_F<br>Land_Rail_TrackE_L30_20_F<br>Land_Rail_TrackE_R25_10_F<br>Land_Rail_TrackE_R25_5_F<br>Land_Rail_TrackE_R30_20_F<br>Land_Rail_TrackE_TurnOutL_F<br>Land_Rail_TrackE_TurnOutR_F<br>Land_Rail_Warehouse_Small_F<br>Land_Rail_Warehouse_Small_ruins_F |  |\n| **A3_Structures_F_Enoch_Infrastructure_Roads** | Land_CobblestoneSquare_01_2m_F<br>Land_CobblestoneSquare_01_32m_F<br>Land_CobblestoneSquare_01_4m_F<br>Land_CobblestoneSquare_01_8m_F<br>Land_CobblestoneSquare_01_edge_2m_v1_F<br>Land_CobblestoneSquare_01_edge_2m_v2_F<br>Land_CobblestoneSquare_01_edge_32m_v1_F<br>Land_CobblestoneSquare_01_edge_32m_v2_F<br>Land_CobblestoneSquare_01_edge_4m_v1_F<br>Land_CobblestoneSquare_01_edge_4m_v2_F<br>Land_CobblestoneSquare_01_edge_8m_v1_F<br>Land_CobblestoneSquare_01_edge_8m_v2_F<br>Land_ConcretePanels_02_four_F<br>Land_ConcretePanels_02_single_dmg_F<br>Land_ConcretePanels_02_single_v1_F<br>Land_ConcretePanels_02_single_v2_F<br>Land_SewerCover_04_F |  |\n| **A3_Structures_F_Enoch_Military_Airfield** | Land_ControlTower_02_F<br>Land_ControlTower_02_ruins_F<br>Land_ServiceHangar_01_L_F<br>Land_ServiceHangar_01_R_F |  |\n| **A3_Structures_F_Enoch_Military_Barracks** | Land_Barracks_02_F<br>Land_Barracks_02_ruins_F<br>Land_Barracks_03_F<br>Land_Barracks_03_ruins_F<br>Land_Barracks_04_F<br>Land_Barracks_04_ruins_F<br>Land_Barracks_05_F<br>Land_Barracks_05_ruins_F<br>Land_Barracks_06_F<br>Land_Barracks_06_ruins_F<br>Land_ControlTower_01_F<br>Land_ControlTower_01_ruins_F<br>Land_GuardBox_01_brown_F<br>Land_GuardBox_01_brown_ruins_F<br>Land_GuardBox_01_green_F<br>Land_GuardBox_01_green_ruins_F<br>Land_GuardBox_01_smooth_F<br>Land_GuardBox_01_smooth_ruins_F<br>Land_GuardHouse_02_F<br>Land_GuardHouse_02_grey_F<br>Land_GuardHouse_02_ruins_F<br>Land_GuardHouse_03_F<br>Land_GuardHouse_03_ruins_F<br>Land_GuardTower_01_F<br>Land_GuardTower_02_F |  |\n| **A3_Structures_F_Enoch_Military_Bunkers** | Land_Bunker_02_double_F<br>Land_Bunker_02_left_F<br>Land_Bunker_02_light_double_F<br>Land_Bunker_02_light_left_F<br>Land_Bunker_02_light_right_F<br>Land_Bunker_02_right_F |  |\n| **A3_Structures_F_Enoch_Military_Camonets** | CamoNet_wdl_big_Curator_F<br>CamoNet_wdl_big_F<br>CamoNet_wdl_Curator_F<br>CamoNet_wdl_F<br>CamoNet_wdl_open_Curator_F<br>CamoNet_wdl_open_F |  |\n| **A3_Structures_F_Enoch_Military_Camps** | CargoPlaftorm_01_brown_F<br>CargoPlaftorm_01_brown_ruins_F<br>CargoPlaftorm_01_green_F<br>CargoPlaftorm_01_green_ruins_F<br>CargoPlaftorm_01_jungle_F<br>CargoPlaftorm_01_jungle_ruins_F<br>CargoPlaftorm_01_rusty_F<br>CargoPlaftorm_01_rusty_ruins_F<br>Land_CargoPlaftorm_01_ruins_F<br>Land_ConnectorTent_01_AAF_closed_F<br>Land_ConnectorTent_01_AAF_cross_F<br>Land_ConnectorTent_01_AAF_open_F<br>Land_ConnectorTent_01_CSAT_brownhex_closed_F<br>Land_ConnectorTent_01_CSAT_brownhex_cross_F<br>Land_ConnectorTent_01_CSAT_brownhex_open_F<br>Land_ConnectorTent_01_CSAT_greenhex_closed_F<br>Land_ConnectorTent_01_CSAT_greenhex_cross_F<br>Land_ConnectorTent_01_CSAT_greenhex_open_F<br>Land_ConnectorTent_01_floor_dark_F<br>Land_ConnectorTent_01_floor_light_F<br>Land_ConnectorTent_01_NATO_closed_F<br>Land_ConnectorTent_01_NATO_cross_F<br>Land_ConnectorTent_01_NATO_open_F<br>Land_ConnectorTent_01_NATO_tropic_closed_F<br>Land_ConnectorTent_01_NATO_tropic_cross_F<br>Land_ConnectorTent_01_NATO_tropic_open_F<br>Land_ConnectorTent_01_wdl_closed_F<br>Land_ConnectorTent_01_wdl_cross_F<br>Land_ConnectorTent_01_wdl_open_F<br>Land_ConnectorTent_01_white_closed_F<br>Land_ConnectorTent_01_white_cross_F<br>Land_ConnectorTent_01_white_open_F<br>Land_DeconTent_01_AAF_F<br>Land_DeconTent_01_CSAT_brownhex_F<br>Land_DeconTent_01_CSAT_greenhex_F<br>Land_DeconTent_01_IDAP_F<br>Land_DeconTent_01_NATO_F<br>Land_DeconTent_01_NATO_tropic_F<br>Land_DeconTent_01_wdl_F<br>Land_DeconTent_01_white_F<br>Land_DeconTent_01_yellow_F<br>Land_MedicalTent_01_aaf_generic_closed_F<br>Land_MedicalTent_01_aaf_generic_inner_F<br>Land_MedicalTent_01_aaf_generic_open_F<br>Land_MedicalTent_01_aaf_generic_outer_F<br>Land_MedicalTent_01_CSAT_brownhex_generic_closed_F<br>Land_MedicalTent_01_CSAT_brownhex_generic_inner_F<br>Land_MedicalTent_01_CSAT_brownhex_generic_open_F<br>Land_MedicalTent_01_CSAT_brownhex_generic_outer_F<br>Land_MedicalTent_01_CSAT_greenhex_generic_closed_F<br>Land_MedicalTent_01_CSAT_greenhex_generic_inner_F<br>Land_MedicalTent_01_CSAT_greenhex_generic_open_F<br>Land_MedicalTent_01_CSAT_greenhex_generic_outer_F<br>Land_MedicalTent_01_NATO_generic_closed_F<br>Land_MedicalTent_01_NATO_generic_inner_F<br>Land_MedicalTent_01_NATO_generic_open_F<br>Land_MedicalTent_01_NATO_generic_outer_F<br>Land_MedicalTent_01_NATO_tropic_generic_closed_F<br>Land_MedicalTent_01_NATO_tropic_generic_inner_F<br>Land_MedicalTent_01_NATO_tropic_generic_open_F<br>Land_MedicalTent_01_NATO_tropic_generic_outer_F<br>Land_MedicalTent_01_wdl_closed_F<br>Land_MedicalTent_01_wdl_generic_closed_F<br>Land_MedicalTent_01_wdl_generic_inner_F<br>Land_MedicalTent_01_wdl_generic_open_F<br>Land_MedicalTent_01_wdl_generic_outer_F |  |\n| **A3_Structures_F_Enoch_Military_Domes** | Land_Dome_Small_WIP2_F<br>Land_Dome_Small_WIP_F<br>Land_DomeParts_01_panel_white_F<br>Land_DomeParts_01_panel_white_stack_F<br>Land_DomeParts_01_struts_stack_F<br>Land_DomeParts_01_white_openstack_F |  |\n| **A3_Structures_F_Enoch_Military_Flags** | Banner_01_EAF_F<br>Flag_EAF_F<br>Flag_Enoch_F |  |\n| **A3_Structures_F_Enoch_Military_Radar** | Land_MobileRadar_01_generator_F<br>Land_MobileRadar_01_radar_F<br>Land_MobileRadar_01_radar_ruins_F<br>Land_Radar_01_airshaft_F<br>Land_Radar_01_antenna_base_F<br>Land_Radar_01_antenna_F<br>Land_Radar_01_cooler_F<br>Land_Radar_01_HQ_F<br>Land_Radar_01_HQ_ruins_F<br>Land_Radar_01_kitchen_F<br>Land_Radar_01_kitchen_ruins_F |  |\n| **A3_Structures_F_Enoch_Military_Training** | CraterLong_02_F<br>CraterLong_02_small_F<br>Land_DisturbedSoil_01_decal_F<br>Land_DisturbedSoil_02_decal_F<br>Land_DisturbedSoil_base_F<br>Land_ShellCrater_01_decal_F<br>Land_ShellCrater_01_F<br>Land_ShellCrater_02_debris_F<br>Land_ShellCrater_02_decal_F<br>Land_ShellCrater_02_extralarge_F<br>Land_ShellCrater_02_large_F<br>Land_ShellCrater_02_small_F<br>Land_ShootingPos_Roof_01_F<br>Land_Target_Concrete_01_v1_F<br>Land_Target_Concrete_01_v2_F<br>Land_Target_Concrete_Support_01_F<br>Land_Target_Line_01_F<br>Land_Target_Line_PaperTargets_01_F<br>Land_Target_Pistol_01_F<br>Land_Target_Single_01_F |  |\n| **A3_Structures_F_Enoch_Ruins** | Land_ChurchRuin_01_F<br>Land_HouseChimney_Ruin_01_F<br>Land_HouseRuin_Big_01_F<br>Land_HouseRuin_Big_01_half_F<br>Land_HouseRuin_Big_02_F<br>Land_HouseRuin_Big_02_half_F<br>Land_HouseRuin_Big_03_F<br>Land_HouseRuin_Big_03_half_F<br>Land_HouseRuin_Big_04_F<br>Land_HouseRuin_Big_05_F<br>Land_HouseRuin_Small_01_F<br>Land_HouseRuin_Small_01_half_F<br>Land_HouseRuin_Small_02_F<br>Land_HouseRuin_Small_03_F<br>Land_HouseRuin_Small_04_F<br>Land_HouseWallRuin_Corner_01_F<br>Land_HouseWallRuin_Corner_02_F<br>Land_HouseWallRuin_Door_01_F |  |\n| **A3_Structures_F_Enoch_Signs_Companies** | Land_OldFactorySign_01_F<br>Land_OldFactorySign_01_graffiti_F |  |\n| **A3_Structures_F_Enoch_Signs_Traffic** | Land_VergePost_02_v1_F<br>Land_VergePost_02_v2_F |  |\n| **A3_Structures_F_Enoch_Signs_Warnings** | Land_sign_entry_en_pl_F<br>Land_sign_leave_en_pl_F<br>Land_Sign_noentry_big_en_pl_F<br>Land_sign_noentry_small_en_pl_F<br>Land_sign_uwaga_pl_1_F<br>Land_sign_uwaga_pl_2_F |  |\n| **A3_Structures_F_Enoch_VR_Helpers** | Reflector_Cone_01_blue_F<br>Reflector_Cone_01_green_F<br>Reflector_Cone_01_Long_blue_F<br>Reflector_Cone_01_Long_green_F<br>Reflector_Cone_01_Long_orange_F<br>Reflector_Cone_01_Long_red_F<br>Reflector_Cone_01_Long_white_F<br>Reflector_Cone_01_narrow_blue_F<br>Reflector_Cone_01_narrow_green_F<br>Reflector_Cone_01_narrow_orange_F<br>Reflector_Cone_01_narrow_red_F<br>Reflector_Cone_01_narrow_white_F<br>Reflector_Cone_01_orange_F<br>Reflector_Cone_01_red_F<br>Reflector_Cone_01_white_F<br>Reflector_Cone_01_wide_blue_F<br>Reflector_Cone_01_wide_green_F<br>Reflector_Cone_01_wide_orange_F<br>Reflector_Cone_01_wide_red_F<br>Reflector_Cone_01_wide_white_F |  |\n| **A3_Structures_F_Enoch_Walls_Brick** | Land_BrickWall_01_l_5m_d_F<br>Land_BrickWall_01_l_5m_F<br>Land_BrickWall_01_l_corner_F<br>Land_BrickWall_01_l_end_F<br>Land_BrickWall_01_l_pole_F<br>Land_BrickWall_02_l_5m_d_F<br>Land_BrickWall_02_l_5m_F<br>Land_BrickWall_02_l_corner_v1_F<br>Land_BrickWall_02_l_corner_v2_F<br>Land_BrickWall_02_l_end_F<br>Land_BrickWall_03_l_5m_v1_d_F<br>Land_BrickWall_03_l_5m_v1_F<br>Land_BrickWall_03_l_5m_v2_d_F<br>Land_BrickWall_03_l_5m_v2_F<br>Land_BrickWall_03_l_gate_F<br>Land_BrickWall_03_l_pole_F<br>Land_BrickWall_04_l_5m_d_F<br>Land_BrickWall_04_l_5m_F<br>Land_BrickWall_04_l_5m_old_d_F<br>Land_BrickWall_04_l_5m_old_F<br>Land_BrickWall_04_l_pole_F<br>Land_BrickWall_04_l_pole_old_F |  |\n| **A3_Structures_F_Enoch_Walls_Concrete** | Land_CamoConcreteWall_01_l_4m_d_v1_F<br>Land_CamoConcreteWall_01_l_4m_d_v2_F<br>Land_CamoConcreteWall_01_l_4m_v1_F<br>Land_CamoConcreteWall_01_l_4m_v2_F<br>Land_CamoConcreteWall_01_l_end_v1_F<br>Land_CamoConcreteWall_01_pole_v1_F<br>Land_ConcreteWall_03_m_2m_F<br>Land_ConcreteWall_03_m_6m_F<br>Land_ConcreteWall_03_m_pole_F<br>Land_SilageWall_01_l_5m_F<br>Land_SilageWall_01_l_d_F<br>Land_SilageWall_01_l_pole_F |  |\n| **A3_Structures_F_Enoch_Walls_Net** | Land_GameProofFence_01_l_5m_F<br>Land_GameProofFence_01_l_d_F<br>Land_GameProofFence_01_l_gate_F<br>Land_GameProofFence_01_l_pole_F<br>Land_NetFence_03_m_3m_corner_F<br>Land_NetFence_03_m_3m_d_F<br>Land_NetFence_03_m_3m_F<br>Land_NetFence_03_m_3m_hole_F<br>Land_NetFence_03_m_9m_F<br>Land_NetFence_03_m_pole_F |  |\n| **A3_Structures_F_Enoch_Walls_Pipe** | Land_PipeFence_03_m_gate_l_F<br>Land_PipeFence_03_m_gate_r_F<br>Land_PipeFence_04_m_gate_l_F<br>Land_PipeFence_04_m_gate_r_F<br>Land_PipeFence_05_m_gate_l_F<br>Land_PipeFence_05_m_gate_r_F<br>Land_PipeFence_06_m_gate_l_F<br>Land_PipeFence_06_m_gate_r_F |  |\n| **A3_Structures_F_Enoch_Walls_Polewalls** | Land_PoleWall_02_3m_v1_F<br>Land_PoleWall_02_3m_v2_F<br>Land_PoleWall_02_end_F<br>Land_PoleWall_03_5m_v1_F<br>Land_PoleWall_03_5m_v2_F<br>Land_PoleWall_03_end_F |  |\n| **A3_Structures_F_Enoch_Walls_Stone** | Land_Mound03_8m_F<br>Land_Mound04_8m_F<br>Land_StoneWall_02_s_10m_F |  |\n| **A3_Structures_F_Enoch_Walls_Wooden** | Land_WoodenWall_03_s_5m_v1_F<br>Land_WoodenWall_03_s_5m_v2_F<br>Land_WoodenWall_03_s_d_5m_v1_F<br>Land_WoodenWall_03_s_d_5m_v2_F<br>Land_WoodenWall_03_s_d_pole_F<br>Land_WoodenWall_03_s_gate_F<br>Land_WoodenWall_03_s_pole_F<br>Land_WoodenWall_04_s_5m_F<br>Land_WoodenWall_04_s_d_5m_F<br>Land_WoodenWall_04_s_end_v1_F<br>Land_WoodenWall_04_s_end_v2_F<br>Land_WoodenWall_04_s_gate_F<br>Land_WoodenWall_04_s_pole_F<br>Land_WoodenWall_05_m_4m_v1_F<br>Land_WoodenWall_05_m_4m_v2_F<br>Land_WoodenWall_05_m_d_4m_F<br>Land_WoodenWall_05_m_end_F<br>Land_WoodenWall_05_m_pole_F |  |\n| **A3_Structures_F_Enoch_Wrecks** | Land_Mi8_wreck_F<br>Land_PowerGenerator_wreck_F<br>Land_TrailerCistern_wreck_F<br>Land_V3S_wreck_F |  |\n| **A3_Supplies_F_Enoch_Ammoboxes** | Box_EAF_Ammo_F<br>Box_EAF_AmmoOrd_F<br>Box_EAF_AmmoVeh_F<br>Box_EAF_Equip_F<br>Box_EAF_Grenades_F<br>Box_EAF_Support_F<br>Box_EAF_Uniforms_F<br>Box_EAF_Wps_F<br>Box_EAF_WpsLaunch_F<br>Box_EAF_WpsSpecial_F<br>I_E_CargoNet_01_ammo_F<br>I_EAF_supplyCrate_F |  |\n| **A3_Supplies_F_Enoch_Bags** | B_AssaultPack_eaf_F<br>B_AssaultPack_eaf_IELAT2_F<br>B_AssaultPack_eaf_IELAT_F<br>B_AssaultPack_eaf_IEPathfinder_F<br>B_AssaultPack_eaf_Repair_F<br>B_AssaultPack_wdl_BWLAT2_F<br>B_AssaultPack_wdl_BWLAT_F<br>B_AssaultPack_wdl_BWMedic_F<br>B_AssaultPack_wdl_BWReconMedic<br>B_AssaultPack_wdl_BWRepair_F<br>B_AssaultPack_wdl_F<br>B_Carryall_eaf_eng_F<br>B_Carryall_eaf_exp_F<br>B_Carryall_eaf_F<br>B_Carryall_eaf_IEAAA_F<br>B_Carryall_eaf_IEAAR_F<br>B_Carryall_eaf_IEAAT_F<br>B_Carryall_eaf_IEAmmo_F<br>B_Carryall_eaf_Mine_F<br>B_Carryall_green_exp_F<br>B_Carryall_green_F<br>B_Carryall_oli_IEAAR_F<br>B_Carryall_oli_IEAmmo_F<br>B_Carryall_taiga_Exp_F<br>B_Carryall_taiga_F<br>B_Carryall_wdl_BWAAA_F<br>B_Carryall_wdl_BWAAT_F<br>B_Carryall_wdl_BWAmmo_F<br>B_Carryall_wdl_F<br>B_Carryall_wdl_Mine<br>B_CombinationUnitRespirator_01_F<br>B_FieldPack_green_Exp_F<br>B_FieldPack_green_F<br>B_Fieldpack_green_IEAA_F<br>B_Fieldpack_green_IEAT_F<br>B_Fieldpack_green_IELAT2_F<br>B_Fieldpack_green_IELAT_F<br>B_Fieldpack_green_IEMedic_F<br>B_FieldPack_green_Medic_F<br>B_FieldPack_green_RPG_AT_F<br>B_Fieldpack_oli_IEAA_F<br>B_Fieldpack_oli_IEAT_F<br>B_Fieldpack_oli_IELAT2_F<br>B_Fieldpack_oli_IELAT_F<br>B_FieldPack_taiga_F<br>B_FieldPack_taiga_Medic_F<br>B_FieldPack_taiga_RPG_AT_F<br>B_Kitbag_rgr_BWAAR<br>B_RadioBag_01_black_F<br>B_RadioBag_01_digi_F<br>B_RadioBag_01_eaf_F<br>B_RadioBag_01_eaf_FAK_F<br>B_RadioBag_01_ghex_F<br>B_RadioBag_01_hex_F<br>B_RadioBag_01_mtp_F<br>B_RadioBag_01_oucamo_F<br>B_RadioBag_01_tropic_F<br>B_RadioBag_01_wdl_F<br>B_RadioBag_01_wdl_FAK_F<br>B_SCBA_01_F<br>B_UGV_02_Demining_backpack_F<br>B_UGV_02_Science_backpack_F<br>C_IDAP_UGV_02_Demining_backpack_F<br>I_E_AA_01_weapon_F<br>I_E_AT_01_weapon_F<br>I_E_GMG_01_A_Weapon_F<br>I_E_GMG_01_high_Weapon_F<br>I_E_GMG_01_Weapon_F<br>I_E_HMG_01_A_Weapon_F<br>I_E_HMG_01_high_Weapon_F<br>I_E_HMG_01_support_F<br>I_E_HMG_01_support_high_F<br>I_E_HMG_01_Weapon_F<br>I_E_Mortar_01_support_F<br>I_E_Mortar_01_Weapon_F<br>I_E_UAV_01_backpack_F<br>I_E_UAV_06_backpack_F<br>I_E_UAV_06_medical_backpack_F<br>I_E_UGV_02_Demining_backpack_F<br>I_E_UGV_02_Science_backpack_F<br>I_UGV_02_Demining_backpack_F<br>I_UGV_02_Science_backpack_F<br>O_UGV_02_Demining_backpack_F<br>O_UGV_02_Science_backpack_F<br>UGV_02_backpack_base_F<br>UGV_02_Demining_backpack_base_F<br>UGV_02_Science_backpack_base_F |  |\n| **A3_Weapons_F_Enoch** | FxCartridge_762x39<br>Item_bipod_02_F_arid<br>Item_bipod_02_F_lush<br>Item_ChemicalDetector_01_black_F<br>Item_ChemicalDetector_01_olive_F<br>Item_ChemicalDetector_01_tan_F<br>Item_ChemicalDetector_01_watch_F<br>Item_I_E_UavTerminal<br>Item_muzzle_antenna_01_f<br>Item_muzzle_antenna_02_f<br>Item_muzzle_antenna_03_f<br>Item_muzzle_snds_B_arid_F<br>Item_muzzle_snds_B_lush_F<br>Item_O_NVGoggles_grn_F<br>Item_optic_Arco_AK_arid_F<br>Item_optic_Arco_AK_blk_F<br>Item_optic_Arco_AK_lush_F<br>Item_optic_Arco_arid_F<br>Item_optic_Arco_lush_F<br>Item_optic_DMS_weathered_F<br>Item_optic_DMS_weathered_Kir_F<br>Item_optic_Holosight_arid_F<br>Item_optic_Holosight_lush_F<br>Item_optic_ico_01_black_f<br>Item_optic_ico_01_camo_f<br>Item_optic_ico_01_f<br>Item_optic_ico_01_sand_f<br>Item_optic_MRD_black<br>placed_I_E_IR_grenade<br>placed_O_R_IR_grenade<br>Weapon_arifle_AK12_arid_f<br>Weapon_arifle_AK12_GL_arid_F<br>Weapon_arifle_AK12_GL_lush_F<br>Weapon_arifle_AK12_lush_f<br>Weapon_arifle_AK12U_arid_f<br>Weapon_arifle_AK12U_F<br>Weapon_arifle_AK12U_lush_f<br>Weapon_arifle_MSBS65_black_F<br>Weapon_arifle_MSBS65_camo_F<br>Weapon_arifle_MSBS65_F<br>Weapon_arifle_MSBS65_GL_black_F<br>Weapon_arifle_MSBS65_GL_camo_F<br>Weapon_arifle_MSBS65_GL_F<br>Weapon_arifle_MSBS65_GL_sand_F<br>Weapon_arifle_MSBS65_Mark_black_F<br>Weapon_arifle_MSBS65_Mark_camo_F<br>Weapon_arifle_MSBS65_Mark_F<br>Weapon_arifle_MSBS65_Mark_sand_F<br>Weapon_arifle_MSBS65_sand_F<br>Weapon_arifle_MSBS65_UBS_black_F<br>Weapon_arifle_MSBS65_UBS_camo_F<br>Weapon_arifle_MSBS65_UBS_F<br>Weapon_arifle_MSBS65_UBS_sand_F<br>Weapon_arifle_RPK12_arid_f<br>Weapon_arifle_RPK12_F<br>Weapon_arifle_RPK12_lush_f<br>Weapon_hgun_esd_01_antenna_01_F<br>Weapon_hgun_esd_01_antenna_02_F<br>Weapon_hgun_esd_01_antenna_03_F<br>Weapon_hgun_esd_01_F<br>Weapon_hgun_Pistol_heavy_01_green_F<br>Weapon_launch_B_Titan_olive_F<br>Weapon_launch_I_Titan_eaf_F<br>Weapon_launch_RPG32_green_F<br>Weapon_LMG_Mk200_black_F<br>Weapon_sgun_HunterShotgun_01_F<br>Weapon_sgun_HunterShotgun_01_sawedoff_F<br>Weapon_srifle_DMR_06_hunter_F |  |\n| **A3_Air_F_Enoch_Heli_Light_03** | I_E_Heli_light_03_dynamicLoadout_F<br>I_E_Heli_light_03_unarmed_F |  |\n| **A3_Air_F_Enoch_UAV_01** | I_E_UAV_01_F |  |\n| **A3_Air_F_Enoch_UAV_06** | Box_I_E_UAV_06_F<br>Box_I_E_UAV_06_medical_F<br>I_E_UAV_06_F<br>I_E_UAV_06_medical_F |  |\n| **A3_Armor_F_Enoch_APC_Tracked_03** | I_E_APC_tracked_03_cannon_F |  |\n| **A3_Characters_F_Enoch** | B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_Patrol_Carryall_green_Ammo_F<br>B_Patrol_Carryall_taiga_medic_F<br>B_Patrol_FieldPack_green_eng_F<br>B_ReconFatigues_01_wdl_F<br>B_soldier_UGV_02_Demining_F<br>B_soldier_UGV_02_Science_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_W_Medic_F<br>B_W_Officer_F<br>B_W_RadioOperator_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAR_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Soldier_AT_F<br>B_W_Soldier_CBRN_F<br>B_W_Soldier_Exp_F<br>B_W_Soldier_F<br>B_W_Soldier_GL_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_LAT_F<br>B_W_soldier_M_F<br>B_W_soldier_mine_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_Soldier_unarmed_F<br>B_W_Soldier_universal_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Survivor_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>C_E_LooterJacket_01_F<br>C_Farmer_01_enoch_F<br>C_Man_1_enoch_F<br>C_Man_2_enoch_F<br>C_Man_3_enoch_F<br>C_Man_4_enoch_F<br>C_Man_5_enoch_F<br>C_Man_6_enoch_F<br>C_scientist_01_formal_F<br>C_scientist_01_informal_F<br>C_scientist_02_formal_F<br>C_scientist_02_informal_F<br>C_Uniform_Farmer_01_F<br>C_Uniform_Scientist_01_F<br>C_Uniform_Scientist_01_formal_F<br>C_Uniform_Scientist_02_F<br>C_Uniform_Scientist_02_formal_F<br>CivilianPresence_C_Farmer_01_enoch_F<br>CivilianPresence_C_Man_1_enoch_F<br>CivilianPresence_C_Man_2_enoch_F<br>CivilianPresence_C_Man_3_enoch_F<br>CivilianPresence_C_Man_4_enoch_F<br>CivilianPresence_C_Man_5_enoch_F<br>CivilianPresence_C_Man_6_enoch_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>I_E_Crew_F<br>I_E_Engineer_F<br>I_E_Helicrew_F<br>I_E_Helipilot_F<br>I_E_Medic_F<br>I_E_Officer_F<br>I_E_RadioOperator_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AAT_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_CBRN_F<br>I_E_Soldier_Exp_F<br>I_E_Soldier_F<br>I_E_Soldier_GL_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_lite_F<br>I_E_soldier_M_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_MP_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_universal_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Survivor_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_tanktop_F<br>I_L_Criminal_SG_F<br>I_L_Criminal_SMG_F<br>I_L_Hunter_F<br>I_L_Looter_Pistol_F<br>I_L_Looter_Rifle_F<br>I_L_Looter_SG_F<br>I_L_Looter_SMG_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_sport_F<br>Item_U_B_CBRN_Suit_01_MTP_F<br>Item_U_B_CBRN_Suit_01_Tropic_F<br>Item_U_B_CBRN_Suit_01_Wdl_F<br>Item_U_B_CombatUniform_mcam_wdl_f<br>Item_U_B_CombatUniform_tshirt_mcam_wdL_f<br>Item_U_B_CombatUniform_vest_mcam_wdl_f<br>Item_U_C_CBRN_Suit_01_Blue_F<br>Item_U_C_CBRN_Suit_01_White_F<br>Item_U_C_E_LooterJacket_01_F<br>Item_U_C_Uniform_Farmer_01_F<br>Item_U_C_Uniform_Scientist_01_F<br>Item_U_C_Uniform_Scientist_01_formal_F<br>Item_U_C_Uniform_Scientist_02_F<br>Item_U_C_Uniform_Scientist_02_formal_F<br>Item_U_I_CBRN_Suit_01_AAF_F<br>Item_U_I_E_CBRN_Suit_01_EAF_F<br>Item_U_I_E_Uniform_01_coveralls_F<br>Item_U_I_E_Uniform_01_F<br>Item_U_I_E_Uniform_01_officer_F<br>Item_U_I_E_Uniform_01_shortsleeve_F<br>Item_U_I_E_Uniform_01_sweater_F<br>Item_U_I_E_Uniform_01_tanktop_F<br>Item_U_I_L_Uniform_01_camo_F<br>Item_U_I_L_Uniform_01_deserter_F<br>Item_U_I_L_Uniform_01_tshirt_black_F<br>Item_U_I_L_Uniform_01_tshirt_olive_F<br>Item_U_I_L_Uniform_01_tshirt_skull_F<br>Item_U_I_L_Uniform_01_tshirt_sport_F<br>Item_U_O_R_Gorka_01_black_F<br>Item_U_O_R_Gorka_01_brown_F<br>Item_U_O_R_Gorka_01_camo_F<br>Item_U_O_R_Gorka_01_F<br>O_R_Gorka_base_F<br>O_R_Gorka_black_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_F<br>O_R_JTAC_F<br>O_R_medic_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_LAT_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_TL_F<br>O_R_recon_AR_F<br>O_R_recon_exp_F<br>O_R_recon_GL_F<br>O_R_recon_JTAC_F<br>O_R_recon_LAT_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_TL_F<br>O_R_Soldier_AR_F<br>O_R_soldier_exp_F<br>O_R_Soldier_GL_F<br>O_R_Soldier_LAT_F<br>O_R_soldier_M_F<br>O_R_Soldier_TL_F |  |\n| **A3_Characters_F_Enoch_Headgear** | Headgear_H_Beret_EAF_01_F<br>Headgear_H_Booniehat_eaf<br>Headgear_H_Booniehat_mgrn<br>Headgear_H_Booniehat_taiga<br>Headgear_H_Booniehat_wdl<br>Headgear_H_CrewHelmetHeli_I_E<br>Headgear_H_Hat_Tinfoil_F<br>Headgear_H_HelmetAggressor_cover_F<br>Headgear_H_HelmetAggressor_cover_taiga_F<br>Headgear_H_HelmetAggressor_F<br>Headgear_H_HelmetB_light_wdl<br>Headgear_H_HelmetB_plain_wdl<br>Headgear_H_HelmetCrew_I_E<br>Headgear_H_HelmetHBK_chops_F<br>Headgear_H_HelmetHBK_ear_F<br>Headgear_H_HelmetHBK_F<br>Headgear_H_HelmetHBK_headset_F<br>Headgear_H_HelmetSpecB_wdl<br>Headgear_H_MilCap_eaf<br>Headgear_H_MilCap_grn<br>Headgear_H_MilCap_taiga<br>Headgear_H_MilCap_wdl<br>Headgear_H_PilotHelmetFighter_I_E<br>Headgear_H_PilotHelmetHeli_I_E<br>Headgear_H_Tank_eaf_F |  |\n| **A3_Characters_F_Enoch_Vests** | Vest_V_CarrierRigKBT_01_EAF_F<br>Vest_V_CarrierRigKBT_01_heavy_EAF_F<br>Vest_V_CarrierRigKBT_01_heavy_olive_F<br>Vest_V_CarrierRigKBT_01_light_EAF_F<br>Vest_V_CarrierRigKBT_01_light_olive_F<br>Vest_V_CarrierRigKBT_01_olive_F<br>Vest_V_PlateCarrier1_wdl<br>Vest_V_PlateCarrier2_wdl<br>Vest_V_PlateCarrierGL_wdl<br>Vest_V_PlateCarrierSpec_wdl<br>Vest_V_SmershVest_01_F<br>Vest_V_SmershVest_01_radio_F |  |\n| **A3_Missions_F_Oldman** | Drone_explosive<br>Drone_explosive_dummy<br>I_C_Soldier_Para_9_F<br>Item_Antibiotic<br>Item_Antimalaricum<br>Item_AntimalaricumVaccine<br>Item_Bandage<br>Item_Butane_canister<br>Item_CSAToperatorAccesCard_01<br>Item_CSAToperatorAccesCard_02<br>Item_CSAToperatorAccesCard_03<br>Item_CSAToperatorAccesCard_04<br>Item_CSAToperatorAccesCard_05<br>Item_Files<br>Item_FileTopSecret<br>Item_FlashDisk<br>Item_Keys<br>Item_Laptop_closed<br>Item_Laptop_Unfolded<br>Item_MobilePhone<br>Item_Money<br>Item_Money_bunch<br>Item_Money_roll<br>Item_Money_stack<br>Item_NetworkStructure<br>Item_SatPhone<br>Item_SecretDocuments<br>Item_SecretFiles<br>Item_Sleeping_bag_folded_01<br>Item_SmartPhone<br>Item_Wallet_traitor<br>Land_Leaflet_Oldman_01_F<br>Land_Poster_Oldman_01_F<br>ModuleOmActionQueue_F<br>ModuleOMAwareness_F<br>ModuleOmBase<br>ModuleOmBaseAreaBase<br>ModuleOmDepot_F<br>ModuleOMEconomy<br>ModuleOMFastTravel_F<br>ModuleOMFastTravelPos_F<br>ModuleOmInit_F<br>ModuleOmInitScript_F<br>ModuleOmIntel_F<br>ModuleOmMarket_F<br>ModuleOmMosquitos_F<br>ModuleOmNight_F<br>ModuleOmProtectedVehicle_F<br>ModuleOmQRF_F<br>ModuleOmQRF_F_First<br>ModuleOmQRF_F_Second<br>ModuleOmQRF_F_Third<br>ModuleOmQuest_Base_Area_F<br>ModuleOmQuest_Base_F<br>ModuleOmQuest_Defend_F<br>ModuleOmQuest_DeliverPoint_F<br>ModuleOmQuest_DestroyObject_F<br>ModuleOmQuest_DestroyObjects_F<br>ModuleOmQuest_Get_F<br>ModuleOmQuest_HoldAction_F<br>ModuleOmQuest_HostageRescue_F<br>ModuleOmQuest_Location_F<br>ModuleOmQuest_Support_F<br>ModuleOmQuest_Support_StartingPos_F<br>ModuleOmQuest_SupportUnits_F<br>ModuleOmQuest_Transport_F<br>ModuleOmQuest_TransportPerson_F<br>ModuleOMRadio_F<br>ModuleOmRandomConversation_F<br>ModuleOmRelationship_F<br>ModuleOMReputation_F<br>ModuleOmRestPoint_F<br>ModuleOmRestrictedArea_F<br>ModuleOmSector_F<br>ModuleOmSectorCheckpoint_F<br>ModuleOMSmartMarkers_F<br>ModuleOMSyndikatAgent<br>ModuleOMSyndikatCampPos<br>ModuleOMSyndikatTeam<br>ModuleOmTracked_F<br>ModulePatrolArea_F<br>O_GEN_Commander_F<br>O_GEN_Soldier_F<br>O_UAV_01_Mine_F<br>QRF_Modules<br>SmartMarker_B_Cache_F<br>SmartMarker_B_CacheFound_F<br>SmartMarker_B_checkpoint_F<br>SmartMarker_B_Default_F<br>SmartMarker_B_Fetch_F<br>SmartMarker_B_House_F<br>SmartMarker_B_HQ_F<br>SmartMarker_B_Loc_F<br>SmartMarker_B_Plane_F<br>SmartMarker_B_Talk_F<br>SmartMarker_B_Team_F<br>SmartMarker_B_Transport_F<br>SmartMarker_Base_F<br>SmartMarker_C_Armory_F<br>SmartMarker_C_Boats_F<br>SmartMarker_C_Cars_F<br>SmartMarker_C_Helicopters_F<br>SmartMarker_C_HiddenGun_F<br>SmartMarker_C_Loc_F<br>SmartMarker_C_Meeting_F<br>SmartMarker_C_Misc_F<br>SmartMarker_C_Planes_F<br>SmartMarker_C_Sleep_F<br>SmartMarker_C_Talk_F<br>SmartMarker_C_Trucks_F<br>SmartMarker_Default2_F<br>SmartMarker_Default_F<br>SmartMarker_I_Ambush_F<br>SmartMarker_I_Armory_B_F<br>SmartMarker_I_Armory_F<br>SmartMarker_I_Armory_Special_F<br>SmartMarker_I_Boats_F<br>SmartMarker_I_Cache_F<br>SmartMarker_I_CacheFound_F<br>SmartMarker_I_Camp_F<br>SmartMarker_I_CarCharge_F<br>SmartMarker_I_Cars_F<br>SmartMarker_I_Default_F<br>SmartMarker_I_DeliveryPoint_F<br>SmartMarker_I_Fetch_F<br>SmartMarker_I_HQ_F<br>SmartMarker_I_Loc_F<br>SmartMarker_I_PickUp_F<br>SmartMarker_I_Plane_F<br>SmartMarker_I_Rest_F<br>SmartMarker_I_Sleep_F<br>SmartMarker_I_Storage_F<br>SmartMarker_I_Talk_F<br>SmartMarker_I_Team_F<br>SmartMarker_I_TimeBomb_F<br>SmartMarker_I_Transport_F<br>SmartMarker_I_Workshop_F<br>SmartMarker_IDAP_F<br>SmartMarker_O_AA_F<br>SmartMarker_O_Area_F<br>SmartMarker_O_Cache_F<br>SmartMarker_O_CacheFound_F<br>SmartMarker_O_checkpoint_F<br>SmartMarker_O_CommandCenter_F<br>SmartMarker_O_CommsCenter_F<br>SmartMarker_O_Convoy_F<br>SmartMarker_O_CSAT_F<br>SmartMarker_O_Default_F<br>SmartMarker_O_Depo_F<br>SmartMarker_O_Facility_F<br>SmartMarker_O_Gendarme_F<br>SmartMarker_O_heli_F<br>SmartMarker_O_mech_F<br>SmartMarker_O_Minefield_F<br>SmartMarker_O_mortar_F<br>SmartMarker_O_Mosquitos_F<br>SmartMarker_O_MosquitosArea_F<br>SmartMarker_O_naval_F<br>SmartMarker_O_Outpost_F<br>SmartMarker_O_Patrol_F<br>SmartMarker_O_plane_F<br>SmartMarker_O_SDV_F<br>SmartMarker_O_tank_F<br>SmartMarker_T_CarChargeActive_F<br>SmartMarker_T_Default_F<br>SmartMarker_T_Defend_F<br>SmartMarker_T_Destroy_F<br>SmartMarker_T_Distraction_F<br>SmartMarker_T_Fetch_F<br>SmartMarker_T_Location_F<br>SmartMarker_T_Support_F<br>SmartMarker_T_Talk_F<br>SmartMarker_T_Transport_F<br>SmartMarker_T_TransportPerson_F<br>SmartMarker_T_TransportPlane_F<br>SmartMarker_T_Upload_F<br>SmartMarker_U_Default_F<br>SmartMarker_U_Mosquitos_F<br>SmartMarker_U_Sleep_F<br>SyndikatSoldier_Default<br>VirtualReammoBox_camonet_F<br>VirtualReammoBox_F<br>VirtualReammoBox_small_F |  |\n| **A3_Props_F_Oldman_Items** | Land_Antimalaricum_01_F<br>Land_Creditcard_01_F<br>Land_Key_01_F<br>Land_Laptop_Intel_01_F<br>Land_Laptop_Intel_02_F<br>Land_Laptop_Intel_Oldman_F<br>Land_Military_ID_Card_01_F<br>Land_MoneyBills_01_bunch_F<br>Land_MoneyBills_01_roll_F<br>Land_MoneyBills_01_stack_F<br>Land_PCSet_Intel_01_F<br>Land_PCSet_Intel_02_F<br>Land_USB_Dongle_01_F |  |\n| **A3_Structures_F_Oldman_Decals** | Land_BrokenCarGlass_01_4x4_F<br>Land_BrokenCarGlass_01_6x2_F<br>Land_Decal_BulletHoles_Big_01_F<br>Land_Decal_BulletHoles_Big_02_F<br>Land_Decal_BulletHoles_Small_01_F<br>Land_Decal_BulletHoles_Small_02_F<br>Land_Decal_BulletHoles_Small_03_F<br>Land_Decal_Garbage_01_F<br>Land_Decal_RoadCrack_Grass_01_F<br>Land_Decal_RoadCrack_Grass_02_F<br>Land_Decal_RoadCrack_Grass_03_F<br>Land_Decal_RoadCrack_Grass_04_F<br>Land_Decal_RoadCrack_Grass_05_F<br>Land_Decal_RoadEdge_Dirt_01_F<br>Land_Decal_RoadEdge_Dirt_02_F<br>Land_Decal_RoadEdge_Dirt_03_F<br>Land_Decal_RoadEdge_Dirt_04_F<br>Land_Decal_RoadEdge_Dirt_05_F<br>Land_Decal_RoadEdge_Dirt_06_F<br>Land_Decal_RoadEdge_Dirt_07_F<br>Land_Decal_RoadEdge_Dirt_08_F<br>Land_Decal_RoadEdge_Dirt_09_F<br>Land_Decal_RoadEdge_Dirt_10_F<br>Land_Decal_ScorchMark_01_large_F<br>Land_Decal_ScorchMark_01_small_F |  |\n| **A3_Structures_F_Oldman_Signs_Boards** | Land_MapBoard_01_Map_Syndikat_Tanoa_F<br>Land_MapBoard_01_Tripod_Syndikat_Tanoa_F<br>Land_MapBoard_01_Wall_Syndikat_Tanoa_F |  |\n| **A3_Structures_F_Oldman_Signs_Traffic** | Land_SignCommand_01_generic_F<br>Land_SignInfo_01_generic_F<br>Land_SignInfo_01_Shelter_F<br>Land_SignRestrict_01_generic_F<br>Land_SignWarning_01_CheckpointAhead_F<br>Land_SignWarning_01_CheckpointZone1_F<br>Land_SignWarning_01_CheckpointZone2_F<br>Land_SignWarning_01_generic_F |  |\n| **A3_Characters_F_Oldman** | C_Man_casual_1_F_afro_sick<br>C_Man_casual_3_F_afro_sick<br>C_Man_casual_4_F_afro_sick<br>C_Man_casual_5_F_afro_sick<br>C_Man_casual_6_F_afro_sick<br>C_man_p_beggar_F_afro_sick<br>C_man_polo_1_F_afro_sick<br>C_man_polo_2_F_afro_sick<br>C_man_polo_3_F_afro_sick<br>C_man_polo_6_F_afro_sick<br>C_man_sport_2_F_afro_sick |  |\n| **A3_Characters_F_Oldman_Headgear** | Headgear_H_Beret_CSAT_01_F |  |\n| **A3_Props_F_AoW_Civilian_Gallery** | Canvas_01_F<br>Canvas_01_Landscape_F<br>Canvas_01_Large_F<br>Canvas_01_Small_F<br>Canvas_01_Square_F<br>Easel_01_F<br>Easel_01_folded_F<br>GalleryDioramaBase_01_Dirt_F<br>GalleryDioramaBase_01_Grass_F<br>GalleryDioramaBase_01_Sand_F<br>GalleryDioramaDisplay_01_F<br>GalleryDioramaDisplay_02_F<br>GalleryDioramaUnit_01_Astra_F<br>GalleryDioramaUnit_01_F<br>GalleryDioramaUnit_01_IDAP_F<br>GalleryDioramaUnit_01_Macrotech_F<br>GalleryDioramaUnit_01_opsis_F<br>GalleryDioramaUnit_01_Redstone_F<br>GalleryDioramaUnit_01_Vrana_F<br>GalleryFrame_01_large_portrait_F<br>GalleryFrame_01_large_v1_F<br>GalleryFrame_01_large_v2_F<br>GalleryFrame_01_large_v3_F<br>GalleryFrame_02_F<br>GalleryFrame_02_large_rectangle_F<br>GalleryFrame_02_square_F<br>GalleryLabel_01_F |  |\n| **A3_Props_F_AoW_Items_Decorative** | Coffin_01_F<br>Coffin_02_BasePlate_F<br>Coffin_02_BasePlate_US_F<br>Coffin_02_Cover_F<br>Coffin_02_Cover_US_F<br>Coffin_02_F<br>Coffin_02_Flag_F<br>Coffin_02_US_F<br>FlowerBouquet_01_F<br>FlowerBouquet_02_F<br>FlowerBouquet_03_F<br>FoldedFlag_01_Altis_F<br>FoldedFlag_01_Livonia_F<br>FoldedFlag_01_Tanoa_F<br>FoldedFlag_01_UK_F<br>FoldedFlag_01_US_F<br>Land_Photoframe_02_base_F<br>Land_Photoframe_02_F<br>Land_Photoframe_02_standing_F<br>MemorialWreath_01_Altis_F<br>MemorialWreath_01_Altis_Standing_F<br>MemorialWreath_01_base_F<br>MemorialWreath_01_F<br>MemorialWreath_01_Livonia_F<br>MemorialWreath_01_Livonia_Standing_F<br>MemorialWreath_01_Standing_F<br>MemorialWreath_01_Tanoa_F<br>MemorialWreath_01_Tanoa_Standing_F<br>MemorialWreath_01_UK_F<br>MemorialWreath_01_UK_Standing_F<br>MemorialWreath_01_US_F<br>MemorialWreath_01_US_Standing_F |  |\n| **A3_Structures_F_AoW_Civilian_Gallery_01** | Land_GalleryInterior_01_East_F<br>Land_GalleryInterior_01_Rotunda_F<br>Land_GalleryInterior_01_Sala_F<br>Land_GalleryInterior_01_West_F |  |\n| **A3_Supplies_F_AoW_Bags** | B_CivilianBackpack_01_Everyday_Astra_F<br>B_CivilianBackpack_01_Everyday_Black_F<br>B_CivilianBackpack_01_Everyday_IDAP_F<br>B_CivilianBackpack_01_Everyday_Vrana_F<br>B_CivilianBackpack_01_Sport_Blue_F<br>B_CivilianBackpack_01_Sport_Green_F<br>B_CivilianBackpack_01_Sport_Red_F |  |\n| **A3_Characters_F_AoW** | B_Officer_Parade_F<br>B_Officer_Parade_Veteran_F<br>B_Uniform_ParadeUniform_01_US_decorated_F<br>B_Uniform_ParadeUniform_01_US_F<br>C_Man_casual_4_v2_F<br>C_Man_casual_4_v2_F_afro<br>C_Man_casual_4_v2_F_asia<br>C_Man_casual_4_v2_F_euro<br>C_Man_casual_4_v2_F_tanoan<br>C_Man_casual_5_v2_F<br>C_Man_casual_5_v2_F_afro<br>C_Man_casual_5_v2_F_asia<br>C_Man_casual_5_v2_F_euro<br>C_Man_casual_5_v2_F_tanoan<br>C_Man_casual_6_v2_F<br>C_Man_casual_6_v2_F_afro<br>C_Man_casual_6_v2_F_asia<br>C_Man_casual_6_v2_F_euro<br>C_Man_casual_6_v2_F_tanoan<br>C_Man_casual_7_F<br>C_Man_casual_7_F_afro<br>C_Man_casual_7_F_asia<br>C_Man_casual_7_F_euro<br>C_Man_casual_7_F_tanoan<br>C_Man_casual_8_F<br>C_Man_casual_8_F_afro<br>C_Man_casual_8_F_asia<br>C_Man_casual_8_F_euro<br>C_Man_casual_8_F_tanoan<br>C_Man_casual_9_F<br>C_Man_casual_9_F_afro<br>C_Man_casual_9_F_asia<br>C_Man_casual_9_F_euro<br>C_Man_casual_9_F_tanoan<br>C_Man_formal_1_F<br>C_Man_formal_1_F_afro<br>C_Man_formal_1_F_asia<br>C_Man_formal_1_F_euro<br>C_Man_formal_1_F_tanoan<br>C_Man_formal_2_F<br>C_Man_formal_2_F_afro<br>C_Man_formal_2_F_asia<br>C_Man_formal_2_F_euro<br>C_Man_formal_2_F_tanoan<br>C_Man_formal_3_F<br>C_Man_formal_3_F_afro<br>C_Man_formal_3_F_asia<br>C_Man_formal_3_F_euro<br>C_Man_formal_3_F_tanoan<br>C_Man_formal_4_F<br>C_Man_formal_4_F_afro<br>C_Man_formal_4_F_asia<br>C_Man_formal_4_F_euro<br>C_Man_formal_4_F_tanoan<br>C_Man_smart_casual_1_F<br>C_Man_smart_casual_1_F_afro<br>C_Man_smart_casual_1_F_asia<br>C_Man_smart_casual_1_F_euro<br>C_Man_smart_casual_1_F_tanoan<br>C_Man_smart_casual_2_F<br>C_Man_smart_casual_2_F_afro<br>C_Man_smart_casual_2_F_asia<br>C_Man_smart_casual_2_F_euro<br>C_Man_smart_casual_2_F_tanoan<br>C_Uniform_ArtTShirt_01_v1_F<br>C_Uniform_ArtTShirt_01_v2_F<br>C_Uniform_ArtTShirt_01_v3_F<br>C_Uniform_ArtTShirt_01_v4_F<br>C_Uniform_ArtTShirt_01_v5_F<br>C_Uniform_ArtTShirt_01_v6_F<br>C_Uniform_FormalSuit_01_black_F<br>C_Uniform_FormalSuit_01_blue_F<br>C_Uniform_FormalSuit_01_gray_F<br>C_Uniform_FormalSuit_01_khaki_F<br>C_Uniform_FormalSuit_01_tshirt_black_F<br>C_Uniform_FormalSuit_01_tshirt_gray_F<br>I_E_Officer_Parade_F<br>I_E_Officer_Parade_Veteran_F<br>I_E_Uniform_ParadeUniform_01_LDF_decorated_F<br>I_E_Uniform_ParadeUniform_01_LDF_F<br>I_Officer_Parade_F<br>I_Officer_Parade_Veteran_F<br>I_Uniform_ParadeUniform_01_AAF_decorated_F<br>I_Uniform_ParadeUniform_01_AAF_F<br>Item_U_B_ParadeUniform_01_US_decorated_F<br>Item_U_B_ParadeUniform_01_US_F<br>Item_U_C_ArtTShirt_01_v1_F<br>Item_U_C_ArtTShirt_01_v2_F<br>Item_U_C_ArtTShirt_01_v3_F<br>Item_U_C_ArtTShirt_01_v4_F<br>Item_U_C_ArtTShirt_01_v5_F<br>Item_U_C_ArtTShirt_01_v6_F<br>Item_U_C_FormalSuit_01_black_F<br>Item_U_C_FormalSuit_01_blue_F<br>Item_U_C_FormalSuit_01_gray_F<br>Item_U_C_FormalSuit_01_khaki_F<br>Item_U_C_FormalSuit_01_tshirt_black_F<br>Item_U_C_FormalSuit_01_tshirt_gray_F<br>Item_U_I_E_ParadeUniform_01_LDF_decorated_F<br>Item_U_I_E_ParadeUniform_01_LDF_F<br>Item_U_I_ParadeUniform_01_AAF_decorated_F<br>Item_U_I_ParadeUniform_01_AAF_F<br>Item_U_O_ParadeUniform_01_CSAT_decorated_F<br>Item_U_O_ParadeUniform_01_CSAT_F<br>O_Officer_Parade_F<br>O_Officer_Parade_Veteran_F<br>O_Uniform_ParadeUniform_01_CSAT_decorated_F<br>O_Uniform_ParadeUniform_01_CSAT_F |  |\n| **A3_Characters_F_AoW_Headgear** | Headgear_H_ParadeDressCap_01_AAF_F<br>Headgear_H_ParadeDressCap_01_CSAT_F<br>Headgear_H_ParadeDressCap_01_LDF_F<br>Headgear_H_ParadeDressCap_01_US_F |  |\n| **A3_Props_F_Decade_Civilian_Camping** | Lantern_01_black_F<br>Lantern_01_blue_F<br>Lantern_01_green_F<br>Lantern_01_red_F |  |\n| **A3_Props_F_Decade_Humanitarian_Supplies** | Land_Pumpkin_01_halloween_F |  |\n| **A3_Props_F_Decade_Industrial_Agriculture** | Scarecrow_01_F |  |\n| **A3_Props_F_Decade_Military_Decorative** | Land_BattlefieldCross_01_F<br>Land_BattlefieldCross_01_NATO_F<br>Land_BattlefieldCross_01_CSAT_F<br>Land_BattlefieldCross_01_AAF_F<br>Land_BattlefieldCross_01_LDF_F<br>Land_BattlefieldCross_01_green_F<br>Land_BattlefieldCross_01_green_NATO_F<br>Land_BattlefieldCross_01_green_CSAT_F<br>Land_BattlefieldCross_01_green_AAF_F<br>Land_BattlefieldCross_01_green_LDF_F |  |\n| **A3_Props_F_Decade_Objectives** | AreaMarker_01_F<br>PortableFlagPole_01_F<br>RuggedTerminal_01_communications_F<br>RuggedTerminal_01_communications_hub_F<br>RuggedTerminal_01_F<br>RuggedTerminal_02_communications_F |  |\n| **A3_Props_F_Decade_Spaceship** | SpaceshipCapsule_01_F<br>SpaceshipCapsule_01_wreck_F<br>SpaceshipCapsule_01_container_F<br>SpaceshipCapsule_01_parachute_F<br>SpaceshipCapsule_01_debris_F |  |\n| **A3_Armor_F_Decade_MBT_02** | O_MBT_02_railgun_F<br>O_T_MBT_02_railgun_ghex_F |  |\n| **A3_Characters_F_Decade_Headgear** | Headgear_H_Cap_Lyfe<br>Headgear_H_Cap_MaldenTours |  |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 16:13, 10 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Class | Objects | Objects Gallery |\n|---|---|---|\n| **Core** | ArtilleryTarget<br>ArtilleryTargetW<br>ArtilleryTargetE<br>SuppressTarget<br>PaperCar<br>FireSectorTarget<br>HeliH<br>Land_VASICore<br>AirportBase |  |\n| **A3Data** | FxWindGrass1<br>FxWindGrass2<br>FxWindRock1 |  |\n| **A3_Data_F** | Building<br>Church<br>FlagCarrierCore<br>FxWindGrass1<br>FxWindGrass2<br>FxWindGrass3<br>FxWindGrass4<br>FxWindHay1<br>FxWindLeaf1<br>FxWindLeaf2<br>FxWindLeaf3<br>FxWindLeaf4<br>FxWindLeaf5<br>FxWindLeaf6<br>FxWindPaper1<br>FxWindPlastic1<br>FxWindPollen1<br>FxWindRock1<br>FxWindSeed1<br>FxWindWheat1<br>House<br>House_Small<br>HouseBase<br>Library_WeaponHolder<br>NonStrategic<br>Ruins<br>StaticShip<br>Strategic<br>Structure<br>ThingEffect<br>Wreck_Base |  |\n| **A3_Data_F_Hook** | Rope |  |\n| **A3_Data_F_ParticleEffects** | Crater<br>CraterLong<br>CraterLong_small |  |\n| **A3_Misc_F_Helpers** | Helper_Base_F<br>Sign_Arrow_Blue_F<br>Sign_Arrow_Cyan_F<br>Sign_Arrow_Direction_Blue_F<br>Sign_Arrow_Direction_Cyan_F<br>Sign_Arrow_Direction_F<br>Sign_Arrow_Direction_Green_F<br>Sign_Arrow_Direction_Pink_F<br>Sign_Arrow_Direction_Yellow_F<br>Sign_Arrow_F<br>Sign_Arrow_Green_F<br>Sign_Arrow_Large_Blue_F<br>Sign_Arrow_Large_Cyan_F<br>Sign_Arrow_Large_F<br>Sign_Arrow_Large_Green_F<br>Sign_Arrow_Large_Pink_F<br>Sign_Arrow_Large_Yellow_F<br>Sign_Arrow_Pink_F<br>Sign_Arrow_Yellow_F<br>Sign_Circle_F<br>Sign_Pointer_Blue_F<br>Sign_Pointer_Cyan_F<br>Sign_Pointer_F<br>Sign_Pointer_Green_F<br>Sign_Pointer_Pink_F<br>Sign_Pointer_Yellow_F<br>Sign_Sphere100cm_F<br>Sign_Sphere10cm_F<br>Sign_Sphere25cm_F<br>UserTexture10m_F<br>UserTexture1m_F |  |\n| **A3_Modules_F** | Camera_F<br>ControlPoint_F<br>Curator_F<br>Curve_F<br>Key_F<br>LocationArea_F<br>LocationBase_F<br>LocationCamp_F<br>LocationCity_F<br>LocationCityCapital_F<br>LocationEvacPoint_F<br>LocationFOB_F<br>LocationOutpost_F<br>LocationRespawnPoint_F<br>LocationResupplyPoint_F<br>LocationVillage_F<br>Logic<br>MiscAND_F<br>MiscLock_F<br>MiscOR_F<br>MiscUnlock_F<br>Module_F<br>ModuleEditTerrainObject_F<br>ModuleHideTerrainObjects_F<br>SideBLUFOR_F<br>SideOPFOR_F<br>SideResistance_F<br>Timeline_F |  |\n| **A3_Modules_F_Effects** | BIS_Effect_Day<br>BIS_Effect_FilmGrain<br>BIS_Effect_MovieNight<br>BIS_Effect_Sepia<br>ModuleChemlight_F<br>ModuleEffectsBubbles_F<br>ModuleEffectsFire_F<br>ModuleEffectsPlankton_F<br>ModuleEffectsShells_F<br>ModuleEffectsSmoke_F<br>ModuleSmoke_F<br>ModuleTracers_F |  |\n| **A3_Modules_F_Events** | ModuleChat_F<br>ModuleDate_F<br>ModuleGenericRadio_F<br>ModuleSaveGame_F<br>ModuleVolume_F<br>ModuleWeather_F |  |\n| **A3_Modules_F_GroupModifiers** | ModuleCombatGetIn<br>ModuleGroupID |  |\n| **A3_Modules_F_Hc** | HighCommand<br>HighCommandSubordinate |  |\n| **A3_Modules_F_Intel** | ModuleCreateDiaryRecord_F<br>ModuleHQ_F<br>ModuleSkiptime_F<br>ModuleTaskCreate_F<br>ModuleTaskSetDescription_F<br>ModuleTaskSetDestination_F<br>ModuleTaskSetState_F |  |\n| **A3_Modules_F_LiveFeed** | ModuleLiveFeedBase_F<br>ModuleLiveFeedEffects_F<br>ModuleLiveFeedInit_F<br>ModuleLiveFeedSetSource_F<br>ModuleLiveFeedSetTarget_F<br>ModuleLiveFeedTerminate_F |  |\n| **A3_Modules_F_Marta** | MartaManager |  |\n| **A3_Modules_F_Misc** | ModuleCuratorUnlockArea_F<br>ModuleCuratorUnlockObject_F<br>ModuleFriendlyFire_F<br>ModuleTrident_F<br>ModuleZoneRestriction_F |  |\n| **A3_Modules_F_Multiplayer** | ModuleRespawnPosition_F<br>ModuleRespawnVehicle_F<br>ModuleSector_F<br>ModuleSectorDummy_F |  |\n| **A3_Modules_F_ObjectModifiers** | ModuleAI_F<br>ModuleAmmo_F<br>ModuleDamage_F<br>ModuleDoorOpen_F<br>ModuleFuel_F<br>ModuleHealth_F<br>ModuleMode_F<br>ModulePositioning_F<br>ModuleRank_F<br>ModuleRating_F<br>ModuleShowHide_F<br>ModuleSimulationManager_F<br>ModuleSkill_F |  |\n| **A3_Modules_F_Sites** | Site_Ambient<br>Site_BLUFOR<br>Site_Empty<br>Site_F<br>Site_FT_Base<br>Site_Independent<br>Site_Military_Base<br>Site_Minefield<br>Site_OPFOR<br>Site_Patrol |  |\n| **A3_Modules_F_Skirmish** | ModuleSkirmishBase_F<br>ModuleSkirmishTrigger_F |  |\n| **A3_Modules_F_StrategicMap** | ModuleStrategicMapImage_F<br>ModuleStrategicMapInit_F<br>ModuleStrategicMapMission_F<br>ModuleStrategicMapModuleOpen_F<br>ModuleStrategicMapORBAT_F |  |\n| **A3_Modules_F_Supports** | SupportProvider_Artillery<br>SupportProvider_CAS_Bombing<br>SupportProvider_CAS_Heli<br>SupportProvider_Drop<br>SupportProvider_Transport<br>SupportProvider_Virtual_Artillery<br>SupportProvider_Virtual_CAS_Bombing<br>SupportProvider_Virtual_CAS_Heli<br>SupportProvider_Virtual_Drop<br>SupportProvider_Virtual_Transport<br>SupportRequester |  |\n| **A3_Modules_F_Beta_FiringDrills** | ModuleFiringDrill_F |  |\n| **A3_Modules_F_EPB_Misc** | ModulePoster_F |  |\n| **A3_Roads_F** | Land_Flush_Light_green_F<br>Land_Flush_Light_red_F<br>Land_Flush_Light_yellow_F<br>Land_NavigLight<br>Land_NavigLight_3_F<br>Land_runway_edgelight<br>Land_runway_edgelight_blue_F<br>Land_Runway_PAPI<br>Land_Runway_PAPI_2<br>Land_Runway_PAPI_3<br>Land_Runway_PAPI_4 |  |\n| **A3_Rocks_F** | Land_Small_Stone_01_F<br>Land_Small_Stone_02_F<br>Land_Stone_big_F<br>Land_Stone_medium_F<br>Land_Stone_small_F<br>Land_StoneSharp_big<br>Land_StoneSharp_medium<br>Land_StoneSharp_small<br>Land_StoneSharp_wall |  |\n| **A3_Rocks_F_Blunt** | Land_BluntRock_apart<br>Land_BluntRock_monolith<br>Land_BluntRock_spike<br>Land_BluntRock_wallH<br>Land_BluntRock_wallV<br>Land_BluntStone_01<br>Land_BluntStone_02<br>Land_BluntStone_03<br>Land_BluntStones_erosion |  |\n| **A3_Rocks_F_Sharp** | Land_SharpRock_apart<br>Land_SharpRock_monolith<br>Land_SharpRock_spike<br>Land_SharpRock_wallH<br>Land_SharpRock_wallV<br>Land_SharpStone_01<br>Land_SharpStone_02<br>Land_SharpStone_03<br>Land_SharpStones_erosion |  |\n| **A3_Rocks_F_Water** | Land_Stone_big_W<br>Land_Stone_medium_W<br>Land_Stone_small_W<br>Land_StoneSharp_big_W<br>Land_StoneSharp_medium_W<br>Land_StoneSharp_small_W<br>Land_StoneSharp_Wall_W<br>Land_W_sharpRock_apart<br>Land_W_sharpRock_monolith<br>Land_W_sharpRock_spike<br>Land_W_sharpRock_wallH<br>Land_W_sharpRock_wallV<br>Land_W_sharpStone_01<br>Land_W_sharpStone_02<br>Land_W_sharpStone_03<br>Land_W_sharpStones_erosion |  |\n| **A3_Structures_F_Bridges** | Land_Bridge_01_PathLod_F<br>Land_Bridge_Asphalt_PathLod_F<br>Land_Bridge_Concrete_PathLod_F<br>Land_Bridge_HighWay_PathLod_F |  |\n| **A3_Structures_F_Civ_Accessories** | Land_Loudspeakers_F<br>Land_Sink_F<br>Land_Timbers_F<br>Land_TreeBin_F<br>Land_Water_source_F<br>Land_WoodPile_F |  |\n| **A3_Structures_F_Civ_Ancient** | Land_AncientPillar_damaged_F<br>Land_AncientPillar_F<br>Land_AncientPillar_fallen_F |  |\n| **A3_Structures_F_Civ_BellTowers** | Land_BellTower_01_V1_F<br>Land_BellTower_01_V2_F<br>Land_BellTower_02_V1_F<br>Land_BellTower_02_V1_ruins_F<br>Land_BellTower_02_V2_F<br>Land_BellTower_02_V2_ruins_F |  |\n| **A3_Structures_F_Civ_Calvaries** | Land_Calvary_01_V1_F<br>Land_Calvary_02_V1_F<br>Land_Calvary_02_V2_F |  |\n| **A3_Structures_F_Civ_Camping** | Campfire_burning_F<br>FirePlace_burning_F<br>Land_Campfire_F<br>Land_Camping_Light_off_F<br>Land_CampingChair_V1_F<br>Land_CampingChair_V1_folded_F<br>Land_CampingChair_V2_F<br>Land_CampingTable_F<br>Land_CampingTable_small_F<br>Land_FieldToilet_F<br>Land_FirePlace_F<br>Land_Ground_sheet_blue_F<br>Land_Ground_sheet_F<br>Land_Ground_sheet_folded_blue_F<br>Land_Ground_sheet_folded_F<br>Land_Ground_sheet_folded_khaki_F<br>Land_Ground_sheet_folded_OPFOR_F<br>Land_Ground_sheet_folded_yellow_F<br>Land_Ground_sheet_khaki_F<br>Land_Ground_sheet_OPFOR_F<br>Land_Ground_sheet_yellow_F<br>Land_Pillow_camouflage_F<br>Land_Pillow_F<br>Land_Pillow_grey_F<br>Land_Pillow_old_F<br>Land_Sleeping_bag_blue_F<br>Land_Sleeping_bag_blue_folded_F<br>Land_Sleeping_bag_brown_F<br>Land_Sleeping_bag_brown_folded_F<br>Land_Sleeping_bag_F<br>Land_Sleeping_bag_folded_F<br>Land_Sun_chair_F<br>Land_Sun_chair_green_F<br>Land_Sunshade_F<br>Land_TentA_F<br>Land_TentDome_F<br>Land_ToiletBox_F |  |\n| **A3_Structures_F_Civ_Chapels** | Land_Chapel_Small_V1_F<br>Land_Chapel_Small_V1_ruins_F<br>Land_Chapel_Small_V2_F<br>Land_Chapel_Small_V2_ruins_F<br>Land_Chapel_V1_F<br>Land_Chapel_V1_ruins_F<br>Land_Chapel_V2_F<br>Land_Chapel_V2_ruins_F |  |\n| **A3_Structures_F_Civ_Constructions** | Land_Bricks_V1_F<br>Land_Bricks_V2_F<br>Land_Bricks_V3_F<br>Land_Bricks_V4_F<br>Land_CinderBlocks_F<br>Land_Coil_F<br>Land_ConcretePipe_F<br>Land_IronPipes_F<br>Land_Pallet_F<br>Land_Pallet_vertical_F<br>Land_Pallets_F<br>Land_Pipes_large_F<br>Land_Pipes_small_F<br>Land_Scaffolding_F<br>Land_WheelCart_F<br>Land_WoodenBox_F<br>Land_WorkStand_F |  |\n| **A3_Structures_F_Civ_Dead** | Land_Grave_memorial_F<br>Land_Grave_monument_F<br>Land_Grave_obelisk_F<br>Land_Grave_soldier_F<br>Land_Grave_V1_F<br>Land_Grave_V2_F<br>Land_Grave_V3_F<br>Land_HumanSkeleton_F<br>Land_HumanSkull_F |  |\n| **A3_Structures_F_Civ_Garbage** | Land_Garbage_line_F<br>Land_Garbage_square3_F<br>Land_Garbage_square5_F<br>Land_GarbageBags_F<br>Land_GarbagePallet_F<br>Land_GarbageWashingMachine_F<br>Land_JunkPile_F<br>Land_Tyre_F<br>Land_Tyres_F |  |\n| **A3_Structures_F_Civ_InfoBoards** | Land_Billboard_F<br>Land_InfoStand_V1_F<br>Land_InfoStand_V2_F<br>Land_MapBoard_F<br>Land_Noticeboard_F<br>MapBoard_altis_F<br>MapBoard_stratis_F |  |\n| **A3_Structures_F_Civ_Lamps** | Land_LampAirport_F<br>Land_LampAirport_off_F<br>Land_LampDecor_F<br>Land_LampDecor_off_F<br>Land_LampHalogen_F<br>Land_LampHalogen_off_F<br>Land_LampHarbour_F<br>Land_LampHarbour_off_F<br>Land_LampShabby_F<br>Land_LampShabby_off_F<br>Land_LampSolar_F<br>Land_LampSolar_off_F<br>Land_LampStadium_F<br>Land_LampStreet_F<br>Land_LampStreet_off_F<br>Land_LampStreet_small_F<br>Land_LampStreet_small_off_F |  |\n| **A3_Structures_F_Civ_Market** | Land_Basket_F<br>Land_Cages_F<br>Land_CratesPlastic_F<br>Land_CratesShabby_F<br>Land_CratesWooden_F<br>Land_MarketShelter_F<br>Land_Sack_F<br>Land_Sacks_goods_F<br>Land_Sacks_heap_F<br>Land_StallWater_F<br>Land_WoodenCart_F |  |\n| **A3_Structures_F_Civ_Offices** | Land_Offices_01_V1_F |  |\n| **A3_Structures_F_Civ_Pavements** | Land_Pavement_narrow_corner_F<br>Land_Pavement_narrow_F<br>Land_Pavement_wide_corner_F<br>Land_Pavement_wide_F |  |\n| **A3_Structures_F_Civ_PlayGround** | Land_Slide_F |  |\n| **A3_Structures_F_Civ_SportsGrounds** | Land_BC_Basket_F<br>Land_BC_Court_F<br>Land_Goal_F<br>Land_Tribune_F |  |\n| **A3_Structures_F_Civ_Statues** | Land_Maroula_base_F<br>Land_Maroula_F<br>Land_MolonLabe_F |  |\n| **A3_Structures_F_Dominants_Amphitheater** | Land_Amphitheater_F |  |\n| **A3_Structures_F_Dominants_Castle** | Land_Castle_01_church_a_ruin_F<br>Land_Castle_01_church_b_ruin_F<br>Land_Castle_01_church_ruin_F<br>Land_Castle_01_house_ruin_F<br>Land_Castle_01_step_F<br>Land_Castle_01_tower_F<br>Land_Castle_01_tower_ruins_F<br>Land_Castle_01_wall_01_F<br>Land_Castle_01_wall_02_F<br>Land_Castle_01_wall_03_F<br>Land_Castle_01_wall_04_F<br>Land_Castle_01_wall_05_F<br>Land_Castle_01_wall_06_F<br>Land_Castle_01_wall_07_F<br>Land_Castle_01_wall_08_F<br>Land_Castle_01_wall_09_F<br>Land_Castle_01_wall_10_F<br>Land_Castle_01_wall_11_F<br>Land_Castle_01_wall_12_F<br>Land_Castle_01_wall_13_F<br>Land_Castle_01_wall_14_F<br>Land_Castle_01_wall_15_F<br>Land_Castle_01_wall_16_F |  |\n| **A3_Structures_F_Dominants_Church** | Land_Church_01_V1_F |  |\n| **A3_Structures_F_Dominants_Hospital** | Land_Hospital_main_F<br>Land_Hospital_side1_F<br>Land_Hospital_side2_F |  |\n| **A3_Structures_F_Dominants_Lighthouse** | Land_LightHouse_F<br>Land_LightHouse_ruins_F<br>Land_Lighthouse_small_F<br>Land_Lighthouse_small_ruins_F |  |\n| **A3_Structures_F_Dominants_WIP** | Land_WIP_F<br>Land_WIP_ruins_F |  |\n| **A3_Structures_F_Furniture** | Land_Bench_F<br>Land_CashDesk_F<br>Land_ChairPlastic_F<br>Land_ChairWood_F<br>Land_HeatPump_F<br>Land_Icebox_F<br>Land_Metal_rack_F<br>Land_Metal_rack_Tall_F<br>Land_Metal_wooden_rack_F<br>Land_Rack_F<br>Land_ShelvesMetal_F<br>Land_ShelvesWooden_blue_F<br>Land_TableDesk_F |  |\n| **A3_Structures_F_Households_Addons** | Land_Addon_01_V1_ruins_F<br>Land_Addon_02_V1_ruins_F<br>Land_Addon_03_V1_ruins_F<br>Land_Addon_03mid_V1_ruins_F<br>Land_Addon_04_V1_ruins_F<br>Land_d_Addon_02_V1_F<br>Land_Garage_V1_ruins_F<br>Land_i_Addon_02_V1_F<br>Land_i_Addon_03_V1_F<br>Land_i_Addon_03mid_V1_F<br>Land_i_Addon_04_V1_F<br>Land_i_Garage_V1_dam_F<br>Land_i_Garage_V1_F<br>Land_i_Garage_V2_dam_F<br>Land_i_Garage_V2_F<br>Land_Metal_Shed_F<br>Land_Metal_Shed_ruins_F<br>Land_u_Addon_01_V1_dam_F<br>Land_u_Addon_01_V1_F<br>Land_u_Addon_02_V1_F |  |\n| **A3_Structures_F_Households_House_Big01** | Land_d_House_Big_01_V1_F<br>Land_House_Big_01_V1_ruins_F<br>Land_i_House_Big_01_V1_dam_F<br>Land_i_House_Big_01_V1_F<br>Land_i_House_Big_01_V2_dam_F<br>Land_i_House_Big_01_V2_F<br>Land_i_House_Big_01_V3_dam_F<br>Land_i_House_Big_01_V3_F<br>Land_u_House_Big_01_V1_dam_F<br>Land_u_House_Big_01_V1_F |  |\n| **A3_Structures_F_Households_House_Big02** | Land_d_House_Big_02_V1_F<br>Land_House_Big_02_V1_ruins_F<br>Land_i_House_Big_02_V1_dam_F<br>Land_i_House_Big_02_V1_F<br>Land_i_House_Big_02_V2_dam_F<br>Land_i_House_Big_02_V2_F<br>Land_i_House_Big_02_V3_dam_F<br>Land_i_House_Big_02_V3_F<br>Land_u_House_Big_02_V1_dam_F<br>Land_u_House_Big_02_V1_F |  |\n| **A3_Structures_F_Households_House_Shop01** | Land_d_Shop_01_V1_F<br>Land_i_Shop_01_V1_dam_F<br>Land_i_Shop_01_V1_F<br>Land_i_Shop_01_V2_dam_F<br>Land_i_Shop_01_V2_F<br>Land_i_Shop_01_V3_dam_F<br>Land_i_Shop_01_V3_F<br>Land_Shop_01_V1_ruins_F<br>Land_u_Shop_01_V1_dam_F<br>Land_u_Shop_01_V1_F |  |\n| **A3_Structures_F_Households_House_Shop02** | Land_d_Shop_02_V1_F<br>Land_i_Shop_02_V1_dam_F<br>Land_i_Shop_02_V1_F<br>Land_i_Shop_02_V2_dam_F<br>Land_i_Shop_02_V2_F<br>Land_i_Shop_02_V3_dam_F<br>Land_i_Shop_02_V3_F<br>Land_Shop_02_V1_ruins_F<br>Land_u_Shop_02_V1_dam_F<br>Land_u_Shop_02_V1_F |  |\n| **A3_Structures_F_Households_House_Small01** | Land_d_House_Small_01_V1_F<br>Land_House_Small_01_V1_ruins_F<br>Land_i_House_Small_01_V1_dam_F<br>Land_i_House_Small_01_V1_F<br>Land_i_House_Small_01_V2_dam_F<br>Land_i_House_Small_01_V2_F<br>Land_i_House_Small_01_V3_dam_F<br>Land_i_House_Small_01_V3_F<br>Land_u_House_Small_01_V1_dam_F<br>Land_u_House_Small_01_V1_F |  |\n| **A3_Structures_F_Households_House_Small02** | Land_d_House_Small_02_V1_F<br>Land_House_Small_02_V1_ruins_F<br>Land_i_House_Small_02_V1_dam_F<br>Land_i_House_Small_02_V1_F<br>Land_i_House_Small_02_V2_dam_F<br>Land_i_House_Small_02_V2_F<br>Land_i_House_Small_02_V3_dam_F<br>Land_i_House_Small_02_V3_F<br>Land_u_House_Small_02_V1_dam_F<br>Land_u_House_Small_02_V1_F |  |\n| **A3_Structures_F_Households_House_Small03** | Land_House_Small_03_V1_ruins_F<br>Land_i_House_Small_03_V1_dam_F<br>Land_i_House_Small_03_V1_F |  |\n| **A3_Structures_F_Households_Slum** | Land_cargo_addon01_V1_F<br>Land_cargo_addon01_V2_F<br>Land_cargo_addon02_V1_F<br>Land_cargo_addon02_V2_F<br>Land_cargo_house_slum_F<br>Land_cargo_house_slum_ruins_F<br>Land_Slum_House01_F<br>Land_Slum_House01_ruins_F<br>Land_Slum_House02_F<br>Land_Slum_House02_ruins_F<br>Land_Slum_House03_F<br>Land_Slum_House03_ruins_F |  |\n| **A3_Structures_F_Households_Stone_Big** | Land_d_Stone_HouseBig_V1_F<br>Land_i_Stone_HouseBig_V1_dam_F<br>Land_i_Stone_HouseBig_V1_F<br>Land_i_Stone_HouseBig_V2_dam_F<br>Land_i_Stone_HouseBig_V2_F<br>Land_i_Stone_HouseBig_V3_dam_F<br>Land_i_Stone_HouseBig_V3_F<br>Land_Stone_HouseBig_V1_ruins_F |  |\n| **A3_Structures_F_Households_Stone_Shed** | Land_d_Stone_Shed_V1_F<br>Land_i_Stone_Shed_V1_dam_F<br>Land_i_Stone_Shed_V1_F<br>Land_i_Stone_Shed_V2_dam_F<br>Land_i_Stone_Shed_V2_F<br>Land_i_Stone_Shed_V3_dam_F<br>Land_i_Stone_Shed_V3_F<br>Land_Stone_Shed_V1_ruins_F |  |\n| **A3_Structures_F_Households_Stone_Small** | Land_d_Stone_HouseSmall_V1_F<br>Land_i_Stone_HouseSmall_V1_dam_F<br>Land_i_Stone_HouseSmall_V1_F<br>Land_i_Stone_HouseSmall_V2_dam_F<br>Land_i_Stone_HouseSmall_V2_F<br>Land_i_Stone_HouseSmall_V3_dam_F<br>Land_i_Stone_HouseSmall_V3_F<br>Land_Stone_HouseSmall_V1_ruins_F |  |\n| **A3_Structures_F_Households_WIP** | Land_Unfinished_Building_01_F<br>Land_Unfinished_Building_01_ruins_F<br>Land_Unfinished_Building_02_F<br>Land_Unfinished_Building_02_ruins_F |  |\n| **A3_Structures_F_Ind_AirPort** | Land_Airport_center_F<br>Land_Airport_left_F<br>Land_Airport_right_F<br>Land_Airport_Tower_dam_F<br>Land_Airport_Tower_F<br>Land_Airport_Tower_ruins_F<br>Land_Hangar_F<br>Land_LandMark_F |  |\n| **A3_Structures_F_Ind_Cargo** | Land_Cargo20_blue_F<br>Land_Cargo20_brick_red_F<br>Land_Cargo20_china_color_V1_ruins_F<br>Land_Cargo20_china_color_V2_ruins_F<br>Land_Cargo20_color_V1_ruins_F<br>Land_Cargo20_color_V2_ruins_F<br>Land_Cargo20_color_V3_ruins_F<br>Land_Cargo20_cyan_F<br>Land_Cargo20_grey_F<br>Land_Cargo20_light_blue_F<br>Land_Cargo20_light_green_F<br>Land_Cargo20_military_green_F<br>Land_Cargo20_military_ruins_F<br>Land_Cargo20_orange_F<br>Land_Cargo20_red_F<br>Land_Cargo20_sand_F<br>Land_Cargo20_white_F<br>Land_Cargo20_yellow_F<br>Land_Cargo40_blue_F<br>Land_Cargo40_brick_red_F<br>Land_Cargo40_china_color_V1_ruins_F<br>Land_Cargo40_china_color_V2_ruins_F<br>Land_Cargo40_color_V1_ruins_F<br>Land_Cargo40_color_V2_ruins_F<br>Land_Cargo40_color_V3_ruins_F<br>Land_Cargo40_cyan_F<br>Land_Cargo40_grey_F<br>Land_Cargo40_light_blue_F<br>Land_Cargo40_light_green_F<br>Land_Cargo40_military_green_F<br>Land_Cargo40_military_ruins_F<br>Land_Cargo40_orange_F<br>Land_Cargo40_red_F<br>Land_Cargo40_sand_F<br>Land_Cargo40_white_F<br>Land_Cargo40_yellow_F<br>Land_CargoBox_V1_F |  |\n| **A3_Structures_F_Ind_CarService** | Land_CarService_F |  |\n| **A3_Structures_F_Ind_ConcreteMixingPlant** | Land_cmp_Hopper_F<br>Land_cmp_Hopper_ruins_F<br>Land_cmp_Shed_dam_F<br>Land_cmp_Shed_F<br>Land_cmp_Shed_ruins_F<br>Land_cmp_Tower_F<br>Land_cmp_Tower_ruins_F |  |\n| **A3_Structures_F_Ind_Crane** | Land_Crane_F |  |\n| **A3_Structures_F_Ind_DieselPowerPlant** | Land_dp_bigTank_F<br>Land_dp_bigTank_ruins_F<br>Land_dp_mainFactory_F<br>Land_dp_smallFactory_F<br>Land_dp_smallTank_F<br>Land_dp_smallTank_ruins_F<br>Land_dp_transformer_F |  |\n| **A3_Structures_F_Ind_Factory** | Land_Factory_Conv1_10_F<br>Land_Factory_Conv1_10_ruins_F<br>Land_Factory_Conv1_End_F<br>Land_Factory_Conv1_Main_F<br>Land_Factory_Conv1_Main_ruins_F<br>Land_Factory_Conv2_F<br>Land_Factory_Conv2_ruins_F<br>Land_Factory_Hopper_F<br>Land_Factory_Hopper_ruins_F<br>Land_Factory_Main_F<br>Land_Factory_Main_ruins_F<br>Land_Factory_Tunnel_F |  |\n| **A3_Structures_F_Ind_FuelStation** | Land_FuelStation_Build_F<br>Land_FuelStation_Build_ruins_F<br>Land_FuelStation_Feed_F<br>Land_FuelStation_Shed_F<br>Land_FuelStation_Shed_ruins_F<br>Land_FuelStation_Sign_F |  |\n| **A3_Structures_F_Ind_FuelStation_Small** | Land_fs_feed_F<br>Land_fs_price_F<br>Land_fs_roof_F<br>Land_fs_sign_F |  |\n| **A3_Structures_F_Ind_Pipes** | Land_IndPipe1_20m_F<br>Land_IndPipe1_90degL_F<br>Land_IndPipe1_90degR_F<br>Land_IndPipe1_ground_F<br>Land_IndPipe1_Uup_F<br>Land_IndPipe1_valve_F<br>Land_IndPipe2_big_18_F<br>Land_IndPipe2_big_18ladder_F<br>Land_IndPipe2_big_9_F<br>Land_IndPipe2_big_ground1_F<br>Land_IndPipe2_big_ground2_F<br>Land_IndPipe2_big_support_F<br>Land_IndPipe2_bigL_L_F<br>Land_IndPipe2_bigL_R_F<br>Land_IndPipe2_Small_9_F<br>Land_IndPipe2_Small_ground1_F<br>Land_IndPipe2_Small_ground2_F<br>Land_IndPipe2_SmallL_L_F<br>Land_IndPipe2_SmallL_R_F |  |\n| **A3_Structures_F_Ind_PowerLines** | Land_HighVoltageColumn_F<br>Land_HighVoltageColumnWire_F<br>Land_HighVoltageEnd_F<br>Land_HighVoltageTower_dam_F<br>Land_HighVoltageTower_F<br>Land_HighVoltageTower_large_F<br>Land_HighVoltageTower_largeCorner_F<br>Land_PowerCable_submarine_F<br>Land_PowerLine_distributor_F<br>Land_PowerLine_part_F<br>Land_PowerPoleConcrete_F<br>Land_PowerPoleWooden_F<br>Land_PowerPoleWooden_L_F<br>Land_PowerPoleWooden_L_off_F<br>Land_PowerPoleWooden_small_F<br>Land_PowerWireBig_direct_F<br>Land_PowerWireBig_direct_short_F<br>Land_PowerWireBig_end_F<br>Land_PowerWireBig_left_F<br>Land_PowerWireBig_right_F<br>Land_PowerWireSmall_damaged_F<br>Land_PowerWireSmall_direct_F<br>Land_PowerWireSmall_Left_F<br>Land_PowerWireSmall_Right_F<br>Land_PowLines_Transformer_F |  |\n| **A3_Structures_F_Ind_ReservoirTank** | Land_ReservoirTank_Airport_F<br>Land_ReservoirTank_Airport_ruins_F<br>Land_ReservoirTank_Rust_F<br>Land_ReservoirTank_Rust_ruins_F<br>Land_ReservoirTank_V1_F<br>Land_ReservoirTank_V1_ruins_F<br>Land_ReservoirTower_F<br>Land_ReservoirTower_ruins_F |  |\n| **A3_Structures_F_Ind_Shed** | Land_i_Shed_Ind_F<br>Land_Shed_Big_F<br>Land_Shed_Big_ruins_F<br>Land_Shed_Ind_ruins_F<br>Land_Shed_Small_F<br>Land_Shed_Small_ruins_F<br>Land_u_Shed_Ind_F |  |\n| **A3_Structures_F_Ind_SolarPowerPlant** | Land_SolarPanel_1_F<br>Land_SolarPanel_2_F<br>Land_SolarPanel_3_F<br>Land_spp_Mirror_Broken_F<br>Land_spp_Mirror_F<br>Land_spp_Mirror_ruins_F<br>Land_spp_Panel_Broken_F<br>Land_spp_Panel_F<br>Land_spp_Tower_dam_F<br>Land_spp_Tower_F<br>Land_spp_Tower_ruins_F<br>Land_spp_Transformer_F<br>Land_spp_Transformer_ruins_F |  |\n| **A3_Structures_F_Ind_Tank** | Land_Tank_rust_F |  |\n| **A3_Structures_F_Ind_Transmitter_Tower** | Land_Communication_anchor_F<br>Land_Communication_F<br>Land_TBox_F<br>Land_TBox_ruins_F<br>Land_TTowerBig_1_F<br>Land_TTowerBig_1_ruins_F<br>Land_TTowerBig_2_F<br>Land_TTowerBig_2_ruins_F<br>Land_TTowerSmall_1_F<br>Land_TTowerSmall_2_F |  |\n| **A3_Structures_F_Ind_WavePowerPlant** | Land_Rope_F<br>Land_WavePowerPlant_F<br>Land_WavePowerPlantBroken_F |  |\n| **A3_Structures_F_Ind_Windmill** | Land_d_Windmill01_F<br>Land_i_Windmill01_F<br>Land_Windmill01_ruins_F |  |\n| **A3_Structures_F_Ind_WindPowerPlant** | Land_PowerGenerator_F<br>Land_wpp_Turbine_V1_F<br>Land_wpp_Turbine_V1_off_F<br>Land_wpp_Turbine_V2_F<br>Land_wpp_Turbine_V2_off_F |  |\n| **A3_Structures_F_Items_Documents** | Land_File1_F<br>Land_File2_F<br>Land_FilePhotos_F<br>Land_Map_F<br>Land_Map_unfolded_F<br>Land_Notepad_F<br>Land_Photos_V1_F<br>Land_Photos_V2_F<br>Land_Photos_V3_F<br>Land_Photos_V4_F<br>Land_Photos_V5_F<br>Land_Photos_V6_F |  |\n| **A3_Structures_F_Items_Electronics** | Land_ExtensionCord_F<br>Land_FloodLight_F<br>Land_FMradio_F<br>Land_HandyCam_F<br>Land_Laptop_F<br>Land_Laptop_unfolded_F<br>Land_Laptop_unfolded_scripted_F<br>Land_MobilePhone_old_F<br>Land_MobilePhone_smart_F<br>Land_Portable_generator_F<br>Land_PortableLongRangeRadio_F<br>Land_SatellitePhone_F<br>Land_SurvivalRadio_F |  |\n| **A3_Structures_F_Items_Food** | Land_BottlePlastic_V1_F<br>Land_Can_Dented_F<br>Land_Can_Rusty_F<br>Land_Can_V1_F<br>Land_Can_V2_F<br>Land_Can_V3_F<br>Land_TacticalBacon_F |  |\n| **A3_Structures_F_Items_Gadgets** | Land_Compass_F |  |\n| **A3_Structures_F_Items_Luggage** | Land_Suitcase_F |  |\n| **A3_Structures_F_Items_Stationery** | Land_PenBlack_F<br>Land_PencilBlue_F<br>Land_PencilGreen_F<br>Land_PencilRed_F<br>Land_PencilYellow_F<br>Land_PenRed_F<br>Land_PensAndPencils_F |  |\n| **A3_Structures_F_Items_Tools** | Land_Axe_F<br>Land_Axe_fire_F<br>Land_DrillAku_F<br>Land_DustMask_F<br>Land_File_F<br>Land_Gloves_F<br>Land_Grinder_F<br>Land_Hammer_F<br>Land_Meter3m_F<br>Land_MultiMeter_F<br>Land_Pliers_F<br>Land_Saw_F<br>Land_Screwdriver_V1_F<br>Land_Screwdriver_V2_F<br>Land_Wrench_F |  |\n| **A3_Structures_F_Items_Valuables** | Land_Money_F |  |\n| **A3_Structures_F_Items_Vessels** | Land_BarrelEmpty_F<br>Land_BarrelSand_F<br>Land_BarrelTrash_F<br>Land_BarrelWater_F<br>Land_Bucket_clean_F<br>Land_Bucket_F<br>Land_Bucket_painted_F<br>Land_BucketNavy_F<br>Land_CanisterFuel_F<br>Land_CanisterOil_F<br>Land_CanisterPlastic_F<br>Land_MetalBarrel_empty_F<br>Land_MetalBarrel_F<br>Land_WaterBarrel_F<br>Land_WaterTank_F<br>MetalBarrel_burning_F |  |\n| **A3_Structures_F_Mil_BagBunker** | Land_BagBunker_Large_F<br>Land_BagBunker_Small_F<br>Land_BagBunker_Tower_F |  |\n| **A3_Structures_F_Mil_BagFence** | Land_BagFence_Corner_F<br>Land_BagFence_End_F<br>Land_BagFence_Long_F<br>Land_BagFence_Round_F<br>Land_BagFence_Short_F |  |\n| **A3_Structures_F_Mil_Barracks** | Land_Barracks_ruins_F<br>Land_i_Barracks_V1_dam_F<br>Land_i_Barracks_V1_F<br>Land_i_Barracks_V2_dam_F<br>Land_i_Barracks_V2_F<br>Land_u_Barracks_V2_F |  |\n| **A3_Structures_F_Mil_Bunker** | Land_Bunker_F |  |\n| **A3_Structures_F_Mil_Cargo** | Land_Cargo_House_V1_F<br>Land_Cargo_House_V1_ruins_F<br>Land_Cargo_House_V2_F<br>Land_Cargo_House_V2_ruins_F<br>Land_Cargo_House_V3_F<br>Land_Cargo_House_V3_ruins_F<br>Land_Cargo_HQ_V1_F<br>Land_Cargo_HQ_V1_ruins_F<br>Land_Cargo_HQ_V2_F<br>Land_Cargo_HQ_V2_ruins_F<br>Land_Cargo_HQ_V3_F<br>Land_Cargo_HQ_V3_ruins_F<br>Land_Cargo_Patrol_V1_F<br>Land_Cargo_Patrol_V1_ruins_F<br>Land_Cargo_Patrol_V2_F<br>Land_Cargo_Patrol_V2_ruins_F<br>Land_Cargo_Patrol_V3_F<br>Land_Cargo_Patrol_V3_ruins_F<br>Land_Cargo_Tower_V1_F<br>Land_Cargo_Tower_V1_No1_F<br>Land_Cargo_Tower_V1_No2_F<br>Land_Cargo_Tower_V1_No3_F<br>Land_Cargo_Tower_V1_No4_F<br>Land_Cargo_Tower_V1_No5_F<br>Land_Cargo_Tower_V1_No6_F<br>Land_Cargo_Tower_V1_No7_F<br>Land_Cargo_Tower_V1_ruins_F<br>Land_Cargo_Tower_V2_F<br>Land_Cargo_Tower_V2_ruins_F<br>Land_Cargo_Tower_V3_F<br>Land_Cargo_Tower_V3_ruins_F<br>Land_Medevac_house_V1_F<br>Land_Medevac_house_V1_ruins_F<br>Land_Medevac_HQ_V1_F<br>Land_Medevac_HQ_V1_ruins_F |  |\n| **A3_Structures_F_Mil_Flags** | Flag_AAF_F<br>Flag_Altis_F<br>Flag_AltisColonial_F<br>Flag_ARMEX_F<br>Flag_BI_F<br>Flag_Blue_F<br>Flag_CSAT_F<br>Flag_FD_Blue_F<br>Flag_FD_Green_F<br>Flag_FD_Orange_F<br>Flag_FD_Red_F<br>Flag_FIA_F<br>Flag_Green_F<br>Flag_ION_F<br>Flag_Larkin_F<br>Flag_NATO_F<br>Flag_POWMIA_F<br>Flag_Quontrol_F<br>Flag_Red_F<br>Flag_RedCrystal_F<br>Flag_UK_F<br>Flag_UNO_F<br>Flag_US_F<br>Flag_Vrana_F<br>Flag_White_F<br>FlagPole_F |  |\n| **A3_Structures_F_Mil_Fortification** | Land_HBarrier_1_F<br>Land_HBarrier_3_F<br>Land_HBarrier_5_F<br>Land_HBarrier_Big_F<br>Land_HBarrierBig_F<br>Land_HBarrierTower_F<br>Land_HBarrierWall4_F<br>Land_HBarrierWall6_F<br>Land_HBarrierWall_corner_F<br>Land_HBarrierWall_corridor_F<br>Land_Razorwire_F |  |\n| **A3_Structures_F_Mil_Helipads** | Land_HelipadCircle_F<br>Land_HelipadCivil_F<br>Land_HelipadEmpty_F<br>Land_HelipadRescue_F<br>Land_HelipadSquare_F<br>Land_JumpTarget_F |  |\n| **A3_Structures_F_Mil_Offices** | Land_MilOffices_V1_F |  |\n| **A3_Structures_F_Mil_Radar** | Land_Radar_F<br>Land_Radar_ruins_F<br>Land_Radar_Small_F<br>Land_Radar_Small_ruins_F |  |\n| **A3_Structures_F_Mil_Shelters** | CamoNet_BLUFOR_big_Curator_F<br>CamoNet_BLUFOR_big_F<br>CamoNet_BLUFOR_Curator_F<br>CamoNet_BLUFOR_F<br>CamoNet_BLUFOR_open_Curator_F<br>CamoNet_BLUFOR_open_F<br>CamoNet_INDP_big_Curator_F<br>CamoNet_INDP_big_F<br>CamoNet_INDP_Curator_F<br>CamoNet_INDP_F<br>CamoNet_INDP_open_Curator_F<br>CamoNet_INDP_open_F<br>CamoNet_OPFOR_big_Curator_F<br>CamoNet_OPFOR_big_F<br>CamoNet_OPFOR_Curator_F<br>CamoNet_OPFOR_F<br>CamoNet_OPFOR_open_Curator_F<br>CamoNet_OPFOR_open_F |  |\n| **A3_Structures_F_Mil_TentHangar** | Land_TentHangar_V1_dam_F<br>Land_TentHangar_V1_F<br>Land_TentHangar_V1_ruins_F |  |\n| **A3_Structures_F_Naval_Buoys** | Land_BuoyBig_F |  |\n| **A3_Structures_F_Naval_Piers** | Land_nav_pier_m_F<br>Land_Pier_addon<br>Land_Pier_Box_F<br>Land_Pier_F<br>Land_Pier_small_F<br>Land_Pier_wall_F<br>Land_PierLadder_F<br>Land_Pillar_Pier_F<br>Land_Sea_Wall_F |  |\n| **A3_Structures_F_Naval_RowBoats** | Land_RowBoat_V1_F<br>Land_RowBoat_V2_F<br>Land_RowBoat_V3_F |  |\n| **A3_Structures_F_Research** | Land_Dome_Big_F<br>Land_Dome_Small_F<br>Land_Research_house_V1_F<br>Land_Research_house_V1_ruins_F<br>Land_Research_HQ_F<br>Land_Research_HQ_ruins_F |  |\n| **A3_Structures_F_System** | Land_ClutterCutter_large_F<br>Land_ClutterCutter_medium_F<br>Land_ClutterCutter_small_F<br>ProtectionZone_F<br>ProtectionZone_Invisible_F |  |\n| **A3_Structures_F_Training** | B_TargetSoldier<br>BlockConcrete_F<br>Dirthump_1_F<br>Dirthump_2_F<br>Dirthump_3_F<br>Dirthump_4_F<br>Hostage_PopUp2_Moving_90deg_F<br>Hostage_PopUp2_Moving_90deg_NoPop_F<br>Hostage_PopUp2_Moving_F<br>Hostage_PopUp2_Moving_NoPop_F<br>Hostage_PopUp3_Moving_90deg_F<br>Hostage_PopUp3_Moving_90deg_NoPop_F<br>Hostage_PopUp3_Moving_F<br>Hostage_PopUp3_Moving_NoPop_F<br>Hostage_PopUp_Moving_90deg_F<br>Hostage_PopUp_Moving_90deg_NoPop_F<br>Hostage_PopUp_Moving_F<br>Hostage_PopUp_Moving_NoPop_F<br>I_TargetSoldier<br>Land_Obstacle_Bridge_F<br>Land_Obstacle_Climb_F<br>Land_Obstacle_Crawl_F<br>Land_Obstacle_Cross_F<br>Land_Obstacle_Pass_F<br>Land_Obstacle_Ramp_F<br>Land_Obstacle_RunAround_F<br>Land_Obstacle_Saddle_F<br>Land_RampConcrete_F<br>Land_RampConcreteHigh_F<br>Land_Shoot_House_Corner_Crouch_F<br>Land_Shoot_House_Corner_F<br>Land_Shoot_House_Corner_Prone_F<br>Land_Shoot_House_Corner_Stand_F<br>Land_Shoot_House_Panels_Crouch_F<br>Land_Shoot_House_Panels_F<br>Land_Shoot_House_Panels_Prone_F<br>Land_Shoot_House_Panels_Vault_F<br>Land_Shoot_House_Panels_Window_F<br>Land_Shoot_House_Panels_Windows_F<br>Land_Shoot_House_Tunnel_Crouch_F<br>Land_Shoot_House_Tunnel_F<br>Land_Shoot_House_Tunnel_Prone_F<br>Land_Shoot_House_Tunnel_Stand_F<br>Land_Shoot_House_Wall_Crouch_F<br>Land_Shoot_House_Wall_F<br>Land_Shoot_House_Wall_Long_Crouch_F<br>Land_Shoot_House_Wall_Long_F<br>Land_Shoot_House_Wall_Long_Prone_F<br>Land_Shoot_House_Wall_Long_Stand_F<br>Land_Shoot_House_Wall_Prone_F<br>Land_Shoot_House_Wall_Stand_F<br>Land_ShootingPos_F<br>Land_Target_Oval_F<br>Land_Target_Oval_NoPop_F<br>Land_Target_Oval_Wall_Bottom_F<br>Land_Target_Oval_Wall_Bottom_NoPop_F<br>Land_Target_Oval_Wall_Left_F<br>Land_Target_Oval_Wall_Left_NoPop_F<br>Land_Target_Oval_Wall_Right_F<br>Land_Target_Oval_Wall_Right_NoPop_F<br>Land_Target_Oval_Wall_Top_F<br>Land_Target_Oval_Wall_Top_NoPop_F<br>Metal_Pole_F<br>Metal_Pole_Platform_F<br>Metal_Pole_Skeet_F<br>Metal_Pole_Skeet_NoPop_F<br>O_TargetSoldier<br>ShootingPos_F<br>Skeet_Clay_F<br>Skeet_Clay_NoPop_F<br>Steel_Plate_F<br>Steel_Plate_L_F<br>Steel_Plate_L_Stand_F<br>Steel_Plate_S_F<br>Steel_Plate_S_Stand_F<br>Steel_Plate_Stand_F<br>Target_F<br>Target_PopUp2_Moving_90deg_Acc1_F<br>Target_PopUp2_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp2_Moving_90deg_Acc2_F<br>Target_PopUp2_Moving_90deg_Acc2_NoPop_F<br>Target_PopUp2_Moving_90deg_F<br>Target_PopUp2_Moving_90deg_NoPop_F<br>Target_PopUp2_Moving_Acc1_F<br>Target_PopUp2_Moving_Acc1_NoPop_F<br>Target_PopUp2_Moving_Acc2_F<br>Target_PopUp2_Moving_Acc2_NoPop_F<br>Target_PopUp2_Moving_F<br>Target_PopUp2_Moving_NoPop_F<br>Target_PopUp3_Moving_90deg_Acc1_F<br>Target_PopUp3_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp3_Moving_90deg_Acc2_F<br>Target_PopUp3_Moving_90deg_Acc2_NoPop_F<br>Target_PopUp3_Moving_90deg_F<br>Target_PopUp3_Moving_90deg_NoPop_F<br>Target_PopUp3_Moving_Acc1_F<br>Target_PopUp3_Moving_Acc1_NoPop_F<br>Target_PopUp3_Moving_Acc2_F<br>Target_PopUp3_Moving_Acc2_NoPop_F<br>Target_PopUp3_Moving_F<br>Target_PopUp3_Moving_NoPop_F<br>Target_PopUp_Moving_90deg_Acc1_F<br>Target_PopUp_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp_Moving_90deg_Acc2_F<br>Target_PopUp_Moving_90deg_Acc2_NoPop_F<br>Target_PopUp_Moving_90deg_F<br>Target_PopUp_Moving_90deg_NoPop_F<br>Target_PopUp_Moving_Acc1_F<br>Target_PopUp_Moving_Acc1_NoPop_F<br>Target_PopUp_Moving_Acc2_F<br>Target_PopUp_Moving_Acc2_NoPop_F<br>Target_PopUp_Moving_F<br>Target_PopUp_Moving_NoPop_F<br>Target_Rail_End_F<br>Target_Rail_F<br>TargetP_Civ2_F<br>TargetP_Civ2_NoPop_F<br>TargetP_Civ3_F<br>TargetP_Civ3_NoPop_F<br>TargetP_Civ_F<br>TargetP_Civ_NoPop_F<br>TargetP_Inf2_Acc1_F<br>TargetP_Inf2_Acc1_NoPop_F<br>TargetP_Inf2_Acc2_F<br>TargetP_Inf2_Acc2_NoPop_F<br>TargetP_Inf2_F<br>TargetP_Inf2_NoPop_F<br>TargetP_Inf3_Acc1_F<br>TargetP_Inf3_Acc1_NoPop_F<br>TargetP_Inf3_Acc2_F<br>TargetP_Inf3_Acc2_NoPop_F<br>TargetP_Inf3_F<br>TargetP_Inf3_NoPop_F<br>TargetP_Inf_Acc1_F<br>TargetP_Inf_Acc1_NoPop_F<br>TargetP_Inf_Acc2_F<br>TargetP_Inf_Acc2_NoPop_F<br>TargetP_Inf_F<br>TargetP_Inf_NoPop_F<br>TargetP_Zom_Acc1_F<br>TargetP_Zom_Acc1_NoPop_F<br>TargetP_Zom_F<br>TargetP_Zom_NoPop_F<br>Zombie_PopUp_Moving_90deg_Acc1_F<br>Zombie_PopUp_Moving_90deg_Acc1_NoPop_F<br>Zombie_PopUp_Moving_90deg_F<br>Zombie_PopUp_Moving_90deg_NoPop_F<br>Zombie_PopUp_Moving_Acc1_F<br>Zombie_PopUp_Moving_Acc1_NoPop_F<br>Zombie_PopUp_Moving_F<br>Zombie_PopUp_Moving_NoPop_F |  |\n| **A3_Structures_F_Training_InvisibleTarget** | TargetCenter<br>TargetSector02<br>TargetSector03<br>TargetSector04<br>TargetSector05 |  |\n| **A3_Structures_F_Walls** | Land_Ancient_Wall_4m_F<br>Land_Ancient_Wall_8m_F<br>Land_BarGate_01_open_F<br>Land_BarGate_F<br>Land_Canal_Wall_10m_F<br>Land_Canal_Wall_D_center_F<br>Land_Canal_Wall_D_left_F<br>Land_Canal_Wall_D_right_F<br>Land_Canal_Wall_Stairs_F<br>Land_Canal_WallSmall_10m_F<br>Land_City2_4m_F<br>Land_City2_8m_F<br>Land_City2_8mD_F<br>Land_City2_PillarD_F<br>Land_City_4m_F<br>Land_City_8m_F<br>Land_City_8mD_F<br>Land_City_Gate_F<br>Land_City_Pillar_F<br>Land_CncBarrier_F<br>Land_CncBarrier_stripes_F<br>Land_CncBarrierMedium4_F<br>Land_CncBarrierMedium_F<br>Land_CncShelter_F<br>Land_CncWall1_F<br>Land_CncWall4_F<br>Land_Concrete_SmallWall_4m_F<br>Land_Concrete_SmallWall_8m_F<br>Land_Crash_barrier_F<br>Land_IndFnc_3_D_F<br>Land_IndFnc_3_F<br>Land_IndFnc_3_Hole_F<br>Land_IndFnc_9_F<br>Land_IndFnc_Corner_F<br>Land_IndFnc_Pole_F<br>Land_Mil_ConcreteWall_F<br>Land_Mil_WallBig_4m_F<br>Land_Mil_WallBig_Corner_F<br>Land_Mil_WallBig_Gate_F<br>Land_Mil_WiredFence_F<br>Land_Mil_WiredFence_Gate_F<br>Land_Mil_WiredFenceD_F<br>Land_Mound01_8m_F<br>Land_Mound02_8m_F<br>Land_Net_Fence_4m_F<br>Land_Net_Fence_8m_F<br>Land_Net_Fence_Gate_F<br>Land_Net_Fence_pole_F<br>Land_Net_FenceD_8m_F<br>Land_New_WiredFence_10m_Dam_F<br>Land_New_WiredFence_10m_F<br>Land_New_WiredFence_5m_F<br>Land_New_WiredFence_pole_F<br>Land_Pipe_fence_4m_F<br>Land_Pipe_fence_4mNoLC_F<br>Land_PipeWall_concretel_8m_F<br>Land_Rampart_F<br>Land_RedWhitePole_F<br>Land_Slums01_8m<br>Land_Slums01_pole<br>Land_Slums02_4m<br>Land_Slums02_pole<br>Land_SportGround_fence_F<br>Land_Stone_4m_F<br>Land_Stone_8m_F<br>Land_Stone_8mD_F<br>Land_Stone_Gate_F<br>Land_Stone_pillar_F<br>Land_Wall_IndCnc_2deco_F<br>Land_Wall_IndCnc_4_D_F<br>Land_Wall_IndCnc_4_F<br>Land_Wall_IndCnc_End_2_F<br>Land_Wall_IndCnc_Pole_F<br>Land_Wall_Tin_4<br>Land_Wall_Tin_4_2<br>Land_Wall_Tin_Pole<br>Land_Wired_Fence_4m_F<br>Land_Wired_Fence_4mD_F<br>Land_Wired_Fence_8m_F<br>Land_Wired_Fence_8mD_F |  |\n| **A3_Structures_F_EPA_Civ_Camping** | Land_WoodenLog_F<br>Land_WoodenTable_large_F<br>Land_WoodenTable_small_F |  |\n| **A3_Structures_F_EPA_Civ_Constructions** | Land_Pallets_stack_F<br>Land_PortableLight_double_F<br>Land_PortableLight_single_F |  |\n| **A3_Structures_F_EPA_Items_Electronics** | Land_Battery_F |  |\n| **A3_Structures_F_EPA_Items_Food** | Land_BakedBeans_F<br>Land_BottlePlastic_V2_F<br>Land_Canteen_F<br>Land_CerealsBox_F<br>Land_PowderedMilk_F<br>Land_RiceBox_F |  |\n| **A3_Structures_F_EPA_Items_Medical** | Land_Antibiotic_F<br>Land_Bandage_F<br>Land_BloodBag_F<br>Land_Defibrillator_F<br>Land_DisinfectantSpray_F<br>Land_HeatPack_F<br>Land_PainKillers_F<br>Land_VitaminBottle_F<br>Land_WaterPurificationTablets_F |  |\n| **A3_Structures_F_EPA_Items_Tools** | Land_ButaneCanister_F<br>Land_ButaneTorch_F<br>Land_CanOpener_F<br>Land_DuctTape_F<br>Land_FireExtinguisher_F<br>Land_GasCanister_F<br>Land_GasCooker_F<br>Land_Matches_F<br>Land_MetalWire_F<br>Land_Shovel_F |  |\n| **A3_Structures_F_EPA_Items_Vessels** | EauDeCombat_01_box_F<br>EauDeCombat_01_F<br>EauDeCombat_01_NoPop_F<br>Land_TinContainer_F |  |\n| **A3_Structures_F_EPA_Walls** | Land_InvisibleBarrier_F |  |\n| **A3_Structures_F_EPB_Civ_Accessories** | Land_PhoneBooth_01_F<br>Land_PhoneBooth_02_F<br>Land_WoodPile_large_F |  |\n| **A3_Structures_F_EPB_Civ_Camping** | Land_Camping_Light_F |  |\n| **A3_Structures_F_EPB_Civ_Dead** | Land_Grave_dirt_F<br>Land_Grave_forest_F<br>Land_Grave_rocks_F |  |\n| **A3_Structures_F_EPB_Civ_Garbage** | Land_GarbageContainer_closed_F<br>Land_GarbageContainer_open_F |  |\n| **A3_Structures_F_EPB_Civ_Graffiti** | Land_Graffiti_01_F<br>Land_Graffiti_02_F<br>Land_Graffiti_03_F<br>Land_Graffiti_04_F<br>Land_Graffiti_05_F |  |\n| **A3_Structures_F_EPB_Civ_PlayGround** | Land_SlideCastle_F<br>Land_SlideCastle_ruins_F |  |\n| **A3_Structures_F_EPB_Furniture** | Land_ShelvesWooden_F<br>Land_ShelvesWooden_khaki_F |  |\n| **A3_Structures_F_EPB_Items_Documents** | Land_Leaflet_01_F<br>Land_Leaflet_02_F<br>Land_Leaflet_03_F<br>Land_Leaflet_04_F<br>Land_Map_altis_F<br>Land_Map_blank_F<br>Land_Map_stratis_F<br>Land_Poster_01_F<br>Land_Poster_02_F<br>Land_Poster_03_F<br>Land_Poster_04_F<br>Land_Poster_05_F<br>Land_Poster_06_F |  |\n| **A3_Structures_F_EPB_Items_Luggage** | Land_LuggageHeap_01_F<br>Land_LuggageHeap_02_F<br>Land_LuggageHeap_03_F<br>Land_LuggageHeap_04_F<br>Land_LuggageHeap_05_F |  |\n| **A3_Structures_F_EPB_Items_Military** | Land_Ammobox_rounds_F<br>Land_Magazine_rifle_F |  |\n| **A3_Structures_F_EPB_Items_Vessels** | Land_BarrelEmpty_grey_F<br>Land_BarrelSand_grey_F<br>Land_BarrelTrash_grey_F<br>Land_BarrelWater_grey_F |  |\n| **A3_Structures_F_EPB_Naval_Fishing** | Land_CrabCages_F<br>Land_FishingGear_01_F<br>Land_FishingGear_02_F |  |\n| **A3_Structures_F_EPC_Civ_Accessories** | Land_Atm_01_F<br>Land_Atm_02_F<br>Land_BeachBooth_01_F<br>Land_Bench_01_F<br>Land_Bench_02_F<br>Land_LifeguardTower_01_F<br>Land_TablePlastic_01_F |  |\n| **A3_Structures_F_EPC_Civ_Camping** | Land_Sunshade_01_F<br>Land_Sunshade_02_F<br>Land_Sunshade_03_F<br>Land_Sunshade_04_F |  |\n| **A3_Structures_F_EPC_Civ_Garbage** | Land_GarbageBarrel_01_F<br>Land_GarbageBin_01_F |  |\n| **A3_Structures_F_EPC_Civ_InfoBoards** | MapBoard_seismic_F |  |\n| **A3_Structures_F_EPC_Civ_Kiosks** | Land_Kiosk_blueking_F<br>Land_Kiosk_blueking_ruins_F<br>Land_Kiosk_gyros_F<br>Land_Kiosk_papers_F<br>Land_Kiosk_redburger_F |  |\n| **A3_Structures_F_EPC_Civ_Playground** | Land_Carousel_01_F<br>Land_Swing_01_F |  |\n| **A3_Structures_F_EPC_Civ_Tourism** | Land_TouristShelter_01_F |  |\n| **A3_Structures_F_EPC_Dominants_GhostHotel** | Land_GH_Gazebo_F<br>Land_GH_Gazebo_ruins_F<br>Land_GH_House_1_F<br>Land_GH_House_2_F<br>Land_GH_House_ruins_F<br>Land_GH_MainBuilding_entry_F<br>Land_GH_MainBuilding_left_F<br>Land_GH_MainBuilding_middle_F<br>Land_GH_MainBuilding_right_F<br>Land_GH_Platform_F<br>Land_GH_Pool_F<br>Land_GH_Stairs_F |  |\n| **A3_Structures_F_EPC_Dominants_Stadium** | Land_Stadium_p1_F<br>Land_Stadium_p2_F<br>Land_Stadium_p3_F<br>Land_Stadium_p4_F<br>Land_Stadium_p5_F<br>Land_Stadium_p6_F<br>Land_Stadium_p7_F<br>Land_Stadium_p8_F<br>Land_Stadium_p9_F |  |\n| **A3_Structures_F_EPC_Items_Documents** | Land_Document_01_F<br>Land_File_research_F |  |\n| **A3_Structures_F_EPC_Items_Electronics** | Land_Device_assembled_F<br>Land_Device_disassembled_F<br>Land_Laptop_device_F |  |\n| **A3_Structures_F_EPC_Walls** | Land_SportGround_fence_noLC_F |  |\n| **A3_Animals_F_Fishes** | CatShark_F<br>Mackerel_F<br>Mullet_F<br>Ornate_random_F<br>Salema_F<br>Tuna_F |  |\n| **A3_Animals_F_Rabbit** | Rabbit_F |  |\n| **A3_Animals_F_Snakes** | Snake_random_F<br>Snake_vipera_random_F |  |\n| **A3_Animals_F_Turtle** | Turtle_F |  |\n| **A3_Animals_F_Beta_Chicken** | Cock_random_F<br>Cock_white_F<br>Hen_random_F |  |\n| **A3_Animals_F_Beta_Dog** | Alsatian_Black_F<br>Alsatian_Random_F<br>Alsatian_Sand_F<br>Alsatian_Sandblack_F<br>Fin_blackwhite_F<br>Fin_ocherwhite_F<br>Fin_random_F<br>Fin_sand_F<br>Fin_tricolour_F |  |\n| **A3_Animals_F_Beta_Goat** | Goat_random_F |  |\n| **A3_Animals_F_Beta_Sheep** | Sheep_random_F |  |\n| **A3_Signs_F** | ArrowDesk_L_F<br>ArrowDesk_R_F<br>ArrowMarker_L_F<br>ArrowMarker_R_F<br>FlagChecked_F<br>FlagSmall_F<br>Land_Sign_Mines_F<br>Land_Sign_WarningMilAreaSmall_F<br>Land_Sign_WarningMilitaryArea_F<br>Land_Sign_WarningMilitaryVehicles_F<br>Land_Sign_WarningUnexplodedAmmo_F<br>Pole_F<br>RoadBarrier_F<br>RoadBarrier_small_F<br>RoadCone_F<br>RoadCone_L_F<br>Sign_Direction_F<br>Sign_F<br>TapeSign_F |  |\n| **A3_Signs_F_Signs_Ad** | SignAd_Sponsor_ARMEX_F<br>SignAd_Sponsor_F<br>SignAd_Sponsor_ION_F<br>SignAd_Sponsor_Larkin_F<br>SignAd_Sponsor_Quontrol_F<br>SignAd_Sponsor_Vrana_F<br>SignAd_SponsorS_ARMEX_F<br>SignAd_SponsorS_F<br>SignAd_SponsorS_ION_F<br>SignAd_SponsorS_Larkin_F<br>SignAd_SponsorS_Quontrol_F<br>SignAd_SponsorS_Vrana_F |  |\n| **A3_Weapons_F** | Bomb<br>ContainerSupply<br>FxCartridge<br>FxCartridge_127<br>FxCartridge_556<br>FxCartridge_65<br>FxCartridge_65_caseless<br>FxCartridge_762<br>FxCartridge_9mm<br>FxCartridge_slug<br>FxCartridge_Small<br>FxExploArmor1<br>FxExploArmor2<br>FxExploArmor3<br>FxExploArmor4<br>FxExploGround1<br>FxExploGround2<br>Headgear_H_Bandanna_blu<br>Headgear_H_Bandanna_camo<br>Headgear_H_Bandanna_cbr<br>Headgear_H_Bandanna_gry<br>Headgear_H_Bandanna_khk<br>Headgear_H_Bandanna_khk_hs<br>Headgear_H_Bandanna_mcamo<br>Headgear_H_Bandanna_sand<br>Headgear_H_Bandanna_sgg<br>Headgear_H_Bandanna_surfer<br>Headgear_H_Bandanna_surfer_blk<br>Headgear_H_Bandanna_surfer_grn<br>Headgear_H_Beret_02<br>Headgear_H_Beret_blk<br>Headgear_H_Beret_Colonel<br>Headgear_H_Booniehat_dgtl<br>Headgear_H_Booniehat_khk<br>Headgear_H_Booniehat_khk_hs<br>Headgear_H_Booniehat_mcamo<br>Headgear_H_Booniehat_oli<br>Headgear_H_Booniehat_tan<br>Headgear_H_Cap_blk<br>Headgear_H_Cap_blk_CMMG<br>Headgear_H_Cap_blk_ION<br>Headgear_H_Cap_blk_Raven<br>Headgear_H_Cap_blu<br>Headgear_H_Cap_brn_SPECOPS<br>Headgear_H_Cap_grn<br>Headgear_H_Cap_grn_BI<br>Headgear_H_Cap_headphones<br>Headgear_H_Cap_khaki_specops_UK<br>Headgear_H_Cap_oli<br>Headgear_H_Cap_oli_hs<br>Headgear_H_Cap_police<br>Headgear_H_Cap_press<br>Headgear_H_Cap_red<br>Headgear_H_Cap_surfer<br>Headgear_H_Cap_tan<br>Headgear_H_Cap_tan_specops_US<br>Headgear_H_Cap_usblack<br>Headgear_H_CrewHelmetHeli_B<br>Headgear_H_CrewHelmetHeli_I<br>Headgear_H_CrewHelmetHeli_O<br>Headgear_H_Hat_blue<br>Headgear_H_Hat_brown<br>Headgear_H_Hat_camo<br>Headgear_H_Hat_checker<br>Headgear_H_Hat_grey<br>Headgear_H_Hat_tan<br>Headgear_H_HelmetB<br>Headgear_H_HelmetB_black<br>Headgear_H_HelmetB_camo<br>Headgear_H_HelmetB_desert<br>Headgear_H_HelmetB_grass<br>Headgear_H_HelmetB_light<br>Headgear_H_HelmetB_light_black<br>Headgear_H_HelmetB_light_desert<br>Headgear_H_HelmetB_light_grass<br>Headgear_H_HelmetB_light_sand<br>Headgear_H_HelmetB_light_snakeskin<br>Headgear_H_HelmetB_sand<br>Headgear_H_HelmetB_snakeskin<br>Headgear_H_HelmetCrew_B<br>Headgear_H_HelmetCrew_I<br>Headgear_H_HelmetCrew_O<br>Headgear_H_HelmetIA<br>Headgear_H_HelmetLeaderO_ocamo<br>Headgear_H_HelmetLeaderO_oucamo<br>Headgear_H_HelmetO_ocamo<br>Headgear_H_HelmetO_oucamo<br>Headgear_H_HelmetSpecB<br>Headgear_H_HelmetSpecB_blk<br>Headgear_H_HelmetSpecB_paint1<br>Headgear_H_HelmetSpecB_paint2<br>Headgear_H_HelmetSpecB_sand<br>Headgear_H_HelmetSpecB_snakeskin<br>Headgear_H_HelmetSpecO_blk<br>Headgear_H_HelmetSpecO_ocamo<br>Headgear_H_MilCap_blue<br>Headgear_H_MilCap_dgtl<br>Headgear_H_MilCap_gry<br>Headgear_H_MilCap_mcamo<br>Headgear_H_MilCap_ocamo<br>Headgear_H_PilotHelmetFighter_B<br>Headgear_H_PilotHelmetFighter_I<br>Headgear_H_PilotHelmetFighter_O<br>Headgear_H_PilotHelmetHeli_B<br>Headgear_H_PilotHelmetHeli_I<br>Headgear_H_PilotHelmetHeli_O<br>Headgear_H_Shemag_olive<br>Headgear_H_Shemag_olive_hs<br>Headgear_H_ShemagOpen_khk<br>Headgear_H_ShemagOpen_tan<br>Headgear_H_StrawHat<br>Headgear_H_StrawHat_dark<br>Headgear_H_Watchcap_blk<br>Headgear_H_Watchcap_camo<br>Headgear_H_Watchcap_cbr<br>Headgear_H_Watchcap_khk<br>Item_acc_flashlight<br>Item_acc_flashlight_pistol<br>Item_acc_pointer_IR<br>Item_B_UavTerminal<br>Item_Binocular<br>Item_FirstAidKit<br>Item_I_UavTerminal<br>Item_ItemCompass<br>Item_ItemGPS<br>Item_ItemMap<br>Item_ItemRadio<br>Item_ItemWatch<br>Item_Laserdesignator<br>Item_Medikit<br>Item_MineDetector<br>Item_muzzle_snds_acp<br>Item_muzzle_snds_B<br>Item_muzzle_snds_H<br>Item_muzzle_snds_H_MG<br>Item_muzzle_snds_L<br>Item_muzzle_snds_M<br>Item_NVGoggles<br>Item_NVGoggles_INDEP<br>Item_NVGoggles_OPFOR<br>Item_O_UavTerminal<br>Item_optic_Aco<br>Item_optic_ACO_grn<br>Item_optic_ACO_grn_smg<br>Item_optic_Aco_smg<br>Item_optic_Arco<br>Item_optic_DMS<br>Item_optic_Hamr<br>Item_optic_Holosight<br>Item_optic_Holosight_smg<br>Item_optic_LRPS<br>Item_optic_MRCO<br>Item_optic_MRD<br>Item_optic_Nightstalker<br>Item_optic_NVS<br>Item_optic_SOS<br>Item_optic_tws<br>Item_optic_tws_mg<br>Item_optic_Yorris<br>Item_Rangefinder<br>Item_ToolKit<br>Item_U_AntigonaBody<br>Item_U_AttisBody<br>Item_U_B_CombatUniform_mcam<br>Item_U_B_CombatUniform_mcam_tshirt<br>Item_U_B_CombatUniform_mcam_vest<br>Item_U_B_CombatUniform_mcam_worn<br>Item_U_B_CombatUniform_sgg<br>Item_U_B_CombatUniform_sgg_tshirt<br>Item_U_B_CombatUniform_sgg_vest<br>Item_U_B_CombatUniform_wdl<br>Item_U_B_CombatUniform_wdl_tshirt<br>Item_U_B_CombatUniform_wdl_vest<br>Item_U_B_CTRG_1<br>Item_U_B_CTRG_2<br>Item_U_B_CTRG_3<br>Item_U_B_GhillieSuit<br>Item_U_B_HeliPilotCoveralls<br>Item_U_B_PilotCoveralls<br>Item_U_B_Protagonist_VR<br>Item_U_B_SpecopsUniform_sgg<br>Item_U_B_survival_uniform<br>Item_U_B_Wetsuit<br>Item_U_BasicBody<br>Item_U_BG_Guerilla1_1<br>Item_U_BG_Guerilla2_1<br>Item_U_BG_Guerilla2_2<br>Item_U_BG_Guerilla2_3<br>Item_U_BG_Guerilla3_1<br>Item_U_BG_Guerilla3_2<br>Item_U_BG_leader<br>Item_U_C_Commoner1_1<br>Item_U_C_Commoner1_2<br>Item_U_C_Commoner1_3<br>Item_U_C_Commoner2_1<br>Item_U_C_Commoner2_2<br>Item_U_C_Commoner2_3<br>Item_U_C_Commoner_shorts<br>Item_U_C_Farmer<br>Item_U_C_Fisherman<br>Item_U_C_FishermanOveralls<br>Item_U_C_HunterBody_brn<br>Item_U_C_HunterBody_grn<br>Item_U_C_Poloshirt_blue<br>Item_U_C_Poloshirt_burgundy<br>Item_U_C_Poloshirt_redwhite<br>Item_U_C_Poloshirt_salmon<br>Item_U_C_Poloshirt_stripped<br>Item_U_C_Poloshirt_tricolour<br>Item_U_C_Poor_1<br>Item_U_C_Poor_2<br>Item_U_C_Poor_shorts_1<br>Item_U_C_Poor_shorts_2<br>Item_U_C_PriestBody<br>Item_U_C_Scavenger_1<br>Item_U_C_Scavenger_2<br>Item_U_C_ShirtSurfer_shorts<br>Item_U_C_TeeSurfer_shorts_1<br>Item_U_C_TeeSurfer_shorts_2<br>Item_U_C_WorkerCoveralls<br>Item_U_C_WorkerOveralls<br>Item_U_Competitor<br>Item_U_I_CombatUniform<br>Item_U_I_CombatUniform_shortsleeve<br>Item_U_I_CombatUniform_tshirt<br>Item_U_I_G_resistanceLeader_F<br>Item_U_I_G_Story_Protagonist_F<br>Item_U_I_GhillieSuit<br>Item_U_I_HeliPilotCoveralls<br>Item_U_I_OfficerUniform<br>Item_U_I_pilotCoveralls<br>Item_U_I_Protagonist_VR<br>Item_U_I_Wetsuit<br>Item_U_IG_Guerilla1_1<br>Item_U_IG_Guerilla2_1<br>Item_U_IG_Guerilla2_2<br>Item_U_IG_Guerilla2_3<br>Item_U_IG_Guerilla3_1<br>Item_U_IG_Guerilla3_2<br>Item_U_IG_leader<br>Item_U_KerryBody<br>Item_U_MillerBody<br>Item_U_NikosBody<br>Item_U_O_CombatUniform_ocamo<br>Item_U_O_CombatUniform_oucamo<br>Item_U_O_GhillieSuit<br>Item_U_O_OfficerUniform_ocamo<br>Item_U_O_PilotCoveralls<br>Item_U_O_Protagonist_VR<br>Item_U_O_SpecopsUniform_blk<br>Item_U_O_SpecopsUniform_ocamo<br>Item_U_O_Wetsuit<br>Item_U_OG_Guerilla1_1<br>Item_U_OG_Guerilla2_1<br>Item_U_OG_Guerilla2_2<br>Item_U_OG_Guerilla2_3<br>Item_U_OG_Guerilla3_1<br>Item_U_OG_Guerilla3_2<br>Item_U_OG_leader<br>Item_U_OI_Scientist<br>Item_U_OrestesBody<br>Item_U_Rangemaster<br>LaserTargetC<br>LaserTargetCBase<br>LaserTargetE<br>LaserTargetEBase<br>LaserTargetW<br>LaserTargetWBase<br>NVG_TargetC<br>NVG_TargetE<br>NVG_TargetG<br>NVG_TargetW<br>placed_B_IR_grenade<br>placed_chemlight_blue<br>placed_chemlight_green<br>placed_chemlight_red<br>placed_chemlight_yellow<br>placed_I_IR_grenade<br>placed_O_IR_grenade<br>test_EmptyObjectForBubbles<br>test_EmptyObjectForFireBig<br>test_EmptyObjectForSmoke<br>Vest_V_BandollierB_blk<br>Vest_V_BandollierB_cbr<br>Vest_V_BandollierB_khk<br>Vest_V_BandollierB_oli<br>Vest_V_BandollierB_rgr<br>Vest_V_Chestrig_blk<br>Vest_V_Chestrig_khk<br>Vest_V_Chestrig_oli<br>Vest_V_Chestrig_rgr<br>Vest_V_HarnessO_brn<br>Vest_V_HarnessO_gry<br>Vest_V_HarnessOGL_brn<br>Vest_V_HarnessOGL_gry<br>Vest_V_I_G_resistanceLeader_F<br>Vest_V_PlateCarrier1_blk<br>Vest_V_PlateCarrier1_rgr<br>Vest_V_PlateCarrier2_blk<br>Vest_V_PlateCarrier2_rgr<br>Vest_V_PlateCarrier_Kerry<br>Vest_V_PlateCarrierH_CTRG<br>Vest_V_PlateCarrierIA1_dgtl<br>Vest_V_PlateCarrierIA2_dgtl<br>Vest_V_PlateCarrierL_CTRG<br>Vest_V_Rangemaster_belt<br>Vest_V_RebreatherB<br>Vest_V_RebreatherIA<br>Vest_V_RebreatherIR<br>Vest_V_TacVest_blk<br>Vest_V_TacVest_blk_POLICE<br>Vest_V_TacVest_brn<br>Vest_V_TacVest_camo<br>Vest_V_TacVest_khk<br>Vest_V_TacVest_oli<br>Vest_V_TacVestIR_blk<br>Weapon_arifle_Katiba_C_F<br>Weapon_arifle_Katiba_F<br>Weapon_arifle_Katiba_GL_F<br>Weapon_arifle_Mk20_F<br>Weapon_arifle_Mk20_GL_F<br>Weapon_arifle_Mk20_GL_plain_F<br>Weapon_arifle_Mk20_plain_F<br>Weapon_arifle_Mk20C_F<br>Weapon_arifle_Mk20C_plain_F<br>Weapon_arifle_MX_Black_F<br>Weapon_arifle_MX_F<br>Weapon_arifle_MX_GL_Black_F<br>Weapon_arifle_MX_GL_F<br>Weapon_arifle_MX_SW_Black_F<br>Weapon_arifle_MX_SW_F<br>Weapon_arifle_MXC_Black_F<br>Weapon_arifle_MXC_F<br>Weapon_arifle_MXM_Black_F<br>Weapon_arifle_MXM_F<br>Weapon_arifle_SDAR_F<br>Weapon_arifle_TRG20_F<br>Weapon_arifle_TRG21_F<br>Weapon_arifle_TRG21_GL_F<br>Weapon_Empty<br>Weapon_hgun_ACPC2_F<br>Weapon_hgun_P07_F<br>Weapon_hgun_PDW2000_F<br>Weapon_hgun_Pistol_heavy_01_F<br>Weapon_hgun_Pistol_heavy_02_F<br>Weapon_hgun_Rook40_F<br>Weapon_launch_B_Titan_F<br>Weapon_launch_I_Titan_F<br>Weapon_launch_I_Titan_short_F<br>Weapon_launch_launch_B_Titan_short_F<br>Weapon_launch_NLAW_F<br>Weapon_launch_O_Titan_F<br>Weapon_launch_O_Titan_short_F<br>Weapon_launch_RPG32_F<br>Weapon_LMG_Mk200_F<br>Weapon_LMG_Zafir_F<br>Weapon_SMG_01_F<br>Weapon_SMG_02_F<br>Weapon_srifle_DMR_01_F<br>Weapon_srifle_EBR_F<br>Weapon_srifle_GM6_F<br>Weapon_srifle_LRR_F<br>WeaponHolder_Single_F<br>WeaponHolder_Single_limited_item_F<br>WeaponHolder_Single_limited_magazine_F<br>WeaponHolder_Single_limited_weapon_F |  |\n| **A3_Weapons_F_Ammoboxes** | B_Assault_Diver<br>B_AssaultPack_Base<br>B_AssaultPack_blk<br>B_AssaultPack_blk_DiverExp<br>B_AssaultPack_cbr<br>B_AssaultPack_dgtl<br>B_AssaultPack_Kerry<br>B_AssaultPack_khk<br>B_AssaultPack_mcamo<br>B_AssaultPack_mcamo_AA<br>B_AssaultPack_mcamo_AAR<br>B_AssaultPack_mcamo_Ammo<br>B_AssaultPack_mcamo_AT<br>B_AssaultPack_ocamo<br>B_AssaultPack_rgr<br>B_AssaultPack_rgr_LAT<br>B_AssaultPack_rgr_Medic<br>B_AssaultPack_rgr_ReconExp<br>B_AssaultPack_rgr_ReconLAT<br>B_AssaultPack_rgr_ReconMedic<br>B_AssaultPack_rgr_Repair<br>B_AssaultPack_sgg<br>B_AssaultPackG<br>B_Bergen_Base<br>B_Bergen_blk<br>B_Bergen_mcamo<br>B_Bergen_rgr<br>B_Bergen_sgg<br>B_BergenC_Base<br>B_BergenC_blu<br>B_BergenC_grn<br>B_BergenC_red<br>B_BergenG<br>B_BergenG_TEST_B_Soldier_overloaded<br>B_Carryall_Base<br>B_Carryall_cbr<br>B_Carryall_cbr_AAT<br>B_Carryall_khk<br>B_Carryall_mcamo<br>B_Carryall_mcamo_AAA<br>B_Carryall_mcamo_AAT<br>B_Carryall_ocamo<br>B_Carryall_ocamo_AAA<br>B_Carryall_ocamo_AAR<br>B_Carryall_ocamo_Eng<br>B_Carryall_ocamo_Exp<br>B_Carryall_oli<br>B_Carryall_oucamo<br>B_Carryall_oucamo_AAA<br>B_Carryall_oucamo_AAR<br>B_Carryall_oucamo_AAT<br>B_Carryall_oucamo_Eng<br>B_Carryall_oucamo_Exp<br>B_FieldPack_Base<br>B_FieldPack_blk<br>B_FieldPack_blk_DiverExp<br>B_FieldPack_cbr<br>B_FieldPack_cbr_AA<br>B_FieldPack_cbr_AAA<br>B_FieldPack_cbr_AAT<br>B_FieldPack_cbr_Ammo<br>B_FieldPack_cbr_AT<br>B_FieldPack_cbr_LAT<br>B_FieldPack_cbr_Medic<br>B_FieldPack_cbr_Repair<br>B_FieldPack_cbr_RPG_AT<br>B_FieldPack_khk<br>B_FieldPack_ocamo<br>B_FieldPack_ocamo_AA<br>B_FieldPack_ocamo_AAR<br>B_FieldPack_ocamo_Medic<br>B_FieldPack_ocamo_ReconExp<br>B_FieldPack_ocamo_ReconMedic<br>B_FieldPack_oli<br>B_FieldPack_oucamo<br>B_FieldPack_oucamo_AA<br>B_FieldPack_oucamo_AAR<br>B_FieldPack_oucamo_Ammo<br>B_FieldPack_oucamo_AT<br>B_FieldPack_oucamo_LAT<br>B_FieldPack_oucamo_Medic<br>B_FieldPack_oucamo_Repair<br>B_HuntingBackpack<br>B_Kitbag_Base<br>B_Kitbag_cbr<br>B_Kitbag_mcamo<br>B_Kitbag_mcamo_Eng<br>B_Kitbag_rgr<br>B_Kitbag_rgr_AAR<br>B_Kitbag_rgr_Exp<br>B_Kitbag_sgg<br>B_Kitbag_tan<br>B_OutdoorPack_Base<br>B_OutdoorPack_blk<br>B_OutdoorPack_blu<br>B_OutdoorPack_tan<br>B_Parachute<br>B_supplyCrate_F<br>B_TacticalPack_Base<br>B_TacticalPack_blk<br>B_TacticalPack_mcamo<br>B_TacticalPack_ocamo<br>B_TacticalPack_oli<br>B_TacticalPack_oli_AAR<br>B_TacticalPack_rgr<br>Bag_Base<br>Box_Ammo_F<br>Box_East_Ammo_F<br>Box_East_AmmoOrd_F<br>Box_East_AmmoVeh_F<br>Box_East_Grenades_F<br>Box_East_Support_F<br>Box_East_Wps_F<br>Box_East_WpsLaunch_F<br>Box_East_WpsSpecial_F<br>Box_IND_Ammo_F<br>Box_IND_AmmoOrd_F<br>Box_IND_AmmoVeh_F<br>Box_IND_Grenades_F<br>Box_IND_Support_F<br>Box_IND_Wps_F<br>Box_IND_WpsLaunch_F<br>Box_IND_WpsSpecial_F<br>Box_NATO_Ammo_F<br>Box_NATO_AmmoOrd_F<br>Box_NATO_AmmoVeh_F<br>Box_NATO_Grenades_F<br>Box_NATO_Support_F<br>Box_NATO_Wps_F<br>Box_NATO_WpsLaunch_F<br>Box_NATO_WpsSpecial_F<br>Box_Wps_F<br>C_Bergen_Base<br>C_Bergen_blu<br>C_Bergen_grn<br>C_Bergen_red<br>C_supplyCrate_F<br>G_AssaultPack<br>G_Bergen<br>G_Carryall_Ammo<br>G_Carryall_Exp<br>G_FieldPack_LAT<br>G_FieldPack_Medic<br>G_TacticalPack_Eng<br>GroundWeaponHolder<br>GroundWeaponHolder_Scripted<br>I_Assault_Diver<br>I_Carryall_oli_AAA<br>I_Carryall_oli_AAT<br>I_Carryall_oli_Eng<br>I_Carryall_oli_Exp<br>I_Fieldpack_oli_AA<br>I_Fieldpack_oli_AAR<br>I_Fieldpack_oli_Ammo<br>I_Fieldpack_oli_AT<br>I_Fieldpack_oli_LAT<br>I_Fieldpack_oli_Medic<br>I_Fieldpack_oli_Repair<br>I_supplyCrate_F<br>IG_supplyCrate_F<br>Land_Box_AmmoOld_F<br>O_Assault_Diver<br>O_supplyCrate_F<br>ReammoBox_F<br>WeaponHolderSimulated<br>WeaponHolderSimulated_Scripted |  |\n| **A3_Weapons_F_Explosives** | APERSBoundingMine<br>APERSMine<br>APERSTripMine<br>ATMine<br>Claymore_F<br>DemoCharge_F<br>IEDLandBig_F<br>IEDLandSmall_F<br>IEDUrbanBig_F<br>IEDUrbanSmall_F<br>SatchelCharge_F<br>SLAMDirectionalMine<br>UnderwaterMine<br>UnderwaterMineAB<br>UnderwaterMinePDM |  |\n| **A3_Weapons_F_LongRangeRifles_GM6** | Weapon_srifle_GM6_camo_F |  |\n| **A3_Weapons_F_LongRangeRifles_M320** | Weapon_srifle_LRR_camo_F |  |\n| **A3_Characters_F** | B_Captain_Jay_F<br>B_Captain_Pettka_F<br>B_Competitor_F<br>B_crew_F<br>B_CTRG_Sharphooter_F<br>B_CTRG_soldier_AR_A_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_M_medic_F<br>B_diver_exp_F<br>B_diver_F<br>B_diver_TL_F<br>B_engineer_F<br>B_G_engineer_F<br>B_G_medic_F<br>B_G_officer_F<br>B_G_Sharpshooter_F<br>B_G_Soldier_A_F<br>B_G_Soldier_AR_F<br>B_G_Soldier_exp_F<br>B_G_Soldier_F<br>B_G_Soldier_GL_F<br>B_G_Soldier_LAT_F<br>B_G_Soldier_lite_F<br>B_G_Soldier_M_F<br>B_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>B_G_Soldier_unarmed_F<br>B_G_Soldier_universal_F<br>B_G_Survivor_F<br>B_ghillie_ard_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_HeavyGunner_F<br>B_helicrew_F<br>B_Helipilot_F<br>B_medic_F<br>B_officer_F<br>B_Pilot_F<br>B_Protagonist_VR_F<br>B_RangeMaster_F<br>B_recon_exp_F<br>B_recon_F<br>B_recon_JTAC_F<br>B_recon_LAT_F<br>B_recon_M_F<br>B_recon_medic_F<br>B_Recon_Sharpshooter_F<br>B_recon_TL_F<br>B_Sharpshooter_F<br>B_sniper_F<br>B_Soldier_A_F<br>B_soldier_AA_F<br>B_soldier_AAA_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AR_F<br>B_soldier_AT_F<br>B_soldier_exp_F<br>B_Soldier_F<br>B_Soldier_GL_F<br>B_soldier_LAT_F<br>B_Soldier_lite_F<br>B_soldier_M_F<br>B_soldier_PG_F<br>B_soldier_repair_F<br>B_Soldier_SL_F<br>b_soldier_survival_F<br>B_Soldier_TL_F<br>B_soldier_UAV_F<br>B_Soldier_unarmed_F<br>B_Soldier_universal_F<br>B_Soldier_VR_F<br>B_spotter_F<br>B_Story_Colonel_F<br>B_Story_Engineer_F<br>B_Story_Pilot_F<br>B_Story_Protagonist_F<br>B_Story_SF_Captain_F<br>B_Story_Tank_Commander_F<br>B_support_AMG_F<br>B_support_AMort_F<br>B_support_GMG_F<br>B_support_MG_F<br>B_support_Mort_F<br>B_Survivor_F<br>C_Driver_1_black_F<br>C_Driver_1_blue_F<br>C_Driver_1_F<br>C_Driver_1_green_F<br>C_Driver_1_orange_F<br>C_Driver_1_random_base_F<br>C_Driver_1_red_F<br>C_Driver_1_white_F<br>C_Driver_1_yellow_F<br>C_Driver_2_F<br>C_Driver_3_F<br>C_Driver_4_F<br>C_journalist_F<br>C_man_1<br>C_man_1_1_F<br>C_man_1_2_F<br>C_man_1_3_F<br>C_man_hunter_1_F<br>C_man_p_beggar_F<br>C_man_p_beggar_F_afro<br>C_man_p_beggar_F_asia<br>C_man_p_beggar_F_euro<br>C_man_p_fugitive_F<br>C_man_p_fugitive_F_afro<br>C_man_p_fugitive_F_asia<br>C_man_p_fugitive_F_euro<br>C_man_p_shorts_1_F<br>C_man_p_shorts_1_F_afro<br>C_man_p_shorts_1_F_asia<br>C_man_p_shorts_1_F_euro<br>C_man_pilot_F<br>C_man_polo_1_F<br>C_man_polo_1_F_afro<br>C_man_polo_1_F_asia<br>C_man_polo_1_F_euro<br>C_man_polo_2_F<br>C_man_polo_2_F_afro<br>C_man_polo_2_F_asia<br>C_man_polo_2_F_euro<br>C_man_polo_3_F<br>C_man_polo_3_F_afro<br>C_man_polo_3_F_asia<br>C_man_polo_3_F_euro<br>C_man_polo_4_F<br>C_man_polo_4_F_afro<br>C_man_polo_4_F_asia<br>C_man_polo_4_F_euro<br>C_man_polo_5_F<br>C_man_polo_5_F_afro<br>C_man_polo_5_F_asia<br>C_man_polo_5_F_euro<br>C_man_polo_6_F<br>C_man_polo_6_F_afro<br>C_man_polo_6_F_asia<br>C_man_polo_6_F_euro<br>C_man_shorts_1_F<br>C_man_shorts_1_F_afro<br>C_man_shorts_1_F_asia<br>C_man_shorts_1_F_euro<br>C_man_shorts_2_F<br>C_man_shorts_2_F_afro<br>C_man_shorts_2_F_asia<br>C_man_shorts_2_F_euro<br>C_man_shorts_3_F<br>C_man_shorts_3_F_afro<br>C_man_shorts_3_F_asia<br>C_man_shorts_3_F_euro<br>C_man_shorts_4_F<br>C_man_shorts_4_F_afro<br>C_man_shorts_4_F_asia<br>C_man_shorts_4_F_euro<br>C_man_w_worker_F<br>C_Marshal_F<br>C_Nikos<br>C_Nikos_aged<br>C_Orestes<br>C_Protagonist_VR_F<br>C_scientist_F<br>C_Soldier_VR_F<br>HeadlessClient_F<br>I_Captain_Hladas_F<br>I_crew_F<br>I_diver_exp_F<br>I_diver_F<br>I_diver_TL_F<br>I_engineer_F<br>I_G_engineer_F<br>I_G_medic_F<br>I_G_officer_F<br>I_G_resistanceCommander_F<br>I_G_resistanceLeader_F<br>I_G_Sharpshooter_F<br>I_G_Soldier_A_F<br>I_G_Soldier_AR_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_LAT_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_M_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_unarmed_F<br>I_G_Soldier_universal_F<br>I_G_Story_Protagonist_F<br>I_G_Story_SF_Captain_F<br>I_G_Survivor_F<br>I_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_helicrew_F<br>I_helipilot_F<br>I_medic_F<br>I_officer_F<br>I_pilot_F<br>I_Protagonist_VR_F<br>I_Sniper_F<br>I_Soldier_A_F<br>I_Soldier_AA_F<br>I_Soldier_AAA_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AR_F<br>I_Soldier_AT_F<br>I_Soldier_exp_F<br>I_soldier_F<br>I_Soldier_GL_F<br>I_Soldier_LAT_F<br>I_Soldier_lite_F<br>I_Soldier_M_F<br>I_Soldier_repair_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_soldier_UAV_F<br>I_Soldier_unarmed_F<br>I_Soldier_universal_F<br>I_Soldier_VR_F<br>I_Spotter_F<br>I_Story_Colonel_F<br>I_support_AMG_F<br>I_support_AMort_F<br>I_support_GMG_F<br>I_support_MG_F<br>I_support_Mort_F<br>I_Survivor_F<br>Item_U_BG_Guerrilla_6_1<br>Item_U_C_Journalist<br>Item_U_C_Scientist<br>Item_U_IG_Guerrilla_6_1<br>Item_U_OG_Guerrilla_6_1<br>O_crew_F<br>O_diver_exp_F<br>O_diver_F<br>O_diver_TL_F<br>O_engineer_F<br>O_engineer_U_F<br>O_G_engineer_F<br>O_G_medic_F<br>O_G_officer_F<br>O_G_Sharpshooter_F<br>O_G_Soldier_A_F<br>O_G_Soldier_AR_F<br>O_G_Soldier_exp_F<br>O_G_Soldier_F<br>O_G_Soldier_GL_F<br>O_G_Soldier_LAT_F<br>O_G_Soldier_lite_F<br>O_G_Soldier_M_F<br>O_G_Soldier_SL_F<br>O_G_Soldier_TL_F<br>O_G_Soldier_unarmed_F<br>O_G_Soldier_universal_F<br>O_G_Survivor_F<br>O_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_HeavyGunner_F<br>O_helicrew_F<br>O_helipilot_F<br>O_medic_F<br>O_officer_F<br>O_Pathfinder_F<br>O_Pilot_F<br>O_Protagonist_VR_F<br>O_recon_exp_F<br>O_recon_F<br>O_recon_JTAC_F<br>O_recon_LAT_F<br>O_recon_M_F<br>O_recon_medic_F<br>O_recon_TL_F<br>O_Sharpshooter_F<br>O_sniper_F<br>O_Soldier_A_F<br>O_Soldier_AA_F<br>O_Soldier_AAA_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AR_F<br>O_Soldier_AT_F<br>O_soldier_exp_F<br>O_Soldier_F<br>O_Soldier_GL_F<br>O_Soldier_LAT_F<br>O_Soldier_lite_F<br>O_soldier_M_F<br>O_soldier_PG_F<br>O_soldier_repair_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_UAV_F<br>O_Soldier_unarmed_F<br>O_Soldier_universal_F<br>O_Soldier_VR_F<br>O_soldierU_A_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_AAR_F<br>O_soldierU_AAT_F<br>O_soldierU_AR_F<br>O_soldierU_AT_F<br>O_soldierU_exp_F<br>O_soldierU_F<br>O_SoldierU_GL_F<br>O_soldierU_LAT_F<br>O_soldierU_M_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_SoldierU_SL_F<br>O_soldierU_TL_F<br>O_SoldierU_unarmed_F<br>O_spotter_F<br>O_Story_CEO_F<br>O_Story_Colonel_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_support_GMG_F<br>O_support_MG_F<br>O_support_Mort_F<br>O_Survivor_F<br>O_Urban_HeavyGunner_F<br>O_Urban_Sharpshooter_F<br>Supply0<br>Supply1<br>Supply10<br>Supply100<br>Supply110<br>Supply120<br>Supply130<br>Supply140<br>Supply150<br>Supply160<br>Supply170<br>Supply180<br>Supply190<br>Supply2<br>Supply20<br>Supply200<br>Supply210<br>Supply220<br>Supply230<br>Supply240<br>Supply250<br>Supply3<br>Supply30<br>Supply300<br>Supply350<br>Supply380<br>Supply4<br>Supply40<br>Supply400<br>Supply420<br>Supply440<br>Supply450<br>Supply480<br>Supply5<br>Supply50<br>Supply500<br>Supply6<br>Supply60<br>Supply7<br>Supply70<br>Supply8<br>Supply80<br>Supply9<br>Supply90<br>Vest_V_Press_F<br>VirtualMan_F |  |\n| **A3_Missions_F_Beta** | ModuleMPType_F<br>ModuleMPTypeDefense_F |  |\n| **A3_Missions_F_Gamma** | ModuleMPTypeSeize_F |  |\n| **A3_Sounds_F** | Sound_Alarm<br>Sound_Alarm2<br>Sound_BattlefieldExplosions<br>Sound_BattlefieldFirefight<br>Sound_Fire<br>Sound_SmokeWreck1<br>Sound_SparklesWreck1<br>Sound_SparklesWreck2<br>Sound_Stream |  |\n| **A3_Static_F** | B_GMG_01_A_F<br>B_GMG_01_A_weapon_F<br>B_GMG_01_F<br>B_GMG_01_high_F<br>B_GMG_01_high_weapon_F<br>B_GMG_01_weapon_F<br>B_HMG_01_A_F<br>B_HMG_01_A_weapon_F<br>B_HMG_01_F<br>B_HMG_01_high_F<br>B_HMG_01_high_weapon_F<br>B_HMG_01_support_F<br>B_HMG_01_support_high_F<br>B_HMG_01_weapon_F<br>I_GMG_01_A_F<br>I_GMG_01_A_weapon_F<br>I_GMG_01_F<br>I_GMG_01_high_F<br>I_GMG_01_high_weapon_F<br>I_GMG_01_weapon_F<br>I_HMG_01_A_F<br>I_HMG_01_A_weapon_F<br>I_HMG_01_F<br>I_HMG_01_high_F<br>I_HMG_01_high_weapon_F<br>I_HMG_01_support_F<br>I_HMG_01_support_high_F<br>I_HMG_01_weapon_F<br>O_GMG_01_A_F<br>O_GMG_01_A_weapon_F<br>O_GMG_01_F<br>O_GMG_01_high_F<br>O_GMG_01_high_weapon_F<br>O_GMG_01_weapon_F<br>O_HMG_01_A_F<br>O_HMG_01_A_weapon_F<br>O_HMG_01_F<br>O_HMG_01_high_F<br>O_HMG_01_high_weapon_F<br>O_HMG_01_support_F<br>O_HMG_01_support_high_F<br>O_HMG_01_weapon_F<br>Weapon_Bag_Base |  |\n| **A3_Static_F_HMG_02** | B_G_HMG_02_F<br>B_G_HMG_02_high_F<br>B_G_HMG_02_high_weapon_F<br>B_G_HMG_02_support_F<br>B_G_HMG_02_support_high_F<br>B_G_HMG_02_weapon_F<br>B_HMG_02_F<br>B_HMG_02_high_F<br>B_HMG_02_high_weapon_F<br>B_HMG_02_support_F<br>B_HMG_02_support_high_F<br>B_HMG_02_weapon_F<br>I_C_HMG_02_F<br>I_C_HMG_02_high_F<br>I_C_HMG_02_high_weapon_F<br>I_C_HMG_02_support_F<br>I_C_HMG_02_support_high_F<br>I_C_HMG_02_weapon_F<br>I_E_HMG_02_F<br>I_E_HMG_02_high_F<br>I_E_HMG_02_high_weapon_F<br>I_E_HMG_02_support_F<br>I_E_HMG_02_support_high_F<br>I_E_HMG_02_weapon_F<br>I_G_HMG_02_F<br>I_G_HMG_02_high_F<br>I_G_HMG_02_high_weapon_F<br>I_G_HMG_02_support_F<br>I_G_HMG_02_support_high_F<br>I_G_HMG_02_weapon_F<br>I_HMG_02_F<br>I_HMG_02_high_F<br>I_HMG_02_high_weapon_F<br>I_HMG_02_support_F<br>I_HMG_02_support_high_F<br>I_HMG_02_weapon_F<br>O_G_HMG_02_F<br>O_G_HMG_02_high_F<br>O_G_HMG_02_high_weapon_F<br>O_G_HMG_02_support_F<br>O_G_HMG_02_support_high_F<br>O_G_HMG_02_weapon_F<br>O_HMG_02_F<br>O_HMG_02_high_F<br>O_HMG_02_high_weapon_F<br>O_HMG_02_support_F<br>O_HMG_02_support_high_F<br>O_HMG_02_weapon_F |  |\n| **A3_Static_F_Mortar_01** | B_G_Mortar_01_F<br>B_Mortar_01_F<br>B_Mortar_01_support_F<br>B_Mortar_01_weapon_F<br>I_G_Mortar_01_F<br>I_Mortar_01_F<br>I_Mortar_01_support_F<br>I_Mortar_01_weapon_F<br>O_G_Mortar_01_F<br>O_Mortar_01_F<br>O_Mortar_01_support_F<br>O_Mortar_01_weapon_F |  |\n| **A3_Air_F_Heli_Light_01** | B_Heli_Light_01_armed_F<br>B_Heli_Light_01_dynamicLoadout_F<br>B_Heli_Light_01_F<br>B_Heli_Light_01_stripped_F<br>C_Heli_light_01_blue_F<br>C_Heli_light_01_blueLine_F<br>C_Heli_Light_01_civil_F<br>C_Heli_light_01_digital_F<br>C_Heli_light_01_elliptical_F<br>C_Heli_light_01_furious_F<br>C_Heli_light_01_graywatcher_F<br>C_Heli_light_01_ion_F<br>C_Heli_light_01_jeans_F<br>C_Heli_light_01_light_F<br>C_Heli_light_01_luxe_F<br>C_Heli_light_01_red_F<br>C_Heli_light_01_shadow_F<br>C_Heli_light_01_sheriff_F<br>C_Heli_light_01_speedy_F<br>C_Heli_light_01_stripped_F<br>C_Heli_light_01_sunset_F<br>C_Heli_light_01_vrana_F<br>C_Heli_light_01_wasp_F<br>C_Heli_light_01_wave_F |  |\n| **A3_Air_F_Heli_Light_02** | O_Heli_Light_02_dynamicLoadout_F<br>O_Heli_Light_02_F<br>O_Heli_Light_02_unarmed_F<br>O_Heli_Light_02_v2_F |  |\n| **A3_Air_F_Beta** | NonSteerable_Parachute_F<br>Steerable_Parachute_F |  |\n| **A3_Air_F_Beta_Heli_Attack_01** | B_Heli_Attack_01_dynamicLoadout_F<br>B_Heli_Attack_01_F |  |\n| **A3_Air_F_Beta_Heli_Attack_02** | O_Heli_Attack_02_black_F<br>O_Heli_Attack_02_dynamicLoadout_black_F<br>O_Heli_Attack_02_dynamicLoadout_F<br>O_Heli_Attack_02_F |  |\n| **A3_Air_F_Beta_Heli_Transport_01** | B_Heli_Transport_01_camo_F<br>B_Heli_Transport_01_F |  |\n| **A3_Air_F_Beta_Heli_Transport_02** | I_Heli_Transport_02_F |  |\n| **A3_Air_F_Beta_Parachute_02** | B_B_Parachute_02_F<br>B_I_Parachute_02_F<br>B_O_Parachute_02_F<br>B_Parachute_02_F<br>I_Parachute_02_F<br>O_Parachute_02_F |  |\n| **A3_Air_F_Gamma_Plane_Fighter_03** | I_Ejection_Seat_Plane_Fighter_03_F<br>I_Plane_Fighter_03_AA_F<br>I_Plane_Fighter_03_CAS_F<br>I_Plane_Fighter_03_dynamicLoadout_F<br>Plane_Fighter_03_Canopy_F<br>Plane_Fighter_03_wreck_F |  |\n| **A3_Armor_F_Beta_APC_Tracked_01** | B_APC_Tracked_01_AA_F<br>B_APC_Tracked_01_CRV_F<br>B_APC_Tracked_01_rcws_F |  |\n| **A3_Armor_F_Beta_APC_Tracked_02** | O_APC_Tracked_02_AA_F<br>O_APC_Tracked_02_cannon_F |  |\n| **A3_Armor_F_Gamma_MBT_01** | B_MBT_01_arty_F<br>B_MBT_01_cannon_F<br>B_MBT_01_mlrs_F |  |\n| **A3_Armor_F_Gamma_MBT_02** | O_MBT_02_arty_F<br>O_MBT_02_cannon_F |  |\n| **A3_Boat_F_Boat_Armed_01** | B_Boat_Armed_01_minigun_F<br>O_Boat_Armed_01_hmg_F |  |\n| **A3_Boat_F_Boat_Transport_01** | B_Boat_Transport_01_F<br>B_Lifeboat<br>C_Rubberboat<br>O_Boat_Transport_01_F<br>O_Lifeboat |  |\n| **A3_Boat_F_Beta_Boat_Armed_01** | I_Boat_Armed_01_minigun_F |  |\n| **A3_Boat_F_Beta_Boat_Transport_01** | I_Boat_Transport_01_F |  |\n| **A3_Boat_F_Beta_SDV_01** | B_SDV_01_F<br>I_SDV_01_F<br>O_SDV_01_F |  |\n| **A3_Boat_F_Gamma_Boat_Civil_01** | C_Boat_Civil_01_F<br>C_Boat_Civil_01_police_F<br>C_Boat_Civil_01_rescue_F |  |\n| **A3_Boat_F_Gamma_Boat_Civil_04** | C_Boat_Civil_04_F |  |\n| **A3_Boat_F_Gamma_Boat_Transport_01** | B_G_Boat_Transport_01_F<br>I_G_Boat_Transport_01_F<br>O_G_Boat_Transport_01_F |  |\n| **A3_Characters_F_Common** | B_UAV_AI<br>B_UAV_AI_F<br>I_UAV_AI<br>I_UAV_AI_F<br>O_UAV_AI<br>O_UAV_AI_F<br>Underwear_F |  |\n| **A3_Missions_F_EPA** | Lightning_F |  |\n| **A3_Soft_F_MRAP_01** | B_MRAP_01_F<br>B_MRAP_01_gmg_F<br>B_MRAP_01_hmg_F |  |\n| **A3_Soft_F_MRAP_02** | O_MRAP_02_F<br>O_MRAP_02_gmg_F<br>O_MRAP_02_hmg_F |  |\n| **A3_Soft_F_Offroad_01** | B_G_Offroad_01_armed_F<br>B_G_Offroad_01_AT_F<br>B_G_Offroad_01_F<br>B_G_Offroad_01_repair_F<br>C_Offroad_01_blue_F<br>C_Offroad_01_bluecustom_F<br>C_Offroad_01_darkred_F<br>C_Offroad_01_F<br>C_Offroad_01_red_F<br>C_Offroad_01_repair_F<br>C_Offroad_01_sand_F<br>C_Offroad_01_white_F<br>C_Offroad_default_F<br>C_Offroad_luxe_F<br>C_Offroad_stripped_F<br>I_G_Offroad_01_armed_F<br>I_G_Offroad_01_AT_F<br>I_G_Offroad_01_F<br>I_G_Offroad_01_repair_F<br>O_G_Offroad_01_armed_F<br>O_G_Offroad_01_AT_F<br>O_G_Offroad_01_F<br>O_G_Offroad_01_repair_F |  |\n| **A3_Soft_F_Quadbike_01** | B_G_Quadbike_01_F<br>B_Quadbike_01_F<br>C_Quadbike_01_black_F<br>C_Quadbike_01_blue_F<br>C_Quadbike_01_F<br>C_Quadbike_01_red_F<br>C_Quadbike_01_white_F<br>I_G_Quadbike_01_F<br>I_Quadbike_01_F<br>O_G_Quadbike_01_F<br>O_Quadbike_01_F |  |\n| **A3_Soft_F_Beta_MRAP_03** | I_MRAP_03_F<br>I_MRAP_03_gmg_F<br>I_MRAP_03_hmg_F |  |\n| **A3_Soft_F_Beta_Truck_01** | B_Truck_01_covered_F<br>B_Truck_01_transport_F |  |\n| **A3_Soft_F_Beta_Truck_02** | C_Truck_02_covered_F<br>C_Truck_02_transport_F<br>I_Truck_02_covered_F<br>I_Truck_02_transport_F<br>O_Truck_02_covered_F<br>O_Truck_02_transport_F |  |\n| **A3_Soft_F_Gamma_Hatchback_01** | C_Hatchback_01_beigecustom_F<br>C_Hatchback_01_black_F<br>C_Hatchback_01_blue_F<br>C_Hatchback_01_bluecustom_F<br>C_Hatchback_01_dark_F<br>C_Hatchback_01_F<br>C_Hatchback_01_green_F<br>C_Hatchback_01_grey_F<br>C_Hatchback_01_sport_blue_F<br>C_Hatchback_01_sport_F<br>C_Hatchback_01_sport_green_F<br>C_Hatchback_01_sport_grey_F<br>C_Hatchback_01_sport_orange_F<br>C_Hatchback_01_sport_red_F<br>C_Hatchback_01_sport_white_F<br>C_Hatchback_01_white_F<br>C_Hatchback_01_yellow_F |  |\n| **A3_Soft_F_Gamma_SUV_01** | C_SUV_01_F<br>SUV_01_base_black_F<br>SUV_01_base_grey_F<br>SUV_01_base_orange_F<br>SUV_01_base_red_F |  |\n| **A3_Soft_F_Gamma_Truck_01** | B_Truck_01_ammo_F<br>B_Truck_01_box_F<br>B_Truck_01_fuel_F<br>B_Truck_01_medical_F<br>B_Truck_01_mover_F<br>B_Truck_01_Repair_F |  |\n| **A3_Soft_F_Gamma_Truck_02** | C_Truck_02_box_F<br>C_Truck_02_fuel_F<br>I_Truck_02_ammo_F<br>I_Truck_02_box_F<br>I_Truck_02_fuel_F<br>I_Truck_02_medical_F<br>I_Truck_02_MRL_F<br>Land_MRL_Magazine_01_F<br>O_Truck_02_Ammo_F<br>O_Truck_02_box_F<br>O_Truck_02_fuel_F<br>O_Truck_02_medical_F |  |\n| **A3_Soft_F_Gamma_Van_01** | B_G_Van_01_fuel_F<br>B_G_Van_01_transport_F<br>C_Van_01_box_F<br>C_Van_01_box_red_F<br>C_Van_01_box_white_F<br>C_Van_01_fuel_F<br>C_Van_01_fuel_red_F<br>C_Van_01_fuel_red_v2_F<br>C_Van_01_fuel_white_F<br>C_Van_01_fuel_white_v2_F<br>C_Van_01_transport_F<br>C_Van_01_transport_red_F<br>C_Van_01_transport_white_F<br>I_G_Van_01_fuel_F<br>I_G_Van_01_transport_F<br>O_G_Van_01_fuel_F<br>O_G_Van_01_transport_F |  |\n| **A3_Static_F_AA_01** | B_AA_01_weapon_F<br>B_static_AA_F<br>I_AA_01_weapon_F<br>I_static_AA_F<br>O_AA_01_weapon_F<br>O_static_AA_F |  |\n| **A3_Static_F_AT_01** | B_AT_01_weapon_F<br>B_static_AT_F<br>I_AT_01_weapon_F<br>I_static_AT_F<br>O_AT_01_weapon_F<br>O_static_AT_F |  |\n| **A3_Structures_F_Wrecks** | Land_UWreck_FishingBoat_F<br>Land_UWreck_Heli_Attack_02_F<br>Land_UWreck_MV22_F<br>Land_Wreck_BMP2_F<br>Land_Wreck_BRDM2_F<br>Land_Wreck_Car2_F<br>Land_Wreck_Car3_F<br>Land_Wreck_Car_F<br>Land_Wreck_CarDismantled_F<br>Land_Wreck_Heli_Attack_01_F<br>Land_Wreck_Heli_Attack_02_F<br>Land_Wreck_HMMWV_F<br>Land_Wreck_Hunter_F<br>Land_Wreck_Offroad2_F<br>Land_Wreck_Offroad_F<br>Land_Wreck_Plane_Transport_01_F<br>Land_Wreck_Skodovka_F<br>Land_Wreck_Slammer_F<br>Land_Wreck_Slammer_hull_F<br>Land_Wreck_Slammer_turret_F<br>Land_Wreck_T72_hull_F<br>Land_Wreck_T72_turret_F<br>Land_Wreck_Traw2_F<br>Land_Wreck_Traw_F<br>Land_Wreck_Truck_dropside_F<br>Land_Wreck_Truck_F<br>Land_Wreck_UAZ_F<br>Land_Wreck_Ural_F<br>Land_Wreck_Van_F |  |\n| **A3_Structures_F_EPA_Mil_Scrapyard** | Land_Pallet_MilBoxes_F<br>Land_PaperBox_closed_F<br>Land_PaperBox_closed_scripted_F<br>Land_PaperBox_open_empty_F<br>Land_PaperBox_open_empty_scripted_F<br>Land_PaperBox_open_full_F<br>Land_PaperBox_open_full_scripted_F<br>Land_Scrap_MRAP_01_F<br>Land_ScrapHeap_1_F<br>Land_ScrapHeap_2_F |  |\n| **A3_Air_F_EPB_Heli_Light_03** | I_Heli_light_03_dynamicLoadout_F<br>I_Heli_light_03_F<br>I_Heli_light_03_unarmed_F |  |\n| **A3_Air_F_EPC_Plane_CAS_01** | B_Ejection_Seat_Plane_CAS_01_F<br>B_Plane_CAS_01_dynamicLoadout_F<br>B_Plane_CAS_01_F<br>Plane_CAS_01_Canopy_F |  |\n| **A3_Air_F_EPC_Plane_CAS_02** | O_Ejection_Seat_Plane_CAS_02_F<br>O_Plane_CAS_02_dynamicLoadout_F<br>O_Plane_CAS_02_F<br>Plane_CAS_02_Canopy_F |  |\n| **A3_Armor_F_Beta_APC_Wheeled_01** | B_APC_Wheeled_01_cannon_F |  |\n| **A3_Armor_F_Beta_APC_Wheeled_02** | O_APC_Wheeled_02_rcws_F<br>O_APC_Wheeled_02_rcws_v2_F |  |\n| **A3_Armor_F_EPB_APC_Tracked_03** | I_APC_tracked_03_cannon_F |  |\n| **A3_Armor_F_EPB_MBT_03** | I_MBT_03_cannon_F |  |\n| **A3_Armor_F_EPC_MBT_01** | B_MBT_01_TUSK_F |  |\n| **A3_Armor_F_Gamma_APC_Wheeled_03** | B_APC_Wheeled_03_cannon_F<br>I_APC_Wheeled_03_cannon_F |  |\n| **A3_Boat_F_EPC_Submarine_01** | Submarine_01_F |  |\n| **A3_Drones_F_Air_F_Gamma_UAV_01** | B_UAV_01_F<br>I_UAV_01_F<br>O_UAV_01_F |  |\n| **A3_Drones_F_Air_F_Gamma_UAV_02** | B_UAV_02_CAS_F<br>B_UAV_02_dynamicLoadout_F<br>B_UAV_02_F<br>I_UAV_02_CAS_F<br>I_UAV_02_dynamicLoadout_F<br>I_UAV_02_F<br>O_UAV_02_CAS_F<br>O_UAV_02_dynamicLoadout_F<br>O_UAV_02_F |  |\n| **A3_Drones_F_Soft_F_Gamma_UGV_01** | B_UGV_01_F<br>B_UGV_01_rcws_F<br>I_UGV_01_F<br>I_UGV_01_rcws_F<br>O_UGV_01_F<br>O_UGV_01_rcws_F |  |\n| **A3_Drones_F_Weapons_F_Gamma_Ammoboxes** | B_UAV_01_backpack_F<br>I_UAV_01_backpack_F<br>O_UAV_01_backpack_F |  |\n| **A3_Soft_F_EPC_Truck_03** | O_Truck_03_ammo_F<br>O_Truck_03_covered_F<br>O_Truck_03_device_F<br>O_Truck_03_fuel_F<br>O_Truck_03_medical_F<br>O_Truck_03_repair_F<br>O_Truck_03_transport_F |  |\n| **A3_Data_F_Curator** | SoundFlareLoop_F |  |\n| **A3_Data_F_Curator_Intel** | Intel_File1_F<br>Intel_File2_F<br>Intel_Photos_F |  |\n| **A3_Data_F_Curator_Misc** | Lightning1_F<br>Lightning2_F |  |\n| **A3_Data_F_Curator_Respawn** | B_Respawn_Sleeping_bag_blue_F<br>B_Respawn_Sleeping_bag_brown_F<br>B_Respawn_Sleeping_bag_F<br>B_Respawn_TentA_F<br>B_Respawn_TentDome_F<br>Respawn_Sleeping_bag_blue_F<br>Respawn_Sleeping_bag_brown_F<br>Respawn_Sleeping_bag_F<br>Respawn_TentA_F<br>Respawn_TentDome_F |  |\n| **A3_Data_F_Curator_Virtual** | B_VirtualCurator_F<br>C_VirtualCurator_F<br>I_VirtualCurator_F<br>O_VirtualCurator_F<br>VirtualCurator_F |  |\n| **A3_Modules_F_Curator** | ModuleEmpty_F |  |\n| **A3_Modules_F_Curator_Animals** | ModuleAnimals_F<br>ModuleAnimalsButterflies_F<br>ModuleAnimalsGoats_F<br>ModuleAnimalsPoultry_F<br>ModuleAnimalsSeagulls_F<br>ModuleAnimalsSheep_F |  |\n| **A3_Modules_F_Curator_CAS** | ModuleCAS_F<br>ModuleCASBomb_F<br>ModuleCASGun_F<br>ModuleCASGunMissile_F<br>ModuleCASMissile_F |  |\n| **A3_Modules_F_Curator_Curator** | ModuleCurator_F<br>ModuleCuratorAddAddons_F<br>ModuleCuratorAddCameraArea_F<br>ModuleCuratorAddEditableObjects<br>ModuleCuratorAddEditingArea_F<br>ModuleCuratorAddEditingAreaPlayers_F<br>ModuleCuratorAddIcon_F<br>ModuleCuratorAddPoints_F<br>ModuleCuratorSetAttributesGroup_F<br>ModuleCuratorSetAttributesMarker_F<br>ModuleCuratorSetAttributesObject_F<br>ModuleCuratorSetAttributesPlayer_F<br>ModuleCuratorSetAttributesWaypoint_F<br>ModuleCuratorSetCamera_F<br>ModuleCuratorSetCoefs_F<br>ModuleCuratorSetCosts_F<br>ModuleCuratorSetDefaultCosts_F<br>ModuleCuratorSetEditingAreaType_F<br>ModuleCuratorSetModuleCosts_F<br>ModuleCuratorSetObjectCosts_F<br>ModuleCuratorSetSideCosts_F |  |\n| **A3_Modules_F_Curator_Effects** | ModuleIRGrenade_F<br>ModuleMusic_F<br>ModulePostprocess_F<br>ModuleRadio_F<br>ModuleSound_F |  |\n| **A3_Modules_F_Curator_Environment** | ModuleTimeMultiplier_F |  |\n| **A3_Modules_F_Curator_Flares** | ModuleFlare_F<br>ModuleFlareGreen_F<br>ModuleFlareRed_F<br>ModuleFlareWhite_F<br>ModuleFlareYellow_F |  |\n| **A3_Modules_F_Curator_Intel** | ModuleDiary_F<br>ModuleEndMission_F<br>ModuleMissionName_F |  |\n| **A3_Modules_F_Curator_Lightning** | ModuleLightning_F |  |\n| **A3_Modules_F_Curator_Mines** | ModuleExplosive_Claymore_F<br>ModuleExplosive_DemoCharge_F<br>ModuleExplosive_F<br>ModuleExplosive_IEDLandBig_F<br>ModuleExplosive_IEDLandSmall_F<br>ModuleExplosive_IEDUrbanBig_F<br>ModuleExplosive_IEDUrbanSmall_F<br>ModuleExplosive_SatchelCharge_F<br>ModuleMine_APERSBoundingMine_F<br>ModuleMine_APERSMine_F<br>ModuleMine_APERSTripMine_F<br>ModuleMine_ATMine_F<br>ModuleMine_F<br>ModuleMine_SLAMDirectionalMine_F<br>ModuleMine_UnderwaterMine_F<br>ModuleMine_UnderwaterMineAB_F<br>ModuleMine_UnderwaterMinePDM_F |  |\n| **A3_Modules_F_Curator_Misc** | ModuleCoverMap_F<br>ModuleRadioChannelCreate_F<br>ModuleRemoteControl_F |  |\n| **A3_Modules_F_Curator_Multiplayer** | LogicSectorBase_F<br>LogicSectorCiv100m_F<br>LogicSectorCiv200m_F<br>LogicSectorCiv500m_F<br>LogicSectorEast100m_F<br>LogicSectorEast200m_F<br>LogicSectorEast500m_F<br>LogicSectorGuer100m_F<br>LogicSectorGuer200m_F<br>LogicSectorGuer500m_F<br>LogicSectorPreview100m_F<br>LogicSectorPreview200m_F<br>LogicSectorPreview500m_F<br>LogicSectorUnknown100m_F<br>LogicSectorUnknown200m_F<br>LogicSectorUnknown500m_F<br>LogicSectorWest100m_F<br>LogicSectorWest200m_F<br>LogicSectorWest500m_F<br>ModuleBleedTickets_F<br>ModuleCountdown_F<br>ModuleRespawnTickets_F<br>ModuleZoneProtection_F |  |\n| **A3_Modules_F_Curator_Objectives** | ModuleObjective_F<br>ModuleObjectiveAttackDefend_F<br>ModuleObjectiveGetIn_F<br>ModuleObjectiveMove_F<br>ModuleObjectiveNeutralize_F<br>ModuleObjectiveProtect_F<br>ModuleObjectiveSector_F |  |\n| **A3_Modules_F_Curator_Ordnance** | ModuleOrdnance_F<br>ModuleOrdnanceHowitzer_F<br>ModuleOrdnanceMortar_F<br>ModuleOrdnanceRocket_F |  |\n| **A3_Modules_F_Curator_Respawn** | ModuleRespawnInventory_F<br>ModuleRespawnPositionCiv_F<br>ModuleRespawnPositionEast_F<br>ModuleRespawnPositionGuer_F<br>ModuleRespawnPositionWest_F<br>ModuleVehicleRespawnPositionCiv_F<br>ModuleVehicleRespawnPositionEast_F<br>ModuleVehicleRespawnPositionGuer_F<br>ModuleVehicleRespawnPositionWest_F |  |\n| **A3_Modules_F_Curator_SmokeShells** | ModuleSmokeBlue_F<br>ModuleSmokeGreen_F<br>ModuleSmokeOrange_F<br>ModuleSmokePurple_F<br>ModuleSmokeRed_F<br>ModuleSmokeWhite_F<br>ModuleSmokeYellow_F |  |\n| **A3_Missions_F_Curator** | ModuleMPTypeGameMaster_F<br>ModuleMPTypeSectorControl_F |  |\n| **A3_Modules_F_Curator_Chemlights** | ModuleChemlightBlue_F<br>ModuleChemlightGreen_F<br>ModuleChemlightRed_F<br>ModuleChemlightYellow_F |  |\n| **A3_Modules_F_Kart** | ModuleObjectiveRaceCP_F<br>ModuleObjectiveRaceFinish_F<br>ModuleObjectiveRaceStart_F |  |\n| **A3_Modules_F_Kart_TimeTrials** | ModuleTimeTrial_F |  |\n| **A3_Soft_F_Kart_Kart_01** | C_Kart_01_black_F<br>C_Kart_01_Blu_F<br>C_Kart_01_F<br>C_Kart_01_Fuel_F<br>C_Kart_01_green_F<br>C_Kart_01_orange_F<br>C_Kart_01_Red_F<br>C_Kart_01_Vrana_F<br>C_Kart_01_white_F<br>C_Kart_01_yellow_F |  |\n| **A3_Structures_F_Kart_Civ_SportsGrounds** | Land_FinishGate_01_narrow_F<br>Land_FinishGate_01_wide_F<br>Land_PlasticBarrier_01_F<br>Land_PlasticBarrier_01_line_x2_F<br>Land_PlasticBarrier_01_line_x4_F<br>Land_PlasticBarrier_01_line_x6_F<br>Land_PlasticBarrier_01_round135L_x4_F<br>Land_PlasticBarrier_01_round135L_x6_F<br>Land_PlasticBarrier_01_round135R_x4_F<br>Land_PlasticBarrier_01_round135R_x6_F<br>Land_PlasticBarrier_01_round15L_x4_F<br>Land_PlasticBarrier_01_round15L_x6_F<br>Land_PlasticBarrier_01_round15R_x4_F<br>Land_PlasticBarrier_01_round15R_x6_F<br>Land_PlasticBarrier_01_round180L_x4_F<br>Land_PlasticBarrier_01_round180L_x6_F<br>Land_PlasticBarrier_01_round180R_x4_F<br>Land_PlasticBarrier_01_round180R_x6_F<br>Land_PlasticBarrier_01_round22L_x4_F<br>Land_PlasticBarrier_01_round22L_x6_F<br>Land_PlasticBarrier_01_round22R_x4_F<br>Land_PlasticBarrier_01_round22R_x6_F<br>Land_PlasticBarrier_01_round270L_x6_F<br>Land_PlasticBarrier_01_round270R_x6_F<br>Land_PlasticBarrier_01_round30L_x4_F<br>Land_PlasticBarrier_01_round30L_x6_F<br>Land_PlasticBarrier_01_round30R_x4_F<br>Land_PlasticBarrier_01_round30R_x6_F<br>Land_PlasticBarrier_01_round45L_x4_F<br>Land_PlasticBarrier_01_round45L_x6_F<br>Land_PlasticBarrier_01_round45R_x4_F<br>Land_PlasticBarrier_01_round45R_x6_F<br>Land_PlasticBarrier_01_round60L_x4_F<br>Land_PlasticBarrier_01_round60L_x6_F<br>Land_PlasticBarrier_01_round60R_x4_F<br>Land_PlasticBarrier_01_round60R_x6_F<br>Land_PlasticBarrier_01_round90L_x4_F<br>Land_PlasticBarrier_01_round90L_x6_F<br>Land_PlasticBarrier_01_round90R_x4_F<br>Land_PlasticBarrier_01_round90R_x6_F<br>Land_PlasticBarrier_01_sharp15L_x2_F<br>Land_PlasticBarrier_01_sharp15L_x4_F<br>Land_PlasticBarrier_01_sharp15L_x6_F<br>Land_PlasticBarrier_01_sharp15R_x2_F<br>Land_PlasticBarrier_01_sharp15R_x4_F<br>Land_PlasticBarrier_01_sharp15R_x6_F<br>Land_PlasticBarrier_01_sharp22L_x2_F<br>Land_PlasticBarrier_01_sharp22L_x4_F<br>Land_PlasticBarrier_01_sharp22L_x6_F<br>Land_PlasticBarrier_01_sharp22R_x2_F<br>Land_PlasticBarrier_01_sharp22R_x4_F<br>Land_PlasticBarrier_01_sharp22R_x6_F<br>Land_PlasticBarrier_01_sharp30L_x2_F<br>Land_PlasticBarrier_01_sharp30L_x4_F<br>Land_PlasticBarrier_01_sharp30L_x6_F<br>Land_PlasticBarrier_01_sharp30R_x2_F<br>Land_PlasticBarrier_01_sharp30R_x4_F<br>Land_PlasticBarrier_01_sharp30R_x6_F<br>Land_PlasticBarrier_01_sharp45L_x2_F<br>Land_PlasticBarrier_01_sharp45L_x4_F<br>Land_PlasticBarrier_01_sharp45L_x6_F<br>Land_PlasticBarrier_01_sharp45R_x2_F<br>Land_PlasticBarrier_01_sharp45R_x4_F<br>Land_PlasticBarrier_01_sharp45R_x6_F<br>Land_PlasticBarrier_01_sharp60L_x2_F<br>Land_PlasticBarrier_01_sharp60L_x4_F<br>Land_PlasticBarrier_01_sharp60L_x6_F<br>Land_PlasticBarrier_01_sharp60R_x2_F<br>Land_PlasticBarrier_01_sharp60R_x4_F<br>Land_PlasticBarrier_01_sharp60R_x6_F<br>Land_PlasticBarrier_01_snake15L_x4_F<br>Land_PlasticBarrier_01_snake15L_x6_F<br>Land_PlasticBarrier_01_snake15R_x4_F<br>Land_PlasticBarrier_01_snake15R_x6_F<br>Land_PlasticBarrier_01_snake22L_x4_F<br>Land_PlasticBarrier_01_snake22L_x6_F<br>Land_PlasticBarrier_01_snake22R_x4_F<br>Land_PlasticBarrier_01_snake22R_x6_F<br>Land_PlasticBarrier_01_snake30L_x4_F<br>Land_PlasticBarrier_01_snake30L_x6_F<br>Land_PlasticBarrier_01_snake30R_x4_F<br>Land_PlasticBarrier_01_snake30R_x6_F<br>Land_PlasticBarrier_01_snake45L_x4_F<br>Land_PlasticBarrier_01_snake45L_x6_F<br>Land_PlasticBarrier_01_snake45R_x4_F<br>Land_PlasticBarrier_01_snake45R_x6_F<br>Land_PlasticBarrier_01_snake60L_x4_F<br>Land_PlasticBarrier_01_snake60L_x6_F<br>Land_PlasticBarrier_01_snake60R_x4_F<br>Land_PlasticBarrier_01_snake60R_x6_F<br>Land_PlasticBarrier_01_snake90L_x6_F<br>Land_PlasticBarrier_01_snake90R_x6_F<br>Land_PlasticBarrier_02_F<br>Land_PlasticBarrier_03_F<br>Oil_Spill_F<br>PlasticBarrier_01_red_F<br>PlasticBarrier_01_white_F<br>PlasticBarrier_02_grey_F<br>PlasticBarrier_02_yellow_F<br>PlasticBarrier_03_blue_F<br>PlasticBarrier_03_orange_F |  |\n| **A3_Structures_F_Kart_Mil_Flags** | Flag_Blueking_F<br>Flag_Blueking_inverted_F<br>Flag_Burstkoke_F<br>Flag_Burstkoke_inverted_F<br>Flag_Fuel_F<br>Flag_Fuel_inverted_F<br>Flag_Redburger_F<br>Flag_Redstone_F<br>Flag_Suatmm_F |  |\n| **A3_Structures_F_Kart_Signs_Companies** | SignAd_Sponsor_Blueking_F<br>SignAd_Sponsor_Burstkoke_F<br>SignAd_Sponsor_Fuel_green_F<br>SignAd_Sponsor_Fuel_white_F<br>SignAd_Sponsor_Redburger_F<br>SignAd_Sponsor_Redstone_F<br>SignAd_Sponsor_Suatmm_F<br>SignAd_SponsorS_Blueking_F<br>SignAd_SponsorS_Burstkoke_F<br>SignAd_SponsorS_Fuel_green_F<br>SignAd_SponsorS_Fuel_white_F<br>SignAd_SponsorS_Redburger_F<br>SignAd_SponsorS_Redstone_F<br>SignAd_SponsorS_Suatmm_F |  |\n| **A3_Weapons_F_Kart_Pistols_Pistol_Signal_F** | Weapon_hgun_Pistol_Signal_F |  |\n| **A3_Characters_F_Kart** | Headgear_H_Cap_marshal<br>Headgear_H_RacingHelmet_1_black_F<br>Headgear_H_RacingHelmet_1_blue_F<br>Headgear_H_RacingHelmet_1_F<br>Headgear_H_RacingHelmet_1_green_F<br>Headgear_H_RacingHelmet_1_orange_F<br>Headgear_H_RacingHelmet_1_red_F<br>Headgear_H_RacingHelmet_1_white_F<br>Headgear_H_RacingHelmet_1_yellow_F<br>Headgear_H_RacingHelmet_2_F<br>Headgear_H_RacingHelmet_3_F<br>Headgear_H_RacingHelmet_4_F<br>Item_U_C_Driver_1<br>Item_U_C_Driver_1_black<br>Item_U_C_Driver_1_blue<br>Item_U_C_Driver_1_green<br>Item_U_C_Driver_1_orange<br>Item_U_C_Driver_1_red<br>Item_U_C_Driver_1_white<br>Item_U_C_Driver_1_yellow<br>Item_U_C_Driver_2<br>Item_U_C_Driver_3<br>Item_U_C_Driver_4<br>Item_U_Marshal |  |\n| **A3_Modules_F_Bootcamp_Misc** | ModuleArsenal_F<br>ModuleBootcampStage_F<br>ModuleHint_F<br>ModulePunishment_F |  |\n| **A3_Sounds_F_Bootcamp** | Simulation_Fatal<br>Simulation_Restart<br>Topic_Deselection<br>Topic_Done<br>Topic_Selection<br>Topic_Trigger |  |\n| **A3_Structures_F_Bootcamp_Civ_Camping** | Land_PartyTent_01_F |  |\n| **A3_Structures_F_Bootcamp_Civ_SportsGrounds** | Land_GymBench_01_F<br>Land_GymRack_01_F<br>Land_GymRack_02_F<br>Land_GymRack_03_F<br>Land_TyreBarrier_01_F<br>Land_TyreBarrier_01_line_x4_F<br>Land_TyreBarrier_01_line_x6_F<br>Land_WinnersPodium_01_F<br>TyreBarrier_01_black_F<br>TyreBarrier_01_white_F |  |\n| **A3_Structures_F_Bootcamp_Ind_Cargo** | Land_Cargo20_vr_F |  |\n| **A3_Structures_F_Bootcamp_Items_Electronics** | Land_CarBattery_01_F<br>Land_CarBattery_02_F<br>Land_VRGoggles_01_F<br>Land_WaterCooler_01_new_F<br>Land_WaterCooler_01_old_F |  |\n| **A3_Structures_F_Bootcamp_Items_Food** | Land_FoodContainer_01_F |  |\n| **A3_Structures_F_Bootcamp_Items_Sport** | KartSteertingWheel_01_black_F<br>KartSteertingWheel_01_blue_F<br>KartSteertingWheel_01_green_F<br>KartSteertingWheel_01_orange_F<br>KartSteertingWheel_01_red_F<br>KartSteertingWheel_01_white_F<br>KartSteertingWheel_01_yellow_F<br>Land_KartStand_01_F<br>Land_KartSteertingWheel_01_F<br>Land_KartTrolly_01_F<br>Land_KartTyre_01_F<br>Land_KartTyre_01_x4_F<br>Land_Trophy_01_bronze_F<br>Land_Trophy_01_gold_F<br>Land_Trophy_01_silver_F |  |\n| **A3_Structures_F_Bootcamp_System** | UserTexture_1x2_F |  |\n| **A3_Structures_F_Bootcamp_Training** | Land_Target_PopUp_01_figure_F<br>Land_Target_PopUp_01_mechanism_F<br>TargetBootcampHuman_F<br>TargetBootcampHumanSimple_F |  |\n| **A3_Structures_F_Bootcamp_VR_Blocks** | Land_VR_Block_01_F<br>Land_VR_Block_02_F<br>Land_VR_Block_03_F<br>Land_VR_Block_04_F<br>Land_VR_Block_05_F |  |\n| **A3_Structures_F_Bootcamp_VR_CoverObjects** | Land_VR_CoverObject_01_kneel_F<br>Land_VR_CoverObject_01_kneelHigh_F<br>Land_VR_CoverObject_01_kneelLow_F<br>Land_VR_CoverObject_01_stand_F<br>Land_VR_CoverObject_01_standHigh_F |  |\n| **A3_Structures_F_Bootcamp_VR_Helpers** | VR_3DSelector_01_complete_F<br>VR_3DSelector_01_default_F<br>VR_3DSelector_01_exit_F<br>VR_3DSelector_01_incomplete_F<br>VR_Area_01_circle_4_grey_F<br>VR_Area_01_circle_4_yellow_F<br>VR_Area_01_square_1x1_grey_F<br>VR_Area_01_square_1x1_yellow_F<br>VR_Area_01_square_2x2_grey_F<br>VR_Area_01_square_2x2_yellow_F<br>VR_Area_01_square_4x4_grey_F<br>VR_Area_01_square_4x4_yellow_F<br>VR_Billboard_01_F<br>VR_GroundIcon_01_F<br>VR_Sector_01_60deg_50_grey_F<br>VR_Sector_01_60deg_50_red_F |  |\n| **A3_Weapons_F_Bootcamp_Ammoboxes** | Box_FIA_Ammo_F<br>Box_FIA_Support_F<br>Box_FIA_Wps_F |  |\n| **A3_Missions_F_Heli** | ModuleMPTypeGroundSupport_F<br>ModuleMPTypeGroundSupportBase_F |  |\n| **A3_Modules_F_Heli_Misc** | ModuleSlingload_F<br>ModuleSpawnAI_F<br>ModuleSpawnAIOptions_F<br>ModuleSpawnAIPoint_F<br>ModuleSpawnAISectorTactic_F |  |\n| **A3_Structures_F_Heli_Civ_Accessories** | Land_AirconCondenser_01_F |  |\n| **A3_Structures_F_Heli_Civ_Constructions** | Land_GasTank_01_blue_F<br>Land_GasTank_01_khaki_F<br>Land_GasTank_01_yellow_F<br>Land_GasTank_02_F<br>Land_MobileScafolding_01_F<br>Land_ToolTrolley_01_F<br>Land_ToolTrolley_02_F<br>Land_WeldingTrolley_01_F |  |\n| **A3_Structures_F_Heli_Civ_Garbage** | Land_WheelieBin_01_F |  |\n| **A3_Structures_F_Heli_Civ_Market** | Land_PalletTrolley_01_khaki_F<br>Land_PalletTrolley_01_yellow_F |  |\n| **A3_Structures_F_Heli_Furniture** | Land_OfficeCabinet_01_F<br>Land_OfficeChair_01_F<br>Land_RattanChair_01_F<br>Land_RattanTable_01_F<br>Land_Workbench_01_F<br>OfficeTable_01_new_F<br>OfficeTable_01_old_F |  |\n| **A3_Structures_F_Heli_Ind_Airport** | Land_MobileLandingPlatform_01_F<br>Windsock_01_F |  |\n| **A3_Structures_F_Heli_Ind_Cargo** | Land_Cargo10_blue_F<br>Land_Cargo10_brick_red_F<br>Land_Cargo10_cyan_F<br>Land_Cargo10_grey_F<br>Land_Cargo10_light_blue_F<br>Land_Cargo10_light_green_F<br>Land_Cargo10_military_green_F<br>Land_Cargo10_orange_F<br>Land_Cargo10_red_F<br>Land_Cargo10_sand_F<br>Land_Cargo10_white_F<br>Land_Cargo10_yellow_F |  |\n| **A3_Structures_F_Heli_Ind_Machines** | Land_DieselGroundPowerUnit_01_F<br>Land_EngineCrane_01_F<br>Land_JetEngineStarter_01_F<br>Land_PressureWasher_01_F<br>WaterPump_01_forest_F<br>WaterPump_01_sand_F |  |\n| **A3_Structures_F_Heli_Items_Airport** | Land_AirIntakePlug_01_F<br>Land_AirIntakePlug_02_F<br>Land_AirIntakePlug_03_F<br>Land_AirIntakePlug_04_F<br>Land_AirIntakePlug_05_F<br>Land_DischargeStick_01_F<br>Land_HelicopterWheels_01_assembled_F<br>Land_HelicopterWheels_01_disassembled_F<br>Land_PitotTubeCover_01_F<br>Land_PortableHelipadLight_01_F<br>Land_RotorCoversBag_01_F<br>PortableHelipadLight_01_blue_F<br>PortableHelipadLight_01_green_F<br>PortableHelipadLight_01_red_F<br>PortableHelipadLight_01_white_F<br>PortableHelipadLight_01_yellow_F |  |\n| **A3_Structures_F_Heli_Items_Electronics** | Fridge_01_closed_F<br>Fridge_01_open_F<br>Land_Camera_01_F<br>Land_FlatTV_01_F<br>Land_GamingSet_01_camera_F<br>Land_GamingSet_01_console_F<br>Land_GamingSet_01_controller_F<br>Land_GamingSet_01_powerSupply_F<br>Land_HDMICable_01_F<br>Land_Microwave_01_F<br>Land_PCSet_01_case_F<br>Land_PCSet_01_keyboard_F<br>Land_PCSet_01_mouse_F<br>Land_PCSet_01_screen_F<br>Land_PortableSpeakers_01_F<br>Land_Printer_01_F<br>Land_Projector_01_F<br>Land_Tablet_01_F |  |\n| **A3_Structures_F_Heli_Items_Food** | Land_Ketchup_01_F<br>Land_Mustard_01_F<br>Land_Tableware_01_cup_F<br>Land_Tableware_01_fork_F<br>Land_Tableware_01_knife_F<br>Land_Tableware_01_napkin_F<br>Land_Tableware_01_spoon_F<br>Land_Tableware_01_stackOfNapkins_F<br>Land_Tableware_01_tray_F |  |\n| **A3_Structures_F_Heli_Items_Luggage** | Land_MetalCase_01_large_F<br>Land_MetalCase_01_medium_F<br>Land_MetalCase_01_small_F<br>Land_PlasticCase_01_large_F<br>Land_PlasticCase_01_medium_F<br>Land_PlasticCase_01_small_F |  |\n| **A3_Structures_F_Heli_Items_Sport** | Land_Baseball_01_F<br>Land_BaseballMitt_01_F<br>Land_Basketball_01_F<br>Land_Football_01_F<br>Land_Rugbyball_01_F<br>Land_Volleyball_01_F |  |\n| **A3_Structures_F_Heli_Items_Tools** | Land_Rope_01_F<br>Land_WheelChock_01_F |  |\n| **A3_Structures_F_Heli_VR_Helpers** | Sign_Sphere200cm_F |  |\n| **A3_Supplies_F_Heli_Bladders** | ContainmentArea_01_forest_F<br>ContainmentArea_01_sand_F<br>ContainmentArea_02_forest_F<br>ContainmentArea_02_sand_F<br>Land_ContainmentArea_01_F<br>Land_ContainmentArea_02_F<br>Land_StorageBladder_01_F<br>Land_StorageBladder_02_F<br>StorageBladder_01_fuel_forest_F<br>StorageBladder_01_fuel_sand_F<br>StorageBladder_02_water_forest_F<br>StorageBladder_02_water_sand_F |  |\n| **A3_Supplies_F_Heli_CargoNets** | B_CargoNet_01_ammo_F<br>CargoNet_01_barrels_F<br>CargoNet_01_box_F<br>I_CargoNet_01_ammo_F<br>O_CargoNet_01_ammo_F |  |\n| **A3_Supplies_F_Heli_Fuel** | FlexibleTank_01_forest_F<br>FlexibleTank_01_sand_F<br>Land_FlexibleTank_01_F |  |\n| **A3_Supplies_F_Heli_Slingload** | B_Slingload_01_Ammo_F<br>B_Slingload_01_Cargo_F<br>B_Slingload_01_Fuel_F<br>B_Slingload_01_Medevac_F<br>B_Slingload_01_Repair_F |  |\n| **A3_Air_F_Heli_Heli_Transport_03** | B_Heli_Transport_03_black_F<br>B_Heli_Transport_03_F<br>B_Heli_Transport_03_unarmed_F<br>B_Heli_Transport_03_unarmed_green_F |  |\n| **A3_Air_F_Heli_Heli_Transport_04** | Land_Pod_Heli_Transport_04_ammo_black_F<br>Land_Pod_Heli_Transport_04_ammo_F<br>Land_Pod_Heli_Transport_04_bench_black_F<br>Land_Pod_Heli_Transport_04_bench_F<br>Land_Pod_Heli_Transport_04_box_black_F<br>Land_Pod_Heli_Transport_04_box_F<br>Land_Pod_Heli_Transport_04_covered_black_F<br>Land_Pod_Heli_Transport_04_covered_F<br>Land_Pod_Heli_Transport_04_fuel_black_F<br>Land_Pod_Heli_Transport_04_fuel_F<br>Land_Pod_Heli_Transport_04_medevac_black_F<br>Land_Pod_Heli_Transport_04_medevac_F<br>Land_Pod_Heli_Transport_04_repair_black_F<br>Land_Pod_Heli_Transport_04_repair_F<br>O_Heli_Transport_04_ammo_black_F<br>O_Heli_Transport_04_ammo_F<br>O_Heli_Transport_04_bench_black_F<br>O_Heli_Transport_04_bench_F<br>O_Heli_Transport_04_black_F<br>O_Heli_Transport_04_box_black_F<br>O_Heli_Transport_04_box_F<br>O_Heli_Transport_04_covered_black_F<br>O_Heli_Transport_04_covered_F<br>O_Heli_Transport_04_F<br>O_Heli_Transport_04_fuel_black_F<br>O_Heli_Transport_04_fuel_F<br>O_Heli_Transport_04_medevac_black_F<br>O_Heli_Transport_04_medevac_F<br>O_Heli_Transport_04_repair_black_F<br>O_Heli_Transport_04_repair_F |  |\n| **A3_Modules_F_MP_Mark** | ModuleHvtEndGameObjective_F<br>ModuleHvtObjectiveRandomiser_F<br>ModuleHvtObjectivesInstance_F<br>ModuleHvtSimpleObjective_F<br>ModuleHvtStartGameObjective_F |  |\n| **A3_Static_F_Mark_Designator_01** | B_Static_Designator_01_F<br>B_Static_Designator_01_weapon_F |  |\n| **A3_Static_F_Mark_Designator_02** | O_Static_Designator_02_F<br>O_Static_Designator_02_weapon_F |  |\n| **A3_Structures_F_Mark_Items_Military** | Land_ShotTimer_01_F |  |\n| **A3_Structures_F_Mark_Items_Sport** | Balloon_01_air_NoPop_F<br>Balloon_01_water_NoPop_F<br>Land_AirHorn_01_F<br>Land_Balloon_01_air_F<br>Land_Balloon_01_water_F |  |\n| **A3_Structures_F_Mark_Mil_Flags** | Flag_FD_Purple_F |  |\n| **A3_Structures_F_Mark_Training** | Land_BulletTrap_01_F<br>Land_Target_Dueling_01_F<br>Land_Target_Swivel_01_F<br>ShootingMat_01_folded_Khaki_F<br>ShootingMat_01_folded_Olive_F<br>ShootingMat_01_folded_OPFOR_F<br>ShootingMat_01_Khaki_F<br>ShootingMat_01_Olive_F<br>ShootingMat_01_OPFOR_F<br>Target_Dueling_01_NoPop_F<br>Target_PopUp4_Moving_90deg_Acc1_F<br>Target_PopUp4_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp4_Moving_90deg_Acc2_F<br>Target_PopUp4_Moving_90deg_Acc2_NoPop_F<br>Target_PopUp4_Moving_90deg_F<br>Target_PopUp4_Moving_90deg_NoPop_F<br>Target_PopUp4_Moving_Acc1_F<br>Target_PopUp4_Moving_Acc1_NoPop_F<br>Target_PopUp4_Moving_Acc2_F<br>Target_PopUp4_Moving_Acc2_NoPop_F<br>Target_PopUp4_Moving_F<br>Target_PopUp4_Moving_NoPop_F<br>Target_PopUp7_Moving_90deg_Acc1_F<br>Target_PopUp7_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp7_Moving_90deg_Acc2_F<br>Target_PopUp7_Moving_90deg_Acc2_NoPop_F<br>Target_PopUp7_Moving_90deg_F<br>Target_PopUp7_Moving_90deg_NoPop_F<br>Target_PopUp7_Moving_Acc1_F<br>Target_PopUp7_Moving_Acc1_NoPop_F<br>Target_PopUp7_Moving_Acc2_F<br>Target_PopUp7_Moving_Acc2_NoPop_F<br>Target_PopUp7_Moving_F<br>Target_PopUp7_Moving_NoPop_F<br>Target_PopUp8_Moving_90deg_Acc1_F<br>Target_PopUp8_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp8_Moving_90deg_Acc2_F<br>Target_PopUp8_Moving_90deg_Acc2_NoPop_F<br>Target_PopUp8_Moving_90deg_F<br>Target_PopUp8_Moving_90deg_NoPop_F<br>Target_PopUp8_Moving_Acc1_F<br>Target_PopUp8_Moving_Acc1_NoPop_F<br>Target_PopUp8_Moving_Acc2_F<br>Target_PopUp8_Moving_Acc2_NoPop_F<br>Target_PopUp8_Moving_F<br>Target_PopUp8_Moving_NoPop_F<br>Target_PopUp9_Moving_90deg_Acc1_F<br>Target_PopUp9_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp9_Moving_90deg_Acc2_F<br>Target_PopUp9_Moving_90deg_Acc2_NoPop_F<br>Target_PopUp9_Moving_90deg_F<br>Target_PopUp9_Moving_90deg_NoPop_F<br>Target_PopUp9_Moving_Acc1_F<br>Target_PopUp9_Moving_Acc1_NoPop_F<br>Target_PopUp9_Moving_Acc2_F<br>Target_PopUp9_Moving_Acc2_NoPop_F<br>Target_PopUp9_Moving_F<br>Target_PopUp9_Moving_NoPop_F<br>Target_PopUp_Alien1_Moving_90deg_Acc1_F<br>Target_PopUp_Alien1_Moving_90deg_Acc1_NoPop_F<br>Target_PopUp_Alien1_Moving_90deg_F<br>Target_PopUp_Alien1_Moving_90deg_NoPop_F<br>Target_PopUp_Alien1_Moving_Acc1_F<br>Target_PopUp_Alien1_Moving_Acc1_NoPop_F<br>Target_PopUp_Alien1_Moving_F<br>Target_PopUp_Alien1_Moving_NoPop_F<br>Target_PopUp_HVT1_Moving_90deg_F<br>Target_PopUp_HVT1_Moving_90deg_NoPop_F<br>Target_PopUp_HVT1_Moving_F<br>Target_PopUp_HVT1_Moving_NoPop_F<br>Target_PopUp_HVT2_Moving_90deg_F<br>Target_PopUp_HVT2_Moving_90deg_NoPop_F<br>Target_PopUp_HVT2_Moving_F<br>Target_PopUp_HVT2_Moving_NoPop_F<br>Target_Swivel_01_ground_F<br>Target_Swivel_01_ground_NoPop_F<br>Target_Swivel_01_left_F<br>Target_Swivel_01_left_NoPop_F<br>Target_Swivel_01_NoPop_F<br>Target_Swivel_01_right_F<br>Target_Swivel_01_right_NoPop_F<br>TargetP_Alien1_Acc1_F<br>TargetP_Alien1_Acc1_NoPop_F<br>TargetP_Alien1_F<br>TargetP_Alien1_NoPop_F<br>TargetP_HVT1_F<br>TargetP_HVT1_NoPop_F<br>TargetP_HVT2_F<br>TargetP_HVT2_NoPop_F<br>TargetP_Inf4_Acc1_F<br>TargetP_Inf4_Acc1_NoPop_F<br>TargetP_Inf4_Acc2_F<br>TargetP_Inf4_Acc2_NoPop_F<br>TargetP_Inf4_F<br>TargetP_Inf4_NoPop_F<br>TargetP_Inf7_Acc1_F<br>TargetP_Inf7_Acc1_NoPop_F<br>TargetP_Inf7_Acc2_F<br>TargetP_Inf7_Acc2_NoPop_F<br>TargetP_Inf7_F<br>TargetP_Inf7_NoPop_F<br>TargetP_Inf8_Acc1_F<br>TargetP_Inf8_Acc1_NoPop_F<br>TargetP_Inf8_Acc2_F<br>TargetP_Inf8_Acc2_NoPop_F<br>TargetP_Inf8_F<br>TargetP_Inf8_NoPop_F<br>TargetP_Inf9_Acc1_F<br>TargetP_Inf9_Acc1_NoPop_F<br>TargetP_Inf9_Acc2_F<br>TargetP_Inf9_Acc2_NoPop_F<br>TargetP_Inf9_F<br>TargetP_Inf9_NoPop_F |  |\n| **A3_Structures_F_Mark_VR_Shapes** | Land_VR_Shape_01_cube_1m_F |  |\n| **A3_Structures_F_Mark_VR_Targets** | Land_VR_Target_APC_Wheeled_01_F<br>Land_VR_Target_Dart_01_F<br>Land_VR_Target_MBT_01_cannon_F<br>Land_VR_Target_MRAP_01_F |  |\n| **A3_Weapons_F_Mark** | FxCartridge_127x54_APDS<br>FxCartridge_338_Ball<br>FxCartridge_338_NM_Ball<br>FxCartridge_93x64_Ball<br>Item_bipod_01_F_blk<br>Item_bipod_01_F_mtp<br>Item_bipod_01_F_snd<br>Item_bipod_02_F_blk<br>Item_bipod_02_F_hex<br>Item_bipod_02_F_tan<br>Item_bipod_03_F_blk<br>Item_bipod_03_F_oli<br>Item_Laserdesignator_02<br>Item_Laserdesignator_03<br>Item_muzzle_snds_338_black<br>Item_muzzle_snds_338_green<br>Item_muzzle_snds_338_sand<br>Item_muzzle_snds_93mmg<br>Item_muzzle_snds_93mmg_tan<br>Item_optic_AMS<br>Item_optic_AMS_khk<br>Item_optic_AMS_snd<br>Item_optic_KHS_blk<br>Item_optic_KHS_hex<br>Item_optic_KHS_old<br>Item_optic_KHS_tan<br>Weapon_MMG_01_hex_F<br>Weapon_MMG_01_tan_F<br>Weapon_MMG_02_black_F<br>Weapon_MMG_02_camo_F<br>Weapon_MMG_02_sand_F<br>Weapon_srifle_DMR_02_camo_F<br>Weapon_srifle_DMR_02_F<br>Weapon_srifle_DMR_02_sniper_F<br>Weapon_srifle_DMR_03_F<br>Weapon_srifle_DMR_03_khaki_F<br>Weapon_srifle_DMR_03_multicam_F<br>Weapon_srifle_DMR_03_tan_F<br>Weapon_srifle_DMR_03_woodland_F<br>Weapon_srifle_DMR_04_F<br>Weapon_srifle_DMR_04_Tan_F<br>Weapon_srifle_DMR_05_blk_F<br>Weapon_srifle_DMR_05_hex_F<br>Weapon_srifle_DMR_05_tan_f<br>Weapon_srifle_DMR_06_camo_F<br>Weapon_srifle_DMR_06_olive_F |  |\n| **A3_Characters_F_Mark** | Item_U_B_FullGhillie_ard<br>Item_U_B_FullGhillie_lsh<br>Item_U_B_FullGhillie_sard<br>Item_U_I_FullGhillie_ard<br>Item_U_I_FullGhillie_lsh<br>Item_U_I_FullGhillie_sard<br>Item_U_O_FullGhillie_ard<br>Item_U_O_FullGhillie_lsh<br>Item_U_O_FullGhillie_sard<br>Vest_V_PlateCarrierGL_blk<br>Vest_V_PlateCarrierGL_mtp<br>Vest_V_PlateCarrierGL_rgr<br>Vest_V_PlateCarrierIAGL_dgtl<br>Vest_V_PlateCarrierIAGL_oli<br>Vest_V_PlateCarrierSpec_blk<br>Vest_V_PlateCarrierSpec_mtp<br>Vest_V_PlateCarrierSpec_rgr |  |\n| **A3_Props_F_Exp_A_Military_Equipment** | Land_DataTerminal_01_F<br>Land_Tablet_02_F |  |\n| **A3_Structures_F_Exp_A_VR_Blocks** | Land_VR_Slope_01_F |  |\n| **A3_Data_F_Exp_A_Virtual** | VirtualSpectator_F |  |\n| **A3_3DEN** | Sphere_3DEN<br>SphereNoGround_3DEN |  |\n| **CuratorOnly_Air_F_Beta_Heli_Attack_01** | B_Heli_Attack_01_F |  |\n| **CuratorOnly_Air_F_Beta_Heli_Attack_02** | O_Heli_Attack_02_black_F<br>O_Heli_Attack_02_F |  |\n| **CuratorOnly_Air_F_Gamma_UAV_01** | B_UAV_01_F<br>I_UAV_01_F<br>O_UAV_01_F |  |\n| **CuratorOnly_Armor_F_AMV** | B_APC_Wheeled_01_cannon_F |  |\n| **CuratorOnly_armor_f_beta_APC_Tracked_02** | O_APC_Tracked_02_AA_F<br>O_APC_Tracked_02_cannon_F |  |\n| **CuratorOnly_Armor_F_Marid** | O_APC_Wheeled_02_rcws_F |  |\n| **CuratorOnly_Armor_F_Panther** | B_APC_Tracked_01_aa_F<br>B_APC_Tracked_01_crv_F<br>B_APC_Tracked_01_rcws_F |  |\n| **CuratorOnly_Armor_F_Slammer** | B_MBT_01_arty_F<br>B_MBT_01_cannon_F<br>B_MBT_01_mlrs_F |  |\n| **CuratorOnly_Armor_F_T100K** | O_MBT_02_arty_F<br>O_MBT_02_cannon_F |  |\n| **CuratorOnly_Boat_F_Boat_Armed_01** | B_Boat_Armed_01_minigun_F<br>O_Boat_Armed_01_hmg_F |  |\n| **CuratorOnly_Characters_F_BLUFOR** | B_crew_F<br>B_diver_exp_F<br>B_diver_F<br>B_diver_TL_F<br>B_engineer_F<br>B_helicrew_F<br>B_Helipilot_F<br>B_medic_F<br>B_officer_F<br>B_Pilot_F<br>B_RangeMaster_F<br>B_recon_exp_F<br>B_recon_F<br>B_recon_JTAC_F<br>B_recon_LAT_F<br>B_recon_M_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_sniper_F<br>B_Soldier_02_f<br>B_Soldier_03_f<br>B_Soldier_A_F<br>B_soldier_AA_F<br>B_soldier_AAA_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AR_F<br>B_soldier_AT_F<br>B_soldier_exp_F<br>B_Soldier_F<br>B_Soldier_GL_F<br>B_soldier_LAT_F<br>B_Soldier_lite_F<br>B_soldier_M_F<br>B_soldier_repair_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_spotter_F<br>B_Story_Protagonist_F<br>B_Story_SF_Captain_F<br>B_support_AMG_F<br>B_support_AMort_F<br>B_support_GMG_F<br>B_support_MG_F<br>B_support_Mort_F |  |\n| **CuratorOnly_Characters_F_Common** | B_UAV_AI<br>I_UAV_AI<br>O_UAV_AI<br>Underwear_F |  |\n| **CuratorOnly_Characters_F_OPFOR** | O_crew_F<br>O_diver_exp_F<br>O_diver_F<br>O_diver_TL_F<br>O_engineer_F<br>O_helicrew_F<br>O_helipilot_F<br>O_medic_F<br>O_officer_F<br>O_Pilot_F<br>O_recon_exp_F<br>O_recon_F<br>O_recon_JTAC_F<br>O_recon_LAT_F<br>O_recon_M_F<br>O_recon_medic_F<br>O_recon_TL_F<br>O_sniper_F<br>O_Soldier_A_F<br>O_Soldier_AA_F<br>O_Soldier_AAA_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AR_F<br>O_Soldier_AT_F<br>O_soldier_exp_F<br>O_Soldier_F<br>O_Soldier_GL_F<br>O_Soldier_LAT_F<br>O_Soldier_lite_F<br>O_soldier_M_F<br>O_soldier_repair_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldierU_AAR_F<br>O_soldierU_AAT_F<br>O_soldierU_AR_F<br>O_soldierU_AT_F<br>O_soldierU_F<br>O_soldierU_LAT_F<br>O_soldierU_TL_F<br>O_spotter_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_support_GMG_F<br>O_support_MG_F<br>O_support_Mort_F |  |\n| **CuratorOnly_Modules_F_Curator_Animals** | ModuleAnimals_F<br>ModuleAnimalsButterflies_F<br>ModuleAnimalsGoats_F<br>ModuleAnimalsPoultry_F<br>ModuleAnimalsSeagulls_F<br>ModuleAnimalsSheep_F |  |\n| **CuratorOnly_Modules_F_Curator_Chemlights** | ModuleChemlight_F<br>ModuleChemlightBlue_F<br>ModuleChemlightGreen_F<br>ModuleChemlightRed_F<br>ModuleChemlightYellow_F |  |\n| **CuratorOnly_Modules_F_Curator_Effects** | ModuleIRGrenade_F<br>ModuleMusic_F<br>ModulePostprocess_F<br>ModuleRadio_F<br>ModuleSound_F<br>ModuleTracers_F |  |\n| **CuratorOnly_Modules_F_Curator_Environment** | ModuleSkiptime_F<br>ModuleDiary_F<br>ModuleWeather_F<br>ModuleTimeMultiplier_F |  |\n| **CuratorOnly_Modules_F_Curator_Flares** | ModuleFlare_F<br>ModuleFlareGreen_F<br>ModuleFlareRed_F<br>ModuleFlareWhite_F<br>ModuleFlareYellow_F |  |\n| **CuratorOnly_Modules_F_Curator_Lightning** | ModuleLightning_F |  |\n| **CuratorOnly_Modules_F_Curator_Mines** | Claymore_F<br>DemoCharge_F<br>IEDLandBig_F<br>IEDLandSmall_F<br>IEDUrbanBig_F<br>IEDUrbanSmall_F<br>ModuleExplosive_Claymore_F<br>ModuleExplosive_DemoCharge_F<br>ModuleExplosive_F<br>ModuleExplosive_IEDLandBig_F<br>ModuleExplosive_IEDLandSmall_F<br>ModuleExplosive_IEDUrbanBig_F<br>ModuleExplosive_IEDUrbanSmall_F<br>ModuleExplosive_SatchelCharge_F<br>ModuleMine_APERSBoundingMine_F<br>ModuleMine_APERSMine_F<br>ModuleMine_APERSTripMine_F<br>ModuleMine_ATMine_F<br>ModuleMine_F<br>ModuleMine_SLAMDirectionalMine_F<br>ModuleMine_UnderwaterMine_F<br>ModuleMine_UnderwaterMineAB_F<br>ModuleMine_UnderwaterMinePDM_F<br>SatchelCharge_F |  |\n| **CuratorOnly_Modules_F_Curator_Objectives** | ModuleObjective_F<br>ModuleObjectiveAttackDefend_F<br>ModuleObjectiveGetIn_F<br>ModuleObjectiveMove_F<br>ModuleObjectiveNeutralize_F<br>ModuleObjectiveProtect_F<br>ModuleObjectiveSector_F |  |\n| **CuratorOnly_Modules_F_Curator_Ordnance** | ModuleOrdnance_F<br>ModuleOrdnanceHowitzer_F<br>ModuleOrdnanceMortar_F<br>ModuleOrdnanceRocket_F |  |\n| **CuratorOnly_Modules_F_Curator_Smokeshells** | ModuleSmoke_F<br>ModuleSmokeBlue_F<br>ModuleSmokeGreen_F<br>ModuleSmokeOrange_F<br>ModuleSmokePurple_F<br>ModuleSmokeRed_F<br>ModuleSmokeWhite_F<br>ModuleSmokeYellow_F |  |\n| **CuratorOnly_Signs_F** | ArrowDesk_L_F<br>ArrowDesk_R_F<br>ArrowMarker_L_F<br>ArrowMarker_R_F<br>FlagChecked_F<br>FlagSmall_F<br>Land_Sign_Mines_F<br>Land_Sign_WarningMilAreaSmall_F<br>Land_Sign_WarningMilitaryArea_F<br>Land_Sign_WarningMilitaryVehicles_F<br>Land_Sign_WarningUnexplodedAmmo_F<br>Pole_F<br>RoadBarrier_F<br>RoadBarrier_small_F<br>RoadCone_F<br>RoadCone_L_F<br>Sign_Direction_F<br>Sign_F<br>TapeSign_F |  |\n| **CuratorOnly_Soft_F_Crusher_UGV** | B_UGV_01_F<br>B_UGV_01_rcws_F<br>I_UGV_01_F<br>I_UGV_01_rcws_F<br>O_UGV_01_F<br>O_UGV_01_rcws_F |  |\n| **CuratorOnly_Soft_F_MRAP_01** | B_MRAP_01_F<br>B_MRAP_01_gmg_F<br>B_MRAP_01_hmg_F |  |\n| **CuratorOnly_Soft_F_MRAP_02** | O_MRAP_02_F<br>O_MRAP_02_GMG_F<br>O_MRAP_02_hmg_F |  |\n| **CuratorOnly_Soft_F_Quadbike** | B_Quadbike_01_F<br>C_Quadbike_01_black_F<br>C_Quadbike_01_blue_F<br>C_Quadbike_01_F<br>C_Quadbike_01_red_F<br>C_Quadbike_01_white_F<br>I_G_Quadbike_01_F<br>I_Quadbike_01_F<br>O_Quadbike_01_F |  |\n| **CuratorOnly_Static_F_Gamma** | B_GMG_01_A_F<br>B_GMG_01_A_weapon_F<br>B_GMG_01_F<br>B_GMG_01_high_F<br>B_GMG_01_high_weapon_F<br>B_GMG_01_weapon_F<br>B_HMG_01_A_F<br>B_HMG_01_A_weapon_F<br>B_HMG_01_F<br>B_HMG_01_high_F<br>B_HMG_01_high_weapon_F<br>B_HMG_01_support_F<br>B_HMG_01_support_high_F<br>B_HMG_01_weapon_F<br>I_GMG_01_A_F<br>I_GMG_01_A_weapon_F<br>I_GMG_01_F<br>I_GMG_01_high_F<br>I_GMG_01_high_weapon_F<br>I_GMG_01_weapon_F<br>I_HMG_01_A_F<br>I_HMG_01_A_weapon_F<br>I_HMG_01_F<br>I_HMG_01_high_F<br>I_HMG_01_high_weapon_F<br>I_HMG_01_support_F<br>I_HMG_01_support_high_F<br>I_HMG_01_weapon_F<br>O_G_Mortar_01_F<br>O_GMG_01_A_F<br>O_GMG_01_A_weapon_F<br>O_GMG_01_F<br>O_GMG_01_high_F<br>O_GMG_01_high_weapon_F<br>O_GMG_01_weapon_F<br>O_HMG_01_A_F<br>O_HMG_01_A_weapon_F<br>O_HMG_01_F<br>O_HMG_01_high_F<br>O_HMG_01_high_weapon_F<br>O_HMG_01_support_F<br>O_HMG_01_support_high_F<br>O_HMG_01_weapon_F |  |\n| **CuratorOnly_Static_F_Mortar_01** | B_Mortar_01_F<br>B_Mortar_01_support_F<br>B_Mortar_01_weapon_F<br>I_G_Mortar_01_F<br>I_Mortar_01_support_F<br>I_Mortar_01_weapon_F<br>O_Mortar_01_F<br>O_Mortar_01_support_F<br>O_Mortar_01_weapon_F |  |\n| **CuratorOnly_Structures_F_Civ_Ancient** | Land_AncientPillar_damaged_F<br>Land_AncientPillar_F<br>Land_AncientPillar_fallen_F |  |\n| **CuratorOnly_Structures_F_Civ_Camping** | Campfire_burning_F<br>FirePlace_burning_F<br>Land_Campfire_F<br>Land_Camping_Light_off_F<br>Land_CampingChair_V1_F<br>Land_CampingChair_V1_folded_F<br>Land_CampingChair_V2_F<br>Land_CampingTable_F<br>Land_CampingTable_small_F<br>Land_FieldToilet_F<br>Land_FirePlace_F<br>Land_Ground_sheet_blue_F<br>Land_Ground_sheet_F<br>Land_Ground_sheet_folded_blue_F<br>Land_Ground_sheet_folded_F<br>Land_Ground_sheet_folded_khaki_F<br>Land_Ground_sheet_folded_OPFOR_F<br>Land_Ground_sheet_folded_yellow_F<br>Land_Ground_sheet_khaki_F<br>Land_Ground_sheet_OPFOR_F<br>Land_Ground_sheet_yellow_F<br>Land_Pillow_camouflage_F<br>Land_Pillow_F<br>Land_Pillow_grey_F<br>Land_Pillow_old_F<br>Land_Sleeping_bag_blue_F<br>Land_Sleeping_bag_blue_folded_F<br>Land_Sleeping_bag_brown_F<br>Land_Sleeping_bag_brown_folded_F<br>Land_Sleeping_bag_F<br>Land_Sleeping_bag_folded_F<br>Land_Sun_chair_F<br>Land_Sun_chair_green_F<br>Land_Sunshade_F<br>Land_TentA_F<br>Land_TentDome_F<br>Land_ToiletBox_F |  |\n| **CuratorOnly_Structures_F_Civ_Garbage** | Land_Garbage_line_F<br>Land_Garbage_square3_F<br>Land_Garbage_square5_F<br>Land_GarbageBags_F<br>Land_GarbagePallet_F<br>Land_GarbageWashingMachine_F<br>Land_JunkPile_F<br>Land_Tyre_F<br>Land_Tyres_F |  |\n| **CuratorOnly_Structures_F_EPA_Civ_Constructions** | Land_Pallets_stack_F<br>Land_PortableLight_double_F<br>Land_PortableLight_single_F |  |\n| **CuratorOnly_Structures_F_EPB_Civ_Dead** | Land_Grave_dirt_F<br>Land_Grave_forest_F<br>Land_Grave_rocks_F |  |\n| **CuratorOnly_Structures_F_Ind_Cargo** | Land_Cargo20_blue_F<br>Land_Cargo20_brick_red_F<br>Land_Cargo20_china_color_V1_ruins_F<br>Land_Cargo20_china_color_V2_ruins_F<br>Land_Cargo20_color_V1_ruins_F<br>Land_Cargo20_color_V2_ruins_F<br>Land_Cargo20_color_V3_ruins_F<br>Land_Cargo20_cyan_F<br>Land_Cargo20_grey_F<br>Land_Cargo20_light_blue_F<br>Land_Cargo20_light_green_F<br>Land_Cargo20_military_green_F<br>Land_Cargo20_military_ruins_F<br>Land_Cargo20_orange_F<br>Land_Cargo20_red_F<br>Land_Cargo20_sand_F<br>Land_Cargo20_white_F<br>Land_Cargo20_yellow_F<br>Land_Cargo40_blue_F<br>Land_Cargo40_brick_red_F<br>Land_Cargo40_china_color_V1_ruins_F<br>Land_Cargo40_china_color_V2_ruins_F<br>Land_Cargo40_color_V1_ruins_F<br>Land_Cargo40_color_V2_ruins_F<br>Land_Cargo40_color_V3_ruins_F<br>Land_Cargo40_cyan_F<br>Land_Cargo40_grey_F<br>Land_Cargo40_light_blue_F<br>Land_Cargo40_light_green_F<br>Land_Cargo40_military_green_F<br>Land_Cargo40_military_ruins_F<br>Land_Cargo40_orange_F<br>Land_Cargo40_red_F<br>Land_Cargo40_sand_F<br>Land_Cargo40_white_F<br>Land_Cargo40_yellow_F<br>Land_CargoBox_V1_F |  |\n| **CuratorOnly_Structures_F_Ind_Crane** | Land_Crane_F |  |\n| **CuratorOnly_Structures_F_Ind_ReservoirTank** | Land_ReservoirTank_Airport_F<br>Land_ReservoirTank_Airport_ruins_F<br>Land_ReservoirTank_Rust_F<br>Land_ReservoirTank_Rust_ruins_F<br>Land_ReservoirTank_V1_F<br>Land_ReservoirTank_V1_ruins_F<br>Land_ReservoirTower_F<br>Land_ReservoirTower_ruins_F |  |\n| **CuratorOnly_Structures_F_Ind_Transmitter_Tower** | Land_Communication_anchor_F<br>Land_Communication_F<br>Land_TBox_F<br>Land_TBox_ruins_F<br>Land_TTowerBig_1_F<br>Land_TTowerBig_1_ruins_F<br>Land_TTowerBig_2_F<br>Land_TTowerBig_2_ruins_F<br>Land_TTowerSmall_1_F<br>Land_TTowerSmall_2_F |  |\n| **CuratorOnly_Structures_F_Items_Vessels** | Land_BarrelEmpty_F<br>Land_BarrelSand_F<br>Land_BarrelTrash_F<br>Land_BarrelWater_F<br>Land_Bucket_clean_F<br>Land_Bucket_F<br>Land_Bucket_painted_F<br>Land_BucketNavy_F<br>Land_CanisterFuel_F<br>Land_CanisterOil_F<br>Land_CanisterPlastic_F<br>Land_MetalBarrel_empty_F<br>Land_MetalBarrel_F<br>Land_WaterBarrel_F<br>Land_WaterTank_F<br>MetalBarrel_burning_F |  |\n| **CuratorOnly_Structures_F_Mil_BagBunker** | Land_BagBunker_Large_F<br>Land_BagBunker_Small_F<br>Land_BagBunker_Tower_F |  |\n| **CuratorOnly_Structures_F_Mil_BagFence** | Land_BagFence_Corner_F<br>Land_BagFence_End_F<br>Land_BagFence_Long_F<br>Land_BagFence_Round_F<br>Land_BagFence_Short_F |  |\n| **CuratorOnly_Structures_F_Mil_Cargo** | Land_Cargo_House_V1_F<br>Land_Cargo_House_V1_ruins_F<br>Land_Cargo_House_V2_F<br>Land_Cargo_House_V2_ruins_F<br>Land_Cargo_House_V3_F<br>Land_Cargo_House_V3_ruins_F<br>Land_Cargo_HQ_V1_F<br>Land_Cargo_HQ_V1_ruins_F<br>Land_Cargo_HQ_V2_F<br>Land_Cargo_HQ_V2_ruins_F<br>Land_Cargo_HQ_V3_F<br>Land_Cargo_HQ_V3_ruins_F<br>Land_Cargo_Patrol_V1_F<br>Land_Cargo_Patrol_V1_ruins_F<br>Land_Cargo_Patrol_V2_F<br>Land_Cargo_Patrol_V2_ruins_F<br>Land_Cargo_Patrol_V3_F<br>Land_Cargo_Patrol_V3_ruins_F<br>Land_Cargo_Tower_V1_F<br>Land_Cargo_Tower_V1_No1_F<br>Land_Cargo_Tower_V1_No2_F<br>Land_Cargo_Tower_V1_No3_F<br>Land_Cargo_Tower_V1_No4_F<br>Land_Cargo_Tower_V1_No5_F<br>Land_Cargo_Tower_V1_No6_F<br>Land_Cargo_Tower_V1_No7_F<br>Land_Cargo_Tower_V1_ruins_F<br>Land_Cargo_Tower_V2_F<br>Land_Cargo_Tower_V2_ruins_F<br>Land_Cargo_Tower_V3_F<br>Land_Cargo_Tower_V3_ruins_F<br>Land_Medevac_house_V1_F<br>Land_Medevac_house_V1_ruins_F<br>Land_Medevac_HQ_V1_F<br>Land_Medevac_HQ_V1_ruins_F |  |\n| **CuratorOnly_Structures_F_Mil_Fortification** | Land_HBarrier_1_F<br>Land_HBarrier_3_F<br>Land_HBarrier_5_F<br>Land_HBarrierBig_F<br>Land_HBarrierTower_F<br>Land_HBarrierWall4_F<br>Land_HBarrierWall6_F<br>Land_HBarrierWall_corner_F<br>Land_HBarrierWall_corridor_F<br>Land_Razorwire_F |  |\n| **CuratorOnly_Structures_F_Mil_Radar** | Land_Radar_F<br>Land_Radar_ruins_F<br>Land_Radar_Small_F<br>Land_Radar_Small_ruins_F |  |\n| **CuratorOnly_Structures_F_Mil_Shelters** | CamoNet_BLUFOR_big_Curator_F<br>CamoNet_BLUFOR_big_F<br>CamoNet_BLUFOR_Curator_F<br>CamoNet_BLUFOR_F<br>CamoNet_BLUFOR_open_Curator_F<br>CamoNet_BLUFOR_open_F<br>CamoNet_INDP_big_Curator_F<br>CamoNet_INDP_big_F<br>CamoNet_INDP_Curator_F<br>CamoNet_INDP_F<br>CamoNet_INDP_open_Curator_F<br>CamoNet_INDP_open_F<br>CamoNet_OPFOR_big_Curator_F<br>CamoNet_OPFOR_big_F<br>CamoNet_OPFOR_Curator_F<br>CamoNet_OPFOR_F<br>CamoNet_OPFOR_open_Curator_F<br>CamoNet_OPFOR_open_F |  |\n| **CuratorOnly_Structures_F_Research** | Land_Dome_Big_F<br>Land_Dome_Small_F<br>Land_Research_house_V1_ruins_F<br>Land_Research_house_V1_F<br>Land_Research_HQ_ruins_F<br>Land_Research_HQ_F |  |\n| **CuratorOnly_Structures_F_Walls** | Land_Ancient_Wall_4m_F<br>Land_Ancient_Wall_8m_F<br>Land_BarGate_F<br>Land_Canal_Wall_10m_F<br>Land_Canal_Wall_D_center_F<br>Land_Canal_Wall_D_left_F<br>Land_Canal_Wall_D_right_F<br>Land_Canal_Wall_Stairs_F<br>Land_Canal_WallSmall_10m_F<br>Land_City2_4m_F<br>Land_City2_8m_F<br>Land_City2_8mD_F<br>Land_City2_PillarD_F<br>Land_City_4m_F<br>Land_City_8m_F<br>Land_City_8mD_F<br>Land_City_Gate_F<br>Land_City_Pillar_F<br>Land_CncBarrier_F<br>Land_CncBarrier_stripes_F<br>Land_CncBarrierMedium4_F<br>Land_CncBarrierMedium_F<br>Land_CncShelter_F<br>Land_CncWall1_F<br>Land_CncWall4_F<br>Land_Concrete_SmallWall_4m_F<br>Land_Concrete_SmallWall_8m_F<br>Land_Crash_barrier_F<br>Land_IndFnc_3_D_F<br>Land_IndFnc_3_F<br>Land_IndFnc_3_Hole_F<br>Land_IndFnc_9_F<br>Land_IndFnc_Corner_F<br>Land_IndFnc_Pole_F<br>Land_Mil_ConcreteWall_F<br>Land_Mil_WallBig_4m_F<br>Land_Mil_WallBig_Corner_F<br>Land_Mil_WallBig_Gate_F<br>Land_Mil_WiredFence_F<br>Land_Mil_WiredFence_Gate_F<br>Land_Mil_WiredFenceD_F<br>Land_Mound01_8m_F<br>Land_Mound02_8m_F<br>Land_Net_Fence_4m_F<br>Land_Net_Fence_8m_F<br>Land_Net_Fence_Gate_F<br>Land_Net_Fence_pole_F<br>Land_Net_FenceD_8m_F<br>Land_New_WiredFence_10m_Dam_F<br>Land_New_WiredFence_10m_F<br>Land_New_WiredFence_5m_F<br>Land_New_WiredFence_pole_F<br>Land_Pipe_fence_4m_F<br>Land_Pipe_fence_4mNoLC_F<br>Land_PipeWall_concretel_8m_F<br>Land_Rampart_F<br>Land_RedWhitePole_F<br>Land_Slums01_8m<br>Land_Slums01_pole<br>Land_Slums02_4m<br>Land_Slums02_pole<br>Land_SportGround_fence_F<br>Land_Stone_4m_F<br>Land_Stone_8m_F<br>Land_Stone_8mD_F<br>Land_Stone_Gate_F<br>Land_Stone_pillar_F<br>Land_Wall_IndCnc_2deco_F<br>Land_Wall_IndCnc_4_D_F<br>Land_Wall_IndCnc_4_F<br>Land_Wall_IndCnc_End_2_F<br>Land_Wall_IndCnc_Pole_F<br>Land_Wall_Tin_4<br>Land_Wall_Tin_4_2<br>Land_Wall_Tin_Pole<br>Land_Wired_Fence_4m_F<br>Land_Wired_Fence_4mD_F<br>Land_Wired_Fence_8m_F<br>Land_Wired_Fence_8mD_F |  |\n| **CuratorOnly_Structures_F_Wrecks** | Land_UWreck_FishingBoat_F<br>Land_UWreck_Heli_Attack_02_F<br>Land_UWreck_MV22_F<br>Land_Wreck_BMP2_F<br>Land_Wreck_BRDM2_F<br>Land_Wreck_Car2_F<br>Land_Wreck_Car3_F<br>Land_Wreck_Car_F<br>Land_Wreck_CarDismantled_F<br>Land_Wreck_Heli_Attack_01_F<br>Land_Wreck_Heli_Attack_02_F<br>Land_Wreck_HMMWV_F<br>Land_Wreck_Hunter_F<br>Land_Wreck_Offroad2_F<br>Land_Wreck_Offroad_F<br>Land_Wreck_Plane_Transport_01_F<br>Land_Wreck_Skodovka_F<br>Land_Wreck_Slammer_F<br>Land_Wreck_Slammer_hull_F<br>Land_Wreck_Slammer_turret_F<br>Land_Wreck_T72_hull_F<br>Land_Wreck_T72_turret_F<br>Land_Wreck_Traw2_F<br>Land_Wreck_Traw_F<br>Land_Wreck_Truck_dropside_F<br>Land_Wreck_Truck_F<br>Land_Wreck_UAZ_F<br>Land_Wreck_Ural_F<br>Land_Wreck_Van_F |  |\n| **A3_Weapons_F_Mod** | Item_muzzle_snds_570<br>Weapon_SMG_03_black<br>Weapon_SMG_03_camo<br>Weapon_SMG_03_hex<br>Weapon_SMG_03_khaki<br>Weapon_SMG_03_TR_black<br>Weapon_SMG_03_TR_camo<br>Weapon_SMG_03_TR_hex<br>Weapon_SMG_03_TR_khaki<br>Weapon_SMG_03C_black<br>Weapon_SMG_03C_camo<br>Weapon_SMG_03C_hex<br>Weapon_SMG_03C_khaki<br>Weapon_SMG_03C_TR_black<br>Weapon_SMG_03C_TR_camo<br>Weapon_SMG_03C_TR_hex<br>Weapon_SMG_03C_TR_khaki |  |\n| **A3_Props_F_Exp_Civilian_Garbage** | Land_GarbageHeap_01_F<br>Land_GarbageHeap_02_F<br>Land_GarbageHeap_03_F<br>Land_GarbageHeap_04_F<br>Land_Tyre_01_F<br>Land_Tyre_01_horizontal_F<br>Land_Tyre_01_line_x5_F |  |\n| **A3_Props_F_Exp_Commercial_Market** | Land_WoodenCounter_01_F<br>Land_WoodenCrate_01_F<br>Land_WoodenCrate_01_stack_x3_F<br>Land_WoodenCrate_01_stack_x5_F |  |\n| **A3_Props_F_Exp_Industrial_HeavyEquipment** | Land_Bulldozer_01_abandoned_F<br>Land_Bulldozer_01_wreck_F<br>Land_CombineHarvester_01_wreck_F<br>Land_Excavator_01_abandoned_F<br>Land_Excavator_01_wreck_F<br>Land_HaulTruck_01_abandoned_F<br>Land_MiningShovel_01_abandoned_F |  |\n| **A3_Props_F_Exp_Infrastructure_Railways** | Land_Locomotive_01_v1_F<br>Land_Locomotive_01_v2_F<br>Land_Locomotive_01_v3_F<br>Land_RailwayCar_01_passenger_F<br>Land_RailwayCar_01_sugarcane_empty_F<br>Land_RailwayCar_01_sugarcane_F<br>Land_RailwayCar_01_tank_F |  |\n| **A3_Props_F_Exp_Infrastructure_Traffic** | Land_RoadCone_01_F<br>Land_VergeRock_01_F |  |\n| **A3_Props_F_Exp_Military_Camps** | Land_Device_slingloadable_F<br>Land_IRMaskingCover_01_F<br>Land_IRMaskingCover_02_F<br>Land_PortableGenerator_01_F<br>Land_SatelliteAntenna_01_F<br>Land_TripodScreen_01_dual_v1_F<br>Land_TripodScreen_01_dual_v2_F<br>Land_TripodScreen_01_large_F |  |\n| **A3_Props_F_Exp_Military_OldPlaneWrecks** | Land_HistoricalPlaneDebris_01_F<br>Land_HistoricalPlaneDebris_02_F<br>Land_HistoricalPlaneDebris_03_F<br>Land_HistoricalPlaneDebris_04_F<br>Land_HistoricalPlaneWreck_01_F<br>Land_HistoricalPlaneWreck_02_front_F<br>Land_HistoricalPlaneWreck_02_front_water_F<br>Land_HistoricalPlaneWreck_02_rear_F<br>Land_HistoricalPlaneWreck_02_rear_water_F<br>Land_HistoricalPlaneWreck_02_wing_left_F<br>Land_HistoricalPlaneWreck_02_wing_right_F<br>Land_HistoricalPlaneWreck_03_F |  |\n| **A3_Props_F_Exp_Naval_Boats** | Land_Boat_01_abandoned_blue_F<br>Land_Boat_01_abandoned_red_F<br>Land_Boat_02_abandoned_F<br>Land_Boat_03_abandoned_cover_F<br>Land_Boat_03_abandoned_F<br>Land_Boat_04_wreck_F<br>Land_Boat_05_wreck_F<br>Land_Boat_06_wreck_F |  |\n| **A3_Rocks_F_Exp_Cliff** | Land_Cliff_boulder_F<br>Land_Cliff_peak_F<br>Land_Cliff_stone_big_F<br>Land_Cliff_stone_medium_F<br>Land_Cliff_stone_small_F<br>Land_Cliff_stoneCluster_F<br>Land_Cliff_surfaceMine_F<br>Land_Cliff_wall_long_F<br>Land_Cliff_wall_round_F<br>Land_Cliff_wall_tall_F |  |\n| **A3_Rocks_F_Exp_LavaStones** | Land_Lavaboulder_01_F<br>Land_Lavaboulder_02_F<br>Land_Lavaboulder_03_F<br>Land_Lavaboulder_04_F<br>Land_LavaStone_big_F<br>Land_LavaStone_small_F<br>Land_LavaStoneCluster_large_F<br>Land_LavaStoneCluster_small_F |  |\n| **A3_Soft_F_Exp_LSV_01** | B_CTRG_LSV_01_light_F<br>B_LSV_01_armed_black_F<br>B_LSV_01_armed_F<br>B_LSV_01_armed_olive_F<br>B_LSV_01_armed_sand_F<br>B_LSV_01_AT_F<br>B_LSV_01_unarmed_black_F<br>B_LSV_01_unarmed_F<br>B_LSV_01_unarmed_olive_F<br>B_LSV_01_unarmed_sand_F<br>B_T_LSV_01_armed_black_F<br>B_T_LSV_01_armed_CTRG_F<br>B_T_LSV_01_armed_F<br>B_T_LSV_01_armed_olive_F<br>B_T_LSV_01_armed_sand_F<br>B_T_LSV_01_AT_F<br>B_T_LSV_01_unarmed_black_F<br>B_T_LSV_01_unarmed_CTRG_F<br>B_T_LSV_01_unarmed_F<br>B_T_LSV_01_unarmed_olive_F<br>B_T_LSV_01_unarmed_sand_F |  |\n| **A3_Soft_F_Exp_LSV_02** | O_LSV_02_armed_arid_F<br>O_LSV_02_armed_black_F<br>O_LSV_02_armed_F<br>O_LSV_02_armed_ghex_F<br>O_LSV_02_armed_viper_F<br>O_LSV_02_AT_F<br>O_LSV_02_unarmed_arid_F<br>O_LSV_02_unarmed_black_F<br>O_LSV_02_unarmed_F<br>O_LSV_02_unarmed_ghex_F<br>O_LSV_02_unarmed_viper_F<br>O_T_LSV_02_armed_arid_F<br>O_T_LSV_02_armed_black_F<br>O_T_LSV_02_armed_F<br>O_T_LSV_02_armed_ghex_F<br>O_T_LSV_02_armed_viper_F<br>O_T_LSV_02_AT_F<br>O_T_LSV_02_unarmed_arid_F<br>O_T_LSV_02_unarmed_black_F<br>O_T_LSV_02_unarmed_F<br>O_T_LSV_02_unarmed_ghex_F<br>O_T_LSV_02_unarmed_viper_F |  |\n| **A3_Soft_F_Exp_MRAP_01** | B_T_MRAP_01_F<br>B_T_MRAP_01_gmg_F<br>B_T_MRAP_01_hmg_F |  |\n| **A3_Soft_F_Exp_MRAP_02** | O_T_MRAP_02_ghex_F<br>O_T_MRAP_02_gmg_ghex_F<br>O_T_MRAP_02_hmg_ghex_F |  |\n| **A3_Soft_F_Exp_Offroad_01** | B_GEN_Offroad_01_gen_F |  |\n| **A3_Soft_F_Exp_Offroad_02** | C_Offroad_02_unarmed_black_F<br>C_Offroad_02_unarmed_blue_F<br>C_Offroad_02_unarmed_F<br>C_Offroad_02_unarmed_green_F<br>C_Offroad_02_unarmed_orange_F<br>C_Offroad_02_unarmed_red_F<br>C_Offroad_02_unarmed_white_F<br>I_C_Offroad_02_AT_F<br>I_C_Offroad_02_LMG_F<br>I_C_Offroad_02_unarmed_brown_F<br>I_C_Offroad_02_unarmed_F<br>I_C_Offroad_02_unarmed_olive_F |  |\n| **A3_Soft_F_Exp_Quadbike_01** | B_T_Quadbike_01_F<br>O_T_Quadbike_01_ghex_F |  |\n| **A3_Soft_F_Exp_Truck_01** | B_T_Truck_01_ammo_F<br>B_T_Truck_01_box_F<br>B_T_Truck_01_covered_F<br>B_T_Truck_01_fuel_F<br>B_T_Truck_01_medical_F<br>B_T_Truck_01_mover_F<br>B_T_Truck_01_Repair_F<br>B_T_Truck_01_transport_F |  |\n| **A3_Soft_F_Exp_Truck_02** | O_T_Truck_02_Ammo_F<br>O_T_Truck_02_Box_F<br>O_T_Truck_02_F<br>O_T_Truck_02_fuel_F<br>O_T_Truck_02_Medical_F<br>O_T_Truck_02_transport_F |  |\n| **A3_Soft_F_Exp_Truck_03** | O_T_Truck_03_ammo_ghex_F<br>O_T_Truck_03_covered_ghex_F<br>O_T_Truck_03_device_ghex_F<br>O_T_Truck_03_fuel_ghex_F<br>O_T_Truck_03_medical_ghex_F<br>O_T_Truck_03_repair_ghex_F<br>O_T_Truck_03_transport_ghex_F |  |\n| **A3_Soft_F_Exp_UGV_01** | B_T_UGV_01_olive_F<br>B_T_UGV_01_rcws_olive_F<br>O_T_UGV_01_ghex_F<br>O_T_UGV_01_rcws_ghex_F |  |\n| **A3_Soft_F_Exp_Van_01** | I_C_Van_01_transport_brown_F<br>I_C_Van_01_transport_F<br>I_C_Van_01_transport_olive_F |  |\n| **A3_Static_F_Exp_AA_01** | B_T_Static_AA_F |  |\n| **A3_Static_F_Exp_AT_01** | B_T_Static_AT_F |  |\n| **A3_Static_F_Exp_GMG_01** | B_T_GMG_01_F |  |\n| **A3_Static_F_Exp_HMG_01** | B_T_HMG_01_F |  |\n| **A3_Static_F_Exp_Mortar_01** | B_T_Mortar_01_F |  |\n| **A3_Structures_F_Exp_Civilian_Accessories** | Land_Bench_03_F<br>Land_Bench_04_F<br>Land_Bench_05_F<br>Land_ClothesLine_01_F<br>Land_ClothesLine_01_full_F<br>Land_ClothesLine_01_short_F<br>Land_ConcreteBlock_01_F<br>Land_FireEscape_01_short_F<br>Land_FireEscape_01_tall_F<br>Land_GarbageBin_02_F<br>Land_PicnicTable_01_F<br>Land_Plank_01_4m_F<br>Land_Plank_01_8m_F<br>Land_Pot_01_F<br>Land_Pot_02_F |  |\n| **A3_Structures_F_Exp_Civilian_Garages** | Land_GarageShelter_01_F<br>Land_GarageShelter_01_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Big_01** | Land_House_Big_01_F<br>Land_House_Big_01_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Big_02** | Land_House_Big_02_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Big_03** | Land_House_Big_03_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Big_04** | Land_House_Big_04_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Big_05** | Land_House_Big_05_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Native_01** | Land_House_Native_01_F<br>Land_House_Native_01_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Native_02** | Land_House_Native_02_F<br>Land_House_Native_02_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Small_01** | Land_House_Small_01_F<br>Land_House_Small_01_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Small_02** | Land_House_Small_02_F<br>Land_House_Small_02_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Small_03** | Land_House_Small_03_F<br>Land_House_Small_03_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Small_04** | Land_House_Small_04_F<br>Land_House_Small_04_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Small_05** | Land_House_Small_05_F<br>Land_House_Small_05_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_House_Small_06** | Land_House_Small_06_F |  |\n| **A3_Structures_F_Exp_Civilian_School_01** | Land_School_01_F |  |\n| **A3_Structures_F_Exp_Civilian_Sheds** | Land_Shed_01_F<br>Land_Shed_01_ruins_F<br>Land_Shed_02_F<br>Land_Shed_02_ruins_F<br>Land_Shed_03_F<br>Land_Shed_03_ruins_F<br>Land_Shed_04_F<br>Land_Shed_04_ruins_F<br>Land_Shed_05_F<br>Land_Shed_05_ruins_F<br>Land_Shed_06_F<br>Land_Shed_06_ruins_F<br>Land_Shed_07_F<br>Land_Shed_07_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_Slum_01** | Land_Slum_01_F<br>Land_Slum_01_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_Slum_02** | Land_Slum_02_F<br>Land_Slum_02_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_Slum_03** | Land_Slum_03_F<br>Land_Slum_03_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_Slum_04** | Land_Slum_04_F<br>Land_Slum_04_ruins_F |  |\n| **A3_Structures_F_Exp_Civilian_Slum_05** | Land_Slum_05_F |  |\n| **A3_Structures_F_Exp_Civilian_SportsGrounds** | Land_RugbyGoal_01_F |  |\n| **A3_Structures_F_Exp_Commercial_Addons** | Land_Addon_01_F<br>Land_Addon_01_ruins_F<br>Land_Addon_02_F<br>Land_Addon_02_ruins_F<br>Land_Addon_03_F<br>Land_Addon_03_ruins_F<br>Land_Addon_04_F<br>Land_Addon_04_ruins_F<br>Land_Addon_05_F<br>Land_Addon_05_ruins_F |  |\n| **A3_Structures_F_Exp_Commercial_Advertisements** | Land_SignMonolith_01_F |  |\n| **A3_Structures_F_Exp_Commercial_FuelStation_01** | Land_FuelStation_01_arrow_F<br>Land_FuelStation_01_prices_F<br>Land_FuelStation_01_pump_F<br>Land_FuelStation_01_roof_F<br>Land_FuelStation_01_shop_F<br>Land_FuelStation_01_workshop_F |  |\n| **A3_Structures_F_Exp_Commercial_FuelStation_02** | Land_FuelStation_02_prices_F<br>Land_FuelStation_02_pump_F<br>Land_FuelStation_02_roof_F<br>Land_FuelStation_02_sign_F<br>Land_FuelStation_02_workshop_F |  |\n| **A3_Structures_F_Exp_Commercial_Hotel_01** | Land_Hotel_01_F |  |\n| **A3_Structures_F_Exp_Commercial_Hotel_02** | Land_Hotel_02_F |  |\n| **A3_Structures_F_Exp_Commercial_Market** | Land_ClothShelter_01_F<br>Land_ClothShelter_02_F<br>Land_MetalShelter_01_F<br>Land_MetalShelter_01_ruins_F<br>Land_MetalShelter_02_F<br>Land_MetalShelter_02_ruins_F<br>Land_WoodenShelter_01_F<br>Land_WoodenShelter_01_ruins_F |  |\n| **A3_Structures_F_Exp_Commercial_MultistoryBuilding_01** | Land_MultistoryBuilding_01_F |  |\n| **A3_Structures_F_Exp_Commercial_MultistoryBuilding_03** | Land_MultistoryBuilding_03_F |  |\n| **A3_Structures_F_Exp_Commercial_MultistoryBuilding_04** | Land_MultistoryBuilding_04_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_City_01** | Land_Shop_City_01_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_City_02** | Land_Shop_City_02_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_City_03** | Land_Shop_City_03_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_City_04** | Land_Shop_City_04_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_City_05** | Land_Shop_City_05_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_City_06** | Land_Shop_City_06_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_City_07** | Land_Shop_City_07_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_Town_01** | Land_Shop_Town_01_F<br>Land_Shop_Town_01_ruins_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_Town_02** | Land_Shop_Town_02_F<br>Land_Shop_Town_02_ruins_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_Town_03** | Land_Shop_Town_03_F<br>Land_Shop_Town_03_ruins_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_Town_04** | Land_Shop_Town_04_F<br>Land_Shop_Town_04_ruins_F |  |\n| **A3_Structures_F_Exp_Commercial_Shop_Town_05** | Land_Shop_Town_05_addon_F<br>Land_Shop_Town_05_F |  |\n| **A3_Structures_F_Exp_Commercial_Supermarket_01** | Land_Supermarket_01_F |  |\n| **A3_Structures_F_Exp_Commercial_Warehouses** | Land_Warehouse_03_F<br>Land_Warehouse_03_ruins_F |  |\n| **A3_Structures_F_Exp_Cultural_AncientRelics** | Land_AncientHead_01_F<br>Land_AncientStatue_01_F<br>Land_AncientStatue_02_F<br>Land_PetroglyphWall_01_F<br>Land_PetroglyphWall_02_F<br>Land_RaiStone_01_F<br>Land_StoneTanoa_01_F |  |\n| **A3_Structures_F_Exp_Cultural_BasaltRuins** | Land_BasaltKerb_01_2m_d_F<br>Land_BasaltKerb_01_2m_F<br>Land_BasaltKerb_01_4m_F<br>Land_BasaltKerb_01_pile_F<br>Land_BasaltKerb_01_platform_F<br>Land_BasaltWall_01_4m_F<br>Land_BasaltWall_01_8m_F<br>Land_BasaltWall_01_d_left_F<br>Land_BasaltWall_01_d_right_F<br>Land_BasaltWall_01_gate_F |  |\n| **A3_Structures_F_Exp_Cultural_Cathedral_01** | Land_Cathedral_01_F |  |\n| **A3_Structures_F_Exp_Cultural_Cemeteries** | Land_Grave_01_F<br>Land_Grave_02_F<br>Land_Grave_03_F<br>Land_Grave_04_F<br>Land_Grave_05_F<br>Land_Grave_06_F<br>Land_Grave_07_F<br>Land_Mausoleum_01_F<br>Land_Mausoleum_01_ruins_F<br>Land_Tomb_01_F<br>Land_Tombstone_01_F<br>Land_Tombstone_02_F<br>Land_Tombstone_03_F |  |\n| **A3_Structures_F_Exp_Cultural_Church_01** | Land_Church_01_F<br>Land_Church_01_ruins_F |  |\n| **A3_Structures_F_Exp_Cultural_Church_02** | Land_Church_02_F<br>Land_Church_02_ruins_F |  |\n| **A3_Structures_F_Exp_Cultural_Church_03** | Land_Church_03_F<br>Land_Church_03_ruins_F |  |\n| **A3_Structures_F_Exp_Cultural_Fortress_01** | Land_Fortress_01_10m_F<br>Land_Fortress_01_5m_F<br>Land_Fortress_01_bricks_v1_F<br>Land_Fortress_01_bricks_v2_F<br>Land_Fortress_01_cannon_F<br>Land_Fortress_01_d_L_F<br>Land_Fortress_01_d_R_F<br>Land_Fortress_01_innerCorner_110_F<br>Land_Fortress_01_innerCorner_70_F<br>Land_Fortress_01_innerCorner_90_F<br>Land_Fortress_01_outterCorner_50_F<br>Land_Fortress_01_outterCorner_80_F<br>Land_Fortress_01_outterCorner_90_F |  |\n| **A3_Structures_F_Exp_Cultural_Temple_Native_01** | Land_Temple_Native_01_F<br>Land_Temple_Native_01_ruins_F |  |\n| **A3_Structures_F_Exp_Cultural_Totems** | Land_PalmTotem_01_F<br>Land_PalmTotem_02_F<br>Land_PalmTotem_03_F |  |\n| **A3_Structures_F_Exp_Industrial_DieselPowerPlant_01** | Land_DPP_01_mainFactory_F<br>Land_DPP_01_smallFactory_F<br>Land_DPP_01_transformer_F<br>Land_DPP_01_waterCooler_F<br>Land_DPP_01_waterCooler_ladder_F |  |\n| **A3_Structures_F_Exp_Industrial_Fields** | Land_ConcreteWell_01_F |  |\n| **A3_Structures_F_Exp_Industrial_Materials** | Land_CinderBlocks_01_F<br>Land_TimberPile_01_F<br>Land_WoodenPlanks_01_F<br>Land_WoodenPlanks_01_messy_F |  |\n| **A3_Structures_F_Exp_Industrial_Port** | Land_ContainerCrane_01_arm_F<br>Land_ContainerCrane_01_arm_lowered_F<br>Land_ContainerCrane_01_F<br>Land_ContainerLine_01_F<br>Land_ContainerLine_02_F<br>Land_ContainerLine_03_F<br>Land_CraneRail_01_F<br>Land_DryDock_01_end_F<br>Land_DryDock_01_middle_F<br>Land_GantryCrane_01_F<br>Land_GuardHouse_01_F<br>Land_MobileCrane_01_F<br>Land_MobileCrane_01_hook_F<br>Land_StorageTank_01_large_F<br>Land_StorageTank_01_small_F<br>Land_Walkover_01_F<br>Land_Warehouse_01_F<br>Land_Warehouse_01_ladder_F<br>Land_Warehouse_02_F<br>Land_Warehouse_02_ladder_F<br>Land_WarehouseShelter_01_F |  |\n| **A3_Structures_F_Exp_Industrial_Stockyard_01** | Land_SY_01_block_F<br>Land_SY_01_conveyor_chute_F<br>Land_SY_01_conveyor_end_F<br>Land_SY_01_conveyor_junction_F<br>Land_SY_01_conveyor_long_F<br>Land_SY_01_conveyor_reclaimer_F<br>Land_SY_01_conveyor_short_F<br>Land_SY_01_conveyor_slope_F<br>Land_SY_01_crusher_F<br>Land_SY_01_reclaimer_F<br>Land_SY_01_shiploader_arm_F<br>Land_SY_01_shiploader_F<br>Land_SY_01_stockpile_01_F<br>Land_SY_01_stockpile_02_F<br>Land_SY_01_tripper_F |  |\n| **A3_Structures_F_Exp_Industrial_SugarCaneFactory_01** | Land_SCF_01_boilerBuilding_F<br>Land_SCF_01_chimney_F<br>Land_SCF_01_clarifier_F<br>Land_SCF_01_condenser_F<br>Land_SCF_01_conveyor_16m_high_F<br>Land_SCF_01_conveyor_16m_slope_F<br>Land_SCF_01_conveyor_8m_high_F<br>Land_SCF_01_conveyor_columnBase_F<br>Land_SCF_01_conveyor_end_high_F<br>Land_SCF_01_conveyor_hole_F<br>Land_SCF_01_crystallizer_F<br>Land_SCF_01_crystallizerTowers_F<br>Land_SCF_01_diffuser_F<br>Land_SCF_01_feeder_F<br>Land_SCF_01_generalBuilding_F<br>Land_SCF_01_heap_bagasse_F<br>Land_SCF_01_heap_sugarcane_F<br>Land_SCF_01_pipe_24m_F<br>Land_SCF_01_pipe_24m_high_F<br>Land_SCF_01_pipe_8m_F<br>Land_SCF_01_pipe_8m_high_F<br>Land_SCF_01_pipe_curve_F<br>Land_SCF_01_pipe_curve_high_F<br>Land_SCF_01_pipe_end_F<br>Land_SCF_01_pipe_up_F<br>Land_SCF_01_shed_F<br>Land_SCF_01_shredder_F<br>Land_SCF_01_storageBin_big_F<br>Land_SCF_01_storageBin_medium_F<br>Land_SCF_01_storageBin_small_F<br>Land_SCF_01_warehouse_F<br>Land_SCF_01_washer_F |  |\n| **A3_Structures_F_Exp_Industrial_SurfaceMine_01** | Land_SM_01_reservoirTower_F<br>Land_SM_01_shed_F<br>Land_SM_01_shed_unfinished_F<br>Land_SM_01_shelter_narrow_F<br>Land_SM_01_shelter_wide_F |  |\n| **A3_Structures_F_Exp_Infrastructure_Airports** | Land_Airport_01_controlTower_F<br>Land_Airport_01_hangar_F<br>Land_Airport_01_terminal_F<br>Land_Airport_02_controlTower_F<br>Land_Airport_02_hangar_left_F<br>Land_Airport_02_hangar_right_F<br>Land_Airport_02_sign_aeroport_F<br>Land_Airport_02_sign_arrivees_F<br>Land_Airport_02_sign_de_F<br>Land_Airport_02_sign_departs_F<br>Land_Airport_02_sign_tanoa_F<br>Land_Airport_02_terminal_F<br>Land_AirstripPlatform_01_F<br>Land_AirstripPlatform_01_footer_F |  |\n| **A3_Structures_F_Exp_Infrastructure_Bridges** | Land_BridgeSea_01_pillar_F<br>Land_BridgeWooden_01_pillar_F |  |\n| **A3_Structures_F_Exp_Infrastructure_Pavements** | Land_ConcreteKerb_01_2m_F<br>Land_ConcreteKerb_01_4m_F<br>Land_ConcreteKerb_01_8m_F<br>Land_ConcreteKerb_02_1m_F<br>Land_ConcreteKerb_02_2m_F<br>Land_ConcreteKerb_02_4m_F<br>Land_ConcreteKerb_02_8m_F<br>Land_ConcreteKerb_03_BW_long_F<br>Land_ConcreteKerb_03_BW_short_F<br>Land_ConcreteKerb_03_BY_long_F<br>Land_ConcreteKerb_03_BY_short_F<br>Land_GardenPavement_01_F<br>Land_GardenPavement_02_F<br>Land_KerbIsland_01_end_F<br>Land_KerbIsland_01_start_F<br>Land_Sidewalk_01_4m_F<br>Land_Sidewalk_01_8m_F<br>Land_Sidewalk_01_corner_F<br>Land_Sidewalk_01_narrow_2m_F<br>Land_Sidewalk_01_narrow_4m_F<br>Land_Sidewalk_01_narrow_8m_F<br>Land_Sidewalk_02_4m_F<br>Land_Sidewalk_02_8m_F<br>Land_Sidewalk_02_corner_F<br>Land_Sidewalk_02_narrow_2m_F<br>Land_Sidewalk_02_narrow_4m_F<br>Land_Sidewalk_02_narrow_8m_F |  |\n| **A3_Structures_F_Exp_Infrastructure_Powerlines** | Land_PowerLine_01_pole_end_v1_F<br>Land_PowerLine_01_pole_end_v2_F<br>Land_PowerLine_01_pole_junction_F<br>Land_PowerLine_01_pole_lamp_F<br>Land_PowerLine_01_pole_lamp_off_F<br>Land_PowerLine_01_pole_small_F<br>Land_PowerLine_01_pole_tall_F<br>Land_PowerLine_01_pole_transformer_F<br>Land_PowerLine_01_wire_50m_F<br>Land_PowerLine_01_wire_50m_main_F |  |\n| **A3_Structures_F_Exp_Infrastructure_Railways** | Land_Track_01_10m_F<br>Land_Track_01_15deg_F<br>Land_Track_01_20m_F<br>Land_Track_01_30deg_F<br>Land_Track_01_3m_F<br>Land_Track_01_7deg_F<br>Land_Track_01_bridge_F<br>Land_Track_01_bumper_F<br>Land_Track_01_crossing_F<br>Land_Track_01_switch_F<br>Land_Track_01_turnout_left_F<br>Land_Track_01_turnout_right_F |  |\n| **A3_Structures_F_Exp_Infrastructure_Roads** | Land_SewerCover_01_F<br>Land_SewerCover_02_F<br>Land_SewerCover_03_F |  |\n| **A3_Structures_F_Exp_Infrastructure_Runways** | Land_NavigLight_3_short_F |  |\n| **A3_Structures_F_Exp_Infrastructure_WaterSupply** | Land_WaterTank_01_F<br>Land_WaterTank_02_F<br>Land_WaterTank_03_F<br>Land_WaterTank_04_F<br>Land_WaterTower_01_F<br>Land_WaterTower_01_ruins_F<br>Land_WindmillPump_01_F |  |\n| **A3_Structures_F_Exp_Military_Barracks_01** | Land_Barracks_01_camo_F<br>Land_Barracks_01_dilapidated_F<br>Land_Barracks_01_grey_F |  |\n| **A3_Structures_F_Exp_Military_Camonets** | CamoNet_ghex_big_Curator_F<br>CamoNet_ghex_big_F<br>CamoNet_ghex_Curator_F<br>CamoNet_ghex_F<br>CamoNet_ghex_open_Curator_F<br>CamoNet_ghex_open_F |  |\n| **A3_Structures_F_Exp_Military_ContainerBases** | Land_Cargo_House_V4_F<br>Land_Cargo_House_V4_ruins_F<br>Land_Cargo_HQ_V4_F<br>Land_Cargo_HQ_V4_ruins_F<br>Land_Cargo_Patrol_V4_F<br>Land_Cargo_Patrol_V4_ruins_F<br>Land_Cargo_Tower_V4_F<br>Land_Cargo_Tower_V4_ruins_F |  |\n| **A3_Structures_F_Exp_Military_Emplacements** | Land_EmplacementGun_01_d_mossy_F<br>Land_EmplacementGun_01_d_rusty_F<br>Land_EmplacementGun_01_mossy_F<br>Land_EmplacementGun_01_rusty_F |  |\n| **A3_Structures_F_Exp_Military_Flags** | Flag_CTRG_F<br>Flag_Gendarmerie_F<br>Flag_HorizonIslands_F<br>Flag_Syndikat_F<br>Flag_Viper_F |  |\n| **A3_Structures_F_Exp_Military_Fortifications** | Land_BagBunker_01_large_green_F<br>Land_BagBunker_01_small_green_F<br>Land_BagFence_01_corner_green_F<br>Land_BagFence_01_end_green_F<br>Land_BagFence_01_long_green_F<br>Land_BagFence_01_round_green_F<br>Land_BagFence_01_short_green_F<br>Land_HBarrier_01_big_4_green_F<br>Land_HBarrier_01_big_tower_green_F<br>Land_HBarrier_01_line_1_green_F<br>Land_HBarrier_01_line_3_green_F<br>Land_HBarrier_01_line_5_green_F<br>Land_HBarrier_01_tower_green_F<br>Land_HBarrier_01_wall_4_green_F<br>Land_HBarrier_01_wall_6_green_F<br>Land_HBarrier_01_wall_corner_green_F<br>Land_HBarrier_01_wall_corridor_green_F |  |\n| **A3_Structures_F_Exp_Military_Pillboxes** | Land_PillboxBunker_01_big_F<br>Land_PillboxBunker_01_hex_F<br>Land_PillboxBunker_01_rectangle_F<br>Land_PillboxWall_01_3m_F<br>Land_PillboxWall_01_3m_round_F<br>Land_PillboxWall_01_6m_F<br>Land_PillboxWall_01_6m_round_F |  |\n| **A3_Structures_F_Exp_Military_Trenches** | Land_Trench_01_forest_F<br>Land_Trench_01_grass_F<br>Land_TrenchFrame_01_F |  |\n| **A3_Structures_F_Exp_Naval_Canals** | Land_Canal_Dutch_01_15m_F<br>Land_Canal_Dutch_01_bridge_F<br>Land_Canal_Dutch_01_corner_F<br>Land_Canal_Dutch_01_plate_F<br>Land_Canal_Dutch_01_stairs_F |  |\n| **A3_Structures_F_Exp_Naval_Piers** | Land_Breakwater_01_F<br>Land_Breakwater_02_F<br>Land_PierConcrete_01_16m_F<br>Land_PierConcrete_01_30deg_F<br>Land_PierConcrete_01_4m_ladders_F<br>Land_PierConcrete_01_end_F<br>Land_PierConcrete_01_steps_F<br>Land_PierWooden_01_10m_noRails_F<br>Land_PierWooden_01_16m_F<br>Land_PierWooden_01_dock_F<br>Land_PierWooden_01_hut_F<br>Land_PierWooden_01_ladder_F<br>Land_PierWooden_01_platform_F<br>Land_PierWooden_02_16m_F<br>Land_PierWooden_02_30deg_F<br>Land_PierWooden_02_barrel_F<br>Land_PierWooden_02_hut_F<br>Land_PierWooden_02_ladder_F<br>Land_PierWooden_03_F<br>Land_QuayConcrete_01_20m_F<br>Land_QuayConcrete_01_20m_wall_F<br>Land_QuayConcrete_01_5m_ladder_F<br>Land_QuayConcrete_01_innerCorner_F<br>Land_QuayConcrete_01_outterCorner_F<br>Land_QuayConcrete_01_pier_F |  |\n| **A3_Structures_F_Exp_Signs_Companies** | Land_AttachedSign_01_v1_F<br>Land_AttachedSign_01_v2_F<br>Land_AttachedSign_01_v3_F<br>Land_AttachedSign_01_v4_F<br>Land_AttachedSign_02_v1_F<br>Land_AttachedSign_02_v2_F<br>Land_AttachedSign_02_v3_F<br>Land_AttachedSign_02_v4_F<br>Land_AttachedSign_03_v1_F<br>Land_AttachedSign_03_v2_F<br>Land_Billboard_01_v1_F<br>Land_Billboard_01_v2_F<br>Land_Billboard_02_v1_F<br>Land_Billboard_02_v2_F<br>Land_CornerAds_01_v1_F<br>Land_CornerAds_01_v2_F<br>Land_CornerAds_01_v3_F<br>Land_CornerAds_01_v4_F<br>Land_CornerAds_02_v1_F<br>Land_CornerAds_02_v2_F<br>Land_CorporateSign_01_mine_F<br>Land_CorporateSign_01_scf_F<br>Land_CorporateSign_02_airport_F<br>Land_CorporateSign_02_harbor_F<br>Land_CorporateSign_03_ranch_F<br>Land_SignWarning_02_crocodiles_F |  |\n| **A3_Structures_F_Exp_Signs_Traffic** | Land_Bollard_01_F<br>Land_ParkingMeter_01_F<br>Land_Sign_01_sharpBend_left_F<br>Land_Sign_01_sharpBend_right_F<br>Land_SignCommand_01_giveWay_F<br>Land_SignCommand_01_goStraight_F<br>Land_SignCommand_01_priority_F<br>Land_SignCommand_01_stop_F<br>Land_SignCommand_01_turnLeft_F<br>Land_SignCommand_01_turnLeftAhead_F<br>Land_SignCommand_01_turnRight_F<br>Land_SignCommand_01_turnRightAhead_F<br>Land_SignInfo_01_deadEnd_F<br>Land_SignInfo_01_firstAid_F<br>Land_SignInfo_01_fuelStation_F<br>Land_SignInfo_01_hotel_F<br>Land_SignInfo_01_pedestrianCrossing_F<br>Land_SignInfo_01_pedestrianZone_F<br>Land_SignInfo_01_picnicSite_F<br>Land_SignInfo_01_reduceSpeed_F<br>Land_SignInfo_01_refreshments_F<br>Land_SignInfo_01_restaurant_F<br>Land_SignInfo_01_taxi_F<br>Land_SignInfo_01_toilet_F<br>Land_SignRestrict_01_noDriving_F<br>Land_SignRestrict_01_noEntry_F<br>Land_SignRestrict_01_noOvertaking_F<br>Land_SignRestrict_01_noOvertakingTruck_F<br>Land_SignRestrict_01_noParking_F<br>Land_SignRestrict_01_noParkingAltEven_F<br>Land_SignRestrict_01_noParkingAltOdd_F<br>Land_SignRestrict_01_noPassage_F<br>Land_SignRestrict_01_noPollutingVehicles_F<br>Land_SignRestrict_01_noPoweredVehicles_F<br>Land_SignRestrict_01_noStopping_F<br>Land_SignRestrict_01_speedLimit_30_F<br>Land_SignRestrict_01_speedLimit_50_F<br>Land_SignRestrict_01_speedLimit_70_F<br>Land_SignRestrict_01_speedLimit_80_d_F<br>Land_SignRestrict_01_speedLimit_80_F<br>Land_SignRestrict_01_speedLimit_end_F<br>Land_SignRestrict_01_speedLimit_national_F<br>Land_SignWarning_01_aircrafts_F<br>Land_SignWarning_01_animals_F<br>Land_SignWarning_01_bend_left_F<br>Land_SignWarning_01_bend_right_F<br>Land_SignWarning_01_chippings_F<br>Land_SignWarning_01_crossRoad_F<br>Land_SignWarning_01_doubleBend_left_F<br>Land_SignWarning_01_doubleBend_right_F<br>Land_SignWarning_01_herds_F<br>Land_SignWarning_01_junction_F<br>Land_SignWarning_01_junctionRoW_F<br>Land_SignWarning_01_other_F<br>Land_SignWarning_01_pedestrianCrossing_F<br>Land_SignWarning_01_ramp_F<br>Land_SignWarning_01_roadworks_F<br>Land_SignWarning_01_rocks_F<br>Land_SignWarning_01_steepDown_F<br>Land_SignWarning_01_steepUp_F<br>Land_SignWarning_01_stopOnRequest_F<br>Land_SignWarning_01_unevenRoad_F<br>Land_TownColumn_01_F<br>Land_VergePost_01_F |  |\n| **A3_Structures_F_Exp_Walls_BackAlleys** | Land_BackAlley_01_l_1m_F<br>Land_BackAlley_01_l_gap_F<br>Land_BackAlley_01_l_gate_F<br>Land_BackAlley_02_l_1m_F |  |\n| **A3_Structures_F_Exp_Walls_Bamboo** | Land_BambooFence_01_s_4m_F<br>Land_BambooFence_01_s_8m_F<br>Land_BambooFence_01_s_d_F<br>Land_BambooFence_01_s_pole_F |  |\n| **A3_Structures_F_Exp_Walls_Concrete** | Land_ConcreteWall_01_l_4m_F<br>Land_ConcreteWall_01_l_8m_F<br>Land_ConcreteWall_01_l_d_F<br>Land_ConcreteWall_01_l_gate_F<br>Land_ConcreteWall_01_l_pole_F<br>Land_ConcreteWall_01_m_4m_F<br>Land_ConcreteWall_01_m_8m_F<br>Land_ConcreteWall_01_m_d_F<br>Land_ConcreteWall_01_m_gate_F<br>Land_ConcreteWall_01_m_pole_F<br>Land_ConcreteWall_02_m_2m_F<br>Land_ConcreteWall_02_m_4m_F<br>Land_ConcreteWall_02_m_8m_F<br>Land_ConcreteWall_02_m_d_F<br>Land_ConcreteWall_02_m_gate_F<br>Land_ConcreteWall_02_m_pole_F |  |\n| **A3_Structures_F_Exp_Walls_Crashbarriers** | Land_CrashBarrier_01_4m_F<br>Land_CrashBarrier_01_8m_F<br>Land_CrashBarrier_01_end_L_F<br>Land_CrashBarrier_01_end_R_F |  |\n| **A3_Structures_F_Exp_Walls_Hedges** | Land_Hedge_01_s_2m_F<br>Land_Hedge_01_s_4m_F |  |\n| **A3_Structures_F_Exp_Walls_Net** | Land_NetFence_01_m_4m_F<br>Land_NetFence_01_m_4m_noLC_F<br>Land_NetFence_01_m_8m_F<br>Land_NetFence_01_m_8m_noLC_F<br>Land_NetFence_01_m_d_F<br>Land_NetFence_01_m_d_noLC_F<br>Land_NetFence_01_m_gate_F<br>Land_NetFence_01_m_pole_F<br>Land_NetFence_02_m_2m_F<br>Land_NetFence_02_m_4m_F<br>Land_NetFence_02_m_8m_F<br>Land_NetFence_02_m_d_F<br>Land_NetFence_02_m_gate_v1_F<br>Land_NetFence_02_m_gate_v2_F<br>Land_NetFence_02_m_pole_F |  |\n| **A3_Structures_F_Exp_Walls_Pipe** | Land_PipeFence_01_m_2m_F<br>Land_PipeFence_01_m_4m_F<br>Land_PipeFence_01_m_8m_F<br>Land_PipeFence_01_m_d_F<br>Land_PipeFence_01_m_gate_v1_F<br>Land_PipeFence_01_m_gate_v2_F<br>Land_PipeFence_01_m_pole_F<br>Land_PipeFence_02_s_4m_F<br>Land_PipeFence_02_s_4m_noLC_F<br>Land_PipeFence_02_s_8m_F<br>Land_PipeFence_02_s_8m_noLC_F |  |\n| **A3_Structures_F_Exp_Walls_Polewalls** | Land_PoleWall_01_3m_F<br>Land_PoleWall_01_6m_F<br>Land_PoleWall_01_pole_F |  |\n| **A3_Structures_F_Exp_Walls_Railings** | Land_GuardRailing_01_F |  |\n| **A3_Structures_F_Exp_Walls_Slum** | Land_SlumWall_01_s_2m_F<br>Land_SlumWall_01_s_4m_F |  |\n| **A3_Structures_F_Exp_Walls_Stone** | Land_StoneWall_01_s_10m_F<br>Land_StoneWall_01_s_d_F |  |\n| **A3_Structures_F_Exp_Walls_Tin** | Land_TinWall_01_m_4m_v1_F<br>Land_TinWall_01_m_4m_v2_F<br>Land_TinWall_01_m_gate_v1_F<br>Land_TinWall_01_m_gate_v2_F<br>Land_TinWall_01_m_pole_F<br>Land_TinWall_02_l_4m_F<br>Land_TinWall_02_l_8m_F<br>Land_TinWall_02_l_pole_F |  |\n| **A3_Structures_F_Exp_Walls_Wired** | Land_WiredFence_01_16m_F<br>Land_WiredFence_01_4m_F<br>Land_WiredFence_01_8m_d_F<br>Land_WiredFence_01_8m_F<br>Land_WiredFence_01_gate_F<br>Land_WiredFence_01_pole_45_F<br>Land_WiredFence_01_pole_F |  |\n| **A3_Structures_F_Exp_Walls_Wooden** | Land_WoodenWall_01_m_4m_F<br>Land_WoodenWall_01_m_8m_F<br>Land_WoodenWall_01_m_d_F<br>Land_WoodenWall_01_m_pole_F<br>Land_WoodenWall_02_s_2m_F<br>Land_WoodenWall_02_s_4m_F<br>Land_WoodenWall_02_s_8m_F<br>Land_WoodenWall_02_s_d_F<br>Land_WoodenWall_02_s_gate_F<br>Land_WoodenWall_02_s_pole_F |  |\n| **A3_Supplies_F_Exp** | B_AssaultPack_rgr_BTLAT_F<br>B_AssaultPack_rgr_BTReconMedic<br>B_AssaultPack_rgr_CTRGLAT_F<br>B_AssaultPack_rgr_CTRGMedic_F<br>B_AssaultPack_tna_BTMedic_F<br>B_AssaultPack_tna_BTRepair_F<br>B_AssaultPack_tna_F<br>B_Bergen_dgtl_F<br>B_Bergen_hex_F<br>B_Bergen_mcamo_F<br>B_Bergen_tna_F<br>B_Carryall_ghex_F<br>B_Carryall_ghex_OTAAA_F<br>B_Carryall_ghex_OTAAR_AAR_F<br>B_Carryall_ghex_OTAAT_F<br>B_Carryall_ghex_OTAmmo_F<br>B_Carryall_ghex_OTEng_F<br>B_Carryall_ghex_OTExp_F<br>B_Carryall_ghex_OTReconExp_F<br>B_Carryall_oli_BTAAA_F<br>B_Carryall_oli_BTAAT_F<br>B_Carryall_oli_BTAmmo_F<br>B_FieldPack_blk_Bandit_8_F<br>B_FieldPack_cb_Bandit_3_F<br>B_FieldPack_ghex_F<br>B_FieldPack_ghex_OTAA_F<br>B_FieldPack_ghex_OTAT_F<br>B_FieldPack_ghex_OTLAT_F<br>B_FieldPack_ghex_OTMedic_F<br>B_FieldPack_ghex_OTReconMedic_F<br>B_FieldPack_ghex_OTRepair_F<br>B_FieldPack_ghex_OTRPG_AT_F<br>B_FieldPack_khk_Bandit_1_F<br>B_GMG_01_Weapon_grn_F<br>B_HMG_01_support_grn_F<br>B_HMG_01_Weapon_grn_F<br>B_Kitbag_cbr_Bandit_2_F<br>B_Kitbag_cbr_Para_5_F<br>B_Kitbag_rgr_BTAA_F<br>B_Kitbag_rgr_BTAT_F<br>B_Kitbag_rgr_BTEng_F<br>B_Kitbag_rgr_BTExp_F<br>B_Kitbag_rgr_BTReconExp_F<br>B_Kitbag_rgr_CTRGExp_F<br>B_Kitbag_rgr_Para_3_F<br>B_Kitbag_rgr_Para_8_F<br>B_Mortar_01_support_grn_F<br>B_Mortar_01_Weapon_grn_F<br>B_ViperHarness_blk_F<br>B_ViperHarness_ghex_Exp_F<br>B_ViperHarness_ghex_F<br>B_ViperHarness_ghex_JTAC_F<br>B_ViperHarness_ghex_LAT_F<br>B_ViperHarness_ghex_M_F<br>B_ViperHarness_ghex_Medic_F<br>B_ViperHarness_ghex_TL_F<br>B_ViperHarness_hex_Exp_F<br>B_ViperHarness_hex_F<br>B_ViperHarness_hex_JTAC_F<br>B_ViperHarness_hex_LAT_F<br>B_ViperHarness_hex_M_F<br>B_ViperHarness_hex_Medic_F<br>B_ViperHarness_hex_TL_F<br>B_ViperHarness_khk_F<br>B_ViperHarness_oli_F<br>B_ViperLightHarness_blk_F<br>B_ViperLightHarness_ghex_F<br>B_ViperLightHarness_hex_F<br>B_ViperLightHarness_khk_F<br>B_ViperLightHarness_oli_F |  |\n| **A3_Supplies_F_Exp_Ammoboxes** | Box_AAF_Equip_F<br>Box_AAF_Uniforms_F<br>Box_CSAT_Equip_F<br>Box_CSAT_Uniforms_F<br>Box_GEN_Equip_F<br>Box_IED_Exp_F<br>Box_NATO_Equip_F<br>Box_NATO_Uniforms_F<br>Box_Syndicate_Ammo_F<br>Box_Syndicate_Wps_F<br>Box_Syndicate_WpsLaunch_F<br>Box_T_East_Ammo_F<br>Box_T_East_Wps_F<br>Box_T_East_WpsSpecial_F<br>Box_T_NATO_Wps_F<br>Box_T_NATO_WpsSpecial_F<br>C_T_supplyCrate_F |  |\n| **A3_Weapons_F_Exp** | Item_bipod_01_F_khk<br>Item_Laserdesignator_01_khk_F<br>Item_Laserdesignator_02_ghex_F<br>Item_muzzle_snds_58_blk_F<br>Item_muzzle_snds_58_wdm_F<br>Item_muzzle_snds_65_TI_blk_F<br>Item_muzzle_snds_65_TI_ghex_F<br>Item_muzzle_snds_65_TI_hex_F<br>Item_muzzle_snds_B_khk_F<br>Item_muzzle_snds_B_snd_F<br>Item_muzzle_snds_H_khk_F<br>Item_muzzle_snds_H_MG_blk_F<br>Item_muzzle_snds_H_MG_khk_F<br>Item_muzzle_snds_m_khk_F<br>Item_muzzle_snds_m_snd_F<br>Item_NVGoggles_tna_F<br>Item_NVGogglesB_blk_F<br>Item_NVGogglesB_grn_F<br>Item_NVGogglesB_gry_F<br>Item_O_NVGoggles_ghex_F<br>Item_O_NVGoggles_hex_F<br>Item_O_NVGoggles_urb_F<br>Item_optic_Arco_blk_F<br>Item_optic_Arco_ghex_F<br>Item_optic_DMS_ghex_F<br>Item_optic_ERCO_blk_F<br>Item_optic_ERCO_khk_F<br>Item_optic_ERCO_snd_F<br>Item_optic_Hamr_khk_F<br>Item_optic_Holosight_blk_F<br>Item_optic_Holosight_khk_F<br>Item_optic_Holosight_smg_blk_F<br>Item_optic_LRPS_ghex_F<br>Item_optic_LRPS_tna_F<br>Item_optic_SOS_khk_F<br>Weapon_arifle_AK12_F<br>Weapon_arifle_AK12_GL_F<br>Weapon_arifle_AKM_F<br>Weapon_arifle_AKS_F<br>Weapon_arifle_ARX_blk_F<br>Weapon_arifle_ARX_ghex_F<br>Weapon_arifle_ARX_hex_F<br>Weapon_arifle_CTAR_blk_F<br>Weapon_arifle_CTAR_ghex_F<br>Weapon_arifle_CTAR_GL_blk_F<br>Weapon_arifle_CTAR_GL_ghex_F<br>Weapon_arifle_CTAR_GL_hex_F<br>Weapon_arifle_CTAR_hex_F<br>Weapon_arifle_CTARS_blk_F<br>Weapon_arifle_CTARS_ghex_F<br>Weapon_arifle_CTARS_hex_F<br>Weapon_arifle_MX_GL_khk_F<br>Weapon_arifle_MX_khk_F<br>Weapon_arifle_MX_SW_khk_F<br>Weapon_arifle_MXC_khk_F<br>Weapon_arifle_MXM_khk_F<br>Weapon_arifle_SPAR_01_blk_F<br>Weapon_arifle_SPAR_01_GL_blk_F<br>Weapon_arifle_SPAR_01_GL_khk_F<br>Weapon_arifle_SPAR_01_GL_snd_F<br>Weapon_arifle_SPAR_01_khk_F<br>Weapon_arifle_SPAR_01_snd_F<br>Weapon_arifle_SPAR_02_blk_F<br>Weapon_arifle_SPAR_02_khk_F<br>Weapon_arifle_SPAR_02_snd_F<br>Weapon_arifle_SPAR_03_blk_F<br>Weapon_arifle_SPAR_03_khk_F<br>Weapon_arifle_SPAR_03_snd_F<br>Weapon_hgun_P07_blk_F<br>Weapon_hgun_P07_khk_F<br>Weapon_hgun_Pistol_01_F<br>Weapon_launch_B_Titan_short_tna_F<br>Weapon_launch_B_Titan_tna_F<br>Weapon_launch_O_Titan_ghex_F<br>Weapon_launch_O_Titan_short_ghex_F<br>Weapon_launch_RPG32_ghex_F<br>Weapon_launch_RPG7_F<br>Weapon_LMG_03_F<br>Weapon_SMG_05_F<br>Weapon_srifle_DMR_07_blk_F<br>Weapon_srifle_DMR_07_ghex_F<br>Weapon_srifle_DMR_07_hex_F<br>Weapon_srifle_GM6_ghex_F<br>Weapon_srifle_LRR_tna_F |  |\n| **A3_Air_F_Exp_Heli_Light_01** | I_C_Heli_Light_01_civil_F |  |\n| **A3_Air_F_Exp_Heli_Transport_01** | B_CTRG_Heli_Transport_01_sand_F<br>B_CTRG_Heli_Transport_01_tropic_F |  |\n| **A3_Air_F_Exp_Plane_Civil_01** | C_Plane_Civil_01_F<br>C_Plane_Civil_01_racing_F<br>I_C_Plane_Civil_01_F |  |\n| **A3_Air_F_Exp_UAV_03** | B_T_UAV_03_dynamicLoadout_F<br>B_T_UAV_03_F |  |\n| **A3_Air_F_Exp_UAV_04** | O_T_UAV_04_CAS_F |  |\n| **A3_Air_F_Exp_VTOL_01** | B_T_VTOL_01_armed_blue_F<br>B_T_VTOL_01_armed_F<br>B_T_VTOL_01_armed_olive_F<br>B_T_VTOL_01_infantry_blue_F<br>B_T_VTOL_01_infantry_F<br>B_T_VTOL_01_infantry_olive_F<br>B_T_VTOL_01_vehicle_blue_F<br>B_T_VTOL_01_vehicle_F<br>B_T_VTOL_01_vehicle_olive_F |  |\n| **A3_Air_F_Exp_VTOL_02** | O_T_VTOL_02_infantry_dynamicLoadout_F<br>O_T_VTOL_02_infantry_F<br>O_T_VTOL_02_infantry_ghex_F<br>O_T_VTOL_02_infantry_grey_F<br>O_T_VTOL_02_infantry_hex_F<br>O_T_VTOL_02_vehicle_dynamicLoadout_F<br>O_T_VTOL_02_vehicle_F<br>O_T_VTOL_02_vehicle_ghex_F<br>O_T_VTOL_02_vehicle_grey_F<br>O_T_VTOL_02_vehicle_hex_F |  |\n| **A3_Armor_F_Exp_APC_Tracked_01** | B_T_APC_Tracked_01_AA_F<br>B_T_APC_Tracked_01_CRV_F<br>B_T_APC_Tracked_01_rcws_F |  |\n| **A3_Armor_F_Exp_APC_Tracked_02** | O_T_APC_Tracked_02_AA_ghex_F<br>O_T_APC_Tracked_02_cannon_ghex_F |  |\n| **A3_Armor_F_Exp_APC_Wheeled_01** | B_T_APC_Wheeled_01_cannon_F |  |\n| **A3_Armor_F_Exp_APC_Wheeled_02** | O_T_APC_Wheeled_02_rcws_ghex_F<br>O_T_APC_Wheeled_02_rcws_v2_ghex_F |  |\n| **A3_Armor_F_Exp_MBT_01** | B_T_MBT_01_arty_F<br>B_T_MBT_01_cannon_F<br>B_T_MBT_01_mlrs_F<br>B_T_MBT_01_TUSK_F |  |\n| **A3_Armor_F_Exp_MBT_02** | O_T_MBT_02_arty_ghex_F<br>O_T_MBT_02_cannon_ghex_F |  |\n| **A3_Boat_F_Exp_Boat_Armed_01** | B_T_Boat_Armed_01_minigun_F<br>O_T_Boat_Armed_01_hmg_F |  |\n| **A3_Boat_F_Exp_Boat_Transport_01** | B_T_Boat_Transport_01_F<br>B_T_Lifeboat<br>I_C_Boat_Transport_01_F<br>O_T_Boat_Transport_01_F<br>O_T_Lifeboat |  |\n| **A3_Boat_F_Exp_Boat_Transport_02** | B_G_Boat_Transport_02_F<br>C_Boat_Transport_02_F<br>I_C_Boat_Transport_02_F<br>I_G_Boat_Transport_02_F<br>O_G_Boat_Transport_02_F |  |\n| **A3_Boat_F_Exp_Scooter_Transport_01** | C_Scooter_Transport_01_F |  |\n| **A3_Characters_F_Exp** | B_Captain_Dwarden_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_universal_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_G_Captain_Ivan_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_F<br>B_GEN_Soldier_universal_F<br>B_T_Crew_F<br>B_T_Diver_Exp_F<br>B_T_Diver_F<br>B_T_Diver_TL_F<br>B_T_Engineer_F<br>B_T_ghillie_tna_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_Medic_F<br>B_T_Officer_F<br>B_T_Pilot_F<br>B_T_Recon_Exp_F<br>B_T_Recon_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_LAT_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAR_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Soldier_AT_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_F<br>B_T_Soldier_GL_F<br>B_T_Soldier_LAT_F<br>B_T_soldier_M_F<br>B_T_Soldier_PG_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Soldier_unarmed_F<br>B_T_Soldier_universal_F<br>B_T_Spotter_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>I_C_Helipilot_F<br>I_C_Pilot_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_base_unarmed_F<br>I_C_Soldier_Camo_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_5_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_universal_F<br>Item_U_B_CTRG_Soldier_2_arid_F<br>Item_U_B_CTRG_Soldier_2_F<br>Item_U_B_CTRG_Soldier_3_arid_F<br>Item_U_B_CTRG_Soldier_3_F<br>Item_U_B_CTRG_Soldier_arid_F<br>Item_U_B_CTRG_Soldier_F<br>Item_U_B_CTRG_Soldier_urb_1_F<br>Item_U_B_CTRG_Soldier_urb_2_F<br>Item_U_B_CTRG_Soldier_urb_3_F<br>Item_U_B_GEN_Commander_F<br>Item_U_B_GEN_Soldier_F<br>Item_U_B_T_FullGhillie_tna_F<br>Item_U_B_T_Sniper_F<br>Item_U_B_T_Soldier_AR_F<br>Item_U_B_T_Soldier_F<br>Item_U_B_T_Soldier_SL_F<br>Item_U_C_Man_casual_1_F<br>Item_U_C_Man_casual_2_F<br>Item_U_C_Man_casual_3_F<br>Item_U_C_Man_casual_4_F<br>Item_U_C_Man_casual_5_F<br>Item_U_C_Man_casual_6_F<br>Item_U_C_man_sport_1_F<br>Item_U_C_man_sport_2_F<br>Item_U_C_man_sport_3_F<br>Item_U_I_C_Soldier_Bandit_1_F<br>Item_U_I_C_Soldier_Bandit_2_F<br>Item_U_I_C_Soldier_Bandit_3_F<br>Item_U_I_C_Soldier_Bandit_4_F<br>Item_U_I_C_Soldier_Bandit_5_F<br>Item_U_I_C_Soldier_Camo_F<br>Item_U_I_C_Soldier_Para_1_F<br>Item_U_I_C_Soldier_Para_2_F<br>Item_U_I_C_Soldier_Para_3_F<br>Item_U_I_C_Soldier_Para_4_F<br>Item_U_I_C_Soldier_Para_5_F<br>Item_U_O_T_FullGhillie_tna_F<br>Item_U_O_T_Officer_F<br>Item_U_O_T_Sniper_F<br>Item_U_O_T_Soldier_F<br>Item_U_O_V_Soldier_Viper_F<br>Item_U_O_V_Soldier_Viper_hex_F<br>O_T_Crew_F<br>O_T_Diver_Exp_F<br>O_T_Diver_F<br>O_T_Diver_TL_F<br>O_T_Engineer_F<br>O_T_ghillie_tna_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Medic_F<br>O_T_Officer_F<br>O_T_Pilot_F<br>O_T_Recon_Exp_F<br>O_T_Recon_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_LAT_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAR_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Soldier_AT_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_F<br>O_T_Soldier_GL_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_M_F<br>O_T_Soldier_PG_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Soldier_unarmed_F<br>O_T_Soldier_universal_F<br>O_T_Spotter_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_JTAC_ghex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F |  |\n| **A3_Characters_F_Exp_Civil** | C_Man_casual_1_F<br>C_Man_casual_1_F_afro<br>C_Man_casual_1_F_asia<br>C_Man_casual_1_F_euro<br>C_Man_casual_1_F_tanoan<br>C_Man_casual_2_F<br>C_Man_casual_2_F_afro<br>C_Man_casual_2_F_asia<br>C_Man_casual_2_F_euro<br>C_Man_casual_2_F_tanoan<br>C_Man_casual_3_F<br>C_Man_casual_3_F_afro<br>C_Man_casual_3_F_asia<br>C_Man_casual_3_F_euro<br>C_Man_casual_3_F_tanoan<br>C_Man_casual_4_F<br>C_Man_casual_4_F_afro<br>C_Man_casual_4_F_asia<br>C_Man_casual_4_F_euro<br>C_Man_casual_4_F_tanoan<br>C_Man_casual_5_F<br>C_Man_casual_5_F_afro<br>C_Man_casual_5_F_asia<br>C_Man_casual_5_F_euro<br>C_Man_casual_5_F_tanoan<br>C_Man_casual_6_F<br>C_Man_casual_6_F_afro<br>C_Man_casual_6_F_asia<br>C_Man_casual_6_F_euro<br>C_Man_casual_6_F_tanoan<br>C_Man_French_universal_F<br>C_man_sport_1_F<br>C_man_sport_1_F_afro<br>C_man_sport_1_F_asia<br>C_man_sport_1_F_euro<br>C_man_sport_1_F_tanoan<br>C_man_sport_2_F<br>C_man_sport_2_F_afro<br>C_man_sport_2_F_asia<br>C_man_sport_2_F_euro<br>C_man_sport_2_F_tanoan<br>C_man_sport_3_F<br>C_man_sport_3_F_afro<br>C_man_sport_3_F_asia<br>C_man_sport_3_F_euro<br>C_man_sport_3_F_tanoan |  |\n| **A3_Characters_F_Exp_Headgear** | Headgear_H_Beret_gen_F<br>Headgear_H_Booniehat_tna_F<br>Headgear_H_Helmet_Skate<br>Headgear_H_HelmetB_Enh_tna_F<br>Headgear_H_HelmetB_Light_tna_F<br>Headgear_H_HelmetB_TI_arid_F<br>Headgear_H_HelmetB_TI_tna_F<br>Headgear_H_HelmetB_tna_F<br>Headgear_H_HelmetCrew_O_ghex_F<br>Headgear_H_HelmetLeaderO_ghex_F<br>Headgear_H_HelmetO_ghex_F<br>Headgear_H_HelmetO_ViperSP_ghex_F<br>Headgear_H_HelmetO_ViperSP_hex_F<br>Headgear_H_HelmetSpecO_ghex_F<br>Headgear_H_MilCap_gen_F<br>Headgear_H_MilCap_ghex_F<br>Headgear_H_MilCap_tna_F |  |\n| **A3_Characters_F_Exp_Vests** | Vest_V_BandollierB_ghex_F<br>Vest_V_HarnessO_ghex_F<br>Vest_V_HarnessOGL_ghex_F<br>Vest_V_PlateCarrier1_rgr_noflag_F<br>Vest_V_PlateCarrier1_tna_F<br>Vest_V_PlateCarrier2_rgr_noflag_F<br>Vest_V_PlateCarrierGL_tna_F<br>Vest_V_PlateCarrierSpec_tna_F<br>Vest_V_TacChestrig_cbr_F<br>Vest_V_TacChestrig_grn_F<br>Vest_V_TacChestrig_oli_F<br>Vest_V_TacVest_gen_F |  |\n| **A3_Props_F_Jets_Military_Tractor** | Land_DeckTractor_01_F<br>Land_TowBar_01_F |  |\n| **A3_Props_F_Jets_Military_Trolley** | Land_Bomb_Trolley_01_F<br>Land_Missle_Trolley_02_F |  |\n| **A3_Static_F_Jets_AAA_System_01** | B_AAA_System_01_F |  |\n| **A3_Static_F_Jets_SAM_System_01** | B_SAM_System_01_F |  |\n| **A3_Static_F_Jets_SAM_System_02** | B_SAM_System_02_F |  |\n| **A3_Air_F_Jets_Plane_Fighter_01** | B_Ejection_Seat_Plane_Fighter_01_F<br>B_Plane_Fighter_01_F<br>B_Plane_Fighter_01_Stealth_F<br>Plane_Fighter_01_Canopy_F<br>Plane_Fighter_01_wreck_F |  |\n| **A3_Air_F_Jets_Plane_Fighter_02** | O_Ejection_Seat_Plane_Fighter_02_F<br>O_Plane_Fighter_02_F<br>O_Plane_Fighter_02_Stealth_F<br>Plane_Fighter_02_Canopy_F<br>Plane_Fighter_02_wreck_F |  |\n| **A3_Air_F_Jets_Plane_Fighter_04** | I_Ejection_Seat_Plane_Fighter_04_F<br>I_Plane_Fighter_04_F<br>Plane_Fighter_04_Canopy_F<br>Plane_Fighter_04_wreck_F |  |\n| **A3_Air_F_Jets_UAV_05** | B_UAV_05_F |  |\n| **A3_Boat_F_Jets_Carrier_01** | DynamicAirport_01_F<br>Land_Carrier_01_base_F<br>Land_Carrier_01_hull_01_F<br>Land_Carrier_01_hull_02_F<br>Land_Carrier_01_hull_03_1_F<br>Land_Carrier_01_hull_03_2_F<br>Land_Carrier_01_hull_04_1_F<br>Land_Carrier_01_hull_04_2_F<br>Land_Carrier_01_hull_05_1_F<br>Land_Carrier_01_hull_05_2_F<br>Land_Carrier_01_hull_06_1_F<br>Land_Carrier_01_hull_06_2_F<br>Land_Carrier_01_hull_07_1_F<br>Land_Carrier_01_hull_07_2_F<br>Land_Carrier_01_hull_08_1_F<br>Land_Carrier_01_hull_08_2_F<br>Land_Carrier_01_hull_09_1_F<br>Land_Carrier_01_hull_09_2_F<br>Land_Carrier_01_hull_base_F<br>Land_Carrier_01_island_01_F<br>Land_Carrier_01_island_02_F<br>Land_Carrier_01_island_03_F |  |\n| **A3_Characters_F_Jets** | B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>O_Fighter_Pilot_F |  |\n| **A3_Characters_F_Jets_Vests** | Vest_V_DeckCrew_blue_F<br>Vest_V_DeckCrew_brown_F<br>Vest_V_DeckCrew_green_F<br>Vest_V_DeckCrew_red_F<br>Vest_V_DeckCrew_violet_F<br>Vest_V_DeckCrew_white_F<br>Vest_V_DeckCrew_yellow_F |  |\n| **A3_Boat_F_Destroyer_Destroyer_01** | Land_Destroyer_01_base_F<br>Land_Destroyer_01_hull_01_F<br>Land_Destroyer_01_hull_02_F<br>Land_Destroyer_01_hull_03_F<br>Land_Destroyer_01_hull_04_F<br>Land_Destroyer_01_hull_05_F<br>Land_Destroyer_01_hull_base_F<br>Land_Destroyer_01_interior_02_F<br>Land_Destroyer_01_interior_03_F<br>Land_Destroyer_01_interior_04_F<br>ShipFlag_US_F |  |\n| **A3_Props_F_Argo_Civilian_InfoBoards** | MapBoard_Malden_F<br>MapBoard_Tanoa_F |  |\n| **A3_Props_F_Argo_Items_Documents** | Land_Map_Malden_F<br>Land_Map_Tanoa_F<br>Land_Map_unfolded_Altis_F<br>Land_Map_unfolded_Malden_F<br>Land_Map_unfolded_Tanoa_F |  |\n| **A3_Props_F_Argo_Items_Electronics** | Land_Laptop_02_F<br>Land_Laptop_02_unfolded_F |  |\n| **A3_Rocks_F_Argo_Limestone** | Land_Limestone_01_01_F<br>Land_Limestone_01_02_F<br>Land_Limestone_01_03_F<br>Land_Limestone_01_apart_F<br>Land_Limestone_01_erosion_F<br>Land_Limestone_01_monolith_F<br>Land_Limestone_01_spike_F<br>Land_Limestone_01_wallH_F<br>Land_Limestone_01_wallV_F |  |\n| **A3_Structures_F_Argo_Civilian_Accessories** | Land_BusStop_01_shelter_F<br>Land_BusStop_01_sign_F |  |\n| **A3_Structures_F_Argo_Civilian_Addons** | Land_Addon_02_b_white_ruins_F<br>Land_i_Addon_02_b_white_F |  |\n| **A3_Structures_F_Argo_Civilian_Garbage** | Land_GarbageBarrel_01_english_F |  |\n| **A3_Structures_F_Argo_Civilian_House_Big01** | Land_House_Big_01_b_blue_ruins_F<br>Land_House_Big_01_b_brown_ruins_F<br>Land_House_Big_01_b_pink_ruins_F<br>Land_House_Big_01_b_yellow_ruins_F<br>Land_i_House_Big_01_b_blue_F<br>Land_i_House_Big_01_b_brown_F<br>Land_i_House_Big_01_b_pink_F<br>Land_i_House_Big_01_b_white_F<br>Land_i_House_Big_01_b_whiteblue_F<br>Land_i_House_Big_01_b_yellow_F |  |\n| **A3_Structures_F_Argo_Civilian_House_Big02** | Land_House_Big_02_b_blue_ruins_F<br>Land_House_Big_02_b_brown_ruins_F<br>Land_House_Big_02_b_pink_ruins_F<br>Land_House_Big_02_b_yellow_ruins_F<br>Land_i_House_Big_02_b_blue_F<br>Land_i_House_Big_02_b_brown_F<br>Land_i_House_Big_02_b_pink_F<br>Land_i_House_Big_02_b_white_F<br>Land_i_House_Big_02_b_whiteblue_F<br>Land_i_House_Big_02_b_yellow_F |  |\n| **A3_Structures_F_Argo_Civilian_House_Small01** | Land_House_Small_01_b_blue_ruins_F<br>Land_House_Small_01_b_brown_ruins_F<br>Land_House_Small_01_b_pink_ruins_F<br>Land_House_Small_01_b_yellow_ruins_F<br>Land_i_House_Small_01_b_blue_F<br>Land_i_House_Small_01_b_brown_F<br>Land_i_House_Small_01_b_pink_F<br>Land_i_House_Small_01_b_white_F<br>Land_i_House_Small_01_b_whiteblue_F<br>Land_i_House_Small_01_b_yellow_F |  |\n| **A3_Structures_F_Argo_Civilian_House_Small02** | Land_House_Small_02_b_blue_ruins_F<br>Land_House_Small_02_b_brown_ruins_F<br>Land_House_Small_02_b_pink_ruins_F<br>Land_House_Small_02_b_V1_ruins_F<br>Land_House_Small_02_b_yellow_ruins_F<br>Land_i_House_Small_02_b_blue_F<br>Land_i_House_Small_02_b_brown_F<br>Land_i_House_Small_02_b_pink_F<br>Land_i_House_Small_02_b_white_F<br>Land_i_House_Small_02_b_whiteblue_F<br>Land_i_House_Small_02_b_yellow_F<br>Land_i_House_Small_02_c_blue_F<br>Land_i_House_Small_02_c_brown_F<br>Land_i_House_Small_02_c_pink_F<br>Land_i_House_Small_02_c_white_F<br>Land_i_House_Small_02_c_whiteblue_F<br>Land_i_House_Small_02_c_yellow_F |  |\n| **A3_Structures_F_Argo_Civilian_Stone_House_Big_01** | Land_i_Stone_House_Big_01_b_clay_F |  |\n| **A3_Structures_F_Argo_Civilian_Stone_Shed_01** | Land_i_Stone_Shed_01_b_clay_F<br>Land_i_Stone_Shed_01_b_raw_F<br>Land_i_Stone_Shed_01_b_white_F<br>Land_i_Stone_Shed_01_c_clay_F<br>Land_i_Stone_Shed_01_c_raw_F<br>Land_i_Stone_Shed_01_c_white_F<br>Land_Stone_Shed_01_b_clay_ruins_F<br>Land_Stone_Shed_01_b_raw_ruins_F<br>Land_Stone_Shed_01_b_white_ruins_F |  |\n| **A3_Structures_F_Argo_Civilian_Unfinished_Building_01** | Land_Unfinished_Building_01_noLadder_F |  |\n| **A3_Structures_F_Argo_Commercial_Accessories** | Land_ATM_01_malden_F<br>Land_ATM_02_malden_F<br>Land_PhoneBooth_01_malden_F<br>Land_PhoneBooth_02_malden_F |  |\n| **A3_Structures_F_Argo_Commercial_Billboards** | Land_Billboard_02_blank_F<br>Land_Billboard_02_carrental_F<br>Land_Billboard_02_chernarus_F<br>Land_Billboard_02_chevre2_F<br>Land_Billboard_02_ion_F<br>Land_Billboard_02_leader_F<br>Land_Billboard_02_mars2_F<br>Land_Billboard_02_monte_F<br>Land_Billboard_02_redstone_F<br>Land_Billboard_02_surreal_F<br>Land_Billboard_02_wine_F<br>Land_Billboard_03_aan_F<br>Land_Billboard_03_action_F<br>Land_Billboard_03_argois_F<br>Land_Billboard_03_blank_F<br>Land_Billboard_03_bluking_F<br>Land_Billboard_03_cheese_F<br>Land_Billboard_03_chevre_F<br>Land_Billboard_03_duckit_F<br>Land_Billboard_03_getlost_F<br>Land_Billboard_03_ionbase_F<br>Land_Billboard_03_koke_F<br>Land_Billboard_03_lyfe_F<br>Land_Billboard_03_mars_F<br>Land_Billboard_03_maskrtnik_F<br>Land_Billboard_03_olives_F<br>Land_Billboard_03_pate_F<br>Land_Billboard_03_pills_F<br>Land_Billboard_03_plane_F<br>Land_Billboard_03_supermarket_F<br>Land_Billboard_03_winery_F<br>Land_Billboard_03_ygont_F<br>Land_Billboard_04_blank_F<br>Land_Billboard_04_koke_redstone_F<br>Land_Billboard_04_mars_lyfe_F<br>Land_Billboard_04_supermarket_maskrtnik_F |  |\n| **A3_Structures_F_Argo_Commercial_FuelStation_01** | Land_FuelStation_01_prices_malevil_F<br>Land_FuelStation_01_pump_malevil_F<br>Land_FuelStation_01_roof_malevil_F |  |\n| **A3_Structures_F_Argo_Commercial_Shop_02** | Land_i_Shop_02_b_blue_F<br>Land_i_Shop_02_b_brown_F<br>Land_i_Shop_02_b_pink_F<br>Land_i_Shop_02_b_white_F<br>Land_i_Shop_02_b_whiteblue_F<br>Land_i_Shop_02_b_yellow_F<br>Land_Shop_02_b_blue_ruins_F<br>Land_Shop_02_b_brown_ruins_F<br>Land_Shop_02_b_pink_ruins_F<br>Land_Shop_02_b_yellow_ruins_F |  |\n| **A3_Structures_F_Argo_Commercial_Supermarket_01** | Land_Supermarket_01_malden_F |  |\n| **A3_Structures_F_Argo_Cultural_Church** | Land_Church_01_V2_F |  |\n| **A3_Structures_F_Argo_Cultural_Statues** | Land_Monument_01_F<br>Land_Pedestal_01_F<br>Land_Pedestal_02_F<br>Land_Statue_01_F<br>Land_Statue_02_F |  |\n| **A3_Structures_F_Argo_Decals_Horizontal** | Land_DirtPatch_01_4x4_F<br>Land_DirtPatch_01_6x8_F<br>Land_PedestrianCrossing_01_6m_4str_F<br>Land_PedestrianCrossing_01_6m_6str_F<br>Land_PedestrianCrossing_01_8m_10str_F<br>Land_Puddle_01_F<br>Land_Puddle_02_F<br>Land_RoadCrack_01_2x2_F<br>Land_RoadCrack_01_4x4_F<br>Land_RoadCrack_01_6x2_F |  |\n| **A3_Structures_F_Argo_Industrial_Agriculture** | Land_Barn_01_brown_F<br>Land_Barn_01_brown_ruins_F<br>Land_Barn_01_grey_F<br>Land_Barn_01_grey_ruins_F<br>Land_Shed_08_brown_F<br>Land_Shed_08_brown_ruins_F<br>Land_Shed_08_grey_F<br>Land_Shed_08_grey_ruins_F<br>Land_VineyardFence_01_F |  |\n| **A3_Structures_F_Argo_Industrial_Materials** | Land_WoodenPlanks_01_messy_pine_F<br>Land_WoodenPlanks_01_pine_F |  |\n| **A3_Structures_F_Argo_Infrastructure_Runways** | Land_Runway_end00_F<br>Land_Runway_end18_F |  |\n| **A3_Structures_F_Argo_Infrastructure_Seaports** | Land_Lighthouse_01_noLight_F<br>Land_Lighthouse_03_green_F<br>Land_Lighthouse_03_red_F |  |\n| **A3_Structures_F_Argo_Infrastructure_WaterSupply** | Land_ReservoirTank_01_military_F<br>Land_ReservoirTank_01_military_ruins_F |  |\n| **A3_Structures_F_Argo_Military_Bunkers** | Land_Bunker_01_big_F<br>Land_Bunker_01_blocks_1_F<br>Land_Bunker_01_blocks_3_F<br>Land_Bunker_01_HQ_F<br>Land_Bunker_01_small_F<br>Land_Bunker_01_tall_F |  |\n| **A3_Structures_F_Argo_Military_ContainerBases** | Land_Cargo_House_V3_derelict_F<br>Land_Cargo_HQ_V3_derelict_F<br>Land_Cargo_Patrol_V3_derelict_F<br>Land_Cargo_Tower_V3_derelict_F |  |\n| **A3_Structures_F_Argo_Military_Domes** | Land_Dome_01_big_green_ruins_v1_F<br>Land_Dome_01_big_green_ruins_v2_F<br>Land_Dome_01_small_green_ruins_F<br>Land_DomeDebris_01_hex_damaged_green_F<br>Land_DomeDebris_01_hex_green_F<br>Land_DomeDebris_01_struts_large_green_F<br>Land_DomeDebris_01_struts_small_green_F |  |\n| **A3_Structures_F_Argo_Military_Fortifications** | Land_Barricade_01_10m_F<br>Land_Barricade_01_4m_F<br>Land_CzechHedgehog_01_F<br>Land_CzechHedgehog_01_old_F<br>Land_SandbagBarricade_01_F<br>Land_SandbagBarricade_01_half_F<br>Land_SandbagBarricade_01_hole_F |  |\n| **A3_Structures_F_Argo_Military_Turrets** | Land_Turret_01_ruins_F |  |\n| **A3_Structures_F_Argo_Signs_Warnings** | Land_SignM_forRent_F<br>Land_SignM_forSale_F<br>Land_SignM_taxi_F<br>Land_SignM_WarningMilAreaSmall_english_F<br>Land_SignM_WarningMilitaryArea_english_F<br>Land_SignM_WarningMilitaryVehicles_english_F |  |\n| **A3_Structures_F_Argo_Walls_City** | Land_WallCity_01_4m_blue_F<br>Land_WallCity_01_4m_grey_F<br>Land_WallCity_01_4m_pink_F<br>Land_WallCity_01_4m_plain_blue_F<br>Land_WallCity_01_4m_plain_dmg_blue_F<br>Land_WallCity_01_4m_plain_dmg_grey_F<br>Land_WallCity_01_4m_plain_dmg_pink_F<br>Land_WallCity_01_4m_plain_dmg_whiteblue_F<br>Land_WallCity_01_4m_plain_dmg_yellow_F<br>Land_WallCity_01_4m_plain_grey_F<br>Land_WallCity_01_4m_plain_pink_F<br>Land_WallCity_01_4m_plain_whiteblue_F<br>Land_WallCity_01_4m_plain_yellow_F<br>Land_WallCity_01_4m_whiteblue_F<br>Land_WallCity_01_4m_yellow_F<br>Land_WallCity_01_8m_blue_F<br>Land_WallCity_01_8m_dmg_blue_F<br>Land_WallCity_01_8m_dmg_grey_F<br>Land_WallCity_01_8m_dmg_pink_F<br>Land_WallCity_01_8m_dmg_whiteblue_F<br>Land_WallCity_01_8m_dmg_yellow_F<br>Land_WallCity_01_8m_grey_F<br>Land_WallCity_01_8m_pink_F<br>Land_WallCity_01_8m_plain_blue_F<br>Land_WallCity_01_8m_plain_grey_F<br>Land_WallCity_01_8m_plain_pink_F<br>Land_WallCity_01_8m_plain_whiteblue_F<br>Land_WallCity_01_8m_plain_yellow_F<br>Land_WallCity_01_8m_whiteblue_F<br>Land_WallCity_01_8m_yellow_F<br>Land_WallCity_01_gate_blue_F<br>Land_WallCity_01_gate_grey_F<br>Land_WallCity_01_gate_pink_F<br>Land_WallCity_01_gate_whiteblue_F<br>Land_WallCity_01_gate_yellow_F<br>Land_WallCity_01_pillar_blue_F<br>Land_WallCity_01_pillar_grey_F<br>Land_WallCity_01_pillar_pink_F<br>Land_WallCity_01_pillar_plain_dmg_blue_F<br>Land_WallCity_01_pillar_plain_dmg_grey_F<br>Land_WallCity_01_pillar_plain_dmg_pink_F<br>Land_WallCity_01_pillar_plain_dmg_whiteblue_F<br>Land_WallCity_01_pillar_plain_dmg_yellow_F<br>Land_WallCity_01_pillar_whiteblue_F<br>Land_WallCity_01_pillar_yellow_F |  |\n| **A3_Structures_F_Argo_Walls_Concrete** | Land_ConcreteWall_01_l_gate_closed_F<br>Land_ConcreteWall_01_m_gate_closed_F |  |\n| **A3_Structures_F_Argo_Walls_Military** | Land_Mil_WallBig_4m_battered_F<br>Land_Mil_WallBig_4m_damaged_center_F<br>Land_Mil_WallBig_4m_damaged_left_F<br>Land_Mil_WallBig_4m_damaged_right_F<br>Land_Mil_WallBig_corner_battered_F<br>Land_Mil_WallBig_debris_F |  |\n| **A3_Structures_F_Argo_Walls_Net** | Land_NetFence_02_m_gate_v1_closed_F<br>Land_NetFence_02_m_gate_v2_closed_F |  |\n| **A3_Structures_F_Argo_Walls_Pipe** | Land_PipeFence_01_m_gate_v1_closed_F<br>Land_PipeFence_01_m_gate_v2_closed_F |  |\n| **A3_Structures_F_Argo_Walls_Tin** | Land_TinWall_01_m_gate_v1_closed_F<br>Land_TinWall_01_m_gate_v2_closed_F |  |\n| **A3_Structures_F_Argo_Walls_Wooden** | Land_WoodenWall_02_s_gate_closed_F |  |\n| **A3_Structures_F_Argo_Wrecks** | Land_TankWreck_01_turret_F |  |\n| **A3_Modules_F_Patrol** | ModuleCombatPatrol_Init_F<br>ModuleCombatPatrol_LocationAdd_F<br>ModuleCombatPatrol_LocationAzimuthBlacklist_F<br>ModuleCombatPatrol_LocationMove_F<br>ModuleCombatPatrol_LocationRemove_F |  |\n| **A3_Characters_F_Patrol** | B_Patrol_Engineer_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Launcher_bag_F<br>B_Patrol_Leader_bag_F<br>B_Patrol_Medic_bag_F<br>B_Patrol_Medic_F<br>B_Patrol_Respawn_bag_F<br>B_Patrol_Respawn_tent_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Supply_bag_F |  |\n| **A3_Props_F_Orange_Civilian_Constructions** | Land_Brick_01_F<br>Land_CinderBlock_01_F |  |\n| **A3_Props_F_Orange_Civilian_InfoBoards** | Land_MapBoard_01_Wall_Altis_F<br>Land_MapBoard_01_Wall_F<br>Land_MapBoard_01_Wall_Malden_F<br>Land_MapBoard_01_Wall_Stratis_F<br>Land_MapBoard_01_Wall_Tanoa_F |  |\n| **A3_Props_F_Orange_Furniture** | Land_ArmChair_01_F<br>Land_OfficeCabinet_02_F<br>Land_Rug_01_base_F<br>Land_Rug_01_F<br>Land_Rug_01_Traditional_F<br>Land_Sofa_01_F<br>Land_TableBig_01_F<br>Land_TableSmall_01_F<br>Land_WoodenBed_01_F |  |\n| **A3_Props_F_Orange_Humanitarian_Camps** | Land_AirConditioner_01_F<br>Land_AirConditioner_02_F<br>Land_AirConditioner_03_F<br>Land_AirConditioner_04_F<br>Land_Bodybag_01_black_F<br>Land_Bodybag_01_blue_F<br>Land_Bodybag_01_empty_black_F<br>Land_Bodybag_01_empty_blue_F<br>Land_Bodybag_01_empty_white_F<br>Land_Bodybag_01_folded_black_F<br>Land_Bodybag_01_folded_blue_F<br>Land_Bodybag_01_folded_white_F<br>Land_Bodybag_01_white_F<br>Land_CampingChair_V2_white_F<br>Land_CampingTable_small_white_F<br>Land_CampingTable_white_F<br>Land_CanvasCover_01_F<br>Land_CanvasCover_02_F<br>Land_EmergencyBlanket_01_discarded_F<br>Land_EmergencyBlanket_01_F<br>Land_EmergencyBlanket_01_stack_F<br>Land_EmergencyBlanket_02_discarded_F<br>Land_EmergencyBlanket_02_F<br>Land_EmergencyBlanket_02_stack_F<br>Land_FirstAidKit_01_closed_F<br>Land_FirstAidKit_01_open_F<br>Land_IntravenBag_01_empty_F<br>Land_IntravenBag_01_full_F<br>Land_IntravenStand_01_1bag_F<br>Land_IntravenStand_01_2bags_F<br>Land_IntravenStand_01_empty_F<br>Land_Stethoscope_01_F<br>Land_Stretcher_01_F<br>Land_Stretcher_01_folded_F<br>Land_Stretcher_01_folded_olive_F<br>Land_Stretcher_01_folded_sand_F<br>Land_Stretcher_01_olive_F<br>Land_Stretcher_01_sand_F |  |\n| **A3_Props_F_Orange_Humanitarian_Garbage** | BloodPool_01_Large_New_F<br>BloodPool_01_Large_Old_F<br>BloodPool_01_Medium_New_F<br>BloodPool_01_Medium_Old_F<br>BloodSplatter_01_Large_New_F<br>BloodSplatter_01_Large_Old_F<br>BloodSplatter_01_Medium_New_F<br>BloodSplatter_01_Medium_Old_F<br>BloodSplatter_01_Small_New_F<br>BloodSplatter_01_Small_Old_F<br>BloodSpray_01_New_F<br>BloodSpray_01_Old_F<br>BloodTrail_01_New_F<br>BloodTrail_01_Old_F<br>MedicalGarbage_01_1x1_v1_F<br>MedicalGarbage_01_1x1_v2_F<br>MedicalGarbage_01_1x1_v3_F<br>MedicalGarbage_01_3x3_v1_F<br>MedicalGarbage_01_3x3_v2_F<br>MedicalGarbage_01_5x5_v1_F<br>MedicalGarbage_01_Bandage_F<br>MedicalGarbage_01_FirstAidKit_F<br>MedicalGarbage_01_Gloves_F<br>MedicalGarbage_01_Injector_F<br>MedicalGarbage_01_Packaging_F |  |\n| **A3_Props_F_Orange_Humanitarian_Supplies** | Land_CanisterFuel_Blue_F<br>Land_CanisterFuel_Red_F<br>Land_CanisterFuel_White_F<br>Land_FoodContainer_01_White_F<br>Land_FoodSack_01_dmg_brown_F<br>Land_FoodSack_01_dmg_brown_idap_F<br>Land_FoodSack_01_dmg_white_idap_F<br>Land_FoodSack_01_empty_brown_F<br>Land_FoodSack_01_empty_brown_idap_F<br>Land_FoodSack_01_empty_white_idap_F<br>Land_FoodSack_01_full_brown_F<br>Land_FoodSack_01_full_brown_idap_F<br>Land_FoodSack_01_full_white_idap_F<br>Land_FoodSacks_01_cargo_brown_F<br>Land_FoodSacks_01_cargo_brown_idap_F<br>Land_FoodSacks_01_cargo_white_idap_F<br>Land_FoodSacks_01_large_brown_F<br>Land_FoodSacks_01_large_brown_idap_F<br>Land_FoodSacks_01_large_white_idap_F<br>Land_FoodSacks_01_small_brown_F<br>Land_FoodSacks_01_small_brown_idap_F<br>Land_FoodSacks_01_small_white_idap_F<br>Land_LiquidDispenser_01_F<br>Land_Orange_01_F<br>Land_Orange_01_NoPop_F<br>Land_PaperBox_01_open_boxes_F<br>Land_PaperBox_01_open_empty_F<br>Land_PaperBox_01_open_water_F<br>Land_PaperBox_01_small_closed_brown_F<br>Land_PaperBox_01_small_closed_brown_food_F<br>Land_PaperBox_01_small_closed_brown_IDAP_F<br>Land_PaperBox_01_small_closed_white_IDAP_F<br>Land_PaperBox_01_small_closed_white_med_F<br>Land_PaperBox_01_small_destroyed_brown_F<br>Land_PaperBox_01_small_destroyed_brown_IDAP_F<br>Land_PaperBox_01_small_destroyed_white_IDAP_F<br>Land_PaperBox_01_small_open_brown_F<br>Land_PaperBox_01_small_open_brown_IDAP_F<br>Land_PaperBox_01_small_open_white_IDAP_F<br>Land_PaperBox_01_small_ransacked_brown_F<br>Land_PaperBox_01_small_ransacked_brown_IDAP_F<br>Land_PaperBox_01_small_ransacked_white_IDAP_F<br>Land_PaperBox_01_small_stacked_F<br>Land_PlasticBucket_01_closed_F<br>Land_PlasticBucket_01_open_F<br>Land_PlasticCase_01_large_gray_F<br>Land_PlasticCase_01_large_idap_F<br>Land_PlasticCase_01_medium_gray_F<br>Land_PlasticCase_01_medium_idap_F<br>Land_PlasticCase_01_small_gray_F<br>Land_PlasticCase_01_small_idap_F<br>Land_Pumpkin_01_F<br>Land_Pumpkin_01_NoPop_F<br>Land_WaterBottle_01_cap_F<br>Land_WaterBottle_01_compressed_F<br>Land_WaterBottle_01_empty_F<br>Land_WaterBottle_01_full_F<br>Land_WaterBottle_01_pack_F<br>Land_WaterBottle_01_stack_F |  |\n| **A3_Props_F_Orange_Items_Decorative** | Land_FlowerPot_01_F<br>Land_FlowerPot_01_Flower_F<br>Land_Photoframe_01_broken_F<br>Land_Photoframe_01_F |  |\n| **A3_Props_F_Orange_Items_Documents** | Land_Wallet_01_F |  |\n| **A3_Props_F_Orange_Items_Electronics** | Land_PCSet_01_mousepad_F<br>Land_PCSet_01_mousepad_IDAP_F |  |\n| **A3_Props_F_Orange_Items_Tools** | Land_Crowbar_01_F |  |\n| **A3_Soft_F_Orange_Offroad_01** | C_IDAP_Offroad_01_F |  |\n| **A3_Soft_F_Orange_Offroad_02** | C_IDAP_Offroad_02_unarmed_F |  |\n| **A3_Soft_F_Orange_Truck_02** | C_IDAP_Truck_02_F<br>C_IDAP_Truck_02_transport_F<br>C_IDAP_Truck_02_water_F |  |\n| **A3_Soft_F_Orange_UGV_01** | C_IDAP_UGV_01_F |  |\n| **A3_Soft_F_Orange_Van_02** | B_G_Van_02_transport_F<br>B_G_Van_02_vehicle_F<br>B_GEN_Van_02_transport_F<br>B_GEN_Van_02_vehicle_F<br>C_IDAP_Van_02_medevac_F<br>C_IDAP_Van_02_transport_F<br>C_IDAP_Van_02_vehicle_F<br>C_Van_02_medevac_F<br>C_Van_02_service_F<br>C_Van_02_transport_F<br>C_Van_02_vehicle_F<br>I_C_Van_02_transport_F<br>I_C_Van_02_vehicle_F<br>I_G_Van_02_transport_F<br>I_G_Van_02_vehicle_F<br>O_G_Van_02_transport_F<br>O_G_Van_02_vehicle_F<br>Tire_Van_02_Cargo_F<br>Tire_Van_02_F<br>Tire_Van_02_Spare_F<br>Tire_Van_02_Transport_F |  |\n| **A3_Structures_F_Orange_Humanitarian_Camps** | Land_MedicalTent_01_brownhex_closed_F<br>Land_MedicalTent_01_digital_closed_F<br>Land_MedicalTent_01_floor_dark_F<br>Land_MedicalTent_01_floor_light_F<br>Land_MedicalTent_01_greenhex_closed_F<br>Land_MedicalTent_01_MTP_closed_F<br>Land_MedicalTent_01_tropic_closed_F<br>Land_MedicalTent_01_white_generic_closed_F<br>Land_MedicalTent_01_white_generic_inner_F<br>Land_MedicalTent_01_white_generic_open_F<br>Land_MedicalTent_01_white_generic_outer_F<br>Land_MedicalTent_01_white_IDAP_closed_F<br>Land_MedicalTent_01_white_IDAP_med_closed_F<br>Land_MedicalTent_01_white_IDAP_open_F<br>Land_MedicalTent_01_white_IDAP_outer_F |  |\n| **A3_Structures_F_Orange_Humanitarian_Flags** | Banner_01_AAF_F<br>Banner_01_CSAT_F<br>Banner_01_F<br>Banner_01_FIA_F<br>Banner_01_IDAP_F<br>Banner_01_NATO_F<br>Flag_IDAP_F |  |\n| **A3_Structures_F_Orange_Industrial_Cargo** | Land_Cargo10_IDAP_F<br>Land_Cargo20_IDAP_F<br>Land_Cargo20_idap_ruins_F<br>Land_Cargo40_IDAP_F<br>Land_Cargo40_idap_ruins_F |  |\n| **A3_Structures_F_Orange_Signs_Mines** | Land_Sign_MinesDanger_English_F<br>Land_Sign_MinesDanger_Greek_F<br>Land_Sign_MinesTall_English_F<br>Land_Sign_MinesTall_F<br>Land_Sign_MinesTall_Greek_F<br>Land_Sign_WarningNoWeapon_F<br>Land_Sign_WarningNoWeaponAltis_F<br>Land_Sign_WarningNoWeaponTanoa_F |  |\n| **A3_Structures_F_Orange_Signs_Special** | FlagMarker_01_F<br>Land_EntranceGate_01_narrow_F<br>Land_WallSign_01_chalkboard_F<br>Land_WallSign_01_F<br>SignAd_Sponsor_01_IDAP_F<br>SignAd_Sponsor_IDAP_F<br>SignAd_SponsorS_01_IDAP_F |  |\n| **A3_Structures_F_Orange_VR_Helpers** | MemoryFragment_F<br>Sign_Sphere100cm_Geometry_F<br>Sign_Sphere10cm_Geometry_F<br>Sign_Sphere200cm_Geometry_F<br>Sign_Sphere25cm_Geometry_F |  |\n| **A3_Structures_F_Orange_Walls_Plastic** | Land_PlasticNetFence_01_long_d_F<br>Land_PlasticNetFence_01_long_F<br>Land_PlasticNetFence_01_pole_F<br>Land_PlasticNetFence_01_roll_F<br>Land_PlasticNetFence_01_short_d_F<br>Land_PlasticNetFence_01_short_F |  |\n| **A3_Supplies_F_Orange_Ammoboxes** | Box_IDAP_AmmoOrd_F<br>Box_IDAP_Equip_F<br>Box_IDAP_Uniforms_F<br>C_IDAP_supplyCrate_F |  |\n| **A3_Supplies_F_Orange_Bags** | B_Carryall_ghex_Mine<br>B_Carryall_khk_Mine<br>B_Carryall_ocamo_Mine<br>B_Carryall_oli_Mine<br>B_Carryall_oucamo_Repair<br>B_Kitbag_rgr_Mine<br>B_LegStrapBag_black_F<br>B_LegStrapBag_black_repair_F<br>B_LegStrapBag_coyote_F<br>B_LegStrapBag_coyote_repair_F<br>B_LegStrapBag_olive_F<br>B_LegStrapBag_olive_repair_F<br>B_Messenger_Black_F<br>B_Messenger_Coyote_F<br>B_Messenger_Gray_F<br>B_Messenger_Gray_Medical_F<br>B_Messenger_IDAP_F<br>B_Messenger_IDAP_Medical_F<br>B_Messenger_IDAP_TrainingMines_F<br>B_Messenger_Olive_F<br>B_UAV_06_backpack_F<br>B_UAV_06_medical_backpack_F<br>C_IDAP_UAV_01_backpack_F<br>C_IDAP_UAV_06_antimine_backpack_F<br>C_IDAP_UAV_06_backpack_F<br>C_IDAP_UAV_06_medical_backpack_F<br>C_UAV_06_backpack_F<br>C_UAV_06_medical_backpack_F<br>I_UAV_06_backpack_F<br>I_UAV_06_medical_backpack_F<br>O_UAV_06_backpack_F<br>O_UAV_06_medical_backpack_F<br>UAV_06_backpack_base_F<br>UAV_06_medical_backpack_base_F |  |\n| **A3_Supplies_F_Orange_CargoNets** | C_IDAP_CargoNet_01_supplies_F |  |\n| **A3_Weapons_F_Orange** | Item_C_UavTerminal<br>Leaflet_05_F<br>Leaflet_05_New_F<br>Leaflet_05_Old_F<br>Leaflet_05_Stack_F |  |\n| **A3_Weapons_F_Orange_Explosives** | APERSMineDispenser_F<br>APERSMineDispenser_Mine_F<br>BombCluster_01_UXO1_F<br>BombCluster_01_UXO2_F<br>BombCluster_01_UXO3_F<br>BombCluster_01_UXO4_F<br>BombCluster_02_UXO1_F<br>BombCluster_02_UXO2_F<br>BombCluster_02_UXO3_F<br>BombCluster_02_UXO4_F<br>BombCluster_03_UXO1_F<br>BombCluster_03_UXO2_F<br>BombCluster_03_UXO3_F<br>BombCluster_03_UXO4_F<br>ModuleAPERSMineDispenser_Mine_F<br>ModuleBombCluster_01_UXO1_F<br>ModuleBombCluster_01_UXO2_F<br>ModuleBombCluster_01_UXO3_F<br>ModuleBombCluster_01_UXO4_F<br>ModuleBombCluster_02_UXO1_F<br>ModuleBombCluster_02_UXO2_F<br>ModuleBombCluster_02_UXO3_F<br>ModuleBombCluster_02_UXO4_F<br>ModuleBombCluster_03_UXO1_F<br>ModuleBombCluster_03_UXO2_F<br>ModuleBombCluster_03_UXO3_F<br>ModuleBombCluster_03_UXO4_F<br>ModuleExplosive_APERSMineDispenser_F<br>ModuleTrainingMine_01_F<br>TrainingMine_01_F<br>TrainingMine_01_used_F |  |\n| **A3_Air_F_Orange** | B_Plane_CAS_01_Cluster_F<br>B_Plane_Fighter_01_Cluster_F<br>I_Plane_Fighter_03_Cluster_F<br>I_Plane_Fighter_04_Cluster_F<br>O_Plane_CAS_02_Cluster_F<br>O_Plane_Fighter_02_Cluster_F |  |\n| **A3_Air_F_Orange_Heli_Transport_02** | C_IDAP_Heli_Transport_02_F |  |\n| **A3_Air_F_Orange_UAV_01** | C_IDAP_UAV_01_F |  |\n| **A3_Air_F_Orange_UAV_06** | B_UAV_06_F<br>B_UAV_06_medical_F<br>Box_B_UAV_06_F<br>Box_B_UAV_06_medical_F<br>Box_C_IDAP_UAV_06_F<br>Box_C_IDAP_UAV_06_medical_F<br>Box_C_UAV_06_F<br>Box_C_UAV_06_medical_F<br>Box_C_UAV_06_Swifd_F<br>Box_I_UAV_06_F<br>Box_I_UAV_06_medical_F<br>Box_O_UAV_06_F<br>Box_O_UAV_06_medical_F<br>C_IDAP_UAV_06_antimine_F<br>C_IDAP_UAV_06_F<br>C_IDAP_UAV_06_medical_F<br>C_UAV_06_F<br>C_UAV_06_medical_F<br>I_UAV_06_F<br>I_UAV_06_medical_F<br>O_UAV_06_F<br>O_UAV_06_medical_F |  |\n| **A3_Characters_F_Orange** | B_G_Story_Guerilla_01_F<br>B_soldier_mine_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_mine_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_AidWorker_06_F<br>C_IDAP_Man_AidWorker_07_F<br>C_IDAP_Man_AidWorker_08_F<br>C_IDAP_Man_AidWorker_09_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Pilot_01_F<br>C_IDAP_UAV_AI_antimine_F<br>C_IDAP_UAV_AI_F<br>C_Journalist_01_War_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_Fisherman_01_F<br>C_Man_Messenger_01_F<br>C_Man_Paramedic_01_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F<br>C_Man_UtilityWorker_01_F<br>C_Paramedic_01_base_F<br>C_Story_EOD_01_F<br>C_Story_Mechanic_01_F<br>C_UAV_AI_F<br>I_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_Story_Officer_01_F<br>Item_U_BG_Guerilla1_2_F<br>Item_U_C_ConstructionCoverall_Black_F<br>Item_U_C_ConstructionCoverall_Blue_F<br>Item_U_C_ConstructionCoverall_Red_F<br>Item_U_C_ConstructionCoverall_Vrana_F<br>Item_U_C_IDAP_Man_cargo_F<br>Item_U_C_IDAP_Man_Casual_F<br>Item_U_C_IDAP_Man_jeans_F<br>Item_U_C_IDAP_Man_shorts_F<br>Item_U_C_IDAP_Man_tee_F<br>Item_U_C_IDAP_Man_teeshorts_F<br>Item_U_C_Mechanic_01_F<br>Item_U_C_Paramedic_01_F<br>O_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_mine_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F |  |\n| **A3_Characters_F_Orange_Headgear** | Headgear_H_Cap_Black_IDAP_F<br>Headgear_H_Cap_Orange_IDAP_F<br>Headgear_H_Cap_White_IDAP_F<br>Headgear_H_Construction_basic_black_F<br>Headgear_H_Construction_basic_orange_F<br>Headgear_H_Construction_basic_red_F<br>Headgear_H_Construction_basic_vrana_F<br>Headgear_H_Construction_basic_white_F<br>Headgear_H_Construction_basic_yellow_F<br>Headgear_H_Construction_earprot_black_F<br>Headgear_H_Construction_earprot_orange_F<br>Headgear_H_Construction_earprot_red_F<br>Headgear_H_Construction_earprot_vrana_F<br>Headgear_H_Construction_earprot_white_F<br>Headgear_H_Construction_earprot_yellow_F<br>Headgear_H_Construction_headset_black_F<br>Headgear_H_Construction_headset_orange_F<br>Headgear_H_Construction_headset_red_F<br>Headgear_H_Construction_headset_vrana_F<br>Headgear_H_Construction_headset_white_F<br>Headgear_H_Construction_headset_yellow_F<br>Headgear_H_EarProtectors_black_F<br>Headgear_H_EarProtectors_orange_F<br>Headgear_H_EarProtectors_red_F<br>Headgear_H_EarProtectors_white_F<br>Headgear_H_EarProtectors_yellow_F<br>Headgear_H_Hat_Safari_olive_F<br>Headgear_H_Hat_Safari_sand_F<br>Headgear_H_HeadBandage_bloody_F<br>Headgear_H_HeadBandage_clean_F<br>Headgear_H_HeadBandage_stained_F<br>Headgear_H_HeadSet_black_F<br>Headgear_H_HeadSet_orange_F<br>Headgear_H_HeadSet_red_F<br>Headgear_H_HeadSet_white_F<br>Headgear_H_HeadSet_yellow_F<br>Headgear_H_PASGT_basic_black_F<br>Headgear_H_PASGT_basic_blue_F<br>Headgear_H_PASGT_basic_blue_press_F<br>Headgear_H_PASGT_basic_olive_F<br>Headgear_H_PASGT_basic_white_F<br>Headgear_H_PASGT_neckprot_blue_press_F<br>Headgear_H_WirelessEarpiece_F |  |\n| **A3_Characters_F_Orange_Vests** | Vest_V_EOD_blue_F<br>Vest_V_EOD_coyote_F<br>Vest_V_EOD_IDAP_blue_F<br>Vest_V_EOD_olive_F<br>Vest_V_LegStrapBag_black_F<br>Vest_V_LegStrapBag_coyote_F<br>Vest_V_LegStrapBag_olive_F<br>Vest_V_Plain_crystal_F<br>Vest_V_Plain_medical_F<br>Vest_V_Pocketed_black_F<br>Vest_V_Pocketed_coyote_F<br>Vest_V_Pocketed_olive_F<br>Vest_V_Safety_blue_F<br>Vest_V_Safety_orange_F<br>Vest_V_Safety_yellow_F |  |\n| **A3_Modules_F_Tacops** | CivilianPresence_C_Man_casual_1_F_afro<br>CivilianPresence_C_Man_casual_1_F_asia<br>CivilianPresence_C_Man_casual_1_F_euro<br>CivilianPresence_C_Man_casual_1_F_tanoan<br>CivilianPresence_C_Man_casual_2_F_afro<br>CivilianPresence_C_Man_casual_2_F_asia<br>CivilianPresence_C_Man_casual_2_F_euro<br>CivilianPresence_C_Man_casual_2_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_afro<br>CivilianPresence_C_Man_casual_3_F_asia<br>CivilianPresence_C_Man_casual_3_F_euro<br>CivilianPresence_C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_afro<br>CivilianPresence_C_Man_casual_4_F_asia<br>CivilianPresence_C_Man_casual_4_F_euro<br>CivilianPresence_C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_afro<br>CivilianPresence_C_Man_casual_5_F_asia<br>CivilianPresence_C_Man_casual_5_F_euro<br>CivilianPresence_C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_afro<br>CivilianPresence_C_Man_casual_6_F_asia<br>CivilianPresence_C_Man_casual_6_F_euro<br>CivilianPresence_C_Man_casual_6_F_tanoan<br>CivilianPresence_C_man_polo_1_F_afro<br>CivilianPresence_C_man_polo_1_F_asia<br>CivilianPresence_C_man_polo_1_F_euro<br>CivilianPresence_C_man_polo_2_F_afro<br>CivilianPresence_C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_2_F_euro<br>CivilianPresence_C_man_polo_3_F_afro<br>CivilianPresence_C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_3_F_euro<br>CivilianPresence_C_man_polo_4_F_afro<br>CivilianPresence_C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_4_F_euro<br>CivilianPresence_C_man_polo_5_F_afro<br>CivilianPresence_C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_5_F_euro<br>CivilianPresence_C_man_polo_6_F_afro<br>CivilianPresence_C_man_polo_6_F_asia<br>CivilianPresence_C_man_polo_6_F_euro<br>ModuleCivilianPresence_F<br>ModuleCivilianPresenceSafeSpot_F<br>ModuleCivilianPresenceUnit_F |  |\n| **A3_Characters_F_Tacops** | B_AssaultPack_ocamo_Medic_F<br>B_FieldPack_cbr_Ammo_F<br>B_FieldPack_ocamo_LAT_F<br>B_TacticalPack_ocamo_AA_F<br>B_TacticalPack_ocamo_AT_F<br>Item_U_O_officer_noInsignia_hex_F<br>O_A_medic_F<br>O_A_officer_F<br>O_A_soldier_A_F<br>O_A_soldier_AA_F<br>O_A_soldier_AR_F<br>O_A_soldier_AT_F<br>O_A_soldier_F<br>O_A_soldier_GL_F<br>O_A_soldier_LAT_F<br>O_A_soldier_M_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F |  |\n| **A3_Modules_F_Tank** | ModuleVanguardFob_F<br>ModuleVanguardObjective_F<br>ModuleVanguardScorePersistence_F |  |\n| **A3_Props_F_Tank_Military** | Land_MRL_Magazine_01_F |  |\n| **A3_Props_F_Tank_Military_TankAcc** | Land_BoreSighter_01_F<br>Land_RefuelingHose_01_F<br>Land_TankEngine_01_F<br>Land_TankEngine_01_used_F<br>Land_TankRoadWheels_01_single_F<br>Land_TankSprocketWheels_01_single_F<br>Land_TankTracks_01_long_F<br>Land_TankTracks_01_short_F<br>Land_TorqueWrench_01_F |  |\n| **A3_Props_F_Tank_Military_Wrecks** | Land_Wreck_AFV_Wheeled_01_F<br>Land_Wreck_LT_01_F<br>Land_Wreck_MBT_04_F |  |\n| **A3_Structures_F_Tank_Decals_Horizontal** | Land_DirtPatch_02_F<br>Land_DirtPatch_03_F<br>Land_DirtPatch_04_F |  |\n| **A3_Structures_F_Tank_Military_Fortifications** | Land_ConcreteHedgehog_01_F<br>Land_ConcreteHedgehog_01_half_F<br>Land_ConcreteHedgehog_01_palette_F<br>Land_CzechHedgehog_01_new_F<br>Land_DragonsTeeth_01_1x1_new_F<br>Land_DragonsTeeth_01_1x1_new_redwhite_F<br>Land_DragonsTeeth_01_1x1_old_F<br>Land_DragonsTeeth_01_1x1_old_redwhite_F<br>Land_DragonsTeeth_01_4x2_new_F<br>Land_DragonsTeeth_01_4x2_new_redwhite_F<br>Land_DragonsTeeth_01_4x2_old_F<br>Land_DragonsTeeth_01_4x2_old_redwhite_F |  |\n| **A3_Structures_F_Tank_Military_RepairDepot** | Land_RepairDepot_01_base_ruins_F<br>Land_RepairDepot_01_civ_F<br>Land_RepairDepot_01_civ_ruins_F<br>Land_RepairDepot_01_green_F<br>Land_RepairDepot_01_green_ruins_F<br>Land_RepairDepot_01_tan_F<br>Land_RepairDepot_01_tan_ruins_F |  |\n| **A3_Weapons_F_Tank** | Weapon_launch_MRAWS_green_F<br>Weapon_launch_MRAWS_green_rail_F<br>Weapon_launch_MRAWS_olive_F<br>Weapon_launch_MRAWS_olive_rail_F<br>Weapon_launch_MRAWS_sand_F<br>Weapon_launch_MRAWS_sand_rail_F<br>Weapon_launch_O_Vorona_brown_F<br>Weapon_launch_O_Vorona_green_F |  |\n| **A3_Weapons_F_Tank_Bags** | B_AssaultPack_rgr_BTLAT2_F<br>B_AssaultPack_rgr_CTRGLAT2_F<br>B_AssaultPack_rgr_LAT2<br>B_Carryall_cbr_AHAT<br>B_Carryall_ghex_OTAHAT_F<br>B_FieldPack_cbr_HAT<br>B_FieldPack_ghex_OTHAT_F<br>G_FieldPack_LAT2<br>I_Fieldpack_oli_LAT2 |  |\n| **A3_Armor_F_Tank_AFV_Wheeled_01** | B_AFV_Wheeled_01_cannon_F<br>B_AFV_Wheeled_01_up_cannon_F<br>B_T_AFV_Wheeled_01_cannon_F<br>B_T_AFV_Wheeled_01_up_cannon_F |  |\n| **A3_Armor_F_Tank_LT_01** | I_LT_01_AA_F<br>I_LT_01_AT_F<br>I_LT_01_cannon_F<br>I_LT_01_scout_F |  |\n| **A3_Armor_F_Tank_MBT_04** | O_MBT_04_cannon_F<br>O_MBT_04_command_F<br>O_T_MBT_04_cannon_F<br>O_T_MBT_04_command_F |  |\n| **A3_Characters_F_Tank** | B_CTRG_Soldier_LAT2_tna_F<br>B_G_Soldier_LAT2_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>I_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>O_Soldier_AHAT_F<br>O_Soldier_HAT_F<br>O_T_Soldier_AHAT_F<br>O_T_Soldier_HAT_F |  |\n| **A3_Characters_F_Tank_Headgear** | Headgear_H_Tank_black_F |  |\n| **A3_Characters_F_Tank_Uniforms** | I_Story_Crew_F<br>Item_U_Tank_green_F |  |\n| **A3_Modules_F_Warlords** | ModuleWLBase_F<br>ModuleWLInit_F<br>ModuleWLResponse_F<br>ModuleWLSector_F<br>ModuleWLSpawnPoint_F |  |\n| **A3_Props_F_Destroyer_Military_BriefingRoomDesk** | Land_BriefingRoomDesk_01_F |  |\n| **A3_Props_F_Destroyer_Military_BriefingRoomScreen** | Land_BriefingRoomScreen_01_F |  |\n| **A3_Static_F_Destroyer_Boat_Rack_01** | Land_Destroyer_01_Boat_Rack_01_F |  |\n| **A3_Static_F_Destroyer_Ship_Gun_01** | B_Ship_Gun_01_F |  |\n| **A3_Static_F_Destroyer_Ship_MRLS_01** | B_Ship_MRLS_01_F |  |\n| **A3_Static_F_Sams_Radar_System_01** | B_Radar_System_01_F |  |\n| **A3_Static_F_Sams_Radar_System_02** | O_Radar_System_02_F |  |\n| **A3_Static_F_Sams_SAM_System_03** | B_SAM_System_03_F |  |\n| **A3_Static_F_Sams_SAM_System_04** | O_SAM_System_04_F |  |\n| **A3_Props_F_Enoch_Civilian_Camping** | Land_WoodenTable_02_large_F |  |\n| **A3_Props_F_Enoch_Civilian_Forest** | Land_Anthill_01_F<br>Land_Bark_Beetle_Trap_01_F<br>Land_Bark_Beetle_Trap_02_F<br>Land_Bark_Beetle_Trap_03_F<br>Land_DeerSkeleton_damaged_01_F<br>Land_DeerSkeleton_full_01_F<br>Land_DeerSkeleton_pile_01_F<br>Land_DeerSkeleton_skull_01_F<br>Land_DeerStand_01_F<br>Land_DeerStand_02_F<br>Land_FeedRack_01_F<br>Land_FeedShack_01_F<br>Land_WoodenLog_02_F |  |\n| **A3_Props_F_Enoch_Civilian_Garbage** | Land_GarbageBin_03_F |  |\n| **A3_Props_F_Enoch_Civilian_InfoBoards** | Land_MapBoard_01_Wall_Enoch_F<br>Land_MapBoard_Enoch_F |  |\n| **A3_Props_F_Enoch_Industrial_Electric** | Land_TransferSwitch_01_F |  |\n| **A3_Props_F_Enoch_Industrial_Supplies** | Land_WoodenBox_02_F |  |\n| **A3_Props_F_Enoch_Infrastructure_Traffic** | Land_RoadBarrier_01_F<br>Land_WoodenWindBreak_01_F |  |\n| **A3_Props_F_Enoch_Items_Documents** | Book_01_F<br>Book_02_F<br>Land_Map_Enoch_F<br>Land_Map_unfolded_Enoch_F<br>Newspaper_01_F |  |\n| **A3_Props_F_Enoch_Items_AluminiumFoil** | AluminiumFoil_01_F |  |\n| **A3_Props_F_Enoch_Military_Camps** | Land_DeskChair_01_black_F<br>Land_DeskChair_01_olive_F<br>Land_DeskChair_01_sand_F<br>Land_PortableCabinet_01_4drawers_black_F<br>Land_PortableCabinet_01_4drawers_olive_F<br>Land_PortableCabinet_01_4drawers_sand_F<br>Land_PortableCabinet_01_7drawers_black_F<br>Land_PortableCabinet_01_7drawers_olive_F<br>Land_PortableCabinet_01_7drawers_sand_F<br>Land_PortableCabinet_01_bookcase_black_F<br>Land_PortableCabinet_01_bookcase_olive_F<br>Land_PortableCabinet_01_bookcase_sand_F<br>Land_PortableCabinet_01_closed_black_F<br>Land_PortableCabinet_01_closed_olive_F<br>Land_PortableCabinet_01_closed_sand_F<br>Land_PortableCabinet_01_lid_black_F<br>Land_PortableCabinet_01_lid_olive_F<br>Land_PortableCabinet_01_lid_sand_F<br>Land_PortableCabinet_01_medical_F<br>Land_PortableDesk_01_black_F<br>Land_PortableDesk_01_olive_F<br>Land_PortableDesk_01_panel_black_F<br>Land_PortableDesk_01_panel_olive_F<br>Land_PortableDesk_01_panel_sand_F<br>Land_PortableDesk_01_sand_F<br>Land_PortableGenerator_01_black_F<br>Land_PortableGenerator_01_sand_F<br>Land_PortableLight_02_double_black_F<br>Land_PortableLight_02_double_olive_F<br>Land_PortableLight_02_double_sand_F<br>Land_PortableLight_02_double_yellow_F<br>Land_PortableLight_02_folded_black_F<br>Land_PortableLight_02_folded_olive_F<br>Land_PortableLight_02_folded_sand_F<br>Land_PortableLight_02_folded_yellow_F<br>Land_PortableLight_02_quad_black_F<br>Land_PortableLight_02_quad_olive_F<br>Land_PortableLight_02_quad_sand_F<br>Land_PortableLight_02_quad_yellow_F<br>Land_PortableLight_02_single_black_F<br>Land_PortableLight_02_single_folded_black_F<br>Land_PortableLight_02_single_folded_olive_F<br>Land_PortableLight_02_single_folded_sand_F<br>Land_PortableLight_02_single_folded_yellow_F<br>Land_PortableLight_02_single_olive_F<br>Land_PortableLight_02_single_sand_F<br>Land_PortableLight_02_single_yellow_F<br>Land_SatelliteAntenna_01_mounted_base_F<br>Land_SatelliteAntenna_01_small_mounted_base_F<br>Land_Tablet_02_black_F<br>Land_Tablet_02_sand_F<br>Land_TentLamp_01_standing_F<br>Land_TentLamp_01_standing_red_F<br>Land_TentLamp_01_suspended_F<br>Land_TentLamp_01_suspended_red_F<br>Land_TentSolar_01_bluewhite_F<br>Land_TentSolar_01_folded_bluewhite_F<br>Land_TentSolar_01_folded_olive_F<br>Land_TentSolar_01_folded_redwhite_F<br>Land_TentSolar_01_folded_sand_F<br>Land_TentSolar_01_olive_F<br>Land_TentSolar_01_redwhite_F<br>Land_TentSolar_01_sand_F<br>Land_TripodScreen_01_dual_v1_black_F<br>Land_TripodScreen_01_dual_v1_sand_F<br>Land_TripodScreen_01_dual_v2_black_F<br>Land_TripodScreen_01_dual_v2_sand_F<br>Land_TripodScreen_01_large_black_F<br>Land_TripodScreen_01_large_sand_F<br>SatelliteAntenna_01_Black_F<br>SatelliteAntenna_01_Mounted_Black_F<br>SatelliteAntenna_01_Mounted_Olive_F<br>SatelliteAntenna_01_Mounted_Sand_F<br>SatelliteAntenna_01_Olive_F<br>SatelliteAntenna_01_Sand_F<br>SatelliteAntenna_01_Small_Black_F<br>SatelliteAntenna_01_Small_Mounted_Black_F<br>SatelliteAntenna_01_Small_Mounted_Olive_F<br>SatelliteAntenna_01_Small_Mounted_Sand_F<br>SatelliteAntenna_01_Small_Olive_F<br>SatelliteAntenna_01_Small_Sand_F |  |\n| **A3_Props_F_Enoch_Military_Decontamination** | AntidoteKit_01_F<br>Broom_01_grey_F<br>Broom_01_yellow_F<br>Brush_01_green_F<br>Brush_01_yellow_F<br>CBRNCase_01_F<br>CBRNContainer_01_closed_olive_F<br>CBRNContainer_01_closed_yellow_F<br>CBRNContainer_01_olive_F<br>CBRNContainer_01_yellow_F<br>CBRNLid_01_olive_F<br>CBRNLid_01_yellow_F<br>ContainmentArea_01_black_F<br>ContainmentArea_02_black_F<br>ContainmentArea_03_black_F<br>ContainmentArea_03_yellow_F<br>DeconKit_01_F<br>DeconShower_01_F<br>DeconShower_01_sound_F<br>DeconShower_02_F<br>Decontamination_base_F<br>DrainageDeck_01_base_F<br>DrainageDeck_01_F<br>GenericCables_01_base_F<br>HazmatBag_01_empty_F<br>HazmatBag_01_F<br>HazmatBag_01_roll_F<br>Land_ContainmentArea_03_F<br>LayFlatHose_01_base_F<br>LayFlatHose_01_Corner_F<br>LayFlatHose_01_CurveLong_F<br>LayFlatHose_01_CurveShort_F<br>LayFlatHose_01_Roll_F<br>LayFlatHose_01_SBend_F<br>LayFlatHose_01_Step_F<br>LayFlatHose_01_StraightLong_F<br>LayFlatHose_01_StraightShort_F<br>LiquidSpraySystem_01_base_F<br>LiquidSpraySystem_01_extended_base_F<br>LiquidSpraySystem_01_Extended_F<br>LiquidSpraySystem_01_F<br>PowerCable_01_Corner_F<br>PowerCable_01_CurveLong_F<br>PowerCable_01_CurveShort_F<br>PowerCable_01_Roll_F<br>PowerCable_01_SBend_F<br>PowerCable_01_Step_F<br>PowerCable_01_StraightLong_F<br>PowerCable_01_StraightShort_F<br>PressureHose_01_Corner_F<br>PressureHose_01_CurveLong_F<br>PressureHose_01_CurveShort_F<br>PressureHose_01_Roll_F<br>PressureHose_01_SBend_F<br>PressureHose_01_Step_F<br>PressureHose_01_StraightLong_F<br>PressureHose_01_StraightShort_F<br>SCBACylinder_01_CUR_F<br>SCBACylinder_01_F<br>SpinalBoard_01_black_F<br>SpinalBoard_01_orange_F<br>SpinalBoard_01_white_F<br>Sponge_01_dry_F<br>Sponge_01_Wet_F<br>StretcherRollerSystem_01_F<br>Tarp_01_Large_Black_F<br>Tarp_01_Large_Green_F<br>Tarp_01_Large_Red_F<br>Tarp_01_Large_Yellow_F<br>Tarp_01_Small_Black_F<br>Tarp_01_Small_Green_F<br>Tarp_01_Small_Red_F<br>Tarp_01_Small_Yellow_F<br>TrashBagHolder_01_F<br>WalkingFrame_01_F<br>WaterSpill_01_Large_Foam_F<br>WaterSpill_01_Large_New_F<br>WaterSpill_01_Large_Old_F<br>WaterSpill_01_Medium_Foam_F<br>WaterSpill_01_Medium_New_F<br>WaterSpill_01_Medium_Old_F<br>WaterSpill_01_Small_Foam_F<br>WaterSpill_01_Small_New_F<br>WaterSpill_01_Small_Old_F<br>WaterTrail_01_Foam_F<br>WaterTrail_01_New_F<br>WaterTrail_01_Old_F |  |\n| **A3_Props_F_Enoch_Military_Equipment** | Land_BatteryPack_01_battery_black_F<br>Land_BatteryPack_01_battery_olive_F<br>Land_BatteryPack_01_battery_sand_F<br>Land_BatteryPack_01_closed_black_F<br>Land_BatteryPack_01_closed_olive_F<br>Land_BatteryPack_01_closed_sand_F<br>Land_BatteryPack_01_open_black_F<br>Land_BatteryPack_01_open_olive_F<br>Land_BatteryPack_01_open_sand_F<br>Land_Computer_01_black_F<br>Land_Computer_01_olive_F<br>Land_Computer_01_sand_F<br>Land_IPPhone_01_black_F<br>Land_IPPhone_01_olive_F<br>Land_IPPhone_01_sand_F<br>Land_Laptop_03_black_F<br>Land_laptop_03_closed_black_F<br>Land_laptop_03_closed_olive_F<br>Land_laptop_03_closed_sand_F<br>Land_Laptop_03_olive_F<br>Land_Laptop_03_sand_F<br>Land_MultiScreenComputer_01_black_F<br>Land_MultiScreenComputer_01_closed_black_F<br>Land_MultiScreenComputer_01_closed_olive_F<br>Land_MultiScreenComputer_01_closed_sand_F<br>Land_MultiScreenComputer_01_olive_F<br>Land_MultiScreenComputer_01_sand_F<br>Land_PortableServer_01_black_F<br>Land_PortableServer_01_cover_black_F<br>Land_PortableServer_01_cover_olive_F<br>Land_PortableServer_01_cover_sand_F<br>Land_PortableServer_01_olive_F<br>Land_PortableServer_01_sand_F<br>Land_PortableSolarPanel_01_folded_olive_F<br>Land_PortableSolarPanel_01_folded_sand_F<br>Land_PortableSolarPanel_01_olive_F<br>Land_PortableSolarPanel_01_sand_F<br>Land_PortableWeatherStation_01_olive_F<br>Land_PortableWeatherStation_01_sand_F<br>Land_PortableWeatherStation_01_white_F<br>Land_Router_01_black_F<br>Land_Router_01_olive_F<br>Land_Router_01_sand_F<br>Land_SolarPanel_04_black_F<br>Land_SolarPanel_04_olive_F<br>Land_SolarPanel_04_sand_F<br>OmniDirectionalAntenna_01_black_F<br>OmniDirectionalAntenna_01_olive_F<br>OmniDirectionalAntenna_01_sand_F |  |\n| **A3_Props_F_Enoch_Military_Garbage** | Land_BurntGarbage_01_F<br>Land_GarbageBarrel_02_buried_F<br>Land_GarbageBarrel_02_F |  |\n| **A3_Props_F_Enoch_Military_Supplies** | Land_PlasticCase_01_large_black_CBRN_F<br>Land_PlasticCase_01_large_black_F<br>Land_PlasticCase_01_large_CBRN_F<br>Land_PlasticCase_01_large_olive_CBRN_F<br>Land_PlasticCase_01_large_olive_F<br>Land_PlasticCase_01_medium_black_CBRN_F<br>Land_PlasticCase_01_medium_black_F<br>Land_PlasticCase_01_medium_CBRN_F<br>Land_PlasticCase_01_medium_olive_CBRN_F<br>Land_PlasticCase_01_medium_olive_F<br>Land_PlasticCase_01_small_black_CBRN_F<br>Land_PlasticCase_01_small_black_F<br>Land_PlasticCase_01_small_CBRN_F<br>Land_PlasticCase_01_small_olive_CBRN_F<br>Land_PlasticCase_01_small_olive_F |  |\n| **A3_Props_F_Enoch_Military_Wrecks** | Land_Wreck_Heli_02_Wreck_01_F<br>Land_Wreck_Heli_02_Wreck_02_F<br>Land_Wreck_Heli_02_Wreck_03_F<br>Land_Wreck_Heli_02_Wreck_04_F |  |\n| **A3_Rocks_F_Enoch** | Land_Bare_boulder_01_F<br>Land_Bare_boulder_02_F<br>Land_Bare_boulder_03_F<br>Land_Bare_boulder_04_F<br>Land_Bare_boulder_05_F<br>Land_R_rock_general1<br>Land_R_rock_general2<br>Land_R_rock_general3<br>Land_RM_boulder1<br>Land_RM_boulder2<br>Land_RM_boulder3<br>Land_RM_boulder4<br>Land_RM_boulder5 |  |\n| **A3_Rocks_F_Enoch_Sinkhole** | Land_Sinkhole_01_F |  |\n| **A3_Soft_F_Enoch_Offroad_01** | B_GEN_Offroad_01_comms_F<br>B_GEN_Offroad_01_covered_F<br>C_Offroad_01_comms_F<br>C_Offroad_01_covered_F<br>I_E_Offroad_01_comms_F<br>I_E_Offroad_01_covered_F<br>I_E_Offroad_01_F |  |\n| **A3_Soft_F_Enoch_Quadbike_01** | I_E_Quadbike_01_F |  |\n| **A3_Soft_F_Enoch_Tractor_01** | C_Tractor_01_F |  |\n| **A3_Soft_F_Enoch_Truck_01** | B_T_Truck_01_cargo_F<br>B_T_Truck_01_flatbed_F<br>B_Truck_01_cargo_F<br>B_Truck_01_flatbed_F<br>Truck_01_Rack_F<br>Truck_01_Rack_tropic_F |  |\n| **A3_Soft_F_Enoch_Truck_02** | I_E_Truck_02_Ammo_F<br>I_E_Truck_02_Box_F<br>I_E_Truck_02_F<br>I_E_Truck_02_fuel_F<br>I_E_Truck_02_Medical_F<br>I_E_Truck_02_MRL_F<br>I_E_Truck_02_transport_F |  |\n| **A3_Soft_F_Enoch_UGV_01** | I_E_UGV_01_F<br>I_E_UGV_01_rcws_F |  |\n| **A3_Soft_F_Enoch_UGV_02** | B_UGV_02_Demining_F<br>B_UGV_02_Science_F<br>C_IDAP_UGV_02_Demining_F<br>I_E_UGV_02_Demining_F<br>I_E_UGV_02_Science_F<br>I_UGV_02_Demining_F<br>I_UGV_02_Science_F<br>O_UGV_02_Demining_F<br>O_UGV_02_Science_F<br>UGV_02_ExternalDetector_F<br>UGV_02_Tracks_F<br>UGV_02_Wheel_F |  |\n| **A3_Soft_F_Enoch_Van_02** | I_E_Van_02_medevac_F<br>I_E_Van_02_transport_F<br>I_E_Van_02_transport_MP_F<br>I_E_Van_02_vehicle_F |  |\n| **A3_Sounds_F_Enoch** | Sound_DeconShower_01_loop<br>Sound_SCBACylinder_01_loop<br>SoundSetSource_01_base_F<br>SoundSetSource_Sfx_DeconShower_Center_01<br>SoundSetSource_Sfx_DeconShower_Nozzle_01<br>SoundSetSource_Sfx_DeconShower_Nozzle_02 |  |\n| **A3_Static_F_Enoch_AA_01** | I_E_Static_AA_F |  |\n| **A3_Static_F_Enoch_AT_01** | I_E_Static_AT_F |  |\n| **A3_Static_F_Enoch_Designator_01** | B_W_Static_Designator_01_F<br>B_W_Static_Designator_01_weapon_F |  |\n| **A3_Static_F_Enoch_GMG_01** | I_E_GMG_01_A_F<br>I_E_GMG_01_F<br>I_E_GMG_01_high_F |  |\n| **A3_Static_F_Enoch_HMG_01** | I_E_HMG_01_A_F<br>I_E_HMG_01_F<br>I_E_HMG_01_high_F |  |\n| **A3_Static_F_Enoch_Mortar_01** | I_E_Mortar_01_F |  |\n| **A3_Static_F_Enoch_Radar_System_01** | I_E_Radar_System_01_F |  |\n| **A3_Static_F_Enoch_SAM_System_03** | I_E_SAM_System_03_F |  |\n| **A3_Structures_F_Enoch_Civilian_Accessories** | Land_BusStop_02_shelter_F<br>Land_BusStop_02_shelter_ruins_F<br>Land_BusStop_02_sign_F<br>Land_ChickenCoop_01_F<br>Land_ConcreteTreePlanter_01_F<br>Land_ConcreteTreePlanter_02_F<br>Land_ConcreteWell_02_F<br>Land_DryToilet_01_F<br>Land_FirewoodPile_01_F<br>Land_GasMeterCabinet_01_F<br>Land_Hutch_01_F<br>Land_MysteriousBell_01_F<br>Land_StoneWell_01_F<br>Land_TreeGrate_01_F<br>Land_TreeGuard_01_F |  |\n| **A3_Structures_F_Enoch_Civilian_Camps** | Land_Camp_House_01_brown_F<br>Land_Camp_House_01_brown_ruins_F<br>Land_Caravan_01_green_F<br>Land_Caravan_01_rust_F |  |\n| **A3_Structures_F_Enoch_Civilian_Constructions** | Land_Scaffolding_New_F |  |\n| **A3_Structures_F_Enoch_Civilian_Houses** | Land_House_1B01_F<br>Land_House_1B01_ruins_F<br>Land_House_1W01_F<br>Land_House_1W01_ruins_F<br>Land_House_1W02_F<br>Land_House_1W02_ruins_F<br>Land_House_1W03_F<br>Land_House_1W03_ruins_F<br>Land_House_1W04_F<br>Land_House_1W04_ruins_F<br>Land_House_1W05_F<br>Land_House_1W05_ruins_F<br>Land_House_1W06_F<br>Land_House_1W06_ruins_F<br>Land_House_1W07_F<br>Land_House_1W07_ruins_F<br>Land_House_1W08_F<br>Land_House_1W08_ruins_F<br>Land_House_1W09_F<br>Land_House_1W09_ruins_F<br>Land_House_1W10_F<br>Land_House_1W10_ruins_F<br>Land_House_1W11_F<br>Land_House_1W11_ruins_F<br>Land_House_1W12_F<br>Land_House_1W12_ruins_F<br>Land_House_1W13_F<br>Land_House_1W13_ruins_F<br>Land_House_2B01_F<br>Land_House_2B01_ruins_F<br>Land_House_2B02_F<br>Land_House_2B02_ruins_F<br>Land_House_2B03_F<br>Land_House_2B03_ruins_F<br>Land_House_2B04_F<br>Land_House_2B04_ruins_F<br>Land_House_2W01_F<br>Land_House_2W01_ruins_F<br>Land_House_2W02_F<br>Land_House_2W02_ruins_F<br>Land_House_2W03_F<br>Land_House_2W03_ruins_F<br>Land_House_2W04_F<br>Land_House_2W04_ruins_F<br>Land_House_2W05_F<br>Land_House_2W05_ruins_F |  |\n| **A3_Structures_F_Enoch_Civilian_Medical** | Land_HealthCenter_01_F<br>Land_HealthCenter_01_ruins_F |  |\n| **A3_Structures_F_Enoch_Civilian_Police** | Land_PoliceStation_01_F<br>Land_PoliceStation_01_ruins_F |  |\n| **A3_Structures_F_Enoch_Civilian_Sheds** | Land_Shed_09_F<br>Land_Shed_09_ruins_F<br>Land_Shed_10_F<br>Land_Shed_10_ruins_F<br>Land_Shed_11_F<br>Land_Shed_11_ruins_F<br>Land_Shed_12_F<br>Land_Shed_12_ruins_F<br>Land_Shed_13_F<br>Land_Shed_13_ruins_F<br>Land_Shed_14_F<br>Land_Shed_14_ruins_F |  |\n| **A3_Structures_F_Enoch_Commercial_FuelStation_03** | Land_FuelStation_03_prices_F<br>Land_FuelStation_03_pump_F<br>Land_FuelStation_03_roof_F<br>Land_FuelStation_03_roof_ruins_F<br>Land_FuelStation_03_shop_F<br>Land_FuelStation_03_shop_ruins_F |  |\n| **A3_Structures_F_Enoch_Commercial_VillageStore_01** | Land_VillageStore_01_F<br>Land_VillageStore_01_ruins_F |  |\n| **A3_Structures_F_Enoch_Cultural_Calvary_03** | Land_Calvary_03_F |  |\n| **A3_Structures_F_Enoch_Cultural_Calvary_04** | Land_Calvary_04_F |  |\n| **A3_Structures_F_Enoch_Cultural_CastleRuins** | Land_CastleRuins_01_bastion_F<br>Land_CastleRuins_01_wall_10m_F<br>Land_CastleRuins_01_wall_d_L_F<br>Land_CastleRuins_01_wall_d_R_F |  |\n| **A3_Structures_F_Enoch_Cultural_Cemeteries** | Land_Cross_01_small_F<br>Land_Grave_08_F<br>Land_Grave_09_F<br>Land_Grave_10_F<br>Land_Grave_11_F<br>Land_GraveFence_01_F<br>Land_GraveFence_02_F<br>Land_GraveFence_03_F<br>Land_GraveFence_04_F<br>Land_Tombstone_04_F<br>Land_Tombstone_05_F<br>Land_Tombstone_06_F<br>Land_Tombstone_07_F<br>Land_Tombstone_08_damaged_F<br>Land_Tombstone_08_F<br>Land_Tombstone_09_F<br>Land_Tombstone_10_F<br>Land_Tombstone_11_damaged_F<br>Land_Tombstone_11_F<br>Land_Tombstone_12_F<br>Land_Tombstone_13_F<br>Land_Tombstone_14_F<br>Land_Tombstone_15_F<br>Land_Tombstone_16_F<br>Land_Tombstone_17_F |  |\n| **A3_Structures_F_Enoch_Cultural_Chapel_01** | Land_Chapel_01_F |  |\n| **A3_Structures_F_Enoch_Cultural_Chapel_02** | Land_Chapel_02_white_damaged_F<br>Land_Chapel_02_white_F<br>Land_Chapel_02_white_ruins_F<br>Land_Chapel_02_yellow_damaged_F<br>Land_Chapel_02_yellow_F<br>Land_Chapel_02_yellow_ruins_F |  |\n| **A3_Structures_F_Enoch_Cultural_Church_04** | Land_Church_04_damaged_F<br>Land_Church_04_F<br>Land_Church_04_lightblue_damaged_F<br>Land_Church_04_lightblue_F<br>Land_Church_04_lightyellow_damaged_F<br>Land_Church_04_lightyellow_F<br>Land_Church_04_red_damaged_F<br>Land_Church_04_red_F<br>Land_Church_04_small_damaged_F<br>Land_Church_04_small_F<br>Land_Church_04_small_lightblue_damaged_F<br>Land_Church_04_small_lightblue_F<br>Land_Church_04_small_lightyellow_damaged_F<br>Land_Church_04_small_lightyellow_F<br>Land_Church_04_small_red_damaged_F<br>Land_Church_04_small_red_F<br>Land_Church_04_small_white_damaged_F<br>Land_Church_04_small_white_F<br>Land_Church_04_small_white_red_damaged_F<br>Land_Church_04_small_white_red_F<br>Land_Church_04_small_yellow_damaged_F<br>Land_Church_04_small_yellow_F<br>Land_Church_04_white_damaged_F<br>Land_Church_04_white_F<br>Land_Church_04_white_red_damaged_F<br>Land_Church_04_white_red_F<br>Land_Church_04_yellow_damaged_F<br>Land_Church_04_yellow_F |  |\n| **A3_Structures_F_Enoch_Cultural_Church_05** | Land_Church_05_F |  |\n| **A3_Structures_F_Enoch_Cultural_OrthodoxChurches** | Land_OrthodoxChurch_02_F<br>Land_OrthodoxChurch_03_F<br>Land_OrthodoxChurch_03_ruins_F |  |\n| **A3_Structures_F_Enoch_Cultural_Statues** | Land_Monument_02_F<br>Land_OldSculpture_01_F<br>Land_Statue_03_F |  |\n| **A3_Structures_F_Enoch_Decals_Horizontal** | Land_ConcretePanels_01_end1_F<br>Land_ConcretePanels_01_end2_F<br>Land_ConcretePanels_01_F<br>Land_ConcretePanels_01_single_F<br>Land_Decal_damage_long1_F<br>Land_Decal_damage_long2_F<br>Land_Decal_damage_long3_F<br>Land_Decal_damage_long4_F<br>Land_Decal_damage_long5_F<br>Land_Decal_damage_medium1_F<br>Land_Decal_damage_medium2_F<br>Land_Decal_roads_ars_01_F<br>Land_Decal_roads_ars_02_F<br>Land_Decal_roads_ars_03_F<br>Land_Decal_roads_ars_04_F<br>Land_Decal_roads_ars_05_F<br>Land_Decal_roads_ars_06_F<br>Land_Decal_roads_oil_stain_01_F<br>Land_Decal_roads_oil_stain_02_F<br>Land_Decal_roads_oil_stain_03_F<br>Land_Decal_roads_oil_stain_04_F<br>Land_dirt_road_damage_long_01_F<br>Land_dirt_road_damage_long_02_F<br>Land_dirt_road_damage_long_03_F<br>Land_dirt_road_damage_long_04_F<br>Land_dirt_road_damage_long_05_F<br>Land_dirt_road_rocks_01_F<br>Land_dirt_road_rocks_02_F<br>Land_dirt_road_rocks_03_F<br>Land_dirt_road_rocks_04_F<br>Land_DirtPatch_05_F<br>Land_roads_cracks_01_F<br>Land_roads_cracks_02_F<br>Land_roads_cracks_03_F<br>Land_roads_cracks_04_F<br>Land_roads_cracks_05_F<br>Land_roads_patch_01_F<br>Land_roads_patch_02_F<br>Land_roads_patch_03_F<br>Land_roads_patch_04_F<br>Land_roads_patch_05_F<br>Land_roads_patch_06_F<br>Land_roads_patch_07_F<br>Land_roads_patch_08_F<br>Land_roads_patch_09_F<br>Land_roads_patch_10_F<br>Land_roads_patch_11_F<br>Land_roads_patch_12_F<br>Land_VehicleTrack_01_left_crossing_F<br>Land_VehicleTrack_01_left_v1_F<br>Land_VehicleTrack_01_left_v2_F<br>Land_VehicleTrack_01_right_crossing_F<br>Land_VehicleTrack_01_right_v1_F<br>Land_VehicleTrack_01_right_v2_F<br>Land_VehicleTrack_01_straight_end_F<br>Land_VehicleTrack_01_straight_start_F<br>Land_VehicleTrack_01_straight_v1_F<br>Land_VehicleTrack_01_straight_v2_F |  |\n| **A3_Structures_F_Enoch_Industrial_Agriculture** | Land_Drainage_01_F<br>Land_FeedStorage_01_F<br>Land_FeedStorage_01_ruins_F<br>Land_HayBale_01_decayed_F<br>Land_HayBale_01_F<br>Land_HayBale_01_packed_F<br>Land_HayBale_01_stack_F<br>Land_ManurePile_01_F<br>Land_SilageStorage_01_F<br>Land_Trough_01_F |  |\n| **A3_Structures_F_Enoch_Industrial_Cargo** | Land_Cargo20_EMP_F<br>Land_Cargo20_EMP_Training_F |  |\n| **A3_Structures_F_Enoch_Industrial_CementWorks** | Land_CementWorks_01_brick_F<br>Land_CementWorks_01_grey_F |  |\n| **A3_Structures_F_Enoch_Industrial_CoalPlant_01** | Land_CoalPlant_01_Conveyor_F<br>Land_CoalPlant_01_LoadingHouse_F<br>Land_CoalPlant_01_MainBuilding_F |  |\n| **A3_Structures_F_Enoch_Industrial_DieselPowerPlant_01** | Land_dp_bigTank_old_F<br>Land_dp_bigTank_old_ruins_F<br>Land_dp_smallTank_old_F<br>Land_dp_smallTank_old_ruins_F<br>Land_DPP_01_mainFactory_old_F |  |\n| **A3_Structures_F_Enoch_Industrial_Farms** | Land_Barn_02_F<br>Land_Barn_02_ruins_F<br>Land_Barn_03_large_F<br>Land_Barn_03_large_ruins_F<br>Land_Barn_03_small_F<br>Land_Barn_03_small_ruins_F<br>Land_Barn_04_F<br>Land_Barn_04_ruins_F<br>Land_Cowshed_01_A_F<br>Land_Cowshed_01_A_ruins_F<br>Land_Cowshed_01_B_F<br>Land_Cowshed_01_B_ruins_F<br>Land_Cowshed_01_C_F<br>Land_Cowshed_01_C_ruins_F<br>Land_Greenhouse_01_damaged_F<br>Land_Greenhouse_01_F<br>Land_Greenhouse_01_ruins_F<br>Land_StrawStack_01_F<br>Land_WaterTower_02_F<br>Land_WaterTower_02_ruins_F |  |\n| **A3_Structures_F_Enoch_Industrial_Garages** | Land_GarageOffice_01_F<br>Land_GarageOffice_01_ruins_F<br>Land_GarageRow_01_large_F<br>Land_GarageRow_01_large_ruins_F<br>Land_GarageRow_01_small_F<br>Land_GarageRow_01_small_ruins_F |  |\n| **A3_Structures_F_Enoch_Industrial_Houses** | Land_Factory_02_F<br>Land_WaterStation_01_F<br>Land_WaterStation_01_ruins_F<br>Land_Workshop_01_F<br>Land_Workshop_01_grey_F<br>Land_Workshop_01_ruins_F<br>Land_Workshop_02_F<br>Land_Workshop_02_grey_F<br>Land_Workshop_02_ruins_F<br>Land_Workshop_03_F<br>Land_Workshop_03_grey_F<br>Land_Workshop_03_ruins_F<br>Land_Workshop_04_F<br>Land_Workshop_04_grey_F<br>Land_Workshop_04_ruins_F<br>Land_Workshop_05_F<br>Land_Workshop_05_grey_F<br>Land_Workshop_05_ruins_F |  |\n| **A3_Structures_F_Enoch_Industrial_Materials** | Land_TimberLog_01_F<br>Land_TimberLog_02_F<br>Land_TimberLog_03_F<br>Land_TimberLog_04_F<br>Land_TimberLog_05_F<br>Land_TimberPile_02_F<br>Land_TimberPile_03_F<br>Land_TimberPile_04_F<br>Land_TimberPile_05_F<br>Land_WoodPile_02_F<br>Land_WoodPile_03_F<br>Land_WoodPile_04_F |  |\n| **A3_Structures_F_Enoch_Industrial_Mines** | Land_Mine_01_conveyor_10m_F<br>Land_Mine_01_conveyor_begin_F<br>Land_Mine_01_conveyor_end_F<br>Land_Mine_01_heap_F<br>Land_Mine_01_hopper_silo_F<br>Land_Mine_01_minecart_F<br>Land_Mine_01_rail_track_end_F<br>Land_Mine_01_rail_track_F<br>Land_Mine_01_rail_track_switch_F<br>Land_Mine_01_warehouse_F |  |\n| **A3_Structures_F_Enoch_Industrial_Pipes** | Land_IndPipe3_big_18_F<br>Land_IndPipe3_big_18ladder_F<br>Land_IndPipe3_big_9_F<br>Land_IndPipe3_big_ground1_F<br>Land_IndPipe3_big_ground2_F<br>Land_IndPipe3_big_support_F<br>Land_IndPipe3_bigL_L_F<br>Land_IndPipe3_bigL_R_F<br>Land_IndPipe3_Small_9_F<br>Land_IndPipe3_Small_ground1_F<br>Land_IndPipe3_Small_ground2_F<br>Land_IndPipe3_SmallL_L_F<br>Land_IndPipe3_SmallL_R_F |  |\n| **A3_Structures_F_Enoch_Industrial_Power** | Land_PowerStation_01_F<br>Land_PowerStation_01_ruins_F<br>Land_Substation_01_F<br>Land_Substation_01_ruins_F |  |\n| **A3_Structures_F_Enoch_Industrial_Sawmills** | Land_Sawmill_01_F<br>Land_Sawmill_01_illuminati_tower_F<br>Land_Sawmill_01_ruins_F |  |\n| **A3_Structures_F_Enoch_Industrial_Sheds** | Land_i_Shed_Ind_old_F<br>Land_IndustrialShed_01_F<br>Land_IndustrialShed_01_ruins_F<br>Land_Shed_Ind_old_ruins_F |  |\n| **A3_Structures_F_Enoch_Industrial_Smokestacks** | Land_Smokestack_01_F<br>Land_Smokestack_01_factory_base_F<br>Land_Smokestack_01_factory_F<br>Land_Smokestack_01_factory_lower_F<br>Land_Smokestack_01_factory_middle_F<br>Land_Smokestack_01_factory_off_F<br>Land_Smokestack_01_factory_ruins_F<br>Land_Smokestack_01_factory_upper_F<br>Land_Smokestack_01_off_F<br>Land_Smokestack_01_ruins_F<br>Land_Smokestack_02_F<br>Land_Smokestack_02_ruins_F<br>Land_Smokestack_03_F<br>Land_Smokestack_03_off_F<br>Land_Smokestack_03_ruins_F |  |\n| **A3_Structures_F_Enoch_Industrial_Transmitter_Tower** | Land_TTowerBig_1_off_F<br>Land_TTowerBig_2_off_F |  |\n| **A3_Structures_F_Enoch_Infrastructure_Benchmarks** | Land_SurveyMarker_01_cover_F<br>Land_SurveyMarker_01_post_F<br>Land_SurveyMarker_01_rod_F |  |\n| **A3_Structures_F_Enoch_Infrastructure_Highway** | Land_Highway_Pillar_01_F<br>Land_Highway_Pillar_01_garage_F |  |\n| **A3_Structures_F_Enoch_Infrastructure_Lamps** | Land_LampIndustrial_01_F<br>Land_LampIndustrial_01_off_F<br>Land_LampIndustrial_02_F<br>Land_LampIndustrial_02_off_F<br>Land_LampStreet_02_amplion_F<br>Land_LampStreet_02_amplion_off_F<br>Land_LampStreet_02_double_F<br>Land_LampStreet_02_double_off_F<br>Land_LampStreet_02_F<br>Land_LampStreet_02_off_F<br>Land_LampStreet_02_triple_F<br>Land_LampStreet_02_triple_off_F |  |\n| **A3_Structures_F_Enoch_Infrastructure_Pavements** | Land_ConcreteKerb_01_2m_v2_F<br>Land_ConcreteKerb_01_4m_v2_F<br>Land_ConcreteKerb_01_8m_v2_F<br>Land_ConcretePavement_01_narrow_corner_F<br>Land_ConcretePavement_01_narrow_F<br>Land_ConcretePavement_01_wide_corner_F<br>Land_ConcretePavement_01_wide_F |  |\n| **A3_Structures_F_Enoch_Infrastructure_Powerlines** | Land_Power_Pole_Wood1<br>Land_Power_Pole_Wood1_Amp<br>Land_Power_Pole_Wood1_Lamp<br>Land_Power_Pole_Wood1_Lamp_Amp<br>Land_Power_Pole_Wood2<br>Land_Power_Pole_Wood3<br>Land_PowerLine_02_pole_junction_A_F<br>Land_powerline_02_pole_junction_nest_a_f<br>Land_PowerLine_02_pole_small_A_F<br>Land_PowerLine_02_pole_small_end_A_F<br>Land_PowerLine_02_pole_small_end_F<br>Land_PowerLine_02_pole_small_F<br>Land_powerline_02_pole_small_hook_end_f<br>Land_PowerLine_02_pole_small_hook_F<br>Land_powerline_02_pole_small_hook_junction_f<br>Land_powerline_02_pole_small_junction_f<br>Land_PowerLine_02_pole_small_lamp_F<br>Land_PowerLine_02_pole_small_lamp_off_F<br>Land_PowerLine_03_pole_end_F<br>Land_PowerLine_03_pole_F<br>Land_PowerLine_03_pole_junction_F<br>Land_TelephoneLine_01_wire_50m_main_F |  |\n| **A3_Structures_F_Enoch_Infrastructure_Railways** | Land_Rail_Bridge_40_F<br>Land_Rail_ConcreteRamp_F<br>Land_Rail_Crossing_Barrier_F<br>Land_Rail_LineBreak_Iron_F<br>Land_Rail_Platform_Cross_F<br>Land_Rail_Platform_Segment_F<br>Land_Rail_Platform_Start_F<br>Land_Rail_Signals_F<br>Land_Rail_Station_Big_F<br>Land_Rail_Station_Big_ruins_F<br>Land_Rail_Station_Small_F<br>Land_Rail_Station_Small_ruins_F<br>Land_Rail_Track_25_F<br>Land_Rail_Track_Down_25_F<br>Land_Rail_Track_Down_40_F<br>Land_Rail_Track_L25_10_F<br>Land_Rail_Track_LB1_RE_F<br>Land_Rail_Track_LB_RE_F<br>Land_Rail_Track_LE1_RB_F<br>Land_Rail_Track_LE_RB_F<br>Land_Rail_Track_Passing_10_F<br>Land_Rail_Track_Passing_25_F<br>Land_Rail_Track_Passing_25NOLC_F<br>Land_Rail_Track_R25_10_F<br>Land_Rail_Track_SP_F<br>Land_Rail_Track_TurnOutL_F<br>Land_Rail_Track_TurnOutR_F<br>Land_Rail_Track_Up_25_F<br>Land_Rail_Track_Up_40_F<br>Land_Rail_TrackE_25_F<br>Land_Rail_TrackE_25NOLC_F<br>Land_Rail_TrackE_2_F<br>Land_Rail_TrackE_40_F<br>Land_Rail_TrackE_40NOLC_F<br>Land_Rail_TrackE_4_F<br>Land_Rail_TrackE_8_F<br>Land_Rail_TrackE_8NOLC_F<br>Land_Rail_TrackE_L25_10_F<br>Land_Rail_TrackE_L25_5_F<br>Land_Rail_TrackE_L30_20_F<br>Land_Rail_TrackE_R25_10_F<br>Land_Rail_TrackE_R25_5_F<br>Land_Rail_TrackE_R30_20_F<br>Land_Rail_TrackE_TurnOutL_F<br>Land_Rail_TrackE_TurnOutR_F<br>Land_Rail_Warehouse_Small_F<br>Land_Rail_Warehouse_Small_ruins_F |  |\n| **A3_Structures_F_Enoch_Infrastructure_Roads** | Land_CobblestoneSquare_01_2m_F<br>Land_CobblestoneSquare_01_32m_F<br>Land_CobblestoneSquare_01_4m_F<br>Land_CobblestoneSquare_01_8m_F<br>Land_CobblestoneSquare_01_edge_2m_v1_F<br>Land_CobblestoneSquare_01_edge_2m_v2_F<br>Land_CobblestoneSquare_01_edge_32m_v1_F<br>Land_CobblestoneSquare_01_edge_32m_v2_F<br>Land_CobblestoneSquare_01_edge_4m_v1_F<br>Land_CobblestoneSquare_01_edge_4m_v2_F<br>Land_CobblestoneSquare_01_edge_8m_v1_F<br>Land_CobblestoneSquare_01_edge_8m_v2_F<br>Land_ConcretePanels_02_four_F<br>Land_ConcretePanels_02_single_dmg_F<br>Land_ConcretePanels_02_single_v1_F<br>Land_ConcretePanels_02_single_v2_F<br>Land_SewerCover_04_F |  |\n| **A3_Structures_F_Enoch_Military_Airfield** | Land_ControlTower_02_F<br>Land_ControlTower_02_ruins_F<br>Land_ServiceHangar_01_L_F<br>Land_ServiceHangar_01_R_F |  |\n| **A3_Structures_F_Enoch_Military_Barracks** | Land_Barracks_02_F<br>Land_Barracks_02_ruins_F<br>Land_Barracks_03_F<br>Land_Barracks_03_ruins_F<br>Land_Barracks_04_F<br>Land_Barracks_04_ruins_F<br>Land_Barracks_05_F<br>Land_Barracks_05_ruins_F<br>Land_Barracks_06_F<br>Land_Barracks_06_ruins_F<br>Land_ControlTower_01_F<br>Land_ControlTower_01_ruins_F<br>Land_GuardBox_01_brown_F<br>Land_GuardBox_01_brown_ruins_F<br>Land_GuardBox_01_green_F<br>Land_GuardBox_01_green_ruins_F<br>Land_GuardBox_01_smooth_F<br>Land_GuardBox_01_smooth_ruins_F<br>Land_GuardHouse_02_F<br>Land_GuardHouse_02_grey_F<br>Land_GuardHouse_02_ruins_F<br>Land_GuardHouse_03_F<br>Land_GuardHouse_03_ruins_F<br>Land_GuardTower_01_F<br>Land_GuardTower_02_F |  |\n| **A3_Structures_F_Enoch_Military_Bunkers** | Land_Bunker_02_double_F<br>Land_Bunker_02_left_F<br>Land_Bunker_02_light_double_F<br>Land_Bunker_02_light_left_F<br>Land_Bunker_02_light_right_F<br>Land_Bunker_02_right_F |  |\n| **A3_Structures_F_Enoch_Military_Camonets** | CamoNet_wdl_big_Curator_F<br>CamoNet_wdl_big_F<br>CamoNet_wdl_Curator_F<br>CamoNet_wdl_F<br>CamoNet_wdl_open_Curator_F<br>CamoNet_wdl_open_F |  |\n| **A3_Structures_F_Enoch_Military_Camps** | CargoPlaftorm_01_brown_F<br>CargoPlaftorm_01_brown_ruins_F<br>CargoPlaftorm_01_green_F<br>CargoPlaftorm_01_green_ruins_F<br>CargoPlaftorm_01_jungle_F<br>CargoPlaftorm_01_jungle_ruins_F<br>CargoPlaftorm_01_rusty_F<br>CargoPlaftorm_01_rusty_ruins_F<br>Land_CargoPlaftorm_01_ruins_F<br>Land_ConnectorTent_01_AAF_closed_F<br>Land_ConnectorTent_01_AAF_cross_F<br>Land_ConnectorTent_01_AAF_open_F<br>Land_ConnectorTent_01_CSAT_brownhex_closed_F<br>Land_ConnectorTent_01_CSAT_brownhex_cross_F<br>Land_ConnectorTent_01_CSAT_brownhex_open_F<br>Land_ConnectorTent_01_CSAT_greenhex_closed_F<br>Land_ConnectorTent_01_CSAT_greenhex_cross_F<br>Land_ConnectorTent_01_CSAT_greenhex_open_F<br>Land_ConnectorTent_01_floor_dark_F<br>Land_ConnectorTent_01_floor_light_F<br>Land_ConnectorTent_01_NATO_closed_F<br>Land_ConnectorTent_01_NATO_cross_F<br>Land_ConnectorTent_01_NATO_open_F<br>Land_ConnectorTent_01_NATO_tropic_closed_F<br>Land_ConnectorTent_01_NATO_tropic_cross_F<br>Land_ConnectorTent_01_NATO_tropic_open_F<br>Land_ConnectorTent_01_wdl_closed_F<br>Land_ConnectorTent_01_wdl_cross_F<br>Land_ConnectorTent_01_wdl_open_F<br>Land_ConnectorTent_01_white_closed_F<br>Land_ConnectorTent_01_white_cross_F<br>Land_ConnectorTent_01_white_open_F<br>Land_DeconTent_01_AAF_F<br>Land_DeconTent_01_CSAT_brownhex_F<br>Land_DeconTent_01_CSAT_greenhex_F<br>Land_DeconTent_01_IDAP_F<br>Land_DeconTent_01_NATO_F<br>Land_DeconTent_01_NATO_tropic_F<br>Land_DeconTent_01_wdl_F<br>Land_DeconTent_01_white_F<br>Land_DeconTent_01_yellow_F<br>Land_MedicalTent_01_aaf_generic_closed_F<br>Land_MedicalTent_01_aaf_generic_inner_F<br>Land_MedicalTent_01_aaf_generic_open_F<br>Land_MedicalTent_01_aaf_generic_outer_F<br>Land_MedicalTent_01_CSAT_brownhex_generic_closed_F<br>Land_MedicalTent_01_CSAT_brownhex_generic_inner_F<br>Land_MedicalTent_01_CSAT_brownhex_generic_open_F<br>Land_MedicalTent_01_CSAT_brownhex_generic_outer_F<br>Land_MedicalTent_01_CSAT_greenhex_generic_closed_F<br>Land_MedicalTent_01_CSAT_greenhex_generic_inner_F<br>Land_MedicalTent_01_CSAT_greenhex_generic_open_F<br>Land_MedicalTent_01_CSAT_greenhex_generic_outer_F<br>Land_MedicalTent_01_NATO_generic_closed_F<br>Land_MedicalTent_01_NATO_generic_inner_F<br>Land_MedicalTent_01_NATO_generic_open_F<br>Land_MedicalTent_01_NATO_generic_outer_F<br>Land_MedicalTent_01_NATO_tropic_generic_closed_F<br>Land_MedicalTent_01_NATO_tropic_generic_inner_F<br>Land_MedicalTent_01_NATO_tropic_generic_open_F<br>Land_MedicalTent_01_NATO_tropic_generic_outer_F<br>Land_MedicalTent_01_wdl_closed_F<br>Land_MedicalTent_01_wdl_generic_closed_F<br>Land_MedicalTent_01_wdl_generic_inner_F<br>Land_MedicalTent_01_wdl_generic_open_F<br>Land_MedicalTent_01_wdl_generic_outer_F |  |\n| **A3_Structures_F_Enoch_Military_Domes** | Land_Dome_Small_WIP2_F<br>Land_Dome_Small_WIP_F<br>Land_DomeParts_01_panel_white_F<br>Land_DomeParts_01_panel_white_stack_F<br>Land_DomeParts_01_struts_stack_F<br>Land_DomeParts_01_white_openstack_F |  |\n| **A3_Structures_F_Enoch_Military_Flags** | Banner_01_EAF_F<br>Flag_EAF_F<br>Flag_Enoch_F |  |\n| **A3_Structures_F_Enoch_Military_Radar** | Land_MobileRadar_01_generator_F<br>Land_MobileRadar_01_radar_F<br>Land_MobileRadar_01_radar_ruins_F<br>Land_Radar_01_airshaft_F<br>Land_Radar_01_antenna_base_F<br>Land_Radar_01_antenna_F<br>Land_Radar_01_cooler_F<br>Land_Radar_01_HQ_F<br>Land_Radar_01_HQ_ruins_F<br>Land_Radar_01_kitchen_F<br>Land_Radar_01_kitchen_ruins_F |  |\n| **A3_Structures_F_Enoch_Military_Training** | CraterLong_02_F<br>CraterLong_02_small_F<br>Land_DisturbedSoil_01_decal_F<br>Land_DisturbedSoil_02_decal_F<br>Land_DisturbedSoil_base_F<br>Land_ShellCrater_01_decal_F<br>Land_ShellCrater_01_F<br>Land_ShellCrater_02_debris_F<br>Land_ShellCrater_02_decal_F<br>Land_ShellCrater_02_extralarge_F<br>Land_ShellCrater_02_large_F<br>Land_ShellCrater_02_small_F<br>Land_ShootingPos_Roof_01_F<br>Land_Target_Concrete_01_v1_F<br>Land_Target_Concrete_01_v2_F<br>Land_Target_Concrete_Support_01_F<br>Land_Target_Line_01_F<br>Land_Target_Line_PaperTargets_01_F<br>Land_Target_Pistol_01_F<br>Land_Target_Single_01_F |  |\n| **A3_Structures_F_Enoch_Ruins** | Land_ChurchRuin_01_F<br>Land_HouseChimney_Ruin_01_F<br>Land_HouseRuin_Big_01_F<br>Land_HouseRuin_Big_01_half_F<br>Land_HouseRuin_Big_02_F<br>Land_HouseRuin_Big_02_half_F<br>Land_HouseRuin_Big_03_F<br>Land_HouseRuin_Big_03_half_F<br>Land_HouseRuin_Big_04_F<br>Land_HouseRuin_Big_05_F<br>Land_HouseRuin_Small_01_F<br>Land_HouseRuin_Small_01_half_F<br>Land_HouseRuin_Small_02_F<br>Land_HouseRuin_Small_03_F<br>Land_HouseRuin_Small_04_F<br>Land_HouseWallRuin_Corner_01_F<br>Land_HouseWallRuin_Corner_02_F<br>Land_HouseWallRuin_Door_01_F |  |\n| **A3_Structures_F_Enoch_Signs_Companies** | Land_OldFactorySign_01_F<br>Land_OldFactorySign_01_graffiti_F |  |\n| **A3_Structures_F_Enoch_Signs_Traffic** | Land_VergePost_02_v1_F<br>Land_VergePost_02_v2_F |  |\n| **A3_Structures_F_Enoch_Signs_Warnings** | Land_sign_entry_en_pl_F<br>Land_sign_leave_en_pl_F<br>Land_Sign_noentry_big_en_pl_F<br>Land_sign_noentry_small_en_pl_F<br>Land_sign_uwaga_pl_1_F<br>Land_sign_uwaga_pl_2_F |  |\n| **A3_Structures_F_Enoch_VR_Helpers** | Reflector_Cone_01_blue_F<br>Reflector_Cone_01_green_F<br>Reflector_Cone_01_Long_blue_F<br>Reflector_Cone_01_Long_green_F<br>Reflector_Cone_01_Long_orange_F<br>Reflector_Cone_01_Long_red_F<br>Reflector_Cone_01_Long_white_F<br>Reflector_Cone_01_narrow_blue_F<br>Reflector_Cone_01_narrow_green_F<br>Reflector_Cone_01_narrow_orange_F<br>Reflector_Cone_01_narrow_red_F<br>Reflector_Cone_01_narrow_white_F<br>Reflector_Cone_01_orange_F<br>Reflector_Cone_01_red_F<br>Reflector_Cone_01_white_F<br>Reflector_Cone_01_wide_blue_F<br>Reflector_Cone_01_wide_green_F<br>Reflector_Cone_01_wide_orange_F<br>Reflector_Cone_01_wide_red_F<br>Reflector_Cone_01_wide_white_F |  |\n| **A3_Structures_F_Enoch_Walls_Brick** | Land_BrickWall_01_l_5m_d_F<br>Land_BrickWall_01_l_5m_F<br>Land_BrickWall_01_l_corner_F<br>Land_BrickWall_01_l_end_F<br>Land_BrickWall_01_l_pole_F<br>Land_BrickWall_02_l_5m_d_F<br>Land_BrickWall_02_l_5m_F<br>Land_BrickWall_02_l_corner_v1_F<br>Land_BrickWall_02_l_corner_v2_F<br>Land_BrickWall_02_l_end_F<br>Land_BrickWall_03_l_5m_v1_d_F<br>Land_BrickWall_03_l_5m_v1_F<br>Land_BrickWall_03_l_5m_v2_d_F<br>Land_BrickWall_03_l_5m_v2_F<br>Land_BrickWall_03_l_gate_F<br>Land_BrickWall_03_l_pole_F<br>Land_BrickWall_04_l_5m_d_F<br>Land_BrickWall_04_l_5m_F<br>Land_BrickWall_04_l_5m_old_d_F<br>Land_BrickWall_04_l_5m_old_F<br>Land_BrickWall_04_l_pole_F<br>Land_BrickWall_04_l_pole_old_F |  |\n| **A3_Structures_F_Enoch_Walls_Concrete** | Land_CamoConcreteWall_01_l_4m_d_v1_F<br>Land_CamoConcreteWall_01_l_4m_d_v2_F<br>Land_CamoConcreteWall_01_l_4m_v1_F<br>Land_CamoConcreteWall_01_l_4m_v2_F<br>Land_CamoConcreteWall_01_l_end_v1_F<br>Land_CamoConcreteWall_01_pole_v1_F<br>Land_ConcreteWall_03_m_2m_F<br>Land_ConcreteWall_03_m_6m_F<br>Land_ConcreteWall_03_m_pole_F<br>Land_SilageWall_01_l_5m_F<br>Land_SilageWall_01_l_d_F<br>Land_SilageWall_01_l_pole_F |  |\n| **A3_Structures_F_Enoch_Walls_Net** | Land_GameProofFence_01_l_5m_F<br>Land_GameProofFence_01_l_d_F<br>Land_GameProofFence_01_l_gate_F<br>Land_GameProofFence_01_l_pole_F<br>Land_NetFence_03_m_3m_corner_F<br>Land_NetFence_03_m_3m_d_F<br>Land_NetFence_03_m_3m_F<br>Land_NetFence_03_m_3m_hole_F<br>Land_NetFence_03_m_9m_F<br>Land_NetFence_03_m_pole_F |  |\n| **A3_Structures_F_Enoch_Walls_Pipe** | Land_PipeFence_03_m_gate_l_F<br>Land_PipeFence_03_m_gate_r_F<br>Land_PipeFence_04_m_gate_l_F<br>Land_PipeFence_04_m_gate_r_F<br>Land_PipeFence_05_m_gate_l_F<br>Land_PipeFence_05_m_gate_r_F<br>Land_PipeFence_06_m_gate_l_F<br>Land_PipeFence_06_m_gate_r_F |  |\n| **A3_Structures_F_Enoch_Walls_Polewalls** | Land_PoleWall_02_3m_v1_F<br>Land_PoleWall_02_3m_v2_F<br>Land_PoleWall_02_end_F<br>Land_PoleWall_03_5m_v1_F<br>Land_PoleWall_03_5m_v2_F<br>Land_PoleWall_03_end_F |  |\n| **A3_Structures_F_Enoch_Walls_Stone** | Land_Mound03_8m_F<br>Land_Mound04_8m_F<br>Land_StoneWall_02_s_10m_F |  |\n| **A3_Structures_F_Enoch_Walls_Wooden** | Land_WoodenWall_03_s_5m_v1_F<br>Land_WoodenWall_03_s_5m_v2_F<br>Land_WoodenWall_03_s_d_5m_v1_F<br>Land_WoodenWall_03_s_d_5m_v2_F<br>Land_WoodenWall_03_s_d_pole_F<br>Land_WoodenWall_03_s_gate_F<br>Land_WoodenWall_03_s_pole_F<br>Land_WoodenWall_04_s_5m_F<br>Land_WoodenWall_04_s_d_5m_F<br>Land_WoodenWall_04_s_end_v1_F<br>Land_WoodenWall_04_s_end_v2_F<br>Land_WoodenWall_04_s_gate_F<br>Land_WoodenWall_04_s_pole_F<br>Land_WoodenWall_05_m_4m_v1_F<br>Land_WoodenWall_05_m_4m_v2_F<br>Land_WoodenWall_05_m_d_4m_F<br>Land_WoodenWall_05_m_end_F<br>Land_WoodenWall_05_m_pole_F |  |\n| **A3_Structures_F_Enoch_Wrecks** | Land_Mi8_wreck_F<br>Land_PowerGenerator_wreck_F<br>Land_TrailerCistern_wreck_F<br>Land_V3S_wreck_F |  |\n| **A3_Supplies_F_Enoch_Ammoboxes** | Box_EAF_Ammo_F<br>Box_EAF_AmmoOrd_F<br>Box_EAF_AmmoVeh_F<br>Box_EAF_Equip_F<br>Box_EAF_Grenades_F<br>Box_EAF_Support_F<br>Box_EAF_Uniforms_F<br>Box_EAF_Wps_F<br>Box_EAF_WpsLaunch_F<br>Box_EAF_WpsSpecial_F<br>I_E_CargoNet_01_ammo_F<br>I_EAF_supplyCrate_F |  |\n| **A3_Supplies_F_Enoch_Bags** | B_AssaultPack_eaf_F<br>B_AssaultPack_eaf_IELAT2_F<br>B_AssaultPack_eaf_IELAT_F<br>B_AssaultPack_eaf_IEPathfinder_F<br>B_AssaultPack_eaf_Repair_F<br>B_AssaultPack_wdl_BWLAT2_F<br>B_AssaultPack_wdl_BWLAT_F<br>B_AssaultPack_wdl_BWMedic_F<br>B_AssaultPack_wdl_BWReconMedic<br>B_AssaultPack_wdl_BWRepair_F<br>B_AssaultPack_wdl_F<br>B_Carryall_eaf_eng_F<br>B_Carryall_eaf_exp_F<br>B_Carryall_eaf_F<br>B_Carryall_eaf_IEAAA_F<br>B_Carryall_eaf_IEAAR_F<br>B_Carryall_eaf_IEAAT_F<br>B_Carryall_eaf_IEAmmo_F<br>B_Carryall_eaf_Mine_F<br>B_Carryall_green_exp_F<br>B_Carryall_green_F<br>B_Carryall_oli_IEAAR_F<br>B_Carryall_oli_IEAmmo_F<br>B_Carryall_taiga_Exp_F<br>B_Carryall_taiga_F<br>B_Carryall_wdl_BWAAA_F<br>B_Carryall_wdl_BWAAT_F<br>B_Carryall_wdl_BWAmmo_F<br>B_Carryall_wdl_F<br>B_Carryall_wdl_Mine<br>B_CombinationUnitRespirator_01_F<br>B_FieldPack_green_Exp_F<br>B_FieldPack_green_F<br>B_Fieldpack_green_IEAA_F<br>B_Fieldpack_green_IEAT_F<br>B_Fieldpack_green_IELAT2_F<br>B_Fieldpack_green_IELAT_F<br>B_Fieldpack_green_IEMedic_F<br>B_FieldPack_green_Medic_F<br>B_FieldPack_green_RPG_AT_F<br>B_Fieldpack_oli_IEAA_F<br>B_Fieldpack_oli_IEAT_F<br>B_Fieldpack_oli_IELAT2_F<br>B_Fieldpack_oli_IELAT_F<br>B_FieldPack_taiga_F<br>B_FieldPack_taiga_Medic_F<br>B_FieldPack_taiga_RPG_AT_F<br>B_Kitbag_rgr_BWAAR<br>B_RadioBag_01_black_F<br>B_RadioBag_01_digi_F<br>B_RadioBag_01_eaf_F<br>B_RadioBag_01_eaf_FAK_F<br>B_RadioBag_01_ghex_F<br>B_RadioBag_01_hex_F<br>B_RadioBag_01_mtp_F<br>B_RadioBag_01_oucamo_F<br>B_RadioBag_01_tropic_F<br>B_RadioBag_01_wdl_F<br>B_RadioBag_01_wdl_FAK_F<br>B_SCBA_01_F<br>B_UGV_02_Demining_backpack_F<br>B_UGV_02_Science_backpack_F<br>C_IDAP_UGV_02_Demining_backpack_F<br>I_E_AA_01_weapon_F<br>I_E_AT_01_weapon_F<br>I_E_GMG_01_A_Weapon_F<br>I_E_GMG_01_high_Weapon_F<br>I_E_GMG_01_Weapon_F<br>I_E_HMG_01_A_Weapon_F<br>I_E_HMG_01_high_Weapon_F<br>I_E_HMG_01_support_F<br>I_E_HMG_01_support_high_F<br>I_E_HMG_01_Weapon_F<br>I_E_Mortar_01_support_F<br>I_E_Mortar_01_Weapon_F<br>I_E_UAV_01_backpack_F<br>I_E_UAV_06_backpack_F<br>I_E_UAV_06_medical_backpack_F<br>I_E_UGV_02_Demining_backpack_F<br>I_E_UGV_02_Science_backpack_F<br>I_UGV_02_Demining_backpack_F<br>I_UGV_02_Science_backpack_F<br>O_UGV_02_Demining_backpack_F<br>O_UGV_02_Science_backpack_F<br>UGV_02_backpack_base_F<br>UGV_02_Demining_backpack_base_F<br>UGV_02_Science_backpack_base_F |  |\n| **A3_Weapons_F_Enoch** | FxCartridge_762x39<br>Item_bipod_02_F_arid<br>Item_bipod_02_F_lush<br>Item_ChemicalDetector_01_black_F<br>Item_ChemicalDetector_01_olive_F<br>Item_ChemicalDetector_01_tan_F<br>Item_ChemicalDetector_01_watch_F<br>Item_I_E_UavTerminal<br>Item_muzzle_antenna_01_f<br>Item_muzzle_antenna_02_f<br>Item_muzzle_antenna_03_f<br>Item_muzzle_snds_B_arid_F<br>Item_muzzle_snds_B_lush_F<br>Item_O_NVGoggles_grn_F<br>Item_optic_Arco_AK_arid_F<br>Item_optic_Arco_AK_blk_F<br>Item_optic_Arco_AK_lush_F<br>Item_optic_Arco_arid_F<br>Item_optic_Arco_lush_F<br>Item_optic_DMS_weathered_F<br>Item_optic_DMS_weathered_Kir_F<br>Item_optic_Holosight_arid_F<br>Item_optic_Holosight_lush_F<br>Item_optic_ico_01_black_f<br>Item_optic_ico_01_camo_f<br>Item_optic_ico_01_f<br>Item_optic_ico_01_sand_f<br>Item_optic_MRD_black<br>placed_I_E_IR_grenade<br>placed_O_R_IR_grenade<br>Weapon_arifle_AK12_arid_f<br>Weapon_arifle_AK12_GL_arid_F<br>Weapon_arifle_AK12_GL_lush_F<br>Weapon_arifle_AK12_lush_f<br>Weapon_arifle_AK12U_arid_f<br>Weapon_arifle_AK12U_F<br>Weapon_arifle_AK12U_lush_f<br>Weapon_arifle_MSBS65_black_F<br>Weapon_arifle_MSBS65_camo_F<br>Weapon_arifle_MSBS65_F<br>Weapon_arifle_MSBS65_GL_black_F<br>Weapon_arifle_MSBS65_GL_camo_F<br>Weapon_arifle_MSBS65_GL_F<br>Weapon_arifle_MSBS65_GL_sand_F<br>Weapon_arifle_MSBS65_Mark_black_F<br>Weapon_arifle_MSBS65_Mark_camo_F<br>Weapon_arifle_MSBS65_Mark_F<br>Weapon_arifle_MSBS65_Mark_sand_F<br>Weapon_arifle_MSBS65_sand_F<br>Weapon_arifle_MSBS65_UBS_black_F<br>Weapon_arifle_MSBS65_UBS_camo_F<br>Weapon_arifle_MSBS65_UBS_F<br>Weapon_arifle_MSBS65_UBS_sand_F<br>Weapon_arifle_RPK12_arid_f<br>Weapon_arifle_RPK12_F<br>Weapon_arifle_RPK12_lush_f<br>Weapon_hgun_esd_01_antenna_01_F<br>Weapon_hgun_esd_01_antenna_02_F<br>Weapon_hgun_esd_01_antenna_03_F<br>Weapon_hgun_esd_01_F<br>Weapon_hgun_Pistol_heavy_01_green_F<br>Weapon_launch_B_Titan_olive_F<br>Weapon_launch_I_Titan_eaf_F<br>Weapon_launch_RPG32_green_F<br>Weapon_LMG_Mk200_black_F<br>Weapon_sgun_HunterShotgun_01_F<br>Weapon_sgun_HunterShotgun_01_sawedoff_F<br>Weapon_srifle_DMR_06_hunter_F |  |\n| **A3_Air_F_Enoch_Heli_Light_03** | I_E_Heli_light_03_dynamicLoadout_F<br>I_E_Heli_light_03_unarmed_F |  |\n| **A3_Air_F_Enoch_UAV_01** | I_E_UAV_01_F |  |\n| **A3_Air_F_Enoch_UAV_06** | Box_I_E_UAV_06_F<br>Box_I_E_UAV_06_medical_F<br>I_E_UAV_06_F<br>I_E_UAV_06_medical_F |  |\n| **A3_Armor_F_Enoch_APC_Tracked_03** | I_E_APC_tracked_03_cannon_F |  |\n| **A3_Characters_F_Enoch** | B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_Patrol_Carryall_green_Ammo_F<br>B_Patrol_Carryall_taiga_medic_F<br>B_Patrol_FieldPack_green_eng_F<br>B_ReconFatigues_01_wdl_F<br>B_soldier_UGV_02_Demining_F<br>B_soldier_UGV_02_Science_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_W_Medic_F<br>B_W_Officer_F<br>B_W_RadioOperator_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAR_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Soldier_AT_F<br>B_W_Soldier_CBRN_F<br>B_W_Soldier_Exp_F<br>B_W_Soldier_F<br>B_W_Soldier_GL_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_LAT_F<br>B_W_soldier_M_F<br>B_W_soldier_mine_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_Soldier_unarmed_F<br>B_W_Soldier_universal_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Survivor_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>C_E_LooterJacket_01_F<br>C_Farmer_01_enoch_F<br>C_Man_1_enoch_F<br>C_Man_2_enoch_F<br>C_Man_3_enoch_F<br>C_Man_4_enoch_F<br>C_Man_5_enoch_F<br>C_Man_6_enoch_F<br>C_scientist_01_formal_F<br>C_scientist_01_informal_F<br>C_scientist_02_formal_F<br>C_scientist_02_informal_F<br>C_Uniform_Farmer_01_F<br>C_Uniform_Scientist_01_F<br>C_Uniform_Scientist_01_formal_F<br>C_Uniform_Scientist_02_F<br>C_Uniform_Scientist_02_formal_F<br>CivilianPresence_C_Farmer_01_enoch_F<br>CivilianPresence_C_Man_1_enoch_F<br>CivilianPresence_C_Man_2_enoch_F<br>CivilianPresence_C_Man_3_enoch_F<br>CivilianPresence_C_Man_4_enoch_F<br>CivilianPresence_C_Man_5_enoch_F<br>CivilianPresence_C_Man_6_enoch_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>I_E_Crew_F<br>I_E_Engineer_F<br>I_E_Helicrew_F<br>I_E_Helipilot_F<br>I_E_Medic_F<br>I_E_Officer_F<br>I_E_RadioOperator_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AAT_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_CBRN_F<br>I_E_Soldier_Exp_F<br>I_E_Soldier_F<br>I_E_Soldier_GL_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_lite_F<br>I_E_soldier_M_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_MP_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_universal_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Survivor_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_tanktop_F<br>I_L_Criminal_SG_F<br>I_L_Criminal_SMG_F<br>I_L_Hunter_F<br>I_L_Looter_Pistol_F<br>I_L_Looter_Rifle_F<br>I_L_Looter_SG_F<br>I_L_Looter_SMG_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_sport_F<br>Item_U_B_CBRN_Suit_01_MTP_F<br>Item_U_B_CBRN_Suit_01_Tropic_F<br>Item_U_B_CBRN_Suit_01_Wdl_F<br>Item_U_B_CombatUniform_mcam_wdl_f<br>Item_U_B_CombatUniform_tshirt_mcam_wdL_f<br>Item_U_B_CombatUniform_vest_mcam_wdl_f<br>Item_U_C_CBRN_Suit_01_Blue_F<br>Item_U_C_CBRN_Suit_01_White_F<br>Item_U_C_E_LooterJacket_01_F<br>Item_U_C_Uniform_Farmer_01_F<br>Item_U_C_Uniform_Scientist_01_F<br>Item_U_C_Uniform_Scientist_01_formal_F<br>Item_U_C_Uniform_Scientist_02_F<br>Item_U_C_Uniform_Scientist_02_formal_F<br>Item_U_I_CBRN_Suit_01_AAF_F<br>Item_U_I_E_CBRN_Suit_01_EAF_F<br>Item_U_I_E_Uniform_01_coveralls_F<br>Item_U_I_E_Uniform_01_F<br>Item_U_I_E_Uniform_01_officer_F<br>Item_U_I_E_Uniform_01_shortsleeve_F<br>Item_U_I_E_Uniform_01_sweater_F<br>Item_U_I_E_Uniform_01_tanktop_F<br>Item_U_I_L_Uniform_01_camo_F<br>Item_U_I_L_Uniform_01_deserter_F<br>Item_U_I_L_Uniform_01_tshirt_black_F<br>Item_U_I_L_Uniform_01_tshirt_olive_F<br>Item_U_I_L_Uniform_01_tshirt_skull_F<br>Item_U_I_L_Uniform_01_tshirt_sport_F<br>Item_U_O_R_Gorka_01_black_F<br>Item_U_O_R_Gorka_01_brown_F<br>Item_U_O_R_Gorka_01_camo_F<br>Item_U_O_R_Gorka_01_F<br>O_R_Gorka_base_F<br>O_R_Gorka_black_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_F<br>O_R_JTAC_F<br>O_R_medic_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_LAT_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_TL_F<br>O_R_recon_AR_F<br>O_R_recon_exp_F<br>O_R_recon_GL_F<br>O_R_recon_JTAC_F<br>O_R_recon_LAT_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_TL_F<br>O_R_Soldier_AR_F<br>O_R_soldier_exp_F<br>O_R_Soldier_GL_F<br>O_R_Soldier_LAT_F<br>O_R_soldier_M_F<br>O_R_Soldier_TL_F |  |\n| **A3_Characters_F_Enoch_Headgear** | Headgear_H_Beret_EAF_01_F<br>Headgear_H_Booniehat_eaf<br>Headgear_H_Booniehat_mgrn<br>Headgear_H_Booniehat_taiga<br>Headgear_H_Booniehat_wdl<br>Headgear_H_CrewHelmetHeli_I_E<br>Headgear_H_Hat_Tinfoil_F<br>Headgear_H_HelmetAggressor_cover_F<br>Headgear_H_HelmetAggressor_cover_taiga_F<br>Headgear_H_HelmetAggressor_F<br>Headgear_H_HelmetB_light_wdl<br>Headgear_H_HelmetB_plain_wdl<br>Headgear_H_HelmetCrew_I_E<br>Headgear_H_HelmetHBK_chops_F<br>Headgear_H_HelmetHBK_ear_F<br>Headgear_H_HelmetHBK_F<br>Headgear_H_HelmetHBK_headset_F<br>Headgear_H_HelmetSpecB_wdl<br>Headgear_H_MilCap_eaf<br>Headgear_H_MilCap_grn<br>Headgear_H_MilCap_taiga<br>Headgear_H_MilCap_wdl<br>Headgear_H_PilotHelmetFighter_I_E<br>Headgear_H_PilotHelmetHeli_I_E<br>Headgear_H_Tank_eaf_F |  |\n| **A3_Characters_F_Enoch_Vests** | Vest_V_CarrierRigKBT_01_EAF_F<br>Vest_V_CarrierRigKBT_01_heavy_EAF_F<br>Vest_V_CarrierRigKBT_01_heavy_olive_F<br>Vest_V_CarrierRigKBT_01_light_EAF_F<br>Vest_V_CarrierRigKBT_01_light_olive_F<br>Vest_V_CarrierRigKBT_01_olive_F<br>Vest_V_PlateCarrier1_wdl<br>Vest_V_PlateCarrier2_wdl<br>Vest_V_PlateCarrierGL_wdl<br>Vest_V_PlateCarrierSpec_wdl<br>Vest_V_SmershVest_01_F<br>Vest_V_SmershVest_01_radio_F |  |\n| **A3_Missions_F_Oldman** | Drone_explosive<br>Drone_explosive_dummy<br>I_C_Soldier_Para_9_F<br>Item_Antibiotic<br>Item_Antimalaricum<br>Item_AntimalaricumVaccine<br>Item_Bandage<br>Item_Butane_canister<br>Item_CSAToperatorAccesCard_01<br>Item_CSAToperatorAccesCard_02<br>Item_CSAToperatorAccesCard_03<br>Item_CSAToperatorAccesCard_04<br>Item_CSAToperatorAccesCard_05<br>Item_Files<br>Item_FileTopSecret<br>Item_FlashDisk<br>Item_Keys<br>Item_Laptop_closed<br>Item_Laptop_Unfolded<br>Item_MobilePhone<br>Item_Money<br>Item_Money_bunch<br>Item_Money_roll<br>Item_Money_stack<br>Item_NetworkStructure<br>Item_SatPhone<br>Item_SecretDocuments<br>Item_SecretFiles<br>Item_Sleeping_bag_folded_01<br>Item_SmartPhone<br>Item_Wallet_traitor<br>Land_Leaflet_Oldman_01_F<br>Land_Poster_Oldman_01_F<br>ModuleOmActionQueue_F<br>ModuleOMAwareness_F<br>ModuleOmBase<br>ModuleOmBaseAreaBase<br>ModuleOmDepot_F<br>ModuleOMEconomy<br>ModuleOMFastTravel_F<br>ModuleOMFastTravelPos_F<br>ModuleOmInit_F<br>ModuleOmInitScript_F<br>ModuleOmIntel_F<br>ModuleOmMarket_F<br>ModuleOmMosquitos_F<br>ModuleOmNight_F<br>ModuleOmProtectedVehicle_F<br>ModuleOmQRF_F<br>ModuleOmQRF_F_First<br>ModuleOmQRF_F_Second<br>ModuleOmQRF_F_Third<br>ModuleOmQuest_Base_Area_F<br>ModuleOmQuest_Base_F<br>ModuleOmQuest_Defend_F<br>ModuleOmQuest_DeliverPoint_F<br>ModuleOmQuest_DestroyObject_F<br>ModuleOmQuest_DestroyObjects_F<br>ModuleOmQuest_Get_F<br>ModuleOmQuest_HoldAction_F<br>ModuleOmQuest_HostageRescue_F<br>ModuleOmQuest_Location_F<br>ModuleOmQuest_Support_F<br>ModuleOmQuest_Support_StartingPos_F<br>ModuleOmQuest_SupportUnits_F<br>ModuleOmQuest_Transport_F<br>ModuleOmQuest_TransportPerson_F<br>ModuleOMRadio_F<br>ModuleOmRandomConversation_F<br>ModuleOmRelationship_F<br>ModuleOMReputation_F<br>ModuleOmRestPoint_F<br>ModuleOmRestrictedArea_F<br>ModuleOmSector_F<br>ModuleOmSectorCheckpoint_F<br>ModuleOMSmartMarkers_F<br>ModuleOMSyndikatAgent<br>ModuleOMSyndikatCampPos<br>ModuleOMSyndikatTeam<br>ModuleOmTracked_F<br>ModulePatrolArea_F<br>O_GEN_Commander_F<br>O_GEN_Soldier_F<br>O_UAV_01_Mine_F<br>QRF_Modules<br>SmartMarker_B_Cache_F<br>SmartMarker_B_CacheFound_F<br>SmartMarker_B_checkpoint_F<br>SmartMarker_B_Default_F<br>SmartMarker_B_Fetch_F<br>SmartMarker_B_House_F<br>SmartMarker_B_HQ_F<br>SmartMarker_B_Loc_F<br>SmartMarker_B_Plane_F<br>SmartMarker_B_Talk_F<br>SmartMarker_B_Team_F<br>SmartMarker_B_Transport_F<br>SmartMarker_Base_F<br>SmartMarker_C_Armory_F<br>SmartMarker_C_Boats_F<br>SmartMarker_C_Cars_F<br>SmartMarker_C_Helicopters_F<br>SmartMarker_C_HiddenGun_F<br>SmartMarker_C_Loc_F<br>SmartMarker_C_Meeting_F<br>SmartMarker_C_Misc_F<br>SmartMarker_C_Planes_F<br>SmartMarker_C_Sleep_F<br>SmartMarker_C_Talk_F<br>SmartMarker_C_Trucks_F<br>SmartMarker_Default2_F<br>SmartMarker_Default_F<br>SmartMarker_I_Ambush_F<br>SmartMarker_I_Armory_B_F<br>SmartMarker_I_Armory_F<br>SmartMarker_I_Armory_Special_F<br>SmartMarker_I_Boats_F<br>SmartMarker_I_Cache_F<br>SmartMarker_I_CacheFound_F<br>SmartMarker_I_Camp_F<br>SmartMarker_I_CarCharge_F<br>SmartMarker_I_Cars_F<br>SmartMarker_I_Default_F<br>SmartMarker_I_DeliveryPoint_F<br>SmartMarker_I_Fetch_F<br>SmartMarker_I_HQ_F<br>SmartMarker_I_Loc_F<br>SmartMarker_I_PickUp_F<br>SmartMarker_I_Plane_F<br>SmartMarker_I_Rest_F<br>SmartMarker_I_Sleep_F<br>SmartMarker_I_Storage_F<br>SmartMarker_I_Talk_F<br>SmartMarker_I_Team_F<br>SmartMarker_I_TimeBomb_F<br>SmartMarker_I_Transport_F<br>SmartMarker_I_Workshop_F<br>SmartMarker_IDAP_F<br>SmartMarker_O_AA_F<br>SmartMarker_O_Area_F<br>SmartMarker_O_Cache_F<br>SmartMarker_O_CacheFound_F<br>SmartMarker_O_checkpoint_F<br>SmartMarker_O_CommandCenter_F<br>SmartMarker_O_CommsCenter_F<br>SmartMarker_O_Convoy_F<br>SmartMarker_O_CSAT_F<br>SmartMarker_O_Default_F<br>SmartMarker_O_Depo_F<br>SmartMarker_O_Facility_F<br>SmartMarker_O_Gendarme_F<br>SmartMarker_O_heli_F<br>SmartMarker_O_mech_F<br>SmartMarker_O_Minefield_F<br>SmartMarker_O_mortar_F<br>SmartMarker_O_Mosquitos_F<br>SmartMarker_O_MosquitosArea_F<br>SmartMarker_O_naval_F<br>SmartMarker_O_Outpost_F<br>SmartMarker_O_Patrol_F<br>SmartMarker_O_plane_F<br>SmartMarker_O_SDV_F<br>SmartMarker_O_tank_F<br>SmartMarker_T_CarChargeActive_F<br>SmartMarker_T_Default_F<br>SmartMarker_T_Defend_F<br>SmartMarker_T_Destroy_F<br>SmartMarker_T_Distraction_F<br>SmartMarker_T_Fetch_F<br>SmartMarker_T_Location_F<br>SmartMarker_T_Support_F<br>SmartMarker_T_Talk_F<br>SmartMarker_T_Transport_F<br>SmartMarker_T_TransportPerson_F<br>SmartMarker_T_TransportPlane_F<br>SmartMarker_T_Upload_F<br>SmartMarker_U_Default_F<br>SmartMarker_U_Mosquitos_F<br>SmartMarker_U_Sleep_F<br>SyndikatSoldier_Default<br>VirtualReammoBox_camonet_F<br>VirtualReammoBox_F<br>VirtualReammoBox_small_F |  |\n| **A3_Props_F_Oldman_Items** | Land_Antimalaricum_01_F<br>Land_Creditcard_01_F<br>Land_Key_01_F<br>Land_Laptop_Intel_01_F<br>Land_Laptop_Intel_02_F<br>Land_Laptop_Intel_Oldman_F<br>Land_Military_ID_Card_01_F<br>Land_MoneyBills_01_bunch_F<br>Land_MoneyBills_01_roll_F<br>Land_MoneyBills_01_stack_F<br>Land_PCSet_Intel_01_F<br>Land_PCSet_Intel_02_F<br>Land_USB_Dongle_01_F |  |\n| **A3_Structures_F_Oldman_Decals** | Land_BrokenCarGlass_01_4x4_F<br>Land_BrokenCarGlass_01_6x2_F<br>Land_Decal_BulletHoles_Big_01_F<br>Land_Decal_BulletHoles_Big_02_F<br>Land_Decal_BulletHoles_Small_01_F<br>Land_Decal_BulletHoles_Small_02_F<br>Land_Decal_BulletHoles_Small_03_F<br>Land_Decal_Garbage_01_F<br>Land_Decal_RoadCrack_Grass_01_F<br>Land_Decal_RoadCrack_Grass_02_F<br>Land_Decal_RoadCrack_Grass_03_F<br>Land_Decal_RoadCrack_Grass_04_F<br>Land_Decal_RoadCrack_Grass_05_F<br>Land_Decal_RoadEdge_Dirt_01_F<br>Land_Decal_RoadEdge_Dirt_02_F<br>Land_Decal_RoadEdge_Dirt_03_F<br>Land_Decal_RoadEdge_Dirt_04_F<br>Land_Decal_RoadEdge_Dirt_05_F<br>Land_Decal_RoadEdge_Dirt_06_F<br>Land_Decal_RoadEdge_Dirt_07_F<br>Land_Decal_RoadEdge_Dirt_08_F<br>Land_Decal_RoadEdge_Dirt_09_F<br>Land_Decal_RoadEdge_Dirt_10_F<br>Land_Decal_ScorchMark_01_large_F<br>Land_Decal_ScorchMark_01_small_F |  |\n| **A3_Structures_F_Oldman_Signs_Boards** | Land_MapBoard_01_Map_Syndikat_Tanoa_F<br>Land_MapBoard_01_Tripod_Syndikat_Tanoa_F<br>Land_MapBoard_01_Wall_Syndikat_Tanoa_F |  |\n| **A3_Structures_F_Oldman_Signs_Traffic** | Land_SignCommand_01_generic_F<br>Land_SignInfo_01_generic_F<br>Land_SignInfo_01_Shelter_F<br>Land_SignRestrict_01_generic_F<br>Land_SignWarning_01_CheckpointAhead_F<br>Land_SignWarning_01_CheckpointZone1_F<br>Land_SignWarning_01_CheckpointZone2_F<br>Land_SignWarning_01_generic_F |  |\n| **A3_Characters_F_Oldman** | C_Man_casual_1_F_afro_sick<br>C_Man_casual_3_F_afro_sick<br>C_Man_casual_4_F_afro_sick<br>C_Man_casual_5_F_afro_sick<br>C_Man_casual_6_F_afro_sick<br>C_man_p_beggar_F_afro_sick<br>C_man_polo_1_F_afro_sick<br>C_man_polo_2_F_afro_sick<br>C_man_polo_3_F_afro_sick<br>C_man_polo_6_F_afro_sick<br>C_man_sport_2_F_afro_sick |  |\n| **A3_Characters_F_Oldman_Headgear** | Headgear_H_Beret_CSAT_01_F |  |\n| **A3_Props_F_AoW_Civilian_Gallery** | Canvas_01_F<br>Canvas_01_Landscape_F<br>Canvas_01_Large_F<br>Canvas_01_Small_F<br>Canvas_01_Square_F<br>Easel_01_F<br>Easel_01_folded_F<br>GalleryDioramaBase_01_Dirt_F<br>GalleryDioramaBase_01_Grass_F<br>GalleryDioramaBase_01_Sand_F<br>GalleryDioramaDisplay_01_F<br>GalleryDioramaDisplay_02_F<br>GalleryDioramaUnit_01_Astra_F<br>GalleryDioramaUnit_01_F<br>GalleryDioramaUnit_01_IDAP_F<br>GalleryDioramaUnit_01_Macrotech_F<br>GalleryDioramaUnit_01_opsis_F<br>GalleryDioramaUnit_01_Redstone_F<br>GalleryDioramaUnit_01_Vrana_F<br>GalleryFrame_01_large_portrait_F<br>GalleryFrame_01_large_v1_F<br>GalleryFrame_01_large_v2_F<br>GalleryFrame_01_large_v3_F<br>GalleryFrame_02_F<br>GalleryFrame_02_large_rectangle_F<br>GalleryFrame_02_square_F<br>GalleryLabel_01_F |  |\n| **A3_Props_F_AoW_Items_Decorative** | Coffin_01_F<br>Coffin_02_BasePlate_F<br>Coffin_02_BasePlate_US_F<br>Coffin_02_Cover_F<br>Coffin_02_Cover_US_F<br>Coffin_02_F<br>Coffin_02_Flag_F<br>Coffin_02_US_F<br>FlowerBouquet_01_F<br>FlowerBouquet_02_F<br>FlowerBouquet_03_F<br>FoldedFlag_01_Altis_F<br>FoldedFlag_01_Livonia_F<br>FoldedFlag_01_Tanoa_F<br>FoldedFlag_01_UK_F<br>FoldedFlag_01_US_F<br>Land_Photoframe_02_base_F<br>Land_Photoframe_02_F<br>Land_Photoframe_02_standing_F<br>MemorialWreath_01_Altis_F<br>MemorialWreath_01_Altis_Standing_F<br>MemorialWreath_01_base_F<br>MemorialWreath_01_F<br>MemorialWreath_01_Livonia_F<br>MemorialWreath_01_Livonia_Standing_F<br>MemorialWreath_01_Standing_F<br>MemorialWreath_01_Tanoa_F<br>MemorialWreath_01_Tanoa_Standing_F<br>MemorialWreath_01_UK_F<br>MemorialWreath_01_UK_Standing_F<br>MemorialWreath_01_US_F<br>MemorialWreath_01_US_Standing_F |  |\n| **A3_Structures_F_AoW_Civilian_Gallery_01** | Land_GalleryInterior_01_East_F<br>Land_GalleryInterior_01_Rotunda_F<br>Land_GalleryInterior_01_Sala_F<br>Land_GalleryInterior_01_West_F |  |\n| **A3_Supplies_F_AoW_Bags** | B_CivilianBackpack_01_Everyday_Astra_F<br>B_CivilianBackpack_01_Everyday_Black_F<br>B_CivilianBackpack_01_Everyday_IDAP_F<br>B_CivilianBackpack_01_Everyday_Vrana_F<br>B_CivilianBackpack_01_Sport_Blue_F<br>B_CivilianBackpack_01_Sport_Green_F<br>B_CivilianBackpack_01_Sport_Red_F |  |\n| **A3_Characters_F_AoW** | B_Officer_Parade_F<br>B_Officer_Parade_Veteran_F<br>B_Uniform_ParadeUniform_01_US_decorated_F<br>B_Uniform_ParadeUniform_01_US_F<br>C_Man_casual_4_v2_F<br>C_Man_casual_4_v2_F_afro<br>C_Man_casual_4_v2_F_asia<br>C_Man_casual_4_v2_F_euro<br>C_Man_casual_4_v2_F_tanoan<br>C_Man_casual_5_v2_F<br>C_Man_casual_5_v2_F_afro<br>C_Man_casual_5_v2_F_asia<br>C_Man_casual_5_v2_F_euro<br>C_Man_casual_5_v2_F_tanoan<br>C_Man_casual_6_v2_F<br>C_Man_casual_6_v2_F_afro<br>C_Man_casual_6_v2_F_asia<br>C_Man_casual_6_v2_F_euro<br>C_Man_casual_6_v2_F_tanoan<br>C_Man_casual_7_F<br>C_Man_casual_7_F_afro<br>C_Man_casual_7_F_asia<br>C_Man_casual_7_F_euro<br>C_Man_casual_7_F_tanoan<br>C_Man_casual_8_F<br>C_Man_casual_8_F_afro<br>C_Man_casual_8_F_asia<br>C_Man_casual_8_F_euro<br>C_Man_casual_8_F_tanoan<br>C_Man_casual_9_F<br>C_Man_casual_9_F_afro<br>C_Man_casual_9_F_asia<br>C_Man_casual_9_F_euro<br>C_Man_casual_9_F_tanoan<br>C_Man_formal_1_F<br>C_Man_formal_1_F_afro<br>C_Man_formal_1_F_asia<br>C_Man_formal_1_F_euro<br>C_Man_formal_1_F_tanoan<br>C_Man_formal_2_F<br>C_Man_formal_2_F_afro<br>C_Man_formal_2_F_asia<br>C_Man_formal_2_F_euro<br>C_Man_formal_2_F_tanoan<br>C_Man_formal_3_F<br>C_Man_formal_3_F_afro<br>C_Man_formal_3_F_asia<br>C_Man_formal_3_F_euro<br>C_Man_formal_3_F_tanoan<br>C_Man_formal_4_F<br>C_Man_formal_4_F_afro<br>C_Man_formal_4_F_asia<br>C_Man_formal_4_F_euro<br>C_Man_formal_4_F_tanoan<br>C_Man_smart_casual_1_F<br>C_Man_smart_casual_1_F_afro<br>C_Man_smart_casual_1_F_asia<br>C_Man_smart_casual_1_F_euro<br>C_Man_smart_casual_1_F_tanoan<br>C_Man_smart_casual_2_F<br>C_Man_smart_casual_2_F_afro<br>C_Man_smart_casual_2_F_asia<br>C_Man_smart_casual_2_F_euro<br>C_Man_smart_casual_2_F_tanoan<br>C_Uniform_ArtTShirt_01_v1_F<br>C_Uniform_ArtTShirt_01_v2_F<br>C_Uniform_ArtTShirt_01_v3_F<br>C_Uniform_ArtTShirt_01_v4_F<br>C_Uniform_ArtTShirt_01_v5_F<br>C_Uniform_ArtTShirt_01_v6_F<br>C_Uniform_FormalSuit_01_black_F<br>C_Uniform_FormalSuit_01_blue_F<br>C_Uniform_FormalSuit_01_gray_F<br>C_Uniform_FormalSuit_01_khaki_F<br>C_Uniform_FormalSuit_01_tshirt_black_F<br>C_Uniform_FormalSuit_01_tshirt_gray_F<br>I_E_Officer_Parade_F<br>I_E_Officer_Parade_Veteran_F<br>I_E_Uniform_ParadeUniform_01_LDF_decorated_F<br>I_E_Uniform_ParadeUniform_01_LDF_F<br>I_Officer_Parade_F<br>I_Officer_Parade_Veteran_F<br>I_Uniform_ParadeUniform_01_AAF_decorated_F<br>I_Uniform_ParadeUniform_01_AAF_F<br>Item_U_B_ParadeUniform_01_US_decorated_F<br>Item_U_B_ParadeUniform_01_US_F<br>Item_U_C_ArtTShirt_01_v1_F<br>Item_U_C_ArtTShirt_01_v2_F<br>Item_U_C_ArtTShirt_01_v3_F<br>Item_U_C_ArtTShirt_01_v4_F<br>Item_U_C_ArtTShirt_01_v5_F<br>Item_U_C_ArtTShirt_01_v6_F<br>Item_U_C_FormalSuit_01_black_F<br>Item_U_C_FormalSuit_01_blue_F<br>Item_U_C_FormalSuit_01_gray_F<br>Item_U_C_FormalSuit_01_khaki_F<br>Item_U_C_FormalSuit_01_tshirt_black_F<br>Item_U_C_FormalSuit_01_tshirt_gray_F<br>Item_U_I_E_ParadeUniform_01_LDF_decorated_F<br>Item_U_I_E_ParadeUniform_01_LDF_F<br>Item_U_I_ParadeUniform_01_AAF_decorated_F<br>Item_U_I_ParadeUniform_01_AAF_F<br>Item_U_O_ParadeUniform_01_CSAT_decorated_F<br>Item_U_O_ParadeUniform_01_CSAT_F<br>O_Officer_Parade_F<br>O_Officer_Parade_Veteran_F<br>O_Uniform_ParadeUniform_01_CSAT_decorated_F<br>O_Uniform_ParadeUniform_01_CSAT_F |  |\n| **A3_Characters_F_AoW_Headgear** | Headgear_H_ParadeDressCap_01_AAF_F<br>Headgear_H_ParadeDressCap_01_CSAT_F<br>Headgear_H_ParadeDressCap_01_LDF_F<br>Headgear_H_ParadeDressCap_01_US_F |  |\n| **A3_Props_F_Decade_Civilian_Camping** | Lantern_01_black_F<br>Lantern_01_blue_F<br>Lantern_01_green_F<br>Lantern_01_red_F |  |\n| **A3_Props_F_Decade_Humanitarian_Supplies** | Land_Pumpkin_01_halloween_F |  |\n| **A3_Props_F_Decade_Industrial_Agriculture** | Scarecrow_01_F |  |\n| **A3_Props_F_Decade_Military_Decorative** | Land_BattlefieldCross_01_F<br>Land_BattlefieldCross_01_NATO_F<br>Land_BattlefieldCross_01_CSAT_F<br>Land_BattlefieldCross_01_AAF_F<br>Land_BattlefieldCross_01_LDF_F<br>Land_BattlefieldCross_01_green_F<br>Land_BattlefieldCross_01_green_NATO_F<br>Land_BattlefieldCross_01_green_CSAT_F<br>Land_BattlefieldCross_01_green_AAF_F<br>Land_BattlefieldCross_01_green_LDF_F |  |\n| **A3_Props_F_Decade_Objectives** | AreaMarker_01_F<br>PortableFlagPole_01_F<br>RuggedTerminal_01_communications_F<br>RuggedTerminal_01_communications_hub_F<br>RuggedTerminal_01_F<br>RuggedTerminal_02_communications_F |  |\n| **A3_Props_F_Decade_Spaceship** | SpaceshipCapsule_01_F<br>SpaceshipCapsule_01_wreck_F<br>SpaceshipCapsule_01_container_F<br>SpaceshipCapsule_01_parachute_F<br>SpaceshipCapsule_01_debris_F |  |\n| **A3_Armor_F_Decade_MBT_02** | O_MBT_02_railgun_F<br>O_T_MBT_02_railgun_ghex_F |  |\n| **A3_Characters_F_Decade_Headgear** | Headgear_H_Cap_Lyfe<br>Headgear_H_Cap_MaldenTours |  |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 16:13, 10 August 2024 (CEST)"}],"categories":["Arma 3: Assets","Arma 3: Editing"],"groups":["Configuration"]},{"name":"Arma 3: CfgPatches CfgWeapons","title":"Arma 3: CfgPatches CfgWeapons","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgPatches_CfgWeapons","revid":368845,"updated":"2024-08-10T14:30:30Z","aliases":["Arma 3 CfgPatches CfgWeapons","Arma 3 CfgPatches Items","Arma 3: CfgPatches Items"],"markdown":"| Class | Objects | Objects Gallery |\n|---|---|---|\n| **Core** | FakeWeapon |  |\n| **A3_Weapons_F** | autocannon_30mm<br>autocannon_30mm_CTWS<br>autocannon_35mm<br>autocannon_40mm_CTWS<br>autocannon_Base_F<br>BikeHorn<br>Binocular<br>Bomb_03_Plane_CAS_02_F<br>Bomb_04_Plane_CAS_01_F<br>cannon_105mm<br>cannon_120mm<br>cannon_120mm_long<br>cannon_125mm<br>Cannon_30mm_Plane_CAS_02_F<br>CarHorn<br>CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples<br>FakeHorn<br>FlareLauncher<br>gatling_20mm<br>gatling_25mm<br>gatling_30mm<br>Gatling_30mm_Plane_CAS_01_F<br>GBU12BombLauncher<br>GMG_20mm<br>GMG_40mm<br>HandGunBase<br>HMG_01<br>HMG_127<br>HMG_127_APC<br>HMG_127_MBT<br>HMG_127_UGV<br>HMG_M2<br>HMG_M2_Mounted<br>HMG_NSVT<br>HMG_static<br>Integrated_NVG_F<br>Integrated_NVG_TI_0_F<br>Integrated_NVG_TI_1_F<br>ItemCompass<br>ItemGPS<br>ItemMap<br>ItemRadio<br>ItemWatch<br>Laserdesignator<br>Laserdesignator_mounted<br>Laserdesignator_pilotCamera<br>Laserdesignator_vehicle<br>LMG_65mm_body<br>LMG_coax<br>LMG_coax_ext<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun2<br>LMG_Minigun_heli<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2<br>LMG_RCWS<br>M134_minigun<br>M2<br>MineDetector<br>MiniCarHorn<br>Missile_AA_03_Plane_CAS_02_F<br>Missile_AA_04_Plane_CAS_01_F<br>Missile_AGM_01_Plane_CAS_02_F<br>Missile_AGM_02_Plane_CAS_01_F<br>MissileLauncher<br>missiles_ASRAAM<br>missiles_DAGR<br>missiles_DAR<br>missiles_SCALPEL<br>missiles_titan<br>missiles_titan_AA<br>missiles_titan_static<br>missiles_Zephyr<br>Mk82BombLauncher<br>mortar_155mm_AMOS<br>mortar_82mm<br>NVGoggles<br>NVGoggles_INDEP<br>NVGoggles_OPFOR<br>Put<br>Rangefinder<br>Rifle<br>Rocket_03_AP_Plane_CAS_02_F<br>Rocket_03_HE_Plane_CAS_02_F<br>Rocket_04_AP_Plane_CAS_01_F<br>Rocket_04_HE_Plane_CAS_01_F<br>RocketPods<br>rockets_230mm_GAT<br>rockets_Skyfire<br>SEARCHLIGHT<br>SmokeLauncher<br>SportCarHorn<br>Throw<br>TruckHorn<br>TruckHorn2<br>TruckHorn3<br>Twin_Cannon_20mm<br>weapon_LGBLauncherBase<br>weapon_VLSBase |  |\n| **A3_Weapons_F_Items** | FirstAidKit<br>Medikit<br>ToolKit |  |\n| **A3_Weapons_F_Launchers_NLAW** | launch_NLAW_F |  |\n| **A3_Weapons_F_Launchers_RPG32** | launch_RPG32_F |  |\n| **A3_Weapons_F_Launchers_Titan** | launch_B_Titan_F<br>launch_B_Titan_short_F<br>launch_I_Titan_F<br>launch_I_Titan_short_F<br>launch_O_Titan_F<br>launch_O_Titan_short_F<br>launch_Titan_F<br>launch_Titan_short_F |  |\n| **A3_Weapons_F_LongRangeRifles_DMR_01** | srifle_DMR_01_ACO_F<br>srifle_DMR_01_ARCO_F<br>srifle_DMR_01_DMS_F<br>srifle_DMR_01_DMS_snds_F<br>srifle_DMR_01_F<br>srifle_DMR_01_MRCO_F<br>srifle_DMR_01_SOS_F |  |\n| **A3_Weapons_F_LongRangeRifles_EBR** | srifle_EBR_ACO_F<br>srifle_EBR_ARCO_pointer_F<br>srifle_EBR_ARCO_pointer_snds_F<br>srifle_EBR_DMS_F<br>srifle_EBR_DMS_pointer_snds_F<br>srifle_EBR_F<br>srifle_EBR_Hamr_pointer_F<br>srifle_EBR_MRCO_pointer_F<br>srifle_EBR_SOS_F |  |\n| **A3_Weapons_F_LongRangeRifles_GM6** | srifle_GM6_camo_F<br>srifle_GM6_camo_LRPS_F<br>srifle_GM6_camo_SOS_F<br>srifle_GM6_F<br>srifle_GM6_LRPS_F<br>srifle_GM6_SOS_F |  |\n| **A3_Weapons_F_LongRangeRifles_M320** | srifle_LRR_camo_F<br>srifle_LRR_camo_LRPS_F<br>srifle_LRR_camo_SOS_F<br>srifle_LRR_F<br>srifle_LRR_LRPS_F<br>srifle_LRR_SOS_F |  |\n| **A3_Weapons_F_Machineguns_M200** | LMG_Mk200_F<br>LMG_Mk200_MRCO_F<br>LMG_Mk200_pointer_F |  |\n| **A3_Weapons_F_Machineguns_Zafir** | LMG_Zafir_ARCO_F<br>LMG_Zafir_F<br>LMG_Zafir_pointer_F |  |\n| **A3_Weapons_F_Pistols_ACPC2** | hgun_ACPC2_F<br>hgun_ACPC2_snds_F |  |\n| **A3_Weapons_F_Pistols_P07** | hgun_P07_F<br>hgun_P07_snds_F |  |\n| **A3_Weapons_F_Pistols_Pistol_Heavy_01** | hgun_Pistol_heavy_01_F<br>hgun_Pistol_heavy_01_MRD_F<br>hgun_Pistol_heavy_01_snds_F |  |\n| **A3_Weapons_F_Pistols_Pistol_Heavy_02** | hgun_Pistol_heavy_02_F<br>hgun_Pistol_heavy_02_Yorris_F |  |\n| **A3_Weapons_F_Pistols_Rook40** | hgun_Rook40_F<br>hgun_Rook40_snds_F |  |\n| **A3_Weapons_F_Rifles_Khaybar** | arifle_Katiba_ACO_F<br>arifle_Katiba_ACO_pointer_F<br>arifle_Katiba_ACO_pointer_snds_F<br>arifle_Katiba_ARCO_F<br>arifle_Katiba_ARCO_pointer_F<br>arifle_Katiba_ARCO_pointer_snds_F<br>arifle_Katiba_C_ACO_F<br>arifle_Katiba_C_ACO_pointer_F<br>arifle_Katiba_C_ACO_pointer_snds_F<br>arifle_Katiba_C_F<br>arifle_Katiba_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_pointer_F |  |\n| **A3_Weapons_F_Rifles_MK20** | arifle_Mk20_ACO_F<br>arifle_Mk20_ACO_pointer_F<br>arifle_Mk20_F<br>arifle_Mk20_GL_ACO_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_Holo_F<br>arifle_Mk20_MRCO_F<br>arifle_Mk20_MRCO_plain_F<br>arifle_Mk20_MRCO_pointer_F<br>arifle_Mk20_plain_F<br>arifle_Mk20_pointer_F<br>arifle_Mk20C_ACO_F<br>arifle_Mk20C_ACO_pointer_F<br>arifle_Mk20C_F<br>arifle_Mk20C_plain_F |  |\n| **A3_Weapons_F_Rifles_MX** | arifle_MX_ACO_F<br>arifle_MX_ACO_pointer_F<br>arifle_MX_ACO_pointer_snds_F<br>arifle_MX_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_Hamr_pointer_F<br>arifle_MX_Holo_pointer_F<br>arifle_MX_pointer_F<br>arifle_MX_RCO_pointer_snds_F<br>arifle_MX_SW_F<br>arifle_MX_SW_Hamr_pointer_F<br>arifle_MX_SW_pointer_F<br>arifle_MXC_ACO_F<br>arifle_MXC_ACO_pointer_F<br>arifle_MXC_ACO_pointer_snds_F<br>arifle_MXC_F<br>arifle_MXC_Holo_F<br>arifle_MXC_Holo_pointer_F<br>arifle_MXC_Holo_pointer_snds_F<br>arifle_MXC_SOS_point_snds_F<br>arifle_MXM_DMS_F<br>arifle_MXM_F<br>arifle_MXM_Hamr_pointer_F<br>arifle_MXM_RCO_pointer_snds_F<br>arifle_MXM_SOS_pointer_F |  |\n| **A3_Weapons_F_Rifles_MX_Black** | arifle_MX_Black_F<br>arifle_MX_Black_Hamr_pointer_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_SW_Black_F<br>arifle_MX_SW_Black_Hamr_pointer_F<br>arifle_MXC_Black_F<br>arifle_MXM_Black_F |  |\n| **A3_Weapons_F_Rifles_SDAR** | arifle_SDAR_F |  |\n| **A3_Weapons_F_Rifles_TRG20** | arifle_TRG20_ACO_F<br>arifle_TRG20_ACO_Flash_F<br>arifle_TRG20_ACO_pointer_F<br>arifle_TRG20_F<br>arifle_TRG20_Holo_F<br>arifle_TRG21_ACO_pointer_F<br>arifle_TRG21_ARCO_pointer_F<br>arifle_TRG21_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_MRCO_F |  |\n| **A3_Weapons_F_SMGs_Pdw2000** | hgun_PDW2000_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>hgun_PDW2000_snds_F |  |\n| **A3_Weapons_F_SMGs_SMG_01** | SMG_01_ACO_F<br>SMG_01_F<br>SMG_01_Holo_F<br>SMG_01_Holo_pointer_snds_F |  |\n| **A3_Weapons_F_SMGs_SMG_02** | SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>SMG_02_F |  |\n| **A3_Characters_F** | H_Bandanna_blu<br>H_Bandanna_camo<br>H_Bandanna_cbr<br>H_Bandanna_gry<br>H_Bandanna_khk<br>H_Bandanna_khk_hs<br>H_Bandanna_mcamo<br>H_Bandanna_sand<br>H_Bandanna_sgg<br>H_Bandanna_surfer<br>H_Bandanna_surfer_blk<br>H_Bandanna_surfer_grn<br>H_BandMask_blk<br>H_BandMask_demon<br>H_BandMask_khk<br>H_BandMask_reaper<br>H_Beret_02<br>H_Beret_blk<br>H_Beret_blk_POLICE<br>H_Beret_brn_SF<br>H_Beret_Colonel<br>H_Beret_grn<br>H_Beret_grn_SF<br>H_Beret_ocamo<br>H_Beret_red<br>H_Booniehat_dgtl<br>H_Booniehat_dirty<br>H_Booniehat_grn<br>H_Booniehat_indp<br>H_Booniehat_khk<br>H_Booniehat_khk_hs<br>H_Booniehat_mcamo<br>H_Booniehat_oli<br>H_Booniehat_tan<br>H_Cap_blk<br>H_Cap_blk_CMMG<br>H_Cap_blk_ION<br>H_Cap_blk_Raven<br>H_Cap_blu<br>H_Cap_brn_SPECOPS<br>H_Cap_grn<br>H_Cap_grn_BI<br>H_Cap_headphones<br>H_Cap_khaki_specops_UK<br>H_Cap_marshal<br>H_Cap_oli<br>H_Cap_oli_hs<br>H_Cap_police<br>H_Cap_press<br>H_Cap_red<br>H_Cap_surfer<br>H_Cap_tan<br>H_Cap_tan_specops_US<br>H_Cap_usblack<br>H_CrewHelmetHeli_B<br>H_CrewHelmetHeli_I<br>H_CrewHelmetHeli_O<br>H_Hat_blue<br>H_Hat_brown<br>H_Hat_camo<br>H_Hat_checker<br>H_Hat_grey<br>H_Hat_tan<br>H_Helmet_Kerry<br>H_HelmetB<br>H_HelmetB_black<br>H_HelmetB_camo<br>H_HelmetB_desert<br>H_HelmetB_grass<br>H_HelmetB_light<br>H_HelmetB_light_black<br>H_HelmetB_light_desert<br>H_HelmetB_light_grass<br>H_HelmetB_light_sand<br>H_HelmetB_light_snakeskin<br>H_HelmetB_paint<br>H_HelmetB_plain_blk<br>H_HelmetB_plain_mcamo<br>H_HelmetB_sand<br>H_HelmetB_snakeskin<br>H_HelmetCrew_B<br>H_HelmetCrew_I<br>H_HelmetCrew_O<br>H_HelmetIA<br>H_HelmetIA_camo<br>H_HelmetIA_net<br>H_HelmetLeaderO_ocamo<br>H_HelmetLeaderO_oucamo<br>H_HelmetO_ocamo<br>H_HelmetO_oucamo<br>H_HelmetSpecB<br>H_HelmetSpecB_blk<br>H_HelmetSpecB_paint1<br>H_HelmetSpecB_paint2<br>H_HelmetSpecB_sand<br>H_HelmetSpecB_snakeskin<br>H_HelmetSpecO_blk<br>H_HelmetSpecO_ocamo<br>H_MilCap_blue<br>H_MilCap_dgtl<br>H_MilCap_gry<br>H_MilCap_mcamo<br>H_MilCap_ocamo<br>H_MilCap_oucamo<br>H_MilCap_rucamo<br>H_PilotHelmetFighter_B<br>H_PilotHelmetFighter_I<br>H_PilotHelmetFighter_O<br>H_PilotHelmetHeli_B<br>H_PilotHelmetHeli_I<br>H_PilotHelmetHeli_O<br>H_RacingHelmet_1_black_F<br>H_RacingHelmet_1_blue_F<br>H_RacingHelmet_1_F<br>H_RacingHelmet_1_green_F<br>H_RacingHelmet_1_orange_F<br>H_RacingHelmet_1_red_F<br>H_RacingHelmet_1_white_F<br>H_RacingHelmet_1_yellow_F<br>H_RacingHelmet_2_F<br>H_RacingHelmet_3_F<br>H_RacingHelmet_4_F<br>H_Shemag_khk<br>H_Shemag_olive<br>H_Shemag_olive_hs<br>H_Shemag_tan<br>H_ShemagOpen_khk<br>H_ShemagOpen_tan<br>H_StrawHat<br>H_StrawHat_dark<br>H_TurbanO_blk<br>H_Watchcap_blk<br>H_Watchcap_camo<br>H_Watchcap_cbr<br>H_Watchcap_khk<br>H_Watchcap_sgg<br>U_AntigonaBody<br>U_AttisBody<br>U_B_CombatUniform_mcam<br>U_B_CombatUniform_mcam_tshirt<br>U_B_CombatUniform_mcam_vest<br>U_B_CombatUniform_mcam_worn<br>U_B_CombatUniform_sgg<br>U_B_CombatUniform_sgg_tshirt<br>U_B_CombatUniform_sgg_vest<br>U_B_CombatUniform_wdl<br>U_B_CombatUniform_wdl_tshirt<br>U_B_CombatUniform_wdl_vest<br>U_B_CTRG_1<br>U_B_CTRG_2<br>U_B_CTRG_3<br>U_B_FullGhillie_ard<br>U_B_FullGhillie_lsh<br>U_B_FullGhillie_sard<br>U_B_GhillieSuit<br>U_B_HeliPilotCoveralls<br>U_B_PilotCoveralls<br>U_B_Protagonist_VR<br>U_B_Soldier_VR<br>U_B_SpecopsUniform_sgg<br>U_B_survival_uniform<br>U_B_Wetsuit<br>U_BasicBody<br>U_BG_Guerilla1_1<br>U_BG_Guerilla2_1<br>U_BG_Guerilla2_2<br>U_BG_Guerilla2_3<br>U_BG_Guerilla3_1<br>U_BG_Guerilla3_2<br>U_BG_Guerrilla_6_1<br>U_BG_leader<br>U_C_Commoner1_1<br>U_C_Commoner1_2<br>U_C_Commoner1_3<br>U_C_Commoner2_1<br>U_C_Commoner2_2<br>U_C_Commoner2_3<br>U_C_Commoner_shorts<br>U_C_Driver_1<br>U_C_Driver_1_black<br>U_C_Driver_1_blue<br>U_C_Driver_1_green<br>U_C_Driver_1_orange<br>U_C_Driver_1_red<br>U_C_Driver_1_white<br>U_C_Driver_1_yellow<br>U_C_Driver_2<br>U_C_Driver_3<br>U_C_Driver_4<br>U_C_Farmer<br>U_C_Fisherman<br>U_C_FishermanOveralls<br>U_C_HunterBody_brn<br>U_C_HunterBody_grn<br>U_C_Journalist<br>U_C_Novak<br>U_C_Poloshirt_blue<br>U_C_Poloshirt_burgundy<br>U_C_Poloshirt_redwhite<br>U_C_Poloshirt_salmon<br>U_C_Poloshirt_stripped<br>U_C_Poloshirt_tricolour<br>U_C_Poor_1<br>U_C_Poor_2<br>U_C_Poor_shorts_1<br>U_C_Poor_shorts_2<br>U_C_PriestBody<br>U_C_Protagonist_VR<br>U_C_Scavenger_1<br>U_C_Scavenger_2<br>U_C_Scientist<br>U_C_ShirtSurfer_shorts<br>U_C_Soldier_VR<br>U_C_TeeSurfer_shorts_1<br>U_C_TeeSurfer_shorts_2<br>U_C_WorkerCoveralls<br>U_C_WorkerOveralls<br>U_Competitor<br>U_I_CombatUniform<br>U_I_CombatUniform_shortsleeve<br>U_I_CombatUniform_tshirt<br>U_I_FullGhillie_ard<br>U_I_FullGhillie_lsh<br>U_I_FullGhillie_sard<br>U_I_G_resistanceLeader_F<br>U_I_G_Story_Protagonist_F<br>U_I_GhillieSuit<br>U_I_HeliPilotCoveralls<br>U_I_OfficerUniform<br>U_I_pilotCoveralls<br>U_I_Protagonist_VR<br>U_I_Soldier_VR<br>U_I_Wetsuit<br>U_IG_Guerilla1_1<br>U_IG_Guerilla2_1<br>U_IG_Guerilla2_2<br>U_IG_Guerilla2_3<br>U_IG_Guerilla3_1<br>U_IG_Guerilla3_2<br>U_IG_Guerrilla_6_1<br>U_IG_leader<br>U_IG_Menelaos<br>U_KerryBody<br>U_Marshal<br>U_MillerBody<br>U_NikosAgedBody<br>U_NikosBody<br>U_O_CombatUniform_ocamo<br>U_O_CombatUniform_oucamo<br>U_O_FullGhillie_ard<br>U_O_FullGhillie_lsh<br>U_O_FullGhillie_sard<br>U_O_GhillieSuit<br>U_O_OfficerUniform_ocamo<br>U_O_PilotCoveralls<br>U_O_Protagonist_VR<br>U_O_Soldier_VR<br>U_O_SpecopsUniform_blk<br>U_O_SpecopsUniform_ocamo<br>U_O_Wetsuit<br>U_OG_Guerilla1_1<br>U_OG_Guerilla2_1<br>U_OG_Guerilla2_2<br>U_OG_Guerilla2_3<br>U_OG_Guerilla3_1<br>U_OG_Guerilla3_2<br>U_OG_Guerrilla_6_1<br>U_OG_leader<br>U_OI_Scientist<br>U_OrestesBody<br>U_Rangemaster<br>V_BandollierB_blk<br>V_BandollierB_cbr<br>V_BandollierB_khk<br>V_BandollierB_oli<br>V_BandollierB_rgr<br>V_Chestrig_blk<br>V_Chestrig_khk<br>V_Chestrig_oli<br>V_Chestrig_rgr<br>V_HarnessO_brn<br>V_HarnessO_gry<br>V_HarnessOGL_brn<br>V_HarnessOGL_gry<br>V_HarnessOSpec_brn<br>V_HarnessOSpec_gry<br>V_I_G_resistanceLeader_F<br>V_PlateCarrier1_blk<br>V_PlateCarrier1_rgr<br>V_PlateCarrier2_blk<br>V_PlateCarrier2_rgr<br>V_PlateCarrier3_rgr<br>V_PlateCarrier_Kerry<br>V_PlateCarrierGL_blk<br>V_PlateCarrierGL_mtp<br>V_PlateCarrierGL_rgr<br>V_PlateCarrierH_CTRG<br>V_PlateCarrierIA1_dgtl<br>V_PlateCarrierIA2_dgtl<br>V_PlateCarrierIAGL_dgtl<br>V_PlateCarrierIAGL_oli<br>V_PlateCarrierL_CTRG<br>V_PlateCarrierSpec_blk<br>V_PlateCarrierSpec_mtp<br>V_PlateCarrierSpec_rgr<br>V_Press_F<br>V_Rangemaster_belt<br>V_RebreatherB<br>V_RebreatherIA<br>V_RebreatherIR<br>V_TacVest_blk<br>V_TacVest_blk_POLICE<br>V_TacVest_brn<br>V_TacVest_camo<br>V_TacVest_khk<br>V_TacVest_oli<br>V_TacVestCamo_khk<br>V_TacVestIR_blk |  |\n| **A3_Weapons_F_Acc** | acc_flashlight<br>acc_flashlight_pistol<br>acc_flashlight_smg_01<br>acc_pointer_IR<br>muzzle_snds_acp<br>muzzle_snds_B<br>muzzle_snds_H<br>muzzle_snds_H_MG<br>muzzle_snds_H_SW<br>muzzle_snds_L<br>muzzle_snds_M<br>optic_Aco<br>optic_ACO_grn<br>optic_ACO_grn_smg<br>optic_Aco_smg<br>optic_Arco<br>optic_DMS<br>optic_Hamr<br>optic_Holosight<br>optic_Holosight_smg<br>optic_LRPS<br>optic_MRCO<br>optic_MRD<br>optic_Nightstalker<br>optic_NVS<br>optic_SOS<br>optic_tws<br>optic_tws_mg<br>optic_Yorris<br>Zasleh2 |  |\n| **A3_Drones_F_Weapons_F_Gamma_Items** | B_UavTerminal<br>I_UavTerminal<br>O_UavTerminal |  |\n| **A3_Data_F_Curator** | FakeWeapon_moduleTracers_F |  |\n| **A3_Data_F_Curator_Virtual** | U_VirtualMan_F |  |\n| **A3_Weapons_F_Kart_Pistols_Pistol_Signal_F** | hgun_Pistol_Signal_F |  |\n| **A3_Weapons_F_Mark** | Laserdesignator_02<br>Laserdesignator_03 |  |\n| **A3_Weapons_F_Mark_Acc** | bipod_01_F_blk<br>bipod_01_F_mtp<br>bipod_01_F_snd<br>bipod_02_F_blk<br>bipod_02_F_hex<br>bipod_02_F_tan<br>bipod_03_F_blk<br>bipod_03_F_oli<br>muzzle_snds_338_black<br>muzzle_snds_338_green<br>muzzle_snds_338_sand<br>muzzle_snds_93mmg<br>muzzle_snds_93mmg_tan<br>optic_AMS<br>optic_AMS_khk<br>optic_AMS_snd<br>optic_KHS_blk<br>optic_KHS_hex<br>optic_KHS_old<br>optic_KHS_tan |  |\n| **A3_Weapons_F_Mark_LongRangeRifles_DMR_01** | srifle_DMR_01_DMS_BI_F<br>srifle_DMR_01_DMS_snds_BI_F |  |\n| **A3_Weapons_F_Mark_LongRangeRifles_DMR_02** | srifle_DMR_02_ACO_F<br>srifle_DMR_02_ARCO_F<br>srifle_DMR_02_camo_AMS_LP_F<br>srifle_DMR_02_camo_F<br>srifle_DMR_02_DMS_F<br>srifle_DMR_02_F<br>srifle_DMR_02_MRCO_F<br>srifle_DMR_02_sniper_AMS_LP_S_F<br>srifle_DMR_02_sniper_F<br>srifle_DMR_02_SOS_F |  |\n| **A3_Weapons_F_Mark_LongRangeRifles_DMR_03** | srifle_DMR_03_ACO_F<br>srifle_DMR_03_AMS_F<br>srifle_DMR_03_ARCO_F<br>srifle_DMR_03_DMS_F<br>srifle_DMR_03_DMS_snds_F<br>srifle_DMR_03_F<br>srifle_DMR_03_khaki_F<br>srifle_DMR_03_MRCO_F<br>srifle_DMR_03_multicam_F<br>srifle_DMR_03_SOS_F<br>srifle_DMR_03_tan_AMS_LP_F<br>srifle_DMR_03_tan_F<br>srifle_DMR_03_woodland_F |  |\n| **A3_Weapons_F_Mark_LongRangeRifles_DMR_04** | srifle_DMR_04_ACO_F<br>srifle_DMR_04_ARCO_F<br>srifle_DMR_04_DMS_F<br>srifle_DMR_04_F<br>srifle_DMR_04_MRCO_F<br>srifle_DMR_04_NS_LP_F<br>srifle_DMR_04_SOS_F<br>srifle_DMR_04_Tan_F |  |\n| **A3_Weapons_F_Mark_LongRangeRifles_DMR_05** | srifle_DMR_05_ACO_F<br>srifle_DMR_05_ARCO_F<br>srifle_DMR_05_blk_F<br>srifle_DMR_05_DMS_F<br>srifle_DMR_05_DMS_snds_F<br>srifle_DMR_05_hex_F<br>srifle_DMR_05_KHS_LP_F<br>srifle_DMR_05_MRCO_F<br>srifle_DMR_05_SOS_F<br>srifle_DMR_05_tan_f |  |\n| **A3_Weapons_F_Mark_LongRangeRifles_DMR_06** | srifle_DMR_06_camo_F<br>srifle_DMR_06_camo_khs_F<br>srifle_DMR_06_olive_F |  |\n| **A3_Weapons_F_Mark_LongRangeRifles_EBR** | srifle_EBR_MRCO_LP_BI_F |  |\n| **A3_Weapons_F_Mark_Machineguns_M200** | LMG_Mk200_BI_F<br>LMG_Mk200_LP_BI_F |  |\n| **A3_Weapons_F_Mark_Machineguns_MMG_01** | MMG_01_hex_ARCO_LP_F<br>MMG_01_hex_F<br>MMG_01_tan_F |  |\n| **A3_Weapons_F_Mark_Machineguns_MMG_02** | MMG_02_black_F<br>MMG_02_black_RCO_BI_F<br>MMG_02_camo_F<br>MMG_02_sand_F<br>MMG_02_sand_RCO_LP_F |  |\n| **A3_Weapons_F_Mark_Rifles_MX** | arifle_MXM_DMS_LP_BI_snds_F<br>arifle_MXM_Hamr_LP_BI_F |  |\n| **A3_Weapons_F_Mod** | muzzle_snds_570 |  |\n| **A3_Weapons_F_Mod_SMGs_SMG_03** | SMG_03_black<br>SMG_03_camo<br>SMG_03_hex<br>SMG_03_khaki<br>SMG_03_TR_black<br>SMG_03_TR_camo<br>SMG_03_TR_hex<br>SMG_03_TR_khaki<br>SMG_03C_black<br>SMG_03C_camo<br>SMG_03C_hex<br>SMG_03C_khaki<br>SMG_03C_TR_black<br>SMG_03C_TR_camo<br>SMG_03C_TR_hex<br>SMG_03C_TR_khaki |  |\n| **A3_Weapons_F_Exp** | arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_MX_khk_ACO_Pointer_F<br>arifle_MX_khk_ACO_Pointer_Snds_F<br>arifle_MX_khk_F<br>arifle_MX_khk_Hamr_Pointer_F<br>arifle_MX_khk_Hamr_Pointer_Snds_F<br>arifle_MX_khk_Holo_Pointer_F<br>arifle_MX_khk_Pointer_F<br>arifle_MX_SW_khk_F<br>arifle_MX_SW_khk_Pointer_F<br>arifle_MXC_khk_ACO_F<br>arifle_MXC_khk_ACO_Pointer_Snds_F<br>arifle_MXC_khk_F<br>arifle_MXC_khk_Holo_Pointer_F<br>arifle_MXM_khk_F<br>arifle_MXM_khk_MOS_Pointer_Bipod_F<br>arifle_MXM_khk_MOS_Pointer_Bipod_Snds_F<br>autocannon_40mm_VTOL_01<br>bipod_01_F_khk<br>cannon_105mm_VTOL_01<br>gatling_20mm_VTOL_01<br>gatling_30mm_VTOL_02<br>hgun_P07_blk_F<br>hgun_P07_blk_Snds_F<br>hgun_P07_khk_F<br>hgun_P07_khk_Snds_F<br>HMG_127_LSV_01<br>Laserdesignator_01_khk_F<br>Laserdesignator_02_ghex_F<br>missiles_Jian<br>MMG_02_vehicle<br>muzzle_snds_58_blk_F<br>muzzle_snds_58_ghex_F<br>muzzle_snds_58_hex_F<br>muzzle_snds_58_wdm_F<br>muzzle_snds_65_TI_blk_F<br>muzzle_snds_65_TI_ghex_F<br>muzzle_snds_65_TI_hex_F<br>muzzle_snds_B_khk_F<br>muzzle_snds_B_snd_F<br>muzzle_snds_H_khk_F<br>muzzle_snds_H_MG_blk_F<br>muzzle_snds_H_MG_khk_F<br>muzzle_snds_H_snd_F<br>muzzle_snds_m_khk_F<br>muzzle_snds_m_snd_F<br>NVGoggles_tna_F<br>NVGogglesB_blk_F<br>NVGogglesB_grn_F<br>NVGogglesB_gry_F<br>O_NVGoggles_ghex_F<br>O_NVGoggles_hex_F<br>O_NVGoggles_urb_F<br>optic_Arco_blk_F<br>optic_Arco_ghex_F<br>optic_DMS_ghex_F<br>optic_ERCO_blk_F<br>optic_ERCO_khk_F<br>optic_ERCO_snd_F<br>optic_Hamr_khk_F<br>optic_Holosight_blk_F<br>optic_Holosight_khk_F<br>optic_Holosight_smg_blk_F<br>optic_Holosight_smg_khk_F<br>optic_LRPS_ghex_F<br>optic_LRPS_tna_F<br>optic_SOS_khk_F<br>srifle_GM6_ghex_F<br>srifle_GM6_ghex_LRPS_F<br>srifle_LRR_tna_F<br>srifle_LRR_tna_LRPS_F |  |\n| **A3_Weapons_F_Exp_Launchers_RPG32** | launch_RPG32_ghex_F |  |\n| **A3_Weapons_F_Exp_Launchers_RPG7** | launch_RPG7_F |  |\n| **A3_Weapons_F_Exp_Launchers_Titan** | launch_B_Titan_short_tna_F<br>launch_B_Titan_tna_F<br>launch_O_Titan_ghex_F<br>launch_O_Titan_short_ghex_F |  |\n| **A3_Weapons_F_Exp_LongRangeRifles_DMR_07** | srifle_DMR_07_blk_DMS_F<br>srifle_DMR_07_blk_DMS_Snds_F<br>srifle_DMR_07_blk_F<br>srifle_DMR_07_ghex_F<br>srifle_DMR_07_hex_F |  |\n| **A3_Weapons_F_Exp_Machineguns_LMG_03** | LMG_03_F<br>LMG_03_Vehicle_F |  |\n| **A3_Weapons_F_Exp_Pistols_Pistol_01** | hgun_Pistol_01_F |  |\n| **A3_Weapons_F_Exp_Rifles_AK12** | arifle_AK12_F<br>arifle_AK12_GL_F |  |\n| **A3_Weapons_F_Exp_Rifles_AKM** | arifle_AKM_F<br>arifle_AKM_FL_F |  |\n| **A3_Weapons_F_Exp_Rifles_AKS** | arifle_AKS_F |  |\n| **A3_Weapons_F_Exp_Rifles_ARX** | arifle_ARX_blk_F<br>arifle_ARX_ghex_ACO_Pointer_Snds_F<br>arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>arifle_ARX_ghex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_ghex_F<br>arifle_ARX_hex_ACO_Pointer_Snds_F<br>arifle_ARX_hex_ARCO_Pointer_Snds_F<br>arifle_ARX_hex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_hex_F<br>arifle_ARX_Viper_F<br>arifle_ARX_Viper_hex_F |  |\n| **A3_Weapons_F_Exp_Rifles_CTAR** | arifle_CTAR_blk_ACO_F<br>arifle_CTAR_blk_ACO_Pointer_F<br>arifle_CTAR_blk_ACO_Pointer_Snds_F<br>arifle_CTAR_blk_ARCO_F<br>arifle_CTAR_blk_ARCO_Pointer_F<br>arifle_CTAR_blk_ARCO_Pointer_Snds_F<br>arifle_CTAR_blk_F<br>arifle_CTAR_blk_Pointer_F<br>arifle_CTAR_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_hex_F |  |\n| **A3_Weapons_F_Exp_Rifles_CTARS** | arifle_CTARS_blk_F<br>arifle_CTARS_blk_Pointer_F<br>arifle_CTARS_ghex_F<br>arifle_CTARS_hex_F |  |\n| **A3_Weapons_F_Exp_Rifles_SPAR_01** | arifle_SPAR_01_blk_ACO_Pointer_F<br>arifle_SPAR_01_blk_ERCO_Pointer_F<br>arifle_SPAR_01_blk_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_khk_F<br>arifle_SPAR_01_snd_F |  |\n| **A3_Weapons_F_Exp_Rifles_SPAR_02** | arifle_SPAR_02_blk_ERCO_Pointer_F<br>arifle_SPAR_02_blk_F<br>arifle_SPAR_02_blk_Pointer_F<br>arifle_SPAR_02_khk_F<br>arifle_SPAR_02_snd_F |  |\n| **A3_Weapons_F_Exp_Rifles_SPAR_03** | arifle_SPAR_03_blk_F<br>arifle_SPAR_03_blk_MOS_Pointer_Bipod_F<br>arifle_SPAR_03_khk_F<br>arifle_SPAR_03_snd_F |  |\n| **A3_Weapons_F_Exp_SMGs_SMG_05** | SMG_05_F |  |\n| **A3_Characters_F_Exp** | U_B_CTRG_Soldier_2_Arid_F<br>U_B_CTRG_Soldier_2_F<br>U_B_CTRG_Soldier_3_Arid_F<br>U_B_CTRG_Soldier_3_F<br>U_B_CTRG_Soldier_Arid_F<br>U_B_CTRG_Soldier_F<br>U_B_CTRG_Soldier_urb_1_F<br>U_B_CTRG_Soldier_urb_2_F<br>U_B_CTRG_Soldier_urb_3_F<br>U_B_G_Captain_Ivan_F<br>U_B_GEN_Commander_F<br>U_B_GEN_Soldier_F<br>U_B_T_FullGhillie_tna_F<br>U_B_T_Sniper_F<br>U_B_T_Soldier_AR_F<br>U_B_T_Soldier_F<br>U_B_T_Soldier_SL_F<br>U_C_Man_casual_1_F<br>U_C_Man_casual_2_F<br>U_C_Man_casual_3_F<br>U_C_Man_casual_4_F<br>U_C_Man_casual_5_F<br>U_C_Man_casual_6_F<br>U_C_man_sport_1_F<br>U_C_man_sport_2_F<br>U_C_man_sport_3_F<br>U_I_C_Soldier_Bandit_1_F<br>U_I_C_Soldier_Bandit_2_F<br>U_I_C_Soldier_Bandit_3_F<br>U_I_C_Soldier_Bandit_4_F<br>U_I_C_Soldier_Bandit_5_F<br>U_I_C_Soldier_Camo_F<br>U_I_C_Soldier_Para_1_F<br>U_I_C_Soldier_Para_2_F<br>U_I_C_Soldier_Para_3_F<br>U_I_C_Soldier_Para_4_F<br>U_I_C_Soldier_Para_5_F<br>U_O_T_FullGhillie_tna_F<br>U_O_T_Officer_F<br>U_O_T_Sniper_F<br>U_O_T_Soldier_F<br>U_O_V_Soldier_Viper_F<br>U_O_V_Soldier_Viper_hex_F |  |\n| **A3_Characters_F_Exp_Headgear** | H_Beret_gen_F<br>H_Booniehat_tna_F<br>H_Cap_blk_Syndikat_F<br>H_Cap_grn_Syndikat_F<br>H_Cap_oli_Syndikat_F<br>H_Cap_tan_Syndikat_F<br>H_Helmet_Skate<br>H_HelmetB_Enh_tna_F<br>H_HelmetB_Light_tna_F<br>H_HelmetB_TI_arid_F<br>H_HelmetB_TI_tna_F<br>H_HelmetB_tna_F<br>H_HelmetCrew_O_ghex_F<br>H_HelmetLeaderO_ghex_F<br>H_HelmetO_ghex_F<br>H_HelmetO_ViperSP_ghex_F<br>H_HelmetO_ViperSP_hex_F<br>H_HelmetSpecO_ghex_F<br>H_MilCap_gen_F<br>H_MilCap_ghex_F<br>H_MilCap_tna_F |  |\n| **A3_Characters_F_Exp_Vests** | V_BandollierB_ghex_F<br>V_HarnessO_ghex_F<br>V_HarnessOGL_ghex_F<br>V_PlateCarrier1_rgr_noflag_F<br>V_PlateCarrier1_tna_F<br>V_PlateCarrier2_rgr_noflag_F<br>V_PlateCarrier2_tna_F<br>V_PlateCarrierGL_tna_F<br>V_PlateCarrierSpec_tna_F<br>V_TacChestrig_cbr_F<br>V_TacChestrig_grn_F<br>V_TacChestrig_oli_F<br>V_TacVest_gen_F |  |\n| **A3_Weapons_F_Jets** | weapon_AGM_65Launcher<br>weapon_AGM_KH25Launcher<br>weapon_AMRAAMLauncher<br>weapon_BIM9xLauncher<br>weapon_Cannon_Phalanx<br>weapon_Fighter_Gun20mm_AA<br>weapon_Fighter_Gun_30mm<br>weapon_GBU12Launcher<br>weapon_KAB250Launcher<br>weapon_R73Launcher<br>weapon_R77Launcher<br>weapon_rim116Launcher<br>weapon_rim162Launcher |  |\n| **A3_Characters_F_Jets_Vests** | V_DeckCrew_blue_F<br>V_DeckCrew_brown_F<br>V_DeckCrew_green_F<br>V_DeckCrew_red_F<br>V_DeckCrew_violet_F<br>V_DeckCrew_white_F<br>V_DeckCrew_yellow_F |  |\n| **A3_Weapons_F_Patrol** | B_Patrol_Soldier_Autorifleman_weapon_F<br>B_Patrol_Soldier_Carrier_weapon_F<br>B_Patrol_Soldier_HeavyGunner_weapon_F<br>B_Patrol_Soldier_Leader_weapon_F<br>B_Patrol_Soldier_MachineGunner_weapon_F<br>B_Patrol_Soldier_Marksman_weapon_F<br>B_Patrol_Soldier_Medic_weapon_F<br>B_Patrol_Soldier_Operator_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>B_Patrol_Soldier_Specialist_weapon_F |  |\n| **A3_Weapons_F_Orange** | AmbulanceHorn<br>Bomb_Leaflets<br>BombCluster_01_F<br>BombCluster_02_F<br>BombCluster_03_F<br>BombDemine_01_F<br>PoliceHorn |  |\n| **A3_Weapons_F_Orange_Items** | C_UavTerminal |  |\n| **A3_Characters_F_Orange** | U_BG_Guerilla1_2_F<br>U_C_ConstructionCoverall_Black_F<br>U_C_ConstructionCoverall_Blue_F<br>U_C_ConstructionCoverall_Red_F<br>U_C_ConstructionCoverall_Vrana_F<br>U_C_IDAP_Man_cargo_F<br>U_C_IDAP_Man_casual_F<br>U_C_IDAP_Man_Jeans_F<br>U_C_IDAP_Man_shorts_F<br>U_C_IDAP_Man_Tee_F<br>U_C_IDAP_Man_TeeShorts_F<br>U_C_Mechanic_01_F<br>U_C_Paramedic_01_F |  |\n| **A3_Characters_F_Orange_Headgear** | H_Cap_Black_IDAP_F<br>H_Cap_Orange_IDAP_F<br>H_Cap_White_IDAP_F<br>H_Construction_basic_black_F<br>H_Construction_basic_orange_F<br>H_Construction_basic_red_F<br>H_Construction_basic_vrana_F<br>H_Construction_basic_white_F<br>H_Construction_basic_yellow_F<br>H_Construction_earprot_black_F<br>H_Construction_earprot_orange_F<br>H_Construction_earprot_red_F<br>H_Construction_earprot_vrana_F<br>H_Construction_earprot_white_F<br>H_Construction_earprot_yellow_F<br>H_Construction_headset_black_F<br>H_Construction_headset_orange_F<br>H_Construction_headset_red_F<br>H_Construction_headset_vrana_F<br>H_Construction_headset_white_F<br>H_Construction_headset_yellow_F<br>H_EarProtectors_black_F<br>H_EarProtectors_orange_F<br>H_EarProtectors_red_F<br>H_EarProtectors_white_F<br>H_EarProtectors_yellow_F<br>H_Hat_Safari_olive_F<br>H_Hat_Safari_sand_F<br>H_HeadBandage_bloody_F<br>H_HeadBandage_clean_F<br>H_HeadBandage_stained_F<br>H_HeadSet_black_F<br>H_HeadSet_orange_F<br>H_HeadSet_red_F<br>H_HeadSet_white_F<br>H_HeadSet_yellow_F<br>H_PASGT_basic_black_F<br>H_PASGT_basic_blue_F<br>H_PASGT_basic_blue_press_F<br>H_PASGT_basic_olive_F<br>H_PASGT_basic_white_F<br>H_PASGT_neckprot_blue_press_F<br>H_WirelessEarpiece_F |  |\n| **A3_Characters_F_Orange_Vests** | V_EOD_blue_F<br>V_EOD_coyote_F<br>V_EOD_IDAP_blue_F<br>V_EOD_olive_F<br>V_LegStrapBag_black_F<br>V_LegStrapBag_coyote_F<br>V_LegStrapBag_olive_F<br>V_Plain_crystal_F<br>V_Plain_medical_F<br>V_Pocketed_black_F<br>V_Pocketed_coyote_F<br>V_Pocketed_olive_F<br>V_Safety_blue_F<br>V_Safety_orange_F<br>V_Safety_yellow_F |  |\n| **A3_Characters_F_Tacops** | arifle_CTAR_blk_aco_flash_F<br>arifle_CTAR_blk_arco_flash_F<br>arifle_CTAR_blk_flash_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_CTARS_blk_flash_F<br>SMG_02_flash_F<br>srifle_DMR_07_blk_F_arco_flash_F<br>U_O_officer_noInsignia_hex_F |  |\n| **A3_Weapons_F_Tank** | autocannon_30mm_RCWS<br>cannon_125mm_advanced<br>cannon_20mm<br>HMG_127_AFV<br>launcher_SPG9<br>missiles_Firefist<br>missiles_SAAMI<br>missiles_Vorona<br>MMG_01_vehicle<br>MMG_02_coax |  |\n| **A3_Weapons_F_Tank_Launchers_MRAWS** | launch_MRAWS_green_F<br>launch_MRAWS_green_rail_F<br>launch_MRAWS_olive_F<br>launch_MRAWS_olive_rail_F<br>launch_MRAWS_sand_F<br>launch_MRAWS_sand_rail_F |  |\n| **A3_Weapons_F_Tank_Launchers_Vorona** | launch_O_Vorona_brown_F<br>launch_O_Vorona_green_F |  |\n| **A3_Characters_F_Tank_Headgear** | H_Tank_black_F |  |\n| **A3_Characters_F_Tank_Uniforms** | U_Tank_green_F |  |\n| **A3_Weapons_F_Destroyer** | weapon_ShipCannon_120mm |  |\n| **A3_Weapons_F_Sams** | weapon_HARMLauncher<br>weapon_KH58Launcher<br>weapon_mim145Launcher<br>weapon_s750Launcher<br>weapon_SDBLauncher |  |\n| **A3_Sounds_F_Enoch** | ProbingWeapon_01_F<br>ProbingWeapon_02_F |  |\n| **A3_Weapons_F_Enoch** | arifle_MX_Black_ACO_FL_F<br>arifle_MX_Black_ACO_Pointer_F<br>arifle_MX_Black_ACO_Pointer_Snds_F<br>arifle_MX_Black_Hamr_Pointer_Snds_F<br>arifle_MX_Black_Holo_Pointer_F<br>arifle_MX_Black_Pointer_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_MX_SW_Black_Pointer_F<br>arifle_MXC_Black_ACO_F<br>arifle_MXC_Black_ACO_Pointer_Snds_F<br>arifle_MXC_Black_Holo_FL_F<br>arifle_MXC_Black_Holo_Pointer_F<br>arifle_MXM_Black_MOS_Pointer_Bipod_F<br>arifle_MXM_Black_MOS_Pointer_Bipod_Snds_F<br>DeminingDisruptor_01_F<br>Item_AntidoteKit_01_F<br>Item_DeconKit_01_F<br>O_NVGoggles_grn_F<br>ProbingLaser_01_F<br>srifle_DMR_04_DMS_weathered_Kir_F_F |  |\n| **A3_Weapons_F_Enoch_Acc** | acc_esd_01_flashlight<br>bipod_02_F_arid<br>bipod_02_F_lush<br>muzzle_snds_B_arid_F<br>muzzle_snds_B_lush_F<br>muzzle_tma_65<br>optic_Arco_AK_arid_F<br>optic_Arco_AK_blk_F<br>optic_Arco_AK_lush_F<br>optic_Arco_arid_F<br>optic_Arco_lush_F<br>optic_DMS_weathered_F<br>optic_DMS_weathered_Kir_F<br>optic_Holosight_arid_F<br>optic_Holosight_lush_F<br>optic_ico_01_black_f<br>optic_ico_01_camo_f<br>optic_ico_01_f<br>optic_ico_01_sand_f<br>optic_MRD_black |  |\n| **A3_Weapons_F_Enoch_Items** | ChemicalDetector_01_base_F<br>ChemicalDetector_01_black_F<br>ChemicalDetector_01_olive_F<br>ChemicalDetector_01_tan_F<br>ChemicalDetector_01_watch_F<br>I_E_UavTerminal |  |\n| **A3_Weapons_F_Enoch_Launchers_RPG32** | launch_RPG32_camo_F<br>launch_RPG32_green_F |  |\n| **A3_Weapons_F_Enoch_Launchers_Titan** | launch_B_Titan_olive_F<br>launch_I_Titan_eaf_F |  |\n| **A3_Weapons_F_Enoch_LongRangeRifles_DMR_06** | srifle_DMR_06_hunter_F<br>srifle_DMR_06_hunter_khs_F |  |\n| **A3_Weapons_F_Enoch_Machineguns_M200** | LMG_Mk200_black_ACO_pointer_F<br>LMG_Mk200_black_BI_F<br>LMG_Mk200_black_F<br>LMG_Mk200_black_LP_BI_F |  |\n| **A3_Weapons_F_Enoch_Pistols_ESD** | hgun_ESD_01_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |  |\n| **A3_Weapons_F_Enoch_Pistols_Pistol_Heavy_01** | hgun_Pistol_heavy_01_green_F<br>hgun_Pistol_heavy_01_green_snds_F |  |\n| **A3_Weapons_F_Enoch_Rifles_AK12** | arifle_AK12_arid_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_lush_arco_pointer_F<br>arifle_AK12_lush_arco_snds_pointer_bipod_F<br>arifle_AK12_lush_arco_snds_pointer_F<br>arifle_AK12_lush_F<br>arifle_AK12_lush_snds_pointer_F<br>arifle_AK12U_arid_F<br>arifle_AK12U_F<br>arifle_AK12U_lush_F<br>arifle_AK12U_lush_holo_F<br>arifle_AK12U_lush_holo_fl_F<br>arifle_AK12U_lush_holo_pointer_F<br>arifle_AK12U_lush_holo_snds_pointer_F<br>arifle_AK12U_lush_snds_pointer_F<br>arifle_RPK12_arid_F<br>arifle_RPK12_F<br>arifle_RPK12_lush_arco_pointer_F<br>arifle_RPK12_lush_arco_snds_pointer_F<br>arifle_RPK12_lush_F<br>arifle_RPK12_lush_holo_snds_pointer_F |  |\n| **A3_Weapons_F_Enoch_Rifles_MSBS** | arifle_MSBS65_aco_F<br>arifle_MSBS65_black_aco_F<br>arifle_MSBS65_black_aco_FL_F<br>arifle_MSBS65_black_F<br>arifle_MSBS65_black_ico_F<br>arifle_MSBS65_black_ico_pointer_f<br>arifle_MSBS65_camo_F<br>arifle_MSBS65_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_black_ico_pointer_f<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_ico_F<br>arifle_MSBS65_ico_pointer_f<br>arifle_MSBS65_Mark_black_F<br>arifle_MSBS65_Mark_camo_F<br>arifle_MSBS65_Mark_F<br>arifle_MSBS65_Mark_sand_F<br>arifle_MSBS65_Mark_SOS_LP_BI_F<br>arifle_MSBS65_sand_F<br>arifle_MSBS65_UBS_black_F<br>arifle_MSBS65_UBS_black_ico_F<br>arifle_MSBS65_UBS_black_ico_pointer_f<br>arifle_MSBS65_UBS_camo_F<br>arifle_MSBS65_UBS_F<br>arifle_MSBS65_UBS_ico_F<br>arifle_MSBS65_UBS_ico_pointer_f<br>arifle_MSBS65_UBS_sand_F<br>arifle_MSBS65_UBS_snds_ico_pointer_F |  |\n| **A3_Weapons_F_Enoch_Rifles_HunterShotgun_01** | sgun_HunterShotgun_01_F<br>sgun_HunterShotgun_01_sawedoff_F |  |\n| **A3_Characters_F_Enoch** | U_B_CBRN_Suit_01_MTP_F<br>U_B_CBRN_Suit_01_Tropic_F<br>U_B_CBRN_Suit_01_Wdl_F<br>U_B_CombatUniform_mcam_wdl_f<br>U_B_CombatUniform_tshirt_mcam_wdL_f<br>U_B_CombatUniform_vest_mcam_wdl_f<br>U_C_CBRN_Suit_01_Blue_F<br>U_C_CBRN_Suit_01_White_F<br>U_C_E_LooterJacket_01_F<br>U_C_Uniform_Farmer_01_F<br>U_C_Uniform_Scientist_01_F<br>U_C_Uniform_Scientist_01_formal_F<br>U_C_Uniform_Scientist_02_F<br>U_C_Uniform_Scientist_02_formal_F<br>U_I_CBRN_Suit_01_AAF_F<br>U_I_E_CBRN_Suit_01_EAF_F<br>U_I_E_Uniform_01_coveralls_F<br>U_I_E_Uniform_01_F<br>U_I_E_Uniform_01_officer_F<br>U_I_E_Uniform_01_shortsleeve_F<br>U_I_E_Uniform_01_sweater_F<br>U_I_E_Uniform_01_tanktop_F<br>U_I_L_Uniform_01_camo_F<br>U_I_L_Uniform_01_deserter_F<br>U_I_L_Uniform_01_tshirt_black_F<br>U_I_L_Uniform_01_tshirt_olive_F<br>U_I_L_Uniform_01_tshirt_skull_F<br>U_I_L_Uniform_01_tshirt_sport_F<br>U_O_R_Gorka_01_black_F<br>U_O_R_Gorka_01_brown_F<br>U_O_R_Gorka_01_camo_F<br>U_O_R_Gorka_01_F |  |\n| **A3_Characters_F_Enoch_Headgear** | H_Beret_EAF_01_F<br>H_Booniehat_eaf<br>H_Booniehat_mgrn<br>H_Booniehat_taiga<br>H_Booniehat_wdl<br>H_CrewHelmetHeli_I_E<br>H_Hat_Tinfoil_F<br>H_HelmetAggressor_cover_F<br>H_HelmetAggressor_cover_taiga_F<br>H_HelmetAggressor_F<br>H_HelmetB_light_wdl<br>H_HelmetB_plain_wdl<br>H_HelmetCrew_I_E<br>H_HelmetHBK_chops_F<br>H_HelmetHBK_ear_F<br>H_HelmetHBK_F<br>H_HelmetHBK_headset_F<br>H_HelmetSpecB_wdl<br>H_MilCap_eaf<br>H_MilCap_grn<br>H_MilCap_taiga<br>H_MilCap_wdl<br>H_PilotHelmetFighter_I_E<br>H_PilotHelmetHeli_I_E<br>H_Tank_eaf_F |  |\n| **A3_Characters_F_Enoch_Vests** | V_CarrierRigKBT_01_EAF_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>V_CarrierRigKBT_01_heavy_Olive_F<br>V_CarrierRigKBT_01_light_EAF_F<br>V_CarrierRigKBT_01_light_Olive_F<br>V_CarrierRigKBT_01_Olive_F<br>V_PlateCarrier1_wdl<br>V_PlateCarrier2_wdl<br>V_PlateCarrierGL_wdl<br>V_PlateCarrierSpec_wdl<br>V_SmershVest_01_F<br>V_SmershVest_01_radio_F |  |\n| **A3_Missions_F_Oldman** | DroneDetector<br>U_O_GEN_Commander_F<br>U_O_GEN_Soldier_F |  |\n| **A3_Characters_F_Oldman** | U_C_Man_casual_1_sick_F<br>U_C_Man_casual_2_sick_F<br>U_C_Man_casual_3_sick_F<br>U_C_Man_casual_4_sick_F<br>U_C_Man_casual_5_sick_F<br>U_C_Man_casual_6_sick_F<br>U_C_man_sport_2_sick_F<br>U_C_Poloshirt_blue_sick<br>U_C_Poloshirt_burgundy_sick<br>U_C_Poloshirt_redwhite_sick<br>U_C_Poloshirt_stripped_sick<br>U_C_Poor_2_sick |  |\n| **A3_Characters_F_Oldman_Headgear** | H_Beret_CSAT_01_F |  |\n| **A3_Characters_F_AoW** | U_B_ParadeUniform_01_US_decorated_F<br>U_B_ParadeUniform_01_US_F<br>U_C_ArtTShirt_01_v1_F<br>U_C_ArtTShirt_01_v2_F<br>U_C_ArtTShirt_01_v3_F<br>U_C_ArtTShirt_01_v4_F<br>U_C_ArtTShirt_01_v5_F<br>U_C_ArtTShirt_01_v6_F<br>U_C_FormalSuit_01_black_F<br>U_C_FormalSuit_01_blue_F<br>U_C_FormalSuit_01_gray_F<br>U_C_FormalSuit_01_khaki_F<br>U_C_FormalSuit_01_tshirt_black_F<br>U_C_FormalSuit_01_tshirt_gray_F<br>U_I_E_ParadeUniform_01_LDF_decorated_F<br>U_I_E_ParadeUniform_01_LDF_F<br>U_I_ParadeUniform_01_AAF_decorated_F<br>U_I_ParadeUniform_01_AAF_F<br>U_O_ParadeUniform_01_CSAT_decorated_F<br>U_O_ParadeUniform_01_CSAT_F |  |\n| **A3_Characters_F_AoW_Headgear** | H_ParadeDressCap_01_AAF_F<br>H_ParadeDressCap_01_CSAT_F<br>H_ParadeDressCap_01_LDF_F<br>H_ParadeDressCap_01_US_F |  |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 16:30, 10 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Class | Objects | Objects Gallery |\n|---|---|---|\n| **Core** | FakeWeapon |  |\n| **A3_Weapons_F** | autocannon_30mm<br>autocannon_30mm_CTWS<br>autocannon_35mm<br>autocannon_40mm_CTWS<br>autocannon_Base_F<br>BikeHorn<br>Binocular<br>Bomb_03_Plane_CAS_02_F<br>Bomb_04_Plane_CAS_01_F<br>cannon_105mm<br>cannon_120mm<br>cannon_120mm_long<br>cannon_125mm<br>Cannon_30mm_Plane_CAS_02_F<br>CarHorn<br>CMFlareLauncher<br>CMFlareLauncher_Singles<br>CMFlareLauncher_Triples<br>FakeHorn<br>FlareLauncher<br>gatling_20mm<br>gatling_25mm<br>gatling_30mm<br>Gatling_30mm_Plane_CAS_01_F<br>GBU12BombLauncher<br>GMG_20mm<br>GMG_40mm<br>HandGunBase<br>HMG_01<br>HMG_127<br>HMG_127_APC<br>HMG_127_MBT<br>HMG_127_UGV<br>HMG_M2<br>HMG_M2_Mounted<br>HMG_NSVT<br>HMG_static<br>Integrated_NVG_F<br>Integrated_NVG_TI_0_F<br>Integrated_NVG_TI_1_F<br>ItemCompass<br>ItemGPS<br>ItemMap<br>ItemRadio<br>ItemWatch<br>Laserdesignator<br>Laserdesignator_mounted<br>Laserdesignator_pilotCamera<br>Laserdesignator_vehicle<br>LMG_65mm_body<br>LMG_coax<br>LMG_coax_ext<br>LMG_M200<br>LMG_M200_body<br>LMG_Minigun<br>LMG_Minigun2<br>LMG_Minigun_heli<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2<br>LMG_RCWS<br>M134_minigun<br>M2<br>MineDetector<br>MiniCarHorn<br>Missile_AA_03_Plane_CAS_02_F<br>Missile_AA_04_Plane_CAS_01_F<br>Missile_AGM_01_Plane_CAS_02_F<br>Missile_AGM_02_Plane_CAS_01_F<br>MissileLauncher<br>missiles_ASRAAM<br>missiles_DAGR<br>missiles_DAR<br>missiles_SCALPEL<br>missiles_titan<br>missiles_titan_AA<br>missiles_titan_static<br>missiles_Zephyr<br>Mk82BombLauncher<br>mortar_155mm_AMOS<br>mortar_82mm<br>NVGoggles<br>NVGoggles_INDEP<br>NVGoggles_OPFOR<br>Put<br>Rangefinder<br>Rifle<br>Rocket_03_AP_Plane_CAS_02_F<br>Rocket_03_HE_Plane_CAS_02_F<br>Rocket_04_AP_Plane_CAS_01_F<br>Rocket_04_HE_Plane_CAS_01_F<br>RocketPods<br>rockets_230mm_GAT<br>rockets_Skyfire<br>SEARCHLIGHT<br>SmokeLauncher<br>SportCarHorn<br>Throw<br>TruckHorn<br>TruckHorn2<br>TruckHorn3<br>Twin_Cannon_20mm<br>weapon_LGBLauncherBase<br>weapon_VLSBase |  |\n| **A3_Weapons_F_Items** | FirstAidKit<br>Medikit<br>ToolKit |  |\n| **A3_Weapons_F_Launchers_NLAW** | launch_NLAW_F |  |\n| **A3_Weapons_F_Launchers_RPG32** | launch_RPG32_F |  |\n| **A3_Weapons_F_Launchers_Titan** | launch_B_Titan_F<br>launch_B_Titan_short_F<br>launch_I_Titan_F<br>launch_I_Titan_short_F<br>launch_O_Titan_F<br>launch_O_Titan_short_F<br>launch_Titan_F<br>launch_Titan_short_F |  |\n| **A3_Weapons_F_LongRangeRifles_DMR_01** | srifle_DMR_01_ACO_F<br>srifle_DMR_01_ARCO_F<br>srifle_DMR_01_DMS_F<br>srifle_DMR_01_DMS_snds_F<br>srifle_DMR_01_F<br>srifle_DMR_01_MRCO_F<br>srifle_DMR_01_SOS_F |  |\n| **A3_Weapons_F_LongRangeRifles_EBR** | srifle_EBR_ACO_F<br>srifle_EBR_ARCO_pointer_F<br>srifle_EBR_ARCO_pointer_snds_F<br>srifle_EBR_DMS_F<br>srifle_EBR_DMS_pointer_snds_F<br>srifle_EBR_F<br>srifle_EBR_Hamr_pointer_F<br>srifle_EBR_MRCO_pointer_F<br>srifle_EBR_SOS_F |  |\n| **A3_Weapons_F_LongRangeRifles_GM6** | srifle_GM6_camo_F<br>srifle_GM6_camo_LRPS_F<br>srifle_GM6_camo_SOS_F<br>srifle_GM6_F<br>srifle_GM6_LRPS_F<br>srifle_GM6_SOS_F |  |\n| **A3_Weapons_F_LongRangeRifles_M320** | srifle_LRR_camo_F<br>srifle_LRR_camo_LRPS_F<br>srifle_LRR_camo_SOS_F<br>srifle_LRR_F<br>srifle_LRR_LRPS_F<br>srifle_LRR_SOS_F |  |\n| **A3_Weapons_F_Machineguns_M200** | LMG_Mk200_F<br>LMG_Mk200_MRCO_F<br>LMG_Mk200_pointer_F |  |\n| **A3_Weapons_F_Machineguns_Zafir** | LMG_Zafir_ARCO_F<br>LMG_Zafir_F<br>LMG_Zafir_pointer_F |  |\n| **A3_Weapons_F_Pistols_ACPC2** | hgun_ACPC2_F<br>hgun_ACPC2_snds_F |  |\n| **A3_Weapons_F_Pistols_P07** | hgun_P07_F<br>hgun_P07_snds_F |  |\n| **A3_Weapons_F_Pistols_Pistol_Heavy_01** | hgun_Pistol_heavy_01_F<br>hgun_Pistol_heavy_01_MRD_F<br>hgun_Pistol_heavy_01_snds_F |  |\n| **A3_Weapons_F_Pistols_Pistol_Heavy_02** | hgun_Pistol_heavy_02_F<br>hgun_Pistol_heavy_02_Yorris_F |  |\n| **A3_Weapons_F_Pistols_Rook40** | hgun_Rook40_F<br>hgun_Rook40_snds_F |  |\n| **A3_Weapons_F_Rifles_Khaybar** | arifle_Katiba_ACO_F<br>arifle_Katiba_ACO_pointer_F<br>arifle_Katiba_ACO_pointer_snds_F<br>arifle_Katiba_ARCO_F<br>arifle_Katiba_ARCO_pointer_F<br>arifle_Katiba_ARCO_pointer_snds_F<br>arifle_Katiba_C_ACO_F<br>arifle_Katiba_C_ACO_pointer_F<br>arifle_Katiba_C_ACO_pointer_snds_F<br>arifle_Katiba_C_F<br>arifle_Katiba_F<br>arifle_Katiba_GL_ACO_F<br>arifle_Katiba_GL_ACO_pointer_F<br>arifle_Katiba_GL_ACO_pointer_snds_F<br>arifle_Katiba_GL_ARCO_pointer_F<br>arifle_Katiba_GL_F<br>arifle_Katiba_GL_Nstalker_pointer_F<br>arifle_Katiba_pointer_F |  |\n| **A3_Weapons_F_Rifles_MK20** | arifle_Mk20_ACO_F<br>arifle_Mk20_ACO_pointer_F<br>arifle_Mk20_F<br>arifle_Mk20_GL_ACO_F<br>arifle_Mk20_GL_F<br>arifle_Mk20_GL_MRCO_pointer_F<br>arifle_Mk20_GL_plain_F<br>arifle_Mk20_Holo_F<br>arifle_Mk20_MRCO_F<br>arifle_Mk20_MRCO_plain_F<br>arifle_Mk20_MRCO_pointer_F<br>arifle_Mk20_plain_F<br>arifle_Mk20_pointer_F<br>arifle_Mk20C_ACO_F<br>arifle_Mk20C_ACO_pointer_F<br>arifle_Mk20C_F<br>arifle_Mk20C_plain_F |  |\n| **A3_Weapons_F_Rifles_MX** | arifle_MX_ACO_F<br>arifle_MX_ACO_pointer_F<br>arifle_MX_ACO_pointer_snds_F<br>arifle_MX_F<br>arifle_MX_GL_ACO_F<br>arifle_MX_GL_ACO_pointer_F<br>arifle_MX_GL_F<br>arifle_MX_GL_Hamr_pointer_F<br>arifle_MX_GL_Holo_pointer_snds_F<br>arifle_MX_Hamr_pointer_F<br>arifle_MX_Holo_pointer_F<br>arifle_MX_pointer_F<br>arifle_MX_RCO_pointer_snds_F<br>arifle_MX_SW_F<br>arifle_MX_SW_Hamr_pointer_F<br>arifle_MX_SW_pointer_F<br>arifle_MXC_ACO_F<br>arifle_MXC_ACO_pointer_F<br>arifle_MXC_ACO_pointer_snds_F<br>arifle_MXC_F<br>arifle_MXC_Holo_F<br>arifle_MXC_Holo_pointer_F<br>arifle_MXC_Holo_pointer_snds_F<br>arifle_MXC_SOS_point_snds_F<br>arifle_MXM_DMS_F<br>arifle_MXM_F<br>arifle_MXM_Hamr_pointer_F<br>arifle_MXM_RCO_pointer_snds_F<br>arifle_MXM_SOS_pointer_F |  |\n| **A3_Weapons_F_Rifles_MX_Black** | arifle_MX_Black_F<br>arifle_MX_Black_Hamr_pointer_F<br>arifle_MX_GL_Black_F<br>arifle_MX_GL_Black_Hamr_pointer_F<br>arifle_MX_SW_Black_F<br>arifle_MX_SW_Black_Hamr_pointer_F<br>arifle_MXC_Black_F<br>arifle_MXM_Black_F |  |\n| **A3_Weapons_F_Rifles_SDAR** | arifle_SDAR_F |  |\n| **A3_Weapons_F_Rifles_TRG20** | arifle_TRG20_ACO_F<br>arifle_TRG20_ACO_Flash_F<br>arifle_TRG20_ACO_pointer_F<br>arifle_TRG20_F<br>arifle_TRG20_Holo_F<br>arifle_TRG21_ACO_pointer_F<br>arifle_TRG21_ARCO_pointer_F<br>arifle_TRG21_F<br>arifle_TRG21_GL_ACO_pointer_F<br>arifle_TRG21_GL_F<br>arifle_TRG21_GL_MRCO_F<br>arifle_TRG21_MRCO_F |  |\n| **A3_Weapons_F_SMGs_Pdw2000** | hgun_PDW2000_F<br>hgun_PDW2000_Holo_F<br>hgun_PDW2000_Holo_snds_F<br>hgun_PDW2000_snds_F |  |\n| **A3_Weapons_F_SMGs_SMG_01** | SMG_01_ACO_F<br>SMG_01_F<br>SMG_01_Holo_F<br>SMG_01_Holo_pointer_snds_F |  |\n| **A3_Weapons_F_SMGs_SMG_02** | SMG_02_ACO_F<br>SMG_02_ARCO_pointg_F<br>SMG_02_F |  |\n| **A3_Characters_F** | H_Bandanna_blu<br>H_Bandanna_camo<br>H_Bandanna_cbr<br>H_Bandanna_gry<br>H_Bandanna_khk<br>H_Bandanna_khk_hs<br>H_Bandanna_mcamo<br>H_Bandanna_sand<br>H_Bandanna_sgg<br>H_Bandanna_surfer<br>H_Bandanna_surfer_blk<br>H_Bandanna_surfer_grn<br>H_BandMask_blk<br>H_BandMask_demon<br>H_BandMask_khk<br>H_BandMask_reaper<br>H_Beret_02<br>H_Beret_blk<br>H_Beret_blk_POLICE<br>H_Beret_brn_SF<br>H_Beret_Colonel<br>H_Beret_grn<br>H_Beret_grn_SF<br>H_Beret_ocamo<br>H_Beret_red<br>H_Booniehat_dgtl<br>H_Booniehat_dirty<br>H_Booniehat_grn<br>H_Booniehat_indp<br>H_Booniehat_khk<br>H_Booniehat_khk_hs<br>H_Booniehat_mcamo<br>H_Booniehat_oli<br>H_Booniehat_tan<br>H_Cap_blk<br>H_Cap_blk_CMMG<br>H_Cap_blk_ION<br>H_Cap_blk_Raven<br>H_Cap_blu<br>H_Cap_brn_SPECOPS<br>H_Cap_grn<br>H_Cap_grn_BI<br>H_Cap_headphones<br>H_Cap_khaki_specops_UK<br>H_Cap_marshal<br>H_Cap_oli<br>H_Cap_oli_hs<br>H_Cap_police<br>H_Cap_press<br>H_Cap_red<br>H_Cap_surfer<br>H_Cap_tan<br>H_Cap_tan_specops_US<br>H_Cap_usblack<br>H_CrewHelmetHeli_B<br>H_CrewHelmetHeli_I<br>H_CrewHelmetHeli_O<br>H_Hat_blue<br>H_Hat_brown<br>H_Hat_camo<br>H_Hat_checker<br>H_Hat_grey<br>H_Hat_tan<br>H_Helmet_Kerry<br>H_HelmetB<br>H_HelmetB_black<br>H_HelmetB_camo<br>H_HelmetB_desert<br>H_HelmetB_grass<br>H_HelmetB_light<br>H_HelmetB_light_black<br>H_HelmetB_light_desert<br>H_HelmetB_light_grass<br>H_HelmetB_light_sand<br>H_HelmetB_light_snakeskin<br>H_HelmetB_paint<br>H_HelmetB_plain_blk<br>H_HelmetB_plain_mcamo<br>H_HelmetB_sand<br>H_HelmetB_snakeskin<br>H_HelmetCrew_B<br>H_HelmetCrew_I<br>H_HelmetCrew_O<br>H_HelmetIA<br>H_HelmetIA_camo<br>H_HelmetIA_net<br>H_HelmetLeaderO_ocamo<br>H_HelmetLeaderO_oucamo<br>H_HelmetO_ocamo<br>H_HelmetO_oucamo<br>H_HelmetSpecB<br>H_HelmetSpecB_blk<br>H_HelmetSpecB_paint1<br>H_HelmetSpecB_paint2<br>H_HelmetSpecB_sand<br>H_HelmetSpecB_snakeskin<br>H_HelmetSpecO_blk<br>H_HelmetSpecO_ocamo<br>H_MilCap_blue<br>H_MilCap_dgtl<br>H_MilCap_gry<br>H_MilCap_mcamo<br>H_MilCap_ocamo<br>H_MilCap_oucamo<br>H_MilCap_rucamo<br>H_PilotHelmetFighter_B<br>H_PilotHelmetFighter_I<br>H_PilotHelmetFighter_O<br>H_PilotHelmetHeli_B<br>H_PilotHelmetHeli_I<br>H_PilotHelmetHeli_O<br>H_RacingHelmet_1_black_F<br>H_RacingHelmet_1_blue_F<br>H_RacingHelmet_1_F<br>H_RacingHelmet_1_green_F<br>H_RacingHelmet_1_orange_F<br>H_RacingHelmet_1_red_F<br>H_RacingHelmet_1_white_F<br>H_RacingHelmet_1_yellow_F<br>H_RacingHelmet_2_F<br>H_RacingHelmet_3_F<br>H_RacingHelmet_4_F<br>H_Shemag_khk<br>H_Shemag_olive<br>H_Shemag_olive_hs<br>H_Shemag_tan<br>H_ShemagOpen_khk<br>H_ShemagOpen_tan<br>H_StrawHat<br>H_StrawHat_dark<br>H_TurbanO_blk<br>H_Watchcap_blk<br>H_Watchcap_camo<br>H_Watchcap_cbr<br>H_Watchcap_khk<br>H_Watchcap_sgg<br>U_AntigonaBody<br>U_AttisBody<br>U_B_CombatUniform_mcam<br>U_B_CombatUniform_mcam_tshirt<br>U_B_CombatUniform_mcam_vest<br>U_B_CombatUniform_mcam_worn<br>U_B_CombatUniform_sgg<br>U_B_CombatUniform_sgg_tshirt<br>U_B_CombatUniform_sgg_vest<br>U_B_CombatUniform_wdl<br>U_B_CombatUniform_wdl_tshirt<br>U_B_CombatUniform_wdl_vest<br>U_B_CTRG_1<br>U_B_CTRG_2<br>U_B_CTRG_3<br>U_B_FullGhillie_ard<br>U_B_FullGhillie_lsh<br>U_B_FullGhillie_sard<br>U_B_GhillieSuit<br>U_B_HeliPilotCoveralls<br>U_B_PilotCoveralls<br>U_B_Protagonist_VR<br>U_B_Soldier_VR<br>U_B_SpecopsUniform_sgg<br>U_B_survival_uniform<br>U_B_Wetsuit<br>U_BasicBody<br>U_BG_Guerilla1_1<br>U_BG_Guerilla2_1<br>U_BG_Guerilla2_2<br>U_BG_Guerilla2_3<br>U_BG_Guerilla3_1<br>U_BG_Guerilla3_2<br>U_BG_Guerrilla_6_1<br>U_BG_leader<br>U_C_Commoner1_1<br>U_C_Commoner1_2<br>U_C_Commoner1_3<br>U_C_Commoner2_1<br>U_C_Commoner2_2<br>U_C_Commoner2_3<br>U_C_Commoner_shorts<br>U_C_Driver_1<br>U_C_Driver_1_black<br>U_C_Driver_1_blue<br>U_C_Driver_1_green<br>U_C_Driver_1_orange<br>U_C_Driver_1_red<br>U_C_Driver_1_white<br>U_C_Driver_1_yellow<br>U_C_Driver_2<br>U_C_Driver_3<br>U_C_Driver_4<br>U_C_Farmer<br>U_C_Fisherman<br>U_C_FishermanOveralls<br>U_C_HunterBody_brn<br>U_C_HunterBody_grn<br>U_C_Journalist<br>U_C_Novak<br>U_C_Poloshirt_blue<br>U_C_Poloshirt_burgundy<br>U_C_Poloshirt_redwhite<br>U_C_Poloshirt_salmon<br>U_C_Poloshirt_stripped<br>U_C_Poloshirt_tricolour<br>U_C_Poor_1<br>U_C_Poor_2<br>U_C_Poor_shorts_1<br>U_C_Poor_shorts_2<br>U_C_PriestBody<br>U_C_Protagonist_VR<br>U_C_Scavenger_1<br>U_C_Scavenger_2<br>U_C_Scientist<br>U_C_ShirtSurfer_shorts<br>U_C_Soldier_VR<br>U_C_TeeSurfer_shorts_1<br>U_C_TeeSurfer_shorts_2<br>U_C_WorkerCoveralls<br>U_C_WorkerOveralls<br>U_Competitor<br>U_I_CombatUniform<br>U_I_CombatUniform_shortsleeve<br>U_I_CombatUniform_tshirt<br>U_I_FullGhillie_ard<br>U_I_FullGhillie_lsh<br>U_I_FullGhillie_sard<br>U_I_G_resistanceLeader_F<br>U_I_G_Story_Protagonist_F<br>U_I_GhillieSuit<br>U_I_HeliPilotCoveralls<br>U_I_OfficerUniform<br>U_I_pilotCoveralls<br>U_I_Protagonist_VR<br>U_I_Soldier_VR<br>U_I_Wetsuit<br>U_IG_Guerilla1_1<br>U_IG_Guerilla2_1<br>U_IG_Guerilla2_2<br>U_IG_Guerilla2_3<br>U_IG_Guerilla3_1<br>U_IG_Guerilla3_2<br>U_IG_Guerrilla_6_1<br>U_IG_leader<br>U_IG_Menelaos<br>U_KerryBody<br>U_Marshal<br>U_MillerBody<br>U_NikosAgedBody<br>U_NikosBody<br>U_O_CombatUniform_ocamo<br>U_O_CombatUniform_oucamo<br>U_O_FullGhillie_ard<br>U_O_FullGhillie_lsh<br>U_O_FullGhillie_sard<br>U_O_GhillieSuit<br>U_O_OfficerUniform_ocamo<br>U_O_PilotCoveralls<br>U_O_Protagonist_VR<br>U_O_Soldier_VR<br>U_O_SpecopsUniform_blk<br>U_O_SpecopsUniform_ocamo<br>U_O_Wetsuit<br>U_OG_Guerilla1_1<br>U_OG_Guerilla2_1<br>U_OG_Guerilla2_2<br>U_OG_Guerilla2_3<br>U_OG_Guerilla3_1<br>U_OG_Guerilla3_2<br>U_OG_Guerrilla_6_1<br>U_OG_leader<br>U_OI_Scientist<br>U_OrestesBody<br>U_Rangemaster<br>V_BandollierB_blk<br>V_BandollierB_cbr<br>V_BandollierB_khk<br>V_BandollierB_oli<br>V_BandollierB_rgr<br>V_Chestrig_blk<br>V_Chestrig_khk<br>V_Chestrig_oli<br>V_Chestrig_rgr<br>V_HarnessO_brn<br>V_HarnessO_gry<br>V_HarnessOGL_brn<br>V_HarnessOGL_gry<br>V_HarnessOSpec_brn<br>V_HarnessOSpec_gry<br>V_I_G_resistanceLeader_F<br>V_PlateCarrier1_blk<br>V_PlateCarrier1_rgr<br>V_PlateCarrier2_blk<br>V_PlateCarrier2_rgr<br>V_PlateCarrier3_rgr<br>V_PlateCarrier_Kerry<br>V_PlateCarrierGL_blk<br>V_PlateCarrierGL_mtp<br>V_PlateCarrierGL_rgr<br>V_PlateCarrierH_CTRG<br>V_PlateCarrierIA1_dgtl<br>V_PlateCarrierIA2_dgtl<br>V_PlateCarrierIAGL_dgtl<br>V_PlateCarrierIAGL_oli<br>V_PlateCarrierL_CTRG<br>V_PlateCarrierSpec_blk<br>V_PlateCarrierSpec_mtp<br>V_PlateCarrierSpec_rgr<br>V_Press_F<br>V_Rangemaster_belt<br>V_RebreatherB<br>V_RebreatherIA<br>V_RebreatherIR<br>V_TacVest_blk<br>V_TacVest_blk_POLICE<br>V_TacVest_brn<br>V_TacVest_camo<br>V_TacVest_khk<br>V_TacVest_oli<br>V_TacVestCamo_khk<br>V_TacVestIR_blk |  |\n| **A3_Weapons_F_Acc** | acc_flashlight<br>acc_flashlight_pistol<br>acc_flashlight_smg_01<br>acc_pointer_IR<br>muzzle_snds_acp<br>muzzle_snds_B<br>muzzle_snds_H<br>muzzle_snds_H_MG<br>muzzle_snds_H_SW<br>muzzle_snds_L<br>muzzle_snds_M<br>optic_Aco<br>optic_ACO_grn<br>optic_ACO_grn_smg<br>optic_Aco_smg<br>optic_Arco<br>optic_DMS<br>optic_Hamr<br>optic_Holosight<br>optic_Holosight_smg<br>optic_LRPS<br>optic_MRCO<br>optic_MRD<br>optic_Nightstalker<br>optic_NVS<br>optic_SOS<br>optic_tws<br>optic_tws_mg<br>optic_Yorris<br>Zasleh2 |  |\n| **A3_Drones_F_Weapons_F_Gamma_Items** | B_UavTerminal<br>I_UavTerminal<br>O_UavTerminal |  |\n| **A3_Data_F_Curator** | FakeWeapon_moduleTracers_F |  |\n| **A3_Data_F_Curator_Virtual** | U_VirtualMan_F |  |\n| **A3_Weapons_F_Kart_Pistols_Pistol_Signal_F** | hgun_Pistol_Signal_F |  |\n| **A3_Weapons_F_Mark** | Laserdesignator_02<br>Laserdesignator_03 |  |\n| **A3_Weapons_F_Mark_Acc** | bipod_01_F_blk<br>bipod_01_F_mtp<br>bipod_01_F_snd<br>bipod_02_F_blk<br>bipod_02_F_hex<br>bipod_02_F_tan<br>bipod_03_F_blk<br>bipod_03_F_oli<br>muzzle_snds_338_black<br>muzzle_snds_338_green<br>muzzle_snds_338_sand<br>muzzle_snds_93mmg<br>muzzle_snds_93mmg_tan<br>optic_AMS<br>optic_AMS_khk<br>optic_AMS_snd<br>optic_KHS_blk<br>optic_KHS_hex<br>optic_KHS_old<br>optic_KHS_tan |  |\n| **A3_Weapons_F_Mark_LongRangeRifles_DMR_01** | srifle_DMR_01_DMS_BI_F<br>srifle_DMR_01_DMS_snds_BI_F |  |\n| **A3_Weapons_F_Mark_LongRangeRifles_DMR_02** | srifle_DMR_02_ACO_F<br>srifle_DMR_02_ARCO_F<br>srifle_DMR_02_camo_AMS_LP_F<br>srifle_DMR_02_camo_F<br>srifle_DMR_02_DMS_F<br>srifle_DMR_02_F<br>srifle_DMR_02_MRCO_F<br>srifle_DMR_02_sniper_AMS_LP_S_F<br>srifle_DMR_02_sniper_F<br>srifle_DMR_02_SOS_F |  |\n| **A3_Weapons_F_Mark_LongRangeRifles_DMR_03** | srifle_DMR_03_ACO_F<br>srifle_DMR_03_AMS_F<br>srifle_DMR_03_ARCO_F<br>srifle_DMR_03_DMS_F<br>srifle_DMR_03_DMS_snds_F<br>srifle_DMR_03_F<br>srifle_DMR_03_khaki_F<br>srifle_DMR_03_MRCO_F<br>srifle_DMR_03_multicam_F<br>srifle_DMR_03_SOS_F<br>srifle_DMR_03_tan_AMS_LP_F<br>srifle_DMR_03_tan_F<br>srifle_DMR_03_woodland_F |  |\n| **A3_Weapons_F_Mark_LongRangeRifles_DMR_04** | srifle_DMR_04_ACO_F<br>srifle_DMR_04_ARCO_F<br>srifle_DMR_04_DMS_F<br>srifle_DMR_04_F<br>srifle_DMR_04_MRCO_F<br>srifle_DMR_04_NS_LP_F<br>srifle_DMR_04_SOS_F<br>srifle_DMR_04_Tan_F |  |\n| **A3_Weapons_F_Mark_LongRangeRifles_DMR_05** | srifle_DMR_05_ACO_F<br>srifle_DMR_05_ARCO_F<br>srifle_DMR_05_blk_F<br>srifle_DMR_05_DMS_F<br>srifle_DMR_05_DMS_snds_F<br>srifle_DMR_05_hex_F<br>srifle_DMR_05_KHS_LP_F<br>srifle_DMR_05_MRCO_F<br>srifle_DMR_05_SOS_F<br>srifle_DMR_05_tan_f |  |\n| **A3_Weapons_F_Mark_LongRangeRifles_DMR_06** | srifle_DMR_06_camo_F<br>srifle_DMR_06_camo_khs_F<br>srifle_DMR_06_olive_F |  |\n| **A3_Weapons_F_Mark_LongRangeRifles_EBR** | srifle_EBR_MRCO_LP_BI_F |  |\n| **A3_Weapons_F_Mark_Machineguns_M200** | LMG_Mk200_BI_F<br>LMG_Mk200_LP_BI_F |  |\n| **A3_Weapons_F_Mark_Machineguns_MMG_01** | MMG_01_hex_ARCO_LP_F<br>MMG_01_hex_F<br>MMG_01_tan_F |  |\n| **A3_Weapons_F_Mark_Machineguns_MMG_02** | MMG_02_black_F<br>MMG_02_black_RCO_BI_F<br>MMG_02_camo_F<br>MMG_02_sand_F<br>MMG_02_sand_RCO_LP_F |  |\n| **A3_Weapons_F_Mark_Rifles_MX** | arifle_MXM_DMS_LP_BI_snds_F<br>arifle_MXM_Hamr_LP_BI_F |  |\n| **A3_Weapons_F_Mod** | muzzle_snds_570 |  |\n| **A3_Weapons_F_Mod_SMGs_SMG_03** | SMG_03_black<br>SMG_03_camo<br>SMG_03_hex<br>SMG_03_khaki<br>SMG_03_TR_black<br>SMG_03_TR_camo<br>SMG_03_TR_hex<br>SMG_03_TR_khaki<br>SMG_03C_black<br>SMG_03C_camo<br>SMG_03C_hex<br>SMG_03C_khaki<br>SMG_03C_TR_black<br>SMG_03C_TR_camo<br>SMG_03C_TR_hex<br>SMG_03C_TR_khaki |  |\n| **A3_Weapons_F_Exp** | arifle_MX_GL_khk_ACO_F<br>arifle_MX_GL_khk_F<br>arifle_MX_GL_khk_Hamr_Pointer_F<br>arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>arifle_MX_khk_ACO_Pointer_F<br>arifle_MX_khk_ACO_Pointer_Snds_F<br>arifle_MX_khk_F<br>arifle_MX_khk_Hamr_Pointer_F<br>arifle_MX_khk_Hamr_Pointer_Snds_F<br>arifle_MX_khk_Holo_Pointer_F<br>arifle_MX_khk_Pointer_F<br>arifle_MX_SW_khk_F<br>arifle_MX_SW_khk_Pointer_F<br>arifle_MXC_khk_ACO_F<br>arifle_MXC_khk_ACO_Pointer_Snds_F<br>arifle_MXC_khk_F<br>arifle_MXC_khk_Holo_Pointer_F<br>arifle_MXM_khk_F<br>arifle_MXM_khk_MOS_Pointer_Bipod_F<br>arifle_MXM_khk_MOS_Pointer_Bipod_Snds_F<br>autocannon_40mm_VTOL_01<br>bipod_01_F_khk<br>cannon_105mm_VTOL_01<br>gatling_20mm_VTOL_01<br>gatling_30mm_VTOL_02<br>hgun_P07_blk_F<br>hgun_P07_blk_Snds_F<br>hgun_P07_khk_F<br>hgun_P07_khk_Snds_F<br>HMG_127_LSV_01<br>Laserdesignator_01_khk_F<br>Laserdesignator_02_ghex_F<br>missiles_Jian<br>MMG_02_vehicle<br>muzzle_snds_58_blk_F<br>muzzle_snds_58_ghex_F<br>muzzle_snds_58_hex_F<br>muzzle_snds_58_wdm_F<br>muzzle_snds_65_TI_blk_F<br>muzzle_snds_65_TI_ghex_F<br>muzzle_snds_65_TI_hex_F<br>muzzle_snds_B_khk_F<br>muzzle_snds_B_snd_F<br>muzzle_snds_H_khk_F<br>muzzle_snds_H_MG_blk_F<br>muzzle_snds_H_MG_khk_F<br>muzzle_snds_H_snd_F<br>muzzle_snds_m_khk_F<br>muzzle_snds_m_snd_F<br>NVGoggles_tna_F<br>NVGogglesB_blk_F<br>NVGogglesB_grn_F<br>NVGogglesB_gry_F<br>O_NVGoggles_ghex_F<br>O_NVGoggles_hex_F<br>O_NVGoggles_urb_F<br>optic_Arco_blk_F<br>optic_Arco_ghex_F<br>optic_DMS_ghex_F<br>optic_ERCO_blk_F<br>optic_ERCO_khk_F<br>optic_ERCO_snd_F<br>optic_Hamr_khk_F<br>optic_Holosight_blk_F<br>optic_Holosight_khk_F<br>optic_Holosight_smg_blk_F<br>optic_Holosight_smg_khk_F<br>optic_LRPS_ghex_F<br>optic_LRPS_tna_F<br>optic_SOS_khk_F<br>srifle_GM6_ghex_F<br>srifle_GM6_ghex_LRPS_F<br>srifle_LRR_tna_F<br>srifle_LRR_tna_LRPS_F |  |\n| **A3_Weapons_F_Exp_Launchers_RPG32** | launch_RPG32_ghex_F |  |\n| **A3_Weapons_F_Exp_Launchers_RPG7** | launch_RPG7_F |  |\n| **A3_Weapons_F_Exp_Launchers_Titan** | launch_B_Titan_short_tna_F<br>launch_B_Titan_tna_F<br>launch_O_Titan_ghex_F<br>launch_O_Titan_short_ghex_F |  |\n| **A3_Weapons_F_Exp_LongRangeRifles_DMR_07** | srifle_DMR_07_blk_DMS_F<br>srifle_DMR_07_blk_DMS_Snds_F<br>srifle_DMR_07_blk_F<br>srifle_DMR_07_ghex_F<br>srifle_DMR_07_hex_F |  |\n| **A3_Weapons_F_Exp_Machineguns_LMG_03** | LMG_03_F<br>LMG_03_Vehicle_F |  |\n| **A3_Weapons_F_Exp_Pistols_Pistol_01** | hgun_Pistol_01_F |  |\n| **A3_Weapons_F_Exp_Rifles_AK12** | arifle_AK12_F<br>arifle_AK12_GL_F |  |\n| **A3_Weapons_F_Exp_Rifles_AKM** | arifle_AKM_F<br>arifle_AKM_FL_F |  |\n| **A3_Weapons_F_Exp_Rifles_AKS** | arifle_AKS_F |  |\n| **A3_Weapons_F_Exp_Rifles_ARX** | arifle_ARX_blk_F<br>arifle_ARX_ghex_ACO_Pointer_Snds_F<br>arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>arifle_ARX_ghex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_ghex_F<br>arifle_ARX_hex_ACO_Pointer_Snds_F<br>arifle_ARX_hex_ARCO_Pointer_Snds_F<br>arifle_ARX_hex_DMS_Pointer_Snds_Bipod_F<br>arifle_ARX_hex_F<br>arifle_ARX_Viper_F<br>arifle_ARX_Viper_hex_F |  |\n| **A3_Weapons_F_Exp_Rifles_CTAR** | arifle_CTAR_blk_ACO_F<br>arifle_CTAR_blk_ACO_Pointer_F<br>arifle_CTAR_blk_ACO_Pointer_Snds_F<br>arifle_CTAR_blk_ARCO_F<br>arifle_CTAR_blk_ARCO_Pointer_F<br>arifle_CTAR_blk_ARCO_Pointer_Snds_F<br>arifle_CTAR_blk_F<br>arifle_CTAR_blk_Pointer_F<br>arifle_CTAR_ghex_F<br>arifle_CTAR_GL_blk_ACO_F<br>arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>arifle_CTAR_GL_blk_ARCO_Pointer_F<br>arifle_CTAR_GL_blk_F<br>arifle_CTAR_GL_ghex_F<br>arifle_CTAR_GL_hex_F<br>arifle_CTAR_hex_F |  |\n| **A3_Weapons_F_Exp_Rifles_CTARS** | arifle_CTARS_blk_F<br>arifle_CTARS_blk_Pointer_F<br>arifle_CTARS_ghex_F<br>arifle_CTARS_hex_F |  |\n| **A3_Weapons_F_Exp_Rifles_SPAR_01** | arifle_SPAR_01_blk_ACO_Pointer_F<br>arifle_SPAR_01_blk_ERCO_Pointer_F<br>arifle_SPAR_01_blk_F<br>arifle_SPAR_01_GL_blk_ACO_Pointer_F<br>arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>arifle_SPAR_01_GL_blk_F<br>arifle_SPAR_01_GL_khk_F<br>arifle_SPAR_01_GL_snd_F<br>arifle_SPAR_01_khk_F<br>arifle_SPAR_01_snd_F |  |\n| **A3_Weapons_F_Exp_Rifles_SPAR_02** | arifle_SPAR_02_blk_ERCO_Pointer_F<br>arifle_SPAR_02_blk_F<br>arifle_SPAR_02_blk_Pointer_F<br>arifle_SPAR_02_khk_F<br>arifle_SPAR_02_snd_F |  |\n| **A3_Weapons_F_Exp_Rifles_SPAR_03** | arifle_SPAR_03_blk_F<br>arifle_SPAR_03_blk_MOS_Pointer_Bipod_F<br>arifle_SPAR_03_khk_F<br>arifle_SPAR_03_snd_F |  |\n| **A3_Weapons_F_Exp_SMGs_SMG_05** | SMG_05_F |  |\n| **A3_Characters_F_Exp** | U_B_CTRG_Soldier_2_Arid_F<br>U_B_CTRG_Soldier_2_F<br>U_B_CTRG_Soldier_3_Arid_F<br>U_B_CTRG_Soldier_3_F<br>U_B_CTRG_Soldier_Arid_F<br>U_B_CTRG_Soldier_F<br>U_B_CTRG_Soldier_urb_1_F<br>U_B_CTRG_Soldier_urb_2_F<br>U_B_CTRG_Soldier_urb_3_F<br>U_B_G_Captain_Ivan_F<br>U_B_GEN_Commander_F<br>U_B_GEN_Soldier_F<br>U_B_T_FullGhillie_tna_F<br>U_B_T_Sniper_F<br>U_B_T_Soldier_AR_F<br>U_B_T_Soldier_F<br>U_B_T_Soldier_SL_F<br>U_C_Man_casual_1_F<br>U_C_Man_casual_2_F<br>U_C_Man_casual_3_F<br>U_C_Man_casual_4_F<br>U_C_Man_casual_5_F<br>U_C_Man_casual_6_F<br>U_C_man_sport_1_F<br>U_C_man_sport_2_F<br>U_C_man_sport_3_F<br>U_I_C_Soldier_Bandit_1_F<br>U_I_C_Soldier_Bandit_2_F<br>U_I_C_Soldier_Bandit_3_F<br>U_I_C_Soldier_Bandit_4_F<br>U_I_C_Soldier_Bandit_5_F<br>U_I_C_Soldier_Camo_F<br>U_I_C_Soldier_Para_1_F<br>U_I_C_Soldier_Para_2_F<br>U_I_C_Soldier_Para_3_F<br>U_I_C_Soldier_Para_4_F<br>U_I_C_Soldier_Para_5_F<br>U_O_T_FullGhillie_tna_F<br>U_O_T_Officer_F<br>U_O_T_Sniper_F<br>U_O_T_Soldier_F<br>U_O_V_Soldier_Viper_F<br>U_O_V_Soldier_Viper_hex_F |  |\n| **A3_Characters_F_Exp_Headgear** | H_Beret_gen_F<br>H_Booniehat_tna_F<br>H_Cap_blk_Syndikat_F<br>H_Cap_grn_Syndikat_F<br>H_Cap_oli_Syndikat_F<br>H_Cap_tan_Syndikat_F<br>H_Helmet_Skate<br>H_HelmetB_Enh_tna_F<br>H_HelmetB_Light_tna_F<br>H_HelmetB_TI_arid_F<br>H_HelmetB_TI_tna_F<br>H_HelmetB_tna_F<br>H_HelmetCrew_O_ghex_F<br>H_HelmetLeaderO_ghex_F<br>H_HelmetO_ghex_F<br>H_HelmetO_ViperSP_ghex_F<br>H_HelmetO_ViperSP_hex_F<br>H_HelmetSpecO_ghex_F<br>H_MilCap_gen_F<br>H_MilCap_ghex_F<br>H_MilCap_tna_F |  |\n| **A3_Characters_F_Exp_Vests** | V_BandollierB_ghex_F<br>V_HarnessO_ghex_F<br>V_HarnessOGL_ghex_F<br>V_PlateCarrier1_rgr_noflag_F<br>V_PlateCarrier1_tna_F<br>V_PlateCarrier2_rgr_noflag_F<br>V_PlateCarrier2_tna_F<br>V_PlateCarrierGL_tna_F<br>V_PlateCarrierSpec_tna_F<br>V_TacChestrig_cbr_F<br>V_TacChestrig_grn_F<br>V_TacChestrig_oli_F<br>V_TacVest_gen_F |  |\n| **A3_Weapons_F_Jets** | weapon_AGM_65Launcher<br>weapon_AGM_KH25Launcher<br>weapon_AMRAAMLauncher<br>weapon_BIM9xLauncher<br>weapon_Cannon_Phalanx<br>weapon_Fighter_Gun20mm_AA<br>weapon_Fighter_Gun_30mm<br>weapon_GBU12Launcher<br>weapon_KAB250Launcher<br>weapon_R73Launcher<br>weapon_R77Launcher<br>weapon_rim116Launcher<br>weapon_rim162Launcher |  |\n| **A3_Characters_F_Jets_Vests** | V_DeckCrew_blue_F<br>V_DeckCrew_brown_F<br>V_DeckCrew_green_F<br>V_DeckCrew_red_F<br>V_DeckCrew_violet_F<br>V_DeckCrew_white_F<br>V_DeckCrew_yellow_F |  |\n| **A3_Weapons_F_Patrol** | B_Patrol_Soldier_Autorifleman_weapon_F<br>B_Patrol_Soldier_Carrier_weapon_F<br>B_Patrol_Soldier_HeavyGunner_weapon_F<br>B_Patrol_Soldier_Leader_weapon_F<br>B_Patrol_Soldier_MachineGunner_weapon_F<br>B_Patrol_Soldier_Marksman_weapon_F<br>B_Patrol_Soldier_Medic_weapon_F<br>B_Patrol_Soldier_Operator_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>B_Patrol_Soldier_Specialist_weapon_F |  |\n| **A3_Weapons_F_Orange** | AmbulanceHorn<br>Bomb_Leaflets<br>BombCluster_01_F<br>BombCluster_02_F<br>BombCluster_03_F<br>BombDemine_01_F<br>PoliceHorn |  |\n| **A3_Weapons_F_Orange_Items** | C_UavTerminal |  |\n| **A3_Characters_F_Orange** | U_BG_Guerilla1_2_F<br>U_C_ConstructionCoverall_Black_F<br>U_C_ConstructionCoverall_Blue_F<br>U_C_ConstructionCoverall_Red_F<br>U_C_ConstructionCoverall_Vrana_F<br>U_C_IDAP_Man_cargo_F<br>U_C_IDAP_Man_casual_F<br>U_C_IDAP_Man_Jeans_F<br>U_C_IDAP_Man_shorts_F<br>U_C_IDAP_Man_Tee_F<br>U_C_IDAP_Man_TeeShorts_F<br>U_C_Mechanic_01_F<br>U_C_Paramedic_01_F |  |\n| **A3_Characters_F_Orange_Headgear** | H_Cap_Black_IDAP_F<br>H_Cap_Orange_IDAP_F<br>H_Cap_White_IDAP_F<br>H_Construction_basic_black_F<br>H_Construction_basic_orange_F<br>H_Construction_basic_red_F<br>H_Construction_basic_vrana_F<br>H_Construction_basic_white_F<br>H_Construction_basic_yellow_F<br>H_Construction_earprot_black_F<br>H_Construction_earprot_orange_F<br>H_Construction_earprot_red_F<br>H_Construction_earprot_vrana_F<br>H_Construction_earprot_white_F<br>H_Construction_earprot_yellow_F<br>H_Construction_headset_black_F<br>H_Construction_headset_orange_F<br>H_Construction_headset_red_F<br>H_Construction_headset_vrana_F<br>H_Construction_headset_white_F<br>H_Construction_headset_yellow_F<br>H_EarProtectors_black_F<br>H_EarProtectors_orange_F<br>H_EarProtectors_red_F<br>H_EarProtectors_white_F<br>H_EarProtectors_yellow_F<br>H_Hat_Safari_olive_F<br>H_Hat_Safari_sand_F<br>H_HeadBandage_bloody_F<br>H_HeadBandage_clean_F<br>H_HeadBandage_stained_F<br>H_HeadSet_black_F<br>H_HeadSet_orange_F<br>H_HeadSet_red_F<br>H_HeadSet_white_F<br>H_HeadSet_yellow_F<br>H_PASGT_basic_black_F<br>H_PASGT_basic_blue_F<br>H_PASGT_basic_blue_press_F<br>H_PASGT_basic_olive_F<br>H_PASGT_basic_white_F<br>H_PASGT_neckprot_blue_press_F<br>H_WirelessEarpiece_F |  |\n| **A3_Characters_F_Orange_Vests** | V_EOD_blue_F<br>V_EOD_coyote_F<br>V_EOD_IDAP_blue_F<br>V_EOD_olive_F<br>V_LegStrapBag_black_F<br>V_LegStrapBag_coyote_F<br>V_LegStrapBag_olive_F<br>V_Plain_crystal_F<br>V_Plain_medical_F<br>V_Pocketed_black_F<br>V_Pocketed_coyote_F<br>V_Pocketed_olive_F<br>V_Safety_blue_F<br>V_Safety_orange_F<br>V_Safety_yellow_F |  |\n| **A3_Characters_F_Tacops** | arifle_CTAR_blk_aco_flash_F<br>arifle_CTAR_blk_arco_flash_F<br>arifle_CTAR_blk_flash_F<br>arifle_CTAR_GL_blk_aco_flash_F<br>arifle_CTAR_GL_blk_arco_flash_F<br>arifle_CTARS_blk_flash_F<br>SMG_02_flash_F<br>srifle_DMR_07_blk_F_arco_flash_F<br>U_O_officer_noInsignia_hex_F |  |\n| **A3_Weapons_F_Tank** | autocannon_30mm_RCWS<br>cannon_125mm_advanced<br>cannon_20mm<br>HMG_127_AFV<br>launcher_SPG9<br>missiles_Firefist<br>missiles_SAAMI<br>missiles_Vorona<br>MMG_01_vehicle<br>MMG_02_coax |  |\n| **A3_Weapons_F_Tank_Launchers_MRAWS** | launch_MRAWS_green_F<br>launch_MRAWS_green_rail_F<br>launch_MRAWS_olive_F<br>launch_MRAWS_olive_rail_F<br>launch_MRAWS_sand_F<br>launch_MRAWS_sand_rail_F |  |\n| **A3_Weapons_F_Tank_Launchers_Vorona** | launch_O_Vorona_brown_F<br>launch_O_Vorona_green_F |  |\n| **A3_Characters_F_Tank_Headgear** | H_Tank_black_F |  |\n| **A3_Characters_F_Tank_Uniforms** | U_Tank_green_F |  |\n| **A3_Weapons_F_Destroyer** | weapon_ShipCannon_120mm |  |\n| **A3_Weapons_F_Sams** | weapon_HARMLauncher<br>weapon_KH58Launcher<br>weapon_mim145Launcher<br>weapon_s750Launcher<br>weapon_SDBLauncher |  |\n| **A3_Sounds_F_Enoch** | ProbingWeapon_01_F<br>ProbingWeapon_02_F |  |\n| **A3_Weapons_F_Enoch** | arifle_MX_Black_ACO_FL_F<br>arifle_MX_Black_ACO_Pointer_F<br>arifle_MX_Black_ACO_Pointer_Snds_F<br>arifle_MX_Black_Hamr_Pointer_Snds_F<br>arifle_MX_Black_Holo_Pointer_F<br>arifle_MX_Black_Pointer_F<br>arifle_MX_GL_Black_ACO_F<br>arifle_MX_GL_Black_Holo_Pointer_Snds_F<br>arifle_MX_SW_Black_Pointer_F<br>arifle_MXC_Black_ACO_F<br>arifle_MXC_Black_ACO_Pointer_Snds_F<br>arifle_MXC_Black_Holo_FL_F<br>arifle_MXC_Black_Holo_Pointer_F<br>arifle_MXM_Black_MOS_Pointer_Bipod_F<br>arifle_MXM_Black_MOS_Pointer_Bipod_Snds_F<br>DeminingDisruptor_01_F<br>Item_AntidoteKit_01_F<br>Item_DeconKit_01_F<br>O_NVGoggles_grn_F<br>ProbingLaser_01_F<br>srifle_DMR_04_DMS_weathered_Kir_F_F |  |\n| **A3_Weapons_F_Enoch_Acc** | acc_esd_01_flashlight<br>bipod_02_F_arid<br>bipod_02_F_lush<br>muzzle_snds_B_arid_F<br>muzzle_snds_B_lush_F<br>muzzle_tma_65<br>optic_Arco_AK_arid_F<br>optic_Arco_AK_blk_F<br>optic_Arco_AK_lush_F<br>optic_Arco_arid_F<br>optic_Arco_lush_F<br>optic_DMS_weathered_F<br>optic_DMS_weathered_Kir_F<br>optic_Holosight_arid_F<br>optic_Holosight_lush_F<br>optic_ico_01_black_f<br>optic_ico_01_camo_f<br>optic_ico_01_f<br>optic_ico_01_sand_f<br>optic_MRD_black |  |\n| **A3_Weapons_F_Enoch_Items** | ChemicalDetector_01_base_F<br>ChemicalDetector_01_black_F<br>ChemicalDetector_01_olive_F<br>ChemicalDetector_01_tan_F<br>ChemicalDetector_01_watch_F<br>I_E_UavTerminal |  |\n| **A3_Weapons_F_Enoch_Launchers_RPG32** | launch_RPG32_camo_F<br>launch_RPG32_green_F |  |\n| **A3_Weapons_F_Enoch_Launchers_Titan** | launch_B_Titan_olive_F<br>launch_I_Titan_eaf_F |  |\n| **A3_Weapons_F_Enoch_LongRangeRifles_DMR_06** | srifle_DMR_06_hunter_F<br>srifle_DMR_06_hunter_khs_F |  |\n| **A3_Weapons_F_Enoch_Machineguns_M200** | LMG_Mk200_black_ACO_pointer_F<br>LMG_Mk200_black_BI_F<br>LMG_Mk200_black_F<br>LMG_Mk200_black_LP_BI_F |  |\n| **A3_Weapons_F_Enoch_Pistols_ESD** | hgun_ESD_01_F<br>hgun_esd_01_antenna_01_F<br>hgun_esd_01_antenna_02_F<br>hgun_esd_01_antenna_03_F |  |\n| **A3_Weapons_F_Enoch_Pistols_Pistol_Heavy_01** | hgun_Pistol_heavy_01_green_F<br>hgun_Pistol_heavy_01_green_snds_F |  |\n| **A3_Weapons_F_Enoch_Rifles_AK12** | arifle_AK12_arid_F<br>arifle_AK12_GL_arid_F<br>arifle_AK12_GL_lush_arco_pointer_F<br>arifle_AK12_GL_lush_arco_snds_pointer_F<br>arifle_AK12_GL_lush_F<br>arifle_AK12_GL_lush_holo_pointer_F<br>arifle_AK12_GL_lush_holo_snds_pointer_F<br>arifle_AK12_lush_arco_pointer_F<br>arifle_AK12_lush_arco_snds_pointer_bipod_F<br>arifle_AK12_lush_arco_snds_pointer_F<br>arifle_AK12_lush_F<br>arifle_AK12_lush_snds_pointer_F<br>arifle_AK12U_arid_F<br>arifle_AK12U_F<br>arifle_AK12U_lush_F<br>arifle_AK12U_lush_holo_F<br>arifle_AK12U_lush_holo_fl_F<br>arifle_AK12U_lush_holo_pointer_F<br>arifle_AK12U_lush_holo_snds_pointer_F<br>arifle_AK12U_lush_snds_pointer_F<br>arifle_RPK12_arid_F<br>arifle_RPK12_F<br>arifle_RPK12_lush_arco_pointer_F<br>arifle_RPK12_lush_arco_snds_pointer_F<br>arifle_RPK12_lush_F<br>arifle_RPK12_lush_holo_snds_pointer_F |  |\n| **A3_Weapons_F_Enoch_Rifles_MSBS** | arifle_MSBS65_aco_F<br>arifle_MSBS65_black_aco_F<br>arifle_MSBS65_black_aco_FL_F<br>arifle_MSBS65_black_F<br>arifle_MSBS65_black_ico_F<br>arifle_MSBS65_black_ico_pointer_f<br>arifle_MSBS65_camo_F<br>arifle_MSBS65_F<br>arifle_MSBS65_GL_black_F<br>arifle_MSBS65_GL_black_ico_F<br>arifle_MSBS65_GL_black_ico_pointer_f<br>arifle_MSBS65_GL_camo_F<br>arifle_MSBS65_GL_F<br>arifle_MSBS65_GL_ico_F<br>arifle_MSBS65_GL_ico_pointer_f<br>arifle_MSBS65_GL_sand_F<br>arifle_MSBS65_ico_F<br>arifle_MSBS65_ico_pointer_f<br>arifle_MSBS65_Mark_black_F<br>arifle_MSBS65_Mark_camo_F<br>arifle_MSBS65_Mark_F<br>arifle_MSBS65_Mark_sand_F<br>arifle_MSBS65_Mark_SOS_LP_BI_F<br>arifle_MSBS65_sand_F<br>arifle_MSBS65_UBS_black_F<br>arifle_MSBS65_UBS_black_ico_F<br>arifle_MSBS65_UBS_black_ico_pointer_f<br>arifle_MSBS65_UBS_camo_F<br>arifle_MSBS65_UBS_F<br>arifle_MSBS65_UBS_ico_F<br>arifle_MSBS65_UBS_ico_pointer_f<br>arifle_MSBS65_UBS_sand_F<br>arifle_MSBS65_UBS_snds_ico_pointer_F |  |\n| **A3_Weapons_F_Enoch_Rifles_HunterShotgun_01** | sgun_HunterShotgun_01_F<br>sgun_HunterShotgun_01_sawedoff_F |  |\n| **A3_Characters_F_Enoch** | U_B_CBRN_Suit_01_MTP_F<br>U_B_CBRN_Suit_01_Tropic_F<br>U_B_CBRN_Suit_01_Wdl_F<br>U_B_CombatUniform_mcam_wdl_f<br>U_B_CombatUniform_tshirt_mcam_wdL_f<br>U_B_CombatUniform_vest_mcam_wdl_f<br>U_C_CBRN_Suit_01_Blue_F<br>U_C_CBRN_Suit_01_White_F<br>U_C_E_LooterJacket_01_F<br>U_C_Uniform_Farmer_01_F<br>U_C_Uniform_Scientist_01_F<br>U_C_Uniform_Scientist_01_formal_F<br>U_C_Uniform_Scientist_02_F<br>U_C_Uniform_Scientist_02_formal_F<br>U_I_CBRN_Suit_01_AAF_F<br>U_I_E_CBRN_Suit_01_EAF_F<br>U_I_E_Uniform_01_coveralls_F<br>U_I_E_Uniform_01_F<br>U_I_E_Uniform_01_officer_F<br>U_I_E_Uniform_01_shortsleeve_F<br>U_I_E_Uniform_01_sweater_F<br>U_I_E_Uniform_01_tanktop_F<br>U_I_L_Uniform_01_camo_F<br>U_I_L_Uniform_01_deserter_F<br>U_I_L_Uniform_01_tshirt_black_F<br>U_I_L_Uniform_01_tshirt_olive_F<br>U_I_L_Uniform_01_tshirt_skull_F<br>U_I_L_Uniform_01_tshirt_sport_F<br>U_O_R_Gorka_01_black_F<br>U_O_R_Gorka_01_brown_F<br>U_O_R_Gorka_01_camo_F<br>U_O_R_Gorka_01_F |  |\n| **A3_Characters_F_Enoch_Headgear** | H_Beret_EAF_01_F<br>H_Booniehat_eaf<br>H_Booniehat_mgrn<br>H_Booniehat_taiga<br>H_Booniehat_wdl<br>H_CrewHelmetHeli_I_E<br>H_Hat_Tinfoil_F<br>H_HelmetAggressor_cover_F<br>H_HelmetAggressor_cover_taiga_F<br>H_HelmetAggressor_F<br>H_HelmetB_light_wdl<br>H_HelmetB_plain_wdl<br>H_HelmetCrew_I_E<br>H_HelmetHBK_chops_F<br>H_HelmetHBK_ear_F<br>H_HelmetHBK_F<br>H_HelmetHBK_headset_F<br>H_HelmetSpecB_wdl<br>H_MilCap_eaf<br>H_MilCap_grn<br>H_MilCap_taiga<br>H_MilCap_wdl<br>H_PilotHelmetFighter_I_E<br>H_PilotHelmetHeli_I_E<br>H_Tank_eaf_F |  |\n| **A3_Characters_F_Enoch_Vests** | V_CarrierRigKBT_01_EAF_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>V_CarrierRigKBT_01_heavy_Olive_F<br>V_CarrierRigKBT_01_light_EAF_F<br>V_CarrierRigKBT_01_light_Olive_F<br>V_CarrierRigKBT_01_Olive_F<br>V_PlateCarrier1_wdl<br>V_PlateCarrier2_wdl<br>V_PlateCarrierGL_wdl<br>V_PlateCarrierSpec_wdl<br>V_SmershVest_01_F<br>V_SmershVest_01_radio_F |  |\n| **A3_Missions_F_Oldman** | DroneDetector<br>U_O_GEN_Commander_F<br>U_O_GEN_Soldier_F |  |\n| **A3_Characters_F_Oldman** | U_C_Man_casual_1_sick_F<br>U_C_Man_casual_2_sick_F<br>U_C_Man_casual_3_sick_F<br>U_C_Man_casual_4_sick_F<br>U_C_Man_casual_5_sick_F<br>U_C_Man_casual_6_sick_F<br>U_C_man_sport_2_sick_F<br>U_C_Poloshirt_blue_sick<br>U_C_Poloshirt_burgundy_sick<br>U_C_Poloshirt_redwhite_sick<br>U_C_Poloshirt_stripped_sick<br>U_C_Poor_2_sick |  |\n| **A3_Characters_F_Oldman_Headgear** | H_Beret_CSAT_01_F |  |\n| **A3_Characters_F_AoW** | U_B_ParadeUniform_01_US_decorated_F<br>U_B_ParadeUniform_01_US_F<br>U_C_ArtTShirt_01_v1_F<br>U_C_ArtTShirt_01_v2_F<br>U_C_ArtTShirt_01_v3_F<br>U_C_ArtTShirt_01_v4_F<br>U_C_ArtTShirt_01_v5_F<br>U_C_ArtTShirt_01_v6_F<br>U_C_FormalSuit_01_black_F<br>U_C_FormalSuit_01_blue_F<br>U_C_FormalSuit_01_gray_F<br>U_C_FormalSuit_01_khaki_F<br>U_C_FormalSuit_01_tshirt_black_F<br>U_C_FormalSuit_01_tshirt_gray_F<br>U_I_E_ParadeUniform_01_LDF_decorated_F<br>U_I_E_ParadeUniform_01_LDF_F<br>U_I_ParadeUniform_01_AAF_decorated_F<br>U_I_ParadeUniform_01_AAF_F<br>U_O_ParadeUniform_01_CSAT_decorated_F<br>U_O_ParadeUniform_01_CSAT_F |  |\n| **A3_Characters_F_AoW_Headgear** | H_ParadeDressCap_01_AAF_F<br>H_ParadeDressCap_01_CSAT_F<br>H_ParadeDressCap_01_LDF_F<br>H_ParadeDressCap_01_US_F |  |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 16:30, 10 August 2024 (CEST)"}],"categories":["Arma 3: Assets","Arma 3: Editing"],"groups":["Configuration"]},{"name":"Arma 3: CfgRecoils","title":"Arma 3: CfgRecoils","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgRecoils","revid":373111,"updated":"2025-03-31T10:33:27Z","aliases":["cfgRecoils","recoil"],"markdown":"> [!NOTE]\n> For earlier recoil versions, see ArmA: Armed Assault: CfgRecoils.\n\n### Samples\n\n#### Recoil\n\n- Parameter *muzzleOuter* defines the possible area where the recoil would like to move the weapon's muzzle randomly at each shot. It is defined as ellipse with variables defining the (x = horizontal axis position, y = vertical axis position, a = horizontal magnitude, b = vertical magnitude); or, translated to the weapon's recoil movement behavior (how far to the right, how high up, how much horizontal deviation, how much vertical deviation).\n- Parameter *kickBack* defines the minimum and maximum of random interval for backward force applied over the arms and torso for each fired shot.\n- Remaining parameters define how much of the random muzzle displacement within the defined ellipse space is *permanent* (causing muzzle rise you should compensate for) and how much is *temporary* (causing temporal weapon rise up and down, thus causing the weapon to shake in your hands).\n\nCamera shakes are derived from the overall magnitude of each recoil impulse forces.\n\n```cpp\nclass CfgRecoils\n{\n    class my_awesome_recoil\n    {\n        muzzleOuter[]    = { 0.3, 1.0, 0.3, 0.2 }; // x, y, a, b\n        kickBack[]    = { 0.03, 0.06 };\n        permanent    = 0.1;\n        temporary    = 0.01;\n    };\n};\n```\n\n#### Weapon\n\n```cpp\nclass CfgWeapons\n{\n    class MyRifle\n    {\n        recoil = \"my_awesome_recoil\";\n    };\n};\n```\n\n#### Config\n\n```cpp\nclass CfgWeaponHandling\n{\n    class Recoil\n    {\n        kickVisual    = 0.3;    // multiplier for extra camera-only movement for weapon kickback\n        impulseCoef    = 1;    // common coefficient for weapon-based recoil configuration values, increase to make all recoils stronger, decrease to make them all weaker\n        prone        = 1.25;    // coefficient of recoil forces while in prone (this is further multiplied by weapon resting coefficients)\n    };\n};\n```\n\n**Basic suggestions**\n\n- would you like your weapon to kick more to the right? Increase Horizontal Axis Position value of *muzzleOuter*.\n- would you like your weapon to kick more upwards? Increase Vertical Axis Position value of *muzzleOuter*.\n- would you like your weapon to jump left and right more randomly? Increase Horizontal Magnitude value of *muzzleOuter*.\n- would you like your weapon to jump up and down more randomly? Increase Vertical Magnitude value of *muzzleOuter*.\n- would you like your weapon to climb up more? Increase *permanent*.\n- would you like your weapon to shake more in your hands? Increase *temporary*.\n- would you like your weapon to kick back more? Increase *kickBack*.\n- and vice versa.","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> For earlier recoil versions, see ArmA: Armed Assault: CfgRecoils."},{"heading":"Samples","level":3,"markdown":""},{"heading":"Recoil","level":4,"markdown":"- Parameter *muzzleOuter* defines the possible area where the recoil would like to move the weapon's muzzle randomly at each shot. It is defined as ellipse with variables defining the (x = horizontal axis position, y = vertical axis position, a = horizontal magnitude, b = vertical magnitude); or, translated to the weapon's recoil movement behavior (how far to the right, how high up, how much horizontal deviation, how much vertical deviation).\n- Parameter *kickBack* defines the minimum and maximum of random interval for backward force applied over the arms and torso for each fired shot.\n- Remaining parameters define how much of the random muzzle displacement within the defined ellipse space is *permanent* (causing muzzle rise you should compensate for) and how much is *temporary* (causing temporal weapon rise up and down, thus causing the weapon to shake in your hands).\n\nCamera shakes are derived from the overall magnitude of each recoil impulse forces.\n\n```cpp\nclass CfgRecoils\n{\n    class my_awesome_recoil\n    {\n        muzzleOuter[]    = { 0.3, 1.0, 0.3, 0.2 }; // x, y, a, b\n        kickBack[]    = { 0.03, 0.06 };\n        permanent    = 0.1;\n        temporary    = 0.01;\n    };\n};\n```"},{"heading":"Weapon","level":4,"markdown":"```cpp\nclass CfgWeapons\n{\n    class MyRifle\n    {\n        recoil = \"my_awesome_recoil\";\n    };\n};\n```"},{"heading":"Config","level":4,"markdown":"```cpp\nclass CfgWeaponHandling\n{\n    class Recoil\n    {\n        kickVisual    = 0.3;    // multiplier for extra camera-only movement for weapon kickback\n        impulseCoef    = 1;    // common coefficient for weapon-based recoil configuration values, increase to make all recoils stronger, decrease to make them all weaker\n        prone        = 1.25;    // coefficient of recoil forces while in prone (this is further multiplied by weapon resting coefficients)\n    };\n};\n```\n\n**Basic suggestions**\n\n- would you like your weapon to kick more to the right? Increase Horizontal Axis Position value of *muzzleOuter*.\n- would you like your weapon to kick more upwards? Increase Vertical Axis Position value of *muzzleOuter*.\n- would you like your weapon to jump left and right more randomly? Increase Horizontal Magnitude value of *muzzleOuter*.\n- would you like your weapon to jump up and down more randomly? Increase Vertical Magnitude value of *muzzleOuter*.\n- would you like your weapon to climb up more? Increase *permanent*.\n- would you like your weapon to shake more in your hands? Increase *temporary*.\n- would you like your weapon to kick back more? Increase *kickBack*.\n- and vice versa."}],"categories":["Arma 3: Weapon & Magazine Configuration"],"groups":["Configuration"]},{"name":"Arma 3: CfgRemoteExec","title":"Arma 3: CfgRemoteExec","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgRemoteExec","revid":369492,"updated":"2024-09-06T17:55:01Z","aliases":["Arma 3 CfgRemoteExec","CfgRemoteExec"],"markdown":"CfgRemoteExec defines rules for the remote execution of functions and commands. These rules only apply to clients. The server is not subject to any limitations, everything is enabled and allowed for it.\n\n> [!NOTE]\n> As usual, the more local config takes precedence: Mission Description.ext (missionConfigFile) > Campaign Description.ext (campaignConfigFile) > Game / Mod Config (configFile).\n>\n> If several definitions for `CfgRemoteExec` exist, the `mode` attribute will be overridden by the last parsed config and whitelisted functions and commands will be merged.\n>\n> To allow for a mission's mod compatibility, see Mission Compatibility With Mods.\n\nSee Arma 3: Remote Execution for more information about remote execution.\n\n### Format\n\n```cpp\nclass CfgRemoteExec\n{\n    class Functions\n    {\n        mode = 2;\n        jip = 1;\n\n        class BIS_fnc_someFunction\n        {\n            allowedTargets = 0;\n            jip = 0;\n        };\n    };\n\n    class Commands\n    {\n        mode = 1;\n\n        class setDir\n        {\n            allowedTargets = 2;\n            jip = 0;\n        };\n    };\n};\n```\n\nIn a `class CfgRemoteExec` block, two objects can be defined:\n\n- Functions\n  - children of this object are named like the function they filter (e.g `class BIS_fnc_showSubtitle`)\n- Commands\n  - children of this object are named like the command they filter (e.g `class setDir`)\n\nBoth main objects can be configured using the following values:\n\n- `mode` - operation mode\n  - 0 - remote execution is blocked\n  - 1 - only whitelisted functions / commands are allowed\n  - 2 - remote execution is fully allowed, ignoring the whitelist (default, because of backward compatibility)\n- `jip` - Join In Progress settings\n  - 0 - JIP flag can not be set\n  - 1 - JIP flag can be set (default)\n\nTheir elements (functions, commands) can be configured with the following values:\n\n- `allowedTargets` - which machine can be reached by it\n  - 0 - can target all machines (default)\n  - 1 - can only target clients, execution on the server is denied\n  - 2 - can only target the server, execution on clients is denied\n- `jip` - Join In Progress settings parent override\n  - 0 - JIP flag can not be set\n  - 1 - JIP flag can be set\n\n### Safe Config\n\nThis config only allows required default game functions (see Notes).\n\n```cpp\nclass CfgRemoteExec\n{\n    class Functions\n    {\n        mode = 1;    // whitelist only\n        jip = 0;    // JIP flag not allowed\n\n        class BIS_fnc_effectKilledAirDestruction    { allowedTargets = 0; jip = 0; };\n        class BIS_fnc_effectKilledSecondaries        { allowedTargets = 0; jip = 0; };\n        class BIS_fnc_fire                            { allowedTargets = 0; jip = 0; };\n        class BIS_fnc_objectVar                        { allowedTargets = 0; jip = 0; };\n        class BIS_fnc_setCustomSoundController        { allowedTargets = 0; jip = 0; };\n\n/*\n        class BIS_fnc_debugConsoleExec                { allowedTargets = 0; }; //Allow debug console (optional)\n*/\n    };\n};\n```\n\n### Mission Compatibility With Mods (Arma 3 v2.14)\n\nA mod can define its own `CfgRemoteExec` to allow its own functions. If a mission defines it too, the mission overrides all the existing settings.\n\nTo circumvent that, use import in the mission's Description.ext:\n\n```cpp\nimport CfgRemoteExec as CfgRemoteExecMod;\n\nclass CfgRemoteExec : CfgRemoteExecMod\n{\n    // your settings\n};\n```\n\n### initPlayerServer.sqf\n\nIf execVM is not whitelisted, initPlayerServer.sqf will not be executed.\nTo have it functional without allowing execVM, use the following workaround through CfgFunctions:\n\n```cpp\nclass CfgFunctions\n{\n    class TAG\n    {\n        class Category\n        {\n            class initPlayerServer { file = \"initPlayerServer.sqf\"; };\n        };\n    };\n};\n```\n\n```cpp\nclass CfgRemoteExec\n{\n    class Functions\n    {\n        mode = 1;\n        class TAG_fnc_initPlayerServer { allowedTargets = 2; };\n    };\n};\n```\n\nThen execute it from init.sqf:\n\n```sqf\nif (hasInterface) then\n{\n    [] spawn {\n        waitUntil {!isNull player};\n        [player, didJIP] remoteExec [\"TAG_fnc_initPlayerServer\", 2];\n    };\n};\n```\n\n### Default Config\n\n> [!NOTE]\n> The default `CfgRemoteExec` in the game's main config uses an outdated format and is left for backward compatibility only (it was used directly by BIS_fnc_MP). The `Client` and `Server` classes are obsolete now. The new Remote Execution Framework ignores it (by default, all functions and commands are allowed).\n\nThis is the default config.cpp entry (obsolete):\n\n```cpp\nclass CfgRemoteExec\n{\n    class Server\n    {\n        class Functions\n        {\n            mode = 2;\n        };\n        class Commands\n        {\n            mode = 2;\n        };\n    };\n    class Client\n    {\n        class Functions\n        {\n            mode = 2;\n        };\n        class Commands\n        {\n            mode = 2;\n        };\n    };\n};\n```\n\n### Notes\n\n> **AgentRev** (2016-01-02):\n>\n> - As BIS_fnc_MP now uses remoteExec, there are some functions spontaneously called by the game core that require whitelisting in order to work if `class Functions` is set to `mode = 1`:\n>\n>   ```cpp\n>   class BIS_fnc_effectKilledAirDestruction {};\n>   class BIS_fnc_effectKilledSecondaries {};\n>   class BIS_fnc_fire {};\n>   class BIS_fnc_objectVar {};\n>   class BIS_fnc_setCustomSoundController {};\n>   ```\n> - For initPlayerServer.sqf to work, BIS_fnc_execVM would need to be whitelisted, but that should be avoided at all costs, as it allows hackers to bypass the whitelist. Use [this method](https://www.reddit.com/r/armadev/comments/8fkitd/initplayerserversqf_therefore_initplayerserversqf/dy5k5pf/) instead.\n> - For the debug console to be able to execute anything (even locally), BIS_fnc_debugConsoleExec must be whitelisted. This function only works when its remoteExecutedOwner is admin, so it is safe to whitelist for everyone.\n> - remoteExec and remoteExecCall are filtered by BattlEye's remoteexec.txt, the string analyzed by BE is formatted the same way as the following example's output:\n>\n>   ```sqf\n>   format [\"%1 %2\", functionName, str arguments]\n>   ```\n>\n>   The following remoteexec.txt exclusion can be used to safely allow all whitelisted *_fnc_* functions taking an array as parameter to go through:\n>\n>   ```sqf\n>   !=\"\\w+?_fnc_\\w+? \\[[\\S\\s]*\\]\"\n>   ```\n>\n>   Any attempt to exploit this exclusion using other RE methods like createUnit will run into \"Error Missing ;\" without any malicious code being executed. Mod makers should refrain from remote-executing raw commands from clients, as they require individual exclusions, and instead use *_fnc_* functions taking an array as parameter, which are covered by the above exclusion.","sections":[{"heading":null,"level":1,"markdown":"CfgRemoteExec defines rules for the remote execution of functions and commands. These rules only apply to clients. The server is not subject to any limitations, everything is enabled and allowed for it.\n\n> [!NOTE]\n> As usual, the more local config takes precedence: Mission Description.ext (missionConfigFile) > Campaign Description.ext (campaignConfigFile) > Game / Mod Config (configFile).\n>\n> If several definitions for `CfgRemoteExec` exist, the `mode` attribute will be overridden by the last parsed config and whitelisted functions and commands will be merged.\n>\n> To allow for a mission's mod compatibility, see Mission Compatibility With Mods.\n\nSee Arma 3: Remote Execution for more information about remote execution."},{"heading":"Format","level":3,"markdown":"```cpp\nclass CfgRemoteExec\n{\n    class Functions\n    {\n        mode = 2;\n        jip = 1;\n\n        class BIS_fnc_someFunction\n        {\n            allowedTargets = 0;\n            jip = 0;\n        };\n    };\n\n    class Commands\n    {\n        mode = 1;\n\n        class setDir\n        {\n            allowedTargets = 2;\n            jip = 0;\n        };\n    };\n};\n```\n\nIn a `class CfgRemoteExec` block, two objects can be defined:\n\n- Functions\n  - children of this object are named like the function they filter (e.g `class BIS_fnc_showSubtitle`)\n- Commands\n  - children of this object are named like the command they filter (e.g `class setDir`)\n\nBoth main objects can be configured using the following values:\n\n- `mode` - operation mode\n  - 0 - remote execution is blocked\n  - 1 - only whitelisted functions / commands are allowed\n  - 2 - remote execution is fully allowed, ignoring the whitelist (default, because of backward compatibility)\n- `jip` - Join In Progress settings\n  - 0 - JIP flag can not be set\n  - 1 - JIP flag can be set (default)\n\nTheir elements (functions, commands) can be configured with the following values:\n\n- `allowedTargets` - which machine can be reached by it\n  - 0 - can target all machines (default)\n  - 1 - can only target clients, execution on the server is denied\n  - 2 - can only target the server, execution on clients is denied\n- `jip` - Join In Progress settings parent override\n  - 0 - JIP flag can not be set\n  - 1 - JIP flag can be set"},{"heading":"Safe Config","level":3,"markdown":"This config only allows required default game functions (see Notes).\n\n```cpp\nclass CfgRemoteExec\n{\n    class Functions\n    {\n        mode = 1;    // whitelist only\n        jip = 0;    // JIP flag not allowed\n\n        class BIS_fnc_effectKilledAirDestruction    { allowedTargets = 0; jip = 0; };\n        class BIS_fnc_effectKilledSecondaries        { allowedTargets = 0; jip = 0; };\n        class BIS_fnc_fire                            { allowedTargets = 0; jip = 0; };\n        class BIS_fnc_objectVar                        { allowedTargets = 0; jip = 0; };\n        class BIS_fnc_setCustomSoundController        { allowedTargets = 0; jip = 0; };\n\n/*\n        class BIS_fnc_debugConsoleExec                { allowedTargets = 0; }; //Allow debug console (optional)\n*/\n    };\n};\n```"},{"heading":"Mission Compatibility With Mods (Arma 3 v2.14)","level":3,"markdown":"A mod can define its own `CfgRemoteExec` to allow its own functions. If a mission defines it too, the mission overrides all the existing settings.\n\nTo circumvent that, use import in the mission's Description.ext:\n\n```cpp\nimport CfgRemoteExec as CfgRemoteExecMod;\n\nclass CfgRemoteExec : CfgRemoteExecMod\n{\n    // your settings\n};\n```"},{"heading":"initPlayerServer.sqf","level":3,"markdown":"If execVM is not whitelisted, initPlayerServer.sqf will not be executed.\nTo have it functional without allowing execVM, use the following workaround through CfgFunctions:\n\n```cpp\nclass CfgFunctions\n{\n    class TAG\n    {\n        class Category\n        {\n            class initPlayerServer { file = \"initPlayerServer.sqf\"; };\n        };\n    };\n};\n```\n\n```cpp\nclass CfgRemoteExec\n{\n    class Functions\n    {\n        mode = 1;\n        class TAG_fnc_initPlayerServer { allowedTargets = 2; };\n    };\n};\n```\n\nThen execute it from init.sqf:\n\n```sqf\nif (hasInterface) then\n{\n    [] spawn {\n        waitUntil {!isNull player};\n        [player, didJIP] remoteExec [\"TAG_fnc_initPlayerServer\", 2];\n    };\n};\n```"},{"heading":"Default Config","level":3,"markdown":"> [!NOTE]\n> The default `CfgRemoteExec` in the game's main config uses an outdated format and is left for backward compatibility only (it was used directly by BIS_fnc_MP). The `Client` and `Server` classes are obsolete now. The new Remote Execution Framework ignores it (by default, all functions and commands are allowed).\n\nThis is the default config.cpp entry (obsolete):\n\n```cpp\nclass CfgRemoteExec\n{\n    class Server\n    {\n        class Functions\n        {\n            mode = 2;\n        };\n        class Commands\n        {\n            mode = 2;\n        };\n    };\n    class Client\n    {\n        class Functions\n        {\n            mode = 2;\n        };\n        class Commands\n        {\n            mode = 2;\n        };\n    };\n};\n```"},{"heading":"Notes","level":3,"markdown":"> **AgentRev** (2016-01-02):\n>\n> - As BIS_fnc_MP now uses remoteExec, there are some functions spontaneously called by the game core that require whitelisting in order to work if `class Functions` is set to `mode = 1`:\n>\n>   ```cpp\n>   class BIS_fnc_effectKilledAirDestruction {};\n>   class BIS_fnc_effectKilledSecondaries {};\n>   class BIS_fnc_fire {};\n>   class BIS_fnc_objectVar {};\n>   class BIS_fnc_setCustomSoundController {};\n>   ```\n> - For initPlayerServer.sqf to work, BIS_fnc_execVM would need to be whitelisted, but that should be avoided at all costs, as it allows hackers to bypass the whitelist. Use [this method](https://www.reddit.com/r/armadev/comments/8fkitd/initplayerserversqf_therefore_initplayerserversqf/dy5k5pf/) instead.\n> - For the debug console to be able to execute anything (even locally), BIS_fnc_debugConsoleExec must be whitelisted. This function only works when its remoteExecutedOwner is admin, so it is safe to whitelist for everyone.\n> - remoteExec and remoteExecCall are filtered by BattlEye's remoteexec.txt, the string analyzed by BE is formatted the same way as the following example's output:\n>\n>   ```sqf\n>   format [\"%1 %2\", functionName, str arguments]\n>   ```\n>\n>   The following remoteexec.txt exclusion can be used to safely allow all whitelisted *_fnc_* functions taking an array as parameter to go through:\n>\n>   ```sqf\n>   !=\"\\w+?_fnc_\\w+? \\[[\\S\\s]*\\]\"\n>   ```\n>\n>   Any attempt to exploit this exclusion using other RE methods like createUnit will run into \"Error Missing ;\" without any malicious code being executed. Mod makers should refrain from remote-executing raw commands from clients, as they require individual exclusions, and instead use *_fnc_* functions taking an array as parameter, which are covered by the above exclusion."}],"categories":["Arma 3: Remote Execution","Introduced with Arma 3 version 1.50"],"groups":["Configuration"]},{"name":"Arma 3: CfgRemoteExecCommands","title":"Arma 3: CfgRemoteExecCommands","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgRemoteExecCommands","revid":295410,"updated":"2021-11-15T22:54:22Z","aliases":["Arma 3 CfgRemoteExecCommands","CfgRemoteExecCommands"],"markdown":"> [!IMPORTANT]\n> While Arma 3's main config may still have traces of it, `CfgRemoteExecCommands` is now obsolete. Originally used with BIS_fnc_MP, which is now also obsolete as well and is left for backward compatibility.\n> Use remoteExec / remoteExecCall and CfgRemoteExec instead.","sections":[{"heading":null,"level":1,"markdown":"> [!IMPORTANT]\n> While Arma 3's main config may still have traces of it, `CfgRemoteExecCommands` is now obsolete. Originally used with BIS_fnc_MP, which is now also obsolete as well and is left for backward compatibility.\n> Use remoteExec / remoteExecCall and CfgRemoteExec instead."}],"categories":["Arma 3: Remote Execution"],"groups":["Configuration"]},{"name":"Arma 3: CfgRemoteExecFunctions","title":"Arma 3: CfgRemoteExecFunctions","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgRemoteExecFunctions","revid":376535,"updated":"2025-10-25T14:40:17Z","aliases":["Arma 3 CfgRemoteExecFunctions","CfgRemoteExecFunctions"],"markdown":"> [!CAUTION]\n> This information is **obsolete** as of Arma 3 v1.50. Reason:\n>\n> `CfgRemoteExecFunctions` is obsolete as originally used with BIS_fnc_MP which is obsolete and is now left for backward compatibility only.\n>\n> Use remoteExec / remoteExecCall and CfgRemoteExec instead.","sections":[{"heading":null,"level":1,"markdown":"> [!CAUTION]\n> This information is **obsolete** as of Arma 3 v1.50. Reason:\n>\n> `CfgRemoteExecFunctions` is obsolete as originally used with BIS_fnc_MP which is obsolete and is now left for backward compatibility only.\n>\n> Use remoteExec / remoteExecCall and CfgRemoteExec instead."}],"categories":["Arma 3: Remote Execution"],"groups":["Configuration"]},{"name":"Arma 3: CfgSurfaces Config Reference","title":"Arma 3: CfgSurfaces Config Reference","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgSurfaces_Config_Reference","revid":373231,"updated":"2025-04-12T22:20:50Z","aliases":["Arma 3 CfgSurfaces Config Reference","CfgSurfaces Config Reference"],"markdown":"> [!WARNING]\n> This reference page was created for Arma 3 v1.60+, some fields may not exist in prior games and versions.\n\n#### A\n\n##### access\n\nInteger: Determines the manipulability of the class.\n\n| Value | Type | Description |\n|---|---|---|\n| `0` | ReadAndWrite | Additional values can be added |\n| `1` | ReadAndCreate | Only adding new class members is allowed |\n| `2` | ReadOnly | No modifications enabled |\n| `3` | ReadOnlyVerified | No modifications enabled |\n\nAll *BIS* classes are **ReadOnlyVerified** and can only be inherited into a new class\n\n```cpp\naccess = 2; // ReadOnly\n```\n\n##### AIAvoidStance\n\nArma 3 v1.60\nInteger: Allows restricting the AI from entering prone with two levels of emphasis\n\n| Value | Description |\n|---|---|\n| `0` | No change in behavior |\n| `1` | Less preference for going prone - avoid prone (unless stealth or suppressed or *) |\n| `2` | Almost never going prone - never prone (unless *) |\n\n```\n* means commanded, injured, animated, forced, ...\n```\n\n#### C\n\n##### character\n\nString: Points to a corresponding CfgSurfaceCharacters entry, which defines the clutter on this surface.\n\n```cpp\ncharacter = \"Empty\";        // No clutter will be used on this surface\ncharacter = \"SeabedClutter\";    // SeabedClutter defined in CfgSurfaceCharacters will be used on this surface\n```\n\n#### D\n\n##### dust\n\nFloat: Amount of dust vehicles will create on this surface (higher value = more dust)\n\n```cpp\ndust = 0.75;    // High amount of dust, used for GdtStratisDryGrass\ndust = 0.05;    // Almost no dust, used for GdtConcrete\n```\n\n#### F\n\n##### files\n\nString: Defines which ground texture and roadway texture filenames this surface will apply to\n\n```cpp\nfiles = \"gdt_grass_green_*\";    // Tells the ground texture what surface it corresponds to\nfiles = \"surfint_wood_*\";        // Tells the texture used in the roadway LOD what surface it corresponds to\n```\n\nFrom commented configs of BI (binarize\\bin)\n\n```\nCaution: wildcard pattern \"files\" is matched using special purpose matching\n\n* may be used only as last character of the pattern\n* matches any string in filename\n? matches any single character in filename\n\nwhen six trailing question-marks are detected \"??????\", two patterns are matched:\nfull pattern and short pattern with ?????? omitted\n```\n\n##### friction\n\nSeems obsolete\n\nFloat: Unknown\n\n```cpp\nfriction = 0.9;    // Default value, used by all A3 surfaces\n```\n\n#### G\n\n##### grassCover\n\nFloat: Reduces visibleSize (taken from CfgMovesBasic) of unit for AI visibility movement computations (cannot make fully invisible) - it is NOT about visual drawing\n\n```cpp\ngrassCover = 0;        // Used by GdtStratisConcrete, there will be no simulated grass cover at a distance\ngrassCover = 0.05;    // Used by GdtStratisGreenGrass, there will be some simulated grass cover at a distance\n```\n\n#### I\n\n##### impact\n\nString: Defines what particle effect is shown when the surface is hit by a bullet, points to a corresponding entry in CfgAmmo\n\n```cpp\nimpact = \"hitGroundHard\";    // Used by GdtStony, particle effect will be chunks of rock flying when hit\nimpact = \"hitGroundSoft\";    // Used by GdtStratisDirt, particle effect will be dirt flying when hit\n```\n\nCheck the spoiler for impact values used in vanilla A3 in 1.68:\n\n```\ndefault_Mat\nhitWater\nhitGroundHard\nhitConcrete\nhitGroundSoft\nhitVirtual\nHitGroundRed\nhitGroundRed\n```\n\n##### isWater\n\nInteger: Declares whether the surface is water\n\n```cpp\nisWater = 1;    // Used by SurfWater, declares the surface as water\nisWater = 0;    // Used by Default, declares the surface is not water\n```\n\n#### L\n\n##### lucidity\n\nFloat: how hard to detect a mine on this surface. Default: 1\n\n```cpp\nlucidity = 0.3;    // Used by GdtStratisConcrete\nlucidity = 3.5;    // Used by GdtStratisForestPine\nlucidity = 150;    // Used by GdtStratisSeabed\n```\n\n#### M\n\n##### maxClutterColoringCoef\n\nFloat: Defines the maximal coefficient of difference between the color of the surface and clutter (must be greater than or equal to 1)\n\n```cpp\nmaxClutterColoringCoef = 1.35;    // Used by GdtStratisConcrete\nmaxClutterColoringCoef = 1.5;    // Used by GdtBeach\n```\n\n##### maxSpeedCoef\n\nFloat: Defines the maximum speed coefficient on that surface for carEPE simulation. Default is 1\n\n```cpp\nmaxSpeedCoef = 1;    // Used by GdtStratisConcrete, no change in speed\nmaxSpeedCoef = 0.9;    // Used by GdtStratisGreenGrass, 10% reduction in speed\nmaxSpeedCoef = 0.8;    // Used by GdtStratisForestPine, 20% reduction in speed\n```\n\nFor cars also limited by terrainCoef factor defined in cfgVehicles. Max reduction is 50%.\n\n#### R\n\n##### restitution\n\nSeems obsolete\n\nFloat: Unknown\n\n```cpp\nrestitution= 0;    // Used by every surface\n```\n\n##### rough\n\nSeems disabled in A3.\n\nFloat: Defines the roughness of the surface when driving over it in a vehicle (higher value = more bumps). Seems to limit also speed of tanks somewhat\n\n```cpp\nrough = 0.05;    // Used by GdtStratisConcrete, minimal bumps\nrough = 0.15;    // Used by GdtMud, fairly bumpy\n```\n\n#### S\n\n##### soundEnviron\n\nString: Defines the sound played when walking or driving a vehicle on the surface, points to sounds defined in SoundEnvironExt\n\n```cpp\nsoundEnviron = \"drygrass\";    // Used by GdtGrassDry, dry grass sound\nsoundEnviron = \"gravel\";    // Used by SurfRoadDirt, gravel sound\nsoundEnviron = \"int_wood\";    // Used by SurfIntWood, weapons fired while on this surface will have a reverb effect.\n```\n\nThis value also determines the sound for footsteps inside of a building corresponding for the roadway LOD. It is important to use corresponding textures for surfaces that are indoors or outdoors, as it has an effect on the sound when firing weapons on that surface.\n\nRelates also the sound controllers\n\nCheck the spoiler for soundEnviron values used in vanilla A3 in 1.68:\n\n```\nnormalExt\n\nwater\nseabed_exp\n\nroad - SurfSoundAsphalt\ntarmac - SurfSoundAsphalt\nconcrete - SurfSoundAsphalt\nconcrete_exp\nint_concrete\nint_concrete_exp\nasphalt_exp\npavement_exp\nint_pavement_exp\n\ngravel - SurfSoundGravel\ngravel_exp\nnormal - SurfSoundGravel\ndebris - SurfSoundGravel\nstony - SurfSoundGravel, SurfSoundGrass, SurfSoundDirt\nstones_exp\n\nrock - SurfSoundRock\n\nsand - SurfSoundSand\nsand_exp\n\ngrass - SurfSoundGrass\ngrass_exp\ngrasstall_exp\ndrygrass - SurfSoundGrass\n\nforest - SurfSoundDirt, SurfSoundGrass\nforest_exp\nwood\nint_wood\nsoftwood_exp\nint_softwood_exp\n\nmud - SurfSoundDirt\nmud_exp\ndirt - SurfSoundDirt\ndirt_exp\n\nmetal\nint_metal\nmetalplate_exp\nint_metalplate_exp\nmetalplatepressed_exp\nsteel_exp\ngridmetal_exp\nwavymetal\nwavymetal_exp\nroof_tiles\nrooftiles_exp\nint_tiles\ntiling\n\nvirtual\n\nint_solidwood_exp\nint_carpet_exp\nint_mat_exp\nstraw_exp\nlino_exp\nint_lino_exp\n```\n\n##### soundHit\n\nString: Defines the sound played when the surface is struck by a bullet\n\n```cpp\nsoundHit = \"concrete\";        // Used by GdtStratisConcrete, sound of bullet hitting concrete is played when this surface is hit\nsoundHit = \"soft_ground\";    // Used by GdtStratisDirt, sound of dirt is played when this surface is hit\n```\n\nSeemingly valid values:\n\n- body\n- building\n- concrete\n- default\n- foliage\n- glass\n- glass_armored\n- hard_ground\n- iron\n- metal\n- metal_plate\n- plastic\n- rubber\n- soft_ground\n- water\n- wood\n\nCheck the spoiler for soundHit values used in vanilla A3 in 1.68:\n\n```\nhard_ground\nconcrete\nsoft_ground\nbuilding\n```\n\n##### surfaceFriction\n\nFloat: Defines the surface friction on this surface (lower value = more friction)\n\n```cpp\nsurfaceFriction = 2.5;    // Used by SurfRoadTarmac, highest surface friction value\nsurfaceFriction = 2;    // Used by SurfRoadConcrete, above average surface friction value\nsurfaceFriction = 1.8;    // Used by GdtDirt, below average surface friction value\nsurfaceFriction = 1.5;    // Used by GdtMarsh, low end of surface friction values\n```\n\n#### T\n\n##### terrainClutterFactor\n\nInteger: Can enable clutter on roadway when above 0\n\n```cpp\nterrainClutterFactor = 0;    // Default value used by all surfaces, except for Water = 1\n```\n\n##### tracksAlpha\n\nSeems obsolete\n\nInteger: Defines the alpha value of vehicle tracks\n\n```cpp\ntracksAlpha = 1;    // Default value used by all surfaces\n```\n\n##### transparency\n\nInteger 1: fully transparent. 0 and lower: fully opaque\n\n```cpp\ntransparency = -1;    // Default value used by surfaces if this property is not defined\n```\n\nUsed in the viewGeometry LOD to determine how transparent the surface is to the AI view.\nIn vanilla Arma 3, this property seems to be only used by APEX DLC vegetations: \"a3\\vegetation_f_exp\\data\\foliage_sparse.bisurf\" (`transparency = 0.2`) and \"a3\\vegetation_f_exp\\data\\foliage_dense.bisurf\" (`transparency = 0.01`).","sections":[{"heading":null,"level":1,"markdown":"> [!WARNING]\n> This reference page was created for Arma 3 v1.60+, some fields may not exist in prior games and versions."},{"heading":"A","level":4,"markdown":""},{"heading":"access","level":5,"markdown":"Integer: Determines the manipulability of the class.\n\n| Value | Type | Description |\n|---|---|---|\n| `0` | ReadAndWrite | Additional values can be added |\n| `1` | ReadAndCreate | Only adding new class members is allowed |\n| `2` | ReadOnly | No modifications enabled |\n| `3` | ReadOnlyVerified | No modifications enabled |\n\nAll *BIS* classes are **ReadOnlyVerified** and can only be inherited into a new class\n\n```cpp\naccess = 2; // ReadOnly\n```"},{"heading":"AIAvoidStance","level":5,"markdown":"Arma 3 v1.60\nInteger: Allows restricting the AI from entering prone with two levels of emphasis\n\n| Value | Description |\n|---|---|\n| `0` | No change in behavior |\n| `1` | Less preference for going prone - avoid prone (unless stealth or suppressed or *) |\n| `2` | Almost never going prone - never prone (unless *) |\n\n```\n* means commanded, injured, animated, forced, ...\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"character","level":5,"markdown":"String: Points to a corresponding CfgSurfaceCharacters entry, which defines the clutter on this surface.\n\n```cpp\ncharacter = \"Empty\";        // No clutter will be used on this surface\ncharacter = \"SeabedClutter\";    // SeabedClutter defined in CfgSurfaceCharacters will be used on this surface\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"dust","level":5,"markdown":"Float: Amount of dust vehicles will create on this surface (higher value = more dust)\n\n```cpp\ndust = 0.75;    // High amount of dust, used for GdtStratisDryGrass\ndust = 0.05;    // Almost no dust, used for GdtConcrete\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"files","level":5,"markdown":"String: Defines which ground texture and roadway texture filenames this surface will apply to\n\n```cpp\nfiles = \"gdt_grass_green_*\";    // Tells the ground texture what surface it corresponds to\nfiles = \"surfint_wood_*\";        // Tells the texture used in the roadway LOD what surface it corresponds to\n```\n\nFrom commented configs of BI (binarize\\bin)\n\n```\nCaution: wildcard pattern \"files\" is matched using special purpose matching\n\n* may be used only as last character of the pattern\n* matches any string in filename\n? matches any single character in filename\n\nwhen six trailing question-marks are detected \"??????\", two patterns are matched:\nfull pattern and short pattern with ?????? omitted\n```"},{"heading":"friction","level":5,"markdown":"Seems obsolete\n\nFloat: Unknown\n\n```cpp\nfriction = 0.9;    // Default value, used by all A3 surfaces\n```"},{"heading":"G","level":4,"markdown":""},{"heading":"grassCover","level":5,"markdown":"Float: Reduces visibleSize (taken from CfgMovesBasic) of unit for AI visibility movement computations (cannot make fully invisible) - it is NOT about visual drawing\n\n```cpp\ngrassCover = 0;        // Used by GdtStratisConcrete, there will be no simulated grass cover at a distance\ngrassCover = 0.05;    // Used by GdtStratisGreenGrass, there will be some simulated grass cover at a distance\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"impact","level":5,"markdown":"String: Defines what particle effect is shown when the surface is hit by a bullet, points to a corresponding entry in CfgAmmo\n\n```cpp\nimpact = \"hitGroundHard\";    // Used by GdtStony, particle effect will be chunks of rock flying when hit\nimpact = \"hitGroundSoft\";    // Used by GdtStratisDirt, particle effect will be dirt flying when hit\n```\n\nCheck the spoiler for impact values used in vanilla A3 in 1.68:\n\n```\ndefault_Mat\nhitWater\nhitGroundHard\nhitConcrete\nhitGroundSoft\nhitVirtual\nHitGroundRed\nhitGroundRed\n```"},{"heading":"isWater","level":5,"markdown":"Integer: Declares whether the surface is water\n\n```cpp\nisWater = 1;    // Used by SurfWater, declares the surface as water\nisWater = 0;    // Used by Default, declares the surface is not water\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"lucidity","level":5,"markdown":"Float: how hard to detect a mine on this surface. Default: 1\n\n```cpp\nlucidity = 0.3;    // Used by GdtStratisConcrete\nlucidity = 3.5;    // Used by GdtStratisForestPine\nlucidity = 150;    // Used by GdtStratisSeabed\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"maxClutterColoringCoef","level":5,"markdown":"Float: Defines the maximal coefficient of difference between the color of the surface and clutter (must be greater than or equal to 1)\n\n```cpp\nmaxClutterColoringCoef = 1.35;    // Used by GdtStratisConcrete\nmaxClutterColoringCoef = 1.5;    // Used by GdtBeach\n```"},{"heading":"maxSpeedCoef","level":5,"markdown":"Float: Defines the maximum speed coefficient on that surface for carEPE simulation. Default is 1\n\n```cpp\nmaxSpeedCoef = 1;    // Used by GdtStratisConcrete, no change in speed\nmaxSpeedCoef = 0.9;    // Used by GdtStratisGreenGrass, 10% reduction in speed\nmaxSpeedCoef = 0.8;    // Used by GdtStratisForestPine, 20% reduction in speed\n```\n\nFor cars also limited by terrainCoef factor defined in cfgVehicles. Max reduction is 50%."},{"heading":"R","level":4,"markdown":""},{"heading":"restitution","level":5,"markdown":"Seems obsolete\n\nFloat: Unknown\n\n```cpp\nrestitution= 0;    // Used by every surface\n```"},{"heading":"rough","level":5,"markdown":"Seems disabled in A3.\n\nFloat: Defines the roughness of the surface when driving over it in a vehicle (higher value = more bumps). Seems to limit also speed of tanks somewhat\n\n```cpp\nrough = 0.05;    // Used by GdtStratisConcrete, minimal bumps\nrough = 0.15;    // Used by GdtMud, fairly bumpy\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"soundEnviron","level":5,"markdown":"String: Defines the sound played when walking or driving a vehicle on the surface, points to sounds defined in SoundEnvironExt\n\n```cpp\nsoundEnviron = \"drygrass\";    // Used by GdtGrassDry, dry grass sound\nsoundEnviron = \"gravel\";    // Used by SurfRoadDirt, gravel sound\nsoundEnviron = \"int_wood\";    // Used by SurfIntWood, weapons fired while on this surface will have a reverb effect.\n```\n\nThis value also determines the sound for footsteps inside of a building corresponding for the roadway LOD. It is important to use corresponding textures for surfaces that are indoors or outdoors, as it has an effect on the sound when firing weapons on that surface.\n\nRelates also the sound controllers\n\nCheck the spoiler for soundEnviron values used in vanilla A3 in 1.68:\n\n```\nnormalExt\n\nwater\nseabed_exp\n\nroad - SurfSoundAsphalt\ntarmac - SurfSoundAsphalt\nconcrete - SurfSoundAsphalt\nconcrete_exp\nint_concrete\nint_concrete_exp\nasphalt_exp\npavement_exp\nint_pavement_exp\n\ngravel - SurfSoundGravel\ngravel_exp\nnormal - SurfSoundGravel\ndebris - SurfSoundGravel\nstony - SurfSoundGravel, SurfSoundGrass, SurfSoundDirt\nstones_exp\n\nrock - SurfSoundRock\n\nsand - SurfSoundSand\nsand_exp\n\ngrass - SurfSoundGrass\ngrass_exp\ngrasstall_exp\ndrygrass - SurfSoundGrass\n\nforest - SurfSoundDirt, SurfSoundGrass\nforest_exp\nwood\nint_wood\nsoftwood_exp\nint_softwood_exp\n\nmud - SurfSoundDirt\nmud_exp\ndirt - SurfSoundDirt\ndirt_exp\n\nmetal\nint_metal\nmetalplate_exp\nint_metalplate_exp\nmetalplatepressed_exp\nsteel_exp\ngridmetal_exp\nwavymetal\nwavymetal_exp\nroof_tiles\nrooftiles_exp\nint_tiles\ntiling\n\nvirtual\n\nint_solidwood_exp\nint_carpet_exp\nint_mat_exp\nstraw_exp\nlino_exp\nint_lino_exp\n```"},{"heading":"soundHit","level":5,"markdown":"String: Defines the sound played when the surface is struck by a bullet\n\n```cpp\nsoundHit = \"concrete\";        // Used by GdtStratisConcrete, sound of bullet hitting concrete is played when this surface is hit\nsoundHit = \"soft_ground\";    // Used by GdtStratisDirt, sound of dirt is played when this surface is hit\n```\n\nSeemingly valid values:\n\n- body\n- building\n- concrete\n- default\n- foliage\n- glass\n- glass_armored\n- hard_ground\n- iron\n- metal\n- metal_plate\n- plastic\n- rubber\n- soft_ground\n- water\n- wood\n\nCheck the spoiler for soundHit values used in vanilla A3 in 1.68:\n\n```\nhard_ground\nconcrete\nsoft_ground\nbuilding\n```"},{"heading":"surfaceFriction","level":5,"markdown":"Float: Defines the surface friction on this surface (lower value = more friction)\n\n```cpp\nsurfaceFriction = 2.5;    // Used by SurfRoadTarmac, highest surface friction value\nsurfaceFriction = 2;    // Used by SurfRoadConcrete, above average surface friction value\nsurfaceFriction = 1.8;    // Used by GdtDirt, below average surface friction value\nsurfaceFriction = 1.5;    // Used by GdtMarsh, low end of surface friction values\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"terrainClutterFactor","level":5,"markdown":"Integer: Can enable clutter on roadway when above 0\n\n```cpp\nterrainClutterFactor = 0;    // Default value used by all surfaces, except for Water = 1\n```"},{"heading":"tracksAlpha","level":5,"markdown":"Seems obsolete\n\nInteger: Defines the alpha value of vehicle tracks\n\n```cpp\ntracksAlpha = 1;    // Default value used by all surfaces\n```"},{"heading":"transparency","level":5,"markdown":"Integer 1: fully transparent. 0 and lower: fully opaque\n\n```cpp\ntransparency = -1;    // Default value used by surfaces if this property is not defined\n```\n\nUsed in the viewGeometry LOD to determine how transparent the surface is to the AI view.\nIn vanilla Arma 3, this property seems to be only used by APEX DLC vegetations: \"a3\\vegetation_f_exp\\data\\foliage_sparse.bisurf\" (`transparency = 0.2`) and \"a3\\vegetation_f_exp\\data\\foliage_dense.bisurf\" (`transparency = 0.01`)."}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: CfgVehicles Animals","title":"Arma 3: CfgVehicles Animals","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Animals","revid":367234,"updated":"2024-08-08T15:56:18Z","aliases":["Arma 3 CfgVehicles Animals"],"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|\n|  | **Salema_F** | *Salema* | Civilian | Animals | Aquatic | Protected |  | A3_Animals_F_Fishes | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Ornate_random_F** | *Ornate* | Civilian | Animals | Aquatic | Protected |  | A3_Animals_F_Fishes | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Mackerel_F** | *Mackerel* | Civilian | Animals | Aquatic | Protected |  | A3_Animals_F_Fishes | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Tuna_F** | *Tuna* | Civilian | Animals | Aquatic | Protected |  | A3_Animals_F_Fishes | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Mullet_F** | *Mullet* | Civilian | Animals | Aquatic | Protected |  | A3_Animals_F_Fishes | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **CatShark_F** | *Catshark* | Civilian | Animals | Aquatic | Protected |  | A3_Animals_F_Fishes | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Rabbit_F** | *Rabbit* | Civilian | Animals | Terrestrial | Public |  | A3_Animals_F_Rabbit | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Snake_random_F** | *Snake* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Snakes | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Snake_vipera_random_F** | *Snake* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Snakes | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Turtle_F** | *Turtle* | Civilian | Animals | Aquatic | Protected |  | A3_Animals_F_Turtle | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Hen_random_F** | *Hen* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Chicken | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Cock_random_F** | *Cock* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Chicken | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Cock_white_F** | *Cock* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Chicken | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Fin_sand_F** | *Dog (Sand)* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Fin_blackwhite_F** | *Dog (Blackwhite)* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Fin_ocherwhite_F** | *Dog (Ocherwhite)* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Fin_tricolour_F** | *Dog (Tricolour)* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Fin_random_F** | *Dog* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Alsatian_Sand_F** | *Alsatian (Sand)* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Alsatian_Black_F** | *Alsatian (Black)* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Alsatian_Sandblack_F** | *Alsatian (Sandblack)* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Alsatian_Random_F** | *Alsatian* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Goat_random_F** | *Goat* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Goat | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Sheep_random_F** | *Sheep* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Sheep | **Randomization:** No<br>**Camo selections:** 1 |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 17:46, 8 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|\n|  | **Salema_F** | *Salema* | Civilian | Animals | Aquatic | Protected |  | A3_Animals_F_Fishes | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Ornate_random_F** | *Ornate* | Civilian | Animals | Aquatic | Protected |  | A3_Animals_F_Fishes | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Mackerel_F** | *Mackerel* | Civilian | Animals | Aquatic | Protected |  | A3_Animals_F_Fishes | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Tuna_F** | *Tuna* | Civilian | Animals | Aquatic | Protected |  | A3_Animals_F_Fishes | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Mullet_F** | *Mullet* | Civilian | Animals | Aquatic | Protected |  | A3_Animals_F_Fishes | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **CatShark_F** | *Catshark* | Civilian | Animals | Aquatic | Protected |  | A3_Animals_F_Fishes | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Rabbit_F** | *Rabbit* | Civilian | Animals | Terrestrial | Public |  | A3_Animals_F_Rabbit | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Snake_random_F** | *Snake* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Snakes | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Snake_vipera_random_F** | *Snake* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Snakes | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Turtle_F** | *Turtle* | Civilian | Animals | Aquatic | Protected |  | A3_Animals_F_Turtle | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Hen_random_F** | *Hen* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Chicken | **Randomization:** No<br>**Camo selections:** 0 |\n|  | **Cock_random_F** | *Cock* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Chicken | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Cock_white_F** | *Cock* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Chicken | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Fin_sand_F** | *Dog (Sand)* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Fin_blackwhite_F** | *Dog (Blackwhite)* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Fin_ocherwhite_F** | *Dog (Ocherwhite)* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Fin_tricolour_F** | *Dog (Tricolour)* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Fin_random_F** | *Dog* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Alsatian_Sand_F** | *Alsatian (Sand)* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Alsatian_Black_F** | *Alsatian (Black)* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Alsatian_Sandblack_F** | *Alsatian (Sandblack)* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Alsatian_Random_F** | *Alsatian* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Dog | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Goat_random_F** | *Goat* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Goat | **Randomization:** No<br>**Camo selections:** 1 |\n|  | **Sheep_random_F** | *Sheep* | Civilian | Animals | Terrestrial | Protected |  | A3_Animals_F_Beta_Sheep | **Randomization:** No<br>**Camo selections:** 1 |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 17:46, 8 August 2024 (CEST)"}],"categories":[],"groups":["Reference Lists"]},{"name":"Arma 3: CfgVehicles Backpacks","title":"Arma 3: CfgVehicles Backpacks","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Backpacks","revid":368824,"updated":"2024-08-10T12:51:30Z","aliases":[],"markdown":"| Preview | Class | Name | DLC |\n|---|---|---|---|\n|  | **B_AA_01_weapon_F** | *Static Titan Launcher (AA) [NATO]* |  |\n|  | **B_Assault_Diver** | *Assault Pack (Black)* |  |\n|  | **B_AssaultPack_Base** | *Bag* |  |\n|  | **B_AssaultPack_blk** | *Assault Pack (Black)* |  |\n|  | **B_AssaultPack_blk_DiverExp** | *Assault Pack (Black)* |  |\n|  | **B_AssaultPack_cbr** | *Assault Pack (Coyote)* |  |\n|  | **B_AssaultPack_dgtl** | *Assault Pack (Digital)* |  |\n|  | **B_AssaultPack_eaf_F** | *Assault Pack (Geometric)* |  |\n|  | **B_AssaultPack_eaf_IELAT2_F** | *Assault Pack (Geometric)* |  |\n|  | **B_AssaultPack_eaf_IELAT_F** | *Assault Pack (Geometric)* |  |\n|  | **B_AssaultPack_eaf_IEPathfinder_F** | *Assault Pack (Geometric)* |  |\n|  | **B_AssaultPack_eaf_Repair_F** | *Assault Pack (Geometric)* |  |\n|  | **B_AssaultPack_Kerry** | *US Assault Pack (Kerry)* |  |\n|  | **B_AssaultPack_khk** | *Assault Pack (Khaki)* |  |\n|  | **B_AssaultPack_mcamo** | *Assault Pack (MTP)* |  |\n|  | **B_AssaultPack_mcamo_AA** | *Kitbag (Green)* |  |\n|  | **B_AssaultPack_mcamo_AAR** | *Tactical Backpack (MTP)* |  |\n|  | **B_AssaultPack_mcamo_Ammo** | *Carryall Backpack (MTP)* |  |\n|  | **B_AssaultPack_mcamo_AT** | *Kitbag (Green)* |  |\n|  | **B_AssaultPack_ocamo** | *Assault Pack (Hex)* |  |\n|  | **B_AssaultPack_ocamo_Medic_F** | *Assault Pack (Hex)* |  |\n|  | **B_AssaultPack_rgr** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_BTLAT2_F** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_BTLAT_F** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_BTReconMedic** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_CTRGLAT2_F** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_CTRGLAT_F** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_CTRGMedic_F** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_LAT** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_LAT2** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_Medic** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_ReconExp** | *Kitbag (Green)* |  |\n|  | **B_AssaultPack_rgr_ReconLAT** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_ReconMedic** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_Repair** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_sgg** | *Assault Pack (Sage)* |  |\n|  | **B_AssaultPack_tna_BTMedic_F** | *Assault Pack (Tropic)* |  |\n|  | **B_AssaultPack_tna_BTRepair_F** | *Assault Pack (Tropic)* |  |\n|  | **B_AssaultPack_tna_F** | *Assault Pack (Tropic)* |  |\n|  | **B_AssaultPack_wdl_BWLAT2_F** | *Assault Pack (Woodland)* |  |\n|  | **B_AssaultPack_wdl_BWLAT_F** | *Assault Pack (Woodland)* |  |\n|  | **B_AssaultPack_wdl_BWMedic_F** | *Assault Pack (Woodland)* |  |\n|  | **B_AssaultPack_wdl_BWReconMedic** | *Assault Pack (Woodland)* |  |\n|  | **B_AssaultPack_wdl_BWRepair_F** | *Assault Pack (Woodland)* |  |\n|  | **B_AssaultPack_wdl_F** | *Assault Pack (Woodland)* |  |\n|  | **B_AssaultPackG** | *Assault Pack* |  |\n|  | **B_AT_01_weapon_F** | *Static Titan Launcher (AT) [NATO]* |  |\n|  | **B_B_Parachute_02_F** | *Steerable Parachute* |  |\n|  | **B_Bergen_Base** | *Bag* |  |\n|  | **B_Bergen_blk** | *Bergen (Black)* |  |\n|  | **B_Bergen_dgtl_F** | *Bergen Backpack (Digital)* |  |\n|  | **B_Bergen_hex_F** | *Bergen Backpack (Hex)* |  |\n|  | **B_Bergen_mcamo** | *Bergen (MTP)* |  |\n|  | **B_Bergen_mcamo_F** | *Bergen Backpack (MTP)* |  |\n|  | **B_Bergen_rgr** | *Bergen (Green)* |  |\n|  | **B_Bergen_sgg** | *Bergen (Sage)* |  |\n|  | **B_Bergen_tna_F** | *Bergen Backpack (Tropic)* |  |\n|  | **B_BergenC_Base** | *Bag* |  |\n|  | **B_BergenC_blu** | *Bergen (Blue)* |  |\n|  | **B_BergenC_grn** | *Bergen (Green)* |  |\n|  | **B_BergenC_red** | *Bergen (Red)* |  |\n|  | **B_BergenG** | *Bergen* |  |\n|  | **B_BergenG_TEST_B_Soldier_overloaded** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_Base** | *Bag* |  |\n|  | **B_Carryall_blk** | *Carryall Backpack (Black)* |  |\n|  | **B_Carryall_cbr** | *Carryall Backpack (Coyote)* |  |\n|  | **B_Carryall_cbr_AAT** | *Carryall Backpack (Coyote)* |  |\n|  | **B_Carryall_cbr_AHAT** | *Carryall Backpack (Coyote)* |  |\n|  | **B_Carryall_eaf_eng_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_eaf_exp_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_eaf_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_eaf_IEAAA_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_eaf_IEAAR_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_eaf_IEAAT_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_eaf_IEAmmo_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_eaf_Mine_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_ghex_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_Mine** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTAAA_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTAAR_AAR_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTAAT_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTAHAT_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTAmmo_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTEng_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTExp_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTReconExp_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_green_exp_F** | *Carryall Backpack (Green)* |  |\n|  | **B_Carryall_green_F** | *Carryall Backpack (Green)* |  |\n|  | **B_Carryall_khk** | *Carryall Backpack (Khaki)* |  |\n|  | **B_Carryall_khk_Mine** | *Carryall Backpack (Khaki)* |  |\n|  | **B_Carryall_mcamo** | *Carryall Backpack (MTP)* |  |\n|  | **B_Carryall_mcamo_AAA** | *Carryall Backpack (MTP)* |  |\n|  | **B_Carryall_mcamo_AAT** | *Carryall Backpack (MTP)* |  |\n|  | **B_Carryall_ocamo** | *Carryall Backpack (Hex)* |  |\n|  | **B_Carryall_ocamo_AAA** | *Carryall Backpack (Hex)* |  |\n|  | **B_Carryall_ocamo_AAR** | *Carryall Backpack (Hex)* |  |\n|  | **B_Carryall_ocamo_Eng** | *Carryall Backpack (Hex)* |  |\n|  | **B_Carryall_ocamo_Exp** | *Carryall Backpack (Hex)* |  |\n|  | **B_Carryall_ocamo_Mine** | *Carryall Backpack (Hex)* |  |\n|  | **B_Carryall_oli** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_oli_BTAAA_F** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_oli_BTAAT_F** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_oli_BTAmmo_F** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_oli_IEAAR_F** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_oli_IEAmmo_F** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_oli_Mine** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_oucamo** | *Carryall Backpack (Urban)* |  |\n|  | **B_Carryall_oucamo_AAA** | *Carryall Backpack (Urban)* |  |\n|  | **B_Carryall_oucamo_AAR** | *Carryall Backpack (Urban)* |  |\n|  | **B_Carryall_oucamo_AAT** | *Carryall Backpack (Urban)* |  |\n|  | **B_Carryall_oucamo_Eng** | *Carryall Backpack (Urban)* |  |\n|  | **B_Carryall_oucamo_Exp** | *Carryall Backpack (Urban)* |  |\n|  | **B_Carryall_oucamo_Repair** | *Carryall Backpack (Urban)* |  |\n|  | **B_Carryall_taiga_Exp_F** | *Carryall Backpack (Taiga)* |  |\n|  | **B_Carryall_taiga_F** | *Carryall Backpack (Taiga)* |  |\n|  | **B_Carryall_wdl_BWAAA_F** | *Carryall Backpack (Woodland)* |  |\n|  | **B_Carryall_wdl_BWAAT_F** | *Carryall Backpack (Woodland)* |  |\n|  | **B_Carryall_wdl_BWAmmo_F** | *Carryall Backpack (Woodland)* |  |\n|  | **B_Carryall_wdl_F** | *Carryall Backpack (Woodland)* |  |\n|  | **B_Carryall_wdl_Mine** | *Carryall Backpack (Woodland)* |  |\n|  | **B_CivilianBackpack_01_Everyday_Astra_F** | *Everyday Backpack (Astra)* |  |\n|  | **B_CivilianBackpack_01_Everyday_Black_F** | *Everyday Backpack (Black)* |  |\n|  | **B_CivilianBackpack_01_Everyday_IDAP_F** | *Everyday Backpack [IDAP]* |  |\n|  | **B_CivilianBackpack_01_Everyday_Vrana_F** | *Everyday Backpack (Vrana)* |  |\n|  | **B_CivilianBackpack_01_Sport_Blue_F** | *Sports Backpack (Blue)* |  |\n|  | **B_CivilianBackpack_01_Sport_Green_F** | *Sports Backpack (Green)* |  |\n|  | **B_CivilianBackpack_01_Sport_Red_F** | *Sports Backpack (Red)* |  |\n|  | **B_CombinationUnitRespirator_01_F** | *Combination Unit Respirator* |  |\n|  | **B_FieldPack_Base** | *Bag* |  |\n|  | **B_FieldPack_blk** | *Field Pack (Black)* |  |\n|  | **B_FieldPack_blk_Bandit_8_F** | *Field Pack (Black)* |  |\n|  | **B_FieldPack_blk_DiverExp** | *Field Pack (Black)* |  |\n|  | **B_FieldPack_cb_Bandit_3_F** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_cbr** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_cbr_AA** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_cbr_AAA** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_cbr_AAT** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_cbr_Ammo** | *Carryall Backpack (Hex)* |  |\n|  | **B_FieldPack_cbr_Ammo_F** | *Carryall Backpack (Hex)* |  |\n|  | **B_FieldPack_cbr_AT** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_cbr_HAT** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_cbr_LAT** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_cbr_Medic** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_cbr_Repair** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_cbr_RPG_AT** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_ghex_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTAA_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTAT_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTHAT_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTLAT_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTMedic_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTReconMedic_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTRepair_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTRPG_AT_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_green_Exp_F** | *Field Pack (Green)* |  |\n|  | **B_FieldPack_green_F** | *Field Pack (Green)* |  |\n|  | **B_Fieldpack_green_IEAA_F** | *Field Pack (Green)* |  |\n|  | **B_Fieldpack_green_IEAT_F** | *Field Pack (Green)* |  |\n|  | **B_Fieldpack_green_IELAT2_F** | *Field Pack (Green)* |  |\n|  | **B_Fieldpack_green_IELAT_F** | *Field Pack (Green)* |  |\n|  | **B_Fieldpack_green_IEMedic_F** | *Field Pack (Green)* |  |\n|  | **B_FieldPack_green_Medic_F** | *Field Pack (Green)* |  |\n|  | **B_FieldPack_green_RPG_AT_F** | *Field Pack (Green)* |  |\n|  | **B_FieldPack_khk** | *Field Pack (Khaki)* |  |\n|  | **B_FieldPack_khk_Bandit_1_F** | *Field Pack (Khaki)* |  |\n|  | **B_FieldPack_ocamo** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_ocamo_AA** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_ocamo_AAR** | *Carryall Backpack (Hex)* |  |\n|  | **B_FieldPack_ocamo_LAT_F** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_ocamo_Medic** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_ocamo_ReconExp** | *Carryall Backpack (Hex)* |  |\n|  | **B_FieldPack_ocamo_ReconMedic** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_oli** | *Field Pack (Olive)* |  |\n|  | **B_Fieldpack_oli_IEAA_F** | *Field Pack (Olive)* |  |\n|  | **B_Fieldpack_oli_IEAT_F** | *Field Pack (Olive)* |  |\n|  | **B_Fieldpack_oli_IELAT2_F** | *Field Pack (Olive)* |  |\n|  | **B_Fieldpack_oli_IELAT_F** | *Field Pack (Olive)* |  |\n|  | **B_FieldPack_oucamo** | *Field Pack (Urban)* |  |\n|  | **B_FieldPack_oucamo_AA** | *Field Pack (Urban)* |  |\n|  | **B_FieldPack_oucamo_AAR** | *Carryall Backpack (Urban)* |  |\n|  | **B_FieldPack_oucamo_Ammo** | *Carryall Backpack (Urban)* |  |\n|  | **B_FieldPack_oucamo_AT** | *Field Pack (Urban)* |  |\n|  | **B_FieldPack_oucamo_LAT** | *Field Pack (Urban)* |  |\n|  | **B_FieldPack_oucamo_Medic** | *Field Pack (Urban)* |  |\n|  | **B_FieldPack_oucamo_Repair** | *Field Pack (Urban)* |  |\n|  | **B_FieldPack_taiga_F** | *Field Pack (Taiga)* |  |\n|  | **B_FieldPack_taiga_Medic_F** | *Field Pack (Taiga)* |  |\n|  | **B_FieldPack_taiga_RPG_AT_F** | *Field Pack (Taiga)* |  |\n|  | **B_G_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [FIA]* |  |\n|  | **B_G_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [Syndikat]* |  |\n|  | **B_G_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [FIA]* |  |\n|  | **B_G_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [FIA]* |  |\n|  | **B_GMG_01_A_weapon_F** | *Dismantled Autonomous GMG [NATO]* |  |\n|  | **B_GMG_01_high_weapon_F** | *Dismantled Mk32 GMG (Raised) [NATO]* |  |\n|  | **B_GMG_01_weapon_F** | *Dismantled Mk32 GMG [NATO]* |  |\n|  | **B_GMG_01_Weapon_grn_F** | *Dismantled Mk32 GMG (Green) [NATO]* |  |\n|  | **B_HMG_01_A_weapon_F** | *Dismantled Autonomous MG [NATO]* |  |\n|  | **B_HMG_01_high_weapon_F** | *Dismantled Mk30 HMG (Raised) [NATO]* |  |\n|  | **B_HMG_01_support_F** | *Folded Tripod [NATO]* |  |\n|  | **B_HMG_01_support_grn_F** | *Folded Tripod (Green) [NATO]* |  |\n|  | **B_HMG_01_support_high_F** | *Folded Tripod (Raised) [NATO]* |  |\n|  | **B_HMG_01_weapon_F** | *Dismantled Mk30 HMG [NATO]* |  |\n|  | **B_HMG_01_Weapon_grn_F** | *Dismantled Mk30 HMG (Green) [NATO]* |  |\n|  | **B_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [NATO]* |  |\n|  | **B_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [NATO]* |  |\n|  | **B_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [NATO]* |  |\n|  | **B_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [NATO]* |  |\n|  | **B_HuntingBackpack** | *Hunting Backpack* |  |\n|  | **B_I_Parachute_02_F** | *Steerable Parachute* |  |\n|  | **B_Kitbag_Base** | *Bag* |  |\n|  | **B_Kitbag_cbr** | *Kitbag (Coyote)* |  |\n|  | **B_Kitbag_cbr_Bandit_2_F** | *Kitbag (Coyote)* |  |\n|  | **B_Kitbag_cbr_Para_5_F** | *Kitbag (Coyote)* |  |\n|  | **B_Kitbag_mcamo** | *Kitbag (MTP)* |  |\n|  | **B_Kitbag_mcamo_Eng** | *Kitbag (MTP)* |  |\n|  | **B_Kitbag_rgr** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_AAR** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_BTAA_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_BTAT_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_BTEng_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_BTExp_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_BTReconExp_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_BWAAR** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_CTRGExp_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_Exp** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_Mine** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_Para_3_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_Para_8_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_sgg** | *Kitbag (Sage)* |  |\n|  | **B_Kitbag_tan** | *Kitbag (Tan)* |  |\n|  | **B_LegStrapBag_black_F** | *Leg Strap Bag (Black)* |  |\n|  | **B_LegStrapBag_black_repair_F** | *Leg Strap Bag (Black)* |  |\n|  | **B_LegStrapBag_coyote_F** | *Leg Strap Bag (Coyote)* |  |\n|  | **B_LegStrapBag_coyote_repair_F** | *Leg Strap Bag (Coyote)* |  |\n|  | **B_LegStrapBag_olive_F** | *Leg Strap Bag (Olive)* |  |\n|  | **B_LegStrapBag_olive_repair_F** | *Leg Strap Bag (Olive)* |  |\n|  | **B_Messenger_Black_F** | *Messenger Bag (Black)* |  |\n|  | **B_Messenger_Coyote_F** | *Messenger Bag (Coyote)* |  |\n|  | **B_Messenger_Gray_F** | *Messenger Bag (Gray)* |  |\n|  | **B_Messenger_Gray_Medical_F** | *Messenger Bag (Gray)* |  |\n|  | **B_Messenger_IDAP_F** | *Messenger Bag [IDAP]* |  |\n|  | **B_Messenger_IDAP_Medical_F** | *Messenger Bag [IDAP]* |  |\n|  | **B_Messenger_IDAP_TrainingMines_F** | *Messenger Bag [IDAP]* |  |\n|  | **B_Messenger_Olive_F** | *Messenger Bag (Olive)* |  |\n|  | **B_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [NATO]* |  |\n|  | **B_Mortar_01_support_grn_F** | *Folded Mortar Mk6 Bipod (Green) [NATO]* |  |\n|  | **B_Mortar_01_weapon_F** | *Folded Mk6 Mortar Tube [NATO]* |  |\n|  | **B_Mortar_01_Weapon_grn_F** | *Folded Mk6 Mortar Tube (Green) [NATO]* |  |\n|  | **B_O_Parachute_02_F** | *Steerable Parachute* |  |\n|  | **B_OutdoorPack_Base** | *Bag* |  |\n|  | **B_OutdoorPack_blk** | *Outdoor Pack (Black)* |  |\n|  | **B_OutdoorPack_blu** | *Outdoor Pack (Blue)* |  |\n|  | **B_OutdoorPack_tan** | *Outdoor Pack (Tan)* |  |\n|  | **B_Parachute** | *Steerable Parachute* |  |\n|  | **B_Patrol_Carryall_green_Ammo_F** | *Carryall Backpack (Green)* |  |\n|  | **B_Patrol_Carryall_taiga_medic_F** | *Carryall Backpack (Taiga)* |  |\n|  | **B_Patrol_FieldPack_green_eng_F** | *Field Pack (Green)* |  |\n|  | **B_Patrol_Launcher_bag_F** | *Assault Pack (Green)* |  |\n|  | **B_Patrol_Leader_bag_F** | *Kitbag (Green)* |  |\n|  | **B_Patrol_Medic_bag_F** | *Kitbag (Coyote)* |  |\n|  | **B_Patrol_Respawn_bag_F** | *Camp (Dome Tent, Combat Patrol)* |  |\n|  | **B_Patrol_Supply_bag_F** | *Kitbag (MTP)* |  |\n|  | **B_RadioBag_01_black_F** | *Radio Pack (Black)* |  |\n|  | **B_RadioBag_01_digi_F** | *Radio Pack (Digital) [AAF]* |  |\n|  | **B_RadioBag_01_eaf_F** | *Radio Pack (Geometric) [LDF]* |  |\n|  | **B_RadioBag_01_eaf_FAK_F** | *Radio Pack (Geometric) [LDF]* |  |\n|  | **B_RadioBag_01_ghex_F** | *Radio Pack (Green Hex) [CSAT]* |  |\n|  | **B_RadioBag_01_hex_F** | *Radio Pack (Hex) [CSAT]* |  |\n|  | **B_RadioBag_01_mtp_F** | *Radio Pack (MTP) [NATO]* |  |\n|  | **B_RadioBag_01_oucamo_F** | *Radio Pack (Urban) [CSAT]* |  |\n|  | **B_RadioBag_01_tropic_F** | *Radio Pack (Tropic) [NATO]* |  |\n|  | **B_RadioBag_01_wdl_F** | *Radio Pack (Woodland) [NATO]* |  |\n|  | **B_RadioBag_01_wdl_FAK_F** | *Radio Pack (Woodland) [NATO]* |  |\n|  | **B_Respawn_Sleeping_bag_blue_F** | *Camp (Blue Sleeping Bag)* |  |\n|  | **B_Respawn_Sleeping_bag_brown_F** | *Camp (Brown Sleeping Bag)* |  |\n|  | **B_Respawn_Sleeping_bag_F** | *Camp (Green Sleeping Bag)* |  |\n|  | **B_Respawn_TentA_F** | *Camp (Ridge Tent)* |  |\n|  | **B_Respawn_TentDome_F** | *Camp (Dome Tent)* |  |\n|  | **B_SCBA_01_F** | *Self-Contained Breathing Apparatus* |  |\n|  | **B_Static_Designator_01_weapon_F** | *Remote Designator Bag [NATO]* |  |\n|  | **B_TacticalPack_Base** | *Bag* |  |\n|  | **B_TacticalPack_blk** | *Tactical Backpack (Black)* |  |\n|  | **B_TacticalPack_mcamo** | *Tactical Backpack (MTP)* |  |\n|  | **B_TacticalPack_ocamo** | *Tactical Backpack (Hex)* |  |\n|  | **B_TacticalPack_ocamo_AA_F** | *Tactical Backpack (Hex)* |  |\n|  | **B_TacticalPack_ocamo_AT_F** | *Tactical Backpack (Hex)* |  |\n|  | **B_TacticalPack_oli** | *Tactical Backpack (Olive)* |  |\n|  | **B_TacticalPack_oli_AAR** | *Tactical Backpack (Olive)* |  |\n|  | **B_TacticalPack_rgr** | *Tactical Backpack (Green)* |  |\n|  | **B_UAV_01_backpack_F** | *UAV Bag (AR-2) [NATO]* |  |\n|  | **B_UAV_06_backpack_F** | *UAV Bag (AL-6) [NATO]* |  |\n|  | **B_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [NATO]* |  |\n|  | **B_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [NATO]* |  |\n|  | **B_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [NATO]* |  |\n|  | **B_ViperHarness_blk_F** | *Viper Harness (Black)* |  |\n|  | **B_ViperHarness_ghex_Exp_F** | *Viper Harness (Green Hex)* |  |\n|  | **B_ViperHarness_ghex_F** | *Viper Harness (Green Hex)* |  |\n|  | **B_ViperHarness_ghex_JTAC_F** | *Viper Harness (Green Hex)* |  |\n|  | **B_ViperHarness_ghex_LAT_F** | *Viper Harness (Green Hex)* |  |\n|  | **B_ViperHarness_ghex_M_F** | *Viper Harness (Green Hex)* |  |\n|  | **B_ViperHarness_ghex_Medic_F** | *Viper Harness (Green Hex)* |  |\n|  | **B_ViperHarness_ghex_TL_F** | *Viper Harness (Green Hex)* |  |\n|  | **B_ViperHarness_hex_Exp_F** | *Viper Harness (Hex)* |  |\n|  | **B_ViperHarness_hex_F** | *Viper Harness (Hex)* |  |\n|  | **B_ViperHarness_hex_JTAC_F** | *Viper Harness (Hex)* |  |\n|  | **B_ViperHarness_hex_LAT_F** | *Viper Harness (Hex)* |  |\n|  | **B_ViperHarness_hex_M_F** | *Viper Harness (Hex)* |  |\n|  | **B_ViperHarness_hex_Medic_F** | *Viper Harness (Hex)* |  |\n|  | **B_ViperHarness_hex_TL_F** | *Viper Harness (Hex)* |  |\n|  | **B_ViperHarness_khk_F** | *Viper Harness (Khaki)* |  |\n|  | **B_ViperHarness_oli_F** | *Viper Harness (Olive)* |  |\n|  | **B_ViperLightHarness_blk_F** | *Viper Light Harness (Black)* |  |\n|  | **B_ViperLightHarness_ghex_F** | *Viper Light Harness (Green Hex)* |  |\n|  | **B_ViperLightHarness_hex_F** | *Viper Light Harness (Hex)* |  |\n|  | **B_ViperLightHarness_khk_F** | *Viper Light Harness (Khaki)* |  |\n|  | **B_ViperLightHarness_oli_F** | *Viper Light Harness (Olive)* |  |\n|  | **B_W_Static_Designator_01_weapon_F** | *Remote Designator Bag [NATO]* |  |\n|  | **Bag_Base** | *Bag* |  |\n|  | **C_Bergen_Base** | *Bag* |  |\n|  | **C_Bergen_blu** | *Bergen (Blue)* |  |\n|  | **C_Bergen_grn** | *Bergen (Green)* |  |\n|  | **C_Bergen_red** | *Bergen (Red)* |  |\n|  | **C_IDAP_UAV_01_backpack_F** | *UAV Bag [IDAP]* |  |\n|  | **C_IDAP_UAV_06_antimine_backpack_F** | *UAV Bag (Demining) [IDAP]* |  |\n|  | **C_IDAP_UAV_06_backpack_F** | *UAV Bag (Utility) [IDAP]* |  |\n|  | **C_IDAP_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [IDAP]* |  |\n|  | **C_IDAP_UGV_02_Demining_backpack_F** | *UGV Bag (Demining) [IDAP]* |  |\n|  | **C_UAV_06_backpack_F** | *UAV Bag (Utility)* |  |\n|  | **C_UAV_06_medical_backpack_F** | *UAV Bag (Utility, Medical)* |  |\n|  | **G_AssaultPack** | *Assault Pack* |  |\n|  | **G_Bergen** | *Bergen* |  |\n|  | **G_Carryall_Ammo** | *Carryall Backpack (Olive)* |  |\n|  | **G_Carryall_Exp** | *Carryall Backpack (Olive)* |  |\n|  | **G_FieldPack_LAT** | *Tactical Backpack (Black)* |  |\n|  | **G_FieldPack_LAT2** | *Tactical Backpack (Black)* |  |\n|  | **G_FieldPack_Medic** | *Tactical Backpack (Black)* |  |\n|  | **G_TacticalPack_Eng** | *Carryall Backpack (Olive)* |  |\n|  | **I_AA_01_weapon_F** | *Static Titan Launcher (AA) [AAF]* |  |\n|  | **I_Assault_Diver** | *Field Pack (Black)* |  |\n|  | **I_AT_01_weapon_F** | *Static Titan Launcher (AT) [AAF]* |  |\n|  | **I_C_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [Syndikat]* |  |\n|  | **I_C_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [FIA]* |  |\n|  | **I_C_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [Syndikat]* |  |\n|  | **I_C_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [Syndikat]* |  |\n|  | **I_Carryall_oli_AAA** | *Carryall Backpack (Olive)* |  |\n|  | **I_Carryall_oli_AAT** | *Carryall Backpack (Olive)* |  |\n|  | **I_Carryall_oli_Eng** | *Carryall Backpack (Olive)* |  |\n|  | **I_Carryall_oli_Exp** | *Carryall Backpack (Olive)* |  |\n|  | **I_E_AA_01_weapon_F** | *Static Titan Launcher (AA) [LDF]* |  |\n|  | **I_E_AT_01_weapon_F** | *Static Titan Launcher (AT) [LDF]* |  |\n|  | **I_E_GMG_01_A_Weapon_F** | *Dismantled Autonomous GMG [LDF]* |  |\n|  | **I_E_GMG_01_high_Weapon_F** | *Dismantled Mk32 GMG (Raised) [LDF]* |  |\n|  | **I_E_GMG_01_Weapon_F** | *Dismantled Mk32 GMG [LDF]* |  |\n|  | **I_E_HMG_01_A_Weapon_F** | *Dismantled Autonomous MG [LDF]* |  |\n|  | **I_E_HMG_01_high_Weapon_F** | *Dismantled Mk30 HMG (Raised) [LDF]* |  |\n|  | **I_E_HMG_01_support_F** | *Folded Tripod [LDF]* |  |\n|  | **I_E_HMG_01_support_high_F** | *Folded Tripod (Raised) [LDF]* |  |\n|  | **I_E_HMG_01_Weapon_F** | *Dismantled Mk30 HMG [LDF]* |  |\n|  | **I_E_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [LDF]* |  |\n|  | **I_E_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [LDF]* |  |\n|  | **I_E_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [LDF]* |  |\n|  | **I_E_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [LDF]* |  |\n|  | **I_E_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [LDF]* |  |\n|  | **I_E_Mortar_01_Weapon_F** | *Folded Mk6 Mortar Tube [LDF]* |  |\n|  | **I_E_UAV_01_backpack_F** | *UAV Bag (AR-2) [LDF]* |  |\n|  | **I_E_UAV_06_backpack_F** | *UAV Bag (AL-6) [LDF]* |  |\n|  | **I_E_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [LDF]* |  |\n|  | **I_E_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [LDF]* |  |\n|  | **I_E_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [LDF]* |  |\n|  | **I_Fieldpack_oli_AA** | *Field Pack (Olive)* |  |\n|  | **I_Fieldpack_oli_AAR** | *Tactical Backpack (Olive)* |  |\n|  | **I_Fieldpack_oli_Ammo** | *Carryall Backpack (Olive)* |  |\n|  | **I_Fieldpack_oli_AT** | *Field Pack (Olive)* |  |\n|  | **I_Fieldpack_oli_LAT** | *Assault Pack (Digital)* |  |\n|  | **I_Fieldpack_oli_LAT2** | *Assault Pack (Digital)* |  |\n|  | **I_Fieldpack_oli_Medic** | *Field Pack (Olive)* |  |\n|  | **I_Fieldpack_oli_Repair** | *Field Pack (Olive)* |  |\n|  | **I_G_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [FIA]* |  |\n|  | **I_G_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [Syndikat]* |  |\n|  | **I_G_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [FIA]* |  |\n|  | **I_G_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [FIA]* |  |\n|  | **I_GMG_01_A_weapon_F** | *Dismantled Autonomous GMG [AAF]* |  |\n|  | **I_GMG_01_high_weapon_F** | *Dismantled Mk32 GMG (Raised) [AAF]* |  |\n|  | **I_GMG_01_weapon_F** | *Dismantled Mk32 GMG [AAF]* |  |\n|  | **I_HMG_01_A_weapon_F** | *Dismantled Autonomous MG [AAF]* |  |\n|  | **I_HMG_01_high_weapon_F** | *Dismantled Mk30 HMG (Raised) [AAF]* |  |\n|  | **I_HMG_01_support_F** | *Folded Tripod [AAF]* |  |\n|  | **I_HMG_01_support_high_F** | *Folded Tripod (Raised) [AAF]* |  |\n|  | **I_HMG_01_weapon_F** | *Dismantled Mk30 HMG [AAF]* |  |\n|  | **I_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [AAF]* |  |\n|  | **I_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [AAF]* |  |\n|  | **I_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [AAF]* |  |\n|  | **I_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [AAF]* |  |\n|  | **I_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [AAF]* |  |\n|  | **I_Mortar_01_weapon_F** | *Folded Mk6 Mortar Tube [AAF]* |  |\n|  | **I_UAV_01_backpack_F** | *UAV Bag (AR-2) [AAF]* |  |\n|  | **I_UAV_06_backpack_F** | *UAV Bag (AL-6) [AAF]* |  |\n|  | **I_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [AAF]* |  |\n|  | **I_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [AAF]* |  |\n|  | **I_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [AAF]* |  |\n|  | **O_AA_01_weapon_F** | *Static Titan Launcher (AA) [CSAT]* |  |\n|  | **O_Assault_Diver** | *Field Pack (Black)* |  |\n|  | **O_AT_01_weapon_F** | *Static Titan Launcher (AT) [CSAT]* |  |\n|  | **O_G_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [FIA]* |  |\n|  | **O_G_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [Syndikat]* |  |\n|  | **O_G_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [FIA]* |  |\n|  | **O_G_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [FIA]* |  |\n|  | **O_GMG_01_A_weapon_F** | *Dismantled Autonomous GMG [CSAT]* |  |\n|  | **O_GMG_01_high_weapon_F** | *Dismantled Mk32 GMG (Raised) [CSAT]* |  |\n|  | **O_GMG_01_weapon_F** | *Dismantled Mk32 GMG [CSAT]* |  |\n|  | **O_HMG_01_A_weapon_F** | *Dismantled Autonomous MG [CSAT]* |  |\n|  | **O_HMG_01_high_weapon_F** | *Dismantled Mk30 HMG (Raised) [CSAT]* |  |\n|  | **O_HMG_01_support_F** | *Folded Tripod [CSAT]* |  |\n|  | **O_HMG_01_support_high_F** | *Folded Tripod (Raised) [CSAT]* |  |\n|  | **O_HMG_01_weapon_F** | *Dismantled Mk30 HMG [CSAT]* |  |\n|  | **O_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [CSAT]* |  |\n|  | **O_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [CSAT]* |  |\n|  | **O_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [CSAT]* |  |\n|  | **O_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [CSAT]* |  |\n|  | **O_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [CSAT]* |  |\n|  | **O_Mortar_01_weapon_F** | *Folded Mk6 Mortar Tube [CSAT]* |  |\n|  | **O_Static_Designator_02_weapon_F** | *Remote Designator Bag [CSAT]* |  |\n|  | **O_UAV_01_backpack_F** | *UAV Bag (AR-2) [CSAT]* |  |\n|  | **O_UAV_06_backpack_F** | *UAV Bag (AL-6) [CSAT]* |  |\n|  | **O_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [CSAT]* |  |\n|  | **O_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [CSAT]* |  |\n|  | **O_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [CSAT]* |  |\n|  | **UAV_06_backpack_base_F** | *Bag* |  |\n|  | **UAV_06_medical_backpack_base_F** | *Bag* |  |\n|  | **UGV_02_backpack_base_F** | *Bag* |  |\n|  | **UGV_02_Demining_backpack_base_F** | *Bag* |  |\n|  | **UGV_02_Science_backpack_base_F** | *Bag* |  |\n|  | **Weapon_Bag_Base** | *Bag* |  |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 14:51, 10 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class | Name | DLC |\n|---|---|---|---|\n|  | **B_AA_01_weapon_F** | *Static Titan Launcher (AA) [NATO]* |  |\n|  | **B_Assault_Diver** | *Assault Pack (Black)* |  |\n|  | **B_AssaultPack_Base** | *Bag* |  |\n|  | **B_AssaultPack_blk** | *Assault Pack (Black)* |  |\n|  | **B_AssaultPack_blk_DiverExp** | *Assault Pack (Black)* |  |\n|  | **B_AssaultPack_cbr** | *Assault Pack (Coyote)* |  |\n|  | **B_AssaultPack_dgtl** | *Assault Pack (Digital)* |  |\n|  | **B_AssaultPack_eaf_F** | *Assault Pack (Geometric)* |  |\n|  | **B_AssaultPack_eaf_IELAT2_F** | *Assault Pack (Geometric)* |  |\n|  | **B_AssaultPack_eaf_IELAT_F** | *Assault Pack (Geometric)* |  |\n|  | **B_AssaultPack_eaf_IEPathfinder_F** | *Assault Pack (Geometric)* |  |\n|  | **B_AssaultPack_eaf_Repair_F** | *Assault Pack (Geometric)* |  |\n|  | **B_AssaultPack_Kerry** | *US Assault Pack (Kerry)* |  |\n|  | **B_AssaultPack_khk** | *Assault Pack (Khaki)* |  |\n|  | **B_AssaultPack_mcamo** | *Assault Pack (MTP)* |  |\n|  | **B_AssaultPack_mcamo_AA** | *Kitbag (Green)* |  |\n|  | **B_AssaultPack_mcamo_AAR** | *Tactical Backpack (MTP)* |  |\n|  | **B_AssaultPack_mcamo_Ammo** | *Carryall Backpack (MTP)* |  |\n|  | **B_AssaultPack_mcamo_AT** | *Kitbag (Green)* |  |\n|  | **B_AssaultPack_ocamo** | *Assault Pack (Hex)* |  |\n|  | **B_AssaultPack_ocamo_Medic_F** | *Assault Pack (Hex)* |  |\n|  | **B_AssaultPack_rgr** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_BTLAT2_F** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_BTLAT_F** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_BTReconMedic** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_CTRGLAT2_F** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_CTRGLAT_F** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_CTRGMedic_F** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_LAT** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_LAT2** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_Medic** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_ReconExp** | *Kitbag (Green)* |  |\n|  | **B_AssaultPack_rgr_ReconLAT** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_ReconMedic** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_rgr_Repair** | *Assault Pack (Green)* |  |\n|  | **B_AssaultPack_sgg** | *Assault Pack (Sage)* |  |\n|  | **B_AssaultPack_tna_BTMedic_F** | *Assault Pack (Tropic)* |  |\n|  | **B_AssaultPack_tna_BTRepair_F** | *Assault Pack (Tropic)* |  |\n|  | **B_AssaultPack_tna_F** | *Assault Pack (Tropic)* |  |\n|  | **B_AssaultPack_wdl_BWLAT2_F** | *Assault Pack (Woodland)* |  |\n|  | **B_AssaultPack_wdl_BWLAT_F** | *Assault Pack (Woodland)* |  |\n|  | **B_AssaultPack_wdl_BWMedic_F** | *Assault Pack (Woodland)* |  |\n|  | **B_AssaultPack_wdl_BWReconMedic** | *Assault Pack (Woodland)* |  |\n|  | **B_AssaultPack_wdl_BWRepair_F** | *Assault Pack (Woodland)* |  |\n|  | **B_AssaultPack_wdl_F** | *Assault Pack (Woodland)* |  |\n|  | **B_AssaultPackG** | *Assault Pack* |  |\n|  | **B_AT_01_weapon_F** | *Static Titan Launcher (AT) [NATO]* |  |\n|  | **B_B_Parachute_02_F** | *Steerable Parachute* |  |\n|  | **B_Bergen_Base** | *Bag* |  |\n|  | **B_Bergen_blk** | *Bergen (Black)* |  |\n|  | **B_Bergen_dgtl_F** | *Bergen Backpack (Digital)* |  |\n|  | **B_Bergen_hex_F** | *Bergen Backpack (Hex)* |  |\n|  | **B_Bergen_mcamo** | *Bergen (MTP)* |  |\n|  | **B_Bergen_mcamo_F** | *Bergen Backpack (MTP)* |  |\n|  | **B_Bergen_rgr** | *Bergen (Green)* |  |\n|  | **B_Bergen_sgg** | *Bergen (Sage)* |  |\n|  | **B_Bergen_tna_F** | *Bergen Backpack (Tropic)* |  |\n|  | **B_BergenC_Base** | *Bag* |  |\n|  | **B_BergenC_blu** | *Bergen (Blue)* |  |\n|  | **B_BergenC_grn** | *Bergen (Green)* |  |\n|  | **B_BergenC_red** | *Bergen (Red)* |  |\n|  | **B_BergenG** | *Bergen* |  |\n|  | **B_BergenG_TEST_B_Soldier_overloaded** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_Base** | *Bag* |  |\n|  | **B_Carryall_blk** | *Carryall Backpack (Black)* |  |\n|  | **B_Carryall_cbr** | *Carryall Backpack (Coyote)* |  |\n|  | **B_Carryall_cbr_AAT** | *Carryall Backpack (Coyote)* |  |\n|  | **B_Carryall_cbr_AHAT** | *Carryall Backpack (Coyote)* |  |\n|  | **B_Carryall_eaf_eng_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_eaf_exp_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_eaf_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_eaf_IEAAA_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_eaf_IEAAR_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_eaf_IEAAT_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_eaf_IEAmmo_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_eaf_Mine_F** | *Carryall Backpack (Geometric)* |  |\n|  | **B_Carryall_ghex_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_Mine** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTAAA_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTAAR_AAR_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTAAT_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTAHAT_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTAmmo_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTEng_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTExp_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_ghex_OTReconExp_F** | *Carryall Backpack (Green Hex)* |  |\n|  | **B_Carryall_green_exp_F** | *Carryall Backpack (Green)* |  |\n|  | **B_Carryall_green_F** | *Carryall Backpack (Green)* |  |\n|  | **B_Carryall_khk** | *Carryall Backpack (Khaki)* |  |\n|  | **B_Carryall_khk_Mine** | *Carryall Backpack (Khaki)* |  |\n|  | **B_Carryall_mcamo** | *Carryall Backpack (MTP)* |  |\n|  | **B_Carryall_mcamo_AAA** | *Carryall Backpack (MTP)* |  |\n|  | **B_Carryall_mcamo_AAT** | *Carryall Backpack (MTP)* |  |\n|  | **B_Carryall_ocamo** | *Carryall Backpack (Hex)* |  |\n|  | **B_Carryall_ocamo_AAA** | *Carryall Backpack (Hex)* |  |\n|  | **B_Carryall_ocamo_AAR** | *Carryall Backpack (Hex)* |  |\n|  | **B_Carryall_ocamo_Eng** | *Carryall Backpack (Hex)* |  |\n|  | **B_Carryall_ocamo_Exp** | *Carryall Backpack (Hex)* |  |\n|  | **B_Carryall_ocamo_Mine** | *Carryall Backpack (Hex)* |  |\n|  | **B_Carryall_oli** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_oli_BTAAA_F** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_oli_BTAAT_F** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_oli_BTAmmo_F** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_oli_IEAAR_F** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_oli_IEAmmo_F** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_oli_Mine** | *Carryall Backpack (Olive)* |  |\n|  | **B_Carryall_oucamo** | *Carryall Backpack (Urban)* |  |\n|  | **B_Carryall_oucamo_AAA** | *Carryall Backpack (Urban)* |  |\n|  | **B_Carryall_oucamo_AAR** | *Carryall Backpack (Urban)* |  |\n|  | **B_Carryall_oucamo_AAT** | *Carryall Backpack (Urban)* |  |\n|  | **B_Carryall_oucamo_Eng** | *Carryall Backpack (Urban)* |  |\n|  | **B_Carryall_oucamo_Exp** | *Carryall Backpack (Urban)* |  |\n|  | **B_Carryall_oucamo_Repair** | *Carryall Backpack (Urban)* |  |\n|  | **B_Carryall_taiga_Exp_F** | *Carryall Backpack (Taiga)* |  |\n|  | **B_Carryall_taiga_F** | *Carryall Backpack (Taiga)* |  |\n|  | **B_Carryall_wdl_BWAAA_F** | *Carryall Backpack (Woodland)* |  |\n|  | **B_Carryall_wdl_BWAAT_F** | *Carryall Backpack (Woodland)* |  |\n|  | **B_Carryall_wdl_BWAmmo_F** | *Carryall Backpack (Woodland)* |  |\n|  | **B_Carryall_wdl_F** | *Carryall Backpack (Woodland)* |  |\n|  | **B_Carryall_wdl_Mine** | *Carryall Backpack (Woodland)* |  |\n|  | **B_CivilianBackpack_01_Everyday_Astra_F** | *Everyday Backpack (Astra)* |  |\n|  | **B_CivilianBackpack_01_Everyday_Black_F** | *Everyday Backpack (Black)* |  |\n|  | **B_CivilianBackpack_01_Everyday_IDAP_F** | *Everyday Backpack [IDAP]* |  |\n|  | **B_CivilianBackpack_01_Everyday_Vrana_F** | *Everyday Backpack (Vrana)* |  |\n|  | **B_CivilianBackpack_01_Sport_Blue_F** | *Sports Backpack (Blue)* |  |\n|  | **B_CivilianBackpack_01_Sport_Green_F** | *Sports Backpack (Green)* |  |\n|  | **B_CivilianBackpack_01_Sport_Red_F** | *Sports Backpack (Red)* |  |\n|  | **B_CombinationUnitRespirator_01_F** | *Combination Unit Respirator* |  |\n|  | **B_FieldPack_Base** | *Bag* |  |\n|  | **B_FieldPack_blk** | *Field Pack (Black)* |  |\n|  | **B_FieldPack_blk_Bandit_8_F** | *Field Pack (Black)* |  |\n|  | **B_FieldPack_blk_DiverExp** | *Field Pack (Black)* |  |\n|  | **B_FieldPack_cb_Bandit_3_F** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_cbr** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_cbr_AA** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_cbr_AAA** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_cbr_AAT** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_cbr_Ammo** | *Carryall Backpack (Hex)* |  |\n|  | **B_FieldPack_cbr_Ammo_F** | *Carryall Backpack (Hex)* |  |\n|  | **B_FieldPack_cbr_AT** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_cbr_HAT** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_cbr_LAT** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_cbr_Medic** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_cbr_Repair** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_cbr_RPG_AT** | *Field Pack (Coyote)* |  |\n|  | **B_FieldPack_ghex_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTAA_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTAT_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTHAT_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTLAT_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTMedic_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTReconMedic_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTRepair_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_ghex_OTRPG_AT_F** | *Field Pack (Green Hex)* |  |\n|  | **B_FieldPack_green_Exp_F** | *Field Pack (Green)* |  |\n|  | **B_FieldPack_green_F** | *Field Pack (Green)* |  |\n|  | **B_Fieldpack_green_IEAA_F** | *Field Pack (Green)* |  |\n|  | **B_Fieldpack_green_IEAT_F** | *Field Pack (Green)* |  |\n|  | **B_Fieldpack_green_IELAT2_F** | *Field Pack (Green)* |  |\n|  | **B_Fieldpack_green_IELAT_F** | *Field Pack (Green)* |  |\n|  | **B_Fieldpack_green_IEMedic_F** | *Field Pack (Green)* |  |\n|  | **B_FieldPack_green_Medic_F** | *Field Pack (Green)* |  |\n|  | **B_FieldPack_green_RPG_AT_F** | *Field Pack (Green)* |  |\n|  | **B_FieldPack_khk** | *Field Pack (Khaki)* |  |\n|  | **B_FieldPack_khk_Bandit_1_F** | *Field Pack (Khaki)* |  |\n|  | **B_FieldPack_ocamo** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_ocamo_AA** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_ocamo_AAR** | *Carryall Backpack (Hex)* |  |\n|  | **B_FieldPack_ocamo_LAT_F** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_ocamo_Medic** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_ocamo_ReconExp** | *Carryall Backpack (Hex)* |  |\n|  | **B_FieldPack_ocamo_ReconMedic** | *Field Pack (Hex)* |  |\n|  | **B_FieldPack_oli** | *Field Pack (Olive)* |  |\n|  | **B_Fieldpack_oli_IEAA_F** | *Field Pack (Olive)* |  |\n|  | **B_Fieldpack_oli_IEAT_F** | *Field Pack (Olive)* |  |\n|  | **B_Fieldpack_oli_IELAT2_F** | *Field Pack (Olive)* |  |\n|  | **B_Fieldpack_oli_IELAT_F** | *Field Pack (Olive)* |  |\n|  | **B_FieldPack_oucamo** | *Field Pack (Urban)* |  |\n|  | **B_FieldPack_oucamo_AA** | *Field Pack (Urban)* |  |\n|  | **B_FieldPack_oucamo_AAR** | *Carryall Backpack (Urban)* |  |\n|  | **B_FieldPack_oucamo_Ammo** | *Carryall Backpack (Urban)* |  |\n|  | **B_FieldPack_oucamo_AT** | *Field Pack (Urban)* |  |\n|  | **B_FieldPack_oucamo_LAT** | *Field Pack (Urban)* |  |\n|  | **B_FieldPack_oucamo_Medic** | *Field Pack (Urban)* |  |\n|  | **B_FieldPack_oucamo_Repair** | *Field Pack (Urban)* |  |\n|  | **B_FieldPack_taiga_F** | *Field Pack (Taiga)* |  |\n|  | **B_FieldPack_taiga_Medic_F** | *Field Pack (Taiga)* |  |\n|  | **B_FieldPack_taiga_RPG_AT_F** | *Field Pack (Taiga)* |  |\n|  | **B_G_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [FIA]* |  |\n|  | **B_G_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [Syndikat]* |  |\n|  | **B_G_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [FIA]* |  |\n|  | **B_G_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [FIA]* |  |\n|  | **B_GMG_01_A_weapon_F** | *Dismantled Autonomous GMG [NATO]* |  |\n|  | **B_GMG_01_high_weapon_F** | *Dismantled Mk32 GMG (Raised) [NATO]* |  |\n|  | **B_GMG_01_weapon_F** | *Dismantled Mk32 GMG [NATO]* |  |\n|  | **B_GMG_01_Weapon_grn_F** | *Dismantled Mk32 GMG (Green) [NATO]* |  |\n|  | **B_HMG_01_A_weapon_F** | *Dismantled Autonomous MG [NATO]* |  |\n|  | **B_HMG_01_high_weapon_F** | *Dismantled Mk30 HMG (Raised) [NATO]* |  |\n|  | **B_HMG_01_support_F** | *Folded Tripod [NATO]* |  |\n|  | **B_HMG_01_support_grn_F** | *Folded Tripod (Green) [NATO]* |  |\n|  | **B_HMG_01_support_high_F** | *Folded Tripod (Raised) [NATO]* |  |\n|  | **B_HMG_01_weapon_F** | *Dismantled Mk30 HMG [NATO]* |  |\n|  | **B_HMG_01_Weapon_grn_F** | *Dismantled Mk30 HMG (Green) [NATO]* |  |\n|  | **B_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [NATO]* |  |\n|  | **B_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [NATO]* |  |\n|  | **B_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [NATO]* |  |\n|  | **B_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [NATO]* |  |\n|  | **B_HuntingBackpack** | *Hunting Backpack* |  |\n|  | **B_I_Parachute_02_F** | *Steerable Parachute* |  |\n|  | **B_Kitbag_Base** | *Bag* |  |\n|  | **B_Kitbag_cbr** | *Kitbag (Coyote)* |  |\n|  | **B_Kitbag_cbr_Bandit_2_F** | *Kitbag (Coyote)* |  |\n|  | **B_Kitbag_cbr_Para_5_F** | *Kitbag (Coyote)* |  |\n|  | **B_Kitbag_mcamo** | *Kitbag (MTP)* |  |\n|  | **B_Kitbag_mcamo_Eng** | *Kitbag (MTP)* |  |\n|  | **B_Kitbag_rgr** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_AAR** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_BTAA_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_BTAT_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_BTEng_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_BTExp_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_BTReconExp_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_BWAAR** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_CTRGExp_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_Exp** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_Mine** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_Para_3_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_rgr_Para_8_F** | *Kitbag (Green)* |  |\n|  | **B_Kitbag_sgg** | *Kitbag (Sage)* |  |\n|  | **B_Kitbag_tan** | *Kitbag (Tan)* |  |\n|  | **B_LegStrapBag_black_F** | *Leg Strap Bag (Black)* |  |\n|  | **B_LegStrapBag_black_repair_F** | *Leg Strap Bag (Black)* |  |\n|  | **B_LegStrapBag_coyote_F** | *Leg Strap Bag (Coyote)* |  |\n|  | **B_LegStrapBag_coyote_repair_F** | *Leg Strap Bag (Coyote)* |  |\n|  | **B_LegStrapBag_olive_F** | *Leg Strap Bag (Olive)* |  |\n|  | **B_LegStrapBag_olive_repair_F** | *Leg Strap Bag (Olive)* |  |\n|  | **B_Messenger_Black_F** | *Messenger Bag (Black)* |  |\n|  | **B_Messenger_Coyote_F** | *Messenger Bag (Coyote)* |  |\n|  | **B_Messenger_Gray_F** | *Messenger Bag (Gray)* |  |\n|  | **B_Messenger_Gray_Medical_F** | *Messenger Bag (Gray)* |  |\n|  | **B_Messenger_IDAP_F** | *Messenger Bag [IDAP]* |  |\n|  | **B_Messenger_IDAP_Medical_F** | *Messenger Bag [IDAP]* |  |\n|  | **B_Messenger_IDAP_TrainingMines_F** | *Messenger Bag [IDAP]* |  |\n|  | **B_Messenger_Olive_F** | *Messenger Bag (Olive)* |  |\n|  | **B_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [NATO]* |  |\n|  | **B_Mortar_01_support_grn_F** | *Folded Mortar Mk6 Bipod (Green) [NATO]* |  |\n|  | **B_Mortar_01_weapon_F** | *Folded Mk6 Mortar Tube [NATO]* |  |\n|  | **B_Mortar_01_Weapon_grn_F** | *Folded Mk6 Mortar Tube (Green) [NATO]* |  |\n|  | **B_O_Parachute_02_F** | *Steerable Parachute* |  |\n|  | **B_OutdoorPack_Base** | *Bag* |  |\n|  | **B_OutdoorPack_blk** | *Outdoor Pack (Black)* |  |\n|  | **B_OutdoorPack_blu** | *Outdoor Pack (Blue)* |  |\n|  | **B_OutdoorPack_tan** | *Outdoor Pack (Tan)* |  |\n|  | **B_Parachute** | *Steerable Parachute* |  |\n|  | **B_Patrol_Carryall_green_Ammo_F** | *Carryall Backpack (Green)* |  |\n|  | **B_Patrol_Carryall_taiga_medic_F** | *Carryall Backpack (Taiga)* |  |\n|  | **B_Patrol_FieldPack_green_eng_F** | *Field Pack (Green)* |  |\n|  | **B_Patrol_Launcher_bag_F** | *Assault Pack (Green)* |  |\n|  | **B_Patrol_Leader_bag_F** | *Kitbag (Green)* |  |\n|  | **B_Patrol_Medic_bag_F** | *Kitbag (Coyote)* |  |\n|  | **B_Patrol_Respawn_bag_F** | *Camp (Dome Tent, Combat Patrol)* |  |\n|  | **B_Patrol_Supply_bag_F** | *Kitbag (MTP)* |  |\n|  | **B_RadioBag_01_black_F** | *Radio Pack (Black)* |  |\n|  | **B_RadioBag_01_digi_F** | *Radio Pack (Digital) [AAF]* |  |\n|  | **B_RadioBag_01_eaf_F** | *Radio Pack (Geometric) [LDF]* |  |\n|  | **B_RadioBag_01_eaf_FAK_F** | *Radio Pack (Geometric) [LDF]* |  |\n|  | **B_RadioBag_01_ghex_F** | *Radio Pack (Green Hex) [CSAT]* |  |\n|  | **B_RadioBag_01_hex_F** | *Radio Pack (Hex) [CSAT]* |  |\n|  | **B_RadioBag_01_mtp_F** | *Radio Pack (MTP) [NATO]* |  |\n|  | **B_RadioBag_01_oucamo_F** | *Radio Pack (Urban) [CSAT]* |  |\n|  | **B_RadioBag_01_tropic_F** | *Radio Pack (Tropic) [NATO]* |  |\n|  | **B_RadioBag_01_wdl_F** | *Radio Pack (Woodland) [NATO]* |  |\n|  | **B_RadioBag_01_wdl_FAK_F** | *Radio Pack (Woodland) [NATO]* |  |\n|  | **B_Respawn_Sleeping_bag_blue_F** | *Camp (Blue Sleeping Bag)* |  |\n|  | **B_Respawn_Sleeping_bag_brown_F** | *Camp (Brown Sleeping Bag)* |  |\n|  | **B_Respawn_Sleeping_bag_F** | *Camp (Green Sleeping Bag)* |  |\n|  | **B_Respawn_TentA_F** | *Camp (Ridge Tent)* |  |\n|  | **B_Respawn_TentDome_F** | *Camp (Dome Tent)* |  |\n|  | **B_SCBA_01_F** | *Self-Contained Breathing Apparatus* |  |\n|  | **B_Static_Designator_01_weapon_F** | *Remote Designator Bag [NATO]* |  |\n|  | **B_TacticalPack_Base** | *Bag* |  |\n|  | **B_TacticalPack_blk** | *Tactical Backpack (Black)* |  |\n|  | **B_TacticalPack_mcamo** | *Tactical Backpack (MTP)* |  |\n|  | **B_TacticalPack_ocamo** | *Tactical Backpack (Hex)* |  |\n|  | **B_TacticalPack_ocamo_AA_F** | *Tactical Backpack (Hex)* |  |\n|  | **B_TacticalPack_ocamo_AT_F** | *Tactical Backpack (Hex)* |  |\n|  | **B_TacticalPack_oli** | *Tactical Backpack (Olive)* |  |\n|  | **B_TacticalPack_oli_AAR** | *Tactical Backpack (Olive)* |  |\n|  | **B_TacticalPack_rgr** | *Tactical Backpack (Green)* |  |\n|  | **B_UAV_01_backpack_F** | *UAV Bag (AR-2) [NATO]* |  |\n|  | **B_UAV_06_backpack_F** | *UAV Bag (AL-6) [NATO]* |  |\n|  | **B_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [NATO]* |  |\n|  | **B_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [NATO]* |  |\n|  | **B_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [NATO]* |  |\n|  | **B_ViperHarness_blk_F** | *Viper Harness (Black)* |  |\n|  | **B_ViperHarness_ghex_Exp_F** | *Viper Harness (Green Hex)* |  |\n|  | **B_ViperHarness_ghex_F** | *Viper Harness (Green Hex)* |  |\n|  | **B_ViperHarness_ghex_JTAC_F** | *Viper Harness (Green Hex)* |  |\n|  | **B_ViperHarness_ghex_LAT_F** | *Viper Harness (Green Hex)* |  |\n|  | **B_ViperHarness_ghex_M_F** | *Viper Harness (Green Hex)* |  |\n|  | **B_ViperHarness_ghex_Medic_F** | *Viper Harness (Green Hex)* |  |\n|  | **B_ViperHarness_ghex_TL_F** | *Viper Harness (Green Hex)* |  |\n|  | **B_ViperHarness_hex_Exp_F** | *Viper Harness (Hex)* |  |\n|  | **B_ViperHarness_hex_F** | *Viper Harness (Hex)* |  |\n|  | **B_ViperHarness_hex_JTAC_F** | *Viper Harness (Hex)* |  |\n|  | **B_ViperHarness_hex_LAT_F** | *Viper Harness (Hex)* |  |\n|  | **B_ViperHarness_hex_M_F** | *Viper Harness (Hex)* |  |\n|  | **B_ViperHarness_hex_Medic_F** | *Viper Harness (Hex)* |  |\n|  | **B_ViperHarness_hex_TL_F** | *Viper Harness (Hex)* |  |\n|  | **B_ViperHarness_khk_F** | *Viper Harness (Khaki)* |  |\n|  | **B_ViperHarness_oli_F** | *Viper Harness (Olive)* |  |\n|  | **B_ViperLightHarness_blk_F** | *Viper Light Harness (Black)* |  |\n|  | **B_ViperLightHarness_ghex_F** | *Viper Light Harness (Green Hex)* |  |\n|  | **B_ViperLightHarness_hex_F** | *Viper Light Harness (Hex)* |  |\n|  | **B_ViperLightHarness_khk_F** | *Viper Light Harness (Khaki)* |  |\n|  | **B_ViperLightHarness_oli_F** | *Viper Light Harness (Olive)* |  |\n|  | **B_W_Static_Designator_01_weapon_F** | *Remote Designator Bag [NATO]* |  |\n|  | **Bag_Base** | *Bag* |  |\n|  | **C_Bergen_Base** | *Bag* |  |\n|  | **C_Bergen_blu** | *Bergen (Blue)* |  |\n|  | **C_Bergen_grn** | *Bergen (Green)* |  |\n|  | **C_Bergen_red** | *Bergen (Red)* |  |\n|  | **C_IDAP_UAV_01_backpack_F** | *UAV Bag [IDAP]* |  |\n|  | **C_IDAP_UAV_06_antimine_backpack_F** | *UAV Bag (Demining) [IDAP]* |  |\n|  | **C_IDAP_UAV_06_backpack_F** | *UAV Bag (Utility) [IDAP]* |  |\n|  | **C_IDAP_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [IDAP]* |  |\n|  | **C_IDAP_UGV_02_Demining_backpack_F** | *UGV Bag (Demining) [IDAP]* |  |\n|  | **C_UAV_06_backpack_F** | *UAV Bag (Utility)* |  |\n|  | **C_UAV_06_medical_backpack_F** | *UAV Bag (Utility, Medical)* |  |\n|  | **G_AssaultPack** | *Assault Pack* |  |\n|  | **G_Bergen** | *Bergen* |  |\n|  | **G_Carryall_Ammo** | *Carryall Backpack (Olive)* |  |\n|  | **G_Carryall_Exp** | *Carryall Backpack (Olive)* |  |\n|  | **G_FieldPack_LAT** | *Tactical Backpack (Black)* |  |\n|  | **G_FieldPack_LAT2** | *Tactical Backpack (Black)* |  |\n|  | **G_FieldPack_Medic** | *Tactical Backpack (Black)* |  |\n|  | **G_TacticalPack_Eng** | *Carryall Backpack (Olive)* |  |\n|  | **I_AA_01_weapon_F** | *Static Titan Launcher (AA) [AAF]* |  |\n|  | **I_Assault_Diver** | *Field Pack (Black)* |  |\n|  | **I_AT_01_weapon_F** | *Static Titan Launcher (AT) [AAF]* |  |\n|  | **I_C_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [Syndikat]* |  |\n|  | **I_C_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [FIA]* |  |\n|  | **I_C_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [Syndikat]* |  |\n|  | **I_C_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [Syndikat]* |  |\n|  | **I_Carryall_oli_AAA** | *Carryall Backpack (Olive)* |  |\n|  | **I_Carryall_oli_AAT** | *Carryall Backpack (Olive)* |  |\n|  | **I_Carryall_oli_Eng** | *Carryall Backpack (Olive)* |  |\n|  | **I_Carryall_oli_Exp** | *Carryall Backpack (Olive)* |  |\n|  | **I_E_AA_01_weapon_F** | *Static Titan Launcher (AA) [LDF]* |  |\n|  | **I_E_AT_01_weapon_F** | *Static Titan Launcher (AT) [LDF]* |  |\n|  | **I_E_GMG_01_A_Weapon_F** | *Dismantled Autonomous GMG [LDF]* |  |\n|  | **I_E_GMG_01_high_Weapon_F** | *Dismantled Mk32 GMG (Raised) [LDF]* |  |\n|  | **I_E_GMG_01_Weapon_F** | *Dismantled Mk32 GMG [LDF]* |  |\n|  | **I_E_HMG_01_A_Weapon_F** | *Dismantled Autonomous MG [LDF]* |  |\n|  | **I_E_HMG_01_high_Weapon_F** | *Dismantled Mk30 HMG (Raised) [LDF]* |  |\n|  | **I_E_HMG_01_support_F** | *Folded Tripod [LDF]* |  |\n|  | **I_E_HMG_01_support_high_F** | *Folded Tripod (Raised) [LDF]* |  |\n|  | **I_E_HMG_01_Weapon_F** | *Dismantled Mk30 HMG [LDF]* |  |\n|  | **I_E_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [LDF]* |  |\n|  | **I_E_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [LDF]* |  |\n|  | **I_E_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [LDF]* |  |\n|  | **I_E_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [LDF]* |  |\n|  | **I_E_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [LDF]* |  |\n|  | **I_E_Mortar_01_Weapon_F** | *Folded Mk6 Mortar Tube [LDF]* |  |\n|  | **I_E_UAV_01_backpack_F** | *UAV Bag (AR-2) [LDF]* |  |\n|  | **I_E_UAV_06_backpack_F** | *UAV Bag (AL-6) [LDF]* |  |\n|  | **I_E_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [LDF]* |  |\n|  | **I_E_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [LDF]* |  |\n|  | **I_E_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [LDF]* |  |\n|  | **I_Fieldpack_oli_AA** | *Field Pack (Olive)* |  |\n|  | **I_Fieldpack_oli_AAR** | *Tactical Backpack (Olive)* |  |\n|  | **I_Fieldpack_oli_Ammo** | *Carryall Backpack (Olive)* |  |\n|  | **I_Fieldpack_oli_AT** | *Field Pack (Olive)* |  |\n|  | **I_Fieldpack_oli_LAT** | *Assault Pack (Digital)* |  |\n|  | **I_Fieldpack_oli_LAT2** | *Assault Pack (Digital)* |  |\n|  | **I_Fieldpack_oli_Medic** | *Field Pack (Olive)* |  |\n|  | **I_Fieldpack_oli_Repair** | *Field Pack (Olive)* |  |\n|  | **I_G_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [FIA]* |  |\n|  | **I_G_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [Syndikat]* |  |\n|  | **I_G_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [FIA]* |  |\n|  | **I_G_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [FIA]* |  |\n|  | **I_GMG_01_A_weapon_F** | *Dismantled Autonomous GMG [AAF]* |  |\n|  | **I_GMG_01_high_weapon_F** | *Dismantled Mk32 GMG (Raised) [AAF]* |  |\n|  | **I_GMG_01_weapon_F** | *Dismantled Mk32 GMG [AAF]* |  |\n|  | **I_HMG_01_A_weapon_F** | *Dismantled Autonomous MG [AAF]* |  |\n|  | **I_HMG_01_high_weapon_F** | *Dismantled Mk30 HMG (Raised) [AAF]* |  |\n|  | **I_HMG_01_support_F** | *Folded Tripod [AAF]* |  |\n|  | **I_HMG_01_support_high_F** | *Folded Tripod (Raised) [AAF]* |  |\n|  | **I_HMG_01_weapon_F** | *Dismantled Mk30 HMG [AAF]* |  |\n|  | **I_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [AAF]* |  |\n|  | **I_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [AAF]* |  |\n|  | **I_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [AAF]* |  |\n|  | **I_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [AAF]* |  |\n|  | **I_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [AAF]* |  |\n|  | **I_Mortar_01_weapon_F** | *Folded Mk6 Mortar Tube [AAF]* |  |\n|  | **I_UAV_01_backpack_F** | *UAV Bag (AR-2) [AAF]* |  |\n|  | **I_UAV_06_backpack_F** | *UAV Bag (AL-6) [AAF]* |  |\n|  | **I_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [AAF]* |  |\n|  | **I_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [AAF]* |  |\n|  | **I_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [AAF]* |  |\n|  | **O_AA_01_weapon_F** | *Static Titan Launcher (AA) [CSAT]* |  |\n|  | **O_Assault_Diver** | *Field Pack (Black)* |  |\n|  | **O_AT_01_weapon_F** | *Static Titan Launcher (AT) [CSAT]* |  |\n|  | **O_G_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [FIA]* |  |\n|  | **O_G_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [Syndikat]* |  |\n|  | **O_G_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [FIA]* |  |\n|  | **O_G_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [FIA]* |  |\n|  | **O_GMG_01_A_weapon_F** | *Dismantled Autonomous GMG [CSAT]* |  |\n|  | **O_GMG_01_high_weapon_F** | *Dismantled Mk32 GMG (Raised) [CSAT]* |  |\n|  | **O_GMG_01_weapon_F** | *Dismantled Mk32 GMG [CSAT]* |  |\n|  | **O_HMG_01_A_weapon_F** | *Dismantled Autonomous MG [CSAT]* |  |\n|  | **O_HMG_01_high_weapon_F** | *Dismantled Mk30 HMG (Raised) [CSAT]* |  |\n|  | **O_HMG_01_support_F** | *Folded Tripod [CSAT]* |  |\n|  | **O_HMG_01_support_high_F** | *Folded Tripod (Raised) [CSAT]* |  |\n|  | **O_HMG_01_weapon_F** | *Dismantled Mk30 HMG [CSAT]* |  |\n|  | **O_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [CSAT]* |  |\n|  | **O_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [CSAT]* |  |\n|  | **O_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [CSAT]* |  |\n|  | **O_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [CSAT]* |  |\n|  | **O_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [CSAT]* |  |\n|  | **O_Mortar_01_weapon_F** | *Folded Mk6 Mortar Tube [CSAT]* |  |\n|  | **O_Static_Designator_02_weapon_F** | *Remote Designator Bag [CSAT]* |  |\n|  | **O_UAV_01_backpack_F** | *UAV Bag (AR-2) [CSAT]* |  |\n|  | **O_UAV_06_backpack_F** | *UAV Bag (AL-6) [CSAT]* |  |\n|  | **O_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [CSAT]* |  |\n|  | **O_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [CSAT]* |  |\n|  | **O_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [CSAT]* |  |\n|  | **UAV_06_backpack_base_F** | *Bag* |  |\n|  | **UAV_06_medical_backpack_base_F** | *Bag* |  |\n|  | **UGV_02_backpack_base_F** | *Bag* |  |\n|  | **UGV_02_Demining_backpack_base_F** | *Bag* |  |\n|  | **UGV_02_Science_backpack_base_F** | *Bag* |  |\n|  | **Weapon_Bag_Base** | *Bag* |  |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 14:51, 10 August 2024 (CEST)"}],"categories":["Arma 3: Assets","Arma 3: Editing"],"groups":["Reference Lists"]},{"name":"Arma 3: CfgVehicles CIV","title":"Arma 3: CfgVehicles CIV","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_CIV","revid":367243,"updated":"2024-08-08T16:51:45Z","aliases":["Arma 3 CfgVehicles CIV"],"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Weapons | Magazines | Items | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|\n|  | **C_man_1** | *Civilian* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_1_1_F** | *Commoner 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Commoner1_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_1_2_F** | *Commoner 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Commoner1_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_1_3_F** | *Commoner 3* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Commoner1_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_1_F** | *Civilian 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poloshirt_blue<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_1_F_afro** | *Civilian 1* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poloshirt_blue<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_1_F_euro** | *Civilian 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poloshirt_blue<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_1_F_asia** | *Civilian 1* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poloshirt_blue<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_2_F** | *Civilian 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poloshirt_burgundy<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_2_F_afro** | *Civilian 2* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poloshirt_burgundy<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_2_F_euro** | *Civilian 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poloshirt_burgundy<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_2_F_asia** | *Civilian 2* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poloshirt_burgundy<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_3_F** | *Civilian 3* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_3_F_afro** | *Civilian 3* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_3_F_euro** | *Civilian 3* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_3_F_asia** | *Civilian 3* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_4_F** | *Civilian 4* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poloshirt_tricolour<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_4_F_afro** | *Civilian 4* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poloshirt_tricolour<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_4_F_euro** | *Civilian 4* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poloshirt_tricolour<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_4_F_asia** | *Civilian 4* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poloshirt_tricolour<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_5_F** | *Civilian 5* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poloshirt_salmon<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_5_F_afro** | *Civilian 5* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poloshirt_salmon<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_5_F_euro** | *Civilian 5* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poloshirt_salmon<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_5_F_asia** | *Civilian 5* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poloshirt_salmon<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_6_F** | *Civilian 6* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_6_F_afro** | *Civilian 6* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_6_F_euro** | *Civilian 6* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_6_F_asia** | *Civilian 6* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_fugitive_F** | *Fugitive* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poor_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_p_fugitive_F_afro** | *Fugitive* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poor_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_p_fugitive_F_euro** | *Fugitive* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poor_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_p_fugitive_F_asia** | *Fugitive* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poor_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_p_beggar_F** | *Beggar* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poor_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_beggar_F_afro** | *Beggar* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poor_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_beggar_F_euro** | *Beggar* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poor_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_beggar_F_asia** | *Beggar* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poor_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_w_worker_F** | *Worker* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_WorkerCoveralls<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_scientist_F** | *Scientist* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Scientist<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_hunter_1_F** | *Hunter (green)* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_HunterBody_grn<br>H_Booniehat_grn<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_p_shorts_1_F** | *Fugitive (shorts)* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poor_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_shorts_1_F_afro** | *Fugitive (shorts)* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poor_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_shorts_1_F_euro** | *Fugitive (shorts)* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poor_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_shorts_1_F_asia** | *Fugitive (shorts)* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poor_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_1_F** | *Commoner (shorts)* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Commoner_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_1_F_afro** | *Commoner (shorts)* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Commoner_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_1_F_euro** | *Commoner (shorts)* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Commoner_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_1_F_asia** | *Commoner (shorts)* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Commoner_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_2_F** | *Surfer 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_ShirtSurfer_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_2_F_afro** | *Surfer 1* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_ShirtSurfer_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_2_F_euro** | *Surfer 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_ShirtSurfer_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_2_F_asia** | *Surfer 1* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_ShirtSurfer_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_3_F** | *Surfer 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_3_F_afro** | *Surfer 2* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_3_F_euro** | *Surfer 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_3_F_asia** | *Surfer 2* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_4_F** | *Surfer 3* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_4_F_afro** | *Surfer 3* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_4_F_euro** | *Surfer 3* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_4_F_asia** | *Surfer 3* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_pilot_F** | *Pilot* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_WorkerCoveralls<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_journalist_F** | *Journalist* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Journalist<br>H_Cap_press<br>V_Press_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **C_Orestes** | *Orestes* | Civilian | Civilians | Men (Story) | Public |  | Throw<br>Put |  | U_OrestesBody<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Nikos** | *Nikos* | Civilian | Civilians | Men (Story) | Public |  | Throw<br>Put |  | U_NikosBody<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Nikos_aged** | *Nikos (Formal)* | Civilian | Civilians | Men (Story) | Public |  | Throw<br>Put |  | U_NikosAgedBody<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Driver_1_F** | *Driver (Fuel)* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Driver_1<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_2_F** | *Driver (Bluking)* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Driver_2<br>H_RacingHelmet_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_3_F** | *Driver (Redstone)* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Driver_3<br>H_RacingHelmet_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_4_F** | *Driver (Vrana)* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Driver_4<br>H_RacingHelmet_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_random_base_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_black_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1_black<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_blue_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1_blue<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_green_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1_green<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_red_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1_red<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_white_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1_white<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_yellow_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1_yellow<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_orange_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1_orange<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Marshal_F** | *Marshal* | Civilian | Civilians | Men | Public |  | Throw<br>Put<br>hgun_Pistol_Signal_F | 2x 6Rnd_GreenSignal_F<br>2x 6Rnd_RedSignal_F | U_Marshal<br>H_Cap_marshal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Soldier_VR_F** | *VR Entity* | Civilian | Civilians | Men (Virtual Reality) | Public |  | Throw<br>Put |  |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Roles:** None |\n|  | **C_Protagonist_VR_F** | *VR Man* | Civilian | Civilians | Men (Virtual Reality) | Public |  | Throw<br>Put |  | U_C_Protagonist_VR<br>G_Goggles_VR | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair, can deactivate mines |\n|  | **C_Heli_Light_01_civil_F** | *M-900* | Civilian | Civilians | Helicopters | Public |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 17 skins, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_blue_F** | *M-900 (Blue)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_red_F** | *M-900 (Red)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_ion_F** | *M-900 (ION)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_blueLine_F** | *M-900 (BlueLine)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_digital_F** | *M-900 (Digital)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_elliptical_F** | *M-900 (Elliptical)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_furious_F** | *M-900 (Furious)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_graywatcher_F** | *M-900 (GrayWatcher)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_jeans_F** | *M-900 (Jeans)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_light_F** | *M-900 (Light)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_shadow_F** | *M-900 (Shadow)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_sheriff_F** | *M-900 (Sheriff)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_speedy_F** | *M-900 (Speedy)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_sunset_F** | *M-900 (Sunset)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_vrana_F** | *M-900 (VRANA)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_wasp_F** | *M-900 (Wasp)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_wave_F** | *M-900 (Wave)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_stripped_F** | *M-900 (Stripped)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 17 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_luxe_F** | *M-900 (Luxe)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 17 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Rubberboat** | *Rescue Boat* | Civilian | Civilians | Boats | Public |  |  |  |  | A3_Boat_F_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Boat_Civil_01_F** | *Motorboat* | Civilian | Civilians | Boats | Public |  |  |  |  | A3_Boat_F_Gamma_Boat_Civil_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_Boat_Civil_01_rescue_F** | *Motorboat (Rescue)* | Civilian | Civilians | Boats | Public |  |  |  |  | A3_Boat_F_Gamma_Boat_Civil_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_Boat_Civil_01_police_F** | *Motorboat (Police)* | Civilian | Civilians | Boats | Public |  |  |  |  | A3_Boat_F_Gamma_Boat_Civil_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_Offroad_01_F** | *Offroad* | Civilian | Civilians | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 6 skins, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_repair_F** | *Offroad (Services)* | Civilian | Civilians | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_red_F** | *Offroad (Red)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_sand_F** | *Offroad (Beige)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_white_F** | *Offroad (White)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_blue_F** | *Offroad (Blue)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_darkred_F** | *Offroad (Dark Red)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_bluecustom_F** | *Offroad (Blue Custom)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_luxe_F** | *Offroad (Luxe)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_default_F** | *Offroad* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_stripped_F** | *Offroad (Stripped-down)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Quadbike_01_F** | *Quad Bike* | Civilian | Civilians | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** Yes, 4 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Quadbike_01_black_F** | *Quad Bike (Black)* | Civilian | Civilians | Cars | Protected |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Quadbike_01_blue_F** | *Quad Bike (Blue)* | Civilian | Civilians | Cars | Protected |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Quadbike_01_red_F** | *Quad Bike (Red)* | Civilian | Civilians | Cars | Protected |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Quadbike_01_white_F** | *Quad Bike (White)* | Civilian | Civilians | Cars | Protected |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Truck_02_covered_F** | *Zamak Transport (Covered)* | Civilian | Civilians | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Beta_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Truck_02_transport_F** | *Zamak Transport* | Civilian | Civilians | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Beta_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_F** | *Hatchback* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** Yes, 9 skins<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_sport_F** | *Hatchback (Sport)* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_grey_F** | *Hatchback (Grey)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_green_F** | *Hatchback (Green)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_blue_F** | *Hatchback (Blue)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_bluecustom_F** | *Hatchback (Custom Blue)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_beigecustom_F** | *Hatchback (Custom Beige)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_yellow_F** | *Hatchback (Yellow)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_white_F** | *Hatchback (White)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_black_F** | *Hatchback (Black)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_dark_F** | *Hatchback (Dark)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_sport_red_F** | *Hatchback (Sport, Red)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_sport_blue_F** | *Hatchback (Sport, Blue)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_sport_orange_F** | *Hatchback (Sport, Orange)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_sport_white_F** | *Hatchback (Sport, White)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_sport_grey_F** | *Hatchback (Sport, Grey)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_sport_green_F** | *Hatchback (Sport, Green)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_SUV_01_F** | *SUV* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_SUV_01 | - **Randomization:** Yes, 4 skins<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **SUV_01_base_red_F** | *SUV (Red)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_SUV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **SUV_01_base_black_F** | *SUV (Black)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_SUV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **SUV_01_base_grey_F** | *SUV (Grey)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_SUV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **SUV_01_base_orange_F** | *SUV (Orange)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_SUV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Truck_02_fuel_F** | *Zamak Fuel* | Civilian | Civilians | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Truck_02_box_F** | *Zamak Repair* | Civilian | Civilians | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_transport_F** | *Truck* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_box_F** | *Truck Boxer* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_fuel_F** | *Fuel Truck* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_transport_white_F** | *Truck (White)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_transport_red_F** | *Truck (Red)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_box_white_F** | *Truck Boxer (White)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_box_red_F** | *Truck Boxer (Red)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_fuel_white_F** | *Fuel Truck (White)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_fuel_red_F** | *Fuel Truck (Red, White Tank)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_fuel_white_v2_F** | *Fuel Truck (White, Red Tank)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_fuel_red_v2_F** | *Fuel Truck (Red)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_F** | *Kart* | Civilian | Civilians | Cars | Public |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** Yes, 7 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_Fuel_F** | *Kart (Fuel)* | Civilian | Civilians | Cars | Public |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_Blu_F** | *Kart (Bluking)* | Civilian | Civilians | Cars | Public |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_Red_F** | *Kart (Redstone)* | Civilian | Civilians | Cars | Public |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_Vrana_F** | *Kart (Vrana)* | Civilian | Civilians | Cars | Public |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_green_F** | *Kart (Green)* | Civilian | Civilians | Cars | Protected |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_orange_F** | *Kart (Orange)* | Civilian | Civilians | Cars | Protected |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_white_F** | *Kart (White)* | Civilian | Civilians | Cars | Protected |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_yellow_F** | *Kart (Yellow)* | Civilian | Civilians | Cars | Protected |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_black_F** | *Kart (Black)* | Civilian | Civilians | Cars | Protected |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_02_unarmed_F** | *MB 4WD* | Civilian | Civilians | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_02_unarmed_black_F** | *MB 4WD (Black)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_02_unarmed_blue_F** | *MB 4WD (Blue)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_02_unarmed_green_F** | *MB 4WD (Green)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_02_unarmed_orange_F** | *MB 4WD (Orange)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_02_unarmed_red_F** | *MB 4WD (Red)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_02_unarmed_white_F** | *MB 4WD (White)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Plane_Civil_01_F** | *Caesar BTT* | Civilian | Civilians | Planes | Public |  |  |  |  | A3_Air_F_Exp_Plane_Civil_01 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_Plane_Civil_01_racing_F** | *Caesar BTT (Racing)* | Civilian | Civilians | Planes | Public |  |  |  |  | A3_Air_F_Exp_Plane_Civil_01 | - **Randomization:** Yes, 2 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_Boat_Transport_02_F** | *RHIB* | Civilian | Civilians | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 7 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Scooter_Transport_01_F** | *Water Scooter* | Civilian | Civilians | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Scooter_Transport_01 | - **Randomization:** Yes, 7 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_man_sport_1_F** | *Civilian (Sport) 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_man_sport_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_1_F_afro** | *Civilian (Sport) 1* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_man_sport_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_1_F_euro** | *Civilian (Sport) 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_man_sport_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_1_F_asia** | *Civilian (Sport) 1* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_man_sport_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_1_F_tanoan** | *Civilian (Sport) 1* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_man_sport_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_2_F** | *Civilian (Sport) 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_man_sport_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_2_F_afro** | *Civilian (Sport) 2* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_man_sport_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_2_F_euro** | *Civilian (Sport) 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_man_sport_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_2_F_asia** | *Civilian (Sport) 2* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_man_sport_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_2_F_tanoan** | *Civilian (Sport) 2* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_man_sport_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_3_F** | *Civilian (Sport) 3* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_man_sport_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_3_F_afro** | *Civilian (Sport) 3* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_man_sport_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_3_F_euro** | *Civilian (Sport) 3* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_man_sport_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_3_F_asia** | *Civilian (Sport) 3* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_man_sport_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_3_F_tanoan** | *Civilian (Sport) 3* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_man_sport_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_1_F** | *Civilian (Casual) 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_1_F_afro** | *Civilian (Casual) 1* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_1_F_euro** | *Civilian (Casual) 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_1_F_asia** | *Civilian (Casual) 1* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_1_F_tanoan** | *Civilian (Casual) 1* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_2_F** | *Civilian (Casual) 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_2_F_afro** | *Civilian (Casual) 2* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_2_F_euro** | *Civilian (Casual) 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_2_F_asia** | *Civilian (Casual) 2* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_2_F_tanoan** | *Civilian (Casual) 2* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_3_F** | *Civilian (Casual) 3* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_3_F_afro** | *Civilian (Casual) 3* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_3_F_euro** | *Civilian (Casual) 3* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_3_F_asia** | *Civilian (Casual) 3* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_3_F_tanoan** | *Civilian (Casual) 3* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_4_F** | *Civilian (Summer) 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_4_F_afro** | *Civilian (Summer) 1* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_4_F_euro** | *Civilian (Summer) 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_4_F_asia** | *Civilian (Summer) 1* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_4_F_tanoan** | *Civilian (Summer) 1* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_5_F** | *Civilian (Summer) 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_5_F_afro** | *Civilian (Summer) 2* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_5_F_euro** | *Civilian (Summer) 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_5_F_asia** | *Civilian (Summer) 2* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_5_F_tanoan** | *Civilian (Summer) 2* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_6_F** | *Civilian (Summer) 3* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_6_F_afro** | *Civilian (Summer) 3* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_6_F_euro** | *Civilian (Summer) 3* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_6_F_asia** | *Civilian (Summer) 3* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_6_F_tanoan** | *Civilian (Summer) 3* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_French_universal_F** | *Soldier* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **C_Van_02_transport_F** | *Van Transport* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_02_vehicle_F** | *Van (Cargo)* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 10 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 4 firing positions<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_02_medevac_F** | *Van (Ambulance)* | Civilian | Civilians | Cars | Public |  | AmbulanceHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 5 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_02_service_F** | *Van (Services)* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_UAV_06_F** | *Utility Drone* | Civilian | Civilians | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_UAV_06_medical_F** | *Utility Drone (Medical)* | Civilian | Civilians | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_UAV_AI_F** | *AI* | Civilian | Civilians | Men | Protected |  |  |  |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **C_Man_ConstructionWorker_01_Red_F** | *Construction Worker (Red)* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_ConstructionCoverall_Red_F<br>H_Construction_earprot_white_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can repair |\n|  | **C_Man_ConstructionWorker_01_Vrana_F** | *Construction Worker (Vrana)* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_ConstructionCoverall_vrana_F<br>H_Construction_earprot_vrana_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can repair |\n|  | **C_Man_ConstructionWorker_01_Black_F** | *Construction Worker (Black)* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_ConstructionCoverall_Black_F<br>H_Construction_earprot_red_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can repair |\n|  | **C_Man_ConstructionWorker_01_Blue_F** | *Construction Worker (Blue)* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_ConstructionCoverall_Blue_F<br>H_Construction_earprot_yellow_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can repair |\n|  | **C_Paramedic_01_base_F** | *Paramedic* | Civilian | Civilians | Men | Protected | ORANGE | Throw<br>Put |  | U_C_Paramedic_01_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **C_Man_Paramedic_01_F** | *Paramedic* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_Paramedic_01_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **C_Journalist_01_War_F** | *Journalist (War)* | Civilian | Civilians | Men | Public | ORANGE |  |  | U_C_Journalist<br>H_PASGT_basic_blue_press_F<br>V_Press_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **C_Man_UtilityWorker_01_F** | *Utility Worker* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_ConstructionCoverall_Blue_F<br>V_Safety_yellow_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** can repair |\n|  | **C_Man_UAV_06_F** | *UAV Operator (Utility)* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_Man_casual_2_F<br>C_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **C_Man_UAV_06_medical_F** | *UAV Operator (Utility, Medical)* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_Paramedic_01_F<br>C_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **C_Man_Fisherman_01_F** | *Fisherman* | Civilian | Civilians | Men | Public | ORANGE |  |  | U_C_Poloshirt_blue<br>V_Pocketed_coyote_F<br>H_Booniehat_tan<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **C_Man_Messenger_01_F** | *Messenger* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_Poor_1<br>H_Cap_tan<br>V_LegStrapBag_coyote_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **C_Story_Mechanic_01_F** | *Markos Kouris* | Civilian | Civilians | Men (Story) | Public | ORANGE | Throw<br>Put |  | U_C_Mechanic_01_F<br>H_Cap_red<br>ItemMap<br>ItemCompass<br>ItemWatch<br>Toolkit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair |\n|  | **CivilianPresence_C_Man_casual_1_F_tanoan** | *Civilian (Casual) 1* | Civilian | Civilians | Men (Tanoan) | Protected |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_2_F_tanoan** | *Civilian (Casual) 2* | Civilian | Civilians | Men (Tanoan) | Protected |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_3_F_tanoan** | *Civilian (Casual) 3* | Civilian | Civilians | Men (Tanoan) | Protected |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_4_F_tanoan** | *Civilian (Summer) 1* | Civilian | Civilians | Men (Tanoan) | Protected |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_5_F_tanoan** | *Civilian (Summer) 2* | Civilian | Civilians | Men (Tanoan) | Protected |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_6_F_tanoan** | *Civilian (Summer) 3* | Civilian | Civilians | Men (Tanoan) | Protected |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_1_F_euro** | *Civilian (Casual) 1* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_2_F_euro** | *Civilian (Casual) 2* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_3_F_euro** | *Civilian (Casual) 3* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_4_F_euro** | *Civilian (Summer) 1* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_5_F_euro** | *Civilian (Summer) 2* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_6_F_euro** | *Civilian (Summer) 3* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_1_F_euro** | *Civilian 1* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_blue<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_2_F_euro** | *Civilian 2* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_burgundy<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_3_F_euro** | *Civilian 3* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_4_F_euro** | *Civilian 4* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_tricolour<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_5_F_euro** | *Civilian 5* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_salmon<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_6_F_euro** | *Civilian 6* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_1_F_asia** | *Civilian (Casual) 1* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_2_F_asia** | *Civilian (Casual) 2* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_3_F_asia** | *Civilian (Casual) 3* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_4_F_asia** | *Civilian (Summer) 1* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_5_F_asia** | *Civilian (Summer) 2* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_6_F_asia** | *Civilian (Summer) 3* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_1_F_asia** | *Civilian 1* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_blue<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_2_F_asia** | *Civilian 2* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_burgundy<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_3_F_asia** | *Civilian 3* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_4_F_asia** | *Civilian 4* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_tricolour<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_5_F_asia** | *Civilian 5* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_salmon<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_6_F_asia** | *Civilian 6* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_1_F_afro** | *Civilian (Casual) 1* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_2_F_afro** | *Civilian (Casual) 2* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_3_F_afro** | *Civilian (Casual) 3* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_4_F_afro** | *Civilian (Summer) 1* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_5_F_afro** | *Civilian (Summer) 2* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_6_F_afro** | *Civilian (Summer) 3* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_1_F_afro** | *Civilian 1* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_blue<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_2_F_afro** | *Civilian 2* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_burgundy<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_3_F_afro** | *Civilian 3* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_4_F_afro** | *Civilian 4* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_tricolour<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_5_F_afro** | *Civilian 5* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_salmon<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_6_F_afro** | *Civilian 6* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Offroad_01_covered_F** | *Offroad (Covered)* | Civilian | Civilians | Cars | Public | Enoch | SportCarHorn |  |  | A3_Soft_F_Enoch_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 4 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_comms_F** | *Offroad (Comms)* | Civilian | Civilians | Cars | Public | Enoch | SportCarHorn |  |  | A3_Soft_F_Enoch_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 4 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Tractor_01_F** | *Tractor* | Civilian | Civilians | Cars | Public | Enoch | CarHorn |  |  | A3_Soft_F_Enoch_Tractor_01 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_E_LooterJacket_01_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_E_LooterJacket_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_Scientist_01_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Uniform_Scientist_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_Scientist_01_formal_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Uniform_Scientist_01_formal_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_Scientist_02_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Uniform_Scientist_02_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **C_Uniform_Scientist_02_formal_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Uniform_Scientist_02_formal_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **C_Uniform_Farmer_01_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Uniform_Farmer_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_scientist_01_formal_F** | *Scientist (Formal) 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Uniform_Scientist_01_formal_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_scientist_02_formal_F** | *Scientist (Formal) 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Uniform_Scientist_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_scientist_01_informal_F** | *Scientist (Informal) 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Uniform_Scientist_02_formal_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_scientist_02_informal_F** | *Scientist (Informal) 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Uniform_Scientist_02_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_1_enoch_F** | *Civilian 1* | Civilian | Civilians | Men (Livonia) | Public |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_skull_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_2_enoch_F** | *Civilian 2* | Civilian | Civilians | Men (Livonia) | Public |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_3_enoch_F** | *Civilian 3* | Civilian | Civilians | Men (Livonia) | Public |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_sport_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_4_enoch_F** | *Civilian 4* | Civilian | Civilians | Men (Livonia) | Public |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_olive_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_5_enoch_F** | *Civilian 5* | Civilian | Civilians | Men (Livonia) | Public |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_6_enoch_F** | *Civilian 6* | Civilian | Civilians | Men (Livonia) | Public |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Farmer_01_enoch_F** | *Farmer* | Civilian | Civilians | Men (Livonia) | Public |  | Throw<br>Put |  | U_C_Uniform_Farmer_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_1_enoch_F** | *Civilian 1* | Civilian | Civilians | Men (Livonia) | Protected |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_skull_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_2_enoch_F** | *Civilian 2* | Civilian | Civilians | Men (Livonia) | Protected |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_3_enoch_F** | *Civilian 3* | Civilian | Civilians | Men (Livonia) | Protected |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_sport_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_4_enoch_F** | *Civilian 4* | Civilian | Civilians | Men (Livonia) | Protected |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_olive_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_5_enoch_F** | *Civilian 5* | Civilian | Civilians | Men (Livonia) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_6_enoch_F** | *Civilian 6* | Civilian | Civilians | Men (Livonia) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Farmer_01_enoch_F** | *Farmer* | Civilian | Civilians | Men (Livonia) | Protected |  | Throw<br>Put |  | U_C_Uniform_Farmer_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_beggar_F_afro_sick** | *Beggar* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poor_2_sick<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_1_F_afro_sick** | *Civilian (Casual) 1* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_1_sick_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_3_F_afro_sick** | *Civilian (Casual) 3* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_3_sick_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_4_F_afro_sick** | *Civilian (Summer) 1* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_4_sick_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_5_F_afro_sick** | *Civilian (Summer) 2* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_5_sick_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_6_F_afro_sick** | *Civilian (Summer) 3* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_6_sick_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_1_F_afro_sick** | *Civilian 1* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_blue_sick<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_2_F_afro_sick** | *Civilian 2* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_burgundy_sick<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_3_F_afro_sick** | *Civilian 3* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_stripped_sick<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_6_F_afro_sick** | *Civilian 6* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_redwhite_sick<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_sport_2_F_afro_sick** | *Civilian (Sport) 2* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_man_sport_2_sick_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Uniform_ArtTShirt_01_v1_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_ArtTShirt_01_v1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Uniform_ArtTShirt_01_v2_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_ArtTShirt_01_v2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Uniform_ArtTShirt_01_v3_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_ArtTShirt_01_v3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Uniform_ArtTShirt_01_v4_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_ArtTShirt_01_v4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Uniform_ArtTShirt_01_v5_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_ArtTShirt_01_v5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Uniform_ArtTShirt_01_v6_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_ArtTShirt_01_v6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Uniform_FormalSuit_01_black_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_FormalSuit_01_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_FormalSuit_01_gray_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_FormalSuit_01_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_FormalSuit_01_blue_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_FormalSuit_01_blue_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_FormalSuit_01_khaki_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_FormalSuit_01_khaki_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_FormalSuit_01_tshirt_black_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_FormalSuit_01_tshirt_gray_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_Uniform_ParadeUniform_01_US_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_B_ParadeUniform_01_US_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **B_Uniform_ParadeUniform_01_US_decorated_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_B_ParadeUniform_01_US_decorated_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **O_Uniform_ParadeUniform_01_CSAT_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_O_ParadeUniform_01_CSAT_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **O_Uniform_ParadeUniform_01_CSAT_decorated_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_O_ParadeUniform_01_CSAT_decorated_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **I_Uniform_ParadeUniform_01_AAF_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_I_ParadeUniform_01_AAF_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **I_Uniform_ParadeUniform_01_AAF_decorated_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_I_ParadeUniform_01_AAF_decorated_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **I_E_Uniform_ParadeUniform_01_LDF_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_I_E_ParadeUniform_01_LDF_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **I_E_Uniform_ParadeUniform_01_LDF_decorated_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_I_E_ParadeUniform_01_LDF_decorated_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **C_Man_formal_1_F** | *Civilian (Formal) 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_1_F_afro** | *Civilian (Formal) 1* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_1_F_euro** | *Civilian (Formal) 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_1_F_asia** | *Civilian (Formal) 1* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_1_F_tanoan** | *Civilian (Formal) 1* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_2_F** | *Civilian (Formal) 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_2_F_afro** | *Civilian (Formal) 2* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_2_F_euro** | *Civilian (Formal) 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_2_F_asia** | *Civilian (Formal) 2* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_2_F_tanoan** | *Civilian (Formal) 2* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_3_F** | *Civilian (Formal) 3* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_blue_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_3_F_afro** | *Civilian (Formal) 3* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_blue_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_3_F_euro** | *Civilian (Formal) 3* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_blue_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_3_F_asia** | *Civilian (Formal) 3* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_blue_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_3_F_tanoan** | *Civilian (Formal) 3* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_blue_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_4_F** | *Civilian (Formal) 4* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_khaki_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_4_F_afro** | *Civilian (Formal) 4* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_khaki_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_4_F_euro** | *Civilian (Formal) 4* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_khaki_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_4_F_asia** | *Civilian (Formal) 4* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_khaki_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_4_F_tanoan** | *Civilian (Formal) 4* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_khaki_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_1_F** | *Civilian (Smart Casual) 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_1_F_afro** | *Civilian (Smart Casual) 1* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_1_F_euro** | *Civilian (Smart Casual) 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_1_F_asia** | *Civilian (Smart Casual) 1* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_1_F_tanoan** | *Civilian (Smart Casual) 1* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_2_F** | *Civilian (Smart Casual) 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_2_F_afro** | *Civilian (Smart Casual) 2* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_2_F_euro** | *Civilian (Smart Casual) 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_2_F_asia** | *Civilian (Smart Casual) 2* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_2_F_tanoan** | *Civilian (Smart Casual) 2* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_4_v2_F** | *Civilian (Casual) 4* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_4_v2_F_afro** | *Civilian (Casual) 4* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_4_v2_F_euro** | *Civilian (Casual) 4* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_4_v2_F_asia** | *Civilian (Casual) 4* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_4_v2_F_tanoan** | *Civilian (Casual) 4* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_5_v2_F** | *Civilian (Casual) 5* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_5_v2_F_afro** | *Civilian (Casual) 5* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_5_v2_F_euro** | *Civilian (Casual) 5* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_5_v2_F_asia** | *Civilian (Casual) 5* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_5_v2_F_tanoan** | *Civilian (Casual) 5* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_6_v2_F** | *Civilian (Casual) 6* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_6_v2_F_afro** | *Civilian (Casual) 6* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_6_v2_F_euro** | *Civilian (Casual) 6* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_6_v2_F_asia** | *Civilian (Casual) 6* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_6_v2_F_tanoan** | *Civilian (Casual) 6* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_7_F** | *Civilian (Casual) 7* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_7_F_afro** | *Civilian (Casual) 7* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_7_F_euro** | *Civilian (Casual) 7* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_7_F_asia** | *Civilian (Casual) 7* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_7_F_tanoan** | *Civilian (Casual) 7* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_8_F** | *Civilian (Casual) 8* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_8_F_afro** | *Civilian (Casual) 8* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_8_F_euro** | *Civilian (Casual) 8* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_8_F_asia** | *Civilian (Casual) 8* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_8_F_tanoan** | *Civilian (Casual) 8* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_9_F** | *Civilian (Casual) 9* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_9_F_afro** | *Civilian (Casual) 9* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_9_F_euro** | *Civilian (Casual) 9* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_9_F_asia** | *Civilian (Casual) 9* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_9_F_tanoan** | *Civilian (Casual) 9* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:51, 8 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Weapons | Magazines | Items | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|\n|  | **C_man_1** | *Civilian* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_1_1_F** | *Commoner 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Commoner1_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_1_2_F** | *Commoner 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Commoner1_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_1_3_F** | *Commoner 3* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Commoner1_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_1_F** | *Civilian 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poloshirt_blue<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_1_F_afro** | *Civilian 1* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poloshirt_blue<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_1_F_euro** | *Civilian 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poloshirt_blue<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_1_F_asia** | *Civilian 1* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poloshirt_blue<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_2_F** | *Civilian 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poloshirt_burgundy<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_2_F_afro** | *Civilian 2* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poloshirt_burgundy<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_2_F_euro** | *Civilian 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poloshirt_burgundy<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_2_F_asia** | *Civilian 2* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poloshirt_burgundy<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_3_F** | *Civilian 3* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_3_F_afro** | *Civilian 3* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_3_F_euro** | *Civilian 3* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_3_F_asia** | *Civilian 3* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_4_F** | *Civilian 4* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poloshirt_tricolour<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_4_F_afro** | *Civilian 4* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poloshirt_tricolour<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_4_F_euro** | *Civilian 4* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poloshirt_tricolour<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_4_F_asia** | *Civilian 4* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poloshirt_tricolour<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_5_F** | *Civilian 5* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poloshirt_salmon<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_5_F_afro** | *Civilian 5* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poloshirt_salmon<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_5_F_euro** | *Civilian 5* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poloshirt_salmon<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_5_F_asia** | *Civilian 5* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poloshirt_salmon<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_6_F** | *Civilian 6* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_6_F_afro** | *Civilian 6* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_6_F_euro** | *Civilian 6* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_6_F_asia** | *Civilian 6* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_fugitive_F** | *Fugitive* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poor_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_p_fugitive_F_afro** | *Fugitive* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poor_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_p_fugitive_F_euro** | *Fugitive* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poor_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_p_fugitive_F_asia** | *Fugitive* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poor_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_p_beggar_F** | *Beggar* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poor_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_beggar_F_afro** | *Beggar* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poor_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_beggar_F_euro** | *Beggar* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poor_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_beggar_F_asia** | *Beggar* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poor_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_w_worker_F** | *Worker* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_WorkerCoveralls<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_scientist_F** | *Scientist* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Scientist<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_hunter_1_F** | *Hunter (green)* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_HunterBody_grn<br>H_Booniehat_grn<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_p_shorts_1_F** | *Fugitive (shorts)* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Poor_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_shorts_1_F_afro** | *Fugitive (shorts)* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Poor_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_shorts_1_F_euro** | *Fugitive (shorts)* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Poor_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_shorts_1_F_asia** | *Fugitive (shorts)* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Poor_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_1_F** | *Commoner (shorts)* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Commoner_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_1_F_afro** | *Commoner (shorts)* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Commoner_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_1_F_euro** | *Commoner (shorts)* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Commoner_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_1_F_asia** | *Commoner (shorts)* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Commoner_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_2_F** | *Surfer 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_ShirtSurfer_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_2_F_afro** | *Surfer 1* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_ShirtSurfer_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_2_F_euro** | *Surfer 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_ShirtSurfer_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_2_F_asia** | *Surfer 1* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_ShirtSurfer_shorts<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_3_F** | *Surfer 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_3_F_afro** | *Surfer 2* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_3_F_euro** | *Surfer 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_3_F_asia** | *Surfer 2* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_1<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_4_F** | *Surfer 3* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_4_F_afro** | *Surfer 3* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_4_F_euro** | *Surfer 3* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_shorts_4_F_asia** | *Surfer 3* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_TeeSurfer_shorts_2<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_pilot_F** | *Pilot* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_WorkerCoveralls<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_journalist_F** | *Journalist* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Journalist<br>H_Cap_press<br>V_Press_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **C_Orestes** | *Orestes* | Civilian | Civilians | Men (Story) | Public |  | Throw<br>Put |  | U_OrestesBody<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Nikos** | *Nikos* | Civilian | Civilians | Men (Story) | Public |  | Throw<br>Put |  | U_NikosBody<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Nikos_aged** | *Nikos (Formal)* | Civilian | Civilians | Men (Story) | Public |  | Throw<br>Put |  | U_NikosAgedBody<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Driver_1_F** | *Driver (Fuel)* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Driver_1<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_2_F** | *Driver (Bluking)* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Driver_2<br>H_RacingHelmet_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_3_F** | *Driver (Redstone)* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Driver_3<br>H_RacingHelmet_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_4_F** | *Driver (Vrana)* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Driver_4<br>H_RacingHelmet_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_random_base_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_black_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1_black<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_blue_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1_blue<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_green_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1_green<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_red_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1_red<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_white_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1_white<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_yellow_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1_yellow<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Driver_1_orange_F** | *Driver* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Driver_1_orange<br>H_RacingHelmet_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Marshal_F** | *Marshal* | Civilian | Civilians | Men | Public |  | Throw<br>Put<br>hgun_Pistol_Signal_F | 2x 6Rnd_GreenSignal_F<br>2x 6Rnd_RedSignal_F | U_Marshal<br>H_Cap_marshal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Soldier_VR_F** | *VR Entity* | Civilian | Civilians | Men (Virtual Reality) | Public |  | Throw<br>Put |  |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Roles:** None |\n|  | **C_Protagonist_VR_F** | *VR Man* | Civilian | Civilians | Men (Virtual Reality) | Public |  | Throw<br>Put |  | U_C_Protagonist_VR<br>G_Goggles_VR | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair, can deactivate mines |\n|  | **C_Heli_Light_01_civil_F** | *M-900* | Civilian | Civilians | Helicopters | Public |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 17 skins, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_blue_F** | *M-900 (Blue)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_red_F** | *M-900 (Red)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_ion_F** | *M-900 (ION)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_blueLine_F** | *M-900 (BlueLine)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_digital_F** | *M-900 (Digital)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_elliptical_F** | *M-900 (Elliptical)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_furious_F** | *M-900 (Furious)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_graywatcher_F** | *M-900 (GrayWatcher)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_jeans_F** | *M-900 (Jeans)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_light_F** | *M-900 (Light)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_shadow_F** | *M-900 (Shadow)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_sheriff_F** | *M-900 (Sheriff)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_speedy_F** | *M-900 (Speedy)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_sunset_F** | *M-900 (Sunset)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_vrana_F** | *M-900 (VRANA)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_wasp_F** | *M-900 (Wasp)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_wave_F** | *M-900 (Wave)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_stripped_F** | *M-900 (Stripped)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 17 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Heli_light_01_luxe_F** | *M-900 (Luxe)* | Civilian | Civilians | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** Yes, 17 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **C_Rubberboat** | *Rescue Boat* | Civilian | Civilians | Boats | Public |  |  |  |  | A3_Boat_F_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Boat_Civil_01_F** | *Motorboat* | Civilian | Civilians | Boats | Public |  |  |  |  | A3_Boat_F_Gamma_Boat_Civil_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_Boat_Civil_01_rescue_F** | *Motorboat (Rescue)* | Civilian | Civilians | Boats | Public |  |  |  |  | A3_Boat_F_Gamma_Boat_Civil_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_Boat_Civil_01_police_F** | *Motorboat (Police)* | Civilian | Civilians | Boats | Public |  |  |  |  | A3_Boat_F_Gamma_Boat_Civil_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_Offroad_01_F** | *Offroad* | Civilian | Civilians | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 6 skins, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_repair_F** | *Offroad (Services)* | Civilian | Civilians | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_red_F** | *Offroad (Red)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_sand_F** | *Offroad (Beige)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_white_F** | *Offroad (White)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_blue_F** | *Offroad (Blue)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_darkred_F** | *Offroad (Dark Red)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_bluecustom_F** | *Offroad (Blue Custom)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_luxe_F** | *Offroad (Luxe)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_default_F** | *Offroad* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_stripped_F** | *Offroad (Stripped-down)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Quadbike_01_F** | *Quad Bike* | Civilian | Civilians | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** Yes, 4 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Quadbike_01_black_F** | *Quad Bike (Black)* | Civilian | Civilians | Cars | Protected |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Quadbike_01_blue_F** | *Quad Bike (Blue)* | Civilian | Civilians | Cars | Protected |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Quadbike_01_red_F** | *Quad Bike (Red)* | Civilian | Civilians | Cars | Protected |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Quadbike_01_white_F** | *Quad Bike (White)* | Civilian | Civilians | Cars | Protected |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Truck_02_covered_F** | *Zamak Transport (Covered)* | Civilian | Civilians | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Beta_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Truck_02_transport_F** | *Zamak Transport* | Civilian | Civilians | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Beta_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_F** | *Hatchback* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** Yes, 9 skins<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_sport_F** | *Hatchback (Sport)* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_grey_F** | *Hatchback (Grey)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_green_F** | *Hatchback (Green)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_blue_F** | *Hatchback (Blue)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_bluecustom_F** | *Hatchback (Custom Blue)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_beigecustom_F** | *Hatchback (Custom Beige)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_yellow_F** | *Hatchback (Yellow)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_white_F** | *Hatchback (White)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_black_F** | *Hatchback (Black)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_dark_F** | *Hatchback (Dark)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_sport_red_F** | *Hatchback (Sport, Red)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_sport_blue_F** | *Hatchback (Sport, Blue)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_sport_orange_F** | *Hatchback (Sport, Orange)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_sport_white_F** | *Hatchback (Sport, White)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_sport_grey_F** | *Hatchback (Sport, Grey)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Hatchback_01_sport_green_F** | *Hatchback (Sport, Green)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Hatchback_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_SUV_01_F** | *SUV* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_SUV_01 | - **Randomization:** Yes, 4 skins<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **SUV_01_base_red_F** | *SUV (Red)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_SUV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **SUV_01_base_black_F** | *SUV (Black)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_SUV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **SUV_01_base_grey_F** | *SUV (Grey)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_SUV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **SUV_01_base_orange_F** | *SUV (Orange)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_SUV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Truck_02_fuel_F** | *Zamak Fuel* | Civilian | Civilians | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Truck_02_box_F** | *Zamak Repair* | Civilian | Civilians | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_transport_F** | *Truck* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_box_F** | *Truck Boxer* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_fuel_F** | *Fuel Truck* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_transport_white_F** | *Truck (White)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_transport_red_F** | *Truck (Red)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_box_white_F** | *Truck Boxer (White)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_box_red_F** | *Truck Boxer (Red)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_fuel_white_F** | *Fuel Truck (White)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_fuel_red_F** | *Fuel Truck (Red, White Tank)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_fuel_white_v2_F** | *Fuel Truck (White, Red Tank)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_01_fuel_red_v2_F** | *Fuel Truck (Red)* | Civilian | Civilians | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_F** | *Kart* | Civilian | Civilians | Cars | Public |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** Yes, 7 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_Fuel_F** | *Kart (Fuel)* | Civilian | Civilians | Cars | Public |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_Blu_F** | *Kart (Bluking)* | Civilian | Civilians | Cars | Public |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_Red_F** | *Kart (Redstone)* | Civilian | Civilians | Cars | Public |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_Vrana_F** | *Kart (Vrana)* | Civilian | Civilians | Cars | Public |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_green_F** | *Kart (Green)* | Civilian | Civilians | Cars | Protected |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_orange_F** | *Kart (Orange)* | Civilian | Civilians | Cars | Protected |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_white_F** | *Kart (White)* | Civilian | Civilians | Cars | Protected |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_yellow_F** | *Kart (Yellow)* | Civilian | Civilians | Cars | Protected |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Kart_01_black_F** | *Kart (Black)* | Civilian | Civilians | Cars | Protected |  |  |  |  | A3_Soft_F_Kart_Kart_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_02_unarmed_F** | *MB 4WD* | Civilian | Civilians | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_02_unarmed_black_F** | *MB 4WD (Black)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_02_unarmed_blue_F** | *MB 4WD (Blue)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_02_unarmed_green_F** | *MB 4WD (Green)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_02_unarmed_orange_F** | *MB 4WD (Orange)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_02_unarmed_red_F** | *MB 4WD (Red)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_02_unarmed_white_F** | *MB 4WD (White)* | Civilian | Civilians | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Plane_Civil_01_F** | *Caesar BTT* | Civilian | Civilians | Planes | Public |  |  |  |  | A3_Air_F_Exp_Plane_Civil_01 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_Plane_Civil_01_racing_F** | *Caesar BTT (Racing)* | Civilian | Civilians | Planes | Public |  |  |  |  | A3_Air_F_Exp_Plane_Civil_01 | - **Randomization:** Yes, 2 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_Boat_Transport_02_F** | *RHIB* | Civilian | Civilians | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 7 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Scooter_Transport_01_F** | *Water Scooter* | Civilian | Civilians | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Scooter_Transport_01 | - **Randomization:** Yes, 7 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_man_sport_1_F** | *Civilian (Sport) 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_man_sport_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_1_F_afro** | *Civilian (Sport) 1* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_man_sport_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_1_F_euro** | *Civilian (Sport) 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_man_sport_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_1_F_asia** | *Civilian (Sport) 1* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_man_sport_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_1_F_tanoan** | *Civilian (Sport) 1* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_man_sport_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_2_F** | *Civilian (Sport) 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_man_sport_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_2_F_afro** | *Civilian (Sport) 2* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_man_sport_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_2_F_euro** | *Civilian (Sport) 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_man_sport_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_2_F_asia** | *Civilian (Sport) 2* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_man_sport_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_2_F_tanoan** | *Civilian (Sport) 2* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_man_sport_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_3_F** | *Civilian (Sport) 3* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_man_sport_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_3_F_afro** | *Civilian (Sport) 3* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_man_sport_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_3_F_euro** | *Civilian (Sport) 3* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_man_sport_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_3_F_asia** | *Civilian (Sport) 3* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_man_sport_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_man_sport_3_F_tanoan** | *Civilian (Sport) 3* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_man_sport_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_1_F** | *Civilian (Casual) 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_1_F_afro** | *Civilian (Casual) 1* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_1_F_euro** | *Civilian (Casual) 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_1_F_asia** | *Civilian (Casual) 1* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_1_F_tanoan** | *Civilian (Casual) 1* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_2_F** | *Civilian (Casual) 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_2_F_afro** | *Civilian (Casual) 2* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_2_F_euro** | *Civilian (Casual) 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_2_F_asia** | *Civilian (Casual) 2* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_2_F_tanoan** | *Civilian (Casual) 2* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_3_F** | *Civilian (Casual) 3* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_3_F_afro** | *Civilian (Casual) 3* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_3_F_euro** | *Civilian (Casual) 3* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_3_F_asia** | *Civilian (Casual) 3* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_3_F_tanoan** | *Civilian (Casual) 3* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_4_F** | *Civilian (Summer) 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_4_F_afro** | *Civilian (Summer) 1* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_4_F_euro** | *Civilian (Summer) 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_4_F_asia** | *Civilian (Summer) 1* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_4_F_tanoan** | *Civilian (Summer) 1* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_5_F** | *Civilian (Summer) 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_5_F_afro** | *Civilian (Summer) 2* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_5_F_euro** | *Civilian (Summer) 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_5_F_asia** | *Civilian (Summer) 2* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_5_F_tanoan** | *Civilian (Summer) 2* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_6_F** | *Civilian (Summer) 3* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_6_F_afro** | *Civilian (Summer) 3* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_6_F_euro** | *Civilian (Summer) 3* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_6_F_asia** | *Civilian (Summer) 3* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_6_F_tanoan** | *Civilian (Summer) 3* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_French_universal_F** | *Soldier* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Exp_Civil | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **C_Van_02_transport_F** | *Van Transport* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 6 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_02_vehicle_F** | *Van (Cargo)* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 10 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 4 firing positions<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_02_medevac_F** | *Van (Ambulance)* | Civilian | Civilians | Cars | Public |  | AmbulanceHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 5 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Van_02_service_F** | *Van (Services)* | Civilian | Civilians | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_UAV_06_F** | *Utility Drone* | Civilian | Civilians | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_UAV_06_medical_F** | *Utility Drone (Medical)* | Civilian | Civilians | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_UAV_AI_F** | *AI* | Civilian | Civilians | Men | Protected |  |  |  |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **C_Man_ConstructionWorker_01_Red_F** | *Construction Worker (Red)* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_ConstructionCoverall_Red_F<br>H_Construction_earprot_white_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can repair |\n|  | **C_Man_ConstructionWorker_01_Vrana_F** | *Construction Worker (Vrana)* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_ConstructionCoverall_vrana_F<br>H_Construction_earprot_vrana_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can repair |\n|  | **C_Man_ConstructionWorker_01_Black_F** | *Construction Worker (Black)* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_ConstructionCoverall_Black_F<br>H_Construction_earprot_red_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can repair |\n|  | **C_Man_ConstructionWorker_01_Blue_F** | *Construction Worker (Blue)* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_ConstructionCoverall_Blue_F<br>H_Construction_earprot_yellow_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can repair |\n|  | **C_Paramedic_01_base_F** | *Paramedic* | Civilian | Civilians | Men | Protected | ORANGE | Throw<br>Put |  | U_C_Paramedic_01_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **C_Man_Paramedic_01_F** | *Paramedic* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_Paramedic_01_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **C_Journalist_01_War_F** | *Journalist (War)* | Civilian | Civilians | Men | Public | ORANGE |  |  | U_C_Journalist<br>H_PASGT_basic_blue_press_F<br>V_Press_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **C_Man_UtilityWorker_01_F** | *Utility Worker* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_ConstructionCoverall_Blue_F<br>V_Safety_yellow_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** can repair |\n|  | **C_Man_UAV_06_F** | *UAV Operator (Utility)* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_Man_casual_2_F<br>C_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **C_Man_UAV_06_medical_F** | *UAV Operator (Utility, Medical)* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_Paramedic_01_F<br>C_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **C_Man_Fisherman_01_F** | *Fisherman* | Civilian | Civilians | Men | Public | ORANGE |  |  | U_C_Poloshirt_blue<br>V_Pocketed_coyote_F<br>H_Booniehat_tan<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **C_Man_Messenger_01_F** | *Messenger* | Civilian | Civilians | Men | Public | ORANGE | Throw<br>Put |  | U_C_Poor_1<br>H_Cap_tan<br>V_LegStrapBag_coyote_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **C_Story_Mechanic_01_F** | *Markos Kouris* | Civilian | Civilians | Men (Story) | Public | ORANGE | Throw<br>Put |  | U_C_Mechanic_01_F<br>H_Cap_red<br>ItemMap<br>ItemCompass<br>ItemWatch<br>Toolkit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair |\n|  | **CivilianPresence_C_Man_casual_1_F_tanoan** | *Civilian (Casual) 1* | Civilian | Civilians | Men (Tanoan) | Protected |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_2_F_tanoan** | *Civilian (Casual) 2* | Civilian | Civilians | Men (Tanoan) | Protected |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_3_F_tanoan** | *Civilian (Casual) 3* | Civilian | Civilians | Men (Tanoan) | Protected |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_4_F_tanoan** | *Civilian (Summer) 1* | Civilian | Civilians | Men (Tanoan) | Protected |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_5_F_tanoan** | *Civilian (Summer) 2* | Civilian | Civilians | Men (Tanoan) | Protected |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_6_F_tanoan** | *Civilian (Summer) 3* | Civilian | Civilians | Men (Tanoan) | Protected |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_1_F_euro** | *Civilian (Casual) 1* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_2_F_euro** | *Civilian (Casual) 2* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_3_F_euro** | *Civilian (Casual) 3* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_4_F_euro** | *Civilian (Summer) 1* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_5_F_euro** | *Civilian (Summer) 2* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_6_F_euro** | *Civilian (Summer) 3* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_1_F_euro** | *Civilian 1* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_blue<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_2_F_euro** | *Civilian 2* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_burgundy<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_3_F_euro** | *Civilian 3* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_4_F_euro** | *Civilian 4* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_tricolour<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_5_F_euro** | *Civilian 5* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_salmon<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_6_F_euro** | *Civilian 6* | Civilian | Civilians | Men (European) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_1_F_asia** | *Civilian (Casual) 1* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_2_F_asia** | *Civilian (Casual) 2* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_3_F_asia** | *Civilian (Casual) 3* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_4_F_asia** | *Civilian (Summer) 1* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_5_F_asia** | *Civilian (Summer) 2* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_6_F_asia** | *Civilian (Summer) 3* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_1_F_asia** | *Civilian 1* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_blue<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_2_F_asia** | *Civilian 2* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_burgundy<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_3_F_asia** | *Civilian 3* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_4_F_asia** | *Civilian 4* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_tricolour<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_5_F_asia** | *Civilian 5* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_salmon<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_6_F_asia** | *Civilian 6* | Civilian | Civilians | Men (Asian) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_1_F_afro** | *Civilian (Casual) 1* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_2_F_afro** | *Civilian (Casual) 2* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_3_F_afro** | *Civilian (Casual) 3* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_4_F_afro** | *Civilian (Summer) 1* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_5_F_afro** | *Civilian (Summer) 2* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_casual_6_F_afro** | *Civilian (Summer) 3* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_1_F_afro** | *Civilian 1* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_blue<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_2_F_afro** | *Civilian 2* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_burgundy<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_3_F_afro** | *Civilian 3* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_4_F_afro** | *Civilian 4* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_tricolour<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_5_F_afro** | *Civilian 5* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_salmon<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_man_polo_6_F_afro** | *Civilian 6* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Modules_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Offroad_01_covered_F** | *Offroad (Covered)* | Civilian | Civilians | Cars | Public | Enoch | SportCarHorn |  |  | A3_Soft_F_Enoch_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 4 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Offroad_01_comms_F** | *Offroad (Comms)* | Civilian | Civilians | Cars | Public | Enoch | SportCarHorn |  |  | A3_Soft_F_Enoch_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 4 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **C_Tractor_01_F** | *Tractor* | Civilian | Civilians | Cars | Public | Enoch | CarHorn |  |  | A3_Soft_F_Enoch_Tractor_01 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **C_E_LooterJacket_01_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_E_LooterJacket_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_Scientist_01_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Uniform_Scientist_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_Scientist_01_formal_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Uniform_Scientist_01_formal_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_Scientist_02_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Uniform_Scientist_02_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **C_Uniform_Scientist_02_formal_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Uniform_Scientist_02_formal_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **C_Uniform_Farmer_01_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_Uniform_Farmer_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_scientist_01_formal_F** | *Scientist (Formal) 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Uniform_Scientist_01_formal_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_scientist_02_formal_F** | *Scientist (Formal) 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Uniform_Scientist_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_scientist_01_informal_F** | *Scientist (Informal) 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Uniform_Scientist_02_formal_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_scientist_02_informal_F** | *Scientist (Informal) 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_Uniform_Scientist_02_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_1_enoch_F** | *Civilian 1* | Civilian | Civilians | Men (Livonia) | Public |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_skull_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_2_enoch_F** | *Civilian 2* | Civilian | Civilians | Men (Livonia) | Public |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_3_enoch_F** | *Civilian 3* | Civilian | Civilians | Men (Livonia) | Public |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_sport_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_4_enoch_F** | *Civilian 4* | Civilian | Civilians | Men (Livonia) | Public |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_olive_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_5_enoch_F** | *Civilian 5* | Civilian | Civilians | Men (Livonia) | Public |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_6_enoch_F** | *Civilian 6* | Civilian | Civilians | Men (Livonia) | Public |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Farmer_01_enoch_F** | *Farmer* | Civilian | Civilians | Men (Livonia) | Public |  | Throw<br>Put |  | U_C_Uniform_Farmer_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_1_enoch_F** | *Civilian 1* | Civilian | Civilians | Men (Livonia) | Protected |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_skull_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_2_enoch_F** | *Civilian 2* | Civilian | Civilians | Men (Livonia) | Protected |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_3_enoch_F** | *Civilian 3* | Civilian | Civilians | Men (Livonia) | Protected |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_sport_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_4_enoch_F** | *Civilian 4* | Civilian | Civilians | Men (Livonia) | Protected |  | Throw<br>Put |  | U_I_L_Uniform_01_tshirt_olive_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_5_enoch_F** | *Civilian 5* | Civilian | Civilians | Men (Livonia) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_stripped<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Man_6_enoch_F** | *Civilian 6* | Civilian | Civilians | Men (Livonia) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_redwhite<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **CivilianPresence_C_Farmer_01_enoch_F** | *Farmer* | Civilian | Civilians | Men (Livonia) | Protected |  | Throw<br>Put |  | U_C_Uniform_Farmer_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_p_beggar_F_afro_sick** | *Beggar* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poor_2_sick<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_1_F_afro_sick** | *Civilian (Casual) 1* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_1_sick_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_3_F_afro_sick** | *Civilian (Casual) 3* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_3_sick_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_4_F_afro_sick** | *Civilian (Summer) 1* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_4_sick_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_5_F_afro_sick** | *Civilian (Summer) 2* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_5_sick_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Man_casual_6_F_afro_sick** | *Civilian (Summer) 3* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Man_casual_6_sick_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_1_F_afro_sick** | *Civilian 1* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_blue_sick<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_2_F_afro_sick** | *Civilian 2* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_burgundy_sick<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_3_F_afro_sick** | *Civilian 3* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_stripped_sick<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_polo_6_F_afro_sick** | *Civilian 6* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_Poloshirt_redwhite_sick<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_man_sport_2_F_afro_sick** | *Civilian (Sport) 2* | Civilian | Civilians | Men (Africans) | Protected |  | Throw<br>Put |  | U_C_man_sport_2_sick_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Uniform_ArtTShirt_01_v1_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_ArtTShirt_01_v1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Uniform_ArtTShirt_01_v2_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_ArtTShirt_01_v2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Uniform_ArtTShirt_01_v3_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_ArtTShirt_01_v3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Uniform_ArtTShirt_01_v4_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_ArtTShirt_01_v4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Uniform_ArtTShirt_01_v5_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_ArtTShirt_01_v5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Uniform_ArtTShirt_01_v6_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_ArtTShirt_01_v6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_Uniform_FormalSuit_01_black_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_FormalSuit_01_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_FormalSuit_01_gray_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_FormalSuit_01_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_FormalSuit_01_blue_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_FormalSuit_01_blue_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_FormalSuit_01_khaki_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_FormalSuit_01_khaki_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_FormalSuit_01_tshirt_black_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **C_Uniform_FormalSuit_01_tshirt_gray_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_Uniform_ParadeUniform_01_US_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_B_ParadeUniform_01_US_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **B_Uniform_ParadeUniform_01_US_decorated_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_B_ParadeUniform_01_US_decorated_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **O_Uniform_ParadeUniform_01_CSAT_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_O_ParadeUniform_01_CSAT_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **O_Uniform_ParadeUniform_01_CSAT_decorated_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_O_ParadeUniform_01_CSAT_decorated_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **I_Uniform_ParadeUniform_01_AAF_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_I_ParadeUniform_01_AAF_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **I_Uniform_ParadeUniform_01_AAF_decorated_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_I_ParadeUniform_01_AAF_decorated_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **I_E_Uniform_ParadeUniform_01_LDF_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_I_E_ParadeUniform_01_LDF_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **I_E_Uniform_ParadeUniform_01_LDF_decorated_F** | *Civilian* | Civilian | Civilians | Men | Protected |  | Throw<br>Put |  | U_I_E_ParadeUniform_01_LDF_decorated_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Roles:** None |\n|  | **C_Man_formal_1_F** | *Civilian (Formal) 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_1_F_afro** | *Civilian (Formal) 1* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_1_F_euro** | *Civilian (Formal) 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_1_F_asia** | *Civilian (Formal) 1* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_1_F_tanoan** | *Civilian (Formal) 1* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_2_F** | *Civilian (Formal) 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_2_F_afro** | *Civilian (Formal) 2* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_2_F_euro** | *Civilian (Formal) 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_2_F_asia** | *Civilian (Formal) 2* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_2_F_tanoan** | *Civilian (Formal) 2* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_3_F** | *Civilian (Formal) 3* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_blue_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_3_F_afro** | *Civilian (Formal) 3* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_blue_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_3_F_euro** | *Civilian (Formal) 3* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_blue_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_3_F_asia** | *Civilian (Formal) 3* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_blue_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_3_F_tanoan** | *Civilian (Formal) 3* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_blue_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_4_F** | *Civilian (Formal) 4* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_khaki_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_4_F_afro** | *Civilian (Formal) 4* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_khaki_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_4_F_euro** | *Civilian (Formal) 4* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_khaki_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_4_F_asia** | *Civilian (Formal) 4* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_khaki_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_formal_4_F_tanoan** | *Civilian (Formal) 4* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_khaki_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_1_F** | *Civilian (Smart Casual) 1* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_1_F_afro** | *Civilian (Smart Casual) 1* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_1_F_euro** | *Civilian (Smart Casual) 1* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_1_F_asia** | *Civilian (Smart Casual) 1* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_1_F_tanoan** | *Civilian (Smart Casual) 1* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_black_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_2_F** | *Civilian (Smart Casual) 2* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_2_F_afro** | *Civilian (Smart Casual) 2* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_2_F_euro** | *Civilian (Smart Casual) 2* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_2_F_asia** | *Civilian (Smart Casual) 2* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_smart_casual_2_F_tanoan** | *Civilian (Smart Casual) 2* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_FormalSuit_01_tshirt_gray_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_4_v2_F** | *Civilian (Casual) 4* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_4_v2_F_afro** | *Civilian (Casual) 4* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_4_v2_F_euro** | *Civilian (Casual) 4* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_4_v2_F_asia** | *Civilian (Casual) 4* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_4_v2_F_tanoan** | *Civilian (Casual) 4* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v1_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_5_v2_F** | *Civilian (Casual) 5* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_5_v2_F_afro** | *Civilian (Casual) 5* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_5_v2_F_euro** | *Civilian (Casual) 5* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_5_v2_F_asia** | *Civilian (Casual) 5* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_5_v2_F_tanoan** | *Civilian (Casual) 5* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v2_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_6_v2_F** | *Civilian (Casual) 6* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_6_v2_F_afro** | *Civilian (Casual) 6* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_6_v2_F_euro** | *Civilian (Casual) 6* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_6_v2_F_asia** | *Civilian (Casual) 6* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_6_v2_F_tanoan** | *Civilian (Casual) 6* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v3_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_7_F** | *Civilian (Casual) 7* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_7_F_afro** | *Civilian (Casual) 7* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_7_F_euro** | *Civilian (Casual) 7* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_7_F_asia** | *Civilian (Casual) 7* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_7_F_tanoan** | *Civilian (Casual) 7* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v4_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_8_F** | *Civilian (Casual) 8* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_8_F_afro** | *Civilian (Casual) 8* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_8_F_euro** | *Civilian (Casual) 8* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_8_F_asia** | *Civilian (Casual) 8* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_8_F_tanoan** | *Civilian (Casual) 8* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v5_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_9_F** | *Civilian (Casual) 9* | Civilian | Civilians | Men | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_9_F_afro** | *Civilian (Casual) 9* | Civilian | Civilians | Men (Africans) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_9_F_euro** | *Civilian (Casual) 9* | Civilian | Civilians | Men (European) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_9_F_asia** | *Civilian (Casual) 9* | Civilian | Civilians | Men (Asian) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **C_Man_casual_9_F_tanoan** | *Civilian (Casual) 9* | Civilian | Civilians | Men (Tanoan) | Public |  | Throw<br>Put |  | U_C_ArtTShirt_01_v6_F<br>ItemMap<br>ItemCompass<br>ItemWatch | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:51, 8 August 2024 (CEST)"}],"categories":[],"groups":["Reference Lists"]},{"name":"Arma 3: CfgVehicles EAST","title":"Arma 3: CfgVehicles EAST","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_EAST","revid":367239,"updated":"2024-08-08T16:48:03Z","aliases":["Arma 3 CfgVehicles EAST"],"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Weapons | Magazines | Items | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|\n|  | **ArtilleryTargetE** | *ArtilleryTarget* | OPFOR | Other |  | Protected |  | FakeWeapon | 1x FakeWeapon |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_TargetSoldier** | *Invisible Target Soldier* | OPFOR | CSAT | Targets | Protected |  | FakeWeapon | 1x FakeWeapon |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetWBase** | *Laser Target* | OPFOR | Other |  | Protected |  | M2 |  |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetW** | *Laser Target* | OPFOR | Other |  | Protected |  |  |  |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **NVG_TargetW** | *NVG target* | OPFOR | Other |  | Protected |  |  |  |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_G_Soldier_F** | *Rifleman* | OPFOR | FIA | Men | Public |  | arifle_TRG21_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Soldier_lite_F** | *Rifleman (Light)* | OPFOR | FIA | Men | Public |  | arifle_TRG20_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerilla1_1<br>V_BandollierB_blk<br>H_Cap_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Soldier_SL_F** | *Squad Leader* | OPFOR | FIA | Men | Public |  | arifle_TRG20_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>2x 9Rnd_45ACP_Mag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_OG_leader<br>V_Chestrig_blk<br>H_Watchcap_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Soldier_TL_F** | *Team Leader* | OPFOR | FIA | Men | Public |  | arifle_Mk20_GL_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>2x 9Rnd_45ACP_Mag<br>1x HandGrenade<br>1x MiniGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_OG_leader<br>V_TacVest_blk<br>H_Booniehat_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Soldier_AR_F** | *Autorifleman* | OPFOR | FIA | Men | Public |  | LMG_Mk200_BI_F<br>Throw<br>Put | 3x 200Rnd_65x39_cased_Box<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerilla2_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_medic_F** | *Combat Life Saver* | OPFOR | FIA | Men | Public |  | arifle_Mk20_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_OG_Guerilla2_3<br>V_TacVest_blk<br>H_Cap_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can heal |\n|  | **O_G_engineer_F** | *Engineer* | OPFOR | FIA | Men | Public |  | arifle_TRG20_ACO_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_OG_Guerilla2_2<br>V_Chestrig_blk<br>H_Watchcap_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **O_G_Soldier_exp_F** | *Explosive Specialist* | OPFOR | FIA | Men | Public |  | arifle_Mk20C_ACO_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>3x APERSMine_Range_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerilla2_1<br>V_Chestrig_blk<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **O_G_Soldier_GL_F** | *Grenadier* | OPFOR | FIA | Men | Public |  | arifle_TRG21_GL_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x HandGrenade<br>2x MiniGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_OG_Guerilla2_3<br>V_Chestrig_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_G_Soldier_M_F** | *Marksman* | OPFOR | FIA | Men | Public |  | arifle_Mk20_MRCO_F<br>Throw<br>Put<br>Binocular | 8x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerilla3_1<br>V_BandollierB_khk<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Soldier_LAT_F** | *Rifleman (AT)* | OPFOR | FIA | Men | Public |  | arifle_TRG21_F<br>launch_RPG32_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x RPG32_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerrilla_6_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Soldier_A_F** | *Ammo Bearer* | OPFOR | FIA | Men | Public |  | arifle_TRG20_F<br>Throw<br>Put | 12x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerilla1_1<br>V_Chestrig_oli<br>H_Booniehat_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_officer_F** | *Officer* | OPFOR | FIA | Men | Public |  | arifle_TRG21_MRCO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_OG_Guerilla2_3<br>V_Chestrig_oli<br>H_Watchcap_blk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_G_Soldier_unarmed_F** | *Rifleman (Unarmed)* | OPFOR | FIA | Men | Public |  | Throw<br>Put |  | U_OG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Survivor_F** | *Survivor* | OPFOR | FIA | Men | Public |  | Throw<br>Put |  | U_OG_Guerilla1_1 | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Soldier_universal_F** | *Soldier* | OPFOR | FIA | Men | Protected |  | arifle_TRG21_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **O_Soldier_F** | *Rifleman* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_officer_F** | *Officer* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_F<br>hgun_Pistol_heavy_02_Yorris_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_green<br>3x 6Rnd_45ACP_Cylinder<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_OfficerUniform_ocamo<br>V_BandollierB_khk<br>H_Beret_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_Soldier_lite_F** | *Rifleman (Light)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_F<br>hgun_Rook40_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_BandollierB_khk<br>H_MilCap_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_GL_F** | *Grenadier* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_GL_ACO_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_CombatUniform_ocamo<br>V_HarnessOGL_brn<br>H_HelmetLeaderO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_AR_F** | *Autorifleman* | OPFOR | CSAT | Men | Public |  | LMG_Zafir_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 4x 150Rnd_762x54_Box<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_SL_F** | *Squad Leader* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ARCO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_green<br>2x 30Rnd_65x39_caseless_green_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetLeaderO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_TL_F** | *Team Leader* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_GL_ARCO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_green<br>2x 30Rnd_65x39_caseless_green_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_CombatUniform_ocamo<br>V_HarnessOGL_brn<br>H_HelmetLeaderO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldier_M_F** | *Marksman* | OPFOR | CSAT | Men | Public |  | srifle_DMR_01_DMS_BI_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 10Rnd_762x54_Mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_LAT_F** | *Rifleman (AT)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_F<br>launch_RPG32_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x RPG32_F<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_medic_F** | *Combat Life Saver* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_soldier_repair_F** | *Repair Specialist* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can repair |\n|  | **O_soldier_exp_F** | *Explosive Specialist* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_helipilot_F** | *Helicopter Pilot* | OPFOR | CSAT | Men | Public |  | SMG_02_ACO_F<br>Throw<br>Put | 4x 30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_PilotCoveralls<br>H_PilotHelmetHeli_O<br>V_TacVest_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_Soldier_A_F** | *Ammo Bearer* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 12x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_AT_F** | *Missile Specialist (AT)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>launch_O_Titan_short_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x Titan_AT<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_AA_F** | *Missile Specialist (AA)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>launch_O_Titan_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x Titan_AA<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_engineer_F** | *Engineer* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can repair, can deactivate mines |\n|  | **O_crew_F** | *Crewman* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_SpecopsUniform_ocamo<br>V_BandollierB_khk<br>H_HelmetCrew_O<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Pilot_F** | *Pilot* | OPFOR | CSAT | Men | Public |  | SMG_02_ACO_F<br>Throw<br>Put | 4x 30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>1x SmokeShell<br>1x SmokeShellRed<br>1x Chemlight_red | U_O_PilotCoveralls<br>H_PilotHelmetFighter_O<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_helicrew_F** | *Helicopter Crew* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_green<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_PilotCoveralls<br>V_TacVest_khk<br>H_CrewHelmetHeli_O<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_soldier_PG_F** | *Para Trooper* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Story_Colonel_F** | *Namdar* | OPFOR | CSAT | Men (Story) | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Story_CEO_F** | *Attar* | OPFOR | CSAT | Men (Story) | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldier_UAV_F** | *UAV Operator* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_UavTerminal<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can replenish fuel |\n|  | **O_Soldier_universal_F** | *Soldier* | OPFOR | CSAT | Men | Protected |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **O_Survivor_F** | *Survivor* | OPFOR | CSAT | Men | Public |  | Throw<br>Put |  | U_O_CombatUniform_ocamo | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_unarmed_F** | *Rifleman (Unarmed)* | OPFOR | CSAT | Men | Public |  | Throw<br>Put |  | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_diver_F** | *Assault Diver* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_green<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellRed<br>4x Chemlight_red | U_O_Wetsuit<br>V_RebreatherIR<br>G_O_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_diver_TL_F** | *Diver Team Leader* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Binocular | 3x 30Rnd_556x45_Stanag_green<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellRed<br>4x Chemlight_red | U_O_Wetsuit<br>V_RebreatherIR<br>G_O_Diving<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_diver_exp_F** | *Diver Explosive Specialist* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_green<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellRed<br>4x Chemlight_red | U_O_Wetsuit<br>V_RebreatherIR<br>G_O_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_spotter_F** | *Spotter* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_Katiba_ARCO_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Laserdesignator_02 | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x Laserbatteries<br>2x MiniGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_GhillieSuit<br>V_Chestrig_khk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_sniper_F** | *Sniper* | OPFOR | CSAT | Men (Special Forces) | Public |  | srifle_GM6_camo_LRPS_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 5Rnd_127x108_Mag<br>2x 5Rnd_127x108_APDS_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_GhillieSuit<br>V_Chestrig_khk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_recon_F** | *Recon Scout* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_Katiba_ACO_pointer_snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_SpecopsUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetSpecO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_recon_M_F** | *Recon Marksman* | OPFOR | CSAT | Men (Special Forces) | Public |  | srifle_DMR_01_DMS_snds_BI_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 10x 10Rnd_762x54_Mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_SpecopsUniform_ocamo<br>V_TacVest_khk<br>H_HelmetSpecO_blk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_recon_LAT_F** | *Recon Scout (AT)* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_Katiba_ACO_pointer_snds_F<br>launch_RPG32_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>6x 30Rnd_65x39_caseless_green<br>1x RPG32_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_SpecopsUniform_ocamo<br>V_TacVest_khk<br>H_HelmetSpecO_blk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_recon_medic_F** | *Recon Paramedic* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_Katiba_C_ACO_pointer_snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>6x 30Rnd_65x39_caseless_green<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_SpecopsUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetSpecO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_recon_exp_F** | *Recon Demo Specialist* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_Katiba_ACO_pointer_snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>6x 30Rnd_65x39_caseless_green<br>3x APERSMine_Range_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_SpecopsUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetSpecO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_recon_JTAC_F** | *Recon JTAC* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_Katiba_GL_ACO_pointer_snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Laserdesignator_02 | 3x 16Rnd_9x21_Mag<br>6x 30Rnd_65x39_caseless_green<br>2x MiniGrenade<br>2x O_IR_Grenade<br>6x 1Rnd_HE_Grenade_shell<br>1x Laserbatteries<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_SpecopsUniform_ocamo<br>V_HarnessOGL_brn<br>H_HelmetLeaderO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_recon_TL_F** | *Recon Team Leader* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_Katiba_ARCO_pointer_snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 3x 16Rnd_9x21_Mag<br>4x 30Rnd_65x39_caseless_green<br>2x 30Rnd_65x39_caseless_green_mag_Tracer<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_SpecopsUniform_ocamo<br>V_HarnessOGL_brn<br>H_HelmetLeaderO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_AAR_F** | *Asst. Autorifleman* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_AAT_F** | *Asst. Missile Specialist (AT)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_AAA_F** | *Asst. Missile Specialist (AA)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_support_MG_F** | *Gunner (HMG)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_support_GMG_F** | *Gunner (GMG)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_support_Mort_F** | *Gunner (Mk6)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_support_AMG_F** | *Asst. Gunner (HMG/GMG)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_support_AMort_F** | *Asst. Gunner (Mk6)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_F** | *Rifleman* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_AR_F** | *Autorifleman* | OPFOR | CSAT | Men (Urban) | Public |  | LMG_Zafir_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 4x 150Rnd_762x54_Box<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_AAR_F** | *Asst. Autorifleman* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_LAT_F** | *Rifleman (AT)* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>launch_RPG32_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x RPG32_F<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_TacVest_blk<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_AT_F** | *Missile Specialist (AT)* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>launch_O_Titan_short_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x Titan_AT<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_TacVest_blk<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_AAT_F** | *Asst. Missile Specialist (AT)* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_AA_F** | *Missile Specialist (AA)* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>launch_O_Titan_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x Titan_AA<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_TacVest_blk<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_AAA_F** | *Asst. Missile Specialist (AA)* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_TL_F** | *Team Leader* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_GL_ARCO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_green<br>2x 30Rnd_65x39_caseless_green_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessOGL_gry<br>H_HelmetLeaderO_oucamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_SoldierU_SL_F** | *Squad Leader* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ARCO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_green<br>2x 30Rnd_65x39_caseless_green_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_TacVest_blk<br>H_HelmetLeaderO_oucamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_medic_F** | *Combat Life Saver* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_soldierU_repair_F** | *Repair Specialist* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can repair |\n|  | **O_soldierU_exp_F** | *Explosive Specialist* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>3x APERSMine_Range_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_TacVest_blk<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_engineer_U_F** | *Engineer* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can repair, can deactivate mines |\n|  | **O_soldierU_M_F** | *Marksman* | OPFOR | CSAT | Men (Urban) | Public |  | srifle_DMR_01_DMS_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 10x 10Rnd_762x54_Mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_TacVest_blk<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_A_F** | *Ammo Bearer* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 12x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_SoldierU_GL_F** | *Grenadier* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_GL_ACO_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessOGL_gry<br>H_HelmetLeaderO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_SoldierU_unarmed_F** | *Rifleman (Unarmed)* | OPFOR | CSAT | Men (Urban) | Public |  | Throw<br>Put |  | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_VR_F** | *VR Entity* | OPFOR | CSAT | Men (Virtual Reality) | Public |  | Throw<br>Put |  |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Roles:** None |\n|  | **O_Protagonist_VR_F** | *VR Soldier* | OPFOR | CSAT | Men (Virtual Reality) | Public |  | Throw<br>Put |  | U_O_Protagonist_VR<br>G_Goggles_VR | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair, can deactivate mines |\n|  | **O_ghillie_lsh_F** | *Sniper (Lush)* | OPFOR | CSAT | Men (Special Forces) | Public |  | srifle_GM6_camo_LRPS_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 5Rnd_127x108_Mag<br>2x 5Rnd_127x108_APDS_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_FullGhillie_lsh<br>V_Chestrig_khk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_ghillie_sard_F** | *Sniper (Semi-Arid)* | OPFOR | CSAT | Men (Special Forces) | Public |  | srifle_GM6_camo_LRPS_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 5Rnd_127x108_Mag<br>2x 5Rnd_127x108_APDS_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_FullGhillie_sard<br>V_Chestrig_khk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_ghillie_ard_F** | *Sniper (Arid)* | OPFOR | CSAT | Men (Special Forces) | Public |  | srifle_GM6_camo_LRPS_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 5Rnd_127x108_Mag<br>2x 5Rnd_127x108_APDS_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_FullGhillie_ard<br>V_Chestrig_khk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Sharpshooter_F** | *Sharpshooter* | OPFOR | CSAT | Men | Public |  | srifle_DMR_05_KHS_LP_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 8x 10Rnd_93x64_DMR_05_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x HandGrenade | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Urban_Sharpshooter_F** | *Sharpshooter* | OPFOR | CSAT | Men (Urban) | Public |  | srifle_DMR_05_KHS_LP_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 8x 10Rnd_93x64_DMR_05_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x HandGrenade | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Pathfinder_F** | *Recon Pathfinder* | OPFOR | CSAT | Men (Special Forces) | Public |  | srifle_DMR_04_NS_LP_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>laserdesignator_02 | 8x 10Rnd_127x54_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>3x MiniGrenade<br>1x Laserbatteries | U_O_SpecopsUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetSpecO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_HeavyGunner_F** | *Heavy Gunner* | OPFOR | CSAT | Men | Public |  | MMG_01_hex_ARCO_LP_F<br>hgun_Rook40_F<br>Throw<br>Put | 3x 150Rnd_93x64_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Urban_HeavyGunner_F** | *Heavy Gunner* | OPFOR | CSAT | Men (Urban) | Public |  | MMG_01_hex_ARCO_LP_F<br>hgun_Rook40_F<br>Throw<br>Put | 3x 150Rnd_93x64_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_G_Sharpshooter_F** | *Sharpshooter* | OPFOR | FIA | Men | Public |  | srifle_DMR_06_camo_khs_F<br>Throw<br>Put | 8x 20Rnd_762x51_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_leader<br>V_BandollierB_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_HMG_01_F** | *Mk30 HMG .50* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Green |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_HMG_01_high_F** | *Mk30 HMG .50 (Raised)* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Green |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_HMG_01_A_F** | *Mk30A HMG .50* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Green |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_GMG_01_F** | *Mk32 GMG 20 mm* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_GMG_01_high_F** | *Mk32 GMG 20 mm (Raised)* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_GMG_01_A_F** | *Mk32A GMG 20 mm* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_HMG_02_F** | *M2 HMG .50* | OPFOR | CSAT | Turrets | Protected |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Green |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_G_HMG_02_F** | *M2 HMG .50* | OPFOR | FIA | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_HMG_02_high_F** | *M2 HMG .50 (Raised)* | OPFOR | CSAT | Turrets | Protected |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Green |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_G_HMG_02_high_F** | *M2 HMG .50 (Raised)* | OPFOR | FIA | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_Mortar_01_F** | *Mk6 Mortar* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_G_Mortar_01_F** | *Mk6 Mortar* | OPFOR | FIA | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_Heli_Light_02_dynamicLoadout_F** | *PO-30 Orca* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Light_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 copilot<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **O_Heli_Light_02_F** | *PO-30 Orca* | OPFOR | CSAT | Helicopters | Protected |  | LMG_Minigun_heli<br>missiles_DAGR<br>CMFlareLauncher | 1x 2000Rnd_65x39_Belt_Tracer_Green_Splash<br>1x 12Rnd_PG_missiles<br>1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Light_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 copilot<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **O_Heli_Light_02_unarmed_F** | *PO-30 Orca (Unarmed)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Light_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 copilot<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **O_Heli_Light_02_v2_F** | *PO-30 Orca (Black & White)* | OPFOR | CSAT | Helicopters | Protected |  | LMG_Minigun_heli<br>missiles_DAR<br>CMFlareLauncher | 1x 2000Rnd_65x39_Belt_Tracer_Green_Splash<br>1x 12Rnd_missiles<br>1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Light_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 copilot<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **O_Heli_Attack_02_F** | *Mi-48 Kajman* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>gatling_30mm<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 192Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Beta_Heli_Attack_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Attack_02_black_F** | *Mi-48 Kajman (Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>gatling_30mm<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 192Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Beta_Heli_Attack_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Attack_02_dynamicLoadout_F** | *Mi-48 Kajman* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>gatling_30mm<br>Laserdesignator_mounted | 1x 192Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x Laserbatteries |  | A3_Air_F_Beta_Heli_Attack_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Attack_02_dynamicLoadout_black_F** | *Mi-48 Kajman (Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>gatling_30mm<br>Laserdesignator_mounted | 1x 192Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x Laserbatteries |  | A3_Air_F_Beta_Heli_Attack_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Parachute_02_F** | *Cargo Parachute* | OPFOR | CSAT | Helicopters | Protected |  |  |  |  | A3_Air_F_Beta_Parachute_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_Ejection_Seat_Plane_Fighter_03_F** | *Ejection Seat* | OPFOR | AAF | Objects | Protected |  |  |  |  | A3_Air_F_Gamma_Plane_Fighter_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_APC_Tracked_02_cannon_F** | *BTR-K Kamysh* | OPFOR | CSAT | APCs | Public |  | autocannon_30mm_CTWS<br>LMG_coax_ext<br>missiles_titan<br>SmokeLauncher | 2x 140Rnd_30mm_MP_shells_Tracer_Green<br>2x 60Rnd_30mm_APFSDS_shells_Tracer_Green<br>8x 200Rnd_762x51_Belt_Green<br>2x 2Rnd_GAT_missiles_O<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Tracked_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_APC_Tracked_02_AA_F** | *ZSU-39 Tigris* | OPFOR | CSAT | Anti-Air | Public |  | autocannon_35mm<br>missiles_titan_AA<br>SmokeLauncher | 1x 680Rnd_35mm_AA_shells_Tracer_Green<br>2x 4Rnd_Titan_long_missiles_O<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Tracked_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_MBT_02_cannon_F** | *T-100 Varsuk* | OPFOR | CSAT | Tanks | Public |  | cannon_125mm<br>LMG_coax<br>HMG_NSVT<br>SmokeLauncher | 1x 16Rnd_125mm_APFSDS_T_Green<br>1x 12Rnd_125mm_HE_T_Green<br>1x 12Rnd_125mm_HEAT_T_Green<br>10x 200Rnd_762x51_Belt_Green<br>2x 150Rnd_127x108_Ball<br>1x SmokeLauncherMag |  | A3_Armor_F_Gamma_MBT_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_MBT_02_arty_F** | *2S9 Sochor* | OPFOR | CSAT | Artillery | Public |  | mortar_155mm_AMOS<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 1x 32Rnd_155mm_Mo_shells_O<br>1x 2Rnd_155mm_Mo_guided_O<br>1x 6Rnd_155mm_Mo_mine_O<br>1x 2Rnd_155mm_Mo_Cluster_O<br>1x 6Rnd_155mm_Mo_smoke_O<br>1x 4Rnd_155mm_Mo_LG_O<br>1x 6Rnd_155mm_Mo_AT_mine_O<br>1x 96Rnd_40mm_G_belt<br>2x 200Rnd_127x99_mag_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Gamma_MBT_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Boat_Armed_01_hmg_F** | *Speedboat HMG* | OPFOR | CSAT | Boats | Public |  | SmokeLauncher<br>GMG_40mm<br>HMG_01 | 1x SmokeLauncherMag_boat<br>2x 96Rnd_40mm_G_belt<br>4x 100Rnd_127x99_mag_Tracer_Green |  | A3_Boat_F_Boat_Armed_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Boat_Transport_01_F** | *Assault Boat* | OPFOR | CSAT | Boats | Public |  |  |  |  | A3_Boat_F_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Lifeboat** | *Rescue Boat* | OPFOR | CSAT | Boats | Public |  |  |  |  | A3_Boat_F_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_SDV_01_F** | *SDV* | OPFOR | CSAT | Submersibles | Public |  | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Boat_F_Beta_SDV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 commander<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Boat_Transport_01_F** | *Assault Boat* | OPFOR | FIA | Boats | Public |  |  |  |  | A3_Boat_F_Gamma_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_UAV_AI** | *AI* | OPFOR | CSAT | Men | Protected |  |  |  | U_O_PilotCoveralls<br>H_PilotHelmetHeli_O<br>V_TacVest_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Common | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_UAV_AI_F** | *AI* | OPFOR | CSAT | Men | Protected |  |  |  |  | A3_Characters_F_Common | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **O_MRAP_02_F** | *Ifrit* | OPFOR | CSAT | Cars | Public |  | TruckHorn<br>SmokeLauncher | 1x SmokeLauncherMag |  | A3_Soft_F_MRAP_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_MRAP_02_hmg_F** | *Ifrit HMG* | OPFOR | CSAT | Cars | Public |  | TruckHorn<br>SmokeLauncher<br>HMG_127 | 1x SmokeLauncherMag<br>2x 200Rnd_127x99_mag_Tracer_Green |  | A3_Soft_F_MRAP_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 1 gunner<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_MRAP_02_gmg_F** | *Ifrit GMG* | OPFOR | CSAT | Cars | Public |  | TruckHorn<br>SmokeLauncher<br>GMG_40mm | 1x SmokeLauncherMag<br>2x 96Rnd_40mm_G_belt |  | A3_Soft_F_MRAP_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 1 gunner<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Offroad_01_repair_F** | *Offroad (Repair)* | OPFOR | FIA | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Offroad_01_F** | *Offroad* | OPFOR | FIA | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Offroad_01_armed_F** | *Offroad (HMG)* | OPFOR | FIA | Cars | Public |  | SportCarHorn<br>HMG_M2_Mounted | 4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Offroad_01_AT_F** | *Offroad (AT)* | OPFOR | FIA | Cars | Public |  | SportCarHorn<br>launcher_SPG9 | 1x 12rnd_SPG9_HEAT<br>1x 8rnd_SPG9_HE |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Quadbike_01_F** | *Quad Bike* | OPFOR | CSAT | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Quadbike_01_F** | *Quad Bike* | OPFOR | FIA | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** Yes, 2 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_02_covered_F** | *Zamak Transport (Covered)* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Beta_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_02_transport_F** | *Zamak Transport* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Beta_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_02_box_F** | *Zamak Repair* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_02_medical_F** | *Zamak Medical* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 16 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_02_Ammo_F** | *Zamak Ammo* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_02_fuel_F** | *Zamak Fuel* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Van_01_transport_F** | *Truck* | OPFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 8 skins<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Van_01_fuel_F** | *Fuel Truck* | OPFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_static_AA_F** | *Static Titan Launcher (AA) [CSAT]* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAA_missiles |  | A3_Static_F_AA_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_static_AT_F** | *Static Titan Launcher (AT) [CSAT]* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAT_missiles |  | A3_Static_F_AT_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_Ejection_Seat_Plane_CAS_01_F** | *Ejection Seat* | OPFOR | NATO | Objects | Protected |  |  |  |  | A3_Air_F_EPC_Plane_CAS_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_Ejection_Seat_Plane_CAS_02_F** | *Ejection Seat* | OPFOR | CSAT | Objects | Protected |  |  |  |  | A3_Air_F_EPC_Plane_CAS_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_Plane_CAS_02_F** | *To-199 Neophron (CAS)* | OPFOR | CSAT | Planes | Protected |  | Cannon_30mm_Plane_CAS_02_F<br>Missile_AA_03_Plane_CAS_02_F<br>Missile_AGM_01_Plane_CAS_02_F<br>Rocket_03_HE_Plane_CAS_02_F<br>Rocket_03_AP_Plane_CAS_02_F<br>Bomb_03_Plane_CAS_02_F<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x 500Rnd_Cannon_30mm_Plane_CAS_02_F<br>1x 2Rnd_Missile_AA_03_F<br>1x 4Rnd_Missile_AGM_01_F<br>1x 2Rnd_Bomb_03_F<br>1x 20Rnd_Rocket_03_HE_F<br>1x 20Rnd_Rocket_03_AP_F<br>1x Laserbatteries<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_EPC_Plane_CAS_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Plane_CAS_02_dynamicLoadout_F** | *To-199 Neophron (CAS)* | OPFOR | CSAT | Planes | Public |  | Cannon_30mm_Plane_CAS_02_F<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x 500Rnd_Cannon_30mm_Plane_CAS_02_F<br>1x Laserbatteries<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_EPC_Plane_CAS_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_APC_Wheeled_02_rcws_F** | *MSE-3 Marid* | OPFOR | CSAT | APCs | Protected |  | TruckHorn<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 2x 96Rnd_40mm_G_belt<br>4x 200Rnd_127x99_mag_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Wheeled_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_APC_Wheeled_02_rcws_v2_F** | *MSE-3 Marid* | OPFOR | CSAT | APCs | Public |  | TruckHorn<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 2x 96Rnd_40mm_G_belt<br>4x 200Rnd_127x99_mag_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Wheeled_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_UAV_01_F** | *Tayran AR-2* | OPFOR | CSAT | Drones | Public |  | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Drones_F_Air_F_Gamma_UAV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_UAV_02_F** | *K40 Ababil-3* | OPFOR | CSAT | Drones | Protected |  | CMFlareLauncher<br>missiles_SCALPEL<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 6Rnd_LG_scalpel |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_UAV_02_CAS_F** | *K40 Ababil-3 (CAS)* | OPFOR | CSAT | Drones | Protected |  | CMFlareLauncher<br>Laserdesignator_mounted<br>GBU12BombLauncher | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 2Rnd_GBU12_LGB |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_UAV_02_dynamicLoadout_F** | *K40 Ababil-3* | OPFOR | CSAT | Drones | Public |  | CMFlareLauncher<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_UGV_01_F** | *UGV Saif* | OPFOR | CSAT | Drones | Public |  |  |  |  | A3_Drones_F_Soft_F_Gamma_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_UGV_01_rcws_F** | *UGV Saif RCWS* | OPFOR | CSAT | Drones | Public |  | HMG_127_UGV<br>GMG_40mm | 1x 200Rnd_127x99_mag_Tracer_Green<br>1x 96Rnd_40mm_G_belt |  | A3_Drones_F_Soft_F_Gamma_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_03_transport_F** | *Tempest Transport* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_EPC_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 14<br>  - 1 driver<br>  - 2 firing positions<br>  - 11 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_03_covered_F** | *Tempest Transport (Covered)* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_EPC_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 14<br>  - 1 driver<br>  - 2 firing positions<br>  - 11 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_03_repair_F** | *Tempest Repair* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_EPC_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_03_ammo_F** | *Tempest Ammo* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_EPC_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_03_fuel_F** | *Tempest Fuel* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_EPC_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_03_medical_F** | *Tempest Medical* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_EPC_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 12 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_03_device_F** | *Tempest (Device)* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_EPC_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Heli_Transport_04_F** | *Mi-290 Taru* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 13500 kg<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_ammo_F** | *Mi-290 Taru (Ammo)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_bench_F** | *Mi-290 Taru (Bench)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>  - 8 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_box_F** | *Mi-290 Taru (Cargo)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_covered_F** | *Mi-290 Taru (Transport)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 19<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_fuel_F** | *Mi-290 Taru (Fuel)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_medevac_F** | *Mi-290 Taru (Medical)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>  - 4 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_repair_F** | *Mi-290 Taru (Repair)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **Land_Pod_Heli_Transport_04_bench_F** | *Taru Bench Pod* | OPFOR | CSAT | Storage | Public |  | FakeWeapon | 1x FakeWeapon |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_covered_F** | *Taru Transport Pod* | OPFOR | CSAT | Storage | Public |  | FakeWeapon | 1x FakeWeapon |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_medevac_F** | *Taru Medical Pod* | OPFOR | CSAT | Storage | Public |  | FakeWeapon | 1x FakeWeapon |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **O_Heli_Transport_04_black_F** | *Mi-280 Taru (Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 13500 kg<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_ammo_black_F** | *Mi-280 Taru (Ammo, Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_bench_black_F** | *Mi-280 Taru (Bench, Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>  - 8 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_box_black_F** | *Mi-280 Taru (Cargo, Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_covered_black_F** | *Mi-280 Taru (Transport, Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 19<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_fuel_black_F** | *Mi-280 Taru (Fuel, Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_medevac_black_F** | *Mi-280 Taru (Medical, Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>  - 4 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_repair_black_F** | *Mi-280 Taru (Repair, Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **Land_Pod_Heli_Transport_04_bench_black_F** | *Taru Bench Pod (Black)* | OPFOR | CSAT | Storage | Protected |  | FakeWeapon | 1x FakeWeapon |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_covered_black_F** | *Taru Transport Pod (Black)* | OPFOR | CSAT | Storage | Protected |  | FakeWeapon | 1x FakeWeapon |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_medevac_black_F** | *Taru Medical Pod (Black)* | OPFOR | CSAT | Storage | Protected |  | FakeWeapon | 1x FakeWeapon |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **O_Static_Designator_02_F** | *Remote Designator [CSAT]* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>Laserdesignator_mounted | 1x FakeWeapon<br>1x Laserbatteries |  | A3_Static_F_Mark_Designator_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_T_LSV_02_armed_F** | *Qilin (Minigun)* | OPFOR | CSAT (Pacific) | Cars | Public |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_armed_viper_F** | *Qilin (Minigun)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_unarmed_F** | *Qilin (Unarmed)* | OPFOR | CSAT (Pacific) | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_AT_F** | *Qilin (AT)* | OPFOR | CSAT (Pacific) | Cars | Public |  | SportCarHorn<br>missiles_Vorona | 6x Vorona_HEAT |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_unarmed_viper_F** | *Qilin (Unarmed)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_armed_F** | *Qilin (Minigun)* | OPFOR | CSAT | Cars | Public |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_armed_viper_F** | *Qilin (Minigun)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_unarmed_F** | *Qilin (Unarmed)* | OPFOR | CSAT | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_AT_F** | *Qilin (AT)* | OPFOR | CSAT | Cars | Public |  | SportCarHorn<br>missiles_Vorona | 6x Vorona_HEAT |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_unarmed_viper_F** | *Qilin (Unarmed)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_armed_black_F** | *Qilin (Minigun)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_armed_ghex_F** | *Qilin (Minigun)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_armed_arid_F** | *Qilin (Minigun)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_unarmed_black_F** | *Qilin (Unarmed)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_unarmed_ghex_F** | *Qilin (Unarmed)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_unarmed_arid_F** | *Qilin (Unarmed)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_armed_black_F** | *Qilin (Minigun)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_armed_ghex_F** | *Qilin (Minigun)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_armed_arid_F** | *Qilin (Minigun)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_unarmed_black_F** | *Qilin (Unarmed)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_unarmed_ghex_F** | *Qilin (Unarmed)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_unarmed_arid_F** | *Qilin (Unarmed)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_MRAP_02_ghex_F** | *Ifrit* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn<br>SmokeLauncher | 1x SmokeLauncherMag |  | A3_Soft_F_Exp_MRAP_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_MRAP_02_hmg_ghex_F** | *Ifrit HMG* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn<br>SmokeLauncher<br>HMG_127 | 1x SmokeLauncherMag<br>2x 200Rnd_127x99_mag_Tracer_Green |  | A3_Soft_F_Exp_MRAP_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 1 gunner<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_MRAP_02_gmg_ghex_F** | *Ifrit GMG* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn<br>SmokeLauncher<br>GMG_40mm | 1x SmokeLauncherMag<br>2x 96Rnd_40mm_G_belt |  | A3_Soft_F_Exp_MRAP_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 1 gunner<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Quadbike_01_ghex_F** | *Quad Bike* | OPFOR | CSAT (Pacific) | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Exp_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_02_F** | *Zamak Transport (Covered)* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_02_transport_F** | *Zamak Transport* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_02_fuel_F** | *Zamak Fuel* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_02_Ammo_F** | *Zamak Ammo* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_02_Box_F** | *Zamak Repair* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_02_Medical_F** | *Zamak Medical* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 16 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_03_transport_ghex_F** | *Tempest Transport* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 14<br>  - 1 driver<br>  - 2 firing positions<br>  - 11 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_03_covered_ghex_F** | *Tempest Transport (Covered)* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 14<br>  - 1 driver<br>  - 2 firing positions<br>  - 11 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_03_repair_ghex_F** | *Tempest Repair* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_03_ammo_ghex_F** | *Tempest Ammo* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_03_fuel_ghex_F** | *Tempest Fuel* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_03_medical_ghex_F** | *Tempest Medical* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 12 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_03_device_ghex_F** | *Tempest (Device)* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_UGV_01_ghex_F** | *UGV Saif* | OPFOR | CSAT (Pacific) | Drones | Public |  |  |  |  | A3_Soft_F_Exp_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_UGV_01_rcws_ghex_F** | *UGV Saif RCWS* | OPFOR | CSAT (Pacific) | Drones | Public |  | HMG_127_UGV<br>GMG_40mm | 2x 500Rnd_127x99_mag_Tracer_Green<br>1x 200Rnd_40mm_G_belt |  | A3_Soft_F_Exp_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_UAV_04_CAS_F** | *KH-3A Fenghuang* | OPFOR | CSAT (Pacific) | Drones | Public |  | CMFlareLauncher<br>missiles_Jian<br>Laserdesignator_mounted | 1x 120Rnd_CMFlare_Chaff_Magazine<br>1x 4Rnd_LG_Jian<br>1x Laserbatteries |  | A3_Air_F_Exp_UAV_04 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_VTOL_02_infantry_F** | *Y-32 Xi'an (Infantry Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 1 gunner<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_vehicle_F** | *Y-32 Xi'an (Vehicle Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 5000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_infantry_dynamicLoadout_F** | *Y-32 Xi'an (Infantry Transport)* | OPFOR | CSAT (Pacific) | Planes | Public |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 1 gunner<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_vehicle_dynamicLoadout_F** | *Y-32 Xi'an (Vehicle Transport)* | OPFOR | CSAT (Pacific) | Planes | Public |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 5000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_infantry_hex_F** | *Y-32 Xi'an (Infantry Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 1 gunner<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_infantry_ghex_F** | *Y-32 Xi'an (Infantry Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 1 gunner<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_infantry_grey_F** | *Y-32 Xi'an (Infantry Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 1 gunner<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_vehicle_hex_F** | *Y-32 Xi'an (Vehicle Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 5000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_vehicle_ghex_F** | *Y-32 Xi'an (Vehicle Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 5000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_vehicle_grey_F** | *Y-32 Xi'an (Vehicle Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 5000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_APC_Tracked_02_cannon_ghex_F** | *BTR-K Kamysh* | OPFOR | CSAT (Pacific) | APCs | Public |  | autocannon_30mm_CTWS<br>LMG_coax_ext<br>missiles_titan<br>SmokeLauncher | 2x 140Rnd_30mm_MP_shells_Tracer_Green<br>2x 60Rnd_30mm_APFSDS_shells_Tracer_Green<br>8x 200Rnd_762x51_Belt_Green<br>2x 2Rnd_GAT_missiles_O<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Tracked_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_APC_Tracked_02_AA_ghex_F** | *ZSU-39 Tigris* | OPFOR | CSAT (Pacific) | Anti-Air | Public |  | autocannon_35mm<br>missiles_titan_AA<br>SmokeLauncher | 1x 680Rnd_35mm_AA_shells_Tracer_Green<br>2x 4Rnd_Titan_long_missiles_O<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Tracked_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_APC_Wheeled_02_rcws_ghex_F** | *MSE-3 Marid* | OPFOR | CSAT (Pacific) | APCs | Protected |  | TruckHorn<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 2x 96Rnd_40mm_G_belt<br>4x 200Rnd_127x99_mag_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Wheeled_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_APC_Wheeled_02_rcws_v2_ghex_F** | *MSE-3 Marid* | OPFOR | CSAT (Pacific) | APCs | Public |  | TruckHorn<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 2x 96Rnd_40mm_G_belt<br>4x 200Rnd_127x99_mag_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Wheeled_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_MBT_02_cannon_ghex_F** | *T-100 Varsuk* | OPFOR | CSAT (Pacific) | Tanks | Public |  | cannon_125mm<br>LMG_coax<br>HMG_NSVT<br>SmokeLauncher | 1x 16Rnd_125mm_APFSDS_T_Green<br>1x 12Rnd_125mm_HE_T_Green<br>1x 12Rnd_125mm_HEAT_T_Green<br>10x 200Rnd_762x51_Belt_Green<br>2x 150Rnd_127x108_Ball<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_MBT_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_MBT_02_arty_ghex_F** | *2S9 Sochor* | OPFOR | CSAT (Pacific) | Artillery | Public |  | mortar_155mm_AMOS<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 1x 32Rnd_155mm_Mo_shells_O<br>1x 2Rnd_155mm_Mo_guided_O<br>1x 6Rnd_155mm_Mo_mine_O<br>1x 2Rnd_155mm_Mo_Cluster_O<br>1x 6Rnd_155mm_Mo_smoke_O<br>1x 4Rnd_155mm_Mo_LG_O<br>1x 6Rnd_155mm_Mo_AT_mine_O<br>1x 96Rnd_40mm_G_belt<br>2x 200Rnd_127x99_mag_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_MBT_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_Boat_Armed_01_hmg_F** | *Speedboat HMG* | OPFOR | CSAT (Pacific) | Boats | Public |  | SmokeLauncher<br>GMG_40mm<br>HMG_01 | 1x SmokeLauncherMag_boat<br>2x 96Rnd_40mm_G_belt<br>4x 100Rnd_127x99_mag_Tracer_Green |  | A3_Boat_F_Exp_Boat_Armed_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Boat_Transport_01_F** | *Assault Boat* | OPFOR | CSAT (Pacific) | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Lifeboat** | *Rescue Boat* | OPFOR | CSAT (Pacific) | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Boat_Transport_02_F** | *RHIB* | OPFOR | FIA | Boats | Protected |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 7 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Soldier_A_F** | *Ammo Bearer* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 12x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_HarnessO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_AAR_F** | *Asst. Autorifleman* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Support_AMG_F** | *Asst. Gunner (HMG/GMG)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Support_AMort_F** | *Asst. Gunner (Mk6)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_AAA_F** | *Asst. Missile Specialist (AA)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_AAT_F** | *Asst. Missile Specialist (AT)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_AR_F** | *Autorifleman* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTARS_blk_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 100Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_HarnessO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Medic_F** | *Combat Life Saver* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_T_Crew_F** | *Crewman* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetCrew_O_ghex_F<br>V_BandollierB_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Engineer_F** | *Engineer* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_HarnessO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can repair, can deactivate mines |\n|  | **O_T_Soldier_Exp_F** | *Explosive Specialist* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_T_Soldier_GL_F** | *Grenadier* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_GL_blk_ACO_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_T_Soldier_F<br>H_HelmetLeaderO_ghex_F<br>V_HarnessOGL_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Support_GMG_F** | *Gunner (GMG)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Support_MG_F** | *Gunner (HMG)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Support_Mort_F** | *Gunner (Mk6)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Helicrew_F** | *Helicopter Crew* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_F<br>hgun_Rook40_F<br>Throw<br>Put | 4x 30Rnd_580x42_Mag_F<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_PilotCoveralls<br>H_CrewHelmetHeli_O<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_T_Helipilot_F** | *Helicopter Pilot* | OPFOR | CSAT (Pacific) | Men | Public |  | SMG_02_ACO_F<br>hgun_Rook40_F<br>Throw<br>Put | 4x 30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_PilotCoveralls<br>H_CrewHelmetHeli_O<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_T_Soldier_M_F** | *Marksman* | OPFOR | CSAT (Pacific) | Men | Public |  | srifle_DMR_07_blk_DMS_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 20Rnd_650x39_Cased_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_AA_F** | *Missile Specialist (AA)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>launch_O_Titan_ghex_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x Titan_AA<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_AT_F** | *Missile Specialist (AT)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>launch_O_Titan_short_ghex_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x Titan_AT<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Officer_F** | *Officer* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_F<br>hgun_Pistol_heavy_02_Yorris_F<br>Throw<br>Put | 4x 30Rnd_580x42_Mag_F<br>3x 6Rnd_45ACP_Cylinder<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Officer_F<br>H_Beret_blk<br>V_BandollierB_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_T_Soldier_PG_F** | *Para Trooper* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_HarnessO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Pilot_F** | *Pilot* | OPFOR | CSAT (Pacific) | Men | Public |  | SMG_02_ACO_F<br>Throw<br>Put | 4x 30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>1x SmokeShell<br>1x SmokeShellRed<br>1x Chemlight_red | U_O_PilotCoveralls<br>H_PilotHelmetFighter_O<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_T_Soldier_Repair_F** | *Repair Specialist* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_HarnessO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can repair |\n|  | **O_T_Soldier_F** | *Rifleman* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_HarnessO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_LAT_F** | *Rifleman (AT)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_F<br>launch_RPG32_ghex_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x RPG32_F<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_SL_F** | *Squad Leader* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ARCO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_580x42_Mag_F<br>2x 30Rnd_580x42_Mag_Tracer_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetLeaderO_ghex_F<br>V_HarnessO_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_TL_F** | *Team Leader* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_GL_blk_ARCO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_580x42_Mag_F<br>2x 30Rnd_580x42_Mag_Tracer_F<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_T_Soldier_F<br>H_HelmetLeaderO_ghex_F<br>V_HarnessOGL_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_UAV_F** | *UAV Operator* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_UavTerminal<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can replenish fuel |\n|  | **O_T_Diver_F** | *Assault Diver* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_green<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellRed<br>4x Chemlight_red | U_O_Wetsuit<br>V_RebreatherIR<br>G_O_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Diver_Exp_F** | *Diver Explosive Specialist* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_green<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellRed<br>4x Chemlight_red | U_O_Wetsuit<br>V_RebreatherIR<br>G_O_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_T_Diver_TL_F** | *Diver Team Leader* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Binocular | 3x 30Rnd_556x45_Stanag_green<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellRed<br>4x Chemlight_red | U_O_Wetsuit<br>V_RebreatherIR<br>G_O_Diving<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Recon_Exp_F** | *Recon Demo Specialist* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_CTAR_blk_ACO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetSpecO_ghex_F<br>V_HarnessO_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_T_Recon_JTAC_F** | *Recon JTAC* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Laserdesignator_02 | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>2x O_IR_Grenade<br>6x 1Rnd_HE_Grenade_shell<br>1x Laserbatteries<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_T_Soldier_F<br>H_HelmetSpecO_ghex_F<br>V_HarnessOGL_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Recon_M_F** | *Recon Marksman* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | srifle_DMR_07_blk_DMS_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 10x 20Rnd_650x39_Cased_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetSpecO_ghex_F<br>V_TacVest_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Recon_Medic_F** | *Recon Paramedic* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_CTAR_blk_ACO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetSpecO_ghex_F<br>V_HarnessO_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_T_Recon_F** | *Recon Scout* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_CTAR_blk_ACO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetSpecO_ghex_F<br>V_HarnessO_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Recon_LAT_F** | *Recon Scout (AT)* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_CTAR_blk_ACO_Pointer_Snds_F<br>launch_RPG32_ghex_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x RPG32_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetSpecO_ghex_F<br>V_TacVest_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Recon_TL_F** | *Recon Team Leader* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_CTAR_blk_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 30Rnd_580x42_Mag_F<br>2x 30Rnd_580x42_Mag_Tracer_F<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetLeaderO_ghex_F<br>V_HarnessOGL_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Sniper_F** | *Sniper* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | srifle_GM6_ghex_LRPS_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 5Rnd_127x108_Mag<br>2x 5Rnd_127x108_APDS_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_Sniper_F<br>V_TacVest_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Spotter_F** | *Spotter* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_CTAR_blk_ARCO_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Laserdesignator_02 | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x Laserbatteries<br>2x MiniGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_Sniper_F<br>V_TacChestrig_oli_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_ghillie_tna_F** | *Sniper (Jungle)* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | srifle_GM6_ghex_LRPS_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 5Rnd_127x108_Mag<br>2x 5Rnd_127x108_APDS_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_FullGhillie_tna_F<br>V_Chestrig_khk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_V_Soldier_Viper_F** | *TBD: Viper Operative (Green Hex)* | OPFOR | CSAT | Men (Special Forces) | Protected |  | arifle_ARX_Viper_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 10Rnd_50BW_Mag_F<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_V_Soldier_Viper_hex_F** | *TBD: Viper Operative (Hex)* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Protected |  | arifle_ARX_Viper_hex_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 10Rnd_50BW_Mag_F<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_T_Soldier_universal_F** | *Soldier* | OPFOR | CSAT (Pacific) | Men | Protected |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_HarnessO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **O_T_Soldier_unarmed_F** | *Rifleman (Unarmed)* | OPFOR | CSAT (Pacific) | Men | Public |  | Throw<br>Put |  | U_O_T_Soldier_F<br>V_HarnessO_ghex_F<br>H_HelmetO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_V_Soldier_hex_F** | *Viper Operative* | OPFOR | CSAT | Men (Viper) | Public |  | arifle_ARX_hex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_TL_hex_F** | *Viper Team Leader* | OPFOR | CSAT | Men (Viper) | Public |  | arifle_ARX_hex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_Exp_hex_F** | *Viper Demo Specialist* | OPFOR | CSAT | Men (Viper) | Public |  | arifle_ARX_hex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can deactivate mines |\n|  | **O_V_Soldier_Medic_hex_F** | *Viper Paramedic* | OPFOR | CSAT | Men (Viper) | Public |  | arifle_ARX_hex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can heal |\n|  | **O_V_Soldier_M_hex_F** | *Viper Marksman* | OPFOR | CSAT | Men (Viper) | Public |  | arifle_ARX_hex_DMS_Pointer_Snds_Bipod_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_LAT_hex_F** | *Viper Rifleman (AT)* | OPFOR | CSAT | Men (Viper) | Public |  | arifle_ARX_hex_ARCO_Pointer_Snds_F<br>launch_RPG32_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>1x RPG32_F<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_JTAC_hex_F** | *Viper JTAC* | OPFOR | CSAT | Men (Viper) | Public |  | arifle_ARX_hex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Laserdesignator_02 | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>1x Laserbatteries<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_ghex_F** | *Viper Operative* | OPFOR | CSAT (Pacific) | Men (Viper) | Public |  | arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_TL_ghex_F** | *Viper Team Leader* | OPFOR | CSAT (Pacific) | Men (Viper) | Public |  | arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_Exp_ghex_F** | *Viper Demo Specialist* | OPFOR | CSAT (Pacific) | Men (Viper) | Public |  | arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can deactivate mines |\n|  | **O_V_Soldier_Medic_ghex_F** | *Viper Paramedic* | OPFOR | CSAT (Pacific) | Men (Viper) | Public |  | arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can heal |\n|  | **O_V_Soldier_M_ghex_F** | *Viper Marksman* | OPFOR | CSAT (Pacific) | Men (Viper) | Public |  | arifle_ARX_ghex_DMS_Pointer_Snds_Bipod_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_LAT_ghex_F** | *Viper Rifleman (AT)* | OPFOR | CSAT (Pacific) | Men (Viper) | Public |  | arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>launch_RPG32_ghex_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>1x RPG32_F<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_JTAC_ghex_F** | *Viper JTAC* | OPFOR | CSAT (Pacific) | Men (Viper) | Public |  | arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Laserdesignator_02_ghex_F | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>1x Laserbatteries<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_Plane_Fighter_02_F** | *To-201 Shikra* | OPFOR | CSAT | Planes | Public |  | weapon_Fighter_Gun_30mm<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x magazine_Fighter02_Gun30mm_AA_x180<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Jets_Plane_Fighter_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Plane_Fighter_02_Stealth_F** | *To-201 Shikra (Stealth)* | OPFOR | CSAT | Planes | Public |  | weapon_Fighter_Gun_30mm<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x magazine_Fighter02_Gun30mm_AA_x180<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Jets_Plane_Fighter_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Ejection_Seat_Plane_Fighter_02_F** | *Ejection Seat* | OPFOR | CSAT | Objects | Protected |  |  |  |  | A3_Air_F_Jets_Plane_Fighter_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_Fighter_Pilot_F** | *Fighter Pilot* | OPFOR | CSAT | Men | Public |  | hgun_Rook40_F<br>Throw<br>Put | 4x 16Rnd_9x21_Mag<br>1x SmokeShellOrange<br>2x Chemlight_green | U_O_PilotCoveralls<br>H_PilotHelmetFighter_O<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Jets | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Van_02_transport_F** | *Van Transport* | OPFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Van_02_vehicle_F** | *Van (Cargo)* | OPFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 4 firing positions<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Plane_CAS_02_Cluster_F** | *To-199 Neophron (Cluster)* | OPFOR | CSAT | Planes | Protected |  | Cannon_30mm_Plane_CAS_02_F<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x 500Rnd_Cannon_30mm_Plane_CAS_02_F<br>1x Laserbatteries<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Plane_Fighter_02_Cluster_F** | *To-201 Shikra (Cluster)* | OPFOR | CSAT | Planes | Protected |  | weapon_Fighter_Gun_30mm<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x magazine_Fighter02_Gun30mm_AA_x180<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Orange | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_UAV_06_F** | *Jinaah AL-6* | OPFOR | CSAT | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_UAV_06_medical_F** | *Jinaah AL-6 (Medical)* | OPFOR | CSAT | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_soldier_UAV_06_F** | *UAV Operator (AL-6)* | OPFOR | CSAT | Men | Public | ORANGE | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_UavTerminal<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can replenish fuel |\n|  | **O_soldier_UAV_06_medical_F** | *UAV Operator (AL-6, Medical)* | OPFOR | CSAT | Men | Public | ORANGE | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_UavTerminal<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can replenish fuel |\n|  | **O_T_soldier_UAV_06_F** | *UAV Operator (AL-6)* | OPFOR | CSAT (Pacific) | Men | Public | ORANGE | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_UavTerminal<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can replenish fuel |\n|  | **O_T_soldier_UAV_06_medical_F** | *UAV Operator (AL-6, Medical)* | OPFOR | CSAT (Pacific) | Men | Public | ORANGE | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_UavTerminal<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can replenish fuel |\n|  | **O_soldier_mine_F** | *Mine Specialist* | OPFOR | CSAT | Men | Public | ORANGE | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_T_soldier_mine_F** | *Mine Specialist* | OPFOR | CSAT (Pacific) | Men | Public | ORANGE | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_A_soldier_A_F** | *Ammo Bearer* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTAR_blk_flash_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_BandollierB_cbr<br>H_MilCap_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_AR_F** | *Autorifleman* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTARS_blk_flash_F<br>Throw<br>Put | 6x 100Rnd_580x42_Mag_F<br>2x HandGrenade<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_Chestrig_khk<br>H_Cap_brn_SPECOPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_medic_F** | *Combat Life Saver* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTAR_blk_flash_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_BandollierB_cbr<br>H_MilCap_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **O_A_soldier_GL_F** | *Grenadier* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTAR_GL_blk_arco_flash_F<br>Throw<br>Put | 8x 30Rnd_580x42_Mag_F<br>4x 1Rnd_HE_Grenade_shell<br>2x HandGrenade<br>2x MiniGrenade<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_Chestrig_khk<br>H_Cap_brn_SPECOPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_M_F** | *Marksman* | OPFOR | CSAT | Men (Story) | Protected |  | srifle_DMR_07_blk_F_arco_flash_F<br>Throw<br>Put | 8x 20Rnd_650x39_Cased_Mag_F<br>2x HandGrenade<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_BandollierB_cbr<br>H_MilCap_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_officer_F** | *Officer* | OPFOR | CSAT | Men (Story) | Protected |  | SMG_02_flash_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_9x21_Mag_SMG_02<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_BandollierB_cbr<br>H_Beret_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_F** | *Rifleman* | OPFOR | CSAT | Men (Story) | Public |  | arifle_CTAR_blk_aco_flash_F<br>Throw<br>Put | 8x 30Rnd_580x42_Mag_F<br>2x HandGrenade<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_Chestrig_khk<br>H_MilCap_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_LAT_F** | *Rifleman (AT)* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTAR_blk_aco_flash_F<br>launch_RPG32_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>1x RPG32_F<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_BandollierB_cbr<br>H_Cap_brn_SPECOPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_SL_F** | *Squad Leader* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTAR_blk_arco_flash_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_580x42_Mag_F<br>4x 30Rnd_580x42_Mag_Tracer_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_Chestrig_khk<br>H_MilCap_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_TL_F** | *Team Leader* | OPFOR | CSAT | Men (Story) | Public |  | arifle_CTAR_GL_blk_arco_flash_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_580x42_Mag_F<br>4x 30Rnd_580x42_Mag_Tracer_F<br>4x 1Rnd_HE_Grenade_shell<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_Chestrig_khk<br>H_Cap_brn_SPECOPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_AA_F** | *Missile Specialist (AA)* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTAR_blk_flash_F<br>launch_O_Titan_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>1x Titan_AA<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_BandollierB_cbr<br>H_Cap_brn_SPECOPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_AT_F** | *Missile Specialist (AT)* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTAR_blk_flash_F<br>launch_O_Titan_short_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>1x Titan_AT<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_BandollierB_cbr<br>H_MilCap_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_MBT_04_cannon_F** | *T-140 Angara* | OPFOR | CSAT | Tanks | Public |  | cannon_125mm_advanced<br>LMG_coax<br>HMG_127_APC<br>SmokeLauncher | 1x 20Rnd_125mm_APFSDS_T_Green<br>1x 12Rnd_125mm_HEAT_T_Green<br>1x 12Rnd_125mm_HE_T_Green<br>2x 1000Rnd_762x51_Belt_Green<br>1x 500Rnd_127x99_mag_Tracer_Yellow<br>1x SmokeLauncherMag |  | A3_Armor_F_Tank_MBT_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_MBT_04_cannon_F** | *T-140 Angara* | OPFOR | CSAT (Pacific) | Tanks | Public |  | cannon_125mm_advanced<br>LMG_coax<br>HMG_127_APC<br>SmokeLauncher | 1x 20Rnd_125mm_APFSDS_T_Green<br>1x 12Rnd_125mm_HEAT_T_Green<br>1x 12Rnd_125mm_HE_T_Green<br>2x 1000Rnd_762x51_Belt_Green<br>1x 500Rnd_127x99_mag_Tracer_Yellow<br>1x SmokeLauncherMag |  | A3_Armor_F_Tank_MBT_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_MBT_04_command_F** | *T-140K Angara* | OPFOR | CSAT | Tanks | Public |  | cannon_125mm_advanced<br>LMG_coax<br>autocannon_30mm_RCWS<br>SmokeLauncher | 1x 20Rnd_125mm_APFSDS_T_Green<br>1x 12Rnd_125mm_HEAT_T_Green<br>1x 12Rnd_125mm_HE_T_Green<br>2x 1000Rnd_762x51_Belt_Green<br>4x 60Rnd_30mm_MP_shells_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Tank_MBT_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_MBT_04_command_F** | *T-140K Angara* | OPFOR | CSAT (Pacific) | Tanks | Public |  | cannon_125mm_advanced<br>LMG_coax<br>autocannon_30mm_RCWS<br>SmokeLauncher | 1x 20Rnd_125mm_APFSDS_T_Green<br>1x 12Rnd_125mm_HEAT_T_Green<br>1x 12Rnd_125mm_HE_T_Green<br>2x 1000Rnd_762x51_Belt_Green<br>4x 60Rnd_30mm_MP_shells_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Tank_MBT_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_G_Soldier_LAT2_F** | *Rifleman (Light AT)* | OPFOR | FIA | Men | Public |  | arifle_TRG21_F<br>launch_MRAWS_olive_rail_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x MRAWS_HEAT_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerrilla_6_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_Soldier_HAT_F** | *Rifleman (Heavy AT)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_F<br>launch_O_Vorona_brown_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x Vorona_HEAT<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_HAT_F** | *Rifleman (Heavy AT)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_F<br>launch_O_Vorona_green_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x Vorona_HEAT<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_AHAT_F** | *Asst. Heavy AT* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_AHAT_F** | *Asst. Heavy AT* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Radar_System_02_F** | *R-750 Cronus Radar* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>FakeWeapon | 1x FakeWeapon |  | A3_Static_F_Sams_Radar_System_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_SAM_System_04_F** | *S-750 Rhea* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>weapon_s750Launcher | 1x FakeWeapon<br>1x magazine_Missile_s750_x4 |  | A3_Static_F_Sams_SAM_System_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_UGV_02_Science_F** | *Sayyah ED-1E* | OPFOR | CSAT | Drones | Public | Enoch | ProbingWeapon_01_F<br>ProbingWeapon_02_F<br>ProbingLaser_01_F | 1x ProbingWeapon_01_magazine<br>1x ProbingWeapon_02_magazine<br>1x Laserbatteries |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_UGV_02_Demining_F** | *Akinaka ED-1D* | OPFOR | CSAT | Drones | Public | Enoch | DeminingDisruptor_01_F<br>Laserdesignator_mounted | 1x Laserbatteries<br>1x 15Rnd_12Gauge_Pellets<br>1x 15Rnd_12Gauge_Slug |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_R_Gorka_base_F** | *Rifleman* | OPFOR | Spetsnaz | Men | Protected | Enoch | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Gorka_F** | *Rifleman* | OPFOR | Spetsnaz | Men | Protected | Enoch | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Gorka_camo_F** | *Rifleman* | OPFOR | Spetsnaz | Men | Protected | Enoch | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_camo_F<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Gorka_brown_F** | *Rifleman* | OPFOR | Spetsnaz | Men | Protected | Enoch | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_brown_F<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Gorka_black_F** | *Rifleman* | OPFOR | Spetsnaz | Men | Protected | Enoch | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_black_F<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Soldier_TL_F** | *Team Leader* | OPFOR | Spetsnaz | Men | Public | Enoch | arifle_AK12_GL_lush_arco_pointer_F<br>hgun_Rook40_F<br>Rangefinder<br>Throw<br>Put | 4x 30rnd_762x39_AK12_Lush_Mag_F<br>2x 30rnd_762x39_AK12_Lush_Mag_Tracer_F<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_radio_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Soldier_GL_F** | *Grenadier* | OPFOR | Spetsnaz | Men | Public | Enoch | arifle_AK12_GL_lush_arco_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30rnd_762x39_AK12_Lush_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_soldier_exp_F** | *Explosive Specialist* | OPFOR | Spetsnaz | Men | Public | Enoch | arifle_AK12U_lush_holo_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30rnd_762x39_AK12_Lush_Mag_F<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_R_Soldier_AR_F** | *Autorifleman* | OPFOR | Spetsnaz | Men | Public | Enoch | arifle_RPK12_lush_arco_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 75rnd_762x39_AK12_Lush_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_soldier_M_F** | *Marksman* | OPFOR | Spetsnaz | Men | Public | Enoch | srifle_DMR_04_DMS_weathered_Kir_F_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 10Rnd_127x54_Mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_medic_F** | *Combat Life Saver* | OPFOR | Spetsnaz | Men | Public | Enoch | arifle_AK12U_lush_holo_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30rnd_762x39_AK12_Lush_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_R_Soldier_LAT_F** | *Rifleman (AT)* | OPFOR | Spetsnaz | Men | Public | Enoch | arifle_AK12U_lush_holo_pointer_F<br>launch_RPG32_green_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30rnd_762x39_AK12_Lush_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x RPG32_F<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_JTAC_F** | *JTAC* | OPFOR | Spetsnaz | Men | Public | Enoch | arifle_AK12_lush_arco_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Laserdesignator_02 | 3x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x MiniGrenade<br>2x O_R_IR_Grenade<br>1x Laserbatteries<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_recon_TL_F** | *Recon Team Leader* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | arifle_AK12_GL_lush_arco_snds_pointer_F<br>hgun_Rook40_snds_F<br>Rangefinder<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>4x 30rnd_762x39_AK12_Lush_Mag_F<br>2x 30rnd_762x39_AK12_Lush_Mag_Tracer_F<br>2x MiniGrenade<br>5x 1Rnd_HE_Grenade_shell<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_SmershVest_01_radio_F<br>H_HelmetAggressor_cover_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_recon_exp_F** | *Recon Demo Specialist* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | arifle_AK12U_lush_holo_snds_pointer_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>3x APERSMine_Range_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_R_recon_AR_F** | *Recon Autorifleman* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | arifle_RPK12_lush_arco_snds_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 5x 75rnd_762x39_AK12_Lush_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_recon_M_F** | *Recon Marksman* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | srifle_DMR_04_DMS_weathered_Kir_F_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 9x 10Rnd_127x54_Mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_recon_medic_F** | *Recon Paramedic* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | arifle_AK12U_lush_holo_snds_pointer_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_R_recon_GL_F** | *Recon Grenadier* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | arifle_AK12_GL_lush_arco_snds_pointer_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 6x 30rnd_762x39_AK12_Lush_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_recon_LAT_F** | *Recon Scout (AT)* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | arifle_AK12U_lush_holo_snds_pointer_F<br>launch_RPG32_green_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>1x RPG32_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_recon_JTAC_F** | *Recon JTAC* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | arifle_AK12_lush_arco_snds_pointer_F<br>hgun_Rook40_snds_F<br>Laserdesignator_01_khk_F<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x MiniGrenade<br>2x O_R_IR_Grenade<br>1x Laserbatteries<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_TL_F** | *Team Leader* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_AK12_GL_lush_holo_snds_pointer_F<br>hgun_Rook40_F<br>RangeFinder<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>9x 1Rnd_HE_Grenade_shell<br>2x HandGrenade<br>1x SmokeShell | U_O_R_Gorka_01_F<br>V_SmershVest_01_radio_F<br>H_HelmetAggressor_F<br>O_NVGoggles_grn_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_AR_F** | *Autorifleman* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_RPK12_lush_arco_snds_pointer_F<br>hgun_Rook40_F<br>Binocular<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>4x 75rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x SmokeShell | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_AR2_F** | *Autorifleman* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_RPK12_lush_holo_snds_pointer_F<br>hgun_Rook40_F<br>Binocular<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>4x 75rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x SmokeShell | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_GL_F** | *Grenadier* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_AK12_GL_lush_holo_snds_pointer_F<br>hgun_Rook40_F<br>Binocular<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>8x 1Rnd_HE_Grenade_shell<br>1x 1Rnd_SmokePurple_Grenade_shell<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x SmokeShell<br>1x UGL_FlareGreen_F<br>1x UGL_FlareRed_F | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_A_F** | *Ammo Bearer* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_AK12U_lush_snds_pointer_F<br>hgun_Rook40_F<br>Binocular<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x SmokeShell | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_M_F** | *Sharpshooter* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_AK12_lush_arco_snds_pointer_bipod_F<br>hgun_Rook40_F<br>RangeFinder<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x SmokeShell | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_M2_F** | *Marksman* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | srifle_DMR_04_DMS_weathered_Kir_F_F<br>hgun_Rook40_F<br>RangeFinder<br>Throw<br>Put | 7x 10Rnd_127x54_Mag<br>2x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_Medic** | *Combat Life Saver* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_AK12_lush_snds_pointer_F<br>hgun_Rook40_F<br>Binocular<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x SmokeShell | U_O_R_Gorka_01_F<br>V_SmershVest_01_radio_F<br>H_HelmetAggressor_cover_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_R_Patrol_Soldier_Engineer_F** | *Engineer* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_AK12U_lush_holo_snds_pointer_F<br>hgun_Rook40_F<br>LaserDesignator_01_khk_F<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x SmokeShell<br>1x LaserBatteries | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can repair, can deactivate mines |\n|  | **O_R_Patrol_Soldier_LAT_F** | *Rifleman (AT)* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_AK12_lush_snds_pointer_F<br>hgun_Rook40_F<br>launch_RPG32_green_F<br>RangeFinder<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x RPG32_F<br>1x SmokeShell | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_GEN_Soldier_F** | *Gendarme* | OPFOR | Gendarmerie | Men | Public |  | SMG_05_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_9x21_Mag_SMG_02<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell | U_O_GEN_Soldier_F<br>H_MilCap_gen_F<br>V_TacVest_gen_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_GEN_Commander_F** | *Gendarmerie Commander* | OPFOR | Gendarmerie | Men | Public |  | SMG_05_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_9x21_Mag_SMG_02<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellYellow | U_O_GEN_Commander_F<br>H_Beret_gen_F<br>V_TacVest_gen_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_UAV_01_Mine_F** | *Sentry Drone* | OPFOR | CSAT | Drones | Protected |  | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Officer_Parade_F** | *Officer (Parade Dress)* | OPFOR | CSAT | Men | Public | AoW |  |  | U_O_ParadeUniform_01_CSAT_F<br>H_ParadeDressCap_01_CSAT_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_Officer_Parade_Veteran_F** | *Officer (Veteran, Parade Dress)* | OPFOR | CSAT | Men | Public | AoW |  |  | U_O_ParadeUniform_01_CSAT_decorated_F<br>H_ParadeDressCap_01_CSAT_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_MBT_02_railgun_F** | *T-100X Futura* | OPFOR | CSAT | Tanks | Public |  | cannon_railgun_fake<br>cannon_railgun<br>HMG_NSVT<br>SmokeLauncher | 1x 60Rnd_75mm_RailGun_APFSDS_mag<br>1x RailGun_01_DummyMagazine<br>2x 150Rnd_127x108_Ball<br>2x SmokeLauncherMag |  | A3_Armor_F_Decade_MBT_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_MBT_02_railgun_ghex_F** | *T-100X Futura* | OPFOR | CSAT (Pacific) | Tanks | Public |  | cannon_railgun_fake<br>cannon_railgun<br>HMG_NSVT<br>SmokeLauncher | 1x 60Rnd_75mm_RailGun_APFSDS_mag<br>1x RailGun_01_DummyMagazine<br>2x 150Rnd_127x108_Ball<br>2x SmokeLauncherMag |  | A3_Armor_F_Decade_MBT_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:48, 8 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Weapons | Magazines | Items | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|\n|  | **ArtilleryTargetE** | *ArtilleryTarget* | OPFOR | Other |  | Protected |  | FakeWeapon | 1x FakeWeapon |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_TargetSoldier** | *Invisible Target Soldier* | OPFOR | CSAT | Targets | Protected |  | FakeWeapon | 1x FakeWeapon |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetWBase** | *Laser Target* | OPFOR | Other |  | Protected |  | M2 |  |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetW** | *Laser Target* | OPFOR | Other |  | Protected |  |  |  |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **NVG_TargetW** | *NVG target* | OPFOR | Other |  | Protected |  |  |  |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_G_Soldier_F** | *Rifleman* | OPFOR | FIA | Men | Public |  | arifle_TRG21_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Soldier_lite_F** | *Rifleman (Light)* | OPFOR | FIA | Men | Public |  | arifle_TRG20_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerilla1_1<br>V_BandollierB_blk<br>H_Cap_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Soldier_SL_F** | *Squad Leader* | OPFOR | FIA | Men | Public |  | arifle_TRG20_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>2x 9Rnd_45ACP_Mag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_OG_leader<br>V_Chestrig_blk<br>H_Watchcap_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Soldier_TL_F** | *Team Leader* | OPFOR | FIA | Men | Public |  | arifle_Mk20_GL_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>2x 9Rnd_45ACP_Mag<br>1x HandGrenade<br>1x MiniGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_OG_leader<br>V_TacVest_blk<br>H_Booniehat_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Soldier_AR_F** | *Autorifleman* | OPFOR | FIA | Men | Public |  | LMG_Mk200_BI_F<br>Throw<br>Put | 3x 200Rnd_65x39_cased_Box<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerilla2_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_medic_F** | *Combat Life Saver* | OPFOR | FIA | Men | Public |  | arifle_Mk20_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_OG_Guerilla2_3<br>V_TacVest_blk<br>H_Cap_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can heal |\n|  | **O_G_engineer_F** | *Engineer* | OPFOR | FIA | Men | Public |  | arifle_TRG20_ACO_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_OG_Guerilla2_2<br>V_Chestrig_blk<br>H_Watchcap_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **O_G_Soldier_exp_F** | *Explosive Specialist* | OPFOR | FIA | Men | Public |  | arifle_Mk20C_ACO_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>3x APERSMine_Range_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerilla2_1<br>V_Chestrig_blk<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **O_G_Soldier_GL_F** | *Grenadier* | OPFOR | FIA | Men | Public |  | arifle_TRG21_GL_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x HandGrenade<br>2x MiniGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_OG_Guerilla2_3<br>V_Chestrig_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_G_Soldier_M_F** | *Marksman* | OPFOR | FIA | Men | Public |  | arifle_Mk20_MRCO_F<br>Throw<br>Put<br>Binocular | 8x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerilla3_1<br>V_BandollierB_khk<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Soldier_LAT_F** | *Rifleman (AT)* | OPFOR | FIA | Men | Public |  | arifle_TRG21_F<br>launch_RPG32_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x RPG32_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerrilla_6_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Soldier_A_F** | *Ammo Bearer* | OPFOR | FIA | Men | Public |  | arifle_TRG20_F<br>Throw<br>Put | 12x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerilla1_1<br>V_Chestrig_oli<br>H_Booniehat_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_officer_F** | *Officer* | OPFOR | FIA | Men | Public |  | arifle_TRG21_MRCO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_OG_Guerilla2_3<br>V_Chestrig_oli<br>H_Watchcap_blk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_G_Soldier_unarmed_F** | *Rifleman (Unarmed)* | OPFOR | FIA | Men | Public |  | Throw<br>Put |  | U_OG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Survivor_F** | *Survivor* | OPFOR | FIA | Men | Public |  | Throw<br>Put |  | U_OG_Guerilla1_1 | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Soldier_universal_F** | *Soldier* | OPFOR | FIA | Men | Protected |  | arifle_TRG21_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **O_Soldier_F** | *Rifleman* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_officer_F** | *Officer* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_F<br>hgun_Pistol_heavy_02_Yorris_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_green<br>3x 6Rnd_45ACP_Cylinder<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_OfficerUniform_ocamo<br>V_BandollierB_khk<br>H_Beret_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_Soldier_lite_F** | *Rifleman (Light)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_F<br>hgun_Rook40_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_BandollierB_khk<br>H_MilCap_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_GL_F** | *Grenadier* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_GL_ACO_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_CombatUniform_ocamo<br>V_HarnessOGL_brn<br>H_HelmetLeaderO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_AR_F** | *Autorifleman* | OPFOR | CSAT | Men | Public |  | LMG_Zafir_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 4x 150Rnd_762x54_Box<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_SL_F** | *Squad Leader* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ARCO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_green<br>2x 30Rnd_65x39_caseless_green_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetLeaderO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_TL_F** | *Team Leader* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_GL_ARCO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_green<br>2x 30Rnd_65x39_caseless_green_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_CombatUniform_ocamo<br>V_HarnessOGL_brn<br>H_HelmetLeaderO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldier_M_F** | *Marksman* | OPFOR | CSAT | Men | Public |  | srifle_DMR_01_DMS_BI_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 10Rnd_762x54_Mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_LAT_F** | *Rifleman (AT)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_F<br>launch_RPG32_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x RPG32_F<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_medic_F** | *Combat Life Saver* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_soldier_repair_F** | *Repair Specialist* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can repair |\n|  | **O_soldier_exp_F** | *Explosive Specialist* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_helipilot_F** | *Helicopter Pilot* | OPFOR | CSAT | Men | Public |  | SMG_02_ACO_F<br>Throw<br>Put | 4x 30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_PilotCoveralls<br>H_PilotHelmetHeli_O<br>V_TacVest_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_Soldier_A_F** | *Ammo Bearer* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 12x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_AT_F** | *Missile Specialist (AT)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>launch_O_Titan_short_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x Titan_AT<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_AA_F** | *Missile Specialist (AA)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>launch_O_Titan_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x Titan_AA<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_engineer_F** | *Engineer* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can repair, can deactivate mines |\n|  | **O_crew_F** | *Crewman* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_SpecopsUniform_ocamo<br>V_BandollierB_khk<br>H_HelmetCrew_O<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Pilot_F** | *Pilot* | OPFOR | CSAT | Men | Public |  | SMG_02_ACO_F<br>Throw<br>Put | 4x 30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>1x SmokeShell<br>1x SmokeShellRed<br>1x Chemlight_red | U_O_PilotCoveralls<br>H_PilotHelmetFighter_O<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_helicrew_F** | *Helicopter Crew* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_green<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_PilotCoveralls<br>V_TacVest_khk<br>H_CrewHelmetHeli_O<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_soldier_PG_F** | *Para Trooper* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Story_Colonel_F** | *Namdar* | OPFOR | CSAT | Men (Story) | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Story_CEO_F** | *Attar* | OPFOR | CSAT | Men (Story) | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldier_UAV_F** | *UAV Operator* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_UavTerminal<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can replenish fuel |\n|  | **O_Soldier_universal_F** | *Soldier* | OPFOR | CSAT | Men | Protected |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **O_Survivor_F** | *Survivor* | OPFOR | CSAT | Men | Public |  | Throw<br>Put |  | U_O_CombatUniform_ocamo | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_unarmed_F** | *Rifleman (Unarmed)* | OPFOR | CSAT | Men | Public |  | Throw<br>Put |  | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_diver_F** | *Assault Diver* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_green<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellRed<br>4x Chemlight_red | U_O_Wetsuit<br>V_RebreatherIR<br>G_O_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_diver_TL_F** | *Diver Team Leader* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Binocular | 3x 30Rnd_556x45_Stanag_green<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellRed<br>4x Chemlight_red | U_O_Wetsuit<br>V_RebreatherIR<br>G_O_Diving<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_diver_exp_F** | *Diver Explosive Specialist* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_green<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellRed<br>4x Chemlight_red | U_O_Wetsuit<br>V_RebreatherIR<br>G_O_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_spotter_F** | *Spotter* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_Katiba_ARCO_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Laserdesignator_02 | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x Laserbatteries<br>2x MiniGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_GhillieSuit<br>V_Chestrig_khk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_sniper_F** | *Sniper* | OPFOR | CSAT | Men (Special Forces) | Public |  | srifle_GM6_camo_LRPS_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 5Rnd_127x108_Mag<br>2x 5Rnd_127x108_APDS_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_GhillieSuit<br>V_Chestrig_khk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_recon_F** | *Recon Scout* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_Katiba_ACO_pointer_snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_SpecopsUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetSpecO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_recon_M_F** | *Recon Marksman* | OPFOR | CSAT | Men (Special Forces) | Public |  | srifle_DMR_01_DMS_snds_BI_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 10x 10Rnd_762x54_Mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_SpecopsUniform_ocamo<br>V_TacVest_khk<br>H_HelmetSpecO_blk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_recon_LAT_F** | *Recon Scout (AT)* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_Katiba_ACO_pointer_snds_F<br>launch_RPG32_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>6x 30Rnd_65x39_caseless_green<br>1x RPG32_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_SpecopsUniform_ocamo<br>V_TacVest_khk<br>H_HelmetSpecO_blk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_recon_medic_F** | *Recon Paramedic* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_Katiba_C_ACO_pointer_snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>6x 30Rnd_65x39_caseless_green<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_SpecopsUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetSpecO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_recon_exp_F** | *Recon Demo Specialist* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_Katiba_ACO_pointer_snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>6x 30Rnd_65x39_caseless_green<br>3x APERSMine_Range_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_SpecopsUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetSpecO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_recon_JTAC_F** | *Recon JTAC* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_Katiba_GL_ACO_pointer_snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Laserdesignator_02 | 3x 16Rnd_9x21_Mag<br>6x 30Rnd_65x39_caseless_green<br>2x MiniGrenade<br>2x O_IR_Grenade<br>6x 1Rnd_HE_Grenade_shell<br>1x Laserbatteries<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_SpecopsUniform_ocamo<br>V_HarnessOGL_brn<br>H_HelmetLeaderO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_recon_TL_F** | *Recon Team Leader* | OPFOR | CSAT | Men (Special Forces) | Public |  | arifle_Katiba_ARCO_pointer_snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 3x 16Rnd_9x21_Mag<br>4x 30Rnd_65x39_caseless_green<br>2x 30Rnd_65x39_caseless_green_mag_Tracer<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_SpecopsUniform_ocamo<br>V_HarnessOGL_brn<br>H_HelmetLeaderO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_AAR_F** | *Asst. Autorifleman* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_AAT_F** | *Asst. Missile Specialist (AT)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_AAA_F** | *Asst. Missile Specialist (AA)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_support_MG_F** | *Gunner (HMG)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_support_GMG_F** | *Gunner (GMG)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_support_Mort_F** | *Gunner (Mk6)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_support_AMG_F** | *Asst. Gunner (HMG/GMG)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_support_AMort_F** | *Asst. Gunner (Mk6)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_F** | *Rifleman* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_AR_F** | *Autorifleman* | OPFOR | CSAT | Men (Urban) | Public |  | LMG_Zafir_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 4x 150Rnd_762x54_Box<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_AAR_F** | *Asst. Autorifleman* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_LAT_F** | *Rifleman (AT)* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>launch_RPG32_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x RPG32_F<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_TacVest_blk<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_AT_F** | *Missile Specialist (AT)* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>launch_O_Titan_short_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x Titan_AT<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_TacVest_blk<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_AAT_F** | *Asst. Missile Specialist (AT)* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_AA_F** | *Missile Specialist (AA)* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>launch_O_Titan_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x Titan_AA<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_TacVest_blk<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_AAA_F** | *Asst. Missile Specialist (AA)* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_TL_F** | *Team Leader* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_GL_ARCO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_green<br>2x 30Rnd_65x39_caseless_green_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessOGL_gry<br>H_HelmetLeaderO_oucamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_SoldierU_SL_F** | *Squad Leader* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ARCO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_green<br>2x 30Rnd_65x39_caseless_green_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_TacVest_blk<br>H_HelmetLeaderO_oucamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_medic_F** | *Combat Life Saver* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_soldierU_repair_F** | *Repair Specialist* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can repair |\n|  | **O_soldierU_exp_F** | *Explosive Specialist* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>3x APERSMine_Range_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_TacVest_blk<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_engineer_U_F** | *Engineer* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can repair, can deactivate mines |\n|  | **O_soldierU_M_F** | *Marksman* | OPFOR | CSAT | Men (Urban) | Public |  | srifle_DMR_01_DMS_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 10x 10Rnd_762x54_Mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_TacVest_blk<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_soldierU_A_F** | *Ammo Bearer* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 12x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_SoldierU_GL_F** | *Grenadier* | OPFOR | CSAT | Men (Urban) | Public |  | arifle_Katiba_GL_ACO_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessOGL_gry<br>H_HelmetLeaderO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_SoldierU_unarmed_F** | *Rifleman (Unarmed)* | OPFOR | CSAT | Men (Urban) | Public |  | Throw<br>Put |  | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_VR_F** | *VR Entity* | OPFOR | CSAT | Men (Virtual Reality) | Public |  | Throw<br>Put |  |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Roles:** None |\n|  | **O_Protagonist_VR_F** | *VR Soldier* | OPFOR | CSAT | Men (Virtual Reality) | Public |  | Throw<br>Put |  | U_O_Protagonist_VR<br>G_Goggles_VR | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair, can deactivate mines |\n|  | **O_ghillie_lsh_F** | *Sniper (Lush)* | OPFOR | CSAT | Men (Special Forces) | Public |  | srifle_GM6_camo_LRPS_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 5Rnd_127x108_Mag<br>2x 5Rnd_127x108_APDS_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_FullGhillie_lsh<br>V_Chestrig_khk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_ghillie_sard_F** | *Sniper (Semi-Arid)* | OPFOR | CSAT | Men (Special Forces) | Public |  | srifle_GM6_camo_LRPS_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 5Rnd_127x108_Mag<br>2x 5Rnd_127x108_APDS_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_FullGhillie_sard<br>V_Chestrig_khk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_ghillie_ard_F** | *Sniper (Arid)* | OPFOR | CSAT | Men (Special Forces) | Public |  | srifle_GM6_camo_LRPS_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 5Rnd_127x108_Mag<br>2x 5Rnd_127x108_APDS_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_FullGhillie_ard<br>V_Chestrig_khk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Sharpshooter_F** | *Sharpshooter* | OPFOR | CSAT | Men | Public |  | srifle_DMR_05_KHS_LP_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 8x 10Rnd_93x64_DMR_05_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x HandGrenade | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Urban_Sharpshooter_F** | *Sharpshooter* | OPFOR | CSAT | Men (Urban) | Public |  | srifle_DMR_05_KHS_LP_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 8x 10Rnd_93x64_DMR_05_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x HandGrenade | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Pathfinder_F** | *Recon Pathfinder* | OPFOR | CSAT | Men (Special Forces) | Public |  | srifle_DMR_04_NS_LP_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>laserdesignator_02 | 8x 10Rnd_127x54_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>3x MiniGrenade<br>1x Laserbatteries | U_O_SpecopsUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetSpecO_ocamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_HeavyGunner_F** | *Heavy Gunner* | OPFOR | CSAT | Men | Public |  | MMG_01_hex_ARCO_LP_F<br>hgun_Rook40_F<br>Throw<br>Put | 3x 150Rnd_93x64_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Urban_HeavyGunner_F** | *Heavy Gunner* | OPFOR | CSAT | Men (Urban) | Public |  | MMG_01_hex_ARCO_LP_F<br>hgun_Rook40_F<br>Throw<br>Put | 3x 150Rnd_93x64_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_oucamo<br>V_HarnessO_gry<br>H_HelmetO_oucamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_G_Sharpshooter_F** | *Sharpshooter* | OPFOR | FIA | Men | Public |  | srifle_DMR_06_camo_khs_F<br>Throw<br>Put | 8x 20Rnd_762x51_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_leader<br>V_BandollierB_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_HMG_01_F** | *Mk30 HMG .50* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Green |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_HMG_01_high_F** | *Mk30 HMG .50 (Raised)* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Green |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_HMG_01_A_F** | *Mk30A HMG .50* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Green |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_GMG_01_F** | *Mk32 GMG 20 mm* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_GMG_01_high_F** | *Mk32 GMG 20 mm (Raised)* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_GMG_01_A_F** | *Mk32A GMG 20 mm* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_HMG_02_F** | *M2 HMG .50* | OPFOR | CSAT | Turrets | Protected |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Green |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_G_HMG_02_F** | *M2 HMG .50* | OPFOR | FIA | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_HMG_02_high_F** | *M2 HMG .50 (Raised)* | OPFOR | CSAT | Turrets | Protected |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Green |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_G_HMG_02_high_F** | *M2 HMG .50 (Raised)* | OPFOR | FIA | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_Mortar_01_F** | *Mk6 Mortar* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_G_Mortar_01_F** | *Mk6 Mortar* | OPFOR | FIA | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_Heli_Light_02_dynamicLoadout_F** | *PO-30 Orca* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Light_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 copilot<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **O_Heli_Light_02_F** | *PO-30 Orca* | OPFOR | CSAT | Helicopters | Protected |  | LMG_Minigun_heli<br>missiles_DAGR<br>CMFlareLauncher | 1x 2000Rnd_65x39_Belt_Tracer_Green_Splash<br>1x 12Rnd_PG_missiles<br>1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Light_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 copilot<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **O_Heli_Light_02_unarmed_F** | *PO-30 Orca (Unarmed)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Light_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 copilot<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **O_Heli_Light_02_v2_F** | *PO-30 Orca (Black & White)* | OPFOR | CSAT | Helicopters | Protected |  | LMG_Minigun_heli<br>missiles_DAR<br>CMFlareLauncher | 1x 2000Rnd_65x39_Belt_Tracer_Green_Splash<br>1x 12Rnd_missiles<br>1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Light_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 copilot<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **O_Heli_Attack_02_F** | *Mi-48 Kajman* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>gatling_30mm<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 192Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Beta_Heli_Attack_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Attack_02_black_F** | *Mi-48 Kajman (Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>gatling_30mm<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 192Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Beta_Heli_Attack_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Attack_02_dynamicLoadout_F** | *Mi-48 Kajman* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>gatling_30mm<br>Laserdesignator_mounted | 1x 192Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x Laserbatteries |  | A3_Air_F_Beta_Heli_Attack_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Attack_02_dynamicLoadout_black_F** | *Mi-48 Kajman (Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>gatling_30mm<br>Laserdesignator_mounted | 1x 192Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x Laserbatteries |  | A3_Air_F_Beta_Heli_Attack_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Parachute_02_F** | *Cargo Parachute* | OPFOR | CSAT | Helicopters | Protected |  |  |  |  | A3_Air_F_Beta_Parachute_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_Ejection_Seat_Plane_Fighter_03_F** | *Ejection Seat* | OPFOR | AAF | Objects | Protected |  |  |  |  | A3_Air_F_Gamma_Plane_Fighter_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_APC_Tracked_02_cannon_F** | *BTR-K Kamysh* | OPFOR | CSAT | APCs | Public |  | autocannon_30mm_CTWS<br>LMG_coax_ext<br>missiles_titan<br>SmokeLauncher | 2x 140Rnd_30mm_MP_shells_Tracer_Green<br>2x 60Rnd_30mm_APFSDS_shells_Tracer_Green<br>8x 200Rnd_762x51_Belt_Green<br>2x 2Rnd_GAT_missiles_O<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Tracked_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_APC_Tracked_02_AA_F** | *ZSU-39 Tigris* | OPFOR | CSAT | Anti-Air | Public |  | autocannon_35mm<br>missiles_titan_AA<br>SmokeLauncher | 1x 680Rnd_35mm_AA_shells_Tracer_Green<br>2x 4Rnd_Titan_long_missiles_O<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Tracked_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_MBT_02_cannon_F** | *T-100 Varsuk* | OPFOR | CSAT | Tanks | Public |  | cannon_125mm<br>LMG_coax<br>HMG_NSVT<br>SmokeLauncher | 1x 16Rnd_125mm_APFSDS_T_Green<br>1x 12Rnd_125mm_HE_T_Green<br>1x 12Rnd_125mm_HEAT_T_Green<br>10x 200Rnd_762x51_Belt_Green<br>2x 150Rnd_127x108_Ball<br>1x SmokeLauncherMag |  | A3_Armor_F_Gamma_MBT_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_MBT_02_arty_F** | *2S9 Sochor* | OPFOR | CSAT | Artillery | Public |  | mortar_155mm_AMOS<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 1x 32Rnd_155mm_Mo_shells_O<br>1x 2Rnd_155mm_Mo_guided_O<br>1x 6Rnd_155mm_Mo_mine_O<br>1x 2Rnd_155mm_Mo_Cluster_O<br>1x 6Rnd_155mm_Mo_smoke_O<br>1x 4Rnd_155mm_Mo_LG_O<br>1x 6Rnd_155mm_Mo_AT_mine_O<br>1x 96Rnd_40mm_G_belt<br>2x 200Rnd_127x99_mag_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Gamma_MBT_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Boat_Armed_01_hmg_F** | *Speedboat HMG* | OPFOR | CSAT | Boats | Public |  | SmokeLauncher<br>GMG_40mm<br>HMG_01 | 1x SmokeLauncherMag_boat<br>2x 96Rnd_40mm_G_belt<br>4x 100Rnd_127x99_mag_Tracer_Green |  | A3_Boat_F_Boat_Armed_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Boat_Transport_01_F** | *Assault Boat* | OPFOR | CSAT | Boats | Public |  |  |  |  | A3_Boat_F_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Lifeboat** | *Rescue Boat* | OPFOR | CSAT | Boats | Public |  |  |  |  | A3_Boat_F_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_SDV_01_F** | *SDV* | OPFOR | CSAT | Submersibles | Public |  | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Boat_F_Beta_SDV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 commander<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Boat_Transport_01_F** | *Assault Boat* | OPFOR | FIA | Boats | Public |  |  |  |  | A3_Boat_F_Gamma_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_UAV_AI** | *AI* | OPFOR | CSAT | Men | Protected |  |  |  | U_O_PilotCoveralls<br>H_PilotHelmetHeli_O<br>V_TacVest_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Common | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_UAV_AI_F** | *AI* | OPFOR | CSAT | Men | Protected |  |  |  |  | A3_Characters_F_Common | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **O_MRAP_02_F** | *Ifrit* | OPFOR | CSAT | Cars | Public |  | TruckHorn<br>SmokeLauncher | 1x SmokeLauncherMag |  | A3_Soft_F_MRAP_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_MRAP_02_hmg_F** | *Ifrit HMG* | OPFOR | CSAT | Cars | Public |  | TruckHorn<br>SmokeLauncher<br>HMG_127 | 1x SmokeLauncherMag<br>2x 200Rnd_127x99_mag_Tracer_Green |  | A3_Soft_F_MRAP_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 1 gunner<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_MRAP_02_gmg_F** | *Ifrit GMG* | OPFOR | CSAT | Cars | Public |  | TruckHorn<br>SmokeLauncher<br>GMG_40mm | 1x SmokeLauncherMag<br>2x 96Rnd_40mm_G_belt |  | A3_Soft_F_MRAP_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 1 gunner<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Offroad_01_repair_F** | *Offroad (Repair)* | OPFOR | FIA | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Offroad_01_F** | *Offroad* | OPFOR | FIA | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Offroad_01_armed_F** | *Offroad (HMG)* | OPFOR | FIA | Cars | Public |  | SportCarHorn<br>HMG_M2_Mounted | 4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Offroad_01_AT_F** | *Offroad (AT)* | OPFOR | FIA | Cars | Public |  | SportCarHorn<br>launcher_SPG9 | 1x 12rnd_SPG9_HEAT<br>1x 8rnd_SPG9_HE |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Quadbike_01_F** | *Quad Bike* | OPFOR | CSAT | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Quadbike_01_F** | *Quad Bike* | OPFOR | FIA | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** Yes, 2 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_02_covered_F** | *Zamak Transport (Covered)* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Beta_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_02_transport_F** | *Zamak Transport* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Beta_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_02_box_F** | *Zamak Repair* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_02_medical_F** | *Zamak Medical* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 16 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_02_Ammo_F** | *Zamak Ammo* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_02_fuel_F** | *Zamak Fuel* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Van_01_transport_F** | *Truck* | OPFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 8 skins<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Van_01_fuel_F** | *Fuel Truck* | OPFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_static_AA_F** | *Static Titan Launcher (AA) [CSAT]* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAA_missiles |  | A3_Static_F_AA_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_static_AT_F** | *Static Titan Launcher (AT) [CSAT]* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAT_missiles |  | A3_Static_F_AT_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_Ejection_Seat_Plane_CAS_01_F** | *Ejection Seat* | OPFOR | NATO | Objects | Protected |  |  |  |  | A3_Air_F_EPC_Plane_CAS_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_Ejection_Seat_Plane_CAS_02_F** | *Ejection Seat* | OPFOR | CSAT | Objects | Protected |  |  |  |  | A3_Air_F_EPC_Plane_CAS_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_Plane_CAS_02_F** | *To-199 Neophron (CAS)* | OPFOR | CSAT | Planes | Protected |  | Cannon_30mm_Plane_CAS_02_F<br>Missile_AA_03_Plane_CAS_02_F<br>Missile_AGM_01_Plane_CAS_02_F<br>Rocket_03_HE_Plane_CAS_02_F<br>Rocket_03_AP_Plane_CAS_02_F<br>Bomb_03_Plane_CAS_02_F<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x 500Rnd_Cannon_30mm_Plane_CAS_02_F<br>1x 2Rnd_Missile_AA_03_F<br>1x 4Rnd_Missile_AGM_01_F<br>1x 2Rnd_Bomb_03_F<br>1x 20Rnd_Rocket_03_HE_F<br>1x 20Rnd_Rocket_03_AP_F<br>1x Laserbatteries<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_EPC_Plane_CAS_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Plane_CAS_02_dynamicLoadout_F** | *To-199 Neophron (CAS)* | OPFOR | CSAT | Planes | Public |  | Cannon_30mm_Plane_CAS_02_F<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x 500Rnd_Cannon_30mm_Plane_CAS_02_F<br>1x Laserbatteries<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_EPC_Plane_CAS_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_APC_Wheeled_02_rcws_F** | *MSE-3 Marid* | OPFOR | CSAT | APCs | Protected |  | TruckHorn<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 2x 96Rnd_40mm_G_belt<br>4x 200Rnd_127x99_mag_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Wheeled_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_APC_Wheeled_02_rcws_v2_F** | *MSE-3 Marid* | OPFOR | CSAT | APCs | Public |  | TruckHorn<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 2x 96Rnd_40mm_G_belt<br>4x 200Rnd_127x99_mag_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Wheeled_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_UAV_01_F** | *Tayran AR-2* | OPFOR | CSAT | Drones | Public |  | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Drones_F_Air_F_Gamma_UAV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_UAV_02_F** | *K40 Ababil-3* | OPFOR | CSAT | Drones | Protected |  | CMFlareLauncher<br>missiles_SCALPEL<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 6Rnd_LG_scalpel |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_UAV_02_CAS_F** | *K40 Ababil-3 (CAS)* | OPFOR | CSAT | Drones | Protected |  | CMFlareLauncher<br>Laserdesignator_mounted<br>GBU12BombLauncher | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 2Rnd_GBU12_LGB |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_UAV_02_dynamicLoadout_F** | *K40 Ababil-3* | OPFOR | CSAT | Drones | Public |  | CMFlareLauncher<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_UGV_01_F** | *UGV Saif* | OPFOR | CSAT | Drones | Public |  |  |  |  | A3_Drones_F_Soft_F_Gamma_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_UGV_01_rcws_F** | *UGV Saif RCWS* | OPFOR | CSAT | Drones | Public |  | HMG_127_UGV<br>GMG_40mm | 1x 200Rnd_127x99_mag_Tracer_Green<br>1x 96Rnd_40mm_G_belt |  | A3_Drones_F_Soft_F_Gamma_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_03_transport_F** | *Tempest Transport* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_EPC_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 14<br>  - 1 driver<br>  - 2 firing positions<br>  - 11 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_03_covered_F** | *Tempest Transport (Covered)* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_EPC_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 14<br>  - 1 driver<br>  - 2 firing positions<br>  - 11 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_03_repair_F** | *Tempest Repair* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_EPC_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_03_ammo_F** | *Tempest Ammo* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_EPC_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_03_fuel_F** | *Tempest Fuel* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_EPC_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_03_medical_F** | *Tempest Medical* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_EPC_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 12 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Truck_03_device_F** | *Tempest (Device)* | OPFOR | CSAT | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_EPC_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Heli_Transport_04_F** | *Mi-290 Taru* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 13500 kg<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_ammo_F** | *Mi-290 Taru (Ammo)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_bench_F** | *Mi-290 Taru (Bench)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>  - 8 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_box_F** | *Mi-290 Taru (Cargo)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_covered_F** | *Mi-290 Taru (Transport)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 19<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_fuel_F** | *Mi-290 Taru (Fuel)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_medevac_F** | *Mi-290 Taru (Medical)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>  - 4 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_repair_F** | *Mi-290 Taru (Repair)* | OPFOR | CSAT | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **Land_Pod_Heli_Transport_04_bench_F** | *Taru Bench Pod* | OPFOR | CSAT | Storage | Public |  | FakeWeapon | 1x FakeWeapon |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_covered_F** | *Taru Transport Pod* | OPFOR | CSAT | Storage | Public |  | FakeWeapon | 1x FakeWeapon |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_medevac_F** | *Taru Medical Pod* | OPFOR | CSAT | Storage | Public |  | FakeWeapon | 1x FakeWeapon |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **O_Heli_Transport_04_black_F** | *Mi-280 Taru (Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 13500 kg<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_ammo_black_F** | *Mi-280 Taru (Ammo, Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_bench_black_F** | *Mi-280 Taru (Bench, Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>  - 8 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_box_black_F** | *Mi-280 Taru (Cargo, Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_covered_black_F** | *Mi-280 Taru (Transport, Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 19<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_fuel_black_F** | *Mi-280 Taru (Fuel, Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_medevac_black_F** | *Mi-280 Taru (Medical, Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>  - 4 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Heli_Transport_04_repair_black_F** | *Mi-280 Taru (Repair, Black)* | OPFOR | CSAT | Helicopters | Protected |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 copilot<br>  - 1 gunner<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **Land_Pod_Heli_Transport_04_bench_black_F** | *Taru Bench Pod (Black)* | OPFOR | CSAT | Storage | Protected |  | FakeWeapon | 1x FakeWeapon |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_covered_black_F** | *Taru Transport Pod (Black)* | OPFOR | CSAT | Storage | Protected |  | FakeWeapon | 1x FakeWeapon |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_medevac_black_F** | *Taru Medical Pod (Black)* | OPFOR | CSAT | Storage | Protected |  | FakeWeapon | 1x FakeWeapon |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **O_Static_Designator_02_F** | *Remote Designator [CSAT]* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>Laserdesignator_mounted | 1x FakeWeapon<br>1x Laserbatteries |  | A3_Static_F_Mark_Designator_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_T_LSV_02_armed_F** | *Qilin (Minigun)* | OPFOR | CSAT (Pacific) | Cars | Public |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_armed_viper_F** | *Qilin (Minigun)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_unarmed_F** | *Qilin (Unarmed)* | OPFOR | CSAT (Pacific) | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_AT_F** | *Qilin (AT)* | OPFOR | CSAT (Pacific) | Cars | Public |  | SportCarHorn<br>missiles_Vorona | 6x Vorona_HEAT |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_unarmed_viper_F** | *Qilin (Unarmed)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_armed_F** | *Qilin (Minigun)* | OPFOR | CSAT | Cars | Public |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_armed_viper_F** | *Qilin (Minigun)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_unarmed_F** | *Qilin (Unarmed)* | OPFOR | CSAT | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_AT_F** | *Qilin (AT)* | OPFOR | CSAT | Cars | Public |  | SportCarHorn<br>missiles_Vorona | 6x Vorona_HEAT |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_unarmed_viper_F** | *Qilin (Unarmed)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_armed_black_F** | *Qilin (Minigun)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_armed_ghex_F** | *Qilin (Minigun)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_armed_arid_F** | *Qilin (Minigun)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_unarmed_black_F** | *Qilin (Unarmed)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_unarmed_ghex_F** | *Qilin (Unarmed)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_LSV_02_unarmed_arid_F** | *Qilin (Unarmed)* | OPFOR | CSAT (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_armed_black_F** | *Qilin (Minigun)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_armed_ghex_F** | *Qilin (Minigun)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_armed_arid_F** | *Qilin (Minigun)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn<br>LMG_Minigun_Transport | 3x 500Rnd_65x39_Belt_Tracer_Green_Splash |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 1 gunner<br>  - 5 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_unarmed_black_F** | *Qilin (Unarmed)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_unarmed_ghex_F** | *Qilin (Unarmed)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_LSV_02_unarmed_arid_F** | *Qilin (Unarmed)* | OPFOR | CSAT | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_MRAP_02_ghex_F** | *Ifrit* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn<br>SmokeLauncher | 1x SmokeLauncherMag |  | A3_Soft_F_Exp_MRAP_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_MRAP_02_hmg_ghex_F** | *Ifrit HMG* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn<br>SmokeLauncher<br>HMG_127 | 1x SmokeLauncherMag<br>2x 200Rnd_127x99_mag_Tracer_Green |  | A3_Soft_F_Exp_MRAP_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 1 gunner<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_MRAP_02_gmg_ghex_F** | *Ifrit GMG* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn<br>SmokeLauncher<br>GMG_40mm | 1x SmokeLauncherMag<br>2x 96Rnd_40mm_G_belt |  | A3_Soft_F_Exp_MRAP_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 1 gunner<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Quadbike_01_ghex_F** | *Quad Bike* | OPFOR | CSAT (Pacific) | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Exp_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_02_F** | *Zamak Transport (Covered)* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_02_transport_F** | *Zamak Transport* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_02_fuel_F** | *Zamak Fuel* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_02_Ammo_F** | *Zamak Ammo* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_02_Box_F** | *Zamak Repair* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_02_Medical_F** | *Zamak Medical* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 16 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_03_transport_ghex_F** | *Tempest Transport* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 14<br>  - 1 driver<br>  - 2 firing positions<br>  - 11 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_03_covered_ghex_F** | *Tempest Transport (Covered)* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 14<br>  - 1 driver<br>  - 2 firing positions<br>  - 11 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_03_repair_ghex_F** | *Tempest Repair* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_03_ammo_ghex_F** | *Tempest Ammo* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_03_fuel_ghex_F** | *Tempest Fuel* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_03_medical_ghex_F** | *Tempest Medical* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 12 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Truck_03_device_ghex_F** | *Tempest (Device)* | OPFOR | CSAT (Pacific) | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Exp_Truck_03 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_UGV_01_ghex_F** | *UGV Saif* | OPFOR | CSAT (Pacific) | Drones | Public |  |  |  |  | A3_Soft_F_Exp_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_UGV_01_rcws_ghex_F** | *UGV Saif RCWS* | OPFOR | CSAT (Pacific) | Drones | Public |  | HMG_127_UGV<br>GMG_40mm | 2x 500Rnd_127x99_mag_Tracer_Green<br>1x 200Rnd_40mm_G_belt |  | A3_Soft_F_Exp_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_UAV_04_CAS_F** | *KH-3A Fenghuang* | OPFOR | CSAT (Pacific) | Drones | Public |  | CMFlareLauncher<br>missiles_Jian<br>Laserdesignator_mounted | 1x 120Rnd_CMFlare_Chaff_Magazine<br>1x 4Rnd_LG_Jian<br>1x Laserbatteries |  | A3_Air_F_Exp_UAV_04 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_VTOL_02_infantry_F** | *Y-32 Xi'an (Infantry Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 1 gunner<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_vehicle_F** | *Y-32 Xi'an (Vehicle Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 5000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_infantry_dynamicLoadout_F** | *Y-32 Xi'an (Infantry Transport)* | OPFOR | CSAT (Pacific) | Planes | Public |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 1 gunner<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_vehicle_dynamicLoadout_F** | *Y-32 Xi'an (Vehicle Transport)* | OPFOR | CSAT (Pacific) | Planes | Public |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 5000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_infantry_hex_F** | *Y-32 Xi'an (Infantry Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 1 gunner<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_infantry_ghex_F** | *Y-32 Xi'an (Infantry Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 1 gunner<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_infantry_grey_F** | *Y-32 Xi'an (Infantry Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 1 gunner<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_vehicle_hex_F** | *Y-32 Xi'an (Vehicle Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 5000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_vehicle_ghex_F** | *Y-32 Xi'an (Vehicle Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 5000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_VTOL_02_vehicle_grey_F** | *Y-32 Xi'an (Vehicle Transport)* | OPFOR | CSAT (Pacific) | Planes | Protected |  | CMFlareLauncher<br>gatling_30mm_VTOL_02<br>missiles_SCALPEL<br>rockets_Skyfire<br>Laserdesignator_mounted | 1x 168Rnd_CMFlare_Chaff_Magazine<br>1x 250Rnd_30mm_HE_shells_Tracer_Green<br>1x 250Rnd_30mm_APDS_shells_Tracer_Green<br>1x 8Rnd_LG_scalpel<br>1x 38Rnd_80mm_rockets<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 5000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_APC_Tracked_02_cannon_ghex_F** | *BTR-K Kamysh* | OPFOR | CSAT (Pacific) | APCs | Public |  | autocannon_30mm_CTWS<br>LMG_coax_ext<br>missiles_titan<br>SmokeLauncher | 2x 140Rnd_30mm_MP_shells_Tracer_Green<br>2x 60Rnd_30mm_APFSDS_shells_Tracer_Green<br>8x 200Rnd_762x51_Belt_Green<br>2x 2Rnd_GAT_missiles_O<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Tracked_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_APC_Tracked_02_AA_ghex_F** | *ZSU-39 Tigris* | OPFOR | CSAT (Pacific) | Anti-Air | Public |  | autocannon_35mm<br>missiles_titan_AA<br>SmokeLauncher | 1x 680Rnd_35mm_AA_shells_Tracer_Green<br>2x 4Rnd_Titan_long_missiles_O<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Tracked_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_APC_Wheeled_02_rcws_ghex_F** | *MSE-3 Marid* | OPFOR | CSAT (Pacific) | APCs | Protected |  | TruckHorn<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 2x 96Rnd_40mm_G_belt<br>4x 200Rnd_127x99_mag_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Wheeled_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_APC_Wheeled_02_rcws_v2_ghex_F** | *MSE-3 Marid* | OPFOR | CSAT (Pacific) | APCs | Public |  | TruckHorn<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 2x 96Rnd_40mm_G_belt<br>4x 200Rnd_127x99_mag_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Wheeled_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_MBT_02_cannon_ghex_F** | *T-100 Varsuk* | OPFOR | CSAT (Pacific) | Tanks | Public |  | cannon_125mm<br>LMG_coax<br>HMG_NSVT<br>SmokeLauncher | 1x 16Rnd_125mm_APFSDS_T_Green<br>1x 12Rnd_125mm_HE_T_Green<br>1x 12Rnd_125mm_HEAT_T_Green<br>10x 200Rnd_762x51_Belt_Green<br>2x 150Rnd_127x108_Ball<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_MBT_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_MBT_02_arty_ghex_F** | *2S9 Sochor* | OPFOR | CSAT (Pacific) | Artillery | Public |  | mortar_155mm_AMOS<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 1x 32Rnd_155mm_Mo_shells_O<br>1x 2Rnd_155mm_Mo_guided_O<br>1x 6Rnd_155mm_Mo_mine_O<br>1x 2Rnd_155mm_Mo_Cluster_O<br>1x 6Rnd_155mm_Mo_smoke_O<br>1x 4Rnd_155mm_Mo_LG_O<br>1x 6Rnd_155mm_Mo_AT_mine_O<br>1x 96Rnd_40mm_G_belt<br>2x 200Rnd_127x99_mag_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_MBT_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_Boat_Armed_01_hmg_F** | *Speedboat HMG* | OPFOR | CSAT (Pacific) | Boats | Public |  | SmokeLauncher<br>GMG_40mm<br>HMG_01 | 1x SmokeLauncherMag_boat<br>2x 96Rnd_40mm_G_belt<br>4x 100Rnd_127x99_mag_Tracer_Green |  | A3_Boat_F_Exp_Boat_Armed_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Boat_Transport_01_F** | *Assault Boat* | OPFOR | CSAT (Pacific) | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Lifeboat** | *Rescue Boat* | OPFOR | CSAT (Pacific) | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Boat_Transport_02_F** | *RHIB* | OPFOR | FIA | Boats | Protected |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 7 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_T_Soldier_A_F** | *Ammo Bearer* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 12x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_HarnessO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_AAR_F** | *Asst. Autorifleman* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Support_AMG_F** | *Asst. Gunner (HMG/GMG)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Support_AMort_F** | *Asst. Gunner (Mk6)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_AAA_F** | *Asst. Missile Specialist (AA)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_AAT_F** | *Asst. Missile Specialist (AT)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_AR_F** | *Autorifleman* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTARS_blk_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 100Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_HarnessO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Medic_F** | *Combat Life Saver* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_T_Crew_F** | *Crewman* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetCrew_O_ghex_F<br>V_BandollierB_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Engineer_F** | *Engineer* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_HarnessO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can repair, can deactivate mines |\n|  | **O_T_Soldier_Exp_F** | *Explosive Specialist* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_T_Soldier_GL_F** | *Grenadier* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_GL_blk_ACO_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_T_Soldier_F<br>H_HelmetLeaderO_ghex_F<br>V_HarnessOGL_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Support_GMG_F** | *Gunner (GMG)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Support_MG_F** | *Gunner (HMG)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Support_Mort_F** | *Gunner (Mk6)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Helicrew_F** | *Helicopter Crew* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_F<br>hgun_Rook40_F<br>Throw<br>Put | 4x 30Rnd_580x42_Mag_F<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_PilotCoveralls<br>H_CrewHelmetHeli_O<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_T_Helipilot_F** | *Helicopter Pilot* | OPFOR | CSAT (Pacific) | Men | Public |  | SMG_02_ACO_F<br>hgun_Rook40_F<br>Throw<br>Put | 4x 30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_PilotCoveralls<br>H_CrewHelmetHeli_O<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_T_Soldier_M_F** | *Marksman* | OPFOR | CSAT (Pacific) | Men | Public |  | srifle_DMR_07_blk_DMS_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 20Rnd_650x39_Cased_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_AA_F** | *Missile Specialist (AA)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>launch_O_Titan_ghex_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x Titan_AA<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_AT_F** | *Missile Specialist (AT)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>launch_O_Titan_short_ghex_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x Titan_AT<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Officer_F** | *Officer* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_F<br>hgun_Pistol_heavy_02_Yorris_F<br>Throw<br>Put | 4x 30Rnd_580x42_Mag_F<br>3x 6Rnd_45ACP_Cylinder<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Officer_F<br>H_Beret_blk<br>V_BandollierB_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_T_Soldier_PG_F** | *Para Trooper* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_HarnessO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Pilot_F** | *Pilot* | OPFOR | CSAT (Pacific) | Men | Public |  | SMG_02_ACO_F<br>Throw<br>Put | 4x 30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>1x SmokeShell<br>1x SmokeShellRed<br>1x Chemlight_red | U_O_PilotCoveralls<br>H_PilotHelmetFighter_O<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_T_Soldier_Repair_F** | *Repair Specialist* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_HarnessO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can repair |\n|  | **O_T_Soldier_F** | *Rifleman* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_HarnessO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_LAT_F** | *Rifleman (AT)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_F<br>launch_RPG32_ghex_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x RPG32_F<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_SL_F** | *Squad Leader* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ARCO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_580x42_Mag_F<br>2x 30Rnd_580x42_Mag_Tracer_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetLeaderO_ghex_F<br>V_HarnessO_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_TL_F** | *Team Leader* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_GL_blk_ARCO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_580x42_Mag_F<br>2x 30Rnd_580x42_Mag_Tracer_F<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_T_Soldier_F<br>H_HelmetLeaderO_ghex_F<br>V_HarnessOGL_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_UAV_F** | *UAV Operator* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_UavTerminal<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can replenish fuel |\n|  | **O_T_Diver_F** | *Assault Diver* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_green<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellRed<br>4x Chemlight_red | U_O_Wetsuit<br>V_RebreatherIR<br>G_O_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Diver_Exp_F** | *Diver Explosive Specialist* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_green<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellRed<br>4x Chemlight_red | U_O_Wetsuit<br>V_RebreatherIR<br>G_O_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_T_Diver_TL_F** | *Diver Team Leader* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Binocular | 3x 30Rnd_556x45_Stanag_green<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellRed<br>4x Chemlight_red | U_O_Wetsuit<br>V_RebreatherIR<br>G_O_Diving<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Recon_Exp_F** | *Recon Demo Specialist* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_CTAR_blk_ACO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetSpecO_ghex_F<br>V_HarnessO_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_T_Recon_JTAC_F** | *Recon JTAC* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_CTAR_GL_blk_ACO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Laserdesignator_02 | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>2x O_IR_Grenade<br>6x 1Rnd_HE_Grenade_shell<br>1x Laserbatteries<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_T_Soldier_F<br>H_HelmetSpecO_ghex_F<br>V_HarnessOGL_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Recon_M_F** | *Recon Marksman* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | srifle_DMR_07_blk_DMS_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 10x 20Rnd_650x39_Cased_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetSpecO_ghex_F<br>V_TacVest_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Recon_Medic_F** | *Recon Paramedic* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_CTAR_blk_ACO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetSpecO_ghex_F<br>V_HarnessO_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_T_Recon_F** | *Recon Scout* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_CTAR_blk_ACO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetSpecO_ghex_F<br>V_HarnessO_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Recon_LAT_F** | *Recon Scout (AT)* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_CTAR_blk_ACO_Pointer_Snds_F<br>launch_RPG32_ghex_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x RPG32_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetSpecO_ghex_F<br>V_TacVest_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Recon_TL_F** | *Recon Team Leader* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_CTAR_blk_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 30Rnd_580x42_Mag_F<br>2x 30Rnd_580x42_Mag_Tracer_F<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetLeaderO_ghex_F<br>V_HarnessOGL_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Sniper_F** | *Sniper* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | srifle_GM6_ghex_LRPS_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 5Rnd_127x108_Mag<br>2x 5Rnd_127x108_APDS_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_Sniper_F<br>V_TacVest_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Spotter_F** | *Spotter* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | arifle_CTAR_blk_ARCO_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Laserdesignator_02 | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x Laserbatteries<br>2x MiniGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_Sniper_F<br>V_TacChestrig_oli_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_ghillie_tna_F** | *Sniper (Jungle)* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Public |  | srifle_GM6_ghex_LRPS_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 5Rnd_127x108_Mag<br>2x 5Rnd_127x108_APDS_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_T_FullGhillie_tna_F<br>V_Chestrig_khk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_V_Soldier_Viper_F** | *TBD: Viper Operative (Green Hex)* | OPFOR | CSAT | Men (Special Forces) | Protected |  | arifle_ARX_Viper_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 10Rnd_50BW_Mag_F<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_V_Soldier_Viper_hex_F** | *TBD: Viper Operative (Hex)* | OPFOR | CSAT (Pacific) | Men (Special Forces) | Protected |  | arifle_ARX_Viper_hex_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 10Rnd_50BW_Mag_F<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_T_Soldier_universal_F** | *Soldier* | OPFOR | CSAT (Pacific) | Men | Protected |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_HarnessO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **O_T_Soldier_unarmed_F** | *Rifleman (Unarmed)* | OPFOR | CSAT (Pacific) | Men | Public |  | Throw<br>Put |  | U_O_T_Soldier_F<br>V_HarnessO_ghex_F<br>H_HelmetO_ghex_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_V_Soldier_hex_F** | *Viper Operative* | OPFOR | CSAT | Men (Viper) | Public |  | arifle_ARX_hex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_TL_hex_F** | *Viper Team Leader* | OPFOR | CSAT | Men (Viper) | Public |  | arifle_ARX_hex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_Exp_hex_F** | *Viper Demo Specialist* | OPFOR | CSAT | Men (Viper) | Public |  | arifle_ARX_hex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can deactivate mines |\n|  | **O_V_Soldier_Medic_hex_F** | *Viper Paramedic* | OPFOR | CSAT | Men (Viper) | Public |  | arifle_ARX_hex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can heal |\n|  | **O_V_Soldier_M_hex_F** | *Viper Marksman* | OPFOR | CSAT | Men (Viper) | Public |  | arifle_ARX_hex_DMS_Pointer_Snds_Bipod_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_LAT_hex_F** | *Viper Rifleman (AT)* | OPFOR | CSAT | Men (Viper) | Public |  | arifle_ARX_hex_ARCO_Pointer_Snds_F<br>launch_RPG32_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>1x RPG32_F<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_JTAC_hex_F** | *Viper JTAC* | OPFOR | CSAT | Men (Viper) | Public |  | arifle_ARX_hex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Laserdesignator_02 | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>1x Laserbatteries<br>2x Chemlight_red | U_O_V_Soldier_Viper_hex_F<br>H_HelmetO_ViperSP_hex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_ghex_F** | *Viper Operative* | OPFOR | CSAT (Pacific) | Men (Viper) | Public |  | arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_TL_ghex_F** | *Viper Team Leader* | OPFOR | CSAT (Pacific) | Men (Viper) | Public |  | arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_Exp_ghex_F** | *Viper Demo Specialist* | OPFOR | CSAT (Pacific) | Men (Viper) | Public |  | arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can deactivate mines |\n|  | **O_V_Soldier_Medic_ghex_F** | *Viper Paramedic* | OPFOR | CSAT (Pacific) | Men (Viper) | Public |  | arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can heal |\n|  | **O_V_Soldier_M_ghex_F** | *Viper Marksman* | OPFOR | CSAT (Pacific) | Men (Viper) | Public |  | arifle_ARX_ghex_DMS_Pointer_Snds_Bipod_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_LAT_ghex_F** | *Viper Rifleman (AT)* | OPFOR | CSAT (Pacific) | Men (Viper) | Public |  | arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>launch_RPG32_ghex_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>1x RPG32_F<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_V_Soldier_JTAC_ghex_F** | *Viper JTAC* | OPFOR | CSAT (Pacific) | Men (Viper) | Public |  | arifle_ARX_ghex_ARCO_Pointer_Snds_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Laserdesignator_02_ghex_F | 1x 30Rnd_65x39_caseless_green<br>1x 10Rnd_50BW_Mag_F<br>1x 16Rnd_9x21_Mag<br>1x Laserbatteries<br>2x Chemlight_red | U_O_V_Soldier_Viper_F<br>H_HelmetO_ViperSP_ghex_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **O_Plane_Fighter_02_F** | *To-201 Shikra* | OPFOR | CSAT | Planes | Public |  | weapon_Fighter_Gun_30mm<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x magazine_Fighter02_Gun30mm_AA_x180<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Jets_Plane_Fighter_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Plane_Fighter_02_Stealth_F** | *To-201 Shikra (Stealth)* | OPFOR | CSAT | Planes | Public |  | weapon_Fighter_Gun_30mm<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x magazine_Fighter02_Gun30mm_AA_x180<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Jets_Plane_Fighter_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Ejection_Seat_Plane_Fighter_02_F** | *Ejection Seat* | OPFOR | CSAT | Objects | Protected |  |  |  |  | A3_Air_F_Jets_Plane_Fighter_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **O_Fighter_Pilot_F** | *Fighter Pilot* | OPFOR | CSAT | Men | Public |  | hgun_Rook40_F<br>Throw<br>Put | 4x 16Rnd_9x21_Mag<br>1x SmokeShellOrange<br>2x Chemlight_green | U_O_PilotCoveralls<br>H_PilotHelmetFighter_O<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Jets | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_G_Van_02_transport_F** | *Van Transport* | OPFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_G_Van_02_vehicle_F** | *Van (Cargo)* | OPFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 4 firing positions<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Plane_CAS_02_Cluster_F** | *To-199 Neophron (Cluster)* | OPFOR | CSAT | Planes | Protected |  | Cannon_30mm_Plane_CAS_02_F<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x 500Rnd_Cannon_30mm_Plane_CAS_02_F<br>1x Laserbatteries<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_Plane_Fighter_02_Cluster_F** | *To-201 Shikra (Cluster)* | OPFOR | CSAT | Planes | Protected |  | weapon_Fighter_Gun_30mm<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x magazine_Fighter02_Gun30mm_AA_x180<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Orange | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_UAV_06_F** | *Jinaah AL-6* | OPFOR | CSAT | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_UAV_06_medical_F** | *Jinaah AL-6 (Medical)* | OPFOR | CSAT | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_soldier_UAV_06_F** | *UAV Operator (AL-6)* | OPFOR | CSAT | Men | Public | ORANGE | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_UavTerminal<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can replenish fuel |\n|  | **O_soldier_UAV_06_medical_F** | *UAV Operator (AL-6, Medical)* | OPFOR | CSAT | Men | Public | ORANGE | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_UavTerminal<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can replenish fuel |\n|  | **O_T_soldier_UAV_06_F** | *UAV Operator (AL-6)* | OPFOR | CSAT (Pacific) | Men | Public | ORANGE | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_UavTerminal<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can replenish fuel |\n|  | **O_T_soldier_UAV_06_medical_F** | *UAV Operator (AL-6, Medical)* | OPFOR | CSAT (Pacific) | Men | Public | ORANGE | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_UavTerminal<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can replenish fuel |\n|  | **O_soldier_mine_F** | *Mine Specialist* | OPFOR | CSAT | Men | Public | ORANGE | arifle_Katiba_C_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_T_soldier_mine_F** | *Mine Specialist* | OPFOR | CSAT (Pacific) | Men | Public | ORANGE | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_A_soldier_A_F** | *Ammo Bearer* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTAR_blk_flash_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_BandollierB_cbr<br>H_MilCap_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_AR_F** | *Autorifleman* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTARS_blk_flash_F<br>Throw<br>Put | 6x 100Rnd_580x42_Mag_F<br>2x HandGrenade<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_Chestrig_khk<br>H_Cap_brn_SPECOPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_medic_F** | *Combat Life Saver* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTAR_blk_flash_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_BandollierB_cbr<br>H_MilCap_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **O_A_soldier_GL_F** | *Grenadier* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTAR_GL_blk_arco_flash_F<br>Throw<br>Put | 8x 30Rnd_580x42_Mag_F<br>4x 1Rnd_HE_Grenade_shell<br>2x HandGrenade<br>2x MiniGrenade<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_Chestrig_khk<br>H_Cap_brn_SPECOPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_M_F** | *Marksman* | OPFOR | CSAT | Men (Story) | Protected |  | srifle_DMR_07_blk_F_arco_flash_F<br>Throw<br>Put | 8x 20Rnd_650x39_Cased_Mag_F<br>2x HandGrenade<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_BandollierB_cbr<br>H_MilCap_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_officer_F** | *Officer* | OPFOR | CSAT | Men (Story) | Protected |  | SMG_02_flash_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_9x21_Mag_SMG_02<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_BandollierB_cbr<br>H_Beret_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_F** | *Rifleman* | OPFOR | CSAT | Men (Story) | Public |  | arifle_CTAR_blk_aco_flash_F<br>Throw<br>Put | 8x 30Rnd_580x42_Mag_F<br>2x HandGrenade<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_Chestrig_khk<br>H_MilCap_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_LAT_F** | *Rifleman (AT)* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTAR_blk_aco_flash_F<br>launch_RPG32_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>1x RPG32_F<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_BandollierB_cbr<br>H_Cap_brn_SPECOPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_SL_F** | *Squad Leader* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTAR_blk_arco_flash_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_580x42_Mag_F<br>4x 30Rnd_580x42_Mag_Tracer_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_Chestrig_khk<br>H_MilCap_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_TL_F** | *Team Leader* | OPFOR | CSAT | Men (Story) | Public |  | arifle_CTAR_GL_blk_arco_flash_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_580x42_Mag_F<br>4x 30Rnd_580x42_Mag_Tracer_F<br>4x 1Rnd_HE_Grenade_shell<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_Chestrig_khk<br>H_Cap_brn_SPECOPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_AA_F** | *Missile Specialist (AA)* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTAR_blk_flash_F<br>launch_O_Titan_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>1x Titan_AA<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_BandollierB_cbr<br>H_Cap_brn_SPECOPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_A_soldier_AT_F** | *Missile Specialist (AT)* | OPFOR | CSAT | Men (Story) | Protected |  | arifle_CTAR_blk_flash_F<br>launch_O_Titan_short_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>1x Titan_AT<br>2x SmokeShellYellow<br>2x Chemlight_yellow | U_O_officer_noInsignia_hex_F<br>V_BandollierB_cbr<br>H_MilCap_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_MBT_04_cannon_F** | *T-140 Angara* | OPFOR | CSAT | Tanks | Public |  | cannon_125mm_advanced<br>LMG_coax<br>HMG_127_APC<br>SmokeLauncher | 1x 20Rnd_125mm_APFSDS_T_Green<br>1x 12Rnd_125mm_HEAT_T_Green<br>1x 12Rnd_125mm_HE_T_Green<br>2x 1000Rnd_762x51_Belt_Green<br>1x 500Rnd_127x99_mag_Tracer_Yellow<br>1x SmokeLauncherMag |  | A3_Armor_F_Tank_MBT_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_MBT_04_cannon_F** | *T-140 Angara* | OPFOR | CSAT (Pacific) | Tanks | Public |  | cannon_125mm_advanced<br>LMG_coax<br>HMG_127_APC<br>SmokeLauncher | 1x 20Rnd_125mm_APFSDS_T_Green<br>1x 12Rnd_125mm_HEAT_T_Green<br>1x 12Rnd_125mm_HE_T_Green<br>2x 1000Rnd_762x51_Belt_Green<br>1x 500Rnd_127x99_mag_Tracer_Yellow<br>1x SmokeLauncherMag |  | A3_Armor_F_Tank_MBT_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_MBT_04_command_F** | *T-140K Angara* | OPFOR | CSAT | Tanks | Public |  | cannon_125mm_advanced<br>LMG_coax<br>autocannon_30mm_RCWS<br>SmokeLauncher | 1x 20Rnd_125mm_APFSDS_T_Green<br>1x 12Rnd_125mm_HEAT_T_Green<br>1x 12Rnd_125mm_HE_T_Green<br>2x 1000Rnd_762x51_Belt_Green<br>4x 60Rnd_30mm_MP_shells_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Tank_MBT_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_MBT_04_command_F** | *T-140K Angara* | OPFOR | CSAT (Pacific) | Tanks | Public |  | cannon_125mm_advanced<br>LMG_coax<br>autocannon_30mm_RCWS<br>SmokeLauncher | 1x 20Rnd_125mm_APFSDS_T_Green<br>1x 12Rnd_125mm_HEAT_T_Green<br>1x 12Rnd_125mm_HE_T_Green<br>2x 1000Rnd_762x51_Belt_Green<br>4x 60Rnd_30mm_MP_shells_Tracer_Green<br>1x SmokeLauncherMag |  | A3_Armor_F_Tank_MBT_04 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_G_Soldier_LAT2_F** | *Rifleman (Light AT)* | OPFOR | FIA | Men | Public |  | arifle_TRG21_F<br>launch_MRAWS_olive_rail_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x MRAWS_HEAT_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_OG_Guerrilla_6_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_Soldier_HAT_F** | *Rifleman (Heavy AT)* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_F<br>launch_O_Vorona_brown_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>1x Vorona_HEAT<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_TacVest_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_HAT_F** | *Rifleman (Heavy AT)* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_F<br>launch_O_Vorona_green_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x Vorona_HEAT<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Soldier_AHAT_F** | *Asst. Heavy AT* | OPFOR | CSAT | Men | Public |  | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_Chestrig_khk<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_T_Soldier_AHAT_F** | *Asst. Heavy AT* | OPFOR | CSAT (Pacific) | Men | Public |  | arifle_CTAR_blk_ACO_Pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_580x42_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x O_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_T_Soldier_F<br>H_HelmetO_ghex_F<br>V_TacChestrig_oli_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_ghex_F<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_Radar_System_02_F** | *R-750 Cronus Radar* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>FakeWeapon | 1x FakeWeapon |  | A3_Static_F_Sams_Radar_System_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_SAM_System_04_F** | *S-750 Rhea* | OPFOR | CSAT | Turrets | Public |  | FakeWeapon<br>weapon_s750Launcher | 1x FakeWeapon<br>1x magazine_Missile_s750_x4 |  | A3_Static_F_Sams_SAM_System_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_UGV_02_Science_F** | *Sayyah ED-1E* | OPFOR | CSAT | Drones | Public | Enoch | ProbingWeapon_01_F<br>ProbingWeapon_02_F<br>ProbingLaser_01_F | 1x ProbingWeapon_01_magazine<br>1x ProbingWeapon_02_magazine<br>1x Laserbatteries |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_UGV_02_Demining_F** | *Akinaka ED-1D* | OPFOR | CSAT | Drones | Public | Enoch | DeminingDisruptor_01_F<br>Laserdesignator_mounted | 1x Laserbatteries<br>1x 15Rnd_12Gauge_Pellets<br>1x 15Rnd_12Gauge_Slug |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **O_R_Gorka_base_F** | *Rifleman* | OPFOR | Spetsnaz | Men | Protected | Enoch | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_CombatUniform_ocamo<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Gorka_F** | *Rifleman* | OPFOR | Spetsnaz | Men | Protected | Enoch | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Gorka_camo_F** | *Rifleman* | OPFOR | Spetsnaz | Men | Protected | Enoch | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_camo_F<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Gorka_brown_F** | *Rifleman* | OPFOR | Spetsnaz | Men | Protected | Enoch | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_brown_F<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Gorka_black_F** | *Rifleman* | OPFOR | Spetsnaz | Men | Protected | Enoch | arifle_Katiba_ACO_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_green<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_black_F<br>V_HarnessO_brn<br>H_HelmetO_ocamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Soldier_TL_F** | *Team Leader* | OPFOR | Spetsnaz | Men | Public | Enoch | arifle_AK12_GL_lush_arco_pointer_F<br>hgun_Rook40_F<br>Rangefinder<br>Throw<br>Put | 4x 30rnd_762x39_AK12_Lush_Mag_F<br>2x 30rnd_762x39_AK12_Lush_Mag_Tracer_F<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_radio_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Soldier_GL_F** | *Grenadier* | OPFOR | Spetsnaz | Men | Public | Enoch | arifle_AK12_GL_lush_arco_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30rnd_762x39_AK12_Lush_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_soldier_exp_F** | *Explosive Specialist* | OPFOR | Spetsnaz | Men | Public | Enoch | arifle_AK12U_lush_holo_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30rnd_762x39_AK12_Lush_Mag_F<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_R_Soldier_AR_F** | *Autorifleman* | OPFOR | Spetsnaz | Men | Public | Enoch | arifle_RPK12_lush_arco_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 75rnd_762x39_AK12_Lush_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_soldier_M_F** | *Marksman* | OPFOR | Spetsnaz | Men | Public | Enoch | srifle_DMR_04_DMS_weathered_Kir_F_F<br>hgun_Rook40_F<br>Throw<br>Put | 10x 10Rnd_127x54_Mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_medic_F** | *Combat Life Saver* | OPFOR | Spetsnaz | Men | Public | Enoch | arifle_AK12U_lush_holo_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30rnd_762x39_AK12_Lush_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_R_Soldier_LAT_F** | *Rifleman (AT)* | OPFOR | Spetsnaz | Men | Public | Enoch | arifle_AK12U_lush_holo_pointer_F<br>launch_RPG32_green_F<br>hgun_Rook40_F<br>Throw<br>Put | 6x 30rnd_762x39_AK12_Lush_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x RPG32_F<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_JTAC_F** | *JTAC* | OPFOR | Spetsnaz | Men | Public | Enoch | arifle_AK12_lush_arco_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put<br>Laserdesignator_02 | 3x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x MiniGrenade<br>2x O_R_IR_Grenade<br>1x Laserbatteries<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_recon_TL_F** | *Recon Team Leader* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | arifle_AK12_GL_lush_arco_snds_pointer_F<br>hgun_Rook40_snds_F<br>Rangefinder<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>4x 30rnd_762x39_AK12_Lush_Mag_F<br>2x 30rnd_762x39_AK12_Lush_Mag_Tracer_F<br>2x MiniGrenade<br>5x 1Rnd_HE_Grenade_shell<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>1x SmokeShellOrange<br>1x SmokeShellYellow<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_SmershVest_01_radio_F<br>H_HelmetAggressor_cover_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_recon_exp_F** | *Recon Demo Specialist* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | arifle_AK12U_lush_holo_snds_pointer_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>3x APERSMine_Range_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **O_R_recon_AR_F** | *Recon Autorifleman* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | arifle_RPK12_lush_arco_snds_pointer_F<br>hgun_Rook40_F<br>Throw<br>Put | 5x 75rnd_762x39_AK12_Lush_Mag_F<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_recon_M_F** | *Recon Marksman* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | srifle_DMR_04_DMS_weathered_Kir_F_F<br>hgun_Rook40_snds_F<br>Throw<br>Put<br>Rangefinder | 9x 10Rnd_127x54_Mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_recon_medic_F** | *Recon Paramedic* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | arifle_AK12U_lush_holo_snds_pointer_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_R_recon_GL_F** | *Recon Grenadier* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | arifle_AK12_GL_lush_arco_snds_pointer_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 6x 30rnd_762x39_AK12_Lush_Mag_F<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokeYellow_Grenade_shell | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_recon_LAT_F** | *Recon Scout (AT)* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | arifle_AK12U_lush_holo_snds_pointer_F<br>launch_RPG32_green_F<br>hgun_Rook40_snds_F<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>1x RPG32_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_recon_JTAC_F** | *Recon JTAC* | OPFOR | Spetsnaz | Men (Special Forces) | Public | Enoch | arifle_AK12_lush_arco_snds_pointer_F<br>hgun_Rook40_snds_F<br>Laserdesignator_01_khk_F<br>Throw<br>Put | 3x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x MiniGrenade<br>2x O_R_IR_Grenade<br>1x Laserbatteries<br>1x SmokeShell<br>1x SmokeShellRed<br>2x Chemlight_red | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>O_NVGoggles_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_TL_F** | *Team Leader* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_AK12_GL_lush_holo_snds_pointer_F<br>hgun_Rook40_F<br>RangeFinder<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>9x 1Rnd_HE_Grenade_shell<br>2x HandGrenade<br>1x SmokeShell | U_O_R_Gorka_01_F<br>V_SmershVest_01_radio_F<br>H_HelmetAggressor_F<br>O_NVGoggles_grn_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_AR_F** | *Autorifleman* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_RPK12_lush_arco_snds_pointer_F<br>hgun_Rook40_F<br>Binocular<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>4x 75rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x SmokeShell | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_AR2_F** | *Autorifleman* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_RPK12_lush_holo_snds_pointer_F<br>hgun_Rook40_F<br>Binocular<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>4x 75rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x SmokeShell | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_GL_F** | *Grenadier* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_AK12_GL_lush_holo_snds_pointer_F<br>hgun_Rook40_F<br>Binocular<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>8x 1Rnd_HE_Grenade_shell<br>1x 1Rnd_SmokePurple_Grenade_shell<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x SmokeShell<br>1x UGL_FlareGreen_F<br>1x UGL_FlareRed_F | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_A_F** | *Ammo Bearer* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_AK12U_lush_snds_pointer_F<br>hgun_Rook40_F<br>Binocular<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x SmokeShell | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_M_F** | *Sharpshooter* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_AK12_lush_arco_snds_pointer_bipod_F<br>hgun_Rook40_F<br>RangeFinder<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x SmokeShell | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_M2_F** | *Marksman* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | srifle_DMR_04_DMS_weathered_Kir_F_F<br>hgun_Rook40_F<br>RangeFinder<br>Throw<br>Put | 7x 10Rnd_127x54_Mag<br>2x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_R_Patrol_Soldier_Medic** | *Combat Life Saver* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_AK12_lush_snds_pointer_F<br>hgun_Rook40_F<br>Binocular<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x SmokeShell | U_O_R_Gorka_01_F<br>V_SmershVest_01_radio_F<br>H_HelmetAggressor_cover_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can heal |\n|  | **O_R_Patrol_Soldier_Engineer_F** | *Engineer* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_AK12U_lush_holo_snds_pointer_F<br>hgun_Rook40_F<br>LaserDesignator_01_khk_F<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x SmokeShell<br>1x LaserBatteries | U_O_R_Gorka_01_camo_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can repair, can deactivate mines |\n|  | **O_R_Patrol_Soldier_LAT_F** | *Rifleman (AT)* | OPFOR | Spetsnaz | Men (Combat Patrol) | Public | Enoch | arifle_AK12_lush_snds_pointer_F<br>hgun_Rook40_F<br>launch_RPG32_green_F<br>RangeFinder<br>Throw<br>Put | 2x 16Rnd_9x21_Mag<br>6x 30rnd_762x39_AK12_Lush_Mag_F<br>2x HandGrenade<br>1x RPG32_F<br>1x SmokeShell | U_O_R_Gorka_01_F<br>V_SmershVest_01_F<br>H_HelmetAggressor_cover_taiga_F<br>O_NVGoggles_grn_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **O_GEN_Soldier_F** | *Gendarme* | OPFOR | Gendarmerie | Men | Public |  | SMG_05_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_9x21_Mag_SMG_02<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell | U_O_GEN_Soldier_F<br>H_MilCap_gen_F<br>V_TacVest_gen_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_GEN_Commander_F** | *Gendarmerie Commander* | OPFOR | Gendarmerie | Men | Public |  | SMG_05_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_9x21_Mag_SMG_02<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellYellow | U_O_GEN_Commander_F<br>H_Beret_gen_F<br>V_TacVest_gen_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_UAV_01_Mine_F** | *Sentry Drone* | OPFOR | CSAT | Drones | Protected |  | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_Officer_Parade_F** | *Officer (Parade Dress)* | OPFOR | CSAT | Men | Public | AoW |  |  | U_O_ParadeUniform_01_CSAT_F<br>H_ParadeDressCap_01_CSAT_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_Officer_Parade_Veteran_F** | *Officer (Veteran, Parade Dress)* | OPFOR | CSAT | Men | Public | AoW |  |  | U_O_ParadeUniform_01_CSAT_decorated_F<br>H_ParadeDressCap_01_CSAT_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **O_MBT_02_railgun_F** | *T-100X Futura* | OPFOR | CSAT | Tanks | Public |  | cannon_railgun_fake<br>cannon_railgun<br>HMG_NSVT<br>SmokeLauncher | 1x 60Rnd_75mm_RailGun_APFSDS_mag<br>1x RailGun_01_DummyMagazine<br>2x 150Rnd_127x108_Ball<br>2x SmokeLauncherMag |  | A3_Armor_F_Decade_MBT_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **O_T_MBT_02_railgun_ghex_F** | *T-100X Futura* | OPFOR | CSAT (Pacific) | Tanks | Public |  | cannon_railgun_fake<br>cannon_railgun<br>HMG_NSVT<br>SmokeLauncher | 1x 60Rnd_75mm_RailGun_APFSDS_mag<br>1x RailGun_01_DummyMagazine<br>2x 150Rnd_127x108_Ball<br>2x SmokeLauncherMag |  | A3_Armor_F_Decade_MBT_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:48, 8 August 2024 (CEST)"}],"categories":[],"groups":["Reference Lists"]},{"name":"Arma 3: CfgVehicles EMPTY","title":"Arma 3: CfgVehicles EMPTY","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_EMPTY","revid":367244,"updated":"2024-08-08T16:53:19Z","aliases":["Arma 3 CfgVehicles EMPTY"],"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|\n|  | **ArtilleryTarget** | *ArtilleryTarget* | Civilian | Other |  | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **SuppressTarget** | *suppressTarget* | Civilian | Other |  | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PaperCar** | *Paper Car* | Civilian | Other | Cars | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **FireSectorTarget** | *Internal: Fire Sector Target* | Civilian | Other | Objects | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FlagCarrierCore** | *Flag* | Civilian | Signs | Flags | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ThingEffect** |  | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor1** | *Internal: FxExploArmor1* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor2** | *Internal: FxExploArmor2* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor3** | *Internal: FxExploArmor3* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor4** | *Internal: FxExploArmor4* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass1** | *Internal: FxWindGrass1* | Civilian | Things | Objects | Protected |  | A3Data<br>A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass2** | *Internal: FxWindGrass2* | Civilian | Things | Objects | Protected |  | A3Data<br>A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass3** | *Internal: FxWindGrass3* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass4** | *Internal: FxWindGrass4* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindHay1** | *Internal: FxWindHay1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindWheat1** | *Internal: FxWindWheat1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindSeed1** | *Internal: FxWindSeed1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindRock1** | *Internal: FxWindRock1* | Civilian | Things | Objects | Protected |  | A3Data<br>A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf1** | *Internal: FxWindLeaf1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf2** | *Internal: FxWindLeaf2* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf3** | *Internal: FxWindLeaf3* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf4** | *Internal: FxWindLeaf4* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf5** | *Internal: FxWindLeaf5* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf6** | *Internal: FxWindLeaf6* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindPollen1** | *Internal: FxWindPollen1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindPaper1** | *Internal: FxWindPaper1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindPlastic1** | *Internal: FxWindPlastic1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Crater** | *Crater* | Civilian | Signs | Craters | Public |  | A3_Data_F_ParticleEffects | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CraterLong** | *Airplane Crater* | Civilian | Signs | Craters | Public |  | A3_Data_F_ParticleEffects | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CraterLong_small** | *Airplane Crater (Small)* | Civilian | Signs | Craters | Public |  | A3_Data_F_ParticleEffects | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Helper_Base_F** |  | Civilian | Signs | Helpers | Protected |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_F** | *Arrow (Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Green_F** | *Arrow (Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Blue_F** | *Arrow (Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Pink_F** | *Arrow (Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Yellow_F** | *Arrow (Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Cyan_F** | *Arrow (Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_F** | *Arrow (Large, Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Green_F** | *Arrow (Large, Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Blue_F** | *Arrow (Large, Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Pink_F** | *Arrow (Large, Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Yellow_F** | *Arrow (Large, Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Cyan_F** | *Arrow (Large, Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_F** | *Arrow (Direction, Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Green_F** | *Arrow (Direction, Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Blue_F** | *Arrow (Direction, Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Pink_F** | *Arrow (Direction, Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Yellow_F** | *Arrow (Direction, Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Cyan_F** | *Arrow (Direction, Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_F** | *Pointer (Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Green_F** | *Pointer (Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Blue_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Pink_F** | *Pointer (Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Yellow_F** | *Pointer (Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Cyan_F** | *Pointer (Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere10cm_F** | *Sphere (10cm)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere25cm_F** | *Sphere (25cm)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere100cm_F** | *Sphere (100cm)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Circle_F** | *Circle* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UserTexture1m_F** | *User Texture (1m)* | Civilian | Signs | Blanks | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UserTexture10m_F** | *User Texture (10m)* | Civilian | Signs | Blanks | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sink_F** | *Sink* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_F** | *Woodpile* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Campfire_F** | *Campfire* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Campfire_burning_F** | *Campfire (burning)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Camping_Light_off_F** | *Camping Lantern (Off)* | Civilian | Things | Lamps | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V1_F** | *Folding Chair* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V1_folded_F** | *Folding Chair (Folded)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V2_F** | *Camping Chair* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_F** | *Camping Table* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_small_F** | *Camping Table (Small)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FieldToilet_F** | *Field Toilet* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FirePlace_F** | *Fireplace (No Fire)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FirePlace_burning_F** | *Fireplace (burning)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_F** | *Sleeping Mat* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_OPFOR_F** | *Sleeping Mat (OPFOR)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_blue_F** | *Sleeping Mat (Blue)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_khaki_F** | *Sleeping Mat (Khaki)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_yellow_F** | *Sleeping Mat (Yellow)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_F** | *Sleeping Mat (Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_OPFOR_F** | *Sleeping Mat (OPFOR, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_blue_F** | *Sleeping Mat (Blue, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_khaki_F** | *Sleeping Mat (Khaki, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_yellow_F** | *Sleeping Mat (Yellow, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_F** | *Pillow* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_camouflage_F** | *Pillow (Camo)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_grey_F** | *Pillow (Grey)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_old_F** | *Pillow (Old)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_F** | *Sleeping Bag* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_blue_F** | *Sleeping Bag (Blue)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_brown_F** | *Sleeping Bag (Brown)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_folded_F** | *Sleeping Bag (Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_blue_folded_F** | *Sleeping Bag (Blue, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_brown_folded_F** | *Sleeping Bag (Brown, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sun_chair_F** | *Sun Chair* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sun_chair_green_F** | *Sun Chair (Green)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_F** | *Sunshade* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TentA_F** | *Tent (A-shape)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TentDome_F** | *Tent (Dome-shape)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ToiletBox_F** | *Toiletbox* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IronPipes_F** | *Iron Pipe* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallets_F** | *Pallets* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Scaffolding_F** | *Scaffolding* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HumanSkeleton_F** | *Skeleton* | Civilian | Things | Historical | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HumanSkull_F** | *Skull* | Civilian | Things | Historical | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Garbage_line_F** | *Garbage (Line)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Garbage_square3_F** | *Garbage (3x3)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Garbage_square5_F** | *Garbage (5x5)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageBags_F** | *Garbage (Bags)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbagePallet_F** | *Garbage Heap (Pallet)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageWashingMachine_F** | *Garbage Heap (Washing machine)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_JunkPile_F** | *Pile of Junk* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_F** | *Tire* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyres_F** | *Tires (Heap)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_F** | *Billboard 1 (Blank)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_InfoStand_V1_F** | *Infostand (1 leg)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_InfoStand_V2_F** | *Infostand (2 legs)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_F** | *Whiteboard (Empty)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_altis_F** | *Whiteboard (Map of Altis)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_stratis_F** | *Whiteboard (Map of Stratis)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Noticeboard_F** | *Noticeboard* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Basket_F** | *Basket* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cages_F** | *Cages* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CratesPlastic_F** | *Crates (Plastic)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CratesShabby_F** | *Crates (Shabby)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CratesWooden_F** | *Crates (Wooden)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sack_F** | *Sack* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sacks_goods_F** | *Sacks (Full)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sacks_heap_F** | *Sacks (Heap)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCart_F** | *Cart (Wooden)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_F** | *Stool* | Civilian | Furniture | City | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CashDesk_F** | *Cashdesk* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HeatPump_F** | *Heat pump* | Civilian | Things | Electronics | Protected |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ChairPlastic_F** | *Chair (Plastic)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ChairWood_F** | *Chair (Wooden)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Icebox_F** | *Icebox* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Metal_rack_F** | *Metal Rack (4 shelves)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Metal_rack_Tall_F** | *Metal Rack (5 shelves)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Metal_wooden_rack_F** | *Metal-Wooden Rack* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rack_F** | *Rack* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShelvesMetal_F** | *Shelves (Metal)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShelvesWooden_blue_F** | *Shelves (Wooden, Blue)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TableDesk_F** | *Desk* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LandMark_F** | *Runway Marker* | Civilian | Signs | Airport | Public |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CargoBox_V1_F** | *Cargo Box* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_blue_F** | *Cargo Container (Medium, Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_brick_red_F** | *Cargo Container (Medium, Brick Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_cyan_F** | *Cargo Container (Medium, Cyan)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_grey_F** | *Cargo Container (Medium, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_light_blue_F** | *Cargo Container (Medium, Light Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_light_green_F** | *Cargo Container (Medium, Light Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_military_green_F** | *Cargo Container (Medium, Military Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_orange_F** | *Cargo Container (Medium, Orange)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_red_F** | *Cargo Container (Medium, Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_sand_F** | *Cargo Container (Medium, Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_white_F** | *Cargo Container (Medium, White)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_yellow_F** | *Cargo Container (Medium, Yellow)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_blue_F** | *Cargo Container (Long, Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_brick_red_F** | *Cargo Container (Long, Brick Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_cyan_F** | *Cargo Container (Long, Cyan)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_grey_F** | *Cargo Container (Long, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_light_blue_F** | *Cargo Container (Long, Light Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_light_green_F** | *Cargo Container (Long, Light Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_military_green_F** | *Cargo Container (Long, Military Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_orange_F** | *Cargo Container (Long, Orange)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_red_F** | *Cargo Container (Long, Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_sand_F** | *Cargo Container (Long, Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_white_F** | *Cargo Container (Long, White)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_yellow_F** | *Cargo Container (Long, Yellow)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rope_F** | *Rope* | Civilian | Things | Seaport | Public |  | A3_Structures_F_Ind_WavePowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_File1_F** | *File (Documents)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_File2_F** | *File (Research)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FilePhotos_F** | *File (Photos)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Map_F** | *Sleeved map* | Civilian | Things | Camping | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_F** | *Sleeved map (Stratis)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Notepad_F** | *Notepad* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V1_F** | *Photos 1* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V2_F** | *Photos 2* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V3_F** | *Photos 3* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V4_F** | *Photos 4* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V5_F** | *Photos 5* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V6_F** | *Photos 6* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ExtensionCord_F** | *Extension Cord* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FloodLight_F** | *Floodlight* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FMradio_F** | *FM Radio* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HandyCam_F** | *Handheld Camera* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Laptop_F** | *Laptop (Closed)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Laptop_unfolded_F** | *Laptop (Open)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_unfolded_scripted_F** | *Laptop (Open)* | Civilian | Things | Electronics | Protected |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MobilePhone_old_F** | *Mobile Phone (Old)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MobilePhone_smart_F** | *Mobile Phone (New)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Portable_generator_F** | *Portable Generator* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLongRangeRadio_F** | *Portable Long-range Radio* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SatellitePhone_F** | *Satellite Phone* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SurvivalRadio_F** | *Survival Radio* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BottlePlastic_V1_F** | *Plastic Bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_Dented_F** | *Can (Dented)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_Rusty_F** | *Can (Rusty)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_V1_F** | *Can (Spirit)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_V2_F** | *Can (Franta)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_V3_F** | *Can (RedGull)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TacticalBacon_F** | *Tactical Bacon* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Compass_F** | *Compass* | Civilian | Things | Camping | Public |  | A3_Structures_F_Items_Gadgets | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Suitcase_F** | *Suitcase* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PenBlack_F** | *Pen (Black)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilBlue_F** | *Pencil (Blue)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilGreen_F** | *Pencil (Green)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilRed_F** | *Pencil (Red)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilYellow_F** | *Pencil (Yellow)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PenRed_F** | *Pen (Red)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PensAndPencils_F** | *Pens and Pencils* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Axe_F** | *Axe* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Axe_fire_F** | *Axe (Firefighter)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DrillAku_F** | *Accu-Drill* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DustMask_F** | *Dust Mask* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_File_F** | *File* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Gloves_F** | *Gloves* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grinder_F** | *Grinder* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hammer_F** | *Hammer* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Meter3m_F** | *Tape Measure* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MultiMeter_F** | *Multi-meter* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pliers_F** | *Pliers* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Saw_F** | *Saw* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Screwdriver_V1_F** | *Screwdriver (Slotted)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Screwdriver_V2_F** | *Screwdriver (Phillips)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wrench_F** | *Wrench* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Money_F** | *Pile of Money* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Valuables | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelEmpty_F** | *Plastic Barrel (Empty)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelSand_F** | *Plastic Barrel (Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelTrash_F** | *Plastic Barrel (Trash)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelWater_F** | *Plastic Barrel (Water)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bucket_F** | *Bucket* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bucket_clean_F** | *Bucket (Clean)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bucket_painted_F** | *Bucket (Paint)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BucketNavy_F** | *Bucket (NAVY)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_F** | *Canister (Fuel)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CanisterOil_F** | *Canister (Oil)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanisterPlastic_F** | *Canister (Plastic)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MetalBarrel_empty_F** | *Metal Barrel (Open)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MetalBarrel_burning_F** | *Metal Barrel (burning)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalBarrel_F** | *Metal Barrel* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_WaterBarrel_F** | *Water Barrel* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterTank_F** | *Water Tank* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FlagPole_F** | *Flagpole* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Vrana_F** | *Flag (Vrana)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_ARMEX_F** | *Flag (ARMEX)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Quontrol_F** | *Flag (Quontrol)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_ION_F** | *Flag (ION)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Larkin_F** | *Flag (Larkin)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Green_F** | *Flag (FD - Green)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Red_F** | *Flag (FD - Red)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Blue_F** | *Flag (FD - Blue)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Orange_F** | *Flag (FD - Orange)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_NATO_F** | *Flag (NATO)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_UK_F** | *Flag (UK)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_US_F** | *Flag (USA)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_AAF_F** | *Flag (AAF)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Altis_F** | *Flag (Altis)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FIA_F** | *Flag (FIA)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_CSAT_F** | *Flag (CSAT)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_AltisColonial_F** | *Flag (Altis Colonial)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Blue_F** | *Flag (Blue)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Red_F** | *Flag (Red)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Green_F** | *Flag (Green)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_White_F** | *Flag (White)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_RedCrystal_F** | *Flag (Red Crystal)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_POWMIA_F** | *Flag (POW/MIA)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_UNO_F** | *Flag (UNO)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_BI_F** | *Flag (BI)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_HelipadCircle_F** | *Helipad (Circle)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadCivil_F** | *Helipad (Civil)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadEmpty_F** | *Helipad (Invisible)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadRescue_F** | *Helipad (Rescue)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadSquare_F** | *Helipad (Square)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_JumpTarget_F** | *Parachute Jump Target* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClutterCutter_large_F** | *Grass Cutter (Large)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClutterCutter_medium_F** | *Grass Cutter (Medium)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClutterCutter_small_F** | *Grass Cutter (Small)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ProtectionZone_F** | *Protection Zone* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ProtectionZone_Invisible_F** | *Protection Zone (Invisible)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Skeet_Clay_F** | *Skeet Clay* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Skeet_Clay_NoPop_F** | *Skeet Clay* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_F** | *Steel Plate* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_Stand_F** | *Steel Plate (Stand)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_L_F** | *Steel Plate (Large)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_L_Stand_F** | *Steel Plate (Large - Stand)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_S_F** | *Steel Plate (Small)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_S_Stand_F** | *Steel Plate (Small - Stand)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_RedWhitePole_F** | *Red-White Pole* | Civilian | Signs | Road Signs | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenLog_F** | *Wooden log* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPA_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenTable_large_F** | *Wooden table (Large)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_EPA_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenTable_small_F** | *Wooden table (Small)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_EPA_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallets_stack_F** | *Stack of Pallets* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_EPA_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_single_F** | *Portable Lights (Single)* | Civilian | Things | Lamps | Public |  | A3_Structures_F_EPA_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_double_F** | *Portable Lights (Double)* | Civilian | Things | Lamps | Public |  | A3_Structures_F_EPA_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Battery_F** | *Battery* | Civilian | Things | Electronics | Public |  | A3_Structures_F_EPA_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BakedBeans_F** | *Baked Beans* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BottlePlastic_V2_F** | *Water bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canteen_F** | *Canteen* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CerealsBox_F** | *Cereal box* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowderedMilk_F** | *Powdered milk* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RiceBox_F** | *Rice* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Antibiotic_F** | *Antibiotics* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bandage_F** | *Bandages* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BloodBag_F** | *Blood bag* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Defibrillator_F** | *Defibrillator* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DisinfectantSpray_F** | *Disinfectant spray* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HeatPack_F** | *Heatpack* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PainKillers_F** | *Pain killers* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VitaminBottle_F** | *Vitamin bottle* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterPurificationTablets_F** | *Water purification tablets* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ButaneCanister_F** | *Butane canister* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ButaneTorch_F** | *Butane torch* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanOpener_F** | *Can opener* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DuctTape_F** | *Duct tape* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FireExtinguisher_F** | *Fire extinguisher* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasCanister_F** | *Gas canister* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasCooker_F** | *Gas cooker* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Matches_F** | *Box of matches* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalWire_F** | *Metal wire* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shovel_F** | *Shovel* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinContainer_F** | *Tin container* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **EauDeCombat_01_F** | *Aftershave* | Civilian | Things | Decontamination | Public | AoW | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **EauDeCombat_01_NoPop_F** | *Aftershave* | Civilian | Things | Decontamination | Protected | AoW | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **EauDeCombat_01_box_F** | *Aftershave (Boxed)* | Civilian | Things | Decontamination | Public | AoW | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_InvisibleBarrier_F** | *Invisible Wall* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_EPA_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_large_F** | *Woodpile (Large)* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Camping_Light_F** | *Camping Lantern* | Civilian | Things | Lamps | Public |  | A3_Structures_F_EPB_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageContainer_closed_F** | *Trash container (Closed)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageContainer_open_F** | *Trash container (Open)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_01_F** | *Graffiti (Anti-war)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_02_F** | *Graffiti (Freedom)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_03_F** | *Graffiti (Crime)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_04_F** | *Graffiti (Anti-state)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_05_F** | *Graffiti (FIA)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ShelvesWooden_F** | *Shelves (Wooden)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_EPB_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShelvesWooden_khaki_F** | *Shelves (Wooden, Khaki)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_EPB_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_01_F** | *Leaflet (Government)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_02_F** | *Leaflet (Protest)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_03_F** | *Leaflet (Curfew)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_04_F** | *Leaflet (Political)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_altis_F** | *Map of Altis* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Map_blank_F** | *Map* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_stratis_F** | *Map of Stratis* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Poster_01_F** | *Poster (Government)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_02_F** | *Poster (Government, Defaced)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_03_F** | *Poster (Government, Ripped)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_04_F** | *Poster (Protest)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_05_F** | *Poster (Protest, Defaced)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_06_F** | *Poster (Protest, Ripped)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_01_F** | *Luggage (Couple)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_02_F** | *Luggage (Few)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_03_F** | *Luggage (Bunch)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_04_F** | *Luggage (Pile)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_05_F** | *Luggage (Heap)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ammobox_rounds_F** | *Ammo box* | Civilian | Things | Military | Public |  | A3_Structures_F_EPB_Items_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Magazine_rifle_F** | *Magazine (Rifle)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPB_Items_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelEmpty_grey_F** | *Plastic Barrel (Empty, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelSand_grey_F** | *Plastic Barrel (Sand, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelTrash_grey_F** | *Plastic Barrel (Trash, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelWater_grey_F** | *Plastic Barrel (Water, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CrabCages_F** | *Crab Cages* | Civilian | Things | Seaport | Public |  | A3_Structures_F_EPB_Naval_Fishing | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FishingGear_01_F** | *Fishing Gear* | Civilian | Things | Seaport | Public |  | A3_Structures_F_EPB_Naval_Fishing | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FishingGear_02_F** | *Fishing Nets* | Civilian | Things | Seaport | Public |  | A3_Structures_F_EPB_Naval_Fishing | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_01_F** | *Bench* | Civilian | Furniture | City | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_02_F** | *Bench (Blue)* | Civilian | Furniture | City | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TablePlastic_01_F** | *Garden Table* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_01_F** | *Sunshade (Blue)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_02_F** | *Sunshade (Yellow)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_03_F** | *Sunshade (Palm)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_04_F** | *Sunshade (Rattan)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_01_F** | *Garbage Barrel (Smiley, Greek)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPC_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageBin_01_F** | *Trash Bin* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPC_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MapBoard_seismic_F** | *Whiteboard (Seismic map)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_EPC_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Document_01_F** | *Document (Top Secret)* | Civilian | Things | Office | Public |  | A3_Structures_F_EPC_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_File_research_F** | *File (Top Secret)* | Civilian | Things | Office | Public |  | A3_Structures_F_EPC_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Device_assembled_F** | *Device (Assembled)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPC_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Device_disassembled_F** | *Device (Disassembled)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPC_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Laptop_device_F** | *Laptop (Device readings)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_EPC_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_Mines_F** | *Sign (Mines)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningMilAreaSmall_F** | *Sign (Military Area, Small, Greek & English)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningMilitaryArea_F** | *Sign (Military Area, Greek & English)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningMilitaryVehicles_F** | *Sign (Military Vehicles, Greek & English)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningUnexplodedAmmo_F** | *Sign (Risk Area)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Direction_F** | *Sign Direction* | Civilian | Signs | Blanks | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **FlagChecked_F** | *Flag (Checkered)* | Civilian | Signs | Flags | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FlagSmall_F** | *Flag (Small)* | Civilian | Signs | Flags | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_F** | *Sign* | Civilian | Signs | Blanks | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **RoadCone_F** | *Road Cone* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **RoadCone_L_F** | *Road Cone (Light)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **RoadBarrier_F** | *Road barrier* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **RoadBarrier_small_F** | *Road Barrier (Small)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Pole_F** | *Pole* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **TapeSign_F** | *Red-White Tape* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowDesk_L_F** | *Arrow Desk (left)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowDesk_R_F** | *Arrow Desk (right)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowMarker_R_F** | *Arrow Marker (right)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowMarker_L_F** | *Arrow Marker (left)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_F** | *Sign (Sponsor)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Vrana_F** | *Sign (Vrana)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_ARMEX_F** | *Sign (ARMEX)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Quontrol_F** | *Sign (Quontrol)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_ION_F** | *Sign (ION)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Larkin_F** | *Sign (Larkin)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_F** | *Sign (Sponsor - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Vrana_F** | *Sign (Vrana - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_ARMEX_F** | *Sign (ARMEX - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Quontrol_F** | *Sign (Quontrol - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_ION_F** | *Sign (ION - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Larkin_F** | *Sign (Larkin - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FxExploGround1** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploGround2** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_Small** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_9mm** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_556** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_65** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_65_caseless** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_762** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_127** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_slug** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetCBase** | *Laser Target* | Civilian | Other |  | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetC** | *Laser Target* | Civilian | Other |  | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **NVG_TargetC** | *NVG target* | Civilian | Other |  | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_03_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Gamma_Plane_Fighter_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MRL_Magazine_01_F** | *MRL Magazine* | Civilian | Things | Airport | Public |  | A3_Soft_F_Gamma_Truck_02<br>A3_Props_F_Tank_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallet_MilBoxes_F** | *Pallet (Military Boxes)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_closed_F** | *Box (Closed)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_closed_scripted_F** | *Box (Closed)* | Civilian | Things | Military | Protected |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_empty_F** | *Box (Open, Empty)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_empty_scripted_F** | *Box (Open, Empty)* | Civilian | Things | Military | Protected |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_full_F** | *Box (Open, Full)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_full_scripted_F** | *Box (Open, Full)* | Civilian | Things | Military | Protected |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Scrap_MRAP_01_F** | *Decommissioned Hunter* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ScrapHeap_1_F** | *Vehicle Parts* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ScrapHeap_2_F** | *Vehicle Scrap* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_CAS_01_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_EPC_Plane_CAS_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_CAS_02_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_EPC_Plane_CAS_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Intel_File1_F** | *Documents* | Civilian | Things | Intel | Public | Curator | A3_Data_F_Curator_Intel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Intel_File2_F** | *Secret Documents* | Civilian | Things | Intel | Public | Curator | A3_Data_F_Curator_Intel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Intel_Photos_F** | *Photo* | Civilian | Things | Intel | Public | Curator | A3_Data_F_Curator_Intel | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Respawn_TentDome_F** | *Camp (Dome Tent)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_TentA_F** | *Camp (Ridge Tent)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_Sleeping_bag_F** | *Camp (Green Sleeping Bag)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_Sleeping_bag_blue_F** | *Camp (Blue Sleeping Bag)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_Sleeping_bag_brown_F** | *Camp (Brown Sleeping Bag)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleEmpty_F** |  | Civilian | Things | Modules | Protected |  | A3_Modules_F_Curator | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_F** |  | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_ATMine_F** | *AT Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_APERSMine_F** | *APERS Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_APERSBoundingMine_F** | *APERS Bounding Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_SLAMDirectionalMine_F** | *M6 SLAM Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_APERSTripMine_F** | *APERS Tripwire Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_UnderwaterMine_F** | *Naval Mine (Moored)* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_UnderwaterMineAB_F** | *Naval Mine (Bottom)* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_UnderwaterMinePDM_F** | *PDM-7* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_F** |  | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_SatchelCharge_F** | *Explosive Satchel* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_DemoCharge_F** | *Explosive Charge* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_Claymore_F** | *Claymore Charge* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDUrbanBig_F** | *Large IED (Urban)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDLandBig_F** | *Large IED (Dug-in)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDUrbanSmall_F** | *Small IED (Urban)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDLandSmall_F** | *Small IED (Dug-in)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_F** | *Plastic Barrier* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_01_red_F** | *Plastic Barrier (Small, Red, 1)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_01_white_F** | *Plastic Barrier (Small, White, 1)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_line_x2_F** | *Plastic Barrier (Small, 2)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15L_x2_F** | *Plastic Barrier (Small, 2, Sharp 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15R_x2_F** | *Plastic Barrier (Small, 2, Sharp 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22L_x2_F** | *Plastic Barrier (Small, 2, Sharp 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22R_x2_F** | *Plastic Barrier (Small, 2, Sharp 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30L_x2_F** | *Plastic Barrier (Small, 2, Sharp 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30R_x2_F** | *Plastic Barrier (Small, 2, Sharp 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45L_x2_F** | *Plastic Barrier (Small, 2, Sharp 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45R_x2_F** | *Plastic Barrier (Small, 2, Sharp 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60L_x2_F** | *Plastic Barrier (Small, 2, Sharp 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60R_x2_F** | *Plastic Barrier (Small, 2, Sharp 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_line_x4_F** | *Plastic Barrier (Small, 4)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15L_x4_F** | *Plastic Barrier (Small, 4, Round 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15R_x4_F** | *Plastic Barrier (Small, 4, Round 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22L_x4_F** | *Plastic Barrier (Small, 4, Round 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22R_x4_F** | *Plastic Barrier (Small, 4, Round 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30L_x4_F** | *Plastic Barrier (Small, 4, Round 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30R_x4_F** | *Plastic Barrier (Small, 4, Round 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45L_x4_F** | *Plastic Barrier (Small, 4, Round 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45R_x4_F** | *Plastic Barrier (Small, 4, Round 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60L_x4_F** | *Plastic Barrier (Small, 4, Round 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60R_x4_F** | *Plastic Barrier (Small, 4, Round 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90L_x4_F** | *Plastic Barrier (Small, 4, Round 90, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90R_x4_F** | *Plastic Barrier (Small, 4, Round 90, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135L_x4_F** | *Plastic Barrier (Small, 4, Round 135, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135R_x4_F** | *Plastic Barrier (Small, 4, Round 135, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180L_x4_F** | *Plastic Barrier (Small, 4, Round 180, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180R_x4_F** | *Plastic Barrier (Small, 4, Round 180, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15L_x4_F** | *Plastic Barrier (Small, 4, Sharp 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15R_x4_F** | *Plastic Barrier (Small, 4, Sharp 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22L_x4_F** | *Plastic Barrier (Small, 4, Sharp 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22R_x4_F** | *Plastic Barrier (Small, 4, Sharp 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30L_x4_F** | *Plastic Barrier (Small, 4, Sharp 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30R_x4_F** | *Plastic Barrier (Small, 4, Sharp 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45L_x4_F** | *Plastic Barrier (Small, 4, Sharp 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45R_x4_F** | *Plastic Barrier (Small, 4, Sharp 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60L_x4_F** | *Plastic Barrier (Small, 4, Sharp 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60R_x4_F** | *Plastic Barrier (Small, 4, Sharp 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15L_x4_F** | *Plastic Barrier (Small, 4, Snake 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15R_x4_F** | *Plastic Barrier (Small, 4, Snake 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22L_x4_F** | *Plastic Barrier (Small, 4, Snake 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22R_x4_F** | *Plastic Barrier (Small, 4, Snake 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30L_x4_F** | *Plastic Barrier (Small, 4, Snake 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30R_x4_F** | *Plastic Barrier (Small, 4, Snake 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45L_x4_F** | *Plastic Barrier (Small, 4, Snake 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45R_x4_F** | *Plastic Barrier (Small, 4, Snake 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60L_x4_F** | *Plastic Barrier (Small, 4, Snake 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60R_x4_F** | *Plastic Barrier (Small, 4, Snake 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_line_x6_F** | *Plastic Barrier (Small, 6)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15L_x6_F** | *Plastic Barrier (Small, 6, Round 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15R_x6_F** | *Plastic Barrier (Small, 6, Round 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22L_x6_F** | *Plastic Barrier (Small, 6, Round 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22R_x6_F** | *Plastic Barrier (Small, 6, Round 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30L_x6_F** | *Plastic Barrier (Small, 6, Round 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30R_x6_F** | *Plastic Barrier (Small, 6, Round 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45L_x6_F** | *Plastic Barrier (Small, 6, Round 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45R_x6_F** | *Plastic Barrier (Small, 6, Round 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60L_x6_F** | *Plastic Barrier (Small, 6, Round 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60R_x6_F** | *Plastic Barrier (Small, 6, Round 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90L_x6_F** | *Plastic Barrier (Small, 6, Round 90, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90R_x6_F** | *Plastic Barrier (Small, 6, Round 90, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135L_x6_F** | *Plastic Barrier (Small, 6, Round 135, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135R_x6_F** | *Plastic Barrier (Small, 6, Round 135, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180L_x6_F** | *Plastic Barrier (Small, 6, Round 180, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180R_x6_F** | *Plastic Barrier (Small, 6, Round 180, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round270L_x6_F** | *Plastic Barrier (Small, 6, Round 270, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round270R_x6_F** | *Plastic Barrier (Small, 6, Round 270, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15L_x6_F** | *Plastic Barrier (Small, 6, Sharp 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15R_x6_F** | *Plastic Barrier (Small, 6, Sharp 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22L_x6_F** | *Plastic Barrier (Small, 6, Sharp 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22R_x6_F** | *Plastic Barrier (Small, 6, Sharp 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30L_x6_F** | *Plastic Barrier (Small, 6, Sharp 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30R_x6_F** | *Plastic Barrier (Small, 6, Sharp 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45L_x6_F** | *Plastic Barrier (Small, 6, Sharp 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45R_x6_F** | *Plastic Barrier (Small, 6, Sharp 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60L_x6_F** | *Plastic Barrier (Small, 6, Sharp 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60R_x6_F** | *Plastic Barrier (Small, 6, Sharp 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15L_x6_F** | *Plastic Barrier (Small, 6, Snake 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15R_x6_F** | *Plastic Barrier (Small, 6, Snake 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22L_x6_F** | *Plastic Barrier (Small, 6, Snake 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22R_x6_F** | *Plastic Barrier (Small, 6, Snake 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30L_x6_F** | *Plastic Barrier (Small, 6, Snake 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30R_x6_F** | *Plastic Barrier (Small, 6, Snake 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45L_x6_F** | *Plastic Barrier (Small, 6, Snake 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45R_x6_F** | *Plastic Barrier (Small, 6, Snake 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60L_x6_F** | *Plastic Barrier (Small, 6, Snake 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60R_x6_F** | *Plastic Barrier (Small, 6, Snake 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake90L_x6_F** | *Plastic Barrier (Small, 6, Snake 90, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake90R_x6_F** | *Plastic Barrier (Small, 6, Snake 90, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_02_F** | *Plastic Barrier* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_02_grey_F** | *Plastic Barrier (Medium, Grey)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_02_yellow_F** | *Plastic Barrier (Medium, Yellow)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_03_F** | *Plastic Barrier* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_03_blue_F** | *Plastic Barrier (Large, Blue)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_03_orange_F** | *Plastic Barrier (Large, Orange)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Oil_Spill_F** | *Oil Spill* | Civilian | Things | Junk | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Blueking_F** | *Flag (Blueking)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Blueking_inverted_F** | *Flag (Blueking, inverted)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Fuel_F** | *Flag (Fuel)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Fuel_inverted_F** | *Flag (Fuel, inverted)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Burstkoke_F** | *Flag (Burstkoke)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Burstkoke_inverted_F** | *Flag (Burstkoke, inverted)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Redburger_F** | *Flag (Redburger)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Redstone_F** | *Flag (Redstone)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Suatmm_F** | *Flag (Suatmm)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Blueking_F** | *Sign (Blueking)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Fuel_white_F** | *Sign (Fuel, white)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Fuel_green_F** | *Sign (Fuel, green)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Burstkoke_F** | *Sign (Burstkoke)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Redburger_F** | *Sign (Redburger)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Redstone_F** | *Sign (Redstone)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Suatmm_F** | *Sign (Suatmm)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Blueking_F** | *Sign (Blueking - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Fuel_white_F** | *Sign (Fuel, white - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Fuel_green_F** | *Sign (Fuel, green - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Burstkoke_F** | *Sign (Burstkoke - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Redburger_F** | *Sign (Redburger - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Redstone_F** | *Sign (Redstone - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Suatmm_F** | *Sign (Suatmm - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PartyTent_01_F** | *Tent (High Peak)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Bootcamp_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GymBench_01_F** | *Gym Bench* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GymRack_01_F** | *Gym Rack (Big)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GymRack_02_F** | *Gym Rack (Small)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GymRack_03_F** | *Gym Rack (Weight plates)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_vr_F** | *Cargo Container (Short, VR)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Bootcamp_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CarBattery_01_F** | *Car Battery (Truck)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CarBattery_02_F** | *Car Battery (Car)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VRGoggles_01_F** | *VR Goggles* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterCooler_01_new_F** | *Water Cooler (New)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WaterCooler_01_old_F** | *Water Cooler (Old)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodContainer_01_F** | *Food Container (Large)* | Civilian | Things | Food | Public |  | A3_Structures_F_Bootcamp_Items_Food | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_KartSteertingWheel_01_F** | *Kart steering wheel* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_black_F** | *Kart steering wheel (black)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_blue_F** | *Kart steering wheel (blue)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_green_F** | *Kart steering wheel (green)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_orange_F** | *Kart steering wheel (orange)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_red_F** | *Kart steering wheel (red)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_white_F** | *Kart steering wheel (white)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_yellow_F** | *Kart steering wheel (yellow)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_KartStand_01_F** | *Kart Stand* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KartTrolly_01_F** | *Kart Trolly* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KartTyre_01_F** | *Kart Tire* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KartTyre_01_x4_F** | *Kart Tires (4)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Trophy_01_gold_F** | *Trophy (Gold)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Trophy_01_silver_F** | *Trophy (Silver)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Trophy_01_bronze_F** | *Trophy (Bronze)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UserTexture_1x2_F** | *User Texture (1x2m)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Bootcamp_System | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TargetBootcampHumanSimple_F** | *Target Human Simple* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **TargetBootcampHuman_F** | *Target Human* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_Target_PopUp_01_figure_F** | *Pop-Up Target (Disassembled, Board)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Target_PopUp_01_mechanism_F** | *Pop-Up Target (Disassembled, Base)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirconCondenser_01_F** | *Aircon Condenser* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_01_blue_F** | *Gas Tank (Blue)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_01_khaki_F** | *Gas Tank (Khaki)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_01_yellow_F** | *Gas Tank (Yellow)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_02_F** | *Welding Tank* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MobileScafolding_01_F** | *Wheeled Scaffolding* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ToolTrolley_01_F** | *Tool Cart (Red)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ToolTrolley_02_F** | *Tool Cart (Blue)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WeldingTrolley_01_F** | *Welding Cart* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WheelieBin_01_F** | *Wheelie Bin* | Civilian | Things | Junk | Public |  | A3_Structures_F_Heli_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalletTrolley_01_khaki_F** | *Pallet Trolley (Khaki)* | Civilian | Things | Market | Public |  | A3_Structures_F_Heli_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalletTrolley_01_yellow_F** | *Pallet Trolley (Yellow)* | Civilian | Things | Market | Public |  | A3_Structures_F_Heli_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OfficeCabinet_01_F** | *Office Cabinet* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OfficeChair_01_F** | *Office Chair* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **OfficeTable_01_new_F** | *Office Table (New)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OfficeTable_01_old_F** | *Office Table (Old)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_RattanChair_01_F** | *Rattan Chair* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RattanTable_01_F** | *Rattan Table* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Workbench_01_F** | *Workbench* | Civilian | Furniture | Construction Sites | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MobileLandingPlatform_01_F** | *Mobile Landing Platform* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Ind_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo10_blue_F** | *Cargo Container (Short, Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_brick_red_F** | *Cargo Container (Short, Brick Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_cyan_F** | *Cargo Container (Short, Cyan)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_grey_F** | *Cargo Container (Short, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_light_blue_F** | *Cargo Container (Short, Light Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_light_green_F** | *Cargo Container (Short, Light Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_military_green_F** | *Cargo Container (Short, Military Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_orange_F** | *Cargo Container (Short, Orange)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_red_F** | *Cargo Container (Short, Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_sand_F** | *Cargo Container (Short, Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_white_F** | *Cargo Container (Short, White)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_yellow_F** | *Cargo Container (Short, Yellow)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_DieselGroundPowerUnit_01_F** | *Diesel Ground Power Unit* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EngineCrane_01_F** | *Portable Engine Crane* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_JetEngineStarter_01_F** | *Jet Engine Air Start Unit* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PressureWasher_01_F** | *Pressure Washer* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WaterPump_01_forest_F** | *Water Pump (Forest)* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterPump_01_sand_F** | *Water Pump (Sand)* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DischargeStick_01_F** | *Discharge Stick* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RotorCoversBag_01_F** | *Rotor Covers Bag* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_01_F** | *Air Intake Plug (Ghosthawk)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_02_F** | *Air Intake Plug (Huron)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_03_F** | *Air Intake Plug (Kajman)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_04_F** | *Air Intake Plug (Taru)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_05_F** | *Air Intake Plug (Hellcat)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelicopterWheels_01_assembled_F** | *Helicopter Wheels (Assembled)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelicopterWheels_01_disassembled_F** | *Helicopter Wheels (Disassembled)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PitotTubeCover_01_F** | *Pitot Tube Cover* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableHelipadLight_01_F** | *Portable Helipad Light* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_blue_F** | *Portable Helipad Light (Blue)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_red_F** | *Portable Helipad Light (Red)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_white_F** | *Portable Helipad Light (White)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_green_F** | *Portable Helipad Light (Green)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_yellow_F** | *Portable Helipad Light (Yellow)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Camera_01_F** | *Camera* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FlatTV_01_F** | *Flat TV* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Fridge_01_closed_F** | *Refrigerator (Closed)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Fridge_01_open_F** | *Refrigerator (Open)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_camera_F** | *Gaming Set (Camera)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_console_F** | *Gaming Set (Console)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_controller_F** | *Gaming Set (Controller)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_powerSupply_F** | *Gaming Set (Power Supply)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HDMICable_01_F** | *HDMI Cable* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Microwave_01_F** | *Microwave Oven* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_screen_F** | *PC Set (Screen)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_case_F** | *PC Set (Case)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_keyboard_F** | *PC Set (Keyboard)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_mouse_F** | *PC Set (Mouse)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableSpeakers_01_F** | *Portable Speakers* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Printer_01_F** | *Printer* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Projector_01_F** | *Projector* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tablet_01_F** | *Tablet* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Ketchup_01_F** | *Ketchup Bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mustard_01_F** | *Mustard Bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_cup_F** | *Plastic Cup* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_fork_F** | *Disposable Fork* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_knife_F** | *Disposable Knife* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_napkin_F** | *Napkin* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_spoon_F** | *Disposable Spoon* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_stackOfNapkins_F** | *Napkin Stack* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_tray_F** | *Plastic Serving Tray* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalCase_01_large_F** | *Metal Case (Large)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalCase_01_medium_F** | *Metal Case (Medium)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalCase_01_small_F** | *Metal Case (Small)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_F** | *Plastic Case (Large)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_F** | *Plastic Case (Medium)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_F** | *Plastic Case (Small)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Baseball_01_F** | *Baseball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BaseballMitt_01_F** | *Baseball Mitt* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Basketball_01_F** | *Basketball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Football_01_F** | *Football* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rugbyball_01_F** | *Rugby Ball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Volleyball_01_F** | *Volleyball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rope_01_F** | *Rigging Rope* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WheelChock_01_F** | *Wheel Chock* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere200cm_F** | *Sphere (200cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Heli_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ContainmentArea_01_F** | *Containment Berm* | Civilian | Things | Decontamination | Protected |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_01_forest_F** | *Spill Bund (Large, Olive)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_01_sand_F** | *Spill Bund (Large, Sand)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ContainmentArea_02_F** | *Containment Berm* | Civilian | Things | Decontamination | Protected |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_02_forest_F** | *Spill Bund (Medium, Olive)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_02_sand_F** | *Spill Bund (Medium, Sand)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ShotTimer_01_F** | *Shot Timer* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Mark_Items_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirHorn_01_F** | *Air Horn* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Balloon_01_air_F** | *Balloon (Air)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Balloon_01_air_NoPop_F** | *Balloon (Air)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Balloon_01_water_F** | *Balloon (Water)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Balloon_01_water_NoPop_F** | *Balloon (Water)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Purple_F** | *Flag (FD - Purple)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mark_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BulletTrap_01_F** | *Bullet Trap* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Target_Swivel_01_F** | *Swivel Target* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_NoPop_F** | *Swivel Target* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_ground_F** | *Swivel Target (Ground)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_ground_NoPop_F** | *Swivel Target (Ground)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_left_F** | *Swivel Target (Left)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_left_NoPop_F** | *Swivel Target (Left)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_right_F** | *Swivel Target (Right)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_right_NoPop_F** | *Swivel Target (Right)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_Olive_F** | *Shooting Mat (Olive)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_Khaki_F** | *Shooting Mat (Khaki)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_OPFOR_F** | *Shooting Mat (Hex)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_folded_Olive_F** | *Shooting Mat (Folded, Olive)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_folded_Khaki_F** | *Shooting Mat (Folded, Khaki)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_folded_OPFOR_F** | *Shooting Mat (Folded, Hex)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FxCartridge_338_Ball** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_338_NM_Ball** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_127x54_APDS** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_93x64_Ball** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DataTerminal_01_F** | *Data Terminal* | Civilian | Things | Military | Public |  | A3_Props_F_Exp_A_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **Land_Tablet_02_F** | *Rugged Tablet* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_A_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_01_F** | *Pile of Garbage (v1)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_02_F** | *Pile of Garbage (v2)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_03_F** | *Pile of Garbage (v3)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_04_F** | *Pile of Garbage (v4)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_01_F** | *Tire (Vertical, 1)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_01_horizontal_F** | *Tyre_01_horizontal* | Civilian | Things | Junk | Protected |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_01_line_x5_F** | *Tire Line (Vertical, 5)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCounter_01_F** | *Wooden Counter* | Civilian | Furniture | Market | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCrate_01_F** | *Wooden Crate* | Civilian | Things | Storage | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCrate_01_stack_x3_F** | *Wooden Crates (3)* | Civilian | Things | Storage | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCrate_01_stack_x5_F** | *Wooden Crates (5)* | Civilian | Things | Storage | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCone_01_F** | *Road Cone (Brown)* | Civilian | Signs | Road Signs | Public |  | A3_Props_F_Exp_Infrastructure_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergeRock_01_F** | *Verge Stone* | Civilian | Signs | Road Signs | Public |  | A3_Props_F_Exp_Infrastructure_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Device_slingloadable_F** | *Device (Sling Loadable)* | Civilian | Things | Military | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_PortableGenerator_01_F** | *Rugged Portable Generator* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SatelliteAntenna_01_F** | *Satellite Antenna* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v1_F** | *Rugged Dual Screen (Horizontal)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v2_F** | *Rugged Dual Screen (Vertical)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_large_F** | *Rugged Large Screen* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 11<br>- **Slingloadable:** No |\n|  | **Land_Bench_03_F** | *Bench (Weathered)* | Civilian | Furniture | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_04_F** | *Bench (Decorative)* | Civilian | Furniture | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_05_F** | *Bench (Rural)* | Civilian | Furniture | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Plank_01_4m_F** | *Plank (4 m)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Plank_01_8m_F** | *Plank (8 m)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalmTotem_01_F** | *Totem (Long Face)* | Civilian | Things | Historical | Public |  | A3_Structures_F_Exp_Cultural_Totems | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalmTotem_02_F** | *Totem (Short Face)* | Civilian | Things | Historical | Public |  | A3_Structures_F_Exp_Cultural_Totems | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalmTotem_03_F** | *Totem (Plain)* | Civilian | Things | Historical | Public |  | A3_Structures_F_Exp_Cultural_Totems | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CinderBlocks_01_F** | *Stack of Cinder Blocks* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_01_F** | *Timber (Jungle)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_F** | *Stack of Planks (Kauri)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_messy_F** | *Stack of Planks (Kauri, Unfinished)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Flag_CTRG_F** | *Flag (CTRG)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Gendarmerie_F** | *Flag (Gendarmerie)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_HorizonIslands_F** | *Flag (Horizon Islands)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Syndikat_F** | *Flag (Syndikat)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Viper_F** | *Flag (Viper)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v1_F** | *AttachedSign_01_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v2_F** | *AttachedSign_01_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v3_F** | *AttachedSign_01_v3* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v4_F** | *AttachedSign_01_v4* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v1_F** | *AttachedSign_02_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v2_F** | *AttachedSign_02_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v3_F** | *AttachedSign_02_v3* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v4_F** | *AttachedSign_02_v4* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_03_v1_F** | *AttachedSign_03_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_03_v2_F** | *AttachedSign_03_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_01_v1_F** | *Billboard_01_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_01_v2_F** | *Billboard_01_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_02_v1_F** | *Billboard_02_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_02_v2_F** | *Billboard_02_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v1_F** | *CornerAds_01_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v2_F** | *CornerAds_01_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v3_F** | *CornerAds_01_v3* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v4_F** | *CornerAds_01_v4* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_02_v1_F** | *CornerAds_02_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_02_v2_F** | *CornerAds_02_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_01_mine_F** | *CorporateSign_01_mine* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_01_scf_F** | *CorporateSign_01_scf* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_02_airport_F** | *CorporateSign_02_airport* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_02_harbor_F** | *CorporateSign_02_harbor* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_03_ranch_F** | *CorporateSign_03_ranch* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_02_crocodiles_F** | *SignWarning_02_crocodiles* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_giveWay_F** | *SignCommand_01_giveWay* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_goStraight_F** | *SignCommand_01_goStraight* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_priority_F** | *SignCommand_01_priority* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_stop_F** | *SignCommand_01_stop* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnLeft_F** | *SignCommand_01_turnLeft* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnLeftAhead_F** | *SignCommand_01_turnLeftAhead* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnRight_F** | *SignCommand_01_turnRight* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnRightAhead_F** | *SignCommand_01_turnRightAhead* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_deadEnd_F** | *SignInfo_01_deadEnd* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_firstAid_F** | *SignInfo_01_firstAid* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_fuelStation_F** | *SignInfo_01_fuelStation* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_hotel_F** | *SignInfo_01_hotel* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_pedestrianCrossing_F** | *SignInfo_01_pedestrianCrossing* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_pedestrianZone_F** | *SignInfo_01_pedestrianZone* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_picnicSite_F** | *SignInfo_01_picnicSite* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_reduceSpeed_F** | *SignInfo_01_reduceSpeed* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_refreshments_F** | *SignInfo_01_refreshments* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_restaurant_F** | *SignInfo_01_restaurant* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_taxi_F** | *SignInfo_01_taxi* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_toilet_F** | *SignInfo_01_toilet* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noDriving_F** | *SignRestrict_01_noDriving* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noEntry_F** | *SignRestrict_01_noEntry* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noOvertaking_F** | *SignRestrict_01_noOvertaking* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noOvertakingTruck_F** | *SignRestrict_01_noOvertakingTruck* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noParking_F** | *SignRestrict_01_noParking* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noParkingAltEven_F** | *SignRestrict_01_noParkingAltEven* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noParkingAltOdd_F** | *SignRestrict_01_noParkingAltOdd* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noPassage_F** | *SignRestrict_01_noPassage* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noPollutingVehicles_F** | *SignRestrict_01_noPollutingVehicles* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noPoweredVehicles_F** | *SignRestrict_01_noPoweredVehicles* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noStopping_F** | *SignRestrict_01_noStopping* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_30_F** | *SignRestrict_01_speedLimit_30* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_50_F** | *SignRestrict_01_speedLimit_50* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_70_F** | *SignRestrict_01_speedLimit_70* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_80_d_F** | *SignRestrict_01_speedLimit_80_d* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_80_F** | *SignRestrict_01_speedLimit_80* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_end_F** | *SignRestrict_01_speedLimit_end* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_national_F** | *SignRestrict_01_speedLimit_national* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_aircrafts_F** | *SignWarning_01_aircrafts* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_animals_F** | *SignWarning_01_animals* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_bend_left_F** | *SignWarning_01_bend_left* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_bend_right_F** | *SignWarning_01_bend_right* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_crossRoad_F** | *SignWarning_01_crossRoad* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_doubleBend_left_F** | *SignWarning_01_doubleBend_left* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_doubleBend_right_F** | *SignWarning_01_doubleBend_right* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_herds_F** | *SignWarning_01_herds* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_chippings_F** | *SignWarning_01_chippings* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_junction_F** | *SignWarning_01_junction* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_junctionRoW_F** | *SignWarning_01_junctionRoW* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_other_F** | *SignWarning_01_other* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_pedestrianCrossing_F** | *SignWarning_01_pedestrianCrossing* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_ramp_F** | *SignWarning_01_ramp* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_roadworks_F** | *SignWarning_01_roadworks* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_rocks_F** | *SignWarning_01_rocks* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_steepDown_F** | *SignWarning_01_steepDown* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_steepUp_F** | *SignWarning_01_steepUp* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_stopOnRequest_F** | *SignWarning_01_stopOnRequest* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_unevenRoad_F** | *SignWarning_01_unevenRoad* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bollard_01_F** | *Bollard* | Civilian | Signs | City | Public |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ParkingMeter_01_F** | *Parking Meter* | Civilian | Signs | City | Public |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TownColumn_01_F** | *Town Entrance Pole* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_01_sharpBend_left_F** | *Sign_01_sharpBend_left* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_01_sharpBend_right_F** | *Sign_01_sharpBend_right* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergePost_01_F** | *Verge Post* | Civilian | Signs | Road Signs | Public |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DeckTractor_01_F** | *Deck Tractor* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Tractor | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TowBar_01_F** | *Towbar* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Tractor | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bomb_Trolley_01_F** | *Bomb Trolley* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Trolley | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Missle_Trolley_02_F** | *Missile Trolley* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Trolley | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_01_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Jets_Plane_Fighter_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_02_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Jets_Plane_Fighter_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_04_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Jets_Plane_Fighter_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ShipFlag_US_F** | *Ship Flagpole* | Civilian | Signs | Flags | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_Malden_F** | *Whiteboard (Map of Malden)* | Civilian | Furniture | Office | Public |  | A3_Props_F_Argo_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_Tanoa_F** | *Whiteboard (Map of Tanoa)* | Civilian | Furniture | Office | Public |  | A3_Props_F_Argo_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_Malden_F** | *Map of Malden* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_Tanoa_F** | *Map of Tanoa* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Altis_F** | *Sleeved Map (Altis)* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Malden_F** | *Sleeved Map (Malden)* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Tanoa_F** | *Sleeved Map (Tanoa)* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_02_F** | *Old Laptop (Closed)* | Civilian | Things | Military | Public |  | A3_Props_F_Argo_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_02_unfolded_F** | *Old Laptop (Open)* | Civilian | Things | Military | Public |  | A3_Props_F_Argo_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_01_english_F** | *Garbage Barrel (Smiley, English)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Argo_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_01_4x4_F** | *Dirt Patch (Small)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_01_6x8_F** | *Dirt Patch (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PedestrianCrossing_01_6m_4str_F** | *Pedestrian Crossing (Short)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PedestrianCrossing_01_6m_6str_F** | *Pedestrian Crossing* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PedestrianCrossing_01_8m_10str_F** | *Pedestrian Crossing (Long)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Puddle_01_F** | *Puddle (Small)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Puddle_02_F** | *Puddle (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCrack_01_2x2_F** | *Crack (2x2)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCrack_01_4x4_F** | *Crack (4x4)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCrack_01_6x2_F** | *Crack (6x2)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_pine_F** | *Stack of Planks (Pine)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Argo_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_messy_pine_F** | *Stack of Planks (Pine, Unfinished)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Argo_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_forRent_F** | *Sign (For Rent)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_forSale_F** | *Sign (For Sale)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_taxi_F** | *Sign (Taxi)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_WarningMilAreaSmall_english_F** | *Sign (Military Area, Small, English)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_WarningMilitaryArea_english_F** | *Sign (Military Area, English)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_WarningMilitaryVehicles_english_F** | *Sign (Military Vehicles, English)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_Patrol_Respawn_tent_F** | *Camp (Dome Tent, Combat Patrol)* | Civilian | Things | Camping | Protected |  | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_F** | *Whiteboard (Empty, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Stratis_F** | *Whiteboard (Map of Stratis, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Altis_F** | *Whiteboard (Map of Altis, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Tanoa_F** | *Whiteboard (Map of Tanoa, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Malden_F** | *Whiteboard (Map of Malden, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WoodenBed_01_F** | *Bed (Double, Wooden)* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TableSmall_01_F** | *Coffee Table* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TableBig_01_F** | *Dinner Table* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sofa_01_F** | *Sofa* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OfficeCabinet_02_F** | *Office Cabinet (Old)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ArmChair_01_F** | *Armchair* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rug_01_base_F** | *Building* | Civilian | Furniture | City | Protected | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Rug_01_F** | *Rug (Brown)* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Rug_01_Traditional_F** | *Rug (Brown, Traditional)* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_F** | *Stretcher* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_olive_F** | *Stretcher (Olive)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_sand_F** | *Stretcher (Sand)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_folded_F** | *Stretcher (Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_folded_olive_F** | *Stretcher (Olive, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_folded_sand_F** | *Stretcher (Sand, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_black_F** | *Body Bag (Black)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_blue_F** | *Body Bag (Blue)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_white_F** | *Body Bag (White)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_empty_black_F** | *Body Bag (Black, Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_empty_blue_F** | *Body Bag (Blue, Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_empty_white_F** | *Body Bag (White, Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_folded_black_F** | *Body Bag (Black, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_folded_blue_F** | *Body Bag (Blue, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_folded_white_F** | *Body Bag (White, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stethoscope_01_F** | *Stethoscope* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenBag_01_full_F** | *IV Bag (Full)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenBag_01_empty_F** | *IV Bag (Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenStand_01_empty_F** | *IV Stand (Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenStand_01_1bag_F** | *IV Stand (1 Bag)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenStand_01_2bags_F** | *IV Stand (2 Bags)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FirstAidKit_01_closed_F** | *First Aid Box (Closed)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FirstAidKit_01_open_F** | *First Aid Box (Open)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V2_white_F** | *Camping Chair (White)* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_white_F** | *Camping Table (White)* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_small_white_F** | *Camping Table (Small, White)* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_01_F** | *Air Conditioning Unit* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_02_F** | *Air Conditioning Unit (Hose, Long)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_03_F** | *Air Conditioning Unit (Hose, Short)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_04_F** | *Air Conditioning Unit (Hoses, Short)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_01_F** | *Emergency Blanket* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_01_stack_F** | *Emergency Blankets* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_01_discarded_F** | *Emergency Blanket (Discarded)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_02_F** | *Emergency Blanket (Thermal)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_02_stack_F** | *Emergency Blankets (Thermal)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_02_discarded_F** | *Emergency Blanket (Thermal, Discarded)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Large_Old_F** | *Blood Pool (Large, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Large_New_F** | *Blood Pool (Large, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Medium_Old_F** | *Blood Pool (Medium, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Medium_New_F** | *Blood Pool (Medium, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Large_Old_F** | *Blood Splatter (Large, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Large_New_F** | *Blood Splatter (Large, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Medium_Old_F** | *Blood Splatter (Medium, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Medium_New_F** | *Blood Splatter (Medium, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Small_Old_F** | *Blood Splatter (Small, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Small_New_F** | *Blood Splatter (Small, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSpray_01_Old_F** | *Blood Spray (Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSpray_01_New_F** | *Blood Spray (New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodTrail_01_Old_F** | *Blood Trail (Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodTrail_01_New_F** | *Blood Trail (New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Bandage_F** | *Medical Garbage (Bandage)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Injector_F** | *Medical Garbage (Injector)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Packaging_F** | *Medical Garbage (Packaging)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Gloves_F** | *Medical Garbage (Gloves)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_FirstAidKit_F** | *Medical Garbage (First Aid Kit)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_1x1_v1_F** | *Medical Garbage (1x1, v1)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_1x1_v2_F** | *Medical Garbage (1x1, v2)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_1x1_v3_F** | *Medical Garbage (1x1, v3)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_3x3_v1_F** | *Medical Garbage (3x3, v1)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_3x3_v2_F** | *Medical Garbage (3x3, v2)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_5x5_v1_F** | *Medical Garbage (5x5)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_brown_F** | *Cardboard Box (Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_brown_IDAP_F** | *Cardboard Box (Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_brown_food_F** | *Cardboard Box (Food) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_white_IDAP_F** | *Cardboard Box (White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_white_med_F** | *Cardboard Box (Medical) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_ransacked_brown_IDAP_F** | *Cardboard Box (Brown, Ransacked) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_ransacked_white_IDAP_F** | *Cardboard Box (White, Ransacked) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_ransacked_brown_F** | *Cardboard Box (Brown, Ransacked)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_open_brown_F** | *Cardboard Box (Brown, Open)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_open_brown_IDAP_F** | *Cardboard Box (Brown, Open) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_open_white_IDAP_F** | *Cardboard Box (White, Open) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_destroyed_brown_IDAP_F** | *Cardboard Box (Brown, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_destroyed_white_IDAP_F** | *Cardboard Box (White, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_destroyed_brown_F** | *Cardboard Box (Brown, Destroyed)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_stacked_F** | *Cardboard Boxes (Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_PaperBox_01_open_empty_F** | *Box (Open, Empty)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_open_boxes_F** | *Box (Open, Boxes) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_open_water_F** | *Box (Open, Water) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LiquidDispenser_01_F** | *Liquid Dispenser* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticBucket_01_closed_F** | *Plastic Bucket (Closed)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticBucket_01_open_F** | *Plastic Bucket (Open)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_full_white_idap_F** | *Food Sack (White, Full) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_full_brown_idap_F** | *Food Sack (Brown, Full) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_full_brown_F** | *Food Sack (Brown, Full)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_empty_white_idap_F** | *Food Sack (White, Empty) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_empty_brown_idap_F** | *Food Sack (Brown, Empty) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_empty_brown_F** | *Food Sack (Brown, Empty)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_dmg_white_idap_F** | *Food Sack (White, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_dmg_brown_idap_F** | *Food Sack (Brown, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_dmg_brown_F** | *Food Sack (Brown, Destroyed)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_small_white_idap_F** | *Food Sacks (Small Heap, White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_small_brown_idap_F** | *Food Sacks (Small Heap, Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_small_brown_F** | *Food Sacks (Small Heap, Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_large_white_idap_F** | *Food Sacks (Large Heap, White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_large_brown_idap_F** | *Food Sacks (Large Heap, Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_large_brown_F** | *Food Sacks (Large Heap, Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_cargo_white_idap_F** | *Cargo Net (Sacks, White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_FoodSacks_01_cargo_brown_idap_F** | *Cargo Net (Sacks, Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_FoodSacks_01_cargo_brown_F** | *Cargo Net (Sacks, Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_WaterBottle_01_full_F** | *Water Bottle (Full)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_empty_F** | *Water Bottle (Empty)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_compressed_F** | *Water Bottle (Empty, Compressed)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_cap_F** | *Water Bottle Cap* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_pack_F** | *Water Bottle Pack* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_stack_F** | *Water Bottle Stack* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_Red_F** | *Canister (Fuel, Red)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_Blue_F** | *Canister (Fuel, Blue)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_White_F** | *Canister (Fuel, White)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodContainer_01_White_F** | *Food Container (Large, White)* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_gray_F** | *Plastic Case (Large, Gray)* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_idap_F** | *Plastic Case (Large, White) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_gray_F** | *Plastic Case (Medium, Gray)* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_idap_F** | *Plastic Case (Medium, White) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_gray_F** | *Plastic Case (Small, Gray)* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_idap_F** | *Plastic Case (Small, White) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Orange_01_F** | *Orange* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Orange_01_NoPop_F** | *Orange* | Civilian | Things | Food | Protected |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pumpkin_01_F** | *Pumpkin* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pumpkin_01_NoPop_F** | *Pumpkin* | Civilian | Things | Food | Protected |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_01_F** | *Photoframe* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_01_broken_F** | *Photoframe (broken)* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FlowerPot_01_F** | *Flowerpot (Soil)* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FlowerPot_01_Flower_F** | *Flowerpot (Plant)* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wallet_01_F** | *Wallet* | Civilian | Things | Intel | Public | ORANGE | A3_Props_F_Orange_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_mousepad_F** | *PC Set (Mouse Pad)* | Civilian | Things | Electronics | Public | ORANGE | A3_Props_F_Orange_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_mousepad_IDAP_F** | *PC Set (Mouse Pad, IDAP)* | Civilian | Things | Electronics | Public | ORANGE | A3_Props_F_Orange_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Crowbar_01_F** | *Crowbar* | Civilian | Things | Tools | Public | ORANGE | A3_Props_F_Orange_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_F** | *Van Tire* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_Spare_F** | *Van Tire (Spare)* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_Cargo_F** | *Van Tire (Rim, Cargo)* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_Transport_F** | *Van Tire (Rim, Transport)* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Flag_IDAP_F** | *Flag (IDAP)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_F** | *Banner* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_FIA_F** | *Banner (FIA)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_CSAT_F** | *Banner (CSAT)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_AAF_F** | *Banner (AAF)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_NATO_F** | *Banner (NATO)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_IDAP_F** | *Banner (IDAP)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Cargo10_IDAP_F** | *Cargo Container (Short) [IDAP]* | Civilian | Things | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_IDAP_F** | *Cargo Container (Medium) [IDAP]* | Civilian | Things | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_IDAP_F** | *Cargo Container (Long) [IDAP]* | Civilian | Things | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesTall_F** | *Sign (Mines, Tall)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesTall_English_F** | *Sign (Mines, Tall, International)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesTall_Greek_F** | *Sign (Mines, Tall, Altis)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesDanger_English_F** | *Sign (Mines Danger, International)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesDanger_Greek_F** | *Sign (Mines Danger, Altis)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningNoWeapon_F** | *Sign (No Weapons, International)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningNoWeaponAltis_F** | *Sign (No Weapons, Altis)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningNoWeaponTanoa_F** | *Sign (No Weapons, Tanoa)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FlagMarker_01_F** | *Flag (Marker)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_IDAP_F** | *Sign (IDAP)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_01_IDAP_F** | *Sign (IDAP)* | Civilian | Signs | Advertisements | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_01_IDAP_F** | *Sign (IDAP - Small)* | Civilian | Signs | Advertisements | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_EntranceGate_01_narrow_F** | *Entrance Gate (IDAP)* | Civilian | Signs | Advertisements | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WallSign_01_F** | *Wall Sign* | Civilian | Signs | Blanks | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_WallSign_01_chalkboard_F** | *Wall Sign (Chalkboard)* | Civilian | Signs | Blanks | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Sign_Sphere10cm_Geometry_F** | *Sphere (Geometry, 10cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere25cm_Geometry_F** | *Sphere (Geometry, 25cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere100cm_Geometry_F** | *Sphere (Geometry, 100cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere200cm_Geometry_F** | *Sphere (Geometry, 200cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MemoryFragment_F** |  | Civilian | Signs | Helpers | Protected |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_F** | *Leaflet* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_Old_F** | *Leaflet (Old)* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_New_F** | *Leaflet (New)* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_Stack_F** | *Leaflet (Stack)* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO1_F** | *UXO (Common) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO2_F** | *UXO (Sensitive) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO3_F** | *UXO (Tough) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO4_F** | *UXO (Delayed) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO1_F** | *UXO (Common) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO2_F** | *UXO (Sensitive) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO3_F** | *UXO (Tough) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO4_F** | *UXO (Delayed) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO1_F** | *UXO (Common) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO2_F** | *UXO (Sensitive) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO3_F** | *UXO (Tough) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO4_F** | *UXO (Delayed) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleAPERSMineDispenser_Mine_F** | *APERS Mine Dispenser Mine* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_APERSMineDispenser_F** | *APERS Mine Dispenser* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleTrainingMine_01_F** | *Training mine* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_B_UAV_06_F** | *AL-6 Case [NATO]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_O_UAV_06_F** | *AL-6 Case [CSAT]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_I_UAV_06_F** | *AL-6 Case [AAF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_IDAP_UAV_06_F** | *Utility Drone Case [IDAP]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_UAV_06_F** | *Utility Drone Case* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_UAV_06_Swifd_F** | *Utility Drone Case (Swifd)* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_B_UAV_06_medical_F** | *AL-6 Case (Medical) [NATO]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_O_UAV_06_medical_F** | *AL-6 Case (Medical) [CSAT]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_I_UAV_06_medical_F** | *AL-6 Case (Medical) [AAF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_IDAP_UAV_06_medical_F** | *Utility Drone Case (Medical) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_UAV_06_medical_F** | *Utility Drone Case (Medical)* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TankRoadWheels_01_single_F** | *Tank road wheel* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankSprocketWheels_01_single_F** | *Tank sprocket wheel* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankTracks_01_short_F** | *Tank tracks (Short)* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankTracks_01_long_F** | *Tank tracks (Long)* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankEngine_01_F** | *Tank engine* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_TankEngine_01_used_F** | *Tank engine (Used)* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_TorqueWrench_01_F** | *Torque Wrench* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BoreSighter_01_F** | *Tank Bore Sighter* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RefuelingHose_01_F** | *Refueling Hose* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_02_F** | *Dirt Patch 2 (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Tank_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_03_F** | *Dirt Patch 3 (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Tank_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_04_F** | *Dirt Patch 4 (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Tank_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BriefingRoomDesk_01_F** | *Briefing Room Desk* | Civilian | Things | Electronics | Public |  | A3_Props_F_Destroyer_Military_BriefingRoomDesk | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BriefingRoomScreen_01_F** | *Briefing Room Screen* | Civilian | Things | Electronics | Public |  | A3_Props_F_Destroyer_Military_BriefingRoomScreen | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WoodenTable_02_large_F** | *Picnic Table* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Enoch_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_Enoch_F** | *Whiteboard (Map of Livonia)* | Civilian | Furniture | Office | Public | Enoch | A3_Props_F_Enoch_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Enoch_F** | *Whiteboard (Map of Livonia, Wall)* | Civilian | Furniture | Office | Public | Enoch | A3_Props_F_Enoch_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TransferSwitch_01_F** | *Transfer Switch* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Industrial_Electric | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Map_Enoch_F** | *Map of Livonia* | Civilian | Things | Camping | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Enoch_F** | *Sleeved Map (Livonia)* | Civilian | Things | Camping | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Book_01_F** | *Book (Small)* | Civilian | Things | Sport & Recreation | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Book_02_F** | *Book (Large)* | Civilian | Things | Sport & Recreation | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Newspaper_01_F** | *Newspaper* | Civilian | Things | Office | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **AluminiumFoil_01_F** | *Tin Foil* | Civilian | Things | Tools | Public | Enoch | A3_Props_F_Enoch_Items_AluminiumFoil | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_olive_F** | *Rugged Portable Lamp (Single, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_yellow_F** | *Rugged Portable Lamp (Single, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_black_F** | *Rugged Portable Lamp (Single, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_sand_F** | *Rugged Portable Lamp (Single, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_olive_F** | *Rugged Portable Lamp (Double, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_yellow_F** | *Rugged Portable Lamp (Double, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_black_F** | *Rugged Portable Lamp (Double, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_sand_F** | *Rugged Portable Lamp (Double, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_olive_F** | *Rugged Portable Lamp (Quad, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_yellow_F** | *Rugged Portable Lamp (Quad, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_black_F** | *Rugged Portable Lamp (Quad, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_sand_F** | *Rugged Portable Lamp (Quad, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_olive_F** | *Rugged Portable Lamp (Folded, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_yellow_F** | *Rugged Portable Lamp (Folded, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_black_F** | *Rugged Portable Lamp (Folded, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_sand_F** | *Rugged Portable Lamp (Folded, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_olive_F** | *Rugged Portable Lamp (Single, Folded, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_yellow_F** | *Rugged Portable Lamp (Single, Folded, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_black_F** | *Rugged Portable Lamp (Single, Folded, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_sand_F** | *Rugged Portable Lamp (Single, Folded, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_suspended_F** | *Tent Lamp (Suspended, White)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_standing_F** | *Tent Lamp (Standing, White)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_suspended_red_F** | *Tent Lamp (Suspended, Red)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_standing_red_F** | *Tent Lamp (Standing, Red)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_7drawers_olive_F** | *Rugged Portable Cabinet (Olive, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_7drawers_black_F** | *Rugged Portable Cabinet (Black, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_7drawers_sand_F** | *Rugged Portable Cabinet (Sand, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_4drawers_olive_F** | *Rugged Portable Cabinet (Olive, 4 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_4drawers_black_F** | *Rugged Portable Cabinet (Black, 4 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_4drawers_sand_F** | *Rugged Portable Cabinet (Sand, 4 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_medical_F** | *Rugged Portable Cabinet (Medical, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_lid_olive_F** | *Rugged Portable Cabinet Lid (Olive)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_lid_black_F** | *Rugged Portable Cabinet Lid (Black)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_lid_sand_F** | *Rugged Portable Cabinet Lid (Sand)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_bookcase_olive_F** | *Rugged Portable Cabinet (Olive, Books)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_bookcase_black_F** | *Rugged Portable Cabinet (Black, Books)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_bookcase_sand_F** | *Rugged Portable Cabinet (Sand, Books)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_closed_olive_F** | *Rugged Portable Cabinet (Olive, Closed)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_closed_black_F** | *Rugged Portable Cabinet (Black, Closed)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_closed_sand_F** | *Rugged Portable Cabinet (Sand, Closed)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_olive_F** | *Tent (Solar, Olive)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_sand_F** | *Tent (Solar, Sand)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_bluewhite_F** | *Tent (Solar, Blue-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_redwhite_F** | *Tent (Solar, Red-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_olive_F** | *Tent (Solar, Folded, Olive)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_sand_F** | *Tent (Solar, Folded, Sand)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_bluewhite_F** | *Tent (Solar, Folded, Blue-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_redwhite_F** | *Tent (Solar, Folded, Red-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_olive_F** | *Rugged Portable Desk (Olive)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_black_F** | *Rugged Portable Desk (Black)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_sand_F** | *Rugged Portable Desk (Sand)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_panel_olive_F** | *Rugged Portable Desk (Olive, Panel)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_panel_black_F** | *Rugged Portable Desk (Black, Panel)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_panel_sand_F** | *Rugged Portable Desk (Sand, Panel)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SatelliteAntenna_01_mounted_base_F** | *Building* | Civilian | Things | Electronics | Protected | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SatelliteAntenna_01_small_mounted_base_F** | *Building* | Civilian | Things | Electronics | Protected | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Olive_F** | *Satellite Antenna (Olive)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Black_F** | *Satellite Antenna (Black)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Sand_F** | *Satellite Antenna (Sand)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Mounted_Olive_F** | *Mounted Satellite Antenna (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Mounted_Black_F** | *Mounted Satellite Antenna (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Mounted_Sand_F** | *Mounted Satellite Antenna (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Olive_F** | *Satellite Antenna (Small, Olive)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Black_F** | *Satellite Antenna (Small, Black)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Sand_F** | *Satellite Antenna (Small, Sand)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Mounted_Olive_F** | *Mounted Satellite Antenna (Small, Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Mounted_Black_F** | *Mounted Satellite Antenna (Small, Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Mounted_Sand_F** | *Mounted Satellite Antenna (Small, Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v1_sand_F** | *Rugged Dual Screen (Sand, Horizontal)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v2_sand_F** | *Rugged Dual Screen (Sand, Vertical)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_large_sand_F** | *Rugged Large Screen (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 11<br>- **Slingloadable:** No |\n|  | **Land_PortableGenerator_01_sand_F** | *Rugged Portable Generator (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Tablet_02_sand_F** | *Rugged Tablet (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v1_black_F** | *Rugged Dual Screen (Black, Horizontal)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v2_black_F** | *Rugged Dual Screen (Black, Vertical)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_large_black_F** | *Rugged Large Screen (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 11<br>- **Slingloadable:** No |\n|  | **Land_PortableGenerator_01_black_F** | *Rugged Portable Generator (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Tablet_02_black_F** | *Rugged Tablet (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_DeskChair_01_black_F** | *Rugged Desk Chair (Black)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeskChair_01_olive_F** | *Rugged Desk Chair (Olive)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeskChair_01_sand_F** | *Rugged Desk Chair (Sand)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Decontamination_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ContainmentArea_01_black_F** | *Spill Bund (Large, Black)* | Civilian | Things | Decontamination | Public |  | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_02_black_F** | *Spill Bund (Medium, Black)* | Civilian | Things | Decontamination | Public |  | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ContainmentArea_03_F** | *Containment Berm* | Civilian | Things | Decontamination | Protected | Contact | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_03_black_F** | *Spill Bund (Small, Black)* | Civilian | Things | Decontamination | Public | Contact | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_03_yellow_F** | *Spill Bund (Small, Yellow)* | Civilian | Things | Decontamination | Public | Contact | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconShower_01_F** | *Decon Shower* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconShower_01_sound_F** |  | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconShower_02_F** | *Decon Shower (Large)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **SpinalBoard_01_orange_F** | *Spinal Board (Orange)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SpinalBoard_01_white_F** | *Spinal Board (White)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SpinalBoard_01_black_F** | *Spinal Board (Black)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sponge_01_dry_F** | *Sponge (Dry)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sponge_01_Wet_F** | *Sponge (Wet)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Broom_01_yellow_F** | *Broom (Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Broom_01_grey_F** | *Broom (Grey)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Brush_01_yellow_F** | *Brush (Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Brush_01_green_F** | *Brush (Green)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TrashBagHolder_01_F** | *Trash Bag Holder* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WalkingFrame_01_F** | *Walking Frame* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **StretcherRollerSystem_01_F** | *Stretcher Roller System* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **AntidoteKit_01_F** | *Antidote Kit* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconKit_01_F** | *Decon Kit* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DrainageDeck_01_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DrainageDeck_01_F** | *Drainage Deck* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SCBACylinder_01_F** | *SCBA Cylinder* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SCBACylinder_01_CUR_F** | *SCBA Cylinder (CUR)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_extended_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_F** | *Coiled Hose Spray (Retracted)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_Extended_F** | *Coiled Hose Spray (Extended)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Yellow_F** | *Tarp (Large, Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Green_F** | *Tarp (Large, Green)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Red_F** | *Tarp (Large, Red)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Black_F** | *Tarp (Large, Black)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Yellow_F** | *Tarp (Small, Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Green_F** | *Tarp (Small, Green)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Red_F** | *Tarp (Small, Red)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Black_F** | *Tarp (Small, Black)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Small_New_F** | *Water Spill (Small, New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Small_Foam_F** | *Water Spill (Small, Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Small_Old_F** | *Water Spill (Small, Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Medium_New_F** | *Water Spill (Medium, New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Medium_Foam_F** | *Water Spill (Medium, Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Medium_Old_F** | *Water Spill (Medium, Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Large_New_F** | *Water Spill (Large, New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Large_Foam_F** | *Water Spill (Large, Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Large_Old_F** | *Water Spill (Large, Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterTrail_01_New_F** | *Water Trail (New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterTrail_01_Old_F** | *Water Trail (Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterTrail_01_Foam_F** | *Water Trail (Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **HazmatBag_01_F** | *Hazmat Bag (Full)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **HazmatBag_01_empty_F** | *Hazmat Bag (Empty)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **HazmatBag_01_roll_F** | *Hazmat Bag Roll* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_yellow_F** | *CBRN Packaging (Yellow, Open)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_olive_F** | *CBRN Packaging (Olive, Open)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_closed_yellow_F** | *CBRN Packaging (Yellow, Closed)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_closed_olive_F** | *CBRN Packaging (Olive, Closed)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNLid_01_yellow_F** | *CBRN Packaging Lid (Yellow)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNLid_01_olive_F** | *CBRN Packaging Lid (Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNCase_01_F** | *CBRN Inner Packaging* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GenericCables_01_base_F** | *Building* | Civilian | Things | Village | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_Roll_F** | *Pressure Hose (Roll)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_StraightLong_F** | *Pressure Hose (Straight, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_StraightShort_F** | *Pressure Hose (Straight, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_SBend_F** | *Pressure Hose (S-Bend)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_Corner_F** | *Pressure Hose (Corner)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_CurveLong_F** | *Pressure Hose (Curve, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_CurveShort_F** | *Pressure Hose (Curve, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_Step_F** | *Pressure Hose (Step)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_Roll_F** | *Lay-Flat Hose (Roll)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_StraightLong_F** | *Lay-Flat Hose (Straight, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_StraightShort_F** | *Lay-Flat Hose (Straight, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_SBend_F** | *Lay-Flat Hose (S-Bend)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_Corner_F** | *Lay-Flat Hose (Corner)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_CurveLong_F** | *Lay-Flat Hose (Curve, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_CurveShort_F** | *Lay-Flat Hose (Curve, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_Step_F** | *Lay-Flat Hose (Step)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_Roll_F** | *Power Cable (Roll)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_StraightLong_F** | *Power Cable (Straight, Long)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_StraightShort_F** | *Power Cable (Straight, Short)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_SBend_F** | *Power Cable (S-Bend)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_Corner_F** | *Power Cable (Corner)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_CurveLong_F** | *Power Cable (Curve, Long)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_CurveShort_F** | *Power Cable (Curve, Short)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_Step_F** | *Power Cable (Step)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_olive_F** | *Rugged Multi-Screen Computer (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_black_F** | *Rugged Multi-Screen Computer (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_sand_F** | *Rugged Multi-Screen Computer (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_closed_olive_F** | *Rugged Multi-Screen Computer (Olive, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_closed_black_F** | *Rugged Multi-Screen Computer (Black, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_closed_sand_F** | *Rugged Multi-Screen Computer (Sand, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_IPPhone_01_olive_F** | *Rugged IP Telephone (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_IPPhone_01_black_F** | *Rugged IP Telephone (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_IPPhone_01_sand_F** | *Rugged IP Telephone (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Laptop_03_olive_F** | *Rugged Laptop (Olive, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Laptop_03_black_F** | *Rugged Laptop (Black, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Laptop_03_sand_F** | *Rugged Laptop (Sand, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_laptop_03_closed_olive_F** | *Rugged Laptop (Olive, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_laptop_03_closed_black_F** | *Rugged Laptop (Black, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_laptop_03_closed_sand_F** | *Rugged Laptop (Sand, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_olive_F** | *Rugged Portable Server Unit (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_black_F** | *Rugged Portable Server Unit (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_sand_F** | *Rugged Portable Server Unit (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_cover_olive_F** | *Rugged Portable Server Unit Cover (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_cover_black_F** | *Rugged Portable Server Unit Cover (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_cover_sand_F** | *Rugged Portable Server Unit Cover (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Computer_01_olive_F** | *Rugged Computer (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Computer_01_black_F** | *Rugged Computer (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Computer_01_sand_F** | *Rugged Computer (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Router_01_olive_F** | *Rugged Router (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Router_01_black_F** | *Rugged Router (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Router_01_sand_F** | *Rugged Router (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_olive_F** | *Flexible Solar Panel (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_sand_F** | *Flexible Solar Panel (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_folded_olive_F** | *Flexible Solar Panel (Olive, Folded)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_folded_sand_F** | *Flexible Solar Panel (Sand, Folded)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_04_olive_F** | *Rugged Solar Panel (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_04_black_F** | *Rugged Solar Panel (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_04_sand_F** | *Rugged Solar Panel (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_open_olive_F** | *Rugged Battery Pack (Olive, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_open_black_F** | *Rugged Battery Pack (Black, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_open_sand_F** | *Rugged Battery Pack (Sand, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_closed_olive_F** | *Rugged Battery Pack (Olive, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_closed_black_F** | *Rugged Battery Pack (Black, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_closed_sand_F** | *Rugged Battery Pack (Sand, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_battery_olive_F** | *Rechargeable Battery (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_battery_black_F** | *Rechargeable Battery (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_battery_sand_F** | *Rechargeable Battery (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableWeatherStation_01_white_F** | *Portable Weather Station (White)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableWeatherStation_01_olive_F** | *Portable Weather Station (Olive)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableWeatherStation_01_sand_F** | *Portable Weather Station (Sand)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OmniDirectionalAntenna_01_sand_F** | *Omnidirectional Antenna (Sand)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OmniDirectionalAntenna_01_olive_F** | *Omnidirectional Antenna (Olive)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OmniDirectionalAntenna_01_black_F** | *Omnidirectional Antenna (Black)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_02_F** | *Garbage Barrel (Military)* | Civilian | Things | Junk | Public | Enoch | A3_Props_F_Enoch_Military_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_02_buried_F** | *Garbage Barrel (Buried, Military)* | Civilian | Things | Junk | Public | Enoch | A3_Props_F_Enoch_Military_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BurntGarbage_01_F** | *Burnt Garbage (v1)* | Civilian | Things | Junk | Public | Enoch | A3_Props_F_Enoch_Military_Garbage | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_black_F** | *Plastic Case (Large, Black)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_black_CBRN_F** | *Plastic Case (Large, Black, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_black_F** | *Plastic Case (Medium, Black)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_black_CBRN_F** | *Plastic Case (Medium, Black, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_black_F** | *Plastic Case (Small, Black)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_black_CBRN_F** | *Plastic Case (Small, Black, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_olive_F** | *Plastic Case (Large, Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_olive_CBRN_F** | *Plastic Case (Large, Olive, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_olive_F** | *Plastic Case (Medium, Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_olive_CBRN_F** | *Plastic Case (Medium, Olive, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_olive_F** | *Plastic Case (Small, Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_olive_CBRN_F** | *Plastic Case (Small, Olive, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_CBRN_F** | *Plastic Case (Large, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_CBRN_F** | *Plastic Case (Medium, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_CBRN_F** | *Plastic Case (Small, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Truck_01_Rack_F** | *HEMTT Rack* | Civilian | Things | Storage | Public |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Truck_01_Rack_tropic_F** | *HEMTT Rack (Tropic)* | Civilian | Things | Storage | Public |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **UGV_02_ExternalDetector_F** | *Special Measurement Device* | Civilian | Things | Machines | Public | Enoch | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **UGV_02_Wheel_F** | *ED-1 Wheel* | Civilian | Things | Machines | Public | Enoch | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **UGV_02_Tracks_F** | *ED-1 Tracks* | Civilian | Things | Machines | Public | Enoch | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Scaffolding_New_F** | *Scaffolding (New)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Civilian_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_single_F** | *Concrete Panel (Decal)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_F** | *Concrete Panels (Decal)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_end1_F** | *Concrete Panels (Decal, End 1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_end2_F** | *Concrete Panels (Decal, End 2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_01_F** | *Road Patch (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_02_F** | *Road Patch (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_03_F** | *Road Patch (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_04_F** | *Road Patch (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_05_F** | *Road Patch (v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_06_F** | *Road Patch (v6)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_07_F** | *Road Patch (v7)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_08_F** | *Road Patch (v8)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_09_F** | *Road Patch (v9)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_10_F** | *Road Patch (v10)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_11_F** | *Road Patch (v11)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_12_F** | *Road Patch (v12)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_01_F** | *Road Crack (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_02_F** | *Road Crack (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_03_F** | *Road Crack (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_04_F** | *Road Crack (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_05_F** | *Road Crack (v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long1_F** | *Road Cracks (Long, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long2_F** | *Road Cracks (Long, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long3_F** | *Road Cracks (Long, v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long4_F** | *Road Cracks (Long, v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long5_F** | *Road Cracks (Long, v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_medium1_F** | *Road Cracks (Medium, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_medium2_F** | *Road Cracks (Medium, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_01_F** | *Road Crack Seal (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_02_F** | *Road Crack Seal (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_03_F** | *Road Crack Seal (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_04_F** | *Road Crack Seal (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_05_F** | *Road Crack Seal (v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_06_F** | *Road Crack Seal (v6)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_01_F** | *Oil Stain (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_02_F** | *Oil Stain (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_03_F** | *Oil Stain (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_04_F** | *Oil Stain (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_01_F** | *Dirt Road Cracks (Long, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_02_F** | *Dirt Road Cracks (Long, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_03_F** | *Dirt Road Cracks (Long, v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_04_F** | *Dirt Road Cracks (Long, v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_05_F** | *Dirt Road Cracks (Long, v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_01_F** | *Dirt Road Rocks (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_02_F** | *Dirt Road Rocks (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_03_F** | *Dirt Road Rocks (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_04_F** | *Dirt Road Rocks (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_v1_F** | *Tire Track (Straight, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_v2_F** | *Tire Track (Straight, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_start_F** | *Tire Track (Straight, Start)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_end_F** | *Tire Track (Straight, End)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_left_v1_F** | *Tire Track (Left Curve, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_left_v2_F** | *Tire Track (Left Curve, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_left_crossing_F** | *Tire Track (Left Crossing)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_right_v1_F** | *Tire Track (Right Curve, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_right_v2_F** | *Tire Track (Right Curve, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_right_crossing_F** | *Tire Track (Right Crossing)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_05_F** | *Dirt Patch 5 (Large)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_EMP_F** | *Cargo Container (EMP-Proof)* | Civilian | Things | Storage | Public | Enoch | A3_Structures_F_Enoch_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_EMP_Training_F** | *Cargo Container (EMP-Proof, Training)* | Civilian | Things | Storage | Public | Enoch | A3_Structures_F_Enoch_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_01_F** | *Timber Log (v1)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_02_F** | *Timber Log (v2)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_03_F** | *Timber Log (v3)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_04_F** | *Timber Log (v4)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_05_F** | *Timber Log (v5)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_02_F** | *Timber Pile (v1)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_03_F** | *Timber Pile (v2)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_04_F** | *Timber Pile (v3)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_05_F** | *Timber Pile (v4)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_02_F** | *Woodpile (v2)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_03_F** | *Woodpile (v3)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_04_F** | *Woodpile (v4)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Flag_EAF_F** | *Flag (LDF)* | Civilian | Signs | Flags | Public | Enoch | A3_Structures_F_Enoch_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Enoch_F** | *Flag (Livonia)* | Civilian | Signs | Flags | Public | Enoch | A3_Structures_F_Enoch_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_EAF_F** | *Banner (LDF)* | Civilian | Signs | Flags | Public | Enoch | A3_Structures_F_Enoch_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_01_decal_F** | *Shell Crater (Decal, Small)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_01_F** | *Shell Crater (Small)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_small_F** | *Shell Crater (Medium)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_large_F** | *Shell Crater (Large)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_extralarge_F** | *Shell Crater (Extra Large)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_decal_F** | *Shell Crater (Decal, Large)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_debris_F** | *Shell Crater (Debris)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OldFactorySign_01_F** | *Old Factory Sign* | Civilian | Signs | Other | Public | Enoch | A3_Structures_F_Enoch_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OldFactorySign_01_graffiti_F** | *Old Factory Sign (Graffiti)* | Civilian | Signs | Other | Public | Enoch | A3_Structures_F_Enoch_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergePost_02_v1_F** | *Verge Post (Old)* | Civilian | Signs | Road Signs | Public | Enoch | A3_Structures_F_Enoch_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergePost_02_v2_F** | *Verge Post (Old, Damaged)* | Civilian | Signs | Road Signs | Public | Enoch | A3_Structures_F_Enoch_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_entry_en_pl_F** | *Sign (Military Area, Enter, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_leave_en_pl_F** | *Sign (Military Area, Exit, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_noentry_big_en_pl_F** | *Sign (Military Area, Large, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_noentry_small_en_pl_F** | *Sign (Military Area, Small, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_uwaga_pl_1_F** | *Sign (Warning, Polish, v1)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_uwaga_pl_2_F** | *Sign (Warning, Polish, v2)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_white_F** | *Light Cone (White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_orange_F** | *Light Cone (Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_red_F** | *Light Cone (Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_green_F** | *Light Cone (Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_blue_F** | *Light Cone (Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_white_F** | *Light Cone (Narrow, White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_orange_F** | *Light Cone (Narrow, Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_red_F** | *Light Cone (Narrow, Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_green_F** | *Light Cone (Narrow, Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_blue_F** | *Light Cone (Narrow, Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_white_F** | *Light Cone (Wide, White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_orange_F** | *Light Cone (Wide, Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_red_F** | *Light Cone (Wide, Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_green_F** | *Light Cone (Wide, Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_blue_F** | *Light Cone (Wide, Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_white_F** | *Light Cone (Long, White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_orange_F** | *Light Cone (Long, Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_red_F** | *Light Cone (Long, Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_green_F** | *Light Cone (Long, Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_blue_F** | *Light Cone (Long, Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_762x39** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_I_E_UAV_06_F** | *AL-6 Case [LDF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Enoch_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_I_E_UAV_06_medical_F** | *AL-6 Case (Medical) [LDF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Enoch_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **SmartMarker_Base_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_Default2_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Area_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Cache_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Cache_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_MosquitosArea_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Minefield_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Cache_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_CacheFound_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_CacheFound_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CacheFound_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Loc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Loc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Loc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Camp_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Boats_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Trucks_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Cars_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Cars_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Workshop_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Helicopters_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Planes_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Armory_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Armory_B_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Armory_Special_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Misc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_CarCharge_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_CarChargeActive_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Armory_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_HQ_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Boats_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Rest_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Plane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Plane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_U_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_HQ_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Storage_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_U_Sleep_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Ambush_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_PickUp_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Sleep_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Sleep_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_DeliveryPoint_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_TimeBomb_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Transport_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_TransportPerson_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_TransportPlane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Defend_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Transport_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Transport_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Fetch_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Fetch_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Fetch_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Mosquitos_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_U_Mosquitos_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Team_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Team_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Support_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Location_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Destroy_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Upload_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Distraction_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_House_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_IDAP_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CSAT_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Gendarme_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Convoy_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_SDV_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_checkpoint_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_checkpoint_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CommandCenter_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CommsCenter_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Facility_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Patrol_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_AA_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Depo_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Outpost_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_plane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_tank_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_heli_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_mortar_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_mech_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_naval_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Meeting_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_HiddenGun_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MoneyBills_01_bunch_F** | *Money (Notes)* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MoneyBills_01_roll_F** | *Money (Roll)* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MoneyBills_01_stack_F** | *Money (Stack)* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Key_01_F** | *Keys* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_USB_Dongle_01_F** | *Flash Drive* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Antimalaricum_01_F** | *Antimalarial Pills* | Civilian | Things | Medicine | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Creditcard_01_F** | *Bank Card* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Military_ID_Card_01_F** | *ID Card [CSAT]* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_Intel_01_F** | *PC Set (Screen, Intel v1)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_Intel_02_F** | *PC Set (Screen, Intel v2)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_Intel_01_F** | *Laptop (Open, Intel v1)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_Intel_02_F** | *Laptop (Open, Intel v2)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_Intel_Oldman_F** | *Laptop (Open, Intel v3)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Decal_ScorchMark_01_small_F** | *Scorch Mark (Small)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_ScorchMark_01_large_F** | *Scorch Mark (Large)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_Garbage_01_F** | *Garbage Decal* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_01_F** | *Road Edge Dirt (v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_02_F** | *Road Edge Dirt (v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_03_F** | *Road Edge Dirt (v3)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_04_F** | *Road Edge Dirt (v4)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_05_F** | *Road Edge Dirt (v5)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_06_F** | *Road Edge Dirt (v6)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_07_F** | *Road Edge Dirt (v7)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_08_F** | *Road Edge Dirt (v8)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_09_F** | *Road Edge Dirt (v9)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_10_F** | *Road Edge Dirt (v10)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrokenCarGlass_01_6x2_F** | *Broken Glass (6x2m)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrokenCarGlass_01_4x4_F** | *Broken Glass (4x4m)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Big_01_F** | *Bullet Holes (Big, v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Big_02_F** | *Bullet Holes (Big, v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Small_01_F** | *Bullet Holes (Small, v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Small_02_F** | *Bullet Holes (Small, v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Small_03_F** | *Bullet Holes (Small, v3)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_01_F** | *Road Crack (Grass, v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_02_F** | *Road Crack (Grass, v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_03_F** | *Road Crack (Grass, v3)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_04_F** | *Road Crack (Grass, v4)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_05_F** | *Road Crack (Grass, v5)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Syndikat_Tanoa_F** | *Whiteboard [Syndikat] (v3)* | Civilian | Furniture | Office | Protected | ORANGE | A3_Structures_F_Oldman_Signs_Boards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Tripod_Syndikat_Tanoa_F** | *Whiteboard [Syndikat] (v2)* | Civilian | Furniture | Office | Protected |  | A3_Structures_F_Oldman_Signs_Boards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Map_Syndikat_Tanoa_F** | *Whiteboard [Syndikat] (v1)* | Civilian | Things | Camping | Protected |  | A3_Structures_F_Oldman_Signs_Boards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_CheckpointZone1_F** | *Sign (Checkpoint, v2)* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_CheckpointZone2_F** | *Sign (Checkpoint, v3)* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_Shelter_F** | *Sign* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_generic_F** | *Sign* | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_generic_F** | *Sign* | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_generic_F** | *Sign* | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_generic_F** |  | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_CheckpointAhead_F** | *Sign (Checkpoint, v1)* | Civilian | Signs | Road Signs | Public | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_F** | *Diorama Unit (Blank)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_opsis_F** | *Diorama Unit (Opsis)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_IDAP_F** | *Diorama Unit (IDAP)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Vrana_F** | *Diorama Unit (Vrana)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Macrotech_F** | *Diorama Unit (Macrotech)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Astra_F** | *Diorama Unit (Astra)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Redstone_F** | *Diorama Unit (Redstone)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaBase_01_Dirt_F** | *Diorama Base (Dirt)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryDioramaBase_01_Sand_F** | *Diorama Base (Sand)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryDioramaBase_01_Grass_F** | *Diorama Base (Grass)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryDioramaDisplay_01_F** | *Diorama Display (UAV)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **GalleryDioramaDisplay_02_F** | *Diorama Display (Doggo)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Easel_01_F** | *Easel* | Civilian | Things | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Easel_01_folded_F** | *Easel (Folded)* | Civilian | Things | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_F** | *Canvas (Medium)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Square_F** | *Canvas (Medium, Square)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Landscape_F** | *Canvas (Medium, Landscape)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Small_F** | *Canvas (Small)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Large_F** | *Canvas (Large)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_v1_F** | *Gallery Frame (Large, v1)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_v2_F** | *Gallery Frame (Large, v2)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_v3_F** | *Gallery Frame (Large, v3)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_portrait_F** | *Gallery Frame (Large, Portrait)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_02_F** | *Gallery Frame (Medium)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_02_square_F** | *Gallery Frame (Medium, Square)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_02_large_rectangle_F** | *Gallery Frame (Large, Rectangle)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryLabel_01_F** | *Gallery Label* | Civilian | Signs | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_02_base_F** | *Building* | Civilian | Things | Office | Protected | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_02_F** | *Photo Frame (Portrait)* | Civilian | Things | Office | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_02_standing_F** | *Photo Frame (Portrait, Standing)* | Civilian | Things | Office | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **FlowerBouquet_01_F** | *Flower Bouquet (White)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FlowerBouquet_02_F** | *Flower Bouquet (Red)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FlowerBouquet_03_F** | *Flower Bouquet (Orange)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_base_F** | *Building* | Civilian | Things | Military | Protected | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_F** | *Memorial Wreath* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_US_F** | *Memorial Wreath (US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_UK_F** | *Memorial Wreath (UK)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Altis_F** | *Memorial Wreath (Altis)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Livonia_F** | *Memorial Wreath (Livonia)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Tanoa_F** | *Memorial Wreath (Horizon Islands)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Standing_F** | *Memorial Wreath (Standing)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_US_Standing_F** | *Memorial Wreath (Standing, US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_UK_Standing_F** | *Memorial Wreath (Standing, UK)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Altis_Standing_F** | *Memorial Wreath (Standing, Altis)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Livonia_Standing_F** | *Memorial Wreath (Standing, Livonia)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Tanoa_Standing_F** | *Memorial Wreath (Standing, Horizon Islands)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_US_F** | *Folded Flag (US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_UK_F** | *Folded Flag (UK)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_Altis_F** | *Folded Flag (Altis)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_Livonia_F** | *Folded Flag (Livonia)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_Tanoa_F** | *Folded Flag (Horizon Islands)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Coffin_01_F** | *Coffin* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_F** | *Military Coffin* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_US_F** | *Military Coffin (US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_Flag_F** | *Military Coffin (Flag)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_BasePlate_F** | *Military Coffin (Base)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Coffin_02_BasePlate_US_F** | *Military Coffin (US, Base)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Coffin_02_Cover_F** | *Military Coffin (Cover)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Coffin_02_Cover_US_F** | *Military Coffin (US, Cover)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Lantern_01_black_F** | *Lantern (Black)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Lantern_01_blue_F** | *Lantern (Blue)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Lantern_01_green_F** | *Lantern (Green)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Lantern_01_red_F** | *Lantern (Red)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Pumpkin_01_halloween_F** | *Pumpkin (Halloween)* | Civilian | Things | Food | Public |  | A3_Props_F_Decade_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Scarecrow_01_F** | *Scarecrow* | Civilian | Things | Targets | Public |  | A3_Props_F_Decade_Industrial_Agriculture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_base_F** | *Building* | Civilian | Things | Military | Protected | Decade |  | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_F** | *Battlefield Memorial* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_F** | *Battlefield Memorial (Green)* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_NATO_F** | *Battlefield Memorial [NATO]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_NATO_F** | *Battlefield Memorial (Green) [NATO]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_CSAT_F** | *Battlefield Memorial [CSAT]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_CSAT_F** | *Battlefield Memorial (Green) [CSAT]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_AAF_F** | *Battlefield Memorial [AAF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_AAF_F** | *Battlefield Memorial (Green) [AAF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_LDF_F** | *Battlefield Memorial [LDF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_LDF_F** | *Battlefield Memorial (Green) [LDF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Objectives_base_F** |  | Civilian | Things | Military | Protected |  |  | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **AreaMarker_01_F** | *Area Marker* | Civilian | Signs | Other | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PortableFlagPole_01_F** | *Portable Flagpole* | Civilian | Signs | Flags | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_Base_F** |  | Civilian | Things | Electronics | Protected |  |  | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_01_communications_F** | *Rugged Communications Terminal* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_02_communications_F** | *Rugged Communications Terminal (Large)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_01_communications_hub_F** | *Rugged Communications Hub* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_01_F** | *Rugged Terminal* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **SpaceshipCapsule_01_container_F** | *Space Capsule Container* | Civilian | Things | Space | Public | Decade | A3_Props_F_Decade_Spaceship | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SpaceshipCapsule_01_F** | *Space Capsule* | Civilian | Things | Space | Public | Decade | A3_Props_F_Decade_Spaceship | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:53, 8 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|\n|  | **ArtilleryTarget** | *ArtilleryTarget* | Civilian | Other |  | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **SuppressTarget** | *suppressTarget* | Civilian | Other |  | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PaperCar** | *Paper Car* | Civilian | Other | Cars | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **FireSectorTarget** | *Internal: Fire Sector Target* | Civilian | Other | Objects | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FlagCarrierCore** | *Flag* | Civilian | Signs | Flags | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ThingEffect** |  | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor1** | *Internal: FxExploArmor1* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor2** | *Internal: FxExploArmor2* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor3** | *Internal: FxExploArmor3* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor4** | *Internal: FxExploArmor4* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass1** | *Internal: FxWindGrass1* | Civilian | Things | Objects | Protected |  | A3Data<br>A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass2** | *Internal: FxWindGrass2* | Civilian | Things | Objects | Protected |  | A3Data<br>A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass3** | *Internal: FxWindGrass3* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass4** | *Internal: FxWindGrass4* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindHay1** | *Internal: FxWindHay1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindWheat1** | *Internal: FxWindWheat1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindSeed1** | *Internal: FxWindSeed1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindRock1** | *Internal: FxWindRock1* | Civilian | Things | Objects | Protected |  | A3Data<br>A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf1** | *Internal: FxWindLeaf1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf2** | *Internal: FxWindLeaf2* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf3** | *Internal: FxWindLeaf3* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf4** | *Internal: FxWindLeaf4* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf5** | *Internal: FxWindLeaf5* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf6** | *Internal: FxWindLeaf6* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindPollen1** | *Internal: FxWindPollen1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindPaper1** | *Internal: FxWindPaper1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindPlastic1** | *Internal: FxWindPlastic1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Crater** | *Crater* | Civilian | Signs | Craters | Public |  | A3_Data_F_ParticleEffects | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CraterLong** | *Airplane Crater* | Civilian | Signs | Craters | Public |  | A3_Data_F_ParticleEffects | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CraterLong_small** | *Airplane Crater (Small)* | Civilian | Signs | Craters | Public |  | A3_Data_F_ParticleEffects | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Helper_Base_F** |  | Civilian | Signs | Helpers | Protected |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_F** | *Arrow (Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Green_F** | *Arrow (Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Blue_F** | *Arrow (Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Pink_F** | *Arrow (Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Yellow_F** | *Arrow (Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Cyan_F** | *Arrow (Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_F** | *Arrow (Large, Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Green_F** | *Arrow (Large, Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Blue_F** | *Arrow (Large, Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Pink_F** | *Arrow (Large, Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Yellow_F** | *Arrow (Large, Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Cyan_F** | *Arrow (Large, Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_F** | *Arrow (Direction, Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Green_F** | *Arrow (Direction, Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Blue_F** | *Arrow (Direction, Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Pink_F** | *Arrow (Direction, Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Yellow_F** | *Arrow (Direction, Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Cyan_F** | *Arrow (Direction, Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_F** | *Pointer (Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Green_F** | *Pointer (Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Blue_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Pink_F** | *Pointer (Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Yellow_F** | *Pointer (Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Cyan_F** | *Pointer (Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere10cm_F** | *Sphere (10cm)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere25cm_F** | *Sphere (25cm)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere100cm_F** | *Sphere (100cm)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Circle_F** | *Circle* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UserTexture1m_F** | *User Texture (1m)* | Civilian | Signs | Blanks | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UserTexture10m_F** | *User Texture (10m)* | Civilian | Signs | Blanks | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sink_F** | *Sink* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_F** | *Woodpile* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Campfire_F** | *Campfire* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Campfire_burning_F** | *Campfire (burning)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Camping_Light_off_F** | *Camping Lantern (Off)* | Civilian | Things | Lamps | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V1_F** | *Folding Chair* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V1_folded_F** | *Folding Chair (Folded)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V2_F** | *Camping Chair* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_F** | *Camping Table* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_small_F** | *Camping Table (Small)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FieldToilet_F** | *Field Toilet* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FirePlace_F** | *Fireplace (No Fire)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FirePlace_burning_F** | *Fireplace (burning)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_F** | *Sleeping Mat* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_OPFOR_F** | *Sleeping Mat (OPFOR)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_blue_F** | *Sleeping Mat (Blue)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_khaki_F** | *Sleeping Mat (Khaki)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_yellow_F** | *Sleeping Mat (Yellow)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_F** | *Sleeping Mat (Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_OPFOR_F** | *Sleeping Mat (OPFOR, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_blue_F** | *Sleeping Mat (Blue, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_khaki_F** | *Sleeping Mat (Khaki, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_yellow_F** | *Sleeping Mat (Yellow, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_F** | *Pillow* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_camouflage_F** | *Pillow (Camo)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_grey_F** | *Pillow (Grey)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_old_F** | *Pillow (Old)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_F** | *Sleeping Bag* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_blue_F** | *Sleeping Bag (Blue)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_brown_F** | *Sleeping Bag (Brown)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_folded_F** | *Sleeping Bag (Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_blue_folded_F** | *Sleeping Bag (Blue, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_brown_folded_F** | *Sleeping Bag (Brown, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sun_chair_F** | *Sun Chair* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sun_chair_green_F** | *Sun Chair (Green)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_F** | *Sunshade* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TentA_F** | *Tent (A-shape)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TentDome_F** | *Tent (Dome-shape)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ToiletBox_F** | *Toiletbox* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IronPipes_F** | *Iron Pipe* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallets_F** | *Pallets* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Scaffolding_F** | *Scaffolding* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HumanSkeleton_F** | *Skeleton* | Civilian | Things | Historical | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HumanSkull_F** | *Skull* | Civilian | Things | Historical | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Garbage_line_F** | *Garbage (Line)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Garbage_square3_F** | *Garbage (3x3)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Garbage_square5_F** | *Garbage (5x5)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageBags_F** | *Garbage (Bags)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbagePallet_F** | *Garbage Heap (Pallet)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageWashingMachine_F** | *Garbage Heap (Washing machine)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_JunkPile_F** | *Pile of Junk* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_F** | *Tire* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyres_F** | *Tires (Heap)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_F** | *Billboard 1 (Blank)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_InfoStand_V1_F** | *Infostand (1 leg)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_InfoStand_V2_F** | *Infostand (2 legs)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_F** | *Whiteboard (Empty)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_altis_F** | *Whiteboard (Map of Altis)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_stratis_F** | *Whiteboard (Map of Stratis)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Noticeboard_F** | *Noticeboard* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Basket_F** | *Basket* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cages_F** | *Cages* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CratesPlastic_F** | *Crates (Plastic)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CratesShabby_F** | *Crates (Shabby)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CratesWooden_F** | *Crates (Wooden)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sack_F** | *Sack* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sacks_goods_F** | *Sacks (Full)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sacks_heap_F** | *Sacks (Heap)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCart_F** | *Cart (Wooden)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_F** | *Stool* | Civilian | Furniture | City | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CashDesk_F** | *Cashdesk* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HeatPump_F** | *Heat pump* | Civilian | Things | Electronics | Protected |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ChairPlastic_F** | *Chair (Plastic)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ChairWood_F** | *Chair (Wooden)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Icebox_F** | *Icebox* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Metal_rack_F** | *Metal Rack (4 shelves)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Metal_rack_Tall_F** | *Metal Rack (5 shelves)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Metal_wooden_rack_F** | *Metal-Wooden Rack* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rack_F** | *Rack* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShelvesMetal_F** | *Shelves (Metal)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShelvesWooden_blue_F** | *Shelves (Wooden, Blue)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TableDesk_F** | *Desk* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LandMark_F** | *Runway Marker* | Civilian | Signs | Airport | Public |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CargoBox_V1_F** | *Cargo Box* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_blue_F** | *Cargo Container (Medium, Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_brick_red_F** | *Cargo Container (Medium, Brick Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_cyan_F** | *Cargo Container (Medium, Cyan)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_grey_F** | *Cargo Container (Medium, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_light_blue_F** | *Cargo Container (Medium, Light Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_light_green_F** | *Cargo Container (Medium, Light Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_military_green_F** | *Cargo Container (Medium, Military Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_orange_F** | *Cargo Container (Medium, Orange)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_red_F** | *Cargo Container (Medium, Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_sand_F** | *Cargo Container (Medium, Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_white_F** | *Cargo Container (Medium, White)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_yellow_F** | *Cargo Container (Medium, Yellow)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_blue_F** | *Cargo Container (Long, Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_brick_red_F** | *Cargo Container (Long, Brick Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_cyan_F** | *Cargo Container (Long, Cyan)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_grey_F** | *Cargo Container (Long, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_light_blue_F** | *Cargo Container (Long, Light Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_light_green_F** | *Cargo Container (Long, Light Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_military_green_F** | *Cargo Container (Long, Military Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_orange_F** | *Cargo Container (Long, Orange)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_red_F** | *Cargo Container (Long, Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_sand_F** | *Cargo Container (Long, Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_white_F** | *Cargo Container (Long, White)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_yellow_F** | *Cargo Container (Long, Yellow)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rope_F** | *Rope* | Civilian | Things | Seaport | Public |  | A3_Structures_F_Ind_WavePowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_File1_F** | *File (Documents)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_File2_F** | *File (Research)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FilePhotos_F** | *File (Photos)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Map_F** | *Sleeved map* | Civilian | Things | Camping | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_F** | *Sleeved map (Stratis)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Notepad_F** | *Notepad* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V1_F** | *Photos 1* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V2_F** | *Photos 2* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V3_F** | *Photos 3* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V4_F** | *Photos 4* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V5_F** | *Photos 5* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V6_F** | *Photos 6* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ExtensionCord_F** | *Extension Cord* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FloodLight_F** | *Floodlight* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FMradio_F** | *FM Radio* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HandyCam_F** | *Handheld Camera* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Laptop_F** | *Laptop (Closed)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Laptop_unfolded_F** | *Laptop (Open)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_unfolded_scripted_F** | *Laptop (Open)* | Civilian | Things | Electronics | Protected |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MobilePhone_old_F** | *Mobile Phone (Old)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MobilePhone_smart_F** | *Mobile Phone (New)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Portable_generator_F** | *Portable Generator* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLongRangeRadio_F** | *Portable Long-range Radio* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SatellitePhone_F** | *Satellite Phone* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SurvivalRadio_F** | *Survival Radio* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BottlePlastic_V1_F** | *Plastic Bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_Dented_F** | *Can (Dented)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_Rusty_F** | *Can (Rusty)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_V1_F** | *Can (Spirit)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_V2_F** | *Can (Franta)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_V3_F** | *Can (RedGull)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TacticalBacon_F** | *Tactical Bacon* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Compass_F** | *Compass* | Civilian | Things | Camping | Public |  | A3_Structures_F_Items_Gadgets | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Suitcase_F** | *Suitcase* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PenBlack_F** | *Pen (Black)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilBlue_F** | *Pencil (Blue)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilGreen_F** | *Pencil (Green)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilRed_F** | *Pencil (Red)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilYellow_F** | *Pencil (Yellow)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PenRed_F** | *Pen (Red)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PensAndPencils_F** | *Pens and Pencils* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Axe_F** | *Axe* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Axe_fire_F** | *Axe (Firefighter)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DrillAku_F** | *Accu-Drill* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DustMask_F** | *Dust Mask* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_File_F** | *File* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Gloves_F** | *Gloves* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grinder_F** | *Grinder* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hammer_F** | *Hammer* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Meter3m_F** | *Tape Measure* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MultiMeter_F** | *Multi-meter* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pliers_F** | *Pliers* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Saw_F** | *Saw* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Screwdriver_V1_F** | *Screwdriver (Slotted)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Screwdriver_V2_F** | *Screwdriver (Phillips)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wrench_F** | *Wrench* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Money_F** | *Pile of Money* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Valuables | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelEmpty_F** | *Plastic Barrel (Empty)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelSand_F** | *Plastic Barrel (Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelTrash_F** | *Plastic Barrel (Trash)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelWater_F** | *Plastic Barrel (Water)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bucket_F** | *Bucket* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bucket_clean_F** | *Bucket (Clean)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bucket_painted_F** | *Bucket (Paint)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BucketNavy_F** | *Bucket (NAVY)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_F** | *Canister (Fuel)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CanisterOil_F** | *Canister (Oil)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanisterPlastic_F** | *Canister (Plastic)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MetalBarrel_empty_F** | *Metal Barrel (Open)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MetalBarrel_burning_F** | *Metal Barrel (burning)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalBarrel_F** | *Metal Barrel* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_WaterBarrel_F** | *Water Barrel* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterTank_F** | *Water Tank* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FlagPole_F** | *Flagpole* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Vrana_F** | *Flag (Vrana)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_ARMEX_F** | *Flag (ARMEX)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Quontrol_F** | *Flag (Quontrol)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_ION_F** | *Flag (ION)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Larkin_F** | *Flag (Larkin)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Green_F** | *Flag (FD - Green)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Red_F** | *Flag (FD - Red)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Blue_F** | *Flag (FD - Blue)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Orange_F** | *Flag (FD - Orange)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_NATO_F** | *Flag (NATO)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_UK_F** | *Flag (UK)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_US_F** | *Flag (USA)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_AAF_F** | *Flag (AAF)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Altis_F** | *Flag (Altis)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FIA_F** | *Flag (FIA)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_CSAT_F** | *Flag (CSAT)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_AltisColonial_F** | *Flag (Altis Colonial)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Blue_F** | *Flag (Blue)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Red_F** | *Flag (Red)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Green_F** | *Flag (Green)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_White_F** | *Flag (White)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_RedCrystal_F** | *Flag (Red Crystal)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_POWMIA_F** | *Flag (POW/MIA)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_UNO_F** | *Flag (UNO)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_BI_F** | *Flag (BI)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_HelipadCircle_F** | *Helipad (Circle)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadCivil_F** | *Helipad (Civil)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadEmpty_F** | *Helipad (Invisible)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadRescue_F** | *Helipad (Rescue)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadSquare_F** | *Helipad (Square)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_JumpTarget_F** | *Parachute Jump Target* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClutterCutter_large_F** | *Grass Cutter (Large)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClutterCutter_medium_F** | *Grass Cutter (Medium)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClutterCutter_small_F** | *Grass Cutter (Small)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ProtectionZone_F** | *Protection Zone* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ProtectionZone_Invisible_F** | *Protection Zone (Invisible)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Skeet_Clay_F** | *Skeet Clay* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Skeet_Clay_NoPop_F** | *Skeet Clay* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_F** | *Steel Plate* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_Stand_F** | *Steel Plate (Stand)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_L_F** | *Steel Plate (Large)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_L_Stand_F** | *Steel Plate (Large - Stand)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_S_F** | *Steel Plate (Small)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_S_Stand_F** | *Steel Plate (Small - Stand)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_RedWhitePole_F** | *Red-White Pole* | Civilian | Signs | Road Signs | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenLog_F** | *Wooden log* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPA_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenTable_large_F** | *Wooden table (Large)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_EPA_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenTable_small_F** | *Wooden table (Small)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_EPA_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallets_stack_F** | *Stack of Pallets* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_EPA_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_single_F** | *Portable Lights (Single)* | Civilian | Things | Lamps | Public |  | A3_Structures_F_EPA_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_double_F** | *Portable Lights (Double)* | Civilian | Things | Lamps | Public |  | A3_Structures_F_EPA_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Battery_F** | *Battery* | Civilian | Things | Electronics | Public |  | A3_Structures_F_EPA_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BakedBeans_F** | *Baked Beans* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BottlePlastic_V2_F** | *Water bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canteen_F** | *Canteen* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CerealsBox_F** | *Cereal box* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowderedMilk_F** | *Powdered milk* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RiceBox_F** | *Rice* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Antibiotic_F** | *Antibiotics* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bandage_F** | *Bandages* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BloodBag_F** | *Blood bag* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Defibrillator_F** | *Defibrillator* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DisinfectantSpray_F** | *Disinfectant spray* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HeatPack_F** | *Heatpack* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PainKillers_F** | *Pain killers* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VitaminBottle_F** | *Vitamin bottle* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterPurificationTablets_F** | *Water purification tablets* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ButaneCanister_F** | *Butane canister* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ButaneTorch_F** | *Butane torch* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanOpener_F** | *Can opener* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DuctTape_F** | *Duct tape* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FireExtinguisher_F** | *Fire extinguisher* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasCanister_F** | *Gas canister* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasCooker_F** | *Gas cooker* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Matches_F** | *Box of matches* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalWire_F** | *Metal wire* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shovel_F** | *Shovel* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinContainer_F** | *Tin container* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **EauDeCombat_01_F** | *Aftershave* | Civilian | Things | Decontamination | Public | AoW | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **EauDeCombat_01_NoPop_F** | *Aftershave* | Civilian | Things | Decontamination | Protected | AoW | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **EauDeCombat_01_box_F** | *Aftershave (Boxed)* | Civilian | Things | Decontamination | Public | AoW | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_InvisibleBarrier_F** | *Invisible Wall* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_EPA_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_large_F** | *Woodpile (Large)* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Camping_Light_F** | *Camping Lantern* | Civilian | Things | Lamps | Public |  | A3_Structures_F_EPB_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageContainer_closed_F** | *Trash container (Closed)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageContainer_open_F** | *Trash container (Open)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_01_F** | *Graffiti (Anti-war)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_02_F** | *Graffiti (Freedom)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_03_F** | *Graffiti (Crime)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_04_F** | *Graffiti (Anti-state)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_05_F** | *Graffiti (FIA)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ShelvesWooden_F** | *Shelves (Wooden)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_EPB_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShelvesWooden_khaki_F** | *Shelves (Wooden, Khaki)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_EPB_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_01_F** | *Leaflet (Government)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_02_F** | *Leaflet (Protest)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_03_F** | *Leaflet (Curfew)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_04_F** | *Leaflet (Political)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_altis_F** | *Map of Altis* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Map_blank_F** | *Map* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_stratis_F** | *Map of Stratis* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Poster_01_F** | *Poster (Government)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_02_F** | *Poster (Government, Defaced)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_03_F** | *Poster (Government, Ripped)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_04_F** | *Poster (Protest)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_05_F** | *Poster (Protest, Defaced)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_06_F** | *Poster (Protest, Ripped)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_01_F** | *Luggage (Couple)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_02_F** | *Luggage (Few)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_03_F** | *Luggage (Bunch)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_04_F** | *Luggage (Pile)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_05_F** | *Luggage (Heap)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ammobox_rounds_F** | *Ammo box* | Civilian | Things | Military | Public |  | A3_Structures_F_EPB_Items_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Magazine_rifle_F** | *Magazine (Rifle)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPB_Items_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelEmpty_grey_F** | *Plastic Barrel (Empty, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelSand_grey_F** | *Plastic Barrel (Sand, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelTrash_grey_F** | *Plastic Barrel (Trash, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelWater_grey_F** | *Plastic Barrel (Water, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CrabCages_F** | *Crab Cages* | Civilian | Things | Seaport | Public |  | A3_Structures_F_EPB_Naval_Fishing | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FishingGear_01_F** | *Fishing Gear* | Civilian | Things | Seaport | Public |  | A3_Structures_F_EPB_Naval_Fishing | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FishingGear_02_F** | *Fishing Nets* | Civilian | Things | Seaport | Public |  | A3_Structures_F_EPB_Naval_Fishing | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_01_F** | *Bench* | Civilian | Furniture | City | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_02_F** | *Bench (Blue)* | Civilian | Furniture | City | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TablePlastic_01_F** | *Garden Table* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_01_F** | *Sunshade (Blue)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_02_F** | *Sunshade (Yellow)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_03_F** | *Sunshade (Palm)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_04_F** | *Sunshade (Rattan)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_01_F** | *Garbage Barrel (Smiley, Greek)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPC_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageBin_01_F** | *Trash Bin* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPC_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MapBoard_seismic_F** | *Whiteboard (Seismic map)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_EPC_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Document_01_F** | *Document (Top Secret)* | Civilian | Things | Office | Public |  | A3_Structures_F_EPC_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_File_research_F** | *File (Top Secret)* | Civilian | Things | Office | Public |  | A3_Structures_F_EPC_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Device_assembled_F** | *Device (Assembled)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPC_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Device_disassembled_F** | *Device (Disassembled)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPC_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Laptop_device_F** | *Laptop (Device readings)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_EPC_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_Mines_F** | *Sign (Mines)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningMilAreaSmall_F** | *Sign (Military Area, Small, Greek & English)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningMilitaryArea_F** | *Sign (Military Area, Greek & English)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningMilitaryVehicles_F** | *Sign (Military Vehicles, Greek & English)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningUnexplodedAmmo_F** | *Sign (Risk Area)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Direction_F** | *Sign Direction* | Civilian | Signs | Blanks | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **FlagChecked_F** | *Flag (Checkered)* | Civilian | Signs | Flags | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FlagSmall_F** | *Flag (Small)* | Civilian | Signs | Flags | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_F** | *Sign* | Civilian | Signs | Blanks | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **RoadCone_F** | *Road Cone* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **RoadCone_L_F** | *Road Cone (Light)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **RoadBarrier_F** | *Road barrier* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **RoadBarrier_small_F** | *Road Barrier (Small)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Pole_F** | *Pole* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **TapeSign_F** | *Red-White Tape* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowDesk_L_F** | *Arrow Desk (left)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowDesk_R_F** | *Arrow Desk (right)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowMarker_R_F** | *Arrow Marker (right)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowMarker_L_F** | *Arrow Marker (left)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_F** | *Sign (Sponsor)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Vrana_F** | *Sign (Vrana)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_ARMEX_F** | *Sign (ARMEX)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Quontrol_F** | *Sign (Quontrol)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_ION_F** | *Sign (ION)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Larkin_F** | *Sign (Larkin)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_F** | *Sign (Sponsor - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Vrana_F** | *Sign (Vrana - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_ARMEX_F** | *Sign (ARMEX - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Quontrol_F** | *Sign (Quontrol - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_ION_F** | *Sign (ION - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Larkin_F** | *Sign (Larkin - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FxExploGround1** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploGround2** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_Small** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_9mm** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_556** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_65** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_65_caseless** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_762** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_127** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_slug** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetCBase** | *Laser Target* | Civilian | Other |  | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetC** | *Laser Target* | Civilian | Other |  | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **NVG_TargetC** | *NVG target* | Civilian | Other |  | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_03_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Gamma_Plane_Fighter_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MRL_Magazine_01_F** | *MRL Magazine* | Civilian | Things | Airport | Public |  | A3_Soft_F_Gamma_Truck_02<br>A3_Props_F_Tank_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallet_MilBoxes_F** | *Pallet (Military Boxes)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_closed_F** | *Box (Closed)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_closed_scripted_F** | *Box (Closed)* | Civilian | Things | Military | Protected |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_empty_F** | *Box (Open, Empty)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_empty_scripted_F** | *Box (Open, Empty)* | Civilian | Things | Military | Protected |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_full_F** | *Box (Open, Full)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_full_scripted_F** | *Box (Open, Full)* | Civilian | Things | Military | Protected |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Scrap_MRAP_01_F** | *Decommissioned Hunter* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ScrapHeap_1_F** | *Vehicle Parts* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ScrapHeap_2_F** | *Vehicle Scrap* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_CAS_01_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_EPC_Plane_CAS_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_CAS_02_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_EPC_Plane_CAS_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Intel_File1_F** | *Documents* | Civilian | Things | Intel | Public | Curator | A3_Data_F_Curator_Intel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Intel_File2_F** | *Secret Documents* | Civilian | Things | Intel | Public | Curator | A3_Data_F_Curator_Intel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Intel_Photos_F** | *Photo* | Civilian | Things | Intel | Public | Curator | A3_Data_F_Curator_Intel | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Respawn_TentDome_F** | *Camp (Dome Tent)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_TentA_F** | *Camp (Ridge Tent)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_Sleeping_bag_F** | *Camp (Green Sleeping Bag)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_Sleeping_bag_blue_F** | *Camp (Blue Sleeping Bag)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_Sleeping_bag_brown_F** | *Camp (Brown Sleeping Bag)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleEmpty_F** |  | Civilian | Things | Modules | Protected |  | A3_Modules_F_Curator | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_F** |  | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_ATMine_F** | *AT Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_APERSMine_F** | *APERS Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_APERSBoundingMine_F** | *APERS Bounding Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_SLAMDirectionalMine_F** | *M6 SLAM Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_APERSTripMine_F** | *APERS Tripwire Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_UnderwaterMine_F** | *Naval Mine (Moored)* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_UnderwaterMineAB_F** | *Naval Mine (Bottom)* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_UnderwaterMinePDM_F** | *PDM-7* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_F** |  | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_SatchelCharge_F** | *Explosive Satchel* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_DemoCharge_F** | *Explosive Charge* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_Claymore_F** | *Claymore Charge* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDUrbanBig_F** | *Large IED (Urban)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDLandBig_F** | *Large IED (Dug-in)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDUrbanSmall_F** | *Small IED (Urban)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDLandSmall_F** | *Small IED (Dug-in)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_F** | *Plastic Barrier* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_01_red_F** | *Plastic Barrier (Small, Red, 1)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_01_white_F** | *Plastic Barrier (Small, White, 1)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_line_x2_F** | *Plastic Barrier (Small, 2)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15L_x2_F** | *Plastic Barrier (Small, 2, Sharp 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15R_x2_F** | *Plastic Barrier (Small, 2, Sharp 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22L_x2_F** | *Plastic Barrier (Small, 2, Sharp 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22R_x2_F** | *Plastic Barrier (Small, 2, Sharp 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30L_x2_F** | *Plastic Barrier (Small, 2, Sharp 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30R_x2_F** | *Plastic Barrier (Small, 2, Sharp 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45L_x2_F** | *Plastic Barrier (Small, 2, Sharp 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45R_x2_F** | *Plastic Barrier (Small, 2, Sharp 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60L_x2_F** | *Plastic Barrier (Small, 2, Sharp 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60R_x2_F** | *Plastic Barrier (Small, 2, Sharp 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_line_x4_F** | *Plastic Barrier (Small, 4)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15L_x4_F** | *Plastic Barrier (Small, 4, Round 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15R_x4_F** | *Plastic Barrier (Small, 4, Round 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22L_x4_F** | *Plastic Barrier (Small, 4, Round 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22R_x4_F** | *Plastic Barrier (Small, 4, Round 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30L_x4_F** | *Plastic Barrier (Small, 4, Round 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30R_x4_F** | *Plastic Barrier (Small, 4, Round 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45L_x4_F** | *Plastic Barrier (Small, 4, Round 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45R_x4_F** | *Plastic Barrier (Small, 4, Round 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60L_x4_F** | *Plastic Barrier (Small, 4, Round 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60R_x4_F** | *Plastic Barrier (Small, 4, Round 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90L_x4_F** | *Plastic Barrier (Small, 4, Round 90, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90R_x4_F** | *Plastic Barrier (Small, 4, Round 90, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135L_x4_F** | *Plastic Barrier (Small, 4, Round 135, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135R_x4_F** | *Plastic Barrier (Small, 4, Round 135, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180L_x4_F** | *Plastic Barrier (Small, 4, Round 180, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180R_x4_F** | *Plastic Barrier (Small, 4, Round 180, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15L_x4_F** | *Plastic Barrier (Small, 4, Sharp 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15R_x4_F** | *Plastic Barrier (Small, 4, Sharp 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22L_x4_F** | *Plastic Barrier (Small, 4, Sharp 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22R_x4_F** | *Plastic Barrier (Small, 4, Sharp 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30L_x4_F** | *Plastic Barrier (Small, 4, Sharp 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30R_x4_F** | *Plastic Barrier (Small, 4, Sharp 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45L_x4_F** | *Plastic Barrier (Small, 4, Sharp 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45R_x4_F** | *Plastic Barrier (Small, 4, Sharp 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60L_x4_F** | *Plastic Barrier (Small, 4, Sharp 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60R_x4_F** | *Plastic Barrier (Small, 4, Sharp 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15L_x4_F** | *Plastic Barrier (Small, 4, Snake 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15R_x4_F** | *Plastic Barrier (Small, 4, Snake 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22L_x4_F** | *Plastic Barrier (Small, 4, Snake 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22R_x4_F** | *Plastic Barrier (Small, 4, Snake 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30L_x4_F** | *Plastic Barrier (Small, 4, Snake 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30R_x4_F** | *Plastic Barrier (Small, 4, Snake 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45L_x4_F** | *Plastic Barrier (Small, 4, Snake 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45R_x4_F** | *Plastic Barrier (Small, 4, Snake 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60L_x4_F** | *Plastic Barrier (Small, 4, Snake 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60R_x4_F** | *Plastic Barrier (Small, 4, Snake 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_line_x6_F** | *Plastic Barrier (Small, 6)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15L_x6_F** | *Plastic Barrier (Small, 6, Round 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15R_x6_F** | *Plastic Barrier (Small, 6, Round 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22L_x6_F** | *Plastic Barrier (Small, 6, Round 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22R_x6_F** | *Plastic Barrier (Small, 6, Round 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30L_x6_F** | *Plastic Barrier (Small, 6, Round 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30R_x6_F** | *Plastic Barrier (Small, 6, Round 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45L_x6_F** | *Plastic Barrier (Small, 6, Round 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45R_x6_F** | *Plastic Barrier (Small, 6, Round 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60L_x6_F** | *Plastic Barrier (Small, 6, Round 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60R_x6_F** | *Plastic Barrier (Small, 6, Round 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90L_x6_F** | *Plastic Barrier (Small, 6, Round 90, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90R_x6_F** | *Plastic Barrier (Small, 6, Round 90, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135L_x6_F** | *Plastic Barrier (Small, 6, Round 135, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135R_x6_F** | *Plastic Barrier (Small, 6, Round 135, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180L_x6_F** | *Plastic Barrier (Small, 6, Round 180, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180R_x6_F** | *Plastic Barrier (Small, 6, Round 180, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round270L_x6_F** | *Plastic Barrier (Small, 6, Round 270, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round270R_x6_F** | *Plastic Barrier (Small, 6, Round 270, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15L_x6_F** | *Plastic Barrier (Small, 6, Sharp 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15R_x6_F** | *Plastic Barrier (Small, 6, Sharp 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22L_x6_F** | *Plastic Barrier (Small, 6, Sharp 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22R_x6_F** | *Plastic Barrier (Small, 6, Sharp 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30L_x6_F** | *Plastic Barrier (Small, 6, Sharp 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30R_x6_F** | *Plastic Barrier (Small, 6, Sharp 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45L_x6_F** | *Plastic Barrier (Small, 6, Sharp 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45R_x6_F** | *Plastic Barrier (Small, 6, Sharp 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60L_x6_F** | *Plastic Barrier (Small, 6, Sharp 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60R_x6_F** | *Plastic Barrier (Small, 6, Sharp 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15L_x6_F** | *Plastic Barrier (Small, 6, Snake 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15R_x6_F** | *Plastic Barrier (Small, 6, Snake 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22L_x6_F** | *Plastic Barrier (Small, 6, Snake 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22R_x6_F** | *Plastic Barrier (Small, 6, Snake 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30L_x6_F** | *Plastic Barrier (Small, 6, Snake 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30R_x6_F** | *Plastic Barrier (Small, 6, Snake 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45L_x6_F** | *Plastic Barrier (Small, 6, Snake 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45R_x6_F** | *Plastic Barrier (Small, 6, Snake 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60L_x6_F** | *Plastic Barrier (Small, 6, Snake 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60R_x6_F** | *Plastic Barrier (Small, 6, Snake 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake90L_x6_F** | *Plastic Barrier (Small, 6, Snake 90, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake90R_x6_F** | *Plastic Barrier (Small, 6, Snake 90, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_02_F** | *Plastic Barrier* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_02_grey_F** | *Plastic Barrier (Medium, Grey)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_02_yellow_F** | *Plastic Barrier (Medium, Yellow)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_03_F** | *Plastic Barrier* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_03_blue_F** | *Plastic Barrier (Large, Blue)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_03_orange_F** | *Plastic Barrier (Large, Orange)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Oil_Spill_F** | *Oil Spill* | Civilian | Things | Junk | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Blueking_F** | *Flag (Blueking)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Blueking_inverted_F** | *Flag (Blueking, inverted)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Fuel_F** | *Flag (Fuel)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Fuel_inverted_F** | *Flag (Fuel, inverted)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Burstkoke_F** | *Flag (Burstkoke)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Burstkoke_inverted_F** | *Flag (Burstkoke, inverted)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Redburger_F** | *Flag (Redburger)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Redstone_F** | *Flag (Redstone)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Suatmm_F** | *Flag (Suatmm)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Blueking_F** | *Sign (Blueking)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Fuel_white_F** | *Sign (Fuel, white)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Fuel_green_F** | *Sign (Fuel, green)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Burstkoke_F** | *Sign (Burstkoke)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Redburger_F** | *Sign (Redburger)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Redstone_F** | *Sign (Redstone)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Suatmm_F** | *Sign (Suatmm)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Blueking_F** | *Sign (Blueking - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Fuel_white_F** | *Sign (Fuel, white - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Fuel_green_F** | *Sign (Fuel, green - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Burstkoke_F** | *Sign (Burstkoke - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Redburger_F** | *Sign (Redburger - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Redstone_F** | *Sign (Redstone - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Suatmm_F** | *Sign (Suatmm - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PartyTent_01_F** | *Tent (High Peak)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Bootcamp_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GymBench_01_F** | *Gym Bench* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GymRack_01_F** | *Gym Rack (Big)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GymRack_02_F** | *Gym Rack (Small)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GymRack_03_F** | *Gym Rack (Weight plates)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_vr_F** | *Cargo Container (Short, VR)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Bootcamp_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CarBattery_01_F** | *Car Battery (Truck)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CarBattery_02_F** | *Car Battery (Car)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VRGoggles_01_F** | *VR Goggles* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterCooler_01_new_F** | *Water Cooler (New)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WaterCooler_01_old_F** | *Water Cooler (Old)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodContainer_01_F** | *Food Container (Large)* | Civilian | Things | Food | Public |  | A3_Structures_F_Bootcamp_Items_Food | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_KartSteertingWheel_01_F** | *Kart steering wheel* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_black_F** | *Kart steering wheel (black)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_blue_F** | *Kart steering wheel (blue)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_green_F** | *Kart steering wheel (green)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_orange_F** | *Kart steering wheel (orange)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_red_F** | *Kart steering wheel (red)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_white_F** | *Kart steering wheel (white)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_yellow_F** | *Kart steering wheel (yellow)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_KartStand_01_F** | *Kart Stand* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KartTrolly_01_F** | *Kart Trolly* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KartTyre_01_F** | *Kart Tire* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KartTyre_01_x4_F** | *Kart Tires (4)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Trophy_01_gold_F** | *Trophy (Gold)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Trophy_01_silver_F** | *Trophy (Silver)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Trophy_01_bronze_F** | *Trophy (Bronze)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UserTexture_1x2_F** | *User Texture (1x2m)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Bootcamp_System | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TargetBootcampHumanSimple_F** | *Target Human Simple* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **TargetBootcampHuman_F** | *Target Human* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_Target_PopUp_01_figure_F** | *Pop-Up Target (Disassembled, Board)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Target_PopUp_01_mechanism_F** | *Pop-Up Target (Disassembled, Base)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirconCondenser_01_F** | *Aircon Condenser* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_01_blue_F** | *Gas Tank (Blue)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_01_khaki_F** | *Gas Tank (Khaki)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_01_yellow_F** | *Gas Tank (Yellow)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_02_F** | *Welding Tank* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MobileScafolding_01_F** | *Wheeled Scaffolding* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ToolTrolley_01_F** | *Tool Cart (Red)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ToolTrolley_02_F** | *Tool Cart (Blue)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WeldingTrolley_01_F** | *Welding Cart* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WheelieBin_01_F** | *Wheelie Bin* | Civilian | Things | Junk | Public |  | A3_Structures_F_Heli_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalletTrolley_01_khaki_F** | *Pallet Trolley (Khaki)* | Civilian | Things | Market | Public |  | A3_Structures_F_Heli_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalletTrolley_01_yellow_F** | *Pallet Trolley (Yellow)* | Civilian | Things | Market | Public |  | A3_Structures_F_Heli_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OfficeCabinet_01_F** | *Office Cabinet* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OfficeChair_01_F** | *Office Chair* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **OfficeTable_01_new_F** | *Office Table (New)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OfficeTable_01_old_F** | *Office Table (Old)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_RattanChair_01_F** | *Rattan Chair* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RattanTable_01_F** | *Rattan Table* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Workbench_01_F** | *Workbench* | Civilian | Furniture | Construction Sites | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MobileLandingPlatform_01_F** | *Mobile Landing Platform* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Ind_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo10_blue_F** | *Cargo Container (Short, Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_brick_red_F** | *Cargo Container (Short, Brick Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_cyan_F** | *Cargo Container (Short, Cyan)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_grey_F** | *Cargo Container (Short, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_light_blue_F** | *Cargo Container (Short, Light Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_light_green_F** | *Cargo Container (Short, Light Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_military_green_F** | *Cargo Container (Short, Military Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_orange_F** | *Cargo Container (Short, Orange)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_red_F** | *Cargo Container (Short, Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_sand_F** | *Cargo Container (Short, Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_white_F** | *Cargo Container (Short, White)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_yellow_F** | *Cargo Container (Short, Yellow)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_DieselGroundPowerUnit_01_F** | *Diesel Ground Power Unit* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EngineCrane_01_F** | *Portable Engine Crane* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_JetEngineStarter_01_F** | *Jet Engine Air Start Unit* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PressureWasher_01_F** | *Pressure Washer* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WaterPump_01_forest_F** | *Water Pump (Forest)* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterPump_01_sand_F** | *Water Pump (Sand)* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DischargeStick_01_F** | *Discharge Stick* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RotorCoversBag_01_F** | *Rotor Covers Bag* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_01_F** | *Air Intake Plug (Ghosthawk)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_02_F** | *Air Intake Plug (Huron)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_03_F** | *Air Intake Plug (Kajman)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_04_F** | *Air Intake Plug (Taru)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_05_F** | *Air Intake Plug (Hellcat)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelicopterWheels_01_assembled_F** | *Helicopter Wheels (Assembled)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelicopterWheels_01_disassembled_F** | *Helicopter Wheels (Disassembled)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PitotTubeCover_01_F** | *Pitot Tube Cover* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableHelipadLight_01_F** | *Portable Helipad Light* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_blue_F** | *Portable Helipad Light (Blue)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_red_F** | *Portable Helipad Light (Red)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_white_F** | *Portable Helipad Light (White)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_green_F** | *Portable Helipad Light (Green)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_yellow_F** | *Portable Helipad Light (Yellow)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Camera_01_F** | *Camera* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FlatTV_01_F** | *Flat TV* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Fridge_01_closed_F** | *Refrigerator (Closed)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Fridge_01_open_F** | *Refrigerator (Open)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_camera_F** | *Gaming Set (Camera)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_console_F** | *Gaming Set (Console)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_controller_F** | *Gaming Set (Controller)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_powerSupply_F** | *Gaming Set (Power Supply)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HDMICable_01_F** | *HDMI Cable* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Microwave_01_F** | *Microwave Oven* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_screen_F** | *PC Set (Screen)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_case_F** | *PC Set (Case)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_keyboard_F** | *PC Set (Keyboard)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_mouse_F** | *PC Set (Mouse)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableSpeakers_01_F** | *Portable Speakers* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Printer_01_F** | *Printer* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Projector_01_F** | *Projector* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tablet_01_F** | *Tablet* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Ketchup_01_F** | *Ketchup Bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mustard_01_F** | *Mustard Bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_cup_F** | *Plastic Cup* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_fork_F** | *Disposable Fork* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_knife_F** | *Disposable Knife* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_napkin_F** | *Napkin* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_spoon_F** | *Disposable Spoon* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_stackOfNapkins_F** | *Napkin Stack* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_tray_F** | *Plastic Serving Tray* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalCase_01_large_F** | *Metal Case (Large)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalCase_01_medium_F** | *Metal Case (Medium)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalCase_01_small_F** | *Metal Case (Small)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_F** | *Plastic Case (Large)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_F** | *Plastic Case (Medium)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_F** | *Plastic Case (Small)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Baseball_01_F** | *Baseball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BaseballMitt_01_F** | *Baseball Mitt* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Basketball_01_F** | *Basketball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Football_01_F** | *Football* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rugbyball_01_F** | *Rugby Ball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Volleyball_01_F** | *Volleyball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rope_01_F** | *Rigging Rope* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WheelChock_01_F** | *Wheel Chock* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere200cm_F** | *Sphere (200cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Heli_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ContainmentArea_01_F** | *Containment Berm* | Civilian | Things | Decontamination | Protected |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_01_forest_F** | *Spill Bund (Large, Olive)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_01_sand_F** | *Spill Bund (Large, Sand)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ContainmentArea_02_F** | *Containment Berm* | Civilian | Things | Decontamination | Protected |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_02_forest_F** | *Spill Bund (Medium, Olive)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_02_sand_F** | *Spill Bund (Medium, Sand)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ShotTimer_01_F** | *Shot Timer* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Mark_Items_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirHorn_01_F** | *Air Horn* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Balloon_01_air_F** | *Balloon (Air)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Balloon_01_air_NoPop_F** | *Balloon (Air)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Balloon_01_water_F** | *Balloon (Water)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Balloon_01_water_NoPop_F** | *Balloon (Water)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Purple_F** | *Flag (FD - Purple)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mark_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BulletTrap_01_F** | *Bullet Trap* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Target_Swivel_01_F** | *Swivel Target* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_NoPop_F** | *Swivel Target* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_ground_F** | *Swivel Target (Ground)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_ground_NoPop_F** | *Swivel Target (Ground)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_left_F** | *Swivel Target (Left)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_left_NoPop_F** | *Swivel Target (Left)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_right_F** | *Swivel Target (Right)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_right_NoPop_F** | *Swivel Target (Right)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_Olive_F** | *Shooting Mat (Olive)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_Khaki_F** | *Shooting Mat (Khaki)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_OPFOR_F** | *Shooting Mat (Hex)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_folded_Olive_F** | *Shooting Mat (Folded, Olive)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_folded_Khaki_F** | *Shooting Mat (Folded, Khaki)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_folded_OPFOR_F** | *Shooting Mat (Folded, Hex)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FxCartridge_338_Ball** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_338_NM_Ball** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_127x54_APDS** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_93x64_Ball** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DataTerminal_01_F** | *Data Terminal* | Civilian | Things | Military | Public |  | A3_Props_F_Exp_A_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **Land_Tablet_02_F** | *Rugged Tablet* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_A_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_01_F** | *Pile of Garbage (v1)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_02_F** | *Pile of Garbage (v2)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_03_F** | *Pile of Garbage (v3)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_04_F** | *Pile of Garbage (v4)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_01_F** | *Tire (Vertical, 1)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_01_horizontal_F** | *Tyre_01_horizontal* | Civilian | Things | Junk | Protected |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_01_line_x5_F** | *Tire Line (Vertical, 5)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCounter_01_F** | *Wooden Counter* | Civilian | Furniture | Market | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCrate_01_F** | *Wooden Crate* | Civilian | Things | Storage | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCrate_01_stack_x3_F** | *Wooden Crates (3)* | Civilian | Things | Storage | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCrate_01_stack_x5_F** | *Wooden Crates (5)* | Civilian | Things | Storage | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCone_01_F** | *Road Cone (Brown)* | Civilian | Signs | Road Signs | Public |  | A3_Props_F_Exp_Infrastructure_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergeRock_01_F** | *Verge Stone* | Civilian | Signs | Road Signs | Public |  | A3_Props_F_Exp_Infrastructure_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Device_slingloadable_F** | *Device (Sling Loadable)* | Civilian | Things | Military | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_PortableGenerator_01_F** | *Rugged Portable Generator* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SatelliteAntenna_01_F** | *Satellite Antenna* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v1_F** | *Rugged Dual Screen (Horizontal)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v2_F** | *Rugged Dual Screen (Vertical)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_large_F** | *Rugged Large Screen* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 11<br>- **Slingloadable:** No |\n|  | **Land_Bench_03_F** | *Bench (Weathered)* | Civilian | Furniture | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_04_F** | *Bench (Decorative)* | Civilian | Furniture | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_05_F** | *Bench (Rural)* | Civilian | Furniture | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Plank_01_4m_F** | *Plank (4 m)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Plank_01_8m_F** | *Plank (8 m)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalmTotem_01_F** | *Totem (Long Face)* | Civilian | Things | Historical | Public |  | A3_Structures_F_Exp_Cultural_Totems | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalmTotem_02_F** | *Totem (Short Face)* | Civilian | Things | Historical | Public |  | A3_Structures_F_Exp_Cultural_Totems | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalmTotem_03_F** | *Totem (Plain)* | Civilian | Things | Historical | Public |  | A3_Structures_F_Exp_Cultural_Totems | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CinderBlocks_01_F** | *Stack of Cinder Blocks* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_01_F** | *Timber (Jungle)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_F** | *Stack of Planks (Kauri)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_messy_F** | *Stack of Planks (Kauri, Unfinished)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Flag_CTRG_F** | *Flag (CTRG)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Gendarmerie_F** | *Flag (Gendarmerie)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_HorizonIslands_F** | *Flag (Horizon Islands)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Syndikat_F** | *Flag (Syndikat)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Viper_F** | *Flag (Viper)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v1_F** | *AttachedSign_01_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v2_F** | *AttachedSign_01_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v3_F** | *AttachedSign_01_v3* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v4_F** | *AttachedSign_01_v4* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v1_F** | *AttachedSign_02_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v2_F** | *AttachedSign_02_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v3_F** | *AttachedSign_02_v3* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v4_F** | *AttachedSign_02_v4* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_03_v1_F** | *AttachedSign_03_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_03_v2_F** | *AttachedSign_03_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_01_v1_F** | *Billboard_01_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_01_v2_F** | *Billboard_01_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_02_v1_F** | *Billboard_02_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_02_v2_F** | *Billboard_02_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v1_F** | *CornerAds_01_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v2_F** | *CornerAds_01_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v3_F** | *CornerAds_01_v3* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v4_F** | *CornerAds_01_v4* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_02_v1_F** | *CornerAds_02_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_02_v2_F** | *CornerAds_02_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_01_mine_F** | *CorporateSign_01_mine* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_01_scf_F** | *CorporateSign_01_scf* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_02_airport_F** | *CorporateSign_02_airport* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_02_harbor_F** | *CorporateSign_02_harbor* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_03_ranch_F** | *CorporateSign_03_ranch* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_02_crocodiles_F** | *SignWarning_02_crocodiles* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_giveWay_F** | *SignCommand_01_giveWay* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_goStraight_F** | *SignCommand_01_goStraight* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_priority_F** | *SignCommand_01_priority* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_stop_F** | *SignCommand_01_stop* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnLeft_F** | *SignCommand_01_turnLeft* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnLeftAhead_F** | *SignCommand_01_turnLeftAhead* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnRight_F** | *SignCommand_01_turnRight* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnRightAhead_F** | *SignCommand_01_turnRightAhead* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_deadEnd_F** | *SignInfo_01_deadEnd* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_firstAid_F** | *SignInfo_01_firstAid* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_fuelStation_F** | *SignInfo_01_fuelStation* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_hotel_F** | *SignInfo_01_hotel* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_pedestrianCrossing_F** | *SignInfo_01_pedestrianCrossing* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_pedestrianZone_F** | *SignInfo_01_pedestrianZone* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_picnicSite_F** | *SignInfo_01_picnicSite* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_reduceSpeed_F** | *SignInfo_01_reduceSpeed* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_refreshments_F** | *SignInfo_01_refreshments* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_restaurant_F** | *SignInfo_01_restaurant* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_taxi_F** | *SignInfo_01_taxi* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_toilet_F** | *SignInfo_01_toilet* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noDriving_F** | *SignRestrict_01_noDriving* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noEntry_F** | *SignRestrict_01_noEntry* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noOvertaking_F** | *SignRestrict_01_noOvertaking* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noOvertakingTruck_F** | *SignRestrict_01_noOvertakingTruck* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noParking_F** | *SignRestrict_01_noParking* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noParkingAltEven_F** | *SignRestrict_01_noParkingAltEven* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noParkingAltOdd_F** | *SignRestrict_01_noParkingAltOdd* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noPassage_F** | *SignRestrict_01_noPassage* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noPollutingVehicles_F** | *SignRestrict_01_noPollutingVehicles* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noPoweredVehicles_F** | *SignRestrict_01_noPoweredVehicles* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noStopping_F** | *SignRestrict_01_noStopping* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_30_F** | *SignRestrict_01_speedLimit_30* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_50_F** | *SignRestrict_01_speedLimit_50* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_70_F** | *SignRestrict_01_speedLimit_70* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_80_d_F** | *SignRestrict_01_speedLimit_80_d* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_80_F** | *SignRestrict_01_speedLimit_80* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_end_F** | *SignRestrict_01_speedLimit_end* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_national_F** | *SignRestrict_01_speedLimit_national* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_aircrafts_F** | *SignWarning_01_aircrafts* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_animals_F** | *SignWarning_01_animals* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_bend_left_F** | *SignWarning_01_bend_left* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_bend_right_F** | *SignWarning_01_bend_right* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_crossRoad_F** | *SignWarning_01_crossRoad* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_doubleBend_left_F** | *SignWarning_01_doubleBend_left* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_doubleBend_right_F** | *SignWarning_01_doubleBend_right* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_herds_F** | *SignWarning_01_herds* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_chippings_F** | *SignWarning_01_chippings* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_junction_F** | *SignWarning_01_junction* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_junctionRoW_F** | *SignWarning_01_junctionRoW* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_other_F** | *SignWarning_01_other* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_pedestrianCrossing_F** | *SignWarning_01_pedestrianCrossing* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_ramp_F** | *SignWarning_01_ramp* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_roadworks_F** | *SignWarning_01_roadworks* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_rocks_F** | *SignWarning_01_rocks* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_steepDown_F** | *SignWarning_01_steepDown* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_steepUp_F** | *SignWarning_01_steepUp* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_stopOnRequest_F** | *SignWarning_01_stopOnRequest* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_unevenRoad_F** | *SignWarning_01_unevenRoad* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bollard_01_F** | *Bollard* | Civilian | Signs | City | Public |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ParkingMeter_01_F** | *Parking Meter* | Civilian | Signs | City | Public |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TownColumn_01_F** | *Town Entrance Pole* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_01_sharpBend_left_F** | *Sign_01_sharpBend_left* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_01_sharpBend_right_F** | *Sign_01_sharpBend_right* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergePost_01_F** | *Verge Post* | Civilian | Signs | Road Signs | Public |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DeckTractor_01_F** | *Deck Tractor* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Tractor | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TowBar_01_F** | *Towbar* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Tractor | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bomb_Trolley_01_F** | *Bomb Trolley* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Trolley | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Missle_Trolley_02_F** | *Missile Trolley* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Trolley | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_01_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Jets_Plane_Fighter_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_02_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Jets_Plane_Fighter_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_04_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Jets_Plane_Fighter_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ShipFlag_US_F** | *Ship Flagpole* | Civilian | Signs | Flags | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_Malden_F** | *Whiteboard (Map of Malden)* | Civilian | Furniture | Office | Public |  | A3_Props_F_Argo_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_Tanoa_F** | *Whiteboard (Map of Tanoa)* | Civilian | Furniture | Office | Public |  | A3_Props_F_Argo_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_Malden_F** | *Map of Malden* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_Tanoa_F** | *Map of Tanoa* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Altis_F** | *Sleeved Map (Altis)* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Malden_F** | *Sleeved Map (Malden)* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Tanoa_F** | *Sleeved Map (Tanoa)* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_02_F** | *Old Laptop (Closed)* | Civilian | Things | Military | Public |  | A3_Props_F_Argo_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_02_unfolded_F** | *Old Laptop (Open)* | Civilian | Things | Military | Public |  | A3_Props_F_Argo_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_01_english_F** | *Garbage Barrel (Smiley, English)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Argo_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_01_4x4_F** | *Dirt Patch (Small)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_01_6x8_F** | *Dirt Patch (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PedestrianCrossing_01_6m_4str_F** | *Pedestrian Crossing (Short)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PedestrianCrossing_01_6m_6str_F** | *Pedestrian Crossing* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PedestrianCrossing_01_8m_10str_F** | *Pedestrian Crossing (Long)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Puddle_01_F** | *Puddle (Small)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Puddle_02_F** | *Puddle (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCrack_01_2x2_F** | *Crack (2x2)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCrack_01_4x4_F** | *Crack (4x4)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCrack_01_6x2_F** | *Crack (6x2)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_pine_F** | *Stack of Planks (Pine)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Argo_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_messy_pine_F** | *Stack of Planks (Pine, Unfinished)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Argo_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_forRent_F** | *Sign (For Rent)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_forSale_F** | *Sign (For Sale)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_taxi_F** | *Sign (Taxi)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_WarningMilAreaSmall_english_F** | *Sign (Military Area, Small, English)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_WarningMilitaryArea_english_F** | *Sign (Military Area, English)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_WarningMilitaryVehicles_english_F** | *Sign (Military Vehicles, English)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_Patrol_Respawn_tent_F** | *Camp (Dome Tent, Combat Patrol)* | Civilian | Things | Camping | Protected |  | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_F** | *Whiteboard (Empty, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Stratis_F** | *Whiteboard (Map of Stratis, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Altis_F** | *Whiteboard (Map of Altis, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Tanoa_F** | *Whiteboard (Map of Tanoa, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Malden_F** | *Whiteboard (Map of Malden, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WoodenBed_01_F** | *Bed (Double, Wooden)* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TableSmall_01_F** | *Coffee Table* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TableBig_01_F** | *Dinner Table* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sofa_01_F** | *Sofa* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OfficeCabinet_02_F** | *Office Cabinet (Old)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ArmChair_01_F** | *Armchair* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rug_01_base_F** | *Building* | Civilian | Furniture | City | Protected | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Rug_01_F** | *Rug (Brown)* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Rug_01_Traditional_F** | *Rug (Brown, Traditional)* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_F** | *Stretcher* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_olive_F** | *Stretcher (Olive)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_sand_F** | *Stretcher (Sand)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_folded_F** | *Stretcher (Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_folded_olive_F** | *Stretcher (Olive, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_folded_sand_F** | *Stretcher (Sand, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_black_F** | *Body Bag (Black)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_blue_F** | *Body Bag (Blue)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_white_F** | *Body Bag (White)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_empty_black_F** | *Body Bag (Black, Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_empty_blue_F** | *Body Bag (Blue, Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_empty_white_F** | *Body Bag (White, Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_folded_black_F** | *Body Bag (Black, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_folded_blue_F** | *Body Bag (Blue, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_folded_white_F** | *Body Bag (White, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stethoscope_01_F** | *Stethoscope* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenBag_01_full_F** | *IV Bag (Full)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenBag_01_empty_F** | *IV Bag (Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenStand_01_empty_F** | *IV Stand (Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenStand_01_1bag_F** | *IV Stand (1 Bag)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenStand_01_2bags_F** | *IV Stand (2 Bags)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FirstAidKit_01_closed_F** | *First Aid Box (Closed)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FirstAidKit_01_open_F** | *First Aid Box (Open)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V2_white_F** | *Camping Chair (White)* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_white_F** | *Camping Table (White)* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_small_white_F** | *Camping Table (Small, White)* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_01_F** | *Air Conditioning Unit* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_02_F** | *Air Conditioning Unit (Hose, Long)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_03_F** | *Air Conditioning Unit (Hose, Short)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_04_F** | *Air Conditioning Unit (Hoses, Short)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_01_F** | *Emergency Blanket* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_01_stack_F** | *Emergency Blankets* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_01_discarded_F** | *Emergency Blanket (Discarded)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_02_F** | *Emergency Blanket (Thermal)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_02_stack_F** | *Emergency Blankets (Thermal)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_02_discarded_F** | *Emergency Blanket (Thermal, Discarded)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Large_Old_F** | *Blood Pool (Large, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Large_New_F** | *Blood Pool (Large, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Medium_Old_F** | *Blood Pool (Medium, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Medium_New_F** | *Blood Pool (Medium, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Large_Old_F** | *Blood Splatter (Large, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Large_New_F** | *Blood Splatter (Large, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Medium_Old_F** | *Blood Splatter (Medium, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Medium_New_F** | *Blood Splatter (Medium, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Small_Old_F** | *Blood Splatter (Small, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Small_New_F** | *Blood Splatter (Small, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSpray_01_Old_F** | *Blood Spray (Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSpray_01_New_F** | *Blood Spray (New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodTrail_01_Old_F** | *Blood Trail (Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodTrail_01_New_F** | *Blood Trail (New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Bandage_F** | *Medical Garbage (Bandage)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Injector_F** | *Medical Garbage (Injector)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Packaging_F** | *Medical Garbage (Packaging)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Gloves_F** | *Medical Garbage (Gloves)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_FirstAidKit_F** | *Medical Garbage (First Aid Kit)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_1x1_v1_F** | *Medical Garbage (1x1, v1)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_1x1_v2_F** | *Medical Garbage (1x1, v2)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_1x1_v3_F** | *Medical Garbage (1x1, v3)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_3x3_v1_F** | *Medical Garbage (3x3, v1)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_3x3_v2_F** | *Medical Garbage (3x3, v2)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_5x5_v1_F** | *Medical Garbage (5x5)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_brown_F** | *Cardboard Box (Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_brown_IDAP_F** | *Cardboard Box (Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_brown_food_F** | *Cardboard Box (Food) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_white_IDAP_F** | *Cardboard Box (White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_white_med_F** | *Cardboard Box (Medical) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_ransacked_brown_IDAP_F** | *Cardboard Box (Brown, Ransacked) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_ransacked_white_IDAP_F** | *Cardboard Box (White, Ransacked) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_ransacked_brown_F** | *Cardboard Box (Brown, Ransacked)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_open_brown_F** | *Cardboard Box (Brown, Open)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_open_brown_IDAP_F** | *Cardboard Box (Brown, Open) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_open_white_IDAP_F** | *Cardboard Box (White, Open) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_destroyed_brown_IDAP_F** | *Cardboard Box (Brown, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_destroyed_white_IDAP_F** | *Cardboard Box (White, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_destroyed_brown_F** | *Cardboard Box (Brown, Destroyed)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_stacked_F** | *Cardboard Boxes (Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_PaperBox_01_open_empty_F** | *Box (Open, Empty)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_open_boxes_F** | *Box (Open, Boxes) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_open_water_F** | *Box (Open, Water) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LiquidDispenser_01_F** | *Liquid Dispenser* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticBucket_01_closed_F** | *Plastic Bucket (Closed)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticBucket_01_open_F** | *Plastic Bucket (Open)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_full_white_idap_F** | *Food Sack (White, Full) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_full_brown_idap_F** | *Food Sack (Brown, Full) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_full_brown_F** | *Food Sack (Brown, Full)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_empty_white_idap_F** | *Food Sack (White, Empty) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_empty_brown_idap_F** | *Food Sack (Brown, Empty) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_empty_brown_F** | *Food Sack (Brown, Empty)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_dmg_white_idap_F** | *Food Sack (White, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_dmg_brown_idap_F** | *Food Sack (Brown, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_dmg_brown_F** | *Food Sack (Brown, Destroyed)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_small_white_idap_F** | *Food Sacks (Small Heap, White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_small_brown_idap_F** | *Food Sacks (Small Heap, Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_small_brown_F** | *Food Sacks (Small Heap, Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_large_white_idap_F** | *Food Sacks (Large Heap, White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_large_brown_idap_F** | *Food Sacks (Large Heap, Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_large_brown_F** | *Food Sacks (Large Heap, Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_cargo_white_idap_F** | *Cargo Net (Sacks, White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_FoodSacks_01_cargo_brown_idap_F** | *Cargo Net (Sacks, Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_FoodSacks_01_cargo_brown_F** | *Cargo Net (Sacks, Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_WaterBottle_01_full_F** | *Water Bottle (Full)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_empty_F** | *Water Bottle (Empty)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_compressed_F** | *Water Bottle (Empty, Compressed)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_cap_F** | *Water Bottle Cap* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_pack_F** | *Water Bottle Pack* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_stack_F** | *Water Bottle Stack* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_Red_F** | *Canister (Fuel, Red)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_Blue_F** | *Canister (Fuel, Blue)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_White_F** | *Canister (Fuel, White)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodContainer_01_White_F** | *Food Container (Large, White)* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_gray_F** | *Plastic Case (Large, Gray)* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_idap_F** | *Plastic Case (Large, White) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_gray_F** | *Plastic Case (Medium, Gray)* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_idap_F** | *Plastic Case (Medium, White) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_gray_F** | *Plastic Case (Small, Gray)* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_idap_F** | *Plastic Case (Small, White) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Orange_01_F** | *Orange* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Orange_01_NoPop_F** | *Orange* | Civilian | Things | Food | Protected |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pumpkin_01_F** | *Pumpkin* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pumpkin_01_NoPop_F** | *Pumpkin* | Civilian | Things | Food | Protected |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_01_F** | *Photoframe* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_01_broken_F** | *Photoframe (broken)* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FlowerPot_01_F** | *Flowerpot (Soil)* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FlowerPot_01_Flower_F** | *Flowerpot (Plant)* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wallet_01_F** | *Wallet* | Civilian | Things | Intel | Public | ORANGE | A3_Props_F_Orange_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_mousepad_F** | *PC Set (Mouse Pad)* | Civilian | Things | Electronics | Public | ORANGE | A3_Props_F_Orange_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_mousepad_IDAP_F** | *PC Set (Mouse Pad, IDAP)* | Civilian | Things | Electronics | Public | ORANGE | A3_Props_F_Orange_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Crowbar_01_F** | *Crowbar* | Civilian | Things | Tools | Public | ORANGE | A3_Props_F_Orange_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_F** | *Van Tire* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_Spare_F** | *Van Tire (Spare)* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_Cargo_F** | *Van Tire (Rim, Cargo)* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_Transport_F** | *Van Tire (Rim, Transport)* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Flag_IDAP_F** | *Flag (IDAP)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_F** | *Banner* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_FIA_F** | *Banner (FIA)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_CSAT_F** | *Banner (CSAT)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_AAF_F** | *Banner (AAF)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_NATO_F** | *Banner (NATO)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_IDAP_F** | *Banner (IDAP)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Cargo10_IDAP_F** | *Cargo Container (Short) [IDAP]* | Civilian | Things | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_IDAP_F** | *Cargo Container (Medium) [IDAP]* | Civilian | Things | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_IDAP_F** | *Cargo Container (Long) [IDAP]* | Civilian | Things | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesTall_F** | *Sign (Mines, Tall)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesTall_English_F** | *Sign (Mines, Tall, International)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesTall_Greek_F** | *Sign (Mines, Tall, Altis)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesDanger_English_F** | *Sign (Mines Danger, International)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesDanger_Greek_F** | *Sign (Mines Danger, Altis)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningNoWeapon_F** | *Sign (No Weapons, International)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningNoWeaponAltis_F** | *Sign (No Weapons, Altis)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningNoWeaponTanoa_F** | *Sign (No Weapons, Tanoa)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FlagMarker_01_F** | *Flag (Marker)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_IDAP_F** | *Sign (IDAP)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_01_IDAP_F** | *Sign (IDAP)* | Civilian | Signs | Advertisements | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_01_IDAP_F** | *Sign (IDAP - Small)* | Civilian | Signs | Advertisements | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_EntranceGate_01_narrow_F** | *Entrance Gate (IDAP)* | Civilian | Signs | Advertisements | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WallSign_01_F** | *Wall Sign* | Civilian | Signs | Blanks | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_WallSign_01_chalkboard_F** | *Wall Sign (Chalkboard)* | Civilian | Signs | Blanks | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Sign_Sphere10cm_Geometry_F** | *Sphere (Geometry, 10cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere25cm_Geometry_F** | *Sphere (Geometry, 25cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere100cm_Geometry_F** | *Sphere (Geometry, 100cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere200cm_Geometry_F** | *Sphere (Geometry, 200cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MemoryFragment_F** |  | Civilian | Signs | Helpers | Protected |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_F** | *Leaflet* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_Old_F** | *Leaflet (Old)* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_New_F** | *Leaflet (New)* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_Stack_F** | *Leaflet (Stack)* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO1_F** | *UXO (Common) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO2_F** | *UXO (Sensitive) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO3_F** | *UXO (Tough) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO4_F** | *UXO (Delayed) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO1_F** | *UXO (Common) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO2_F** | *UXO (Sensitive) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO3_F** | *UXO (Tough) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO4_F** | *UXO (Delayed) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO1_F** | *UXO (Common) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO2_F** | *UXO (Sensitive) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO3_F** | *UXO (Tough) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO4_F** | *UXO (Delayed) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleAPERSMineDispenser_Mine_F** | *APERS Mine Dispenser Mine* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_APERSMineDispenser_F** | *APERS Mine Dispenser* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleTrainingMine_01_F** | *Training mine* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_B_UAV_06_F** | *AL-6 Case [NATO]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_O_UAV_06_F** | *AL-6 Case [CSAT]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_I_UAV_06_F** | *AL-6 Case [AAF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_IDAP_UAV_06_F** | *Utility Drone Case [IDAP]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_UAV_06_F** | *Utility Drone Case* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_UAV_06_Swifd_F** | *Utility Drone Case (Swifd)* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_B_UAV_06_medical_F** | *AL-6 Case (Medical) [NATO]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_O_UAV_06_medical_F** | *AL-6 Case (Medical) [CSAT]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_I_UAV_06_medical_F** | *AL-6 Case (Medical) [AAF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_IDAP_UAV_06_medical_F** | *Utility Drone Case (Medical) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_UAV_06_medical_F** | *Utility Drone Case (Medical)* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TankRoadWheels_01_single_F** | *Tank road wheel* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankSprocketWheels_01_single_F** | *Tank sprocket wheel* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankTracks_01_short_F** | *Tank tracks (Short)* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankTracks_01_long_F** | *Tank tracks (Long)* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankEngine_01_F** | *Tank engine* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_TankEngine_01_used_F** | *Tank engine (Used)* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_TorqueWrench_01_F** | *Torque Wrench* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BoreSighter_01_F** | *Tank Bore Sighter* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RefuelingHose_01_F** | *Refueling Hose* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_02_F** | *Dirt Patch 2 (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Tank_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_03_F** | *Dirt Patch 3 (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Tank_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_04_F** | *Dirt Patch 4 (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Tank_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BriefingRoomDesk_01_F** | *Briefing Room Desk* | Civilian | Things | Electronics | Public |  | A3_Props_F_Destroyer_Military_BriefingRoomDesk | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BriefingRoomScreen_01_F** | *Briefing Room Screen* | Civilian | Things | Electronics | Public |  | A3_Props_F_Destroyer_Military_BriefingRoomScreen | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WoodenTable_02_large_F** | *Picnic Table* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Enoch_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_Enoch_F** | *Whiteboard (Map of Livonia)* | Civilian | Furniture | Office | Public | Enoch | A3_Props_F_Enoch_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Enoch_F** | *Whiteboard (Map of Livonia, Wall)* | Civilian | Furniture | Office | Public | Enoch | A3_Props_F_Enoch_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TransferSwitch_01_F** | *Transfer Switch* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Industrial_Electric | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Map_Enoch_F** | *Map of Livonia* | Civilian | Things | Camping | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Enoch_F** | *Sleeved Map (Livonia)* | Civilian | Things | Camping | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Book_01_F** | *Book (Small)* | Civilian | Things | Sport & Recreation | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Book_02_F** | *Book (Large)* | Civilian | Things | Sport & Recreation | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Newspaper_01_F** | *Newspaper* | Civilian | Things | Office | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **AluminiumFoil_01_F** | *Tin Foil* | Civilian | Things | Tools | Public | Enoch | A3_Props_F_Enoch_Items_AluminiumFoil | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_olive_F** | *Rugged Portable Lamp (Single, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_yellow_F** | *Rugged Portable Lamp (Single, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_black_F** | *Rugged Portable Lamp (Single, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_sand_F** | *Rugged Portable Lamp (Single, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_olive_F** | *Rugged Portable Lamp (Double, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_yellow_F** | *Rugged Portable Lamp (Double, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_black_F** | *Rugged Portable Lamp (Double, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_sand_F** | *Rugged Portable Lamp (Double, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_olive_F** | *Rugged Portable Lamp (Quad, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_yellow_F** | *Rugged Portable Lamp (Quad, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_black_F** | *Rugged Portable Lamp (Quad, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_sand_F** | *Rugged Portable Lamp (Quad, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_olive_F** | *Rugged Portable Lamp (Folded, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_yellow_F** | *Rugged Portable Lamp (Folded, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_black_F** | *Rugged Portable Lamp (Folded, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_sand_F** | *Rugged Portable Lamp (Folded, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_olive_F** | *Rugged Portable Lamp (Single, Folded, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_yellow_F** | *Rugged Portable Lamp (Single, Folded, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_black_F** | *Rugged Portable Lamp (Single, Folded, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_sand_F** | *Rugged Portable Lamp (Single, Folded, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_suspended_F** | *Tent Lamp (Suspended, White)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_standing_F** | *Tent Lamp (Standing, White)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_suspended_red_F** | *Tent Lamp (Suspended, Red)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_standing_red_F** | *Tent Lamp (Standing, Red)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_7drawers_olive_F** | *Rugged Portable Cabinet (Olive, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_7drawers_black_F** | *Rugged Portable Cabinet (Black, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_7drawers_sand_F** | *Rugged Portable Cabinet (Sand, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_4drawers_olive_F** | *Rugged Portable Cabinet (Olive, 4 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_4drawers_black_F** | *Rugged Portable Cabinet (Black, 4 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_4drawers_sand_F** | *Rugged Portable Cabinet (Sand, 4 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_medical_F** | *Rugged Portable Cabinet (Medical, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_lid_olive_F** | *Rugged Portable Cabinet Lid (Olive)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_lid_black_F** | *Rugged Portable Cabinet Lid (Black)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_lid_sand_F** | *Rugged Portable Cabinet Lid (Sand)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_bookcase_olive_F** | *Rugged Portable Cabinet (Olive, Books)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_bookcase_black_F** | *Rugged Portable Cabinet (Black, Books)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_bookcase_sand_F** | *Rugged Portable Cabinet (Sand, Books)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_closed_olive_F** | *Rugged Portable Cabinet (Olive, Closed)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_closed_black_F** | *Rugged Portable Cabinet (Black, Closed)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_closed_sand_F** | *Rugged Portable Cabinet (Sand, Closed)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_olive_F** | *Tent (Solar, Olive)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_sand_F** | *Tent (Solar, Sand)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_bluewhite_F** | *Tent (Solar, Blue-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_redwhite_F** | *Tent (Solar, Red-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_olive_F** | *Tent (Solar, Folded, Olive)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_sand_F** | *Tent (Solar, Folded, Sand)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_bluewhite_F** | *Tent (Solar, Folded, Blue-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_redwhite_F** | *Tent (Solar, Folded, Red-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_olive_F** | *Rugged Portable Desk (Olive)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_black_F** | *Rugged Portable Desk (Black)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_sand_F** | *Rugged Portable Desk (Sand)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_panel_olive_F** | *Rugged Portable Desk (Olive, Panel)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_panel_black_F** | *Rugged Portable Desk (Black, Panel)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_panel_sand_F** | *Rugged Portable Desk (Sand, Panel)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SatelliteAntenna_01_mounted_base_F** | *Building* | Civilian | Things | Electronics | Protected | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SatelliteAntenna_01_small_mounted_base_F** | *Building* | Civilian | Things | Electronics | Protected | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Olive_F** | *Satellite Antenna (Olive)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Black_F** | *Satellite Antenna (Black)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Sand_F** | *Satellite Antenna (Sand)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Mounted_Olive_F** | *Mounted Satellite Antenna (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Mounted_Black_F** | *Mounted Satellite Antenna (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Mounted_Sand_F** | *Mounted Satellite Antenna (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Olive_F** | *Satellite Antenna (Small, Olive)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Black_F** | *Satellite Antenna (Small, Black)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Sand_F** | *Satellite Antenna (Small, Sand)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Mounted_Olive_F** | *Mounted Satellite Antenna (Small, Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Mounted_Black_F** | *Mounted Satellite Antenna (Small, Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Mounted_Sand_F** | *Mounted Satellite Antenna (Small, Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v1_sand_F** | *Rugged Dual Screen (Sand, Horizontal)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v2_sand_F** | *Rugged Dual Screen (Sand, Vertical)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_large_sand_F** | *Rugged Large Screen (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 11<br>- **Slingloadable:** No |\n|  | **Land_PortableGenerator_01_sand_F** | *Rugged Portable Generator (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Tablet_02_sand_F** | *Rugged Tablet (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v1_black_F** | *Rugged Dual Screen (Black, Horizontal)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v2_black_F** | *Rugged Dual Screen (Black, Vertical)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_large_black_F** | *Rugged Large Screen (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 11<br>- **Slingloadable:** No |\n|  | **Land_PortableGenerator_01_black_F** | *Rugged Portable Generator (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Tablet_02_black_F** | *Rugged Tablet (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_DeskChair_01_black_F** | *Rugged Desk Chair (Black)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeskChair_01_olive_F** | *Rugged Desk Chair (Olive)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeskChair_01_sand_F** | *Rugged Desk Chair (Sand)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Decontamination_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ContainmentArea_01_black_F** | *Spill Bund (Large, Black)* | Civilian | Things | Decontamination | Public |  | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_02_black_F** | *Spill Bund (Medium, Black)* | Civilian | Things | Decontamination | Public |  | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ContainmentArea_03_F** | *Containment Berm* | Civilian | Things | Decontamination | Protected | Contact | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_03_black_F** | *Spill Bund (Small, Black)* | Civilian | Things | Decontamination | Public | Contact | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_03_yellow_F** | *Spill Bund (Small, Yellow)* | Civilian | Things | Decontamination | Public | Contact | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconShower_01_F** | *Decon Shower* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconShower_01_sound_F** |  | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconShower_02_F** | *Decon Shower (Large)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **SpinalBoard_01_orange_F** | *Spinal Board (Orange)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SpinalBoard_01_white_F** | *Spinal Board (White)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SpinalBoard_01_black_F** | *Spinal Board (Black)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sponge_01_dry_F** | *Sponge (Dry)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sponge_01_Wet_F** | *Sponge (Wet)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Broom_01_yellow_F** | *Broom (Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Broom_01_grey_F** | *Broom (Grey)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Brush_01_yellow_F** | *Brush (Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Brush_01_green_F** | *Brush (Green)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TrashBagHolder_01_F** | *Trash Bag Holder* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WalkingFrame_01_F** | *Walking Frame* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **StretcherRollerSystem_01_F** | *Stretcher Roller System* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **AntidoteKit_01_F** | *Antidote Kit* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconKit_01_F** | *Decon Kit* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DrainageDeck_01_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DrainageDeck_01_F** | *Drainage Deck* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SCBACylinder_01_F** | *SCBA Cylinder* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SCBACylinder_01_CUR_F** | *SCBA Cylinder (CUR)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_extended_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_F** | *Coiled Hose Spray (Retracted)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_Extended_F** | *Coiled Hose Spray (Extended)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Yellow_F** | *Tarp (Large, Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Green_F** | *Tarp (Large, Green)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Red_F** | *Tarp (Large, Red)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Black_F** | *Tarp (Large, Black)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Yellow_F** | *Tarp (Small, Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Green_F** | *Tarp (Small, Green)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Red_F** | *Tarp (Small, Red)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Black_F** | *Tarp (Small, Black)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Small_New_F** | *Water Spill (Small, New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Small_Foam_F** | *Water Spill (Small, Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Small_Old_F** | *Water Spill (Small, Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Medium_New_F** | *Water Spill (Medium, New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Medium_Foam_F** | *Water Spill (Medium, Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Medium_Old_F** | *Water Spill (Medium, Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Large_New_F** | *Water Spill (Large, New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Large_Foam_F** | *Water Spill (Large, Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Large_Old_F** | *Water Spill (Large, Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterTrail_01_New_F** | *Water Trail (New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterTrail_01_Old_F** | *Water Trail (Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterTrail_01_Foam_F** | *Water Trail (Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **HazmatBag_01_F** | *Hazmat Bag (Full)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **HazmatBag_01_empty_F** | *Hazmat Bag (Empty)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **HazmatBag_01_roll_F** | *Hazmat Bag Roll* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_yellow_F** | *CBRN Packaging (Yellow, Open)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_olive_F** | *CBRN Packaging (Olive, Open)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_closed_yellow_F** | *CBRN Packaging (Yellow, Closed)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_closed_olive_F** | *CBRN Packaging (Olive, Closed)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNLid_01_yellow_F** | *CBRN Packaging Lid (Yellow)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNLid_01_olive_F** | *CBRN Packaging Lid (Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNCase_01_F** | *CBRN Inner Packaging* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GenericCables_01_base_F** | *Building* | Civilian | Things | Village | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_Roll_F** | *Pressure Hose (Roll)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_StraightLong_F** | *Pressure Hose (Straight, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_StraightShort_F** | *Pressure Hose (Straight, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_SBend_F** | *Pressure Hose (S-Bend)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_Corner_F** | *Pressure Hose (Corner)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_CurveLong_F** | *Pressure Hose (Curve, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_CurveShort_F** | *Pressure Hose (Curve, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_Step_F** | *Pressure Hose (Step)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_Roll_F** | *Lay-Flat Hose (Roll)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_StraightLong_F** | *Lay-Flat Hose (Straight, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_StraightShort_F** | *Lay-Flat Hose (Straight, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_SBend_F** | *Lay-Flat Hose (S-Bend)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_Corner_F** | *Lay-Flat Hose (Corner)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_CurveLong_F** | *Lay-Flat Hose (Curve, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_CurveShort_F** | *Lay-Flat Hose (Curve, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_Step_F** | *Lay-Flat Hose (Step)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_Roll_F** | *Power Cable (Roll)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_StraightLong_F** | *Power Cable (Straight, Long)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_StraightShort_F** | *Power Cable (Straight, Short)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_SBend_F** | *Power Cable (S-Bend)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_Corner_F** | *Power Cable (Corner)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_CurveLong_F** | *Power Cable (Curve, Long)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_CurveShort_F** | *Power Cable (Curve, Short)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_Step_F** | *Power Cable (Step)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_olive_F** | *Rugged Multi-Screen Computer (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_black_F** | *Rugged Multi-Screen Computer (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_sand_F** | *Rugged Multi-Screen Computer (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_closed_olive_F** | *Rugged Multi-Screen Computer (Olive, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_closed_black_F** | *Rugged Multi-Screen Computer (Black, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_closed_sand_F** | *Rugged Multi-Screen Computer (Sand, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_IPPhone_01_olive_F** | *Rugged IP Telephone (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_IPPhone_01_black_F** | *Rugged IP Telephone (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_IPPhone_01_sand_F** | *Rugged IP Telephone (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Laptop_03_olive_F** | *Rugged Laptop (Olive, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Laptop_03_black_F** | *Rugged Laptop (Black, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Laptop_03_sand_F** | *Rugged Laptop (Sand, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_laptop_03_closed_olive_F** | *Rugged Laptop (Olive, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_laptop_03_closed_black_F** | *Rugged Laptop (Black, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_laptop_03_closed_sand_F** | *Rugged Laptop (Sand, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_olive_F** | *Rugged Portable Server Unit (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_black_F** | *Rugged Portable Server Unit (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_sand_F** | *Rugged Portable Server Unit (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_cover_olive_F** | *Rugged Portable Server Unit Cover (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_cover_black_F** | *Rugged Portable Server Unit Cover (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_cover_sand_F** | *Rugged Portable Server Unit Cover (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Computer_01_olive_F** | *Rugged Computer (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Computer_01_black_F** | *Rugged Computer (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Computer_01_sand_F** | *Rugged Computer (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Router_01_olive_F** | *Rugged Router (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Router_01_black_F** | *Rugged Router (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Router_01_sand_F** | *Rugged Router (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_olive_F** | *Flexible Solar Panel (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_sand_F** | *Flexible Solar Panel (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_folded_olive_F** | *Flexible Solar Panel (Olive, Folded)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_folded_sand_F** | *Flexible Solar Panel (Sand, Folded)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_04_olive_F** | *Rugged Solar Panel (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_04_black_F** | *Rugged Solar Panel (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_04_sand_F** | *Rugged Solar Panel (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_open_olive_F** | *Rugged Battery Pack (Olive, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_open_black_F** | *Rugged Battery Pack (Black, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_open_sand_F** | *Rugged Battery Pack (Sand, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_closed_olive_F** | *Rugged Battery Pack (Olive, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_closed_black_F** | *Rugged Battery Pack (Black, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_closed_sand_F** | *Rugged Battery Pack (Sand, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_battery_olive_F** | *Rechargeable Battery (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_battery_black_F** | *Rechargeable Battery (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_battery_sand_F** | *Rechargeable Battery (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableWeatherStation_01_white_F** | *Portable Weather Station (White)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableWeatherStation_01_olive_F** | *Portable Weather Station (Olive)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableWeatherStation_01_sand_F** | *Portable Weather Station (Sand)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OmniDirectionalAntenna_01_sand_F** | *Omnidirectional Antenna (Sand)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OmniDirectionalAntenna_01_olive_F** | *Omnidirectional Antenna (Olive)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OmniDirectionalAntenna_01_black_F** | *Omnidirectional Antenna (Black)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_02_F** | *Garbage Barrel (Military)* | Civilian | Things | Junk | Public | Enoch | A3_Props_F_Enoch_Military_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_02_buried_F** | *Garbage Barrel (Buried, Military)* | Civilian | Things | Junk | Public | Enoch | A3_Props_F_Enoch_Military_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BurntGarbage_01_F** | *Burnt Garbage (v1)* | Civilian | Things | Junk | Public | Enoch | A3_Props_F_Enoch_Military_Garbage | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_black_F** | *Plastic Case (Large, Black)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_black_CBRN_F** | *Plastic Case (Large, Black, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_black_F** | *Plastic Case (Medium, Black)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_black_CBRN_F** | *Plastic Case (Medium, Black, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_black_F** | *Plastic Case (Small, Black)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_black_CBRN_F** | *Plastic Case (Small, Black, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_olive_F** | *Plastic Case (Large, Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_olive_CBRN_F** | *Plastic Case (Large, Olive, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_olive_F** | *Plastic Case (Medium, Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_olive_CBRN_F** | *Plastic Case (Medium, Olive, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_olive_F** | *Plastic Case (Small, Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_olive_CBRN_F** | *Plastic Case (Small, Olive, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_CBRN_F** | *Plastic Case (Large, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_CBRN_F** | *Plastic Case (Medium, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_CBRN_F** | *Plastic Case (Small, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Truck_01_Rack_F** | *HEMTT Rack* | Civilian | Things | Storage | Public |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Truck_01_Rack_tropic_F** | *HEMTT Rack (Tropic)* | Civilian | Things | Storage | Public |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **UGV_02_ExternalDetector_F** | *Special Measurement Device* | Civilian | Things | Machines | Public | Enoch | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **UGV_02_Wheel_F** | *ED-1 Wheel* | Civilian | Things | Machines | Public | Enoch | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **UGV_02_Tracks_F** | *ED-1 Tracks* | Civilian | Things | Machines | Public | Enoch | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Scaffolding_New_F** | *Scaffolding (New)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Civilian_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_single_F** | *Concrete Panel (Decal)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_F** | *Concrete Panels (Decal)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_end1_F** | *Concrete Panels (Decal, End 1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_end2_F** | *Concrete Panels (Decal, End 2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_01_F** | *Road Patch (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_02_F** | *Road Patch (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_03_F** | *Road Patch (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_04_F** | *Road Patch (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_05_F** | *Road Patch (v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_06_F** | *Road Patch (v6)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_07_F** | *Road Patch (v7)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_08_F** | *Road Patch (v8)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_09_F** | *Road Patch (v9)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_10_F** | *Road Patch (v10)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_11_F** | *Road Patch (v11)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_12_F** | *Road Patch (v12)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_01_F** | *Road Crack (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_02_F** | *Road Crack (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_03_F** | *Road Crack (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_04_F** | *Road Crack (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_05_F** | *Road Crack (v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long1_F** | *Road Cracks (Long, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long2_F** | *Road Cracks (Long, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long3_F** | *Road Cracks (Long, v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long4_F** | *Road Cracks (Long, v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long5_F** | *Road Cracks (Long, v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_medium1_F** | *Road Cracks (Medium, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_medium2_F** | *Road Cracks (Medium, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_01_F** | *Road Crack Seal (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_02_F** | *Road Crack Seal (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_03_F** | *Road Crack Seal (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_04_F** | *Road Crack Seal (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_05_F** | *Road Crack Seal (v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_06_F** | *Road Crack Seal (v6)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_01_F** | *Oil Stain (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_02_F** | *Oil Stain (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_03_F** | *Oil Stain (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_04_F** | *Oil Stain (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_01_F** | *Dirt Road Cracks (Long, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_02_F** | *Dirt Road Cracks (Long, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_03_F** | *Dirt Road Cracks (Long, v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_04_F** | *Dirt Road Cracks (Long, v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_05_F** | *Dirt Road Cracks (Long, v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_01_F** | *Dirt Road Rocks (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_02_F** | *Dirt Road Rocks (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_03_F** | *Dirt Road Rocks (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_04_F** | *Dirt Road Rocks (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_v1_F** | *Tire Track (Straight, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_v2_F** | *Tire Track (Straight, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_start_F** | *Tire Track (Straight, Start)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_end_F** | *Tire Track (Straight, End)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_left_v1_F** | *Tire Track (Left Curve, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_left_v2_F** | *Tire Track (Left Curve, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_left_crossing_F** | *Tire Track (Left Crossing)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_right_v1_F** | *Tire Track (Right Curve, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_right_v2_F** | *Tire Track (Right Curve, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_right_crossing_F** | *Tire Track (Right Crossing)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_05_F** | *Dirt Patch 5 (Large)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_EMP_F** | *Cargo Container (EMP-Proof)* | Civilian | Things | Storage | Public | Enoch | A3_Structures_F_Enoch_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_EMP_Training_F** | *Cargo Container (EMP-Proof, Training)* | Civilian | Things | Storage | Public | Enoch | A3_Structures_F_Enoch_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_01_F** | *Timber Log (v1)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_02_F** | *Timber Log (v2)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_03_F** | *Timber Log (v3)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_04_F** | *Timber Log (v4)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_05_F** | *Timber Log (v5)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_02_F** | *Timber Pile (v1)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_03_F** | *Timber Pile (v2)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_04_F** | *Timber Pile (v3)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_05_F** | *Timber Pile (v4)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_02_F** | *Woodpile (v2)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_03_F** | *Woodpile (v3)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_04_F** | *Woodpile (v4)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Flag_EAF_F** | *Flag (LDF)* | Civilian | Signs | Flags | Public | Enoch | A3_Structures_F_Enoch_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Enoch_F** | *Flag (Livonia)* | Civilian | Signs | Flags | Public | Enoch | A3_Structures_F_Enoch_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_EAF_F** | *Banner (LDF)* | Civilian | Signs | Flags | Public | Enoch | A3_Structures_F_Enoch_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_01_decal_F** | *Shell Crater (Decal, Small)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_01_F** | *Shell Crater (Small)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_small_F** | *Shell Crater (Medium)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_large_F** | *Shell Crater (Large)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_extralarge_F** | *Shell Crater (Extra Large)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_decal_F** | *Shell Crater (Decal, Large)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_debris_F** | *Shell Crater (Debris)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OldFactorySign_01_F** | *Old Factory Sign* | Civilian | Signs | Other | Public | Enoch | A3_Structures_F_Enoch_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OldFactorySign_01_graffiti_F** | *Old Factory Sign (Graffiti)* | Civilian | Signs | Other | Public | Enoch | A3_Structures_F_Enoch_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergePost_02_v1_F** | *Verge Post (Old)* | Civilian | Signs | Road Signs | Public | Enoch | A3_Structures_F_Enoch_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergePost_02_v2_F** | *Verge Post (Old, Damaged)* | Civilian | Signs | Road Signs | Public | Enoch | A3_Structures_F_Enoch_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_entry_en_pl_F** | *Sign (Military Area, Enter, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_leave_en_pl_F** | *Sign (Military Area, Exit, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_noentry_big_en_pl_F** | *Sign (Military Area, Large, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_noentry_small_en_pl_F** | *Sign (Military Area, Small, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_uwaga_pl_1_F** | *Sign (Warning, Polish, v1)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_uwaga_pl_2_F** | *Sign (Warning, Polish, v2)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_white_F** | *Light Cone (White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_orange_F** | *Light Cone (Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_red_F** | *Light Cone (Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_green_F** | *Light Cone (Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_blue_F** | *Light Cone (Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_white_F** | *Light Cone (Narrow, White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_orange_F** | *Light Cone (Narrow, Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_red_F** | *Light Cone (Narrow, Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_green_F** | *Light Cone (Narrow, Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_blue_F** | *Light Cone (Narrow, Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_white_F** | *Light Cone (Wide, White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_orange_F** | *Light Cone (Wide, Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_red_F** | *Light Cone (Wide, Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_green_F** | *Light Cone (Wide, Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_blue_F** | *Light Cone (Wide, Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_white_F** | *Light Cone (Long, White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_orange_F** | *Light Cone (Long, Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_red_F** | *Light Cone (Long, Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_green_F** | *Light Cone (Long, Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_blue_F** | *Light Cone (Long, Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_762x39** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_I_E_UAV_06_F** | *AL-6 Case [LDF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Enoch_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_I_E_UAV_06_medical_F** | *AL-6 Case (Medical) [LDF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Enoch_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **SmartMarker_Base_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_Default2_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Area_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Cache_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Cache_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_MosquitosArea_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Minefield_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Cache_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_CacheFound_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_CacheFound_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CacheFound_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Loc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Loc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Loc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Camp_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Boats_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Trucks_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Cars_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Cars_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Workshop_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Helicopters_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Planes_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Armory_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Armory_B_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Armory_Special_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Misc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_CarCharge_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_CarChargeActive_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Armory_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_HQ_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Boats_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Rest_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Plane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Plane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_U_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_HQ_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Storage_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_U_Sleep_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Ambush_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_PickUp_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Sleep_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Sleep_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_DeliveryPoint_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_TimeBomb_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Transport_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_TransportPerson_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_TransportPlane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Defend_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Transport_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Transport_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Fetch_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Fetch_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Fetch_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Mosquitos_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_U_Mosquitos_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Team_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Team_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Support_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Location_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Destroy_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Upload_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Distraction_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_House_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_IDAP_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CSAT_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Gendarme_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Convoy_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_SDV_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_checkpoint_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_checkpoint_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CommandCenter_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CommsCenter_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Facility_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Patrol_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_AA_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Depo_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Outpost_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_plane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_tank_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_heli_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_mortar_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_mech_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_naval_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Meeting_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_HiddenGun_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MoneyBills_01_bunch_F** | *Money (Notes)* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MoneyBills_01_roll_F** | *Money (Roll)* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MoneyBills_01_stack_F** | *Money (Stack)* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Key_01_F** | *Keys* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_USB_Dongle_01_F** | *Flash Drive* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Antimalaricum_01_F** | *Antimalarial Pills* | Civilian | Things | Medicine | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Creditcard_01_F** | *Bank Card* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Military_ID_Card_01_F** | *ID Card [CSAT]* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_Intel_01_F** | *PC Set (Screen, Intel v1)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_Intel_02_F** | *PC Set (Screen, Intel v2)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_Intel_01_F** | *Laptop (Open, Intel v1)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_Intel_02_F** | *Laptop (Open, Intel v2)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_Intel_Oldman_F** | *Laptop (Open, Intel v3)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Decal_ScorchMark_01_small_F** | *Scorch Mark (Small)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_ScorchMark_01_large_F** | *Scorch Mark (Large)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_Garbage_01_F** | *Garbage Decal* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_01_F** | *Road Edge Dirt (v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_02_F** | *Road Edge Dirt (v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_03_F** | *Road Edge Dirt (v3)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_04_F** | *Road Edge Dirt (v4)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_05_F** | *Road Edge Dirt (v5)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_06_F** | *Road Edge Dirt (v6)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_07_F** | *Road Edge Dirt (v7)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_08_F** | *Road Edge Dirt (v8)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_09_F** | *Road Edge Dirt (v9)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_10_F** | *Road Edge Dirt (v10)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrokenCarGlass_01_6x2_F** | *Broken Glass (6x2m)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrokenCarGlass_01_4x4_F** | *Broken Glass (4x4m)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Big_01_F** | *Bullet Holes (Big, v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Big_02_F** | *Bullet Holes (Big, v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Small_01_F** | *Bullet Holes (Small, v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Small_02_F** | *Bullet Holes (Small, v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Small_03_F** | *Bullet Holes (Small, v3)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_01_F** | *Road Crack (Grass, v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_02_F** | *Road Crack (Grass, v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_03_F** | *Road Crack (Grass, v3)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_04_F** | *Road Crack (Grass, v4)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_05_F** | *Road Crack (Grass, v5)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Syndikat_Tanoa_F** | *Whiteboard [Syndikat] (v3)* | Civilian | Furniture | Office | Protected | ORANGE | A3_Structures_F_Oldman_Signs_Boards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Tripod_Syndikat_Tanoa_F** | *Whiteboard [Syndikat] (v2)* | Civilian | Furniture | Office | Protected |  | A3_Structures_F_Oldman_Signs_Boards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Map_Syndikat_Tanoa_F** | *Whiteboard [Syndikat] (v1)* | Civilian | Things | Camping | Protected |  | A3_Structures_F_Oldman_Signs_Boards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_CheckpointZone1_F** | *Sign (Checkpoint, v2)* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_CheckpointZone2_F** | *Sign (Checkpoint, v3)* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_Shelter_F** | *Sign* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_generic_F** | *Sign* | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_generic_F** | *Sign* | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_generic_F** | *Sign* | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_generic_F** |  | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_CheckpointAhead_F** | *Sign (Checkpoint, v1)* | Civilian | Signs | Road Signs | Public | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_F** | *Diorama Unit (Blank)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_opsis_F** | *Diorama Unit (Opsis)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_IDAP_F** | *Diorama Unit (IDAP)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Vrana_F** | *Diorama Unit (Vrana)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Macrotech_F** | *Diorama Unit (Macrotech)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Astra_F** | *Diorama Unit (Astra)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Redstone_F** | *Diorama Unit (Redstone)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaBase_01_Dirt_F** | *Diorama Base (Dirt)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryDioramaBase_01_Sand_F** | *Diorama Base (Sand)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryDioramaBase_01_Grass_F** | *Diorama Base (Grass)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryDioramaDisplay_01_F** | *Diorama Display (UAV)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **GalleryDioramaDisplay_02_F** | *Diorama Display (Doggo)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Easel_01_F** | *Easel* | Civilian | Things | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Easel_01_folded_F** | *Easel (Folded)* | Civilian | Things | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_F** | *Canvas (Medium)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Square_F** | *Canvas (Medium, Square)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Landscape_F** | *Canvas (Medium, Landscape)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Small_F** | *Canvas (Small)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Large_F** | *Canvas (Large)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_v1_F** | *Gallery Frame (Large, v1)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_v2_F** | *Gallery Frame (Large, v2)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_v3_F** | *Gallery Frame (Large, v3)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_portrait_F** | *Gallery Frame (Large, Portrait)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_02_F** | *Gallery Frame (Medium)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_02_square_F** | *Gallery Frame (Medium, Square)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_02_large_rectangle_F** | *Gallery Frame (Large, Rectangle)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryLabel_01_F** | *Gallery Label* | Civilian | Signs | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_02_base_F** | *Building* | Civilian | Things | Office | Protected | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_02_F** | *Photo Frame (Portrait)* | Civilian | Things | Office | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_02_standing_F** | *Photo Frame (Portrait, Standing)* | Civilian | Things | Office | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **FlowerBouquet_01_F** | *Flower Bouquet (White)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FlowerBouquet_02_F** | *Flower Bouquet (Red)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FlowerBouquet_03_F** | *Flower Bouquet (Orange)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_base_F** | *Building* | Civilian | Things | Military | Protected | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_F** | *Memorial Wreath* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_US_F** | *Memorial Wreath (US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_UK_F** | *Memorial Wreath (UK)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Altis_F** | *Memorial Wreath (Altis)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Livonia_F** | *Memorial Wreath (Livonia)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Tanoa_F** | *Memorial Wreath (Horizon Islands)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Standing_F** | *Memorial Wreath (Standing)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_US_Standing_F** | *Memorial Wreath (Standing, US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_UK_Standing_F** | *Memorial Wreath (Standing, UK)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Altis_Standing_F** | *Memorial Wreath (Standing, Altis)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Livonia_Standing_F** | *Memorial Wreath (Standing, Livonia)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Tanoa_Standing_F** | *Memorial Wreath (Standing, Horizon Islands)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_US_F** | *Folded Flag (US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_UK_F** | *Folded Flag (UK)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_Altis_F** | *Folded Flag (Altis)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_Livonia_F** | *Folded Flag (Livonia)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_Tanoa_F** | *Folded Flag (Horizon Islands)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Coffin_01_F** | *Coffin* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_F** | *Military Coffin* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_US_F** | *Military Coffin (US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_Flag_F** | *Military Coffin (Flag)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_BasePlate_F** | *Military Coffin (Base)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Coffin_02_BasePlate_US_F** | *Military Coffin (US, Base)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Coffin_02_Cover_F** | *Military Coffin (Cover)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Coffin_02_Cover_US_F** | *Military Coffin (US, Cover)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Lantern_01_black_F** | *Lantern (Black)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Lantern_01_blue_F** | *Lantern (Blue)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Lantern_01_green_F** | *Lantern (Green)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Lantern_01_red_F** | *Lantern (Red)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Pumpkin_01_halloween_F** | *Pumpkin (Halloween)* | Civilian | Things | Food | Public |  | A3_Props_F_Decade_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Scarecrow_01_F** | *Scarecrow* | Civilian | Things | Targets | Public |  | A3_Props_F_Decade_Industrial_Agriculture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_base_F** | *Building* | Civilian | Things | Military | Protected | Decade |  | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_F** | *Battlefield Memorial* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_F** | *Battlefield Memorial (Green)* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_NATO_F** | *Battlefield Memorial [NATO]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_NATO_F** | *Battlefield Memorial (Green) [NATO]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_CSAT_F** | *Battlefield Memorial [CSAT]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_CSAT_F** | *Battlefield Memorial (Green) [CSAT]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_AAF_F** | *Battlefield Memorial [AAF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_AAF_F** | *Battlefield Memorial (Green) [AAF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_LDF_F** | *Battlefield Memorial [LDF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_LDF_F** | *Battlefield Memorial (Green) [LDF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Objectives_base_F** |  | Civilian | Things | Military | Protected |  |  | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **AreaMarker_01_F** | *Area Marker* | Civilian | Signs | Other | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PortableFlagPole_01_F** | *Portable Flagpole* | Civilian | Signs | Flags | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_Base_F** |  | Civilian | Things | Electronics | Protected |  |  | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_01_communications_F** | *Rugged Communications Terminal* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_02_communications_F** | *Rugged Communications Terminal (Large)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_01_communications_hub_F** | *Rugged Communications Hub* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_01_F** | *Rugged Terminal* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **SpaceshipCapsule_01_container_F** | *Space Capsule Container* | Civilian | Things | Space | Public | Decade | A3_Props_F_Decade_Spaceship | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SpaceshipCapsule_01_F** | *Space Capsule* | Civilian | Things | Space | Public | Decade | A3_Props_F_Decade_Spaceship | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:53, 8 August 2024 (CEST)"}],"categories":[],"groups":["Reference Lists"]},{"name":"Arma 3: CfgVehicles Equipment","title":"Arma 3: CfgVehicles Equipment","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Equipment","revid":367246,"updated":"2024-08-08T17:01:08Z","aliases":["Arma 3 CfgVehicles Equipment"],"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|\n|  | **WeaponHolder_Single_F** | *Ground* | Civilian | Supplies | Military | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ContainerSupply** | *Ground* | Civilian | Supplies | Military | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WeaponHolder_Single_limited_item_F** | *Ground* | Civilian | Supplies | Military | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WeaponHolder_Single_limited_magazine_F** | *Ground* | Civilian | Supplies | Military | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WeaponHolder_Single_limited_weapon_F** | *Ground* | Civilian | Supplies | Military | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ItemWatch** | *Watch* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ItemCompass** | *Compass* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ItemGPS** | *GPS* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ItemRadio** | *Radio* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ItemMap** | *Map* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_MineDetector** | *Mine Detector* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Binocular** | *Binoculars* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Rangefinder** | *Rangefinder* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NVGoggles** | *NV Goggles (Brown)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NVGoggles_OPFOR** | *NV Goggles (Black)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NVGoggles_INDEP** | *NV Goggles (Green)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_FirstAidKit** | *First Aid Kit* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Medikit** | *Medikit* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ToolKit** | *Toolkit* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_NLAW_F** | *PCML* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_RPG32_F** | *RPG-42 Alamut* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_EBR_F** | *Mk18 ABR 7.62Â mm* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_GM6_F** | *GM6 Lynx 12.7Â mm* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_LRR_F** | *M320 LRR .408* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_LMG_Mk200_F** | *Mk200 6.5Â mm* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_P07_F** | *P07 9Â mm* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_Rook40_F** | *Rook-40 9 mm* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Katiba_F** | *Katiba 6.5 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Katiba_C_F** | *Katiba Carbine 6.5 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Katiba_GL_F** | *Katiba GL 6.5 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MXC_F** | *MXC 6.5Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MXC_Black_F** | *MXC 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_F** | *MX 6.5Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_Black_F** | *MX 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_GL_F** | *MX 3GL 6.5Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_GL_Black_F** | *MX 3GL 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_SW_F** | *MX SW 6.5Â mm* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_SW_Black_F** | *MX SW 6.5 mm (Black)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MXM_F** | *MXM 6.5Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MXM_Black_F** | *MXM 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SDAR_F** | *SDAR 5.56Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_TRG21_F** | *TRG-21 5.56 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_TRG20_F** | *TRG-20 5.56 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_TRG21_GL_F** | *TRG-21 EGLM 5.56 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Laserdesignator** | *Laser Designator (Sand)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_B_Titan_F** | *Titan MPRL (Sand)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_I_Titan_F** | *Titan MPRL (Digital)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_O_Titan_F** | *Titan MPRL (Hex)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_launch_B_Titan_short_F** | *Titan MPRL Compact (Sand)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_I_Titan_short_F** | *Titan MPRL Compact (Olive)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_O_Titan_short_F** | *Titan MPRL Compact (Coyote)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_LMG_Zafir_F** | *Zafir 7.62 mm* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_ACPC2_F** | *ACP-C2 .45 ACP* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Mk20_F** | *Mk20 5.56Â mm (Camo)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Mk20_plain_F** | *Mk20 5.56Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Mk20C_F** | *Mk20C 5.56Â mm (Camo)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Mk20C_plain_F** | *Mk20C 5.56Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Mk20_GL_F** | *Mk20 EGLM 5.56Â mm (Camo)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Mk20_GL_plain_F** | *Mk20 EGLM 5.56Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_01_F** | *Vermin SMG .45 ACP* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_02_F** | *Sting 9Â mm* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_01_F** | *Rahim 7.62 mm* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_Pistol_heavy_01_F** | *4-five .45 ACP* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_Pistol_heavy_02_F** | *Zubr .45 ACP* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_PDW2000_F** | *PDW2000 9Â mm* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BasicBody** | *Underwear* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_mcam** | *Combat Fatigues (MTP)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_mcam_tshirt** | *Combat Fatigues (MTP) (Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_mcam_vest** | *Recon Fatigues (MTP)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_GhillieSuit** | *Ghillie Suit [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_HeliPilotCoveralls** | *Heli Pilot Coveralls [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_Wetsuit** | *Wetsuit [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_CombatUniform_ocamo** | *Fatigues (Hex) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_GhillieSuit** | *Ghillie Suit [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_PilotCoveralls** | *Pilot Coveralls [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_Wetsuit** | *Wetsuit [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poloshirt_blue** | *Commoner Clothes (Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poloshirt_burgundy** | *Commoner Clothes (Burgundy)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poloshirt_stripped** | *Commoner Clothes (Striped)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poloshirt_tricolour** | *Commoner Clothes (Tricolor)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poloshirt_salmon** | *Commoner Clothes (Salmon)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poloshirt_redwhite** | *Commoner Clothes (Red-White)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_G_resistanceLeader_F** | *Combat Fatigues (Stavrou)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_Protagonist_VR** | *VR Suit [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_Protagonist_VR** | *VR Suit [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_Protagonist_VR** | *VR Suit [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_G_Story_Protagonist_F** | *Worn Combat Fatigues (Kerry)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Commoner1_1** | *Commoner Clothes 1* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Commoner1_2** | *Commoner Clothes 2* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Commoner1_3** | *Commoner Clothes 3* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_Rangemaster** | *Rangemaster Suit* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Rangemaster_belt** | *Rangemaster Belt* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_BandollierB_khk** | *Slash Bandolier (Khaki)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_BandollierB_cbr** | *Slash Bandolier (Coyote)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_BandollierB_rgr** | *Slash Bandolier (Green)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_BandollierB_blk** | *Slash Bandolier (Black)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier1_rgr** | *Carrier Lite (Green)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier2_rgr** | *Carrier Rig (Green)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier2_blk** | *Carrier Rig (Black)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Chestrig_khk** | *Chest Rig (Khaki)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Chestrig_rgr** | *Chest Rig (Green)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Chestrig_blk** | *Chest Rig (Black)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVest_khk** | *Tactical Vest (Khaki)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVest_brn** | *Tactical Vest (Brown)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVest_oli** | *Tactical Vest (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVest_blk** | *Tactical Vest (Black)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_HarnessO_brn** | *LBV Harness* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_HarnessOGL_brn** | *LBV Grenadier Harness* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_RebreatherB** | *Rebreather [NATO]* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_RebreatherIR** | *Rebreather [CSAT]* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_I_G_resistanceLeader_F** | *Tactical Vest (Stavrou)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB** | *Combat Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_camo** | *Combat Helmet (Camo)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_khk** | *Booniehat (Khaki)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_oli** | *Booniehat (Olive)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_mcamo** | *Booniehat (MTP)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_light** | *Light Combat Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_red** | *Cap (Red)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_blu** | *Cap (Blue)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_oli** | *Cap (Olive)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_headphones** | *Rangemaster Cap* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetHeli_B** | *Heli Pilot Helmet [NATO]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetHeli_O** | *Heli Pilot Helmet [CSAT]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetO_ocamo** | *Protector Helmet (Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetLeaderO_ocamo** | *Defender Helmet (Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_ocamo** | *Military Cap (Hex)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_mcamo** | *Military Cap (MTP)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_mcam_worn** | *Worn Combat Fatigues (MTP)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_wdl** | *Combat Fatigues (MTP)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_wdl_tshirt** | *Combat Fatigues (MTP) (Tee)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_wdl_vest** | *Recon Fatigues (MTP)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_sgg** | *Combat Fatigues (MTP)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_sgg_tshirt** | *Combat Fatigues (MTP) (Tee)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_sgg_vest** | *Recon Fatigues (MTP)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_SpecopsUniform_sgg** | *Specop Fatigues (Sage)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_PilotCoveralls** | *Pilot Coveralls [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_CombatUniform_oucamo** | *Fatigues (Urban) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_SpecopsUniform_ocamo** | *Recon Fatigues (Hex)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_SpecopsUniform_blk** | *Recon Fatigues (Black)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_OfficerUniform_ocamo** | *Officer Fatigues (Hex)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_CombatUniform** | *Combat Fatigues [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_CombatUniform_tshirt** | *Combat Fatigues [AAF] (Officer)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_CombatUniform_shortsleeve** | *Combat Fatigues [AAF] (Rolled-up)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_pilotCoveralls** | *Pilot Coveralls [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_HeliPilotCoveralls** | *Heli Pilot Coveralls [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_GhillieSuit** | *Ghillie Suit [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_OfficerUniform** | *Combat Fatigues [AAF] (Officer)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_Wetsuit** | *Wetsuit [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_Competitor** | *Competitor Suit* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_NikosBody** | *Nikos Clothes* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_MillerBody** | *Combat Fatigues (Miller)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_KerryBody** | *Combat Fatigues (Kerry)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OrestesBody** | *Jacket and Shorts* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_AttisBody** | *Underwear 4* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_AntigonaBody** | *Underwear 5* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OI_Scientist** | *Scientist Suit* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_BandollierB_oli** | *Slash Bandolier (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier1_blk** | *Carrier Lite (Black)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Chestrig_oli** | *Chest Rig (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVest_camo** | *Tactical Vest (Camo)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVest_blk_POLICE** | *Tactical Vest (Police)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVestIR_blk** | *Raven Vest* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_HarnessO_gry** | *LBV Harness (Grey)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_HarnessOGL_gry** | *LBV Grenadier Harness (Grey)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierIA1_dgtl** | *GA Carrier Lite (Digital)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierIA2_dgtl** | *GA Carrier Rig (Digital)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_RebreatherIA** | *Rebreather [AAF]* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_tan** | *Booniehat (Sand)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_dgtl** | *Booniehat [AAF]* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_khk_hs** | *Booniehat (Headset)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecB** | *Enhanced Combat Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecB_paint1** | *Enhanced Combat Helmet (Grass)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecB_paint2** | *Enhanced Combat Helmet (Desert)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecB_blk** | *Enhanced Combat Helmet (Black)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecB_snakeskin** | *Enhanced Combat Helmet (Snakeskin)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecB_sand** | *Enhanced Combat Helmet (Sand)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetIA** | *Modular Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_tan** | *Cap (Tan)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_blk** | *Cap (Black)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_blk_CMMG** | *Cap (CMMG)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_brn_SPECOPS** | *Cap [OPFOR]* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_tan_specops_US** | *Cap (US MTP)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_khaki_specops_UK** | *Cap (UK)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_grn** | *Cap (Green)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_grn_BI** | *Cap (BI)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_blk_Raven** | *Cap [AAF]* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_blk_ION** | *Cap (ION)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_oli_hs** | *Cap (Olive, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_press** | *Cap (Press)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_usblack** | *Cap (US Black)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_surfer** | *Cap (Surfer)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_police** | *Cap (Police)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetCrew_B** | *Crew Helmet [NATO]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetCrew_O** | *Crew Helmet [CSAT]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetCrew_I** | *Crew Helmet [AAF]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetFighter_B** | *Pilot Helmet [NATO]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetFighter_O** | *Pilot Helmet [CSAT]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetFighter_I** | *Pilot Helmet [AAF]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetHeli_I** | *Heli Pilot Helmet [AAF]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_CrewHelmetHeli_B** | *Heli Crew Helmet [NATO]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_CrewHelmetHeli_O** | *Heli Crew Helmet [CSAT]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_CrewHelmetHeli_I** | *Heli Crew Helmet [AAF]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetO_oucamo** | *Protector Helmet (Urban)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetLeaderO_oucamo** | *Defender Helmet (Urban)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecO_ocamo** | *Assassin Helmet (Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecO_blk** | *Assassin Helmet (Black)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_gry** | *Military Cap (Grey)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_dgtl** | *Military Cap [AAF]* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_blue** | *Military Cap (Blue)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_surfer** | *Bandana (Surfer)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_khk** | *Bandana (Khaki)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_khk_hs** | *Bandana (Headset)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_cbr** | *Bandana (Coyote)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_sgg** | *Bandana (Sage)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_sand** | *Bandana (Sand)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_gry** | *Bandana (Black)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_camo** | *Bandana (Woodland)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_mcamo** | *Bandana (MTP)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_surfer_blk** | *Bandana (Surfer, Black)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_surfer_grn** | *Bandana (Surfer, Green)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_blu** | *Bandana (Blue)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Shemag_olive** | *Shemag (Olive)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Shemag_olive_hs** | *Shemag (Olive, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_ShemagOpen_khk** | *Shemag (White)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_ShemagOpen_tan** | *Shemag (Tan)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Beret_blk** | *Beret (Black)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Beret_02** | *Beret [NATO]* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Beret_Colonel** | *Beret [NATO] (Colonel)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Watchcap_blk** | *Beanie* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Watchcap_cbr** | *Beanie (Coyote)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Watchcap_khk** | *Beanie (Khaki)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Watchcap_camo** | *Beanie (Green)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_StrawHat** | *Straw Hat* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_StrawHat_dark** | *Straw Hat (Dark)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_blue** | *Hat (Blue)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_brown** | *Hat (Brown)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_camo** | *Hat (Camo)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_grey** | *Hat (Grey)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_checker** | *Hat (Checker)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_tan** | *Hat (Tan)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_Guerilla1_1** | *Guerilla Garment* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_Guerilla2_1** | *Guerilla Outfit (Plain, Dark)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_Guerilla2_2** | *Guerilla Outfit (Pattern)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_Guerilla2_3** | *Guerilla Outfit (Plain, Light)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_Guerilla3_1** | *Guerilla Smocks* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_Guerilla3_2** | *Guerilla Smocks 1* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_leader** | *Guerilla Uniform* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerilla1_1** | *Guerilla Garment* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerilla2_1** | *Guerilla Outfit (Plain, Dark)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerilla2_2** | *Guerilla Outfit (Pattern)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerilla2_3** | *Guerilla Outfit (Plain, Light)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerilla3_1** | *Guerilla Smocks* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerilla3_2** | *Guerilla Smocks 1* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_leader** | *Guerilla Uniform* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_Guerilla1_1** | *Guerilla Garment* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_Guerilla2_1** | *Guerilla Outfit (Plain, Dark)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_Guerilla2_2** | *Guerilla Outfit (Pattern)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_Guerilla2_3** | *Guerilla Outfit (Plain, Light)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_Guerilla3_1** | *Guerilla Smocks* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_Guerilla3_2** | *Guerilla Smocks 1* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_leader** | *Guerilla Uniform* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poor_1** | *Worn Clothes* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poor_2** | *Worn Clothes* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Scavenger_1** | *Scavenger Clothes (Light)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Scavenger_2** | *Scavenger Clothes (Dark)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Farmer** | *Farmer Clothes* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Fisherman** | *Fishing Clothes* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_WorkerOveralls** | *Worker Clothes* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_FishermanOveralls** | *Fishing Overalls* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_WorkerCoveralls** | *Worker Coveralls* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_HunterBody_grn** | *Hunting Clothes* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_HunterBody_brn** | *Hunting Clothes (Brown)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Commoner2_1** | *Commoner Clothes 4* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Commoner2_2** | *Commoner Clothes 5* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Commoner2_3** | *Commoner Clothes 6* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_PriestBody** | *Clerical Robes* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poor_shorts_1** | *Worn Shorts 1* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poor_shorts_2** | *Worn Shorts 2* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Commoner_shorts** | *Commoner Shorts* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ShirtSurfer_shorts** | *Surfer Outfit 1* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_TeeSurfer_shorts_1** | *Surfer Outfit 2* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_TeeSurfer_shorts_2** | *Surfer Outfit 3* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_B_UavTerminal** | *UAV Terminal [NATO]* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_O_UavTerminal** | *UAV Terminal [CSAT]* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_I_UavTerminal** | *UAV Terminal [AAF]* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_1** | *CTRG Combat Uniform* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_2** | *CTRG Combat Uniform (Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_3** | *CTRG Combat Uniform (Rolled-up)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_survival_uniform** | *Survival Fatigues* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier_Kerry** | *US Plate Carrier Rig (Kerry)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierL_CTRG** | *CTRG Plate Carrier Rig Mk.1 (Light)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierH_CTRG** | *CTRG Plate Carrier Rig Mk.2 (Heavy)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_grass** | *Combat Helmet (Grass)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_snakeskin** | *Combat Helmet (Snakeskin)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_desert** | *Combat Helmet (Desert)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_black** | *Combat Helmet (Black)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_sand** | *Combat Helmet (Sand)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_light_grass** | *Light Combat Helmet (Grass)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_light_snakeskin** | *Light Combat Helmet (Snakeskin)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_light_desert** | *Light Combat Helmet (Desert)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_light_black** | *Light Combat Helmet (Black)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_light_sand** | *Light Combat Helmet (Sand)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_Empty** | *Empty* | Civilian | Weapons | Assault Rifles | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ReammoBox_F** | *Air Supply Crate* | Civilian | Supplies | Ammo | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_NATO_Wps_F** | *Basic Weapons [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_NATO_WpsSpecial_F** | *Special Weapons [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_NATO_Ammo_F** | *Basic Ammo [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_NATO_AmmoOrd_F** | *Explosives [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_NATO_Grenades_F** | *Grenades [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_NATO_Support_F** | *Support [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_East_Wps_F** | *Basic Weapons [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_East_WpsSpecial_F** | *Special Weapons [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_East_Ammo_F** | *Basic Ammo [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_East_AmmoOrd_F** | *Explosives [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_East_Grenades_F** | *Grenades [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_East_Support_F** | *Support [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_Ammo_F** | *Ammo Cache [NATO]* | Civilian | Supplies | Ammo | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_Wps_F** | *Weapons Cache [NATO]* | Civilian | Supplies | Ammo | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Box_AmmoOld_F** | *Ammobox (Old)* | Civilian | Supplies | Objects (Containers) | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_NATO_WpsLaunch_F** | *Launchers [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_NATO_AmmoVeh_F** | *Vehicle Ammo [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Box_East_WpsLaunch_F** | *Launchers [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_East_AmmoVeh_F** | *Vehicle Ammo [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Box_IND_Wps_F** | *Basic Weapons [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IND_WpsSpecial_F** | *Special Weapons [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IND_WpsLaunch_F** | *Launchers [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IND_Ammo_F** | *Basic Ammo [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IND_AmmoOrd_F** | *Explosives [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IND_Grenades_F** | *Grenades [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IND_Support_F** | *Support [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IND_AmmoVeh_F** | *Vehicle Ammo [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **B_supplyCrate_F** | *Supply Box [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **O_supplyCrate_F** | *Supply Box [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **I_supplyCrate_F** | *Supply Box [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **IG_supplyCrate_F** | *Supply Box [FIA]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **C_supplyCrate_F** | *Supply Box [CTRG]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **Bag_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_khk** | *Assault Pack (Khaki)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_dgtl** | *Assault Pack (Digital)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_sgg** | *Assault Pack (Sage)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_blk** | *Assault Pack (Black)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_cbr** | *Assault Pack (Coyote)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_mcamo** | *Assault Pack (MTP)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_ocamo** | *Assault Pack (Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_mcamo** | *Kitbag (MTP)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_sgg** | *Kitbag (Sage)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_cbr** | *Kitbag (Coyote)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_tan** | *Kitbag (Tan)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_rgr** | *Tactical Backpack (Green)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_mcamo** | *Tactical Backpack (MTP)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_ocamo** | *Tactical Backpack (Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_blk** | *Tactical Backpack (Black)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_oli** | *Tactical Backpack (Olive)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_khk** | *Field Pack (Khaki)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ocamo** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo** | *Field Pack (Urban)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_blk** | *Field Pack (Black)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ocamo** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oucamo** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_mcamo** | *Carryall Backpack (MTP)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_khk** | *Carryall Backpack (Khaki)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_cbr** | *Carryall Backpack (Coyote)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_blk** | *Carryall Backpack (Black)* | Civilian | Equipment | Backpacks | Public |  |  | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_sgg** | *Bergen (Sage)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_mcamo** | *Bergen (MTP)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_rgr** | *Bergen (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_blk** | *Bergen (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_OutdoorPack_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_OutdoorPack_blk** | *Outdoor Pack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_OutdoorPack_tan** | *Outdoor Pack (Tan)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_OutdoorPack_blu** | *Outdoor Pack (Blue)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HuntingBackpack** | *Hunting Backpack* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPackG** | *Assault Pack* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_BergenG** | *Bergen* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_BergenC_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_BergenC_red** | *Bergen (Red)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_BergenC_grn** | *Bergen (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_BergenC_blu** | *Bergen (Blue)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Parachute** | *Steerable Parachute* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GroundWeaponHolder** | *Ground* | Civilian | Supplies | Military | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **GroundWeaponHolder_Scripted** | *Ground* | Civilian | Supplies | Military | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WeaponHolderSimulated** | *Ground* | Civilian | Supplies | Ammo | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WeaponHolderSimulated_Scripted** | *Ground* | Civilian | Supplies | Ammo | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oli** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oli** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_AssaultPack** | *Assault Pack* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_Bergen** | *Bergen* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **C_Bergen_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **C_Bergen_red** | *Bergen (Red)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **C_Bergen_grn** | *Bergen (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **C_Bergen_blu** | *Bergen (Blue)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_Kerry** | *US Assault Pack (Kerry)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_LAT** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_Medic** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_Repair** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Assault_Diver** | *Assault Pack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_blk_DiverExp** | *Assault Pack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_Exp** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_mcamo_AT** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_ReconMedic** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_ReconExp** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_ReconLAT** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_mcamo_AA** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_mcamo_AAR** | *Tactical Backpack (MTP)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_mcamo_Ammo** | *Carryall Backpack (MTP)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_mcamo_Eng** | *Kitbag (MTP)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_mcamo_AAA** | *Carryall Backpack (MTP)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_mcamo_AAT** | *Carryall Backpack (MTP)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_AAR** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_blk_DiverExp** | *Field Pack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_Assault_Diver** | *Field Pack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ocamo_Medic** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_LAT** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_Repair** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ocamo_Exp** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ocamo_AA** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ocamo_AAR** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ocamo_ReconMedic** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_AT** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_AAT** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_AA** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_AAA** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_Medic** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ocamo_ReconExp** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_Ammo** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_RPG_AT** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ocamo_AAA** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ocamo_Eng** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_cbr_AAT** | *Carryall Backpack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo_AT** | *Field Pack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo_LAT** | *Field Pack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oucamo_AAT** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo_AA** | *Field Pack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oucamo_AAA** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo_AAR** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo_Medic** | *Field Pack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo_Ammo** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo_Repair** | *Field Pack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oucamo_Exp** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oucamo_Eng** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ocamo_AAR** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oucamo_AAR** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_AA** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Assault_Diver** | *Field Pack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_Ammo** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_Medic** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_Repair** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_LAT** | *Assault Pack (Digital)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_AT** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_AAR** | *Tactical Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Carryall_oli_AAT** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Carryall_oli_Exp** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Carryall_oli_AAA** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Carryall_oli_Eng** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_TacticalPack_Eng** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_FieldPack_Medic** | *Tactical Backpack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_FieldPack_LAT** | *Tactical Backpack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_Carryall_Ammo** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_Carryall_Exp** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_oli_AAR** | *Tactical Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_BergenG_TEST_B_Soldier_overloaded** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_GM6_camo_F** | *GM6 Lynx 12.7Â mm (Camo)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_LongRangeRifles_GM6 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_LRR_camo_F** | *M320 LRR .408 (Camo)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_LongRangeRifles_M320 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Scientist** | *Scientist Clothes* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Journalist** | *Journalist Clothes* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_Guerrilla_6_1** | *Guerilla Apparel* | Civilian | Equipment | Uniforms | Protected |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerrilla_6_1** | *Guerilla Apparel* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_Guerrilla_6_1** | *Guerilla Apparel* | Civilian | Equipment | Uniforms | Protected |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Press_F** | *Vest (Press)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_Bag_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_01_support_F** | *Folded Tripod [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_01_support_F** | *Folded Tripod [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_01_support_F** | *Folded Tripod [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_01_support_high_F** | *Folded Tripod (Raised) [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_01_support_high_F** | *Folded Tripod (Raised) [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_01_support_high_F** | *Folded Tripod (Raised) [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_01_weapon_F** | *Dismantled Mk30 HMG [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_01_weapon_F** | *Dismantled Mk30 HMG [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_01_weapon_F** | *Dismantled Mk30 HMG [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_01_A_weapon_F** | *Dismantled Autonomous MG [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_01_A_weapon_F** | *Dismantled Autonomous MG [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_01_A_weapon_F** | *Dismantled Autonomous MG [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_GMG_01_weapon_F** | *Dismantled Mk32 GMG [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_GMG_01_weapon_F** | *Dismantled Mk32 GMG [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_GMG_01_weapon_F** | *Dismantled Mk32 GMG [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_GMG_01_A_weapon_F** | *Dismantled Autonomous GMG [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_GMG_01_A_weapon_F** | *Dismantled Autonomous GMG [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_GMG_01_A_weapon_F** | *Dismantled Autonomous GMG [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_01_high_weapon_F** | *Dismantled Mk30 HMG (Raised) [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_01_high_weapon_F** | *Dismantled Mk30 HMG (Raised) [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_01_high_weapon_F** | *Dismantled Mk30 HMG (Raised) [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_GMG_01_high_weapon_F** | *Dismantled Mk32 GMG (Raised) [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_GMG_01_high_weapon_F** | *Dismantled Mk32 GMG (Raised) [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_GMG_01_high_weapon_F** | *Dismantled Mk32 GMG (Raised) [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [CSAT]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_C_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [FIA]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_G_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [Syndikat]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_G_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [Syndikat]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_G_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [Syndikat]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [CSAT]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_C_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [Syndikat]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_G_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [FIA]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_G_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [FIA]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_G_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [FIA]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [CSAT]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_C_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [Syndikat]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_G_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [FIA]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_G_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [FIA]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_G_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [FIA]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_02_high_weapon_F** |  | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_02_high_weapon_F** |  | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_C_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [Syndikat]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_G_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [FIA]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_G_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [FIA]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_G_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [FIA]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Mortar_01_weapon_F** | *Folded Mk6 Mortar Tube [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_Mortar_01_weapon_F** | *Folded Mk6 Mortar Tube [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Mortar_01_weapon_F** | *Folded Mk6 Mortar Tube [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_B_Parachute_02_F** | *Steerable Parachute* | Civilian | Equipment | Backpacks | Protected |  | A3_Air_F_Beta_Parachute_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_O_Parachute_02_F** | *Steerable Parachute* | Civilian | Equipment | Backpacks | Protected |  | A3_Air_F_Beta_Parachute_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_I_Parachute_02_F** | *Steerable Parachute* | Civilian | Equipment | Backpacks | Protected |  | A3_Air_F_Beta_Parachute_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AA_01_weapon_F** | *Static Titan Launcher (AA) [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_AA_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_AA_01_weapon_F** | *Static Titan Launcher (AA) [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_AA_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_AA_01_weapon_F** | *Static Titan Launcher (AA) [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_AA_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AT_01_weapon_F** | *Static Titan Launcher (AT) [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_AT_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_AT_01_weapon_F** | *Static Titan Launcher (AT) [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_AT_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_AT_01_weapon_F** | *Static Titan Launcher (AT) [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_AT_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_UAV_01_backpack_F** | *UAV Bag (AR-2) [NATO]* | Civilian | Equipment | Backpacks | Public |  | A3_Drones_F_Weapons_F_Gamma_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_UAV_01_backpack_F** | *UAV Bag (AR-2) [CSAT]* | Civilian | Equipment | Backpacks | Public |  | A3_Drones_F_Weapons_F_Gamma_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_UAV_01_backpack_F** | *UAV Bag (AR-2) [AAF]* | Civilian | Equipment | Backpacks | Public |  | A3_Drones_F_Weapons_F_Gamma_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Respawn_TentDome_F** | *Camp (Dome Tent)* | Civilian | Equipment | Backpacks | Public | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Respawn_TentA_F** | *Camp (Ridge Tent)* | Civilian | Equipment | Backpacks | Public | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Respawn_Sleeping_bag_F** | *Camp (Green Sleeping Bag)* | Civilian | Equipment | Backpacks | Public | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Respawn_Sleeping_bag_blue_F** | *Camp (Blue Sleeping Bag)* | Civilian | Equipment | Backpacks | Public | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Respawn_Sleeping_bag_brown_F** | *Camp (Brown Sleeping Bag)* | Civilian | Equipment | Backpacks | Public | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_Pistol_Signal_F** | *Starter Pistol* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Kart_Pistols_Pistol_Signal_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1** | *Driver Coverall (Fuel)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_2** | *Driver Coverall (Bluking)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_3** | *Driver Coverall (Redstone)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_4** | *Driver Coverall (Vrana)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1_black** | *Driver Coverall (Black)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1_blue** | *Driver Coverall (Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1_green** | *Driver Coverall (Green)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1_red** | *Driver Coverall (Red)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1_white** | *Driver Coverall (White)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1_yellow** | *Driver Coverall (Yellow)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1_orange** | *Driver Coverall (Orange)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_Marshal** | *Marshal Clothes* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_F** | *Racing Helmet (Fuel)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_2_F** | *Racing Helmet (Bluking)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_3_F** | *Racing Helmet (Redstone)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_4_F** | *Racing Helmet (Vrana)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_black_F** | *Racing Helmet (Black)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_blue_F** | *Racing Helmet (Blue)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_green_F** | *Racing Helmet (Green)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_red_F** | *Racing Helmet (Red)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_white_F** | *Racing Helmet (White)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_yellow_F** | *Racing Helmet (Yellow)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_orange_F** | *Racing Helmet (Orange)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_marshal** | *Marshal Cap* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_FIA_Wps_F** | *FIA Weapon Cache* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Bootcamp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_FIA_Ammo_F** | *FIA Ammo Cache* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Bootcamp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_FIA_Support_F** | *FIA Equipment Cache* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Bootcamp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_CargoNet_01_ammo_F** | *Cargo Net [NATO]* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_CargoNets | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **O_CargoNet_01_ammo_F** | *Cargo Net [CSAT]* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_CargoNets | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **I_CargoNet_01_ammo_F** | *Cargo Net [AAF]* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_CargoNets | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **CargoNet_01_box_F** | *Cargo Net (Box)* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_CargoNets | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **CargoNet_01_barrels_F** | *Cargo Net (Barrels)* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_CargoNets | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_FlexibleTank_01_F** |  | Civilian | Supplies | Storage | Protected |  | A3_Supplies_F_Heli_Fuel | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **FlexibleTank_01_forest_F** | *Flexible Fuel Tank (Forest)* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_Fuel | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **FlexibleTank_01_sand_F** | *Flexible Fuel Tank (Sand)* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_Fuel | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **B_Slingload_01_Ammo_F** | *Huron Ammo Container* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_Slingload | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **B_Slingload_01_Cargo_F** | *Huron Cargo Container* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_Slingload | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **B_Slingload_01_Fuel_F** | *Huron Fuel Container* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_Slingload | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **B_Slingload_01_Medevac_F** | *Huron Medical Container* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_Slingload | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **B_Slingload_01_Repair_F** | *Huron Repair Container* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_Slingload | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_ammo_F** | *Taru Ammo Pod* | Civilian | Supplies | Storage | Public |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_box_F** | *Taru Cargo Pod* | Civilian | Supplies | Storage | Public |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_fuel_F** | *Taru Fuel Pod* | Civilian | Supplies | Storage | Public |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_repair_F** | *Taru Repair Pod* | Civilian | Supplies | Storage | Public |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_ammo_black_F** | *Taru Ammo Pod (Black)* | Civilian | Supplies | Storage | Protected |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_box_black_F** | *Taru Cargo Pod (Black)* | Civilian | Supplies | Storage | Protected |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_fuel_black_F** | *Taru Fuel Pod (Black)* | Civilian | Supplies | Storage | Protected |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_repair_black_F** | *Taru Repair Pod (Black)* | Civilian | Supplies | Storage | Protected |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **B_Static_Designator_01_weapon_F** | *Remote Designator Bag [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mark_Designator_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_Static_Designator_02_weapon_F** | *Remote Designator Bag [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mark_Designator_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_02_F** | *MAR-10 .338 (Black)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_02_camo_F** | *MAR-10 .338 (Camo)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_02_sniper_F** | *MAR-10 .338 (Sand)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_03_F** | *Mk-I EMR 7.62 mm (Black)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_03_khaki_F** | *Mk-I EMR 7.62 mm (Khaki)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_03_tan_F** | *Mk-I EMR 7.62 mm (Sand)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_03_multicam_F** | *Mk-I EMR 7.62 mm (Camo)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_03_woodland_F** | *Mk-I EMR 7.62 mm (Woodland)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_04_F** | *ASP-1 Kir 12.7 mm (Black)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_04_Tan_F** | *ASP-1 Kir 12.7 mm (Tan)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_05_blk_F** | *Cyrus 9.3 mm (Black)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_05_hex_F** | *Cyrus 9.3 mm (Hex)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_05_tan_f** | *Cyrus 9.3 mm (Tan)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_06_camo_F** | *Mk14 7.62 mm (Camo)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_06_olive_F** | *Mk14 7.62 mm (Olive)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_MMG_01_hex_F** | *Navid 9.3 mm (Hex)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_MMG_01_tan_F** | *Navid 9.3 mm (Tan)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_MMG_02_camo_F** | *SPMG .338 (MTP)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_MMG_02_black_F** | *SPMG .338 (Black)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_MMG_02_sand_F** | *SPMG .338 (Sand)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Laserdesignator_02** | *Laser Designator (Hex)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Laserdesignator_03** | *Laser Designator (Olive)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_FullGhillie_lsh** | *Full Ghillie (Lush) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_FullGhillie_sard** | *Full Ghillie (Semi-Arid) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_FullGhillie_ard** | *Full Ghillie (Arid) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_FullGhillie_lsh** | *Full Ghillie (Lush) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_FullGhillie_sard** | *Full Ghillie (Semi-Arid) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_FullGhillie_ard** | *Full Ghillie (Arid) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_FullGhillie_lsh** | *Full Ghillie (Lush) [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_FullGhillie_sard** | *Full Ghillie (Semi-Arid) [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_FullGhillie_ard** | *Full Ghillie (Arid) [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierGL_rgr** | *Carrier GL Rig (Green)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierGL_blk** | *Carrier GL Rig (Black)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierGL_mtp** | *Carrier GL Rig (MTP)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierSpec_rgr** | *Carrier Special Rig (Green)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierSpec_blk** | *Carrier Special Rig (Black)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierSpec_mtp** | *Carrier Special Rig (MTP)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierIAGL_dgtl** | *GA Carrier GL Rig (Digital)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierIAGL_oli** | *GA Carrier GL Rig (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_TR_black** | *ADR-97 TR 5.7 mm (Black)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_TR_camo** | *ADR-97 TR 5.7 mm (Camo)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_TR_khaki** | *ADR-97 TR 5.7 mm (Khaki)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_TR_hex** | *ADR-97 TR 5.7 mm (Hex)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_TR_black** | *ADR-97C TR 5.7 mm (Black)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_TR_camo** | *ADR-97C TR 5.7 mm (Camo)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_TR_khaki** | *ADR-97C TR 5.7 mm (Khaki)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_TR_hex** | *ADR-97C TR 5.7 mm (Hex)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_black** | *ADR-97 5.7 mm (Black)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_camo** | *ADR-97 5.7 mm (Camo)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_khaki** | *ADR-97 5.7 mm (Khaki)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_hex** | *ADR-97 5.7 mm (Hex)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_black** | *ADR-97C 5.7 mm (Black)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_camo** | *ADR-97C 5.7 mm (Camo)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_khaki** | *ADR-97C 5.7 mm (Khaki)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_hex** | *ADR-97C 5.7 mm (Hex)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_Bergen_mcamo_F** | *Bergen Backpack (MTP)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_dgtl_F** | *Bergen Backpack (Digital)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_hex_F** | *Bergen Backpack (Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_tna_F** | *Bergen Backpack (Tropic)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_tna_F** | *Assault Pack (Tropic)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_blk_F** | *Viper Harness (Black)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_ghex_F** | *Viper Harness (Green Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_hex_F** | *Viper Harness (Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_khk_F** | *Viper Harness (Khaki)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_oli_F** | *Viper Harness (Olive)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperLightHarness_blk_F** | *Viper Light Harness (Black)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperLightHarness_ghex_F** | *Viper Light Harness (Green Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperLightHarness_hex_F** | *Viper Light Harness (Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperLightHarness_khk_F** | *Viper Light Harness (Khaki)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperLightHarness_oli_F** | *Viper Light Harness (Olive)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oli_BTAmmo_F** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oli_BTAAA_F** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oli_BTAAT_F** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_tna_BTMedic_F** | *Assault Pack (Tropic)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_BTEng_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_BTExp_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_BTAA_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_BTAT_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_tna_BTRepair_F** | *Assault Pack (Tropic)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_BTLAT_F** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_BTReconExp_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_BTReconMedic** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_01_support_grn_F** | *Folded Tripod (Green) [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Mortar_01_support_grn_F** | *Folded Mortar Mk6 Bipod (Green) [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_GMG_01_Weapon_grn_F** | *Dismantled Mk32 GMG (Green) [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_01_Weapon_grn_F** | *Dismantled Mk30 HMG (Green) [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Mortar_01_Weapon_grn_F** | *Folded Mk6 Mortar Tube (Green) [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_CTRGExp_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_CTRGMedic_F** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_CTRGLAT_F** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTAmmo_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTAAR_AAR_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTAAA_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTAAT_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTMedic_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTEng_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTExp_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTAA_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTAT_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTRepair_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTLAT_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTReconExp_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTReconMedic_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTRPG_AT_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_hex_TL_F** | *Viper Harness (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_ghex_TL_F** | *Viper Harness (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_hex_Exp_F** | *Viper Harness (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_ghex_Exp_F** | *Viper Harness (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_hex_Medic_F** | *Viper Harness (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_ghex_Medic_F** | *Viper Harness (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_hex_M_F** | *Viper Harness (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_ghex_M_F** | *Viper Harness (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_hex_LAT_F** | *Viper Harness (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_ghex_LAT_F** | *Viper Harness (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_hex_JTAC_F** | *Viper Harness (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_ghex_JTAC_F** | *Viper Harness (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_Para_3_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_cbr_Para_5_F** | *Kitbag (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_Para_8_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cb_Bandit_3_F** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_cbr_Bandit_2_F** | *Kitbag (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_khk_Bandit_1_F** | *Field Pack (Khaki)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_blk_Bandit_8_F** | *Field Pack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Box_NATO_Equip_F** | *Equipment Box [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_CSAT_Equip_F** | *Equipment Box [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_AAF_Equip_F** | *Equipment Box [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_GEN_Equip_F** | *Supply Box [Gendarmerie]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_NATO_Uniforms_F** | *Uniforms Box [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_CSAT_Uniforms_F** | *Uniforms Box [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_AAF_Uniforms_F** | *Uniforms Box [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_T_NATO_Wps_F** | *Basic Weapons [NATO Pacific]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_T_NATO_WpsSpecial_F** | *Special Weapons [NATO Pacific]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_T_East_Wps_F** | *Basic Weapons [CSAT Pacific]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_T_East_Ammo_F** | *Basic Ammo [CSAT Pacific]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_T_East_WpsSpecial_F** | *Special Weapons [CSAT Pacific]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_Syndicate_Wps_F** | *Basic Weapons [Syndikat]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_Syndicate_Ammo_F** | *Basic Ammo [Syndikat]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_Syndicate_WpsLaunch_F** | *Launchers [Syndikat]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_IED_Exp_F** | *Explosives (IED)* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **C_T_supplyCrate_F** | *Supply Box [CTRG Pacific]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Weapon_arifle_MX_khk_F** | *MX 6.5 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_GL_khk_F** | *MX 3GL 6.5 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_SW_khk_F** | *MX SW 6.5 mm (Khaki)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MXC_khk_F** | *MXC 6.5 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MXM_khk_F** | *MXM 6.5 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12_F** | *AK-12 7.62 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12_GL_F** | *AK-12 GL 7.62 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_ARX_blk_F** | *Type 115 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_ARX_ghex_F** | *Type 115 6.5 mm (Green Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_ARX_hex_F** | *Type 115 6.5 mm (Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTAR_blk_F** | *CAR-95 5.8 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTAR_hex_F** | *CAR-95 5.8 mm (Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTAR_ghex_F** | *CAR-95 5.8 mm (Green Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTAR_GL_blk_F** | *CAR-95 GL 5.8 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTAR_GL_hex_F** | *CAR-95 GL 5.8 mm (Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTAR_GL_ghex_F** | *CAR-95 GL 5.8 mm (Green Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTARS_blk_F** | *CAR-95-1 5.8mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTARS_hex_F** | *CAR-95-1 5.8mm (Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTARS_ghex_F** | *CAR-95-1 5.8mm (Green Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_07_blk_F** | *CMR-76 6.5 mm (Black)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_07_hex_F** | *CMR-76 6.5 mm (Hex)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_07_ghex_F** | *CMR-76 6.5 mm (Green Hex)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_01_blk_F** | *SPAR-16 5.56 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_01_khk_F** | *SPAR-16 5.56 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_01_snd_F** | *SPAR-16 5.56 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_01_GL_blk_F** | *SPAR-16 GL 5.56 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_01_GL_khk_F** | *SPAR-16 GL 5.56 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_01_GL_snd_F** | *SPAR-16 GL 5.56 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_02_blk_F** | *SPAR-16S 5.56 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_02_khk_F** | *SPAR-16S 5.56 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_02_snd_F** | *SPAR-16S 5.56 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_03_blk_F** | *SPAR-17 7.62 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_03_khk_F** | *SPAR-17 7.62 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_03_snd_F** | *SPAR-17 7.62 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_LRR_tna_F** | *M320 LRR .408 (Tropic)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_GM6_ghex_F** | *GM6 Lynx 12.7 mm (Green Hex)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_LMG_03_F** | *LIM-85 5.56 mm* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_P07_khk_F** | *P07 9 mm (Khaki)* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_P07_blk_F** | *P07 9 mm (Black)* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_RPG7_F** | *RPG-7* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_Pistol_01_F** | *PM 9 mm* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AKM_F** | *AKM 7.62 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AKS_F** | *AKS-74U 5.45 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_B_Titan_tna_F** | *Titan MPRL (Tropic)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_B_Titan_short_tna_F** | *Titan MPRL Compact (Tropic)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_O_Titan_ghex_F** | *Titan MPRL (Green Hex)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_O_Titan_short_ghex_F** | *Titan MPRL Compact (Green Hex)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_RPG32_ghex_F** | *RPG-42 Alamut (Green Hex)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_05_F** | *Protector 9 mm* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Laserdesignator_01_khk_F** | *Laser Designator (Khaki)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Laserdesignator_02_ghex_F** | *Laser Designator (Green Hex)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NVGoggles_tna_F** | *NV Goggles (Tropic)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_O_NVGoggles_hex_F** | *Compact NVG (Hex)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_O_NVGoggles_urb_F** | *Compact NVG (Urban)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_O_NVGoggles_ghex_F** | *Compact NVG (Green Hex)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NVGogglesB_blk_F** | *ENVG-II (Black)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NVGogglesB_grn_F** | *ENVG-II (Green)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NVGogglesB_gry_F** | *ENVG-II (Grey)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_T_Soldier_F** | *Combat Fatigues (Tropic)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_T_Soldier_AR_F** | *Combat Fatigues (Tropic, Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_T_Soldier_SL_F** | *Recon Fatigues (Tropic)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_T_Sniper_F** | *Ghillie Suit (Tropic) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_T_FullGhillie_tna_F** | *Full Ghillie (Jungle) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_F** | *CTRG Stealth Uniform* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_2_F** | *CTRG Stealth Uniform (Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_3_F** | *CTRG Stealth Uniform (Rolled-up)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_arid_F** | *CTRG Stealth Uniform (Arid)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_2_arid_F** | *CTRG Stealth Uniform (Tee, Arid)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_3_arid_F** | *CTRG Stealth Uniform (Rolled-up, Arid)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_GEN_Soldier_F** | *Gendarmerie Uniform* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_GEN_Commander_F** | *Gendarmerie Commander Uniform* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_T_Soldier_F** | *Fatigues (Green Hex) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_T_Officer_F** | *Officer Fatigues (Green Hex) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_T_Sniper_F** | *Ghillie Suit (Green Hex) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_T_FullGhillie_tna_F** | *Full Ghillie (Jungle) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_V_Soldier_Viper_F** | *Special Purpose Suit (Green Hex)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_V_Soldier_Viper_hex_F** | *Special Purpose Suit (Hex)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Para_1_F** | *Paramilitary Garb (Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Para_2_F** | *Paramilitary Garb (Jacket)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Para_3_F** | *Paramilitary Garb (Shirt)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Para_4_F** | *Paramilitary Garb (Tank Top)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Para_5_F** | *Paramilitary Garb (Shorts)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Bandit_1_F** | *Bandit Clothes (Polo Shirt)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Bandit_2_F** | *Bandit Clothes (Skull)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Bandit_3_F** | *Bandit Clothes (Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Bandit_4_F** | *Bandit Clothes (Checkered)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Bandit_5_F** | *Bandit Clothes (Tank Top)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Camo_F** | *Syndikat Uniform* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_man_sport_1_F** | *Sport Clothes (Beach)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_man_sport_2_F** | *Sport Clothes (Orange)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_man_sport_3_F** | *Sport Clothes (Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Man_casual_1_F** | *Casual Clothes (Navy)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Man_casual_2_F** | *Casual Clothes (Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Man_casual_3_F** | *Casual Clothes (Green)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Man_casual_4_F** | *Summer Clothes (Sky)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Man_casual_5_F** | *Summer Clothes (Yellow)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Man_casual_6_F** | *Summer Clothes (Red)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_urb_1_F** | *CTRG Urban Uniform* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_urb_2_F** | *CTRG Urban Uniform (Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_urb_3_F** | *CTRG Urban Uniform (Rolled-up)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_tna_F** | *Combat Helmet (Tropic)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_Enh_tna_F** | *Enhanced Combat Helmet (Tropic)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_Light_tna_F** | *Light Combat Helmet (Tropic)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_TI_tna_F** | *Stealth Combat Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_TI_arid_F** | *Stealth Combat Helmet (Arid)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecO_ghex_F** | *Assassin Helmet (Green Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetCrew_O_ghex_F** | *Crew Helmet (Green Hex) [CSAT]* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetLeaderO_ghex_F** | *Defender Helmet (Green Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetO_ghex_F** | *Protector Helmet (Green Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetO_ViperSP_hex_F** | *Special Purpose Helmet (Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetO_ViperSP_ghex_F** | *Special Purpose Helmet (Green Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Helmet_Skate** | *Skate Helmet* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_tna_F** | *Military Cap (Tropic)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_ghex_F** | *Military Cap (Green Hex)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_tna_F** | *Booniehat (Tropic)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Beret_gen_F** | *Beret (Gendarmerie)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_gen_F** | *Military Cap (Gendarmerie)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacChestrig_grn_F** | *Tactical Chest Rig (Green)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacChestrig_oli_F** | *Tactical Chest Rig (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacChestrig_cbr_F** | *Tactical Chest Rig (Coyote)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier1_tna_F** | *Carrier Lite (Tropic)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierSpec_tna_F** | *Carrier Special Rig (Tropic)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierGL_tna_F** | *Carrier GL Rig (Tropic)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_HarnessO_ghex_F** | *LBV Harness (Green Hex)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_HarnessOGL_ghex_F** | *LBV Grenadier Harness (Green Hex)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_BandollierB_ghex_F** | *Slash Bandolier (Green Hex)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier1_rgr_noflag_F** | *Carrier Lite (Green, No Flag)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier2_rgr_noflag_F** | *Carrier Rig (Green, No Flag)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVest_gen_F** | *Gendarmerie Vest* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_DeckCrew_yellow_F** | *Deck Crew Vest (Yellow)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Jets_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_DeckCrew_blue_F** | *Deck Crew Vest (Blue)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Jets_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_DeckCrew_green_F** | *Deck Crew Vest (Green)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Jets_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_DeckCrew_red_F** | *Deck Crew Vest (Red)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Jets_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_DeckCrew_white_F** | *Deck Crew Vest (White)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Jets_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_DeckCrew_brown_F** | *Deck Crew Vest (Brown)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Jets_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_DeckCrew_violet_F** | *Deck Crew Vest (Violet)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Jets_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_Patrol_Medic_bag_F** | *Kitbag (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Patrol_Leader_bag_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Patrol_Supply_bag_F** | *Kitbag (MTP)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Patrol_Launcher_bag_F** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Patrol_Respawn_bag_F** | *Camp (Dome Tent, Combat Patrol)* | Civilian | Equipment | Backpacks | Public |  | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Box_IDAP_AmmoOrd_F** | *Explosives [IDAP]* | Civilian | Supplies | Ammo | Public | ORANGE | A3_Supplies_F_Orange_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IDAP_Equip_F** | *Equipment Box [IDAP]* | Civilian | Supplies | Ammo | Public | ORANGE | A3_Supplies_F_Orange_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IDAP_Uniforms_F** | *Uniforms Box [IDAP]* | Civilian | Supplies | Ammo | Public | ORANGE | A3_Supplies_F_Orange_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **C_IDAP_supplyCrate_F** | *Supply Box [IDAP]* | Civilian | Supplies | Ammo | Public | ORANGE | A3_Supplies_F_Orange_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **B_Messenger_Coyote_F** | *Messenger Bag (Coyote)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Messenger_Olive_F** | *Messenger Bag (Olive)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Messenger_Black_F** | *Messenger Bag (Black)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Messenger_Gray_F** | *Messenger Bag (Gray)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Messenger_Gray_Medical_F** | *Messenger Bag (Gray)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Messenger_IDAP_F** | *Messenger Bag [IDAP]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Messenger_IDAP_Medical_F** | *Messenger Bag [IDAP]* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Messenger_IDAP_TrainingMines_F** | *Messenger Bag [IDAP]* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **C_IDAP_UAV_01_backpack_F** | *UAV Bag [IDAP]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UAV_06_backpack_base_F** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **UAV_06_medical_backpack_base_F** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_UAV_06_backpack_F** | *UAV Bag (AL-6) [NATO]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_UAV_06_backpack_F** | *UAV Bag (AL-6) [CSAT]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_UAV_06_backpack_F** | *UAV Bag (AL-6) [AAF]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **C_IDAP_UAV_06_backpack_F** | *UAV Bag (Utility) [IDAP]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **C_UAV_06_backpack_F** | *UAV Bag (Utility)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **C_IDAP_UAV_06_antimine_backpack_F** | *UAV Bag (Demining) [IDAP]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [NATO]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [CSAT]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [AAF]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **C_IDAP_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [IDAP]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **C_UAV_06_medical_backpack_F** | *UAV Bag (Utility, Medical)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_LegStrapBag_black_F** | *Leg Strap Bag (Black)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_LegStrapBag_coyote_F** | *Leg Strap Bag (Coyote)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_LegStrapBag_olive_F** | *Leg Strap Bag (Olive)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_LegStrapBag_black_repair_F** | *Leg Strap Bag (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_LegStrapBag_coyote_repair_F** | *Leg Strap Bag (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_LegStrapBag_olive_repair_F** | *Leg Strap Bag (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oucamo_Repair** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_Mine** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_khk_Mine** | *Carryall Backpack (Khaki)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oli_Mine** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ocamo_Mine** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_Mine** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **C_IDAP_CargoNet_01_supplies_F** | *Cargo Net [IDAP]* | Civilian | Supplies | Storage | Public | ORANGE | A3_Supplies_F_Orange_CargoNets | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Item_C_UavTerminal** | *UAV Terminal [Civilians]* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **TrainingMine_01_used_F** | *Training Mine (used)* | Civilian | Weapons | Explosives | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_IDAP_Man_Casual_F** | *Aid Worker Clothes (Polo) [IDAP]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_IDAP_Man_shorts_F** | *Aid Worker Clothes (Polo, Shorts) [IDAP]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_IDAP_Man_cargo_F** | *Aid Worker Clothes (Cargo) [IDAP]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_IDAP_Man_tee_F** | *Aid Worker Clothes (Tee) [IDAP]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_IDAP_Man_teeshorts_F** | *Aid Worker Clothes (Tee, Shorts) [IDAP]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_IDAP_Man_jeans_F** | *Aid Worker Clothes (Jeans) [IDAP]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Paramedic_01_F** | *Paramedic Outfit* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Mechanic_01_F** | *Mechanic Clothes* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerilla1_2_F** | *Guerilla Garment (Olive)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ConstructionCoverall_Red_F** | *Construction Coverall (Red)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ConstructionCoverall_Vrana_F** | *Construction Coverall (Vrana)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ConstructionCoverall_Black_F** | *Construction Coverall (Black)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ConstructionCoverall_Blue_F** | *Construction Coverall (Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_Safari_sand_F** | *Safari Hat (Sand)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_Safari_olive_F** | *Safari Hat (Olive)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_basic_yellow_F** | *Hard Hat (Yellow)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_basic_white_F** | *Hard Hat (White)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_basic_orange_F** | *Hard Hat (Orange)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_basic_red_F** | *Hard Hat (Red)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_basic_vrana_F** | *Hard Hat (Vrana)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_basic_black_F** | *Hard Hat (Black)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_earprot_yellow_F** | *Hard Hat (Yellow, Ear Protectors)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_earprot_white_F** | *Hard Hat (White, Ear Protectors)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_earprot_orange_F** | *Hard Hat (Orange, Ear Protectors)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_earprot_red_F** | *Hard Hat (Red, Ear Protectors)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_earprot_vrana_F** | *Hard Hat (Vrana, Ear Protectors)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_earprot_black_F** | *Hard Hat (Black, Ear Protectors)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_headset_yellow_F** | *Hard Hat (Yellow, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_headset_white_F** | *Hard Hat (White, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_headset_orange_F** | *Hard Hat (Orange, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_headset_red_F** | *Hard Hat (Red, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_headset_vrana_F** | *Hard Hat (Vrana, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_headset_black_F** | *Hard Hat (Black, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_EarProtectors_yellow_F** | *Ear Protectors (Yellow)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_EarProtectors_white_F** | *Ear Protectors (White)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_EarProtectors_orange_F** | *Ear Protectors (Orange)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_EarProtectors_red_F** | *Ear Protectors (Red)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_EarProtectors_black_F** | *Ear Protectors (Black)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadSet_yellow_F** | *Headset (Yellow)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadSet_white_F** | *Headset (White)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadSet_orange_F** | *Headset (Orange)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadSet_red_F** | *Headset (Red)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadSet_black_F** | *Headset (Black)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PASGT_basic_blue_press_F** | *Press Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PASGT_basic_blue_F** | *Basic Helmet (Blue)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PASGT_basic_white_F** | *Basic Helmet (White)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PASGT_basic_olive_F** | *Basic Helmet (Olive)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PASGT_basic_black_F** | *Basic Helmet (Black)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PASGT_neckprot_blue_press_F** | *Press Helmet (Neck Protection)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadBandage_stained_F** | *Head Bandage (Moderate)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadBandage_clean_F** | *Head Bandage (Clean)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadBandage_bloody_F** | *Head Bandage (Severe)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_White_IDAP_F** | *Cap (White) [IDAP]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_Orange_IDAP_F** | *Cap (Orange) [IDAP]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_Black_IDAP_F** | *Cap (Black) [IDAP]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_WirelessEarpiece_F** | *Wireless Earpiece* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Plain_medical_F** | *Identification Vest [IDAP]* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Plain_crystal_F** | *Identification Vest (Red Crystal)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Pocketed_olive_F** | *Multi-Pocket Vest (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Pocketed_coyote_F** | *Multi-Pocket Vest (Coyote)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Pocketed_black_F** | *Multi-Pocket Vest (Black)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Safety_yellow_F** | *Safety Vest (Yellow)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Safety_orange_F** | *Safety Vest (Orange)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Safety_blue_F** | *Safety Vest (Blue)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_LegStrapBag_black_F** | *Leg Strap Bag (Black)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_LegStrapBag_coyote_F** | *Leg Strap Bag (Coyote)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_LegStrapBag_olive_F** | *Leg Strap Bag (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_EOD_blue_F** | *EOD Vest (Blue)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_EOD_olive_F** | *EOD Vest (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_EOD_coyote_F** | *EOD Vest (Coyote)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_EOD_IDAP_blue_F** | *EOD Vest (Blue) [IDAP]* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_Ammo_F** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_ocamo_Medic_F** | *Assault Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ocamo_LAT_F** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_ocamo_AA_F** | *Tactical Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_ocamo_AT_F** | *Tactical Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Item_U_O_officer_noInsignia_hex_F** | *Light Fatigues (Hex)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RepairDepot_01_civ_F** | *Repair depot (Civilian)* | Civilian | Supplies | Storage | Public |  | A3_Structures_F_Tank_Military_RepairDepot | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RepairDepot_01_tan_F** | *Repair depot (Tan)* | Civilian | Supplies | Storage | Public |  | A3_Structures_F_Tank_Military_RepairDepot | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RepairDepot_01_green_F** | *Repair depot (Green)* | Civilian | Supplies | Storage | Public |  | A3_Structures_F_Tank_Military_RepairDepot | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_MRAWS_olive_F** | *MAAWS Mk4 Mod 1 (Olive)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_MRAWS_olive_rail_F** | *MAAWS Mk4 Mod 0 (Olive)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_MRAWS_green_F** | *MAAWS Mk4 Mod 1 (Green)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_MRAWS_green_rail_F** | *MAAWS Mk4 Mod 0 (Green)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_MRAWS_sand_F** | *MAAWS Mk4 Mod 1 (Sand)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_MRAWS_sand_rail_F** | *MAAWS Mk4 Mod 0 (Sand)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_O_Vorona_brown_F** | *9M135 Vorona (Brown)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_O_Vorona_green_F** | *9M135 Vorona (Green)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_LAT2** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_BTLAT2_F** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_CTRGLAT2_F** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_FieldPack_LAT2** | *Tactical Backpack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_LAT2** | *Assault Pack (Digital)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_HAT** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTHAT_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_cbr_AHAT** | *Carryall Backpack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTAHAT_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Headgear_H_Tank_black_F** | *Crew Helmet (Soft) [CSAT]* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Tank_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_Tank_green_F** | *Tanker Coveralls [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Tank_Uniforms | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_W_Static_Designator_01_weapon_F** | *Remote Designator Bag [NATO]* | Civilian | Equipment | Dismantled Weapons | Public | Enoch | A3_Static_F_Enoch_Designator_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Box_EAF_Wps_F** | *Basic Weapons [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_WpsSpecial_F** | *Special Weapons [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_WpsLaunch_F** | *Launchers [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_Ammo_F** | *Basic Ammo [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_Equip_F** | *Equipment Box [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_Grenades_F** | *Grenades [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_AmmoOrd_F** | *Explosives [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_Support_F** | *Support [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_AmmoVeh_F** | *Vehicle Ammo [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Box_EAF_Uniforms_F** | *Uniform Box [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_EAF_supplyCrate_F** | *Supply Box [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **I_E_CargoNet_01_ammo_F** | *Cargo Net [LDF]* | Civilian | Supplies | Storage | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** Yes |\n|  | **B_CombinationUnitRespirator_01_F** | *Combination Unit Respirator* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **B_SCBA_01_F** | *Self-Contained Breathing Apparatus* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **UGV_02_backpack_base_F** | *Bag* | Civilian | Equipment | Backpacks | Protected | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UGV_02_Science_backpack_base_F** | *Bag* | Civilian | Equipment | Backpacks | Protected | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UGV_02_Demining_backpack_base_F** | *Bag* | Civilian | Equipment | Backpacks | Protected | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [NATO]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [NATO]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [CSAT]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [CSAT]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [AAF]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [LDF]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [AAF]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [LDF]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **C_IDAP_UGV_02_Demining_backpack_F** | *UGV Bag (Demining) [IDAP]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_UAV_01_backpack_F** | *UAV Bag (AR-2) [LDF]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_UAV_06_backpack_F** | *UAV Bag (AL-6) [LDF]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_E_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [LDF]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_wdl_F** | *Radio Pack (Woodland) [NATO]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_mtp_F** | *Radio Pack (MTP) [NATO]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_tropic_F** | *Radio Pack (Tropic) [NATO]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_black_F** | *Radio Pack (Black)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_hex_F** | *Radio Pack (Hex) [CSAT]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_oucamo_F** | *Radio Pack (Urban) [CSAT]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_ghex_F** | *Radio Pack (Green Hex) [CSAT]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_digi_F** | *Radio Pack (Digital) [AAF]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_eaf_F** | *Radio Pack (Geometric) [LDF]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_green_F** | *Carryall Backpack (Green)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_taiga_F** | *Carryall Backpack (Taiga)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_wdl_F** | *Carryall Backpack (Woodland)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_green_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_taiga_F** | *Field Pack (Taiga)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_wdl_F** | *Assault Pack (Woodland)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_eaf_F** | *Assault Pack (Geometric)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oli_IEAmmo_F** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oli_IEAAR_F** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_IEAmmo_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_IEAAR_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_IEAAA_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_eng_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_exp_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_Mine_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_IEAAT_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_oli_IEAA_F** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_oli_IEAT_F** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_oli_IELAT_F** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_oli_IELAT2_F** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_green_IEAA_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_green_IEAT_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_green_IELAT_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_green_IELAT2_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_eaf_IEPathfinder_F** | *Assault Pack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_eaf_Repair_F** | *Assault Pack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_eaf_IELAT_F** | *Assault Pack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_eaf_IELAT2_F** | *Assault Pack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_green_IEMedic_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_support_F** | *Folded Tripod [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_support_high_F** | *Folded Tripod (Raised) [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_GMG_01_Weapon_F** | *Dismantled Mk32 GMG [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_GMG_01_A_Weapon_F** | *Dismantled Autonomous GMG [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_GMG_01_high_Weapon_F** | *Dismantled Mk32 GMG (Raised) [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_Weapon_F** | *Dismantled Mk30 HMG [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_high_Weapon_F** | *Dismantled Mk30 HMG (Raised) [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_A_Weapon_F** | *Dismantled Autonomous MG [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_Mortar_01_Weapon_F** | *Folded Mk6 Mortar Tube [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_AT_01_weapon_F** | *Static Titan Launcher (AT) [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_AA_01_weapon_F** | *Static Titan Launcher (AA) [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_eaf_FAK_F** | *Radio Pack (Geometric) [LDF]* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_wdl_FAK_F** | *Radio Pack (Woodland) [NATO]* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_wdl_BWAmmo_F** | *Carryall Backpack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_wdl_Mine** | *Carryall Backpack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_wdl_BWAAA_F** | *Carryall Backpack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_wdl_BWAAT_F** | *Carryall Backpack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_wdl_BWMedic_F** | *Assault Pack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_wdl_BWRepair_F** | *Assault Pack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_wdl_BWLAT_F** | *Assault Pack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_wdl_BWLAT2_F** | *Assault Pack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_wdl_BWReconMedic** | *Assault Pack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_BWAAR** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_taiga_Exp_F** | *Carryall Backpack (Taiga)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_green_exp_F** | *Carryall Backpack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_taiga_Medic_F** | *Field Pack (Taiga)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_taiga_RPG_AT_F** | *Field Pack (Taiga)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_green_Exp_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_green_Medic_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_green_RPG_AT_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_06_hunter_F** | *Mk14 7.62 mm (Classic)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_sgun_HunterShotgun_01_F** | *Kozlice 12G* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_sgun_HunterShotgun_01_sawedoff_F** | *Kozlice 12G (Sawed-Off)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12_lush_f** | *AK-12 7.62 mm (Lush)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12_arid_f** | *AK-12 7.62 mm (Arid)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12_GL_lush_F** | *AK-12 GL 7.62 mm (Lush)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12_GL_arid_F** | *AK-12 GL 7.62 mm (Arid)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12U_F** | *AKU-12 7.62 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12U_lush_f** | *AKU-12 7.62 mm (Lush)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12U_arid_f** | *AKU-12 7.62 mm (Arid)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_RPK12_F** | *RPK-12 7.62 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_RPK12_lush_f** | *RPK-12 7.62 mm (Lush)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_RPK12_arid_f** | *RPK-12 7.62 mm (Arid)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_F** | *Promet 6.5 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_Mark_F** | *Promet MR 6.5 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_GL_F** | *Promet GL 6.5 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_UBS_F** | *Promet SG 6.5 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_black_F** | *Promet 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_Mark_black_F** | *Promet MR 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_GL_black_F** | *Promet GL 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_UBS_black_F** | *Promet SG 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_sand_F** | *Promet 6.5 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_Mark_sand_F** | *Promet MR 6.5 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_GL_sand_F** | *Promet GL 6.5 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_UBS_sand_F** | *Promet SG 6.5 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_camo_F** | *Promet 6.5 mm (Camo)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_Mark_camo_F** | *Promet MR 6.5 mm (Camo)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_GL_camo_F** | *Promet GL 6.5 mm (Camo)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_UBS_camo_F** | *Promet SG 6.5 mm (Camo)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_LMG_Mk200_black_F** | *Mk200 6.5Â mm (Black)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_Pistol_heavy_01_green_F** | *4-five .45 ACP (Green)* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_esd_01_F** | *Spectrum Device* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_esd_01_antenna_01_F** | *Spectrum Device (Military)* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_esd_01_antenna_02_F** | *Spectrum Device (Experimental)* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_esd_01_antenna_03_F** | *Spectrum Device (Jammer)* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_RPG32_green_F** | *RPG-42 (Green)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_I_Titan_eaf_F** | *Titan MPRL (Geometric)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_B_Titan_olive_F** | *Titan MPRL (Olive)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_O_NVGoggles_grn_F** | *Compact NVG (Green)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ChemicalDetector_01_black_F** | *Chemical Detector (Cover, Black)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ChemicalDetector_01_olive_F** | *Chemical Detector (Cover, Olive)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ChemicalDetector_01_tan_F** | *Chemical Detector (Cover, Tan)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ChemicalDetector_01_watch_F** | *Chemical Detector* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_I_E_UavTerminal** | *UAV Terminal [LDF]* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_Patrol_Carryall_green_Ammo_F** | *Carryall Backpack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Patrol_Carryall_taiga_medic_F** | *Carryall Backpack (Taiga)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Patrol_FieldPack_green_eng_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Item_U_B_CBRN_Suit_01_MTP_F** | *CBRN Suit (MTP) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CBRN_Suit_01_Tropic_F** | *CBRN Suit (Tropic) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CBRN_Suit_01_Wdl_F** | *CBRN Suit (Woodland) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_CBRN_Suit_01_AAF_F** | *CBRN Suit [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_CBRN_Suit_01_EAF_F** | *CBRN Suit [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_CBRN_Suit_01_Blue_F** | *CBRN Suit (Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_CBRN_Suit_01_White_F** | *CBRN Suit (White)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_mcam_wdl_f** | *Combat Fatigues (Woodland)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_tshirt_mcam_wdL_f** | *Combat Fatigues (Woodland, Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_vest_mcam_wdl_f** | *Recon Fatigues (Woodland)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_R_Gorka_01_F** | *Granit-B Suit* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_R_Gorka_01_brown_F** | *Granit-B Suit (Weathered)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_R_Gorka_01_camo_F** | *Granit-T Suit* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_R_Gorka_01_black_F** | *Tracksuit (Black)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_Uniform_01_F** | *Combat Fatigues [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_Uniform_01_tanktop_F** | *Combat Fatigues (Tank Top) [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_Uniform_01_shortsleeve_F** | *Combat Fatigues (Rolled-up) [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_Uniform_01_officer_F** | *Combat Fatigues (Officer) [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_Uniform_01_coveralls_F** | *Heli Pilot Coveralls [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_Uniform_01_sweater_F** | *Combat Fatigues (Sweater) [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Uniform_Farmer_01_F** | *Farmer Outfit* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_E_LooterJacket_01_F** | *Looter Clothes (Leather Jacket)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Uniform_Scientist_01_F** | *Scientist Outfit (Formal, White)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Uniform_Scientist_01_formal_F** | *Scientist Outfit (Formal, Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Uniform_Scientist_02_F** | *Scientist Outfit (Informal, Black)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Uniform_Scientist_02_formal_F** | *Scientist Outfit (Informal, Red)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_L_Uniform_01_camo_F** | *Deserter Clothes (Jacket)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_L_Uniform_01_deserter_F** | *Deserter Clothes (T-Shirt)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_L_Uniform_01_tshirt_skull_F** | *Looter Clothes (T-Shirt, Skull)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_L_Uniform_01_tshirt_black_F** | *Looter Clothes (T-Shirt, Black)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_L_Uniform_01_tshirt_sport_F** | *Looter Clothes (T-Shirt, Sport)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_L_Uniform_01_tshirt_olive_F** | *Looter Clothes (T-Shirt, Olive)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetHBK_F** | *Advanced Modular Helmet (Olive)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetHBK_headset_F** | *Advanced Modular Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetHBK_ear_F** | *Advanced Modular Helmet (Ear Protectors)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetHBK_chops_F** | *Advanced Modular Helmet (Chops)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetAggressor_F** | *Avenger Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetAggressor_cover_F** | *Avenger Helmet (Cover B)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetAggressor_cover_taiga_F** | *Avenger Helmet (Cover T)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Beret_EAF_01_F** | *Beret [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_Tinfoil_F** | *Tin Foil Hat* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_mgrn** | *Booniehat (Green)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_taiga** | *Booniehat (Taiga)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_eaf** | *Booniehat [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_grn** | *Military Cap (Green)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_taiga** | *Military Cap (Taiga)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_eaf** | *Military Cap [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetCrew_I_E** | *Crew Helmet [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Tank_eaf_F** | *Crew Helmet (Soft) [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetFighter_I_E** | *Pilot Helmet [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetHeli_I_E** | *Heli Pilot Helmet [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_CrewHelmetHeli_I_E** | *Heli Crew Helmet [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_wdl** | *Booniehat (Woodland)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_wdl** | *Military Cap (Woodland)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_plain_wdl** | *Combat Helmet (Woodland)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_light_wdl** | *Light Combat Helmet (Woodland)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecB_wdl** | *Enhanced Combat Helmet (Woodland)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_CarrierRigKBT_01_EAF_F** | *Modular Carrier Vest (Geometric)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_CarrierRigKBT_01_light_EAF_F** | *Modular Carrier Lite (Geometric)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_CarrierRigKBT_01_heavy_EAF_F** | *Modular Carrier GL Rig (Geometric)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_CarrierRigKBT_01_olive_F** | *Modular Carrier Vest (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_CarrierRigKBT_01_light_olive_F** | *Modular Carrier Lite (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_CarrierRigKBT_01_heavy_olive_F** | *Modular Carrier GL Rig (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_SmershVest_01_F** | *Kipchak Vest* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_SmershVest_01_radio_F** | *Kipchak Vest (Tactical Radio)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier1_wdl** | *Carrier Lite (Woodland)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier2_wdl** | *Carrier Rig (Woodland)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierGL_wdl** | *Carrier GL Rig (Woodland)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierSpec_wdl** | *Carrier Special Rig (Woodland)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **VirtualReammoBox_F** | *Basic Ammo (Empty, Virtual)* | Civilian | Supplies | Ammo | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **VirtualReammoBox_small_F** | *Vehicle Ammo (Empty, Virtual)* | Civilian | Supplies | Ammo | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **VirtualReammoBox_camonet_F** | *Ammo Cache (Empty)* | Civilian | Supplies | Ammo | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Antibiotic** | *Antibiotics* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Antimalaricum** | *Antimalarial Pills* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_AntimalaricumVaccine** | *Atrox Counteragent* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Bandage** | *Bandages* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Files** | *Files* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_FileTopSecret** | *File (Top Secret)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NetworkStructure** | *Network Structure Plans* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_SecretFiles** | *File (Top Secret)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_SecretDocuments** | *File* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Laptop_Unfolded** | *Laptop (Open)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Laptop_closed** | *Laptop (Closed)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_SatPhone** | *Satellite Phone* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Butane_canister** | *Butane Canister (Full)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Money** | *Money* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Money_bunch** | *Money (Notes)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Money_roll** | *Money (Roll)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Money_stack** | *Money (Stack)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Wallet_traitor** | *Wallet (ID)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Keys** | *Keys* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_CSAToperatorAccesCard_01** | *Access Card (v1) [CSAT]* | Civilian | Equipment | Inventory Items | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_CSAToperatorAccesCard_02** | *Access Card (v2) [CSAT]* | Civilian | Equipment | Inventory Items | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_CSAToperatorAccesCard_03** | *Access Card (v3) [CSAT]* | Civilian | Equipment | Inventory Items | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_CSAToperatorAccesCard_04** | *Access Card (v4) [CSAT]* | Civilian | Equipment | Inventory Items | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_CSAToperatorAccesCard_05** | *Access Card (v5) [CSAT]* | Civilian | Equipment | Inventory Items | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_MobilePhone** | *Mobile Phone (Old)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_SmartPhone** | *Mobile Phone (New)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_FlashDisk** | *Flash Drive* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Sleeping_bag_folded_01** | *Sleeping Bag (Folded)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Beret_CSAT_01_F** | *Beret (Red) [CSAT]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Oldman_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_CivilianBackpack_01_Sport_Blue_F** | *Sports Backpack (Blue)* | Civilian | Equipment | Backpacks | Public | AoW | A3_Supplies_F_AoW_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_CivilianBackpack_01_Sport_Red_F** | *Sports Backpack (Red)* | Civilian | Equipment | Backpacks | Public | AoW | A3_Supplies_F_AoW_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_CivilianBackpack_01_Sport_Green_F** | *Sports Backpack (Green)* | Civilian | Equipment | Backpacks | Public | AoW | A3_Supplies_F_AoW_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_CivilianBackpack_01_Everyday_Black_F** | *Everyday Backpack (Black)* | Civilian | Equipment | Backpacks | Public | AoW | A3_Supplies_F_AoW_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_CivilianBackpack_01_Everyday_Vrana_F** | *Everyday Backpack (Vrana)* | Civilian | Equipment | Backpacks | Public | AoW | A3_Supplies_F_AoW_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_CivilianBackpack_01_Everyday_Astra_F** | *Everyday Backpack (Astra)* | Civilian | Equipment | Backpacks | Public | AoW | A3_Supplies_F_AoW_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_CivilianBackpack_01_Everyday_IDAP_F** | *Everyday Backpack [IDAP]* | Civilian | Equipment | Backpacks | Public | AoW | A3_Supplies_F_AoW_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Item_U_C_ArtTShirt_01_v1_F** | *Casual Clothes (Art of War)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ArtTShirt_01_v2_F** | *Casual Clothes (Drones)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ArtTShirt_01_v3_F** | *Casual Clothes (Waltham Robotics)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ArtTShirt_01_v4_F** | *Casual Clothes (Exhibition)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ArtTShirt_01_v5_F** | *Casual Clothes (Robogeddon)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ArtTShirt_01_v6_F** | *Casual Clothes (Abstract)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_FormalSuit_01_black_F** | *Formal Suit (Black)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_FormalSuit_01_gray_F** | *Formal Suit (Gray)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_FormalSuit_01_blue_F** | *Formal Suit (Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_FormalSuit_01_khaki_F** | *Formal Suit (Khaki)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_FormalSuit_01_tshirt_black_F** | *Formal Suit (T-Shirt, Black)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_FormalSuit_01_tshirt_gray_F** | *Formal Suit (T-Shirt, Gray)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_ParadeUniform_01_US_F** | *Parade Uniform [US]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_ParadeUniform_01_US_decorated_F** | *Parade Uniform (Decorated) [US]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_ParadeUniform_01_CSAT_F** | *Parade Uniform [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_ParadeUniform_01_CSAT_decorated_F** | *Parade Uniform (Decorated) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_ParadeUniform_01_AAF_F** | *Parade Uniform [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_ParadeUniform_01_AAF_decorated_F** | *Parade Uniform (Decorated) [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_ParadeUniform_01_LDF_F** | *Parade Uniform [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_ParadeUniform_01_LDF_decorated_F** | *Parade Uniform (Decorated) [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_ParadeDressCap_01_US_F** | *Parade Cap [US]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_AoW_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_ParadeDressCap_01_CSAT_F** | *Parade Cap [CSAT]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_AoW_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_ParadeDressCap_01_AAF_F** | *Parade Cap [AAF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_AoW_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_ParadeDressCap_01_LDF_F** | *Parade Cap [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_AoW_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_Lyfe** | *Cap (Lyfe)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Decade_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_MaldenTours** | *Cap (Malden Tours)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Decade_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 19:01, 8 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|\n|  | **WeaponHolder_Single_F** | *Ground* | Civilian | Supplies | Military | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ContainerSupply** | *Ground* | Civilian | Supplies | Military | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WeaponHolder_Single_limited_item_F** | *Ground* | Civilian | Supplies | Military | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WeaponHolder_Single_limited_magazine_F** | *Ground* | Civilian | Supplies | Military | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WeaponHolder_Single_limited_weapon_F** | *Ground* | Civilian | Supplies | Military | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ItemWatch** | *Watch* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ItemCompass** | *Compass* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ItemGPS** | *GPS* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ItemRadio** | *Radio* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ItemMap** | *Map* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_MineDetector** | *Mine Detector* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Binocular** | *Binoculars* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Rangefinder** | *Rangefinder* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NVGoggles** | *NV Goggles (Brown)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NVGoggles_OPFOR** | *NV Goggles (Black)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NVGoggles_INDEP** | *NV Goggles (Green)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_FirstAidKit** | *First Aid Kit* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Medikit** | *Medikit* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ToolKit** | *Toolkit* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_NLAW_F** | *PCML* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_RPG32_F** | *RPG-42 Alamut* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_EBR_F** | *Mk18 ABR 7.62Â mm* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_GM6_F** | *GM6 Lynx 12.7Â mm* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_LRR_F** | *M320 LRR .408* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_LMG_Mk200_F** | *Mk200 6.5Â mm* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_P07_F** | *P07 9Â mm* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_Rook40_F** | *Rook-40 9 mm* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Katiba_F** | *Katiba 6.5 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Katiba_C_F** | *Katiba Carbine 6.5 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Katiba_GL_F** | *Katiba GL 6.5 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MXC_F** | *MXC 6.5Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MXC_Black_F** | *MXC 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_F** | *MX 6.5Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_Black_F** | *MX 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_GL_F** | *MX 3GL 6.5Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_GL_Black_F** | *MX 3GL 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_SW_F** | *MX SW 6.5Â mm* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_SW_Black_F** | *MX SW 6.5 mm (Black)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MXM_F** | *MXM 6.5Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MXM_Black_F** | *MXM 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SDAR_F** | *SDAR 5.56Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_TRG21_F** | *TRG-21 5.56 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_TRG20_F** | *TRG-20 5.56 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_TRG21_GL_F** | *TRG-21 EGLM 5.56 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Laserdesignator** | *Laser Designator (Sand)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_B_Titan_F** | *Titan MPRL (Sand)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_I_Titan_F** | *Titan MPRL (Digital)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_O_Titan_F** | *Titan MPRL (Hex)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_launch_B_Titan_short_F** | *Titan MPRL Compact (Sand)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_I_Titan_short_F** | *Titan MPRL Compact (Olive)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_O_Titan_short_F** | *Titan MPRL Compact (Coyote)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_LMG_Zafir_F** | *Zafir 7.62 mm* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_ACPC2_F** | *ACP-C2 .45 ACP* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Mk20_F** | *Mk20 5.56Â mm (Camo)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Mk20_plain_F** | *Mk20 5.56Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Mk20C_F** | *Mk20C 5.56Â mm (Camo)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Mk20C_plain_F** | *Mk20C 5.56Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Mk20_GL_F** | *Mk20 EGLM 5.56Â mm (Camo)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_Mk20_GL_plain_F** | *Mk20 EGLM 5.56Â mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_01_F** | *Vermin SMG .45 ACP* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_02_F** | *Sting 9Â mm* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_01_F** | *Rahim 7.62 mm* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_Pistol_heavy_01_F** | *4-five .45 ACP* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_Pistol_heavy_02_F** | *Zubr .45 ACP* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_PDW2000_F** | *PDW2000 9Â mm* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BasicBody** | *Underwear* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_mcam** | *Combat Fatigues (MTP)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_mcam_tshirt** | *Combat Fatigues (MTP) (Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_mcam_vest** | *Recon Fatigues (MTP)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_GhillieSuit** | *Ghillie Suit [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_HeliPilotCoveralls** | *Heli Pilot Coveralls [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_Wetsuit** | *Wetsuit [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_CombatUniform_ocamo** | *Fatigues (Hex) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_GhillieSuit** | *Ghillie Suit [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_PilotCoveralls** | *Pilot Coveralls [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_Wetsuit** | *Wetsuit [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poloshirt_blue** | *Commoner Clothes (Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poloshirt_burgundy** | *Commoner Clothes (Burgundy)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poloshirt_stripped** | *Commoner Clothes (Striped)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poloshirt_tricolour** | *Commoner Clothes (Tricolor)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poloshirt_salmon** | *Commoner Clothes (Salmon)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poloshirt_redwhite** | *Commoner Clothes (Red-White)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_G_resistanceLeader_F** | *Combat Fatigues (Stavrou)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_Protagonist_VR** | *VR Suit [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_Protagonist_VR** | *VR Suit [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_Protagonist_VR** | *VR Suit [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_G_Story_Protagonist_F** | *Worn Combat Fatigues (Kerry)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Commoner1_1** | *Commoner Clothes 1* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Commoner1_2** | *Commoner Clothes 2* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Commoner1_3** | *Commoner Clothes 3* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_Rangemaster** | *Rangemaster Suit* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Rangemaster_belt** | *Rangemaster Belt* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_BandollierB_khk** | *Slash Bandolier (Khaki)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_BandollierB_cbr** | *Slash Bandolier (Coyote)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_BandollierB_rgr** | *Slash Bandolier (Green)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_BandollierB_blk** | *Slash Bandolier (Black)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier1_rgr** | *Carrier Lite (Green)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier2_rgr** | *Carrier Rig (Green)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier2_blk** | *Carrier Rig (Black)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Chestrig_khk** | *Chest Rig (Khaki)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Chestrig_rgr** | *Chest Rig (Green)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Chestrig_blk** | *Chest Rig (Black)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVest_khk** | *Tactical Vest (Khaki)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVest_brn** | *Tactical Vest (Brown)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVest_oli** | *Tactical Vest (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVest_blk** | *Tactical Vest (Black)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_HarnessO_brn** | *LBV Harness* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_HarnessOGL_brn** | *LBV Grenadier Harness* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_RebreatherB** | *Rebreather [NATO]* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_RebreatherIR** | *Rebreather [CSAT]* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_I_G_resistanceLeader_F** | *Tactical Vest (Stavrou)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB** | *Combat Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_camo** | *Combat Helmet (Camo)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_khk** | *Booniehat (Khaki)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_oli** | *Booniehat (Olive)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_mcamo** | *Booniehat (MTP)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_light** | *Light Combat Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_red** | *Cap (Red)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_blu** | *Cap (Blue)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_oli** | *Cap (Olive)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_headphones** | *Rangemaster Cap* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetHeli_B** | *Heli Pilot Helmet [NATO]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetHeli_O** | *Heli Pilot Helmet [CSAT]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetO_ocamo** | *Protector Helmet (Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetLeaderO_ocamo** | *Defender Helmet (Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_ocamo** | *Military Cap (Hex)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_mcamo** | *Military Cap (MTP)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_mcam_worn** | *Worn Combat Fatigues (MTP)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_wdl** | *Combat Fatigues (MTP)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_wdl_tshirt** | *Combat Fatigues (MTP) (Tee)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_wdl_vest** | *Recon Fatigues (MTP)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_sgg** | *Combat Fatigues (MTP)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_sgg_tshirt** | *Combat Fatigues (MTP) (Tee)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_sgg_vest** | *Recon Fatigues (MTP)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_SpecopsUniform_sgg** | *Specop Fatigues (Sage)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_PilotCoveralls** | *Pilot Coveralls [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_CombatUniform_oucamo** | *Fatigues (Urban) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_SpecopsUniform_ocamo** | *Recon Fatigues (Hex)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_SpecopsUniform_blk** | *Recon Fatigues (Black)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_OfficerUniform_ocamo** | *Officer Fatigues (Hex)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_CombatUniform** | *Combat Fatigues [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_CombatUniform_tshirt** | *Combat Fatigues [AAF] (Officer)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_CombatUniform_shortsleeve** | *Combat Fatigues [AAF] (Rolled-up)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_pilotCoveralls** | *Pilot Coveralls [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_HeliPilotCoveralls** | *Heli Pilot Coveralls [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_GhillieSuit** | *Ghillie Suit [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_OfficerUniform** | *Combat Fatigues [AAF] (Officer)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_Wetsuit** | *Wetsuit [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_Competitor** | *Competitor Suit* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_NikosBody** | *Nikos Clothes* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_MillerBody** | *Combat Fatigues (Miller)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_KerryBody** | *Combat Fatigues (Kerry)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OrestesBody** | *Jacket and Shorts* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_AttisBody** | *Underwear 4* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_AntigonaBody** | *Underwear 5* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OI_Scientist** | *Scientist Suit* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_BandollierB_oli** | *Slash Bandolier (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier1_blk** | *Carrier Lite (Black)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Chestrig_oli** | *Chest Rig (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVest_camo** | *Tactical Vest (Camo)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVest_blk_POLICE** | *Tactical Vest (Police)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVestIR_blk** | *Raven Vest* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_HarnessO_gry** | *LBV Harness (Grey)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_HarnessOGL_gry** | *LBV Grenadier Harness (Grey)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierIA1_dgtl** | *GA Carrier Lite (Digital)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierIA2_dgtl** | *GA Carrier Rig (Digital)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_RebreatherIA** | *Rebreather [AAF]* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_tan** | *Booniehat (Sand)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_dgtl** | *Booniehat [AAF]* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_khk_hs** | *Booniehat (Headset)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecB** | *Enhanced Combat Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecB_paint1** | *Enhanced Combat Helmet (Grass)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecB_paint2** | *Enhanced Combat Helmet (Desert)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecB_blk** | *Enhanced Combat Helmet (Black)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecB_snakeskin** | *Enhanced Combat Helmet (Snakeskin)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecB_sand** | *Enhanced Combat Helmet (Sand)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetIA** | *Modular Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_tan** | *Cap (Tan)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_blk** | *Cap (Black)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_blk_CMMG** | *Cap (CMMG)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_brn_SPECOPS** | *Cap [OPFOR]* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_tan_specops_US** | *Cap (US MTP)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_khaki_specops_UK** | *Cap (UK)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_grn** | *Cap (Green)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_grn_BI** | *Cap (BI)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_blk_Raven** | *Cap [AAF]* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_blk_ION** | *Cap (ION)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_oli_hs** | *Cap (Olive, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_press** | *Cap (Press)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_usblack** | *Cap (US Black)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_surfer** | *Cap (Surfer)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_police** | *Cap (Police)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetCrew_B** | *Crew Helmet [NATO]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetCrew_O** | *Crew Helmet [CSAT]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetCrew_I** | *Crew Helmet [AAF]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetFighter_B** | *Pilot Helmet [NATO]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetFighter_O** | *Pilot Helmet [CSAT]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetFighter_I** | *Pilot Helmet [AAF]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetHeli_I** | *Heli Pilot Helmet [AAF]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_CrewHelmetHeli_B** | *Heli Crew Helmet [NATO]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_CrewHelmetHeli_O** | *Heli Crew Helmet [CSAT]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_CrewHelmetHeli_I** | *Heli Crew Helmet [AAF]* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetO_oucamo** | *Protector Helmet (Urban)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetLeaderO_oucamo** | *Defender Helmet (Urban)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecO_ocamo** | *Assassin Helmet (Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecO_blk** | *Assassin Helmet (Black)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_gry** | *Military Cap (Grey)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_dgtl** | *Military Cap [AAF]* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_blue** | *Military Cap (Blue)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_surfer** | *Bandana (Surfer)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_khk** | *Bandana (Khaki)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_khk_hs** | *Bandana (Headset)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_cbr** | *Bandana (Coyote)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_sgg** | *Bandana (Sage)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_sand** | *Bandana (Sand)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_gry** | *Bandana (Black)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_camo** | *Bandana (Woodland)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_mcamo** | *Bandana (MTP)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_surfer_blk** | *Bandana (Surfer, Black)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_surfer_grn** | *Bandana (Surfer, Green)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Bandanna_blu** | *Bandana (Blue)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Shemag_olive** | *Shemag (Olive)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Shemag_olive_hs** | *Shemag (Olive, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_ShemagOpen_khk** | *Shemag (White)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_ShemagOpen_tan** | *Shemag (Tan)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Beret_blk** | *Beret (Black)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Beret_02** | *Beret [NATO]* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Beret_Colonel** | *Beret [NATO] (Colonel)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Watchcap_blk** | *Beanie* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Watchcap_cbr** | *Beanie (Coyote)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Watchcap_khk** | *Beanie (Khaki)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Watchcap_camo** | *Beanie (Green)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_StrawHat** | *Straw Hat* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_StrawHat_dark** | *Straw Hat (Dark)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_blue** | *Hat (Blue)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_brown** | *Hat (Brown)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_camo** | *Hat (Camo)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_grey** | *Hat (Grey)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_checker** | *Hat (Checker)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_tan** | *Hat (Tan)* | Civilian | Equipment | Hats | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_Guerilla1_1** | *Guerilla Garment* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_Guerilla2_1** | *Guerilla Outfit (Plain, Dark)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_Guerilla2_2** | *Guerilla Outfit (Pattern)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_Guerilla2_3** | *Guerilla Outfit (Plain, Light)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_Guerilla3_1** | *Guerilla Smocks* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_Guerilla3_2** | *Guerilla Smocks 1* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_leader** | *Guerilla Uniform* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerilla1_1** | *Guerilla Garment* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerilla2_1** | *Guerilla Outfit (Plain, Dark)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerilla2_2** | *Guerilla Outfit (Pattern)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerilla2_3** | *Guerilla Outfit (Plain, Light)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerilla3_1** | *Guerilla Smocks* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerilla3_2** | *Guerilla Smocks 1* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_leader** | *Guerilla Uniform* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_Guerilla1_1** | *Guerilla Garment* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_Guerilla2_1** | *Guerilla Outfit (Plain, Dark)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_Guerilla2_2** | *Guerilla Outfit (Pattern)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_Guerilla2_3** | *Guerilla Outfit (Plain, Light)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_Guerilla3_1** | *Guerilla Smocks* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_Guerilla3_2** | *Guerilla Smocks 1* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_leader** | *Guerilla Uniform* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poor_1** | *Worn Clothes* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poor_2** | *Worn Clothes* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Scavenger_1** | *Scavenger Clothes (Light)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Scavenger_2** | *Scavenger Clothes (Dark)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Farmer** | *Farmer Clothes* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Fisherman** | *Fishing Clothes* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_WorkerOveralls** | *Worker Clothes* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_FishermanOveralls** | *Fishing Overalls* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_WorkerCoveralls** | *Worker Coveralls* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_HunterBody_grn** | *Hunting Clothes* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_HunterBody_brn** | *Hunting Clothes (Brown)* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Commoner2_1** | *Commoner Clothes 4* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Commoner2_2** | *Commoner Clothes 5* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Commoner2_3** | *Commoner Clothes 6* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_PriestBody** | *Clerical Robes* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poor_shorts_1** | *Worn Shorts 1* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Poor_shorts_2** | *Worn Shorts 2* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Commoner_shorts** | *Commoner Shorts* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ShirtSurfer_shorts** | *Surfer Outfit 1* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_TeeSurfer_shorts_1** | *Surfer Outfit 2* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_TeeSurfer_shorts_2** | *Surfer Outfit 3* | Civilian | Equipment | Uniforms | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_B_UavTerminal** | *UAV Terminal [NATO]* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_O_UavTerminal** | *UAV Terminal [CSAT]* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_I_UavTerminal** | *UAV Terminal [AAF]* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_1** | *CTRG Combat Uniform* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_2** | *CTRG Combat Uniform (Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_3** | *CTRG Combat Uniform (Rolled-up)* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_survival_uniform** | *Survival Fatigues* | Civilian | Equipment | Uniforms | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier_Kerry** | *US Plate Carrier Rig (Kerry)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierL_CTRG** | *CTRG Plate Carrier Rig Mk.1 (Light)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierH_CTRG** | *CTRG Plate Carrier Rig Mk.2 (Heavy)* | Civilian | Equipment | Vests | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_grass** | *Combat Helmet (Grass)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_snakeskin** | *Combat Helmet (Snakeskin)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_desert** | *Combat Helmet (Desert)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_black** | *Combat Helmet (Black)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_sand** | *Combat Helmet (Sand)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_light_grass** | *Light Combat Helmet (Grass)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_light_snakeskin** | *Light Combat Helmet (Snakeskin)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_light_desert** | *Light Combat Helmet (Desert)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_light_black** | *Light Combat Helmet (Black)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_light_sand** | *Light Combat Helmet (Sand)* | Civilian | Equipment | Helmets | Public |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_Empty** | *Empty* | Civilian | Weapons | Assault Rifles | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ReammoBox_F** | *Air Supply Crate* | Civilian | Supplies | Ammo | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_NATO_Wps_F** | *Basic Weapons [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_NATO_WpsSpecial_F** | *Special Weapons [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_NATO_Ammo_F** | *Basic Ammo [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_NATO_AmmoOrd_F** | *Explosives [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_NATO_Grenades_F** | *Grenades [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_NATO_Support_F** | *Support [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_East_Wps_F** | *Basic Weapons [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_East_WpsSpecial_F** | *Special Weapons [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_East_Ammo_F** | *Basic Ammo [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_East_AmmoOrd_F** | *Explosives [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_East_Grenades_F** | *Grenades [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_East_Support_F** | *Support [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_Ammo_F** | *Ammo Cache [NATO]* | Civilian | Supplies | Ammo | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_Wps_F** | *Weapons Cache [NATO]* | Civilian | Supplies | Ammo | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Box_AmmoOld_F** | *Ammobox (Old)* | Civilian | Supplies | Objects (Containers) | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_NATO_WpsLaunch_F** | *Launchers [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_NATO_AmmoVeh_F** | *Vehicle Ammo [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Box_East_WpsLaunch_F** | *Launchers [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_East_AmmoVeh_F** | *Vehicle Ammo [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Box_IND_Wps_F** | *Basic Weapons [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IND_WpsSpecial_F** | *Special Weapons [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IND_WpsLaunch_F** | *Launchers [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IND_Ammo_F** | *Basic Ammo [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IND_AmmoOrd_F** | *Explosives [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IND_Grenades_F** | *Grenades [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IND_Support_F** | *Support [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IND_AmmoVeh_F** | *Vehicle Ammo [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **B_supplyCrate_F** | *Supply Box [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **O_supplyCrate_F** | *Supply Box [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **I_supplyCrate_F** | *Supply Box [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **IG_supplyCrate_F** | *Supply Box [FIA]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **C_supplyCrate_F** | *Supply Box [CTRG]* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **Bag_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_khk** | *Assault Pack (Khaki)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_dgtl** | *Assault Pack (Digital)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_sgg** | *Assault Pack (Sage)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_blk** | *Assault Pack (Black)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_cbr** | *Assault Pack (Coyote)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_mcamo** | *Assault Pack (MTP)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_ocamo** | *Assault Pack (Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_mcamo** | *Kitbag (MTP)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_sgg** | *Kitbag (Sage)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_cbr** | *Kitbag (Coyote)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_tan** | *Kitbag (Tan)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_rgr** | *Tactical Backpack (Green)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_mcamo** | *Tactical Backpack (MTP)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_ocamo** | *Tactical Backpack (Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_blk** | *Tactical Backpack (Black)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_oli** | *Tactical Backpack (Olive)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_khk** | *Field Pack (Khaki)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ocamo** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo** | *Field Pack (Urban)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_blk** | *Field Pack (Black)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ocamo** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oucamo** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_mcamo** | *Carryall Backpack (MTP)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_khk** | *Carryall Backpack (Khaki)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_cbr** | *Carryall Backpack (Coyote)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_blk** | *Carryall Backpack (Black)* | Civilian | Equipment | Backpacks | Public |  |  | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_sgg** | *Bergen (Sage)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_mcamo** | *Bergen (MTP)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_rgr** | *Bergen (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_blk** | *Bergen (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_OutdoorPack_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_OutdoorPack_blk** | *Outdoor Pack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_OutdoorPack_tan** | *Outdoor Pack (Tan)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_OutdoorPack_blu** | *Outdoor Pack (Blue)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HuntingBackpack** | *Hunting Backpack* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPackG** | *Assault Pack* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_BergenG** | *Bergen* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_BergenC_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_BergenC_red** | *Bergen (Red)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_BergenC_grn** | *Bergen (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_BergenC_blu** | *Bergen (Blue)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Parachute** | *Steerable Parachute* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GroundWeaponHolder** | *Ground* | Civilian | Supplies | Military | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **GroundWeaponHolder_Scripted** | *Ground* | Civilian | Supplies | Military | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WeaponHolderSimulated** | *Ground* | Civilian | Supplies | Ammo | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WeaponHolderSimulated_Scripted** | *Ground* | Civilian | Supplies | Ammo | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oli** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oli** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_AssaultPack** | *Assault Pack* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_Bergen** | *Bergen* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **C_Bergen_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **C_Bergen_red** | *Bergen (Red)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **C_Bergen_grn** | *Bergen (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **C_Bergen_blu** | *Bergen (Blue)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_Kerry** | *US Assault Pack (Kerry)* | Civilian | Equipment | Backpacks | Public |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_LAT** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_Medic** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_Repair** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Assault_Diver** | *Assault Pack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_blk_DiverExp** | *Assault Pack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_Exp** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_mcamo_AT** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_ReconMedic** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_ReconExp** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_ReconLAT** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_mcamo_AA** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_mcamo_AAR** | *Tactical Backpack (MTP)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_mcamo_Ammo** | *Carryall Backpack (MTP)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_mcamo_Eng** | *Kitbag (MTP)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_mcamo_AAA** | *Carryall Backpack (MTP)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_mcamo_AAT** | *Carryall Backpack (MTP)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_AAR** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_blk_DiverExp** | *Field Pack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_Assault_Diver** | *Field Pack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ocamo_Medic** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_LAT** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_Repair** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ocamo_Exp** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ocamo_AA** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ocamo_AAR** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ocamo_ReconMedic** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_AT** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_AAT** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_AA** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_AAA** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_Medic** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ocamo_ReconExp** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_Ammo** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_RPG_AT** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ocamo_AAA** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ocamo_Eng** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_cbr_AAT** | *Carryall Backpack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo_AT** | *Field Pack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo_LAT** | *Field Pack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oucamo_AAT** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo_AA** | *Field Pack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oucamo_AAA** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo_AAR** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo_Medic** | *Field Pack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo_Ammo** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_oucamo_Repair** | *Field Pack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oucamo_Exp** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oucamo_Eng** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ocamo_AAR** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oucamo_AAR** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_AA** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Assault_Diver** | *Field Pack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_Ammo** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_Medic** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_Repair** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_LAT** | *Assault Pack (Digital)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_AT** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_AAR** | *Tactical Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Carryall_oli_AAT** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Carryall_oli_Exp** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Carryall_oli_AAA** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Carryall_oli_Eng** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_TacticalPack_Eng** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_FieldPack_Medic** | *Tactical Backpack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_FieldPack_LAT** | *Tactical Backpack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_Carryall_Ammo** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_Carryall_Exp** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_oli_AAR** | *Tactical Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_BergenG_TEST_B_Soldier_overloaded** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_GM6_camo_F** | *GM6 Lynx 12.7Â mm (Camo)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_LongRangeRifles_GM6 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_LRR_camo_F** | *M320 LRR .408 (Camo)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_LongRangeRifles_M320 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Scientist** | *Scientist Clothes* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Journalist** | *Journalist Clothes* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_IG_Guerrilla_6_1** | *Guerilla Apparel* | Civilian | Equipment | Uniforms | Protected |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerrilla_6_1** | *Guerilla Apparel* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_OG_Guerrilla_6_1** | *Guerilla Apparel* | Civilian | Equipment | Uniforms | Protected |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Press_F** | *Vest (Press)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_Bag_Base** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_01_support_F** | *Folded Tripod [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_01_support_F** | *Folded Tripod [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_01_support_F** | *Folded Tripod [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_01_support_high_F** | *Folded Tripod (Raised) [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_01_support_high_F** | *Folded Tripod (Raised) [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_01_support_high_F** | *Folded Tripod (Raised) [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_01_weapon_F** | *Dismantled Mk30 HMG [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_01_weapon_F** | *Dismantled Mk30 HMG [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_01_weapon_F** | *Dismantled Mk30 HMG [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_01_A_weapon_F** | *Dismantled Autonomous MG [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_01_A_weapon_F** | *Dismantled Autonomous MG [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_01_A_weapon_F** | *Dismantled Autonomous MG [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_GMG_01_weapon_F** | *Dismantled Mk32 GMG [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_GMG_01_weapon_F** | *Dismantled Mk32 GMG [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_GMG_01_weapon_F** | *Dismantled Mk32 GMG [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_GMG_01_A_weapon_F** | *Dismantled Autonomous GMG [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_GMG_01_A_weapon_F** | *Dismantled Autonomous GMG [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_GMG_01_A_weapon_F** | *Dismantled Autonomous GMG [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_01_high_weapon_F** | *Dismantled Mk30 HMG (Raised) [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_01_high_weapon_F** | *Dismantled Mk30 HMG (Raised) [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_01_high_weapon_F** | *Dismantled Mk30 HMG (Raised) [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_GMG_01_high_weapon_F** | *Dismantled Mk32 GMG (Raised) [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_GMG_01_high_weapon_F** | *Dismantled Mk32 GMG (Raised) [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_GMG_01_high_weapon_F** | *Dismantled Mk32 GMG (Raised) [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [CSAT]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_C_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [FIA]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_G_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [Syndikat]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_G_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [Syndikat]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_G_HMG_02_support_F** | *Folded Tripod M2 HMG .50 [Syndikat]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [CSAT]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_C_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [Syndikat]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_G_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [FIA]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_G_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [FIA]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_G_HMG_02_support_high_F** | *Folded Tripod M2 HMG .50 (Raised) [FIA]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [CSAT]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_C_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [Syndikat]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_G_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [FIA]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_G_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [FIA]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_G_HMG_02_weapon_F** | *Dismantled M2 HMG .50 [FIA]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_02_high_weapon_F** |  | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_HMG_02_high_weapon_F** |  | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_C_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [Syndikat]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_G_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [FIA]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_G_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [FIA]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_G_HMG_02_high_weapon_F** | *Dismantled M2 HMG .50 (Raised) [FIA]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Mortar_01_weapon_F** | *Folded Mk6 Mortar Tube [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_Mortar_01_weapon_F** | *Folded Mk6 Mortar Tube [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Mortar_01_weapon_F** | *Folded Mk6 Mortar Tube [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_B_Parachute_02_F** | *Steerable Parachute* | Civilian | Equipment | Backpacks | Protected |  | A3_Air_F_Beta_Parachute_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_O_Parachute_02_F** | *Steerable Parachute* | Civilian | Equipment | Backpacks | Protected |  | A3_Air_F_Beta_Parachute_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_I_Parachute_02_F** | *Steerable Parachute* | Civilian | Equipment | Backpacks | Protected |  | A3_Air_F_Beta_Parachute_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AA_01_weapon_F** | *Static Titan Launcher (AA) [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_AA_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_AA_01_weapon_F** | *Static Titan Launcher (AA) [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_AA_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_AA_01_weapon_F** | *Static Titan Launcher (AA) [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_AA_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AT_01_weapon_F** | *Static Titan Launcher (AT) [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_AT_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_AT_01_weapon_F** | *Static Titan Launcher (AT) [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_AT_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_AT_01_weapon_F** | *Static Titan Launcher (AT) [AAF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_AT_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_UAV_01_backpack_F** | *UAV Bag (AR-2) [NATO]* | Civilian | Equipment | Backpacks | Public |  | A3_Drones_F_Weapons_F_Gamma_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_UAV_01_backpack_F** | *UAV Bag (AR-2) [CSAT]* | Civilian | Equipment | Backpacks | Public |  | A3_Drones_F_Weapons_F_Gamma_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_UAV_01_backpack_F** | *UAV Bag (AR-2) [AAF]* | Civilian | Equipment | Backpacks | Public |  | A3_Drones_F_Weapons_F_Gamma_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Respawn_TentDome_F** | *Camp (Dome Tent)* | Civilian | Equipment | Backpacks | Public | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Respawn_TentA_F** | *Camp (Ridge Tent)* | Civilian | Equipment | Backpacks | Public | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Respawn_Sleeping_bag_F** | *Camp (Green Sleeping Bag)* | Civilian | Equipment | Backpacks | Public | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Respawn_Sleeping_bag_blue_F** | *Camp (Blue Sleeping Bag)* | Civilian | Equipment | Backpacks | Public | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Respawn_Sleeping_bag_brown_F** | *Camp (Brown Sleeping Bag)* | Civilian | Equipment | Backpacks | Public | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_Pistol_Signal_F** | *Starter Pistol* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Kart_Pistols_Pistol_Signal_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1** | *Driver Coverall (Fuel)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_2** | *Driver Coverall (Bluking)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_3** | *Driver Coverall (Redstone)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_4** | *Driver Coverall (Vrana)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1_black** | *Driver Coverall (Black)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1_blue** | *Driver Coverall (Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1_green** | *Driver Coverall (Green)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1_red** | *Driver Coverall (Red)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1_white** | *Driver Coverall (White)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1_yellow** | *Driver Coverall (Yellow)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Driver_1_orange** | *Driver Coverall (Orange)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_Marshal** | *Marshal Clothes* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_F** | *Racing Helmet (Fuel)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_2_F** | *Racing Helmet (Bluking)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_3_F** | *Racing Helmet (Redstone)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_4_F** | *Racing Helmet (Vrana)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_black_F** | *Racing Helmet (Black)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_blue_F** | *Racing Helmet (Blue)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_green_F** | *Racing Helmet (Green)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_red_F** | *Racing Helmet (Red)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_white_F** | *Racing Helmet (White)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_yellow_F** | *Racing Helmet (Yellow)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_RacingHelmet_1_orange_F** | *Racing Helmet (Orange)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_marshal** | *Marshal Cap* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Kart | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_FIA_Wps_F** | *FIA Weapon Cache* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Bootcamp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_FIA_Ammo_F** | *FIA Ammo Cache* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Bootcamp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_FIA_Support_F** | *FIA Equipment Cache* | Civilian | Supplies | Ammo | Public |  | A3_Weapons_F_Bootcamp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_CargoNet_01_ammo_F** | *Cargo Net [NATO]* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_CargoNets | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **O_CargoNet_01_ammo_F** | *Cargo Net [CSAT]* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_CargoNets | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **I_CargoNet_01_ammo_F** | *Cargo Net [AAF]* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_CargoNets | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **CargoNet_01_box_F** | *Cargo Net (Box)* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_CargoNets | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **CargoNet_01_barrels_F** | *Cargo Net (Barrels)* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_CargoNets | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_FlexibleTank_01_F** |  | Civilian | Supplies | Storage | Protected |  | A3_Supplies_F_Heli_Fuel | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **FlexibleTank_01_forest_F** | *Flexible Fuel Tank (Forest)* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_Fuel | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **FlexibleTank_01_sand_F** | *Flexible Fuel Tank (Sand)* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_Fuel | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **B_Slingload_01_Ammo_F** | *Huron Ammo Container* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_Slingload | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **B_Slingload_01_Cargo_F** | *Huron Cargo Container* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_Slingload | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **B_Slingload_01_Fuel_F** | *Huron Fuel Container* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_Slingload | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **B_Slingload_01_Medevac_F** | *Huron Medical Container* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_Slingload | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **B_Slingload_01_Repair_F** | *Huron Repair Container* | Civilian | Supplies | Storage | Public |  | A3_Supplies_F_Heli_Slingload | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_ammo_F** | *Taru Ammo Pod* | Civilian | Supplies | Storage | Public |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_box_F** | *Taru Cargo Pod* | Civilian | Supplies | Storage | Public |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_fuel_F** | *Taru Fuel Pod* | Civilian | Supplies | Storage | Public |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_repair_F** | *Taru Repair Pod* | Civilian | Supplies | Storage | Public |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_ammo_black_F** | *Taru Ammo Pod (Black)* | Civilian | Supplies | Storage | Protected |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_box_black_F** | *Taru Cargo Pod (Black)* | Civilian | Supplies | Storage | Protected |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_fuel_black_F** | *Taru Fuel Pod (Black)* | Civilian | Supplies | Storage | Protected |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **Land_Pod_Heli_Transport_04_repair_black_F** | *Taru Repair Pod (Black)* | Civilian | Supplies | Storage | Protected |  | A3_Air_F_Heli_Heli_Transport_04 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **B_Static_Designator_01_weapon_F** | *Remote Designator Bag [NATO]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mark_Designator_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_Static_Designator_02_weapon_F** | *Remote Designator Bag [CSAT]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Static_F_Mark_Designator_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_02_F** | *MAR-10 .338 (Black)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_02_camo_F** | *MAR-10 .338 (Camo)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_02_sniper_F** | *MAR-10 .338 (Sand)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_03_F** | *Mk-I EMR 7.62 mm (Black)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_03_khaki_F** | *Mk-I EMR 7.62 mm (Khaki)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_03_tan_F** | *Mk-I EMR 7.62 mm (Sand)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_03_multicam_F** | *Mk-I EMR 7.62 mm (Camo)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_03_woodland_F** | *Mk-I EMR 7.62 mm (Woodland)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_04_F** | *ASP-1 Kir 12.7 mm (Black)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_04_Tan_F** | *ASP-1 Kir 12.7 mm (Tan)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_05_blk_F** | *Cyrus 9.3 mm (Black)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_05_hex_F** | *Cyrus 9.3 mm (Hex)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_05_tan_f** | *Cyrus 9.3 mm (Tan)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_06_camo_F** | *Mk14 7.62 mm (Camo)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_06_olive_F** | *Mk14 7.62 mm (Olive)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_MMG_01_hex_F** | *Navid 9.3 mm (Hex)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_MMG_01_tan_F** | *Navid 9.3 mm (Tan)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_MMG_02_camo_F** | *SPMG .338 (MTP)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_MMG_02_black_F** | *SPMG .338 (Black)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_MMG_02_sand_F** | *SPMG .338 (Sand)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Laserdesignator_02** | *Laser Designator (Hex)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Laserdesignator_03** | *Laser Designator (Olive)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_FullGhillie_lsh** | *Full Ghillie (Lush) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_FullGhillie_sard** | *Full Ghillie (Semi-Arid) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_FullGhillie_ard** | *Full Ghillie (Arid) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_FullGhillie_lsh** | *Full Ghillie (Lush) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_FullGhillie_sard** | *Full Ghillie (Semi-Arid) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_FullGhillie_ard** | *Full Ghillie (Arid) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_FullGhillie_lsh** | *Full Ghillie (Lush) [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_FullGhillie_sard** | *Full Ghillie (Semi-Arid) [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_FullGhillie_ard** | *Full Ghillie (Arid) [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierGL_rgr** | *Carrier GL Rig (Green)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierGL_blk** | *Carrier GL Rig (Black)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierGL_mtp** | *Carrier GL Rig (MTP)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierSpec_rgr** | *Carrier Special Rig (Green)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierSpec_blk** | *Carrier Special Rig (Black)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierSpec_mtp** | *Carrier Special Rig (MTP)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierIAGL_dgtl** | *GA Carrier GL Rig (Digital)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierIAGL_oli** | *GA Carrier GL Rig (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_TR_black** | *ADR-97 TR 5.7 mm (Black)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_TR_camo** | *ADR-97 TR 5.7 mm (Camo)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_TR_khaki** | *ADR-97 TR 5.7 mm (Khaki)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_TR_hex** | *ADR-97 TR 5.7 mm (Hex)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_TR_black** | *ADR-97C TR 5.7 mm (Black)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_TR_camo** | *ADR-97C TR 5.7 mm (Camo)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_TR_khaki** | *ADR-97C TR 5.7 mm (Khaki)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_TR_hex** | *ADR-97C TR 5.7 mm (Hex)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_black** | *ADR-97 5.7 mm (Black)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_camo** | *ADR-97 5.7 mm (Camo)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_khaki** | *ADR-97 5.7 mm (Khaki)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03_hex** | *ADR-97 5.7 mm (Hex)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_black** | *ADR-97C 5.7 mm (Black)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_camo** | *ADR-97C 5.7 mm (Camo)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_khaki** | *ADR-97C 5.7 mm (Khaki)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_03C_hex** | *ADR-97C 5.7 mm (Hex)* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Mod | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_Bergen_mcamo_F** | *Bergen Backpack (MTP)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_dgtl_F** | *Bergen Backpack (Digital)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_hex_F** | *Bergen Backpack (Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Bergen_tna_F** | *Bergen Backpack (Tropic)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_tna_F** | *Assault Pack (Tropic)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_blk_F** | *Viper Harness (Black)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_ghex_F** | *Viper Harness (Green Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_hex_F** | *Viper Harness (Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_khk_F** | *Viper Harness (Khaki)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_oli_F** | *Viper Harness (Olive)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperLightHarness_blk_F** | *Viper Light Harness (Black)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperLightHarness_ghex_F** | *Viper Light Harness (Green Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperLightHarness_hex_F** | *Viper Light Harness (Hex)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperLightHarness_khk_F** | *Viper Light Harness (Khaki)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperLightHarness_oli_F** | *Viper Light Harness (Olive)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oli_BTAmmo_F** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oli_BTAAA_F** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oli_BTAAT_F** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_tna_BTMedic_F** | *Assault Pack (Tropic)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_BTEng_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_BTExp_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_BTAA_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_BTAT_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_tna_BTRepair_F** | *Assault Pack (Tropic)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_BTLAT_F** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_BTReconExp_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_BTReconMedic** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_01_support_grn_F** | *Folded Tripod (Green) [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Mortar_01_support_grn_F** | *Folded Mortar Mk6 Bipod (Green) [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_GMG_01_Weapon_grn_F** | *Dismantled Mk32 GMG (Green) [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_HMG_01_Weapon_grn_F** | *Dismantled Mk30 HMG (Green) [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Mortar_01_Weapon_grn_F** | *Folded Mk6 Mortar Tube (Green) [NATO]* | Civilian | Equipment | Dismantled Weapons | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_CTRGExp_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_CTRGMedic_F** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_CTRGLAT_F** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTAmmo_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTAAR_AAR_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTAAA_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTAAT_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTMedic_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTEng_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTExp_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTAA_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTAT_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTRepair_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTLAT_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTReconExp_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTReconMedic_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTRPG_AT_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_hex_TL_F** | *Viper Harness (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_ghex_TL_F** | *Viper Harness (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_hex_Exp_F** | *Viper Harness (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_ghex_Exp_F** | *Viper Harness (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_hex_Medic_F** | *Viper Harness (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_ghex_Medic_F** | *Viper Harness (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_hex_M_F** | *Viper Harness (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_ghex_M_F** | *Viper Harness (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_hex_LAT_F** | *Viper Harness (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_ghex_LAT_F** | *Viper Harness (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_hex_JTAC_F** | *Viper Harness (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_ViperHarness_ghex_JTAC_F** | *Viper Harness (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_Para_3_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_cbr_Para_5_F** | *Kitbag (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_Para_8_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cb_Bandit_3_F** | *Field Pack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_cbr_Bandit_2_F** | *Kitbag (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_khk_Bandit_1_F** | *Field Pack (Khaki)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_blk_Bandit_8_F** | *Field Pack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Box_NATO_Equip_F** | *Equipment Box [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_CSAT_Equip_F** | *Equipment Box [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_AAF_Equip_F** | *Equipment Box [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_GEN_Equip_F** | *Supply Box [Gendarmerie]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_NATO_Uniforms_F** | *Uniforms Box [NATO]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_CSAT_Uniforms_F** | *Uniforms Box [CSAT]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_AAF_Uniforms_F** | *Uniforms Box [AAF]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_T_NATO_Wps_F** | *Basic Weapons [NATO Pacific]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_T_NATO_WpsSpecial_F** | *Special Weapons [NATO Pacific]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_T_East_Wps_F** | *Basic Weapons [CSAT Pacific]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_T_East_Ammo_F** | *Basic Ammo [CSAT Pacific]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_T_East_WpsSpecial_F** | *Special Weapons [CSAT Pacific]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_Syndicate_Wps_F** | *Basic Weapons [Syndikat]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_Syndicate_Ammo_F** | *Basic Ammo [Syndikat]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_Syndicate_WpsLaunch_F** | *Launchers [Syndikat]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_IED_Exp_F** | *Explosives (IED)* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **C_T_supplyCrate_F** | *Supply Box [CTRG Pacific]* | Civilian | Supplies | Ammo | Public |  | A3_Supplies_F_Exp_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Weapon_arifle_MX_khk_F** | *MX 6.5 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_GL_khk_F** | *MX 3GL 6.5 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MX_SW_khk_F** | *MX SW 6.5 mm (Khaki)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MXC_khk_F** | *MXC 6.5 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MXM_khk_F** | *MXM 6.5 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12_F** | *AK-12 7.62 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12_GL_F** | *AK-12 GL 7.62 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_ARX_blk_F** | *Type 115 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_ARX_ghex_F** | *Type 115 6.5 mm (Green Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_ARX_hex_F** | *Type 115 6.5 mm (Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTAR_blk_F** | *CAR-95 5.8 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTAR_hex_F** | *CAR-95 5.8 mm (Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTAR_ghex_F** | *CAR-95 5.8 mm (Green Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTAR_GL_blk_F** | *CAR-95 GL 5.8 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTAR_GL_hex_F** | *CAR-95 GL 5.8 mm (Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTAR_GL_ghex_F** | *CAR-95 GL 5.8 mm (Green Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTARS_blk_F** | *CAR-95-1 5.8mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTARS_hex_F** | *CAR-95-1 5.8mm (Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_CTARS_ghex_F** | *CAR-95-1 5.8mm (Green Hex)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_07_blk_F** | *CMR-76 6.5 mm (Black)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_07_hex_F** | *CMR-76 6.5 mm (Hex)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_07_ghex_F** | *CMR-76 6.5 mm (Green Hex)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_01_blk_F** | *SPAR-16 5.56 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_01_khk_F** | *SPAR-16 5.56 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_01_snd_F** | *SPAR-16 5.56 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_01_GL_blk_F** | *SPAR-16 GL 5.56 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_01_GL_khk_F** | *SPAR-16 GL 5.56 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_01_GL_snd_F** | *SPAR-16 GL 5.56 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_02_blk_F** | *SPAR-16S 5.56 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_02_khk_F** | *SPAR-16S 5.56 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_02_snd_F** | *SPAR-16S 5.56 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_03_blk_F** | *SPAR-17 7.62 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_03_khk_F** | *SPAR-17 7.62 mm (Khaki)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_SPAR_03_snd_F** | *SPAR-17 7.62 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_LRR_tna_F** | *M320 LRR .408 (Tropic)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_GM6_ghex_F** | *GM6 Lynx 12.7 mm (Green Hex)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_LMG_03_F** | *LIM-85 5.56 mm* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_P07_khk_F** | *P07 9 mm (Khaki)* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_P07_blk_F** | *P07 9 mm (Black)* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_RPG7_F** | *RPG-7* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_Pistol_01_F** | *PM 9 mm* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AKM_F** | *AKM 7.62 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AKS_F** | *AKS-74U 5.45 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_B_Titan_tna_F** | *Titan MPRL (Tropic)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_B_Titan_short_tna_F** | *Titan MPRL Compact (Tropic)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_O_Titan_ghex_F** | *Titan MPRL (Green Hex)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_O_Titan_short_ghex_F** | *Titan MPRL Compact (Green Hex)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_RPG32_ghex_F** | *RPG-42 Alamut (Green Hex)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_SMG_05_F** | *Protector 9 mm* | Civilian | Weapons | SMGs | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Laserdesignator_01_khk_F** | *Laser Designator (Khaki)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Laserdesignator_02_ghex_F** | *Laser Designator (Green Hex)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NVGoggles_tna_F** | *NV Goggles (Tropic)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_O_NVGoggles_hex_F** | *Compact NVG (Hex)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_O_NVGoggles_urb_F** | *Compact NVG (Urban)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_O_NVGoggles_ghex_F** | *Compact NVG (Green Hex)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NVGogglesB_blk_F** | *ENVG-II (Black)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NVGogglesB_grn_F** | *ENVG-II (Green)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NVGogglesB_gry_F** | *ENVG-II (Grey)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_T_Soldier_F** | *Combat Fatigues (Tropic)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_T_Soldier_AR_F** | *Combat Fatigues (Tropic, Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_T_Soldier_SL_F** | *Recon Fatigues (Tropic)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_T_Sniper_F** | *Ghillie Suit (Tropic) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_T_FullGhillie_tna_F** | *Full Ghillie (Jungle) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_F** | *CTRG Stealth Uniform* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_2_F** | *CTRG Stealth Uniform (Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_3_F** | *CTRG Stealth Uniform (Rolled-up)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_arid_F** | *CTRG Stealth Uniform (Arid)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_2_arid_F** | *CTRG Stealth Uniform (Tee, Arid)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_3_arid_F** | *CTRG Stealth Uniform (Rolled-up, Arid)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_GEN_Soldier_F** | *Gendarmerie Uniform* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_GEN_Commander_F** | *Gendarmerie Commander Uniform* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_T_Soldier_F** | *Fatigues (Green Hex) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_T_Officer_F** | *Officer Fatigues (Green Hex) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_T_Sniper_F** | *Ghillie Suit (Green Hex) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_T_FullGhillie_tna_F** | *Full Ghillie (Jungle) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_V_Soldier_Viper_F** | *Special Purpose Suit (Green Hex)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_V_Soldier_Viper_hex_F** | *Special Purpose Suit (Hex)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Para_1_F** | *Paramilitary Garb (Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Para_2_F** | *Paramilitary Garb (Jacket)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Para_3_F** | *Paramilitary Garb (Shirt)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Para_4_F** | *Paramilitary Garb (Tank Top)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Para_5_F** | *Paramilitary Garb (Shorts)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Bandit_1_F** | *Bandit Clothes (Polo Shirt)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Bandit_2_F** | *Bandit Clothes (Skull)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Bandit_3_F** | *Bandit Clothes (Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Bandit_4_F** | *Bandit Clothes (Checkered)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Bandit_5_F** | *Bandit Clothes (Tank Top)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_C_Soldier_Camo_F** | *Syndikat Uniform* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_man_sport_1_F** | *Sport Clothes (Beach)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_man_sport_2_F** | *Sport Clothes (Orange)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_man_sport_3_F** | *Sport Clothes (Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Man_casual_1_F** | *Casual Clothes (Navy)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Man_casual_2_F** | *Casual Clothes (Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Man_casual_3_F** | *Casual Clothes (Green)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Man_casual_4_F** | *Summer Clothes (Sky)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Man_casual_5_F** | *Summer Clothes (Yellow)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Man_casual_6_F** | *Summer Clothes (Red)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_urb_1_F** | *CTRG Urban Uniform* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_urb_2_F** | *CTRG Urban Uniform (Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CTRG_Soldier_urb_3_F** | *CTRG Urban Uniform (Rolled-up)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_tna_F** | *Combat Helmet (Tropic)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_Enh_tna_F** | *Enhanced Combat Helmet (Tropic)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_Light_tna_F** | *Light Combat Helmet (Tropic)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_TI_tna_F** | *Stealth Combat Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_TI_arid_F** | *Stealth Combat Helmet (Arid)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecO_ghex_F** | *Assassin Helmet (Green Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetCrew_O_ghex_F** | *Crew Helmet (Green Hex) [CSAT]* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetLeaderO_ghex_F** | *Defender Helmet (Green Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetO_ghex_F** | *Protector Helmet (Green Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetO_ViperSP_hex_F** | *Special Purpose Helmet (Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetO_ViperSP_ghex_F** | *Special Purpose Helmet (Green Hex)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Helmet_Skate** | *Skate Helmet* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_tna_F** | *Military Cap (Tropic)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_ghex_F** | *Military Cap (Green Hex)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_tna_F** | *Booniehat (Tropic)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Beret_gen_F** | *Beret (Gendarmerie)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_gen_F** | *Military Cap (Gendarmerie)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Exp_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacChestrig_grn_F** | *Tactical Chest Rig (Green)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacChestrig_oli_F** | *Tactical Chest Rig (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacChestrig_cbr_F** | *Tactical Chest Rig (Coyote)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier1_tna_F** | *Carrier Lite (Tropic)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierSpec_tna_F** | *Carrier Special Rig (Tropic)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierGL_tna_F** | *Carrier GL Rig (Tropic)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_HarnessO_ghex_F** | *LBV Harness (Green Hex)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_HarnessOGL_ghex_F** | *LBV Grenadier Harness (Green Hex)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_BandollierB_ghex_F** | *Slash Bandolier (Green Hex)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier1_rgr_noflag_F** | *Carrier Lite (Green, No Flag)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier2_rgr_noflag_F** | *Carrier Rig (Green, No Flag)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_TacVest_gen_F** | *Gendarmerie Vest* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Exp_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_DeckCrew_yellow_F** | *Deck Crew Vest (Yellow)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Jets_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_DeckCrew_blue_F** | *Deck Crew Vest (Blue)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Jets_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_DeckCrew_green_F** | *Deck Crew Vest (Green)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Jets_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_DeckCrew_red_F** | *Deck Crew Vest (Red)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Jets_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_DeckCrew_white_F** | *Deck Crew Vest (White)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Jets_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_DeckCrew_brown_F** | *Deck Crew Vest (Brown)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Jets_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_DeckCrew_violet_F** | *Deck Crew Vest (Violet)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Jets_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_Patrol_Medic_bag_F** | *Kitbag (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Patrol_Leader_bag_F** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Patrol_Supply_bag_F** | *Kitbag (MTP)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Patrol_Launcher_bag_F** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Patrol_Respawn_bag_F** | *Camp (Dome Tent, Combat Patrol)* | Civilian | Equipment | Backpacks | Public |  | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Box_IDAP_AmmoOrd_F** | *Explosives [IDAP]* | Civilian | Supplies | Ammo | Public | ORANGE | A3_Supplies_F_Orange_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IDAP_Equip_F** | *Equipment Box [IDAP]* | Civilian | Supplies | Ammo | Public | ORANGE | A3_Supplies_F_Orange_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_IDAP_Uniforms_F** | *Uniforms Box [IDAP]* | Civilian | Supplies | Ammo | Public | ORANGE | A3_Supplies_F_Orange_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **C_IDAP_supplyCrate_F** | *Supply Box [IDAP]* | Civilian | Supplies | Ammo | Public | ORANGE | A3_Supplies_F_Orange_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **B_Messenger_Coyote_F** | *Messenger Bag (Coyote)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Messenger_Olive_F** | *Messenger Bag (Olive)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Messenger_Black_F** | *Messenger Bag (Black)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Messenger_Gray_F** | *Messenger Bag (Gray)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Messenger_Gray_Medical_F** | *Messenger Bag (Gray)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Messenger_IDAP_F** | *Messenger Bag [IDAP]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Messenger_IDAP_Medical_F** | *Messenger Bag [IDAP]* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Messenger_IDAP_TrainingMines_F** | *Messenger Bag [IDAP]* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **C_IDAP_UAV_01_backpack_F** | *UAV Bag [IDAP]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UAV_06_backpack_base_F** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **UAV_06_medical_backpack_base_F** | *Bag* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_UAV_06_backpack_F** | *UAV Bag (AL-6) [NATO]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_UAV_06_backpack_F** | *UAV Bag (AL-6) [CSAT]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_UAV_06_backpack_F** | *UAV Bag (AL-6) [AAF]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **C_IDAP_UAV_06_backpack_F** | *UAV Bag (Utility) [IDAP]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **C_UAV_06_backpack_F** | *UAV Bag (Utility)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **C_IDAP_UAV_06_antimine_backpack_F** | *UAV Bag (Demining) [IDAP]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [NATO]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **O_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [CSAT]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [AAF]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **C_IDAP_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [IDAP]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **C_UAV_06_medical_backpack_F** | *UAV Bag (Utility, Medical)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_LegStrapBag_black_F** | *Leg Strap Bag (Black)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_LegStrapBag_coyote_F** | *Leg Strap Bag (Coyote)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_LegStrapBag_olive_F** | *Leg Strap Bag (Olive)* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_LegStrapBag_black_repair_F** | *Leg Strap Bag (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_LegStrapBag_coyote_repair_F** | *Leg Strap Bag (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_LegStrapBag_olive_repair_F** | *Leg Strap Bag (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oucamo_Repair** | *Carryall Backpack (Urban)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_Mine** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_khk_Mine** | *Carryall Backpack (Khaki)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oli_Mine** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ocamo_Mine** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_Mine** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Orange_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **C_IDAP_CargoNet_01_supplies_F** | *Cargo Net [IDAP]* | Civilian | Supplies | Storage | Public | ORANGE | A3_Supplies_F_Orange_CargoNets | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Item_C_UavTerminal** | *UAV Terminal [Civilians]* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **TrainingMine_01_used_F** | *Training Mine (used)* | Civilian | Weapons | Explosives | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_IDAP_Man_Casual_F** | *Aid Worker Clothes (Polo) [IDAP]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_IDAP_Man_shorts_F** | *Aid Worker Clothes (Polo, Shorts) [IDAP]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_IDAP_Man_cargo_F** | *Aid Worker Clothes (Cargo) [IDAP]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_IDAP_Man_tee_F** | *Aid Worker Clothes (Tee) [IDAP]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_IDAP_Man_teeshorts_F** | *Aid Worker Clothes (Tee, Shorts) [IDAP]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_IDAP_Man_jeans_F** | *Aid Worker Clothes (Jeans) [IDAP]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Paramedic_01_F** | *Paramedic Outfit* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Mechanic_01_F** | *Mechanic Clothes* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_BG_Guerilla1_2_F** | *Guerilla Garment (Olive)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ConstructionCoverall_Red_F** | *Construction Coverall (Red)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ConstructionCoverall_Vrana_F** | *Construction Coverall (Vrana)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ConstructionCoverall_Black_F** | *Construction Coverall (Black)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ConstructionCoverall_Blue_F** | *Construction Coverall (Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_Safari_sand_F** | *Safari Hat (Sand)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_Safari_olive_F** | *Safari Hat (Olive)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_basic_yellow_F** | *Hard Hat (Yellow)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_basic_white_F** | *Hard Hat (White)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_basic_orange_F** | *Hard Hat (Orange)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_basic_red_F** | *Hard Hat (Red)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_basic_vrana_F** | *Hard Hat (Vrana)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_basic_black_F** | *Hard Hat (Black)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_earprot_yellow_F** | *Hard Hat (Yellow, Ear Protectors)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_earprot_white_F** | *Hard Hat (White, Ear Protectors)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_earprot_orange_F** | *Hard Hat (Orange, Ear Protectors)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_earprot_red_F** | *Hard Hat (Red, Ear Protectors)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_earprot_vrana_F** | *Hard Hat (Vrana, Ear Protectors)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_earprot_black_F** | *Hard Hat (Black, Ear Protectors)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_headset_yellow_F** | *Hard Hat (Yellow, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_headset_white_F** | *Hard Hat (White, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_headset_orange_F** | *Hard Hat (Orange, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_headset_red_F** | *Hard Hat (Red, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_headset_vrana_F** | *Hard Hat (Vrana, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Construction_headset_black_F** | *Hard Hat (Black, Headset)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_EarProtectors_yellow_F** | *Ear Protectors (Yellow)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_EarProtectors_white_F** | *Ear Protectors (White)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_EarProtectors_orange_F** | *Ear Protectors (Orange)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_EarProtectors_red_F** | *Ear Protectors (Red)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_EarProtectors_black_F** | *Ear Protectors (Black)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadSet_yellow_F** | *Headset (Yellow)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadSet_white_F** | *Headset (White)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadSet_orange_F** | *Headset (Orange)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadSet_red_F** | *Headset (Red)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadSet_black_F** | *Headset (Black)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PASGT_basic_blue_press_F** | *Press Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PASGT_basic_blue_F** | *Basic Helmet (Blue)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PASGT_basic_white_F** | *Basic Helmet (White)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PASGT_basic_olive_F** | *Basic Helmet (Olive)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PASGT_basic_black_F** | *Basic Helmet (Black)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PASGT_neckprot_blue_press_F** | *Press Helmet (Neck Protection)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadBandage_stained_F** | *Head Bandage (Moderate)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadBandage_clean_F** | *Head Bandage (Clean)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HeadBandage_bloody_F** | *Head Bandage (Severe)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_White_IDAP_F** | *Cap (White) [IDAP]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_Orange_IDAP_F** | *Cap (Orange) [IDAP]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_Black_IDAP_F** | *Cap (Black) [IDAP]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_WirelessEarpiece_F** | *Wireless Earpiece* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Orange_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Plain_medical_F** | *Identification Vest [IDAP]* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Plain_crystal_F** | *Identification Vest (Red Crystal)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Pocketed_olive_F** | *Multi-Pocket Vest (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Pocketed_coyote_F** | *Multi-Pocket Vest (Coyote)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Pocketed_black_F** | *Multi-Pocket Vest (Black)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Safety_yellow_F** | *Safety Vest (Yellow)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Safety_orange_F** | *Safety Vest (Orange)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_Safety_blue_F** | *Safety Vest (Blue)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_LegStrapBag_black_F** | *Leg Strap Bag (Black)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_LegStrapBag_coyote_F** | *Leg Strap Bag (Coyote)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_LegStrapBag_olive_F** | *Leg Strap Bag (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_EOD_blue_F** | *EOD Vest (Blue)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_EOD_olive_F** | *EOD Vest (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_EOD_coyote_F** | *EOD Vest (Coyote)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_EOD_IDAP_blue_F** | *EOD Vest (Blue) [IDAP]* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Orange_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_Ammo_F** | *Carryall Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_ocamo_Medic_F** | *Assault Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ocamo_LAT_F** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_ocamo_AA_F** | *Tactical Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_TacticalPack_ocamo_AT_F** | *Tactical Backpack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Item_U_O_officer_noInsignia_hex_F** | *Light Fatigues (Hex)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Tacops | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RepairDepot_01_civ_F** | *Repair depot (Civilian)* | Civilian | Supplies | Storage | Public |  | A3_Structures_F_Tank_Military_RepairDepot | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RepairDepot_01_tan_F** | *Repair depot (Tan)* | Civilian | Supplies | Storage | Public |  | A3_Structures_F_Tank_Military_RepairDepot | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RepairDepot_01_green_F** | *Repair depot (Green)* | Civilian | Supplies | Storage | Public |  | A3_Structures_F_Tank_Military_RepairDepot | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_MRAWS_olive_F** | *MAAWS Mk4 Mod 1 (Olive)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_MRAWS_olive_rail_F** | *MAAWS Mk4 Mod 0 (Olive)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_MRAWS_green_F** | *MAAWS Mk4 Mod 1 (Green)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_MRAWS_green_rail_F** | *MAAWS Mk4 Mod 0 (Green)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_MRAWS_sand_F** | *MAAWS Mk4 Mod 1 (Sand)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_MRAWS_sand_rail_F** | *MAAWS Mk4 Mod 0 (Sand)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_O_Vorona_brown_F** | *9M135 Vorona (Brown)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_O_Vorona_green_F** | *9M135 Vorona (Green)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_LAT2** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_BTLAT2_F** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_rgr_CTRGLAT2_F** | *Assault Pack (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **G_FieldPack_LAT2** | *Tactical Backpack (Black)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Fieldpack_oli_LAT2** | *Assault Pack (Digital)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_cbr_HAT** | *Field Pack (Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_ghex_OTHAT_F** | *Field Pack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_cbr_AHAT** | *Carryall Backpack (Coyote)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_ghex_OTAHAT_F** | *Carryall Backpack (Green Hex)* | Civilian | Equipment | Backpacks | Protected |  | A3_Weapons_F_Tank_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Headgear_H_Tank_black_F** | *Crew Helmet (Soft) [CSAT]* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Tank_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_Tank_green_F** | *Tanker Coveralls [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Tank_Uniforms | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_W_Static_Designator_01_weapon_F** | *Remote Designator Bag [NATO]* | Civilian | Equipment | Dismantled Weapons | Public | Enoch | A3_Static_F_Enoch_Designator_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Box_EAF_Wps_F** | *Basic Weapons [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_WpsSpecial_F** | *Special Weapons [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_WpsLaunch_F** | *Launchers [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_Ammo_F** | *Basic Ammo [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_Equip_F** | *Equipment Box [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_Grenades_F** | *Grenades [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_AmmoOrd_F** | *Explosives [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_Support_F** | *Support [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_EAF_AmmoVeh_F** | *Vehicle Ammo [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Box_EAF_Uniforms_F** | *Uniform Box [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_EAF_supplyCrate_F** | *Supply Box [LDF]* | Civilian | Supplies | Ammo | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **I_E_CargoNet_01_ammo_F** | *Cargo Net [LDF]* | Civilian | Supplies | Storage | Public | Enoch | A3_Supplies_F_Enoch_Ammoboxes | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** Yes |\n|  | **B_CombinationUnitRespirator_01_F** | *Combination Unit Respirator* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **B_SCBA_01_F** | *Self-Contained Breathing Apparatus* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **UGV_02_backpack_base_F** | *Bag* | Civilian | Equipment | Backpacks | Protected | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UGV_02_Science_backpack_base_F** | *Bag* | Civilian | Equipment | Backpacks | Protected | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UGV_02_Demining_backpack_base_F** | *Bag* | Civilian | Equipment | Backpacks | Protected | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [NATO]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [NATO]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [CSAT]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **O_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [CSAT]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [AAF]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_UGV_02_Science_backpack_F** | *UGV Bag (ED-1E) [LDF]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [AAF]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_UGV_02_Demining_backpack_F** | *UGV Bag (ED-1D) [LDF]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **C_IDAP_UGV_02_Demining_backpack_F** | *UGV Bag (Demining) [IDAP]* | Civilian | Equipment | Backpacks | Public | Contact | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_UAV_01_backpack_F** | *UAV Bag (AR-2) [LDF]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_UAV_06_backpack_F** | *UAV Bag (AL-6) [LDF]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_E_UAV_06_medical_backpack_F** | *UAV Bag (AL-6, Medical) [LDF]* | Civilian | Equipment | Backpacks | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_wdl_F** | *Radio Pack (Woodland) [NATO]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_mtp_F** | *Radio Pack (MTP) [NATO]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_tropic_F** | *Radio Pack (Tropic) [NATO]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_black_F** | *Radio Pack (Black)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_hex_F** | *Radio Pack (Hex) [CSAT]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_oucamo_F** | *Radio Pack (Urban) [CSAT]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_ghex_F** | *Radio Pack (Green Hex) [CSAT]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_digi_F** | *Radio Pack (Digital) [AAF]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_eaf_F** | *Radio Pack (Geometric) [LDF]* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_green_F** | *Carryall Backpack (Green)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_taiga_F** | *Carryall Backpack (Taiga)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_wdl_F** | *Carryall Backpack (Woodland)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_green_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_taiga_F** | *Field Pack (Taiga)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_wdl_F** | *Assault Pack (Woodland)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_eaf_F** | *Assault Pack (Geometric)* | Civilian | Equipment | Backpacks | Public | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oli_IEAmmo_F** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_oli_IEAAR_F** | *Carryall Backpack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_IEAmmo_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_IEAAR_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_IEAAA_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_eng_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_exp_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_Mine_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_eaf_IEAAT_F** | *Carryall Backpack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_oli_IEAA_F** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_oli_IEAT_F** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_oli_IELAT_F** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_oli_IELAT2_F** | *Field Pack (Olive)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_green_IEAA_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_green_IEAT_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_green_IELAT_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_green_IELAT2_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_eaf_IEPathfinder_F** | *Assault Pack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_eaf_Repair_F** | *Assault Pack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_eaf_IELAT_F** | *Assault Pack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_eaf_IELAT2_F** | *Assault Pack (Geometric)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Fieldpack_green_IEMedic_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_support_F** | *Folded Tripod [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_support_high_F** | *Folded Tripod (Raised) [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_Mortar_01_support_F** | *Folded Mk6 Mortar Bipod [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_GMG_01_Weapon_F** | *Dismantled Mk32 GMG [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_GMG_01_A_Weapon_F** | *Dismantled Autonomous GMG [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_GMG_01_high_Weapon_F** | *Dismantled Mk32 GMG (Raised) [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_Weapon_F** | *Dismantled Mk30 HMG [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_high_Weapon_F** | *Dismantled Mk30 HMG (Raised) [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_A_Weapon_F** | *Dismantled Autonomous MG [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_Mortar_01_Weapon_F** | *Folded Mk6 Mortar Tube [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_AT_01_weapon_F** | *Static Titan Launcher (AT) [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_AA_01_weapon_F** | *Static Titan Launcher (AA) [LDF]* | Civilian | Equipment | Dismantled Weapons | Public |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_eaf_FAK_F** | *Radio Pack (Geometric) [LDF]* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_RadioBag_01_wdl_FAK_F** | *Radio Pack (Woodland) [NATO]* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_wdl_BWAmmo_F** | *Carryall Backpack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_wdl_Mine** | *Carryall Backpack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_wdl_BWAAA_F** | *Carryall Backpack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_wdl_BWAAT_F** | *Carryall Backpack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_wdl_BWMedic_F** | *Assault Pack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_wdl_BWRepair_F** | *Assault Pack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_wdl_BWLAT_F** | *Assault Pack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_wdl_BWLAT2_F** | *Assault Pack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_AssaultPack_wdl_BWReconMedic** | *Assault Pack (Woodland)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Kitbag_rgr_BWAAR** | *Kitbag (Green)* | Civilian | Equipment | Backpacks | Protected |  | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_taiga_Exp_F** | *Carryall Backpack (Taiga)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Carryall_green_exp_F** | *Carryall Backpack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_taiga_Medic_F** | *Field Pack (Taiga)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_taiga_RPG_AT_F** | *Field Pack (Taiga)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_green_Exp_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_green_Medic_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_FieldPack_green_RPG_AT_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Supplies_F_Enoch_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Weapon_srifle_DMR_06_hunter_F** | *Mk14 7.62 mm (Classic)* | Civilian | Weapons | Sniper & Marksmen Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_sgun_HunterShotgun_01_F** | *Kozlice 12G* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_sgun_HunterShotgun_01_sawedoff_F** | *Kozlice 12G (Sawed-Off)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12_lush_f** | *AK-12 7.62 mm (Lush)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12_arid_f** | *AK-12 7.62 mm (Arid)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12_GL_lush_F** | *AK-12 GL 7.62 mm (Lush)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12_GL_arid_F** | *AK-12 GL 7.62 mm (Arid)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12U_F** | *AKU-12 7.62 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12U_lush_f** | *AKU-12 7.62 mm (Lush)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_AK12U_arid_f** | *AKU-12 7.62 mm (Arid)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_RPK12_F** | *RPK-12 7.62 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_RPK12_lush_f** | *RPK-12 7.62 mm (Lush)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_RPK12_arid_f** | *RPK-12 7.62 mm (Arid)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_F** | *Promet 6.5 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_Mark_F** | *Promet MR 6.5 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_GL_F** | *Promet GL 6.5 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_UBS_F** | *Promet SG 6.5 mm* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_black_F** | *Promet 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_Mark_black_F** | *Promet MR 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_GL_black_F** | *Promet GL 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_UBS_black_F** | *Promet SG 6.5 mm (Black)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_sand_F** | *Promet 6.5 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_Mark_sand_F** | *Promet MR 6.5 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_GL_sand_F** | *Promet GL 6.5 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_UBS_sand_F** | *Promet SG 6.5 mm (Sand)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_camo_F** | *Promet 6.5 mm (Camo)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_Mark_camo_F** | *Promet MR 6.5 mm (Camo)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_GL_camo_F** | *Promet GL 6.5 mm (Camo)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_arifle_MSBS65_UBS_camo_F** | *Promet SG 6.5 mm (Camo)* | Civilian | Weapons | Assault Rifles | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_LMG_Mk200_black_F** | *Mk200 6.5Â mm (Black)* | Civilian | Weapons | Machine Guns | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_Pistol_heavy_01_green_F** | *4-five .45 ACP (Green)* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_esd_01_F** | *Spectrum Device* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_esd_01_antenna_01_F** | *Spectrum Device (Military)* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_esd_01_antenna_02_F** | *Spectrum Device (Experimental)* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_hgun_esd_01_antenna_03_F** | *Spectrum Device (Jammer)* | Civilian | Weapons | Pistols | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_RPG32_green_F** | *RPG-42 (Green)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_I_Titan_eaf_F** | *Titan MPRL (Geometric)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Weapon_launch_B_Titan_olive_F** | *Titan MPRL (Olive)* | Civilian | Weapons | Launchers | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_O_NVGoggles_grn_F** | *Compact NVG (Green)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ChemicalDetector_01_black_F** | *Chemical Detector (Cover, Black)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ChemicalDetector_01_olive_F** | *Chemical Detector (Cover, Olive)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ChemicalDetector_01_tan_F** | *Chemical Detector (Cover, Tan)* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_ChemicalDetector_01_watch_F** | *Chemical Detector* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_I_E_UavTerminal** | *UAV Terminal [LDF]* | Civilian | Equipment | Inventory Items | Public |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_Patrol_Carryall_green_Ammo_F** | *Carryall Backpack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Patrol_Carryall_taiga_medic_F** | *Carryall Backpack (Taiga)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Patrol_FieldPack_green_eng_F** | *Field Pack (Green)* | Civilian | Equipment | Backpacks | Protected | Enoch | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Item_U_B_CBRN_Suit_01_MTP_F** | *CBRN Suit (MTP) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CBRN_Suit_01_Tropic_F** | *CBRN Suit (Tropic) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CBRN_Suit_01_Wdl_F** | *CBRN Suit (Woodland) [NATO]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_CBRN_Suit_01_AAF_F** | *CBRN Suit [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_CBRN_Suit_01_EAF_F** | *CBRN Suit [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_CBRN_Suit_01_Blue_F** | *CBRN Suit (Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_CBRN_Suit_01_White_F** | *CBRN Suit (White)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_mcam_wdl_f** | *Combat Fatigues (Woodland)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_tshirt_mcam_wdL_f** | *Combat Fatigues (Woodland, Tee)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_CombatUniform_vest_mcam_wdl_f** | *Recon Fatigues (Woodland)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_R_Gorka_01_F** | *Granit-B Suit* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_R_Gorka_01_brown_F** | *Granit-B Suit (Weathered)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_R_Gorka_01_camo_F** | *Granit-T Suit* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_R_Gorka_01_black_F** | *Tracksuit (Black)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_Uniform_01_F** | *Combat Fatigues [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_Uniform_01_tanktop_F** | *Combat Fatigues (Tank Top) [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_Uniform_01_shortsleeve_F** | *Combat Fatigues (Rolled-up) [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_Uniform_01_officer_F** | *Combat Fatigues (Officer) [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_Uniform_01_coveralls_F** | *Heli Pilot Coveralls [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_Uniform_01_sweater_F** | *Combat Fatigues (Sweater) [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Uniform_Farmer_01_F** | *Farmer Outfit* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_E_LooterJacket_01_F** | *Looter Clothes (Leather Jacket)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Uniform_Scientist_01_F** | *Scientist Outfit (Formal, White)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Uniform_Scientist_01_formal_F** | *Scientist Outfit (Formal, Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Uniform_Scientist_02_F** | *Scientist Outfit (Informal, Black)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_Uniform_Scientist_02_formal_F** | *Scientist Outfit (Informal, Red)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_L_Uniform_01_camo_F** | *Deserter Clothes (Jacket)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_L_Uniform_01_deserter_F** | *Deserter Clothes (T-Shirt)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_L_Uniform_01_tshirt_skull_F** | *Looter Clothes (T-Shirt, Skull)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_L_Uniform_01_tshirt_black_F** | *Looter Clothes (T-Shirt, Black)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_L_Uniform_01_tshirt_sport_F** | *Looter Clothes (T-Shirt, Sport)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_L_Uniform_01_tshirt_olive_F** | *Looter Clothes (T-Shirt, Olive)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetHBK_F** | *Advanced Modular Helmet (Olive)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetHBK_headset_F** | *Advanced Modular Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetHBK_ear_F** | *Advanced Modular Helmet (Ear Protectors)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetHBK_chops_F** | *Advanced Modular Helmet (Chops)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetAggressor_F** | *Avenger Helmet* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetAggressor_cover_F** | *Avenger Helmet (Cover B)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetAggressor_cover_taiga_F** | *Avenger Helmet (Cover T)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Beret_EAF_01_F** | *Beret [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Hat_Tinfoil_F** | *Tin Foil Hat* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_mgrn** | *Booniehat (Green)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_taiga** | *Booniehat (Taiga)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_eaf** | *Booniehat [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_grn** | *Military Cap (Green)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_taiga** | *Military Cap (Taiga)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_eaf** | *Military Cap [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetCrew_I_E** | *Crew Helmet [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Tank_eaf_F** | *Crew Helmet (Soft) [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetFighter_I_E** | *Pilot Helmet [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_PilotHelmetHeli_I_E** | *Heli Pilot Helmet [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_CrewHelmetHeli_I_E** | *Heli Crew Helmet [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Booniehat_wdl** | *Booniehat (Woodland)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_MilCap_wdl** | *Military Cap (Woodland)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_plain_wdl** | *Combat Helmet (Woodland)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetB_light_wdl** | *Light Combat Helmet (Woodland)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_HelmetSpecB_wdl** | *Enhanced Combat Helmet (Woodland)* | Civilian | Equipment | Helmets | Public |  | A3_Characters_F_Enoch_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_CarrierRigKBT_01_EAF_F** | *Modular Carrier Vest (Geometric)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_CarrierRigKBT_01_light_EAF_F** | *Modular Carrier Lite (Geometric)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_CarrierRigKBT_01_heavy_EAF_F** | *Modular Carrier GL Rig (Geometric)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_CarrierRigKBT_01_olive_F** | *Modular Carrier Vest (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_CarrierRigKBT_01_light_olive_F** | *Modular Carrier Lite (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_CarrierRigKBT_01_heavy_olive_F** | *Modular Carrier GL Rig (Olive)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_SmershVest_01_F** | *Kipchak Vest* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_SmershVest_01_radio_F** | *Kipchak Vest (Tactical Radio)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier1_wdl** | *Carrier Lite (Woodland)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrier2_wdl** | *Carrier Rig (Woodland)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierGL_wdl** | *Carrier GL Rig (Woodland)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Vest_V_PlateCarrierSpec_wdl** | *Carrier Special Rig (Woodland)* | Civilian | Equipment | Vests | Public |  | A3_Characters_F_Enoch_Vests | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **VirtualReammoBox_F** | *Basic Ammo (Empty, Virtual)* | Civilian | Supplies | Ammo | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **VirtualReammoBox_small_F** | *Vehicle Ammo (Empty, Virtual)* | Civilian | Supplies | Ammo | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **VirtualReammoBox_camonet_F** | *Ammo Cache (Empty)* | Civilian | Supplies | Ammo | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Antibiotic** | *Antibiotics* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Antimalaricum** | *Antimalarial Pills* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_AntimalaricumVaccine** | *Atrox Counteragent* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Bandage** | *Bandages* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Files** | *Files* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_FileTopSecret** | *File (Top Secret)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_NetworkStructure** | *Network Structure Plans* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_SecretFiles** | *File (Top Secret)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_SecretDocuments** | *File* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Laptop_Unfolded** | *Laptop (Open)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Laptop_closed** | *Laptop (Closed)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_SatPhone** | *Satellite Phone* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Butane_canister** | *Butane Canister (Full)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Money** | *Money* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Money_bunch** | *Money (Notes)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Money_roll** | *Money (Roll)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Money_stack** | *Money (Stack)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Wallet_traitor** | *Wallet (ID)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Keys** | *Keys* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_CSAToperatorAccesCard_01** | *Access Card (v1) [CSAT]* | Civilian | Equipment | Inventory Items | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_CSAToperatorAccesCard_02** | *Access Card (v2) [CSAT]* | Civilian | Equipment | Inventory Items | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_CSAToperatorAccesCard_03** | *Access Card (v3) [CSAT]* | Civilian | Equipment | Inventory Items | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_CSAToperatorAccesCard_04** | *Access Card (v4) [CSAT]* | Civilian | Equipment | Inventory Items | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_CSAToperatorAccesCard_05** | *Access Card (v5) [CSAT]* | Civilian | Equipment | Inventory Items | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_MobilePhone** | *Mobile Phone (Old)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_SmartPhone** | *Mobile Phone (New)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_FlashDisk** | *Flash Drive* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_Sleeping_bag_folded_01** | *Sleeping Bag (Folded)* | Civilian | Equipment | Inventory Items | Public |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Beret_CSAT_01_F** | *Beret (Red) [CSAT]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Oldman_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_CivilianBackpack_01_Sport_Blue_F** | *Sports Backpack (Blue)* | Civilian | Equipment | Backpacks | Public | AoW | A3_Supplies_F_AoW_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_CivilianBackpack_01_Sport_Red_F** | *Sports Backpack (Red)* | Civilian | Equipment | Backpacks | Public | AoW | A3_Supplies_F_AoW_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_CivilianBackpack_01_Sport_Green_F** | *Sports Backpack (Green)* | Civilian | Equipment | Backpacks | Public | AoW | A3_Supplies_F_AoW_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_CivilianBackpack_01_Everyday_Black_F** | *Everyday Backpack (Black)* | Civilian | Equipment | Backpacks | Public | AoW | A3_Supplies_F_AoW_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_CivilianBackpack_01_Everyday_Vrana_F** | *Everyday Backpack (Vrana)* | Civilian | Equipment | Backpacks | Public | AoW | A3_Supplies_F_AoW_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_CivilianBackpack_01_Everyday_Astra_F** | *Everyday Backpack (Astra)* | Civilian | Equipment | Backpacks | Public | AoW | A3_Supplies_F_AoW_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_CivilianBackpack_01_Everyday_IDAP_F** | *Everyday Backpack [IDAP]* | Civilian | Equipment | Backpacks | Public | AoW | A3_Supplies_F_AoW_Bags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Item_U_C_ArtTShirt_01_v1_F** | *Casual Clothes (Art of War)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ArtTShirt_01_v2_F** | *Casual Clothes (Drones)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ArtTShirt_01_v3_F** | *Casual Clothes (Waltham Robotics)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ArtTShirt_01_v4_F** | *Casual Clothes (Exhibition)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ArtTShirt_01_v5_F** | *Casual Clothes (Robogeddon)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_ArtTShirt_01_v6_F** | *Casual Clothes (Abstract)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_FormalSuit_01_black_F** | *Formal Suit (Black)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_FormalSuit_01_gray_F** | *Formal Suit (Gray)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_FormalSuit_01_blue_F** | *Formal Suit (Blue)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_FormalSuit_01_khaki_F** | *Formal Suit (Khaki)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_FormalSuit_01_tshirt_black_F** | *Formal Suit (T-Shirt, Black)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_C_FormalSuit_01_tshirt_gray_F** | *Formal Suit (T-Shirt, Gray)* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_ParadeUniform_01_US_F** | *Parade Uniform [US]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_B_ParadeUniform_01_US_decorated_F** | *Parade Uniform (Decorated) [US]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_ParadeUniform_01_CSAT_F** | *Parade Uniform [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_O_ParadeUniform_01_CSAT_decorated_F** | *Parade Uniform (Decorated) [CSAT]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_ParadeUniform_01_AAF_F** | *Parade Uniform [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_ParadeUniform_01_AAF_decorated_F** | *Parade Uniform (Decorated) [AAF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_ParadeUniform_01_LDF_F** | *Parade Uniform [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Item_U_I_E_ParadeUniform_01_LDF_decorated_F** | *Parade Uniform (Decorated) [LDF]* | Civilian | Equipment | Uniforms | Public |  | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_ParadeDressCap_01_US_F** | *Parade Cap [US]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_AoW_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_ParadeDressCap_01_CSAT_F** | *Parade Cap [CSAT]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_AoW_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_ParadeDressCap_01_AAF_F** | *Parade Cap [AAF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_AoW_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_ParadeDressCap_01_LDF_F** | *Parade Cap [LDF]* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_AoW_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_Lyfe** | *Cap (Lyfe)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Decade_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Headgear_H_Cap_MaldenTours** | *Cap (Malden Tours)* | Civilian | Equipment | Hats | Public |  | A3_Characters_F_Decade_Headgear | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 19:01, 8 August 2024 (CEST)"}],"categories":[],"groups":["Reference Lists"]},{"name":"Arma 3: CfgVehicles GUER","title":"Arma 3: CfgVehicles GUER","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_GUER","revid":367242,"updated":"2024-08-08T16:50:34Z","aliases":["Arma 3 CfgVehicles GUER"],"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Weapons | Magazines | Items | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|\n|  | **I_TargetSoldier** | *Invisible Target Soldier* | Independent | AAF | Targets | Protected |  | FakeWeapon | 1x FakeWeapon |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **NVG_TargetG** | *NVG target* | Independent | Other |  | Protected |  |  |  |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_G_Soldier_F** | *Rifleman* | Independent | FIA | Men | Public |  | arifle_TRG21_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Soldier_lite_F** | *Rifleman (Light)* | Independent | FIA | Men | Public |  | arifle_TRG20_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerilla1_1<br>V_BandollierB_blk<br>H_Cap_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Soldier_SL_F** | *Squad Leader* | Independent | FIA | Men | Public |  | arifle_TRG20_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>2x 9Rnd_45ACP_Mag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_IG_leader<br>V_Chestrig_blk<br>H_Watchcap_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Soldier_TL_F** | *Team Leader* | Independent | FIA | Men | Public |  | arifle_Mk20_GL_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>2x 9Rnd_45ACP_Mag<br>1x HandGrenade<br>1x MiniGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_IG_leader<br>V_TacVest_blk<br>H_Booniehat_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Soldier_AR_F** | *Autorifleman* | Independent | FIA | Men | Public |  | LMG_Mk200_BI_F<br>Throw<br>Put | 3x 200Rnd_65x39_cased_Box<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerilla2_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_medic_F** | *Combat Life Saver* | Independent | FIA | Men | Public |  | arifle_Mk20_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_IG_Guerilla2_3<br>V_TacVest_blk<br>H_Cap_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can heal |\n|  | **I_G_engineer_F** | *Engineer* | Independent | FIA | Men | Public |  | arifle_TRG20_ACO_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_IG_Guerilla2_2<br>V_Chestrig_blk<br>H_Watchcap_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **I_G_Soldier_exp_F** | *Explosive Specialist* | Independent | FIA | Men | Public |  | arifle_Mk20C_ACO_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>3x APERSMine_Range_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerilla2_1<br>V_Chestrig_blk<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **I_G_Soldier_GL_F** | *Grenadier* | Independent | FIA | Men | Public |  | arifle_TRG21_GL_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x HandGrenade<br>2x MiniGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_IG_Guerilla2_3<br>V_Chestrig_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **I_G_Soldier_M_F** | *Marksman* | Independent | FIA | Men | Public |  | arifle_Mk20_MRCO_F<br>Throw<br>Put<br>Binocular | 8x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerilla3_1<br>V_BandollierB_khk<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Soldier_LAT_F** | *Rifleman (AT)* | Independent | FIA | Men | Public |  | arifle_TRG21_F<br>launch_RPG32_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x RPG32_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerrilla_6_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Soldier_A_F** | *Ammo Bearer* | Independent | FIA | Men | Public |  | arifle_TRG20_F<br>Throw<br>Put | 12x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerilla1_1<br>V_Chestrig_oli<br>H_Booniehat_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_officer_F** | *Officer* | Independent | FIA | Men | Public |  | arifle_TRG21_MRCO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_IG_Guerilla2_3<br>V_Chestrig_oli<br>H_Watchcap_blk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **I_G_Soldier_unarmed_F** | *Rifleman (Unarmed)* | Independent | FIA | Men | Public |  | Throw<br>Put |  | U_IG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Survivor_F** | *Survivor* | Independent | FIA | Men | Public |  | Throw<br>Put |  | U_IG_Guerilla1_1 | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Soldier_universal_F** | *Soldier* | Independent | FIA | Men | Protected |  | arifle_TRG21_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **I_soldier_F** | *Rifleman* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_lite_F** | *Rifleman (Light)* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_Chestrig_oli<br>H_MilCap_dgtl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_A_F** | *Ammo Bearer* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 12x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA_net<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_GL_F** | *Grenadier* | Independent | AAF | Men | Public |  | arifle_Mk20_GL_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokePurple_Grenade_shell | U_I_CombatUniform<br>V_PlateCarrierIAGL_dgtl<br>H_HelmetIA_net<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_AR_F** | *Autorifleman* | Independent | AAF | Men | Public |  | LMG_Mk200_LP_BI_F<br>hgun_ACPC2_F<br>Throw<br>Put | 3x 200Rnd_65x39_cased_Box<br>3x 9Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_SL_F** | *Squad Leader* | Independent | AAF | Men | Public |  | arifle_Mk20_MRCO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_TL_F** | *Team Leader* | Independent | AAF | Men | Public |  | arifle_Mk20_GL_MRCO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>3x 9Rnd_45ACP_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokePurple_Grenade_shell | U_I_CombatUniform<br>V_PlateCarrierIAGL_dgtl<br>H_HelmetIA<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_M_F** | *Marksman* | Independent | AAF | Men | Public |  | srifle_EBR_MRCO_LP_BI_F<br>hgun_ACPC2_F<br>Throw<br>Put | 8x 20Rnd_762x51_Mag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_LAT_F** | *Rifleman (AT)* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>launch_NLAW_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x NLAW_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_AT_F** | *Missile Specialist (AT)* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>launch_I_Titan_short_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x Titan_AT<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_AA_F** | *Missile Specialist (AA)* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>launch_I_Titan_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x Titan_AA<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_medic_F** | *Combat Life Saver* | Independent | AAF | Men | Public |  | arifle_Mk20_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **I_Soldier_repair_F** | *Repair Specialist* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA_net<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair |\n|  | **I_Soldier_exp_F** | *Explosive Specialist* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIAGL_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **I_engineer_F** | *Engineer* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **I_crew_F** | *Crewman* | Independent | AAF | Men | Public |  | arifle_Mk20C_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_BandollierB_oli<br>H_HelmetCrew_I<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_helipilot_F** | *Helicopter Pilot* | Independent | AAF | Men | Public |  | hgun_PDW2000_Holo_F<br>Throw<br>Put | 4x 30Rnd_9x21_Yellow_Mag<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_HeliPilotCoveralls<br>H_PilotHelmetHeli_I<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_pilot_F** | *Pilot* | Independent | AAF | Men | Public |  | hgun_PDW2000_Holo_F<br>Throw<br>Put | 4x 30Rnd_9x21_Yellow_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x Chemlight_green | U_I_pilotCoveralls<br>H_PilotHelmetFighter_I<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_helicrew_F** | *Helicopter Crew* | Independent | AAF | Men | Public |  | arifle_Mk20C_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_HeliPilotCoveralls<br>H_CrewHelmetHeli_I<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_officer_F** | *Officer* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_OfficerUniform<br>V_BandollierB_oli<br>H_MilCap_dgtl<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Story_Colonel_F** | *Akhanteros* | Independent | AAF | Men (Story) | Public |  | Throw<br>Put | 1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_OfficerUniform<br>H_Beret_grn<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_soldier_UAV_F** | *UAV Operator* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>I_UavTerminal<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **I_Soldier_universal_F** | *Soldier* | Independent | AAF | Men | Protected |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **I_Survivor_F** | *Survivor* | Independent | AAF | Men | Public |  | Throw<br>Put |  | U_I_CombatUniform | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_unarmed_F** | *Rifleman (Unarmed)* | Independent | AAF | Men | Public |  | Throw<br>Put |  | U_I_CombatUniform<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_diver_F** | *Assault Diver* | Independent | AAF | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag<br>3x 20Rnd_556x45_UW_mag<br>3x 9Rnd_45ACP_Mag<br>2x SmokeShellGreen<br>4x Chemlight_green | U_I_Wetsuit<br>V_RebreatherIA<br>G_I_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_diver_exp_F** | *Diver Explosive Specialist* | Independent | AAF | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag<br>3x 20Rnd_556x45_UW_mag<br>3x 9Rnd_45ACP_Mag<br>2x SmokeShellGreen<br>4x Chemlight_green | U_I_Wetsuit<br>V_RebreatherIA<br>G_I_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **I_diver_TL_F** | *Diver Team Leader* | Independent | AAF | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag<br>3x 20Rnd_556x45_UW_mag<br>3x 9Rnd_45ACP_Mag<br>2x SmokeShellGreen<br>4x Chemlight_green | U_I_Wetsuit<br>V_RebreatherIA<br>G_I_Diving<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_Spotter_F** | *Spotter* | Independent | AAF | Men (Special Forces) | Public |  | arifle_Mk20_MRCO_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put<br>Laserdesignator_03 | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x Laserbatteries<br>2x MiniGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_GhillieSuit<br>V_Chestrig_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Sniper_F** | *Sniper* | Independent | AAF | Men (Special Forces) | Public |  | srifle_GM6_LRPS_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 5Rnd_127x108_Mag<br>3x 9Rnd_45ACP_Mag<br>1x APERSTripMine_Wire_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_GhillieSuit<br>V_Chestrig_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_AAR_F** | *Asst. Autorifleman* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_AAT_F** | *Asst. Missile Specialist (AT)* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_AAA_F** | *Asst. Missile Specialist (AA)* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_support_MG_F** | *Gunner (HMG)* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_support_GMG_F** | *Gunner (GMG)* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_support_Mort_F** | *Gunner (Mk6)* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_support_AMG_F** | *Asst. Gunner (HMG/GMG)* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_support_AMort_F** | *Asst. Gunner (Mk6)* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_VR_F** | *VR Entity* | Independent | AAF | Men (Virtual Reality) | Public |  | Throw<br>Put |  |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Roles:** None |\n|  | **I_Protagonist_VR_F** | *VR Soldier* | Independent | AAF | Men (Virtual Reality) | Public |  | Throw<br>Put |  | U_I_Protagonist_VR<br>G_Goggles_VR | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair, can deactivate mines |\n|  | **I_ghillie_lsh_F** | *Sniper (Lush)* | Independent | AAF | Men (Special Forces) | Public |  | srifle_GM6_LRPS_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 5Rnd_127x108_Mag<br>3x 9Rnd_45ACP_Mag<br>1x APERSTripMine_Wire_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_FullGhillie_lsh<br>V_Chestrig_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_ghillie_sard_F** | *Sniper (Semi-Arid)* | Independent | AAF | Men (Special Forces) | Public |  | srifle_GM6_LRPS_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 5Rnd_127x108_Mag<br>3x 9Rnd_45ACP_Mag<br>1x APERSTripMine_Wire_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_FullGhillie_sard<br>V_Chestrig_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_ghillie_ard_F** | *Sniper (Arid)* | Independent | AAF | Men (Special Forces) | Public |  | srifle_GM6_LRPS_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 5Rnd_127x108_Mag<br>3x 9Rnd_45ACP_Mag<br>1x APERSTripMine_Wire_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_FullGhillie_ard<br>V_Chestrig_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_G_Sharpshooter_F** | *Sharpshooter* | Independent | FIA | Men | Public |  | srifle_DMR_06_camo_khs_F<br>Throw<br>Put | 8x 20Rnd_762x51_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_leader<br>V_BandollierB_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Captain_Hladas_F** | *Dr. HladÃ­k* | Independent | AAF | Men (Story) | Public |  | hgun_ACPC2_F<br>Throw<br>Put<br>Binocular | 3x 9Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_OfficerUniform<br>H_MilCap_dgtl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_HMG_01_F** | *Mk30 HMG .50* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_HMG_01_high_F** | *Mk30 HMG .50 (Raised)* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_HMG_01_A_F** | *Mk30A HMG .50* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_GMG_01_F** | *Mk32 GMG 20 mm* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_GMG_01_high_F** | *Mk32 GMG 20 mm (Raised)* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_GMG_01_A_F** | *Mk32A GMG 20 mm* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_HMG_02_F** | *M2 HMG .50* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_E_HMG_02_F** | *M2 HMG .50* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_G_HMG_02_F** | *M2 HMG .50* | Independent | FIA | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_C_HMG_02_F** | *M2 HMG .50* | Independent | Syndikat | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_HMG_02_high_F** | *M2 HMG .50 (Raised)* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_E_HMG_02_high_F** | *M2 HMG .50 (Raised)* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_G_HMG_02_high_F** | *M2 HMG .50 (Raised)* | Independent | FIA | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_C_HMG_02_high_F** | *M2 HMG .50 (Raised)* | Independent | Syndikat | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_Mortar_01_F** | *Mk6 Mortar* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_G_Mortar_01_F** | *Mk6 Mortar* | Independent | FIA | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Heli_Transport_02_F** | *CH-49 Mohawk* | Independent | AAF | Helicopters | Public |  | CMFlareLauncher | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Beta_Heli_Transport_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 1 copilot<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 5000 kg<br>- **Slingloadable:** No |\n|  | **I_Parachute_02_F** | *Cargo Parachute* | Independent | AAF | Helicopters | Protected |  |  |  |  | A3_Air_F_Beta_Parachute_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_Plane_Fighter_03_CAS_F** | *A-143 Buzzard (CAS)* | Independent | AAF | Planes | Protected |  | Twin_Cannon_20mm<br>missiles_SCALPEL<br>missiles_ASRAAM<br>GBU12BombLauncher_Plane_Fighter_03_F<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x 300Rnd_20mm_shells<br>1x 2Rnd_LG_scalpel<br>1x 2Rnd_AAA_missiles<br>1x 2Rnd_GBU12_LGB_MI10<br>1x Laserbatteries<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Gamma_Plane_Fighter_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Plane_Fighter_03_AA_F** | *A-143 Buzzard (AA)* | Independent | AAF | Planes | Protected |  | Twin_Cannon_20mm<br>missiles_Zephyr<br>missiles_ASRAAM<br>CMFlareLauncher | 1x 300Rnd_20mm_shells<br>1x 4Rnd_GAA_missiles<br>1x 2Rnd_AAA_missiles_MI06<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Gamma_Plane_Fighter_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Plane_Fighter_03_dynamicLoadout_F** | *A-143 Buzzard (CAS)* | Independent | AAF | Planes | Public |  | CMFlareLauncher | 1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Gamma_Plane_Fighter_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Boat_Armed_01_minigun_F** | *Speedboat Minigun* | Independent | AAF | Boats | Public |  | SmokeLauncher<br>GMG_40mm<br>LMG_Minigun | 1x SmokeLauncherMag_boat<br>2x 96Rnd_40mm_G_belt<br>1x 2000Rnd_65x39_Belt_Tracer_Yellow |  | A3_Boat_F_Beta_Boat_Armed_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Boat_Transport_01_F** | *Assault Boat* | Independent | AAF | Boats | Public |  |  |  |  | A3_Boat_F_Beta_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_SDV_01_F** | *SDV* | Independent | AAF | Submersibles | Public |  | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Boat_F_Beta_SDV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 commander<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Boat_Transport_01_F** | *Assault Boat* | Independent | FIA | Boats | Public |  |  |  |  | A3_Boat_F_Gamma_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UAV_AI** | *AI* | Independent | AAF | Men | Protected |  |  |  | U_O_PilotCoveralls<br>H_PilotHelmetHeli_O<br>V_TacVest_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Common | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_UAV_AI_F** | *AI* | Independent | AAF | Men | Protected |  |  |  |  | A3_Characters_F_Common | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **I_G_Offroad_01_repair_F** | *Offroad (Repair)* | Independent | FIA | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Offroad_01_F** | *Offroad* | Independent | FIA | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Offroad_01_AT_F** | *Offroad (AT)* | Independent | FIA | Cars | Public |  | SportCarHorn<br>launcher_SPG9 | 1x 12rnd_SPG9_HEAT<br>1x 8rnd_SPG9_HE |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Offroad_01_armed_F** | *Offroad (HMG)* | Independent | FIA | Cars | Public |  | SportCarHorn<br>HMG_M2_Mounted | 4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Quadbike_01_F** | *Quad Bike* | Independent | AAF | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Quadbike_01_F** | *Quad Bike* | Independent | FIA | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** Yes, 2 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_MRAP_03_F** | *Strider* | Independent | AAF | Cars | Public |  | TruckHorn<br>Laserdesignator_vehicle<br>SmokeLauncher | 1x Laserbatteries<br>1x SmokeLauncherMag |  | A3_Soft_F_Beta_MRAP_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 commander<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_MRAP_03_hmg_F** | *Strider HMG* | Independent | AAF | Cars | Public |  | TruckHorn<br>HMG_127<br>Laserdesignator_vehicle<br>SmokeLauncher | 2x 200Rnd_127x99_mag_Tracer_Yellow<br>1x Laserbatteries<br>1x SmokeLauncherMag |  | A3_Soft_F_Beta_MRAP_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_MRAP_03_gmg_F** | *Strider GMG* | Independent | AAF | Cars | Public |  | TruckHorn<br>GMG_40mm<br>Laserdesignator_vehicle<br>SmokeLauncher | 2x 96Rnd_40mm_G_belt<br>1x Laserbatteries<br>1x SmokeLauncherMag |  | A3_Soft_F_Beta_MRAP_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Truck_02_covered_F** | *Zamak Transport (Covered)* | Independent | AAF | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Beta_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Truck_02_transport_F** | *Zamak Transport* | Independent | AAF | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Beta_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Truck_02_ammo_F** | *Zamak Ammo* | Independent | AAF | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Truck_02_box_F** | *Zamak Repair* | Independent | AAF | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Truck_02_medical_F** | *Zamak Medical* | Independent | AAF | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 16 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Truck_02_fuel_F** | *Zamak Fuel* | Independent | AAF | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Truck_02_MRL_F** | *Zamak MRL* | Independent | AAF | Artillery | Public |  | TruckHorn3<br>rockets_230mm_GAT | 1x 12Rnd_230mm_rockets |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Van_01_transport_F** | *Truck* | Independent | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 8 skins<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Van_01_fuel_F** | *Fuel Truck* | Independent | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_static_AA_F** | *Static Titan Launcher (AA) [AAF]* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAA_missiles |  | A3_Static_F_AA_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_static_AT_F** | *Static Titan Launcher (AT) [AAF]* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAT_missiles |  | A3_Static_F_AT_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_Heli_light_03_F** | *WY-55 Hellcat* | Independent | AAF | Helicopters | Protected |  | M134_minigun<br>missiles_DAR<br>CMFlareLauncher<br>FakeHorn | 1x 5000Rnd_762x51_Yellow_Belt<br>1x 24Rnd_missiles<br>1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_EPB_Heli_Light_03 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 1 copilot<br>  - 2 firing positions<br>  - 4 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **I_Heli_light_03_dynamicLoadout_F** | *WY-55 Hellcat* | Independent | AAF | Helicopters | Public |  | M134_minigun<br>CMFlareLauncher<br>FakeHorn | 1x 5000Rnd_762x51_Yellow_Belt<br>1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_EPB_Heli_Light_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 1 copilot<br>  - 2 firing positions<br>  - 4 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **I_Heli_light_03_unarmed_F** | *WY-55 Hellcat (Unarmed)* | Independent | AAF | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_EPB_Heli_Light_03 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 1 copilot<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **I_APC_tracked_03_cannon_F** | *FV-720 Mora* | Independent | AAF | APCs | Public |  | autocannon_30mm<br>LMG_coax<br>SmokeLauncher | 2x 140Rnd_30mm_MP_shells_Tracer_Yellow<br>2x 60Rnd_30mm_APFSDS_shells_Tracer_Yellow<br>8x 200Rnd_762x51_Belt_Yellow<br>1x SmokeLauncherMag |  | A3_Armor_F_EPB_APC_Tracked_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 7 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_MBT_03_cannon_F** | *MBT-52 Kuma* | Independent | AAF | Tanks | Public |  | cannon_120mm_long<br>LMG_coax<br>HMG_127_APC<br>SmokeLauncher | 1x 20Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>1x 12Rnd_120mm_HE_shells_Tracer_Yellow<br>1x 12Rnd_120mm_HEAT_MP_T_Yellow<br>10x 200Rnd_762x51_Belt_Yellow<br>2x 200Rnd_127x99_mag_Tracer_Yellow<br>1x SmokeLauncherMag |  | A3_Armor_F_EPB_MBT_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_APC_Wheeled_03_cannon_F** | *AFV-4 Gorgon* | Independent | AAF | APCs | Public |  | TruckHorn<br>autocannon_30mm_CTWS<br>LMG_coax_ext<br>missiles_titan<br>SmokeLauncher | 2x 140Rnd_30mm_MP_shells_Tracer_Yellow<br>2x 60Rnd_30mm_APFSDS_shells_Tracer_Yellow<br>8x 200Rnd_762x51_Belt_Yellow<br>2x 2Rnd_GAT_missiles<br>1x SmokeLauncherMag |  | A3_Armor_F_Gamma_APC_Wheeled_03 | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_UAV_01_F** | *AR-2 Darter* | Independent | AAF | Drones | Public |  | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Drones_F_Air_F_Gamma_UAV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_UAV_02_F** | *K40 Ababil-3* | Independent | AAF | Drones | Protected |  | CMFlareLauncher<br>missiles_SCALPEL<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 6Rnd_LG_scalpel |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UAV_02_CAS_F** | *K40 Ababil-3 (CAS)* | Independent | AAF | Drones | Protected |  | CMFlareLauncher<br>Laserdesignator_mounted<br>GBU12BombLauncher | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 2Rnd_GBU12_LGB |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UAV_02_dynamicLoadout_F** | *K40 Ababil-3* | Independent | AAF | Drones | Public |  | CMFlareLauncher<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UGV_01_F** | *UGV Stomper* | Independent | AAF | Drones | Public |  |  |  |  | A3_Drones_F_Soft_F_Gamma_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UGV_01_rcws_F** | *UGV Stomper RCWS* | Independent | AAF | Drones | Public |  | HMG_127_UGV<br>GMG_40mm | 1x 200Rnd_127x99_mag_Tracer_Yellow<br>1x 96Rnd_40mm_G_belt |  | A3_Drones_F_Soft_F_Gamma_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Offroad_02_unarmed_F** | *MB 4WD* | Independent | Syndikat | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** Yes, 2 skins, 9 components<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Offroad_02_unarmed_brown_F** | *MB 4WD (Brown)* | Independent | Syndikat | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** Yes, 9 components<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Offroad_02_unarmed_olive_F** | *MB 4WD (Olive)* | Independent | Syndikat | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** Yes, 9 components<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Offroad_02_LMG_F** | *MB 4WD (LMG)* | Independent | Syndikat | Cars | Public |  | SportCarHorn<br>LMG_03_Vehicle_F | 3x 200Rnd_556x45_Box_Tracer_F |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** Yes, 2 skins, 7 components<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Offroad_02_AT_F** | *MB 4WD (AT)* | Independent | Syndikat | Cars | Public |  | SportCarHorn<br>launcher_SPG9 | 1x 12rnd_SPG9_HEAT<br>1x 8rnd_SPG9_HE |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** Yes, 2 skins, 7 components<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Van_01_transport_F** | *Truck* | Independent | Syndikat | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Exp_Van_01 | - **Randomization:** Yes, 2 skins<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Van_01_transport_brown_F** | *Truck (Brown)* | Independent | Syndikat | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Exp_Van_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Van_01_transport_olive_F** | *Truck (Olive)* | Independent | Syndikat | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Exp_Van_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Heli_Light_01_civil_F** | *M-900* | Independent | Syndikat | Helicopters | Public |  |  |  |  | A3_Air_F_Exp_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **I_C_Plane_Civil_01_F** | *Caesar BTT* | Independent | Syndikat | Planes | Public |  |  |  |  | A3_Air_F_Exp_Plane_Civil_01 | - **Randomization:** Yes, 2 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_C_Boat_Transport_01_F** | *Assault Boat* | Independent | Syndikat | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Boat_Transport_02_F** | *RHIB* | Independent | FIA | Boats | Protected |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 7 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Boat_Transport_02_F** | *RHIB* | Independent | Syndikat | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 7 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Soldier_Para_1_F** | *Soldier (Rifle)* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AK12_F<br>Throw<br>Put | 6x 30Rnd_762x39_AK12_Mag_F<br>2x HandGrenade | U_I_C_Soldier_Para_1_F<br>V_Chestrig_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Para_2_F** | *Enforcer (Rifle)* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AK12_F<br>hgun_Pistol_01_F<br>Throw<br>Put | 6x 30Rnd_762x39_AK12_Mag_F<br>3x 10Rnd_9x21_Mag<br>2x HandGrenade | U_I_C_Soldier_Para_2_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_C_Soldier_Para_3_F** | *Militiaman (Medikit)* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AKM_F<br>Throw<br>Put | 2x 30Rnd_762x39_Mag_F | U_I_C_Soldier_Para_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **I_C_Soldier_Para_4_F** | *Oppressor (Machine Gun)* | Independent | Syndikat | Men (Paramilitary) | Public |  | LMG_03_F<br>hgun_Pistol_01_F<br>Throw<br>Put | 3x 200Rnd_556x45_Box_F<br>3x 10Rnd_9x21_Mag | U_I_C_Soldier_Para_4_F<br>V_Chestrig_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Para_5_F** | *Specialist (Launcher)* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AKS_F<br>launch_RPG7_F<br>Throw<br>Put | 2x 30Rnd_545x39_Mag_F<br>1x RPG7_F | U_I_C_Soldier_Para_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_C_Soldier_Para_6_F** | *Raider (UGL)* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AK12_GL_F<br>Throw<br>Put | 6x 30Rnd_762x39_AK12_Mag_F<br>6x 1Rnd_HE_Grenade_shell | U_I_C_Soldier_Para_1_F<br>V_Chestrig_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Para_7_F** | *Deserter (Rifle)* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AKM_F<br>Throw<br>Put | 6x 30Rnd_762x39_Mag_F<br>2x HandGrenade | U_I_C_Soldier_Para_4_F<br>V_Chestrig_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Para_8_F** | *Saboteur (Explosives)* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AKM_F<br>Throw<br>Put | 2x 30Rnd_762x39_Mag_F | U_I_C_Soldier_Para_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Bandit_1_F** | *Snatcher (Medikit)* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AKS_F<br>Throw<br>Put | 2x 30Rnd_545x39_Mag_F | U_I_C_Soldier_Bandit_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can heal |\n|  | **I_C_Soldier_Bandit_2_F** | *Hireling (Launcher)* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AKS_F<br>launch_RPG7_F<br>Throw<br>Put | 2x 30Rnd_545x39_Mag_F<br>1x RPG7_F | U_I_C_Soldier_Bandit_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Bandit_3_F** | *Guard (Machine Gun)* | Independent | Syndikat | Men (Bandits) | Public |  | LMG_03_F<br>hgun_Pistol_01_F<br>Throw<br>Put | 1x 200Rnd_556x45_Box_F<br>3x 10Rnd_9x21_Mag | U_I_C_Soldier_Bandit_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Bandit_4_F** | *Watcher (Rifle)* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AKM_F<br>Throw<br>Put | 6x 30Rnd_762x39_Mag_F<br>2x MiniGrenade | U_I_C_Soldier_Bandit_4_F<br>V_BandollierB_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Bandit_5_F** | *Scout (Rifle)* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AKM_F<br>Throw<br>Put | 6x 30Rnd_762x39_Mag_F<br>2x MiniGrenade | U_I_C_Soldier_Bandit_5_F<br>V_Chestrig_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Bandit_6_F** | *Smuggler (UGL)* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AK12_GL_F<br>Throw<br>Put | 6x 30Rnd_762x39_AK12_Mag_F<br>6x 1Rnd_HE_Grenade_shell | U_I_C_Soldier_Bandit_3_F<br>V_Chestrig_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Bandit_7_F** | *Dealer (Rifle)* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AKS_F<br>Throw<br>Put | 6x 30Rnd_545x39_Mag_F<br>2x MiniGrenade | U_I_C_Soldier_Bandit_1_F<br>V_BandollierB_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **I_C_Soldier_Bandit_8_F** | *Thug (Mines)* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AKS_F<br>Throw<br>Put | 2x 30Rnd_545x39_Mag_F<br>2x MiniGrenade | U_I_C_Soldier_Bandit_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Camo_F** | *Solomon Maru* | Independent | Syndikat | Men (Story) | Public |  | hgun_Pistol_01_F<br>Throw<br>Put | 3x 10Rnd_9x21_Mag | U_I_C_Soldier_Camo_F<br>H_MilCap_gry<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_C_Pilot_F** | *Pilot* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AKS_F<br>Throw<br>Put | 2x 30Rnd_545x39_Mag_F | U_I_C_Soldier_Bandit_3_F<br>H_Cap_marshal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Helipilot_F** | *Helicopter Pilot* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AKS_F<br>Throw<br>Put | 2x 30Rnd_545x39_Mag_F | U_I_C_Soldier_Para_1_F<br>H_Cap_headphones<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_universal_F** | *Soldier* | Independent | Syndikat | Men (Paramilitary) | Protected |  | arifle_AK12_F<br>Throw<br>Put | 6x 30Rnd_762x39_AK12_Mag_F<br>2x HandGrenade | U_I_C_Soldier_Para_1_F<br>V_Chestrig_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **I_C_Soldier_base_unarmed_F** | *Rifleman (Unarmed)* | Independent | Syndikat | Men (Paramilitary) | Public |  | Throw<br>Put |  | U_I_C_Soldier_Para_1_F<br>V_Chestrig_oli<br>H_MilCap_gry<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Plane_Fighter_04_F** | *A-149 Gryphon* | Independent | AAF | Planes | Public |  | weapon_Fighter_Gun20mm_AA<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x magazine_Fighter04_Gun20mm_AA_x250<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Jets_Plane_Fighter_04 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Ejection_Seat_Plane_Fighter_04_F** | *Ejection Seat* | Independent | AAF | Objects | Protected |  |  |  |  | A3_Air_F_Jets_Plane_Fighter_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_Fighter_Pilot_F** | *Fighter Pilot* | Independent | AAF | Men | Public |  | hgun_ACPC2_F<br>Throw<br>Put | 4x 9Rnd_45ACP_Mag<br>1x SmokeShellOrange<br>2x Chemlight_green | U_I_pilotCoveralls<br>H_PilotHelmetFighter_I<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Jets | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Van_02_transport_F** | *Van Transport* | Independent | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Van_02_transport_F** | *Van Transport* | Independent | Syndikat | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Van_02_vehicle_F** | *Van (Cargo)* | Independent | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 4 firing positions<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Van_02_vehicle_F** | *Van (Cargo)* | Independent | Syndikat | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 4 firing positions<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Plane_Fighter_03_Cluster_F** | *A-143 Buzzard (Cluster)* | Independent | AAF | Planes | Protected |  | CMFlareLauncher | 1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Plane_Fighter_04_Cluster_F** | *A-149 Gryphon (Cluster)* | Independent | AAF | Planes | Protected |  | weapon_Fighter_Gun20mm_AA<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x magazine_Fighter04_Gun20mm_AA_x250<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Orange | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UAV_06_F** | *AL-6 Pelican* | Independent | AAF | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_UAV_06_medical_F** | *AL-6 Pelican (Medical)* | Independent | AAF | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_soldier_UAV_06_F** | *UAV Operator (AL-6)* | Independent | AAF | Men | Public | ORANGE | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>I_UavTerminal<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **I_soldier_UAV_06_medical_F** | *UAV Operator (AL-6, Medical)* | Independent | AAF | Men | Public | ORANGE | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>I_UavTerminal<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **I_soldier_mine_F** | *Mine Specialist* | Independent | AAF | Men | Public | ORANGE | arifle_Mk20C_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIAGL_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **I_Story_Officer_01_F** | *Major Gavras* | Independent | AAF | Men (Story) | Public | ORANGE | arifle_Mk20_F<br>hgun_ACPC2_F | 4x 30Rnd_556x45_Stanag<br>4x 9Rnd_45ACP_Mag<br>3x APERSMineDispenser_Mag<br>1x SmokeShell | U_I_OfficerUniform<br>V_BandollierB_oli<br>H_Beret_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_LT_01_AT_F** | *AWC 301 Nyx (AT)* | Independent | AAF | Tanks | Public |  | SmokeLauncher<br>HMG_127<br>missiles_Firefist | 1x SmokeLauncherMag<br>3x 2Rnd_127mm_Firefist_missiles<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Armor_F_Tank_LT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 commander<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_LT_01_scout_F** | *AWC 303 Nyx (Recon)* | Independent | AAF | Tanks | Public |  | Laserdesignator_vehicle<br>SmokeLauncher | 1x Laserbatteries<br>1x SmokeLauncherMag |  | A3_Armor_F_Tank_LT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 commander<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_LT_01_AA_F** | *AWC 302 Nyx (AA)* | Independent | AAF | Anti-Air | Public |  | SmokeLauncher<br>missiles_SAAMI<br>HMG_127 | 1x SmokeLauncherMag<br>2x 4Rnd_70mm_SAAMI_missiles<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Armor_F_Tank_LT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 commander<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_LT_01_cannon_F** | *AWC 304 Nyx (Autocannon)* | Independent | AAF | Tanks | Public |  | SmokeLauncher<br>LMG_coax_ext<br>cannon_20mm | 1x SmokeLauncherMag<br>2x 60Rnd_20mm_HE_shells<br>2x 60Rnd_20mm_AP_shells<br>4x 200Rnd_762x51_Belt_Yellow |  | A3_Armor_F_Tank_LT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 commander<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Soldier_LAT2_F** | *Rifleman (Light AT)* | Independent | FIA | Men | Public |  | arifle_TRG21_F<br>launch_MRAWS_olive_rail_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x MRAWS_HEAT_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerrilla_6_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_LAT2_F** | *Rifleman (Light AT)* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>launch_MRAWS_olive_rail_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x MRAWS_HEAT_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Story_Crew_F** | *Kyros Kalogeros* | Independent | AAF | Men (Story) | Public |  | arifle_Mk20C_F<br>Throw<br>Put<br>Rangefinder | 4x 30Rnd_556x45_Stanag<br>2x SmokeShellGreen | U_Tank_green_F<br>V_TacVest_oli<br>H_HelmetCrew_I<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tank_Uniforms | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair |\n|  | **I_E_Offroad_01_F** | *Offroad* | Independent | LDF | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Enoch_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Offroad_01_covered_F** | *Offroad (Covered)* | Independent | LDF | Cars | Public | Enoch | SportCarHorn |  |  | A3_Soft_F_Enoch_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 4 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Offroad_01_comms_F** | *Offroad (Comms)* | Independent | LDF | Cars | Public | Enoch | SportCarHorn |  |  | A3_Soft_F_Enoch_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 4 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Quadbike_01_F** | *Quad Bike* | Independent | LDF | Cars | Public | Enoch | MiniCarHorn |  |  | A3_Soft_F_Enoch_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Truck_02_F** | *Zamak Transport (Covered)* | Independent | LDF | Cars | Public | Enoch | TruckHorn3 |  |  | A3_Soft_F_Enoch_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Truck_02_transport_F** | *Zamak Transport* | Independent | LDF | Cars | Public | Enoch | TruckHorn3 |  |  | A3_Soft_F_Enoch_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Truck_02_fuel_F** | *Zamak Fuel* | Independent | LDF | Cars | Public | Enoch | TruckHorn3 |  |  | A3_Soft_F_Enoch_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Truck_02_Ammo_F** | *Zamak Ammo* | Independent | LDF | Cars | Public | Enoch | TruckHorn3 |  |  | A3_Soft_F_Enoch_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Truck_02_Box_F** | *Zamak Repair* | Independent | LDF | Cars | Public | Enoch | TruckHorn3 |  |  | A3_Soft_F_Enoch_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Truck_02_Medical_F** | *Zamak Medical* | Independent | LDF | Cars | Public | Enoch | TruckHorn3 |  |  | A3_Soft_F_Enoch_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 16 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Truck_02_MRL_F** | *Zamak MRL* | Independent | LDF | Artillery | Public | Enoch | TruckHorn3<br>rockets_230mm_GAT | 1x 12Rnd_230mm_rockets |  | A3_Soft_F_Enoch_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_UGV_01_F** | *UGV Stomper* | Independent | LDF | Drones | Public | Enoch |  |  |  | A3_Soft_F_Enoch_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_UGV_01_rcws_F** | *UGV Stomper RCWS* | Independent | LDF | Drones | Public | Enoch | HMG_127_UGV<br>GMG_40mm | 1x 200Rnd_127x99_mag_Tracer_Red<br>1x 96Rnd_40mm_G_belt |  | A3_Soft_F_Enoch_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UGV_02_Science_F** | *ED-1E Roller* | Independent | AAF | Drones | Public | Enoch | ProbingWeapon_01_F<br>ProbingWeapon_02_F<br>ProbingLaser_01_F | 1x ProbingWeapon_01_magazine<br>1x ProbingWeapon_02_magazine<br>1x Laserbatteries |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_UGV_02_Science_F** | *ED-1E Roller* | Independent | LDF | Drones | Public | Enoch | ProbingWeapon_01_F<br>ProbingWeapon_02_F<br>ProbingLaser_01_F | 1x ProbingWeapon_01_magazine<br>1x ProbingWeapon_02_magazine<br>1x Laserbatteries |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UGV_02_Demining_F** | *ED-1D Pelter* | Independent | AAF | Drones | Public | Enoch | DeminingDisruptor_01_F<br>Laserdesignator_mounted | 1x Laserbatteries<br>1x 15Rnd_12Gauge_Pellets<br>1x 15Rnd_12Gauge_Slug |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_UGV_02_Demining_F** | *ED-1D Pelter* | Independent | LDF | Drones | Public | Enoch | DeminingDisruptor_01_F<br>Laserdesignator_mounted | 1x Laserbatteries<br>1x 15Rnd_12Gauge_Pellets<br>1x 15Rnd_12Gauge_Slug |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Van_02_vehicle_F** | *Van (Cargo)* | Independent | LDF | Cars | Public | Enoch | CarHorn |  |  | A3_Soft_F_Enoch_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 4 firing positions<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Van_02_transport_F** | *Van Transport* | Independent | LDF | Cars | Public | Enoch | CarHorn |  |  | A3_Soft_F_Enoch_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Van_02_transport_MP_F** | *Van Transport (MP)* | Independent | LDF | Cars | Public | Enoch | CarHorn |  |  | A3_Soft_F_Enoch_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Van_02_medevac_F** | *Van (Ambulance)* | Independent | LDF | Cars | Public | Enoch | AmbulanceHorn |  |  | A3_Soft_F_Enoch_Van_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 5 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Static_AA_F** | *Static Titan Launcher (AA) [LDF]* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAA_missiles |  | A3_Static_F_Enoch_AA_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_E_Static_AT_F** | *Static Titan Launcher (AT) [LDF]* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAT_missiles |  | A3_Static_F_Enoch_AT_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_E_GMG_01_F** | *Mk32 GMG 20 mm* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F_Enoch_GMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_E_GMG_01_high_F** | *Mk32 GMG 20 mm (Raised)* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F_Enoch_GMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_E_GMG_01_A_F** | *Mk32A GMG 20 mm* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F_Enoch_GMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_F** | *Mk30 HMG .50* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F_Enoch_HMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_high_F** | *Mk30 HMG .50 (Raised)* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F_Enoch_HMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_A_F** | *Mk30A HMG .50* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F_Enoch_HMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_E_Mortar_01_F** | *Mk6 Mortar* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Enoch_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_Radar_System_01_F** | *AN/MPQ-105 Radar* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>FakeWeapon | 1x FakeWeapon |  | A3_Static_F_Enoch_Radar_System_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_E_SAM_System_03_F** | *MIM-145 Defender* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>weapon_mim145Launcher | 1x FakeWeapon<br>1x magazine_Missile_mim145_x4 |  | A3_Static_F_Enoch_SAM_System_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_E_Heli_light_03_dynamicLoadout_F** | *WY-55 Czapla* | Independent | LDF | Helicopters | Public |  | M134_minigun<br>CMFlareLauncher<br>FakeHorn | 1x 5000Rnd_762x51_Belt<br>1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Enoch_Heli_Light_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 1 copilot<br>  - 2 firing positions<br>  - 4 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **I_E_Heli_light_03_unarmed_F** | *WY-55 Czapla (Unarmed)* | Independent | LDF | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Enoch_Heli_Light_03 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 1 copilot<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **I_E_UAV_01_F** | *AR-2 Darter* | Independent | LDF | Drones | Public | Enoch | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Air_F_Enoch_UAV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_E_UAV_06_F** | *AL-6 Pelican* | Independent | LDF | Drones | Public |  |  |  |  | A3_Air_F_Enoch_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_E_UAV_06_medical_F** | *AL-6 Pelican (Medical)* | Independent | LDF | Drones | Public |  |  |  |  | A3_Air_F_Enoch_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_E_APC_tracked_03_cannon_F** | *FV-720 Odyniec* | Independent | LDF | APCs | Public |  | autocannon_30mm<br>LMG_coax<br>SmokeLauncher | 2x 140Rnd_30mm_MP_shells_Tracer_Red<br>2x 60Rnd_30mm_APFSDS_shells_Tracer_Red<br>8x 200Rnd_762x51_Belt_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Enoch_APC_Tracked_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 7 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_E_Uniform_01_F** | *Rifleman* | Independent | AAF | Men | Protected | Enoch | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_E_Uniform_01_F<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Uniform_01_tanktop_F** | *Rifleman* | Independent | AAF | Men | Protected | Enoch | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_E_Uniform_01_tanktop_F<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Uniform_01_shortsleeve_F** | *Rifleman* | Independent | AAF | Men | Protected | Enoch | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_E_Uniform_01_shortsleeve_F<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_E_Uniform_01_officer_F** | *Rifleman* | Independent | AAF | Men | Protected | Enoch | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_E_Uniform_01_officer_F<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_E_Uniform_01_sweater_F** | *Rifleman* | Independent | AAF | Men | Protected | Enoch | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_E_Uniform_01_sweater_F<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_E_Uniform_01_coveralls_F** | *Rifleman* | Independent | AAF | Men | Protected | Enoch | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_E_Uniform_01_coveralls_F<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_F** | *Rifleman* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_unarmed_F** | *Rifleman (Unarmed)* | Independent | LDF | Men | Public | Enoch | Throw<br>Put |  | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_A_F** | *Ammo Bearer* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_AAR_F** | *Asst. Autorifleman* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_AR_F** | *Autorifleman* | Independent | LDF | Men | Public | Enoch | LMG_Mk200_black_LP_BI_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 3x 200Rnd_65x39_cased_Box_Red<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_lite_F** | *Rifleman (Light)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_tanktop_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_MilCap_eaf<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_GL_F** | *Grenadier* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_GL_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>6x 1Rnd_HE_Grenade_shell<br>2x HandGrenade<br>2x MiniGrenade<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_chops_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_soldier_M_F** | *Marksman* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_Mark_SOS_LP_BI_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Officer_F** | *Officer* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_aco_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_officer_F<br>V_BandollierB_oli<br>H_Beret_EAF_01_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_SL_F** | *Squad Leader* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_GL_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_msbs_mag<br>2x 30Rnd_65x39_caseless_msbs_mag_Tracer<br>6x 1Rnd_HE_Grenade_shell<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_chops_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_TL_F** | *Team Leader* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_UBS_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_msbs_mag<br>2x 30Rnd_65x39_caseless_msbs_mag_Tracer<br>3x 6Rnd_12Gauge_Pellets<br>3x 6Rnd_12Gauge_Slug<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_ear_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Survivor_F** | *Survivor* | Independent | LDF | Men | Public | Enoch | Throw<br>Put |  | U_I_E_Uniform_01_F | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_RadioOperator_F** | *Radio Operator* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_AA_F** | *Missile Specialist (AA)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>launch_I_Titan_eaf_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x Titan_AA<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_AT_F** | *Missile Specialist (AT)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>launch_I_Titan_short_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x Titan_AT<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_LAT_F** | *Rifleman (AT)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>launch_NLAW_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x NLAW_F<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_LAT2_F** | *Rifleman (Light AT)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>launch_MRAWS_green_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x MRAWS_HEAT55_F<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_AAA_F** | *Asst. Missile Specialist (AA)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_AAT_F** | *Asst. Missile Specialist (AT)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Support_GMG_F** | *Gunner (GMG)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Support_MG_F** | *Gunner (HMG)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Support_Mort_F** | *Gunner (Mk6)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Support_AMG_F** | *Asst. Gunner (HMG/GMG)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Support_AMort_F** | *Asst. Gunner (Mk6)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_Pathfinder_F** | *Pathfinder* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_UBS_snds_ico_pointer_F<br>hgun_Pistol_heavy_01_green_snds_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 6Rnd_12Gauge_Pellets<br>3x 6Rnd_12Gauge_Slug<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>G_Bandanna_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Engineer_F** | *Engineer* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair, can deactivate mines |\n|  | **I_E_Soldier_Exp_F** | *Explosive Specialist* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_chops_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can deactivate mines |\n|  | **I_E_soldier_Mine_F** | *Mine Specialist* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_chops_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can deactivate mines |\n|  | **I_E_Soldier_Repair_F** | *Repair Specialist* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair |\n|  | **I_E_Soldier_CBRN_F** | *CBRN Specialist* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_black_aco_FL_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 9x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_CBRN_Suit_01_EAF_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>G_AirPurifyingRespirator_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Scientist_F** | *Military Scientist* | Independent | LDF | Men | Public | Enoch | SMG_03C_TR_black<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 50Rnd_570x28_SMG_03<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_C_CBRN_Suit_01_White_F<br>V_Chestrig_blk<br>G_AirPurifyingRespirator_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair |\n|  | **I_E_Scientist_Unarmed_F** | *Military Scientist (Unarmed)* | Independent | LDF | Men | Public | Enoch | Throw<br>Put | 1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_C_CBRN_Suit_01_White_F<br>V_Chestrig_blk<br>G_AirPurifyingRespirator_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair |\n|  | **I_E_Medic_F** | *Combat Life Saver* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can heal |\n|  | **I_E_Soldier_MP_F** | *Military Police Officer* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_black_aco_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_sweater_F<br>V_CarrierRigKBT_01_EAF_F<br>H_MilCap_eaf<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Crew_F** | *Crewman* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_EAF_F<br>H_Tank_eaf_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Helipilot_F** | *Helicopter Pilot* | Independent | LDF | Men | Public | Enoch | SMG_03C_black<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 5x 50Rnd_570x28_SMG_03<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_coveralls_F<br>H_PilotHelmetHeli_I_E<br>V_CarrierRigKBT_01_EAF_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Helicrew_F** | *Helicopter Crew* | Independent | LDF | Men | Public | Enoch | SMG_03C_black<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 5x 50Rnd_570x28_SMG_03<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_coveralls_F<br>H_CrewHelmetHeli_I_E<br>V_CarrierRigKBT_01_EAF_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_UAV_F** | *UAV Operator* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_ear_F<br>I_E_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can replenish fuel |\n|  | **I_E_soldier_UAV_06_F** | *UAV Operator (AL-6)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_ear_F<br>I_E_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can replenish fuel |\n|  | **I_E_soldier_UAV_06_medical_F** | *UAV Operator (AL-6, Medical)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_ear_F<br>I_E_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can replenish fuel |\n|  | **I_E_soldier_UGV_02_Science_F** | *UGV Operator (ED-1E)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_ear_F<br>I_E_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can replenish fuel |\n|  | **I_E_soldier_UGV_02_Demining_F** | *UGV Operator (ED-1D)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_ear_F<br>I_E_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can replenish fuel |\n|  | **I_E_Soldier_universal_F** | *Soldier* | Independent | LDF | Men | Protected | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **I_L_Looter_Pistol_F** | *Looter (Pistol)* | Independent | Looters | Men | Public |  | hgun_Pistol_heavy_02_F<br>Throw<br>Put | 4x 6Rnd_45ACP_Cylinder | U_I_C_Soldier_Bandit_3_F<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_L_Looter_SG_F** | *Looter (Shotgun)* | Independent | Looters | Men | Public |  | sgun_HunterShotgun_01_F<br>Throw<br>Put | 5x 2Rnd_12Gauge_Pellets | U_C_Mechanic_01_F<br>V_pocketed_coyote_F<br>H_cap_blk_CMMG<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_L_Looter_Rifle_F** | *Looter (Rifle)* | Independent | Looters | Men | Public |  | srifle_DMR_06_hunter_F<br>Throw<br>Put | 3x 10Rnd_Mk14_762x51_Mag | U_IG_Guerilla3_1<br>H_hat_tan<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_L_Looter_SMG_F** | *Looter (SMG)* | Independent | Looters | Men | Public |  | Hgun_PDW2000_F<br>Throw<br>Put | 6x 30Rnd_9x21_Mag<br>1x Chemlight_blue | U_I_L_Uniform_01_tshirt_olive_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_L_Criminal_SG_F** | *Criminal (Shotgun)* | Independent | Looters | Men | Public |  | sgun_HunterShotgun_01_Sawedoff_F<br>hgun_Rook40_F<br>Throw<br>Put | 5x 2Rnd_12Gauge_Pellets<br>1x 16Rnd_9x21_Mag<br>1x Chemlight_blue | U_C_E_LooterJacket_01_F<br>H_hat_tan<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_L_Criminal_SMG_F** | *Criminal (SMG)* | Independent | Looters | Men | Public |  | Hgun_PDW2000_F<br>hgun_Pistol_heavy_02_F<br>Throw<br>Put | 5x 30Rnd_9x21_Mag<br>4x 6Rnd_45ACP_Cylinder | U_O_R_Gorka_01_Black_F<br>G_bandanna_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_L_Hunter_F** | *Hunter (Rifle)* | Independent | Looters | Men | Public |  | srifle_DMR_06_hunter_khs_F<br>Throw<br>Put | 3x 10Rnd_Mk14_762x51_Mag | U_C_HunterBody_grn<br>H_Cap_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **SyndikatSoldier_Default** | *Soldier (Rifle)* | Independent | Syndikat | Men (Paramilitary) | Protected |  | arifle_AK12_F<br>Throw<br>Put | 6x 30Rnd_762x39_AK12_Mag_F<br>2x HandGrenade | U_I_C_Soldier_Para_1_F<br>V_Chestrig_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Para_9_F** | *Soldier (Rifle)* | Independent | Syndikat | Men (Paramilitary) | Protected |  | srifle_GM6_LRPS_F<br>Throw<br>Put | 2x 5Rnd_127x108_Mag | U_I_C_Soldier_Para_1_F<br>V_Chestrig_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Officer_Parade_F** | *Officer (Parade Dress)* | Independent | AAF | Men | Public | AoW |  |  | U_I_ParadeUniform_01_AAF_F<br>H_ParadeDressCap_01_AAF_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Officer_Parade_Veteran_F** | *Officer (Veteran, Parade Dress)* | Independent | AAF | Men | Public | AoW |  |  | U_I_ParadeUniform_01_AAF_decorated_F<br>H_ParadeDressCap_01_AAF_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_E_Officer_Parade_F** | *Officer (Parade Dress)* | Independent | LDF | Men | Public | AoW |  |  | U_I_E_ParadeUniform_01_LDF_F<br>H_ParadeDressCap_01_LDF_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Officer_Parade_Veteran_F** | *Officer (Veteran, Parade Dress)* | Independent | LDF | Men | Public | AoW |  |  | U_I_E_ParadeUniform_01_LDF_decorated_F<br>H_ParadeDressCap_01_LDF_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:50, 8 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Weapons | Magazines | Items | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|\n|  | **I_TargetSoldier** | *Invisible Target Soldier* | Independent | AAF | Targets | Protected |  | FakeWeapon | 1x FakeWeapon |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **NVG_TargetG** | *NVG target* | Independent | Other |  | Protected |  |  |  |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_G_Soldier_F** | *Rifleman* | Independent | FIA | Men | Public |  | arifle_TRG21_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Soldier_lite_F** | *Rifleman (Light)* | Independent | FIA | Men | Public |  | arifle_TRG20_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerilla1_1<br>V_BandollierB_blk<br>H_Cap_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Soldier_SL_F** | *Squad Leader* | Independent | FIA | Men | Public |  | arifle_TRG20_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>2x 9Rnd_45ACP_Mag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_IG_leader<br>V_Chestrig_blk<br>H_Watchcap_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Soldier_TL_F** | *Team Leader* | Independent | FIA | Men | Public |  | arifle_Mk20_GL_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>2x 9Rnd_45ACP_Mag<br>1x HandGrenade<br>1x MiniGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_IG_leader<br>V_TacVest_blk<br>H_Booniehat_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Soldier_AR_F** | *Autorifleman* | Independent | FIA | Men | Public |  | LMG_Mk200_BI_F<br>Throw<br>Put | 3x 200Rnd_65x39_cased_Box<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerilla2_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_medic_F** | *Combat Life Saver* | Independent | FIA | Men | Public |  | arifle_Mk20_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_IG_Guerilla2_3<br>V_TacVest_blk<br>H_Cap_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can heal |\n|  | **I_G_engineer_F** | *Engineer* | Independent | FIA | Men | Public |  | arifle_TRG20_ACO_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_IG_Guerilla2_2<br>V_Chestrig_blk<br>H_Watchcap_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **I_G_Soldier_exp_F** | *Explosive Specialist* | Independent | FIA | Men | Public |  | arifle_Mk20C_ACO_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>3x APERSMine_Range_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerilla2_1<br>V_Chestrig_blk<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **I_G_Soldier_GL_F** | *Grenadier* | Independent | FIA | Men | Public |  | arifle_TRG21_GL_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x HandGrenade<br>2x MiniGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_IG_Guerilla2_3<br>V_Chestrig_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **I_G_Soldier_M_F** | *Marksman* | Independent | FIA | Men | Public |  | arifle_Mk20_MRCO_F<br>Throw<br>Put<br>Binocular | 8x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerilla3_1<br>V_BandollierB_khk<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Soldier_LAT_F** | *Rifleman (AT)* | Independent | FIA | Men | Public |  | arifle_TRG21_F<br>launch_RPG32_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x RPG32_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerrilla_6_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Soldier_A_F** | *Ammo Bearer* | Independent | FIA | Men | Public |  | arifle_TRG20_F<br>Throw<br>Put | 12x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerilla1_1<br>V_Chestrig_oli<br>H_Booniehat_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_officer_F** | *Officer* | Independent | FIA | Men | Public |  | arifle_TRG21_MRCO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_IG_Guerilla2_3<br>V_Chestrig_oli<br>H_Watchcap_blk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **I_G_Soldier_unarmed_F** | *Rifleman (Unarmed)* | Independent | FIA | Men | Public |  | Throw<br>Put |  | U_IG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Survivor_F** | *Survivor* | Independent | FIA | Men | Public |  | Throw<br>Put |  | U_IG_Guerilla1_1 | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Soldier_universal_F** | *Soldier* | Independent | FIA | Men | Protected |  | arifle_TRG21_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **I_soldier_F** | *Rifleman* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_lite_F** | *Rifleman (Light)* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_Chestrig_oli<br>H_MilCap_dgtl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_A_F** | *Ammo Bearer* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 12x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA_net<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_GL_F** | *Grenadier* | Independent | AAF | Men | Public |  | arifle_Mk20_GL_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokePurple_Grenade_shell | U_I_CombatUniform<br>V_PlateCarrierIAGL_dgtl<br>H_HelmetIA_net<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_AR_F** | *Autorifleman* | Independent | AAF | Men | Public |  | LMG_Mk200_LP_BI_F<br>hgun_ACPC2_F<br>Throw<br>Put | 3x 200Rnd_65x39_cased_Box<br>3x 9Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_SL_F** | *Squad Leader* | Independent | AAF | Men | Public |  | arifle_Mk20_MRCO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_TL_F** | *Team Leader* | Independent | AAF | Men | Public |  | arifle_Mk20_GL_MRCO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>3x 9Rnd_45ACP_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x 1Rnd_SmokePurple_Grenade_shell | U_I_CombatUniform<br>V_PlateCarrierIAGL_dgtl<br>H_HelmetIA<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_M_F** | *Marksman* | Independent | AAF | Men | Public |  | srifle_EBR_MRCO_LP_BI_F<br>hgun_ACPC2_F<br>Throw<br>Put | 8x 20Rnd_762x51_Mag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_LAT_F** | *Rifleman (AT)* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>launch_NLAW_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x NLAW_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_AT_F** | *Missile Specialist (AT)* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>launch_I_Titan_short_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x Titan_AT<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_AA_F** | *Missile Specialist (AA)* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>launch_I_Titan_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x Titan_AA<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_medic_F** | *Combat Life Saver* | Independent | AAF | Men | Public |  | arifle_Mk20_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **I_Soldier_repair_F** | *Repair Specialist* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA_net<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair |\n|  | **I_Soldier_exp_F** | *Explosive Specialist* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIAGL_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **I_engineer_F** | *Engineer* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **I_crew_F** | *Crewman* | Independent | AAF | Men | Public |  | arifle_Mk20C_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_BandollierB_oli<br>H_HelmetCrew_I<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_helipilot_F** | *Helicopter Pilot* | Independent | AAF | Men | Public |  | hgun_PDW2000_Holo_F<br>Throw<br>Put | 4x 30Rnd_9x21_Yellow_Mag<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_HeliPilotCoveralls<br>H_PilotHelmetHeli_I<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_pilot_F** | *Pilot* | Independent | AAF | Men | Public |  | hgun_PDW2000_Holo_F<br>Throw<br>Put | 4x 30Rnd_9x21_Yellow_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x Chemlight_green | U_I_pilotCoveralls<br>H_PilotHelmetFighter_I<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_helicrew_F** | *Helicopter Crew* | Independent | AAF | Men | Public |  | arifle_Mk20C_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_HeliPilotCoveralls<br>H_CrewHelmetHeli_I<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_officer_F** | *Officer* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_OfficerUniform<br>V_BandollierB_oli<br>H_MilCap_dgtl<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Story_Colonel_F** | *Akhanteros* | Independent | AAF | Men (Story) | Public |  | Throw<br>Put | 1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_OfficerUniform<br>H_Beret_grn<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_soldier_UAV_F** | *UAV Operator* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>I_UavTerminal<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **I_Soldier_universal_F** | *Soldier* | Independent | AAF | Men | Protected |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **I_Survivor_F** | *Survivor* | Independent | AAF | Men | Public |  | Throw<br>Put |  | U_I_CombatUniform | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_unarmed_F** | *Rifleman (Unarmed)* | Independent | AAF | Men | Public |  | Throw<br>Put |  | U_I_CombatUniform<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_diver_F** | *Assault Diver* | Independent | AAF | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag<br>3x 20Rnd_556x45_UW_mag<br>3x 9Rnd_45ACP_Mag<br>2x SmokeShellGreen<br>4x Chemlight_green | U_I_Wetsuit<br>V_RebreatherIA<br>G_I_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_diver_exp_F** | *Diver Explosive Specialist* | Independent | AAF | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag<br>3x 20Rnd_556x45_UW_mag<br>3x 9Rnd_45ACP_Mag<br>2x SmokeShellGreen<br>4x Chemlight_green | U_I_Wetsuit<br>V_RebreatherIA<br>G_I_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **I_diver_TL_F** | *Diver Team Leader* | Independent | AAF | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag<br>3x 20Rnd_556x45_UW_mag<br>3x 9Rnd_45ACP_Mag<br>2x SmokeShellGreen<br>4x Chemlight_green | U_I_Wetsuit<br>V_RebreatherIA<br>G_I_Diving<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_Spotter_F** | *Spotter* | Independent | AAF | Men (Special Forces) | Public |  | arifle_Mk20_MRCO_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put<br>Laserdesignator_03 | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x Laserbatteries<br>2x MiniGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_GhillieSuit<br>V_Chestrig_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Sniper_F** | *Sniper* | Independent | AAF | Men (Special Forces) | Public |  | srifle_GM6_LRPS_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 5Rnd_127x108_Mag<br>3x 9Rnd_45ACP_Mag<br>1x APERSTripMine_Wire_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_GhillieSuit<br>V_Chestrig_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_AAR_F** | *Asst. Autorifleman* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_AAT_F** | *Asst. Missile Specialist (AT)* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_AAA_F** | *Asst. Missile Specialist (AA)* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_support_MG_F** | *Gunner (HMG)* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_support_GMG_F** | *Gunner (GMG)* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_support_Mort_F** | *Gunner (Mk6)* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_support_AMG_F** | *Asst. Gunner (HMG/GMG)* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_support_AMort_F** | *Asst. Gunner (Mk6)* | Independent | AAF | Men | Public |  | arifle_Mk20C_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 8x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_tshirt<br>V_Chestrig_oli<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_VR_F** | *VR Entity* | Independent | AAF | Men (Virtual Reality) | Public |  | Throw<br>Put |  |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Roles:** None |\n|  | **I_Protagonist_VR_F** | *VR Soldier* | Independent | AAF | Men (Virtual Reality) | Public |  | Throw<br>Put |  | U_I_Protagonist_VR<br>G_Goggles_VR | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair, can deactivate mines |\n|  | **I_ghillie_lsh_F** | *Sniper (Lush)* | Independent | AAF | Men (Special Forces) | Public |  | srifle_GM6_LRPS_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 5Rnd_127x108_Mag<br>3x 9Rnd_45ACP_Mag<br>1x APERSTripMine_Wire_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_FullGhillie_lsh<br>V_Chestrig_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_ghillie_sard_F** | *Sniper (Semi-Arid)* | Independent | AAF | Men (Special Forces) | Public |  | srifle_GM6_LRPS_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 5Rnd_127x108_Mag<br>3x 9Rnd_45ACP_Mag<br>1x APERSTripMine_Wire_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_FullGhillie_sard<br>V_Chestrig_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_ghillie_ard_F** | *Sniper (Arid)* | Independent | AAF | Men (Special Forces) | Public |  | srifle_GM6_LRPS_F<br>hgun_ACPC2_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 5Rnd_127x108_Mag<br>3x 9Rnd_45ACP_Mag<br>1x APERSTripMine_Wire_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellPurple<br>2x Chemlight_green | U_I_FullGhillie_ard<br>V_Chestrig_oli<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_G_Sharpshooter_F** | *Sharpshooter* | Independent | FIA | Men | Public |  | srifle_DMR_06_camo_khs_F<br>Throw<br>Put | 8x 20Rnd_762x51_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_leader<br>V_BandollierB_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Captain_Hladas_F** | *Dr. HladÃ­k* | Independent | AAF | Men (Story) | Public |  | hgun_ACPC2_F<br>Throw<br>Put<br>Binocular | 3x 9Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_OfficerUniform<br>H_MilCap_dgtl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_HMG_01_F** | *Mk30 HMG .50* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_HMG_01_high_F** | *Mk30 HMG .50 (Raised)* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_HMG_01_A_F** | *Mk30A HMG .50* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_GMG_01_F** | *Mk32 GMG 20 mm* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_GMG_01_high_F** | *Mk32 GMG 20 mm (Raised)* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_GMG_01_A_F** | *Mk32A GMG 20 mm* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_HMG_02_F** | *M2 HMG .50* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_E_HMG_02_F** | *M2 HMG .50* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_G_HMG_02_F** | *M2 HMG .50* | Independent | FIA | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_C_HMG_02_F** | *M2 HMG .50* | Independent | Syndikat | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_HMG_02_high_F** | *M2 HMG .50 (Raised)* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_E_HMG_02_high_F** | *M2 HMG .50 (Raised)* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_G_HMG_02_high_F** | *M2 HMG .50 (Raised)* | Independent | FIA | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_C_HMG_02_high_F** | *M2 HMG .50 (Raised)* | Independent | Syndikat | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_Mortar_01_F** | *Mk6 Mortar* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_G_Mortar_01_F** | *Mk6 Mortar* | Independent | FIA | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_Heli_Transport_02_F** | *CH-49 Mohawk* | Independent | AAF | Helicopters | Public |  | CMFlareLauncher | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Beta_Heli_Transport_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 1 copilot<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 5000 kg<br>- **Slingloadable:** No |\n|  | **I_Parachute_02_F** | *Cargo Parachute* | Independent | AAF | Helicopters | Protected |  |  |  |  | A3_Air_F_Beta_Parachute_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_Plane_Fighter_03_CAS_F** | *A-143 Buzzard (CAS)* | Independent | AAF | Planes | Protected |  | Twin_Cannon_20mm<br>missiles_SCALPEL<br>missiles_ASRAAM<br>GBU12BombLauncher_Plane_Fighter_03_F<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x 300Rnd_20mm_shells<br>1x 2Rnd_LG_scalpel<br>1x 2Rnd_AAA_missiles<br>1x 2Rnd_GBU12_LGB_MI10<br>1x Laserbatteries<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Gamma_Plane_Fighter_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Plane_Fighter_03_AA_F** | *A-143 Buzzard (AA)* | Independent | AAF | Planes | Protected |  | Twin_Cannon_20mm<br>missiles_Zephyr<br>missiles_ASRAAM<br>CMFlareLauncher | 1x 300Rnd_20mm_shells<br>1x 4Rnd_GAA_missiles<br>1x 2Rnd_AAA_missiles_MI06<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Gamma_Plane_Fighter_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Plane_Fighter_03_dynamicLoadout_F** | *A-143 Buzzard (CAS)* | Independent | AAF | Planes | Public |  | CMFlareLauncher | 1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Gamma_Plane_Fighter_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Boat_Armed_01_minigun_F** | *Speedboat Minigun* | Independent | AAF | Boats | Public |  | SmokeLauncher<br>GMG_40mm<br>LMG_Minigun | 1x SmokeLauncherMag_boat<br>2x 96Rnd_40mm_G_belt<br>1x 2000Rnd_65x39_Belt_Tracer_Yellow |  | A3_Boat_F_Beta_Boat_Armed_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Boat_Transport_01_F** | *Assault Boat* | Independent | AAF | Boats | Public |  |  |  |  | A3_Boat_F_Beta_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_SDV_01_F** | *SDV* | Independent | AAF | Submersibles | Public |  | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Boat_F_Beta_SDV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 commander<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Boat_Transport_01_F** | *Assault Boat* | Independent | FIA | Boats | Public |  |  |  |  | A3_Boat_F_Gamma_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UAV_AI** | *AI* | Independent | AAF | Men | Protected |  |  |  | U_O_PilotCoveralls<br>H_PilotHelmetHeli_O<br>V_TacVest_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_OPFOR<br>FirstAidKit | A3_Characters_F_Common | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_UAV_AI_F** | *AI* | Independent | AAF | Men | Protected |  |  |  |  | A3_Characters_F_Common | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **I_G_Offroad_01_repair_F** | *Offroad (Repair)* | Independent | FIA | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Offroad_01_F** | *Offroad* | Independent | FIA | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Offroad_01_AT_F** | *Offroad (AT)* | Independent | FIA | Cars | Public |  | SportCarHorn<br>launcher_SPG9 | 1x 12rnd_SPG9_HEAT<br>1x 8rnd_SPG9_HE |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Offroad_01_armed_F** | *Offroad (HMG)* | Independent | FIA | Cars | Public |  | SportCarHorn<br>HMG_M2_Mounted | 4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Quadbike_01_F** | *Quad Bike* | Independent | AAF | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Quadbike_01_F** | *Quad Bike* | Independent | FIA | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** Yes, 2 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_MRAP_03_F** | *Strider* | Independent | AAF | Cars | Public |  | TruckHorn<br>Laserdesignator_vehicle<br>SmokeLauncher | 1x Laserbatteries<br>1x SmokeLauncherMag |  | A3_Soft_F_Beta_MRAP_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 commander<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_MRAP_03_hmg_F** | *Strider HMG* | Independent | AAF | Cars | Public |  | TruckHorn<br>HMG_127<br>Laserdesignator_vehicle<br>SmokeLauncher | 2x 200Rnd_127x99_mag_Tracer_Yellow<br>1x Laserbatteries<br>1x SmokeLauncherMag |  | A3_Soft_F_Beta_MRAP_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_MRAP_03_gmg_F** | *Strider GMG* | Independent | AAF | Cars | Public |  | TruckHorn<br>GMG_40mm<br>Laserdesignator_vehicle<br>SmokeLauncher | 2x 96Rnd_40mm_G_belt<br>1x Laserbatteries<br>1x SmokeLauncherMag |  | A3_Soft_F_Beta_MRAP_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Truck_02_covered_F** | *Zamak Transport (Covered)* | Independent | AAF | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Beta_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Truck_02_transport_F** | *Zamak Transport* | Independent | AAF | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Beta_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Truck_02_ammo_F** | *Zamak Ammo* | Independent | AAF | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Truck_02_box_F** | *Zamak Repair* | Independent | AAF | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Truck_02_medical_F** | *Zamak Medical* | Independent | AAF | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 16 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Truck_02_fuel_F** | *Zamak Fuel* | Independent | AAF | Cars | Public |  | TruckHorn3 |  |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Truck_02_MRL_F** | *Zamak MRL* | Independent | AAF | Artillery | Public |  | TruckHorn3<br>rockets_230mm_GAT | 1x 12Rnd_230mm_rockets |  | A3_Soft_F_Gamma_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Van_01_transport_F** | *Truck* | Independent | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 8 skins<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Van_01_fuel_F** | *Fuel Truck* | Independent | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_static_AA_F** | *Static Titan Launcher (AA) [AAF]* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAA_missiles |  | A3_Static_F_AA_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_static_AT_F** | *Static Titan Launcher (AT) [AAF]* | Independent | AAF | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAT_missiles |  | A3_Static_F_AT_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_Heli_light_03_F** | *WY-55 Hellcat* | Independent | AAF | Helicopters | Protected |  | M134_minigun<br>missiles_DAR<br>CMFlareLauncher<br>FakeHorn | 1x 5000Rnd_762x51_Yellow_Belt<br>1x 24Rnd_missiles<br>1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_EPB_Heli_Light_03 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 1 copilot<br>  - 2 firing positions<br>  - 4 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **I_Heli_light_03_dynamicLoadout_F** | *WY-55 Hellcat* | Independent | AAF | Helicopters | Public |  | M134_minigun<br>CMFlareLauncher<br>FakeHorn | 1x 5000Rnd_762x51_Yellow_Belt<br>1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_EPB_Heli_Light_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 1 copilot<br>  - 2 firing positions<br>  - 4 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **I_Heli_light_03_unarmed_F** | *WY-55 Hellcat (Unarmed)* | Independent | AAF | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_EPB_Heli_Light_03 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 1 copilot<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **I_APC_tracked_03_cannon_F** | *FV-720 Mora* | Independent | AAF | APCs | Public |  | autocannon_30mm<br>LMG_coax<br>SmokeLauncher | 2x 140Rnd_30mm_MP_shells_Tracer_Yellow<br>2x 60Rnd_30mm_APFSDS_shells_Tracer_Yellow<br>8x 200Rnd_762x51_Belt_Yellow<br>1x SmokeLauncherMag |  | A3_Armor_F_EPB_APC_Tracked_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 7 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_MBT_03_cannon_F** | *MBT-52 Kuma* | Independent | AAF | Tanks | Public |  | cannon_120mm_long<br>LMG_coax<br>HMG_127_APC<br>SmokeLauncher | 1x 20Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>1x 12Rnd_120mm_HE_shells_Tracer_Yellow<br>1x 12Rnd_120mm_HEAT_MP_T_Yellow<br>10x 200Rnd_762x51_Belt_Yellow<br>2x 200Rnd_127x99_mag_Tracer_Yellow<br>1x SmokeLauncherMag |  | A3_Armor_F_EPB_MBT_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_APC_Wheeled_03_cannon_F** | *AFV-4 Gorgon* | Independent | AAF | APCs | Public |  | TruckHorn<br>autocannon_30mm_CTWS<br>LMG_coax_ext<br>missiles_titan<br>SmokeLauncher | 2x 140Rnd_30mm_MP_shells_Tracer_Yellow<br>2x 60Rnd_30mm_APFSDS_shells_Tracer_Yellow<br>8x 200Rnd_762x51_Belt_Yellow<br>2x 2Rnd_GAT_missiles<br>1x SmokeLauncherMag |  | A3_Armor_F_Gamma_APC_Wheeled_03 | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_UAV_01_F** | *AR-2 Darter* | Independent | AAF | Drones | Public |  | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Drones_F_Air_F_Gamma_UAV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_UAV_02_F** | *K40 Ababil-3* | Independent | AAF | Drones | Protected |  | CMFlareLauncher<br>missiles_SCALPEL<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 6Rnd_LG_scalpel |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UAV_02_CAS_F** | *K40 Ababil-3 (CAS)* | Independent | AAF | Drones | Protected |  | CMFlareLauncher<br>Laserdesignator_mounted<br>GBU12BombLauncher | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 2Rnd_GBU12_LGB |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UAV_02_dynamicLoadout_F** | *K40 Ababil-3* | Independent | AAF | Drones | Public |  | CMFlareLauncher<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UGV_01_F** | *UGV Stomper* | Independent | AAF | Drones | Public |  |  |  |  | A3_Drones_F_Soft_F_Gamma_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UGV_01_rcws_F** | *UGV Stomper RCWS* | Independent | AAF | Drones | Public |  | HMG_127_UGV<br>GMG_40mm | 1x 200Rnd_127x99_mag_Tracer_Yellow<br>1x 96Rnd_40mm_G_belt |  | A3_Drones_F_Soft_F_Gamma_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Offroad_02_unarmed_F** | *MB 4WD* | Independent | Syndikat | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** Yes, 2 skins, 9 components<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Offroad_02_unarmed_brown_F** | *MB 4WD (Brown)* | Independent | Syndikat | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** Yes, 9 components<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Offroad_02_unarmed_olive_F** | *MB 4WD (Olive)* | Independent | Syndikat | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** Yes, 9 components<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Offroad_02_LMG_F** | *MB 4WD (LMG)* | Independent | Syndikat | Cars | Public |  | SportCarHorn<br>LMG_03_Vehicle_F | 3x 200Rnd_556x45_Box_Tracer_F |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** Yes, 2 skins, 7 components<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Offroad_02_AT_F** | *MB 4WD (AT)* | Independent | Syndikat | Cars | Public |  | SportCarHorn<br>launcher_SPG9 | 1x 12rnd_SPG9_HEAT<br>1x 8rnd_SPG9_HE |  | A3_Soft_F_Exp_Offroad_02 | - **Randomization:** Yes, 2 skins, 7 components<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Van_01_transport_F** | *Truck* | Independent | Syndikat | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Exp_Van_01 | - **Randomization:** Yes, 2 skins<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Van_01_transport_brown_F** | *Truck (Brown)* | Independent | Syndikat | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Exp_Van_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Van_01_transport_olive_F** | *Truck (Olive)* | Independent | Syndikat | Cars | Protected |  | CarHorn |  |  | A3_Soft_F_Exp_Van_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Heli_Light_01_civil_F** | *M-900* | Independent | Syndikat | Helicopters | Public |  |  |  |  | A3_Air_F_Exp_Heli_Light_01 | - **Randomization:** Yes, 4 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **I_C_Plane_Civil_01_F** | *Caesar BTT* | Independent | Syndikat | Planes | Public |  |  |  |  | A3_Air_F_Exp_Plane_Civil_01 | - **Randomization:** Yes, 2 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 copilot<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_C_Boat_Transport_01_F** | *Assault Boat* | Independent | Syndikat | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Boat_Transport_02_F** | *RHIB* | Independent | FIA | Boats | Protected |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 7 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Boat_Transport_02_F** | *RHIB* | Independent | Syndikat | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 7 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Soldier_Para_1_F** | *Soldier (Rifle)* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AK12_F<br>Throw<br>Put | 6x 30Rnd_762x39_AK12_Mag_F<br>2x HandGrenade | U_I_C_Soldier_Para_1_F<br>V_Chestrig_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Para_2_F** | *Enforcer (Rifle)* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AK12_F<br>hgun_Pistol_01_F<br>Throw<br>Put | 6x 30Rnd_762x39_AK12_Mag_F<br>3x 10Rnd_9x21_Mag<br>2x HandGrenade | U_I_C_Soldier_Para_2_F<br>V_TacVest_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_C_Soldier_Para_3_F** | *Militiaman (Medikit)* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AKM_F<br>Throw<br>Put | 2x 30Rnd_762x39_Mag_F | U_I_C_Soldier_Para_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **I_C_Soldier_Para_4_F** | *Oppressor (Machine Gun)* | Independent | Syndikat | Men (Paramilitary) | Public |  | LMG_03_F<br>hgun_Pistol_01_F<br>Throw<br>Put | 3x 200Rnd_556x45_Box_F<br>3x 10Rnd_9x21_Mag | U_I_C_Soldier_Para_4_F<br>V_Chestrig_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Para_5_F** | *Specialist (Launcher)* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AKS_F<br>launch_RPG7_F<br>Throw<br>Put | 2x 30Rnd_545x39_Mag_F<br>1x RPG7_F | U_I_C_Soldier_Para_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_C_Soldier_Para_6_F** | *Raider (UGL)* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AK12_GL_F<br>Throw<br>Put | 6x 30Rnd_762x39_AK12_Mag_F<br>6x 1Rnd_HE_Grenade_shell | U_I_C_Soldier_Para_1_F<br>V_Chestrig_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Para_7_F** | *Deserter (Rifle)* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AKM_F<br>Throw<br>Put | 6x 30Rnd_762x39_Mag_F<br>2x HandGrenade | U_I_C_Soldier_Para_4_F<br>V_Chestrig_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Para_8_F** | *Saboteur (Explosives)* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AKM_F<br>Throw<br>Put | 2x 30Rnd_762x39_Mag_F | U_I_C_Soldier_Para_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Bandit_1_F** | *Snatcher (Medikit)* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AKS_F<br>Throw<br>Put | 2x 30Rnd_545x39_Mag_F | U_I_C_Soldier_Bandit_1_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can heal |\n|  | **I_C_Soldier_Bandit_2_F** | *Hireling (Launcher)* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AKS_F<br>launch_RPG7_F<br>Throw<br>Put | 2x 30Rnd_545x39_Mag_F<br>1x RPG7_F | U_I_C_Soldier_Bandit_2_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Bandit_3_F** | *Guard (Machine Gun)* | Independent | Syndikat | Men (Bandits) | Public |  | LMG_03_F<br>hgun_Pistol_01_F<br>Throw<br>Put | 1x 200Rnd_556x45_Box_F<br>3x 10Rnd_9x21_Mag | U_I_C_Soldier_Bandit_3_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Bandit_4_F** | *Watcher (Rifle)* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AKM_F<br>Throw<br>Put | 6x 30Rnd_762x39_Mag_F<br>2x MiniGrenade | U_I_C_Soldier_Bandit_4_F<br>V_BandollierB_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Bandit_5_F** | *Scout (Rifle)* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AKM_F<br>Throw<br>Put | 6x 30Rnd_762x39_Mag_F<br>2x MiniGrenade | U_I_C_Soldier_Bandit_5_F<br>V_Chestrig_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Bandit_6_F** | *Smuggler (UGL)* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AK12_GL_F<br>Throw<br>Put | 6x 30Rnd_762x39_AK12_Mag_F<br>6x 1Rnd_HE_Grenade_shell | U_I_C_Soldier_Bandit_3_F<br>V_Chestrig_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Bandit_7_F** | *Dealer (Rifle)* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AKS_F<br>Throw<br>Put | 6x 30Rnd_545x39_Mag_F<br>2x MiniGrenade | U_I_C_Soldier_Bandit_1_F<br>V_BandollierB_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **I_C_Soldier_Bandit_8_F** | *Thug (Mines)* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AKS_F<br>Throw<br>Put | 2x 30Rnd_545x39_Mag_F<br>2x MiniGrenade | U_I_C_Soldier_Bandit_5_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Camo_F** | *Solomon Maru* | Independent | Syndikat | Men (Story) | Public |  | hgun_Pistol_01_F<br>Throw<br>Put | 3x 10Rnd_9x21_Mag | U_I_C_Soldier_Camo_F<br>H_MilCap_gry<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_C_Pilot_F** | *Pilot* | Independent | Syndikat | Men (Bandits) | Public |  | arifle_AKS_F<br>Throw<br>Put | 2x 30Rnd_545x39_Mag_F | U_I_C_Soldier_Bandit_3_F<br>H_Cap_marshal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Helipilot_F** | *Helicopter Pilot* | Independent | Syndikat | Men (Paramilitary) | Public |  | arifle_AKS_F<br>Throw<br>Put | 2x 30Rnd_545x39_Mag_F | U_I_C_Soldier_Para_1_F<br>H_Cap_headphones<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_universal_F** | *Soldier* | Independent | Syndikat | Men (Paramilitary) | Protected |  | arifle_AK12_F<br>Throw<br>Put | 6x 30Rnd_762x39_AK12_Mag_F<br>2x HandGrenade | U_I_C_Soldier_Para_1_F<br>V_Chestrig_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **I_C_Soldier_base_unarmed_F** | *Rifleman (Unarmed)* | Independent | Syndikat | Men (Paramilitary) | Public |  | Throw<br>Put |  | U_I_C_Soldier_Para_1_F<br>V_Chestrig_oli<br>H_MilCap_gry<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Plane_Fighter_04_F** | *A-149 Gryphon* | Independent | AAF | Planes | Public |  | weapon_Fighter_Gun20mm_AA<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x magazine_Fighter04_Gun20mm_AA_x250<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Jets_Plane_Fighter_04 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Ejection_Seat_Plane_Fighter_04_F** | *Ejection Seat* | Independent | AAF | Objects | Protected |  |  |  |  | A3_Air_F_Jets_Plane_Fighter_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_Fighter_Pilot_F** | *Fighter Pilot* | Independent | AAF | Men | Public |  | hgun_ACPC2_F<br>Throw<br>Put | 4x 9Rnd_45ACP_Mag<br>1x SmokeShellOrange<br>2x Chemlight_green | U_I_pilotCoveralls<br>H_PilotHelmetFighter_I<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Jets | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Van_02_transport_F** | *Van Transport* | Independent | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Van_02_transport_F** | *Van Transport* | Independent | Syndikat | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Van_02_vehicle_F** | *Van (Cargo)* | Independent | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 4 firing positions<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_C_Van_02_vehicle_F** | *Van (Cargo)* | Independent | Syndikat | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 4 firing positions<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Plane_Fighter_03_Cluster_F** | *A-143 Buzzard (Cluster)* | Independent | AAF | Planes | Protected |  | CMFlareLauncher | 1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_Plane_Fighter_04_Cluster_F** | *A-149 Gryphon (Cluster)* | Independent | AAF | Planes | Protected |  | weapon_Fighter_Gun20mm_AA<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x magazine_Fighter04_Gun20mm_AA_x250<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Orange | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UAV_06_F** | *AL-6 Pelican* | Independent | AAF | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_UAV_06_medical_F** | *AL-6 Pelican (Medical)* | Independent | AAF | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_soldier_UAV_06_F** | *UAV Operator (AL-6)* | Independent | AAF | Men | Public | ORANGE | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>I_UavTerminal<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **I_soldier_UAV_06_medical_F** | *UAV Operator (AL-6, Medical)* | Independent | AAF | Men | Public | ORANGE | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>I_UavTerminal<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **I_soldier_mine_F** | *Mine Specialist* | Independent | AAF | Men | Public | ORANGE | arifle_Mk20C_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform_shortsleeve<br>V_PlateCarrierIAGL_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **I_Story_Officer_01_F** | *Major Gavras* | Independent | AAF | Men (Story) | Public | ORANGE | arifle_Mk20_F<br>hgun_ACPC2_F | 4x 30Rnd_556x45_Stanag<br>4x 9Rnd_45ACP_Mag<br>3x APERSMineDispenser_Mag<br>1x SmokeShell | U_I_OfficerUniform<br>V_BandollierB_oli<br>H_Beret_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_LT_01_AT_F** | *AWC 301 Nyx (AT)* | Independent | AAF | Tanks | Public |  | SmokeLauncher<br>HMG_127<br>missiles_Firefist | 1x SmokeLauncherMag<br>3x 2Rnd_127mm_Firefist_missiles<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Armor_F_Tank_LT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 commander<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_LT_01_scout_F** | *AWC 303 Nyx (Recon)* | Independent | AAF | Tanks | Public |  | Laserdesignator_vehicle<br>SmokeLauncher | 1x Laserbatteries<br>1x SmokeLauncherMag |  | A3_Armor_F_Tank_LT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 commander<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_LT_01_AA_F** | *AWC 302 Nyx (AA)* | Independent | AAF | Anti-Air | Public |  | SmokeLauncher<br>missiles_SAAMI<br>HMG_127 | 1x SmokeLauncherMag<br>2x 4Rnd_70mm_SAAMI_missiles<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Armor_F_Tank_LT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 commander<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_LT_01_cannon_F** | *AWC 304 Nyx (Autocannon)* | Independent | AAF | Tanks | Public |  | SmokeLauncher<br>LMG_coax_ext<br>cannon_20mm | 1x SmokeLauncherMag<br>2x 60Rnd_20mm_HE_shells<br>2x 60Rnd_20mm_AP_shells<br>4x 200Rnd_762x51_Belt_Yellow |  | A3_Armor_F_Tank_LT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 commander<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_G_Soldier_LAT2_F** | *Rifleman (Light AT)* | Independent | FIA | Men | Public |  | arifle_TRG21_F<br>launch_MRAWS_olive_rail_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x MRAWS_HEAT_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_IG_Guerrilla_6_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Soldier_LAT2_F** | *Rifleman (Light AT)* | Independent | AAF | Men | Public |  | arifle_Mk20_ACO_pointer_F<br>launch_MRAWS_olive_rail_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>1x MRAWS_HEAT_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_CombatUniform<br>V_PlateCarrierIA2_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Story_Crew_F** | *Kyros Kalogeros* | Independent | AAF | Men (Story) | Public |  | arifle_Mk20C_F<br>Throw<br>Put<br>Rangefinder | 4x 30Rnd_556x45_Stanag<br>2x SmokeShellGreen | U_Tank_green_F<br>V_TacVest_oli<br>H_HelmetCrew_I<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tank_Uniforms | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair |\n|  | **I_E_Offroad_01_F** | *Offroad* | Independent | LDF | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Enoch_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Offroad_01_covered_F** | *Offroad (Covered)* | Independent | LDF | Cars | Public | Enoch | SportCarHorn |  |  | A3_Soft_F_Enoch_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 4 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Offroad_01_comms_F** | *Offroad (Comms)* | Independent | LDF | Cars | Public | Enoch | SportCarHorn |  |  | A3_Soft_F_Enoch_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 4 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Quadbike_01_F** | *Quad Bike* | Independent | LDF | Cars | Public | Enoch | MiniCarHorn |  |  | A3_Soft_F_Enoch_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Truck_02_F** | *Zamak Transport (Covered)* | Independent | LDF | Cars | Public | Enoch | TruckHorn3 |  |  | A3_Soft_F_Enoch_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Truck_02_transport_F** | *Zamak Transport* | Independent | LDF | Cars | Public | Enoch | TruckHorn3 |  |  | A3_Soft_F_Enoch_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Truck_02_fuel_F** | *Zamak Fuel* | Independent | LDF | Cars | Public | Enoch | TruckHorn3 |  |  | A3_Soft_F_Enoch_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Truck_02_Ammo_F** | *Zamak Ammo* | Independent | LDF | Cars | Public | Enoch | TruckHorn3 |  |  | A3_Soft_F_Enoch_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Truck_02_Box_F** | *Zamak Repair* | Independent | LDF | Cars | Public | Enoch | TruckHorn3 |  |  | A3_Soft_F_Enoch_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Truck_02_Medical_F** | *Zamak Medical* | Independent | LDF | Cars | Public | Enoch | TruckHorn3 |  |  | A3_Soft_F_Enoch_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 16 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Truck_02_MRL_F** | *Zamak MRL* | Independent | LDF | Artillery | Public | Enoch | TruckHorn3<br>rockets_230mm_GAT | 1x 12Rnd_230mm_rockets |  | A3_Soft_F_Enoch_Truck_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_UGV_01_F** | *UGV Stomper* | Independent | LDF | Drones | Public | Enoch |  |  |  | A3_Soft_F_Enoch_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_UGV_01_rcws_F** | *UGV Stomper RCWS* | Independent | LDF | Drones | Public | Enoch | HMG_127_UGV<br>GMG_40mm | 1x 200Rnd_127x99_mag_Tracer_Red<br>1x 96Rnd_40mm_G_belt |  | A3_Soft_F_Enoch_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UGV_02_Science_F** | *ED-1E Roller* | Independent | AAF | Drones | Public | Enoch | ProbingWeapon_01_F<br>ProbingWeapon_02_F<br>ProbingLaser_01_F | 1x ProbingWeapon_01_magazine<br>1x ProbingWeapon_02_magazine<br>1x Laserbatteries |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_UGV_02_Science_F** | *ED-1E Roller* | Independent | LDF | Drones | Public | Enoch | ProbingWeapon_01_F<br>ProbingWeapon_02_F<br>ProbingLaser_01_F | 1x ProbingWeapon_01_magazine<br>1x ProbingWeapon_02_magazine<br>1x Laserbatteries |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_UGV_02_Demining_F** | *ED-1D Pelter* | Independent | AAF | Drones | Public | Enoch | DeminingDisruptor_01_F<br>Laserdesignator_mounted | 1x Laserbatteries<br>1x 15Rnd_12Gauge_Pellets<br>1x 15Rnd_12Gauge_Slug |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_UGV_02_Demining_F** | *ED-1D Pelter* | Independent | LDF | Drones | Public | Enoch | DeminingDisruptor_01_F<br>Laserdesignator_mounted | 1x Laserbatteries<br>1x 15Rnd_12Gauge_Pellets<br>1x 15Rnd_12Gauge_Slug |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Van_02_vehicle_F** | *Van (Cargo)* | Independent | LDF | Cars | Public | Enoch | CarHorn |  |  | A3_Soft_F_Enoch_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 4 firing positions<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Van_02_transport_F** | *Van Transport* | Independent | LDF | Cars | Public | Enoch | CarHorn |  |  | A3_Soft_F_Enoch_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Van_02_transport_MP_F** | *Van Transport (MP)* | Independent | LDF | Cars | Public | Enoch | CarHorn |  |  | A3_Soft_F_Enoch_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Van_02_medevac_F** | *Van (Ambulance)* | Independent | LDF | Cars | Public | Enoch | AmbulanceHorn |  |  | A3_Soft_F_Enoch_Van_02 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 5 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **I_E_Static_AA_F** | *Static Titan Launcher (AA) [LDF]* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAA_missiles |  | A3_Static_F_Enoch_AA_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_E_Static_AT_F** | *Static Titan Launcher (AT) [LDF]* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAT_missiles |  | A3_Static_F_Enoch_AT_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_E_GMG_01_F** | *Mk32 GMG 20 mm* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F_Enoch_GMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_E_GMG_01_high_F** | *Mk32 GMG 20 mm (Raised)* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F_Enoch_GMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_E_GMG_01_A_F** | *Mk32A GMG 20 mm* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F_Enoch_GMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_F** | *Mk30 HMG .50* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F_Enoch_HMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_high_F** | *Mk30 HMG .50 (Raised)* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F_Enoch_HMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_E_HMG_01_A_F** | *Mk30A HMG .50* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F_Enoch_HMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **I_E_Mortar_01_F** | *Mk6 Mortar* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Enoch_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **I_E_Radar_System_01_F** | *AN/MPQ-105 Radar* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>FakeWeapon | 1x FakeWeapon |  | A3_Static_F_Enoch_Radar_System_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_E_SAM_System_03_F** | *MIM-145 Defender* | Independent | LDF | Turrets | Public |  | FakeWeapon<br>weapon_mim145Launcher | 1x FakeWeapon<br>1x magazine_Missile_mim145_x4 |  | A3_Static_F_Enoch_SAM_System_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **I_E_Heli_light_03_dynamicLoadout_F** | *WY-55 Czapla* | Independent | LDF | Helicopters | Public |  | M134_minigun<br>CMFlareLauncher<br>FakeHorn | 1x 5000Rnd_762x51_Belt<br>1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Enoch_Heli_Light_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 1 copilot<br>  - 2 firing positions<br>  - 4 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **I_E_Heli_light_03_unarmed_F** | *WY-55 Czapla (Unarmed)* | Independent | LDF | Helicopters | Public |  | CMFlareLauncher<br>FakeHorn | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Enoch_Heli_Light_03 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 1 copilot<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 2000 kg<br>- **Slingloadable:** No |\n|  | **I_E_UAV_01_F** | *AR-2 Darter* | Independent | LDF | Drones | Public | Enoch | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Air_F_Enoch_UAV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_E_UAV_06_F** | *AL-6 Pelican* | Independent | LDF | Drones | Public |  |  |  |  | A3_Air_F_Enoch_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_E_UAV_06_medical_F** | *AL-6 Pelican (Medical)* | Independent | LDF | Drones | Public |  |  |  |  | A3_Air_F_Enoch_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_E_APC_tracked_03_cannon_F** | *FV-720 Odyniec* | Independent | LDF | APCs | Public |  | autocannon_30mm<br>LMG_coax<br>SmokeLauncher | 2x 140Rnd_30mm_MP_shells_Tracer_Red<br>2x 60Rnd_30mm_APFSDS_shells_Tracer_Red<br>8x 200Rnd_762x51_Belt_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Enoch_APC_Tracked_03 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 10<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 7 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **I_E_Uniform_01_F** | *Rifleman* | Independent | AAF | Men | Protected | Enoch | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_E_Uniform_01_F<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Uniform_01_tanktop_F** | *Rifleman* | Independent | AAF | Men | Protected | Enoch | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_E_Uniform_01_tanktop_F<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Uniform_01_shortsleeve_F** | *Rifleman* | Independent | AAF | Men | Protected | Enoch | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_E_Uniform_01_shortsleeve_F<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_E_Uniform_01_officer_F** | *Rifleman* | Independent | AAF | Men | Protected | Enoch | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_E_Uniform_01_officer_F<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **I_E_Uniform_01_sweater_F** | *Rifleman* | Independent | AAF | Men | Protected | Enoch | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_E_Uniform_01_sweater_F<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_E_Uniform_01_coveralls_F** | *Rifleman* | Independent | AAF | Men | Protected | Enoch | arifle_Mk20_ACO_pointer_F<br>hgun_ACPC2_F<br>Throw<br>Put | 10x 30Rnd_556x45_Stanag<br>3x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_I_E_Uniform_01_coveralls_F<br>V_PlateCarrierIA1_dgtl<br>H_HelmetIA<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_F** | *Rifleman* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_unarmed_F** | *Rifleman (Unarmed)* | Independent | LDF | Men | Public | Enoch | Throw<br>Put |  | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_A_F** | *Ammo Bearer* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_AAR_F** | *Asst. Autorifleman* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_AR_F** | *Autorifleman* | Independent | LDF | Men | Public | Enoch | LMG_Mk200_black_LP_BI_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 3x 200Rnd_65x39_cased_Box_Red<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_lite_F** | *Rifleman (Light)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_tanktop_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_MilCap_eaf<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_GL_F** | *Grenadier* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_GL_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>6x 1Rnd_HE_Grenade_shell<br>2x HandGrenade<br>2x MiniGrenade<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_chops_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_soldier_M_F** | *Marksman* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_Mark_SOS_LP_BI_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Officer_F** | *Officer* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_aco_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_officer_F<br>V_BandollierB_oli<br>H_Beret_EAF_01_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_SL_F** | *Squad Leader* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_GL_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_msbs_mag<br>2x 30Rnd_65x39_caseless_msbs_mag_Tracer<br>6x 1Rnd_HE_Grenade_shell<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_chops_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_TL_F** | *Team Leader* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_UBS_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_msbs_mag<br>2x 30Rnd_65x39_caseless_msbs_mag_Tracer<br>3x 6Rnd_12Gauge_Pellets<br>3x 6Rnd_12Gauge_Slug<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_ear_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Survivor_F** | *Survivor* | Independent | LDF | Men | Public | Enoch | Throw<br>Put |  | U_I_E_Uniform_01_F | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_RadioOperator_F** | *Radio Operator* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_AA_F** | *Missile Specialist (AA)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>launch_I_Titan_eaf_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x Titan_AA<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_AT_F** | *Missile Specialist (AT)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>launch_I_Titan_short_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x Titan_AT<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_LAT_F** | *Rifleman (AT)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>launch_NLAW_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x NLAW_F<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_LAT2_F** | *Rifleman (Light AT)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>launch_MRAWS_green_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x MRAWS_HEAT55_F<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_AAA_F** | *Asst. Missile Specialist (AA)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_AAT_F** | *Asst. Missile Specialist (AT)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Support_GMG_F** | *Gunner (GMG)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Support_MG_F** | *Gunner (HMG)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Support_Mort_F** | *Gunner (Mk6)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Support_AMG_F** | *Asst. Gunner (HMG/GMG)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Support_AMort_F** | *Asst. Gunner (Mk6)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_Pathfinder_F** | *Pathfinder* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_UBS_snds_ico_pointer_F<br>hgun_Pistol_heavy_01_green_snds_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 6Rnd_12Gauge_Pellets<br>3x 6Rnd_12Gauge_Slug<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>2x I_E_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>G_Bandanna_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Engineer_F** | *Engineer* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair, can deactivate mines |\n|  | **I_E_Soldier_Exp_F** | *Explosive Specialist* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_chops_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can deactivate mines |\n|  | **I_E_soldier_Mine_F** | *Mine Specialist* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_chops_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can deactivate mines |\n|  | **I_E_Soldier_Repair_F** | *Repair Specialist* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair |\n|  | **I_E_Soldier_CBRN_F** | *CBRN Specialist* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_black_aco_FL_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 9x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_CBRN_Suit_01_EAF_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>G_AirPurifyingRespirator_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Scientist_F** | *Military Scientist* | Independent | LDF | Men | Public | Enoch | SMG_03C_TR_black<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 50Rnd_570x28_SMG_03<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_C_CBRN_Suit_01_White_F<br>V_Chestrig_blk<br>G_AirPurifyingRespirator_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair |\n|  | **I_E_Scientist_Unarmed_F** | *Military Scientist (Unarmed)* | Independent | LDF | Men | Public | Enoch | Throw<br>Put | 1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_C_CBRN_Suit_01_White_F<br>V_Chestrig_blk<br>G_AirPurifyingRespirator_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair |\n|  | **I_E_Medic_F** | *Combat Life Saver* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>1x SmokeShellGreen<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_ear_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can heal |\n|  | **I_E_Soldier_MP_F** | *Military Police Officer* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_black_aco_F<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_sweater_F<br>V_CarrierRigKBT_01_EAF_F<br>H_MilCap_eaf<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Crew_F** | *Crewman* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_EAF_F<br>H_Tank_eaf_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Helipilot_F** | *Helicopter Pilot* | Independent | LDF | Men | Public | Enoch | SMG_03C_black<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 5x 50Rnd_570x28_SMG_03<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_coveralls_F<br>H_PilotHelmetHeli_I_E<br>V_CarrierRigKBT_01_EAF_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Helicrew_F** | *Helicopter Crew* | Independent | LDF | Men | Public | Enoch | SMG_03C_black<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 5x 50Rnd_570x28_SMG_03<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShellGreen<br>1x SmokeShellOrange<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_coveralls_F<br>H_CrewHelmetHeli_I_E<br>V_CarrierRigKBT_01_EAF_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Soldier_UAV_F** | *UAV Operator* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_ear_F<br>I_E_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can replenish fuel |\n|  | **I_E_soldier_UAV_06_F** | *UAV Operator (AL-6)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_ear_F<br>I_E_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can replenish fuel |\n|  | **I_E_soldier_UAV_06_medical_F** | *UAV Operator (AL-6, Medical)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_ear_F<br>I_E_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can replenish fuel |\n|  | **I_E_soldier_UGV_02_Science_F** | *UGV Operator (ED-1E)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_ear_F<br>I_E_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can replenish fuel |\n|  | **I_E_soldier_UGV_02_Demining_F** | *UGV Operator (ED-1D)* | Independent | LDF | Men | Public | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_shortsleeve_F<br>V_CarrierRigKBT_01_heavy_EAF_F<br>H_HelmetHBK_ear_F<br>I_E_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can replenish fuel |\n|  | **I_E_Soldier_universal_F** | *Soldier* | Independent | LDF | Men | Protected | Enoch | arifle_MSBS65_ico_pointer_f<br>hgun_Pistol_heavy_01_green_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_msbs_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellBlue<br>2x Chemlight_Blue | U_I_E_Uniform_01_F<br>V_CarrierRigKBT_01_light_EAF_F<br>H_HelmetHBK_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **I_L_Looter_Pistol_F** | *Looter (Pistol)* | Independent | Looters | Men | Public |  | hgun_Pistol_heavy_02_F<br>Throw<br>Put | 4x 6Rnd_45ACP_Cylinder | U_I_C_Soldier_Bandit_3_F<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_L_Looter_SG_F** | *Looter (Shotgun)* | Independent | Looters | Men | Public |  | sgun_HunterShotgun_01_F<br>Throw<br>Put | 5x 2Rnd_12Gauge_Pellets | U_C_Mechanic_01_F<br>V_pocketed_coyote_F<br>H_cap_blk_CMMG<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_L_Looter_Rifle_F** | *Looter (Rifle)* | Independent | Looters | Men | Public |  | srifle_DMR_06_hunter_F<br>Throw<br>Put | 3x 10Rnd_Mk14_762x51_Mag | U_IG_Guerilla3_1<br>H_hat_tan<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_L_Looter_SMG_F** | *Looter (SMG)* | Independent | Looters | Men | Public |  | Hgun_PDW2000_F<br>Throw<br>Put | 6x 30Rnd_9x21_Mag<br>1x Chemlight_blue | U_I_L_Uniform_01_tshirt_olive_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_L_Criminal_SG_F** | *Criminal (Shotgun)* | Independent | Looters | Men | Public |  | sgun_HunterShotgun_01_Sawedoff_F<br>hgun_Rook40_F<br>Throw<br>Put | 5x 2Rnd_12Gauge_Pellets<br>1x 16Rnd_9x21_Mag<br>1x Chemlight_blue | U_C_E_LooterJacket_01_F<br>H_hat_tan<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_L_Criminal_SMG_F** | *Criminal (SMG)* | Independent | Looters | Men | Public |  | Hgun_PDW2000_F<br>hgun_Pistol_heavy_02_F<br>Throw<br>Put | 5x 30Rnd_9x21_Mag<br>4x 6Rnd_45ACP_Cylinder | U_O_R_Gorka_01_Black_F<br>G_bandanna_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_L_Hunter_F** | *Hunter (Rifle)* | Independent | Looters | Men | Public |  | srifle_DMR_06_hunter_khs_F<br>Throw<br>Put | 3x 10Rnd_Mk14_762x51_Mag | U_C_HunterBody_grn<br>H_Cap_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **SyndikatSoldier_Default** | *Soldier (Rifle)* | Independent | Syndikat | Men (Paramilitary) | Protected |  | arifle_AK12_F<br>Throw<br>Put | 6x 30Rnd_762x39_AK12_Mag_F<br>2x HandGrenade | U_I_C_Soldier_Para_1_F<br>V_Chestrig_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_C_Soldier_Para_9_F** | *Soldier (Rifle)* | Independent | Syndikat | Men (Paramilitary) | Protected |  | srifle_GM6_LRPS_F<br>Throw<br>Put | 2x 5Rnd_127x108_Mag | U_I_C_Soldier_Para_1_F<br>V_Chestrig_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Officer_Parade_F** | *Officer (Parade Dress)* | Independent | AAF | Men | Public | AoW |  |  | U_I_ParadeUniform_01_AAF_F<br>H_ParadeDressCap_01_AAF_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_Officer_Parade_Veteran_F** | *Officer (Veteran, Parade Dress)* | Independent | AAF | Men | Public | AoW |  |  | U_I_ParadeUniform_01_AAF_decorated_F<br>H_ParadeDressCap_01_AAF_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_E_Officer_Parade_F** | *Officer (Parade Dress)* | Independent | LDF | Men | Public | AoW |  |  | U_I_E_ParadeUniform_01_LDF_F<br>H_ParadeDressCap_01_LDF_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n|  | **I_E_Officer_Parade_Veteran_F** | *Officer (Veteran, Parade Dress)* | Independent | LDF | Men | Public | AoW |  |  | U_I_E_ParadeUniform_01_LDF_decorated_F<br>H_ParadeDressCap_01_LDF_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** None |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:50, 8 August 2024 (CEST)"}],"categories":[],"groups":["Reference Lists"]},{"name":"Arma 3: CfgVehicles Other","title":"Arma 3: CfgVehicles Other","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Other","revid":367245,"updated":"2024-08-08T16:54:03Z","aliases":["Arma 3 CfgVehicles Other","Arma CfgVehicles Other"],"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|\n|  | **ArtilleryTarget** | *ArtilleryTarget* | Civilian | Other |  | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **SuppressTarget** | *suppressTarget* | Civilian | Other |  | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PaperCar** | *Paper Car* | Civilian | Other | Cars | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **FireSectorTarget** | *Internal: Fire Sector Target* | Civilian | Other | Objects | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FlagCarrierCore** | *Flag* | Civilian | Signs | Flags | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ThingEffect** |  | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor1** | *Internal: FxExploArmor1* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor2** | *Internal: FxExploArmor2* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor3** | *Internal: FxExploArmor3* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor4** | *Internal: FxExploArmor4* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass1** | *Internal: FxWindGrass1* | Civilian | Things | Objects | Protected |  | A3Data<br>A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass2** | *Internal: FxWindGrass2* | Civilian | Things | Objects | Protected |  | A3Data<br>A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass3** | *Internal: FxWindGrass3* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass4** | *Internal: FxWindGrass4* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindHay1** | *Internal: FxWindHay1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindWheat1** | *Internal: FxWindWheat1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindSeed1** | *Internal: FxWindSeed1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindRock1** | *Internal: FxWindRock1* | Civilian | Things | Objects | Protected |  | A3Data<br>A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf1** | *Internal: FxWindLeaf1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf2** | *Internal: FxWindLeaf2* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf3** | *Internal: FxWindLeaf3* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf4** | *Internal: FxWindLeaf4* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf5** | *Internal: FxWindLeaf5* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf6** | *Internal: FxWindLeaf6* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindPollen1** | *Internal: FxWindPollen1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindPaper1** | *Internal: FxWindPaper1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindPlastic1** | *Internal: FxWindPlastic1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Crater** | *Crater* | Civilian | Signs | Craters | Public |  | A3_Data_F_ParticleEffects | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CraterLong** | *Airplane Crater* | Civilian | Signs | Craters | Public |  | A3_Data_F_ParticleEffects | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CraterLong_small** | *Airplane Crater (Small)* | Civilian | Signs | Craters | Public |  | A3_Data_F_ParticleEffects | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Helper_Base_F** |  | Civilian | Signs | Helpers | Protected |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_F** | *Arrow (Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Green_F** | *Arrow (Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Blue_F** | *Arrow (Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Pink_F** | *Arrow (Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Yellow_F** | *Arrow (Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Cyan_F** | *Arrow (Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_F** | *Arrow (Large, Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Green_F** | *Arrow (Large, Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Blue_F** | *Arrow (Large, Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Pink_F** | *Arrow (Large, Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Yellow_F** | *Arrow (Large, Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Cyan_F** | *Arrow (Large, Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_F** | *Arrow (Direction, Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Green_F** | *Arrow (Direction, Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Blue_F** | *Arrow (Direction, Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Pink_F** | *Arrow (Direction, Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Yellow_F** | *Arrow (Direction, Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Cyan_F** | *Arrow (Direction, Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_F** | *Pointer (Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Green_F** | *Pointer (Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Blue_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Pink_F** | *Pointer (Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Yellow_F** | *Pointer (Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Cyan_F** | *Pointer (Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere10cm_F** | *Sphere (10cm)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere25cm_F** | *Sphere (25cm)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere100cm_F** | *Sphere (100cm)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Circle_F** | *Circle* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UserTexture1m_F** | *User Texture (1m)* | Civilian | Signs | Blanks | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UserTexture10m_F** | *User Texture (10m)* | Civilian | Signs | Blanks | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sink_F** | *Sink* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_F** | *Woodpile* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Campfire_F** | *Campfire* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Campfire_burning_F** | *Campfire (burning)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Camping_Light_off_F** | *Camping Lantern (Off)* | Civilian | Things | Lamps | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V1_F** | *Folding Chair* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V1_folded_F** | *Folding Chair (Folded)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V2_F** | *Camping Chair* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_F** | *Camping Table* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_small_F** | *Camping Table (Small)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FieldToilet_F** | *Field Toilet* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FirePlace_F** | *Fireplace (No Fire)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FirePlace_burning_F** | *Fireplace (burning)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_F** | *Sleeping Mat* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_OPFOR_F** | *Sleeping Mat (OPFOR)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_blue_F** | *Sleeping Mat (Blue)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_khaki_F** | *Sleeping Mat (Khaki)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_yellow_F** | *Sleeping Mat (Yellow)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_F** | *Sleeping Mat (Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_OPFOR_F** | *Sleeping Mat (OPFOR, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_blue_F** | *Sleeping Mat (Blue, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_khaki_F** | *Sleeping Mat (Khaki, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_yellow_F** | *Sleeping Mat (Yellow, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_F** | *Pillow* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_camouflage_F** | *Pillow (Camo)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_grey_F** | *Pillow (Grey)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_old_F** | *Pillow (Old)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_F** | *Sleeping Bag* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_blue_F** | *Sleeping Bag (Blue)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_brown_F** | *Sleeping Bag (Brown)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_folded_F** | *Sleeping Bag (Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_blue_folded_F** | *Sleeping Bag (Blue, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_brown_folded_F** | *Sleeping Bag (Brown, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sun_chair_F** | *Sun Chair* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sun_chair_green_F** | *Sun Chair (Green)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_F** | *Sunshade* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TentA_F** | *Tent (A-shape)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TentDome_F** | *Tent (Dome-shape)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ToiletBox_F** | *Toiletbox* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IronPipes_F** | *Iron Pipe* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallets_F** | *Pallets* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Scaffolding_F** | *Scaffolding* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HumanSkeleton_F** | *Skeleton* | Civilian | Things | Historical | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HumanSkull_F** | *Skull* | Civilian | Things | Historical | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Garbage_line_F** | *Garbage (Line)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Garbage_square3_F** | *Garbage (3x3)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Garbage_square5_F** | *Garbage (5x5)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageBags_F** | *Garbage (Bags)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbagePallet_F** | *Garbage Heap (Pallet)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageWashingMachine_F** | *Garbage Heap (Washing machine)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_JunkPile_F** | *Pile of Junk* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_F** | *Tire* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyres_F** | *Tires (Heap)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_F** | *Billboard 1 (Blank)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_InfoStand_V1_F** | *Infostand (1 leg)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_InfoStand_V2_F** | *Infostand (2 legs)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_F** | *Whiteboard (Empty)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_altis_F** | *Whiteboard (Map of Altis)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_stratis_F** | *Whiteboard (Map of Stratis)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Noticeboard_F** | *Noticeboard* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Basket_F** | *Basket* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cages_F** | *Cages* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CratesPlastic_F** | *Crates (Plastic)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CratesShabby_F** | *Crates (Shabby)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CratesWooden_F** | *Crates (Wooden)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sack_F** | *Sack* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sacks_goods_F** | *Sacks (Full)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sacks_heap_F** | *Sacks (Heap)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCart_F** | *Cart (Wooden)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_F** | *Stool* | Civilian | Furniture | City | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CashDesk_F** | *Cashdesk* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HeatPump_F** | *Heat pump* | Civilian | Things | Electronics | Protected |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ChairPlastic_F** | *Chair (Plastic)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ChairWood_F** | *Chair (Wooden)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Icebox_F** | *Icebox* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Metal_rack_F** | *Metal Rack (4 shelves)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Metal_rack_Tall_F** | *Metal Rack (5 shelves)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Metal_wooden_rack_F** | *Metal-Wooden Rack* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rack_F** | *Rack* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShelvesMetal_F** | *Shelves (Metal)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShelvesWooden_blue_F** | *Shelves (Wooden, Blue)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TableDesk_F** | *Desk* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LandMark_F** | *Runway Marker* | Civilian | Signs | Airport | Public |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CargoBox_V1_F** | *Cargo Box* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_blue_F** | *Cargo Container (Medium, Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_brick_red_F** | *Cargo Container (Medium, Brick Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_cyan_F** | *Cargo Container (Medium, Cyan)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_grey_F** | *Cargo Container (Medium, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_light_blue_F** | *Cargo Container (Medium, Light Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_light_green_F** | *Cargo Container (Medium, Light Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_military_green_F** | *Cargo Container (Medium, Military Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_orange_F** | *Cargo Container (Medium, Orange)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_red_F** | *Cargo Container (Medium, Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_sand_F** | *Cargo Container (Medium, Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_white_F** | *Cargo Container (Medium, White)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_yellow_F** | *Cargo Container (Medium, Yellow)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_blue_F** | *Cargo Container (Long, Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_brick_red_F** | *Cargo Container (Long, Brick Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_cyan_F** | *Cargo Container (Long, Cyan)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_grey_F** | *Cargo Container (Long, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_light_blue_F** | *Cargo Container (Long, Light Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_light_green_F** | *Cargo Container (Long, Light Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_military_green_F** | *Cargo Container (Long, Military Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_orange_F** | *Cargo Container (Long, Orange)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_red_F** | *Cargo Container (Long, Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_sand_F** | *Cargo Container (Long, Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_white_F** | *Cargo Container (Long, White)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_yellow_F** | *Cargo Container (Long, Yellow)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rope_F** | *Rope* | Civilian | Things | Seaport | Public |  | A3_Structures_F_Ind_WavePowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_File1_F** | *File (Documents)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_File2_F** | *File (Research)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FilePhotos_F** | *File (Photos)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Map_F** | *Sleeved map* | Civilian | Things | Camping | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_F** | *Sleeved map (Stratis)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Notepad_F** | *Notepad* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V1_F** | *Photos 1* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V2_F** | *Photos 2* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V3_F** | *Photos 3* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V4_F** | *Photos 4* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V5_F** | *Photos 5* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V6_F** | *Photos 6* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ExtensionCord_F** | *Extension Cord* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FloodLight_F** | *Floodlight* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FMradio_F** | *FM Radio* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HandyCam_F** | *Handheld Camera* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Laptop_F** | *Laptop (Closed)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Laptop_unfolded_F** | *Laptop (Open)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_unfolded_scripted_F** | *Laptop (Open)* | Civilian | Things | Electronics | Protected |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MobilePhone_old_F** | *Mobile Phone (Old)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MobilePhone_smart_F** | *Mobile Phone (New)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Portable_generator_F** | *Portable Generator* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLongRangeRadio_F** | *Portable Long-range Radio* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SatellitePhone_F** | *Satellite Phone* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SurvivalRadio_F** | *Survival Radio* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BottlePlastic_V1_F** | *Plastic Bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_Dented_F** | *Can (Dented)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_Rusty_F** | *Can (Rusty)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_V1_F** | *Can (Spirit)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_V2_F** | *Can (Franta)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_V3_F** | *Can (RedGull)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TacticalBacon_F** | *Tactical Bacon* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Compass_F** | *Compass* | Civilian | Things | Camping | Public |  | A3_Structures_F_Items_Gadgets | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Suitcase_F** | *Suitcase* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PenBlack_F** | *Pen (Black)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilBlue_F** | *Pencil (Blue)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilGreen_F** | *Pencil (Green)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilRed_F** | *Pencil (Red)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilYellow_F** | *Pencil (Yellow)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PenRed_F** | *Pen (Red)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PensAndPencils_F** | *Pens and Pencils* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Axe_F** | *Axe* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Axe_fire_F** | *Axe (Firefighter)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DrillAku_F** | *Accu-Drill* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DustMask_F** | *Dust Mask* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_File_F** | *File* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Gloves_F** | *Gloves* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grinder_F** | *Grinder* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hammer_F** | *Hammer* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Meter3m_F** | *Tape Measure* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MultiMeter_F** | *Multi-meter* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pliers_F** | *Pliers* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Saw_F** | *Saw* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Screwdriver_V1_F** | *Screwdriver (Slotted)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Screwdriver_V2_F** | *Screwdriver (Phillips)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wrench_F** | *Wrench* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Money_F** | *Pile of Money* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Valuables | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelEmpty_F** | *Plastic Barrel (Empty)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelSand_F** | *Plastic Barrel (Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelTrash_F** | *Plastic Barrel (Trash)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelWater_F** | *Plastic Barrel (Water)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bucket_F** | *Bucket* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bucket_clean_F** | *Bucket (Clean)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bucket_painted_F** | *Bucket (Paint)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BucketNavy_F** | *Bucket (NAVY)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_F** | *Canister (Fuel)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CanisterOil_F** | *Canister (Oil)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanisterPlastic_F** | *Canister (Plastic)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MetalBarrel_empty_F** | *Metal Barrel (Open)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MetalBarrel_burning_F** | *Metal Barrel (burning)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalBarrel_F** | *Metal Barrel* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_WaterBarrel_F** | *Water Barrel* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterTank_F** | *Water Tank* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FlagPole_F** | *Flagpole* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Vrana_F** | *Flag (Vrana)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_ARMEX_F** | *Flag (ARMEX)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Quontrol_F** | *Flag (Quontrol)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_ION_F** | *Flag (ION)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Larkin_F** | *Flag (Larkin)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Green_F** | *Flag (FD - Green)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Red_F** | *Flag (FD - Red)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Blue_F** | *Flag (FD - Blue)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Orange_F** | *Flag (FD - Orange)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_NATO_F** | *Flag (NATO)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_UK_F** | *Flag (UK)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_US_F** | *Flag (USA)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_AAF_F** | *Flag (AAF)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Altis_F** | *Flag (Altis)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FIA_F** | *Flag (FIA)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_CSAT_F** | *Flag (CSAT)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_AltisColonial_F** | *Flag (Altis Colonial)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Blue_F** | *Flag (Blue)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Red_F** | *Flag (Red)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Green_F** | *Flag (Green)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_White_F** | *Flag (White)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_RedCrystal_F** | *Flag (Red Crystal)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_POWMIA_F** | *Flag (POW/MIA)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_UNO_F** | *Flag (UNO)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_BI_F** | *Flag (BI)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_HelipadCircle_F** | *Helipad (Circle)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadCivil_F** | *Helipad (Civil)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadEmpty_F** | *Helipad (Invisible)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadRescue_F** | *Helipad (Rescue)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadSquare_F** | *Helipad (Square)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_JumpTarget_F** | *Parachute Jump Target* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClutterCutter_large_F** | *Grass Cutter (Large)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClutterCutter_medium_F** | *Grass Cutter (Medium)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClutterCutter_small_F** | *Grass Cutter (Small)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ProtectionZone_F** | *Protection Zone* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ProtectionZone_Invisible_F** | *Protection Zone (Invisible)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Skeet_Clay_F** | *Skeet Clay* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Skeet_Clay_NoPop_F** | *Skeet Clay* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_F** | *Steel Plate* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_Stand_F** | *Steel Plate (Stand)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_L_F** | *Steel Plate (Large)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_L_Stand_F** | *Steel Plate (Large - Stand)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_S_F** | *Steel Plate (Small)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_S_Stand_F** | *Steel Plate (Small - Stand)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_RedWhitePole_F** | *Red-White Pole* | Civilian | Signs | Road Signs | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenLog_F** | *Wooden log* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPA_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenTable_large_F** | *Wooden table (Large)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_EPA_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenTable_small_F** | *Wooden table (Small)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_EPA_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallets_stack_F** | *Stack of Pallets* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_EPA_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_single_F** | *Portable Lights (Single)* | Civilian | Things | Lamps | Public |  | A3_Structures_F_EPA_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_double_F** | *Portable Lights (Double)* | Civilian | Things | Lamps | Public |  | A3_Structures_F_EPA_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Battery_F** | *Battery* | Civilian | Things | Electronics | Public |  | A3_Structures_F_EPA_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BakedBeans_F** | *Baked Beans* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BottlePlastic_V2_F** | *Water bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canteen_F** | *Canteen* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CerealsBox_F** | *Cereal box* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowderedMilk_F** | *Powdered milk* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RiceBox_F** | *Rice* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Antibiotic_F** | *Antibiotics* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bandage_F** | *Bandages* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BloodBag_F** | *Blood bag* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Defibrillator_F** | *Defibrillator* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DisinfectantSpray_F** | *Disinfectant spray* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HeatPack_F** | *Heatpack* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PainKillers_F** | *Pain killers* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VitaminBottle_F** | *Vitamin bottle* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterPurificationTablets_F** | *Water purification tablets* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ButaneCanister_F** | *Butane canister* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ButaneTorch_F** | *Butane torch* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanOpener_F** | *Can opener* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DuctTape_F** | *Duct tape* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FireExtinguisher_F** | *Fire extinguisher* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasCanister_F** | *Gas canister* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasCooker_F** | *Gas cooker* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Matches_F** | *Box of matches* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalWire_F** | *Metal wire* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shovel_F** | *Shovel* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinContainer_F** | *Tin container* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **EauDeCombat_01_F** | *Aftershave* | Civilian | Things | Decontamination | Public | AoW | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **EauDeCombat_01_NoPop_F** | *Aftershave* | Civilian | Things | Decontamination | Protected | AoW | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **EauDeCombat_01_box_F** | *Aftershave (Boxed)* | Civilian | Things | Decontamination | Public | AoW | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_InvisibleBarrier_F** | *Invisible Wall* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_EPA_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_large_F** | *Woodpile (Large)* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Camping_Light_F** | *Camping Lantern* | Civilian | Things | Lamps | Public |  | A3_Structures_F_EPB_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageContainer_closed_F** | *Trash container (Closed)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageContainer_open_F** | *Trash container (Open)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_01_F** | *Graffiti (Anti-war)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_02_F** | *Graffiti (Freedom)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_03_F** | *Graffiti (Crime)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_04_F** | *Graffiti (Anti-state)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_05_F** | *Graffiti (FIA)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ShelvesWooden_F** | *Shelves (Wooden)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_EPB_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShelvesWooden_khaki_F** | *Shelves (Wooden, Khaki)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_EPB_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_01_F** | *Leaflet (Government)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_02_F** | *Leaflet (Protest)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_03_F** | *Leaflet (Curfew)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_04_F** | *Leaflet (Political)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_altis_F** | *Map of Altis* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Map_blank_F** | *Map* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_stratis_F** | *Map of Stratis* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Poster_01_F** | *Poster (Government)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_02_F** | *Poster (Government, Defaced)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_03_F** | *Poster (Government, Ripped)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_04_F** | *Poster (Protest)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_05_F** | *Poster (Protest, Defaced)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_06_F** | *Poster (Protest, Ripped)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_01_F** | *Luggage (Couple)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_02_F** | *Luggage (Few)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_03_F** | *Luggage (Bunch)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_04_F** | *Luggage (Pile)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_05_F** | *Luggage (Heap)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ammobox_rounds_F** | *Ammo box* | Civilian | Things | Military | Public |  | A3_Structures_F_EPB_Items_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Magazine_rifle_F** | *Magazine (Rifle)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPB_Items_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelEmpty_grey_F** | *Plastic Barrel (Empty, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelSand_grey_F** | *Plastic Barrel (Sand, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelTrash_grey_F** | *Plastic Barrel (Trash, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelWater_grey_F** | *Plastic Barrel (Water, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CrabCages_F** | *Crab Cages* | Civilian | Things | Seaport | Public |  | A3_Structures_F_EPB_Naval_Fishing | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FishingGear_01_F** | *Fishing Gear* | Civilian | Things | Seaport | Public |  | A3_Structures_F_EPB_Naval_Fishing | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FishingGear_02_F** | *Fishing Nets* | Civilian | Things | Seaport | Public |  | A3_Structures_F_EPB_Naval_Fishing | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_01_F** | *Bench* | Civilian | Furniture | City | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_02_F** | *Bench (Blue)* | Civilian | Furniture | City | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TablePlastic_01_F** | *Garden Table* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_01_F** | *Sunshade (Blue)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_02_F** | *Sunshade (Yellow)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_03_F** | *Sunshade (Palm)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_04_F** | *Sunshade (Rattan)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_01_F** | *Garbage Barrel (Smiley, Greek)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPC_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageBin_01_F** | *Trash Bin* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPC_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MapBoard_seismic_F** | *Whiteboard (Seismic map)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_EPC_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Document_01_F** | *Document (Top Secret)* | Civilian | Things | Office | Public |  | A3_Structures_F_EPC_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_File_research_F** | *File (Top Secret)* | Civilian | Things | Office | Public |  | A3_Structures_F_EPC_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Device_assembled_F** | *Device (Assembled)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPC_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Device_disassembled_F** | *Device (Disassembled)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPC_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Laptop_device_F** | *Laptop (Device readings)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_EPC_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_Mines_F** | *Sign (Mines)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningMilAreaSmall_F** | *Sign (Military Area, Small, Greek & English)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningMilitaryArea_F** | *Sign (Military Area, Greek & English)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningMilitaryVehicles_F** | *Sign (Military Vehicles, Greek & English)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningUnexplodedAmmo_F** | *Sign (Risk Area)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Direction_F** | *Sign Direction* | Civilian | Signs | Blanks | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **FlagChecked_F** | *Flag (Checkered)* | Civilian | Signs | Flags | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FlagSmall_F** | *Flag (Small)* | Civilian | Signs | Flags | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_F** | *Sign* | Civilian | Signs | Blanks | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **RoadCone_F** | *Road Cone* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **RoadCone_L_F** | *Road Cone (Light)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **RoadBarrier_F** | *Road barrier* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **RoadBarrier_small_F** | *Road Barrier (Small)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Pole_F** | *Pole* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **TapeSign_F** | *Red-White Tape* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowDesk_L_F** | *Arrow Desk (left)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowDesk_R_F** | *Arrow Desk (right)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowMarker_R_F** | *Arrow Marker (right)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowMarker_L_F** | *Arrow Marker (left)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_F** | *Sign (Sponsor)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Vrana_F** | *Sign (Vrana)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_ARMEX_F** | *Sign (ARMEX)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Quontrol_F** | *Sign (Quontrol)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_ION_F** | *Sign (ION)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Larkin_F** | *Sign (Larkin)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_F** | *Sign (Sponsor - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Vrana_F** | *Sign (Vrana - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_ARMEX_F** | *Sign (ARMEX - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Quontrol_F** | *Sign (Quontrol - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_ION_F** | *Sign (ION - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Larkin_F** | *Sign (Larkin - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FxExploGround1** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploGround2** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_Small** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_9mm** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_556** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_65** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_65_caseless** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_762** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_127** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_slug** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetCBase** | *Laser Target* | Civilian | Other |  | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetC** | *Laser Target* | Civilian | Other |  | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **NVG_TargetC** | *NVG target* | Civilian | Other |  | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_03_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Gamma_Plane_Fighter_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MRL_Magazine_01_F** | *MRL Magazine* | Civilian | Things | Airport | Public |  | A3_Soft_F_Gamma_Truck_02<br>A3_Props_F_Tank_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallet_MilBoxes_F** | *Pallet (Military Boxes)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_closed_F** | *Box (Closed)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_closed_scripted_F** | *Box (Closed)* | Civilian | Things | Military | Protected |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_empty_F** | *Box (Open, Empty)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_empty_scripted_F** | *Box (Open, Empty)* | Civilian | Things | Military | Protected |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_full_F** | *Box (Open, Full)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_full_scripted_F** | *Box (Open, Full)* | Civilian | Things | Military | Protected |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Scrap_MRAP_01_F** | *Decommissioned Hunter* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ScrapHeap_1_F** | *Vehicle Parts* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ScrapHeap_2_F** | *Vehicle Scrap* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_CAS_01_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_EPC_Plane_CAS_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_CAS_02_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_EPC_Plane_CAS_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Intel_File1_F** | *Documents* | Civilian | Things | Intel | Public | Curator | A3_Data_F_Curator_Intel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Intel_File2_F** | *Secret Documents* | Civilian | Things | Intel | Public | Curator | A3_Data_F_Curator_Intel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Intel_Photos_F** | *Photo* | Civilian | Things | Intel | Public | Curator | A3_Data_F_Curator_Intel | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Respawn_TentDome_F** | *Camp (Dome Tent)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_TentA_F** | *Camp (Ridge Tent)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_Sleeping_bag_F** | *Camp (Green Sleeping Bag)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_Sleeping_bag_blue_F** | *Camp (Blue Sleeping Bag)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_Sleeping_bag_brown_F** | *Camp (Brown Sleeping Bag)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleEmpty_F** |  | Civilian | Things | Modules | Protected |  | A3_Modules_F_Curator | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_F** |  | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_ATMine_F** | *AT Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_APERSMine_F** | *APERS Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_APERSBoundingMine_F** | *APERS Bounding Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_SLAMDirectionalMine_F** | *M6 SLAM Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_APERSTripMine_F** | *APERS Tripwire Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_UnderwaterMine_F** | *Naval Mine (Moored)* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_UnderwaterMineAB_F** | *Naval Mine (Bottom)* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_UnderwaterMinePDM_F** | *PDM-7* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_F** |  | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_SatchelCharge_F** | *Explosive Satchel* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_DemoCharge_F** | *Explosive Charge* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_Claymore_F** | *Claymore Charge* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDUrbanBig_F** | *Large IED (Urban)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDLandBig_F** | *Large IED (Dug-in)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDUrbanSmall_F** | *Small IED (Urban)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDLandSmall_F** | *Small IED (Dug-in)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_F** | *Plastic Barrier* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_01_red_F** | *Plastic Barrier (Small, Red, 1)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_01_white_F** | *Plastic Barrier (Small, White, 1)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_line_x2_F** | *Plastic Barrier (Small, 2)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15L_x2_F** | *Plastic Barrier (Small, 2, Sharp 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15R_x2_F** | *Plastic Barrier (Small, 2, Sharp 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22L_x2_F** | *Plastic Barrier (Small, 2, Sharp 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22R_x2_F** | *Plastic Barrier (Small, 2, Sharp 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30L_x2_F** | *Plastic Barrier (Small, 2, Sharp 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30R_x2_F** | *Plastic Barrier (Small, 2, Sharp 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45L_x2_F** | *Plastic Barrier (Small, 2, Sharp 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45R_x2_F** | *Plastic Barrier (Small, 2, Sharp 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60L_x2_F** | *Plastic Barrier (Small, 2, Sharp 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60R_x2_F** | *Plastic Barrier (Small, 2, Sharp 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_line_x4_F** | *Plastic Barrier (Small, 4)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15L_x4_F** | *Plastic Barrier (Small, 4, Round 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15R_x4_F** | *Plastic Barrier (Small, 4, Round 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22L_x4_F** | *Plastic Barrier (Small, 4, Round 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22R_x4_F** | *Plastic Barrier (Small, 4, Round 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30L_x4_F** | *Plastic Barrier (Small, 4, Round 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30R_x4_F** | *Plastic Barrier (Small, 4, Round 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45L_x4_F** | *Plastic Barrier (Small, 4, Round 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45R_x4_F** | *Plastic Barrier (Small, 4, Round 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60L_x4_F** | *Plastic Barrier (Small, 4, Round 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60R_x4_F** | *Plastic Barrier (Small, 4, Round 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90L_x4_F** | *Plastic Barrier (Small, 4, Round 90, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90R_x4_F** | *Plastic Barrier (Small, 4, Round 90, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135L_x4_F** | *Plastic Barrier (Small, 4, Round 135, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135R_x4_F** | *Plastic Barrier (Small, 4, Round 135, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180L_x4_F** | *Plastic Barrier (Small, 4, Round 180, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180R_x4_F** | *Plastic Barrier (Small, 4, Round 180, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15L_x4_F** | *Plastic Barrier (Small, 4, Sharp 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15R_x4_F** | *Plastic Barrier (Small, 4, Sharp 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22L_x4_F** | *Plastic Barrier (Small, 4, Sharp 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22R_x4_F** | *Plastic Barrier (Small, 4, Sharp 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30L_x4_F** | *Plastic Barrier (Small, 4, Sharp 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30R_x4_F** | *Plastic Barrier (Small, 4, Sharp 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45L_x4_F** | *Plastic Barrier (Small, 4, Sharp 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45R_x4_F** | *Plastic Barrier (Small, 4, Sharp 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60L_x4_F** | *Plastic Barrier (Small, 4, Sharp 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60R_x4_F** | *Plastic Barrier (Small, 4, Sharp 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15L_x4_F** | *Plastic Barrier (Small, 4, Snake 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15R_x4_F** | *Plastic Barrier (Small, 4, Snake 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22L_x4_F** | *Plastic Barrier (Small, 4, Snake 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22R_x4_F** | *Plastic Barrier (Small, 4, Snake 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30L_x4_F** | *Plastic Barrier (Small, 4, Snake 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30R_x4_F** | *Plastic Barrier (Small, 4, Snake 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45L_x4_F** | *Plastic Barrier (Small, 4, Snake 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45R_x4_F** | *Plastic Barrier (Small, 4, Snake 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60L_x4_F** | *Plastic Barrier (Small, 4, Snake 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60R_x4_F** | *Plastic Barrier (Small, 4, Snake 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_line_x6_F** | *Plastic Barrier (Small, 6)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15L_x6_F** | *Plastic Barrier (Small, 6, Round 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15R_x6_F** | *Plastic Barrier (Small, 6, Round 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22L_x6_F** | *Plastic Barrier (Small, 6, Round 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22R_x6_F** | *Plastic Barrier (Small, 6, Round 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30L_x6_F** | *Plastic Barrier (Small, 6, Round 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30R_x6_F** | *Plastic Barrier (Small, 6, Round 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45L_x6_F** | *Plastic Barrier (Small, 6, Round 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45R_x6_F** | *Plastic Barrier (Small, 6, Round 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60L_x6_F** | *Plastic Barrier (Small, 6, Round 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60R_x6_F** | *Plastic Barrier (Small, 6, Round 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90L_x6_F** | *Plastic Barrier (Small, 6, Round 90, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90R_x6_F** | *Plastic Barrier (Small, 6, Round 90, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135L_x6_F** | *Plastic Barrier (Small, 6, Round 135, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135R_x6_F** | *Plastic Barrier (Small, 6, Round 135, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180L_x6_F** | *Plastic Barrier (Small, 6, Round 180, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180R_x6_F** | *Plastic Barrier (Small, 6, Round 180, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round270L_x6_F** | *Plastic Barrier (Small, 6, Round 270, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round270R_x6_F** | *Plastic Barrier (Small, 6, Round 270, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15L_x6_F** | *Plastic Barrier (Small, 6, Sharp 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15R_x6_F** | *Plastic Barrier (Small, 6, Sharp 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22L_x6_F** | *Plastic Barrier (Small, 6, Sharp 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22R_x6_F** | *Plastic Barrier (Small, 6, Sharp 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30L_x6_F** | *Plastic Barrier (Small, 6, Sharp 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30R_x6_F** | *Plastic Barrier (Small, 6, Sharp 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45L_x6_F** | *Plastic Barrier (Small, 6, Sharp 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45R_x6_F** | *Plastic Barrier (Small, 6, Sharp 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60L_x6_F** | *Plastic Barrier (Small, 6, Sharp 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60R_x6_F** | *Plastic Barrier (Small, 6, Sharp 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15L_x6_F** | *Plastic Barrier (Small, 6, Snake 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15R_x6_F** | *Plastic Barrier (Small, 6, Snake 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22L_x6_F** | *Plastic Barrier (Small, 6, Snake 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22R_x6_F** | *Plastic Barrier (Small, 6, Snake 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30L_x6_F** | *Plastic Barrier (Small, 6, Snake 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30R_x6_F** | *Plastic Barrier (Small, 6, Snake 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45L_x6_F** | *Plastic Barrier (Small, 6, Snake 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45R_x6_F** | *Plastic Barrier (Small, 6, Snake 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60L_x6_F** | *Plastic Barrier (Small, 6, Snake 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60R_x6_F** | *Plastic Barrier (Small, 6, Snake 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake90L_x6_F** | *Plastic Barrier (Small, 6, Snake 90, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake90R_x6_F** | *Plastic Barrier (Small, 6, Snake 90, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_02_F** | *Plastic Barrier* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_02_grey_F** | *Plastic Barrier (Medium, Grey)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_02_yellow_F** | *Plastic Barrier (Medium, Yellow)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_03_F** | *Plastic Barrier* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_03_blue_F** | *Plastic Barrier (Large, Blue)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_03_orange_F** | *Plastic Barrier (Large, Orange)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Oil_Spill_F** | *Oil Spill* | Civilian | Things | Junk | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Blueking_F** | *Flag (Blueking)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Blueking_inverted_F** | *Flag (Blueking, inverted)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Fuel_F** | *Flag (Fuel)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Fuel_inverted_F** | *Flag (Fuel, inverted)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Burstkoke_F** | *Flag (Burstkoke)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Burstkoke_inverted_F** | *Flag (Burstkoke, inverted)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Redburger_F** | *Flag (Redburger)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Redstone_F** | *Flag (Redstone)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Suatmm_F** | *Flag (Suatmm)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Blueking_F** | *Sign (Blueking)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Fuel_white_F** | *Sign (Fuel, white)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Fuel_green_F** | *Sign (Fuel, green)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Burstkoke_F** | *Sign (Burstkoke)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Redburger_F** | *Sign (Redburger)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Redstone_F** | *Sign (Redstone)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Suatmm_F** | *Sign (Suatmm)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Blueking_F** | *Sign (Blueking - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Fuel_white_F** | *Sign (Fuel, white - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Fuel_green_F** | *Sign (Fuel, green - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Burstkoke_F** | *Sign (Burstkoke - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Redburger_F** | *Sign (Redburger - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Redstone_F** | *Sign (Redstone - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Suatmm_F** | *Sign (Suatmm - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PartyTent_01_F** | *Tent (High Peak)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Bootcamp_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GymBench_01_F** | *Gym Bench* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GymRack_01_F** | *Gym Rack (Big)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GymRack_02_F** | *Gym Rack (Small)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GymRack_03_F** | *Gym Rack (Weight plates)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_vr_F** | *Cargo Container (Short, VR)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Bootcamp_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CarBattery_01_F** | *Car Battery (Truck)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CarBattery_02_F** | *Car Battery (Car)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VRGoggles_01_F** | *VR Goggles* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterCooler_01_new_F** | *Water Cooler (New)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WaterCooler_01_old_F** | *Water Cooler (Old)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodContainer_01_F** | *Food Container (Large)* | Civilian | Things | Food | Public |  | A3_Structures_F_Bootcamp_Items_Food | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_KartSteertingWheel_01_F** | *Kart steering wheel* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_black_F** | *Kart steering wheel (black)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_blue_F** | *Kart steering wheel (blue)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_green_F** | *Kart steering wheel (green)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_orange_F** | *Kart steering wheel (orange)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_red_F** | *Kart steering wheel (red)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_white_F** | *Kart steering wheel (white)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_yellow_F** | *Kart steering wheel (yellow)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_KartStand_01_F** | *Kart Stand* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KartTrolly_01_F** | *Kart Trolly* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KartTyre_01_F** | *Kart Tire* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KartTyre_01_x4_F** | *Kart Tires (4)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Trophy_01_gold_F** | *Trophy (Gold)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Trophy_01_silver_F** | *Trophy (Silver)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Trophy_01_bronze_F** | *Trophy (Bronze)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UserTexture_1x2_F** | *User Texture (1x2m)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Bootcamp_System | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TargetBootcampHumanSimple_F** | *Target Human Simple* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **TargetBootcampHuman_F** | *Target Human* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_Target_PopUp_01_figure_F** | *Pop-Up Target (Disassembled, Board)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Target_PopUp_01_mechanism_F** | *Pop-Up Target (Disassembled, Base)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirconCondenser_01_F** | *Aircon Condenser* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_01_blue_F** | *Gas Tank (Blue)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_01_khaki_F** | *Gas Tank (Khaki)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_01_yellow_F** | *Gas Tank (Yellow)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_02_F** | *Welding Tank* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MobileScafolding_01_F** | *Wheeled Scaffolding* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ToolTrolley_01_F** | *Tool Cart (Red)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ToolTrolley_02_F** | *Tool Cart (Blue)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WeldingTrolley_01_F** | *Welding Cart* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WheelieBin_01_F** | *Wheelie Bin* | Civilian | Things | Junk | Public |  | A3_Structures_F_Heli_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalletTrolley_01_khaki_F** | *Pallet Trolley (Khaki)* | Civilian | Things | Market | Public |  | A3_Structures_F_Heli_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalletTrolley_01_yellow_F** | *Pallet Trolley (Yellow)* | Civilian | Things | Market | Public |  | A3_Structures_F_Heli_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OfficeCabinet_01_F** | *Office Cabinet* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OfficeChair_01_F** | *Office Chair* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **OfficeTable_01_new_F** | *Office Table (New)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OfficeTable_01_old_F** | *Office Table (Old)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_RattanChair_01_F** | *Rattan Chair* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RattanTable_01_F** | *Rattan Table* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Workbench_01_F** | *Workbench* | Civilian | Furniture | Construction Sites | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MobileLandingPlatform_01_F** | *Mobile Landing Platform* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Ind_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo10_blue_F** | *Cargo Container (Short, Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_brick_red_F** | *Cargo Container (Short, Brick Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_cyan_F** | *Cargo Container (Short, Cyan)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_grey_F** | *Cargo Container (Short, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_light_blue_F** | *Cargo Container (Short, Light Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_light_green_F** | *Cargo Container (Short, Light Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_military_green_F** | *Cargo Container (Short, Military Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_orange_F** | *Cargo Container (Short, Orange)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_red_F** | *Cargo Container (Short, Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_sand_F** | *Cargo Container (Short, Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_white_F** | *Cargo Container (Short, White)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_yellow_F** | *Cargo Container (Short, Yellow)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_DieselGroundPowerUnit_01_F** | *Diesel Ground Power Unit* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EngineCrane_01_F** | *Portable Engine Crane* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_JetEngineStarter_01_F** | *Jet Engine Air Start Unit* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PressureWasher_01_F** | *Pressure Washer* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WaterPump_01_forest_F** | *Water Pump (Forest)* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterPump_01_sand_F** | *Water Pump (Sand)* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DischargeStick_01_F** | *Discharge Stick* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RotorCoversBag_01_F** | *Rotor Covers Bag* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_01_F** | *Air Intake Plug (Ghosthawk)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_02_F** | *Air Intake Plug (Huron)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_03_F** | *Air Intake Plug (Kajman)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_04_F** | *Air Intake Plug (Taru)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_05_F** | *Air Intake Plug (Hellcat)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelicopterWheels_01_assembled_F** | *Helicopter Wheels (Assembled)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelicopterWheels_01_disassembled_F** | *Helicopter Wheels (Disassembled)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PitotTubeCover_01_F** | *Pitot Tube Cover* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableHelipadLight_01_F** | *Portable Helipad Light* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_blue_F** | *Portable Helipad Light (Blue)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_red_F** | *Portable Helipad Light (Red)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_white_F** | *Portable Helipad Light (White)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_green_F** | *Portable Helipad Light (Green)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_yellow_F** | *Portable Helipad Light (Yellow)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Camera_01_F** | *Camera* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FlatTV_01_F** | *Flat TV* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Fridge_01_closed_F** | *Refrigerator (Closed)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Fridge_01_open_F** | *Refrigerator (Open)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_camera_F** | *Gaming Set (Camera)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_console_F** | *Gaming Set (Console)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_controller_F** | *Gaming Set (Controller)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_powerSupply_F** | *Gaming Set (Power Supply)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HDMICable_01_F** | *HDMI Cable* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Microwave_01_F** | *Microwave Oven* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_screen_F** | *PC Set (Screen)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_case_F** | *PC Set (Case)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_keyboard_F** | *PC Set (Keyboard)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_mouse_F** | *PC Set (Mouse)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableSpeakers_01_F** | *Portable Speakers* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Printer_01_F** | *Printer* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Projector_01_F** | *Projector* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tablet_01_F** | *Tablet* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Ketchup_01_F** | *Ketchup Bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mustard_01_F** | *Mustard Bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_cup_F** | *Plastic Cup* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_fork_F** | *Disposable Fork* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_knife_F** | *Disposable Knife* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_napkin_F** | *Napkin* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_spoon_F** | *Disposable Spoon* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_stackOfNapkins_F** | *Napkin Stack* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_tray_F** | *Plastic Serving Tray* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalCase_01_large_F** | *Metal Case (Large)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalCase_01_medium_F** | *Metal Case (Medium)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalCase_01_small_F** | *Metal Case (Small)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_F** | *Plastic Case (Large)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_F** | *Plastic Case (Medium)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_F** | *Plastic Case (Small)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Baseball_01_F** | *Baseball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BaseballMitt_01_F** | *Baseball Mitt* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Basketball_01_F** | *Basketball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Football_01_F** | *Football* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rugbyball_01_F** | *Rugby Ball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Volleyball_01_F** | *Volleyball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rope_01_F** | *Rigging Rope* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WheelChock_01_F** | *Wheel Chock* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere200cm_F** | *Sphere (200cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Heli_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ContainmentArea_01_F** | *Containment Berm* | Civilian | Things | Decontamination | Protected |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_01_forest_F** | *Spill Bund (Large, Olive)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_01_sand_F** | *Spill Bund (Large, Sand)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ContainmentArea_02_F** | *Containment Berm* | Civilian | Things | Decontamination | Protected |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_02_forest_F** | *Spill Bund (Medium, Olive)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_02_sand_F** | *Spill Bund (Medium, Sand)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ShotTimer_01_F** | *Shot Timer* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Mark_Items_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirHorn_01_F** | *Air Horn* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Balloon_01_air_F** | *Balloon (Air)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Balloon_01_air_NoPop_F** | *Balloon (Air)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Balloon_01_water_F** | *Balloon (Water)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Balloon_01_water_NoPop_F** | *Balloon (Water)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Purple_F** | *Flag (FD - Purple)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mark_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BulletTrap_01_F** | *Bullet Trap* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Target_Swivel_01_F** | *Swivel Target* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_NoPop_F** | *Swivel Target* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_ground_F** | *Swivel Target (Ground)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_ground_NoPop_F** | *Swivel Target (Ground)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_left_F** | *Swivel Target (Left)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_left_NoPop_F** | *Swivel Target (Left)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_right_F** | *Swivel Target (Right)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_right_NoPop_F** | *Swivel Target (Right)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_Olive_F** | *Shooting Mat (Olive)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_Khaki_F** | *Shooting Mat (Khaki)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_OPFOR_F** | *Shooting Mat (Hex)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_folded_Olive_F** | *Shooting Mat (Folded, Olive)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_folded_Khaki_F** | *Shooting Mat (Folded, Khaki)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_folded_OPFOR_F** | *Shooting Mat (Folded, Hex)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FxCartridge_338_Ball** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_338_NM_Ball** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_127x54_APDS** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_93x64_Ball** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DataTerminal_01_F** | *Data Terminal* | Civilian | Things | Military | Public |  | A3_Props_F_Exp_A_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **Land_Tablet_02_F** | *Rugged Tablet* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_A_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_01_F** | *Pile of Garbage (v1)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_02_F** | *Pile of Garbage (v2)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_03_F** | *Pile of Garbage (v3)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_04_F** | *Pile of Garbage (v4)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_01_F** | *Tire (Vertical, 1)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_01_horizontal_F** | *Tyre_01_horizontal* | Civilian | Things | Junk | Protected |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_01_line_x5_F** | *Tire Line (Vertical, 5)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCounter_01_F** | *Wooden Counter* | Civilian | Furniture | Market | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCrate_01_F** | *Wooden Crate* | Civilian | Things | Storage | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCrate_01_stack_x3_F** | *Wooden Crates (3)* | Civilian | Things | Storage | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCrate_01_stack_x5_F** | *Wooden Crates (5)* | Civilian | Things | Storage | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCone_01_F** | *Road Cone (Brown)* | Civilian | Signs | Road Signs | Public |  | A3_Props_F_Exp_Infrastructure_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergeRock_01_F** | *Verge Stone* | Civilian | Signs | Road Signs | Public |  | A3_Props_F_Exp_Infrastructure_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Device_slingloadable_F** | *Device (Sling Loadable)* | Civilian | Things | Military | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_PortableGenerator_01_F** | *Rugged Portable Generator* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SatelliteAntenna_01_F** | *Satellite Antenna* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v1_F** | *Rugged Dual Screen (Horizontal)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v2_F** | *Rugged Dual Screen (Vertical)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_large_F** | *Rugged Large Screen* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 11<br>- **Slingloadable:** No |\n|  | **Land_Bench_03_F** | *Bench (Weathered)* | Civilian | Furniture | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_04_F** | *Bench (Decorative)* | Civilian | Furniture | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_05_F** | *Bench (Rural)* | Civilian | Furniture | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Plank_01_4m_F** | *Plank (4 m)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Plank_01_8m_F** | *Plank (8 m)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalmTotem_01_F** | *Totem (Long Face)* | Civilian | Things | Historical | Public |  | A3_Structures_F_Exp_Cultural_Totems | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalmTotem_02_F** | *Totem (Short Face)* | Civilian | Things | Historical | Public |  | A3_Structures_F_Exp_Cultural_Totems | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalmTotem_03_F** | *Totem (Plain)* | Civilian | Things | Historical | Public |  | A3_Structures_F_Exp_Cultural_Totems | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CinderBlocks_01_F** | *Stack of Cinder Blocks* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_01_F** | *Timber (Jungle)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_F** | *Stack of Planks (Kauri)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_messy_F** | *Stack of Planks (Kauri, Unfinished)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Flag_CTRG_F** | *Flag (CTRG)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Gendarmerie_F** | *Flag (Gendarmerie)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_HorizonIslands_F** | *Flag (Horizon Islands)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Syndikat_F** | *Flag (Syndikat)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Viper_F** | *Flag (Viper)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v1_F** | *AttachedSign_01_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v2_F** | *AttachedSign_01_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v3_F** | *AttachedSign_01_v3* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v4_F** | *AttachedSign_01_v4* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v1_F** | *AttachedSign_02_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v2_F** | *AttachedSign_02_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v3_F** | *AttachedSign_02_v3* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v4_F** | *AttachedSign_02_v4* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_03_v1_F** | *AttachedSign_03_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_03_v2_F** | *AttachedSign_03_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_01_v1_F** | *Billboard_01_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_01_v2_F** | *Billboard_01_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_02_v1_F** | *Billboard_02_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_02_v2_F** | *Billboard_02_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v1_F** | *CornerAds_01_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v2_F** | *CornerAds_01_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v3_F** | *CornerAds_01_v3* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v4_F** | *CornerAds_01_v4* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_02_v1_F** | *CornerAds_02_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_02_v2_F** | *CornerAds_02_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_01_mine_F** | *CorporateSign_01_mine* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_01_scf_F** | *CorporateSign_01_scf* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_02_airport_F** | *CorporateSign_02_airport* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_02_harbor_F** | *CorporateSign_02_harbor* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_03_ranch_F** | *CorporateSign_03_ranch* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_02_crocodiles_F** | *SignWarning_02_crocodiles* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_giveWay_F** | *SignCommand_01_giveWay* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_goStraight_F** | *SignCommand_01_goStraight* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_priority_F** | *SignCommand_01_priority* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_stop_F** | *SignCommand_01_stop* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnLeft_F** | *SignCommand_01_turnLeft* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnLeftAhead_F** | *SignCommand_01_turnLeftAhead* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnRight_F** | *SignCommand_01_turnRight* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnRightAhead_F** | *SignCommand_01_turnRightAhead* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_deadEnd_F** | *SignInfo_01_deadEnd* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_firstAid_F** | *SignInfo_01_firstAid* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_fuelStation_F** | *SignInfo_01_fuelStation* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_hotel_F** | *SignInfo_01_hotel* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_pedestrianCrossing_F** | *SignInfo_01_pedestrianCrossing* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_pedestrianZone_F** | *SignInfo_01_pedestrianZone* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_picnicSite_F** | *SignInfo_01_picnicSite* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_reduceSpeed_F** | *SignInfo_01_reduceSpeed* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_refreshments_F** | *SignInfo_01_refreshments* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_restaurant_F** | *SignInfo_01_restaurant* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_taxi_F** | *SignInfo_01_taxi* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_toilet_F** | *SignInfo_01_toilet* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noDriving_F** | *SignRestrict_01_noDriving* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noEntry_F** | *SignRestrict_01_noEntry* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noOvertaking_F** | *SignRestrict_01_noOvertaking* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noOvertakingTruck_F** | *SignRestrict_01_noOvertakingTruck* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noParking_F** | *SignRestrict_01_noParking* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noParkingAltEven_F** | *SignRestrict_01_noParkingAltEven* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noParkingAltOdd_F** | *SignRestrict_01_noParkingAltOdd* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noPassage_F** | *SignRestrict_01_noPassage* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noPollutingVehicles_F** | *SignRestrict_01_noPollutingVehicles* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noPoweredVehicles_F** | *SignRestrict_01_noPoweredVehicles* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noStopping_F** | *SignRestrict_01_noStopping* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_30_F** | *SignRestrict_01_speedLimit_30* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_50_F** | *SignRestrict_01_speedLimit_50* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_70_F** | *SignRestrict_01_speedLimit_70* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_80_d_F** | *SignRestrict_01_speedLimit_80_d* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_80_F** | *SignRestrict_01_speedLimit_80* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_end_F** | *SignRestrict_01_speedLimit_end* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_national_F** | *SignRestrict_01_speedLimit_national* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_aircrafts_F** | *SignWarning_01_aircrafts* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_animals_F** | *SignWarning_01_animals* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_bend_left_F** | *SignWarning_01_bend_left* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_bend_right_F** | *SignWarning_01_bend_right* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_crossRoad_F** | *SignWarning_01_crossRoad* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_doubleBend_left_F** | *SignWarning_01_doubleBend_left* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_doubleBend_right_F** | *SignWarning_01_doubleBend_right* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_herds_F** | *SignWarning_01_herds* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_chippings_F** | *SignWarning_01_chippings* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_junction_F** | *SignWarning_01_junction* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_junctionRoW_F** | *SignWarning_01_junctionRoW* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_other_F** | *SignWarning_01_other* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_pedestrianCrossing_F** | *SignWarning_01_pedestrianCrossing* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_ramp_F** | *SignWarning_01_ramp* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_roadworks_F** | *SignWarning_01_roadworks* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_rocks_F** | *SignWarning_01_rocks* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_steepDown_F** | *SignWarning_01_steepDown* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_steepUp_F** | *SignWarning_01_steepUp* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_stopOnRequest_F** | *SignWarning_01_stopOnRequest* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_unevenRoad_F** | *SignWarning_01_unevenRoad* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bollard_01_F** | *Bollard* | Civilian | Signs | City | Public |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ParkingMeter_01_F** | *Parking Meter* | Civilian | Signs | City | Public |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TownColumn_01_F** | *Town Entrance Pole* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_01_sharpBend_left_F** | *Sign_01_sharpBend_left* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_01_sharpBend_right_F** | *Sign_01_sharpBend_right* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergePost_01_F** | *Verge Post* | Civilian | Signs | Road Signs | Public |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DeckTractor_01_F** | *Deck Tractor* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Tractor | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TowBar_01_F** | *Towbar* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Tractor | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bomb_Trolley_01_F** | *Bomb Trolley* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Trolley | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Missle_Trolley_02_F** | *Missile Trolley* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Trolley | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_01_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Jets_Plane_Fighter_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_02_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Jets_Plane_Fighter_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_04_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Jets_Plane_Fighter_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ShipFlag_US_F** | *Ship Flagpole* | Civilian | Signs | Flags | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_Malden_F** | *Whiteboard (Map of Malden)* | Civilian | Furniture | Office | Public |  | A3_Props_F_Argo_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_Tanoa_F** | *Whiteboard (Map of Tanoa)* | Civilian | Furniture | Office | Public |  | A3_Props_F_Argo_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_Malden_F** | *Map of Malden* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_Tanoa_F** | *Map of Tanoa* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Altis_F** | *Sleeved Map (Altis)* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Malden_F** | *Sleeved Map (Malden)* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Tanoa_F** | *Sleeved Map (Tanoa)* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_02_F** | *Old Laptop (Closed)* | Civilian | Things | Military | Public |  | A3_Props_F_Argo_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_02_unfolded_F** | *Old Laptop (Open)* | Civilian | Things | Military | Public |  | A3_Props_F_Argo_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_01_english_F** | *Garbage Barrel (Smiley, English)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Argo_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_01_4x4_F** | *Dirt Patch (Small)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_01_6x8_F** | *Dirt Patch (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PedestrianCrossing_01_6m_4str_F** | *Pedestrian Crossing (Short)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PedestrianCrossing_01_6m_6str_F** | *Pedestrian Crossing* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PedestrianCrossing_01_8m_10str_F** | *Pedestrian Crossing (Long)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Puddle_01_F** | *Puddle (Small)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Puddle_02_F** | *Puddle (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCrack_01_2x2_F** | *Crack (2x2)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCrack_01_4x4_F** | *Crack (4x4)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCrack_01_6x2_F** | *Crack (6x2)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_pine_F** | *Stack of Planks (Pine)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Argo_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_messy_pine_F** | *Stack of Planks (Pine, Unfinished)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Argo_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_forRent_F** | *Sign (For Rent)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_forSale_F** | *Sign (For Sale)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_taxi_F** | *Sign (Taxi)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_WarningMilAreaSmall_english_F** | *Sign (Military Area, Small, English)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_WarningMilitaryArea_english_F** | *Sign (Military Area, English)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_WarningMilitaryVehicles_english_F** | *Sign (Military Vehicles, English)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_Patrol_Respawn_tent_F** | *Camp (Dome Tent, Combat Patrol)* | Civilian | Things | Camping | Protected |  | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_F** | *Whiteboard (Empty, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Stratis_F** | *Whiteboard (Map of Stratis, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Altis_F** | *Whiteboard (Map of Altis, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Tanoa_F** | *Whiteboard (Map of Tanoa, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Malden_F** | *Whiteboard (Map of Malden, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WoodenBed_01_F** | *Bed (Double, Wooden)* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TableSmall_01_F** | *Coffee Table* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TableBig_01_F** | *Dinner Table* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sofa_01_F** | *Sofa* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OfficeCabinet_02_F** | *Office Cabinet (Old)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ArmChair_01_F** | *Armchair* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rug_01_base_F** | *Building* | Civilian | Furniture | City | Protected | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Rug_01_F** | *Rug (Brown)* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Rug_01_Traditional_F** | *Rug (Brown, Traditional)* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_F** | *Stretcher* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_olive_F** | *Stretcher (Olive)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_sand_F** | *Stretcher (Sand)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_folded_F** | *Stretcher (Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_folded_olive_F** | *Stretcher (Olive, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_folded_sand_F** | *Stretcher (Sand, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_black_F** | *Body Bag (Black)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_blue_F** | *Body Bag (Blue)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_white_F** | *Body Bag (White)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_empty_black_F** | *Body Bag (Black, Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_empty_blue_F** | *Body Bag (Blue, Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_empty_white_F** | *Body Bag (White, Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_folded_black_F** | *Body Bag (Black, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_folded_blue_F** | *Body Bag (Blue, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_folded_white_F** | *Body Bag (White, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stethoscope_01_F** | *Stethoscope* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenBag_01_full_F** | *IV Bag (Full)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenBag_01_empty_F** | *IV Bag (Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenStand_01_empty_F** | *IV Stand (Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenStand_01_1bag_F** | *IV Stand (1 Bag)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenStand_01_2bags_F** | *IV Stand (2 Bags)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FirstAidKit_01_closed_F** | *First Aid Box (Closed)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FirstAidKit_01_open_F** | *First Aid Box (Open)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V2_white_F** | *Camping Chair (White)* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_white_F** | *Camping Table (White)* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_small_white_F** | *Camping Table (Small, White)* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_01_F** | *Air Conditioning Unit* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_02_F** | *Air Conditioning Unit (Hose, Long)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_03_F** | *Air Conditioning Unit (Hose, Short)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_04_F** | *Air Conditioning Unit (Hoses, Short)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_01_F** | *Emergency Blanket* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_01_stack_F** | *Emergency Blankets* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_01_discarded_F** | *Emergency Blanket (Discarded)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_02_F** | *Emergency Blanket (Thermal)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_02_stack_F** | *Emergency Blankets (Thermal)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_02_discarded_F** | *Emergency Blanket (Thermal, Discarded)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Large_Old_F** | *Blood Pool (Large, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Large_New_F** | *Blood Pool (Large, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Medium_Old_F** | *Blood Pool (Medium, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Medium_New_F** | *Blood Pool (Medium, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Large_Old_F** | *Blood Splatter (Large, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Large_New_F** | *Blood Splatter (Large, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Medium_Old_F** | *Blood Splatter (Medium, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Medium_New_F** | *Blood Splatter (Medium, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Small_Old_F** | *Blood Splatter (Small, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Small_New_F** | *Blood Splatter (Small, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSpray_01_Old_F** | *Blood Spray (Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSpray_01_New_F** | *Blood Spray (New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodTrail_01_Old_F** | *Blood Trail (Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodTrail_01_New_F** | *Blood Trail (New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Bandage_F** | *Medical Garbage (Bandage)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Injector_F** | *Medical Garbage (Injector)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Packaging_F** | *Medical Garbage (Packaging)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Gloves_F** | *Medical Garbage (Gloves)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_FirstAidKit_F** | *Medical Garbage (First Aid Kit)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_1x1_v1_F** | *Medical Garbage (1x1, v1)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_1x1_v2_F** | *Medical Garbage (1x1, v2)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_1x1_v3_F** | *Medical Garbage (1x1, v3)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_3x3_v1_F** | *Medical Garbage (3x3, v1)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_3x3_v2_F** | *Medical Garbage (3x3, v2)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_5x5_v1_F** | *Medical Garbage (5x5)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_brown_F** | *Cardboard Box (Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_brown_IDAP_F** | *Cardboard Box (Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_brown_food_F** | *Cardboard Box (Food) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_white_IDAP_F** | *Cardboard Box (White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_white_med_F** | *Cardboard Box (Medical) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_ransacked_brown_IDAP_F** | *Cardboard Box (Brown, Ransacked) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_ransacked_white_IDAP_F** | *Cardboard Box (White, Ransacked) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_ransacked_brown_F** | *Cardboard Box (Brown, Ransacked)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_open_brown_F** | *Cardboard Box (Brown, Open)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_open_brown_IDAP_F** | *Cardboard Box (Brown, Open) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_open_white_IDAP_F** | *Cardboard Box (White, Open) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_destroyed_brown_IDAP_F** | *Cardboard Box (Brown, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_destroyed_white_IDAP_F** | *Cardboard Box (White, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_destroyed_brown_F** | *Cardboard Box (Brown, Destroyed)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_stacked_F** | *Cardboard Boxes (Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_PaperBox_01_open_empty_F** | *Box (Open, Empty)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_open_boxes_F** | *Box (Open, Boxes) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_open_water_F** | *Box (Open, Water) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LiquidDispenser_01_F** | *Liquid Dispenser* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticBucket_01_closed_F** | *Plastic Bucket (Closed)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticBucket_01_open_F** | *Plastic Bucket (Open)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_full_white_idap_F** | *Food Sack (White, Full) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_full_brown_idap_F** | *Food Sack (Brown, Full) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_full_brown_F** | *Food Sack (Brown, Full)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_empty_white_idap_F** | *Food Sack (White, Empty) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_empty_brown_idap_F** | *Food Sack (Brown, Empty) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_empty_brown_F** | *Food Sack (Brown, Empty)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_dmg_white_idap_F** | *Food Sack (White, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_dmg_brown_idap_F** | *Food Sack (Brown, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_dmg_brown_F** | *Food Sack (Brown, Destroyed)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_small_white_idap_F** | *Food Sacks (Small Heap, White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_small_brown_idap_F** | *Food Sacks (Small Heap, Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_small_brown_F** | *Food Sacks (Small Heap, Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_large_white_idap_F** | *Food Sacks (Large Heap, White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_large_brown_idap_F** | *Food Sacks (Large Heap, Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_large_brown_F** | *Food Sacks (Large Heap, Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_cargo_white_idap_F** | *Cargo Net (Sacks, White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_FoodSacks_01_cargo_brown_idap_F** | *Cargo Net (Sacks, Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_FoodSacks_01_cargo_brown_F** | *Cargo Net (Sacks, Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_WaterBottle_01_full_F** | *Water Bottle (Full)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_empty_F** | *Water Bottle (Empty)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_compressed_F** | *Water Bottle (Empty, Compressed)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_cap_F** | *Water Bottle Cap* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_pack_F** | *Water Bottle Pack* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_stack_F** | *Water Bottle Stack* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_Red_F** | *Canister (Fuel, Red)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_Blue_F** | *Canister (Fuel, Blue)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_White_F** | *Canister (Fuel, White)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodContainer_01_White_F** | *Food Container (Large, White)* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_gray_F** | *Plastic Case (Large, Gray)* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_idap_F** | *Plastic Case (Large, White) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_gray_F** | *Plastic Case (Medium, Gray)* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_idap_F** | *Plastic Case (Medium, White) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_gray_F** | *Plastic Case (Small, Gray)* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_idap_F** | *Plastic Case (Small, White) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Orange_01_F** | *Orange* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Orange_01_NoPop_F** | *Orange* | Civilian | Things | Food | Protected |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pumpkin_01_F** | *Pumpkin* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pumpkin_01_NoPop_F** | *Pumpkin* | Civilian | Things | Food | Protected |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_01_F** | *Photoframe* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_01_broken_F** | *Photoframe (broken)* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FlowerPot_01_F** | *Flowerpot (Soil)* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FlowerPot_01_Flower_F** | *Flowerpot (Plant)* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wallet_01_F** | *Wallet* | Civilian | Things | Intel | Public | ORANGE | A3_Props_F_Orange_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_mousepad_F** | *PC Set (Mouse Pad)* | Civilian | Things | Electronics | Public | ORANGE | A3_Props_F_Orange_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_mousepad_IDAP_F** | *PC Set (Mouse Pad, IDAP)* | Civilian | Things | Electronics | Public | ORANGE | A3_Props_F_Orange_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Crowbar_01_F** | *Crowbar* | Civilian | Things | Tools | Public | ORANGE | A3_Props_F_Orange_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_F** | *Van Tire* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_Spare_F** | *Van Tire (Spare)* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_Cargo_F** | *Van Tire (Rim, Cargo)* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_Transport_F** | *Van Tire (Rim, Transport)* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Flag_IDAP_F** | *Flag (IDAP)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_F** | *Banner* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_FIA_F** | *Banner (FIA)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_CSAT_F** | *Banner (CSAT)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_AAF_F** | *Banner (AAF)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_NATO_F** | *Banner (NATO)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_IDAP_F** | *Banner (IDAP)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Cargo10_IDAP_F** | *Cargo Container (Short) [IDAP]* | Civilian | Things | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_IDAP_F** | *Cargo Container (Medium) [IDAP]* | Civilian | Things | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_IDAP_F** | *Cargo Container (Long) [IDAP]* | Civilian | Things | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesTall_F** | *Sign (Mines, Tall)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesTall_English_F** | *Sign (Mines, Tall, International)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesTall_Greek_F** | *Sign (Mines, Tall, Altis)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesDanger_English_F** | *Sign (Mines Danger, International)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesDanger_Greek_F** | *Sign (Mines Danger, Altis)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningNoWeapon_F** | *Sign (No Weapons, International)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningNoWeaponAltis_F** | *Sign (No Weapons, Altis)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningNoWeaponTanoa_F** | *Sign (No Weapons, Tanoa)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FlagMarker_01_F** | *Flag (Marker)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_IDAP_F** | *Sign (IDAP)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_01_IDAP_F** | *Sign (IDAP)* | Civilian | Signs | Advertisements | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_01_IDAP_F** | *Sign (IDAP - Small)* | Civilian | Signs | Advertisements | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_EntranceGate_01_narrow_F** | *Entrance Gate (IDAP)* | Civilian | Signs | Advertisements | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WallSign_01_F** | *Wall Sign* | Civilian | Signs | Blanks | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_WallSign_01_chalkboard_F** | *Wall Sign (Chalkboard)* | Civilian | Signs | Blanks | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Sign_Sphere10cm_Geometry_F** | *Sphere (Geometry, 10cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere25cm_Geometry_F** | *Sphere (Geometry, 25cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere100cm_Geometry_F** | *Sphere (Geometry, 100cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere200cm_Geometry_F** | *Sphere (Geometry, 200cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MemoryFragment_F** |  | Civilian | Signs | Helpers | Protected |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_F** | *Leaflet* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_Old_F** | *Leaflet (Old)* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_New_F** | *Leaflet (New)* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_Stack_F** | *Leaflet (Stack)* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO1_F** | *UXO (Common) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO2_F** | *UXO (Sensitive) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO3_F** | *UXO (Tough) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO4_F** | *UXO (Delayed) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO1_F** | *UXO (Common) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO2_F** | *UXO (Sensitive) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO3_F** | *UXO (Tough) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO4_F** | *UXO (Delayed) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO1_F** | *UXO (Common) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO2_F** | *UXO (Sensitive) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO3_F** | *UXO (Tough) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO4_F** | *UXO (Delayed) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleAPERSMineDispenser_Mine_F** | *APERS Mine Dispenser Mine* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_APERSMineDispenser_F** | *APERS Mine Dispenser* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleTrainingMine_01_F** | *Training mine* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_B_UAV_06_F** | *AL-6 Case [NATO]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_O_UAV_06_F** | *AL-6 Case [CSAT]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_I_UAV_06_F** | *AL-6 Case [AAF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_IDAP_UAV_06_F** | *Utility Drone Case [IDAP]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_UAV_06_F** | *Utility Drone Case* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_UAV_06_Swifd_F** | *Utility Drone Case (Swifd)* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_B_UAV_06_medical_F** | *AL-6 Case (Medical) [NATO]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_O_UAV_06_medical_F** | *AL-6 Case (Medical) [CSAT]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_I_UAV_06_medical_F** | *AL-6 Case (Medical) [AAF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_IDAP_UAV_06_medical_F** | *Utility Drone Case (Medical) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_UAV_06_medical_F** | *Utility Drone Case (Medical)* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TankRoadWheels_01_single_F** | *Tank road wheel* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankSprocketWheels_01_single_F** | *Tank sprocket wheel* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankTracks_01_short_F** | *Tank tracks (Short)* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankTracks_01_long_F** | *Tank tracks (Long)* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankEngine_01_F** | *Tank engine* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_TankEngine_01_used_F** | *Tank engine (Used)* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_TorqueWrench_01_F** | *Torque Wrench* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BoreSighter_01_F** | *Tank Bore Sighter* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RefuelingHose_01_F** | *Refueling Hose* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_02_F** | *Dirt Patch 2 (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Tank_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_03_F** | *Dirt Patch 3 (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Tank_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_04_F** | *Dirt Patch 4 (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Tank_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BriefingRoomDesk_01_F** | *Briefing Room Desk* | Civilian | Things | Electronics | Public |  | A3_Props_F_Destroyer_Military_BriefingRoomDesk | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BriefingRoomScreen_01_F** | *Briefing Room Screen* | Civilian | Things | Electronics | Public |  | A3_Props_F_Destroyer_Military_BriefingRoomScreen | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WoodenTable_02_large_F** | *Picnic Table* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Enoch_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_Enoch_F** | *Whiteboard (Map of Livonia)* | Civilian | Furniture | Office | Public | Enoch | A3_Props_F_Enoch_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Enoch_F** | *Whiteboard (Map of Livonia, Wall)* | Civilian | Furniture | Office | Public | Enoch | A3_Props_F_Enoch_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TransferSwitch_01_F** | *Transfer Switch* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Industrial_Electric | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Map_Enoch_F** | *Map of Livonia* | Civilian | Things | Camping | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Enoch_F** | *Sleeved Map (Livonia)* | Civilian | Things | Camping | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Book_01_F** | *Book (Small)* | Civilian | Things | Sport & Recreation | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Book_02_F** | *Book (Large)* | Civilian | Things | Sport & Recreation | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Newspaper_01_F** | *Newspaper* | Civilian | Things | Office | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **AluminiumFoil_01_F** | *Tin Foil* | Civilian | Things | Tools | Public | Enoch | A3_Props_F_Enoch_Items_AluminiumFoil | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_olive_F** | *Rugged Portable Lamp (Single, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_yellow_F** | *Rugged Portable Lamp (Single, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_black_F** | *Rugged Portable Lamp (Single, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_sand_F** | *Rugged Portable Lamp (Single, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_olive_F** | *Rugged Portable Lamp (Double, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_yellow_F** | *Rugged Portable Lamp (Double, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_black_F** | *Rugged Portable Lamp (Double, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_sand_F** | *Rugged Portable Lamp (Double, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_olive_F** | *Rugged Portable Lamp (Quad, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_yellow_F** | *Rugged Portable Lamp (Quad, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_black_F** | *Rugged Portable Lamp (Quad, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_sand_F** | *Rugged Portable Lamp (Quad, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_olive_F** | *Rugged Portable Lamp (Folded, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_yellow_F** | *Rugged Portable Lamp (Folded, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_black_F** | *Rugged Portable Lamp (Folded, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_sand_F** | *Rugged Portable Lamp (Folded, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_olive_F** | *Rugged Portable Lamp (Single, Folded, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_yellow_F** | *Rugged Portable Lamp (Single, Folded, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_black_F** | *Rugged Portable Lamp (Single, Folded, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_sand_F** | *Rugged Portable Lamp (Single, Folded, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_suspended_F** | *Tent Lamp (Suspended, White)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_standing_F** | *Tent Lamp (Standing, White)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_suspended_red_F** | *Tent Lamp (Suspended, Red)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_standing_red_F** | *Tent Lamp (Standing, Red)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_7drawers_olive_F** | *Rugged Portable Cabinet (Olive, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_7drawers_black_F** | *Rugged Portable Cabinet (Black, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_7drawers_sand_F** | *Rugged Portable Cabinet (Sand, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_4drawers_olive_F** | *Rugged Portable Cabinet (Olive, 4 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_4drawers_black_F** | *Rugged Portable Cabinet (Black, 4 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_4drawers_sand_F** | *Rugged Portable Cabinet (Sand, 4 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_medical_F** | *Rugged Portable Cabinet (Medical, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_lid_olive_F** | *Rugged Portable Cabinet Lid (Olive)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_lid_black_F** | *Rugged Portable Cabinet Lid (Black)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_lid_sand_F** | *Rugged Portable Cabinet Lid (Sand)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_bookcase_olive_F** | *Rugged Portable Cabinet (Olive, Books)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_bookcase_black_F** | *Rugged Portable Cabinet (Black, Books)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_bookcase_sand_F** | *Rugged Portable Cabinet (Sand, Books)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_closed_olive_F** | *Rugged Portable Cabinet (Olive, Closed)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_closed_black_F** | *Rugged Portable Cabinet (Black, Closed)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_closed_sand_F** | *Rugged Portable Cabinet (Sand, Closed)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_olive_F** | *Tent (Solar, Olive)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_sand_F** | *Tent (Solar, Sand)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_bluewhite_F** | *Tent (Solar, Blue-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_redwhite_F** | *Tent (Solar, Red-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_olive_F** | *Tent (Solar, Folded, Olive)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_sand_F** | *Tent (Solar, Folded, Sand)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_bluewhite_F** | *Tent (Solar, Folded, Blue-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_redwhite_F** | *Tent (Solar, Folded, Red-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_olive_F** | *Rugged Portable Desk (Olive)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_black_F** | *Rugged Portable Desk (Black)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_sand_F** | *Rugged Portable Desk (Sand)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_panel_olive_F** | *Rugged Portable Desk (Olive, Panel)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_panel_black_F** | *Rugged Portable Desk (Black, Panel)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_panel_sand_F** | *Rugged Portable Desk (Sand, Panel)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SatelliteAntenna_01_mounted_base_F** | *Building* | Civilian | Things | Electronics | Protected | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SatelliteAntenna_01_small_mounted_base_F** | *Building* | Civilian | Things | Electronics | Protected | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Olive_F** | *Satellite Antenna (Olive)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Black_F** | *Satellite Antenna (Black)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Sand_F** | *Satellite Antenna (Sand)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Mounted_Olive_F** | *Mounted Satellite Antenna (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Mounted_Black_F** | *Mounted Satellite Antenna (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Mounted_Sand_F** | *Mounted Satellite Antenna (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Olive_F** | *Satellite Antenna (Small, Olive)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Black_F** | *Satellite Antenna (Small, Black)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Sand_F** | *Satellite Antenna (Small, Sand)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Mounted_Olive_F** | *Mounted Satellite Antenna (Small, Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Mounted_Black_F** | *Mounted Satellite Antenna (Small, Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Mounted_Sand_F** | *Mounted Satellite Antenna (Small, Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v1_sand_F** | *Rugged Dual Screen (Sand, Horizontal)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v2_sand_F** | *Rugged Dual Screen (Sand, Vertical)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_large_sand_F** | *Rugged Large Screen (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 11<br>- **Slingloadable:** No |\n|  | **Land_PortableGenerator_01_sand_F** | *Rugged Portable Generator (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Tablet_02_sand_F** | *Rugged Tablet (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v1_black_F** | *Rugged Dual Screen (Black, Horizontal)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v2_black_F** | *Rugged Dual Screen (Black, Vertical)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_large_black_F** | *Rugged Large Screen (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 11<br>- **Slingloadable:** No |\n|  | **Land_PortableGenerator_01_black_F** | *Rugged Portable Generator (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Tablet_02_black_F** | *Rugged Tablet (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_DeskChair_01_black_F** | *Rugged Desk Chair (Black)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeskChair_01_olive_F** | *Rugged Desk Chair (Olive)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeskChair_01_sand_F** | *Rugged Desk Chair (Sand)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Decontamination_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ContainmentArea_01_black_F** | *Spill Bund (Large, Black)* | Civilian | Things | Decontamination | Public |  | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_02_black_F** | *Spill Bund (Medium, Black)* | Civilian | Things | Decontamination | Public |  | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ContainmentArea_03_F** | *Containment Berm* | Civilian | Things | Decontamination | Protected | Contact | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_03_black_F** | *Spill Bund (Small, Black)* | Civilian | Things | Decontamination | Public | Contact | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_03_yellow_F** | *Spill Bund (Small, Yellow)* | Civilian | Things | Decontamination | Public | Contact | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconShower_01_F** | *Decon Shower* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconShower_01_sound_F** |  | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconShower_02_F** | *Decon Shower (Large)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **SpinalBoard_01_orange_F** | *Spinal Board (Orange)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SpinalBoard_01_white_F** | *Spinal Board (White)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SpinalBoard_01_black_F** | *Spinal Board (Black)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sponge_01_dry_F** | *Sponge (Dry)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sponge_01_Wet_F** | *Sponge (Wet)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Broom_01_yellow_F** | *Broom (Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Broom_01_grey_F** | *Broom (Grey)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Brush_01_yellow_F** | *Brush (Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Brush_01_green_F** | *Brush (Green)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TrashBagHolder_01_F** | *Trash Bag Holder* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WalkingFrame_01_F** | *Walking Frame* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **StretcherRollerSystem_01_F** | *Stretcher Roller System* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **AntidoteKit_01_F** | *Antidote Kit* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconKit_01_F** | *Decon Kit* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DrainageDeck_01_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DrainageDeck_01_F** | *Drainage Deck* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SCBACylinder_01_F** | *SCBA Cylinder* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SCBACylinder_01_CUR_F** | *SCBA Cylinder (CUR)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_extended_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_F** | *Coiled Hose Spray (Retracted)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_Extended_F** | *Coiled Hose Spray (Extended)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Yellow_F** | *Tarp (Large, Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Green_F** | *Tarp (Large, Green)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Red_F** | *Tarp (Large, Red)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Black_F** | *Tarp (Large, Black)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Yellow_F** | *Tarp (Small, Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Green_F** | *Tarp (Small, Green)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Red_F** | *Tarp (Small, Red)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Black_F** | *Tarp (Small, Black)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Small_New_F** | *Water Spill (Small, New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Small_Foam_F** | *Water Spill (Small, Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Small_Old_F** | *Water Spill (Small, Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Medium_New_F** | *Water Spill (Medium, New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Medium_Foam_F** | *Water Spill (Medium, Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Medium_Old_F** | *Water Spill (Medium, Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Large_New_F** | *Water Spill (Large, New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Large_Foam_F** | *Water Spill (Large, Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Large_Old_F** | *Water Spill (Large, Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterTrail_01_New_F** | *Water Trail (New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterTrail_01_Old_F** | *Water Trail (Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterTrail_01_Foam_F** | *Water Trail (Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **HazmatBag_01_F** | *Hazmat Bag (Full)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **HazmatBag_01_empty_F** | *Hazmat Bag (Empty)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **HazmatBag_01_roll_F** | *Hazmat Bag Roll* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_yellow_F** | *CBRN Packaging (Yellow, Open)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_olive_F** | *CBRN Packaging (Olive, Open)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_closed_yellow_F** | *CBRN Packaging (Yellow, Closed)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_closed_olive_F** | *CBRN Packaging (Olive, Closed)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNLid_01_yellow_F** | *CBRN Packaging Lid (Yellow)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNLid_01_olive_F** | *CBRN Packaging Lid (Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNCase_01_F** | *CBRN Inner Packaging* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GenericCables_01_base_F** | *Building* | Civilian | Things | Village | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_Roll_F** | *Pressure Hose (Roll)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_StraightLong_F** | *Pressure Hose (Straight, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_StraightShort_F** | *Pressure Hose (Straight, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_SBend_F** | *Pressure Hose (S-Bend)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_Corner_F** | *Pressure Hose (Corner)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_CurveLong_F** | *Pressure Hose (Curve, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_CurveShort_F** | *Pressure Hose (Curve, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_Step_F** | *Pressure Hose (Step)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_Roll_F** | *Lay-Flat Hose (Roll)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_StraightLong_F** | *Lay-Flat Hose (Straight, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_StraightShort_F** | *Lay-Flat Hose (Straight, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_SBend_F** | *Lay-Flat Hose (S-Bend)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_Corner_F** | *Lay-Flat Hose (Corner)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_CurveLong_F** | *Lay-Flat Hose (Curve, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_CurveShort_F** | *Lay-Flat Hose (Curve, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_Step_F** | *Lay-Flat Hose (Step)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_Roll_F** | *Power Cable (Roll)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_StraightLong_F** | *Power Cable (Straight, Long)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_StraightShort_F** | *Power Cable (Straight, Short)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_SBend_F** | *Power Cable (S-Bend)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_Corner_F** | *Power Cable (Corner)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_CurveLong_F** | *Power Cable (Curve, Long)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_CurveShort_F** | *Power Cable (Curve, Short)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_Step_F** | *Power Cable (Step)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_olive_F** | *Rugged Multi-Screen Computer (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_black_F** | *Rugged Multi-Screen Computer (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_sand_F** | *Rugged Multi-Screen Computer (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_closed_olive_F** | *Rugged Multi-Screen Computer (Olive, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_closed_black_F** | *Rugged Multi-Screen Computer (Black, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_closed_sand_F** | *Rugged Multi-Screen Computer (Sand, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_IPPhone_01_olive_F** | *Rugged IP Telephone (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_IPPhone_01_black_F** | *Rugged IP Telephone (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_IPPhone_01_sand_F** | *Rugged IP Telephone (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Laptop_03_olive_F** | *Rugged Laptop (Olive, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Laptop_03_black_F** | *Rugged Laptop (Black, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Laptop_03_sand_F** | *Rugged Laptop (Sand, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_laptop_03_closed_olive_F** | *Rugged Laptop (Olive, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_laptop_03_closed_black_F** | *Rugged Laptop (Black, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_laptop_03_closed_sand_F** | *Rugged Laptop (Sand, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_olive_F** | *Rugged Portable Server Unit (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_black_F** | *Rugged Portable Server Unit (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_sand_F** | *Rugged Portable Server Unit (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_cover_olive_F** | *Rugged Portable Server Unit Cover (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_cover_black_F** | *Rugged Portable Server Unit Cover (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_cover_sand_F** | *Rugged Portable Server Unit Cover (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Computer_01_olive_F** | *Rugged Computer (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Computer_01_black_F** | *Rugged Computer (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Computer_01_sand_F** | *Rugged Computer (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Router_01_olive_F** | *Rugged Router (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Router_01_black_F** | *Rugged Router (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Router_01_sand_F** | *Rugged Router (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_olive_F** | *Flexible Solar Panel (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_sand_F** | *Flexible Solar Panel (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_folded_olive_F** | *Flexible Solar Panel (Olive, Folded)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_folded_sand_F** | *Flexible Solar Panel (Sand, Folded)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_04_olive_F** | *Rugged Solar Panel (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_04_black_F** | *Rugged Solar Panel (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_04_sand_F** | *Rugged Solar Panel (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_open_olive_F** | *Rugged Battery Pack (Olive, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_open_black_F** | *Rugged Battery Pack (Black, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_open_sand_F** | *Rugged Battery Pack (Sand, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_closed_olive_F** | *Rugged Battery Pack (Olive, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_closed_black_F** | *Rugged Battery Pack (Black, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_closed_sand_F** | *Rugged Battery Pack (Sand, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_battery_olive_F** | *Rechargeable Battery (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_battery_black_F** | *Rechargeable Battery (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_battery_sand_F** | *Rechargeable Battery (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableWeatherStation_01_white_F** | *Portable Weather Station (White)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableWeatherStation_01_olive_F** | *Portable Weather Station (Olive)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableWeatherStation_01_sand_F** | *Portable Weather Station (Sand)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OmniDirectionalAntenna_01_sand_F** | *Omnidirectional Antenna (Sand)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OmniDirectionalAntenna_01_olive_F** | *Omnidirectional Antenna (Olive)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OmniDirectionalAntenna_01_black_F** | *Omnidirectional Antenna (Black)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_02_F** | *Garbage Barrel (Military)* | Civilian | Things | Junk | Public | Enoch | A3_Props_F_Enoch_Military_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_02_buried_F** | *Garbage Barrel (Buried, Military)* | Civilian | Things | Junk | Public | Enoch | A3_Props_F_Enoch_Military_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BurntGarbage_01_F** | *Burnt Garbage (v1)* | Civilian | Things | Junk | Public | Enoch | A3_Props_F_Enoch_Military_Garbage | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_black_F** | *Plastic Case (Large, Black)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_black_CBRN_F** | *Plastic Case (Large, Black, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_black_F** | *Plastic Case (Medium, Black)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_black_CBRN_F** | *Plastic Case (Medium, Black, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_black_F** | *Plastic Case (Small, Black)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_black_CBRN_F** | *Plastic Case (Small, Black, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_olive_F** | *Plastic Case (Large, Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_olive_CBRN_F** | *Plastic Case (Large, Olive, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_olive_F** | *Plastic Case (Medium, Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_olive_CBRN_F** | *Plastic Case (Medium, Olive, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_olive_F** | *Plastic Case (Small, Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_olive_CBRN_F** | *Plastic Case (Small, Olive, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_CBRN_F** | *Plastic Case (Large, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_CBRN_F** | *Plastic Case (Medium, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_CBRN_F** | *Plastic Case (Small, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Truck_01_Rack_F** | *HEMTT Rack* | Civilian | Things | Storage | Public |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Truck_01_Rack_tropic_F** | *HEMTT Rack (Tropic)* | Civilian | Things | Storage | Public |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **UGV_02_ExternalDetector_F** | *Special Measurement Device* | Civilian | Things | Machines | Public | Enoch | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **UGV_02_Wheel_F** | *ED-1 Wheel* | Civilian | Things | Machines | Public | Enoch | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **UGV_02_Tracks_F** | *ED-1 Tracks* | Civilian | Things | Machines | Public | Enoch | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Scaffolding_New_F** | *Scaffolding (New)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Civilian_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_single_F** | *Concrete Panel (Decal)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_F** | *Concrete Panels (Decal)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_end1_F** | *Concrete Panels (Decal, End 1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_end2_F** | *Concrete Panels (Decal, End 2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_01_F** | *Road Patch (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_02_F** | *Road Patch (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_03_F** | *Road Patch (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_04_F** | *Road Patch (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_05_F** | *Road Patch (v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_06_F** | *Road Patch (v6)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_07_F** | *Road Patch (v7)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_08_F** | *Road Patch (v8)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_09_F** | *Road Patch (v9)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_10_F** | *Road Patch (v10)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_11_F** | *Road Patch (v11)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_12_F** | *Road Patch (v12)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_01_F** | *Road Crack (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_02_F** | *Road Crack (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_03_F** | *Road Crack (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_04_F** | *Road Crack (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_05_F** | *Road Crack (v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long1_F** | *Road Cracks (Long, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long2_F** | *Road Cracks (Long, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long3_F** | *Road Cracks (Long, v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long4_F** | *Road Cracks (Long, v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long5_F** | *Road Cracks (Long, v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_medium1_F** | *Road Cracks (Medium, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_medium2_F** | *Road Cracks (Medium, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_01_F** | *Road Crack Seal (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_02_F** | *Road Crack Seal (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_03_F** | *Road Crack Seal (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_04_F** | *Road Crack Seal (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_05_F** | *Road Crack Seal (v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_06_F** | *Road Crack Seal (v6)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_01_F** | *Oil Stain (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_02_F** | *Oil Stain (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_03_F** | *Oil Stain (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_04_F** | *Oil Stain (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_01_F** | *Dirt Road Cracks (Long, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_02_F** | *Dirt Road Cracks (Long, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_03_F** | *Dirt Road Cracks (Long, v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_04_F** | *Dirt Road Cracks (Long, v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_05_F** | *Dirt Road Cracks (Long, v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_01_F** | *Dirt Road Rocks (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_02_F** | *Dirt Road Rocks (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_03_F** | *Dirt Road Rocks (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_04_F** | *Dirt Road Rocks (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_v1_F** | *Tire Track (Straight, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_v2_F** | *Tire Track (Straight, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_start_F** | *Tire Track (Straight, Start)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_end_F** | *Tire Track (Straight, End)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_left_v1_F** | *Tire Track (Left Curve, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_left_v2_F** | *Tire Track (Left Curve, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_left_crossing_F** | *Tire Track (Left Crossing)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_right_v1_F** | *Tire Track (Right Curve, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_right_v2_F** | *Tire Track (Right Curve, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_right_crossing_F** | *Tire Track (Right Crossing)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_05_F** | *Dirt Patch 5 (Large)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_EMP_F** | *Cargo Container (EMP-Proof)* | Civilian | Things | Storage | Public | Enoch | A3_Structures_F_Enoch_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_EMP_Training_F** | *Cargo Container (EMP-Proof, Training)* | Civilian | Things | Storage | Public | Enoch | A3_Structures_F_Enoch_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_01_F** | *Timber Log (v1)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_02_F** | *Timber Log (v2)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_03_F** | *Timber Log (v3)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_04_F** | *Timber Log (v4)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_05_F** | *Timber Log (v5)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_02_F** | *Timber Pile (v1)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_03_F** | *Timber Pile (v2)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_04_F** | *Timber Pile (v3)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_05_F** | *Timber Pile (v4)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_02_F** | *Woodpile (v2)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_03_F** | *Woodpile (v3)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_04_F** | *Woodpile (v4)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Flag_EAF_F** | *Flag (LDF)* | Civilian | Signs | Flags | Public | Enoch | A3_Structures_F_Enoch_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Enoch_F** | *Flag (Livonia)* | Civilian | Signs | Flags | Public | Enoch | A3_Structures_F_Enoch_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_EAF_F** | *Banner (LDF)* | Civilian | Signs | Flags | Public | Enoch | A3_Structures_F_Enoch_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_01_decal_F** | *Shell Crater (Decal, Small)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_01_F** | *Shell Crater (Small)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_small_F** | *Shell Crater (Medium)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_large_F** | *Shell Crater (Large)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_extralarge_F** | *Shell Crater (Extra Large)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_decal_F** | *Shell Crater (Decal, Large)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_debris_F** | *Shell Crater (Debris)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OldFactorySign_01_F** | *Old Factory Sign* | Civilian | Signs | Other | Public | Enoch | A3_Structures_F_Enoch_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OldFactorySign_01_graffiti_F** | *Old Factory Sign (Graffiti)* | Civilian | Signs | Other | Public | Enoch | A3_Structures_F_Enoch_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergePost_02_v1_F** | *Verge Post (Old)* | Civilian | Signs | Road Signs | Public | Enoch | A3_Structures_F_Enoch_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergePost_02_v2_F** | *Verge Post (Old, Damaged)* | Civilian | Signs | Road Signs | Public | Enoch | A3_Structures_F_Enoch_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_entry_en_pl_F** | *Sign (Military Area, Enter, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_leave_en_pl_F** | *Sign (Military Area, Exit, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_noentry_big_en_pl_F** | *Sign (Military Area, Large, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_noentry_small_en_pl_F** | *Sign (Military Area, Small, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_uwaga_pl_1_F** | *Sign (Warning, Polish, v1)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_uwaga_pl_2_F** | *Sign (Warning, Polish, v2)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_white_F** | *Light Cone (White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_orange_F** | *Light Cone (Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_red_F** | *Light Cone (Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_green_F** | *Light Cone (Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_blue_F** | *Light Cone (Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_white_F** | *Light Cone (Narrow, White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_orange_F** | *Light Cone (Narrow, Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_red_F** | *Light Cone (Narrow, Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_green_F** | *Light Cone (Narrow, Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_blue_F** | *Light Cone (Narrow, Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_white_F** | *Light Cone (Wide, White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_orange_F** | *Light Cone (Wide, Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_red_F** | *Light Cone (Wide, Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_green_F** | *Light Cone (Wide, Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_blue_F** | *Light Cone (Wide, Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_white_F** | *Light Cone (Long, White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_orange_F** | *Light Cone (Long, Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_red_F** | *Light Cone (Long, Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_green_F** | *Light Cone (Long, Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_blue_F** | *Light Cone (Long, Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_762x39** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_I_E_UAV_06_F** | *AL-6 Case [LDF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Enoch_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_I_E_UAV_06_medical_F** | *AL-6 Case (Medical) [LDF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Enoch_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **SmartMarker_Base_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_Default2_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Area_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Cache_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Cache_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_MosquitosArea_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Minefield_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Cache_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_CacheFound_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_CacheFound_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CacheFound_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Loc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Loc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Loc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Camp_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Boats_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Trucks_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Cars_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Cars_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Workshop_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Helicopters_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Planes_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Armory_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Armory_B_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Armory_Special_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Misc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_CarCharge_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_CarChargeActive_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Armory_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_HQ_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Boats_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Rest_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Plane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Plane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_U_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_HQ_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Storage_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_U_Sleep_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Ambush_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_PickUp_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Sleep_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Sleep_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_DeliveryPoint_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_TimeBomb_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Transport_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_TransportPerson_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_TransportPlane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Defend_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Transport_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Transport_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Fetch_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Fetch_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Fetch_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Mosquitos_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_U_Mosquitos_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Team_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Team_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Support_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Location_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Destroy_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Upload_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Distraction_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_House_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_IDAP_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CSAT_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Gendarme_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Convoy_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_SDV_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_checkpoint_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_checkpoint_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CommandCenter_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CommsCenter_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Facility_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Patrol_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_AA_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Depo_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Outpost_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_plane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_tank_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_heli_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_mortar_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_mech_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_naval_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Meeting_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_HiddenGun_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MoneyBills_01_bunch_F** | *Money (Notes)* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MoneyBills_01_roll_F** | *Money (Roll)* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MoneyBills_01_stack_F** | *Money (Stack)* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Key_01_F** | *Keys* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_USB_Dongle_01_F** | *Flash Drive* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Antimalaricum_01_F** | *Antimalarial Pills* | Civilian | Things | Medicine | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Creditcard_01_F** | *Bank Card* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Military_ID_Card_01_F** | *ID Card [CSAT]* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_Intel_01_F** | *PC Set (Screen, Intel v1)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_Intel_02_F** | *PC Set (Screen, Intel v2)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_Intel_01_F** | *Laptop (Open, Intel v1)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_Intel_02_F** | *Laptop (Open, Intel v2)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_Intel_Oldman_F** | *Laptop (Open, Intel v3)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Decal_ScorchMark_01_small_F** | *Scorch Mark (Small)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_ScorchMark_01_large_F** | *Scorch Mark (Large)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_Garbage_01_F** | *Garbage Decal* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_01_F** | *Road Edge Dirt (v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_02_F** | *Road Edge Dirt (v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_03_F** | *Road Edge Dirt (v3)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_04_F** | *Road Edge Dirt (v4)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_05_F** | *Road Edge Dirt (v5)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_06_F** | *Road Edge Dirt (v6)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_07_F** | *Road Edge Dirt (v7)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_08_F** | *Road Edge Dirt (v8)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_09_F** | *Road Edge Dirt (v9)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_10_F** | *Road Edge Dirt (v10)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrokenCarGlass_01_6x2_F** | *Broken Glass (6x2m)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrokenCarGlass_01_4x4_F** | *Broken Glass (4x4m)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Big_01_F** | *Bullet Holes (Big, v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Big_02_F** | *Bullet Holes (Big, v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Small_01_F** | *Bullet Holes (Small, v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Small_02_F** | *Bullet Holes (Small, v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Small_03_F** | *Bullet Holes (Small, v3)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_01_F** | *Road Crack (Grass, v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_02_F** | *Road Crack (Grass, v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_03_F** | *Road Crack (Grass, v3)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_04_F** | *Road Crack (Grass, v4)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_05_F** | *Road Crack (Grass, v5)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Syndikat_Tanoa_F** | *Whiteboard [Syndikat] (v3)* | Civilian | Furniture | Office | Protected | ORANGE | A3_Structures_F_Oldman_Signs_Boards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Tripod_Syndikat_Tanoa_F** | *Whiteboard [Syndikat] (v2)* | Civilian | Furniture | Office | Protected |  | A3_Structures_F_Oldman_Signs_Boards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Map_Syndikat_Tanoa_F** | *Whiteboard [Syndikat] (v1)* | Civilian | Things | Camping | Protected |  | A3_Structures_F_Oldman_Signs_Boards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_CheckpointZone1_F** | *Sign (Checkpoint, v2)* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_CheckpointZone2_F** | *Sign (Checkpoint, v3)* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_Shelter_F** | *Sign* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_generic_F** | *Sign* | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_generic_F** | *Sign* | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_generic_F** | *Sign* | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_generic_F** |  | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_CheckpointAhead_F** | *Sign (Checkpoint, v1)* | Civilian | Signs | Road Signs | Public | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_F** | *Diorama Unit (Blank)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_opsis_F** | *Diorama Unit (Opsis)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_IDAP_F** | *Diorama Unit (IDAP)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Vrana_F** | *Diorama Unit (Vrana)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Macrotech_F** | *Diorama Unit (Macrotech)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Astra_F** | *Diorama Unit (Astra)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Redstone_F** | *Diorama Unit (Redstone)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaBase_01_Dirt_F** | *Diorama Base (Dirt)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryDioramaBase_01_Sand_F** | *Diorama Base (Sand)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryDioramaBase_01_Grass_F** | *Diorama Base (Grass)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryDioramaDisplay_01_F** | *Diorama Display (UAV)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **GalleryDioramaDisplay_02_F** | *Diorama Display (Doggo)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Easel_01_F** | *Easel* | Civilian | Things | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Easel_01_folded_F** | *Easel (Folded)* | Civilian | Things | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_F** | *Canvas (Medium)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Square_F** | *Canvas (Medium, Square)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Landscape_F** | *Canvas (Medium, Landscape)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Small_F** | *Canvas (Small)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Large_F** | *Canvas (Large)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_v1_F** | *Gallery Frame (Large, v1)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_v2_F** | *Gallery Frame (Large, v2)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_v3_F** | *Gallery Frame (Large, v3)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_portrait_F** | *Gallery Frame (Large, Portrait)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_02_F** | *Gallery Frame (Medium)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_02_square_F** | *Gallery Frame (Medium, Square)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_02_large_rectangle_F** | *Gallery Frame (Large, Rectangle)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryLabel_01_F** | *Gallery Label* | Civilian | Signs | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_02_base_F** | *Building* | Civilian | Things | Office | Protected | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_02_F** | *Photo Frame (Portrait)* | Civilian | Things | Office | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_02_standing_F** | *Photo Frame (Portrait, Standing)* | Civilian | Things | Office | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **FlowerBouquet_01_F** | *Flower Bouquet (White)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FlowerBouquet_02_F** | *Flower Bouquet (Red)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FlowerBouquet_03_F** | *Flower Bouquet (Orange)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_base_F** | *Building* | Civilian | Things | Military | Protected | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_F** | *Memorial Wreath* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_US_F** | *Memorial Wreath (US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_UK_F** | *Memorial Wreath (UK)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Altis_F** | *Memorial Wreath (Altis)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Livonia_F** | *Memorial Wreath (Livonia)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Tanoa_F** | *Memorial Wreath (Horizon Islands)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Standing_F** | *Memorial Wreath (Standing)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_US_Standing_F** | *Memorial Wreath (Standing, US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_UK_Standing_F** | *Memorial Wreath (Standing, UK)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Altis_Standing_F** | *Memorial Wreath (Standing, Altis)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Livonia_Standing_F** | *Memorial Wreath (Standing, Livonia)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Tanoa_Standing_F** | *Memorial Wreath (Standing, Horizon Islands)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_US_F** | *Folded Flag (US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_UK_F** | *Folded Flag (UK)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_Altis_F** | *Folded Flag (Altis)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_Livonia_F** | *Folded Flag (Livonia)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_Tanoa_F** | *Folded Flag (Horizon Islands)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Coffin_01_F** | *Coffin* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_F** | *Military Coffin* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_US_F** | *Military Coffin (US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_Flag_F** | *Military Coffin (Flag)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_BasePlate_F** | *Military Coffin (Base)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Coffin_02_BasePlate_US_F** | *Military Coffin (US, Base)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Coffin_02_Cover_F** | *Military Coffin (Cover)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Coffin_02_Cover_US_F** | *Military Coffin (US, Cover)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Lantern_01_black_F** | *Lantern (Black)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Lantern_01_blue_F** | *Lantern (Blue)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Lantern_01_green_F** | *Lantern (Green)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Lantern_01_red_F** | *Lantern (Red)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Pumpkin_01_halloween_F** | *Pumpkin (Halloween)* | Civilian | Things | Food | Public |  | A3_Props_F_Decade_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Scarecrow_01_F** | *Scarecrow* | Civilian | Things | Targets | Public |  | A3_Props_F_Decade_Industrial_Agriculture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_base_F** | *Building* | Civilian | Things | Military | Protected | Decade |  | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_F** | *Battlefield Memorial* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_F** | *Battlefield Memorial (Green)* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_NATO_F** | *Battlefield Memorial [NATO]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_NATO_F** | *Battlefield Memorial (Green) [NATO]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_CSAT_F** | *Battlefield Memorial [CSAT]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_CSAT_F** | *Battlefield Memorial (Green) [CSAT]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_AAF_F** | *Battlefield Memorial [AAF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_AAF_F** | *Battlefield Memorial (Green) [AAF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_LDF_F** | *Battlefield Memorial [LDF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_LDF_F** | *Battlefield Memorial (Green) [LDF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Objectives_base_F** |  | Civilian | Things | Military | Protected |  |  | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **AreaMarker_01_F** | *Area Marker* | Civilian | Signs | Other | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PortableFlagPole_01_F** | *Portable Flagpole* | Civilian | Signs | Flags | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_Base_F** |  | Civilian | Things | Electronics | Protected |  |  | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_01_communications_F** | *Rugged Communications Terminal* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_02_communications_F** | *Rugged Communications Terminal (Large)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_01_communications_hub_F** | *Rugged Communications Hub* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_01_F** | *Rugged Terminal* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **SpaceshipCapsule_01_container_F** | *Space Capsule Container* | Civilian | Things | Space | Public | Decade | A3_Props_F_Decade_Spaceship | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SpaceshipCapsule_01_F** | *Space Capsule* | Civilian | Things | Space | Public | Decade | A3_Props_F_Decade_Spaceship | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:54, 8 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|\n|  | **ArtilleryTarget** | *ArtilleryTarget* | Civilian | Other |  | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **SuppressTarget** | *suppressTarget* | Civilian | Other |  | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PaperCar** | *Paper Car* | Civilian | Other | Cars | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **FireSectorTarget** | *Internal: Fire Sector Target* | Civilian | Other | Objects | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FlagCarrierCore** | *Flag* | Civilian | Signs | Flags | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ThingEffect** |  | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor1** | *Internal: FxExploArmor1* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor2** | *Internal: FxExploArmor2* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor3** | *Internal: FxExploArmor3* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploArmor4** | *Internal: FxExploArmor4* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass1** | *Internal: FxWindGrass1* | Civilian | Things | Objects | Protected |  | A3Data<br>A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass2** | *Internal: FxWindGrass2* | Civilian | Things | Objects | Protected |  | A3Data<br>A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass3** | *Internal: FxWindGrass3* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindGrass4** | *Internal: FxWindGrass4* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindHay1** | *Internal: FxWindHay1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindWheat1** | *Internal: FxWindWheat1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindSeed1** | *Internal: FxWindSeed1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindRock1** | *Internal: FxWindRock1* | Civilian | Things | Objects | Protected |  | A3Data<br>A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf1** | *Internal: FxWindLeaf1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf2** | *Internal: FxWindLeaf2* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf3** | *Internal: FxWindLeaf3* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf4** | *Internal: FxWindLeaf4* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf5** | *Internal: FxWindLeaf5* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindLeaf6** | *Internal: FxWindLeaf6* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindPollen1** | *Internal: FxWindPollen1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindPaper1** | *Internal: FxWindPaper1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxWindPlastic1** | *Internal: FxWindPlastic1* | Civilian | Things | Objects | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Crater** | *Crater* | Civilian | Signs | Craters | Public |  | A3_Data_F_ParticleEffects | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CraterLong** | *Airplane Crater* | Civilian | Signs | Craters | Public |  | A3_Data_F_ParticleEffects | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CraterLong_small** | *Airplane Crater (Small)* | Civilian | Signs | Craters | Public |  | A3_Data_F_ParticleEffects | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Helper_Base_F** |  | Civilian | Signs | Helpers | Protected |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_F** | *Arrow (Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Green_F** | *Arrow (Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Blue_F** | *Arrow (Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Pink_F** | *Arrow (Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Yellow_F** | *Arrow (Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Cyan_F** | *Arrow (Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_F** | *Arrow (Large, Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Green_F** | *Arrow (Large, Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Blue_F** | *Arrow (Large, Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Pink_F** | *Arrow (Large, Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Yellow_F** | *Arrow (Large, Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Large_Cyan_F** | *Arrow (Large, Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_F** | *Arrow (Direction, Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Green_F** | *Arrow (Direction, Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Blue_F** | *Arrow (Direction, Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Pink_F** | *Arrow (Direction, Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Yellow_F** | *Arrow (Direction, Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Arrow_Direction_Cyan_F** | *Arrow (Direction, Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_F** | *Pointer (Red)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Green_F** | *Pointer (Green)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Blue_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Pink_F** | *Pointer (Pink)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Yellow_F** | *Pointer (Yellow)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Pointer_Cyan_F** | *Pointer (Cyan)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere10cm_F** | *Sphere (10cm)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere25cm_F** | *Sphere (25cm)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere100cm_F** | *Sphere (100cm)* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Circle_F** | *Circle* | Civilian | Signs | Helpers | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UserTexture1m_F** | *User Texture (1m)* | Civilian | Signs | Blanks | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UserTexture10m_F** | *User Texture (10m)* | Civilian | Signs | Blanks | Public |  | A3_Misc_F_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sink_F** | *Sink* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_F** | *Woodpile* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Campfire_F** | *Campfire* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Campfire_burning_F** | *Campfire (burning)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Camping_Light_off_F** | *Camping Lantern (Off)* | Civilian | Things | Lamps | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V1_F** | *Folding Chair* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V1_folded_F** | *Folding Chair (Folded)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V2_F** | *Camping Chair* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_F** | *Camping Table* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_small_F** | *Camping Table (Small)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FieldToilet_F** | *Field Toilet* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FirePlace_F** | *Fireplace (No Fire)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FirePlace_burning_F** | *Fireplace (burning)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_F** | *Sleeping Mat* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_OPFOR_F** | *Sleeping Mat (OPFOR)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_blue_F** | *Sleeping Mat (Blue)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_khaki_F** | *Sleeping Mat (Khaki)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_yellow_F** | *Sleeping Mat (Yellow)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_F** | *Sleeping Mat (Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_OPFOR_F** | *Sleeping Mat (OPFOR, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_blue_F** | *Sleeping Mat (Blue, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_khaki_F** | *Sleeping Mat (Khaki, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ground_sheet_folded_yellow_F** | *Sleeping Mat (Yellow, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_F** | *Pillow* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_camouflage_F** | *Pillow (Camo)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_grey_F** | *Pillow (Grey)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillow_old_F** | *Pillow (Old)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_F** | *Sleeping Bag* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_blue_F** | *Sleeping Bag (Blue)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_brown_F** | *Sleeping Bag (Brown)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_folded_F** | *Sleeping Bag (Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_blue_folded_F** | *Sleeping Bag (Blue, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sleeping_bag_brown_folded_F** | *Sleeping Bag (Brown, Folded)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sun_chair_F** | *Sun Chair* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sun_chair_green_F** | *Sun Chair (Green)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_F** | *Sunshade* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TentA_F** | *Tent (A-shape)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TentDome_F** | *Tent (Dome-shape)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ToiletBox_F** | *Toiletbox* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IronPipes_F** | *Iron Pipe* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallets_F** | *Pallets* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Scaffolding_F** | *Scaffolding* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HumanSkeleton_F** | *Skeleton* | Civilian | Things | Historical | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HumanSkull_F** | *Skull* | Civilian | Things | Historical | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Garbage_line_F** | *Garbage (Line)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Garbage_square3_F** | *Garbage (3x3)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Garbage_square5_F** | *Garbage (5x5)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageBags_F** | *Garbage (Bags)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbagePallet_F** | *Garbage Heap (Pallet)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageWashingMachine_F** | *Garbage Heap (Washing machine)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_JunkPile_F** | *Pile of Junk* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_F** | *Tire* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyres_F** | *Tires (Heap)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_F** | *Billboard 1 (Blank)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_InfoStand_V1_F** | *Infostand (1 leg)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_InfoStand_V2_F** | *Infostand (2 legs)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_F** | *Whiteboard (Empty)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_altis_F** | *Whiteboard (Map of Altis)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_stratis_F** | *Whiteboard (Map of Stratis)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Noticeboard_F** | *Noticeboard* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Basket_F** | *Basket* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cages_F** | *Cages* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CratesPlastic_F** | *Crates (Plastic)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CratesShabby_F** | *Crates (Shabby)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CratesWooden_F** | *Crates (Wooden)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sack_F** | *Sack* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sacks_goods_F** | *Sacks (Full)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sacks_heap_F** | *Sacks (Heap)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCart_F** | *Cart (Wooden)* | Civilian | Things | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_F** | *Stool* | Civilian | Furniture | City | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CashDesk_F** | *Cashdesk* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HeatPump_F** | *Heat pump* | Civilian | Things | Electronics | Protected |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ChairPlastic_F** | *Chair (Plastic)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ChairWood_F** | *Chair (Wooden)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Icebox_F** | *Icebox* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Metal_rack_F** | *Metal Rack (4 shelves)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Metal_rack_Tall_F** | *Metal Rack (5 shelves)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Metal_wooden_rack_F** | *Metal-Wooden Rack* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rack_F** | *Rack* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShelvesMetal_F** | *Shelves (Metal)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShelvesWooden_blue_F** | *Shelves (Wooden, Blue)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TableDesk_F** | *Desk* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LandMark_F** | *Runway Marker* | Civilian | Signs | Airport | Public |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CargoBox_V1_F** | *Cargo Box* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_blue_F** | *Cargo Container (Medium, Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_brick_red_F** | *Cargo Container (Medium, Brick Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_cyan_F** | *Cargo Container (Medium, Cyan)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_grey_F** | *Cargo Container (Medium, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_light_blue_F** | *Cargo Container (Medium, Light Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_light_green_F** | *Cargo Container (Medium, Light Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_military_green_F** | *Cargo Container (Medium, Military Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_orange_F** | *Cargo Container (Medium, Orange)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_red_F** | *Cargo Container (Medium, Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_sand_F** | *Cargo Container (Medium, Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_white_F** | *Cargo Container (Medium, White)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_yellow_F** | *Cargo Container (Medium, Yellow)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_blue_F** | *Cargo Container (Long, Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_brick_red_F** | *Cargo Container (Long, Brick Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_cyan_F** | *Cargo Container (Long, Cyan)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_grey_F** | *Cargo Container (Long, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_light_blue_F** | *Cargo Container (Long, Light Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_light_green_F** | *Cargo Container (Long, Light Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_military_green_F** | *Cargo Container (Long, Military Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_orange_F** | *Cargo Container (Long, Orange)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_red_F** | *Cargo Container (Long, Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_sand_F** | *Cargo Container (Long, Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_white_F** | *Cargo Container (Long, White)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_yellow_F** | *Cargo Container (Long, Yellow)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rope_F** | *Rope* | Civilian | Things | Seaport | Public |  | A3_Structures_F_Ind_WavePowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_File1_F** | *File (Documents)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_File2_F** | *File (Research)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FilePhotos_F** | *File (Photos)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Map_F** | *Sleeved map* | Civilian | Things | Camping | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_F** | *Sleeved map (Stratis)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Notepad_F** | *Notepad* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V1_F** | *Photos 1* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V2_F** | *Photos 2* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V3_F** | *Photos 3* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V4_F** | *Photos 4* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V5_F** | *Photos 5* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photos_V6_F** | *Photos 6* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ExtensionCord_F** | *Extension Cord* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FloodLight_F** | *Floodlight* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FMradio_F** | *FM Radio* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HandyCam_F** | *Handheld Camera* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Laptop_F** | *Laptop (Closed)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Laptop_unfolded_F** | *Laptop (Open)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_unfolded_scripted_F** | *Laptop (Open)* | Civilian | Things | Electronics | Protected |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MobilePhone_old_F** | *Mobile Phone (Old)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MobilePhone_smart_F** | *Mobile Phone (New)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Portable_generator_F** | *Portable Generator* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLongRangeRadio_F** | *Portable Long-range Radio* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SatellitePhone_F** | *Satellite Phone* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SurvivalRadio_F** | *Survival Radio* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BottlePlastic_V1_F** | *Plastic Bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_Dented_F** | *Can (Dented)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_Rusty_F** | *Can (Rusty)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_V1_F** | *Can (Spirit)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_V2_F** | *Can (Franta)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Can_V3_F** | *Can (RedGull)* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TacticalBacon_F** | *Tactical Bacon* | Civilian | Things | Food | Public |  | A3_Structures_F_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Compass_F** | *Compass* | Civilian | Things | Camping | Public |  | A3_Structures_F_Items_Gadgets | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Suitcase_F** | *Suitcase* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PenBlack_F** | *Pen (Black)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilBlue_F** | *Pencil (Blue)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilGreen_F** | *Pencil (Green)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilRed_F** | *Pencil (Red)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PencilYellow_F** | *Pencil (Yellow)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PenRed_F** | *Pen (Red)* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PensAndPencils_F** | *Pens and Pencils* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Stationery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Axe_F** | *Axe* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Axe_fire_F** | *Axe (Firefighter)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DrillAku_F** | *Accu-Drill* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DustMask_F** | *Dust Mask* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_File_F** | *File* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Gloves_F** | *Gloves* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grinder_F** | *Grinder* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hammer_F** | *Hammer* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Meter3m_F** | *Tape Measure* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MultiMeter_F** | *Multi-meter* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pliers_F** | *Pliers* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Saw_F** | *Saw* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Screwdriver_V1_F** | *Screwdriver (Slotted)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Screwdriver_V2_F** | *Screwdriver (Phillips)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wrench_F** | *Wrench* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Money_F** | *Pile of Money* | Civilian | Things | Office | Public |  | A3_Structures_F_Items_Valuables | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelEmpty_F** | *Plastic Barrel (Empty)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelSand_F** | *Plastic Barrel (Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelTrash_F** | *Plastic Barrel (Trash)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelWater_F** | *Plastic Barrel (Water)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bucket_F** | *Bucket* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bucket_clean_F** | *Bucket (Clean)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bucket_painted_F** | *Bucket (Paint)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BucketNavy_F** | *Bucket (NAVY)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_F** | *Canister (Fuel)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CanisterOil_F** | *Canister (Oil)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanisterPlastic_F** | *Canister (Plastic)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MetalBarrel_empty_F** | *Metal Barrel (Open)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MetalBarrel_burning_F** | *Metal Barrel (burning)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalBarrel_F** | *Metal Barrel* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_WaterBarrel_F** | *Water Barrel* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterTank_F** | *Water Tank* | Civilian | Things | Storage | Public |  | A3_Structures_F_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FlagPole_F** | *Flagpole* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Vrana_F** | *Flag (Vrana)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_ARMEX_F** | *Flag (ARMEX)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Quontrol_F** | *Flag (Quontrol)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_ION_F** | *Flag (ION)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Larkin_F** | *Flag (Larkin)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Green_F** | *Flag (FD - Green)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Red_F** | *Flag (FD - Red)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Blue_F** | *Flag (FD - Blue)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Orange_F** | *Flag (FD - Orange)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_NATO_F** | *Flag (NATO)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_UK_F** | *Flag (UK)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_US_F** | *Flag (USA)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_AAF_F** | *Flag (AAF)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Altis_F** | *Flag (Altis)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FIA_F** | *Flag (FIA)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_CSAT_F** | *Flag (CSAT)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_AltisColonial_F** | *Flag (Altis Colonial)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Blue_F** | *Flag (Blue)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Red_F** | *Flag (Red)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Green_F** | *Flag (Green)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_White_F** | *Flag (White)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_RedCrystal_F** | *Flag (Red Crystal)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_POWMIA_F** | *Flag (POW/MIA)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_UNO_F** | *Flag (UNO)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_BI_F** | *Flag (BI)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_HelipadCircle_F** | *Helipad (Circle)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadCivil_F** | *Helipad (Civil)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadEmpty_F** | *Helipad (Invisible)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadRescue_F** | *Helipad (Rescue)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelipadSquare_F** | *Helipad (Square)* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_JumpTarget_F** | *Parachute Jump Target* | Civilian | Signs | Helipads | Public |  | A3_Structures_F_Mil_Helipads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClutterCutter_large_F** | *Grass Cutter (Large)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClutterCutter_medium_F** | *Grass Cutter (Medium)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClutterCutter_small_F** | *Grass Cutter (Small)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ProtectionZone_F** | *Protection Zone* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ProtectionZone_Invisible_F** | *Protection Zone (Invisible)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_System | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Skeet_Clay_F** | *Skeet Clay* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Skeet_Clay_NoPop_F** | *Skeet Clay* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_F** | *Steel Plate* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_Stand_F** | *Steel Plate (Stand)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_L_F** | *Steel Plate (Large)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_L_Stand_F** | *Steel Plate (Large - Stand)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_S_F** | *Steel Plate (Small)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Steel_Plate_S_Stand_F** | *Steel Plate (Small - Stand)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_RedWhitePole_F** | *Red-White Pole* | Civilian | Signs | Road Signs | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenLog_F** | *Wooden log* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPA_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenTable_large_F** | *Wooden table (Large)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_EPA_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenTable_small_F** | *Wooden table (Small)* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_EPA_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallets_stack_F** | *Stack of Pallets* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_EPA_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_single_F** | *Portable Lights (Single)* | Civilian | Things | Lamps | Public |  | A3_Structures_F_EPA_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_double_F** | *Portable Lights (Double)* | Civilian | Things | Lamps | Public |  | A3_Structures_F_EPA_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Battery_F** | *Battery* | Civilian | Things | Electronics | Public |  | A3_Structures_F_EPA_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BakedBeans_F** | *Baked Beans* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BottlePlastic_V2_F** | *Water bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canteen_F** | *Canteen* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CerealsBox_F** | *Cereal box* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowderedMilk_F** | *Powdered milk* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RiceBox_F** | *Rice* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Antibiotic_F** | *Antibiotics* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bandage_F** | *Bandages* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BloodBag_F** | *Blood bag* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Defibrillator_F** | *Defibrillator* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DisinfectantSpray_F** | *Disinfectant spray* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HeatPack_F** | *Heatpack* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PainKillers_F** | *Pain killers* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VitaminBottle_F** | *Vitamin bottle* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterPurificationTablets_F** | *Water purification tablets* | Civilian | Things | Medicine | Public |  | A3_Structures_F_EPA_Items_Medical | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ButaneCanister_F** | *Butane canister* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ButaneTorch_F** | *Butane torch* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanOpener_F** | *Can opener* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DuctTape_F** | *Duct tape* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FireExtinguisher_F** | *Fire extinguisher* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasCanister_F** | *Gas canister* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasCooker_F** | *Gas cooker* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Matches_F** | *Box of matches* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalWire_F** | *Metal wire* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shovel_F** | *Shovel* | Civilian | Things | Tools | Public |  | A3_Structures_F_EPA_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinContainer_F** | *Tin container* | Civilian | Things | Food | Public |  | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **EauDeCombat_01_F** | *Aftershave* | Civilian | Things | Decontamination | Public | AoW | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **EauDeCombat_01_NoPop_F** | *Aftershave* | Civilian | Things | Decontamination | Protected | AoW | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **EauDeCombat_01_box_F** | *Aftershave (Boxed)* | Civilian | Things | Decontamination | Public | AoW | A3_Structures_F_EPA_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_InvisibleBarrier_F** | *Invisible Wall* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_EPA_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_large_F** | *Woodpile (Large)* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Camping_Light_F** | *Camping Lantern* | Civilian | Things | Lamps | Public |  | A3_Structures_F_EPB_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageContainer_closed_F** | *Trash container (Closed)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageContainer_open_F** | *Trash container (Open)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_01_F** | *Graffiti (Anti-war)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_02_F** | *Graffiti (Freedom)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_03_F** | *Graffiti (Crime)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_04_F** | *Graffiti (Anti-state)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Graffiti_05_F** | *Graffiti (FIA)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_EPB_Civ_Graffiti | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ShelvesWooden_F** | *Shelves (Wooden)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_EPB_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShelvesWooden_khaki_F** | *Shelves (Wooden, Khaki)* | Civilian | Furniture | Shop | Public |  | A3_Structures_F_EPB_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_01_F** | *Leaflet (Government)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_02_F** | *Leaflet (Protest)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_03_F** | *Leaflet (Curfew)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Leaflet_04_F** | *Leaflet (Political)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_altis_F** | *Map of Altis* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Map_blank_F** | *Map* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_stratis_F** | *Map of Stratis* | Civilian | Things | Camping | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Poster_01_F** | *Poster (Government)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_02_F** | *Poster (Government, Defaced)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_03_F** | *Poster (Government, Ripped)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_04_F** | *Poster (Protest)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_05_F** | *Poster (Protest, Defaced)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Poster_06_F** | *Poster (Protest, Ripped)* | Civilian | Things | Posters | Public |  | A3_Structures_F_EPB_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_01_F** | *Luggage (Couple)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_02_F** | *Luggage (Few)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_03_F** | *Luggage (Bunch)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_04_F** | *Luggage (Pile)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LuggageHeap_05_F** | *Luggage (Heap)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPB_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ammobox_rounds_F** | *Ammo box* | Civilian | Things | Military | Public |  | A3_Structures_F_EPB_Items_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Magazine_rifle_F** | *Magazine (Rifle)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPB_Items_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelEmpty_grey_F** | *Plastic Barrel (Empty, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelSand_grey_F** | *Plastic Barrel (Sand, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelTrash_grey_F** | *Plastic Barrel (Trash, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarrelWater_grey_F** | *Plastic Barrel (Water, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_EPB_Items_Vessels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CrabCages_F** | *Crab Cages* | Civilian | Things | Seaport | Public |  | A3_Structures_F_EPB_Naval_Fishing | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FishingGear_01_F** | *Fishing Gear* | Civilian | Things | Seaport | Public |  | A3_Structures_F_EPB_Naval_Fishing | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FishingGear_02_F** | *Fishing Nets* | Civilian | Things | Seaport | Public |  | A3_Structures_F_EPB_Naval_Fishing | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_01_F** | *Bench* | Civilian | Furniture | City | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_02_F** | *Bench (Blue)* | Civilian | Furniture | City | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TablePlastic_01_F** | *Garden Table* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_01_F** | *Sunshade (Blue)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_02_F** | *Sunshade (Yellow)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_03_F** | *Sunshade (Palm)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sunshade_04_F** | *Sunshade (Rattan)* | Civilian | Furniture | Beach | Public |  | A3_Structures_F_EPC_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_01_F** | *Garbage Barrel (Smiley, Greek)* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPC_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageBin_01_F** | *Trash Bin* | Civilian | Things | Junk | Public |  | A3_Structures_F_EPC_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MapBoard_seismic_F** | *Whiteboard (Seismic map)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_EPC_Civ_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Document_01_F** | *Document (Top Secret)* | Civilian | Things | Office | Public |  | A3_Structures_F_EPC_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_File_research_F** | *File (Top Secret)* | Civilian | Things | Office | Public |  | A3_Structures_F_EPC_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Device_assembled_F** | *Device (Assembled)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPC_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Device_disassembled_F** | *Device (Disassembled)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPC_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Laptop_device_F** | *Laptop (Device readings)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_EPC_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_Mines_F** | *Sign (Mines)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningMilAreaSmall_F** | *Sign (Military Area, Small, Greek & English)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningMilitaryArea_F** | *Sign (Military Area, Greek & English)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningMilitaryVehicles_F** | *Sign (Military Vehicles, Greek & English)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningUnexplodedAmmo_F** | *Sign (Risk Area)* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Direction_F** | *Sign Direction* | Civilian | Signs | Blanks | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **FlagChecked_F** | *Flag (Checkered)* | Civilian | Signs | Flags | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FlagSmall_F** | *Flag (Small)* | Civilian | Signs | Flags | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_F** | *Sign* | Civilian | Signs | Blanks | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **RoadCone_F** | *Road Cone* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **RoadCone_L_F** | *Road Cone (Light)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **RoadBarrier_F** | *Road barrier* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **RoadBarrier_small_F** | *Road Barrier (Small)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Pole_F** | *Pole* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **TapeSign_F** | *Red-White Tape* | Civilian | Signs | Warnings | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowDesk_L_F** | *Arrow Desk (left)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowDesk_R_F** | *Arrow Desk (right)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowMarker_R_F** | *Arrow Marker (right)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ArrowMarker_L_F** | *Arrow Marker (left)* | Civilian | Signs | Road Signs | Public |  | A3_Signs_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_F** | *Sign (Sponsor)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Vrana_F** | *Sign (Vrana)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_ARMEX_F** | *Sign (ARMEX)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Quontrol_F** | *Sign (Quontrol)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_ION_F** | *Sign (ION)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Larkin_F** | *Sign (Larkin)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_F** | *Sign (Sponsor - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Vrana_F** | *Sign (Vrana - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_ARMEX_F** | *Sign (ARMEX - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Quontrol_F** | *Sign (Quontrol - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_ION_F** | *Sign (ION - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Larkin_F** | *Sign (Larkin - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Signs_F_Signs_Ad | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FxExploGround1** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxExploGround2** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_Small** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_9mm** |  | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_556** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_65** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_65_caseless** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_762** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_127** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_slug** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetCBase** | *Laser Target* | Civilian | Other |  | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetC** | *Laser Target* | Civilian | Other |  | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **NVG_TargetC** | *NVG target* | Civilian | Other |  | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_03_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Gamma_Plane_Fighter_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MRL_Magazine_01_F** | *MRL Magazine* | Civilian | Things | Airport | Public |  | A3_Soft_F_Gamma_Truck_02<br>A3_Props_F_Tank_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallet_MilBoxes_F** | *Pallet (Military Boxes)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_closed_F** | *Box (Closed)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_closed_scripted_F** | *Box (Closed)* | Civilian | Things | Military | Protected |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_empty_F** | *Box (Open, Empty)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_empty_scripted_F** | *Box (Open, Empty)* | Civilian | Things | Military | Protected |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_full_F** | *Box (Open, Full)* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_open_full_scripted_F** | *Box (Open, Full)* | Civilian | Things | Military | Protected |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Scrap_MRAP_01_F** | *Decommissioned Hunter* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ScrapHeap_1_F** | *Vehicle Parts* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ScrapHeap_2_F** | *Vehicle Scrap* | Civilian | Things | Military | Public |  | A3_Structures_F_EPA_Mil_Scrapyard | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_CAS_01_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_EPC_Plane_CAS_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_CAS_02_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_EPC_Plane_CAS_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Intel_File1_F** | *Documents* | Civilian | Things | Intel | Public | Curator | A3_Data_F_Curator_Intel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Intel_File2_F** | *Secret Documents* | Civilian | Things | Intel | Public | Curator | A3_Data_F_Curator_Intel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Intel_Photos_F** | *Photo* | Civilian | Things | Intel | Public | Curator | A3_Data_F_Curator_Intel | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Respawn_TentDome_F** | *Camp (Dome Tent)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_TentA_F** | *Camp (Ridge Tent)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_Sleeping_bag_F** | *Camp (Green Sleeping Bag)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_Sleeping_bag_blue_F** | *Camp (Blue Sleeping Bag)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Respawn_Sleeping_bag_brown_F** | *Camp (Brown Sleeping Bag)* | Civilian | Things | Camping | Protected | Curator | A3_Data_F_Curator_Respawn | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleEmpty_F** |  | Civilian | Things | Modules | Protected |  | A3_Modules_F_Curator | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_F** |  | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_ATMine_F** | *AT Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_APERSMine_F** | *APERS Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_APERSBoundingMine_F** | *APERS Bounding Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_SLAMDirectionalMine_F** | *M6 SLAM Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_APERSTripMine_F** | *APERS Tripwire Mine* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_UnderwaterMine_F** | *Naval Mine (Moored)* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_UnderwaterMineAB_F** | *Naval Mine (Bottom)* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleMine_UnderwaterMinePDM_F** | *PDM-7* | Civilian | Things | Mines | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_F** |  | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_SatchelCharge_F** | *Explosive Satchel* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_DemoCharge_F** | *Explosive Charge* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_Claymore_F** | *Claymore Charge* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDUrbanBig_F** | *Large IED (Urban)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDLandBig_F** | *Large IED (Dug-in)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDUrbanSmall_F** | *Small IED (Urban)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_IEDLandSmall_F** | *Small IED (Dug-in)* | Civilian | Things | Explosives | Protected |  | A3_Modules_F_Curator_Mines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_F** | *Plastic Barrier* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_01_red_F** | *Plastic Barrier (Small, Red, 1)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_01_white_F** | *Plastic Barrier (Small, White, 1)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_line_x2_F** | *Plastic Barrier (Small, 2)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15L_x2_F** | *Plastic Barrier (Small, 2, Sharp 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15R_x2_F** | *Plastic Barrier (Small, 2, Sharp 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22L_x2_F** | *Plastic Barrier (Small, 2, Sharp 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22R_x2_F** | *Plastic Barrier (Small, 2, Sharp 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30L_x2_F** | *Plastic Barrier (Small, 2, Sharp 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30R_x2_F** | *Plastic Barrier (Small, 2, Sharp 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45L_x2_F** | *Plastic Barrier (Small, 2, Sharp 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45R_x2_F** | *Plastic Barrier (Small, 2, Sharp 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60L_x2_F** | *Plastic Barrier (Small, 2, Sharp 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60R_x2_F** | *Plastic Barrier (Small, 2, Sharp 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_line_x4_F** | *Plastic Barrier (Small, 4)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15L_x4_F** | *Plastic Barrier (Small, 4, Round 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15R_x4_F** | *Plastic Barrier (Small, 4, Round 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22L_x4_F** | *Plastic Barrier (Small, 4, Round 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22R_x4_F** | *Plastic Barrier (Small, 4, Round 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30L_x4_F** | *Plastic Barrier (Small, 4, Round 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30R_x4_F** | *Plastic Barrier (Small, 4, Round 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45L_x4_F** | *Plastic Barrier (Small, 4, Round 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45R_x4_F** | *Plastic Barrier (Small, 4, Round 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60L_x4_F** | *Plastic Barrier (Small, 4, Round 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60R_x4_F** | *Plastic Barrier (Small, 4, Round 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90L_x4_F** | *Plastic Barrier (Small, 4, Round 90, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90R_x4_F** | *Plastic Barrier (Small, 4, Round 90, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135L_x4_F** | *Plastic Barrier (Small, 4, Round 135, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135R_x4_F** | *Plastic Barrier (Small, 4, Round 135, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180L_x4_F** | *Plastic Barrier (Small, 4, Round 180, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180R_x4_F** | *Plastic Barrier (Small, 4, Round 180, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15L_x4_F** | *Plastic Barrier (Small, 4, Sharp 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15R_x4_F** | *Plastic Barrier (Small, 4, Sharp 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22L_x4_F** | *Plastic Barrier (Small, 4, Sharp 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22R_x4_F** | *Plastic Barrier (Small, 4, Sharp 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30L_x4_F** | *Plastic Barrier (Small, 4, Sharp 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30R_x4_F** | *Plastic Barrier (Small, 4, Sharp 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45L_x4_F** | *Plastic Barrier (Small, 4, Sharp 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45R_x4_F** | *Plastic Barrier (Small, 4, Sharp 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60L_x4_F** | *Plastic Barrier (Small, 4, Sharp 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60R_x4_F** | *Plastic Barrier (Small, 4, Sharp 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15L_x4_F** | *Plastic Barrier (Small, 4, Snake 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15R_x4_F** | *Plastic Barrier (Small, 4, Snake 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22L_x4_F** | *Plastic Barrier (Small, 4, Snake 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22R_x4_F** | *Plastic Barrier (Small, 4, Snake 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30L_x4_F** | *Plastic Barrier (Small, 4, Snake 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30R_x4_F** | *Plastic Barrier (Small, 4, Snake 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45L_x4_F** | *Plastic Barrier (Small, 4, Snake 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45R_x4_F** | *Plastic Barrier (Small, 4, Snake 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60L_x4_F** | *Plastic Barrier (Small, 4, Snake 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60R_x4_F** | *Plastic Barrier (Small, 4, Snake 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_line_x6_F** | *Plastic Barrier (Small, 6)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15L_x6_F** | *Plastic Barrier (Small, 6, Round 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round15R_x6_F** | *Plastic Barrier (Small, 6, Round 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22L_x6_F** | *Plastic Barrier (Small, 6, Round 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round22R_x6_F** | *Plastic Barrier (Small, 6, Round 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30L_x6_F** | *Plastic Barrier (Small, 6, Round 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round30R_x6_F** | *Plastic Barrier (Small, 6, Round 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45L_x6_F** | *Plastic Barrier (Small, 6, Round 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round45R_x6_F** | *Plastic Barrier (Small, 6, Round 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60L_x6_F** | *Plastic Barrier (Small, 6, Round 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round60R_x6_F** | *Plastic Barrier (Small, 6, Round 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90L_x6_F** | *Plastic Barrier (Small, 6, Round 90, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round90R_x6_F** | *Plastic Barrier (Small, 6, Round 90, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135L_x6_F** | *Plastic Barrier (Small, 6, Round 135, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round135R_x6_F** | *Plastic Barrier (Small, 6, Round 135, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180L_x6_F** | *Plastic Barrier (Small, 6, Round 180, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round180R_x6_F** | *Plastic Barrier (Small, 6, Round 180, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round270L_x6_F** | *Plastic Barrier (Small, 6, Round 270, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_round270R_x6_F** | *Plastic Barrier (Small, 6, Round 270, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15L_x6_F** | *Plastic Barrier (Small, 6, Sharp 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp15R_x6_F** | *Plastic Barrier (Small, 6, Sharp 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22L_x6_F** | *Plastic Barrier (Small, 6, Sharp 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp22R_x6_F** | *Plastic Barrier (Small, 6, Sharp 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30L_x6_F** | *Plastic Barrier (Small, 6, Sharp 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp30R_x6_F** | *Plastic Barrier (Small, 6, Sharp 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45L_x6_F** | *Plastic Barrier (Small, 6, Sharp 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp45R_x6_F** | *Plastic Barrier (Small, 6, Sharp 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60L_x6_F** | *Plastic Barrier (Small, 6, Sharp 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_sharp60R_x6_F** | *Plastic Barrier (Small, 6, Sharp 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15L_x6_F** | *Plastic Barrier (Small, 6, Snake 15, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake15R_x6_F** | *Plastic Barrier (Small, 6, Snake 15, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22L_x6_F** | *Plastic Barrier (Small, 6, Snake 22.5, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake22R_x6_F** | *Plastic Barrier (Small, 6, Snake 22.5, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30L_x6_F** | *Plastic Barrier (Small, 6, Snake 30, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake30R_x6_F** | *Plastic Barrier (Small, 6, Snake 30, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45L_x6_F** | *Plastic Barrier (Small, 6, Snake 45, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake45R_x6_F** | *Plastic Barrier (Small, 6, Snake 45, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60L_x6_F** | *Plastic Barrier (Small, 6, Snake 60, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake60R_x6_F** | *Plastic Barrier (Small, 6, Snake 60, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake90L_x6_F** | *Plastic Barrier (Small, 6, Snake 90, Left)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_01_snake90R_x6_F** | *Plastic Barrier (Small, 6, Snake 90, Right)* | Civilian | Things | Sport & Recreation | Protected |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_02_F** | *Plastic Barrier* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_02_grey_F** | *Plastic Barrier (Medium, Grey)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_02_yellow_F** | *Plastic Barrier (Medium, Yellow)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticBarrier_03_F** | *Plastic Barrier* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_03_blue_F** | *Plastic Barrier (Large, Blue)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PlasticBarrier_03_orange_F** | *Plastic Barrier (Large, Orange)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Oil_Spill_F** | *Oil Spill* | Civilian | Things | Junk | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Blueking_F** | *Flag (Blueking)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Blueking_inverted_F** | *Flag (Blueking, inverted)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Fuel_F** | *Flag (Fuel)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Fuel_inverted_F** | *Flag (Fuel, inverted)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Burstkoke_F** | *Flag (Burstkoke)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Burstkoke_inverted_F** | *Flag (Burstkoke, inverted)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Redburger_F** | *Flag (Redburger)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Redstone_F** | *Flag (Redstone)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Suatmm_F** | *Flag (Suatmm)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Kart_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Blueking_F** | *Sign (Blueking)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Fuel_white_F** | *Sign (Fuel, white)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Fuel_green_F** | *Sign (Fuel, green)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Burstkoke_F** | *Sign (Burstkoke)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Redburger_F** | *Sign (Redburger)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Redstone_F** | *Sign (Redstone)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_Suatmm_F** | *Sign (Suatmm)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Blueking_F** | *Sign (Blueking - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Fuel_white_F** | *Sign (Fuel, white - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Fuel_green_F** | *Sign (Fuel, green - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Burstkoke_F** | *Sign (Burstkoke - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Redburger_F** | *Sign (Redburger - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Redstone_F** | *Sign (Redstone - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_Suatmm_F** | *Sign (Suatmm - Small)* | Civilian | Signs | Advertisements | Public |  | A3_Structures_F_Kart_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PartyTent_01_F** | *Tent (High Peak)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Bootcamp_Civ_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GymBench_01_F** | *Gym Bench* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GymRack_01_F** | *Gym Rack (Big)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GymRack_02_F** | *Gym Rack (Small)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GymRack_03_F** | *Gym Rack (Weight plates)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_vr_F** | *Cargo Container (Short, VR)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Bootcamp_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CarBattery_01_F** | *Car Battery (Truck)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CarBattery_02_F** | *Car Battery (Car)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VRGoggles_01_F** | *VR Goggles* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterCooler_01_new_F** | *Water Cooler (New)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WaterCooler_01_old_F** | *Water Cooler (Old)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Bootcamp_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodContainer_01_F** | *Food Container (Large)* | Civilian | Things | Food | Public |  | A3_Structures_F_Bootcamp_Items_Food | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_KartSteertingWheel_01_F** | *Kart steering wheel* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_black_F** | *Kart steering wheel (black)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_blue_F** | *Kart steering wheel (blue)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_green_F** | *Kart steering wheel (green)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_orange_F** | *Kart steering wheel (orange)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_red_F** | *Kart steering wheel (red)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_white_F** | *Kart steering wheel (white)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **KartSteertingWheel_01_yellow_F** | *Kart steering wheel (yellow)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_KartStand_01_F** | *Kart Stand* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KartTrolly_01_F** | *Kart Trolly* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KartTyre_01_F** | *Kart Tire* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KartTyre_01_x4_F** | *Kart Tires (4)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Trophy_01_gold_F** | *Trophy (Gold)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Trophy_01_silver_F** | *Trophy (Silver)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Trophy_01_bronze_F** | *Trophy (Bronze)* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **UserTexture_1x2_F** | *User Texture (1x2m)* | Civilian | Signs | Blanks | Public |  | A3_Structures_F_Bootcamp_System | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TargetBootcampHumanSimple_F** | *Target Human Simple* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **TargetBootcampHuman_F** | *Target Human* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_Target_PopUp_01_figure_F** | *Pop-Up Target (Disassembled, Board)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Target_PopUp_01_mechanism_F** | *Pop-Up Target (Disassembled, Base)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Bootcamp_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirconCondenser_01_F** | *Aircon Condenser* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_01_blue_F** | *Gas Tank (Blue)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_01_khaki_F** | *Gas Tank (Khaki)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_01_yellow_F** | *Gas Tank (Yellow)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GasTank_02_F** | *Welding Tank* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MobileScafolding_01_F** | *Wheeled Scaffolding* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ToolTrolley_01_F** | *Tool Cart (Red)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ToolTrolley_02_F** | *Tool Cart (Blue)* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WeldingTrolley_01_F** | *Welding Cart* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WheelieBin_01_F** | *Wheelie Bin* | Civilian | Things | Junk | Public |  | A3_Structures_F_Heli_Civ_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalletTrolley_01_khaki_F** | *Pallet Trolley (Khaki)* | Civilian | Things | Market | Public |  | A3_Structures_F_Heli_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalletTrolley_01_yellow_F** | *Pallet Trolley (Yellow)* | Civilian | Things | Market | Public |  | A3_Structures_F_Heli_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OfficeCabinet_01_F** | *Office Cabinet* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OfficeChair_01_F** | *Office Chair* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **OfficeTable_01_new_F** | *Office Table (New)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OfficeTable_01_old_F** | *Office Table (Old)* | Civilian | Furniture | Office | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_RattanChair_01_F** | *Rattan Chair* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RattanTable_01_F** | *Rattan Table* | Civilian | Furniture | Camping | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Workbench_01_F** | *Workbench* | Civilian | Furniture | Construction Sites | Public |  | A3_Structures_F_Heli_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MobileLandingPlatform_01_F** | *Mobile Landing Platform* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Ind_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo10_blue_F** | *Cargo Container (Short, Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_brick_red_F** | *Cargo Container (Short, Brick Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_cyan_F** | *Cargo Container (Short, Cyan)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_grey_F** | *Cargo Container (Short, Grey)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_light_blue_F** | *Cargo Container (Short, Light Blue)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_light_green_F** | *Cargo Container (Short, Light Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_military_green_F** | *Cargo Container (Short, Military Green)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_orange_F** | *Cargo Container (Short, Orange)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_red_F** | *Cargo Container (Short, Red)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_sand_F** | *Cargo Container (Short, Sand)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_white_F** | *Cargo Container (Short, White)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_Cargo10_yellow_F** | *Cargo Container (Short, Yellow)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Ind_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_DieselGroundPowerUnit_01_F** | *Diesel Ground Power Unit* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EngineCrane_01_F** | *Portable Engine Crane* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_JetEngineStarter_01_F** | *Jet Engine Air Start Unit* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PressureWasher_01_F** | *Pressure Washer* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WaterPump_01_forest_F** | *Water Pump (Forest)* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterPump_01_sand_F** | *Water Pump (Sand)* | Civilian | Things | Machines | Public |  | A3_Structures_F_Heli_Ind_Machines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DischargeStick_01_F** | *Discharge Stick* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RotorCoversBag_01_F** | *Rotor Covers Bag* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_01_F** | *Air Intake Plug (Ghosthawk)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_02_F** | *Air Intake Plug (Huron)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_03_F** | *Air Intake Plug (Kajman)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_04_F** | *Air Intake Plug (Taru)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirIntakePlug_05_F** | *Air Intake Plug (Hellcat)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelicopterWheels_01_assembled_F** | *Helicopter Wheels (Assembled)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HelicopterWheels_01_disassembled_F** | *Helicopter Wheels (Disassembled)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PitotTubeCover_01_F** | *Pitot Tube Cover* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableHelipadLight_01_F** | *Portable Helipad Light* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_blue_F** | *Portable Helipad Light (Blue)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_red_F** | *Portable Helipad Light (Red)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_white_F** | *Portable Helipad Light (White)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_green_F** | *Portable Helipad Light (Green)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **PortableHelipadLight_01_yellow_F** | *Portable Helipad Light (Yellow)* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Airport | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Camera_01_F** | *Camera* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FlatTV_01_F** | *Flat TV* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Fridge_01_closed_F** | *Refrigerator (Closed)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Fridge_01_open_F** | *Refrigerator (Open)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_camera_F** | *Gaming Set (Camera)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_console_F** | *Gaming Set (Console)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_controller_F** | *Gaming Set (Controller)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GamingSet_01_powerSupply_F** | *Gaming Set (Power Supply)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HDMICable_01_F** | *HDMI Cable* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Microwave_01_F** | *Microwave Oven* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_screen_F** | *PC Set (Screen)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_case_F** | *PC Set (Case)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_keyboard_F** | *PC Set (Keyboard)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_mouse_F** | *PC Set (Mouse)* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableSpeakers_01_F** | *Portable Speakers* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Printer_01_F** | *Printer* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Projector_01_F** | *Projector* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tablet_01_F** | *Tablet* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Heli_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Ketchup_01_F** | *Ketchup Bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mustard_01_F** | *Mustard Bottle* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_cup_F** | *Plastic Cup* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_fork_F** | *Disposable Fork* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_knife_F** | *Disposable Knife* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_napkin_F** | *Napkin* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_spoon_F** | *Disposable Spoon* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_stackOfNapkins_F** | *Napkin Stack* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tableware_01_tray_F** | *Plastic Serving Tray* | Civilian | Things | Food | Public |  | A3_Structures_F_Heli_Items_Food | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalCase_01_large_F** | *Metal Case (Large)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalCase_01_medium_F** | *Metal Case (Medium)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalCase_01_small_F** | *Metal Case (Small)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_F** | *Plastic Case (Large)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_F** | *Plastic Case (Medium)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_F** | *Plastic Case (Small)* | Civilian | Things | Storage | Public |  | A3_Structures_F_Heli_Items_Luggage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Baseball_01_F** | *Baseball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BaseballMitt_01_F** | *Baseball Mitt* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Basketball_01_F** | *Basketball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Football_01_F** | *Football* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rugbyball_01_F** | *Rugby Ball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Volleyball_01_F** | *Volleyball* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Heli_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rope_01_F** | *Rigging Rope* | Civilian | Things | Tools | Public |  | A3_Structures_F_Heli_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WheelChock_01_F** | *Wheel Chock* | Civilian | Things | Airport | Public |  | A3_Structures_F_Heli_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere200cm_F** | *Sphere (200cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Heli_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ContainmentArea_01_F** | *Containment Berm* | Civilian | Things | Decontamination | Protected |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_01_forest_F** | *Spill Bund (Large, Olive)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_01_sand_F** | *Spill Bund (Large, Sand)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ContainmentArea_02_F** | *Containment Berm* | Civilian | Things | Decontamination | Protected |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_02_forest_F** | *Spill Bund (Medium, Olive)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_02_sand_F** | *Spill Bund (Medium, Sand)* | Civilian | Things | Decontamination | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ShotTimer_01_F** | *Shot Timer* | Civilian | Things | Electronics | Public |  | A3_Structures_F_Mark_Items_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirHorn_01_F** | *Air Horn* | Civilian | Things | Sport & Recreation | Public |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Balloon_01_air_F** | *Balloon (Air)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Balloon_01_air_NoPop_F** | *Balloon (Air)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Balloon_01_water_F** | *Balloon (Water)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Balloon_01_water_NoPop_F** | *Balloon (Water)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Items_Sport | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_FD_Purple_F** | *Flag (FD - Purple)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Mark_Mil_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BulletTrap_01_F** | *Bullet Trap* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Target_Swivel_01_F** | *Swivel Target* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_NoPop_F** | *Swivel Target* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_ground_F** | *Swivel Target (Ground)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_ground_NoPop_F** | *Swivel Target (Ground)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_left_F** | *Swivel Target (Left)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_left_NoPop_F** | *Swivel Target (Left)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_right_F** | *Swivel Target (Right)* | Civilian | Things | Targets | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Target_Swivel_01_right_NoPop_F** | *Swivel Target (Right)* | Civilian | Things | Targets | Protected |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_Olive_F** | *Shooting Mat (Olive)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_Khaki_F** | *Shooting Mat (Khaki)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_OPFOR_F** | *Shooting Mat (Hex)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_folded_Olive_F** | *Shooting Mat (Folded, Olive)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_folded_Khaki_F** | *Shooting Mat (Folded, Khaki)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ShootingMat_01_folded_OPFOR_F** | *Shooting Mat (Folded, Hex)* | Civilian | Things | Camping | Public |  | A3_Structures_F_Mark_Training | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FxCartridge_338_Ball** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_338_NM_Ball** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_127x54_APDS** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_93x64_Ball** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Mark | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DataTerminal_01_F** | *Data Terminal* | Civilian | Things | Military | Public |  | A3_Props_F_Exp_A_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **Land_Tablet_02_F** | *Rugged Tablet* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_A_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_01_F** | *Pile of Garbage (v1)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_02_F** | *Pile of Garbage (v2)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_03_F** | *Pile of Garbage (v3)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageHeap_04_F** | *Pile of Garbage (v4)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_01_F** | *Tire (Vertical, 1)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_01_horizontal_F** | *Tyre_01_horizontal* | Civilian | Things | Junk | Protected |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tyre_01_line_x5_F** | *Tire Line (Vertical, 5)* | Civilian | Things | Junk | Public |  | A3_Props_F_Exp_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCounter_01_F** | *Wooden Counter* | Civilian | Furniture | Market | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCrate_01_F** | *Wooden Crate* | Civilian | Things | Storage | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCrate_01_stack_x3_F** | *Wooden Crates (3)* | Civilian | Things | Storage | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenCrate_01_stack_x5_F** | *Wooden Crates (5)* | Civilian | Things | Storage | Public |  | A3_Props_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCone_01_F** | *Road Cone (Brown)* | Civilian | Signs | Road Signs | Public |  | A3_Props_F_Exp_Infrastructure_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergeRock_01_F** | *Verge Stone* | Civilian | Signs | Road Signs | Public |  | A3_Props_F_Exp_Infrastructure_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Device_slingloadable_F** | *Device (Sling Loadable)* | Civilian | Things | Military | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_PortableGenerator_01_F** | *Rugged Portable Generator* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SatelliteAntenna_01_F** | *Satellite Antenna* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v1_F** | *Rugged Dual Screen (Horizontal)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v2_F** | *Rugged Dual Screen (Vertical)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_large_F** | *Rugged Large Screen* | Civilian | Things | Electronics | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 11<br>- **Slingloadable:** No |\n|  | **Land_Bench_03_F** | *Bench (Weathered)* | Civilian | Furniture | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_04_F** | *Bench (Decorative)* | Civilian | Furniture | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bench_05_F** | *Bench (Rural)* | Civilian | Furniture | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Plank_01_4m_F** | *Plank (4 m)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Plank_01_8m_F** | *Plank (8 m)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalmTotem_01_F** | *Totem (Long Face)* | Civilian | Things | Historical | Public |  | A3_Structures_F_Exp_Cultural_Totems | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalmTotem_02_F** | *Totem (Short Face)* | Civilian | Things | Historical | Public |  | A3_Structures_F_Exp_Cultural_Totems | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PalmTotem_03_F** | *Totem (Plain)* | Civilian | Things | Historical | Public |  | A3_Structures_F_Exp_Cultural_Totems | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CinderBlocks_01_F** | *Stack of Cinder Blocks* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_01_F** | *Timber (Jungle)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_F** | *Stack of Planks (Kauri)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_messy_F** | *Stack of Planks (Kauri, Unfinished)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Flag_CTRG_F** | *Flag (CTRG)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Gendarmerie_F** | *Flag (Gendarmerie)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_HorizonIslands_F** | *Flag (Horizon Islands)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Syndikat_F** | *Flag (Syndikat)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Viper_F** | *Flag (Viper)* | Civilian | Signs | Flags | Public |  | A3_Structures_F_Exp_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v1_F** | *AttachedSign_01_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v2_F** | *AttachedSign_01_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v3_F** | *AttachedSign_01_v3* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_01_v4_F** | *AttachedSign_01_v4* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v1_F** | *AttachedSign_02_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v2_F** | *AttachedSign_02_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v3_F** | *AttachedSign_02_v3* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_02_v4_F** | *AttachedSign_02_v4* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_03_v1_F** | *AttachedSign_03_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AttachedSign_03_v2_F** | *AttachedSign_03_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_01_v1_F** | *Billboard_01_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_01_v2_F** | *Billboard_01_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_02_v1_F** | *Billboard_02_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Billboard_02_v2_F** | *Billboard_02_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v1_F** | *CornerAds_01_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v2_F** | *CornerAds_01_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v3_F** | *CornerAds_01_v3* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_01_v4_F** | *CornerAds_01_v4* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_02_v1_F** | *CornerAds_02_v1* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CornerAds_02_v2_F** | *CornerAds_02_v2* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_01_mine_F** | *CorporateSign_01_mine* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_01_scf_F** | *CorporateSign_01_scf* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_02_airport_F** | *CorporateSign_02_airport* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_02_harbor_F** | *CorporateSign_02_harbor* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CorporateSign_03_ranch_F** | *CorporateSign_03_ranch* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_02_crocodiles_F** | *SignWarning_02_crocodiles* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_giveWay_F** | *SignCommand_01_giveWay* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_goStraight_F** | *SignCommand_01_goStraight* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_priority_F** | *SignCommand_01_priority* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_stop_F** | *SignCommand_01_stop* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnLeft_F** | *SignCommand_01_turnLeft* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnLeftAhead_F** | *SignCommand_01_turnLeftAhead* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnRight_F** | *SignCommand_01_turnRight* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_turnRightAhead_F** | *SignCommand_01_turnRightAhead* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_deadEnd_F** | *SignInfo_01_deadEnd* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_firstAid_F** | *SignInfo_01_firstAid* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_fuelStation_F** | *SignInfo_01_fuelStation* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_hotel_F** | *SignInfo_01_hotel* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_pedestrianCrossing_F** | *SignInfo_01_pedestrianCrossing* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_pedestrianZone_F** | *SignInfo_01_pedestrianZone* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_picnicSite_F** | *SignInfo_01_picnicSite* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_reduceSpeed_F** | *SignInfo_01_reduceSpeed* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_refreshments_F** | *SignInfo_01_refreshments* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_restaurant_F** | *SignInfo_01_restaurant* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_taxi_F** | *SignInfo_01_taxi* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_toilet_F** | *SignInfo_01_toilet* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noDriving_F** | *SignRestrict_01_noDriving* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noEntry_F** | *SignRestrict_01_noEntry* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noOvertaking_F** | *SignRestrict_01_noOvertaking* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noOvertakingTruck_F** | *SignRestrict_01_noOvertakingTruck* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noParking_F** | *SignRestrict_01_noParking* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noParkingAltEven_F** | *SignRestrict_01_noParkingAltEven* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noParkingAltOdd_F** | *SignRestrict_01_noParkingAltOdd* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noPassage_F** | *SignRestrict_01_noPassage* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noPollutingVehicles_F** | *SignRestrict_01_noPollutingVehicles* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noPoweredVehicles_F** | *SignRestrict_01_noPoweredVehicles* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_noStopping_F** | *SignRestrict_01_noStopping* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_30_F** | *SignRestrict_01_speedLimit_30* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_50_F** | *SignRestrict_01_speedLimit_50* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_70_F** | *SignRestrict_01_speedLimit_70* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_80_d_F** | *SignRestrict_01_speedLimit_80_d* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_80_F** | *SignRestrict_01_speedLimit_80* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_end_F** | *SignRestrict_01_speedLimit_end* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_speedLimit_national_F** | *SignRestrict_01_speedLimit_national* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_aircrafts_F** | *SignWarning_01_aircrafts* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_animals_F** | *SignWarning_01_animals* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_bend_left_F** | *SignWarning_01_bend_left* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_bend_right_F** | *SignWarning_01_bend_right* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_crossRoad_F** | *SignWarning_01_crossRoad* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_doubleBend_left_F** | *SignWarning_01_doubleBend_left* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_doubleBend_right_F** | *SignWarning_01_doubleBend_right* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_herds_F** | *SignWarning_01_herds* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_chippings_F** | *SignWarning_01_chippings* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_junction_F** | *SignWarning_01_junction* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_junctionRoW_F** | *SignWarning_01_junctionRoW* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_other_F** | *SignWarning_01_other* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_pedestrianCrossing_F** | *SignWarning_01_pedestrianCrossing* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_ramp_F** | *SignWarning_01_ramp* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_roadworks_F** | *SignWarning_01_roadworks* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_rocks_F** | *SignWarning_01_rocks* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_steepDown_F** | *SignWarning_01_steepDown* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_steepUp_F** | *SignWarning_01_steepUp* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_stopOnRequest_F** | *SignWarning_01_stopOnRequest* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_unevenRoad_F** | *SignWarning_01_unevenRoad* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bollard_01_F** | *Bollard* | Civilian | Signs | City | Public |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ParkingMeter_01_F** | *Parking Meter* | Civilian | Signs | City | Public |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TownColumn_01_F** | *Town Entrance Pole* | Civilian | Signs | Other | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_01_sharpBend_left_F** | *Sign_01_sharpBend_left* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_01_sharpBend_right_F** | *Sign_01_sharpBend_right* | Civilian | Signs | Road Signs | Protected |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergePost_01_F** | *Verge Post* | Civilian | Signs | Road Signs | Public |  | A3_Structures_F_Exp_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DeckTractor_01_F** | *Deck Tractor* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Tractor | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TowBar_01_F** | *Towbar* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Tractor | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bomb_Trolley_01_F** | *Bomb Trolley* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Trolley | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Missle_Trolley_02_F** | *Missile Trolley* | Civilian | Things | Airport | Public |  | A3_Props_F_Jets_Military_Trolley | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_01_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Jets_Plane_Fighter_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_02_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Jets_Plane_Fighter_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Plane_Fighter_04_Canopy_F** | *Canopy* | Civilian | Things | Objects | Protected |  | A3_Air_F_Jets_Plane_Fighter_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ShipFlag_US_F** | *Ship Flagpole* | Civilian | Signs | Flags | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_Malden_F** | *Whiteboard (Map of Malden)* | Civilian | Furniture | Office | Public |  | A3_Props_F_Argo_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MapBoard_Tanoa_F** | *Whiteboard (Map of Tanoa)* | Civilian | Furniture | Office | Public |  | A3_Props_F_Argo_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_Malden_F** | *Map of Malden* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_Tanoa_F** | *Map of Tanoa* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Altis_F** | *Sleeved Map (Altis)* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Malden_F** | *Sleeved Map (Malden)* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Tanoa_F** | *Sleeved Map (Tanoa)* | Civilian | Things | Camping | Public |  | A3_Props_F_Argo_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_02_F** | *Old Laptop (Closed)* | Civilian | Things | Military | Public |  | A3_Props_F_Argo_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_02_unfolded_F** | *Old Laptop (Open)* | Civilian | Things | Military | Public |  | A3_Props_F_Argo_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_01_english_F** | *Garbage Barrel (Smiley, English)* | Civilian | Things | Junk | Public |  | A3_Structures_F_Argo_Civilian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_01_4x4_F** | *Dirt Patch (Small)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_01_6x8_F** | *Dirt Patch (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PedestrianCrossing_01_6m_4str_F** | *Pedestrian Crossing (Short)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PedestrianCrossing_01_6m_6str_F** | *Pedestrian Crossing* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PedestrianCrossing_01_8m_10str_F** | *Pedestrian Crossing (Long)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Puddle_01_F** | *Puddle (Small)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Puddle_02_F** | *Puddle (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCrack_01_2x2_F** | *Crack (2x2)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCrack_01_4x4_F** | *Crack (4x4)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RoadCrack_01_6x2_F** | *Crack (6x2)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Argo_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_pine_F** | *Stack of Planks (Pine)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Argo_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenPlanks_01_messy_pine_F** | *Stack of Planks (Pine, Unfinished)* | Civilian | Things | Construction Sites | Public |  | A3_Structures_F_Argo_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_forRent_F** | *Sign (For Rent)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_forSale_F** | *Sign (For Sale)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_taxi_F** | *Sign (Taxi)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_WarningMilAreaSmall_english_F** | *Sign (Military Area, Small, English)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_WarningMilitaryArea_english_F** | *Sign (Military Area, English)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignM_WarningMilitaryVehicles_english_F** | *Sign (Military Vehicles, English)* | Civilian | Signs | Warnings | Public |  | A3_Structures_F_Argo_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_Patrol_Respawn_tent_F** | *Camp (Dome Tent, Combat Patrol)* | Civilian | Things | Camping | Protected |  | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_F** | *Whiteboard (Empty, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Stratis_F** | *Whiteboard (Map of Stratis, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Altis_F** | *Whiteboard (Map of Altis, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Tanoa_F** | *Whiteboard (Map of Tanoa, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Malden_F** | *Whiteboard (Map of Malden, Wall)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WoodenBed_01_F** | *Bed (Double, Wooden)* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TableSmall_01_F** | *Coffee Table* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TableBig_01_F** | *Dinner Table* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sofa_01_F** | *Sofa* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OfficeCabinet_02_F** | *Office Cabinet (Old)* | Civilian | Furniture | Office | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ArmChair_01_F** | *Armchair* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rug_01_base_F** | *Building* | Civilian | Furniture | City | Protected | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Rug_01_F** | *Rug (Brown)* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Rug_01_Traditional_F** | *Rug (Brown, Traditional)* | Civilian | Furniture | City | Public | ORANGE | A3_Props_F_Orange_Furniture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_F** | *Stretcher* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_olive_F** | *Stretcher (Olive)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_sand_F** | *Stretcher (Sand)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_folded_F** | *Stretcher (Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_folded_olive_F** | *Stretcher (Olive, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stretcher_01_folded_sand_F** | *Stretcher (Sand, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_black_F** | *Body Bag (Black)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_blue_F** | *Body Bag (Blue)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_white_F** | *Body Bag (White)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_empty_black_F** | *Body Bag (Black, Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_empty_blue_F** | *Body Bag (Blue, Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_empty_white_F** | *Body Bag (White, Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_folded_black_F** | *Body Bag (Black, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_folded_blue_F** | *Body Bag (Blue, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Bodybag_01_folded_white_F** | *Body Bag (White, Folded)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Stethoscope_01_F** | *Stethoscope* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenBag_01_full_F** | *IV Bag (Full)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenBag_01_empty_F** | *IV Bag (Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenStand_01_empty_F** | *IV Stand (Empty)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenStand_01_1bag_F** | *IV Stand (1 Bag)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IntravenStand_01_2bags_F** | *IV Stand (2 Bags)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FirstAidKit_01_closed_F** | *First Aid Box (Closed)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FirstAidKit_01_open_F** | *First Aid Box (Open)* | Civilian | Things | Medicine | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CampingChair_V2_white_F** | *Camping Chair (White)* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_white_F** | *Camping Table (White)* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CampingTable_small_white_F** | *Camping Table (Small, White)* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_01_F** | *Air Conditioning Unit* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_02_F** | *Air Conditioning Unit (Hose, Long)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_03_F** | *Air Conditioning Unit (Hose, Short)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirConditioner_04_F** | *Air Conditioning Unit (Hoses, Short)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_01_F** | *Emergency Blanket* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_01_stack_F** | *Emergency Blankets* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_01_discarded_F** | *Emergency Blanket (Discarded)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_02_F** | *Emergency Blanket (Thermal)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_02_stack_F** | *Emergency Blankets (Thermal)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmergencyBlanket_02_discarded_F** | *Emergency Blanket (Thermal, Discarded)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Large_Old_F** | *Blood Pool (Large, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Large_New_F** | *Blood Pool (Large, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Medium_Old_F** | *Blood Pool (Medium, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodPool_01_Medium_New_F** | *Blood Pool (Medium, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Large_Old_F** | *Blood Splatter (Large, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Large_New_F** | *Blood Splatter (Large, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Medium_Old_F** | *Blood Splatter (Medium, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Medium_New_F** | *Blood Splatter (Medium, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Small_Old_F** | *Blood Splatter (Small, Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSplatter_01_Small_New_F** | *Blood Splatter (Small, New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSpray_01_Old_F** | *Blood Spray (Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodSpray_01_New_F** | *Blood Spray (New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodTrail_01_Old_F** | *Blood Trail (Old)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **BloodTrail_01_New_F** | *Blood Trail (New)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Bandage_F** | *Medical Garbage (Bandage)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Injector_F** | *Medical Garbage (Injector)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Packaging_F** | *Medical Garbage (Packaging)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_Gloves_F** | *Medical Garbage (Gloves)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_FirstAidKit_F** | *Medical Garbage (First Aid Kit)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_1x1_v1_F** | *Medical Garbage (1x1, v1)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_1x1_v2_F** | *Medical Garbage (1x1, v2)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_1x1_v3_F** | *Medical Garbage (1x1, v3)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_3x3_v1_F** | *Medical Garbage (3x3, v1)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_3x3_v2_F** | *Medical Garbage (3x3, v2)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **MedicalGarbage_01_5x5_v1_F** | *Medical Garbage (5x5)* | Civilian | Things | Medicine | Public | ORANGE | A3_Props_F_Orange_Humanitarian_Garbage | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_brown_F** | *Cardboard Box (Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_brown_IDAP_F** | *Cardboard Box (Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_brown_food_F** | *Cardboard Box (Food) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_white_IDAP_F** | *Cardboard Box (White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_closed_white_med_F** | *Cardboard Box (Medical) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_ransacked_brown_IDAP_F** | *Cardboard Box (Brown, Ransacked) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_ransacked_white_IDAP_F** | *Cardboard Box (White, Ransacked) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_ransacked_brown_F** | *Cardboard Box (Brown, Ransacked)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_open_brown_F** | *Cardboard Box (Brown, Open)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_open_brown_IDAP_F** | *Cardboard Box (Brown, Open) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_open_white_IDAP_F** | *Cardboard Box (White, Open) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_destroyed_brown_IDAP_F** | *Cardboard Box (Brown, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_destroyed_white_IDAP_F** | *Cardboard Box (White, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_destroyed_brown_F** | *Cardboard Box (Brown, Destroyed)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_small_stacked_F** | *Cardboard Boxes (Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_PaperBox_01_open_empty_F** | *Box (Open, Empty)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_open_boxes_F** | *Box (Open, Boxes) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PaperBox_01_open_water_F** | *Box (Open, Water) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LiquidDispenser_01_F** | *Liquid Dispenser* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticBucket_01_closed_F** | *Plastic Bucket (Closed)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticBucket_01_open_F** | *Plastic Bucket (Open)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_full_white_idap_F** | *Food Sack (White, Full) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_full_brown_idap_F** | *Food Sack (Brown, Full) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_full_brown_F** | *Food Sack (Brown, Full)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_empty_white_idap_F** | *Food Sack (White, Empty) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_empty_brown_idap_F** | *Food Sack (Brown, Empty) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_empty_brown_F** | *Food Sack (Brown, Empty)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_dmg_white_idap_F** | *Food Sack (White, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_dmg_brown_idap_F** | *Food Sack (Brown, Destroyed) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSack_01_dmg_brown_F** | *Food Sack (Brown, Destroyed)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_small_white_idap_F** | *Food Sacks (Small Heap, White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_small_brown_idap_F** | *Food Sacks (Small Heap, Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_small_brown_F** | *Food Sacks (Small Heap, Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_large_white_idap_F** | *Food Sacks (Large Heap, White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_large_brown_idap_F** | *Food Sacks (Large Heap, Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_large_brown_F** | *Food Sacks (Large Heap, Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FoodSacks_01_cargo_white_idap_F** | *Cargo Net (Sacks, White) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_FoodSacks_01_cargo_brown_idap_F** | *Cargo Net (Sacks, Brown) [IDAP]* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_FoodSacks_01_cargo_brown_F** | *Cargo Net (Sacks, Brown)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Land_WaterBottle_01_full_F** | *Water Bottle (Full)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_empty_F** | *Water Bottle (Empty)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_compressed_F** | *Water Bottle (Empty, Compressed)* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_cap_F** | *Water Bottle Cap* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_pack_F** | *Water Bottle Pack* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterBottle_01_stack_F** | *Water Bottle Stack* | Civilian | Things | Humanitarian | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_Red_F** | *Canister (Fuel, Red)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_Blue_F** | *Canister (Fuel, Blue)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CanisterFuel_White_F** | *Canister (Fuel, White)* | Civilian | Things | Tools | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FoodContainer_01_White_F** | *Food Container (Large, White)* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_gray_F** | *Plastic Case (Large, Gray)* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_idap_F** | *Plastic Case (Large, White) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_gray_F** | *Plastic Case (Medium, Gray)* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_idap_F** | *Plastic Case (Medium, White) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_gray_F** | *Plastic Case (Small, Gray)* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_idap_F** | *Plastic Case (Small, White) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Orange_01_F** | *Orange* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Orange_01_NoPop_F** | *Orange* | Civilian | Things | Food | Protected |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pumpkin_01_F** | *Pumpkin* | Civilian | Things | Food | Public |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pumpkin_01_NoPop_F** | *Pumpkin* | Civilian | Things | Food | Protected |  | A3_Props_F_Orange_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_01_F** | *Photoframe* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_01_broken_F** | *Photoframe (broken)* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_FlowerPot_01_F** | *Flowerpot (Soil)* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FlowerPot_01_Flower_F** | *Flowerpot (Plant)* | Civilian | Things | Office | Public | ORANGE | A3_Props_F_Orange_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wallet_01_F** | *Wallet* | Civilian | Things | Intel | Public | ORANGE | A3_Props_F_Orange_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_mousepad_F** | *PC Set (Mouse Pad)* | Civilian | Things | Electronics | Public | ORANGE | A3_Props_F_Orange_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_01_mousepad_IDAP_F** | *PC Set (Mouse Pad, IDAP)* | Civilian | Things | Electronics | Public | ORANGE | A3_Props_F_Orange_Items_Electronics | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Crowbar_01_F** | *Crowbar* | Civilian | Things | Tools | Public | ORANGE | A3_Props_F_Orange_Items_Tools | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_F** | *Van Tire* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_Spare_F** | *Van Tire (Spare)* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_Cargo_F** | *Van Tire (Rim, Cargo)* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tire_Van_02_Transport_F** | *Van Tire (Rim, Transport)* | Civilian | Things | Junk | Public |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Flag_IDAP_F** | *Flag (IDAP)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_F** | *Banner* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_FIA_F** | *Banner (FIA)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_CSAT_F** | *Banner (CSAT)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_AAF_F** | *Banner (AAF)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_NATO_F** | *Banner (NATO)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_IDAP_F** | *Banner (IDAP)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Humanitarian_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Cargo10_IDAP_F** | *Cargo Container (Short) [IDAP]* | Civilian | Things | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_IDAP_F** | *Cargo Container (Medium) [IDAP]* | Civilian | Things | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo40_IDAP_F** | *Cargo Container (Long) [IDAP]* | Civilian | Things | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesTall_F** | *Sign (Mines, Tall)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesTall_English_F** | *Sign (Mines, Tall, International)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesTall_Greek_F** | *Sign (Mines, Tall, Altis)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesDanger_English_F** | *Sign (Mines Danger, International)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_MinesDanger_Greek_F** | *Sign (Mines Danger, Altis)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningNoWeapon_F** | *Sign (No Weapons, International)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningNoWeaponAltis_F** | *Sign (No Weapons, Altis)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Sign_WarningNoWeaponTanoa_F** | *Sign (No Weapons, Tanoa)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Mines | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FlagMarker_01_F** | *Flag (Marker)* | Civilian | Signs | Flags | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_IDAP_F** | *Sign (IDAP)* | Civilian | Signs | Warnings | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_Sponsor_01_IDAP_F** | *Sign (IDAP)* | Civilian | Signs | Advertisements | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SignAd_SponsorS_01_IDAP_F** | *Sign (IDAP - Small)* | Civilian | Signs | Advertisements | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_EntranceGate_01_narrow_F** | *Entrance Gate (IDAP)* | Civilian | Signs | Advertisements | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WallSign_01_F** | *Wall Sign* | Civilian | Signs | Blanks | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_WallSign_01_chalkboard_F** | *Wall Sign (Chalkboard)* | Civilian | Signs | Blanks | Public | ORANGE | A3_Structures_F_Orange_Signs_Special | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Sign_Sphere10cm_Geometry_F** | *Sphere (Geometry, 10cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere25cm_Geometry_F** | *Sphere (Geometry, 25cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere100cm_Geometry_F** | *Sphere (Geometry, 100cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sign_Sphere200cm_Geometry_F** | *Sphere (Geometry, 200cm)* | Civilian | Signs | Helpers | Public |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MemoryFragment_F** |  | Civilian | Signs | Helpers | Protected |  | A3_Structures_F_Orange_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_F** | *Leaflet* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_Old_F** | *Leaflet (Old)* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_New_F** | *Leaflet (New)* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Leaflet_05_Stack_F** | *Leaflet (Stack)* | Civilian | Things | Intel | Public |  | A3_Weapons_F_Orange | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO1_F** | *UXO (Common) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO2_F** | *UXO (Sensitive) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO3_F** | *UXO (Tough) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_01_UXO4_F** | *UXO (Delayed) [NATO]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO1_F** | *UXO (Common) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO2_F** | *UXO (Sensitive) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO3_F** | *UXO (Tough) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_02_UXO4_F** | *UXO (Delayed) [CSAT]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO1_F** | *UXO (Common) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO2_F** | *UXO (Sensitive) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO3_F** | *UXO (Tough) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleBombCluster_03_UXO4_F** | *UXO (Delayed) [AAF]* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleAPERSMineDispenser_Mine_F** | *APERS Mine Dispenser Mine* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleExplosive_APERSMineDispenser_F** | *APERS Mine Dispenser* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ModuleTrainingMine_01_F** | *Training mine* | Civilian | Things | Mines | Protected | ORANGE | A3_Weapons_F_Orange_Explosives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_B_UAV_06_F** | *AL-6 Case [NATO]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_O_UAV_06_F** | *AL-6 Case [CSAT]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_I_UAV_06_F** | *AL-6 Case [AAF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_IDAP_UAV_06_F** | *Utility Drone Case [IDAP]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_UAV_06_F** | *Utility Drone Case* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_UAV_06_Swifd_F** | *Utility Drone Case (Swifd)* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_B_UAV_06_medical_F** | *AL-6 Case (Medical) [NATO]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_O_UAV_06_medical_F** | *AL-6 Case (Medical) [CSAT]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_I_UAV_06_medical_F** | *AL-6 Case (Medical) [AAF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_IDAP_UAV_06_medical_F** | *Utility Drone Case (Medical) [IDAP]* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_C_UAV_06_medical_F** | *Utility Drone Case (Medical)* | Civilian | Things | Storage | Public |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TankRoadWheels_01_single_F** | *Tank road wheel* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankSprocketWheels_01_single_F** | *Tank sprocket wheel* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankTracks_01_short_F** | *Tank tracks (Short)* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankTracks_01_long_F** | *Tank tracks (Long)* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TankEngine_01_F** | *Tank engine* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_TankEngine_01_used_F** | *Tank engine (Used)* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_TorqueWrench_01_F** | *Torque Wrench* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BoreSighter_01_F** | *Tank Bore Sighter* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RefuelingHose_01_F** | *Refueling Hose* | Civilian | Things | Military | Public |  | A3_Props_F_Tank_Military_TankAcc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_02_F** | *Dirt Patch 2 (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Tank_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_03_F** | *Dirt Patch 3 (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Tank_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_04_F** | *Dirt Patch 4 (Large)* | Civilian | Signs | Graffiti | Public |  | A3_Structures_F_Tank_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BriefingRoomDesk_01_F** | *Briefing Room Desk* | Civilian | Things | Electronics | Public |  | A3_Props_F_Destroyer_Military_BriefingRoomDesk | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BriefingRoomScreen_01_F** | *Briefing Room Screen* | Civilian | Things | Electronics | Public |  | A3_Props_F_Destroyer_Military_BriefingRoomScreen | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_WoodenTable_02_large_F** | *Picnic Table* | Civilian | Furniture | Camping | Public |  | A3_Props_F_Enoch_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_Enoch_F** | *Whiteboard (Map of Livonia)* | Civilian | Furniture | Office | Public | Enoch | A3_Props_F_Enoch_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Enoch_F** | *Whiteboard (Map of Livonia, Wall)* | Civilian | Furniture | Office | Public | Enoch | A3_Props_F_Enoch_Civilian_InfoBoards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TransferSwitch_01_F** | *Transfer Switch* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Industrial_Electric | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Map_Enoch_F** | *Map of Livonia* | Civilian | Things | Camping | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Map_unfolded_Enoch_F** | *Sleeved Map (Livonia)* | Civilian | Things | Camping | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Book_01_F** | *Book (Small)* | Civilian | Things | Sport & Recreation | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Book_02_F** | *Book (Large)* | Civilian | Things | Sport & Recreation | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Newspaper_01_F** | *Newspaper* | Civilian | Things | Office | Public | Enoch | A3_Props_F_Enoch_Items_Documents | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **AluminiumFoil_01_F** | *Tin Foil* | Civilian | Things | Tools | Public | Enoch | A3_Props_F_Enoch_Items_AluminiumFoil | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_olive_F** | *Rugged Portable Lamp (Single, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_yellow_F** | *Rugged Portable Lamp (Single, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_black_F** | *Rugged Portable Lamp (Single, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_sand_F** | *Rugged Portable Lamp (Single, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_olive_F** | *Rugged Portable Lamp (Double, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_yellow_F** | *Rugged Portable Lamp (Double, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_black_F** | *Rugged Portable Lamp (Double, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_double_sand_F** | *Rugged Portable Lamp (Double, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_olive_F** | *Rugged Portable Lamp (Quad, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_yellow_F** | *Rugged Portable Lamp (Quad, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_black_F** | *Rugged Portable Lamp (Quad, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_quad_sand_F** | *Rugged Portable Lamp (Quad, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_olive_F** | *Rugged Portable Lamp (Folded, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_yellow_F** | *Rugged Portable Lamp (Folded, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_black_F** | *Rugged Portable Lamp (Folded, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_folded_sand_F** | *Rugged Portable Lamp (Folded, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_olive_F** | *Rugged Portable Lamp (Single, Folded, Olive)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_yellow_F** | *Rugged Portable Lamp (Single, Folded, Yellow)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_black_F** | *Rugged Portable Lamp (Single, Folded, Black)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableLight_02_single_folded_sand_F** | *Rugged Portable Lamp (Single, Folded, Sand)* | Civilian | Things | Lamps | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_suspended_F** | *Tent Lamp (Suspended, White)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_standing_F** | *Tent Lamp (Standing, White)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_suspended_red_F** | *Tent Lamp (Suspended, Red)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TentLamp_01_standing_red_F** | *Tent Lamp (Standing, Red)* | Civilian | Things | Lamps | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_7drawers_olive_F** | *Rugged Portable Cabinet (Olive, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_7drawers_black_F** | *Rugged Portable Cabinet (Black, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_7drawers_sand_F** | *Rugged Portable Cabinet (Sand, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_4drawers_olive_F** | *Rugged Portable Cabinet (Olive, 4 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_4drawers_black_F** | *Rugged Portable Cabinet (Black, 4 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_4drawers_sand_F** | *Rugged Portable Cabinet (Sand, 4 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_medical_F** | *Rugged Portable Cabinet (Medical, 7 Drawers)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_lid_olive_F** | *Rugged Portable Cabinet Lid (Olive)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_lid_black_F** | *Rugged Portable Cabinet Lid (Black)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_lid_sand_F** | *Rugged Portable Cabinet Lid (Sand)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_bookcase_olive_F** | *Rugged Portable Cabinet (Olive, Books)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_bookcase_black_F** | *Rugged Portable Cabinet (Black, Books)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_bookcase_sand_F** | *Rugged Portable Cabinet (Sand, Books)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_closed_olive_F** | *Rugged Portable Cabinet (Olive, Closed)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_closed_black_F** | *Rugged Portable Cabinet (Black, Closed)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableCabinet_01_closed_sand_F** | *Rugged Portable Cabinet (Sand, Closed)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_olive_F** | *Tent (Solar, Olive)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_sand_F** | *Tent (Solar, Sand)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_bluewhite_F** | *Tent (Solar, Blue-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_redwhite_F** | *Tent (Solar, Red-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_olive_F** | *Tent (Solar, Folded, Olive)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_sand_F** | *Tent (Solar, Folded, Sand)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_bluewhite_F** | *Tent (Solar, Folded, Blue-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentSolar_01_folded_redwhite_F** | *Tent (Solar, Folded, Red-White)* | Civilian | Things | Camping | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_olive_F** | *Rugged Portable Desk (Olive)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_black_F** | *Rugged Portable Desk (Black)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_sand_F** | *Rugged Portable Desk (Sand)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_panel_olive_F** | *Rugged Portable Desk (Olive, Panel)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_panel_black_F** | *Rugged Portable Desk (Black, Panel)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableDesk_01_panel_sand_F** | *Rugged Portable Desk (Sand, Panel)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SatelliteAntenna_01_mounted_base_F** | *Building* | Civilian | Things | Electronics | Protected | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SatelliteAntenna_01_small_mounted_base_F** | *Building* | Civilian | Things | Electronics | Protected | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Olive_F** | *Satellite Antenna (Olive)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Black_F** | *Satellite Antenna (Black)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Sand_F** | *Satellite Antenna (Sand)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Mounted_Olive_F** | *Mounted Satellite Antenna (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Mounted_Black_F** | *Mounted Satellite Antenna (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Mounted_Sand_F** | *Mounted Satellite Antenna (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Olive_F** | *Satellite Antenna (Small, Olive)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Black_F** | *Satellite Antenna (Small, Black)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Sand_F** | *Satellite Antenna (Small, Sand)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Mounted_Olive_F** | *Mounted Satellite Antenna (Small, Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Mounted_Black_F** | *Mounted Satellite Antenna (Small, Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SatelliteAntenna_01_Small_Mounted_Sand_F** | *Mounted Satellite Antenna (Small, Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v1_sand_F** | *Rugged Dual Screen (Sand, Horizontal)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v2_sand_F** | *Rugged Dual Screen (Sand, Vertical)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_large_sand_F** | *Rugged Large Screen (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 11<br>- **Slingloadable:** No |\n|  | **Land_PortableGenerator_01_sand_F** | *Rugged Portable Generator (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Tablet_02_sand_F** | *Rugged Tablet (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v1_black_F** | *Rugged Dual Screen (Black, Horizontal)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_dual_v2_black_F** | *Rugged Dual Screen (Black, Vertical)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_TripodScreen_01_large_black_F** | *Rugged Large Screen (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 11<br>- **Slingloadable:** No |\n|  | **Land_PortableGenerator_01_black_F** | *Rugged Portable Generator (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Tablet_02_black_F** | *Rugged Tablet (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_DeskChair_01_black_F** | *Rugged Desk Chair (Black)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeskChair_01_olive_F** | *Rugged Desk Chair (Olive)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeskChair_01_sand_F** | *Rugged Desk Chair (Sand)* | Civilian | Things | Military | Public | Contact | A3_Props_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Decontamination_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ContainmentArea_01_black_F** | *Spill Bund (Large, Black)* | Civilian | Things | Decontamination | Public |  | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_02_black_F** | *Spill Bund (Medium, Black)* | Civilian | Things | Decontamination | Public |  | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ContainmentArea_03_F** | *Containment Berm* | Civilian | Things | Decontamination | Protected | Contact | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_03_black_F** | *Spill Bund (Small, Black)* | Civilian | Things | Decontamination | Public | Contact | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **ContainmentArea_03_yellow_F** | *Spill Bund (Small, Yellow)* | Civilian | Things | Decontamination | Public | Contact | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconShower_01_F** | *Decon Shower* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconShower_01_sound_F** |  | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconShower_02_F** | *Decon Shower (Large)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **SpinalBoard_01_orange_F** | *Spinal Board (Orange)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SpinalBoard_01_white_F** | *Spinal Board (White)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SpinalBoard_01_black_F** | *Spinal Board (Black)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sponge_01_dry_F** | *Sponge (Dry)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sponge_01_Wet_F** | *Sponge (Wet)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Broom_01_yellow_F** | *Broom (Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Broom_01_grey_F** | *Broom (Grey)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Brush_01_yellow_F** | *Brush (Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Brush_01_green_F** | *Brush (Green)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TrashBagHolder_01_F** | *Trash Bag Holder* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WalkingFrame_01_F** | *Walking Frame* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **StretcherRollerSystem_01_F** | *Stretcher Roller System* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **AntidoteKit_01_F** | *Antidote Kit* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DeconKit_01_F** | *Decon Kit* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DrainageDeck_01_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **DrainageDeck_01_F** | *Drainage Deck* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SCBACylinder_01_F** | *SCBA Cylinder* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SCBACylinder_01_CUR_F** | *SCBA Cylinder (CUR)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_extended_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_F** | *Coiled Hose Spray (Retracted)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LiquidSpraySystem_01_Extended_F** | *Coiled Hose Spray (Extended)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Yellow_F** | *Tarp (Large, Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Green_F** | *Tarp (Large, Green)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Red_F** | *Tarp (Large, Red)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Large_Black_F** | *Tarp (Large, Black)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Yellow_F** | *Tarp (Small, Yellow)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Green_F** | *Tarp (Small, Green)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Red_F** | *Tarp (Small, Red)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Tarp_01_Small_Black_F** | *Tarp (Small, Black)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Small_New_F** | *Water Spill (Small, New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Small_Foam_F** | *Water Spill (Small, Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Small_Old_F** | *Water Spill (Small, Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Medium_New_F** | *Water Spill (Medium, New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Medium_Foam_F** | *Water Spill (Medium, Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Medium_Old_F** | *Water Spill (Medium, Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Large_New_F** | *Water Spill (Large, New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Large_Foam_F** | *Water Spill (Large, Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterSpill_01_Large_Old_F** | *Water Spill (Large, Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterTrail_01_New_F** | *Water Trail (New)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterTrail_01_Old_F** | *Water Trail (Old)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **WaterTrail_01_Foam_F** | *Water Trail (Foam)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **HazmatBag_01_F** | *Hazmat Bag (Full)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **HazmatBag_01_empty_F** | *Hazmat Bag (Empty)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **HazmatBag_01_roll_F** | *Hazmat Bag Roll* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_yellow_F** | *CBRN Packaging (Yellow, Open)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_olive_F** | *CBRN Packaging (Olive, Open)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_closed_yellow_F** | *CBRN Packaging (Yellow, Closed)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNContainer_01_closed_olive_F** | *CBRN Packaging (Olive, Closed)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNLid_01_yellow_F** | *CBRN Packaging Lid (Yellow)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNLid_01_olive_F** | *CBRN Packaging Lid (Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CBRNCase_01_F** | *CBRN Inner Packaging* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GenericCables_01_base_F** | *Building* | Civilian | Things | Village | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_base_F** | *Building* | Civilian | Things | Decontamination | Protected | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_Roll_F** | *Pressure Hose (Roll)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_StraightLong_F** | *Pressure Hose (Straight, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_StraightShort_F** | *Pressure Hose (Straight, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_SBend_F** | *Pressure Hose (S-Bend)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_Corner_F** | *Pressure Hose (Corner)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_CurveLong_F** | *Pressure Hose (Curve, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_CurveShort_F** | *Pressure Hose (Curve, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PressureHose_01_Step_F** | *Pressure Hose (Step)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_Roll_F** | *Lay-Flat Hose (Roll)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_StraightLong_F** | *Lay-Flat Hose (Straight, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_StraightShort_F** | *Lay-Flat Hose (Straight, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_SBend_F** | *Lay-Flat Hose (S-Bend)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_Corner_F** | *Lay-Flat Hose (Corner)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_CurveLong_F** | *Lay-Flat Hose (Curve, Long)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_CurveShort_F** | *Lay-Flat Hose (Curve, Short)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LayFlatHose_01_Step_F** | *Lay-Flat Hose (Step)* | Civilian | Things | Decontamination | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_Roll_F** | *Power Cable (Roll)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_StraightLong_F** | *Power Cable (Straight, Long)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_StraightShort_F** | *Power Cable (Straight, Short)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_SBend_F** | *Power Cable (S-Bend)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_Corner_F** | *Power Cable (Corner)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_CurveLong_F** | *Power Cable (Curve, Long)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_CurveShort_F** | *Power Cable (Curve, Short)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **PowerCable_01_Step_F** | *Power Cable (Step)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Decontamination | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_olive_F** | *Rugged Multi-Screen Computer (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_black_F** | *Rugged Multi-Screen Computer (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_sand_F** | *Rugged Multi-Screen Computer (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_closed_olive_F** | *Rugged Multi-Screen Computer (Olive, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_closed_black_F** | *Rugged Multi-Screen Computer (Black, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_MultiScreenComputer_01_closed_sand_F** | *Rugged Multi-Screen Computer (Sand, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_IPPhone_01_olive_F** | *Rugged IP Telephone (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_IPPhone_01_black_F** | *Rugged IP Telephone (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_IPPhone_01_sand_F** | *Rugged IP Telephone (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Laptop_03_olive_F** | *Rugged Laptop (Olive, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Laptop_03_black_F** | *Rugged Laptop (Black, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Laptop_03_sand_F** | *Rugged Laptop (Sand, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_laptop_03_closed_olive_F** | *Rugged Laptop (Olive, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_laptop_03_closed_black_F** | *Rugged Laptop (Black, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_laptop_03_closed_sand_F** | *Rugged Laptop (Sand, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_olive_F** | *Rugged Portable Server Unit (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_black_F** | *Rugged Portable Server Unit (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_sand_F** | *Rugged Portable Server Unit (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_cover_olive_F** | *Rugged Portable Server Unit Cover (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_cover_black_F** | *Rugged Portable Server Unit Cover (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableServer_01_cover_sand_F** | *Rugged Portable Server Unit Cover (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Computer_01_olive_F** | *Rugged Computer (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Computer_01_black_F** | *Rugged Computer (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Computer_01_sand_F** | *Rugged Computer (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Router_01_olive_F** | *Rugged Router (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Router_01_black_F** | *Rugged Router (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Router_01_sand_F** | *Rugged Router (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_olive_F** | *Flexible Solar Panel (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_sand_F** | *Flexible Solar Panel (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_folded_olive_F** | *Flexible Solar Panel (Olive, Folded)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableSolarPanel_01_folded_sand_F** | *Flexible Solar Panel (Sand, Folded)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_04_olive_F** | *Rugged Solar Panel (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_04_black_F** | *Rugged Solar Panel (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_04_sand_F** | *Rugged Solar Panel (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_open_olive_F** | *Rugged Battery Pack (Olive, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_open_black_F** | *Rugged Battery Pack (Black, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_open_sand_F** | *Rugged Battery Pack (Sand, Open)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_closed_olive_F** | *Rugged Battery Pack (Olive, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_closed_black_F** | *Rugged Battery Pack (Black, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_closed_sand_F** | *Rugged Battery Pack (Sand, Closed)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_battery_olive_F** | *Rechargeable Battery (Olive)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_battery_black_F** | *Rechargeable Battery (Black)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BatteryPack_01_battery_sand_F** | *Rechargeable Battery (Sand)* | Civilian | Things | Electronics | Public | Enoch | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableWeatherStation_01_white_F** | *Portable Weather Station (White)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableWeatherStation_01_olive_F** | *Portable Weather Station (Olive)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PortableWeatherStation_01_sand_F** | *Portable Weather Station (Sand)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OmniDirectionalAntenna_01_sand_F** | *Omnidirectional Antenna (Sand)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OmniDirectionalAntenna_01_olive_F** | *Omnidirectional Antenna (Olive)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **OmniDirectionalAntenna_01_black_F** | *Omnidirectional Antenna (Black)* | Civilian | Things | Electronics | Public | Contact | A3_Props_F_Enoch_Military_Equipment | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_02_F** | *Garbage Barrel (Military)* | Civilian | Things | Junk | Public | Enoch | A3_Props_F_Enoch_Military_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_GarbageBarrel_02_buried_F** | *Garbage Barrel (Buried, Military)* | Civilian | Things | Junk | Public | Enoch | A3_Props_F_Enoch_Military_Garbage | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BurntGarbage_01_F** | *Burnt Garbage (v1)* | Civilian | Things | Junk | Public | Enoch | A3_Props_F_Enoch_Military_Garbage | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_black_F** | *Plastic Case (Large, Black)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_black_CBRN_F** | *Plastic Case (Large, Black, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_black_F** | *Plastic Case (Medium, Black)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_black_CBRN_F** | *Plastic Case (Medium, Black, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_black_F** | *Plastic Case (Small, Black)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_black_CBRN_F** | *Plastic Case (Small, Black, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_olive_F** | *Plastic Case (Large, Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_olive_CBRN_F** | *Plastic Case (Large, Olive, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_olive_F** | *Plastic Case (Medium, Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_olive_CBRN_F** | *Plastic Case (Medium, Olive, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_olive_F** | *Plastic Case (Small, Olive)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_olive_CBRN_F** | *Plastic Case (Small, Olive, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_large_CBRN_F** | *Plastic Case (Large, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_medium_CBRN_F** | *Plastic Case (Medium, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_PlasticCase_01_small_CBRN_F** | *Plastic Case (Small, CBRN)* | Civilian | Things | Storage | Public | Enoch | A3_Props_F_Enoch_Military_Supplies | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Truck_01_Rack_F** | *HEMTT Rack* | Civilian | Things | Storage | Public |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Truck_01_Rack_tropic_F** | *HEMTT Rack (Tropic)* | Civilian | Things | Storage | Public |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **UGV_02_ExternalDetector_F** | *Special Measurement Device* | Civilian | Things | Machines | Public | Enoch | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **UGV_02_Wheel_F** | *ED-1 Wheel* | Civilian | Things | Machines | Public | Enoch | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **UGV_02_Tracks_F** | *ED-1 Tracks* | Civilian | Things | Machines | Public | Enoch | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Scaffolding_New_F** | *Scaffolding (New)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Civilian_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_single_F** | *Concrete Panel (Decal)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_F** | *Concrete Panels (Decal)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_end1_F** | *Concrete Panels (Decal, End 1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePanels_01_end2_F** | *Concrete Panels (Decal, End 2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_01_F** | *Road Patch (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_02_F** | *Road Patch (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_03_F** | *Road Patch (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_04_F** | *Road Patch (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_05_F** | *Road Patch (v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_06_F** | *Road Patch (v6)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_07_F** | *Road Patch (v7)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_08_F** | *Road Patch (v8)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_09_F** | *Road Patch (v9)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_10_F** | *Road Patch (v10)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_11_F** | *Road Patch (v11)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_patch_12_F** | *Road Patch (v12)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_01_F** | *Road Crack (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_02_F** | *Road Crack (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_03_F** | *Road Crack (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_04_F** | *Road Crack (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_roads_cracks_05_F** | *Road Crack (v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long1_F** | *Road Cracks (Long, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long2_F** | *Road Cracks (Long, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long3_F** | *Road Cracks (Long, v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long4_F** | *Road Cracks (Long, v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_long5_F** | *Road Cracks (Long, v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_medium1_F** | *Road Cracks (Medium, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_damage_medium2_F** | *Road Cracks (Medium, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_01_F** | *Road Crack Seal (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_02_F** | *Road Crack Seal (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_03_F** | *Road Crack Seal (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_04_F** | *Road Crack Seal (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_05_F** | *Road Crack Seal (v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_ars_06_F** | *Road Crack Seal (v6)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_01_F** | *Oil Stain (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_02_F** | *Oil Stain (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_03_F** | *Oil Stain (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_roads_oil_stain_04_F** | *Oil Stain (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_01_F** | *Dirt Road Cracks (Long, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_02_F** | *Dirt Road Cracks (Long, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_03_F** | *Dirt Road Cracks (Long, v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_04_F** | *Dirt Road Cracks (Long, v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_damage_long_05_F** | *Dirt Road Cracks (Long, v5)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_01_F** | *Dirt Road Rocks (v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_02_F** | *Dirt Road Rocks (v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_03_F** | *Dirt Road Rocks (v3)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dirt_road_rocks_04_F** | *Dirt Road Rocks (v4)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_v1_F** | *Tire Track (Straight, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_v2_F** | *Tire Track (Straight, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_start_F** | *Tire Track (Straight, Start)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_straight_end_F** | *Tire Track (Straight, End)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_left_v1_F** | *Tire Track (Left Curve, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_left_v2_F** | *Tire Track (Left Curve, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_left_crossing_F** | *Tire Track (Left Crossing)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_right_v1_F** | *Tire Track (Right Curve, v1)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_right_v2_F** | *Tire Track (Right Curve, v2)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VehicleTrack_01_right_crossing_F** | *Tire Track (Right Crossing)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DirtPatch_05_F** | *Dirt Patch 5 (Large)* | Civilian | Signs | Graffiti | Public | Enoch | A3_Structures_F_Enoch_Decals_Horizontal | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_EMP_F** | *Cargo Container (EMP-Proof)* | Civilian | Things | Storage | Public | Enoch | A3_Structures_F_Enoch_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo20_EMP_Training_F** | *Cargo Container (EMP-Proof, Training)* | Civilian | Things | Storage | Public | Enoch | A3_Structures_F_Enoch_Industrial_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_01_F** | *Timber Log (v1)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_02_F** | *Timber Log (v2)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_03_F** | *Timber Log (v3)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_04_F** | *Timber Log (v4)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberLog_05_F** | *Timber Log (v5)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_02_F** | *Timber Pile (v1)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_03_F** | *Timber Pile (v2)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_04_F** | *Timber Pile (v3)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TimberPile_05_F** | *Timber Pile (v4)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_02_F** | *Woodpile (v2)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_03_F** | *Woodpile (v3)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodPile_04_F** | *Woodpile (v4)* | Civilian | Things | Construction Sites | Public | Enoch | A3_Structures_F_Enoch_Industrial_Materials | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Flag_EAF_F** | *Flag (LDF)* | Civilian | Signs | Flags | Public | Enoch | A3_Structures_F_Enoch_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Flag_Enoch_F** | *Flag (Livonia)* | Civilian | Signs | Flags | Public | Enoch | A3_Structures_F_Enoch_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Banner_01_EAF_F** | *Banner (LDF)* | Civilian | Signs | Flags | Public | Enoch | A3_Structures_F_Enoch_Military_Flags | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_01_decal_F** | *Shell Crater (Decal, Small)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_01_F** | *Shell Crater (Small)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_small_F** | *Shell Crater (Medium)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_large_F** | *Shell Crater (Large)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_extralarge_F** | *Shell Crater (Extra Large)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_decal_F** | *Shell Crater (Decal, Large)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShellCrater_02_debris_F** | *Shell Crater (Debris)* | Civilian | Signs | Craters | Public | Enoch | A3_Structures_F_Enoch_Military_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OldFactorySign_01_F** | *Old Factory Sign* | Civilian | Signs | Other | Public | Enoch | A3_Structures_F_Enoch_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_OldFactorySign_01_graffiti_F** | *Old Factory Sign (Graffiti)* | Civilian | Signs | Other | Public | Enoch | A3_Structures_F_Enoch_Signs_Companies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergePost_02_v1_F** | *Verge Post (Old)* | Civilian | Signs | Road Signs | Public | Enoch | A3_Structures_F_Enoch_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VergePost_02_v2_F** | *Verge Post (Old, Damaged)* | Civilian | Signs | Road Signs | Public | Enoch | A3_Structures_F_Enoch_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_entry_en_pl_F** | *Sign (Military Area, Enter, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_leave_en_pl_F** | *Sign (Military Area, Exit, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sign_noentry_big_en_pl_F** | *Sign (Military Area, Large, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_noentry_small_en_pl_F** | *Sign (Military Area, Small, Polish & English)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_uwaga_pl_1_F** | *Sign (Warning, Polish, v1)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_sign_uwaga_pl_2_F** | *Sign (Warning, Polish, v2)* | Civilian | Signs | Warnings | Public | Enoch | A3_Structures_F_Enoch_Signs_Warnings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_white_F** | *Light Cone (White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_orange_F** | *Light Cone (Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_red_F** | *Light Cone (Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_green_F** | *Light Cone (Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_blue_F** | *Light Cone (Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_white_F** | *Light Cone (Narrow, White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_orange_F** | *Light Cone (Narrow, Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_red_F** | *Light Cone (Narrow, Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_green_F** | *Light Cone (Narrow, Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_narrow_blue_F** | *Light Cone (Narrow, Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_white_F** | *Light Cone (Wide, White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_orange_F** | *Light Cone (Wide, Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_red_F** | *Light Cone (Wide, Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_green_F** | *Light Cone (Wide, Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_wide_blue_F** | *Light Cone (Wide, Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_white_F** | *Light Cone (Long, White)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_orange_F** | *Light Cone (Long, Orange)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_red_F** | *Light Cone (Long, Red)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_green_F** | *Light Cone (Long, Green)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Reflector_Cone_01_Long_blue_F** | *Light Cone (Long, Blue)* | Civilian | Things | Lamps | Public | Enoch | A3_Structures_F_Enoch_VR_Helpers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **FxCartridge_762x39** | *Internal: FX Cartridge* | Civilian | Things | Objects | Protected |  | A3_Weapons_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Box_I_E_UAV_06_F** | *AL-6 Case [LDF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Enoch_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Box_I_E_UAV_06_medical_F** | *AL-6 Case (Medical) [LDF]* | Civilian | Things | Storage | Public |  | A3_Air_F_Enoch_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **SmartMarker_Base_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_Default2_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Area_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Cache_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Cache_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_MosquitosArea_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Minefield_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Cache_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_CacheFound_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_CacheFound_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CacheFound_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Loc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Loc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Loc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Camp_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Boats_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Trucks_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Cars_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Cars_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Workshop_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Helicopters_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Planes_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Armory_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Armory_B_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Armory_Special_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Misc_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_CarCharge_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_CarChargeActive_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Armory_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_HQ_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Boats_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Rest_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Plane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Plane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_U_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Default_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_HQ_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Storage_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_U_Sleep_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Ambush_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_PickUp_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Sleep_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Sleep_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_DeliveryPoint_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_TimeBomb_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Transport_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_TransportPerson_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_TransportPlane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Defend_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Transport_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Transport_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Fetch_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Fetch_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Fetch_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Talk_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Mosquitos_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_U_Mosquitos_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_I_Team_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_Team_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Support_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Location_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Destroy_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Upload_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_T_Distraction_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_House_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_IDAP_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CSAT_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Gendarme_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Convoy_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_SDV_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_checkpoint_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_B_checkpoint_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CommandCenter_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_CommsCenter_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Facility_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Patrol_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_AA_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Depo_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_Outpost_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_plane_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_tank_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_heli_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_mortar_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_mech_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_O_naval_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_Meeting_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SmartMarker_C_HiddenGun_F** | *Pointer (Blue)* | Civilian | Signs | Helpers | Protected |  | A3_Missions_F_Oldman | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MoneyBills_01_bunch_F** | *Money (Notes)* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MoneyBills_01_roll_F** | *Money (Roll)* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MoneyBills_01_stack_F** | *Money (Stack)* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Key_01_F** | *Keys* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_USB_Dongle_01_F** | *Flash Drive* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Antimalaricum_01_F** | *Antimalarial Pills* | Civilian | Things | Medicine | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Creditcard_01_F** | *Bank Card* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Military_ID_Card_01_F** | *ID Card [CSAT]* | Civilian | Things | Tools | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PCSet_Intel_01_F** | *PC Set (Screen, Intel v1)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_PCSet_Intel_02_F** | *PC Set (Screen, Intel v2)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_Intel_01_F** | *Laptop (Open, Intel v1)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_Intel_02_F** | *Laptop (Open, Intel v2)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Laptop_Intel_Oldman_F** | *Laptop (Open, Intel v3)* | Civilian | Things | Electronics | Public | Oldman | A3_Props_F_Oldman_Items | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Decal_ScorchMark_01_small_F** | *Scorch Mark (Small)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_ScorchMark_01_large_F** | *Scorch Mark (Large)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_Garbage_01_F** | *Garbage Decal* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_01_F** | *Road Edge Dirt (v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_02_F** | *Road Edge Dirt (v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_03_F** | *Road Edge Dirt (v3)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_04_F** | *Road Edge Dirt (v4)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_05_F** | *Road Edge Dirt (v5)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_06_F** | *Road Edge Dirt (v6)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_07_F** | *Road Edge Dirt (v7)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_08_F** | *Road Edge Dirt (v8)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_09_F** | *Road Edge Dirt (v9)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadEdge_Dirt_10_F** | *Road Edge Dirt (v10)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrokenCarGlass_01_6x2_F** | *Broken Glass (6x2m)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrokenCarGlass_01_4x4_F** | *Broken Glass (4x4m)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Big_01_F** | *Bullet Holes (Big, v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Big_02_F** | *Bullet Holes (Big, v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Small_01_F** | *Bullet Holes (Small, v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Small_02_F** | *Bullet Holes (Small, v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_BulletHoles_Small_03_F** | *Bullet Holes (Small, v3)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_01_F** | *Road Crack (Grass, v1)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_02_F** | *Road Crack (Grass, v2)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_03_F** | *Road Crack (Grass, v3)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_04_F** | *Road Crack (Grass, v4)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Decal_RoadCrack_Grass_05_F** | *Road Crack (Grass, v5)* | Civilian | Signs | Graffiti | Public | Oldman | A3_Structures_F_Oldman_Decals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Wall_Syndikat_Tanoa_F** | *Whiteboard [Syndikat] (v3)* | Civilian | Furniture | Office | Protected | ORANGE | A3_Structures_F_Oldman_Signs_Boards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Tripod_Syndikat_Tanoa_F** | *Whiteboard [Syndikat] (v2)* | Civilian | Furniture | Office | Protected |  | A3_Structures_F_Oldman_Signs_Boards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MapBoard_01_Map_Syndikat_Tanoa_F** | *Whiteboard [Syndikat] (v1)* | Civilian | Things | Camping | Protected |  | A3_Structures_F_Oldman_Signs_Boards | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_CheckpointZone1_F** | *Sign (Checkpoint, v2)* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_CheckpointZone2_F** | *Sign (Checkpoint, v3)* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_Shelter_F** | *Sign* | Civilian | Signs | Advertisements | Protected |  | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_SignCommand_01_generic_F** | *Sign* | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignInfo_01_generic_F** | *Sign* | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignRestrict_01_generic_F** | *Sign* | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_generic_F** |  | Civilian | Signs | Road Signs | Protected | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_SignWarning_01_CheckpointAhead_F** | *Sign (Checkpoint, v1)* | Civilian | Signs | Road Signs | Public | Oldman | A3_Structures_F_Oldman_Signs_Traffic | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_F** | *Diorama Unit (Blank)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_opsis_F** | *Diorama Unit (Opsis)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_IDAP_F** | *Diorama Unit (IDAP)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Vrana_F** | *Diorama Unit (Vrana)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Macrotech_F** | *Diorama Unit (Macrotech)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Astra_F** | *Diorama Unit (Astra)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaUnit_01_Redstone_F** | *Diorama Unit (Redstone)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Slingloadable:** No |\n|  | **GalleryDioramaBase_01_Dirt_F** | *Diorama Base (Dirt)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryDioramaBase_01_Sand_F** | *Diorama Base (Sand)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryDioramaBase_01_Grass_F** | *Diorama Base (Grass)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryDioramaDisplay_01_F** | *Diorama Display (UAV)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **GalleryDioramaDisplay_02_F** | *Diorama Display (Doggo)* | Civilian | Furniture | Gallery | Public | AoW | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Easel_01_F** | *Easel* | Civilian | Things | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Easel_01_folded_F** | *Easel (Folded)* | Civilian | Things | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_F** | *Canvas (Medium)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Square_F** | *Canvas (Medium, Square)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Landscape_F** | *Canvas (Medium, Landscape)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Small_F** | *Canvas (Small)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Canvas_01_Large_F** | *Canvas (Large)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_v1_F** | *Gallery Frame (Large, v1)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_v2_F** | *Gallery Frame (Large, v2)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_v3_F** | *Gallery Frame (Large, v3)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_01_large_portrait_F** | *Gallery Frame (Large, Portrait)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_02_F** | *Gallery Frame (Medium)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_02_square_F** | *Gallery Frame (Medium, Square)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryFrame_02_large_rectangle_F** | *Gallery Frame (Large, Rectangle)* | Civilian | Furniture | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **GalleryLabel_01_F** | *Gallery Label* | Civilian | Signs | Gallery | Public | Aow | A3_Props_F_AoW_Civilian_Gallery | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_02_base_F** | *Building* | Civilian | Things | Office | Protected | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_02_F** | *Photo Frame (Portrait)* | Civilian | Things | Office | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_Photoframe_02_standing_F** | *Photo Frame (Portrait, Standing)* | Civilian | Things | Office | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **FlowerBouquet_01_F** | *Flower Bouquet (White)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FlowerBouquet_02_F** | *Flower Bouquet (Red)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FlowerBouquet_03_F** | *Flower Bouquet (Orange)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_base_F** | *Building* | Civilian | Things | Military | Protected | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_F** | *Memorial Wreath* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_US_F** | *Memorial Wreath (US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_UK_F** | *Memorial Wreath (UK)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Altis_F** | *Memorial Wreath (Altis)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Livonia_F** | *Memorial Wreath (Livonia)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Tanoa_F** | *Memorial Wreath (Horizon Islands)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Standing_F** | *Memorial Wreath (Standing)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_US_Standing_F** | *Memorial Wreath (Standing, US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_UK_Standing_F** | *Memorial Wreath (Standing, UK)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Altis_Standing_F** | *Memorial Wreath (Standing, Altis)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Livonia_Standing_F** | *Memorial Wreath (Standing, Livonia)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **MemorialWreath_01_Tanoa_Standing_F** | *Memorial Wreath (Standing, Horizon Islands)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_US_F** | *Folded Flag (US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_UK_F** | *Folded Flag (UK)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_Altis_F** | *Folded Flag (Altis)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_Livonia_F** | *Folded Flag (Livonia)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **FoldedFlag_01_Tanoa_F** | *Folded Flag (Horizon Islands)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Coffin_01_F** | *Coffin* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_F** | *Military Coffin* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_US_F** | *Military Coffin (US)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_Flag_F** | *Military Coffin (Flag)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** Yes |\n|  | **Coffin_02_BasePlate_F** | *Military Coffin (Base)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Coffin_02_BasePlate_US_F** | *Military Coffin (US, Base)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Coffin_02_Cover_F** | *Military Coffin (Cover)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Coffin_02_Cover_US_F** | *Military Coffin (US, Cover)* | Civilian | Things | Military | Public | AoW | A3_Props_F_AoW_Items_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Lantern_01_black_F** | *Lantern (Black)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Lantern_01_blue_F** | *Lantern (Blue)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Lantern_01_green_F** | *Lantern (Green)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Lantern_01_red_F** | *Lantern (Red)* | Civilian | Things | Lamps | Public |  | A3_Props_F_Decade_Civilian_Camping | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Pumpkin_01_halloween_F** | *Pumpkin (Halloween)* | Civilian | Things | Food | Public |  | A3_Props_F_Decade_Humanitarian_Supplies | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Scarecrow_01_F** | *Scarecrow* | Civilian | Things | Targets | Public |  | A3_Props_F_Decade_Industrial_Agriculture | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_base_F** | *Building* | Civilian | Things | Military | Protected | Decade |  | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_F** | *Battlefield Memorial* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_F** | *Battlefield Memorial (Green)* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_NATO_F** | *Battlefield Memorial [NATO]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_NATO_F** | *Battlefield Memorial (Green) [NATO]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_CSAT_F** | *Battlefield Memorial [CSAT]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_CSAT_F** | *Battlefield Memorial (Green) [CSAT]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_AAF_F** | *Battlefield Memorial [AAF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_AAF_F** | *Battlefield Memorial (Green) [AAF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_LDF_F** | *Battlefield Memorial [LDF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_BattlefieldCross_01_green_LDF_F** | *Battlefield Memorial (Green) [LDF]* | Civilian | Things | Military | Public | Decade | A3_Props_F_Decade_Military_Decorative | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Objectives_base_F** |  | Civilian | Things | Military | Protected |  |  | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **AreaMarker_01_F** | *Area Marker* | Civilian | Signs | Other | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **PortableFlagPole_01_F** | *Portable Flagpole* | Civilian | Signs | Flags | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_Base_F** |  | Civilian | Things | Electronics | Protected |  |  | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_01_communications_F** | *Rugged Communications Terminal* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_02_communications_F** | *Rugged Communications Terminal (Large)* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_01_communications_hub_F** | *Rugged Communications Hub* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Slingloadable:** No |\n|  | **RuggedTerminal_01_F** | *Rugged Terminal* | Civilian | Things | Electronics | Public |  | A3_Props_F_Decade_Objectives | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **SpaceshipCapsule_01_container_F** | *Space Capsule Container* | Civilian | Things | Space | Public | Decade | A3_Props_F_Decade_Spaceship | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **SpaceshipCapsule_01_F** | *Space Capsule* | Civilian | Things | Space | Public | Decade | A3_Props_F_Decade_Spaceship | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** Yes |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:54, 8 August 2024 (CEST)"}],"categories":[],"groups":["Reference Lists"]},{"name":"Arma 3: CfgVehicles Plane class config reference","title":"Arma 3: CfgVehicles Plane class config reference","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Plane_class_config_reference","revid":378498,"updated":"2026-04-28T09:09:07Z","aliases":["A3 CfgVehicles Plane class config reference","Arma 3 CfgVehicles Plane class config reference"],"markdown":"All config values related to Plane class configuration can be found here.\n\n### CfgVehicles\n\n#### A\n\n##### aileronCoef\n\nGraph array, defines the influence of the ailerons control surface depending on the current speed. Each position in the array is a percentage of maxSpeed. First value is 0% of maxSpeed, last value is 150% of maxSpeed.\n\nArray - Graph array of float values, related to maxSpeed\n\n```cpp\naileronCoef[] = { 0, 0.5, 1, 1.2, 1.4, 1.5, 1.6 };        // V-44 Blackfish\naileronCoef[] = { 0.6, 1, 0.95, 0.9, 0.85, 0.8, 0.75 };    // A-164 Wipeout\naileronCoef[] = {\n    0,        // At 0 % of maxSpeed, this is the influence of the aileron\n    0.4,    // 12.5 %\n    0.8,    // 25 %\n    0.8,    // 37.5 %\n    0.9,    // 50 %\n    1.0,    // 62.5 %\n    1.0,    // 75 %\n    1.1,    // 87.5 %\n    1.1,    // 100 %\n    1.2,    // 112.5 %\n    1.2,    // 125 %\n    1.2,    // 137.5 %\n    1.3        // 150 %\n};\n```\n\n##### aileronControlsSensitivityCoef\n\nSensitivity of the player roll (aileron) input - how fast the control surface reaches it is max. extent. (does not affect AI).\n\nFloat\n\n```cpp\naileronControlsSensitivityCoef = 1;        // V-44 Blackfish\naileronControlsSensitivityCoef = 3.6;    // Caesar BTT\naileronControlsSensitivityCoef = 3;        // A-164 Wipeout\n```\n\n##### aileronSensitivity\n\nAileron authority. Lower values make the airplane bank slower, allowing to simulate heavier aircraft.\n\nFloat\n\n```cpp\naileronSensitivity = 0;            // No bank\naileronSensitivity = 0.5;        // V-44 Blackfish\naileronSensitivity = 0.75;        // A-164 Wipeout\naileronSensitivity = 0.85;        // Caesar BTT\naileronSensitivity = 1;            // Fast bank\n```\n\n##### airBrake\n\nDefines if the aircraft has airbrakes. Also linked to \"SpeedBrake\" animation source.\n\nBoolean\n\n```cpp\nairBrake = 0;    // No airbrakes\nairBrake = 1;    // Most aircrafts\n```\n\n##### airBrakeFrictionCoef\n\nDefines the \"braking power\" / friction of airbrakes.\n\nBoolean\n\n```cpp\nairBrakeFrictionCoef = 2.4;\n```\n\n##### airFrictionCoefs\n\nAir friction depending on velocity 2, 1 and 0 powers in {X, Y, Z} axes in the model space.\nBoolean\n\n```cpp\nairFrictionCoefs2[] = { 0.00100, 0.00050, 0.00006 };\nairFrictionCoefs1[] = { 0.100, 0.050, 0.006 };\nairFrictionCoefs0[] = { 0.0, 0.0, 0.0 };\n```\n\n##### altFullForce\n\nAltitude value in meters at which the aircraft starts to progressively lose thrust influence until altNoForce is reached. Below this altitude, thrust influence is always at its maximum.\nSimulates effect of thinning air on engine performace.\n\nIntegrer\n\n```cpp\naltFullForce = 6000;    // Caesar BTT\naltFullForce = 2000;    // V-44 Blackfish\n```\n\n##### altNoForce\n\nAltitude value in meters at which the aircraft loses its thrust influence completely. Below this altitude, thrust influence is progressively lost as soon as altFullForce is reached.\nSimulates effect of thinning air on engine performace.\n\nIntegrer\n\n```cpp\naltNoForce = 7500;    // Caesar BTT\naltNoForce = 7000;    // V-44 Blackfish\n```\n\n##### angleOfIndicence\n\nangleOfIndicence [sic]\n\n[of incidence (aerodynamics) Angle of incidence (aerodynamics)](https://en.wikipedia.org/wiki/Angle)\n\nRelates to envelope, affects lift properties and ev. view from the cabin.\n\nFloat\n\n```cpp\nangleOfIndicence = -2 * 3.1415 / 180; // Buzzard\n```\n\n#### C\n\n##### cabinOpening\n\nOnce the engine shut down, opens the cabin using \"cabin\" animation source.\n\nBoolean\n\n```cpp\ncabinOpening = 1;    // Caesar BTT or A-164 Wipeout\ncabinOpening = 0;    // V-44 Blackfish\n```\n\n##### cargoCanEject\n\nAllows the cargo passengers to jump out even if the aircraft is moving.\nNot a plane-specific value, but it is important to allow parachute jumps.\n\nBoolean\n\n```cpp\ncargoCanEject = 1;    // Cargo can eject\ncargoCanEject = 0;    // Cargo cannot eject\n```\n\n#### D\n\n##### draconicForceXCoef\n\nForce that affects the horizontal (X in model space) component of its velocity vector. Low values together with strong rudder authority will lead to skidding.\n\nFloat\n\n```cpp\ndraconicForceXCoef = 7.4;    // A-164 Wipeout\ndraconicForceXCoef = 7.5;    // Caesar BTT\ndraconicForceXCoef = 15;    // V-44 Blackfish\n```\n\n##### draconicForceYCoef\n\nForce that affects the vertical (Y in model space) component of its velocity vector. Bigger values allow for faster and sharper elevator turns.\n\nFloat\n\n```cpp\ndraconicForceYCoef = 3;        // A-164 Wipeout\ndraconicForceYCoef = 1;        // Caesar BTT\ndraconicForceYCoef = 0.5;    // V-44 Blackfish\n```\n\n##### draconicForceZCoef\n\nForce that affects the forward (Z in model space) component of its velocity vector.\nFloat\n\n```cpp\ndraconicForceZCoef = 0.1;    // A-164 Wipeout\ndraconicForceZCoef = 2.5;    // Caesar BTT\ndraconicForceZCoef = 0.2;    // V-44 Blackfish\n```\n\n##### draconicTorqueXCoef\n\nForce that keeps the airplane aligned according to a horizontal (X in model space) component of its velocity vector (model space). Makes the airplane turn in banked flight, affects how fast lower wing in a knife flight drops.\nBigger values also need to be balanced by a stronger rudder authority and draconicForceXCoef, otherwise the player won't be able to control the airplane in yaw. Good balancing with rudderCoef and draconicForceXCoef will allow good yaw authority in leveled flight, but disallow a sustained knife flight or too good turning just by using the rudder.\n\nCan be also defined as an array.\n\nFloat\n\n```cpp\ndraconicTorqueXCoef = 1.2;    // A-164 Wipeout\ndraconicTorqueXCoef[] =        // Caesar BTT\n{\n    14.0,    // 0 %\n    12.0,    // 15 %\n    11.2,    // 30 %\n    10.6,    // 45 %\n    9.9,    // 60 %\n    9.6,    // 75 %\n    9.7,    // 90 %\n    10.5,    // 105 %\n    11.0,    // 120 %\n    11.5,    // 135 %\n    12.0    // 150 %\n};\n```\n\n##### draconicTorqueYCoef\n\nForce that keeps the airplane aligned according to a vertical (Y in model space) component of its velocity vector. Makes the airplane go nose up when climbing and nose down when there's not enough lift.\nShould be strong enough to make the aircraft go nose down in stall conditions as Arma does not simulate stalling of wings individually.\nBigger values also need to be balanced by a stronger elevator authority and draconicForceYCoef, otherwise the player won't be able to control the airplane in pitch.\n\nCan be also defined as an array.\n\nFloat\n\n```cpp\ndraconicTorqueYCoef = 3;    // A-164 Wipeout\ndraconicTorqueYCoef[] =        // Caesar BTT\n{\n    7.0,    // 0 %\n    6.3,    // 15 %\n    4.0,    // 30 %\n    3.3,    // 45 %\n    3.0,    // 60 %\n    2.7,    // 75 %\n    2.5,    // 90 %\n    2.3,    // 105 %\n    2.1,    // 120 %\n    1.9,    // 135 %\n    1.8        // 150 %\n};\n```\n\n##### driveOnComponent\n\nDefines the geometry LOD shapes on which the vehicle can roll without damage. (obsolete, from 1.68 use PhysX wheels and suspension)\n\nArray - Strings linked to the geometry LOD shapes\n\n```cpp\ndriveOnComponent[] = { \"Gear_1_damper\", \"Gear_2_damper\", \"Gear_3_damper\" };            // A-164 Wipeout\ndriveOnComponent[] = { \"wheel_f\", \"wheel_r\", \"wheel_l\" };                            // Caesar BTT\ndriveOnComponent[] = {                                                                // V-44 Blackfish\n    \"Wheel_1_1\", \"Wheel_1_2\",\n    \"Wheel_2_1\", \"Wheel_2_2\", \"Wheel_2_3\",\n    \"Wheel_3_1\", \"Wheel_3_2\", \"Wheel_3_3\"\n};\n```\n\n#### E\n\n##### ejectSpeed\n\nDefines the ejection speed and vector for all seats (driver, gunners and cargo).\n\nArray - Values of velocity in m/s, [x, y, z]\n\n```cpp\nejectSpeed[] = { 0, 60, 0 };    // A-164 Wipeout, pilot is ejected upwards\nejectSpeed[] = { 0, 0, 3 };        // Caesar BTT, passengers are ejected frontwards (needs confirmation)\nejectSpeed[] = { 0, -2, 0 };    // V-44 Blackfish, passengers are ejected downwards\n```\n\n##### elevatorCoef\n\nCoefficient of the elevator authority according to a given speed.\n\nArray - Graph array of values, see aileronCoef\n\n```cpp\nelevatorCoef[] = { 0.6, 0.9, 0.5, 0.4, 0.35, 0.3, 0.3 };    // A-164 Wipeout\nelevatorCoef[] = { 0, 1, 1.2, 1.4, 1.5, 1.6, 1.6 };            // V-44 Blackfish\n```\n\n##### elevatorControlsSensitivityCoef\n\nSensitivity of the player pitch (elevator) input - how fast the control surface reaches it is max. extent. (does not affect AI).\n\nFloat\n\n```cpp\nelevatorControlsSensitivityCoef = 4;    // A-164 Wipeout\nelevatorControlsSensitivityCoef = 2;    // Caesar BTT\nelevatorControlsSensitivityCoef = 3;    // V-44 Blackfish\n```\n\n##### elevatorSensitivity\n\nElevator authority. Lower values make the airplane pitch slower.\n\nFloat\n\n```cpp\nelevatorSensitivity = 1.9;    // A-164 Wipeout\nelevatorSensitivity = 0.3;    // Caesar BTT\nelevatorSensitivity = 0.5;    // V-44 Blackfish\n```\n\n##### envelope\n\nThe lift properties (G) of the wing dependent of the actual speed of the aircraft. Each of the positions in the array corresponds to a relative\nspeed expressed as a proportion of the 125% of maxSpeed of the vehicle.\nRelates directly to angleOfIndicence and airplane's mass and can be used to simulate various wing sizes and camber.\n\nArray - Graph array of values, see aileronCoef\n\n```cpp\nenvelope[] = { 0.1, 0.1, 0.9, 2.8, 3.5, 3.7, 3.8, 3.8, 3.6, 3.3, 2.7 };                // A-164 Wipeout\nenvelope[] = { 0, 0.15, 1.05, 1.8, 2.8, 3.3, 3.5, 3.2, 2.6, 2, 1.5, 1, 0.5, 0 };    // Caesar BTT\nenvelope[] = { 0, 0.01, 0.5, 1.5, 3.5, 4.4, 4.6, 4.8, 5, 5.1, 5.2, 5.3, 5.3, 1 };    // V-44 Blackfish\n```\n\n#### F\n\n##### flaps\n\nDefines if the aircraft has flaps. Uses \"flap\" animation source.\n\nBoolean\n\n```cpp\nflaps = 1;    // Flaps\nflaps = 0;    // No flaps\n```\n\n##### flapsFrictionCoef\n\nFriction coefficient of flaps. Increases drag and lift. Relates to envelope.\n\nFloat\n\n```cpp\nflapsFrictionCoef = 0.5;    // A-164 Wipeout\nflapsFrictionCoef = 0.4;    // Caesar BTT\nflapsFrictionCoef = 0.2;    // V-44 Blackfish\n```\n\n##### gearDownTime\n\nOnly if gearRetracting = 1;, defines the time in seconds it takes to extract the gear.\n\nFloat\n\n```cpp\ngearDownTime = 2;    // Most aircrafts\n```\n\n##### gearRetracting\n\nDefines if the aircraft has retracting landing gear. Uses \"gear\" animation source.\n\nBoolean\n\n```cpp\ngearRetracting = 1;    // A-164 Wipeout, retractable landing gear\ngearRetracting = 0;    // Caesar BTT, fixed landing gear\n```\n\n##### gearUpTime\n\nOnly if gearRetracting = 1;, defines the time in seconds it takes to retract the gear.\nFloat\n\n```cpp\ngearUpTime = 3.33;    // Most aircrafts\n```\n\n##### gearsUpFrictionCoef\n\nDefines the additional friction when the landing gear is open.\nFloat\n\n```cpp\ngearsUpFrictionCoef = 0.5;\n```\n\n#### L\n\n##### landingAoa\n\nAdvised landing angle of attack for AI and autopilot. (Make sure to check functionality in game. The angles of glideslopes of airports and airstrips in Arma vary from 3-5°, finding a good AoA is often a compromise.)\n\nFloat\n\n```cpp\nlandingAoa = 0.174533;            // A-164 Wipeout\nlandingAoa = \"rad 3\";            // Caesar BTT\nlandingAoa = \"1*3.1415/180\";    // V-44 Blackfish\n```\n\n##### landingSpeed\n\nAdvised landing speed for AI and autopilot.\n\nFloat\n\n```cpp\nlandingSpeed = 195;    // A-164 Wipeout\nlandingSpeed = 110;    // Caesar BTT\nlandingSpeed = 230;    // V-44 Blackfish\n```\n\n##### lightOnGear\n\nDefines if the lights are on the landing gear, thus only shining when the gear is down.\n\nBoolean\n\n```cpp\nlightOnGear = 1;    // A-164 Wipeout\nlightOnGear = 0;    // Caesar BTT\n```\n\n##### maxSpeed\n\nMaximum speed. Doesn't limit the speed the aircraft is able to reach. Value is used mainly for the AI and thrust, envelope and control surfaces coefficients.\n\nFloat\n\n```cpp\nmaxSpeed = 706;    // A-164 Wipeout\nmaxSpeed = 435;    // Caesar BTT\nmaxSpeed = 550;    // V-44 Blackfish\n```\n\n#### R\n\n##### rudderCoef\n\nDefines the authority of the rudder in a given speed.\n\nArray - Graph array of floats, see aileronsCoef\n\n```cpp\nrudderCoef[] = { 0.6, 1, 1, 0.9, 0.8, 0.7, 0.6 };                                // A-164 Wipeout\nrudderCoef[] = { 0, 0.4, 1, 1.4, 1.8, 2, 2.2, 2.3, 2.4, 2.5, 2.5, 2.5, 2.6 };    // V-44 Blackfish\n```\n\n##### rudderControlsSensitivityCoef\n\nSensitivity of the player yaw (rudder) input - how fast the control surface reaches it is max. extent. (does not affect AI).\n\nFloat\n\n```cpp\nrudderControlsSensitivityCoef = 4;        // A-164 Wipeout\nrudderControlsSensitivityCoef = 2;        // Caesar BTT\nrudderControlsSensitivityCoef = 1.5;    // V-44 Blackfish\n```\n\n##### rudderInfluence\n\nCos of the angle in which rudder can turn the aircraft. Lower values mean less yaw extent and authority. Relates to rudderCoef, draconicTorqueXCoef and draconicForceXCoef.\n\nFloat\n\n```cpp\nrudderInfluence = 0.01;        // A-164 Wipeout\nrudderInfluence = 0.3;        // Caesar BTT\nrudderInfluence = 0.9396;    // V-44 Blackfish\n```\n\n#### S\n\n##### simulation\n\nString - Must be \"airplaneX\" for a plane\n\n```cpp\nsimulation = \"airplanex\";\n```\n\n##### stallSpeed\n\nAdvised stall speed. Used for AI, stallWarningTreshold in instruments and animation sources.\n\n> [!NOTE]\n> This param is not read by the engine, instead stallSpeed is calculated based on maxSpeed. To force the uses of static config value, use 'stallSpeedForced' (below)\n\nFloat\n\n```cpp\nstallSpeed = 180;    // V-44 Blackfish\n```\n\n##### stallSpeedForced (Arma 3 v2.22)\n\nAdvised stall speed. Used for AI, stallWarningTreshold in instruments and animation sources.\n\nFloat\n\n```cpp\nstallSpeedForced = 33;    // V-44 Blackfish\n```\n\n##### stallWarningTreshold\n\nstallWarningTreshold [sic]\n\nThreshold of the stall warning - relates to display sources (i.e. airspeed indicated in red color).\n\nFloat\n\n```cpp\nstallWarningTreshold = 0.2;    // A-164 Wipeout\nstallWarningTreshold = 0.2;    // Caesar BTT\nstallWarningTreshold = 0.5;    // V-44 Blackfish\n```\n\n#### T\n\n##### thrustCoef\n\nUsed to define available thrust vs. airspeed.\n\nArray - Graph array of floats, see aileronsCoef\n\n```cpp\nthrustCoef[] = { 0.9, 0.8, 0.9, 1.3, 1.2, 1.2, 1.1, 1, 0.9, 0.2, 0.1, 0, 0 };                    // A-164 Wipeout\nthrustCoef[] = { 1.3, 1.1, 1.2, 1.3, 1.5, 1.7, 1.6, 0.6, 0.46, 0.33, 0.2, 0.066, 0, 0, 0, 0 };    // Caesar BTT\nthrustCoef[] = { 1.1, 1.1, 1, 1, 0.9, 0.8, 0.7, 0.5, 0.3, 0, 0, 0, 0 };                            // V-44 Blackfish\nthrustCoef[] =\n{\n    1.2,    // At 0 % of maxSpeed, thrust energy will be 1.2\n    1.2,    // 12.5 %\n    1.1,    // 25 %\n    1.1,    // 37.5 %\n    1.0,    // 50 %\n    0.9,    // 62.5 %\n    0.8,    // 75 %\n    0.7,    // 87.5 %\n    0.5,    // 100 %\n    0.2,    // 112.5 %\n    0.0,    // 125 %\n    0.0,    // 137.5 %\n    0        // 150 %\n};\n```\n\n#### V\n\n##### vtol\n\nRequires \"airplanex\" simulation.\n\nType of VTOL :\n\nAll types allow manual vectoring up/down to certain limits described under that type.\n\n0 - No VTOL capacity\n\n1 - VTOL\ndefault 1.0 vectoring (nozzles/nacelles horizontal @ 0°)\n\n2 - STOVL, vectoring limitation on slow speed\ndefault 1.0 vectoring (nozzles/nacelles horizontal @ 0°)\nlimited 0.0 maximum vectoring (nozzles/nacelles horizontal @ 0°) below 5 km/h\n\n3 - VTOL, vectoring limitation near ground\ndefault 0.7 vectoring (nozzles/nacelles medium @ ~60°)\nlimited 0.7 minimum vectoring (nozzles/nacelles medium @ ~60°) below 5 meters altitude\n\n4 - VTOL, opposite of 1\ndefault 1.0 vectoring (nozzles/nacelles vertical @ 90°)\n\nInteger\n\n```cpp\nvtol = 0;    // A-164 Wipeout, not a VTOL aircraft\nvtol = 1;    // F-35B, Vertical Take Off and Landing, Start horizontal (nozzles/nacelles @ 0°)\nvtol = 2;    // AV-8B Harrier, Short Take Off/Vertical Landing\nvtol = 3;    // V-44 Blackfish, VTOL using a vectoring near the ground (to avoid blades collision with ground)\nvtol = 4;    // Y-32 Xi'an, Vertical Take Off and Landing, Start vertical (nozzles/nacelles @ 90°)\n```\n\n##### VTOLPitchInfluence\n\nOnce in hover flight, defines influence of pitch input.\n\nFloat\n\n```cpp\nVTOLPitchInfluence = 3.0;    // V-44 Blackfish\n```\n\n##### VTOLRollInfluence\n\nOnce in hover flight, defines influence of roll input.\n\nFloat\n\n```cpp\nVTOLRollInfluence = 10.0;    // V-44 Blackfish\n```\n\n##### VTOLYawInfluence\n\nOnce in hover flight, defines influence of yaw input.\nFloat\n\n```cpp\nVTOLYawInfluence = 6.0;    // V-44 Blackfish\n```\n\n#### W\n\n##### wheelSteeringSensitivity\n\nOnce landed, defines the radius of steering with nose/tail wheel (same action as rudder).\n\nFloat\n\n```cpp\nwheelSteeringSensitivity = 1;    // A-164 Wipeout\nwheelSteeringSensitivity = 1.2;    // Caesar BTT\nwheelSteeringSensitivity = 0.8;    // V-44 Blackfish\n```","sections":[{"heading":null,"level":1,"markdown":"All config values related to Plane class configuration can be found here."},{"heading":"CfgVehicles","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"aileronCoef","level":5,"markdown":"Graph array, defines the influence of the ailerons control surface depending on the current speed. Each position in the array is a percentage of maxSpeed. First value is 0% of maxSpeed, last value is 150% of maxSpeed.\n\nArray - Graph array of float values, related to maxSpeed\n\n```cpp\naileronCoef[] = { 0, 0.5, 1, 1.2, 1.4, 1.5, 1.6 };        // V-44 Blackfish\naileronCoef[] = { 0.6, 1, 0.95, 0.9, 0.85, 0.8, 0.75 };    // A-164 Wipeout\naileronCoef[] = {\n    0,        // At 0 % of maxSpeed, this is the influence of the aileron\n    0.4,    // 12.5 %\n    0.8,    // 25 %\n    0.8,    // 37.5 %\n    0.9,    // 50 %\n    1.0,    // 62.5 %\n    1.0,    // 75 %\n    1.1,    // 87.5 %\n    1.1,    // 100 %\n    1.2,    // 112.5 %\n    1.2,    // 125 %\n    1.2,    // 137.5 %\n    1.3        // 150 %\n};\n```"},{"heading":"aileronControlsSensitivityCoef","level":5,"markdown":"Sensitivity of the player roll (aileron) input - how fast the control surface reaches it is max. extent. (does not affect AI).\n\nFloat\n\n```cpp\naileronControlsSensitivityCoef = 1;        // V-44 Blackfish\naileronControlsSensitivityCoef = 3.6;    // Caesar BTT\naileronControlsSensitivityCoef = 3;        // A-164 Wipeout\n```"},{"heading":"aileronSensitivity","level":5,"markdown":"Aileron authority. Lower values make the airplane bank slower, allowing to simulate heavier aircraft.\n\nFloat\n\n```cpp\naileronSensitivity = 0;            // No bank\naileronSensitivity = 0.5;        // V-44 Blackfish\naileronSensitivity = 0.75;        // A-164 Wipeout\naileronSensitivity = 0.85;        // Caesar BTT\naileronSensitivity = 1;            // Fast bank\n```"},{"heading":"airBrake","level":5,"markdown":"Defines if the aircraft has airbrakes. Also linked to \"SpeedBrake\" animation source.\n\nBoolean\n\n```cpp\nairBrake = 0;    // No airbrakes\nairBrake = 1;    // Most aircrafts\n```"},{"heading":"airBrakeFrictionCoef","level":5,"markdown":"Defines the \"braking power\" / friction of airbrakes.\n\nBoolean\n\n```cpp\nairBrakeFrictionCoef = 2.4;\n```"},{"heading":"airFrictionCoefs","level":5,"markdown":"Air friction depending on velocity 2, 1 and 0 powers in {X, Y, Z} axes in the model space.\nBoolean\n\n```cpp\nairFrictionCoefs2[] = { 0.00100, 0.00050, 0.00006 };\nairFrictionCoefs1[] = { 0.100, 0.050, 0.006 };\nairFrictionCoefs0[] = { 0.0, 0.0, 0.0 };\n```"},{"heading":"altFullForce","level":5,"markdown":"Altitude value in meters at which the aircraft starts to progressively lose thrust influence until altNoForce is reached. Below this altitude, thrust influence is always at its maximum.\nSimulates effect of thinning air on engine performace.\n\nIntegrer\n\n```cpp\naltFullForce = 6000;    // Caesar BTT\naltFullForce = 2000;    // V-44 Blackfish\n```"},{"heading":"altNoForce","level":5,"markdown":"Altitude value in meters at which the aircraft loses its thrust influence completely. Below this altitude, thrust influence is progressively lost as soon as altFullForce is reached.\nSimulates effect of thinning air on engine performace.\n\nIntegrer\n\n```cpp\naltNoForce = 7500;    // Caesar BTT\naltNoForce = 7000;    // V-44 Blackfish\n```"},{"heading":"angleOfIndicence","level":5,"markdown":"angleOfIndicence [sic]\n\n[of incidence (aerodynamics) Angle of incidence (aerodynamics)](https://en.wikipedia.org/wiki/Angle)\n\nRelates to envelope, affects lift properties and ev. view from the cabin.\n\nFloat\n\n```cpp\nangleOfIndicence = -2 * 3.1415 / 180; // Buzzard\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"cabinOpening","level":5,"markdown":"Once the engine shut down, opens the cabin using \"cabin\" animation source.\n\nBoolean\n\n```cpp\ncabinOpening = 1;    // Caesar BTT or A-164 Wipeout\ncabinOpening = 0;    // V-44 Blackfish\n```"},{"heading":"cargoCanEject","level":5,"markdown":"Allows the cargo passengers to jump out even if the aircraft is moving.\nNot a plane-specific value, but it is important to allow parachute jumps.\n\nBoolean\n\n```cpp\ncargoCanEject = 1;    // Cargo can eject\ncargoCanEject = 0;    // Cargo cannot eject\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"draconicForceXCoef","level":5,"markdown":"Force that affects the horizontal (X in model space) component of its velocity vector. Low values together with strong rudder authority will lead to skidding.\n\nFloat\n\n```cpp\ndraconicForceXCoef = 7.4;    // A-164 Wipeout\ndraconicForceXCoef = 7.5;    // Caesar BTT\ndraconicForceXCoef = 15;    // V-44 Blackfish\n```"},{"heading":"draconicForceYCoef","level":5,"markdown":"Force that affects the vertical (Y in model space) component of its velocity vector. Bigger values allow for faster and sharper elevator turns.\n\nFloat\n\n```cpp\ndraconicForceYCoef = 3;        // A-164 Wipeout\ndraconicForceYCoef = 1;        // Caesar BTT\ndraconicForceYCoef = 0.5;    // V-44 Blackfish\n```"},{"heading":"draconicForceZCoef","level":5,"markdown":"Force that affects the forward (Z in model space) component of its velocity vector.\nFloat\n\n```cpp\ndraconicForceZCoef = 0.1;    // A-164 Wipeout\ndraconicForceZCoef = 2.5;    // Caesar BTT\ndraconicForceZCoef = 0.2;    // V-44 Blackfish\n```"},{"heading":"draconicTorqueXCoef","level":5,"markdown":"Force that keeps the airplane aligned according to a horizontal (X in model space) component of its velocity vector (model space). Makes the airplane turn in banked flight, affects how fast lower wing in a knife flight drops.\nBigger values also need to be balanced by a stronger rudder authority and draconicForceXCoef, otherwise the player won't be able to control the airplane in yaw. Good balancing with rudderCoef and draconicForceXCoef will allow good yaw authority in leveled flight, but disallow a sustained knife flight or too good turning just by using the rudder.\n\nCan be also defined as an array.\n\nFloat\n\n```cpp\ndraconicTorqueXCoef = 1.2;    // A-164 Wipeout\ndraconicTorqueXCoef[] =        // Caesar BTT\n{\n    14.0,    // 0 %\n    12.0,    // 15 %\n    11.2,    // 30 %\n    10.6,    // 45 %\n    9.9,    // 60 %\n    9.6,    // 75 %\n    9.7,    // 90 %\n    10.5,    // 105 %\n    11.0,    // 120 %\n    11.5,    // 135 %\n    12.0    // 150 %\n};\n```"},{"heading":"draconicTorqueYCoef","level":5,"markdown":"Force that keeps the airplane aligned according to a vertical (Y in model space) component of its velocity vector. Makes the airplane go nose up when climbing and nose down when there's not enough lift.\nShould be strong enough to make the aircraft go nose down in stall conditions as Arma does not simulate stalling of wings individually.\nBigger values also need to be balanced by a stronger elevator authority and draconicForceYCoef, otherwise the player won't be able to control the airplane in pitch.\n\nCan be also defined as an array.\n\nFloat\n\n```cpp\ndraconicTorqueYCoef = 3;    // A-164 Wipeout\ndraconicTorqueYCoef[] =        // Caesar BTT\n{\n    7.0,    // 0 %\n    6.3,    // 15 %\n    4.0,    // 30 %\n    3.3,    // 45 %\n    3.0,    // 60 %\n    2.7,    // 75 %\n    2.5,    // 90 %\n    2.3,    // 105 %\n    2.1,    // 120 %\n    1.9,    // 135 %\n    1.8        // 150 %\n};\n```"},{"heading":"driveOnComponent","level":5,"markdown":"Defines the geometry LOD shapes on which the vehicle can roll without damage. (obsolete, from 1.68 use PhysX wheels and suspension)\n\nArray - Strings linked to the geometry LOD shapes\n\n```cpp\ndriveOnComponent[] = { \"Gear_1_damper\", \"Gear_2_damper\", \"Gear_3_damper\" };            // A-164 Wipeout\ndriveOnComponent[] = { \"wheel_f\", \"wheel_r\", \"wheel_l\" };                            // Caesar BTT\ndriveOnComponent[] = {                                                                // V-44 Blackfish\n    \"Wheel_1_1\", \"Wheel_1_2\",\n    \"Wheel_2_1\", \"Wheel_2_2\", \"Wheel_2_3\",\n    \"Wheel_3_1\", \"Wheel_3_2\", \"Wheel_3_3\"\n};\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"ejectSpeed","level":5,"markdown":"Defines the ejection speed and vector for all seats (driver, gunners and cargo).\n\nArray - Values of velocity in m/s, [x, y, z]\n\n```cpp\nejectSpeed[] = { 0, 60, 0 };    // A-164 Wipeout, pilot is ejected upwards\nejectSpeed[] = { 0, 0, 3 };        // Caesar BTT, passengers are ejected frontwards (needs confirmation)\nejectSpeed[] = { 0, -2, 0 };    // V-44 Blackfish, passengers are ejected downwards\n```"},{"heading":"elevatorCoef","level":5,"markdown":"Coefficient of the elevator authority according to a given speed.\n\nArray - Graph array of values, see aileronCoef\n\n```cpp\nelevatorCoef[] = { 0.6, 0.9, 0.5, 0.4, 0.35, 0.3, 0.3 };    // A-164 Wipeout\nelevatorCoef[] = { 0, 1, 1.2, 1.4, 1.5, 1.6, 1.6 };            // V-44 Blackfish\n```"},{"heading":"elevatorControlsSensitivityCoef","level":5,"markdown":"Sensitivity of the player pitch (elevator) input - how fast the control surface reaches it is max. extent. (does not affect AI).\n\nFloat\n\n```cpp\nelevatorControlsSensitivityCoef = 4;    // A-164 Wipeout\nelevatorControlsSensitivityCoef = 2;    // Caesar BTT\nelevatorControlsSensitivityCoef = 3;    // V-44 Blackfish\n```"},{"heading":"elevatorSensitivity","level":5,"markdown":"Elevator authority. Lower values make the airplane pitch slower.\n\nFloat\n\n```cpp\nelevatorSensitivity = 1.9;    // A-164 Wipeout\nelevatorSensitivity = 0.3;    // Caesar BTT\nelevatorSensitivity = 0.5;    // V-44 Blackfish\n```"},{"heading":"envelope","level":5,"markdown":"The lift properties (G) of the wing dependent of the actual speed of the aircraft. Each of the positions in the array corresponds to a relative\nspeed expressed as a proportion of the 125% of maxSpeed of the vehicle.\nRelates directly to angleOfIndicence and airplane's mass and can be used to simulate various wing sizes and camber.\n\nArray - Graph array of values, see aileronCoef\n\n```cpp\nenvelope[] = { 0.1, 0.1, 0.9, 2.8, 3.5, 3.7, 3.8, 3.8, 3.6, 3.3, 2.7 };                // A-164 Wipeout\nenvelope[] = { 0, 0.15, 1.05, 1.8, 2.8, 3.3, 3.5, 3.2, 2.6, 2, 1.5, 1, 0.5, 0 };    // Caesar BTT\nenvelope[] = { 0, 0.01, 0.5, 1.5, 3.5, 4.4, 4.6, 4.8, 5, 5.1, 5.2, 5.3, 5.3, 1 };    // V-44 Blackfish\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"flaps","level":5,"markdown":"Defines if the aircraft has flaps. Uses \"flap\" animation source.\n\nBoolean\n\n```cpp\nflaps = 1;    // Flaps\nflaps = 0;    // No flaps\n```"},{"heading":"flapsFrictionCoef","level":5,"markdown":"Friction coefficient of flaps. Increases drag and lift. Relates to envelope.\n\nFloat\n\n```cpp\nflapsFrictionCoef = 0.5;    // A-164 Wipeout\nflapsFrictionCoef = 0.4;    // Caesar BTT\nflapsFrictionCoef = 0.2;    // V-44 Blackfish\n```"},{"heading":"gearDownTime","level":5,"markdown":"Only if gearRetracting = 1;, defines the time in seconds it takes to extract the gear.\n\nFloat\n\n```cpp\ngearDownTime = 2;    // Most aircrafts\n```"},{"heading":"gearRetracting","level":5,"markdown":"Defines if the aircraft has retracting landing gear. Uses \"gear\" animation source.\n\nBoolean\n\n```cpp\ngearRetracting = 1;    // A-164 Wipeout, retractable landing gear\ngearRetracting = 0;    // Caesar BTT, fixed landing gear\n```"},{"heading":"gearUpTime","level":5,"markdown":"Only if gearRetracting = 1;, defines the time in seconds it takes to retract the gear.\nFloat\n\n```cpp\ngearUpTime = 3.33;    // Most aircrafts\n```"},{"heading":"gearsUpFrictionCoef","level":5,"markdown":"Defines the additional friction when the landing gear is open.\nFloat\n\n```cpp\ngearsUpFrictionCoef = 0.5;\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"landingAoa","level":5,"markdown":"Advised landing angle of attack for AI and autopilot. (Make sure to check functionality in game. The angles of glideslopes of airports and airstrips in Arma vary from 3-5°, finding a good AoA is often a compromise.)\n\nFloat\n\n```cpp\nlandingAoa = 0.174533;            // A-164 Wipeout\nlandingAoa = \"rad 3\";            // Caesar BTT\nlandingAoa = \"1*3.1415/180\";    // V-44 Blackfish\n```"},{"heading":"landingSpeed","level":5,"markdown":"Advised landing speed for AI and autopilot.\n\nFloat\n\n```cpp\nlandingSpeed = 195;    // A-164 Wipeout\nlandingSpeed = 110;    // Caesar BTT\nlandingSpeed = 230;    // V-44 Blackfish\n```"},{"heading":"lightOnGear","level":5,"markdown":"Defines if the lights are on the landing gear, thus only shining when the gear is down.\n\nBoolean\n\n```cpp\nlightOnGear = 1;    // A-164 Wipeout\nlightOnGear = 0;    // Caesar BTT\n```"},{"heading":"maxSpeed","level":5,"markdown":"Maximum speed. Doesn't limit the speed the aircraft is able to reach. Value is used mainly for the AI and thrust, envelope and control surfaces coefficients.\n\nFloat\n\n```cpp\nmaxSpeed = 706;    // A-164 Wipeout\nmaxSpeed = 435;    // Caesar BTT\nmaxSpeed = 550;    // V-44 Blackfish\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"rudderCoef","level":5,"markdown":"Defines the authority of the rudder in a given speed.\n\nArray - Graph array of floats, see aileronsCoef\n\n```cpp\nrudderCoef[] = { 0.6, 1, 1, 0.9, 0.8, 0.7, 0.6 };                                // A-164 Wipeout\nrudderCoef[] = { 0, 0.4, 1, 1.4, 1.8, 2, 2.2, 2.3, 2.4, 2.5, 2.5, 2.5, 2.6 };    // V-44 Blackfish\n```"},{"heading":"rudderControlsSensitivityCoef","level":5,"markdown":"Sensitivity of the player yaw (rudder) input - how fast the control surface reaches it is max. extent. (does not affect AI).\n\nFloat\n\n```cpp\nrudderControlsSensitivityCoef = 4;        // A-164 Wipeout\nrudderControlsSensitivityCoef = 2;        // Caesar BTT\nrudderControlsSensitivityCoef = 1.5;    // V-44 Blackfish\n```"},{"heading":"rudderInfluence","level":5,"markdown":"Cos of the angle in which rudder can turn the aircraft. Lower values mean less yaw extent and authority. Relates to rudderCoef, draconicTorqueXCoef and draconicForceXCoef.\n\nFloat\n\n```cpp\nrudderInfluence = 0.01;        // A-164 Wipeout\nrudderInfluence = 0.3;        // Caesar BTT\nrudderInfluence = 0.9396;    // V-44 Blackfish\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"simulation","level":5,"markdown":"String - Must be \"airplaneX\" for a plane\n\n```cpp\nsimulation = \"airplanex\";\n```"},{"heading":"stallSpeed","level":5,"markdown":"Advised stall speed. Used for AI, stallWarningTreshold in instruments and animation sources.\n\n> [!NOTE]\n> This param is not read by the engine, instead stallSpeed is calculated based on maxSpeed. To force the uses of static config value, use 'stallSpeedForced' (below)\n\nFloat\n\n```cpp\nstallSpeed = 180;    // V-44 Blackfish\n```"},{"heading":"stallSpeedForced (Arma 3 v2.22)","level":5,"markdown":"Advised stall speed. Used for AI, stallWarningTreshold in instruments and animation sources.\n\nFloat\n\n```cpp\nstallSpeedForced = 33;    // V-44 Blackfish\n```"},{"heading":"stallWarningTreshold","level":5,"markdown":"stallWarningTreshold [sic]\n\nThreshold of the stall warning - relates to display sources (i.e. airspeed indicated in red color).\n\nFloat\n\n```cpp\nstallWarningTreshold = 0.2;    // A-164 Wipeout\nstallWarningTreshold = 0.2;    // Caesar BTT\nstallWarningTreshold = 0.5;    // V-44 Blackfish\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"thrustCoef","level":5,"markdown":"Used to define available thrust vs. airspeed.\n\nArray - Graph array of floats, see aileronsCoef\n\n```cpp\nthrustCoef[] = { 0.9, 0.8, 0.9, 1.3, 1.2, 1.2, 1.1, 1, 0.9, 0.2, 0.1, 0, 0 };                    // A-164 Wipeout\nthrustCoef[] = { 1.3, 1.1, 1.2, 1.3, 1.5, 1.7, 1.6, 0.6, 0.46, 0.33, 0.2, 0.066, 0, 0, 0, 0 };    // Caesar BTT\nthrustCoef[] = { 1.1, 1.1, 1, 1, 0.9, 0.8, 0.7, 0.5, 0.3, 0, 0, 0, 0 };                            // V-44 Blackfish\nthrustCoef[] =\n{\n    1.2,    // At 0 % of maxSpeed, thrust energy will be 1.2\n    1.2,    // 12.5 %\n    1.1,    // 25 %\n    1.1,    // 37.5 %\n    1.0,    // 50 %\n    0.9,    // 62.5 %\n    0.8,    // 75 %\n    0.7,    // 87.5 %\n    0.5,    // 100 %\n    0.2,    // 112.5 %\n    0.0,    // 125 %\n    0.0,    // 137.5 %\n    0        // 150 %\n};\n```"},{"heading":"V","level":4,"markdown":""},{"heading":"vtol","level":5,"markdown":"Requires \"airplanex\" simulation.\n\nType of VTOL :\n\nAll types allow manual vectoring up/down to certain limits described under that type.\n\n0 - No VTOL capacity\n\n1 - VTOL\ndefault 1.0 vectoring (nozzles/nacelles horizontal @ 0°)\n\n2 - STOVL, vectoring limitation on slow speed\ndefault 1.0 vectoring (nozzles/nacelles horizontal @ 0°)\nlimited 0.0 maximum vectoring (nozzles/nacelles horizontal @ 0°) below 5 km/h\n\n3 - VTOL, vectoring limitation near ground\ndefault 0.7 vectoring (nozzles/nacelles medium @ ~60°)\nlimited 0.7 minimum vectoring (nozzles/nacelles medium @ ~60°) below 5 meters altitude\n\n4 - VTOL, opposite of 1\ndefault 1.0 vectoring (nozzles/nacelles vertical @ 90°)\n\nInteger\n\n```cpp\nvtol = 0;    // A-164 Wipeout, not a VTOL aircraft\nvtol = 1;    // F-35B, Vertical Take Off and Landing, Start horizontal (nozzles/nacelles @ 0°)\nvtol = 2;    // AV-8B Harrier, Short Take Off/Vertical Landing\nvtol = 3;    // V-44 Blackfish, VTOL using a vectoring near the ground (to avoid blades collision with ground)\nvtol = 4;    // Y-32 Xi'an, Vertical Take Off and Landing, Start vertical (nozzles/nacelles @ 90°)\n```"},{"heading":"VTOLPitchInfluence","level":5,"markdown":"Once in hover flight, defines influence of pitch input.\n\nFloat\n\n```cpp\nVTOLPitchInfluence = 3.0;    // V-44 Blackfish\n```"},{"heading":"VTOLRollInfluence","level":5,"markdown":"Once in hover flight, defines influence of roll input.\n\nFloat\n\n```cpp\nVTOLRollInfluence = 10.0;    // V-44 Blackfish\n```"},{"heading":"VTOLYawInfluence","level":5,"markdown":"Once in hover flight, defines influence of yaw input.\nFloat\n\n```cpp\nVTOLYawInfluence = 6.0;    // V-44 Blackfish\n```"},{"heading":"W","level":4,"markdown":""},{"heading":"wheelSteeringSensitivity","level":5,"markdown":"Once landed, defines the radius of steering with nose/tail wheel (same action as rudder).\n\nFloat\n\n```cpp\nwheelSteeringSensitivity = 1;    // A-164 Wipeout\nwheelSteeringSensitivity = 1.2;    // Caesar BTT\nwheelSteeringSensitivity = 0.8;    // V-44 Blackfish\n```"}],"categories":["Arma 3: Vehicle Configuration"],"groups":["Configuration"]},{"name":"Arma 3: CfgVehicles Ruins & Wrecks","title":"Arma 3: CfgVehicles Ruins & Wrecks","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Ruins_%26_Wrecks","revid":367238,"updated":"2024-08-08T16:10:44Z","aliases":["Arma 3 CfgVehicles Ruins & Wrecks"],"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|\n|  | **Wreck_Base** |  | Civilian | Wrecks | Military | Protected |  | A3_Data_F | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Ruins** |  | Civilian | Ruins | Village | Protected |  | A3_Data_F | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_BellTower_02_V1_ruins_F** | *Bell Tower (Big, New, Ruin)* | Civilian | Ruins (Altis) | Religious | Public |  | A3_Structures_F_Civ_BellTowers | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_BellTower_02_V2_ruins_F** | *Bell Tower (Big, Old, Ruin)* | Civilian | Ruins (Altis) | Religious | Public |  | A3_Structures_F_Civ_BellTowers | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Chapel_V1_ruins_F** | *Chapel (Big, New, Ruin)* | Civilian | Ruins (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Chapel_V2_ruins_F** | *Chapel (Big, Old, Ruin)* | Civilian | Ruins (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Chapel_Small_V1_ruins_F** | *Chapel (Small, New, Ruin)* | Civilian | Ruins (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Chapel_Small_V2_ruins_F** | *Chapel (Small, Old, Ruin)* | Civilian | Ruins (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Castle_01_tower_ruins_F** | *Castle Tower (Ruin)* | Civilian | Ruins (Altis) | Historical | Public |  | A3_Structures_F_Dominants_Castle | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_LightHouse_ruins_F** | *Lighthouse (Ruin)* | Civilian | Ruins (Altis) | Seaport | Public |  | A3_Structures_F_Dominants_Lighthouse | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Lighthouse_small_ruins_F** | *Lighthouse (Small, Ruin)* | Civilian | Ruins (Altis) | Seaport | Public |  | A3_Structures_F_Dominants_Lighthouse | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_WIP_ruins_F** | *Unfinished Complex (Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Dominants_WIP | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_01_V1_ruins_F** | *Pergola (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_02_V1_ruins_F** | *House Addon (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_03_V1_ruins_F** | *Inn Garden (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_03mid_V1_ruins_F** | *Inn Garden (Middle, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_04_V1_ruins_F** | *Inn Garden (No Roof, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Garage_V1_ruins_F** | *Garage (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Metal_Shed_ruins_F** | *Grey Metal Shed (Large, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Big_01_V1_ruins_F** | *House (Large, Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Households_House_Big01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Big_02_V1_ruins_F** | *House (Big, Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Households_House_Big02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shop_01_V1_ruins_F** | *Shop House (Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shop_02_V1_ruins_F** | *Shop (Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_01_V1_ruins_F** | *House (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_02_V1_ruins_F** | *House (Small, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_03_V1_ruins_F** | *Bungalow (Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Households_House_Small03 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_cargo_house_slum_ruins_F** | *Slum House Container (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Slum_House01_ruins_F** | *Slum House (Small, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Slum_House02_ruins_F** | *Slum House (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Slum_House03_ruins_F** | *Slum House (Big, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Stone_HouseBig_V1_ruins_F** | *Stone House (Big, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Big | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Stone_Shed_V1_ruins_F** | *Stone House (Small, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Shed | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Stone_HouseSmall_V1_ruins_F** | *Stone House (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Small | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Unfinished_Building_01_ruins_F** | *Unfinished Building (Big, Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Households_WIP | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Unfinished_Building_02_ruins_F** | *Unfinished Building (Large, Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Households_WIP | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Airport_Tower_ruins_F** | *Airport Control Tower (Ruin)* | Civilian | Ruins (Altis) | Airport | Public |  | A3_Structures_F_Ind_AirPort | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo20_color_V1_ruins_F** | *Cargo Container (Medium, Brick Red, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo20_color_V2_ruins_F** | *Cargo Container (Medium, Light Blue, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo20_color_V3_ruins_F** | *Cargo Container (Medium, Blue, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo20_china_color_V1_ruins_F** | *Cargo Container (Medium, Grey, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo20_china_color_V2_ruins_F** | *Cargo Container (Medium, White, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo20_military_ruins_F** | *Cargo Container (Medium, Military Green, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo40_color_V1_ruins_F** | *Cargo Container (Long, Brick Red, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo40_color_V2_ruins_F** | *Cargo Container (Long, Light Blue, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo40_color_V3_ruins_F** | *Cargo Container (Long, Blue, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo40_china_color_V1_ruins_F** | *Cargo Container (Long, Grey, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo40_china_color_V2_ruins_F** | *Cargo Container (Long, White, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo40_military_ruins_F** | *Cargo Container (Long, Military Green, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_cmp_Hopper_ruins_F** | *Concrete Mixing Hopper (Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_ConcreteMixingPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_cmp_Shed_ruins_F** | *Concrete Mixing Shed (Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_ConcreteMixingPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_cmp_Tower_ruins_F** | *Concrete Mixing Tower (Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_ConcreteMixingPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_dp_bigTank_ruins_F** | *Diesel Storage Tank (Big, Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_DieselPowerPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_dp_smallTank_ruins_F** | *Diesel Storage Tank (Small, Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_DieselPowerPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Factory_Conv1_10_ruins_F** | *Factory Conveyor Belt (Ground, Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Factory_Conv1_Main_ruins_F** | *Factory Conveyor Belt (Main, Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Factory_Conv2_ruins_F** | *Factory Conveyor Belt (Slope, Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Factory_Hopper_ruins_F** | *Factory Hopper (Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Factory_Main_ruins_F** | *Factory (Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_FuelStation_Build_ruins_F** | *Gas Station (Sun Oil, Shop, Ruin)* | Civilian | Ruins (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_FuelStation_Shed_ruins_F** | *Gas Station (Sun Oil, Roof, Ruin)* | Civilian | Ruins (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_ReservoirTank_Airport_ruins_F** | *Reservoir Tank (Airport, Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_ReservoirTank_Rust_ruins_F** | *Reservoir Tank (Rust, Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_ReservoirTank_V1_ruins_F** | *Reservoir Tank (Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_ReservoirTower_ruins_F** | *Reservoir Tower (Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_Big_ruins_F** | *Industrial Shed (Big, Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Shed | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_Small_ruins_F** | *Industrial Shed (Small, Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Shed | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_Ind_ruins_F** | *Industrial Shed (Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Shed | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_spp_Mirror_ruins_F** | *Solar Mirrors (Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_spp_Tower_ruins_F** | *Solar Tower (Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_spp_Transformer_ruins_F** | *Solar Transformer (Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_TBox_ruins_F** | *Transmitter Box (Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_TTowerBig_1_ruins_F** | *Transmitter Tower (Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_TTowerBig_2_ruins_F** | *Transmitter Tower (Tall, Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Windmill01_ruins_F** | *Windmill (Ruin)* | Civilian | Ruins (Altis) | Historical | Public |  | A3_Structures_F_Ind_Windmill | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Barracks_ruins_F** | *Barracks (Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Barracks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_House_V1_ruins_F** | *Military Cargo House (Green, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_House_V2_ruins_F** | *Military Cargo House (Rusty, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_House_V3_ruins_F** | *Military Cargo House (Brown, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_HQ_V1_ruins_F** | *Military Cargo HQ (Green, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_HQ_V2_ruins_F** | *Military Cargo HQ (Rusty, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_HQ_V3_ruins_F** | *Military Cargo HQ (Brown, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V1_ruins_F** | *Military Cargo Post (Green, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V2_ruins_F** | *Military Cargo Post (Rusty, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V3_ruins_F** | *Military Cargo Post (Brown, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_ruins_F** | *Military Cargo Tower (Green, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Tower_V2_ruins_F** | *Military Cargo Tower (Rusty, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Tower_V3_ruins_F** | *Military Cargo Tower (Brown, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Medevac_house_V1_ruins_F** | *Military Cargo House (Medical, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Medevac_HQ_V1_ruins_F** | *Military Cargo HQ (Medical, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Radar_ruins_F** | *Radar (Ruin)* | Civilian | Ruins (Altis) | Airport | Public |  | A3_Structures_F_Mil_Radar | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Radar_Small_ruins_F** | *Radar (Small, Ruin)* | Civilian | Ruins (Altis) | Airport | Public |  | A3_Structures_F_Mil_Radar | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_TentHangar_V1_ruins_F** | *Tent Hangar (Ruin)* | Civilian | Ruins (Altis) | Airport | Public |  | A3_Structures_F_Mil_TentHangar | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RowBoat_V1_F** | *Rowboat (v1)* | Civilian | Wrecks | Boats | Public |  | A3_Structures_F_Naval_RowBoats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RowBoat_V2_F** | *Rowboat (v2)* | Civilian | Wrecks | Boats | Public |  | A3_Structures_F_Naval_RowBoats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RowBoat_V3_F** | *Rowboat (v3)* | Civilian | Wrecks | Boats | Public |  | A3_Structures_F_Naval_RowBoats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Research_house_V1_ruins_F** | *Research House (Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Research | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Research_HQ_ruins_F** | *Research HQ (Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Research | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_SlideCastle_ruins_F** | *Slide (Castle, Ruin)* | Civilian | Ruins (Altis) | Sport & Recreation | Public |  | A3_Structures_F_EPB_Civ_PlayGround | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Kiosk_blueking_ruins_F** | *Kiosk (Ruin)* | Civilian | Ruins (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Kiosks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_GH_Gazebo_ruins_F** | *Ghost Hotel (Gazebo, Ruin)* | Civilian | Ruins (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_GH_House_ruins_F** | *Ghost Hotel (House, Ruin)* | Civilian | Ruins (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Plane_Fighter_03_wreck_F** | *Wreck* | Civilian | Wrecks | Planes | Protected |  | A3_Air_F_Gamma_Plane_Fighter_03 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_UWreck_FishingBoat_F** | *Small Fishing Boat Wreck* | Civilian | Wrecks | Boats | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_UWreck_Heli_Attack_02_F** | *Mi-48 Wreck (Underwater)* | Civilian | Wrecks | Helicopters | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_UWreck_MV22_F** | *V/STOL Wreck* | Civilian | Wrecks | Planes | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_BMP2_F** | *BMP2 Wreck* | Civilian | Wrecks | APCs | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_BRDM2_F** | *BRDM-2 Wreck* | Civilian | Wrecks | APCs | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Car_F** | *Hatchback Wreck 1* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Car2_F** | *Hatchback Wreck (Tilted)* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Car3_F** | *Hatchback Wreck 2* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_CarDismantled_F** | *Dismantled car* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Heli_Attack_01_F** | *Blackfoot Wreck* | Civilian | Wrecks | Helicopters | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Heli_Attack_02_F** | *Mi-48 Wreck* | Civilian | Wrecks | Helicopters | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_HMMWV_F** | *Army Car Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Hunter_F** | *Hunter Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Offroad_F** | *Offroad Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Offroad2_F** | *Offroad Wreck (Doorless)* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Plane_Transport_01_F** | *C-192 Wreck* | Civilian | Wrecks | Planes | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Skodovka_F** | *Car Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Slammer_F** | *Slammer Wreck* | Civilian | Wrecks | Tanks | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Slammer_hull_F** | *Slammer Wreck (Hull)* | Civilian | Wrecks | Tanks | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Slammer_turret_F** | *Slammer Wreck (Turret)* | Civilian | Wrecks | Tanks | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_T72_hull_F** | *T-72 Wreck (Hull)* | Civilian | Wrecks | Tanks | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_T72_turret_F** | *T-72 Wreck (Turret)* | Civilian | Wrecks | Tanks | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Traw_F** | *Trawler Wreck (Front)* | Civilian | Wrecks | Boats | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Traw2_F** | *Trawler Wreck (Back)* | Civilian | Wrecks | Boats | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Truck_dropside_F** | *Truck Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Truck_F** | *Fuel Truck Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_UAZ_F** | *Rusty Car Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Ural_F** | *Rusty Truck Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Van_F** | *Minivan Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Bulldozer_01_abandoned_F** | *Locked Bulldozer* | Civilian | Wrecks | Industrial | Public |  | A3_Props_F_Exp_Industrial_HeavyEquipment | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Bulldozer_01_wreck_F** | *Abandoned Bulldozer* | Civilian | Wrecks | Industrial | Public |  | A3_Props_F_Exp_Industrial_HeavyEquipment | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_CombineHarvester_01_wreck_F** | *Abandoned Combine Harvester* | Civilian | Wrecks | Industrial | Public |  | A3_Props_F_Exp_Industrial_HeavyEquipment | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Excavator_01_abandoned_F** | *Locked Digger* | Civilian | Wrecks | Industrial | Public |  | A3_Props_F_Exp_Industrial_HeavyEquipment | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Excavator_01_wreck_F** | *Abandoned Digger* | Civilian | Wrecks | Industrial | Public |  | A3_Props_F_Exp_Industrial_HeavyEquipment | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HaulTruck_01_abandoned_F** | *Haul Truck* | Civilian | Wrecks | Industrial | Public |  | A3_Props_F_Exp_Industrial_HeavyEquipment | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_MiningShovel_01_abandoned_F** | *Mining Shovel* | Civilian | Wrecks | Industrial | Public |  | A3_Props_F_Exp_Industrial_HeavyEquipment | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Locomotive_01_v1_F** | *Locomotive (Grey)* | Civilian | Wrecks | Trains | Public |  | A3_Props_F_Exp_Infrastructure_Railways | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Locomotive_01_v2_F** | *Locomotive (Yellow)* | Civilian | Wrecks | Trains | Public |  | A3_Props_F_Exp_Infrastructure_Railways | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Locomotive_01_v3_F** | *Locomotive (Orange)* | Civilian | Wrecks | Trains | Public |  | A3_Props_F_Exp_Infrastructure_Railways | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RailwayCar_01_passenger_F** | *Railway Car (Passenger)* | Civilian | Wrecks | Trains | Public |  | A3_Props_F_Exp_Infrastructure_Railways | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RailwayCar_01_sugarcane_empty_F** | *Railway Car (Sugarcane, Empty)* | Civilian | Wrecks | Trains | Public |  | A3_Props_F_Exp_Infrastructure_Railways | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RailwayCar_01_sugarcane_F** | *Railway Car (Sugarcane, Loaded)* | Civilian | Wrecks | Trains | Public |  | A3_Props_F_Exp_Infrastructure_Railways | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RailwayCar_01_tank_F** | *Railway Car (Tank)* | Civilian | Wrecks | Trains | Public |  | A3_Props_F_Exp_Infrastructure_Railways | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneDebris_01_F** | *Plane Wreck Debris 1* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneDebris_02_F** | *Plane Wreck Debris 2* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneDebris_03_F** | *Plane Wreck Debris 3* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneDebris_04_F** | *Plane Wreck Debris 4* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_01_F** | *Plane Wreck (A6M)* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_02_front_F** | *Plane Wreck (G4M, Front)* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_02_front_water_F** | *Plane Wreck (G4M, Front)* | Civilian | Wrecks | Planes | Protected |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_02_rear_F** | *Plane Wreck (G4M, Back)* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_02_rear_water_F** | *Plane Wreck (G4M, Back)* | Civilian | Wrecks | Planes | Protected |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_02_wing_left_F** | *Plane Wreck (G4M, Left Wing)* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_02_wing_right_F** | *Plane Wreck (G4M, Right Wing)* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_03_F** | *Plane Wreck (B-25)* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Boat_01_abandoned_blue_F** | *Abandoned Boat (Blue)* | Civilian | Wrecks | Boats | Public |  | A3_Props_F_Exp_Naval_Boats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Boat_01_abandoned_red_F** | *Abandoned Boat (Red)* | Civilian | Wrecks | Boats | Public |  | A3_Props_F_Exp_Naval_Boats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Boat_02_abandoned_F** | *Abandoned Boat (Engine)* | Civilian | Wrecks | Boats | Public |  | A3_Props_F_Exp_Naval_Boats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Boat_03_abandoned_F** | *Abandoned Boat (Dry Dock)* | Civilian | Wrecks | Boats | Public |  | A3_Props_F_Exp_Naval_Boats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Boat_04_wreck_F** | *Old Boat Wreck* | Civilian | Wrecks | Boats | Public |  | A3_Props_F_Exp_Naval_Boats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Boat_05_wreck_F** | *Wooden Boat Wreck* | Civilian | Wrecks | Boats | Public |  | A3_Props_F_Exp_Naval_Boats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Boat_06_wreck_F** | *Metal Boat Wreck* | Civilian | Wrecks | Boats | Public |  | A3_Props_F_Exp_Naval_Boats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_GarageShelter_01_ruins_F** | *House with Parking Shelter (Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Garages | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Big_01_ruins_F** | *Bungalow (Yellow, Large, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Big_01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Native_01_ruins_F** | *Native House (Big, Ruin)* | Civilian | Ruins (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Civilian_House_Native_01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Native_02_ruins_F** | *Native House (Small, Ruin)* | Civilian | Ruins (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Civilian_House_Native_02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_01_ruins_F** | *Metal Bungalow (Yellow, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Small_01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_02_ruins_F** | *Brick Bungalow (Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Small_02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_03_ruins_F** | *Bungalow (Turquoise, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Small_03 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_04_ruins_F** | *Bungalow (Blue Roof, Ruin)* | Civilian | Ruins (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_House_Small_04 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_05_ruins_F** | *Bungalow (Grey Roof, Ruin)* | Civilian | Ruins (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_House_Small_05 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_01_ruins_F** | *Yellow Metal Shed (Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_02_ruins_F** | *Grey Metal Shed (Small, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_03_ruins_F** | *Grey Metal Shed (Unfinished, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_04_ruins_F** | *Yellow Metal Shed (Small, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_05_ruins_F** | *Grey Metal Shed (Medium, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_06_ruins_F** | *Grey Metal Shed (Roof, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_07_ruins_F** | *Grey Metal Shed (Large, Weathered, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_01_ruins_F** | *House Addon (Small, Ruin)* | Civilian | Ruins (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_02_ruins_F** | *House Addon (Big, Ruin)* | Civilian | Ruins (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_03_ruins_F** | *House Addon (Coffee Bar, Ruin)* | Civilian | Ruins (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_04_ruins_F** | *House Addon (Terrace, Ruin)* | Civilian | Ruins (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_05_ruins_F** | *House Addon (Garage, Ruin)* | Civilian | Ruins (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_MetalShelter_01_ruins_F** | *Metal Market Roof (Small, Ruin)* | Civilian | Ruins (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_MetalShelter_02_ruins_F** | *Metal Market Roof (Large, Ruin)* | Civilian | Ruins (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_WoodenShelter_01_ruins_F** | *Wooden Shelter (Ruin)* | Civilian | Ruins (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shop_Town_01_ruins_F** | *Medium Shop (White, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shop_Town_02_ruins_F** | *Small Shop (Yellow, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shop_Town_03_ruins_F** | *Large Shop (White, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_03 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shop_Town_04_ruins_F** | *Small Shop (Red, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_04 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Warehouse_03_ruins_F** | *Warehouse (Blue, Ruin)* | Civilian | Ruins (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Commercial_Warehouses | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Mausoleum_01_ruins_F** | *Mausoleum (Ruin)* | Civilian | Ruins (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Church_01_ruins_F** | *Church (Big, Ruin)* | Civilian | Ruins (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Church_01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Church_02_ruins_F** | *Church (Village, Ruin)* | Civilian | Ruins (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Church_02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Church_03_ruins_F** | *Church (Town, Ruin)* | Civilian | Ruins (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Church_03 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Temple_Native_01_ruins_F** | *Native Temple (Ruin)* | Civilian | Ruins (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Temple_Native_01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_WaterTower_01_ruins_F** | *Water Tower (Ruin)* | Civilian | Ruins (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_WaterSupply | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_House_V4_ruins_F** | *Military Cargo House (Jungle, Ruin)* | Civilian | Ruins (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_HQ_V4_ruins_F** | *Military Cargo HQ (Jungle, Ruin)* | Civilian | Ruins (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V4_ruins_F** | *Military Cargo Post (Jungle, Ruin)* | Civilian | Ruins (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Tower_V4_ruins_F** | *Military Cargo Tower (Jungle, Ruin)* | Civilian | Ruins (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Plane_Fighter_01_wreck_F** | *Wreck* | Civilian | Wrecks | Planes | Protected |  | A3_Air_F_Jets_Plane_Fighter_01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Plane_Fighter_02_wreck_F** | *To-201 Shikra wreck* | Civilian | Wrecks | Planes | Protected |  | A3_Air_F_Jets_Plane_Fighter_02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Plane_Fighter_04_wreck_F** | *Wreck* | Civilian | Wrecks | Planes | Protected |  | A3_Air_F_Jets_Plane_Fighter_04 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_TankWreck_01_turret_F** | *ARGO TankWreck_01_turret_F* | Civilian | Wrecks | Tanks | Protected |  | A3_Structures_F_Argo_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo20_idap_ruins_F** | *Cargo Container (Medium, Ruin) [IDAP]* | Civilian | Ruins (Altis) | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo40_idap_ruins_F** | *Cargo Container (Long, Ruin) [IDAP]* | Civilian | Ruins (Altis) | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_MBT_04_F** | *Angara Wreck* | Civilian | Wrecks | Tanks | Public |  | A3_Props_F_Tank_Military_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_LT_01_F** | *Nyx Wreck* | Civilian | Wrecks | Tanks | Public |  | A3_Props_F_Tank_Military_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_AFV_Wheeled_01_F** | *Rhino MGS Wreck* | Civilian | Wrecks | APCs | Public |  | A3_Props_F_Tank_Military_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RepairDepot_01_base_ruins_F** | *Repair depot (Civilian, Ruin)* | Civilian | Ruins | Military | Protected |  | A3_Structures_F_Tank_Military_RepairDepot | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RepairDepot_01_civ_ruins_F** | *Repair depot (Civilian, Ruin)* | Civilian | Ruins | Military | Public |  | A3_Structures_F_Tank_Military_RepairDepot | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RepairDepot_01_tan_ruins_F** | *Repair depot (Tan, Ruin)* | Civilian | Ruins | Military | Public |  | A3_Structures_F_Tank_Military_RepairDepot | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RepairDepot_01_green_ruins_F** | *Repair depot (Green, Ruin)* | Civilian | Ruins | Military | Public |  | A3_Structures_F_Tank_Military_RepairDepot | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Heli_02_Wreck_01_F** | *PO-30 Wreck (Fuselage)* | Civilian | Wrecks | Helicopters | Public |  | A3_Props_F_Enoch_Military_Wrecks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_Wreck_Heli_02_Wreck_02_F** | *PO-30 Wreck (Tail)* | Civilian | Wrecks | Helicopters | Public |  | A3_Props_F_Enoch_Military_Wrecks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_Wreck_Heli_02_Wreck_03_F** | *PO-30 Wreck (Rotor Blade)* | Civilian | Wrecks | Helicopters | Public |  | A3_Props_F_Enoch_Military_Wrecks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_Wreck_Heli_02_Wreck_04_F** | *PO-30 Wreck (Door)* | Civilian | Wrecks | Helicopters | Public |  | A3_Props_F_Enoch_Military_Wrecks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_CargoPlaftorm_01_ruins_F** | *Military Cargo Platform (Ruin)* | Civilian | Ruins (Altis) | Military | Protected | Enoch | A3_Structures_F_Enoch_Military_Camps | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **CargoPlaftorm_01_green_ruins_F** | *Military Cargo Platform (Green, Ruin)* | Civilian | Ruins (Altis) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **CargoPlaftorm_01_brown_ruins_F** | *Military Cargo Platform (Brown, Ruin)* | Civilian | Ruins (Altis) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **CargoPlaftorm_01_jungle_ruins_F** | *Military Cargo Platform (Jungle, Ruin)* | Civilian | Ruins (Tanoa) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **CargoPlaftorm_01_rusty_ruins_F** | *Military Cargo Platform (Rusty, Ruin)* | Civilian | Ruins (Altis) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **Land_Mi8_wreck_F** | *Mi-17 Wreck* | Civilian | Wrecks | Helicopters | Public | Enoch | A3_Structures_F_Enoch_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_PowerGenerator_wreck_F** | *Power Generator Wreck* | Civilian | Wrecks | Industrial | Public | Enoch | A3_Structures_F_Enoch_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_TrailerCistern_wreck_F** | *Old Cistern Trailer* | Civilian | Wrecks | Industrial | Public | Enoch | A3_Structures_F_Enoch_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_V3S_wreck_F** | *V3S Wreck* | Civilian | Wrecks | Cars | Public | Enoch | A3_Structures_F_Enoch_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Spaceship_base_F** |  | Civilian | Wrecks | Space | Protected | Decade |  | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **SpaceshipCapsule_01_wreck_F** | *Space Capsule Wreck* | Civilian | Wrecks | Space | Public |  | A3_Props_F_Decade_Spaceship | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **SpaceshipCapsule_01_debris_F** | *Space Capsule Wreck (Debris)* | Civilian | Wrecks | Space | Public | Decade | A3_Props_F_Decade_Spaceship | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:10, 8 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|\n|  | **Wreck_Base** |  | Civilian | Wrecks | Military | Protected |  | A3_Data_F | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Ruins** |  | Civilian | Ruins | Village | Protected |  | A3_Data_F | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_BellTower_02_V1_ruins_F** | *Bell Tower (Big, New, Ruin)* | Civilian | Ruins (Altis) | Religious | Public |  | A3_Structures_F_Civ_BellTowers | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_BellTower_02_V2_ruins_F** | *Bell Tower (Big, Old, Ruin)* | Civilian | Ruins (Altis) | Religious | Public |  | A3_Structures_F_Civ_BellTowers | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Chapel_V1_ruins_F** | *Chapel (Big, New, Ruin)* | Civilian | Ruins (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Chapel_V2_ruins_F** | *Chapel (Big, Old, Ruin)* | Civilian | Ruins (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Chapel_Small_V1_ruins_F** | *Chapel (Small, New, Ruin)* | Civilian | Ruins (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Chapel_Small_V2_ruins_F** | *Chapel (Small, Old, Ruin)* | Civilian | Ruins (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Castle_01_tower_ruins_F** | *Castle Tower (Ruin)* | Civilian | Ruins (Altis) | Historical | Public |  | A3_Structures_F_Dominants_Castle | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_LightHouse_ruins_F** | *Lighthouse (Ruin)* | Civilian | Ruins (Altis) | Seaport | Public |  | A3_Structures_F_Dominants_Lighthouse | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Lighthouse_small_ruins_F** | *Lighthouse (Small, Ruin)* | Civilian | Ruins (Altis) | Seaport | Public |  | A3_Structures_F_Dominants_Lighthouse | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_WIP_ruins_F** | *Unfinished Complex (Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Dominants_WIP | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_01_V1_ruins_F** | *Pergola (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_02_V1_ruins_F** | *House Addon (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_03_V1_ruins_F** | *Inn Garden (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_03mid_V1_ruins_F** | *Inn Garden (Middle, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_04_V1_ruins_F** | *Inn Garden (No Roof, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Garage_V1_ruins_F** | *Garage (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Metal_Shed_ruins_F** | *Grey Metal Shed (Large, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Big_01_V1_ruins_F** | *House (Large, Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Households_House_Big01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Big_02_V1_ruins_F** | *House (Big, Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Households_House_Big02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shop_01_V1_ruins_F** | *Shop House (Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shop_02_V1_ruins_F** | *Shop (Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_01_V1_ruins_F** | *House (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_02_V1_ruins_F** | *House (Small, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_03_V1_ruins_F** | *Bungalow (Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Households_House_Small03 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_cargo_house_slum_ruins_F** | *Slum House Container (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Slum_House01_ruins_F** | *Slum House (Small, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Slum_House02_ruins_F** | *Slum House (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Slum_House03_ruins_F** | *Slum House (Big, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Stone_HouseBig_V1_ruins_F** | *Stone House (Big, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Big | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Stone_Shed_V1_ruins_F** | *Stone House (Small, Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Shed | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Stone_HouseSmall_V1_ruins_F** | *Stone House (Ruin)* | Civilian | Ruins (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Small | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Unfinished_Building_01_ruins_F** | *Unfinished Building (Big, Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Households_WIP | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Unfinished_Building_02_ruins_F** | *Unfinished Building (Large, Ruin)* | Civilian | Ruins (Altis) | City | Public |  | A3_Structures_F_Households_WIP | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Airport_Tower_ruins_F** | *Airport Control Tower (Ruin)* | Civilian | Ruins (Altis) | Airport | Public |  | A3_Structures_F_Ind_AirPort | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo20_color_V1_ruins_F** | *Cargo Container (Medium, Brick Red, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo20_color_V2_ruins_F** | *Cargo Container (Medium, Light Blue, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo20_color_V3_ruins_F** | *Cargo Container (Medium, Blue, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo20_china_color_V1_ruins_F** | *Cargo Container (Medium, Grey, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo20_china_color_V2_ruins_F** | *Cargo Container (Medium, White, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo20_military_ruins_F** | *Cargo Container (Medium, Military Green, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo40_color_V1_ruins_F** | *Cargo Container (Long, Brick Red, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo40_color_V2_ruins_F** | *Cargo Container (Long, Light Blue, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo40_color_V3_ruins_F** | *Cargo Container (Long, Blue, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo40_china_color_V1_ruins_F** | *Cargo Container (Long, Grey, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo40_china_color_V2_ruins_F** | *Cargo Container (Long, White, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo40_military_ruins_F** | *Cargo Container (Long, Military Green, Ruin)* | Civilian | Ruins (Altis) | Storage | Public |  | A3_Structures_F_Ind_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_cmp_Hopper_ruins_F** | *Concrete Mixing Hopper (Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_ConcreteMixingPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_cmp_Shed_ruins_F** | *Concrete Mixing Shed (Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_ConcreteMixingPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_cmp_Tower_ruins_F** | *Concrete Mixing Tower (Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_ConcreteMixingPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_dp_bigTank_ruins_F** | *Diesel Storage Tank (Big, Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_DieselPowerPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_dp_smallTank_ruins_F** | *Diesel Storage Tank (Small, Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_DieselPowerPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Factory_Conv1_10_ruins_F** | *Factory Conveyor Belt (Ground, Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Factory_Conv1_Main_ruins_F** | *Factory Conveyor Belt (Main, Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Factory_Conv2_ruins_F** | *Factory Conveyor Belt (Slope, Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Factory_Hopper_ruins_F** | *Factory Hopper (Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Factory_Main_ruins_F** | *Factory (Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_FuelStation_Build_ruins_F** | *Gas Station (Sun Oil, Shop, Ruin)* | Civilian | Ruins (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_FuelStation_Shed_ruins_F** | *Gas Station (Sun Oil, Roof, Ruin)* | Civilian | Ruins (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_ReservoirTank_Airport_ruins_F** | *Reservoir Tank (Airport, Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_ReservoirTank_Rust_ruins_F** | *Reservoir Tank (Rust, Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_ReservoirTank_V1_ruins_F** | *Reservoir Tank (Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_ReservoirTower_ruins_F** | *Reservoir Tower (Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_Big_ruins_F** | *Industrial Shed (Big, Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Shed | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_Small_ruins_F** | *Industrial Shed (Small, Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Shed | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_Ind_ruins_F** | *Industrial Shed (Ruin)* | Civilian | Ruins (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Shed | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_spp_Mirror_ruins_F** | *Solar Mirrors (Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_spp_Tower_ruins_F** | *Solar Tower (Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_spp_Transformer_ruins_F** | *Solar Transformer (Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_TBox_ruins_F** | *Transmitter Box (Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_TTowerBig_1_ruins_F** | *Transmitter Tower (Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_TTowerBig_2_ruins_F** | *Transmitter Tower (Tall, Ruin)* | Civilian | Ruins (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Windmill01_ruins_F** | *Windmill (Ruin)* | Civilian | Ruins (Altis) | Historical | Public |  | A3_Structures_F_Ind_Windmill | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Barracks_ruins_F** | *Barracks (Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Barracks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_House_V1_ruins_F** | *Military Cargo House (Green, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_House_V2_ruins_F** | *Military Cargo House (Rusty, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_House_V3_ruins_F** | *Military Cargo House (Brown, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_HQ_V1_ruins_F** | *Military Cargo HQ (Green, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_HQ_V2_ruins_F** | *Military Cargo HQ (Rusty, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_HQ_V3_ruins_F** | *Military Cargo HQ (Brown, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V1_ruins_F** | *Military Cargo Post (Green, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V2_ruins_F** | *Military Cargo Post (Rusty, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V3_ruins_F** | *Military Cargo Post (Brown, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_ruins_F** | *Military Cargo Tower (Green, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Tower_V2_ruins_F** | *Military Cargo Tower (Rusty, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Tower_V3_ruins_F** | *Military Cargo Tower (Brown, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Medevac_house_V1_ruins_F** | *Military Cargo House (Medical, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Medevac_HQ_V1_ruins_F** | *Military Cargo HQ (Medical, Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Radar_ruins_F** | *Radar (Ruin)* | Civilian | Ruins (Altis) | Airport | Public |  | A3_Structures_F_Mil_Radar | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Radar_Small_ruins_F** | *Radar (Small, Ruin)* | Civilian | Ruins (Altis) | Airport | Public |  | A3_Structures_F_Mil_Radar | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_TentHangar_V1_ruins_F** | *Tent Hangar (Ruin)* | Civilian | Ruins (Altis) | Airport | Public |  | A3_Structures_F_Mil_TentHangar | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RowBoat_V1_F** | *Rowboat (v1)* | Civilian | Wrecks | Boats | Public |  | A3_Structures_F_Naval_RowBoats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RowBoat_V2_F** | *Rowboat (v2)* | Civilian | Wrecks | Boats | Public |  | A3_Structures_F_Naval_RowBoats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RowBoat_V3_F** | *Rowboat (v3)* | Civilian | Wrecks | Boats | Public |  | A3_Structures_F_Naval_RowBoats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Research_house_V1_ruins_F** | *Research House (Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Research | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Research_HQ_ruins_F** | *Research HQ (Ruin)* | Civilian | Ruins (Altis) | Military | Public |  | A3_Structures_F_Research | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_SlideCastle_ruins_F** | *Slide (Castle, Ruin)* | Civilian | Ruins (Altis) | Sport & Recreation | Public |  | A3_Structures_F_EPB_Civ_PlayGround | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Kiosk_blueking_ruins_F** | *Kiosk (Ruin)* | Civilian | Ruins (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Kiosks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_GH_Gazebo_ruins_F** | *Ghost Hotel (Gazebo, Ruin)* | Civilian | Ruins (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_GH_House_ruins_F** | *Ghost Hotel (House, Ruin)* | Civilian | Ruins (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Plane_Fighter_03_wreck_F** | *Wreck* | Civilian | Wrecks | Planes | Protected |  | A3_Air_F_Gamma_Plane_Fighter_03 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_UWreck_FishingBoat_F** | *Small Fishing Boat Wreck* | Civilian | Wrecks | Boats | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_UWreck_Heli_Attack_02_F** | *Mi-48 Wreck (Underwater)* | Civilian | Wrecks | Helicopters | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_UWreck_MV22_F** | *V/STOL Wreck* | Civilian | Wrecks | Planes | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_BMP2_F** | *BMP2 Wreck* | Civilian | Wrecks | APCs | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_BRDM2_F** | *BRDM-2 Wreck* | Civilian | Wrecks | APCs | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Car_F** | *Hatchback Wreck 1* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Car2_F** | *Hatchback Wreck (Tilted)* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Car3_F** | *Hatchback Wreck 2* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_CarDismantled_F** | *Dismantled car* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Heli_Attack_01_F** | *Blackfoot Wreck* | Civilian | Wrecks | Helicopters | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Heli_Attack_02_F** | *Mi-48 Wreck* | Civilian | Wrecks | Helicopters | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_HMMWV_F** | *Army Car Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Hunter_F** | *Hunter Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Offroad_F** | *Offroad Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Offroad2_F** | *Offroad Wreck (Doorless)* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Plane_Transport_01_F** | *C-192 Wreck* | Civilian | Wrecks | Planes | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Skodovka_F** | *Car Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Slammer_F** | *Slammer Wreck* | Civilian | Wrecks | Tanks | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Slammer_hull_F** | *Slammer Wreck (Hull)* | Civilian | Wrecks | Tanks | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Slammer_turret_F** | *Slammer Wreck (Turret)* | Civilian | Wrecks | Tanks | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_T72_hull_F** | *T-72 Wreck (Hull)* | Civilian | Wrecks | Tanks | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_T72_turret_F** | *T-72 Wreck (Turret)* | Civilian | Wrecks | Tanks | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Traw_F** | *Trawler Wreck (Front)* | Civilian | Wrecks | Boats | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Traw2_F** | *Trawler Wreck (Back)* | Civilian | Wrecks | Boats | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Truck_dropside_F** | *Truck Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Truck_F** | *Fuel Truck Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_UAZ_F** | *Rusty Car Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Ural_F** | *Rusty Truck Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Van_F** | *Minivan Wreck* | Civilian | Wrecks | Cars | Public |  | A3_Structures_F_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Bulldozer_01_abandoned_F** | *Locked Bulldozer* | Civilian | Wrecks | Industrial | Public |  | A3_Props_F_Exp_Industrial_HeavyEquipment | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Bulldozer_01_wreck_F** | *Abandoned Bulldozer* | Civilian | Wrecks | Industrial | Public |  | A3_Props_F_Exp_Industrial_HeavyEquipment | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_CombineHarvester_01_wreck_F** | *Abandoned Combine Harvester* | Civilian | Wrecks | Industrial | Public |  | A3_Props_F_Exp_Industrial_HeavyEquipment | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Excavator_01_abandoned_F** | *Locked Digger* | Civilian | Wrecks | Industrial | Public |  | A3_Props_F_Exp_Industrial_HeavyEquipment | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Excavator_01_wreck_F** | *Abandoned Digger* | Civilian | Wrecks | Industrial | Public |  | A3_Props_F_Exp_Industrial_HeavyEquipment | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HaulTruck_01_abandoned_F** | *Haul Truck* | Civilian | Wrecks | Industrial | Public |  | A3_Props_F_Exp_Industrial_HeavyEquipment | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_MiningShovel_01_abandoned_F** | *Mining Shovel* | Civilian | Wrecks | Industrial | Public |  | A3_Props_F_Exp_Industrial_HeavyEquipment | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Locomotive_01_v1_F** | *Locomotive (Grey)* | Civilian | Wrecks | Trains | Public |  | A3_Props_F_Exp_Infrastructure_Railways | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Locomotive_01_v2_F** | *Locomotive (Yellow)* | Civilian | Wrecks | Trains | Public |  | A3_Props_F_Exp_Infrastructure_Railways | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Locomotive_01_v3_F** | *Locomotive (Orange)* | Civilian | Wrecks | Trains | Public |  | A3_Props_F_Exp_Infrastructure_Railways | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RailwayCar_01_passenger_F** | *Railway Car (Passenger)* | Civilian | Wrecks | Trains | Public |  | A3_Props_F_Exp_Infrastructure_Railways | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RailwayCar_01_sugarcane_empty_F** | *Railway Car (Sugarcane, Empty)* | Civilian | Wrecks | Trains | Public |  | A3_Props_F_Exp_Infrastructure_Railways | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RailwayCar_01_sugarcane_F** | *Railway Car (Sugarcane, Loaded)* | Civilian | Wrecks | Trains | Public |  | A3_Props_F_Exp_Infrastructure_Railways | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RailwayCar_01_tank_F** | *Railway Car (Tank)* | Civilian | Wrecks | Trains | Public |  | A3_Props_F_Exp_Infrastructure_Railways | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneDebris_01_F** | *Plane Wreck Debris 1* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneDebris_02_F** | *Plane Wreck Debris 2* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneDebris_03_F** | *Plane Wreck Debris 3* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneDebris_04_F** | *Plane Wreck Debris 4* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_01_F** | *Plane Wreck (A6M)* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_02_front_F** | *Plane Wreck (G4M, Front)* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_02_front_water_F** | *Plane Wreck (G4M, Front)* | Civilian | Wrecks | Planes | Protected |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_02_rear_F** | *Plane Wreck (G4M, Back)* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_02_rear_water_F** | *Plane Wreck (G4M, Back)* | Civilian | Wrecks | Planes | Protected |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_02_wing_left_F** | *Plane Wreck (G4M, Left Wing)* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_02_wing_right_F** | *Plane Wreck (G4M, Right Wing)* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_HistoricalPlaneWreck_03_F** | *Plane Wreck (B-25)* | Civilian | Wrecks | Planes | Public |  | A3_Props_F_Exp_Military_OldPlaneWrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Boat_01_abandoned_blue_F** | *Abandoned Boat (Blue)* | Civilian | Wrecks | Boats | Public |  | A3_Props_F_Exp_Naval_Boats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Boat_01_abandoned_red_F** | *Abandoned Boat (Red)* | Civilian | Wrecks | Boats | Public |  | A3_Props_F_Exp_Naval_Boats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Boat_02_abandoned_F** | *Abandoned Boat (Engine)* | Civilian | Wrecks | Boats | Public |  | A3_Props_F_Exp_Naval_Boats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Boat_03_abandoned_F** | *Abandoned Boat (Dry Dock)* | Civilian | Wrecks | Boats | Public |  | A3_Props_F_Exp_Naval_Boats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Boat_04_wreck_F** | *Old Boat Wreck* | Civilian | Wrecks | Boats | Public |  | A3_Props_F_Exp_Naval_Boats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Boat_05_wreck_F** | *Wooden Boat Wreck* | Civilian | Wrecks | Boats | Public |  | A3_Props_F_Exp_Naval_Boats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Boat_06_wreck_F** | *Metal Boat Wreck* | Civilian | Wrecks | Boats | Public |  | A3_Props_F_Exp_Naval_Boats | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_GarageShelter_01_ruins_F** | *House with Parking Shelter (Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Garages | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Big_01_ruins_F** | *Bungalow (Yellow, Large, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Big_01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Native_01_ruins_F** | *Native House (Big, Ruin)* | Civilian | Ruins (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Civilian_House_Native_01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Native_02_ruins_F** | *Native House (Small, Ruin)* | Civilian | Ruins (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Civilian_House_Native_02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_01_ruins_F** | *Metal Bungalow (Yellow, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Small_01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_02_ruins_F** | *Brick Bungalow (Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Small_02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_03_ruins_F** | *Bungalow (Turquoise, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Small_03 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_04_ruins_F** | *Bungalow (Blue Roof, Ruin)* | Civilian | Ruins (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_House_Small_04 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_House_Small_05_ruins_F** | *Bungalow (Grey Roof, Ruin)* | Civilian | Ruins (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_House_Small_05 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_01_ruins_F** | *Yellow Metal Shed (Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_02_ruins_F** | *Grey Metal Shed (Small, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_03_ruins_F** | *Grey Metal Shed (Unfinished, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_04_ruins_F** | *Yellow Metal Shed (Small, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_05_ruins_F** | *Grey Metal Shed (Medium, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_06_ruins_F** | *Grey Metal Shed (Roof, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shed_07_ruins_F** | *Grey Metal Shed (Large, Weathered, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_01_ruins_F** | *House Addon (Small, Ruin)* | Civilian | Ruins (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_02_ruins_F** | *House Addon (Big, Ruin)* | Civilian | Ruins (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_03_ruins_F** | *House Addon (Coffee Bar, Ruin)* | Civilian | Ruins (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_04_ruins_F** | *House Addon (Terrace, Ruin)* | Civilian | Ruins (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Addon_05_ruins_F** | *House Addon (Garage, Ruin)* | Civilian | Ruins (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_MetalShelter_01_ruins_F** | *Metal Market Roof (Small, Ruin)* | Civilian | Ruins (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_MetalShelter_02_ruins_F** | *Metal Market Roof (Large, Ruin)* | Civilian | Ruins (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_WoodenShelter_01_ruins_F** | *Wooden Shelter (Ruin)* | Civilian | Ruins (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shop_Town_01_ruins_F** | *Medium Shop (White, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shop_Town_02_ruins_F** | *Small Shop (Yellow, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shop_Town_03_ruins_F** | *Large Shop (White, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_03 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Shop_Town_04_ruins_F** | *Small Shop (Red, Ruin)* | Civilian | Ruins (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_04 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Warehouse_03_ruins_F** | *Warehouse (Blue, Ruin)* | Civilian | Ruins (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Commercial_Warehouses | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Mausoleum_01_ruins_F** | *Mausoleum (Ruin)* | Civilian | Ruins (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Church_01_ruins_F** | *Church (Big, Ruin)* | Civilian | Ruins (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Church_01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Church_02_ruins_F** | *Church (Village, Ruin)* | Civilian | Ruins (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Church_02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Church_03_ruins_F** | *Church (Town, Ruin)* | Civilian | Ruins (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Church_03 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Temple_Native_01_ruins_F** | *Native Temple (Ruin)* | Civilian | Ruins (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Temple_Native_01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_WaterTower_01_ruins_F** | *Water Tower (Ruin)* | Civilian | Ruins (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_WaterSupply | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_House_V4_ruins_F** | *Military Cargo House (Jungle, Ruin)* | Civilian | Ruins (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_HQ_V4_ruins_F** | *Military Cargo HQ (Jungle, Ruin)* | Civilian | Ruins (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V4_ruins_F** | *Military Cargo Post (Jungle, Ruin)* | Civilian | Ruins (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo_Tower_V4_ruins_F** | *Military Cargo Tower (Jungle, Ruin)* | Civilian | Ruins (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Plane_Fighter_01_wreck_F** | *Wreck* | Civilian | Wrecks | Planes | Protected |  | A3_Air_F_Jets_Plane_Fighter_01 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Plane_Fighter_02_wreck_F** | *To-201 Shikra wreck* | Civilian | Wrecks | Planes | Protected |  | A3_Air_F_Jets_Plane_Fighter_02 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Plane_Fighter_04_wreck_F** | *Wreck* | Civilian | Wrecks | Planes | Protected |  | A3_Air_F_Jets_Plane_Fighter_04 | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_TankWreck_01_turret_F** | *ARGO TankWreck_01_turret_F* | Civilian | Wrecks | Tanks | Protected |  | A3_Structures_F_Argo_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo20_idap_ruins_F** | *Cargo Container (Medium, Ruin) [IDAP]* | Civilian | Ruins (Altis) | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Cargo40_idap_ruins_F** | *Cargo Container (Long, Ruin) [IDAP]* | Civilian | Ruins (Altis) | Storage | Public | ORANGE | A3_Structures_F_Orange_Industrial_Cargo | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_MBT_04_F** | *Angara Wreck* | Civilian | Wrecks | Tanks | Public |  | A3_Props_F_Tank_Military_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_LT_01_F** | *Nyx Wreck* | Civilian | Wrecks | Tanks | Public |  | A3_Props_F_Tank_Military_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_AFV_Wheeled_01_F** | *Rhino MGS Wreck* | Civilian | Wrecks | APCs | Public |  | A3_Props_F_Tank_Military_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RepairDepot_01_base_ruins_F** | *Repair depot (Civilian, Ruin)* | Civilian | Ruins | Military | Protected |  | A3_Structures_F_Tank_Military_RepairDepot | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RepairDepot_01_civ_ruins_F** | *Repair depot (Civilian, Ruin)* | Civilian | Ruins | Military | Public |  | A3_Structures_F_Tank_Military_RepairDepot | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RepairDepot_01_tan_ruins_F** | *Repair depot (Tan, Ruin)* | Civilian | Ruins | Military | Public |  | A3_Structures_F_Tank_Military_RepairDepot | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_RepairDepot_01_green_ruins_F** | *Repair depot (Green, Ruin)* | Civilian | Ruins | Military | Public |  | A3_Structures_F_Tank_Military_RepairDepot | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_Wreck_Heli_02_Wreck_01_F** | *PO-30 Wreck (Fuselage)* | Civilian | Wrecks | Helicopters | Public |  | A3_Props_F_Enoch_Military_Wrecks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_Wreck_Heli_02_Wreck_02_F** | *PO-30 Wreck (Tail)* | Civilian | Wrecks | Helicopters | Public |  | A3_Props_F_Enoch_Military_Wrecks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_Wreck_Heli_02_Wreck_03_F** | *PO-30 Wreck (Rotor Blade)* | Civilian | Wrecks | Helicopters | Public |  | A3_Props_F_Enoch_Military_Wrecks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_Wreck_Heli_02_Wreck_04_F** | *PO-30 Wreck (Door)* | Civilian | Wrecks | Helicopters | Public |  | A3_Props_F_Enoch_Military_Wrecks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_CargoPlaftorm_01_ruins_F** | *Military Cargo Platform (Ruin)* | Civilian | Ruins (Altis) | Military | Protected | Enoch | A3_Structures_F_Enoch_Military_Camps | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **CargoPlaftorm_01_green_ruins_F** | *Military Cargo Platform (Green, Ruin)* | Civilian | Ruins (Altis) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **CargoPlaftorm_01_brown_ruins_F** | *Military Cargo Platform (Brown, Ruin)* | Civilian | Ruins (Altis) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **CargoPlaftorm_01_jungle_ruins_F** | *Military Cargo Platform (Jungle, Ruin)* | Civilian | Ruins (Tanoa) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **CargoPlaftorm_01_rusty_ruins_F** | *Military Cargo Platform (Rusty, Ruin)* | Civilian | Ruins (Altis) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **Land_Mi8_wreck_F** | *Mi-17 Wreck* | Civilian | Wrecks | Helicopters | Public | Enoch | A3_Structures_F_Enoch_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_PowerGenerator_wreck_F** | *Power Generator Wreck* | Civilian | Wrecks | Industrial | Public | Enoch | A3_Structures_F_Enoch_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_TrailerCistern_wreck_F** | *Old Cistern Trailer* | Civilian | Wrecks | Industrial | Public | Enoch | A3_Structures_F_Enoch_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Land_V3S_wreck_F** | *V3S Wreck* | Civilian | Wrecks | Cars | Public | Enoch | A3_Structures_F_Enoch_Wrecks | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **Spaceship_base_F** |  | Civilian | Wrecks | Space | Protected | Decade |  | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n|  | **SpaceshipCapsule_01_wreck_F** | *Space Capsule Wreck* | Civilian | Wrecks | Space | Public |  | A3_Props_F_Decade_Spaceship | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **SpaceshipCapsule_01_debris_F** | *Space Capsule Wreck (Debris)* | Civilian | Wrecks | Space | Public | Decade | A3_Props_F_Decade_Spaceship | **Randomization:** No<br>**Camo selections:** 0<br>**Slingloadable:** No |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:10, 8 August 2024 (CEST)"}],"categories":[],"groups":["Reference Lists"]},{"name":"Arma 3: CfgVehicles Structures","title":"Arma 3: CfgVehicles Structures","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Structures","revid":367241,"updated":"2024-08-08T16:49:35Z","aliases":["Arma 3 CfgVehicles Structures"],"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|\n|  | **NonStrategic** | *Building* | Civilian | Structures | Village | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **HeliH** | *Building* | Civilian | Structures | Village | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **AirportBase** | *Building* | Civilian | Structures | Village | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Strategic** | *Building* | Civilian | Structures | Military | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VASICore** | *VASI* | Civilian | Structures | Village | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **StaticShip** | *Building* | Civilian | Structures | Seaport | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Structure** | *Building* | Civilian | Structures | Village | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **HouseBase** | *House* | Civilian | Structures | Village | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **House_Small** | *House* | Civilian | Structures | Village | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **House** |  | Civilian | Structures | Village | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Church** |  | Civilian | Structures | Religious | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Library_WeaponHolder** |  | Civilian | Structures | Military | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NavigLight** | *REIL* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NavigLight_3_F** | *REIL* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Flush_Light_green_F** | *Runway Edgelight* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Flush_Light_red_F** | *Runway Edgelight* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Flush_Light_yellow_F** | *Runway Edgelight* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_runway_edgelight** | *Runway Edgelight* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_runway_edgelight_blue_F** | *Runway Edgelight* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Runway_PAPI** | *PAPI Light* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Runway_PAPI_2** | *PAPI Light* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Runway_PAPI_3** | *PAPI Light* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Runway_PAPI_4** | *PAPI Light* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Loudspeakers_F** | *Loudspeakers* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Timbers_F** | *Timbers* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TreeBin_F** | *Tree Base* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Water_source_F** | *Water Source* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AncientPillar_F** | *Ancient Pillar* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Civ_Ancient | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AncientPillar_damaged_F** | *Ancient Pillar (Damaged)* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Civ_Ancient | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AncientPillar_fallen_F** | *Ancient Pillar (Fallen)* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Civ_Ancient | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BellTower_01_V1_F** | *Bell Tower (Small, New)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_BellTowers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BellTower_01_V2_F** | *Bell Tower (Small, Old)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_BellTowers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BellTower_02_V1_F** | *Bell Tower (Big, New)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_BellTowers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BellTower_02_V2_F** | *Bell Tower (Big, Old)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_BellTowers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Calvary_01_V1_F** | *Calvary* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_Calvaries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Calvary_02_V1_F** | *Calvary (New, Red)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_Calvaries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Calvary_02_V2_F** | *Calvary (New, Blue)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_Calvaries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Chapel_V1_F** | *Chapel (Big, New)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Chapel_V2_F** | *Chapel (Big, Old)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Chapel_Small_V1_F** | *Chapel (Small, New)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Chapel_Small_V2_F** | *Chapel (Small, Old)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bricks_V1_F** | *Stack of Bricks (Full)* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bricks_V2_F** | *Stack of Bricks (Part, v1)* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bricks_V3_F** | *Stack of Bricks (Part, v2)* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bricks_V4_F** | *Stack of Bricks (Part, v3)* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CinderBlocks_F** | *Cinder Blocks* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Coil_F** | *Coil* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePipe_F** | *Concrete Pipe* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallet_F** | *Pallet* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallet_vertical_F** | *Pallet (Vertical)* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pipes_large_F** | *Pipes (Large)* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pipes_small_F** | *Pipes (Small)* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WheelCart_F** | *Wheel Cart* | Civilian | Structures (Altis) | Market | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenBox_F** | *Wooden Box* | Civilian | Structures (Altis) | Storage | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_WorkStand_F** | *Workstand* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_memorial_F** | *Grave (Memorial)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_monument_F** | *Grave (Monument)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_obelisk_F** | *Grave (Obelisk)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_soldier_F** | *Tombstone (Unknown Soldier)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_V1_F** | *Grave (Stone, v1)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_V2_F** | *Grave (Stone, v2)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_V3_F** | *Grave (Stone, v3)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampAirport_off_F** | *Airport Lamp [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampAirport_F** | *Airport Lamp [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampDecor_off_F** | *Lamp (Decorative) [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampDecor_F** | *Lamp (Decorative) [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampHalogen_off_F** | *Lamp (Halogen) [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampHalogen_F** | *Lamp (Halogen) [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampHarbour_off_F** | *Lamp (Harbor) [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampHarbour_F** | *Lamp (Harbor) [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampShabby_off_F** | *Lamp (Shabby) [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampShabby_F** | *Lamp (Shabby) [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampSolar_off_F** | *Lamp (Solar) [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampSolar_F** | *Lamp (Solar) [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampStadium_F** | *Lamp (Stadium) [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampStreet_off_F** | *Street Lamp [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampStreet_F** | *Street Lamp [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampStreet_small_off_F** | *Street Lamp (Small) [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampStreet_small_F** | *Street Lamp (Small) [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MarketShelter_F** | *Market Shelter* | Civilian | Structures (Altis) | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StallWater_F** | *Stall (Water)* | Civilian | Structures (Altis) | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Offices_01_V1_F** | *Office Building* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Civ_Offices | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pavement_narrow_corner_F** | *Sidewalk (Narrow, Curve)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Civ_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pavement_narrow_F** | *Sidewalk (Narrow)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Civ_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pavement_wide_corner_F** | *Sidewalk (Wide, Curve)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Civ_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pavement_wide_F** | *Sidewalk (Wide)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Civ_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slide_F** | *Slide* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Civ_PlayGround | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BC_Basket_F** | *Basketball Basket* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BC_Court_F** | *Basketball Court* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Goal_F** | *Goal* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tribune_F** | *Tribune* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Maroula_base_F** | *Maroula Statue (Pedestal)* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Civ_Statues | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Maroula_F** | *Maroula Statue* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Civ_Statues | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MolonLabe_F** | *Molon Labe* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Civ_Statues | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Amphitheater_F** | *Amphitheater* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Dominants_Amphitheater | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_01_F** | *Kavala Castle (01)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_02_F** | *Kavala Castle (02)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_03_F** | *Kavala Castle (03)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_04_F** | *Kavala Castle (04)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_05_F** | *Kavala Castle (05)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_06_F** | *Kavala Castle (06)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_07_F** | *Kavala Castle (07)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_08_F** | *Kavala Castle (08)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_09_F** | *Kavala Castle (09)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_10_F** | *Kavala Castle (10)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_11_F** | *Kavala Castle (11)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_12_F** | *Kavala Castle (12)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_13_F** | *Kavala Castle (13)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_14_F** | *Kavala Castle (14)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_15_F** | *Kavala Castle (15)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_16_F** | *Kavala Castle (16)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_house_ruin_F** | *Kavala Castle (House, Ruin)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_church_a_ruin_F** | *Castle Wall* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_church_b_ruin_F** | *Castle Wall (Ruin)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_church_ruin_F** | *Castle Wall (Window)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_step_F** | *Castle Step* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_tower_F** | *Castle Tower* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Church_01_V1_F** | *Church (White)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Dominants_Church | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hospital_main_F** | *Hospital (Center)* | Civilian | Structures (Altis) | Services | Protected |  | A3_Structures_F_Dominants_Hospital | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hospital_side1_F** | *Hospital (Main Wing)* | Civilian | Structures (Altis) | Services | Protected |  | A3_Structures_F_Dominants_Hospital | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hospital_side2_F** | *Hospital (Side Wing)* | Civilian | Structures (Altis) | Services | Protected |  | A3_Structures_F_Dominants_Hospital | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LightHouse_F** | *Lighthouse (Tall)* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Dominants_Lighthouse | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Lighthouse_small_F** | *Lighthouse (Small)* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Dominants_Lighthouse | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WIP_F** | *Unfinished Complex* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Dominants_WIP | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Addon_01_V1_F** | *Pergola* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Addon_01_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_Addon_02_V1_F** | *House Addon (Destroyed)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Addon_02_V1_F** | *House Addon (Abandoned)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Addon_02_V1_F** | *House Addon* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Addon_03_V1_F** | *Inn Garden* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Addon_03mid_V1_F** | *Inn Garden (Middle)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Addon_04_V1_F** | *Inn Garden (No Roof)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Garage_V1_F** | *Garage (New)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Garage_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Garage_V2_F** | *Garage (Old)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Garage_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Metal_Shed_F** | *Grey Metal Shed (Large)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_01_V1_F** | *House (Large, White)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_01_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_01_V2_F** | *House (Large, Yellow)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_01_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_01_V3_F** | *House (Large, Stone)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_01_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Big_01_V1_F** | *House (Large, Abandoned)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Big_01_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_House_Big_01_V1_F** | *House (Large, Destroyed)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_02_V1_F** | *House (Big, White)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_02_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_02_V2_F** | *House (Big, Yellow)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_02_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_02_V3_F** | *House (Big, Stone)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_02_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Big_02_V1_F** | *House (Big, Abandoned)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Big_02_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_House_Big_02_V1_F** | *House (Big, Destroyed)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_01_V1_F** | *Shop House (White)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_01_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_01_V2_F** | *Shop House (Yellow)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_01_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_01_V3_F** | *Shop House (Stone)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_01_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Shop_01_V1_F** | *Shop House (Abandoned)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Shop_01_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_Shop_01_V1_F** | *Shop House (Destroyed)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_02_V1_F** | *Shop (White)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_02_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_02_V2_F** | *Shop (Yellow)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_02_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_02_V3_F** | *Shop (Stone)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_02_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Shop_02_V1_F** | *Shop (Abandoned)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Shop_02_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_Shop_02_V1_F** | *Shop (Destroyed)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_01_V1_F** | *House (White)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_01_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_01_V2_F** | *House (Yellow)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_01_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_01_V3_F** | *House (Stone)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_01_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Small_01_V1_F** | *House (Abandoned)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Small_01_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_House_Small_01_V1_F** | *House (Destroyed)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_02_V1_F** | *House (Small, White)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_02_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_02_V2_F** | *House (Small, Yellow)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_02_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_02_V3_F** | *House (Small, Stone)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_02_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Small_02_V1_F** | *House (Small, Abandoned)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Small_02_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_House_Small_02_V1_F** | *House (Small, Destroyed)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_03_V1_F** | *Bungalow* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Small03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_03_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Small03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cargo_addon01_V1_F** | *Slum Roof Addon (v1)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cargo_addon01_V2_F** | *Slum Roof Addon (v2)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cargo_addon02_V1_F** | *Slum Canvas (Blue)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cargo_addon02_V2_F** | *Slum Canvas (Black)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cargo_house_slum_F** | *Slum House Container* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_House01_F** | *Slum House (Small)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_House02_F** | *Slum House* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_House03_F** | *Slum House (Big)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseBig_V1_F** | *Stone House (Big, Grey)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Big | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseBig_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Big | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseBig_V2_F** | *Stone House (Big, White)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Big | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseBig_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Big | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseBig_V3_F** | *Stone House (Big, Brown)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Big | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseBig_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Big | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_Stone_HouseBig_V1_F** | *Stone House (Big, Destroyed)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Big | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_Shed_V1_F** | *Stone House (Small, Grey)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_Shed_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_Shed_V2_F** | *Stone House (Small, Brown)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_Shed_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_Shed_V3_F** | *Stone House (Small, White)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_Shed_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_Stone_Shed_V1_F** | *Stone House (Small, Destroyed)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseSmall_V1_F** | *Stone House (Grey)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseSmall_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseSmall_V2_F** | *Stone House (White)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseSmall_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseSmall_V3_F** | *Stone House (Brown)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseSmall_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_Stone_HouseSmall_V1_F** | *Stone House (Destroyed)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Unfinished_Building_01_F** | *Unfinished Building (Big)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_WIP | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Unfinished_Building_02_F** | *Unfinished Building (Large)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_WIP | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_center_F** | *Airport Terminal (Center)* | Civilian | Structures (Altis) | Airport | Protected |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_left_F** | *Airport Terminal (Left)* | Civilian | Structures (Altis) | Airport | Protected |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_right_F** | *Airport Terminal (Right)* | Civilian | Structures (Altis) | Airport | Protected |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_Tower_F** | *Airport Control Tower* | Civilian | Structures (Altis) | Airport | Public |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_Tower_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Airport | Protected |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hangar_F** | *Hangar* | Civilian | Structures (Altis) | Airport | Public |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CarService_F** | *Workshop* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_CarService | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cmp_Hopper_F** | *Concrete Mixing Hopper* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_ConcreteMixingPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cmp_Shed_F** | *Concrete Mixing Shed* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_ConcreteMixingPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cmp_Shed_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Industrial | Protected |  | A3_Structures_F_Ind_ConcreteMixingPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cmp_Tower_F** | *Concrete Mixing Tower* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_ConcreteMixingPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Crane_F** | *Crane* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Ind_Crane | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dp_bigTank_F** | *Diesel Storage Tank (Big)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_DieselPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dp_mainFactory_F** | *Diesel Power Plant (Large, Yellow)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_DieselPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dp_smallFactory_F** | *Diesel Power Plant (Small, White)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_DieselPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dp_smallTank_F** | *Diesel Storage Tank (Small)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_DieselPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dp_transformer_F** | *Power Plant Transformer (Light Grey)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_DieselPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Factory_Conv1_10_F** | *Factory Conveyor Belt (Ground)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Factory_Conv1_End_F** | *Factory Conveyor Belt (End)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Factory_Conv1_Main_F** | *Factory Conveyor Belt (Main)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Factory_Conv2_F** | *Factory Conveyor Belt (Slope)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Factory_Hopper_F** | *Factory Hopper* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Factory_Main_F** | *Factory* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Factory_Tunnel_F** | *Factory Tunnel* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_Build_F** | *Gas Station (Sun Oil, Shop)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_Feed_F** | *Gas Station (Sun Oil, Pump)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_Shed_F** | *Gas Station (Sun Oil, Roof)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_Sign_F** | *Gas Station (Sun Oil, Prices)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_fs_feed_F** | *Gas Station (Fuel, Pump)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_fs_price_F** | *Gas Station (Fuel, Prices)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_fs_roof_F** | *Gas Station (Fuel, Roof)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_fs_sign_F** | *Gas Station (Fuel, Sign)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe1_20m_F** | *Industrial Pipe (20m)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe1_90degL_F** | *Industrial Pipe (Curve, Left)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe1_90degR_F** | *Industrial Pipe (Curve, Right)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe1_ground_F** | *Industrial Pipe (Ground)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe1_Uup_F** | *Industrial Pipe (U, Up)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe1_valve_F** | *Industrial Pipe (Valve)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_big_9_F** | *Industrial Pipe Platform (Big, 9m)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_big_18_F** | *Industrial Pipe Platform (Big, 18m)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_big_18ladder_F** | *Industrial Pipe Platform (Big, 18m, Ladder)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_big_ground1_F** | *Industrial Pipe Platform (Big, Ground, v1)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_big_ground2_F** | *Industrial Pipe Platform (Big, Ground, v2)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_big_support_F** | *Industrial Pipe Platform (Big, Support)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_bigL_L_F** | *Industrial Pipe Platform (Big, Corner, Left)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_bigL_R_F** | *Industrial Pipe Platform (Big, Corner, Right)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_Small_9_F** | *Industrial Pipe Platform (9m)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_Small_ground1_F** | *Industrial Pipe Platform (Ground, v1)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_Small_ground2_F** | *Industrial Pipe Platform (Ground, v2)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_SmallL_L_F** | *Industrial Pipe Platform (Corner, Left)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_SmallL_R_F** | *Industrial Pipe Platform (Corner, Right)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HighVoltageColumn_F** | *High Voltage Column* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HighVoltageColumnWire_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HighVoltageEnd_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HighVoltageTower_dam_F** | *High Voltage Tower (Damaged)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HighVoltageTower_F** | *High Voltage Tower* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HighVoltageTower_large_F** | *High Voltage Tower (Large)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HighVoltageTower_largeCorner_F** | *High Voltage Tower (Large, Corner)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerCable_submarine_F** | *Underwater Power Cable* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_distributor_F** | *Powerline Distributor* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_part_F** | *Powerline Distributor (Part)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerPoleConcrete_F** | *Concrete Power Pole* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerPoleWooden_F** | *Wooden Power Pole* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerPoleWooden_L_off_F** | *Wooden Power Pole (Lamp) [off]* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerPoleWooden_L_F** | *Wooden Power Pole (Lamp) [on]* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerPoleWooden_small_F** | *Wooden Power Pole (Small)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireBig_direct_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireBig_direct_short_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireBig_end_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireBig_left_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireBig_right_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireSmall_damaged_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireSmall_direct_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireSmall_Left_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireSmall_Right_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowLines_Transformer_F** | *Powerline Transformer* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ReservoirTank_Airport_F** | *Reservoir Tank (Airport)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ReservoirTank_Rust_F** | *Reservoir Tank (Rust)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ReservoirTank_V1_F** | *Reservoir Tank* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ReservoirTower_F** | *Reservoir Tower* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_Big_F** | *Industrial Shed (Big)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_Small_F** | *Industrial Shed (Small)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shed_Ind_F** | *Industrial Shed* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Shed_Ind_F** | *Industrial Shed (Unfinished)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_1_F** | *Solar Panel (3)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_2_F** | *Solar Panel (6)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_3_F** | *Solar Panel (12)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_spp_Mirror_Broken_F** | *Solar Mirrors (Broken)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_spp_Mirror_F** | *Solar Mirrors* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_spp_Panel_Broken_F** | *Solar Panel (16, Broken)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_spp_Panel_F** | *Solar Panel (16)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_spp_Tower_F** | *Solar Tower* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_spp_Tower_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_spp_Transformer_F** | *Solar Transformer* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tank_rust_F** | *Rusty Cistern* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Communication_anchor_F** | *Communication Tower (Anchor)* | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Communication_F** | *Communication Tower* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TBox_F** | *Transmitter Box* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TTowerBig_1_F** | *Transmitter Tower* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TTowerBig_2_F** | *Transmitter Tower (Tall)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TTowerSmall_1_F** | *Transmitter Pole* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TTowerSmall_2_F** | *Transmitter Pole (Tall)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WavePowerPlant_F** | *Wave Powerplant* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_WavePowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WavePowerPlantBroken_F** | *Wave Powerplant (Broken)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_WavePowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_Windmill01_F** | *Windmill (Destroyed)* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Ind_Windmill | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Windmill01_F** | *Windmill* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Ind_Windmill | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerGenerator_F** | *Power Generator* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_WindPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_wpp_Turbine_V1_F** | *Wind Turbine (Camo)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_WindPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_wpp_Turbine_V1_off_F** | *Wind Turbine (Off, Camo)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_WindPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_wpp_Turbine_V2_F** | *Wind Turbine* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_WindPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_wpp_Turbine_V2_off_F** | *Wind Turbine (Off)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_WindPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagBunker_Large_F** | *Bunker (Large)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_BagBunker | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagBunker_Small_F** | *Bunker (Small)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_BagBunker | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagBunker_Tower_F** | *Bunker (Tower)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_BagBunker | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_Corner_F** | *Sandbag Wall (Corner)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Mil_BagFence | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_End_F** | *Sandbag Wall (End)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Mil_BagFence | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_Long_F** | *Sandbag Wall (Long)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Mil_BagFence | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_Round_F** | *Sandbag Wall (Round)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Mil_BagFence | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_Short_F** | *Sandbag Wall (Short)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Mil_BagFence | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Barracks_V1_F** | *Barracks (Camo)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Barracks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Barracks_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Barracks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Barracks_V2_F** | *Barracks (New)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Barracks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Barracks_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Barracks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Barracks_V2_F** | *Barracks (Old)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Barracks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bunker_F** | *Bunker* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Bunker | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_House_V1_F** | *Military Cargo House (Green)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_House_V2_F** | *Military Cargo House (Rusty)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_House_V3_F** | *Military Cargo House (Brown)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_HQ_V1_F** | *Military Cargo HQ (Green)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_HQ_V2_F** | *Military Cargo HQ (Rusty)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_HQ_V3_F** | *Military Cargo HQ (Brown)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V1_F** | *Military Cargo Post (Green)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V2_F** | *Military Cargo Post (Rusty)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V3_F** | *Military Cargo Post (Brown)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_F** | *Military Cargo Tower (Green)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_No1_F** | *Military Cargo Tower (#1)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_No2_F** | *Military Cargo Tower (#2)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_No3_F** | *Military Cargo Tower (#3)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_No4_F** | *Military Cargo Tower (#4)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_No5_F** | *Military Cargo Tower (#5)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_No6_F** | *Military Cargo Tower (#6)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_No7_F** | *Military Cargo Tower (#7)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V2_F** | *Military Cargo Tower (Rusty)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V3_F** | *Military Cargo Tower (Brown)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Medevac_house_V1_F** | *Military Cargo House (Medical)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Medevac_HQ_V1_F** | *Military Cargo HQ (Medical)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_1_F** | *H-barrier (Block)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_3_F** | *H-barrier (3 Blocks)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_5_F** | *H-barrier (5 Blocks)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrierBig_F** | *H-barrier (Big, 4 Blocks)* | Civilian | Walls | Military | Protected |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_Big_F** | *H-barrier (Big, 4 Blocks)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrierTower_F** | *H-barrier Watchtower* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrierWall_corner_F** | *H-barrier Wall (Corner)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrierWall_corridor_F** | *H-barrier Corridor* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrierWall4_F** | *H-barrier Wall (Short)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrierWall6_F** | *H-barrier Wall (Long)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Razorwire_F** | *Razorwire Barrier* | Civilian | Fences | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MilOffices_V1_F** | *Military Offices* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Offices | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Radar_F** | *Radar* | Civilian | Structures (Altis) | Airport | Public |  | A3_Structures_F_Mil_Radar | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Radar_Small_F** | *Radar (Small)* | Civilian | Structures (Altis) | Airport | Public |  | A3_Structures_F_Mil_Radar | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CamoNet_BLUFOR_F** | *Camouflage Net (Green)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_OPFOR_F** | *Camouflage Net (Hex)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_INDP_F** | *Camouflage Net (Digital)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_BLUFOR_open_F** | *Camouflage Net (Open, Green)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_OPFOR_open_F** | *Camouflage Net (Open, Hex)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_INDP_open_F** | *Camouflage Net (Open, Digital)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_BLUFOR_big_F** | *Camouflage Vehicle Cover (Green)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_OPFOR_big_F** | *Camouflage Vehicle Cover (Hex)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_INDP_big_F** | *Camouflage Vehicle Cover (Digital)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_BLUFOR_Curator_F** | *Camouflage Net (Green)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_OPFOR_Curator_F** | *Camouflage Net (Hex)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_INDP_Curator_F** | *Camouflage Net (Digital)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_BLUFOR_open_Curator_F** | *Camouflage Net (Open, Green)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_OPFOR_open_Curator_F** | *Camouflage Net (Open, Hex)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_INDP_open_Curator_F** | *Camouflage Net (Open, Digital)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_BLUFOR_big_Curator_F** | *Camouflage Vehicle Cover (Green)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_OPFOR_big_Curator_F** | *Camouflage Vehicle Cover (Hex)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_INDP_big_Curator_F** | *Camouflage Vehicle Cover (Digital)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentHangar_V1_F** | *Tent Hangar* | Civilian | Structures (Altis) | Airport | Public |  | A3_Structures_F_Mil_TentHangar | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TentHangar_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Airport | Protected |  | A3_Structures_F_Mil_TentHangar | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BuoyBig_F** | *Buoy* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Buoys | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_nav_pier_m_F** | *Pier (Metal)* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pier_addon** | *Pier Platform* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pier_Box_F** | *Pier Box* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pier_F** | *Pier (Concrete)* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pier_small_F** | *Pier (Wooden)* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pier_wall_F** | *Pier (Rocks)* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierLadder_F** | *Pier Ladder* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillar_Pier_F** | *Pier Pillar* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sea_Wall_F** | *Rock Wavebreaker* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Dome_Big_F** | *Dome (Big, White)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Research | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Dome_Small_F** | *Dome (White)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Research | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Research_house_V1_F** | *Research House* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Research | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Research_HQ_F** | *Research HQ* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Research | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **BlockConcrete_F** | *Concrete Block* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Dirthump_1_F** | *Dirt Hump (Small)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Dirthump_2_F** | *Dirt Hump* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Dirthump_3_F** | *Dirt Hump (Big)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Dirthump_4_F** | *Dirt Hump (Long)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_Bridge_F** | *Obstacle (Bridge)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_Climb_F** | *Obstacle (Climbing)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_Crawl_F** | *Obstacle (Crawling)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_Cross_F** | *Obstacle (Cross Over)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_Pass_F** | *Obstacle (Passing)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_Ramp_F** | *Obstacle (Ramp)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_RunAround_F** | *Obstacle (Run-around)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_Saddle_F** | *Obstacle (Saddle)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RampConcrete_F** | *Concrete Ramp* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RampConcreteHigh_F** | *Concrete Ramp (High)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ShootingPos_F** | *Shooting Position* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShootingPos_F** | *Shooting Position* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_F** | *Shoot House - Wall* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_Stand_F** | *Shoot House - Wall (Stand)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_Crouch_F** | *Shoot House - Wall (Crouch)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_Prone_F** | *Shoot House - Wall (Prone)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_Long_F** | *Shoot House - Wall (Long)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_Long_Stand_F** | *Shoot House - Wall (Stand, Long)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_Long_Crouch_F** | *Shoot House - Wall (Crouch, Long)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_Long_Prone_F** | *Shoot House - Wall (Prone, Long)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Corner_F** | *Shoot House - Corner* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Corner_Stand_F** | *Shoot House - Corner (Stand)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Corner_Crouch_F** | *Shoot House - Corner (Crouch)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Corner_Prone_F** | *Shoot House - Corner (Prone)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Panels_F** | *Shoot House - Panels* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Panels_Crouch_F** | *Shoot House - Panels (Crouch)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Panels_Prone_F** | *Shoot House - Panels (Prone)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Panels_Vault_F** | *Shoot House - Panels (Vault)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Panels_Window_F** | *Shoot House - Panels (Window)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Panels_Windows_F** | *Shoot House - Panels (Windows)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Tunnel_F** | *Shoot House - Tunnel* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Tunnel_Stand_F** | *Shoot House - Tunnel (Stand)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Tunnel_Crouch_F** | *Shoot House - Tunnel (Crouch)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Tunnel_Prone_F** | *Shoot House - Tunnel (Prone)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **TargetCenter** | *Target Sector* | Civilian | Structures (Altis) | Targets | Protected |  | A3_Structures_F_Training_InvisibleTarget | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TargetSector02** | *Target Sector 2* | Civilian | Structures (Altis) | Targets | Protected |  | A3_Structures_F_Training_InvisibleTarget | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TargetSector03** | *Target Sector 3* | Civilian | Structures (Altis) | Targets | Protected |  | A3_Structures_F_Training_InvisibleTarget | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TargetSector04** | *Target Sector 4* | Civilian | Structures (Altis) | Targets | Protected |  | A3_Structures_F_Training_InvisibleTarget | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TargetSector05** | *Target Sector 5* | Civilian | Structures (Altis) | Targets | Protected |  | A3_Structures_F_Training_InvisibleTarget | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Ancient_Wall_4m_F** | *Ancient Wall* | Civilian | Walls | Historical | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ancient_Wall_8m_F** | *Ancient Wall (Long)* | Civilian | Walls | Historical | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarGate_F** | *Bar Gate* | Civilian | Walls | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarGate_01_open_F** | *Bar Gate (Open)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Wall_10m_F** | *Canal Wall* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Wall_D_center_F** | *Canal Wall (Destroyed, Middle)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Wall_D_left_F** | *Canal Wall (Destroyed, Left)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Wall_D_right_F** | *Canal Wall (Destroyed, Right)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Wall_Stairs_F** | *Canal Wall (Stairs)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_WallSmall_10m_F** | *Canal Wall (Small)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City_4m_F** | *City Wall (White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City_8m_F** | *City Wall (Long, White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City_8mD_F** | *City Wall (Long, Destroyed, White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City_Gate_F** | *City Wall (Gate, White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City_Pillar_F** | *City Wall (Pillar, White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City2_4m_F** | *Wall (White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City2_8m_F** | *Wall (Long, White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City2_8mD_F** | *Wall (Destroyed, White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City2_PillarD_F** | *Wall (Pillar, White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CncBarrier_F** | *Concrete Barrier* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CncBarrier_stripes_F** | *Concrete Barrier (Stripes)* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CncBarrierMedium_F** | *Concrete Barrier (Medium)* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CncBarrierMedium4_F** | *Concrete Barrier (Medium, Long)* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CncShelter_F** | *Concrete Shelter* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CncWall1_F** | *Concrete Wall* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CncWall4_F** | *Concrete Wall (Long)* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Concrete_SmallWall_4m_F** | *Concrete Wall (Small, 4 m)* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Concrete_SmallWall_8m_F** | *Concrete Wall (Small, 8 m)* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Crash_barrier_F** | *Safety Barrier* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndFnc_3_D_F** | *Industrial Fence (Destroyed)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndFnc_3_F** | *Industrial Fence* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndFnc_3_Hole_F** | *Industrial Fence (Hole)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndFnc_9_F** | *Industrial Fence (Long)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndFnc_Corner_F** | *Industrial Fence (Corner)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndFnc_Pole_F** | *Industrial Fence (Pole)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_ConcreteWall_F** | *Concrete Barrier (Plain)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_4m_F** | *Military Base Wall* | Civilian | Walls | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_Corner_F** | *Military Base Wall (Corner)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_Gate_F** | *Military Base Wall (Gate)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WiredFence_F** | *Razor Fence* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WiredFence_Gate_F** | *Razor Fence (Gate)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WiredFenceD_F** | *Razor Fence (Destroyed)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mound01_8m_F** | *Mound* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mound02_8m_F** | *Mound (Low)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Net_Fence_4m_F** | *Net Fence* | Civilian | Fences | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Net_Fence_8m_F** | *Net Fence (Long)* | Civilian | Fences | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Net_Fence_Gate_F** | *Net Fence (Gate)* | Civilian | Fences | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Net_Fence_pole_F** | *Net Fence (Pole)* | Civilian | Fences | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Net_FenceD_8m_F** | *Net Fence (Destroyed)* | Civilian | Fences | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_New_WiredFence_5m_F** | *Barbed Wire Fence* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_New_WiredFence_10m_Dam_F** | *Barbed Wire Fence (Long, Destroyed)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_New_WiredFence_10m_F** | *Barbed Wire Fence (Long)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_New_WiredFence_pole_F** | *Barbed Wire Fence (Pole)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pipe_fence_4m_F** | *Pipe Fence (Long)* | Civilian | Fences | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pipe_fence_4mNoLC_F** | *Pipe Fence (Long)* | Civilian | Fences | City | Protected |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeWall_concretel_8m_F** | *Concrete Pipe Wall* | Civilian | Fences | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rampart_F** | *Rampart* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slums01_8m** | *Slum Fence* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slums01_pole** | *Slum Fence (Pole)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slums02_4m** | *Plank Fence (Long)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slums02_pole** | *Plank Fence (Pole)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SportGround_fence_F** | *Sport Fence* | Civilian | Fences | Sport & Recreation | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stone_4m_F** | *Stone Wall* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stone_8m_F** | *Stone Wall (Long)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stone_8mD_F** | *Stone Wall (Long, Destroyed)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stone_Gate_F** | *Stone Wall (Gate)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stone_pillar_F** | *Stone Wall (Pillar)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_IndCnc_2deco_F** | *Concrete Square Wall* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_IndCnc_4_D_F** | *Concrete Layered Wall (Destroyed)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_IndCnc_4_F** | *Concrete Layered Wall* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_IndCnc_End_2_F** | *Concrete Layered Wall (End, Destroyed)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_IndCnc_Pole_F** | *Concrete Layered Wall (Pillar)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_Tin_4** | *Tin Fence (v1)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_Tin_4_2** | *Tin Fence (v2)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_Tin_Pole** | *Tin Fence (Pole)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wired_Fence_4m_F** | *Wire Fence* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wired_Fence_4mD_F** | *Wire Fence (Destroyed)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wired_Fence_8m_F** | *Wire Fence (Long)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wired_Fence_8mD_F** | *Wire Fence (Long, Destroyed)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PhoneBooth_01_F** | *Phone Booth (Altis, Clean)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPB_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PhoneBooth_02_F** | *Phone Booth (Altis, Tagged)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPB_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_dirt_F** | *Grave (Dirt)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_EPB_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_forest_F** | *Grave (Forest)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_EPB_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_rocks_F** | *Grave (Rocks)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_EPB_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SlideCastle_F** | *Slide (Castle)* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_EPB_Civ_PlayGround | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Atm_01_F** | *ATM (Altis)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Atm_02_F** | *ATM (Altis, Sheltered)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BeachBooth_01_F** | *Beach Booth* | Civilian | Structures (Altis) | Beach | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LifeguardTower_01_F** | *Lifeguard Tower* | Civilian | Structures (Altis) | Beach | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Kiosk_blueking_F** | *Kiosk (Blueking)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Kiosks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Kiosk_gyros_F** | *Kiosk (Gyros)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Kiosks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Kiosk_papers_F** | *Kiosk (Papers)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Kiosks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Kiosk_redburger_F** | *Kiosk (Redburger)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Kiosks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Carousel_01_F** | *Carousel* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_EPC_Civ_Playground | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Swing_01_F** | *Swing* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_EPC_Civ_Playground | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TouristShelter_01_F** | *Tourist Shelter* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Tourism | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_Gazebo_F** | *Ghost Hotel (Gazebo)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_House_1_F** | *Ghost Hotel (House)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_House_2_F** | *Ghost Hotel (Bungalow)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_MainBuilding_entry_F** | *Ghost Hotel (Main Building, Entrance)* | Civilian | Structures (Altis) | Services | Protected |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_MainBuilding_left_F** | *Ghost Hotel (Main Building, Left)* | Civilian | Structures (Altis) | Services | Protected |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_MainBuilding_middle_F** | *Ghost Hotel (Main Building, Center)* | Civilian | Structures (Altis) | Services | Protected |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_MainBuilding_right_F** | *Ghost Hotel (Main Building, Right)* | Civilian | Structures (Altis) | Services | Protected |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_Platform_F** | *Ghost Hotel (Platform)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_Pool_F** | *Ghost Hotel (Pool)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_Stairs_F** | *Ghost Hotel (Stairs)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p1_F** | *Stadium (01)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p2_F** | *Stadium (02)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p3_F** | *Stadium (03)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p4_F** | *Stadium (04)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p5_F** | *Stadium (05)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p6_F** | *Stadium (06)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p7_F** | *Stadium (07)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p8_F** | *Stadium (08)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p9_F** | *Stadium (09)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SportGround_fence_noLC_F** | *Sport Fence* | Civilian | Fences | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Bomb** | *Bomb* | Civilian | Structures | Military | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **C_Boat_Civil_04_F** | *Trawler* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Boat_F_Gamma_Boat_Civil_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Lightning_F** | *Lightning* | Civilian | Structures | Village | Protected |  | A3_Missions_F_EPA | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Submarine_01_F** | *HMS Proteus* | Civilian | Structures (Altis) | Static Ships | Public |  | A3_Boat_F_EPC_Submarine_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Lightning1_F** | *Lightning (Branched)* | Civilian | Structures | Village | Protected |  | A3_Data_F_Curator_Misc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Lightning2_F** | *Lightning (Simple)* | Civilian | Structures | Village | Protected |  | A3_Data_F_Curator_Misc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FinishGate_01_narrow_F** | *Finish Gate (Narrow)* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FinishGate_01_wide_F** | *Finish Gate (Wide)* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TyreBarrier_01_F** | *Tire Barrier* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **TyreBarrier_01_black_F** | *Tire Barrier (Black, 1)* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **TyreBarrier_01_white_F** | *Tire Barrier (White, 1)* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TyreBarrier_01_line_x4_F** | *Tire Barrier (4)* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TyreBarrier_01_line_x6_F** | *Tire Barrier (6)* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WinnersPodium_01_F** | *Winner's podium* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Windsock_01_F** | *Windsock* | Civilian | Structures (Altis) | Airport | Public |  | A3_Structures_F_Heli_Ind_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StorageBladder_01_F** | *Liquid Bladder* | Civilian | Structures (Altis) | Military | Protected |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **StorageBladder_01_fuel_forest_F** | *Fuel Bladder (Forest)* | Civilian | Structures (Altis) | Military | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **StorageBladder_01_fuel_sand_F** | *Fuel Bladder (Sand)* | Civilian | Structures (Altis) | Military | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_StorageBladder_02_F** | *Liquid Bladder* | Civilian | Structures (Altis) | Military | Protected |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **StorageBladder_02_water_forest_F** | *Water Bladder (Forest)* | Civilian | Structures (Altis) | Military | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **StorageBladder_02_water_sand_F** | *Water Bladder (Sand)* | Civilian | Structures (Altis) | Military | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sphere_3DEN** | *Building* | Civilian | Structures | Village | Protected |  | A3_3DEN | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **SphereNoGround_3DEN** | *Building* | Civilian | Structures | Village | Protected |  | A3_3DEN | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_IRMaskingCover_01_F** | *IR Masking Tent (Large)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_IRMaskingCover_02_F** | *IR Masking Tent (Small)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Boat_03_abandoned_cover_F** | *Boat Cover* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Props_F_Exp_Naval_Boats | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClothesLine_01_F** | *Clothesline (Long)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClothesLine_01_full_F** | *Clothesline (Long, Full)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClothesLine_01_short_F** | *Clothesline (Short)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteBlock_01_F** | *Concrete Block* | Civilian | Structures | Village | Protected |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FireEscape_01_short_F** | *Fire Escape* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FireEscape_01_tall_F** | *Fire Escape (Tall)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageBin_02_F** | *Garbage Bin* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PicnicTable_01_F** | *Picnic Table* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pot_01_F** | *Flowerpot (Rectangular)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pot_02_F** | *Flowerpot (Circular)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarageShelter_01_F** | *House with Parking Shelter* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Garages | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Big_01_F** | *Bungalow (Yellow, Large)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Big_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Big_02_F** | *Bungalow (Large)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Big_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Big_03_F** | *Villa* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_House_Big_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Big_04_F** | *Apartment Building* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_House_Big_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Big_05_F** | *Hostel (Small)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_House_Big_05 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Native_01_F** | *Native House (Big)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Civilian_House_Native_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Native_02_F** | *Native House (Small)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Civilian_House_Native_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Small_01_F** | *Metal Bungalow (Yellow)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Small_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Small_02_F** | *Brick Bungalow* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Small_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Small_03_F** | *Bungalow (Turquoise)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Small_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Small_04_F** | *Bungalow (Blue Roof)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_House_Small_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Small_05_F** | *Bungalow (Grey Roof)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_House_Small_05 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Small_06_F** | *Bungalow (Yellow)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Small_06 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_School_01_F** | *School* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_School_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_01_F** | *Yellow Metal Shed* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_02_F** | *Grey Metal Shed (Small)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_03_F** | *Grey Metal Shed (Unfinished)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_04_F** | *Yellow Metal Shed (Small)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_05_F** | *Grey Metal Shed (Medium)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_06_F** | *Grey Metal Shed (Roof)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_07_F** | *Grey Metal Shed (Large, Weathered)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_01_ruins_F** | *Grey Shack (Small, Ruin)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_01_F** | *Grey Shack (Small)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_02_ruins_F** | *Grey Shack (Medium, Ruin)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_02_F** | *Grey Shack (Medium)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_03_ruins_F** | *Purple Shack (Large, Ruin)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_03_F** | *Purple Shack (Large)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_04_ruins_F** | *Purple Shack (Medium, Ruin)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_04_F** | *Purple Shack (Medium)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_05_F** | *Grey Shack (Large)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_05 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RugbyGoal_01_F** | *Rugby Goal Posts* | Civilian | Structures (Tanoa) | Sport & Recreation | Public |  | A3_Structures_F_Exp_Civilian_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Addon_01_F** | *House Addon (Small)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Addon_02_F** | *House Addon (Big)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Addon_03_F** | *House Addon (Coffee Bar)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Addon_04_F** | *House Addon (Terrace)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Addon_05_F** | *House Addon (Garage)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignMonolith_01_F** | *Company Sign* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Advertisements | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_01_arrow_F** | *Gas Station (Tanoil, Arrow Sign)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_01_prices_F** | *Gas Station (Tanoil, Sign)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_01_pump_F** | *Gas Station (Tanoil, Pump)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_01_roof_F** | *Gas Station (Tanoil, Roof)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_01_shop_F** | *Gas Station (Tanoil, Shop)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_01_workshop_F** | *Gas Station (Tanoil, Workshop)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_02_prices_F** | *Gas Station (Tucan Oil, Prices)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_02_pump_F** | *Gas Station (Tucan Oil, Pump)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_02_roof_F** | *Gas Station (Tucan Oil, Roof)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_02_sign_F** | *Gas Station (Tucan Oil, Sign)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_02_workshop_F** | *Gas Station (Tucan Oil, Workshop)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hotel_01_F** | *Hotel (White)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_Hotel_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hotel_02_F** | *Hotel (Yellow)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_Hotel_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClothShelter_01_F** | *Cloth Market Shelter (Yellow)* | Civilian | Structures (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClothShelter_02_F** | *Cloth Market Shelter (White)* | Civilian | Structures (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalShelter_01_F** | *Metal Market Roof (Small)* | Civilian | Structures (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalShelter_02_F** | *Metal Market Roof (Large)* | Civilian | Structures (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenShelter_01_F** | *Wooden Shelter* | Civilian | Structures (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MultistoryBuilding_01_F** | *Office Block* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_MultistoryBuilding_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MultistoryBuilding_03_F** | *Apartment Tower* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_MultistoryBuilding_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MultistoryBuilding_04_F** | *Office Tower* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_MultistoryBuilding_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_City_01_F** | *Corner Shop (Blue)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Shop_City_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_City_02_F** | *Corner Shop (Brown)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Shop_City_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_City_03_F** | *Large Shop (Brown)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Shop_City_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_City_04_F** | *Hostel* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Shop_City_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_City_05_F** | *Large Shop (Blue)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Shop_City_05 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_City_06_F** | *Large Shop (Yellow)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Shop_City_06 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_City_07_F** | *Medium Shop (Pink)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Shop_City_07 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_Town_01_F** | *Medium Shop (White)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_Town_02_F** | *Small Shop (Yellow)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_Town_03_F** | *Large Shop (White)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_Town_04_F** | *Small Shop (Red)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_Town_05_F** | *Medium Shop (Red)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_05 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_Town_05_addon_F** | *Shop Addon (Red)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_05 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Supermarket_01_F** | *Supermarket (Tanoa)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_Supermarket_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Warehouse_03_F** | *Warehouse (Blue)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Commercial_Warehouses | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AncientHead_01_F** | *Ancient Head* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_AncientRelics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AncientStatue_01_F** | *Ancient Statue (Jaw)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_AncientRelics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AncientStatue_02_F** | *Ancient Statue (Sunflower)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_AncientRelics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PetroglyphWall_01_F** | *Petroglyph Wall 1* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_AncientRelics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PetroglyphWall_02_F** | *Petroglyph Wall 2* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_AncientRelics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RaiStone_01_F** | *Rai Stone* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_AncientRelics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StoneTanoa_01_F** | *Stone Tanoa* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_AncientRelics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltKerb_01_2m_F** | *Basalt Curb (2 m)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltKerb_01_2m_d_F** | *Basalt Curb (2 m, Damaged)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltKerb_01_4m_F** | *Basalt Curb (4 m)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltKerb_01_pile_F** | *Basalt Curbstone Pile* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltKerb_01_platform_F** | *Basalt Curbstone Platform* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltWall_01_4m_F** | *Basalt Wall (4 m)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltWall_01_8m_F** | *Basalt Wall (8 m)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltWall_01_d_left_F** | *Basalt Wall (Crumbled 1)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltWall_01_d_right_F** | *Basalt Wall (Crumbled 2)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltWall_01_gate_F** | *Basalt Wall Gate* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cathedral_01_F** | *Cathedral* | Civilian | Structures (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Cathedral_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_01_F** | *Grave (Stone, v4)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_02_F** | *Grave (Marble, v1)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_03_F** | *Grave (Stone, v5)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_04_F** | *Grave (Stone, v6)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_05_F** | *Grave (Tiled)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_06_F** | *Grave (Marble, v2)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_07_F** | *Grave (Stone, v7)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mausoleum_01_F** | *Mausoleum* | Civilian | Structures (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tomb_01_F** | *Tomb* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tombstone_01_F** | *Tombstone (Unmarked)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tombstone_02_F** | *Tombstone (Marble)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tombstone_03_F** | *Tombstone (Stone)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Church_01_F** | *Church (Big)* | Civilian | Structures (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Church_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Church_02_F** | *Church (Village)* | Civilian | Structures (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Church_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Church_03_F** | *Church (Town)* | Civilian | Structures (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Church_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_5m_F** | *Fortress Wall (5 m)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_10m_F** | *Fortress Wall (10 m)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_bricks_v1_F** | *Fortress Rubble Pile (Large)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_bricks_v2_F** | *Fortress Rubble Pile (Small)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_cannon_F** | *Fortress Cannon* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_d_L_F** | *Fortress Wall (Destroyed, Left)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_d_R_F** | *Fortress Wall (Destroyed, Right)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_innerCorner_70_F** | *Fortress Wall (Inner Corner, 70 deg)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_innerCorner_90_F** | *Fortress Wall (Inner Corner, 90 deg)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_innerCorner_110_F** | *Fortress Wall (Inner Corner, 110 deg)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_outterCorner_50_F** | *Fortress Wall (Outer Corner, 50 deg)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_outterCorner_80_F** | *Fortress Wall (Outer Corner, 80 deg)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_outterCorner_90_F** | *Fortress Wall (Outer Corner, 90 deg)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Temple_Native_01_F** | *Native Temple* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Temple_Native_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DPP_01_mainFactory_F** | *Diesel Power Plant (Large, Grey)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_DieselPowerPlant_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DPP_01_smallFactory_F** | *Diesel Power Plant (Small, Grey)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_DieselPowerPlant_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DPP_01_transformer_F** | *Power Plant Transformer (Dark Grey)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_DieselPowerPlant_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DPP_01_waterCooler_F** | *Power Plant Water Cooling* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_DieselPowerPlant_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DPP_01_waterCooler_ladder_F** | *Power Plant Water Cooling (Ladder)* | Civilian | Structures (Tanoa) | Industrial | Protected |  | A3_Structures_F_Exp_Industrial_DieselPowerPlant_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWell_01_F** | *Concrete Well* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Industrial_Fields | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ContainerCrane_01_F** | *Container Crane* | Civilian | Structures (Tanoa) | Seaport | Protected |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ContainerCrane_01_arm_F** | *Container Crane Arm (Raised)* | Civilian | Structures (Tanoa) | Seaport | Protected |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ContainerCrane_01_arm_lowered_F** | *Container Crane Arm (Lowered)* | Civilian | Structures (Tanoa) | Seaport | Protected |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ContainerLine_01_F** | *Stacks of Containers (v1)* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ContainerLine_02_F** | *Stacks of Containers (v2)* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ContainerLine_03_F** | *Stacks of Containers (v3)* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CraneRail_01_F** | *Crane Rail* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DryDock_01_end_F** | *Dry Dock (End)* | Civilian | Structures (Tanoa) | Seaport | Protected |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DryDock_01_middle_F** | *Dry Dock* | Civilian | Structures (Tanoa) | Seaport | Protected |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GantryCrane_01_F** | *Gantry Crane* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GuardHouse_01_F** | *Guard House* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MobileCrane_01_F** | *Mobile Crane (Container Grip)* | Civilian | Structures (Tanoa) | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MobileCrane_01_hook_F** | *Mobile Crane (Hook)* | Civilian | Structures (Tanoa) | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StorageTank_01_large_F** | *Storage Tank (Flat)* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StorageTank_01_small_F** | *Storage Tank (Dome)* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Walkover_01_F** | *Walkover Staircase* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Warehouse_01_F** | *Port Warehouse (Small)* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Warehouse_01_ladder_F** | *Port Warehouse Ladder (Small)* | Civilian | Structures (Tanoa) | Storage | Protected |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Warehouse_02_F** | *Port Warehouse (Large)* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Warehouse_02_ladder_F** | *Port Warehouse Ladder (Large)* | Civilian | Structures (Tanoa) | Storage | Protected |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WarehouseShelter_01_F** | *Port Warehouse Shelter* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_block_F** | *Stockyard Conveyor Concrete Footer* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_conveyor_end_F** | *Stockyard Conveyor (End)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_conveyor_chute_F** | *Stockyard Conveyor (Chute)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_conveyor_junction_F** | *Stockyard Conveyor (Junction)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_conveyor_long_F** | *Stockyard Conveyor (Long)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_conveyor_reclaimer_F** | *Stockyard Conveyor (Short, No Hoops)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_conveyor_short_F** | *Stockyard Conveyor (Short)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_conveyor_slope_F** | *Stockyard Conveyor (Sloped)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_crusher_F** | *Stockyard Crusher* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_reclaimer_F** | *Stockyard Reclaimer* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_shiploader_arm_F** | *Stockyard Shiploader (Arm)* | Civilian | Structures (Tanoa) | Industrial | Protected |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_shiploader_F** | *Stockyard Shiploader* | Civilian | Structures (Tanoa) | Industrial | Protected |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_stockpile_01_F** | *Ore Stockpile (Large)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_stockpile_02_F** | *Ore Stockpile (Small)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_tripper_F** | *Stockyard Conveyor (Tripper)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_boilerBuilding_F** | *Sugarcane Factory (Boiler Building)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_clarifier_F** | *Sugarcane Factory (Clarifier)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_condenser_F** | *Sugarcane Factory (Condenser)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_conveyor_8m_high_F** | *Sugarcane Factory (Conveyor, 8 m)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_conveyor_16m_high_F** | *Sugarcane Factory (Conveyor, 16 m)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_conveyor_16m_slope_F** | *Sugarcane Factory (Conveyor, 16 m, Slope)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_conveyor_columnBase_F** | *Sugarcane Factory (Conveyor Column Base)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_conveyor_end_high_F** | *Sugarcane Factory (Conveyor End)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_conveyor_hole_F** | *Sugarcane Factory (Conveyor Hole)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_crystallizer_F** | *Sugarcane Factory (Crystallizer)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_crystallizerTowers_F** | *Sugarcane Factory (Crystallizer Towers)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_diffuser_F** | *Sugarcane Factory (Diffuser)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_feeder_F** | *Sugarcane Factory (Feeder)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_generalBuilding_F** | *Sugarcane Factory (General Building)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_heap_bagasse_F** | *Heap of Bagasse* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_heap_sugarcane_F** | *Heap of Sugarcane* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_chimney_F** | *Sugarcane Factory (Chimney)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_24m_high_F** | *Sugarcane Factory (Pipe, 24 m, High)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_24m_F** | *Sugarcane Factory (Pipe, 24 m)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_8m_high_F** | *Sugarcane Factory (Pipe, 8 m, High)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_8m_F** | *Sugarcane Factory (Pipe, 8 m)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_curve_high_F** | *Sugarcane Factory (Pipe Curve, High)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_curve_F** | *Sugarcane Factory (Pipe Curve, Low)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_end_F** | *Sugarcane Factory (Pipe End)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_up_F** | *Sugarcane Factory (Pipe, Vertical)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_shed_F** | *Sugarcane Factory (Shed)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_shredder_F** | *Sugarcane Factory (Shredder)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_storageBin_big_F** | *Sugarcane Factory (Storage Tank, Big)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_storageBin_medium_F** | *Sugarcane Factory (Storage Tank, Medium)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_storageBin_small_F** | *Sugarcane Factory (Storage Tank, Small)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_warehouse_F** | *Sugarcane Factory (Warehouse)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_washer_F** | *Sugarcane Factory (Washer)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SM_01_reservoirTower_F** | *Reservoir Tower (Surface Mine)* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Industrial_SurfaceMine_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SM_01_shed_F** | *Industrial Shed (Surface Mine)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SurfaceMine_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SM_01_shed_unfinished_F** | *Industrial Shed (Unfinished, Surface Mine)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SurfaceMine_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SM_01_shelter_narrow_F** | *Industrial Shed (Small, Surface Mine)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SurfaceMine_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SM_01_shelter_wide_F** | *Industrial Shed (Big, Surface Mine)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SurfaceMine_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_01_controlTower_F** | *Airport Control Tower (Metal)* | Civilian | Structures (Tanoa) | Airport | Public |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_01_hangar_F** | *Hangar (Small)* | Civilian | Structures (Tanoa) | Airport | Public |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_01_terminal_F** | *Airport Terminal (Wooden)* | Civilian | Structures (Tanoa) | Airport | Public |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_controlTower_F** | *Airport Control Tower (Yellow)* | Civilian | Structures (Tanoa) | Airport | Public |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_hangar_left_F** | *Hangar (Large, Left)* | Civilian | Structures (Tanoa) | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_hangar_right_F** | *Hangar (Large, Right)* | Civilian | Structures (Tanoa) | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_terminal_F** | *Airport Terminal (White)* | Civilian | Structures (Tanoa) | Airport | Public |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_sign_aeroport_F** | *Airport_02_sign_aeroport* | Civilian | Structures (Tanoa) | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_sign_arrivees_F** | *Airport_02_sign_arrivees* | Civilian | Structures (Tanoa) | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_sign_de_F** | *Airport_02_sign_de* | Civilian | Structures (Tanoa) | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_sign_departs_F** | *Airport_02_sign_departs* | Civilian | Structures (Tanoa) | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_sign_tanoa_F** | *Airport_02_sign_tanoa* | Civilian | Structures (Tanoa) | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirstripPlatform_01_F** | *Airstrip Platform* | Civilian | Structures (Tanoa) | Airport | Public |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirstripPlatform_01_footer_F** | *Airstrip Platform Footer* | Civilian | Structures (Tanoa) | Airport | Public |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BridgeSea_01_pillar_F** | *BridgeSea_01_pillar* | Civilian | Structures (Tanoa) | Transportation | Protected |  | A3_Structures_F_Exp_Infrastructure_Bridges | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BridgeWooden_01_pillar_F** | *BridgeWooden_01_pillar* | Civilian | Structures (Tanoa) | Transportation | Protected |  | A3_Structures_F_Exp_Infrastructure_Bridges | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_01_2m_F** | *Concrete Curb (Grey, 2 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_01_4m_F** | *Concrete Curb (Grey, 4 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_01_8m_F** | *Concrete Curb (Grey, 8 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_02_1m_F** | *Concrete Curb (Wide, Grey, 1 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_02_2m_F** | *Concrete Curb (Wide, Grey, 2 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_02_4m_F** | *Concrete Curb (Wide, Grey, 4 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_02_8m_F** | *Concrete Curb (Wide, Grey, 8 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_03_BW_long_F** | *Concrete Curb (Black & White, Long)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_03_BW_short_F** | *Concrete Curb (Black & White, Short)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_03_BY_long_F** | *Concrete Curb (Black & Yellow, Long)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_03_BY_short_F** | *Concrete Curb (Black & Yellow, Short)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GardenPavement_01_F** | *Stone Path* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GardenPavement_02_F** | *Stone Path (Fractured)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KerbIsland_01_start_F** | *Curb Island (Right)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KerbIsland_01_end_F** | *Curb Island (Left)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_01_4m_F** | *Stone Sidewalk (4 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_01_8m_F** | *Stone Sidewalk (8 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_01_corner_F** | *Stone Sidewalk (Corner)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_01_narrow_2m_F** | *Stone Sidewalk (Narrow, 2 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_01_narrow_4m_F** | *Stone Sidewalk (Narrow, 4 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_01_narrow_8m_F** | *Stone Sidewalk (Narrow, 8 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_02_4m_F** | *Paved Sidewalk (4 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_02_8m_F** | *Paved Sidewalk (8 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_02_corner_F** | *Paved Sidewalk (Corner)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_02_narrow_2m_F** | *Paved Sidewalk (Narrow, 2 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_02_narrow_4m_F** | *Paved Sidewalk (Narrow, 4 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_02_narrow_8m_F** | *Paved Sidewalk (Narrow, 8 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_end_v1_F** | *PowerLine_01_pole_end_v1* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_end_v2_F** | *PowerLine_01_pole_end_v2* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_junction_F** | *PowerLine_01_pole_junction* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_lamp_F** | *PowerLine_01_pole_lamp* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_lamp_off_F** | *PowerLine_01_pole_lamp_off* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_small_F** | *PowerLine_01_pole_small* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_tall_F** | *PowerLine_01_pole_tall* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_transformer_F** | *PowerLine_01_pole_transformer* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_wire_50m_F** | *PowerLine_01_wire_50m* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_wire_50m_main_F** | *PowerLine_01_wire_50m_main* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_3m_F** | *Track (3 m)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_7deg_F** | *Track (Bend, 7 deg)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_10m_F** | *Track (10 m)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_15deg_F** | *Track (Bend, 15 deg)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_20m_F** | *Track (20 m)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_30deg_F** | *Track (Bend, 30 deg)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_bridge_F** | *Track (Bridge)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_bumper_F** | *Track (Bumper)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_crossing_F** | *Track (Crossing)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_switch_F** | *Track (Turnout Switch Lever)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_turnout_left_F** | *Track (Turnout, Left)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_turnout_right_F** | *Track (Turnout, Right)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SewerCover_01_F** | *Manhole Cover 1* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_Roads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SewerCover_02_F** | *Manhole Cover 2* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_Roads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SewerCover_03_F** | *Manhole Cover 3* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_Roads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NavigLight_3_short_F** | *REIL* | Civilian | Structures | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Runways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterTank_01_F** | *Water Tank (Large)* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_WaterSupply | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterTank_02_F** | *Water Tank (Large, On Stand)* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_WaterSupply | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterTank_03_F** | *Water Tank (Small)* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_WaterSupply | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterTank_04_F** | *Water Tank (Small, On Stand)* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_WaterSupply | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterTower_01_F** | *Water Tower* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_WaterSupply | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WindmillPump_01_F** | *Windmill Pump* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_WaterSupply | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Barracks_01_camo_F** | *Barracks (Jungle Camo)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Barracks_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Barracks_01_grey_F** | *Barracks (Grey)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Barracks_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Barracks_01_dilapidated_F** | *Barracks (Dilapidated)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Barracks_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CamoNet_ghex_F** | *Camouflage Net (Green Hex)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Camonets | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_ghex_open_F** | *Camouflage Net (Open, Green Hex)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Camonets | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_ghex_big_F** | *Camouflage Vehicle Cover (Green Hex)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Camonets | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_ghex_Curator_F** | *Camouflage Net (Green Hex)* | Civilian | Structures (Tanoa) | Military | Protected |  | A3_Structures_F_Exp_Military_Camonets | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_ghex_open_Curator_F** | *Camouflage Net (Open, Green Hex)* | Civilian | Structures (Tanoa) | Military | Protected |  | A3_Structures_F_Exp_Military_Camonets | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_ghex_big_Curator_F** | *Camouflage Vehicle Cover (Green Hex)* | Civilian | Structures (Tanoa) | Military | Protected |  | A3_Structures_F_Exp_Military_Camonets | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Cargo_House_V4_F** | *Military Cargo House (Jungle)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_HQ_V4_F** | *Military Cargo HQ (Jungle)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V4_F** | *Military Cargo Post (Jungle)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V4_F** | *Military Cargo Tower (Jungle)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmplacementGun_01_mossy_F** | *Emplacement Gun (Mossy)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Military_Emplacements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmplacementGun_01_rusty_F** | *Emplacement Gun (Rusty)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Military_Emplacements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmplacementGun_01_d_mossy_F** | *Emplacement Gun (Mossy, Destroyed)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Military_Emplacements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmplacementGun_01_d_rusty_F** | *Emplacement Gun (Rusty, Destroyed)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Military_Emplacements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagBunker_01_large_green_F** | *Bunker (Large, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagBunker_01_small_green_F** | *Bunker (Small, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_01_corner_green_F** | *Sandbag Wall (Corner, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_01_end_green_F** | *Sandbag Wall (End, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_01_long_green_F** | *Sandbag Wall (Long, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_01_round_green_F** | *Sandbag Wall (Round, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_01_short_green_F** | *Sandbag Wall (Short, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_big_4_green_F** | *H-barrier (Big, 4 Blocks, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_big_tower_green_F** | *H-barrier Watchtower (Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_line_1_green_F** | *H-barrier (Block, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_line_3_green_F** | *H-barrier (3 Blocks, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_line_5_green_F** | *H-barrier (5 Blocks, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_tower_green_F** | *Bunker (Tower, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_wall_4_green_F** | *H-barrier Wall (Short, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_wall_6_green_F** | *H-barrier Wall (Long, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_wall_corner_green_F** | *H-barrier Wall (Corner, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_wall_corridor_green_F** | *H-barrier Corridor (Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PillboxBunker_01_big_F** | *Pillbox (Big)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Pillboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PillboxBunker_01_hex_F** | *Pillbox (Hexagonal)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Pillboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PillboxBunker_01_rectangle_F** | *Pillbox (Rectangular)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Pillboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PillboxWall_01_3m_F** | *Pillbox Wall (3 m, Sharp)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Pillboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PillboxWall_01_3m_round_F** | *Pillbox Wall (3 m, Blunt)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Pillboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PillboxWall_01_6m_F** | *Pillbox Wall (6 m, Sharp)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Pillboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PillboxWall_01_6m_round_F** | *Pillbox Wall (6 m, Blunt)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Pillboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TrenchFrame_01_F** | *Trench (Frame)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Trenches | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Trench_01_forest_F** | *Trench (Forest)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Trenches | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Trench_01_grass_F** | *Trench (Grass)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Trenches | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Dutch_01_15m_F** | *Canal Promenade (15 m)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Canals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Dutch_01_bridge_F** | *Canal Promenade (Bridge)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Canals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Dutch_01_corner_F** | *Canal Promenade (Outer Corner)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Canals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Dutch_01_plate_F** | *Canal Promenade (Inner Corner)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Canals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Dutch_01_stairs_F** | *Canal Promenade (Stairs)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Canals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Breakwater_01_F** | *Breakwater (Dry)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Breakwater_02_F** | *Breakwater (Wet)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_QuayConcrete_01_5m_ladder_F** | *Concrete Quay (5 m, Ladder)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_QuayConcrete_01_20m_F** | *Concrete Quay (20 m)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_QuayConcrete_01_20m_wall_F** | *Concrete Quay (20 m, Wall Railing)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_QuayConcrete_01_innerCorner_F** | *Concrete Quay (Inner Corner)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_QuayConcrete_01_outterCorner_F** | *Concrete Quay (Outer Corner)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_QuayConcrete_01_pier_F** | *Concrete Quay (Pier Junction)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierConcrete_01_4m_ladders_F** | *Concrete Pier (4 m, Ladders)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierConcrete_01_16m_F** | *Concrete Pier (16 m)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierConcrete_01_30deg_F** | *Concrete Pier (Bend)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierConcrete_01_end_F** | *Concrete Pier (End)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierConcrete_01_steps_F** | *Concrete Pier (Steps)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_01_10m_noRails_F** | *Wooden Pier (10 m, No Rails)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_01_16m_F** | *Wooden Pier (16 m)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_01_dock_F** | *Wooden Pier (End, Dock)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_01_hut_F** | *Wooden Pier (End, Hut)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_01_ladder_F** | *Wooden Pier (End, Ladder)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_01_platform_F** | *Wooden Pier (End, Platform)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_02_16m_F** | *Old Wooden Pier* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_02_30deg_F** | *Old Wooden Pier (Turn)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_02_barrel_F** | *Old Wooden Pier (End, Barrel)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_02_hut_F** | *Old Wooden Pier (End, Hut)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_02_ladder_F** | *Old Wooden Pier (End, Ladder)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_03_F** | *Small Wooden Pier* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BackAlley_01_l_1m_F** | *Back Alley Wire Fence (1 m)* | Civilian | Fences | City | Public |  | A3_Structures_F_Exp_Walls_BackAlleys | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BackAlley_01_l_gap_F** | *Back Alley Wire Fence (Gap)* | Civilian | Fences | City | Public |  | A3_Structures_F_Exp_Walls_BackAlleys | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BackAlley_01_l_gate_F** | *Back Alley Wire Fence (Gate)* | Civilian | Fences | City | Public |  | A3_Structures_F_Exp_Walls_BackAlleys | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BackAlley_02_l_1m_F** | *Back Alley Tin Fence (1 m)* | Civilian | Fences | City | Public |  | A3_Structures_F_Exp_Walls_BackAlleys | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BambooFence_01_s_4m_F** | *Bamboo Fence (4 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Bamboo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BambooFence_01_s_8m_F** | *Bamboo Fence (8 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Bamboo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BambooFence_01_s_d_F** | *Bamboo Fence (Destroyed)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Bamboo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BambooFence_01_s_pole_F** | *Bamboo Fence (Pole)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Bamboo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_l_4m_F** | *Tall Concrete Wall (4 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_l_8m_F** | *Tall Concrete Wall (8 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_l_d_F** | *Tall Concrete Wall (Destroyed)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_l_gate_F** | *Tall Concrete Wall (Gate)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_l_pole_F** | *Tall Concrete Wall (Pillar)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_m_4m_F** | *Medium Concrete Wall (4 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_m_8m_F** | *Medium Concrete Wall (8 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_m_d_F** | *Medium Concrete Wall (Destroyed)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_m_gate_F** | *Medium Concrete Wall (Gate)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_m_pole_F** | *Medium Concrete Wall (Pillar)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_02_m_2m_F** | *Concrete Decorative Wall (2 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_02_m_4m_F** | *Concrete Decorative Wall (4 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_02_m_8m_F** | *Concrete Decorative Wall (8 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_02_m_d_F** | *Concrete Decorative Wall (Destroyed)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_02_m_gate_F** | *Concrete Decorative Wall (Gate)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_02_m_pole_F** | *Concrete Decorative Wall (Pole)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CrashBarrier_01_end_L_F** | *Crash Barrier (Left End)* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Exp_Walls_Crashbarriers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CrashBarrier_01_end_R_F** | *Crash Barrier (Right End)* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Exp_Walls_Crashbarriers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CrashBarrier_01_4m_F** | *Crash Barrier (4 m)* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Exp_Walls_Crashbarriers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CrashBarrier_01_8m_F** | *Crash Barrier (8 m)* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Exp_Walls_Crashbarriers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hedge_01_s_2m_F** | *Small Hedge (2 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Hedges | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hedge_01_s_4m_F** | *Small Hedge (4 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Hedges | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_4m_F** | *Medium Net Fence (4 m)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_4m_noLC_F** | *NetFence_01_m_4m_noLC* | Civilian | Fences | Industrial | Protected |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_8m_F** | *Medium Net Fence (8 m)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_8m_noLC_F** | *NetFence_01_m_8m_noLC* | Civilian | Fences | Industrial | Protected |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_d_F** | *Medium Net Fence (4 m, Destroyed)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_d_noLC_F** | *NetFence_01_m_d_noLC* | Civilian | Fences | Industrial | Protected |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_gate_F** | *Medium Net Fence (Gate)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_pole_F** | *Medium Net Fence (Pole)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_2m_F** | *Concrete Net Fence (2 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_4m_F** | *Concrete Net Fence (4 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_8m_F** | *Concrete Net Fence (8 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_d_F** | *Concrete Net Fence (2 m, Destroyed)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_gate_v1_F** | *Concrete Net Fence (Gate, Narrow)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_gate_v2_F** | *Concrete Net Fence (Gate, Wide)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_pole_F** | *Concrete Net Fence (Pillar)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_2m_F** | *Small Concrete Pipe Wall (2 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_4m_F** | *Small Concrete Pipe Wall (4 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_8m_F** | *Small Concrete Pipe Wall (8 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_d_F** | *Small Concrete Pipe Wall (8 m, Damaged)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_gate_v1_F** | *Small Concrete Pipe Wall (Gate, Narrow)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_gate_v2_F** | *Small Concrete Pipe Wall (Gate, Wide)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_pole_F** | *Small Concrete Pipe Wall (Pole)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_02_s_4m_F** | *Pipe Fence (4 m)* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_02_s_4m_noLC_F** | *PipeFence_02_s_4m_noLC* | Civilian | Walls | Transportation | Protected |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_02_s_8m_F** | *Pipe Fence (8 m)* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_02_s_8m_noLC_F** | *PipeFence_02_s_8m_noLC* | Civilian | Walls | Transportation | Protected |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_01_pole_F** | *Rope Fence (Pole)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_01_3m_F** | *Rope Fence (3 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_01_6m_F** | *Rope Fence (6 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GuardRailing_01_F** | *Guard Railing* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Exp_Walls_Railings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SlumWall_01_s_2m_F** | *Slum Wall (2 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SlumWall_01_s_4m_F** | *Slum Wall (4 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StoneWall_01_s_10m_F** | *Small Stone Mound (10m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Stone | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StoneWall_01_s_d_F** | *Small Stone Mound (10m, Destroyed)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Stone | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_01_m_4m_v1_F** | *Medium Tin Fence (4 m, Rusty)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_01_m_4m_v2_F** | *Medium Tin Fence (4 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_01_m_gate_v1_F** | *Medium Tin Fence (Gate, Narrow)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_01_m_gate_v2_F** | *Medium Tin Fence (Gate, Wide)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_01_m_pole_F** | *Medium Tin Fence (Pole)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_02_l_4m_F** | *Tall Tin Fence (4 m)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_02_l_8m_F** | *Tall Tin Fence (8 m)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_02_l_pole_F** | *Tall Tin Fence (Pole)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WiredFence_01_4m_F** | *Medium Wire Fence (4 m)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Wired | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WiredFence_01_8m_d_F** | *Medium Wire Fence (8 m, Destroyed)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Wired | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WiredFence_01_8m_F** | *Medium Wire Fence (8 m)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Wired | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WiredFence_01_16m_F** | *Medium Wire Fence (16 m)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Wired | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WiredFence_01_gate_F** | *Medium Wire Fence (Gate)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Wired | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WiredFence_01_pole_45_F** | *Medium Wire Fence (Brace Pole)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Wired | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WiredFence_01_pole_F** | *Medium Wire Fence (Pole)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Wired | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_01_m_4m_F** | *Medium Wooden Fence (4 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_01_m_8m_F** | *Medium Wooden Fence (8 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_01_m_d_F** | *Medium Wooden Fence (Destroyed)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_01_m_pole_F** | *Medium Wooden Fence (Pole)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_02_s_2m_F** | *Small Wooden Fence (2 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_02_s_4m_F** | *Small Wooden Fence (4 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_02_s_8m_F** | *Small Wooden Fence (8 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_02_s_d_F** | *Small Wooden Fence (Destroyed)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_02_s_gate_F** | *Small Wooden Fence (Gate)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_02_s_pole_F** | *Small Wooden Fence (Pole)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Carrier_01_base_F** | *Aircraft Carrier [USS Freedom]* | Civilian | Structures (Altis) | Static Ships | Public |  | A3_Boat_F_Jets_Carrier_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **DynamicAirport_01_F** | *Dynamic Airport* | Civilian | Structures (Altis) | Aircraft Carrier [Static] | Protected |  | A3_Boat_F_Jets_Carrier_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_base_F** | *Destroyer [USS Liberty]* | Civilian | Structures (Altis) | Static Ships | Public |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_hull_base_F** | *Destroyer [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_hull_01_F** | *Destroyer Part [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_hull_02_F** | *Destroyer Part [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_hull_03_F** | *Destroyer Part [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_hull_04_F** | *Destroyer Part [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_hull_05_F** | *Destroyer Part [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_interior_02_F** | *Destroyer Interior [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_interior_03_F** | *Destroyer Interior [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_interior_04_F** | *Destroyer Interior [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VineyardFence_01_F** | *Vine Trellis* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Argo_Industrial_Agriculture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_blue_F** | *City Wall (Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_grey_F** | *City Wall (Grey)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_pink_F** | *City Wall (Pink)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_whiteblue_F** | *City Wall (White & Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_yellow_F** | *City Wall (Yellow & White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_blue_F** | *Wall (Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_grey_F** | *Wall (Grey)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_pink_F** | *Wall (Pink)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_whiteblue_F** | *Wall (White & Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_yellow_F** | *Wall (Yellow & White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_dmg_blue_F** | *Wall (Destroyed, Blue)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_dmg_grey_F** | *Wall (Destroyed, Grey)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_dmg_pink_F** | *Wall (Destroyed, Pink)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_dmg_whiteblue_F** | *Wall (Destroyed, White & Blue)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_dmg_yellow_F** | *Wall (Destroyed, Yellow & White)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_blue_F** | *City Wall (Long, Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_grey_F** | *City Wall (Long, Grey)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_pink_F** | *City Wall (Long, Pink)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_whiteblue_F** | *City Wall (Long, White & Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_yellow_F** | *City Wall (Long, Yellow & White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_dmg_blue_F** | *City Wall (Long, Destroyed, Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_dmg_grey_F** | *City Wall (Long, Destroyed, Grey)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_dmg_pink_F** | *City Wall (Long, Destroyed, Pink)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_dmg_whiteblue_F** | *City Wall (Long, Destroyed, White & Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_dmg_yellow_F** | *City Wall (Long, Destroyed, Yellow & White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_plain_blue_F** | *Wall (Long, Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_plain_grey_F** | *Wall (Long, Grey)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_plain_pink_F** | *Wall (Long, Pink)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_plain_whiteblue_F** | *Wall (Long, White & Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_plain_yellow_F** | *Wall (Long, Yellow & White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_gate_blue_F** | *City Wall (Gate, Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_gate_grey_F** | *City Wall (Gate, Grey)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_gate_pink_F** | *City Wall (Gate, Pink)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_gate_whiteblue_F** | *City Wall (Gate, White & Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_gate_yellow_F** | *City Wall (Gate, Yellow & White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_blue_F** | *City Wall (Pillar, Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_grey_F** | *City Wall (Pillar, Grey)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_pink_F** | *City Wall (Pillar, Pink)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_whiteblue_F** | *City Wall (Pillar, White & Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_yellow_F** | *City Wall (Pillar, Yellow & White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_plain_dmg_blue_F** | *Wall (Pillar, Blue)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_plain_dmg_grey_F** | *Wall (Pillar, Grey)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_plain_dmg_pink_F** | *Wall (Pillar, Pink)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_plain_dmg_whiteblue_F** | *Wall (Pillar, White & Blue)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_plain_dmg_yellow_F** | *Wall (Pillar, Yellow & White)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_l_gate_closed_F** | *ARGO ConcreteWall_01_l_gate_closed_F* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_m_gate_closed_F** | *ARGO ConcreteWall_01_m_gate_closed_F* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_4m_battered_F** | *Military Base Wall (Battered)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Argo_Walls_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_corner_battered_F** | *Military Base Wall (Corner, Battered)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Argo_Walls_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_4m_damaged_center_F** | *Military Base Wall (Damaged Center)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Argo_Walls_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_4m_damaged_left_F** | *Military Base Wall (Damaged Left)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Argo_Walls_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_4m_damaged_right_F** | *Military Base Wall (Damaged Right)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Argo_Walls_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_debris_F** | *Military Base Wall (Debris)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Argo_Walls_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_gate_v1_closed_F** | *ARGO NetFence_02_m_gate_v1_closed_F* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_gate_v2_closed_F** | *ARGO NetFence_02_m_gate_v2_closed_F* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_gate_v1_closed_F** | *ARGO PipeFence_01_m_gate_v1_closed_F* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_gate_v2_closed_F** | *ARGO PipeFence_01_m_gate_v2_closed_F* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_01_m_gate_v1_closed_F** | *ARGO TinWall_01_m_gate_v1_closed_F* | Civilian | Walls | Village | Protected |  | A3_Structures_F_Argo_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_01_m_gate_v2_closed_F** | *ARGO TinWall_01_m_gate_v2_closed_F* | Civilian | Walls | Village | Protected |  | A3_Structures_F_Argo_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_02_s_gate_closed_F** | *ARGO WoodenWall_02_s_gate_closed_F* | Civilian | Walls | Village | Protected |  | A3_Structures_F_Argo_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CinderBlock_01_F** | *Cinder Block* | Civilian | Structures (Altis) | Construction Sites | Public | ORANGE | A3_Props_F_Orange_Civilian_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Brick_01_F** | *Brick* | Civilian | Structures (Altis) | Construction Sites | Public | ORANGE | A3_Props_F_Orange_Civilian_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanvasCover_01_F** | *Canvas Cover (Large)* | Civilian | Structures (Altis) | Military | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CanvasCover_02_F** | *Canvas Cover (Small)* | Civilian | Structures (Altis) | Military | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_tropic_closed_F** | *Medical Tent [NATO]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_MTP_closed_F** | *Medical Tent [NATO]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_greenhex_closed_F** | *Medical Tent [CSAT]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_brownhex_closed_F** | *Medical Tent [CSAT]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_digital_closed_F** | *Medical Tent [AAF]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_IDAP_med_closed_F** | *Medical Tent [IDAP]* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_generic_closed_F** | *Tent (Shelter, Closed)* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_generic_open_F** | *Tent (Shelter, Open)* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_generic_outer_F** | *Tent (Shelter, Outer)* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_generic_inner_F** | *Tent (Shelter, Inner)* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_IDAP_closed_F** | *Tent (Shelter, Closed) [IDAP]* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_IDAP_open_F** | *Tent (Shelter, Open) [IDAP]* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_IDAP_outer_F** | *Tent (Shelter, Outer) [IDAP]* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_floor_light_F** | *Tent (Shelter, Floor, Light)* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_floor_dark_F** | *Tent (Shelter, Floor, Dark)* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticNetFence_01_long_F** | *Plastic Net Fence (Long)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Orange_Walls_Plastic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticNetFence_01_long_d_F** | *Plastic Net Fence (Long, Destroyed)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Orange_Walls_Plastic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticNetFence_01_short_F** | *Plastic Net Fence* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Orange_Walls_Plastic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticNetFence_01_short_d_F** | *Plastic Net Fence (Destroyed)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Orange_Walls_Plastic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticNetFence_01_pole_F** | *Plastic Net Fence (Pole)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Orange_Walls_Plastic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticNetFence_01_roll_F** | *Plastic Net Fence (Roll)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Orange_Walls_Plastic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_1x1_new_F** | *Dragon's Tooth (Single, new)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_1x1_old_F** | *Dragon's Tooth (Single, old)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_4x2_new_F** | *Dragon's Teeth (Row, new)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_4x2_old_F** | *Dragon's Teeth (Row, old)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_1x1_new_redwhite_F** | *Dragon's Tooth (Single, Red-White, new)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_1x1_old_redwhite_F** | *Dragon's Tooth (Single, Red-White, old)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_4x2_new_redwhite_F** | *Dragon's Teeth (Row, Red-White, new)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_4x2_old_redwhite_F** | *Dragon's Teeth (Row, Red-White, old)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CzechHedgehog_01_new_F** | *Czech Hedgehog (New)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteHedgehog_01_F** | *Concrete Hedgehog* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteHedgehog_01_half_F** | *Concrete Hedgehog (Disassembled, Half)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteHedgehog_01_palette_F** | *Concrete Hedgehog (Disassembled, Pallet)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_Boat_Rack_01_F** | *Boat Rack* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Static_F_Destroyer_Boat_Rack_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_RoadBarrier_01_F** | *Bar Gate (v2)* | Civilian | Walls | Military | Public |  | A3_Props_F_Enoch_Infrastructure_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TTowerBig_1_off_F** | *Transmitter Tower (No Light)* | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Enoch_Industrial_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TTowerBig_2_off_F** | *Transmitter Tower (Tall, No Light)* | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Enoch_Industrial_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_white_F** | *Decon Tent (White)* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_yellow_F** | *Decon Tent (Yellow)* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_IDAP_F** | *Decon Tent [IDAP]* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_CSAT_brownhex_F** | *Decon Tent [CSAT]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_CSAT_greenhex_F** | *Decon Tent [CSAT]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_NATO_F** | *Decon Tent [NATO]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_NATO_tropic_F** | *Decon Tent [NATO]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_AAF_F** | *Decon Tent [AAF]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_white_open_F** | *Connector Tent (White, Open)* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_white_closed_F** | *Connector Tent (White, Closed)* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_white_cross_F** | *Connector Tent (White, Cross)* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_CSAT_brownhex_open_F** | *Connector Tent (Open) [CSAT]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_CSAT_brownhex_closed_F** | *Connector Tent (Closed) [CSAT]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_CSAT_brownhex_cross_F** | *Connector Tent (Cross) [CSAT]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_CSAT_greenhex_open_F** | *Connector Tent (Open) [CSAT]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_CSAT_greenhex_closed_F** | *Connector Tent (Closed) [CSAT]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_CSAT_greenhex_cross_F** | *Connector Tent (Cross) [CSAT]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_NATO_open_F** | *Connector Tent (Open) [NATO]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_NATO_closed_F** | *Connector Tent (Closed) [NATO]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_NATO_cross_F** | *Connector Tent (Cross) [NATO]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_NATO_tropic_open_F** | *Connector Tent (Open) [NATO]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_NATO_tropic_closed_F** | *Connector Tent (Closed) [NATO]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_NATO_tropic_cross_F** | *Connector Tent (Cross) [NATO]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_AAF_open_F** | *Connector Tent (Open) [AAF]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_AAF_closed_F** | *Connector Tent (Closed) [AAF]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_AAF_cross_F** | *Connector Tent (Cross) [AAF]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_floor_light_F** | *Connector Tent (Floor, Light)* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_floor_dark_F** | *Connector Tent (Floor, Dark)* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_aaf_generic_inner_F** | *Tent (Field, Inner) [AAF]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_aaf_generic_closed_F** | *Tent (Field, Closed) [AAF]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_aaf_generic_open_F** | *Tent (Field, Open) [AAF]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_aaf_generic_outer_F** | *Tent (Field, Outer) [AAF]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_generic_inner_F** | *Tent (Field, Inner) [NATO]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_generic_closed_F** | *Tent (Field, Closed) [NATO]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_generic_open_F** | *Tent (Field, Open) [NATO]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_generic_outer_F** | *Tent (Field, Outer) [NATO]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_tropic_generic_inner_F** | *Tent (Field, Inner) [NATO]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_tropic_generic_closed_F** | *Tent (Field, Closed) [NATO]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_tropic_generic_open_F** | *Tent (Field, Open) [NATO]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_tropic_generic_outer_F** | *Tent (Field, Outer) [NATO]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_brownhex_generic_inner_F** | *Tent (Field, Inner) [CSAT]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_brownhex_generic_closed_F** | *Tent (Field, Closed) [CSAT]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_brownhex_generic_open_F** | *Tent (Field, Open) [CSAT]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_brownhex_generic_outer_F** | *Tent (Field, Outer) [CSAT]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_greenhex_generic_inner_F** | *Tent (Field, Inner) [CSAT]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_greenhex_generic_closed_F** | *Tent (Field, Closed) [CSAT]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_greenhex_generic_open_F** | *Tent (Field, Open) [CSAT]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_greenhex_generic_outer_F** | *Tent (Field, Outer) [CSAT]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CargoPlaftorm_01_green_F** | *Military Cargo Platform (Green)* | Civilian | Structures (Altis) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CargoPlaftorm_01_brown_F** | *Military Cargo Platform (Brown)* | Civilian | Structures (Altis) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CargoPlaftorm_01_jungle_F** | *Military Cargo Platform (Jungle)* | Civilian | Structures (Tanoa) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CargoPlaftorm_01_rusty_F** | *Military Cargo Platform (Rusty)* | Civilian | Structures (Altis) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Dome_Small_WIP_F** | *Dome (White, Under Construction, Half)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Domes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Dome_Small_WIP2_F** | *Dome (White, Under Construction, Nearly)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Domes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_01_l_5m_d_F** | *Brick Wall (v1, 5m, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_01_l_5m_F** | *Brick Wall (v1, 5m)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_01_l_corner_F** | *Brick Wall (v1, 5m, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_01_l_pole_F** | *Brick Wall (v1, Pole)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_01_l_end_F** | *Brick Wall (v1, End)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_02_l_5m_d_F** | *Brick Wall (v2, 5m, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_02_l_5m_F** | *Brick Wall (v2, 5m)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_02_l_corner_v1_F** | *Brick Wall (v2, Corner, Convex)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_02_l_corner_v2_F** | *Brick Wall (v2, Corner, Concave)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_02_l_end_F** | *Brick Wall (v2, End)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_03_l_5m_v1_d_F** | *Brick Wall (v3, 5m, Damaged, Left)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_03_l_5m_v1_F** | *Brick Wall (v3, 5m, Left)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_03_l_5m_v2_d_F** | *Brick Wall (v3, 5m, Damaged, Right)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_03_l_5m_v2_F** | *Brick Wall (v3, 5m, Right)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_03_l_gate_F** | *Brick Wall (v3, Gate)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_03_l_pole_F** | *Brick Wall (v3, Pole)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_04_l_5m_d_F** | *Brick Wall (v4, 5m, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_04_l_5m_F** | *Brick Wall (v4, 5m, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_04_l_5m_old_d_F** | *Brick Wall (v4, 5m, Old, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_04_l_5m_old_F** | *Brick Wall (v4, 5m, Old)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_04_l_pole_F** | *Brick Wall (v4, Pole)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_04_l_pole_old_F** | *Brick Wall (v4, Pole, Old)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SilageWall_01_l_5m_F** | *Silage Wall (5m)* | Civilian | Walls | Agricultural | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SilageWall_01_l_pole_F** | *Silage Wall (Pole)* | Civilian | Walls | Agricultural | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SilageWall_01_l_d_F** | *Silage Wall (Destroyed)* | Civilian | Walls | Agricultural | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_03_m_pole_F** | *Concrete Wall (v3, Pole)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_03_m_2m_F** | *Concrete Wall (v3, 2m)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_03_m_6m_F** | *Concrete Wall (v3, 6m)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CamoConcreteWall_01_l_4m_d_v1_F** | *Camo Concrete Wall (4m, Damaged, v1)* | Civilian | Walls | Military | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CamoConcreteWall_01_l_4m_d_v2_F** | *Camo Concrete Wall (4m, Damaged, v2)* | Civilian | Walls | Military | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CamoConcreteWall_01_l_4m_v1_F** | *Camo Concrete Wall (4m, v1)* | Civilian | Walls | Military | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CamoConcreteWall_01_l_4m_v2_F** | *Camo Concrete Wall (4m, v2)* | Civilian | Walls | Military | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CamoConcreteWall_01_l_end_v1_F** | *Camo Concrete Wall (End)* | Civilian | Walls | Military | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CamoConcreteWall_01_pole_v1_F** | *Camo Concrete Wall (Pole)* | Civilian | Walls | Military | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GameProofFence_01_l_5m_F** | *Game Fence (5m)* | Civilian | Walls | Forest | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GameProofFence_01_l_d_F** | *Game Fence (Destroyed)* | Civilian | Walls | Forest | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GameProofFence_01_l_gate_F** | *Game Fence (Gate)* | Civilian | Walls | Forest | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GameProofFence_01_l_pole_F** | *Game Fence (Pole)* | Civilian | Walls | Forest | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_03_m_3m_d_F** | *Industrial Fence (Destroyed)* | Civilian | Fences | Industrial | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_03_m_3m_F** | *Industrial Fence* | Civilian | Fences | Industrial | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_03_m_3m_hole_F** | *Industrial Fence (Hole)* | Civilian | Fences | Industrial | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_03_m_9m_F** | *Industrial Fence (Long)* | Civilian | Fences | Industrial | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_03_m_3m_corner_F** | *Industrial Fence (Corner)* | Civilian | Fences | Industrial | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_03_m_pole_F** | *Industrial Fence (Pole)* | Civilian | Fences | Industrial | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_03_m_gate_l_F** | *Pipe Fence (v3, Gate, Left)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_03_m_gate_r_F** | *Pipe Fence (v3, Gate, Right)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_04_m_gate_l_F** | *Pipe Fence (v4, Gate, Left)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_04_m_gate_r_F** | *Pipe Fence (v4, Gate, Right)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_05_m_gate_l_F** | *Pipe Fence (v5, Gate, Left)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_05_m_gate_r_F** | *Pipe Fence (v5, Gate, Right)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_06_m_gate_l_F** | *Pipe Fence (v6, Gate, Left)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_06_m_gate_r_F** | *Pipe Fence (v6, Gate, Right)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_02_3m_v1_F** | *Field Fence (3m, v1)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_02_3m_v2_F** | *Field Fence (3m, v2)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_02_end_F** | *Field Fence (3m, End)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_03_5m_v1_F** | *Branch Fence (5m, v1)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_03_5m_v2_F** | *Branch Fence (5m, v2)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_03_end_F** | *Branch Fence (3m, End)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StoneWall_02_s_10m_F** | *Small Stone Mound (10m, v2)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Stone | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mound03_8m_F** | *Mound* | Civilian | Walls | Village | Public |  | A3_Structures_F_Enoch_Walls_Stone | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mound04_8m_F** | *Mound (Low)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Enoch_Walls_Stone | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_03_s_5m_v1_F** | *Wooden Wall (v3, 5m, Full 1)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_03_s_5m_v2_F** | *Wooden Wall (v3, 5m, Full 2)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_03_s_d_5m_v1_F** | *Wooden Wall (v3, 5m, Damaged 1)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_03_s_d_5m_v2_F** | *Wooden Wall (v3, 5m, Damaged 2)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_03_s_gate_F** | *Wooden Wall (v3, Gate)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_03_s_pole_F** | *Wooden Wall (v3, Pole)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_03_s_d_pole_F** | *Wooden Wall (v3, Pole, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_04_s_5m_F** | *Wooden Wall (v4, 5m)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_04_s_d_5m_F** | *Wooden Wall (v4, 5m, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_04_s_end_v1_F** | *Wooden Wall (v4, End, Right)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_04_s_end_v2_F** | *Wooden Wall (v4, End, Left)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_04_s_gate_F** | *Wooden Wall (v4, Gate)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_04_s_pole_F** | *Wooden Wall (v4, Pole)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_05_m_4m_v1_F** | *Wooden Wall (v5, 4m, Full 1)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_05_m_4m_v2_F** | *Wooden Wall (v5, 4m, Full 2)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_05_m_d_4m_F** | *Wooden Wall (v5, 4m, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_05_m_end_F** | *Wooden Wall (v5, End)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_05_m_pole_F** | *Wooden Wall (v5, Pole)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GalleryInterior_01_East_F** | *Gallery Room (East)* | Civilian | Structures | Gallery | Public | AoW | A3_Structures_F_AoW_Civilian_Gallery_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GalleryInterior_01_Rotunda_F** | *Gallery Room (Rotunda)* | Civilian | Structures | Gallery | Public | AoW | A3_Structures_F_AoW_Civilian_Gallery_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GalleryInterior_01_Sala_F** | *Gallery Room (Sala)* | Civilian | Structures | Gallery | Public | AoW | A3_Structures_F_AoW_Civilian_Gallery_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GalleryInterior_01_West_F** | *Gallery Room (West)* | Civilian | Structures | Gallery | Public | AoW | A3_Structures_F_AoW_Civilian_Gallery_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:49, 8 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|\n|  | **NonStrategic** | *Building* | Civilian | Structures | Village | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **HeliH** | *Building* | Civilian | Structures | Village | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **AirportBase** | *Building* | Civilian | Structures | Village | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Strategic** | *Building* | Civilian | Structures | Military | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VASICore** | *VASI* | Civilian | Structures | Village | Protected |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **StaticShip** | *Building* | Civilian | Structures | Seaport | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Structure** | *Building* | Civilian | Structures | Village | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **HouseBase** | *House* | Civilian | Structures | Village | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **House_Small** | *House* | Civilian | Structures | Village | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **House** |  | Civilian | Structures | Village | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Church** |  | Civilian | Structures | Religious | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Library_WeaponHolder** |  | Civilian | Structures | Military | Protected |  | A3_Data_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NavigLight** | *REIL* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NavigLight_3_F** | *REIL* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Flush_Light_green_F** | *Runway Edgelight* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Flush_Light_red_F** | *Runway Edgelight* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Flush_Light_yellow_F** | *Runway Edgelight* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_runway_edgelight** | *Runway Edgelight* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_runway_edgelight_blue_F** | *Runway Edgelight* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Runway_PAPI** | *PAPI Light* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Runway_PAPI_2** | *PAPI Light* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Runway_PAPI_3** | *PAPI Light* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Runway_PAPI_4** | *PAPI Light* | Civilian | Structures | Airport | Protected |  | A3_Roads_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Loudspeakers_F** | *Loudspeakers* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Timbers_F** | *Timbers* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TreeBin_F** | *Tree Base* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Water_source_F** | *Water Source* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AncientPillar_F** | *Ancient Pillar* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Civ_Ancient | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AncientPillar_damaged_F** | *Ancient Pillar (Damaged)* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Civ_Ancient | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AncientPillar_fallen_F** | *Ancient Pillar (Fallen)* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Civ_Ancient | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BellTower_01_V1_F** | *Bell Tower (Small, New)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_BellTowers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BellTower_01_V2_F** | *Bell Tower (Small, Old)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_BellTowers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BellTower_02_V1_F** | *Bell Tower (Big, New)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_BellTowers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BellTower_02_V2_F** | *Bell Tower (Big, Old)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_BellTowers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Calvary_01_V1_F** | *Calvary* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_Calvaries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Calvary_02_V1_F** | *Calvary (New, Red)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_Calvaries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Calvary_02_V2_F** | *Calvary (New, Blue)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_Calvaries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Chapel_V1_F** | *Chapel (Big, New)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Chapel_V2_F** | *Chapel (Big, Old)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Chapel_Small_V1_F** | *Chapel (Small, New)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Chapel_Small_V2_F** | *Chapel (Small, Old)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Civ_Chapels | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bricks_V1_F** | *Stack of Bricks (Full)* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bricks_V2_F** | *Stack of Bricks (Part, v1)* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bricks_V3_F** | *Stack of Bricks (Part, v2)* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bricks_V4_F** | *Stack of Bricks (Part, v3)* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CinderBlocks_F** | *Cinder Blocks* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Coil_F** | *Coil* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcretePipe_F** | *Concrete Pipe* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallet_F** | *Pallet* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pallet_vertical_F** | *Pallet (Vertical)* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pipes_large_F** | *Pipes (Large)* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pipes_small_F** | *Pipes (Small)* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WheelCart_F** | *Wheel Cart* | Civilian | Structures (Altis) | Market | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenBox_F** | *Wooden Box* | Civilian | Structures (Altis) | Storage | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** Yes |\n|  | **Land_WorkStand_F** | *Workstand* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Civ_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_memorial_F** | *Grave (Memorial)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_monument_F** | *Grave (Monument)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_obelisk_F** | *Grave (Obelisk)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_soldier_F** | *Tombstone (Unknown Soldier)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_V1_F** | *Grave (Stone, v1)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_V2_F** | *Grave (Stone, v2)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_V3_F** | *Grave (Stone, v3)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampAirport_off_F** | *Airport Lamp [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampAirport_F** | *Airport Lamp [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampDecor_off_F** | *Lamp (Decorative) [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampDecor_F** | *Lamp (Decorative) [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampHalogen_off_F** | *Lamp (Halogen) [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampHalogen_F** | *Lamp (Halogen) [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampHarbour_off_F** | *Lamp (Harbor) [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampHarbour_F** | *Lamp (Harbor) [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampShabby_off_F** | *Lamp (Shabby) [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampShabby_F** | *Lamp (Shabby) [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampSolar_off_F** | *Lamp (Solar) [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampSolar_F** | *Lamp (Solar) [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampStadium_F** | *Lamp (Stadium) [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampStreet_off_F** | *Street Lamp [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampStreet_F** | *Street Lamp [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampStreet_small_off_F** | *Street Lamp (Small) [off]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LampStreet_small_F** | *Street Lamp (Small) [on]* | Civilian | Structures (Altis) | Lamps | Public |  | A3_Structures_F_Civ_Lamps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MarketShelter_F** | *Market Shelter* | Civilian | Structures (Altis) | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StallWater_F** | *Stall (Water)* | Civilian | Structures (Altis) | Market | Public |  | A3_Structures_F_Civ_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Offices_01_V1_F** | *Office Building* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Civ_Offices | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pavement_narrow_corner_F** | *Sidewalk (Narrow, Curve)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Civ_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pavement_narrow_F** | *Sidewalk (Narrow)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Civ_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pavement_wide_corner_F** | *Sidewalk (Wide, Curve)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Civ_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pavement_wide_F** | *Sidewalk (Wide)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Civ_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slide_F** | *Slide* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Civ_PlayGround | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BC_Basket_F** | *Basketball Basket* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BC_Court_F** | *Basketball Court* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Goal_F** | *Goal* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tribune_F** | *Tribune* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Maroula_base_F** | *Maroula Statue (Pedestal)* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Civ_Statues | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Maroula_F** | *Maroula Statue* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Civ_Statues | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MolonLabe_F** | *Molon Labe* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Civ_Statues | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Amphitheater_F** | *Amphitheater* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Dominants_Amphitheater | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_01_F** | *Kavala Castle (01)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_02_F** | *Kavala Castle (02)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_03_F** | *Kavala Castle (03)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_04_F** | *Kavala Castle (04)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_05_F** | *Kavala Castle (05)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_06_F** | *Kavala Castle (06)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_07_F** | *Kavala Castle (07)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_08_F** | *Kavala Castle (08)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_09_F** | *Kavala Castle (09)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_10_F** | *Kavala Castle (10)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_11_F** | *Kavala Castle (11)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_12_F** | *Kavala Castle (12)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_13_F** | *Kavala Castle (13)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_14_F** | *Kavala Castle (14)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_15_F** | *Kavala Castle (15)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_wall_16_F** | *Kavala Castle (16)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_house_ruin_F** | *Kavala Castle (House, Ruin)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_church_a_ruin_F** | *Castle Wall* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_church_b_ruin_F** | *Castle Wall (Ruin)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_church_ruin_F** | *Castle Wall (Window)* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_step_F** | *Castle Step* | Civilian | Structures (Altis) | Historical | Protected |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Castle_01_tower_F** | *Castle Tower* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Dominants_Castle | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Church_01_V1_F** | *Church (White)* | Civilian | Structures (Altis) | Religious | Public |  | A3_Structures_F_Dominants_Church | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hospital_main_F** | *Hospital (Center)* | Civilian | Structures (Altis) | Services | Protected |  | A3_Structures_F_Dominants_Hospital | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hospital_side1_F** | *Hospital (Main Wing)* | Civilian | Structures (Altis) | Services | Protected |  | A3_Structures_F_Dominants_Hospital | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hospital_side2_F** | *Hospital (Side Wing)* | Civilian | Structures (Altis) | Services | Protected |  | A3_Structures_F_Dominants_Hospital | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LightHouse_F** | *Lighthouse (Tall)* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Dominants_Lighthouse | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Lighthouse_small_F** | *Lighthouse (Small)* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Dominants_Lighthouse | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WIP_F** | *Unfinished Complex* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Dominants_WIP | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Addon_01_V1_F** | *Pergola* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Addon_01_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_Addon_02_V1_F** | *House Addon (Destroyed)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Addon_02_V1_F** | *House Addon (Abandoned)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Addon_02_V1_F** | *House Addon* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Addon_03_V1_F** | *Inn Garden* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Addon_03mid_V1_F** | *Inn Garden (Middle)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Addon_04_V1_F** | *Inn Garden (No Roof)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Garage_V1_F** | *Garage (New)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Garage_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Garage_V2_F** | *Garage (Old)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Garage_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Metal_Shed_F** | *Grey Metal Shed (Large)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_01_V1_F** | *House (Large, White)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_01_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_01_V2_F** | *House (Large, Yellow)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_01_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_01_V3_F** | *House (Large, Stone)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_01_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Big_01_V1_F** | *House (Large, Abandoned)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Big_01_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_House_Big_01_V1_F** | *House (Large, Destroyed)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_02_V1_F** | *House (Big, White)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_02_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_02_V2_F** | *House (Big, Yellow)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_02_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_02_V3_F** | *House (Big, Stone)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Big_02_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Big_02_V1_F** | *House (Big, Abandoned)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Big_02_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_House_Big_02_V1_F** | *House (Big, Destroyed)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Big02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_01_V1_F** | *Shop House (White)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_01_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_01_V2_F** | *Shop House (Yellow)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_01_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_01_V3_F** | *Shop House (Stone)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_01_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Shop_01_V1_F** | *Shop House (Abandoned)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Shop_01_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_Shop_01_V1_F** | *Shop House (Destroyed)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_02_V1_F** | *Shop (White)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_02_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_02_V2_F** | *Shop (Yellow)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_02_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_02_V3_F** | *Shop (Stone)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shop_02_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Shop_02_V1_F** | *Shop (Abandoned)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Shop_02_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_Shop_02_V1_F** | *Shop (Destroyed)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Shop02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_01_V1_F** | *House (White)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_01_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_01_V2_F** | *House (Yellow)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_01_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_01_V3_F** | *House (Stone)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_01_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Small_01_V1_F** | *House (Abandoned)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Small_01_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_House_Small_01_V1_F** | *House (Destroyed)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_02_V1_F** | *House (Small, White)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_02_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_02_V2_F** | *House (Small, Yellow)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_02_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_02_V3_F** | *House (Small, Stone)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_02_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Small_02_V1_F** | *House (Small, Abandoned)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_House_Small_02_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_House_Small_02_V1_F** | *House (Small, Destroyed)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_House_Small02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_03_V1_F** | *Bungalow* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_House_Small03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_House_Small_03_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | City | Protected |  | A3_Structures_F_Households_House_Small03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cargo_addon01_V1_F** | *Slum Roof Addon (v1)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cargo_addon01_V2_F** | *Slum Roof Addon (v2)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cargo_addon02_V1_F** | *Slum Canvas (Blue)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cargo_addon02_V2_F** | *Slum Canvas (Black)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cargo_house_slum_F** | *Slum House Container* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_House01_F** | *Slum House (Small)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_House02_F** | *Slum House* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_House03_F** | *Slum House (Big)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseBig_V1_F** | *Stone House (Big, Grey)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Big | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseBig_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Big | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseBig_V2_F** | *Stone House (Big, White)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Big | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseBig_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Big | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseBig_V3_F** | *Stone House (Big, Brown)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Big | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseBig_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Big | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_Stone_HouseBig_V1_F** | *Stone House (Big, Destroyed)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Big | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_Shed_V1_F** | *Stone House (Small, Grey)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_Shed_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_Shed_V2_F** | *Stone House (Small, Brown)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_Shed_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_Shed_V3_F** | *Stone House (Small, White)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_Shed_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_Stone_Shed_V1_F** | *Stone House (Small, Destroyed)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseSmall_V1_F** | *Stone House (Grey)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseSmall_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseSmall_V2_F** | *Stone House (White)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseSmall_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseSmall_V3_F** | *Stone House (Brown)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Stone_HouseSmall_V3_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Village | Protected |  | A3_Structures_F_Households_Stone_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_Stone_HouseSmall_V1_F** | *Stone House (Destroyed)* | Civilian | Structures (Altis) | Village | Public |  | A3_Structures_F_Households_Stone_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Unfinished_Building_01_F** | *Unfinished Building (Big)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_WIP | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Unfinished_Building_02_F** | *Unfinished Building (Large)* | Civilian | Structures (Altis) | City | Public |  | A3_Structures_F_Households_WIP | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_center_F** | *Airport Terminal (Center)* | Civilian | Structures (Altis) | Airport | Protected |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_left_F** | *Airport Terminal (Left)* | Civilian | Structures (Altis) | Airport | Protected |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_right_F** | *Airport Terminal (Right)* | Civilian | Structures (Altis) | Airport | Protected |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_Tower_F** | *Airport Control Tower* | Civilian | Structures (Altis) | Airport | Public |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_Tower_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Airport | Protected |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hangar_F** | *Hangar* | Civilian | Structures (Altis) | Airport | Public |  | A3_Structures_F_Ind_AirPort | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CarService_F** | *Workshop* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_CarService | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cmp_Hopper_F** | *Concrete Mixing Hopper* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_ConcreteMixingPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cmp_Shed_F** | *Concrete Mixing Shed* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_ConcreteMixingPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cmp_Shed_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Industrial | Protected |  | A3_Structures_F_Ind_ConcreteMixingPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_cmp_Tower_F** | *Concrete Mixing Tower* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_ConcreteMixingPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Crane_F** | *Crane* | Civilian | Structures (Altis) | Construction Sites | Public |  | A3_Structures_F_Ind_Crane | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dp_bigTank_F** | *Diesel Storage Tank (Big)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_DieselPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dp_mainFactory_F** | *Diesel Power Plant (Large, Yellow)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_DieselPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dp_smallFactory_F** | *Diesel Power Plant (Small, White)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_DieselPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dp_smallTank_F** | *Diesel Storage Tank (Small)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_DieselPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_dp_transformer_F** | *Power Plant Transformer (Light Grey)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_DieselPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Factory_Conv1_10_F** | *Factory Conveyor Belt (Ground)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Factory_Conv1_End_F** | *Factory Conveyor Belt (End)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Factory_Conv1_Main_F** | *Factory Conveyor Belt (Main)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Factory_Conv2_F** | *Factory Conveyor Belt (Slope)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Factory_Hopper_F** | *Factory Hopper* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Factory_Main_F** | *Factory* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Factory_Tunnel_F** | *Factory Tunnel* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Factory | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_Build_F** | *Gas Station (Sun Oil, Shop)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_Feed_F** | *Gas Station (Sun Oil, Pump)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_Shed_F** | *Gas Station (Sun Oil, Roof)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_Sign_F** | *Gas Station (Sun Oil, Prices)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_fs_feed_F** | *Gas Station (Fuel, Pump)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_fs_price_F** | *Gas Station (Fuel, Prices)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_fs_roof_F** | *Gas Station (Fuel, Roof)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_fs_sign_F** | *Gas Station (Fuel, Sign)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_Ind_FuelStation_Small | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe1_20m_F** | *Industrial Pipe (20m)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe1_90degL_F** | *Industrial Pipe (Curve, Left)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe1_90degR_F** | *Industrial Pipe (Curve, Right)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe1_ground_F** | *Industrial Pipe (Ground)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe1_Uup_F** | *Industrial Pipe (U, Up)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe1_valve_F** | *Industrial Pipe (Valve)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_big_9_F** | *Industrial Pipe Platform (Big, 9m)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_big_18_F** | *Industrial Pipe Platform (Big, 18m)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_big_18ladder_F** | *Industrial Pipe Platform (Big, 18m, Ladder)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_big_ground1_F** | *Industrial Pipe Platform (Big, Ground, v1)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_big_ground2_F** | *Industrial Pipe Platform (Big, Ground, v2)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_big_support_F** | *Industrial Pipe Platform (Big, Support)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_bigL_L_F** | *Industrial Pipe Platform (Big, Corner, Left)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_bigL_R_F** | *Industrial Pipe Platform (Big, Corner, Right)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_Small_9_F** | *Industrial Pipe Platform (9m)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_Small_ground1_F** | *Industrial Pipe Platform (Ground, v1)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_Small_ground2_F** | *Industrial Pipe Platform (Ground, v2)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_SmallL_L_F** | *Industrial Pipe Platform (Corner, Left)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndPipe2_SmallL_R_F** | *Industrial Pipe Platform (Corner, Right)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Pipes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HighVoltageColumn_F** | *High Voltage Column* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HighVoltageColumnWire_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HighVoltageEnd_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HighVoltageTower_dam_F** | *High Voltage Tower (Damaged)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HighVoltageTower_F** | *High Voltage Tower* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HighVoltageTower_large_F** | *High Voltage Tower (Large)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HighVoltageTower_largeCorner_F** | *High Voltage Tower (Large, Corner)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerCable_submarine_F** | *Underwater Power Cable* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_distributor_F** | *Powerline Distributor* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_part_F** | *Powerline Distributor (Part)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerPoleConcrete_F** | *Concrete Power Pole* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerPoleWooden_F** | *Wooden Power Pole* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerPoleWooden_L_off_F** | *Wooden Power Pole (Lamp) [off]* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerPoleWooden_L_F** | *Wooden Power Pole (Lamp) [on]* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerPoleWooden_small_F** | *Wooden Power Pole (Small)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireBig_direct_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireBig_direct_short_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireBig_end_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireBig_left_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireBig_right_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireSmall_damaged_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireSmall_direct_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireSmall_Left_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerWireSmall_Right_F** |  | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowLines_Transformer_F** | *Powerline Transformer* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_PowerLines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ReservoirTank_Airport_F** | *Reservoir Tank (Airport)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ReservoirTank_Rust_F** | *Reservoir Tank (Rust)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ReservoirTank_V1_F** | *Reservoir Tank* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ReservoirTower_F** | *Reservoir Tower* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_ReservoirTank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_Big_F** | *Industrial Shed (Big)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_Small_F** | *Industrial Shed (Small)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Shed_Ind_F** | *Industrial Shed* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Shed_Ind_F** | *Industrial Shed (Unfinished)* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Shed | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_1_F** | *Solar Panel (3)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_2_F** | *Solar Panel (6)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SolarPanel_3_F** | *Solar Panel (12)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_spp_Mirror_Broken_F** | *Solar Mirrors (Broken)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_spp_Mirror_F** | *Solar Mirrors* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_spp_Panel_Broken_F** | *Solar Panel (16, Broken)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_spp_Panel_F** | *Solar Panel (16)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_spp_Tower_F** | *Solar Tower* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_spp_Tower_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_spp_Transformer_F** | *Solar Transformer* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_SolarPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tank_rust_F** | *Rusty Cistern* | Civilian | Structures (Altis) | Industrial | Public |  | A3_Structures_F_Ind_Tank | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Communication_anchor_F** | *Communication Tower (Anchor)* | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Ind_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Communication_F** | *Communication Tower* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TBox_F** | *Transmitter Box* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TTowerBig_1_F** | *Transmitter Tower* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TTowerBig_2_F** | *Transmitter Tower (Tall)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TTowerSmall_1_F** | *Transmitter Pole* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TTowerSmall_2_F** | *Transmitter Pole (Tall)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WavePowerPlant_F** | *Wave Powerplant* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_WavePowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WavePowerPlantBroken_F** | *Wave Powerplant (Broken)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_WavePowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_d_Windmill01_F** | *Windmill (Destroyed)* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Ind_Windmill | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Windmill01_F** | *Windmill* | Civilian | Structures (Altis) | Historical | Public |  | A3_Structures_F_Ind_Windmill | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerGenerator_F** | *Power Generator* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_WindPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_wpp_Turbine_V1_F** | *Wind Turbine (Camo)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_WindPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_wpp_Turbine_V1_off_F** | *Wind Turbine (Off, Camo)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_WindPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_wpp_Turbine_V2_F** | *Wind Turbine* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_WindPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_wpp_Turbine_V2_off_F** | *Wind Turbine (Off)* | Civilian | Structures (Altis) | Utilities | Public |  | A3_Structures_F_Ind_WindPowerPlant | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagBunker_Large_F** | *Bunker (Large)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_BagBunker | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagBunker_Small_F** | *Bunker (Small)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_BagBunker | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagBunker_Tower_F** | *Bunker (Tower)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_BagBunker | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_Corner_F** | *Sandbag Wall (Corner)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Mil_BagFence | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_End_F** | *Sandbag Wall (End)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Mil_BagFence | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_Long_F** | *Sandbag Wall (Long)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Mil_BagFence | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_Round_F** | *Sandbag Wall (Round)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Mil_BagFence | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_Short_F** | *Sandbag Wall (Short)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Mil_BagFence | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Barracks_V1_F** | *Barracks (Camo)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Barracks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Barracks_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Barracks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Barracks_V2_F** | *Barracks (New)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Barracks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_i_Barracks_V2_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Barracks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_u_Barracks_V2_F** | *Barracks (Old)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Barracks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Bunker_F** | *Bunker* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Bunker | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_House_V1_F** | *Military Cargo House (Green)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_House_V2_F** | *Military Cargo House (Rusty)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_House_V3_F** | *Military Cargo House (Brown)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_HQ_V1_F** | *Military Cargo HQ (Green)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_HQ_V2_F** | *Military Cargo HQ (Rusty)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_HQ_V3_F** | *Military Cargo HQ (Brown)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V1_F** | *Military Cargo Post (Green)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V2_F** | *Military Cargo Post (Rusty)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V3_F** | *Military Cargo Post (Brown)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_F** | *Military Cargo Tower (Green)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_No1_F** | *Military Cargo Tower (#1)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_No2_F** | *Military Cargo Tower (#2)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_No3_F** | *Military Cargo Tower (#3)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_No4_F** | *Military Cargo Tower (#4)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_No5_F** | *Military Cargo Tower (#5)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_No6_F** | *Military Cargo Tower (#6)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V1_No7_F** | *Military Cargo Tower (#7)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V2_F** | *Military Cargo Tower (Rusty)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V3_F** | *Military Cargo Tower (Brown)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Medevac_house_V1_F** | *Military Cargo House (Medical)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Medevac_HQ_V1_F** | *Military Cargo HQ (Medical)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Cargo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_1_F** | *H-barrier (Block)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_3_F** | *H-barrier (3 Blocks)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_5_F** | *H-barrier (5 Blocks)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrierBig_F** | *H-barrier (Big, 4 Blocks)* | Civilian | Walls | Military | Protected |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_Big_F** | *H-barrier (Big, 4 Blocks)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrierTower_F** | *H-barrier Watchtower* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrierWall_corner_F** | *H-barrier Wall (Corner)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrierWall_corridor_F** | *H-barrier Corridor* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrierWall4_F** | *H-barrier Wall (Short)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrierWall6_F** | *H-barrier Wall (Long)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Razorwire_F** | *Razorwire Barrier* | Civilian | Fences | Military | Public |  | A3_Structures_F_Mil_Fortification | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MilOffices_V1_F** | *Military Offices* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Offices | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Radar_F** | *Radar* | Civilian | Structures (Altis) | Airport | Public |  | A3_Structures_F_Mil_Radar | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Radar_Small_F** | *Radar (Small)* | Civilian | Structures (Altis) | Airport | Public |  | A3_Structures_F_Mil_Radar | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CamoNet_BLUFOR_F** | *Camouflage Net (Green)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_OPFOR_F** | *Camouflage Net (Hex)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_INDP_F** | *Camouflage Net (Digital)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_BLUFOR_open_F** | *Camouflage Net (Open, Green)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_OPFOR_open_F** | *Camouflage Net (Open, Hex)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_INDP_open_F** | *Camouflage Net (Open, Digital)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_BLUFOR_big_F** | *Camouflage Vehicle Cover (Green)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_OPFOR_big_F** | *Camouflage Vehicle Cover (Hex)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_INDP_big_F** | *Camouflage Vehicle Cover (Digital)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_BLUFOR_Curator_F** | *Camouflage Net (Green)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_OPFOR_Curator_F** | *Camouflage Net (Hex)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_INDP_Curator_F** | *Camouflage Net (Digital)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_BLUFOR_open_Curator_F** | *Camouflage Net (Open, Green)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_OPFOR_open_Curator_F** | *Camouflage Net (Open, Hex)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_INDP_open_Curator_F** | *Camouflage Net (Open, Digital)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_BLUFOR_big_Curator_F** | *Camouflage Vehicle Cover (Green)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_OPFOR_big_Curator_F** | *Camouflage Vehicle Cover (Hex)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_INDP_big_Curator_F** | *Camouflage Vehicle Cover (Digital)* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Mil_Shelters | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TentHangar_V1_F** | *Tent Hangar* | Civilian | Structures (Altis) | Airport | Public |  | A3_Structures_F_Mil_TentHangar | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TentHangar_V1_dam_F** | *Damaged Building* | Civilian | Structures (Altis) | Airport | Protected |  | A3_Structures_F_Mil_TentHangar | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BuoyBig_F** | *Buoy* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Buoys | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_nav_pier_m_F** | *Pier (Metal)* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pier_addon** | *Pier Platform* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pier_Box_F** | *Pier Box* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pier_F** | *Pier (Concrete)* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pier_small_F** | *Pier (Wooden)* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pier_wall_F** | *Pier (Rocks)* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierLadder_F** | *Pier Ladder* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pillar_Pier_F** | *Pier Pillar* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sea_Wall_F** | *Rock Wavebreaker* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Structures_F_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Dome_Big_F** | *Dome (Big, White)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Research | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Dome_Small_F** | *Dome (White)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Research | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Research_house_V1_F** | *Research House* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Research | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Research_HQ_F** | *Research HQ* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Research | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **BlockConcrete_F** | *Concrete Block* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Dirthump_1_F** | *Dirt Hump (Small)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Dirthump_2_F** | *Dirt Hump* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Dirthump_3_F** | *Dirt Hump (Big)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Dirthump_4_F** | *Dirt Hump (Long)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_Bridge_F** | *Obstacle (Bridge)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_Climb_F** | *Obstacle (Climbing)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_Crawl_F** | *Obstacle (Crawling)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_Cross_F** | *Obstacle (Cross Over)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_Pass_F** | *Obstacle (Passing)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_Ramp_F** | *Obstacle (Ramp)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_RunAround_F** | *Obstacle (Run-around)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Obstacle_Saddle_F** | *Obstacle (Saddle)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RampConcrete_F** | *Concrete Ramp* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RampConcreteHigh_F** | *Concrete Ramp (High)* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **ShootingPos_F** | *Shooting Position* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ShootingPos_F** | *Shooting Position* | Civilian | Structures (Altis) | Military | Protected |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_F** | *Shoot House - Wall* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_Stand_F** | *Shoot House - Wall (Stand)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_Crouch_F** | *Shoot House - Wall (Crouch)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_Prone_F** | *Shoot House - Wall (Prone)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_Long_F** | *Shoot House - Wall (Long)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_Long_Stand_F** | *Shoot House - Wall (Stand, Long)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_Long_Crouch_F** | *Shoot House - Wall (Crouch, Long)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Wall_Long_Prone_F** | *Shoot House - Wall (Prone, Long)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Corner_F** | *Shoot House - Corner* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Corner_Stand_F** | *Shoot House - Corner (Stand)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Corner_Crouch_F** | *Shoot House - Corner (Crouch)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Corner_Prone_F** | *Shoot House - Corner (Prone)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 8<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Panels_F** | *Shoot House - Panels* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Panels_Crouch_F** | *Shoot House - Panels (Crouch)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Panels_Prone_F** | *Shoot House - Panels (Prone)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Panels_Vault_F** | *Shoot House - Panels (Vault)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Panels_Window_F** | *Shoot House - Panels (Window)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Panels_Windows_F** | *Shoot House - Panels (Windows)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Tunnel_F** | *Shoot House - Tunnel* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Tunnel_Stand_F** | *Shoot House - Tunnel (Stand)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Tunnel_Crouch_F** | *Shoot House - Tunnel (Crouch)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shoot_House_Tunnel_Prone_F** | *Shoot House - Tunnel (Prone)* | Civilian | Walls | Shoot House | Public |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **TargetCenter** | *Target Sector* | Civilian | Structures (Altis) | Targets | Protected |  | A3_Structures_F_Training_InvisibleTarget | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TargetSector02** | *Target Sector 2* | Civilian | Structures (Altis) | Targets | Protected |  | A3_Structures_F_Training_InvisibleTarget | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TargetSector03** | *Target Sector 3* | Civilian | Structures (Altis) | Targets | Protected |  | A3_Structures_F_Training_InvisibleTarget | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TargetSector04** | *Target Sector 4* | Civilian | Structures (Altis) | Targets | Protected |  | A3_Structures_F_Training_InvisibleTarget | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **TargetSector05** | *Target Sector 5* | Civilian | Structures (Altis) | Targets | Protected |  | A3_Structures_F_Training_InvisibleTarget | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Ancient_Wall_4m_F** | *Ancient Wall* | Civilian | Walls | Historical | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Ancient_Wall_8m_F** | *Ancient Wall (Long)* | Civilian | Walls | Historical | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarGate_F** | *Bar Gate* | Civilian | Walls | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BarGate_01_open_F** | *Bar Gate (Open)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Wall_10m_F** | *Canal Wall* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Wall_D_center_F** | *Canal Wall (Destroyed, Middle)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Wall_D_left_F** | *Canal Wall (Destroyed, Left)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Wall_D_right_F** | *Canal Wall (Destroyed, Right)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Wall_Stairs_F** | *Canal Wall (Stairs)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_WallSmall_10m_F** | *Canal Wall (Small)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City_4m_F** | *City Wall (White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City_8m_F** | *City Wall (Long, White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City_8mD_F** | *City Wall (Long, Destroyed, White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City_Gate_F** | *City Wall (Gate, White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City_Pillar_F** | *City Wall (Pillar, White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City2_4m_F** | *Wall (White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City2_8m_F** | *Wall (Long, White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City2_8mD_F** | *Wall (Destroyed, White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_City2_PillarD_F** | *Wall (Pillar, White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CncBarrier_F** | *Concrete Barrier* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CncBarrier_stripes_F** | *Concrete Barrier (Stripes)* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CncBarrierMedium_F** | *Concrete Barrier (Medium)* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CncBarrierMedium4_F** | *Concrete Barrier (Medium, Long)* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CncShelter_F** | *Concrete Shelter* | Civilian | Structures (Altis) | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CncWall1_F** | *Concrete Wall* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CncWall4_F** | *Concrete Wall (Long)* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Concrete_SmallWall_4m_F** | *Concrete Wall (Small, 4 m)* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Concrete_SmallWall_8m_F** | *Concrete Wall (Small, 8 m)* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Crash_barrier_F** | *Safety Barrier* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndFnc_3_D_F** | *Industrial Fence (Destroyed)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndFnc_3_F** | *Industrial Fence* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndFnc_3_Hole_F** | *Industrial Fence (Hole)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndFnc_9_F** | *Industrial Fence (Long)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndFnc_Corner_F** | *Industrial Fence (Corner)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_IndFnc_Pole_F** | *Industrial Fence (Pole)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_ConcreteWall_F** | *Concrete Barrier (Plain)* | Civilian | Walls | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_4m_F** | *Military Base Wall* | Civilian | Walls | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_Corner_F** | *Military Base Wall (Corner)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_Gate_F** | *Military Base Wall (Gate)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WiredFence_F** | *Razor Fence* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WiredFence_Gate_F** | *Razor Fence (Gate)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WiredFenceD_F** | *Razor Fence (Destroyed)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mound01_8m_F** | *Mound* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mound02_8m_F** | *Mound (Low)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Net_Fence_4m_F** | *Net Fence* | Civilian | Fences | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Net_Fence_8m_F** | *Net Fence (Long)* | Civilian | Fences | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Net_Fence_Gate_F** | *Net Fence (Gate)* | Civilian | Fences | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Net_Fence_pole_F** | *Net Fence (Pole)* | Civilian | Fences | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Net_FenceD_8m_F** | *Net Fence (Destroyed)* | Civilian | Fences | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_New_WiredFence_5m_F** | *Barbed Wire Fence* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_New_WiredFence_10m_Dam_F** | *Barbed Wire Fence (Long, Destroyed)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_New_WiredFence_10m_F** | *Barbed Wire Fence (Long)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_New_WiredFence_pole_F** | *Barbed Wire Fence (Pole)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pipe_fence_4m_F** | *Pipe Fence (Long)* | Civilian | Fences | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pipe_fence_4mNoLC_F** | *Pipe Fence (Long)* | Civilian | Fences | City | Protected |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeWall_concretel_8m_F** | *Concrete Pipe Wall* | Civilian | Fences | City | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Rampart_F** | *Rampart* | Civilian | Walls | Obstacles | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slums01_8m** | *Slum Fence* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slums01_pole** | *Slum Fence (Pole)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slums02_4m** | *Plank Fence (Long)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slums02_pole** | *Plank Fence (Pole)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SportGround_fence_F** | *Sport Fence* | Civilian | Fences | Sport & Recreation | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stone_4m_F** | *Stone Wall* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stone_8m_F** | *Stone Wall (Long)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stone_8mD_F** | *Stone Wall (Long, Destroyed)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stone_Gate_F** | *Stone Wall (Gate)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stone_pillar_F** | *Stone Wall (Pillar)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_IndCnc_2deco_F** | *Concrete Square Wall* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_IndCnc_4_D_F** | *Concrete Layered Wall (Destroyed)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_IndCnc_4_F** | *Concrete Layered Wall* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_IndCnc_End_2_F** | *Concrete Layered Wall (End, Destroyed)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_IndCnc_Pole_F** | *Concrete Layered Wall (Pillar)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_Tin_4** | *Tin Fence (v1)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_Tin_4_2** | *Tin Fence (v2)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wall_Tin_Pole** | *Tin Fence (Pole)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wired_Fence_4m_F** | *Wire Fence* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wired_Fence_4mD_F** | *Wire Fence (Destroyed)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wired_Fence_8m_F** | *Wire Fence (Long)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Wired_Fence_8mD_F** | *Wire Fence (Long, Destroyed)* | Civilian | Fences | Military | Public |  | A3_Structures_F_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PhoneBooth_01_F** | *Phone Booth (Altis, Clean)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPB_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PhoneBooth_02_F** | *Phone Booth (Altis, Tagged)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPB_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_dirt_F** | *Grave (Dirt)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_EPB_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_forest_F** | *Grave (Forest)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_EPB_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_rocks_F** | *Grave (Rocks)* | Civilian | Structures (Altis) | Cemetery | Public |  | A3_Structures_F_EPB_Civ_Dead | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SlideCastle_F** | *Slide (Castle)* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_EPB_Civ_PlayGround | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Atm_01_F** | *ATM (Altis)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Atm_02_F** | *ATM (Altis, Sheltered)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BeachBooth_01_F** | *Beach Booth* | Civilian | Structures (Altis) | Beach | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_LifeguardTower_01_F** | *Lifeguard Tower* | Civilian | Structures (Altis) | Beach | Public |  | A3_Structures_F_EPC_Civ_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Kiosk_blueking_F** | *Kiosk (Blueking)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Kiosks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Kiosk_gyros_F** | *Kiosk (Gyros)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Kiosks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Kiosk_papers_F** | *Kiosk (Papers)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Kiosks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Kiosk_redburger_F** | *Kiosk (Redburger)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Kiosks | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Carousel_01_F** | *Carousel* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_EPC_Civ_Playground | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Swing_01_F** | *Swing* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_EPC_Civ_Playground | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TouristShelter_01_F** | *Tourist Shelter* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Civ_Tourism | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_Gazebo_F** | *Ghost Hotel (Gazebo)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_House_1_F** | *Ghost Hotel (House)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_House_2_F** | *Ghost Hotel (Bungalow)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_MainBuilding_entry_F** | *Ghost Hotel (Main Building, Entrance)* | Civilian | Structures (Altis) | Services | Protected |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_MainBuilding_left_F** | *Ghost Hotel (Main Building, Left)* | Civilian | Structures (Altis) | Services | Protected |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_MainBuilding_middle_F** | *Ghost Hotel (Main Building, Center)* | Civilian | Structures (Altis) | Services | Protected |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_MainBuilding_right_F** | *Ghost Hotel (Main Building, Right)* | Civilian | Structures (Altis) | Services | Protected |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_Platform_F** | *Ghost Hotel (Platform)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_Pool_F** | *Ghost Hotel (Pool)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GH_Stairs_F** | *Ghost Hotel (Stairs)* | Civilian | Structures (Altis) | Services | Public |  | A3_Structures_F_EPC_Dominants_GhostHotel | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p1_F** | *Stadium (01)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p2_F** | *Stadium (02)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p3_F** | *Stadium (03)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p4_F** | *Stadium (04)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p5_F** | *Stadium (05)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p6_F** | *Stadium (06)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p7_F** | *Stadium (07)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p8_F** | *Stadium (08)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Stadium_p9_F** | *Stadium (09)* | Civilian | Structures (Altis) | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Dominants_Stadium | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SportGround_fence_noLC_F** | *Sport Fence* | Civilian | Fences | Sport & Recreation | Protected |  | A3_Structures_F_EPC_Walls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Bomb** | *Bomb* | Civilian | Structures | Military | Protected |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **C_Boat_Civil_04_F** | *Trawler* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Boat_F_Gamma_Boat_Civil_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Lightning_F** | *Lightning* | Civilian | Structures | Village | Protected |  | A3_Missions_F_EPA | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Submarine_01_F** | *HMS Proteus* | Civilian | Structures (Altis) | Static Ships | Public |  | A3_Boat_F_EPC_Submarine_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Lightning1_F** | *Lightning (Branched)* | Civilian | Structures | Village | Protected |  | A3_Data_F_Curator_Misc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Lightning2_F** | *Lightning (Simple)* | Civilian | Structures | Village | Protected |  | A3_Data_F_Curator_Misc | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FinishGate_01_narrow_F** | *Finish Gate (Narrow)* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FinishGate_01_wide_F** | *Finish Gate (Wide)* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Kart_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TyreBarrier_01_F** | *Tire Barrier* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **TyreBarrier_01_black_F** | *Tire Barrier (Black, 1)* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **TyreBarrier_01_white_F** | *Tire Barrier (White, 1)* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TyreBarrier_01_line_x4_F** | *Tire Barrier (4)* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TyreBarrier_01_line_x6_F** | *Tire Barrier (6)* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WinnersPodium_01_F** | *Winner's podium* | Civilian | Structures (Altis) | Sport & Recreation | Public |  | A3_Structures_F_Bootcamp_Civ_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Windsock_01_F** | *Windsock* | Civilian | Structures (Altis) | Airport | Public |  | A3_Structures_F_Heli_Ind_Airport | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StorageBladder_01_F** | *Liquid Bladder* | Civilian | Structures (Altis) | Military | Protected |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **StorageBladder_01_fuel_forest_F** | *Fuel Bladder (Forest)* | Civilian | Structures (Altis) | Military | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **StorageBladder_01_fuel_sand_F** | *Fuel Bladder (Sand)* | Civilian | Structures (Altis) | Military | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_StorageBladder_02_F** | *Liquid Bladder* | Civilian | Structures (Altis) | Military | Protected |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **StorageBladder_02_water_forest_F** | *Water Bladder (Forest)* | Civilian | Structures (Altis) | Military | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **StorageBladder_02_water_sand_F** | *Water Bladder (Sand)* | Civilian | Structures (Altis) | Military | Public |  | A3_Supplies_F_Heli_Bladders | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Sphere_3DEN** | *Building* | Civilian | Structures | Village | Protected |  | A3_3DEN | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **SphereNoGround_3DEN** | *Building* | Civilian | Structures | Village | Protected |  | A3_3DEN | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_IRMaskingCover_01_F** | *IR Masking Tent (Large)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_IRMaskingCover_02_F** | *IR Masking Tent (Small)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Props_F_Exp_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Boat_03_abandoned_cover_F** | *Boat Cover* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Props_F_Exp_Naval_Boats | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClothesLine_01_F** | *Clothesline (Long)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClothesLine_01_full_F** | *Clothesline (Long, Full)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClothesLine_01_short_F** | *Clothesline (Short)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteBlock_01_F** | *Concrete Block* | Civilian | Structures | Village | Protected |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FireEscape_01_short_F** | *Fire Escape* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FireEscape_01_tall_F** | *Fire Escape (Tall)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarbageBin_02_F** | *Garbage Bin* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PicnicTable_01_F** | *Picnic Table* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pot_01_F** | *Flowerpot (Rectangular)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Pot_02_F** | *Flowerpot (Circular)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_Accessories | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GarageShelter_01_F** | *House with Parking Shelter* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Garages | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Big_01_F** | *Bungalow (Yellow, Large)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Big_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Big_02_F** | *Bungalow (Large)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Big_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Big_03_F** | *Villa* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_House_Big_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Big_04_F** | *Apartment Building* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_House_Big_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Big_05_F** | *Hostel (Small)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_House_Big_05 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Native_01_F** | *Native House (Big)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Civilian_House_Native_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Native_02_F** | *Native House (Small)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Civilian_House_Native_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Small_01_F** | *Metal Bungalow (Yellow)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Small_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Small_02_F** | *Brick Bungalow* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Small_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Small_03_F** | *Bungalow (Turquoise)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Small_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Small_04_F** | *Bungalow (Blue Roof)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_House_Small_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Small_05_F** | *Bungalow (Grey Roof)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_House_Small_05 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_House_Small_06_F** | *Bungalow (Yellow)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_House_Small_06 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_School_01_F** | *School* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Civilian_School_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_01_F** | *Yellow Metal Shed* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_02_F** | *Grey Metal Shed (Small)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_03_F** | *Grey Metal Shed (Unfinished)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_04_F** | *Yellow Metal Shed (Small)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_05_F** | *Grey Metal Shed (Medium)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_06_F** | *Grey Metal Shed (Roof)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shed_07_F** | *Grey Metal Shed (Large, Weathered)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Sheds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_01_ruins_F** | *Grey Shack (Small, Ruin)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_01_F** | *Grey Shack (Small)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_02_ruins_F** | *Grey Shack (Medium, Ruin)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_02_F** | *Grey Shack (Medium)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_03_ruins_F** | *Purple Shack (Large, Ruin)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_03_F** | *Purple Shack (Large)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_04_ruins_F** | *Purple Shack (Medium, Ruin)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_04_F** | *Purple Shack (Medium)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Slum_05_F** | *Grey Shack (Large)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Civilian_Slum_05 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RugbyGoal_01_F** | *Rugby Goal Posts* | Civilian | Structures (Tanoa) | Sport & Recreation | Public |  | A3_Structures_F_Exp_Civilian_SportsGrounds | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Addon_01_F** | *House Addon (Small)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Addon_02_F** | *House Addon (Big)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Addon_03_F** | *House Addon (Coffee Bar)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Addon_04_F** | *House Addon (Terrace)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Addon_05_F** | *House Addon (Garage)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Addons | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SignMonolith_01_F** | *Company Sign* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Advertisements | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_01_arrow_F** | *Gas Station (Tanoil, Arrow Sign)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_01_prices_F** | *Gas Station (Tanoil, Sign)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_01_pump_F** | *Gas Station (Tanoil, Pump)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_01_roof_F** | *Gas Station (Tanoil, Roof)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_01_shop_F** | *Gas Station (Tanoil, Shop)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_01_workshop_F** | *Gas Station (Tanoil, Workshop)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_02_prices_F** | *Gas Station (Tucan Oil, Prices)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_02_pump_F** | *Gas Station (Tucan Oil, Pump)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_02_roof_F** | *Gas Station (Tucan Oil, Roof)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_02_sign_F** | *Gas Station (Tucan Oil, Sign)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_FuelStation_02_workshop_F** | *Gas Station (Tucan Oil, Workshop)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_FuelStation_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hotel_01_F** | *Hotel (White)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_Hotel_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hotel_02_F** | *Hotel (Yellow)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_Hotel_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClothShelter_01_F** | *Cloth Market Shelter (Yellow)* | Civilian | Structures (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ClothShelter_02_F** | *Cloth Market Shelter (White)* | Civilian | Structures (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalShelter_01_F** | *Metal Market Roof (Small)* | Civilian | Structures (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MetalShelter_02_F** | *Metal Market Roof (Large)* | Civilian | Structures (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenShelter_01_F** | *Wooden Shelter* | Civilian | Structures (Tanoa) | Market | Public |  | A3_Structures_F_Exp_Commercial_Market | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MultistoryBuilding_01_F** | *Office Block* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_MultistoryBuilding_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MultistoryBuilding_03_F** | *Apartment Tower* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_MultistoryBuilding_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MultistoryBuilding_04_F** | *Office Tower* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_MultistoryBuilding_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_City_01_F** | *Corner Shop (Blue)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Shop_City_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_City_02_F** | *Corner Shop (Brown)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Shop_City_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_City_03_F** | *Large Shop (Brown)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Shop_City_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_City_04_F** | *Hostel* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Shop_City_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_City_05_F** | *Large Shop (Blue)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Shop_City_05 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_City_06_F** | *Large Shop (Yellow)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Shop_City_06 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_City_07_F** | *Medium Shop (Pink)* | Civilian | Structures (Tanoa) | City | Public |  | A3_Structures_F_Exp_Commercial_Shop_City_07 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_Town_01_F** | *Medium Shop (White)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_Town_02_F** | *Small Shop (Yellow)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_Town_03_F** | *Large Shop (White)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_Town_04_F** | *Small Shop (Red)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_04 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_Town_05_F** | *Medium Shop (Red)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_05 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Shop_Town_05_addon_F** | *Shop Addon (Red)* | Civilian | Structures (Tanoa) | Village | Public |  | A3_Structures_F_Exp_Commercial_Shop_Town_05 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Supermarket_01_F** | *Supermarket (Tanoa)* | Civilian | Structures (Tanoa) | Services | Public |  | A3_Structures_F_Exp_Commercial_Supermarket_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Warehouse_03_F** | *Warehouse (Blue)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Commercial_Warehouses | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AncientHead_01_F** | *Ancient Head* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_AncientRelics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AncientStatue_01_F** | *Ancient Statue (Jaw)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_AncientRelics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AncientStatue_02_F** | *Ancient Statue (Sunflower)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_AncientRelics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PetroglyphWall_01_F** | *Petroglyph Wall 1* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_AncientRelics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PetroglyphWall_02_F** | *Petroglyph Wall 2* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_AncientRelics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_RaiStone_01_F** | *Rai Stone* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_AncientRelics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StoneTanoa_01_F** | *Stone Tanoa* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_AncientRelics | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltKerb_01_2m_F** | *Basalt Curb (2 m)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltKerb_01_2m_d_F** | *Basalt Curb (2 m, Damaged)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltKerb_01_4m_F** | *Basalt Curb (4 m)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltKerb_01_pile_F** | *Basalt Curbstone Pile* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltKerb_01_platform_F** | *Basalt Curbstone Platform* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltWall_01_4m_F** | *Basalt Wall (4 m)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltWall_01_8m_F** | *Basalt Wall (8 m)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltWall_01_d_left_F** | *Basalt Wall (Crumbled 1)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltWall_01_d_right_F** | *Basalt Wall (Crumbled 2)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BasaltWall_01_gate_F** | *Basalt Wall Gate* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_BasaltRuins | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cathedral_01_F** | *Cathedral* | Civilian | Structures (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Cathedral_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_01_F** | *Grave (Stone, v4)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_02_F** | *Grave (Marble, v1)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_03_F** | *Grave (Stone, v5)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_04_F** | *Grave (Stone, v6)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_05_F** | *Grave (Tiled)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_06_F** | *Grave (Marble, v2)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Grave_07_F** | *Grave (Stone, v7)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mausoleum_01_F** | *Mausoleum* | Civilian | Structures (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tomb_01_F** | *Tomb* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tombstone_01_F** | *Tombstone (Unmarked)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tombstone_02_F** | *Tombstone (Marble)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Tombstone_03_F** | *Tombstone (Stone)* | Civilian | Structures (Tanoa) | Cemetery | Public |  | A3_Structures_F_Exp_Cultural_Cemeteries | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Church_01_F** | *Church (Big)* | Civilian | Structures (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Church_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Church_02_F** | *Church (Village)* | Civilian | Structures (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Church_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Church_03_F** | *Church (Town)* | Civilian | Structures (Tanoa) | Religious | Public |  | A3_Structures_F_Exp_Cultural_Church_03 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_5m_F** | *Fortress Wall (5 m)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_10m_F** | *Fortress Wall (10 m)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_bricks_v1_F** | *Fortress Rubble Pile (Large)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_bricks_v2_F** | *Fortress Rubble Pile (Small)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_cannon_F** | *Fortress Cannon* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_d_L_F** | *Fortress Wall (Destroyed, Left)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_d_R_F** | *Fortress Wall (Destroyed, Right)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_innerCorner_70_F** | *Fortress Wall (Inner Corner, 70 deg)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_innerCorner_90_F** | *Fortress Wall (Inner Corner, 90 deg)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_innerCorner_110_F** | *Fortress Wall (Inner Corner, 110 deg)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_outterCorner_50_F** | *Fortress Wall (Outer Corner, 50 deg)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_outterCorner_80_F** | *Fortress Wall (Outer Corner, 80 deg)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Fortress_01_outterCorner_90_F** | *Fortress Wall (Outer Corner, 90 deg)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Fortress_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Temple_Native_01_F** | *Native Temple* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Cultural_Temple_Native_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DPP_01_mainFactory_F** | *Diesel Power Plant (Large, Grey)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_DieselPowerPlant_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DPP_01_smallFactory_F** | *Diesel Power Plant (Small, Grey)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_DieselPowerPlant_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DPP_01_transformer_F** | *Power Plant Transformer (Dark Grey)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_DieselPowerPlant_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DPP_01_waterCooler_F** | *Power Plant Water Cooling* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_DieselPowerPlant_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DPP_01_waterCooler_ladder_F** | *Power Plant Water Cooling (Ladder)* | Civilian | Structures (Tanoa) | Industrial | Protected |  | A3_Structures_F_Exp_Industrial_DieselPowerPlant_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWell_01_F** | *Concrete Well* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Industrial_Fields | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ContainerCrane_01_F** | *Container Crane* | Civilian | Structures (Tanoa) | Seaport | Protected |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ContainerCrane_01_arm_F** | *Container Crane Arm (Raised)* | Civilian | Structures (Tanoa) | Seaport | Protected |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ContainerCrane_01_arm_lowered_F** | *Container Crane Arm (Lowered)* | Civilian | Structures (Tanoa) | Seaport | Protected |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ContainerLine_01_F** | *Stacks of Containers (v1)* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ContainerLine_02_F** | *Stacks of Containers (v2)* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ContainerLine_03_F** | *Stacks of Containers (v3)* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CraneRail_01_F** | *Crane Rail* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DryDock_01_end_F** | *Dry Dock (End)* | Civilian | Structures (Tanoa) | Seaport | Protected |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DryDock_01_middle_F** | *Dry Dock* | Civilian | Structures (Tanoa) | Seaport | Protected |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GantryCrane_01_F** | *Gantry Crane* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GuardHouse_01_F** | *Guard House* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MobileCrane_01_F** | *Mobile Crane (Container Grip)* | Civilian | Structures (Tanoa) | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MobileCrane_01_hook_F** | *Mobile Crane (Hook)* | Civilian | Structures (Tanoa) | Construction Sites | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StorageTank_01_large_F** | *Storage Tank (Flat)* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StorageTank_01_small_F** | *Storage Tank (Dome)* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Walkover_01_F** | *Walkover Staircase* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Warehouse_01_F** | *Port Warehouse (Small)* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Warehouse_01_ladder_F** | *Port Warehouse Ladder (Small)* | Civilian | Structures (Tanoa) | Storage | Protected |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Warehouse_02_F** | *Port Warehouse (Large)* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Warehouse_02_ladder_F** | *Port Warehouse Ladder (Large)* | Civilian | Structures (Tanoa) | Storage | Protected |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WarehouseShelter_01_F** | *Port Warehouse Shelter* | Civilian | Structures (Tanoa) | Storage | Public |  | A3_Structures_F_Exp_Industrial_Port | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_block_F** | *Stockyard Conveyor Concrete Footer* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_conveyor_end_F** | *Stockyard Conveyor (End)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_conveyor_chute_F** | *Stockyard Conveyor (Chute)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_conveyor_junction_F** | *Stockyard Conveyor (Junction)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_conveyor_long_F** | *Stockyard Conveyor (Long)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_conveyor_reclaimer_F** | *Stockyard Conveyor (Short, No Hoops)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_conveyor_short_F** | *Stockyard Conveyor (Short)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_conveyor_slope_F** | *Stockyard Conveyor (Sloped)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_crusher_F** | *Stockyard Crusher* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_reclaimer_F** | *Stockyard Reclaimer* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_shiploader_arm_F** | *Stockyard Shiploader (Arm)* | Civilian | Structures (Tanoa) | Industrial | Protected |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_shiploader_F** | *Stockyard Shiploader* | Civilian | Structures (Tanoa) | Industrial | Protected |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_stockpile_01_F** | *Ore Stockpile (Large)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_stockpile_02_F** | *Ore Stockpile (Small)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SY_01_tripper_F** | *Stockyard Conveyor (Tripper)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_Stockyard_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_boilerBuilding_F** | *Sugarcane Factory (Boiler Building)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_clarifier_F** | *Sugarcane Factory (Clarifier)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_condenser_F** | *Sugarcane Factory (Condenser)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_conveyor_8m_high_F** | *Sugarcane Factory (Conveyor, 8 m)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_conveyor_16m_high_F** | *Sugarcane Factory (Conveyor, 16 m)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_conveyor_16m_slope_F** | *Sugarcane Factory (Conveyor, 16 m, Slope)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_conveyor_columnBase_F** | *Sugarcane Factory (Conveyor Column Base)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_conveyor_end_high_F** | *Sugarcane Factory (Conveyor End)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_conveyor_hole_F** | *Sugarcane Factory (Conveyor Hole)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_crystallizer_F** | *Sugarcane Factory (Crystallizer)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_crystallizerTowers_F** | *Sugarcane Factory (Crystallizer Towers)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_diffuser_F** | *Sugarcane Factory (Diffuser)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_feeder_F** | *Sugarcane Factory (Feeder)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_generalBuilding_F** | *Sugarcane Factory (General Building)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_heap_bagasse_F** | *Heap of Bagasse* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_heap_sugarcane_F** | *Heap of Sugarcane* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_chimney_F** | *Sugarcane Factory (Chimney)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_24m_high_F** | *Sugarcane Factory (Pipe, 24 m, High)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_24m_F** | *Sugarcane Factory (Pipe, 24 m)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_8m_high_F** | *Sugarcane Factory (Pipe, 8 m, High)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_8m_F** | *Sugarcane Factory (Pipe, 8 m)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_curve_high_F** | *Sugarcane Factory (Pipe Curve, High)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_curve_F** | *Sugarcane Factory (Pipe Curve, Low)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_end_F** | *Sugarcane Factory (Pipe End)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_pipe_up_F** | *Sugarcane Factory (Pipe, Vertical)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_shed_F** | *Sugarcane Factory (Shed)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_shredder_F** | *Sugarcane Factory (Shredder)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_storageBin_big_F** | *Sugarcane Factory (Storage Tank, Big)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_storageBin_medium_F** | *Sugarcane Factory (Storage Tank, Medium)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_storageBin_small_F** | *Sugarcane Factory (Storage Tank, Small)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_warehouse_F** | *Sugarcane Factory (Warehouse)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SCF_01_washer_F** | *Sugarcane Factory (Washer)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SugarCaneFactory_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SM_01_reservoirTower_F** | *Reservoir Tower (Surface Mine)* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Industrial_SurfaceMine_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SM_01_shed_F** | *Industrial Shed (Surface Mine)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SurfaceMine_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SM_01_shed_unfinished_F** | *Industrial Shed (Unfinished, Surface Mine)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SurfaceMine_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SM_01_shelter_narrow_F** | *Industrial Shed (Small, Surface Mine)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SurfaceMine_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SM_01_shelter_wide_F** | *Industrial Shed (Big, Surface Mine)* | Civilian | Structures (Tanoa) | Industrial | Public |  | A3_Structures_F_Exp_Industrial_SurfaceMine_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_01_controlTower_F** | *Airport Control Tower (Metal)* | Civilian | Structures (Tanoa) | Airport | Public |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_01_hangar_F** | *Hangar (Small)* | Civilian | Structures (Tanoa) | Airport | Public |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_01_terminal_F** | *Airport Terminal (Wooden)* | Civilian | Structures (Tanoa) | Airport | Public |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_controlTower_F** | *Airport Control Tower (Yellow)* | Civilian | Structures (Tanoa) | Airport | Public |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_hangar_left_F** | *Hangar (Large, Left)* | Civilian | Structures (Tanoa) | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_hangar_right_F** | *Hangar (Large, Right)* | Civilian | Structures (Tanoa) | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_terminal_F** | *Airport Terminal (White)* | Civilian | Structures (Tanoa) | Airport | Public |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_sign_aeroport_F** | *Airport_02_sign_aeroport* | Civilian | Structures (Tanoa) | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_sign_arrivees_F** | *Airport_02_sign_arrivees* | Civilian | Structures (Tanoa) | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_sign_de_F** | *Airport_02_sign_de* | Civilian | Structures (Tanoa) | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_sign_departs_F** | *Airport_02_sign_departs* | Civilian | Structures (Tanoa) | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Airport_02_sign_tanoa_F** | *Airport_02_sign_tanoa* | Civilian | Structures (Tanoa) | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirstripPlatform_01_F** | *Airstrip Platform* | Civilian | Structures (Tanoa) | Airport | Public |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_AirstripPlatform_01_footer_F** | *Airstrip Platform Footer* | Civilian | Structures (Tanoa) | Airport | Public |  | A3_Structures_F_Exp_Infrastructure_Airports | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BridgeSea_01_pillar_F** | *BridgeSea_01_pillar* | Civilian | Structures (Tanoa) | Transportation | Protected |  | A3_Structures_F_Exp_Infrastructure_Bridges | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BridgeWooden_01_pillar_F** | *BridgeWooden_01_pillar* | Civilian | Structures (Tanoa) | Transportation | Protected |  | A3_Structures_F_Exp_Infrastructure_Bridges | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_01_2m_F** | *Concrete Curb (Grey, 2 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_01_4m_F** | *Concrete Curb (Grey, 4 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_01_8m_F** | *Concrete Curb (Grey, 8 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_02_1m_F** | *Concrete Curb (Wide, Grey, 1 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_02_2m_F** | *Concrete Curb (Wide, Grey, 2 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_02_4m_F** | *Concrete Curb (Wide, Grey, 4 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_02_8m_F** | *Concrete Curb (Wide, Grey, 8 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_03_BW_long_F** | *Concrete Curb (Black & White, Long)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_03_BW_short_F** | *Concrete Curb (Black & White, Short)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_03_BY_long_F** | *Concrete Curb (Black & Yellow, Long)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteKerb_03_BY_short_F** | *Concrete Curb (Black & Yellow, Short)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GardenPavement_01_F** | *Stone Path* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GardenPavement_02_F** | *Stone Path (Fractured)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KerbIsland_01_start_F** | *Curb Island (Right)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_KerbIsland_01_end_F** | *Curb Island (Left)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_01_4m_F** | *Stone Sidewalk (4 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_01_8m_F** | *Stone Sidewalk (8 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_01_corner_F** | *Stone Sidewalk (Corner)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_01_narrow_2m_F** | *Stone Sidewalk (Narrow, 2 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_01_narrow_4m_F** | *Stone Sidewalk (Narrow, 4 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_01_narrow_8m_F** | *Stone Sidewalk (Narrow, 8 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_02_4m_F** | *Paved Sidewalk (4 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_02_8m_F** | *Paved Sidewalk (8 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_02_corner_F** | *Paved Sidewalk (Corner)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_02_narrow_2m_F** | *Paved Sidewalk (Narrow, 2 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_02_narrow_4m_F** | *Paved Sidewalk (Narrow, 4 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Sidewalk_02_narrow_8m_F** | *Paved Sidewalk (Narrow, 8 m)* | Civilian | Structures (Tanoa) | Transportation | Public |  | A3_Structures_F_Exp_Infrastructure_Pavements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_end_v1_F** | *PowerLine_01_pole_end_v1* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_end_v2_F** | *PowerLine_01_pole_end_v2* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_junction_F** | *PowerLine_01_pole_junction* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_lamp_F** | *PowerLine_01_pole_lamp* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_lamp_off_F** | *PowerLine_01_pole_lamp_off* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_small_F** | *PowerLine_01_pole_small* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_tall_F** | *PowerLine_01_pole_tall* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_pole_transformer_F** | *PowerLine_01_pole_transformer* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_wire_50m_F** | *PowerLine_01_wire_50m* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PowerLine_01_wire_50m_main_F** | *PowerLine_01_wire_50m_main* | Civilian | Structures (Tanoa) | Utilities | Protected |  | A3_Structures_F_Exp_Infrastructure_Powerlines | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_3m_F** | *Track (3 m)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_7deg_F** | *Track (Bend, 7 deg)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_10m_F** | *Track (10 m)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_15deg_F** | *Track (Bend, 15 deg)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_20m_F** | *Track (20 m)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_30deg_F** | *Track (Bend, 30 deg)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_bridge_F** | *Track (Bridge)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_bumper_F** | *Track (Bumper)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_crossing_F** | *Track (Crossing)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_switch_F** | *Track (Turnout Switch Lever)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_turnout_left_F** | *Track (Turnout, Left)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Track_01_turnout_right_F** | *Track (Turnout, Right)* | Civilian | Structures (Tanoa) | Railways | Public |  | A3_Structures_F_Exp_Infrastructure_Railways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SewerCover_01_F** | *Manhole Cover 1* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_Roads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SewerCover_02_F** | *Manhole Cover 2* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_Roads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SewerCover_03_F** | *Manhole Cover 3* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_Roads | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NavigLight_3_short_F** | *REIL* | Civilian | Structures | Airport | Protected |  | A3_Structures_F_Exp_Infrastructure_Runways | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterTank_01_F** | *Water Tank (Large)* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_WaterSupply | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterTank_02_F** | *Water Tank (Large, On Stand)* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_WaterSupply | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterTank_03_F** | *Water Tank (Small)* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_WaterSupply | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterTank_04_F** | *Water Tank (Small, On Stand)* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_WaterSupply | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WaterTower_01_F** | *Water Tower* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_WaterSupply | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WindmillPump_01_F** | *Windmill Pump* | Civilian | Structures (Tanoa) | Utilities | Public |  | A3_Structures_F_Exp_Infrastructure_WaterSupply | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Barracks_01_camo_F** | *Barracks (Jungle Camo)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Barracks_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Barracks_01_grey_F** | *Barracks (Grey)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Barracks_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Barracks_01_dilapidated_F** | *Barracks (Dilapidated)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Barracks_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **CamoNet_ghex_F** | *Camouflage Net (Green Hex)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Camonets | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_ghex_open_F** | *Camouflage Net (Open, Green Hex)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Camonets | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_ghex_big_F** | *Camouflage Vehicle Cover (Green Hex)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Camonets | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_ghex_Curator_F** | *Camouflage Net (Green Hex)* | Civilian | Structures (Tanoa) | Military | Protected |  | A3_Structures_F_Exp_Military_Camonets | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_ghex_open_Curator_F** | *Camouflage Net (Open, Green Hex)* | Civilian | Structures (Tanoa) | Military | Protected |  | A3_Structures_F_Exp_Military_Camonets | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CamoNet_ghex_big_Curator_F** | *Camouflage Vehicle Cover (Green Hex)* | Civilian | Structures (Tanoa) | Military | Protected |  | A3_Structures_F_Exp_Military_Camonets | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Cargo_House_V4_F** | *Military Cargo House (Jungle)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_HQ_V4_F** | *Military Cargo HQ (Jungle)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Patrol_V4_F** | *Military Cargo Post (Jungle)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Cargo_Tower_V4_F** | *Military Cargo Tower (Jungle)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_ContainerBases | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmplacementGun_01_mossy_F** | *Emplacement Gun (Mossy)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Military_Emplacements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmplacementGun_01_rusty_F** | *Emplacement Gun (Rusty)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Military_Emplacements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmplacementGun_01_d_mossy_F** | *Emplacement Gun (Mossy, Destroyed)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Military_Emplacements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_EmplacementGun_01_d_rusty_F** | *Emplacement Gun (Rusty, Destroyed)* | Civilian | Structures (Tanoa) | Historical | Public |  | A3_Structures_F_Exp_Military_Emplacements | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagBunker_01_large_green_F** | *Bunker (Large, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagBunker_01_small_green_F** | *Bunker (Small, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_01_corner_green_F** | *Sandbag Wall (Corner, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_01_end_green_F** | *Sandbag Wall (End, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_01_long_green_F** | *Sandbag Wall (Long, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_01_round_green_F** | *Sandbag Wall (Round, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BagFence_01_short_green_F** | *Sandbag Wall (Short, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_big_4_green_F** | *H-barrier (Big, 4 Blocks, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_big_tower_green_F** | *H-barrier Watchtower (Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_line_1_green_F** | *H-barrier (Block, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_line_3_green_F** | *H-barrier (3 Blocks, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_line_5_green_F** | *H-barrier (5 Blocks, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_tower_green_F** | *Bunker (Tower, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_wall_4_green_F** | *H-barrier Wall (Short, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_wall_6_green_F** | *H-barrier Wall (Long, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_wall_corner_green_F** | *H-barrier Wall (Corner, Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_HBarrier_01_wall_corridor_green_F** | *H-barrier Corridor (Green)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PillboxBunker_01_big_F** | *Pillbox (Big)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Pillboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PillboxBunker_01_hex_F** | *Pillbox (Hexagonal)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Pillboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PillboxBunker_01_rectangle_F** | *Pillbox (Rectangular)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Pillboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PillboxWall_01_3m_F** | *Pillbox Wall (3 m, Sharp)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Pillboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PillboxWall_01_3m_round_F** | *Pillbox Wall (3 m, Blunt)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Pillboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PillboxWall_01_6m_F** | *Pillbox Wall (6 m, Sharp)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Pillboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PillboxWall_01_6m_round_F** | *Pillbox Wall (6 m, Blunt)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Pillboxes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TrenchFrame_01_F** | *Trench (Frame)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Trenches | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Trench_01_forest_F** | *Trench (Forest)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Trenches | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Trench_01_grass_F** | *Trench (Grass)* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Exp_Military_Trenches | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Dutch_01_15m_F** | *Canal Promenade (15 m)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Canals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Dutch_01_bridge_F** | *Canal Promenade (Bridge)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Canals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Dutch_01_corner_F** | *Canal Promenade (Outer Corner)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Canals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Dutch_01_plate_F** | *Canal Promenade (Inner Corner)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Canals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Canal_Dutch_01_stairs_F** | *Canal Promenade (Stairs)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Canals | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Breakwater_01_F** | *Breakwater (Dry)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Breakwater_02_F** | *Breakwater (Wet)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_QuayConcrete_01_5m_ladder_F** | *Concrete Quay (5 m, Ladder)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_QuayConcrete_01_20m_F** | *Concrete Quay (20 m)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_QuayConcrete_01_20m_wall_F** | *Concrete Quay (20 m, Wall Railing)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_QuayConcrete_01_innerCorner_F** | *Concrete Quay (Inner Corner)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_QuayConcrete_01_outterCorner_F** | *Concrete Quay (Outer Corner)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_QuayConcrete_01_pier_F** | *Concrete Quay (Pier Junction)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierConcrete_01_4m_ladders_F** | *Concrete Pier (4 m, Ladders)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierConcrete_01_16m_F** | *Concrete Pier (16 m)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierConcrete_01_30deg_F** | *Concrete Pier (Bend)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierConcrete_01_end_F** | *Concrete Pier (End)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierConcrete_01_steps_F** | *Concrete Pier (Steps)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_01_10m_noRails_F** | *Wooden Pier (10 m, No Rails)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_01_16m_F** | *Wooden Pier (16 m)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_01_dock_F** | *Wooden Pier (End, Dock)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_01_hut_F** | *Wooden Pier (End, Hut)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_01_ladder_F** | *Wooden Pier (End, Ladder)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_01_platform_F** | *Wooden Pier (End, Platform)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_02_16m_F** | *Old Wooden Pier* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_02_30deg_F** | *Old Wooden Pier (Turn)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_02_barrel_F** | *Old Wooden Pier (End, Barrel)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_02_hut_F** | *Old Wooden Pier (End, Hut)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_02_ladder_F** | *Old Wooden Pier (End, Ladder)* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PierWooden_03_F** | *Small Wooden Pier* | Civilian | Structures (Tanoa) | Seaport | Public |  | A3_Structures_F_Exp_Naval_Piers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BackAlley_01_l_1m_F** | *Back Alley Wire Fence (1 m)* | Civilian | Fences | City | Public |  | A3_Structures_F_Exp_Walls_BackAlleys | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BackAlley_01_l_gap_F** | *Back Alley Wire Fence (Gap)* | Civilian | Fences | City | Public |  | A3_Structures_F_Exp_Walls_BackAlleys | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BackAlley_01_l_gate_F** | *Back Alley Wire Fence (Gate)* | Civilian | Fences | City | Public |  | A3_Structures_F_Exp_Walls_BackAlleys | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BackAlley_02_l_1m_F** | *Back Alley Tin Fence (1 m)* | Civilian | Fences | City | Public |  | A3_Structures_F_Exp_Walls_BackAlleys | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BambooFence_01_s_4m_F** | *Bamboo Fence (4 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Bamboo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BambooFence_01_s_8m_F** | *Bamboo Fence (8 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Bamboo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BambooFence_01_s_d_F** | *Bamboo Fence (Destroyed)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Bamboo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BambooFence_01_s_pole_F** | *Bamboo Fence (Pole)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Bamboo | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_l_4m_F** | *Tall Concrete Wall (4 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_l_8m_F** | *Tall Concrete Wall (8 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_l_d_F** | *Tall Concrete Wall (Destroyed)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_l_gate_F** | *Tall Concrete Wall (Gate)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_l_pole_F** | *Tall Concrete Wall (Pillar)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_m_4m_F** | *Medium Concrete Wall (4 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_m_8m_F** | *Medium Concrete Wall (8 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_m_d_F** | *Medium Concrete Wall (Destroyed)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_m_gate_F** | *Medium Concrete Wall (Gate)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_m_pole_F** | *Medium Concrete Wall (Pillar)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_02_m_2m_F** | *Concrete Decorative Wall (2 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_02_m_4m_F** | *Concrete Decorative Wall (4 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_02_m_8m_F** | *Concrete Decorative Wall (8 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_02_m_d_F** | *Concrete Decorative Wall (Destroyed)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_02_m_gate_F** | *Concrete Decorative Wall (Gate)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_02_m_pole_F** | *Concrete Decorative Wall (Pole)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CrashBarrier_01_end_L_F** | *Crash Barrier (Left End)* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Exp_Walls_Crashbarriers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CrashBarrier_01_end_R_F** | *Crash Barrier (Right End)* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Exp_Walls_Crashbarriers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CrashBarrier_01_4m_F** | *Crash Barrier (4 m)* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Exp_Walls_Crashbarriers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CrashBarrier_01_8m_F** | *Crash Barrier (8 m)* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Exp_Walls_Crashbarriers | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hedge_01_s_2m_F** | *Small Hedge (2 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Hedges | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Hedge_01_s_4m_F** | *Small Hedge (4 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Hedges | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_4m_F** | *Medium Net Fence (4 m)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_4m_noLC_F** | *NetFence_01_m_4m_noLC* | Civilian | Fences | Industrial | Protected |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_8m_F** | *Medium Net Fence (8 m)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_8m_noLC_F** | *NetFence_01_m_8m_noLC* | Civilian | Fences | Industrial | Protected |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_d_F** | *Medium Net Fence (4 m, Destroyed)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_d_noLC_F** | *NetFence_01_m_d_noLC* | Civilian | Fences | Industrial | Protected |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_gate_F** | *Medium Net Fence (Gate)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_01_m_pole_F** | *Medium Net Fence (Pole)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_2m_F** | *Concrete Net Fence (2 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_4m_F** | *Concrete Net Fence (4 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_8m_F** | *Concrete Net Fence (8 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_d_F** | *Concrete Net Fence (2 m, Destroyed)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_gate_v1_F** | *Concrete Net Fence (Gate, Narrow)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_gate_v2_F** | *Concrete Net Fence (Gate, Wide)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_pole_F** | *Concrete Net Fence (Pillar)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_2m_F** | *Small Concrete Pipe Wall (2 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_4m_F** | *Small Concrete Pipe Wall (4 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_8m_F** | *Small Concrete Pipe Wall (8 m)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_d_F** | *Small Concrete Pipe Wall (8 m, Damaged)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_gate_v1_F** | *Small Concrete Pipe Wall (Gate, Narrow)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_gate_v2_F** | *Small Concrete Pipe Wall (Gate, Wide)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_pole_F** | *Small Concrete Pipe Wall (Pole)* | Civilian | Walls | City | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_02_s_4m_F** | *Pipe Fence (4 m)* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_02_s_4m_noLC_F** | *PipeFence_02_s_4m_noLC* | Civilian | Walls | Transportation | Protected |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_02_s_8m_F** | *Pipe Fence (8 m)* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_02_s_8m_noLC_F** | *PipeFence_02_s_8m_noLC* | Civilian | Walls | Transportation | Protected |  | A3_Structures_F_Exp_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_01_pole_F** | *Rope Fence (Pole)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_01_3m_F** | *Rope Fence (3 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_01_6m_F** | *Rope Fence (6 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GuardRailing_01_F** | *Guard Railing* | Civilian | Walls | Transportation | Public |  | A3_Structures_F_Exp_Walls_Railings | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SlumWall_01_s_2m_F** | *Slum Wall (2 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SlumWall_01_s_4m_F** | *Slum Wall (4 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Slum | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StoneWall_01_s_10m_F** | *Small Stone Mound (10m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Stone | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StoneWall_01_s_d_F** | *Small Stone Mound (10m, Destroyed)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Stone | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_01_m_4m_v1_F** | *Medium Tin Fence (4 m, Rusty)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_01_m_4m_v2_F** | *Medium Tin Fence (4 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_01_m_gate_v1_F** | *Medium Tin Fence (Gate, Narrow)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_01_m_gate_v2_F** | *Medium Tin Fence (Gate, Wide)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_01_m_pole_F** | *Medium Tin Fence (Pole)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_02_l_4m_F** | *Tall Tin Fence (4 m)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_02_l_8m_F** | *Tall Tin Fence (8 m)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_02_l_pole_F** | *Tall Tin Fence (Pole)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WiredFence_01_4m_F** | *Medium Wire Fence (4 m)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Wired | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WiredFence_01_8m_d_F** | *Medium Wire Fence (8 m, Destroyed)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Wired | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WiredFence_01_8m_F** | *Medium Wire Fence (8 m)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Wired | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WiredFence_01_16m_F** | *Medium Wire Fence (16 m)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Wired | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WiredFence_01_gate_F** | *Medium Wire Fence (Gate)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Wired | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WiredFence_01_pole_45_F** | *Medium Wire Fence (Brace Pole)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Wired | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WiredFence_01_pole_F** | *Medium Wire Fence (Pole)* | Civilian | Walls | Industrial | Public |  | A3_Structures_F_Exp_Walls_Wired | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_01_m_4m_F** | *Medium Wooden Fence (4 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_01_m_8m_F** | *Medium Wooden Fence (8 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_01_m_d_F** | *Medium Wooden Fence (Destroyed)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_01_m_pole_F** | *Medium Wooden Fence (Pole)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_02_s_2m_F** | *Small Wooden Fence (2 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_02_s_4m_F** | *Small Wooden Fence (4 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_02_s_8m_F** | *Small Wooden Fence (8 m)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_02_s_d_F** | *Small Wooden Fence (Destroyed)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_02_s_gate_F** | *Small Wooden Fence (Gate)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_02_s_pole_F** | *Small Wooden Fence (Pole)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Exp_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Carrier_01_base_F** | *Aircraft Carrier [USS Freedom]* | Civilian | Structures (Altis) | Static Ships | Public |  | A3_Boat_F_Jets_Carrier_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **DynamicAirport_01_F** | *Dynamic Airport* | Civilian | Structures (Altis) | Aircraft Carrier [Static] | Protected |  | A3_Boat_F_Jets_Carrier_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_base_F** | *Destroyer [USS Liberty]* | Civilian | Structures (Altis) | Static Ships | Public |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_hull_base_F** | *Destroyer [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_hull_01_F** | *Destroyer Part [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_hull_02_F** | *Destroyer Part [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_hull_03_F** | *Destroyer Part [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_hull_04_F** | *Destroyer Part [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_hull_05_F** | *Destroyer Part [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_interior_02_F** | *Destroyer Interior [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_interior_03_F** | *Destroyer Interior [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_interior_04_F** | *Destroyer Interior [USS Liberty]* | Civilian | Structures | Static Ships | Protected |  | A3_Boat_F_Destroyer_Destroyer_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_VineyardFence_01_F** | *Vine Trellis* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Argo_Industrial_Agriculture | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_blue_F** | *City Wall (Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_grey_F** | *City Wall (Grey)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_pink_F** | *City Wall (Pink)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_whiteblue_F** | *City Wall (White & Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_yellow_F** | *City Wall (Yellow & White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_blue_F** | *Wall (Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_grey_F** | *Wall (Grey)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_pink_F** | *Wall (Pink)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_whiteblue_F** | *Wall (White & Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_yellow_F** | *Wall (Yellow & White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_dmg_blue_F** | *Wall (Destroyed, Blue)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_dmg_grey_F** | *Wall (Destroyed, Grey)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_dmg_pink_F** | *Wall (Destroyed, Pink)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_dmg_whiteblue_F** | *Wall (Destroyed, White & Blue)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_4m_plain_dmg_yellow_F** | *Wall (Destroyed, Yellow & White)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_blue_F** | *City Wall (Long, Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_grey_F** | *City Wall (Long, Grey)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_pink_F** | *City Wall (Long, Pink)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_whiteblue_F** | *City Wall (Long, White & Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_yellow_F** | *City Wall (Long, Yellow & White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_dmg_blue_F** | *City Wall (Long, Destroyed, Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_dmg_grey_F** | *City Wall (Long, Destroyed, Grey)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_dmg_pink_F** | *City Wall (Long, Destroyed, Pink)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_dmg_whiteblue_F** | *City Wall (Long, Destroyed, White & Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_dmg_yellow_F** | *City Wall (Long, Destroyed, Yellow & White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_plain_blue_F** | *Wall (Long, Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_plain_grey_F** | *Wall (Long, Grey)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_plain_pink_F** | *Wall (Long, Pink)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_plain_whiteblue_F** | *Wall (Long, White & Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_8m_plain_yellow_F** | *Wall (Long, Yellow & White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_gate_blue_F** | *City Wall (Gate, Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_gate_grey_F** | *City Wall (Gate, Grey)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_gate_pink_F** | *City Wall (Gate, Pink)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_gate_whiteblue_F** | *City Wall (Gate, White & Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_gate_yellow_F** | *City Wall (Gate, Yellow & White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_blue_F** | *City Wall (Pillar, Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_grey_F** | *City Wall (Pillar, Grey)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_pink_F** | *City Wall (Pillar, Pink)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_whiteblue_F** | *City Wall (Pillar, White & Blue)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_yellow_F** | *City Wall (Pillar, Yellow & White)* | Civilian | Walls | City | Public |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_plain_dmg_blue_F** | *Wall (Pillar, Blue)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_plain_dmg_grey_F** | *Wall (Pillar, Grey)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_plain_dmg_pink_F** | *Wall (Pillar, Pink)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_plain_dmg_whiteblue_F** | *Wall (Pillar, White & Blue)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WallCity_01_pillar_plain_dmg_yellow_F** | *Wall (Pillar, Yellow & White)* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_City | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_l_gate_closed_F** | *ARGO ConcreteWall_01_l_gate_closed_F* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_01_m_gate_closed_F** | *ARGO ConcreteWall_01_m_gate_closed_F* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_4m_battered_F** | *Military Base Wall (Battered)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Argo_Walls_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_corner_battered_F** | *Military Base Wall (Corner, Battered)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Argo_Walls_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_4m_damaged_center_F** | *Military Base Wall (Damaged Center)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Argo_Walls_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_4m_damaged_left_F** | *Military Base Wall (Damaged Left)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Argo_Walls_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_4m_damaged_right_F** | *Military Base Wall (Damaged Right)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Argo_Walls_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mil_WallBig_debris_F** | *Military Base Wall (Debris)* | Civilian | Walls | Military | Public |  | A3_Structures_F_Argo_Walls_Military | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_gate_v1_closed_F** | *ARGO NetFence_02_m_gate_v1_closed_F* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_02_m_gate_v2_closed_F** | *ARGO NetFence_02_m_gate_v2_closed_F* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_gate_v1_closed_F** | *ARGO PipeFence_01_m_gate_v1_closed_F* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_01_m_gate_v2_closed_F** | *ARGO PipeFence_01_m_gate_v2_closed_F* | Civilian | Walls | City | Protected |  | A3_Structures_F_Argo_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_01_m_gate_v1_closed_F** | *ARGO TinWall_01_m_gate_v1_closed_F* | Civilian | Walls | Village | Protected |  | A3_Structures_F_Argo_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TinWall_01_m_gate_v2_closed_F** | *ARGO TinWall_01_m_gate_v2_closed_F* | Civilian | Walls | Village | Protected |  | A3_Structures_F_Argo_Walls_Tin | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_02_s_gate_closed_F** | *ARGO WoodenWall_02_s_gate_closed_F* | Civilian | Walls | Village | Protected |  | A3_Structures_F_Argo_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CinderBlock_01_F** | *Cinder Block* | Civilian | Structures (Altis) | Construction Sites | Public | ORANGE | A3_Props_F_Orange_Civilian_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Brick_01_F** | *Brick* | Civilian | Structures (Altis) | Construction Sites | Public | ORANGE | A3_Props_F_Orange_Civilian_Constructions | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CanvasCover_01_F** | *Canvas Cover (Large)* | Civilian | Structures (Altis) | Military | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_CanvasCover_02_F** | *Canvas Cover (Small)* | Civilian | Structures (Altis) | Military | Public |  | A3_Props_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_tropic_closed_F** | *Medical Tent [NATO]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_MTP_closed_F** | *Medical Tent [NATO]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_greenhex_closed_F** | *Medical Tent [CSAT]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_brownhex_closed_F** | *Medical Tent [CSAT]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_digital_closed_F** | *Medical Tent [AAF]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_IDAP_med_closed_F** | *Medical Tent [IDAP]* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_generic_closed_F** | *Tent (Shelter, Closed)* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_generic_open_F** | *Tent (Shelter, Open)* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_generic_outer_F** | *Tent (Shelter, Outer)* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_generic_inner_F** | *Tent (Shelter, Inner)* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_IDAP_closed_F** | *Tent (Shelter, Closed) [IDAP]* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_IDAP_open_F** | *Tent (Shelter, Open) [IDAP]* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_white_IDAP_outer_F** | *Tent (Shelter, Outer) [IDAP]* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_floor_light_F** | *Tent (Shelter, Floor, Light)* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_floor_dark_F** | *Tent (Shelter, Floor, Dark)* | Civilian | Structures (Altis) | Humanitarian | Public |  | A3_Structures_F_Orange_Humanitarian_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticNetFence_01_long_F** | *Plastic Net Fence (Long)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Orange_Walls_Plastic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticNetFence_01_long_d_F** | *Plastic Net Fence (Long, Destroyed)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Orange_Walls_Plastic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticNetFence_01_short_F** | *Plastic Net Fence* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Orange_Walls_Plastic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticNetFence_01_short_d_F** | *Plastic Net Fence (Destroyed)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Orange_Walls_Plastic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticNetFence_01_pole_F** | *Plastic Net Fence (Pole)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Orange_Walls_Plastic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PlasticNetFence_01_roll_F** | *Plastic Net Fence (Roll)* | Civilian | Fences | Industrial | Public |  | A3_Structures_F_Orange_Walls_Plastic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_1x1_new_F** | *Dragon's Tooth (Single, new)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_1x1_old_F** | *Dragon's Tooth (Single, old)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_4x2_new_F** | *Dragon's Teeth (Row, new)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_4x2_old_F** | *Dragon's Teeth (Row, old)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_1x1_new_redwhite_F** | *Dragon's Tooth (Single, Red-White, new)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_1x1_old_redwhite_F** | *Dragon's Tooth (Single, Red-White, old)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_4x2_new_redwhite_F** | *Dragon's Teeth (Row, Red-White, new)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_DragonsTeeth_01_4x2_old_redwhite_F** | *Dragon's Teeth (Row, Red-White, old)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CzechHedgehog_01_new_F** | *Czech Hedgehog (New)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteHedgehog_01_F** | *Concrete Hedgehog* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteHedgehog_01_half_F** | *Concrete Hedgehog (Disassembled, Half)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteHedgehog_01_palette_F** | *Concrete Hedgehog (Disassembled, Pallet)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Tank_Military_Fortifications | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Destroyer_01_Boat_Rack_01_F** | *Boat Rack* | Civilian | Structures (Altis) | Seaport | Public |  | A3_Static_F_Destroyer_Boat_Rack_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_RoadBarrier_01_F** | *Bar Gate (v2)* | Civilian | Walls | Military | Public |  | A3_Props_F_Enoch_Infrastructure_Traffic | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_TTowerBig_1_off_F** | *Transmitter Tower (No Light)* | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Enoch_Industrial_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_TTowerBig_2_off_F** | *Transmitter Tower (Tall, No Light)* | Civilian | Structures (Altis) | Utilities | Protected |  | A3_Structures_F_Enoch_Industrial_Transmitter_Tower | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_white_F** | *Decon Tent (White)* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_yellow_F** | *Decon Tent (Yellow)* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_IDAP_F** | *Decon Tent [IDAP]* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_CSAT_brownhex_F** | *Decon Tent [CSAT]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_CSAT_greenhex_F** | *Decon Tent [CSAT]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_NATO_F** | *Decon Tent [NATO]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_NATO_tropic_F** | *Decon Tent [NATO]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_DeconTent_01_AAF_F** | *Decon Tent [AAF]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_white_open_F** | *Connector Tent (White, Open)* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_white_closed_F** | *Connector Tent (White, Closed)* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_white_cross_F** | *Connector Tent (White, Cross)* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_CSAT_brownhex_open_F** | *Connector Tent (Open) [CSAT]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_CSAT_brownhex_closed_F** | *Connector Tent (Closed) [CSAT]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_CSAT_brownhex_cross_F** | *Connector Tent (Cross) [CSAT]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_CSAT_greenhex_open_F** | *Connector Tent (Open) [CSAT]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_CSAT_greenhex_closed_F** | *Connector Tent (Closed) [CSAT]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_CSAT_greenhex_cross_F** | *Connector Tent (Cross) [CSAT]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_NATO_open_F** | *Connector Tent (Open) [NATO]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_NATO_closed_F** | *Connector Tent (Closed) [NATO]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_NATO_cross_F** | *Connector Tent (Cross) [NATO]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_NATO_tropic_open_F** | *Connector Tent (Open) [NATO]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_NATO_tropic_closed_F** | *Connector Tent (Closed) [NATO]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_NATO_tropic_cross_F** | *Connector Tent (Cross) [NATO]* | Civilian | Structures (Tanoa) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_AAF_open_F** | *Connector Tent (Open) [AAF]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_AAF_closed_F** | *Connector Tent (Closed) [AAF]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_AAF_cross_F** | *Connector Tent (Cross) [AAF]* | Civilian | Structures (Altis) | Military | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_floor_light_F** | *Connector Tent (Floor, Light)* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConnectorTent_01_floor_dark_F** | *Connector Tent (Floor, Dark)* | Civilian | Structures | Humanitarian | Public | Contact | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_aaf_generic_inner_F** | *Tent (Field, Inner) [AAF]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_aaf_generic_closed_F** | *Tent (Field, Closed) [AAF]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_aaf_generic_open_F** | *Tent (Field, Open) [AAF]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_aaf_generic_outer_F** | *Tent (Field, Outer) [AAF]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_generic_inner_F** | *Tent (Field, Inner) [NATO]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_generic_closed_F** | *Tent (Field, Closed) [NATO]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_generic_open_F** | *Tent (Field, Open) [NATO]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_generic_outer_F** | *Tent (Field, Outer) [NATO]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_tropic_generic_inner_F** | *Tent (Field, Inner) [NATO]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_tropic_generic_closed_F** | *Tent (Field, Closed) [NATO]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_tropic_generic_open_F** | *Tent (Field, Open) [NATO]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_NATO_tropic_generic_outer_F** | *Tent (Field, Outer) [NATO]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_brownhex_generic_inner_F** | *Tent (Field, Inner) [CSAT]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_brownhex_generic_closed_F** | *Tent (Field, Closed) [CSAT]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_brownhex_generic_open_F** | *Tent (Field, Open) [CSAT]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_brownhex_generic_outer_F** | *Tent (Field, Outer) [CSAT]* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_greenhex_generic_inner_F** | *Tent (Field, Inner) [CSAT]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_greenhex_generic_closed_F** | *Tent (Field, Closed) [CSAT]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_greenhex_generic_open_F** | *Tent (Field, Open) [CSAT]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_MedicalTent_01_CSAT_greenhex_generic_outer_F** | *Tent (Field, Outer) [CSAT]* | Civilian | Structures (Tanoa) | Military | Public |  | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CargoPlaftorm_01_green_F** | *Military Cargo Platform (Green)* | Civilian | Structures (Altis) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CargoPlaftorm_01_brown_F** | *Military Cargo Platform (Brown)* | Civilian | Structures (Altis) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CargoPlaftorm_01_jungle_F** | *Military Cargo Platform (Jungle)* | Civilian | Structures (Tanoa) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **CargoPlaftorm_01_rusty_F** | *Military Cargo Platform (Rusty)* | Civilian | Structures (Altis) | Military | Public | Enoch | A3_Structures_F_Enoch_Military_Camps | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **Land_Dome_Small_WIP_F** | *Dome (White, Under Construction, Half)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Domes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Dome_Small_WIP2_F** | *Dome (White, Under Construction, Nearly)* | Civilian | Structures (Altis) | Military | Public |  | A3_Structures_F_Enoch_Military_Domes | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_01_l_5m_d_F** | *Brick Wall (v1, 5m, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_01_l_5m_F** | *Brick Wall (v1, 5m)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_01_l_corner_F** | *Brick Wall (v1, 5m, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_01_l_pole_F** | *Brick Wall (v1, Pole)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_01_l_end_F** | *Brick Wall (v1, End)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_02_l_5m_d_F** | *Brick Wall (v2, 5m, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_02_l_5m_F** | *Brick Wall (v2, 5m)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_02_l_corner_v1_F** | *Brick Wall (v2, Corner, Convex)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_02_l_corner_v2_F** | *Brick Wall (v2, Corner, Concave)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_02_l_end_F** | *Brick Wall (v2, End)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_03_l_5m_v1_d_F** | *Brick Wall (v3, 5m, Damaged, Left)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_03_l_5m_v1_F** | *Brick Wall (v3, 5m, Left)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_03_l_5m_v2_d_F** | *Brick Wall (v3, 5m, Damaged, Right)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_03_l_5m_v2_F** | *Brick Wall (v3, 5m, Right)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_03_l_gate_F** | *Brick Wall (v3, Gate)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_03_l_pole_F** | *Brick Wall (v3, Pole)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_04_l_5m_d_F** | *Brick Wall (v4, 5m, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_04_l_5m_F** | *Brick Wall (v4, 5m, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_04_l_5m_old_d_F** | *Brick Wall (v4, 5m, Old, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_04_l_5m_old_F** | *Brick Wall (v4, 5m, Old)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_04_l_pole_F** | *Brick Wall (v4, Pole)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_BrickWall_04_l_pole_old_F** | *Brick Wall (v4, Pole, Old)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Brick | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SilageWall_01_l_5m_F** | *Silage Wall (5m)* | Civilian | Walls | Agricultural | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SilageWall_01_l_pole_F** | *Silage Wall (Pole)* | Civilian | Walls | Agricultural | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_SilageWall_01_l_d_F** | *Silage Wall (Destroyed)* | Civilian | Walls | Agricultural | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_03_m_pole_F** | *Concrete Wall (v3, Pole)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_03_m_2m_F** | *Concrete Wall (v3, 2m)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_ConcreteWall_03_m_6m_F** | *Concrete Wall (v3, 6m)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CamoConcreteWall_01_l_4m_d_v1_F** | *Camo Concrete Wall (4m, Damaged, v1)* | Civilian | Walls | Military | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CamoConcreteWall_01_l_4m_d_v2_F** | *Camo Concrete Wall (4m, Damaged, v2)* | Civilian | Walls | Military | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CamoConcreteWall_01_l_4m_v1_F** | *Camo Concrete Wall (4m, v1)* | Civilian | Walls | Military | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CamoConcreteWall_01_l_4m_v2_F** | *Camo Concrete Wall (4m, v2)* | Civilian | Walls | Military | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CamoConcreteWall_01_l_end_v1_F** | *Camo Concrete Wall (End)* | Civilian | Walls | Military | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_CamoConcreteWall_01_pole_v1_F** | *Camo Concrete Wall (Pole)* | Civilian | Walls | Military | Public | Enoch | A3_Structures_F_Enoch_Walls_Concrete | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GameProofFence_01_l_5m_F** | *Game Fence (5m)* | Civilian | Walls | Forest | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GameProofFence_01_l_d_F** | *Game Fence (Destroyed)* | Civilian | Walls | Forest | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GameProofFence_01_l_gate_F** | *Game Fence (Gate)* | Civilian | Walls | Forest | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GameProofFence_01_l_pole_F** | *Game Fence (Pole)* | Civilian | Walls | Forest | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_03_m_3m_d_F** | *Industrial Fence (Destroyed)* | Civilian | Fences | Industrial | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_03_m_3m_F** | *Industrial Fence* | Civilian | Fences | Industrial | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_03_m_3m_hole_F** | *Industrial Fence (Hole)* | Civilian | Fences | Industrial | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_03_m_9m_F** | *Industrial Fence (Long)* | Civilian | Fences | Industrial | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_03_m_3m_corner_F** | *Industrial Fence (Corner)* | Civilian | Fences | Industrial | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_NetFence_03_m_pole_F** | *Industrial Fence (Pole)* | Civilian | Fences | Industrial | Public | Enoch | A3_Structures_F_Enoch_Walls_Net | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_03_m_gate_l_F** | *Pipe Fence (v3, Gate, Left)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_03_m_gate_r_F** | *Pipe Fence (v3, Gate, Right)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_04_m_gate_l_F** | *Pipe Fence (v4, Gate, Left)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_04_m_gate_r_F** | *Pipe Fence (v4, Gate, Right)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_05_m_gate_l_F** | *Pipe Fence (v5, Gate, Left)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_05_m_gate_r_F** | *Pipe Fence (v5, Gate, Right)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_06_m_gate_l_F** | *Pipe Fence (v6, Gate, Left)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PipeFence_06_m_gate_r_F** | *Pipe Fence (v6, Gate, Right)* | Civilian | Walls | City | Public | Enoch | A3_Structures_F_Enoch_Walls_Pipe | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_02_3m_v1_F** | *Field Fence (3m, v1)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_02_3m_v2_F** | *Field Fence (3m, v2)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_02_end_F** | *Field Fence (3m, End)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_03_5m_v1_F** | *Branch Fence (5m, v1)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_03_5m_v2_F** | *Branch Fence (5m, v2)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_PoleWall_03_end_F** | *Branch Fence (3m, End)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Polewalls | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_StoneWall_02_s_10m_F** | *Small Stone Mound (10m, v2)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Stone | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mound03_8m_F** | *Mound* | Civilian | Walls | Village | Public |  | A3_Structures_F_Enoch_Walls_Stone | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_Mound04_8m_F** | *Mound (Low)* | Civilian | Walls | Village | Public |  | A3_Structures_F_Enoch_Walls_Stone | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_03_s_5m_v1_F** | *Wooden Wall (v3, 5m, Full 1)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_03_s_5m_v2_F** | *Wooden Wall (v3, 5m, Full 2)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_03_s_d_5m_v1_F** | *Wooden Wall (v3, 5m, Damaged 1)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_03_s_d_5m_v2_F** | *Wooden Wall (v3, 5m, Damaged 2)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_03_s_gate_F** | *Wooden Wall (v3, Gate)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_03_s_pole_F** | *Wooden Wall (v3, Pole)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_03_s_d_pole_F** | *Wooden Wall (v3, Pole, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_04_s_5m_F** | *Wooden Wall (v4, 5m)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_04_s_d_5m_F** | *Wooden Wall (v4, 5m, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_04_s_end_v1_F** | *Wooden Wall (v4, End, Right)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_04_s_end_v2_F** | *Wooden Wall (v4, End, Left)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_04_s_gate_F** | *Wooden Wall (v4, Gate)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_04_s_pole_F** | *Wooden Wall (v4, Pole)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_05_m_4m_v1_F** | *Wooden Wall (v5, 4m, Full 1)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_05_m_4m_v2_F** | *Wooden Wall (v5, 4m, Full 2)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_05_m_d_4m_F** | *Wooden Wall (v5, 4m, Damaged)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_05_m_end_F** | *Wooden Wall (v5, End)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_WoodenWall_05_m_pole_F** | *Wooden Wall (v5, Pole)* | Civilian | Walls | Village | Public | Enoch | A3_Structures_F_Enoch_Walls_Wooden | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GalleryInterior_01_East_F** | *Gallery Room (East)* | Civilian | Structures | Gallery | Public | AoW | A3_Structures_F_AoW_Civilian_Gallery_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GalleryInterior_01_Rotunda_F** | *Gallery Room (Rotunda)* | Civilian | Structures | Gallery | Public | AoW | A3_Structures_F_AoW_Civilian_Gallery_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GalleryInterior_01_Sala_F** | *Gallery Room (Sala)* | Civilian | Structures | Gallery | Public | AoW | A3_Structures_F_AoW_Civilian_Gallery_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **Land_GalleryInterior_01_West_F** | *Gallery Room (West)* | Civilian | Structures | Gallery | Public | AoW | A3_Structures_F_AoW_Civilian_Gallery_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:49, 8 August 2024 (CEST)"}],"categories":[],"groups":["Reference Lists"]},{"name":"Arma 3: CfgVehicles VR Objects","title":"Arma 3: CfgVehicles VR Objects","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_VR_Objects","revid":367237,"updated":"2024-08-08T16:03:38Z","aliases":["Arma 3 CfgVehicles VR Objects"],"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|\n|  | **Land_VR_Block_01_F** | *VR Obstacle (20x10x8)* | Civilian | VR Objects | Blocks | Public |  | A3_Structures_F_Bootcamp_VR_Blocks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_Block_02_F** | *VR Obstacle (12x12x4)* | Civilian | VR Objects | Blocks | Public |  | A3_Structures_F_Bootcamp_VR_Blocks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_Block_03_F** | *VR Obstacle (12x7.5x6)* | Civilian | VR Objects | Blocks | Public |  | A3_Structures_F_Bootcamp_VR_Blocks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_Block_04_F** | *VR Obstacle (10.5x10.5x9)* | Civilian | VR Objects | Blocks | Public |  | A3_Structures_F_Bootcamp_VR_Blocks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_Block_05_F** | *VR Obstacle (10x5x4)* | Civilian | VR Objects | Blocks | Public |  | A3_Structures_F_Bootcamp_VR_Blocks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_CoverObject_01_kneelLow_F** | *VR Cover Object (Low kneel)* | Civilian | VR Objects | Obstacles | Public |  | A3_Structures_F_Bootcamp_VR_CoverObjects | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_CoverObject_01_kneel_F** | *VR Cover Object (Kneel)* | Civilian | VR Objects | Obstacles | Public |  | A3_Structures_F_Bootcamp_VR_CoverObjects | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_CoverObject_01_kneelHigh_F** | *VR Cover Object (High kneel)* | Civilian | VR Objects | Obstacles | Public |  | A3_Structures_F_Bootcamp_VR_CoverObjects | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_CoverObject_01_stand_F** | *VR Cover Object (Stand)* | Civilian | VR Objects | Obstacles | Public |  | A3_Structures_F_Bootcamp_VR_CoverObjects | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_CoverObject_01_standHigh_F** | *VR Cover Object (High stand)* | Civilian | VR Objects | Obstacles | Public |  | A3_Structures_F_Bootcamp_VR_CoverObjects | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **VR_3DSelector_01_default_F** | *VR Selector* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **VR_3DSelector_01_incomplete_F** | *VR Selector (Incomplete)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **VR_3DSelector_01_complete_F** | *VR Selector (Complete)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **VR_3DSelector_01_exit_F** | *VR Selector (Exit)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **VR_Area_01_circle_4_grey_F** | *VR Area (Circle, 4m, Grey)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Area_01_circle_4_yellow_F** | *VR Area (Circle, 4m, Yellow)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Area_01_square_1x1_grey_F** | *VR Area (Square, 1x1, Grey)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Area_01_square_2x2_grey_F** | *VR Area (Square, 2x2, Grey)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Area_01_square_4x4_grey_F** | *VR Area (Square, 4x4, Grey)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Area_01_square_1x1_yellow_F** | *VR Area (Square, 1x1, Yellow)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Area_01_square_2x2_yellow_F** | *VR Area (Square, 2x2, Yellow)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Area_01_square_4x4_yellow_F** | *VR Area (Square, 4x4, Yellow)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Billboard_01_F** | *VR Wall* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_GroundIcon_01_F** | *VR Ground Icon* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Sector_01_60deg_50_grey_F** | *VR Sector (60deg, 50m, Grey)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **VR_Sector_01_60deg_50_red_F** | *VR Sector (60deg, 50m, Red)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_Shape_01_cube_1m_F** | *VR Game Block (Cube, 1m)* | Civilian | VR Objects | Blocks | Public |  | A3_Structures_F_Mark_VR_Shapes | **Randomization:** No<br>**Camo selections:** 7<br>**Slingloadable:** No |\n|  | **Land_VR_Slope_01_F** | *VR Slope (10x5x4)* | Civilian | VR Objects | Blocks | Public |  | A3_Structures_F_Exp_A_VR_Blocks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:03, 8 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|\n|  | **Land_VR_Block_01_F** | *VR Obstacle (20x10x8)* | Civilian | VR Objects | Blocks | Public |  | A3_Structures_F_Bootcamp_VR_Blocks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_Block_02_F** | *VR Obstacle (12x12x4)* | Civilian | VR Objects | Blocks | Public |  | A3_Structures_F_Bootcamp_VR_Blocks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_Block_03_F** | *VR Obstacle (12x7.5x6)* | Civilian | VR Objects | Blocks | Public |  | A3_Structures_F_Bootcamp_VR_Blocks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_Block_04_F** | *VR Obstacle (10.5x10.5x9)* | Civilian | VR Objects | Blocks | Public |  | A3_Structures_F_Bootcamp_VR_Blocks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_Block_05_F** | *VR Obstacle (10x5x4)* | Civilian | VR Objects | Blocks | Public |  | A3_Structures_F_Bootcamp_VR_Blocks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_CoverObject_01_kneelLow_F** | *VR Cover Object (Low kneel)* | Civilian | VR Objects | Obstacles | Public |  | A3_Structures_F_Bootcamp_VR_CoverObjects | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_CoverObject_01_kneel_F** | *VR Cover Object (Kneel)* | Civilian | VR Objects | Obstacles | Public |  | A3_Structures_F_Bootcamp_VR_CoverObjects | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_CoverObject_01_kneelHigh_F** | *VR Cover Object (High kneel)* | Civilian | VR Objects | Obstacles | Public |  | A3_Structures_F_Bootcamp_VR_CoverObjects | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_CoverObject_01_stand_F** | *VR Cover Object (Stand)* | Civilian | VR Objects | Obstacles | Public |  | A3_Structures_F_Bootcamp_VR_CoverObjects | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_CoverObject_01_standHigh_F** | *VR Cover Object (High stand)* | Civilian | VR Objects | Obstacles | Public |  | A3_Structures_F_Bootcamp_VR_CoverObjects | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **VR_3DSelector_01_default_F** | *VR Selector* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **VR_3DSelector_01_incomplete_F** | *VR Selector (Incomplete)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **VR_3DSelector_01_complete_F** | *VR Selector (Complete)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **VR_3DSelector_01_exit_F** | *VR Selector (Exit)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **VR_Area_01_circle_4_grey_F** | *VR Area (Circle, 4m, Grey)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Area_01_circle_4_yellow_F** | *VR Area (Circle, 4m, Yellow)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Area_01_square_1x1_grey_F** | *VR Area (Square, 1x1, Grey)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Area_01_square_2x2_grey_F** | *VR Area (Square, 2x2, Grey)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Area_01_square_4x4_grey_F** | *VR Area (Square, 4x4, Grey)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Area_01_square_1x1_yellow_F** | *VR Area (Square, 1x1, Yellow)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Area_01_square_2x2_yellow_F** | *VR Area (Square, 2x2, Yellow)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Area_01_square_4x4_yellow_F** | *VR Area (Square, 4x4, Yellow)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Billboard_01_F** | *VR Wall* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_GroundIcon_01_F** | *VR Ground Icon* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 1<br>**Slingloadable:** No |\n|  | **VR_Sector_01_60deg_50_grey_F** | *VR Sector (60deg, 50m, Grey)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **VR_Sector_01_60deg_50_red_F** | *VR Sector (60deg, 50m, Red)* | Civilian | VR Objects | Helpers | Public |  | A3_Structures_F_Bootcamp_VR_Helpers | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n|  | **Land_VR_Shape_01_cube_1m_F** | *VR Game Block (Cube, 1m)* | Civilian | VR Objects | Blocks | Public |  | A3_Structures_F_Mark_VR_Shapes | **Randomization:** No<br>**Camo selections:** 7<br>**Slingloadable:** No |\n|  | **Land_VR_Slope_01_F** | *VR Slope (10x5x4)* | Civilian | VR Objects | Blocks | Public |  | A3_Structures_F_Exp_A_VR_Blocks | **Randomization:** No<br>**Camo selections:** 2<br>**Slingloadable:** No |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:03, 8 August 2024 (CEST)"}],"categories":[],"groups":["Reference Lists"]},{"name":"Arma 3: CfgVehicles WEST","title":"Arma 3: CfgVehicles WEST","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_WEST","revid":367240,"updated":"2024-08-08T16:48:44Z","aliases":["Arma 3 CfgVehicles WEST"],"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Weapons | Magazines | Items | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|\n|  | **ArtilleryTargetW** | *ArtilleryTarget* | BLUFOR | Other |  | Protected |  | FakeWeapon | 1x FakeWeapon |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_TargetSoldier** | *Invisible Target Soldier* | BLUFOR | NATO | Targets | Protected |  | FakeWeapon | 1x FakeWeapon |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetEBase** | *Laser Target* | BLUFOR | Other |  | Protected |  | M2 |  |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetE** | *Laser Target* | BLUFOR | Other |  | Protected |  |  |  |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **NVG_TargetE** | *NVG target* | BLUFOR | Other |  | Protected |  |  |  |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_Soldier_F** | *Rifleman* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_RangeMaster_F** | *Range Master* | BLUFOR | NATO | Men | Public |  | Throw<br>Put |  | U_Rangemaster<br>H_Cap_headphones<br>V_Rangemaster_belt<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Soldier_lite_F** | *Rifleman (Light)* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_vest<br>V_BandollierB_rgr<br>H_MilCap_mcamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Soldier_GL_F** | *Grenadier* | BLUFOR | NATO | Men | Public |  | arifle_MX_GL_ACO_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>6x 1Rnd_HE_Grenade_shell<br>2x HandGrenade<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_CombatUniform_mcam<br>V_PlateCarrierGL_rgr<br>H_HelmetSpecB_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_AR_F** | *Autorifleman* | BLUFOR | NATO | Men | Public |  | arifle_MX_SW_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 100Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_PlateCarrier2_rgr<br>H_HelmetB_grass<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Soldier_SL_F** | *Squad Leader* | BLUFOR | NATO | Men | Public |  | arifle_MX_Hamr_pointer_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_mag<br>2x 30Rnd_65x39_caseless_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_mcam_vest<br>V_PlateCarrierGL_rgr<br>H_HelmetB_desert<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Soldier_TL_F** | *Team Leader* | BLUFOR | NATO | Men | Public |  | arifle_MX_GL_Hamr_pointer_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_mag<br>2x 30Rnd_65x39_caseless_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_CombatUniform_mcam_vest<br>V_PlateCarrierGL_rgr<br>H_HelmetSpecB<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_M_F** | *Marksman* | BLUFOR | NATO | Men | Public |  | arifle_MXM_Hamr_LP_BI_F<br>hgun_P07_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB_grass<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_LAT_F** | *Rifleman (AT)* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>launch_NLAW_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x NLAW_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier2_rgr<br>H_HelmetB_sand<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_medic_F** | *Combat Life Saver* | BLUFOR | NATO | Men | Public |  | arifle_MX_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_PlateCarrierSpec_rgr<br>H_HelmetB_light_desert<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_soldier_repair_F** | *Repair Specialist* | BLUFOR | NATO | Men | Public |  | arifle_MX_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB_light_sand<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair |\n|  | **B_soldier_exp_F** | *Explosive Specialist* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrierGL_rgr<br>H_HelmetSpecB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_Helipilot_F** | *Helicopter Pilot* | BLUFOR | NATO | Men | Public |  | SMG_01_Holo_F<br>Throw<br>Put | 4x 30Rnd_45ACP_Mag_SMG_01<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_HeliPilotCoveralls<br>V_TacVest_blk<br>H_PilotHelmetHeli_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Soldier_A_F** | *Ammo Bearer* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 12x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB_grass<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_AT_F** | *Missile Specialist (AT)* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>launch_B_Titan_short_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x Titan_AT<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB_light_desert<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_AA_F** | *Missile Specialist (AA)* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>launch_B_Titan_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x Titan_AA<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB_light_sand<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_engineer_F** | *Engineer* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_mcam_vest<br>V_Chestrig_rgr<br>H_HelmetB_desert<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **B_crew_F** | *Crewman* | BLUFOR | NATO | Men | Public |  | arifle_MXC_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_vest<br>V_BandollierB_rgr<br>H_HelmetCrew_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_officer_F** | *Officer* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Aco_F<br>hgun_Pistol_heavy_01_MRD_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_mag<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_BandollierB_rgr<br>H_MilCap_mcamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Competitor_F** | *Competitor* | BLUFOR | NATO | Men | Public |  | Throw<br>Put |  | U_Competitor<br>H_Cap_headphones<br>V_Rangemaster_belt<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Pilot_F** | *Pilot* | BLUFOR | NATO | Men | Public |  | SMG_01_Holo_F<br>Throw<br>Put | 4x 30Rnd_45ACP_Mag_SMG_01<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x Chemlight_green | U_B_PilotCoveralls<br>H_PilotHelmetFighter_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_helicrew_F** | *Helicopter Crew* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_mag<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_HeliPilotCoveralls<br>V_TacVest_blk<br>H_CrewHelmetHeli_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_PG_F** | *Para Trooper* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrierSpec_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_UAV_F** | *UAV Operator* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrierSpec_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>B_UavTerminal<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_Soldier_universal_F** | *Soldier* | BLUFOR | NATO | Men | Protected |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **B_Survivor_F** | *Survivor* | BLUFOR | NATO | Men | Public |  | Throw<br>Put |  | U_B_CombatUniform_mcam | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Soldier_unarmed_F** | *Rifleman (Unarmed)* | BLUFOR | NATO | Men | Public |  | Throw<br>Put |  | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_diver_F** | *Assault Diver* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_P07_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_red<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellBlue<br>4x Chemlight_blue | U_B_Wetsuit<br>V_RebreatherB<br>G_B_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_diver_TL_F** | *Diver Team Leader* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_P07_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_red<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellBlue<br>4x Chemlight_blue | U_B_Wetsuit<br>V_RebreatherB<br>G_B_Diving<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_diver_exp_F** | *Diver Explosive Specialist* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_P07_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_red<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellBlue<br>4x Chemlight_blue | U_B_Wetsuit<br>V_RebreatherB<br>G_B_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **B_recon_F** | *Recon Scout* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MX_ACO_pointer_snds_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_vest<br>V_Chestrig_rgr<br>H_Watchcap_camo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_recon_LAT_F** | *Recon Scout (AT)* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MX_ACO_pointer_snds_F<br>launch_NLAW_F<br>hgun_P07_snds_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x NLAW_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_plain_mcamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_recon_exp_F** | *Recon Demo Specialist* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MX_ACO_pointer_snds_F<br>hgun_P07_snds_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_Booniehat_mcamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_recon_medic_F** | *Recon Paramedic* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MXC_ACO_pointer_snds_F<br>hgun_P07_snds_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_recon_TL_F** | *Recon Team Leader* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MX_RCO_pointer_snds_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 30Rnd_65x39_caseless_mag<br>2x 30Rnd_65x39_caseless_mag_Tracer<br>2x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_mcam_vest<br>V_Chestrig_rgr<br>H_MilCap_mcamo<br>G_Shades_Black<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_recon_M_F** | *Recon Marksman* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MXM_DMS_LP_BI_snds_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_Chestrig_rgr<br>H_Booniehat_mcamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_recon_JTAC_F** | *Recon JTAC* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MX_GL_Holo_pointer_snds_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Laserdesignator | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>2x B_IR_Grenade<br>6x 1Rnd_HE_Grenade_shell<br>1x Laserbatteries<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_CombatUniform_mcam<br>V_Chestrig_rgr<br>H_Watchcap_camo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_spotter_F** | *Spotter* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MX_Hamr_pointer_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Laserdesignator | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x Laserbatteries<br>2x MiniGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_GhillieSuit<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_sniper_F** | *Sniper* | BLUFOR | NATO | Men (Special Forces) | Public |  | srifle_LRR_camo_LRPS_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 7Rnd_408_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_GhillieSuit<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Story_SF_Captain_F** | *Miller* | BLUFOR | NATO | Men (Story) | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CTRG_2<br>V_PlateCarrierL_CTRG<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Story_Protagonist_F** | *Kerry* | BLUFOR | NATO | Men (Story) | Public |  | arifle_MX_GL_Hamr_pointer_F<br>hgun_P07_snds_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>2x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x Chemlight_green<br>1x 3Rnd_HE_Grenade_shell<br>1x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell | U_B_CombatUniform_mcam_tshirt<br>V_PlateCarrier_Kerry<br>H_Helmet_Kerry<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Story_Engineer_F** | *Novak* | BLUFOR | NATO | Men (Story) | Protected |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Story_Colonel_F** | *Grover* | BLUFOR | NATO | Men (Story) | Protected |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Story_Pilot_F** | *Larkin* | BLUFOR | NATO | Men (Story) | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Story_Tank_Commander_F** | *Hutchison* | BLUFOR | NATO | Men (Story) | Protected |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **b_soldier_survival_F** | *Survival Fatigues* | BLUFOR | NATO | Men | Protected |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_survival_uniform<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_soldier_GL_LAT_F** | *Northgate* | BLUFOR | NATO | Men (Story) | Public |  | arifle_MX_GL_Black_Hamr_pointer_F<br>launch_NLAW_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x NLAW_F<br>2x HandGrenade<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_CTRG_1<br>V_PlateCarrierH_CTRG<br>H_HelmetB_light_snakeskin<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_soldier_engineer_exp_F** | *Hardy* | BLUFOR | NATO | Men (Story) | Public |  | arifle_MX_Black_Hamr_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>3x APERSMine_Range_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_2<br>V_PlateCarrierL_CTRG<br>H_Cap_khaki_specops_UK<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **B_CTRG_soldier_M_medic_F** | *James* | BLUFOR | NATO | Men (Story) | Public |  | srifle_EBR_Hamr_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 8x 20Rnd_762x51_Mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CTRG_3<br>V_PlateCarrierH_CTRG<br>H_Watchcap_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_CTRG_soldier_AR_A_F** | *McKay* | BLUFOR | NATO | Men (Story) | Public |  | arifle_MX_SW_Black_Hamr_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 100Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_3<br>V_PlateCarrierL_CTRG<br>H_HelmetB_light_snakeskin<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_AAR_F** | *Asst. Autorifleman* | BLUFOR | NATO | Men | Public |  | arifle_MX_Aco_pointer_F<br>hgun_P07_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_AAT_F** | *Asst. Missile Specialist (AT)* | BLUFOR | NATO | Men | Public |  | arifle_MX_Aco_pointer_F<br>hgun_P07_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_AAA_F** | *Asst. Missile Specialist (AA)* | BLUFOR | NATO | Men | Public |  | arifle_MX_Aco_pointer_F<br>hgun_P07_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_support_MG_F** | *Gunner (HMG)* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_support_GMG_F** | *Gunner (GMG)* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_support_Mort_F** | *Gunner (Mk6)* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_support_AMG_F** | *Asst. Gunner (HMG/GMG)* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_support_AMort_F** | *Asst. Gunner (Mk6)* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_F** | *Rifleman* | BLUFOR | FIA | Men | Public |  | arifle_TRG21_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_lite_F** | *Rifleman (Light)* | BLUFOR | FIA | Men | Public |  | arifle_TRG20_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla1_1<br>V_BandollierB_blk<br>H_Cap_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_SL_F** | *Squad Leader* | BLUFOR | FIA | Men | Public |  | arifle_TRG20_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>2x 9Rnd_45ACP_Mag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_BG_leader<br>V_Chestrig_blk<br>H_Watchcap_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_TL_F** | *Team Leader* | BLUFOR | FIA | Men | Public |  | arifle_Mk20_GL_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>2x 9Rnd_45ACP_Mag<br>1x HandGrenade<br>1x MiniGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_BG_leader<br>V_TacVest_blk<br>H_Booniehat_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_AR_F** | *Autorifleman* | BLUFOR | FIA | Men | Public |  | LMG_Mk200_BI_F<br>Throw<br>Put | 3x 200Rnd_65x39_cased_Box<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla2_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_medic_F** | *Combat Life Saver* | BLUFOR | FIA | Men | Public |  | arifle_Mk20_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_BG_Guerilla2_3<br>V_TacVest_blk<br>H_Cap_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can heal |\n|  | **B_G_engineer_F** | *Engineer* | BLUFOR | FIA | Men | Public |  | arifle_TRG20_ACO_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_BG_Guerilla2_2<br>V_Chestrig_blk<br>H_Watchcap_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **B_G_Soldier_exp_F** | *Explosive Specialist* | BLUFOR | FIA | Men | Public |  | arifle_Mk20C_ACO_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>3x APERSMine_Range_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla2_1<br>V_Chestrig_blk<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_G_Soldier_GL_F** | *Grenadier* | BLUFOR | FIA | Men | Public |  | arifle_TRG21_GL_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x HandGrenade<br>2x MiniGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_BG_Guerilla2_3<br>V_Chestrig_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **B_G_Soldier_M_F** | *Marksman* | BLUFOR | FIA | Men | Public |  | arifle_Mk20_MRCO_F<br>Throw<br>Put<br>Binocular | 8x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla3_1<br>V_BandollierB_khk<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_LAT_F** | *Rifleman (AT)* | BLUFOR | FIA | Men | Public |  | arifle_TRG21_F<br>launch_RPG32_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x RPG32_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerrilla_6_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_A_F** | *Ammo Bearer* | BLUFOR | FIA | Men | Public |  | arifle_TRG20_F<br>Throw<br>Put | 12x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla1_1<br>V_Chestrig_oli<br>H_Booniehat_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_officer_F** | *Officer* | BLUFOR | FIA | Men | Public |  | arifle_TRG21_MRCO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_BG_Guerilla2_3<br>V_Chestrig_oli<br>H_Watchcap_blk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **B_G_Soldier_unarmed_F** | *Rifleman (Unarmed)* | BLUFOR | FIA | Men | Public |  | Throw<br>Put |  | U_BG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Survivor_F** | *Survivor* | BLUFOR | FIA | Men | Public |  | Throw<br>Put |  | U_BG_Guerilla1_1 | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_universal_F** | *Soldier* | BLUFOR | FIA | Men | Protected |  | arifle_TRG21_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **I_G_Story_Protagonist_F** | *Kerry* | BLUFOR | FIA | Men (Story) | Public |  | arifle_TRG21_GL_MRCO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_I_G_Story_Protagonist_F<br>V_TacVest_blk<br>H_Bandanna_khk_hs<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Story_SF_Captain_F** | *Miller* | BLUFOR | FIA | Men (Story) | Public |  | arifle_TRG21_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla1_1<br>V_Chestrig_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **I_G_resistanceLeader_F** | *Stavrou* | BLUFOR | FIA | Men (Story) | Public |  | arifle_TRG21_GL_MRCO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_I_G_resistanceLeader_F<br>V_I_G_resistanceLeader_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_resistanceCommander_F** | *Resistance Commander placeholder* | BLUFOR | FIA | Men (Story) | Protected |  | arifle_TRG21_GL_MRCO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_BG_Guerilla1_1<br>V_TacVest_blk<br>H_Bandanna_khk_hs<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Soldier_VR_F** | *VR Entity* | BLUFOR | NATO | Men (Virtual Reality) | Public |  | Throw<br>Put |  |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Roles:** None |\n|  | **B_Protagonist_VR_F** | *VR Soldier* | BLUFOR | NATO | Men (Virtual Reality) | Public |  | Throw<br>Put |  | U_B_Protagonist_VR<br>G_Goggles_VR | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair, can deactivate mines |\n|  | **B_ghillie_lsh_F** | *Sniper (Lush)* | BLUFOR | NATO | Men (Special Forces) | Public |  | srifle_LRR_camo_LRPS_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 7Rnd_408_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_FullGhillie_lsh<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_ghillie_sard_F** | *Sniper (Semi-Arid)* | BLUFOR | NATO | Men (Special Forces) | Public |  | srifle_LRR_camo_LRPS_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 7Rnd_408_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_FullGhillie_sard<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_ghillie_ard_F** | *Sniper (Arid)* | BLUFOR | NATO | Men (Special Forces) | Public |  | srifle_LRR_camo_LRPS_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 7Rnd_408_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_FullGhillie_ard<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_Sharpshooter_F** | *Sharpshooter* | BLUFOR | NATO | Men | Public |  | srifle_DMR_03_tan_AMS_LP_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 8x 20Rnd_762x51_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Recon_Sharpshooter_F** | *Recon Sharpshooter* | BLUFOR | NATO | Men (Special Forces) | Public |  | srifle_DMR_02_sniper_AMS_LP_S_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Binocular | 8x 10Rnd_338_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x MiniGrenade | U_B_CombatUniform_mcam<br>V_Chestrig_rgr<br>H_Watchcap_camo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Sharphooter_F** | *O'Connor* | BLUFOR | NATO | Men (Story) | Public |  | srifle_DMR_02_camo_AMS_LP_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 8x 10Rnd_338_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x MiniGrenade | U_B_CTRG_1<br>V_PlateCarrierL_CTRG<br>H_HelmetB_light_snakeskin<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_HeavyGunner_F** | *Heavy Gunner* | BLUFOR | NATO | Men | Public |  | MMG_02_sand_RCO_LP_F<br>hgun_P07_F<br>Throw<br>Put | 3x 130Rnd_338_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Sharpshooter_F** | *Sharpshooter* | BLUFOR | FIA | Men | Public |  | srifle_DMR_06_camo_khs_F<br>Throw<br>Put | 8x 20Rnd_762x51_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_leader<br>V_BandollierB_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Captain_Pettka_F** | *Pettka* | BLUFOR | NATO | Men (Story) | Public |  | arifle_MXC_Holo_F<br>hgun_Pistol_heavy_01_MRD_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_mag<br>2x 30Rnd_65x39_caseless_mag_Tracer<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrierSpec_mtp<br>H_Beret_Colonel<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Captain_Jay_F** | *Jay* | BLUFOR | NATO | Men (Story) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_1<br>V_PlateCarrierL_CTRG<br>H_Cap_khaki_specops_UK<br>G_Aviator<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_HMG_01_F** | *Mk30 HMG .50* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_HMG_01_high_F** | *Mk30 HMG .50 (Raised)* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_HMG_01_A_F** | *Mk30A HMG .50* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_GMG_01_F** | *Mk32 GMG 20 mm* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_GMG_01_high_F** | *Mk32 GMG 20 mm (Raised)* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_GMG_01_A_F** | *Mk32A GMG 20 mm* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_HMG_02_F** | *M2 HMG .50* | BLUFOR | NATO | Turrets | Protected |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_G_HMG_02_F** | *M2 HMG .50* | BLUFOR | FIA | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_HMG_02_high_F** | *M2 HMG .50 (Raised)* | BLUFOR | NATO | Turrets | Protected |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_G_HMG_02_high_F** | *M2 HMG .50 (Raised)* | BLUFOR | FIA | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_Mortar_01_F** | *Mk6 Mortar* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_G_Mortar_01_F** | *Mk6 Mortar* | BLUFOR | FIA | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Heli_Light_01_F** | *MH-9 Hummingbird* | BLUFOR | NATO | Helicopters | Public |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 1 copilot<br>  - 4 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **B_Heli_Light_01_armed_F** | *AH-9 Pawnee* | BLUFOR | NATO | Helicopters | Protected |  | M134_minigun<br>missiles_DAR | 1x 5000Rnd_762x51_Belt<br>1x 24Rnd_missiles |  | A3_Air_F_Heli_Light_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 copilot<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **B_Heli_Light_01_dynamicLoadout_F** | *AH-9 Pawnee* | BLUFOR | NATO | Helicopters | Public |  | M134_minigun | 1x 5000Rnd_762x51_Belt |  | A3_Air_F_Heli_Light_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 copilot<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **B_Heli_Light_01_stripped_F** | *MH-9 Hummingbird (Stripped)* | BLUFOR | NATO | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 1 copilot<br>  - 4 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **NonSteerable_Parachute_F** | *Nonsteerable Parachute* | BLUFOR | NATO | Helicopters | Protected |  |  |  |  | A3_Air_F_Beta | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **Steerable_Parachute_F** | *Steerable Parachute* | BLUFOR | NATO | Helicopters | Protected |  |  |  |  | A3_Air_F_Beta | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_Heli_Attack_01_F** | *AH-99 Blackfoot* | BLUFOR | NATO | Helicopters | Protected |  | CMFlareLauncher<br>gatling_20mm<br>missiles_DAGR<br>missiles_ASRAAM<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x 1000Rnd_20mm_shells<br>1x 4Rnd_AAA_missiles<br>1x 24Rnd_PG_missiles<br>1x Laserbatteries |  | A3_Air_F_Beta_Heli_Attack_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_Heli_Attack_01_dynamicLoadout_F** | *AH-99 Blackfoot* | BLUFOR | NATO | Helicopters | Public |  | CMFlareLauncher<br>gatling_20mm<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x 1000Rnd_20mm_shells<br>1x Laserbatteries |  | A3_Air_F_Beta_Heli_Attack_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_Heli_Transport_01_F** | *UH-80 Ghost Hawk* | BLUFOR | NATO | Helicopters | Public |  | CMFlareLauncher<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 | 1x 168Rnd_CMFlare_Chaff_Magazine<br>2x 2000Rnd_65x39_Belt_Tracer_Red |  | A3_Air_F_Beta_Heli_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 1 copilot<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 4000 kg<br>- **Slingloadable:** No |\n|  | **B_Heli_Transport_01_camo_F** | *UH-80 Ghost Hawk (Camo)* | BLUFOR | NATO | Helicopters | Protected |  | CMFlareLauncher<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 | 1x 168Rnd_CMFlare_Chaff_Magazine<br>2x 2000Rnd_65x39_Belt_Tracer_Red |  | A3_Air_F_Beta_Heli_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 1 copilot<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 4000 kg<br>- **Slingloadable:** No |\n|  | **B_Parachute_02_F** | *Cargo Parachute* | BLUFOR | NATO | Helicopters | Protected |  |  |  |  | A3_Air_F_Beta_Parachute_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_APC_Tracked_01_rcws_F** | *IFV-6c Panther* | BLUFOR | NATO | APCs | Public |  | HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 2x 96Rnd_40mm_G_belt<br>4x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Tracked_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_APC_Tracked_01_CRV_F** | *CRV-6e Bobcat* | BLUFOR | NATO | APCs | Public |  | HMG_127_APC<br>SmokeLauncher | 4x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Tracked_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - can repair,<br>  - can replenish ammo,<br>- - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_APC_Tracked_01_AA_F** | *IFV-6a Cheetah* | BLUFOR | NATO | Anti-Air | Public |  | autocannon_35mm<br>missiles_titan_AA<br>SmokeLauncher | 1x 680Rnd_35mm_AA_shells_Tracer_Red<br>2x 4Rnd_Titan_long_missiles<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Tracked_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_MBT_01_cannon_F** | *M2A1 Slammer* | BLUFOR | NATO | Tanks | Public |  | cannon_120mm<br>LMG_coax<br>SmokeLauncher | 1x 24Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 12Rnd_120mm_HE_shells_Tracer_Red<br>1x 12Rnd_120mm_HEAT_MP_T_Red<br>20x 200Rnd_762x51_Belt_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Gamma_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 9<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_MBT_01_arty_F** | *M4 Scorcher* | BLUFOR | NATO | Artillery | Public |  | mortar_155mm_AMOS<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 1x 32Rnd_155mm_Mo_shells<br>1x 4Rnd_155mm_Mo_guided<br>1x 6Rnd_155mm_Mo_mine<br>1x 2Rnd_155mm_Mo_Cluster<br>1x 6Rnd_155mm_Mo_smoke<br>1x 2Rnd_155mm_Mo_LG<br>1x 6Rnd_155mm_Mo_AT_mine<br>1x 96Rnd_40mm_G_belt<br>2x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Gamma_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_MBT_01_mlrs_F** | *M5 Sandstorm MLRS* | BLUFOR | NATO | Artillery | Public |  | SmokeLauncher<br>rockets_230mm_GAT | 1x SmokeLauncherMag<br>1x 12Rnd_230mm_rockets |  | A3_Armor_F_Gamma_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_Boat_Armed_01_minigun_F** | *Speedboat Minigun* | BLUFOR | NATO | Boats | Public |  | SmokeLauncher<br>GMG_40mm<br>LMG_Minigun | 1x SmokeLauncherMag_boat<br>2x 96Rnd_40mm_G_belt<br>1x 2000Rnd_65x39_belt_Tracer_Red |  | A3_Boat_F_Boat_Armed_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Boat_Transport_01_F** | *Assault Boat* | BLUFOR | NATO | Boats | Public |  |  |  |  | A3_Boat_F_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Lifeboat** | *Rescue Boat* | BLUFOR | NATO | Boats | Public |  |  |  |  | A3_Boat_F_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_SDV_01_F** | *SDV* | BLUFOR | NATO | Submersibles | Public |  | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Boat_F_Beta_SDV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 commander<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Boat_Transport_01_F** | *Assault Boat* | BLUFOR | FIA | Boats | Public |  |  |  |  | A3_Boat_F_Gamma_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UAV_AI** | *AI* | BLUFOR | NATO | Men | Protected |  |  |  | U_B_HeliPilotCoveralls<br>V_TacVest_blk<br>H_PilotHelmetHeli_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Common | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_UAV_AI_F** | *AI* | BLUFOR | NATO | Men | Protected |  |  |  |  | A3_Characters_F_Common | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **Underwear_F** | *TEST: Underwear* | BLUFOR | NATO | Men | Protected |  |  |  | U_BasicBody<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Common | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_MRAP_01_F** | *Hunter* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_MRAP_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_MRAP_01_gmg_F** | *Hunter GMG* | BLUFOR | NATO | Cars | Public |  | TruckHorn2<br>GMG_40mm | 2x 96Rnd_40mm_G_belt |  | A3_Soft_F_MRAP_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 gunner<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_MRAP_01_hmg_F** | *Hunter HMG* | BLUFOR | NATO | Cars | Public |  | TruckHorn2<br>HMG_127 | 2x 200Rnd_127x99_mag_Tracer_Red |  | A3_Soft_F_MRAP_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 gunner<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Offroad_01_repair_F** | *Offroad (Repair)* | BLUFOR | FIA | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Offroad_01_F** | *Offroad* | BLUFOR | FIA | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Offroad_01_armed_F** | *Offroad (HMG)* | BLUFOR | FIA | Cars | Public |  | SportCarHorn<br>HMG_M2_Mounted | 4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Offroad_01_AT_F** | *Offroad (AT)* | BLUFOR | FIA | Cars | Public |  | SportCarHorn<br>launcher_SPG9 | 1x 12rnd_SPG9_HEAT<br>1x 8rnd_SPG9_HE |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Quadbike_01_F** | *Quad Bike* | BLUFOR | NATO | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Quadbike_01_F** | *Quad Bike* | BLUFOR | FIA | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** Yes, 2 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_transport_F** | *HEMTT Transport* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Beta_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 2 firing positions<br>  - 15 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_covered_F** | *HEMTT Transport (Covered)* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Beta_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 2 firing positions<br>  - 15 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_mover_F** | *HEMTT* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Gamma_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_box_F** | *HEMTT Box* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Gamma_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_Repair_F** | *HEMTT Repair* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Gamma_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_ammo_F** | *HEMTT Ammo* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Gamma_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_fuel_F** | *HEMTT Fuel* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Gamma_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_medical_F** | *HEMTT Medical* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Gamma_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 16 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Van_01_transport_F** | *Truck* | BLUFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 8 skins<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Van_01_fuel_F** | *Fuel Truck* | BLUFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_static_AA_F** | *Static Titan Launcher (AA) [NATO]* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAA_missiles |  | A3_Static_F_AA_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_static_AT_F** | *Static Titan Launcher (AT) [NATO]* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAT_missiles |  | A3_Static_F_AT_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_Plane_CAS_01_F** | *A-164 Wipeout (CAS)* | BLUFOR | NATO | Planes | Protected |  | Gatling_30mm_Plane_CAS_01_F<br>Missile_AA_04_Plane_CAS_01_F<br>Missile_AGM_02_Plane_CAS_01_F<br>Rocket_04_HE_Plane_CAS_01_F<br>Rocket_04_AP_Plane_CAS_01_F<br>Bomb_04_Plane_CAS_01_F<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x 1000Rnd_Gatling_30mm_Plane_CAS_01_F<br>1x 2Rnd_Missile_AA_04_F<br>1x 6Rnd_Missile_AGM_02_F<br>1x 4Rnd_Bomb_04_F<br>1x 7Rnd_Rocket_04_HE_F<br>1x 7Rnd_Rocket_04_AP_F<br>1x Laserbatteries<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_EPC_Plane_CAS_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_Plane_CAS_01_dynamicLoadout_F** | *A-164 Wipeout (CAS)* | BLUFOR | NATO | Planes | Public |  | Gatling_30mm_Plane_CAS_01_F<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x 1000Rnd_Gatling_30mm_Plane_CAS_01_F<br>1x Laserbatteries<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_EPC_Plane_CAS_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_APC_Wheeled_01_cannon_F** | *AMV-7 Marshall* | BLUFOR | NATO | APCs | Public |  | TruckHorn<br>autocannon_40mm_CTWS<br>LMG_coax<br>SmokeLauncher | 4x 60Rnd_40mm_GPR_Tracer_Red_shells<br>4x 40Rnd_40mm_APFSDS_Tracer_Red_shells<br>8x 200Rnd_762x51_Belt_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Wheeled_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_MBT_01_TUSK_F** | *M2A4 Slammer UP* | BLUFOR | NATO | Tanks | Public |  | cannon_120mm<br>LMG_coax<br>HMG_127_MBT<br>SmokeLauncher | 1x 24Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 12Rnd_120mm_HE_shells_Tracer_Red<br>1x 12Rnd_120mm_HEAT_MP_T_Red<br>20x 200Rnd_762x51_Belt_Red<br>4x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_EPC_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 9<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_APC_Wheeled_03_cannon_F** | *AFV-4 Gorgon* | BLUFOR | NATO | APCs | Protected |  | TruckHorn<br>autocannon_30mm_CTWS<br>LMG_coax_ext<br>missiles_titan<br>SmokeLauncher | 2x 140Rnd_30mm_MP_shells_Tracer_Yellow<br>2x 60Rnd_30mm_APFSDS_shells_Tracer_Yellow<br>8x 200Rnd_762x51_Belt_Yellow<br>2x 2Rnd_GAT_missiles<br>1x SmokeLauncherMag |  | A3_Armor_F_Gamma_APC_Wheeled_03 | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_UAV_01_F** | *AR-2 Darter* | BLUFOR | NATO | Drones | Public |  | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Drones_F_Air_F_Gamma_UAV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_UAV_02_F** | *MQ-4A Greyhawk* | BLUFOR | NATO | Drones | Protected |  | CMFlareLauncher<br>missiles_SCALPEL<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 6Rnd_LG_scalpel |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UAV_02_CAS_F** | *MQ-4A Greyhawk (CAS)* | BLUFOR | NATO | Drones | Protected |  | CMFlareLauncher<br>Laserdesignator_mounted<br>GBU12BombLauncher | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 2Rnd_GBU12_LGB |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UAV_02_dynamicLoadout_F** | *MQ-4A Greyhawk* | BLUFOR | NATO | Drones | Public |  | CMFlareLauncher<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UGV_01_F** | *UGV Stomper* | BLUFOR | NATO | Drones | Public |  |  |  |  | A3_Drones_F_Soft_F_Gamma_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UGV_01_rcws_F** | *UGV Stomper RCWS* | BLUFOR | NATO | Drones | Public |  | HMG_127_UGV<br>GMG_40mm | 1x 200Rnd_127x99_mag_Tracer_Red<br>1x 96Rnd_40mm_G_belt |  | A3_Drones_F_Soft_F_Gamma_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Heli_Transport_03_F** | *CH-67 Huron* | BLUFOR | NATO | Helicopters | Public |  | CMFlareLauncher<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 | 1x 168Rnd_CMFlare_Chaff_Magazine<br>2x 2000Rnd_65x39_Belt_Tracer_Red |  | A3_Air_F_Heli_Heli_Transport_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 20<br>  - 1 driver<br>  - 1 copilot<br>  - 2 gunners<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 12000 kg<br>- **Slingloadable:** No |\n|  | **B_Heli_Transport_03_unarmed_F** | *CH-67 Huron (Unarmed)* | BLUFOR | NATO | Helicopters | Public |  | CMFlareLauncher | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 20<br>  - 1 driver<br>  - 1 copilot<br>  - 4 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 12000 kg<br>- **Slingloadable:** No |\n|  | **B_Heli_Transport_03_black_F** | *CH-67 Huron (Black)* | BLUFOR | NATO | Helicopters | Protected |  | CMFlareLauncher<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 | 1x 168Rnd_CMFlare_Chaff_Magazine<br>2x 2000Rnd_65x39_Belt_Tracer_Red |  | A3_Air_F_Heli_Heli_Transport_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 20<br>  - 1 driver<br>  - 1 copilot<br>  - 2 gunners<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 12000 kg<br>- **Slingloadable:** No |\n|  | **B_Heli_Transport_03_unarmed_green_F** | *CH-67 Huron Unarmed (Green)* | BLUFOR | NATO | Helicopters | Protected |  | CMFlareLauncher | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 20<br>  - 1 driver<br>  - 1 copilot<br>  - 4 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 12000 kg<br>- **Slingloadable:** No |\n|  | **B_Static_Designator_01_F** | *Remote Designator [NATO]* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>Laserdesignator_mounted | 1x FakeWeapon<br>1x Laserbatteries |  | A3_Static_F_Mark_Designator_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_T_LSV_01_armed_F** | *Prowler (HMG)* | BLUFOR | NATO (Pacific) | Cars | Public |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_AT_F** | *Prowler (AT)* | BLUFOR | NATO (Pacific) | Cars | Public |  | SportCarHorn<br>missiles_titan_static<br>MMG_02_vehicle | 6x 1Rnd_GAT_missiles<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_armed_CTRG_F** | *Prowler (HMG)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_unarmed_F** | *Prowler (Unarmed)* | BLUFOR | NATO (Pacific) | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_unarmed_CTRG_F** | *Prowler (Unarmed)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_armed_F** | *Prowler (HMG)* | BLUFOR | NATO | Cars | Public |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_AT_F** | *Prowler (AT)* | BLUFOR | NATO | Cars | Public |  | SportCarHorn<br>missiles_titan_static<br>MMG_02_vehicle | 6x 1Rnd_GAT_missiles<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_unarmed_F** | *Prowler (Unarmed)* | BLUFOR | NATO | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_CTRG_LSV_01_light_F** | *Prowler (Light)* | BLUFOR | CTRG | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_armed_black_F** | *Prowler (HMG)* | BLUFOR | NATO | Cars | Protected |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_armed_olive_F** | *Prowler (HMG)* | BLUFOR | NATO | Cars | Protected |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_armed_sand_F** | *Prowler (HMG)* | BLUFOR | NATO | Cars | Protected |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_unarmed_black_F** | *Prowler (Unarmed)* | BLUFOR | NATO | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_unarmed_olive_F** | *Prowler (Unarmed)* | BLUFOR | NATO | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_unarmed_sand_F** | *Prowler (Unarmed)* | BLUFOR | NATO | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_armed_black_F** | *Prowler (HMG)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_armed_olive_F** | *Prowler (HMG)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_armed_sand_F** | *Prowler (HMG)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_unarmed_black_F** | *Prowler (Unarmed)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_unarmed_olive_F** | *Prowler (Unarmed)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_unarmed_sand_F** | *Prowler (Unarmed)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_MRAP_01_F** | *Hunter* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_MRAP_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_MRAP_01_gmg_F** | *Hunter GMG* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2<br>GMG_40mm | 2x 96Rnd_40mm_G_belt |  | A3_Soft_F_Exp_MRAP_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 gunner<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_MRAP_01_hmg_F** | *Hunter HMG* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2<br>HMG_127 | 2x 200Rnd_127x99_mag_Tracer_Red |  | A3_Soft_F_Exp_MRAP_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 gunner<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_GEN_Offroad_01_gen_F** | *Offroad* | BLUFOR | Gendarmerie | Cars | Public |  | PoliceHorn |  |  | A3_Soft_F_Exp_Offroad_01 | - **Randomization:** Yes, 1 component<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Quadbike_01_F** | *Quad Bike* | BLUFOR | NATO (Pacific) | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Exp_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_transport_F** | *HEMTT Transport* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 2 firing positions<br>  - 15 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_covered_F** | *HEMTT Transport (Covered)* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 2 firing positions<br>  - 15 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_mover_F** | *HEMTT* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_box_F** | *HEMTT Box* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_Repair_F** | *HEMTT Repair* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_ammo_F** | *HEMTT Ammo* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_fuel_F** | *HEMTT Fuel* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_medical_F** | *HEMTT Medical* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 16 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_UGV_01_olive_F** | *UGV Stomper* | BLUFOR | NATO (Pacific) | Drones | Public |  |  |  |  | A3_Soft_F_Exp_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_UGV_01_rcws_olive_F** | *UGV Stomper RCWS* | BLUFOR | NATO (Pacific) | Drones | Public |  | HMG_127_UGV<br>GMG_40mm | 2x 500Rnd_127x99_mag_Tracer_Red<br>1x 200Rnd_40mm_G_belt |  | A3_Soft_F_Exp_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Static_AA_F** | *Static Titan Launcher (AA) [NATO]* | BLUFOR | NATO (Pacific) | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAA_missiles |  | A3_Static_F_Exp_AA_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_T_Static_AT_F** | *Static Titan Launcher (AT) [NATO]* | BLUFOR | NATO (Pacific) | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAT_missiles |  | A3_Static_F_Exp_AT_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_T_GMG_01_F** | *Mk32 GMG 20 mm* | BLUFOR | NATO (Pacific) | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F_Exp_GMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_T_HMG_01_F** | *Mk30 HMG .50* | BLUFOR | NATO (Pacific) | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F_Exp_HMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_T_Mortar_01_F** | *Mk6 Mortar* | BLUFOR | NATO (Pacific) | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Exp_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_CTRG_Heli_Transport_01_sand_F** | *UH-80 Ghost Hawk (Sand)* | BLUFOR | CTRG | Helicopters | Public |  | CMFlareLauncher<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 | 1x 168Rnd_CMFlare_Chaff_Magazine<br>2x 2000Rnd_65x39_Belt_Tracer_Red |  | A3_Air_F_Exp_Heli_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 1 copilot<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 4000 kg<br>- **Slingloadable:** No |\n|  | **B_CTRG_Heli_Transport_01_tropic_F** | *UH-80 Ghost Hawk (Tropic)* | BLUFOR | CTRG | Helicopters | Public |  | CMFlareLauncher<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 | 1x 168Rnd_CMFlare_Chaff_Magazine<br>2x 2000Rnd_65x39_Belt_Tracer_Red |  | A3_Air_F_Exp_Heli_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 1 copilot<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 4000 kg<br>- **Slingloadable:** No |\n|  | **B_T_UAV_03_F** | *MQ-12 Falcon* | BLUFOR | NATO (Pacific) | Drones | Protected |  | CMFlareLauncher<br>missiles_SCALPEL<br>missiles_DAR<br>Laserdesignator_mounted | 1x 120Rnd_CMFlare_Chaff_Magazine<br>1x 6Rnd_LG_scalpel<br>1x 24Rnd_missiles<br>1x Laserbatteries |  | A3_Air_F_Exp_UAV_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_UAV_03_dynamicLoadout_F** | *MQ-12 Falcon* | BLUFOR | NATO (Pacific) | Drones | Public |  | CMFlareLauncher<br>Laserdesignator_mounted | 1x 120Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Exp_UAV_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_infantry_F** | *V-44 X Blackfish (Infantry Transport)* | BLUFOR | NATO (Pacific) | Planes | Public |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 36<br>  - 1 driver<br>  - 3 gunners<br>  - 2 firing positions<br>  - 30 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_vehicle_F** | *V-44 X Blackfish (Vehicle Transport)* | BLUFOR | NATO (Pacific) | Planes | Public |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_armed_F** | *V-44 X Blackfish (Armed)* | BLUFOR | NATO (Pacific) | Planes | Public |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted<br>cannon_105mm_VTOL_01<br>gatling_20mm_VTOL_01<br>autocannon_40mm_VTOL_01 | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 100Rnd_105mm_HEAT_MP<br>1x 4000Rnd_20mm_Tracer_Red_shells<br>1x 240Rnd_40mm_GPR_Tracer_Red_shells<br>1x 160Rnd_40mm_APFSDS_Tracer_Red_shells |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_infantry_blue_F** | *V-44 X Blackfish (Infantry Transport)* | BLUFOR | NATO (Pacific) | Planes | Protected |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 36<br>  - 1 driver<br>  - 3 gunners<br>  - 2 firing positions<br>  - 30 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_infantry_olive_F** | *V-44 X Blackfish (Infantry Transport)* | BLUFOR | NATO (Pacific) | Planes | Protected |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 36<br>  - 1 driver<br>  - 3 gunners<br>  - 2 firing positions<br>  - 30 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_vehicle_blue_F** | *V-44 X Blackfish (Vehicle Transport)* | BLUFOR | NATO (Pacific) | Planes | Protected |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_vehicle_olive_F** | *V-44 X Blackfish (Vehicle Transport)* | BLUFOR | NATO (Pacific) | Planes | Protected |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_armed_blue_F** | *V-44 X Blackfish (Armed)* | BLUFOR | NATO (Pacific) | Planes | Protected |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted<br>cannon_105mm_VTOL_01<br>gatling_20mm_VTOL_01<br>autocannon_40mm_VTOL_01 | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 100Rnd_105mm_HEAT_MP<br>1x 4000Rnd_20mm_Tracer_Red_shells<br>1x 240Rnd_40mm_GPR_Tracer_Red_shells<br>1x 160Rnd_40mm_APFSDS_Tracer_Red_shells |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_armed_olive_F** | *V-44 X Blackfish (Armed)* | BLUFOR | NATO (Pacific) | Planes | Protected |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted<br>cannon_105mm_VTOL_01<br>gatling_20mm_VTOL_01<br>autocannon_40mm_VTOL_01 | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 100Rnd_105mm_HEAT_MP<br>1x 4000Rnd_20mm_Tracer_Red_shells<br>1x 240Rnd_40mm_GPR_Tracer_Red_shells<br>1x 160Rnd_40mm_APFSDS_Tracer_Red_shells |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_APC_Tracked_01_AA_F** | *IFV-6a Cheetah* | BLUFOR | NATO (Pacific) | Anti-Air | Public |  | autocannon_35mm<br>missiles_titan_AA<br>SmokeLauncher | 1x 680Rnd_35mm_AA_shells_Tracer_Red<br>2x 4Rnd_Titan_long_missiles<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Tracked_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_APC_Tracked_01_CRV_F** | *CRV-6e Bobcat* | BLUFOR | NATO (Pacific) | APCs | Public |  | HMG_127_APC<br>SmokeLauncher | 4x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Tracked_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - can repair,<br>  - can replenish ammo,<br>- - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_APC_Tracked_01_rcws_F** | *IFV-6c Panther* | BLUFOR | NATO (Pacific) | APCs | Public |  | HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 2x 96Rnd_40mm_G_belt<br>4x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Tracked_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_APC_Wheeled_01_cannon_F** | *AMV-7 Marshall* | BLUFOR | NATO (Pacific) | APCs | Public |  | TruckHorn<br>autocannon_40mm_CTWS<br>LMG_coax<br>SmokeLauncher | 4x 60Rnd_40mm_GPR_Tracer_Red_shells<br>4x 40Rnd_40mm_APFSDS_Tracer_Red_shells<br>8x 200Rnd_762x51_Belt_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Wheeled_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_MBT_01_arty_F** | *M4 Scorcher* | BLUFOR | NATO (Pacific) | Artillery | Public |  | mortar_155mm_AMOS<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 1x 32Rnd_155mm_Mo_shells<br>1x 4Rnd_155mm_Mo_guided<br>1x 6Rnd_155mm_Mo_mine<br>1x 2Rnd_155mm_Mo_Cluster<br>1x 6Rnd_155mm_Mo_smoke<br>1x 2Rnd_155mm_Mo_LG<br>1x 6Rnd_155mm_Mo_AT_mine<br>1x 96Rnd_40mm_G_belt<br>2x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_MBT_01_mlrs_F** | *M5 Sandstorm MLRS* | BLUFOR | NATO (Pacific) | Artillery | Public |  | SmokeLauncher<br>rockets_230mm_GAT | 1x SmokeLauncherMag<br>1x 12Rnd_230mm_rockets |  | A3_Armor_F_Exp_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_MBT_01_cannon_F** | *M2A1 Slammer* | BLUFOR | NATO (Pacific) | Tanks | Public |  | cannon_120mm<br>LMG_coax<br>SmokeLauncher | 1x 24Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 12Rnd_120mm_HE_shells_Tracer_Red<br>1x 12Rnd_120mm_HEAT_MP_T_Red<br>20x 200Rnd_762x51_Belt_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 9<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_MBT_01_TUSK_F** | *M2A4 Slammer UP* | BLUFOR | NATO (Pacific) | Tanks | Public |  | cannon_120mm<br>LMG_coax<br>HMG_127_MBT<br>SmokeLauncher | 1x 24Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 12Rnd_120mm_HE_shells_Tracer_Red<br>1x 12Rnd_120mm_HEAT_MP_T_Red<br>20x 200Rnd_762x51_Belt_Red<br>4x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 9<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_Boat_Armed_01_minigun_F** | *Speedboat Minigun* | BLUFOR | NATO (Pacific) | Boats | Public |  | SmokeLauncher<br>GMG_40mm<br>LMG_Minigun | 1x SmokeLauncherMag_boat<br>2x 96Rnd_40mm_G_belt<br>1x 2000Rnd_65x39_belt_Tracer_Red |  | A3_Boat_F_Exp_Boat_Armed_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Boat_Transport_01_F** | *Assault Boat* | BLUFOR | NATO (Pacific) | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Lifeboat** | *Rescue Boat* | BLUFOR | NATO (Pacific) | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Boat_Transport_02_F** | *RHIB* | BLUFOR | FIA | Boats | Protected |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 7 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Soldier_A_F** | *Ammo Bearer* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 12x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrier1_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_AAR_F** | *Asst. Autorifleman* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Support_AMG_F** | *Asst. Gunner (HMG/GMG)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Support_AMort_F** | *Asst. Gunner (Mk6)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_AAA_F** | *Asst. Missile Specialist (AA)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_AAT_F** | *Asst. Missile Specialist (AT)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_AR_F** | *Autorifleman* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_SW_khk_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 100Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_tna_F<br>V_PlateCarrier2_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Medic_F** | *Combat Life Saver* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_Light_tna_F<br>V_PlateCarrierSpec_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_T_Crew_F** | *Crewman* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_SL_F<br>H_HelmetCrew_B<br>V_BandollierB_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Engineer_F** | *Engineer* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_Soldier_SL_F<br>H_HelmetB_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **B_T_Soldier_Exp_F** | *Explosive Specialist* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_Enh_tna_F<br>V_PlateCarrierGL_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_T_Soldier_GL_F** | *Grenadier* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_GL_khk_ACO_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>6x 1Rnd_HE_Grenade_shell<br>2x HandGrenade<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_T_Soldier_F<br>H_HelmetB_Enh_tna_F<br>V_PlateCarrierGL_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Support_GMG_F** | *Gunner (GMG)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Support_MG_F** | *Gunner (HMG)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Support_Mort_F** | *Gunner (Mk6)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Helicrew_F** | *Helicopter Crew* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_khaki_mag<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_HeliPilotCoveralls<br>V_TacVest_blk<br>H_CrewHelmetHeli_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Helipilot_F** | *Helicopter Pilot* | BLUFOR | NATO (Pacific) | Men | Public |  | SMG_01_Holo_F<br>Throw<br>Put | 4x 30Rnd_45ACP_Mag_SMG_01<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_HeliPilotCoveralls<br>V_TacVest_blk<br>H_PilotHelmetHeli_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_soldier_M_F** | *Marksman* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXM_khk_MOS_Pointer_Bipod_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrier1_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_AA_F** | *Missile Specialist (AA)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>launch_B_Titan_tna_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x Titan_AA<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_Light_tna_F<br>V_PlateCarrier1_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_AT_F** | *Missile Specialist (AT)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>launch_B_Titan_short_tna_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x Titan_AT<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_Light_tna_F<br>V_PlateCarrier1_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Officer_F** | *Officer* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_ACO_F<br>hgun_Pistol_heavy_01_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_khaki_mag<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_MilCap_tna_F<br>V_BandollierB_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_PG_F** | *Para Trooper* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrierSpec_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Pilot_F** | *Pilot* | BLUFOR | NATO (Pacific) | Men | Public |  | SMG_01_Holo_F<br>Throw<br>Put | 4x 30Rnd_45ACP_Mag_SMG_01<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x Chemlight_green | U_B_PilotCoveralls<br>H_PilotHelmetFighter_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_T_Soldier_Repair_F** | *Repair Specialist* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_Light_tna_F<br>V_PlateCarrier1_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair |\n|  | **B_T_Soldier_F** | *Rifleman* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrier1_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_LAT_F** | *Rifleman (AT)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>launch_NLAW_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x NLAW_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrier2_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_SL_F** | *Squad Leader* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_Hamr_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_khaki_mag<br>2x 30Rnd_65x39_caseless_khaki_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_Enh_tna_F<br>V_PlateCarrierGL_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_TL_F** | *Team Leader* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_GL_khk_Hamr_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_khaki_mag<br>2x 30Rnd_65x39_caseless_khaki_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_T_Soldier_F<br>H_HelmetB_Enh_tna_F<br>V_PlateCarrierGL_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_UAV_F** | *UAV Operator* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrierSpec_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>B_UavTerminal<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_T_Diver_F** | *Assault Diver* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_P07_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_red<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellBlue<br>4x Chemlight_blue | U_B_Wetsuit<br>V_RebreatherB<br>G_B_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_T_Diver_Exp_F** | *Diver Explosive Specialist* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_P07_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_red<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellBlue<br>4x Chemlight_blue | U_B_Wetsuit<br>V_RebreatherB<br>G_B_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **B_T_Diver_TL_F** | *Diver Team Leader* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_P07_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_red<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellBlue<br>4x Chemlight_blue | U_B_Wetsuit<br>V_RebreatherB<br>G_B_Diving<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_T_Recon_Exp_F** | *Recon Demo Specialist* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MX_khk_ACO_Pointer_Snds_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_Booniehat_tna_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_T_Recon_JTAC_F** | *Recon JTAC* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Laserdesignator | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>2x B_IR_Grenade<br>6x 1Rnd_HE_Grenade_shell<br>1x Laserbatteries<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_T_Soldier_F<br>H_Watchcap_camo<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Recon_M_F** | *Recon Marksman* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MXM_khk_MOS_Pointer_Bipod_Snds_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_Booniehat_tna_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Recon_Medic_F** | *Recon Paramedic* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MXC_khk_ACO_Pointer_Snds_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_T_Recon_F** | *Recon Scout* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MX_khk_ACO_Pointer_Snds_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_SL_F<br>H_Watchcap_camo<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Recon_LAT_F** | *Recon Scout (AT)* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MX_khk_ACO_Pointer_Snds_F<br>launch_NLAW_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x NLAW_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_tna_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Recon_TL_F** | *Recon Team Leader* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MX_khk_Hamr_Pointer_Snds_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 4x 30Rnd_65x39_caseless_khaki_mag<br>2x 30Rnd_65x39_caseless_khaki_mag_Tracer<br>2x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_Soldier_SL_F<br>H_MilCap_tna_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Sniper_F** | *Sniper* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | srifle_LRR_tna_LRPS_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 6x 7Rnd_408_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_Sniper_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Spotter_F** | *Spotter* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MX_khk_Hamr_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Laserdesignator | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x Laserbatteries<br>2x MiniGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_Sniper_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_ghillie_tna_F** | *Sniper (Jungle)* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | srifle_LRR_tna_LRPS_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 6x 7Rnd_408_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_FullGhillie_tna_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_T_Soldier_universal_F** | *Soldier* | BLUFOR | NATO (Pacific) | Men | Protected |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrier1_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **B_T_Soldier_unarmed_F** | *Rifleman (Unarmed)* | BLUFOR | NATO (Pacific) | Men | Public |  | Throw<br>Put |  | U_B_T_Soldier_F<br>V_PlateCarrier1_tna_F<br>H_HelmetB_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_arid_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_arid_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_2_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_2_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_2_arid_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_2_arid_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_3_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_3_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_3_arid_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_3_arid_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_TL_tna_F** | *Team Leader* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Rangefinder | 2x 30Rnd_556x45_Stanag_Tracer_Red<br>4x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_Exp_tna_F** | *Demo Specialist* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>3x APERSMine_Range_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_PlateCarrierIAGL_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_CTRG_Soldier_Medic_tna_F** | *Paramedic* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_CTRG_Soldier_M_tna_F** | *Marksman* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_03_blk_MOS_Pointer_Bipod_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Rangefinder | 8x 20Rnd_762x51_Mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_tna_F** | *Scout* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_LAT_tna_F** | *Scout (AT)* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>launch_NLAW_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>1x NLAW_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_AR_tna_F** | *Autorifleman* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_02_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put | 3x 150Rnd_556x45_Drum_Mag_F<br>1x 150Rnd_556x45_Drum_Mag_Tracer_F<br>3x 16Rnd_9x21_Mag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_JTAC_tna_F** | *JTAC* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Laserdesignator_01_khk_F | 6x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>2x B_IR_Grenade<br>6x 1Rnd_HE_Grenade_shell<br>1x Laserbatteries<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_PlateCarrierIAGL_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Miller_F** | *Miller* | BLUFOR | CTRG | Men (Story) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_3_F<br>V_PlateCarrier2_rgr_noflag_F<br>G_Tactical_Black<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_urb_1_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_urb_1_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_urb_2_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_urb_2_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_urb_3_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_urb_3_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_universal_F** | *Soldier* | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **B_GEN_Soldier_F** | *Gendarme* | BLUFOR | Gendarmerie | Men | Public |  | SMG_05_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_9x21_Mag_SMG_02<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell | U_B_GEN_Soldier_F<br>H_MilCap_gen_F<br>V_TacVest_gen_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_GEN_Commander_F** | *Gendarmerie Commander* | BLUFOR | Gendarmerie | Men | Public |  | SMG_05_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_9x21_Mag_SMG_02<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellYellow | U_B_GEN_Commander_F<br>H_Beret_gen_F<br>V_TacVest_gen_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_GEN_Soldier_universal_F** | *Soldier* | BLUFOR | Gendarmerie | Men | Protected |  | SMG_05_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_9x21_Mag_SMG_02<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell | U_B_GEN_Soldier_F<br>H_MilCap_gen_F<br>V_TacVest_gen_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **B_Captain_Dwarden_F** | *Dwarden* | BLUFOR | Gendarmerie | Men (Story) | Public |  | SMG_03C_black<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 5x 50Rnd_570x28_SMG_03<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellYellow | U_B_GEN_Commander_F<br>H_Beret_gen_F<br>V_TacVest_gen_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Captain_Ivan_F** | *Ivan* | BLUFOR | FIA | Men (Story) | Public |  | arifle_AKM_F<br>hgun_Pistol_heavy_02_F<br>Throw<br>Put | 5x 30Rnd_762x39_Mag_F<br>3x 6Rnd_45ACP_Cylinder<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_B_G_Captain_Ivan_F<br>H_Booniehat_oli<br>V_Chestrig_rgr<br>G_Spectacles<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_AAA_System_01_F** | *Praetorian 1C* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>weapon_Cannon_Phalanx | 1x FakeWeapon<br>2x magazine_Cannon_Phalanx_x1550 |  | A3_Static_F_Jets_AAA_System_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_SAM_System_01_F** | *Mk49 Spartan* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>weapon_rim116Launcher | 1x FakeWeapon<br>1x magazine_Missile_rim116_x21 |  | A3_Static_F_Jets_SAM_System_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_SAM_System_02_F** | *Mk21 Centurion* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>weapon_rim162Launcher | 1x FakeWeapon<br>1x magazine_Missile_rim162_x8 |  | A3_Static_F_Jets_SAM_System_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Plane_Fighter_01_F** | *F/A-181 Black Wasp II* | BLUFOR | NATO | Planes | Public |  | weapon_Fighter_Gun20mm_AA<br>Laserdesignator_pilotCamera<br>CMFlareLauncher_Singles | 1x magazine_Fighter01_Gun20mm_AA_x450<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Jets_Plane_Fighter_01 | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Plane_Fighter_01_Stealth_F** | *F/A-181 Black Wasp II (Stealth)* | BLUFOR | NATO | Planes | Public |  | weapon_Fighter_Gun20mm_AA<br>Laserdesignator_pilotCamera<br>CMFlareLauncher_Singles | 1x magazine_Fighter01_Gun20mm_AA_x450<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Jets_Plane_Fighter_01 | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Ejection_Seat_Plane_Fighter_01_F** | *Ejection Seat* | BLUFOR | NATO | Objects | Protected |  |  |  |  | A3_Air_F_Jets_Plane_Fighter_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_UAV_05_F** | *UCAV Sentinel* | BLUFOR | NATO | Drones | Public |  | CMFlareLauncher<br>Laserdesignator_mounted | 1x 120Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Jets_UAV_05 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Deck_Crew_F** | *Deck Crew* | BLUFOR | NATO | Men | Public |  | Throw<br>Put |  | U_B_HeliPilotCoveralls<br>V_DeckCrew_yellow_F<br>H_HelmetCrew_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>ItemGPS<br>FirstAidKit | A3_Characters_F_Jets | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Fighter_Pilot_F** | *Fighter Pilot* | BLUFOR | NATO | Men | Public |  | hgun_P07_F<br>Throw<br>Put | 4x 16Rnd_9x21_Mag<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_PilotCoveralls<br>H_PilotHelmetFighter_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Jets | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_Patrol_Soldier_TL_F** | *Team Leader* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Leader_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Rangefinder | 4x 30Rnd_65x39_caseless_mag<br>2x 30Rnd_65x39_caseless_mag_Tracer<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>4x 3Rnd_HE_Grenade_shell<br>2x SmokeShell<br>2x SmokeShellGreen<br>2x SmokeShellBlue | U_B_CombatUniform_mcam_vest<br>V_PlateCarrierGL_rgr<br>H_HelmetSpecB_paint1<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>B_UavTerminal<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Patrol_Soldier_UAV_F** | *UAV Operator* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Operator_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_mag<br>2x 30Rnd_65x39_caseless_mag_Tracer<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam_tshirt<br>V_PlateCarrier1_rgr<br>H_HelmetB_light_snakeskin<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>B_UavTerminal<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_Patrol_Soldier_M_F** | *Marksman* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Marksman_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Rangefinder | 8x 20Rnd_762x51_Mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB_light_desert<br>G_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Patrol_Medic_F** | *Combat Life Saver* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Medic_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_65x39_caseless_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade | U_B_CombatUniform_mcam_vest<br>V_PlateCarrierSpec_rgr<br>H_HelmetSpecB_sand<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_Patrol_Soldier_AR_F** | *Autorifleman* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Autorifleman_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Binocular | 4x 100Rnd_65x39_caseless_mag<br>2x 100Rnd_65x39_caseless_mag_Tracer<br>3x 11Rnd_45ACP_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam_tshirt<br>V_PlateCarrier2_rgr<br>H_HelmetB_snakeskin<br>G_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Patrol_Soldier_MG_F** | *Machine Gunner* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_MachineGunner_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Binocular | 2x 200Rnd_65x39_cased_Box<br>1x 200Rnd_65x39_cased_Box_Tracer<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam_vest<br>V_PlateCarrier1_rgr<br>H_HelmetB_light_sand<br>G_Bandanna_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Patrol_HeavyGunner_F** | *Heavy Gunner* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_HeavyGunner_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Binocular | 3x 150Rnd_762x54_Box<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam_vest<br>V_PlateCarrier2_rgr<br>H_HelmetB_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Patrol_Soldier_A_F** | *Ammo Bearer* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Carrier_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam_vest<br>V_PlateCarrier2_rgr<br>H_HelmetB_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Patrol_Soldier_AT_F** | *Missile Specialist (AT)* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Specialist_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>launch_B_Titan_short_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_65x39_caseless_mag<br>3x 11Rnd_45ACP_Mag<br>1x Titan_AP<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam_vest<br>V_PlateCarrier1_rgr<br>H_HelmetB_light_grass<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Patrol_Engineer_F** | *Engineer* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Specialist_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_65x39_caseless_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam_vest<br>V_PlateCarrierGL_mtp<br>H_HelmetSpecB_paint2<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **B_G_Van_02_transport_F** | *Van Transport* | BLUFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_GEN_Van_02_transport_F** | *Van Transport* | BLUFOR | Gendarmerie | Cars | Public |  | PoliceHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Van_02_vehicle_F** | *Van (Cargo)* | BLUFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 4 firing positions<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_GEN_Van_02_vehicle_F** | *Van (Cargo)* | BLUFOR | Gendarmerie | Cars | Public |  | PoliceHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 4 firing positions<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Plane_CAS_01_Cluster_F** | *A-164 Wipeout (Cluster)* | BLUFOR | NATO | Planes | Protected |  | Gatling_30mm_Plane_CAS_01_F<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x 1000Rnd_Gatling_30mm_Plane_CAS_01_F<br>1x Laserbatteries<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_Plane_Fighter_01_Cluster_F** | *F/A-181 Black Wasp II (Cluster)* | BLUFOR | NATO | Planes | Protected |  | weapon_Fighter_Gun20mm_AA<br>Laserdesignator_pilotCamera<br>CMFlareLauncher_Singles | 1x magazine_Fighter01_Gun20mm_AA_x450<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Orange | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UAV_06_F** | *AL-6 Pelican* | BLUFOR | NATO | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_UAV_06_medical_F** | *AL-6 Pelican (Medical)* | BLUFOR | NATO | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_soldier_UAV_06_F** | *UAV Operator (AL-6)* | BLUFOR | NATO | Men | Public | ORANGE | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrierSpec_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>B_UavTerminal<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_soldier_UAV_06_medical_F** | *UAV Operator (AL-6, Medical)* | BLUFOR | NATO | Men | Public | ORANGE | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrierSpec_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>B_UavTerminal<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_T_soldier_UAV_06_F** | *UAV Operator (AL-6)* | BLUFOR | NATO (Pacific) | Men | Public | ORANGE | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrierSpec_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>B_UavTerminal<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_T_soldier_UAV_06_medical_F** | *UAV Operator (AL-6, Medical)* | BLUFOR | NATO (Pacific) | Men | Public | ORANGE | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrierSpec_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>B_UavTerminal<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_soldier_mine_F** | *Mine Specialist* | BLUFOR | NATO | Men | Public | ORANGE | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrierGL_rgr<br>H_HelmetSpecB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_T_soldier_mine_F** | *Mine Specialist* | BLUFOR | NATO (Pacific) | Men | Public | ORANGE | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_Enh_tna_F<br>V_PlateCarrierGL_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_G_Story_Guerilla_01_F** | *Alexis Kouris* | BLUFOR | FIA | Men (Story) | Public | ORANGE | hgun_PDW2000_F | 1x 30Rnd_9x21_Mag<br>1x MiniGrenade | U_BG_Guerilla1_2_F<br>H_Hat_Safari_sand_F<br>V_Pocketed_coyote_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_AFV_Wheeled_01_cannon_F** | *Rhino MGS* | BLUFOR | NATO | APCs | Public |  | TruckHorn<br>cannon_120mm<br>MMG_02_coax<br>SmokeLauncher<br>Laserdesignator_vehicle | 1x 12Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 8Rnd_120mm_HE_shells_Tracer_Red<br>1x 8Rnd_120mm_HEAT_MP_T_Red<br>4x 200Rnd_338_Mag<br>1x 4Rnd_120mm_LG_cannon_missiles<br>1x SmokeLauncherMag<br>1x Laserbatteries |  | A3_Armor_F_Tank_AFV_Wheeled_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_AFV_Wheeled_01_cannon_F** | *Rhino MGS* | BLUFOR | NATO (Pacific) | APCs | Public |  | TruckHorn<br>cannon_120mm<br>MMG_02_coax<br>SmokeLauncher<br>Laserdesignator_vehicle | 1x 12Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 8Rnd_120mm_HE_shells_Tracer_Red<br>1x 8Rnd_120mm_HEAT_MP_T_Red<br>4x 200Rnd_338_Mag<br>1x 4Rnd_120mm_LG_cannon_missiles<br>1x SmokeLauncherMag<br>1x Laserbatteries |  | A3_Armor_F_Tank_AFV_Wheeled_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_AFV_Wheeled_01_up_cannon_F** | *Rhino MGS UP* | BLUFOR | NATO | APCs | Public |  | TruckHorn<br>cannon_120mm<br>MMG_02_coax<br>SmokeLauncher<br>HMG_127_AFV<br>Laserdesignator_mounted | 1x 12Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 8Rnd_120mm_HE_shells_Tracer_Red<br>1x 8Rnd_120mm_HEAT_MP_T_Red<br>4x 200Rnd_338_Mag<br>1x 4Rnd_120mm_LG_cannon_missiles<br>1x SmokeLauncherMag<br>2x 200Rnd_127x99_mag_Tracer_Red<br>1x Laserbatteries |  | A3_Armor_F_Tank_AFV_Wheeled_01 | - **Randomization:** No<br>- **Camo selections:** 7<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_AFV_Wheeled_01_up_cannon_F** | *Rhino MGS UP* | BLUFOR | NATO (Pacific) | APCs | Public |  | TruckHorn<br>cannon_120mm<br>MMG_02_coax<br>SmokeLauncher<br>HMG_127_AFV<br>Laserdesignator_mounted | 1x 12Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 8Rnd_120mm_HE_shells_Tracer_Red<br>1x 8Rnd_120mm_HEAT_MP_T_Red<br>4x 200Rnd_338_Mag<br>1x 4Rnd_120mm_LG_cannon_missiles<br>1x SmokeLauncherMag<br>2x 200Rnd_127x99_mag_Tracer_Red<br>1x Laserbatteries |  | A3_Armor_F_Tank_AFV_Wheeled_01 | - **Randomization:** No<br>- **Camo selections:** 7<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_soldier_LAT2_F** | *Rifleman (Light AT)* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>launch_MRAWS_sand_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x MRAWS_HEAT_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier2_rgr<br>H_HelmetB_sand<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_LAT2_F** | *Rifleman (Light AT)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>launch_MRAWS_green_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x MRAWS_HEAT_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrier2_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_LAT2_tna_F** | *Rifleman (Light AT)* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>launch_MRAWS_green_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>1x MRAWS_HEAT_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_LAT2_F** | *Rifleman (Light AT)* | BLUFOR | FIA | Men | Public |  | arifle_TRG21_F<br>launch_MRAWS_olive_rail_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x MRAWS_HEAT_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerrilla_6_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Ship_Gun_01_F** | *Mk45 Hammer* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>weapon_ShipCannon_120mm | 1x FakeWeapon<br>1x magazine_ShipCannon_120mm_HE_shells_x32<br>1x magazine_ShipCannon_120mm_HE_guided_shells_x2<br>1x magazine_ShipCannon_120mm_HE_LG_shells_x2<br>1x magazine_ShipCannon_120mm_HE_cluster_shells_x2<br>1x magazine_ShipCannon_120mm_mine_shells_x6<br>1x magazine_ShipCannon_120mm_smoke_shells_x6<br>1x magazine_ShipCannon_120mm_AT_mine_shells_x6 |  | A3_Static_F_Destroyer_Ship_Gun_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Ship_MRLS_01_F** | *Mk41 VLS* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>weapon_VLS_01 | 1x FakeWeapon<br>1x magazine_Missiles_Cruise_01_x18<br>1x magazine_Missiles_Cruise_01_Cluster_x18 |  | A3_Static_F_Destroyer_Ship_MRLS_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Radar_System_01_F** | *AN/MPQ-105 Radar* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>FakeWeapon | 1x FakeWeapon |  | A3_Static_F_Sams_Radar_System_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_SAM_System_03_F** | *MIM-145 Defender* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>weapon_mim145Launcher | 1x FakeWeapon<br>1x magazine_Missile_mim145_x4 |  | A3_Static_F_Sams_SAM_System_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_GEN_Offroad_01_covered_F** | *Offroad (Covered)* | BLUFOR | Gendarmerie | Cars | Public | Enoch | PoliceHorn |  |  | A3_Soft_F_Enoch_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 4 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_GEN_Offroad_01_comms_F** | *Offroad (Comms)* | BLUFOR | Gendarmerie | Cars | Public | Enoch | PoliceHorn |  |  | A3_Soft_F_Enoch_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 4 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_flatbed_F** | *HEMTT Flatbed* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 10000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_flatbed_F** | *HEMTT Flatbed* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 10000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_cargo_F** | *HEMTT Cargo* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 10000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_cargo_F** | *HEMTT Cargo* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 10000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UGV_02_Science_F** | *ED-1E Roller* | BLUFOR | NATO | Drones | Public | Enoch | ProbingWeapon_01_F<br>ProbingWeapon_02_F<br>ProbingLaser_01_F | 1x ProbingWeapon_01_magazine<br>1x ProbingWeapon_02_magazine<br>1x Laserbatteries |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UGV_02_Demining_F** | *ED-1D Pelter* | BLUFOR | NATO | Drones | Public | Enoch | DeminingDisruptor_01_F<br>Laserdesignator_mounted | 1x Laserbatteries<br>1x 15Rnd_12Gauge_Pellets<br>1x 15Rnd_12Gauge_Slug |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_W_Static_Designator_01_F** | *Remote Designator [NATO]* | BLUFOR | NATO (Woodland) | Turrets | Public |  | FakeWeapon<br>Laserdesignator_mounted | 1x FakeWeapon<br>1x Laserbatteries |  | A3_Static_F_Enoch_Designator_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_ReconFatigues_01_wdl_F** | *Squad Leader* | BLUFOR | NATO | Men | Protected |  | arifle_MX_Hamr_pointer_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_mag<br>2x 30Rnd_65x39_caseless_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>V_PlateCarrierGL_rgr<br>H_HelmetB_desert<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CombatFatigues_01_wdl_F** | *Rifleman* | BLUFOR | NATO | Men | Protected |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam_wdl_f<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CombatFatigues_01_Tshirt_wdl_F** | *Autorifleman* | BLUFOR | NATO | Men | Protected |  | arifle_MX_SW_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 100Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdl_f<br>V_PlateCarrier2_rgr<br>H_HelmetB_grass<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_A_F** | *Ammo Bearer* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 12x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier1_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_AAR_F** | *Asst. Autorifleman* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Support_AMG_F** | *Asst. Gunner (HMG/GMG)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Support_AMort_F** | *Asst. Gunner (Mk6)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_AAA_F** | *Asst. Missile Specialist (AA)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_AAT_F** | *Asst. Missile Specialist (AT)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_AR_F** | *Autorifleman* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_SW_Black_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 100Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier2_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Medic_F** | *Combat Life Saver* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_light_wdl<br>V_PlateCarrierSpec_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_W_Crew_F** | *Crewman* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>H_HelmetCrew_B<br>V_BandollierB_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Engineer_F** | *Engineer* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **B_W_Soldier_Exp_F** | *Explosive Specialist* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetSpecB_wdl<br>V_PlateCarrierGL_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_W_soldier_mine_F** | *Mine Specialist* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetSpecB_wdl<br>V_PlateCarrierGL_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_W_Soldier_GL_F** | *Grenadier* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_GL_Black_ACO_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>6x 1Rnd_HE_Grenade_shell<br>2x HandGrenade<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetSpecB_wdl<br>V_PlateCarrierGL_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Support_GMG_F** | *Gunner (GMG)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Support_MG_F** | *Gunner (HMG)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Support_Mort_F** | *Gunner (Mk6)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Helicrew_F** | *Helicopter Crew* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_black_mag<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_HeliPilotCoveralls<br>V_TacVest_blk<br>H_CrewHelmetHeli_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Helipilot_F** | *Helicopter Pilot* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | SMG_01_Holo_F<br>Throw<br>Put | 4x 30Rnd_45ACP_Mag_SMG_01<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_HeliPilotCoveralls<br>V_TacVest_blk<br>H_PilotHelmetHeli_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_soldier_M_F** | *Marksman* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXM_Black_MOS_Pointer_Bipod_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier1_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_AA_F** | *Missile Specialist (AA)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>launch_B_Titan_tna_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x Titan_AA<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_light_wdl<br>V_PlateCarrier1_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_AT_F** | *Missile Specialist (AT)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>launch_B_Titan_short_tna_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x Titan_AT<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_light_wdl<br>V_PlateCarrier1_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Officer_F** | *Officer* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_ACO_F<br>hgun_Pistol_heavy_01_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_black_mag<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_MilCap_wdl<br>V_BandollierB_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_Repair_F** | *Repair Specialist* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_light_wdl<br>V_PlateCarrier1_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair |\n|  | **B_W_Soldier_F** | *Rifleman* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier1_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_LAT_F** | *Rifleman (AT)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>launch_NLAW_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x NLAW_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier2_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_LAT2_F** | *Rifleman (Light AT)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>launch_MRAWS_green_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x MRAWS_HEAT_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier2_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_SL_F** | *Squad Leader* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_Hamr_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_black_mag<br>2x 30Rnd_65x39_caseless_black_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>H_HelmetSpecB_wdl<br>V_PlateCarrierGL_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_TL_F** | *Team Leader* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_GL_Black_Hamr_Pointer_F<br>hgun_P07_khk_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | 4x 30Rnd_65x39_caseless_black_mag<br>2x 30Rnd_65x39_caseless_black_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_CombatUniform_vest_mcam_wdl_f<br>H_HelmetSpecB_wdl<br>V_PlateCarrierGL_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_CBRN_F** | *CBRN Specialist* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_FL_F<br>hgun_P07_khk_F<br>Throw<br>Put | 9x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CBRN_Suit_01_Wdl_F<br>V_PlateCarrier1_wdl<br>H_HelmetB<br>G_AirPurifyingRespirator_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_RadioOperator_F** | *Radio Operator* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>V_PlateCarrier1_wdl<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Survivor_F** | *Survivor* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | Throw<br>Put |  | U_B_CombatUniform_mcam_wdl_f | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_UGV_02_Science_F** | *UGV Operator (ED-1E)* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrierSpec_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>B_UavTerminal<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_soldier_UGV_02_Demining_F** | *UGV Operator (ED-1D)* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrierSpec_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>B_UavTerminal<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_W_Soldier_UAV_F** | *UAV Operator* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier1_wdl<br>B_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_W_soldier_UGV_02_Science_F** | *UGV Operator (ED-1E)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier1_wdl<br>B_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_W_soldier_UGV_02_Demining_F** | *UGV Operator (ED-1D)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier1_wdl<br>B_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_W_Soldier_universal_F** | *Soldier* | BLUFOR | NATO (Woodland) | Men | Protected | Enoch | arifle_MX_Black_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier1_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **B_W_Soldier_unarmed_F** | *Rifleman (Unarmed)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | Throw<br>Put |  | U_B_CombatUniform_mcam_wdl_f<br>V_PlateCarrier1_wdl<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CBRN_Man_Oversuit_01_MTP_F** | *Rifleman* | BLUFOR | NATO | Men | Protected | Enoch | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CBRN_Suit_01_MTP_F<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CBRN_Man_Oversuit_01_Tropic_F** | *Rifleman* | BLUFOR | NATO | Men | Protected | Enoch | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CBRN_Suit_01_Tropic_F<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CBRN_Man_Oversuit_01_Wdl_F** | *Rifleman* | BLUFOR | NATO | Men | Protected | Enoch | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CBRN_Suit_01_wdl_F<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_CBRN_Man_Oversuit_01_AAF_F** | *Rifleman* | BLUFOR | NATO | Men | Protected | Enoch | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_I_CBRN_Suit_01_AAF_F<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_E_CBRN_Man_Oversuit_01_EAF_F** | *Rifleman* | BLUFOR | NATO | Men | Protected | Enoch | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_I_E_CBRN_Suit_01_EAF_F<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_CBRN_Man_Oversuit_01_Blue_F** | *Rifleman* | BLUFOR | NATO | Men | Protected | Enoch | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_C_CBRN_Suit_01_Blue_F<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_CBRN_Man_Oversuit_01_White_F** | *Rifleman* | BLUFOR | NATO | Men | Protected | Enoch | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_C_CBRN_Suit_01_White_F<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Officer_Parade_F** | *Officer (Parade Dress)* | BLUFOR | NATO | Men | Public | AoW |  |  | U_B_ParadeUniform_01_US_F<br>H_ParadeDressCap_01_US_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Officer_Parade_Veteran_F** | *Officer (Veteran, Parade Dress)* | BLUFOR | NATO | Men | Public | AoW |  |  | U_B_ParadeUniform_01_US_decorated_F<br>H_ParadeDressCap_01_US_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **SpaceshipCapsule_01_parachute_F** | *Space Capsule Parachutes* | BLUFOR | NATO | Helicopters | Protected |  |  |  |  | A3_Props_F_Decade_Spaceship | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:48, 8 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class Name | Display Name | Side | Category | Subcategory | Scope | DLC | Weapons | Magazines | Items | Addons | Features |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|\n|  | **ArtilleryTargetW** | *ArtilleryTarget* | BLUFOR | Other |  | Protected |  | FakeWeapon | 1x FakeWeapon |  | Core | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_TargetSoldier** | *Invisible Target Soldier* | BLUFOR | NATO | Targets | Protected |  | FakeWeapon | 1x FakeWeapon |  | A3_Structures_F_Training | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetEBase** | *Laser Target* | BLUFOR | Other |  | Protected |  | M2 |  |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **LaserTargetE** | *Laser Target* | BLUFOR | Other |  | Protected |  |  |  |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **NVG_TargetE** | *NVG target* | BLUFOR | Other |  | Protected |  |  |  |  | A3_Weapons_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_Soldier_F** | *Rifleman* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_RangeMaster_F** | *Range Master* | BLUFOR | NATO | Men | Public |  | Throw<br>Put |  | U_Rangemaster<br>H_Cap_headphones<br>V_Rangemaster_belt<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Soldier_lite_F** | *Rifleman (Light)* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_vest<br>V_BandollierB_rgr<br>H_MilCap_mcamo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Soldier_GL_F** | *Grenadier* | BLUFOR | NATO | Men | Public |  | arifle_MX_GL_ACO_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>6x 1Rnd_HE_Grenade_shell<br>2x HandGrenade<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_CombatUniform_mcam<br>V_PlateCarrierGL_rgr<br>H_HelmetSpecB_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_AR_F** | *Autorifleman* | BLUFOR | NATO | Men | Public |  | arifle_MX_SW_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 100Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_PlateCarrier2_rgr<br>H_HelmetB_grass<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Soldier_SL_F** | *Squad Leader* | BLUFOR | NATO | Men | Public |  | arifle_MX_Hamr_pointer_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_mag<br>2x 30Rnd_65x39_caseless_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_mcam_vest<br>V_PlateCarrierGL_rgr<br>H_HelmetB_desert<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Soldier_TL_F** | *Team Leader* | BLUFOR | NATO | Men | Public |  | arifle_MX_GL_Hamr_pointer_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_mag<br>2x 30Rnd_65x39_caseless_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_CombatUniform_mcam_vest<br>V_PlateCarrierGL_rgr<br>H_HelmetSpecB<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_M_F** | *Marksman* | BLUFOR | NATO | Men | Public |  | arifle_MXM_Hamr_LP_BI_F<br>hgun_P07_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB_grass<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_LAT_F** | *Rifleman (AT)* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>launch_NLAW_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x NLAW_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier2_rgr<br>H_HelmetB_sand<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_medic_F** | *Combat Life Saver* | BLUFOR | NATO | Men | Public |  | arifle_MX_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_PlateCarrierSpec_rgr<br>H_HelmetB_light_desert<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_soldier_repair_F** | *Repair Specialist* | BLUFOR | NATO | Men | Public |  | arifle_MX_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB_light_sand<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair |\n|  | **B_soldier_exp_F** | *Explosive Specialist* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrierGL_rgr<br>H_HelmetSpecB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_Helipilot_F** | *Helicopter Pilot* | BLUFOR | NATO | Men | Public |  | SMG_01_Holo_F<br>Throw<br>Put | 4x 30Rnd_45ACP_Mag_SMG_01<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_HeliPilotCoveralls<br>V_TacVest_blk<br>H_PilotHelmetHeli_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Soldier_A_F** | *Ammo Bearer* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 12x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB_grass<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_AT_F** | *Missile Specialist (AT)* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>launch_B_Titan_short_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x Titan_AT<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB_light_desert<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_AA_F** | *Missile Specialist (AA)* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>launch_B_Titan_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x Titan_AA<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB_light_sand<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_engineer_F** | *Engineer* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_mcam_vest<br>V_Chestrig_rgr<br>H_HelmetB_desert<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **B_crew_F** | *Crewman* | BLUFOR | NATO | Men | Public |  | arifle_MXC_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_vest<br>V_BandollierB_rgr<br>H_HelmetCrew_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_officer_F** | *Officer* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Aco_F<br>hgun_Pistol_heavy_01_MRD_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_mag<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_BandollierB_rgr<br>H_MilCap_mcamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Competitor_F** | *Competitor* | BLUFOR | NATO | Men | Public |  | Throw<br>Put |  | U_Competitor<br>H_Cap_headphones<br>V_Rangemaster_belt<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Pilot_F** | *Pilot* | BLUFOR | NATO | Men | Public |  | SMG_01_Holo_F<br>Throw<br>Put | 4x 30Rnd_45ACP_Mag_SMG_01<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x Chemlight_green | U_B_PilotCoveralls<br>H_PilotHelmetFighter_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_helicrew_F** | *Helicopter Crew* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_mag<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_HeliPilotCoveralls<br>V_TacVest_blk<br>H_CrewHelmetHeli_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_PG_F** | *Para Trooper* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrierSpec_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_UAV_F** | *UAV Operator* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrierSpec_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>B_UavTerminal<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_Soldier_universal_F** | *Soldier* | BLUFOR | NATO | Men | Protected |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **B_Survivor_F** | *Survivor* | BLUFOR | NATO | Men | Public |  | Throw<br>Put |  | U_B_CombatUniform_mcam | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Soldier_unarmed_F** | *Rifleman (Unarmed)* | BLUFOR | NATO | Men | Public |  | Throw<br>Put |  | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_diver_F** | *Assault Diver* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_P07_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_red<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellBlue<br>4x Chemlight_blue | U_B_Wetsuit<br>V_RebreatherB<br>G_B_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_diver_TL_F** | *Diver Team Leader* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_P07_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_red<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellBlue<br>4x Chemlight_blue | U_B_Wetsuit<br>V_RebreatherB<br>G_B_Diving<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_diver_exp_F** | *Diver Explosive Specialist* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_P07_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_red<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellBlue<br>4x Chemlight_blue | U_B_Wetsuit<br>V_RebreatherB<br>G_B_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **B_recon_F** | *Recon Scout* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MX_ACO_pointer_snds_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_vest<br>V_Chestrig_rgr<br>H_Watchcap_camo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_recon_LAT_F** | *Recon Scout (AT)* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MX_ACO_pointer_snds_F<br>launch_NLAW_F<br>hgun_P07_snds_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x NLAW_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_plain_mcamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_recon_exp_F** | *Recon Demo Specialist* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MX_ACO_pointer_snds_F<br>hgun_P07_snds_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_Booniehat_mcamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_recon_medic_F** | *Recon Paramedic* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MXC_ACO_pointer_snds_F<br>hgun_P07_snds_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_recon_TL_F** | *Recon Team Leader* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MX_RCO_pointer_snds_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Rangefinder | 4x 30Rnd_65x39_caseless_mag<br>2x 30Rnd_65x39_caseless_mag_Tracer<br>2x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_mcam_vest<br>V_Chestrig_rgr<br>H_MilCap_mcamo<br>G_Shades_Black<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_recon_M_F** | *Recon Marksman* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MXM_DMS_LP_BI_snds_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_Chestrig_rgr<br>H_Booniehat_mcamo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_recon_JTAC_F** | *Recon JTAC* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MX_GL_Holo_pointer_snds_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Laserdesignator | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>2x B_IR_Grenade<br>6x 1Rnd_HE_Grenade_shell<br>1x Laserbatteries<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_CombatUniform_mcam<br>V_Chestrig_rgr<br>H_Watchcap_camo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_spotter_F** | *Spotter* | BLUFOR | NATO | Men (Special Forces) | Public |  | arifle_MX_Hamr_pointer_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Laserdesignator | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x Laserbatteries<br>2x MiniGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_GhillieSuit<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_sniper_F** | *Sniper* | BLUFOR | NATO | Men (Special Forces) | Public |  | srifle_LRR_camo_LRPS_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 7Rnd_408_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_GhillieSuit<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Story_SF_Captain_F** | *Miller* | BLUFOR | NATO | Men (Story) | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CTRG_2<br>V_PlateCarrierL_CTRG<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Story_Protagonist_F** | *Kerry* | BLUFOR | NATO | Men (Story) | Public |  | arifle_MX_GL_Hamr_pointer_F<br>hgun_P07_snds_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>2x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x Chemlight_green<br>1x 3Rnd_HE_Grenade_shell<br>1x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell | U_B_CombatUniform_mcam_tshirt<br>V_PlateCarrier_Kerry<br>H_Helmet_Kerry<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Story_Engineer_F** | *Novak* | BLUFOR | NATO | Men (Story) | Protected |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Story_Colonel_F** | *Grover* | BLUFOR | NATO | Men (Story) | Protected |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Story_Pilot_F** | *Larkin* | BLUFOR | NATO | Men (Story) | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Story_Tank_Commander_F** | *Hutchison* | BLUFOR | NATO | Men (Story) | Protected |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **b_soldier_survival_F** | *Survival Fatigues* | BLUFOR | NATO | Men | Protected |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_survival_uniform<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_soldier_GL_LAT_F** | *Northgate* | BLUFOR | NATO | Men (Story) | Public |  | arifle_MX_GL_Black_Hamr_pointer_F<br>launch_NLAW_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x NLAW_F<br>2x HandGrenade<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_CTRG_1<br>V_PlateCarrierH_CTRG<br>H_HelmetB_light_snakeskin<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_soldier_engineer_exp_F** | *Hardy* | BLUFOR | NATO | Men (Story) | Public |  | arifle_MX_Black_Hamr_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>3x APERSMine_Range_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_2<br>V_PlateCarrierL_CTRG<br>H_Cap_khaki_specops_UK<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **B_CTRG_soldier_M_medic_F** | *James* | BLUFOR | NATO | Men (Story) | Public |  | srifle_EBR_Hamr_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 8x 20Rnd_762x51_Mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CTRG_3<br>V_PlateCarrierH_CTRG<br>H_Watchcap_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_CTRG_soldier_AR_A_F** | *McKay* | BLUFOR | NATO | Men (Story) | Public |  | arifle_MX_SW_Black_Hamr_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 100Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_3<br>V_PlateCarrierL_CTRG<br>H_HelmetB_light_snakeskin<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_AAR_F** | *Asst. Autorifleman* | BLUFOR | NATO | Men | Public |  | arifle_MX_Aco_pointer_F<br>hgun_P07_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_AAT_F** | *Asst. Missile Specialist (AT)* | BLUFOR | NATO | Men | Public |  | arifle_MX_Aco_pointer_F<br>hgun_P07_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_AAA_F** | *Asst. Missile Specialist (AA)* | BLUFOR | NATO | Men | Public |  | arifle_MX_Aco_pointer_F<br>hgun_P07_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_support_MG_F** | *Gunner (HMG)* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_support_GMG_F** | *Gunner (GMG)* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_support_Mort_F** | *Gunner (Mk6)* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_support_AMG_F** | *Asst. Gunner (HMG/GMG)* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_support_AMort_F** | *Asst. Gunner (Mk6)* | BLUFOR | NATO | Men | Public |  | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_tshirt<br>V_Chestrig_rgr<br>H_HelmetB_light<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_F** | *Rifleman* | BLUFOR | FIA | Men | Public |  | arifle_TRG21_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_lite_F** | *Rifleman (Light)* | BLUFOR | FIA | Men | Public |  | arifle_TRG20_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla1_1<br>V_BandollierB_blk<br>H_Cap_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_SL_F** | *Squad Leader* | BLUFOR | FIA | Men | Public |  | arifle_TRG20_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>2x 9Rnd_45ACP_Mag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_BG_leader<br>V_Chestrig_blk<br>H_Watchcap_blk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_TL_F** | *Team Leader* | BLUFOR | FIA | Men | Public |  | arifle_Mk20_GL_ACO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>2x 30Rnd_556x45_Stanag_Tracer_Yellow<br>2x 9Rnd_45ACP_Mag<br>1x HandGrenade<br>1x MiniGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_BG_leader<br>V_TacVest_blk<br>H_Booniehat_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_AR_F** | *Autorifleman* | BLUFOR | FIA | Men | Public |  | LMG_Mk200_BI_F<br>Throw<br>Put | 3x 200Rnd_65x39_cased_Box<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla2_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_medic_F** | *Combat Life Saver* | BLUFOR | FIA | Men | Public |  | arifle_Mk20_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_BG_Guerilla2_3<br>V_TacVest_blk<br>H_Cap_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** can heal |\n|  | **B_G_engineer_F** | *Engineer* | BLUFOR | FIA | Men | Public |  | arifle_TRG20_ACO_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_BG_Guerilla2_2<br>V_Chestrig_blk<br>H_Watchcap_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **B_G_Soldier_exp_F** | *Explosive Specialist* | BLUFOR | FIA | Men | Public |  | arifle_Mk20C_ACO_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>3x APERSMine_Range_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla2_1<br>V_Chestrig_blk<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_G_Soldier_GL_F** | *Grenadier* | BLUFOR | FIA | Men | Public |  | arifle_TRG21_GL_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x HandGrenade<br>2x MiniGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_BG_Guerilla2_3<br>V_Chestrig_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **B_G_Soldier_M_F** | *Marksman* | BLUFOR | FIA | Men | Public |  | arifle_Mk20_MRCO_F<br>Throw<br>Put<br>Binocular | 8x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla3_1<br>V_BandollierB_khk<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_LAT_F** | *Rifleman (AT)* | BLUFOR | FIA | Men | Public |  | arifle_TRG21_F<br>launch_RPG32_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x RPG32_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerrilla_6_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_A_F** | *Ammo Bearer* | BLUFOR | FIA | Men | Public |  | arifle_TRG20_F<br>Throw<br>Put | 12x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla1_1<br>V_Chestrig_oli<br>H_Booniehat_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_officer_F** | *Officer* | BLUFOR | FIA | Men | Public |  | arifle_TRG21_MRCO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 4x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellRed<br>1x SmokeShellBlue<br>2x Chemlight_blue | U_BG_Guerilla2_3<br>V_Chestrig_oli<br>H_Watchcap_blk<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **B_G_Soldier_unarmed_F** | *Rifleman (Unarmed)* | BLUFOR | FIA | Men | Public |  | Throw<br>Put |  | U_BG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Survivor_F** | *Survivor* | BLUFOR | FIA | Men | Public |  | Throw<br>Put |  | U_BG_Guerilla1_1 | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_universal_F** | *Soldier* | BLUFOR | FIA | Men | Protected |  | arifle_TRG21_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla1_1<br>V_Chestrig_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **I_G_Story_Protagonist_F** | *Kerry* | BLUFOR | FIA | Men (Story) | Public |  | arifle_TRG21_GL_MRCO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_I_G_Story_Protagonist_F<br>V_TacVest_blk<br>H_Bandanna_khk_hs<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_Story_SF_Captain_F** | *Miller* | BLUFOR | FIA | Men (Story) | Public |  | arifle_TRG21_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x HandGrenade<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerilla1_1<br>V_Chestrig_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Roles:** None |\n|  | **I_G_resistanceLeader_F** | *Stavrou* | BLUFOR | FIA | Men (Story) | Public |  | arifle_TRG21_GL_MRCO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_I_G_resistanceLeader_F<br>V_I_G_resistanceLeader_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_G_resistanceCommander_F** | *Resistance Commander placeholder* | BLUFOR | FIA | Men (Story) | Protected |  | arifle_TRG21_GL_MRCO_F<br>hgun_ACPC2_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>2x 9Rnd_45ACP_Mag<br>2x HandGrenade<br>3x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeRed_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell | U_BG_Guerilla1_1<br>V_TacVest_blk<br>H_Bandanna_khk_hs<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Soldier_VR_F** | *VR Entity* | BLUFOR | NATO | Men (Virtual Reality) | Public |  | Throw<br>Put |  |  | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Roles:** None |\n|  | **B_Protagonist_VR_F** | *VR Soldier* | BLUFOR | NATO | Men (Virtual Reality) | Public |  | Throw<br>Put |  | U_B_Protagonist_VR<br>G_Goggles_VR | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Roles:** can repair, can deactivate mines |\n|  | **B_ghillie_lsh_F** | *Sniper (Lush)* | BLUFOR | NATO | Men (Special Forces) | Public |  | srifle_LRR_camo_LRPS_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 7Rnd_408_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_FullGhillie_lsh<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_ghillie_sard_F** | *Sniper (Semi-Arid)* | BLUFOR | NATO | Men (Special Forces) | Public |  | srifle_LRR_camo_LRPS_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 7Rnd_408_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_FullGhillie_sard<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_ghillie_ard_F** | *Sniper (Arid)* | BLUFOR | NATO | Men (Special Forces) | Public |  | srifle_LRR_camo_LRPS_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Rangefinder | 6x 7Rnd_408_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_FullGhillie_ard<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_Sharpshooter_F** | *Sharpshooter* | BLUFOR | NATO | Men | Public |  | srifle_DMR_03_tan_AMS_LP_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 8x 20Rnd_762x51_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Recon_Sharpshooter_F** | *Recon Sharpshooter* | BLUFOR | NATO | Men (Special Forces) | Public |  | srifle_DMR_02_sniper_AMS_LP_S_F<br>hgun_P07_snds_F<br>Throw<br>Put<br>Binocular | 8x 10Rnd_338_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x MiniGrenade | U_B_CombatUniform_mcam<br>V_Chestrig_rgr<br>H_Watchcap_camo<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Sharphooter_F** | *O'Connor* | BLUFOR | NATO | Men (Story) | Public |  | srifle_DMR_02_camo_AMS_LP_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 8x 10Rnd_338_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x MiniGrenade | U_B_CTRG_1<br>V_PlateCarrierL_CTRG<br>H_HelmetB_light_snakeskin<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_HeavyGunner_F** | *Heavy Gunner* | BLUFOR | NATO | Men | Public |  | MMG_02_sand_RCO_LP_F<br>hgun_P07_F<br>Throw<br>Put | 3x 130Rnd_338_Mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Sharpshooter_F** | *Sharpshooter* | BLUFOR | FIA | Men | Public |  | srifle_DMR_06_camo_khs_F<br>Throw<br>Put | 8x 20Rnd_762x51_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_leader<br>V_BandollierB_oli<br>H_Shemag_olive<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Captain_Pettka_F** | *Pettka* | BLUFOR | NATO | Men (Story) | Public |  | arifle_MXC_Holo_F<br>hgun_Pistol_heavy_01_MRD_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_mag<br>2x 30Rnd_65x39_caseless_mag_Tracer<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrierSpec_mtp<br>H_Beret_Colonel<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Captain_Jay_F** | *Jay* | BLUFOR | NATO | Men (Story) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_1<br>V_PlateCarrierL_CTRG<br>H_Cap_khaki_specops_UK<br>G_Aviator<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_HMG_01_F** | *Mk30 HMG .50* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_HMG_01_high_F** | *Mk30 HMG .50 (Raised)* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_HMG_01_A_F** | *Mk30A HMG .50* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_GMG_01_F** | *Mk32 GMG 20 mm* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_GMG_01_high_F** | *Mk32 GMG 20 mm (Raised)* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_GMG_01_A_F** | *Mk32A GMG 20 mm* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_HMG_02_F** | *M2 HMG .50* | BLUFOR | NATO | Turrets | Protected |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_G_HMG_02_F** | *M2 HMG .50* | BLUFOR | FIA | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_HMG_02_high_F** | *M2 HMG .50 (Raised)* | BLUFOR | NATO | Turrets | Protected |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_G_HMG_02_high_F** | *M2 HMG .50 (Raised)* | BLUFOR | FIA | Turrets | Public |  | FakeWeapon<br>HMG_M2_Mounted | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Static_F_HMG_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_Mortar_01_F** | *Mk6 Mortar* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_G_Mortar_01_F** | *Mk6 Mortar* | BLUFOR | FIA | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Heli_Light_01_F** | *MH-9 Hummingbird* | BLUFOR | NATO | Helicopters | Public |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 1 copilot<br>  - 4 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **B_Heli_Light_01_armed_F** | *AH-9 Pawnee* | BLUFOR | NATO | Helicopters | Protected |  | M134_minigun<br>missiles_DAR | 1x 5000Rnd_762x51_Belt<br>1x 24Rnd_missiles |  | A3_Air_F_Heli_Light_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 copilot<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **B_Heli_Light_01_dynamicLoadout_F** | *AH-9 Pawnee* | BLUFOR | NATO | Helicopters | Public |  | M134_minigun | 1x 5000Rnd_762x51_Belt |  | A3_Air_F_Heli_Light_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 copilot<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **B_Heli_Light_01_stripped_F** | *MH-9 Hummingbird (Stripped)* | BLUFOR | NATO | Helicopters | Protected |  |  |  |  | A3_Air_F_Heli_Light_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 1 copilot<br>  - 4 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 500 kg<br>- **Slingloadable:** No |\n|  | **NonSteerable_Parachute_F** | *Nonsteerable Parachute* | BLUFOR | NATO | Helicopters | Protected |  |  |  |  | A3_Air_F_Beta | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **Steerable_Parachute_F** | *Steerable Parachute* | BLUFOR | NATO | Helicopters | Protected |  |  |  |  | A3_Air_F_Beta | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_Heli_Attack_01_F** | *AH-99 Blackfoot* | BLUFOR | NATO | Helicopters | Protected |  | CMFlareLauncher<br>gatling_20mm<br>missiles_DAGR<br>missiles_ASRAAM<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x 1000Rnd_20mm_shells<br>1x 4Rnd_AAA_missiles<br>1x 24Rnd_PG_missiles<br>1x Laserbatteries |  | A3_Air_F_Beta_Heli_Attack_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_Heli_Attack_01_dynamicLoadout_F** | *AH-99 Blackfoot* | BLUFOR | NATO | Helicopters | Public |  | CMFlareLauncher<br>gatling_20mm<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x 1000Rnd_20mm_shells<br>1x Laserbatteries |  | A3_Air_F_Beta_Heli_Attack_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_Heli_Transport_01_F** | *UH-80 Ghost Hawk* | BLUFOR | NATO | Helicopters | Public |  | CMFlareLauncher<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 | 1x 168Rnd_CMFlare_Chaff_Magazine<br>2x 2000Rnd_65x39_Belt_Tracer_Red |  | A3_Air_F_Beta_Heli_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 1 copilot<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 4000 kg<br>- **Slingloadable:** No |\n|  | **B_Heli_Transport_01_camo_F** | *UH-80 Ghost Hawk (Camo)* | BLUFOR | NATO | Helicopters | Protected |  | CMFlareLauncher<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 | 1x 168Rnd_CMFlare_Chaff_Magazine<br>2x 2000Rnd_65x39_Belt_Tracer_Red |  | A3_Air_F_Beta_Heli_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 1 copilot<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 4000 kg<br>- **Slingloadable:** No |\n|  | **B_Parachute_02_F** | *Cargo Parachute* | BLUFOR | NATO | Helicopters | Protected |  |  |  |  | A3_Air_F_Beta_Parachute_02 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_APC_Tracked_01_rcws_F** | *IFV-6c Panther* | BLUFOR | NATO | APCs | Public |  | HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 2x 96Rnd_40mm_G_belt<br>4x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Tracked_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_APC_Tracked_01_CRV_F** | *CRV-6e Bobcat* | BLUFOR | NATO | APCs | Public |  | HMG_127_APC<br>SmokeLauncher | 4x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Tracked_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - can repair,<br>  - can replenish ammo,<br>- - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_APC_Tracked_01_AA_F** | *IFV-6a Cheetah* | BLUFOR | NATO | Anti-Air | Public |  | autocannon_35mm<br>missiles_titan_AA<br>SmokeLauncher | 1x 680Rnd_35mm_AA_shells_Tracer_Red<br>2x 4Rnd_Titan_long_missiles<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Tracked_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_MBT_01_cannon_F** | *M2A1 Slammer* | BLUFOR | NATO | Tanks | Public |  | cannon_120mm<br>LMG_coax<br>SmokeLauncher | 1x 24Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 12Rnd_120mm_HE_shells_Tracer_Red<br>1x 12Rnd_120mm_HEAT_MP_T_Red<br>20x 200Rnd_762x51_Belt_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Gamma_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 9<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_MBT_01_arty_F** | *M4 Scorcher* | BLUFOR | NATO | Artillery | Public |  | mortar_155mm_AMOS<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 1x 32Rnd_155mm_Mo_shells<br>1x 4Rnd_155mm_Mo_guided<br>1x 6Rnd_155mm_Mo_mine<br>1x 2Rnd_155mm_Mo_Cluster<br>1x 6Rnd_155mm_Mo_smoke<br>1x 2Rnd_155mm_Mo_LG<br>1x 6Rnd_155mm_Mo_AT_mine<br>1x 96Rnd_40mm_G_belt<br>2x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Gamma_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_MBT_01_mlrs_F** | *M5 Sandstorm MLRS* | BLUFOR | NATO | Artillery | Public |  | SmokeLauncher<br>rockets_230mm_GAT | 1x SmokeLauncherMag<br>1x 12Rnd_230mm_rockets |  | A3_Armor_F_Gamma_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_Boat_Armed_01_minigun_F** | *Speedboat Minigun* | BLUFOR | NATO | Boats | Public |  | SmokeLauncher<br>GMG_40mm<br>LMG_Minigun | 1x SmokeLauncherMag_boat<br>2x 96Rnd_40mm_G_belt<br>1x 2000Rnd_65x39_belt_Tracer_Red |  | A3_Boat_F_Boat_Armed_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Boat_Transport_01_F** | *Assault Boat* | BLUFOR | NATO | Boats | Public |  |  |  |  | A3_Boat_F_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Lifeboat** | *Rescue Boat* | BLUFOR | NATO | Boats | Public |  |  |  |  | A3_Boat_F_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_SDV_01_F** | *SDV* | BLUFOR | NATO | Submersibles | Public |  | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Boat_F_Beta_SDV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 commander<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Boat_Transport_01_F** | *Assault Boat* | BLUFOR | FIA | Boats | Public |  |  |  |  | A3_Boat_F_Gamma_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UAV_AI** | *AI* | BLUFOR | NATO | Men | Protected |  |  |  | U_B_HeliPilotCoveralls<br>V_TacVest_blk<br>H_PilotHelmetHeli_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Common | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_UAV_AI_F** | *AI* | BLUFOR | NATO | Men | Protected |  |  |  |  | A3_Characters_F_Common | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Roles:** None |\n|  | **Underwear_F** | *TEST: Underwear* | BLUFOR | NATO | Men | Protected |  |  |  | U_BasicBody<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Common | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_MRAP_01_F** | *Hunter* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_MRAP_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_MRAP_01_gmg_F** | *Hunter GMG* | BLUFOR | NATO | Cars | Public |  | TruckHorn2<br>GMG_40mm | 2x 96Rnd_40mm_G_belt |  | A3_Soft_F_MRAP_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 gunner<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_MRAP_01_hmg_F** | *Hunter HMG* | BLUFOR | NATO | Cars | Public |  | TruckHorn2<br>HMG_127 | 2x 200Rnd_127x99_mag_Tracer_Red |  | A3_Soft_F_MRAP_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 gunner<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Offroad_01_repair_F** | *Offroad (Repair)* | BLUFOR | FIA | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 3 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Offroad_01_F** | *Offroad* | BLUFOR | FIA | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Offroad_01_armed_F** | *Offroad (HMG)* | BLUFOR | FIA | Cars | Public |  | SportCarHorn<br>HMG_M2_Mounted | 4x 100Rnd_127x99_mag_Tracer_Yellow |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Offroad_01_AT_F** | *Offroad (AT)* | BLUFOR | FIA | Cars | Public |  | SportCarHorn<br>launcher_SPG9 | 1x 12rnd_SPG9_HEAT<br>1x 8rnd_SPG9_HE |  | A3_Soft_F_Offroad_01 | - **Randomization:** Yes, 12 skins, 5 components<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Quadbike_01_F** | *Quad Bike* | BLUFOR | NATO | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Quadbike_01_F** | *Quad Bike* | BLUFOR | FIA | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Quadbike_01 | - **Randomization:** Yes, 2 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_transport_F** | *HEMTT Transport* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Beta_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 2 firing positions<br>  - 15 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_covered_F** | *HEMTT Transport (Covered)* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Beta_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 2 firing positions<br>  - 15 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_mover_F** | *HEMTT* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Gamma_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_box_F** | *HEMTT Box* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Gamma_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_Repair_F** | *HEMTT Repair* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Gamma_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_ammo_F** | *HEMTT Ammo* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Gamma_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_fuel_F** | *HEMTT Fuel* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Gamma_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_medical_F** | *HEMTT Medical* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Gamma_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 16 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Van_01_transport_F** | *Truck* | BLUFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 8 skins<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 13<br>  - 1 driver<br>  - 10 firing positions<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Van_01_fuel_F** | *Fuel Truck* | BLUFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Gamma_Van_01 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 2 cargo positions<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_static_AA_F** | *Static Titan Launcher (AA) [NATO]* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAA_missiles |  | A3_Static_F_AA_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_static_AT_F** | *Static Titan Launcher (AT) [NATO]* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAT_missiles |  | A3_Static_F_AT_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_Plane_CAS_01_F** | *A-164 Wipeout (CAS)* | BLUFOR | NATO | Planes | Protected |  | Gatling_30mm_Plane_CAS_01_F<br>Missile_AA_04_Plane_CAS_01_F<br>Missile_AGM_02_Plane_CAS_01_F<br>Rocket_04_HE_Plane_CAS_01_F<br>Rocket_04_AP_Plane_CAS_01_F<br>Bomb_04_Plane_CAS_01_F<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x 1000Rnd_Gatling_30mm_Plane_CAS_01_F<br>1x 2Rnd_Missile_AA_04_F<br>1x 6Rnd_Missile_AGM_02_F<br>1x 4Rnd_Bomb_04_F<br>1x 7Rnd_Rocket_04_HE_F<br>1x 7Rnd_Rocket_04_AP_F<br>1x Laserbatteries<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_EPC_Plane_CAS_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_Plane_CAS_01_dynamicLoadout_F** | *A-164 Wipeout (CAS)* | BLUFOR | NATO | Planes | Public |  | Gatling_30mm_Plane_CAS_01_F<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x 1000Rnd_Gatling_30mm_Plane_CAS_01_F<br>1x Laserbatteries<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_EPC_Plane_CAS_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_APC_Wheeled_01_cannon_F** | *AMV-7 Marshall* | BLUFOR | NATO | APCs | Public |  | TruckHorn<br>autocannon_40mm_CTWS<br>LMG_coax<br>SmokeLauncher | 4x 60Rnd_40mm_GPR_Tracer_Red_shells<br>4x 40Rnd_40mm_APFSDS_Tracer_Red_shells<br>8x 200Rnd_762x51_Belt_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Beta_APC_Wheeled_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_MBT_01_TUSK_F** | *M2A4 Slammer UP* | BLUFOR | NATO | Tanks | Public |  | cannon_120mm<br>LMG_coax<br>HMG_127_MBT<br>SmokeLauncher | 1x 24Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 12Rnd_120mm_HE_shells_Tracer_Red<br>1x 12Rnd_120mm_HEAT_MP_T_Red<br>20x 200Rnd_762x51_Belt_Red<br>4x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_EPC_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 9<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_APC_Wheeled_03_cannon_F** | *AFV-4 Gorgon* | BLUFOR | NATO | APCs | Protected |  | TruckHorn<br>autocannon_30mm_CTWS<br>LMG_coax_ext<br>missiles_titan<br>SmokeLauncher | 2x 140Rnd_30mm_MP_shells_Tracer_Yellow<br>2x 60Rnd_30mm_APFSDS_shells_Tracer_Yellow<br>8x 200Rnd_762x51_Belt_Yellow<br>2x 2Rnd_GAT_missiles<br>1x SmokeLauncherMag |  | A3_Armor_F_Gamma_APC_Wheeled_03 | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_UAV_01_F** | *AR-2 Darter* | BLUFOR | NATO | Drones | Public |  | Laserdesignator_mounted | 1x Laserbatteries |  | A3_Drones_F_Air_F_Gamma_UAV_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_UAV_02_F** | *MQ-4A Greyhawk* | BLUFOR | NATO | Drones | Protected |  | CMFlareLauncher<br>missiles_SCALPEL<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 6Rnd_LG_scalpel |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UAV_02_CAS_F** | *MQ-4A Greyhawk (CAS)* | BLUFOR | NATO | Drones | Protected |  | CMFlareLauncher<br>Laserdesignator_mounted<br>GBU12BombLauncher | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 2Rnd_GBU12_LGB |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UAV_02_dynamicLoadout_F** | *MQ-4A Greyhawk* | BLUFOR | NATO | Drones | Public |  | CMFlareLauncher<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Drones_F_Air_F_Gamma_UAV_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UGV_01_F** | *UGV Stomper* | BLUFOR | NATO | Drones | Public |  |  |  |  | A3_Drones_F_Soft_F_Gamma_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UGV_01_rcws_F** | *UGV Stomper RCWS* | BLUFOR | NATO | Drones | Public |  | HMG_127_UGV<br>GMG_40mm | 1x 200Rnd_127x99_mag_Tracer_Red<br>1x 96Rnd_40mm_G_belt |  | A3_Drones_F_Soft_F_Gamma_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Heli_Transport_03_F** | *CH-67 Huron* | BLUFOR | NATO | Helicopters | Public |  | CMFlareLauncher<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 | 1x 168Rnd_CMFlare_Chaff_Magazine<br>2x 2000Rnd_65x39_Belt_Tracer_Red |  | A3_Air_F_Heli_Heli_Transport_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 20<br>  - 1 driver<br>  - 1 copilot<br>  - 2 gunners<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 12000 kg<br>- **Slingloadable:** No |\n|  | **B_Heli_Transport_03_unarmed_F** | *CH-67 Huron (Unarmed)* | BLUFOR | NATO | Helicopters | Public |  | CMFlareLauncher | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 20<br>  - 1 driver<br>  - 1 copilot<br>  - 4 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 12000 kg<br>- **Slingloadable:** No |\n|  | **B_Heli_Transport_03_black_F** | *CH-67 Huron (Black)* | BLUFOR | NATO | Helicopters | Protected |  | CMFlareLauncher<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 | 1x 168Rnd_CMFlare_Chaff_Magazine<br>2x 2000Rnd_65x39_Belt_Tracer_Red |  | A3_Air_F_Heli_Heli_Transport_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 20<br>  - 1 driver<br>  - 1 copilot<br>  - 2 gunners<br>  - 2 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 12000 kg<br>- **Slingloadable:** No |\n|  | **B_Heli_Transport_03_unarmed_green_F** | *CH-67 Huron Unarmed (Green)* | BLUFOR | NATO | Helicopters | Protected |  | CMFlareLauncher | 1x 168Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Heli_Heli_Transport_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 20<br>  - 1 driver<br>  - 1 copilot<br>  - 4 firing positions<br>  - 14 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 12000 kg<br>- **Slingloadable:** No |\n|  | **B_Static_Designator_01_F** | *Remote Designator [NATO]* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>Laserdesignator_mounted | 1x FakeWeapon<br>1x Laserbatteries |  | A3_Static_F_Mark_Designator_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_T_LSV_01_armed_F** | *Prowler (HMG)* | BLUFOR | NATO (Pacific) | Cars | Public |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_AT_F** | *Prowler (AT)* | BLUFOR | NATO (Pacific) | Cars | Public |  | SportCarHorn<br>missiles_titan_static<br>MMG_02_vehicle | 6x 1Rnd_GAT_missiles<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_armed_CTRG_F** | *Prowler (HMG)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_unarmed_F** | *Prowler (Unarmed)* | BLUFOR | NATO (Pacific) | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_unarmed_CTRG_F** | *Prowler (Unarmed)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_armed_F** | *Prowler (HMG)* | BLUFOR | NATO | Cars | Public |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_AT_F** | *Prowler (AT)* | BLUFOR | NATO | Cars | Public |  | SportCarHorn<br>missiles_titan_static<br>MMG_02_vehicle | 6x 1Rnd_GAT_missiles<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 6<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_unarmed_F** | *Prowler (Unarmed)* | BLUFOR | NATO | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_CTRG_LSV_01_light_F** | *Prowler (Light)* | BLUFOR | CTRG | Cars | Public |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_armed_black_F** | *Prowler (HMG)* | BLUFOR | NATO | Cars | Protected |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_armed_olive_F** | *Prowler (HMG)* | BLUFOR | NATO | Cars | Protected |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_armed_sand_F** | *Prowler (HMG)* | BLUFOR | NATO | Cars | Protected |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_unarmed_black_F** | *Prowler (Unarmed)* | BLUFOR | NATO | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_unarmed_olive_F** | *Prowler (Unarmed)* | BLUFOR | NATO | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_LSV_01_unarmed_sand_F** | *Prowler (Unarmed)* | BLUFOR | NATO | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_armed_black_F** | *Prowler (HMG)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_armed_olive_F** | *Prowler (HMG)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_armed_sand_F** | *Prowler (HMG)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn<br>HMG_127_LSV_01<br>MMG_02_vehicle | 3x 100Rnd_127x99_mag_Tracer_Red<br>3x 130Rnd_338_Mag |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_unarmed_black_F** | *Prowler (Unarmed)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_unarmed_olive_F** | *Prowler (Unarmed)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_LSV_01_unarmed_sand_F** | *Prowler (Unarmed)* | BLUFOR | NATO (Pacific) | Cars | Protected |  | SportCarHorn |  |  | A3_Soft_F_Exp_LSV_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 7<br>  - 1 driver<br>  - 6 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_MRAP_01_F** | *Hunter* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_MRAP_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_MRAP_01_gmg_F** | *Hunter GMG* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2<br>GMG_40mm | 2x 96Rnd_40mm_G_belt |  | A3_Soft_F_Exp_MRAP_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 gunner<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_MRAP_01_hmg_F** | *Hunter HMG* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2<br>HMG_127 | 2x 200Rnd_127x99_mag_Tracer_Red |  | A3_Soft_F_Exp_MRAP_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 1 gunner<br>  - 2 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_GEN_Offroad_01_gen_F** | *Offroad* | BLUFOR | Gendarmerie | Cars | Public |  | PoliceHorn |  |  | A3_Soft_F_Exp_Offroad_01 | - **Randomization:** Yes, 1 component<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 2 gunners<br>  - 2 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Quadbike_01_F** | *Quad Bike* | BLUFOR | NATO (Pacific) | Cars | Public |  | MiniCarHorn |  |  | A3_Soft_F_Exp_Quadbike_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_transport_F** | *HEMTT Transport* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 2 firing positions<br>  - 15 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_covered_F** | *HEMTT Transport (Covered)* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 18<br>  - 1 driver<br>  - 2 firing positions<br>  - 15 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_mover_F** | *HEMTT* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_box_F** | *HEMTT Box* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_Repair_F** | *HEMTT Repair* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can repair<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_ammo_F** | *HEMTT Ammo* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish ammo<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_fuel_F** | *HEMTT Fuel* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_medical_F** | *HEMTT Medical* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Exp_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 17<br>  - 1 driver<br>  - 16 cargo positions<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_UGV_01_olive_F** | *UGV Stomper* | BLUFOR | NATO (Pacific) | Drones | Public |  |  |  |  | A3_Soft_F_Exp_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_UGV_01_rcws_olive_F** | *UGV Stomper RCWS* | BLUFOR | NATO (Pacific) | Drones | Public |  | HMG_127_UGV<br>GMG_40mm | 2x 500Rnd_127x99_mag_Tracer_Red<br>1x 200Rnd_40mm_G_belt |  | A3_Soft_F_Exp_UGV_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 3<br>  - 1 driver<br>  - 1 gunner<br>  - 1 firing position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Static_AA_F** | *Static Titan Launcher (AA) [NATO]* | BLUFOR | NATO (Pacific) | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAA_missiles |  | A3_Static_F_Exp_AA_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_T_Static_AT_F** | *Static Titan Launcher (AT) [NATO]* | BLUFOR | NATO (Pacific) | Turrets | Public |  | FakeWeapon<br>missiles_titan_static | 1x FakeWeapon<br>4x 1Rnd_GAT_missiles |  | A3_Static_F_Exp_AT_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_T_GMG_01_F** | *Mk32 GMG 20 mm* | BLUFOR | NATO (Pacific) | Turrets | Public |  | FakeWeapon<br>GMG_20mm | 1x FakeWeapon<br>4x 40Rnd_20mm_g_belt |  | A3_Static_F_Exp_GMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_T_HMG_01_F** | *Mk30 HMG .50* | BLUFOR | NATO (Pacific) | Turrets | Public |  | FakeWeapon<br>HMG_static | 1x FakeWeapon<br>4x 100Rnd_127x99_mag_Tracer_Red |  | A3_Static_F_Exp_HMG_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_T_Mortar_01_F** | *Mk6 Mortar* | BLUFOR | NATO (Pacific) | Turrets | Public |  | FakeWeapon<br>mortar_82mm | 1x FakeWeapon<br>4x 8Rnd_82mm_Mo_shells<br>1x 8Rnd_82mm_Mo_Flare_white<br>1x 8Rnd_82mm_Mo_Smoke_white |  | A3_Static_F_Exp_Mortar_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_CTRG_Heli_Transport_01_sand_F** | *UH-80 Ghost Hawk (Sand)* | BLUFOR | CTRG | Helicopters | Public |  | CMFlareLauncher<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 | 1x 168Rnd_CMFlare_Chaff_Magazine<br>2x 2000Rnd_65x39_Belt_Tracer_Red |  | A3_Air_F_Exp_Heli_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 1 copilot<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 4000 kg<br>- **Slingloadable:** No |\n|  | **B_CTRG_Heli_Transport_01_tropic_F** | *UH-80 Ghost Hawk (Tropic)* | BLUFOR | CTRG | Helicopters | Public |  | CMFlareLauncher<br>LMG_Minigun_Transport<br>LMG_Minigun_Transport2 | 1x 168Rnd_CMFlare_Chaff_Magazine<br>2x 2000Rnd_65x39_Belt_Tracer_Red |  | A3_Air_F_Exp_Heli_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 1 copilot<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** Yes,  up to 4000 kg<br>- **Slingloadable:** No |\n|  | **B_T_UAV_03_F** | *MQ-12 Falcon* | BLUFOR | NATO (Pacific) | Drones | Protected |  | CMFlareLauncher<br>missiles_SCALPEL<br>missiles_DAR<br>Laserdesignator_mounted | 1x 120Rnd_CMFlare_Chaff_Magazine<br>1x 6Rnd_LG_scalpel<br>1x 24Rnd_missiles<br>1x Laserbatteries |  | A3_Air_F_Exp_UAV_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_UAV_03_dynamicLoadout_F** | *MQ-12 Falcon* | BLUFOR | NATO (Pacific) | Drones | Public |  | CMFlareLauncher<br>Laserdesignator_mounted | 1x 120Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Exp_UAV_03 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_infantry_F** | *V-44 X Blackfish (Infantry Transport)* | BLUFOR | NATO (Pacific) | Planes | Public |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 36<br>  - 1 driver<br>  - 3 gunners<br>  - 2 firing positions<br>  - 30 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_vehicle_F** | *V-44 X Blackfish (Vehicle Transport)* | BLUFOR | NATO (Pacific) | Planes | Public |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_armed_F** | *V-44 X Blackfish (Armed)* | BLUFOR | NATO (Pacific) | Planes | Public |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted<br>cannon_105mm_VTOL_01<br>gatling_20mm_VTOL_01<br>autocannon_40mm_VTOL_01 | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 100Rnd_105mm_HEAT_MP<br>1x 4000Rnd_20mm_Tracer_Red_shells<br>1x 240Rnd_40mm_GPR_Tracer_Red_shells<br>1x 160Rnd_40mm_APFSDS_Tracer_Red_shells |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_infantry_blue_F** | *V-44 X Blackfish (Infantry Transport)* | BLUFOR | NATO (Pacific) | Planes | Protected |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 36<br>  - 1 driver<br>  - 3 gunners<br>  - 2 firing positions<br>  - 30 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_infantry_olive_F** | *V-44 X Blackfish (Infantry Transport)* | BLUFOR | NATO (Pacific) | Planes | Protected |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 36<br>  - 1 driver<br>  - 3 gunners<br>  - 2 firing positions<br>  - 30 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_vehicle_blue_F** | *V-44 X Blackfish (Vehicle Transport)* | BLUFOR | NATO (Pacific) | Planes | Protected |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_vehicle_olive_F** | *V-44 X Blackfish (Vehicle Transport)* | BLUFOR | NATO (Pacific) | Planes | Protected |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_armed_blue_F** | *V-44 X Blackfish (Armed)* | BLUFOR | NATO (Pacific) | Planes | Protected |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted<br>cannon_105mm_VTOL_01<br>gatling_20mm_VTOL_01<br>autocannon_40mm_VTOL_01 | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 100Rnd_105mm_HEAT_MP<br>1x 4000Rnd_20mm_Tracer_Red_shells<br>1x 240Rnd_40mm_GPR_Tracer_Red_shells<br>1x 160Rnd_40mm_APFSDS_Tracer_Red_shells |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_VTOL_01_armed_olive_F** | *V-44 X Blackfish (Armed)* | BLUFOR | NATO (Pacific) | Planes | Protected |  | CMFlareLauncher_Triples<br>Laserdesignator_mounted<br>cannon_105mm_VTOL_01<br>gatling_20mm_VTOL_01<br>autocannon_40mm_VTOL_01 | 1x 240Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries<br>1x 100Rnd_105mm_HEAT_MP<br>1x 4000Rnd_20mm_Tracer_Red_shells<br>1x 240Rnd_40mm_GPR_Tracer_Red_shells<br>1x 160Rnd_40mm_APFSDS_Tracer_Red_shells |  | A3_Air_F_Exp_VTOL_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 4<br>  - 1 driver<br>  - 3 gunners<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_APC_Tracked_01_AA_F** | *IFV-6a Cheetah* | BLUFOR | NATO (Pacific) | Anti-Air | Public |  | autocannon_35mm<br>missiles_titan_AA<br>SmokeLauncher | 1x 680Rnd_35mm_AA_shells_Tracer_Red<br>2x 4Rnd_Titan_long_missiles<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Tracked_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_APC_Tracked_01_CRV_F** | *CRV-6e Bobcat* | BLUFOR | NATO (Pacific) | APCs | Public |  | HMG_127_APC<br>SmokeLauncher | 4x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Tracked_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - can repair,<br>  - can replenish ammo,<br>- - can replenish fuel<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_APC_Tracked_01_rcws_F** | *IFV-6c Panther* | BLUFOR | NATO (Pacific) | APCs | Public |  | HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 2x 96Rnd_40mm_G_belt<br>4x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Tracked_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_APC_Wheeled_01_cannon_F** | *AMV-7 Marshall* | BLUFOR | NATO (Pacific) | APCs | Public |  | TruckHorn<br>autocannon_40mm_CTWS<br>LMG_coax<br>SmokeLauncher | 4x 60Rnd_40mm_GPR_Tracer_Red_shells<br>4x 40Rnd_40mm_APFSDS_Tracer_Red_shells<br>8x 200Rnd_762x51_Belt_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_APC_Wheeled_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_MBT_01_arty_F** | *M4 Scorcher* | BLUFOR | NATO (Pacific) | Artillery | Public |  | mortar_155mm_AMOS<br>HMG_127_APC<br>GMG_40mm<br>SmokeLauncher | 1x 32Rnd_155mm_Mo_shells<br>1x 4Rnd_155mm_Mo_guided<br>1x 6Rnd_155mm_Mo_mine<br>1x 2Rnd_155mm_Mo_Cluster<br>1x 6Rnd_155mm_Mo_smoke<br>1x 2Rnd_155mm_Mo_LG<br>1x 6Rnd_155mm_Mo_AT_mine<br>1x 96Rnd_40mm_G_belt<br>2x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_MBT_01_mlrs_F** | *M5 Sandstorm MLRS* | BLUFOR | NATO (Pacific) | Artillery | Public |  | SmokeLauncher<br>rockets_230mm_GAT | 1x SmokeLauncherMag<br>1x 12Rnd_230mm_rockets |  | A3_Armor_F_Exp_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_MBT_01_cannon_F** | *M2A1 Slammer* | BLUFOR | NATO (Pacific) | Tanks | Public |  | cannon_120mm<br>LMG_coax<br>SmokeLauncher | 1x 24Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 12Rnd_120mm_HE_shells_Tracer_Red<br>1x 12Rnd_120mm_HEAT_MP_T_Red<br>20x 200Rnd_762x51_Belt_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 9<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_MBT_01_TUSK_F** | *M2A4 Slammer UP* | BLUFOR | NATO (Pacific) | Tanks | Public |  | cannon_120mm<br>LMG_coax<br>HMG_127_MBT<br>SmokeLauncher | 1x 24Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 12Rnd_120mm_HE_shells_Tracer_Red<br>1x 12Rnd_120mm_HEAT_MP_T_Red<br>20x 200Rnd_762x51_Belt_Red<br>4x 200Rnd_127x99_mag_Tracer_Red<br>1x SmokeLauncherMag |  | A3_Armor_F_Exp_MBT_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 9<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_Boat_Armed_01_minigun_F** | *Speedboat Minigun* | BLUFOR | NATO (Pacific) | Boats | Public |  | SmokeLauncher<br>GMG_40mm<br>LMG_Minigun | 1x SmokeLauncherMag_boat<br>2x 96Rnd_40mm_G_belt<br>1x 2000Rnd_65x39_belt_Tracer_Red |  | A3_Boat_F_Exp_Boat_Armed_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 2 gunners<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Boat_Transport_01_F** | *Assault Boat* | BLUFOR | NATO (Pacific) | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Lifeboat** | *Rescue Boat* | BLUFOR | NATO (Pacific) | Boats | Public |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Vehicle capacity:** 5<br>  - 1 driver<br>  - 4 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Boat_Transport_02_F** | *RHIB* | BLUFOR | FIA | Boats | Protected |  |  |  |  | A3_Boat_F_Exp_Boat_Transport_02 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 8<br>  - 1 driver<br>  - 7 firing positions<br>- **Roles:**<br>  - None<br>- **Can float:** Yes<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Soldier_A_F** | *Ammo Bearer* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 12x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrier1_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_AAR_F** | *Asst. Autorifleman* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Support_AMG_F** | *Asst. Gunner (HMG/GMG)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Support_AMort_F** | *Asst. Gunner (Mk6)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_AAA_F** | *Asst. Missile Specialist (AA)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_AAT_F** | *Asst. Missile Specialist (AT)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_AR_F** | *Autorifleman* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_SW_khk_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 100Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_tna_F<br>V_PlateCarrier2_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Medic_F** | *Combat Life Saver* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_Light_tna_F<br>V_PlateCarrierSpec_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_T_Crew_F** | *Crewman* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_SL_F<br>H_HelmetCrew_B<br>V_BandollierB_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Engineer_F** | *Engineer* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_Soldier_SL_F<br>H_HelmetB_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **B_T_Soldier_Exp_F** | *Explosive Specialist* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_Enh_tna_F<br>V_PlateCarrierGL_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_T_Soldier_GL_F** | *Grenadier* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_GL_khk_ACO_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>6x 1Rnd_HE_Grenade_shell<br>2x HandGrenade<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_T_Soldier_F<br>H_HelmetB_Enh_tna_F<br>V_PlateCarrierGL_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Support_GMG_F** | *Gunner (GMG)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Support_MG_F** | *Gunner (HMG)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Support_Mort_F** | *Gunner (Mk6)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Helicrew_F** | *Helicopter Crew* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_khaki_mag<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_HeliPilotCoveralls<br>V_TacVest_blk<br>H_CrewHelmetHeli_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Helipilot_F** | *Helicopter Pilot* | BLUFOR | NATO (Pacific) | Men | Public |  | SMG_01_Holo_F<br>Throw<br>Put | 4x 30Rnd_45ACP_Mag_SMG_01<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_HeliPilotCoveralls<br>V_TacVest_blk<br>H_PilotHelmetHeli_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_soldier_M_F** | *Marksman* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXM_khk_MOS_Pointer_Bipod_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrier1_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_AA_F** | *Missile Specialist (AA)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>launch_B_Titan_tna_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x Titan_AA<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_Light_tna_F<br>V_PlateCarrier1_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_AT_F** | *Missile Specialist (AT)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_Holo_Pointer_F<br>launch_B_Titan_short_tna_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x Titan_AT<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_Light_tna_F<br>V_PlateCarrier1_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Officer_F** | *Officer* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MXC_khk_ACO_F<br>hgun_Pistol_heavy_01_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_khaki_mag<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_MilCap_tna_F<br>V_BandollierB_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_PG_F** | *Para Trooper* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrierSpec_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Pilot_F** | *Pilot* | BLUFOR | NATO (Pacific) | Men | Public |  | SMG_01_Holo_F<br>Throw<br>Put | 4x 30Rnd_45ACP_Mag_SMG_01<br>1x SmokeShell<br>1x SmokeShellBlue<br>1x Chemlight_green | U_B_PilotCoveralls<br>H_PilotHelmetFighter_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_T_Soldier_Repair_F** | *Repair Specialist* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_Light_tna_F<br>V_PlateCarrier1_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair |\n|  | **B_T_Soldier_F** | *Rifleman* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrier1_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_LAT_F** | *Rifleman (AT)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>launch_NLAW_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x NLAW_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrier2_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_SL_F** | *Squad Leader* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_Hamr_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_khaki_mag<br>2x 30Rnd_65x39_caseless_khaki_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_Enh_tna_F<br>V_PlateCarrierGL_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_TL_F** | *Team Leader* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_GL_khk_Hamr_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_khaki_mag<br>2x 30Rnd_65x39_caseless_khaki_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_T_Soldier_F<br>H_HelmetB_Enh_tna_F<br>V_PlateCarrierGL_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_UAV_F** | *UAV Operator* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrierSpec_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>B_UavTerminal<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_T_Diver_F** | *Assault Diver* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_P07_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_red<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellBlue<br>4x Chemlight_blue | U_B_Wetsuit<br>V_RebreatherB<br>G_B_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_T_Diver_Exp_F** | *Diver Explosive Specialist* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_P07_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_red<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellBlue<br>4x Chemlight_blue | U_B_Wetsuit<br>V_RebreatherB<br>G_B_Diving<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** can deactivate mines |\n|  | **B_T_Diver_TL_F** | *Diver Team Leader* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_SDAR_F<br>hgun_P07_snds_F<br>Throw<br>Put | 3x 30Rnd_556x45_Stanag_red<br>3x 20Rnd_556x45_UW_mag<br>3x 16Rnd_9x21_Mag<br>2x SmokeShellBlue<br>4x Chemlight_blue | U_B_Wetsuit<br>V_RebreatherB<br>G_B_Diving<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_T_Recon_Exp_F** | *Recon Demo Specialist* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MX_khk_ACO_Pointer_Snds_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_Booniehat_tna_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_T_Recon_JTAC_F** | *Recon JTAC* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MX_GL_khk_Holo_Pointer_Snds_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Laserdesignator | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>2x B_IR_Grenade<br>6x 1Rnd_HE_Grenade_shell<br>1x Laserbatteries<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_T_Soldier_F<br>H_Watchcap_camo<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Recon_M_F** | *Recon Marksman* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MXM_khk_MOS_Pointer_Bipod_Snds_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_Booniehat_tna_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Recon_Medic_F** | *Recon Paramedic* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MXC_khk_ACO_Pointer_Snds_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_Light_tna_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_T_Recon_F** | *Recon Scout* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MX_khk_ACO_Pointer_Snds_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_SL_F<br>H_Watchcap_camo<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Recon_LAT_F** | *Recon Scout (AT)* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MX_khk_ACO_Pointer_Snds_F<br>launch_NLAW_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x NLAW_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_AR_F<br>H_HelmetB_tna_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Recon_TL_F** | *Recon Team Leader* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MX_khk_Hamr_Pointer_Snds_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 4x 30Rnd_65x39_caseless_khaki_mag<br>2x 30Rnd_65x39_caseless_khaki_mag_Tracer<br>2x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_Soldier_SL_F<br>H_MilCap_tna_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Sniper_F** | *Sniper* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | srifle_LRR_tna_LRPS_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 6x 7Rnd_408_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_Sniper_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Spotter_F** | *Spotter* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | arifle_MX_khk_Hamr_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Laserdesignator | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x Laserbatteries<br>2x MiniGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_Sniper_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_ghillie_tna_F** | *Sniper (Jungle)* | BLUFOR | NATO (Pacific) | Men (Special Forces) | Public |  | srifle_LRR_tna_LRPS_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 6x 7Rnd_408_Mag<br>3x 16Rnd_9x21_Mag<br>1x ClaymoreDirectionalMine_Remote_Mag<br>1x APERSTripMine_Wire_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_T_FullGhillie_tna_F<br>V_Chestrig_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_T_Soldier_universal_F** | *Soldier* | BLUFOR | NATO (Pacific) | Men | Protected |  | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrier1_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **B_T_Soldier_unarmed_F** | *Rifleman (Unarmed)* | BLUFOR | NATO (Pacific) | Men | Public |  | Throw<br>Put |  | U_B_T_Soldier_F<br>V_PlateCarrier1_tna_F<br>H_HelmetB_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_arid_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_arid_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_2_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_2_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_2_arid_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_2_arid_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_3_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_3_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_3_arid_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_3_arid_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_TL_tna_F** | *Team Leader* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Rangefinder | 2x 30Rnd_556x45_Stanag_Tracer_Red<br>4x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_Exp_tna_F** | *Demo Specialist* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>3x APERSMine_Range_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_PlateCarrierIAGL_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_CTRG_Soldier_Medic_tna_F** | *Paramedic* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_CTRG_Soldier_M_tna_F** | *Marksman* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_03_blk_MOS_Pointer_Bipod_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Rangefinder | 8x 20Rnd_762x51_Mag<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_tna_F** | *Scout* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_LAT_tna_F** | *Scout (AT)* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>launch_NLAW_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>1x NLAW_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_AR_tna_F** | *Autorifleman* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_02_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put | 3x 150Rnd_556x45_Drum_Mag_F<br>1x 150Rnd_556x45_Drum_Mag_Tracer_F<br>3x 16Rnd_9x21_Mag<br>1x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_JTAC_tna_F** | *JTAC* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_01_GL_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Laserdesignator_01_khk_F | 6x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>2x B_IR_Grenade<br>6x 1Rnd_HE_Grenade_shell<br>1x Laserbatteries<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_PlateCarrierIAGL_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Miller_F** | *Miller* | BLUFOR | CTRG | Men (Story) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_3_F<br>V_PlateCarrier2_rgr_noflag_F<br>G_Tactical_Black<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_urb_1_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_urb_1_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_urb_2_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_urb_2_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_urb_3_F** |  | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_urb_3_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_universal_F** | *Soldier* | BLUFOR | CTRG | Men (Pacific) | Protected |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 10x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **B_GEN_Soldier_F** | *Gendarme* | BLUFOR | Gendarmerie | Men | Public |  | SMG_05_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_9x21_Mag_SMG_02<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell | U_B_GEN_Soldier_F<br>H_MilCap_gen_F<br>V_TacVest_gen_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_GEN_Commander_F** | *Gendarmerie Commander* | BLUFOR | Gendarmerie | Men | Public |  | SMG_05_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_9x21_Mag_SMG_02<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellYellow | U_B_GEN_Commander_F<br>H_Beret_gen_F<br>V_TacVest_gen_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_GEN_Soldier_universal_F** | *Soldier* | BLUFOR | Gendarmerie | Men | Protected |  | SMG_05_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_9x21_Mag_SMG_02<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell | U_B_GEN_Soldier_F<br>H_MilCap_gen_F<br>V_TacVest_gen_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **B_Captain_Dwarden_F** | *Dwarden* | BLUFOR | Gendarmerie | Men (Story) | Public |  | SMG_03C_black<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 5x 50Rnd_570x28_SMG_03<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellYellow | U_B_GEN_Commander_F<br>H_Beret_gen_F<br>V_TacVest_gen_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Captain_Ivan_F** | *Ivan* | BLUFOR | FIA | Men (Story) | Public |  | arifle_AKM_F<br>hgun_Pistol_heavy_02_F<br>Throw<br>Put | 5x 30Rnd_762x39_Mag_F<br>3x 6Rnd_45ACP_Cylinder<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_B_G_Captain_Ivan_F<br>H_Booniehat_oli<br>V_Chestrig_rgr<br>G_Spectacles<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Exp | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_AAA_System_01_F** | *Praetorian 1C* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>weapon_Cannon_Phalanx | 1x FakeWeapon<br>2x magazine_Cannon_Phalanx_x1550 |  | A3_Static_F_Jets_AAA_System_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_SAM_System_01_F** | *Mk49 Spartan* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>weapon_rim116Launcher | 1x FakeWeapon<br>1x magazine_Missile_rim116_x21 |  | A3_Static_F_Jets_SAM_System_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_SAM_System_02_F** | *Mk21 Centurion* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>weapon_rim162Launcher | 1x FakeWeapon<br>1x magazine_Missile_rim162_x8 |  | A3_Static_F_Jets_SAM_System_02 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Plane_Fighter_01_F** | *F/A-181 Black Wasp II* | BLUFOR | NATO | Planes | Public |  | weapon_Fighter_Gun20mm_AA<br>Laserdesignator_pilotCamera<br>CMFlareLauncher_Singles | 1x magazine_Fighter01_Gun20mm_AA_x450<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Jets_Plane_Fighter_01 | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Plane_Fighter_01_Stealth_F** | *F/A-181 Black Wasp II (Stealth)* | BLUFOR | NATO | Planes | Public |  | weapon_Fighter_Gun20mm_AA<br>Laserdesignator_pilotCamera<br>CMFlareLauncher_Singles | 1x magazine_Fighter01_Gun20mm_AA_x450<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Jets_Plane_Fighter_01 | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Ejection_Seat_Plane_Fighter_01_F** | *Ejection Seat* | BLUFOR | NATO | Objects | Protected |  |  |  |  | A3_Air_F_Jets_Plane_Fighter_01 | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Slingloadable:** No |\n|  | **B_UAV_05_F** | *UCAV Sentinel* | BLUFOR | NATO | Drones | Public |  | CMFlareLauncher<br>Laserdesignator_mounted | 1x 120Rnd_CMFlare_Chaff_Magazine<br>1x Laserbatteries |  | A3_Air_F_Jets_UAV_05 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Deck_Crew_F** | *Deck Crew* | BLUFOR | NATO | Men | Public |  | Throw<br>Put |  | U_B_HeliPilotCoveralls<br>V_DeckCrew_yellow_F<br>H_HelmetCrew_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>ItemGPS<br>FirstAidKit | A3_Characters_F_Jets | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Fighter_Pilot_F** | *Fighter Pilot* | BLUFOR | NATO | Men | Public |  | hgun_P07_F<br>Throw<br>Put | 4x 16Rnd_9x21_Mag<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_PilotCoveralls<br>H_PilotHelmetFighter_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Jets | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Roles:** None |\n|  | **B_Patrol_Soldier_TL_F** | *Team Leader* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Leader_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Rangefinder | 4x 30Rnd_65x39_caseless_mag<br>2x 30Rnd_65x39_caseless_mag_Tracer<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>4x 3Rnd_HE_Grenade_shell<br>2x SmokeShell<br>2x SmokeShellGreen<br>2x SmokeShellBlue | U_B_CombatUniform_mcam_vest<br>V_PlateCarrierGL_rgr<br>H_HelmetSpecB_paint1<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>B_UavTerminal<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Patrol_Soldier_UAV_F** | *UAV Operator* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Operator_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_mag<br>2x 30Rnd_65x39_caseless_mag_Tracer<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam_tshirt<br>V_PlateCarrier1_rgr<br>H_HelmetB_light_snakeskin<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>B_UavTerminal<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_Patrol_Soldier_M_F** | *Marksman* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Marksman_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Rangefinder | 8x 20Rnd_762x51_Mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam<br>V_PlateCarrier1_rgr<br>H_HelmetB_light_desert<br>G_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Patrol_Medic_F** | *Combat Life Saver* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Medic_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_65x39_caseless_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade | U_B_CombatUniform_mcam_vest<br>V_PlateCarrierSpec_rgr<br>H_HelmetSpecB_sand<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_Patrol_Soldier_AR_F** | *Autorifleman* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Autorifleman_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Binocular | 4x 100Rnd_65x39_caseless_mag<br>2x 100Rnd_65x39_caseless_mag_Tracer<br>3x 11Rnd_45ACP_Mag<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam_tshirt<br>V_PlateCarrier2_rgr<br>H_HelmetB_snakeskin<br>G_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Patrol_Soldier_MG_F** | *Machine Gunner* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_MachineGunner_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Binocular | 2x 200Rnd_65x39_cased_Box<br>1x 200Rnd_65x39_cased_Box_Tracer<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam_vest<br>V_PlateCarrier1_rgr<br>H_HelmetB_light_sand<br>G_Bandanna_oli<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Patrol_HeavyGunner_F** | *Heavy Gunner* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_HeavyGunner_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Binocular | 3x 150Rnd_762x54_Box<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam_vest<br>V_PlateCarrier2_rgr<br>H_HelmetB_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Patrol_Soldier_A_F** | *Ammo Bearer* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Carrier_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam_vest<br>V_PlateCarrier2_rgr<br>H_HelmetB_camo<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Patrol_Soldier_AT_F** | *Missile Specialist (AT)* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Specialist_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>launch_B_Titan_short_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_65x39_caseless_mag<br>3x 11Rnd_45ACP_Mag<br>1x Titan_AP<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam_vest<br>V_PlateCarrier1_rgr<br>H_HelmetB_light_grass<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Patrol_Engineer_F** | *Engineer* | BLUFOR | NATO | Men (Combat Patrol) | Public |  | B_Patrol_Soldier_Specialist_weapon_F<br>B_Patrol_Soldier_Pistol_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_65x39_caseless_mag<br>3x 11Rnd_45ACP_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen | U_B_CombatUniform_mcam_vest<br>V_PlateCarrierGL_mtp<br>H_HelmetSpecB_paint2<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Patrol | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **B_G_Van_02_transport_F** | *Van Transport* | BLUFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_GEN_Van_02_transport_F** | *Van Transport* | BLUFOR | Gendarmerie | Cars | Public |  | PoliceHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 12<br>  - 1 driver<br>  - 3 firing positions<br>  - 8 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_G_Van_02_vehicle_F** | *Van (Cargo)* | BLUFOR | FIA | Cars | Public |  | CarHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** Yes, 3 skins<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 4 firing positions<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_GEN_Van_02_vehicle_F** | *Van (Cargo)* | BLUFOR | Gendarmerie | Cars | Public |  | PoliceHorn |  |  | A3_Soft_F_Orange_Van_02 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 11<br>  - 1 driver<br>  - 4 firing positions<br>  - 6 cargo positions<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Plane_CAS_01_Cluster_F** | *A-164 Wipeout (Cluster)* | BLUFOR | NATO | Planes | Protected |  | Gatling_30mm_Plane_CAS_01_F<br>Laserdesignator_pilotCamera<br>CMFlareLauncher | 1x 1000Rnd_Gatling_30mm_Plane_CAS_01_F<br>1x Laserbatteries<br>1x 120Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_Plane_Fighter_01_Cluster_F** | *F/A-181 Black Wasp II (Cluster)* | BLUFOR | NATO | Planes | Protected |  | weapon_Fighter_Gun20mm_AA<br>Laserdesignator_pilotCamera<br>CMFlareLauncher_Singles | 1x magazine_Fighter01_Gun20mm_AA_x450<br>1x Laserbatteries<br>1x 240Rnd_CMFlare_Chaff_Magazine |  | A3_Air_F_Orange | - **Randomization:** No<br>- **Camo selections:** 10<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UAV_06_F** | *AL-6 Pelican* | BLUFOR | NATO | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_UAV_06_medical_F** | *AL-6 Pelican (Medical)* | BLUFOR | NATO | Drones | Public |  |  |  |  | A3_Air_F_Orange_UAV_06 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Vehicle capacity:** Remotely controlled, 1<br>  - 1 driver<br>- **Roles:**<br>  - can heal<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 25000 kg. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_soldier_UAV_06_F** | *UAV Operator (AL-6)* | BLUFOR | NATO | Men | Public | ORANGE | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrierSpec_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>B_UavTerminal<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_soldier_UAV_06_medical_F** | *UAV Operator (AL-6, Medical)* | BLUFOR | NATO | Men | Public | ORANGE | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrierSpec_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>B_UavTerminal<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_T_soldier_UAV_06_F** | *UAV Operator (AL-6)* | BLUFOR | NATO (Pacific) | Men | Public | ORANGE | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrierSpec_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>B_UavTerminal<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_T_soldier_UAV_06_medical_F** | *UAV Operator (AL-6, Medical)* | BLUFOR | NATO (Pacific) | Men | Public | ORANGE | arifle_MX_khk_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrierSpec_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>B_UavTerminal<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_soldier_mine_F** | *Mine Specialist* | BLUFOR | NATO | Men | Public | ORANGE | arifle_MXC_Holo_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrierGL_rgr<br>H_HelmetSpecB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_T_soldier_mine_F** | *Mine Specialist* | BLUFOR | NATO (Pacific) | Men | Public | ORANGE | arifle_MXC_khk_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_Enh_tna_F<br>V_PlateCarrierGL_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_G_Story_Guerilla_01_F** | *Alexis Kouris* | BLUFOR | FIA | Men (Story) | Public | ORANGE | hgun_PDW2000_F | 1x 30Rnd_9x21_Mag<br>1x MiniGrenade | U_BG_Guerilla1_2_F<br>H_Hat_Safari_sand_F<br>V_Pocketed_coyote_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Orange | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_AFV_Wheeled_01_cannon_F** | *Rhino MGS* | BLUFOR | NATO | APCs | Public |  | TruckHorn<br>cannon_120mm<br>MMG_02_coax<br>SmokeLauncher<br>Laserdesignator_vehicle | 1x 12Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 8Rnd_120mm_HE_shells_Tracer_Red<br>1x 8Rnd_120mm_HEAT_MP_T_Red<br>4x 200Rnd_338_Mag<br>1x 4Rnd_120mm_LG_cannon_missiles<br>1x SmokeLauncherMag<br>1x Laserbatteries |  | A3_Armor_F_Tank_AFV_Wheeled_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_AFV_Wheeled_01_cannon_F** | *Rhino MGS* | BLUFOR | NATO (Pacific) | APCs | Public |  | TruckHorn<br>cannon_120mm<br>MMG_02_coax<br>SmokeLauncher<br>Laserdesignator_vehicle | 1x 12Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 8Rnd_120mm_HE_shells_Tracer_Red<br>1x 8Rnd_120mm_HEAT_MP_T_Red<br>4x 200Rnd_338_Mag<br>1x 4Rnd_120mm_LG_cannon_missiles<br>1x SmokeLauncherMag<br>1x Laserbatteries |  | A3_Armor_F_Tank_AFV_Wheeled_01 | - **Randomization:** No<br>- **Camo selections:** 5<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_AFV_Wheeled_01_up_cannon_F** | *Rhino MGS UP* | BLUFOR | NATO | APCs | Public |  | TruckHorn<br>cannon_120mm<br>MMG_02_coax<br>SmokeLauncher<br>HMG_127_AFV<br>Laserdesignator_mounted | 1x 12Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 8Rnd_120mm_HE_shells_Tracer_Red<br>1x 8Rnd_120mm_HEAT_MP_T_Red<br>4x 200Rnd_338_Mag<br>1x 4Rnd_120mm_LG_cannon_missiles<br>1x SmokeLauncherMag<br>2x 200Rnd_127x99_mag_Tracer_Red<br>1x Laserbatteries |  | A3_Armor_F_Tank_AFV_Wheeled_01 | - **Randomization:** No<br>- **Camo selections:** 7<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_T_AFV_Wheeled_01_up_cannon_F** | *Rhino MGS UP* | BLUFOR | NATO (Pacific) | APCs | Public |  | TruckHorn<br>cannon_120mm<br>MMG_02_coax<br>SmokeLauncher<br>HMG_127_AFV<br>Laserdesignator_mounted | 1x 12Rnd_120mm_APFSDS_shells_Tracer_Red<br>1x 8Rnd_120mm_HE_shells_Tracer_Red<br>1x 8Rnd_120mm_HEAT_MP_T_Red<br>4x 200Rnd_338_Mag<br>1x 4Rnd_120mm_LG_cannon_missiles<br>1x SmokeLauncherMag<br>2x 200Rnd_127x99_mag_Tracer_Red<br>1x Laserbatteries |  | A3_Armor_F_Tank_AFV_Wheeled_01 | - **Randomization:** No<br>- **Camo selections:** 7<br>- **Vehicle capacity:** 3<br>  - 1 driver<br>  - 1 commander<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n|  | **B_soldier_LAT2_F** | *Rifleman (Light AT)* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>launch_MRAWS_sand_F<br>hgun_P07_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x MRAWS_HEAT_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam<br>V_PlateCarrier2_rgr<br>H_HelmetB_sand<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_T_Soldier_LAT2_F** | *Rifleman (Light AT)* | BLUFOR | NATO (Pacific) | Men | Public |  | arifle_MX_khk_ACO_Pointer_F<br>launch_MRAWS_green_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_khaki_mag<br>3x 16Rnd_9x21_Mag<br>1x MRAWS_HEAT_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_T_Soldier_F<br>H_HelmetB_tna_F<br>V_PlateCarrier2_tna_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_tna_F<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CTRG_Soldier_LAT2_tna_F** | *Rifleman (Light AT)* | BLUFOR | CTRG | Men (Pacific) | Public |  | arifle_SPAR_01_blk_ERCO_Pointer_F<br>launch_MRAWS_green_F<br>hgun_P07_khk_Snds_F<br>Throw<br>Put<br>Binocular | 6x 30Rnd_556x45_Stanag_red<br>3x 16Rnd_9x21_Mag<br>1x MRAWS_HEAT_F<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CTRG_Soldier_F<br>H_HelmetB_TI_tna_F<br>V_TacVest_oli<br>G_Balaclava_TI_G_tna_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGogglesB_grn_F<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_G_Soldier_LAT2_F** | *Rifleman (Light AT)* | BLUFOR | FIA | Men | Public |  | arifle_TRG21_F<br>launch_MRAWS_olive_rail_F<br>Throw<br>Put | 6x 30Rnd_556x45_Stanag<br>1x MRAWS_HEAT_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_blue | U_BG_Guerrilla_6_1<br>V_TacVest_blk<br>H_Bandanna_khk<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Tank | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Ship_Gun_01_F** | *Mk45 Hammer* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>weapon_ShipCannon_120mm | 1x FakeWeapon<br>1x magazine_ShipCannon_120mm_HE_shells_x32<br>1x magazine_ShipCannon_120mm_HE_guided_shells_x2<br>1x magazine_ShipCannon_120mm_HE_LG_shells_x2<br>1x magazine_ShipCannon_120mm_HE_cluster_shells_x2<br>1x magazine_ShipCannon_120mm_mine_shells_x6<br>1x magazine_ShipCannon_120mm_smoke_shells_x6<br>1x magazine_ShipCannon_120mm_AT_mine_shells_x6 |  | A3_Static_F_Destroyer_Ship_Gun_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Ship_MRLS_01_F** | *Mk41 VLS* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>weapon_VLS_01 | 1x FakeWeapon<br>1x magazine_Missiles_Cruise_01_x18<br>1x magazine_Missiles_Cruise_01_Cluster_x18 |  | A3_Static_F_Destroyer_Ship_MRLS_01 | - **Randomization:** No<br>- **Camo selections:** 1<br>- **Slingloadable:** No |\n|  | **B_Radar_System_01_F** | *AN/MPQ-105 Radar* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>FakeWeapon | 1x FakeWeapon |  | A3_Static_F_Sams_Radar_System_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_SAM_System_03_F** | *MIM-145 Defender* | BLUFOR | NATO | Turrets | Public |  | FakeWeapon<br>weapon_mim145Launcher | 1x FakeWeapon<br>1x magazine_Missile_mim145_x4 |  | A3_Static_F_Sams_SAM_System_03 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_GEN_Offroad_01_covered_F** | *Offroad (Covered)* | BLUFOR | Gendarmerie | Cars | Public | Enoch | PoliceHorn |  |  | A3_Soft_F_Enoch_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 4 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_GEN_Offroad_01_comms_F** | *Offroad (Comms)* | BLUFOR | Gendarmerie | Cars | Public | Enoch | PoliceHorn |  |  | A3_Soft_F_Enoch_Offroad_01 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** 6<br>  - 1 driver<br>  - 4 firing positions<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 2000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_flatbed_F** | *HEMTT Flatbed* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 10000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_flatbed_F** | *HEMTT Flatbed* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 10000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_Truck_01_cargo_F** | *HEMTT Cargo* | BLUFOR | NATO | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 10000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_T_Truck_01_cargo_F** | *HEMTT Cargo* | BLUFOR | NATO (Pacific) | Cars | Public |  | TruckHorn2 |  |  | A3_Soft_F_Enoch_Truck_01 | - **Randomization:** No<br>- **Camo selections:** 4<br>- **Vehicle capacity:** 2<br>  - 1 driver<br>  - 1 cargo position<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Can transport,  up to 10000 kg. Cannot be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UGV_02_Science_F** | *ED-1E Roller* | BLUFOR | NATO | Drones | Public | Enoch | ProbingWeapon_01_F<br>ProbingWeapon_02_F<br>ProbingLaser_01_F | 1x ProbingWeapon_01_magazine<br>1x ProbingWeapon_02_magazine<br>1x Laserbatteries |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_UGV_02_Demining_F** | *ED-1D Pelter* | BLUFOR | NATO | Drones | Public | Enoch | DeminingDisruptor_01_F<br>Laserdesignator_mounted | 1x Laserbatteries<br>1x 15Rnd_12Gauge_Pellets<br>1x 15Rnd_12Gauge_Slug |  | A3_Soft_F_Enoch_UGV_02 | - **Randomization:** No<br>- **Camo selections:** 3<br>- **Vehicle capacity:** Remotely controlled, 2<br>  - 1 driver<br>  - 1 gunner<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** Yes |\n|  | **B_W_Static_Designator_01_F** | *Remote Designator [NATO]* | BLUFOR | NATO (Woodland) | Turrets | Public |  | FakeWeapon<br>Laserdesignator_mounted | 1x FakeWeapon<br>1x Laserbatteries |  | A3_Static_F_Enoch_Designator_01 | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Slingloadable:** No |\n|  | **B_ReconFatigues_01_wdl_F** | *Squad Leader* | BLUFOR | NATO | Men | Protected |  | arifle_MX_Hamr_pointer_F<br>hgun_P07_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_mag<br>2x 30Rnd_65x39_caseless_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>V_PlateCarrierGL_rgr<br>H_HelmetB_desert<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CombatFatigues_01_wdl_F** | *Rifleman* | BLUFOR | NATO | Men | Protected |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam_wdl_f<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CombatFatigues_01_Tshirt_wdl_F** | *Autorifleman* | BLUFOR | NATO | Men | Protected |  | arifle_MX_SW_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 6x 100Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdl_f<br>V_PlateCarrier2_rgr<br>H_HelmetB_grass<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_A_F** | *Ammo Bearer* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 12x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier1_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_AAR_F** | *Asst. Autorifleman* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Support_AMG_F** | *Asst. Gunner (HMG/GMG)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Support_AMort_F** | *Asst. Gunner (Mk6)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_AAA_F** | *Asst. Missile Specialist (AA)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_AAT_F** | *Asst. Missile Specialist (AT)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Rangefinder | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_AR_F** | *Autorifleman* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_SW_Black_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 100Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier2_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Medic_F** | *Combat Life Saver* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_light_wdl<br>V_PlateCarrierSpec_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal |\n|  | **B_W_Crew_F** | *Crewman* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>H_HelmetCrew_B<br>V_BandollierB_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Engineer_F** | *Engineer* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair, can deactivate mines |\n|  | **B_W_Soldier_Exp_F** | *Explosive Specialist* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetSpecB_wdl<br>V_PlateCarrierGL_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_W_soldier_mine_F** | *Mine Specialist* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>3x APERSMine_Range_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetSpecB_wdl<br>V_PlateCarrierGL_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can deactivate mines |\n|  | **B_W_Soldier_GL_F** | *Grenadier* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_GL_Black_ACO_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>6x 1Rnd_HE_Grenade_shell<br>2x HandGrenade<br>2x MiniGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetSpecB_wdl<br>V_PlateCarrierGL_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Support_GMG_F** | *Gunner (GMG)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Support_MG_F** | *Gunner (HMG)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Support_Mort_F** | *Gunner (Mk6)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_tshirt_mcam_wdL_f<br>H_HelmetB_light_wdl<br>V_Chestrig_rgr<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Helicrew_F** | *Helicopter Crew* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_black_mag<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_HeliPilotCoveralls<br>V_TacVest_blk<br>H_CrewHelmetHeli_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Helipilot_F** | *Helicopter Pilot* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | SMG_01_Holo_F<br>Throw<br>Put | 4x 30Rnd_45ACP_Mag_SMG_01<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_HeliPilotCoveralls<br>V_TacVest_blk<br>H_PilotHelmetHeli_B<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_soldier_M_F** | *Marksman* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXM_Black_MOS_Pointer_Bipod_F<br>hgun_P07_khk_F<br>Throw<br>Put | 8x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier1_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_AA_F** | *Missile Specialist (AA)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>launch_B_Titan_tna_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x Titan_AA<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_light_wdl<br>V_PlateCarrier1_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_AT_F** | *Missile Specialist (AT)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>launch_B_Titan_short_tna_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x Titan_AT<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_light_wdl<br>V_PlateCarrier1_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Officer_F** | *Officer* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_ACO_F<br>hgun_Pistol_heavy_01_F<br>Throw<br>Put | 4x 30Rnd_65x39_caseless_black_mag<br>3x 11Rnd_45ACP_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_MilCap_wdl<br>V_BandollierB_rgr<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_Repair_F** | *Repair Specialist* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_light_wdl<br>V_PlateCarrier1_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can repair |\n|  | **B_W_Soldier_F** | *Rifleman* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier1_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_LAT_F** | *Rifleman (AT)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>launch_NLAW_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x NLAW_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier2_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_LAT2_F** | *Rifleman (Light AT)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>launch_MRAWS_green_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x MRAWS_HEAT_F<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier2_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_SL_F** | *Squad Leader* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_Hamr_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put<br>Binocular | 4x 30Rnd_65x39_caseless_black_mag<br>2x 30Rnd_65x39_caseless_black_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>2x B_IR_Grenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>H_HelmetSpecB_wdl<br>V_PlateCarrierGL_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_TL_F** | *Team Leader* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_GL_Black_Hamr_Pointer_F<br>hgun_P07_khk_F<br>ItemGPS<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | 4x 30Rnd_65x39_caseless_black_mag<br>2x 30Rnd_65x39_caseless_black_mag_Tracer<br>3x 16Rnd_9x21_Mag<br>2x MiniGrenade<br>6x 1Rnd_HE_Grenade_shell<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green<br>2x 1Rnd_Smoke_Grenade_shell<br>1x 1Rnd_SmokeBlue_Grenade_shell<br>1x 1Rnd_SmokeGreen_Grenade_shell<br>1x 1Rnd_SmokeOrange_Grenade_shell | U_B_CombatUniform_vest_mcam_wdl_f<br>H_HelmetSpecB_wdl<br>V_PlateCarrierGL_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Soldier_CBRN_F** | *CBRN Specialist* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_FL_F<br>hgun_P07_khk_F<br>Throw<br>Put | 9x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CBRN_Suit_01_Wdl_F<br>V_PlateCarrier1_wdl<br>H_HelmetB<br>G_AirPurifyingRespirator_01_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_RadioOperator_F** | *Radio Operator* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MX_Black_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>V_PlateCarrier1_wdl<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_W_Survivor_F** | *Survivor* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | Throw<br>Put |  | U_B_CombatUniform_mcam_wdl_f | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_soldier_UGV_02_Science_F** | *UGV Operator (ED-1E)* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrierSpec_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>B_UavTerminal<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_soldier_UGV_02_Demining_F** | *UGV Operator (ED-1D)* | BLUFOR | NATO | Men | Public |  | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam<br>V_PlateCarrierSpec_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>B_UavTerminal<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_W_Soldier_UAV_F** | *UAV Operator* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier1_wdl<br>B_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_W_soldier_UGV_02_Science_F** | *UGV Operator (ED-1E)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier1_wdl<br>B_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_W_soldier_UGV_02_Demining_F** | *UGV Operator (ED-1D)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | arifle_MXC_Black_Holo_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 6x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>2x HandGrenade<br>1x SmokeShell<br>1x SmokeShellGreen<br>1x SmokeShellBlue<br>1x SmokeShellOrange<br>2x Chemlight_green | U_B_CombatUniform_vest_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier1_wdl<br>B_UavTerminal<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can replenish fuel |\n|  | **B_W_Soldier_universal_F** | *Soldier* | BLUFOR | NATO (Woodland) | Men | Protected | Enoch | arifle_MX_Black_ACO_Pointer_F<br>hgun_P07_khk_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_black_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CombatUniform_mcam_wdl_f<br>H_HelmetB_plain_wdl<br>V_PlateCarrier1_wdl<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles_INDEP<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** can heal, can repair, can deactivate mines |\n|  | **B_W_Soldier_unarmed_F** | *Rifleman (Unarmed)* | BLUFOR | NATO (Woodland) | Men | Public | Enoch | Throw<br>Put |  | U_B_CombatUniform_mcam_wdl_f<br>V_PlateCarrier1_wdl<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CBRN_Man_Oversuit_01_MTP_F** | *Rifleman* | BLUFOR | NATO | Men | Protected | Enoch | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CBRN_Suit_01_MTP_F<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CBRN_Man_Oversuit_01_Tropic_F** | *Rifleman* | BLUFOR | NATO | Men | Protected | Enoch | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CBRN_Suit_01_Tropic_F<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_CBRN_Man_Oversuit_01_Wdl_F** | *Rifleman* | BLUFOR | NATO | Men | Protected | Enoch | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_B_CBRN_Suit_01_wdl_F<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_CBRN_Man_Oversuit_01_AAF_F** | *Rifleman* | BLUFOR | NATO | Men | Protected | Enoch | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_I_CBRN_Suit_01_AAF_F<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **I_E_CBRN_Man_Oversuit_01_EAF_F** | *Rifleman* | BLUFOR | NATO | Men | Protected | Enoch | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_I_E_CBRN_Suit_01_EAF_F<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_CBRN_Man_Oversuit_01_Blue_F** | *Rifleman* | BLUFOR | NATO | Men | Protected | Enoch | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_C_CBRN_Suit_01_Blue_F<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **C_CBRN_Man_Oversuit_01_White_F** | *Rifleman* | BLUFOR | NATO | Men | Protected | Enoch | arifle_MX_ACO_pointer_F<br>hgun_P07_F<br>Throw<br>Put | 10x 30Rnd_65x39_caseless_mag<br>3x 16Rnd_9x21_Mag<br>1x SmokeShell<br>1x SmokeShellGreen<br>2x Chemlight_green<br>2x HandGrenade | U_C_CBRN_Suit_01_White_F<br>V_PlateCarrier1_rgr<br>H_HelmetB<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio<br>NVGoggles<br>FirstAidKit | A3_Characters_F_Enoch | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Officer_Parade_F** | *Officer (Parade Dress)* | BLUFOR | NATO | Men | Public | AoW |  |  | U_B_ParadeUniform_01_US_F<br>H_ParadeDressCap_01_US_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **B_Officer_Parade_Veteran_F** | *Officer (Veteran, Parade Dress)* | BLUFOR | NATO | Men | Public | AoW |  |  | U_B_ParadeUniform_01_US_decorated_F<br>H_ParadeDressCap_01_US_F<br>ItemMap<br>ItemCompass<br>ItemWatch<br>ItemRadio | A3_Characters_F_AoW | - **Randomization:** No<br>- **Camo selections:** 2<br>- **Roles:** None |\n|  | **SpaceshipCapsule_01_parachute_F** | *Space Capsule Parachutes* | BLUFOR | NATO | Helicopters | Protected |  |  |  |  | A3_Props_F_Decade_Spaceship | - **Randomization:** No<br>- **Camo selections:** 0<br>- **Vehicle capacity:** 1<br>  - 1 driver<br>- **Roles:**<br>  - None<br>- **Can float:** No<br>- **Vehicle in vehicle transport:** Cannot transport. Can be transported.<br>- **Slingload:** No<br>- **Slingloadable:** No |\n\nGenerated in Arma 3 v2.16 by R3vo (talk) 18:48, 8 August 2024 (CEST)"}],"categories":[],"groups":["Reference Lists"]},{"name":"Arma 3: CfgWeapons Equipment","title":"Arma 3: CfgWeapons Equipment","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgWeapons_Equipment","revid":368686,"updated":"2024-08-09T17:37:13Z","aliases":["Arma 3 CfgWeapons Equipment"],"markdown":"| Preview | Class | Name | Inventory description | Magazines | Used by |\n|---|---|---|---|---|---|\n|  | **H_Bandanna_blu** | *Bandana (Blue)* | *No Armor* |  |  |\n|  | **H_Bandanna_camo** | *Bandana (Woodland)* | *No Armor* |  |  |\n|  | **H_Bandanna_cbr** | *Bandana (Coyote)* | *No Armor* |  |  |\n|  | **H_Bandanna_gry** | *Bandana (Black)* | *No Armor* |  |  |\n|  | **H_Bandanna_khk** | *Bandana (Khaki)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_G_Soldier_AR_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_LAT_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_L_Uniform_01_camo_F<br>I_L_Looter_Pistol_F \\| |\n|  | **H_Bandanna_khk_hs** | *Bandana (Headset)* | *No Armor* |  | I_G_Story_Protagonist_F<br>I_G_resistanceCommander_F |\n|  | **H_Bandanna_mcamo** | *Bandana (MTP)* | *No Armor* |  |  |\n|  | **H_Bandanna_sand** | *Bandana (Sand)* | *No Armor* |  |  |\n|  | **H_Bandanna_sgg** | *Bandana (Sage)* | *No Armor* |  |  |\n|  | **H_Bandanna_surfer** | *Bandana (Surfer)* | *No Armor* |  |  |\n|  | **H_Bandanna_surfer_blk** | *Bandana (Surfer, Black)* | *No Armor* |  |  |\n|  | **H_Bandanna_surfer_grn** | *Bandana (Surfer, Green)* | *No Armor* |  |  |\n|  | **H_BandMask_blk** | *Bandana Mask (Black)* | *No Armor* |  |  |\n|  | **H_BandMask_demon** | *Bandana Mask (Demon)* | *No Armor* |  |  |\n|  | **H_BandMask_khk** | *Bandana Mask (Khaki)* | *No Armor* |  |  |\n|  | **H_BandMask_reaper** | *Bandana Mask (Reaper)* | *No Armor* |  |  |\n|  | **H_Beret_02** | *Beret [NATO]* | *No Armor* |  |  |\n|  | **H_Beret_blk** | *Beret (Black)* | *No Armor* |  | O_T_Officer_F<br>I_Story_Officer_01_F |\n|  | **H_Beret_blk_POLICE** | *Beret (Police)* | *No Armor* |  |  |\n|  | **H_Beret_brn_SF** | *Beret (SAS)* | *No Armor* |  |  |\n|  | **H_Beret_Colonel** | *Beret [NATO] (Colonel)* | *No Armor* |  | B_Captain_Pettka_F |\n|  | **H_Beret_CSAT_01_F** | *Beret (Red) [CSAT]* | *No Armor* |  |  |\n|  | **H_Beret_EAF_01_F** | *Beret [LDF]* | *No Armor* |  | I_E_Officer_F |\n|  | **H_Beret_gen_F** | *Beret (Gendarmerie)* | *No Armor* |  | B_GEN_Commander_F<br>B_Captain_Dwarden_F<br>O_GEN_Commander_F |\n|  | **H_Beret_grn** | *Beret (Green)* | *No Armor* |  | I_Story_Colonel_F |\n|  | **H_Beret_grn_SF** | *Beret (SF)* | *No Armor* |  |  |\n|  | **H_Beret_ocamo** | *Beret [CSAT]* | *No Armor* |  | O_officer_F<br>O_A_officer_F |\n|  | **H_Beret_red** | *Beret (Red)* | *No Armor* |  |  |\n|  | **H_Booniehat_dgtl** | *Booniehat [AAF]* | *No Armor* |  |  |\n|  | **H_Booniehat_dirty** | *Booniehat (Dirty)* | *No Armor* |  |  |\n|  | **H_Booniehat_eaf** | *Booniehat [LDF]* | *No Armor* |  |  |\n|  | **H_Booniehat_grn** | *Booniehat (Green)* | *No Armor* |  | C_man_hunter_1_F |\n|  | **H_Booniehat_indp** | *Booniehat (Khaki)* | *No Armor* |  |  |\n|  | **H_Booniehat_khk** | *Booniehat (Khaki)* | *No Armor* |  | I_G_Soldier_TL_F<br>I_G_Soldier_A_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F |\n|  | **H_Booniehat_khk_hs** | *Booniehat (Headset)* | *No Armor* |  |  |\n|  | **H_Booniehat_mcamo** | *Booniehat (MTP)* | *No Armor* |  | B_recon_exp_F<br>B_recon_M_F |\n|  | **H_Booniehat_mgrn** | *Booniehat (Green)* | *No Armor* |  |  |\n|  | **H_Booniehat_oli** | *Booniehat (Olive)* | *No Armor* |  | B_G_Captain_Ivan_F |\n|  | **H_Booniehat_taiga** | *Booniehat (Taiga)* | *No Armor* |  |  |\n|  | **H_Booniehat_tan** | *Booniehat (Sand)* | *No Armor* |  | C_Man_Fisherman_01_F |\n|  | **H_Booniehat_tna_F** | *Booniehat (Tropic)* | *No Armor* |  | B_T_Recon_Exp_F<br>B_T_Recon_M_F |\n|  | **H_Booniehat_wdl** | *Booniehat (Woodland)* | *No Armor* |  |  |\n|  | **H_Cap_Black_IDAP_F** | *Cap (Black) [IDAP]* | *No Armor* |  |  |\n|  | **H_Cap_blk** | *Cap (Black)* | *No Armor* |  |  |\n|  | **H_Cap_blk_CMMG** | *Cap (CMMG)* | *No Armor* |  | I_L_Looter_SG_F |\n|  | **H_Cap_blk_ION** | *Cap (ION)* | *No Armor* |  |  |\n|  | **H_Cap_blk_Raven** | *Cap [AAF]* | *No Armor* |  |  |\n|  | **H_Cap_blk_Syndikat_F** | *Cap (Black)* | *No Armor* |  |  |\n|  | **H_Cap_blu** | *Cap (Blue)* | *No Armor* |  |  |\n|  | **H_Cap_brn_SPECOPS** | *Cap [OPFOR]* | *No Armor* |  | O_A_soldier_AR_F<br>O_A_soldier_GL_F<br>O_A_soldier_LAT_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F |\n|  | **H_Cap_grn** | *Cap (Green)* | *No Armor* |  |  |\n|  | **H_Cap_grn_BI** | *Cap (BI)* | *No Armor* |  |  |\n|  | **H_Cap_grn_Syndikat_F** | *Cap (Green)* | *No Armor* |  |  |\n|  | **H_Cap_headphones** | *Rangemaster Cap* | *No Armor* |  | B_RangeMaster_F<br>B_Competitor_F<br>I_C_Helipilot_F |\n|  | **H_Cap_khaki_specops_UK** | *Cap (UK)* | *No Armor* |  | B_CTRG_soldier_engineer_exp_F<br>B_Captain_Jay_F |\n|  | **H_Cap_Lyfe** | *Cap (Lyfe)* | *No Armor* |  |  |\n|  | **H_Cap_MaldenTours** | *Cap (Malden Tours)* | *No Armor* |  |  |\n|  | **H_Cap_marshal** | *Marshal Cap* | *No Armor* |  | C_Marshal_F<br>I_C_Pilot_F |\n|  | **H_Cap_oli** | *Cap (Olive)* | *No Armor* |  | I_G_Soldier_lite_F<br>I_G_medic_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_medic_F<br>O_G_medic_F<br>I_L_Hunter_F |\n|  | **H_Cap_oli_hs** | *Cap (Olive, Headset)* | *No Armor* |  |  |\n|  | **H_Cap_oli_Syndikat_F** | *Cap (Olive)* | *No Armor* |  |  |\n|  | **H_Cap_Orange_IDAP_F** | *Cap (Orange) [IDAP]* | *No Armor* |  |  |\n|  | **H_Cap_police** | *Cap (Police)* | *No Armor* |  |  |\n|  | **H_Cap_press** | *Cap (Press)* | *No Armor* |  | C_journalist_F |\n|  | **H_Cap_red** | *Cap (Red)* | *No Armor* |  | C_Story_Mechanic_01_F |\n|  | **H_Cap_surfer** | *Cap (Surfer)* | *No Armor* |  |  |\n|  | **H_Cap_tan** | *Cap (Tan)* | *No Armor* |  | C_Man_Messenger_01_F |\n|  | **H_Cap_tan_specops_US** | *Cap (US MTP)* | *No Armor* |  |  |\n|  | **H_Cap_tan_Syndikat_F** | *Cap (Tan)* | *No Armor* |  |  |\n|  | **H_Cap_usblack** | *Cap (US Black)* | *No Armor* |  |  |\n|  | **H_Cap_White_IDAP_F** | *Cap (White) [IDAP]* | *No Armor* |  | C_IDAP_Man_AidWorker_07_F |\n|  | **H_Construction_basic_black_F** | *Hard Hat (Black)* | *Armor Level I* |  |  |\n|  | **H_Construction_basic_orange_F** | *Hard Hat (Orange)* | *Armor Level I* |  |  |\n|  | **H_Construction_basic_red_F** | *Hard Hat (Red)* | *Armor Level I* |  |  |\n|  | **H_Construction_basic_vrana_F** | *Hard Hat (Vrana)* | *Armor Level I* |  |  |\n|  | **H_Construction_basic_white_F** | *Hard Hat (White)* | *Armor Level I* |  |  |\n|  | **H_Construction_basic_yellow_F** | *Hard Hat (Yellow)* | *Armor Level I* |  |  |\n|  | **H_Construction_earprot_black_F** | *Hard Hat (Black, Ear Protectors)* | *Armor Level I* |  |  |\n|  | **H_Construction_earprot_orange_F** | *Hard Hat (Orange, Ear Protectors)* | *Armor Level I* |  |  |\n|  | **H_Construction_earprot_red_F** | *Hard Hat (Red, Ear Protectors)* | *Armor Level I* |  | C_Man_ConstructionWorker_01_Black_F |\n|  | **H_Construction_earprot_vrana_F** | *Hard Hat (Vrana, Ear Protectors)* | *Armor Level I* |  | C_Man_ConstructionWorker_01_Vrana_F |\n|  | **H_Construction_earprot_white_F** | *Hard Hat (White, Ear Protectors)* | *Armor Level I* |  | C_Man_ConstructionWorker_01_Red_F |\n|  | **H_Construction_earprot_yellow_F** | *Hard Hat (Yellow, Ear Protectors)* | *Armor Level I* |  | C_Man_ConstructionWorker_01_Blue_F |\n|  | **H_Construction_headset_black_F** | *Hard Hat (Black, Headset)* | *Armor Level I* |  |  |\n|  | **H_Construction_headset_orange_F** | *Hard Hat (Orange, Headset)* | *Armor Level I* |  |  |\n|  | **H_Construction_headset_red_F** | *Hard Hat (Red, Headset)* | *Armor Level I* |  |  |\n|  | **H_Construction_headset_vrana_F** | *Hard Hat (Vrana, Headset)* | *Armor Level I* |  |  |\n|  | **H_Construction_headset_white_F** | *Hard Hat (White, Headset)* | *Armor Level I* |  |  |\n|  | **H_Construction_headset_yellow_F** | *Hard Hat (Yellow, Headset)* | *Armor Level I* |  |  |\n|  | **H_CrewHelmetHeli_B** | *Heli Crew Helmet [NATO]* | *Armor Level II* |  | B_helicrew_F<br>B_T_Helicrew_F<br>B_W_Helicrew_F |\n|  | **H_CrewHelmetHeli_I** | *Heli Crew Helmet [AAF]* | *Armor Level II* |  | I_helicrew_F |\n|  | **H_CrewHelmetHeli_I_E** | *Heli Crew Helmet [LDF]* | *Armor Level II* |  | I_E_Helicrew_F |\n|  | **H_CrewHelmetHeli_O** | *Heli Crew Helmet [CSAT]* | *Armor Level II* |  | O_helicrew_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F |\n|  | **H_EarProtectors_black_F** | *Ear Protectors (Black)* | *No Armor* |  |  |\n|  | **H_EarProtectors_orange_F** | *Ear Protectors (Orange)* | *No Armor* |  |  |\n|  | **H_EarProtectors_red_F** | *Ear Protectors (Red)* | *No Armor* |  |  |\n|  | **H_EarProtectors_white_F** | *Ear Protectors (White)* | *No Armor* |  |  |\n|  | **H_EarProtectors_yellow_F** | *Ear Protectors (Yellow)* | *No Armor* |  |  |\n|  | **H_Hat_blue** | *Hat (Blue)* | *No Armor* |  |  |\n|  | **H_Hat_brown** | *Hat (Brown)* | *No Armor* |  |  |\n|  | **H_Hat_camo** | *Hat (Camo)* | *No Armor* |  |  |\n|  | **H_Hat_checker** | *Hat (Checker)* | *No Armor* |  |  |\n|  | **H_Hat_grey** | *Hat (Grey)* | *No Armor* |  |  |\n|  | **H_Hat_Safari_olive_F** | *Safari Hat (Olive)* | *No Armor* |  |  |\n|  | **H_Hat_Safari_sand_F** | *Safari Hat (Sand)* | *No Armor* |  | B_G_Story_Guerilla_01_F<br>C_IDAP_Man_AidWorker_08_F |\n|  | **H_Hat_tan** | *Hat (Tan)* | *No Armor* |  | I_L_Looter_Rifle_F<br>I_L_Criminal_SG_F |\n|  | **H_Hat_Tinfoil_F** | *Tin Foil Hat* | *No Armor* |  |  |\n|  | **H_HeadBandage_bloody_F** | *Head Bandage (Severe)* | *No Armor* |  |  |\n|  | **H_HeadBandage_clean_F** | *Head Bandage (Clean)* | *No Armor* |  |  |\n|  | **H_HeadBandage_stained_F** | *Head Bandage (Moderate)* | *No Armor* |  |  |\n|  | **H_HeadSet_black_F** | *Headset (Black)* | *No Armor* |  |  |\n|  | **H_HeadSet_orange_F** | *Headset (Orange)* | *No Armor* |  | C_IDAP_Pilot_01_F |\n|  | **H_HeadSet_red_F** | *Headset (Red)* | *No Armor* |  |  |\n|  | **H_HeadSet_white_F** | *Headset (White)* | *No Armor* |  |  |\n|  | **H_HeadSet_yellow_F** | *Headset (Yellow)* | *No Armor* |  |  |\n|  | **H_Helmet_Kerry** | *Combat Helmet (Kerry)* | *Armor Level II* |  | B_Story_Protagonist_F |\n|  | **H_Helmet_Skate** | *Skate Helmet* | *Armor Level I* |  |  |\n|  | **H_HelmetAggressor_cover_F** | *Avenger Helmet (Cover B)* | *Armor Level III* |  | O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>O_R_Patrol_Soldier_Medic |\n|  | **H_HelmetAggressor_cover_taiga_F** | *Avenger Helmet (Cover T)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_LAT_F \\| |\n|  | **H_HelmetAggressor_F** | *Avenger Helmet* | *Armor Level III* |  | O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_Engineer_F |\n|  | **H_HelmetB** | *Combat Helmet* | *Armor Level II* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Soldier_unarmed_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_Sharpshooter_F<br>B_HeavyGunner_F<br>Underwear_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_CombatFatigues_01_wdl_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_unarmed_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F \\| |\n|  | **H_HelmetB_black** | *Combat Helmet (Black)* | *Armor Level II* |  |  |\n|  | **H_HelmetB_camo** | *Combat Helmet (Camo)* | *Armor Level II* |  | B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F |\n|  | **H_HelmetB_desert** | *Combat Helmet (Desert)* | *Armor Level II* |  | B_Soldier_SL_F<br>B_engineer_F<br>B_ReconFatigues_01_wdl_F |\n|  | **H_HelmetB_Enh_tna_F** | *Enhanced Combat Helmet (Tropic)* | *Armor Level IV* |  | B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_soldier_mine_F |\n|  | **H_HelmetB_grass** | *Combat Helmet (Grass)* | *Armor Level II* |  | B_soldier_AR_F<br>B_soldier_M_F<br>B_Soldier_A_F<br>B_CombatFatigues_01_Tshirt_wdl_F |\n|  | **H_HelmetB_light** | *Light Combat Helmet* | *Armor Level I* |  | B_recon_medic_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F |\n|  | **H_HelmetB_light_black** | *Light Combat Helmet (Black)* | *Armor Level I* |  |  |\n|  | **H_HelmetB_light_desert** | *Light Combat Helmet (Desert)* | *Armor Level I* |  | B_medic_F<br>B_soldier_AT_F<br>B_Patrol_Soldier_M_F |\n|  | **H_HelmetB_light_grass** | *Light Combat Helmet (Grass)* | *Armor Level I* |  | B_Patrol_Soldier_AT_F |\n|  | **H_HelmetB_light_sand** | *Light Combat Helmet (Sand)* | *Armor Level I* |  | B_soldier_repair_F<br>B_soldier_AA_F<br>B_Patrol_Soldier_MG_F |\n|  | **H_HelmetB_light_snakeskin** | *Light Combat Helmet (Snakeskin)* | *Armor Level I* |  | B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_AR_A_F<br>B_CTRG_Sharphooter_F<br>B_Patrol_Soldier_UAV_F |\n|  | **H_HelmetB_Light_tna_F** | *Light Combat Helmet (Tropic)* | *Armor Level I* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Medic_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Soldier_Repair_F<br>B_T_Recon_Medic_F \\| |\n|  | **H_HelmetB_light_wdl** | *Light Combat Helmet (Woodland)* | *Armor Level I* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Medic_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Soldier_Repair_F \\| |\n|  | **H_HelmetB_paint** | *Combat Helmet (Spraypaint)* | *Armor Level II* |  |  |\n|  | **H_HelmetB_plain_blk** | *Combat Helmet (Black)* | *Armor Level II* |  |  |\n|  | **H_HelmetB_plain_mcamo** | *Combat Helmet (Camo)* | *Armor Level II* |  | B_recon_LAT_F |\n|  | **H_HelmetB_plain_wdl** | *Combat Helmet (Woodland)* | *Armor Level II* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_W_Soldier_A_F<br>B_W_Soldier_AR_F<br>B_W_Engineer_F<br>B_W_soldier_M_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F \\| |\n|  | **H_HelmetB_sand** | *Combat Helmet (Sand)* | *Armor Level II* |  | B_soldier_LAT_F<br>B_soldier_LAT2_F |\n|  | **H_HelmetB_snakeskin** | *Combat Helmet (Snakeskin)* | *Armor Level II* |  | B_Patrol_Soldier_AR_F |\n|  | **H_HelmetB_TI_arid_F** | *Stealth Combat Helmet (Arid)* | *Armor Level II* |  |  |\n|  | **H_HelmetB_TI_tna_F** | *Stealth Combat Helmet* | *Armor Level II* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>B_CTRG_Soldier_LAT2_tna_F \\| |\n|  | **H_HelmetB_tna_F** | *Combat Helmet (Tropic)* | *Armor Level II* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Soldier_A_F<br>B_T_Soldier_AR_F<br>B_T_Engineer_F<br>B_T_soldier_M_F<br>B_T_Soldier_PG_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_UAV_F<br>B_T_Recon_LAT_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_T_Soldier_LAT2_F \\| |\n|  | **H_HelmetCrew_B** | *Crew Helmet [NATO]* | *Armor Level III* |  | B_crew_F<br>B_T_Crew_F<br>B_Deck_Crew_F<br>B_W_Crew_F |\n|  | **H_HelmetCrew_I** | *Crew Helmet [AAF]* | *Armor Level III* |  | I_crew_F<br>I_Story_Crew_F |\n|  | **H_HelmetCrew_I_E** | *Crew Helmet [LDF]* | *Armor Level III* |  |  |\n|  | **H_HelmetCrew_O** | *Crew Helmet [CSAT]* | *Armor Level III* |  | O_crew_F |\n|  | **H_HelmetCrew_O_ghex_F** | *Crew Helmet (Green Hex) [CSAT]* | *Armor Level III* |  | O_T_Crew_F |\n|  | **H_HelmetHBK_chops_F** | *Advanced Modular Helmet (Chops)* | *Armor Level III* |  | I_E_Soldier_GL_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F |\n|  | **H_HelmetHBK_ear_F** | *Advanced Modular Helmet (Ear Protectors)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Medic_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F \\| |\n|  | **H_HelmetHBK_F** | *Advanced Modular Helmet (Olive)* | *Armor Level III* |  | I_E_Soldier_F<br>I_E_soldier_M_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Soldier_universal_F |\n|  | **H_HelmetHBK_headset_F** | *Advanced Modular Helmet* | *Armor Level III* |  |  |\n|  | **H_HelmetIA** | *Modular Helmet* | *Armor Level II* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_soldier_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_Soldier_universal_F<br>I_Soldier_unarmed_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>I_soldier_mine_F<br>I_Soldier_LAT2_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F \\| |\n|  | **H_HelmetIA_camo** | *MICH2 (Camo)* | *Armor Level II* |  | I_Soldier_AR_F<br>I_Soldier_AT_F<br>I_soldier_UAV_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F |\n|  | **H_HelmetIA_net** | *MICH (Camo)* | *Armor Level II* |  | I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_repair_F |\n|  | **H_HelmetLeaderO_ghex_F** | *Defender Helmet (Green Hex)* | *Armor Level V* |  | O_T_Soldier_GL_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Recon_TL_F |\n|  | **H_HelmetLeaderO_ocamo** | *Defender Helmet (Hex)* | *Armor Level V* |  | O_Soldier_GL_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_recon_JTAC_F<br>O_recon_TL_F |\n|  | **H_HelmetLeaderO_oucamo** | *Defender Helmet (Urban)* | *Armor Level V* |  | O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_SoldierU_GL_F |\n|  | **H_HelmetO_ghex_F** | *Protector Helmet (Green Hex)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Soldier_PG_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_UAV_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_T_soldier_mine_F<br>O_T_Soldier_HAT_F<br>O_T_Soldier_AHAT_F \\| |\n|  | **H_HelmetO_ocamo** | *Protector Helmet (Hex)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_Soldier_F<br>O_Soldier_AR_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Soldier_unarmed_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_Sharpshooter_F<br>O_HeavyGunner_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F \\| |\n|  | **H_HelmetO_oucamo** | *Protector Helmet (Urban)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_unarmed_F<br>O_Urban_Sharpshooter_F<br>O_Urban_HeavyGunner_F \\| |\n|  | **H_HelmetO_ViperSP_ghex_F** | *Special Purpose Helmet (Green Hex)* | *Armor Level V* |  | O_V_Soldier_Viper_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F |\n|  | **H_HelmetO_ViperSP_hex_F** | *Special Purpose Helmet (Hex)* | *Armor Level V* |  | O_V_Soldier_Viper_hex_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F |\n|  | **H_HelmetSpecB** | *Enhanced Combat Helmet* | *Armor Level IV* |  | B_Soldier_TL_F<br>B_soldier_exp_F<br>B_soldier_mine_F |\n|  | **H_HelmetSpecB_blk** | *Enhanced Combat Helmet (Black)* | *Armor Level IV* |  | B_Soldier_GL_F |\n|  | **H_HelmetSpecB_paint1** | *Enhanced Combat Helmet (Grass)* | *Armor Level IV* |  | B_Patrol_Soldier_TL_F |\n|  | **H_HelmetSpecB_paint2** | *Enhanced Combat Helmet (Desert)* | *Armor Level IV* |  | B_Patrol_Engineer_F |\n|  | **H_HelmetSpecB_sand** | *Enhanced Combat Helmet (Sand)* | *Armor Level IV* |  | B_Patrol_Medic_F |\n|  | **H_HelmetSpecB_snakeskin** | *Enhanced Combat Helmet (Snakeskin)* | *Armor Level IV* |  |  |\n|  | **H_HelmetSpecB_wdl** | *Enhanced Combat Helmet (Woodland)* | *Armor Level IV* |  | B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F |\n|  | **H_HelmetSpecO_blk** | *Assassin Helmet (Black)* | *Armor Level IV* |  | O_recon_M_F<br>O_recon_LAT_F |\n|  | **H_HelmetSpecO_ghex_F** | *Assassin Helmet (Green Hex)* | *Armor Level IV* |  | O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F |\n|  | **H_HelmetSpecO_ocamo** | *Assassin Helmet (Hex)* | *Armor Level IV* |  | O_recon_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_Pathfinder_F |\n|  | **H_MilCap_blue** | *Military Cap (Blue)* | *No Armor* |  |  |\n|  | **H_MilCap_dgtl** | *Military Cap [AAF]* | *No Armor* |  | I_Soldier_lite_F<br>I_officer_F<br>I_Captain_Hladas_F |\n|  | **H_MilCap_eaf** | *Military Cap [LDF]* | *No Armor* |  | I_E_Soldier_lite_F<br>I_E_Soldier_MP_F |\n|  | **H_MilCap_gen_F** | *Military Cap (Gendarmerie)* | *No Armor* |  | B_GEN_Soldier_F<br>B_GEN_Soldier_universal_F<br>O_GEN_Soldier_F |\n|  | **H_MilCap_ghex_F** | *Military Cap (Green Hex)* | *No Armor* |  |  |\n|  | **H_MilCap_grn** | *Military Cap (Green)* | *No Armor* |  |  |\n|  | **H_MilCap_gry** | *Military Cap (Grey)* | *No Armor* |  | I_C_Soldier_Camo_F<br>I_C_Soldier_base_unarmed_F |\n|  | **H_MilCap_mcamo** | *Military Cap (MTP)* | *No Armor* |  | B_Soldier_lite_F<br>B_officer_F<br>B_recon_TL_F |\n|  | **H_MilCap_ocamo** | *Military Cap (Hex)* | *No Armor* |  | O_Soldier_lite_F<br>O_A_soldier_A_F<br>O_A_medic_F<br>O_A_soldier_M_F<br>O_A_soldier_F<br>O_A_soldier_SL_F<br>O_A_soldier_AT_F |\n|  | **H_MilCap_oucamo** | *Military Cap (Urban)* | *No Armor* |  |  |\n|  | **H_MilCap_rucamo** | *Military Cap (Russia)* | *No Armor* |  |  |\n|  | **H_MilCap_taiga** | *Military Cap (Taiga)* | *No Armor* |  |  |\n|  | **H_MilCap_tna_F** | *Military Cap (Tropic)* | *No Armor* |  | B_T_Officer_F<br>B_T_Recon_TL_F |\n|  | **H_MilCap_wdl** | *Military Cap (Woodland)* | *No Armor* |  | B_W_Officer_F |\n|  | **H_ParadeDressCap_01_AAF_F** | *Parade Cap [AAF]* | *No Armor* |  | I_Officer_Parade_F<br>I_Officer_Parade_Veteran_F |\n|  | **H_ParadeDressCap_01_CSAT_F** | *Parade Cap [CSAT]* | *No Armor* |  | O_Officer_Parade_F<br>O_Officer_Parade_Veteran_F |\n|  | **H_ParadeDressCap_01_LDF_F** | *Parade Cap [LDF]* | *No Armor* |  | I_E_Officer_Parade_F<br>I_E_Officer_Parade_Veteran_F |\n|  | **H_ParadeDressCap_01_US_F** | *Parade Cap [US]* | *No Armor* |  | B_Officer_Parade_F<br>B_Officer_Parade_Veteran_F |\n|  | **H_PASGT_basic_black_F** | *Basic Helmet (Black)* | *Armor Level II* |  |  |\n|  | **H_PASGT_basic_blue_F** | *Basic Helmet (Blue)* | *Armor Level II* |  | C_Story_EOD_01_F |\n|  | **H_PASGT_basic_blue_press_F** | *Press Helmet* | *Armor Level II* |  | C_Journalist_01_War_F |\n|  | **H_PASGT_basic_olive_F** | *Basic Helmet (Olive)* | *Armor Level II* |  |  |\n|  | **H_PASGT_basic_white_F** | *Basic Helmet (White)* | *Armor Level II* |  | C_IDAP_Man_AidWorker_09_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_06_antimine_F |\n|  | **H_PASGT_neckprot_blue_press_F** | *Press Helmet (Neck Protection)* | *Armor Level III* |  |  |\n|  | **H_PilotHelmetFighter_B** | *Pilot Helmet [NATO]* | *Armor Level III* |  | B_Pilot_F<br>B_T_Pilot_F<br>B_Fighter_Pilot_F |\n|  | **H_PilotHelmetFighter_I** | *Pilot Helmet [AAF]* | *Armor Level III* |  | I_pilot_F<br>I_Fighter_Pilot_F |\n|  | **H_PilotHelmetFighter_I_E** | *Pilot Helmet [LDF]* | *Armor Level III* |  |  |\n|  | **H_PilotHelmetFighter_O** | *Pilot Helmet [CSAT]* | *Armor Level III* |  | O_Pilot_F<br>O_T_Pilot_F<br>O_Fighter_Pilot_F |\n|  | **H_PilotHelmetHeli_B** | *Heli Pilot Helmet [NATO]* | *Armor Level II* |  | B_Helipilot_F<br>B_UAV_AI<br>B_T_Helipilot_F<br>B_W_Helipilot_F |\n|  | **H_PilotHelmetHeli_I** | *Heli Pilot Helmet [AAF]* | *Armor Level II* |  | I_helipilot_F |\n|  | **H_PilotHelmetHeli_I_E** | *Heli Pilot Helmet [LDF]* | *Armor Level II* |  | I_E_Helipilot_F |\n|  | **H_PilotHelmetHeli_O** | *Heli Pilot Helmet [CSAT]* | *Armor Level II* |  | O_helipilot_F<br>O_UAV_AI<br>I_UAV_AI |\n|  | **H_RacingHelmet_1_black_F** | *Racing Helmet (Black)* | *Armor Level I* |  |  |\n|  | **H_RacingHelmet_1_blue_F** | *Racing Helmet (Blue)* | *Armor Level I* |  |  |\n|  | **H_RacingHelmet_1_F** | *Racing Helmet (Fuel)* | *Armor Level I* |  | C_Driver_1_F<br>C_Driver_1_random_base_F<br>C_Driver_1_black_F<br>C_Driver_1_blue_F<br>C_Driver_1_green_F<br>C_Driver_1_red_F<br>C_Driver_1_white_F<br>C_Driver_1_yellow_F<br>C_Driver_1_orange_F |\n|  | **H_RacingHelmet_1_green_F** | *Racing Helmet (Green)* | *Armor Level I* |  |  |\n|  | **H_RacingHelmet_1_orange_F** | *Racing Helmet (Orange)* | *Armor Level I* |  |  |\n|  | **H_RacingHelmet_1_red_F** | *Racing Helmet (Red)* | *Armor Level I* |  |  |\n|  | **H_RacingHelmet_1_white_F** | *Racing Helmet (White)* | *Armor Level I* |  |  |\n|  | **H_RacingHelmet_1_yellow_F** | *Racing Helmet (Yellow)* | *Armor Level I* |  |  |\n|  | **H_RacingHelmet_2_F** | *Racing Helmet (Bluking)* | *Armor Level I* |  | C_Driver_2_F |\n|  | **H_RacingHelmet_3_F** | *Racing Helmet (Redstone)* | *Armor Level I* |  | C_Driver_3_F |\n|  | **H_RacingHelmet_4_F** | *Racing Helmet (Vrana)* | *Armor Level I* |  | C_Driver_4_F |\n|  | **H_Shemag_khk** | *Shemag mask (Khaki)* | *No Armor* |  |  |\n|  | **H_Shemag_olive** | *Shemag (Olive)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_G_Soldier_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_M_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>I_L_Uniform_01_deserter_F \\| |\n|  | **H_Shemag_olive_hs** | *Shemag (Olive, Headset)* | *No Armor* |  |  |\n|  | **H_Shemag_tan** | *Shemag mask (Tan)* | *No Armor* |  |  |\n|  | **H_ShemagOpen_khk** | *Shemag (White)* | *No Armor* |  |  |\n|  | **H_ShemagOpen_tan** | *Shemag (Tan)* | *No Armor* |  |  |\n|  | **H_StrawHat** | *Straw Hat* | *No Armor* |  |  |\n|  | **H_StrawHat_dark** | *Straw Hat (Dark)* | *No Armor* |  |  |\n|  | **H_Tank_black_F** | *Crew Helmet (Soft) [CSAT]* | *Armor Level I* |  |  |\n|  | **H_Tank_eaf_F** | *Crew Helmet (Soft) [LDF]* | *Armor Level I* |  | I_E_Crew_F |\n|  | **H_TurbanO_blk** | *Black Turban* | *No Armor* |  |  |\n|  | **H_Watchcap_blk** | *Beanie* | *No Armor* |  | B_CTRG_soldier_M_medic_F<br>I_G_Soldier_SL_F<br>I_G_officer_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_officer_F<br>O_G_officer_F |\n|  | **H_Watchcap_camo** | *Beanie (Green)* | *No Armor* |  | B_recon_F<br>B_recon_JTAC_F<br>I_G_engineer_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_Recon_Sharpshooter_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_F |\n|  | **H_Watchcap_cbr** | *Beanie (Coyote)* | *No Armor* |  |  |\n|  | **H_Watchcap_khk** | *Beanie (Khaki)* | *No Armor* |  |  |\n|  | **H_Watchcap_sgg** | *Beanie (Sage)* | *No Armor* |  |  |\n|  | **H_WirelessEarpiece_F** | *Wireless Earpiece* |  |  |  |\n|  | **U_AntigonaBody** | *Underwear 5* |  |  |  |\n|  | **U_AttisBody** | *Underwear 4* |  |  |  |\n|  | **U_B_CBRN_Suit_01_MTP_F** | *CBRN Suit (MTP) [NATO]* |  |  | B_CBRN_Man_Oversuit_01_MTP_F |\n|  | **U_B_CBRN_Suit_01_Tropic_F** | *CBRN Suit (Tropic) [NATO]* |  |  | B_CBRN_Man_Oversuit_01_Tropic_F |\n|  | **U_B_CBRN_Suit_01_Wdl_F** | *CBRN Suit (Woodland) [NATO]* |  |  | B_W_Soldier_CBRN_F<br>B_CBRN_Man_Oversuit_01_Wdl_F |\n|  | **U_B_CombatUniform_mcam** | *Combat Fatigues (MTP)* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_F<br>B_Soldier_GL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_officer_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Survivor_F<br>B_Soldier_unarmed_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_HeavyGunner_F<br>B_Captain_Pettka_F<br>B_Patrol_Soldier_M_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_soldier_LAT2_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F \\| |\n|  | **U_B_CombatUniform_mcam_tshirt** | *Combat Fatigues (MTP) (Tee)* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_soldier_AR_F<br>B_medic_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_Story_Protagonist_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_AR_F \\| |\n|  | **U_B_CombatUniform_mcam_vest** | *Recon Fatigues (MTP)* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_lite_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_engineer_F<br>B_crew_F<br>B_recon_F<br>B_recon_TL_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F \\| |\n|  | **U_B_CombatUniform_mcam_wdl_f** | *Combat Fatigues (Woodland)* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_CombatFatigues_01_wdl_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Officer_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Survivor_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F \\| |\n|  | **U_B_CombatUniform_mcam_worn** | *Worn Combat Fatigues (MTP)* |  |  |  |\n|  | **U_B_CombatUniform_sgg** | *Combat Fatigues (MTP)* |  |  |  |\n|  | **U_B_CombatUniform_sgg_tshirt** | *Combat Fatigues (MTP) (Tee)* |  |  |  |\n|  | **U_B_CombatUniform_sgg_vest** | *Recon Fatigues (MTP)* |  |  |  |\n|  | **U_B_CombatUniform_tshirt_mcam_wdL_f** | *Combat Fatigues (Woodland, Tee)* |  |  | B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F |\n|  | **U_B_CombatUniform_vest_mcam_wdl_f** | *Recon Fatigues (Woodland)* |  |  | B_ReconFatigues_01_wdl_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_RadioOperator_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F |\n|  | **U_B_CombatUniform_wdl** | *Combat Fatigues (MTP)* |  |  |  |\n|  | **U_B_CombatUniform_wdl_tshirt** | *Combat Fatigues (MTP) (Tee)* |  |  |  |\n|  | **U_B_CombatUniform_wdl_vest** | *Recon Fatigues (MTP)* |  |  |  |\n|  | **U_B_CTRG_1** | *CTRG Combat Uniform* |  |  | B_CTRG_soldier_GL_LAT_F<br>B_CTRG_Sharphooter_F<br>B_Captain_Jay_F |\n|  | **U_B_CTRG_2** | *CTRG Combat Uniform (Tee)* |  |  | B_Story_SF_Captain_F<br>B_CTRG_soldier_engineer_exp_F |\n|  | **U_B_CTRG_3** | *CTRG Combat Uniform (Rolled-up)* |  |  | B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F |\n|  | **U_B_CTRG_Soldier_2_Arid_F** | *CTRG Stealth Uniform (Tee, Arid)* |  |  | B_CTRG_Soldier_2_arid_F |\n|  | **U_B_CTRG_Soldier_2_F** | *CTRG Stealth Uniform (Tee)* |  |  | B_CTRG_Soldier_2_F |\n|  | **U_B_CTRG_Soldier_3_Arid_F** | *CTRG Stealth Uniform (Rolled-up, Arid)* |  |  | B_CTRG_Soldier_3_arid_F |\n|  | **U_B_CTRG_Soldier_3_F** | *CTRG Stealth Uniform (Rolled-up)* |  |  | B_CTRG_Soldier_3_F<br>B_CTRG_Miller_F |\n|  | **U_B_CTRG_Soldier_Arid_F** | *CTRG Stealth Uniform (Arid)* |  |  | B_CTRG_Soldier_arid_F |\n|  | **U_B_CTRG_Soldier_F** | *CTRG Stealth Uniform* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_CTRG_Soldier_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Soldier_universal_F<br>B_CTRG_Soldier_LAT2_tna_F \\| |\n|  | **U_B_CTRG_Soldier_urb_1_F** | *CTRG Urban Uniform* |  |  | B_CTRG_Soldier_urb_1_F |\n|  | **U_B_CTRG_Soldier_urb_2_F** | *CTRG Urban Uniform (Tee)* |  |  | B_CTRG_Soldier_urb_2_F |\n|  | **U_B_CTRG_Soldier_urb_3_F** | *CTRG Urban Uniform (Rolled-up)* |  |  | B_CTRG_Soldier_urb_3_F |\n|  | **U_B_FullGhillie_ard** | *Full Ghillie (Arid) [NATO]* |  |  | B_ghillie_ard_F |\n|  | **U_B_FullGhillie_lsh** | *Full Ghillie (Lush) [NATO]* |  |  | B_ghillie_lsh_F |\n|  | **U_B_FullGhillie_sard** | *Full Ghillie (Semi-Arid) [NATO]* |  |  | B_ghillie_sard_F |\n|  | **U_B_G_Captain_Ivan_F** | *Paramilitary Garb (Jacket)* |  |  | B_G_Captain_Ivan_F |\n|  | **U_B_GEN_Commander_F** | *Gendarmerie Commander Uniform* |  |  | B_GEN_Commander_F<br>B_Captain_Dwarden_F |\n|  | **U_B_GEN_Soldier_F** | *Gendarmerie Uniform* |  |  | B_GEN_Soldier_F<br>B_GEN_Soldier_universal_F |\n|  | **U_B_GhillieSuit** | *Ghillie Suit [NATO]* |  |  | B_spotter_F<br>B_sniper_F |\n|  | **U_B_HeliPilotCoveralls** | *Heli Pilot Coveralls [NATO]* |  |  | B_Helipilot_F<br>B_helicrew_F<br>B_UAV_AI<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_Deck_Crew_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F |\n|  | **U_B_ParadeUniform_01_US_decorated_F** | *Parade Uniform (Decorated) [US]* |  |  | B_Uniform_ParadeUniform_01_US_decorated_F<br>B_Officer_Parade_Veteran_F |\n|  | **U_B_ParadeUniform_01_US_F** | *Parade Uniform [US]* |  |  | B_Uniform_ParadeUniform_01_US_F<br>B_Officer_Parade_F |\n|  | **U_B_PilotCoveralls** | *Pilot Coveralls [NATO]* |  |  | B_Pilot_F<br>B_T_Pilot_F<br>B_Fighter_Pilot_F |\n|  | **U_B_Protagonist_VR** | *VR Suit [NATO]* |  |  | B_Protagonist_VR_F |\n|  | **U_B_Soldier_VR** | *VR Entity Suit* |  |  |  |\n|  | **U_B_SpecopsUniform_sgg** | *Specop Fatigues (Sage)* |  |  |  |\n|  | **U_B_survival_uniform** | *Survival Fatigues* |  |  | b_soldier_survival_F |\n|  | **U_B_T_FullGhillie_tna_F** | *Full Ghillie (Jungle) [NATO]* |  |  | B_T_ghillie_tna_F |\n|  | **U_B_T_Sniper_F** | *Ghillie Suit (Tropic) [NATO]* |  |  | B_T_Sniper_F<br>B_T_Spotter_F |\n|  | **U_B_T_Soldier_AR_F** | *Combat Fatigues (Tropic, Tee)* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Recon_Exp_F<br>B_T_Recon_Medic_F<br>B_T_Recon_LAT_F \\| |\n|  | **U_B_T_Soldier_F** | *Combat Fatigues (Tropic)* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Soldier_A_F<br>B_T_Medic_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_T_soldier_mine_F<br>B_T_Soldier_LAT2_F \\| |\n|  | **U_B_T_Soldier_SL_F** | *Recon Fatigues (Tropic)* |  |  | B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Recon_F<br>B_T_Recon_TL_F |\n|  | **U_B_Wetsuit** | *Wetsuit [NATO]* |  |  | B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F |\n|  | **U_BasicBody** | *Underwear* |  |  | Underwear_F |\n|  | **U_BG_Guerilla1_1** | *Guerilla Garment* |  |  | B_G_Soldier_F<br>B_G_Soldier_lite_F<br>B_G_Soldier_A_F<br>B_G_Soldier_unarmed_F<br>B_G_Survivor_F<br>B_G_Soldier_universal_F<br>I_G_Story_SF_Captain_F<br>I_G_resistanceCommander_F |\n|  | **U_BG_Guerilla1_2_F** | *Guerilla Garment (Olive)* |  |  | B_G_Story_Guerilla_01_F |\n|  | **U_BG_Guerilla2_1** | *Guerilla Outfit (Plain, Dark)* |  |  | B_G_Soldier_AR_F<br>B_G_Soldier_exp_F |\n|  | **U_BG_Guerilla2_2** | *Guerilla Outfit (Pattern)* |  |  | B_G_engineer_F |\n|  | **U_BG_Guerilla2_3** | *Guerilla Outfit (Plain, Light)* |  |  | B_G_medic_F<br>B_G_Soldier_GL_F<br>B_G_officer_F |\n|  | **U_BG_Guerilla3_1** | *Guerilla Smocks* |  |  | B_G_Soldier_M_F |\n|  | **U_BG_Guerilla3_2** | *Guerilla Smocks 1* |  |  |  |\n|  | **U_BG_Guerrilla_6_1** | *Guerilla Apparel* |  |  | B_G_Soldier_LAT_F<br>B_G_Soldier_LAT2_F |\n|  | **U_BG_leader** | *Guerilla Uniform* |  |  | B_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>B_G_Sharpshooter_F |\n|  | **U_C_ArtTShirt_01_v1_F** | *Casual Clothes (Art of War)* |  |  | C_Uniform_ArtTShirt_01_v1_F<br>C_Man_casual_4_v2_F<br>C_Man_casual_4_v2_F_afro<br>C_Man_casual_4_v2_F_euro<br>C_Man_casual_4_v2_F_asia<br>C_Man_casual_4_v2_F_tanoan |\n|  | **U_C_ArtTShirt_01_v2_F** | *Casual Clothes (Drones)* |  |  | C_Uniform_ArtTShirt_01_v2_F<br>C_Man_casual_5_v2_F<br>C_Man_casual_5_v2_F_afro<br>C_Man_casual_5_v2_F_euro<br>C_Man_casual_5_v2_F_asia<br>C_Man_casual_5_v2_F_tanoan |\n|  | **U_C_ArtTShirt_01_v3_F** | *Casual Clothes (Waltham Robotics)* |  |  | C_Uniform_ArtTShirt_01_v3_F<br>C_Man_casual_6_v2_F<br>C_Man_casual_6_v2_F_afro<br>C_Man_casual_6_v2_F_euro<br>C_Man_casual_6_v2_F_asia<br>C_Man_casual_6_v2_F_tanoan |\n|  | **U_C_ArtTShirt_01_v4_F** | *Casual Clothes (Exhibition)* |  |  | C_Uniform_ArtTShirt_01_v4_F<br>C_Man_casual_7_F<br>C_Man_casual_7_F_afro<br>C_Man_casual_7_F_euro<br>C_Man_casual_7_F_asia<br>C_Man_casual_7_F_tanoan |\n|  | **U_C_ArtTShirt_01_v5_F** | *Casual Clothes (Robogeddon)* |  |  | C_Uniform_ArtTShirt_01_v5_F<br>C_Man_casual_8_F<br>C_Man_casual_8_F_afro<br>C_Man_casual_8_F_euro<br>C_Man_casual_8_F_asia<br>C_Man_casual_8_F_tanoan |\n|  | **U_C_ArtTShirt_01_v6_F** | *Casual Clothes (Abstract)* |  |  | C_Uniform_ArtTShirt_01_v6_F<br>C_Man_casual_9_F<br>C_Man_casual_9_F_afro<br>C_Man_casual_9_F_euro<br>C_Man_casual_9_F_asia<br>C_Man_casual_9_F_tanoan |\n|  | **U_C_CBRN_Suit_01_Blue_F** | *CBRN Suit (Blue)* |  |  | C_CBRN_Man_Oversuit_01_Blue_F |\n|  | **U_C_CBRN_Suit_01_White_F** | *CBRN Suit (White)* |  |  | C_CBRN_Man_Oversuit_01_White_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F |\n|  | **U_C_Commoner1_1** | *Commoner Clothes 2* |  |  | C_man_1_1_F<br>C_man_1_2_F<br>C_man_1_3_F |\n|  | **U_C_Commoner1_2** | *Commoner Clothes 2* |  |  |  |\n|  | **U_C_Commoner1_3** | *Commoner Clothes 3* |  |  |  |\n|  | **U_C_Commoner2_1** | *Commoner Clothes 4* |  |  |  |\n|  | **U_C_Commoner2_2** | *Commoner Clothes 5* |  |  |  |\n|  | **U_C_Commoner2_3** | *Commoner Clothes 6* |  |  |  |\n|  | **U_C_Commoner_shorts** | *Commoner Shorts* |  |  | C_man_shorts_1_F<br>C_man_shorts_1_F_afro<br>C_man_shorts_1_F_euro<br>C_man_shorts_1_F_asia |\n|  | **U_C_ConstructionCoverall_Black_F** | *Construction Coverall (Black)* |  |  | C_Man_ConstructionWorker_01_Black_F |\n|  | **U_C_ConstructionCoverall_Blue_F** | *Construction Coverall (Blue)* |  |  | C_Man_ConstructionWorker_01_Blue_F<br>C_Man_UtilityWorker_01_F |\n|  | **U_C_ConstructionCoverall_Red_F** | *Construction Coverall (Red)* |  |  | C_Man_ConstructionWorker_01_Red_F |\n|  | **U_C_ConstructionCoverall_Vrana_F** | *Construction Coverall (Vrana)* |  |  | C_Man_ConstructionWorker_01_Vrana_F |\n|  | **U_C_Driver_1** | *Driver Coverall (Fuel)* |  |  | C_Driver_1_F<br>C_Driver_1_random_base_F |\n|  | **U_C_Driver_1_black** | *Driver Coverall (Black)* |  |  | C_Driver_1_black_F |\n|  | **U_C_Driver_1_blue** | *Driver Coverall (Blue)* |  |  | C_Driver_1_blue_F |\n|  | **U_C_Driver_1_green** | *Driver Coverall (Green)* |  |  | C_Driver_1_green_F |\n|  | **U_C_Driver_1_orange** | *Driver Coverall (Orange)* |  |  | C_Driver_1_orange_F |\n|  | **U_C_Driver_1_red** | *Driver Coverall (Red)* |  |  | C_Driver_1_red_F |\n|  | **U_C_Driver_1_white** | *Driver Coverall (White)* |  |  | C_Driver_1_white_F |\n|  | **U_C_Driver_1_yellow** | *Driver Coverall (Yellow)* |  |  | C_Driver_1_yellow_F |\n|  | **U_C_Driver_2** | *Driver Coverall (Bluking)* |  |  | C_Driver_2_F |\n|  | **U_C_Driver_3** | *Driver Coverall (Redstone)* |  |  | C_Driver_3_F |\n|  | **U_C_Driver_4** | *Driver Coverall (Vrana)* |  |  | C_Driver_4_F |\n|  | **U_C_E_LooterJacket_01_F** | *Looter Clothes (Leather Jacket)* |  |  | C_E_LooterJacket_01_F<br>I_L_Criminal_SG_F |\n|  | **U_C_Farmer** | *Farmer Clothes* |  |  |  |\n|  | **U_C_Fisherman** | *Fishing Clothes* |  |  |  |\n|  | **U_C_FishermanOveralls** | *Fishing Overalls* |  |  |  |\n|  | **U_C_FormalSuit_01_black_F** | *Formal Suit (Black)* |  |  | C_Uniform_FormalSuit_01_black_F<br>C_Man_formal_1_F<br>C_Man_formal_1_F_afro<br>C_Man_formal_1_F_euro<br>C_Man_formal_1_F_asia<br>C_Man_formal_1_F_tanoan |\n|  | **U_C_FormalSuit_01_blue_F** | *Formal Suit (Blue)* |  |  | C_Uniform_FormalSuit_01_blue_F<br>C_Man_formal_3_F<br>C_Man_formal_3_F_afro<br>C_Man_formal_3_F_euro<br>C_Man_formal_3_F_asia<br>C_Man_formal_3_F_tanoan |\n|  | **U_C_FormalSuit_01_gray_F** | *Formal Suit (Gray)* |  |  | C_Uniform_FormalSuit_01_gray_F<br>C_Man_formal_2_F<br>C_Man_formal_2_F_afro<br>C_Man_formal_2_F_euro<br>C_Man_formal_2_F_asia<br>C_Man_formal_2_F_tanoan |\n|  | **U_C_FormalSuit_01_khaki_F** | *Formal Suit (Khaki)* |  |  | C_Uniform_FormalSuit_01_khaki_F<br>C_Man_formal_4_F<br>C_Man_formal_4_F_afro<br>C_Man_formal_4_F_euro<br>C_Man_formal_4_F_asia<br>C_Man_formal_4_F_tanoan |\n|  | **U_C_FormalSuit_01_tshirt_black_F** | *Formal Suit (T-Shirt, Black)* |  |  | C_Uniform_FormalSuit_01_tshirt_black_F<br>C_Man_smart_casual_1_F<br>C_Man_smart_casual_1_F_afro<br>C_Man_smart_casual_1_F_euro<br>C_Man_smart_casual_1_F_asia<br>C_Man_smart_casual_1_F_tanoan |\n|  | **U_C_FormalSuit_01_tshirt_gray_F** | *Formal Suit (T-Shirt, Gray)* |  |  | C_Uniform_FormalSuit_01_tshirt_gray_F<br>C_Man_smart_casual_2_F<br>C_Man_smart_casual_2_F_afro<br>C_Man_smart_casual_2_F_euro<br>C_Man_smart_casual_2_F_asia<br>C_Man_smart_casual_2_F_tanoan |\n|  | **U_C_HunterBody_brn** | *Hunting Clothes (Brown)* |  |  |  |\n|  | **U_C_HunterBody_grn** | *Hunting Clothes* |  |  | C_man_hunter_1_F<br>I_L_Hunter_F |\n|  | **U_C_IDAP_Man_cargo_F** | *Aid Worker Clothes (Cargo) [IDAP]* |  |  | C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Pilot_01_F<br>C_IDAP_Man_UAV_06_antimine_F |\n|  | **U_C_IDAP_Man_casual_F** | *Aid Worker Clothes (Polo) [IDAP]* |  |  | C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_Story_EOD_01_F |\n|  | **U_C_IDAP_Man_Jeans_F** | *Aid Worker Clothes (Jeans) [IDAP]* |  |  | C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_09_F |\n|  | **U_C_IDAP_Man_shorts_F** | *Aid Worker Clothes (Polo, Shorts) [IDAP]* |  |  | C_IDAP_Man_AidWorker_06_F |\n|  | **U_C_IDAP_Man_Tee_F** | *Aid Worker Clothes (Tee) [IDAP]* |  |  | C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_08_F |\n|  | **U_C_IDAP_Man_TeeShorts_F** | *Aid Worker Clothes (Tee, Shorts) [IDAP]* |  |  | C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_07_F |\n|  | **U_C_Journalist** | *Journalist Clothes* |  |  | C_journalist_F<br>C_Journalist_01_War_F |\n|  | **U_C_Man_casual_1_F** | *Casual Clothes (Navy)* |  |  | C_Man_casual_1_F<br>C_Man_casual_1_F_afro<br>C_Man_casual_1_F_euro<br>C_Man_casual_1_F_asia<br>C_Man_casual_1_F_tanoan<br>C_Man_French_universal_F<br>CivilianPresence_C_Man_casual_1_F_tanoan<br>CivilianPresence_C_Man_casual_1_F_euro<br>CivilianPresence_C_Man_casual_1_F_asia<br>CivilianPresence_C_Man_casual_1_F_afro |\n|  | **U_C_Man_casual_1_sick_F** | *Casual Clothes (Navy)* |  |  | C_Man_casual_1_F_afro_sick |\n|  | **U_C_Man_casual_2_F** | *Casual Clothes (Blue)* |  |  | C_Man_casual_2_F<br>C_Man_casual_2_F_afro<br>C_Man_casual_2_F_euro<br>C_Man_casual_2_F_asia<br>C_Man_casual_2_F_tanoan<br>C_Man_UAV_06_F<br>CivilianPresence_C_Man_casual_2_F_tanoan<br>CivilianPresence_C_Man_casual_2_F_euro<br>CivilianPresence_C_Man_casual_2_F_asia<br>CivilianPresence_C_Man_casual_2_F_afro |\n|  | **U_C_Man_casual_2_sick_F** | *Casual Clothes (Blue)* |  |  |  |\n|  | **U_C_Man_casual_3_F** | *Casual Clothes (Green)* |  |  | C_Man_casual_3_F<br>C_Man_casual_3_F_afro<br>C_Man_casual_3_F_euro<br>C_Man_casual_3_F_asia<br>C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_euro<br>CivilianPresence_C_Man_casual_3_F_asia<br>CivilianPresence_C_Man_casual_3_F_afro |\n|  | **U_C_Man_casual_3_sick_F** | *Casual Clothes (Green)* |  |  | C_Man_casual_3_F_afro_sick |\n|  | **U_C_Man_casual_4_F** | *Summer Clothes (Sky)* |  |  | C_Man_casual_4_F<br>C_Man_casual_4_F_afro<br>C_Man_casual_4_F_euro<br>C_Man_casual_4_F_asia<br>C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_euro<br>CivilianPresence_C_Man_casual_4_F_asia<br>CivilianPresence_C_Man_casual_4_F_afro |\n|  | **U_C_Man_casual_4_sick_F** | *Summer Clothes (Sky)* |  |  | C_Man_casual_4_F_afro_sick |\n|  | **U_C_Man_casual_5_F** | *Summer Clothes (Yellow)* |  |  | C_Man_casual_5_F<br>C_Man_casual_5_F_afro<br>C_Man_casual_5_F_euro<br>C_Man_casual_5_F_asia<br>C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_euro<br>CivilianPresence_C_Man_casual_5_F_asia<br>CivilianPresence_C_Man_casual_5_F_afro |\n|  | **U_C_Man_casual_5_sick_F** | *Summer Clothes (Yellow)* |  |  | C_Man_casual_5_F_afro_sick |\n|  | **U_C_Man_casual_6_F** | *Summer Clothes (Red)* |  |  | C_Man_casual_6_F<br>C_Man_casual_6_F_afro<br>C_Man_casual_6_F_euro<br>C_Man_casual_6_F_asia<br>C_Man_casual_6_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_euro<br>CivilianPresence_C_Man_casual_6_F_asia<br>CivilianPresence_C_Man_casual_6_F_afro |\n|  | **U_C_Man_casual_6_sick_F** | *Summer Clothes (Red)* |  |  | C_Man_casual_6_F_afro_sick |\n|  | **U_C_man_sport_1_F** | *Sport Clothes (Beach)* |  |  | C_man_sport_1_F<br>C_man_sport_1_F_afro<br>C_man_sport_1_F_euro<br>C_man_sport_1_F_asia<br>C_man_sport_1_F_tanoan |\n|  | **U_C_man_sport_2_F** | *Sport Clothes (Orange)* |  |  | C_man_sport_2_F<br>C_man_sport_2_F_afro<br>C_man_sport_2_F_euro<br>C_man_sport_2_F_asia<br>C_man_sport_2_F_tanoan |\n|  | **U_C_man_sport_2_sick_F** | *Sport Clothes (Orange)* |  |  | C_man_sport_2_F_afro_sick |\n|  | **U_C_man_sport_3_F** | *Sport Clothes (Blue)* |  |  | C_man_sport_3_F<br>C_man_sport_3_F_afro<br>C_man_sport_3_F_euro<br>C_man_sport_3_F_asia<br>C_man_sport_3_F_tanoan |\n|  | **U_C_Mechanic_01_F** | *Mechanic Clothes* |  |  | C_Story_Mechanic_01_F<br>I_L_Looter_SG_F |\n|  | **U_C_Novak** | *Novak's Leisure Suit* |  |  |  |\n|  | **U_C_Paramedic_01_F** | *Paramedic Outfit* |  |  | C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_Man_UAV_06_medical_F |\n|  | **U_C_Poloshirt_blue** | *Commoner Clothes (Blue)* |  |  | C_man_polo_1_F<br>C_man_polo_1_F_afro<br>C_man_polo_1_F_euro<br>C_man_polo_1_F_asia<br>C_Man_Fisherman_01_F<br>CivilianPresence_C_man_polo_1_F_euro<br>CivilianPresence_C_man_polo_1_F_asia<br>CivilianPresence_C_man_polo_1_F_afro |\n|  | **U_C_Poloshirt_blue_sick** | *Commoner Clothes (Blue)* |  |  | C_man_polo_1_F_afro_sick |\n|  | **U_C_Poloshirt_burgundy** | *Commoner Clothes (Burgundy)* |  |  | C_man_polo_2_F<br>C_man_polo_2_F_afro<br>C_man_polo_2_F_euro<br>C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_2_F_euro<br>CivilianPresence_C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_2_F_afro |\n|  | **U_C_Poloshirt_burgundy_sick** | *Commoner Clothes (Burgundy)* |  |  | C_man_polo_2_F_afro_sick |\n|  | **U_C_Poloshirt_redwhite** | *Commoner Clothes (Red-White)* |  |  | C_man_polo_6_F<br>C_man_polo_6_F_afro<br>C_man_polo_6_F_euro<br>C_man_polo_6_F_asia<br>CivilianPresence_C_man_polo_6_F_euro<br>CivilianPresence_C_man_polo_6_F_asia<br>CivilianPresence_C_man_polo_6_F_afro<br>C_Man_6_enoch_F<br>CivilianPresence_C_Man_6_enoch_F |\n|  | **U_C_Poloshirt_redwhite_sick** | *Commoner Clothes (Red-White)* |  |  | C_man_polo_6_F_afro_sick |\n|  | **U_C_Poloshirt_salmon** | *Commoner Clothes (Salmon)* |  |  | C_man_polo_5_F<br>C_man_polo_5_F_afro<br>C_man_polo_5_F_euro<br>C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_5_F_euro<br>CivilianPresence_C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_5_F_afro |\n|  | **U_C_Poloshirt_stripped** | *Commoner Clothes (Striped)* |  |  | C_man_1<br>C_man_polo_3_F<br>C_man_polo_3_F_afro<br>C_man_polo_3_F_euro<br>C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_3_F_euro<br>CivilianPresence_C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_3_F_afro<br>C_Man_5_enoch_F<br>CivilianPresence_C_Man_5_enoch_F |\n|  | **U_C_Poloshirt_stripped_sick** | *Commoner Clothes (Striped)* |  |  | C_man_polo_3_F_afro_sick |\n|  | **U_C_Poloshirt_tricolour** | *Commoner Clothes (Tricolor)* |  |  | C_man_polo_4_F<br>C_man_polo_4_F_afro<br>C_man_polo_4_F_euro<br>C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_4_F_euro<br>CivilianPresence_C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_4_F_afro |\n|  | **U_C_Poor_1** | *Worn Clothes* |  |  | C_man_p_fugitive_F<br>C_man_p_fugitive_F_afro<br>C_man_p_fugitive_F_euro<br>C_man_p_fugitive_F_asia<br>C_Man_Messenger_01_F |\n|  | **U_C_Poor_2** | *Worn Clothes* |  |  | C_man_p_beggar_F<br>C_man_p_beggar_F_afro<br>C_man_p_beggar_F_euro<br>C_man_p_beggar_F_asia |\n|  | **U_C_Poor_2_sick** | *Worn Clothes* |  |  | C_man_p_beggar_F_afro_sick |\n|  | **U_C_Poor_shorts_1** | *Worn Shorts 1* |  |  | C_man_p_shorts_1_F<br>C_man_p_shorts_1_F_afro<br>C_man_p_shorts_1_F_euro<br>C_man_p_shorts_1_F_asia |\n|  | **U_C_Poor_shorts_2** | *Worn Shorts 2* |  |  |  |\n|  | **U_C_PriestBody** | *Clerical Robes* |  |  |  |\n|  | **U_C_Protagonist_VR** | *VR Suit [Civilians]* |  |  | C_Protagonist_VR_F |\n|  | **U_C_Scavenger_1** | *Scavenger Clothes (Light)* |  |  |  |\n|  | **U_C_Scavenger_2** | *Scavenger Clothes (Dark)* |  |  |  |\n|  | **U_C_Scientist** | *Scientist Clothes* |  |  | C_scientist_F |\n|  | **U_C_ShirtSurfer_shorts** | *Surfer Outfit 1* |  |  | C_man_shorts_2_F<br>C_man_shorts_2_F_afro<br>C_man_shorts_2_F_euro<br>C_man_shorts_2_F_asia |\n|  | **U_C_Soldier_VR** | *VR Entity Suit* |  |  |  |\n|  | **U_C_TeeSurfer_shorts_1** | *Surfer Outfit 2* |  |  | C_man_shorts_3_F<br>C_man_shorts_3_F_afro<br>C_man_shorts_3_F_euro<br>C_man_shorts_3_F_asia |\n|  | **U_C_TeeSurfer_shorts_2** | *Surfer Outfit 3* |  |  | C_man_shorts_4_F<br>C_man_shorts_4_F_afro<br>C_man_shorts_4_F_euro<br>C_man_shorts_4_F_asia |\n|  | **U_C_Uniform_Farmer_01_F** | *Farmer Outfit* |  |  | C_Uniform_Farmer_01_F<br>C_Farmer_01_enoch_F<br>CivilianPresence_C_Farmer_01_enoch_F |\n|  | **U_C_Uniform_Scientist_01_F** | *Scientist Outfit (Formal, White)* |  |  | C_Uniform_Scientist_01_F<br>C_scientist_02_formal_F |\n|  | **U_C_Uniform_Scientist_01_formal_F** | *Scientist Outfit (Formal, Blue)* |  |  | C_Uniform_Scientist_01_formal_F<br>C_scientist_01_formal_F |\n|  | **U_C_Uniform_Scientist_02_F** | *Scientist Outfit (Informal, Black)* |  |  | C_Uniform_Scientist_02_F<br>C_scientist_02_informal_F |\n|  | **U_C_Uniform_Scientist_02_formal_F** | *Scientist Outfit (Informal, Red)* |  |  | C_Uniform_Scientist_02_formal_F<br>C_scientist_01_informal_F |\n|  | **U_C_WorkerCoveralls** | *Worker Coveralls* |  |  | C_man_w_worker_F<br>C_man_pilot_F |\n|  | **U_C_WorkerOveralls** | *Worker Clothes* |  |  |  |\n|  | **U_Competitor** | *Competitor Suit* |  |  | B_Competitor_F |\n|  | **U_I_C_Soldier_Bandit_1_F** | *Bandit Clothes (Polo Shirt)* |  |  | I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_7_F |\n|  | **U_I_C_Soldier_Bandit_2_F** | *Bandit Clothes (Skull)* |  |  | I_C_Soldier_Bandit_2_F |\n|  | **U_I_C_Soldier_Bandit_3_F** | *Bandit Clothes (Tee)* |  |  | I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Pilot_F<br>I_L_Looter_Pistol_F |\n|  | **U_I_C_Soldier_Bandit_4_F** | *Bandit Clothes (Checkered)* |  |  | I_C_Soldier_Bandit_4_F |\n|  | **U_I_C_Soldier_Bandit_5_F** | *Bandit Clothes (Tank Top)* |  |  | I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_8_F |\n|  | **U_I_C_Soldier_Camo_F** | *Syndikat Uniform* |  |  | I_C_Soldier_Camo_F |\n|  | **U_I_C_Soldier_Para_1_F** | *Paramilitary Garb (Tee)* |  |  | I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_6_F<br>I_C_Helipilot_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F |\n|  | **U_I_C_Soldier_Para_2_F** | *Paramilitary Garb (Jacket)* |  |  | I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_8_F |\n|  | **U_I_C_Soldier_Para_3_F** | *Paramilitary Garb (Shirt)* |  |  | I_C_Soldier_Para_3_F |\n|  | **U_I_C_Soldier_Para_4_F** | *Paramilitary Garb (Tank Top)* |  |  | I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_7_F |\n|  | **U_I_C_Soldier_Para_5_F** | *Paramilitary Garb (Shorts)* |  |  | I_C_Soldier_Para_5_F |\n|  | **U_I_CBRN_Suit_01_AAF_F** | *CBRN Suit [AAF]* |  |  | I_CBRN_Man_Oversuit_01_AAF_F |\n|  | **U_I_CombatUniform** | *Combat Fatigues [AAF]* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_soldier_F<br>I_Soldier_GL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_engineer_F<br>I_crew_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Survivor_F<br>I_Soldier_unarmed_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_Soldier_LAT2_F \\| |\n|  | **U_I_CombatUniform_shortsleeve** | *Combat Fatigues [AAF] (Rolled-up)* |  |  | I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_soldier_mine_F |\n|  | **U_I_CombatUniform_tshirt** | *Combat Fatigues [AAF] (Officer)* |  |  | I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F |\n|  | **U_I_E_CBRN_Suit_01_EAF_F** | *CBRN Suit [LDF]* |  |  | I_E_CBRN_Man_Oversuit_01_EAF_F<br>I_E_Soldier_CBRN_F |\n|  | **U_I_E_ParadeUniform_01_LDF_decorated_F** | *Parade Uniform (Decorated) [LDF]* |  |  | I_E_Uniform_ParadeUniform_01_LDF_decorated_F<br>I_E_Officer_Parade_Veteran_F |\n|  | **U_I_E_ParadeUniform_01_LDF_F** | *Parade Uniform [LDF]* |  |  | I_E_Uniform_ParadeUniform_01_LDF_F<br>I_E_Officer_Parade_F |\n|  | **U_I_E_Uniform_01_coveralls_F** | *Heli Pilot Coveralls [LDF]* |  |  | I_E_Uniform_01_coveralls_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F |\n|  | **U_I_E_Uniform_01_F** | *Combat Fatigues [LDF]* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_E_Uniform_01_F<br>I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Soldier_TL_F<br>I_E_Survivor_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_universal_F \\| |\n|  | **U_I_E_Uniform_01_officer_F** | *Combat Fatigues (Officer) [LDF]* |  |  | I_E_Uniform_01_officer_F<br>I_E_Officer_F |\n|  | **U_I_E_Uniform_01_shortsleeve_F** | *Combat Fatigues (Rolled-up) [LDF]* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_E_Uniform_01_shortsleeve_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_SL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Exp_F<br>I_E_Medic_F<br>I_E_Crew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F \\| |\n|  | **U_I_E_Uniform_01_sweater_F** | *Combat Fatigues (Sweater) [LDF]* |  |  | I_E_Uniform_01_sweater_F<br>I_E_Soldier_MP_F |\n|  | **U_I_E_Uniform_01_tanktop_F** | *Combat Fatigues (Tank Top) [LDF]* |  |  | I_E_Uniform_01_tanktop_F<br>I_E_Soldier_lite_F |\n|  | **U_I_FullGhillie_ard** | *Full Ghillie (Arid) [AAF]* |  |  | I_ghillie_ard_F |\n|  | **U_I_FullGhillie_lsh** | *Full Ghillie (Lush) [AAF]* |  |  | I_ghillie_lsh_F |\n|  | **U_I_FullGhillie_sard** | *Full Ghillie (Semi-Arid) [AAF]* |  |  | I_ghillie_sard_F |\n|  | **U_I_G_resistanceLeader_F** | *Combat Fatigues (Stavrou)* |  |  | I_G_resistanceLeader_F |\n|  | **U_I_G_Story_Protagonist_F** | *Worn Combat Fatigues (Kerry)* |  |  | I_G_Story_Protagonist_F |\n|  | **U_I_GhillieSuit** | *Ghillie Suit [AAF]* |  |  | I_Spotter_F<br>I_Sniper_F |\n|  | **U_I_HeliPilotCoveralls** | *Heli Pilot Coveralls [AAF]* |  |  | I_helipilot_F<br>I_helicrew_F |\n|  | **U_I_L_Uniform_01_camo_F** | *Deserter Clothes (Jacket)* |  |  | I_L_Uniform_01_camo_F |\n|  | **U_I_L_Uniform_01_deserter_F** | *Deserter Clothes (T-Shirt)* |  |  | I_L_Uniform_01_deserter_F |\n|  | **U_I_L_Uniform_01_tshirt_black_F** | *Looter Clothes (T-Shirt, Black)* |  |  | C_Man_2_enoch_F<br>CivilianPresence_C_Man_2_enoch_F<br>I_L_Uniform_01_tshirt_black_F |\n|  | **U_I_L_Uniform_01_tshirt_olive_F** | *Looter Clothes (T-Shirt, Olive)* |  |  | C_Man_4_enoch_F<br>CivilianPresence_C_Man_4_enoch_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Looter_SMG_F |\n|  | **U_I_L_Uniform_01_tshirt_skull_F** | *Looter Clothes (T-Shirt, Skull)* |  |  | C_Man_1_enoch_F<br>CivilianPresence_C_Man_1_enoch_F<br>I_L_Uniform_01_tshirt_skull_F |\n|  | **U_I_L_Uniform_01_tshirt_sport_F** | *Looter Clothes (T-Shirt, Sport)* |  |  | C_Man_3_enoch_F<br>CivilianPresence_C_Man_3_enoch_F<br>I_L_Uniform_01_tshirt_sport_F |\n|  | **U_I_OfficerUniform** | *Combat Fatigues [AAF] (Officer)* |  |  | I_officer_F<br>I_Story_Colonel_F<br>I_Captain_Hladas_F<br>I_Story_Officer_01_F |\n|  | **U_I_ParadeUniform_01_AAF_decorated_F** | *Parade Uniform (Decorated) [AAF]* |  |  | I_Uniform_ParadeUniform_01_AAF_decorated_F<br>I_Officer_Parade_Veteran_F |\n|  | **U_I_ParadeUniform_01_AAF_F** | *Parade Uniform [AAF]* |  |  | I_Uniform_ParadeUniform_01_AAF_F<br>I_Officer_Parade_F |\n|  | **U_I_pilotCoveralls** | *Pilot Coveralls [AAF]* |  |  | I_pilot_F<br>I_Fighter_Pilot_F |\n|  | **U_I_Protagonist_VR** | *VR Suit [AAF]* |  |  | I_Protagonist_VR_F |\n|  | **U_I_Soldier_VR** | *VR Entity Suit* |  |  |  |\n|  | **U_I_Wetsuit** | *Wetsuit [AAF]* |  |  | I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F |\n|  | **U_IG_Guerilla1_1** | *Guerilla Garment* |  |  | I_G_Soldier_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_A_F<br>I_G_Soldier_unarmed_F<br>I_G_Survivor_F<br>I_G_Soldier_universal_F |\n|  | **U_IG_Guerilla2_1** | *Guerilla Outfit (Plain, Dark)* |  |  | I_G_Soldier_AR_F<br>I_G_Soldier_exp_F |\n|  | **U_IG_Guerilla2_2** | *Guerilla Outfit (Pattern)* |  |  | I_G_engineer_F |\n|  | **U_IG_Guerilla2_3** | *Guerilla Outfit (Plain, Light)* |  |  | I_G_medic_F<br>I_G_Soldier_GL_F<br>I_G_officer_F |\n|  | **U_IG_Guerilla3_1** | *Guerilla Smocks* |  |  | I_G_Soldier_M_F<br>I_L_Looter_Rifle_F |\n|  | **U_IG_Guerilla3_2** | *Guerilla Smocks 1* |  |  |  |\n|  | **U_IG_Guerrilla_6_1** | *Guerilla Apparel* |  |  | I_G_Soldier_LAT_F<br>I_G_Soldier_LAT2_F |\n|  | **U_IG_leader** | *Guerilla Uniform* |  |  | I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Sharpshooter_F |\n|  | **U_IG_Menelaos** | *Kabeiroi Leader's Outfit* |  |  |  |\n|  | **U_KerryBody** | *Combat Fatigues (Kerry)* |  |  |  |\n|  | **U_Marshal** | *Marshal Clothes* |  |  | C_Marshal_F |\n|  | **U_MillerBody** | *Combat Fatigues (Miller)* |  |  |  |\n|  | **U_NikosAgedBody** | *Underwear 1* |  |  | C_Nikos_aged |\n|  | **U_NikosBody** | *Nikos Clothes* |  |  | C_Nikos |\n|  | **U_O_CombatUniform_ocamo** | *Fatigues (Hex) [CSAT]* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_Soldier_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Survivor_F<br>O_Soldier_unarmed_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_Sharpshooter_F<br>O_HeavyGunner_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_R_Gorka_base_F \\| |\n|  | **U_O_CombatUniform_oucamo** | *Fatigues (Urban) [CSAT]* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_SoldierU_unarmed_F<br>O_Urban_Sharpshooter_F<br>O_Urban_HeavyGunner_F \\| |\n|  | **U_O_FullGhillie_ard** | *Full Ghillie (Arid) [CSAT]* |  |  | O_ghillie_ard_F |\n|  | **U_O_FullGhillie_lsh** | *Full Ghillie (Lush) [CSAT]* |  |  | O_ghillie_lsh_F |\n|  | **U_O_FullGhillie_sard** | *Full Ghillie (Semi-Arid) [CSAT]* |  |  | O_ghillie_sard_F |\n|  | **U_O_GEN_Commander_F** | *Gendarmerie Commander Uniform* |  |  | O_GEN_Commander_F |\n|  | **U_O_GEN_Soldier_F** | *Gendarmerie Uniform* |  |  | O_GEN_Soldier_F |\n|  | **U_O_GhillieSuit** | *Ghillie Suit [CSAT]* |  |  | O_spotter_F<br>O_sniper_F |\n|  | **U_O_officer_noInsignia_hex_F** | *Light Fatigues (Hex)* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F \\| |\n|  | **U_O_OfficerUniform_ocamo** | *Officer Fatigues (Hex)* |  |  | O_officer_F |\n|  | **U_O_ParadeUniform_01_CSAT_decorated_F** | *Parade Uniform (Decorated) [CSAT]* |  |  | O_Uniform_ParadeUniform_01_CSAT_decorated_F<br>O_Officer_Parade_Veteran_F |\n|  | **U_O_ParadeUniform_01_CSAT_F** | *Parade Uniform [CSAT]* |  |  | O_Uniform_ParadeUniform_01_CSAT_F<br>O_Officer_Parade_F |\n|  | **U_O_PilotCoveralls** | *Pilot Coveralls [CSAT]* |  |  | O_helipilot_F<br>O_Pilot_F<br>O_helicrew_F<br>O_UAV_AI<br>I_UAV_AI<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Pilot_F<br>O_Fighter_Pilot_F |\n|  | **U_O_Protagonist_VR** | *VR Suit [CSAT]* |  |  | O_Protagonist_VR_F |\n|  | **U_O_R_Gorka_01_black_F** | *Tracksuit (Black)* |  |  | O_R_Gorka_black_F<br>I_L_Criminal_SMG_F |\n|  | **U_O_R_Gorka_01_brown_F** | *Granit-B Suit (Weathered)* |  |  | O_R_Gorka_brown_F |\n|  | **U_O_R_Gorka_01_camo_F** | *Granit-T Suit* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_R_Gorka_camo_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Engineer_F \\| |\n|  | **U_O_R_Gorka_01_F** | *Granit-B Suit* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_R_Gorka_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_LAT_F \\| |\n|  | **U_O_Soldier_VR** | *VR Entity Suit* |  |  |  |\n|  | **U_O_SpecopsUniform_blk** | *Recon Fatigues (Black)* |  |  |  |\n|  | **U_O_SpecopsUniform_ocamo** | *Recon Fatigues (Hex)* |  |  | O_crew_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Pathfinder_F |\n|  | **U_O_T_FullGhillie_tna_F** | *Full Ghillie (Jungle) [CSAT]* |  |  | O_T_ghillie_tna_F |\n|  | **U_O_T_Officer_F** | *Officer Fatigues (Green Hex) [CSAT]* |  |  | O_T_Officer_F |\n|  | **U_O_T_Sniper_F** | *Ghillie Suit (Green Hex) [CSAT]* |  |  | O_T_Sniper_F<br>O_T_Spotter_F |\n|  | **U_O_T_Soldier_F** | *Fatigues (Green Hex) [CSAT]* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Soldier_PG_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_T_soldier_mine_F<br>O_T_Soldier_HAT_F<br>O_T_Soldier_AHAT_F \\| |\n|  | **U_O_V_Soldier_Viper_F** | *Special Purpose Suit (Green Hex)* |  |  | O_V_Soldier_Viper_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F |\n|  | **U_O_V_Soldier_Viper_hex_F** | *Special Purpose Suit (Hex)* |  |  | O_V_Soldier_Viper_hex_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F |\n|  | **U_O_Wetsuit** | *Wetsuit [CSAT]* |  |  | O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F |\n|  | **U_OG_Guerilla1_1** | *Guerilla Garment* |  |  | O_G_Soldier_F<br>O_G_Soldier_lite_F<br>O_G_Soldier_A_F<br>O_G_Soldier_unarmed_F<br>O_G_Survivor_F<br>O_G_Soldier_universal_F |\n|  | **U_OG_Guerilla2_1** | *Guerilla Outfit (Plain, Dark)* |  |  | O_G_Soldier_AR_F<br>O_G_Soldier_exp_F |\n|  | **U_OG_Guerilla2_2** | *Guerilla Outfit (Pattern)* |  |  | O_G_engineer_F |\n|  | **U_OG_Guerilla2_3** | *Guerilla Outfit (Plain, Light)* |  |  | O_G_medic_F<br>O_G_Soldier_GL_F<br>O_G_officer_F |\n|  | **U_OG_Guerilla3_1** | *Guerilla Smocks* |  |  | O_G_Soldier_M_F |\n|  | **U_OG_Guerilla3_2** | *Guerilla Smocks 1* |  |  |  |\n|  | **U_OG_Guerrilla_6_1** | *Guerilla Apparel* |  |  | O_G_Soldier_LAT_F<br>O_G_Soldier_LAT2_F |\n|  | **U_OG_leader** | *Guerilla Uniform* |  |  | O_G_Soldier_SL_F<br>O_G_Soldier_TL_F<br>O_G_Sharpshooter_F |\n|  | **U_OI_Scientist** | *Scientist Suit* |  |  |  |\n|  | **U_OrestesBody** | *Jacket and Shorts* |  |  | C_Orestes |\n|  | **U_Rangemaster** | *Rangemaster Suit* |  |  | B_RangeMaster_F |\n|  | **U_Tank_green_F** | *Tanker Coveralls [AAF]* |  |  | I_Story_Crew_F |\n|  | **U_VirtualMan_F** | *Invisible Uniform* |  |  |  |\n|  | **V_BandollierB_blk** | *Slash Bandolier (Black)* | *No Armor* |  | I_G_Soldier_lite_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>I_C_Soldier_Bandit_4_F |\n|  | **V_BandollierB_cbr** | *Slash Bandolier (Coyote)* | *No Armor* |  | O_A_soldier_A_F<br>O_A_medic_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_LAT_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F |\n|  | **V_BandollierB_ghex_F** | *Slash Bandolier (Green Hex)* | *No Armor* |  | O_T_Crew_F<br>O_T_Officer_F |\n|  | **V_BandollierB_khk** | *Slash Bandolier (Khaki)* | *No Armor* |  | I_G_Soldier_M_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>O_officer_F<br>O_Soldier_lite_F<br>O_crew_F |\n|  | **V_BandollierB_oli** | *Slash Bandolier (Olive)* | *No Armor* |  | I_crew_F<br>I_officer_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>I_Story_Officer_01_F<br>I_E_Officer_F |\n|  | **V_BandollierB_rgr** | *Slash Bandolier (Green)* | *No Armor* |  | B_Soldier_lite_F<br>B_crew_F<br>B_officer_F<br>I_C_Soldier_Bandit_7_F<br>B_T_Crew_F<br>B_T_Officer_F<br>B_W_Crew_F<br>B_W_Officer_F |\n|  | **V_CarrierRigKBT_01_EAF_F** | *Modular Carrier Vest (Geometric)* | *Armor Level III* |  | I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F |\n|  | **V_CarrierRigKBT_01_heavy_EAF_F** | *Modular Carrier GL Rig (Geometric)* | *Explosive Resistant* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_E_Soldier_GL_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Medic_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F \\| |\n|  | **V_CarrierRigKBT_01_heavy_Olive_F** | *Modular Carrier GL Rig (Olive)* | *Explosive Resistant* |  |  |\n|  | **V_CarrierRigKBT_01_light_EAF_F** | *Modular Carrier Lite (Geometric)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_soldier_M_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Soldier_universal_F \\| |\n|  | **V_CarrierRigKBT_01_light_Olive_F** | *Modular Carrier Lite (Olive)* | *Armor Level III* |  |  |\n|  | **V_CarrierRigKBT_01_Olive_F** | *Modular Carrier Vest (Olive)* | *Armor Level III* |  |  |\n|  | **V_Chestrig_blk** | *Chest Rig (Black)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_G_Soldier_SL_F<br>I_G_engineer_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_GL_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Bandit_5_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F \\| |\n|  | **V_Chestrig_khk** | *Chest Rig (Khaki)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_spotter_F<br>O_sniper_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_universal_F<br>O_T_ghillie_tna_F<br>O_A_soldier_AR_F<br>O_A_soldier_GL_F<br>O_A_soldier_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_Soldier_AHAT_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F \\| |\n|  | **V_Chestrig_oli** | *Chest Rig (Olive)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_G_Soldier_F<br>I_G_Soldier_A_F<br>I_G_officer_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_SF_Captain_F<br>I_Soldier_lite_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_base_unarmed_F<br>I_L_Uniform_01_deserter_F \\| |\n|  | **V_Chestrig_rgr** | *Chest Rig (Green)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_engineer_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>B_Recon_Sharpshooter_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Engineer_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_G_Captain_Ivan_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Engineer_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F \\| |\n|  | **V_DeckCrew_blue_F** | *Deck Crew Vest (Blue)* | *Armor Level II* |  |  |\n|  | **V_DeckCrew_brown_F** | *Deck Crew Vest (Brown)* | *Armor Level II* |  |  |\n|  | **V_DeckCrew_green_F** | *Deck Crew Vest (Green)* | *Armor Level II* |  |  |\n|  | **V_DeckCrew_red_F** | *Deck Crew Vest (Red)* | *Armor Level II* |  |  |\n|  | **V_DeckCrew_violet_F** | *Deck Crew Vest (Violet)* | *Armor Level II* |  |  |\n|  | **V_DeckCrew_white_F** | *Deck Crew Vest (White)* | *Armor Level II* |  |  |\n|  | **V_DeckCrew_yellow_F** | *Deck Crew Vest (Yellow)* | *Armor Level II* |  | B_Deck_Crew_F |\n|  | **V_EOD_blue_F** | *EOD Vest (Blue)* | *Explosive Resistant* |  |  |\n|  | **V_EOD_coyote_F** | *EOD Vest (Coyote)* | *Explosive Resistant* |  |  |\n|  | **V_EOD_IDAP_blue_F** | *EOD Vest (Blue) [IDAP]* | *Explosive Resistant* |  | C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_Story_EOD_01_F |\n|  | **V_EOD_olive_F** | *EOD Vest (Olive)* | *Explosive Resistant* |  |  |\n|  | **V_HarnessO_brn** | *LBV Harness* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_Soldier_F<br>O_Soldier_AR_F<br>O_soldier_repair_F<br>O_Soldier_A_F<br>O_engineer_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_Soldier_universal_F<br>O_Soldier_unarmed_F<br>O_recon_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F \\| |\n|  | **V_HarnessO_ghex_F** | *LBV Harness (Green Hex)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_T_Soldier_A_F<br>O_T_Soldier_AR_F<br>O_T_Engineer_F<br>O_T_Soldier_PG_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_SL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F \\| |\n|  | **V_HarnessO_gry** | *LBV Harness (Grey)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_AAT_F<br>O_soldierU_AAA_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_engineer_U_F<br>O_soldierU_A_F<br>O_SoldierU_unarmed_F<br>O_Urban_Sharpshooter_F<br>O_Urban_HeavyGunner_F \\| |\n|  | **V_HarnessOGL_brn** | *LBV Grenadier Harness* | *No Armor* |  | O_Soldier_GL_F<br>O_Soldier_TL_F<br>O_recon_JTAC_F<br>O_recon_TL_F |\n|  | **V_HarnessOGL_ghex_F** | *LBV Grenadier Harness (Green Hex)* | *No Armor* |  | O_T_Soldier_GL_F<br>O_T_Soldier_TL_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_TL_F |\n|  | **V_HarnessOGL_gry** | *LBV Grenadier Harness (Grey)* | *No Armor* |  | O_soldierU_TL_F<br>O_SoldierU_GL_F |\n|  | **V_HarnessOSpec_brn** | *ELBV Harness* | *No Armor* |  |  |\n|  | **V_HarnessOSpec_gry** | *ELBV Harness (Grey)* | *No Armor* |  |  |\n|  | **V_I_G_resistanceLeader_F** | *Tactical Vest (Stavrou)* | *Armor Level I* |  | I_G_resistanceLeader_F |\n|  | **V_LegStrapBag_black_F** | *Leg Strap Bag (Black)* | *No Armor* |  | C_IDAP_Man_AidWorker_09_F |\n|  | **V_LegStrapBag_coyote_F** | *Leg Strap Bag (Coyote)* | *No Armor* |  | C_Man_Messenger_01_F |\n|  | **V_LegStrapBag_olive_F** | *Leg Strap Bag (Olive)* | *No Armor* |  |  |\n|  | **V_Plain_crystal_F** | *Identification Vest (Red Crystal)* | *No Armor* |  |  |\n|  | **V_Plain_medical_F** | *Identification Vest [IDAP]* | *No Armor* |  | C_IDAP_Man_AidWorker_07_F |\n|  | **V_PlateCarrier1_blk** | *Carrier Lite (Black)* | *Armor Level III* |  |  |\n|  | **V_PlateCarrier1_rgr** | *Carrier Lite (Green)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_F<br>B_soldier_M_F<br>B_soldier_repair_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_Soldier_universal_F<br>B_Soldier_unarmed_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_Sharpshooter_F<br>B_HeavyGunner_F<br>Underwear_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_Soldier_AT_F<br>B_CombatFatigues_01_wdl_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F \\| |\n|  | **V_PlateCarrier1_rgr_noflag_F** | *Carrier Lite (Green, No Flag)* | *Armor Level III* |  |  |\n|  | **V_PlateCarrier1_tna_F** | *Carrier Lite (Tropic)* | *Armor Level III* |  | B_T_Soldier_A_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F |\n|  | **V_PlateCarrier1_wdl** | *Carrier Lite (Woodland)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_W_Soldier_A_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F \\| |\n|  | **V_PlateCarrier2_blk** | *Carrier Rig (Black)* | *Armor Level IV* |  |  |\n|  | **V_PlateCarrier2_rgr** | *Carrier Rig (Green)* | *Armor Level IV* |  | B_soldier_AR_F<br>B_soldier_LAT_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_soldier_LAT2_F<br>B_CombatFatigues_01_Tshirt_wdl_F |\n|  | **V_PlateCarrier2_rgr_noflag_F** | *Carrier Rig (Green, No Flag)* | *Armor Level IV* |  | B_CTRG_Miller_F |\n|  | **V_PlateCarrier2_tna_F** | *Carrier Rig (Tropic)* | *Armor Level IV* |  | B_T_Soldier_AR_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_LAT2_F |\n|  | **V_PlateCarrier2_wdl** | *Carrier Rig (Woodland)* | *Armor Level IV* |  | B_W_Soldier_AR_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F |\n|  | **V_PlateCarrier3_rgr** | *Carrier Rig (Green)* | *Armor Level IV* |  |  |\n|  | **V_PlateCarrier_Kerry** | *US Plate Carrier Rig (Kerry)* | *Armor Level III* |  | B_Story_Protagonist_F |\n|  | **V_PlateCarrierGL_blk** | *Carrier GL Rig (Black)* | *Explosive Resistant* |  |  |\n|  | **V_PlateCarrierGL_mtp** | *Carrier GL Rig (MTP)* | *Explosive Resistant* |  | B_Patrol_Engineer_F |\n|  | **V_PlateCarrierGL_rgr** | *Carrier GL Rig (Green)* | *Explosive Resistant* |  | B_Soldier_GL_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_exp_F<br>B_Patrol_Soldier_TL_F<br>B_soldier_mine_F<br>B_ReconFatigues_01_wdl_F |\n|  | **V_PlateCarrierGL_tna_F** | *Carrier GL Rig (Tropic)* | *Explosive Resistant* |  | B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_soldier_mine_F |\n|  | **V_PlateCarrierGL_wdl** | *Carrier GL Rig (Woodland)* | *Explosive Resistant* |  | B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F |\n|  | **V_PlateCarrierH_CTRG** | *CTRG Plate Carrier Rig Mk.2 (Heavy)* | *Armor Level IV* |  | B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_M_medic_F |\n|  | **V_PlateCarrierIA1_dgtl** | *GA Carrier Lite (Digital)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_soldier_F<br>I_Soldier_A_F<br>I_Soldier_M_F<br>I_Soldier_repair_F<br>I_engineer_F<br>I_Soldier_universal_F<br>I_Soldier_unarmed_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F \\| |\n|  | **V_PlateCarrierIA2_dgtl** | *GA Carrier Rig (Digital)* | *Armor Level III* |  | I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_soldier_UAV_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_Soldier_LAT2_F |\n|  | **V_PlateCarrierIAGL_dgtl** | *GA Carrier GL Rig (Digital)* | *Explosive Resistant* |  | I_Soldier_GL_F<br>I_Soldier_TL_F<br>I_Soldier_exp_F<br>I_soldier_mine_F |\n|  | **V_PlateCarrierIAGL_oli** | *GA Carrier GL Rig (Olive)* | *Explosive Resistant* |  | B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_JTAC_tna_F |\n|  | **V_PlateCarrierL_CTRG** | *CTRG Plate Carrier Rig Mk.1 (Light)* | *Armor Level III* |  | B_Story_SF_Captain_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_AR_A_F<br>B_CTRG_Sharphooter_F<br>B_Captain_Jay_F |\n|  | **V_PlateCarrierSpec_blk** | *Carrier Special Rig (Black)* | *Armor Level V* |  |  |\n|  | **V_PlateCarrierSpec_mtp** | *Carrier Special Rig (MTP)* | *Armor Level V* |  | B_Captain_Pettka_F |\n|  | **V_PlateCarrierSpec_rgr** | *Carrier Special Rig (Green)* | *Armor Level V* |  | B_medic_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Patrol_Medic_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F |\n|  | **V_PlateCarrierSpec_tna_F** | *Carrier Special Rig (Tropic)* | *Armor Level V* |  | B_T_Medic_F<br>B_T_Soldier_PG_F<br>B_T_Soldier_UAV_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F |\n|  | **V_PlateCarrierSpec_wdl** | *Carrier Special Rig (Woodland)* | *Armor Level V* |  | B_W_Medic_F |\n|  | **V_Pocketed_black_F** | *Multi-Pocket Vest (Black)* | *No Armor* |  | C_IDAP_Man_AidWorker_08_F |\n|  | **V_Pocketed_coyote_F** | *Multi-Pocket Vest (Coyote)* | *No Armor* |  | B_G_Story_Guerilla_01_F<br>C_Man_Fisherman_01_F<br>I_L_Looter_SG_F |\n|  | **V_Pocketed_olive_F** | *Multi-Pocket Vest (Olive)* | *No Armor* |  |  |\n|  | **V_Press_F** | *Vest (Press)* | *Armor Level II* |  | C_journalist_F<br>C_Journalist_01_War_F |\n|  | **V_Rangemaster_belt** | *Rangemaster Belt* | *No Armor* |  | B_RangeMaster_F<br>B_Competitor_F |\n|  | **V_RebreatherB** | *Rebreather [NATO]* | *Armor Level I* |  | B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F |\n|  | **V_RebreatherIA** | *Rebreather [AAF]* | *Armor Level I* |  | I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F |\n|  | **V_RebreatherIR** | *Rebreather [CSAT]* | *Armor Level I* |  | O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F |\n|  | **V_Safety_blue_F** | *Safety Vest (Blue)* | *No Armor* |  |  |\n|  | **V_Safety_orange_F** | *Safety Vest (Orange)* | *No Armor* |  |  |\n|  | **V_Safety_yellow_F** | *Safety Vest (Yellow)* | *No Armor* |  | C_Man_UtilityWorker_01_F |\n|  | **V_SmershVest_01_F** | *Kipchak Vest* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F \\| |\n|  | **V_SmershVest_01_radio_F** | *Kipchak Vest (Tactical Radio)* | *No Armor* |  | O_R_Soldier_TL_F<br>O_R_recon_TL_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_Medic |\n|  | **V_TacChestrig_cbr_F** | *Tactical Chest Rig (Coyote)* | *No Armor* |  |  |\n|  | **V_TacChestrig_grn_F** | *Tactical Chest Rig (Green)* | *No Armor* |  |  |\n|  | **V_TacChestrig_oli_F** | *Tactical Chest Rig (Olive)* | *No Armor* |  | O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Spotter_F<br>O_T_Soldier_AHAT_F |\n|  | **V_TacVest_blk** | *Tactical Vest (Black)* | *Armor Level I* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Helipilot_F<br>B_helicrew_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_AR_F<br>I_G_medic_F<br>I_G_Soldier_LAT_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>I_G_Story_Protagonist_F<br>I_G_resistanceCommander_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AA_F<br>O_SoldierU_SL_F<br>O_soldierU_exp_F<br>O_soldierU_M_F<br>B_UAV_AI<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>I_L_Uniform_01_camo_F \\| |\n|  | **V_TacVest_blk_POLICE** | *Tactical Vest (Police)* | *Armor Level II* |  |  |\n|  | **V_TacVest_brn** | *Tactical Vest (Brown)* | *Armor Level I* |  | O_soldier_UAV_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F |\n|  | **V_TacVest_camo** | *Tactical Vest (Camo)* | *Armor Level I* |  |  |\n|  | **V_TacVest_gen_F** | *Gendarmerie Vest* | *Armor Level II* |  | B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F |\n|  | **V_TacVest_khk** | *Tactical Vest (Khaki)* | *Armor Level I* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_Soldier_SL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_helicrew_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_UAV_AI<br>I_UAV_AI<br>O_soldier_mine_F<br>O_Soldier_HAT_F \\| |\n|  | **V_TacVest_oli** | *Tactical Vest (Olive)* | *Armor Level I* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_helipilot_F<br>I_helicrew_F<br>I_C_Soldier_Para_2_F<br>O_T_Medic_F<br>O_T_Soldier_Exp_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_UAV_F<br>O_T_Recon_M_F<br>O_T_Recon_LAT_F<br>O_T_Sniper_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_T_soldier_mine_F<br>B_CTRG_Soldier_LAT2_tna_F<br>O_T_Soldier_HAT_F<br>I_Story_Crew_F \\| |\n|  | **V_TacVestCamo_khk** | *Camouflaged Vest* | *Armor Level I* |  |  |\n|  | **V_TacVestIR_blk** | *Raven Vest* | *Armor Level I* |  |  |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 19:36, 9 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class | Name | Inventory description | Magazines | Used by |\n|---|---|---|---|---|---|\n|  | **H_Bandanna_blu** | *Bandana (Blue)* | *No Armor* |  |  |\n|  | **H_Bandanna_camo** | *Bandana (Woodland)* | *No Armor* |  |  |\n|  | **H_Bandanna_cbr** | *Bandana (Coyote)* | *No Armor* |  |  |\n|  | **H_Bandanna_gry** | *Bandana (Black)* | *No Armor* |  |  |\n|  | **H_Bandanna_khk** | *Bandana (Khaki)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_G_Soldier_AR_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_LAT_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_L_Uniform_01_camo_F<br>I_L_Looter_Pistol_F \\| |\n|  | **H_Bandanna_khk_hs** | *Bandana (Headset)* | *No Armor* |  | I_G_Story_Protagonist_F<br>I_G_resistanceCommander_F |\n|  | **H_Bandanna_mcamo** | *Bandana (MTP)* | *No Armor* |  |  |\n|  | **H_Bandanna_sand** | *Bandana (Sand)* | *No Armor* |  |  |\n|  | **H_Bandanna_sgg** | *Bandana (Sage)* | *No Armor* |  |  |\n|  | **H_Bandanna_surfer** | *Bandana (Surfer)* | *No Armor* |  |  |\n|  | **H_Bandanna_surfer_blk** | *Bandana (Surfer, Black)* | *No Armor* |  |  |\n|  | **H_Bandanna_surfer_grn** | *Bandana (Surfer, Green)* | *No Armor* |  |  |\n|  | **H_BandMask_blk** | *Bandana Mask (Black)* | *No Armor* |  |  |\n|  | **H_BandMask_demon** | *Bandana Mask (Demon)* | *No Armor* |  |  |\n|  | **H_BandMask_khk** | *Bandana Mask (Khaki)* | *No Armor* |  |  |\n|  | **H_BandMask_reaper** | *Bandana Mask (Reaper)* | *No Armor* |  |  |\n|  | **H_Beret_02** | *Beret [NATO]* | *No Armor* |  |  |\n|  | **H_Beret_blk** | *Beret (Black)* | *No Armor* |  | O_T_Officer_F<br>I_Story_Officer_01_F |\n|  | **H_Beret_blk_POLICE** | *Beret (Police)* | *No Armor* |  |  |\n|  | **H_Beret_brn_SF** | *Beret (SAS)* | *No Armor* |  |  |\n|  | **H_Beret_Colonel** | *Beret [NATO] (Colonel)* | *No Armor* |  | B_Captain_Pettka_F |\n|  | **H_Beret_CSAT_01_F** | *Beret (Red) [CSAT]* | *No Armor* |  |  |\n|  | **H_Beret_EAF_01_F** | *Beret [LDF]* | *No Armor* |  | I_E_Officer_F |\n|  | **H_Beret_gen_F** | *Beret (Gendarmerie)* | *No Armor* |  | B_GEN_Commander_F<br>B_Captain_Dwarden_F<br>O_GEN_Commander_F |\n|  | **H_Beret_grn** | *Beret (Green)* | *No Armor* |  | I_Story_Colonel_F |\n|  | **H_Beret_grn_SF** | *Beret (SF)* | *No Armor* |  |  |\n|  | **H_Beret_ocamo** | *Beret [CSAT]* | *No Armor* |  | O_officer_F<br>O_A_officer_F |\n|  | **H_Beret_red** | *Beret (Red)* | *No Armor* |  |  |\n|  | **H_Booniehat_dgtl** | *Booniehat [AAF]* | *No Armor* |  |  |\n|  | **H_Booniehat_dirty** | *Booniehat (Dirty)* | *No Armor* |  |  |\n|  | **H_Booniehat_eaf** | *Booniehat [LDF]* | *No Armor* |  |  |\n|  | **H_Booniehat_grn** | *Booniehat (Green)* | *No Armor* |  | C_man_hunter_1_F |\n|  | **H_Booniehat_indp** | *Booniehat (Khaki)* | *No Armor* |  |  |\n|  | **H_Booniehat_khk** | *Booniehat (Khaki)* | *No Armor* |  | I_G_Soldier_TL_F<br>I_G_Soldier_A_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F |\n|  | **H_Booniehat_khk_hs** | *Booniehat (Headset)* | *No Armor* |  |  |\n|  | **H_Booniehat_mcamo** | *Booniehat (MTP)* | *No Armor* |  | B_recon_exp_F<br>B_recon_M_F |\n|  | **H_Booniehat_mgrn** | *Booniehat (Green)* | *No Armor* |  |  |\n|  | **H_Booniehat_oli** | *Booniehat (Olive)* | *No Armor* |  | B_G_Captain_Ivan_F |\n|  | **H_Booniehat_taiga** | *Booniehat (Taiga)* | *No Armor* |  |  |\n|  | **H_Booniehat_tan** | *Booniehat (Sand)* | *No Armor* |  | C_Man_Fisherman_01_F |\n|  | **H_Booniehat_tna_F** | *Booniehat (Tropic)* | *No Armor* |  | B_T_Recon_Exp_F<br>B_T_Recon_M_F |\n|  | **H_Booniehat_wdl** | *Booniehat (Woodland)* | *No Armor* |  |  |\n|  | **H_Cap_Black_IDAP_F** | *Cap (Black) [IDAP]* | *No Armor* |  |  |\n|  | **H_Cap_blk** | *Cap (Black)* | *No Armor* |  |  |\n|  | **H_Cap_blk_CMMG** | *Cap (CMMG)* | *No Armor* |  | I_L_Looter_SG_F |\n|  | **H_Cap_blk_ION** | *Cap (ION)* | *No Armor* |  |  |\n|  | **H_Cap_blk_Raven** | *Cap [AAF]* | *No Armor* |  |  |\n|  | **H_Cap_blk_Syndikat_F** | *Cap (Black)* | *No Armor* |  |  |\n|  | **H_Cap_blu** | *Cap (Blue)* | *No Armor* |  |  |\n|  | **H_Cap_brn_SPECOPS** | *Cap [OPFOR]* | *No Armor* |  | O_A_soldier_AR_F<br>O_A_soldier_GL_F<br>O_A_soldier_LAT_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F |\n|  | **H_Cap_grn** | *Cap (Green)* | *No Armor* |  |  |\n|  | **H_Cap_grn_BI** | *Cap (BI)* | *No Armor* |  |  |\n|  | **H_Cap_grn_Syndikat_F** | *Cap (Green)* | *No Armor* |  |  |\n|  | **H_Cap_headphones** | *Rangemaster Cap* | *No Armor* |  | B_RangeMaster_F<br>B_Competitor_F<br>I_C_Helipilot_F |\n|  | **H_Cap_khaki_specops_UK** | *Cap (UK)* | *No Armor* |  | B_CTRG_soldier_engineer_exp_F<br>B_Captain_Jay_F |\n|  | **H_Cap_Lyfe** | *Cap (Lyfe)* | *No Armor* |  |  |\n|  | **H_Cap_MaldenTours** | *Cap (Malden Tours)* | *No Armor* |  |  |\n|  | **H_Cap_marshal** | *Marshal Cap* | *No Armor* |  | C_Marshal_F<br>I_C_Pilot_F |\n|  | **H_Cap_oli** | *Cap (Olive)* | *No Armor* |  | I_G_Soldier_lite_F<br>I_G_medic_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_medic_F<br>O_G_medic_F<br>I_L_Hunter_F |\n|  | **H_Cap_oli_hs** | *Cap (Olive, Headset)* | *No Armor* |  |  |\n|  | **H_Cap_oli_Syndikat_F** | *Cap (Olive)* | *No Armor* |  |  |\n|  | **H_Cap_Orange_IDAP_F** | *Cap (Orange) [IDAP]* | *No Armor* |  |  |\n|  | **H_Cap_police** | *Cap (Police)* | *No Armor* |  |  |\n|  | **H_Cap_press** | *Cap (Press)* | *No Armor* |  | C_journalist_F |\n|  | **H_Cap_red** | *Cap (Red)* | *No Armor* |  | C_Story_Mechanic_01_F |\n|  | **H_Cap_surfer** | *Cap (Surfer)* | *No Armor* |  |  |\n|  | **H_Cap_tan** | *Cap (Tan)* | *No Armor* |  | C_Man_Messenger_01_F |\n|  | **H_Cap_tan_specops_US** | *Cap (US MTP)* | *No Armor* |  |  |\n|  | **H_Cap_tan_Syndikat_F** | *Cap (Tan)* | *No Armor* |  |  |\n|  | **H_Cap_usblack** | *Cap (US Black)* | *No Armor* |  |  |\n|  | **H_Cap_White_IDAP_F** | *Cap (White) [IDAP]* | *No Armor* |  | C_IDAP_Man_AidWorker_07_F |\n|  | **H_Construction_basic_black_F** | *Hard Hat (Black)* | *Armor Level I* |  |  |\n|  | **H_Construction_basic_orange_F** | *Hard Hat (Orange)* | *Armor Level I* |  |  |\n|  | **H_Construction_basic_red_F** | *Hard Hat (Red)* | *Armor Level I* |  |  |\n|  | **H_Construction_basic_vrana_F** | *Hard Hat (Vrana)* | *Armor Level I* |  |  |\n|  | **H_Construction_basic_white_F** | *Hard Hat (White)* | *Armor Level I* |  |  |\n|  | **H_Construction_basic_yellow_F** | *Hard Hat (Yellow)* | *Armor Level I* |  |  |\n|  | **H_Construction_earprot_black_F** | *Hard Hat (Black, Ear Protectors)* | *Armor Level I* |  |  |\n|  | **H_Construction_earprot_orange_F** | *Hard Hat (Orange, Ear Protectors)* | *Armor Level I* |  |  |\n|  | **H_Construction_earprot_red_F** | *Hard Hat (Red, Ear Protectors)* | *Armor Level I* |  | C_Man_ConstructionWorker_01_Black_F |\n|  | **H_Construction_earprot_vrana_F** | *Hard Hat (Vrana, Ear Protectors)* | *Armor Level I* |  | C_Man_ConstructionWorker_01_Vrana_F |\n|  | **H_Construction_earprot_white_F** | *Hard Hat (White, Ear Protectors)* | *Armor Level I* |  | C_Man_ConstructionWorker_01_Red_F |\n|  | **H_Construction_earprot_yellow_F** | *Hard Hat (Yellow, Ear Protectors)* | *Armor Level I* |  | C_Man_ConstructionWorker_01_Blue_F |\n|  | **H_Construction_headset_black_F** | *Hard Hat (Black, Headset)* | *Armor Level I* |  |  |\n|  | **H_Construction_headset_orange_F** | *Hard Hat (Orange, Headset)* | *Armor Level I* |  |  |\n|  | **H_Construction_headset_red_F** | *Hard Hat (Red, Headset)* | *Armor Level I* |  |  |\n|  | **H_Construction_headset_vrana_F** | *Hard Hat (Vrana, Headset)* | *Armor Level I* |  |  |\n|  | **H_Construction_headset_white_F** | *Hard Hat (White, Headset)* | *Armor Level I* |  |  |\n|  | **H_Construction_headset_yellow_F** | *Hard Hat (Yellow, Headset)* | *Armor Level I* |  |  |\n|  | **H_CrewHelmetHeli_B** | *Heli Crew Helmet [NATO]* | *Armor Level II* |  | B_helicrew_F<br>B_T_Helicrew_F<br>B_W_Helicrew_F |\n|  | **H_CrewHelmetHeli_I** | *Heli Crew Helmet [AAF]* | *Armor Level II* |  | I_helicrew_F |\n|  | **H_CrewHelmetHeli_I_E** | *Heli Crew Helmet [LDF]* | *Armor Level II* |  | I_E_Helicrew_F |\n|  | **H_CrewHelmetHeli_O** | *Heli Crew Helmet [CSAT]* | *Armor Level II* |  | O_helicrew_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F |\n|  | **H_EarProtectors_black_F** | *Ear Protectors (Black)* | *No Armor* |  |  |\n|  | **H_EarProtectors_orange_F** | *Ear Protectors (Orange)* | *No Armor* |  |  |\n|  | **H_EarProtectors_red_F** | *Ear Protectors (Red)* | *No Armor* |  |  |\n|  | **H_EarProtectors_white_F** | *Ear Protectors (White)* | *No Armor* |  |  |\n|  | **H_EarProtectors_yellow_F** | *Ear Protectors (Yellow)* | *No Armor* |  |  |\n|  | **H_Hat_blue** | *Hat (Blue)* | *No Armor* |  |  |\n|  | **H_Hat_brown** | *Hat (Brown)* | *No Armor* |  |  |\n|  | **H_Hat_camo** | *Hat (Camo)* | *No Armor* |  |  |\n|  | **H_Hat_checker** | *Hat (Checker)* | *No Armor* |  |  |\n|  | **H_Hat_grey** | *Hat (Grey)* | *No Armor* |  |  |\n|  | **H_Hat_Safari_olive_F** | *Safari Hat (Olive)* | *No Armor* |  |  |\n|  | **H_Hat_Safari_sand_F** | *Safari Hat (Sand)* | *No Armor* |  | B_G_Story_Guerilla_01_F<br>C_IDAP_Man_AidWorker_08_F |\n|  | **H_Hat_tan** | *Hat (Tan)* | *No Armor* |  | I_L_Looter_Rifle_F<br>I_L_Criminal_SG_F |\n|  | **H_Hat_Tinfoil_F** | *Tin Foil Hat* | *No Armor* |  |  |\n|  | **H_HeadBandage_bloody_F** | *Head Bandage (Severe)* | *No Armor* |  |  |\n|  | **H_HeadBandage_clean_F** | *Head Bandage (Clean)* | *No Armor* |  |  |\n|  | **H_HeadBandage_stained_F** | *Head Bandage (Moderate)* | *No Armor* |  |  |\n|  | **H_HeadSet_black_F** | *Headset (Black)* | *No Armor* |  |  |\n|  | **H_HeadSet_orange_F** | *Headset (Orange)* | *No Armor* |  | C_IDAP_Pilot_01_F |\n|  | **H_HeadSet_red_F** | *Headset (Red)* | *No Armor* |  |  |\n|  | **H_HeadSet_white_F** | *Headset (White)* | *No Armor* |  |  |\n|  | **H_HeadSet_yellow_F** | *Headset (Yellow)* | *No Armor* |  |  |\n|  | **H_Helmet_Kerry** | *Combat Helmet (Kerry)* | *Armor Level II* |  | B_Story_Protagonist_F |\n|  | **H_Helmet_Skate** | *Skate Helmet* | *Armor Level I* |  |  |\n|  | **H_HelmetAggressor_cover_F** | *Avenger Helmet (Cover B)* | *Armor Level III* |  | O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>O_R_Patrol_Soldier_Medic |\n|  | **H_HelmetAggressor_cover_taiga_F** | *Avenger Helmet (Cover T)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_LAT_F \\| |\n|  | **H_HelmetAggressor_F** | *Avenger Helmet* | *Armor Level III* |  | O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_Engineer_F |\n|  | **H_HelmetB** | *Combat Helmet* | *Armor Level II* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Soldier_unarmed_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_Sharpshooter_F<br>B_HeavyGunner_F<br>Underwear_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_CombatFatigues_01_wdl_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_unarmed_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F \\| |\n|  | **H_HelmetB_black** | *Combat Helmet (Black)* | *Armor Level II* |  |  |\n|  | **H_HelmetB_camo** | *Combat Helmet (Camo)* | *Armor Level II* |  | B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F |\n|  | **H_HelmetB_desert** | *Combat Helmet (Desert)* | *Armor Level II* |  | B_Soldier_SL_F<br>B_engineer_F<br>B_ReconFatigues_01_wdl_F |\n|  | **H_HelmetB_Enh_tna_F** | *Enhanced Combat Helmet (Tropic)* | *Armor Level IV* |  | B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_soldier_mine_F |\n|  | **H_HelmetB_grass** | *Combat Helmet (Grass)* | *Armor Level II* |  | B_soldier_AR_F<br>B_soldier_M_F<br>B_Soldier_A_F<br>B_CombatFatigues_01_Tshirt_wdl_F |\n|  | **H_HelmetB_light** | *Light Combat Helmet* | *Armor Level I* |  | B_recon_medic_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F |\n|  | **H_HelmetB_light_black** | *Light Combat Helmet (Black)* | *Armor Level I* |  |  |\n|  | **H_HelmetB_light_desert** | *Light Combat Helmet (Desert)* | *Armor Level I* |  | B_medic_F<br>B_soldier_AT_F<br>B_Patrol_Soldier_M_F |\n|  | **H_HelmetB_light_grass** | *Light Combat Helmet (Grass)* | *Armor Level I* |  | B_Patrol_Soldier_AT_F |\n|  | **H_HelmetB_light_sand** | *Light Combat Helmet (Sand)* | *Armor Level I* |  | B_soldier_repair_F<br>B_soldier_AA_F<br>B_Patrol_Soldier_MG_F |\n|  | **H_HelmetB_light_snakeskin** | *Light Combat Helmet (Snakeskin)* | *Armor Level I* |  | B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_AR_A_F<br>B_CTRG_Sharphooter_F<br>B_Patrol_Soldier_UAV_F |\n|  | **H_HelmetB_Light_tna_F** | *Light Combat Helmet (Tropic)* | *Armor Level I* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Medic_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Soldier_Repair_F<br>B_T_Recon_Medic_F \\| |\n|  | **H_HelmetB_light_wdl** | *Light Combat Helmet (Woodland)* | *Armor Level I* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Medic_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Soldier_Repair_F \\| |\n|  | **H_HelmetB_paint** | *Combat Helmet (Spraypaint)* | *Armor Level II* |  |  |\n|  | **H_HelmetB_plain_blk** | *Combat Helmet (Black)* | *Armor Level II* |  |  |\n|  | **H_HelmetB_plain_mcamo** | *Combat Helmet (Camo)* | *Armor Level II* |  | B_recon_LAT_F |\n|  | **H_HelmetB_plain_wdl** | *Combat Helmet (Woodland)* | *Armor Level II* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_W_Soldier_A_F<br>B_W_Soldier_AR_F<br>B_W_Engineer_F<br>B_W_soldier_M_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F \\| |\n|  | **H_HelmetB_sand** | *Combat Helmet (Sand)* | *Armor Level II* |  | B_soldier_LAT_F<br>B_soldier_LAT2_F |\n|  | **H_HelmetB_snakeskin** | *Combat Helmet (Snakeskin)* | *Armor Level II* |  | B_Patrol_Soldier_AR_F |\n|  | **H_HelmetB_TI_arid_F** | *Stealth Combat Helmet (Arid)* | *Armor Level II* |  |  |\n|  | **H_HelmetB_TI_tna_F** | *Stealth Combat Helmet* | *Armor Level II* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>B_CTRG_Soldier_LAT2_tna_F \\| |\n|  | **H_HelmetB_tna_F** | *Combat Helmet (Tropic)* | *Armor Level II* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Soldier_A_F<br>B_T_Soldier_AR_F<br>B_T_Engineer_F<br>B_T_soldier_M_F<br>B_T_Soldier_PG_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_UAV_F<br>B_T_Recon_LAT_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_T_Soldier_LAT2_F \\| |\n|  | **H_HelmetCrew_B** | *Crew Helmet [NATO]* | *Armor Level III* |  | B_crew_F<br>B_T_Crew_F<br>B_Deck_Crew_F<br>B_W_Crew_F |\n|  | **H_HelmetCrew_I** | *Crew Helmet [AAF]* | *Armor Level III* |  | I_crew_F<br>I_Story_Crew_F |\n|  | **H_HelmetCrew_I_E** | *Crew Helmet [LDF]* | *Armor Level III* |  |  |\n|  | **H_HelmetCrew_O** | *Crew Helmet [CSAT]* | *Armor Level III* |  | O_crew_F |\n|  | **H_HelmetCrew_O_ghex_F** | *Crew Helmet (Green Hex) [CSAT]* | *Armor Level III* |  | O_T_Crew_F |\n|  | **H_HelmetHBK_chops_F** | *Advanced Modular Helmet (Chops)* | *Armor Level III* |  | I_E_Soldier_GL_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F |\n|  | **H_HelmetHBK_ear_F** | *Advanced Modular Helmet (Ear Protectors)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Medic_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F \\| |\n|  | **H_HelmetHBK_F** | *Advanced Modular Helmet (Olive)* | *Armor Level III* |  | I_E_Soldier_F<br>I_E_soldier_M_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Soldier_universal_F |\n|  | **H_HelmetHBK_headset_F** | *Advanced Modular Helmet* | *Armor Level III* |  |  |\n|  | **H_HelmetIA** | *Modular Helmet* | *Armor Level II* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_soldier_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_Soldier_universal_F<br>I_Soldier_unarmed_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>I_soldier_mine_F<br>I_Soldier_LAT2_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F \\| |\n|  | **H_HelmetIA_camo** | *MICH2 (Camo)* | *Armor Level II* |  | I_Soldier_AR_F<br>I_Soldier_AT_F<br>I_soldier_UAV_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F |\n|  | **H_HelmetIA_net** | *MICH (Camo)* | *Armor Level II* |  | I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_repair_F |\n|  | **H_HelmetLeaderO_ghex_F** | *Defender Helmet (Green Hex)* | *Armor Level V* |  | O_T_Soldier_GL_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Recon_TL_F |\n|  | **H_HelmetLeaderO_ocamo** | *Defender Helmet (Hex)* | *Armor Level V* |  | O_Soldier_GL_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_recon_JTAC_F<br>O_recon_TL_F |\n|  | **H_HelmetLeaderO_oucamo** | *Defender Helmet (Urban)* | *Armor Level V* |  | O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_SoldierU_GL_F |\n|  | **H_HelmetO_ghex_F** | *Protector Helmet (Green Hex)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Soldier_PG_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_UAV_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_T_soldier_mine_F<br>O_T_Soldier_HAT_F<br>O_T_Soldier_AHAT_F \\| |\n|  | **H_HelmetO_ocamo** | *Protector Helmet (Hex)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_Soldier_F<br>O_Soldier_AR_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Soldier_unarmed_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_Sharpshooter_F<br>O_HeavyGunner_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F \\| |\n|  | **H_HelmetO_oucamo** | *Protector Helmet (Urban)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_unarmed_F<br>O_Urban_Sharpshooter_F<br>O_Urban_HeavyGunner_F \\| |\n|  | **H_HelmetO_ViperSP_ghex_F** | *Special Purpose Helmet (Green Hex)* | *Armor Level V* |  | O_V_Soldier_Viper_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F |\n|  | **H_HelmetO_ViperSP_hex_F** | *Special Purpose Helmet (Hex)* | *Armor Level V* |  | O_V_Soldier_Viper_hex_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F |\n|  | **H_HelmetSpecB** | *Enhanced Combat Helmet* | *Armor Level IV* |  | B_Soldier_TL_F<br>B_soldier_exp_F<br>B_soldier_mine_F |\n|  | **H_HelmetSpecB_blk** | *Enhanced Combat Helmet (Black)* | *Armor Level IV* |  | B_Soldier_GL_F |\n|  | **H_HelmetSpecB_paint1** | *Enhanced Combat Helmet (Grass)* | *Armor Level IV* |  | B_Patrol_Soldier_TL_F |\n|  | **H_HelmetSpecB_paint2** | *Enhanced Combat Helmet (Desert)* | *Armor Level IV* |  | B_Patrol_Engineer_F |\n|  | **H_HelmetSpecB_sand** | *Enhanced Combat Helmet (Sand)* | *Armor Level IV* |  | B_Patrol_Medic_F |\n|  | **H_HelmetSpecB_snakeskin** | *Enhanced Combat Helmet (Snakeskin)* | *Armor Level IV* |  |  |\n|  | **H_HelmetSpecB_wdl** | *Enhanced Combat Helmet (Woodland)* | *Armor Level IV* |  | B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F |\n|  | **H_HelmetSpecO_blk** | *Assassin Helmet (Black)* | *Armor Level IV* |  | O_recon_M_F<br>O_recon_LAT_F |\n|  | **H_HelmetSpecO_ghex_F** | *Assassin Helmet (Green Hex)* | *Armor Level IV* |  | O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F |\n|  | **H_HelmetSpecO_ocamo** | *Assassin Helmet (Hex)* | *Armor Level IV* |  | O_recon_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_Pathfinder_F |\n|  | **H_MilCap_blue** | *Military Cap (Blue)* | *No Armor* |  |  |\n|  | **H_MilCap_dgtl** | *Military Cap [AAF]* | *No Armor* |  | I_Soldier_lite_F<br>I_officer_F<br>I_Captain_Hladas_F |\n|  | **H_MilCap_eaf** | *Military Cap [LDF]* | *No Armor* |  | I_E_Soldier_lite_F<br>I_E_Soldier_MP_F |\n|  | **H_MilCap_gen_F** | *Military Cap (Gendarmerie)* | *No Armor* |  | B_GEN_Soldier_F<br>B_GEN_Soldier_universal_F<br>O_GEN_Soldier_F |\n|  | **H_MilCap_ghex_F** | *Military Cap (Green Hex)* | *No Armor* |  |  |\n|  | **H_MilCap_grn** | *Military Cap (Green)* | *No Armor* |  |  |\n|  | **H_MilCap_gry** | *Military Cap (Grey)* | *No Armor* |  | I_C_Soldier_Camo_F<br>I_C_Soldier_base_unarmed_F |\n|  | **H_MilCap_mcamo** | *Military Cap (MTP)* | *No Armor* |  | B_Soldier_lite_F<br>B_officer_F<br>B_recon_TL_F |\n|  | **H_MilCap_ocamo** | *Military Cap (Hex)* | *No Armor* |  | O_Soldier_lite_F<br>O_A_soldier_A_F<br>O_A_medic_F<br>O_A_soldier_M_F<br>O_A_soldier_F<br>O_A_soldier_SL_F<br>O_A_soldier_AT_F |\n|  | **H_MilCap_oucamo** | *Military Cap (Urban)* | *No Armor* |  |  |\n|  | **H_MilCap_rucamo** | *Military Cap (Russia)* | *No Armor* |  |  |\n|  | **H_MilCap_taiga** | *Military Cap (Taiga)* | *No Armor* |  |  |\n|  | **H_MilCap_tna_F** | *Military Cap (Tropic)* | *No Armor* |  | B_T_Officer_F<br>B_T_Recon_TL_F |\n|  | **H_MilCap_wdl** | *Military Cap (Woodland)* | *No Armor* |  | B_W_Officer_F |\n|  | **H_ParadeDressCap_01_AAF_F** | *Parade Cap [AAF]* | *No Armor* |  | I_Officer_Parade_F<br>I_Officer_Parade_Veteran_F |\n|  | **H_ParadeDressCap_01_CSAT_F** | *Parade Cap [CSAT]* | *No Armor* |  | O_Officer_Parade_F<br>O_Officer_Parade_Veteran_F |\n|  | **H_ParadeDressCap_01_LDF_F** | *Parade Cap [LDF]* | *No Armor* |  | I_E_Officer_Parade_F<br>I_E_Officer_Parade_Veteran_F |\n|  | **H_ParadeDressCap_01_US_F** | *Parade Cap [US]* | *No Armor* |  | B_Officer_Parade_F<br>B_Officer_Parade_Veteran_F |\n|  | **H_PASGT_basic_black_F** | *Basic Helmet (Black)* | *Armor Level II* |  |  |\n|  | **H_PASGT_basic_blue_F** | *Basic Helmet (Blue)* | *Armor Level II* |  | C_Story_EOD_01_F |\n|  | **H_PASGT_basic_blue_press_F** | *Press Helmet* | *Armor Level II* |  | C_Journalist_01_War_F |\n|  | **H_PASGT_basic_olive_F** | *Basic Helmet (Olive)* | *Armor Level II* |  |  |\n|  | **H_PASGT_basic_white_F** | *Basic Helmet (White)* | *Armor Level II* |  | C_IDAP_Man_AidWorker_09_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_06_antimine_F |\n|  | **H_PASGT_neckprot_blue_press_F** | *Press Helmet (Neck Protection)* | *Armor Level III* |  |  |\n|  | **H_PilotHelmetFighter_B** | *Pilot Helmet [NATO]* | *Armor Level III* |  | B_Pilot_F<br>B_T_Pilot_F<br>B_Fighter_Pilot_F |\n|  | **H_PilotHelmetFighter_I** | *Pilot Helmet [AAF]* | *Armor Level III* |  | I_pilot_F<br>I_Fighter_Pilot_F |\n|  | **H_PilotHelmetFighter_I_E** | *Pilot Helmet [LDF]* | *Armor Level III* |  |  |\n|  | **H_PilotHelmetFighter_O** | *Pilot Helmet [CSAT]* | *Armor Level III* |  | O_Pilot_F<br>O_T_Pilot_F<br>O_Fighter_Pilot_F |\n|  | **H_PilotHelmetHeli_B** | *Heli Pilot Helmet [NATO]* | *Armor Level II* |  | B_Helipilot_F<br>B_UAV_AI<br>B_T_Helipilot_F<br>B_W_Helipilot_F |\n|  | **H_PilotHelmetHeli_I** | *Heli Pilot Helmet [AAF]* | *Armor Level II* |  | I_helipilot_F |\n|  | **H_PilotHelmetHeli_I_E** | *Heli Pilot Helmet [LDF]* | *Armor Level II* |  | I_E_Helipilot_F |\n|  | **H_PilotHelmetHeli_O** | *Heli Pilot Helmet [CSAT]* | *Armor Level II* |  | O_helipilot_F<br>O_UAV_AI<br>I_UAV_AI |\n|  | **H_RacingHelmet_1_black_F** | *Racing Helmet (Black)* | *Armor Level I* |  |  |\n|  | **H_RacingHelmet_1_blue_F** | *Racing Helmet (Blue)* | *Armor Level I* |  |  |\n|  | **H_RacingHelmet_1_F** | *Racing Helmet (Fuel)* | *Armor Level I* |  | C_Driver_1_F<br>C_Driver_1_random_base_F<br>C_Driver_1_black_F<br>C_Driver_1_blue_F<br>C_Driver_1_green_F<br>C_Driver_1_red_F<br>C_Driver_1_white_F<br>C_Driver_1_yellow_F<br>C_Driver_1_orange_F |\n|  | **H_RacingHelmet_1_green_F** | *Racing Helmet (Green)* | *Armor Level I* |  |  |\n|  | **H_RacingHelmet_1_orange_F** | *Racing Helmet (Orange)* | *Armor Level I* |  |  |\n|  | **H_RacingHelmet_1_red_F** | *Racing Helmet (Red)* | *Armor Level I* |  |  |\n|  | **H_RacingHelmet_1_white_F** | *Racing Helmet (White)* | *Armor Level I* |  |  |\n|  | **H_RacingHelmet_1_yellow_F** | *Racing Helmet (Yellow)* | *Armor Level I* |  |  |\n|  | **H_RacingHelmet_2_F** | *Racing Helmet (Bluking)* | *Armor Level I* |  | C_Driver_2_F |\n|  | **H_RacingHelmet_3_F** | *Racing Helmet (Redstone)* | *Armor Level I* |  | C_Driver_3_F |\n|  | **H_RacingHelmet_4_F** | *Racing Helmet (Vrana)* | *Armor Level I* |  | C_Driver_4_F |\n|  | **H_Shemag_khk** | *Shemag mask (Khaki)* | *No Armor* |  |  |\n|  | **H_Shemag_olive** | *Shemag (Olive)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_G_Soldier_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_M_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>I_L_Uniform_01_deserter_F \\| |\n|  | **H_Shemag_olive_hs** | *Shemag (Olive, Headset)* | *No Armor* |  |  |\n|  | **H_Shemag_tan** | *Shemag mask (Tan)* | *No Armor* |  |  |\n|  | **H_ShemagOpen_khk** | *Shemag (White)* | *No Armor* |  |  |\n|  | **H_ShemagOpen_tan** | *Shemag (Tan)* | *No Armor* |  |  |\n|  | **H_StrawHat** | *Straw Hat* | *No Armor* |  |  |\n|  | **H_StrawHat_dark** | *Straw Hat (Dark)* | *No Armor* |  |  |\n|  | **H_Tank_black_F** | *Crew Helmet (Soft) [CSAT]* | *Armor Level I* |  |  |\n|  | **H_Tank_eaf_F** | *Crew Helmet (Soft) [LDF]* | *Armor Level I* |  | I_E_Crew_F |\n|  | **H_TurbanO_blk** | *Black Turban* | *No Armor* |  |  |\n|  | **H_Watchcap_blk** | *Beanie* | *No Armor* |  | B_CTRG_soldier_M_medic_F<br>I_G_Soldier_SL_F<br>I_G_officer_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_officer_F<br>O_G_officer_F |\n|  | **H_Watchcap_camo** | *Beanie (Green)* | *No Armor* |  | B_recon_F<br>B_recon_JTAC_F<br>I_G_engineer_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_Recon_Sharpshooter_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_F |\n|  | **H_Watchcap_cbr** | *Beanie (Coyote)* | *No Armor* |  |  |\n|  | **H_Watchcap_khk** | *Beanie (Khaki)* | *No Armor* |  |  |\n|  | **H_Watchcap_sgg** | *Beanie (Sage)* | *No Armor* |  |  |\n|  | **H_WirelessEarpiece_F** | *Wireless Earpiece* |  |  |  |\n|  | **U_AntigonaBody** | *Underwear 5* |  |  |  |\n|  | **U_AttisBody** | *Underwear 4* |  |  |  |\n|  | **U_B_CBRN_Suit_01_MTP_F** | *CBRN Suit (MTP) [NATO]* |  |  | B_CBRN_Man_Oversuit_01_MTP_F |\n|  | **U_B_CBRN_Suit_01_Tropic_F** | *CBRN Suit (Tropic) [NATO]* |  |  | B_CBRN_Man_Oversuit_01_Tropic_F |\n|  | **U_B_CBRN_Suit_01_Wdl_F** | *CBRN Suit (Woodland) [NATO]* |  |  | B_W_Soldier_CBRN_F<br>B_CBRN_Man_Oversuit_01_Wdl_F |\n|  | **U_B_CombatUniform_mcam** | *Combat Fatigues (MTP)* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_F<br>B_Soldier_GL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_officer_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Survivor_F<br>B_Soldier_unarmed_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_HeavyGunner_F<br>B_Captain_Pettka_F<br>B_Patrol_Soldier_M_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_soldier_LAT2_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F \\| |\n|  | **U_B_CombatUniform_mcam_tshirt** | *Combat Fatigues (MTP) (Tee)* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_soldier_AR_F<br>B_medic_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_Story_Protagonist_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_AR_F \\| |\n|  | **U_B_CombatUniform_mcam_vest** | *Recon Fatigues (MTP)* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_lite_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_engineer_F<br>B_crew_F<br>B_recon_F<br>B_recon_TL_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F \\| |\n|  | **U_B_CombatUniform_mcam_wdl_f** | *Combat Fatigues (Woodland)* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_CombatFatigues_01_wdl_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Officer_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Survivor_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F \\| |\n|  | **U_B_CombatUniform_mcam_worn** | *Worn Combat Fatigues (MTP)* |  |  |  |\n|  | **U_B_CombatUniform_sgg** | *Combat Fatigues (MTP)* |  |  |  |\n|  | **U_B_CombatUniform_sgg_tshirt** | *Combat Fatigues (MTP) (Tee)* |  |  |  |\n|  | **U_B_CombatUniform_sgg_vest** | *Recon Fatigues (MTP)* |  |  |  |\n|  | **U_B_CombatUniform_tshirt_mcam_wdL_f** | *Combat Fatigues (Woodland, Tee)* |  |  | B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F |\n|  | **U_B_CombatUniform_vest_mcam_wdl_f** | *Recon Fatigues (Woodland)* |  |  | B_ReconFatigues_01_wdl_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_RadioOperator_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F |\n|  | **U_B_CombatUniform_wdl** | *Combat Fatigues (MTP)* |  |  |  |\n|  | **U_B_CombatUniform_wdl_tshirt** | *Combat Fatigues (MTP) (Tee)* |  |  |  |\n|  | **U_B_CombatUniform_wdl_vest** | *Recon Fatigues (MTP)* |  |  |  |\n|  | **U_B_CTRG_1** | *CTRG Combat Uniform* |  |  | B_CTRG_soldier_GL_LAT_F<br>B_CTRG_Sharphooter_F<br>B_Captain_Jay_F |\n|  | **U_B_CTRG_2** | *CTRG Combat Uniform (Tee)* |  |  | B_Story_SF_Captain_F<br>B_CTRG_soldier_engineer_exp_F |\n|  | **U_B_CTRG_3** | *CTRG Combat Uniform (Rolled-up)* |  |  | B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F |\n|  | **U_B_CTRG_Soldier_2_Arid_F** | *CTRG Stealth Uniform (Tee, Arid)* |  |  | B_CTRG_Soldier_2_arid_F |\n|  | **U_B_CTRG_Soldier_2_F** | *CTRG Stealth Uniform (Tee)* |  |  | B_CTRG_Soldier_2_F |\n|  | **U_B_CTRG_Soldier_3_Arid_F** | *CTRG Stealth Uniform (Rolled-up, Arid)* |  |  | B_CTRG_Soldier_3_arid_F |\n|  | **U_B_CTRG_Soldier_3_F** | *CTRG Stealth Uniform (Rolled-up)* |  |  | B_CTRG_Soldier_3_F<br>B_CTRG_Miller_F |\n|  | **U_B_CTRG_Soldier_Arid_F** | *CTRG Stealth Uniform (Arid)* |  |  | B_CTRG_Soldier_arid_F |\n|  | **U_B_CTRG_Soldier_F** | *CTRG Stealth Uniform* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_CTRG_Soldier_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Soldier_universal_F<br>B_CTRG_Soldier_LAT2_tna_F \\| |\n|  | **U_B_CTRG_Soldier_urb_1_F** | *CTRG Urban Uniform* |  |  | B_CTRG_Soldier_urb_1_F |\n|  | **U_B_CTRG_Soldier_urb_2_F** | *CTRG Urban Uniform (Tee)* |  |  | B_CTRG_Soldier_urb_2_F |\n|  | **U_B_CTRG_Soldier_urb_3_F** | *CTRG Urban Uniform (Rolled-up)* |  |  | B_CTRG_Soldier_urb_3_F |\n|  | **U_B_FullGhillie_ard** | *Full Ghillie (Arid) [NATO]* |  |  | B_ghillie_ard_F |\n|  | **U_B_FullGhillie_lsh** | *Full Ghillie (Lush) [NATO]* |  |  | B_ghillie_lsh_F |\n|  | **U_B_FullGhillie_sard** | *Full Ghillie (Semi-Arid) [NATO]* |  |  | B_ghillie_sard_F |\n|  | **U_B_G_Captain_Ivan_F** | *Paramilitary Garb (Jacket)* |  |  | B_G_Captain_Ivan_F |\n|  | **U_B_GEN_Commander_F** | *Gendarmerie Commander Uniform* |  |  | B_GEN_Commander_F<br>B_Captain_Dwarden_F |\n|  | **U_B_GEN_Soldier_F** | *Gendarmerie Uniform* |  |  | B_GEN_Soldier_F<br>B_GEN_Soldier_universal_F |\n|  | **U_B_GhillieSuit** | *Ghillie Suit [NATO]* |  |  | B_spotter_F<br>B_sniper_F |\n|  | **U_B_HeliPilotCoveralls** | *Heli Pilot Coveralls [NATO]* |  |  | B_Helipilot_F<br>B_helicrew_F<br>B_UAV_AI<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_Deck_Crew_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F |\n|  | **U_B_ParadeUniform_01_US_decorated_F** | *Parade Uniform (Decorated) [US]* |  |  | B_Uniform_ParadeUniform_01_US_decorated_F<br>B_Officer_Parade_Veteran_F |\n|  | **U_B_ParadeUniform_01_US_F** | *Parade Uniform [US]* |  |  | B_Uniform_ParadeUniform_01_US_F<br>B_Officer_Parade_F |\n|  | **U_B_PilotCoveralls** | *Pilot Coveralls [NATO]* |  |  | B_Pilot_F<br>B_T_Pilot_F<br>B_Fighter_Pilot_F |\n|  | **U_B_Protagonist_VR** | *VR Suit [NATO]* |  |  | B_Protagonist_VR_F |\n|  | **U_B_Soldier_VR** | *VR Entity Suit* |  |  |  |\n|  | **U_B_SpecopsUniform_sgg** | *Specop Fatigues (Sage)* |  |  |  |\n|  | **U_B_survival_uniform** | *Survival Fatigues* |  |  | b_soldier_survival_F |\n|  | **U_B_T_FullGhillie_tna_F** | *Full Ghillie (Jungle) [NATO]* |  |  | B_T_ghillie_tna_F |\n|  | **U_B_T_Sniper_F** | *Ghillie Suit (Tropic) [NATO]* |  |  | B_T_Sniper_F<br>B_T_Spotter_F |\n|  | **U_B_T_Soldier_AR_F** | *Combat Fatigues (Tropic, Tee)* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Recon_Exp_F<br>B_T_Recon_Medic_F<br>B_T_Recon_LAT_F \\| |\n|  | **U_B_T_Soldier_F** | *Combat Fatigues (Tropic)* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Soldier_A_F<br>B_T_Medic_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_T_soldier_mine_F<br>B_T_Soldier_LAT2_F \\| |\n|  | **U_B_T_Soldier_SL_F** | *Recon Fatigues (Tropic)* |  |  | B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Recon_F<br>B_T_Recon_TL_F |\n|  | **U_B_Wetsuit** | *Wetsuit [NATO]* |  |  | B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F |\n|  | **U_BasicBody** | *Underwear* |  |  | Underwear_F |\n|  | **U_BG_Guerilla1_1** | *Guerilla Garment* |  |  | B_G_Soldier_F<br>B_G_Soldier_lite_F<br>B_G_Soldier_A_F<br>B_G_Soldier_unarmed_F<br>B_G_Survivor_F<br>B_G_Soldier_universal_F<br>I_G_Story_SF_Captain_F<br>I_G_resistanceCommander_F |\n|  | **U_BG_Guerilla1_2_F** | *Guerilla Garment (Olive)* |  |  | B_G_Story_Guerilla_01_F |\n|  | **U_BG_Guerilla2_1** | *Guerilla Outfit (Plain, Dark)* |  |  | B_G_Soldier_AR_F<br>B_G_Soldier_exp_F |\n|  | **U_BG_Guerilla2_2** | *Guerilla Outfit (Pattern)* |  |  | B_G_engineer_F |\n|  | **U_BG_Guerilla2_3** | *Guerilla Outfit (Plain, Light)* |  |  | B_G_medic_F<br>B_G_Soldier_GL_F<br>B_G_officer_F |\n|  | **U_BG_Guerilla3_1** | *Guerilla Smocks* |  |  | B_G_Soldier_M_F |\n|  | **U_BG_Guerilla3_2** | *Guerilla Smocks 1* |  |  |  |\n|  | **U_BG_Guerrilla_6_1** | *Guerilla Apparel* |  |  | B_G_Soldier_LAT_F<br>B_G_Soldier_LAT2_F |\n|  | **U_BG_leader** | *Guerilla Uniform* |  |  | B_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>B_G_Sharpshooter_F |\n|  | **U_C_ArtTShirt_01_v1_F** | *Casual Clothes (Art of War)* |  |  | C_Uniform_ArtTShirt_01_v1_F<br>C_Man_casual_4_v2_F<br>C_Man_casual_4_v2_F_afro<br>C_Man_casual_4_v2_F_euro<br>C_Man_casual_4_v2_F_asia<br>C_Man_casual_4_v2_F_tanoan |\n|  | **U_C_ArtTShirt_01_v2_F** | *Casual Clothes (Drones)* |  |  | C_Uniform_ArtTShirt_01_v2_F<br>C_Man_casual_5_v2_F<br>C_Man_casual_5_v2_F_afro<br>C_Man_casual_5_v2_F_euro<br>C_Man_casual_5_v2_F_asia<br>C_Man_casual_5_v2_F_tanoan |\n|  | **U_C_ArtTShirt_01_v3_F** | *Casual Clothes (Waltham Robotics)* |  |  | C_Uniform_ArtTShirt_01_v3_F<br>C_Man_casual_6_v2_F<br>C_Man_casual_6_v2_F_afro<br>C_Man_casual_6_v2_F_euro<br>C_Man_casual_6_v2_F_asia<br>C_Man_casual_6_v2_F_tanoan |\n|  | **U_C_ArtTShirt_01_v4_F** | *Casual Clothes (Exhibition)* |  |  | C_Uniform_ArtTShirt_01_v4_F<br>C_Man_casual_7_F<br>C_Man_casual_7_F_afro<br>C_Man_casual_7_F_euro<br>C_Man_casual_7_F_asia<br>C_Man_casual_7_F_tanoan |\n|  | **U_C_ArtTShirt_01_v5_F** | *Casual Clothes (Robogeddon)* |  |  | C_Uniform_ArtTShirt_01_v5_F<br>C_Man_casual_8_F<br>C_Man_casual_8_F_afro<br>C_Man_casual_8_F_euro<br>C_Man_casual_8_F_asia<br>C_Man_casual_8_F_tanoan |\n|  | **U_C_ArtTShirt_01_v6_F** | *Casual Clothes (Abstract)* |  |  | C_Uniform_ArtTShirt_01_v6_F<br>C_Man_casual_9_F<br>C_Man_casual_9_F_afro<br>C_Man_casual_9_F_euro<br>C_Man_casual_9_F_asia<br>C_Man_casual_9_F_tanoan |\n|  | **U_C_CBRN_Suit_01_Blue_F** | *CBRN Suit (Blue)* |  |  | C_CBRN_Man_Oversuit_01_Blue_F |\n|  | **U_C_CBRN_Suit_01_White_F** | *CBRN Suit (White)* |  |  | C_CBRN_Man_Oversuit_01_White_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F |\n|  | **U_C_Commoner1_1** | *Commoner Clothes 2* |  |  | C_man_1_1_F<br>C_man_1_2_F<br>C_man_1_3_F |\n|  | **U_C_Commoner1_2** | *Commoner Clothes 2* |  |  |  |\n|  | **U_C_Commoner1_3** | *Commoner Clothes 3* |  |  |  |\n|  | **U_C_Commoner2_1** | *Commoner Clothes 4* |  |  |  |\n|  | **U_C_Commoner2_2** | *Commoner Clothes 5* |  |  |  |\n|  | **U_C_Commoner2_3** | *Commoner Clothes 6* |  |  |  |\n|  | **U_C_Commoner_shorts** | *Commoner Shorts* |  |  | C_man_shorts_1_F<br>C_man_shorts_1_F_afro<br>C_man_shorts_1_F_euro<br>C_man_shorts_1_F_asia |\n|  | **U_C_ConstructionCoverall_Black_F** | *Construction Coverall (Black)* |  |  | C_Man_ConstructionWorker_01_Black_F |\n|  | **U_C_ConstructionCoverall_Blue_F** | *Construction Coverall (Blue)* |  |  | C_Man_ConstructionWorker_01_Blue_F<br>C_Man_UtilityWorker_01_F |\n|  | **U_C_ConstructionCoverall_Red_F** | *Construction Coverall (Red)* |  |  | C_Man_ConstructionWorker_01_Red_F |\n|  | **U_C_ConstructionCoverall_Vrana_F** | *Construction Coverall (Vrana)* |  |  | C_Man_ConstructionWorker_01_Vrana_F |\n|  | **U_C_Driver_1** | *Driver Coverall (Fuel)* |  |  | C_Driver_1_F<br>C_Driver_1_random_base_F |\n|  | **U_C_Driver_1_black** | *Driver Coverall (Black)* |  |  | C_Driver_1_black_F |\n|  | **U_C_Driver_1_blue** | *Driver Coverall (Blue)* |  |  | C_Driver_1_blue_F |\n|  | **U_C_Driver_1_green** | *Driver Coverall (Green)* |  |  | C_Driver_1_green_F |\n|  | **U_C_Driver_1_orange** | *Driver Coverall (Orange)* |  |  | C_Driver_1_orange_F |\n|  | **U_C_Driver_1_red** | *Driver Coverall (Red)* |  |  | C_Driver_1_red_F |\n|  | **U_C_Driver_1_white** | *Driver Coverall (White)* |  |  | C_Driver_1_white_F |\n|  | **U_C_Driver_1_yellow** | *Driver Coverall (Yellow)* |  |  | C_Driver_1_yellow_F |\n|  | **U_C_Driver_2** | *Driver Coverall (Bluking)* |  |  | C_Driver_2_F |\n|  | **U_C_Driver_3** | *Driver Coverall (Redstone)* |  |  | C_Driver_3_F |\n|  | **U_C_Driver_4** | *Driver Coverall (Vrana)* |  |  | C_Driver_4_F |\n|  | **U_C_E_LooterJacket_01_F** | *Looter Clothes (Leather Jacket)* |  |  | C_E_LooterJacket_01_F<br>I_L_Criminal_SG_F |\n|  | **U_C_Farmer** | *Farmer Clothes* |  |  |  |\n|  | **U_C_Fisherman** | *Fishing Clothes* |  |  |  |\n|  | **U_C_FishermanOveralls** | *Fishing Overalls* |  |  |  |\n|  | **U_C_FormalSuit_01_black_F** | *Formal Suit (Black)* |  |  | C_Uniform_FormalSuit_01_black_F<br>C_Man_formal_1_F<br>C_Man_formal_1_F_afro<br>C_Man_formal_1_F_euro<br>C_Man_formal_1_F_asia<br>C_Man_formal_1_F_tanoan |\n|  | **U_C_FormalSuit_01_blue_F** | *Formal Suit (Blue)* |  |  | C_Uniform_FormalSuit_01_blue_F<br>C_Man_formal_3_F<br>C_Man_formal_3_F_afro<br>C_Man_formal_3_F_euro<br>C_Man_formal_3_F_asia<br>C_Man_formal_3_F_tanoan |\n|  | **U_C_FormalSuit_01_gray_F** | *Formal Suit (Gray)* |  |  | C_Uniform_FormalSuit_01_gray_F<br>C_Man_formal_2_F<br>C_Man_formal_2_F_afro<br>C_Man_formal_2_F_euro<br>C_Man_formal_2_F_asia<br>C_Man_formal_2_F_tanoan |\n|  | **U_C_FormalSuit_01_khaki_F** | *Formal Suit (Khaki)* |  |  | C_Uniform_FormalSuit_01_khaki_F<br>C_Man_formal_4_F<br>C_Man_formal_4_F_afro<br>C_Man_formal_4_F_euro<br>C_Man_formal_4_F_asia<br>C_Man_formal_4_F_tanoan |\n|  | **U_C_FormalSuit_01_tshirt_black_F** | *Formal Suit (T-Shirt, Black)* |  |  | C_Uniform_FormalSuit_01_tshirt_black_F<br>C_Man_smart_casual_1_F<br>C_Man_smart_casual_1_F_afro<br>C_Man_smart_casual_1_F_euro<br>C_Man_smart_casual_1_F_asia<br>C_Man_smart_casual_1_F_tanoan |\n|  | **U_C_FormalSuit_01_tshirt_gray_F** | *Formal Suit (T-Shirt, Gray)* |  |  | C_Uniform_FormalSuit_01_tshirt_gray_F<br>C_Man_smart_casual_2_F<br>C_Man_smart_casual_2_F_afro<br>C_Man_smart_casual_2_F_euro<br>C_Man_smart_casual_2_F_asia<br>C_Man_smart_casual_2_F_tanoan |\n|  | **U_C_HunterBody_brn** | *Hunting Clothes (Brown)* |  |  |  |\n|  | **U_C_HunterBody_grn** | *Hunting Clothes* |  |  | C_man_hunter_1_F<br>I_L_Hunter_F |\n|  | **U_C_IDAP_Man_cargo_F** | *Aid Worker Clothes (Cargo) [IDAP]* |  |  | C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Pilot_01_F<br>C_IDAP_Man_UAV_06_antimine_F |\n|  | **U_C_IDAP_Man_casual_F** | *Aid Worker Clothes (Polo) [IDAP]* |  |  | C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_Story_EOD_01_F |\n|  | **U_C_IDAP_Man_Jeans_F** | *Aid Worker Clothes (Jeans) [IDAP]* |  |  | C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_09_F |\n|  | **U_C_IDAP_Man_shorts_F** | *Aid Worker Clothes (Polo, Shorts) [IDAP]* |  |  | C_IDAP_Man_AidWorker_06_F |\n|  | **U_C_IDAP_Man_Tee_F** | *Aid Worker Clothes (Tee) [IDAP]* |  |  | C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_08_F |\n|  | **U_C_IDAP_Man_TeeShorts_F** | *Aid Worker Clothes (Tee, Shorts) [IDAP]* |  |  | C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_07_F |\n|  | **U_C_Journalist** | *Journalist Clothes* |  |  | C_journalist_F<br>C_Journalist_01_War_F |\n|  | **U_C_Man_casual_1_F** | *Casual Clothes (Navy)* |  |  | C_Man_casual_1_F<br>C_Man_casual_1_F_afro<br>C_Man_casual_1_F_euro<br>C_Man_casual_1_F_asia<br>C_Man_casual_1_F_tanoan<br>C_Man_French_universal_F<br>CivilianPresence_C_Man_casual_1_F_tanoan<br>CivilianPresence_C_Man_casual_1_F_euro<br>CivilianPresence_C_Man_casual_1_F_asia<br>CivilianPresence_C_Man_casual_1_F_afro |\n|  | **U_C_Man_casual_1_sick_F** | *Casual Clothes (Navy)* |  |  | C_Man_casual_1_F_afro_sick |\n|  | **U_C_Man_casual_2_F** | *Casual Clothes (Blue)* |  |  | C_Man_casual_2_F<br>C_Man_casual_2_F_afro<br>C_Man_casual_2_F_euro<br>C_Man_casual_2_F_asia<br>C_Man_casual_2_F_tanoan<br>C_Man_UAV_06_F<br>CivilianPresence_C_Man_casual_2_F_tanoan<br>CivilianPresence_C_Man_casual_2_F_euro<br>CivilianPresence_C_Man_casual_2_F_asia<br>CivilianPresence_C_Man_casual_2_F_afro |\n|  | **U_C_Man_casual_2_sick_F** | *Casual Clothes (Blue)* |  |  |  |\n|  | **U_C_Man_casual_3_F** | *Casual Clothes (Green)* |  |  | C_Man_casual_3_F<br>C_Man_casual_3_F_afro<br>C_Man_casual_3_F_euro<br>C_Man_casual_3_F_asia<br>C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_euro<br>CivilianPresence_C_Man_casual_3_F_asia<br>CivilianPresence_C_Man_casual_3_F_afro |\n|  | **U_C_Man_casual_3_sick_F** | *Casual Clothes (Green)* |  |  | C_Man_casual_3_F_afro_sick |\n|  | **U_C_Man_casual_4_F** | *Summer Clothes (Sky)* |  |  | C_Man_casual_4_F<br>C_Man_casual_4_F_afro<br>C_Man_casual_4_F_euro<br>C_Man_casual_4_F_asia<br>C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_euro<br>CivilianPresence_C_Man_casual_4_F_asia<br>CivilianPresence_C_Man_casual_4_F_afro |\n|  | **U_C_Man_casual_4_sick_F** | *Summer Clothes (Sky)* |  |  | C_Man_casual_4_F_afro_sick |\n|  | **U_C_Man_casual_5_F** | *Summer Clothes (Yellow)* |  |  | C_Man_casual_5_F<br>C_Man_casual_5_F_afro<br>C_Man_casual_5_F_euro<br>C_Man_casual_5_F_asia<br>C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_euro<br>CivilianPresence_C_Man_casual_5_F_asia<br>CivilianPresence_C_Man_casual_5_F_afro |\n|  | **U_C_Man_casual_5_sick_F** | *Summer Clothes (Yellow)* |  |  | C_Man_casual_5_F_afro_sick |\n|  | **U_C_Man_casual_6_F** | *Summer Clothes (Red)* |  |  | C_Man_casual_6_F<br>C_Man_casual_6_F_afro<br>C_Man_casual_6_F_euro<br>C_Man_casual_6_F_asia<br>C_Man_casual_6_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_euro<br>CivilianPresence_C_Man_casual_6_F_asia<br>CivilianPresence_C_Man_casual_6_F_afro |\n|  | **U_C_Man_casual_6_sick_F** | *Summer Clothes (Red)* |  |  | C_Man_casual_6_F_afro_sick |\n|  | **U_C_man_sport_1_F** | *Sport Clothes (Beach)* |  |  | C_man_sport_1_F<br>C_man_sport_1_F_afro<br>C_man_sport_1_F_euro<br>C_man_sport_1_F_asia<br>C_man_sport_1_F_tanoan |\n|  | **U_C_man_sport_2_F** | *Sport Clothes (Orange)* |  |  | C_man_sport_2_F<br>C_man_sport_2_F_afro<br>C_man_sport_2_F_euro<br>C_man_sport_2_F_asia<br>C_man_sport_2_F_tanoan |\n|  | **U_C_man_sport_2_sick_F** | *Sport Clothes (Orange)* |  |  | C_man_sport_2_F_afro_sick |\n|  | **U_C_man_sport_3_F** | *Sport Clothes (Blue)* |  |  | C_man_sport_3_F<br>C_man_sport_3_F_afro<br>C_man_sport_3_F_euro<br>C_man_sport_3_F_asia<br>C_man_sport_3_F_tanoan |\n|  | **U_C_Mechanic_01_F** | *Mechanic Clothes* |  |  | C_Story_Mechanic_01_F<br>I_L_Looter_SG_F |\n|  | **U_C_Novak** | *Novak's Leisure Suit* |  |  |  |\n|  | **U_C_Paramedic_01_F** | *Paramedic Outfit* |  |  | C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_Man_UAV_06_medical_F |\n|  | **U_C_Poloshirt_blue** | *Commoner Clothes (Blue)* |  |  | C_man_polo_1_F<br>C_man_polo_1_F_afro<br>C_man_polo_1_F_euro<br>C_man_polo_1_F_asia<br>C_Man_Fisherman_01_F<br>CivilianPresence_C_man_polo_1_F_euro<br>CivilianPresence_C_man_polo_1_F_asia<br>CivilianPresence_C_man_polo_1_F_afro |\n|  | **U_C_Poloshirt_blue_sick** | *Commoner Clothes (Blue)* |  |  | C_man_polo_1_F_afro_sick |\n|  | **U_C_Poloshirt_burgundy** | *Commoner Clothes (Burgundy)* |  |  | C_man_polo_2_F<br>C_man_polo_2_F_afro<br>C_man_polo_2_F_euro<br>C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_2_F_euro<br>CivilianPresence_C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_2_F_afro |\n|  | **U_C_Poloshirt_burgundy_sick** | *Commoner Clothes (Burgundy)* |  |  | C_man_polo_2_F_afro_sick |\n|  | **U_C_Poloshirt_redwhite** | *Commoner Clothes (Red-White)* |  |  | C_man_polo_6_F<br>C_man_polo_6_F_afro<br>C_man_polo_6_F_euro<br>C_man_polo_6_F_asia<br>CivilianPresence_C_man_polo_6_F_euro<br>CivilianPresence_C_man_polo_6_F_asia<br>CivilianPresence_C_man_polo_6_F_afro<br>C_Man_6_enoch_F<br>CivilianPresence_C_Man_6_enoch_F |\n|  | **U_C_Poloshirt_redwhite_sick** | *Commoner Clothes (Red-White)* |  |  | C_man_polo_6_F_afro_sick |\n|  | **U_C_Poloshirt_salmon** | *Commoner Clothes (Salmon)* |  |  | C_man_polo_5_F<br>C_man_polo_5_F_afro<br>C_man_polo_5_F_euro<br>C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_5_F_euro<br>CivilianPresence_C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_5_F_afro |\n|  | **U_C_Poloshirt_stripped** | *Commoner Clothes (Striped)* |  |  | C_man_1<br>C_man_polo_3_F<br>C_man_polo_3_F_afro<br>C_man_polo_3_F_euro<br>C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_3_F_euro<br>CivilianPresence_C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_3_F_afro<br>C_Man_5_enoch_F<br>CivilianPresence_C_Man_5_enoch_F |\n|  | **U_C_Poloshirt_stripped_sick** | *Commoner Clothes (Striped)* |  |  | C_man_polo_3_F_afro_sick |\n|  | **U_C_Poloshirt_tricolour** | *Commoner Clothes (Tricolor)* |  |  | C_man_polo_4_F<br>C_man_polo_4_F_afro<br>C_man_polo_4_F_euro<br>C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_4_F_euro<br>CivilianPresence_C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_4_F_afro |\n|  | **U_C_Poor_1** | *Worn Clothes* |  |  | C_man_p_fugitive_F<br>C_man_p_fugitive_F_afro<br>C_man_p_fugitive_F_euro<br>C_man_p_fugitive_F_asia<br>C_Man_Messenger_01_F |\n|  | **U_C_Poor_2** | *Worn Clothes* |  |  | C_man_p_beggar_F<br>C_man_p_beggar_F_afro<br>C_man_p_beggar_F_euro<br>C_man_p_beggar_F_asia |\n|  | **U_C_Poor_2_sick** | *Worn Clothes* |  |  | C_man_p_beggar_F_afro_sick |\n|  | **U_C_Poor_shorts_1** | *Worn Shorts 1* |  |  | C_man_p_shorts_1_F<br>C_man_p_shorts_1_F_afro<br>C_man_p_shorts_1_F_euro<br>C_man_p_shorts_1_F_asia |\n|  | **U_C_Poor_shorts_2** | *Worn Shorts 2* |  |  |  |\n|  | **U_C_PriestBody** | *Clerical Robes* |  |  |  |\n|  | **U_C_Protagonist_VR** | *VR Suit [Civilians]* |  |  | C_Protagonist_VR_F |\n|  | **U_C_Scavenger_1** | *Scavenger Clothes (Light)* |  |  |  |\n|  | **U_C_Scavenger_2** | *Scavenger Clothes (Dark)* |  |  |  |\n|  | **U_C_Scientist** | *Scientist Clothes* |  |  | C_scientist_F |\n|  | **U_C_ShirtSurfer_shorts** | *Surfer Outfit 1* |  |  | C_man_shorts_2_F<br>C_man_shorts_2_F_afro<br>C_man_shorts_2_F_euro<br>C_man_shorts_2_F_asia |\n|  | **U_C_Soldier_VR** | *VR Entity Suit* |  |  |  |\n|  | **U_C_TeeSurfer_shorts_1** | *Surfer Outfit 2* |  |  | C_man_shorts_3_F<br>C_man_shorts_3_F_afro<br>C_man_shorts_3_F_euro<br>C_man_shorts_3_F_asia |\n|  | **U_C_TeeSurfer_shorts_2** | *Surfer Outfit 3* |  |  | C_man_shorts_4_F<br>C_man_shorts_4_F_afro<br>C_man_shorts_4_F_euro<br>C_man_shorts_4_F_asia |\n|  | **U_C_Uniform_Farmer_01_F** | *Farmer Outfit* |  |  | C_Uniform_Farmer_01_F<br>C_Farmer_01_enoch_F<br>CivilianPresence_C_Farmer_01_enoch_F |\n|  | **U_C_Uniform_Scientist_01_F** | *Scientist Outfit (Formal, White)* |  |  | C_Uniform_Scientist_01_F<br>C_scientist_02_formal_F |\n|  | **U_C_Uniform_Scientist_01_formal_F** | *Scientist Outfit (Formal, Blue)* |  |  | C_Uniform_Scientist_01_formal_F<br>C_scientist_01_formal_F |\n|  | **U_C_Uniform_Scientist_02_F** | *Scientist Outfit (Informal, Black)* |  |  | C_Uniform_Scientist_02_F<br>C_scientist_02_informal_F |\n|  | **U_C_Uniform_Scientist_02_formal_F** | *Scientist Outfit (Informal, Red)* |  |  | C_Uniform_Scientist_02_formal_F<br>C_scientist_01_informal_F |\n|  | **U_C_WorkerCoveralls** | *Worker Coveralls* |  |  | C_man_w_worker_F<br>C_man_pilot_F |\n|  | **U_C_WorkerOveralls** | *Worker Clothes* |  |  |  |\n|  | **U_Competitor** | *Competitor Suit* |  |  | B_Competitor_F |\n|  | **U_I_C_Soldier_Bandit_1_F** | *Bandit Clothes (Polo Shirt)* |  |  | I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_7_F |\n|  | **U_I_C_Soldier_Bandit_2_F** | *Bandit Clothes (Skull)* |  |  | I_C_Soldier_Bandit_2_F |\n|  | **U_I_C_Soldier_Bandit_3_F** | *Bandit Clothes (Tee)* |  |  | I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Pilot_F<br>I_L_Looter_Pistol_F |\n|  | **U_I_C_Soldier_Bandit_4_F** | *Bandit Clothes (Checkered)* |  |  | I_C_Soldier_Bandit_4_F |\n|  | **U_I_C_Soldier_Bandit_5_F** | *Bandit Clothes (Tank Top)* |  |  | I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_8_F |\n|  | **U_I_C_Soldier_Camo_F** | *Syndikat Uniform* |  |  | I_C_Soldier_Camo_F |\n|  | **U_I_C_Soldier_Para_1_F** | *Paramilitary Garb (Tee)* |  |  | I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_6_F<br>I_C_Helipilot_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F |\n|  | **U_I_C_Soldier_Para_2_F** | *Paramilitary Garb (Jacket)* |  |  | I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_8_F |\n|  | **U_I_C_Soldier_Para_3_F** | *Paramilitary Garb (Shirt)* |  |  | I_C_Soldier_Para_3_F |\n|  | **U_I_C_Soldier_Para_4_F** | *Paramilitary Garb (Tank Top)* |  |  | I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_7_F |\n|  | **U_I_C_Soldier_Para_5_F** | *Paramilitary Garb (Shorts)* |  |  | I_C_Soldier_Para_5_F |\n|  | **U_I_CBRN_Suit_01_AAF_F** | *CBRN Suit [AAF]* |  |  | I_CBRN_Man_Oversuit_01_AAF_F |\n|  | **U_I_CombatUniform** | *Combat Fatigues [AAF]* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_soldier_F<br>I_Soldier_GL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_engineer_F<br>I_crew_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Survivor_F<br>I_Soldier_unarmed_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_Soldier_LAT2_F \\| |\n|  | **U_I_CombatUniform_shortsleeve** | *Combat Fatigues [AAF] (Rolled-up)* |  |  | I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_soldier_mine_F |\n|  | **U_I_CombatUniform_tshirt** | *Combat Fatigues [AAF] (Officer)* |  |  | I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F |\n|  | **U_I_E_CBRN_Suit_01_EAF_F** | *CBRN Suit [LDF]* |  |  | I_E_CBRN_Man_Oversuit_01_EAF_F<br>I_E_Soldier_CBRN_F |\n|  | **U_I_E_ParadeUniform_01_LDF_decorated_F** | *Parade Uniform (Decorated) [LDF]* |  |  | I_E_Uniform_ParadeUniform_01_LDF_decorated_F<br>I_E_Officer_Parade_Veteran_F |\n|  | **U_I_E_ParadeUniform_01_LDF_F** | *Parade Uniform [LDF]* |  |  | I_E_Uniform_ParadeUniform_01_LDF_F<br>I_E_Officer_Parade_F |\n|  | **U_I_E_Uniform_01_coveralls_F** | *Heli Pilot Coveralls [LDF]* |  |  | I_E_Uniform_01_coveralls_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F |\n|  | **U_I_E_Uniform_01_F** | *Combat Fatigues [LDF]* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_E_Uniform_01_F<br>I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Soldier_TL_F<br>I_E_Survivor_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_universal_F \\| |\n|  | **U_I_E_Uniform_01_officer_F** | *Combat Fatigues (Officer) [LDF]* |  |  | I_E_Uniform_01_officer_F<br>I_E_Officer_F |\n|  | **U_I_E_Uniform_01_shortsleeve_F** | *Combat Fatigues (Rolled-up) [LDF]* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_E_Uniform_01_shortsleeve_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_SL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Exp_F<br>I_E_Medic_F<br>I_E_Crew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F \\| |\n|  | **U_I_E_Uniform_01_sweater_F** | *Combat Fatigues (Sweater) [LDF]* |  |  | I_E_Uniform_01_sweater_F<br>I_E_Soldier_MP_F |\n|  | **U_I_E_Uniform_01_tanktop_F** | *Combat Fatigues (Tank Top) [LDF]* |  |  | I_E_Uniform_01_tanktop_F<br>I_E_Soldier_lite_F |\n|  | **U_I_FullGhillie_ard** | *Full Ghillie (Arid) [AAF]* |  |  | I_ghillie_ard_F |\n|  | **U_I_FullGhillie_lsh** | *Full Ghillie (Lush) [AAF]* |  |  | I_ghillie_lsh_F |\n|  | **U_I_FullGhillie_sard** | *Full Ghillie (Semi-Arid) [AAF]* |  |  | I_ghillie_sard_F |\n|  | **U_I_G_resistanceLeader_F** | *Combat Fatigues (Stavrou)* |  |  | I_G_resistanceLeader_F |\n|  | **U_I_G_Story_Protagonist_F** | *Worn Combat Fatigues (Kerry)* |  |  | I_G_Story_Protagonist_F |\n|  | **U_I_GhillieSuit** | *Ghillie Suit [AAF]* |  |  | I_Spotter_F<br>I_Sniper_F |\n|  | **U_I_HeliPilotCoveralls** | *Heli Pilot Coveralls [AAF]* |  |  | I_helipilot_F<br>I_helicrew_F |\n|  | **U_I_L_Uniform_01_camo_F** | *Deserter Clothes (Jacket)* |  |  | I_L_Uniform_01_camo_F |\n|  | **U_I_L_Uniform_01_deserter_F** | *Deserter Clothes (T-Shirt)* |  |  | I_L_Uniform_01_deserter_F |\n|  | **U_I_L_Uniform_01_tshirt_black_F** | *Looter Clothes (T-Shirt, Black)* |  |  | C_Man_2_enoch_F<br>CivilianPresence_C_Man_2_enoch_F<br>I_L_Uniform_01_tshirt_black_F |\n|  | **U_I_L_Uniform_01_tshirt_olive_F** | *Looter Clothes (T-Shirt, Olive)* |  |  | C_Man_4_enoch_F<br>CivilianPresence_C_Man_4_enoch_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Looter_SMG_F |\n|  | **U_I_L_Uniform_01_tshirt_skull_F** | *Looter Clothes (T-Shirt, Skull)* |  |  | C_Man_1_enoch_F<br>CivilianPresence_C_Man_1_enoch_F<br>I_L_Uniform_01_tshirt_skull_F |\n|  | **U_I_L_Uniform_01_tshirt_sport_F** | *Looter Clothes (T-Shirt, Sport)* |  |  | C_Man_3_enoch_F<br>CivilianPresence_C_Man_3_enoch_F<br>I_L_Uniform_01_tshirt_sport_F |\n|  | **U_I_OfficerUniform** | *Combat Fatigues [AAF] (Officer)* |  |  | I_officer_F<br>I_Story_Colonel_F<br>I_Captain_Hladas_F<br>I_Story_Officer_01_F |\n|  | **U_I_ParadeUniform_01_AAF_decorated_F** | *Parade Uniform (Decorated) [AAF]* |  |  | I_Uniform_ParadeUniform_01_AAF_decorated_F<br>I_Officer_Parade_Veteran_F |\n|  | **U_I_ParadeUniform_01_AAF_F** | *Parade Uniform [AAF]* |  |  | I_Uniform_ParadeUniform_01_AAF_F<br>I_Officer_Parade_F |\n|  | **U_I_pilotCoveralls** | *Pilot Coveralls [AAF]* |  |  | I_pilot_F<br>I_Fighter_Pilot_F |\n|  | **U_I_Protagonist_VR** | *VR Suit [AAF]* |  |  | I_Protagonist_VR_F |\n|  | **U_I_Soldier_VR** | *VR Entity Suit* |  |  |  |\n|  | **U_I_Wetsuit** | *Wetsuit [AAF]* |  |  | I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F |\n|  | **U_IG_Guerilla1_1** | *Guerilla Garment* |  |  | I_G_Soldier_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_A_F<br>I_G_Soldier_unarmed_F<br>I_G_Survivor_F<br>I_G_Soldier_universal_F |\n|  | **U_IG_Guerilla2_1** | *Guerilla Outfit (Plain, Dark)* |  |  | I_G_Soldier_AR_F<br>I_G_Soldier_exp_F |\n|  | **U_IG_Guerilla2_2** | *Guerilla Outfit (Pattern)* |  |  | I_G_engineer_F |\n|  | **U_IG_Guerilla2_3** | *Guerilla Outfit (Plain, Light)* |  |  | I_G_medic_F<br>I_G_Soldier_GL_F<br>I_G_officer_F |\n|  | **U_IG_Guerilla3_1** | *Guerilla Smocks* |  |  | I_G_Soldier_M_F<br>I_L_Looter_Rifle_F |\n|  | **U_IG_Guerilla3_2** | *Guerilla Smocks 1* |  |  |  |\n|  | **U_IG_Guerrilla_6_1** | *Guerilla Apparel* |  |  | I_G_Soldier_LAT_F<br>I_G_Soldier_LAT2_F |\n|  | **U_IG_leader** | *Guerilla Uniform* |  |  | I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Sharpshooter_F |\n|  | **U_IG_Menelaos** | *Kabeiroi Leader's Outfit* |  |  |  |\n|  | **U_KerryBody** | *Combat Fatigues (Kerry)* |  |  |  |\n|  | **U_Marshal** | *Marshal Clothes* |  |  | C_Marshal_F |\n|  | **U_MillerBody** | *Combat Fatigues (Miller)* |  |  |  |\n|  | **U_NikosAgedBody** | *Underwear 1* |  |  | C_Nikos_aged |\n|  | **U_NikosBody** | *Nikos Clothes* |  |  | C_Nikos |\n|  | **U_O_CombatUniform_ocamo** | *Fatigues (Hex) [CSAT]* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_Soldier_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Survivor_F<br>O_Soldier_unarmed_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_Sharpshooter_F<br>O_HeavyGunner_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_R_Gorka_base_F \\| |\n|  | **U_O_CombatUniform_oucamo** | *Fatigues (Urban) [CSAT]* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_SoldierU_unarmed_F<br>O_Urban_Sharpshooter_F<br>O_Urban_HeavyGunner_F \\| |\n|  | **U_O_FullGhillie_ard** | *Full Ghillie (Arid) [CSAT]* |  |  | O_ghillie_ard_F |\n|  | **U_O_FullGhillie_lsh** | *Full Ghillie (Lush) [CSAT]* |  |  | O_ghillie_lsh_F |\n|  | **U_O_FullGhillie_sard** | *Full Ghillie (Semi-Arid) [CSAT]* |  |  | O_ghillie_sard_F |\n|  | **U_O_GEN_Commander_F** | *Gendarmerie Commander Uniform* |  |  | O_GEN_Commander_F |\n|  | **U_O_GEN_Soldier_F** | *Gendarmerie Uniform* |  |  | O_GEN_Soldier_F |\n|  | **U_O_GhillieSuit** | *Ghillie Suit [CSAT]* |  |  | O_spotter_F<br>O_sniper_F |\n|  | **U_O_officer_noInsignia_hex_F** | *Light Fatigues (Hex)* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F \\| |\n|  | **U_O_OfficerUniform_ocamo** | *Officer Fatigues (Hex)* |  |  | O_officer_F |\n|  | **U_O_ParadeUniform_01_CSAT_decorated_F** | *Parade Uniform (Decorated) [CSAT]* |  |  | O_Uniform_ParadeUniform_01_CSAT_decorated_F<br>O_Officer_Parade_Veteran_F |\n|  | **U_O_ParadeUniform_01_CSAT_F** | *Parade Uniform [CSAT]* |  |  | O_Uniform_ParadeUniform_01_CSAT_F<br>O_Officer_Parade_F |\n|  | **U_O_PilotCoveralls** | *Pilot Coveralls [CSAT]* |  |  | O_helipilot_F<br>O_Pilot_F<br>O_helicrew_F<br>O_UAV_AI<br>I_UAV_AI<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Pilot_F<br>O_Fighter_Pilot_F |\n|  | **U_O_Protagonist_VR** | *VR Suit [CSAT]* |  |  | O_Protagonist_VR_F |\n|  | **U_O_R_Gorka_01_black_F** | *Tracksuit (Black)* |  |  | O_R_Gorka_black_F<br>I_L_Criminal_SMG_F |\n|  | **U_O_R_Gorka_01_brown_F** | *Granit-B Suit (Weathered)* |  |  | O_R_Gorka_brown_F |\n|  | **U_O_R_Gorka_01_camo_F** | *Granit-T Suit* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_R_Gorka_camo_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Engineer_F \\| |\n|  | **U_O_R_Gorka_01_F** | *Granit-B Suit* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_R_Gorka_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_LAT_F \\| |\n|  | **U_O_Soldier_VR** | *VR Entity Suit* |  |  |  |\n|  | **U_O_SpecopsUniform_blk** | *Recon Fatigues (Black)* |  |  |  |\n|  | **U_O_SpecopsUniform_ocamo** | *Recon Fatigues (Hex)* |  |  | O_crew_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Pathfinder_F |\n|  | **U_O_T_FullGhillie_tna_F** | *Full Ghillie (Jungle) [CSAT]* |  |  | O_T_ghillie_tna_F |\n|  | **U_O_T_Officer_F** | *Officer Fatigues (Green Hex) [CSAT]* |  |  | O_T_Officer_F |\n|  | **U_O_T_Sniper_F** | *Ghillie Suit (Green Hex) [CSAT]* |  |  | O_T_Sniper_F<br>O_T_Spotter_F |\n|  | **U_O_T_Soldier_F** | *Fatigues (Green Hex) [CSAT]* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Soldier_PG_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_T_soldier_mine_F<br>O_T_Soldier_HAT_F<br>O_T_Soldier_AHAT_F \\| |\n|  | **U_O_V_Soldier_Viper_F** | *Special Purpose Suit (Green Hex)* |  |  | O_V_Soldier_Viper_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F |\n|  | **U_O_V_Soldier_Viper_hex_F** | *Special Purpose Suit (Hex)* |  |  | O_V_Soldier_Viper_hex_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F |\n|  | **U_O_Wetsuit** | *Wetsuit [CSAT]* |  |  | O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F |\n|  | **U_OG_Guerilla1_1** | *Guerilla Garment* |  |  | O_G_Soldier_F<br>O_G_Soldier_lite_F<br>O_G_Soldier_A_F<br>O_G_Soldier_unarmed_F<br>O_G_Survivor_F<br>O_G_Soldier_universal_F |\n|  | **U_OG_Guerilla2_1** | *Guerilla Outfit (Plain, Dark)* |  |  | O_G_Soldier_AR_F<br>O_G_Soldier_exp_F |\n|  | **U_OG_Guerilla2_2** | *Guerilla Outfit (Pattern)* |  |  | O_G_engineer_F |\n|  | **U_OG_Guerilla2_3** | *Guerilla Outfit (Plain, Light)* |  |  | O_G_medic_F<br>O_G_Soldier_GL_F<br>O_G_officer_F |\n|  | **U_OG_Guerilla3_1** | *Guerilla Smocks* |  |  | O_G_Soldier_M_F |\n|  | **U_OG_Guerilla3_2** | *Guerilla Smocks 1* |  |  |  |\n|  | **U_OG_Guerrilla_6_1** | *Guerilla Apparel* |  |  | O_G_Soldier_LAT_F<br>O_G_Soldier_LAT2_F |\n|  | **U_OG_leader** | *Guerilla Uniform* |  |  | O_G_Soldier_SL_F<br>O_G_Soldier_TL_F<br>O_G_Sharpshooter_F |\n|  | **U_OI_Scientist** | *Scientist Suit* |  |  |  |\n|  | **U_OrestesBody** | *Jacket and Shorts* |  |  | C_Orestes |\n|  | **U_Rangemaster** | *Rangemaster Suit* |  |  | B_RangeMaster_F |\n|  | **U_Tank_green_F** | *Tanker Coveralls [AAF]* |  |  | I_Story_Crew_F |\n|  | **U_VirtualMan_F** | *Invisible Uniform* |  |  |  |\n|  | **V_BandollierB_blk** | *Slash Bandolier (Black)* | *No Armor* |  | I_G_Soldier_lite_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>I_C_Soldier_Bandit_4_F |\n|  | **V_BandollierB_cbr** | *Slash Bandolier (Coyote)* | *No Armor* |  | O_A_soldier_A_F<br>O_A_medic_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_LAT_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F |\n|  | **V_BandollierB_ghex_F** | *Slash Bandolier (Green Hex)* | *No Armor* |  | O_T_Crew_F<br>O_T_Officer_F |\n|  | **V_BandollierB_khk** | *Slash Bandolier (Khaki)* | *No Armor* |  | I_G_Soldier_M_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>O_officer_F<br>O_Soldier_lite_F<br>O_crew_F |\n|  | **V_BandollierB_oli** | *Slash Bandolier (Olive)* | *No Armor* |  | I_crew_F<br>I_officer_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>I_Story_Officer_01_F<br>I_E_Officer_F |\n|  | **V_BandollierB_rgr** | *Slash Bandolier (Green)* | *No Armor* |  | B_Soldier_lite_F<br>B_crew_F<br>B_officer_F<br>I_C_Soldier_Bandit_7_F<br>B_T_Crew_F<br>B_T_Officer_F<br>B_W_Crew_F<br>B_W_Officer_F |\n|  | **V_CarrierRigKBT_01_EAF_F** | *Modular Carrier Vest (Geometric)* | *Armor Level III* |  | I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F |\n|  | **V_CarrierRigKBT_01_heavy_EAF_F** | *Modular Carrier GL Rig (Geometric)* | *Explosive Resistant* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_E_Soldier_GL_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Medic_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F \\| |\n|  | **V_CarrierRigKBT_01_heavy_Olive_F** | *Modular Carrier GL Rig (Olive)* | *Explosive Resistant* |  |  |\n|  | **V_CarrierRigKBT_01_light_EAF_F** | *Modular Carrier Lite (Geometric)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_soldier_M_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Soldier_universal_F \\| |\n|  | **V_CarrierRigKBT_01_light_Olive_F** | *Modular Carrier Lite (Olive)* | *Armor Level III* |  |  |\n|  | **V_CarrierRigKBT_01_Olive_F** | *Modular Carrier Vest (Olive)* | *Armor Level III* |  |  |\n|  | **V_Chestrig_blk** | *Chest Rig (Black)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_G_Soldier_SL_F<br>I_G_engineer_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_GL_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Bandit_5_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F \\| |\n|  | **V_Chestrig_khk** | *Chest Rig (Khaki)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_spotter_F<br>O_sniper_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_universal_F<br>O_T_ghillie_tna_F<br>O_A_soldier_AR_F<br>O_A_soldier_GL_F<br>O_A_soldier_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_Soldier_AHAT_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F \\| |\n|  | **V_Chestrig_oli** | *Chest Rig (Olive)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_G_Soldier_F<br>I_G_Soldier_A_F<br>I_G_officer_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_SF_Captain_F<br>I_Soldier_lite_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_base_unarmed_F<br>I_L_Uniform_01_deserter_F \\| |\n|  | **V_Chestrig_rgr** | *Chest Rig (Green)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_engineer_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>B_Recon_Sharpshooter_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Engineer_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_G_Captain_Ivan_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Engineer_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F \\| |\n|  | **V_DeckCrew_blue_F** | *Deck Crew Vest (Blue)* | *Armor Level II* |  |  |\n|  | **V_DeckCrew_brown_F** | *Deck Crew Vest (Brown)* | *Armor Level II* |  |  |\n|  | **V_DeckCrew_green_F** | *Deck Crew Vest (Green)* | *Armor Level II* |  |  |\n|  | **V_DeckCrew_red_F** | *Deck Crew Vest (Red)* | *Armor Level II* |  |  |\n|  | **V_DeckCrew_violet_F** | *Deck Crew Vest (Violet)* | *Armor Level II* |  |  |\n|  | **V_DeckCrew_white_F** | *Deck Crew Vest (White)* | *Armor Level II* |  |  |\n|  | **V_DeckCrew_yellow_F** | *Deck Crew Vest (Yellow)* | *Armor Level II* |  | B_Deck_Crew_F |\n|  | **V_EOD_blue_F** | *EOD Vest (Blue)* | *Explosive Resistant* |  |  |\n|  | **V_EOD_coyote_F** | *EOD Vest (Coyote)* | *Explosive Resistant* |  |  |\n|  | **V_EOD_IDAP_blue_F** | *EOD Vest (Blue) [IDAP]* | *Explosive Resistant* |  | C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_Story_EOD_01_F |\n|  | **V_EOD_olive_F** | *EOD Vest (Olive)* | *Explosive Resistant* |  |  |\n|  | **V_HarnessO_brn** | *LBV Harness* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_Soldier_F<br>O_Soldier_AR_F<br>O_soldier_repair_F<br>O_Soldier_A_F<br>O_engineer_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_Soldier_universal_F<br>O_Soldier_unarmed_F<br>O_recon_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F \\| |\n|  | **V_HarnessO_ghex_F** | *LBV Harness (Green Hex)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_T_Soldier_A_F<br>O_T_Soldier_AR_F<br>O_T_Engineer_F<br>O_T_Soldier_PG_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_SL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F \\| |\n|  | **V_HarnessO_gry** | *LBV Harness (Grey)* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_AAT_F<br>O_soldierU_AAA_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_engineer_U_F<br>O_soldierU_A_F<br>O_SoldierU_unarmed_F<br>O_Urban_Sharpshooter_F<br>O_Urban_HeavyGunner_F \\| |\n|  | **V_HarnessOGL_brn** | *LBV Grenadier Harness* | *No Armor* |  | O_Soldier_GL_F<br>O_Soldier_TL_F<br>O_recon_JTAC_F<br>O_recon_TL_F |\n|  | **V_HarnessOGL_ghex_F** | *LBV Grenadier Harness (Green Hex)* | *No Armor* |  | O_T_Soldier_GL_F<br>O_T_Soldier_TL_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_TL_F |\n|  | **V_HarnessOGL_gry** | *LBV Grenadier Harness (Grey)* | *No Armor* |  | O_soldierU_TL_F<br>O_SoldierU_GL_F |\n|  | **V_HarnessOSpec_brn** | *ELBV Harness* | *No Armor* |  |  |\n|  | **V_HarnessOSpec_gry** | *ELBV Harness (Grey)* | *No Armor* |  |  |\n|  | **V_I_G_resistanceLeader_F** | *Tactical Vest (Stavrou)* | *Armor Level I* |  | I_G_resistanceLeader_F |\n|  | **V_LegStrapBag_black_F** | *Leg Strap Bag (Black)* | *No Armor* |  | C_IDAP_Man_AidWorker_09_F |\n|  | **V_LegStrapBag_coyote_F** | *Leg Strap Bag (Coyote)* | *No Armor* |  | C_Man_Messenger_01_F |\n|  | **V_LegStrapBag_olive_F** | *Leg Strap Bag (Olive)* | *No Armor* |  |  |\n|  | **V_Plain_crystal_F** | *Identification Vest (Red Crystal)* | *No Armor* |  |  |\n|  | **V_Plain_medical_F** | *Identification Vest [IDAP]* | *No Armor* |  | C_IDAP_Man_AidWorker_07_F |\n|  | **V_PlateCarrier1_blk** | *Carrier Lite (Black)* | *Armor Level III* |  |  |\n|  | **V_PlateCarrier1_rgr** | *Carrier Lite (Green)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_F<br>B_soldier_M_F<br>B_soldier_repair_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_Soldier_universal_F<br>B_Soldier_unarmed_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_Sharpshooter_F<br>B_HeavyGunner_F<br>Underwear_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_Soldier_AT_F<br>B_CombatFatigues_01_wdl_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F \\| |\n|  | **V_PlateCarrier1_rgr_noflag_F** | *Carrier Lite (Green, No Flag)* | *Armor Level III* |  |  |\n|  | **V_PlateCarrier1_tna_F** | *Carrier Lite (Tropic)* | *Armor Level III* |  | B_T_Soldier_A_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F |\n|  | **V_PlateCarrier1_wdl** | *Carrier Lite (Woodland)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_W_Soldier_A_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F \\| |\n|  | **V_PlateCarrier2_blk** | *Carrier Rig (Black)* | *Armor Level IV* |  |  |\n|  | **V_PlateCarrier2_rgr** | *Carrier Rig (Green)* | *Armor Level IV* |  | B_soldier_AR_F<br>B_soldier_LAT_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_soldier_LAT2_F<br>B_CombatFatigues_01_Tshirt_wdl_F |\n|  | **V_PlateCarrier2_rgr_noflag_F** | *Carrier Rig (Green, No Flag)* | *Armor Level IV* |  | B_CTRG_Miller_F |\n|  | **V_PlateCarrier2_tna_F** | *Carrier Rig (Tropic)* | *Armor Level IV* |  | B_T_Soldier_AR_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_LAT2_F |\n|  | **V_PlateCarrier2_wdl** | *Carrier Rig (Woodland)* | *Armor Level IV* |  | B_W_Soldier_AR_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F |\n|  | **V_PlateCarrier3_rgr** | *Carrier Rig (Green)* | *Armor Level IV* |  |  |\n|  | **V_PlateCarrier_Kerry** | *US Plate Carrier Rig (Kerry)* | *Armor Level III* |  | B_Story_Protagonist_F |\n|  | **V_PlateCarrierGL_blk** | *Carrier GL Rig (Black)* | *Explosive Resistant* |  |  |\n|  | **V_PlateCarrierGL_mtp** | *Carrier GL Rig (MTP)* | *Explosive Resistant* |  | B_Patrol_Engineer_F |\n|  | **V_PlateCarrierGL_rgr** | *Carrier GL Rig (Green)* | *Explosive Resistant* |  | B_Soldier_GL_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_exp_F<br>B_Patrol_Soldier_TL_F<br>B_soldier_mine_F<br>B_ReconFatigues_01_wdl_F |\n|  | **V_PlateCarrierGL_tna_F** | *Carrier GL Rig (Tropic)* | *Explosive Resistant* |  | B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_soldier_mine_F |\n|  | **V_PlateCarrierGL_wdl** | *Carrier GL Rig (Woodland)* | *Explosive Resistant* |  | B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F |\n|  | **V_PlateCarrierH_CTRG** | *CTRG Plate Carrier Rig Mk.2 (Heavy)* | *Armor Level IV* |  | B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_M_medic_F |\n|  | **V_PlateCarrierIA1_dgtl** | *GA Carrier Lite (Digital)* | *Armor Level III* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_soldier_F<br>I_Soldier_A_F<br>I_Soldier_M_F<br>I_Soldier_repair_F<br>I_engineer_F<br>I_Soldier_universal_F<br>I_Soldier_unarmed_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F \\| |\n|  | **V_PlateCarrierIA2_dgtl** | *GA Carrier Rig (Digital)* | *Armor Level III* |  | I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_soldier_UAV_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_Soldier_LAT2_F |\n|  | **V_PlateCarrierIAGL_dgtl** | *GA Carrier GL Rig (Digital)* | *Explosive Resistant* |  | I_Soldier_GL_F<br>I_Soldier_TL_F<br>I_Soldier_exp_F<br>I_soldier_mine_F |\n|  | **V_PlateCarrierIAGL_oli** | *GA Carrier GL Rig (Olive)* | *Explosive Resistant* |  | B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_JTAC_tna_F |\n|  | **V_PlateCarrierL_CTRG** | *CTRG Plate Carrier Rig Mk.1 (Light)* | *Armor Level III* |  | B_Story_SF_Captain_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_AR_A_F<br>B_CTRG_Sharphooter_F<br>B_Captain_Jay_F |\n|  | **V_PlateCarrierSpec_blk** | *Carrier Special Rig (Black)* | *Armor Level V* |  |  |\n|  | **V_PlateCarrierSpec_mtp** | *Carrier Special Rig (MTP)* | *Armor Level V* |  | B_Captain_Pettka_F |\n|  | **V_PlateCarrierSpec_rgr** | *Carrier Special Rig (Green)* | *Armor Level V* |  | B_medic_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Patrol_Medic_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F |\n|  | **V_PlateCarrierSpec_tna_F** | *Carrier Special Rig (Tropic)* | *Armor Level V* |  | B_T_Medic_F<br>B_T_Soldier_PG_F<br>B_T_Soldier_UAV_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F |\n|  | **V_PlateCarrierSpec_wdl** | *Carrier Special Rig (Woodland)* | *Armor Level V* |  | B_W_Medic_F |\n|  | **V_Pocketed_black_F** | *Multi-Pocket Vest (Black)* | *No Armor* |  | C_IDAP_Man_AidWorker_08_F |\n|  | **V_Pocketed_coyote_F** | *Multi-Pocket Vest (Coyote)* | *No Armor* |  | B_G_Story_Guerilla_01_F<br>C_Man_Fisherman_01_F<br>I_L_Looter_SG_F |\n|  | **V_Pocketed_olive_F** | *Multi-Pocket Vest (Olive)* | *No Armor* |  |  |\n|  | **V_Press_F** | *Vest (Press)* | *Armor Level II* |  | C_journalist_F<br>C_Journalist_01_War_F |\n|  | **V_Rangemaster_belt** | *Rangemaster Belt* | *No Armor* |  | B_RangeMaster_F<br>B_Competitor_F |\n|  | **V_RebreatherB** | *Rebreather [NATO]* | *Armor Level I* |  | B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F |\n|  | **V_RebreatherIA** | *Rebreather [AAF]* | *Armor Level I* |  | I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F |\n|  | **V_RebreatherIR** | *Rebreather [CSAT]* | *Armor Level I* |  | O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F |\n|  | **V_Safety_blue_F** | *Safety Vest (Blue)* | *No Armor* |  |  |\n|  | **V_Safety_orange_F** | *Safety Vest (Orange)* | *No Armor* |  |  |\n|  | **V_Safety_yellow_F** | *Safety Vest (Yellow)* | *No Armor* |  | C_Man_UtilityWorker_01_F |\n|  | **V_SmershVest_01_F** | *Kipchak Vest* | *No Armor* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F \\| |\n|  | **V_SmershVest_01_radio_F** | *Kipchak Vest (Tactical Radio)* | *No Armor* |  | O_R_Soldier_TL_F<br>O_R_recon_TL_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_Medic |\n|  | **V_TacChestrig_cbr_F** | *Tactical Chest Rig (Coyote)* | *No Armor* |  |  |\n|  | **V_TacChestrig_grn_F** | *Tactical Chest Rig (Green)* | *No Armor* |  |  |\n|  | **V_TacChestrig_oli_F** | *Tactical Chest Rig (Olive)* | *No Armor* |  | O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Spotter_F<br>O_T_Soldier_AHAT_F |\n|  | **V_TacVest_blk** | *Tactical Vest (Black)* | *Armor Level I* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Helipilot_F<br>B_helicrew_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_AR_F<br>I_G_medic_F<br>I_G_Soldier_LAT_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>I_G_Story_Protagonist_F<br>I_G_resistanceCommander_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AA_F<br>O_SoldierU_SL_F<br>O_soldierU_exp_F<br>O_soldierU_M_F<br>B_UAV_AI<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>I_L_Uniform_01_camo_F \\| |\n|  | **V_TacVest_blk_POLICE** | *Tactical Vest (Police)* | *Armor Level II* |  |  |\n|  | **V_TacVest_brn** | *Tactical Vest (Brown)* | *Armor Level I* |  | O_soldier_UAV_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F |\n|  | **V_TacVest_camo** | *Tactical Vest (Camo)* | *Armor Level I* |  |  |\n|  | **V_TacVest_gen_F** | *Gendarmerie Vest* | *Armor Level II* |  | B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F |\n|  | **V_TacVest_khk** | *Tactical Vest (Khaki)* | *Armor Level I* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_Soldier_SL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_helicrew_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_UAV_AI<br>I_UAV_AI<br>O_soldier_mine_F<br>O_Soldier_HAT_F \\| |\n|  | **V_TacVest_oli** | *Tactical Vest (Olive)* | *Armor Level I* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_helipilot_F<br>I_helicrew_F<br>I_C_Soldier_Para_2_F<br>O_T_Medic_F<br>O_T_Soldier_Exp_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_UAV_F<br>O_T_Recon_M_F<br>O_T_Recon_LAT_F<br>O_T_Sniper_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_T_soldier_mine_F<br>B_CTRG_Soldier_LAT2_tna_F<br>O_T_Soldier_HAT_F<br>I_Story_Crew_F \\| |\n|  | **V_TacVestCamo_khk** | *Camouflaged Vest* | *Armor Level I* |  |  |\n|  | **V_TacVestIR_blk** | *Raven Vest* | *Armor Level I* |  |  |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 19:36, 9 August 2024 (CEST)"}],"categories":["Arma 3: Assets","Arma 3: Editing"],"groups":["Configuration"]},{"name":"Arma 3: CfgWeapons Items","title":"Arma 3: CfgWeapons Items","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgWeapons_Items","revid":368683,"updated":"2024-08-09T17:34:40Z","aliases":["Arma 3 CfgWeapons Items"],"markdown":"| Preview | Class | Name | Inventory description | Magazines | Used by |\n|---|---|---|---|---|---|\n|  | **acc_esd_01_flashlight** | *SD Flashlight* | *Weapon mounted light.* |  |  |\n|  | **acc_flashlight** | *Flashlight* | *Weapon mounted light.* |  |  |\n|  | **acc_flashlight_pistol** | *Pistol Flashlight* | *Weapon mounted light.* |  |  |\n|  | **acc_flashlight_smg_01** | *Flashlight* | *Weapon mounted light.* |  |  |\n|  | **acc_pointer_IR** | *IR Laser Pointer* | *Emits light visible in the image intensification mode (night vision).* |  |  |\n|  | **B_UavTerminal** | *UAV Terminal [NATO]* | *Use this Terminal to connect to UAVs.* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_soldier_UAV_F<br>B_T_Soldier_UAV_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F \\| |\n|  | **Binocular** | *Binoculars* | *Magnification: 4x-12x* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_recon_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_M_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_diver_TL_F<br>O_recon_F<br>O_SoldierU_SL_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>B_Captain_Pettka_F<br>B_Captain_Jay_F<br>I_Captain_Hladas_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Recon_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Diver_TL_F<br>O_T_Recon_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>B_GEN_Commander_F<br>B_Captain_Dwarden_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>O_A_officer_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>B_CTRG_Soldier_LAT2_tna_F<br>B_ReconFatigues_01_wdl_F<br>B_W_Soldier_SL_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_Soldier_MP_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_Medic<br>O_GEN_Commander_F \\| |\n|  | **bipod_01_F_blk** | *Bipod (Black) [NATO]* |  |  |  |\n|  | **bipod_01_F_khk** | *Bipod (Khaki) [NATO]* |  |  |  |\n|  | **bipod_01_F_mtp** | *Bipod (MTP) [NATO]* |  |  |  |\n|  | **bipod_01_F_snd** | *Bipod (Sand) [NATO]* |  |  |  |\n|  | **bipod_02_F_arid** | *Bipod (Arid) [Spetsnaz]* |  |  |  |\n|  | **bipod_02_F_blk** | *Bipod (Black) [CSAT]* |  |  |  |\n|  | **bipod_02_F_hex** | *Bipod (Hex) [CSAT]* |  |  |  |\n|  | **bipod_02_F_lush** | *Bipod (Lush) [Spetsnaz]* |  |  |  |\n|  | **bipod_02_F_tan** | *Bipod (Tan) [CSAT]* |  |  |  |\n|  | **bipod_03_F_blk** | *Bipod (Black) [AAF]* |  |  |  |\n|  | **bipod_03_F_oli** | *Bipod (Olive) [AAF]* |  |  |  |\n|  | **C_UavTerminal** | *UAV Terminal [Civilians]* | *Use this Terminal to connect to UAVs.* |  | C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F |\n|  | **ChemicalDetector_01_base_F** |  |  |  |  |\n|  | **ChemicalDetector_01_black_F** | *Chemical Detector (Cover, Black)* |  |  |  |\n|  | **ChemicalDetector_01_olive_F** | *Chemical Detector (Cover, Olive)* |  |  |  |\n|  | **ChemicalDetector_01_tan_F** | *Chemical Detector (Cover, Tan)* |  |  |  |\n|  | **ChemicalDetector_01_watch_F** | *Chemical Detector* | *Useful for chemical threat detection* |  |  |\n|  | **DroneDetector** | *Drone Detector* | *Detects all Sentry Drones in range.* |  |  |\n|  | **FirstAidKit** | *First Aid Kit* | *Use to treat heavy wounds.<br>Usable on: Self, Others* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_F<br>B_RangeMaster_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Helipilot_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_officer_F<br>B_Competitor_F<br>B_Pilot_F<br>B_helicrew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Soldier_unarmed_F<br>B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_SF_Captain_F<br>B_Story_Protagonist_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>I_G_Soldier_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_AR_F<br>I_G_medic_F<br>I_G_engineer_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_M_F<br>I_G_Soldier_LAT_F<br>I_G_Soldier_A_F<br>I_G_officer_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_Protagonist_F<br>I_G_Story_SF_Captain_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F<br>I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_helipilot_F<br>I_pilot_F<br>I_helicrew_F<br>I_officer_F<br>I_Story_Colonel_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Soldier_unarmed_F<br>I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>O_Soldier_F<br>O_officer_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_Pilot_F<br>O_helicrew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Soldier_unarmed_F<br>O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_SoldierU_unarmed_F<br>C_Marshal_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>B_Captain_Pettka_F<br>B_Captain_Jay_F<br>I_Captain_Hladas_F<br>B_UAV_AI<br>O_UAV_AI<br>I_UAV_AI<br>Underwear_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_5_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_Camo_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Pilot_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Officer_F<br>O_T_Soldier_PG_F<br>O_T_Pilot_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_G_Captain_Ivan_F<br>B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>O_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_T_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>B_G_Story_Guerilla_01_F<br>I_Story_Officer_01_F<br>C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_AidWorker_06_F<br>C_IDAP_Man_AidWorker_07_F<br>C_IDAP_Man_AidWorker_08_F<br>C_IDAP_Man_AidWorker_09_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Man_UtilityWorker_01_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_Man_UAV_06_medical_F<br>C_Story_EOD_01_F<br>O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Officer_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F<br>I_E_Medic_F<br>I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Looter_Pistol_F<br>I_L_Looter_SG_F<br>I_L_Looter_Rifle_F<br>I_L_Looter_SMG_F<br>I_L_Criminal_SG_F<br>I_L_Criminal_SMG_F<br>I_L_Hunter_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F \\| |\n|  | **I_E_UavTerminal** | *UAV Terminal [LDF]* | *Use this Terminal to connect to UAVs.* |  | I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F |\n|  | **I_UavTerminal** | *UAV Terminal [AAF]* | *Use this Terminal to connect to UAVs.* |  | I_soldier_UAV_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F |\n|  | **Integrated_NVG_F** | *NV Goggles (Brown)* | *Night Vision Goggles* |  |  |\n|  | **Integrated_NVG_TI_0_F** | *NV Goggles (Brown)* | *Night Vision Goggles* |  |  |\n|  | **Integrated_NVG_TI_1_F** | *NV Goggles (Brown)* | *Night Vision Goggles* |  |  |\n|  | **Item_AntidoteKit_01_F** | *Antidote Kit* |  |  |  |\n|  | **Item_DeconKit_01_F** | *Decon Kit* |  |  |  |\n|  | **ItemCompass** | *Compass* | *Useful for navigation.* |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_man_1<br>VirtualMan_F<br>HeadlessClient_F<br>B_Soldier_F<br>B_RangeMaster_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Helipilot_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_officer_F<br>B_Competitor_F<br>B_Pilot_F<br>B_helicrew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Soldier_unarmed_F<br>B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_SF_Captain_F<br>B_Story_Protagonist_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>C_man_1_1_F<br>C_man_1_2_F<br>C_man_1_3_F<br>C_man_polo_1_F<br>C_man_polo_1_F_afro<br>C_man_polo_1_F_euro<br>C_man_polo_1_F_asia<br>C_man_polo_2_F<br>C_man_polo_2_F_afro<br>C_man_polo_2_F_euro<br>C_man_polo_2_F_asia<br>C_man_polo_3_F<br>C_man_polo_3_F_afro<br>C_man_polo_3_F_euro<br>C_man_polo_3_F_asia<br>C_man_polo_4_F<br>C_man_polo_4_F_afro<br>C_man_polo_4_F_euro<br>C_man_polo_4_F_asia<br>C_man_polo_5_F<br>C_man_polo_5_F_afro<br>C_man_polo_5_F_euro<br>C_man_polo_5_F_asia<br>C_man_polo_6_F<br>C_man_polo_6_F_afro<br>C_man_polo_6_F_euro<br>C_man_polo_6_F_asia<br>C_man_p_fugitive_F<br>C_man_p_fugitive_F_afro<br>C_man_p_fugitive_F_euro<br>C_man_p_fugitive_F_asia<br>C_man_p_beggar_F<br>C_man_p_beggar_F_afro<br>C_man_p_beggar_F_euro<br>C_man_p_beggar_F_asia<br>C_man_w_worker_F<br>C_scientist_F<br>C_man_hunter_1_F<br>C_man_p_shorts_1_F<br>C_man_p_shorts_1_F_afro<br>C_man_p_shorts_1_F_euro<br>C_man_p_shorts_1_F_asia<br>C_man_shorts_1_F<br>C_man_shorts_1_F_afro<br>C_man_shorts_1_F_euro<br>C_man_shorts_1_F_asia<br>C_man_shorts_2_F<br>C_man_shorts_2_F_afro<br>C_man_shorts_2_F_euro<br>C_man_shorts_2_F_asia<br>C_man_shorts_3_F<br>C_man_shorts_3_F_afro<br>C_man_shorts_3_F_euro<br>C_man_shorts_3_F_asia<br>C_man_shorts_4_F<br>C_man_shorts_4_F_afro<br>C_man_shorts_4_F_euro<br>C_man_shorts_4_F_asia<br>C_man_pilot_F<br>C_journalist_F<br>C_Orestes<br>C_Nikos<br>C_Nikos_aged<br>I_G_Soldier_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_AR_F<br>I_G_medic_F<br>I_G_engineer_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_M_F<br>I_G_Soldier_LAT_F<br>I_G_Soldier_A_F<br>I_G_officer_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_Protagonist_F<br>I_G_Story_SF_Captain_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F<br>I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_helipilot_F<br>I_pilot_F<br>I_helicrew_F<br>I_officer_F<br>I_Story_Colonel_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Soldier_unarmed_F<br>I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>O_Soldier_F<br>O_officer_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_Pilot_F<br>O_helicrew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Soldier_unarmed_F<br>O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_SoldierU_unarmed_F<br>C_Driver_1_F<br>C_Driver_2_F<br>C_Driver_3_F<br>C_Driver_4_F<br>C_Driver_1_random_base_F<br>C_Driver_1_black_F<br>C_Driver_1_blue_F<br>C_Driver_1_green_F<br>C_Driver_1_red_F<br>C_Driver_1_white_F<br>C_Driver_1_yellow_F<br>C_Driver_1_orange_F<br>C_Marshal_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>B_Captain_Pettka_F<br>B_Captain_Jay_F<br>I_Captain_Hladas_F<br>B_UAV_AI<br>O_UAV_AI<br>I_UAV_AI<br>Underwear_F<br>VirtualCurator_F<br>B_VirtualCurator_F<br>O_VirtualCurator_F<br>I_VirtualCurator_F<br>C_VirtualCurator_F<br>VirtualSpectator_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_5_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_Camo_F<br>I_C_Pilot_F<br>I_C_Helipilot_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Pilot_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Officer_F<br>O_T_Soldier_PG_F<br>O_T_Pilot_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_G_Captain_Ivan_F<br>C_man_sport_1_F<br>C_man_sport_1_F_afro<br>C_man_sport_1_F_euro<br>C_man_sport_1_F_asia<br>C_man_sport_1_F_tanoan<br>C_man_sport_2_F<br>C_man_sport_2_F_afro<br>C_man_sport_2_F_euro<br>C_man_sport_2_F_asia<br>C_man_sport_2_F_tanoan<br>C_man_sport_3_F<br>C_man_sport_3_F_afro<br>C_man_sport_3_F_euro<br>C_man_sport_3_F_asia<br>C_man_sport_3_F_tanoan<br>C_Man_casual_1_F<br>C_Man_casual_1_F_afro<br>C_Man_casual_1_F_euro<br>C_Man_casual_1_F_asia<br>C_Man_casual_1_F_tanoan<br>C_Man_casual_2_F<br>C_Man_casual_2_F_afro<br>C_Man_casual_2_F_euro<br>C_Man_casual_2_F_asia<br>C_Man_casual_2_F_tanoan<br>C_Man_casual_3_F<br>C_Man_casual_3_F_afro<br>C_Man_casual_3_F_euro<br>C_Man_casual_3_F_asia<br>C_Man_casual_3_F_tanoan<br>C_Man_casual_4_F<br>C_Man_casual_4_F_afro<br>C_Man_casual_4_F_euro<br>C_Man_casual_4_F_asia<br>C_Man_casual_4_F_tanoan<br>C_Man_casual_5_F<br>C_Man_casual_5_F_afro<br>C_Man_casual_5_F_euro<br>C_Man_casual_5_F_asia<br>C_Man_casual_5_F_tanoan<br>C_Man_casual_6_F<br>C_Man_casual_6_F_afro<br>C_Man_casual_6_F_euro<br>C_Man_casual_6_F_asia<br>C_Man_casual_6_F_tanoan<br>C_Man_French_universal_F<br>B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>O_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_T_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>B_G_Story_Guerilla_01_F<br>I_Story_Officer_01_F<br>C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_AidWorker_06_F<br>C_IDAP_Man_AidWorker_07_F<br>C_IDAP_Man_AidWorker_08_F<br>C_IDAP_Man_AidWorker_09_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Journalist_01_War_F<br>C_Man_UtilityWorker_01_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F<br>C_Man_Fisherman_01_F<br>C_Man_Messenger_01_F<br>C_Story_EOD_01_F<br>C_Story_Mechanic_01_F<br>CivilianPresence_C_Man_casual_1_F_tanoan<br>CivilianPresence_C_Man_casual_2_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_tanoan<br>CivilianPresence_C_Man_casual_1_F_euro<br>CivilianPresence_C_Man_casual_2_F_euro<br>CivilianPresence_C_Man_casual_3_F_euro<br>CivilianPresence_C_Man_casual_4_F_euro<br>CivilianPresence_C_Man_casual_5_F_euro<br>CivilianPresence_C_Man_casual_6_F_euro<br>CivilianPresence_C_man_polo_1_F_euro<br>CivilianPresence_C_man_polo_2_F_euro<br>CivilianPresence_C_man_polo_3_F_euro<br>CivilianPresence_C_man_polo_4_F_euro<br>CivilianPresence_C_man_polo_5_F_euro<br>CivilianPresence_C_man_polo_6_F_euro<br>CivilianPresence_C_Man_casual_1_F_asia<br>CivilianPresence_C_Man_casual_2_F_asia<br>CivilianPresence_C_Man_casual_3_F_asia<br>CivilianPresence_C_Man_casual_4_F_asia<br>CivilianPresence_C_Man_casual_5_F_asia<br>CivilianPresence_C_Man_casual_6_F_asia<br>CivilianPresence_C_man_polo_1_F_asia<br>CivilianPresence_C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_6_F_asia<br>CivilianPresence_C_Man_casual_1_F_afro<br>CivilianPresence_C_Man_casual_2_F_afro<br>CivilianPresence_C_Man_casual_3_F_afro<br>CivilianPresence_C_Man_casual_4_F_afro<br>CivilianPresence_C_Man_casual_5_F_afro<br>CivilianPresence_C_Man_casual_6_F_afro<br>CivilianPresence_C_man_polo_1_F_afro<br>CivilianPresence_C_man_polo_2_F_afro<br>CivilianPresence_C_man_polo_3_F_afro<br>CivilianPresence_C_man_polo_4_F_afro<br>CivilianPresence_C_man_polo_5_F_afro<br>CivilianPresence_C_man_polo_6_F_afro<br>O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>C_E_LooterJacket_01_F<br>C_Uniform_Scientist_01_F<br>C_Uniform_Scientist_01_formal_F<br>C_Uniform_Scientist_02_F<br>C_Uniform_Scientist_02_formal_F<br>C_Uniform_Farmer_01_F<br>C_scientist_01_formal_F<br>C_scientist_02_formal_F<br>C_scientist_01_informal_F<br>C_scientist_02_informal_F<br>C_Man_1_enoch_F<br>C_Man_2_enoch_F<br>C_Man_3_enoch_F<br>C_Man_4_enoch_F<br>C_Man_5_enoch_F<br>C_Man_6_enoch_F<br>C_Farmer_01_enoch_F<br>CivilianPresence_C_Man_1_enoch_F<br>CivilianPresence_C_Man_2_enoch_F<br>CivilianPresence_C_Man_3_enoch_F<br>CivilianPresence_C_Man_4_enoch_F<br>CivilianPresence_C_Man_5_enoch_F<br>CivilianPresence_C_Man_6_enoch_F<br>CivilianPresence_C_Farmer_01_enoch_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Officer_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F<br>I_E_Medic_F<br>I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Looter_Pistol_F<br>I_L_Looter_SG_F<br>I_L_Looter_Rifle_F<br>I_L_Looter_SMG_F<br>I_L_Criminal_SG_F<br>I_L_Criminal_SMG_F<br>I_L_Hunter_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F<br>C_man_p_beggar_F_afro_sick<br>C_Man_casual_1_F_afro_sick<br>C_Man_casual_3_F_afro_sick<br>C_Man_casual_4_F_afro_sick<br>C_Man_casual_5_F_afro_sick<br>C_Man_casual_6_F_afro_sick<br>C_man_polo_1_F_afro_sick<br>C_man_polo_2_F_afro_sick<br>C_man_polo_3_F_afro_sick<br>C_man_polo_6_F_afro_sick<br>C_man_sport_2_F_afro_sick<br>C_Uniform_ArtTShirt_01_v1_F<br>C_Uniform_ArtTShirt_01_v2_F<br>C_Uniform_ArtTShirt_01_v3_F<br>C_Uniform_ArtTShirt_01_v4_F<br>C_Uniform_ArtTShirt_01_v5_F<br>C_Uniform_ArtTShirt_01_v6_F<br>C_Uniform_FormalSuit_01_black_F<br>C_Uniform_FormalSuit_01_gray_F<br>C_Uniform_FormalSuit_01_blue_F<br>C_Uniform_FormalSuit_01_khaki_F<br>C_Uniform_FormalSuit_01_tshirt_black_F<br>C_Uniform_FormalSuit_01_tshirt_gray_F<br>B_Uniform_ParadeUniform_01_US_F<br>B_Uniform_ParadeUniform_01_US_decorated_F<br>O_Uniform_ParadeUniform_01_CSAT_F<br>O_Uniform_ParadeUniform_01_CSAT_decorated_F<br>I_Uniform_ParadeUniform_01_AAF_F<br>I_Uniform_ParadeUniform_01_AAF_decorated_F<br>I_E_Uniform_ParadeUniform_01_LDF_F<br>I_E_Uniform_ParadeUniform_01_LDF_decorated_F<br>C_Man_formal_1_F<br>C_Man_formal_1_F_afro<br>C_Man_formal_1_F_euro<br>C_Man_formal_1_F_asia<br>C_Man_formal_1_F_tanoan<br>C_Man_formal_2_F<br>C_Man_formal_2_F_afro<br>C_Man_formal_2_F_euro<br>C_Man_formal_2_F_asia<br>C_Man_formal_2_F_tanoan<br>C_Man_formal_3_F<br>C_Man_formal_3_F_afro<br>C_Man_formal_3_F_euro<br>C_Man_formal_3_F_asia<br>C_Man_formal_3_F_tanoan<br>C_Man_formal_4_F<br>C_Man_formal_4_F_afro<br>C_Man_formal_4_F_euro<br>C_Man_formal_4_F_asia<br>C_Man_formal_4_F_tanoan<br>C_Man_smart_casual_1_F<br>C_Man_smart_casual_1_F_afro<br>C_Man_smart_casual_1_F_euro<br>C_Man_smart_casual_1_F_asia<br>C_Man_smart_casual_1_F_tanoan<br>C_Man_smart_casual_2_F<br>C_Man_smart_casual_2_F_afro<br>C_Man_smart_casual_2_F_euro<br>C_Man_smart_casual_2_F_asia<br>C_Man_smart_casual_2_F_tanoan<br>C_Man_casual_4_v2_F<br>C_Man_casual_4_v2_F_afro<br>C_Man_casual_4_v2_F_euro<br>C_Man_casual_4_v2_F_asia<br>C_Man_casual_4_v2_F_tanoan<br>C_Man_casual_5_v2_F<br>C_Man_casual_5_v2_F_afro<br>C_Man_casual_5_v2_F_euro<br>C_Man_casual_5_v2_F_asia<br>C_Man_casual_5_v2_F_tanoan<br>C_Man_casual_6_v2_F<br>C_Man_casual_6_v2_F_afro<br>C_Man_casual_6_v2_F_euro<br>C_Man_casual_6_v2_F_asia<br>C_Man_casual_6_v2_F_tanoan<br>C_Man_casual_7_F<br>C_Man_casual_7_F_afro<br>C_Man_casual_7_F_euro<br>C_Man_casual_7_F_asia<br>C_Man_casual_7_F_tanoan<br>C_Man_casual_8_F<br>C_Man_casual_8_F_afro<br>C_Man_casual_8_F_euro<br>C_Man_casual_8_F_asia<br>C_Man_casual_8_F_tanoan<br>C_Man_casual_9_F<br>C_Man_casual_9_F_afro<br>C_Man_casual_9_F_euro<br>C_Man_casual_9_F_asia<br>C_Man_casual_9_F_tanoan<br>B_Officer_Parade_F<br>B_Officer_Parade_Veteran_F<br>I_Officer_Parade_F<br>I_Officer_Parade_Veteran_F<br>I_E_Officer_Parade_F<br>I_E_Officer_Parade_Veteran_F<br>O_Officer_Parade_F<br>O_Officer_Parade_Veteran_F \\| |\n|  | **ItemGPS** | *GPS* | *Enables accurate positioning.* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_officer_F<br>B_diver_TL_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>I_G_officer_F<br>B_G_officer_F<br>O_G_officer_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_officer_F<br>I_Story_Colonel_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>O_officer_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_diver_TL_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_Recon_Sharpshooter_F<br>O_Pathfinder_F<br>B_T_Officer_F<br>B_T_Soldier_TL_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>O_T_Officer_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_Deck_Crew_F<br>C_IDAP_Man_AidWorker_07_F<br>C_IDAP_Man_AidWorker_08_F<br>C_IDAP_Man_AidWorker_09_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Journalist_01_War_F<br>C_Man_UtilityWorker_01_F<br>C_Man_Messenger_01_F<br>B_CTRG_Soldier_LAT2_tna_F<br>B_ReconFatigues_01_wdl_F<br>B_W_Officer_F<br>B_W_Soldier_TL_F<br>O_R_Soldier_TL_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_JTAC_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_Soldier_MP_F<br>O_R_Patrol_Soldier_TL_F \\| |\n|  | **ItemMap** | *Map* | *Enables viewing map.* |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_man_1<br>VirtualMan_F<br>HeadlessClient_F<br>B_Soldier_F<br>B_RangeMaster_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Helipilot_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_officer_F<br>B_Competitor_F<br>B_Pilot_F<br>B_helicrew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Soldier_unarmed_F<br>B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_SF_Captain_F<br>B_Story_Protagonist_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>C_man_1_1_F<br>C_man_1_2_F<br>C_man_1_3_F<br>C_man_polo_1_F<br>C_man_polo_1_F_afro<br>C_man_polo_1_F_euro<br>C_man_polo_1_F_asia<br>C_man_polo_2_F<br>C_man_polo_2_F_afro<br>C_man_polo_2_F_euro<br>C_man_polo_2_F_asia<br>C_man_polo_3_F<br>C_man_polo_3_F_afro<br>C_man_polo_3_F_euro<br>C_man_polo_3_F_asia<br>C_man_polo_4_F<br>C_man_polo_4_F_afro<br>C_man_polo_4_F_euro<br>C_man_polo_4_F_asia<br>C_man_polo_5_F<br>C_man_polo_5_F_afro<br>C_man_polo_5_F_euro<br>C_man_polo_5_F_asia<br>C_man_polo_6_F<br>C_man_polo_6_F_afro<br>C_man_polo_6_F_euro<br>C_man_polo_6_F_asia<br>C_man_p_fugitive_F<br>C_man_p_fugitive_F_afro<br>C_man_p_fugitive_F_euro<br>C_man_p_fugitive_F_asia<br>C_man_p_beggar_F<br>C_man_p_beggar_F_afro<br>C_man_p_beggar_F_euro<br>C_man_p_beggar_F_asia<br>C_man_w_worker_F<br>C_scientist_F<br>C_man_hunter_1_F<br>C_man_p_shorts_1_F<br>C_man_p_shorts_1_F_afro<br>C_man_p_shorts_1_F_euro<br>C_man_p_shorts_1_F_asia<br>C_man_shorts_1_F<br>C_man_shorts_1_F_afro<br>C_man_shorts_1_F_euro<br>C_man_shorts_1_F_asia<br>C_man_shorts_2_F<br>C_man_shorts_2_F_afro<br>C_man_shorts_2_F_euro<br>C_man_shorts_2_F_asia<br>C_man_shorts_3_F<br>C_man_shorts_3_F_afro<br>C_man_shorts_3_F_euro<br>C_man_shorts_3_F_asia<br>C_man_shorts_4_F<br>C_man_shorts_4_F_afro<br>C_man_shorts_4_F_euro<br>C_man_shorts_4_F_asia<br>C_man_pilot_F<br>C_journalist_F<br>C_Orestes<br>C_Nikos<br>C_Nikos_aged<br>I_G_Soldier_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_AR_F<br>I_G_medic_F<br>I_G_engineer_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_M_F<br>I_G_Soldier_LAT_F<br>I_G_Soldier_A_F<br>I_G_officer_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_Protagonist_F<br>I_G_Story_SF_Captain_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F<br>I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_helipilot_F<br>I_pilot_F<br>I_helicrew_F<br>I_officer_F<br>I_Story_Colonel_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Soldier_unarmed_F<br>I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>O_Soldier_F<br>O_officer_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_Pilot_F<br>O_helicrew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Soldier_unarmed_F<br>O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_SoldierU_unarmed_F<br>C_Driver_1_F<br>C_Driver_2_F<br>C_Driver_3_F<br>C_Driver_4_F<br>C_Driver_1_random_base_F<br>C_Driver_1_black_F<br>C_Driver_1_blue_F<br>C_Driver_1_green_F<br>C_Driver_1_red_F<br>C_Driver_1_white_F<br>C_Driver_1_yellow_F<br>C_Driver_1_orange_F<br>C_Marshal_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>B_Captain_Pettka_F<br>B_Captain_Jay_F<br>I_Captain_Hladas_F<br>B_UAV_AI<br>O_UAV_AI<br>I_UAV_AI<br>Underwear_F<br>VirtualCurator_F<br>B_VirtualCurator_F<br>O_VirtualCurator_F<br>I_VirtualCurator_F<br>C_VirtualCurator_F<br>VirtualSpectator_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_5_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_Camo_F<br>I_C_Pilot_F<br>I_C_Helipilot_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Pilot_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Officer_F<br>O_T_Soldier_PG_F<br>O_T_Pilot_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_G_Captain_Ivan_F<br>C_man_sport_1_F<br>C_man_sport_1_F_afro<br>C_man_sport_1_F_euro<br>C_man_sport_1_F_asia<br>C_man_sport_1_F_tanoan<br>C_man_sport_2_F<br>C_man_sport_2_F_afro<br>C_man_sport_2_F_euro<br>C_man_sport_2_F_asia<br>C_man_sport_2_F_tanoan<br>C_man_sport_3_F<br>C_man_sport_3_F_afro<br>C_man_sport_3_F_euro<br>C_man_sport_3_F_asia<br>C_man_sport_3_F_tanoan<br>C_Man_casual_1_F<br>C_Man_casual_1_F_afro<br>C_Man_casual_1_F_euro<br>C_Man_casual_1_F_asia<br>C_Man_casual_1_F_tanoan<br>C_Man_casual_2_F<br>C_Man_casual_2_F_afro<br>C_Man_casual_2_F_euro<br>C_Man_casual_2_F_asia<br>C_Man_casual_2_F_tanoan<br>C_Man_casual_3_F<br>C_Man_casual_3_F_afro<br>C_Man_casual_3_F_euro<br>C_Man_casual_3_F_asia<br>C_Man_casual_3_F_tanoan<br>C_Man_casual_4_F<br>C_Man_casual_4_F_afro<br>C_Man_casual_4_F_euro<br>C_Man_casual_4_F_asia<br>C_Man_casual_4_F_tanoan<br>C_Man_casual_5_F<br>C_Man_casual_5_F_afro<br>C_Man_casual_5_F_euro<br>C_Man_casual_5_F_asia<br>C_Man_casual_5_F_tanoan<br>C_Man_casual_6_F<br>C_Man_casual_6_F_afro<br>C_Man_casual_6_F_euro<br>C_Man_casual_6_F_asia<br>C_Man_casual_6_F_tanoan<br>C_Man_French_universal_F<br>B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>O_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_T_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>B_G_Story_Guerilla_01_F<br>I_Story_Officer_01_F<br>C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_AidWorker_06_F<br>C_IDAP_Man_AidWorker_07_F<br>C_IDAP_Man_AidWorker_08_F<br>C_IDAP_Man_AidWorker_09_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Journalist_01_War_F<br>C_Man_UtilityWorker_01_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F<br>C_Man_Fisherman_01_F<br>C_Man_Messenger_01_F<br>C_Story_EOD_01_F<br>C_Story_Mechanic_01_F<br>CivilianPresence_C_Man_casual_1_F_tanoan<br>CivilianPresence_C_Man_casual_2_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_tanoan<br>CivilianPresence_C_Man_casual_1_F_euro<br>CivilianPresence_C_Man_casual_2_F_euro<br>CivilianPresence_C_Man_casual_3_F_euro<br>CivilianPresence_C_Man_casual_4_F_euro<br>CivilianPresence_C_Man_casual_5_F_euro<br>CivilianPresence_C_Man_casual_6_F_euro<br>CivilianPresence_C_man_polo_1_F_euro<br>CivilianPresence_C_man_polo_2_F_euro<br>CivilianPresence_C_man_polo_3_F_euro<br>CivilianPresence_C_man_polo_4_F_euro<br>CivilianPresence_C_man_polo_5_F_euro<br>CivilianPresence_C_man_polo_6_F_euro<br>CivilianPresence_C_Man_casual_1_F_asia<br>CivilianPresence_C_Man_casual_2_F_asia<br>CivilianPresence_C_Man_casual_3_F_asia<br>CivilianPresence_C_Man_casual_4_F_asia<br>CivilianPresence_C_Man_casual_5_F_asia<br>CivilianPresence_C_Man_casual_6_F_asia<br>CivilianPresence_C_man_polo_1_F_asia<br>CivilianPresence_C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_6_F_asia<br>CivilianPresence_C_Man_casual_1_F_afro<br>CivilianPresence_C_Man_casual_2_F_afro<br>CivilianPresence_C_Man_casual_3_F_afro<br>CivilianPresence_C_Man_casual_4_F_afro<br>CivilianPresence_C_Man_casual_5_F_afro<br>CivilianPresence_C_Man_casual_6_F_afro<br>CivilianPresence_C_man_polo_1_F_afro<br>CivilianPresence_C_man_polo_2_F_afro<br>CivilianPresence_C_man_polo_3_F_afro<br>CivilianPresence_C_man_polo_4_F_afro<br>CivilianPresence_C_man_polo_5_F_afro<br>CivilianPresence_C_man_polo_6_F_afro<br>O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>C_E_LooterJacket_01_F<br>C_Uniform_Scientist_01_F<br>C_Uniform_Scientist_01_formal_F<br>C_Uniform_Scientist_02_F<br>C_Uniform_Scientist_02_formal_F<br>C_Uniform_Farmer_01_F<br>C_scientist_01_formal_F<br>C_scientist_02_formal_F<br>C_scientist_01_informal_F<br>C_scientist_02_informal_F<br>C_Man_1_enoch_F<br>C_Man_2_enoch_F<br>C_Man_3_enoch_F<br>C_Man_4_enoch_F<br>C_Man_5_enoch_F<br>C_Man_6_enoch_F<br>C_Farmer_01_enoch_F<br>CivilianPresence_C_Man_1_enoch_F<br>CivilianPresence_C_Man_2_enoch_F<br>CivilianPresence_C_Man_3_enoch_F<br>CivilianPresence_C_Man_4_enoch_F<br>CivilianPresence_C_Man_5_enoch_F<br>CivilianPresence_C_Man_6_enoch_F<br>CivilianPresence_C_Farmer_01_enoch_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Officer_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F<br>I_E_Medic_F<br>I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Looter_Pistol_F<br>I_L_Looter_SG_F<br>I_L_Looter_Rifle_F<br>I_L_Looter_SMG_F<br>I_L_Criminal_SG_F<br>I_L_Criminal_SMG_F<br>I_L_Hunter_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F<br>C_man_p_beggar_F_afro_sick<br>C_Man_casual_1_F_afro_sick<br>C_Man_casual_3_F_afro_sick<br>C_Man_casual_4_F_afro_sick<br>C_Man_casual_5_F_afro_sick<br>C_Man_casual_6_F_afro_sick<br>C_man_polo_1_F_afro_sick<br>C_man_polo_2_F_afro_sick<br>C_man_polo_3_F_afro_sick<br>C_man_polo_6_F_afro_sick<br>C_man_sport_2_F_afro_sick<br>C_Uniform_ArtTShirt_01_v1_F<br>C_Uniform_ArtTShirt_01_v2_F<br>C_Uniform_ArtTShirt_01_v3_F<br>C_Uniform_ArtTShirt_01_v4_F<br>C_Uniform_ArtTShirt_01_v5_F<br>C_Uniform_ArtTShirt_01_v6_F<br>C_Uniform_FormalSuit_01_black_F<br>C_Uniform_FormalSuit_01_gray_F<br>C_Uniform_FormalSuit_01_blue_F<br>C_Uniform_FormalSuit_01_khaki_F<br>C_Uniform_FormalSuit_01_tshirt_black_F<br>C_Uniform_FormalSuit_01_tshirt_gray_F<br>B_Uniform_ParadeUniform_01_US_F<br>B_Uniform_ParadeUniform_01_US_decorated_F<br>O_Uniform_ParadeUniform_01_CSAT_F<br>O_Uniform_ParadeUniform_01_CSAT_decorated_F<br>I_Uniform_ParadeUniform_01_AAF_F<br>I_Uniform_ParadeUniform_01_AAF_decorated_F<br>I_E_Uniform_ParadeUniform_01_LDF_F<br>I_E_Uniform_ParadeUniform_01_LDF_decorated_F<br>C_Man_formal_1_F<br>C_Man_formal_1_F_afro<br>C_Man_formal_1_F_euro<br>C_Man_formal_1_F_asia<br>C_Man_formal_1_F_tanoan<br>C_Man_formal_2_F<br>C_Man_formal_2_F_afro<br>C_Man_formal_2_F_euro<br>C_Man_formal_2_F_asia<br>C_Man_formal_2_F_tanoan<br>C_Man_formal_3_F<br>C_Man_formal_3_F_afro<br>C_Man_formal_3_F_euro<br>C_Man_formal_3_F_asia<br>C_Man_formal_3_F_tanoan<br>C_Man_formal_4_F<br>C_Man_formal_4_F_afro<br>C_Man_formal_4_F_euro<br>C_Man_formal_4_F_asia<br>C_Man_formal_4_F_tanoan<br>C_Man_smart_casual_1_F<br>C_Man_smart_casual_1_F_afro<br>C_Man_smart_casual_1_F_euro<br>C_Man_smart_casual_1_F_asia<br>C_Man_smart_casual_1_F_tanoan<br>C_Man_smart_casual_2_F<br>C_Man_smart_casual_2_F_afro<br>C_Man_smart_casual_2_F_euro<br>C_Man_smart_casual_2_F_asia<br>C_Man_smart_casual_2_F_tanoan<br>C_Man_casual_4_v2_F<br>C_Man_casual_4_v2_F_afro<br>C_Man_casual_4_v2_F_euro<br>C_Man_casual_4_v2_F_asia<br>C_Man_casual_4_v2_F_tanoan<br>C_Man_casual_5_v2_F<br>C_Man_casual_5_v2_F_afro<br>C_Man_casual_5_v2_F_euro<br>C_Man_casual_5_v2_F_asia<br>C_Man_casual_5_v2_F_tanoan<br>C_Man_casual_6_v2_F<br>C_Man_casual_6_v2_F_afro<br>C_Man_casual_6_v2_F_euro<br>C_Man_casual_6_v2_F_asia<br>C_Man_casual_6_v2_F_tanoan<br>C_Man_casual_7_F<br>C_Man_casual_7_F_afro<br>C_Man_casual_7_F_euro<br>C_Man_casual_7_F_asia<br>C_Man_casual_7_F_tanoan<br>C_Man_casual_8_F<br>C_Man_casual_8_F_afro<br>C_Man_casual_8_F_euro<br>C_Man_casual_8_F_asia<br>C_Man_casual_8_F_tanoan<br>C_Man_casual_9_F<br>C_Man_casual_9_F_afro<br>C_Man_casual_9_F_euro<br>C_Man_casual_9_F_asia<br>C_Man_casual_9_F_tanoan<br>B_Officer_Parade_F<br>B_Officer_Parade_Veteran_F<br>I_Officer_Parade_F<br>I_Officer_Parade_Veteran_F<br>I_E_Officer_Parade_F<br>I_E_Officer_Parade_Veteran_F<br>O_Officer_Parade_F<br>O_Officer_Parade_Veteran_F \\| |\n|  | **ItemRadio** | *Radio* | *Enables communications.* |  | \\| Objects \\|<br>\\|---\\|<br>\\| 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andit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_Camo_F<br>I_C_Pilot_F<br>I_C_Helipilot_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Pilot_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Officer_F<br>O_T_Soldier_PG_F<br>O_T_Pilot_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_G_Captain_Ivan_F<br>B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>O_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_T_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>B_G_Story_Guerilla_01_F<br>I_Story_Officer_01_F<br>C_IDAP_Man_AidWorker_07_F<br>C_IDAP_Man_AidWorker_08_F<br>C_IDAP_Man_AidWorker_09_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Man_UtilityWorker_01_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F<br>C_Story_EOD_01_F<br>O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Officer_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F<br>I_E_Medic_F<br>I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Looter_Pistol_F<br>I_L_Looter_SG_F<br>I_L_Looter_Rifle_F<br>I_L_Looter_SMG_F<br>I_L_Criminal_SG_F<br>I_L_Criminal_SMG_F<br>I_L_Hunter_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F<br>B_Officer_Parade_F<br>B_Officer_Parade_Veteran_F<br>I_Officer_Parade_F<br>I_Officer_Parade_Veteran_F<br>I_E_Officer_Parade_F<br>I_E_Officer_Parade_Veteran_F<br>O_Officer_Parade_F<br>O_Officer_Parade_Veteran_F \\| |\n|  | **ItemWatch** | *Watch* | *Useful for recognizing clock position.* |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_man_1<br>VirtualMan_F<br>HeadlessClient_F<br>B_Soldier_F<br>B_RangeMaster_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Helipilot_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_officer_F<br>B_Competitor_F<br>B_Pilot_F<br>B_helicrew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Soldier_unarmed_F<br>B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_SF_Captain_F<br>B_Story_Protagonist_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>C_man_1_1_F<br>C_man_1_2_F<br>C_man_1_3_F<br>C_man_polo_1_F<br>C_man_polo_1_F_afro<br>C_man_polo_1_F_euro<br>C_man_polo_1_F_asia<br>C_man_polo_2_F<br>C_man_polo_2_F_afro<br>C_man_polo_2_F_euro<br>C_man_polo_2_F_asia<br>C_man_polo_3_F<br>C_man_polo_3_F_afro<br>C_man_polo_3_F_euro<br>C_man_polo_3_F_asia<br>C_man_polo_4_F<br>C_man_polo_4_F_afro<br>C_man_polo_4_F_euro<br>C_man_polo_4_F_asia<br>C_man_polo_5_F<br>C_man_polo_5_F_afro<br>C_man_polo_5_F_euro<br>C_man_polo_5_F_asia<br>C_man_polo_6_F<br>C_man_polo_6_F_afro<br>C_man_polo_6_F_euro<br>C_man_polo_6_F_asia<br>C_man_p_fugitive_F<br>C_man_p_fugitive_F_afro<br>C_man_p_fugitive_F_euro<br>C_man_p_fugitive_F_asia<br>C_man_p_beggar_F<br>C_man_p_beggar_F_afro<br>C_man_p_beggar_F_euro<br>C_man_p_beggar_F_asia<br>C_man_w_worker_F<br>C_scientist_F<br>C_man_hunter_1_F<br>C_man_p_shorts_1_F<br>C_man_p_shorts_1_F_afro<br>C_man_p_shorts_1_F_euro<br>C_man_p_shorts_1_F_asia<br>C_man_shorts_1_F<br>C_man_shorts_1_F_afro<br>C_man_shorts_1_F_euro<br>C_man_shorts_1_F_asia<br>C_man_shorts_2_F<br>C_man_shorts_2_F_afro<br>C_man_shorts_2_F_euro<br>C_man_shorts_2_F_asia<br>C_man_shorts_3_F<br>C_man_shorts_3_F_afro<br>C_man_shorts_3_F_euro<br>C_man_shorts_3_F_asia<br>C_man_shorts_4_F<br>C_man_shorts_4_F_afro<br>C_man_shorts_4_F_euro<br>C_man_shorts_4_F_asia<br>C_man_pilot_F<br>C_journalist_F<br>C_Orestes<br>C_Nikos<br>C_Nikos_aged<br>I_G_Soldier_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_AR_F<br>I_G_medic_F<br>I_G_engineer_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_M_F<br>I_G_Soldier_LAT_F<br>I_G_Soldier_A_F<br>I_G_officer_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_Protagonist_F<br>I_G_Story_SF_Captain_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F<br>I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_helipilot_F<br>I_pilot_F<br>I_helicrew_F<br>I_officer_F<br>I_Story_Colonel_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Soldier_unarmed_F<br>I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>O_Soldier_F<br>O_officer_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_Pilot_F<br>O_helicrew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Soldier_unarmed_F<br>O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_SoldierU_unarmed_F<br>C_Driver_1_F<br>C_Driver_2_F<br>C_Driver_3_F<br>C_Driver_4_F<br>C_Driver_1_random_base_F<br>C_Driver_1_black_F<br>C_Driver_1_blue_F<br>C_Driver_1_green_F<br>C_Driver_1_red_F<br>C_Driver_1_white_F<br>C_Driver_1_yellow_F<br>C_Driver_1_orange_F<br>C_Marshal_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>B_Captain_Pettka_F<br>B_Captain_Jay_F<br>I_Captain_Hladas_F<br>B_UAV_AI<br>O_UAV_AI<br>I_UAV_AI<br>Underwear_F<br>VirtualCurator_F<br>B_VirtualCurator_F<br>O_VirtualCurator_F<br>I_VirtualCurator_F<br>C_VirtualCurator_F<br>VirtualSpectator_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_5_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_Camo_F<br>I_C_Pilot_F<br>I_C_Helipilot_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Pilot_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Officer_F<br>O_T_Soldier_PG_F<br>O_T_Pilot_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_G_Captain_Ivan_F<br>C_man_sport_1_F<br>C_man_sport_1_F_afro<br>C_man_sport_1_F_euro<br>C_man_sport_1_F_asia<br>C_man_sport_1_F_tanoan<br>C_man_sport_2_F<br>C_man_sport_2_F_afro<br>C_man_sport_2_F_euro<br>C_man_sport_2_F_asia<br>C_man_sport_2_F_tanoan<br>C_man_sport_3_F<br>C_man_sport_3_F_afro<br>C_man_sport_3_F_euro<br>C_man_sport_3_F_asia<br>C_man_sport_3_F_tanoan<br>C_Man_casual_1_F<br>C_Man_casual_1_F_afro<br>C_Man_casual_1_F_euro<br>C_Man_casual_1_F_asia<br>C_Man_casual_1_F_tanoan<br>C_Man_casual_2_F<br>C_Man_casual_2_F_afro<br>C_Man_casual_2_F_euro<br>C_Man_casual_2_F_asia<br>C_Man_casual_2_F_tanoan<br>C_Man_casual_3_F<br>C_Man_casual_3_F_afro<br>C_Man_casual_3_F_euro<br>C_Man_casual_3_F_asia<br>C_Man_casual_3_F_tanoan<br>C_Man_casual_4_F<br>C_Man_casual_4_F_afro<br>C_Man_casual_4_F_euro<br>C_Man_casual_4_F_asia<br>C_Man_casual_4_F_tanoan<br>C_Man_casual_5_F<br>C_Man_casual_5_F_afro<br>C_Man_casual_5_F_euro<br>C_Man_casual_5_F_asia<br>C_Man_casual_5_F_tanoan<br>C_Man_casual_6_F<br>C_Man_casual_6_F_afro<br>C_Man_casual_6_F_euro<br>C_Man_casual_6_F_asia<br>C_Man_casual_6_F_tanoan<br>C_Man_French_universal_F<br>B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>O_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_T_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>B_G_Story_Guerilla_01_F<br>I_Story_Officer_01_F<br>C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_AidWorker_06_F<br>C_IDAP_Man_AidWorker_07_F<br>C_IDAP_Man_AidWorker_08_F<br>C_IDAP_Man_AidWorker_09_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Journalist_01_War_F<br>C_Man_UtilityWorker_01_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F<br>C_Man_Fisherman_01_F<br>C_Man_Messenger_01_F<br>C_Story_EOD_01_F<br>C_Story_Mechanic_01_F<br>CivilianPresence_C_Man_casual_1_F_tanoan<br>CivilianPresence_C_Man_casual_2_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_tanoan<br>CivilianPresence_C_Man_casual_1_F_euro<br>CivilianPresence_C_Man_casual_2_F_euro<br>CivilianPresence_C_Man_casual_3_F_euro<br>CivilianPresence_C_Man_casual_4_F_euro<br>CivilianPresence_C_Man_casual_5_F_euro<br>CivilianPresence_C_Man_casual_6_F_euro<br>CivilianPresence_C_man_polo_1_F_euro<br>CivilianPresence_C_man_polo_2_F_euro<br>CivilianPresence_C_man_polo_3_F_euro<br>CivilianPresence_C_man_polo_4_F_euro<br>CivilianPresence_C_man_polo_5_F_euro<br>CivilianPresence_C_man_polo_6_F_euro<br>CivilianPresence_C_Man_casual_1_F_asia<br>CivilianPresence_C_Man_casual_2_F_asia<br>CivilianPresence_C_Man_casual_3_F_asia<br>CivilianPresence_C_Man_casual_4_F_asia<br>CivilianPresence_C_Man_casual_5_F_asia<br>CivilianPresence_C_Man_casual_6_F_asia<br>CivilianPresence_C_man_polo_1_F_asia<br>CivilianPresence_C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_6_F_asia<br>CivilianPresence_C_Man_casual_1_F_afro<br>CivilianPresence_C_Man_casual_2_F_afro<br>CivilianPresence_C_Man_casual_3_F_afro<br>CivilianPresence_C_Man_casual_4_F_afro<br>CivilianPresence_C_Man_casual_5_F_afro<br>CivilianPresence_C_Man_casual_6_F_afro<br>CivilianPresence_C_man_polo_1_F_afro<br>CivilianPresence_C_man_polo_2_F_afro<br>CivilianPresence_C_man_polo_3_F_afro<br>CivilianPresence_C_man_polo_4_F_afro<br>CivilianPresence_C_man_polo_5_F_afro<br>CivilianPresence_C_man_polo_6_F_afro<br>O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>C_E_LooterJacket_01_F<br>C_Uniform_Scientist_01_F<br>C_Uniform_Scientist_01_formal_F<br>C_Uniform_Scientist_02_F<br>C_Uniform_Scientist_02_formal_F<br>C_Uniform_Farmer_01_F<br>C_scientist_01_formal_F<br>C_scientist_02_formal_F<br>C_scientist_01_informal_F<br>C_scientist_02_informal_F<br>C_Man_1_enoch_F<br>C_Man_2_enoch_F<br>C_Man_3_enoch_F<br>C_Man_4_enoch_F<br>C_Man_5_enoch_F<br>C_Man_6_enoch_F<br>C_Farmer_01_enoch_F<br>CivilianPresence_C_Man_1_enoch_F<br>CivilianPresence_C_Man_2_enoch_F<br>CivilianPresence_C_Man_3_enoch_F<br>CivilianPresence_C_Man_4_enoch_F<br>CivilianPresence_C_Man_5_enoch_F<br>CivilianPresence_C_Man_6_enoch_F<br>CivilianPresence_C_Farmer_01_enoch_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Officer_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F<br>I_E_Medic_F<br>I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Looter_Pistol_F<br>I_L_Looter_SG_F<br>I_L_Looter_Rifle_F<br>I_L_Looter_SMG_F<br>I_L_Criminal_SG_F<br>I_L_Criminal_SMG_F<br>I_L_Hunter_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F<br>C_man_p_beggar_F_afro_sick<br>C_Man_casual_1_F_afro_sick<br>C_Man_casual_3_F_afro_sick<br>C_Man_casual_4_F_afro_sick<br>C_Man_casual_5_F_afro_sick<br>C_Man_casual_6_F_afro_sick<br>C_man_polo_1_F_afro_sick<br>C_man_polo_2_F_afro_sick<br>C_man_polo_3_F_afro_sick<br>C_man_polo_6_F_afro_sick<br>C_man_sport_2_F_afro_sick<br>C_Uniform_ArtTShirt_01_v1_F<br>C_Uniform_ArtTShirt_01_v2_F<br>C_Uniform_ArtTShirt_01_v3_F<br>C_Uniform_ArtTShirt_01_v4_F<br>C_Uniform_ArtTShirt_01_v5_F<br>C_Uniform_ArtTShirt_01_v6_F<br>C_Uniform_FormalSuit_01_black_F<br>C_Uniform_FormalSuit_01_gray_F<br>C_Uniform_FormalSuit_01_blue_F<br>C_Uniform_FormalSuit_01_khaki_F<br>C_Uniform_FormalSuit_01_tshirt_black_F<br>C_Uniform_FormalSuit_01_tshirt_gray_F<br>B_Uniform_ParadeUniform_01_US_F<br>B_Uniform_ParadeUniform_01_US_decorated_F<br>O_Uniform_ParadeUniform_01_CSAT_F<br>O_Uniform_ParadeUniform_01_CSAT_decorated_F<br>I_Uniform_ParadeUniform_01_AAF_F<br>I_Uniform_ParadeUniform_01_AAF_decorated_F<br>I_E_Uniform_ParadeUniform_01_LDF_F<br>I_E_Uniform_ParadeUniform_01_LDF_decorated_F<br>C_Man_formal_1_F<br>C_Man_formal_1_F_afro<br>C_Man_formal_1_F_euro<br>C_Man_formal_1_F_asia<br>C_Man_formal_1_F_tanoan<br>C_Man_formal_2_F<br>C_Man_formal_2_F_afro<br>C_Man_formal_2_F_euro<br>C_Man_formal_2_F_asia<br>C_Man_formal_2_F_tanoan<br>C_Man_formal_3_F<br>C_Man_formal_3_F_afro<br>C_Man_formal_3_F_euro<br>C_Man_formal_3_F_asia<br>C_Man_formal_3_F_tanoan<br>C_Man_formal_4_F<br>C_Man_formal_4_F_afro<br>C_Man_formal_4_F_euro<br>C_Man_formal_4_F_asia<br>C_Man_formal_4_F_tanoan<br>C_Man_smart_casual_1_F<br>C_Man_smart_casual_1_F_afro<br>C_Man_smart_casual_1_F_euro<br>C_Man_smart_casual_1_F_asia<br>C_Man_smart_casual_1_F_tanoan<br>C_Man_smart_casual_2_F<br>C_Man_smart_casual_2_F_afro<br>C_Man_smart_casual_2_F_euro<br>C_Man_smart_casual_2_F_asia<br>C_Man_smart_casual_2_F_tanoan<br>C_Man_casual_4_v2_F<br>C_Man_casual_4_v2_F_afro<br>C_Man_casual_4_v2_F_euro<br>C_Man_casual_4_v2_F_asia<br>C_Man_casual_4_v2_F_tanoan<br>C_Man_casual_5_v2_F<br>C_Man_casual_5_v2_F_afro<br>C_Man_casual_5_v2_F_euro<br>C_Man_casual_5_v2_F_asia<br>C_Man_casual_5_v2_F_tanoan<br>C_Man_casual_6_v2_F<br>C_Man_casual_6_v2_F_afro<br>C_Man_casual_6_v2_F_euro<br>C_Man_casual_6_v2_F_asia<br>C_Man_casual_6_v2_F_tanoan<br>C_Man_casual_7_F<br>C_Man_casual_7_F_afro<br>C_Man_casual_7_F_euro<br>C_Man_casual_7_F_asia<br>C_Man_casual_7_F_tanoan<br>C_Man_casual_8_F<br>C_Man_casual_8_F_afro<br>C_Man_casual_8_F_euro<br>C_Man_casual_8_F_asia<br>C_Man_casual_8_F_tanoan<br>C_Man_casual_9_F<br>C_Man_casual_9_F_afro<br>C_Man_casual_9_F_euro<br>C_Man_casual_9_F_asia<br>C_Man_casual_9_F_tanoan<br>B_Officer_Parade_F<br>B_Officer_Parade_Veteran_F<br>I_Officer_Parade_F<br>I_Officer_Parade_Veteran_F<br>I_E_Officer_Parade_F<br>I_E_Officer_Parade_Veteran_F<br>O_Officer_Parade_F<br>O_Officer_Parade_Veteran_F \\| |\n|  | **Laserdesignator** | *Laser Designator (Sand)* | *Magnification: 5xâ€“25x* | Laserbatteries | B_recon_JTAC_F<br>B_spotter_F<br>B_T_Recon_JTAC_F<br>B_T_Spotter_F |\n|  | **Laserdesignator_01_khk_F** | *Laser Designator (Khaki)* | *Magnification: 5xâ€“25x* | Laserbatteries | B_CTRG_Soldier_JTAC_tna_F<br>O_R_recon_JTAC_F<br>O_R_Patrol_Soldier_Engineer_F |\n|  | **Laserdesignator_02** | *Laser Designator (Hex)* | *Magnification: 1x-20x* | Laserbatteries | O_spotter_F<br>O_recon_JTAC_F<br>O_Pathfinder_F<br>O_T_Recon_JTAC_F<br>O_T_Spotter_F<br>O_V_Soldier_JTAC_hex_F<br>O_R_JTAC_F |\n|  | **Laserdesignator_02_ghex_F** | *Laser Designator (Green Hex)* | *Magnification: 1x-20x* | Laserbatteries | O_V_Soldier_JTAC_ghex_F |\n|  | **Laserdesignator_03** | *Laser Designator (Olive)* | *Magnification: 5xâ€“25x* | Laserbatteries | I_Spotter_F |\n|  | **Medikit** | *Medikit* | *Enables the treatment of any wounds.<br>Unlimited number of uses<br>Used by: Medic* |  |  |\n|  | **MineDetector** | *Mine Detector* | *Detects all mines in range.* |  | C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_Story_EOD_01_F |\n|  | **muzzle_antenna_01_f** | *SD Military Antenna (78-89 MHz)* |  |  |  |\n|  | **muzzle_antenna_02_f** | *SD Experimental Antenna (390-500 MHz)* |  |  |  |\n|  | **muzzle_antenna_03_f** | *SD Jammer Antenna (433 MHz)* |  |  |  |\n|  | **muzzle_antenna_test_01** | *Antenna Test 01* |  |  |  |\n|  | **muzzle_snds_338_black** | *Sound Suppressor (.338, Black)* |  |  |  |\n|  | **muzzle_snds_338_green** | *Sound Suppressor (.338, Green)* |  |  |  |\n|  | **muzzle_snds_338_sand** | *Sound Suppressor (.338, Sand)* |  |  |  |\n|  | **muzzle_snds_570** | *Sound Suppressor (5.7 mm)* |  |  |  |\n|  | **muzzle_snds_58_blk_F** | *Stealth Sound Suppressor (5.8 mm, Black)* |  |  |  |\n|  | **muzzle_snds_58_ghex_F** | *Stealth Sound Suppressor (5.8 mm, Green Hex)* |  |  |  |\n|  | **muzzle_snds_58_hex_F** | *Stealth Sound Suppressor (5.8 mm, Hex)* |  |  |  |\n|  | **muzzle_snds_58_wdm_F** | *Stealth Sound Suppressor (5.8 mm, Green Hex)* |  |  |  |\n|  | **muzzle_snds_65_TI_blk_F** | *Stealth Sound Suppressor (6.5 mm, Black)* |  |  |  |\n|  | **muzzle_snds_65_TI_ghex_F** | *Stealth Sound Suppressor (6.5 mm, Green Hex)* |  |  |  |\n|  | **muzzle_snds_65_TI_hex_F** | *Stealth Sound Suppressor (6.5 mm, Hex)* |  |  |  |\n|  | **muzzle_snds_93mmg** | *Sound Suppressor (9.3mm, Black)* |  |  |  |\n|  | **muzzle_snds_93mmg_tan** | *Sound Suppressor (9.3mm, Tan)* |  |  |  |\n|  | **muzzle_snds_acp** | *Sound Suppressor (.45 ACP)* |  |  |  |\n|  | **muzzle_snds_B** | *Sound Suppressor (7.62 mm)* |  |  |  |\n|  | **muzzle_snds_B_arid_F** | *Sound Suppressor (7.62 mm, Arid)* |  |  |  |\n|  | **muzzle_snds_B_khk_F** | *Sound Suppressor (7.62 mm, Khaki)* |  |  |  |\n|  | **muzzle_snds_B_lush_F** | *Sound Suppressor (7.62 mm, Lush)* |  |  |  |\n|  | **muzzle_snds_B_snd_F** | *Sound Suppressor (7.62 mm, Sand)* |  |  |  |\n|  | **muzzle_snds_H** | *Sound Suppressor (6.5 mm)* |  |  |  |\n|  | **muzzle_snds_H_khk_F** | *Sound Suppressor (6.5 mm, Khaki)* |  |  |  |\n|  | **muzzle_snds_H_MG** | *Sound Suppressor LMG (6.5 mm)* |  |  |  |\n|  | **muzzle_snds_H_MG_blk_F** | *Sound Suppressor LMG (6.5 mm, Black)* |  |  |  |\n|  | **muzzle_snds_H_MG_khk_F** | *Sound Suppressor LMG (6.5 mm, Khaki)* |  |  |  |\n|  | **muzzle_snds_H_snd_F** | *Sound Suppressor (6.5 mm, Sand)* |  |  |  |\n|  | **muzzle_snds_H_SW** | *Sound Suppressor LMG (6.5 mm)* |  |  |  |\n|  | **muzzle_snds_L** | *Sound Suppressor (9 mm)* |  |  |  |\n|  | **muzzle_snds_M** | *Sound Suppressor (5.56 mm)* |  |  |  |\n|  | **muzzle_snds_m_khk_F** | *Sound Suppressor (5.56 mm, Khaki)* |  |  |  |\n|  | **muzzle_snds_m_snd_F** | *Sound Suppressor (5.56 mm, Sand)* |  |  |  |\n|  | **muzzle_tma_65** | *SIMCOM Adapter (6.5 mm)* |  |  |  |\n|  | **NVGoggles** | *NV Goggles (Brown)* | *Night Vision Goggles* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Helipilot_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_helicrew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_Protagonist_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>B_UAV_AI<br>Underwear_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_soldier_LAT2_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F \\| |\n|  | **NVGoggles_INDEP** | *NV Goggles (Green)* | *Night Vision Goggles* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_helipilot_F<br>I_helicrew_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>I_Soldier_LAT2_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Soldier_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Medic_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F \\| |\n|  | **NVGoggles_OPFOR** | *NV Goggles (Black)* | *Night Vision Goggles* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_Soldier_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_helicrew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>O_UAV_AI<br>I_UAV_AI<br>O_T_ghillie_tna_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F \\| |\n|  | **NVGoggles_tna_F** | *NV Goggles (Tropic)* | *Night Vision Goggles* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Soldier_PG_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_T_soldier_mine_F<br>B_T_Soldier_LAT2_F \\| |\n|  | **NVGogglesB_blk_F** | *ENVG-II (Black)* | *Night Vision Goggles* |  |  |\n|  | **NVGogglesB_grn_F** | *ENVG-II (Green)* | *Night Vision Goggles* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_E_Soldier_Pathfinder_F \\| |\n|  | **NVGogglesB_gry_F** | *ENVG-II (Grey)* | *Night Vision Goggles* |  |  |\n|  | **O_NVGoggles_ghex_F** | *Compact NVG (Green Hex)* | *Night Vision Goggles* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Soldier_PG_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_Soldier_universal_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_T_soldier_mine_F<br>O_T_Soldier_HAT_F<br>O_T_Soldier_AHAT_F \\| |\n|  | **O_NVGoggles_grn_F** | *Compact NVG (Green)* | *Night Vision Goggles* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F \\| |\n|  | **O_NVGoggles_hex_F** | *Compact NVG (Hex)* | *Night Vision Goggles* |  |  |\n|  | **O_NVGoggles_urb_F** | *Compact NVG (Urban)* | *Night Vision Goggles* |  |  |\n|  | **O_UavTerminal** | *UAV Terminal [CSAT]* | *Use this Terminal to connect to UAVs.* |  | O_soldier_UAV_F<br>O_T_Soldier_UAV_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F |\n|  | **optic_Aco** | *ACO (Red)* | *Advanced Collimator Optics<br>Color: Red* |  |  |\n|  | **optic_ACO_grn** | *ACO (Green)* | *Advanced Collimator Optics<br>Color: Green* |  |  |\n|  | **optic_ACO_grn_smg** | *ACO SMG (Green)* | *Advanced Collimator Optics<br>Color: Green* |  |  |\n|  | **optic_Aco_smg** | *ACO SMG (Red)* | *Advanced Collimator Optics<br>Color: Red* |  |  |\n|  | **optic_AMS** | *AMS (Black)* | *Advanced Marksman Scope<br>Magnification: 3xâ€“10x* |  |  |\n|  | **optic_AMS_khk** | *AMS (Khaki)* | *Advanced Marksman Scope<br>Magnification: 3xâ€“10x* |  |  |\n|  | **optic_AMS_snd** | *AMS (Sand)* | *Advanced Marksman Scope<br>Magnification: 3xâ€“10x* |  |  |\n|  | **optic_Arco** | *ARCO* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Arco_AK_arid_F** | *ARCO AK (Arid)* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Arco_AK_blk_F** | *ARCO AK (Black)* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Arco_AK_lush_F** | *ARCO AK (Lush)* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Arco_arid_F** | *ARCO (Arid)* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Arco_blk_F** | *ARCO (Black)* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Arco_ghex_F** | *ARCO (Green Hex)* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Arco_lush_F** | *ARCO (Lush)* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_DMS** | *DMS* | *DMS<br>Magnification: 2xâ€“4x* |  |  |\n|  | **optic_DMS_ghex_F** | *DMS (Green Hex)* | *DMS<br>Magnification: 2xâ€“4x* |  |  |\n|  | **optic_DMS_weathered_F** | *DMS (Old)* | *DMS<br>Magnification: 2xâ€“4x* |  |  |\n|  | **optic_DMS_weathered_Kir_F** | *DMS Kir (Old)* | *DMS<br>Magnification: 2xâ€“4x* |  |  |\n|  | **optic_ERCO_blk_F** | *ERCO (Black)* | *Enhanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_ERCO_khk_F** | *ERCO (Khaki)* | *Enhanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_ERCO_snd_F** | *ERCO (Sand)* | *Enhanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Hamr** | *RCO* | *Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Hamr_khk_F** | *RCO (Khaki)* | *Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Holosight** | *Mk17 Holosight* |  |  |  |\n|  | **optic_Holosight_arid_F** | *Mk17 Holosight (Arid)* |  |  |  |\n|  | **optic_Holosight_blk_F** | *Mk17 Holosight (Black)* |  |  |  |\n|  | **optic_Holosight_khk_F** | *Mk17 Holosight (Khaki)* |  |  |  |\n|  | **optic_Holosight_lush_F** | *Mk17 Holosight (Lush)* |  |  |  |\n|  | **optic_Holosight_smg** | *Mk17 Holosight SMG* |  |  |  |\n|  | **optic_Holosight_smg_blk_F** | *Mk17 Holosight SMG (Black)* |  |  |  |\n|  | **optic_Holosight_smg_khk_F** | *Mk17 Holosight SMG (Khaki)* |  |  |  |\n|  | **optic_ico_01_black_f** | *Promet Modular Sight (Black)* |  |  |  |\n|  | **optic_ico_01_camo_f** | *Promet Modular Sight (Camo)* |  |  |  |\n|  | **optic_ico_01_f** | *Promet Modular Sight* |  |  |  |\n|  | **optic_ico_01_sand_f** | *Promet Modular Sight (Sand)* |  |  |  |\n|  | **optic_KHS_blk** | *Kahlia (Black)* | *Kahlia<br>Magnification: 5xâ€“11x* |  |  |\n|  | **optic_KHS_hex** | *Kahlia (Hex)* | *Kahlia<br>Magnification: 5xâ€“11x* |  |  |\n|  | **optic_KHS_old** | *Kahlia (Old)* | *Kahlia<br>Magnification: 5xâ€“11x* |  |  |\n|  | **optic_KHS_tan** | *Kahlia (Tan)* | *Kahlia<br>Magnification: 5xâ€“11x* |  |  |\n|  | **optic_LRPS** | *LRPS* | *Long-Range Precision Scope<br>Magnification: 6xâ€“25x* |  |  |\n|  | **optic_LRPS_ghex_F** | *LRPS (Green Hex)* | *Long-Range Precision Scope<br>Magnification: 6xâ€“25x* |  |  |\n|  | **optic_LRPS_tna_F** | *LRPS (Tropic)* | *Long-Range Precision Scope<br>Magnification: 6xâ€“25x* |  |  |\n|  | **optic_MRCO** | *MRCO* | *MRCO<br>Magnification: 2x* |  |  |\n|  | **optic_MRD** | *MRD* | *MRD<br>Magnification: 1x* |  |  |\n|  | **optic_MRD_black** | *MRD (Black)* | *MRD<br>Magnification: 1x* |  |  |\n|  | **optic_Nightstalker** | *Nightstalker* | *Nightstalker Sight<br>Magnification: 4xâ€“10x* |  |  |\n|  | **optic_NVS** | *NVS* | *Night Vision Scope<br>Magnification: 5x* |  |  |\n|  | **optic_SOS** | *MOS* | *Marksman Optical Sights<br>Magnification: 2,5xâ€“5x* |  |  |\n|  | **optic_SOS_khk_F** | *MOS (Khaki)* | *Marksman Optical Sights<br>Magnification: 2,5xâ€“5x* |  |  |\n|  | **optic_tws** | *TWS* | *Thermal Weapon Sight<br>Magnification: 4xâ€“10x* |  |  |\n|  | **optic_tws_mg** | *TWS MG* | *Thermal Weapon Sight for Machineguns<br>Magnification: 4xâ€“10x* |  |  |\n|  | **optic_Yorris** | *Yorris J2* | *Y-J2<br>Magnification: 1x* |  |  |\n|  | **Rangefinder** | *Rangefinder* | *Magnification: 5x-25x* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_recon_TL_F<br>B_recon_M_F<br>B_sniper_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>O_sniper_F<br>O_recon_M_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_soldierU_M_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_T_Soldier_AAR_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Recon_M_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_ghillie_tna_F<br>O_T_Soldier_AAR_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Recon_M_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_ghillie_tna_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_M_tna_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_M_ghex_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Soldier_A_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>B_W_Soldier_AAR_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>O_R_Soldier_TL_F<br>O_R_recon_TL_F<br>O_R_recon_M_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_LAT_F \\| |\n|  | **ToolKit** | *Toolkit* | *Enables repair of vehicles - Engineer<br>Enables deactivating explosives - Demo expert* |  | C_Story_Mechanic_01_F |\n|  | **Zasleh2** |  |  |  |  |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 19:17, 9 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class | Name | Inventory description | Magazines | Used by |\n|---|---|---|---|---|---|\n|  | **acc_esd_01_flashlight** | *SD Flashlight* | *Weapon mounted light.* |  |  |\n|  | **acc_flashlight** | *Flashlight* | *Weapon mounted light.* |  |  |\n|  | **acc_flashlight_pistol** | *Pistol Flashlight* | *Weapon mounted light.* |  |  |\n|  | **acc_flashlight_smg_01** | *Flashlight* | *Weapon mounted light.* |  |  |\n|  | **acc_pointer_IR** | *IR Laser Pointer* | *Emits light visible in the image intensification mode (night vision).* |  |  |\n|  | **B_UavTerminal** | *UAV Terminal [NATO]* | *Use this Terminal to connect to UAVs.* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_soldier_UAV_F<br>B_T_Soldier_UAV_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F \\| |\n|  | **Binocular** | *Binoculars* | *Magnification: 4x-12x* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_recon_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_M_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_diver_TL_F<br>O_recon_F<br>O_SoldierU_SL_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>B_Captain_Pettka_F<br>B_Captain_Jay_F<br>I_Captain_Hladas_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Recon_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Diver_TL_F<br>O_T_Recon_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>B_GEN_Commander_F<br>B_Captain_Dwarden_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>O_A_officer_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>B_CTRG_Soldier_LAT2_tna_F<br>B_ReconFatigues_01_wdl_F<br>B_W_Soldier_SL_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_Soldier_MP_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_Medic<br>O_GEN_Commander_F \\| |\n|  | **bipod_01_F_blk** | *Bipod (Black) [NATO]* |  |  |  |\n|  | **bipod_01_F_khk** | *Bipod (Khaki) [NATO]* |  |  |  |\n|  | **bipod_01_F_mtp** | *Bipod (MTP) [NATO]* |  |  |  |\n|  | **bipod_01_F_snd** | *Bipod (Sand) [NATO]* |  |  |  |\n|  | **bipod_02_F_arid** | *Bipod (Arid) [Spetsnaz]* |  |  |  |\n|  | **bipod_02_F_blk** | *Bipod (Black) [CSAT]* |  |  |  |\n|  | **bipod_02_F_hex** | *Bipod (Hex) [CSAT]* |  |  |  |\n|  | **bipod_02_F_lush** | *Bipod (Lush) [Spetsnaz]* |  |  |  |\n|  | **bipod_02_F_tan** | *Bipod (Tan) [CSAT]* |  |  |  |\n|  | **bipod_03_F_blk** | *Bipod (Black) [AAF]* |  |  |  |\n|  | **bipod_03_F_oli** | *Bipod (Olive) [AAF]* |  |  |  |\n|  | **C_UavTerminal** | *UAV Terminal [Civilians]* | *Use this Terminal to connect to UAVs.* |  | C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F |\n|  | **ChemicalDetector_01_base_F** |  |  |  |  |\n|  | **ChemicalDetector_01_black_F** | *Chemical Detector (Cover, Black)* |  |  |  |\n|  | **ChemicalDetector_01_olive_F** | *Chemical Detector (Cover, Olive)* |  |  |  |\n|  | **ChemicalDetector_01_tan_F** | *Chemical Detector (Cover, Tan)* |  |  |  |\n|  | **ChemicalDetector_01_watch_F** | *Chemical Detector* | *Useful for chemical threat detection* |  |  |\n|  | **DroneDetector** | *Drone Detector* | *Detects all Sentry Drones in range.* |  |  |\n|  | **FirstAidKit** | *First Aid Kit* | *Use to treat heavy wounds.<br>Usable on: Self, Others* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_F<br>B_RangeMaster_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Helipilot_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_officer_F<br>B_Competitor_F<br>B_Pilot_F<br>B_helicrew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Soldier_unarmed_F<br>B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_SF_Captain_F<br>B_Story_Protagonist_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>I_G_Soldier_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_AR_F<br>I_G_medic_F<br>I_G_engineer_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_M_F<br>I_G_Soldier_LAT_F<br>I_G_Soldier_A_F<br>I_G_officer_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_Protagonist_F<br>I_G_Story_SF_Captain_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F<br>I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_helipilot_F<br>I_pilot_F<br>I_helicrew_F<br>I_officer_F<br>I_Story_Colonel_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Soldier_unarmed_F<br>I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>O_Soldier_F<br>O_officer_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_Pilot_F<br>O_helicrew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Soldier_unarmed_F<br>O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_SoldierU_unarmed_F<br>C_Marshal_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>B_Captain_Pettka_F<br>B_Captain_Jay_F<br>I_Captain_Hladas_F<br>B_UAV_AI<br>O_UAV_AI<br>I_UAV_AI<br>Underwear_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_5_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_Camo_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Pilot_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Officer_F<br>O_T_Soldier_PG_F<br>O_T_Pilot_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_G_Captain_Ivan_F<br>B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>O_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_T_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>B_G_Story_Guerilla_01_F<br>I_Story_Officer_01_F<br>C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_AidWorker_06_F<br>C_IDAP_Man_AidWorker_07_F<br>C_IDAP_Man_AidWorker_08_F<br>C_IDAP_Man_AidWorker_09_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Man_UtilityWorker_01_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_Man_UAV_06_medical_F<br>C_Story_EOD_01_F<br>O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Officer_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F<br>I_E_Medic_F<br>I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Looter_Pistol_F<br>I_L_Looter_SG_F<br>I_L_Looter_Rifle_F<br>I_L_Looter_SMG_F<br>I_L_Criminal_SG_F<br>I_L_Criminal_SMG_F<br>I_L_Hunter_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F \\| |\n|  | **I_E_UavTerminal** | *UAV Terminal [LDF]* | *Use this Terminal to connect to UAVs.* |  | I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F |\n|  | **I_UavTerminal** | *UAV Terminal [AAF]* | *Use this Terminal to connect to UAVs.* |  | I_soldier_UAV_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F |\n|  | **Integrated_NVG_F** | *NV Goggles (Brown)* | *Night Vision Goggles* |  |  |\n|  | **Integrated_NVG_TI_0_F** | *NV Goggles (Brown)* | *Night Vision Goggles* |  |  |\n|  | **Integrated_NVG_TI_1_F** | *NV Goggles (Brown)* | *Night Vision Goggles* |  |  |\n|  | **Item_AntidoteKit_01_F** | *Antidote Kit* |  |  |  |\n|  | **Item_DeconKit_01_F** | *Decon Kit* |  |  |  |\n|  | **ItemCompass** | *Compass* | *Useful for navigation.* |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_man_1<br>VirtualMan_F<br>HeadlessClient_F<br>B_Soldier_F<br>B_RangeMaster_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Helipilot_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_officer_F<br>B_Competitor_F<br>B_Pilot_F<br>B_helicrew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Soldier_unarmed_F<br>B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_SF_Captain_F<br>B_Story_Protagonist_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>C_man_1_1_F<br>C_man_1_2_F<br>C_man_1_3_F<br>C_man_polo_1_F<br>C_man_polo_1_F_afro<br>C_man_polo_1_F_euro<br>C_man_polo_1_F_asia<br>C_man_polo_2_F<br>C_man_polo_2_F_afro<br>C_man_polo_2_F_euro<br>C_man_polo_2_F_asia<br>C_man_polo_3_F<br>C_man_polo_3_F_afro<br>C_man_polo_3_F_euro<br>C_man_polo_3_F_asia<br>C_man_polo_4_F<br>C_man_polo_4_F_afro<br>C_man_polo_4_F_euro<br>C_man_polo_4_F_asia<br>C_man_polo_5_F<br>C_man_polo_5_F_afro<br>C_man_polo_5_F_euro<br>C_man_polo_5_F_asia<br>C_man_polo_6_F<br>C_man_polo_6_F_afro<br>C_man_polo_6_F_euro<br>C_man_polo_6_F_asia<br>C_man_p_fugitive_F<br>C_man_p_fugitive_F_afro<br>C_man_p_fugitive_F_euro<br>C_man_p_fugitive_F_asia<br>C_man_p_beggar_F<br>C_man_p_beggar_F_afro<br>C_man_p_beggar_F_euro<br>C_man_p_beggar_F_asia<br>C_man_w_worker_F<br>C_scientist_F<br>C_man_hunter_1_F<br>C_man_p_shorts_1_F<br>C_man_p_shorts_1_F_afro<br>C_man_p_shorts_1_F_euro<br>C_man_p_shorts_1_F_asia<br>C_man_shorts_1_F<br>C_man_shorts_1_F_afro<br>C_man_shorts_1_F_euro<br>C_man_shorts_1_F_asia<br>C_man_shorts_2_F<br>C_man_shorts_2_F_afro<br>C_man_shorts_2_F_euro<br>C_man_shorts_2_F_asia<br>C_man_shorts_3_F<br>C_man_shorts_3_F_afro<br>C_man_shorts_3_F_euro<br>C_man_shorts_3_F_asia<br>C_man_shorts_4_F<br>C_man_shorts_4_F_afro<br>C_man_shorts_4_F_euro<br>C_man_shorts_4_F_asia<br>C_man_pilot_F<br>C_journalist_F<br>C_Orestes<br>C_Nikos<br>C_Nikos_aged<br>I_G_Soldier_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_AR_F<br>I_G_medic_F<br>I_G_engineer_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_M_F<br>I_G_Soldier_LAT_F<br>I_G_Soldier_A_F<br>I_G_officer_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_Protagonist_F<br>I_G_Story_SF_Captain_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F<br>I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_helipilot_F<br>I_pilot_F<br>I_helicrew_F<br>I_officer_F<br>I_Story_Colonel_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Soldier_unarmed_F<br>I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>O_Soldier_F<br>O_officer_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_Pilot_F<br>O_helicrew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Soldier_unarmed_F<br>O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_SoldierU_unarmed_F<br>C_Driver_1_F<br>C_Driver_2_F<br>C_Driver_3_F<br>C_Driver_4_F<br>C_Driver_1_random_base_F<br>C_Driver_1_black_F<br>C_Driver_1_blue_F<br>C_Driver_1_green_F<br>C_Driver_1_red_F<br>C_Driver_1_white_F<br>C_Driver_1_yellow_F<br>C_Driver_1_orange_F<br>C_Marshal_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>B_Captain_Pettka_F<br>B_Captain_Jay_F<br>I_Captain_Hladas_F<br>B_UAV_AI<br>O_UAV_AI<br>I_UAV_AI<br>Underwear_F<br>VirtualCurator_F<br>B_VirtualCurator_F<br>O_VirtualCurator_F<br>I_VirtualCurator_F<br>C_VirtualCurator_F<br>VirtualSpectator_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_5_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_Camo_F<br>I_C_Pilot_F<br>I_C_Helipilot_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Pilot_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Officer_F<br>O_T_Soldier_PG_F<br>O_T_Pilot_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_G_Captain_Ivan_F<br>C_man_sport_1_F<br>C_man_sport_1_F_afro<br>C_man_sport_1_F_euro<br>C_man_sport_1_F_asia<br>C_man_sport_1_F_tanoan<br>C_man_sport_2_F<br>C_man_sport_2_F_afro<br>C_man_sport_2_F_euro<br>C_man_sport_2_F_asia<br>C_man_sport_2_F_tanoan<br>C_man_sport_3_F<br>C_man_sport_3_F_afro<br>C_man_sport_3_F_euro<br>C_man_sport_3_F_asia<br>C_man_sport_3_F_tanoan<br>C_Man_casual_1_F<br>C_Man_casual_1_F_afro<br>C_Man_casual_1_F_euro<br>C_Man_casual_1_F_asia<br>C_Man_casual_1_F_tanoan<br>C_Man_casual_2_F<br>C_Man_casual_2_F_afro<br>C_Man_casual_2_F_euro<br>C_Man_casual_2_F_asia<br>C_Man_casual_2_F_tanoan<br>C_Man_casual_3_F<br>C_Man_casual_3_F_afro<br>C_Man_casual_3_F_euro<br>C_Man_casual_3_F_asia<br>C_Man_casual_3_F_tanoan<br>C_Man_casual_4_F<br>C_Man_casual_4_F_afro<br>C_Man_casual_4_F_euro<br>C_Man_casual_4_F_asia<br>C_Man_casual_4_F_tanoan<br>C_Man_casual_5_F<br>C_Man_casual_5_F_afro<br>C_Man_casual_5_F_euro<br>C_Man_casual_5_F_asia<br>C_Man_casual_5_F_tanoan<br>C_Man_casual_6_F<br>C_Man_casual_6_F_afro<br>C_Man_casual_6_F_euro<br>C_Man_casual_6_F_asia<br>C_Man_casual_6_F_tanoan<br>C_Man_French_universal_F<br>B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>O_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_T_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>B_G_Story_Guerilla_01_F<br>I_Story_Officer_01_F<br>C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_AidWorker_06_F<br>C_IDAP_Man_AidWorker_07_F<br>C_IDAP_Man_AidWorker_08_F<br>C_IDAP_Man_AidWorker_09_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Journalist_01_War_F<br>C_Man_UtilityWorker_01_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F<br>C_Man_Fisherman_01_F<br>C_Man_Messenger_01_F<br>C_Story_EOD_01_F<br>C_Story_Mechanic_01_F<br>CivilianPresence_C_Man_casual_1_F_tanoan<br>CivilianPresence_C_Man_casual_2_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_tanoan<br>CivilianPresence_C_Man_casual_1_F_euro<br>CivilianPresence_C_Man_casual_2_F_euro<br>CivilianPresence_C_Man_casual_3_F_euro<br>CivilianPresence_C_Man_casual_4_F_euro<br>CivilianPresence_C_Man_casual_5_F_euro<br>CivilianPresence_C_Man_casual_6_F_euro<br>CivilianPresence_C_man_polo_1_F_euro<br>CivilianPresence_C_man_polo_2_F_euro<br>CivilianPresence_C_man_polo_3_F_euro<br>CivilianPresence_C_man_polo_4_F_euro<br>CivilianPresence_C_man_polo_5_F_euro<br>CivilianPresence_C_man_polo_6_F_euro<br>CivilianPresence_C_Man_casual_1_F_asia<br>CivilianPresence_C_Man_casual_2_F_asia<br>CivilianPresence_C_Man_casual_3_F_asia<br>CivilianPresence_C_Man_casual_4_F_asia<br>CivilianPresence_C_Man_casual_5_F_asia<br>CivilianPresence_C_Man_casual_6_F_asia<br>CivilianPresence_C_man_polo_1_F_asia<br>CivilianPresence_C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_6_F_asia<br>CivilianPresence_C_Man_casual_1_F_afro<br>CivilianPresence_C_Man_casual_2_F_afro<br>CivilianPresence_C_Man_casual_3_F_afro<br>CivilianPresence_C_Man_casual_4_F_afro<br>CivilianPresence_C_Man_casual_5_F_afro<br>CivilianPresence_C_Man_casual_6_F_afro<br>CivilianPresence_C_man_polo_1_F_afro<br>CivilianPresence_C_man_polo_2_F_afro<br>CivilianPresence_C_man_polo_3_F_afro<br>CivilianPresence_C_man_polo_4_F_afro<br>CivilianPresence_C_man_polo_5_F_afro<br>CivilianPresence_C_man_polo_6_F_afro<br>O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>C_E_LooterJacket_01_F<br>C_Uniform_Scientist_01_F<br>C_Uniform_Scientist_01_formal_F<br>C_Uniform_Scientist_02_F<br>C_Uniform_Scientist_02_formal_F<br>C_Uniform_Farmer_01_F<br>C_scientist_01_formal_F<br>C_scientist_02_formal_F<br>C_scientist_01_informal_F<br>C_scientist_02_informal_F<br>C_Man_1_enoch_F<br>C_Man_2_enoch_F<br>C_Man_3_enoch_F<br>C_Man_4_enoch_F<br>C_Man_5_enoch_F<br>C_Man_6_enoch_F<br>C_Farmer_01_enoch_F<br>CivilianPresence_C_Man_1_enoch_F<br>CivilianPresence_C_Man_2_enoch_F<br>CivilianPresence_C_Man_3_enoch_F<br>CivilianPresence_C_Man_4_enoch_F<br>CivilianPresence_C_Man_5_enoch_F<br>CivilianPresence_C_Man_6_enoch_F<br>CivilianPresence_C_Farmer_01_enoch_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Officer_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F<br>I_E_Medic_F<br>I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Looter_Pistol_F<br>I_L_Looter_SG_F<br>I_L_Looter_Rifle_F<br>I_L_Looter_SMG_F<br>I_L_Criminal_SG_F<br>I_L_Criminal_SMG_F<br>I_L_Hunter_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F<br>C_man_p_beggar_F_afro_sick<br>C_Man_casual_1_F_afro_sick<br>C_Man_casual_3_F_afro_sick<br>C_Man_casual_4_F_afro_sick<br>C_Man_casual_5_F_afro_sick<br>C_Man_casual_6_F_afro_sick<br>C_man_polo_1_F_afro_sick<br>C_man_polo_2_F_afro_sick<br>C_man_polo_3_F_afro_sick<br>C_man_polo_6_F_afro_sick<br>C_man_sport_2_F_afro_sick<br>C_Uniform_ArtTShirt_01_v1_F<br>C_Uniform_ArtTShirt_01_v2_F<br>C_Uniform_ArtTShirt_01_v3_F<br>C_Uniform_ArtTShirt_01_v4_F<br>C_Uniform_ArtTShirt_01_v5_F<br>C_Uniform_ArtTShirt_01_v6_F<br>C_Uniform_FormalSuit_01_black_F<br>C_Uniform_FormalSuit_01_gray_F<br>C_Uniform_FormalSuit_01_blue_F<br>C_Uniform_FormalSuit_01_khaki_F<br>C_Uniform_FormalSuit_01_tshirt_black_F<br>C_Uniform_FormalSuit_01_tshirt_gray_F<br>B_Uniform_ParadeUniform_01_US_F<br>B_Uniform_ParadeUniform_01_US_decorated_F<br>O_Uniform_ParadeUniform_01_CSAT_F<br>O_Uniform_ParadeUniform_01_CSAT_decorated_F<br>I_Uniform_ParadeUniform_01_AAF_F<br>I_Uniform_ParadeUniform_01_AAF_decorated_F<br>I_E_Uniform_ParadeUniform_01_LDF_F<br>I_E_Uniform_ParadeUniform_01_LDF_decorated_F<br>C_Man_formal_1_F<br>C_Man_formal_1_F_afro<br>C_Man_formal_1_F_euro<br>C_Man_formal_1_F_asia<br>C_Man_formal_1_F_tanoan<br>C_Man_formal_2_F<br>C_Man_formal_2_F_afro<br>C_Man_formal_2_F_euro<br>C_Man_formal_2_F_asia<br>C_Man_formal_2_F_tanoan<br>C_Man_formal_3_F<br>C_Man_formal_3_F_afro<br>C_Man_formal_3_F_euro<br>C_Man_formal_3_F_asia<br>C_Man_formal_3_F_tanoan<br>C_Man_formal_4_F<br>C_Man_formal_4_F_afro<br>C_Man_formal_4_F_euro<br>C_Man_formal_4_F_asia<br>C_Man_formal_4_F_tanoan<br>C_Man_smart_casual_1_F<br>C_Man_smart_casual_1_F_afro<br>C_Man_smart_casual_1_F_euro<br>C_Man_smart_casual_1_F_asia<br>C_Man_smart_casual_1_F_tanoan<br>C_Man_smart_casual_2_F<br>C_Man_smart_casual_2_F_afro<br>C_Man_smart_casual_2_F_euro<br>C_Man_smart_casual_2_F_asia<br>C_Man_smart_casual_2_F_tanoan<br>C_Man_casual_4_v2_F<br>C_Man_casual_4_v2_F_afro<br>C_Man_casual_4_v2_F_euro<br>C_Man_casual_4_v2_F_asia<br>C_Man_casual_4_v2_F_tanoan<br>C_Man_casual_5_v2_F<br>C_Man_casual_5_v2_F_afro<br>C_Man_casual_5_v2_F_euro<br>C_Man_casual_5_v2_F_asia<br>C_Man_casual_5_v2_F_tanoan<br>C_Man_casual_6_v2_F<br>C_Man_casual_6_v2_F_afro<br>C_Man_casual_6_v2_F_euro<br>C_Man_casual_6_v2_F_asia<br>C_Man_casual_6_v2_F_tanoan<br>C_Man_casual_7_F<br>C_Man_casual_7_F_afro<br>C_Man_casual_7_F_euro<br>C_Man_casual_7_F_asia<br>C_Man_casual_7_F_tanoan<br>C_Man_casual_8_F<br>C_Man_casual_8_F_afro<br>C_Man_casual_8_F_euro<br>C_Man_casual_8_F_asia<br>C_Man_casual_8_F_tanoan<br>C_Man_casual_9_F<br>C_Man_casual_9_F_afro<br>C_Man_casual_9_F_euro<br>C_Man_casual_9_F_asia<br>C_Man_casual_9_F_tanoan<br>B_Officer_Parade_F<br>B_Officer_Parade_Veteran_F<br>I_Officer_Parade_F<br>I_Officer_Parade_Veteran_F<br>I_E_Officer_Parade_F<br>I_E_Officer_Parade_Veteran_F<br>O_Officer_Parade_F<br>O_Officer_Parade_Veteran_F \\| |\n|  | **ItemGPS** | *GPS* | *Enables accurate positioning.* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_officer_F<br>B_diver_TL_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>I_G_officer_F<br>B_G_officer_F<br>O_G_officer_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_officer_F<br>I_Story_Colonel_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>O_officer_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_diver_TL_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_Recon_Sharpshooter_F<br>O_Pathfinder_F<br>B_T_Officer_F<br>B_T_Soldier_TL_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>O_T_Officer_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_Deck_Crew_F<br>C_IDAP_Man_AidWorker_07_F<br>C_IDAP_Man_AidWorker_08_F<br>C_IDAP_Man_AidWorker_09_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Journalist_01_War_F<br>C_Man_UtilityWorker_01_F<br>C_Man_Messenger_01_F<br>B_CTRG_Soldier_LAT2_tna_F<br>B_ReconFatigues_01_wdl_F<br>B_W_Officer_F<br>B_W_Soldier_TL_F<br>O_R_Soldier_TL_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_JTAC_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_Soldier_MP_F<br>O_R_Patrol_Soldier_TL_F \\| |\n|  | **ItemMap** | *Map* | *Enables viewing map.* |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_man_1<br>VirtualMan_F<br>HeadlessClient_F<br>B_Soldier_F<br>B_RangeMaster_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Helipilot_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_officer_F<br>B_Competitor_F<br>B_Pilot_F<br>B_helicrew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Soldier_unarmed_F<br>B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_SF_Captain_F<br>B_Story_Protagonist_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>C_man_1_1_F<br>C_man_1_2_F<br>C_man_1_3_F<br>C_man_polo_1_F<br>C_man_polo_1_F_afro<br>C_man_polo_1_F_euro<br>C_man_polo_1_F_asia<br>C_man_polo_2_F<br>C_man_polo_2_F_afro<br>C_man_polo_2_F_euro<br>C_man_polo_2_F_asia<br>C_man_polo_3_F<br>C_man_polo_3_F_afro<br>C_man_polo_3_F_euro<br>C_man_polo_3_F_asia<br>C_man_polo_4_F<br>C_man_polo_4_F_afro<br>C_man_polo_4_F_euro<br>C_man_polo_4_F_asia<br>C_man_polo_5_F<br>C_man_polo_5_F_afro<br>C_man_polo_5_F_euro<br>C_man_polo_5_F_asia<br>C_man_polo_6_F<br>C_man_polo_6_F_afro<br>C_man_polo_6_F_euro<br>C_man_polo_6_F_asia<br>C_man_p_fugitive_F<br>C_man_p_fugitive_F_afro<br>C_man_p_fugitive_F_euro<br>C_man_p_fugitive_F_asia<br>C_man_p_beggar_F<br>C_man_p_beggar_F_afro<br>C_man_p_beggar_F_euro<br>C_man_p_beggar_F_asia<br>C_man_w_worker_F<br>C_scientist_F<br>C_man_hunter_1_F<br>C_man_p_shorts_1_F<br>C_man_p_shorts_1_F_afro<br>C_man_p_shorts_1_F_euro<br>C_man_p_shorts_1_F_asia<br>C_man_shorts_1_F<br>C_man_shorts_1_F_afro<br>C_man_shorts_1_F_euro<br>C_man_shorts_1_F_asia<br>C_man_shorts_2_F<br>C_man_shorts_2_F_afro<br>C_man_shorts_2_F_euro<br>C_man_shorts_2_F_asia<br>C_man_shorts_3_F<br>C_man_shorts_3_F_afro<br>C_man_shorts_3_F_euro<br>C_man_shorts_3_F_asia<br>C_man_shorts_4_F<br>C_man_shorts_4_F_afro<br>C_man_shorts_4_F_euro<br>C_man_shorts_4_F_asia<br>C_man_pilot_F<br>C_journalist_F<br>C_Orestes<br>C_Nikos<br>C_Nikos_aged<br>I_G_Soldier_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_AR_F<br>I_G_medic_F<br>I_G_engineer_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_M_F<br>I_G_Soldier_LAT_F<br>I_G_Soldier_A_F<br>I_G_officer_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_Protagonist_F<br>I_G_Story_SF_Captain_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F<br>I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_helipilot_F<br>I_pilot_F<br>I_helicrew_F<br>I_officer_F<br>I_Story_Colonel_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Soldier_unarmed_F<br>I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>O_Soldier_F<br>O_officer_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_Pilot_F<br>O_helicrew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Soldier_unarmed_F<br>O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_SoldierU_unarmed_F<br>C_Driver_1_F<br>C_Driver_2_F<br>C_Driver_3_F<br>C_Driver_4_F<br>C_Driver_1_random_base_F<br>C_Driver_1_black_F<br>C_Driver_1_blue_F<br>C_Driver_1_green_F<br>C_Driver_1_red_F<br>C_Driver_1_white_F<br>C_Driver_1_yellow_F<br>C_Driver_1_orange_F<br>C_Marshal_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>B_Captain_Pettka_F<br>B_Captain_Jay_F<br>I_Captain_Hladas_F<br>B_UAV_AI<br>O_UAV_AI<br>I_UAV_AI<br>Underwear_F<br>VirtualCurator_F<br>B_VirtualCurator_F<br>O_VirtualCurator_F<br>I_VirtualCurator_F<br>C_VirtualCurator_F<br>VirtualSpectator_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_5_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_Camo_F<br>I_C_Pilot_F<br>I_C_Helipilot_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Pilot_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Officer_F<br>O_T_Soldier_PG_F<br>O_T_Pilot_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_G_Captain_Ivan_F<br>C_man_sport_1_F<br>C_man_sport_1_F_afro<br>C_man_sport_1_F_euro<br>C_man_sport_1_F_asia<br>C_man_sport_1_F_tanoan<br>C_man_sport_2_F<br>C_man_sport_2_F_afro<br>C_man_sport_2_F_euro<br>C_man_sport_2_F_asia<br>C_man_sport_2_F_tanoan<br>C_man_sport_3_F<br>C_man_sport_3_F_afro<br>C_man_sport_3_F_euro<br>C_man_sport_3_F_asia<br>C_man_sport_3_F_tanoan<br>C_Man_casual_1_F<br>C_Man_casual_1_F_afro<br>C_Man_casual_1_F_euro<br>C_Man_casual_1_F_asia<br>C_Man_casual_1_F_tanoan<br>C_Man_casual_2_F<br>C_Man_casual_2_F_afro<br>C_Man_casual_2_F_euro<br>C_Man_casual_2_F_asia<br>C_Man_casual_2_F_tanoan<br>C_Man_casual_3_F<br>C_Man_casual_3_F_afro<br>C_Man_casual_3_F_euro<br>C_Man_casual_3_F_asia<br>C_Man_casual_3_F_tanoan<br>C_Man_casual_4_F<br>C_Man_casual_4_F_afro<br>C_Man_casual_4_F_euro<br>C_Man_casual_4_F_asia<br>C_Man_casual_4_F_tanoan<br>C_Man_casual_5_F<br>C_Man_casual_5_F_afro<br>C_Man_casual_5_F_euro<br>C_Man_casual_5_F_asia<br>C_Man_casual_5_F_tanoan<br>C_Man_casual_6_F<br>C_Man_casual_6_F_afro<br>C_Man_casual_6_F_euro<br>C_Man_casual_6_F_asia<br>C_Man_casual_6_F_tanoan<br>C_Man_French_universal_F<br>B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>O_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_T_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>B_G_Story_Guerilla_01_F<br>I_Story_Officer_01_F<br>C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_AidWorker_06_F<br>C_IDAP_Man_AidWorker_07_F<br>C_IDAP_Man_AidWorker_08_F<br>C_IDAP_Man_AidWorker_09_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Journalist_01_War_F<br>C_Man_UtilityWorker_01_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F<br>C_Man_Fisherman_01_F<br>C_Man_Messenger_01_F<br>C_Story_EOD_01_F<br>C_Story_Mechanic_01_F<br>CivilianPresence_C_Man_casual_1_F_tanoan<br>CivilianPresence_C_Man_casual_2_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_tanoan<br>CivilianPresence_C_Man_casual_1_F_euro<br>CivilianPresence_C_Man_casual_2_F_euro<br>CivilianPresence_C_Man_casual_3_F_euro<br>CivilianPresence_C_Man_casual_4_F_euro<br>CivilianPresence_C_Man_casual_5_F_euro<br>CivilianPresence_C_Man_casual_6_F_euro<br>CivilianPresence_C_man_polo_1_F_euro<br>CivilianPresence_C_man_polo_2_F_euro<br>CivilianPresence_C_man_polo_3_F_euro<br>CivilianPresence_C_man_polo_4_F_euro<br>CivilianPresence_C_man_polo_5_F_euro<br>CivilianPresence_C_man_polo_6_F_euro<br>CivilianPresence_C_Man_casual_1_F_asia<br>CivilianPresence_C_Man_casual_2_F_asia<br>CivilianPresence_C_Man_casual_3_F_asia<br>CivilianPresence_C_Man_casual_4_F_asia<br>CivilianPresence_C_Man_casual_5_F_asia<br>CivilianPresence_C_Man_casual_6_F_asia<br>CivilianPresence_C_man_polo_1_F_asia<br>CivilianPresence_C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_6_F_asia<br>CivilianPresence_C_Man_casual_1_F_afro<br>CivilianPresence_C_Man_casual_2_F_afro<br>CivilianPresence_C_Man_casual_3_F_afro<br>CivilianPresence_C_Man_casual_4_F_afro<br>CivilianPresence_C_Man_casual_5_F_afro<br>CivilianPresence_C_Man_casual_6_F_afro<br>CivilianPresence_C_man_polo_1_F_afro<br>CivilianPresence_C_man_polo_2_F_afro<br>CivilianPresence_C_man_polo_3_F_afro<br>CivilianPresence_C_man_polo_4_F_afro<br>CivilianPresence_C_man_polo_5_F_afro<br>CivilianPresence_C_man_polo_6_F_afro<br>O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>C_E_LooterJacket_01_F<br>C_Uniform_Scientist_01_F<br>C_Uniform_Scientist_01_formal_F<br>C_Uniform_Scientist_02_F<br>C_Uniform_Scientist_02_formal_F<br>C_Uniform_Farmer_01_F<br>C_scientist_01_formal_F<br>C_scientist_02_formal_F<br>C_scientist_01_informal_F<br>C_scientist_02_informal_F<br>C_Man_1_enoch_F<br>C_Man_2_enoch_F<br>C_Man_3_enoch_F<br>C_Man_4_enoch_F<br>C_Man_5_enoch_F<br>C_Man_6_enoch_F<br>C_Farmer_01_enoch_F<br>CivilianPresence_C_Man_1_enoch_F<br>CivilianPresence_C_Man_2_enoch_F<br>CivilianPresence_C_Man_3_enoch_F<br>CivilianPresence_C_Man_4_enoch_F<br>CivilianPresence_C_Man_5_enoch_F<br>CivilianPresence_C_Man_6_enoch_F<br>CivilianPresence_C_Farmer_01_enoch_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Officer_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F<br>I_E_Medic_F<br>I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Looter_Pistol_F<br>I_L_Looter_SG_F<br>I_L_Looter_Rifle_F<br>I_L_Looter_SMG_F<br>I_L_Criminal_SG_F<br>I_L_Criminal_SMG_F<br>I_L_Hunter_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F<br>C_man_p_beggar_F_afro_sick<br>C_Man_casual_1_F_afro_sick<br>C_Man_casual_3_F_afro_sick<br>C_Man_casual_4_F_afro_sick<br>C_Man_casual_5_F_afro_sick<br>C_Man_casual_6_F_afro_sick<br>C_man_polo_1_F_afro_sick<br>C_man_polo_2_F_afro_sick<br>C_man_polo_3_F_afro_sick<br>C_man_polo_6_F_afro_sick<br>C_man_sport_2_F_afro_sick<br>C_Uniform_ArtTShirt_01_v1_F<br>C_Uniform_ArtTShirt_01_v2_F<br>C_Uniform_ArtTShirt_01_v3_F<br>C_Uniform_ArtTShirt_01_v4_F<br>C_Uniform_ArtTShirt_01_v5_F<br>C_Uniform_ArtTShirt_01_v6_F<br>C_Uniform_FormalSuit_01_black_F<br>C_Uniform_FormalSuit_01_gray_F<br>C_Uniform_FormalSuit_01_blue_F<br>C_Uniform_FormalSuit_01_khaki_F<br>C_Uniform_FormalSuit_01_tshirt_black_F<br>C_Uniform_FormalSuit_01_tshirt_gray_F<br>B_Uniform_ParadeUniform_01_US_F<br>B_Uniform_ParadeUniform_01_US_decorated_F<br>O_Uniform_ParadeUniform_01_CSAT_F<br>O_Uniform_ParadeUniform_01_CSAT_decorated_F<br>I_Uniform_ParadeUniform_01_AAF_F<br>I_Uniform_ParadeUniform_01_AAF_decorated_F<br>I_E_Uniform_ParadeUniform_01_LDF_F<br>I_E_Uniform_ParadeUniform_01_LDF_decorated_F<br>C_Man_formal_1_F<br>C_Man_formal_1_F_afro<br>C_Man_formal_1_F_euro<br>C_Man_formal_1_F_asia<br>C_Man_formal_1_F_tanoan<br>C_Man_formal_2_F<br>C_Man_formal_2_F_afro<br>C_Man_formal_2_F_euro<br>C_Man_formal_2_F_asia<br>C_Man_formal_2_F_tanoan<br>C_Man_formal_3_F<br>C_Man_formal_3_F_afro<br>C_Man_formal_3_F_euro<br>C_Man_formal_3_F_asia<br>C_Man_formal_3_F_tanoan<br>C_Man_formal_4_F<br>C_Man_formal_4_F_afro<br>C_Man_formal_4_F_euro<br>C_Man_formal_4_F_asia<br>C_Man_formal_4_F_tanoan<br>C_Man_smart_casual_1_F<br>C_Man_smart_casual_1_F_afro<br>C_Man_smart_casual_1_F_euro<br>C_Man_smart_casual_1_F_asia<br>C_Man_smart_casual_1_F_tanoan<br>C_Man_smart_casual_2_F<br>C_Man_smart_casual_2_F_afro<br>C_Man_smart_casual_2_F_euro<br>C_Man_smart_casual_2_F_asia<br>C_Man_smart_casual_2_F_tanoan<br>C_Man_casual_4_v2_F<br>C_Man_casual_4_v2_F_afro<br>C_Man_casual_4_v2_F_euro<br>C_Man_casual_4_v2_F_asia<br>C_Man_casual_4_v2_F_tanoan<br>C_Man_casual_5_v2_F<br>C_Man_casual_5_v2_F_afro<br>C_Man_casual_5_v2_F_euro<br>C_Man_casual_5_v2_F_asia<br>C_Man_casual_5_v2_F_tanoan<br>C_Man_casual_6_v2_F<br>C_Man_casual_6_v2_F_afro<br>C_Man_casual_6_v2_F_euro<br>C_Man_casual_6_v2_F_asia<br>C_Man_casual_6_v2_F_tanoan<br>C_Man_casual_7_F<br>C_Man_casual_7_F_afro<br>C_Man_casual_7_F_euro<br>C_Man_casual_7_F_asia<br>C_Man_casual_7_F_tanoan<br>C_Man_casual_8_F<br>C_Man_casual_8_F_afro<br>C_Man_casual_8_F_euro<br>C_Man_casual_8_F_asia<br>C_Man_casual_8_F_tanoan<br>C_Man_casual_9_F<br>C_Man_casual_9_F_afro<br>C_Man_casual_9_F_euro<br>C_Man_casual_9_F_asia<br>C_Man_casual_9_F_tanoan<br>B_Officer_Parade_F<br>B_Officer_Parade_Veteran_F<br>I_Officer_Parade_F<br>I_Officer_Parade_Veteran_F<br>I_E_Officer_Parade_F<br>I_E_Officer_Parade_Veteran_F<br>O_Officer_Parade_F<br>O_Officer_Parade_Veteran_F \\| |\n|  | **ItemRadio** | *Radio* | *Enables communications.* |  | \\| Objects \\|<br>\\|---\\|<br>\\| 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andit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_Camo_F<br>I_C_Pilot_F<br>I_C_Helipilot_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Pilot_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Officer_F<br>O_T_Soldier_PG_F<br>O_T_Pilot_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_G_Captain_Ivan_F<br>B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>O_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_T_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>B_G_Story_Guerilla_01_F<br>I_Story_Officer_01_F<br>C_IDAP_Man_AidWorker_07_F<br>C_IDAP_Man_AidWorker_08_F<br>C_IDAP_Man_AidWorker_09_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Man_UtilityWorker_01_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F<br>C_Story_EOD_01_F<br>O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Officer_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F<br>I_E_Medic_F<br>I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Looter_Pistol_F<br>I_L_Looter_SG_F<br>I_L_Looter_Rifle_F<br>I_L_Looter_SMG_F<br>I_L_Criminal_SG_F<br>I_L_Criminal_SMG_F<br>I_L_Hunter_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F<br>B_Officer_Parade_F<br>B_Officer_Parade_Veteran_F<br>I_Officer_Parade_F<br>I_Officer_Parade_Veteran_F<br>I_E_Officer_Parade_F<br>I_E_Officer_Parade_Veteran_F<br>O_Officer_Parade_F<br>O_Officer_Parade_Veteran_F \\| |\n|  | **ItemWatch** | *Watch* | *Useful for recognizing clock position.* |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_man_1<br>VirtualMan_F<br>HeadlessClient_F<br>B_Soldier_F<br>B_RangeMaster_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Helipilot_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_officer_F<br>B_Competitor_F<br>B_Pilot_F<br>B_helicrew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Soldier_unarmed_F<br>B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_SF_Captain_F<br>B_Story_Protagonist_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>C_man_1_1_F<br>C_man_1_2_F<br>C_man_1_3_F<br>C_man_polo_1_F<br>C_man_polo_1_F_afro<br>C_man_polo_1_F_euro<br>C_man_polo_1_F_asia<br>C_man_polo_2_F<br>C_man_polo_2_F_afro<br>C_man_polo_2_F_euro<br>C_man_polo_2_F_asia<br>C_man_polo_3_F<br>C_man_polo_3_F_afro<br>C_man_polo_3_F_euro<br>C_man_polo_3_F_asia<br>C_man_polo_4_F<br>C_man_polo_4_F_afro<br>C_man_polo_4_F_euro<br>C_man_polo_4_F_asia<br>C_man_polo_5_F<br>C_man_polo_5_F_afro<br>C_man_polo_5_F_euro<br>C_man_polo_5_F_asia<br>C_man_polo_6_F<br>C_man_polo_6_F_afro<br>C_man_polo_6_F_euro<br>C_man_polo_6_F_asia<br>C_man_p_fugitive_F<br>C_man_p_fugitive_F_afro<br>C_man_p_fugitive_F_euro<br>C_man_p_fugitive_F_asia<br>C_man_p_beggar_F<br>C_man_p_beggar_F_afro<br>C_man_p_beggar_F_euro<br>C_man_p_beggar_F_asia<br>C_man_w_worker_F<br>C_scientist_F<br>C_man_hunter_1_F<br>C_man_p_shorts_1_F<br>C_man_p_shorts_1_F_afro<br>C_man_p_shorts_1_F_euro<br>C_man_p_shorts_1_F_asia<br>C_man_shorts_1_F<br>C_man_shorts_1_F_afro<br>C_man_shorts_1_F_euro<br>C_man_shorts_1_F_asia<br>C_man_shorts_2_F<br>C_man_shorts_2_F_afro<br>C_man_shorts_2_F_euro<br>C_man_shorts_2_F_asia<br>C_man_shorts_3_F<br>C_man_shorts_3_F_afro<br>C_man_shorts_3_F_euro<br>C_man_shorts_3_F_asia<br>C_man_shorts_4_F<br>C_man_shorts_4_F_afro<br>C_man_shorts_4_F_euro<br>C_man_shorts_4_F_asia<br>C_man_pilot_F<br>C_journalist_F<br>C_Orestes<br>C_Nikos<br>C_Nikos_aged<br>I_G_Soldier_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_AR_F<br>I_G_medic_F<br>I_G_engineer_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_M_F<br>I_G_Soldier_LAT_F<br>I_G_Soldier_A_F<br>I_G_officer_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_Protagonist_F<br>I_G_Story_SF_Captain_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F<br>I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_helipilot_F<br>I_pilot_F<br>I_helicrew_F<br>I_officer_F<br>I_Story_Colonel_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Soldier_unarmed_F<br>I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>O_Soldier_F<br>O_officer_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_Pilot_F<br>O_helicrew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Soldier_unarmed_F<br>O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_SoldierU_unarmed_F<br>C_Driver_1_F<br>C_Driver_2_F<br>C_Driver_3_F<br>C_Driver_4_F<br>C_Driver_1_random_base_F<br>C_Driver_1_black_F<br>C_Driver_1_blue_F<br>C_Driver_1_green_F<br>C_Driver_1_red_F<br>C_Driver_1_white_F<br>C_Driver_1_yellow_F<br>C_Driver_1_orange_F<br>C_Marshal_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>B_Captain_Pettka_F<br>B_Captain_Jay_F<br>I_Captain_Hladas_F<br>B_UAV_AI<br>O_UAV_AI<br>I_UAV_AI<br>Underwear_F<br>VirtualCurator_F<br>B_VirtualCurator_F<br>O_VirtualCurator_F<br>I_VirtualCurator_F<br>C_VirtualCurator_F<br>VirtualSpectator_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_5_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_Camo_F<br>I_C_Pilot_F<br>I_C_Helipilot_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Pilot_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Officer_F<br>O_T_Soldier_PG_F<br>O_T_Pilot_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_G_Captain_Ivan_F<br>C_man_sport_1_F<br>C_man_sport_1_F_afro<br>C_man_sport_1_F_euro<br>C_man_sport_1_F_asia<br>C_man_sport_1_F_tanoan<br>C_man_sport_2_F<br>C_man_sport_2_F_afro<br>C_man_sport_2_F_euro<br>C_man_sport_2_F_asia<br>C_man_sport_2_F_tanoan<br>C_man_sport_3_F<br>C_man_sport_3_F_afro<br>C_man_sport_3_F_euro<br>C_man_sport_3_F_asia<br>C_man_sport_3_F_tanoan<br>C_Man_casual_1_F<br>C_Man_casual_1_F_afro<br>C_Man_casual_1_F_euro<br>C_Man_casual_1_F_asia<br>C_Man_casual_1_F_tanoan<br>C_Man_casual_2_F<br>C_Man_casual_2_F_afro<br>C_Man_casual_2_F_euro<br>C_Man_casual_2_F_asia<br>C_Man_casual_2_F_tanoan<br>C_Man_casual_3_F<br>C_Man_casual_3_F_afro<br>C_Man_casual_3_F_euro<br>C_Man_casual_3_F_asia<br>C_Man_casual_3_F_tanoan<br>C_Man_casual_4_F<br>C_Man_casual_4_F_afro<br>C_Man_casual_4_F_euro<br>C_Man_casual_4_F_asia<br>C_Man_casual_4_F_tanoan<br>C_Man_casual_5_F<br>C_Man_casual_5_F_afro<br>C_Man_casual_5_F_euro<br>C_Man_casual_5_F_asia<br>C_Man_casual_5_F_tanoan<br>C_Man_casual_6_F<br>C_Man_casual_6_F_afro<br>C_Man_casual_6_F_euro<br>C_Man_casual_6_F_asia<br>C_Man_casual_6_F_tanoan<br>C_Man_French_universal_F<br>B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>O_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_T_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>B_G_Story_Guerilla_01_F<br>I_Story_Officer_01_F<br>C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_AidWorker_06_F<br>C_IDAP_Man_AidWorker_07_F<br>C_IDAP_Man_AidWorker_08_F<br>C_IDAP_Man_AidWorker_09_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Journalist_01_War_F<br>C_Man_UtilityWorker_01_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F<br>C_Man_Fisherman_01_F<br>C_Man_Messenger_01_F<br>C_Story_EOD_01_F<br>C_Story_Mechanic_01_F<br>CivilianPresence_C_Man_casual_1_F_tanoan<br>CivilianPresence_C_Man_casual_2_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_tanoan<br>CivilianPresence_C_Man_casual_1_F_euro<br>CivilianPresence_C_Man_casual_2_F_euro<br>CivilianPresence_C_Man_casual_3_F_euro<br>CivilianPresence_C_Man_casual_4_F_euro<br>CivilianPresence_C_Man_casual_5_F_euro<br>CivilianPresence_C_Man_casual_6_F_euro<br>CivilianPresence_C_man_polo_1_F_euro<br>CivilianPresence_C_man_polo_2_F_euro<br>CivilianPresence_C_man_polo_3_F_euro<br>CivilianPresence_C_man_polo_4_F_euro<br>CivilianPresence_C_man_polo_5_F_euro<br>CivilianPresence_C_man_polo_6_F_euro<br>CivilianPresence_C_Man_casual_1_F_asia<br>CivilianPresence_C_Man_casual_2_F_asia<br>CivilianPresence_C_Man_casual_3_F_asia<br>CivilianPresence_C_Man_casual_4_F_asia<br>CivilianPresence_C_Man_casual_5_F_asia<br>CivilianPresence_C_Man_casual_6_F_asia<br>CivilianPresence_C_man_polo_1_F_asia<br>CivilianPresence_C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_6_F_asia<br>CivilianPresence_C_Man_casual_1_F_afro<br>CivilianPresence_C_Man_casual_2_F_afro<br>CivilianPresence_C_Man_casual_3_F_afro<br>CivilianPresence_C_Man_casual_4_F_afro<br>CivilianPresence_C_Man_casual_5_F_afro<br>CivilianPresence_C_Man_casual_6_F_afro<br>CivilianPresence_C_man_polo_1_F_afro<br>CivilianPresence_C_man_polo_2_F_afro<br>CivilianPresence_C_man_polo_3_F_afro<br>CivilianPresence_C_man_polo_4_F_afro<br>CivilianPresence_C_man_polo_5_F_afro<br>CivilianPresence_C_man_polo_6_F_afro<br>O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>C_E_LooterJacket_01_F<br>C_Uniform_Scientist_01_F<br>C_Uniform_Scientist_01_formal_F<br>C_Uniform_Scientist_02_F<br>C_Uniform_Scientist_02_formal_F<br>C_Uniform_Farmer_01_F<br>C_scientist_01_formal_F<br>C_scientist_02_formal_F<br>C_scientist_01_informal_F<br>C_scientist_02_informal_F<br>C_Man_1_enoch_F<br>C_Man_2_enoch_F<br>C_Man_3_enoch_F<br>C_Man_4_enoch_F<br>C_Man_5_enoch_F<br>C_Man_6_enoch_F<br>C_Farmer_01_enoch_F<br>CivilianPresence_C_Man_1_enoch_F<br>CivilianPresence_C_Man_2_enoch_F<br>CivilianPresence_C_Man_3_enoch_F<br>CivilianPresence_C_Man_4_enoch_F<br>CivilianPresence_C_Man_5_enoch_F<br>CivilianPresence_C_Man_6_enoch_F<br>CivilianPresence_C_Farmer_01_enoch_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Officer_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F<br>I_E_Medic_F<br>I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Looter_Pistol_F<br>I_L_Looter_SG_F<br>I_L_Looter_Rifle_F<br>I_L_Looter_SMG_F<br>I_L_Criminal_SG_F<br>I_L_Criminal_SMG_F<br>I_L_Hunter_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F<br>C_man_p_beggar_F_afro_sick<br>C_Man_casual_1_F_afro_sick<br>C_Man_casual_3_F_afro_sick<br>C_Man_casual_4_F_afro_sick<br>C_Man_casual_5_F_afro_sick<br>C_Man_casual_6_F_afro_sick<br>C_man_polo_1_F_afro_sick<br>C_man_polo_2_F_afro_sick<br>C_man_polo_3_F_afro_sick<br>C_man_polo_6_F_afro_sick<br>C_man_sport_2_F_afro_sick<br>C_Uniform_ArtTShirt_01_v1_F<br>C_Uniform_ArtTShirt_01_v2_F<br>C_Uniform_ArtTShirt_01_v3_F<br>C_Uniform_ArtTShirt_01_v4_F<br>C_Uniform_ArtTShirt_01_v5_F<br>C_Uniform_ArtTShirt_01_v6_F<br>C_Uniform_FormalSuit_01_black_F<br>C_Uniform_FormalSuit_01_gray_F<br>C_Uniform_FormalSuit_01_blue_F<br>C_Uniform_FormalSuit_01_khaki_F<br>C_Uniform_FormalSuit_01_tshirt_black_F<br>C_Uniform_FormalSuit_01_tshirt_gray_F<br>B_Uniform_ParadeUniform_01_US_F<br>B_Uniform_ParadeUniform_01_US_decorated_F<br>O_Uniform_ParadeUniform_01_CSAT_F<br>O_Uniform_ParadeUniform_01_CSAT_decorated_F<br>I_Uniform_ParadeUniform_01_AAF_F<br>I_Uniform_ParadeUniform_01_AAF_decorated_F<br>I_E_Uniform_ParadeUniform_01_LDF_F<br>I_E_Uniform_ParadeUniform_01_LDF_decorated_F<br>C_Man_formal_1_F<br>C_Man_formal_1_F_afro<br>C_Man_formal_1_F_euro<br>C_Man_formal_1_F_asia<br>C_Man_formal_1_F_tanoan<br>C_Man_formal_2_F<br>C_Man_formal_2_F_afro<br>C_Man_formal_2_F_euro<br>C_Man_formal_2_F_asia<br>C_Man_formal_2_F_tanoan<br>C_Man_formal_3_F<br>C_Man_formal_3_F_afro<br>C_Man_formal_3_F_euro<br>C_Man_formal_3_F_asia<br>C_Man_formal_3_F_tanoan<br>C_Man_formal_4_F<br>C_Man_formal_4_F_afro<br>C_Man_formal_4_F_euro<br>C_Man_formal_4_F_asia<br>C_Man_formal_4_F_tanoan<br>C_Man_smart_casual_1_F<br>C_Man_smart_casual_1_F_afro<br>C_Man_smart_casual_1_F_euro<br>C_Man_smart_casual_1_F_asia<br>C_Man_smart_casual_1_F_tanoan<br>C_Man_smart_casual_2_F<br>C_Man_smart_casual_2_F_afro<br>C_Man_smart_casual_2_F_euro<br>C_Man_smart_casual_2_F_asia<br>C_Man_smart_casual_2_F_tanoan<br>C_Man_casual_4_v2_F<br>C_Man_casual_4_v2_F_afro<br>C_Man_casual_4_v2_F_euro<br>C_Man_casual_4_v2_F_asia<br>C_Man_casual_4_v2_F_tanoan<br>C_Man_casual_5_v2_F<br>C_Man_casual_5_v2_F_afro<br>C_Man_casual_5_v2_F_euro<br>C_Man_casual_5_v2_F_asia<br>C_Man_casual_5_v2_F_tanoan<br>C_Man_casual_6_v2_F<br>C_Man_casual_6_v2_F_afro<br>C_Man_casual_6_v2_F_euro<br>C_Man_casual_6_v2_F_asia<br>C_Man_casual_6_v2_F_tanoan<br>C_Man_casual_7_F<br>C_Man_casual_7_F_afro<br>C_Man_casual_7_F_euro<br>C_Man_casual_7_F_asia<br>C_Man_casual_7_F_tanoan<br>C_Man_casual_8_F<br>C_Man_casual_8_F_afro<br>C_Man_casual_8_F_euro<br>C_Man_casual_8_F_asia<br>C_Man_casual_8_F_tanoan<br>C_Man_casual_9_F<br>C_Man_casual_9_F_afro<br>C_Man_casual_9_F_euro<br>C_Man_casual_9_F_asia<br>C_Man_casual_9_F_tanoan<br>B_Officer_Parade_F<br>B_Officer_Parade_Veteran_F<br>I_Officer_Parade_F<br>I_Officer_Parade_Veteran_F<br>I_E_Officer_Parade_F<br>I_E_Officer_Parade_Veteran_F<br>O_Officer_Parade_F<br>O_Officer_Parade_Veteran_F \\| |\n|  | **Laserdesignator** | *Laser Designator (Sand)* | *Magnification: 5xâ€“25x* | Laserbatteries | B_recon_JTAC_F<br>B_spotter_F<br>B_T_Recon_JTAC_F<br>B_T_Spotter_F |\n|  | **Laserdesignator_01_khk_F** | *Laser Designator (Khaki)* | *Magnification: 5xâ€“25x* | Laserbatteries | B_CTRG_Soldier_JTAC_tna_F<br>O_R_recon_JTAC_F<br>O_R_Patrol_Soldier_Engineer_F |\n|  | **Laserdesignator_02** | *Laser Designator (Hex)* | *Magnification: 1x-20x* | Laserbatteries | O_spotter_F<br>O_recon_JTAC_F<br>O_Pathfinder_F<br>O_T_Recon_JTAC_F<br>O_T_Spotter_F<br>O_V_Soldier_JTAC_hex_F<br>O_R_JTAC_F |\n|  | **Laserdesignator_02_ghex_F** | *Laser Designator (Green Hex)* | *Magnification: 1x-20x* | Laserbatteries | O_V_Soldier_JTAC_ghex_F |\n|  | **Laserdesignator_03** | *Laser Designator (Olive)* | *Magnification: 5xâ€“25x* | Laserbatteries | I_Spotter_F |\n|  | **Medikit** | *Medikit* | *Enables the treatment of any wounds.<br>Unlimited number of uses<br>Used by: Medic* |  |  |\n|  | **MineDetector** | *Mine Detector* | *Detects all mines in range.* |  | C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_Story_EOD_01_F |\n|  | **muzzle_antenna_01_f** | *SD Military Antenna (78-89 MHz)* |  |  |  |\n|  | **muzzle_antenna_02_f** | *SD Experimental Antenna (390-500 MHz)* |  |  |  |\n|  | **muzzle_antenna_03_f** | *SD Jammer Antenna (433 MHz)* |  |  |  |\n|  | **muzzle_antenna_test_01** | *Antenna Test 01* |  |  |  |\n|  | **muzzle_snds_338_black** | *Sound Suppressor (.338, Black)* |  |  |  |\n|  | **muzzle_snds_338_green** | *Sound Suppressor (.338, Green)* |  |  |  |\n|  | **muzzle_snds_338_sand** | *Sound Suppressor (.338, Sand)* |  |  |  |\n|  | **muzzle_snds_570** | *Sound Suppressor (5.7 mm)* |  |  |  |\n|  | **muzzle_snds_58_blk_F** | *Stealth Sound Suppressor (5.8 mm, Black)* |  |  |  |\n|  | **muzzle_snds_58_ghex_F** | *Stealth Sound Suppressor (5.8 mm, Green Hex)* |  |  |  |\n|  | **muzzle_snds_58_hex_F** | *Stealth Sound Suppressor (5.8 mm, Hex)* |  |  |  |\n|  | **muzzle_snds_58_wdm_F** | *Stealth Sound Suppressor (5.8 mm, Green Hex)* |  |  |  |\n|  | **muzzle_snds_65_TI_blk_F** | *Stealth Sound Suppressor (6.5 mm, Black)* |  |  |  |\n|  | **muzzle_snds_65_TI_ghex_F** | *Stealth Sound Suppressor (6.5 mm, Green Hex)* |  |  |  |\n|  | **muzzle_snds_65_TI_hex_F** | *Stealth Sound Suppressor (6.5 mm, Hex)* |  |  |  |\n|  | **muzzle_snds_93mmg** | *Sound Suppressor (9.3mm, Black)* |  |  |  |\n|  | **muzzle_snds_93mmg_tan** | *Sound Suppressor (9.3mm, Tan)* |  |  |  |\n|  | **muzzle_snds_acp** | *Sound Suppressor (.45 ACP)* |  |  |  |\n|  | **muzzle_snds_B** | *Sound Suppressor (7.62 mm)* |  |  |  |\n|  | **muzzle_snds_B_arid_F** | *Sound Suppressor (7.62 mm, Arid)* |  |  |  |\n|  | **muzzle_snds_B_khk_F** | *Sound Suppressor (7.62 mm, Khaki)* |  |  |  |\n|  | **muzzle_snds_B_lush_F** | *Sound Suppressor (7.62 mm, Lush)* |  |  |  |\n|  | **muzzle_snds_B_snd_F** | *Sound Suppressor (7.62 mm, Sand)* |  |  |  |\n|  | **muzzle_snds_H** | *Sound Suppressor (6.5 mm)* |  |  |  |\n|  | **muzzle_snds_H_khk_F** | *Sound Suppressor (6.5 mm, Khaki)* |  |  |  |\n|  | **muzzle_snds_H_MG** | *Sound Suppressor LMG (6.5 mm)* |  |  |  |\n|  | **muzzle_snds_H_MG_blk_F** | *Sound Suppressor LMG (6.5 mm, Black)* |  |  |  |\n|  | **muzzle_snds_H_MG_khk_F** | *Sound Suppressor LMG (6.5 mm, Khaki)* |  |  |  |\n|  | **muzzle_snds_H_snd_F** | *Sound Suppressor (6.5 mm, Sand)* |  |  |  |\n|  | **muzzle_snds_H_SW** | *Sound Suppressor LMG (6.5 mm)* |  |  |  |\n|  | **muzzle_snds_L** | *Sound Suppressor (9 mm)* |  |  |  |\n|  | **muzzle_snds_M** | *Sound Suppressor (5.56 mm)* |  |  |  |\n|  | **muzzle_snds_m_khk_F** | *Sound Suppressor (5.56 mm, Khaki)* |  |  |  |\n|  | **muzzle_snds_m_snd_F** | *Sound Suppressor (5.56 mm, Sand)* |  |  |  |\n|  | **muzzle_tma_65** | *SIMCOM Adapter (6.5 mm)* |  |  |  |\n|  | **NVGoggles** | *NV Goggles (Brown)* | *Night Vision Goggles* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Helipilot_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_helicrew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_Protagonist_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>B_UAV_AI<br>Underwear_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_soldier_LAT2_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F \\| |\n|  | **NVGoggles_INDEP** | *NV Goggles (Green)* | *Night Vision Goggles* |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_helipilot_F<br>I_helicrew_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>I_Soldier_LAT2_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Soldier_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Medic_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F \\| |\n|  | **NVGoggles_OPFOR** | *NV Goggles (Black)* | *Night Vision Goggles* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_Soldier_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_helicrew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>O_UAV_AI<br>I_UAV_AI<br>O_T_ghillie_tna_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F \\| |\n|  | **NVGoggles_tna_F** | *NV Goggles (Tropic)* | *Night Vision Goggles* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Soldier_PG_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_T_soldier_mine_F<br>B_T_Soldier_LAT2_F \\| |\n|  | **NVGogglesB_blk_F** | *ENVG-II (Black)* | *Night Vision Goggles* |  |  |\n|  | **NVGogglesB_grn_F** | *ENVG-II (Green)* | *Night Vision Goggles* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_E_Soldier_Pathfinder_F \\| |\n|  | **NVGogglesB_gry_F** | *ENVG-II (Grey)* | *Night Vision Goggles* |  |  |\n|  | **O_NVGoggles_ghex_F** | *Compact NVG (Green Hex)* | *Night Vision Goggles* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Soldier_PG_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_Soldier_universal_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_T_soldier_mine_F<br>O_T_Soldier_HAT_F<br>O_T_Soldier_AHAT_F \\| |\n|  | **O_NVGoggles_grn_F** | *Compact NVG (Green)* | *Night Vision Goggles* |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F \\| |\n|  | **O_NVGoggles_hex_F** | *Compact NVG (Hex)* | *Night Vision Goggles* |  |  |\n|  | **O_NVGoggles_urb_F** | *Compact NVG (Urban)* | *Night Vision Goggles* |  |  |\n|  | **O_UavTerminal** | *UAV Terminal [CSAT]* | *Use this Terminal to connect to UAVs.* |  | O_soldier_UAV_F<br>O_T_Soldier_UAV_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F |\n|  | **optic_Aco** | *ACO (Red)* | *Advanced Collimator Optics<br>Color: Red* |  |  |\n|  | **optic_ACO_grn** | *ACO (Green)* | *Advanced Collimator Optics<br>Color: Green* |  |  |\n|  | **optic_ACO_grn_smg** | *ACO SMG (Green)* | *Advanced Collimator Optics<br>Color: Green* |  |  |\n|  | **optic_Aco_smg** | *ACO SMG (Red)* | *Advanced Collimator Optics<br>Color: Red* |  |  |\n|  | **optic_AMS** | *AMS (Black)* | *Advanced Marksman Scope<br>Magnification: 3xâ€“10x* |  |  |\n|  | **optic_AMS_khk** | *AMS (Khaki)* | *Advanced Marksman Scope<br>Magnification: 3xâ€“10x* |  |  |\n|  | **optic_AMS_snd** | *AMS (Sand)* | *Advanced Marksman Scope<br>Magnification: 3xâ€“10x* |  |  |\n|  | **optic_Arco** | *ARCO* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Arco_AK_arid_F** | *ARCO AK (Arid)* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Arco_AK_blk_F** | *ARCO AK (Black)* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Arco_AK_lush_F** | *ARCO AK (Lush)* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Arco_arid_F** | *ARCO (Arid)* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Arco_blk_F** | *ARCO (Black)* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Arco_ghex_F** | *ARCO (Green Hex)* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Arco_lush_F** | *ARCO (Lush)* | *Advanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_DMS** | *DMS* | *DMS<br>Magnification: 2xâ€“4x* |  |  |\n|  | **optic_DMS_ghex_F** | *DMS (Green Hex)* | *DMS<br>Magnification: 2xâ€“4x* |  |  |\n|  | **optic_DMS_weathered_F** | *DMS (Old)* | *DMS<br>Magnification: 2xâ€“4x* |  |  |\n|  | **optic_DMS_weathered_Kir_F** | *DMS Kir (Old)* | *DMS<br>Magnification: 2xâ€“4x* |  |  |\n|  | **optic_ERCO_blk_F** | *ERCO (Black)* | *Enhanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_ERCO_khk_F** | *ERCO (Khaki)* | *Enhanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_ERCO_snd_F** | *ERCO (Sand)* | *Enhanced Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Hamr** | *RCO* | *Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Hamr_khk_F** | *RCO (Khaki)* | *Rifle Combat Optics<br>Magnification: 2x* |  |  |\n|  | **optic_Holosight** | *Mk17 Holosight* |  |  |  |\n|  | **optic_Holosight_arid_F** | *Mk17 Holosight (Arid)* |  |  |  |\n|  | **optic_Holosight_blk_F** | *Mk17 Holosight (Black)* |  |  |  |\n|  | **optic_Holosight_khk_F** | *Mk17 Holosight (Khaki)* |  |  |  |\n|  | **optic_Holosight_lush_F** | *Mk17 Holosight (Lush)* |  |  |  |\n|  | **optic_Holosight_smg** | *Mk17 Holosight SMG* |  |  |  |\n|  | **optic_Holosight_smg_blk_F** | *Mk17 Holosight SMG (Black)* |  |  |  |\n|  | **optic_Holosight_smg_khk_F** | *Mk17 Holosight SMG (Khaki)* |  |  |  |\n|  | **optic_ico_01_black_f** | *Promet Modular Sight (Black)* |  |  |  |\n|  | **optic_ico_01_camo_f** | *Promet Modular Sight (Camo)* |  |  |  |\n|  | **optic_ico_01_f** | *Promet Modular Sight* |  |  |  |\n|  | **optic_ico_01_sand_f** | *Promet Modular Sight (Sand)* |  |  |  |\n|  | **optic_KHS_blk** | *Kahlia (Black)* | *Kahlia<br>Magnification: 5xâ€“11x* |  |  |\n|  | **optic_KHS_hex** | *Kahlia (Hex)* | *Kahlia<br>Magnification: 5xâ€“11x* |  |  |\n|  | **optic_KHS_old** | *Kahlia (Old)* | *Kahlia<br>Magnification: 5xâ€“11x* |  |  |\n|  | **optic_KHS_tan** | *Kahlia (Tan)* | *Kahlia<br>Magnification: 5xâ€“11x* |  |  |\n|  | **optic_LRPS** | *LRPS* | *Long-Range Precision Scope<br>Magnification: 6xâ€“25x* |  |  |\n|  | **optic_LRPS_ghex_F** | *LRPS (Green Hex)* | *Long-Range Precision Scope<br>Magnification: 6xâ€“25x* |  |  |\n|  | **optic_LRPS_tna_F** | *LRPS (Tropic)* | *Long-Range Precision Scope<br>Magnification: 6xâ€“25x* |  |  |\n|  | **optic_MRCO** | *MRCO* | *MRCO<br>Magnification: 2x* |  |  |\n|  | **optic_MRD** | *MRD* | *MRD<br>Magnification: 1x* |  |  |\n|  | **optic_MRD_black** | *MRD (Black)* | *MRD<br>Magnification: 1x* |  |  |\n|  | **optic_Nightstalker** | *Nightstalker* | *Nightstalker Sight<br>Magnification: 4xâ€“10x* |  |  |\n|  | **optic_NVS** | *NVS* | *Night Vision Scope<br>Magnification: 5x* |  |  |\n|  | **optic_SOS** | *MOS* | *Marksman Optical Sights<br>Magnification: 2,5xâ€“5x* |  |  |\n|  | **optic_SOS_khk_F** | *MOS (Khaki)* | *Marksman Optical Sights<br>Magnification: 2,5xâ€“5x* |  |  |\n|  | **optic_tws** | *TWS* | *Thermal Weapon Sight<br>Magnification: 4xâ€“10x* |  |  |\n|  | **optic_tws_mg** | *TWS MG* | *Thermal Weapon Sight for Machineguns<br>Magnification: 4xâ€“10x* |  |  |\n|  | **optic_Yorris** | *Yorris J2* | *Y-J2<br>Magnification: 1x* |  |  |\n|  | **Rangefinder** | *Rangefinder* | *Magnification: 5x-25x* |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_recon_TL_F<br>B_recon_M_F<br>B_sniper_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>O_sniper_F<br>O_recon_M_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_soldierU_M_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_T_Soldier_AAR_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Recon_M_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_ghillie_tna_F<br>O_T_Soldier_AAR_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Recon_M_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_ghillie_tna_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_M_tna_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_M_ghex_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Soldier_A_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>B_W_Soldier_AAR_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>O_R_Soldier_TL_F<br>O_R_recon_TL_F<br>O_R_recon_M_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_LAT_F \\| |\n|  | **ToolKit** | *Toolkit* | *Enables repair of vehicles - Engineer<br>Enables deactivating explosives - Demo expert* |  | C_Story_Mechanic_01_F |\n|  | **Zasleh2** |  |  |  |  |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 19:17, 9 August 2024 (CEST)"}],"categories":["Arma 3: Assets","Arma 3: Editing"],"groups":["Configuration"]},{"name":"Arma 3: CfgWeapons Vehicle Weapons","title":"Arma 3: CfgWeapons Vehicle Weapons","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgWeapons_Vehicle_Weapons","revid":367288,"updated":"2024-08-09T16:06:35Z","aliases":["Arma 3 CfgWeapons Vehicle Weapons"],"markdown":"| Class | Name | Inventory description | Magazines | Used by | Used by (gallery) |\n|---|---|---|---|---|---|\n| **AmbulanceHorn** | *Horn* |  |  | C_Van_02_medevac_F<br>C_IDAP_Van_02_medevac_F<br>I_E_Van_02_medevac_F |  |\n| **autocannon_30mm** | *Cannon 30 mm* |  | 140Rnd_30mm_MP_shells<br>140Rnd_30mm_MP_shells_Tracer_Red<br>140Rnd_30mm_MP_shells_Tracer_Green<br>140Rnd_30mm_MP_shells_Tracer_Yellow<br>60Rnd_30mm_APFSDS_shells<br>60Rnd_30mm_APFSDS_shells_Tracer_Red<br>60Rnd_30mm_APFSDS_shells_Tracer_Green<br>60Rnd_30mm_APFSDS_shells_Tracer_Yellow | I_APC_tracked_03_cannon_F<br>I_E_APC_tracked_03_cannon_F |  |\n| **autocannon_30mm_CTWS** | *CTWS Cannon 30 mm* |  | 140Rnd_30mm_MP_shells<br>140Rnd_30mm_MP_shells_Tracer_Red<br>140Rnd_30mm_MP_shells_Tracer_Green<br>140Rnd_30mm_MP_shells_Tracer_Yellow<br>60Rnd_30mm_APFSDS_shells<br>60Rnd_30mm_APFSDS_shells_Tracer_Red<br>60Rnd_30mm_APFSDS_shells_Tracer_Green<br>60Rnd_30mm_APFSDS_shells_Tracer_Yellow | O_APC_Tracked_02_cannon_F<br>I_APC_Wheeled_03_cannon_F<br>B_APC_Wheeled_03_cannon_F<br>O_T_APC_Tracked_02_cannon_ghex_F |  |\n| **autocannon_30mm_RCWS** | *CTWS Cannon 30 mm* |  | 60Rnd_30mm_MP_shells_Tracer_Green | O_MBT_04_command_F<br>O_T_MBT_04_command_F |  |\n| **autocannon_35mm** | *Autocannon 35 mm* |  | 680Rnd_35mm_AA_shells<br>680Rnd_35mm_AA_shells_Tracer_Red<br>680Rnd_35mm_AA_shells_Tracer_Green<br>680Rnd_35mm_AA_shells_Tracer_Yellow | B_APC_Tracked_01_AA_F<br>O_APC_Tracked_02_AA_F<br>B_T_APC_Tracked_01_AA_F<br>O_T_APC_Tracked_02_AA_ghex_F |  |\n| **autocannon_40mm_CTWS** | *Cannon 40 mm* |  | 60Rnd_40mm_GPR_shells<br>60Rnd_40mm_GPR_Tracer_Red_shells<br>60Rnd_40mm_GPR_Tracer_Green_shells<br>60Rnd_40mm_GPR_Tracer_Yellow_shells<br>40Rnd_40mm_APFSDS_shells<br>40Rnd_40mm_APFSDS_Tracer_Red_shells<br>40Rnd_40mm_APFSDS_Tracer_Green_shells<br>40Rnd_40mm_APFSDS_Tracer_Yellow_shells | B_APC_Wheeled_01_cannon_F<br>B_T_APC_Wheeled_01_cannon_F |  |\n| **autocannon_40mm_VTOL_01** | *Cannon 40 mm* |  | 240Rnd_40mm_GPR_Tracer_Red_shells<br>60Rnd_40mm_GPR_shells<br>60Rnd_40mm_GPR_Tracer_Red_shells<br>60Rnd_40mm_GPR_Tracer_Green_shells<br>60Rnd_40mm_GPR_Tracer_Yellow_shells<br>160Rnd_40mm_APFSDS_Tracer_Red_shells<br>40Rnd_40mm_APFSDS_shells<br>40Rnd_40mm_APFSDS_Tracer_Red_shells<br>40Rnd_40mm_APFSDS_Tracer_Green_shells<br>40Rnd_40mm_APFSDS_Tracer_Yellow_shells | B_T_VTOL_01_armed_F<br>B_T_VTOL_01_armed_blue_F<br>B_T_VTOL_01_armed_olive_F |  |\n| **autocannon_Base_F** |  |  |  |  |  |\n| **BikeHorn** | *Horn* |  |  |  |  |\n| **Bomb_03_Plane_CAS_02_F** | *LOM-250G* |  | 2Rnd_Bomb_03_F<br>PylonMissile_1Rnd_Bomb_03_F | O_Plane_CAS_02_F |  |\n| **Bomb_04_Plane_CAS_01_F** | *GBU-12* |  | 4Rnd_Bomb_04_F<br>PylonMissile_1Rnd_Bomb_04_F | B_Plane_CAS_01_F |  |\n| **Bomb_Leaflets** | *Leaflets Dispenser* |  | 1Rnd_Leaflets_West_F<br>1Rnd_Leaflets_East_F<br>1Rnd_Leaflets_Guer_F<br>1Rnd_Leaflets_Civ_F<br>1Rnd_Leaflets_Custom_01_F<br>1Rnd_Leaflets_Custom_02_F<br>1Rnd_Leaflets_Custom_03_F<br>1Rnd_Leaflets_Custom_04_F<br>1Rnd_Leaflets_Custom_05_F<br>1Rnd_Leaflets_Custom_06_F<br>1Rnd_Leaflets_Custom_07_F<br>1Rnd_Leaflets_Custom_08_F<br>1Rnd_Leaflets_Custom_09_F<br>1Rnd_Leaflets_Custom_10_F<br>Pylon_1Rnd_Leaflets_West_F<br>Pylon_1Rnd_Leaflets_East_F<br>Pylon_1Rnd_Leaflets_Guer_F<br>Pylon_1Rnd_Leaflets_Civ_F<br>Pylon_1Rnd_Leaflets_Custom_01_F<br>Pylon_1Rnd_Leaflets_Custom_02_F<br>Pylon_1Rnd_Leaflets_Custom_03_F<br>Pylon_1Rnd_Leaflets_Custom_04_F<br>Pylon_1Rnd_Leaflets_Custom_05_F<br>Pylon_1Rnd_Leaflets_Custom_06_F<br>Pylon_1Rnd_Leaflets_Custom_07_F<br>Pylon_1Rnd_Leaflets_Custom_08_F<br>Pylon_1Rnd_Leaflets_Custom_09_F<br>Pylon_1Rnd_Leaflets_Custom_10_F |  |  |\n| **BombCluster_01_F** | *CBU-85 Cluster Bomb* |  | PylonMissile_1Rnd_BombCluster_01_F<br>PylonRack_2Rnd_BombCluster_01_F |  |  |\n| **BombCluster_02_F** | *RBK-500F* |  | PylonMissile_1Rnd_BombCluster_02_F<br>PylonMissile_1Rnd_BombCluster_02_cap_F |  |  |\n| **BombCluster_03_F** | *BL778 Cluster Bomb* |  | PylonMissile_1Rnd_BombCluster_03_F<br>PylonRack_2Rnd_BombCluster_03_F |  |  |\n| **BombDemine_01_F** | *Demining Charge* |  | PylonRack_4Rnd_BombDemine_01_F<br>PylonRack_4Rnd_BombDemine_01_Dummy_F |  |  |\n| **cannon_105mm** | *Cannon 105 mm* |  | 40Rnd_105mm_APFSDS<br>40Rnd_105mm_APFSDS_T_Red<br>40Rnd_105mm_APFSDS_T_Green<br>40Rnd_105mm_APFSDS_T_Yellow<br>20Rnd_105mm_HEAT_MP<br>20Rnd_105mm_HEAT_MP_T_Red<br>20Rnd_105mm_HEAT_MP_T_Green<br>20Rnd_105mm_HEAT_MP_T_Yellow |  |  |\n| **cannon_105mm_VTOL_01** | *Cannon 105 mm* |  | 40Rnd_105mm_APFSDS<br>40Rnd_105mm_APFSDS_T_Red<br>40Rnd_105mm_APFSDS_T_Green<br>40Rnd_105mm_APFSDS_T_Yellow<br>100Rnd_105mm_HEAT_MP<br>20Rnd_105mm_HEAT_MP<br>20Rnd_105mm_HEAT_MP_T_Red<br>20Rnd_105mm_HEAT_MP_T_Green<br>20Rnd_105mm_HEAT_MP_T_Yellow | B_T_VTOL_01_armed_F<br>B_T_VTOL_01_armed_blue_F<br>B_T_VTOL_01_armed_olive_F |  |\n| **cannon_120mm** | *Cannon 120 mm* |  | 32Rnd_120mm_APFSDS_shells<br>32Rnd_120mm_APFSDS_shells_Tracer_Red<br>32Rnd_120mm_APFSDS_shells_Tracer_Green<br>32Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>30Rnd_120mm_APFSDS_shells<br>30Rnd_120mm_APFSDS_shells_Tracer_Red<br>30Rnd_120mm_APFSDS_shells_Tracer_Green<br>30Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>28Rnd_120mm_APFSDS_shells<br>28Rnd_120mm_APFSDS_shells_Tracer_Red<br>28Rnd_120mm_APFSDS_shells_Tracer_Green<br>28Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>24Rnd_120mm_APFSDS_shells<br>24Rnd_120mm_APFSDS_shells_Tracer_Red<br>24Rnd_120mm_APFSDS_shells_Tracer_Green<br>24Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>20Rnd_120mm_APFSDS_shells<br>20Rnd_120mm_APFSDS_shells_Tracer_Red<br>20Rnd_120mm_APFSDS_shells_Tracer_Green<br>20Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>12Rnd_120mm_APFSDS_shells<br>12Rnd_120mm_APFSDS_shells_Tracer_Red<br>12Rnd_120mm_APFSDS_shells_Tracer_Green<br>12Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>20Rnd_120mm_HEAT_MP<br>20Rnd_120mm_HEAT_MP_T_Red<br>20Rnd_120mm_HEAT_MP_T_Green<br>20Rnd_120mm_HEAT_MP_T_Yellow<br>12Rnd_120mm_HEAT_MP<br>12Rnd_120mm_HEAT_MP_T_Red<br>12Rnd_120mm_HEAT_MP_T_Green<br>12Rnd_120mm_HEAT_MP_T_Yellow<br>8Rnd_120mm_HEAT_MP<br>8Rnd_120mm_HEAT_MP_T_Red<br>8Rnd_120mm_HEAT_MP_T_Green<br>8Rnd_120mm_HEAT_MP_T_Yellow<br>30Rnd_120mm_HE_shells<br>30Rnd_120mm_HE_shells_Tracer_Red<br>30Rnd_120mm_HE_shells_Tracer_Green<br>30Rnd_120mm_HE_shells_Tracer_Yellow<br>16Rnd_120mm_HE_shells<br>16Rnd_120mm_HE_shells_Tracer_Red<br>16Rnd_120mm_HE_shells_Tracer_Green<br>16Rnd_120mm_HE_shells_Tracer_Yellow<br>14Rnd_120mm_HE_shells<br>14Rnd_120mm_HE_shells_Tracer_Red<br>14Rnd_120mm_HE_shells_Tracer_Green<br>14Rnd_120mm_HE_shells_Tracer_Yellow<br>12Rnd_120mm_HE_shells<br>12Rnd_120mm_HE_shells_Tracer_Red<br>12Rnd_120mm_HE_shells_Tracer_Green<br>12Rnd_120mm_HE_shells_Tracer_Yellow<br>8Rnd_120mm_HE_shells<br>8Rnd_120mm_HE_shells_Tracer_Red<br>8Rnd_120mm_HE_shells_Tracer_Green<br>8Rnd_120mm_HE_shells_Tracer_Yellow<br>4Rnd_120mm_cannon_missiles<br>4Rnd_120mm_LG_cannon_missiles | B_MBT_01_cannon_F<br>B_MBT_01_TUSK_F<br>B_T_MBT_01_cannon_F<br>B_T_MBT_01_TUSK_F<br>B_AFV_Wheeled_01_cannon_F<br>B_T_AFV_Wheeled_01_cannon_F<br>B_AFV_Wheeled_01_up_cannon_F<br>B_T_AFV_Wheeled_01_up_cannon_F |  |\n| **cannon_120mm_long** | *Cannon 120 mm* |  | 32Rnd_120mm_APFSDS_shells<br>32Rnd_120mm_APFSDS_shells_Tracer_Red<br>32Rnd_120mm_APFSDS_shells_Tracer_Green<br>32Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>30Rnd_120mm_APFSDS_shells<br>30Rnd_120mm_APFSDS_shells_Tracer_Red<br>30Rnd_120mm_APFSDS_shells_Tracer_Green<br>30Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>28Rnd_120mm_APFSDS_shells<br>28Rnd_120mm_APFSDS_shells_Tracer_Red<br>28Rnd_120mm_APFSDS_shells_Tracer_Green<br>28Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>24Rnd_120mm_APFSDS_shells<br>24Rnd_120mm_APFSDS_shells_Tracer_Red<br>24Rnd_120mm_APFSDS_shells_Tracer_Green<br>24Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>20Rnd_120mm_APFSDS_shells<br>20Rnd_120mm_APFSDS_shells_Tracer_Red<br>20Rnd_120mm_APFSDS_shells_Tracer_Green<br>20Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>12Rnd_120mm_APFSDS_shells<br>12Rnd_120mm_APFSDS_shells_Tracer_Red<br>12Rnd_120mm_APFSDS_shells_Tracer_Green<br>12Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>20Rnd_120mm_HEAT_MP<br>20Rnd_120mm_HEAT_MP_T_Red<br>20Rnd_120mm_HEAT_MP_T_Green<br>20Rnd_120mm_HEAT_MP_T_Yellow<br>12Rnd_120mm_HEAT_MP<br>12Rnd_120mm_HEAT_MP_T_Red<br>12Rnd_120mm_HEAT_MP_T_Green<br>12Rnd_120mm_HEAT_MP_T_Yellow<br>8Rnd_120mm_HEAT_MP<br>8Rnd_120mm_HEAT_MP_T_Red<br>8Rnd_120mm_HEAT_MP_T_Green<br>8Rnd_120mm_HEAT_MP_T_Yellow<br>30Rnd_120mm_HE_shells<br>30Rnd_120mm_HE_shells_Tracer_Red<br>30Rnd_120mm_HE_shells_Tracer_Green<br>30Rnd_120mm_HE_shells_Tracer_Yellow<br>16Rnd_120mm_HE_shells<br>16Rnd_120mm_HE_shells_Tracer_Red<br>16Rnd_120mm_HE_shells_Tracer_Green<br>16Rnd_120mm_HE_shells_Tracer_Yellow<br>14Rnd_120mm_HE_shells<br>14Rnd_120mm_HE_shells_Tracer_Red<br>14Rnd_120mm_HE_shells_Tracer_Green<br>14Rnd_120mm_HE_shells_Tracer_Yellow<br>12Rnd_120mm_HE_shells<br>12Rnd_120mm_HE_shells_Tracer_Red<br>12Rnd_120mm_HE_shells_Tracer_Green<br>12Rnd_120mm_HE_shells_Tracer_Yellow<br>8Rnd_120mm_HE_shells<br>8Rnd_120mm_HE_shells_Tracer_Red<br>8Rnd_120mm_HE_shells_Tracer_Green<br>8Rnd_120mm_HE_shells_Tracer_Yellow<br>4Rnd_120mm_cannon_missiles<br>4Rnd_120mm_LG_cannon_missiles | I_MBT_03_cannon_F |  |\n| **cannon_125mm** | *Cannon 125mm* |  | 24Rnd_125mm_APFSDS<br>24Rnd_125mm_APFSDS_T_Red<br>24Rnd_125mm_APFSDS_T_Green<br>24Rnd_125mm_APFSDS_T_Yellow<br>20Rnd_125mm_APFSDS<br>20Rnd_125mm_APFSDS_T_Red<br>20Rnd_125mm_APFSDS_T_Green<br>20Rnd_125mm_APFSDS_T_Yellow<br>16Rnd_125mm_APFSDS<br>16Rnd_125mm_APFSDS_T_Red<br>16Rnd_125mm_APFSDS_T_Green<br>16Rnd_125mm_APFSDS_T_Yellow<br>12Rnd_125mm_HEAT<br>12Rnd_125mm_HEAT_T_Red<br>12Rnd_125mm_HEAT_T_Green<br>12Rnd_125mm_HEAT_T_Yellow<br>12Rnd_125mm_HE<br>12Rnd_125mm_HE_T_Red<br>12Rnd_125mm_HE_T_Green<br>12Rnd_125mm_HE_T_Yellow<br>8Rnd_125mm_HE<br>8Rnd_125mm_HE_T_Red<br>8Rnd_125mm_HE_T_Green<br>8Rnd_125mm_HE_T_Yellow<br>4Rnd_125mm_cannon_missiles | O_MBT_02_cannon_F<br>O_T_MBT_02_cannon_ghex_F |  |\n| **cannon_125mm_advanced** | *Cannon 125mm* |  | 24Rnd_125mm_APFSDS<br>24Rnd_125mm_APFSDS_T_Red<br>24Rnd_125mm_APFSDS_T_Green<br>24Rnd_125mm_APFSDS_T_Yellow<br>20Rnd_125mm_APFSDS<br>20Rnd_125mm_APFSDS_T_Red<br>20Rnd_125mm_APFSDS_T_Green<br>20Rnd_125mm_APFSDS_T_Yellow<br>16Rnd_125mm_APFSDS<br>16Rnd_125mm_APFSDS_T_Red<br>16Rnd_125mm_APFSDS_T_Green<br>16Rnd_125mm_APFSDS_T_Yellow<br>12Rnd_125mm_HEAT<br>12Rnd_125mm_HEAT_T_Red<br>12Rnd_125mm_HEAT_T_Green<br>12Rnd_125mm_HEAT_T_Yellow<br>12Rnd_125mm_HE<br>12Rnd_125mm_HE_T_Red<br>12Rnd_125mm_HE_T_Green<br>12Rnd_125mm_HE_T_Yellow<br>8Rnd_125mm_HE<br>8Rnd_125mm_HE_T_Red<br>8Rnd_125mm_HE_T_Green<br>8Rnd_125mm_HE_T_Yellow<br>4Rnd_125mm_cannon_missiles | O_MBT_04_cannon_F<br>O_T_MBT_04_cannon_F<br>O_MBT_04_command_F<br>O_T_MBT_04_command_F |  |\n| **cannon_20mm** | *Cannon 20mm* |  | 60Rnd_20mm_HE_shells<br>60Rnd_20mm_AP_shells | I_LT_01_cannon_F |  |\n| **Cannon_30mm_Plane_CAS_02_F** | *Cannon 30 mm* |  | 500Rnd_Cannon_30mm_Plane_CAS_02_F | O_Plane_CAS_02_F<br>O_Plane_CAS_02_dynamicLoadout_F<br>O_Plane_CAS_02_Cluster_F |  |\n| **cannon_railgun** | *Railgun 75mm* |  | 60Rnd_75mm_RailGun_APFSDS_mag | O_MBT_02_railgun_F<br>O_T_MBT_02_railgun_ghex_F |  |\n| **cannon_railgun_fake** | *Railgun 75mm* |  | RailGun_01_DummyMagazine | O_MBT_02_railgun_F<br>O_T_MBT_02_railgun_ghex_F |  |\n| **CarHorn** | *Horn* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_Hatchback_01_F<br>C_Hatchback_01_sport_F<br>C_Hatchback_01_grey_F<br>C_Hatchback_01_green_F<br>C_Hatchback_01_blue_F<br>C_Hatchback_01_bluecustom_F<br>C_Hatchback_01_beigecustom_F<br>C_Hatchback_01_yellow_F<br>C_Hatchback_01_white_F<br>C_Hatchback_01_black_F<br>C_Hatchback_01_dark_F<br>C_Hatchback_01_sport_red_F<br>C_Hatchback_01_sport_blue_F<br>C_Hatchback_01_sport_orange_F<br>C_Hatchback_01_sport_white_F<br>C_Hatchback_01_sport_grey_F<br>C_Hatchback_01_sport_green_F<br>C_SUV_01_F<br>SUV_01_base_red_F<br>SUV_01_base_black_F<br>SUV_01_base_grey_F<br>SUV_01_base_orange_F<br>C_Van_01_transport_F<br>I_G_Van_01_transport_F<br>C_Van_01_box_F<br>C_Van_01_fuel_F<br>I_G_Van_01_fuel_F<br>B_G_Van_01_transport_F<br>O_G_Van_01_transport_F<br>B_G_Van_01_fuel_F<br>O_G_Van_01_fuel_F<br>C_Van_01_transport_white_F<br>C_Van_01_transport_red_F<br>C_Van_01_box_white_F<br>C_Van_01_box_red_F<br>C_Van_01_fuel_white_F<br>C_Van_01_fuel_red_F<br>C_Van_01_fuel_white_v2_F<br>C_Van_01_fuel_red_v2_F<br>I_C_Van_01_transport_F<br>I_C_Van_01_transport_brown_F<br>I_C_Van_01_transport_olive_F<br>C_Van_02_transport_F<br>C_IDAP_Van_02_transport_F<br>I_G_Van_02_transport_F<br>B_G_Van_02_transport_F<br>O_G_Van_02_transport_F<br>I_C_Van_02_transport_F<br>C_Van_02_vehicle_F<br>C_IDAP_Van_02_vehicle_F<br>I_G_Van_02_vehicle_F<br>B_G_Van_02_vehicle_F<br>O_G_Van_02_vehicle_F<br>I_C_Van_02_vehicle_F<br>C_Van_02_service_F<br>C_Tractor_01_F<br>I_E_Van_02_vehicle_F<br>I_E_Van_02_transport_F<br>I_E_Van_02_transport_MP_F \\| |  |\n| **CMFlareLauncher** | *Flares* |  | 60Rnd_CMFlareMagazine<br>120Rnd_CMFlareMagazine<br>240Rnd_CMFlareMagazine<br>60Rnd_CMFlare_Chaff_Magazine<br>120Rnd_CMFlare_Chaff_Magazine<br>240Rnd_CMFlare_Chaff_Magazine<br>192Rnd_CMFlare_Chaff_Magazine<br>168Rnd_CMFlare_Chaff_Magazine<br>300Rnd_CMFlare_Chaff_Magazine | \\| Objects \\|<br>\\|---\\|<br>\\| O_Heli_Light_02_dynamicLoadout_F<br>O_Heli_Light_02_F<br>O_Heli_Light_02_unarmed_F<br>O_Heli_Light_02_v2_F<br>B_Heli_Attack_01_F<br>B_Heli_Attack_01_dynamicLoadout_F<br>O_Heli_Attack_02_F<br>O_Heli_Attack_02_black_F<br>O_Heli_Attack_02_dynamicLoadout_F<br>O_Heli_Attack_02_dynamicLoadout_black_F<br>B_Heli_Transport_01_F<br>B_Heli_Transport_01_camo_F<br>I_Heli_Transport_02_F<br>I_Plane_Fighter_03_CAS_F<br>I_Plane_Fighter_03_AA_F<br>I_Plane_Fighter_03_dynamicLoadout_F<br>I_Heli_light_03_F<br>I_Heli_light_03_dynamicLoadout_F<br>I_Heli_light_03_unarmed_F<br>B_Plane_CAS_01_F<br>B_Plane_CAS_01_dynamicLoadout_F<br>O_Plane_CAS_02_F<br>O_Plane_CAS_02_dynamicLoadout_F<br>B_UAV_02_F<br>O_UAV_02_F<br>I_UAV_02_F<br>B_UAV_02_CAS_F<br>O_UAV_02_CAS_F<br>I_UAV_02_CAS_F<br>B_UAV_02_dynamicLoadout_F<br>O_UAV_02_dynamicLoadout_F<br>I_UAV_02_dynamicLoadout_F<br>B_Heli_Transport_03_F<br>B_Heli_Transport_03_unarmed_F<br>B_Heli_Transport_03_black_F<br>B_Heli_Transport_03_unarmed_green_F<br>O_Heli_Transport_04_F<br>O_Heli_Transport_04_ammo_F<br>O_Heli_Transport_04_bench_F<br>O_Heli_Transport_04_box_F<br>O_Heli_Transport_04_covered_F<br>O_Heli_Transport_04_fuel_F<br>O_Heli_Transport_04_medevac_F<br>O_Heli_Transport_04_repair_F<br>O_Heli_Transport_04_black_F<br>O_Heli_Transport_04_ammo_black_F<br>O_Heli_Transport_04_bench_black_F<br>O_Heli_Transport_04_box_black_F<br>O_Heli_Transport_04_covered_black_F<br>O_Heli_Transport_04_fuel_black_F<br>O_Heli_Transport_04_medevac_black_F<br>O_Heli_Transport_04_repair_black_F<br>B_CTRG_Heli_Transport_01_sand_F<br>B_CTRG_Heli_Transport_01_tropic_F<br>B_T_UAV_03_F<br>B_T_UAV_03_dynamicLoadout_F<br>O_T_UAV_04_CAS_F<br>O_T_VTOL_02_infantry_F<br>O_T_VTOL_02_vehicle_F<br>O_T_VTOL_02_infantry_dynamicLoadout_F<br>O_T_VTOL_02_vehicle_dynamicLoadout_F<br>O_T_VTOL_02_infantry_hex_F<br>O_T_VTOL_02_infantry_ghex_F<br>O_T_VTOL_02_infantry_grey_F<br>O_T_VTOL_02_vehicle_hex_F<br>O_T_VTOL_02_vehicle_ghex_F<br>O_T_VTOL_02_vehicle_grey_F<br>O_Plane_Fighter_02_F<br>O_Plane_Fighter_02_Stealth_F<br>I_Plane_Fighter_04_F<br>B_UAV_05_F<br>B_Plane_CAS_01_Cluster_F<br>O_Plane_CAS_02_Cluster_F<br>I_Plane_Fighter_03_Cluster_F<br>O_Plane_Fighter_02_Cluster_F<br>I_Plane_Fighter_04_Cluster_F<br>C_IDAP_Heli_Transport_02_F<br>I_E_Heli_light_03_dynamicLoadout_F<br>I_E_Heli_light_03_unarmed_F \\| |  |\n| **CMFlareLauncher_Singles** | *Flares* |  | 60Rnd_CMFlareMagazine<br>120Rnd_CMFlareMagazine<br>240Rnd_CMFlareMagazine<br>60Rnd_CMFlare_Chaff_Magazine<br>120Rnd_CMFlare_Chaff_Magazine<br>240Rnd_CMFlare_Chaff_Magazine<br>192Rnd_CMFlare_Chaff_Magazine<br>168Rnd_CMFlare_Chaff_Magazine<br>300Rnd_CMFlare_Chaff_Magazine | B_Plane_Fighter_01_F<br>B_Plane_Fighter_01_Stealth_F<br>B_Plane_Fighter_01_Cluster_F |  |\n| **CMFlareLauncher_Triples** | *Flares* |  | 60Rnd_CMFlareMagazine<br>120Rnd_CMFlareMagazine<br>240Rnd_CMFlareMagazine<br>60Rnd_CMFlare_Chaff_Magazine<br>120Rnd_CMFlare_Chaff_Magazine<br>240Rnd_CMFlare_Chaff_Magazine<br>192Rnd_CMFlare_Chaff_Magazine<br>168Rnd_CMFlare_Chaff_Magazine<br>300Rnd_CMFlare_Chaff_Magazine | B_T_VTOL_01_infantry_F<br>B_T_VTOL_01_vehicle_F<br>B_T_VTOL_01_armed_F<br>B_T_VTOL_01_infantry_blue_F<br>B_T_VTOL_01_infantry_olive_F<br>B_T_VTOL_01_vehicle_blue_F<br>B_T_VTOL_01_vehicle_olive_F<br>B_T_VTOL_01_armed_blue_F<br>B_T_VTOL_01_armed_olive_F |  |\n| **DeminingDisruptor_01_base_f** | *Disruptor* | *Disruptor* | 15Rnd_12Gauge_Pellets<br>15Rnd_12Gauge_Slug |  |  |\n| **DeminingDisruptor_01_F** | *Disruptor* | *Disruptor* | 15Rnd_12Gauge_Pellets<br>15Rnd_12Gauge_Slug<br>15Rnd_12Gauge_Slug<br>15Rnd_12Gauge_Pellets | B_UGV_02_Demining_F<br>O_UGV_02_Demining_F<br>I_UGV_02_Demining_F<br>I_E_UGV_02_Demining_F<br>C_IDAP_UGV_02_Demining_F |  |\n| **FakeHorn** |  |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_Heli_light_03_F<br>I_Heli_light_03_dynamicLoadout_F<br>I_Heli_light_03_unarmed_F<br>O_Heli_Transport_04_F<br>O_Heli_Transport_04_ammo_F<br>O_Heli_Transport_04_bench_F<br>O_Heli_Transport_04_box_F<br>O_Heli_Transport_04_covered_F<br>O_Heli_Transport_04_fuel_F<br>O_Heli_Transport_04_medevac_F<br>O_Heli_Transport_04_repair_F<br>O_Heli_Transport_04_black_F<br>O_Heli_Transport_04_ammo_black_F<br>O_Heli_Transport_04_bench_black_F<br>O_Heli_Transport_04_box_black_F<br>O_Heli_Transport_04_covered_black_F<br>O_Heli_Transport_04_fuel_black_F<br>O_Heli_Transport_04_medevac_black_F<br>O_Heli_Transport_04_repair_black_F<br>I_E_Heli_light_03_dynamicLoadout_F<br>I_E_Heli_light_03_unarmed_F \\| |  |\n| **FlareLauncher** | *Flares* |  | FlareLauncherMag |  |  |\n| **gatling_20mm** | *Minigun 20 mm* |  | 2000Rnd_20mm_shells<br>1000Rnd_20mm_shells<br>300Rnd_20mm_shells<br>PylonWeapon_300Rnd_20mm_shells | B_Heli_Attack_01_F<br>B_Heli_Attack_01_dynamicLoadout_F |  |\n| **gatling_20mm_VTOL_01** | *Minigun 20 mm* |  | 4000Rnd_20mm_Tracer_Red_shells<br>2000Rnd_20mm_shells<br>1000Rnd_20mm_shells<br>300Rnd_20mm_shells | B_T_VTOL_01_armed_F<br>B_T_VTOL_01_armed_blue_F<br>B_T_VTOL_01_armed_olive_F |  |\n| **gatling_25mm** | *GAU-12 Cannon 25 mm* |  | 1000Rnd_25mm_shells<br>300Rnd_25mm_shells |  |  |\n| **gatling_30mm** | *Cannon Caseless 30 mm* |  | 250Rnd_30mm_HE_shells<br>250Rnd_30mm_HE_shells_Tracer_Red<br>250Rnd_30mm_HE_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells<br>250Rnd_30mm_APDS_shells_Tracer_Red<br>250Rnd_30mm_APDS_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells_Tracer_Yellow<br>250Rnd_30mm_HE_shells<br>250Rnd_30mm_HE_shells_Tracer_Red<br>250Rnd_30mm_HE_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells<br>250Rnd_30mm_APDS_shells_Tracer_Red<br>250Rnd_30mm_APDS_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells_Tracer_Yellow | O_Heli_Attack_02_F<br>O_Heli_Attack_02_black_F<br>O_Heli_Attack_02_dynamicLoadout_F<br>O_Heli_Attack_02_dynamicLoadout_black_F |  |\n| **Gatling_30mm_Plane_CAS_01_F** | *Minigun 30 mm* |  | 1000Rnd_Gatling_30mm_Plane_CAS_01_F | B_Plane_CAS_01_F<br>B_Plane_CAS_01_dynamicLoadout_F<br>B_Plane_CAS_01_Cluster_F |  |\n| **gatling_30mm_VTOL_02** | *Cannon Caseless 30 mm* |  | 250Rnd_30mm_HE_shells<br>250Rnd_30mm_HE_shells_Tracer_Red<br>250Rnd_30mm_HE_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells<br>250Rnd_30mm_APDS_shells_Tracer_Red<br>250Rnd_30mm_APDS_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells_Tracer_Yellow<br>250Rnd_30mm_HE_shells<br>250Rnd_30mm_HE_shells_Tracer_Red<br>250Rnd_30mm_HE_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells<br>250Rnd_30mm_APDS_shells_Tracer_Red<br>250Rnd_30mm_APDS_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells_Tracer_Yellow | O_T_VTOL_02_infantry_F<br>O_T_VTOL_02_vehicle_F<br>O_T_VTOL_02_infantry_dynamicLoadout_F<br>O_T_VTOL_02_vehicle_dynamicLoadout_F<br>O_T_VTOL_02_infantry_hex_F<br>O_T_VTOL_02_infantry_ghex_F<br>O_T_VTOL_02_infantry_grey_F<br>O_T_VTOL_02_vehicle_hex_F<br>O_T_VTOL_02_vehicle_ghex_F<br>O_T_VTOL_02_vehicle_grey_F |  |\n| **GBU12BombLauncher** | *GBU-12* |  | 2Rnd_GBU12_LGB<br>2Rnd_GBU12_LGB_MI10 | B_UAV_02_CAS_F<br>O_UAV_02_CAS_F<br>I_UAV_02_CAS_F |  |\n| **GBU12BombLauncher_Plane_Fighter_03_F** | *GBU-12* |  | 2Rnd_GBU12_LGB<br>2Rnd_GBU12_LGB_MI10 | I_Plane_Fighter_03_CAS_F |  |\n| **GMG_20mm** | *Mk32 GMG 20 mm* |  | 200Rnd_20mm_G_belt<br>40Rnd_20mm_g_belt | \\| Objects \\|<br>\\|---\\|<br>\\| B_GMG_01_F<br>O_GMG_01_F<br>I_GMG_01_F<br>B_GMG_01_high_F<br>O_GMG_01_high_F<br>I_GMG_01_high_F<br>B_GMG_01_A_F<br>O_GMG_01_A_F<br>I_GMG_01_A_F<br>B_T_GMG_01_F<br>I_E_GMG_01_F<br>I_E_GMG_01_high_F<br>I_E_GMG_01_A_F \\| |  |\n| **GMG_40mm** | *RCWS GMG 40 mm* |  | 200Rnd_40mm_G_belt<br>96Rnd_40mm_G_belt<br>64Rnd_40mm_G_belt<br>32Rnd_40mm_G_belt | \\| Objects \\|<br>\\|---\\|<br>\\| B_APC_Tracked_01_rcws_F<br>B_MBT_01_arty_F<br>O_MBT_02_arty_F<br>B_Boat_Armed_01_minigun_F<br>O_Boat_Armed_01_hmg_F<br>I_Boat_Armed_01_minigun_F<br>B_MRAP_01_gmg_F<br>O_MRAP_02_gmg_F<br>I_MRAP_03_gmg_F<br>O_APC_Wheeled_02_rcws_F<br>O_APC_Wheeled_02_rcws_v2_F<br>B_UGV_01_rcws_F<br>O_UGV_01_rcws_F<br>I_UGV_01_rcws_F<br>B_T_MRAP_01_gmg_F<br>O_T_MRAP_02_gmg_ghex_F<br>O_T_UGV_01_rcws_ghex_F<br>B_T_UGV_01_rcws_olive_F<br>B_T_APC_Tracked_01_rcws_F<br>O_T_APC_Wheeled_02_rcws_ghex_F<br>O_T_APC_Wheeled_02_rcws_v2_ghex_F<br>B_T_MBT_01_arty_F<br>O_T_MBT_02_arty_ghex_F<br>B_T_Boat_Armed_01_minigun_F<br>O_T_Boat_Armed_01_hmg_F<br>I_E_UGV_01_rcws_F \\| |  |\n| **HMG_01** | *Mk30 HMG .50* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | O_Boat_Armed_01_hmg_F<br>O_T_Boat_Armed_01_hmg_F |  |\n| **HMG_127** | *RCWS HMG 12.7 mm* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | B_MRAP_01_hmg_F<br>O_MRAP_02_hmg_F<br>I_MRAP_03_hmg_F<br>B_T_MRAP_01_hmg_F<br>O_T_MRAP_02_hmg_ghex_F<br>I_LT_01_AT_F<br>I_LT_01_AA_F |  |\n| **HMG_127_AFV** | *RCWS HMG 12.7 mm* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | B_AFV_Wheeled_01_up_cannon_F<br>B_T_AFV_Wheeled_01_up_cannon_F |  |\n| **HMG_127_APC** | *RCWS HMG 12.7 mm* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | \\| Objects \\|<br>\\|---\\|<br>\\| B_APC_Tracked_01_rcws_F<br>B_APC_Tracked_01_CRV_F<br>B_MBT_01_arty_F<br>O_MBT_02_arty_F<br>O_APC_Wheeled_02_rcws_F<br>O_APC_Wheeled_02_rcws_v2_F<br>I_MBT_03_cannon_F<br>B_T_APC_Tracked_01_CRV_F<br>B_T_APC_Tracked_01_rcws_F<br>O_T_APC_Wheeled_02_rcws_ghex_F<br>O_T_APC_Wheeled_02_rcws_v2_ghex_F<br>B_T_MBT_01_arty_F<br>O_T_MBT_02_arty_ghex_F<br>O_MBT_04_cannon_F<br>O_T_MBT_04_cannon_F \\| |  |\n| **HMG_127_LSV_01** | *Mk30 HMG .50* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | B_T_LSV_01_armed_F<br>B_LSV_01_armed_F<br>B_LSV_01_armed_black_F<br>B_LSV_01_armed_olive_F<br>B_LSV_01_armed_sand_F<br>B_T_LSV_01_armed_black_F<br>B_T_LSV_01_armed_olive_F<br>B_T_LSV_01_armed_sand_F |  |\n| **HMG_127_MBT** | *RCWS HMG 12.7 mm* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | B_MBT_01_TUSK_F<br>B_T_MBT_01_TUSK_F |  |\n| **HMG_127_UGV** | *RCWS HMG 12.7 mm* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | B_UGV_01_rcws_F<br>O_UGV_01_rcws_F<br>I_UGV_01_rcws_F<br>O_T_UGV_01_rcws_ghex_F<br>B_T_UGV_01_rcws_olive_F<br>I_E_UGV_01_rcws_F |  |\n| **HMG_M2** | *M2 HMG .50* |  | 100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow |  |  |\n| **HMG_NSVT** | *NSVT-M HMG 12.7 mm* |  | 450Rnd_127x108_Ball<br>150Rnd_127x108_Ball<br>50Rnd_127x108_Ball | O_MBT_02_cannon_F<br>O_T_MBT_02_cannon_ghex_F<br>O_MBT_02_railgun_F<br>O_T_MBT_02_railgun_ghex_F |  |\n| **HMG_static** | *Mk30 HMG .50* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | \\| Objects \\|<br>\\|---\\|<br>\\| B_HMG_01_F<br>O_HMG_01_F<br>I_HMG_01_F<br>B_HMG_01_high_F<br>O_HMG_01_high_F<br>I_HMG_01_high_F<br>B_HMG_01_A_F<br>O_HMG_01_A_F<br>I_HMG_01_A_F<br>B_T_HMG_01_F<br>I_E_HMG_01_F<br>I_E_HMG_01_high_F<br>I_E_HMG_01_A_F \\| |  |\n| **Laserdesignator_mounted** | *Laser Marker* |  | Laserbatteries | \\| Objects \\|<br>\\|---\\|<br>\\| B_Heli_Attack_01_F<br>B_Heli_Attack_01_dynamicLoadout_F<br>O_Heli_Attack_02_F<br>O_Heli_Attack_02_black_F<br>O_Heli_Attack_02_dynamicLoadout_F<br>O_Heli_Attack_02_dynamicLoadout_black_F<br>B_SDV_01_F<br>O_SDV_01_F<br>I_SDV_01_F<br>B_UAV_01_F<br>O_UAV_01_F<br>I_UAV_01_F<br>B_UAV_02_F<br>O_UAV_02_F<br>I_UAV_02_F<br>B_UAV_02_CAS_F<br>O_UAV_02_CAS_F<br>I_UAV_02_CAS_F<br>B_UAV_02_dynamicLoadout_F<br>O_UAV_02_dynamicLoadout_F<br>I_UAV_02_dynamicLoadout_F<br>B_Static_Designator_01_F<br>O_Static_Designator_02_F<br>B_T_UAV_03_F<br>B_T_UAV_03_dynamicLoadout_F<br>O_T_UAV_04_CAS_F<br>B_T_VTOL_01_infantry_F<br>B_T_VTOL_01_vehicle_F<br>B_T_VTOL_01_armed_F<br>B_T_VTOL_01_infantry_blue_F<br>B_T_VTOL_01_infantry_olive_F<br>B_T_VTOL_01_vehicle_blue_F<br>B_T_VTOL_01_vehicle_olive_F<br>B_T_VTOL_01_armed_blue_F<br>B_T_VTOL_01_armed_olive_F<br>O_T_VTOL_02_infantry_F<br>O_T_VTOL_02_vehicle_F<br>O_T_VTOL_02_infantry_dynamicLoadout_F<br>O_T_VTOL_02_vehicle_dynamicLoadout_F<br>O_T_VTOL_02_infantry_hex_F<br>O_T_VTOL_02_infantry_ghex_F<br>O_T_VTOL_02_infantry_grey_F<br>O_T_VTOL_02_vehicle_hex_F<br>O_T_VTOL_02_vehicle_ghex_F<br>O_T_VTOL_02_vehicle_grey_F<br>B_UAV_05_F<br>C_IDAP_UAV_01_F<br>B_AFV_Wheeled_01_up_cannon_F<br>B_T_AFV_Wheeled_01_up_cannon_F<br>B_UGV_02_Demining_F<br>O_UGV_02_Demining_F<br>I_UGV_02_Demining_F<br>I_E_UGV_02_Demining_F<br>C_IDAP_UGV_02_Demining_F<br>B_W_Static_Designator_01_F<br>I_E_UAV_01_F<br>O_UAV_01_Mine_F \\| |  |\n| **Laserdesignator_pilotCamera** | *Laser Marker* |  | Laserbatteries | \\| Objects \\|<br>\\|---\\|<br>\\| I_Plane_Fighter_03_CAS_F<br>B_Plane_CAS_01_F<br>B_Plane_CAS_01_dynamicLoadout_F<br>O_Plane_CAS_02_F<br>O_Plane_CAS_02_dynamicLoadout_F<br>B_Plane_Fighter_01_F<br>B_Plane_Fighter_01_Stealth_F<br>O_Plane_Fighter_02_F<br>O_Plane_Fighter_02_Stealth_F<br>I_Plane_Fighter_04_F<br>B_Plane_CAS_01_Cluster_F<br>O_Plane_CAS_02_Cluster_F<br>B_Plane_Fighter_01_Cluster_F<br>O_Plane_Fighter_02_Cluster_F<br>I_Plane_Fighter_04_Cluster_F \\| |  |\n| **Laserdesignator_vehicle** | *Laser Marker* |  | Laserbatteries | I_MRAP_03_F<br>I_MRAP_03_hmg_F<br>I_MRAP_03_gmg_F<br>B_AFV_Wheeled_01_cannon_F<br>B_T_AFV_Wheeled_01_cannon_F<br>I_LT_01_scout_F |  |\n| **launcher_SPG9** | *SPG-9* |  | SPG9_HEAT<br>SPG9_HE<br>12rnd_SPG9_HEAT<br>8rnd_SPG9_HE | I_G_Offroad_01_AT_F<br>B_G_Offroad_01_AT_F<br>O_G_Offroad_01_AT_F<br>I_C_Offroad_02_AT_F |  |\n| **LMG_65mm_body** | *RCWS LMG 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt |  |  |\n| **LMG_coax** | *Coaxial MG 7.62 mm* |  | 200Rnd_762x51_Belt<br>1000Rnd_762x51_Belt<br>2000Rnd_762x51_Belt<br>200Rnd_762x51_Belt_Red<br>200Rnd_762x51_Belt_Green<br>200Rnd_762x51_Belt_Yellow<br>1000Rnd_762x51_Belt_Red<br>1000Rnd_762x51_Belt_Green<br>1000Rnd_762x51_Belt_Yellow<br>2000Rnd_762x51_Belt_Red<br>2000Rnd_762x51_Belt_Green<br>2000Rnd_762x51_Belt_Yellow<br>200Rnd_762x51_Belt_T_Red<br>200Rnd_762x51_Belt_T_Green<br>200Rnd_762x51_Belt_T_Yellow<br>1000Rnd_762x51_Belt_T_Red<br>1000Rnd_762x51_Belt_T_Green<br>1000Rnd_762x51_Belt_T_Yellow<br>2000Rnd_762x51_Belt_T_Red<br>2000Rnd_762x51_Belt_T_Green<br>2000Rnd_762x51_Belt_T_Yellow | B_MBT_01_cannon_F<br>O_MBT_02_cannon_F<br>B_APC_Wheeled_01_cannon_F<br>I_APC_tracked_03_cannon_F<br>I_MBT_03_cannon_F<br>B_MBT_01_TUSK_F<br>B_T_APC_Wheeled_01_cannon_F<br>B_T_MBT_01_cannon_F<br>B_T_MBT_01_TUSK_F<br>O_T_MBT_02_cannon_ghex_F<br>O_MBT_04_cannon_F<br>O_T_MBT_04_cannon_F<br>O_MBT_04_command_F<br>O_T_MBT_04_command_F<br>I_E_APC_tracked_03_cannon_F |  |\n| **LMG_coax_ext** | *Coaxial MG 7.62 mm* |  | 200Rnd_762x51_Belt<br>1000Rnd_762x51_Belt<br>2000Rnd_762x51_Belt<br>200Rnd_762x51_Belt_Red<br>200Rnd_762x51_Belt_Green<br>200Rnd_762x51_Belt_Yellow<br>1000Rnd_762x51_Belt_Red<br>1000Rnd_762x51_Belt_Green<br>1000Rnd_762x51_Belt_Yellow<br>2000Rnd_762x51_Belt_Red<br>2000Rnd_762x51_Belt_Green<br>2000Rnd_762x51_Belt_Yellow<br>200Rnd_762x51_Belt_T_Red<br>200Rnd_762x51_Belt_T_Green<br>200Rnd_762x51_Belt_T_Yellow<br>1000Rnd_762x51_Belt_T_Red<br>1000Rnd_762x51_Belt_T_Green<br>1000Rnd_762x51_Belt_T_Yellow<br>2000Rnd_762x51_Belt_T_Red<br>2000Rnd_762x51_Belt_T_Green<br>2000Rnd_762x51_Belt_T_Yellow | O_APC_Tracked_02_cannon_F<br>I_APC_Wheeled_03_cannon_F<br>B_APC_Wheeled_03_cannon_F<br>O_T_APC_Tracked_02_cannon_ghex_F<br>I_LT_01_cannon_F |  |\n| **LMG_M200** | *M200 LMG 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt |  |  |\n| **LMG_M200_body** | *M200 LMG 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt |  |  |\n| **LMG_Minigun** | *Minigun 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt | B_Boat_Armed_01_minigun_F<br>I_Boat_Armed_01_minigun_F<br>B_T_Boat_Armed_01_minigun_F |  |\n| **LMG_Minigun2** | *Minigun 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt |  |  |\n| **LMG_Minigun_heli** | *Minigun 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt | O_Heli_Light_02_F<br>O_Heli_Light_02_v2_F |  |\n| **LMG_Minigun_Transport** | *Minigun 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt | B_Heli_Transport_01_F<br>B_Heli_Transport_01_camo_F<br>B_Heli_Transport_03_F<br>B_Heli_Transport_03_black_F<br>O_T_LSV_02_armed_F<br>O_T_LSV_02_armed_viper_F<br>O_LSV_02_armed_F<br>O_LSV_02_armed_viper_F<br>O_T_LSV_02_armed_black_F<br>O_T_LSV_02_armed_ghex_F<br>O_T_LSV_02_armed_arid_F<br>O_LSV_02_armed_black_F<br>O_LSV_02_armed_ghex_F<br>O_LSV_02_armed_arid_F<br>B_CTRG_Heli_Transport_01_sand_F<br>B_CTRG_Heli_Transport_01_tropic_F |  |\n| **LMG_Minigun_Transport2** | *Minigun 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt | B_Heli_Transport_01_F<br>B_Heli_Transport_01_camo_F<br>B_Heli_Transport_03_F<br>B_Heli_Transport_03_black_F<br>B_CTRG_Heli_Transport_01_sand_F<br>B_CTRG_Heli_Transport_01_tropic_F |  |\n| **LMG_RCWS** | *RCWS LMG 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt |  |  |\n| **M134_minigun** | *2x M134 Minigun 7.62 mm* |  | 5000Rnd_762x51_Belt<br>5000Rnd_762x51_Yellow_Belt | B_Heli_Light_01_armed_F<br>B_Heli_Light_01_dynamicLoadout_F<br>I_Heli_light_03_F<br>I_Heli_light_03_dynamicLoadout_F<br>I_E_Heli_light_03_dynamicLoadout_F |  |\n| **M2** |  |  |  | LaserTargetCBase<br>LaserTargetWBase<br>LaserTargetEBase |  |\n| **MiniCarHorn** | *Horn* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_Quadbike_01_F<br>B_Quadbike_01_F<br>O_Quadbike_01_F<br>I_Quadbike_01_F<br>I_G_Quadbike_01_F<br>B_G_Quadbike_01_F<br>O_G_Quadbike_01_F<br>C_Quadbike_01_black_F<br>C_Quadbike_01_blue_F<br>C_Quadbike_01_red_F<br>C_Quadbike_01_white_F<br>O_T_Quadbike_01_ghex_F<br>B_T_Quadbike_01_F<br>I_E_Quadbike_01_F \\| |  |\n| **Missile_AA_03_Plane_CAS_02_F** | *Sahr-3* |  | 2Rnd_Missile_AA_03_F<br>PylonRack_1Rnd_Missile_AA_03_F<br>PylonMissile_1Rnd_Missile_AA_03_F | O_Plane_CAS_02_F |  |\n| **Missile_AA_04_Plane_CAS_01_F** | *Falchion-22* |  | 2Rnd_Missile_AA_04_F<br>PylonRack_1Rnd_Missile_AA_04_F<br>PylonMissile_1Rnd_Missile_AA_04_F | B_Plane_CAS_01_F |  |\n| **Missile_AGM_01_Plane_CAS_02_F** | *Sharur* |  | 4Rnd_Missile_AGM_01_F<br>PylonRack_1Rnd_Missile_AGM_01_F | O_Plane_CAS_02_F |  |\n| **Missile_AGM_02_Plane_CAS_01_F** | *Macer* |  | 6Rnd_Missile_AGM_02_F<br>PylonRack_1Rnd_Missile_AGM_02_F<br>PylonRack_3Rnd_Missile_AGM_02_F | B_Plane_CAS_01_F |  |\n| **MissileLauncher** |  |  |  |  |  |\n| **missiles_ASRAAM** | *ASRAAM* |  | 2Rnd_AAA_missiles<br>2Rnd_AAA_missiles_MI02<br>2Rnd_AAA_missiles_MI06<br>4Rnd_AAA_missiles<br>4Rnd_AAA_missiles_MI02<br>PylonRack_1Rnd_AAA_missiles<br>PylonMissile_1Rnd_AAA_missiles | B_Heli_Attack_01_F<br>I_Plane_Fighter_03_CAS_F<br>I_Plane_Fighter_03_AA_F |  |\n| **missiles_DAGR** | *DAGR* |  | 24Rnd_PG_missiles<br>12Rnd_PG_missiles<br>PylonRack_12Rnd_PG_missiles | O_Heli_Light_02_F<br>B_Heli_Attack_01_F |  |\n| **missiles_DAR** | *DAR* |  | 24Rnd_missiles<br>12Rnd_missiles<br>PylonRack_12Rnd_missiles | B_Heli_Light_01_armed_F<br>O_Heli_Light_02_v2_F<br>I_Heli_light_03_F<br>B_T_UAV_03_F |  |\n| **missiles_Firefist** | *FireFIST ATGM* |  | 2Rnd_127mm_Firefist_missiles | I_LT_01_AT_F |  |\n| **missiles_Jian** | *Jian* |  | 4Rnd_LG_Jian<br>PylonRack_1Rnd_Missile_Jian | O_T_UAV_04_CAS_F |  |\n| **missiles_SAAMI** | *SAAMI* |  | 4Rnd_70mm_SAAMI_missiles | I_LT_01_AA_F |  |\n| **missiles_SCALPEL** | *Skalpel ATGM* |  | 2Rnd_LG_scalpel<br>8Rnd_LG_scalpel<br>6Rnd_LG_scalpel<br>PylonRack_1Rnd_LG_scalpel<br>PylonMissile_1Rnd_LG_scalpel<br>PylonRack_3Rnd_LG_scalpel<br>PylonRack_4Rnd_LG_scalpel | \\| Objects \\|<br>\\|---\\|<br>\\| O_Heli_Attack_02_F<br>O_Heli_Attack_02_black_F<br>I_Plane_Fighter_03_CAS_F<br>B_UAV_02_F<br>O_UAV_02_F<br>I_UAV_02_F<br>B_T_UAV_03_F<br>O_T_VTOL_02_infantry_F<br>O_T_VTOL_02_vehicle_F<br>O_T_VTOL_02_infantry_hex_F<br>O_T_VTOL_02_infantry_ghex_F<br>O_T_VTOL_02_infantry_grey_F<br>O_T_VTOL_02_vehicle_hex_F<br>O_T_VTOL_02_vehicle_ghex_F<br>O_T_VTOL_02_vehicle_grey_F \\| |  |\n| **missiles_titan** | *Titan Missile* |  | 2Rnd_GAT_missiles<br>2Rnd_GAT_missiles_O<br>5Rnd_GAT_missiles<br>4Rnd_GAA_missiles<br>4Rnd_Titan_long_missiles<br>4Rnd_Titan_long_missiles_O | O_APC_Tracked_02_cannon_F<br>I_APC_Wheeled_03_cannon_F<br>B_APC_Wheeled_03_cannon_F<br>O_T_APC_Tracked_02_cannon_ghex_F |  |\n| **missiles_titan_AA** | *Titan Missile* |  | 4Rnd_GAA_missiles<br>4Rnd_Titan_long_missiles<br>4Rnd_Titan_long_missiles_O | B_APC_Tracked_01_AA_F<br>O_APC_Tracked_02_AA_F<br>B_T_APC_Tracked_01_AA_F<br>O_T_APC_Tracked_02_AA_ghex_F |  |\n| **missiles_titan_static** | *Titan Missile* |  | 1Rnd_GAT_missiles<br>1Rnd_GAA_missiles | \\| Objects \\|<br>\\|---\\|<br>\\| B_static_AA_F<br>O_static_AA_F<br>I_static_AA_F<br>B_static_AT_F<br>O_static_AT_F<br>I_static_AT_F<br>B_T_LSV_01_AT_F<br>B_LSV_01_AT_F<br>B_T_Static_AA_F<br>B_T_Static_AT_F<br>I_E_Static_AA_F<br>I_E_Static_AT_F \\| |  |\n| **missiles_Vorona** | *9M135 Vorona* |  | Vorona_HEAT<br>Vorona_HE | O_T_LSV_02_AT_F<br>O_LSV_02_AT_F |  |\n| **missiles_Zephyr** | *Zephyr* |  | 4Rnd_GAA_missiles<br>PylonRack_1Rnd_GAA_missiles<br>PylonMissile_1Rnd_GAA_missiles | I_Plane_Fighter_03_AA_F |  |\n| **Mk82BombLauncher** | *Mk82* |  | 2Rnd_Mk82<br>2Rnd_Mk82_MI08<br>PylonMissile_1Rnd_Mk82_F |  |  |\n| **MMG_01_vehicle** | *Navid 9.3 mm* | *Medium Machine Gun<br>Caliber: 9.3x64 mm* | 150Rnd_93x64_Mag |  |  |\n| **MMG_02_coax** | *SPMG .338* | *Medium Machine Gun<br>Caliber: .338 Norma Magnum* | 130Rnd_338_Mag<br>200Rnd_338_Mag | B_AFV_Wheeled_01_cannon_F<br>B_T_AFV_Wheeled_01_cannon_F<br>B_AFV_Wheeled_01_up_cannon_F<br>B_T_AFV_Wheeled_01_up_cannon_F |  |\n| **MMG_02_vehicle** | *SPMG .338* | *Medium Machine Gun<br>Caliber: .338 Norma Magnum* | 130Rnd_338_Mag | B_T_LSV_01_armed_F<br>B_T_LSV_01_AT_F<br>B_LSV_01_armed_F<br>B_LSV_01_AT_F<br>B_LSV_01_armed_black_F<br>B_LSV_01_armed_olive_F<br>B_LSV_01_armed_sand_F<br>B_T_LSV_01_armed_black_F<br>B_T_LSV_01_armed_olive_F<br>B_T_LSV_01_armed_sand_F |  |\n| **mortar_155mm_AMOS** | *Howitzer 155 mm* |  | 32Rnd_155mm_Mo_shells<br>32Rnd_155mm_Mo_shells_O<br>6Rnd_155mm_Mo_smoke<br>6Rnd_155mm_Mo_smoke_O<br>2Rnd_155mm_Mo_guided<br>4Rnd_155mm_Mo_guided<br>4Rnd_155mm_Mo_guided_O<br>2Rnd_155mm_Mo_LG<br>4Rnd_155mm_Mo_LG<br>4Rnd_155mm_Mo_LG_O<br>6Rnd_155mm_Mo_mine<br>6Rnd_155mm_Mo_mine_O<br>2Rnd_155mm_Mo_Cluster<br>2Rnd_155mm_Mo_Cluster_O<br>6Rnd_155mm_Mo_AT_mine<br>6Rnd_155mm_Mo_AT_mine_O | B_MBT_01_arty_F<br>O_MBT_02_arty_F<br>B_T_MBT_01_arty_F<br>O_T_MBT_02_arty_ghex_F |  |\n| **mortar_82mm** | *Mortar 82 mm* |  | 8Rnd_82mm_Mo_shells<br>8Rnd_82mm_Mo_Flare_white<br>8Rnd_82mm_Mo_Smoke_white<br>8Rnd_82mm_Mo_guided<br>8Rnd_82mm_Mo_LG | B_Mortar_01_F<br>O_Mortar_01_F<br>I_Mortar_01_F<br>I_G_Mortar_01_F<br>B_G_Mortar_01_F<br>O_G_Mortar_01_F<br>B_T_Mortar_01_F<br>I_E_Mortar_01_F |  |\n| **PoliceHorn** | *Horn* |  |  | B_GEN_Offroad_01_gen_F<br>B_GEN_Van_02_transport_F<br>B_GEN_Van_02_vehicle_F<br>B_GEN_Offroad_01_covered_F<br>B_GEN_Offroad_01_comms_F |  |\n| **ProbingLaser_01_F** | *Sampling Laser* |  | Laserbatteries | B_UGV_02_Science_F<br>O_UGV_02_Science_F<br>I_UGV_02_Science_F<br>I_E_UGV_02_Science_F |  |\n| **ProbingWeapon_01_F** | *Sampling Laser* |  | ProbingWeapon_01_magazine | B_UGV_02_Science_F<br>O_UGV_02_Science_F<br>I_UGV_02_Science_F<br>I_E_UGV_02_Science_F |  |\n| **ProbingWeapon_02_F** | *Biopsy Probe* |  | ProbingWeapon_02_magazine | B_UGV_02_Science_F<br>O_UGV_02_Science_F<br>I_UGV_02_Science_F<br>I_E_UGV_02_Science_F |  |\n| **Rocket_03_AP_Plane_CAS_02_F** | *Tratnyr* |  | 20Rnd_Rocket_03_AP_F<br>PylonRack_20Rnd_Rocket_03_AP_F | O_Plane_CAS_02_F |  |\n| **Rocket_03_HE_Plane_CAS_02_F** | *Tratnyr* |  | 20Rnd_Rocket_03_HE_F<br>PylonRack_20Rnd_Rocket_03_HE_F | O_Plane_CAS_02_F |  |\n| **Rocket_04_AP_Plane_CAS_01_F** | *Shrieker* |  | 7Rnd_Rocket_04_AP_F<br>PylonRack_7Rnd_Rocket_04_AP_F | B_Plane_CAS_01_F |  |\n| **Rocket_04_HE_Plane_CAS_01_F** | *Shrieker* |  | 7Rnd_Rocket_04_HE_F<br>PylonRack_7Rnd_Rocket_04_HE_F | B_Plane_CAS_01_F |  |\n| **RocketPods** |  |  |  |  |  |\n| **rockets_230mm_GAT** | *230 mm Rocket* |  | 12Rnd_230mm_rockets<br>12Rnd_230mm_rockets_cluster | B_MBT_01_mlrs_F<br>I_Truck_02_MRL_F<br>B_T_MBT_01_mlrs_F<br>I_E_Truck_02_MRL_F |  |\n| **rockets_Skyfire** | *Skyfire* |  | 14Rnd_80mm_rockets<br>38Rnd_80mm_rockets<br>PylonRack_19Rnd_Rocket_Skyfire | O_Heli_Attack_02_F<br>O_Heli_Attack_02_black_F<br>O_T_VTOL_02_infantry_F<br>O_T_VTOL_02_vehicle_F<br>O_T_VTOL_02_infantry_hex_F<br>O_T_VTOL_02_infantry_ghex_F<br>O_T_VTOL_02_infantry_grey_F<br>O_T_VTOL_02_vehicle_hex_F<br>O_T_VTOL_02_vehicle_ghex_F<br>O_T_VTOL_02_vehicle_grey_F |  |\n| **SEARCHLIGHT** | *Searchlight* |  |  |  |  |\n| **SmokeLauncher** | *Smoke Screen* |  | SmokeLauncherMag<br>SmokeLauncherMag_Single<br>SmokeLauncherMag_boat | \\| Objects \\|<br>\\|---\\|<br>\\| B_APC_Tracked_01_rcws_F<br>B_APC_Tracked_01_CRV_F<br>B_APC_Tracked_01_AA_F<br>O_APC_Tracked_02_cannon_F<br>O_APC_Tracked_02_AA_F<br>B_MBT_01_cannon_F<br>B_MBT_01_arty_F<br>B_MBT_01_mlrs_F<br>O_MBT_02_cannon_F<br>O_MBT_02_arty_F<br>B_Boat_Armed_01_minigun_F<br>O_Boat_Armed_01_hmg_F<br>I_Boat_Armed_01_minigun_F<br>O_MRAP_02_F<br>O_MRAP_02_hmg_F<br>O_MRAP_02_gmg_F<br>I_MRAP_03_F<br>I_MRAP_03_hmg_F<br>I_MRAP_03_gmg_F<br>B_APC_Wheeled_01_cannon_F<br>O_APC_Wheeled_02_rcws_F<br>O_APC_Wheeled_02_rcws_v2_F<br>I_APC_tracked_03_cannon_F<br>I_MBT_03_cannon_F<br>B_MBT_01_TUSK_F<br>I_APC_Wheeled_03_cannon_F<br>B_APC_Wheeled_03_cannon_F<br>O_T_MRAP_02_ghex_F<br>O_T_MRAP_02_hmg_ghex_F<br>O_T_MRAP_02_gmg_ghex_F<br>B_T_APC_Tracked_01_AA_F<br>B_T_APC_Tracked_01_CRV_F<br>B_T_APC_Tracked_01_rcws_F<br>O_T_APC_Tracked_02_cannon_ghex_F<br>O_T_APC_Tracked_02_AA_ghex_F<br>B_T_APC_Wheeled_01_cannon_F<br>O_T_APC_Wheeled_02_rcws_ghex_F<br>O_T_APC_Wheeled_02_rcws_v2_ghex_F<br>B_T_MBT_01_arty_F<br>B_T_MBT_01_mlrs_F<br>B_T_MBT_01_cannon_F<br>B_T_MBT_01_TUSK_F<br>O_T_MBT_02_cannon_ghex_F<br>O_T_MBT_02_arty_ghex_F<br>B_T_Boat_Armed_01_minigun_F<br>O_T_Boat_Armed_01_hmg_F<br>B_AFV_Wheeled_01_cannon_F<br>B_T_AFV_Wheeled_01_cannon_F<br>B_AFV_Wheeled_01_up_cannon_F<br>B_T_AFV_Wheeled_01_up_cannon_F<br>I_LT_01_AT_F<br>I_LT_01_scout_F<br>I_LT_01_AA_F<br>I_LT_01_cannon_F<br>O_MBT_04_cannon_F<br>O_T_MBT_04_cannon_F<br>O_MBT_04_command_F<br>O_T_MBT_04_command_F<br>I_E_APC_tracked_03_cannon_F<br>O_MBT_02_railgun_F<br>O_T_MBT_02_railgun_ghex_F \\| |  |\n| **SportCarHorn** | *Horn* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_Offroad_01_F<br>C_Offroad_01_repair_F<br>B_G_Offroad_01_repair_F<br>O_G_Offroad_01_repair_F<br>I_G_Offroad_01_repair_F<br>I_G_Offroad_01_F<br>I_G_Offroad_01_AT_F<br>I_G_Offroad_01_armed_F<br>B_G_Offroad_01_F<br>O_G_Offroad_01_F<br>B_G_Offroad_01_armed_F<br>O_G_Offroad_01_armed_F<br>B_G_Offroad_01_AT_F<br>O_G_Offroad_01_AT_F<br>C_Offroad_01_red_F<br>C_Offroad_01_sand_F<br>C_Offroad_01_white_F<br>C_Offroad_01_blue_F<br>C_Offroad_01_darkred_F<br>C_Offroad_01_bluecustom_F<br>C_Offroad_luxe_F<br>C_Offroad_default_F<br>C_Offroad_stripped_F<br>B_T_LSV_01_armed_F<br>B_T_LSV_01_AT_F<br>B_T_LSV_01_armed_CTRG_F<br>B_T_LSV_01_unarmed_F<br>B_T_LSV_01_unarmed_CTRG_F<br>B_LSV_01_armed_F<br>B_LSV_01_AT_F<br>B_LSV_01_unarmed_F<br>B_CTRG_LSV_01_light_F<br>B_LSV_01_armed_black_F<br>B_LSV_01_armed_olive_F<br>B_LSV_01_armed_sand_F<br>B_LSV_01_unarmed_black_F<br>B_LSV_01_unarmed_olive_F<br>B_LSV_01_unarmed_sand_F<br>B_T_LSV_01_armed_black_F<br>B_T_LSV_01_armed_olive_F<br>B_T_LSV_01_armed_sand_F<br>B_T_LSV_01_unarmed_black_F<br>B_T_LSV_01_unarmed_olive_F<br>B_T_LSV_01_unarmed_sand_F<br>O_T_LSV_02_armed_F<br>O_T_LSV_02_armed_viper_F<br>O_T_LSV_02_unarmed_F<br>O_T_LSV_02_AT_F<br>O_T_LSV_02_unarmed_viper_F<br>O_LSV_02_armed_F<br>O_LSV_02_armed_viper_F<br>O_LSV_02_unarmed_F<br>O_LSV_02_AT_F<br>O_LSV_02_unarmed_viper_F<br>O_T_LSV_02_armed_black_F<br>O_T_LSV_02_armed_ghex_F<br>O_T_LSV_02_armed_arid_F<br>O_T_LSV_02_unarmed_black_F<br>O_T_LSV_02_unarmed_ghex_F<br>O_T_LSV_02_unarmed_arid_F<br>O_LSV_02_armed_black_F<br>O_LSV_02_armed_ghex_F<br>O_LSV_02_armed_arid_F<br>O_LSV_02_unarmed_black_F<br>O_LSV_02_unarmed_ghex_F<br>O_LSV_02_unarmed_arid_F<br>C_Offroad_02_unarmed_F<br>C_Offroad_02_unarmed_black_F<br>C_Offroad_02_unarmed_blue_F<br>C_Offroad_02_unarmed_green_F<br>C_Offroad_02_unarmed_orange_F<br>C_Offroad_02_unarmed_red_F<br>C_Offroad_02_unarmed_white_F<br>I_C_Offroad_02_unarmed_F<br>I_C_Offroad_02_unarmed_brown_F<br>I_C_Offroad_02_unarmed_olive_F<br>I_C_Offroad_02_LMG_F<br>I_C_Offroad_02_AT_F<br>C_IDAP_Offroad_01_F<br>C_IDAP_Offroad_02_unarmed_F<br>I_E_Offroad_01_F<br>I_E_Offroad_01_covered_F<br>I_E_Offroad_01_comms_F<br>C_Offroad_01_covered_F<br>C_Offroad_01_comms_F \\| |  |\n| **TruckHorn** | *Horn* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_MRAP_02_F<br>O_MRAP_02_hmg_F<br>O_MRAP_02_gmg_F<br>I_MRAP_03_F<br>I_MRAP_03_hmg_F<br>I_MRAP_03_gmg_F<br>B_APC_Wheeled_01_cannon_F<br>O_APC_Wheeled_02_rcws_F<br>O_APC_Wheeled_02_rcws_v2_F<br>I_APC_Wheeled_03_cannon_F<br>B_APC_Wheeled_03_cannon_F<br>O_T_MRAP_02_ghex_F<br>O_T_MRAP_02_hmg_ghex_F<br>O_T_MRAP_02_gmg_ghex_F<br>B_T_APC_Wheeled_01_cannon_F<br>O_T_APC_Wheeled_02_rcws_ghex_F<br>O_T_APC_Wheeled_02_rcws_v2_ghex_F<br>B_AFV_Wheeled_01_cannon_F<br>B_T_AFV_Wheeled_01_cannon_F<br>B_AFV_Wheeled_01_up_cannon_F<br>B_T_AFV_Wheeled_01_up_cannon_F \\| |  |\n| **TruckHorn2** | *Horn* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_MRAP_01_F<br>B_MRAP_01_gmg_F<br>B_MRAP_01_hmg_F<br>B_Truck_01_transport_F<br>B_Truck_01_covered_F<br>B_Truck_01_mover_F<br>B_Truck_01_box_F<br>B_Truck_01_Repair_F<br>B_Truck_01_ammo_F<br>B_Truck_01_fuel_F<br>B_Truck_01_medical_F<br>B_T_MRAP_01_F<br>B_T_MRAP_01_gmg_F<br>B_T_MRAP_01_hmg_F<br>B_T_Truck_01_transport_F<br>B_T_Truck_01_covered_F<br>B_T_Truck_01_mover_F<br>B_T_Truck_01_box_F<br>B_T_Truck_01_Repair_F<br>B_T_Truck_01_ammo_F<br>B_T_Truck_01_fuel_F<br>B_T_Truck_01_medical_F<br>B_Truck_01_flatbed_F<br>B_T_Truck_01_flatbed_F<br>B_Truck_01_cargo_F<br>B_T_Truck_01_cargo_F \\| |  |\n| **TruckHorn3** | *Horn* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_Truck_02_covered_F<br>O_Truck_02_transport_F<br>I_Truck_02_covered_F<br>I_Truck_02_transport_F<br>C_Truck_02_covered_F<br>C_Truck_02_transport_F<br>O_Truck_02_box_F<br>O_Truck_02_medical_F<br>O_Truck_02_Ammo_F<br>O_Truck_02_fuel_F<br>I_Truck_02_ammo_F<br>I_Truck_02_box_F<br>I_Truck_02_medical_F<br>I_Truck_02_fuel_F<br>I_Truck_02_MRL_F<br>C_Truck_02_fuel_F<br>C_Truck_02_box_F<br>O_Truck_03_transport_F<br>O_Truck_03_covered_F<br>O_Truck_03_repair_F<br>O_Truck_03_ammo_F<br>O_Truck_03_fuel_F<br>O_Truck_03_medical_F<br>O_Truck_03_device_F<br>O_T_Truck_02_F<br>O_T_Truck_02_transport_F<br>O_T_Truck_02_fuel_F<br>O_T_Truck_02_Ammo_F<br>O_T_Truck_02_Box_F<br>O_T_Truck_02_Medical_F<br>O_T_Truck_03_transport_ghex_F<br>O_T_Truck_03_covered_ghex_F<br>O_T_Truck_03_repair_ghex_F<br>O_T_Truck_03_ammo_ghex_F<br>O_T_Truck_03_fuel_ghex_F<br>O_T_Truck_03_medical_ghex_F<br>O_T_Truck_03_device_ghex_F<br>C_IDAP_Truck_02_F<br>C_IDAP_Truck_02_transport_F<br>C_IDAP_Truck_02_water_F<br>I_E_Truck_02_F<br>I_E_Truck_02_transport_F<br>I_E_Truck_02_fuel_F<br>I_E_Truck_02_Ammo_F<br>I_E_Truck_02_Box_F<br>I_E_Truck_02_Medical_F<br>I_E_Truck_02_MRL_F \\| |  |\n| **Twin_Cannon_20mm** | *Twin Cannon 20mm* |  | 2000Rnd_20mm_shells<br>1000Rnd_20mm_shells<br>300Rnd_20mm_shells<br>PylonWeapon_300Rnd_20mm_shells | I_Plane_Fighter_03_CAS_F<br>I_Plane_Fighter_03_AA_F |  |\n| **Twin_Cannon_20mm_gunpod** | *Twin Cannon 20mm* |  | 2000Rnd_20mm_shells<br>1000Rnd_20mm_shells<br>300Rnd_20mm_shells<br>PylonWeapon_300Rnd_20mm_shells |  |  |\n| **weapon_AGM_65Launcher** | *Macer II* |  | magazine_Missile_AGM_02_x1<br>PylonMissile_Missile_AGM_02_x1<br>PylonMissile_Missile_AGM_02_x2<br>PylonRack_Missile_AGM_02_x1<br>PylonRack_Missile_AGM_02_x2 |  |  |\n| **weapon_AGM_KH25Launcher** | *KH25 Kedge* |  | PylonMissile_Missile_AGM_KH25_x1<br>PylonMissile_Missile_AGM_KH25_INT_x1<br>magazine_Missile_AGM_KH25_x1 |  |  |\n| **weapon_AMRAAMLauncher** | *AMRAAM* |  | magazine_Missile_AMRAAM_x1<br>PylonMissile_Missile_AMRAAM_C_x1<br>PylonRack_Missile_AMRAAM_C_x1<br>PylonRack_Missile_AMRAAM_C_x2<br>PylonMissile_Missile_AMRAAM_D_x1<br>PylonMissile_Missile_AMRAAM_D_INT_x1<br>PylonRack_Missile_AMRAAM_D_x1<br>PylonRack_Missile_AMRAAM_D_x2 |  |  |\n| **weapon_BIM9xLauncher** | *BIM 9X* |  | magazine_Missile_BIM9X_x1<br>PylonMissile_Missile_BIM9X_x1<br>PylonRack_Missile_BIM9X_x1<br>PylonRack_Missile_BIM9X_x2 |  |  |\n| **weapon_Cannon_Phalanx** | *Gatling Cannon 20mm* |  | magazine_Cannon_Phalanx_x1550 | B_AAA_System_01_F |  |\n| **weapon_Fighter_Gun20mm_AA** | *M61 Minigun 20 mm* |  | magazine_Fighter01_Gun20mm_AA_x450<br>magazine_Fighter04_Gun20mm_AA_x150<br>magazine_Fighter04_Gun20mm_AA_x250 | B_Plane_Fighter_01_F<br>B_Plane_Fighter_01_Stealth_F<br>I_Plane_Fighter_04_F<br>B_Plane_Fighter_01_Cluster_F<br>I_Plane_Fighter_04_Cluster_F |  |\n| **weapon_Fighter_Gun_30mm** | *Gsh Cannon 30mm* |  | magazine_Fighter02_Gun30mm_AA_x180 | O_Plane_Fighter_02_F<br>O_Plane_Fighter_02_Stealth_F<br>O_Plane_Fighter_02_Cluster_F |  |\n| **weapon_GBU12Launcher** | *GBU 12* |  | magazine_Bomb_GBU12_x1<br>PylonMissile_Bomb_GBU12_x1<br>PylonRack_Bomb_GBU12_x2 |  |  |\n| **weapon_HARMLauncher** | *AGM-88C HARM* |  | magazine_Missile_HARM_x1<br>PylonRack_Missile_HARM_x1<br>PylonMissile_Missile_HARM_x1<br>PylonMissile_Missile_HARM_INT_x1 |  |  |\n| **weapon_KAB250Launcher** | *KAB 250* |  | PylonMissile_Bomb_KAB250_x1<br>magazine_Bomb_KAB250_x1 |  |  |\n| **weapon_KH58Launcher** | *KH58 ARM* |  | magazine_Missile_KH58_x1<br>PylonMissile_Missile_KH58_x1<br>PylonMissile_Missile_KH58_INT_x1 |  |  |\n| **weapon_LGBLauncherBase** |  |  |  |  |  |\n| **weapon_mim145Launcher** | *MIM-145 Defender* |  | magazine_Missile_mim145_x4 | B_SAM_System_03_F<br>I_E_SAM_System_03_F |  |\n| **weapon_R73Launcher** | *R73 Archer* |  | PylonMissile_Missile_AA_R73_x1<br>magazine_Missile_AA_R73_x1 |  |  |\n| **weapon_R77Launcher** | *R77 Adder* |  | PylonMissile_Missile_AA_R77_x1<br>PylonMissile_Missile_AA_R77_INT_x1<br>magazine_Missile_AA_R77_x1 |  |  |\n| **weapon_rim116Launcher** | *RIM 116 Spartan* |  | magazine_Missile_rim116_x21 | B_SAM_System_01_F |  |\n| **weapon_rim162Launcher** | *RIM 162 Centurion* |  | magazine_Missile_rim162_x8 | B_SAM_System_02_F |  |\n| **weapon_s750Launcher** | *S-750 Rhea* |  | magazine_Missile_s750_x4 | O_SAM_System_04_F |  |\n| **weapon_SDBLauncher** | *Small Diameter Bomb* |  | magazine_Bomb_SDB_x1<br>PylonRack_Bomb_SDB_x4 |  |  |\n| **weapon_ShipCannon_120mm** | *Cannon 120 mm* |  | magazine_ShipCannon_120mm_HE_shells_x32<br>magazine_ShipCannon_120mm_HE_guided_shells_x2<br>magazine_ShipCannon_120mm_HE_LG_shells_x2<br>magazine_ShipCannon_120mm_HE_cluster_shells_x2<br>magazine_ShipCannon_120mm_mine_shells_x6<br>magazine_ShipCannon_120mm_smoke_shells_x6<br>magazine_ShipCannon_120mm_AT_mine_shells_x6 | B_Ship_Gun_01_F |  |\n| **weapon_VLS_01** | *Venator Cruise Missile* |  | magazine_Missiles_Cruise_01_x18<br>magazine_Missiles_Cruise_01_Cluster_x18 | B_Ship_MRLS_01_F |  |\n| **weapon_VLSBase** |  |  |  |  |  |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 17:47, 9 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Class | Name | Inventory description | Magazines | Used by | Used by (gallery) |\n|---|---|---|---|---|---|\n| **AmbulanceHorn** | *Horn* |  |  | C_Van_02_medevac_F<br>C_IDAP_Van_02_medevac_F<br>I_E_Van_02_medevac_F |  |\n| **autocannon_30mm** | *Cannon 30 mm* |  | 140Rnd_30mm_MP_shells<br>140Rnd_30mm_MP_shells_Tracer_Red<br>140Rnd_30mm_MP_shells_Tracer_Green<br>140Rnd_30mm_MP_shells_Tracer_Yellow<br>60Rnd_30mm_APFSDS_shells<br>60Rnd_30mm_APFSDS_shells_Tracer_Red<br>60Rnd_30mm_APFSDS_shells_Tracer_Green<br>60Rnd_30mm_APFSDS_shells_Tracer_Yellow | I_APC_tracked_03_cannon_F<br>I_E_APC_tracked_03_cannon_F |  |\n| **autocannon_30mm_CTWS** | *CTWS Cannon 30 mm* |  | 140Rnd_30mm_MP_shells<br>140Rnd_30mm_MP_shells_Tracer_Red<br>140Rnd_30mm_MP_shells_Tracer_Green<br>140Rnd_30mm_MP_shells_Tracer_Yellow<br>60Rnd_30mm_APFSDS_shells<br>60Rnd_30mm_APFSDS_shells_Tracer_Red<br>60Rnd_30mm_APFSDS_shells_Tracer_Green<br>60Rnd_30mm_APFSDS_shells_Tracer_Yellow | O_APC_Tracked_02_cannon_F<br>I_APC_Wheeled_03_cannon_F<br>B_APC_Wheeled_03_cannon_F<br>O_T_APC_Tracked_02_cannon_ghex_F |  |\n| **autocannon_30mm_RCWS** | *CTWS Cannon 30 mm* |  | 60Rnd_30mm_MP_shells_Tracer_Green | O_MBT_04_command_F<br>O_T_MBT_04_command_F |  |\n| **autocannon_35mm** | *Autocannon 35 mm* |  | 680Rnd_35mm_AA_shells<br>680Rnd_35mm_AA_shells_Tracer_Red<br>680Rnd_35mm_AA_shells_Tracer_Green<br>680Rnd_35mm_AA_shells_Tracer_Yellow | B_APC_Tracked_01_AA_F<br>O_APC_Tracked_02_AA_F<br>B_T_APC_Tracked_01_AA_F<br>O_T_APC_Tracked_02_AA_ghex_F |  |\n| **autocannon_40mm_CTWS** | *Cannon 40 mm* |  | 60Rnd_40mm_GPR_shells<br>60Rnd_40mm_GPR_Tracer_Red_shells<br>60Rnd_40mm_GPR_Tracer_Green_shells<br>60Rnd_40mm_GPR_Tracer_Yellow_shells<br>40Rnd_40mm_APFSDS_shells<br>40Rnd_40mm_APFSDS_Tracer_Red_shells<br>40Rnd_40mm_APFSDS_Tracer_Green_shells<br>40Rnd_40mm_APFSDS_Tracer_Yellow_shells | B_APC_Wheeled_01_cannon_F<br>B_T_APC_Wheeled_01_cannon_F |  |\n| **autocannon_40mm_VTOL_01** | *Cannon 40 mm* |  | 240Rnd_40mm_GPR_Tracer_Red_shells<br>60Rnd_40mm_GPR_shells<br>60Rnd_40mm_GPR_Tracer_Red_shells<br>60Rnd_40mm_GPR_Tracer_Green_shells<br>60Rnd_40mm_GPR_Tracer_Yellow_shells<br>160Rnd_40mm_APFSDS_Tracer_Red_shells<br>40Rnd_40mm_APFSDS_shells<br>40Rnd_40mm_APFSDS_Tracer_Red_shells<br>40Rnd_40mm_APFSDS_Tracer_Green_shells<br>40Rnd_40mm_APFSDS_Tracer_Yellow_shells | B_T_VTOL_01_armed_F<br>B_T_VTOL_01_armed_blue_F<br>B_T_VTOL_01_armed_olive_F |  |\n| **autocannon_Base_F** |  |  |  |  |  |\n| **BikeHorn** | *Horn* |  |  |  |  |\n| **Bomb_03_Plane_CAS_02_F** | *LOM-250G* |  | 2Rnd_Bomb_03_F<br>PylonMissile_1Rnd_Bomb_03_F | O_Plane_CAS_02_F |  |\n| **Bomb_04_Plane_CAS_01_F** | *GBU-12* |  | 4Rnd_Bomb_04_F<br>PylonMissile_1Rnd_Bomb_04_F | B_Plane_CAS_01_F |  |\n| **Bomb_Leaflets** | *Leaflets Dispenser* |  | 1Rnd_Leaflets_West_F<br>1Rnd_Leaflets_East_F<br>1Rnd_Leaflets_Guer_F<br>1Rnd_Leaflets_Civ_F<br>1Rnd_Leaflets_Custom_01_F<br>1Rnd_Leaflets_Custom_02_F<br>1Rnd_Leaflets_Custom_03_F<br>1Rnd_Leaflets_Custom_04_F<br>1Rnd_Leaflets_Custom_05_F<br>1Rnd_Leaflets_Custom_06_F<br>1Rnd_Leaflets_Custom_07_F<br>1Rnd_Leaflets_Custom_08_F<br>1Rnd_Leaflets_Custom_09_F<br>1Rnd_Leaflets_Custom_10_F<br>Pylon_1Rnd_Leaflets_West_F<br>Pylon_1Rnd_Leaflets_East_F<br>Pylon_1Rnd_Leaflets_Guer_F<br>Pylon_1Rnd_Leaflets_Civ_F<br>Pylon_1Rnd_Leaflets_Custom_01_F<br>Pylon_1Rnd_Leaflets_Custom_02_F<br>Pylon_1Rnd_Leaflets_Custom_03_F<br>Pylon_1Rnd_Leaflets_Custom_04_F<br>Pylon_1Rnd_Leaflets_Custom_05_F<br>Pylon_1Rnd_Leaflets_Custom_06_F<br>Pylon_1Rnd_Leaflets_Custom_07_F<br>Pylon_1Rnd_Leaflets_Custom_08_F<br>Pylon_1Rnd_Leaflets_Custom_09_F<br>Pylon_1Rnd_Leaflets_Custom_10_F |  |  |\n| **BombCluster_01_F** | *CBU-85 Cluster Bomb* |  | PylonMissile_1Rnd_BombCluster_01_F<br>PylonRack_2Rnd_BombCluster_01_F |  |  |\n| **BombCluster_02_F** | *RBK-500F* |  | PylonMissile_1Rnd_BombCluster_02_F<br>PylonMissile_1Rnd_BombCluster_02_cap_F |  |  |\n| **BombCluster_03_F** | *BL778 Cluster Bomb* |  | PylonMissile_1Rnd_BombCluster_03_F<br>PylonRack_2Rnd_BombCluster_03_F |  |  |\n| **BombDemine_01_F** | *Demining Charge* |  | PylonRack_4Rnd_BombDemine_01_F<br>PylonRack_4Rnd_BombDemine_01_Dummy_F |  |  |\n| **cannon_105mm** | *Cannon 105 mm* |  | 40Rnd_105mm_APFSDS<br>40Rnd_105mm_APFSDS_T_Red<br>40Rnd_105mm_APFSDS_T_Green<br>40Rnd_105mm_APFSDS_T_Yellow<br>20Rnd_105mm_HEAT_MP<br>20Rnd_105mm_HEAT_MP_T_Red<br>20Rnd_105mm_HEAT_MP_T_Green<br>20Rnd_105mm_HEAT_MP_T_Yellow |  |  |\n| **cannon_105mm_VTOL_01** | *Cannon 105 mm* |  | 40Rnd_105mm_APFSDS<br>40Rnd_105mm_APFSDS_T_Red<br>40Rnd_105mm_APFSDS_T_Green<br>40Rnd_105mm_APFSDS_T_Yellow<br>100Rnd_105mm_HEAT_MP<br>20Rnd_105mm_HEAT_MP<br>20Rnd_105mm_HEAT_MP_T_Red<br>20Rnd_105mm_HEAT_MP_T_Green<br>20Rnd_105mm_HEAT_MP_T_Yellow | B_T_VTOL_01_armed_F<br>B_T_VTOL_01_armed_blue_F<br>B_T_VTOL_01_armed_olive_F |  |\n| **cannon_120mm** | *Cannon 120 mm* |  | 32Rnd_120mm_APFSDS_shells<br>32Rnd_120mm_APFSDS_shells_Tracer_Red<br>32Rnd_120mm_APFSDS_shells_Tracer_Green<br>32Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>30Rnd_120mm_APFSDS_shells<br>30Rnd_120mm_APFSDS_shells_Tracer_Red<br>30Rnd_120mm_APFSDS_shells_Tracer_Green<br>30Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>28Rnd_120mm_APFSDS_shells<br>28Rnd_120mm_APFSDS_shells_Tracer_Red<br>28Rnd_120mm_APFSDS_shells_Tracer_Green<br>28Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>24Rnd_120mm_APFSDS_shells<br>24Rnd_120mm_APFSDS_shells_Tracer_Red<br>24Rnd_120mm_APFSDS_shells_Tracer_Green<br>24Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>20Rnd_120mm_APFSDS_shells<br>20Rnd_120mm_APFSDS_shells_Tracer_Red<br>20Rnd_120mm_APFSDS_shells_Tracer_Green<br>20Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>12Rnd_120mm_APFSDS_shells<br>12Rnd_120mm_APFSDS_shells_Tracer_Red<br>12Rnd_120mm_APFSDS_shells_Tracer_Green<br>12Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>20Rnd_120mm_HEAT_MP<br>20Rnd_120mm_HEAT_MP_T_Red<br>20Rnd_120mm_HEAT_MP_T_Green<br>20Rnd_120mm_HEAT_MP_T_Yellow<br>12Rnd_120mm_HEAT_MP<br>12Rnd_120mm_HEAT_MP_T_Red<br>12Rnd_120mm_HEAT_MP_T_Green<br>12Rnd_120mm_HEAT_MP_T_Yellow<br>8Rnd_120mm_HEAT_MP<br>8Rnd_120mm_HEAT_MP_T_Red<br>8Rnd_120mm_HEAT_MP_T_Green<br>8Rnd_120mm_HEAT_MP_T_Yellow<br>30Rnd_120mm_HE_shells<br>30Rnd_120mm_HE_shells_Tracer_Red<br>30Rnd_120mm_HE_shells_Tracer_Green<br>30Rnd_120mm_HE_shells_Tracer_Yellow<br>16Rnd_120mm_HE_shells<br>16Rnd_120mm_HE_shells_Tracer_Red<br>16Rnd_120mm_HE_shells_Tracer_Green<br>16Rnd_120mm_HE_shells_Tracer_Yellow<br>14Rnd_120mm_HE_shells<br>14Rnd_120mm_HE_shells_Tracer_Red<br>14Rnd_120mm_HE_shells_Tracer_Green<br>14Rnd_120mm_HE_shells_Tracer_Yellow<br>12Rnd_120mm_HE_shells<br>12Rnd_120mm_HE_shells_Tracer_Red<br>12Rnd_120mm_HE_shells_Tracer_Green<br>12Rnd_120mm_HE_shells_Tracer_Yellow<br>8Rnd_120mm_HE_shells<br>8Rnd_120mm_HE_shells_Tracer_Red<br>8Rnd_120mm_HE_shells_Tracer_Green<br>8Rnd_120mm_HE_shells_Tracer_Yellow<br>4Rnd_120mm_cannon_missiles<br>4Rnd_120mm_LG_cannon_missiles | B_MBT_01_cannon_F<br>B_MBT_01_TUSK_F<br>B_T_MBT_01_cannon_F<br>B_T_MBT_01_TUSK_F<br>B_AFV_Wheeled_01_cannon_F<br>B_T_AFV_Wheeled_01_cannon_F<br>B_AFV_Wheeled_01_up_cannon_F<br>B_T_AFV_Wheeled_01_up_cannon_F |  |\n| **cannon_120mm_long** | *Cannon 120 mm* |  | 32Rnd_120mm_APFSDS_shells<br>32Rnd_120mm_APFSDS_shells_Tracer_Red<br>32Rnd_120mm_APFSDS_shells_Tracer_Green<br>32Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>30Rnd_120mm_APFSDS_shells<br>30Rnd_120mm_APFSDS_shells_Tracer_Red<br>30Rnd_120mm_APFSDS_shells_Tracer_Green<br>30Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>28Rnd_120mm_APFSDS_shells<br>28Rnd_120mm_APFSDS_shells_Tracer_Red<br>28Rnd_120mm_APFSDS_shells_Tracer_Green<br>28Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>24Rnd_120mm_APFSDS_shells<br>24Rnd_120mm_APFSDS_shells_Tracer_Red<br>24Rnd_120mm_APFSDS_shells_Tracer_Green<br>24Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>20Rnd_120mm_APFSDS_shells<br>20Rnd_120mm_APFSDS_shells_Tracer_Red<br>20Rnd_120mm_APFSDS_shells_Tracer_Green<br>20Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>12Rnd_120mm_APFSDS_shells<br>12Rnd_120mm_APFSDS_shells_Tracer_Red<br>12Rnd_120mm_APFSDS_shells_Tracer_Green<br>12Rnd_120mm_APFSDS_shells_Tracer_Yellow<br>20Rnd_120mm_HEAT_MP<br>20Rnd_120mm_HEAT_MP_T_Red<br>20Rnd_120mm_HEAT_MP_T_Green<br>20Rnd_120mm_HEAT_MP_T_Yellow<br>12Rnd_120mm_HEAT_MP<br>12Rnd_120mm_HEAT_MP_T_Red<br>12Rnd_120mm_HEAT_MP_T_Green<br>12Rnd_120mm_HEAT_MP_T_Yellow<br>8Rnd_120mm_HEAT_MP<br>8Rnd_120mm_HEAT_MP_T_Red<br>8Rnd_120mm_HEAT_MP_T_Green<br>8Rnd_120mm_HEAT_MP_T_Yellow<br>30Rnd_120mm_HE_shells<br>30Rnd_120mm_HE_shells_Tracer_Red<br>30Rnd_120mm_HE_shells_Tracer_Green<br>30Rnd_120mm_HE_shells_Tracer_Yellow<br>16Rnd_120mm_HE_shells<br>16Rnd_120mm_HE_shells_Tracer_Red<br>16Rnd_120mm_HE_shells_Tracer_Green<br>16Rnd_120mm_HE_shells_Tracer_Yellow<br>14Rnd_120mm_HE_shells<br>14Rnd_120mm_HE_shells_Tracer_Red<br>14Rnd_120mm_HE_shells_Tracer_Green<br>14Rnd_120mm_HE_shells_Tracer_Yellow<br>12Rnd_120mm_HE_shells<br>12Rnd_120mm_HE_shells_Tracer_Red<br>12Rnd_120mm_HE_shells_Tracer_Green<br>12Rnd_120mm_HE_shells_Tracer_Yellow<br>8Rnd_120mm_HE_shells<br>8Rnd_120mm_HE_shells_Tracer_Red<br>8Rnd_120mm_HE_shells_Tracer_Green<br>8Rnd_120mm_HE_shells_Tracer_Yellow<br>4Rnd_120mm_cannon_missiles<br>4Rnd_120mm_LG_cannon_missiles | I_MBT_03_cannon_F |  |\n| **cannon_125mm** | *Cannon 125mm* |  | 24Rnd_125mm_APFSDS<br>24Rnd_125mm_APFSDS_T_Red<br>24Rnd_125mm_APFSDS_T_Green<br>24Rnd_125mm_APFSDS_T_Yellow<br>20Rnd_125mm_APFSDS<br>20Rnd_125mm_APFSDS_T_Red<br>20Rnd_125mm_APFSDS_T_Green<br>20Rnd_125mm_APFSDS_T_Yellow<br>16Rnd_125mm_APFSDS<br>16Rnd_125mm_APFSDS_T_Red<br>16Rnd_125mm_APFSDS_T_Green<br>16Rnd_125mm_APFSDS_T_Yellow<br>12Rnd_125mm_HEAT<br>12Rnd_125mm_HEAT_T_Red<br>12Rnd_125mm_HEAT_T_Green<br>12Rnd_125mm_HEAT_T_Yellow<br>12Rnd_125mm_HE<br>12Rnd_125mm_HE_T_Red<br>12Rnd_125mm_HE_T_Green<br>12Rnd_125mm_HE_T_Yellow<br>8Rnd_125mm_HE<br>8Rnd_125mm_HE_T_Red<br>8Rnd_125mm_HE_T_Green<br>8Rnd_125mm_HE_T_Yellow<br>4Rnd_125mm_cannon_missiles | O_MBT_02_cannon_F<br>O_T_MBT_02_cannon_ghex_F |  |\n| **cannon_125mm_advanced** | *Cannon 125mm* |  | 24Rnd_125mm_APFSDS<br>24Rnd_125mm_APFSDS_T_Red<br>24Rnd_125mm_APFSDS_T_Green<br>24Rnd_125mm_APFSDS_T_Yellow<br>20Rnd_125mm_APFSDS<br>20Rnd_125mm_APFSDS_T_Red<br>20Rnd_125mm_APFSDS_T_Green<br>20Rnd_125mm_APFSDS_T_Yellow<br>16Rnd_125mm_APFSDS<br>16Rnd_125mm_APFSDS_T_Red<br>16Rnd_125mm_APFSDS_T_Green<br>16Rnd_125mm_APFSDS_T_Yellow<br>12Rnd_125mm_HEAT<br>12Rnd_125mm_HEAT_T_Red<br>12Rnd_125mm_HEAT_T_Green<br>12Rnd_125mm_HEAT_T_Yellow<br>12Rnd_125mm_HE<br>12Rnd_125mm_HE_T_Red<br>12Rnd_125mm_HE_T_Green<br>12Rnd_125mm_HE_T_Yellow<br>8Rnd_125mm_HE<br>8Rnd_125mm_HE_T_Red<br>8Rnd_125mm_HE_T_Green<br>8Rnd_125mm_HE_T_Yellow<br>4Rnd_125mm_cannon_missiles | O_MBT_04_cannon_F<br>O_T_MBT_04_cannon_F<br>O_MBT_04_command_F<br>O_T_MBT_04_command_F |  |\n| **cannon_20mm** | *Cannon 20mm* |  | 60Rnd_20mm_HE_shells<br>60Rnd_20mm_AP_shells | I_LT_01_cannon_F |  |\n| **Cannon_30mm_Plane_CAS_02_F** | *Cannon 30 mm* |  | 500Rnd_Cannon_30mm_Plane_CAS_02_F | O_Plane_CAS_02_F<br>O_Plane_CAS_02_dynamicLoadout_F<br>O_Plane_CAS_02_Cluster_F |  |\n| **cannon_railgun** | *Railgun 75mm* |  | 60Rnd_75mm_RailGun_APFSDS_mag | O_MBT_02_railgun_F<br>O_T_MBT_02_railgun_ghex_F |  |\n| **cannon_railgun_fake** | *Railgun 75mm* |  | RailGun_01_DummyMagazine | O_MBT_02_railgun_F<br>O_T_MBT_02_railgun_ghex_F |  |\n| **CarHorn** | *Horn* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_Hatchback_01_F<br>C_Hatchback_01_sport_F<br>C_Hatchback_01_grey_F<br>C_Hatchback_01_green_F<br>C_Hatchback_01_blue_F<br>C_Hatchback_01_bluecustom_F<br>C_Hatchback_01_beigecustom_F<br>C_Hatchback_01_yellow_F<br>C_Hatchback_01_white_F<br>C_Hatchback_01_black_F<br>C_Hatchback_01_dark_F<br>C_Hatchback_01_sport_red_F<br>C_Hatchback_01_sport_blue_F<br>C_Hatchback_01_sport_orange_F<br>C_Hatchback_01_sport_white_F<br>C_Hatchback_01_sport_grey_F<br>C_Hatchback_01_sport_green_F<br>C_SUV_01_F<br>SUV_01_base_red_F<br>SUV_01_base_black_F<br>SUV_01_base_grey_F<br>SUV_01_base_orange_F<br>C_Van_01_transport_F<br>I_G_Van_01_transport_F<br>C_Van_01_box_F<br>C_Van_01_fuel_F<br>I_G_Van_01_fuel_F<br>B_G_Van_01_transport_F<br>O_G_Van_01_transport_F<br>B_G_Van_01_fuel_F<br>O_G_Van_01_fuel_F<br>C_Van_01_transport_white_F<br>C_Van_01_transport_red_F<br>C_Van_01_box_white_F<br>C_Van_01_box_red_F<br>C_Van_01_fuel_white_F<br>C_Van_01_fuel_red_F<br>C_Van_01_fuel_white_v2_F<br>C_Van_01_fuel_red_v2_F<br>I_C_Van_01_transport_F<br>I_C_Van_01_transport_brown_F<br>I_C_Van_01_transport_olive_F<br>C_Van_02_transport_F<br>C_IDAP_Van_02_transport_F<br>I_G_Van_02_transport_F<br>B_G_Van_02_transport_F<br>O_G_Van_02_transport_F<br>I_C_Van_02_transport_F<br>C_Van_02_vehicle_F<br>C_IDAP_Van_02_vehicle_F<br>I_G_Van_02_vehicle_F<br>B_G_Van_02_vehicle_F<br>O_G_Van_02_vehicle_F<br>I_C_Van_02_vehicle_F<br>C_Van_02_service_F<br>C_Tractor_01_F<br>I_E_Van_02_vehicle_F<br>I_E_Van_02_transport_F<br>I_E_Van_02_transport_MP_F \\| |  |\n| **CMFlareLauncher** | *Flares* |  | 60Rnd_CMFlareMagazine<br>120Rnd_CMFlareMagazine<br>240Rnd_CMFlareMagazine<br>60Rnd_CMFlare_Chaff_Magazine<br>120Rnd_CMFlare_Chaff_Magazine<br>240Rnd_CMFlare_Chaff_Magazine<br>192Rnd_CMFlare_Chaff_Magazine<br>168Rnd_CMFlare_Chaff_Magazine<br>300Rnd_CMFlare_Chaff_Magazine | \\| Objects \\|<br>\\|---\\|<br>\\| O_Heli_Light_02_dynamicLoadout_F<br>O_Heli_Light_02_F<br>O_Heli_Light_02_unarmed_F<br>O_Heli_Light_02_v2_F<br>B_Heli_Attack_01_F<br>B_Heli_Attack_01_dynamicLoadout_F<br>O_Heli_Attack_02_F<br>O_Heli_Attack_02_black_F<br>O_Heli_Attack_02_dynamicLoadout_F<br>O_Heli_Attack_02_dynamicLoadout_black_F<br>B_Heli_Transport_01_F<br>B_Heli_Transport_01_camo_F<br>I_Heli_Transport_02_F<br>I_Plane_Fighter_03_CAS_F<br>I_Plane_Fighter_03_AA_F<br>I_Plane_Fighter_03_dynamicLoadout_F<br>I_Heli_light_03_F<br>I_Heli_light_03_dynamicLoadout_F<br>I_Heli_light_03_unarmed_F<br>B_Plane_CAS_01_F<br>B_Plane_CAS_01_dynamicLoadout_F<br>O_Plane_CAS_02_F<br>O_Plane_CAS_02_dynamicLoadout_F<br>B_UAV_02_F<br>O_UAV_02_F<br>I_UAV_02_F<br>B_UAV_02_CAS_F<br>O_UAV_02_CAS_F<br>I_UAV_02_CAS_F<br>B_UAV_02_dynamicLoadout_F<br>O_UAV_02_dynamicLoadout_F<br>I_UAV_02_dynamicLoadout_F<br>B_Heli_Transport_03_F<br>B_Heli_Transport_03_unarmed_F<br>B_Heli_Transport_03_black_F<br>B_Heli_Transport_03_unarmed_green_F<br>O_Heli_Transport_04_F<br>O_Heli_Transport_04_ammo_F<br>O_Heli_Transport_04_bench_F<br>O_Heli_Transport_04_box_F<br>O_Heli_Transport_04_covered_F<br>O_Heli_Transport_04_fuel_F<br>O_Heli_Transport_04_medevac_F<br>O_Heli_Transport_04_repair_F<br>O_Heli_Transport_04_black_F<br>O_Heli_Transport_04_ammo_black_F<br>O_Heli_Transport_04_bench_black_F<br>O_Heli_Transport_04_box_black_F<br>O_Heli_Transport_04_covered_black_F<br>O_Heli_Transport_04_fuel_black_F<br>O_Heli_Transport_04_medevac_black_F<br>O_Heli_Transport_04_repair_black_F<br>B_CTRG_Heli_Transport_01_sand_F<br>B_CTRG_Heli_Transport_01_tropic_F<br>B_T_UAV_03_F<br>B_T_UAV_03_dynamicLoadout_F<br>O_T_UAV_04_CAS_F<br>O_T_VTOL_02_infantry_F<br>O_T_VTOL_02_vehicle_F<br>O_T_VTOL_02_infantry_dynamicLoadout_F<br>O_T_VTOL_02_vehicle_dynamicLoadout_F<br>O_T_VTOL_02_infantry_hex_F<br>O_T_VTOL_02_infantry_ghex_F<br>O_T_VTOL_02_infantry_grey_F<br>O_T_VTOL_02_vehicle_hex_F<br>O_T_VTOL_02_vehicle_ghex_F<br>O_T_VTOL_02_vehicle_grey_F<br>O_Plane_Fighter_02_F<br>O_Plane_Fighter_02_Stealth_F<br>I_Plane_Fighter_04_F<br>B_UAV_05_F<br>B_Plane_CAS_01_Cluster_F<br>O_Plane_CAS_02_Cluster_F<br>I_Plane_Fighter_03_Cluster_F<br>O_Plane_Fighter_02_Cluster_F<br>I_Plane_Fighter_04_Cluster_F<br>C_IDAP_Heli_Transport_02_F<br>I_E_Heli_light_03_dynamicLoadout_F<br>I_E_Heli_light_03_unarmed_F \\| |  |\n| **CMFlareLauncher_Singles** | *Flares* |  | 60Rnd_CMFlareMagazine<br>120Rnd_CMFlareMagazine<br>240Rnd_CMFlareMagazine<br>60Rnd_CMFlare_Chaff_Magazine<br>120Rnd_CMFlare_Chaff_Magazine<br>240Rnd_CMFlare_Chaff_Magazine<br>192Rnd_CMFlare_Chaff_Magazine<br>168Rnd_CMFlare_Chaff_Magazine<br>300Rnd_CMFlare_Chaff_Magazine | B_Plane_Fighter_01_F<br>B_Plane_Fighter_01_Stealth_F<br>B_Plane_Fighter_01_Cluster_F |  |\n| **CMFlareLauncher_Triples** | *Flares* |  | 60Rnd_CMFlareMagazine<br>120Rnd_CMFlareMagazine<br>240Rnd_CMFlareMagazine<br>60Rnd_CMFlare_Chaff_Magazine<br>120Rnd_CMFlare_Chaff_Magazine<br>240Rnd_CMFlare_Chaff_Magazine<br>192Rnd_CMFlare_Chaff_Magazine<br>168Rnd_CMFlare_Chaff_Magazine<br>300Rnd_CMFlare_Chaff_Magazine | B_T_VTOL_01_infantry_F<br>B_T_VTOL_01_vehicle_F<br>B_T_VTOL_01_armed_F<br>B_T_VTOL_01_infantry_blue_F<br>B_T_VTOL_01_infantry_olive_F<br>B_T_VTOL_01_vehicle_blue_F<br>B_T_VTOL_01_vehicle_olive_F<br>B_T_VTOL_01_armed_blue_F<br>B_T_VTOL_01_armed_olive_F |  |\n| **DeminingDisruptor_01_base_f** | *Disruptor* | *Disruptor* | 15Rnd_12Gauge_Pellets<br>15Rnd_12Gauge_Slug |  |  |\n| **DeminingDisruptor_01_F** | *Disruptor* | *Disruptor* | 15Rnd_12Gauge_Pellets<br>15Rnd_12Gauge_Slug<br>15Rnd_12Gauge_Slug<br>15Rnd_12Gauge_Pellets | B_UGV_02_Demining_F<br>O_UGV_02_Demining_F<br>I_UGV_02_Demining_F<br>I_E_UGV_02_Demining_F<br>C_IDAP_UGV_02_Demining_F |  |\n| **FakeHorn** |  |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_Heli_light_03_F<br>I_Heli_light_03_dynamicLoadout_F<br>I_Heli_light_03_unarmed_F<br>O_Heli_Transport_04_F<br>O_Heli_Transport_04_ammo_F<br>O_Heli_Transport_04_bench_F<br>O_Heli_Transport_04_box_F<br>O_Heli_Transport_04_covered_F<br>O_Heli_Transport_04_fuel_F<br>O_Heli_Transport_04_medevac_F<br>O_Heli_Transport_04_repair_F<br>O_Heli_Transport_04_black_F<br>O_Heli_Transport_04_ammo_black_F<br>O_Heli_Transport_04_bench_black_F<br>O_Heli_Transport_04_box_black_F<br>O_Heli_Transport_04_covered_black_F<br>O_Heli_Transport_04_fuel_black_F<br>O_Heli_Transport_04_medevac_black_F<br>O_Heli_Transport_04_repair_black_F<br>I_E_Heli_light_03_dynamicLoadout_F<br>I_E_Heli_light_03_unarmed_F \\| |  |\n| **FlareLauncher** | *Flares* |  | FlareLauncherMag |  |  |\n| **gatling_20mm** | *Minigun 20 mm* |  | 2000Rnd_20mm_shells<br>1000Rnd_20mm_shells<br>300Rnd_20mm_shells<br>PylonWeapon_300Rnd_20mm_shells | B_Heli_Attack_01_F<br>B_Heli_Attack_01_dynamicLoadout_F |  |\n| **gatling_20mm_VTOL_01** | *Minigun 20 mm* |  | 4000Rnd_20mm_Tracer_Red_shells<br>2000Rnd_20mm_shells<br>1000Rnd_20mm_shells<br>300Rnd_20mm_shells | B_T_VTOL_01_armed_F<br>B_T_VTOL_01_armed_blue_F<br>B_T_VTOL_01_armed_olive_F |  |\n| **gatling_25mm** | *GAU-12 Cannon 25 mm* |  | 1000Rnd_25mm_shells<br>300Rnd_25mm_shells |  |  |\n| **gatling_30mm** | *Cannon Caseless 30 mm* |  | 250Rnd_30mm_HE_shells<br>250Rnd_30mm_HE_shells_Tracer_Red<br>250Rnd_30mm_HE_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells<br>250Rnd_30mm_APDS_shells_Tracer_Red<br>250Rnd_30mm_APDS_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells_Tracer_Yellow<br>250Rnd_30mm_HE_shells<br>250Rnd_30mm_HE_shells_Tracer_Red<br>250Rnd_30mm_HE_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells<br>250Rnd_30mm_APDS_shells_Tracer_Red<br>250Rnd_30mm_APDS_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells_Tracer_Yellow | O_Heli_Attack_02_F<br>O_Heli_Attack_02_black_F<br>O_Heli_Attack_02_dynamicLoadout_F<br>O_Heli_Attack_02_dynamicLoadout_black_F |  |\n| **Gatling_30mm_Plane_CAS_01_F** | *Minigun 30 mm* |  | 1000Rnd_Gatling_30mm_Plane_CAS_01_F | B_Plane_CAS_01_F<br>B_Plane_CAS_01_dynamicLoadout_F<br>B_Plane_CAS_01_Cluster_F |  |\n| **gatling_30mm_VTOL_02** | *Cannon Caseless 30 mm* |  | 250Rnd_30mm_HE_shells<br>250Rnd_30mm_HE_shells_Tracer_Red<br>250Rnd_30mm_HE_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells<br>250Rnd_30mm_APDS_shells_Tracer_Red<br>250Rnd_30mm_APDS_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells_Tracer_Yellow<br>250Rnd_30mm_HE_shells<br>250Rnd_30mm_HE_shells_Tracer_Red<br>250Rnd_30mm_HE_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells<br>250Rnd_30mm_APDS_shells_Tracer_Red<br>250Rnd_30mm_APDS_shells_Tracer_Green<br>250Rnd_30mm_APDS_shells_Tracer_Yellow | O_T_VTOL_02_infantry_F<br>O_T_VTOL_02_vehicle_F<br>O_T_VTOL_02_infantry_dynamicLoadout_F<br>O_T_VTOL_02_vehicle_dynamicLoadout_F<br>O_T_VTOL_02_infantry_hex_F<br>O_T_VTOL_02_infantry_ghex_F<br>O_T_VTOL_02_infantry_grey_F<br>O_T_VTOL_02_vehicle_hex_F<br>O_T_VTOL_02_vehicle_ghex_F<br>O_T_VTOL_02_vehicle_grey_F |  |\n| **GBU12BombLauncher** | *GBU-12* |  | 2Rnd_GBU12_LGB<br>2Rnd_GBU12_LGB_MI10 | B_UAV_02_CAS_F<br>O_UAV_02_CAS_F<br>I_UAV_02_CAS_F |  |\n| **GBU12BombLauncher_Plane_Fighter_03_F** | *GBU-12* |  | 2Rnd_GBU12_LGB<br>2Rnd_GBU12_LGB_MI10 | I_Plane_Fighter_03_CAS_F |  |\n| **GMG_20mm** | *Mk32 GMG 20 mm* |  | 200Rnd_20mm_G_belt<br>40Rnd_20mm_g_belt | \\| Objects \\|<br>\\|---\\|<br>\\| B_GMG_01_F<br>O_GMG_01_F<br>I_GMG_01_F<br>B_GMG_01_high_F<br>O_GMG_01_high_F<br>I_GMG_01_high_F<br>B_GMG_01_A_F<br>O_GMG_01_A_F<br>I_GMG_01_A_F<br>B_T_GMG_01_F<br>I_E_GMG_01_F<br>I_E_GMG_01_high_F<br>I_E_GMG_01_A_F \\| |  |\n| **GMG_40mm** | *RCWS GMG 40 mm* |  | 200Rnd_40mm_G_belt<br>96Rnd_40mm_G_belt<br>64Rnd_40mm_G_belt<br>32Rnd_40mm_G_belt | \\| Objects \\|<br>\\|---\\|<br>\\| B_APC_Tracked_01_rcws_F<br>B_MBT_01_arty_F<br>O_MBT_02_arty_F<br>B_Boat_Armed_01_minigun_F<br>O_Boat_Armed_01_hmg_F<br>I_Boat_Armed_01_minigun_F<br>B_MRAP_01_gmg_F<br>O_MRAP_02_gmg_F<br>I_MRAP_03_gmg_F<br>O_APC_Wheeled_02_rcws_F<br>O_APC_Wheeled_02_rcws_v2_F<br>B_UGV_01_rcws_F<br>O_UGV_01_rcws_F<br>I_UGV_01_rcws_F<br>B_T_MRAP_01_gmg_F<br>O_T_MRAP_02_gmg_ghex_F<br>O_T_UGV_01_rcws_ghex_F<br>B_T_UGV_01_rcws_olive_F<br>B_T_APC_Tracked_01_rcws_F<br>O_T_APC_Wheeled_02_rcws_ghex_F<br>O_T_APC_Wheeled_02_rcws_v2_ghex_F<br>B_T_MBT_01_arty_F<br>O_T_MBT_02_arty_ghex_F<br>B_T_Boat_Armed_01_minigun_F<br>O_T_Boat_Armed_01_hmg_F<br>I_E_UGV_01_rcws_F \\| |  |\n| **HMG_01** | *Mk30 HMG .50* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | O_Boat_Armed_01_hmg_F<br>O_T_Boat_Armed_01_hmg_F |  |\n| **HMG_127** | *RCWS HMG 12.7 mm* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | B_MRAP_01_hmg_F<br>O_MRAP_02_hmg_F<br>I_MRAP_03_hmg_F<br>B_T_MRAP_01_hmg_F<br>O_T_MRAP_02_hmg_ghex_F<br>I_LT_01_AT_F<br>I_LT_01_AA_F |  |\n| **HMG_127_AFV** | *RCWS HMG 12.7 mm* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | B_AFV_Wheeled_01_up_cannon_F<br>B_T_AFV_Wheeled_01_up_cannon_F |  |\n| **HMG_127_APC** | *RCWS HMG 12.7 mm* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | \\| Objects \\|<br>\\|---\\|<br>\\| B_APC_Tracked_01_rcws_F<br>B_APC_Tracked_01_CRV_F<br>B_MBT_01_arty_F<br>O_MBT_02_arty_F<br>O_APC_Wheeled_02_rcws_F<br>O_APC_Wheeled_02_rcws_v2_F<br>I_MBT_03_cannon_F<br>B_T_APC_Tracked_01_CRV_F<br>B_T_APC_Tracked_01_rcws_F<br>O_T_APC_Wheeled_02_rcws_ghex_F<br>O_T_APC_Wheeled_02_rcws_v2_ghex_F<br>B_T_MBT_01_arty_F<br>O_T_MBT_02_arty_ghex_F<br>O_MBT_04_cannon_F<br>O_T_MBT_04_cannon_F \\| |  |\n| **HMG_127_LSV_01** | *Mk30 HMG .50* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | B_T_LSV_01_armed_F<br>B_LSV_01_armed_F<br>B_LSV_01_armed_black_F<br>B_LSV_01_armed_olive_F<br>B_LSV_01_armed_sand_F<br>B_T_LSV_01_armed_black_F<br>B_T_LSV_01_armed_olive_F<br>B_T_LSV_01_armed_sand_F |  |\n| **HMG_127_MBT** | *RCWS HMG 12.7 mm* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | B_MBT_01_TUSK_F<br>B_T_MBT_01_TUSK_F |  |\n| **HMG_127_UGV** | *RCWS HMG 12.7 mm* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | B_UGV_01_rcws_F<br>O_UGV_01_rcws_F<br>I_UGV_01_rcws_F<br>O_T_UGV_01_rcws_ghex_F<br>B_T_UGV_01_rcws_olive_F<br>I_E_UGV_01_rcws_F |  |\n| **HMG_M2** | *M2 HMG .50* |  | 100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow |  |  |\n| **HMG_NSVT** | *NSVT-M HMG 12.7 mm* |  | 450Rnd_127x108_Ball<br>150Rnd_127x108_Ball<br>50Rnd_127x108_Ball | O_MBT_02_cannon_F<br>O_T_MBT_02_cannon_ghex_F<br>O_MBT_02_railgun_F<br>O_T_MBT_02_railgun_ghex_F |  |\n| **HMG_static** | *Mk30 HMG .50* |  | 500Rnd_127x99_mag<br>500Rnd_127x99_mag_Tracer_Red<br>500Rnd_127x99_mag_Tracer_Green<br>500Rnd_127x99_mag_Tracer_Yellow<br>200Rnd_127x99_mag<br>200Rnd_127x99_mag_Tracer_Red<br>200Rnd_127x99_mag_Tracer_Green<br>200Rnd_127x99_mag_Tracer_Yellow<br>100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow | \\| Objects \\|<br>\\|---\\|<br>\\| B_HMG_01_F<br>O_HMG_01_F<br>I_HMG_01_F<br>B_HMG_01_high_F<br>O_HMG_01_high_F<br>I_HMG_01_high_F<br>B_HMG_01_A_F<br>O_HMG_01_A_F<br>I_HMG_01_A_F<br>B_T_HMG_01_F<br>I_E_HMG_01_F<br>I_E_HMG_01_high_F<br>I_E_HMG_01_A_F \\| |  |\n| **Laserdesignator_mounted** | *Laser Marker* |  | Laserbatteries | \\| Objects \\|<br>\\|---\\|<br>\\| B_Heli_Attack_01_F<br>B_Heli_Attack_01_dynamicLoadout_F<br>O_Heli_Attack_02_F<br>O_Heli_Attack_02_black_F<br>O_Heli_Attack_02_dynamicLoadout_F<br>O_Heli_Attack_02_dynamicLoadout_black_F<br>B_SDV_01_F<br>O_SDV_01_F<br>I_SDV_01_F<br>B_UAV_01_F<br>O_UAV_01_F<br>I_UAV_01_F<br>B_UAV_02_F<br>O_UAV_02_F<br>I_UAV_02_F<br>B_UAV_02_CAS_F<br>O_UAV_02_CAS_F<br>I_UAV_02_CAS_F<br>B_UAV_02_dynamicLoadout_F<br>O_UAV_02_dynamicLoadout_F<br>I_UAV_02_dynamicLoadout_F<br>B_Static_Designator_01_F<br>O_Static_Designator_02_F<br>B_T_UAV_03_F<br>B_T_UAV_03_dynamicLoadout_F<br>O_T_UAV_04_CAS_F<br>B_T_VTOL_01_infantry_F<br>B_T_VTOL_01_vehicle_F<br>B_T_VTOL_01_armed_F<br>B_T_VTOL_01_infantry_blue_F<br>B_T_VTOL_01_infantry_olive_F<br>B_T_VTOL_01_vehicle_blue_F<br>B_T_VTOL_01_vehicle_olive_F<br>B_T_VTOL_01_armed_blue_F<br>B_T_VTOL_01_armed_olive_F<br>O_T_VTOL_02_infantry_F<br>O_T_VTOL_02_vehicle_F<br>O_T_VTOL_02_infantry_dynamicLoadout_F<br>O_T_VTOL_02_vehicle_dynamicLoadout_F<br>O_T_VTOL_02_infantry_hex_F<br>O_T_VTOL_02_infantry_ghex_F<br>O_T_VTOL_02_infantry_grey_F<br>O_T_VTOL_02_vehicle_hex_F<br>O_T_VTOL_02_vehicle_ghex_F<br>O_T_VTOL_02_vehicle_grey_F<br>B_UAV_05_F<br>C_IDAP_UAV_01_F<br>B_AFV_Wheeled_01_up_cannon_F<br>B_T_AFV_Wheeled_01_up_cannon_F<br>B_UGV_02_Demining_F<br>O_UGV_02_Demining_F<br>I_UGV_02_Demining_F<br>I_E_UGV_02_Demining_F<br>C_IDAP_UGV_02_Demining_F<br>B_W_Static_Designator_01_F<br>I_E_UAV_01_F<br>O_UAV_01_Mine_F \\| |  |\n| **Laserdesignator_pilotCamera** | *Laser Marker* |  | Laserbatteries | \\| Objects \\|<br>\\|---\\|<br>\\| I_Plane_Fighter_03_CAS_F<br>B_Plane_CAS_01_F<br>B_Plane_CAS_01_dynamicLoadout_F<br>O_Plane_CAS_02_F<br>O_Plane_CAS_02_dynamicLoadout_F<br>B_Plane_Fighter_01_F<br>B_Plane_Fighter_01_Stealth_F<br>O_Plane_Fighter_02_F<br>O_Plane_Fighter_02_Stealth_F<br>I_Plane_Fighter_04_F<br>B_Plane_CAS_01_Cluster_F<br>O_Plane_CAS_02_Cluster_F<br>B_Plane_Fighter_01_Cluster_F<br>O_Plane_Fighter_02_Cluster_F<br>I_Plane_Fighter_04_Cluster_F \\| |  |\n| **Laserdesignator_vehicle** | *Laser Marker* |  | Laserbatteries | I_MRAP_03_F<br>I_MRAP_03_hmg_F<br>I_MRAP_03_gmg_F<br>B_AFV_Wheeled_01_cannon_F<br>B_T_AFV_Wheeled_01_cannon_F<br>I_LT_01_scout_F |  |\n| **launcher_SPG9** | *SPG-9* |  | SPG9_HEAT<br>SPG9_HE<br>12rnd_SPG9_HEAT<br>8rnd_SPG9_HE | I_G_Offroad_01_AT_F<br>B_G_Offroad_01_AT_F<br>O_G_Offroad_01_AT_F<br>I_C_Offroad_02_AT_F |  |\n| **LMG_65mm_body** | *RCWS LMG 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt |  |  |\n| **LMG_coax** | *Coaxial MG 7.62 mm* |  | 200Rnd_762x51_Belt<br>1000Rnd_762x51_Belt<br>2000Rnd_762x51_Belt<br>200Rnd_762x51_Belt_Red<br>200Rnd_762x51_Belt_Green<br>200Rnd_762x51_Belt_Yellow<br>1000Rnd_762x51_Belt_Red<br>1000Rnd_762x51_Belt_Green<br>1000Rnd_762x51_Belt_Yellow<br>2000Rnd_762x51_Belt_Red<br>2000Rnd_762x51_Belt_Green<br>2000Rnd_762x51_Belt_Yellow<br>200Rnd_762x51_Belt_T_Red<br>200Rnd_762x51_Belt_T_Green<br>200Rnd_762x51_Belt_T_Yellow<br>1000Rnd_762x51_Belt_T_Red<br>1000Rnd_762x51_Belt_T_Green<br>1000Rnd_762x51_Belt_T_Yellow<br>2000Rnd_762x51_Belt_T_Red<br>2000Rnd_762x51_Belt_T_Green<br>2000Rnd_762x51_Belt_T_Yellow | B_MBT_01_cannon_F<br>O_MBT_02_cannon_F<br>B_APC_Wheeled_01_cannon_F<br>I_APC_tracked_03_cannon_F<br>I_MBT_03_cannon_F<br>B_MBT_01_TUSK_F<br>B_T_APC_Wheeled_01_cannon_F<br>B_T_MBT_01_cannon_F<br>B_T_MBT_01_TUSK_F<br>O_T_MBT_02_cannon_ghex_F<br>O_MBT_04_cannon_F<br>O_T_MBT_04_cannon_F<br>O_MBT_04_command_F<br>O_T_MBT_04_command_F<br>I_E_APC_tracked_03_cannon_F |  |\n| **LMG_coax_ext** | *Coaxial MG 7.62 mm* |  | 200Rnd_762x51_Belt<br>1000Rnd_762x51_Belt<br>2000Rnd_762x51_Belt<br>200Rnd_762x51_Belt_Red<br>200Rnd_762x51_Belt_Green<br>200Rnd_762x51_Belt_Yellow<br>1000Rnd_762x51_Belt_Red<br>1000Rnd_762x51_Belt_Green<br>1000Rnd_762x51_Belt_Yellow<br>2000Rnd_762x51_Belt_Red<br>2000Rnd_762x51_Belt_Green<br>2000Rnd_762x51_Belt_Yellow<br>200Rnd_762x51_Belt_T_Red<br>200Rnd_762x51_Belt_T_Green<br>200Rnd_762x51_Belt_T_Yellow<br>1000Rnd_762x51_Belt_T_Red<br>1000Rnd_762x51_Belt_T_Green<br>1000Rnd_762x51_Belt_T_Yellow<br>2000Rnd_762x51_Belt_T_Red<br>2000Rnd_762x51_Belt_T_Green<br>2000Rnd_762x51_Belt_T_Yellow | O_APC_Tracked_02_cannon_F<br>I_APC_Wheeled_03_cannon_F<br>B_APC_Wheeled_03_cannon_F<br>O_T_APC_Tracked_02_cannon_ghex_F<br>I_LT_01_cannon_F |  |\n| **LMG_M200** | *M200 LMG 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt |  |  |\n| **LMG_M200_body** | *M200 LMG 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt |  |  |\n| **LMG_Minigun** | *Minigun 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt | B_Boat_Armed_01_minigun_F<br>I_Boat_Armed_01_minigun_F<br>B_T_Boat_Armed_01_minigun_F |  |\n| **LMG_Minigun2** | *Minigun 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt |  |  |\n| **LMG_Minigun_heli** | *Minigun 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt | O_Heli_Light_02_F<br>O_Heli_Light_02_v2_F |  |\n| **LMG_Minigun_Transport** | *Minigun 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt | B_Heli_Transport_01_F<br>B_Heli_Transport_01_camo_F<br>B_Heli_Transport_03_F<br>B_Heli_Transport_03_black_F<br>O_T_LSV_02_armed_F<br>O_T_LSV_02_armed_viper_F<br>O_LSV_02_armed_F<br>O_LSV_02_armed_viper_F<br>O_T_LSV_02_armed_black_F<br>O_T_LSV_02_armed_ghex_F<br>O_T_LSV_02_armed_arid_F<br>O_LSV_02_armed_black_F<br>O_LSV_02_armed_ghex_F<br>O_LSV_02_armed_arid_F<br>B_CTRG_Heli_Transport_01_sand_F<br>B_CTRG_Heli_Transport_01_tropic_F |  |\n| **LMG_Minigun_Transport2** | *Minigun 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt | B_Heli_Transport_01_F<br>B_Heli_Transport_01_camo_F<br>B_Heli_Transport_03_F<br>B_Heli_Transport_03_black_F<br>B_CTRG_Heli_Transport_01_sand_F<br>B_CTRG_Heli_Transport_01_tropic_F |  |\n| **LMG_RCWS** | *RCWS LMG 6.5 mm* |  | 200Rnd_65x39_Belt<br>200Rnd_65x39_Belt_Tracer_Red<br>200Rnd_65x39_Belt_Tracer_Green<br>200Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt<br>2000Rnd_65x39_Belt_Green<br>2000Rnd_65x39_Belt_Yellow<br>1000Rnd_65x39_Belt<br>1000Rnd_65x39_Belt_Green<br>1000Rnd_65x39_Belt_Yellow<br>2000Rnd_65x39_Belt_Tracer_Red<br>2000Rnd_65x39_Belt_Tracer_Green<br>2000Rnd_65x39_Belt_Tracer_Yellow<br>1000Rnd_65x39_Belt_Tracer_Red<br>1000Rnd_65x39_Belt_Tracer_Green<br>1000Rnd_65x39_Belt_Tracer_Yellow<br>2000Rnd_65x39_Belt_Tracer_Green_Splash<br>2000Rnd_65x39_Belt_Tracer_Yellow_Splash<br>500Rnd_65x39_Belt<br>500Rnd_65x39_Belt_Tracer_Red_Splash<br>500Rnd_65x39_Belt_Tracer_Green_Splash<br>500Rnd_65x39_Belt_Tracer_Yellow_Splash<br>PylonWeapon_2000Rnd_65x39_belt |  |  |\n| **M134_minigun** | *2x M134 Minigun 7.62 mm* |  | 5000Rnd_762x51_Belt<br>5000Rnd_762x51_Yellow_Belt | B_Heli_Light_01_armed_F<br>B_Heli_Light_01_dynamicLoadout_F<br>I_Heli_light_03_F<br>I_Heli_light_03_dynamicLoadout_F<br>I_E_Heli_light_03_dynamicLoadout_F |  |\n| **M2** |  |  |  | LaserTargetCBase<br>LaserTargetWBase<br>LaserTargetEBase |  |\n| **MiniCarHorn** | *Horn* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_Quadbike_01_F<br>B_Quadbike_01_F<br>O_Quadbike_01_F<br>I_Quadbike_01_F<br>I_G_Quadbike_01_F<br>B_G_Quadbike_01_F<br>O_G_Quadbike_01_F<br>C_Quadbike_01_black_F<br>C_Quadbike_01_blue_F<br>C_Quadbike_01_red_F<br>C_Quadbike_01_white_F<br>O_T_Quadbike_01_ghex_F<br>B_T_Quadbike_01_F<br>I_E_Quadbike_01_F \\| |  |\n| **Missile_AA_03_Plane_CAS_02_F** | *Sahr-3* |  | 2Rnd_Missile_AA_03_F<br>PylonRack_1Rnd_Missile_AA_03_F<br>PylonMissile_1Rnd_Missile_AA_03_F | O_Plane_CAS_02_F |  |\n| **Missile_AA_04_Plane_CAS_01_F** | *Falchion-22* |  | 2Rnd_Missile_AA_04_F<br>PylonRack_1Rnd_Missile_AA_04_F<br>PylonMissile_1Rnd_Missile_AA_04_F | B_Plane_CAS_01_F |  |\n| **Missile_AGM_01_Plane_CAS_02_F** | *Sharur* |  | 4Rnd_Missile_AGM_01_F<br>PylonRack_1Rnd_Missile_AGM_01_F | O_Plane_CAS_02_F |  |\n| **Missile_AGM_02_Plane_CAS_01_F** | *Macer* |  | 6Rnd_Missile_AGM_02_F<br>PylonRack_1Rnd_Missile_AGM_02_F<br>PylonRack_3Rnd_Missile_AGM_02_F | B_Plane_CAS_01_F |  |\n| **MissileLauncher** |  |  |  |  |  |\n| **missiles_ASRAAM** | *ASRAAM* |  | 2Rnd_AAA_missiles<br>2Rnd_AAA_missiles_MI02<br>2Rnd_AAA_missiles_MI06<br>4Rnd_AAA_missiles<br>4Rnd_AAA_missiles_MI02<br>PylonRack_1Rnd_AAA_missiles<br>PylonMissile_1Rnd_AAA_missiles | B_Heli_Attack_01_F<br>I_Plane_Fighter_03_CAS_F<br>I_Plane_Fighter_03_AA_F |  |\n| **missiles_DAGR** | *DAGR* |  | 24Rnd_PG_missiles<br>12Rnd_PG_missiles<br>PylonRack_12Rnd_PG_missiles | O_Heli_Light_02_F<br>B_Heli_Attack_01_F |  |\n| **missiles_DAR** | *DAR* |  | 24Rnd_missiles<br>12Rnd_missiles<br>PylonRack_12Rnd_missiles | B_Heli_Light_01_armed_F<br>O_Heli_Light_02_v2_F<br>I_Heli_light_03_F<br>B_T_UAV_03_F |  |\n| **missiles_Firefist** | *FireFIST ATGM* |  | 2Rnd_127mm_Firefist_missiles | I_LT_01_AT_F |  |\n| **missiles_Jian** | *Jian* |  | 4Rnd_LG_Jian<br>PylonRack_1Rnd_Missile_Jian | O_T_UAV_04_CAS_F |  |\n| **missiles_SAAMI** | *SAAMI* |  | 4Rnd_70mm_SAAMI_missiles | I_LT_01_AA_F |  |\n| **missiles_SCALPEL** | *Skalpel ATGM* |  | 2Rnd_LG_scalpel<br>8Rnd_LG_scalpel<br>6Rnd_LG_scalpel<br>PylonRack_1Rnd_LG_scalpel<br>PylonMissile_1Rnd_LG_scalpel<br>PylonRack_3Rnd_LG_scalpel<br>PylonRack_4Rnd_LG_scalpel | \\| Objects \\|<br>\\|---\\|<br>\\| O_Heli_Attack_02_F<br>O_Heli_Attack_02_black_F<br>I_Plane_Fighter_03_CAS_F<br>B_UAV_02_F<br>O_UAV_02_F<br>I_UAV_02_F<br>B_T_UAV_03_F<br>O_T_VTOL_02_infantry_F<br>O_T_VTOL_02_vehicle_F<br>O_T_VTOL_02_infantry_hex_F<br>O_T_VTOL_02_infantry_ghex_F<br>O_T_VTOL_02_infantry_grey_F<br>O_T_VTOL_02_vehicle_hex_F<br>O_T_VTOL_02_vehicle_ghex_F<br>O_T_VTOL_02_vehicle_grey_F \\| |  |\n| **missiles_titan** | *Titan Missile* |  | 2Rnd_GAT_missiles<br>2Rnd_GAT_missiles_O<br>5Rnd_GAT_missiles<br>4Rnd_GAA_missiles<br>4Rnd_Titan_long_missiles<br>4Rnd_Titan_long_missiles_O | O_APC_Tracked_02_cannon_F<br>I_APC_Wheeled_03_cannon_F<br>B_APC_Wheeled_03_cannon_F<br>O_T_APC_Tracked_02_cannon_ghex_F |  |\n| **missiles_titan_AA** | *Titan Missile* |  | 4Rnd_GAA_missiles<br>4Rnd_Titan_long_missiles<br>4Rnd_Titan_long_missiles_O | B_APC_Tracked_01_AA_F<br>O_APC_Tracked_02_AA_F<br>B_T_APC_Tracked_01_AA_F<br>O_T_APC_Tracked_02_AA_ghex_F |  |\n| **missiles_titan_static** | *Titan Missile* |  | 1Rnd_GAT_missiles<br>1Rnd_GAA_missiles | \\| Objects \\|<br>\\|---\\|<br>\\| B_static_AA_F<br>O_static_AA_F<br>I_static_AA_F<br>B_static_AT_F<br>O_static_AT_F<br>I_static_AT_F<br>B_T_LSV_01_AT_F<br>B_LSV_01_AT_F<br>B_T_Static_AA_F<br>B_T_Static_AT_F<br>I_E_Static_AA_F<br>I_E_Static_AT_F \\| |  |\n| **missiles_Vorona** | *9M135 Vorona* |  | Vorona_HEAT<br>Vorona_HE | O_T_LSV_02_AT_F<br>O_LSV_02_AT_F |  |\n| **missiles_Zephyr** | *Zephyr* |  | 4Rnd_GAA_missiles<br>PylonRack_1Rnd_GAA_missiles<br>PylonMissile_1Rnd_GAA_missiles | I_Plane_Fighter_03_AA_F |  |\n| **Mk82BombLauncher** | *Mk82* |  | 2Rnd_Mk82<br>2Rnd_Mk82_MI08<br>PylonMissile_1Rnd_Mk82_F |  |  |\n| **MMG_01_vehicle** | *Navid 9.3 mm* | *Medium Machine Gun<br>Caliber: 9.3x64 mm* | 150Rnd_93x64_Mag |  |  |\n| **MMG_02_coax** | *SPMG .338* | *Medium Machine Gun<br>Caliber: .338 Norma Magnum* | 130Rnd_338_Mag<br>200Rnd_338_Mag | B_AFV_Wheeled_01_cannon_F<br>B_T_AFV_Wheeled_01_cannon_F<br>B_AFV_Wheeled_01_up_cannon_F<br>B_T_AFV_Wheeled_01_up_cannon_F |  |\n| **MMG_02_vehicle** | *SPMG .338* | *Medium Machine Gun<br>Caliber: .338 Norma Magnum* | 130Rnd_338_Mag | B_T_LSV_01_armed_F<br>B_T_LSV_01_AT_F<br>B_LSV_01_armed_F<br>B_LSV_01_AT_F<br>B_LSV_01_armed_black_F<br>B_LSV_01_armed_olive_F<br>B_LSV_01_armed_sand_F<br>B_T_LSV_01_armed_black_F<br>B_T_LSV_01_armed_olive_F<br>B_T_LSV_01_armed_sand_F |  |\n| **mortar_155mm_AMOS** | *Howitzer 155 mm* |  | 32Rnd_155mm_Mo_shells<br>32Rnd_155mm_Mo_shells_O<br>6Rnd_155mm_Mo_smoke<br>6Rnd_155mm_Mo_smoke_O<br>2Rnd_155mm_Mo_guided<br>4Rnd_155mm_Mo_guided<br>4Rnd_155mm_Mo_guided_O<br>2Rnd_155mm_Mo_LG<br>4Rnd_155mm_Mo_LG<br>4Rnd_155mm_Mo_LG_O<br>6Rnd_155mm_Mo_mine<br>6Rnd_155mm_Mo_mine_O<br>2Rnd_155mm_Mo_Cluster<br>2Rnd_155mm_Mo_Cluster_O<br>6Rnd_155mm_Mo_AT_mine<br>6Rnd_155mm_Mo_AT_mine_O | B_MBT_01_arty_F<br>O_MBT_02_arty_F<br>B_T_MBT_01_arty_F<br>O_T_MBT_02_arty_ghex_F |  |\n| **mortar_82mm** | *Mortar 82 mm* |  | 8Rnd_82mm_Mo_shells<br>8Rnd_82mm_Mo_Flare_white<br>8Rnd_82mm_Mo_Smoke_white<br>8Rnd_82mm_Mo_guided<br>8Rnd_82mm_Mo_LG | B_Mortar_01_F<br>O_Mortar_01_F<br>I_Mortar_01_F<br>I_G_Mortar_01_F<br>B_G_Mortar_01_F<br>O_G_Mortar_01_F<br>B_T_Mortar_01_F<br>I_E_Mortar_01_F |  |\n| **PoliceHorn** | *Horn* |  |  | B_GEN_Offroad_01_gen_F<br>B_GEN_Van_02_transport_F<br>B_GEN_Van_02_vehicle_F<br>B_GEN_Offroad_01_covered_F<br>B_GEN_Offroad_01_comms_F |  |\n| **ProbingLaser_01_F** | *Sampling Laser* |  | Laserbatteries | B_UGV_02_Science_F<br>O_UGV_02_Science_F<br>I_UGV_02_Science_F<br>I_E_UGV_02_Science_F |  |\n| **ProbingWeapon_01_F** | *Sampling Laser* |  | ProbingWeapon_01_magazine | B_UGV_02_Science_F<br>O_UGV_02_Science_F<br>I_UGV_02_Science_F<br>I_E_UGV_02_Science_F |  |\n| **ProbingWeapon_02_F** | *Biopsy Probe* |  | ProbingWeapon_02_magazine | B_UGV_02_Science_F<br>O_UGV_02_Science_F<br>I_UGV_02_Science_F<br>I_E_UGV_02_Science_F |  |\n| **Rocket_03_AP_Plane_CAS_02_F** | *Tratnyr* |  | 20Rnd_Rocket_03_AP_F<br>PylonRack_20Rnd_Rocket_03_AP_F | O_Plane_CAS_02_F |  |\n| **Rocket_03_HE_Plane_CAS_02_F** | *Tratnyr* |  | 20Rnd_Rocket_03_HE_F<br>PylonRack_20Rnd_Rocket_03_HE_F | O_Plane_CAS_02_F |  |\n| **Rocket_04_AP_Plane_CAS_01_F** | *Shrieker* |  | 7Rnd_Rocket_04_AP_F<br>PylonRack_7Rnd_Rocket_04_AP_F | B_Plane_CAS_01_F |  |\n| **Rocket_04_HE_Plane_CAS_01_F** | *Shrieker* |  | 7Rnd_Rocket_04_HE_F<br>PylonRack_7Rnd_Rocket_04_HE_F | B_Plane_CAS_01_F |  |\n| **RocketPods** |  |  |  |  |  |\n| **rockets_230mm_GAT** | *230 mm Rocket* |  | 12Rnd_230mm_rockets<br>12Rnd_230mm_rockets_cluster | B_MBT_01_mlrs_F<br>I_Truck_02_MRL_F<br>B_T_MBT_01_mlrs_F<br>I_E_Truck_02_MRL_F |  |\n| **rockets_Skyfire** | *Skyfire* |  | 14Rnd_80mm_rockets<br>38Rnd_80mm_rockets<br>PylonRack_19Rnd_Rocket_Skyfire | O_Heli_Attack_02_F<br>O_Heli_Attack_02_black_F<br>O_T_VTOL_02_infantry_F<br>O_T_VTOL_02_vehicle_F<br>O_T_VTOL_02_infantry_hex_F<br>O_T_VTOL_02_infantry_ghex_F<br>O_T_VTOL_02_infantry_grey_F<br>O_T_VTOL_02_vehicle_hex_F<br>O_T_VTOL_02_vehicle_ghex_F<br>O_T_VTOL_02_vehicle_grey_F |  |\n| **SEARCHLIGHT** | *Searchlight* |  |  |  |  |\n| **SmokeLauncher** | *Smoke Screen* |  | SmokeLauncherMag<br>SmokeLauncherMag_Single<br>SmokeLauncherMag_boat | \\| Objects \\|<br>\\|---\\|<br>\\| B_APC_Tracked_01_rcws_F<br>B_APC_Tracked_01_CRV_F<br>B_APC_Tracked_01_AA_F<br>O_APC_Tracked_02_cannon_F<br>O_APC_Tracked_02_AA_F<br>B_MBT_01_cannon_F<br>B_MBT_01_arty_F<br>B_MBT_01_mlrs_F<br>O_MBT_02_cannon_F<br>O_MBT_02_arty_F<br>B_Boat_Armed_01_minigun_F<br>O_Boat_Armed_01_hmg_F<br>I_Boat_Armed_01_minigun_F<br>O_MRAP_02_F<br>O_MRAP_02_hmg_F<br>O_MRAP_02_gmg_F<br>I_MRAP_03_F<br>I_MRAP_03_hmg_F<br>I_MRAP_03_gmg_F<br>B_APC_Wheeled_01_cannon_F<br>O_APC_Wheeled_02_rcws_F<br>O_APC_Wheeled_02_rcws_v2_F<br>I_APC_tracked_03_cannon_F<br>I_MBT_03_cannon_F<br>B_MBT_01_TUSK_F<br>I_APC_Wheeled_03_cannon_F<br>B_APC_Wheeled_03_cannon_F<br>O_T_MRAP_02_ghex_F<br>O_T_MRAP_02_hmg_ghex_F<br>O_T_MRAP_02_gmg_ghex_F<br>B_T_APC_Tracked_01_AA_F<br>B_T_APC_Tracked_01_CRV_F<br>B_T_APC_Tracked_01_rcws_F<br>O_T_APC_Tracked_02_cannon_ghex_F<br>O_T_APC_Tracked_02_AA_ghex_F<br>B_T_APC_Wheeled_01_cannon_F<br>O_T_APC_Wheeled_02_rcws_ghex_F<br>O_T_APC_Wheeled_02_rcws_v2_ghex_F<br>B_T_MBT_01_arty_F<br>B_T_MBT_01_mlrs_F<br>B_T_MBT_01_cannon_F<br>B_T_MBT_01_TUSK_F<br>O_T_MBT_02_cannon_ghex_F<br>O_T_MBT_02_arty_ghex_F<br>B_T_Boat_Armed_01_minigun_F<br>O_T_Boat_Armed_01_hmg_F<br>B_AFV_Wheeled_01_cannon_F<br>B_T_AFV_Wheeled_01_cannon_F<br>B_AFV_Wheeled_01_up_cannon_F<br>B_T_AFV_Wheeled_01_up_cannon_F<br>I_LT_01_AT_F<br>I_LT_01_scout_F<br>I_LT_01_AA_F<br>I_LT_01_cannon_F<br>O_MBT_04_cannon_F<br>O_T_MBT_04_cannon_F<br>O_MBT_04_command_F<br>O_T_MBT_04_command_F<br>I_E_APC_tracked_03_cannon_F<br>O_MBT_02_railgun_F<br>O_T_MBT_02_railgun_ghex_F \\| |  |\n| **SportCarHorn** | *Horn* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_Offroad_01_F<br>C_Offroad_01_repair_F<br>B_G_Offroad_01_repair_F<br>O_G_Offroad_01_repair_F<br>I_G_Offroad_01_repair_F<br>I_G_Offroad_01_F<br>I_G_Offroad_01_AT_F<br>I_G_Offroad_01_armed_F<br>B_G_Offroad_01_F<br>O_G_Offroad_01_F<br>B_G_Offroad_01_armed_F<br>O_G_Offroad_01_armed_F<br>B_G_Offroad_01_AT_F<br>O_G_Offroad_01_AT_F<br>C_Offroad_01_red_F<br>C_Offroad_01_sand_F<br>C_Offroad_01_white_F<br>C_Offroad_01_blue_F<br>C_Offroad_01_darkred_F<br>C_Offroad_01_bluecustom_F<br>C_Offroad_luxe_F<br>C_Offroad_default_F<br>C_Offroad_stripped_F<br>B_T_LSV_01_armed_F<br>B_T_LSV_01_AT_F<br>B_T_LSV_01_armed_CTRG_F<br>B_T_LSV_01_unarmed_F<br>B_T_LSV_01_unarmed_CTRG_F<br>B_LSV_01_armed_F<br>B_LSV_01_AT_F<br>B_LSV_01_unarmed_F<br>B_CTRG_LSV_01_light_F<br>B_LSV_01_armed_black_F<br>B_LSV_01_armed_olive_F<br>B_LSV_01_armed_sand_F<br>B_LSV_01_unarmed_black_F<br>B_LSV_01_unarmed_olive_F<br>B_LSV_01_unarmed_sand_F<br>B_T_LSV_01_armed_black_F<br>B_T_LSV_01_armed_olive_F<br>B_T_LSV_01_armed_sand_F<br>B_T_LSV_01_unarmed_black_F<br>B_T_LSV_01_unarmed_olive_F<br>B_T_LSV_01_unarmed_sand_F<br>O_T_LSV_02_armed_F<br>O_T_LSV_02_armed_viper_F<br>O_T_LSV_02_unarmed_F<br>O_T_LSV_02_AT_F<br>O_T_LSV_02_unarmed_viper_F<br>O_LSV_02_armed_F<br>O_LSV_02_armed_viper_F<br>O_LSV_02_unarmed_F<br>O_LSV_02_AT_F<br>O_LSV_02_unarmed_viper_F<br>O_T_LSV_02_armed_black_F<br>O_T_LSV_02_armed_ghex_F<br>O_T_LSV_02_armed_arid_F<br>O_T_LSV_02_unarmed_black_F<br>O_T_LSV_02_unarmed_ghex_F<br>O_T_LSV_02_unarmed_arid_F<br>O_LSV_02_armed_black_F<br>O_LSV_02_armed_ghex_F<br>O_LSV_02_armed_arid_F<br>O_LSV_02_unarmed_black_F<br>O_LSV_02_unarmed_ghex_F<br>O_LSV_02_unarmed_arid_F<br>C_Offroad_02_unarmed_F<br>C_Offroad_02_unarmed_black_F<br>C_Offroad_02_unarmed_blue_F<br>C_Offroad_02_unarmed_green_F<br>C_Offroad_02_unarmed_orange_F<br>C_Offroad_02_unarmed_red_F<br>C_Offroad_02_unarmed_white_F<br>I_C_Offroad_02_unarmed_F<br>I_C_Offroad_02_unarmed_brown_F<br>I_C_Offroad_02_unarmed_olive_F<br>I_C_Offroad_02_LMG_F<br>I_C_Offroad_02_AT_F<br>C_IDAP_Offroad_01_F<br>C_IDAP_Offroad_02_unarmed_F<br>I_E_Offroad_01_F<br>I_E_Offroad_01_covered_F<br>I_E_Offroad_01_comms_F<br>C_Offroad_01_covered_F<br>C_Offroad_01_comms_F \\| |  |\n| **TruckHorn** | *Horn* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_MRAP_02_F<br>O_MRAP_02_hmg_F<br>O_MRAP_02_gmg_F<br>I_MRAP_03_F<br>I_MRAP_03_hmg_F<br>I_MRAP_03_gmg_F<br>B_APC_Wheeled_01_cannon_F<br>O_APC_Wheeled_02_rcws_F<br>O_APC_Wheeled_02_rcws_v2_F<br>I_APC_Wheeled_03_cannon_F<br>B_APC_Wheeled_03_cannon_F<br>O_T_MRAP_02_ghex_F<br>O_T_MRAP_02_hmg_ghex_F<br>O_T_MRAP_02_gmg_ghex_F<br>B_T_APC_Wheeled_01_cannon_F<br>O_T_APC_Wheeled_02_rcws_ghex_F<br>O_T_APC_Wheeled_02_rcws_v2_ghex_F<br>B_AFV_Wheeled_01_cannon_F<br>B_T_AFV_Wheeled_01_cannon_F<br>B_AFV_Wheeled_01_up_cannon_F<br>B_T_AFV_Wheeled_01_up_cannon_F \\| |  |\n| **TruckHorn2** | *Horn* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_MRAP_01_F<br>B_MRAP_01_gmg_F<br>B_MRAP_01_hmg_F<br>B_Truck_01_transport_F<br>B_Truck_01_covered_F<br>B_Truck_01_mover_F<br>B_Truck_01_box_F<br>B_Truck_01_Repair_F<br>B_Truck_01_ammo_F<br>B_Truck_01_fuel_F<br>B_Truck_01_medical_F<br>B_T_MRAP_01_F<br>B_T_MRAP_01_gmg_F<br>B_T_MRAP_01_hmg_F<br>B_T_Truck_01_transport_F<br>B_T_Truck_01_covered_F<br>B_T_Truck_01_mover_F<br>B_T_Truck_01_box_F<br>B_T_Truck_01_Repair_F<br>B_T_Truck_01_ammo_F<br>B_T_Truck_01_fuel_F<br>B_T_Truck_01_medical_F<br>B_Truck_01_flatbed_F<br>B_T_Truck_01_flatbed_F<br>B_Truck_01_cargo_F<br>B_T_Truck_01_cargo_F \\| |  |\n| **TruckHorn3** | *Horn* |  |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_Truck_02_covered_F<br>O_Truck_02_transport_F<br>I_Truck_02_covered_F<br>I_Truck_02_transport_F<br>C_Truck_02_covered_F<br>C_Truck_02_transport_F<br>O_Truck_02_box_F<br>O_Truck_02_medical_F<br>O_Truck_02_Ammo_F<br>O_Truck_02_fuel_F<br>I_Truck_02_ammo_F<br>I_Truck_02_box_F<br>I_Truck_02_medical_F<br>I_Truck_02_fuel_F<br>I_Truck_02_MRL_F<br>C_Truck_02_fuel_F<br>C_Truck_02_box_F<br>O_Truck_03_transport_F<br>O_Truck_03_covered_F<br>O_Truck_03_repair_F<br>O_Truck_03_ammo_F<br>O_Truck_03_fuel_F<br>O_Truck_03_medical_F<br>O_Truck_03_device_F<br>O_T_Truck_02_F<br>O_T_Truck_02_transport_F<br>O_T_Truck_02_fuel_F<br>O_T_Truck_02_Ammo_F<br>O_T_Truck_02_Box_F<br>O_T_Truck_02_Medical_F<br>O_T_Truck_03_transport_ghex_F<br>O_T_Truck_03_covered_ghex_F<br>O_T_Truck_03_repair_ghex_F<br>O_T_Truck_03_ammo_ghex_F<br>O_T_Truck_03_fuel_ghex_F<br>O_T_Truck_03_medical_ghex_F<br>O_T_Truck_03_device_ghex_F<br>C_IDAP_Truck_02_F<br>C_IDAP_Truck_02_transport_F<br>C_IDAP_Truck_02_water_F<br>I_E_Truck_02_F<br>I_E_Truck_02_transport_F<br>I_E_Truck_02_fuel_F<br>I_E_Truck_02_Ammo_F<br>I_E_Truck_02_Box_F<br>I_E_Truck_02_Medical_F<br>I_E_Truck_02_MRL_F \\| |  |\n| **Twin_Cannon_20mm** | *Twin Cannon 20mm* |  | 2000Rnd_20mm_shells<br>1000Rnd_20mm_shells<br>300Rnd_20mm_shells<br>PylonWeapon_300Rnd_20mm_shells | I_Plane_Fighter_03_CAS_F<br>I_Plane_Fighter_03_AA_F |  |\n| **Twin_Cannon_20mm_gunpod** | *Twin Cannon 20mm* |  | 2000Rnd_20mm_shells<br>1000Rnd_20mm_shells<br>300Rnd_20mm_shells<br>PylonWeapon_300Rnd_20mm_shells |  |  |\n| **weapon_AGM_65Launcher** | *Macer II* |  | magazine_Missile_AGM_02_x1<br>PylonMissile_Missile_AGM_02_x1<br>PylonMissile_Missile_AGM_02_x2<br>PylonRack_Missile_AGM_02_x1<br>PylonRack_Missile_AGM_02_x2 |  |  |\n| **weapon_AGM_KH25Launcher** | *KH25 Kedge* |  | PylonMissile_Missile_AGM_KH25_x1<br>PylonMissile_Missile_AGM_KH25_INT_x1<br>magazine_Missile_AGM_KH25_x1 |  |  |\n| **weapon_AMRAAMLauncher** | *AMRAAM* |  | magazine_Missile_AMRAAM_x1<br>PylonMissile_Missile_AMRAAM_C_x1<br>PylonRack_Missile_AMRAAM_C_x1<br>PylonRack_Missile_AMRAAM_C_x2<br>PylonMissile_Missile_AMRAAM_D_x1<br>PylonMissile_Missile_AMRAAM_D_INT_x1<br>PylonRack_Missile_AMRAAM_D_x1<br>PylonRack_Missile_AMRAAM_D_x2 |  |  |\n| **weapon_BIM9xLauncher** | *BIM 9X* |  | magazine_Missile_BIM9X_x1<br>PylonMissile_Missile_BIM9X_x1<br>PylonRack_Missile_BIM9X_x1<br>PylonRack_Missile_BIM9X_x2 |  |  |\n| **weapon_Cannon_Phalanx** | *Gatling Cannon 20mm* |  | magazine_Cannon_Phalanx_x1550 | B_AAA_System_01_F |  |\n| **weapon_Fighter_Gun20mm_AA** | *M61 Minigun 20 mm* |  | magazine_Fighter01_Gun20mm_AA_x450<br>magazine_Fighter04_Gun20mm_AA_x150<br>magazine_Fighter04_Gun20mm_AA_x250 | B_Plane_Fighter_01_F<br>B_Plane_Fighter_01_Stealth_F<br>I_Plane_Fighter_04_F<br>B_Plane_Fighter_01_Cluster_F<br>I_Plane_Fighter_04_Cluster_F |  |\n| **weapon_Fighter_Gun_30mm** | *Gsh Cannon 30mm* |  | magazine_Fighter02_Gun30mm_AA_x180 | O_Plane_Fighter_02_F<br>O_Plane_Fighter_02_Stealth_F<br>O_Plane_Fighter_02_Cluster_F |  |\n| **weapon_GBU12Launcher** | *GBU 12* |  | magazine_Bomb_GBU12_x1<br>PylonMissile_Bomb_GBU12_x1<br>PylonRack_Bomb_GBU12_x2 |  |  |\n| **weapon_HARMLauncher** | *AGM-88C HARM* |  | magazine_Missile_HARM_x1<br>PylonRack_Missile_HARM_x1<br>PylonMissile_Missile_HARM_x1<br>PylonMissile_Missile_HARM_INT_x1 |  |  |\n| **weapon_KAB250Launcher** | *KAB 250* |  | PylonMissile_Bomb_KAB250_x1<br>magazine_Bomb_KAB250_x1 |  |  |\n| **weapon_KH58Launcher** | *KH58 ARM* |  | magazine_Missile_KH58_x1<br>PylonMissile_Missile_KH58_x1<br>PylonMissile_Missile_KH58_INT_x1 |  |  |\n| **weapon_LGBLauncherBase** |  |  |  |  |  |\n| **weapon_mim145Launcher** | *MIM-145 Defender* |  | magazine_Missile_mim145_x4 | B_SAM_System_03_F<br>I_E_SAM_System_03_F |  |\n| **weapon_R73Launcher** | *R73 Archer* |  | PylonMissile_Missile_AA_R73_x1<br>magazine_Missile_AA_R73_x1 |  |  |\n| **weapon_R77Launcher** | *R77 Adder* |  | PylonMissile_Missile_AA_R77_x1<br>PylonMissile_Missile_AA_R77_INT_x1<br>magazine_Missile_AA_R77_x1 |  |  |\n| **weapon_rim116Launcher** | *RIM 116 Spartan* |  | magazine_Missile_rim116_x21 | B_SAM_System_01_F |  |\n| **weapon_rim162Launcher** | *RIM 162 Centurion* |  | magazine_Missile_rim162_x8 | B_SAM_System_02_F |  |\n| **weapon_s750Launcher** | *S-750 Rhea* |  | magazine_Missile_s750_x4 | O_SAM_System_04_F |  |\n| **weapon_SDBLauncher** | *Small Diameter Bomb* |  | magazine_Bomb_SDB_x1<br>PylonRack_Bomb_SDB_x4 |  |  |\n| **weapon_ShipCannon_120mm** | *Cannon 120 mm* |  | magazine_ShipCannon_120mm_HE_shells_x32<br>magazine_ShipCannon_120mm_HE_guided_shells_x2<br>magazine_ShipCannon_120mm_HE_LG_shells_x2<br>magazine_ShipCannon_120mm_HE_cluster_shells_x2<br>magazine_ShipCannon_120mm_mine_shells_x6<br>magazine_ShipCannon_120mm_smoke_shells_x6<br>magazine_ShipCannon_120mm_AT_mine_shells_x6 | B_Ship_Gun_01_F |  |\n| **weapon_VLS_01** | *Venator Cruise Missile* |  | magazine_Missiles_Cruise_01_x18<br>magazine_Missiles_Cruise_01_Cluster_x18 | B_Ship_MRLS_01_F |  |\n| **weapon_VLSBase** |  |  |  |  |  |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 17:47, 9 August 2024 (CEST)"}],"categories":["Arma 3: Assets","Arma 3: Editing"],"groups":["Configuration"]},{"name":"Arma 3: CfgWeapons Weapons","title":"Arma 3: CfgWeapons Weapons","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgWeapons_Weapons","revid":376457,"updated":"2025-10-14T21:40:09Z","aliases":["Arma 3 CfgWeapons Weapons","Arma 3 Weapons","Arma 3: Weapons"],"markdown":"| Preview | Class | Name | Inventory description | Magazines | Accessories | Used by |\n|---|---|---|---|---|---|---|\n|  | **arifle_AK12_arid_F** | *AK-12 7.62 mm (Arid)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Arid_Mag_F<br>30Rnd_762x39_AK12_Arid_Mag_Tracer_F |  |  |\n|  | **arifle_AK12_F** | *AK-12 7.62 mm* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Mag_F |  | I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_universal_F<br>SyndikatSoldier_Default |\n|  | **arifle_AK12_GL_arid_F** | *AK-12 GL 7.62 mm (Arid)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Arid_Mag_F<br>30Rnd_762x39_AK12_Arid_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_AK12_GL_F** | *AK-12 GL 7.62 mm* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Mag_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  | I_C_Soldier_Para_6_F<br>I_C_Soldier_Bandit_6_F |\n|  | **arifle_AK12_GL_lush_arco_pointer_F** | *AK-12 GL 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Arco_AK_lush_F<br>acc_pointer_IR | O_R_Soldier_TL_F<br>O_R_Soldier_GL_F |\n|  | **arifle_AK12_GL_lush_arco_snds_pointer_F** | *AK-12 GL 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Arco_AK_lush_F<br>acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_recon_TL_F<br>O_R_recon_GL_F |\n|  | **arifle_AK12_GL_lush_F** | *AK-12 GL 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_AK12_GL_lush_holo_pointer_F** | *AK-12 GL 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Holosight_lush_F<br>acc_pointer_IR |  |\n|  | **arifle_AK12_GL_lush_holo_snds_pointer_F** | *AK-12 GL 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Holosight_lush_F<br>acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_GL_F |\n|  | **arifle_AK12_lush_arco_pointer_F** | *AK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Arco_AK_lush_F<br>acc_pointer_IR | O_R_JTAC_F |\n|  | **arifle_AK12_lush_arco_snds_pointer_bipod_F** | *AK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Arco_AK_lush_F<br>acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_Patrol_Soldier_M_F |\n|  | **arifle_AK12_lush_arco_snds_pointer_F** | *AK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Arco_AK_lush_F<br>acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_recon_JTAC_F |\n|  | **arifle_AK12_lush_F** | *AK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F |  |  |\n|  | **arifle_AK12_lush_snds_pointer_F** | *AK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_LAT_F |\n|  | **arifle_AK12U_arid_F** | *AKU-12 7.62 mm (Arid)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Arid_Mag_F<br>30Rnd_762x39_AK12_Arid_Mag_Tracer_F |  |  |\n|  | **arifle_AK12U_F** | *AKU-12 7.62 mm* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Mag_F |  |  |\n|  | **arifle_AK12U_lush_F** | *AKU-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F |  |  |\n|  | **arifle_AK12U_lush_holo_F** | *AKU-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Holosight_lush_F |  |\n|  | **arifle_AK12U_lush_holo_fl_F** | *AKU-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Holosight_lush_F<br>acc_flashlight |  |\n|  | **arifle_AK12U_lush_holo_pointer_F** | *AKU-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Holosight_lush_F<br>acc_pointer_IR | O_R_soldier_exp_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F |\n|  | **arifle_AK12U_lush_holo_snds_pointer_F** | *AKU-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Holosight_lush_F<br>acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_recon_exp_F<br>O_R_recon_medic_F<br>O_R_recon_LAT_F<br>O_R_Patrol_Soldier_Engineer_F |\n|  | **arifle_AK12U_lush_snds_pointer_F** | *AKU-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_Patrol_Soldier_A_F |\n|  | **arifle_AKM_F** | *AKM 7.62 mm* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_Mag_F<br>30Rnd_762x39_Mag_Green_F<br>30Rnd_762x39_Mag_Tracer_F<br>30Rnd_762x39_Mag_Tracer_Green_F |  | I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>B_G_Captain_Ivan_F |\n|  | **arifle_AKM_FL_F** | *AKM 7.62 mm* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_Mag_F<br>30Rnd_762x39_Mag_Green_F<br>30Rnd_762x39_Mag_Tracer_F<br>30Rnd_762x39_Mag_Tracer_Green_F |  |  |\n|  | **arifle_AKS_F** | *AKS-74U 5.45 mm* | *Assault Rifle<br>Caliber: 5.45x39 mm* | 30Rnd_545x39_Mag_F<br>30Rnd_545x39_Mag_Green_F<br>30Rnd_545x39_Mag_Tracer_F<br>30Rnd_545x39_Mag_Tracer_Green_F |  | I_C_Soldier_Para_5_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Pilot_F<br>I_C_Helipilot_F |\n|  | **arifle_ARX_blk_F** | *Type 115 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F |  |  |\n|  | **arifle_ARX_ghex_ACO_Pointer_Snds_F** | *Type 115 6.5 mm (Green Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_ACO_grn<br>acc_pointer_IR<br>muzzle_snds_65_TI_ghex_F |  |\n|  | **arifle_ARX_ghex_ARCO_Pointer_Snds_F** | *Type 115 6.5 mm (Green Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_Arco_ghex_F<br>acc_pointer_IR<br>muzzle_snds_65_TI_ghex_F | O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F |\n|  | **arifle_ARX_ghex_DMS_Pointer_Snds_Bipod_F** | *Type 115 6.5 mm (Green Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_DMS_ghex_F<br>acc_pointer_IR<br>muzzle_snds_65_TI_ghex_F | O_V_Soldier_M_ghex_F |\n|  | **arifle_ARX_ghex_F** | *Type 115 6.5 mm (Green Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F |  |  |\n|  | **arifle_ARX_hex_ACO_Pointer_Snds_F** | *Type 115 6.5 mm (Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_ACO_grn<br>acc_pointer_IR<br>muzzle_snds_65_TI_hex_F |  |\n|  | **arifle_ARX_hex_ARCO_Pointer_Snds_F** | *Type 115 6.5 mm (Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_Arco<br>acc_pointer_IR<br>muzzle_snds_65_TI_hex_F | O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F |\n|  | **arifle_ARX_hex_DMS_Pointer_Snds_Bipod_F** | *Type 115 6.5 mm (Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_DMS<br>acc_pointer_IR<br>bipod_02_F_hex | O_V_Soldier_M_hex_F |\n|  | **arifle_ARX_hex_F** | *Type 115 6.5 mm (Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F |  |  |\n|  | **arifle_ARX_Viper_F** | *Type 115 6.5 mm (Green Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_Arco_ghex_F | O_V_Soldier_Viper_F |\n|  | **arifle_ARX_Viper_hex_F** | *Type 115 6.5 mm (Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_Arco | O_V_Soldier_Viper_hex_F |\n|  | **arifle_CTAR_blk_ACO_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_ACO_grn | O_T_Officer_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_HAT_F |\n|  | **arifle_CTAR_blk_aco_flash_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_ACO_grn<br>acc_flashlight | O_A_soldier_F<br>O_A_soldier_LAT_F |\n|  | **arifle_CTAR_blk_ACO_Pointer_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_ACO_grn<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Soldier_PG_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_UAV_F<br>O_T_Soldier_universal_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_T_soldier_mine_F<br>O_T_Soldier_AHAT_F \\| |\n|  | **arifle_CTAR_blk_ACO_Pointer_Snds_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_ACO_grn<br>acc_pointer_IR<br>muzzle_snds_58_blk_F | O_T_Recon_Exp_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F |\n|  | **arifle_CTAR_blk_ARCO_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_Arco_blk_F | O_T_Spotter_F |\n|  | **arifle_CTAR_blk_arco_flash_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_Arco_blk_F<br>acc_flashlight | O_A_soldier_SL_F |\n|  | **arifle_CTAR_blk_ARCO_Pointer_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_Arco_blk_F<br>acc_pointer_IR | O_T_Soldier_SL_F |\n|  | **arifle_CTAR_blk_ARCO_Pointer_Snds_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_Arco_blk_F<br>acc_pointer_IR<br>muzzle_snds_58_blk_F | O_T_Recon_TL_F |\n|  | **arifle_CTAR_blk_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F |  | O_T_Crew_F<br>O_T_Helicrew_F |\n|  | **arifle_CTAR_blk_flash_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | acc_flashlight | O_A_soldier_A_F<br>O_A_medic_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F |\n|  | **arifle_CTAR_blk_Pointer_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | acc_pointer_IR | O_T_Medic_F |\n|  | **arifle_CTAR_ghex_F** | *CAR-95 5.8 mm (Green Hex)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F |  |  |\n|  | **arifle_CTAR_GL_blk_ACO_F** | *CAR-95 GL 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn | O_T_Soldier_GL_F |\n|  | **arifle_CTAR_GL_blk_aco_flash_F** | *CAR-95 GL 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn<br>acc_flashlight |  |\n|  | **arifle_CTAR_GL_blk_ACO_Pointer_Snds_F** | *CAR-95 GL 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn<br>acc_pointer_IR<br>muzzle_snds_58_blk_F | O_T_Recon_JTAC_F |\n|  | **arifle_CTAR_GL_blk_arco_flash_F** | *CAR-95 GL 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Arco_blk_F<br>acc_flashlight | O_A_soldier_GL_F<br>O_A_soldier_TL_F |\n|  | **arifle_CTAR_GL_blk_ARCO_Pointer_F** | *CAR-95 GL 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Arco_blk_F<br>acc_pointer_IR | O_T_Soldier_TL_F |\n|  | **arifle_CTAR_GL_blk_F** | *CAR-95 GL 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_CTAR_GL_ghex_F** | *CAR-95 GL 5.8 mm (Green Hex)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_CTAR_GL_hex_F** | *CAR-95 GL 5.8 mm (Hex)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_CTAR_hex_F** | *CAR-95 5.8 mm (Hex)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F |  |  |\n|  | **arifle_CTARS_blk_F** | *CAR-95-1 5.8mm (Black)* | *Light Machine Gun<br>Caliber: 5.8x42 mm* | 100Rnd_580x42_Mag_F<br>100Rnd_580x42_Mag_Tracer_F |  |  |\n|  | **arifle_CTARS_blk_flash_F** | *CAR-95-1 5.8mm (Black)* | *Light Machine Gun<br>Caliber: 5.8x42 mm* | 100Rnd_580x42_Mag_F<br>100Rnd_580x42_Mag_Tracer_F | acc_flashlight | O_A_soldier_AR_F |\n|  | **arifle_CTARS_blk_Pointer_F** | *CAR-95-1 5.8mm (Black)* | *Light Machine Gun<br>Caliber: 5.8x42 mm* | 100Rnd_580x42_Mag_F<br>100Rnd_580x42_Mag_Tracer_F | acc_pointer_IR | O_T_Soldier_AR_F |\n|  | **arifle_CTARS_ghex_F** | *CAR-95-1 5.8mm (Green Hex)* | *Light Machine Gun<br>Caliber: 5.8x42 mm* | 100Rnd_580x42_ghex_Mag_F<br>100Rnd_580x42_ghex_Mag_Tracer_F |  |  |\n|  | **arifle_CTARS_hex_F** | *CAR-95-1 5.8mm (Hex)* | *Light Machine Gun<br>Caliber: 5.8x42 mm* | 100Rnd_580x42_hex_Mag_F<br>100Rnd_580x42_hex_Mag_Tracer_F |  |  |\n|  | **arifle_Katiba_ACO_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_ACO_grn | O_Soldier_lite_F<br>O_Soldier_LAT_F<br>O_Soldier_HAT_F |\n|  | **arifle_Katiba_ACO_pointer_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_ACO_grn<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| O_Soldier_F<br>O_Soldier_A_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_soldierU_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_A_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_Soldier_AHAT_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F \\| |\n|  | **arifle_Katiba_ACO_pointer_snds_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_ACO_grn<br>acc_pointer_IR<br>muzzle_snds_H | O_recon_F<br>O_recon_LAT_F<br>O_recon_exp_F |\n|  | **arifle_Katiba_ARCO_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_Arco_blk_F | O_spotter_F |\n|  | **arifle_Katiba_ARCO_pointer_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_Arco_blk_F<br>acc_pointer_IR | O_Soldier_SL_F<br>O_SoldierU_SL_F |\n|  | **arifle_Katiba_ARCO_pointer_snds_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_Arco_blk_F<br>acc_pointer_IR<br>muzzle_snds_H | O_recon_TL_F |\n|  | **arifle_Katiba_C_ACO_F** | *Katiba Carbine 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_ACO_grn | O_officer_F |\n|  | **arifle_Katiba_C_ACO_pointer_F** | *Katiba Carbine 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_ACO_grn<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| O_soldier_repair_F<br>O_soldier_exp_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldier_mine_F \\| |\n|  | **arifle_Katiba_C_ACO_pointer_snds_F** | *Katiba Carbine 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_ACO_grn<br>acc_pointer_IR<br>muzzle_snds_H | O_recon_medic_F |\n|  | **arifle_Katiba_C_F** | *Katiba Carbine 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer |  | O_crew_F<br>O_helicrew_F |\n|  | **arifle_Katiba_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer |  |  |\n|  | **arifle_Katiba_GL_ACO_F** | *Katiba GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn | O_Soldier_GL_F<br>O_SoldierU_GL_F |\n|  | **arifle_Katiba_GL_ACO_pointer_F** | *Katiba GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn<br>acc_pointer_IR |  |\n|  | **arifle_Katiba_GL_ACO_pointer_snds_F** | *Katiba GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn<br>acc_pointer_IR<br>muzzle_snds_H | O_recon_JTAC_F |\n|  | **arifle_Katiba_GL_ARCO_pointer_F** | *Katiba GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Arco_blk_F<br>acc_pointer_IR | O_Soldier_TL_F<br>O_soldierU_TL_F |\n|  | **arifle_Katiba_GL_F** | *Katiba GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_Katiba_GL_Nstalker_pointer_F** | *Katiba GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Nightstalker<br>acc_pointer_IR |  |\n|  | **arifle_Katiba_pointer_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | acc_pointer_IR | O_medic_F<br>O_soldierU_medic_F |\n|  | **arifle_Mk20_ACO_F** | *Mk20 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn | I_Soldier_lite_F |\n|  | **arifle_Mk20_ACO_pointer_F** | *Mk20 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| I_soldier_F<br>I_Soldier_A_F<br>I_Soldier_LAT_F<br>I_Soldier_repair_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_Soldier_LAT2_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F \\| |\n|  | **arifle_Mk20_F** | *Mk20 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green |  | I_G_medic_F<br>B_G_medic_F<br>O_G_medic_F<br>I_Story_Officer_01_F |\n|  | **arifle_Mk20_GL_ACO_F** | *Mk20 EGLM 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn | I_G_Soldier_TL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>I_Soldier_GL_F |\n|  | **arifle_Mk20_GL_F** | *Mk20 EGLM 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_Mk20_GL_MRCO_pointer_F** | *Mk20 EGLM 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_MRCO<br>acc_pointer_IR | I_Soldier_TL_F |\n|  | **arifle_Mk20_GL_plain_F** | *Mk20 EGLM 5.56 mm* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_Mk20_Holo_F** | *Mk20 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_Holosight |  |\n|  | **arifle_Mk20_MRCO_F** | *Mk20 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_MRCO | I_G_Soldier_M_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>I_Spotter_F |\n|  | **arifle_Mk20_MRCO_plain_F** | *Mk20 5.56 mm* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_MRCO |  |\n|  | **arifle_Mk20_MRCO_pointer_F** | *Mk20 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_MRCO<br>acc_pointer_IR | I_Soldier_SL_F |\n|  | **arifle_Mk20_plain_F** | *Mk20 5.56 mm* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green |  |  |\n|  | **arifle_Mk20_pointer_F** | *Mk20 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | acc_pointer_IR | I_medic_F |\n|  | **arifle_Mk20C_ACO_F** | *Mk20C 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn | I_G_Soldier_exp_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>I_officer_F<br>I_support_MG_F |\n|  | **arifle_Mk20C_ACO_pointer_F** | *Mk20C 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn<br>acc_pointer_IR | I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>I_soldier_mine_F |\n|  | **arifle_Mk20C_F** | *Mk20C 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green |  | I_crew_F<br>I_helicrew_F<br>I_Story_Crew_F |\n|  | **arifle_Mk20C_plain_F** | *Mk20C 5.56 mm* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green |  |  |\n|  | **arifle_MSBS65_aco_F** | *Promet 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag | optic_Aco | I_E_Officer_F |\n|  | **arifle_MSBS65_black_aco_F** | *Promet 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag | optic_Aco | I_E_Soldier_MP_F |\n|  | **arifle_MSBS65_black_aco_FL_F** | *Promet 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag | optic_Aco<br>acc_flashlight | I_E_Soldier_CBRN_F |\n|  | **arifle_MSBS65_black_F** | *Promet 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_black_ico_F** | *Promet 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag | optic_ico_01_black_f |  |\n|  | **arifle_MSBS65_black_ico_pointer_f** | *Promet 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag | optic_ico_01_black_f<br>acc_pointer_IR |  |\n|  | **arifle_MSBS65_camo_F** | *Promet 6.5 mm (Camo)* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_F** | *Promet 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_GL_black_F** | *Promet GL 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_MSBS65_GL_black_ico_F** | *Promet GL 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ico_01_black_f |  |\n|  | **arifle_MSBS65_GL_black_ico_pointer_f** | *Promet GL 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ico_01_black_f<br>acc_pointer_IR |  |\n|  | **arifle_MSBS65_GL_camo_F** | *Promet GL 6.5 mm (Camo)* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_MSBS65_GL_F** | *Promet GL 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_MSBS65_GL_ico_F** | *Promet GL 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ico_01_f |  |\n|  | **arifle_MSBS65_GL_ico_pointer_f** | *Promet GL 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ico_01_f<br>acc_pointer_IR | I_E_Soldier_GL_F<br>I_E_Soldier_SL_F |\n|  | **arifle_MSBS65_GL_sand_F** | *Promet GL 6.5 mm (Sand)* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_MSBS65_ico_F** | *Promet 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag | optic_ico_01_f |  |\n|  | **arifle_MSBS65_ico_pointer_f** | *Promet 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag | optic_ico_01_f<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| I_E_Soldier_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_lite_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Medic_F<br>I_E_Crew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F \\| |\n|  | **arifle_MSBS65_Mark_black_F** | *Promet MR 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_Mark_camo_F** | *Promet MR 6.5 mm (Camo)* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_Mark_F** | *Promet MR 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_Mark_sand_F** | *Promet MR 6.5 mm (Sand)* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_Mark_SOS_LP_BI_F** | *Promet MR 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag | optic_SOS<br>acc_pointer_IR | I_E_soldier_M_F |\n|  | **arifle_MSBS65_sand_F** | *Promet 6.5 mm (Sand)* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_UBS_black_F** | *Promet SG 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets |  |  |\n|  | **arifle_MSBS65_UBS_black_ico_F** | *Promet SG 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets | optic_ico_01_black_f |  |\n|  | **arifle_MSBS65_UBS_black_ico_pointer_f** | *Promet SG 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets | optic_ico_01_black_f<br>acc_pointer_IR |  |\n|  | **arifle_MSBS65_UBS_camo_F** | *Promet SG 6.5 mm (Camo)* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets |  |  |\n|  | **arifle_MSBS65_UBS_F** | *Promet SG 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets |  |  |\n|  | **arifle_MSBS65_UBS_ico_F** | *Promet SG 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets | optic_ico_01_f |  |\n|  | **arifle_MSBS65_UBS_ico_pointer_f** | *Promet SG 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets | optic_ico_01_f<br>acc_pointer_IR | I_E_Soldier_TL_F |\n|  | **arifle_MSBS65_UBS_sand_F** | *Promet SG 6.5 mm (Sand)* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets |  |  |\n|  | **arifle_MSBS65_UBS_snds_ico_pointer_F** | *Promet SG 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets | optic_ico_01_f<br>acc_pointer_IR<br>muzzle_snds_65_TI_blk_F | I_E_Soldier_Pathfinder_F |\n|  | **arifle_MX_ACO_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Aco | B_Soldier_lite_F |\n|  | **arifle_MX_ACO_pointer_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Aco<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_F<br>B_soldier_LAT_F<br>B_Soldier_A_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Story_SF_Captain_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_soldier_LAT2_F<br>B_CombatFatigues_01_wdl_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F \\| |\n|  | **arifle_MX_ACO_pointer_snds_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Aco<br>acc_pointer_IR<br>muzzle_snds_H | B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F |\n|  | **arifle_MX_Black_ACO_FL_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Aco<br>acc_flashlight |  |\n|  | **arifle_MX_Black_ACO_Pointer_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Aco<br>acc_pointer_IR | B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_RadioOperator_F<br>B_W_Soldier_universal_F |\n|  | **arifle_MX_Black_ACO_Pointer_Snds_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Aco<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MX_Black_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag |  |  |\n|  | **arifle_MX_Black_Hamr_pointer_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Hamr<br>acc_pointer_IR | B_CTRG_soldier_engineer_exp_F<br>B_W_Soldier_SL_F |\n|  | **arifle_MX_Black_Hamr_Pointer_Snds_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Hamr<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MX_Black_Holo_Pointer_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Holosight_blk_F<br>acc_pointer_IR | B_W_Soldier_Repair_F |\n|  | **arifle_MX_Black_Pointer_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | acc_pointer_IR | B_W_Medic_F |\n|  | **arifle_MX_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag |  |  |\n|  | **arifle_MX_GL_ACO_F** | *MX 3GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Aco | B_Soldier_GL_F |\n|  | **arifle_MX_GL_ACO_pointer_F** | *MX 3GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Aco<br>acc_pointer_IR |  |\n|  | **arifle_MX_GL_Black_ACO_F** | *MX 3GL 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_black_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Aco | B_W_Soldier_GL_F |\n|  | **arifle_MX_GL_Black_F** | *MX 3GL 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_black_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_MX_GL_Black_Hamr_pointer_F** | *MX 3GL 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_black_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Hamr<br>acc_pointer_IR | B_CTRG_soldier_GL_LAT_F<br>B_W_Soldier_TL_F |\n|  | **arifle_MX_GL_Black_Holo_Pointer_Snds_F** | *MX 3GL 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_black_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Holosight_blk_F<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MX_GL_F** | *MX 3GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_MX_GL_Hamr_pointer_F** | *MX 3GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Hamr<br>acc_pointer_IR | B_Soldier_TL_F<br>B_Story_Protagonist_F |\n|  | **arifle_MX_GL_Holo_pointer_snds_F** | *MX 3GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Holosight<br>acc_pointer_IR<br>muzzle_snds_H | B_recon_JTAC_F |\n|  | **arifle_MX_GL_khk_ACO_F** | *MX 3GL 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_khaki_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Aco | B_T_Soldier_GL_F |\n|  | **arifle_MX_GL_khk_F** | *MX 3GL 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_khaki_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_MX_GL_khk_Hamr_Pointer_F** | *MX 3GL 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_khaki_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Hamr_khk_F<br>acc_pointer_IR | B_T_Soldier_TL_F |\n|  | **arifle_MX_GL_khk_Holo_Pointer_Snds_F** | *MX 3GL 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_khaki_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Holosight_khk_F<br>acc_pointer_IR<br>muzzle_snds_H_khk_F | B_T_Recon_JTAC_F |\n|  | **arifle_MX_Hamr_pointer_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Hamr<br>acc_pointer_IR | B_Soldier_SL_F<br>B_spotter_F<br>B_ReconFatigues_01_wdl_F |\n|  | **arifle_MX_Holo_pointer_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Holosight<br>acc_pointer_IR | B_soldier_repair_F |\n|  | **arifle_MX_khk_ACO_Pointer_F** | *MX 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Aco<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_PG_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_UAV_F<br>B_T_Soldier_universal_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_T_Soldier_LAT2_F \\| |\n|  | **arifle_MX_khk_ACO_Pointer_Snds_F** | *MX 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Aco<br>acc_pointer_IR<br>muzzle_snds_H_khk_F | B_T_Recon_Exp_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F |\n|  | **arifle_MX_khk_F** | *MX 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag |  |  |\n|  | **arifle_MX_khk_Hamr_Pointer_F** | *MX 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Hamr_khk_F<br>acc_pointer_IR | B_T_Soldier_SL_F<br>B_T_Spotter_F |\n|  | **arifle_MX_khk_Hamr_Pointer_Snds_F** | *MX 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Hamr_khk_F<br>acc_pointer_IR<br>muzzle_snds_H_khk_F | B_T_Recon_TL_F |\n|  | **arifle_MX_khk_Holo_Pointer_F** | *MX 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Holosight_khk_F<br>acc_pointer_IR | B_T_Soldier_Repair_F |\n|  | **arifle_MX_khk_Pointer_F** | *MX 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | acc_pointer_IR | B_T_Medic_F |\n|  | **arifle_MX_pointer_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | acc_pointer_IR | B_medic_F |\n|  | **arifle_MX_RCO_pointer_snds_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Hamr<br>acc_pointer_IR<br>muzzle_snds_H | B_recon_TL_F |\n|  | **arifle_MX_SW_Black_F** | *MX SW 6.5 mm (Black)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_black_mag |  |  |\n|  | **arifle_MX_SW_Black_Hamr_pointer_F** | *MX SW 6.5 mm (Black)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_black_mag | optic_Hamr<br>acc_pointer_IR | B_CTRG_soldier_AR_A_F |\n|  | **arifle_MX_SW_Black_Pointer_F** | *MX SW 6.5 mm (Black)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_black_mag | acc_pointer_IR | B_W_Soldier_AR_F |\n|  | **arifle_MX_SW_F** | *MX SW 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_mag |  |  |\n|  | **arifle_MX_SW_Hamr_pointer_F** | *MX SW 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_mag | optic_Hamr<br>acc_pointer_IR |  |\n|  | **arifle_MX_SW_khk_F** | *MX SW 6.5 mm (Khaki)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_khaki_mag |  |  |\n|  | **arifle_MX_SW_khk_Pointer_F** | *MX SW 6.5 mm (Khaki)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_khaki_mag | acc_pointer_IR | B_T_Soldier_AR_F |\n|  | **arifle_MX_SW_pointer_F** | *MX SW 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_mag | acc_pointer_IR | B_soldier_AR_F<br>B_CombatFatigues_01_Tshirt_wdl_F |\n|  | **arifle_MXC_ACO_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Aco | B_officer_F |\n|  | **arifle_MXC_ACO_pointer_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Aco<br>acc_pointer_IR |  |\n|  | **arifle_MXC_ACO_pointer_snds_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Aco<br>acc_pointer_IR<br>muzzle_snds_H | B_recon_medic_F |\n|  | **arifle_MXC_Black_ACO_F** | *MXC 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Aco | B_W_Officer_F |\n|  | **arifle_MXC_Black_ACO_Pointer_Snds_F** | *MXC 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Aco<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MXC_Black_F** | *MXC 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag |  | B_W_Crew_F |\n|  | **arifle_MXC_Black_Holo_FL_F** | *MXC 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Holosight_blk_F<br>acc_flashlight | B_W_Soldier_CBRN_F |\n|  | **arifle_MXC_Black_Holo_Pointer_F** | *MXC 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Holosight_blk_F<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F \\| |\n|  | **arifle_MXC_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag |  | B_crew_F |\n|  | **arifle_MXC_Holo_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Holosight | B_helicrew_F<br>B_Captain_Pettka_F |\n|  | **arifle_MXC_Holo_pointer_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Holosight<br>acc_pointer_IR | B_soldier_exp_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>B_soldier_mine_F |\n|  | **arifle_MXC_Holo_pointer_snds_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Holosight<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MXC_khk_ACO_F** | *MXC 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Aco | B_T_Officer_F |\n|  | **arifle_MXC_khk_ACO_Pointer_Snds_F** | *MXC 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Aco<br>acc_pointer_IR<br>muzzle_snds_H_khk_F | B_T_Recon_Medic_F |\n|  | **arifle_MXC_khk_F** | *MXC 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag |  | B_T_Crew_F |\n|  | **arifle_MXC_khk_Holo_Pointer_F** | *MXC 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Holosight_khk_F<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_soldier_mine_F \\| |\n|  | **arifle_MXC_SOS_point_snds_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_SOS<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MXM_Black_F** | *MXM 6.5 mm (Black)* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag |  |  |\n|  | **arifle_MXM_Black_MOS_Pointer_Bipod_F** | *MXM 6.5 mm (Black)* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_SOS<br>acc_pointer_IR | B_W_soldier_M_F |\n|  | **arifle_MXM_Black_MOS_Pointer_Bipod_Snds_F** | *MXM 6.5 mm (Black)* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_SOS<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MXM_DMS_F** | *MXM 6.5 mm* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_DMS |  |\n|  | **arifle_MXM_DMS_LP_BI_snds_F** | *MXM 6.5 mm* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | acc_pointer_IR<br>muzzle_snds_H | B_recon_M_F |\n|  | **arifle_MXM_F** | *MXM 6.5 mm* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag |  |  |\n|  | **arifle_MXM_Hamr_LP_BI_F** | *MXM 6.5 mm* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Hamr<br>acc_pointer_IR | B_soldier_M_F |\n|  | **arifle_MXM_Hamr_pointer_F** | *MXM 6.5 mm* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Hamr<br>acc_pointer_IR |  |\n|  | **arifle_MXM_khk_F** | *MXM 6.5 mm (Khaki)* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag |  |  |\n|  | **arifle_MXM_khk_MOS_Pointer_Bipod_F** | *MXM 6.5 mm (Khaki)* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_SOS_khk_F<br>acc_pointer_IR | B_T_soldier_M_F |\n|  | **arifle_MXM_khk_MOS_Pointer_Bipod_Snds_F** | *MXM 6.5 mm (Khaki)* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_SOS_khk_F<br>acc_pointer_IR<br>muzzle_snds_H_khk_F | B_T_Recon_M_F |\n|  | **arifle_MXM_RCO_pointer_snds_F** | *MXM 6.5 mm* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Arco<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MXM_SOS_pointer_F** | *MXM 6.5 mm* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_SOS<br>acc_pointer_IR |  |\n|  | **arifle_RPK12_arid_F** | *RPK-12 7.62 mm (Arid)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 75rnd_762x39_AK12_Arid_Mag_F<br>75rnd_762x39_AK12_Arid_Mag_Tracer_F |  |  |\n|  | **arifle_RPK12_F** | *RPK-12 7.62 mm* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 75rnd_762x39_AK12_Mag_F |  |  |\n|  | **arifle_RPK12_lush_arco_pointer_F** | *RPK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 75rnd_762x39_AK12_Lush_Mag_F<br>75rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Arco_AK_lush_F<br>acc_pointer_IR | O_R_Soldier_AR_F |\n|  | **arifle_RPK12_lush_arco_snds_pointer_F** | *RPK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 75rnd_762x39_AK12_Lush_Mag_F<br>75rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Arco_AK_lush_F<br>acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_recon_AR_F<br>O_R_Patrol_Soldier_AR_F |\n|  | **arifle_RPK12_lush_F** | *RPK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 75rnd_762x39_AK12_Lush_Mag_F<br>75rnd_762x39_AK12_Lush_Mag_Tracer_F |  |  |\n|  | **arifle_RPK12_lush_holo_snds_pointer_F** | *RPK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 75rnd_762x39_AK12_Lush_Mag_F<br>75rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Holosight_lush_F<br>acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_Patrol_Soldier_AR2_F |\n|  | **arifle_SDAR_F** | *SDAR 5.56 mm* | *Underwater Gun<br>Caliber: 5.56x45 mm UW* | 20Rnd_556x45_UW_mag<br>30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F \\| |\n|  | **arifle_SPAR_01_blk_ACO_Pointer_F** | *SPAR-16 5.56 mm (Black)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow | optic_Aco<br>acc_pointer_IR |  |\n|  | **arifle_SPAR_01_blk_ERCO_Pointer_F** | *SPAR-16 5.56 mm (Black)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow | optic_ERCO_blk_F<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| B_Captain_Jay_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>B_CTRG_Soldier_LAT2_tna_F \\| |\n|  | **arifle_SPAR_01_blk_F** | *SPAR-16 5.56 mm (Black)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow |  |  |\n|  | **arifle_SPAR_01_GL_blk_ACO_Pointer_F** | *SPAR-16 GL 5.56 mm (Black)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Aco<br>acc_pointer_IR |  |\n|  | **arifle_SPAR_01_GL_blk_ERCO_Pointer_F** | *SPAR-16 GL 5.56 mm (Black)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ERCO_blk_F<br>acc_pointer_IR | B_CTRG_Soldier_JTAC_tna_F |\n|  | **arifle_SPAR_01_GL_blk_F** | *SPAR-16 GL 5.56 mm (Black)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_SPAR_01_GL_khk_F** | *SPAR-16 GL 5.56 mm (Khaki)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_SPAR_01_GL_snd_F** | *SPAR-16 GL 5.56 mm (Sand)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag_Sand<br>30Rnd_556x45_Stanag_Sand_green<br>30Rnd_556x45_Stanag_Sand_red<br>30Rnd_556x45_Stanag_Sand_Tracer_Red<br>30Rnd_556x45_Stanag_Sand_Tracer_Green<br>30Rnd_556x45_Stanag_Sand_Tracer_Yellow<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_SPAR_01_khk_F** | *SPAR-16 5.56 mm (Khaki)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow |  |  |\n|  | **arifle_SPAR_01_snd_F** | *SPAR-16 5.56 mm (Sand)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag_Sand<br>30Rnd_556x45_Stanag_Sand_green<br>30Rnd_556x45_Stanag_Sand_red<br>30Rnd_556x45_Stanag_Sand_Tracer_Red<br>30Rnd_556x45_Stanag_Sand_Tracer_Green<br>30Rnd_556x45_Stanag_Sand_Tracer_Yellow |  |  |\n|  | **arifle_SPAR_02_blk_ERCO_Pointer_F** | *SPAR-16S 5.56 mm (Black)* | *Light Machine Gun<br>Caliber: 5.56x45 mm* | 150Rnd_556x45_Drum_Mag_F<br>150Rnd_556x45_Drum_Mag_Tracer_F | optic_ERCO_blk_F<br>acc_pointer_IR | B_CTRG_Soldier_AR_tna_F |\n|  | **arifle_SPAR_02_blk_F** | *SPAR-16S 5.56 mm (Black)* | *Light Machine Gun<br>Caliber: 5.56x45 mm* | 150Rnd_556x45_Drum_Mag_F<br>150Rnd_556x45_Drum_Mag_Tracer_F |  |  |\n|  | **arifle_SPAR_02_blk_Pointer_F** | *SPAR-16S 5.56 mm (Black)* | *Light Machine Gun<br>Caliber: 5.56x45 mm* | 150Rnd_556x45_Drum_Mag_F<br>150Rnd_556x45_Drum_Mag_Tracer_F | acc_pointer_IR |  |\n|  | **arifle_SPAR_02_khk_F** | *SPAR-16S 5.56 mm (Khaki)* | *Light Machine Gun<br>Caliber: 5.56x45 mm* | 150Rnd_556x45_Drum_Mag_F<br>150Rnd_556x45_Drum_Mag_Tracer_F |  |  |\n|  | **arifle_SPAR_02_snd_F** | *SPAR-16S 5.56 mm (Sand)* | *Light Machine Gun<br>Caliber: 5.56x45 mm* | 150Rnd_556x45_Drum_Sand_Mag_F<br>150Rnd_556x45_Drum_Sand_Mag_Tracer_F |  |  |\n|  | **arifle_SPAR_03_blk_F** | *SPAR-17 7.62 mm (Black)* | *Marksman rifle<br>Caliber: 7.62x51 mm* | 20Rnd_762x51_Mag |  |  |\n|  | **arifle_SPAR_03_blk_MOS_Pointer_Bipod_F** | *SPAR-17 7.62 mm (Black)* | *Marksman rifle<br>Caliber: 7.62x51 mm* | 20Rnd_762x51_Mag | optic_SOS<br>acc_pointer_IR | B_CTRG_Soldier_M_tna_F |\n|  | **arifle_SPAR_03_khk_F** | *SPAR-17 7.62 mm (Khaki)* | *Marksman rifle<br>Caliber: 7.62x51 mm* | 20Rnd_762x51_Mag |  |  |\n|  | **arifle_SPAR_03_snd_F** | *SPAR-17 7.62 mm (Sand)* | *Marksman rifle<br>Caliber: 7.62x51 mm* | 20Rnd_762x51_Mag |  |  |\n|  | **arifle_TRG20_ACO_F** | *TRG-20 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn | I_G_Soldier_SL_F<br>I_G_engineer_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_engineer_F<br>O_G_engineer_F |\n|  | **arifle_TRG20_ACO_Flash_F** | *TRG-20 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn<br>acc_flashlight |  |\n|  | **arifle_TRG20_ACO_pointer_F** | *TRG-20 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn<br>acc_pointer_IR |  |\n|  | **arifle_TRG20_F** | *TRG-20 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green |  | I_G_Soldier_lite_F<br>I_G_Soldier_A_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F |\n|  | **arifle_TRG20_Holo_F** | *TRG-20 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_Holosight |  |\n|  | **arifle_TRG21_ACO_pointer_F** | *TRG-21 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn<br>acc_pointer_IR |  |\n|  | **arifle_TRG21_ARCO_pointer_F** | *TRG-21 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_Arco<br>acc_pointer_IR |  |\n|  | **arifle_TRG21_F** | *TRG-21 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_G_Soldier_F<br>I_G_Soldier_LAT_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_SF_Captain_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F \\| |\n|  | **arifle_TRG21_GL_ACO_pointer_F** | *TRG-21 EGLM 5.56 mm* | *Assault Rifle<br>Caliber: 5.56x45 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn<br>acc_pointer_IR |  |\n|  | **arifle_TRG21_GL_F** | *TRG-21 EGLM 5.56 mm* | *Assault Rifle<br>Caliber: 5.56x45 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  | I_G_Soldier_GL_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F |\n|  | **arifle_TRG21_GL_MRCO_F** | *TRG-21 EGLM 5.56 mm* | *Assault Rifle<br>Caliber: 5.56x45 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_MRCO | I_G_Story_Protagonist_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F |\n|  | **arifle_TRG21_MRCO_F** | *TRG-21 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_MRCO | I_G_officer_F<br>B_G_officer_F<br>O_G_officer_F |\n|  | **B_Patrol_Soldier_Autorifleman_weapon_F** | *MX SW 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_mag | acc_pointer_IR<br>muzzle_snds_H_snd_F | B_Patrol_Soldier_AR_F |\n|  | **B_Patrol_Soldier_Carrier_weapon_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Arco<br>acc_pointer_IR<br>muzzle_snds_H_snd_F | B_Patrol_Soldier_A_F |\n|  | **B_Patrol_Soldier_HeavyGunner_weapon_F** | *Zafir 7.62 mm* | *Light Machine Gun<br>Caliber: 7.62x54 mm* | 150Rnd_762x54_Box<br>150Rnd_762x54_Box_Tracer | optic_Holosight<br>acc_pointer_IR | B_Patrol_HeavyGunner_F |\n|  | **B_Patrol_Soldier_Leader_weapon_F** | *MX 3GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Holosight<br>acc_pointer_IR<br>muzzle_snds_H_snd_F | B_Patrol_Soldier_TL_F |\n|  | **B_Patrol_Soldier_MachineGunner_weapon_F** | *Mk200 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red | optic_Holosight<br>acc_pointer_IR<br>muzzle_snds_H_snd_F | B_Patrol_Soldier_MG_F |\n|  | **B_Patrol_Soldier_Marksman_weapon_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_DMS<br>acc_pointer_IR<br>muzzle_snds_B | B_Patrol_Soldier_M_F |\n|  | **B_Patrol_Soldier_Medic_weapon_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Holosight<br>acc_pointer_IR<br>muzzle_snds_H_snd_F | B_Patrol_Medic_F |\n|  | **B_Patrol_Soldier_Operator_weapon_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | acc_pointer_IR<br>muzzle_snds_H_snd_F | B_Patrol_Soldier_UAV_F |\n|  | **B_Patrol_Soldier_Pistol_F** | *4-five .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 11Rnd_45ACP_Mag | optic_MRD<br>muzzle_snds_acp | B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F |\n|  | **B_Patrol_Soldier_Specialist_weapon_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | acc_pointer_IR<br>muzzle_snds_H_snd_F | B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F |\n|  | **FakeWeapon** |  |  | FakeMagazine |  | \\| Objects \\|<br>\\|---\\|<br>\\| ArtilleryTarget<br>ArtilleryTargetW<br>ArtilleryTargetE<br>SuppressTarget<br>B_TargetSoldier<br>O_TargetSoldier<br>I_TargetSoldier<br>B_HMG_01_F<br>O_HMG_01_F<br>I_HMG_01_F<br>B_HMG_01_high_F<br>O_HMG_01_high_F<br>I_HMG_01_high_F<br>B_HMG_01_A_F<br>O_HMG_01_A_F<br>I_HMG_01_A_F<br>B_GMG_01_F<br>O_GMG_01_F<br>I_GMG_01_F<br>B_GMG_01_high_F<br>O_GMG_01_high_F<br>I_GMG_01_high_F<br>B_GMG_01_A_F<br>O_GMG_01_A_F<br>I_GMG_01_A_F<br>B_HMG_02_F<br>O_HMG_02_F<br>I_HMG_02_F<br>I_E_HMG_02_F<br>I_G_HMG_02_F<br>B_G_HMG_02_F<br>O_G_HMG_02_F<br>I_C_HMG_02_F<br>B_HMG_02_high_F<br>O_HMG_02_high_F<br>I_HMG_02_high_F<br>I_E_HMG_02_high_F<br>I_G_HMG_02_high_F<br>B_G_HMG_02_high_F<br>O_G_HMG_02_high_F<br>I_C_HMG_02_high_F<br>B_Mortar_01_F<br>O_Mortar_01_F<br>I_Mortar_01_F<br>I_G_Mortar_01_F<br>B_G_Mortar_01_F<br>O_G_Mortar_01_F<br>B_static_AA_F<br>O_static_AA_F<br>I_static_AA_F<br>B_static_AT_F<br>O_static_AT_F<br>I_static_AT_F<br>Land_Pod_Heli_Transport_04_bench_F<br>Land_Pod_Heli_Transport_04_covered_F<br>Land_Pod_Heli_Transport_04_medevac_F<br>Land_Pod_Heli_Transport_04_bench_black_F<br>Land_Pod_Heli_Transport_04_covered_black_F<br>Land_Pod_Heli_Transport_04_medevac_black_F<br>B_Static_Designator_01_F<br>O_Static_Designator_02_F<br>B_T_Static_AA_F<br>B_T_Static_AT_F<br>B_T_GMG_01_F<br>B_T_HMG_01_F<br>B_T_Mortar_01_F<br>B_AAA_System_01_F<br>B_SAM_System_01_F<br>B_SAM_System_02_F<br>B_Ship_Gun_01_F<br>B_Ship_MRLS_01_F<br>B_Radar_System_01_F<br>O_Radar_System_02_F<br>B_SAM_System_03_F<br>O_SAM_System_04_F<br>I_E_Static_AA_F<br>I_E_Static_AT_F<br>B_W_Static_Designator_01_F<br>I_E_GMG_01_F<br>I_E_GMG_01_high_F<br>I_E_GMG_01_A_F<br>I_E_HMG_01_F<br>I_E_HMG_01_high_F<br>I_E_HMG_01_A_F<br>I_E_Mortar_01_F<br>I_E_Radar_System_01_F<br>I_E_SAM_System_03_F \\| |\n|  | **FakeWeapon_moduleTracers_F** | *Mk200 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_belt_Tracer_Green<br>200Rnd_65x39_belt_Tracer_Red<br>200Rnd_65x39_belt_Tracer_Yellow |  |  |\n|  | **HandGunBase** | *Rifle* |  |  |  |  |\n|  | **hgun_ACPC2_F** | *ACP-C2 .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 9Rnd_45ACP_Mag |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_medic_F<br>I_G_officer_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Story_Protagonist_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F<br>I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_officer_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>I_Captain_Hladas_F<br>I_Fighter_Pilot_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>I_Story_Officer_01_F<br>I_Soldier_LAT2_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F \\| |\n|  | **hgun_ACPC2_snds_F** | *ACP-C2 .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 9Rnd_45ACP_Mag | muzzle_snds_acp | I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F |\n|  | **hgun_esd_01_antenna_01_F** | *Spectrum Device* |  | ESD_01_DummyMagazine_1<br>ESD_01_DummyMagazine_2<br>ESD_01_DummyMagazine_3<br>ESD_01_DummyMagazine_4<br>ESD_01_DummyMagazine_5<br>ESD_01_DummyMagazine_6<br>ESD_01_DummyMagazine_7<br>ESD_01_DummyMagazine_8<br>ESD_01_DummyMagazine_9<br>ESD_01_DummyMagazine_10 | muzzle_antenna_01_f |  |\n|  | **hgun_esd_01_antenna_02_F** | *Spectrum Device* |  | ESD_01_DummyMagazine_1<br>ESD_01_DummyMagazine_2<br>ESD_01_DummyMagazine_3<br>ESD_01_DummyMagazine_4<br>ESD_01_DummyMagazine_5<br>ESD_01_DummyMagazine_6<br>ESD_01_DummyMagazine_7<br>ESD_01_DummyMagazine_8<br>ESD_01_DummyMagazine_9<br>ESD_01_DummyMagazine_10 | muzzle_antenna_02_f |  |\n|  | **hgun_esd_01_antenna_03_F** | *Spectrum Device* |  | ESD_01_DummyMagazine_1<br>ESD_01_DummyMagazine_2<br>ESD_01_DummyMagazine_3<br>ESD_01_DummyMagazine_4<br>ESD_01_DummyMagazine_5<br>ESD_01_DummyMagazine_6<br>ESD_01_DummyMagazine_7<br>ESD_01_DummyMagazine_8<br>ESD_01_DummyMagazine_9<br>ESD_01_DummyMagazine_10 | muzzle_antenna_03_f |  |\n|  | **hgun_esd_01_base_F** |  |  | ESD_01_DummyMagazine_1<br>ESD_01_DummyMagazine_2<br>ESD_01_DummyMagazine_3<br>ESD_01_DummyMagazine_4<br>ESD_01_DummyMagazine_5<br>ESD_01_DummyMagazine_6<br>ESD_01_DummyMagazine_7<br>ESD_01_DummyMagazine_8<br>ESD_01_DummyMagazine_9<br>ESD_01_DummyMagazine_10 |  |  |\n|  | **hgun_esd_01_dummy_F** | *Spectrum Device* |  | ESD_01_DummyMagazine_1<br>ESD_01_DummyMagazine_2<br>ESD_01_DummyMagazine_3<br>ESD_01_DummyMagazine_4<br>ESD_01_DummyMagazine_5<br>ESD_01_DummyMagazine_6<br>ESD_01_DummyMagazine_7<br>ESD_01_DummyMagazine_8<br>ESD_01_DummyMagazine_9<br>ESD_01_DummyMagazine_10 |  |  |\n|  | **hgun_esd_01_F** | *Spectrum Device* |  | ESD_01_DummyMagazine_1<br>ESD_01_DummyMagazine_2<br>ESD_01_DummyMagazine_3<br>ESD_01_DummyMagazine_4<br>ESD_01_DummyMagazine_5<br>ESD_01_DummyMagazine_6<br>ESD_01_DummyMagazine_7<br>ESD_01_DummyMagazine_8<br>ESD_01_DummyMagazine_9<br>ESD_01_DummyMagazine_10 |  |  |\n|  | **hgun_P07_blk_F** | *P07 9 mm (Black)* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag |  |  |\n|  | **hgun_P07_blk_Snds_F** | *P07 9 mm (Black)* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag | muzzle_snds_L |  |\n|  | **hgun_P07_F** | *P07 9 mm* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Story_SF_Captain_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>B_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>B_Captain_Jay_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_Fighter_Pilot_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_soldier_LAT2_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F \\| |\n|  | **hgun_P07_khk_F** | *P07 9 mm (Khaki)* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Soldier_PG_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_CTRG_Miller_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_T_soldier_mine_F<br>B_T_Soldier_LAT2_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F \\| |\n|  | **hgun_P07_khk_Snds_F** | *P07 9 mm (Khaki)* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag | muzzle_snds_L | \\| Objects \\|<br>\\|---\\|<br>\\| B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>B_CTRG_Soldier_LAT2_tna_F \\| |\n|  | **hgun_P07_snds_F** | *P07 9 mm* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag | muzzle_snds_L | \\| Objects \\|<br>\\|---\\|<br>\\| B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_Protagonist_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>B_Recon_Sharpshooter_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F \\| |\n|  | **hgun_PDW2000_F** | *PDW2000 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag<br>16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag |  | B_G_Story_Guerilla_01_F<br>I_L_Looter_SMG_F<br>I_L_Criminal_SMG_F |\n|  | **hgun_PDW2000_Holo_F** | *PDW2000 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag<br>16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag | optic_Holosight_smg | I_helipilot_F<br>I_pilot_F |\n|  | **hgun_PDW2000_Holo_snds_F** | *PDW2000 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag<br>16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag | optic_Holosight_smg<br>muzzle_snds_L |  |\n|  | **hgun_PDW2000_snds_F** | *PDW2000 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag<br>16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag | muzzle_snds_L |  |\n|  | **hgun_Pistol_01_F** | *PM 9 mm* | *Handgun<br>Caliber: 9x21 mm* | 10Rnd_9x21_Mag |  | I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Camo_F |\n|  | **hgun_Pistol_heavy_01_F** | *4-five .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 11Rnd_45ACP_Mag |  | B_T_Officer_F<br>B_W_Officer_F |\n|  | **hgun_Pistol_heavy_01_green_F** | *4-five .45 ACP (Green)* | *Handgun<br>Caliber: .45 ACP* | 11Rnd_45ACP_Mag |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_E_Soldier_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Scientist_F<br>I_E_Medic_F<br>I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F \\| |\n|  | **hgun_Pistol_heavy_01_green_snds_F** | *4-five .45 ACP (Green)* | *Handgun<br>Caliber: .45 ACP* | 11Rnd_45ACP_Mag | muzzle_snds_acp | I_E_Soldier_Pathfinder_F |\n|  | **hgun_Pistol_heavy_01_MRD_F** | *4-five .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 11Rnd_45ACP_Mag | optic_MRD | B_officer_F<br>B_Captain_Pettka_F |\n|  | **hgun_Pistol_heavy_01_snds_F** | *4-five .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 11Rnd_45ACP_Mag | muzzle_snds_acp |  |\n|  | **hgun_Pistol_heavy_02_F** | *Zubr .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 6Rnd_45ACP_Cylinder |  | B_G_Captain_Ivan_F<br>I_L_Looter_Pistol_F<br>I_L_Criminal_SMG_F |\n|  | **hgun_Pistol_heavy_02_Yorris_F** | *Zubr .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 6Rnd_45ACP_Cylinder | optic_Yorris | O_officer_F<br>O_T_Officer_F |\n|  | **hgun_Pistol_Signal_F** | *Starter Pistol* | *Non-combat gun<br>Caliber: 10 mm Signal Slugs* | 6Rnd_GreenSignal_F<br>6Rnd_RedSignal_F |  | C_Marshal_F |\n|  | **hgun_Rook40_F** | *Rook-40 9 mm* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_Soldier_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Soldier_PG_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Soldier_universal_F<br>O_Fighter_Pilot_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>O_A_officer_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_AR_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F<br>I_L_Criminal_SG_F \\| |\n|  | **hgun_Rook40_snds_F** | *Rook-40 9 mm* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag | muzzle_snds_L | \\| Objects \\|<br>\\|---\\|<br>\\| O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>O_Pathfinder_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F \\| |\n|  | **HMG_M2_Mounted** | *M2 HMG .50* |  | 100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_HMG_02_F<br>O_HMG_02_F<br>I_HMG_02_F<br>I_E_HMG_02_F<br>I_G_HMG_02_F<br>B_G_HMG_02_F<br>O_G_HMG_02_F<br>I_C_HMG_02_F<br>B_HMG_02_high_F<br>O_HMG_02_high_F<br>I_HMG_02_high_F<br>I_E_HMG_02_high_F<br>I_G_HMG_02_high_F<br>B_G_HMG_02_high_F<br>O_G_HMG_02_high_F<br>I_C_HMG_02_high_F<br>I_G_Offroad_01_armed_F<br>B_G_Offroad_01_armed_F<br>O_G_Offroad_01_armed_F \\| |\n|  | **launch_B_Titan_F** | *Titan MPRL (Sand)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  | B_soldier_AA_F |\n|  | **launch_B_Titan_olive_F** | *Titan MPRL (Olive)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  |  |\n|  | **launch_B_Titan_short_F** | *Titan MPRL Compact (Sand)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AT<br>Titan_AP |  | B_soldier_AT_F<br>B_Patrol_Soldier_AT_F |\n|  | **launch_B_Titan_short_tna_F** | *Titan MPRL Compact (Tropic)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AT<br>Titan_AP |  | B_T_Soldier_AT_F<br>B_W_Soldier_AT_F |\n|  | **launch_B_Titan_tna_F** | *Titan MPRL (Tropic)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  | B_T_Soldier_AA_F<br>B_W_Soldier_AA_F |\n|  | **launch_I_Titan_eaf_F** | *Titan MPRL (Geometric)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  | I_E_Soldier_AA_F |\n|  | **launch_I_Titan_F** | *Titan MPRL (Digital)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  | I_Soldier_AA_F |\n|  | **launch_I_Titan_short_F** | *Titan MPRL Compact (Olive)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AT<br>Titan_AP |  | I_Soldier_AT_F<br>I_E_Soldier_AT_F |\n|  | **launch_MRAWS_green_F** | *MAAWS Mk4 Mod 1 (Green)* | *Rocket Launcher<br>Ammo: 84 mm MAAWS Rockets* | MRAWS_HEAT_F<br>MRAWS_HE_F<br>MRAWS_HEAT55_F |  | B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>B_W_Soldier_LAT2_F<br>I_E_Soldier_LAT2_F |\n|  | **launch_MRAWS_green_rail_F** | *MAAWS Mk4 Mod 0 (Green)* | *Rocket Launcher<br>Ammo: 84 mm MAAWS Rockets* | MRAWS_HEAT_F<br>MRAWS_HE_F<br>MRAWS_HEAT55_F |  |  |\n|  | **launch_MRAWS_olive_F** | *MAAWS Mk4 Mod 1 (Olive)* | *Rocket Launcher<br>Ammo: 84 mm MAAWS Rockets* | MRAWS_HEAT_F<br>MRAWS_HE_F<br>MRAWS_HEAT55_F |  |  |\n|  | **launch_MRAWS_olive_rail_F** | *MAAWS Mk4 Mod 0 (Olive)* | *Rocket Launcher<br>Ammo: 84 mm MAAWS Rockets* | MRAWS_HEAT_F<br>MRAWS_HE_F<br>MRAWS_HEAT55_F |  | I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F |\n|  | **launch_MRAWS_sand_F** | *MAAWS Mk4 Mod 1 (Sand)* | *Rocket Launcher<br>Ammo: 84 mm MAAWS Rockets* | MRAWS_HEAT_F<br>MRAWS_HE_F<br>MRAWS_HEAT55_F |  | B_soldier_LAT2_F |\n|  | **launch_MRAWS_sand_rail_F** | *MAAWS Mk4 Mod 0 (Sand)* | *Rocket Launcher<br>Ammo: 84 mm MAAWS Rockets* | MRAWS_HEAT_F<br>MRAWS_HE_F<br>MRAWS_HEAT55_F |  |  |\n|  | **launch_NLAW_F** | *PCML* | *PCML Rocket Launcher* | NLAW_F |  | B_soldier_LAT_F<br>B_recon_LAT_F<br>B_CTRG_soldier_GL_LAT_F<br>I_Soldier_LAT_F<br>B_T_Soldier_LAT_F<br>B_T_Recon_LAT_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_W_Soldier_LAT_F<br>I_E_Soldier_LAT_F |\n|  | **launch_O_Titan_F** | *Titan MPRL (Hex)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  | O_Soldier_AA_F<br>O_soldierU_AA_F<br>O_A_soldier_AA_F |\n|  | **launch_O_Titan_ghex_F** | *Titan MPRL (Green Hex)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  | O_T_Soldier_AA_F |\n|  | **launch_O_Titan_short_F** | *Titan MPRL Compact (Coyote)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AT<br>Titan_AP |  | O_Soldier_AT_F<br>O_soldierU_AT_F<br>O_A_soldier_AT_F |\n|  | **launch_O_Titan_short_ghex_F** | *Titan MPRL Compact (Green Hex)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AT<br>Titan_AP |  | O_T_Soldier_AT_F |\n|  | **launch_O_Vorona_brown_F** | *9M135 Vorona (Brown)* | *Missile Launcher<br>Ammo: 130 mm Vorona Missiles* | Vorona_HEAT<br>Vorona_HE |  | O_Soldier_HAT_F |\n|  | **launch_O_Vorona_green_F** | *9M135 Vorona (Green)* | *Missile Launcher<br>Ammo: 130 mm Vorona Missiles* | Vorona_HEAT<br>Vorona_HE |  | O_T_Soldier_HAT_F |\n|  | **launch_RPG32_camo_F** | *RPG-42 (Camo)* | *Rocket Launcher* | RPG32_F<br>RPG32_HE_F |  |  |\n|  | **launch_RPG32_F** | *RPG-42 Alamut* | *Rocket Launcher* | RPG32_F<br>RPG32_HE_F |  | I_G_Soldier_LAT_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>O_Soldier_LAT_F<br>O_recon_LAT_F<br>O_soldierU_LAT_F<br>O_V_Soldier_LAT_hex_F<br>O_A_soldier_LAT_F<br>I_L_Uniform_01_camo_F |\n|  | **launch_RPG32_ghex_F** | *RPG-42 Alamut (Green Hex)* | *Rocket Launcher* | RPG32_F<br>RPG32_HE_F |  | O_T_Soldier_LAT_F<br>O_T_Recon_LAT_F<br>O_V_Soldier_LAT_ghex_F |\n|  | **launch_RPG32_green_F** | *RPG-42 (Green)* | *Rocket Launcher* | RPG32_F<br>RPG32_HE_F |  | O_R_Soldier_LAT_F<br>O_R_recon_LAT_F<br>O_R_Patrol_Soldier_LAT_F |\n|  | **launch_RPG7_F** | *RPG-7* | *Rocket Launcher* | RPG7_F |  | I_C_Soldier_Para_5_F<br>I_C_Soldier_Bandit_2_F |\n|  | **launch_Titan_F** | *Titan MPRL* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  |  |\n|  | **launch_Titan_short_F** | *Titan MPRL Compact* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AT<br>Titan_AP |  |  |\n|  | **LMG_03_F** | *LIM-85 5.56 mm* | *Light Machine Gun<br>Caliber: 5.56x45 mm* | 200Rnd_556x45_Box_F<br>200Rnd_556x45_Box_Red_F<br>200Rnd_556x45_Box_Tracer_F<br>200Rnd_556x45_Box_Tracer_Red_F |  | I_C_Soldier_Para_4_F<br>I_C_Soldier_Bandit_3_F |\n|  | **LMG_03_Vehicle_F** | *LIM-85 5.56 mm* | *Light Machine Gun<br>Caliber: 5.56x45 mm* | 200Rnd_556x45_Box_F<br>200Rnd_556x45_Box_Red_F<br>200Rnd_556x45_Box_Tracer_F<br>200Rnd_556x45_Box_Tracer_Red_F |  | I_C_Offroad_02_LMG_F |\n|  | **LMG_Mk200_BI_F** | *Mk200 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red |  | I_G_Soldier_AR_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F |\n|  | **LMG_Mk200_black_ACO_pointer_F** | *Mk200 6.5 mm (Black)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red | optic_Aco<br>acc_pointer_IR |  |\n|  | **LMG_Mk200_black_BI_F** | *Mk200 6.5 mm (Black)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red |  |  |\n|  | **LMG_Mk200_black_F** | *Mk200 6.5 mm (Black)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red |  |  |\n|  | **LMG_Mk200_black_LP_BI_F** | *Mk200 6.5 mm (Black)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red | optic_Aco<br>acc_pointer_IR | I_E_Soldier_AR_F |\n|  | **LMG_Mk200_F** | *Mk200 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red |  |  |\n|  | **LMG_Mk200_LP_BI_F** | *Mk200 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red | acc_pointer_IR | I_Soldier_AR_F |\n|  | **LMG_Mk200_MRCO_F** | *Mk200 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red | optic_MRCO |  |\n|  | **LMG_Mk200_pointer_F** | *Mk200 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red | acc_pointer_IR |  |\n|  | **LMG_Zafir_ARCO_F** | *Zafir 7.62 mm* | *Light Machine Gun<br>Caliber: 7.62x54 mm* | 150Rnd_762x54_Box<br>150Rnd_762x54_Box_Tracer | optic_Arco |  |\n|  | **LMG_Zafir_F** | *Zafir 7.62 mm* | *Light Machine Gun<br>Caliber: 7.62x54 mm* | 150Rnd_762x54_Box<br>150Rnd_762x54_Box_Tracer |  |  |\n|  | **LMG_Zafir_pointer_F** | *Zafir 7.62 mm* | *Light Machine Gun<br>Caliber: 7.62x54 mm* | 150Rnd_762x54_Box<br>150Rnd_762x54_Box_Tracer | acc_pointer_IR | O_Soldier_AR_F<br>O_soldierU_AR_F |\n|  | **MMG_01_hex_ARCO_LP_F** | *Navid 9.3 mm (Hex)* | *Medium Machine Gun<br>Caliber: 9.3x64 mm* | 150Rnd_93x64_Mag | optic_Arco<br>acc_pointer_IR | O_HeavyGunner_F<br>O_Urban_HeavyGunner_F |\n|  | **MMG_01_hex_F** | *Navid 9.3 mm (Hex)* | *Medium Machine Gun<br>Caliber: 9.3x64 mm* | 150Rnd_93x64_Mag |  |  |\n|  | **MMG_01_tan_F** | *Navid 9.3 mm (Tan)* | *Medium Machine Gun<br>Caliber: 9.3x64 mm* | 150Rnd_93x64_Mag |  |  |\n|  | **MMG_02_black_F** | *SPMG .338 (Black)* | *Medium Machine Gun<br>Caliber: .338 Norma Magnum* | 130Rnd_338_Mag |  |  |\n|  | **MMG_02_black_RCO_BI_F** | *SPMG .338 (Black)* | *Medium Machine Gun<br>Caliber: .338 Norma Magnum* | 130Rnd_338_Mag | optic_Hamr |  |\n|  | **MMG_02_camo_F** | *SPMG .338 (MTP)* | *Medium Machine Gun<br>Caliber: .338 Norma Magnum* | 130Rnd_338_Mag |  |  |\n|  | **MMG_02_sand_F** | *SPMG .338 (Sand)* | *Medium Machine Gun<br>Caliber: .338 Norma Magnum* | 130Rnd_338_Mag |  |  |\n|  | **MMG_02_sand_RCO_LP_F** | *SPMG .338 (Sand)* | *Medium Machine Gun<br>Caliber: .338 Norma Magnum* | 130Rnd_338_Mag | optic_Hamr<br>acc_pointer_IR | B_HeavyGunner_F |\n|  | **Put** | *Put* |  | DemoCharge_Remote_Mag<br>IEDUrbanSmall_Remote_Mag<br>IEDLandSmall_Remote_Mag<br>SatchelCharge_Remote_Mag<br>IEDUrbanBig_Remote_Mag<br>IEDLandBig_Remote_Mag<br>ATMine_Range_Mag<br>ClaymoreDirectionalMine_Remote_Mag<br>APERSMine_Range_Mag<br>APERSBoundingMine_Range_Mag<br>SLAMDirectionalMine_Wire_Mag<br>APERSTripMine_Wire_Mag<br>APERSMineDispenser_Mag<br>TrainingMine_Mag<br>Drone_Range_Mag<br>Drone_Range_Mag_dummy |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_man_1<br>VirtualMan_F<br>HeadlessClient_F<br>B_Soldier_F<br>B_RangeMaster_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Helipilot_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_officer_F<br>B_Competitor_F<br>B_Pilot_F<br>B_helicrew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Survivor_F<br>B_Soldier_unarmed_F<br>B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_SF_Captain_F<br>B_Story_Protagonist_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>C_man_1_1_F<br>C_man_1_2_F<br>C_man_1_3_F<br>C_man_polo_1_F<br>C_man_polo_1_F_afro<br>C_man_polo_1_F_euro<br>C_man_polo_1_F_asia<br>C_man_polo_2_F<br>C_man_polo_2_F_afro<br>C_man_polo_2_F_euro<br>C_man_polo_2_F_asia<br>C_man_polo_3_F<br>C_man_polo_3_F_afro<br>C_man_polo_3_F_euro<br>C_man_polo_3_F_asia<br>C_man_polo_4_F<br>C_man_polo_4_F_afro<br>C_man_polo_4_F_euro<br>C_man_polo_4_F_asia<br>C_man_polo_5_F<br>C_man_polo_5_F_afro<br>C_man_polo_5_F_euro<br>C_man_polo_5_F_asia<br>C_man_polo_6_F<br>C_man_polo_6_F_afro<br>C_man_polo_6_F_euro<br>C_man_polo_6_F_asia<br>C_man_p_fugitive_F<br>C_man_p_fugitive_F_afro<br>C_man_p_fugitive_F_euro<br>C_man_p_fugitive_F_asia<br>C_man_p_beggar_F<br>C_man_p_beggar_F_afro<br>C_man_p_beggar_F_euro<br>C_man_p_beggar_F_asia<br>C_man_w_worker_F<br>C_scientist_F<br>C_man_hunter_1_F<br>C_man_p_shorts_1_F<br>C_man_p_shorts_1_F_afro<br>C_man_p_shorts_1_F_euro<br>C_man_p_shorts_1_F_asia<br>C_man_shorts_1_F<br>C_man_shorts_1_F_afro<br>C_man_shorts_1_F_euro<br>C_man_shorts_1_F_asia<br>C_man_shorts_2_F<br>C_man_shorts_2_F_afro<br>C_man_shorts_2_F_euro<br>C_man_shorts_2_F_asia<br>C_man_shorts_3_F<br>C_man_shorts_3_F_afro<br>C_man_shorts_3_F_euro<br>C_man_shorts_3_F_asia<br>C_man_shorts_4_F<br>C_man_shorts_4_F_afro<br>C_man_shorts_4_F_euro<br>C_man_shorts_4_F_asia<br>C_man_pilot_F<br>C_journalist_F<br>C_Orestes<br>C_Nikos<br>C_Nikos_aged<br>I_G_Soldier_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_AR_F<br>I_G_medic_F<br>I_G_engineer_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_M_F<br>I_G_Soldier_LAT_F<br>I_G_Soldier_A_F<br>I_G_officer_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>I_G_Survivor_F<br>B_G_Survivor_F<br>O_G_Survivor_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_Protagonist_F<br>I_G_Story_SF_Captain_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F<br>I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_helipilot_F<br>I_pilot_F<br>I_helicrew_F<br>I_officer_F<br>I_Story_Colonel_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Survivor_F<br>I_Soldier_unarmed_F<br>I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>O_Soldier_F<br>O_officer_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_Pilot_F<br>O_helicrew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Survivor_F<br>O_Soldier_unarmed_F<br>O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_SoldierU_unarmed_F<br>C_Driver_1_F<br>C_Driver_2_F<br>C_Driver_3_F<br>C_Driver_4_F<br>C_Driver_1_random_base_F<br>C_Driver_1_black_F<br>C_Driver_1_blue_F<br>C_Driver_1_green_F<br>C_Driver_1_red_F<br>C_Driver_1_white_F<br>C_Driver_1_yellow_F<br>C_Driver_1_orange_F<br>C_Marshal_F<br>B_Soldier_VR_F<br>O_Soldier_VR_F<br>I_Soldier_VR_F<br>C_Soldier_VR_F<br>B_Protagonist_VR_F<br>O_Protagonist_VR_F<br>I_Protagonist_VR_F<br>C_Protagonist_VR_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>B_Captain_Pettka_F<br>B_Captain_Jay_F<br>I_Captain_Hladas_F<br>VirtualCurator_F<br>B_VirtualCurator_F<br>O_VirtualCurator_F<br>I_VirtualCurator_F<br>C_VirtualCurator_F<br>VirtualSpectator_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_5_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_Camo_F<br>I_C_Pilot_F<br>I_C_Helipilot_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Pilot_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Officer_F<br>O_T_Soldier_PG_F<br>O_T_Pilot_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_G_Captain_Ivan_F<br>C_man_sport_1_F<br>C_man_sport_1_F_afro<br>C_man_sport_1_F_euro<br>C_man_sport_1_F_asia<br>C_man_sport_1_F_tanoan<br>C_man_sport_2_F<br>C_man_sport_2_F_afro<br>C_man_sport_2_F_euro<br>C_man_sport_2_F_asia<br>C_man_sport_2_F_tanoan<br>C_man_sport_3_F<br>C_man_sport_3_F_afro<br>C_man_sport_3_F_euro<br>C_man_sport_3_F_asia<br>C_man_sport_3_F_tanoan<br>C_Man_casual_1_F<br>C_Man_casual_1_F_afro<br>C_Man_casual_1_F_euro<br>C_Man_casual_1_F_asia<br>C_Man_casual_1_F_tanoan<br>C_Man_casual_2_F<br>C_Man_casual_2_F_afro<br>C_Man_casual_2_F_euro<br>C_Man_casual_2_F_asia<br>C_Man_casual_2_F_tanoan<br>C_Man_casual_3_F<br>C_Man_casual_3_F_afro<br>C_Man_casual_3_F_euro<br>C_Man_casual_3_F_asia<br>C_Man_casual_3_F_tanoan<br>C_Man_casual_4_F<br>C_Man_casual_4_F_afro<br>C_Man_casual_4_F_euro<br>C_Man_casual_4_F_asia<br>C_Man_casual_4_F_tanoan<br>C_Man_casual_5_F<br>C_Man_casual_5_F_afro<br>C_Man_casual_5_F_euro<br>C_Man_casual_5_F_asia<br>C_Man_casual_5_F_tanoan<br>C_Man_casual_6_F<br>C_Man_casual_6_F_afro<br>C_Man_casual_6_F_euro<br>C_Man_casual_6_F_asia<br>C_Man_casual_6_F_tanoan<br>C_Man_French_universal_F<br>B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>O_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_T_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_AidWorker_06_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Man_UtilityWorker_01_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F<br>C_Man_Messenger_01_F<br>C_Story_EOD_01_F<br>C_Story_Mechanic_01_F<br>CivilianPresence_C_Man_casual_1_F_tanoan<br>CivilianPresence_C_Man_casual_2_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_tanoan<br>CivilianPresence_C_Man_casual_1_F_euro<br>CivilianPresence_C_Man_casual_2_F_euro<br>CivilianPresence_C_Man_casual_3_F_euro<br>CivilianPresence_C_Man_casual_4_F_euro<br>CivilianPresence_C_Man_casual_5_F_euro<br>CivilianPresence_C_Man_casual_6_F_euro<br>CivilianPresence_C_man_polo_1_F_euro<br>CivilianPresence_C_man_polo_2_F_euro<br>CivilianPresence_C_man_polo_3_F_euro<br>CivilianPresence_C_man_polo_4_F_euro<br>CivilianPresence_C_man_polo_5_F_euro<br>CivilianPresence_C_man_polo_6_F_euro<br>CivilianPresence_C_Man_casual_1_F_asia<br>CivilianPresence_C_Man_casual_2_F_asia<br>CivilianPresence_C_Man_casual_3_F_asia<br>CivilianPresence_C_Man_casual_4_F_asia<br>CivilianPresence_C_Man_casual_5_F_asia<br>CivilianPresence_C_Man_casual_6_F_asia<br>CivilianPresence_C_man_polo_1_F_asia<br>CivilianPresence_C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_6_F_asia<br>CivilianPresence_C_Man_casual_1_F_afro<br>CivilianPresence_C_Man_casual_2_F_afro<br>CivilianPresence_C_Man_casual_3_F_afro<br>CivilianPresence_C_Man_casual_4_F_afro<br>CivilianPresence_C_Man_casual_5_F_afro<br>CivilianPresence_C_Man_casual_6_F_afro<br>CivilianPresence_C_man_polo_1_F_afro<br>CivilianPresence_C_man_polo_2_F_afro<br>CivilianPresence_C_man_polo_3_F_afro<br>CivilianPresence_C_man_polo_4_F_afro<br>CivilianPresence_C_man_polo_5_F_afro<br>CivilianPresence_C_man_polo_6_F_afro<br>O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>C_E_LooterJacket_01_F<br>C_Uniform_Scientist_01_F<br>C_Uniform_Scientist_01_formal_F<br>C_Uniform_Scientist_02_F<br>C_Uniform_Scientist_02_formal_F<br>C_Uniform_Farmer_01_F<br>C_scientist_01_formal_F<br>C_scientist_02_formal_F<br>C_scientist_01_informal_F<br>C_scientist_02_informal_F<br>C_Man_1_enoch_F<br>C_Man_2_enoch_F<br>C_Man_3_enoch_F<br>C_Man_4_enoch_F<br>C_Man_5_enoch_F<br>C_Man_6_enoch_F<br>C_Farmer_01_enoch_F<br>CivilianPresence_C_Man_1_enoch_F<br>CivilianPresence_C_Man_2_enoch_F<br>CivilianPresence_C_Man_3_enoch_F<br>CivilianPresence_C_Man_4_enoch_F<br>CivilianPresence_C_Man_5_enoch_F<br>CivilianPresence_C_Man_6_enoch_F<br>CivilianPresence_C_Farmer_01_enoch_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Officer_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_W_Survivor_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_Survivor_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F<br>I_E_Medic_F<br>I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Looter_Pistol_F<br>I_L_Looter_SG_F<br>I_L_Looter_Rifle_F<br>I_L_Looter_SMG_F<br>I_L_Criminal_SG_F<br>I_L_Criminal_SMG_F<br>I_L_Hunter_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F<br>C_man_p_beggar_F_afro_sick<br>C_Man_casual_1_F_afro_sick<br>C_Man_casual_3_F_afro_sick<br>C_Man_casual_4_F_afro_sick<br>C_Man_casual_5_F_afro_sick<br>C_Man_casual_6_F_afro_sick<br>C_man_polo_1_F_afro_sick<br>C_man_polo_2_F_afro_sick<br>C_man_polo_3_F_afro_sick<br>C_man_polo_6_F_afro_sick<br>C_man_sport_2_F_afro_sick<br>C_Uniform_ArtTShirt_01_v1_F<br>C_Uniform_ArtTShirt_01_v2_F<br>C_Uniform_ArtTShirt_01_v3_F<br>C_Uniform_ArtTShirt_01_v4_F<br>C_Uniform_ArtTShirt_01_v5_F<br>C_Uniform_ArtTShirt_01_v6_F<br>C_Uniform_FormalSuit_01_black_F<br>C_Uniform_FormalSuit_01_gray_F<br>C_Uniform_FormalSuit_01_blue_F<br>C_Uniform_FormalSuit_01_khaki_F<br>C_Uniform_FormalSuit_01_tshirt_black_F<br>C_Uniform_FormalSuit_01_tshirt_gray_F<br>B_Uniform_ParadeUniform_01_US_F<br>B_Uniform_ParadeUniform_01_US_decorated_F<br>O_Uniform_ParadeUniform_01_CSAT_F<br>O_Uniform_ParadeUniform_01_CSAT_decorated_F<br>I_Uniform_ParadeUniform_01_AAF_F<br>I_Uniform_ParadeUniform_01_AAF_decorated_F<br>I_E_Uniform_ParadeUniform_01_LDF_F<br>I_E_Uniform_ParadeUniform_01_LDF_decorated_F<br>C_Man_formal_1_F<br>C_Man_formal_1_F_afro<br>C_Man_formal_1_F_euro<br>C_Man_formal_1_F_asia<br>C_Man_formal_1_F_tanoan<br>C_Man_formal_2_F<br>C_Man_formal_2_F_afro<br>C_Man_formal_2_F_euro<br>C_Man_formal_2_F_asia<br>C_Man_formal_2_F_tanoan<br>C_Man_formal_3_F<br>C_Man_formal_3_F_afro<br>C_Man_formal_3_F_euro<br>C_Man_formal_3_F_asia<br>C_Man_formal_3_F_tanoan<br>C_Man_formal_4_F<br>C_Man_formal_4_F_afro<br>C_Man_formal_4_F_euro<br>C_Man_formal_4_F_asia<br>C_Man_formal_4_F_tanoan<br>C_Man_smart_casual_1_F<br>C_Man_smart_casual_1_F_afro<br>C_Man_smart_casual_1_F_euro<br>C_Man_smart_casual_1_F_asia<br>C_Man_smart_casual_1_F_tanoan<br>C_Man_smart_casual_2_F<br>C_Man_smart_casual_2_F_afro<br>C_Man_smart_casual_2_F_euro<br>C_Man_smart_casual_2_F_asia<br>C_Man_smart_casual_2_F_tanoan<br>C_Man_casual_4_v2_F<br>C_Man_casual_4_v2_F_afro<br>C_Man_casual_4_v2_F_euro<br>C_Man_casual_4_v2_F_asia<br>C_Man_casual_4_v2_F_tanoan<br>C_Man_casual_5_v2_F<br>C_Man_casual_5_v2_F_afro<br>C_Man_casual_5_v2_F_euro<br>C_Man_casual_5_v2_F_asia<br>C_Man_casual_5_v2_F_tanoan<br>C_Man_casual_6_v2_F<br>C_Man_casual_6_v2_F_afro<br>C_Man_casual_6_v2_F_euro<br>C_Man_casual_6_v2_F_asia<br>C_Man_casual_6_v2_F_tanoan<br>C_Man_casual_7_F<br>C_Man_casual_7_F_afro<br>C_Man_casual_7_F_euro<br>C_Man_casual_7_F_asia<br>C_Man_casual_7_F_tanoan<br>C_Man_casual_8_F<br>C_Man_casual_8_F_afro<br>C_Man_casual_8_F_euro<br>C_Man_casual_8_F_asia<br>C_Man_casual_8_F_tanoan<br>C_Man_casual_9_F<br>C_Man_casual_9_F_afro<br>C_Man_casual_9_F_euro<br>C_Man_casual_9_F_asia<br>C_Man_casual_9_F_tanoan \\| |\n|  | **Rifle** | *Rifle* |  |  |  |  |\n|  | **sgun_HunterShotgun_01_F** | *Kozlice 12G* |  | 2Rnd_12Gauge_Pellets<br>2Rnd_12Gauge_Slug |  | I_L_Looter_SG_F |\n|  | **sgun_HunterShotgun_01_sawedoff_F** | *Kozlice 12G (Sawed-Off)* |  | 2Rnd_12Gauge_Pellets<br>2Rnd_12Gauge_Slug |  | I_L_Criminal_SG_F |\n|  | **SMG_01_ACO_F** | *Vermin SMG .45 ACP* | *Submachine Gun<br>Caliber: .45 ACP* | 30Rnd_45ACP_Mag_SMG_01<br>30Rnd_45ACP_Mag_SMG_01_tracer_green<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Red<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Yellow | optic_Aco_smg |  |\n|  | **SMG_01_F** | *Vermin SMG .45 ACP* | *Submachine Gun<br>Caliber: .45 ACP* | 30Rnd_45ACP_Mag_SMG_01<br>30Rnd_45ACP_Mag_SMG_01_tracer_green<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Red<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Yellow |  |  |\n|  | **SMG_01_Holo_F** | *Vermin SMG .45 ACP* | *Submachine Gun<br>Caliber: .45 ACP* | 30Rnd_45ACP_Mag_SMG_01<br>30Rnd_45ACP_Mag_SMG_01_tracer_green<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Red<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Yellow | optic_Holosight_smg | B_Helipilot_F<br>B_Pilot_F<br>B_T_Helipilot_F<br>B_T_Pilot_F<br>B_W_Helipilot_F |\n|  | **SMG_01_Holo_pointer_snds_F** | *Vermin SMG .45 ACP* | *Submachine Gun<br>Caliber: .45 ACP* | 30Rnd_45ACP_Mag_SMG_01<br>30Rnd_45ACP_Mag_SMG_01_tracer_green<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Red<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Yellow | optic_Holosight_smg<br>muzzle_snds_acp |  |\n|  | **SMG_02_ACO_F** | *Sting 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag_SMG_02<br>30Rnd_9x21_Mag_SMG_02_Tracer_Red<br>30Rnd_9x21_Mag_SMG_02_Tracer_Yellow<br>30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag | optic_ACO_grn_smg | O_helipilot_F<br>O_Pilot_F<br>O_T_Helipilot_F<br>O_T_Pilot_F |\n|  | **SMG_02_ARCO_pointg_F** | *Sting 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag_SMG_02<br>30Rnd_9x21_Mag_SMG_02_Tracer_Red<br>30Rnd_9x21_Mag_SMG_02_Tracer_Yellow<br>30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag | optic_Arco<br>acc_pointer_IR |  |\n|  | **SMG_02_F** | *Sting 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag_SMG_02<br>30Rnd_9x21_Mag_SMG_02_Tracer_Red<br>30Rnd_9x21_Mag_SMG_02_Tracer_Yellow<br>30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag |  |  |\n|  | **SMG_02_flash_F** | *Sting 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag_SMG_02<br>30Rnd_9x21_Mag_SMG_02_Tracer_Red<br>30Rnd_9x21_Mag_SMG_02_Tracer_Yellow<br>30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag | acc_flashlight | O_A_officer_F |\n|  | **SMG_03_black** | *ADR-97 5.7 mm (Black)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03_camo** | *ADR-97 5.7 mm (Camo)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03_hex** | *ADR-97 5.7 mm (Hex)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03_khaki** | *ADR-97 5.7 mm (Khaki)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03_TR_black** | *ADR-97 TR 5.7 mm (Black)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03_TR_camo** | *ADR-97 TR 5.7 mm (Camo)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03_TR_hex** | *ADR-97 TR 5.7 mm (Hex)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03_TR_khaki** | *ADR-97 TR 5.7 mm (Khaki)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03C_black** | *ADR-97C 5.7 mm (Black)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  | B_Captain_Dwarden_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F |\n|  | **SMG_03C_camo** | *ADR-97C 5.7 mm (Camo)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03C_hex** | *ADR-97C 5.7 mm (Hex)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03C_khaki** | *ADR-97C 5.7 mm (Khaki)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03C_TR_black** | *ADR-97C TR 5.7 mm (Black)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  | I_E_Scientist_F |\n|  | **SMG_03C_TR_camo** | *ADR-97C TR 5.7 mm (Camo)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03C_TR_hex** | *ADR-97C TR 5.7 mm (Hex)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03C_TR_khaki** | *ADR-97C TR 5.7 mm (Khaki)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_05_F** | *Protector 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag_SMG_02<br>30Rnd_9x21_Mag_SMG_02_Tracer_Red<br>30Rnd_9x21_Mag_SMG_02_Tracer_Yellow<br>30Rnd_9x21_Mag_SMG_02_Tracer_Green |  | B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F |\n|  | **srifle_DMR_01_ACO_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_ACO_grn |  |\n|  | **srifle_DMR_01_ARCO_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_Arco |  |\n|  | **srifle_DMR_01_DMS_BI_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_DMS | O_soldier_M_F |\n|  | **srifle_DMR_01_DMS_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_DMS | O_soldierU_M_F |\n|  | **srifle_DMR_01_DMS_snds_BI_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_DMS<br>muzzle_snds_B | O_recon_M_F |\n|  | **srifle_DMR_01_DMS_snds_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_DMS<br>muzzle_snds_B |  |\n|  | **srifle_DMR_01_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag |  |  |\n|  | **srifle_DMR_01_MRCO_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_MRCO |  |\n|  | **srifle_DMR_01_SOS_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_SOS |  |\n|  | **srifle_DMR_02_ACO_F** | *MAR-10 .338 (Black)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag | optic_ACO_grn |  |\n|  | **srifle_DMR_02_ARCO_F** | *MAR-10 .338 (Black)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag | optic_Arco |  |\n|  | **srifle_DMR_02_camo_AMS_LP_F** | *MAR-10 .338 (Camo)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag | optic_AMS<br>acc_pointer_IR | B_CTRG_Sharphooter_F |\n|  | **srifle_DMR_02_camo_F** | *MAR-10 .338 (Camo)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag |  |  |\n|  | **srifle_DMR_02_DMS_F** | *MAR-10 .338 (Black)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag | optic_DMS |  |\n|  | **srifle_DMR_02_F** | *MAR-10 .338 (Black)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag |  |  |\n|  | **srifle_DMR_02_MRCO_F** | *MAR-10 .338 (Black)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag | optic_MRCO |  |\n|  | **srifle_DMR_02_sniper_AMS_LP_S_F** | *MAR-10 .338 (Sand)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag | optic_AMS_snd<br>acc_pointer_IR<br>muzzle_snds_338_sand | B_Recon_Sharpshooter_F |\n|  | **srifle_DMR_02_sniper_F** | *MAR-10 .338 (Sand)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag |  |  |\n|  | **srifle_DMR_02_SOS_F** | *MAR-10 .338 (Black)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag | optic_SOS |  |\n|  | **srifle_DMR_03_ACO_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_ACO_grn |  |\n|  | **srifle_DMR_03_AMS_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_AMS |  |\n|  | **srifle_DMR_03_ARCO_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_Arco |  |\n|  | **srifle_DMR_03_DMS_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_DMS |  |\n|  | **srifle_DMR_03_DMS_snds_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_DMS<br>muzzle_snds_B |  |\n|  | **srifle_DMR_03_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_DMR_03_khaki_F** | *Mk-I EMR 7.62 mm (Khaki)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_DMR_03_MRCO_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_MRCO |  |\n|  | **srifle_DMR_03_multicam_F** | *Mk-I EMR 7.62 mm (Camo)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_DMR_03_SOS_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_SOS |  |\n|  | **srifle_DMR_03_tan_AMS_LP_F** | *Mk-I EMR 7.62 mm (Sand)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_AMS_snd<br>acc_pointer_IR | B_Sharpshooter_F |\n|  | **srifle_DMR_03_tan_F** | *Mk-I EMR 7.62 mm (Sand)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_DMR_03_woodland_F** | *Mk-I EMR 7.62 mm (Woodland)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_DMR_04_ACO_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag | optic_ACO_grn |  |\n|  | **srifle_DMR_04_ARCO_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag | optic_Arco |  |\n|  | **srifle_DMR_04_DMS_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag | optic_DMS |  |\n|  | **srifle_DMR_04_DMS_weathered_Kir_F_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag | optic_DMS_weathered_Kir_F<br>acc_pointer_IR | O_R_soldier_M_F<br>O_R_recon_M_F<br>O_R_Patrol_Soldier_M2_F |\n|  | **srifle_DMR_04_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag |  |  |\n|  | **srifle_DMR_04_MRCO_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag | optic_MRCO |  |\n|  | **srifle_DMR_04_NS_LP_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag | optic_Nightstalker<br>acc_pointer_IR | O_Pathfinder_F |\n|  | **srifle_DMR_04_SOS_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag | optic_SOS |  |\n|  | **srifle_DMR_04_Tan_F** | *ASP-1 Kir 12.7 mm (Tan)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag |  |  |\n|  | **srifle_DMR_05_ACO_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag | optic_ACO_grn |  |\n|  | **srifle_DMR_05_ARCO_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag | optic_Arco |  |\n|  | **srifle_DMR_05_blk_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag |  |  |\n|  | **srifle_DMR_05_DMS_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag | optic_DMS |  |\n|  | **srifle_DMR_05_DMS_snds_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag | optic_DMS<br>muzzle_snds_93mmg |  |\n|  | **srifle_DMR_05_hex_F** | *Cyrus 9.3 mm (Hex)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag |  |  |\n|  | **srifle_DMR_05_KHS_LP_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag | optic_KHS_blk<br>acc_pointer_IR | O_Sharpshooter_F<br>O_Urban_Sharpshooter_F |\n|  | **srifle_DMR_05_MRCO_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag | optic_MRCO |  |\n|  | **srifle_DMR_05_SOS_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag | optic_SOS |  |\n|  | **srifle_DMR_05_tan_f** | *Cyrus 9.3 mm (Tan)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag |  |  |\n|  | **srifle_DMR_06_camo_F** | *Mk14 7.62 mm (Camo)* | *Marksman Rifle<br>Caliber: 7.62x51 mm* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_DMR_06_camo_khs_F** | *Mk14 7.62 mm (Camo)* | *Marksman Rifle<br>Caliber: 7.62x51 mm* | 20Rnd_762x51_Mag | optic_KHS_old | I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F |\n|  | **srifle_DMR_06_hunter_F** | *Mk14 7.62 mm (Classic)* | *Marksman Rifle<br>Caliber: 7.62x51 mm* | 10Rnd_Mk14_762x51_Mag |  | I_L_Looter_Rifle_F |\n|  | **srifle_DMR_06_hunter_khs_F** | *Mk14 7.62 mm (Classic)* | *Marksman Rifle<br>Caliber: 7.62x51 mm* | 10Rnd_Mk14_762x51_Mag | optic_KHS_old | I_L_Hunter_F |\n|  | **srifle_DMR_06_olive_F** | *Mk14 7.62 mm (Olive)* | *Marksman Rifle<br>Caliber: 7.62x51 mm* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_DMR_07_blk_DMS_F** | *CMR-76 6.5 mm (Black)* | *Marksman Rifle<br>Caliber: 6.5x39 mm* | 20Rnd_650x39_Cased_Mag_F | optic_DMS | O_T_Soldier_M_F |\n|  | **srifle_DMR_07_blk_DMS_Snds_F** | *CMR-76 6.5 mm (Black)* | *Marksman Rifle<br>Caliber: 6.5x39 mm* | 20Rnd_650x39_Cased_Mag_F | optic_DMS<br>muzzle_snds_65_TI_blk_F | O_T_Recon_M_F |\n|  | **srifle_DMR_07_blk_F** | *CMR-76 6.5 mm (Black)* | *Marksman Rifle<br>Caliber: 6.5x39 mm* | 20Rnd_650x39_Cased_Mag_F |  |  |\n|  | **srifle_DMR_07_blk_F_arco_flash_F** | *CMR-76 6.5 mm (Black)* | *Marksman Rifle<br>Caliber: 6.5x39 mm* | 20Rnd_650x39_Cased_Mag_F | optic_Arco_blk_F<br>acc_flashlight | O_A_soldier_M_F |\n|  | **srifle_DMR_07_ghex_F** | *CMR-76 6.5 mm (Green Hex)* | *Marksman Rifle<br>Caliber: 6.5x39 mm* | 20Rnd_650x39_Cased_Mag_F |  |  |\n|  | **srifle_DMR_07_hex_F** | *CMR-76 6.5 mm (Hex)* | *Marksman Rifle<br>Caliber: 6.5x39 mm* | 20Rnd_650x39_Cased_Mag_F |  |  |\n|  | **srifle_EBR_ACO_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_ACO_grn |  |\n|  | **srifle_EBR_ARCO_pointer_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_Arco<br>acc_pointer_IR |  |\n|  | **srifle_EBR_ARCO_pointer_snds_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_Arco<br>acc_pointer_IR<br>muzzle_snds_B |  |\n|  | **srifle_EBR_DMS_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_DMS |  |\n|  | **srifle_EBR_DMS_pointer_snds_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_DMS<br>acc_pointer_IR<br>muzzle_snds_B |  |\n|  | **srifle_EBR_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_EBR_Hamr_pointer_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_Hamr<br>acc_pointer_IR | B_CTRG_soldier_M_medic_F |\n|  | **srifle_EBR_MRCO_LP_BI_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_MRCO<br>acc_pointer_IR | I_Soldier_M_F |\n|  | **srifle_EBR_MRCO_pointer_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_MRCO<br>acc_pointer_IR |  |\n|  | **srifle_EBR_SOS_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_SOS |  |\n|  | **srifle_GM6_camo_F** | *GM6 Lynx 12.7 mm (Camo)* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag |  |  |\n|  | **srifle_GM6_camo_LRPS_F** | *GM6 Lynx 12.7 mm (Camo)* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag | optic_LRPS | O_sniper_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F |\n|  | **srifle_GM6_camo_SOS_F** | *GM6 Lynx 12.7 mm (Camo)* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag | optic_SOS |  |\n|  | **srifle_GM6_F** | *GM6 Lynx 12.7 mm* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag |  |  |\n|  | **srifle_GM6_ghex_F** | *GM6 Lynx 12.7 mm (Green Hex)* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag |  |  |\n|  | **srifle_GM6_ghex_LRPS_F** | *GM6 Lynx 12.7 mm (Green Hex)* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag | optic_LRPS_ghex_F | O_T_Sniper_F<br>O_T_ghillie_tna_F |\n|  | **srifle_GM6_LRPS_F** | *GM6 Lynx 12.7 mm* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag | optic_LRPS | I_Sniper_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>I_C_Soldier_Para_9_F |\n|  | **srifle_GM6_SOS_F** | *GM6 Lynx 12.7 mm* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag | optic_SOS |  |\n|  | **srifle_LRR_camo_F** | *M320 LRR .408 (Camo)* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag |  |  |\n|  | **srifle_LRR_camo_LRPS_F** | *M320 LRR .408 (Camo)* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag | optic_LRPS | B_sniper_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F |\n|  | **srifle_LRR_camo_SOS_F** | *M320 LRR .408 (Camo)* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag | optic_SOS |  |\n|  | **srifle_LRR_F** | *M320 LRR .408* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag |  |  |\n|  | **srifle_LRR_LRPS_F** | *M320 LRR .408* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag | optic_LRPS |  |\n|  | **srifle_LRR_SOS_F** | *M320 LRR .408* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag | optic_SOS |  |\n|  | **srifle_LRR_tna_F** | *M320 LRR .408 (Tropic)* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag |  |  |\n|  | **srifle_LRR_tna_LRPS_F** | *M320 LRR .408 (Tropic)* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag | optic_LRPS_tna_F | B_T_Sniper_F<br>B_T_ghillie_tna_F |\n|  | **Throw** | *Throw* |  | HandGrenade_Stone<br>HandGrenade<br>MiniGrenade<br>SmokeShell<br>SmokeShellYellow<br>SmokeShellGreen<br>SmokeShellRed<br>SmokeShellPurple<br>SmokeShellOrange<br>SmokeShellBlue<br>Chemlight_green<br>Chemlight_red<br>Chemlight_yellow<br>Chemlight_blue<br>B_IR_Grenade<br>O_IR_Grenade<br>I_IR_Grenade<br>O_R_IR_Grenade<br>I_E_IR_Grenade |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_man_1<br>VirtualMan_F<br>HeadlessClient_F<br>B_Soldier_F<br>B_RangeMaster_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Helipilot_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_officer_F<br>B_Competitor_F<br>B_Pilot_F<br>B_helicrew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Survivor_F<br>B_Soldier_unarmed_F<br>B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_SF_Captain_F<br>B_Story_Protagonist_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>C_man_1_1_F<br>C_man_1_2_F<br>C_man_1_3_F<br>C_man_polo_1_F<br>C_man_polo_1_F_afro<br>C_man_polo_1_F_euro<br>C_man_polo_1_F_asia<br>C_man_polo_2_F<br>C_man_polo_2_F_afro<br>C_man_polo_2_F_euro<br>C_man_polo_2_F_asia<br>C_man_polo_3_F<br>C_man_polo_3_F_afro<br>C_man_polo_3_F_euro<br>C_man_polo_3_F_asia<br>C_man_polo_4_F<br>C_man_polo_4_F_afro<br>C_man_polo_4_F_euro<br>C_man_polo_4_F_asia<br>C_man_polo_5_F<br>C_man_polo_5_F_afro<br>C_man_polo_5_F_euro<br>C_man_polo_5_F_asia<br>C_man_polo_6_F<br>C_man_polo_6_F_afro<br>C_man_polo_6_F_euro<br>C_man_polo_6_F_asia<br>C_man_p_fugitive_F<br>C_man_p_fugitive_F_afro<br>C_man_p_fugitive_F_euro<br>C_man_p_fugitive_F_asia<br>C_man_p_beggar_F<br>C_man_p_beggar_F_afro<br>C_man_p_beggar_F_euro<br>C_man_p_beggar_F_asia<br>C_man_w_worker_F<br>C_scientist_F<br>C_man_hunter_1_F<br>C_man_p_shorts_1_F<br>C_man_p_shorts_1_F_afro<br>C_man_p_shorts_1_F_euro<br>C_man_p_shorts_1_F_asia<br>C_man_shorts_1_F<br>C_man_shorts_1_F_afro<br>C_man_shorts_1_F_euro<br>C_man_shorts_1_F_asia<br>C_man_shorts_2_F<br>C_man_shorts_2_F_afro<br>C_man_shorts_2_F_euro<br>C_man_shorts_2_F_asia<br>C_man_shorts_3_F<br>C_man_shorts_3_F_afro<br>C_man_shorts_3_F_euro<br>C_man_shorts_3_F_asia<br>C_man_shorts_4_F<br>C_man_shorts_4_F_afro<br>C_man_shorts_4_F_euro<br>C_man_shorts_4_F_asia<br>C_man_pilot_F<br>C_journalist_F<br>C_Orestes<br>C_Nikos<br>C_Nikos_aged<br>I_G_Soldier_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_AR_F<br>I_G_medic_F<br>I_G_engineer_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_M_F<br>I_G_Soldier_LAT_F<br>I_G_Soldier_A_F<br>I_G_officer_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>I_G_Survivor_F<br>B_G_Survivor_F<br>O_G_Survivor_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_Protagonist_F<br>I_G_Story_SF_Captain_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F<br>I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_helipilot_F<br>I_pilot_F<br>I_helicrew_F<br>I_officer_F<br>I_Story_Colonel_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Survivor_F<br>I_Soldier_unarmed_F<br>I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>O_Soldier_F<br>O_officer_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_Pilot_F<br>O_helicrew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Survivor_F<br>O_Soldier_unarmed_F<br>O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_SoldierU_unarmed_F<br>C_Driver_1_F<br>C_Driver_2_F<br>C_Driver_3_F<br>C_Driver_4_F<br>C_Driver_1_random_base_F<br>C_Driver_1_black_F<br>C_Driver_1_blue_F<br>C_Driver_1_green_F<br>C_Driver_1_red_F<br>C_Driver_1_white_F<br>C_Driver_1_yellow_F<br>C_Driver_1_orange_F<br>C_Marshal_F<br>B_Soldier_VR_F<br>O_Soldier_VR_F<br>I_Soldier_VR_F<br>C_Soldier_VR_F<br>B_Protagonist_VR_F<br>O_Protagonist_VR_F<br>I_Protagonist_VR_F<br>C_Protagonist_VR_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>B_Captain_Pettka_F<br>B_Captain_Jay_F<br>I_Captain_Hladas_F<br>VirtualCurator_F<br>B_VirtualCurator_F<br>O_VirtualCurator_F<br>I_VirtualCurator_F<br>C_VirtualCurator_F<br>VirtualSpectator_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_5_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_Camo_F<br>I_C_Pilot_F<br>I_C_Helipilot_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Pilot_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Officer_F<br>O_T_Soldier_PG_F<br>O_T_Pilot_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_G_Captain_Ivan_F<br>C_man_sport_1_F<br>C_man_sport_1_F_afro<br>C_man_sport_1_F_euro<br>C_man_sport_1_F_asia<br>C_man_sport_1_F_tanoan<br>C_man_sport_2_F<br>C_man_sport_2_F_afro<br>C_man_sport_2_F_euro<br>C_man_sport_2_F_asia<br>C_man_sport_2_F_tanoan<br>C_man_sport_3_F<br>C_man_sport_3_F_afro<br>C_man_sport_3_F_euro<br>C_man_sport_3_F_asia<br>C_man_sport_3_F_tanoan<br>C_Man_casual_1_F<br>C_Man_casual_1_F_afro<br>C_Man_casual_1_F_euro<br>C_Man_casual_1_F_asia<br>C_Man_casual_1_F_tanoan<br>C_Man_casual_2_F<br>C_Man_casual_2_F_afro<br>C_Man_casual_2_F_euro<br>C_Man_casual_2_F_asia<br>C_Man_casual_2_F_tanoan<br>C_Man_casual_3_F<br>C_Man_casual_3_F_afro<br>C_Man_casual_3_F_euro<br>C_Man_casual_3_F_asia<br>C_Man_casual_3_F_tanoan<br>C_Man_casual_4_F<br>C_Man_casual_4_F_afro<br>C_Man_casual_4_F_euro<br>C_Man_casual_4_F_asia<br>C_Man_casual_4_F_tanoan<br>C_Man_casual_5_F<br>C_Man_casual_5_F_afro<br>C_Man_casual_5_F_euro<br>C_Man_casual_5_F_asia<br>C_Man_casual_5_F_tanoan<br>C_Man_casual_6_F<br>C_Man_casual_6_F_afro<br>C_Man_casual_6_F_euro<br>C_Man_casual_6_F_asia<br>C_Man_casual_6_F_tanoan<br>C_Man_French_universal_F<br>B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>O_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_T_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_AidWorker_06_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Man_UtilityWorker_01_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F<br>C_Man_Messenger_01_F<br>C_Story_EOD_01_F<br>C_Story_Mechanic_01_F<br>CivilianPresence_C_Man_casual_1_F_tanoan<br>CivilianPresence_C_Man_casual_2_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_tanoan<br>CivilianPresence_C_Man_casual_1_F_euro<br>CivilianPresence_C_Man_casual_2_F_euro<br>CivilianPresence_C_Man_casual_3_F_euro<br>CivilianPresence_C_Man_casual_4_F_euro<br>CivilianPresence_C_Man_casual_5_F_euro<br>CivilianPresence_C_Man_casual_6_F_euro<br>CivilianPresence_C_man_polo_1_F_euro<br>CivilianPresence_C_man_polo_2_F_euro<br>CivilianPresence_C_man_polo_3_F_euro<br>CivilianPresence_C_man_polo_4_F_euro<br>CivilianPresence_C_man_polo_5_F_euro<br>CivilianPresence_C_man_polo_6_F_euro<br>CivilianPresence_C_Man_casual_1_F_asia<br>CivilianPresence_C_Man_casual_2_F_asia<br>CivilianPresence_C_Man_casual_3_F_asia<br>CivilianPresence_C_Man_casual_4_F_asia<br>CivilianPresence_C_Man_casual_5_F_asia<br>CivilianPresence_C_Man_casual_6_F_asia<br>CivilianPresence_C_man_polo_1_F_asia<br>CivilianPresence_C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_6_F_asia<br>CivilianPresence_C_Man_casual_1_F_afro<br>CivilianPresence_C_Man_casual_2_F_afro<br>CivilianPresence_C_Man_casual_3_F_afro<br>CivilianPresence_C_Man_casual_4_F_afro<br>CivilianPresence_C_Man_casual_5_F_afro<br>CivilianPresence_C_Man_casual_6_F_afro<br>CivilianPresence_C_man_polo_1_F_afro<br>CivilianPresence_C_man_polo_2_F_afro<br>CivilianPresence_C_man_polo_3_F_afro<br>CivilianPresence_C_man_polo_4_F_afro<br>CivilianPresence_C_man_polo_5_F_afro<br>CivilianPresence_C_man_polo_6_F_afro<br>O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>C_E_LooterJacket_01_F<br>C_Uniform_Scientist_01_F<br>C_Uniform_Scientist_01_formal_F<br>C_Uniform_Scientist_02_F<br>C_Uniform_Scientist_02_formal_F<br>C_Uniform_Farmer_01_F<br>C_scientist_01_formal_F<br>C_scientist_02_formal_F<br>C_scientist_01_informal_F<br>C_scientist_02_informal_F<br>C_Man_1_enoch_F<br>C_Man_2_enoch_F<br>C_Man_3_enoch_F<br>C_Man_4_enoch_F<br>C_Man_5_enoch_F<br>C_Man_6_enoch_F<br>C_Farmer_01_enoch_F<br>CivilianPresence_C_Man_1_enoch_F<br>CivilianPresence_C_Man_2_enoch_F<br>CivilianPresence_C_Man_3_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\\| |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 19:35, 9 August 2024 (CEST)","sections":[{"heading":null,"level":1,"markdown":"| Preview | Class | Name | Inventory description | Magazines | Accessories | Used by |\n|---|---|---|---|---|---|---|\n|  | **arifle_AK12_arid_F** | *AK-12 7.62 mm (Arid)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Arid_Mag_F<br>30Rnd_762x39_AK12_Arid_Mag_Tracer_F |  |  |\n|  | **arifle_AK12_F** | *AK-12 7.62 mm* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Mag_F |  | I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_universal_F<br>SyndikatSoldier_Default |\n|  | **arifle_AK12_GL_arid_F** | *AK-12 GL 7.62 mm (Arid)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Arid_Mag_F<br>30Rnd_762x39_AK12_Arid_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_AK12_GL_F** | *AK-12 GL 7.62 mm* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Mag_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  | I_C_Soldier_Para_6_F<br>I_C_Soldier_Bandit_6_F |\n|  | **arifle_AK12_GL_lush_arco_pointer_F** | *AK-12 GL 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Arco_AK_lush_F<br>acc_pointer_IR | O_R_Soldier_TL_F<br>O_R_Soldier_GL_F |\n|  | **arifle_AK12_GL_lush_arco_snds_pointer_F** | *AK-12 GL 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Arco_AK_lush_F<br>acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_recon_TL_F<br>O_R_recon_GL_F |\n|  | **arifle_AK12_GL_lush_F** | *AK-12 GL 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_AK12_GL_lush_holo_pointer_F** | *AK-12 GL 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Holosight_lush_F<br>acc_pointer_IR |  |\n|  | **arifle_AK12_GL_lush_holo_snds_pointer_F** | *AK-12 GL 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Holosight_lush_F<br>acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_GL_F |\n|  | **arifle_AK12_lush_arco_pointer_F** | *AK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Arco_AK_lush_F<br>acc_pointer_IR | O_R_JTAC_F |\n|  | **arifle_AK12_lush_arco_snds_pointer_bipod_F** | *AK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Arco_AK_lush_F<br>acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_Patrol_Soldier_M_F |\n|  | **arifle_AK12_lush_arco_snds_pointer_F** | *AK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Arco_AK_lush_F<br>acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_recon_JTAC_F |\n|  | **arifle_AK12_lush_F** | *AK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F |  |  |\n|  | **arifle_AK12_lush_snds_pointer_F** | *AK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_LAT_F |\n|  | **arifle_AK12U_arid_F** | *AKU-12 7.62 mm (Arid)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Arid_Mag_F<br>30Rnd_762x39_AK12_Arid_Mag_Tracer_F |  |  |\n|  | **arifle_AK12U_F** | *AKU-12 7.62 mm* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Mag_F |  |  |\n|  | **arifle_AK12U_lush_F** | *AKU-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F |  |  |\n|  | **arifle_AK12U_lush_holo_F** | *AKU-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Holosight_lush_F |  |\n|  | **arifle_AK12U_lush_holo_fl_F** | *AKU-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Holosight_lush_F<br>acc_flashlight |  |\n|  | **arifle_AK12U_lush_holo_pointer_F** | *AKU-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Holosight_lush_F<br>acc_pointer_IR | O_R_soldier_exp_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F |\n|  | **arifle_AK12U_lush_holo_snds_pointer_F** | *AKU-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Holosight_lush_F<br>acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_recon_exp_F<br>O_R_recon_medic_F<br>O_R_recon_LAT_F<br>O_R_Patrol_Soldier_Engineer_F |\n|  | **arifle_AK12U_lush_snds_pointer_F** | *AKU-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_AK12_Lush_Mag_F<br>30Rnd_762x39_AK12_Lush_Mag_Tracer_F | acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_Patrol_Soldier_A_F |\n|  | **arifle_AKM_F** | *AKM 7.62 mm* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_Mag_F<br>30Rnd_762x39_Mag_Green_F<br>30Rnd_762x39_Mag_Tracer_F<br>30Rnd_762x39_Mag_Tracer_Green_F |  | I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>B_G_Captain_Ivan_F |\n|  | **arifle_AKM_FL_F** | *AKM 7.62 mm* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 30Rnd_762x39_Mag_F<br>30Rnd_762x39_Mag_Green_F<br>30Rnd_762x39_Mag_Tracer_F<br>30Rnd_762x39_Mag_Tracer_Green_F |  |  |\n|  | **arifle_AKS_F** | *AKS-74U 5.45 mm* | *Assault Rifle<br>Caliber: 5.45x39 mm* | 30Rnd_545x39_Mag_F<br>30Rnd_545x39_Mag_Green_F<br>30Rnd_545x39_Mag_Tracer_F<br>30Rnd_545x39_Mag_Tracer_Green_F |  | I_C_Soldier_Para_5_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Pilot_F<br>I_C_Helipilot_F |\n|  | **arifle_ARX_blk_F** | *Type 115 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F |  |  |\n|  | **arifle_ARX_ghex_ACO_Pointer_Snds_F** | *Type 115 6.5 mm (Green Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_ACO_grn<br>acc_pointer_IR<br>muzzle_snds_65_TI_ghex_F |  |\n|  | **arifle_ARX_ghex_ARCO_Pointer_Snds_F** | *Type 115 6.5 mm (Green Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_Arco_ghex_F<br>acc_pointer_IR<br>muzzle_snds_65_TI_ghex_F | O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F |\n|  | **arifle_ARX_ghex_DMS_Pointer_Snds_Bipod_F** | *Type 115 6.5 mm (Green Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_DMS_ghex_F<br>acc_pointer_IR<br>muzzle_snds_65_TI_ghex_F | O_V_Soldier_M_ghex_F |\n|  | **arifle_ARX_ghex_F** | *Type 115 6.5 mm (Green Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F |  |  |\n|  | **arifle_ARX_hex_ACO_Pointer_Snds_F** | *Type 115 6.5 mm (Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_ACO_grn<br>acc_pointer_IR<br>muzzle_snds_65_TI_hex_F |  |\n|  | **arifle_ARX_hex_ARCO_Pointer_Snds_F** | *Type 115 6.5 mm (Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_Arco<br>acc_pointer_IR<br>muzzle_snds_65_TI_hex_F | O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F |\n|  | **arifle_ARX_hex_DMS_Pointer_Snds_Bipod_F** | *Type 115 6.5 mm (Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_DMS<br>acc_pointer_IR<br>bipod_02_F_hex | O_V_Soldier_M_hex_F |\n|  | **arifle_ARX_hex_F** | *Type 115 6.5 mm (Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F |  |  |\n|  | **arifle_ARX_Viper_F** | *Type 115 6.5 mm (Green Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_Arco_ghex_F | O_V_Soldier_Viper_F |\n|  | **arifle_ARX_Viper_hex_F** | *Type 115 6.5 mm (Hex)* | *Assault Rifle<br>Caliber: 6.5x39 mm / .50 BW* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>10Rnd_50BW_Mag_F | optic_Arco | O_V_Soldier_Viper_hex_F |\n|  | **arifle_CTAR_blk_ACO_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_ACO_grn | O_T_Officer_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_HAT_F |\n|  | **arifle_CTAR_blk_aco_flash_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_ACO_grn<br>acc_flashlight | O_A_soldier_F<br>O_A_soldier_LAT_F |\n|  | **arifle_CTAR_blk_ACO_Pointer_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_ACO_grn<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Soldier_PG_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_UAV_F<br>O_T_Soldier_universal_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_T_soldier_mine_F<br>O_T_Soldier_AHAT_F \\| |\n|  | **arifle_CTAR_blk_ACO_Pointer_Snds_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_ACO_grn<br>acc_pointer_IR<br>muzzle_snds_58_blk_F | O_T_Recon_Exp_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F |\n|  | **arifle_CTAR_blk_ARCO_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_Arco_blk_F | O_T_Spotter_F |\n|  | **arifle_CTAR_blk_arco_flash_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_Arco_blk_F<br>acc_flashlight | O_A_soldier_SL_F |\n|  | **arifle_CTAR_blk_ARCO_Pointer_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_Arco_blk_F<br>acc_pointer_IR | O_T_Soldier_SL_F |\n|  | **arifle_CTAR_blk_ARCO_Pointer_Snds_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | optic_Arco_blk_F<br>acc_pointer_IR<br>muzzle_snds_58_blk_F | O_T_Recon_TL_F |\n|  | **arifle_CTAR_blk_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F |  | O_T_Crew_F<br>O_T_Helicrew_F |\n|  | **arifle_CTAR_blk_flash_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | acc_flashlight | O_A_soldier_A_F<br>O_A_medic_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F |\n|  | **arifle_CTAR_blk_Pointer_F** | *CAR-95 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F | acc_pointer_IR | O_T_Medic_F |\n|  | **arifle_CTAR_ghex_F** | *CAR-95 5.8 mm (Green Hex)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F |  |  |\n|  | **arifle_CTAR_GL_blk_ACO_F** | *CAR-95 GL 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn | O_T_Soldier_GL_F |\n|  | **arifle_CTAR_GL_blk_aco_flash_F** | *CAR-95 GL 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn<br>acc_flashlight |  |\n|  | **arifle_CTAR_GL_blk_ACO_Pointer_Snds_F** | *CAR-95 GL 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn<br>acc_pointer_IR<br>muzzle_snds_58_blk_F | O_T_Recon_JTAC_F |\n|  | **arifle_CTAR_GL_blk_arco_flash_F** | *CAR-95 GL 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Arco_blk_F<br>acc_flashlight | O_A_soldier_GL_F<br>O_A_soldier_TL_F |\n|  | **arifle_CTAR_GL_blk_ARCO_Pointer_F** | *CAR-95 GL 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Arco_blk_F<br>acc_pointer_IR | O_T_Soldier_TL_F |\n|  | **arifle_CTAR_GL_blk_F** | *CAR-95 GL 5.8 mm (Black)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_CTAR_GL_ghex_F** | *CAR-95 GL 5.8 mm (Green Hex)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_CTAR_GL_hex_F** | *CAR-95 GL 5.8 mm (Hex)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_CTAR_hex_F** | *CAR-95 5.8 mm (Hex)* | *Assault Rifle<br>Caliber: 5.8x42 mm* | 30Rnd_580x42_Mag_F<br>30Rnd_580x42_Mag_Tracer_F |  |  |\n|  | **arifle_CTARS_blk_F** | *CAR-95-1 5.8mm (Black)* | *Light Machine Gun<br>Caliber: 5.8x42 mm* | 100Rnd_580x42_Mag_F<br>100Rnd_580x42_Mag_Tracer_F |  |  |\n|  | **arifle_CTARS_blk_flash_F** | *CAR-95-1 5.8mm (Black)* | *Light Machine Gun<br>Caliber: 5.8x42 mm* | 100Rnd_580x42_Mag_F<br>100Rnd_580x42_Mag_Tracer_F | acc_flashlight | O_A_soldier_AR_F |\n|  | **arifle_CTARS_blk_Pointer_F** | *CAR-95-1 5.8mm (Black)* | *Light Machine Gun<br>Caliber: 5.8x42 mm* | 100Rnd_580x42_Mag_F<br>100Rnd_580x42_Mag_Tracer_F | acc_pointer_IR | O_T_Soldier_AR_F |\n|  | **arifle_CTARS_ghex_F** | *CAR-95-1 5.8mm (Green Hex)* | *Light Machine Gun<br>Caliber: 5.8x42 mm* | 100Rnd_580x42_ghex_Mag_F<br>100Rnd_580x42_ghex_Mag_Tracer_F |  |  |\n|  | **arifle_CTARS_hex_F** | *CAR-95-1 5.8mm (Hex)* | *Light Machine Gun<br>Caliber: 5.8x42 mm* | 100Rnd_580x42_hex_Mag_F<br>100Rnd_580x42_hex_Mag_Tracer_F |  |  |\n|  | **arifle_Katiba_ACO_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_ACO_grn | O_Soldier_lite_F<br>O_Soldier_LAT_F<br>O_Soldier_HAT_F |\n|  | **arifle_Katiba_ACO_pointer_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_ACO_grn<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| O_Soldier_F<br>O_Soldier_A_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_soldierU_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_A_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_Soldier_AHAT_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F \\| |\n|  | **arifle_Katiba_ACO_pointer_snds_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_ACO_grn<br>acc_pointer_IR<br>muzzle_snds_H | O_recon_F<br>O_recon_LAT_F<br>O_recon_exp_F |\n|  | **arifle_Katiba_ARCO_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_Arco_blk_F | O_spotter_F |\n|  | **arifle_Katiba_ARCO_pointer_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_Arco_blk_F<br>acc_pointer_IR | O_Soldier_SL_F<br>O_SoldierU_SL_F |\n|  | **arifle_Katiba_ARCO_pointer_snds_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_Arco_blk_F<br>acc_pointer_IR<br>muzzle_snds_H | O_recon_TL_F |\n|  | **arifle_Katiba_C_ACO_F** | *Katiba Carbine 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_ACO_grn | O_officer_F |\n|  | **arifle_Katiba_C_ACO_pointer_F** | *Katiba Carbine 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_ACO_grn<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| O_soldier_repair_F<br>O_soldier_exp_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldier_mine_F \\| |\n|  | **arifle_Katiba_C_ACO_pointer_snds_F** | *Katiba Carbine 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | optic_ACO_grn<br>acc_pointer_IR<br>muzzle_snds_H | O_recon_medic_F |\n|  | **arifle_Katiba_C_F** | *Katiba Carbine 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer |  | O_crew_F<br>O_helicrew_F |\n|  | **arifle_Katiba_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer |  |  |\n|  | **arifle_Katiba_GL_ACO_F** | *Katiba GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn | O_Soldier_GL_F<br>O_SoldierU_GL_F |\n|  | **arifle_Katiba_GL_ACO_pointer_F** | *Katiba GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn<br>acc_pointer_IR |  |\n|  | **arifle_Katiba_GL_ACO_pointer_snds_F** | *Katiba GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn<br>acc_pointer_IR<br>muzzle_snds_H | O_recon_JTAC_F |\n|  | **arifle_Katiba_GL_ARCO_pointer_F** | *Katiba GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Arco_blk_F<br>acc_pointer_IR | O_Soldier_TL_F<br>O_soldierU_TL_F |\n|  | **arifle_Katiba_GL_F** | *Katiba GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_Katiba_GL_Nstalker_pointer_F** | *Katiba GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Nightstalker<br>acc_pointer_IR |  |\n|  | **arifle_Katiba_pointer_F** | *Katiba 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_green<br>30Rnd_65x39_caseless_green_mag_Tracer | acc_pointer_IR | O_medic_F<br>O_soldierU_medic_F |\n|  | **arifle_Mk20_ACO_F** | *Mk20 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn | I_Soldier_lite_F |\n|  | **arifle_Mk20_ACO_pointer_F** | *Mk20 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| I_soldier_F<br>I_Soldier_A_F<br>I_Soldier_LAT_F<br>I_Soldier_repair_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_Soldier_LAT2_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F \\| |\n|  | **arifle_Mk20_F** | *Mk20 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green |  | I_G_medic_F<br>B_G_medic_F<br>O_G_medic_F<br>I_Story_Officer_01_F |\n|  | **arifle_Mk20_GL_ACO_F** | *Mk20 EGLM 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn | I_G_Soldier_TL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>I_Soldier_GL_F |\n|  | **arifle_Mk20_GL_F** | *Mk20 EGLM 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_Mk20_GL_MRCO_pointer_F** | *Mk20 EGLM 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_MRCO<br>acc_pointer_IR | I_Soldier_TL_F |\n|  | **arifle_Mk20_GL_plain_F** | *Mk20 EGLM 5.56 mm* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_Mk20_Holo_F** | *Mk20 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_Holosight |  |\n|  | **arifle_Mk20_MRCO_F** | *Mk20 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_MRCO | I_G_Soldier_M_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>I_Spotter_F |\n|  | **arifle_Mk20_MRCO_plain_F** | *Mk20 5.56 mm* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_MRCO |  |\n|  | **arifle_Mk20_MRCO_pointer_F** | *Mk20 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_MRCO<br>acc_pointer_IR | I_Soldier_SL_F |\n|  | **arifle_Mk20_plain_F** | *Mk20 5.56 mm* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green |  |  |\n|  | **arifle_Mk20_pointer_F** | *Mk20 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | acc_pointer_IR | I_medic_F |\n|  | **arifle_Mk20C_ACO_F** | *Mk20C 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn | I_G_Soldier_exp_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>I_officer_F<br>I_support_MG_F |\n|  | **arifle_Mk20C_ACO_pointer_F** | *Mk20C 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn<br>acc_pointer_IR | I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>I_soldier_mine_F |\n|  | **arifle_Mk20C_F** | *Mk20C 5.56 mm (Camo)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green |  | I_crew_F<br>I_helicrew_F<br>I_Story_Crew_F |\n|  | **arifle_Mk20C_plain_F** | *Mk20C 5.56 mm* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green |  |  |\n|  | **arifle_MSBS65_aco_F** | *Promet 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag | optic_Aco | I_E_Officer_F |\n|  | **arifle_MSBS65_black_aco_F** | *Promet 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag | optic_Aco | I_E_Soldier_MP_F |\n|  | **arifle_MSBS65_black_aco_FL_F** | *Promet 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag | optic_Aco<br>acc_flashlight | I_E_Soldier_CBRN_F |\n|  | **arifle_MSBS65_black_F** | *Promet 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_black_ico_F** | *Promet 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag | optic_ico_01_black_f |  |\n|  | **arifle_MSBS65_black_ico_pointer_f** | *Promet 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag | optic_ico_01_black_f<br>acc_pointer_IR |  |\n|  | **arifle_MSBS65_camo_F** | *Promet 6.5 mm (Camo)* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_F** | *Promet 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_GL_black_F** | *Promet GL 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_MSBS65_GL_black_ico_F** | *Promet GL 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ico_01_black_f |  |\n|  | **arifle_MSBS65_GL_black_ico_pointer_f** | *Promet GL 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ico_01_black_f<br>acc_pointer_IR |  |\n|  | **arifle_MSBS65_GL_camo_F** | *Promet GL 6.5 mm (Camo)* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_MSBS65_GL_F** | *Promet GL 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_MSBS65_GL_ico_F** | *Promet GL 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ico_01_f |  |\n|  | **arifle_MSBS65_GL_ico_pointer_f** | *Promet GL 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ico_01_f<br>acc_pointer_IR | I_E_Soldier_GL_F<br>I_E_Soldier_SL_F |\n|  | **arifle_MSBS65_GL_sand_F** | *Promet GL 6.5 mm (Sand)* |  | 30Rnd_65x39_caseless_msbs_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_MSBS65_ico_F** | *Promet 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag | optic_ico_01_f |  |\n|  | **arifle_MSBS65_ico_pointer_f** | *Promet 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag | optic_ico_01_f<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| I_E_Soldier_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_lite_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Medic_F<br>I_E_Crew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F \\| |\n|  | **arifle_MSBS65_Mark_black_F** | *Promet MR 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_Mark_camo_F** | *Promet MR 6.5 mm (Camo)* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_Mark_F** | *Promet MR 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_Mark_sand_F** | *Promet MR 6.5 mm (Sand)* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_Mark_SOS_LP_BI_F** | *Promet MR 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag | optic_SOS<br>acc_pointer_IR | I_E_soldier_M_F |\n|  | **arifle_MSBS65_sand_F** | *Promet 6.5 mm (Sand)* |  | 30Rnd_65x39_caseless_msbs_mag |  |  |\n|  | **arifle_MSBS65_UBS_black_F** | *Promet SG 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets |  |  |\n|  | **arifle_MSBS65_UBS_black_ico_F** | *Promet SG 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets | optic_ico_01_black_f |  |\n|  | **arifle_MSBS65_UBS_black_ico_pointer_f** | *Promet SG 6.5 mm (Black)* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets | optic_ico_01_black_f<br>acc_pointer_IR |  |\n|  | **arifle_MSBS65_UBS_camo_F** | *Promet SG 6.5 mm (Camo)* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets |  |  |\n|  | **arifle_MSBS65_UBS_F** | *Promet SG 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets |  |  |\n|  | **arifle_MSBS65_UBS_ico_F** | *Promet SG 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets | optic_ico_01_f |  |\n|  | **arifle_MSBS65_UBS_ico_pointer_f** | *Promet SG 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets | optic_ico_01_f<br>acc_pointer_IR | I_E_Soldier_TL_F |\n|  | **arifle_MSBS65_UBS_sand_F** | *Promet SG 6.5 mm (Sand)* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets |  |  |\n|  | **arifle_MSBS65_UBS_snds_ico_pointer_F** | *Promet SG 6.5 mm* |  | 30Rnd_65x39_caseless_msbs_mag<br>6Rnd_12Gauge_Pellets | optic_ico_01_f<br>acc_pointer_IR<br>muzzle_snds_65_TI_blk_F | I_E_Soldier_Pathfinder_F |\n|  | **arifle_MX_ACO_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Aco | B_Soldier_lite_F |\n|  | **arifle_MX_ACO_pointer_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Aco<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_F<br>B_soldier_LAT_F<br>B_Soldier_A_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Story_SF_Captain_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_soldier_LAT2_F<br>B_CombatFatigues_01_wdl_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F \\| |\n|  | **arifle_MX_ACO_pointer_snds_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Aco<br>acc_pointer_IR<br>muzzle_snds_H | B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F |\n|  | **arifle_MX_Black_ACO_FL_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Aco<br>acc_flashlight |  |\n|  | **arifle_MX_Black_ACO_Pointer_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Aco<br>acc_pointer_IR | B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_RadioOperator_F<br>B_W_Soldier_universal_F |\n|  | **arifle_MX_Black_ACO_Pointer_Snds_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Aco<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MX_Black_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag |  |  |\n|  | **arifle_MX_Black_Hamr_pointer_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Hamr<br>acc_pointer_IR | B_CTRG_soldier_engineer_exp_F<br>B_W_Soldier_SL_F |\n|  | **arifle_MX_Black_Hamr_Pointer_Snds_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Hamr<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MX_Black_Holo_Pointer_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Holosight_blk_F<br>acc_pointer_IR | B_W_Soldier_Repair_F |\n|  | **arifle_MX_Black_Pointer_F** | *MX 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | acc_pointer_IR | B_W_Medic_F |\n|  | **arifle_MX_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag |  |  |\n|  | **arifle_MX_GL_ACO_F** | *MX 3GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Aco | B_Soldier_GL_F |\n|  | **arifle_MX_GL_ACO_pointer_F** | *MX 3GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Aco<br>acc_pointer_IR |  |\n|  | **arifle_MX_GL_Black_ACO_F** | *MX 3GL 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_black_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Aco | B_W_Soldier_GL_F |\n|  | **arifle_MX_GL_Black_F** | *MX 3GL 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_black_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_MX_GL_Black_Hamr_pointer_F** | *MX 3GL 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_black_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Hamr<br>acc_pointer_IR | B_CTRG_soldier_GL_LAT_F<br>B_W_Soldier_TL_F |\n|  | **arifle_MX_GL_Black_Holo_Pointer_Snds_F** | *MX 3GL 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_black_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Holosight_blk_F<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MX_GL_F** | *MX 3GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_MX_GL_Hamr_pointer_F** | *MX 3GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Hamr<br>acc_pointer_IR | B_Soldier_TL_F<br>B_Story_Protagonist_F |\n|  | **arifle_MX_GL_Holo_pointer_snds_F** | *MX 3GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Holosight<br>acc_pointer_IR<br>muzzle_snds_H | B_recon_JTAC_F |\n|  | **arifle_MX_GL_khk_ACO_F** | *MX 3GL 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_khaki_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Aco | B_T_Soldier_GL_F |\n|  | **arifle_MX_GL_khk_F** | *MX 3GL 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_khaki_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_MX_GL_khk_Hamr_Pointer_F** | *MX 3GL 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_khaki_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Hamr_khk_F<br>acc_pointer_IR | B_T_Soldier_TL_F |\n|  | **arifle_MX_GL_khk_Holo_Pointer_Snds_F** | *MX 3GL 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_khaki_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Holosight_khk_F<br>acc_pointer_IR<br>muzzle_snds_H_khk_F | B_T_Recon_JTAC_F |\n|  | **arifle_MX_Hamr_pointer_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Hamr<br>acc_pointer_IR | B_Soldier_SL_F<br>B_spotter_F<br>B_ReconFatigues_01_wdl_F |\n|  | **arifle_MX_Holo_pointer_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Holosight<br>acc_pointer_IR | B_soldier_repair_F |\n|  | **arifle_MX_khk_ACO_Pointer_F** | *MX 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Aco<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_PG_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_UAV_F<br>B_T_Soldier_universal_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_T_Soldier_LAT2_F \\| |\n|  | **arifle_MX_khk_ACO_Pointer_Snds_F** | *MX 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Aco<br>acc_pointer_IR<br>muzzle_snds_H_khk_F | B_T_Recon_Exp_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F |\n|  | **arifle_MX_khk_F** | *MX 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag |  |  |\n|  | **arifle_MX_khk_Hamr_Pointer_F** | *MX 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Hamr_khk_F<br>acc_pointer_IR | B_T_Soldier_SL_F<br>B_T_Spotter_F |\n|  | **arifle_MX_khk_Hamr_Pointer_Snds_F** | *MX 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Hamr_khk_F<br>acc_pointer_IR<br>muzzle_snds_H_khk_F | B_T_Recon_TL_F |\n|  | **arifle_MX_khk_Holo_Pointer_F** | *MX 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Holosight_khk_F<br>acc_pointer_IR | B_T_Soldier_Repair_F |\n|  | **arifle_MX_khk_Pointer_F** | *MX 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | acc_pointer_IR | B_T_Medic_F |\n|  | **arifle_MX_pointer_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | acc_pointer_IR | B_medic_F |\n|  | **arifle_MX_RCO_pointer_snds_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Hamr<br>acc_pointer_IR<br>muzzle_snds_H | B_recon_TL_F |\n|  | **arifle_MX_SW_Black_F** | *MX SW 6.5 mm (Black)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_black_mag |  |  |\n|  | **arifle_MX_SW_Black_Hamr_pointer_F** | *MX SW 6.5 mm (Black)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_black_mag | optic_Hamr<br>acc_pointer_IR | B_CTRG_soldier_AR_A_F |\n|  | **arifle_MX_SW_Black_Pointer_F** | *MX SW 6.5 mm (Black)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_black_mag | acc_pointer_IR | B_W_Soldier_AR_F |\n|  | **arifle_MX_SW_F** | *MX SW 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_mag |  |  |\n|  | **arifle_MX_SW_Hamr_pointer_F** | *MX SW 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_mag | optic_Hamr<br>acc_pointer_IR |  |\n|  | **arifle_MX_SW_khk_F** | *MX SW 6.5 mm (Khaki)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_khaki_mag |  |  |\n|  | **arifle_MX_SW_khk_Pointer_F** | *MX SW 6.5 mm (Khaki)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_khaki_mag | acc_pointer_IR | B_T_Soldier_AR_F |\n|  | **arifle_MX_SW_pointer_F** | *MX SW 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_mag | acc_pointer_IR | B_soldier_AR_F<br>B_CombatFatigues_01_Tshirt_wdl_F |\n|  | **arifle_MXC_ACO_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Aco | B_officer_F |\n|  | **arifle_MXC_ACO_pointer_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Aco<br>acc_pointer_IR |  |\n|  | **arifle_MXC_ACO_pointer_snds_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Aco<br>acc_pointer_IR<br>muzzle_snds_H | B_recon_medic_F |\n|  | **arifle_MXC_Black_ACO_F** | *MXC 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Aco | B_W_Officer_F |\n|  | **arifle_MXC_Black_ACO_Pointer_Snds_F** | *MXC 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Aco<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MXC_Black_F** | *MXC 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag |  | B_W_Crew_F |\n|  | **arifle_MXC_Black_Holo_FL_F** | *MXC 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Holosight_blk_F<br>acc_flashlight | B_W_Soldier_CBRN_F |\n|  | **arifle_MXC_Black_Holo_Pointer_F** | *MXC 6.5 mm (Black)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_Holosight_blk_F<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F \\| |\n|  | **arifle_MXC_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag |  | B_crew_F |\n|  | **arifle_MXC_Holo_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Holosight | B_helicrew_F<br>B_Captain_Pettka_F |\n|  | **arifle_MXC_Holo_pointer_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Holosight<br>acc_pointer_IR | B_soldier_exp_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>B_soldier_mine_F |\n|  | **arifle_MXC_Holo_pointer_snds_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Holosight<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MXC_khk_ACO_F** | *MXC 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Aco | B_T_Officer_F |\n|  | **arifle_MXC_khk_ACO_Pointer_Snds_F** | *MXC 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Aco<br>acc_pointer_IR<br>muzzle_snds_H_khk_F | B_T_Recon_Medic_F |\n|  | **arifle_MXC_khk_F** | *MXC 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag |  | B_T_Crew_F |\n|  | **arifle_MXC_khk_Holo_Pointer_F** | *MXC 6.5 mm (Khaki)* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_Holosight_khk_F<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_soldier_mine_F \\| |\n|  | **arifle_MXC_SOS_point_snds_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_SOS<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MXM_Black_F** | *MXM 6.5 mm (Black)* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag |  |  |\n|  | **arifle_MXM_Black_MOS_Pointer_Bipod_F** | *MXM 6.5 mm (Black)* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_SOS<br>acc_pointer_IR | B_W_soldier_M_F |\n|  | **arifle_MXM_Black_MOS_Pointer_Bipod_Snds_F** | *MXM 6.5 mm (Black)* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_black_mag | optic_SOS<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MXM_DMS_F** | *MXM 6.5 mm* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_DMS |  |\n|  | **arifle_MXM_DMS_LP_BI_snds_F** | *MXM 6.5 mm* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | acc_pointer_IR<br>muzzle_snds_H | B_recon_M_F |\n|  | **arifle_MXM_F** | *MXM 6.5 mm* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag |  |  |\n|  | **arifle_MXM_Hamr_LP_BI_F** | *MXM 6.5 mm* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Hamr<br>acc_pointer_IR | B_soldier_M_F |\n|  | **arifle_MXM_Hamr_pointer_F** | *MXM 6.5 mm* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Hamr<br>acc_pointer_IR |  |\n|  | **arifle_MXM_khk_F** | *MXM 6.5 mm (Khaki)* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag |  |  |\n|  | **arifle_MXM_khk_MOS_Pointer_Bipod_F** | *MXM 6.5 mm (Khaki)* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_SOS_khk_F<br>acc_pointer_IR | B_T_soldier_M_F |\n|  | **arifle_MXM_khk_MOS_Pointer_Bipod_Snds_F** | *MXM 6.5 mm (Khaki)* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_khaki_mag | optic_SOS_khk_F<br>acc_pointer_IR<br>muzzle_snds_H_khk_F | B_T_Recon_M_F |\n|  | **arifle_MXM_RCO_pointer_snds_F** | *MXM 6.5 mm* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Arco<br>acc_pointer_IR<br>muzzle_snds_H |  |\n|  | **arifle_MXM_SOS_pointer_F** | *MXM 6.5 mm* | *Marksman rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_SOS<br>acc_pointer_IR |  |\n|  | **arifle_RPK12_arid_F** | *RPK-12 7.62 mm (Arid)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 75rnd_762x39_AK12_Arid_Mag_F<br>75rnd_762x39_AK12_Arid_Mag_Tracer_F |  |  |\n|  | **arifle_RPK12_F** | *RPK-12 7.62 mm* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 75rnd_762x39_AK12_Mag_F |  |  |\n|  | **arifle_RPK12_lush_arco_pointer_F** | *RPK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 75rnd_762x39_AK12_Lush_Mag_F<br>75rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Arco_AK_lush_F<br>acc_pointer_IR | O_R_Soldier_AR_F |\n|  | **arifle_RPK12_lush_arco_snds_pointer_F** | *RPK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 75rnd_762x39_AK12_Lush_Mag_F<br>75rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Arco_AK_lush_F<br>acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_recon_AR_F<br>O_R_Patrol_Soldier_AR_F |\n|  | **arifle_RPK12_lush_F** | *RPK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 75rnd_762x39_AK12_Lush_Mag_F<br>75rnd_762x39_AK12_Lush_Mag_Tracer_F |  |  |\n|  | **arifle_RPK12_lush_holo_snds_pointer_F** | *RPK-12 7.62 mm (Lush)* | *Assault Rifle<br>Caliber: 7.62x39 mm* | 75rnd_762x39_AK12_Lush_Mag_F<br>75rnd_762x39_AK12_Lush_Mag_Tracer_F | optic_Holosight_lush_F<br>acc_pointer_IR<br>muzzle_snds_B_lush_F | O_R_Patrol_Soldier_AR2_F |\n|  | **arifle_SDAR_F** | *SDAR 5.56 mm* | *Underwater Gun<br>Caliber: 5.56x45 mm UW* | 20Rnd_556x45_UW_mag<br>30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F \\| |\n|  | **arifle_SPAR_01_blk_ACO_Pointer_F** | *SPAR-16 5.56 mm (Black)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow | optic_Aco<br>acc_pointer_IR |  |\n|  | **arifle_SPAR_01_blk_ERCO_Pointer_F** | *SPAR-16 5.56 mm (Black)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow | optic_ERCO_blk_F<br>acc_pointer_IR | \\| Objects \\|<br>\\|---\\|<br>\\| B_Captain_Jay_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>B_CTRG_Soldier_LAT2_tna_F \\| |\n|  | **arifle_SPAR_01_blk_F** | *SPAR-16 5.56 mm (Black)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow |  |  |\n|  | **arifle_SPAR_01_GL_blk_ACO_Pointer_F** | *SPAR-16 GL 5.56 mm (Black)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_Aco<br>acc_pointer_IR |  |\n|  | **arifle_SPAR_01_GL_blk_ERCO_Pointer_F** | *SPAR-16 GL 5.56 mm (Black)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ERCO_blk_F<br>acc_pointer_IR | B_CTRG_Soldier_JTAC_tna_F |\n|  | **arifle_SPAR_01_GL_blk_F** | *SPAR-16 GL 5.56 mm (Black)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_SPAR_01_GL_khk_F** | *SPAR-16 GL 5.56 mm (Khaki)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_SPAR_01_GL_snd_F** | *SPAR-16 GL 5.56 mm (Sand)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag_Sand<br>30Rnd_556x45_Stanag_Sand_green<br>30Rnd_556x45_Stanag_Sand_red<br>30Rnd_556x45_Stanag_Sand_Tracer_Red<br>30Rnd_556x45_Stanag_Sand_Tracer_Green<br>30Rnd_556x45_Stanag_Sand_Tracer_Yellow<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  |  |\n|  | **arifle_SPAR_01_khk_F** | *SPAR-16 5.56 mm (Khaki)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_green<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow |  |  |\n|  | **arifle_SPAR_01_snd_F** | *SPAR-16 5.56 mm (Sand)* | *Assault Rifle<br>Caliber: 5.56x45 mm* | 30Rnd_556x45_Stanag_Sand<br>30Rnd_556x45_Stanag_Sand_green<br>30Rnd_556x45_Stanag_Sand_red<br>30Rnd_556x45_Stanag_Sand_Tracer_Red<br>30Rnd_556x45_Stanag_Sand_Tracer_Green<br>30Rnd_556x45_Stanag_Sand_Tracer_Yellow |  |  |\n|  | **arifle_SPAR_02_blk_ERCO_Pointer_F** | *SPAR-16S 5.56 mm (Black)* | *Light Machine Gun<br>Caliber: 5.56x45 mm* | 150Rnd_556x45_Drum_Mag_F<br>150Rnd_556x45_Drum_Mag_Tracer_F | optic_ERCO_blk_F<br>acc_pointer_IR | B_CTRG_Soldier_AR_tna_F |\n|  | **arifle_SPAR_02_blk_F** | *SPAR-16S 5.56 mm (Black)* | *Light Machine Gun<br>Caliber: 5.56x45 mm* | 150Rnd_556x45_Drum_Mag_F<br>150Rnd_556x45_Drum_Mag_Tracer_F |  |  |\n|  | **arifle_SPAR_02_blk_Pointer_F** | *SPAR-16S 5.56 mm (Black)* | *Light Machine Gun<br>Caliber: 5.56x45 mm* | 150Rnd_556x45_Drum_Mag_F<br>150Rnd_556x45_Drum_Mag_Tracer_F | acc_pointer_IR |  |\n|  | **arifle_SPAR_02_khk_F** | *SPAR-16S 5.56 mm (Khaki)* | *Light Machine Gun<br>Caliber: 5.56x45 mm* | 150Rnd_556x45_Drum_Mag_F<br>150Rnd_556x45_Drum_Mag_Tracer_F |  |  |\n|  | **arifle_SPAR_02_snd_F** | *SPAR-16S 5.56 mm (Sand)* | *Light Machine Gun<br>Caliber: 5.56x45 mm* | 150Rnd_556x45_Drum_Sand_Mag_F<br>150Rnd_556x45_Drum_Sand_Mag_Tracer_F |  |  |\n|  | **arifle_SPAR_03_blk_F** | *SPAR-17 7.62 mm (Black)* | *Marksman rifle<br>Caliber: 7.62x51 mm* | 20Rnd_762x51_Mag |  |  |\n|  | **arifle_SPAR_03_blk_MOS_Pointer_Bipod_F** | *SPAR-17 7.62 mm (Black)* | *Marksman rifle<br>Caliber: 7.62x51 mm* | 20Rnd_762x51_Mag | optic_SOS<br>acc_pointer_IR | B_CTRG_Soldier_M_tna_F |\n|  | **arifle_SPAR_03_khk_F** | *SPAR-17 7.62 mm (Khaki)* | *Marksman rifle<br>Caliber: 7.62x51 mm* | 20Rnd_762x51_Mag |  |  |\n|  | **arifle_SPAR_03_snd_F** | *SPAR-17 7.62 mm (Sand)* | *Marksman rifle<br>Caliber: 7.62x51 mm* | 20Rnd_762x51_Mag |  |  |\n|  | **arifle_TRG20_ACO_F** | *TRG-20 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn | I_G_Soldier_SL_F<br>I_G_engineer_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_engineer_F<br>O_G_engineer_F |\n|  | **arifle_TRG20_ACO_Flash_F** | *TRG-20 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn<br>acc_flashlight |  |\n|  | **arifle_TRG20_ACO_pointer_F** | *TRG-20 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn<br>acc_pointer_IR |  |\n|  | **arifle_TRG20_F** | *TRG-20 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green |  | I_G_Soldier_lite_F<br>I_G_Soldier_A_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F |\n|  | **arifle_TRG20_Holo_F** | *TRG-20 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_Holosight |  |\n|  | **arifle_TRG21_ACO_pointer_F** | *TRG-21 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_ACO_grn<br>acc_pointer_IR |  |\n|  | **arifle_TRG21_ARCO_pointer_F** | *TRG-21 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_Arco<br>acc_pointer_IR |  |\n|  | **arifle_TRG21_F** | *TRG-21 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_G_Soldier_F<br>I_G_Soldier_LAT_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_SF_Captain_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F \\| |\n|  | **arifle_TRG21_GL_ACO_pointer_F** | *TRG-21 EGLM 5.56 mm* | *Assault Rifle<br>Caliber: 5.56x45 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_ACO_grn<br>acc_pointer_IR |  |\n|  | **arifle_TRG21_GL_F** | *TRG-21 EGLM 5.56 mm* | *Assault Rifle<br>Caliber: 5.56x45 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell |  | I_G_Soldier_GL_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F |\n|  | **arifle_TRG21_GL_MRCO_F** | *TRG-21 EGLM 5.56 mm* | *Assault Rifle<br>Caliber: 5.56x45 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell | optic_MRCO | I_G_Story_Protagonist_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F |\n|  | **arifle_TRG21_MRCO_F** | *TRG-21 5.56 mm* | *Assault rifle <br>Caliber: 5.56x45 mm NATO* | 30Rnd_556x45_Stanag<br>30Rnd_556x45_Stanag_Tracer_Red<br>30Rnd_556x45_Stanag_Tracer_Green<br>30Rnd_556x45_Stanag_Tracer_Yellow<br>30Rnd_556x45_Stanag_red<br>30Rnd_556x45_Stanag_green | optic_MRCO | I_G_officer_F<br>B_G_officer_F<br>O_G_officer_F |\n|  | **B_Patrol_Soldier_Autorifleman_weapon_F** | *MX SW 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 100Rnd_65x39_caseless_mag | acc_pointer_IR<br>muzzle_snds_H_snd_F | B_Patrol_Soldier_AR_F |\n|  | **B_Patrol_Soldier_Carrier_weapon_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Arco<br>acc_pointer_IR<br>muzzle_snds_H_snd_F | B_Patrol_Soldier_A_F |\n|  | **B_Patrol_Soldier_HeavyGunner_weapon_F** | *Zafir 7.62 mm* | *Light Machine Gun<br>Caliber: 7.62x54 mm* | 150Rnd_762x54_Box<br>150Rnd_762x54_Box_Tracer | optic_Holosight<br>acc_pointer_IR | B_Patrol_HeavyGunner_F |\n|  | **B_Patrol_Soldier_Leader_weapon_F** | *MX 3GL 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm<br>Grenade Launcher<br>Caliber: 40 mm* | 30Rnd_65x39_caseless_mag<br>1Rnd_HE_Grenade_shell<br>UGL_FlareWhite_F<br>UGL_FlareGreen_F<br>UGL_FlareRed_F<br>UGL_FlareYellow_F<br>UGL_FlareCIR_F<br>1Rnd_Smoke_Grenade_shell<br>1Rnd_SmokeRed_Grenade_shell<br>1Rnd_SmokeGreen_Grenade_shell<br>1Rnd_SmokeYellow_Grenade_shell<br>1Rnd_SmokePurple_Grenade_shell<br>1Rnd_SmokeBlue_Grenade_shell<br>1Rnd_SmokeOrange_Grenade_shell<br>3Rnd_HE_Grenade_shell<br>3Rnd_UGL_FlareWhite_F<br>3Rnd_UGL_FlareGreen_F<br>3Rnd_UGL_FlareRed_F<br>3Rnd_UGL_FlareYellow_F<br>3Rnd_UGL_FlareCIR_F<br>3Rnd_Smoke_Grenade_shell<br>3Rnd_SmokeRed_Grenade_shell<br>3Rnd_SmokeGreen_Grenade_shell<br>3Rnd_SmokeYellow_Grenade_shell<br>3Rnd_SmokePurple_Grenade_shell<br>3Rnd_SmokeBlue_Grenade_shell<br>3Rnd_SmokeOrange_Grenade_shell | optic_Holosight<br>acc_pointer_IR<br>muzzle_snds_H_snd_F | B_Patrol_Soldier_TL_F |\n|  | **B_Patrol_Soldier_MachineGunner_weapon_F** | *Mk200 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red | optic_Holosight<br>acc_pointer_IR<br>muzzle_snds_H_snd_F | B_Patrol_Soldier_MG_F |\n|  | **B_Patrol_Soldier_Marksman_weapon_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_DMS<br>acc_pointer_IR<br>muzzle_snds_B | B_Patrol_Soldier_M_F |\n|  | **B_Patrol_Soldier_Medic_weapon_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | optic_Holosight<br>acc_pointer_IR<br>muzzle_snds_H_snd_F | B_Patrol_Medic_F |\n|  | **B_Patrol_Soldier_Operator_weapon_F** | *MXC 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | acc_pointer_IR<br>muzzle_snds_H_snd_F | B_Patrol_Soldier_UAV_F |\n|  | **B_Patrol_Soldier_Pistol_F** | *4-five .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 11Rnd_45ACP_Mag | optic_MRD<br>muzzle_snds_acp | B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F |\n|  | **B_Patrol_Soldier_Specialist_weapon_F** | *MX 6.5 mm* | *Assault Rifle<br>Caliber: 6.5x39 mm* | 30Rnd_65x39_caseless_mag | acc_pointer_IR<br>muzzle_snds_H_snd_F | B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F |\n|  | **FakeWeapon** |  |  | FakeMagazine |  | \\| Objects \\|<br>\\|---\\|<br>\\| ArtilleryTarget<br>ArtilleryTargetW<br>ArtilleryTargetE<br>SuppressTarget<br>B_TargetSoldier<br>O_TargetSoldier<br>I_TargetSoldier<br>B_HMG_01_F<br>O_HMG_01_F<br>I_HMG_01_F<br>B_HMG_01_high_F<br>O_HMG_01_high_F<br>I_HMG_01_high_F<br>B_HMG_01_A_F<br>O_HMG_01_A_F<br>I_HMG_01_A_F<br>B_GMG_01_F<br>O_GMG_01_F<br>I_GMG_01_F<br>B_GMG_01_high_F<br>O_GMG_01_high_F<br>I_GMG_01_high_F<br>B_GMG_01_A_F<br>O_GMG_01_A_F<br>I_GMG_01_A_F<br>B_HMG_02_F<br>O_HMG_02_F<br>I_HMG_02_F<br>I_E_HMG_02_F<br>I_G_HMG_02_F<br>B_G_HMG_02_F<br>O_G_HMG_02_F<br>I_C_HMG_02_F<br>B_HMG_02_high_F<br>O_HMG_02_high_F<br>I_HMG_02_high_F<br>I_E_HMG_02_high_F<br>I_G_HMG_02_high_F<br>B_G_HMG_02_high_F<br>O_G_HMG_02_high_F<br>I_C_HMG_02_high_F<br>B_Mortar_01_F<br>O_Mortar_01_F<br>I_Mortar_01_F<br>I_G_Mortar_01_F<br>B_G_Mortar_01_F<br>O_G_Mortar_01_F<br>B_static_AA_F<br>O_static_AA_F<br>I_static_AA_F<br>B_static_AT_F<br>O_static_AT_F<br>I_static_AT_F<br>Land_Pod_Heli_Transport_04_bench_F<br>Land_Pod_Heli_Transport_04_covered_F<br>Land_Pod_Heli_Transport_04_medevac_F<br>Land_Pod_Heli_Transport_04_bench_black_F<br>Land_Pod_Heli_Transport_04_covered_black_F<br>Land_Pod_Heli_Transport_04_medevac_black_F<br>B_Static_Designator_01_F<br>O_Static_Designator_02_F<br>B_T_Static_AA_F<br>B_T_Static_AT_F<br>B_T_GMG_01_F<br>B_T_HMG_01_F<br>B_T_Mortar_01_F<br>B_AAA_System_01_F<br>B_SAM_System_01_F<br>B_SAM_System_02_F<br>B_Ship_Gun_01_F<br>B_Ship_MRLS_01_F<br>B_Radar_System_01_F<br>O_Radar_System_02_F<br>B_SAM_System_03_F<br>O_SAM_System_04_F<br>I_E_Static_AA_F<br>I_E_Static_AT_F<br>B_W_Static_Designator_01_F<br>I_E_GMG_01_F<br>I_E_GMG_01_high_F<br>I_E_GMG_01_A_F<br>I_E_HMG_01_F<br>I_E_HMG_01_high_F<br>I_E_HMG_01_A_F<br>I_E_Mortar_01_F<br>I_E_Radar_System_01_F<br>I_E_SAM_System_03_F \\| |\n|  | **FakeWeapon_moduleTracers_F** | *Mk200 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_belt_Tracer_Green<br>200Rnd_65x39_belt_Tracer_Red<br>200Rnd_65x39_belt_Tracer_Yellow |  |  |\n|  | **HandGunBase** | *Rifle* |  |  |  |  |\n|  | **hgun_ACPC2_F** | *ACP-C2 .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 9Rnd_45ACP_Mag |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_medic_F<br>I_G_officer_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Story_Protagonist_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F<br>I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_officer_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>I_Captain_Hladas_F<br>I_Fighter_Pilot_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>I_Story_Officer_01_F<br>I_Soldier_LAT2_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F \\| |\n|  | **hgun_ACPC2_snds_F** | *ACP-C2 .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 9Rnd_45ACP_Mag | muzzle_snds_acp | I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F |\n|  | **hgun_esd_01_antenna_01_F** | *Spectrum Device* |  | ESD_01_DummyMagazine_1<br>ESD_01_DummyMagazine_2<br>ESD_01_DummyMagazine_3<br>ESD_01_DummyMagazine_4<br>ESD_01_DummyMagazine_5<br>ESD_01_DummyMagazine_6<br>ESD_01_DummyMagazine_7<br>ESD_01_DummyMagazine_8<br>ESD_01_DummyMagazine_9<br>ESD_01_DummyMagazine_10 | muzzle_antenna_01_f |  |\n|  | **hgun_esd_01_antenna_02_F** | *Spectrum Device* |  | ESD_01_DummyMagazine_1<br>ESD_01_DummyMagazine_2<br>ESD_01_DummyMagazine_3<br>ESD_01_DummyMagazine_4<br>ESD_01_DummyMagazine_5<br>ESD_01_DummyMagazine_6<br>ESD_01_DummyMagazine_7<br>ESD_01_DummyMagazine_8<br>ESD_01_DummyMagazine_9<br>ESD_01_DummyMagazine_10 | muzzle_antenna_02_f |  |\n|  | **hgun_esd_01_antenna_03_F** | *Spectrum Device* |  | ESD_01_DummyMagazine_1<br>ESD_01_DummyMagazine_2<br>ESD_01_DummyMagazine_3<br>ESD_01_DummyMagazine_4<br>ESD_01_DummyMagazine_5<br>ESD_01_DummyMagazine_6<br>ESD_01_DummyMagazine_7<br>ESD_01_DummyMagazine_8<br>ESD_01_DummyMagazine_9<br>ESD_01_DummyMagazine_10 | muzzle_antenna_03_f |  |\n|  | **hgun_esd_01_base_F** |  |  | ESD_01_DummyMagazine_1<br>ESD_01_DummyMagazine_2<br>ESD_01_DummyMagazine_3<br>ESD_01_DummyMagazine_4<br>ESD_01_DummyMagazine_5<br>ESD_01_DummyMagazine_6<br>ESD_01_DummyMagazine_7<br>ESD_01_DummyMagazine_8<br>ESD_01_DummyMagazine_9<br>ESD_01_DummyMagazine_10 |  |  |\n|  | **hgun_esd_01_dummy_F** | *Spectrum Device* |  | ESD_01_DummyMagazine_1<br>ESD_01_DummyMagazine_2<br>ESD_01_DummyMagazine_3<br>ESD_01_DummyMagazine_4<br>ESD_01_DummyMagazine_5<br>ESD_01_DummyMagazine_6<br>ESD_01_DummyMagazine_7<br>ESD_01_DummyMagazine_8<br>ESD_01_DummyMagazine_9<br>ESD_01_DummyMagazine_10 |  |  |\n|  | **hgun_esd_01_F** | *Spectrum Device* |  | ESD_01_DummyMagazine_1<br>ESD_01_DummyMagazine_2<br>ESD_01_DummyMagazine_3<br>ESD_01_DummyMagazine_4<br>ESD_01_DummyMagazine_5<br>ESD_01_DummyMagazine_6<br>ESD_01_DummyMagazine_7<br>ESD_01_DummyMagazine_8<br>ESD_01_DummyMagazine_9<br>ESD_01_DummyMagazine_10 |  |  |\n|  | **hgun_P07_blk_F** | *P07 9 mm (Black)* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag |  |  |\n|  | **hgun_P07_blk_Snds_F** | *P07 9 mm (Black)* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag | muzzle_snds_L |  |\n|  | **hgun_P07_F** | *P07 9 mm* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_Soldier_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Story_SF_Captain_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>B_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>B_Captain_Jay_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_Fighter_Pilot_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_soldier_LAT2_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F \\| |\n|  | **hgun_P07_khk_F** | *P07 9 mm (Khaki)* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Soldier_PG_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_CTRG_Miller_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_T_soldier_mine_F<br>B_T_Soldier_LAT2_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_TL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F \\| |\n|  | **hgun_P07_khk_Snds_F** | *P07 9 mm (Khaki)* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag | muzzle_snds_L | \\| Objects \\|<br>\\|---\\|<br>\\| B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>B_CTRG_Soldier_LAT2_tna_F \\| |\n|  | **hgun_P07_snds_F** | *P07 9 mm* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag | muzzle_snds_L | \\| Objects \\|<br>\\|---\\|<br>\\| B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_Protagonist_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>B_Recon_Sharpshooter_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F \\| |\n|  | **hgun_PDW2000_F** | *PDW2000 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag<br>16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag |  | B_G_Story_Guerilla_01_F<br>I_L_Looter_SMG_F<br>I_L_Criminal_SMG_F |\n|  | **hgun_PDW2000_Holo_F** | *PDW2000 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag<br>16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag | optic_Holosight_smg | I_helipilot_F<br>I_pilot_F |\n|  | **hgun_PDW2000_Holo_snds_F** | *PDW2000 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag<br>16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag | optic_Holosight_smg<br>muzzle_snds_L |  |\n|  | **hgun_PDW2000_snds_F** | *PDW2000 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag<br>16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag | muzzle_snds_L |  |\n|  | **hgun_Pistol_01_F** | *PM 9 mm* | *Handgun<br>Caliber: 9x21 mm* | 10Rnd_9x21_Mag |  | I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Camo_F |\n|  | **hgun_Pistol_heavy_01_F** | *4-five .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 11Rnd_45ACP_Mag |  | B_T_Officer_F<br>B_W_Officer_F |\n|  | **hgun_Pistol_heavy_01_green_F** | *4-five .45 ACP (Green)* | *Handgun<br>Caliber: .45 ACP* | 11Rnd_45ACP_Mag |  | \\| Objects \\|<br>\\|---\\|<br>\\| I_E_Soldier_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Scientist_F<br>I_E_Medic_F<br>I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F \\| |\n|  | **hgun_Pistol_heavy_01_green_snds_F** | *4-five .45 ACP (Green)* | *Handgun<br>Caliber: .45 ACP* | 11Rnd_45ACP_Mag | muzzle_snds_acp | I_E_Soldier_Pathfinder_F |\n|  | **hgun_Pistol_heavy_01_MRD_F** | *4-five .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 11Rnd_45ACP_Mag | optic_MRD | B_officer_F<br>B_Captain_Pettka_F |\n|  | **hgun_Pistol_heavy_01_snds_F** | *4-five .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 11Rnd_45ACP_Mag | muzzle_snds_acp |  |\n|  | **hgun_Pistol_heavy_02_F** | *Zubr .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 6Rnd_45ACP_Cylinder |  | B_G_Captain_Ivan_F<br>I_L_Looter_Pistol_F<br>I_L_Criminal_SMG_F |\n|  | **hgun_Pistol_heavy_02_Yorris_F** | *Zubr .45 ACP* | *Handgun<br>Caliber: .45 ACP* | 6Rnd_45ACP_Cylinder | optic_Yorris | O_officer_F<br>O_T_Officer_F |\n|  | **hgun_Pistol_Signal_F** | *Starter Pistol* | *Non-combat gun<br>Caliber: 10 mm Signal Slugs* | 6Rnd_GreenSignal_F<br>6Rnd_RedSignal_F |  | C_Marshal_F |\n|  | **hgun_Rook40_F** | *Rook-40 9 mm* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag |  | \\| Objects \\|<br>\\|---\\|<br>\\| O_Soldier_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Soldier_PG_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Soldier_universal_F<br>O_Fighter_Pilot_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>O_A_officer_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_AR_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F<br>I_L_Criminal_SG_F \\| |\n|  | **hgun_Rook40_snds_F** | *Rook-40 9 mm* | *Handgun<br>Caliber: 9x21 mm* | 16Rnd_9x21_Mag<br>16Rnd_9x21_red_Mag<br>16Rnd_9x21_green_Mag<br>16Rnd_9x21_yellow_Mag<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag | muzzle_snds_L | \\| Objects \\|<br>\\|---\\|<br>\\| O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>O_Pathfinder_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F \\| |\n|  | **HMG_M2_Mounted** | *M2 HMG .50* |  | 100Rnd_127x99_mag<br>100Rnd_127x99_mag_Tracer_Red<br>100Rnd_127x99_mag_Tracer_Green<br>100Rnd_127x99_mag_Tracer_Yellow |  | \\| Objects \\|<br>\\|---\\|<br>\\| B_HMG_02_F<br>O_HMG_02_F<br>I_HMG_02_F<br>I_E_HMG_02_F<br>I_G_HMG_02_F<br>B_G_HMG_02_F<br>O_G_HMG_02_F<br>I_C_HMG_02_F<br>B_HMG_02_high_F<br>O_HMG_02_high_F<br>I_HMG_02_high_F<br>I_E_HMG_02_high_F<br>I_G_HMG_02_high_F<br>B_G_HMG_02_high_F<br>O_G_HMG_02_high_F<br>I_C_HMG_02_high_F<br>I_G_Offroad_01_armed_F<br>B_G_Offroad_01_armed_F<br>O_G_Offroad_01_armed_F \\| |\n|  | **launch_B_Titan_F** | *Titan MPRL (Sand)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  | B_soldier_AA_F |\n|  | **launch_B_Titan_olive_F** | *Titan MPRL (Olive)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  |  |\n|  | **launch_B_Titan_short_F** | *Titan MPRL Compact (Sand)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AT<br>Titan_AP |  | B_soldier_AT_F<br>B_Patrol_Soldier_AT_F |\n|  | **launch_B_Titan_short_tna_F** | *Titan MPRL Compact (Tropic)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AT<br>Titan_AP |  | B_T_Soldier_AT_F<br>B_W_Soldier_AT_F |\n|  | **launch_B_Titan_tna_F** | *Titan MPRL (Tropic)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  | B_T_Soldier_AA_F<br>B_W_Soldier_AA_F |\n|  | **launch_I_Titan_eaf_F** | *Titan MPRL (Geometric)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  | I_E_Soldier_AA_F |\n|  | **launch_I_Titan_F** | *Titan MPRL (Digital)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  | I_Soldier_AA_F |\n|  | **launch_I_Titan_short_F** | *Titan MPRL Compact (Olive)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AT<br>Titan_AP |  | I_Soldier_AT_F<br>I_E_Soldier_AT_F |\n|  | **launch_MRAWS_green_F** | *MAAWS Mk4 Mod 1 (Green)* | *Rocket Launcher<br>Ammo: 84 mm MAAWS Rockets* | MRAWS_HEAT_F<br>MRAWS_HE_F<br>MRAWS_HEAT55_F |  | B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>B_W_Soldier_LAT2_F<br>I_E_Soldier_LAT2_F |\n|  | **launch_MRAWS_green_rail_F** | *MAAWS Mk4 Mod 0 (Green)* | *Rocket Launcher<br>Ammo: 84 mm MAAWS Rockets* | MRAWS_HEAT_F<br>MRAWS_HE_F<br>MRAWS_HEAT55_F |  |  |\n|  | **launch_MRAWS_olive_F** | *MAAWS Mk4 Mod 1 (Olive)* | *Rocket Launcher<br>Ammo: 84 mm MAAWS Rockets* | MRAWS_HEAT_F<br>MRAWS_HE_F<br>MRAWS_HEAT55_F |  |  |\n|  | **launch_MRAWS_olive_rail_F** | *MAAWS Mk4 Mod 0 (Olive)* | *Rocket Launcher<br>Ammo: 84 mm MAAWS Rockets* | MRAWS_HEAT_F<br>MRAWS_HE_F<br>MRAWS_HEAT55_F |  | I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F |\n|  | **launch_MRAWS_sand_F** | *MAAWS Mk4 Mod 1 (Sand)* | *Rocket Launcher<br>Ammo: 84 mm MAAWS Rockets* | MRAWS_HEAT_F<br>MRAWS_HE_F<br>MRAWS_HEAT55_F |  | B_soldier_LAT2_F |\n|  | **launch_MRAWS_sand_rail_F** | *MAAWS Mk4 Mod 0 (Sand)* | *Rocket Launcher<br>Ammo: 84 mm MAAWS Rockets* | MRAWS_HEAT_F<br>MRAWS_HE_F<br>MRAWS_HEAT55_F |  |  |\n|  | **launch_NLAW_F** | *PCML* | *PCML Rocket Launcher* | NLAW_F |  | B_soldier_LAT_F<br>B_recon_LAT_F<br>B_CTRG_soldier_GL_LAT_F<br>I_Soldier_LAT_F<br>B_T_Soldier_LAT_F<br>B_T_Recon_LAT_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_W_Soldier_LAT_F<br>I_E_Soldier_LAT_F |\n|  | **launch_O_Titan_F** | *Titan MPRL (Hex)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  | O_Soldier_AA_F<br>O_soldierU_AA_F<br>O_A_soldier_AA_F |\n|  | **launch_O_Titan_ghex_F** | *Titan MPRL (Green Hex)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  | O_T_Soldier_AA_F |\n|  | **launch_O_Titan_short_F** | *Titan MPRL Compact (Coyote)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AT<br>Titan_AP |  | O_Soldier_AT_F<br>O_soldierU_AT_F<br>O_A_soldier_AT_F |\n|  | **launch_O_Titan_short_ghex_F** | *Titan MPRL Compact (Green Hex)* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AT<br>Titan_AP |  | O_T_Soldier_AT_F |\n|  | **launch_O_Vorona_brown_F** | *9M135 Vorona (Brown)* | *Missile Launcher<br>Ammo: 130 mm Vorona Missiles* | Vorona_HEAT<br>Vorona_HE |  | O_Soldier_HAT_F |\n|  | **launch_O_Vorona_green_F** | *9M135 Vorona (Green)* | *Missile Launcher<br>Ammo: 130 mm Vorona Missiles* | Vorona_HEAT<br>Vorona_HE |  | O_T_Soldier_HAT_F |\n|  | **launch_RPG32_camo_F** | *RPG-42 (Camo)* | *Rocket Launcher* | RPG32_F<br>RPG32_HE_F |  |  |\n|  | **launch_RPG32_F** | *RPG-42 Alamut* | *Rocket Launcher* | RPG32_F<br>RPG32_HE_F |  | I_G_Soldier_LAT_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>O_Soldier_LAT_F<br>O_recon_LAT_F<br>O_soldierU_LAT_F<br>O_V_Soldier_LAT_hex_F<br>O_A_soldier_LAT_F<br>I_L_Uniform_01_camo_F |\n|  | **launch_RPG32_ghex_F** | *RPG-42 Alamut (Green Hex)* | *Rocket Launcher* | RPG32_F<br>RPG32_HE_F |  | O_T_Soldier_LAT_F<br>O_T_Recon_LAT_F<br>O_V_Soldier_LAT_ghex_F |\n|  | **launch_RPG32_green_F** | *RPG-42 (Green)* | *Rocket Launcher* | RPG32_F<br>RPG32_HE_F |  | O_R_Soldier_LAT_F<br>O_R_recon_LAT_F<br>O_R_Patrol_Soldier_LAT_F |\n|  | **launch_RPG7_F** | *RPG-7* | *Rocket Launcher* | RPG7_F |  | I_C_Soldier_Para_5_F<br>I_C_Soldier_Bandit_2_F |\n|  | **launch_Titan_F** | *Titan MPRL* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AA |  |  |\n|  | **launch_Titan_short_F** | *Titan MPRL Compact* | *Rocket Launcher<br>Ammo: 127 mm Titan Rocket* | Titan_AT<br>Titan_AP |  |  |\n|  | **LMG_03_F** | *LIM-85 5.56 mm* | *Light Machine Gun<br>Caliber: 5.56x45 mm* | 200Rnd_556x45_Box_F<br>200Rnd_556x45_Box_Red_F<br>200Rnd_556x45_Box_Tracer_F<br>200Rnd_556x45_Box_Tracer_Red_F |  | I_C_Soldier_Para_4_F<br>I_C_Soldier_Bandit_3_F |\n|  | **LMG_03_Vehicle_F** | *LIM-85 5.56 mm* | *Light Machine Gun<br>Caliber: 5.56x45 mm* | 200Rnd_556x45_Box_F<br>200Rnd_556x45_Box_Red_F<br>200Rnd_556x45_Box_Tracer_F<br>200Rnd_556x45_Box_Tracer_Red_F |  | I_C_Offroad_02_LMG_F |\n|  | **LMG_Mk200_BI_F** | *Mk200 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red |  | I_G_Soldier_AR_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F |\n|  | **LMG_Mk200_black_ACO_pointer_F** | *Mk200 6.5 mm (Black)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red | optic_Aco<br>acc_pointer_IR |  |\n|  | **LMG_Mk200_black_BI_F** | *Mk200 6.5 mm (Black)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red |  |  |\n|  | **LMG_Mk200_black_F** | *Mk200 6.5 mm (Black)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red |  |  |\n|  | **LMG_Mk200_black_LP_BI_F** | *Mk200 6.5 mm (Black)* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red | optic_Aco<br>acc_pointer_IR | I_E_Soldier_AR_F |\n|  | **LMG_Mk200_F** | *Mk200 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red |  |  |\n|  | **LMG_Mk200_LP_BI_F** | *Mk200 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red | acc_pointer_IR | I_Soldier_AR_F |\n|  | **LMG_Mk200_MRCO_F** | *Mk200 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red | optic_MRCO |  |\n|  | **LMG_Mk200_pointer_F** | *Mk200 6.5 mm* | *Light Machine Gun<br>Caliber: 6.5x39 mm* | 200Rnd_65x39_cased_Box<br>200Rnd_65x39_cased_Box_Tracer<br>200Rnd_65x39_cased_Box_Red<br>200Rnd_65x39_cased_Box_Tracer_Red | acc_pointer_IR |  |\n|  | **LMG_Zafir_ARCO_F** | *Zafir 7.62 mm* | *Light Machine Gun<br>Caliber: 7.62x54 mm* | 150Rnd_762x54_Box<br>150Rnd_762x54_Box_Tracer | optic_Arco |  |\n|  | **LMG_Zafir_F** | *Zafir 7.62 mm* | *Light Machine Gun<br>Caliber: 7.62x54 mm* | 150Rnd_762x54_Box<br>150Rnd_762x54_Box_Tracer |  |  |\n|  | **LMG_Zafir_pointer_F** | *Zafir 7.62 mm* | *Light Machine Gun<br>Caliber: 7.62x54 mm* | 150Rnd_762x54_Box<br>150Rnd_762x54_Box_Tracer | acc_pointer_IR | O_Soldier_AR_F<br>O_soldierU_AR_F |\n|  | **MMG_01_hex_ARCO_LP_F** | *Navid 9.3 mm (Hex)* | *Medium Machine Gun<br>Caliber: 9.3x64 mm* | 150Rnd_93x64_Mag | optic_Arco<br>acc_pointer_IR | O_HeavyGunner_F<br>O_Urban_HeavyGunner_F |\n|  | **MMG_01_hex_F** | *Navid 9.3 mm (Hex)* | *Medium Machine Gun<br>Caliber: 9.3x64 mm* | 150Rnd_93x64_Mag |  |  |\n|  | **MMG_01_tan_F** | *Navid 9.3 mm (Tan)* | *Medium Machine Gun<br>Caliber: 9.3x64 mm* | 150Rnd_93x64_Mag |  |  |\n|  | **MMG_02_black_F** | *SPMG .338 (Black)* | *Medium Machine Gun<br>Caliber: .338 Norma Magnum* | 130Rnd_338_Mag |  |  |\n|  | **MMG_02_black_RCO_BI_F** | *SPMG .338 (Black)* | *Medium Machine Gun<br>Caliber: .338 Norma Magnum* | 130Rnd_338_Mag | optic_Hamr |  |\n|  | **MMG_02_camo_F** | *SPMG .338 (MTP)* | *Medium Machine Gun<br>Caliber: .338 Norma Magnum* | 130Rnd_338_Mag |  |  |\n|  | **MMG_02_sand_F** | *SPMG .338 (Sand)* | *Medium Machine Gun<br>Caliber: .338 Norma Magnum* | 130Rnd_338_Mag |  |  |\n|  | **MMG_02_sand_RCO_LP_F** | *SPMG .338 (Sand)* | *Medium Machine Gun<br>Caliber: .338 Norma Magnum* | 130Rnd_338_Mag | optic_Hamr<br>acc_pointer_IR | B_HeavyGunner_F |\n|  | **Put** | *Put* |  | DemoCharge_Remote_Mag<br>IEDUrbanSmall_Remote_Mag<br>IEDLandSmall_Remote_Mag<br>SatchelCharge_Remote_Mag<br>IEDUrbanBig_Remote_Mag<br>IEDLandBig_Remote_Mag<br>ATMine_Range_Mag<br>ClaymoreDirectionalMine_Remote_Mag<br>APERSMine_Range_Mag<br>APERSBoundingMine_Range_Mag<br>SLAMDirectionalMine_Wire_Mag<br>APERSTripMine_Wire_Mag<br>APERSMineDispenser_Mag<br>TrainingMine_Mag<br>Drone_Range_Mag<br>Drone_Range_Mag_dummy |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_man_1<br>VirtualMan_F<br>HeadlessClient_F<br>B_Soldier_F<br>B_RangeMaster_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Helipilot_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_officer_F<br>B_Competitor_F<br>B_Pilot_F<br>B_helicrew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Survivor_F<br>B_Soldier_unarmed_F<br>B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_SF_Captain_F<br>B_Story_Protagonist_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>C_man_1_1_F<br>C_man_1_2_F<br>C_man_1_3_F<br>C_man_polo_1_F<br>C_man_polo_1_F_afro<br>C_man_polo_1_F_euro<br>C_man_polo_1_F_asia<br>C_man_polo_2_F<br>C_man_polo_2_F_afro<br>C_man_polo_2_F_euro<br>C_man_polo_2_F_asia<br>C_man_polo_3_F<br>C_man_polo_3_F_afro<br>C_man_polo_3_F_euro<br>C_man_polo_3_F_asia<br>C_man_polo_4_F<br>C_man_polo_4_F_afro<br>C_man_polo_4_F_euro<br>C_man_polo_4_F_asia<br>C_man_polo_5_F<br>C_man_polo_5_F_afro<br>C_man_polo_5_F_euro<br>C_man_polo_5_F_asia<br>C_man_polo_6_F<br>C_man_polo_6_F_afro<br>C_man_polo_6_F_euro<br>C_man_polo_6_F_asia<br>C_man_p_fugitive_F<br>C_man_p_fugitive_F_afro<br>C_man_p_fugitive_F_euro<br>C_man_p_fugitive_F_asia<br>C_man_p_beggar_F<br>C_man_p_beggar_F_afro<br>C_man_p_beggar_F_euro<br>C_man_p_beggar_F_asia<br>C_man_w_worker_F<br>C_scientist_F<br>C_man_hunter_1_F<br>C_man_p_shorts_1_F<br>C_man_p_shorts_1_F_afro<br>C_man_p_shorts_1_F_euro<br>C_man_p_shorts_1_F_asia<br>C_man_shorts_1_F<br>C_man_shorts_1_F_afro<br>C_man_shorts_1_F_euro<br>C_man_shorts_1_F_asia<br>C_man_shorts_2_F<br>C_man_shorts_2_F_afro<br>C_man_shorts_2_F_euro<br>C_man_shorts_2_F_asia<br>C_man_shorts_3_F<br>C_man_shorts_3_F_afro<br>C_man_shorts_3_F_euro<br>C_man_shorts_3_F_asia<br>C_man_shorts_4_F<br>C_man_shorts_4_F_afro<br>C_man_shorts_4_F_euro<br>C_man_shorts_4_F_asia<br>C_man_pilot_F<br>C_journalist_F<br>C_Orestes<br>C_Nikos<br>C_Nikos_aged<br>I_G_Soldier_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_AR_F<br>I_G_medic_F<br>I_G_engineer_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_M_F<br>I_G_Soldier_LAT_F<br>I_G_Soldier_A_F<br>I_G_officer_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>I_G_Survivor_F<br>B_G_Survivor_F<br>O_G_Survivor_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_Protagonist_F<br>I_G_Story_SF_Captain_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F<br>I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_helipilot_F<br>I_pilot_F<br>I_helicrew_F<br>I_officer_F<br>I_Story_Colonel_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Survivor_F<br>I_Soldier_unarmed_F<br>I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>O_Soldier_F<br>O_officer_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_Pilot_F<br>O_helicrew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Survivor_F<br>O_Soldier_unarmed_F<br>O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_SoldierU_unarmed_F<br>C_Driver_1_F<br>C_Driver_2_F<br>C_Driver_3_F<br>C_Driver_4_F<br>C_Driver_1_random_base_F<br>C_Driver_1_black_F<br>C_Driver_1_blue_F<br>C_Driver_1_green_F<br>C_Driver_1_red_F<br>C_Driver_1_white_F<br>C_Driver_1_yellow_F<br>C_Driver_1_orange_F<br>C_Marshal_F<br>B_Soldier_VR_F<br>O_Soldier_VR_F<br>I_Soldier_VR_F<br>C_Soldier_VR_F<br>B_Protagonist_VR_F<br>O_Protagonist_VR_F<br>I_Protagonist_VR_F<br>C_Protagonist_VR_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>B_Captain_Pettka_F<br>B_Captain_Jay_F<br>I_Captain_Hladas_F<br>VirtualCurator_F<br>B_VirtualCurator_F<br>O_VirtualCurator_F<br>I_VirtualCurator_F<br>C_VirtualCurator_F<br>VirtualSpectator_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_5_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_Camo_F<br>I_C_Pilot_F<br>I_C_Helipilot_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Pilot_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Officer_F<br>O_T_Soldier_PG_F<br>O_T_Pilot_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_G_Captain_Ivan_F<br>C_man_sport_1_F<br>C_man_sport_1_F_afro<br>C_man_sport_1_F_euro<br>C_man_sport_1_F_asia<br>C_man_sport_1_F_tanoan<br>C_man_sport_2_F<br>C_man_sport_2_F_afro<br>C_man_sport_2_F_euro<br>C_man_sport_2_F_asia<br>C_man_sport_2_F_tanoan<br>C_man_sport_3_F<br>C_man_sport_3_F_afro<br>C_man_sport_3_F_euro<br>C_man_sport_3_F_asia<br>C_man_sport_3_F_tanoan<br>C_Man_casual_1_F<br>C_Man_casual_1_F_afro<br>C_Man_casual_1_F_euro<br>C_Man_casual_1_F_asia<br>C_Man_casual_1_F_tanoan<br>C_Man_casual_2_F<br>C_Man_casual_2_F_afro<br>C_Man_casual_2_F_euro<br>C_Man_casual_2_F_asia<br>C_Man_casual_2_F_tanoan<br>C_Man_casual_3_F<br>C_Man_casual_3_F_afro<br>C_Man_casual_3_F_euro<br>C_Man_casual_3_F_asia<br>C_Man_casual_3_F_tanoan<br>C_Man_casual_4_F<br>C_Man_casual_4_F_afro<br>C_Man_casual_4_F_euro<br>C_Man_casual_4_F_asia<br>C_Man_casual_4_F_tanoan<br>C_Man_casual_5_F<br>C_Man_casual_5_F_afro<br>C_Man_casual_5_F_euro<br>C_Man_casual_5_F_asia<br>C_Man_casual_5_F_tanoan<br>C_Man_casual_6_F<br>C_Man_casual_6_F_afro<br>C_Man_casual_6_F_euro<br>C_Man_casual_6_F_asia<br>C_Man_casual_6_F_tanoan<br>C_Man_French_universal_F<br>B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>O_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_T_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_AidWorker_06_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Man_UtilityWorker_01_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F<br>C_Man_Messenger_01_F<br>C_Story_EOD_01_F<br>C_Story_Mechanic_01_F<br>CivilianPresence_C_Man_casual_1_F_tanoan<br>CivilianPresence_C_Man_casual_2_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_tanoan<br>CivilianPresence_C_Man_casual_1_F_euro<br>CivilianPresence_C_Man_casual_2_F_euro<br>CivilianPresence_C_Man_casual_3_F_euro<br>CivilianPresence_C_Man_casual_4_F_euro<br>CivilianPresence_C_Man_casual_5_F_euro<br>CivilianPresence_C_Man_casual_6_F_euro<br>CivilianPresence_C_man_polo_1_F_euro<br>CivilianPresence_C_man_polo_2_F_euro<br>CivilianPresence_C_man_polo_3_F_euro<br>CivilianPresence_C_man_polo_4_F_euro<br>CivilianPresence_C_man_polo_5_F_euro<br>CivilianPresence_C_man_polo_6_F_euro<br>CivilianPresence_C_Man_casual_1_F_asia<br>CivilianPresence_C_Man_casual_2_F_asia<br>CivilianPresence_C_Man_casual_3_F_asia<br>CivilianPresence_C_Man_casual_4_F_asia<br>CivilianPresence_C_Man_casual_5_F_asia<br>CivilianPresence_C_Man_casual_6_F_asia<br>CivilianPresence_C_man_polo_1_F_asia<br>CivilianPresence_C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_6_F_asia<br>CivilianPresence_C_Man_casual_1_F_afro<br>CivilianPresence_C_Man_casual_2_F_afro<br>CivilianPresence_C_Man_casual_3_F_afro<br>CivilianPresence_C_Man_casual_4_F_afro<br>CivilianPresence_C_Man_casual_5_F_afro<br>CivilianPresence_C_Man_casual_6_F_afro<br>CivilianPresence_C_man_polo_1_F_afro<br>CivilianPresence_C_man_polo_2_F_afro<br>CivilianPresence_C_man_polo_3_F_afro<br>CivilianPresence_C_man_polo_4_F_afro<br>CivilianPresence_C_man_polo_5_F_afro<br>CivilianPresence_C_man_polo_6_F_afro<br>O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>C_E_LooterJacket_01_F<br>C_Uniform_Scientist_01_F<br>C_Uniform_Scientist_01_formal_F<br>C_Uniform_Scientist_02_F<br>C_Uniform_Scientist_02_formal_F<br>C_Uniform_Farmer_01_F<br>C_scientist_01_formal_F<br>C_scientist_02_formal_F<br>C_scientist_01_informal_F<br>C_scientist_02_informal_F<br>C_Man_1_enoch_F<br>C_Man_2_enoch_F<br>C_Man_3_enoch_F<br>C_Man_4_enoch_F<br>C_Man_5_enoch_F<br>C_Man_6_enoch_F<br>C_Farmer_01_enoch_F<br>CivilianPresence_C_Man_1_enoch_F<br>CivilianPresence_C_Man_2_enoch_F<br>CivilianPresence_C_Man_3_enoch_F<br>CivilianPresence_C_Man_4_enoch_F<br>CivilianPresence_C_Man_5_enoch_F<br>CivilianPresence_C_Man_6_enoch_F<br>CivilianPresence_C_Farmer_01_enoch_F<br>B_ReconFatigues_01_wdl_F<br>B_CombatFatigues_01_wdl_F<br>B_CombatFatigues_01_Tshirt_wdl_F<br>B_W_Soldier_A_F<br>B_W_Soldier_AAR_F<br>B_W_Support_AMG_F<br>B_W_Support_AMort_F<br>B_W_Soldier_AAA_F<br>B_W_Soldier_AAT_F<br>B_W_Soldier_AR_F<br>B_W_Medic_F<br>B_W_Crew_F<br>B_W_Engineer_F<br>B_W_Soldier_Exp_F<br>B_W_soldier_mine_F<br>B_W_Soldier_GL_F<br>B_W_Support_GMG_F<br>B_W_Support_MG_F<br>B_W_Support_Mort_F<br>B_W_Helicrew_F<br>B_W_Helipilot_F<br>B_W_soldier_M_F<br>B_W_Soldier_AA_F<br>B_W_Soldier_AT_F<br>B_W_Officer_F<br>B_W_Soldier_Repair_F<br>B_W_Soldier_F<br>B_W_Soldier_LAT_F<br>B_W_Soldier_LAT2_F<br>B_W_Soldier_SL_F<br>B_W_Soldier_CBRN_F<br>B_W_RadioOperator_F<br>B_W_Survivor_F<br>B_soldier_UGV_02_Science_F<br>B_soldier_UGV_02_Demining_F<br>B_W_Soldier_UAV_F<br>B_W_soldier_UGV_02_Science_F<br>B_W_soldier_UGV_02_Demining_F<br>B_W_Soldier_universal_F<br>B_W_Soldier_unarmed_F<br>O_R_Gorka_base_F<br>O_R_Gorka_F<br>O_R_Gorka_camo_F<br>O_R_Gorka_brown_F<br>O_R_Gorka_black_F<br>O_R_Soldier_TL_F<br>O_R_Soldier_GL_F<br>O_R_soldier_exp_F<br>O_R_Soldier_AR_F<br>O_R_soldier_M_F<br>O_R_medic_F<br>O_R_Soldier_LAT_F<br>O_R_JTAC_F<br>O_R_recon_TL_F<br>O_R_recon_exp_F<br>O_R_recon_AR_F<br>O_R_recon_M_F<br>O_R_recon_medic_F<br>O_R_recon_GL_F<br>O_R_recon_LAT_F<br>O_R_recon_JTAC_F<br>B_CBRN_Man_Oversuit_01_MTP_F<br>B_CBRN_Man_Oversuit_01_Tropic_F<br>B_CBRN_Man_Oversuit_01_Wdl_F<br>I_CBRN_Man_Oversuit_01_AAF_F<br>I_E_CBRN_Man_Oversuit_01_EAF_F<br>C_CBRN_Man_Oversuit_01_Blue_F<br>C_CBRN_Man_Oversuit_01_White_F<br>I_E_Uniform_01_F<br>I_E_Uniform_01_tanktop_F<br>I_E_Uniform_01_shortsleeve_F<br>I_E_Uniform_01_officer_F<br>I_E_Uniform_01_sweater_F<br>I_E_Uniform_01_coveralls_F<br>I_E_Soldier_F<br>I_E_Soldier_unarmed_F<br>I_E_Soldier_A_F<br>I_E_Soldier_AAR_F<br>I_E_Soldier_AR_F<br>I_E_Soldier_lite_F<br>I_E_Soldier_GL_F<br>I_E_soldier_M_F<br>I_E_Officer_F<br>I_E_Soldier_SL_F<br>I_E_Soldier_TL_F<br>I_E_Survivor_F<br>I_E_RadioOperator_F<br>I_E_Soldier_AA_F<br>I_E_Soldier_AT_F<br>I_E_Soldier_LAT_F<br>I_E_Soldier_LAT2_F<br>I_E_Soldier_AAA_F<br>I_E_Soldier_AAT_F<br>I_E_Support_GMG_F<br>I_E_Support_MG_F<br>I_E_Support_Mort_F<br>I_E_Support_AMG_F<br>I_E_Support_AMort_F<br>I_E_Soldier_Pathfinder_F<br>I_E_Engineer_F<br>I_E_Soldier_Exp_F<br>I_E_soldier_Mine_F<br>I_E_Soldier_Repair_F<br>I_E_Soldier_CBRN_F<br>I_E_Scientist_F<br>I_E_Scientist_Unarmed_F<br>I_E_Medic_F<br>I_E_Soldier_MP_F<br>I_E_Crew_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F<br>I_E_Soldier_UAV_F<br>I_E_soldier_UAV_06_F<br>I_E_soldier_UAV_06_medical_F<br>I_E_soldier_UGV_02_Science_F<br>I_E_soldier_UGV_02_Demining_F<br>I_E_Soldier_universal_F<br>O_R_Patrol_Soldier_TL_F<br>O_R_Patrol_Soldier_AR_F<br>O_R_Patrol_Soldier_AR2_F<br>O_R_Patrol_Soldier_GL_F<br>O_R_Patrol_Soldier_A_F<br>O_R_Patrol_Soldier_M_F<br>O_R_Patrol_Soldier_M2_F<br>O_R_Patrol_Soldier_Medic<br>O_R_Patrol_Soldier_Engineer_F<br>O_R_Patrol_Soldier_LAT_F<br>I_L_Uniform_01_camo_F<br>I_L_Uniform_01_deserter_F<br>I_L_Uniform_01_tshirt_skull_F<br>I_L_Uniform_01_tshirt_black_F<br>I_L_Uniform_01_tshirt_sport_F<br>I_L_Uniform_01_tshirt_olive_F<br>I_L_Looter_Pistol_F<br>I_L_Looter_SG_F<br>I_L_Looter_Rifle_F<br>I_L_Looter_SMG_F<br>I_L_Criminal_SG_F<br>I_L_Criminal_SMG_F<br>I_L_Hunter_F<br>SyndikatSoldier_Default<br>I_C_Soldier_Para_9_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F<br>C_man_p_beggar_F_afro_sick<br>C_Man_casual_1_F_afro_sick<br>C_Man_casual_3_F_afro_sick<br>C_Man_casual_4_F_afro_sick<br>C_Man_casual_5_F_afro_sick<br>C_Man_casual_6_F_afro_sick<br>C_man_polo_1_F_afro_sick<br>C_man_polo_2_F_afro_sick<br>C_man_polo_3_F_afro_sick<br>C_man_polo_6_F_afro_sick<br>C_man_sport_2_F_afro_sick<br>C_Uniform_ArtTShirt_01_v1_F<br>C_Uniform_ArtTShirt_01_v2_F<br>C_Uniform_ArtTShirt_01_v3_F<br>C_Uniform_ArtTShirt_01_v4_F<br>C_Uniform_ArtTShirt_01_v5_F<br>C_Uniform_ArtTShirt_01_v6_F<br>C_Uniform_FormalSuit_01_black_F<br>C_Uniform_FormalSuit_01_gray_F<br>C_Uniform_FormalSuit_01_blue_F<br>C_Uniform_FormalSuit_01_khaki_F<br>C_Uniform_FormalSuit_01_tshirt_black_F<br>C_Uniform_FormalSuit_01_tshirt_gray_F<br>B_Uniform_ParadeUniform_01_US_F<br>B_Uniform_ParadeUniform_01_US_decorated_F<br>O_Uniform_ParadeUniform_01_CSAT_F<br>O_Uniform_ParadeUniform_01_CSAT_decorated_F<br>I_Uniform_ParadeUniform_01_AAF_F<br>I_Uniform_ParadeUniform_01_AAF_decorated_F<br>I_E_Uniform_ParadeUniform_01_LDF_F<br>I_E_Uniform_ParadeUniform_01_LDF_decorated_F<br>C_Man_formal_1_F<br>C_Man_formal_1_F_afro<br>C_Man_formal_1_F_euro<br>C_Man_formal_1_F_asia<br>C_Man_formal_1_F_tanoan<br>C_Man_formal_2_F<br>C_Man_formal_2_F_afro<br>C_Man_formal_2_F_euro<br>C_Man_formal_2_F_asia<br>C_Man_formal_2_F_tanoan<br>C_Man_formal_3_F<br>C_Man_formal_3_F_afro<br>C_Man_formal_3_F_euro<br>C_Man_formal_3_F_asia<br>C_Man_formal_3_F_tanoan<br>C_Man_formal_4_F<br>C_Man_formal_4_F_afro<br>C_Man_formal_4_F_euro<br>C_Man_formal_4_F_asia<br>C_Man_formal_4_F_tanoan<br>C_Man_smart_casual_1_F<br>C_Man_smart_casual_1_F_afro<br>C_Man_smart_casual_1_F_euro<br>C_Man_smart_casual_1_F_asia<br>C_Man_smart_casual_1_F_tanoan<br>C_Man_smart_casual_2_F<br>C_Man_smart_casual_2_F_afro<br>C_Man_smart_casual_2_F_euro<br>C_Man_smart_casual_2_F_asia<br>C_Man_smart_casual_2_F_tanoan<br>C_Man_casual_4_v2_F<br>C_Man_casual_4_v2_F_afro<br>C_Man_casual_4_v2_F_euro<br>C_Man_casual_4_v2_F_asia<br>C_Man_casual_4_v2_F_tanoan<br>C_Man_casual_5_v2_F<br>C_Man_casual_5_v2_F_afro<br>C_Man_casual_5_v2_F_euro<br>C_Man_casual_5_v2_F_asia<br>C_Man_casual_5_v2_F_tanoan<br>C_Man_casual_6_v2_F<br>C_Man_casual_6_v2_F_afro<br>C_Man_casual_6_v2_F_euro<br>C_Man_casual_6_v2_F_asia<br>C_Man_casual_6_v2_F_tanoan<br>C_Man_casual_7_F<br>C_Man_casual_7_F_afro<br>C_Man_casual_7_F_euro<br>C_Man_casual_7_F_asia<br>C_Man_casual_7_F_tanoan<br>C_Man_casual_8_F<br>C_Man_casual_8_F_afro<br>C_Man_casual_8_F_euro<br>C_Man_casual_8_F_asia<br>C_Man_casual_8_F_tanoan<br>C_Man_casual_9_F<br>C_Man_casual_9_F_afro<br>C_Man_casual_9_F_euro<br>C_Man_casual_9_F_asia<br>C_Man_casual_9_F_tanoan \\| |\n|  | **Rifle** | *Rifle* |  |  |  |  |\n|  | **sgun_HunterShotgun_01_F** | *Kozlice 12G* |  | 2Rnd_12Gauge_Pellets<br>2Rnd_12Gauge_Slug |  | I_L_Looter_SG_F |\n|  | **sgun_HunterShotgun_01_sawedoff_F** | *Kozlice 12G (Sawed-Off)* |  | 2Rnd_12Gauge_Pellets<br>2Rnd_12Gauge_Slug |  | I_L_Criminal_SG_F |\n|  | **SMG_01_ACO_F** | *Vermin SMG .45 ACP* | *Submachine Gun<br>Caliber: .45 ACP* | 30Rnd_45ACP_Mag_SMG_01<br>30Rnd_45ACP_Mag_SMG_01_tracer_green<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Red<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Yellow | optic_Aco_smg |  |\n|  | **SMG_01_F** | *Vermin SMG .45 ACP* | *Submachine Gun<br>Caliber: .45 ACP* | 30Rnd_45ACP_Mag_SMG_01<br>30Rnd_45ACP_Mag_SMG_01_tracer_green<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Red<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Yellow |  |  |\n|  | **SMG_01_Holo_F** | *Vermin SMG .45 ACP* | *Submachine Gun<br>Caliber: .45 ACP* | 30Rnd_45ACP_Mag_SMG_01<br>30Rnd_45ACP_Mag_SMG_01_tracer_green<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Red<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Yellow | optic_Holosight_smg | B_Helipilot_F<br>B_Pilot_F<br>B_T_Helipilot_F<br>B_T_Pilot_F<br>B_W_Helipilot_F |\n|  | **SMG_01_Holo_pointer_snds_F** | *Vermin SMG .45 ACP* | *Submachine Gun<br>Caliber: .45 ACP* | 30Rnd_45ACP_Mag_SMG_01<br>30Rnd_45ACP_Mag_SMG_01_tracer_green<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Red<br>30Rnd_45ACP_Mag_SMG_01_Tracer_Yellow | optic_Holosight_smg<br>muzzle_snds_acp |  |\n|  | **SMG_02_ACO_F** | *Sting 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag_SMG_02<br>30Rnd_9x21_Mag_SMG_02_Tracer_Red<br>30Rnd_9x21_Mag_SMG_02_Tracer_Yellow<br>30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag | optic_ACO_grn_smg | O_helipilot_F<br>O_Pilot_F<br>O_T_Helipilot_F<br>O_T_Pilot_F |\n|  | **SMG_02_ARCO_pointg_F** | *Sting 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag_SMG_02<br>30Rnd_9x21_Mag_SMG_02_Tracer_Red<br>30Rnd_9x21_Mag_SMG_02_Tracer_Yellow<br>30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag | optic_Arco<br>acc_pointer_IR |  |\n|  | **SMG_02_F** | *Sting 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag_SMG_02<br>30Rnd_9x21_Mag_SMG_02_Tracer_Red<br>30Rnd_9x21_Mag_SMG_02_Tracer_Yellow<br>30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag |  |  |\n|  | **SMG_02_flash_F** | *Sting 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag_SMG_02<br>30Rnd_9x21_Mag_SMG_02_Tracer_Red<br>30Rnd_9x21_Mag_SMG_02_Tracer_Yellow<br>30Rnd_9x21_Mag_SMG_02_Tracer_Green<br>30Rnd_9x21_Mag<br>30Rnd_9x21_Red_Mag<br>30Rnd_9x21_Yellow_Mag<br>30Rnd_9x21_Green_Mag | acc_flashlight | O_A_officer_F |\n|  | **SMG_03_black** | *ADR-97 5.7 mm (Black)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03_camo** | *ADR-97 5.7 mm (Camo)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03_hex** | *ADR-97 5.7 mm (Hex)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03_khaki** | *ADR-97 5.7 mm (Khaki)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03_TR_black** | *ADR-97 TR 5.7 mm (Black)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03_TR_camo** | *ADR-97 TR 5.7 mm (Camo)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03_TR_hex** | *ADR-97 TR 5.7 mm (Hex)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03_TR_khaki** | *ADR-97 TR 5.7 mm (Khaki)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03C_black** | *ADR-97C 5.7 mm (Black)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  | B_Captain_Dwarden_F<br>I_E_Helipilot_F<br>I_E_Helicrew_F |\n|  | **SMG_03C_camo** | *ADR-97C 5.7 mm (Camo)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03C_hex** | *ADR-97C 5.7 mm (Hex)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03C_khaki** | *ADR-97C 5.7 mm (Khaki)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03C_TR_black** | *ADR-97C TR 5.7 mm (Black)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  | I_E_Scientist_F |\n|  | **SMG_03C_TR_camo** | *ADR-97C TR 5.7 mm (Camo)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03C_TR_hex** | *ADR-97C TR 5.7 mm (Hex)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_03C_TR_khaki** | *ADR-97C TR 5.7 mm (Khaki)* | *Submachine Gun* | 50Rnd_570x28_SMG_03 |  |  |\n|  | **SMG_05_F** | *Protector 9 mm* | *Submachine Gun<br>Caliber: 9x21 mm* | 30Rnd_9x21_Mag_SMG_02<br>30Rnd_9x21_Mag_SMG_02_Tracer_Red<br>30Rnd_9x21_Mag_SMG_02_Tracer_Yellow<br>30Rnd_9x21_Mag_SMG_02_Tracer_Green |  | B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>O_GEN_Soldier_F<br>O_GEN_Commander_F |\n|  | **srifle_DMR_01_ACO_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_ACO_grn |  |\n|  | **srifle_DMR_01_ARCO_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_Arco |  |\n|  | **srifle_DMR_01_DMS_BI_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_DMS | O_soldier_M_F |\n|  | **srifle_DMR_01_DMS_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_DMS | O_soldierU_M_F |\n|  | **srifle_DMR_01_DMS_snds_BI_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_DMS<br>muzzle_snds_B | O_recon_M_F |\n|  | **srifle_DMR_01_DMS_snds_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_DMS<br>muzzle_snds_B |  |\n|  | **srifle_DMR_01_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag |  |  |\n|  | **srifle_DMR_01_MRCO_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_MRCO |  |\n|  | **srifle_DMR_01_SOS_F** | *Rahim 7.62 mm* | *Assault rifle <br>Caliber: 7.62x54 mm* | 10Rnd_762x54_Mag | optic_SOS |  |\n|  | **srifle_DMR_02_ACO_F** | *MAR-10 .338 (Black)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag | optic_ACO_grn |  |\n|  | **srifle_DMR_02_ARCO_F** | *MAR-10 .338 (Black)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag | optic_Arco |  |\n|  | **srifle_DMR_02_camo_AMS_LP_F** | *MAR-10 .338 (Camo)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag | optic_AMS<br>acc_pointer_IR | B_CTRG_Sharphooter_F |\n|  | **srifle_DMR_02_camo_F** | *MAR-10 .338 (Camo)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag |  |  |\n|  | **srifle_DMR_02_DMS_F** | *MAR-10 .338 (Black)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag | optic_DMS |  |\n|  | **srifle_DMR_02_F** | *MAR-10 .338 (Black)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag |  |  |\n|  | **srifle_DMR_02_MRCO_F** | *MAR-10 .338 (Black)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag | optic_MRCO |  |\n|  | **srifle_DMR_02_sniper_AMS_LP_S_F** | *MAR-10 .338 (Sand)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag | optic_AMS_snd<br>acc_pointer_IR<br>muzzle_snds_338_sand | B_Recon_Sharpshooter_F |\n|  | **srifle_DMR_02_sniper_F** | *MAR-10 .338 (Sand)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag |  |  |\n|  | **srifle_DMR_02_SOS_F** | *MAR-10 .338 (Black)* | *Marksman Rifle<br>Caliber: .338 Lapua Magnum* | 10Rnd_338_Mag | optic_SOS |  |\n|  | **srifle_DMR_03_ACO_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_ACO_grn |  |\n|  | **srifle_DMR_03_AMS_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_AMS |  |\n|  | **srifle_DMR_03_ARCO_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_Arco |  |\n|  | **srifle_DMR_03_DMS_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_DMS |  |\n|  | **srifle_DMR_03_DMS_snds_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_DMS<br>muzzle_snds_B |  |\n|  | **srifle_DMR_03_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_DMR_03_khaki_F** | *Mk-I EMR 7.62 mm (Khaki)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_DMR_03_MRCO_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_MRCO |  |\n|  | **srifle_DMR_03_multicam_F** | *Mk-I EMR 7.62 mm (Camo)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_DMR_03_SOS_F** | *Mk-I EMR 7.62 mm (Black)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_SOS |  |\n|  | **srifle_DMR_03_tan_AMS_LP_F** | *Mk-I EMR 7.62 mm (Sand)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_AMS_snd<br>acc_pointer_IR | B_Sharpshooter_F |\n|  | **srifle_DMR_03_tan_F** | *Mk-I EMR 7.62 mm (Sand)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_DMR_03_woodland_F** | *Mk-I EMR 7.62 mm (Woodland)* | *Marksman Rifle<br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_DMR_04_ACO_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag | optic_ACO_grn |  |\n|  | **srifle_DMR_04_ARCO_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag | optic_Arco |  |\n|  | **srifle_DMR_04_DMS_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag | optic_DMS |  |\n|  | **srifle_DMR_04_DMS_weathered_Kir_F_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag | optic_DMS_weathered_Kir_F<br>acc_pointer_IR | O_R_soldier_M_F<br>O_R_recon_M_F<br>O_R_Patrol_Soldier_M2_F |\n|  | **srifle_DMR_04_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag |  |  |\n|  | **srifle_DMR_04_MRCO_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag | optic_MRCO |  |\n|  | **srifle_DMR_04_NS_LP_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag | optic_Nightstalker<br>acc_pointer_IR | O_Pathfinder_F |\n|  | **srifle_DMR_04_SOS_F** | *ASP-1 Kir 12.7 mm (Black)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag | optic_SOS |  |\n|  | **srifle_DMR_04_Tan_F** | *ASP-1 Kir 12.7 mm (Tan)* | *Marksman Rifle<br>Caliber: 12.7x54 mm* | 10Rnd_127x54_Mag |  |  |\n|  | **srifle_DMR_05_ACO_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag | optic_ACO_grn |  |\n|  | **srifle_DMR_05_ARCO_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag | optic_Arco |  |\n|  | **srifle_DMR_05_blk_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag |  |  |\n|  | **srifle_DMR_05_DMS_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag | optic_DMS |  |\n|  | **srifle_DMR_05_DMS_snds_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag | optic_DMS<br>muzzle_snds_93mmg |  |\n|  | **srifle_DMR_05_hex_F** | *Cyrus 9.3 mm (Hex)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag |  |  |\n|  | **srifle_DMR_05_KHS_LP_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag | optic_KHS_blk<br>acc_pointer_IR | O_Sharpshooter_F<br>O_Urban_Sharpshooter_F |\n|  | **srifle_DMR_05_MRCO_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag | optic_MRCO |  |\n|  | **srifle_DMR_05_SOS_F** | *Cyrus 9.3 mm (Black)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag | optic_SOS |  |\n|  | **srifle_DMR_05_tan_f** | *Cyrus 9.3 mm (Tan)* | *Marksman Rifle<br>Caliber: 9.3x64 mm* | 10Rnd_93x64_DMR_05_Mag |  |  |\n|  | **srifle_DMR_06_camo_F** | *Mk14 7.62 mm (Camo)* | *Marksman Rifle<br>Caliber: 7.62x51 mm* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_DMR_06_camo_khs_F** | *Mk14 7.62 mm (Camo)* | *Marksman Rifle<br>Caliber: 7.62x51 mm* | 20Rnd_762x51_Mag | optic_KHS_old | I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F |\n|  | **srifle_DMR_06_hunter_F** | *Mk14 7.62 mm (Classic)* | *Marksman Rifle<br>Caliber: 7.62x51 mm* | 10Rnd_Mk14_762x51_Mag |  | I_L_Looter_Rifle_F |\n|  | **srifle_DMR_06_hunter_khs_F** | *Mk14 7.62 mm (Classic)* | *Marksman Rifle<br>Caliber: 7.62x51 mm* | 10Rnd_Mk14_762x51_Mag | optic_KHS_old | I_L_Hunter_F |\n|  | **srifle_DMR_06_olive_F** | *Mk14 7.62 mm (Olive)* | *Marksman Rifle<br>Caliber: 7.62x51 mm* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_DMR_07_blk_DMS_F** | *CMR-76 6.5 mm (Black)* | *Marksman Rifle<br>Caliber: 6.5x39 mm* | 20Rnd_650x39_Cased_Mag_F | optic_DMS | O_T_Soldier_M_F |\n|  | **srifle_DMR_07_blk_DMS_Snds_F** | *CMR-76 6.5 mm (Black)* | *Marksman Rifle<br>Caliber: 6.5x39 mm* | 20Rnd_650x39_Cased_Mag_F | optic_DMS<br>muzzle_snds_65_TI_blk_F | O_T_Recon_M_F |\n|  | **srifle_DMR_07_blk_F** | *CMR-76 6.5 mm (Black)* | *Marksman Rifle<br>Caliber: 6.5x39 mm* | 20Rnd_650x39_Cased_Mag_F |  |  |\n|  | **srifle_DMR_07_blk_F_arco_flash_F** | *CMR-76 6.5 mm (Black)* | *Marksman Rifle<br>Caliber: 6.5x39 mm* | 20Rnd_650x39_Cased_Mag_F | optic_Arco_blk_F<br>acc_flashlight | O_A_soldier_M_F |\n|  | **srifle_DMR_07_ghex_F** | *CMR-76 6.5 mm (Green Hex)* | *Marksman Rifle<br>Caliber: 6.5x39 mm* | 20Rnd_650x39_Cased_Mag_F |  |  |\n|  | **srifle_DMR_07_hex_F** | *CMR-76 6.5 mm (Hex)* | *Marksman Rifle<br>Caliber: 6.5x39 mm* | 20Rnd_650x39_Cased_Mag_F |  |  |\n|  | **srifle_EBR_ACO_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_ACO_grn |  |\n|  | **srifle_EBR_ARCO_pointer_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_Arco<br>acc_pointer_IR |  |\n|  | **srifle_EBR_ARCO_pointer_snds_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_Arco<br>acc_pointer_IR<br>muzzle_snds_B |  |\n|  | **srifle_EBR_DMS_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_DMS |  |\n|  | **srifle_EBR_DMS_pointer_snds_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_DMS<br>acc_pointer_IR<br>muzzle_snds_B |  |\n|  | **srifle_EBR_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag |  |  |\n|  | **srifle_EBR_Hamr_pointer_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_Hamr<br>acc_pointer_IR | B_CTRG_soldier_M_medic_F |\n|  | **srifle_EBR_MRCO_LP_BI_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_MRCO<br>acc_pointer_IR | I_Soldier_M_F |\n|  | **srifle_EBR_MRCO_pointer_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_MRCO<br>acc_pointer_IR |  |\n|  | **srifle_EBR_SOS_F** | *Mk18 ABR 7.62 mm* | *Assault rifle <br>Caliber: 7.62x51 mm NATO* | 20Rnd_762x51_Mag | optic_SOS |  |\n|  | **srifle_GM6_camo_F** | *GM6 Lynx 12.7 mm (Camo)* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag |  |  |\n|  | **srifle_GM6_camo_LRPS_F** | *GM6 Lynx 12.7 mm (Camo)* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag | optic_LRPS | O_sniper_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F |\n|  | **srifle_GM6_camo_SOS_F** | *GM6 Lynx 12.7 mm (Camo)* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag | optic_SOS |  |\n|  | **srifle_GM6_F** | *GM6 Lynx 12.7 mm* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag |  |  |\n|  | **srifle_GM6_ghex_F** | *GM6 Lynx 12.7 mm (Green Hex)* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag |  |  |\n|  | **srifle_GM6_ghex_LRPS_F** | *GM6 Lynx 12.7 mm (Green Hex)* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag | optic_LRPS_ghex_F | O_T_Sniper_F<br>O_T_ghillie_tna_F |\n|  | **srifle_GM6_LRPS_F** | *GM6 Lynx 12.7 mm* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag | optic_LRPS | I_Sniper_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>I_C_Soldier_Para_9_F |\n|  | **srifle_GM6_SOS_F** | *GM6 Lynx 12.7 mm* | *Sniper Rifle<br>Caliber: 12.7x108 mm Russian* | 5Rnd_127x108_Mag<br>5Rnd_127x108_APDS_Mag | optic_SOS |  |\n|  | **srifle_LRR_camo_F** | *M320 LRR .408 (Camo)* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag |  |  |\n|  | **srifle_LRR_camo_LRPS_F** | *M320 LRR .408 (Camo)* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag | optic_LRPS | B_sniper_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F |\n|  | **srifle_LRR_camo_SOS_F** | *M320 LRR .408 (Camo)* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag | optic_SOS |  |\n|  | **srifle_LRR_F** | *M320 LRR .408* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag |  |  |\n|  | **srifle_LRR_LRPS_F** | *M320 LRR .408* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag | optic_LRPS |  |\n|  | **srifle_LRR_SOS_F** | *M320 LRR .408* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag | optic_SOS |  |\n|  | **srifle_LRR_tna_F** | *M320 LRR .408 (Tropic)* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag |  |  |\n|  | **srifle_LRR_tna_LRPS_F** | *M320 LRR .408 (Tropic)* | *Sniper Rifle<br>Caliber: .408* | 7Rnd_408_Mag | optic_LRPS_tna_F | B_T_Sniper_F<br>B_T_ghillie_tna_F |\n|  | **Throw** | *Throw* |  | HandGrenade_Stone<br>HandGrenade<br>MiniGrenade<br>SmokeShell<br>SmokeShellYellow<br>SmokeShellGreen<br>SmokeShellRed<br>SmokeShellPurple<br>SmokeShellOrange<br>SmokeShellBlue<br>Chemlight_green<br>Chemlight_red<br>Chemlight_yellow<br>Chemlight_blue<br>B_IR_Grenade<br>O_IR_Grenade<br>I_IR_Grenade<br>O_R_IR_Grenade<br>I_E_IR_Grenade |  | \\| Objects \\|<br>\\|---\\|<br>\\| C_man_1<br>VirtualMan_F<br>HeadlessClient_F<br>B_Soldier_F<br>B_RangeMaster_F<br>B_Soldier_lite_F<br>B_Soldier_GL_F<br>B_soldier_AR_F<br>B_Soldier_SL_F<br>B_Soldier_TL_F<br>B_soldier_M_F<br>B_soldier_LAT_F<br>B_medic_F<br>B_soldier_repair_F<br>B_soldier_exp_F<br>B_Helipilot_F<br>B_Soldier_A_F<br>B_soldier_AT_F<br>B_soldier_AA_F<br>B_engineer_F<br>B_crew_F<br>B_officer_F<br>B_Competitor_F<br>B_Pilot_F<br>B_helicrew_F<br>B_soldier_PG_F<br>B_soldier_UAV_F<br>B_Soldier_universal_F<br>B_Survivor_F<br>B_Soldier_unarmed_F<br>B_diver_F<br>B_diver_TL_F<br>B_diver_exp_F<br>B_recon_F<br>B_recon_LAT_F<br>B_recon_exp_F<br>B_recon_medic_F<br>B_recon_TL_F<br>B_recon_M_F<br>B_recon_JTAC_F<br>B_spotter_F<br>B_sniper_F<br>B_Story_SF_Captain_F<br>B_Story_Protagonist_F<br>B_Story_Engineer_F<br>B_Story_Colonel_F<br>B_Story_Pilot_F<br>B_Story_Tank_Commander_F<br>b_soldier_survival_F<br>B_CTRG_soldier_GL_LAT_F<br>B_CTRG_soldier_engineer_exp_F<br>B_CTRG_soldier_M_medic_F<br>B_CTRG_soldier_AR_A_F<br>B_soldier_AAR_F<br>B_soldier_AAT_F<br>B_soldier_AAA_F<br>B_support_MG_F<br>B_support_GMG_F<br>B_support_Mort_F<br>B_support_AMG_F<br>B_support_AMort_F<br>C_man_1_1_F<br>C_man_1_2_F<br>C_man_1_3_F<br>C_man_polo_1_F<br>C_man_polo_1_F_afro<br>C_man_polo_1_F_euro<br>C_man_polo_1_F_asia<br>C_man_polo_2_F<br>C_man_polo_2_F_afro<br>C_man_polo_2_F_euro<br>C_man_polo_2_F_asia<br>C_man_polo_3_F<br>C_man_polo_3_F_afro<br>C_man_polo_3_F_euro<br>C_man_polo_3_F_asia<br>C_man_polo_4_F<br>C_man_polo_4_F_afro<br>C_man_polo_4_F_euro<br>C_man_polo_4_F_asia<br>C_man_polo_5_F<br>C_man_polo_5_F_afro<br>C_man_polo_5_F_euro<br>C_man_polo_5_F_asia<br>C_man_polo_6_F<br>C_man_polo_6_F_afro<br>C_man_polo_6_F_euro<br>C_man_polo_6_F_asia<br>C_man_p_fugitive_F<br>C_man_p_fugitive_F_afro<br>C_man_p_fugitive_F_euro<br>C_man_p_fugitive_F_asia<br>C_man_p_beggar_F<br>C_man_p_beggar_F_afro<br>C_man_p_beggar_F_euro<br>C_man_p_beggar_F_asia<br>C_man_w_worker_F<br>C_scientist_F<br>C_man_hunter_1_F<br>C_man_p_shorts_1_F<br>C_man_p_shorts_1_F_afro<br>C_man_p_shorts_1_F_euro<br>C_man_p_shorts_1_F_asia<br>C_man_shorts_1_F<br>C_man_shorts_1_F_afro<br>C_man_shorts_1_F_euro<br>C_man_shorts_1_F_asia<br>C_man_shorts_2_F<br>C_man_shorts_2_F_afro<br>C_man_shorts_2_F_euro<br>C_man_shorts_2_F_asia<br>C_man_shorts_3_F<br>C_man_shorts_3_F_afro<br>C_man_shorts_3_F_euro<br>C_man_shorts_3_F_asia<br>C_man_shorts_4_F<br>C_man_shorts_4_F_afro<br>C_man_shorts_4_F_euro<br>C_man_shorts_4_F_asia<br>C_man_pilot_F<br>C_journalist_F<br>C_Orestes<br>C_Nikos<br>C_Nikos_aged<br>I_G_Soldier_F<br>I_G_Soldier_lite_F<br>I_G_Soldier_SL_F<br>I_G_Soldier_TL_F<br>I_G_Soldier_AR_F<br>I_G_medic_F<br>I_G_engineer_F<br>I_G_Soldier_exp_F<br>I_G_Soldier_GL_F<br>I_G_Soldier_M_F<br>I_G_Soldier_LAT_F<br>I_G_Soldier_A_F<br>I_G_officer_F<br>B_G_Soldier_F<br>O_G_Soldier_F<br>B_G_Soldier_lite_F<br>O_G_Soldier_lite_F<br>B_G_Soldier_SL_F<br>O_G_Soldier_SL_F<br>B_G_Soldier_TL_F<br>O_G_Soldier_TL_F<br>B_G_Soldier_AR_F<br>O_G_Soldier_AR_F<br>B_G_medic_F<br>O_G_medic_F<br>B_G_engineer_F<br>O_G_engineer_F<br>B_G_Soldier_exp_F<br>O_G_Soldier_exp_F<br>B_G_Soldier_GL_F<br>O_G_Soldier_GL_F<br>B_G_Soldier_M_F<br>O_G_Soldier_M_F<br>B_G_Soldier_LAT_F<br>O_G_Soldier_LAT_F<br>B_G_Soldier_A_F<br>O_G_Soldier_A_F<br>B_G_officer_F<br>O_G_officer_F<br>I_G_Soldier_unarmed_F<br>B_G_Soldier_unarmed_F<br>O_G_Soldier_unarmed_F<br>I_G_Survivor_F<br>B_G_Survivor_F<br>O_G_Survivor_F<br>B_G_Soldier_universal_F<br>O_G_Soldier_universal_F<br>I_G_Soldier_universal_F<br>I_G_Story_Protagonist_F<br>I_G_Story_SF_Captain_F<br>I_G_resistanceLeader_F<br>I_G_resistanceCommander_F<br>I_soldier_F<br>I_Soldier_lite_F<br>I_Soldier_A_F<br>I_Soldier_GL_F<br>I_Soldier_AR_F<br>I_Soldier_SL_F<br>I_Soldier_TL_F<br>I_Soldier_M_F<br>I_Soldier_LAT_F<br>I_Soldier_AT_F<br>I_Soldier_AA_F<br>I_medic_F<br>I_Soldier_repair_F<br>I_Soldier_exp_F<br>I_engineer_F<br>I_crew_F<br>I_helipilot_F<br>I_pilot_F<br>I_helicrew_F<br>I_officer_F<br>I_Story_Colonel_F<br>I_soldier_UAV_F<br>I_Soldier_universal_F<br>I_Survivor_F<br>I_Soldier_unarmed_F<br>I_diver_F<br>I_diver_exp_F<br>I_diver_TL_F<br>I_Spotter_F<br>I_Sniper_F<br>I_Soldier_AAR_F<br>I_Soldier_AAT_F<br>I_Soldier_AAA_F<br>I_support_MG_F<br>I_support_GMG_F<br>I_support_Mort_F<br>I_support_AMG_F<br>I_support_AMort_F<br>O_Soldier_F<br>O_officer_F<br>O_Soldier_lite_F<br>O_Soldier_GL_F<br>O_Soldier_AR_F<br>O_Soldier_SL_F<br>O_Soldier_TL_F<br>O_soldier_M_F<br>O_Soldier_LAT_F<br>O_medic_F<br>O_soldier_repair_F<br>O_soldier_exp_F<br>O_helipilot_F<br>O_Soldier_A_F<br>O_Soldier_AT_F<br>O_Soldier_AA_F<br>O_engineer_F<br>O_crew_F<br>O_Pilot_F<br>O_helicrew_F<br>O_soldier_PG_F<br>O_Story_Colonel_F<br>O_Story_CEO_F<br>O_soldier_UAV_F<br>O_Soldier_universal_F<br>O_Survivor_F<br>O_Soldier_unarmed_F<br>O_diver_F<br>O_diver_TL_F<br>O_diver_exp_F<br>O_spotter_F<br>O_sniper_F<br>O_recon_F<br>O_recon_M_F<br>O_recon_LAT_F<br>O_recon_medic_F<br>O_recon_exp_F<br>O_recon_JTAC_F<br>O_recon_TL_F<br>O_Soldier_AAR_F<br>O_Soldier_AAT_F<br>O_Soldier_AAA_F<br>O_support_MG_F<br>O_support_GMG_F<br>O_support_Mort_F<br>O_support_AMG_F<br>O_support_AMort_F<br>O_soldierU_F<br>O_soldierU_AR_F<br>O_soldierU_AAR_F<br>O_soldierU_LAT_F<br>O_soldierU_AT_F<br>O_soldierU_AAT_F<br>O_soldierU_AA_F<br>O_soldierU_AAA_F<br>O_soldierU_TL_F<br>O_SoldierU_SL_F<br>O_soldierU_medic_F<br>O_soldierU_repair_F<br>O_soldierU_exp_F<br>O_engineer_U_F<br>O_soldierU_M_F<br>O_soldierU_A_F<br>O_SoldierU_GL_F<br>O_SoldierU_unarmed_F<br>C_Driver_1_F<br>C_Driver_2_F<br>C_Driver_3_F<br>C_Driver_4_F<br>C_Driver_1_random_base_F<br>C_Driver_1_black_F<br>C_Driver_1_blue_F<br>C_Driver_1_green_F<br>C_Driver_1_red_F<br>C_Driver_1_white_F<br>C_Driver_1_yellow_F<br>C_Driver_1_orange_F<br>C_Marshal_F<br>B_Soldier_VR_F<br>O_Soldier_VR_F<br>I_Soldier_VR_F<br>C_Soldier_VR_F<br>B_Protagonist_VR_F<br>O_Protagonist_VR_F<br>I_Protagonist_VR_F<br>C_Protagonist_VR_F<br>B_ghillie_lsh_F<br>B_ghillie_sard_F<br>B_ghillie_ard_F<br>O_ghillie_lsh_F<br>O_ghillie_sard_F<br>O_ghillie_ard_F<br>I_ghillie_lsh_F<br>I_ghillie_sard_F<br>I_ghillie_ard_F<br>B_Sharpshooter_F<br>B_Recon_Sharpshooter_F<br>B_CTRG_Sharphooter_F<br>B_HeavyGunner_F<br>O_Sharpshooter_F<br>O_Urban_Sharpshooter_F<br>O_Pathfinder_F<br>O_HeavyGunner_F<br>O_Urban_HeavyGunner_F<br>I_G_Sharpshooter_F<br>B_G_Sharpshooter_F<br>O_G_Sharpshooter_F<br>B_Captain_Pettka_F<br>B_Captain_Jay_F<br>I_Captain_Hladas_F<br>VirtualCurator_F<br>B_VirtualCurator_F<br>O_VirtualCurator_F<br>I_VirtualCurator_F<br>C_VirtualCurator_F<br>VirtualSpectator_F<br>I_C_Soldier_Para_1_F<br>I_C_Soldier_Para_2_F<br>I_C_Soldier_Para_3_F<br>I_C_Soldier_Para_4_F<br>I_C_Soldier_Para_5_F<br>I_C_Soldier_Para_6_F<br>I_C_Soldier_Para_7_F<br>I_C_Soldier_Para_8_F<br>I_C_Soldier_Bandit_1_F<br>I_C_Soldier_Bandit_2_F<br>I_C_Soldier_Bandit_3_F<br>I_C_Soldier_Bandit_4_F<br>I_C_Soldier_Bandit_5_F<br>I_C_Soldier_Bandit_6_F<br>I_C_Soldier_Bandit_7_F<br>I_C_Soldier_Bandit_8_F<br>I_C_Soldier_Camo_F<br>I_C_Pilot_F<br>I_C_Helipilot_F<br>I_C_Soldier_universal_F<br>I_C_Soldier_base_unarmed_F<br>B_T_Soldier_A_F<br>B_T_Soldier_AAR_F<br>B_T_Support_AMG_F<br>B_T_Support_AMort_F<br>B_T_Soldier_AAA_F<br>B_T_Soldier_AAT_F<br>B_T_Soldier_AR_F<br>B_T_Medic_F<br>B_T_Crew_F<br>B_T_Engineer_F<br>B_T_Soldier_Exp_F<br>B_T_Soldier_GL_F<br>B_T_Support_GMG_F<br>B_T_Support_MG_F<br>B_T_Support_Mort_F<br>B_T_Helicrew_F<br>B_T_Helipilot_F<br>B_T_soldier_M_F<br>B_T_Soldier_AA_F<br>B_T_Soldier_AT_F<br>B_T_Officer_F<br>B_T_Soldier_PG_F<br>B_T_Pilot_F<br>B_T_Soldier_Repair_F<br>B_T_Soldier_F<br>B_T_Soldier_LAT_F<br>B_T_Soldier_SL_F<br>B_T_Soldier_TL_F<br>B_T_Soldier_UAV_F<br>B_T_Diver_F<br>B_T_Diver_Exp_F<br>B_T_Diver_TL_F<br>B_T_Recon_Exp_F<br>B_T_Recon_JTAC_F<br>B_T_Recon_M_F<br>B_T_Recon_Medic_F<br>B_T_Recon_F<br>B_T_Recon_LAT_F<br>B_T_Recon_TL_F<br>B_T_Sniper_F<br>B_T_Spotter_F<br>B_T_ghillie_tna_F<br>B_T_Soldier_universal_F<br>B_T_Soldier_unarmed_F<br>O_T_Soldier_A_F<br>O_T_Soldier_AAR_F<br>O_T_Support_AMG_F<br>O_T_Support_AMort_F<br>O_T_Soldier_AAA_F<br>O_T_Soldier_AAT_F<br>O_T_Soldier_AR_F<br>O_T_Medic_F<br>O_T_Crew_F<br>O_T_Engineer_F<br>O_T_Soldier_Exp_F<br>O_T_Soldier_GL_F<br>O_T_Support_GMG_F<br>O_T_Support_MG_F<br>O_T_Support_Mort_F<br>O_T_Helicrew_F<br>O_T_Helipilot_F<br>O_T_Soldier_M_F<br>O_T_Soldier_AA_F<br>O_T_Soldier_AT_F<br>O_T_Officer_F<br>O_T_Soldier_PG_F<br>O_T_Pilot_F<br>O_T_Soldier_Repair_F<br>O_T_Soldier_F<br>O_T_Soldier_LAT_F<br>O_T_Soldier_SL_F<br>O_T_Soldier_TL_F<br>O_T_Soldier_UAV_F<br>O_T_Diver_F<br>O_T_Diver_Exp_F<br>O_T_Diver_TL_F<br>O_T_Recon_Exp_F<br>O_T_Recon_JTAC_F<br>O_T_Recon_M_F<br>O_T_Recon_Medic_F<br>O_T_Recon_F<br>O_T_Recon_LAT_F<br>O_T_Recon_TL_F<br>O_T_Sniper_F<br>O_T_Spotter_F<br>O_T_ghillie_tna_F<br>O_V_Soldier_Viper_F<br>O_V_Soldier_Viper_hex_F<br>O_T_Soldier_universal_F<br>O_T_Soldier_unarmed_F<br>B_CTRG_Soldier_F<br>B_CTRG_Soldier_arid_F<br>B_CTRG_Soldier_2_F<br>B_CTRG_Soldier_2_arid_F<br>B_CTRG_Soldier_3_F<br>B_CTRG_Soldier_3_arid_F<br>B_CTRG_Soldier_TL_tna_F<br>B_CTRG_Soldier_Exp_tna_F<br>B_CTRG_Soldier_Medic_tna_F<br>B_CTRG_Soldier_M_tna_F<br>B_CTRG_Soldier_tna_F<br>B_CTRG_Soldier_LAT_tna_F<br>B_CTRG_Soldier_AR_tna_F<br>B_CTRG_Soldier_JTAC_tna_F<br>B_CTRG_Miller_F<br>B_CTRG_Soldier_urb_1_F<br>B_CTRG_Soldier_urb_2_F<br>B_CTRG_Soldier_urb_3_F<br>B_CTRG_Soldier_universal_F<br>O_V_Soldier_hex_F<br>O_V_Soldier_TL_hex_F<br>O_V_Soldier_Exp_hex_F<br>O_V_Soldier_Medic_hex_F<br>O_V_Soldier_M_hex_F<br>O_V_Soldier_LAT_hex_F<br>O_V_Soldier_JTAC_hex_F<br>O_V_Soldier_ghex_F<br>O_V_Soldier_TL_ghex_F<br>O_V_Soldier_Exp_ghex_F<br>O_V_Soldier_Medic_ghex_F<br>O_V_Soldier_M_ghex_F<br>O_V_Soldier_LAT_ghex_F<br>O_V_Soldier_JTAC_ghex_F<br>B_GEN_Soldier_F<br>B_GEN_Commander_F<br>B_GEN_Soldier_universal_F<br>B_Captain_Dwarden_F<br>B_G_Captain_Ivan_F<br>C_man_sport_1_F<br>C_man_sport_1_F_afro<br>C_man_sport_1_F_euro<br>C_man_sport_1_F_asia<br>C_man_sport_1_F_tanoan<br>C_man_sport_2_F<br>C_man_sport_2_F_afro<br>C_man_sport_2_F_euro<br>C_man_sport_2_F_asia<br>C_man_sport_2_F_tanoan<br>C_man_sport_3_F<br>C_man_sport_3_F_afro<br>C_man_sport_3_F_euro<br>C_man_sport_3_F_asia<br>C_man_sport_3_F_tanoan<br>C_Man_casual_1_F<br>C_Man_casual_1_F_afro<br>C_Man_casual_1_F_euro<br>C_Man_casual_1_F_asia<br>C_Man_casual_1_F_tanoan<br>C_Man_casual_2_F<br>C_Man_casual_2_F_afro<br>C_Man_casual_2_F_euro<br>C_Man_casual_2_F_asia<br>C_Man_casual_2_F_tanoan<br>C_Man_casual_3_F<br>C_Man_casual_3_F_afro<br>C_Man_casual_3_F_euro<br>C_Man_casual_3_F_asia<br>C_Man_casual_3_F_tanoan<br>C_Man_casual_4_F<br>C_Man_casual_4_F_afro<br>C_Man_casual_4_F_euro<br>C_Man_casual_4_F_asia<br>C_Man_casual_4_F_tanoan<br>C_Man_casual_5_F<br>C_Man_casual_5_F_afro<br>C_Man_casual_5_F_euro<br>C_Man_casual_5_F_asia<br>C_Man_casual_5_F_tanoan<br>C_Man_casual_6_F<br>C_Man_casual_6_F_afro<br>C_Man_casual_6_F_euro<br>C_Man_casual_6_F_asia<br>C_Man_casual_6_F_tanoan<br>C_Man_French_universal_F<br>B_Deck_Crew_F<br>B_Fighter_Pilot_F<br>O_Fighter_Pilot_F<br>I_Fighter_Pilot_F<br>B_Patrol_Soldier_TL_F<br>B_Patrol_Soldier_UAV_F<br>B_Patrol_Soldier_M_F<br>B_Patrol_Medic_F<br>B_Patrol_Soldier_AR_F<br>B_Patrol_Soldier_MG_F<br>B_Patrol_HeavyGunner_F<br>B_Patrol_Soldier_A_F<br>B_Patrol_Soldier_AT_F<br>B_Patrol_Engineer_F<br>B_soldier_UAV_06_F<br>B_soldier_UAV_06_medical_F<br>B_T_soldier_UAV_06_F<br>B_T_soldier_UAV_06_medical_F<br>B_soldier_mine_F<br>B_T_soldier_mine_F<br>O_soldier_UAV_06_F<br>O_soldier_UAV_06_medical_F<br>O_T_soldier_UAV_06_F<br>O_T_soldier_UAV_06_medical_F<br>O_soldier_mine_F<br>O_T_soldier_mine_F<br>I_soldier_UAV_06_F<br>I_soldier_UAV_06_medical_F<br>I_soldier_mine_F<br>C_IDAP_Man_AidWorker_01_F<br>C_IDAP_Man_AidWorker_02_F<br>C_IDAP_Man_AidWorker_03_F<br>C_IDAP_Man_AidWorker_04_F<br>C_IDAP_Man_AidWorker_05_F<br>C_IDAP_Man_AidWorker_06_F<br>C_Man_ConstructionWorker_01_Red_F<br>C_Man_ConstructionWorker_01_Vrana_F<br>C_Man_ConstructionWorker_01_Black_F<br>C_Man_ConstructionWorker_01_Blue_F<br>C_Paramedic_01_base_F<br>C_Man_Paramedic_01_F<br>C_IDAP_Man_Paramedic_01_F<br>C_IDAP_Pilot_01_F<br>C_Man_UtilityWorker_01_F<br>C_IDAP_Man_EOD_01_F<br>C_IDAP_Man_EOD_01_TrainingMines_F<br>C_IDAP_Man_UAV_01_F<br>C_IDAP_Man_UAV_06_F<br>C_IDAP_Man_UAV_06_medical_F<br>C_IDAP_Man_UAV_06_antimine_F<br>C_Man_UAV_06_F<br>C_Man_UAV_06_medical_F<br>C_Man_Messenger_01_F<br>C_Story_EOD_01_F<br>C_Story_Mechanic_01_F<br>CivilianPresence_C_Man_casual_1_F_tanoan<br>CivilianPresence_C_Man_casual_2_F_tanoan<br>CivilianPresence_C_Man_casual_3_F_tanoan<br>CivilianPresence_C_Man_casual_4_F_tanoan<br>CivilianPresence_C_Man_casual_5_F_tanoan<br>CivilianPresence_C_Man_casual_6_F_tanoan<br>CivilianPresence_C_Man_casual_1_F_euro<br>CivilianPresence_C_Man_casual_2_F_euro<br>CivilianPresence_C_Man_casual_3_F_euro<br>CivilianPresence_C_Man_casual_4_F_euro<br>CivilianPresence_C_Man_casual_5_F_euro<br>CivilianPresence_C_Man_casual_6_F_euro<br>CivilianPresence_C_man_polo_1_F_euro<br>CivilianPresence_C_man_polo_2_F_euro<br>CivilianPresence_C_man_polo_3_F_euro<br>CivilianPresence_C_man_polo_4_F_euro<br>CivilianPresence_C_man_polo_5_F_euro<br>CivilianPresence_C_man_polo_6_F_euro<br>CivilianPresence_C_Man_casual_1_F_asia<br>CivilianPresence_C_Man_casual_2_F_asia<br>CivilianPresence_C_Man_casual_3_F_asia<br>CivilianPresence_C_Man_casual_4_F_asia<br>CivilianPresence_C_Man_casual_5_F_asia<br>CivilianPresence_C_Man_casual_6_F_asia<br>CivilianPresence_C_man_polo_1_F_asia<br>CivilianPresence_C_man_polo_2_F_asia<br>CivilianPresence_C_man_polo_3_F_asia<br>CivilianPresence_C_man_polo_4_F_asia<br>CivilianPresence_C_man_polo_5_F_asia<br>CivilianPresence_C_man_polo_6_F_asia<br>CivilianPresence_C_Man_casual_1_F_afro<br>CivilianPresence_C_Man_casual_2_F_afro<br>CivilianPresence_C_Man_casual_3_F_afro<br>CivilianPresence_C_Man_casual_4_F_afro<br>CivilianPresence_C_Man_casual_5_F_afro<br>CivilianPresence_C_Man_casual_6_F_afro<br>CivilianPresence_C_man_polo_1_F_afro<br>CivilianPresence_C_man_polo_2_F_afro<br>CivilianPresence_C_man_polo_3_F_afro<br>CivilianPresence_C_man_polo_4_F_afro<br>CivilianPresence_C_man_polo_5_F_afro<br>CivilianPresence_C_man_polo_6_F_afro<br>O_A_soldier_A_F<br>O_A_soldier_AR_F<br>O_A_medic_F<br>O_A_soldier_GL_F<br>O_A_soldier_M_F<br>O_A_officer_F<br>O_A_soldier_F<br>O_A_soldier_LAT_F<br>O_A_soldier_SL_F<br>O_A_soldier_TL_F<br>O_A_soldier_AA_F<br>O_A_soldier_AT_F<br>B_soldier_LAT2_F<br>B_T_Soldier_LAT2_F<br>B_CTRG_Soldier_LAT2_tna_F<br>I_G_Soldier_LAT2_F<br>B_G_Soldier_LAT2_F<br>O_G_Soldier_LAT2_F<br>I_Soldier_LAT2_F<br>O_Soldier_HAT_F<br>O_T_Soldier_HAT_F<br>O_Soldier_AHAT_F<br>O_T_Soldier_AHAT_F<br>I_Story_Crew_F<br>C_E_LooterJacket_01_F<br>C_Uniform_Scientist_01_F<br>C_Uniform_Scientist_01_formal_F<br>C_Uniform_Scientist_02_F<br>C_Uniform_Scientist_02_formal_F<br>C_Uniform_Farmer_01_F<br>C_scientist_01_formal_F<br>C_scientist_02_formal_F<br>C_scientist_01_informal_F<br>C_scientist_02_informal_F<br>C_Man_1_enoch_F<br>C_Man_2_enoch_F<br>C_Man_3_enoch_F<br>C_Man_4_enoch_F<br>C_Man_5_enoch_F<br>C_Man_6_enoch_F<br>C_Farmer_01_enoch_F<br>CivilianPresence_C_Man_1_enoch_F<br>CivilianPresence_C_Man_2_enoch_F<br>CivilianPresence_C_Man_3_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\\| |\n\nGenerated in Arma 3 v2.17 by R3vo (talk) 19:35, 9 August 2024 (CEST)"}],"categories":["Arma 3: Assets","Arma 3: Editing","CfgWeapons"],"groups":["Reference Lists"]},{"name":"Arma 3: CfgWorlds Config Reference","title":"Arma 3: CfgWorlds Config Reference","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgWorlds_Config_Reference","revid":373245,"updated":"2025-04-12T22:20:54Z","aliases":["Arma 3 CfgWorlds Config Reference","CfgWorlds Config Reference"],"markdown":"> [!WARNING]\n> This reference page was created for Arma 3 v1.66+, some fields may not exist in prior games and versions.\n\n#### A\n\n##### class AmbientA3\n\n```cpp\nclass AmbientA3\n{\n    maxCost = 500; // max. cost of all animals spawned by the ambient system\n\n    class Main_spawn_circle_name\n    {\n        areaSpawnRadius = 440.0;    // radius of the main spawn circle, testing circles are placed on this radius\n        areaMaxRadius = 500.0;        // radius where animals are removed\n        spawnCircleRadius = 30.0;    // radius of testing circles\n        spawnInterval = 4.7;        // how often is the creation process started in seconds\n\n        class Species\n        {\n            class Animal_config_class    // class of animal from CfgVehicles\n            {\n                maxCircleCount = 5;        // expression - max. number of a given kind in testing circle\n                maxWorldCount = 8;        // max. number of animals on map\n                cost = 3;                // cost of animal\n                spawnCount = 1;            // how many animals should be spawned at once\n                groupSpawnRadius = 10;    // radius for spawning of animal group\n                maxAlt = 200;            // if defined, an animal can be created only if [camera height above/under water/ground] < maxAlt\n                minAlt = -10;            // if defined, an animal can be created only if [camera height above/under water/ground] > minAlt\n            };\n        };\n    };\n};\n```\n\nFor more information visit the Ambient Animals System Page\n\n##### class AnomalyPars\n\n```cpp\nclass AnomalyPars\n{\n    // outer model (should be sphere with radius of 1 and normals directed outwards)\n    outerModel = \"\"; /// path should be defined in data\n    // inner model (should be sphere with radius of 1 and normals directed inwards)\n    innerModel = \"\"; /// path should be defined in data\n    // scale of refraction (R, G, B - you can use different values to achieve abberation effect)\n    refractScale[] = {0.04, 0.03, 0.05};\n    // animation time coef (horizontal, vertical), use {0,0, 0} for no animation (third value not used)\n    timeScale[] = {0.03, 0.03, 0.0};\n    // distance (in meters) from the anomaly boundary, where the postprocess effect should be used (0 = no postprocess)\n    postProcessDistance = 3.0;\n};\n```\n\n##### aroundSunCoefExponent\n\nArma 3 v1.60\nFloat: Modifiers of around sun coefficient for pixel shader computations.\n\n```cpp\n// coef = pow(coef * _aroundSunCoefMultiplier, _aroundSunCoefExponent);\naroundSunCoefExponent = \"12.0f\"; //value used by BI in all A3 terrains\n```\n\n##### aroundSunCoefMultiplier\n\nArma 3 v1.60\nFloat: Modifiers of around sun coefficient for pixel shader computations.\n\n```cpp\n// coef = pow(coef * _aroundSunCoefMultiplier, _aroundSunCoefExponent);\naroundSunCoefMultiplier = \"1.4f\"; //value used by BI in all A3 terrains\n```\n\n##### author\n\nString: Defines the author of the world, which is shown in the loading screen\n\n```cpp\nauthor = \"$STR_A3_Bohemia_Interactive\"; //value used by Tanoa, $STR_A3_Bohemia_Interactive corresponds to a stringtable entry\n```\n\n#### C\n\n##### causticsBrightnessCoef\n\nFloat: Brightness coefficient\n\n```cpp\naroundSunCoefMultiplier = \"1.4f\"; //value used by BI in all A3 terrains\n```\n\n##### causticsDepthFadeCoef\n\nFloat: Coef used for caustics intensity fading with depth (how fast the intensity fades with depth), 1.0 = linear, 2.0 = quadratic,...\n\n```cpp\ncausticsDepthFadeCoef = \"0.05f\"; //value used by Tanoa\n```\n\n##### causticsDepthLimit\n\nFloat: Depth limit (under water) for caustics drawing (in m)\n\n```cpp\ncausticsDepthLimit = \"80.0f\"; //value used by Tanoa\n```\n\n##### causticsDistanceLimit\n\nFloat: Distance limit for caustics drawing (in m)\n\n```cpp\ncausticsDistanceLimit = \"200.0f\"; //value used by Tanoa\n```\n\n##### causticsEnabled\n\nInteger: Enable/disable caustics\n\n```cpp\ncausticsEnabled = 1; //value used by Tanoa\n```\n\n##### causticsTexture\n\nString: Caustics texture path\n\n```cpp\ncausticsTexture = \"A3\\data_f\\caustics\\caustic_anim_ca.paa\"; //value used by Tanoa\n```\n\n##### causticsTextureArea\n\nFloat: Length of the side of the rectangle, that covers one caustics texture (in meters) in zero depth\n\n```cpp\ncausticsTextureArea = \"2.0f\"; //value used by Tanoa\n```\n\n##### causticsTextureAreaDeep\n\nFloat: Length of the side of the rectangle, that covers one caustics texture (in meters) in max depth causticsDepthLimit(causticsDepthLimit)\n\n```cpp\ncausticsTextureAreaDeep = \"156.0f\"; //value used by Tanoa\n```\n\n##### causticsTextureChangeInterval\n\nFloat: Interval of texture change (in s)\n\n```cpp\ncausticsTextureChangeInterval = \"0.04f\"; //value used by Tanoa\n```\n\n##### causticsTextureCount\n\nInteger: Number of caustics textures\n\n```cpp\ncausticsTextureCount = 32; //value used by Tanoa\n```\n\n##### causticsTextureDepthGranularity\n\nFloat: Distance (in meters) over which we interpolate two caustics textures (in different depth)\n\n```cpp\ncausticsTextureDepthGranularity = \"2.5f\"; //value used by Tanoa\n```\n\n##### causticsTextureMask\n\nString: Caustics texture mask path\n\n```cpp\ncausticsTextureMask = \"A3\\data_f\\caustics\\caustics_anim_%03d.paa\"; //value used by Tanoa\n```\n\n##### causticsTextureNumRows\n\nInteger: Number of textures in one row in caustic texture (we suppose that number of rows and columns is the same)\n\n```cpp\ncausticsTextureNumRows = 4; //value used by Tanoa\n```\n\n##### centerPosition[]\n\nArray: Default center position\n\n```cpp\ncenterPosition[] = {7228, 6987, 0}; //value used by Tanoa\n```\n\n##### clouds[]\n\nArray:\n\n```cpp\nclouds[] = {\"A3\\data_f\\mrak1.p3d\", \"A3\\data_f\\mrak2.p3d\", \"A3\\data_f\\mrak3.p3d\", \"A3\\data_f\\mrak4.p3d\"}; //value used by Tanoa\n```\n\n##### class clutter\n\n```cpp\nclass clutter\n{\n    class YourClutterName : DefaultClutter\n    {\n        // Determines the affection of the clutter to the wind (0 - stone, 1 - common grass)\n        affectedByWind = 0;\n        // Path to your clutter model\n        model = \"path\\to\\your\\clutter.p3d\";\n        // If colored by the ground, desired color relative to the ground\n        relativeColor[] = {1, 1, 1, 1}; //not used in any A3 Clutter configs\n        // Maximal scale for random clutter scaling\n        scaleMax = 1.0;\n        // Minimal scale for random clutter scaling\n        scaleMin = 0.5;\n        // Use default lighting (0 = disable, 1 = enable). This should be enabled if your clutter uses the \"Grass\" pixel or vertex shader, otherwise it should be disabled\n        swLighting = 1;\n    };\n};\n```\n\n##### clutterColoringFarCoef\n\nFloat: Max coef for clutter coloring at far distance (must be >=1, large coef means we can colorize more)\n\n```cpp\nclutterColoringFarCoef = \"5.0f\"; //value used by Tanoa\n```\n\n##### clutterColoringFarSpeed\n\nFloat: Speed of far clutter coloration (1 = linear, 2 = quadratic, etc.)\n\n```cpp\nclutterColoringFarSpeed = \"2.0f\"; //value used by Tanoa\n```\n\n##### clutterColoringFarStart\n\nFloat: Distance (in m) when clutterColoringFarCoef when we start to interpolate to clutterColoringFarCoef\n\n```cpp\nclutterColoringFarStart = \"20.0f\"; //value used by Tanoa\n```\n\n##### clutterDist\n\nInteger: How far clutter is visible\n\n```cpp\nclutterDist = 100; //value used by Tanoa\n```\n\n##### clutterGrid\n\nInteger: Controls density of clutters (size of square where single clutter is present)\n\n```cpp\nclutterGrid = 0.8; //value used by Tanoa\n```\n\n##### clutterRadius\n\nInteger: Maximal size of clutters (for clipping)\n\n```cpp\nclutterRadius = 1; //value used by Tanoa\n```\n\n##### clutterRoadwayCheckRadiusCoef\n\nFloat: Coefficient for clutter radius to check against roadways (0 = check only center, 1 = check whole radius)\n\n```cpp\nclutterRoadwayCheckRadiusCoef = \"0.8f\"; //value used by Tanoa\n```\n\n##### cutscenes[]\n\nArray:\n\n```cpp\ncutscenes[] = {\"Tanoa_intro1\"}; //value used by Tanoa\n```\n\n#### D\n\n##### description\n\nString: Name of the terrain\n\n```cpp\ndescription = \"$STR_A3_CFGWORLDS_TANOA0\"; //value used by Tanoa, corresponds to a stringtable entry\n```\n\n##### class DOFPars\n\nParameters for depth of field\n\n```cpp\nclass DOFPars\n{\n    // standard dof parameters\n    focusDistance = 25.0;\n    blur = 1.0;\n    farOnly = 1; //blur only far objects? (0 = disable, 1 = enable)\n\n    // underwater dof parameters (no goggles)\n    focusDistanceWater = 1.0;\n    blurWater = 1.3;\n    farOnlyWater = 1; //blur only far objects? (0 = disable, 1 = enable)\n\n    // underwater dof parameters (with goggles)\n    focusDistanceWaterGoggles = 4.0;\n    blurWaterGoggles = 1.0;\n    farOnlyWaterGoggles = 1; //blur only far objects? (0 = disable, 1 = enable)\n};\n```\n\n##### drawTaxiway\n\nInteger:\n\n```cpp\ndrawTaxiway = 0; //value used by Tanoa\n```\n\n##### dynLightMinBrightnessAbsolute\n\nInteger: These constants are used to determine the radius of dynamic lights. Radius is computed based on minimal brightness. Minimal brightness is computed: max(dynLightMinBrightnessAbsolute, sceneAmbient * dynLightMinBrightnessAmbientCoef) where sceneAmbient is current brightness of scene ambient light.\n\n```cpp\ndynLightMinBrightnessAbsolute = 0.05; //value used by Tanoa\n```\n\n##### dynLightMinBrightnessAmbientCoef\n\nInteger: These constants are used to determine the radius of dynamic lights. Radius is computed based on minimal brightness. Minimal brightness is computed: max(dynLightMinBrightnessAbsolute, sceneAmbient * dynLightMinBrightnessAmbientCoef) where sceneAmbient is current brightness of scene ambient light.\n\n```cpp\ndynLightMinBrightnessAmbientCoef = 0.5; //value used by Tanoa\n```\n\n#### E\n\n##### elevationOffset\n\nFloat:\n\n```cpp\nelevationOffset = 0; //value used by Tanoa\n```\n\n##### enableBloodSplashes\n\nInteger: Enable blood splashes\n\n```cpp\nenableBloodSplashes = 1; //value used by Tanoa\n```\n\n##### enableFootsteps\n\nInteger: Enable footsteps\n\n```cpp\nenableFootsteps = 1; //value used by Tanoa\n```\n\n##### enableTracks\n\nInteger: Enable vehicle tracks\n\n```cpp\nenableTracks = 1; //value used by Tanoa\n```\n\n##### class EnvMaps\n\n```cpp\nclass EnvMaps\n{\n    class EnvMap1\n    {\n        // overcast value for which this is used\n        overcast = 0;\n        texture = \"A3\\Map_Tanoabuka\\data\\env_land_ClearSky_ca.paa\";\n    };\n    class EnvMap2\n    {\n        // overcast value for which this is used\n        overcast = 0.4;\n        texture = \"A3\\Map_Tanoabuka\\data\\env_land_SemiCloudySky_ca.paa\";\n    };\n    class EnvMap3\n    {\n        // overcast value for which this is used\n        overcast = 0.8;\n        texture = \"A3\\Map_Tanoabuka\\data\\env_land_OvercastSky_ca.paa\";\n    };\n};\n```\n\n##### envTexture\n\nString: Set global envTexture to be used instead of assets specific one if defined for the world.\n\n```cpp\nenvTexture = \"\"; //value used by Tanoa\n```\n\n#### F\n\n##### fogBeta0Max\n\nInteger: beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 1\n\n```cpp\nfogBeta0Max = 0.05; //value used by Tanoa\n```\n\n##### fogBeta0Min\n\nInteger: beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 0\n\n```cpp\nfogBeta0Min = 0; //value used by Tanoa\n```\n\n##### fogHeight\n\nInteger: Max height of the Arma fog for clouds (in meters)\n\n```cpp\nfogHeight = 2000; //value used by Tanoa\n```\n\nRelated commands: fog, setFog, fogParams, fogForecast\n\n##### forecastFog\n\nInteger:\n\n```cpp\nforecastFog = 0; //value used by Tanoa\n```\n\nRelated commands: fog, setFog, fogParams, fogForecast\n\n##### forecastFogBase\n\nInteger: Base forecasted altitude for fog computations (in meters)\n\n```cpp\nforecastFogBase = 250; //value used by Tanoa\n```\n\nRelated commands: fog, setFog, fogParams, fogForecast\n\n##### forecastFogDecay\n\nInteger: Forecasted decay coefficient - decay of fog with altitude\n\n```cpp\nforecastFogDecay = 0.014; //value used by Tanoa\n```\n\nRelated commands: fog, setFog, fogParams, fogForecast\n\n##### forecastGusts\n\nInteger: Forecasted gusts\n\n```cpp\nforecastGusts = 0; //value used by Tanoa\n```\n\nRelated commands: gusts, setGusts\n\n##### forecastLightnings\n\nInteger: Forecasted lightning\n\n```cpp\nforecastLightnings = 0; //value used by Tanoa\n```\n\nRelated commands: lightnings, setLightnings\n\n##### forecastRain\n\nInteger:\n\n```cpp\nforecastRain = 0; //value used by Tanoa\n```\n\nRelated commands: rain, setRain\n\n##### forecastWaves\n\nInteger: Forecasted waves\n\n```cpp\nforecastWaves = 0.1; //value used by Tanoa\n```\n\nRelated commands: waves, setWaves\n\n##### forecastWeather\n\nInteger: Forecasted weather\n\n```cpp\nforecastWeather = 0; //value used by Tanoa\n```\n\n##### forecastWind\n\nInteger: Forecasted wind\n\n```cpp\nforecastWind = 0.1; //value used by Tanoa\n```\n\nRelated commands: wind, setWind\n\n##### forecastWindDir\n\nInteger: Forecasted wind direction\n\n```cpp\nforecastWindDir = 0; //value used by Tanoa\n```\n\nRelated commands: windDir, windDir\n\n##### fullDetailDist\n\nFloat: Distance where ground detail texture is fully visible (begin fading out)\n\n```cpp\nfullDetailDist = 5; //value used by Tanoa\n```\n\n#### G\n\n##### gridNumbersOverLines\n\nInteger: Displays Numbering over Grid lines instead between\n\n```cpp\ngridNumbersOverLines = 1; //value used by Tanoa\n```\n\n#### H\n\n##### haloObject\n\nString: Path to halo object model\n\n```cpp\nhaloObject = \"A3\\data_f\\sunhalo.p3d\"; //value used by Tanoa\n```\n\n##### hazeBaseBeta0\n\nInteger: Linear regression according to the base height. More information\n\n```cpp\nhazeBaseBeta0 = 8e-005; //value used by Tanoa\n```\n\n##### hazeBaseHeight\n\nInteger: Base height for the haze computation (in meters). More information\n\n```cpp\nhazeBaseHeight = 0; //value used by Tanoa\n```\n\n##### hazeDensityDecay\n\nInteger: Density decay based on height. More information\n\n```cpp\nhazeDensityDecay = 0.00036; //value used by Tanoa\n```\n\n##### hazeDistCoef\n\nInteger: Coefficient used to compute haze distance (haze distance = fogFar * hazeDistCoef), can be > 1. If the value is negative, then standard haze computation is used.\n\n```cpp\nhazeDistCoef = 0.1; //value used by Tanoa\n```\n\n##### hazeFogCoef\n\nInteger: Fog value, that we want to have at haze distance (=distance computed using hazeDistCoef), 0 = full fog, 1 = no fog. If the value is negative, then standard haze computation is used\n\n```cpp\nhazeFogCoef = 0.98; //value used by Tanoa\n```\n\n##### class HDRNewPars\n\n```cpp\nclass HDRNewPars\n{\n    //@{ global aperture settings\n    // global minimal possible aperture\n    minAperture = 0.00001;\n    // global maximal possible aperture\n    maxAperture = 256;\n    // how many times greater than standard avg luminance must be current avg luminance to reach current max aperture\n    apertureRatioMax = 4;\n    // how many times smaller than standard avg luminance must be current avg luminance to reach current min aperture\n    apertureRatioMin = 10;\n    //@}\n\n    //@{ Bloom settings\n    // image scale for bloom composition\n    bloomImageScale = 1.0;\n    // bloom scale for bloom composition\n    bloomScale = 0.3;\n    // bloom exponent for bloom computation\n    bloomExponent = 1.0;\n    // luminance offset for bloom computation\n    bloomLuminanceOffset = 0.8;\n    // luminance scale for bloom computation\n    bloomLuminanceScale = 1;\n    // luminance exponent for bloom computation\n    bloomLuminanceExponent = 1.2;\n    //@}\n\n    //@{ Tone mapping settings\n    // tonemapping method (0 = none, 1 = filmic, 2 = Reinhard)\n    tonemapMethod = 2;\n    // params for filmic tonemapping\n    // Uncharted 2 tone mappping filmic curve\n    // for more information see http://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting\n    tonemapShoulderStrength = 0.22;\n    tonemapLinearStrength = 0.30;\n    tonemapLinearAngle = 0.10;\n    tonemapToeStrength = 0.20;\n    tonemapToeNumerator = 0.01;\n    tonemapToeDenominator = 0.30;\n    tonemapLinearWhite = 11.2;\n    tonemapExposureBias = 2.0;\n    // params for Reinhard tonemapping\n    tonemapLinearWhiteReinhard = 2.5;\n    //@}\n\n    //@{ settings for NVG\n    // min aperture when using NVG\n    nvgApertureMin = 1;\n    // standard aperture when using NVG\n    nvgApertureStandard = 7;\n    // max aperture when using NVG\n    nvgApertureMax = 15;\n    // average scene luminance for standard aperture when using NVG\n    nvgStandardAvgLum = 3;\n    // light gain when using NVG\n    nvgLightGain = 100;\n    // use transition effects when going to/from NVG (0 = disable, 1 = enable)\n    nvgTransition = 1;\n    // transition coefficient when we are putting NVG on\n    nvgTransitionCoefOn = 40.0;\n    // transition coefficient when we are putting NVG off\n    nvgTransitionCoefOff = 0.01;\n    //@}\n\n    //@{ settings for night eye (blue shift)\n    // min avg intensity (when the night shift is at full effect)\n    nightShiftMinAperture = 0;\n    // max avg intensity (when the night shift is at zero effect and begins to take some effect, effect of night shift is then interpolated based on min and max aperture)\n    nightShiftMaxAperture = 0.002;\n    // maximal possible effect of night shift (0-1, 0 disables it)\n    nightShiftMaxEffect = 0.6;\n    // luminance scale to determine night shift effects for individual pixels\n    nightShiftLuminanceScale = 600;\n    //@}\n\n    //@{ settings for light adaptation\n    // speed factor for adapting to light (greater number = faster)\n    eyeAdaptFactorLight = 0.6;\n    // speed factor for adapting to dark (greater number = faster)\n    eyeAdaptFactorDark = 0.2;\n    //@}\n};\n```\n\n##### horizonFogColorationStart\n\nFloat: Starting vertical texture coordinate for horizon coloration with fog (use 1 to disable coloration)\n\n```cpp\nhorizonFogColorationStart = \"0.8f\"; //value used by Tanoa\n```\n\n##### horizonParallaxCoef\n\nInteger: Parallax coef used for shifting horizon - the higher the camera, the lower we want the horizon range to be placed use 0 to switch off shifting\n\n```cpp\nhorizonParallaxCoef = 0; //value used by Tanoa\n```\n\n##### horizonSunColorationIntensity\n\nFloat: Intensity coefficient for horizon coloration by Sun\n\n```cpp\nhorizonSunColorationIntensity = \"0.001f\"; //value used by Tanoa\n```\n\n##### horizonSunColorationScale\n\nInteger: Scale coefficient for horizon coloration by Sun\n\n```cpp\nhorizonSunColorationScale = 10; //value used by Tanoa\n```\n\n##### horizontObject\n\nString: Path to model used for horizon object\n\n```cpp\nhorizontObject = \"A3\\Map_Tanoabuka\\data\\horizon.p3d\"; //value used by Tanoa\n```\n\n##### humidityDownCoef\n\nInteger:\n\n```cpp\nhumidityDownCoef = 0.05; //value used by Tanoa\n```\n\n##### humidityUpCoef\n\nInteger:\n\n```cpp\nhumidityUpCoef = 0.1; //value used by Tanoa\n```\n\n#### I\n\n##### icon\n\nString:\n\n```cpp\nicon = \"\"; //value used by Tanoa\n```\n\n##### ilsDirection[]\n\nArray:\n\n```cpp\nilsDirection[] = {-0.2002, 0.087, 0.9798}; //value used by Tanoa\n```\n\n##### ilsPosition[]\n\nArray:\n\n```cpp\nilsPosition[] = {7085.57, 7681.84}; //value used by Tanoa\n```\n\n##### ilsTaxiIn[]\n\nArray:\n\n```cpp\nilsTaxiIn[] = {6942.61, 7386.26, 6933.84, 7429.14, 6971.82, 7500.5, 7039.36, 7652, 7043.89, 7676.38, 7057.89, 7705.92, 7073.11, 7708.36, 7085.32, 7700.25, 7087.86, 7688.26}; //value used by Tanoa\n```\n\n##### ilsTaxiOff[]\n\nArray:\n\n```cpp\nilsTaxiOff[] = {7220.87, 7017.23, 7198.22, 7021.06, 6985.25, 7287.09, 6955.16, 7323.2, 6942.61, 7386.26}; //value used by Tanoa\n```\n\n##### interpolateClutterColoring\n\nInteger: If we should use interpolation of clutter coloring coef based on distance of clutter from camera. (0 = false, 1 = true)\n\n```cpp\ninterpolateClutterColoring = 1; //value used by Tanoa\n```\n\n#### L\n\n##### landGrid\n\nInteger: Grid size\n\n```cpp\nlandGrid = 50; //value used by Tanoa\n```\n\n##### latitude\n\nInteger: Latitude on globe, positive is south\n\n```cpp\nlatitude = 17.698; //value used by Tanoa\n```\n\n##### layerMask\n\nString:\n\n```cpp\nlayerMask = \"\"; //value used by Tanoa\n```\n\n##### lightningsForced\n\nInteger: (0 = false, 1 = true)\n\n```cpp\nlightningsForced = 0; //value used by Tanoa\n```\n\n##### loadingTexts[]\n\nArray: Random text shown during loading screens\n\n```cpp\nloadingTexts[] = {\"The mining and heavy ship industry have already devastated many areas of the Tanoan paradise archipelago.\", \"During the hottest summers, there are many occurrences of native men missing in the jungle.\", \"Local tribes claim that huge reptilian creatures can be encountered at the foot of the volcano.\", \"The native people have turned many parts of the wild jungle into fertile fields and plantations.\", \"Around the Tanoa archipelago, the native people worship a god of fertility and festivity called Darkon.\", \"The name of the archipelago comes from the Fijian word tanoa which means a bowl (the main island resembles a large bowl).\", \"Once upon a time, there was a living, fire-breathing volcano...\"}; //value used by Tanoa\n```\n\n##### longitude\n\nInteger: Longitude on globe, positive is east\n\n```cpp\nlongitude = 178.783; //value used by Tanoa\n```\n\n#### M\n\n##### mapArea[]\n\nArray: Lon/lat coordinates (not in UTM to assure .kml precision). Looks in Arma 3 this parameter is not used anyhow. *[verify required]*\n\n```cpp\nmapArea[] = {\n    -20.268, 174.003, //Bottom Left\n    -20.1353, 174.146 //Top Right\n}; //value used by Tanoa\n```\n\n##### mapDrawingBrightnessModifier\n\nFloat: Modifier for brightness of satellite map textures drawn on the map display view\n\n```cpp\nmapDrawingBrightnessModifier = \"1.0f\"; //value used by Tanoa\n```\n\n##### mapSize\n\nInteger: Size of the map in meters\n\n```cpp\nmapSize = 15360; //value used by Tanoa\n```\n\n##### mapZone\n\nInteger: UTM Zone\n\n```cpp\nmapZone = 60; //value used by Tanoa\n```\n\n##### maxHillsAltitude\n\nInteger:\n\n```cpp\nmaxHillsAltitude = 450; //value used by Tanoa\n```\n\n##### midDetailTexture\n\nString: Path to mid detail texture used\n\n```cpp\nmidDetailTexture = \"A3\\Map_Tanoabuka\\Data\\L_middle_mco.paa\"; //value used by Tanoa\n```\n\n##### minHeight\n\nInteger: Min. height - used to clamp data inside of the map during rendering\n\n```cpp\nminHeight = -10; //value used by Tanoa\n```\n\n##### minHillsAltitude\n\nInteger:\n\n```cpp\nminHillsAltitude = 80; //value used by Tanoa\n```\n\n##### minRocksInRockSquare\n\nInteger: Minimum rocks needed in a square to show rock polygons on 2D map\n\n```cpp\nminRocksInRockSquare = 2; //value used by Tanoa\n```\n\n##### minTreesInForestSquare\n\nInteger: Minimum trees needed in a square to show forest polygons on 2D map\n\n```cpp\nminTreesInForestSquare = 3; //value used by Tanoa\n```\n\n##### minObjInTownSquare\n\nInteger: Unknown\n\n```cpp\nminObjInTownSquare = 1.4; //value used by Tanoa\n```\n\n##### moonObject\n\nString: Path to model used for moon object\n\n```cpp\nmoonObject = \"A3\\data_f\\moon.p3d\"; //value used by Tanoa\n```\n\n#### N\n\n##### class Names\n\n```cpp\nclass Names\n{\n    class SomeLocation\n    {\n        angle = 0;\n        demography = \"CIV\"; //not used by every location\n        name = \"Some Location Name\"; //name of the location, can be stringtable entry\n        position[] = {2089.06, 3523.68}; //position in world\n        radiusA = 300;\n        radiusB = 100;\n        type = \"Airport\";\n    };\n};\n```\n\n##### newRoadsShape\n\nString: Path to roads shape file\n\n```cpp\nnewRoadsShape = \"A3\\Map_Tanoabuka\\data\\roads\\roads.shp\"; //value used by Tanoa\n```\n\n##### noDetailDist\n\nInteger: Where ground detail texture is no longer visible (end fading out)\n\n```cpp\nnoDetailDist = 50; //value used by Tanoa\n```\n\n##### class NVGPars\n\n```cpp\nclass NVGPars\n{\n    // is film grain enabled for NVG (0 = disabled, 1 = enabled)?\n    filmGrainEnabled = true;\n    // film grain params (intensity, sharpness, grain size, intensityX0, intensityX1, monochromatic (0=mono, 1=color))\n    filmGrainPars[] = {0.4, 2.75, 1, 3, 1, 0};\n};\n```\n\n#### O\n\n##### outsideHeight\n\nInteger: Height used outside of the map\n\n```cpp\noutsideHeight = -10; //value used by Tanoa\n```\n\n##### outsideMaterial\n\nString:\n\n```cpp\noutsideMaterial = \"\"; //value used by Tanoa\n```\n\n##### class OutsideTerrain\n\n```cpp\nclass OutsideTerrain\n{\n    colorOutside[] = {0.227451, 0.27451, 0.384314, 1};\n    enableTerrainSynth = 0; // enable procedural terrain generation, can cause issues in some circumstances (0 = disable, 1 = enable)\n    satellite = \"A3\\map_Stratis\\data\\s_satout_co.paa\"; // defines the satellite texture to be used outside of the terrain when viewing from a distance\n    class Layers\n    {\n        class Layer0\n        {\n            nopx = \"A3\\Map_Data\\gdt_grass_green_nopx.paa\"; // defines the parallax texture to be used outside of the terrain when viewing from close\n            texture = \"A3\\Map_Data\\gdt_grass_green_co.paa\"; // defines the diffuse texture to be used outside of the terrain when viewing from close\n        };\n    };\n\n    angleAltitudes[] = { { min1, max1 }, ... , { min512, max512 } };    // since Arma 3 v2.04 - min and max height for out-of-bounds terrain (360°/512 angles)\n                                                                        // angle starts from the East, next values go counter-clockwise up to 512 entries\n    analysisLength = 123;                                                // since Arma 3 v2.04 - altitude analysis distance from terrain's border towards its centre\n};\n```\n\n#### P\n\n##### peakWaveBottom\n\nInteger: Point where water peaks should start appearing\n\n```cpp\npeakWaveBottom = -5; //value used by Tanoa\n```\n\n##### peakWaveTop\n\nInteger: Point where water peaks should be max. visible before going offshore\n\n```cpp\npeakWaveTop = -1; //value used by Tanoa\n```\n\n##### pictureMap\n\nString: Path to map picture shown on world selection screen and background of loading screen for that terrain.\n\n```cpp\npictureMap = \"A3\\Map_Tanoabuka\\data\\pictureMap_ca.paa\"; //value used by Tanoa\n```\n\n##### plateFormat\n\nString:\n\n```cpp\nplateFormat = \"T#$-####\"; //value used by Tanoa\n```\n\n##### plateLetters\n\nString:\n\n```cpp\nplateLetters = \"ABCDEGHIKLMNOPRSTVXZ\"; //value used by Tanoa\n```\n\n##### pointObject\n\nString: Path to model used for point object\n\n```cpp\npointObject = \"A3\\data_f\\point.p3d\"; //value used by Tanoa\n```\n\n##### previewVideo\n\nString: Path to video used for video preview in main menu for the terrain\n\n```cpp\npreviewVideo = \"A3\\Map_Tanoa_Scenes_F\\Video\\previewVideo.ogv\"; //value used by Tanoa\n```\n\n#### R\n\n##### class Rain\n\n```cpp\nclass Rain\n{\n    levels[] = {8, 2};\n    raindrop = \"\\A3\\data_f\\raindrop.p3d\"; //path to model used for rain drop\n    speed = 1;\n    texture = \"A3\\data_f\\rain_ca.paa\"; //path to texture used for rain drop\n};\n```\n\n##### rainbowObject\n\nString: Path to model used for rainbow object\n\n```cpp\nrainbowObject = \"A3\\data_f\\rainbow.p3d\"; //value used by Tanoa\n```\n\n##### rainForced\n\nInteger: (0 = false, 1 = true)\n\n```cpp\nrainForced = 0; //value used by Tanoa\n```\n\n##### class RainParticles\n\n> [!NOTE]\n> When **snow** param is true the following changes occur in the engine:\n>\n> - environmental 'snow' sound controller is set to 1\n> - environmental 'rain' sound controller is set to 0\n> - thunder and lightnings effects are disabled\n> - humidity stops updating (use setHumidity if specific value is needed)\n\n```cpp\nclass RainParticles\n{\n    // Parameters for the new particle rain\n    // texture of the particle (r = alpha; g = normalX; b = normalY; a = color;)\n    rainDropTexture=PathDTextureAbs;\n    // dropsInTexture - the number of drops that are present in the drop texture\n    texDropCount=4;\n    // minimum rain strength when the effect starts to be rendered\n    minRainDensity = 0.01;\n    // distance of the effect\n    effectRadius=15;\n    // coefficient of how much the wind influences water drops\n    windCoef=0.05;\n    // fall speed of the drops\n    dropSpeed=15.0;\n    // random part of the fall speed\n    rndSpeed=0.2;\n    // coefficient of how much the drop could randomly change direction\n    rndDir=0.1;\n    // width of the single drop\n    dropWidth=0.04;\n    // height of the single drop\n    dropHeight=0.8;\n    // color of the drop\n    dropColor[]={0.1, 0.1, 0.1, 0.1};\n    // luminescence of the drop facing to sun\n    lumSunFront=0.3;\n    // luminescence of the drop opposite to sun\n    lumSunBack=0.1;\n    // coefficient that tells us how much \"refracted\" light from the scene is added to the drop color\n    refractCoef=0.3;\n    // coefficient to tune color saturation of the refraction effect (0=BW, 1=original color)\n    refractSaturation = 0.3;\n\n    // SINCE Arma 3 v2.07.148385\n    // rain is snow, will be used in \"snow\" env sound controller (optional, default is false)\n    snow=false;\n    // SINCE Arma 3 v2.07.148416\n    // when true, the dropColor is preserved and not affected by eye accommodation (optional, default is false)\n    dropColorStrong=false;\n};\n```\n\n#### S\n\n##### safePositionAnchor[]\n\nArray: Used for random safe position finding.\n\n```cpp\nsafePositionAnchor[] = {9158, 9962}; //value used by Tanoa\n```\n\n##### safePositionRadius\n\nInteger: Used for random safe position finding.\n\n```cpp\nsafePositionRadius = 100; //value used by Tanoa\n```\n\n##### satelliteMap\n\nString:\n\n```cpp\nsatelliteMap = \"\"; //value used by Tanoa\n```\n\n##### satelliteNormalBlendEnd\n\nInteger: Distance, where blending of detail normal ends (satellite normal is fully visible)\n\n```cpp\nsatelliteNormalBlendEnd = 100; //value used by Tanoa\n```\n\n##### satelliteNormalBlendStart\n\nInteger: Distance, where ground detail normal is starts to blend to satellite normal texture\n\n```cpp\nsatelliteNormalBlendStart = 10; //value used by Tanoa\n```\n\n##### satelliteNormalOnDetail\n\nInteger: If the satellite normal map on detail maps is enabled. (0 = false, 1 = true)\n\n```cpp\nsatelliteNormalOnDetail = 1; //value used by Tanoa\n```\n\n##### seaBedUnderwaterDepth\n\nInteger: Depth of sea bed plane under water, positive value means depth under water, negative value means autodetection.\n\n```cpp\nseaBedUnderwaterDepth = 52; //value used by Tanoa\n```\n\n##### seagullPos[]\n\nArray:\n\n```cpp\nseagullPos[] = {1024, 130, 1024}; //value used by Tanoa\n```\n\n##### seaMaterial\n\nString: Water material is used for sea landscape parts\n\n```cpp\nseaMaterial = \"#water\"; //value used by Tanoa\n```\n\n##### seaTexture\n\nString: Wave detection texture expected by the shaders\n\n```cpp\nseaTexture = \"#(rgb,8,8,3)color(0,0,0,1)\"; //value used by Tanoa\n```\n\n##### class SeaWaterShaderPars\n\n```cpp\nclass SeaWaterShaderPars\n{\n    // coefficient used to multiply move value of refractions\n    refractionMoveCoef = 0.01;\n    // minimal water surface opacity, when we are looking from above the water surface down\n    minWaterOpacity = 0.65;\n    // coef used to multiply square root of distance of pixel from water surface when coputing final opacity of water surface\n    // waterOpacity = MinWaterOpacity + sqrt(distance)*WaterOpacityDistCoef;\n    waterOpacityDistCoef = 0.07;\n    // opacity of water surface when we are under water\n    underwaterOpacity = 0.2;\n    // distance from object, where we start to fade the water surface to full opacity\n    waterOpacityFadeStart = 100;\n    // length of water surface opacity fading\n    waterOpacityFadeLength = 20;\n};\n```\n\nFor more information see the Visual update documentation.\n\n##### shoreFoamMaterial\n\nString: Shore material is used for sea and landscape interface parts - the foam part\n\n```cpp\nshoreFoamMaterial = \"#shoreFoam\"; //value used by Tanoa\n```\n\n##### shoreMaterial\n\nString: Shore material is used for sea and landscape interface parts\n\n```cpp\nshoreMaterial = \"#shore\"; //value used by Tanoa\n```\n\n##### shoreTop\n\nInteger: Top point where water is considered off-shore\n\n```cpp\nshoreTop = 0; //value used by Tanoa\n```\n\n##### shoreWetMaterial\n\nString: Shore wet material is used for sea and landscape interface parts - the wet part\n\n```cpp\nshoreWetMaterial = \"#shoreWet\"; //value used by Tanoa\n```\n\n##### skyColorInfluencesFogColor\n\nArma 3 v1.60\nInteger: If sky color influences fog color. (0 = false, 1 = true) More information\n\n```cpp\nskyColorInfluencesFogColor = 0; //value used by Tanoa\n```\n\n##### skyFogColorationStart\n\nFloat: Starting vertical texture coordinate for skybox coloration with fog (use 1 to disable coloration)\n\n```cpp\nskyFogColorationStart = \"0.7f\"; //value used by Tanoa\n```\n\n##### skyObject\n\nString: Path to model used for sky object\n\n```cpp\nskyObject = \"A3\\Map_Tanoabuka\\data\\skydome.p3d\"; //value used by Tanoa\n```\n\n##### skyTexture\n\nString: Path to sky texture\n\n```cpp\nskyTexture = \"A3\\Map_Tanoabuka\\data\\sky_semicloudy_sky.paa\"; //value used by Tanoa\n```\n\n##### skyTextureR\n\nString: Path to sky reflection texture, used only as default when there is no weather\n\n```cpp\nskyTextureR = \"A3\\Map_Tanoabuka\\data\\sky_semicloudy_lco.paa\"; //value used by Tanoa\n```\n\n##### soundMapSizeCoef\n\nInteger: Defines size of soundMap as multiplier of landRange (soundMap.dimX = landRange * soundMapCoef). In more simple terms how detailed/rough the environment sounds areas are to be computed (trees, houses, sea, meadows).\n\n```cpp\nsoundMapSizeCoef = 4; //value used by Tanoa\n```\n\n##### class SpriteRefractionPars\n\n```cpp\nclass SpriteRefractionPars\n{\n    // scale of refraction (R, G, B - you can use different values to achieve abberation effect)\n    refractScale[] = {0.02, 0.02, 0.02};\n    // animation time coef (horizontal, vertical), use {0,0, 0} for no animation (third value not used)\n    timeScale[] = {0.03, 0.03, 0.0};\n};\n```\n\n##### starsObject\n\nString: Path to model used for stars object\n\n```cpp\nstarsObject = \"A3\\data_f\\stars.p3d\"; //value used by Tanoa\n```\n\n##### startDate\n\nString: Start date when terrain is loaded without a date preset (e.g. loading into editor)\n\n```cpp\nstartDate = \"6/6/2035\"; //value used by Tanoa\n```\n\n##### startFog\n\nInteger: Start fog\n\n```cpp\nstartFog = 0; //value used by Tanoa\n```\n\nRelated commands: fog, setFog, fogParams, fogForecast\n\n##### startFogBase\n\nInteger: Start base altitude for fog computations (in meters)\n\n```cpp\nstartFogBase = 250; //value used by Tanoa\n```\n\nRelated commands: fog, setFog, fogParams, fogForecast\n\n##### startFogDecay\n\nInteger: Start decay coefficient - decay of fog with altitude\n\n```cpp\nstartFogDecay = 0.014; //value used by Tanoa\n```\n\nRelated commands: fog, setFog, fogParams, fogForecast\n\n##### startGusts\n\nInteger: Start gusts\n\n```cpp\nstartGusts = 0; //value used by Tanoa\n```\n\nRelated commands: gusts, setGusts\n\n##### startLightnings\n\nInteger: Start lightning\n\n```cpp\nstartLightnings = 0; //value used by Tanoa\n```\n\nRelated commands: lightnings, setLightnings\n\n##### startRain\n\nInteger: Start rain\n\n```cpp\nstartRain = 0; //value used by Tanoa\n```\n\nRelated commands: rain, setRain\n\n##### startTime\n\nString: Start time (military time)\n\n```cpp\nstartTime = \"12:00\"; //value used by Tanoa\n```\n\n##### startWaves\n\nInteger: Start waves\n\n```cpp\nstartWaves = 0.1; //value used by Tanoa\n```\n\nRelated commands: waves, setWaves\n\n##### startWeather\n\nInteger:\n\n```cpp\nstartWeather = 0.3; //value used by Tanoa\n```\n\n##### startWind\n\nInteger:\n\n```cpp\nstartWind = 0.1; //value used by Tanoa\n```\n\nRelated commands: wind, setWind\n\n##### startWindDir\n\nInteger:\n\n```cpp\nstartWindDir = 0; //value used by Tanoa\n```\n\nRelated commands: windDir, windDir\n\n##### class Subdivision\n\nFractal and white noise random offset are added. White noise generated more \"wild\" terrain, while fractal tends to generate smooth, varied terrain\n\n```cpp\nclass Subdivision\n{\n    // fractal component of subdivision\n    // changes are smaller for smaller rectangles\n    class Fractal\n    {\n        // texture roughness factor\n        rougness = 10;\n        // max. value for squares containing road\n        maxRoad = 0.2;\n        // max. value for squares containing track\n        maxTrack = 1.0;\n        // max. coeficient depending on slope\n        maxSlopeFactor = 0.05;\n    };\n    // white noise component of subdivision\n    // change size is independent on rectangle size\n    class WhiteNoise\n    {\n        rougness = 5;\n        // max. value for squares containing road\n        maxRoad = 0.1;\n        // max. value for squares containing track\n        maxTrack = 0.5;\n        // max. coeficient depending on slope\n        maxSlopeFactor = 0.025;\n    };\n\n    // do not divide surfaces that are under given limit\n    minY = -0.0;\n    // do not divide flat surfaces\n    minSlope = 0.02;\n};\n```\n\n##### sunObject\n\nString: Path to model used for sun object\n\n```cpp\nsunObject = \"A3\\data_f\\sun.p3d\"; //value used by Tanoa\n```\n\n#### T\n\n##### terrainBlendMaxBrightenCoef\n\nFloat: Maximal brightening coef for blending of satellite map and detail map on terrain (default = 1.0f, no brightening = 0.0f)\n\n```cpp\nterrainBlendMaxBrightenCoef = \"0.0f\"; //value used by Tanoa\n```\n\n##### terrainBlendMaxDarkenCoef\n\nFloat: Maximal darkening coef for blending of satellite map and detail map on terrain (default = 0.0f, no darkening = 1.0f)\n\n```cpp\nterrainBlendMaxDarkenCoef = \"1.0f\"; //value used by Tanoa\n```\n\n##### terrainMaterial\n\nString: Terrain material is used for terrain solid ground, by default load from CfgMaterials\n\n```cpp\nterrainMaterial = \"#terrain\"; //value used by Tanoa\n```\n\n##### timeOfChanges\n\nDefault time (in seconds) over which the weather changes. BI terrains usually have this set to 30 mins (i.e. 1800s). Mission maker can change this value from the weather settings window in the Eden editor.\n\nInteger:\n\n```cpp\ntimeOfChanges = 1800; //value used by Tanoa\n```\n\n#### U\n\n##### class Underwater\n\nParameters for underwater fog\n\n```cpp\nclass Underwater\n{\n    /// fog color is changed based on the depth under the water surface\n    /// normal fog color    -> water color    -> deep water color\n    /// ^\n    /// noWaterFog            -> fullWaterFog    -> deepWaterFog\n\n    /// depth under the water, where water color starts (can be negative = distance above water)\n    noWaterFog = -0.3;\n    /// depth under the water, where water color is at full strength and deep water color starts\n    fullWaterFog = 0.1;\n    /// depth under the water, where deep water color is at full strength\n    deepWaterFog = 10;\n\n    /// distance of the water fog (fog far)\n    waterFogDistance = 20;\n    /// distance of the water fog (fog near)\n    waterFogDistanceNear = 0;\n\n    /// color of the water fog at fullWaterFog depth\n    waterColor[] = {0.02,0.08,0.12};\n    /// color of the water fog at deepWaterFog depth\n    deepWaterColor[] = {0.01,0.06,0.14};\n\n    /// skyTopColor (zenith) at fullWaterFog depth (reflections on water surface?)\n    surfaceColor[] = {0.20,0.30,0.25};\n    /// skyTopColor (zenith) at deepWaterFog depth (reflections on water surface?)\n    deepSurfaceColor[] = {0.10,0.18,0.22};\n};\n```\n\nFor more information see the Visual update documentation.\n\n##### underwaterOcclusionObject\n\nString: Path to model used for underwater occlusion object\n\n```cpp\nunderwaterOcclusionObject = \"A3\\data_f\\horizont_sphere.p3d\"; //value used by Tanoa\n```\n\n#### W\n\n##### class WaterExPars\n\n```cpp\n// parameters for water in expansion\nclass WaterExPars\n{\n    // base density for water fog (exp coef used for water fog computation) (_A3_MULTI_COMPONENT_FOG)\n    fogDensity = 0.04;\n\n    // color of the water fog when the camera is on or above water surface\n    fogColor[] = { 0.003, 0.005, 0.01 };\n\n    // coefficients for water fog color extinction based on depth of the camera under water (coefs for RGB)\n    // this influences how fast the water fog color darkens when camera moves under water (depends on camera position)\n    fogColorExtinctionSpeed[] = { 0.2, 0.1, 0.04 };\n\n    // defines how light influences fog color (r = ambient influence, g = diffuse (sun) influence, b = overall light influence)\n    fogColorLightInfluence[] = { 0.6, 0.15, 0.5 };\n\n    // coefficient for water fog gradient (MIN coef, MIDDLE coef, MAX coef)\n    fogGradientCoefs[] = { 0.4, 1.0, 1.5 };\n\n    // coefficients for light extinction in water based on the point under water (coefs for RGB)\n    // this influences extinction of ambient light under water (depends on shaded point position)\n    ligtExtinctionSpeed[] = { 0.3, 0.1, 0.05 };\n    // coefficients for diffuse light extinction\n    diffuseLigtExtinctionSpeed[] = { 0.3, 0.1, 0.05 };\n\n    // screen space reflections - strength of reflections\n    // [0,1] (0 = no reflections, 1 = full reflections)\n    ssReflectionStrength = 0.85;\n    // screen space reflections - max. jitter used when sampling - this is used to randomize artifacts caused by sparse sampling\n    // [0,1] (0 = no jitter, 1 = max jitter)\n    ssReflectionMaxJitter = 1.0;\n    // screen space reflections - how much small ripples (from water normal map) influence the reflection\n    // [0,1] (0 = no influence, 1 = max influence)\n    ssReflectionRippleInfluence = 0.15;\n    // screen space reflections - coefficient for fading of reflection near screen borders (larger number = faster fading)\n    ssReflectionEdgeFadingCoef = 10.0;\n    // screen space reflections - coefficient for fading of reflection based on distance (larger number = faster fading)\n    ssReflectionDistFadingCoef = 4.0;\n\n    // minimal coef for refraction (at water surface)\n    refractionMinCoef = 0.02;\n    // maximal coef for refraction (at refractionMaxDist)\n    refractionMaxCoef = 0.07;\n    // distance (in meters) of the point from water surface, where refraction coefficient becomes refractionMaxCoef;\n    refractionMaxDist = 20.0;\n\n    // water surface opacity (should be 0 because of multicomponent fog, use higher values for debugging (-> Buldozer))\n    surfaceOpacity = 0.0;\n\n    // intensity of shadow on the water (1 = full shadow, 0 = no shadow)\n    shadowIntensity = 0.5;\n\n    // max intensity of specular on water\n    specularMaxIntensity = 25.0;\n    // specular power for overcast 0\n    specularPowerOvercast0 = 200.0;\n    // specular power for overcast 1\n    specularPowerOvercast1 = 50.0;\n    // how much we modify the normal for specular computation (0 = no modification, 1 = full modification)\n    specularNormalModifyCoef = 1.0;\n\n    // intensity of foam around objects\n    foamAroundObjectsIntensity = 0.25;\n    // coef for fading of foam (larger number = faster fade)\n    foamAroundObjectsFadeCoef = 8.0;\n    // coef for color of the foam\n    foamColorCoef = 2.0;\n    // coef for deformation of foam texture based on normal of water\n    foamDeformationCoef = 0.02;\n    // coef for mapping of foam texture based on world coordinates\n    foamTextureCoef = 0.2;\n    // speed of movement of foam based on time\n    foamTimeMoveSpeed = 0.2;\n    // amount of movement of foam based on time\n    foamTimeMoveAmount = 0.1;\n\n    // darkening of terrain near shore params\n    // maximal darkening coef (1.0 = max darkening, 0.0 = no darkening)\n    shoreDarkeningMaxCoef = 0.5;\n    // height offset above water level, where darkening is in its full power\n    shoreDarkeningOffset = 0.2;\n    // darkening gradient size\n    shoreDarkeningGradient = 0.2;\n\n    // speed of the waves (scaling of time)\n    shoreWaveTimeScale = 0.8;\n    // offset used to delay when the thick edge of foam appears and dissolves based on wave phase\n    shoreWaveShifDerivativeOffset = -0.8;\n    // overall shore foam intensity\n    shoreFoamIntensity = 0.5;\n    // max wave height on shore (in meters)\n    shoreMaxWaveHeight = 0.15;\n    // reflection intensity on the shore wet layer\n    shoreWetLayerReflectionIntensity = 1.0;\n};\n```\n\nFor more information see the Visual update documentation.\n\n##### waterTexture\n\nString:\n\n```cpp\nwaterTexture = \"#(argb,8,8,3)color(0.35,0.47,0.66,1)\"; //value used by Tanoa\n```\n\n##### wavesForced\n\nInteger: (0 = false, 1 = true)\n\n```cpp\nwavesForced = 0; //value used by Tanoa\n```\n\n##### windForced\n\nInteger: (0 = false, 1 = true)\n\n```cpp\nwindForced = 0; //value used by Tanoa\n```\n\n##### worldName\n\nString: Path to WRP\n\n```cpp\nworldName = \"A3\\Map_Tanoabuka\\Tanoa.wrp\"; //value used by Tanoa\n```","sections":[{"heading":null,"level":1,"markdown":"> [!WARNING]\n> This reference page was created for Arma 3 v1.66+, some fields may not exist in prior games and versions."},{"heading":"A","level":4,"markdown":""},{"heading":"class AmbientA3","level":5,"markdown":"```cpp\nclass AmbientA3\n{\n    maxCost = 500; // max. cost of all animals spawned by the ambient system\n\n    class Main_spawn_circle_name\n    {\n        areaSpawnRadius = 440.0;    // radius of the main spawn circle, testing circles are placed on this radius\n        areaMaxRadius = 500.0;        // radius where animals are removed\n        spawnCircleRadius = 30.0;    // radius of testing circles\n        spawnInterval = 4.7;        // how often is the creation process started in seconds\n\n        class Species\n        {\n            class Animal_config_class    // class of animal from CfgVehicles\n            {\n                maxCircleCount = 5;        // expression - max. number of a given kind in testing circle\n                maxWorldCount = 8;        // max. number of animals on map\n                cost = 3;                // cost of animal\n                spawnCount = 1;            // how many animals should be spawned at once\n                groupSpawnRadius = 10;    // radius for spawning of animal group\n                maxAlt = 200;            // if defined, an animal can be created only if [camera height above/under water/ground] < maxAlt\n                minAlt = -10;            // if defined, an animal can be created only if [camera height above/under water/ground] > minAlt\n            };\n        };\n    };\n};\n```\n\nFor more information visit the Ambient Animals System Page"},{"heading":"class AnomalyPars","level":5,"markdown":"```cpp\nclass AnomalyPars\n{\n    // outer model (should be sphere with radius of 1 and normals directed outwards)\n    outerModel = \"\"; /// path should be defined in data\n    // inner model (should be sphere with radius of 1 and normals directed inwards)\n    innerModel = \"\"; /// path should be defined in data\n    // scale of refraction (R, G, B - you can use different values to achieve abberation effect)\n    refractScale[] = {0.04, 0.03, 0.05};\n    // animation time coef (horizontal, vertical), use {0,0, 0} for no animation (third value not used)\n    timeScale[] = {0.03, 0.03, 0.0};\n    // distance (in meters) from the anomaly boundary, where the postprocess effect should be used (0 = no postprocess)\n    postProcessDistance = 3.0;\n};\n```"},{"heading":"aroundSunCoefExponent","level":5,"markdown":"Arma 3 v1.60\nFloat: Modifiers of around sun coefficient for pixel shader computations.\n\n```cpp\n// coef = pow(coef * _aroundSunCoefMultiplier, _aroundSunCoefExponent);\naroundSunCoefExponent = \"12.0f\"; //value used by BI in all A3 terrains\n```"},{"heading":"aroundSunCoefMultiplier","level":5,"markdown":"Arma 3 v1.60\nFloat: Modifiers of around sun coefficient for pixel shader computations.\n\n```cpp\n// coef = pow(coef * _aroundSunCoefMultiplier, _aroundSunCoefExponent);\naroundSunCoefMultiplier = \"1.4f\"; //value used by BI in all A3 terrains\n```"},{"heading":"author","level":5,"markdown":"String: Defines the author of the world, which is shown in the loading screen\n\n```cpp\nauthor = \"$STR_A3_Bohemia_Interactive\"; //value used by Tanoa, $STR_A3_Bohemia_Interactive corresponds to a stringtable entry\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"causticsBrightnessCoef","level":5,"markdown":"Float: Brightness coefficient\n\n```cpp\naroundSunCoefMultiplier = \"1.4f\"; //value used by BI in all A3 terrains\n```"},{"heading":"causticsDepthFadeCoef","level":5,"markdown":"Float: Coef used for caustics intensity fading with depth (how fast the intensity fades with depth), 1.0 = linear, 2.0 = quadratic,...\n\n```cpp\ncausticsDepthFadeCoef = \"0.05f\"; //value used by Tanoa\n```"},{"heading":"causticsDepthLimit","level":5,"markdown":"Float: Depth limit (under water) for caustics drawing (in m)\n\n```cpp\ncausticsDepthLimit = \"80.0f\"; //value used by Tanoa\n```"},{"heading":"causticsDistanceLimit","level":5,"markdown":"Float: Distance limit for caustics drawing (in m)\n\n```cpp\ncausticsDistanceLimit = \"200.0f\"; //value used by Tanoa\n```"},{"heading":"causticsEnabled","level":5,"markdown":"Integer: Enable/disable caustics\n\n```cpp\ncausticsEnabled = 1; //value used by Tanoa\n```"},{"heading":"causticsTexture","level":5,"markdown":"String: Caustics texture path\n\n```cpp\ncausticsTexture = \"A3\\data_f\\caustics\\caustic_anim_ca.paa\"; //value used by Tanoa\n```"},{"heading":"causticsTextureArea","level":5,"markdown":"Float: Length of the side of the rectangle, that covers one caustics texture (in meters) in zero depth\n\n```cpp\ncausticsTextureArea = \"2.0f\"; //value used by Tanoa\n```"},{"heading":"causticsTextureAreaDeep","level":5,"markdown":"Float: Length of the side of the rectangle, that covers one caustics texture (in meters) in max depth causticsDepthLimit(causticsDepthLimit)\n\n```cpp\ncausticsTextureAreaDeep = \"156.0f\"; //value used by Tanoa\n```"},{"heading":"causticsTextureChangeInterval","level":5,"markdown":"Float: Interval of texture change (in s)\n\n```cpp\ncausticsTextureChangeInterval = \"0.04f\"; //value used by Tanoa\n```"},{"heading":"causticsTextureCount","level":5,"markdown":"Integer: Number of caustics textures\n\n```cpp\ncausticsTextureCount = 32; //value used by Tanoa\n```"},{"heading":"causticsTextureDepthGranularity","level":5,"markdown":"Float: Distance (in meters) over which we interpolate two caustics textures (in different depth)\n\n```cpp\ncausticsTextureDepthGranularity = \"2.5f\"; //value used by Tanoa\n```"},{"heading":"causticsTextureMask","level":5,"markdown":"String: Caustics texture mask path\n\n```cpp\ncausticsTextureMask = \"A3\\data_f\\caustics\\caustics_anim_%03d.paa\"; //value used by Tanoa\n```"},{"heading":"causticsTextureNumRows","level":5,"markdown":"Integer: Number of textures in one row in caustic texture (we suppose that number of rows and columns is the same)\n\n```cpp\ncausticsTextureNumRows = 4; //value used by Tanoa\n```"},{"heading":"centerPosition[]","level":5,"markdown":"Array: Default center position\n\n```cpp\ncenterPosition[] = {7228, 6987, 0}; //value used by Tanoa\n```"},{"heading":"clouds[]","level":5,"markdown":"Array:\n\n```cpp\nclouds[] = {\"A3\\data_f\\mrak1.p3d\", \"A3\\data_f\\mrak2.p3d\", \"A3\\data_f\\mrak3.p3d\", \"A3\\data_f\\mrak4.p3d\"}; //value used by Tanoa\n```"},{"heading":"class clutter","level":5,"markdown":"```cpp\nclass clutter\n{\n    class YourClutterName : DefaultClutter\n    {\n        // Determines the affection of the clutter to the wind (0 - stone, 1 - common grass)\n        affectedByWind = 0;\n        // Path to your clutter model\n        model = \"path\\to\\your\\clutter.p3d\";\n        // If colored by the ground, desired color relative to the ground\n        relativeColor[] = {1, 1, 1, 1}; //not used in any A3 Clutter configs\n        // Maximal scale for random clutter scaling\n        scaleMax = 1.0;\n        // Minimal scale for random clutter scaling\n        scaleMin = 0.5;\n        // Use default lighting (0 = disable, 1 = enable). This should be enabled if your clutter uses the \"Grass\" pixel or vertex shader, otherwise it should be disabled\n        swLighting = 1;\n    };\n};\n```"},{"heading":"clutterColoringFarCoef","level":5,"markdown":"Float: Max coef for clutter coloring at far distance (must be >=1, large coef means we can colorize more)\n\n```cpp\nclutterColoringFarCoef = \"5.0f\"; //value used by Tanoa\n```"},{"heading":"clutterColoringFarSpeed","level":5,"markdown":"Float: Speed of far clutter coloration (1 = linear, 2 = quadratic, etc.)\n\n```cpp\nclutterColoringFarSpeed = \"2.0f\"; //value used by Tanoa\n```"},{"heading":"clutterColoringFarStart","level":5,"markdown":"Float: Distance (in m) when clutterColoringFarCoef when we start to interpolate to clutterColoringFarCoef\n\n```cpp\nclutterColoringFarStart = \"20.0f\"; //value used by Tanoa\n```"},{"heading":"clutterDist","level":5,"markdown":"Integer: How far clutter is visible\n\n```cpp\nclutterDist = 100; //value used by Tanoa\n```"},{"heading":"clutterGrid","level":5,"markdown":"Integer: Controls density of clutters (size of square where single clutter is present)\n\n```cpp\nclutterGrid = 0.8; //value used by Tanoa\n```"},{"heading":"clutterRadius","level":5,"markdown":"Integer: Maximal size of clutters (for clipping)\n\n```cpp\nclutterRadius = 1; //value used by Tanoa\n```"},{"heading":"clutterRoadwayCheckRadiusCoef","level":5,"markdown":"Float: Coefficient for clutter radius to check against roadways (0 = check only center, 1 = check whole radius)\n\n```cpp\nclutterRoadwayCheckRadiusCoef = \"0.8f\"; //value used by Tanoa\n```"},{"heading":"cutscenes[]","level":5,"markdown":"Array:\n\n```cpp\ncutscenes[] = {\"Tanoa_intro1\"}; //value used by Tanoa\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"description","level":5,"markdown":"String: Name of the terrain\n\n```cpp\ndescription = \"$STR_A3_CFGWORLDS_TANOA0\"; //value used by Tanoa, corresponds to a stringtable entry\n```"},{"heading":"class DOFPars","level":5,"markdown":"Parameters for depth of field\n\n```cpp\nclass DOFPars\n{\n    // standard dof parameters\n    focusDistance = 25.0;\n    blur = 1.0;\n    farOnly = 1; //blur only far objects? (0 = disable, 1 = enable)\n\n    // underwater dof parameters (no goggles)\n    focusDistanceWater = 1.0;\n    blurWater = 1.3;\n    farOnlyWater = 1; //blur only far objects? (0 = disable, 1 = enable)\n\n    // underwater dof parameters (with goggles)\n    focusDistanceWaterGoggles = 4.0;\n    blurWaterGoggles = 1.0;\n    farOnlyWaterGoggles = 1; //blur only far objects? (0 = disable, 1 = enable)\n};\n```"},{"heading":"drawTaxiway","level":5,"markdown":"Integer:\n\n```cpp\ndrawTaxiway = 0; //value used by Tanoa\n```"},{"heading":"dynLightMinBrightnessAbsolute","level":5,"markdown":"Integer: These constants are used to determine the radius of dynamic lights. Radius is computed based on minimal brightness. Minimal brightness is computed: max(dynLightMinBrightnessAbsolute, sceneAmbient * dynLightMinBrightnessAmbientCoef) where sceneAmbient is current brightness of scene ambient light.\n\n```cpp\ndynLightMinBrightnessAbsolute = 0.05; //value used by Tanoa\n```"},{"heading":"dynLightMinBrightnessAmbientCoef","level":5,"markdown":"Integer: These constants are used to determine the radius of dynamic lights. Radius is computed based on minimal brightness. Minimal brightness is computed: max(dynLightMinBrightnessAbsolute, sceneAmbient * dynLightMinBrightnessAmbientCoef) where sceneAmbient is current brightness of scene ambient light.\n\n```cpp\ndynLightMinBrightnessAmbientCoef = 0.5; //value used by Tanoa\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"elevationOffset","level":5,"markdown":"Float:\n\n```cpp\nelevationOffset = 0; //value used by Tanoa\n```"},{"heading":"enableBloodSplashes","level":5,"markdown":"Integer: Enable blood splashes\n\n```cpp\nenableBloodSplashes = 1; //value used by Tanoa\n```"},{"heading":"enableFootsteps","level":5,"markdown":"Integer: Enable footsteps\n\n```cpp\nenableFootsteps = 1; //value used by Tanoa\n```"},{"heading":"enableTracks","level":5,"markdown":"Integer: Enable vehicle tracks\n\n```cpp\nenableTracks = 1; //value used by Tanoa\n```"},{"heading":"class EnvMaps","level":5,"markdown":"```cpp\nclass EnvMaps\n{\n    class EnvMap1\n    {\n        // overcast value for which this is used\n        overcast = 0;\n        texture = \"A3\\Map_Tanoabuka\\data\\env_land_ClearSky_ca.paa\";\n    };\n    class EnvMap2\n    {\n        // overcast value for which this is used\n        overcast = 0.4;\n        texture = \"A3\\Map_Tanoabuka\\data\\env_land_SemiCloudySky_ca.paa\";\n    };\n    class EnvMap3\n    {\n        // overcast value for which this is used\n        overcast = 0.8;\n        texture = \"A3\\Map_Tanoabuka\\data\\env_land_OvercastSky_ca.paa\";\n    };\n};\n```"},{"heading":"envTexture","level":5,"markdown":"String: Set global envTexture to be used instead of assets specific one if defined for the world.\n\n```cpp\nenvTexture = \"\"; //value used by Tanoa\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"fogBeta0Max","level":5,"markdown":"Integer: beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 1\n\n```cpp\nfogBeta0Max = 0.05; //value used by Tanoa\n```"},{"heading":"fogBeta0Min","level":5,"markdown":"Integer: beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 0\n\n```cpp\nfogBeta0Min = 0; //value used by Tanoa\n```"},{"heading":"fogHeight","level":5,"markdown":"Integer: Max height of the Arma fog for clouds (in meters)\n\n```cpp\nfogHeight = 2000; //value used by Tanoa\n```\n\nRelated commands: fog, setFog, fogParams, fogForecast"},{"heading":"forecastFog","level":5,"markdown":"Integer:\n\n```cpp\nforecastFog = 0; //value used by Tanoa\n```\n\nRelated commands: fog, setFog, fogParams, fogForecast"},{"heading":"forecastFogBase","level":5,"markdown":"Integer: Base forecasted altitude for fog computations (in meters)\n\n```cpp\nforecastFogBase = 250; //value used by Tanoa\n```\n\nRelated commands: fog, setFog, fogParams, fogForecast"},{"heading":"forecastFogDecay","level":5,"markdown":"Integer: Forecasted decay coefficient - decay of fog with altitude\n\n```cpp\nforecastFogDecay = 0.014; //value used by Tanoa\n```\n\nRelated commands: fog, setFog, fogParams, fogForecast"},{"heading":"forecastGusts","level":5,"markdown":"Integer: Forecasted gusts\n\n```cpp\nforecastGusts = 0; //value used by Tanoa\n```\n\nRelated commands: gusts, setGusts"},{"heading":"forecastLightnings","level":5,"markdown":"Integer: Forecasted lightning\n\n```cpp\nforecastLightnings = 0; //value used by Tanoa\n```\n\nRelated commands: lightnings, setLightnings"},{"heading":"forecastRain","level":5,"markdown":"Integer:\n\n```cpp\nforecastRain = 0; //value used by Tanoa\n```\n\nRelated commands: rain, setRain"},{"heading":"forecastWaves","level":5,"markdown":"Integer: Forecasted waves\n\n```cpp\nforecastWaves = 0.1; //value used by Tanoa\n```\n\nRelated commands: waves, setWaves"},{"heading":"forecastWeather","level":5,"markdown":"Integer: Forecasted weather\n\n```cpp\nforecastWeather = 0; //value used by Tanoa\n```"},{"heading":"forecastWind","level":5,"markdown":"Integer: Forecasted wind\n\n```cpp\nforecastWind = 0.1; //value used by Tanoa\n```\n\nRelated commands: wind, setWind"},{"heading":"forecastWindDir","level":5,"markdown":"Integer: Forecasted wind direction\n\n```cpp\nforecastWindDir = 0; //value used by Tanoa\n```\n\nRelated commands: windDir, windDir"},{"heading":"fullDetailDist","level":5,"markdown":"Float: Distance where ground detail texture is fully visible (begin fading out)\n\n```cpp\nfullDetailDist = 5; //value used by Tanoa\n```"},{"heading":"G","level":4,"markdown":""},{"heading":"gridNumbersOverLines","level":5,"markdown":"Integer: Displays Numbering over Grid lines instead between\n\n```cpp\ngridNumbersOverLines = 1; //value used by Tanoa\n```"},{"heading":"H","level":4,"markdown":""},{"heading":"haloObject","level":5,"markdown":"String: Path to halo object model\n\n```cpp\nhaloObject = \"A3\\data_f\\sunhalo.p3d\"; //value used by Tanoa\n```"},{"heading":"hazeBaseBeta0","level":5,"markdown":"Integer: Linear regression according to the base height. More information\n\n```cpp\nhazeBaseBeta0 = 8e-005; //value used by Tanoa\n```"},{"heading":"hazeBaseHeight","level":5,"markdown":"Integer: Base height for the haze computation (in meters). More information\n\n```cpp\nhazeBaseHeight = 0; //value used by Tanoa\n```"},{"heading":"hazeDensityDecay","level":5,"markdown":"Integer: Density decay based on height. More information\n\n```cpp\nhazeDensityDecay = 0.00036; //value used by Tanoa\n```"},{"heading":"hazeDistCoef","level":5,"markdown":"Integer: Coefficient used to compute haze distance (haze distance = fogFar * hazeDistCoef), can be > 1. If the value is negative, then standard haze computation is used.\n\n```cpp\nhazeDistCoef = 0.1; //value used by Tanoa\n```"},{"heading":"hazeFogCoef","level":5,"markdown":"Integer: Fog value, that we want to have at haze distance (=distance computed using hazeDistCoef), 0 = full fog, 1 = no fog. If the value is negative, then standard haze computation is used\n\n```cpp\nhazeFogCoef = 0.98; //value used by Tanoa\n```"},{"heading":"class HDRNewPars","level":5,"markdown":"```cpp\nclass HDRNewPars\n{\n    //@{ global aperture settings\n    // global minimal possible aperture\n    minAperture = 0.00001;\n    // global maximal possible aperture\n    maxAperture = 256;\n    // how many times greater than standard avg luminance must be current avg luminance to reach current max aperture\n    apertureRatioMax = 4;\n    // how many times smaller than standard avg luminance must be current avg luminance to reach current min aperture\n    apertureRatioMin = 10;\n    //@}\n\n    //@{ Bloom settings\n    // image scale for bloom composition\n    bloomImageScale = 1.0;\n    // bloom scale for bloom composition\n    bloomScale = 0.3;\n    // bloom exponent for bloom computation\n    bloomExponent = 1.0;\n    // luminance offset for bloom computation\n    bloomLuminanceOffset = 0.8;\n    // luminance scale for bloom computation\n    bloomLuminanceScale = 1;\n    // luminance exponent for bloom computation\n    bloomLuminanceExponent = 1.2;\n    //@}\n\n    //@{ Tone mapping settings\n    // tonemapping method (0 = none, 1 = filmic, 2 = Reinhard)\n    tonemapMethod = 2;\n    // params for filmic tonemapping\n    // Uncharted 2 tone mappping filmic curve\n    // for more information see http://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting\n    tonemapShoulderStrength = 0.22;\n    tonemapLinearStrength = 0.30;\n    tonemapLinearAngle = 0.10;\n    tonemapToeStrength = 0.20;\n    tonemapToeNumerator = 0.01;\n    tonemapToeDenominator = 0.30;\n    tonemapLinearWhite = 11.2;\n    tonemapExposureBias = 2.0;\n    // params for Reinhard tonemapping\n    tonemapLinearWhiteReinhard = 2.5;\n    //@}\n\n    //@{ settings for NVG\n    // min aperture when using NVG\n    nvgApertureMin = 1;\n    // standard aperture when using NVG\n    nvgApertureStandard = 7;\n    // max aperture when using NVG\n    nvgApertureMax = 15;\n    // average scene luminance for standard aperture when using NVG\n    nvgStandardAvgLum = 3;\n    // light gain when using NVG\n    nvgLightGain = 100;\n    // use transition effects when going to/from NVG (0 = disable, 1 = enable)\n    nvgTransition = 1;\n    // transition coefficient when we are putting NVG on\n    nvgTransitionCoefOn = 40.0;\n    // transition coefficient when we are putting NVG off\n    nvgTransitionCoefOff = 0.01;\n    //@}\n\n    //@{ settings for night eye (blue shift)\n    // min avg intensity (when the night shift is at full effect)\n    nightShiftMinAperture = 0;\n    // max avg intensity (when the night shift is at zero effect and begins to take some effect, effect of night shift is then interpolated based on min and max aperture)\n    nightShiftMaxAperture = 0.002;\n    // maximal possible effect of night shift (0-1, 0 disables it)\n    nightShiftMaxEffect = 0.6;\n    // luminance scale to determine night shift effects for individual pixels\n    nightShiftLuminanceScale = 600;\n    //@}\n\n    //@{ settings for light adaptation\n    // speed factor for adapting to light (greater number = faster)\n    eyeAdaptFactorLight = 0.6;\n    // speed factor for adapting to dark (greater number = faster)\n    eyeAdaptFactorDark = 0.2;\n    //@}\n};\n```"},{"heading":"horizonFogColorationStart","level":5,"markdown":"Float: Starting vertical texture coordinate for horizon coloration with fog (use 1 to disable coloration)\n\n```cpp\nhorizonFogColorationStart = \"0.8f\"; //value used by Tanoa\n```"},{"heading":"horizonParallaxCoef","level":5,"markdown":"Integer: Parallax coef used for shifting horizon - the higher the camera, the lower we want the horizon range to be placed use 0 to switch off shifting\n\n```cpp\nhorizonParallaxCoef = 0; //value used by Tanoa\n```"},{"heading":"horizonSunColorationIntensity","level":5,"markdown":"Float: Intensity coefficient for horizon coloration by Sun\n\n```cpp\nhorizonSunColorationIntensity = \"0.001f\"; //value used by Tanoa\n```"},{"heading":"horizonSunColorationScale","level":5,"markdown":"Integer: Scale coefficient for horizon coloration by Sun\n\n```cpp\nhorizonSunColorationScale = 10; //value used by Tanoa\n```"},{"heading":"horizontObject","level":5,"markdown":"String: Path to model used for horizon object\n\n```cpp\nhorizontObject = \"A3\\Map_Tanoabuka\\data\\horizon.p3d\"; //value used by Tanoa\n```"},{"heading":"humidityDownCoef","level":5,"markdown":"Integer:\n\n```cpp\nhumidityDownCoef = 0.05; //value used by Tanoa\n```"},{"heading":"humidityUpCoef","level":5,"markdown":"Integer:\n\n```cpp\nhumidityUpCoef = 0.1; //value used by Tanoa\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"icon","level":5,"markdown":"String:\n\n```cpp\nicon = \"\"; //value used by Tanoa\n```"},{"heading":"ilsDirection[]","level":5,"markdown":"Array:\n\n```cpp\nilsDirection[] = {-0.2002, 0.087, 0.9798}; //value used by Tanoa\n```"},{"heading":"ilsPosition[]","level":5,"markdown":"Array:\n\n```cpp\nilsPosition[] = {7085.57, 7681.84}; //value used by Tanoa\n```"},{"heading":"ilsTaxiIn[]","level":5,"markdown":"Array:\n\n```cpp\nilsTaxiIn[] = {6942.61, 7386.26, 6933.84, 7429.14, 6971.82, 7500.5, 7039.36, 7652, 7043.89, 7676.38, 7057.89, 7705.92, 7073.11, 7708.36, 7085.32, 7700.25, 7087.86, 7688.26}; //value used by Tanoa\n```"},{"heading":"ilsTaxiOff[]","level":5,"markdown":"Array:\n\n```cpp\nilsTaxiOff[] = {7220.87, 7017.23, 7198.22, 7021.06, 6985.25, 7287.09, 6955.16, 7323.2, 6942.61, 7386.26}; //value used by Tanoa\n```"},{"heading":"interpolateClutterColoring","level":5,"markdown":"Integer: If we should use interpolation of clutter coloring coef based on distance of clutter from camera. (0 = false, 1 = true)\n\n```cpp\ninterpolateClutterColoring = 1; //value used by Tanoa\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"landGrid","level":5,"markdown":"Integer: Grid size\n\n```cpp\nlandGrid = 50; //value used by Tanoa\n```"},{"heading":"latitude","level":5,"markdown":"Integer: Latitude on globe, positive is south\n\n```cpp\nlatitude = 17.698; //value used by Tanoa\n```"},{"heading":"layerMask","level":5,"markdown":"String:\n\n```cpp\nlayerMask = \"\"; //value used by Tanoa\n```"},{"heading":"lightningsForced","level":5,"markdown":"Integer: (0 = false, 1 = true)\n\n```cpp\nlightningsForced = 0; //value used by Tanoa\n```"},{"heading":"loadingTexts[]","level":5,"markdown":"Array: Random text shown during loading screens\n\n```cpp\nloadingTexts[] = {\"The mining and heavy ship industry have already devastated many areas of the Tanoan paradise archipelago.\", \"During the hottest summers, there are many occurrences of native men missing in the jungle.\", \"Local tribes claim that huge reptilian creatures can be encountered at the foot of the volcano.\", \"The native people have turned many parts of the wild jungle into fertile fields and plantations.\", \"Around the Tanoa archipelago, the native people worship a god of fertility and festivity called Darkon.\", \"The name of the archipelago comes from the Fijian word tanoa which means a bowl (the main island resembles a large bowl).\", \"Once upon a time, there was a living, fire-breathing volcano...\"}; //value used by Tanoa\n```"},{"heading":"longitude","level":5,"markdown":"Integer: Longitude on globe, positive is east\n\n```cpp\nlongitude = 178.783; //value used by Tanoa\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"mapArea[]","level":5,"markdown":"Array: Lon/lat coordinates (not in UTM to assure .kml precision). Looks in Arma 3 this parameter is not used anyhow. *[verify required]*\n\n```cpp\nmapArea[] = {\n    -20.268, 174.003, //Bottom Left\n    -20.1353, 174.146 //Top Right\n}; //value used by Tanoa\n```"},{"heading":"mapDrawingBrightnessModifier","level":5,"markdown":"Float: Modifier for brightness of satellite map textures drawn on the map display view\n\n```cpp\nmapDrawingBrightnessModifier = \"1.0f\"; //value used by Tanoa\n```"},{"heading":"mapSize","level":5,"markdown":"Integer: Size of the map in meters\n\n```cpp\nmapSize = 15360; //value used by Tanoa\n```"},{"heading":"mapZone","level":5,"markdown":"Integer: UTM Zone\n\n```cpp\nmapZone = 60; //value used by Tanoa\n```"},{"heading":"maxHillsAltitude","level":5,"markdown":"Integer:\n\n```cpp\nmaxHillsAltitude = 450; //value used by Tanoa\n```"},{"heading":"midDetailTexture","level":5,"markdown":"String: Path to mid detail texture used\n\n```cpp\nmidDetailTexture = \"A3\\Map_Tanoabuka\\Data\\L_middle_mco.paa\"; //value used by Tanoa\n```"},{"heading":"minHeight","level":5,"markdown":"Integer: Min. height - used to clamp data inside of the map during rendering\n\n```cpp\nminHeight = -10; //value used by Tanoa\n```"},{"heading":"minHillsAltitude","level":5,"markdown":"Integer:\n\n```cpp\nminHillsAltitude = 80; //value used by Tanoa\n```"},{"heading":"minRocksInRockSquare","level":5,"markdown":"Integer: Minimum rocks needed in a square to show rock polygons on 2D map\n\n```cpp\nminRocksInRockSquare = 2; //value used by Tanoa\n```"},{"heading":"minTreesInForestSquare","level":5,"markdown":"Integer: Minimum trees needed in a square to show forest polygons on 2D map\n\n```cpp\nminTreesInForestSquare = 3; //value used by Tanoa\n```"},{"heading":"minObjInTownSquare","level":5,"markdown":"Integer: Unknown\n\n```cpp\nminObjInTownSquare = 1.4; //value used by Tanoa\n```"},{"heading":"moonObject","level":5,"markdown":"String: Path to model used for moon object\n\n```cpp\nmoonObject = \"A3\\data_f\\moon.p3d\"; //value used by Tanoa\n```"},{"heading":"N","level":4,"markdown":""},{"heading":"class Names","level":5,"markdown":"```cpp\nclass Names\n{\n    class SomeLocation\n    {\n        angle = 0;\n        demography = \"CIV\"; //not used by every location\n        name = \"Some Location Name\"; //name of the location, can be stringtable entry\n        position[] = {2089.06, 3523.68}; //position in world\n        radiusA = 300;\n        radiusB = 100;\n        type = \"Airport\";\n    };\n};\n```"},{"heading":"newRoadsShape","level":5,"markdown":"String: Path to roads shape file\n\n```cpp\nnewRoadsShape = \"A3\\Map_Tanoabuka\\data\\roads\\roads.shp\"; //value used by Tanoa\n```"},{"heading":"noDetailDist","level":5,"markdown":"Integer: Where ground detail texture is no longer visible (end fading out)\n\n```cpp\nnoDetailDist = 50; //value used by Tanoa\n```"},{"heading":"class NVGPars","level":5,"markdown":"```cpp\nclass NVGPars\n{\n    // is film grain enabled for NVG (0 = disabled, 1 = enabled)?\n    filmGrainEnabled = true;\n    // film grain params (intensity, sharpness, grain size, intensityX0, intensityX1, monochromatic (0=mono, 1=color))\n    filmGrainPars[] = {0.4, 2.75, 1, 3, 1, 0};\n};\n```"},{"heading":"O","level":4,"markdown":""},{"heading":"outsideHeight","level":5,"markdown":"Integer: Height used outside of the map\n\n```cpp\noutsideHeight = -10; //value used by Tanoa\n```"},{"heading":"outsideMaterial","level":5,"markdown":"String:\n\n```cpp\noutsideMaterial = \"\"; //value used by Tanoa\n```"},{"heading":"class OutsideTerrain","level":5,"markdown":"```cpp\nclass OutsideTerrain\n{\n    colorOutside[] = {0.227451, 0.27451, 0.384314, 1};\n    enableTerrainSynth = 0; // enable procedural terrain generation, can cause issues in some circumstances (0 = disable, 1 = enable)\n    satellite = \"A3\\map_Stratis\\data\\s_satout_co.paa\"; // defines the satellite texture to be used outside of the terrain when viewing from a distance\n    class Layers\n    {\n        class Layer0\n        {\n            nopx = \"A3\\Map_Data\\gdt_grass_green_nopx.paa\"; // defines the parallax texture to be used outside of the terrain when viewing from close\n            texture = \"A3\\Map_Data\\gdt_grass_green_co.paa\"; // defines the diffuse texture to be used outside of the terrain when viewing from close\n        };\n    };\n\n    angleAltitudes[] = { { min1, max1 }, ... , { min512, max512 } };    // since Arma 3 v2.04 - min and max height for out-of-bounds terrain (360°/512 angles)\n                                                                        // angle starts from the East, next values go counter-clockwise up to 512 entries\n    analysisLength = 123;                                                // since Arma 3 v2.04 - altitude analysis distance from terrain's border towards its centre\n};\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"peakWaveBottom","level":5,"markdown":"Integer: Point where water peaks should start appearing\n\n```cpp\npeakWaveBottom = -5; //value used by Tanoa\n```"},{"heading":"peakWaveTop","level":5,"markdown":"Integer: Point where water peaks should be max. visible before going offshore\n\n```cpp\npeakWaveTop = -1; //value used by Tanoa\n```"},{"heading":"pictureMap","level":5,"markdown":"String: Path to map picture shown on world selection screen and background of loading screen for that terrain.\n\n```cpp\npictureMap = \"A3\\Map_Tanoabuka\\data\\pictureMap_ca.paa\"; //value used by Tanoa\n```"},{"heading":"plateFormat","level":5,"markdown":"String:\n\n```cpp\nplateFormat = \"T#$-####\"; //value used by Tanoa\n```"},{"heading":"plateLetters","level":5,"markdown":"String:\n\n```cpp\nplateLetters = \"ABCDEGHIKLMNOPRSTVXZ\"; //value used by Tanoa\n```"},{"heading":"pointObject","level":5,"markdown":"String: Path to model used for point object\n\n```cpp\npointObject = \"A3\\data_f\\point.p3d\"; //value used by Tanoa\n```"},{"heading":"previewVideo","level":5,"markdown":"String: Path to video used for video preview in main menu for the terrain\n\n```cpp\npreviewVideo = \"A3\\Map_Tanoa_Scenes_F\\Video\\previewVideo.ogv\"; //value used by Tanoa\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"class Rain","level":5,"markdown":"```cpp\nclass Rain\n{\n    levels[] = {8, 2};\n    raindrop = \"\\A3\\data_f\\raindrop.p3d\"; //path to model used for rain drop\n    speed = 1;\n    texture = \"A3\\data_f\\rain_ca.paa\"; //path to texture used for rain drop\n};\n```"},{"heading":"rainbowObject","level":5,"markdown":"String: Path to model used for rainbow object\n\n```cpp\nrainbowObject = \"A3\\data_f\\rainbow.p3d\"; //value used by Tanoa\n```"},{"heading":"rainForced","level":5,"markdown":"Integer: (0 = false, 1 = true)\n\n```cpp\nrainForced = 0; //value used by Tanoa\n```"},{"heading":"class RainParticles","level":5,"markdown":"> [!NOTE]\n> When **snow** param is true the following changes occur in the engine:\n>\n> - environmental 'snow' sound controller is set to 1\n> - environmental 'rain' sound controller is set to 0\n> - thunder and lightnings effects are disabled\n> - humidity stops updating (use setHumidity if specific value is needed)\n\n```cpp\nclass RainParticles\n{\n    // Parameters for the new particle rain\n    // texture of the particle (r = alpha; g = normalX; b = normalY; a = color;)\n    rainDropTexture=PathDTextureAbs;\n    // dropsInTexture - the number of drops that are present in the drop texture\n    texDropCount=4;\n    // minimum rain strength when the effect starts to be rendered\n    minRainDensity = 0.01;\n    // distance of the effect\n    effectRadius=15;\n    // coefficient of how much the wind influences water drops\n    windCoef=0.05;\n    // fall speed of the drops\n    dropSpeed=15.0;\n    // random part of the fall speed\n    rndSpeed=0.2;\n    // coefficient of how much the drop could randomly change direction\n    rndDir=0.1;\n    // width of the single drop\n    dropWidth=0.04;\n    // height of the single drop\n    dropHeight=0.8;\n    // color of the drop\n    dropColor[]={0.1, 0.1, 0.1, 0.1};\n    // luminescence of the drop facing to sun\n    lumSunFront=0.3;\n    // luminescence of the drop opposite to sun\n    lumSunBack=0.1;\n    // coefficient that tells us how much \"refracted\" light from the scene is added to the drop color\n    refractCoef=0.3;\n    // coefficient to tune color saturation of the refraction effect (0=BW, 1=original color)\n    refractSaturation = 0.3;\n\n    // SINCE Arma 3 v2.07.148385\n    // rain is snow, will be used in \"snow\" env sound controller (optional, default is false)\n    snow=false;\n    // SINCE Arma 3 v2.07.148416\n    // when true, the dropColor is preserved and not affected by eye accommodation (optional, default is false)\n    dropColorStrong=false;\n};\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"safePositionAnchor[]","level":5,"markdown":"Array: Used for random safe position finding.\n\n```cpp\nsafePositionAnchor[] = {9158, 9962}; //value used by Tanoa\n```"},{"heading":"safePositionRadius","level":5,"markdown":"Integer: Used for random safe position finding.\n\n```cpp\nsafePositionRadius = 100; //value used by Tanoa\n```"},{"heading":"satelliteMap","level":5,"markdown":"String:\n\n```cpp\nsatelliteMap = \"\"; //value used by Tanoa\n```"},{"heading":"satelliteNormalBlendEnd","level":5,"markdown":"Integer: Distance, where blending of detail normal ends (satellite normal is fully visible)\n\n```cpp\nsatelliteNormalBlendEnd = 100; //value used by Tanoa\n```"},{"heading":"satelliteNormalBlendStart","level":5,"markdown":"Integer: Distance, where ground detail normal is starts to blend to satellite normal texture\n\n```cpp\nsatelliteNormalBlendStart = 10; //value used by Tanoa\n```"},{"heading":"satelliteNormalOnDetail","level":5,"markdown":"Integer: If the satellite normal map on detail maps is enabled. (0 = false, 1 = true)\n\n```cpp\nsatelliteNormalOnDetail = 1; //value used by Tanoa\n```"},{"heading":"seaBedUnderwaterDepth","level":5,"markdown":"Integer: Depth of sea bed plane under water, positive value means depth under water, negative value means autodetection.\n\n```cpp\nseaBedUnderwaterDepth = 52; //value used by Tanoa\n```"},{"heading":"seagullPos[]","level":5,"markdown":"Array:\n\n```cpp\nseagullPos[] = {1024, 130, 1024}; //value used by Tanoa\n```"},{"heading":"seaMaterial","level":5,"markdown":"String: Water material is used for sea landscape parts\n\n```cpp\nseaMaterial = \"#water\"; //value used by Tanoa\n```"},{"heading":"seaTexture","level":5,"markdown":"String: Wave detection texture expected by the shaders\n\n```cpp\nseaTexture = \"#(rgb,8,8,3)color(0,0,0,1)\"; //value used by Tanoa\n```"},{"heading":"class SeaWaterShaderPars","level":5,"markdown":"```cpp\nclass SeaWaterShaderPars\n{\n    // coefficient used to multiply move value of refractions\n    refractionMoveCoef = 0.01;\n    // minimal water surface opacity, when we are looking from above the water surface down\n    minWaterOpacity = 0.65;\n    // coef used to multiply square root of distance of pixel from water surface when coputing final opacity of water surface\n    // waterOpacity = MinWaterOpacity + sqrt(distance)*WaterOpacityDistCoef;\n    waterOpacityDistCoef = 0.07;\n    // opacity of water surface when we are under water\n    underwaterOpacity = 0.2;\n    // distance from object, where we start to fade the water surface to full opacity\n    waterOpacityFadeStart = 100;\n    // length of water surface opacity fading\n    waterOpacityFadeLength = 20;\n};\n```\n\nFor more information see the Visual update documentation."},{"heading":"shoreFoamMaterial","level":5,"markdown":"String: Shore material is used for sea and landscape interface parts - the foam part\n\n```cpp\nshoreFoamMaterial = \"#shoreFoam\"; //value used by Tanoa\n```"},{"heading":"shoreMaterial","level":5,"markdown":"String: Shore material is used for sea and landscape interface parts\n\n```cpp\nshoreMaterial = \"#shore\"; //value used by Tanoa\n```"},{"heading":"shoreTop","level":5,"markdown":"Integer: Top point where water is considered off-shore\n\n```cpp\nshoreTop = 0; //value used by Tanoa\n```"},{"heading":"shoreWetMaterial","level":5,"markdown":"String: Shore wet material is used for sea and landscape interface parts - the wet part\n\n```cpp\nshoreWetMaterial = \"#shoreWet\"; //value used by Tanoa\n```"},{"heading":"skyColorInfluencesFogColor","level":5,"markdown":"Arma 3 v1.60\nInteger: If sky color influences fog color. (0 = false, 1 = true) More information\n\n```cpp\nskyColorInfluencesFogColor = 0; //value used by Tanoa\n```"},{"heading":"skyFogColorationStart","level":5,"markdown":"Float: Starting vertical texture coordinate for skybox coloration with fog (use 1 to disable coloration)\n\n```cpp\nskyFogColorationStart = \"0.7f\"; //value used by Tanoa\n```"},{"heading":"skyObject","level":5,"markdown":"String: Path to model used for sky object\n\n```cpp\nskyObject = \"A3\\Map_Tanoabuka\\data\\skydome.p3d\"; //value used by Tanoa\n```"},{"heading":"skyTexture","level":5,"markdown":"String: Path to sky texture\n\n```cpp\nskyTexture = \"A3\\Map_Tanoabuka\\data\\sky_semicloudy_sky.paa\"; //value used by Tanoa\n```"},{"heading":"skyTextureR","level":5,"markdown":"String: Path to sky reflection texture, used only as default when there is no weather\n\n```cpp\nskyTextureR = \"A3\\Map_Tanoabuka\\data\\sky_semicloudy_lco.paa\"; //value used by Tanoa\n```"},{"heading":"soundMapSizeCoef","level":5,"markdown":"Integer: Defines size of soundMap as multiplier of landRange (soundMap.dimX = landRange * soundMapCoef). In more simple terms how detailed/rough the environment sounds areas are to be computed (trees, houses, sea, meadows).\n\n```cpp\nsoundMapSizeCoef = 4; //value used by Tanoa\n```"},{"heading":"class SpriteRefractionPars","level":5,"markdown":"```cpp\nclass SpriteRefractionPars\n{\n    // scale of refraction (R, G, B - you can use different values to achieve abberation effect)\n    refractScale[] = {0.02, 0.02, 0.02};\n    // animation time coef (horizontal, vertical), use {0,0, 0} for no animation (third value not used)\n    timeScale[] = {0.03, 0.03, 0.0};\n};\n```"},{"heading":"starsObject","level":5,"markdown":"String: Path to model used for stars object\n\n```cpp\nstarsObject = \"A3\\data_f\\stars.p3d\"; //value used by Tanoa\n```"},{"heading":"startDate","level":5,"markdown":"String: Start date when terrain is loaded without a date preset (e.g. loading into editor)\n\n```cpp\nstartDate = \"6/6/2035\"; //value used by Tanoa\n```"},{"heading":"startFog","level":5,"markdown":"Integer: Start fog\n\n```cpp\nstartFog = 0; //value used by Tanoa\n```\n\nRelated commands: fog, setFog, fogParams, fogForecast"},{"heading":"startFogBase","level":5,"markdown":"Integer: Start base altitude for fog computations (in meters)\n\n```cpp\nstartFogBase = 250; //value used by Tanoa\n```\n\nRelated commands: fog, setFog, fogParams, fogForecast"},{"heading":"startFogDecay","level":5,"markdown":"Integer: Start decay coefficient - decay of fog with altitude\n\n```cpp\nstartFogDecay = 0.014; //value used by Tanoa\n```\n\nRelated commands: fog, setFog, fogParams, fogForecast"},{"heading":"startGusts","level":5,"markdown":"Integer: Start gusts\n\n```cpp\nstartGusts = 0; //value used by Tanoa\n```\n\nRelated commands: gusts, setGusts"},{"heading":"startLightnings","level":5,"markdown":"Integer: Start lightning\n\n```cpp\nstartLightnings = 0; //value used by Tanoa\n```\n\nRelated commands: lightnings, setLightnings"},{"heading":"startRain","level":5,"markdown":"Integer: Start rain\n\n```cpp\nstartRain = 0; //value used by Tanoa\n```\n\nRelated commands: rain, setRain"},{"heading":"startTime","level":5,"markdown":"String: Start time (military time)\n\n```cpp\nstartTime = \"12:00\"; //value used by Tanoa\n```"},{"heading":"startWaves","level":5,"markdown":"Integer: Start waves\n\n```cpp\nstartWaves = 0.1; //value used by Tanoa\n```\n\nRelated commands: waves, setWaves"},{"heading":"startWeather","level":5,"markdown":"Integer:\n\n```cpp\nstartWeather = 0.3; //value used by Tanoa\n```"},{"heading":"startWind","level":5,"markdown":"Integer:\n\n```cpp\nstartWind = 0.1; //value used by Tanoa\n```\n\nRelated commands: wind, setWind"},{"heading":"startWindDir","level":5,"markdown":"Integer:\n\n```cpp\nstartWindDir = 0; //value used by Tanoa\n```\n\nRelated commands: windDir, windDir"},{"heading":"class Subdivision","level":5,"markdown":"Fractal and white noise random offset are added. White noise generated more \"wild\" terrain, while fractal tends to generate smooth, varied terrain\n\n```cpp\nclass Subdivision\n{\n    // fractal component of subdivision\n    // changes are smaller for smaller rectangles\n    class Fractal\n    {\n        // texture roughness factor\n        rougness = 10;\n        // max. value for squares containing road\n        maxRoad = 0.2;\n        // max. value for squares containing track\n        maxTrack = 1.0;\n        // max. coeficient depending on slope\n        maxSlopeFactor = 0.05;\n    };\n    // white noise component of subdivision\n    // change size is independent on rectangle size\n    class WhiteNoise\n    {\n        rougness = 5;\n        // max. value for squares containing road\n        maxRoad = 0.1;\n        // max. value for squares containing track\n        maxTrack = 0.5;\n        // max. coeficient depending on slope\n        maxSlopeFactor = 0.025;\n    };\n\n    // do not divide surfaces that are under given limit\n    minY = -0.0;\n    // do not divide flat surfaces\n    minSlope = 0.02;\n};\n```"},{"heading":"sunObject","level":5,"markdown":"String: Path to model used for sun object\n\n```cpp\nsunObject = \"A3\\data_f\\sun.p3d\"; //value used by Tanoa\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"terrainBlendMaxBrightenCoef","level":5,"markdown":"Float: Maximal brightening coef for blending of satellite map and detail map on terrain (default = 1.0f, no brightening = 0.0f)\n\n```cpp\nterrainBlendMaxBrightenCoef = \"0.0f\"; //value used by Tanoa\n```"},{"heading":"terrainBlendMaxDarkenCoef","level":5,"markdown":"Float: Maximal darkening coef for blending of satellite map and detail map on terrain (default = 0.0f, no darkening = 1.0f)\n\n```cpp\nterrainBlendMaxDarkenCoef = \"1.0f\"; //value used by Tanoa\n```"},{"heading":"terrainMaterial","level":5,"markdown":"String: Terrain material is used for terrain solid ground, by default load from CfgMaterials\n\n```cpp\nterrainMaterial = \"#terrain\"; //value used by Tanoa\n```"},{"heading":"timeOfChanges","level":5,"markdown":"Default time (in seconds) over which the weather changes. BI terrains usually have this set to 30 mins (i.e. 1800s). Mission maker can change this value from the weather settings window in the Eden editor.\n\nInteger:\n\n```cpp\ntimeOfChanges = 1800; //value used by Tanoa\n```"},{"heading":"U","level":4,"markdown":""},{"heading":"class Underwater","level":5,"markdown":"Parameters for underwater fog\n\n```cpp\nclass Underwater\n{\n    /// fog color is changed based on the depth under the water surface\n    /// normal fog color    -> water color    -> deep water color\n    /// ^\n    /// noWaterFog            -> fullWaterFog    -> deepWaterFog\n\n    /// depth under the water, where water color starts (can be negative = distance above water)\n    noWaterFog = -0.3;\n    /// depth under the water, where water color is at full strength and deep water color starts\n    fullWaterFog = 0.1;\n    /// depth under the water, where deep water color is at full strength\n    deepWaterFog = 10;\n\n    /// distance of the water fog (fog far)\n    waterFogDistance = 20;\n    /// distance of the water fog (fog near)\n    waterFogDistanceNear = 0;\n\n    /// color of the water fog at fullWaterFog depth\n    waterColor[] = {0.02,0.08,0.12};\n    /// color of the water fog at deepWaterFog depth\n    deepWaterColor[] = {0.01,0.06,0.14};\n\n    /// skyTopColor (zenith) at fullWaterFog depth (reflections on water surface?)\n    surfaceColor[] = {0.20,0.30,0.25};\n    /// skyTopColor (zenith) at deepWaterFog depth (reflections on water surface?)\n    deepSurfaceColor[] = {0.10,0.18,0.22};\n};\n```\n\nFor more information see the Visual update documentation."},{"heading":"underwaterOcclusionObject","level":5,"markdown":"String: Path to model used for underwater occlusion object\n\n```cpp\nunderwaterOcclusionObject = \"A3\\data_f\\horizont_sphere.p3d\"; //value used by Tanoa\n```"},{"heading":"W","level":4,"markdown":""},{"heading":"class WaterExPars","level":5,"markdown":"```cpp\n// parameters for water in expansion\nclass WaterExPars\n{\n    // base density for water fog (exp coef used for water fog computation) (_A3_MULTI_COMPONENT_FOG)\n    fogDensity = 0.04;\n\n    // color of the water fog when the camera is on or above water surface\n    fogColor[] = { 0.003, 0.005, 0.01 };\n\n    // coefficients for water fog color extinction based on depth of the camera under water (coefs for RGB)\n    // this influences how fast the water fog color darkens when camera moves under water (depends on camera position)\n    fogColorExtinctionSpeed[] = { 0.2, 0.1, 0.04 };\n\n    // defines how light influences fog color (r = ambient influence, g = diffuse (sun) influence, b = overall light influence)\n    fogColorLightInfluence[] = { 0.6, 0.15, 0.5 };\n\n    // coefficient for water fog gradient (MIN coef, MIDDLE coef, MAX coef)\n    fogGradientCoefs[] = { 0.4, 1.0, 1.5 };\n\n    // coefficients for light extinction in water based on the point under water (coefs for RGB)\n    // this influences extinction of ambient light under water (depends on shaded point position)\n    ligtExtinctionSpeed[] = { 0.3, 0.1, 0.05 };\n    // coefficients for diffuse light extinction\n    diffuseLigtExtinctionSpeed[] = { 0.3, 0.1, 0.05 };\n\n    // screen space reflections - strength of reflections\n    // [0,1] (0 = no reflections, 1 = full reflections)\n    ssReflectionStrength = 0.85;\n    // screen space reflections - max. jitter used when sampling - this is used to randomize artifacts caused by sparse sampling\n    // [0,1] (0 = no jitter, 1 = max jitter)\n    ssReflectionMaxJitter = 1.0;\n    // screen space reflections - how much small ripples (from water normal map) influence the reflection\n    // [0,1] (0 = no influence, 1 = max influence)\n    ssReflectionRippleInfluence = 0.15;\n    // screen space reflections - coefficient for fading of reflection near screen borders (larger number = faster fading)\n    ssReflectionEdgeFadingCoef = 10.0;\n    // screen space reflections - coefficient for fading of reflection based on distance (larger number = faster fading)\n    ssReflectionDistFadingCoef = 4.0;\n\n    // minimal coef for refraction (at water surface)\n    refractionMinCoef = 0.02;\n    // maximal coef for refraction (at refractionMaxDist)\n    refractionMaxCoef = 0.07;\n    // distance (in meters) of the point from water surface, where refraction coefficient becomes refractionMaxCoef;\n    refractionMaxDist = 20.0;\n\n    // water surface opacity (should be 0 because of multicomponent fog, use higher values for debugging (-> Buldozer))\n    surfaceOpacity = 0.0;\n\n    // intensity of shadow on the water (1 = full shadow, 0 = no shadow)\n    shadowIntensity = 0.5;\n\n    // max intensity of specular on water\n    specularMaxIntensity = 25.0;\n    // specular power for overcast 0\n    specularPowerOvercast0 = 200.0;\n    // specular power for overcast 1\n    specularPowerOvercast1 = 50.0;\n    // how much we modify the normal for specular computation (0 = no modification, 1 = full modification)\n    specularNormalModifyCoef = 1.0;\n\n    // intensity of foam around objects\n    foamAroundObjectsIntensity = 0.25;\n    // coef for fading of foam (larger number = faster fade)\n    foamAroundObjectsFadeCoef = 8.0;\n    // coef for color of the foam\n    foamColorCoef = 2.0;\n    // coef for deformation of foam texture based on normal of water\n    foamDeformationCoef = 0.02;\n    // coef for mapping of foam texture based on world coordinates\n    foamTextureCoef = 0.2;\n    // speed of movement of foam based on time\n    foamTimeMoveSpeed = 0.2;\n    // amount of movement of foam based on time\n    foamTimeMoveAmount = 0.1;\n\n    // darkening of terrain near shore params\n    // maximal darkening coef (1.0 = max darkening, 0.0 = no darkening)\n    shoreDarkeningMaxCoef = 0.5;\n    // height offset above water level, where darkening is in its full power\n    shoreDarkeningOffset = 0.2;\n    // darkening gradient size\n    shoreDarkeningGradient = 0.2;\n\n    // speed of the waves (scaling of time)\n    shoreWaveTimeScale = 0.8;\n    // offset used to delay when the thick edge of foam appears and dissolves based on wave phase\n    shoreWaveShifDerivativeOffset = -0.8;\n    // overall shore foam intensity\n    shoreFoamIntensity = 0.5;\n    // max wave height on shore (in meters)\n    shoreMaxWaveHeight = 0.15;\n    // reflection intensity on the shore wet layer\n    shoreWetLayerReflectionIntensity = 1.0;\n};\n```\n\nFor more information see the Visual update documentation."},{"heading":"waterTexture","level":5,"markdown":"String:\n\n```cpp\nwaterTexture = \"#(argb,8,8,3)color(0.35,0.47,0.66,1)\"; //value used by Tanoa\n```"},{"heading":"wavesForced","level":5,"markdown":"Integer: (0 = false, 1 = true)\n\n```cpp\nwavesForced = 0; //value used by Tanoa\n```"},{"heading":"windForced","level":5,"markdown":"Integer: (0 = false, 1 = true)\n\n```cpp\nwindForced = 0; //value used by Tanoa\n```"},{"heading":"worldName","level":5,"markdown":"String: Path to WRP\n\n```cpp\nworldName = \"A3\\Map_Tanoabuka\\Tanoa.wrp\"; //value used by Tanoa\n```"}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: Characters And Gear Encoding Guide","title":"Arma 3: Characters And Gear Encoding Guide","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide","revid":378454,"updated":"2026-04-17T15:46:29Z","aliases":["Arma 3 Characters And Gear Encoding Guide"],"markdown":"This guide covers the basics of creating config files for characters and their equipment in Arma 3.\nThe aim of this guide is to provide a comprehensive tool containing all the necessary information needed for creating new or editing existing character and equipment classes, as well as to offer a handful of useful tips.\nWeapons are indeed a part of a soldier's equipment, but to keep things a bit more simple here, encoding weapons is not within the scope of this guide.\n\n### Encoding Basics\n\nAs a reminder, and a base for newcomers in modding Arma 3, it is worth to explain some basics. To get a new content into the game, an addon has to be created.\nLocally, an addon is a folder containing files like models, textures, or config files. When packed, the whole folder is transformed into a single *.pbo* file.\n\nThere are several kinds of config files, explained right below.\n\n- **config.cpp** – The core config file for a particular addon. All the classes are defined here.\n- ***.hpp** – A header file, which is to be included in *config.cpp*. Creating these files is not mandatory, but can make an addon much easier to navigate in. Please note the suffix doesn't matter at all, *.hpp* is just something we use in BI.\n- **model.cfg** – A model config. Most of the models in Arma 3 need their model config. Characters or gear model configs are usually very simple, whereas for example a helicopter model config is a huge thing where all the animations of the model are set.\n\n### Config.cpp structure\n\n#### Classes\n\nBasically, everything in Arma 3 has its class, which is defined within one of what we can call core classes.\nThose do not define any assets themselves, but they serve as a place where classes of particular assets are stored.\nThere are many such classes, so only those important and relevant ones are listed below, together with examples of types of assets to be defined within them.\n\n- **CfgVehicles** – characters, backpacks, vehicles (surprise!), ammoboxes, ground holders (more on this later)\n- **CfgWeapons** – weapons (yes, really), weapon accessories, headgear, uniforms, vests\n- **CfgGlasses** – facewear (please do not mistake with facepalm)\n- **CfgPatches** – important for making things work in Zeus mode and for making sure configs are loaded in the desired order\n\n#### Files Structure\n\nAll the content of all the listed classes has its place inside *config.cpp*, but the file can easily become very messy when it is filled with a lot of classes and their properties.\nIt is therefore advisable not to keep everything in one file, but utilise *.hpp* files instead. For example, if all the soldiers are defined in the *cfgSoldiers.hpp* file, the only thing needed is to include the *.hpp* file in *config.cpp*, like this:\n\n```cpp\n/// Utilising includes ///\n\nclass CfgVehicles\n{\n    #include \"cfgSoldiers.hpp\"\n};\n```\n\nWhen using includes, please note the following:\n\n- The *#include* line is literally fully replaced by the whole content of the included file.\n- The *#include* does not end with semicolon, just make sure the included file has proper syntax.\n- The file to be included is looked for in the directory of the file it is being included in; other path can be specified within the quotation marks.\n- The order of includes might matter, depending on where which class is defined. It is advisable to create the structure in such a way so the order of includes actually does not matter.\n\nSpreading the content of *config.cpp* across several *.hpp* files will make the whole thing easy to navigate in, and it is strongly recommended.\n\n#### Properties\n\nThe config itself can be compared to a special kind of form that needs to be filled in to make stuff work in the game. Once a class is defined, it contains *properties* with assigned *values*.\nProperties can be compared to variables, as known from programming languages. However, there is no need to define or initialise a property in a config.\nSimilarly, properties do not have any type per se, with exception of some being an array. Those are recognisable by square brackets at the end of their names (e.g., `hiddenSelections[]`).\nAny value assigned to such property has to be inside curly brackets (e.g., `hiddenSelections[] = {\"camo\"};`).\nTo make things clear, properties which are arrays will be written with square brackets in this guide.\n\n#### Inheritance\n\nA class does not have to contain all necessary properties, there is a structure of parent and child classes, with a child class inheriting all properties from its parent class, unless a property is redefined under the child class.\nIn most cases, it is most beneficial to find the closest existing class to a new one, and to inherit properties from the existing class to the new one.\nThen only those properties which are different from the parent class need to be defined in the new class.\n\nDefining a new class in a config can be done in several ways. Selecting the right one depends on the desired outcome.\n\n```cpp\n/// Various ways of defining a class ///\n\nclass New_Class;                    // Defines a new, empty class.\n\nclass Existing_Class;                // Declares an existing class, so it can be used further in the config.\nclass New_Class : Existing_Class    // Defines a new class, which inherits everything from the selected existing class.\n{\n    property = value;                // Properties of the new class. If the existing class has a property defined as well, the new value is used for the new class.\n};\n\nclass Existing_Base_Class;\nclass Existing_Class : Existing_Base_Class\n{\n    class Subclass;                    // If a property of a subclass needs to be adjusted, the subclass has to be declared as well, inheriting properties from its original parent class.\n};\n\nclass New_Class : Existing_Class\n{\n    class Subclass : Subclass\n    {\n        property = value;\n    };\n};\n\nclass Existing_Base_Class;            // If an existing class is to be adjusted, it has to be declared using the class it inherits from originally. The new values of properties are used instead of the original ones.\nclass Existing_Class : Existing_Base_Class\n{\n    property = value;\n};\n```\n\n### Model.cfg Structure\n\nFor characters and most of their gear, *model.cfg* is pretty simple to make.\nPlease remember that every model needs *model.cfg* in its folder, although every model in one folder is listed in that one *model.cfg* in that particular folder.\nUsually, *model.cfg* looks like this:\n\n```cpp\n/// Sample model.cfg ///\n\nclass CfgModels\n{\n    class ArmaMan;\n    class MyUniform : ArmaMan {};\n    class MyVest : ArmaMan {};\n    class MyHeadgear : ArmaMan {};\n    class MyFacewear : ArmaMan {};\n};\n```\n\nClass names have to be the same as the model names without the *.p3d* suffix.\nThe config sample above means there are *MyUniform.p3d*, *MyVest.p3d*, *MyHeadgear.p3d*, and *MyFacewear.p3d* files in the same folder or in a subfolder.\n\nAn important property in model classes is the `sections[]` array. Every selection of the model that is to be used in config of a class using that model has to be defined in this array.\nThis is usually used in order to have `hiddenSelectionsTextures[]` property working.\nPlease note that your custom model classes inherit everything from the *ArmaMan* class, where most of the commonly used selection names are listed.\nHowever, if your `hiddenSelectionsTextures[]` or similar property is not working, you might have to add the selections into the model class like this:\n\n```cpp\n/// Sample model.cfg with custom sections ///\n\nclass CfgModels\n{\n    class ArmaMan;\n    class MyUniform : ArmaMan\n    {\n        sectionsInherit = \"ArmaMan\";\n        sections[] = { \"camo3\", \"camo4\" };\n    };\n};\n```\n\n### CfgPatches.hpp Structure\n\nAs mentioned before, *cfgPatches* is one of the core classes needed in *config.cpp*, but it is wise to define it in a separate *.hpp* file, and include this file in *config.cpp*.\nInside the *cfgPatches* class, the class named after the addon folder path (where \"/\" are replaced by \"_\") is defined using four properties:\n\n- **units[]** – all the classes from *cfgVehicles* are listed here\n- **weapons[]** – all the classes from *cfgWeapons* are listed here\n- **requiredVersion** – well, this property does effectively nothing\n- **requiredAddons[]** – makes sure the listed addons are loaded before the one this file belongs to, which is useful when the same class is defined in several addons\n\nAn example of a *cfgPatches.hpp* file can look like this:\n\n```cpp\n/// Sample cfgPatches.hpp ///\n\nclass CfgPatches\n{\n    class A3_MyAddon\n    {\n        units[] =\n        {\n            \"MySoldier\"\n        };\n\n        weapons[] =\n        {\n            \"MyUniform\", \"MyVest\", \"MyHeadgear\"\n        };\n\n        requiredVersion = 0.1;\n        requiredAddons[] = { \"A3_Characters_F\" };\n    };\n};\n```\n\nA good habit is to include *cfgPatches.hpp* at the beginning of the *config.cpp* file (`#include \"cfgPatches.hpp\"`).\n\n### Character Configuration\n\nCharacter class config is quite complex, but there is no reason to define all the parameters every time a character class is defined.\nThis is where inheritance from some of the base classes is used, so usually only a handful of parameters is needed for a new character class to be defined.\nCharacters are configured in the *CfgVehicles* class, inheritance goes as follows:\n\n| Type | Config Hierarchy |\n|---|---|\n| Civilian | Land > Man > CAManBase > Civilian > Civilian_F > C_man_1 |\n| BLUFOR soldier | Land > Man > CAManBase > SoldierWB > B_Soldier_base_F |\n| OPFOR soldier | Land > Man > CAManBase > SoldierEB > O_Soldier_base_F |\n| AAF soldier | Land > Man > CAManBase > SoldierGB > I_Soldier_base_F |\n| FIA soldier | Land > Man > CAManBase > SoldierGB > I_G_Soldier_base_F |\n\nThe last class in the second row in the table above is usually used for inheriting parameters into a new character class.\n\nA new character class defined in *config.cpp* might look like an example below.\n\n```cpp\n/// Sample character config ///\n\nclass CfgVehicles        // Character classes are defined under cfgVehicles.\n{\n    class B_Soldier_base_F;                    // For inheritance to work, the base class has to be defined.\n    class B_soldier_new : B_Soldier_base_F    // Define of a new class, which parameters are inherited from B_Soldier_base_F, with exception of those defined below.\n    {\n        author = \"Splendid Modder\";            // The name of the author of the asset, which is displayed in the editor.\n        scope = 2;                            // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only).\n        scopeCurator = 2;                    // 2 = class is available in Zeus; 0 = class is unavailable in Zeus.\n        scopeArsenal = 2;                    // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal.\n        identityTypes[] = { \"LanguageENG_F\",\"Head_NATO\",\"G_NATO_default\" };        // Identity Types are explained in the Headgear section of this guide.\n        displayName = \"New Soldier\";        // The name of the soldier, which is displayed in the editor.\n        cost = 200000;                        // How likely the enemies attack this character among some others.\n        camouflage = 1.5;                    // How likely this character is spotted (smaller number = more stealthy).\n        sensitivity = 2.5;                    // How likely this character spots enemies when controlled by AI.\n        threat[] = { 1, 1, 0.8 };            // Multiplier of the cost of the character in the eyes of soft, armoured and air enemies.\n        model = \"\\A3\\Characters_F\\BLUFOR\\b_soldier_01.p3d\";            // The path to the uniform model this character uses.\n        uniformClass = \"U_B_soldier_new\";                            // This links this soldier to a particular uniform. For the details, see below.\n        hiddenSelections[] = { \"camo\" };                            // List of model selections which can be changed with hiddenSelectionTextures[]\n                                                                    // and hiddenSelectionMaterials[] properties. If empty, model textures are used.\n        hiddenSelectionsTextures[] = { \"\\A3\\Characters_F_New\\BLUFOR\\Data\\b_soldier_new.paa\" };    // The textures for the selections defined above.\n                                                                                                // If empty, no texture is used.\n        canDeactivateMines = 1;                    // Can this character deactivate mines?\n        engineer = 1;                            // Can this character repair vehicles?\n        attendant = 1;                            // Can this character heal soldiers?\n        icon = \"iconManEngineer\";                // If a character has a special role, a special icon shall be used.\n        picture = \"pictureRepair\";                // The same as above, but for the squad picture.\n        backpack = \"B_Kitbag_mcamo_Eng\";        // Which backpack the character is wearing.\n        weapons[] = { \"arifle_MX_ACO_pointer_F\", \"hgun_P07_F\", \"Throw\", \"Put\" };        // Which weapons the character has.\n        respawnWeapons[] = { \"arifle_MX_ACO_pointer_F\", \"hgun_P07_F\", \"Throw\", \"Put\" };    // Which weapons the character respawns with.\n        Items[] = { \"FirstAidKit\" };            // Which items the character has.\n        RespawnItems[] = { \"FirstAidKit\" };        // Which items the character respawns with.\n        magazines[] = { MAG_10(30Rnd_65x39_caseless_mag), MAG_3(16Rnd_9x21_Mag), \"SmokeShell\", \"SmokeShellGreen\", \"Chemlight_green\", \"Chemlight_green\", MAG_2(HandGrenade) };            // What ammunition the character has.\n        respawnMagazines[] = { MAG_10(30Rnd_65x39_caseless_mag), MAG_3(16Rnd_9x21_Mag), \"SmokeShell\", \"SmokeShellGreen\", \"Chemlight_green\", \"Chemlight_green\", MAG_2(HandGrenade) };    // What ammunition the character respawns with.\n        linkedItems[] = { \"V_PlateCarrier1_rgr\", \"H_HelmetB\", \"ItemMap\", \"ItemCompass\", \"ItemWatch\", \"ItemRadio\", \"NVGoggles\" };        // Which items the character has.\n        respawnLinkedItems[] = { \"V_PlateCarrier1_rgr\", \"H_HelmetB\", \"ItemMap\", \"ItemCompass\", \"ItemWatch\", \"ItemRadio\", \"NVGoggles\" };    // Which items the character respawns with.\n    };\n};\n```\n\nPlease note that most of the properties in the example above are usually not needed. The example rather serves as a short list of supposedly most commonly used properties.\nAlso please note the macros in the `magazines[]` and `respawnMagazines[]` properties. You have to define those if you want to use them.\nThat can be done via adding the following code before any of the macros is used:\n\n```cpp\n/// Magazines macros definition ///\n\n#define MAG_2(a) a, a\n#define MAG_3(a) a, a, a\n#define MAG_4(a) a, a, a, a\n#define MAG_5(a) a, a, a, a, a\n#define MAG_6(a) a, a, a, a, a, a\n#define MAG_7(a) a, a, a, a, a, a, a\n#define MAG_8(a) a, a, a, a, a, a, a, a\n#define MAG_9(a) a, a, a, a, a, a, a, a, a\n#define MAG_10(a) a, a, a, a, a, a, a, a, a, a\n#define MAG_11(a) a, a, a, a, a, a, a, a, a, a, a\n#define MAG_12(a) a, a, a, a, a, a, a, a, a, a, a, a\n```\n\nYou can, of course, define only the macros with the amount of magazines you actually use. You can learn more about macros in a dedicated section of this guide.\n\nYou might have noticed that FIA soldier has basically the same line of class structure as AAF soldier, which is even reflected in the name of his base class, while FIA in the game is actually faction of BLUFOR.\nIn fact, FIA soldiers are configured for all three sides, but only BLUFOR version is visible in the editor.\nThe structure of classes is the result of the fact that FIA soldier classes are primarily configured as an AAF faction and the classes for other sides are inherited from them.\n\nIf a character is wearing a certain backpack, you might want to specify items in that backpack. This is indeed possible, please see the Backpack configuration section of this guide for details.\n\nNote that the engine expects `weapons[]` and `respawnWeapons[]` in a specific order, namely with main weapon before the handgun.\nIf you put the handgun before main weapon and (ingame) lower your main weapon and raise it back again, you'll raise the handgun instead before the main gun switching animation kicks in.\nThis fades away if you switch manually to handgun and back at least once.\nIn addition, if you put Throw or Put before the main gun, some animation glitches may occur (character automatically crouching on lowering a weapon).\nAll of these seem to be reproducible only in Multiplayer on a dedicated server, though reliably.\n\n### Uniform Configuration\n\nDue to how characters work in Arma 3, there always has to be a uniform linked with a character.\nThat does not mean every character needs a unique uniform, usually a single uniform is shared across several soldiers.\nIt is slightly confusing that similarly a uniform has to be linked with a character, but just one such link is enough, so in uniform config, it does not matter how many characters actually use the uniform.\n\nA uniform is defined in the *cfgWeapons* class, usually as follows:\n\n```cpp\n/// Uniform config ///\n\nclass CfgWeapons\n{\n    class Uniform_Base;\n    class UniformItem;\n\n    class U_B_soldier_new : Uniform_Base\n    {\n        author = \"Splendid Modder\";\n        scope = 2;\n        displayName = \"New Uniform\";\n        picture = \"\\A3\\characters_f\\data\\ui\\icon_u_b_soldier_new_ca.paa\";\n        model = \"\\A3\\Characters_F\\Common\\Suitpacks\\suitpack_original_F.p3d\";\n        hiddenSelections[] = { \"camo\" };\n        hiddenSelectionsTextures[] = { \"\\A3\\Characters_F_New\\BLUFOR\\Data\\b_soldier_new.paa\" };\n\n        class ItemInfo : UniformItem\n        {\n            uniformModel = \"-\";\n            uniformClass = B_soldier_new;\n            containerClass = Supply40;\n            mass = 40;\n        };\n    };\n};\n```\n\nA uniform is linked with a character thanks to certain properties in both configs:\n\n- in character config, `uniformClass` property has to contain the name of the uniform class the character is wearing\n- in uniform config, `uniformClass` property in the *ItemInfo* subclass has to contain the name of one of the characters who are wearing the uniform\n\nPlease note the `model` property in a uniform config is actually not a model of the uniform, but a model of what we call a *suitpack* – the thing which appears on the ground when a uniform is placed in the editor, or when a character drops it. There are now four models for suitpacks, three of them located at \\A3\\Characters_F\\Common\\Suitpacks\\. The model for Kart driver's uniform's suitpack is located separately at \\A3\\Characters_F_Kart\\Civil\\Suitpacks\\:\n\n- **suitpack_universal_F** – a new model to be used with special suitpack textures. Currently, there are three such textures, one for BLUFOR, OPFOR, and AAF respectively:\n  - \\A3\\Characters_F\\Common\\Suitpacks\\data\\suitpack_soldier_blufor_co.paa\n  - \\A3\\Characters_F\\Common\\Suitpacks\\data\\suitpack_soldier_opfor_co.paa\n  - \\A3\\Characters_F\\Common\\Suitpacks\\data\\suitpack_soldier_indep_co.paa\n- **suitpack_civilian_F** – basically the model from Kart, but without a normal map, and thus well suited for suitpacks for coveralls, civilian clothes and similar. The texture of a character model is used for this suitpack.\n- **suitpack_original_F** – the original model, which used to be used for all the suitpacks. The texture of a character model is used for this suitpack. This model is meant to be used where the universal one cannot be due to missing appropriate special texture, and where the character model texture does not look well on the civilian suitpack.\n- **suitpack_F_driver** – the suitpack model for the uniforms included in the Kart DLC.\n\nCapacity of a uniform is defined in `containerClass` property in the *ItemInfo* subclass. The classes for various capacity are already defined in the game config, so in most cases, `SupplyXX` can be used with XX replaced by the desired capacity value. The defined capacities are 0–10, then 10–250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500. Should another value be needed, it is defined in *cfgVehicles* as follows:\n\n```cpp\n/// New Supply definition ///\n\nclass CfgVehicles\n{\n    class ContainerSupply;\n    class SupplyXX : ContainerSupply        // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value.\n    {\n        maximumLoad = XX;                // Replace XX with the desired capacity value.\n    };\n};\n```\n\n### Vest Configuration\n\nVests are pretty simple to configure. There are two base classes used as parents for other vests, the only difference is whether the vest's texture is set in config, or the one in the model is used.\nThis is clear from the names of vests base classes: *Vest_Camo_Base* and *Vest_NoCamo_Base*. Usually, there is actually no need to use the latter.\n*Vest_Camo_Base* is defined in the *cfgWeapons* class as follows:\n\n```cpp\n/// Vest_Camo_Base config ///\n\nclass CfgWeapons\n{\n    class ItemCore;\n    class VestItem;\n    class Vest_Camo_Base : ItemCore\n    {\n        author = \"Bohemia Interactive\";\n        scope = 0;\n        weaponPoolAvailable = 1;\n        allowedSlots[] = { 901 };            // This means the vest can be put into a backpack.\n        picture = \"\\A3\\characters_f\\Data\\UI\\icon_V_BandollierB_CA.paa\";\n        model = \"\\A3\\Weapons_F\\Ammo\\mag_univ.p3d\";\n        hiddenSelections[] = { \"camo\" };\n        class ItemInfo : VestItem\n        {\n            uniformModel = \"\\A3\\Characters_F\\BLUFOR\\equip_b_bandolier\";\n            hiddenSelections[] = { \"camo\" };\n            containerClass = \"Supply0\";\n            mass = 0;\n\n            class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection\n            {\n                class Body\n                {\n                        hitPointName = \"HitBody\";\n                        armor = 0;\n                        passThrough = 1;\n                };\n            };\n        };\n    };\n};\n```\n\nPlease note that several properties are actually missing from the config, like `hiddenSelectionsTextures[]` or `displayName`.\nPlease also notice the universal model of the vest; it needs to be replaced by the path to an actual model. To have an example, let's see how a new vest's config might look like.\n\n```cpp\n/// Sample vest config ///\n\nclass CfgWeapons\n{\n    class ItemCore;\n    class Vest_Camo_Base : ItemCore\n    {\n        class ItemInfo;\n    };\n\n    class V_vest_new : Vest_Camo_Base\n    {\n        author = \"Splendid Modder\";\n        scope = 2;\n        displayName = \"New Vest\";\n        picture = \"\\A3\\characters_f\\Data\\UI\\icon_V_BandollierB_CA.paa\";\n        model = \"\\A3\\Characters_F\\BLUFOR\\equip_b_bandolier\";\n        hiddenSelectionsTextures[] = { \"\\A3\\Characters_F\\BLUFOR\\Data\\vests_khk_co.paa\" };\n        class ItemInfo : ItemInfo\n        {\n            uniformModel = \"\\A3\\Characters_F\\BLUFOR\\equip_b_bandolier\";\n            containerClass = \"Supply80\";\n            mass = 15;\n\n            class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection\n            {\n                class Chest\n                {\n                        hitPointName = \"HitChest\";\n                        armor = 16;\n                        passThrough = 0.3;\n                };\n            };\n        };\n    };\n};\n```\n\nAlthough some properties, like `armor` or `passThrough`, are unchanged from the values in the parent class, it is a good idea to define them in the new vest's class as well, so they are clear and easily changeable.\n\n### Headgear Configuration\n\nHeadgear is defined in the *cfgWeapons* class, and its config is pretty straightforward, similarly to vests.\nHere is *H_HelmetB* config for example:\n\n```cpp\n// some basic defines\n#define TEast 0\n#define TWest 1\n#define TGuerrila 2\n#define TCivilian 3\n#define TSideUnknown 4\n#define TEnemy 5\n#define TFriendly 6\n#define TLogic 7\n\n/* H_HelmetB config */\n\nclass CfgWeapons\n{\n    class ItemCore;\n    class HeadgearItem;\n    class H_HelmetB : ItemCore\n    {\n        author = \"Bohemia Interactive\";\n        scope = 2;\n        weaponPoolAvailable = 1;\n        displayName = \"ECH\";\n        picture = \"\\A3\\characters_f\\Data\\UI\\icon_H_helmet_plain_ca.paa\";\n        model = \"\\A3\\Characters_F\\BLUFOR\\headgear_b_helmet_plain\";\n        hiddenSelections[] = { \"camo\" };\n        hiddenSelectionsTextures[] = { \"\\A3\\Characters_F\\BLUFOR\\Data\\equip1_co.paa\" };\n        class ItemInfo : HeadgearItem\n        {\n            mass = 40;\n            uniformModel = \"\\A3\\Characters_F\\BLUFOR\\headgear_b_helmet_plain\";\n            modelSides[] = { TCivilian, TWest };\n            hiddenSelections[] = { \"camo\" };\n\n            // if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well.\n            // Currently works only for Headgear + NVG + Radio item combinations.\n            // subItems[] = { \"Integrated_NVG_F\" };\n\n            class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection\n            {\n                class Head\n                {\n                    hitPointName = \"HitHead\";\n                    armor = 6;\n                    passThrough = 0.5;\n                };\n            };\n        };\n    };\n};\n```\n\nHeadgear is usually inherited from the *H_HelmetB* class so only the properties that change have to be redefined (usually, it will be author, name, icon, model, texture, and values in the *ItemInfo* subclass).\nHere is an inheritance example:\n\n```cpp\n// some basic defines\n#define TEast 0\n#define TWest 1\n#define TGuerrila 2\n#define TCivilian 3\n#define TSideUnknown 4\n#define TEnemy 5\n#define TFriendly 6\n#define TLogic 7\n\n/* H_HelmetB config */\n\nclass CfgWeapons\n{\n    class HeadgearItem;\n    class H_HelmetB;\n    class myHelmet : H_HelmetB\n    {\n        author = \"It's me!\";\n        weaponPoolAvailable = 1;\n        displayName = \"My Super Helmet\";\n        picture = \"\\myAddon\\myPicture.paa\";\n        model = \"\\myAddon\\myModel.p3d\";\n        class ItemInfo : HeadgearItem\n        {\n            mass = 50;\n            uniformModel = \"\\myAddon\\myModel.p3d\";\n            modelSides[] = { TCivilian, TWest };\n            hiddenSelections[] = { \"camo\" };\n\n            class HitpointsProtectionInfo\n            {\n                class Head\n                {\n                    hitPointName = \"HitHead\";\n                    armor = 7;\n                    passThrough = 0.75;\n                };\n            };\n        };\n    };\n};\n```\n\n### Facewear Configuration\n\nFacewear is defined in *cfgGlasses* base class. This class is not a subclass of *cfgVehicles* nor *cfgWeapons*, it is basically on the same level of class structure as those two.\nDo not be distracted by the \"Glasses\"; originally, only various glasses and goggles existed – other kinds of facewear (for example balaclavas) have been added in the Bootcamp update.\nConfiguring facewear is extremely easy, although there is one tricky part in the form of `identityTypes[]` property (for details, see below).\nFacewear is inherited from the *None* class, and its config usually looks like this:\n\n```cpp\n/// G_Combat config ///\n\nclass CfgGlasses\n{\n    class None;\n    class G_Combat : None\n    {\n        author = \"Bohemia Interactive\";\n        displayname = \"Combat Goggles\";\n        model = \"\\A3\\characters_f_beta\\heads\\glasses\\g_combat\";\n        picture = \"\\A3\\Characters_F\\data\\ui\\icon_g_combat_CA.paa\";\n        identityTypes[] =\n        {\n            \"NoGlasses\",0, \"G_NATO_default\",300, \"G_NATO_casual\",0, \"G_NATO_pilot\",0, \"G_NATO_recon\",50, \"G_NATO_SF\",300, \"G_NATO_sniper\",0,\n            \"G_NATO_diver\",0, \"G_IRAN_default\",0, \"G_IRAN_diver\",0, \"G_GUERIL_default\",0, \"G_HAF_default\",50, \"G_CIVIL_female\",0, \"G_CIVIL_male\",0\n        };\n        mass = 4;\n\n        mode = 2;    // Facewear mode:\n                    // 0 = None - not supported\n                    // 1 = Diving - diving goggles, only appear while swimming\n                    // 2 = Goggles - normal goggles, they show overwater but disappear while swimming\n                    // 3 = NVG - not supported\n                    // 4 = DivingAndOverwater - goggles always show, over and underwater - added in Arma 3 v2.08\n    };\n};\n```\n\n#### IdentityTypes\n\nThe `identityTypes[]` property can be optionally used to include the particular facewear into a pool which certain characters use for randomising their facewear.\nCharacter classes have the `identityTypes[]` property defined, and it can contain an identity type for facewear, for example `G_NATO_default`.\nFacewear classes, on the contrary, contain a lot of identity types in their `identityTypes[]` property, together with values.\nBasically, the value is related to the frequency with which a certain facewear appears on a character with that identity type defined in his config; 0 means the facewear is never selected for a character with that identity type.\n\n### Backpack Configuration\n\nBackpacks are defined in the *cfgVehicles* class, and their base class *Bag_Base* is configured as follows:\n\n```cpp\n/// Bag_Base config ///\n\nclass CfgVehicles\n{\n    class ReammoBox;\n    class Bag_Base : ReammoBox\n    {\n        scope = 1;\n        class TransportMagazines {};\n        class TransportWeapons{};\n        isbackpack = 1;\n        reversed = 1;\n        mapSize = 2;\n        vehicleClass = Backpacks;\n        allowedSlots[] = { 901 };\n        model = \"\\A3\\weapons_f\\Ammoboxes\\bags\\Backpack_Small\";\n        displayName = \"Bag\";\n        picture = \"\\A3\\Weapons_F\\Ammoboxes\\Bags\\data\\ui\\backpack_CA.paa\";\n        icon = \"iconBackpack\";\n        transportMaxWeapons = 1;\n        transportMaxMagazines = 20;\n        class DestructionEffects {};\n        hiddenSelections[] = { \"Camo\" };\n        hiddenSelectionsTextures[] = { \"\\A3\\weapons_f\\ammoboxes\\bags\\data\\backpack_small_co.paa\" };\n        maximumLoad = 0;\n        side = 3;\n    };\n};\n```\n\nUsually, there will be just a handful of properties to set, when a new backpack is configured. The example is given below.\n\n```cpp\n/// Sample backpack config ///\n\nclass CfgVehicles\n{\n    class Bag_Base;\n    class New_Bag : Bag_Base\n    {\n        author = \"Splendid Modder\";\n        scope = 2;\n        model = \"\\A3\\weapons_f\\Ammoboxes\\bags\\Backpack_Compact\";\n        displayName = \"New Bag\";\n        picture = \"\\A3\\weapons_f\\ammoboxes\\bags\\data\\ui\\icon_B_C_Compact_dgtl_ca.paa\";\n        hiddenSelectionsTextures[] = { \"\\A3\\weapons_f\\ammoboxes\\bags\\data\\backpack_compact_digi_co.paa\" };\n        maximumLoad = 160;\n        mass = 20;\n    };\n};\n```\n\nIf you want to specify contents of a backpack, you do it in *TransportMagazines*, *TransportItems*, and *TransportWeapons* classes.\nThe best way is to define a new backpack class, inherit it from the backpack class of a bag you want a soldier to use, specify the contents of the bag, and use this new backpack class as a value of the `backpack` property in the soldier's config. For example, a backpack for a BLUFOR Asst. Autorifleman is defined as follows:\n\n```cpp\n/// Asst. Autorifleman's backpack config ///\n\nclass CfgVehicles\n{\n    class B_Kitbag_rgr;\n    class B_Kitbag_rgr_AAR : B_Kitbag_rgr\n    {\n        scope = 1;        // There is no need for this bag to appear in the editor, Virtual Arsenal, or Zeus.\n        class TransportMagazines\n        {\n            MAG_XX(100Rnd_65x39_caseless_mag, 4);\n            MAG_XX(100Rnd_65x39_caseless_mag_Tracer, 2);\n            MAG_XX(130Rnd_338_Mag, 2);\n        };\n\n        class TransportItems\n        {\n            ITEM_XX(optic_tws_mg, 1);\n            ITEM_XX(bipod_01_F_snd, 1);\n            ITEM_XX(muzzle_snds_338_sand, 1);\n            ITEM_XX(muzzle_snds_H_SW, 1);\n        };\n    };\n};\n```\n\nPlease note the config above contains macros to simplify the list of equipment. The macros which are useful for this can be defined as follows:\n\n```cpp\n/// Equipment list macros definition ///\n\n#define MAG_XX(a,b) class _xx_##a { magazine = a; count = b; }\n#define WEAP_XX(a,b) class _xx_##a { weapon = a; count = b; }\n#define ITEM_XX(a,b) class _xx_##a { name = a; count = b; }\n\n// converting\nMAG_XX(100Rnd_65x39_caseless_mag, 4);\n// into\nclass _xx_100Rnd_65x39_caseless_mag { magazine = \"100Rnd_65x39_caseless_mag\"; count = 4; }\n```\n\n### Ground Holder Configuration\n\nWhen a new uniform, vest, or headgear is defined, it is usable in the game (unless its `scope` is set to 0), and even visible in Virtual Arsenal (unless it has the `scopeArsenal` property set to 0), but the item is nowhere to find in the editor.\nThese *cfgWeapons* classes need an additional class to be configured to appear in the editor. Such classes are called ground holders.\nAll ground holders are defined in the *cfgVehicles* class. (Please note that weapons need ground holders as well, but those are not covered in this guide.)\n\nFor clarity purposes, it is a good idea to name a ground holder class so it would have a prefix and a name of the original class the holder is for.\nAn important property is `vehicleClass`, it tells the game under which category the item should be listed in the editor.\n\n#### Uniform Ground Holder\n\n```cpp\n/// Sample uniform ground holder ///\n\nclass CfgVehicles\n{\n    class Item_Base_F;\n    class Item_U_B_soldier_new : Item_Base_F\n    {\n        scope = 2;\n        scopeCurator = 2;\n        displayName = \"New Uniform\";\n        author = \"Splendid Modder\";\n        vehicleClass = ItemsUniforms;\n        model = \"\\A3\\Weapons_f\\dummyweapon.p3d\";\n        class TransportItems\n        {\n            class U_B_soldier_new\n            {\n                name = \"U_B_soldier_new\";\n                count = 1;\n            };\n        };\n    };\n};\n```\n\n#### Vest Ground Holder\n\n```cpp\n/// Sample vest ground holder ///\n\nclass CfgVehicles\n{\n    class Vest_Base_F;\n    class Vest_V_vest_new : Vest_Base_F\n    {\n        scope = 2;\n        scopeCurator = 2;\n        displayName = \"New Vest\";\n        author = \"Splendid Modder\";\n        vehicleClass = ItemsVests;\n        class TransportItems\n        {\n            class V_vest_new\n            {\n                name = \"V_vest_new\";\n                count = 1;\n            };\n        };\n    };\n};\n```\n\n#### Headgear Ground Holder\n\nThere are two types of ground holders for headger, the difference is in the model of the holder – one is better suited for helmets, the other for caps.\n\n```cpp\n/// Sample headgear ground holder ///\n\nclass CfgVehicles\n{\n    class Headgear_Base_F;\n    class Headgear_H_Helmet_new : Headgear_Base_F\n    {\n        scope = 2;\n        scopeCurator = 2;\n        displayName = \"New Headgear\";\n        author = \"Splendid Modder\";\n        vehicleClass = ItemsHeadgear;\n        model = \"\\A3\\Weapons_F\\DummyCap.p3d\";        // Omit this if the headgear is a helmet\n        class TransportItems\n        {\n            class H_Helmet_new\n            {\n                name = \"H_Helmet_new\";\n                count = 1;\n            };\n        };\n    };\n};\n```\n\n### Using Macros\n\n> [!NOTE]\n> See PreProcessor Commands - Macros.\n\nUsually when defining several classes of the same type, you might end up repeating the same parts of the code again and again.\nTo make the process more convenient, macros can be used to save some work, time, and space. Despite such technique is usually frowned upon in programming languages, where other methods can be used to achieve the same goal, there is no other way in config.\n\nThe macro syntax is quite simple. The macro definition starts with `#define NAME(parameters)`. We usually write names of macros in capital letters to make it clear, when a macro is used in a code.\nIf a macro continues on the next line of the code, the line has to have `\\` at the end. The usefulness of macros comes from its parameters.\nIn the code itself, just the name of the macro with values of the parameters is written in the code, where it is replaced by everything defined in the macro with parameters taken from what is written in the brackets once the macro is used.\nThis happens because name of a parameter from the #define line of the macro definition is used somewhere in the code of the macro, where it is replaced by a value used when calling the macro.\nDue to how this works, be mindful with spaces and quotation marks when using macros. It is also advisable to use a name of a parameter with `##` at both ends, although this is often not necessary\n(the hashes serves for directly connecting the value with whatever is written around).\nAgain, to make it clear, it is advisable to write names of parameters in capital letters.\n\nSince the description of how macros work might be in fact quite confusing, please check the example below.\nThe macro is created for a uniform config, and then two new uniforms are configured using that macro.\n\n```cpp\n/// Sample uniforms configured with a macro ///\n\n#define UNIFORM(NAME,DN,PIC,TEX,SOLDIER,LOAD,WEIGHT) \\\n    class NAME : Uniform_Base \\\n    { \\\n        author = \"Splendid Modder\"; \\\n        scope = 2; \\\n        displayName = DN; \\\n        picture = \"\\A3\\characters_f\\data\\ui\\icon_##PIC##_ca.paa\"; \\\n        model = \"\\A3\\Characters_F\\Common\\Suitpacks\\suitpack_original_F.p3d\"; \\\n        hiddenSelections[] = { \"camo\" }; \\\n        hiddenSelectionsTextures[] = { \"\\A3\\Characters_F_New\\BLUFOR\\Data\\TEX.paa\" }; \\\n\\\n        class ItemInfo : UniformItem \\\n        { \\\n            uniformModel = \"-\"; \\\n            uniformClass = SOLDIER; \\\n            containerClass = Supply##LOAD; \\\n            mass = WEIGHT; \\\n        }; \\\n    };\n\nclass CfgWeapons\n{\n    class Uniform_Base;\n    class UniformItem;\n\n    UNIFORM(\"U_B_soldier_new\",\"New Uniform\",\"u_b_soldier_new\",\"b_soldier_new\",\"B_soldier_new\",40,40);\n    UNIFORM(\"U_B_soldier_new_2\",\"New Uniform 2\",\"u_b_soldier_new_2\",\"b_soldier_new_2\",\"B_soldier_new_2\",60,60);\n};\n```\n\n### Headgear and Facewear Randomisation\n\nIn the Bootcamp update, we polished a lot of headgear items and added some fancy facewear.\nIn order to give FIA soldiers a more distinct identity, we opted for a slightly complicated way of randomising headgear and facewear of FIA soldiers.\nFor each soldier, we handpicked headgear items matching the soldier's uniform, and for each type of headgear, we selected a list of compatible facewear.\nIn some cases, it was decided some types of headgear would be picked more often then other types, which needed to be implemented, as well.\nThen we used the function BIS_fnc_unitHeadgear for making the whole randomisation work.\n\n> [!NOTE]\n> Even if this system has been designed for the FIA units, provided the config is correct, it can be used with any units.\n\n**Prevent randomisation**\n\n- For units placed from the editor, disableRandomization should be used (mission config file).\n- For units spawned from a script, you can use `myUnit setVariable [\"BIS_enableRandomization\", false];` but the usage disableRandomization is still preferred.\n- In the config – add the following code to a soldier's class which inherits its init from a class with enabled randomisation: `class EventHandlers : EventHandlers { init = \"\"; };`.\n\nIf you want to use the function mentioned above in a soldier's config, do not forget to add it to the soldier's init event handler, by adding the following code to the soldier's class in its config:\n\n```cpp\nclass EventHandlers : EventHandlers\n{\n    init = \"if (local (_this select 0)) then { [(_this select 0), [], []] call BIS_fnc_unitHeadgear; };\";\n};\n```\n\n**Implement the headgear randomisation**\n\n```cpp\nclass CfgVehicles\n{\n    class I_G_soldier_new : I_G_Soldier_base_F // Character class\n    {\n        /* ... */\n        /* [_headgearClass1, _probability1, _headgearClass2, _probability2, ...] */\n        headgearList[] =\n        {\n            \"\", 0.7, // Empty array means no headgear nor face wear\n            \"H_FakeHeadgear\", 0.9, // In this case, there is no headgear but there is a face wear\n            \"H_HelmetB_light\", 0.6, // Formerly member of the first list which had 60% to be selected\n            \"H_Booniehat_khk\", 0.6,\n            \"H_Booniehat_oli\", 0.6,\n            \"H_Booniehat_indp\", 0.6,\n            \"H_Booniehat_mcamo\", 0.6,\n            \"H_Booniehat_grn\", 0.6,\n            \"H_Booniehat_tan\", 0.6,\n            \"H_Booniehat_dirty\", 0.6,\n            \"H_Booniehat_dgtl\", 0.4,  // Formerly member of the alternate list which had 40% to be selected\n            \"H_Booniehat_khk_hs\", 0.4,\n            \"H_HelmetB_plain_mcamo\", 0.4,\n            \"H_HelmetB_plain_blk\", 0.4,\n            \"H_HelmetSpecB\", 0.4,\n            \"H_HelmetSpecB_paint1\", 0.4,\n            \"H_HelmetSpecB_paint2\", 0.4,\n            \"H_HelmetSpecB_blk\", 0.4,\n            \"H_HelmetIA\", 0.4,\n            \"H_HelmetIA_net\", 0.4,\n            \"H_HelmetIA_camo\", 0.4,\n            \"H_Helmet_Kerry\", 0.4,\n            \"H_HelmetB_grass\", 0.4\n        };\n        // If the parent class does not have the headgear randomisation\n        class EventHandlers : EventHandlers\n        {\n            // The function must be triggered to benefit from the randomisation, its usage is documented in its header (see link above)\n            init = \"if (local (_this select 0)) then { [(_this select 0), [], []] call BIS_fnc_unitHeadgear; };\";\n        };\n        /* ... */\n    };\n};\n```\n\n**Implement the face wear randomisation**\n\n```cpp\nclass CfgWeapons // Headgear main class\n{\n    class H_HelmetB_custom : H_HelmetB// Head gear class\n    {\n        /* ... */\n        allowedFacewear[] =\n        {\n            \"G_Bandanna_aviator\", 1, // If every value are the same, it is just a default random, otherwise, weighted random\n            \"G_Bandanna_beast\", 1,\n            \"G_Bandanna_blk\", 1,\n            \"G_Bandanna_khk\", 1,\n            \"G_Bandanna_oli\", 1,\n            \"G_Bandanna_shades\", 1,\n            \"G_Bandanna_sport\", 1,\n            \"\", 1\n        };\n        /* ... */\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"This guide covers the basics of creating config files for characters and their equipment in Arma 3.\nThe aim of this guide is to provide a comprehensive tool containing all the necessary information needed for creating new or editing existing character and equipment classes, as well as to offer a handful of useful tips.\nWeapons are indeed a part of a soldier's equipment, but to keep things a bit more simple here, encoding weapons is not within the scope of this guide."},{"heading":"Encoding Basics","level":3,"markdown":"As a reminder, and a base for newcomers in modding Arma 3, it is worth to explain some basics. To get a new content into the game, an addon has to be created.\nLocally, an addon is a folder containing files like models, textures, or config files. When packed, the whole folder is transformed into a single *.pbo* file.\n\nThere are several kinds of config files, explained right below.\n\n- **config.cpp** – The core config file for a particular addon. All the classes are defined here.\n- ***.hpp** – A header file, which is to be included in *config.cpp*. Creating these files is not mandatory, but can make an addon much easier to navigate in. Please note the suffix doesn't matter at all, *.hpp* is just something we use in BI.\n- **model.cfg** – A model config. Most of the models in Arma 3 need their model config. Characters or gear model configs are usually very simple, whereas for example a helicopter model config is a huge thing where all the animations of the model are set."},{"heading":"Config.cpp structure","level":3,"markdown":""},{"heading":"Classes","level":4,"markdown":"Basically, everything in Arma 3 has its class, which is defined within one of what we can call core classes.\nThose do not define any assets themselves, but they serve as a place where classes of particular assets are stored.\nThere are many such classes, so only those important and relevant ones are listed below, together with examples of types of assets to be defined within them.\n\n- **CfgVehicles** – characters, backpacks, vehicles (surprise!), ammoboxes, ground holders (more on this later)\n- **CfgWeapons** – weapons (yes, really), weapon accessories, headgear, uniforms, vests\n- **CfgGlasses** – facewear (please do not mistake with facepalm)\n- **CfgPatches** – important for making things work in Zeus mode and for making sure configs are loaded in the desired order"},{"heading":"Files Structure","level":4,"markdown":"All the content of all the listed classes has its place inside *config.cpp*, but the file can easily become very messy when it is filled with a lot of classes and their properties.\nIt is therefore advisable not to keep everything in one file, but utilise *.hpp* files instead. For example, if all the soldiers are defined in the *cfgSoldiers.hpp* file, the only thing needed is to include the *.hpp* file in *config.cpp*, like this:\n\n```cpp\n/// Utilising includes ///\n\nclass CfgVehicles\n{\n    #include \"cfgSoldiers.hpp\"\n};\n```\n\nWhen using includes, please note the following:\n\n- The *#include* line is literally fully replaced by the whole content of the included file.\n- The *#include* does not end with semicolon, just make sure the included file has proper syntax.\n- The file to be included is looked for in the directory of the file it is being included in; other path can be specified within the quotation marks.\n- The order of includes might matter, depending on where which class is defined. It is advisable to create the structure in such a way so the order of includes actually does not matter.\n\nSpreading the content of *config.cpp* across several *.hpp* files will make the whole thing easy to navigate in, and it is strongly recommended."},{"heading":"Properties","level":4,"markdown":"The config itself can be compared to a special kind of form that needs to be filled in to make stuff work in the game. Once a class is defined, it contains *properties* with assigned *values*.\nProperties can be compared to variables, as known from programming languages. However, there is no need to define or initialise a property in a config.\nSimilarly, properties do not have any type per se, with exception of some being an array. Those are recognisable by square brackets at the end of their names (e.g., `hiddenSelections[]`).\nAny value assigned to such property has to be inside curly brackets (e.g., `hiddenSelections[] = {\"camo\"};`).\nTo make things clear, properties which are arrays will be written with square brackets in this guide."},{"heading":"Inheritance","level":4,"markdown":"A class does not have to contain all necessary properties, there is a structure of parent and child classes, with a child class inheriting all properties from its parent class, unless a property is redefined under the child class.\nIn most cases, it is most beneficial to find the closest existing class to a new one, and to inherit properties from the existing class to the new one.\nThen only those properties which are different from the parent class need to be defined in the new class.\n\nDefining a new class in a config can be done in several ways. Selecting the right one depends on the desired outcome.\n\n```cpp\n/// Various ways of defining a class ///\n\nclass New_Class;                    // Defines a new, empty class.\n\nclass Existing_Class;                // Declares an existing class, so it can be used further in the config.\nclass New_Class : Existing_Class    // Defines a new class, which inherits everything from the selected existing class.\n{\n    property = value;                // Properties of the new class. If the existing class has a property defined as well, the new value is used for the new class.\n};\n\nclass Existing_Base_Class;\nclass Existing_Class : Existing_Base_Class\n{\n    class Subclass;                    // If a property of a subclass needs to be adjusted, the subclass has to be declared as well, inheriting properties from its original parent class.\n};\n\nclass New_Class : Existing_Class\n{\n    class Subclass : Subclass\n    {\n        property = value;\n    };\n};\n\nclass Existing_Base_Class;            // If an existing class is to be adjusted, it has to be declared using the class it inherits from originally. The new values of properties are used instead of the original ones.\nclass Existing_Class : Existing_Base_Class\n{\n    property = value;\n};\n```"},{"heading":"Model.cfg Structure","level":3,"markdown":"For characters and most of their gear, *model.cfg* is pretty simple to make.\nPlease remember that every model needs *model.cfg* in its folder, although every model in one folder is listed in that one *model.cfg* in that particular folder.\nUsually, *model.cfg* looks like this:\n\n```cpp\n/// Sample model.cfg ///\n\nclass CfgModels\n{\n    class ArmaMan;\n    class MyUniform : ArmaMan {};\n    class MyVest : ArmaMan {};\n    class MyHeadgear : ArmaMan {};\n    class MyFacewear : ArmaMan {};\n};\n```\n\nClass names have to be the same as the model names without the *.p3d* suffix.\nThe config sample above means there are *MyUniform.p3d*, *MyVest.p3d*, *MyHeadgear.p3d*, and *MyFacewear.p3d* files in the same folder or in a subfolder.\n\nAn important property in model classes is the `sections[]` array. Every selection of the model that is to be used in config of a class using that model has to be defined in this array.\nThis is usually used in order to have `hiddenSelectionsTextures[]` property working.\nPlease note that your custom model classes inherit everything from the *ArmaMan* class, where most of the commonly used selection names are listed.\nHowever, if your `hiddenSelectionsTextures[]` or similar property is not working, you might have to add the selections into the model class like this:\n\n```cpp\n/// Sample model.cfg with custom sections ///\n\nclass CfgModels\n{\n    class ArmaMan;\n    class MyUniform : ArmaMan\n    {\n        sectionsInherit = \"ArmaMan\";\n        sections[] = { \"camo3\", \"camo4\" };\n    };\n};\n```"},{"heading":"CfgPatches.hpp Structure","level":3,"markdown":"As mentioned before, *cfgPatches* is one of the core classes needed in *config.cpp*, but it is wise to define it in a separate *.hpp* file, and include this file in *config.cpp*.\nInside the *cfgPatches* class, the class named after the addon folder path (where \"/\" are replaced by \"_\") is defined using four properties:\n\n- **units[]** – all the classes from *cfgVehicles* are listed here\n- **weapons[]** – all the classes from *cfgWeapons* are listed here\n- **requiredVersion** – well, this property does effectively nothing\n- **requiredAddons[]** – makes sure the listed addons are loaded before the one this file belongs to, which is useful when the same class is defined in several addons\n\nAn example of a *cfgPatches.hpp* file can look like this:\n\n```cpp\n/// Sample cfgPatches.hpp ///\n\nclass CfgPatches\n{\n    class A3_MyAddon\n    {\n        units[] =\n        {\n            \"MySoldier\"\n        };\n\n        weapons[] =\n        {\n            \"MyUniform\", \"MyVest\", \"MyHeadgear\"\n        };\n\n        requiredVersion = 0.1;\n        requiredAddons[] = { \"A3_Characters_F\" };\n    };\n};\n```\n\nA good habit is to include *cfgPatches.hpp* at the beginning of the *config.cpp* file (`#include \"cfgPatches.hpp\"`)."},{"heading":"Character Configuration","level":3,"markdown":"Character class config is quite complex, but there is no reason to define all the parameters every time a character class is defined.\nThis is where inheritance from some of the base classes is used, so usually only a handful of parameters is needed for a new character class to be defined.\nCharacters are configured in the *CfgVehicles* class, inheritance goes as follows:\n\n| Type | Config Hierarchy |\n|---|---|\n| Civilian | Land > Man > CAManBase > Civilian > Civilian_F > C_man_1 |\n| BLUFOR soldier | Land > Man > CAManBase > SoldierWB > B_Soldier_base_F |\n| OPFOR soldier | Land > Man > CAManBase > SoldierEB > O_Soldier_base_F |\n| AAF soldier | Land > Man > CAManBase > SoldierGB > I_Soldier_base_F |\n| FIA soldier | Land > Man > CAManBase > SoldierGB > I_G_Soldier_base_F |\n\nThe last class in the second row in the table above is usually used for inheriting parameters into a new character class.\n\nA new character class defined in *config.cpp* might look like an example below.\n\n```cpp\n/// Sample character config ///\n\nclass CfgVehicles        // Character classes are defined under cfgVehicles.\n{\n    class B_Soldier_base_F;                    // For inheritance to work, the base class has to be defined.\n    class B_soldier_new : B_Soldier_base_F    // Define of a new class, which parameters are inherited from B_Soldier_base_F, with exception of those defined below.\n    {\n        author = \"Splendid Modder\";            // The name of the author of the asset, which is displayed in the editor.\n        scope = 2;                            // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only).\n        scopeCurator = 2;                    // 2 = class is available in Zeus; 0 = class is unavailable in Zeus.\n        scopeArsenal = 2;                    // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal.\n        identityTypes[] = { \"LanguageENG_F\",\"Head_NATO\",\"G_NATO_default\" };        // Identity Types are explained in the Headgear section of this guide.\n        displayName = \"New Soldier\";        // The name of the soldier, which is displayed in the editor.\n        cost = 200000;                        // How likely the enemies attack this character among some others.\n        camouflage = 1.5;                    // How likely this character is spotted (smaller number = more stealthy).\n        sensitivity = 2.5;                    // How likely this character spots enemies when controlled by AI.\n        threat[] = { 1, 1, 0.8 };            // Multiplier of the cost of the character in the eyes of soft, armoured and air enemies.\n        model = \"\\A3\\Characters_F\\BLUFOR\\b_soldier_01.p3d\";            // The path to the uniform model this character uses.\n        uniformClass = \"U_B_soldier_new\";                            // This links this soldier to a particular uniform. For the details, see below.\n        hiddenSelections[] = { \"camo\" };                            // List of model selections which can be changed with hiddenSelectionTextures[]\n                                                                    // and hiddenSelectionMaterials[] properties. If empty, model textures are used.\n        hiddenSelectionsTextures[] = { \"\\A3\\Characters_F_New\\BLUFOR\\Data\\b_soldier_new.paa\" };    // The textures for the selections defined above.\n                                                                                                // If empty, no texture is used.\n        canDeactivateMines = 1;                    // Can this character deactivate mines?\n        engineer = 1;                            // Can this character repair vehicles?\n        attendant = 1;                            // Can this character heal soldiers?\n        icon = \"iconManEngineer\";                // If a character has a special role, a special icon shall be used.\n        picture = \"pictureRepair\";                // The same as above, but for the squad picture.\n        backpack = \"B_Kitbag_mcamo_Eng\";        // Which backpack the character is wearing.\n        weapons[] = { \"arifle_MX_ACO_pointer_F\", \"hgun_P07_F\", \"Throw\", \"Put\" };        // Which weapons the character has.\n        respawnWeapons[] = { \"arifle_MX_ACO_pointer_F\", \"hgun_P07_F\", \"Throw\", \"Put\" };    // Which weapons the character respawns with.\n        Items[] = { \"FirstAidKit\" };            // Which items the character has.\n        RespawnItems[] = { \"FirstAidKit\" };        // Which items the character respawns with.\n        magazines[] = { MAG_10(30Rnd_65x39_caseless_mag), MAG_3(16Rnd_9x21_Mag), \"SmokeShell\", \"SmokeShellGreen\", \"Chemlight_green\", \"Chemlight_green\", MAG_2(HandGrenade) };            // What ammunition the character has.\n        respawnMagazines[] = { MAG_10(30Rnd_65x39_caseless_mag), MAG_3(16Rnd_9x21_Mag), \"SmokeShell\", \"SmokeShellGreen\", \"Chemlight_green\", \"Chemlight_green\", MAG_2(HandGrenade) };    // What ammunition the character respawns with.\n        linkedItems[] = { \"V_PlateCarrier1_rgr\", \"H_HelmetB\", \"ItemMap\", \"ItemCompass\", \"ItemWatch\", \"ItemRadio\", \"NVGoggles\" };        // Which items the character has.\n        respawnLinkedItems[] = { \"V_PlateCarrier1_rgr\", \"H_HelmetB\", \"ItemMap\", \"ItemCompass\", \"ItemWatch\", \"ItemRadio\", \"NVGoggles\" };    // Which items the character respawns with.\n    };\n};\n```\n\nPlease note that most of the properties in the example above are usually not needed. The example rather serves as a short list of supposedly most commonly used properties.\nAlso please note the macros in the `magazines[]` and `respawnMagazines[]` properties. You have to define those if you want to use them.\nThat can be done via adding the following code before any of the macros is used:\n\n```cpp\n/// Magazines macros definition ///\n\n#define MAG_2(a) a, a\n#define MAG_3(a) a, a, a\n#define MAG_4(a) a, a, a, a\n#define MAG_5(a) a, a, a, a, a\n#define MAG_6(a) a, a, a, a, a, a\n#define MAG_7(a) a, a, a, a, a, a, a\n#define MAG_8(a) a, a, a, a, a, a, a, a\n#define MAG_9(a) a, a, a, a, a, a, a, a, a\n#define MAG_10(a) a, a, a, a, a, a, a, a, a, a\n#define MAG_11(a) a, a, a, a, a, a, a, a, a, a, a\n#define MAG_12(a) a, a, a, a, a, a, a, a, a, a, a, a\n```\n\nYou can, of course, define only the macros with the amount of magazines you actually use. You can learn more about macros in a dedicated section of this guide.\n\nYou might have noticed that FIA soldier has basically the same line of class structure as AAF soldier, which is even reflected in the name of his base class, while FIA in the game is actually faction of BLUFOR.\nIn fact, FIA soldiers are configured for all three sides, but only BLUFOR version is visible in the editor.\nThe structure of classes is the result of the fact that FIA soldier classes are primarily configured as an AAF faction and the classes for other sides are inherited from them.\n\nIf a character is wearing a certain backpack, you might want to specify items in that backpack. This is indeed possible, please see the Backpack configuration section of this guide for details.\n\nNote that the engine expects `weapons[]` and `respawnWeapons[]` in a specific order, namely with main weapon before the handgun.\nIf you put the handgun before main weapon and (ingame) lower your main weapon and raise it back again, you'll raise the handgun instead before the main gun switching animation kicks in.\nThis fades away if you switch manually to handgun and back at least once.\nIn addition, if you put Throw or Put before the main gun, some animation glitches may occur (character automatically crouching on lowering a weapon).\nAll of these seem to be reproducible only in Multiplayer on a dedicated server, though reliably."},{"heading":"Uniform Configuration","level":3,"markdown":"Due to how characters work in Arma 3, there always has to be a uniform linked with a character.\nThat does not mean every character needs a unique uniform, usually a single uniform is shared across several soldiers.\nIt is slightly confusing that similarly a uniform has to be linked with a character, but just one such link is enough, so in uniform config, it does not matter how many characters actually use the uniform.\n\nA uniform is defined in the *cfgWeapons* class, usually as follows:\n\n```cpp\n/// Uniform config ///\n\nclass CfgWeapons\n{\n    class Uniform_Base;\n    class UniformItem;\n\n    class U_B_soldier_new : Uniform_Base\n    {\n        author = \"Splendid Modder\";\n        scope = 2;\n        displayName = \"New Uniform\";\n        picture = \"\\A3\\characters_f\\data\\ui\\icon_u_b_soldier_new_ca.paa\";\n        model = \"\\A3\\Characters_F\\Common\\Suitpacks\\suitpack_original_F.p3d\";\n        hiddenSelections[] = { \"camo\" };\n        hiddenSelectionsTextures[] = { \"\\A3\\Characters_F_New\\BLUFOR\\Data\\b_soldier_new.paa\" };\n\n        class ItemInfo : UniformItem\n        {\n            uniformModel = \"-\";\n            uniformClass = B_soldier_new;\n            containerClass = Supply40;\n            mass = 40;\n        };\n    };\n};\n```\n\nA uniform is linked with a character thanks to certain properties in both configs:\n\n- in character config, `uniformClass` property has to contain the name of the uniform class the character is wearing\n- in uniform config, `uniformClass` property in the *ItemInfo* subclass has to contain the name of one of the characters who are wearing the uniform\n\nPlease note the `model` property in a uniform config is actually not a model of the uniform, but a model of what we call a *suitpack* – the thing which appears on the ground when a uniform is placed in the editor, or when a character drops it. There are now four models for suitpacks, three of them located at \\A3\\Characters_F\\Common\\Suitpacks\\. The model for Kart driver's uniform's suitpack is located separately at \\A3\\Characters_F_Kart\\Civil\\Suitpacks\\:\n\n- **suitpack_universal_F** – a new model to be used with special suitpack textures. Currently, there are three such textures, one for BLUFOR, OPFOR, and AAF respectively:\n  - \\A3\\Characters_F\\Common\\Suitpacks\\data\\suitpack_soldier_blufor_co.paa\n  - \\A3\\Characters_F\\Common\\Suitpacks\\data\\suitpack_soldier_opfor_co.paa\n  - \\A3\\Characters_F\\Common\\Suitpacks\\data\\suitpack_soldier_indep_co.paa\n- **suitpack_civilian_F** – basically the model from Kart, but without a normal map, and thus well suited for suitpacks for coveralls, civilian clothes and similar. The texture of a character model is used for this suitpack.\n- **suitpack_original_F** – the original model, which used to be used for all the suitpacks. The texture of a character model is used for this suitpack. This model is meant to be used where the universal one cannot be due to missing appropriate special texture, and where the character model texture does not look well on the civilian suitpack.\n- **suitpack_F_driver** – the suitpack model for the uniforms included in the Kart DLC.\n\nCapacity of a uniform is defined in `containerClass` property in the *ItemInfo* subclass. The classes for various capacity are already defined in the game config, so in most cases, `SupplyXX` can be used with XX replaced by the desired capacity value. The defined capacities are 0–10, then 10–250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500. Should another value be needed, it is defined in *cfgVehicles* as follows:\n\n```cpp\n/// New Supply definition ///\n\nclass CfgVehicles\n{\n    class ContainerSupply;\n    class SupplyXX : ContainerSupply        // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value.\n    {\n        maximumLoad = XX;                // Replace XX with the desired capacity value.\n    };\n};\n```"},{"heading":"Vest Configuration","level":3,"markdown":"Vests are pretty simple to configure. There are two base classes used as parents for other vests, the only difference is whether the vest's texture is set in config, or the one in the model is used.\nThis is clear from the names of vests base classes: *Vest_Camo_Base* and *Vest_NoCamo_Base*. Usually, there is actually no need to use the latter.\n*Vest_Camo_Base* is defined in the *cfgWeapons* class as follows:\n\n```cpp\n/// Vest_Camo_Base config ///\n\nclass CfgWeapons\n{\n    class ItemCore;\n    class VestItem;\n    class Vest_Camo_Base : ItemCore\n    {\n        author = \"Bohemia Interactive\";\n        scope = 0;\n        weaponPoolAvailable = 1;\n        allowedSlots[] = { 901 };            // This means the vest can be put into a backpack.\n        picture = \"\\A3\\characters_f\\Data\\UI\\icon_V_BandollierB_CA.paa\";\n        model = \"\\A3\\Weapons_F\\Ammo\\mag_univ.p3d\";\n        hiddenSelections[] = { \"camo\" };\n        class ItemInfo : VestItem\n        {\n            uniformModel = \"\\A3\\Characters_F\\BLUFOR\\equip_b_bandolier\";\n            hiddenSelections[] = { \"camo\" };\n            containerClass = \"Supply0\";\n            mass = 0;\n\n            class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection\n            {\n                class Body\n                {\n                        hitPointName = \"HitBody\";\n                        armor = 0;\n                        passThrough = 1;\n                };\n            };\n        };\n    };\n};\n```\n\nPlease note that several properties are actually missing from the config, like `hiddenSelectionsTextures[]` or `displayName`.\nPlease also notice the universal model of the vest; it needs to be replaced by the path to an actual model. To have an example, let's see how a new vest's config might look like.\n\n```cpp\n/// Sample vest config ///\n\nclass CfgWeapons\n{\n    class ItemCore;\n    class Vest_Camo_Base : ItemCore\n    {\n        class ItemInfo;\n    };\n\n    class V_vest_new : Vest_Camo_Base\n    {\n        author = \"Splendid Modder\";\n        scope = 2;\n        displayName = \"New Vest\";\n        picture = \"\\A3\\characters_f\\Data\\UI\\icon_V_BandollierB_CA.paa\";\n        model = \"\\A3\\Characters_F\\BLUFOR\\equip_b_bandolier\";\n        hiddenSelectionsTextures[] = { \"\\A3\\Characters_F\\BLUFOR\\Data\\vests_khk_co.paa\" };\n        class ItemInfo : ItemInfo\n        {\n            uniformModel = \"\\A3\\Characters_F\\BLUFOR\\equip_b_bandolier\";\n            containerClass = \"Supply80\";\n            mass = 15;\n\n            class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection\n            {\n                class Chest\n                {\n                        hitPointName = \"HitChest\";\n                        armor = 16;\n                        passThrough = 0.3;\n                };\n            };\n        };\n    };\n};\n```\n\nAlthough some properties, like `armor` or `passThrough`, are unchanged from the values in the parent class, it is a good idea to define them in the new vest's class as well, so they are clear and easily changeable."},{"heading":"Headgear Configuration","level":3,"markdown":"Headgear is defined in the *cfgWeapons* class, and its config is pretty straightforward, similarly to vests.\nHere is *H_HelmetB* config for example:\n\n```cpp\n// some basic defines\n#define TEast 0\n#define TWest 1\n#define TGuerrila 2\n#define TCivilian 3\n#define TSideUnknown 4\n#define TEnemy 5\n#define TFriendly 6\n#define TLogic 7\n\n/* H_HelmetB config */\n\nclass CfgWeapons\n{\n    class ItemCore;\n    class HeadgearItem;\n    class H_HelmetB : ItemCore\n    {\n        author = \"Bohemia Interactive\";\n        scope = 2;\n        weaponPoolAvailable = 1;\n        displayName = \"ECH\";\n        picture = \"\\A3\\characters_f\\Data\\UI\\icon_H_helmet_plain_ca.paa\";\n        model = \"\\A3\\Characters_F\\BLUFOR\\headgear_b_helmet_plain\";\n        hiddenSelections[] = { \"camo\" };\n        hiddenSelectionsTextures[] = { \"\\A3\\Characters_F\\BLUFOR\\Data\\equip1_co.paa\" };\n        class ItemInfo : HeadgearItem\n        {\n            mass = 40;\n            uniformModel = \"\\A3\\Characters_F\\BLUFOR\\headgear_b_helmet_plain\";\n            modelSides[] = { TCivilian, TWest };\n            hiddenSelections[] = { \"camo\" };\n\n            // if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well.\n            // Currently works only for Headgear + NVG + Radio item combinations.\n            // subItems[] = { \"Integrated_NVG_F\" };\n\n            class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection\n            {\n                class Head\n                {\n                    hitPointName = \"HitHead\";\n                    armor = 6;\n                    passThrough = 0.5;\n                };\n            };\n        };\n    };\n};\n```\n\nHeadgear is usually inherited from the *H_HelmetB* class so only the properties that change have to be redefined (usually, it will be author, name, icon, model, texture, and values in the *ItemInfo* subclass).\nHere is an inheritance example:\n\n```cpp\n// some basic defines\n#define TEast 0\n#define TWest 1\n#define TGuerrila 2\n#define TCivilian 3\n#define TSideUnknown 4\n#define TEnemy 5\n#define TFriendly 6\n#define TLogic 7\n\n/* H_HelmetB config */\n\nclass CfgWeapons\n{\n    class HeadgearItem;\n    class H_HelmetB;\n    class myHelmet : H_HelmetB\n    {\n        author = \"It's me!\";\n        weaponPoolAvailable = 1;\n        displayName = \"My Super Helmet\";\n        picture = \"\\myAddon\\myPicture.paa\";\n        model = \"\\myAddon\\myModel.p3d\";\n        class ItemInfo : HeadgearItem\n        {\n            mass = 50;\n            uniformModel = \"\\myAddon\\myModel.p3d\";\n            modelSides[] = { TCivilian, TWest };\n            hiddenSelections[] = { \"camo\" };\n\n            class HitpointsProtectionInfo\n            {\n                class Head\n                {\n                    hitPointName = \"HitHead\";\n                    armor = 7;\n                    passThrough = 0.75;\n                };\n            };\n        };\n    };\n};\n```"},{"heading":"Facewear Configuration","level":3,"markdown":"Facewear is defined in *cfgGlasses* base class. This class is not a subclass of *cfgVehicles* nor *cfgWeapons*, it is basically on the same level of class structure as those two.\nDo not be distracted by the \"Glasses\"; originally, only various glasses and goggles existed – other kinds of facewear (for example balaclavas) have been added in the Bootcamp update.\nConfiguring facewear is extremely easy, although there is one tricky part in the form of `identityTypes[]` property (for details, see below).\nFacewear is inherited from the *None* class, and its config usually looks like this:\n\n```cpp\n/// G_Combat config ///\n\nclass CfgGlasses\n{\n    class None;\n    class G_Combat : None\n    {\n        author = \"Bohemia Interactive\";\n        displayname = \"Combat Goggles\";\n        model = \"\\A3\\characters_f_beta\\heads\\glasses\\g_combat\";\n        picture = \"\\A3\\Characters_F\\data\\ui\\icon_g_combat_CA.paa\";\n        identityTypes[] =\n        {\n            \"NoGlasses\",0, \"G_NATO_default\",300, \"G_NATO_casual\",0, \"G_NATO_pilot\",0, \"G_NATO_recon\",50, \"G_NATO_SF\",300, \"G_NATO_sniper\",0,\n            \"G_NATO_diver\",0, \"G_IRAN_default\",0, \"G_IRAN_diver\",0, \"G_GUERIL_default\",0, \"G_HAF_default\",50, \"G_CIVIL_female\",0, \"G_CIVIL_male\",0\n        };\n        mass = 4;\n\n        mode = 2;    // Facewear mode:\n                    // 0 = None - not supported\n                    // 1 = Diving - diving goggles, only appear while swimming\n                    // 2 = Goggles - normal goggles, they show overwater but disappear while swimming\n                    // 3 = NVG - not supported\n                    // 4 = DivingAndOverwater - goggles always show, over and underwater - added in Arma 3 v2.08\n    };\n};\n```"},{"heading":"IdentityTypes","level":4,"markdown":"The `identityTypes[]` property can be optionally used to include the particular facewear into a pool which certain characters use for randomising their facewear.\nCharacter classes have the `identityTypes[]` property defined, and it can contain an identity type for facewear, for example `G_NATO_default`.\nFacewear classes, on the contrary, contain a lot of identity types in their `identityTypes[]` property, together with values.\nBasically, the value is related to the frequency with which a certain facewear appears on a character with that identity type defined in his config; 0 means the facewear is never selected for a character with that identity type."},{"heading":"Backpack Configuration","level":3,"markdown":"Backpacks are defined in the *cfgVehicles* class, and their base class *Bag_Base* is configured as follows:\n\n```cpp\n/// Bag_Base config ///\n\nclass CfgVehicles\n{\n    class ReammoBox;\n    class Bag_Base : ReammoBox\n    {\n        scope = 1;\n        class TransportMagazines {};\n        class TransportWeapons{};\n        isbackpack = 1;\n        reversed = 1;\n        mapSize = 2;\n        vehicleClass = Backpacks;\n        allowedSlots[] = { 901 };\n        model = \"\\A3\\weapons_f\\Ammoboxes\\bags\\Backpack_Small\";\n        displayName = \"Bag\";\n        picture = \"\\A3\\Weapons_F\\Ammoboxes\\Bags\\data\\ui\\backpack_CA.paa\";\n        icon = \"iconBackpack\";\n        transportMaxWeapons = 1;\n        transportMaxMagazines = 20;\n        class DestructionEffects {};\n        hiddenSelections[] = { \"Camo\" };\n        hiddenSelectionsTextures[] = { \"\\A3\\weapons_f\\ammoboxes\\bags\\data\\backpack_small_co.paa\" };\n        maximumLoad = 0;\n        side = 3;\n    };\n};\n```\n\nUsually, there will be just a handful of properties to set, when a new backpack is configured. The example is given below.\n\n```cpp\n/// Sample backpack config ///\n\nclass CfgVehicles\n{\n    class Bag_Base;\n    class New_Bag : Bag_Base\n    {\n        author = \"Splendid Modder\";\n        scope = 2;\n        model = \"\\A3\\weapons_f\\Ammoboxes\\bags\\Backpack_Compact\";\n        displayName = \"New Bag\";\n        picture = \"\\A3\\weapons_f\\ammoboxes\\bags\\data\\ui\\icon_B_C_Compact_dgtl_ca.paa\";\n        hiddenSelectionsTextures[] = { \"\\A3\\weapons_f\\ammoboxes\\bags\\data\\backpack_compact_digi_co.paa\" };\n        maximumLoad = 160;\n        mass = 20;\n    };\n};\n```\n\nIf you want to specify contents of a backpack, you do it in *TransportMagazines*, *TransportItems*, and *TransportWeapons* classes.\nThe best way is to define a new backpack class, inherit it from the backpack class of a bag you want a soldier to use, specify the contents of the bag, and use this new backpack class as a value of the `backpack` property in the soldier's config. For example, a backpack for a BLUFOR Asst. Autorifleman is defined as follows:\n\n```cpp\n/// Asst. Autorifleman's backpack config ///\n\nclass CfgVehicles\n{\n    class B_Kitbag_rgr;\n    class B_Kitbag_rgr_AAR : B_Kitbag_rgr\n    {\n        scope = 1;        // There is no need for this bag to appear in the editor, Virtual Arsenal, or Zeus.\n        class TransportMagazines\n        {\n            MAG_XX(100Rnd_65x39_caseless_mag, 4);\n            MAG_XX(100Rnd_65x39_caseless_mag_Tracer, 2);\n            MAG_XX(130Rnd_338_Mag, 2);\n        };\n\n        class TransportItems\n        {\n            ITEM_XX(optic_tws_mg, 1);\n            ITEM_XX(bipod_01_F_snd, 1);\n            ITEM_XX(muzzle_snds_338_sand, 1);\n            ITEM_XX(muzzle_snds_H_SW, 1);\n        };\n    };\n};\n```\n\nPlease note the config above contains macros to simplify the list of equipment. The macros which are useful for this can be defined as follows:\n\n```cpp\n/// Equipment list macros definition ///\n\n#define MAG_XX(a,b) class _xx_##a { magazine = a; count = b; }\n#define WEAP_XX(a,b) class _xx_##a { weapon = a; count = b; }\n#define ITEM_XX(a,b) class _xx_##a { name = a; count = b; }\n\n// converting\nMAG_XX(100Rnd_65x39_caseless_mag, 4);\n// into\nclass _xx_100Rnd_65x39_caseless_mag { magazine = \"100Rnd_65x39_caseless_mag\"; count = 4; }\n```"},{"heading":"Ground Holder Configuration","level":3,"markdown":"When a new uniform, vest, or headgear is defined, it is usable in the game (unless its `scope` is set to 0), and even visible in Virtual Arsenal (unless it has the `scopeArsenal` property set to 0), but the item is nowhere to find in the editor.\nThese *cfgWeapons* classes need an additional class to be configured to appear in the editor. Such classes are called ground holders.\nAll ground holders are defined in the *cfgVehicles* class. (Please note that weapons need ground holders as well, but those are not covered in this guide.)\n\nFor clarity purposes, it is a good idea to name a ground holder class so it would have a prefix and a name of the original class the holder is for.\nAn important property is `vehicleClass`, it tells the game under which category the item should be listed in the editor."},{"heading":"Uniform Ground Holder","level":4,"markdown":"```cpp\n/// Sample uniform ground holder ///\n\nclass CfgVehicles\n{\n    class Item_Base_F;\n    class Item_U_B_soldier_new : Item_Base_F\n    {\n        scope = 2;\n        scopeCurator = 2;\n        displayName = \"New Uniform\";\n        author = \"Splendid Modder\";\n        vehicleClass = ItemsUniforms;\n        model = \"\\A3\\Weapons_f\\dummyweapon.p3d\";\n        class TransportItems\n        {\n            class U_B_soldier_new\n            {\n                name = \"U_B_soldier_new\";\n                count = 1;\n            };\n        };\n    };\n};\n```"},{"heading":"Vest Ground Holder","level":4,"markdown":"```cpp\n/// Sample vest ground holder ///\n\nclass CfgVehicles\n{\n    class Vest_Base_F;\n    class Vest_V_vest_new : Vest_Base_F\n    {\n        scope = 2;\n        scopeCurator = 2;\n        displayName = \"New Vest\";\n        author = \"Splendid Modder\";\n        vehicleClass = ItemsVests;\n        class TransportItems\n        {\n            class V_vest_new\n            {\n                name = \"V_vest_new\";\n                count = 1;\n            };\n        };\n    };\n};\n```"},{"heading":"Headgear Ground Holder","level":4,"markdown":"There are two types of ground holders for headger, the difference is in the model of the holder – one is better suited for helmets, the other for caps.\n\n```cpp\n/// Sample headgear ground holder ///\n\nclass CfgVehicles\n{\n    class Headgear_Base_F;\n    class Headgear_H_Helmet_new : Headgear_Base_F\n    {\n        scope = 2;\n        scopeCurator = 2;\n        displayName = \"New Headgear\";\n        author = \"Splendid Modder\";\n        vehicleClass = ItemsHeadgear;\n        model = \"\\A3\\Weapons_F\\DummyCap.p3d\";        // Omit this if the headgear is a helmet\n        class TransportItems\n        {\n            class H_Helmet_new\n            {\n                name = \"H_Helmet_new\";\n                count = 1;\n            };\n        };\n    };\n};\n```"},{"heading":"Using Macros","level":3,"markdown":"> [!NOTE]\n> See PreProcessor Commands - Macros.\n\nUsually when defining several classes of the same type, you might end up repeating the same parts of the code again and again.\nTo make the process more convenient, macros can be used to save some work, time, and space. Despite such technique is usually frowned upon in programming languages, where other methods can be used to achieve the same goal, there is no other way in config.\n\nThe macro syntax is quite simple. The macro definition starts with `#define NAME(parameters)`. We usually write names of macros in capital letters to make it clear, when a macro is used in a code.\nIf a macro continues on the next line of the code, the line has to have `\\` at the end. The usefulness of macros comes from its parameters.\nIn the code itself, just the name of the macro with values of the parameters is written in the code, where it is replaced by everything defined in the macro with parameters taken from what is written in the brackets once the macro is used.\nThis happens because name of a parameter from the #define line of the macro definition is used somewhere in the code of the macro, where it is replaced by a value used when calling the macro.\nDue to how this works, be mindful with spaces and quotation marks when using macros. It is also advisable to use a name of a parameter with `##` at both ends, although this is often not necessary\n(the hashes serves for directly connecting the value with whatever is written around).\nAgain, to make it clear, it is advisable to write names of parameters in capital letters.\n\nSince the description of how macros work might be in fact quite confusing, please check the example below.\nThe macro is created for a uniform config, and then two new uniforms are configured using that macro.\n\n```cpp\n/// Sample uniforms configured with a macro ///\n\n#define UNIFORM(NAME,DN,PIC,TEX,SOLDIER,LOAD,WEIGHT) \\\n    class NAME : Uniform_Base \\\n    { \\\n        author = \"Splendid Modder\"; \\\n        scope = 2; \\\n        displayName = DN; \\\n        picture = \"\\A3\\characters_f\\data\\ui\\icon_##PIC##_ca.paa\"; \\\n        model = \"\\A3\\Characters_F\\Common\\Suitpacks\\suitpack_original_F.p3d\"; \\\n        hiddenSelections[] = { \"camo\" }; \\\n        hiddenSelectionsTextures[] = { \"\\A3\\Characters_F_New\\BLUFOR\\Data\\TEX.paa\" }; \\\n\\\n        class ItemInfo : UniformItem \\\n        { \\\n            uniformModel = \"-\"; \\\n            uniformClass = SOLDIER; \\\n            containerClass = Supply##LOAD; \\\n            mass = WEIGHT; \\\n        }; \\\n    };\n\nclass CfgWeapons\n{\n    class Uniform_Base;\n    class UniformItem;\n\n    UNIFORM(\"U_B_soldier_new\",\"New Uniform\",\"u_b_soldier_new\",\"b_soldier_new\",\"B_soldier_new\",40,40);\n    UNIFORM(\"U_B_soldier_new_2\",\"New Uniform 2\",\"u_b_soldier_new_2\",\"b_soldier_new_2\",\"B_soldier_new_2\",60,60);\n};\n```"},{"heading":"Headgear and Facewear Randomisation","level":3,"markdown":"In the Bootcamp update, we polished a lot of headgear items and added some fancy facewear.\nIn order to give FIA soldiers a more distinct identity, we opted for a slightly complicated way of randomising headgear and facewear of FIA soldiers.\nFor each soldier, we handpicked headgear items matching the soldier's uniform, and for each type of headgear, we selected a list of compatible facewear.\nIn some cases, it was decided some types of headgear would be picked more often then other types, which needed to be implemented, as well.\nThen we used the function BIS_fnc_unitHeadgear for making the whole randomisation work.\n\n> [!NOTE]\n> Even if this system has been designed for the FIA units, provided the config is correct, it can be used with any units.\n\n**Prevent randomisation**\n\n- For units placed from the editor, disableRandomization should be used (mission config file).\n- For units spawned from a script, you can use `myUnit setVariable [\"BIS_enableRandomization\", false];` but the usage disableRandomization is still preferred.\n- In the config – add the following code to a soldier's class which inherits its init from a class with enabled randomisation: `class EventHandlers : EventHandlers { init = \"\"; };`.\n\nIf you want to use the function mentioned above in a soldier's config, do not forget to add it to the soldier's init event handler, by adding the following code to the soldier's class in its config:\n\n```cpp\nclass EventHandlers : EventHandlers\n{\n    init = \"if (local (_this select 0)) then { [(_this select 0), [], []] call BIS_fnc_unitHeadgear; };\";\n};\n```\n\n**Implement the headgear randomisation**\n\n```cpp\nclass CfgVehicles\n{\n    class I_G_soldier_new : I_G_Soldier_base_F // Character class\n    {\n        /* ... */\n        /* [_headgearClass1, _probability1, _headgearClass2, _probability2, ...] */\n        headgearList[] =\n        {\n            \"\", 0.7, // Empty array means no headgear nor face wear\n            \"H_FakeHeadgear\", 0.9, // In this case, there is no headgear but there is a face wear\n            \"H_HelmetB_light\", 0.6, // Formerly member of the first list which had 60% to be selected\n            \"H_Booniehat_khk\", 0.6,\n            \"H_Booniehat_oli\", 0.6,\n            \"H_Booniehat_indp\", 0.6,\n            \"H_Booniehat_mcamo\", 0.6,\n            \"H_Booniehat_grn\", 0.6,\n            \"H_Booniehat_tan\", 0.6,\n            \"H_Booniehat_dirty\", 0.6,\n            \"H_Booniehat_dgtl\", 0.4,  // Formerly member of the alternate list which had 40% to be selected\n            \"H_Booniehat_khk_hs\", 0.4,\n            \"H_HelmetB_plain_mcamo\", 0.4,\n            \"H_HelmetB_plain_blk\", 0.4,\n            \"H_HelmetSpecB\", 0.4,\n            \"H_HelmetSpecB_paint1\", 0.4,\n            \"H_HelmetSpecB_paint2\", 0.4,\n            \"H_HelmetSpecB_blk\", 0.4,\n            \"H_HelmetIA\", 0.4,\n            \"H_HelmetIA_net\", 0.4,\n            \"H_HelmetIA_camo\", 0.4,\n            \"H_Helmet_Kerry\", 0.4,\n            \"H_HelmetB_grass\", 0.4\n        };\n        // If the parent class does not have the headgear randomisation\n        class EventHandlers : EventHandlers\n        {\n            // The function must be triggered to benefit from the randomisation, its usage is documented in its header (see link above)\n            init = \"if (local (_this select 0)) then { [(_this select 0), [], []] call BIS_fnc_unitHeadgear; };\";\n        };\n        /* ... */\n    };\n};\n```\n\n**Implement the face wear randomisation**\n\n```cpp\nclass CfgWeapons // Headgear main class\n{\n    class H_HelmetB_custom : H_HelmetB// Head gear class\n    {\n        /* ... */\n        allowedFacewear[] =\n        {\n            \"G_Bandanna_aviator\", 1, // If every value are the same, it is just a default random, otherwise, weighted random\n            \"G_Bandanna_beast\", 1,\n            \"G_Bandanna_blk\", 1,\n            \"G_Bandanna_khk\", 1,\n            \"G_Bandanna_oli\", 1,\n            \"G_Bandanna_shades\", 1,\n            \"G_Bandanna_sport\", 1,\n            \"\", 1\n        };\n        /* ... */\n    };\n};\n```"}],"categories":["Arma 3: Editing","Arma 3: Tutorials"],"groups":["Modding"]},{"name":"Arma 3: Characters Firegeometry Update","title":"Arma 3: Characters Firegeometry Update","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Characters_Firegeometry_Update","revid":352174,"updated":"2024-02-01T23:25:38Z","aliases":[],"markdown":"Arma 3 v1.98\nWith this update, characters received updated fire geometries that aim to improve hit detection. To make the transition from old geometries to the new ones easier, an *o2script* was created (bundled with Arma 3 Tools), which allows for a quick update of any character p3d files.\n\n### Requirements\n\n- Arma 3 Tools installed\n\n### Usage\n\n1. Navigate to **Arma 3 Tools** instalation directory and then go to **ObjectBuilder\\O2Scripts\\CharacterFG** folder\n\n2. Find following batch file to perform drag & drop operations\n\n- **addNewCharacterFG.bat**\n\n#### Using drag and drop variant\n\nUsing drag & drop variant is quite easy. You can drag single files, multiple files or whole folders.\n\n> [!WARNING]\n> If you drag a folder onto the batch files, make sure only .p3d files are contained in that folder that you want to update. **Be careful to not overwrite the fire geometry of the wrong p3d files.**\n\nIf **addNewCharacterFG.bio2s** script is missing in \"**ObjectBuilder\\O2Scripts**\" folder, script will try to copy paste it to that location.\n\nFinally, batch file will run that new o2script and process the p3d:\n\n- Script will try to verify if there is already existing **Fire Geometry**\n- If fire geometry is missing, script will exit!\n- Otherwise, old **Fire Geometry** will be replaced by new, empty LOD\n- In next step, new Fire Geometry will be merged from **NewFireGeometryTemplate.p3d**\n- If everything succeed, file will be saved with all above modifications","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.98\nWith this update, characters received updated fire geometries that aim to improve hit detection. To make the transition from old geometries to the new ones easier, an *o2script* was created (bundled with Arma 3 Tools), which allows for a quick update of any character p3d files."},{"heading":"Requirements","level":3,"markdown":"- Arma 3 Tools installed"},{"heading":"Usage","level":3,"markdown":"1. Navigate to **Arma 3 Tools** instalation directory and then go to **ObjectBuilder\\O2Scripts\\CharacterFG** folder\n\n2. Find following batch file to perform drag & drop operations\n\n- **addNewCharacterFG.bat**"},{"heading":"Using drag and drop variant","level":4,"markdown":"Using drag & drop variant is quite easy. You can drag single files, multiple files or whole folders.\n\n> [!WARNING]\n> If you drag a folder onto the batch files, make sure only .p3d files are contained in that folder that you want to update. **Be careful to not overwrite the fire geometry of the wrong p3d files.**\n\nIf **addNewCharacterFG.bio2s** script is missing in \"**ObjectBuilder\\O2Scripts**\" folder, script will try to copy paste it to that location.\n\nFinally, batch file will run that new o2script and process the p3d:\n\n- Script will try to verify if there is already existing **Fire Geometry**\n- If fire geometry is missing, script will exit!\n- Otherwise, old **Fire Geometry** will be replaced by new, empty LOD\n- In next step, new Fire Geometry will be merged from **NewFireGeometryTemplate.p3d**\n- If everything succeed, file will be saved with all above modifications"}],"categories":["Arma 3: Editing","Arma 3: Tutorials","Introduced with Arma 3 version 1.98"],"groups":["Modding"]},{"name":"Arma 3: Cheats","title":"Arma 3: Cheats","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Cheats","revid":378879,"updated":"2026-08-02T10:16:03Z","aliases":[],"markdown":"Cheats offer various different functionalities which are not meant to be easily accessible. Use cheats with care!\nTo enter a cheat press: <kbd>⇧ Shift</kbd> + <kbd>NUM -</kbd> and enter one of the cheat codes below. Capitalisation does not matter.\n\n> [!IMPORTANT]\n> **Keyboard Layout information:**\n>\n> - The cheats listed on this page work on a [QWERTY](https://en.wikipedia.org/wiki/QWERTY) keyboard and work on any keyboard *if typed as on a QWERTY one*. e.g:\n>   - [QWERTZ](https://en.wikipedia.org/wiki/QWERTZ) users (Germany, etc) must replace `Y` ⇆ `Z` (e.g `TOPOGRAPHY` becomes `TOPOGRAPHZ`)\n>   - [AZERTY](https://en.wikipedia.org/wiki/AZERTY) users (France, etc) must replace `M` with `,`, `A` ⇆ `Q`, `Z` ⇆ `W` (e.g `ENDMISSION` becomes `END,ISSION`)\n>\n> | QWERTY | QWERTZ | AZERTY |\n> |---|---|---|\n> | `ENDMISSION` | `ENDMISSION` | `END,ISSION` |\n> | `CAMPAIGN` | `CAMPAIGN` | `CQ,PQIGN` |\n> | `MISSIONS` | `MISSIONS` | `,ISSIONS` |\n> | `SAVEGAME` | `SAVEGAME` | `SQVEGQME` |\n> | `TOPOGRAPHY` | `TOPOGRAPHZ` | `TOPOGRQPHY` |\n> | `EXPORTNOGRID` |  |  |\n> | `GETALLGEAR` | `GETALLGEAR` | `GETQLLGEQR` |\n> | `FLUSH` |  |  |\n> | `SUPERFLUSH` |  |  |\n> | `ENDLOAD` | `ENDLOAD` | `ENDLOQD` |\n> | `ENTITIES` |  |  |\n> | `REMAINS` | `REMAINS` | `RE,QINS` |\n> | `FRAME` | `FRAME` | `FRQ,E` |\n> | `SFRAME` | `SFRAME` | `SFRQ,E` |\n> | `FREEZE` |  |  |\n> | `CRASH` | `CRASH` | `CRQSH` |\n> | `FPS` |  |  |\n>\n> - Since the <kbd>⇧ Shift</kbd> + <kbd>NUM -</kbd> keybind cannot be rebound, your keyboard must have an numpad to enter a cheat.\n\n### Cheats\n\n#### ENDMISSION\n\nEnds the mission.\n\n#### CAMPAIGN\n\nUnlocks all campaign missions. This must be entered in the appropriate campaign screen.\n\n#### MISSIONS\n\nUnlocks all single player missions. This must be entered in the appropriate single missions screen.\n\n#### SAVEGAME\n\nSaves the game in your current mission. Can be useful as a quicksave function.\n\n#### TOPOGRAPHY\n\nGenerates selected map in EMF vector format. The file is (not) always created at the root directory of the C: drive (Windows 7 with UAC might put the file in Virtualstore, `\"C:\\Users\\<username>\\AppData\\Local\\Virtualstore\"`).\nThis function is **deprecated** and was replaced with diag_exportTerrainSVG.\n\n##### Example Export Procedure\n\n1. **Run Arma 3 as administrator**\n   - Open your Arma 3 main folder\n   - Locate `arma3.exe`\n   - Right click on it and select *Run as administrator*. The reason for it is that `.emf` file will be saved at `c:\\<worldname>.emf` location, and on Windows 7, for example, most apps do not have rights to write in that location. Running Arma 3 as administrator should resolve this\n1. **Select desired map**\n   - Open Eden Editor with the map you want to export\n1. **Enter required cheat**\n   - Press and hold <kbd>⇧ Shift</kbd>\n   - Tap <kbd>NUM -</kbd> on the while still holding <kbd>⇧ Shift</kbd>\n   - Release both keys then blindly type `TOPOGRAPHY`. If everything done correctly, a small message will flash saying that topography is activated\n1. **Locate exported file**\n   - Go to `c:\\` and check for `<worldname>.emf` file. If you had activation message and no file saved, something is wrong with write file permission to this location, you will have to troubleshoot it on your own\n1. **Finish exporting**\n   - Close the game for it to release the file\n   - Copy the resulting `.emf` file into some location where any user can write to the disk\n   - Copy `EmfToPng.exe` file to the same location. This file can be found in Visitor 3 folder in the Arma 3 Tools package. If you don’t have it, it is available on steam as free download (Library -> Tools)\n1. **Convert exported map to .png**\n   - At this point you can just drag your resulting `.emf` file over the converter `.exe` to start default conversion. However if you prefer to do it with different zoom, you can do it via command line, for instructions run `EmfToPng.exe` without params\n1. **Done!**\n   - If everything went ok, you would have `<worldname>.png` file created next to `<woldname>.emf` file\n\n#### EXPORTNOGRID (Arma 3 v1.44)\n\nDoes what the TOPOGRAPHY cheat does, but generates a *grid-less* map in EMF format `XXNAMEXX_nogrid.emf`. See the following for more on map topography export [KK's How to Export Topography](http://killzonekid.com/arma-scripting-tutorials-how-to-export-topography/)\n\n#### GETALLGEAR\n\nEntering this cheat will execute statement defined by **onCheat** property in description.ext. For example:\n\n```cpp\n// description.ext\nonCheat = \"hint str _this\";\n```\n\nThe _this variable will contain \"GETALLGEAR\" text. Currently this is the only cheat that can activate **onCheat** event handler.\n\n#### FLUSH\n\nFlush all video memory to cure performance issue caused by textures being placed in the AGP memory\n\nIn Arma 3, up until Arma 3 v2.18 this had no effect.\n\n#### SUPERFLUSH (Arma 3 v2.18)\n\nFlush all video memory and as much system memory as possible. Empties all caches. Tries to free as much memory as possible.\n\n#### ENDLOAD (Arma 3 v2.18)\n\nForcefully ends a scripted loading screen.\n\n#### ENTITIES (Arma 3 v1.24)\n\n> [!IMPORTANT]\n> Only available in Diagnostic/Profiling branch.\n\nTriggers logEntities.\n\n#### REMAINS (Arma 3 v2.20)\n\n> [!IMPORTANT]\n> Only available in Diagnostic/Profiling branch.\n\nLogs remains collector entities into a file in the RPT directory. See also `diag_remainsCollector -1` and `#logremains` server command.\n\n#### FRAME (Arma 3 v1.24)\n\n> [!IMPORTANT]\n> Only available in Diagnostic/Profiling branch.\n\nTriggers diag_captureFrame.\n\n#### SFRAME (Arma 3 v2.16)\n\n> [!IMPORTANT]\n> Only available in Diagnostic/Profiling branch.\n\nTriggers diag_captureSlowFrame with `[\"total\", 0.03]` arguments.\n\n#### FREEZE\n\n> [!WARNING]\n> Disabled in retail version.\n\nInstantaneous \"freezing\" the game. For debugging of freeze dump creation process.\n\n#### CRASH\n\n> [!WARNING]\n> Disabled in retail version.\n\nForced game crash. For debugging of crash dump creation process.\n\n#### FPS\n\nAllows to artificially limit FPS for testing. Every time the FPS cheat is entered, it cycles through the following list (message shown):\n\n- `Limit FPS 60` - 1st time cheat entered\n- `Limit FPS 40` - 2nd time cheat entered\n- `Limit FPS 20` - 3rd time cheat entered\n- `Limit FPS 0` - 4th time cheat entered (FPS and counter reset)","sections":[{"heading":null,"level":1,"markdown":"Cheats offer various different functionalities which are not meant to be easily accessible. Use cheats with care!\nTo enter a cheat press: <kbd>⇧ Shift</kbd> + <kbd>NUM -</kbd> and enter one of the cheat codes below. Capitalisation does not matter.\n\n> [!IMPORTANT]\n> **Keyboard Layout information:**\n>\n> - The cheats listed on this page work on a [QWERTY](https://en.wikipedia.org/wiki/QWERTY) keyboard and work on any keyboard *if typed as on a QWERTY one*. e.g:\n>   - [QWERTZ](https://en.wikipedia.org/wiki/QWERTZ) users (Germany, etc) must replace `Y` ⇆ `Z` (e.g `TOPOGRAPHY` becomes `TOPOGRAPHZ`)\n>   - [AZERTY](https://en.wikipedia.org/wiki/AZERTY) users (France, etc) must replace `M` with `,`, `A` ⇆ `Q`, `Z` ⇆ `W` (e.g `ENDMISSION` becomes `END,ISSION`)\n>\n> | QWERTY | QWERTZ | AZERTY |\n> |---|---|---|\n> | `ENDMISSION` | `ENDMISSION` | `END,ISSION` |\n> | `CAMPAIGN` | `CAMPAIGN` | `CQ,PQIGN` |\n> | `MISSIONS` | `MISSIONS` | `,ISSIONS` |\n> | `SAVEGAME` | `SAVEGAME` | `SQVEGQME` |\n> | `TOPOGRAPHY` | `TOPOGRAPHZ` | `TOPOGRQPHY` |\n> | `EXPORTNOGRID` |  |  |\n> | `GETALLGEAR` | `GETALLGEAR` | `GETQLLGEQR` |\n> | `FLUSH` |  |  |\n> | `SUPERFLUSH` |  |  |\n> | `ENDLOAD` | `ENDLOAD` | `ENDLOQD` |\n> | `ENTITIES` |  |  |\n> | `REMAINS` | `REMAINS` | `RE,QINS` |\n> | `FRAME` | `FRAME` | `FRQ,E` |\n> | `SFRAME` | `SFRAME` | `SFRQ,E` |\n> | `FREEZE` |  |  |\n> | `CRASH` | `CRASH` | `CRQSH` |\n> | `FPS` |  |  |\n>\n> - Since the <kbd>⇧ Shift</kbd> + <kbd>NUM -</kbd> keybind cannot be rebound, your keyboard must have an numpad to enter a cheat."},{"heading":"Cheats","level":3,"markdown":""},{"heading":"ENDMISSION","level":4,"markdown":"Ends the mission."},{"heading":"CAMPAIGN","level":4,"markdown":"Unlocks all campaign missions. This must be entered in the appropriate campaign screen."},{"heading":"MISSIONS","level":4,"markdown":"Unlocks all single player missions. This must be entered in the appropriate single missions screen."},{"heading":"SAVEGAME","level":4,"markdown":"Saves the game in your current mission. Can be useful as a quicksave function."},{"heading":"TOPOGRAPHY","level":4,"markdown":"Generates selected map in EMF vector format. The file is (not) always created at the root directory of the C: drive (Windows 7 with UAC might put the file in Virtualstore, `\"C:\\Users\\<username>\\AppData\\Local\\Virtualstore\"`).\nThis function is **deprecated** and was replaced with diag_exportTerrainSVG."},{"heading":"Example Export Procedure","level":5,"markdown":"1. **Run Arma 3 as administrator**\n   - Open your Arma 3 main folder\n   - Locate `arma3.exe`\n   - Right click on it and select *Run as administrator*. The reason for it is that `.emf` file will be saved at `c:\\<worldname>.emf` location, and on Windows 7, for example, most apps do not have rights to write in that location. Running Arma 3 as administrator should resolve this\n1. **Select desired map**\n   - Open Eden Editor with the map you want to export\n1. **Enter required cheat**\n   - Press and hold <kbd>⇧ Shift</kbd>\n   - Tap <kbd>NUM -</kbd> on the while still holding <kbd>⇧ Shift</kbd>\n   - Release both keys then blindly type `TOPOGRAPHY`. If everything done correctly, a small message will flash saying that topography is activated\n1. **Locate exported file**\n   - Go to `c:\\` and check for `<worldname>.emf` file. If you had activation message and no file saved, something is wrong with write file permission to this location, you will have to troubleshoot it on your own\n1. **Finish exporting**\n   - Close the game for it to release the file\n   - Copy the resulting `.emf` file into some location where any user can write to the disk\n   - Copy `EmfToPng.exe` file to the same location. This file can be found in Visitor 3 folder in the Arma 3 Tools package. If you don’t have it, it is available on steam as free download (Library -> Tools)\n1. **Convert exported map to .png**\n   - At this point you can just drag your resulting `.emf` file over the converter `.exe` to start default conversion. However if you prefer to do it with different zoom, you can do it via command line, for instructions run `EmfToPng.exe` without params\n1. **Done!**\n   - If everything went ok, you would have `<worldname>.png` file created next to `<woldname>.emf` file"},{"heading":"EXPORTNOGRID (Arma 3 v1.44)","level":4,"markdown":"Does what the TOPOGRAPHY cheat does, but generates a *grid-less* map in EMF format `XXNAMEXX_nogrid.emf`. See the following for more on map topography export [KK's How to Export Topography](http://killzonekid.com/arma-scripting-tutorials-how-to-export-topography/)"},{"heading":"GETALLGEAR","level":4,"markdown":"Entering this cheat will execute statement defined by **onCheat** property in description.ext. For example:\n\n```cpp\n// description.ext\nonCheat = \"hint str _this\";\n```\n\nThe _this variable will contain \"GETALLGEAR\" text. Currently this is the only cheat that can activate **onCheat** event handler."},{"heading":"FLUSH","level":4,"markdown":"Flush all video memory to cure performance issue caused by textures being placed in the AGP memory\n\nIn Arma 3, up until Arma 3 v2.18 this had no effect."},{"heading":"SUPERFLUSH (Arma 3 v2.18)","level":4,"markdown":"Flush all video memory and as much system memory as possible. Empties all caches. Tries to free as much memory as possible."},{"heading":"ENDLOAD (Arma 3 v2.18)","level":4,"markdown":"Forcefully ends a scripted loading screen."},{"heading":"ENTITIES (Arma 3 v1.24)","level":4,"markdown":"> [!IMPORTANT]\n> Only available in Diagnostic/Profiling branch.\n\nTriggers logEntities."},{"heading":"REMAINS (Arma 3 v2.20)","level":4,"markdown":"> [!IMPORTANT]\n> Only available in Diagnostic/Profiling branch.\n\nLogs remains collector entities into a file in the RPT directory. See also `diag_remainsCollector -1` and `#logremains` server command."},{"heading":"FRAME (Arma 3 v1.24)","level":4,"markdown":"> [!IMPORTANT]\n> Only available in Diagnostic/Profiling branch.\n\nTriggers diag_captureFrame."},{"heading":"SFRAME (Arma 3 v2.16)","level":4,"markdown":"> [!IMPORTANT]\n> Only available in Diagnostic/Profiling branch.\n\nTriggers diag_captureSlowFrame with `[\"total\", 0.03]` arguments."},{"heading":"FREEZE","level":4,"markdown":"> [!WARNING]\n> Disabled in retail version.\n\nInstantaneous \"freezing\" the game. For debugging of freeze dump creation process."},{"heading":"CRASH","level":4,"markdown":"> [!WARNING]\n> Disabled in retail version.\n\nForced game crash. For debugging of crash dump creation process."},{"heading":"FPS","level":4,"markdown":"Allows to artificially limit FPS for testing. Every time the FPS cheat is entered, it cycles through the following list (message shown):\n\n- `Limit FPS 60` - 1st time cheat entered\n- `Limit FPS 40` - 2nd time cheat entered\n- `Limit FPS 20` - 3rd time cheat entered\n- `Limit FPS 0` - 4th time cheat entered (FPS and counter reset)"}],"categories":["Arma 3"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Civilian Presence","title":"Arma 3: Civilian Presence","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Civilian_Presence","revid":363377,"updated":"2024-03-29T08:30:44Z","aliases":["Arma 3 Civilian Presence"],"markdown":"Arma 3 v1.78 Civilian Presence (CP) is a supplementary system introduced with the Arma 3 Tac-Ops Mission Pack. Its goal is it to enrich combat experience in urban areas without hindering overall game performance.\n\nIt was designed and scripted with performance in mind, and because of that, the behavior of civilian units created by CP is simple:\n\n- If there is no danger, the civilians walk randomly between user predefined waypoints.\n- In case of near danger, civilians run away, trying to avoid danger sources on the way.\n- In case of low / distant danger, civilians try to hide in user predefined cover points.\n\n### General notes about CP\n\n- Works in both singleplayer Arma 3 v1.78 and multiplayer Arma 3 v1.82 environments.\n- Is built on top of the (engine controlled) danger event system - has low performance profile, but AI ability to recognize imminent danger is sometimes bit delayed.\n- Is area based - there can be multiple instances of CP system running on the map.\n- Can be controlled by triggers - each instance of CP can be turned ON /OFF on demand.\n- Can be greatly customized through module attributes and module setup / placement.\n- Automatically avoids spawning and despawning of units in player's vicinity, especially if the position is in direct line of sight.\n- Type of civilian units spawned is automatically determined according to terrain used.\n\nThe CP system consists of three types of modules, described in the following sections.\n\n### Civilian Presence Module\n\nThis is the core module that provides global definition of system behavior in a given area.\nSettings for the 'Civilian Presence' module\n\n#### Module settings\n\nEach of the module settings has its own brief in-game description in the tooltip.\n\n**Code On Unit Created / Deleted:** These two attributes allow for the definition of custom code that gets called when unit is spawned / despawned by the CP system.\n\n**Example:**\nApply random loadouts from the [CUP Units](https://steamcommunity.com/sharedfiles/filedetails/?id=497661914) mod to civilians:\n\n```sqf\n_this setUnitLoadout selectRandom [\n    \"CUP_C_TK_Man_05_Waist\",\n    \"CUP_C_TK_Man_06_Waist\",\n    \"CUP_C_TK_Man_01_Coat\",\n    \"CUP_C_TK_Man_08_Waist\",\n    \"CUP_C_TK_Man_03_Coat\",\n    \"CUP_C_TK_Man_01_Jack\",\n    \"CUP_C_TK_Man_06_Jack\",\n    \"CUP_C_TK_Man_03_Jack\"\n];\n```\n\nApply random identity:\n\n```sqf\n[_this, selectRandom [\"TO_C03_Pilot\", \"TO_C03_Medic\", \"TO_C03_Collins\", \"RC_B_HQ\"]] remoteExec [\"setIdentity\", 0, _this];\n```\n\n**Civilian Count:** Defines how many civilian units should be created and handled by the CP in the area. If there are more units, the extra units get continuously despawned until the unit count reaches the value and vice versa.\n\n**Use Panic Action:** Allows for use of panic action on the handled civilian units. Because panic state animations do not always working well, this is an optional setting. Try what works best for your scenario and use case.\n\n**Use Agents:** Controls if agents (units with limited simulation) should be used instead of standard units. Agents are less performance demanding, but not all of the unit related script commands works with them. If you experience such issues, turn this option OFF.\n\n**Debug:** Turn on visual in-game debug. If this option is ON, you will see overlay debug indicators on CP units and waypoints / cover points while running the scenario. The overlay contains information about each unit position, destination and threat level (how afraid unit currently is) and each waypoint placement and it is capacity.\n\n**Unit Types:** This parameter controls what kind of units are created on map. By default, module will try to automatically pick terrain appropriate civilians. It is also possible to override that automatic selection and pick unit types manually.\n\n#### Module setup\n\n- Place one Civilian Presence module per area.\n- Resize the module to cover the whole area you want to populate / handle by the CP system.\n- If you want to turn ON & OFF the system in the area, synchronize the module with a trigger (ideally with Repeatable flag checked).\n  - When trigger is activated, the CP gets activated and will start to populate area with civilian units.\n  - When trigger is deactivated, the CP will start to shutdown, continuously removing handled civilians. When last civilian gets removed, the whole CP for the area gets deactivated.\n\n#### Expanding module\n\nModule can be expanded via mods which can add different unit types or define their default type of\n\n##### Adding support for new terrains\n\nCommunity made maps can define what kind of units are spawned by Civilian Presence Module by default. To do so, a new array has to be added to UnitTypes. Name of that parameter should match terrain class name from CfgWorlds.\n\nBelow is example code adding Livonian units to Chernarus:\n\n```cpp\nclass CfgVehicles\n{\n    class Module_F;\n    class ModuleCivilianPresence_F : Module_F\n    {\n        class UnitTypes\n        {\n            chernarus[] = {\"C_Man_1_enoch_F\", \"C_Man_2_enoch_F\", \"C_Man_3_enoch_F\", \"C_Man_4_enoch_F\", \"C_Man_5_enoch_F\", \"C_Man_6_enoch_F\", \"C_Farmer_01_enoch_F\"};\n        };\n    };\n};\n```\n\n##### Adding new unit types\n\nAdding new units to Civilian Presence Module requires creating new class in CfgVehicles which have custom fsmDanger. Module expects CivilianPresence_ prefix on those classes.\n\nThe macro below can be used to quickly create those new classes:\n\n```cpp\nclass CfgVehicles\n{\n    // special agent variants used by the Civilian Presence system\n    #define CREATE_AGENT(type)\\\n    class CivilianPresence_##type##:type\\\n    {\\\n        scope = 1;\\\n        scopeCurator = 0;\\\n        fsmDanger = \"A3\\Modules_F_Tacops\\Ambient\\CivilianPresence\\FSM\\danger.fsm\";\\\n        fsmFormation = \"\";\\\n    };\n    CREATE_AGENT(C_Man_1_enoch_F);\n    CREATE_AGENT(C_Man_2_enoch_F);\n    CREATE_AGENT(C_Man_3_enoch_F);\n    CREATE_AGENT(C_Man_4_enoch_F);\n    CREATE_AGENT(C_Man_5_enoch_F);\n    CREATE_AGENT(C_Man_6_enoch_F);\n    CREATE_AGENT(C_Farmer_01_enoch_F);\n};\n```\n\nOnce those new classes are created, they can be added to CivilianPresence_Presets class located in core config:\n\n```cpp\nclass CivilianPresence_Presets\n{\n    class Civ_Livionian\n    {\n        name = \"Men (Livionian)\";\n        picture = \"\\a3\\Data_f_enoch\\flags\\flag_Enoch_CO.paa\";\n        value = \"Civ_Livionian\";\n        defaultValue = \"Civ_Livionian\";\n        class UnitTypes\n        {\n            bis_units[]    = { \"C_Man_1_enoch_F\", \"C_Man_2_enoch_F\", \"C_Man_3_enoch_F\", \"C_Man_4_enoch_F\", \"C_Man_5_enoch_F\", \"C_Man_6_enoch_F\", \"C_Farmer_01_enoch_F\" };\n        };\n    };\n};\n```\n\n### Civilian Presence Spawnpoint Module\n\nThis module determines the positions where civilian units can spawn. Each time CP system is activated, one civilian unit is automatically create on each of the Civilian Presence Spawnpoint module in the area.\n\n#### Module settings\n\nNone.\n\n#### Module setup\n\n- Place as many of Civilian Presence Spawnpoint modules in the area (defined by Civilian Presence module), but at least one.\n- Try to place modules on spots that are obscured by nearby objects so they are not visible from afar. If there is line of sight on any player on a spawnpoint, such spawnpoint is blocked and no unit is be able to spawn on it.\n- Civilian Presence Spawnpoint module can be in building.\n\n### Civilian Presence Position Module\n\nModule provides a waypoint / cover point for CP units. Its settings and especially placement is crucial for CP system to achieve a good effect.\nSettings for 'Civilian Presence Position' module\n\n#### Module settings\n\nEach of the module settings has its own brief in-game description in the tooltip.\n\n**Type**\n\nControls type of the position module.\n\n- Cover - position will be used only if unit feels endangered and the threat is low, usually far away. Unit will move there and stay there until either the danger is gone, when it will safely walk away or, if the danger gets close, then it will flee.\n- Waypoint - position will be used only if a unit feels safe. Unit will walk there and after a while will randomly pick another waypoint and move there.\n- Cover & Waypoint - position is a combination of both above mentioned position types. Such position will be used\n\n**Capacity:** Maximum number of civilian units that can fit in. If the max. capacity is reached, remaining civilians will pick another position.\n\n**Use Closest Building:** Setting controls if civilian units should use the module position or rather the position of a nearby building instead. If you want a building to serve as the position, use this option. The maximum distance for the building to get paired with the module is 50 m.\n\n**Is Terminal:** Controls if a unit should be despawned when the position is reached. Use this option if you want to achieve an effect, where units will be fleeing from the area. Standard despawning rules apply (distance & line of sight).\n\n#### Module setup\n\n- Place any number of Civilian Presence Position modules in the area (defined by Civilian Presence module), but at least two.\n- Make sure there is enough of Civilian Presence Position modules that can serve as Waypoint and Cover, so units can properly move during both danger and safe times.\n- Because the threat level and AI behavior is dependent of distance to danger sources (usually enemies, gunfire sounds, etc.) and the time elapsed from when the danger was registered (enemy was seen, gunfire was heard, etc.), it is crucial the Civilian Presence Position modules are properly placed.\n- In situations where there is an insufficient number of cover points, especially in the outer parts of the area, AI might run away from danger, then calm down and move back searching for cover point. Then, on the way back, it gets too close to the danger it will start to flee again. This is obviously not ideal situation, so pay attention to proper placement of the cover point and use Debug mode to see where unit is heading and how terrified is.\n- It is strongly suggested to make the outer modules Terminal, to prevent the above mentioned bouncing effect.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.78 Civilian Presence (CP) is a supplementary system introduced with the Arma 3 Tac-Ops Mission Pack. Its goal is it to enrich combat experience in urban areas without hindering overall game performance.\n\nIt was designed and scripted with performance in mind, and because of that, the behavior of civilian units created by CP is simple:\n\n- If there is no danger, the civilians walk randomly between user predefined waypoints.\n- In case of near danger, civilians run away, trying to avoid danger sources on the way.\n- In case of low / distant danger, civilians try to hide in user predefined cover points."},{"heading":"General notes about CP","level":3,"markdown":"- Works in both singleplayer Arma 3 v1.78 and multiplayer Arma 3 v1.82 environments.\n- Is built on top of the (engine controlled) danger event system - has low performance profile, but AI ability to recognize imminent danger is sometimes bit delayed.\n- Is area based - there can be multiple instances of CP system running on the map.\n- Can be controlled by triggers - each instance of CP can be turned ON /OFF on demand.\n- Can be greatly customized through module attributes and module setup / placement.\n- Automatically avoids spawning and despawning of units in player's vicinity, especially if the position is in direct line of sight.\n- Type of civilian units spawned is automatically determined according to terrain used.\n\nThe CP system consists of three types of modules, described in the following sections."},{"heading":"Civilian Presence Module","level":3,"markdown":"This is the core module that provides global definition of system behavior in a given area.\nSettings for the 'Civilian Presence' module"},{"heading":"Module settings","level":4,"markdown":"Each of the module settings has its own brief in-game description in the tooltip.\n\n**Code On Unit Created / Deleted:** These two attributes allow for the definition of custom code that gets called when unit is spawned / despawned by the CP system.\n\n**Example:**\nApply random loadouts from the [CUP Units](https://steamcommunity.com/sharedfiles/filedetails/?id=497661914) mod to civilians:\n\n```sqf\n_this setUnitLoadout selectRandom [\n    \"CUP_C_TK_Man_05_Waist\",\n    \"CUP_C_TK_Man_06_Waist\",\n    \"CUP_C_TK_Man_01_Coat\",\n    \"CUP_C_TK_Man_08_Waist\",\n    \"CUP_C_TK_Man_03_Coat\",\n    \"CUP_C_TK_Man_01_Jack\",\n    \"CUP_C_TK_Man_06_Jack\",\n    \"CUP_C_TK_Man_03_Jack\"\n];\n```\n\nApply random identity:\n\n```sqf\n[_this, selectRandom [\"TO_C03_Pilot\", \"TO_C03_Medic\", \"TO_C03_Collins\", \"RC_B_HQ\"]] remoteExec [\"setIdentity\", 0, _this];\n```\n\n**Civilian Count:** Defines how many civilian units should be created and handled by the CP in the area. If there are more units, the extra units get continuously despawned until the unit count reaches the value and vice versa.\n\n**Use Panic Action:** Allows for use of panic action on the handled civilian units. Because panic state animations do not always working well, this is an optional setting. Try what works best for your scenario and use case.\n\n**Use Agents:** Controls if agents (units with limited simulation) should be used instead of standard units. Agents are less performance demanding, but not all of the unit related script commands works with them. If you experience such issues, turn this option OFF.\n\n**Debug:** Turn on visual in-game debug. If this option is ON, you will see overlay debug indicators on CP units and waypoints / cover points while running the scenario. The overlay contains information about each unit position, destination and threat level (how afraid unit currently is) and each waypoint placement and it is capacity.\n\n**Unit Types:** This parameter controls what kind of units are created on map. By default, module will try to automatically pick terrain appropriate civilians. It is also possible to override that automatic selection and pick unit types manually."},{"heading":"Module setup","level":4,"markdown":"- Place one Civilian Presence module per area.\n- Resize the module to cover the whole area you want to populate / handle by the CP system.\n- If you want to turn ON & OFF the system in the area, synchronize the module with a trigger (ideally with Repeatable flag checked).\n  - When trigger is activated, the CP gets activated and will start to populate area with civilian units.\n  - When trigger is deactivated, the CP will start to shutdown, continuously removing handled civilians. When last civilian gets removed, the whole CP for the area gets deactivated."},{"heading":"Expanding module","level":4,"markdown":"Module can be expanded via mods which can add different unit types or define their default type of"},{"heading":"Adding support for new terrains","level":5,"markdown":"Community made maps can define what kind of units are spawned by Civilian Presence Module by default. To do so, a new array has to be added to UnitTypes. Name of that parameter should match terrain class name from CfgWorlds.\n\nBelow is example code adding Livonian units to Chernarus:\n\n```cpp\nclass CfgVehicles\n{\n    class Module_F;\n    class ModuleCivilianPresence_F : Module_F\n    {\n        class UnitTypes\n        {\n            chernarus[] = {\"C_Man_1_enoch_F\", \"C_Man_2_enoch_F\", \"C_Man_3_enoch_F\", \"C_Man_4_enoch_F\", \"C_Man_5_enoch_F\", \"C_Man_6_enoch_F\", \"C_Farmer_01_enoch_F\"};\n        };\n    };\n};\n```"},{"heading":"Adding new unit types","level":5,"markdown":"Adding new units to Civilian Presence Module requires creating new class in CfgVehicles which have custom fsmDanger. Module expects CivilianPresence_ prefix on those classes.\n\nThe macro below can be used to quickly create those new classes:\n\n```cpp\nclass CfgVehicles\n{\n    // special agent variants used by the Civilian Presence system\n    #define CREATE_AGENT(type)\\\n    class CivilianPresence_##type##:type\\\n    {\\\n        scope = 1;\\\n        scopeCurator = 0;\\\n        fsmDanger = \"A3\\Modules_F_Tacops\\Ambient\\CivilianPresence\\FSM\\danger.fsm\";\\\n        fsmFormation = \"\";\\\n    };\n    CREATE_AGENT(C_Man_1_enoch_F);\n    CREATE_AGENT(C_Man_2_enoch_F);\n    CREATE_AGENT(C_Man_3_enoch_F);\n    CREATE_AGENT(C_Man_4_enoch_F);\n    CREATE_AGENT(C_Man_5_enoch_F);\n    CREATE_AGENT(C_Man_6_enoch_F);\n    CREATE_AGENT(C_Farmer_01_enoch_F);\n};\n```\n\nOnce those new classes are created, they can be added to CivilianPresence_Presets class located in core config:\n\n```cpp\nclass CivilianPresence_Presets\n{\n    class Civ_Livionian\n    {\n        name = \"Men (Livionian)\";\n        picture = \"\\a3\\Data_f_enoch\\flags\\flag_Enoch_CO.paa\";\n        value = \"Civ_Livionian\";\n        defaultValue = \"Civ_Livionian\";\n        class UnitTypes\n        {\n            bis_units[]    = { \"C_Man_1_enoch_F\", \"C_Man_2_enoch_F\", \"C_Man_3_enoch_F\", \"C_Man_4_enoch_F\", \"C_Man_5_enoch_F\", \"C_Man_6_enoch_F\", \"C_Farmer_01_enoch_F\" };\n        };\n    };\n};\n```"},{"heading":"Civilian Presence Spawnpoint Module","level":3,"markdown":"This module determines the positions where civilian units can spawn. Each time CP system is activated, one civilian unit is automatically create on each of the Civilian Presence Spawnpoint module in the area."},{"heading":"Module settings","level":4,"markdown":"None."},{"heading":"Module setup","level":4,"markdown":"- Place as many of Civilian Presence Spawnpoint modules in the area (defined by Civilian Presence module), but at least one.\n- Try to place modules on spots that are obscured by nearby objects so they are not visible from afar. If there is line of sight on any player on a spawnpoint, such spawnpoint is blocked and no unit is be able to spawn on it.\n- Civilian Presence Spawnpoint module can be in building."},{"heading":"Civilian Presence Position Module","level":3,"markdown":"Module provides a waypoint / cover point for CP units. Its settings and especially placement is crucial for CP system to achieve a good effect.\nSettings for 'Civilian Presence Position' module"},{"heading":"Module settings","level":4,"markdown":"Each of the module settings has its own brief in-game description in the tooltip.\n\n**Type**\n\nControls type of the position module.\n\n- Cover - position will be used only if unit feels endangered and the threat is low, usually far away. Unit will move there and stay there until either the danger is gone, when it will safely walk away or, if the danger gets close, then it will flee.\n- Waypoint - position will be used only if a unit feels safe. Unit will walk there and after a while will randomly pick another waypoint and move there.\n- Cover & Waypoint - position is a combination of both above mentioned position types. Such position will be used\n\n**Capacity:** Maximum number of civilian units that can fit in. If the max. capacity is reached, remaining civilians will pick another position.\n\n**Use Closest Building:** Setting controls if civilian units should use the module position or rather the position of a nearby building instead. If you want a building to serve as the position, use this option. The maximum distance for the building to get paired with the module is 50 m.\n\n**Is Terminal:** Controls if a unit should be despawned when the position is reached. Use this option if you want to achieve an effect, where units will be fleeing from the area. Standard despawning rules apply (distance & line of sight)."},{"heading":"Module setup","level":4,"markdown":"- Place any number of Civilian Presence Position modules in the area (defined by Civilian Presence module), but at least two.\n- Make sure there is enough of Civilian Presence Position modules that can serve as Waypoint and Cover, so units can properly move during both danger and safe times.\n- Because the threat level and AI behavior is dependent of distance to danger sources (usually enemies, gunfire sounds, etc.) and the time elapsed from when the danger was registered (enemy was seen, gunfire was heard, etc.), it is crucial the Civilian Presence Position modules are properly placed.\n- In situations where there is an insufficient number of cover points, especially in the outer parts of the area, AI might run away from danger, then calm down and move back searching for cover point. Then, on the way back, it gets too close to the danger it will start to flee again. This is obviously not ideal situation, so pay attention to proper placement of the cover point and use Debug mode to see where unit is heading and how terrified is.\n- It is strongly suggested to make the outer modules Terminal, to prevent the above mentioned bouncing effect."}],"categories":["Arma 3: Editor Modules","Introduced with Arma 3 version 1.78"],"groups":["Mission Editing"]},{"name":"Arma 3: Common Terrain Creation Problems","title":"Arma 3: Common Terrain Creation Problems","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Common_Terrain_Creation_Problems","revid":370848,"updated":"2025-02-16T19:52:04Z","aliases":[],"markdown":"### Error: Layers generation - Bad texel mapping for surface mask image\n\nThis tends to be caused by your image files having the wrong image resolution for satellite / mask, compared to what you have in mapframe settings.\n\nOpen Terrain Builder and double click your project in the Mapframes panel. If you don't see Mapframes panel, make sure it's enabled in Window > Mapframe View.\n\nIn the Mapframe window, click the Samplers tab. Compare the size of the \"Satellite / Surface (mask) source images\" and make sure your images resolution matches it. For the best visual results in the game, the size should match the \"Terrain Size\".\n\n### Error: LandGrid reference exceeded the range [1024, 1024], it is [1337, 123]\n\n(numbers are different depending on your map)\n\nThe Texture Layer in the Mapframe settings is incorrect. You should aim to get as close to 40 x 40 as possible. Having the wrong Texture Layer size can break AI and physics.\n\nFor large terrains with a cell size larger than 10, it's recommended to be 4 x cell size. So if cell size is 20, you would use 80 x 80.\n\n### Error: Too many objects in grid rectangle 64,64\n\nThis error happens when your roads are \"outside\" the mapframe (i.e your terrain). To fix it, simply remove any roads that are outside your terrain.\n\n### L3DT to Terrain Builder\n\nSee image example of how to match L3DT to Terrain Builder Mapframe, so images are high resolution and avoiding bad texel mapping error.\n\n### Import objects from Eden to Terrain Builder\n\nEden has this feature built in BUT it's broke on certain rotations. Use the mod [E2TB](https://steamcommunity.com/sharedfiles/filedetails/?id=1174073713) instead.\n\nExport your objects in Eden using scenario > export > export to Terrain Builder (E2TB, absolute position). It will then save the objects to your clipboard, open notepad and paste them into a new file and save as Whatever_name_you_want.txt\n\nOpen your terrain in Terrain Builder, go to Layers Manager > Objects > Add New Layer. If you don't see Layer Manager, go to Toolbar > Window > Layers Manager.\n\nWith the new layer selected, go to File > Import > Objects.\n\nSelect your .txt file you saved. Click advanced and use relative or absolute depending on what you exported using E2TB. In this case we used absolute position.\n\n> [!NOTE]\n> If you drag the .txt file into Terrain Builder, it will always import as relative!\n\n### Dialog - TxTImport - Wrong file format or source template not found\n\nThis comes up when you import an objects .txt file from Eden or other in-game editors. If you don't have a certain object that you are using in your template library, then you will receive the above error.\n\n> [!WARNING]\n> Note: It will import objects up to the one it fails on, so it is very easy to end up with duplicate objects! Always import objects to a new layer.\n\nTo fix it, go to Layers Manager > Objects > Add New Layer. If you don't see Layer Manager, go to Toolbar > Window > Layers Manager.\n\nImport objects to the new layer, then right click object layer > show info.\n\nA menu will then pop up, showing the object count. For example, if there are 150 objects, open the text file you are trying to import, line 151 will be the missing object. Windows basic Notepad doesn't show lines numbers, so use Notepad++ (free) or something similar.\n\nFind the missing object(s) on the P drive and add it to your template library. Import the .txt file again until you no longer receive the error. To avoid the risk of duplicate objects, clear the layer and re-import the .txt file.\n\n### Extracting mods to Terrain Builder\n\nPaths are hard coded so you can't just put mods anywhere you want, they MUST be in the correct folder structure to work. It's also best to not to cherry pick what pbo's you want, as textures can be in other folders so you end up with white buildings in buldozer.\n\nYou will need Mikero's extractpbo, you should be using his tools if you are making a terrain! Go to his website https://mikero.bytex.digital/Downloads, download \"Mikero_AiO_Installer\" and then install it after downloading.\n\nMake sure your P drive is mounted, then open Arma 3 Launcher. Click the mod you want to use, then the 3 dots down the bottom right corner, click \"Open in Windows Explorer\". Click \"I Understand\" when the warning pops up.\n\nOnce the workshop mod folder opens, double click the mod you want, go into the addons folder. In the folder address bar highlight and copy the whole path.\n\nNow there is 2 ways to do the next step, in the folder address bar, type `extractpbo \"paste the path you copied\" P:\\` then press enter. Extractpbo window will open and start extracting all the pbo's to your P drive.\n\nExample of how it should look if done correct. It's really important to use quotation marks \" \" if the path has spaces in it `extractpbo \"D:\\SteamLibrary\\steamapps\\common\\Arma 3\\!Workshop\\@CUP Terrains - Core\\addons\" P:\\`\n\nThe 2nd way is in the folder address bar type `cmd` , in the command prompt window that opens, type `extractpbo \"paste the path you copied\" P:\\` then press enter.\n\nOnce the mod finishes extracting to the P drive, simply add the objects to your template library in Terrain Builder.\n\n### Import objects faster (including from Terrain Processor)\n\nTurn off Library Manager in Terrain Builder to import objects faster. After the objects import, you can turn it back on via Toolbar > Window > Library Manager\n\n### Terrain Builder crashing when saving\n\nThe most likely cause of Terrain Builder crashing when you press save is due to duplicate objects in your template library. Remove the duplicate templates or remake the whole template library.\n\n> [!WARNING]\n> Always backup your project before changing or trying to fix the template library. It's very easy to delete all placed objects!\n\n### Objects being replaced with random objects\n\nThis issue tends to be caused by corrupted template library or duplicate objects in template library. Remaking the whole template library fixes it for most people.\n\n### Heightmap / Shapes / Objects etc not showing in Terrain Builder\n\nWhen running Terrain Builder for the first time, certain views are turned off, but you can easily turn them back on via the toolbar. The icons are not very helpful, but they do show button names when you hover the cursor over them.\n\n### Game crashes to desktop - STATUS_STACK_BUFFER_OVERRUN\n\nA possible cause of this is having no ID in the database of roads.\n\n### Roads not showing in Buldozer\n\nThese fixes presume you used mikero's Arma3p to extract data to P drive, which also installs Buldozer Tools by Lappihuan.\n\nPress 1 when buldozer loads to show roads. If roads don't appear, then try the fixes below. You will have to reload buldozer to see any effect.\n\nCheck \"roadpath\" is correct in \"P:\\scripts\\userconfig.sqf\". Make sure you use the correct slash, the file uses forward slash `/` and not backslash `\\` like windows.\n\nSometimes people have to put `P:` at the start of the roadpath `roadpath = \"P:/myTag/myProject/data/roads/\";`\n\nCheck your roads folder, all the files should be called roads (apart from roadslib.cfg). If there is roads_polylines and roads_polygons, then you have polygons on your roads layers in TB. Delete the polygons and export fresh roads shapefiles.\n\nMake sure your Terrain Builder project is at the correct coordinates. It must be at Easting 200000, Northing 0, even if it's a real world location!","sections":[{"heading":"Error: Layers generation - Bad texel mapping for surface mask image","level":3,"markdown":"This tends to be caused by your image files having the wrong image resolution for satellite / mask, compared to what you have in mapframe settings.\n\nOpen Terrain Builder and double click your project in the Mapframes panel. If you don't see Mapframes panel, make sure it's enabled in Window > Mapframe View.\n\nIn the Mapframe window, click the Samplers tab. Compare the size of the \"Satellite / Surface (mask) source images\" and make sure your images resolution matches it. For the best visual results in the game, the size should match the \"Terrain Size\"."},{"heading":"Error: LandGrid reference exceeded the range [1024, 1024], it is [1337, 123]","level":3,"markdown":"(numbers are different depending on your map)\n\nThe Texture Layer in the Mapframe settings is incorrect. You should aim to get as close to 40 x 40 as possible. Having the wrong Texture Layer size can break AI and physics.\n\nFor large terrains with a cell size larger than 10, it's recommended to be 4 x cell size. So if cell size is 20, you would use 80 x 80."},{"heading":"Error: Too many objects in grid rectangle 64,64","level":3,"markdown":"This error happens when your roads are \"outside\" the mapframe (i.e your terrain). To fix it, simply remove any roads that are outside your terrain."},{"heading":"L3DT to Terrain Builder","level":3,"markdown":"See image example of how to match L3DT to Terrain Builder Mapframe, so images are high resolution and avoiding bad texel mapping error."},{"heading":"Import objects from Eden to Terrain Builder","level":3,"markdown":"Eden has this feature built in BUT it's broke on certain rotations. Use the mod [E2TB](https://steamcommunity.com/sharedfiles/filedetails/?id=1174073713) instead.\n\nExport your objects in Eden using scenario > export > export to Terrain Builder (E2TB, absolute position). It will then save the objects to your clipboard, open notepad and paste them into a new file and save as Whatever_name_you_want.txt\n\nOpen your terrain in Terrain Builder, go to Layers Manager > Objects > Add New Layer. If you don't see Layer Manager, go to Toolbar > Window > Layers Manager.\n\nWith the new layer selected, go to File > Import > Objects.\n\nSelect your .txt file you saved. Click advanced and use relative or absolute depending on what you exported using E2TB. In this case we used absolute position.\n\n> [!NOTE]\n> If you drag the .txt file into Terrain Builder, it will always import as relative!"},{"heading":"Dialog - TxTImport - Wrong file format or source template not found","level":3,"markdown":"This comes up when you import an objects .txt file from Eden or other in-game editors. If you don't have a certain object that you are using in your template library, then you will receive the above error.\n\n> [!WARNING]\n> Note: It will import objects up to the one it fails on, so it is very easy to end up with duplicate objects! Always import objects to a new layer.\n\nTo fix it, go to Layers Manager > Objects > Add New Layer. If you don't see Layer Manager, go to Toolbar > Window > Layers Manager.\n\nImport objects to the new layer, then right click object layer > show info.\n\nA menu will then pop up, showing the object count. For example, if there are 150 objects, open the text file you are trying to import, line 151 will be the missing object. Windows basic Notepad doesn't show lines numbers, so use Notepad++ (free) or something similar.\n\nFind the missing object(s) on the P drive and add it to your template library. Import the .txt file again until you no longer receive the error. To avoid the risk of duplicate objects, clear the layer and re-import the .txt file."},{"heading":"Extracting mods to Terrain Builder","level":3,"markdown":"Paths are hard coded so you can't just put mods anywhere you want, they MUST be in the correct folder structure to work. It's also best to not to cherry pick what pbo's you want, as textures can be in other folders so you end up with white buildings in buldozer.\n\nYou will need Mikero's extractpbo, you should be using his tools if you are making a terrain! Go to his website https://mikero.bytex.digital/Downloads, download \"Mikero_AiO_Installer\" and then install it after downloading.\n\nMake sure your P drive is mounted, then open Arma 3 Launcher. Click the mod you want to use, then the 3 dots down the bottom right corner, click \"Open in Windows Explorer\". Click \"I Understand\" when the warning pops up.\n\nOnce the workshop mod folder opens, double click the mod you want, go into the addons folder. In the folder address bar highlight and copy the whole path.\n\nNow there is 2 ways to do the next step, in the folder address bar, type `extractpbo \"paste the path you copied\" P:\\` then press enter. Extractpbo window will open and start extracting all the pbo's to your P drive.\n\nExample of how it should look if done correct. It's really important to use quotation marks \" \" if the path has spaces in it `extractpbo \"D:\\SteamLibrary\\steamapps\\common\\Arma 3\\!Workshop\\@CUP Terrains - Core\\addons\" P:\\`\n\nThe 2nd way is in the folder address bar type `cmd` , in the command prompt window that opens, type `extractpbo \"paste the path you copied\" P:\\` then press enter.\n\nOnce the mod finishes extracting to the P drive, simply add the objects to your template library in Terrain Builder."},{"heading":"Import objects faster (including from Terrain Processor)","level":3,"markdown":"Turn off Library Manager in Terrain Builder to import objects faster. After the objects import, you can turn it back on via Toolbar > Window > Library Manager"},{"heading":"Terrain Builder crashing when saving","level":3,"markdown":"The most likely cause of Terrain Builder crashing when you press save is due to duplicate objects in your template library. Remove the duplicate templates or remake the whole template library.\n\n> [!WARNING]\n> Always backup your project before changing or trying to fix the template library. It's very easy to delete all placed objects!"},{"heading":"Objects being replaced with random objects","level":3,"markdown":"This issue tends to be caused by corrupted template library or duplicate objects in template library. Remaking the whole template library fixes it for most people."},{"heading":"Heightmap / Shapes / Objects etc not showing in Terrain Builder","level":3,"markdown":"When running Terrain Builder for the first time, certain views are turned off, but you can easily turn them back on via the toolbar. The icons are not very helpful, but they do show button names when you hover the cursor over them."},{"heading":"Game crashes to desktop - STATUS_STACK_BUFFER_OVERRUN","level":3,"markdown":"A possible cause of this is having no ID in the database of roads."},{"heading":"Roads not showing in Buldozer","level":3,"markdown":"These fixes presume you used mikero's Arma3p to extract data to P drive, which also installs Buldozer Tools by Lappihuan.\n\nPress 1 when buldozer loads to show roads. If roads don't appear, then try the fixes below. You will have to reload buldozer to see any effect.\n\nCheck \"roadpath\" is correct in \"P:\\scripts\\userconfig.sqf\". Make sure you use the correct slash, the file uses forward slash `/` and not backslash `\\` like windows.\n\nSometimes people have to put `P:` at the start of the roadpath `roadpath = \"P:/myTag/myProject/data/roads/\";`\n\nCheck your roads folder, all the files should be called roads (apart from roadslib.cfg). If there is roads_polylines and roads_polygons, then you have polygons on your roads layers in TB. Delete the polygons and export fresh roads shapefiles.\n\nMake sure your Terrain Builder project is at the correct coordinates. It must be at Easting 200000, Northing 0, even if it's a real world location!"}],"categories":["Arma 3: Editing"],"groups":["Modding"]},{"name":"Arma 3: Communication Menu","title":"Arma 3: Communication Menu","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Communication_Menu","revid":376531,"updated":"2025-10-25T12:53:07Z","aliases":["Arma 3 Communication Menu"],"markdown":"Communication menu is a commanding menu where support or mission requests are placed.\n\nThe player can access it using following means:\n\n- Open the **quick command menu** <kbd>~</kbd> and select \"Communication\" item\n- Press <kbd>8</kbd> then <kbd>1</kbd> (Reply - Communication)\n\n> [!NOTE]\n> **Arma 2:** For Arma 2 and additional information, see Arma 2: Custom Command Menu.\n\nAvailable items are announced upon adding by a notification and remain visualized as icons next to the commanding menu.\nCommunication menu and icons\n\n### Configuration\n\n#### Config\n\nCommunication menu items can be defined in config - global Config.cpp, Campaign Description.ext or mission Description.ext (searched in this order, the latter has the highest priority).\n\n> [!NOTE]\n> 'CfgCommunicationMenu' is purely scripted config which requires the use of scripted function BIS_fnc_addCommMenuItem. It will not work with showCommandingMenu script command.\n\n```cpp\nclass CfgCommunicationMenu\n{\n    class myArtillery\n    {\n        text = \"Artillery Strike\";        // Text displayed in the menu and in a notification\n        submenu = \"\";                    // Submenu opened upon activation (expression is ignored when submenu is not empty.)\n        expression = \"player setVariable ['BIS_SUPP_request', ['Artillery', _pos]];\";    // Code executed upon activation\n        icon = \"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\artillery_ca.paa\";                // Icon displayed permanently next to the command menu\n        cursor = \"\\a3\\Ui_f\\data\\IGUI\\Cfg\\Cursors\\iconCursorSupport_ca.paa\";                // Custom cursor displayed when the item is selected\n        enable = \"1\";                    // Simple expression condition for enabling the item\n        removeAfterExpressionCall = 1;    // 1 to remove the item after calling\n    };\n\n    class menu_comms_1\n    {\n        text = \"Menu Comms 1\";\n        submenu = \"#USER:MENU_COMMS_1\";    // will open submenu that is defined as global variable MENU_COMMS_1\n        expression = \"\";\n        icon = \"\";\n        cursor = \"\";\n        enable = \"1\";\n        removeAfterExpressionCall = 0;\n    };\n};\n```\n\nAvailable default icons:\n\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\artillery_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\attack_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\call_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\cas_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\casheli_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\defend_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\instructor_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\mortar_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\supplydrop_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\transport_ca.paa\"`\n\nYou can also preview pre-defined items using the Splendid™ Config Viewer.\n\n#### Simple expressions\n\n| Expression | Effect | Tested |\n|---|---|---|\n| 1 | Always available | ✓ |\n| 0 | Always disabled | ✓ |\n| cursorOnGround | Only callable when pointing at a valid position | ✓ |\n| IsLeader | Player has to be the leader of his group | ✓ |\n| IsAlone |  | ✗ |\n| IsAloneInVehicle |  | ✗ |\n| IsCommander |  | ✗ |\n| VehicleCommander |  | ✗ |\n| CommandsToGunner |  | ✗ |\n| CommandsToPilot |  | ✗ |\n| NotEmpty |  | ✗ |\n| NotEmptySoldiers |  | ✗ |\n| NotEmptyCommanders |  | ✗ |\n| NotEmptyMainTeam |  | ✗ |\n| NotEmptyRedTeam |  | ✗ |\n| NotEmptyGreenTeam |  | ✗ |\n| NotEmptyBlueTeam |  | ✗ |\n| NotEmptyYellowTeam |  | ✗ |\n| NotEmptySubgroups |  | ✗ |\n| NotEmptyInVehicle |  | ✗ |\n| SelectedTeam |  | ✗ |\n| SelectedUnit |  | ✗ |\n| FuelLow |  | ✗ |\n| AmmoLow |  | ✗ |\n| Injured |  | ✗ |\n| Multiplayer |  | ✗ |\n| AreActions |  | ✗ |\n| CursorOnGroupMember |  | ✗ |\n| CursorOnHoldingFire |  | ✗ |\n| CursorOnEmptyVehicle |  | ✗ |\n| CursorOnVehicleCanGetIn |  | ✗ |\n| CursorOnFriendly |  | ✗ |\n| CursorOnEnemy |  | ✗ |\n| CursorOnGround |  | ✗ |\n| CanSelectUnitFromBar |  | ✗ |\n| CanDeselectUnitFromBar |  | ✗ |\n| CanSelectVehicleFromBar |  | ✗ |\n| CanDeselectVehicleFromBar |  | ✗ |\n| CanSelectTeamFromBar |  | ✗ |\n| CanDeselectTeamFromBar |  | ✗ |\n| FormationLine |  | ✗ |\n| FormationDiamond |  | ✗ |\n| SomeSelectedHoldingFire |  | ✗ |\n| PlayableLeader |  | ✗ |\n| PlayableSelected |  | ✗ |\n| IsWatchCommanded |  | ✗ |\n| IsSelectedToAdd |  | ✗ |\n| HCIsLeader |  | ✗ |\n| HCCursorOnIcon |  | ✗ |\n| HCCursorOnIconSelectable |  | ✗ |\n| HCCanSelectUnitFromBar |  | ✗ |\n| HCCanDeselectUnitFromBar |  | ✗ |\n| HCCanSelectTeamFromBar |  | ✗ |\n| HCCanDeselectTeamFromBar |  | ✗ |\n| HCNotEmpty |  | ✗ |\n| PlayerVehicleCanGetIn |  | ✗ |\n| IsXbox |  | ✗ |\n| IsTeamSwitch |  | ✗ |\n| CursorOnNotEmptySubgroups |  | ✗ |\n| SomeSelectedHaveTarget |  | ✗ |\n| CursorOnGroupMemberSelected |  | ✗ |\n| HCCursorOnIconSelectableSelected |  | ✗ |\n| HCCursorOnIconenemy |  | ✗ |\n| PlayerOwnRadio |  | ✗ |\n| CursorOnNeedFirstAID |  | ✗ |\n| CursorOnNeedHeal |  | ✗ |\n\n### Add Menu Item\n\nUse the following functions to add the item in your mission or system:\n\n- BIS_fnc_addCommMenuItem\n- BIS_fnc_removeCommMenuItem\n\nNumber of slots is limited to 10, no pagination is implemented. Larger number is an edge case, no mission should need as many supports.\n\n> [!NOTE]\n> See all Communication Menu functions.\n\n#### Submenu\n\n##### Config\n\n```cpp\nsubmenu = \"#USER:MENU_COMMS_1\"; // \"MENU_COMMS_1\" is just a global variable, can be named anything\n```\n\n##### SQF\n\nA submenu is an array in format [menuInfo, item1, item2, ... itemX]:\n\n- menuInfo: Array format [menuName, hasInputFocus]:\n  - menuName: String\n  - hasInputFocus: Boolean - as of Arma 3 v1.05, if \"has input focus\" is false, custom icons are not displayed\n- itemX: Array format [itemName, assignedKey, submenuName, command, expression, isVisible, isActive, iconPath]:\n  - itemName: String - displayed title\n  - assignedKey: Array of Numbers (see DIK KeyCodes) - e.g 0 = no key, 1 = <kbd>Esc</kbd>, etc\n  - submenuName: String - user menu name string (e.g \"#USER:MY_SUBMENU_NAME\"), \"\" for script to execute.\n  - command: Number - for main menu, -1 = CMD_SEPARATOR, -2 = CMD_NOTHING, -3 = CMD_HIDE_MENU, -4 = CMD_BACK, -5 (custom menu only) = CMD_EXECUTE\n  - expression: Array of Strings format [type, codeString]:\n    - type: String - the `\"expression\"` string, always\n    - codeString: String - SQF code in string format (see e.g toString); the expression has predefined variables:\n      - _caller: Object - unit which called the item, usually player\n      - _pos: Array in format Position - cursor position\n      - _target: Object - cursor target\n      - _is3D: Boolean - true when in 3D scene, false when in map\n      - _id: String - item ID as returned by BIS_fnc_addCommMenuItem function\n  - isVisible: String - visibility condition; \"1\" for true, \"0\" for false, or optional argument string e.g \"CursorOnGround\"\n  - isActive: String - enabled condition; \"1\" for true, \"0\" for false, or optional argument string e.g \"CursorOnGround\"\n  - iconPath: String - (Optional, default \"\") cursor icon path for this menu item\n\n**Example**\n\n```sqf\nMENU_COMMS_1 =\n[\n    [\"MenuName\", false],\n    [\"Teleport\", [2], \"\", -5, [[\"expression\", \"player setPos _pos;\"]], \"1\", \"1\", \"\\A3\\ui_f\\data\\IGUI\\Cfg\\Cursors\\iconcursorsupport_ca.paa\"],\n    [\"Kill Target\", [3], \"\", -5, [[\"expression\", \"_target setDamage 1;\"]], \"1\", \"1\", \"\\A3\\ui_f\\data\\IGUI\\Cfg\\Cursors\\iconcursorsupport_ca.paa\"],\n    [\"Disabled\", [4], \"\", -5, [[\"expression\", \"\"]], \"1\", \"0\"],\n    [\"Submenu\", [5], \"#USER:MENU_COMMS_2\", -5, [], \"1\", \"1\"]\n];\n\nMENU_COMMS_2 =\n[\n    [\"Submenu\", false],\n    [\"Option 1\", [2], \"\", -5, [[\"expression\", \"hint 'Option 1';\"]], \"1\", \"1\"],\n    [\"Option 2\", [3], \"\", -5, [[\"expression\", \"hint 'Option 2';\"]], \"1\", \"1\"],\n    [\"Option 3\", [4], \"\", -5, [[\"expression\", \"hint 'Option 3';\"]], \"1\", \"1\"]\n];\n```\n\n```sqf\nshowCommandingMenu \"#USER:MENU_COMMS_1\"; // displays the custom menu\n```\n\n##### Existing Submenus\n\nSome of the existing submenus:\n\n| Menu | Menu Location |\n|---|---|\n| \"#User:BIS_fnc_addCommMenuItem_menu\" | Group/Reply communication menu /High Command Group reply menu |\n| \"#User:BIS_MENU_GroupCommunication\" | High Command/UAV Reply communication menu |\n| \"#USER:BIS_VR_commMenu_1\" | VR Training Mission menu |\n| \"#USER:HCWPWaitRadio\" | High Command/UAV Waypoints waitRadio menu |\n| \"#USER:HCWPWaitUntil\" | High Command/UAV Waypoints waitUnitl menu |\n| \"#USER:HC_Custom_0\" | High Command/UAV Action menu |\n| \"#USER:HC_Missions_0\" | High Command/UAV Missions menu |\n| \"#USER:HC_Targets_0\" | High Command/UAV Targets menu |\n| \"#USER:BIS_fnc_kbMenu_menu\" | Conversation menu |\n| \"#USER:BIS_MENU_SOM_SecOps\" | Communication menu |\n| \"#USER:BIS_MENU_SOM_Support\" | Communication Support menu |","sections":[{"heading":null,"level":1,"markdown":"Communication menu is a commanding menu where support or mission requests are placed.\n\nThe player can access it using following means:\n\n- Open the **quick command menu** <kbd>~</kbd> and select \"Communication\" item\n- Press <kbd>8</kbd> then <kbd>1</kbd> (Reply - Communication)\n\n> [!NOTE]\n> **Arma 2:** For Arma 2 and additional information, see Arma 2: Custom Command Menu.\n\nAvailable items are announced upon adding by a notification and remain visualized as icons next to the commanding menu.\nCommunication menu and icons"},{"heading":"Configuration","level":3,"markdown":""},{"heading":"Config","level":4,"markdown":"Communication menu items can be defined in config - global Config.cpp, Campaign Description.ext or mission Description.ext (searched in this order, the latter has the highest priority).\n\n> [!NOTE]\n> 'CfgCommunicationMenu' is purely scripted config which requires the use of scripted function BIS_fnc_addCommMenuItem. It will not work with showCommandingMenu script command.\n\n```cpp\nclass CfgCommunicationMenu\n{\n    class myArtillery\n    {\n        text = \"Artillery Strike\";        // Text displayed in the menu and in a notification\n        submenu = \"\";                    // Submenu opened upon activation (expression is ignored when submenu is not empty.)\n        expression = \"player setVariable ['BIS_SUPP_request', ['Artillery', _pos]];\";    // Code executed upon activation\n        icon = \"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\artillery_ca.paa\";                // Icon displayed permanently next to the command menu\n        cursor = \"\\a3\\Ui_f\\data\\IGUI\\Cfg\\Cursors\\iconCursorSupport_ca.paa\";                // Custom cursor displayed when the item is selected\n        enable = \"1\";                    // Simple expression condition for enabling the item\n        removeAfterExpressionCall = 1;    // 1 to remove the item after calling\n    };\n\n    class menu_comms_1\n    {\n        text = \"Menu Comms 1\";\n        submenu = \"#USER:MENU_COMMS_1\";    // will open submenu that is defined as global variable MENU_COMMS_1\n        expression = \"\";\n        icon = \"\";\n        cursor = \"\";\n        enable = \"1\";\n        removeAfterExpressionCall = 0;\n    };\n};\n```\n\nAvailable default icons:\n\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\artillery_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\attack_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\call_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\cas_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\casheli_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\defend_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\instructor_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\mortar_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\supplydrop_ca.paa\"`\n- `\"\\a3\\Ui_f\\data\\GUI\\Cfg\\CommunicationMenu\\transport_ca.paa\"`\n\nYou can also preview pre-defined items using the Splendid™ Config Viewer."},{"heading":"Simple expressions","level":4,"markdown":"| Expression | Effect | Tested |\n|---|---|---|\n| 1 | Always available | ✓ |\n| 0 | Always disabled | ✓ |\n| cursorOnGround | Only callable when pointing at a valid position | ✓ |\n| IsLeader | Player has to be the leader of his group | ✓ |\n| IsAlone |  | ✗ |\n| IsAloneInVehicle |  | ✗ |\n| IsCommander |  | ✗ |\n| VehicleCommander |  | ✗ |\n| CommandsToGunner |  | ✗ |\n| CommandsToPilot |  | ✗ |\n| NotEmpty |  | ✗ |\n| NotEmptySoldiers |  | ✗ |\n| NotEmptyCommanders |  | ✗ |\n| NotEmptyMainTeam |  | ✗ |\n| NotEmptyRedTeam |  | ✗ |\n| NotEmptyGreenTeam |  | ✗ |\n| NotEmptyBlueTeam |  | ✗ |\n| NotEmptyYellowTeam |  | ✗ |\n| NotEmptySubgroups |  | ✗ |\n| NotEmptyInVehicle |  | ✗ |\n| SelectedTeam |  | ✗ |\n| SelectedUnit |  | ✗ |\n| FuelLow |  | ✗ |\n| AmmoLow |  | ✗ |\n| Injured |  | ✗ |\n| Multiplayer |  | ✗ |\n| AreActions |  | ✗ |\n| CursorOnGroupMember |  | ✗ |\n| CursorOnHoldingFire |  | ✗ |\n| CursorOnEmptyVehicle |  | ✗ |\n| CursorOnVehicleCanGetIn |  | ✗ |\n| CursorOnFriendly |  | ✗ |\n| CursorOnEnemy |  | ✗ |\n| CursorOnGround |  | ✗ |\n| CanSelectUnitFromBar |  | ✗ |\n| CanDeselectUnitFromBar |  | ✗ |\n| CanSelectVehicleFromBar |  | ✗ |\n| CanDeselectVehicleFromBar |  | ✗ |\n| CanSelectTeamFromBar |  | ✗ |\n| CanDeselectTeamFromBar |  | ✗ |\n| FormationLine |  | ✗ |\n| FormationDiamond |  | ✗ |\n| SomeSelectedHoldingFire |  | ✗ |\n| PlayableLeader |  | ✗ |\n| PlayableSelected |  | ✗ |\n| IsWatchCommanded |  | ✗ |\n| IsSelectedToAdd |  | ✗ |\n| HCIsLeader |  | ✗ |\n| HCCursorOnIcon |  | ✗ |\n| HCCursorOnIconSelectable |  | ✗ |\n| HCCanSelectUnitFromBar |  | ✗ |\n| HCCanDeselectUnitFromBar |  | ✗ |\n| HCCanSelectTeamFromBar |  | ✗ |\n| HCCanDeselectTeamFromBar |  | ✗ |\n| HCNotEmpty |  | ✗ |\n| PlayerVehicleCanGetIn |  | ✗ |\n| IsXbox |  | ✗ |\n| IsTeamSwitch |  | ✗ |\n| CursorOnNotEmptySubgroups |  | ✗ |\n| SomeSelectedHaveTarget |  | ✗ |\n| CursorOnGroupMemberSelected |  | ✗ |\n| HCCursorOnIconSelectableSelected |  | ✗ |\n| HCCursorOnIconenemy |  | ✗ |\n| PlayerOwnRadio |  | ✗ |\n| CursorOnNeedFirstAID |  | ✗ |\n| CursorOnNeedHeal |  | ✗ |"},{"heading":"Add Menu Item","level":3,"markdown":"Use the following functions to add the item in your mission or system:\n\n- BIS_fnc_addCommMenuItem\n- BIS_fnc_removeCommMenuItem\n\nNumber of slots is limited to 10, no pagination is implemented. Larger number is an edge case, no mission should need as many supports.\n\n> [!NOTE]\n> See all Communication Menu functions."},{"heading":"Submenu","level":4,"markdown":""},{"heading":"Config","level":5,"markdown":"```cpp\nsubmenu = \"#USER:MENU_COMMS_1\"; // \"MENU_COMMS_1\" is just a global variable, can be named anything\n```"},{"heading":"SQF","level":5,"markdown":"A submenu is an array in format [menuInfo, item1, item2, ... itemX]:\n\n- menuInfo: Array format [menuName, hasInputFocus]:\n  - menuName: String\n  - hasInputFocus: Boolean - as of Arma 3 v1.05, if \"has input focus\" is false, custom icons are not displayed\n- itemX: Array format [itemName, assignedKey, submenuName, command, expression, isVisible, isActive, iconPath]:\n  - itemName: String - displayed title\n  - assignedKey: Array of Numbers (see DIK KeyCodes) - e.g 0 = no key, 1 = <kbd>Esc</kbd>, etc\n  - submenuName: String - user menu name string (e.g \"#USER:MY_SUBMENU_NAME\"), \"\" for script to execute.\n  - command: Number - for main menu, -1 = CMD_SEPARATOR, -2 = CMD_NOTHING, -3 = CMD_HIDE_MENU, -4 = CMD_BACK, -5 (custom menu only) = CMD_EXECUTE\n  - expression: Array of Strings format [type, codeString]:\n    - type: String - the `\"expression\"` string, always\n    - codeString: String - SQF code in string format (see e.g toString); the expression has predefined variables:\n      - _caller: Object - unit which called the item, usually player\n      - _pos: Array in format Position - cursor position\n      - _target: Object - cursor target\n      - _is3D: Boolean - true when in 3D scene, false when in map\n      - _id: String - item ID as returned by BIS_fnc_addCommMenuItem function\n  - isVisible: String - visibility condition; \"1\" for true, \"0\" for false, or optional argument string e.g \"CursorOnGround\"\n  - isActive: String - enabled condition; \"1\" for true, \"0\" for false, or optional argument string e.g \"CursorOnGround\"\n  - iconPath: String - (Optional, default \"\") cursor icon path for this menu item\n\n**Example**\n\n```sqf\nMENU_COMMS_1 =\n[\n    [\"MenuName\", false],\n    [\"Teleport\", [2], \"\", -5, [[\"expression\", \"player setPos _pos;\"]], \"1\", \"1\", \"\\A3\\ui_f\\data\\IGUI\\Cfg\\Cursors\\iconcursorsupport_ca.paa\"],\n    [\"Kill Target\", [3], \"\", -5, [[\"expression\", \"_target setDamage 1;\"]], \"1\", \"1\", \"\\A3\\ui_f\\data\\IGUI\\Cfg\\Cursors\\iconcursorsupport_ca.paa\"],\n    [\"Disabled\", [4], \"\", -5, [[\"expression\", \"\"]], \"1\", \"0\"],\n    [\"Submenu\", [5], \"#USER:MENU_COMMS_2\", -5, [], \"1\", \"1\"]\n];\n\nMENU_COMMS_2 =\n[\n    [\"Submenu\", false],\n    [\"Option 1\", [2], \"\", -5, [[\"expression\", \"hint 'Option 1';\"]], \"1\", \"1\"],\n    [\"Option 2\", [3], \"\", -5, [[\"expression\", \"hint 'Option 2';\"]], \"1\", \"1\"],\n    [\"Option 3\", [4], \"\", -5, [[\"expression\", \"hint 'Option 3';\"]], \"1\", \"1\"]\n];\n```\n\n```sqf\nshowCommandingMenu \"#USER:MENU_COMMS_1\"; // displays the custom menu\n```"},{"heading":"Existing Submenus","level":5,"markdown":"Some of the existing submenus:\n\n| Menu | Menu Location |\n|---|---|\n| \"#User:BIS_fnc_addCommMenuItem_menu\" | Group/Reply communication menu /High Command Group reply menu |\n| \"#User:BIS_MENU_GroupCommunication\" | High Command/UAV Reply communication menu |\n| \"#USER:BIS_VR_commMenu_1\" | VR Training Mission menu |\n| \"#USER:HCWPWaitRadio\" | High Command/UAV Waypoints waitRadio menu |\n| \"#USER:HCWPWaitUntil\" | High Command/UAV Waypoints waitUnitl menu |\n| \"#USER:HC_Custom_0\" | High Command/UAV Action menu |\n| \"#USER:HC_Missions_0\" | High Command/UAV Missions menu |\n| \"#USER:HC_Targets_0\" | High Command/UAV Targets menu |\n| \"#USER:BIS_fnc_kbMenu_menu\" | Conversation menu |\n| \"#USER:BIS_MENU_SOM_SecOps\" | Communication menu |\n| \"#USER:BIS_MENU_SOM_Support\" | Communication Support menu |"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Countermeasures","title":"Arma 3: Countermeasures","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Countermeasures","revid":364265,"updated":"2024-05-06T09:38:29Z","aliases":["Arma 3 Countermeasures"],"markdown":"Countermeasures, detection of locking, tracking and missiles in flight.\n\n### Mechanics\n\n> [!NOTE]\n> Ground vehicles with Incoming Missile Detection ability use the same SENS display as air vehicles to display threats. See the **Custom Panels** page for details.\n\n|  |  |  |\n|---|---|---|\n| Different types of targets on the radar | Player's vehicle is being locked by an enemy | ammo weaponLockSystem<br>*matches*<br>vehicle lockDetectionSystem |\n| Different types of targets on the radar | A guided munition is homing on the player's vehicle | ammo weaponLockSystem<br>*matches*<br>vehicle incomingMissileDetectionSystem |\n\n### Configuration\n\nThe following properties of Ammo, Weapon and Vehicle can use basically any [bitmask value](https://forums.bistudio.com/topic/189734-targeting-improvements/page-13#entry3062179) (See also BIS_fnc_bitflagsCheck).\n\nBI uses the following convention\n\n|  | ammo | ammo (countermeasure) | weapon | vehicle |  |\n|---|---|---|---|---|---|\n| System | weaponLockSystem | weaponLockSystem | weaponLockSystem | lockDetectionSystem | incomingMissileDetectionSystem |\n| 0 - N/A | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 1 - Visual | ✓ | ✓ | ✓ | ✗ | ✗ |\n| 2 - IR | ✓ | ✓ | ✓ | ✗ | ✗ |\n| 4 - Laser | ✓ | ✓ | ✓ | ✓ | ✗ |\n| 8 - Radar | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 16 - Missile | ✓ | ✗ | ✗ | ✗ | ✓ |\n\n### Related\n\n- CfgAmmo\n- CfgWeapons\n- CfgVehicles\n- Arma 3: Sensors\n- Arma 3: Targeting\n- A3 Targeting config reference\n- [Sensor Overhaul thread](https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/)\n- [Targeting thread](https://forums.bistudio.com/topic/189734-targeting-improvements/page-13#entry3062179)","sections":[{"heading":null,"level":1,"markdown":"Countermeasures, detection of locking, tracking and missiles in flight."},{"heading":"Mechanics","level":3,"markdown":"> [!NOTE]\n> Ground vehicles with Incoming Missile Detection ability use the same SENS display as air vehicles to display threats. See the **Custom Panels** page for details.\n\n|  |  |  |\n|---|---|---|\n| Different types of targets on the radar | Player's vehicle is being locked by an enemy | ammo weaponLockSystem<br>*matches*<br>vehicle lockDetectionSystem |\n| Different types of targets on the radar | A guided munition is homing on the player's vehicle | ammo weaponLockSystem<br>*matches*<br>vehicle incomingMissileDetectionSystem |"},{"heading":"Configuration","level":3,"markdown":"The following properties of Ammo, Weapon and Vehicle can use basically any [bitmask value](https://forums.bistudio.com/topic/189734-targeting-improvements/page-13#entry3062179) (See also BIS_fnc_bitflagsCheck).\n\nBI uses the following convention\n\n|  | ammo | ammo (countermeasure) | weapon | vehicle |  |\n|---|---|---|---|---|---|\n| System | weaponLockSystem | weaponLockSystem | weaponLockSystem | lockDetectionSystem | incomingMissileDetectionSystem |\n| 0 - N/A | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 1 - Visual | ✓ | ✓ | ✓ | ✗ | ✗ |\n| 2 - IR | ✓ | ✓ | ✓ | ✗ | ✗ |\n| 4 - Laser | ✓ | ✓ | ✓ | ✓ | ✗ |\n| 8 - Radar | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 16 - Missile | ✓ | ✗ | ✗ | ✗ | ✓ |"},{"heading":"Related","level":3,"markdown":"- CfgAmmo\n- CfgWeapons\n- CfgVehicles\n- Arma 3: Sensors\n- Arma 3: Targeting\n- A3 Targeting config reference\n- [Sensor Overhaul thread](https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/)\n- [Targeting thread](https://forums.bistudio.com/topic/189734-targeting-improvements/page-13#entry3062179)"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: createSimpleObject/objects","title":"Arma 3: createSimpleObject/objects","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_createSimpleObject/objects","revid":336317,"updated":"2022-12-23T15:01:59Z","aliases":["createObject/objects","createSimpleObject/objects"],"markdown":"Ancillary sub-page of createSimpleObject, listing object models available in Arma 3 v2.10\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.\n\nSee also: addonFiles, getModelInfo.\n\n- \"core\\compass\\compass.p3d\"\n- \"core\\sphere\\sphere.p3d\"\n- \"core\\empty\\empty.p3d\"\n- \"core\\gps\\gps.p3d\"\n- \"core\\textures\\textures.p3d\"\n- \"core\\default\\default.p3d\"\n- \"core\\skyobject\\skyobject.p3d\"\n- \"core\\notepad\\notepad.p3d\"\n- \"core\\radio\\radio.p3d\"\n- \"core\\tetrahedron\\tetrahedron.p3d\"\n- \"core\\cursor\\forcearrowmodel.p3d\"\n- \"core\\rectangle\\rect.p3d\"\n- \"core\\watch\\watch.p3d\"\n- \"core\\cursor\\cursor.p3d\"\n- \"a3\\3den\\objects\\boundingboxbase.p3d\"\n- \"a3\\3den\\objects\\cursor.p3d\"\n- \"a3\\3den\\objects\\ellipse.p3d\"\n- \"a3\\3den\\objects\\ellipselimited.p3d\"\n- \"a3\\3den\\objects\\rectangle.p3d\"\n- \"a3\\3den\\objects\\rectanglelimited.p3d\"\n- \"a3\\3den\\objects\\sphere.p3d\"\n- \"a3\\3den\\objects\\spherenoground.p3d\"\n- \"a3\\air_f\\data\\plane_flag_big_f.p3d\"\n- \"a3\\air_f\\data\\plane_flag_f.p3d\"\n- \"a3\\air_f\\data\\plane_flag_medium_f.p3d\"\n- \"a3\\air_f\\data\\plane_flag_medium_inv_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\flir_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\gun_holder_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\heli_light_01_civil_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\heli_light_01_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\heli_light_01_wreck_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\main_rotor_civil_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\main_rotor_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\minigun_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\tail_rotor_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\view_cargo_civil_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\view_cargo_f.p3d\"\n- \"a3\\air_f\\heli_light_02\\heli_light_02_f.p3d\"\n- \"a3\\air_f\\heli_light_02\\heli_light_02_wreck_f.p3d\"\n- \"a3\\air_f\\heli_light_02\\main_rotor_f.p3d\"\n- \"a3\\air_f\\heli_light_02\\tail_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_01\\heli_attack_01_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_01\\heli_attack_01_wreck_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_01\\main_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_01\\tail_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_02\\heli_attack_02_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_02\\heli_attack_02_wreck_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_02\\lower_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_02\\upper_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\heli_transport_01_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\heli_transport_01_wreck_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\interior_lod1_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\interior_view_cargo_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\interior_view_gunner_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\interior_view_pilot_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\main_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\tail_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\heli_transport_02_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\heli_transport_02_wreck_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\interior_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\interior_luxurious_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\main_rotor_center_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\main_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\tail_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\view_pilot_switches_f.p3d\"\n- \"a3\\air_f_beta\\parachute_01\\parachute_01_f.p3d\"\n- \"a3\\air_f_beta\\parachute_02\\parachute_02_f.p3d\"\n- \"a3\\air_f_epb\\heli_light_03\\adds_armed_f.p3d\"\n- \"a3\\air_f_epb\\heli_light_03\\heli_light_03_f.p3d\"\n- \"a3\\air_f_epb\\heli_light_03\\heli_light_03_mainrotorblurred_f.p3d\"\n- \"a3\\air_f_epb\\heli_light_03\\heli_light_03_tailrotorblurred_f.p3d\"\n- \"a3\\air_f_epb\\heli_light_03\\heli_light_03_unarmed_f.p3d\"\n- \"a3\\air_f_epb\\heli_light_03\\heli_light_03_wreck_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_01\\ejection_seat_cas_01_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_01\\plane_cas_01_canopy_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_01\\plane_cas_01_ejection_seat_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_01\\plane_cas_01_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_01\\plane_cas_01_interior_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_01\\plane_cas_01_wreck_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_01\\test_plane_cas_01_rockets_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\ejection_seat_02_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\pilot.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\plane_cas_02_canopy_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\plane_cas_02_ejection_seat_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\plane_cas_02_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\plane_cas_02_wreck_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\plane_cas_interior_02_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\plane_cas_view_pilot_02_f.p3d\"\n- \"a3\\air_f_exp\\plane_civil_01\\plane_civil_01_basic_f.p3d\"\n- \"a3\\air_f_exp\\plane_civil_01\\plane_civil_01_basic_f_rotor.p3d\"\n- \"a3\\air_f_exp\\plane_civil_01\\plane_civil_01_basic_wreck_f.p3d\"\n- \"a3\\air_f_exp\\uav_03\\uav_03_f.p3d\"\n- \"a3\\air_f_exp\\uav_03\\uav_03_rotor_main_blur.p3d\"\n- \"a3\\air_f_exp\\uav_03\\uav_03_rotor_tail_blur.p3d\"\n- \"a3\\air_f_exp\\uav_04\\uav_04_f.p3d\"\n- \"a3\\air_f_exp\\vtol_01\\vtol_01_armed_f.p3d\"\n- \"a3\\air_f_exp\\vtol_01\\vtol_01_rotor_blur_f.p3d\"\n- \"a3\\air_f_exp\\vtol_01\\vtol_01_vehicle_f.p3d\"\n- \"a3\\air_f_exp\\vtol_01\\vtol_01_vehicle_wreck_f.p3d\"\n- \"a3\\air_f_exp\\vtol_02\\vtol_02_vehicle_f.p3d\"\n- \"a3\\air_f_exp\\vtol_02\\vtol_02_vehicle_wreck_f.p3d\"\n- \"a3\\air_f_gamma\\plane_fighter_03\\ejection_seat_01_f.p3d\"\n- \"a3\\air_f_gamma\\plane_fighter_03\\gun_holder_f.p3d\"\n- \"a3\\air_f_gamma\\plane_fighter_03\\plane_fighter_03_canopy_f.p3d\"\n- \"a3\\air_f_gamma\\plane_fighter_03\\plane_fighter_03_ejection_seat_f.p3d\"\n- \"a3\\air_f_gamma\\plane_fighter_03\\plane_fighter_03_f.p3d\"\n- \"a3\\air_f_gamma\\plane_fighter_03\\plane_fighter_03_wreck_f.p3d\"\n- \"a3\\air_f_gamma\\plane_fighter_03\\proxies\\ejection_seat_shared_01_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\heli_transport_03_cargo_proxy_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\heli_transport_03_damaged_rotor_1_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\heli_transport_03_damaged_rotor_2_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\heli_transport_03_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\heli_transport_03_interior_proxy_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\heli_transport_03_pilot_proxy_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\heli_transport_03_wreck_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\main_rotor_1_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\main_rotor_2_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_ammo_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_bench_black_proxy_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_bench_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_bench_proxy_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_box_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_box_wreck_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_covered_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_covered_proxy_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_fuel_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_fuel_wreck_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_medevac_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_medevac_proxy_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_repair_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_wreck_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\pod_heli_transport_04_ammo_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\pod_heli_transport_04_bench_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\pod_heli_transport_04_box_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\pod_heli_transport_04_covered_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\pod_heli_transport_04_fuel_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\pod_heli_transport_04_medevac_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\pod_heli_transport_04_repair_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\proxy_heli_transport_04_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\proxy_heli_transport_04_rotor_main_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\proxy_heli_transport_04_rotor_tail_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_01\\plane_fighter_01_canopy_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_01\\plane_fighter_01_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_01\\plane_fighter_01_wreck_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_01\\proxies\\ejection_seat_01_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_02\\plane_fighter_02_canopy_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_02\\plane_fighter_02_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_02\\plane_fighter_02_wreck_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_02\\proxies\\ejection_seat_02_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_04\\plane_fighter_04_canopy_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_04\\plane_fighter_04_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_04\\plane_fighter_04_wreck_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_04\\proxies\\ejection_seat_04_f.p3d\"\n- \"a3\\air_f_jets\\uav_05\\uav_05_f.p3d\"\n- \"a3\\air_f_orange\\uav_06\\box_uav_06_f.p3d\"\n- \"a3\\air_f_orange\\uav_06\\uav_06_f.p3d\"\n- \"a3\\animals_f\\beetle.p3d\"\n- \"a3\\animals_f\\butterfly.p3d\"\n- \"a3\\animals_f\\cicada.p3d\"\n- \"a3\\animals_f\\cl_feathers2.p3d\"\n- \"a3\\animals_f\\cl_leaf.p3d\"\n- \"a3\\animals_f\\cl_leaf2.p3d\"\n- \"a3\\animals_f\\cl_leaf3.p3d\"\n- \"a3\\animals_f\\data\\geom\\basiccolide.p3d\"\n- \"a3\\animals_f\\dragonfly.p3d\"\n- \"a3\\animals_f\\empty_collshape.p3d\"\n- \"a3\\animals_f\\firefly.p3d\"\n- \"a3\\animals_f\\fishes\\catshark_f.p3d\"\n- \"a3\\animals_f\\fishes\\data\\anim\\bigfish_skeleton.p3d\"\n- \"a3\\animals_f\\fishes\\data\\anim\\catshark_skeleton.p3d\"\n- \"a3\\animals_f\\fishes\\data\\anim\\dolphin_skeleton.p3d\"\n- \"a3\\animals_f\\fishes\\data\\anim\\fish_skeleton.p3d\"\n- \"a3\\animals_f\\fishes\\data\\anim\\swarm_skeleton.p3d\"\n- \"a3\\animals_f\\fishes\\mackerel_f.p3d\"\n- \"a3\\animals_f\\fishes\\mullet_f.p3d\"\n- \"a3\\animals_f\\fishes\\ornate_f.p3d\"\n- \"a3\\animals_f\\fishes\\salema_porgy_f.p3d\"\n- \"a3\\animals_f\\fishes\\tuna_f.p3d\"\n- \"a3\\animals_f\\fly.p3d\"\n- \"a3\\animals_f\\honeybee.p3d\"\n- \"a3\\animals_f\\kestrel\\kestrel_f.p3d\"\n- \"a3\\animals_f\\ladybug.p3d\"\n- \"a3\\animals_f\\mosquito.p3d\"\n- \"a3\\animals_f\\moth.p3d\"\n- \"a3\\animals_f\\rabbit\\rabbit_collshape.p3d\"\n- \"a3\\animals_f\\rabbit\\rabbit_f.p3d\"\n- \"a3\\animals_f\\seagull\\crowe.p3d\"\n- \"a3\\animals_f\\seagull\\seagull.p3d\"\n- \"a3\\animals_f\\snakes\\data\\anim\\snake_skeleton.p3d\"\n- \"a3\\animals_f\\snakes\\snakes_collshape.p3d\"\n- \"a3\\animals_f\\snakes\\snake_f.p3d\"\n- \"a3\\animals_f\\turtle\\data\\anim\\turtle_skeleton.p3d\"\n- \"a3\\animals_f\\turtle\\turtle_collshape.p3d\"\n- \"a3\\animals_f\\turtle\\turtle_f.p3d\"\n- \"a3\\animals_f_beta\\chicken\\chicken_collshape.p3d\"\n- \"a3\\animals_f_beta\\chicken\\cock_f.p3d\"\n- \"a3\\animals_f_beta\\chicken\\hen_f.p3d\"\n- \"a3\\animals_f_beta\\dog\\dog_collshape.p3d\"\n- \"a3\\animals_f_beta\\dog\\dog_skeleton.p3d\"\n- \"a3\\animals_f_beta\\dog\\fin_f.p3d\"\n- \"a3\\animals_f_beta\\dog\\pastor_f.p3d\"\n- \"a3\\animals_f_beta\\goat\\goat_collshape.p3d\"\n- \"a3\\animals_f_beta\\goat\\goat_f.p3d\"\n- \"a3\\animals_f_beta\\goat\\goat_small_f.p3d\"\n- \"a3\\animals_f_beta\\sheep\\sheep_collshape.p3d\"\n- \"a3\\animals_f_beta\\sheep\\sheep_f.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\geom_adth.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\geom_empty.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_idle.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_idlelarge.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_mrun_slow_wrfl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_mrun_slow_wrfl_dl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_mrun_slow_wrfl_dr.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wlnr.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wnon.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wovr.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wpst.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wrfl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wrfl_adjl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wrfl_adjr.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wrfl_db.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wrfl_low.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wrfl_offset.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wrfl_turn.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_mrun_slow_wpst.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_mrun_slow_wrfl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wlnr.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wnon.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wnon_fl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wpst.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_adjdown.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_adjl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_adjr.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_db.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_low.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_offset.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_side.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_turn.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\ppne.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\ppne_adjl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\ppne_adjr.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\ppne_trans.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\ppne_turn.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\psit.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pswm_mnon.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pswm_mrun.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\sdv_mrun.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\perc_wnon.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\perc_wnondf.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\perc_wnondf_wlk.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\pknl_wnon.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\psit.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\psqr.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\pswm_mnon.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\pswm_mrun.p3d\"\n- \"a3\\anims_f\\data\\skeleton\\skeletonpivots.p3d\"\n- \"a3\\anims_f_exp\\data\\geom\\sdr\\breachingcutscene.p3d\"\n- \"a3\\anims_f_exp\\data\\geom\\sdr\\m01_executioner.p3d\"\n- \"a3\\anims_f_exp\\data\\geom\\sdr\\m01_executionvictim.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_01\\apc_tracked_01_aa_f.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_01\\apc_tracked_01_crv_f.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_01\\apc_tracked_01_rcws_f.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_01\\apc_tracked_01_wreck_f.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_02\\apc_tracked_02_aa_f.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_02\\apc_tracked_02_aa_wreck_f.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_02\\apc_tracked_02_cannon_f.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_02\\apc_tracked_02_cannon_wreck_f.p3d\"\n- \"a3\\armor_f_beta\\apc_wheeled_01\\apc_wheeled_01_cannon_f.p3d\"\n- \"a3\\armor_f_beta\\apc_wheeled_02\\apc_wheeled_02_rcws_f.p3d\"\n- \"a3\\armor_f_beta\\apc_wheeled_02\\exterior_lod1_f.p3d\"\n- \"a3\\armor_f_epb\\apc_tracked_03\\apc_tracked_03_cannon_f.p3d\"\n- \"a3\\armor_f_epb\\apc_tracked_03\\apc_tracked_03_proxy_f.p3d\"\n- \"a3\\armor_f_epb\\apc_tracked_03\\apc_tracked_03_wreck_f.p3d\"\n- \"a3\\armor_f_epb\\mbt_03\\data\\mbt_03_f_damagehide_proxy.p3d\"\n- \"a3\\armor_f_epb\\mbt_03\\mbt_03_cannon_f.p3d\"\n- \"a3\\armor_f_epb\\mbt_03\\mbt_03_wreck_f.p3d\"\n- \"a3\\armor_f_epc\\mbt_01\\mbt_01_tusk_f.p3d\"\n- \"a3\\armor_f_gamma\\apc_wheeled_03\\apc_wheeled_03_cannon_f.p3d\"\n- \"a3\\armor_f_gamma\\apc_wheeled_03\\data\\int_details.p3d\"\n- \"a3\\armor_f_gamma\\apc_wheeled_03\\data\\m240_vehicle.p3d\"\n- \"a3\\armor_f_gamma\\apc_wheeled_03\\exterior_f.p3d\"\n- \"a3\\armor_f_gamma\\apc_wheeled_03\\interior_f.p3d\"\n- \"a3\\armor_f_gamma\\mbt_01\\mbt_01_arty_f.p3d\"\n- \"a3\\armor_f_gamma\\mbt_01\\mbt_01_cannon_f.p3d\"\n- \"a3\\armor_f_gamma\\mbt_01\\mbt_01_mlrs_f.p3d\"\n- \"a3\\armor_f_gamma\\mbt_01\\mbt_01_wreck_f.p3d\"\n- \"a3\\armor_f_gamma\\mbt_02\\mbt_02_arty_f.p3d\"\n- \"a3\\armor_f_gamma\\mbt_02\\mbt_02_cannon_f.p3d\"\n- \"a3\\armor_f_gamma\\mbt_02\\mbt_02_wreck_f.p3d\"\n- \"a3\\armor_f_tank\\afv_wheeled_01\\afv_wheeled_01_cannon_f.p3d\"\n- \"a3\\armor_f_tank\\afv_wheeled_01\\afv_wheeled_01_up_cannon_f.p3d\"\n- \"a3\\armor_f_tank\\afv_wheeled_01\\afv_wheeled_01_wreck_f.p3d\"\n- \"a3\\armor_f_tank\\afv_wheeled_01\\m2.p3d\"\n- \"a3\\armor_f_tank\\lt_01\\lt_01_aa_f.p3d\"\n- \"a3\\armor_f_tank\\lt_01\\lt_01_aa_wreck_f.p3d\"\n- \"a3\\armor_f_tank\\lt_01\\lt_01_at_f.p3d\"\n- \"a3\\armor_f_tank\\lt_01\\lt_01_cannon_f.p3d\"\n- \"a3\\armor_f_tank\\lt_01\\lt_01_cannon_wreck_f.p3d\"\n- \"a3\\armor_f_tank\\lt_01\\lt_01_scout_f.p3d\"\n- \"a3\\armor_f_tank\\lt_01\\lt_01_scout_wreck_f.p3d\"\n- \"a3\\armor_f_tank\\mbt_04\\mbt_04_cannon_f.p3d\"\n- \"a3\\armor_f_tank\\mbt_04\\mbt_04_command_f.p3d\"\n- \"a3\\armor_f_tank\\mbt_04\\mbt_04_wreck_f.p3d\"\n- \"a3\\boat_f\\boat_armed_01\\boat_armed_01_hmg_f.p3d\"\n- \"a3\\boat_f\\boat_armed_01\\boat_armed_01_minigun_f.p3d\"\n- \"a3\\boat_f\\boat_armed_01\\data\\boat_armed_01_minigun_cargo_proxy.p3d\"\n- \"a3\\boat_f\\boat_armed_01\\data\\boat_armed_01_minigun_proxy.p3d\"\n- \"a3\\boat_f\\boat_transport_01\\boat_transport_01_f.p3d\"\n- \"a3\\boat_f_beta\\sdv_01\\sdv_01_f.p3d\"\n- \"a3\\boat_f_beta\\sdv_01\\view_cargo_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_hull_01_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_hull_02_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_hull_03_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_hull_04_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_hull_05_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_hull_base_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_interior_02_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_interior_03_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_interior_04_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\shipflag_smallmast_f.p3d\"\n- \"a3\\boat_f_epc\\submarine_01\\submarine_01_f.p3d\"\n- \"a3\\boat_f_exp\\boat_transport_02\\boat_transport_02_f.p3d\"\n- \"a3\\boat_f_exp\\scooter_transport_01\\scooter_transport_01_f.p3d\"\n- \"a3\\boat_f_gamma\\boat_civil_01\\boat_civil_01_f.p3d\"\n- \"a3\\boat_f_gamma\\boat_civil_01\\glass_f.p3d\"\n- \"a3\\boat_f_gamma\\boat_civil_01\\police_lights_f.p3d\"\n- \"a3\\boat_f_gamma\\boat_civil_04\\boat_civil_04_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_01_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_02_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_03_1_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_03_2_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_04_1_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_04_2_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_05_1_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_05_2_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_06_1_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_06_2_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_07_1_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_07_2_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_08_1_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_08_2_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_09_1_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_09_2_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_base_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_island_01_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_island_02_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_island_03_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\volumelightcar.p3d\"\n- \"a3\\characters_f\\blood_splash.p3d\"\n- \"a3\\characters_f\\blufor\\b_sniper.p3d\"\n- \"a3\\characters_f\\blufor\\b_soldier_01.p3d\"\n- \"a3\\characters_f\\blufor\\b_soldier_02.p3d\"\n- \"a3\\characters_f\\blufor\\b_soldier_03.p3d\"\n- \"a3\\characters_f\\blufor\\equip_b_bandolier.p3d\"\n- \"a3\\characters_f\\blufor\\equip_b_belt.p3d\"\n- \"a3\\characters_f\\blufor\\equip_b_carrier_gl_rig.p3d\"\n- \"a3\\characters_f\\blufor\\equip_b_carrier_spec_rig.p3d\"\n- \"a3\\characters_f\\blufor\\equip_b_vest01.p3d\"\n- \"a3\\characters_f\\blufor\\equip_b_vest02.p3d\"\n- \"a3\\characters_f\\blufor\\headgear_b_helmet_ballistic.p3d\"\n- \"a3\\characters_f\\blufor\\headgear_b_helmet_camo.p3d\"\n- \"a3\\characters_f\\blufor\\headgear_b_helmet_crew.p3d\"\n- \"a3\\characters_f\\blufor\\headgear_b_helmet_light.p3d\"\n- \"a3\\characters_f\\blufor\\headgear_b_helmet_plain.p3d\"\n- \"a3\\characters_f\\blufor\\radio_b.p3d\"\n- \"a3\\characters_f\\civil\\arttshirt_01_f.p3d\"\n- \"a3\\characters_f\\civil\\c_citizen1.p3d\"\n- \"a3\\characters_f\\civil\\c_citizen2.p3d\"\n- \"a3\\characters_f\\civil\\c_citizen3.p3d\"\n- \"a3\\characters_f\\civil\\c_citizen4.p3d\"\n- \"a3\\characters_f\\civil\\c_citizen5.p3d\"\n- \"a3\\characters_f\\civil\\c_driver_f.p3d\"\n- \"a3\\characters_f\\civil\\c_helmet_skate_f.p3d\"\n- \"a3\\characters_f\\civil\\c_hunter_f.p3d\"\n- \"a3\\characters_f\\civil\\c_looterjacket_01_f.p3d\"\n- \"a3\\characters_f\\civil\\c_man_casual_shorts_f.p3d\"\n- \"a3\\characters_f\\civil\\c_nikos.p3d\"\n- \"a3\\characters_f\\civil\\c_orestes.p3d\"\n- \"a3\\characters_f\\civil\\c_poloshirt.p3d\"\n- \"a3\\characters_f\\civil\\c_poloshirtpants.p3d\"\n- \"a3\\characters_f\\civil\\c_poor.p3d\"\n- \"a3\\characters_f\\civil\\c_worker.p3d\"\n- \"a3\\characters_f\\civil\\equip_g_chestrig.p3d\"\n- \"a3\\characters_f\\civil\\hat.p3d\"\n- \"a3\\characters_f\\civil\\hat_straw.p3d\"\n- \"a3\\characters_f\\civil\\headgear_beaniehat01.p3d\"\n- \"a3\\characters_f\\civil\\headgear_booniehat01.p3d\"\n- \"a3\\characters_f\\civil\\headgear_c_bandana1.p3d\"\n- \"a3\\characters_f\\civil\\headgear_c_capbandana01.p3d\"\n- \"a3\\characters_f\\civil\\headgear_shemagmask.p3d\"\n- \"a3\\characters_f\\civil\\headgear_shemagopen.p3d\"\n- \"a3\\characters_f\\civil\\headgear_turban.p3d\"\n- \"a3\\characters_f\\civil\\i_c_soldier_bandit_2_f.p3d\"\n- \"a3\\characters_f\\civil\\i_c_soldier_bandit_3_f.p3d\"\n- \"a3\\characters_f\\civil\\i_l_looter_01_tshirt_f.p3d\"\n- \"a3\\characters_f\\civil\\scientist_01_f.p3d\"\n- \"a3\\characters_f\\civil\\scientist_01_formal_f.p3d\"\n- \"a3\\characters_f\\civil\\scientist_02_f.p3d\"\n- \"a3\\characters_f\\civil\\scientist_02_formal_f.p3d\"\n- \"a3\\characters_f\\common\\basicbody.p3d\"\n- \"a3\\characters_f\\common\\booniehat.p3d\"\n- \"a3\\characters_f\\common\\capb.p3d\"\n- \"a3\\characters_f\\common\\capb_headphones.p3d\"\n- \"a3\\characters_f\\common\\cappatrol.p3d\"\n- \"a3\\characters_f\\common\\coveralls.p3d\"\n- \"a3\\characters_f\\common\\diver_slotable.p3d\"\n- \"a3\\characters_f\\common\\equip_chestrig.p3d\"\n- \"a3\\characters_f\\common\\equip_chestrig_light.p3d\"\n- \"a3\\characters_f\\common\\equip_placeholder.p3d\"\n- \"a3\\characters_f\\common\\equip_rebreather.p3d\"\n- \"a3\\characters_f\\common\\equip_tacticalvest.p3d\"\n- \"a3\\characters_f\\common\\equip_tacticalvest_black.p3d\"\n- \"a3\\characters_f\\common\\ghillie.p3d\"\n- \"a3\\characters_f\\common\\headgear_beanie.p3d\"\n- \"a3\\characters_f\\common\\headgear_beret01.p3d\"\n- \"a3\\characters_f\\common\\headgear_helmet_heli.p3d\"\n- \"a3\\characters_f\\common\\headgear_helmet_heli_shield.p3d\"\n- \"a3\\characters_f\\common\\headgear_helmet_heli_visor_up.p3d\"\n- \"a3\\characters_f\\common\\headgear_helmet_pilot.p3d\"\n- \"a3\\characters_f\\common\\headgear_placeholder.p3d\"\n- \"a3\\characters_f\\common\\headset_light.p3d\"\n- \"a3\\characters_f\\common\\helmet_heli.p3d\"\n- \"a3\\characters_f\\common\\invisibleman.p3d\"\n- \"a3\\characters_f\\common\\pilot_f.p3d\"\n- \"a3\\characters_f\\common\\pilot_visor_f.p3d\"\n- \"a3\\characters_f\\common\\suitpacks\\suitpack_blufor_diver.p3d\"\n- \"a3\\characters_f\\common\\suitpacks\\suitpack_blufor_pilot.p3d\"\n- \"a3\\characters_f\\common\\suitpacks\\suitpack_blufor_soldier.p3d\"\n- \"a3\\characters_f\\common\\suitpacks\\suitpack_civilian_f.p3d\"\n- \"a3\\characters_f\\common\\suitpacks\\suitpack_driver_f.p3d\"\n- \"a3\\characters_f\\common\\suitpacks\\suitpack_original_f.p3d\"\n- \"a3\\characters_f\\common\\suitpacks\\suitpack_universal_f.p3d\"\n- \"a3\\characters_f\\common\\woolhat.p3d\"\n- \"a3\\characters_f\\data\\slop_00.p3d\"\n- \"a3\\characters_f\\flag_soldier.p3d\"\n- \"a3\\characters_f\\footstep_l.p3d\"\n- \"a3\\characters_f\\footstep_r.p3d\"\n- \"a3\\characters_f\\heads\\glasses\\g_diving.p3d\"\n- \"a3\\characters_f\\heads\\glasses\\g_shades_black.p3d\"\n- \"a3\\characters_f\\heads\\glasses\\g_shades_blue.p3d\"\n- \"a3\\characters_f\\heads\\glasses\\g_sport_blackred.p3d\"\n- \"a3\\characters_f\\heads\\glasses\\g_tactical_clear.p3d\"\n- \"a3\\characters_f\\heads\\m_african_01.p3d\"\n- \"a3\\characters_f\\heads\\m_asian_01.p3d\"\n- \"a3\\characters_f\\heads\\m_dwarden.p3d\"\n- \"a3\\characters_f\\heads\\m_greek_01.p3d\"\n- \"a3\\characters_f\\heads\\m_hhl_default_f.p3d\"\n- \"a3\\characters_f\\heads\\m_hladas.p3d\"\n- \"a3\\characters_f\\heads\\m_ivan.p3d\"\n- \"a3\\characters_f\\heads\\m_jay.p3d\"\n- \"a3\\characters_f\\heads\\m_miller.p3d\"\n- \"a3\\characters_f\\heads\\m_nikos.p3d\"\n- \"a3\\characters_f\\heads\\m_persian_01.p3d\"\n- \"a3\\characters_f\\heads\\m_pettka.p3d\"\n- \"a3\\characters_f\\heads\\m_white_01.p3d\"\n- \"a3\\characters_f\\opfor\\equip_o_vest01.p3d\"\n- \"a3\\characters_f\\opfor\\equip_o_vest_gl.p3d\"\n- \"a3\\characters_f\\opfor\\headgear_o_helmet_ballistic.p3d\"\n- \"a3\\characters_f\\opfor\\headgear_o_helmet_ballistic_hud.p3d\"\n- \"a3\\characters_f\\opfor\\headgear_o_helmet_ballistic_spec.p3d\"\n- \"a3\\characters_f\\opfor\\h_beret_csat_01_f.p3d\"\n- \"a3\\characters_f\\opfor\\o_officer.p3d\"\n- \"a3\\characters_f\\opfor\\o_officer_noinsignia_f.p3d\"\n- \"a3\\characters_f\\opfor\\o_paramilitary.p3d\"\n- \"a3\\characters_f\\opfor\\o_sniper.p3d\"\n- \"a3\\characters_f\\opfor\\o_soldier_01.p3d\"\n- \"a3\\characters_f\\proxies\\backpack.p3d\"\n- \"a3\\characters_f\\proxies\\backpack2.p3d\"\n- \"a3\\characters_f\\proxies\\binoculars.p3d\"\n- \"a3\\characters_f\\proxies\\equipment.p3d\"\n- \"a3\\characters_f\\proxies\\flag.p3d\"\n- \"a3\\characters_f\\proxies\\glasses.p3d\"\n- \"a3\\characters_f\\proxies\\hair.p3d\"\n- \"a3\\characters_f\\proxies\\headgear.p3d\"\n- \"a3\\characters_f\\proxies\\head_male.p3d\"\n- \"a3\\characters_f\\proxies\\hmd.p3d\"\n- \"a3\\characters_f\\proxies\\launcher.p3d\"\n- \"a3\\characters_f\\proxies\\nvg.p3d\"\n- \"a3\\characters_f\\proxies\\pistol.p3d\"\n- \"a3\\characters_f\\proxies\\pistol_holstered.p3d\"\n- \"a3\\characters_f\\proxies\\radio.p3d\"\n- \"a3\\characters_f\\proxies\\weapon.p3d\"\n- \"a3\\characters_f\\proxymodels\\backpack.p3d\"\n- \"a3\\characters_f\\proxymodels\\backpack2.p3d\"\n- \"a3\\characters_f\\proxymodels\\binoculars.p3d\"\n- \"a3\\characters_f\\proxymodels\\equipmentvest.p3d\"\n- \"a3\\characters_f\\proxymodels\\flag.p3d\"\n- \"a3\\characters_f\\proxymodels\\glasses.p3d\"\n- \"a3\\characters_f\\proxymodels\\hair.p3d\"\n- \"a3\\characters_f\\proxymodels\\headgear.p3d\"\n- \"a3\\characters_f\\proxymodels\\head_male.p3d\"\n- \"a3\\characters_f\\proxymodels\\launcher.p3d\"\n- \"a3\\characters_f\\proxymodels\\nvg.p3d\"\n- \"a3\\characters_f\\proxymodels\\pistol.p3d\"\n- \"a3\\characters_f\\proxymodels\\pistol_holstered.p3d\"\n- \"a3\\characters_f\\proxymodels\\radio.p3d\"\n- \"a3\\characters_f\\proxymodels\\weapon.p3d\"\n- \"a3\\characters_f\\templatertm\\bysta.p3d\"\n- \"a3\\characters_f\\templatertm\\male.p3d\"\n- \"a3\\characters_f\\templatertm\\manskeleton_pivots.p3d\"\n- \"a3\\characters_f\\templatertm\\womanskeleton_pivots.p3d\"\n- \"a3\\characters_f_aow\\headgear\\paradedresscap_01_f.p3d\"\n- \"a3\\characters_f_aow\\uniforms\\formalsuit_01_f.p3d\"\n- \"a3\\characters_f_aow\\uniforms\\formalsuit_01_tshirt_f.p3d\"\n- \"a3\\characters_f_aow\\uniforms\\paradeuniform_01_f.p3d\"\n- \"a3\\characters_f_aow\\uniforms\\paradeuniform_decorated_01_f.p3d\"\n- \"a3\\characters_f_aow\\uniforms\\suitpacks\\suitpack_arttshirt_01_f.p3d\"\n- \"a3\\characters_f_aow\\uniforms\\suitpacks\\suitpack_formalsuit_01_f.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_combat.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_lowprofile.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_shades_green.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_shades_red.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_spectacles.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_spectacles_tinted.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_sport_blackwhite.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_sport_blackyellow.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_sport_checkered.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_sport_greenblack.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_sport_red.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_squares.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_squares_tinted.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_tactical.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_tactical_black.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_tactical_camo.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_tactical_mirror.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_tactical_yellow.p3d\"\n- \"a3\\characters_f_beta\\indep\\equip_ia_ga_carrier_gl_rig.p3d\"\n- \"a3\\characters_f_beta\\indep\\equip_ia_vest01.p3d\"\n- \"a3\\characters_f_beta\\indep\\equip_ia_vest02.p3d\"\n- \"a3\\characters_f_beta\\indep\\equip_ir_vest01.p3d\"\n- \"a3\\characters_f_beta\\indep\\headgear_helmet_canvas.p3d\"\n- \"a3\\characters_f_beta\\indep\\headgear_ia_helmet_crew.p3d\"\n- \"a3\\characters_f_beta\\indep\\ia_officer.p3d\"\n- \"a3\\characters_f_beta\\indep\\ia_sniper.p3d\"\n- \"a3\\characters_f_beta\\indep\\ia_soldier_01.p3d\"\n- \"a3\\characters_f_beta\\indep\\ia_soldier_02.p3d\"\n- \"a3\\characters_f_bootcamp\\common\\g_vr.p3d\"\n- \"a3\\characters_f_bootcamp\\common\\vr_protagonist_f.p3d\"\n- \"a3\\characters_f_bootcamp\\common\\vr_soldier_f.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\g_balaclava_clean.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\g_balaclava_combat.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\g_balaclava_lowprofile.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\g_bandana_aviator.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\g_bandana_clean.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\g_bandana_shades.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\g_bandana_sport.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\ig_guerrilla_6_1.p3d\"\n- \"a3\\characters_f_enoch\\facewear\\g_airpurifyingrespirator_01_f.p3d\"\n- \"a3\\characters_f_enoch\\facewear\\g_airpurifyingrespirator_02_f.p3d\"\n- \"a3\\characters_f_enoch\\facewear\\g_blindfold_01_f.p3d\"\n- \"a3\\characters_f_enoch\\facewear\\g_regulatormask_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_beret_eaf_01_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_helmetaggressor_01_cover_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_helmetaggressor_01_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_helmethbk_01_chops_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_helmethbk_01_ear_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_helmethbk_01_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_helmethbk_01_headset_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_tinfoil_hat_01.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\cbrn_suit_01_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\gorka_01_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\i_e_coveralls_01_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\i_e_officer_01_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\i_e_soldier_01_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\i_e_soldier_01_shortsleeve_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\i_e_soldier_01_tanktop_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\suitpacks\\suitpack_scientist_02_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\suitpacks\\suitpack_scientist_02_formal_f.p3d\"\n- \"a3\\characters_f_enoch\\vests\\v_carrierrigkbt_01_f.p3d\"\n- \"a3\\characters_f_enoch\\vests\\v_carrierrigkbt_01_heavy_f.p3d\"\n- \"a3\\characters_f_enoch\\vests\\v_carrierrigkbt_01_light_f.p3d\"\n- \"a3\\characters_f_enoch\\vests\\v_smershvest_01_f.p3d\"\n- \"a3\\characters_f_epa\\blufor\\backpack_kerry.p3d\"\n- \"a3\\characters_f_epa\\blufor\\b_soldier_survival_01.p3d\"\n- \"a3\\characters_f_epa\\blufor\\equip_b_vest_kerry.p3d\"\n- \"a3\\characters_f_epa\\blufor\\headgear_b_helmet_kerry.p3d\"\n- \"a3\\characters_f_epb\\blufor\\headgear_beret02.p3d\"\n- \"a3\\characters_f_epb\\civil\\headgear_c_bandana1_hs.p3d\"\n- \"a3\\characters_f_epb\\common\\booniehat_hs.p3d\"\n- \"a3\\characters_f_epb\\common\\capb_hs.p3d\"\n- \"a3\\characters_f_epb\\guerrilla\\headgear_shemagmask_hs.p3d\"\n- \"a3\\characters_f_epb\\guerrilla\\ig_guerrilla4_1.p3d\"\n- \"a3\\characters_f_epb\\guerrilla\\ig_guerrilla5_1.p3d\"\n- \"a3\\characters_f_epb\\heads\\glasses\\g_b_diving.p3d\"\n- \"a3\\characters_f_epb\\heads\\glasses\\g_i_diving.p3d\"\n- \"a3\\characters_f_epb\\heads\\glasses\\g_o_diving.p3d\"\n- \"a3\\characters_f_epb\\heads\\m_ig_leader.p3d\"\n- \"a3\\characters_f_epc\\civil\\c_journalist.p3d\"\n- \"a3\\characters_f_epc\\civil\\c_nikos_aged.p3d\"\n- \"a3\\characters_f_epc\\civil\\equip_press_vest_01.p3d\"\n- \"a3\\characters_f_exp\\blufor\\b_ctrg_soldier_01_f.p3d\"\n- \"a3\\characters_f_exp\\blufor\\b_ctrg_soldier_02_f.p3d\"\n- \"a3\\characters_f_exp\\blufor\\b_ctrg_soldier_03_f.p3d\"\n- \"a3\\characters_f_exp\\blufor\\g_balaclava_ti_f.p3d\"\n- \"a3\\characters_f_exp\\blufor\\g_balaclava_ti_g_f.p3d\"\n- \"a3\\characters_f_exp\\blufor\\h_helmetb_ti_tna_f.p3d\"\n- \"a3\\characters_f_exp\\civil\\c_man_casual_shorts_f.p3d\"\n- \"a3\\characters_f_exp\\civil\\c_tanoan1_f.p3d\"\n- \"a3\\characters_f_exp\\common\\equip_tacchestrig.p3d\"\n- \"a3\\characters_f_exp\\common\\g_balaclava_light.p3d\"\n- \"a3\\characters_f_exp\\gendarmerie\\b_gen_commander_f.p3d\"\n- \"a3\\characters_f_exp\\gendarmerie\\b_gen_soldier_f.p3d\"\n- \"a3\\characters_f_exp\\headgear\\headgear_beret02.p3d\"\n- \"a3\\characters_f_exp\\heads\\m_tanoan_01.p3d\"\n- \"a3\\characters_f_exp\\opfor\\headgear_o_vipersp.p3d\"\n- \"a3\\characters_f_exp\\opfor\\o_viper.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_bandit_1_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_bandit_2_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_bandit_3_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_bandit_4_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_bandit_5_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_camo_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_para_1_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_para_2_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_para_3_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_para_4_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_para_5_f.p3d\"\n- \"a3\\characters_f_gamma\\guerrilla\\headgear_shemagmask.p3d\"\n- \"a3\\characters_f_gamma\\guerrilla\\h_tank_unzip_f.p3d\"\n- \"a3\\characters_f_gamma\\guerrilla\\ig_guerrilla1_1.p3d\"\n- \"a3\\characters_f_gamma\\guerrilla\\ig_guerrilla2_1.p3d\"\n- \"a3\\characters_f_gamma\\guerrilla\\ig_guerrilla3_1.p3d\"\n- \"a3\\characters_f_gamma\\guerrilla\\ig_leader.p3d\"\n- \"a3\\characters_f_gamma\\heads\\glasses\\g_aviators.p3d\"\n- \"a3\\characters_f_gamma\\heads\\glasses\\g_lady_blue.p3d\"\n- \"a3\\characters_f_gamma\\heads\\glasses\\g_lady_dark.p3d\"\n- \"a3\\characters_f_gamma\\heads\\glasses\\g_lady_mirror.p3d\"\n- \"a3\\characters_f_gamma\\heads\\glasses\\g_lady_red.p3d\"\n- \"a3\\characters_f_jets\\vests\\v_deckcrew_f.p3d\"\n- \"a3\\characters_f_kart\\civil\\c_driver_f.p3d\"\n- \"a3\\characters_f_kart\\civil\\c_racinghelmet_f.p3d\"\n- \"a3\\characters_f_kart\\civil\\driver.p3d\"\n- \"a3\\characters_f_mark\\blufor\\b_fullghillie_f.p3d\"\n- \"a3\\characters_f_mark\\indep\\i_fullghillie_f.p3d\"\n- \"a3\\characters_f_mark\\opfor\\o_fullghillie_f.p3d\"\n- \"a3\\characters_f_orange\\facewear\\g_eyeprotectors_earpiece_f.p3d\"\n- \"a3\\characters_f_orange\\facewear\\g_eyeprotectors_f.p3d\"\n- \"a3\\characters_f_orange\\facewear\\g_respirator_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_construction_basic_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_construction_earprot_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_construction_headset_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_earprotectors_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_hat_safari_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_headbandage_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_headset_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_pasgt_basic_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_pasgt_neckprot_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_wirelessearpiece_f.p3d\"\n- \"a3\\characters_f_orange\\uniforms\\c_mechanic_01_f.p3d\"\n- \"a3\\characters_f_orange\\uniforms\\c_paramedic_01_f.p3d\"\n- \"a3\\characters_f_orange\\vests\\v_eod_vest_f.p3d\"\n- \"a3\\characters_f_orange\\vests\\v_legstrapbag_f.p3d\"\n- \"a3\\characters_f_orange\\vests\\v_plain_cloth_f.p3d\"\n- \"a3\\characters_f_orange\\vests\\v_pocketed_cloth_f.p3d\"\n- \"a3\\characters_f_orange\\vests\\v_safety_cloth_f.p3d\"\n- \"a3\\characters_f_tank\\uniforms\\u_tank_crew_f.p3d\"\n- \"a3\\data_f\\anchor.p3d\"\n- \"a3\\data_f\\blesk1.p3d\"\n- \"a3\\data_f\\blesk2.p3d\"\n- \"a3\\data_f\\bohemiaolor2.p3d\"\n- \"a3\\data_f\\box.p3d\"\n- \"a3\\data_f\\camera.p3d\"\n- \"a3\\data_f\\cam_360.p3d\"\n- \"a3\\data_f\\cam_zoom_in_front.p3d\"\n- \"a3\\data_f\\cl_basic.p3d\"\n- \"a3\\data_f\\cl_exp.p3d\"\n- \"a3\\data_f\\cl_exp_cloud02.p3d\"\n- \"a3\\data_f\\cl_exp_cloud06.p3d\"\n- \"a3\\data_f\\cl_feathers2.p3d\"\n- \"a3\\data_f\\cl_fire.p3d\"\n- \"a3\\data_f\\cl_fireball_02.p3d\"\n- \"a3\\data_f\\cl_fired.p3d\"\n- \"a3\\data_f\\cl_firetest.p3d\"\n- \"a3\\data_f\\cl_grass1.p3d\"\n- \"a3\\data_f\\cl_grass2.p3d\"\n- \"a3\\data_f\\cl_grassmulti.p3d\"\n- \"a3\\data_f\\cl_grasssingle.p3d\"\n- \"a3\\data_f\\cl_grenade2.p3d\"\n- \"a3\\data_f\\cl_hay.p3d\"\n- \"a3\\data_f\\cl_leaf.p3d\"\n- \"a3\\data_f\\cl_leaf2.p3d\"\n- \"a3\\data_f\\cl_leaf3.p3d\"\n- \"a3\\data_f\\cl_leaf_betula.p3d\"\n- \"a3\\data_f\\cl_leaf_dry.p3d\"\n- \"a3\\data_f\\cl_leaf_fagussylvatica.p3d\"\n- \"a3\\data_f\\cl_paper1.p3d\"\n- \"a3\\data_f\\cl_plastic1.p3d\"\n- \"a3\\data_f\\cl_rock1.p3d\"\n- \"a3\\data_f\\cl_water.p3d\"\n- \"a3\\data_f\\cl_wheat.p3d\"\n- \"a3\\data_f\\cl_wheatseed.p3d\"\n- \"a3\\data_f\\colision.p3d\"\n- \"a3\\data_f\\cone.p3d\"\n- \"a3\\data_f\\cone2.p3d\"\n- \"a3\\data_f\\cube.p3d\"\n- \"a3\\data_f\\default.p3d\"\n- \"a3\\data_f\\exp.p3d\"\n- \"a3\\data_f\\flare00.p3d\"\n- \"a3\\data_f\\flare01.p3d\"\n- \"a3\\data_f\\flare02.p3d\"\n- \"a3\\data_f\\flare03.p3d\"\n- \"a3\\data_f\\flare04.p3d\"\n- \"a3\\data_f\\flare05.p3d\"\n- \"a3\\data_f\\flare06.p3d\"\n- \"a3\\data_f\\flare07.p3d\"\n- \"a3\\data_f\\flare08.p3d\"\n- \"a3\\data_f\\flare09.p3d\"\n- \"a3\\data_f\\flare10.p3d\"\n- \"a3\\data_f\\flare11.p3d\"\n- \"a3\\data_f\\flare12.p3d\"\n- \"a3\\data_f\\flare13.p3d\"\n- \"a3\\data_f\\flare14.p3d\"\n- \"a3\\data_f\\flare15.p3d\"\n- \"a3\\data_f\\force.p3d\"\n- \"a3\\data_f\\game_icons.p3d\"\n- \"a3\\data_f\\halflight.p3d\"\n- \"a3\\data_f\\hook\\hook_f.p3d\"\n- \"a3\\data_f\\horizont.p3d\"\n- \"a3\\data_f\\horizont_sphere.p3d\"\n- \"a3\\data_f\\koule.p3d\"\n- \"a3\\data_f\\koulesvetlo.p3d\"\n- \"a3\\data_f\\krater.p3d\"\n- \"a3\\data_f\\krater_po_kulce.p3d\"\n- \"a3\\data_f\\kursor.p3d\"\n- \"a3\\data_f\\laserbeam.p3d\"\n- \"a3\\data_f\\libraryicons.p3d\"\n- \"a3\\data_f\\missilesmoke.p3d\"\n- \"a3\\data_f\\moon.p3d\"\n- \"a3\\data_f\\moonhalo.p3d\"\n- \"a3\\data_f\\moon_anim.p3d\"\n- \"a3\\data_f\\mrak1.p3d\"\n- \"a3\\data_f\\mrak2.p3d\"\n- \"a3\\data_f\\mrak3.p3d\"\n- \"a3\\data_f\\mrak4.p3d\"\n- \"a3\\data_f\\nomipmaptextures.p3d\"\n- \"a3\\data_f\\obloha.p3d\"\n- \"a3\\data_f\\papauto.p3d\"\n- \"a3\\data_f\\particleeffects\\craterlong\\craterlong.p3d\"\n- \"a3\\data_f\\particleeffects\\craterlong\\craterlong_small.p3d\"\n- \"a3\\data_f\\particleeffects\\hit_leaves\\leaves.p3d\"\n- \"a3\\data_f\\particleeffects\\hit_leaves\\leaves_green.p3d\"\n- \"a3\\data_f\\particleeffects\\hit_leaves\\sticks.p3d\"\n- \"a3\\data_f\\particleeffects\\hit_leaves\\sticks_green.p3d\"\n- \"a3\\data_f\\particleeffects\\pstone\\pstone.p3d\"\n- \"a3\\data_f\\particleeffects\\shard\\shard.p3d\"\n- \"a3\\data_f\\particleeffects\\shard\\shard2.p3d\"\n- \"a3\\data_f\\particleeffects\\shard\\shard3.p3d\"\n- \"a3\\data_f\\particleeffects\\shard\\shard4.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\ammobelt_links.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\cactusparts_bigger.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\cactusparts_small.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\coal.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\explosion_4x4.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassparts_00.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassparts_01.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassparts_02.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassparts_03.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassparts_04.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassparts_05.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassparts_06.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassshards.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\grassmesh.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\grass_volume.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\hay.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\hiteffect.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\meat_ca.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\mud.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\refract.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\smoke.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\sparksball.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\sparksdot.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\stonesmall.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\test_arrow.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\treepart.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\underwatersmoke.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\universal.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\universalonsurface.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\universal_02.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\wheat.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\wheatseed.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\wheeleffect.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\woodchippings.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\woodparts_01.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\woodparts_02.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\woodparts_03.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\woodparts_04.p3d\"\n- \"a3\\data_f\\particleeffects\\wallpart\\wallpart.p3d\"\n- \"a3\\data_f\\particleeffects\\wallpart\\wallpart2.p3d\"\n- \"a3\\data_f\\particletest.p3d\"\n- \"a3\\data_f\\point.p3d\"\n- \"a3\\data_f\\proxies\\amv\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\amv\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\amv\\commander.p3d\"\n- \"a3\\data_f\\proxies\\amv\\driver.p3d\"\n- \"a3\\data_f\\proxies\\amv\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\assault_boat\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\assault_boat\\driver.p3d\"\n- \"a3\\data_f\\proxies\\assault_boat\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\crew_tank01\\commander.p3d\"\n- \"a3\\data_f\\proxies\\crew_tank01\\driver.p3d\"\n- \"a3\\data_f\\proxies\\crew_tank01\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\damagewheel\\damagewheel_1.p3d\"\n- \"a3\\data_f\\proxies\\damagewheel\\damagewheel_2.p3d\"\n- \"a3\\data_f\\proxies\\damagewheel\\damagewheel_3.p3d\"\n- \"a3\\data_f\\proxies\\damagewheel\\damagewheel_4.p3d\"\n- \"a3\\data_f\\proxies\\damagewheel\\damagewheel_5.p3d\"\n- \"a3\\data_f\\proxies\\damagewheel\\damagewheel_6.p3d\"\n- \"a3\\data_f\\proxies\\driver_boat01\\driver.p3d\"\n- \"a3\\data_f\\proxies\\driver_crusherugv\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\driver_crusherugv\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\driver_high01\\driver.p3d\"\n- \"a3\\data_f\\proxies\\driver_low01\\driver.p3d\"\n- \"a3\\data_f\\proxies\\driver_mid01\\driver.p3d\"\n- \"a3\\data_f\\proxies\\driver_offroad\\driver.p3d\"\n- \"a3\\data_f\\proxies\\driver_quadbike\\driver.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\cargo05.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\cargo06.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\cargo07.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\driver.p3d\"\n- \"a3\\data_f\\proxies\\flags\\flag_alone.p3d\"\n- \"a3\\data_f\\proxies\\flags\\flag_auto.p3d\"\n- \"a3\\data_f\\proxies\\gunner_fennek\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\gunner_hunter\\commander.p3d\"\n- \"a3\\data_f\\proxies\\gunner_hunter\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\gunner_standup01\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\gunner_standup01_minigun\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\gunner_staticlauncher\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\gunner_static_low01\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\heli_attack_01\\co-pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_attack_01\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\heli_attack_01\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_attack_02\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\heli_attack_02\\co-pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_attack_02\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\heli_attack_02\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_light_01\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\heli_light_01\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\heli_light_01\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_light_02\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\heli_light_02\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\heli_light_02\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_transport_01\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\heli_transport_01\\co-pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_transport_01\\commander.p3d\"\n- \"a3\\data_f\\proxies\\heli_transport_01\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\heli_transport_01\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_transport_03\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_transport_04\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\hemtt\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\hemtt\\driver.p3d\"\n- \"a3\\data_f\\proxies\\hound_matv\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\hound_matv\\commander.p3d\"\n- \"a3\\data_f\\proxies\\hound_matv\\driver.p3d\"\n- \"a3\\data_f\\proxies\\hound_matv\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\hunter\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\hunter\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\hunter\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\hunter\\driver.p3d\"\n- \"a3\\data_f\\proxies\\hunter\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\medevac_cargo\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\mk6\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\mk6\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\mortar\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_armor_blackfish.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_armor_m4.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_armor_mbts.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_machinegun_cheetah.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_machinegun_m134minigun.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_machinegun_m2_50.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_machinegun_mk30.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_machinegun_mk32.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_sparks_01.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_sparks_02.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash1.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash2.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash3.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_2x2.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_2x2_front.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_gm6.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_gmg.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_mk20_front.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_pistol.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_pistol_acp.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_pistol_flaregun.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_pistol_mk26.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_pistol_p07.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_pistol_ruger.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_aa40.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_gm6.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_kriss.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_ksg.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_m200.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_m230.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_m4.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_mk20.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_mx25.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_pdw2000.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_rfb.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_scorpion.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_trg20.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rocket_70mm.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rocket_aim9x.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rocket_hellfire.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rocket_zephyr.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_silencer.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_suppressor.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_xm25.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\smoke_white_tail.p3d\"\n- \"a3\\data_f\\proxies\\offroad\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\offroad\\driver.p3d\"\n- \"a3\\data_f\\proxies\\pandur2\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\pandur2\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\pandur2\\commander.p3d\"\n- \"a3\\data_f\\proxies\\pandur2\\driver.p3d\"\n- \"a3\\data_f\\proxies\\pandur2\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\panther\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\panther\\commander.p3d\"\n- \"a3\\data_f\\proxies\\panther\\driver.p3d\"\n- \"a3\\data_f\\proxies\\panther\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\para\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_generic01\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_generic02b\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_generic02\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_generic03\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_generic04\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_narrow_generic01\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_narrow_generic02\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_narrow_generic03\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_boat_holdleft2\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_boat_holdleft\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_boat_holdright2\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_boat_holdright\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_boat_rightrear\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_flatground_crosslegs\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_flatground_crosslegs\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_flatground_leanleft\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_flatground_leanleft\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_flatground_leanright\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_flatground_leanright\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_foldhands\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_foldhands\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_foldhands\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_foldhands\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_foldhands\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_foldhands\\cargo05.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_foldhands\\cargo06.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanleft\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanleft\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanleft\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanleft\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanleft\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanleft\\cargo05.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanleft\\cargo06.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanright\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanright\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanright\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanright\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanright\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanright\\cargo05.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanright\\cargo06.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_back\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_back\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_back\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_back\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_back\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_back\\cargo05.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_back\\cargo06.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_front\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_front\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_front\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_front\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_front\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_front\\cargo05.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_front\\cargo06.p3d\"\n- \"a3\\data_f\\proxies\\passenger_low01\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_low01\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_low01\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\passenger_low01\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\passenger_low01\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\passenger_low01\\cargo05.p3d\"\n- \"a3\\data_f\\proxies\\passenger_low01\\cargo06.p3d\"\n- \"a3\\data_f\\proxies\\passenger_mantisrear\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_quadbike\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_scooter\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\pilot_heli_attack_01\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\pilot_heli_attack_01\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\pilot_plane_fighter_03\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\plane_fighter_01\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\quadbike\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\quadbike\\driver.p3d\"\n- \"a3\\data_f\\proxies\\rope\\rope.p3d\"\n- \"a3\\data_f\\proxies\\rope\\rope_1m.p3d\"\n- \"a3\\data_f\\proxies\\rope\\rope_2m.p3d\"\n- \"a3\\data_f\\proxies\\rope\\rope_3m.p3d\"\n- \"a3\\data_f\\proxies\\rubber_boat\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\rubber_boat\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\rubber_boat\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\rubber_boat\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\rubber_boat\\driver.p3d\"\n- \"a3\\data_f\\proxies\\sdv\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\sdv\\commander.p3d\"\n- \"a3\\data_f\\proxies\\sdv\\driver.p3d\"\n- \"a3\\data_f\\proxies\\slammer\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\slammer\\commander.p3d\"\n- \"a3\\data_f\\proxies\\slammer\\driver.p3d\"\n- \"a3\\data_f\\proxies\\slammer\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\small_boat\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\small_boat\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\small_boat\\driver.p3d\"\n- \"a3\\data_f\\proxies\\staticturret\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\t100k\\commander.p3d\"\n- \"a3\\data_f\\proxies\\t100k\\driver.p3d\"\n- \"a3\\data_f\\proxies\\t100k\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\driver.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\kia_cargo02.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\kia_cargo03.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\kia_cargo04.p3d\"\n- \"a3\\data_f\\proxies\\van\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\van\\driver.p3d\"\n- \"a3\\data_f\\proxies\\weapon_slots\\magazineslot.p3d\"\n- \"a3\\data_f\\proxies\\weapon_slots\\muzzle.p3d\"\n- \"a3\\data_f\\proxies\\weapon_slots\\side.p3d\"\n- \"a3\\data_f\\proxies\\weapon_slots\\top.p3d\"\n- \"a3\\data_f\\rainbow.p3d\"\n- \"a3\\data_f\\raindrop.p3d\"\n- \"a3\\data_f\\rect.p3d\"\n- \"a3\\data_f\\stars.p3d\"\n- \"a3\\data_f\\sun.p3d\"\n- \"a3\\data_f\\sunhalo.p3d\"\n- \"a3\\data_f\\svetlo.p3d\"\n- \"a3\\data_f\\tetrahedron.p3d\"\n- \"a3\\data_f\\training_ring_30.p3d\"\n- \"a3\\data_f\\tvhi.p3d\"\n- \"a3\\data_f\\volumelight.p3d\"\n- \"a3\\data_f\\volumelightcar.p3d\"\n- \"a3\\data_f\\volumelightflashlight.p3d\"\n- \"a3\\data_f\\volumelight_searchlight.p3d\"\n- \"a3\\data_f\\volumelight_searchlightsmall.p3d\"\n- \"a3\\data_f\\vysilacka.p3d\"\n- \"a3\\data_f\\xgps.p3d\"\n- \"a3\\data_f\\xgps2.p3d\"\n- \"a3\\data_f\\xkompas.p3d\"\n- \"a3\\data_f\\xkosei.p3d\"\n- \"a3\\data_f_argo\\nomipmaptextures.p3d\"\n- \"a3\\data_f_bootcamp\\nomipmaptextures.p3d\"\n- \"a3\\data_f_curator\\eagle\\eagle.p3d\"\n- \"a3\\data_f_curator\\items\\dummyheadgear.p3d\"\n- \"a3\\data_f_curator\\items\\dummyitem.p3d\"\n- \"a3\\data_f_curator\\items\\dummyweapon.p3d\"\n- \"a3\\data_f_curator\\misc\\lightning1.p3d\"\n- \"a3\\data_f_curator\\misc\\lightning2.p3d\"\n- \"a3\\data_f_curator\\misc\\surface10m.p3d\"\n- \"a3\\data_f_enoch\\data\\virtualsound_01_f.p3d\"\n- \"a3\\data_f_enoch\\proxies\\flags\\flag_miniugv.p3d\"\n- \"a3\\data_f_enoch\\proxies\\muzzle_flash\\muzzle_flash_acca_tma.p3d\"\n- \"a3\\data_f_enoch\\proxies\\muzzle_flash\\muzzle_flash_rifle_msbs.p3d\"\n- \"a3\\data_f_enoch\\proxies\\muzzle_flash\\muzzle_flash_rifle_shotgun.p3d\"\n- \"a3\\data_f_enoch\\proxies\\weapon_slots\\magazineslot.p3d\"\n- \"a3\\data_f_jets\\particleeffects\\shockcone.p3d\"\n- \"a3\\data_f_mark\\nomipmaptextures.p3d\"\n- \"a3\\data_f_mark\\particleeffects\\universal\\waterballonexplode_01.p3d\"\n- \"a3\\data_f_mark\\particleeffects\\universal\\waterdrop.p3d\"\n- \"a3\\data_f_mark\\particleeffects\\universal\\waterdrops.p3d\"\n- \"a3\\data_f_mark\\proxies\\weapon_slots\\underbarrel.p3d\"\n- \"a3\\data_f_orange\\data\\krater_maly.p3d\"\n- \"a3\\data_f_orange\\particleeffects\\universal\\orangedrop.p3d\"\n- \"a3\\data_f_orange\\particleeffects\\universal\\orangedrops.p3d\"\n- \"a3\\data_f_orange\\particleeffects\\universal\\orangeexplode_01.p3d\"\n- \"a3\\drones_f\\air_f_gamma\\uav_01\\uav_01_backpack_f.p3d\"\n- \"a3\\drones_f\\air_f_gamma\\uav_01\\uav_01_f.p3d\"\n- \"a3\\drones_f\\air_f_gamma\\uav_02\\rotor_f.p3d\"\n- \"a3\\drones_f\\air_f_gamma\\uav_02\\uav_02_f.p3d\"\n- \"a3\\drones_f\\soft_f_gamma\\ugv_01\\ugv_01_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\ammoboxes\\bags\\uav_backpack_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\items\\uav_controller_aaf_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\items\\uav_controller_civ_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\items\\uav_controller_csat_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\items\\uav_controller_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\reticle\\uav_02_optics_gunner_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\reticle\\uav_optics_gunner_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\reticle\\uav_optics_gunner_medium_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\reticle\\uav_optics_gunner_narrow_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\reticle\\uav_optics_gunner_wide_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\reticle\\ugv_01_optics_driver_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\reticle\\ugv_01_optics_gunner_f.p3d\"\n- \"a3\\editor_f\\data\\composition_proxy\\composition_proxy.p3d\"\n- \"a3\\map_altis\\data\\horizont.p3d\"\n- \"a3\\map_altis\\data\\obloha.p3d\"\n- \"a3\\map_altis\\data\\water\\test_ad_quarry01.p3d\"\n- \"a3\\map_altis\\data\\water\\test_dam01.p3d\"\n- \"a3\\map_altis\\data\\water\\test_reservoir01.p3d\"\n- \"a3\\map_altis\\data\\water\\test_swamp01.p3d\"\n- \"a3\\map_altis\\data\\water\\test_wf_lower.p3d\"\n- \"a3\\map_altis\\data\\water\\test_wf_upper.p3d\"\n- \"a3\\map_altis\\data\\water\\water_tile.p3d\"\n- \"a3\\map_enoch\\data\\horizon.p3d\"\n- \"a3\\map_enoch\\data\\skydome.p3d\"\n- \"a3\\map_stratis\\data\\horizont.p3d\"\n- \"a3\\map_stratis\\data\\obloha.p3d\"\n- \"a3\\map_tanoabuka\\data\\horizon.p3d\"\n- \"a3\\map_tanoabuka\\data\\objects\\structures\\satellitedish.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\arrow_left.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\arrow_right.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\arrow_stright.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\arrow_strleft.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\arrow_strright.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\giveway.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_busstop.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_keepclear.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_linec_15deg.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_linec_45deg.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_linec_90deg.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_line_10m.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_line_2m.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_line_5m.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_stop.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_taxi.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\road_crossing.p3d\"\n- \"a3\\map_tanoabuka\\data\\skydome.p3d\"\n- \"a3\\map_vr\\data\\horizont.p3d\"\n- \"a3\\map_vr\\data\\obloha.p3d\"\n- \"a3\\misc_f\\helpers\\sign_arrow_direction_f.p3d\"\n- \"a3\\misc_f\\helpers\\sign_arrow_f.p3d\"\n- \"a3\\misc_f\\helpers\\sign_arrow_large_f.p3d\"\n- \"a3\\misc_f\\helpers\\sign_circle_f.p3d\"\n- \"a3\\misc_f\\helpers\\sign_pointer_f.p3d\"\n- \"a3\\misc_f\\helpers\\sign_sphere100cm_f.p3d\"\n- \"a3\\misc_f\\helpers\\sign_sphere10cm_f.p3d\"\n- \"a3\\misc_f\\helpers\\sign_sphere25cm_f.p3d\"\n- \"a3\\misc_f\\helpers\\usertexture10m.p3d\"\n- \"a3\\misc_f\\helpers\\usertexture1m.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\charitysign_01_simple.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\charitysign_02_simple.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\diorama_base_01_simple.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\diorama_base_02_simple.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\diorama_support_01_simple.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\felt_cube_large_simple.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\felt_cube_simple.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\grasstexture10m.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\vantland_sign_simple.p3d\"\n- \"a3\\missions_f_beta\\data\\objects\\vr_shape_01_cube_1m_nofiregeom_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\box_uav_06_vaccine_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\dummyitemsmall_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\military_id_card_01_csat_01_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\military_id_card_01_csat_02_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\military_id_card_01_csat_03_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\military_id_card_01_csat_04_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\military_id_card_01_csat_05_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\wallet_01_csat_f.p3d\"\n- \"a3\\missions_f_oldman\\systems\\ui\\objects\\watchdummy.p3d\"\n- \"a3\\missions_f_orange\\data\\leaflet_idap_f.p3d\"\n- \"a3\\missions_f_orange\\data\\leaflet_oreokastro_f.p3d\"\n- \"a3\\modules_f_curator\\cas\\surfacegun.p3d\"\n- \"a3\\modules_f_curator\\cas\\surfacegunmissile.p3d\"\n- \"a3\\modules_f_curator\\cas\\surfacemissile.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorciv100m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorciv200m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorciv500m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectoreast100m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectoreast200m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectoreast500m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorguer100m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorguer200m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorguer500m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorpreview100m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorpreview200m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorpreview500m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorunknown100m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorunknown200m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorunknown500m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorwest100m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorwest200m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorwest500m.p3d\"\n- \"a3\\modules_f_curator\\ordnance\\surfacehowitzer.p3d\"\n- \"a3\\modules_f_curator\\ordnance\\surfacemortar.p3d\"\n- \"a3\\modules_f_curator\\ordnance\\surfacerocket.p3d\"\n- \"a3\\plants_f\\bush\\bw_setbig_brains_f.p3d\"\n- \"a3\\plants_f\\bush\\bw_setbig_corals_f.p3d\"\n- \"a3\\plants_f\\bush\\bw_setbig_tubeg_f.p3d\"\n- \"a3\\plants_f\\bush\\bw_setbig_tubey_f.p3d\"\n- \"a3\\plants_f\\bush\\bw_setsmall_brains_f.p3d\"\n- \"a3\\plants_f\\bush\\bw_setsmall_tubeg_f.p3d\"\n- \"a3\\plants_f\\bush\\bw_setsmall_tubey_f.p3d\"\n- \"a3\\plants_f\\bush\\b_arundod2s_f.p3d\"\n- \"a3\\plants_f\\bush\\b_arundod3s_f.p3d\"\n- \"a3\\plants_f\\bush\\b_ficusc1s_f.p3d\"\n- \"a3\\plants_f\\bush\\b_ficusc2d_f.p3d\"\n- \"a3\\plants_f\\bush\\b_ficusc2s_f.p3d\"\n- \"a3\\plants_f\\bush\\b_neriumo2d_f.p3d\"\n- \"a3\\plants_f\\bush\\b_neriumo2s_f.p3d\"\n- \"a3\\plants_f\\bush\\b_neriumo2s_white_f.p3d\"\n- \"a3\\plants_f\\bush\\b_thistle_thorn_green.p3d\"\n- \"a3\\plants_f\\clutter\\c_bigfallenbranches_pine.p3d\"\n- \"a3\\plants_f\\clutter\\c_bigfallenbranches_pine02.p3d\"\n- \"a3\\plants_f\\clutter\\c_bigfallenbranches_pine03.p3d\"\n- \"a3\\plants_f\\clutter\\c_branchbig.p3d\"\n- \"a3\\plants_f\\clutter\\c_carduus.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral1.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral2.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral3.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral4.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral5.p3d\"\n- \"a3\\plants_f\\clutter\\c_corals_set_t.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_brain.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_brain_flat1.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_brain_flat2.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_brain_flat3.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_brain_flat4.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_brain_flat_set1.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_brain_white.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_plant1.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_plant2.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_plant_set1.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_sps_pink_set.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_sps_pink_single.p3d\"\n- \"a3\\plants_f\\clutter\\c_crack_clutter1.p3d\"\n- \"a3\\plants_f\\clutter\\c_crack_clutter2.p3d\"\n- \"a3\\plants_f\\clutter\\c_crack_clutter3.p3d\"\n- \"a3\\plants_f\\clutter\\c_crack_clutter4.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_brushmedium_blue.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_brushmedium_white.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_cakile.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_low_yellow1.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_low_yellow2.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_medium_white1.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_medium_white2.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_tansy.p3d\"\n- \"a3\\plants_f\\clutter\\c_grasscrooked.p3d\"\n- \"a3\\plants_f\\clutter\\c_grassdead_tuft_stony.p3d\"\n- \"a3\\plants_f\\clutter\\c_grassdesert_grouphard.p3d\"\n- \"a3\\plants_f\\clutter\\c_grassgreen_grouphard.p3d\"\n- \"a3\\plants_f\\clutter\\c_grassgreen_groupsoft.p3d\"\n- \"a3\\plants_f\\clutter\\c_grasslong_drybunch.p3d\"\n- \"a3\\plants_f\\clutter\\c_grasstall.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_brushhigh_dry.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_brushhigh_green.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_brushlow_sharp.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_bunch_small.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_dry.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_green.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_tall_dead.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_tuftdry.p3d\"\n- \"a3\\plants_f\\clutter\\c_plant_chicory.p3d\"\n- \"a3\\plants_f\\clutter\\c_plant_dock.p3d\"\n- \"a3\\plants_f\\clutter\\c_plant_greenbunch.p3d\"\n- \"a3\\plants_f\\clutter\\c_plant_green_small.p3d\"\n- \"a3\\plants_f\\clutter\\c_plant_mullein.p3d\"\n- \"a3\\plants_f\\clutter\\c_rubble_clutter1.p3d\"\n- \"a3\\plants_f\\clutter\\c_rubble_clutter2.p3d\"\n- \"a3\\plants_f\\clutter\\c_rubble_clutter3.p3d\"\n- \"a3\\plants_f\\clutter\\c_rubble_clutter4.p3d\"\n- \"a3\\plants_f\\clutter\\c_rubble_clutter5.p3d\"\n- \"a3\\plants_f\\clutter\\c_rubble_clutter6.p3d\"\n- \"a3\\plants_f\\clutter\\c_seadollar1.p3d\"\n- \"a3\\plants_f\\clutter\\c_seadollar2.p3d\"\n- \"a3\\plants_f\\clutter\\c_seadollar3.p3d\"\n- \"a3\\plants_f\\clutter\\c_seadollar4.p3d\"\n- \"a3\\plants_f\\clutter\\c_seadollars_set1.p3d\"\n- \"a3\\plants_f\\clutter\\c_seaweed1.p3d\"\n- \"a3\\plants_f\\clutter\\c_seaweed2.p3d\"\n- \"a3\\plants_f\\clutter\\c_sharpstones_erosion.p3d\"\n- \"a3\\plants_f\\clutter\\c_sharpstones_erosion_v2.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_green1.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_green2.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_green3.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_green4.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_yellow1.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_yellow2.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_yellow3.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_yellow4.p3d\"\n- \"a3\\plants_f\\clutter\\c_starfish1.p3d\"\n- \"a3\\plants_f\\clutter\\c_starfish2.p3d\"\n- \"a3\\plants_f\\clutter\\c_strflowerwhitesmall.p3d\"\n- \"a3\\plants_f\\clutter\\c_strgrassdry.p3d\"\n- \"a3\\plants_f\\clutter\\c_strgrassdrymedium_group.p3d\"\n- \"a3\\plants_f\\clutter\\c_strgrassdry_group.p3d\"\n- \"a3\\plants_f\\clutter\\c_strgrassgreen_group.p3d\"\n- \"a3\\plants_f\\clutter\\c_strplantgermader_group.p3d\"\n- \"a3\\plants_f\\clutter\\c_strplantgreenshrub.p3d\"\n- \"a3\\plants_f\\clutter\\c_strplantgreensmall.p3d\"\n- \"a3\\plants_f\\clutter\\c_strplantmullein.p3d\"\n- \"a3\\plants_f\\clutter\\c_strthistlepurple_small.p3d\"\n- \"a3\\plants_f\\clutter\\c_strthistlesmallyellow.p3d\"\n- \"a3\\plants_f\\clutter\\c_strthistleyellowshrub.p3d\"\n- \"a3\\plants_f\\clutter\\c_strthorngray.p3d\"\n- \"a3\\plants_f\\clutter\\c_strthorngreen.p3d\"\n- \"a3\\plants_f\\clutter\\c_strthornkhaki.p3d\"\n- \"a3\\plants_f\\clutter\\c_strweedbrowntall_group.p3d\"\n- \"a3\\plants_f\\clutter\\c_strweedgreentall.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_high.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_high_dead.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_medium.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_small.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_small_greenyellow.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_small_yellow.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_thorn_brown.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_thorn_desert.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_thorn_gray.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_thorn_green.p3d\"\n- \"a3\\plants_f\\clutter\\c_urchin_black.p3d\"\n- \"a3\\plants_f\\clutter\\c_urchin_black_grp.p3d\"\n- \"a3\\plants_f\\clutter\\c_urchin_brown.p3d\"\n- \"a3\\plants_f\\clutter\\c_urchin_brown_grp.p3d\"\n- \"a3\\plants_f\\clutter\\c_urchin_red.p3d\"\n- \"a3\\plants_f\\clutter\\c_urchin_red_grp.p3d\"\n- \"a3\\plants_f\\plant\\p_reeds_f.p3d\"\n- \"a3\\plants_f\\tree\\t_broussonetiap1s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_ficusb1s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_ficusb2s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_fraxinusav2s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_oleae1s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_oleae2s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_phoenixc1s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_phoenixc3s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_pinusp3s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_pinuss1s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_pinuss2s_b_f.p3d\"\n- \"a3\\plants_f\\tree\\t_pinuss2s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_poplar2f_dead_f.p3d\"\n- \"a3\\plants_f\\tree\\t_populusn3s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_quercusir2s_f.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_arundodonax.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_broussonetiapapyrifera.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_damage_biglong_green_01.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_damage_biglong_green_02.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_damage_biglong_green_03.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_damage_biglong_green_04.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_damage_biglong_green_05.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_damage_big_green.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_damage_small_green.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_ficusbenjamina.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_ficuscarica.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_neriumoleander.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_neriumoleander_d.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_oleaeuropaea.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_phoenixcanariensis.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_pines.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_populusnigra.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_quercusilex_rotundifolia.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\canvas_01_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\canvas_01_landscape_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\canvas_01_large_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\canvas_01_small_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\canvas_01_square_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\dioramadisplay_01_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\dioramadisplay_01_proxy_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\dioramadisplay_02_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\easel_01_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\easel_01_folded_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\gallerydioramabase_01_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\gallerydioramaunit_01_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\galleryframe_01_large_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\galleryframe_01_large_portrait_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\galleryframe_01_large_v2_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\galleryframe_01_large_v3_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\galleryframe_02_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\galleryframe_02_large_rectangle_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\galleryframe_02_square_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\gallerylabel_01_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\coffin_01_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\coffin_02_baseplate_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\coffin_02_cover_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\coffin_02_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\coffin_02_flag_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\flowerbouquet_01_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\foldedflag_01_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\memorialwreath_01_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\memorialwreath_01_standing_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\photoframe_02_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\photoframe_02_standing_f.p3d\"\n- \"a3\\props_f_argo\\items\\electronics\\laptop_02_f.p3d\"\n- \"a3\\props_f_destroyer\\military\\briefingroomdesk\\land_briefingroomdesk_01_f.p3d\"\n- \"a3\\props_f_destroyer\\military\\briefingroomscreen\\land_briefingroomscreen_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\camping\\woodentable_02_large_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\anthill_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\bark_beetle_trap_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\bark_beetle_trap_02_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\bark_beetle_trap_03_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\deerskeleton_damaged_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\deerskeleton_full_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\deerskeleton_pile_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\deerskeleton_skull_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\deerstand_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\deerstand_02_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\feedrack_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\feedshack_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\woodenlog_02_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\garbage\\garbagebin_03_f.p3d\"\n- \"a3\\props_f_enoch\\industrial\\electric\\transferswitch_01_f.p3d\"\n- \"a3\\props_f_enoch\\industrial\\supplies\\woodenbox_02_f.p3d\"\n- \"a3\\props_f_enoch\\infrastructure\\traffic\\roadbarrier_01_f.p3d\"\n- \"a3\\props_f_enoch\\infrastructure\\traffic\\woodenwindbreak_01_f.p3d\"\n- \"a3\\props_f_enoch\\items\\documents\\book_01_f.p3d\"\n- \"a3\\props_f_enoch\\items\\documents\\book_02_f.p3d\"\n- \"a3\\props_f_enoch\\items\\documents\\newspaper_01_f.p3d\"\n- \"a3\\props_f_enoch\\items\\tools\\aluminiumfoil_01.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\deskchair_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablecabinet_01_4drawers_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablecabinet_01_7drawers_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablecabinet_01_bookcase_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablecabinet_01_closed_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablecabinet_01_lid_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablecabinet_01_medical_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portabledesk_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portabledesk_01_panel_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablelight_02_double_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablelight_02_folded_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablelight_02_quad_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablelight_02_single_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablelight_02_single_folded_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\satelliteantenna_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\satelliteantenna_01_small_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\tentlamp_01_standing_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\tentlamp_01_suspended_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\tentsolar_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\tentsolar_01_folded_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\antidotekit_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\broom_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\brush_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\cbrncase_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\cbrncontainer_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\cbrnlid_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\containmentarea_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\containmentarea_02_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\containmentarea_03_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\curcylinder_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\deconkit_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\deconshower_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\deconshower_01_sound_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\deconshower_02_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\drainagedeck_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\hazmatbag_01_empty_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\hazmatbag_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\hazmatbag_01_roll_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_corner_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_curvelong_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_curveshort_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_roll_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_sbend_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_step_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_straightlong_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_straightshort_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\liquidspraysystem_01_extended_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\liquidspraysystem_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_corner_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_curvelong_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_curveshort_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_roll_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_sbend_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_step_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_straightlong_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_straightshort_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_corner_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_curvelong_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_curveshort_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_roll_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_sbend_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_step_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_straightlong_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_straightshort_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\scbacylinder_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\scripts\\deconshower_02_hose_damage1_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\scripts\\deconshower_02_hose_damage2_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\spinalboard_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\sponge_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\stretcherrollersystem_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_large_black_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_large_green_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_large_red_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_large_yellow_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_small_black_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_small_green_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_small_red_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_small_yellow_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\trashbagholder_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\walkingframe_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\waterspill_01_large_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\waterspill_01_medium_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\waterspill_01_small_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\watertrail_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\batterypack_01_battery_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\batterypack_01_closed_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\batterypack_01_open_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\computer_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\ipphone_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\laptop_03_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\multiscreencomputer_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\omnidirectionalantenna_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\portableserver_01_cover_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\portableserver_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\portablesolarpanel_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\portablesolarpanel_01_folded_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\portableweatherstation_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\router_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\solarpanel_04_f.p3d\"\n- \"a3\\props_f_enoch\\military\\garbage\\burntgarbage_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\garbage\\garbagebarrel_02_buried_f.p3d\"\n- \"a3\\props_f_enoch\\military\\garbage\\garbagebarrel_02_f.p3d\"\n- \"a3\\props_f_enoch\\military\\wrecks\\heli_light_02_wreck_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\wrecks\\heli_light_02_wreck_02_f.p3d\"\n- \"a3\\props_f_enoch\\military\\wrecks\\heli_light_02_wreck_03_f.p3d\"\n- \"a3\\props_f_enoch\\military\\wrecks\\heli_light_02_wreck_04_f.p3d\"\n- \"a3\\props_f_exp\\civilian\\garbage\\garbageheap_01_f.p3d\"\n- \"a3\\props_f_exp\\civilian\\garbage\\garbageheap_02_f.p3d\"\n- \"a3\\props_f_exp\\civilian\\garbage\\garbageheap_03_f.p3d\"\n- \"a3\\props_f_exp\\civilian\\garbage\\garbageheap_04_f.p3d\"\n- \"a3\\props_f_exp\\civilian\\garbage\\tyre_01_f.p3d\"\n- \"a3\\props_f_exp\\civilian\\garbage\\tyre_01_horizontal_f.p3d\"\n- \"a3\\props_f_exp\\civilian\\garbage\\tyre_01_line_x5_f.p3d\"\n- \"a3\\props_f_exp\\commercial\\market\\woodencounter_01_f.p3d\"\n- \"a3\\props_f_exp\\commercial\\market\\woodencrate_01_f.p3d\"\n- \"a3\\props_f_exp\\commercial\\market\\woodencrate_01_stack_x3_f.p3d\"\n- \"a3\\props_f_exp\\commercial\\market\\woodencrate_01_stack_x5_f.p3d\"\n- \"a3\\props_f_exp\\industrial\\heavyequipment\\bulldozer_01_abandoned_f.p3d\"\n- \"a3\\props_f_exp\\industrial\\heavyequipment\\bulldozer_01_wreck_f.p3d\"\n- \"a3\\props_f_exp\\industrial\\heavyequipment\\combineharvester_01_wreck_f.p3d\"\n- \"a3\\props_f_exp\\industrial\\heavyequipment\\excavator_01_abandoned_f.p3d\"\n- \"a3\\props_f_exp\\industrial\\heavyequipment\\excavator_01_wreck_f.p3d\"\n- \"a3\\props_f_exp\\industrial\\heavyequipment\\haultruck_01_abandoned_f.p3d\"\n- \"a3\\props_f_exp\\industrial\\heavyequipment\\miningshovel_01_abandoned_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\railways\\locomotive_01_v1_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\railways\\locomotive_01_v2_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\railways\\locomotive_01_v3_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\railways\\railwaycar_01_passenger_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\railways\\railwaycar_01_sugarcane_empty_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\railways\\railwaycar_01_sugarcane_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\railways\\railwaycar_01_tank_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\traffic\\roadcone_01_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\traffic\\vergerock_01_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\device_slingloadable_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\irmaskingcover_01_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\irmaskingcover_02_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\portablegenerator_01_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\satelliteantenna_01_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\tripodscreen_01_dual_v1_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\tripodscreen_01_dual_v2_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\tripodscreen_01_large_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanedebris_01_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanedebris_02_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanedebris_03_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanedebris_04_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_01_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_02_front_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_02_front_water_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_02_rear_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_02_rear_water_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_02_wing_left_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_02_wing_right_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_03_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_01_abandoned_blue_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_01_abandoned_red_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_02_abandoned_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_03_abandoned_cover_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_03_abandoned_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_04_wreck_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_05_wreck_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_06_wreck_f.p3d\"\n- \"a3\\props_f_exp_a\\military\\equipment\\dataterminal_01_f.p3d\"\n- \"a3\\props_f_exp_a\\military\\equipment\\tablet_02_f.p3d\"\n- \"a3\\props_f_jets\\military\\tractor\\land_decktractor_01_f.p3d\"\n- \"a3\\props_f_jets\\military\\tractor\\land_towbar_01_f.p3d\"\n- \"a3\\props_f_jets\\military\\trolley\\land_bomb_trolley_01_f.p3d\"\n- \"a3\\props_f_jets\\military\\trolley\\land_missle_trolley_02_f.p3d\"\n- \"a3\\props_f_jets\\military\\trolley\\proxies\\prop_bomb_04_f.p3d\"\n- \"a3\\props_f_jets\\military\\trolley\\proxies\\prop_missile_aa_06_f.p3d\"\n- \"a3\\props_f_jets\\military\\trolley\\proxies\\prop_missile_aa_08_f.p3d\"\n- \"a3\\props_f_oldman\\items\\antimalaricum_01_f.p3d\"\n- \"a3\\props_f_oldman\\items\\documents\\creditcard_01_f.p3d\"\n- \"a3\\props_f_oldman\\items\\documents\\military_id_card_01_f.p3d\"\n- \"a3\\props_f_oldman\\items\\key_01_f.p3d\"\n- \"a3\\props_f_oldman\\items\\moneybills_01_bunch_f.p3d\"\n- \"a3\\props_f_oldman\\items\\moneybills_01_roll_f.p3d\"\n- \"a3\\props_f_oldman\\items\\moneybills_01_stack_f.p3d\"\n- \"a3\\props_f_oldman\\items\\usb_dongle_01_f.p3d\"\n- \"a3\\props_f_orange\\civilian\\constructions\\brick_01_f.p3d\"\n- \"a3\\props_f_orange\\civilian\\constructions\\cinderblock_01_f.p3d\"\n- \"a3\\props_f_orange\\civilian\\infoboards\\mapboard_01_wall_f.p3d\"\n- \"a3\\props_f_orange\\furniture\\armchair_01_f.p3d\"\n- \"a3\\props_f_orange\\furniture\\officecabinet_02_f.p3d\"\n- \"a3\\props_f_orange\\furniture\\rug_01_f.p3d\"\n- \"a3\\props_f_orange\\furniture\\sofa_01_f.p3d\"\n- \"a3\\props_f_orange\\furniture\\tablebig_01_f.p3d\"\n- \"a3\\props_f_orange\\furniture\\tablesmall_01_f.p3d\"\n- \"a3\\props_f_orange\\furniture\\woodenbed_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\airconditioner_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\airconditioner_01_folded_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\bodybag_01_empty_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\bodybag_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\bodybag_01_folded_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\emergencyblanket_01_discarded_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\emergencyblanket_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\emergencyblanket_01_stack_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\emergencyblanket_02_discarded_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\emergencyblanket_02_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\emergencyblanket_02_stack_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\firstaidkit_01_closed_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\firstaidkit_01_open_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\intravenbag_01_empty_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\intravenbag_01_full_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\intravenstand_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\stethoscope_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\stretcher_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\stretcher_01_folded_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\bloodpool_01_large_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\bloodpool_01_medium_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\bloodsplatter_01_large_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\bloodsplatter_01_medium_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\bloodsplatter_01_small_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\bloodspray_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\bloodtrail_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_1x1_v1_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_1x1_v2_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_1x1_v3_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_3x3_v1_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_3x3_v2_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_5x5_v1_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_bandage_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_firstaidkit_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_gloves_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_injector_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_packaging_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\foodsacks_01_cargonet_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\foodsacks_01_large_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\foodsacks_01_small_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\foodsack_01_destroyed_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\foodsack_01_empty_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\foodsack_01_full_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\liquiddispenser_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\orange_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_open_boxes_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_open_empty_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_open_water_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_small_closed_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_small_destroyed_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_small_open_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_small_ransacked_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_small_stacked_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\particles\\orange_01_part_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\particles\\pumpkin_01_part_f.p3d\"\n- 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\"a3\\rocks_f\\blunt\\bluntrock_monolith.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntrock_spike.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntrock_wallh.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntrock_wallv.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntstones_erosion.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntstone_01.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntstone_01_lc.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntstone_02.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntstone_02_lc.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntstone_03.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntstone_03_lc.p3d\"\n- \"a3\\rocks_f\\decal_crater.p3d\"\n- \"a3\\rocks_f\\decal_rock_dark.p3d\"\n- \"a3\\rocks_f\\decal_rock_layers.p3d\"\n- \"a3\\rocks_f\\sharprock_apart.p3d\"\n- \"a3\\rocks_f\\sharprock_monolith.p3d\"\n- \"a3\\rocks_f\\sharprock_spike.p3d\"\n- \"a3\\rocks_f\\sharprock_wallh.p3d\"\n- \"a3\\rocks_f\\sharprock_wallv.p3d\"\n- \"a3\\rocks_f\\sharpstones_erosion.p3d\"\n- \"a3\\rocks_f\\sharpstone_01.p3d\"\n- \"a3\\rocks_f\\sharpstone_02.p3d\"\n- \"a3\\rocks_f\\sharpstone_03.p3d\"\n- \"a3\\rocks_f\\sharp\\sharprock_apart.p3d\"\n- \"a3\\rocks_f\\sharp\\sharprock_monolith.p3d\"\n- \"a3\\rocks_f\\sharp\\sharprock_spike.p3d\"\n- \"a3\\rocks_f\\sharp\\sharprock_wallh.p3d\"\n- \"a3\\rocks_f\\sharp\\sharprock_wallv.p3d\"\n- \"a3\\rocks_f\\sharp\\sharpstones_erosion.p3d\"\n- \"a3\\rocks_f\\sharp\\sharpstone_01.p3d\"\n- \"a3\\rocks_f\\sharp\\sharpstone_01_lc.p3d\"\n- \"a3\\rocks_f\\sharp\\sharpstone_02.p3d\"\n- \"a3\\rocks_f\\sharp\\sharpstone_02_lc.p3d\"\n- \"a3\\rocks_f\\sharp\\sharpstone_03.p3d\"\n- \"a3\\rocks_f\\sharp\\sharpstone_03_lc.p3d\"\n- \"a3\\rocks_f\\small_stone_01_f.p3d\"\n- \"a3\\rocks_f\\small_stone_02_f.p3d\"\n- \"a3\\rocks_f\\stonesharp_big.p3d\"\n- \"a3\\rocks_f\\stonesharp_big_w.p3d\"\n- \"a3\\rocks_f\\stonesharp_medium.p3d\"\n- \"a3\\rocks_f\\stonesharp_medium_w.p3d\"\n- \"a3\\rocks_f\\stonesharp_small.p3d\"\n- \"a3\\rocks_f\\stonesharp_small_w.p3d\"\n- \"a3\\rocks_f\\stonesharp_wall.p3d\"\n- \"a3\\rocks_f\\stonesharp_wall_w.p3d\"\n- \"a3\\rocks_f\\stone_big_f.p3d\"\n- \"a3\\rocks_f\\stone_big_w.p3d\"\n- \"a3\\rocks_f\\stone_medium_f.p3d\"\n- \"a3\\rocks_f\\stone_medium_w.p3d\"\n- \"a3\\rocks_f\\stone_small_f.p3d\"\n- \"a3\\rocks_f\\stone_small_w.p3d\"\n- \"a3\\rocks_f\\water\\stonesharp_big_w.p3d\"\n- \"a3\\rocks_f\\water\\stonesharp_medium_w.p3d\"\n- \"a3\\rocks_f\\water\\stonesharp_small_w.p3d\"\n- \"a3\\rocks_f\\water\\stonesharp_wall_w.p3d\"\n- \"a3\\rocks_f\\water\\stone_big_w.p3d\"\n- \"a3\\rocks_f\\water\\stone_medium_w.p3d\"\n- \"a3\\rocks_f\\water\\stone_small_w.p3d\"\n- \"a3\\rocks_f\\water\\w_sharprock_apart.p3d\"\n- \"a3\\rocks_f\\water\\w_sharprock_monolith.p3d\"\n- \"a3\\rocks_f\\water\\w_sharprock_spike.p3d\"\n- \"a3\\rocks_f\\water\\w_sharprock_wallh.p3d\"\n- \"a3\\rocks_f\\water\\w_sharprock_wallv.p3d\"\n- \"a3\\rocks_f\\water\\w_sharpstones_erosion.p3d\"\n- \"a3\\rocks_f\\water\\w_sharpstone_01.p3d\"\n- \"a3\\rocks_f\\water\\w_sharpstone_02.p3d\"\n- \"a3\\rocks_f\\water\\w_sharpstone_03.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_01_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_01_lc_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_02_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_02_lc_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_03_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_03_lc_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_apart_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_erosion_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_monolith_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_spike_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_wallh_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_wallv_f.p3d\"\n- \"a3\\rocks_f_enoch\\bare_boulder_01_f.p3d\"\n- \"a3\\rocks_f_enoch\\bare_boulder_02_f.p3d\"\n- \"a3\\rocks_f_enoch\\bare_boulder_03_f.p3d\"\n- \"a3\\rocks_f_enoch\\bare_boulder_04_f.p3d\"\n- \"a3\\rocks_f_enoch\\bare_boulder_05_f.p3d\"\n- \"a3\\rocks_f_enoch\\rm_boulder1.p3d\"\n- \"a3\\rocks_f_enoch\\rm_boulder2.p3d\"\n- \"a3\\rocks_f_enoch\\rm_boulder3.p3d\"\n- \"a3\\rocks_f_enoch\\rm_boulder4.p3d\"\n- \"a3\\rocks_f_enoch\\rm_boulder5.p3d\"\n- \"a3\\rocks_f_enoch\\r_rock_general1.p3d\"\n- \"a3\\rocks_f_enoch\\r_rock_general2.p3d\"\n- \"a3\\rocks_f_enoch\\r_rock_general3.p3d\"\n- \"a3\\rocks_f_enoch\\sinkhole\\sinkhole_01_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_boulder_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_peak_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_stonecluster_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_stone_big_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_stone_big_lc_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_stone_medium_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_stone_medium_lc_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_stone_small_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_stone_small_lc_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_surfacemine_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_wall_long_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_wall_round_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_wall_tall_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_01_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_01_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_02_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_02_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_03_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_03_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_04_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_04_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastonecluster_large_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastonecluster_large_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastonecluster_small_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastonecluster_small_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_big_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_big_lc_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_big_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_big_water_lc_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_small_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_small_lc_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_small_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_small_water_lc_f.p3d\"\n- \"a3\\signs_f\\signc\\signc_01_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_01_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_01_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_01_4.p3d\"\n- \"a3\\signs_f\\signc\\signc_02_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_02_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_02_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_03_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_03_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_03_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_04_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_04_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_04_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_05_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_05_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_05_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_06_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_06_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_06_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_07_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_07_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_07_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_07_4.p3d\"\n- \"a3\\signs_f\\signc\\signc_07_5.p3d\"\n- \"a3\\signs_f\\signc\\signc_08_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_08_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_08_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_09_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_09_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_09_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_10_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_10_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_10_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_11_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_11_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_11_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_12_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_12_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_12_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_12_4.p3d\"\n- \"a3\\signs_f\\signc\\signc_12_5.p3d\"\n- \"a3\\signs_f\\signc\\signc_12_6.p3d\"\n- \"a3\\signs_f\\signc\\signc_13_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_13_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_13_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_14_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_14_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_14_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_15_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_15_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_15_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_16_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_16_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_16_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_17_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_17_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_17_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_18_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_18_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_18_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_19_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_19_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_19_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_20_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_20_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_20_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_21_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_21_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_21_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_22_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_22_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_23_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_23_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_23_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_24_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_24_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_25_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_26_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_26_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_27_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_27_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_27_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_28_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_28_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_28_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_29_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_29_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_29_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_30_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_31_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_32_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_32_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_32_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_32_4.p3d\"\n- \"a3\\signs_f\\signc\\signc_33_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_34_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_34_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_34_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_35_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_35_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_35_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_36_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_36_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_36_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_36_4.p3d\"\n- \"a3\\signs_f\\signc\\signc_37_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_37_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_37_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_38_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_38_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_38_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_39_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_39_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_39_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_40_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_40_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_40_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_41_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_41_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_41_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_41_4.p3d\"\n- \"a3\\signs_f\\signc\\signc_42_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_42_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_42_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_43_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_43_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_43_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_44_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_44_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_44_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_45_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_45_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_45_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_46_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_46_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_46_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_47_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_47_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_47_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_48_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_48_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_48_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_49_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_49_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_49_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_49_4.p3d\"\n- \"a3\\signs_f\\signc\\signc_50_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_50_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_50_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_51_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_51_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_51_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_52_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_52_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_52_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_53_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_54_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_55_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_55_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_55_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_56_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_56_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_56_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_57_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_57_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_57_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_58_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_58_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_59_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_59_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_59_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_s01_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_s02_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_s02_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_s03_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_s03_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_s03_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_s04_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_s04_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_s05_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_s05_2.p3d\"\n- \"a3\\signs_f\\signm\\signm_mines_f.p3d\"\n- \"a3\\signs_f\\signm\\signm_warningmilareasmall_f.p3d\"\n- \"a3\\signs_f\\signm\\signm_warningmilitaryarea_f.p3d\"\n- \"a3\\signs_f\\signm\\signm_warningmilitaryvehicles_f.p3d\"\n- \"a3\\signs_f\\signm\\signm_warningunexplodedammo_f.p3d\"\n- \"a3\\signs_f\\signspecial\\flagchecked_f.p3d\"\n- \"a3\\signs_f\\signspecial\\flagchecked_proxy_f.p3d\"\n- \"a3\\signs_f\\signspecial\\flagsmall_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_camprogain_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_dirl_mk26_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_dirr_mk26_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_dir_ab-mk26_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_dir_cr-fr_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_dir_fr-cr-vr_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_dir_fr-mk26_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_kaminofiringrange_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_maxwell_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_mike26_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_stratisairbase_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_stratisvehiclerange_f.p3d\"\n- \"a3\\signs_f\\signspecial\\sign_direction_f.p3d\"\n- \"a3\\signs_f\\signspecial\\sign_f.p3d\"\n- \"a3\\signs_f\\signs\\signs_abdera_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_abdera_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_aggelochori_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_aggelochori_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_agiosdionysios_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_agiosdionysios_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_agiosefstratios_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_agiosefstratios_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_agioskonstantinos_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_agioskonstantinos_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_agiosnikolaos_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_agiosnikolaos_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_alikampos_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_alikampos_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_anthrakia_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_anthrakia_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_athira_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_athira_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_chalkeia_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_chalkeia_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_charkia_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_charkia_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_delfinaki_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_delfinaki_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_dorida_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_dorida_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_feres_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_feres_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_frini_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_frini_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_galati_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_galati_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_gravia_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_gravia_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_ifestiona_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_ifestiona_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_ioannina_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_ioannina_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_kalithea_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_kalithea_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_kalochori_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_kalochori_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_katalaki_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_katalaki_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_kavala_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_kavala_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_kore_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_kore_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_koroni_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_koroni_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_lakka_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_lakka_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_molos_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_molos_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_negades_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_negades_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_neochori_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_neochori_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_neri_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_neri_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_oreokastro_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_oreokastro_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_panagia_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_panagia_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_panochori_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_panochori_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_paros_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_paros_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_poliakko_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_poliakko_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_pyrgos_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_pyrgos_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_rodopoli_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_rodopoli_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_selakano_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_selakano_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_sofia_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_sofia_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_stavros_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_stavros_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_syrta_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_syrta_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_telos_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_telos_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_therisa_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_therisa_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_topolia_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_topolia_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_zaros_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_zaros_start.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_astand_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_b2_constructionsite_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_b_factoryolive_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_h_supermarket_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_roof_cargotrans_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_r_harbourdirect_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_r_harbourleft_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_r_harbourright_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_sponsors_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_sponsor_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_stand_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_touristdirect_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_v_hotel_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_wallbig_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_wallout_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_wallsmall_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_w_pharmacy_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signs_nodump_f.p3d\"\n- \"a3\\signs_f\\signt\\arrowdesk_f.p3d\"\n- \"a3\\signs_f\\signt\\arrowdesk_r_f.p3d\"\n- \"a3\\signs_f\\signt\\arrowmarker_f.p3d\"\n- \"a3\\signs_f\\signt\\arrowmarker_r_f.p3d\"\n- \"a3\\signs_f\\signt\\pole_f.p3d\"\n- \"a3\\signs_f\\signt\\roadbarrier_f.p3d\"\n- \"a3\\signs_f\\signt\\roadbarrier_small_f.p3d\"\n- \"a3\\signs_f\\signt\\roadcone_f.p3d\"\n- \"a3\\signs_f\\signt\\roadcone_l_f.p3d\"\n- \"a3\\signs_f\\signt\\signt_commandeddirectionforward.p3d\"\n- \"a3\\signs_f\\signt\\signt_commandeddirectionleft.p3d\"\n- \"a3\\signs_f\\signt\\signt_commandeddirectionright.p3d\"\n- \"a3\\signs_f\\signt\\signt_commandeddirectionturnleft.p3d\"\n- \"a3\\signs_f\\signt\\signt_commandeddirectionturnright.p3d\"\n- \"a3\\signs_f\\signt\\signt_crosroad.p3d\"\n- \"a3\\signs_f\\signt\\signt_dangerbendl.p3d\"\n- \"a3\\signs_f\\signt\\signt_dangerbendr.p3d\"\n- \"a3\\signs_f\\signt\\signt_dangerbendsl.p3d\"\n- \"a3\\signs_f\\signt\\signt_dangerbendsr.p3d\"\n- \"a3\\signs_f\\signt\\signt_deadend.p3d\"\n- \"a3\\signs_f\\signt\\signt_giveway.p3d\"\n- \"a3\\signs_f\\signt\\signt_infofirstaid.p3d\"\n- \"a3\\signs_f\\signt\\signt_infohotel.p3d\"\n- \"a3\\signs_f\\signt\\signt_infopedcrossing.p3d\"\n- \"a3\\signs_f\\signt\\signt_infopetrolstation.p3d\"\n- \"a3\\signs_f\\signt\\signt_infopicnicsite.p3d\"\n- \"a3\\signs_f\\signt\\signt_inforefreshments.p3d\"\n- \"a3\\signs_f\\signt\\signt_inforestaurant.p3d\"\n- \"a3\\signs_f\\signt\\signt_infotaxirank.p3d\"\n- \"a3\\signs_f\\signt\\signt_infotoilet.p3d\"\n- \"a3\\signs_f\\signt\\signt_junction.p3d\"\n- \"a3\\signs_f\\signt\\signt_junctionrow.p3d\"\n- \"a3\\signs_f\\signt\\signt_nodriving.p3d\"\n- \"a3\\signs_f\\signt\\signt_noentry.p3d\"\n- \"a3\\signs_f\\signt\\signt_noovertaking.p3d\"\n- \"a3\\signs_f\\signt\\signt_noovertakingtruck.p3d\"\n- \"a3\\signs_f\\signt\\signt_noparking.p3d\"\n- \"a3\\signs_f\\signt\\signt_noparkingalteven.p3d\"\n- \"a3\\signs_f\\signt\\signt_noparkingaltodd.p3d\"\n- \"a3\\signs_f\\signt\\signt_nopassage.p3d\"\n- \"a3\\signs_f\\signt\\signt_nopollutingvehs.p3d\"\n- \"a3\\signs_f\\signt\\signt_nopowervehs.p3d\"\n- \"a3\\signs_f\\signt\\signt_nostopping.p3d\"\n- \"a3\\signs_f\\signt\\signt_pedestrianzone.p3d\"\n- \"a3\\signs_f\\signt\\signt_priority.p3d\"\n- \"a3\\signs_f\\signt\\signt_sharpbendleft.p3d\"\n- \"a3\\signs_f\\signt\\signt_sharpbendright.p3d\"\n- \"a3\\signs_f\\signt\\signt_speedlimit30.p3d\"\n- \"a3\\signs_f\\signt\\signt_speedlimit50.p3d\"\n- \"a3\\signs_f\\signt\\signt_speedlimit70.p3d\"\n- \"a3\\signs_f\\signt\\signt_speedlimit80.p3d\"\n- \"a3\\signs_f\\signt\\signt_speedlimit80_d.p3d\"\n- \"a3\\signs_f\\signt\\signt_speedlimitend.p3d\"\n- \"a3\\signs_f\\signt\\signt_stop.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningaircraft.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningchippings.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningcows.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningother.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningpedcrossing.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningramp.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningrocks.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningsteepdown.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningsteepup.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningunevenroad.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningwild.p3d\"\n- \"a3\\signs_f\\signt\\tapesign_f.p3d\"\n- \"a3\\signs_f\\signt\\vergepost_f.p3d\"\n- \"a3\\soft_f\\mrap_01\\mrap_01_gmg_f.p3d\"\n- \"a3\\soft_f\\mrap_01\\mrap_01_hmg_f.p3d\"\n- \"a3\\soft_f\\mrap_01\\mrap_01_unarmed_f.p3d\"\n- \"a3\\soft_f\\mrap_01\\view_gunner_f.p3d\"\n- \"a3\\soft_f\\mrap_02\\damage_lod1_f.p3d\"\n- \"a3\\soft_f\\mrap_02\\mrap_02_gmg_f.p3d\"\n- \"a3\\soft_f\\mrap_02\\mrap_02_hmg_f.p3d\"\n- \"a3\\soft_f\\mrap_02\\mrap_02_unarmed_f.p3d\"\n- \"a3\\soft_f\\mrap_02\\view_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\backpacks_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\bumper_1_destruct_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\bumper_1_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\bumper_2_destruct_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\bumper_2_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\construction_destruct_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\construction_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\holder_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\offroad_01_unarmed_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\services_destruct_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\services_f.p3d\"\n- \"a3\\soft_f\\quadbike_01\\quadbike_01_f.p3d\"\n- \"a3\\soft_f_beta\\mrap_03\\mrap_03_gmg_f.p3d\"\n- \"a3\\soft_f_beta\\mrap_03\\mrap_03_hmg_f.p3d\"\n- \"a3\\soft_f_beta\\mrap_03\\mrap_03_unarmed_f.p3d\"\n- \"a3\\soft_f_beta\\truck_01\\proxy_covered_damaged_f.p3d\"\n- \"a3\\soft_f_beta\\truck_01\\proxy_covered_f.p3d\"\n- \"a3\\soft_f_beta\\truck_01\\proxy_transport_damaged_f.p3d\"\n- \"a3\\soft_f_beta\\truck_01\\proxy_transport_f.p3d\"\n- \"a3\\soft_f_beta\\truck_01\\truck_01_covered_f.p3d\"\n- \"a3\\soft_f_beta\\truck_01\\truck_01_transport_f.p3d\"\n- \"a3\\soft_f_beta\\truck_01\\truck_01_wreck_f.p3d\"\n- \"a3\\soft_f_beta\\truck_02\\truck_02_covered_f.p3d\"\n- \"a3\\soft_f_beta\\truck_02\\truck_02_transport_f.p3d\"\n- \"a3\\soft_f_bootcamp\\offroad_01\\offroad_01_repair_civ_f.p3d\"\n- \"a3\\soft_f_bootcamp\\offroad_01\\offroad_01_repair_ig_f.p3d\"\n- \"a3\\soft_f_bootcamp\\offroad_01\\proxy_offroad_01_repair_civ_destruct_f.p3d\"\n- \"a3\\soft_f_bootcamp\\offroad_01\\proxy_offroad_01_repair_civ_f.p3d\"\n- \"a3\\soft_f_bootcamp\\offroad_01\\proxy_offroad_01_repair_ig_destruct_f.p3d\"\n- \"a3\\soft_f_bootcamp\\offroad_01\\proxy_offroad_01_repair_ig_f.p3d\"\n- \"a3\\soft_f_enoch\\offroad_01\\offroad_01_covered_f.p3d\"\n- \"a3\\soft_f_enoch\\tractor_01\\tractor_01_f.p3d\"\n- 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\"a3\\structures_f_enoch\\walls\\brick\\brickwall_04_l_5m_d_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\brick\\brickwall_04_l_5m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\brick\\brickwall_04_l_5m_old_d_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\brick\\brickwall_04_l_5m_old_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\brick\\brickwall_04_l_pole_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\brick\\brickwall_04_l_pole_old_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\camoconcretewall_01_l_4m_d_v1_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\camoconcretewall_01_l_4m_d_v2_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\camoconcretewall_01_l_4m_v1_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\camoconcretewall_01_l_4m_v2_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\camoconcretewall_01_l_end_v1_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\camoconcretewall_01_pole_v1_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\concretewall_03_m_2m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\concretewall_03_m_6m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\concretewall_03_m_pole_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\concrete_smallwall_4m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\concrete_smallwall_8m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\pipewall_concretel_8m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\silagewall_01_l_5m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\silagewall_01_l_d_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\concrete\\silagewall_01_l_pole_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\gameprooffence_01_l_5m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\gameprooffence_01_l_d_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\gameprooffence_01_l_gate_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\gameprooffence_01_l_pole_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\netfence_03_m_3m_corner_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\netfence_03_m_3m_corner_proxy_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\netfence_03_m_3m_d_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\netfence_03_m_3m_d_proxy_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\netfence_03_m_3m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\netfence_03_m_3m_hole_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\netfence_03_m_3m_hole_proxy_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\netfence_03_m_3m_proxy_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\netfence_03_m_9m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\netfence_03_m_9m_proxy_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\net\\netfence_03_m_pole_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\pipe\\pipefence_03_m_gate_l_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\pipe\\pipefence_03_m_gate_r_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\pipe\\pipefence_04_m_gate_l_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\pipe\\pipefence_04_m_gate_r_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\pipe\\pipefence_05_m_gate_l_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\pipe\\pipefence_05_m_gate_r_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\pipe\\pipefence_06_m_gate_l_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\pipe\\pipefence_06_m_gate_r_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\polewalls\\polewall_02_3m_v1_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\polewalls\\polewall_02_3m_v2_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\polewalls\\polewall_02_end_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\polewalls\\polewall_03_5m_v1_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\polewalls\\polewall_03_5m_v2_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\polewalls\\polewall_03_end_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\stone\\mound03_8m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\stone\\mound04_8m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\stone\\stonewall_02_s_10m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\wooden\\woodenwall_03_s_5m_v1_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\wooden\\woodenwall_03_s_5m_v2_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\wooden\\woodenwall_03_s_d_5m_v1_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\wooden\\woodenwall_03_s_d_5m_v2_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\wooden\\woodenwall_03_s_d_pole_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\wooden\\woodenwall_03_s_gate_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\wooden\\woodenwall_03_s_pole_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\wooden\\woodenwall_04_s_5m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\wooden\\woodenwall_04_s_d_5m_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\wooden\\woodenwall_04_s_end_v1_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\wooden\\woodenwall_04_s_end_v2_f.p3d\"\n- \"a3\\structures_f_enoch\\walls\\wooden\\woodenwall_04_s_gate_f.p3d\"\n- 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\"a3\\structures_f_exp\\infrastructure\\airports\\airport_02_sign_arrivees_f.p3d\"\n- \"a3\\structures_f_exp\\infrastructure\\airports\\airport_02_sign_departs_f.p3d\"\n- \"a3\\structures_f_exp\\infrastructure\\airports\\airport_02_sign_de_f.p3d\"\n- \"a3\\structures_f_exp\\infrastructure\\airports\\airport_02_sign_tanoa_f.p3d\"\n- \"a3\\structures_f_exp\\infrastructure\\airports\\airport_02_terminal_f.p3d\"\n- \"a3\\structures_f_exp\\infrastructure\\airports\\airstripplatform_01_f.p3d\"\n- \"a3\\structures_f_exp\\infrastructure\\airports\\airstripplatform_01_footer_f.p3d\"\n- \"a3\\structures_f_exp\\infrastructure\\bridges\\bridgeconcrete_01_f.p3d\"\n- \"a3\\structures_f_exp\\infrastructure\\bridges\\bridgesea_01_f.p3d\"\n- \"a3\\structures_f_exp\\infrastructure\\bridges\\bridgesea_01_pillar_f.p3d\"\n- \"a3\\structures_f_exp\\infrastructure\\bridges\\bridgesea_01_ramp_down_f.p3d\"\n- \"a3\\structures_f_exp\\infrastructure\\bridges\\bridgesea_01_ramp_f.p3d\"\n- 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\"a3\\structures_f_exp\\signs\\townnames\\signtown_01_blerick.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_buabua.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_buawa.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_cerebu.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_doodstil.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_galili.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_imone.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_komoto.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_koumac.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_lafoa.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_laikoro.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_lailai.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_lakatoro.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_lami.p3d\"\n- 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\"a3\\vegetation_f_enoch\\clutter\\c_fern_boletus_group.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grass.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassanthoxanthum.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassanthoxanthum_bended.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassdry.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassdrycarduus_f.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassdryhypericum.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassdryplant1.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassdrytall.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassdrytall2.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassdrytall3.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grasslow.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassplant1.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassplant2.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grasssmall.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grasssmallconc.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grasstall2.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grasstall3.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grasstiny.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grasstinyconc.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grass_flower1.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_leaves_dead.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_leaves_dead_half.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_pines.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_plantssmall1.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_plantssmall2.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_stubble.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_vaccinium.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_weat.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_weattall.p3d\"\n- \"a3\\vegetation_f_enoch\\crop\\b_corn_row_f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_betula_pendula_stem.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_betula_pendula_stump.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_fagussylvatica_fallen.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_fagussylvatica_fallenb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_fagussylvatica_fallenc.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_fagussylvatica_stumpb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_fagussylvatica_stumpc.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_picea_stem1.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_picea_stem2.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_picea_stump.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_acer2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_betula_pendula_1s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_betula_pendula_2f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_betula_pendula_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_betula_pendula_2w.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_betula_pendula_3f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_betula_pendula_3s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagus2f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagus2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_1f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_1fb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_1fc.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_1fd.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_1fe.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_1s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_2d.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_2f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_2fb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_2fc.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_2sb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_3d.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_3f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_3fb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_3s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_juglansregia_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_juglansregia_3s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_malusdomestica_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_malusdomestica_3s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabiesnativitatis_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_1f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_1s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_1sb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_2d.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_2f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_2fb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_2sb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_3d.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_3f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_3s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_1f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_1s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_2f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_2fb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_2sb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_3d.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_3f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_3fb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_3fc.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_3s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_populusn3s_f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pyruscommunis_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pyruscommunis_3s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_salix2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_sorbus2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_stub_picea.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\cliff\\c_rock_stones.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\forest\\c_forest_biglleaves.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\forest\\c_forest_biglleaves2.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\forest\\c_forest_fern.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\forest\\c_forest_roots.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\forest\\c_forest_violet_leaves.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\forest\\c_forest_violet_leaves2.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\forest\\c_forest_violet_single.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grassbunch_hi.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grassbunch_lo.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_leaf_big.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_leaves_coltsfoot.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_mimosa.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_nettle.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_short_bunch.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_short_leaf.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_short_mimosa.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_short_nettle.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_short_small.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_tropic.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_large_stones.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_leaves.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_leaves_w3.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_mimosa.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_short_grass.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_small_stones.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_small_stones1.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_small_stones2.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_sparse_grass.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_sparse_grass2.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_sparse_grass3.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\seabed\\c_coral1_exp.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\seabed\\c_coral2_exp.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\seabed\\c_coral3_exp.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\seabed\\c_coral4_exp.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\seabed\\c_coral5_exp.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\seabed\\c_seaweed1_exp.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\seabed\\c_seaweed2_exp.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\volcano\\c_volcano_grass.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\volcano\\c_volcano_grassmix.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\volcano\\c_volcano_grassmix2.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\volcano\\c_volcano_largestone.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\volcano\\c_volcano_stones.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\b_ginger_20_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\b_ginger_3_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\b_ginger_9_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\b_sugarcane_mature_row_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\b_sugarcane_sapling_row_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\b_sugarcane_sapling_single_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\t_banana_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\t_banana_slim_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\t_banana_wild_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\t_cacao_ripe_f.p3d\"\n- \"a3\\vegetation_f_exp\\lianas\\d_lianatangle_narrow_f.p3d\"\n- \"a3\\vegetation_f_exp\\lianas\\d_lianatangle_wide_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_calochlaena_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_cestrum_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_colored_red_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_colored_yellow_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_cycas_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_ficusc2d_tanoa_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_gardenia_dec_01_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_gardenia_dec_02_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_gardenia_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_leucaena_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_neriumo2d_tanoa_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_pipermeth_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_rhizophora_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallenbranch_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallenbranch_lc_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallentrunk_branches_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallentrunk_branches_lc_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallentrunk_clear_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallentrunk_clear_lc_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallentrunk_roots_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallentrunk_roots_lc_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_treestump_cut_large_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_treestump_cut_small_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_treestump_natural_large_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_treestump_natural_small_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_agathis_tall_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_agathis_wide_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_albizia_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_cocosnucifera2s_small_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_cocosnucifera3s_bend_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_cocosnucifera3s_tall_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_cocos_bend_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_cocos_small_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_cocos_tall_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_cyathea_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_ficus_big_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_ficus_medium_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_ficus_small_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_inocarpus_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_leucaena_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_millettia_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_millettia_plantation_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_palaquium_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_pritchardia_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_rhizophora_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_mzls_h_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_mzls_l_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_mzls_smg_01_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_338_black_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_338_green_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_338_tan_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_58_wdm_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_93mmg_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_93mmg_grn_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_h_arid_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_h_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_h_khk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_h_lush_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_h_snd_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_lmg_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_lmg_khk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_l_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_m_snd_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_osprey_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_p_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_aco_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_aco_op_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_aco_op_smg_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_aco_smg_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_ak_arid_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_ak_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_ak_lush_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_arid_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_ghex_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_lush_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_dcl_120_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_eotxps3_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_eotxps3_smg_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_hamr_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_hamr_khk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_holosight_arid_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_holosight_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_holosight_khk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_holosight_lush_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_holosight_smg_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_holosight_smg_khk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_marksman_ghex_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_marksman_weathered_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_mrd_black_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_nightstalker_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_nvs_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_sniper02_ghex_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_sniper02_tna_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_sniper_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_sniper_khk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_srs_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_tws_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_01_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_01_khk_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_01_mtp_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_01_snd_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_02_arid_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_02_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_02_hex_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_02_lush_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_02_tan_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_03_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_03_oli_f.p3d\"\n- \"a3\\weapons_f\\acc\\accv_flashlight_f.p3d\"\n- \"a3\\weapons_f\\acc\\accv_flashlight_smg_01_f.p3d\"\n- \"a3\\weapons_f\\acc\\accv_flashlight_tls_f.p3d\"\n- \"a3\\weapons_f\\acc\\accv_pointer_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_arco_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_cdtes.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_hamr.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_law.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_lrps_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_lrps_z_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_mapl.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_marksman_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_mortar_01_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_mrco_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_nightstalker_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_nlaw.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_nvs_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_pso_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_rpg_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_sniper_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_sniper_z_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_tld.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_tws.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_tws_mg.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_tws_mg_nfow.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\ammobox.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\ammobox_f.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\ammoveh_f.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_bergen_f.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_compact.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_fast.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_gorod.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_headgear.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_parachute.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_small.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_tortila.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_vest.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\proxyinv_equipmentvest.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\proxyinv_glasses.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\proxyinv_headgear.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\box_nato_ammoveh_f.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\proxy_usbasicammobox.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\proxy_usbasicammoboxbig.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\proxy_usbasicammoboxsmall.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\proxy_usbasicexplosives.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\proxy_usbasicweaponbox.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\proxy_uslouncherbox.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\supplydrop.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\usbasicammo.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\usbasicweapons.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\uslaunchers.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\wpnsbox_f.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\wpnsbox_large_f.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\wpnsbox_long_f.p3d\"\n- \"a3\\weapons_f\\ammo\\anm8_white.p3d\"\n- \"a3\\weapons_f\\ammo\\anm8_white_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\bomb_01_f.p3d\"\n- \"a3\\weapons_f\\ammo\\bomb_01_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\bomb_01_proxy_f.p3d\"\n- \"a3\\weapons_f\\ammo\\bomb_02_f.p3d\"\n- \"a3\\weapons_f\\ammo\\cartridge.p3d\"\n- \"a3\\weapons_f\\ammo\\cartridge_127.p3d\"\n- \"a3\\weapons_f\\ammo\\cartridge_65.p3d\"\n- \"a3\\weapons_f\\ammo\\cartridge_65_caseless.p3d\"\n- \"a3\\weapons_f\\ammo\\cartridge_762.p3d\"\n- \"a3\\weapons_f\\ammo\\cartridge_slug.p3d\"\n- \"a3\\weapons_f\\ammo\\cartridge_small.p3d\"\n- \"a3\\weapons_f\\ammo\\flare.p3d\"\n- \"a3\\weapons_f\\ammo\\flare_green.p3d\"\n- \"a3\\weapons_f\\ammo\\flare_red.p3d\"\n- \"a3\\weapons_f\\ammo\\flare_white.p3d\"\n- \"a3\\weapons_f\\ammo\\flare_yellow.p3d\"\n- \"a3\\weapons_f\\ammo\\handgrenade.p3d\"\n- \"a3\\weapons_f\\ammo\\handgrenade_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_compass.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_firstaidkit.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_gps.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_map.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_minedetector.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_mxrifle.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_radio.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_univ.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_watch.p3d\"\n- \"a3\\weapons_f\\ammo\\mini_frag.p3d\"\n- \"a3\\weapons_f\\ammo\\mini_frag_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_aa_01_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_aa_01_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_aa_02_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_aa_02_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_at_01_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_at_01_proxy_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_at_02_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_at_02_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_at_03_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_at_03_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\rocket_01_f.p3d\"\n- \"a3\\weapons_f\\ammo\\rocket_01_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\rocket_02_f.p3d\"\n- \"a3\\weapons_f\\ammo\\rocket_02_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\rocket_02_hidden_f.p3d\"\n- \"a3\\weapons_f\\ammo\\rocket_230mm_f.p3d\"\n- \"a3\\weapons_f\\ammo\\rocket_230mm_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\shell.p3d\"\n- \"a3\\weapons_f\\ammo\\shell_smoke.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_blue.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_blue_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_green.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_green_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_orange.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_orange_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_purple.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_purple_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_red.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_red_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_white.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_white_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_yellow.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_yellow_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\stone_2.p3d\"\n- \"a3\\weapons_f\\ammo\\stone_3.p3d\"\n- \"a3\\weapons_f\\ammo\\ugl_flare.p3d\"\n- \"a3\\weapons_f\\ammo\\ugl_slug.p3d\"\n- \"a3\\weapons_f\\binocular\\binoculars_proxy.p3d\"\n- \"a3\\weapons_f\\binocular\\laserdesignator_01_khk_f.p3d\"\n- \"a3\\weapons_f\\binocular\\laserdesignator_02_f.p3d\"\n- \"a3\\weapons_f\\binocular\\laserdesignator_02_ghex_f.p3d\"\n- \"a3\\weapons_f\\binocular\\laserdesignator_03_f.p3d\"\n- \"a3\\weapons_f\\binocular\\laserdesignator_f.p3d\"\n- \"a3\\weapons_f\\binocular\\lasermarker_optics.p3d\"\n- \"a3\\weapons_f\\binocular\\lrtv_optics.p3d\"\n- \"a3\\weapons_f\\binocular\\ltlm.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_head.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_head_big.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_head_c.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_head_r.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_head_s.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_helmet_off.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_helmet_on.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_proxy.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_proxy_indep.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_proxy_off.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_proxy_off_indep.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_proxy_off_opfor.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_proxy_opfor.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_tna_proxy_f.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_tna_proxy_off_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_ghex_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_ghex_off_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_grn_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_grn_off_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_hex_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_hex_off_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_urb_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_urb_off_f.p3d\"\n- \"a3\\weapons_f\\binocular\\rangefinder_proxy.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_blue.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_blue_item.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_blue_lit.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_green.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_green_item.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_green_lit.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_red.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_red_item.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_red_lit.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_yellow.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_yellow_item.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_yellow_lit.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\shell_tracer_green.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\shell_tracer_red.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\shell_tracer_white.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\shell_tracer_yellow.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\tracer_green.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\tracer_red.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\tracer_white.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\tracer_yellow.p3d\"\n- \"a3\\weapons_f\\data\\zasleh1_pilot_proxy.p3d\"\n- \"a3\\weapons_f\\data\\zasleh1_proxy.p3d\"\n- \"a3\\weapons_f\\data\\zasleh2_pilot_proxy.p3d\"\n- \"a3\\weapons_f\\data\\zasleh2_proxy.p3d\"\n- \"a3\\weapons_f\\data\\zasleh3_proxy.p3d\"\n- \"a3\\weapons_f\\data\\zaslehsdl_proxy.p3d\"\n- \"a3\\weapons_f\\debris.p3d\"\n- \"a3\\weapons_f\\dummybinoc.p3d\"\n- \"a3\\weapons_f\\dummycap.p3d\"\n- \"a3\\weapons_f\\dummyheadgear.p3d\"\n- \"a3\\weapons_f\\dummyheadgearear.p3d\"\n- \"a3\\weapons_f\\dummyheadgearhorizontal.p3d\"\n- \"a3\\weapons_f\\dummyitem.p3d\"\n- \"a3\\weapons_f\\dummyitemhorizontal.p3d\"\n- \"a3\\weapons_f\\dummylauncher_single.p3d\"\n- \"a3\\weapons_f\\dummynvg.p3d\"\n- \"a3\\weapons_f\\dummypistol_single.p3d\"\n- \"a3\\weapons_f\\dummysuitpack.p3d\"\n- \"a3\\weapons_f\\dummyvest.p3d\"\n- \"a3\\weapons_f\\dummyweapon.p3d\"\n- \"a3\\weapons_f\\dummyweapon_single.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonmissile_1x_bomb_02_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonmissile_1x_bomb_03_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonmissile_1x_bomb_04_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_12x_rocket_dar_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_1x_missile_aa_03_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_1x_missile_aa_04_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_1x_missile_agm_01_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_1x_missile_agm_02_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_3x_missile_agm_02_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_3x_missile_lg_scalpel_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_4x_missile_lg_scalpel_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_minigun_heli_light_02.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_rocket_01_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_rocket_02_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_rocket_dagr_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_rocket_skyfire_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_twin_cannon_20mm.p3d\"\n- \"a3\\weapons_f\\empty.p3d\"\n- \"a3\\weapons_f\\explosives\\c4_charge_small.p3d\"\n- \"a3\\weapons_f\\explosives\\c4_charge_small_d.p3d\"\n- \"a3\\weapons_f\\explosives\\c4_charge_small_i.p3d\"\n- \"a3\\weapons_f\\explosives\\flare_tripwire.p3d\"\n- \"a3\\weapons_f\\explosives\\flare_tripwire_d.p3d\"\n- \"a3\\weapons_f\\explosives\\flare_tripwire_i.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_land_big.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_land_big_d.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_land_big_i.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_land_small.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_land_small_d.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_land_small_i.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_urban_big.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_urban_big_d.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_urban_big_i.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_urban_small.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_urban_small_d.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_urban_small_i.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_bouncing.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_bouncing_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_bouncing_i.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_i.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_miniclaymore.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_miniclaymore_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_miniclaymore_i.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_tripwire.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_tripwire_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_tripwire_i.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_at.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_at_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_at_i.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_naval.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_naval2.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_naval2_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_naval3.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_naval3_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_naval_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_slam_directional.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_slam_directional_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_slam_directional_i.p3d\"\n- \"a3\\weapons_f\\explosives\\satchel.p3d\"\n- \"a3\\weapons_f\\explosives\\satchel_d.p3d\"\n- \"a3\\weapons_f\\explosives\\satchel_i.p3d\"\n- \"a3\\weapons_f\\explosives\\test_rope.p3d\"\n- \"a3\\weapons_f\\fragment.p3d\"\n- \"a3\\weapons_f\\items\\box.p3d\"\n- \"a3\\weapons_f\\items\\firstaidkit.p3d\"\n- \"a3\\weapons_f\\items\\gps.p3d\"\n- \"a3\\weapons_f\\items\\medikit.p3d\"\n- \"a3\\weapons_f\\items\\minedetector.p3d\"\n- \"a3\\weapons_f\\items\\placeholder.p3d\"\n- \"a3\\weapons_f\\items\\toolkit.p3d\"\n- \"a3\\weapons_f\\lasertgt.p3d\"\n- \"a3\\weapons_f\\launchers\\nlaw\\nlaw_f.p3d\"\n- \"a3\\weapons_f\\launchers\\nlaw\\nlaw_loaded_f.p3d\"\n- \"a3\\weapons_f\\launchers\\nlaw\\nlaw_proxy.p3d\"\n- \"a3\\weapons_f\\launchers\\nlaw\\nlaw_reticle.p3d\"\n- \"a3\\weapons_f\\launchers\\nlaw\\nlaw_rocket.p3d\"\n- \"a3\\weapons_f\\launchers\\nlaw\\thermal.p3d\"\n- \"a3\\weapons_f\\launchers\\rpg32\\pg32v_rocket.p3d\"\n- \"a3\\weapons_f\\launchers\\rpg32\\pg32v_rocket_item.p3d\"\n- \"a3\\weapons_f\\launchers\\rpg32\\rpg32_f.p3d\"\n- \"a3\\weapons_f\\launchers\\rpg32\\rpg32_loaded_f.p3d\"\n- \"a3\\weapons_f\\launchers\\rpg32\\tbg32v_rocket.p3d\"\n- \"a3\\weapons_f\\launchers\\rpg32\\tbg32v_rocket_item.p3d\"\n- \"a3\\weapons_f\\longrangerifles\\ebr\\ebr_f.p3d\"\n- \"a3\\weapons_f\\longrangerifles\\gm6\\gm6_f.p3d\"\n- \"a3\\weapons_f\\longrangerifles\\m320\\m320_f.p3d\"\n- \"a3\\weapons_f\\machineguns\\m200\\grip_pod.p3d\"\n- \"a3\\weapons_f\\machineguns\\m200\\lmg_suppressor.p3d\"\n- \"a3\\weapons_f\\machineguns\\m200\\m200_f.p3d\"\n- \"a3\\weapons_f\\magazineproxies\\mag_40x36_he_1rnd.p3d\"\n- \"a3\\weapons_f\\magazineproxies\\mag_65x39c_mx_100rnd.p3d\"\n- \"a3\\weapons_f\\magazineproxies\\mag_65x39c_mx_30rnd.p3d\"\n- \"a3\\weapons_f\\magazineproxies\\mag_762x51_mk14_20rnd.p3d\"\n- \"a3\\weapons_f\\metal_plate.p3d\"\n- \"a3\\weapons_f\\metal_plate_2.p3d\"\n- \"a3\\weapons_f\\mines\\rake.p3d\"\n- \"a3\\weapons_f\\pistols\\p07\\p07_f.p3d\"\n- \"a3\\weapons_f\\pistols\\rook40\\rook40_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_binoculars.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_01_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_01_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_01_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_02_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_02_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_02_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_02_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_03_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_03_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_03_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_opfor_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_driver_01_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_empty.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_generic_empty_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_generic_medium_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_generic_narrow_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_generic_wide_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_01_narrow_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_01_wide_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_02_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_aaa_01_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_aaa_01_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_aaa_01_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_01_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_01_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_01_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_02_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_02_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_02_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_03_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_03_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_03_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_01_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_01_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_01_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_02_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_02_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_02_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_03_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_03_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_03_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_01_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_01_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_01_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_01_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_01_z_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_02_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_02_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_02_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_02_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunship_medium_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunship_narrow_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunship_wide_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_night.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_soflam.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_tow_ti.p3d\"\n- \"a3\\weapons_f\\rifles\\khaybar\\khaybarc_f.p3d\"\n- \"a3\\weapons_f\\rifles\\khaybar\\khaybar_f.p3d\"\n- \"a3\\weapons_f\\rifles\\khaybar\\khaybar_gl_f.p3d\"\n- \"a3\\weapons_f\\rifles\\mx\\mxc_f.p3d\"\n- \"a3\\weapons_f\\rifles\\mx\\mxm_f.p3d\"\n- \"a3\\weapons_f\\rifles\\mx\\mx_f.p3d\"\n- \"a3\\weapons_f\\rifles\\mx\\mx_gl_f.p3d\"\n- \"a3\\weapons_f\\rifles\\mx\\mx_sw_f.p3d\"\n- \"a3\\weapons_f\\rifles\\sdar\\sdar_f.p3d\"\n- \"a3\\weapons_f\\rifles\\trg20\\trg20_f.p3d\"\n- \"a3\\weapons_f\\rifles\\trg20\\trg21_f.p3d\"\n- \"a3\\weapons_f\\rifles\\trg20\\trg21_gl_f.p3d\"\n- \"a3\\weapons_f_beta\\acc\\acco_arco_f.p3d\"\n- \"a3\\weapons_f_beta\\acc\\acco_hamr_f.p3d\"\n- \"a3\\weapons_f_beta\\acc\\acco_mrco_f.p3d\"\n- \"a3\\weapons_f_beta\\acc\\reticle_mrco_f.p3d\"\n- \"a3\\weapons_f_beta\\acc\\reticle_titan.p3d\"\n- \"a3\\weapons_f_beta\\binocular\\lasermarker_optics.p3d\"\n- \"a3\\weapons_f_beta\\binocular\\ltlm.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_f.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_missile_ap.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_missile_ap_fly.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_missile_at.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_missile_atl.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_missile_atl_fly.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_missile_at_fly.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_short.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_tubelarge.p3d\"\n- \"a3\\weapons_f_beta\\machineguns\\zafir\\zafir_f.p3d\"\n- \"a3\\weapons_f_beta\\pistols\\acpc2\\acpc2_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\heli_attack_01_optics_gunner_medium_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\heli_attack_01_optics_gunner_narrow_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\heli_attack_01_optics_gunner_wide_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\heli_attack_02_optics_gunner_medium_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\heli_attack_02_optics_gunner_narrow_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\heli_attack_02_optics_gunner_wide_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\heli_transport_01_optics_gunner_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\optics_commander_01_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\reticle_sdv.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\reticle_sdv_driver.p3d\"\n- \"a3\\weapons_f_beta\\rifles\\mk20\\mk20_c_f.p3d\"\n- \"a3\\weapons_f_beta\\rifles\\mk20\\mk20_f.p3d\"\n- \"a3\\weapons_f_beta\\rifles\\mk20\\mk20_gl_f.p3d\"\n- \"a3\\weapons_f_beta\\smgs\\smg_01\\smg_01_f.p3d\"\n- \"a3\\weapons_f_beta\\smgs\\smg_02\\smg_02_f.p3d\"\n- \"a3\\weapons_f_bootcamp\\ammoboxes\\ammobox_02_f.p3d\"\n- \"a3\\weapons_f_bootcamp\\ammoboxes\\itembox_02_f.p3d\"\n- \"a3\\weapons_f_bootcamp\\ammoboxes\\weaponsbox_02_f.p3d\"\n- \"a3\\weapons_f_bootcamp\\longrangerifles\\gm6_camo\\gm6_camo_f.p3d\"\n- \"a3\\weapons_f_bootcamp\\longrangerifles\\m320_camo\\m320_camo_f.p3d\"\n- \"a3\\weapons_f_destroyer\\ammo\\missile_cruise_01_f.p3d\"\n- \"a3\\weapons_f_destroyer\\ammo\\missile_cruise_01_fly_f.p3d\"\n- \"a3\\weapons_f_enoch\\acc\\acca_tma_65_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\acc\\acco_ico_01_black_f.p3d\"\n- \"a3\\weapons_f_enoch\\acc\\acco_ico_01_camo_f.p3d\"\n- \"a3\\weapons_f_enoch\\acc\\acco_ico_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\acc\\acco_ico_01_sand_f.p3d\"\n- \"a3\\weapons_f_enoch\\acc\\accv_esd_01_flashlight_f.p3d\"\n- \"a3\\weapons_f_enoch\\ammo\\cartridge_762x39.p3d\"\n- \"a3\\weapons_f_enoch\\data\\dummyitem_muzzleantenna_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\data\\dummyitem_muzzleantenna_02_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\antidotekit_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\chemicaldetector_01_cover_black_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\chemicaldetector_01_cover_olive_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\chemicaldetector_01_cover_tan_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\chemicaldetector_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\chemicaldetector_01_watch_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\deconkit_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\uav_controller_eaf_f.p3d\"\n- \"a3\\weapons_f_enoch\\longrangerifles\\dmr_06\\dmr_06_f.p3d\"\n- \"a3\\weapons_f_enoch\\machineguns\\m200\\m200_f.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_12ga_hunter_2rnd.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_12ga_tsp12_6rnd_f.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_556x45_msbs_30rnd.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_65x39c_msbs_30rnd.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_65x39_m200_box_200rnd.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_762x39_ak12_75rnd.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_762x39_akm_75rnd.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_762x51_mk14_10rnd.p3d\"\n- \"a3\\weapons_f_enoch\\pistols\\esd_01\\esd_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\pistols\\esd_01\\muzzle_antenna_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\pistols\\esd_01\\muzzle_antenna_02_f.p3d\"\n- \"a3\\weapons_f_enoch\\pistols\\esd_01\\muzzle_antenna_03_f.p3d\"\n- \"a3\\weapons_f_enoch\\reticle\\optics_driver_ugv_02_f.p3d\"\n- \"a3\\weapons_f_enoch\\reticle\\optics_gunner_ugv_02_cam1_f.p3d\"\n- \"a3\\weapons_f_enoch\\reticle\\optics_gunner_ugv_02_cam2_f.p3d\"\n- \"a3\\weapons_f_enoch\\reticle\\optics_gunner_ugv_02_cam3_f.p3d\"\n- \"a3\\weapons_f_enoch\\reticle\\optics_gunner_ugv_02_cam3_zoom_f.p3d\"\n- \"a3\\weapons_f_enoch\\reticle\\optics_gunner_ugv_02_demining_cam3_f.p3d\"\n- \"a3\\weapons_f_enoch\\reticle\\optics_gunner_ugv_02_demining_cam3_zoom_f.p3d\"\n- \"a3\\weapons_f_enoch\\rifles\\ak12\\ak12u_f.p3d\"\n- \"a3\\weapons_f_enoch\\rifles\\ak12\\rpk12_f.p3d\"\n- \"a3\\weapons_f_enoch\\rifles\\msbs\\msbs65_f.p3d\"\n- \"a3\\weapons_f_enoch\\rifles\\msbs\\msbs65_gl_f.p3d\"\n- \"a3\\weapons_f_enoch\\rifles\\msbs\\msbs65_mark_f.p3d\"\n- \"a3\\weapons_f_enoch\\rifles\\msbs\\msbs65_ubs_f.p3d\"\n- \"a3\\weapons_f_enoch\\rifles\\msbs\\tsp12_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\shotguns\\huntershotgun_01\\huntershotgun_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\shotguns\\huntershotgun_01\\huntershotgun_01_sawedoff_f.p3d\"\n- \"a3\\weapons_f_epa\\acc\\acco_marksman_f.p3d\"\n- \"a3\\weapons_f_epa\\acc\\acco_mrd_f.p3d\"\n- \"a3\\weapons_f_epa\\acc\\acco_yorris_f.p3d\"\n- \"a3\\weapons_f_epa\\acc\\reticle_marksman_f.p3d\"\n- \"a3\\weapons_f_epa\\acc\\reticle_marksman_z_f.p3d\"\n- \"a3\\weapons_f_epa\\dummyitem_single.p3d\"\n- \"a3\\weapons_f_epa\\dummymagazine_single.p3d\"\n- \"a3\\weapons_f_epa\\dummyweapon_single.p3d\"\n- \"a3\\weapons_f_epa\\longrangerifles\\dmr_01\\dmr_01_f.p3d\"\n- \"a3\\weapons_f_epa\\pistols\\pistol_heavy_01\\pistol_heavy_01_f.p3d\"\n- \"a3\\weapons_f_epa\\pistols\\pistol_heavy_02\\pistol_heavy_02_f.p3d\"\n- \"a3\\weapons_f_epb\\acc\\acco_sniper02_f.p3d\"\n- \"a3\\weapons_f_epb\\ammo\\b_irstrobe_f.p3d\"\n- \"a3\\weapons_f_epb\\ammo\\i_irstrobe_f.p3d\"\n- \"a3\\weapons_f_epb\\ammo\\o_irstrobe_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\bomb_03_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\bomb_04_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\bomb_04_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_aa_03_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_aa_03_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_aa_04_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_aa_04_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_aa_04_pod_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_agm_01_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_agm_01_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_agm_02_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_agm_02_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_agm_02_pod_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_03_ap_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_03_ap_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_03_fl_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_03_fl_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_03_he_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_03_he_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_04_ap_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_04_ap_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_04_fl_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_04_fl_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_04_he_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_04_he_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_pod_01_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_pod_02_f.p3d\"\n- \"a3\\weapons_f_exp\\acc\\acca_snds_65_ti_blk_f.p3d\"\n- \"a3\\weapons_f_exp\\acc\\acca_snds_65_ti_ghex_f.p3d\"\n- \"a3\\weapons_f_exp\\acc\\acca_snds_65_ti_hex_f.p3d\"\n- \"a3\\weapons_f_exp\\acc\\acco_erco_blk_f.p3d\"\n- \"a3\\weapons_f_exp\\acc\\acco_erco_khk_f.p3d\"\n- \"a3\\weapons_f_exp\\acc\\acco_erco_snd_f.p3d\"\n- \"a3\\weapons_f_exp\\ammo\\missile_at_04_f.p3d\"\n- \"a3\\weapons_f_exp\\ammo\\missile_at_04_fly_f.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\nvgogglesb_blk_f.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\nvgogglesb_blk_f_off.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\nvgogglesb_grn_f.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\nvgogglesb_grn_f_off.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\nvgogglesb_gry_f.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\nvgogglesb_gry_f_off.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\o_nvgoggles_blk_f.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\o_nvgoggles_blk_off_f.p3d\"\n- \"a3\\weapons_f_exp\\launchers\\rpg7\\rocket_rpg7.p3d\"\n- \"a3\\weapons_f_exp\\launchers\\rpg7\\rocket_rpg7_item.p3d\"\n- \"a3\\weapons_f_exp\\launchers\\rpg7\\rpg7_f.p3d\"\n- \"a3\\weapons_f_exp\\longrangerifles\\dmr_07\\dmr_07_f.p3d\"\n- \"a3\\weapons_f_exp\\machineguns\\lmg_03\\lmg_03_f.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_545x39_ak74_30rnd.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_556x45_stanag_150rnd.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_556x45_stanag_30rnd.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_58x42_ctar_100rnd.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_58x42_ctar_30rnd.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_762x39_ak12_30rnd.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_762x39_akm_30rnd.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_rpg7_pg7v_1rnd.p3d\"\n- \"a3\\weapons_f_exp\\pistols\\pistol_01\\pistol_01_f.p3d\"\n- \"a3\\weapons_f_exp\\reticle\\envg.p3d\"\n- \"a3\\weapons_f_exp\\reticle\\optics_erco.p3d\"\n- \"a3\\weapons_f_exp\\reticle\\optics_night.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\ak12\\ak12_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\ak12\\ak12_gl_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\akm\\akm_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\akm\\akm_flashlight_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\aks\\aks_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\arx\\arx_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\ctars\\ctars_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\ctar\\ctar_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\ctar\\ctar_gl_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\spar_01\\spar_01_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\spar_01\\spar_01_gl_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\spar_02\\spar_02_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\spar_03\\spar_03_f.p3d\"\n- \"a3\\weapons_f_exp\\smgs\\smg_05\\smg_05_f.p3d\"\n- \"a3\\weapons_f_gamma\\reticle\\gmg_01_optics_gunner_f.p3d\"\n- \"a3\\weapons_f_gamma\\reticle\\hmg_01_optics_gunner_f.p3d\"\n- \"a3\\weapons_f_gamma\\smgs\\pdw2000\\pdw2000_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\ammorail_01_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\ammorail_02_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\bombrail_01_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missilerail_01_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_05_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_05_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_06_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_06_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_07_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_07_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_08_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_08_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_09_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_09_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_10_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_10_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_sam_01_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_sam_02_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_bomb_gbu12_04_dualrail_x2_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_bomb_gbu12_04_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_bomb_kab250_03_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_05_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_06_dualrail_x2_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_06_rail_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_06_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_07_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_08_dualrail_x2_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_08_rail_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_08_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_10_dualrail_x2_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_10_rail_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_10_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_agm_01_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_agm_02_dualrail_x2_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_agm_02_rail_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_agm_02_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_agm_02_x2_f.p3d\"\n- \"a3\\weapons_f_kart\\ammo\\tracer_green.p3d\"\n- \"a3\\weapons_f_kart\\ammo\\tracer_red.p3d\"\n- \"a3\\weapons_f_kart\\pistols\\pistol_signal_f\\pistol_signal_01_f.p3d\"\n- \"a3\\weapons_f_kart\\pistols\\pistol_signal_f\\pistol_signal_muzzleflash.p3d\"\n- \"a3\\weapons_f_mark\\acc\\acco_ams_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\acco_ams_khk_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\acco_ams_snd_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\acco_khs_blk_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\acco_khs_hex_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\acco_khs_old_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\acco_khs_tan_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\reticle_acco_ams_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\reticle_acco_ams_z_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\reticle_acco_khs_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\reticle_acco_khs_z_f.p3d\"\n- \"a3\\weapons_f_mark\\ammo\\cartridge_127x54.p3d\"\n- \"a3\\weapons_f_mark\\ammo\\cartridge_338_lm.p3d\"\n- \"a3\\weapons_f_mark\\ammo\\cartridge_338_nm.p3d\"\n- \"a3\\weapons_f_mark\\ammo\\cartridge_93x64.p3d\"\n- \"a3\\weapons_f_mark\\dummybipod.p3d\"\n- \"a3\\weapons_f_mark\\longrangerifles\\dmr_02\\dmr_02_f.p3d\"\n- \"a3\\weapons_f_mark\\longrangerifles\\dmr_03\\dmr_03_f.p3d\"\n- \"a3\\weapons_f_mark\\longrangerifles\\dmr_04\\dmr_04_f.p3d\"\n- \"a3\\weapons_f_mark\\longrangerifles\\dmr_05\\dmr_05_f.p3d\"\n- \"a3\\weapons_f_mark\\longrangerifles\\dmr_06\\dmr_06_f.p3d\"\n- \"a3\\weapons_f_mark\\machineguns\\mmg_01\\mmg_01_f.p3d\"\n- \"a3\\weapons_f_mark\\machineguns\\mmg_02\\mmg_02_f.p3d\"\n- \"a3\\weapons_f_mark\\magazineproxies\\mag_762x51_mk14_20rnd.p3d\"\n- \"a3\\weapons_f_mark\\reticle\\optics_laserdesignator_02.p3d\"\n- \"a3\\weapons_f_mod\\smgs\\smg_03\\smg_03.p3d\"\n- \"a3\\weapons_f_mod\\smgs\\smg_03\\smg_03c.p3d\"\n- \"a3\\weapons_f_mod\\smgs\\smg_03\\smg_03c_tr.p3d\"\n- \"a3\\weapons_f_mod\\smgs\\smg_03\\smg_03_tr.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_01_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_01_fly_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_01_sub_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_02_cap_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_02_cap_fly_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_02_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_02_fly_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_02_sub_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_03_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_03_fly_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_03_sub_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombdemine_01_dummy_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombdemine_01_dummy_fly_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombdemine_01_dummy_ground_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombdemine_01_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombdemine_01_fly_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombdemine_01_ground_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_civ_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_east_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_guer_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_new_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_old_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_stack_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_west_f.p3d\"\n- \"a3\\weapons_f_orange\\dynamicloadout\\pylonmissile_1x_bombcluster_01_f.p3d\"\n- \"a3\\weapons_f_orange\\dynamicloadout\\pylonmissile_1x_bombcluster_02_f.p3d\"\n- \"a3\\weapons_f_orange\\dynamicloadout\\pylonrack_4x_bombdemine_01_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\apersminedispenser.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\apersminedispenser_ap.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\apersminedispenser_ap_d.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\apersminedispenser_ap_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\apersminedispenser_ap_i.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\apersminedispenser_i.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_01_uxo1_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_01_uxo2_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_01_uxo3_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_01_uxo4_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_02_uxo1_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_02_uxo2_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_02_uxo3_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_02_uxo4_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_03_uxo1_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_03_uxo2_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_03_uxo3_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_03_uxo4_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\trainingmine_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\trainingmine_used_f.p3d\"\n- \"a3\\weapons_f_orange\\reticle\\uav_06_driver_f.p3d\"\n- \"a3\\weapons_f_orange\\reticle\\uav_06_pilotcamera_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\bombrail_02_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\bomb_05_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\bomb_05_f_fly.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\bomb_06_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\bomb_06_f_fly.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\missile_ar_01_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\missile_ar_01_f_fly.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\missile_ar_02_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\missile_ar_02_f_fly.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\missile_sam_03_fly_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\missile_sam_04_fly_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\pylonpod_bomb_05_x4_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\pylonpod_missile_ar_01_rail_x1_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\pylonpod_missile_ar_01_x1_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\pylonpod_missile_ar_02_x1_f.p3d\"\n- \"a3\\weapons_f_tank\\acc\\reticle_mrawsnew.p3d\"\n- \"a3\\weapons_f_tank\\acc\\reticle_mrawsold.p3d\"\n- \"a3\\weapons_f_tank\\acc\\reticle_spg9.p3d\"\n- \"a3\\weapons_f_tank\\acc\\reticle_vorona.p3d\"\n- \"a3\\weapons_f_tank\\ammo\\missile_atgm_01_f.p3d\"\n- \"a3\\weapons_f_tank\\ammo\\missile_atgm_01_fly_f.p3d\"\n- \"a3\\weapons_f_tank\\ammo\\missile_firefist_at_01_fly_f.p3d\"\n- \"a3\\weapons_f_tank\\ammo\\missile_saami_aa_01_fly_f.p3d\"\n- \"a3\\weapons_f_tank\\ammo\\rocket_spg9.p3d\"\n- \"a3\\weapons_f_tank\\ammo\\rocket_spg9_item.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\launch_mraws_f.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\launch_mraws_rail_f.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\rocket_mraws_heat55_f.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\rocket_mraws_heat55_f_item.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\rocket_mraws_heat_f.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\rocket_mraws_heat_f_item.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\rocket_mraws_he_f.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\rocket_mraws_he_f_item.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\vorona\\vorona_launcher_f.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\vorona\\vorona_missile_heat_fly.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\vorona\\vorona_missile_he_fly.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\vorona\\vorona_tube_he.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\vorona\\vorona_tube_heat.p3d\"\n- \"a3\\weapons_f_tank\\reticle\\optics_commander_02_f.p3d\"\n- \"a3\\weapons_f_tank\\reticle\\optics_commander_02_m_f.p3d\"\n- \"a3\\weapons_f_tank\\reticle\\optics_commander_02_n_f.p3d\"\n- \"a3\\weapons_f_tank\\reticle\\optics_commander_02_w_f.p3d\"","sections":[{"heading":null,"level":1,"markdown":"Ancillary sub-page of createSimpleObject, listing object models available in Arma 3 v2.10\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.\n\nSee also: addonFiles, getModelInfo.\n\n- \"core\\compass\\compass.p3d\"\n- \"core\\sphere\\sphere.p3d\"\n- \"core\\empty\\empty.p3d\"\n- \"core\\gps\\gps.p3d\"\n- \"core\\textures\\textures.p3d\"\n- \"core\\default\\default.p3d\"\n- \"core\\skyobject\\skyobject.p3d\"\n- \"core\\notepad\\notepad.p3d\"\n- \"core\\radio\\radio.p3d\"\n- \"core\\tetrahedron\\tetrahedron.p3d\"\n- \"core\\cursor\\forcearrowmodel.p3d\"\n- \"core\\rectangle\\rect.p3d\"\n- \"core\\watch\\watch.p3d\"\n- \"core\\cursor\\cursor.p3d\"\n- \"a3\\3den\\objects\\boundingboxbase.p3d\"\n- \"a3\\3den\\objects\\cursor.p3d\"\n- \"a3\\3den\\objects\\ellipse.p3d\"\n- \"a3\\3den\\objects\\ellipselimited.p3d\"\n- \"a3\\3den\\objects\\rectangle.p3d\"\n- \"a3\\3den\\objects\\rectanglelimited.p3d\"\n- \"a3\\3den\\objects\\sphere.p3d\"\n- \"a3\\3den\\objects\\spherenoground.p3d\"\n- \"a3\\air_f\\data\\plane_flag_big_f.p3d\"\n- \"a3\\air_f\\data\\plane_flag_f.p3d\"\n- \"a3\\air_f\\data\\plane_flag_medium_f.p3d\"\n- \"a3\\air_f\\data\\plane_flag_medium_inv_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\flir_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\gun_holder_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\heli_light_01_civil_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\heli_light_01_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\heli_light_01_wreck_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\main_rotor_civil_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\main_rotor_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\minigun_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\tail_rotor_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\view_cargo_civil_f.p3d\"\n- \"a3\\air_f\\heli_light_01\\view_cargo_f.p3d\"\n- \"a3\\air_f\\heli_light_02\\heli_light_02_f.p3d\"\n- \"a3\\air_f\\heli_light_02\\heli_light_02_wreck_f.p3d\"\n- \"a3\\air_f\\heli_light_02\\main_rotor_f.p3d\"\n- \"a3\\air_f\\heli_light_02\\tail_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_01\\heli_attack_01_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_01\\heli_attack_01_wreck_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_01\\main_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_01\\tail_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_02\\heli_attack_02_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_02\\heli_attack_02_wreck_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_02\\lower_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_attack_02\\upper_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\heli_transport_01_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\heli_transport_01_wreck_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\interior_lod1_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\interior_view_cargo_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\interior_view_gunner_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\interior_view_pilot_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\main_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_01\\tail_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\heli_transport_02_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\heli_transport_02_wreck_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\interior_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\interior_luxurious_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\main_rotor_center_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\main_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\tail_rotor_f.p3d\"\n- \"a3\\air_f_beta\\heli_transport_02\\view_pilot_switches_f.p3d\"\n- \"a3\\air_f_beta\\parachute_01\\parachute_01_f.p3d\"\n- \"a3\\air_f_beta\\parachute_02\\parachute_02_f.p3d\"\n- \"a3\\air_f_epb\\heli_light_03\\adds_armed_f.p3d\"\n- \"a3\\air_f_epb\\heli_light_03\\heli_light_03_f.p3d\"\n- \"a3\\air_f_epb\\heli_light_03\\heli_light_03_mainrotorblurred_f.p3d\"\n- \"a3\\air_f_epb\\heli_light_03\\heli_light_03_tailrotorblurred_f.p3d\"\n- \"a3\\air_f_epb\\heli_light_03\\heli_light_03_unarmed_f.p3d\"\n- \"a3\\air_f_epb\\heli_light_03\\heli_light_03_wreck_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_01\\ejection_seat_cas_01_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_01\\plane_cas_01_canopy_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_01\\plane_cas_01_ejection_seat_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_01\\plane_cas_01_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_01\\plane_cas_01_interior_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_01\\plane_cas_01_wreck_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_01\\test_plane_cas_01_rockets_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\ejection_seat_02_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\pilot.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\plane_cas_02_canopy_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\plane_cas_02_ejection_seat_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\plane_cas_02_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\plane_cas_02_wreck_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\plane_cas_interior_02_f.p3d\"\n- \"a3\\air_f_epc\\plane_cas_02\\plane_cas_view_pilot_02_f.p3d\"\n- \"a3\\air_f_exp\\plane_civil_01\\plane_civil_01_basic_f.p3d\"\n- \"a3\\air_f_exp\\plane_civil_01\\plane_civil_01_basic_f_rotor.p3d\"\n- \"a3\\air_f_exp\\plane_civil_01\\plane_civil_01_basic_wreck_f.p3d\"\n- \"a3\\air_f_exp\\uav_03\\uav_03_f.p3d\"\n- \"a3\\air_f_exp\\uav_03\\uav_03_rotor_main_blur.p3d\"\n- \"a3\\air_f_exp\\uav_03\\uav_03_rotor_tail_blur.p3d\"\n- \"a3\\air_f_exp\\uav_04\\uav_04_f.p3d\"\n- \"a3\\air_f_exp\\vtol_01\\vtol_01_armed_f.p3d\"\n- \"a3\\air_f_exp\\vtol_01\\vtol_01_rotor_blur_f.p3d\"\n- \"a3\\air_f_exp\\vtol_01\\vtol_01_vehicle_f.p3d\"\n- \"a3\\air_f_exp\\vtol_01\\vtol_01_vehicle_wreck_f.p3d\"\n- \"a3\\air_f_exp\\vtol_02\\vtol_02_vehicle_f.p3d\"\n- \"a3\\air_f_exp\\vtol_02\\vtol_02_vehicle_wreck_f.p3d\"\n- \"a3\\air_f_gamma\\plane_fighter_03\\ejection_seat_01_f.p3d\"\n- \"a3\\air_f_gamma\\plane_fighter_03\\gun_holder_f.p3d\"\n- \"a3\\air_f_gamma\\plane_fighter_03\\plane_fighter_03_canopy_f.p3d\"\n- \"a3\\air_f_gamma\\plane_fighter_03\\plane_fighter_03_ejection_seat_f.p3d\"\n- \"a3\\air_f_gamma\\plane_fighter_03\\plane_fighter_03_f.p3d\"\n- \"a3\\air_f_gamma\\plane_fighter_03\\plane_fighter_03_wreck_f.p3d\"\n- \"a3\\air_f_gamma\\plane_fighter_03\\proxies\\ejection_seat_shared_01_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\heli_transport_03_cargo_proxy_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\heli_transport_03_damaged_rotor_1_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\heli_transport_03_damaged_rotor_2_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\heli_transport_03_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\heli_transport_03_interior_proxy_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\heli_transport_03_pilot_proxy_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\heli_transport_03_wreck_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\main_rotor_1_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_03\\main_rotor_2_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_ammo_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_bench_black_proxy_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_bench_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_bench_proxy_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_box_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_box_wreck_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_covered_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_covered_proxy_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_fuel_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_fuel_wreck_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_medevac_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_medevac_proxy_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_repair_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\heli_transport_04_wreck_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\pod_heli_transport_04_ammo_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\pod_heli_transport_04_bench_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\pod_heli_transport_04_box_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\pod_heli_transport_04_covered_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\pod_heli_transport_04_fuel_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\pod_heli_transport_04_medevac_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\pod_heli_transport_04_repair_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\proxy_heli_transport_04_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\proxy_heli_transport_04_rotor_main_f.p3d\"\n- \"a3\\air_f_heli\\heli_transport_04\\proxy_heli_transport_04_rotor_tail_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_01\\plane_fighter_01_canopy_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_01\\plane_fighter_01_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_01\\plane_fighter_01_wreck_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_01\\proxies\\ejection_seat_01_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_02\\plane_fighter_02_canopy_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_02\\plane_fighter_02_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_02\\plane_fighter_02_wreck_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_02\\proxies\\ejection_seat_02_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_04\\plane_fighter_04_canopy_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_04\\plane_fighter_04_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_04\\plane_fighter_04_wreck_f.p3d\"\n- \"a3\\air_f_jets\\plane_fighter_04\\proxies\\ejection_seat_04_f.p3d\"\n- \"a3\\air_f_jets\\uav_05\\uav_05_f.p3d\"\n- \"a3\\air_f_orange\\uav_06\\box_uav_06_f.p3d\"\n- \"a3\\air_f_orange\\uav_06\\uav_06_f.p3d\"\n- \"a3\\animals_f\\beetle.p3d\"\n- \"a3\\animals_f\\butterfly.p3d\"\n- \"a3\\animals_f\\cicada.p3d\"\n- \"a3\\animals_f\\cl_feathers2.p3d\"\n- \"a3\\animals_f\\cl_leaf.p3d\"\n- \"a3\\animals_f\\cl_leaf2.p3d\"\n- \"a3\\animals_f\\cl_leaf3.p3d\"\n- \"a3\\animals_f\\data\\geom\\basiccolide.p3d\"\n- \"a3\\animals_f\\dragonfly.p3d\"\n- \"a3\\animals_f\\empty_collshape.p3d\"\n- \"a3\\animals_f\\firefly.p3d\"\n- \"a3\\animals_f\\fishes\\catshark_f.p3d\"\n- \"a3\\animals_f\\fishes\\data\\anim\\bigfish_skeleton.p3d\"\n- \"a3\\animals_f\\fishes\\data\\anim\\catshark_skeleton.p3d\"\n- \"a3\\animals_f\\fishes\\data\\anim\\dolphin_skeleton.p3d\"\n- \"a3\\animals_f\\fishes\\data\\anim\\fish_skeleton.p3d\"\n- \"a3\\animals_f\\fishes\\data\\anim\\swarm_skeleton.p3d\"\n- \"a3\\animals_f\\fishes\\mackerel_f.p3d\"\n- \"a3\\animals_f\\fishes\\mullet_f.p3d\"\n- \"a3\\animals_f\\fishes\\ornate_f.p3d\"\n- \"a3\\animals_f\\fishes\\salema_porgy_f.p3d\"\n- \"a3\\animals_f\\fishes\\tuna_f.p3d\"\n- \"a3\\animals_f\\fly.p3d\"\n- \"a3\\animals_f\\honeybee.p3d\"\n- \"a3\\animals_f\\kestrel\\kestrel_f.p3d\"\n- \"a3\\animals_f\\ladybug.p3d\"\n- \"a3\\animals_f\\mosquito.p3d\"\n- \"a3\\animals_f\\moth.p3d\"\n- \"a3\\animals_f\\rabbit\\rabbit_collshape.p3d\"\n- \"a3\\animals_f\\rabbit\\rabbit_f.p3d\"\n- \"a3\\animals_f\\seagull\\crowe.p3d\"\n- \"a3\\animals_f\\seagull\\seagull.p3d\"\n- \"a3\\animals_f\\snakes\\data\\anim\\snake_skeleton.p3d\"\n- \"a3\\animals_f\\snakes\\snakes_collshape.p3d\"\n- \"a3\\animals_f\\snakes\\snake_f.p3d\"\n- \"a3\\animals_f\\turtle\\data\\anim\\turtle_skeleton.p3d\"\n- \"a3\\animals_f\\turtle\\turtle_collshape.p3d\"\n- \"a3\\animals_f\\turtle\\turtle_f.p3d\"\n- \"a3\\animals_f_beta\\chicken\\chicken_collshape.p3d\"\n- \"a3\\animals_f_beta\\chicken\\cock_f.p3d\"\n- \"a3\\animals_f_beta\\chicken\\hen_f.p3d\"\n- \"a3\\animals_f_beta\\dog\\dog_collshape.p3d\"\n- \"a3\\animals_f_beta\\dog\\dog_skeleton.p3d\"\n- \"a3\\animals_f_beta\\dog\\fin_f.p3d\"\n- \"a3\\animals_f_beta\\dog\\pastor_f.p3d\"\n- \"a3\\animals_f_beta\\goat\\goat_collshape.p3d\"\n- \"a3\\animals_f_beta\\goat\\goat_f.p3d\"\n- \"a3\\animals_f_beta\\goat\\goat_small_f.p3d\"\n- \"a3\\animals_f_beta\\sheep\\sheep_collshape.p3d\"\n- \"a3\\animals_f_beta\\sheep\\sheep_f.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\geom_adth.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\geom_empty.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_idle.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_idlelarge.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_mrun_slow_wrfl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_mrun_slow_wrfl_dl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_mrun_slow_wrfl_dr.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wlnr.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wnon.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wovr.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wpst.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wrfl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wrfl_adjl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wrfl_adjr.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wrfl_db.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wrfl_low.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wrfl_offset.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\perc_wrfl_turn.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_mrun_slow_wpst.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_mrun_slow_wrfl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wlnr.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wnon.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wnon_fl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wpst.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_adjdown.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_adjl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_adjr.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_db.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_low.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_offset.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_side.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pknl_wrfl_turn.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\ppne.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\ppne_adjl.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\ppne_adjr.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\ppne_trans.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\ppne_turn.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\psit.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pswm_mnon.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\pswm_mrun.p3d\"\n- \"a3\\anims_f\\data\\geom\\sdr\\sdv_mrun.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\perc_wnon.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\perc_wnondf.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\perc_wnondf_wlk.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\pknl_wnon.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\psit.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\psqr.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\pswm_mnon.p3d\"\n- \"a3\\anims_f\\data\\geom\\wmn\\pswm_mrun.p3d\"\n- \"a3\\anims_f\\data\\skeleton\\skeletonpivots.p3d\"\n- \"a3\\anims_f_exp\\data\\geom\\sdr\\breachingcutscene.p3d\"\n- \"a3\\anims_f_exp\\data\\geom\\sdr\\m01_executioner.p3d\"\n- \"a3\\anims_f_exp\\data\\geom\\sdr\\m01_executionvictim.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_01\\apc_tracked_01_aa_f.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_01\\apc_tracked_01_crv_f.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_01\\apc_tracked_01_rcws_f.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_01\\apc_tracked_01_wreck_f.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_02\\apc_tracked_02_aa_f.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_02\\apc_tracked_02_aa_wreck_f.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_02\\apc_tracked_02_cannon_f.p3d\"\n- \"a3\\armor_f_beta\\apc_tracked_02\\apc_tracked_02_cannon_wreck_f.p3d\"\n- \"a3\\armor_f_beta\\apc_wheeled_01\\apc_wheeled_01_cannon_f.p3d\"\n- \"a3\\armor_f_beta\\apc_wheeled_02\\apc_wheeled_02_rcws_f.p3d\"\n- \"a3\\armor_f_beta\\apc_wheeled_02\\exterior_lod1_f.p3d\"\n- \"a3\\armor_f_epb\\apc_tracked_03\\apc_tracked_03_cannon_f.p3d\"\n- \"a3\\armor_f_epb\\apc_tracked_03\\apc_tracked_03_proxy_f.p3d\"\n- \"a3\\armor_f_epb\\apc_tracked_03\\apc_tracked_03_wreck_f.p3d\"\n- \"a3\\armor_f_epb\\mbt_03\\data\\mbt_03_f_damagehide_proxy.p3d\"\n- \"a3\\armor_f_epb\\mbt_03\\mbt_03_cannon_f.p3d\"\n- \"a3\\armor_f_epb\\mbt_03\\mbt_03_wreck_f.p3d\"\n- \"a3\\armor_f_epc\\mbt_01\\mbt_01_tusk_f.p3d\"\n- \"a3\\armor_f_gamma\\apc_wheeled_03\\apc_wheeled_03_cannon_f.p3d\"\n- \"a3\\armor_f_gamma\\apc_wheeled_03\\data\\int_details.p3d\"\n- \"a3\\armor_f_gamma\\apc_wheeled_03\\data\\m240_vehicle.p3d\"\n- \"a3\\armor_f_gamma\\apc_wheeled_03\\exterior_f.p3d\"\n- \"a3\\armor_f_gamma\\apc_wheeled_03\\interior_f.p3d\"\n- \"a3\\armor_f_gamma\\mbt_01\\mbt_01_arty_f.p3d\"\n- \"a3\\armor_f_gamma\\mbt_01\\mbt_01_cannon_f.p3d\"\n- \"a3\\armor_f_gamma\\mbt_01\\mbt_01_mlrs_f.p3d\"\n- \"a3\\armor_f_gamma\\mbt_01\\mbt_01_wreck_f.p3d\"\n- \"a3\\armor_f_gamma\\mbt_02\\mbt_02_arty_f.p3d\"\n- \"a3\\armor_f_gamma\\mbt_02\\mbt_02_cannon_f.p3d\"\n- \"a3\\armor_f_gamma\\mbt_02\\mbt_02_wreck_f.p3d\"\n- \"a3\\armor_f_tank\\afv_wheeled_01\\afv_wheeled_01_cannon_f.p3d\"\n- \"a3\\armor_f_tank\\afv_wheeled_01\\afv_wheeled_01_up_cannon_f.p3d\"\n- \"a3\\armor_f_tank\\afv_wheeled_01\\afv_wheeled_01_wreck_f.p3d\"\n- \"a3\\armor_f_tank\\afv_wheeled_01\\m2.p3d\"\n- \"a3\\armor_f_tank\\lt_01\\lt_01_aa_f.p3d\"\n- \"a3\\armor_f_tank\\lt_01\\lt_01_aa_wreck_f.p3d\"\n- \"a3\\armor_f_tank\\lt_01\\lt_01_at_f.p3d\"\n- \"a3\\armor_f_tank\\lt_01\\lt_01_cannon_f.p3d\"\n- \"a3\\armor_f_tank\\lt_01\\lt_01_cannon_wreck_f.p3d\"\n- \"a3\\armor_f_tank\\lt_01\\lt_01_scout_f.p3d\"\n- \"a3\\armor_f_tank\\lt_01\\lt_01_scout_wreck_f.p3d\"\n- \"a3\\armor_f_tank\\mbt_04\\mbt_04_cannon_f.p3d\"\n- \"a3\\armor_f_tank\\mbt_04\\mbt_04_command_f.p3d\"\n- \"a3\\armor_f_tank\\mbt_04\\mbt_04_wreck_f.p3d\"\n- \"a3\\boat_f\\boat_armed_01\\boat_armed_01_hmg_f.p3d\"\n- \"a3\\boat_f\\boat_armed_01\\boat_armed_01_minigun_f.p3d\"\n- \"a3\\boat_f\\boat_armed_01\\data\\boat_armed_01_minigun_cargo_proxy.p3d\"\n- \"a3\\boat_f\\boat_armed_01\\data\\boat_armed_01_minigun_proxy.p3d\"\n- \"a3\\boat_f\\boat_transport_01\\boat_transport_01_f.p3d\"\n- \"a3\\boat_f_beta\\sdv_01\\sdv_01_f.p3d\"\n- \"a3\\boat_f_beta\\sdv_01\\view_cargo_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_hull_01_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_hull_02_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_hull_03_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_hull_04_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_hull_05_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_hull_base_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_interior_02_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_interior_03_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\destroyer_01_interior_04_f.p3d\"\n- \"a3\\boat_f_destroyer\\destroyer_01\\shipflag_smallmast_f.p3d\"\n- \"a3\\boat_f_epc\\submarine_01\\submarine_01_f.p3d\"\n- \"a3\\boat_f_exp\\boat_transport_02\\boat_transport_02_f.p3d\"\n- \"a3\\boat_f_exp\\scooter_transport_01\\scooter_transport_01_f.p3d\"\n- \"a3\\boat_f_gamma\\boat_civil_01\\boat_civil_01_f.p3d\"\n- \"a3\\boat_f_gamma\\boat_civil_01\\glass_f.p3d\"\n- \"a3\\boat_f_gamma\\boat_civil_01\\police_lights_f.p3d\"\n- \"a3\\boat_f_gamma\\boat_civil_04\\boat_civil_04_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_01_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_02_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_03_1_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_03_2_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_04_1_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_04_2_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_05_1_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_05_2_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_06_1_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_06_2_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_07_1_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_07_2_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_08_1_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_08_2_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_09_1_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_09_2_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_hull_base_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_island_01_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_island_02_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\carrier_01_island_03_f.p3d\"\n- \"a3\\boat_f_jets\\carrier_01\\volumelightcar.p3d\"\n- \"a3\\characters_f\\blood_splash.p3d\"\n- \"a3\\characters_f\\blufor\\b_sniper.p3d\"\n- \"a3\\characters_f\\blufor\\b_soldier_01.p3d\"\n- \"a3\\characters_f\\blufor\\b_soldier_02.p3d\"\n- \"a3\\characters_f\\blufor\\b_soldier_03.p3d\"\n- \"a3\\characters_f\\blufor\\equip_b_bandolier.p3d\"\n- \"a3\\characters_f\\blufor\\equip_b_belt.p3d\"\n- \"a3\\characters_f\\blufor\\equip_b_carrier_gl_rig.p3d\"\n- \"a3\\characters_f\\blufor\\equip_b_carrier_spec_rig.p3d\"\n- \"a3\\characters_f\\blufor\\equip_b_vest01.p3d\"\n- \"a3\\characters_f\\blufor\\equip_b_vest02.p3d\"\n- \"a3\\characters_f\\blufor\\headgear_b_helmet_ballistic.p3d\"\n- \"a3\\characters_f\\blufor\\headgear_b_helmet_camo.p3d\"\n- \"a3\\characters_f\\blufor\\headgear_b_helmet_crew.p3d\"\n- \"a3\\characters_f\\blufor\\headgear_b_helmet_light.p3d\"\n- \"a3\\characters_f\\blufor\\headgear_b_helmet_plain.p3d\"\n- \"a3\\characters_f\\blufor\\radio_b.p3d\"\n- \"a3\\characters_f\\civil\\arttshirt_01_f.p3d\"\n- \"a3\\characters_f\\civil\\c_citizen1.p3d\"\n- \"a3\\characters_f\\civil\\c_citizen2.p3d\"\n- \"a3\\characters_f\\civil\\c_citizen3.p3d\"\n- \"a3\\characters_f\\civil\\c_citizen4.p3d\"\n- \"a3\\characters_f\\civil\\c_citizen5.p3d\"\n- \"a3\\characters_f\\civil\\c_driver_f.p3d\"\n- \"a3\\characters_f\\civil\\c_helmet_skate_f.p3d\"\n- \"a3\\characters_f\\civil\\c_hunter_f.p3d\"\n- \"a3\\characters_f\\civil\\c_looterjacket_01_f.p3d\"\n- \"a3\\characters_f\\civil\\c_man_casual_shorts_f.p3d\"\n- \"a3\\characters_f\\civil\\c_nikos.p3d\"\n- \"a3\\characters_f\\civil\\c_orestes.p3d\"\n- \"a3\\characters_f\\civil\\c_poloshirt.p3d\"\n- \"a3\\characters_f\\civil\\c_poloshirtpants.p3d\"\n- \"a3\\characters_f\\civil\\c_poor.p3d\"\n- \"a3\\characters_f\\civil\\c_worker.p3d\"\n- \"a3\\characters_f\\civil\\equip_g_chestrig.p3d\"\n- \"a3\\characters_f\\civil\\hat.p3d\"\n- \"a3\\characters_f\\civil\\hat_straw.p3d\"\n- \"a3\\characters_f\\civil\\headgear_beaniehat01.p3d\"\n- \"a3\\characters_f\\civil\\headgear_booniehat01.p3d\"\n- \"a3\\characters_f\\civil\\headgear_c_bandana1.p3d\"\n- \"a3\\characters_f\\civil\\headgear_c_capbandana01.p3d\"\n- \"a3\\characters_f\\civil\\headgear_shemagmask.p3d\"\n- \"a3\\characters_f\\civil\\headgear_shemagopen.p3d\"\n- \"a3\\characters_f\\civil\\headgear_turban.p3d\"\n- \"a3\\characters_f\\civil\\i_c_soldier_bandit_2_f.p3d\"\n- \"a3\\characters_f\\civil\\i_c_soldier_bandit_3_f.p3d\"\n- \"a3\\characters_f\\civil\\i_l_looter_01_tshirt_f.p3d\"\n- \"a3\\characters_f\\civil\\scientist_01_f.p3d\"\n- \"a3\\characters_f\\civil\\scientist_01_formal_f.p3d\"\n- \"a3\\characters_f\\civil\\scientist_02_f.p3d\"\n- \"a3\\characters_f\\civil\\scientist_02_formal_f.p3d\"\n- \"a3\\characters_f\\common\\basicbody.p3d\"\n- \"a3\\characters_f\\common\\booniehat.p3d\"\n- \"a3\\characters_f\\common\\capb.p3d\"\n- \"a3\\characters_f\\common\\capb_headphones.p3d\"\n- \"a3\\characters_f\\common\\cappatrol.p3d\"\n- \"a3\\characters_f\\common\\coveralls.p3d\"\n- \"a3\\characters_f\\common\\diver_slotable.p3d\"\n- \"a3\\characters_f\\common\\equip_chestrig.p3d\"\n- \"a3\\characters_f\\common\\equip_chestrig_light.p3d\"\n- \"a3\\characters_f\\common\\equip_placeholder.p3d\"\n- \"a3\\characters_f\\common\\equip_rebreather.p3d\"\n- \"a3\\characters_f\\common\\equip_tacticalvest.p3d\"\n- \"a3\\characters_f\\common\\equip_tacticalvest_black.p3d\"\n- \"a3\\characters_f\\common\\ghillie.p3d\"\n- \"a3\\characters_f\\common\\headgear_beanie.p3d\"\n- \"a3\\characters_f\\common\\headgear_beret01.p3d\"\n- \"a3\\characters_f\\common\\headgear_helmet_heli.p3d\"\n- \"a3\\characters_f\\common\\headgear_helmet_heli_shield.p3d\"\n- \"a3\\characters_f\\common\\headgear_helmet_heli_visor_up.p3d\"\n- \"a3\\characters_f\\common\\headgear_helmet_pilot.p3d\"\n- \"a3\\characters_f\\common\\headgear_placeholder.p3d\"\n- \"a3\\characters_f\\common\\headset_light.p3d\"\n- \"a3\\characters_f\\common\\helmet_heli.p3d\"\n- \"a3\\characters_f\\common\\invisibleman.p3d\"\n- \"a3\\characters_f\\common\\pilot_f.p3d\"\n- \"a3\\characters_f\\common\\pilot_visor_f.p3d\"\n- \"a3\\characters_f\\common\\suitpacks\\suitpack_blufor_diver.p3d\"\n- \"a3\\characters_f\\common\\suitpacks\\suitpack_blufor_pilot.p3d\"\n- \"a3\\characters_f\\common\\suitpacks\\suitpack_blufor_soldier.p3d\"\n- \"a3\\characters_f\\common\\suitpacks\\suitpack_civilian_f.p3d\"\n- \"a3\\characters_f\\common\\suitpacks\\suitpack_driver_f.p3d\"\n- \"a3\\characters_f\\common\\suitpacks\\suitpack_original_f.p3d\"\n- \"a3\\characters_f\\common\\suitpacks\\suitpack_universal_f.p3d\"\n- \"a3\\characters_f\\common\\woolhat.p3d\"\n- \"a3\\characters_f\\data\\slop_00.p3d\"\n- \"a3\\characters_f\\flag_soldier.p3d\"\n- \"a3\\characters_f\\footstep_l.p3d\"\n- \"a3\\characters_f\\footstep_r.p3d\"\n- \"a3\\characters_f\\heads\\glasses\\g_diving.p3d\"\n- \"a3\\characters_f\\heads\\glasses\\g_shades_black.p3d\"\n- \"a3\\characters_f\\heads\\glasses\\g_shades_blue.p3d\"\n- \"a3\\characters_f\\heads\\glasses\\g_sport_blackred.p3d\"\n- \"a3\\characters_f\\heads\\glasses\\g_tactical_clear.p3d\"\n- \"a3\\characters_f\\heads\\m_african_01.p3d\"\n- \"a3\\characters_f\\heads\\m_asian_01.p3d\"\n- \"a3\\characters_f\\heads\\m_dwarden.p3d\"\n- \"a3\\characters_f\\heads\\m_greek_01.p3d\"\n- \"a3\\characters_f\\heads\\m_hhl_default_f.p3d\"\n- \"a3\\characters_f\\heads\\m_hladas.p3d\"\n- \"a3\\characters_f\\heads\\m_ivan.p3d\"\n- \"a3\\characters_f\\heads\\m_jay.p3d\"\n- \"a3\\characters_f\\heads\\m_miller.p3d\"\n- \"a3\\characters_f\\heads\\m_nikos.p3d\"\n- \"a3\\characters_f\\heads\\m_persian_01.p3d\"\n- \"a3\\characters_f\\heads\\m_pettka.p3d\"\n- \"a3\\characters_f\\heads\\m_white_01.p3d\"\n- \"a3\\characters_f\\opfor\\equip_o_vest01.p3d\"\n- \"a3\\characters_f\\opfor\\equip_o_vest_gl.p3d\"\n- \"a3\\characters_f\\opfor\\headgear_o_helmet_ballistic.p3d\"\n- \"a3\\characters_f\\opfor\\headgear_o_helmet_ballistic_hud.p3d\"\n- \"a3\\characters_f\\opfor\\headgear_o_helmet_ballistic_spec.p3d\"\n- \"a3\\characters_f\\opfor\\h_beret_csat_01_f.p3d\"\n- \"a3\\characters_f\\opfor\\o_officer.p3d\"\n- \"a3\\characters_f\\opfor\\o_officer_noinsignia_f.p3d\"\n- \"a3\\characters_f\\opfor\\o_paramilitary.p3d\"\n- \"a3\\characters_f\\opfor\\o_sniper.p3d\"\n- \"a3\\characters_f\\opfor\\o_soldier_01.p3d\"\n- \"a3\\characters_f\\proxies\\backpack.p3d\"\n- \"a3\\characters_f\\proxies\\backpack2.p3d\"\n- \"a3\\characters_f\\proxies\\binoculars.p3d\"\n- \"a3\\characters_f\\proxies\\equipment.p3d\"\n- \"a3\\characters_f\\proxies\\flag.p3d\"\n- \"a3\\characters_f\\proxies\\glasses.p3d\"\n- \"a3\\characters_f\\proxies\\hair.p3d\"\n- \"a3\\characters_f\\proxies\\headgear.p3d\"\n- \"a3\\characters_f\\proxies\\head_male.p3d\"\n- \"a3\\characters_f\\proxies\\hmd.p3d\"\n- \"a3\\characters_f\\proxies\\launcher.p3d\"\n- \"a3\\characters_f\\proxies\\nvg.p3d\"\n- \"a3\\characters_f\\proxies\\pistol.p3d\"\n- \"a3\\characters_f\\proxies\\pistol_holstered.p3d\"\n- \"a3\\characters_f\\proxies\\radio.p3d\"\n- \"a3\\characters_f\\proxies\\weapon.p3d\"\n- \"a3\\characters_f\\proxymodels\\backpack.p3d\"\n- \"a3\\characters_f\\proxymodels\\backpack2.p3d\"\n- \"a3\\characters_f\\proxymodels\\binoculars.p3d\"\n- \"a3\\characters_f\\proxymodels\\equipmentvest.p3d\"\n- \"a3\\characters_f\\proxymodels\\flag.p3d\"\n- \"a3\\characters_f\\proxymodels\\glasses.p3d\"\n- \"a3\\characters_f\\proxymodels\\hair.p3d\"\n- \"a3\\characters_f\\proxymodels\\headgear.p3d\"\n- \"a3\\characters_f\\proxymodels\\head_male.p3d\"\n- \"a3\\characters_f\\proxymodels\\launcher.p3d\"\n- \"a3\\characters_f\\proxymodels\\nvg.p3d\"\n- \"a3\\characters_f\\proxymodels\\pistol.p3d\"\n- \"a3\\characters_f\\proxymodels\\pistol_holstered.p3d\"\n- \"a3\\characters_f\\proxymodels\\radio.p3d\"\n- \"a3\\characters_f\\proxymodels\\weapon.p3d\"\n- \"a3\\characters_f\\templatertm\\bysta.p3d\"\n- \"a3\\characters_f\\templatertm\\male.p3d\"\n- \"a3\\characters_f\\templatertm\\manskeleton_pivots.p3d\"\n- \"a3\\characters_f\\templatertm\\womanskeleton_pivots.p3d\"\n- \"a3\\characters_f_aow\\headgear\\paradedresscap_01_f.p3d\"\n- \"a3\\characters_f_aow\\uniforms\\formalsuit_01_f.p3d\"\n- \"a3\\characters_f_aow\\uniforms\\formalsuit_01_tshirt_f.p3d\"\n- \"a3\\characters_f_aow\\uniforms\\paradeuniform_01_f.p3d\"\n- \"a3\\characters_f_aow\\uniforms\\paradeuniform_decorated_01_f.p3d\"\n- \"a3\\characters_f_aow\\uniforms\\suitpacks\\suitpack_arttshirt_01_f.p3d\"\n- \"a3\\characters_f_aow\\uniforms\\suitpacks\\suitpack_formalsuit_01_f.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_combat.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_lowprofile.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_shades_green.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_shades_red.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_spectacles.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_spectacles_tinted.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_sport_blackwhite.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_sport_blackyellow.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_sport_checkered.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_sport_greenblack.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_sport_red.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_squares.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_squares_tinted.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_tactical.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_tactical_black.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_tactical_camo.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_tactical_mirror.p3d\"\n- \"a3\\characters_f_beta\\heads\\glasses\\g_tactical_yellow.p3d\"\n- \"a3\\characters_f_beta\\indep\\equip_ia_ga_carrier_gl_rig.p3d\"\n- \"a3\\characters_f_beta\\indep\\equip_ia_vest01.p3d\"\n- \"a3\\characters_f_beta\\indep\\equip_ia_vest02.p3d\"\n- \"a3\\characters_f_beta\\indep\\equip_ir_vest01.p3d\"\n- \"a3\\characters_f_beta\\indep\\headgear_helmet_canvas.p3d\"\n- \"a3\\characters_f_beta\\indep\\headgear_ia_helmet_crew.p3d\"\n- \"a3\\characters_f_beta\\indep\\ia_officer.p3d\"\n- \"a3\\characters_f_beta\\indep\\ia_sniper.p3d\"\n- \"a3\\characters_f_beta\\indep\\ia_soldier_01.p3d\"\n- \"a3\\characters_f_beta\\indep\\ia_soldier_02.p3d\"\n- \"a3\\characters_f_bootcamp\\common\\g_vr.p3d\"\n- \"a3\\characters_f_bootcamp\\common\\vr_protagonist_f.p3d\"\n- \"a3\\characters_f_bootcamp\\common\\vr_soldier_f.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\g_balaclava_clean.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\g_balaclava_combat.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\g_balaclava_lowprofile.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\g_bandana_aviator.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\g_bandana_clean.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\g_bandana_shades.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\g_bandana_sport.p3d\"\n- \"a3\\characters_f_bootcamp\\guerrilla\\ig_guerrilla_6_1.p3d\"\n- \"a3\\characters_f_enoch\\facewear\\g_airpurifyingrespirator_01_f.p3d\"\n- \"a3\\characters_f_enoch\\facewear\\g_airpurifyingrespirator_02_f.p3d\"\n- \"a3\\characters_f_enoch\\facewear\\g_blindfold_01_f.p3d\"\n- \"a3\\characters_f_enoch\\facewear\\g_regulatormask_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_beret_eaf_01_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_helmetaggressor_01_cover_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_helmetaggressor_01_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_helmethbk_01_chops_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_helmethbk_01_ear_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_helmethbk_01_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_helmethbk_01_headset_f.p3d\"\n- \"a3\\characters_f_enoch\\headgear\\h_tinfoil_hat_01.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\cbrn_suit_01_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\gorka_01_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\i_e_coveralls_01_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\i_e_officer_01_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\i_e_soldier_01_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\i_e_soldier_01_shortsleeve_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\i_e_soldier_01_tanktop_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\suitpacks\\suitpack_scientist_02_f.p3d\"\n- \"a3\\characters_f_enoch\\uniforms\\suitpacks\\suitpack_scientist_02_formal_f.p3d\"\n- \"a3\\characters_f_enoch\\vests\\v_carrierrigkbt_01_f.p3d\"\n- \"a3\\characters_f_enoch\\vests\\v_carrierrigkbt_01_heavy_f.p3d\"\n- \"a3\\characters_f_enoch\\vests\\v_carrierrigkbt_01_light_f.p3d\"\n- \"a3\\characters_f_enoch\\vests\\v_smershvest_01_f.p3d\"\n- \"a3\\characters_f_epa\\blufor\\backpack_kerry.p3d\"\n- \"a3\\characters_f_epa\\blufor\\b_soldier_survival_01.p3d\"\n- \"a3\\characters_f_epa\\blufor\\equip_b_vest_kerry.p3d\"\n- \"a3\\characters_f_epa\\blufor\\headgear_b_helmet_kerry.p3d\"\n- \"a3\\characters_f_epb\\blufor\\headgear_beret02.p3d\"\n- \"a3\\characters_f_epb\\civil\\headgear_c_bandana1_hs.p3d\"\n- \"a3\\characters_f_epb\\common\\booniehat_hs.p3d\"\n- \"a3\\characters_f_epb\\common\\capb_hs.p3d\"\n- \"a3\\characters_f_epb\\guerrilla\\headgear_shemagmask_hs.p3d\"\n- \"a3\\characters_f_epb\\guerrilla\\ig_guerrilla4_1.p3d\"\n- \"a3\\characters_f_epb\\guerrilla\\ig_guerrilla5_1.p3d\"\n- \"a3\\characters_f_epb\\heads\\glasses\\g_b_diving.p3d\"\n- \"a3\\characters_f_epb\\heads\\glasses\\g_i_diving.p3d\"\n- \"a3\\characters_f_epb\\heads\\glasses\\g_o_diving.p3d\"\n- \"a3\\characters_f_epb\\heads\\m_ig_leader.p3d\"\n- \"a3\\characters_f_epc\\civil\\c_journalist.p3d\"\n- \"a3\\characters_f_epc\\civil\\c_nikos_aged.p3d\"\n- \"a3\\characters_f_epc\\civil\\equip_press_vest_01.p3d\"\n- \"a3\\characters_f_exp\\blufor\\b_ctrg_soldier_01_f.p3d\"\n- \"a3\\characters_f_exp\\blufor\\b_ctrg_soldier_02_f.p3d\"\n- \"a3\\characters_f_exp\\blufor\\b_ctrg_soldier_03_f.p3d\"\n- \"a3\\characters_f_exp\\blufor\\g_balaclava_ti_f.p3d\"\n- \"a3\\characters_f_exp\\blufor\\g_balaclava_ti_g_f.p3d\"\n- \"a3\\characters_f_exp\\blufor\\h_helmetb_ti_tna_f.p3d\"\n- \"a3\\characters_f_exp\\civil\\c_man_casual_shorts_f.p3d\"\n- \"a3\\characters_f_exp\\civil\\c_tanoan1_f.p3d\"\n- \"a3\\characters_f_exp\\common\\equip_tacchestrig.p3d\"\n- \"a3\\characters_f_exp\\common\\g_balaclava_light.p3d\"\n- \"a3\\characters_f_exp\\gendarmerie\\b_gen_commander_f.p3d\"\n- \"a3\\characters_f_exp\\gendarmerie\\b_gen_soldier_f.p3d\"\n- \"a3\\characters_f_exp\\headgear\\headgear_beret02.p3d\"\n- \"a3\\characters_f_exp\\heads\\m_tanoan_01.p3d\"\n- \"a3\\characters_f_exp\\opfor\\headgear_o_vipersp.p3d\"\n- \"a3\\characters_f_exp\\opfor\\o_viper.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_bandit_1_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_bandit_2_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_bandit_3_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_bandit_4_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_bandit_5_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_camo_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_para_1_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_para_2_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_para_3_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_para_4_f.p3d\"\n- \"a3\\characters_f_exp\\syndikat\\i_c_soldier_para_5_f.p3d\"\n- \"a3\\characters_f_gamma\\guerrilla\\headgear_shemagmask.p3d\"\n- \"a3\\characters_f_gamma\\guerrilla\\h_tank_unzip_f.p3d\"\n- \"a3\\characters_f_gamma\\guerrilla\\ig_guerrilla1_1.p3d\"\n- \"a3\\characters_f_gamma\\guerrilla\\ig_guerrilla2_1.p3d\"\n- \"a3\\characters_f_gamma\\guerrilla\\ig_guerrilla3_1.p3d\"\n- \"a3\\characters_f_gamma\\guerrilla\\ig_leader.p3d\"\n- \"a3\\characters_f_gamma\\heads\\glasses\\g_aviators.p3d\"\n- \"a3\\characters_f_gamma\\heads\\glasses\\g_lady_blue.p3d\"\n- \"a3\\characters_f_gamma\\heads\\glasses\\g_lady_dark.p3d\"\n- \"a3\\characters_f_gamma\\heads\\glasses\\g_lady_mirror.p3d\"\n- \"a3\\characters_f_gamma\\heads\\glasses\\g_lady_red.p3d\"\n- \"a3\\characters_f_jets\\vests\\v_deckcrew_f.p3d\"\n- \"a3\\characters_f_kart\\civil\\c_driver_f.p3d\"\n- \"a3\\characters_f_kart\\civil\\c_racinghelmet_f.p3d\"\n- \"a3\\characters_f_kart\\civil\\driver.p3d\"\n- \"a3\\characters_f_mark\\blufor\\b_fullghillie_f.p3d\"\n- \"a3\\characters_f_mark\\indep\\i_fullghillie_f.p3d\"\n- \"a3\\characters_f_mark\\opfor\\o_fullghillie_f.p3d\"\n- \"a3\\characters_f_orange\\facewear\\g_eyeprotectors_earpiece_f.p3d\"\n- \"a3\\characters_f_orange\\facewear\\g_eyeprotectors_f.p3d\"\n- \"a3\\characters_f_orange\\facewear\\g_respirator_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_construction_basic_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_construction_earprot_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_construction_headset_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_earprotectors_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_hat_safari_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_headbandage_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_headset_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_pasgt_basic_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_pasgt_neckprot_f.p3d\"\n- \"a3\\characters_f_orange\\headgear\\h_wirelessearpiece_f.p3d\"\n- \"a3\\characters_f_orange\\uniforms\\c_mechanic_01_f.p3d\"\n- \"a3\\characters_f_orange\\uniforms\\c_paramedic_01_f.p3d\"\n- \"a3\\characters_f_orange\\vests\\v_eod_vest_f.p3d\"\n- \"a3\\characters_f_orange\\vests\\v_legstrapbag_f.p3d\"\n- \"a3\\characters_f_orange\\vests\\v_plain_cloth_f.p3d\"\n- \"a3\\characters_f_orange\\vests\\v_pocketed_cloth_f.p3d\"\n- \"a3\\characters_f_orange\\vests\\v_safety_cloth_f.p3d\"\n- \"a3\\characters_f_tank\\uniforms\\u_tank_crew_f.p3d\"\n- \"a3\\data_f\\anchor.p3d\"\n- \"a3\\data_f\\blesk1.p3d\"\n- \"a3\\data_f\\blesk2.p3d\"\n- \"a3\\data_f\\bohemiaolor2.p3d\"\n- \"a3\\data_f\\box.p3d\"\n- \"a3\\data_f\\camera.p3d\"\n- \"a3\\data_f\\cam_360.p3d\"\n- \"a3\\data_f\\cam_zoom_in_front.p3d\"\n- \"a3\\data_f\\cl_basic.p3d\"\n- \"a3\\data_f\\cl_exp.p3d\"\n- \"a3\\data_f\\cl_exp_cloud02.p3d\"\n- \"a3\\data_f\\cl_exp_cloud06.p3d\"\n- \"a3\\data_f\\cl_feathers2.p3d\"\n- \"a3\\data_f\\cl_fire.p3d\"\n- \"a3\\data_f\\cl_fireball_02.p3d\"\n- \"a3\\data_f\\cl_fired.p3d\"\n- \"a3\\data_f\\cl_firetest.p3d\"\n- \"a3\\data_f\\cl_grass1.p3d\"\n- \"a3\\data_f\\cl_grass2.p3d\"\n- \"a3\\data_f\\cl_grassmulti.p3d\"\n- \"a3\\data_f\\cl_grasssingle.p3d\"\n- \"a3\\data_f\\cl_grenade2.p3d\"\n- \"a3\\data_f\\cl_hay.p3d\"\n- \"a3\\data_f\\cl_leaf.p3d\"\n- \"a3\\data_f\\cl_leaf2.p3d\"\n- \"a3\\data_f\\cl_leaf3.p3d\"\n- \"a3\\data_f\\cl_leaf_betula.p3d\"\n- \"a3\\data_f\\cl_leaf_dry.p3d\"\n- \"a3\\data_f\\cl_leaf_fagussylvatica.p3d\"\n- \"a3\\data_f\\cl_paper1.p3d\"\n- \"a3\\data_f\\cl_plastic1.p3d\"\n- \"a3\\data_f\\cl_rock1.p3d\"\n- \"a3\\data_f\\cl_water.p3d\"\n- \"a3\\data_f\\cl_wheat.p3d\"\n- \"a3\\data_f\\cl_wheatseed.p3d\"\n- \"a3\\data_f\\colision.p3d\"\n- \"a3\\data_f\\cone.p3d\"\n- \"a3\\data_f\\cone2.p3d\"\n- \"a3\\data_f\\cube.p3d\"\n- \"a3\\data_f\\default.p3d\"\n- \"a3\\data_f\\exp.p3d\"\n- \"a3\\data_f\\flare00.p3d\"\n- \"a3\\data_f\\flare01.p3d\"\n- \"a3\\data_f\\flare02.p3d\"\n- \"a3\\data_f\\flare03.p3d\"\n- \"a3\\data_f\\flare04.p3d\"\n- \"a3\\data_f\\flare05.p3d\"\n- \"a3\\data_f\\flare06.p3d\"\n- \"a3\\data_f\\flare07.p3d\"\n- \"a3\\data_f\\flare08.p3d\"\n- \"a3\\data_f\\flare09.p3d\"\n- \"a3\\data_f\\flare10.p3d\"\n- \"a3\\data_f\\flare11.p3d\"\n- \"a3\\data_f\\flare12.p3d\"\n- \"a3\\data_f\\flare13.p3d\"\n- \"a3\\data_f\\flare14.p3d\"\n- \"a3\\data_f\\flare15.p3d\"\n- \"a3\\data_f\\force.p3d\"\n- \"a3\\data_f\\game_icons.p3d\"\n- \"a3\\data_f\\halflight.p3d\"\n- \"a3\\data_f\\hook\\hook_f.p3d\"\n- \"a3\\data_f\\horizont.p3d\"\n- \"a3\\data_f\\horizont_sphere.p3d\"\n- \"a3\\data_f\\koule.p3d\"\n- \"a3\\data_f\\koulesvetlo.p3d\"\n- \"a3\\data_f\\krater.p3d\"\n- \"a3\\data_f\\krater_po_kulce.p3d\"\n- \"a3\\data_f\\kursor.p3d\"\n- \"a3\\data_f\\laserbeam.p3d\"\n- \"a3\\data_f\\libraryicons.p3d\"\n- \"a3\\data_f\\missilesmoke.p3d\"\n- \"a3\\data_f\\moon.p3d\"\n- \"a3\\data_f\\moonhalo.p3d\"\n- \"a3\\data_f\\moon_anim.p3d\"\n- \"a3\\data_f\\mrak1.p3d\"\n- \"a3\\data_f\\mrak2.p3d\"\n- \"a3\\data_f\\mrak3.p3d\"\n- \"a3\\data_f\\mrak4.p3d\"\n- \"a3\\data_f\\nomipmaptextures.p3d\"\n- \"a3\\data_f\\obloha.p3d\"\n- \"a3\\data_f\\papauto.p3d\"\n- \"a3\\data_f\\particleeffects\\craterlong\\craterlong.p3d\"\n- \"a3\\data_f\\particleeffects\\craterlong\\craterlong_small.p3d\"\n- \"a3\\data_f\\particleeffects\\hit_leaves\\leaves.p3d\"\n- \"a3\\data_f\\particleeffects\\hit_leaves\\leaves_green.p3d\"\n- \"a3\\data_f\\particleeffects\\hit_leaves\\sticks.p3d\"\n- \"a3\\data_f\\particleeffects\\hit_leaves\\sticks_green.p3d\"\n- \"a3\\data_f\\particleeffects\\pstone\\pstone.p3d\"\n- \"a3\\data_f\\particleeffects\\shard\\shard.p3d\"\n- \"a3\\data_f\\particleeffects\\shard\\shard2.p3d\"\n- \"a3\\data_f\\particleeffects\\shard\\shard3.p3d\"\n- \"a3\\data_f\\particleeffects\\shard\\shard4.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\ammobelt_links.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\cactusparts_bigger.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\cactusparts_small.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\coal.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\explosion_4x4.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassparts_00.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassparts_01.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassparts_02.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassparts_03.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassparts_04.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassparts_05.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassparts_06.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\glassshards.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\grassmesh.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\grass_volume.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\hay.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\hiteffect.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\meat_ca.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\mud.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\refract.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\smoke.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\sparksball.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\sparksdot.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\stonesmall.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\test_arrow.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\treepart.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\underwatersmoke.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\universal.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\universalonsurface.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\universal_02.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\wheat.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\wheatseed.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\wheeleffect.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\woodchippings.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\woodparts_01.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\woodparts_02.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\woodparts_03.p3d\"\n- \"a3\\data_f\\particleeffects\\universal\\woodparts_04.p3d\"\n- \"a3\\data_f\\particleeffects\\wallpart\\wallpart.p3d\"\n- \"a3\\data_f\\particleeffects\\wallpart\\wallpart2.p3d\"\n- \"a3\\data_f\\particletest.p3d\"\n- \"a3\\data_f\\point.p3d\"\n- \"a3\\data_f\\proxies\\amv\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\amv\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\amv\\commander.p3d\"\n- \"a3\\data_f\\proxies\\amv\\driver.p3d\"\n- \"a3\\data_f\\proxies\\amv\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\assault_boat\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\assault_boat\\driver.p3d\"\n- \"a3\\data_f\\proxies\\assault_boat\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\crew_tank01\\commander.p3d\"\n- \"a3\\data_f\\proxies\\crew_tank01\\driver.p3d\"\n- \"a3\\data_f\\proxies\\crew_tank01\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\damagewheel\\damagewheel_1.p3d\"\n- \"a3\\data_f\\proxies\\damagewheel\\damagewheel_2.p3d\"\n- \"a3\\data_f\\proxies\\damagewheel\\damagewheel_3.p3d\"\n- \"a3\\data_f\\proxies\\damagewheel\\damagewheel_4.p3d\"\n- \"a3\\data_f\\proxies\\damagewheel\\damagewheel_5.p3d\"\n- \"a3\\data_f\\proxies\\damagewheel\\damagewheel_6.p3d\"\n- \"a3\\data_f\\proxies\\driver_boat01\\driver.p3d\"\n- \"a3\\data_f\\proxies\\driver_crusherugv\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\driver_crusherugv\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\driver_high01\\driver.p3d\"\n- \"a3\\data_f\\proxies\\driver_low01\\driver.p3d\"\n- \"a3\\data_f\\proxies\\driver_mid01\\driver.p3d\"\n- \"a3\\data_f\\proxies\\driver_offroad\\driver.p3d\"\n- \"a3\\data_f\\proxies\\driver_quadbike\\driver.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\cargo05.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\cargo06.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\cargo07.p3d\"\n- \"a3\\data_f\\proxies\\fishing_boat\\driver.p3d\"\n- \"a3\\data_f\\proxies\\flags\\flag_alone.p3d\"\n- \"a3\\data_f\\proxies\\flags\\flag_auto.p3d\"\n- \"a3\\data_f\\proxies\\gunner_fennek\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\gunner_hunter\\commander.p3d\"\n- \"a3\\data_f\\proxies\\gunner_hunter\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\gunner_standup01\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\gunner_standup01_minigun\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\gunner_staticlauncher\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\gunner_static_low01\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\heli_attack_01\\co-pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_attack_01\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\heli_attack_01\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_attack_02\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\heli_attack_02\\co-pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_attack_02\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\heli_attack_02\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_light_01\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\heli_light_01\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\heli_light_01\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_light_02\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\heli_light_02\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\heli_light_02\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_transport_01\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\heli_transport_01\\co-pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_transport_01\\commander.p3d\"\n- \"a3\\data_f\\proxies\\heli_transport_01\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\heli_transport_01\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_transport_03\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\heli_transport_04\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\hemtt\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\hemtt\\driver.p3d\"\n- \"a3\\data_f\\proxies\\hound_matv\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\hound_matv\\commander.p3d\"\n- \"a3\\data_f\\proxies\\hound_matv\\driver.p3d\"\n- \"a3\\data_f\\proxies\\hound_matv\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\hunter\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\hunter\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\hunter\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\hunter\\driver.p3d\"\n- \"a3\\data_f\\proxies\\hunter\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\medevac_cargo\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\mk6\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\mk6\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\mortar\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_armor_blackfish.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_armor_m4.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_armor_mbts.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_machinegun_cheetah.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_machinegun_m134minigun.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_machinegun_m2_50.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_machinegun_mk30.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_machinegun_mk32.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_sparks_01.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\mf_sparks_02.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash1.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash2.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash3.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_2x2.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_2x2_front.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_gm6.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_gmg.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_mk20_front.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_pistol.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_pistol_acp.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_pistol_flaregun.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_pistol_mk26.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_pistol_p07.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_pistol_ruger.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_aa40.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_gm6.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_kriss.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_ksg.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_m200.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_m230.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_m4.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_mk20.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_mx25.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_pdw2000.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_rfb.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_scorpion.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rifle_trg20.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rocket_70mm.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rocket_aim9x.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rocket_hellfire.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_rocket_zephyr.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_silencer.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_suppressor.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\muzzle_flash_xm25.p3d\"\n- \"a3\\data_f\\proxies\\muzzle_flash\\smoke_white_tail.p3d\"\n- \"a3\\data_f\\proxies\\offroad\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\offroad\\driver.p3d\"\n- \"a3\\data_f\\proxies\\pandur2\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\pandur2\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\pandur2\\commander.p3d\"\n- \"a3\\data_f\\proxies\\pandur2\\driver.p3d\"\n- \"a3\\data_f\\proxies\\pandur2\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\panther\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\panther\\commander.p3d\"\n- \"a3\\data_f\\proxies\\panther\\driver.p3d\"\n- \"a3\\data_f\\proxies\\panther\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\para\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_generic01\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_generic02b\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_generic02\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_generic03\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_generic04\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_narrow_generic01\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_narrow_generic02\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_apc_narrow_generic03\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_boat_holdleft2\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_boat_holdleft\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_boat_holdright2\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_boat_holdright\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_boat_rightrear\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_flatground_crosslegs\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_flatground_crosslegs\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_flatground_leanleft\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_flatground_leanleft\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_flatground_leanright\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_flatground_leanright\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_foldhands\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_foldhands\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_foldhands\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_foldhands\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_foldhands\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_foldhands\\cargo05.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_foldhands\\cargo06.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanleft\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanleft\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanleft\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanleft\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanleft\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanleft\\cargo05.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanleft\\cargo06.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanright\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanright\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanright\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanright\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanright\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanright\\cargo05.p3d\"\n- \"a3\\data_f\\proxies\\passenger_generic01_leanright\\cargo06.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_back\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_back\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_back\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_back\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_back\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_back\\cargo05.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_back\\cargo06.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_front\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_front\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_front\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_front\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_front\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_front\\cargo05.p3d\"\n- \"a3\\data_f\\proxies\\passenger_hunter_front\\cargo06.p3d\"\n- \"a3\\data_f\\proxies\\passenger_low01\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_low01\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\passenger_low01\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\passenger_low01\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\passenger_low01\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\passenger_low01\\cargo05.p3d\"\n- \"a3\\data_f\\proxies\\passenger_low01\\cargo06.p3d\"\n- \"a3\\data_f\\proxies\\passenger_mantisrear\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_quadbike\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\passenger_scooter\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\pilot_heli_attack_01\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\pilot_heli_attack_01\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\pilot_plane_fighter_03\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\plane_fighter_01\\pilot.p3d\"\n- \"a3\\data_f\\proxies\\quadbike\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\quadbike\\driver.p3d\"\n- \"a3\\data_f\\proxies\\rope\\rope.p3d\"\n- \"a3\\data_f\\proxies\\rope\\rope_1m.p3d\"\n- \"a3\\data_f\\proxies\\rope\\rope_2m.p3d\"\n- \"a3\\data_f\\proxies\\rope\\rope_3m.p3d\"\n- \"a3\\data_f\\proxies\\rubber_boat\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\rubber_boat\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\rubber_boat\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\rubber_boat\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\rubber_boat\\driver.p3d\"\n- \"a3\\data_f\\proxies\\sdv\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\sdv\\commander.p3d\"\n- \"a3\\data_f\\proxies\\sdv\\driver.p3d\"\n- \"a3\\data_f\\proxies\\slammer\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\slammer\\commander.p3d\"\n- \"a3\\data_f\\proxies\\slammer\\driver.p3d\"\n- \"a3\\data_f\\proxies\\slammer\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\small_boat\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\small_boat\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\small_boat\\driver.p3d\"\n- \"a3\\data_f\\proxies\\staticturret\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\t100k\\commander.p3d\"\n- \"a3\\data_f\\proxies\\t100k\\driver.p3d\"\n- \"a3\\data_f\\proxies\\t100k\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\cargo01.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\cargo02.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\cargo03.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\cargo04.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\driver.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\gunner.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\kia_cargo02.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\kia_cargo03.p3d\"\n- \"a3\\data_f\\proxies\\truck_heavy\\kia_cargo04.p3d\"\n- \"a3\\data_f\\proxies\\van\\cargo.p3d\"\n- \"a3\\data_f\\proxies\\van\\driver.p3d\"\n- \"a3\\data_f\\proxies\\weapon_slots\\magazineslot.p3d\"\n- \"a3\\data_f\\proxies\\weapon_slots\\muzzle.p3d\"\n- \"a3\\data_f\\proxies\\weapon_slots\\side.p3d\"\n- \"a3\\data_f\\proxies\\weapon_slots\\top.p3d\"\n- \"a3\\data_f\\rainbow.p3d\"\n- \"a3\\data_f\\raindrop.p3d\"\n- \"a3\\data_f\\rect.p3d\"\n- \"a3\\data_f\\stars.p3d\"\n- \"a3\\data_f\\sun.p3d\"\n- \"a3\\data_f\\sunhalo.p3d\"\n- \"a3\\data_f\\svetlo.p3d\"\n- \"a3\\data_f\\tetrahedron.p3d\"\n- \"a3\\data_f\\training_ring_30.p3d\"\n- \"a3\\data_f\\tvhi.p3d\"\n- \"a3\\data_f\\volumelight.p3d\"\n- \"a3\\data_f\\volumelightcar.p3d\"\n- \"a3\\data_f\\volumelightflashlight.p3d\"\n- \"a3\\data_f\\volumelight_searchlight.p3d\"\n- \"a3\\data_f\\volumelight_searchlightsmall.p3d\"\n- \"a3\\data_f\\vysilacka.p3d\"\n- \"a3\\data_f\\xgps.p3d\"\n- \"a3\\data_f\\xgps2.p3d\"\n- \"a3\\data_f\\xkompas.p3d\"\n- \"a3\\data_f\\xkosei.p3d\"\n- \"a3\\data_f_argo\\nomipmaptextures.p3d\"\n- \"a3\\data_f_bootcamp\\nomipmaptextures.p3d\"\n- \"a3\\data_f_curator\\eagle\\eagle.p3d\"\n- \"a3\\data_f_curator\\items\\dummyheadgear.p3d\"\n- \"a3\\data_f_curator\\items\\dummyitem.p3d\"\n- \"a3\\data_f_curator\\items\\dummyweapon.p3d\"\n- \"a3\\data_f_curator\\misc\\lightning1.p3d\"\n- \"a3\\data_f_curator\\misc\\lightning2.p3d\"\n- \"a3\\data_f_curator\\misc\\surface10m.p3d\"\n- \"a3\\data_f_enoch\\data\\virtualsound_01_f.p3d\"\n- \"a3\\data_f_enoch\\proxies\\flags\\flag_miniugv.p3d\"\n- \"a3\\data_f_enoch\\proxies\\muzzle_flash\\muzzle_flash_acca_tma.p3d\"\n- \"a3\\data_f_enoch\\proxies\\muzzle_flash\\muzzle_flash_rifle_msbs.p3d\"\n- \"a3\\data_f_enoch\\proxies\\muzzle_flash\\muzzle_flash_rifle_shotgun.p3d\"\n- \"a3\\data_f_enoch\\proxies\\weapon_slots\\magazineslot.p3d\"\n- \"a3\\data_f_jets\\particleeffects\\shockcone.p3d\"\n- \"a3\\data_f_mark\\nomipmaptextures.p3d\"\n- \"a3\\data_f_mark\\particleeffects\\universal\\waterballonexplode_01.p3d\"\n- \"a3\\data_f_mark\\particleeffects\\universal\\waterdrop.p3d\"\n- \"a3\\data_f_mark\\particleeffects\\universal\\waterdrops.p3d\"\n- \"a3\\data_f_mark\\proxies\\weapon_slots\\underbarrel.p3d\"\n- \"a3\\data_f_orange\\data\\krater_maly.p3d\"\n- \"a3\\data_f_orange\\particleeffects\\universal\\orangedrop.p3d\"\n- \"a3\\data_f_orange\\particleeffects\\universal\\orangedrops.p3d\"\n- \"a3\\data_f_orange\\particleeffects\\universal\\orangeexplode_01.p3d\"\n- \"a3\\drones_f\\air_f_gamma\\uav_01\\uav_01_backpack_f.p3d\"\n- \"a3\\drones_f\\air_f_gamma\\uav_01\\uav_01_f.p3d\"\n- \"a3\\drones_f\\air_f_gamma\\uav_02\\rotor_f.p3d\"\n- \"a3\\drones_f\\air_f_gamma\\uav_02\\uav_02_f.p3d\"\n- \"a3\\drones_f\\soft_f_gamma\\ugv_01\\ugv_01_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\ammoboxes\\bags\\uav_backpack_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\items\\uav_controller_aaf_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\items\\uav_controller_civ_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\items\\uav_controller_csat_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\items\\uav_controller_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\reticle\\uav_02_optics_gunner_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\reticle\\uav_optics_gunner_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\reticle\\uav_optics_gunner_medium_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\reticle\\uav_optics_gunner_narrow_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\reticle\\uav_optics_gunner_wide_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\reticle\\ugv_01_optics_driver_f.p3d\"\n- \"a3\\drones_f\\weapons_f_gamma\\reticle\\ugv_01_optics_gunner_f.p3d\"\n- \"a3\\editor_f\\data\\composition_proxy\\composition_proxy.p3d\"\n- \"a3\\map_altis\\data\\horizont.p3d\"\n- \"a3\\map_altis\\data\\obloha.p3d\"\n- \"a3\\map_altis\\data\\water\\test_ad_quarry01.p3d\"\n- \"a3\\map_altis\\data\\water\\test_dam01.p3d\"\n- \"a3\\map_altis\\data\\water\\test_reservoir01.p3d\"\n- \"a3\\map_altis\\data\\water\\test_swamp01.p3d\"\n- \"a3\\map_altis\\data\\water\\test_wf_lower.p3d\"\n- \"a3\\map_altis\\data\\water\\test_wf_upper.p3d\"\n- \"a3\\map_altis\\data\\water\\water_tile.p3d\"\n- \"a3\\map_enoch\\data\\horizon.p3d\"\n- \"a3\\map_enoch\\data\\skydome.p3d\"\n- \"a3\\map_stratis\\data\\horizont.p3d\"\n- \"a3\\map_stratis\\data\\obloha.p3d\"\n- \"a3\\map_tanoabuka\\data\\horizon.p3d\"\n- \"a3\\map_tanoabuka\\data\\objects\\structures\\satellitedish.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\arrow_left.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\arrow_right.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\arrow_stright.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\arrow_strleft.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\arrow_strright.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\giveway.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_busstop.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_keepclear.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_linec_15deg.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_linec_45deg.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_linec_90deg.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_line_10m.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_line_2m.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_line_5m.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_stop.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\rd_taxi.p3d\"\n- \"a3\\map_tanoabuka\\data\\roaddecals\\road_crossing.p3d\"\n- \"a3\\map_tanoabuka\\data\\skydome.p3d\"\n- \"a3\\map_vr\\data\\horizont.p3d\"\n- \"a3\\map_vr\\data\\obloha.p3d\"\n- \"a3\\misc_f\\helpers\\sign_arrow_direction_f.p3d\"\n- \"a3\\misc_f\\helpers\\sign_arrow_f.p3d\"\n- \"a3\\misc_f\\helpers\\sign_arrow_large_f.p3d\"\n- \"a3\\misc_f\\helpers\\sign_circle_f.p3d\"\n- \"a3\\misc_f\\helpers\\sign_pointer_f.p3d\"\n- \"a3\\misc_f\\helpers\\sign_sphere100cm_f.p3d\"\n- \"a3\\misc_f\\helpers\\sign_sphere10cm_f.p3d\"\n- \"a3\\misc_f\\helpers\\sign_sphere25cm_f.p3d\"\n- \"a3\\misc_f\\helpers\\usertexture10m.p3d\"\n- \"a3\\misc_f\\helpers\\usertexture1m.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\charitysign_01_simple.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\charitysign_02_simple.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\diorama_base_01_simple.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\diorama_base_02_simple.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\diorama_support_01_simple.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\felt_cube_large_simple.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\felt_cube_simple.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\grasstexture10m.p3d\"\n- \"a3\\missions_f_aow\\data\\objects\\vantland_sign_simple.p3d\"\n- \"a3\\missions_f_beta\\data\\objects\\vr_shape_01_cube_1m_nofiregeom_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\box_uav_06_vaccine_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\dummyitemsmall_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\military_id_card_01_csat_01_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\military_id_card_01_csat_02_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\military_id_card_01_csat_03_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\military_id_card_01_csat_04_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\military_id_card_01_csat_05_f.p3d\"\n- \"a3\\missions_f_oldman\\props\\wallet_01_csat_f.p3d\"\n- \"a3\\missions_f_oldman\\systems\\ui\\objects\\watchdummy.p3d\"\n- \"a3\\missions_f_orange\\data\\leaflet_idap_f.p3d\"\n- \"a3\\missions_f_orange\\data\\leaflet_oreokastro_f.p3d\"\n- \"a3\\modules_f_curator\\cas\\surfacegun.p3d\"\n- \"a3\\modules_f_curator\\cas\\surfacegunmissile.p3d\"\n- \"a3\\modules_f_curator\\cas\\surfacemissile.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorciv100m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorciv200m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorciv500m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectoreast100m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectoreast200m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectoreast500m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorguer100m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorguer200m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorguer500m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorpreview100m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorpreview200m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorpreview500m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorunknown100m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorunknown200m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorunknown500m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorwest100m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorwest200m.p3d\"\n- \"a3\\modules_f_curator\\multiplayer\\surfacesectorwest500m.p3d\"\n- \"a3\\modules_f_curator\\ordnance\\surfacehowitzer.p3d\"\n- \"a3\\modules_f_curator\\ordnance\\surfacemortar.p3d\"\n- \"a3\\modules_f_curator\\ordnance\\surfacerocket.p3d\"\n- \"a3\\plants_f\\bush\\bw_setbig_brains_f.p3d\"\n- \"a3\\plants_f\\bush\\bw_setbig_corals_f.p3d\"\n- \"a3\\plants_f\\bush\\bw_setbig_tubeg_f.p3d\"\n- \"a3\\plants_f\\bush\\bw_setbig_tubey_f.p3d\"\n- \"a3\\plants_f\\bush\\bw_setsmall_brains_f.p3d\"\n- \"a3\\plants_f\\bush\\bw_setsmall_tubeg_f.p3d\"\n- \"a3\\plants_f\\bush\\bw_setsmall_tubey_f.p3d\"\n- \"a3\\plants_f\\bush\\b_arundod2s_f.p3d\"\n- \"a3\\plants_f\\bush\\b_arundod3s_f.p3d\"\n- \"a3\\plants_f\\bush\\b_ficusc1s_f.p3d\"\n- \"a3\\plants_f\\bush\\b_ficusc2d_f.p3d\"\n- \"a3\\plants_f\\bush\\b_ficusc2s_f.p3d\"\n- \"a3\\plants_f\\bush\\b_neriumo2d_f.p3d\"\n- \"a3\\plants_f\\bush\\b_neriumo2s_f.p3d\"\n- \"a3\\plants_f\\bush\\b_neriumo2s_white_f.p3d\"\n- \"a3\\plants_f\\bush\\b_thistle_thorn_green.p3d\"\n- \"a3\\plants_f\\clutter\\c_bigfallenbranches_pine.p3d\"\n- \"a3\\plants_f\\clutter\\c_bigfallenbranches_pine02.p3d\"\n- \"a3\\plants_f\\clutter\\c_bigfallenbranches_pine03.p3d\"\n- \"a3\\plants_f\\clutter\\c_branchbig.p3d\"\n- \"a3\\plants_f\\clutter\\c_carduus.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral1.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral2.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral3.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral4.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral5.p3d\"\n- \"a3\\plants_f\\clutter\\c_corals_set_t.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_brain.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_brain_flat1.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_brain_flat2.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_brain_flat3.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_brain_flat4.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_brain_flat_set1.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_brain_white.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_plant1.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_plant2.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_plant_set1.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_sps_pink_set.p3d\"\n- \"a3\\plants_f\\clutter\\c_coral_sps_pink_single.p3d\"\n- \"a3\\plants_f\\clutter\\c_crack_clutter1.p3d\"\n- \"a3\\plants_f\\clutter\\c_crack_clutter2.p3d\"\n- \"a3\\plants_f\\clutter\\c_crack_clutter3.p3d\"\n- \"a3\\plants_f\\clutter\\c_crack_clutter4.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_brushmedium_blue.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_brushmedium_white.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_cakile.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_low_yellow1.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_low_yellow2.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_medium_white1.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_medium_white2.p3d\"\n- \"a3\\plants_f\\clutter\\c_flower_tansy.p3d\"\n- \"a3\\plants_f\\clutter\\c_grasscrooked.p3d\"\n- \"a3\\plants_f\\clutter\\c_grassdead_tuft_stony.p3d\"\n- \"a3\\plants_f\\clutter\\c_grassdesert_grouphard.p3d\"\n- \"a3\\plants_f\\clutter\\c_grassgreen_grouphard.p3d\"\n- \"a3\\plants_f\\clutter\\c_grassgreen_groupsoft.p3d\"\n- \"a3\\plants_f\\clutter\\c_grasslong_drybunch.p3d\"\n- \"a3\\plants_f\\clutter\\c_grasstall.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_brushhigh_dry.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_brushhigh_green.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_brushlow_sharp.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_bunch_small.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_dry.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_green.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_tall_dead.p3d\"\n- \"a3\\plants_f\\clutter\\c_grass_tuftdry.p3d\"\n- \"a3\\plants_f\\clutter\\c_plant_chicory.p3d\"\n- \"a3\\plants_f\\clutter\\c_plant_dock.p3d\"\n- \"a3\\plants_f\\clutter\\c_plant_greenbunch.p3d\"\n- \"a3\\plants_f\\clutter\\c_plant_green_small.p3d\"\n- \"a3\\plants_f\\clutter\\c_plant_mullein.p3d\"\n- \"a3\\plants_f\\clutter\\c_rubble_clutter1.p3d\"\n- \"a3\\plants_f\\clutter\\c_rubble_clutter2.p3d\"\n- \"a3\\plants_f\\clutter\\c_rubble_clutter3.p3d\"\n- \"a3\\plants_f\\clutter\\c_rubble_clutter4.p3d\"\n- \"a3\\plants_f\\clutter\\c_rubble_clutter5.p3d\"\n- \"a3\\plants_f\\clutter\\c_rubble_clutter6.p3d\"\n- \"a3\\plants_f\\clutter\\c_seadollar1.p3d\"\n- \"a3\\plants_f\\clutter\\c_seadollar2.p3d\"\n- \"a3\\plants_f\\clutter\\c_seadollar3.p3d\"\n- \"a3\\plants_f\\clutter\\c_seadollar4.p3d\"\n- \"a3\\plants_f\\clutter\\c_seadollars_set1.p3d\"\n- \"a3\\plants_f\\clutter\\c_seaweed1.p3d\"\n- \"a3\\plants_f\\clutter\\c_seaweed2.p3d\"\n- \"a3\\plants_f\\clutter\\c_sharpstones_erosion.p3d\"\n- \"a3\\plants_f\\clutter\\c_sharpstones_erosion_v2.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_green1.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_green2.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_green3.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_green4.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_yellow1.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_yellow2.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_yellow3.p3d\"\n- \"a3\\plants_f\\clutter\\c_spong_tube_yellow4.p3d\"\n- \"a3\\plants_f\\clutter\\c_starfish1.p3d\"\n- \"a3\\plants_f\\clutter\\c_starfish2.p3d\"\n- \"a3\\plants_f\\clutter\\c_strflowerwhitesmall.p3d\"\n- \"a3\\plants_f\\clutter\\c_strgrassdry.p3d\"\n- \"a3\\plants_f\\clutter\\c_strgrassdrymedium_group.p3d\"\n- \"a3\\plants_f\\clutter\\c_strgrassdry_group.p3d\"\n- \"a3\\plants_f\\clutter\\c_strgrassgreen_group.p3d\"\n- \"a3\\plants_f\\clutter\\c_strplantgermader_group.p3d\"\n- \"a3\\plants_f\\clutter\\c_strplantgreenshrub.p3d\"\n- \"a3\\plants_f\\clutter\\c_strplantgreensmall.p3d\"\n- \"a3\\plants_f\\clutter\\c_strplantmullein.p3d\"\n- \"a3\\plants_f\\clutter\\c_strthistlepurple_small.p3d\"\n- \"a3\\plants_f\\clutter\\c_strthistlesmallyellow.p3d\"\n- \"a3\\plants_f\\clutter\\c_strthistleyellowshrub.p3d\"\n- \"a3\\plants_f\\clutter\\c_strthorngray.p3d\"\n- \"a3\\plants_f\\clutter\\c_strthorngreen.p3d\"\n- \"a3\\plants_f\\clutter\\c_strthornkhaki.p3d\"\n- \"a3\\plants_f\\clutter\\c_strweedbrowntall_group.p3d\"\n- \"a3\\plants_f\\clutter\\c_strweedgreentall.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_high.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_high_dead.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_medium.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_small.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_small_greenyellow.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_small_yellow.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_thorn_brown.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_thorn_desert.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_thorn_gray.p3d\"\n- \"a3\\plants_f\\clutter\\c_thistle_thorn_green.p3d\"\n- \"a3\\plants_f\\clutter\\c_urchin_black.p3d\"\n- \"a3\\plants_f\\clutter\\c_urchin_black_grp.p3d\"\n- \"a3\\plants_f\\clutter\\c_urchin_brown.p3d\"\n- \"a3\\plants_f\\clutter\\c_urchin_brown_grp.p3d\"\n- \"a3\\plants_f\\clutter\\c_urchin_red.p3d\"\n- \"a3\\plants_f\\clutter\\c_urchin_red_grp.p3d\"\n- \"a3\\plants_f\\plant\\p_reeds_f.p3d\"\n- \"a3\\plants_f\\tree\\t_broussonetiap1s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_ficusb1s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_ficusb2s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_fraxinusav2s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_oleae1s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_oleae2s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_phoenixc1s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_phoenixc3s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_pinusp3s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_pinuss1s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_pinuss2s_b_f.p3d\"\n- \"a3\\plants_f\\tree\\t_pinuss2s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_poplar2f_dead_f.p3d\"\n- \"a3\\plants_f\\tree\\t_populusn3s_f.p3d\"\n- \"a3\\plants_f\\tree\\t_quercusir2s_f.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_arundodonax.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_broussonetiapapyrifera.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_damage_biglong_green_01.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_damage_biglong_green_02.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_damage_biglong_green_03.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_damage_biglong_green_04.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_damage_biglong_green_05.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_damage_big_green.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_damage_small_green.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_ficusbenjamina.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_ficuscarica.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_neriumoleander.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_neriumoleander_d.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_oleaeuropaea.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_phoenixcanariensis.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_pines.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_populusnigra.p3d\"\n- \"a3\\plants_f\\_leafs\\leaf_quercusilex_rotundifolia.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\canvas_01_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\canvas_01_landscape_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\canvas_01_large_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\canvas_01_small_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\canvas_01_square_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\dioramadisplay_01_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\dioramadisplay_01_proxy_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\dioramadisplay_02_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\easel_01_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\easel_01_folded_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\gallerydioramabase_01_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\gallerydioramaunit_01_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\galleryframe_01_large_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\galleryframe_01_large_portrait_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\galleryframe_01_large_v2_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\galleryframe_01_large_v3_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\galleryframe_02_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\galleryframe_02_large_rectangle_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\galleryframe_02_square_f.p3d\"\n- \"a3\\props_f_aow\\civilian\\gallery\\gallerylabel_01_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\coffin_01_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\coffin_02_baseplate_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\coffin_02_cover_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\coffin_02_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\coffin_02_flag_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\flowerbouquet_01_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\foldedflag_01_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\memorialwreath_01_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\memorialwreath_01_standing_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\photoframe_02_f.p3d\"\n- \"a3\\props_f_aow\\items\\decorative\\photoframe_02_standing_f.p3d\"\n- \"a3\\props_f_argo\\items\\electronics\\laptop_02_f.p3d\"\n- \"a3\\props_f_destroyer\\military\\briefingroomdesk\\land_briefingroomdesk_01_f.p3d\"\n- \"a3\\props_f_destroyer\\military\\briefingroomscreen\\land_briefingroomscreen_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\camping\\woodentable_02_large_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\anthill_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\bark_beetle_trap_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\bark_beetle_trap_02_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\bark_beetle_trap_03_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\deerskeleton_damaged_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\deerskeleton_full_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\deerskeleton_pile_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\deerskeleton_skull_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\deerstand_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\deerstand_02_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\feedrack_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\feedshack_01_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\forest\\woodenlog_02_f.p3d\"\n- \"a3\\props_f_enoch\\civilian\\garbage\\garbagebin_03_f.p3d\"\n- \"a3\\props_f_enoch\\industrial\\electric\\transferswitch_01_f.p3d\"\n- \"a3\\props_f_enoch\\industrial\\supplies\\woodenbox_02_f.p3d\"\n- \"a3\\props_f_enoch\\infrastructure\\traffic\\roadbarrier_01_f.p3d\"\n- \"a3\\props_f_enoch\\infrastructure\\traffic\\woodenwindbreak_01_f.p3d\"\n- \"a3\\props_f_enoch\\items\\documents\\book_01_f.p3d\"\n- \"a3\\props_f_enoch\\items\\documents\\book_02_f.p3d\"\n- \"a3\\props_f_enoch\\items\\documents\\newspaper_01_f.p3d\"\n- \"a3\\props_f_enoch\\items\\tools\\aluminiumfoil_01.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\deskchair_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablecabinet_01_4drawers_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablecabinet_01_7drawers_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablecabinet_01_bookcase_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablecabinet_01_closed_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablecabinet_01_lid_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablecabinet_01_medical_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portabledesk_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portabledesk_01_panel_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablelight_02_double_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablelight_02_folded_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablelight_02_quad_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablelight_02_single_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\portablelight_02_single_folded_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\satelliteantenna_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\satelliteantenna_01_small_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\tentlamp_01_standing_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\tentlamp_01_suspended_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\tentsolar_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\camps\\tentsolar_01_folded_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\antidotekit_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\broom_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\brush_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\cbrncase_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\cbrncontainer_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\cbrnlid_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\containmentarea_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\containmentarea_02_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\containmentarea_03_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\curcylinder_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\deconkit_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\deconshower_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\deconshower_01_sound_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\deconshower_02_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\drainagedeck_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\hazmatbag_01_empty_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\hazmatbag_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\hazmatbag_01_roll_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_corner_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_curvelong_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_curveshort_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_roll_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_sbend_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_step_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_straightlong_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\layflathose_01_straightshort_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\liquidspraysystem_01_extended_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\liquidspraysystem_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_corner_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_curvelong_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_curveshort_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_roll_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_sbend_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_step_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_straightlong_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\powercable_01_straightshort_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_corner_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_curvelong_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_curveshort_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_roll_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_sbend_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_step_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_straightlong_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\pressurehose_01_straightshort_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\scbacylinder_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\scripts\\deconshower_02_hose_damage1_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\scripts\\deconshower_02_hose_damage2_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\spinalboard_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\sponge_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\stretcherrollersystem_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_large_black_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_large_green_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_large_red_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_large_yellow_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_small_black_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_small_green_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_small_red_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\tarp_01_small_yellow_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\trashbagholder_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\walkingframe_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\waterspill_01_large_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\waterspill_01_medium_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\waterspill_01_small_f.p3d\"\n- \"a3\\props_f_enoch\\military\\decontamination\\watertrail_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\batterypack_01_battery_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\batterypack_01_closed_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\batterypack_01_open_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\computer_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\ipphone_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\laptop_03_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\multiscreencomputer_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\omnidirectionalantenna_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\portableserver_01_cover_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\portableserver_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\portablesolarpanel_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\portablesolarpanel_01_folded_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\portableweatherstation_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\router_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\equipment\\solarpanel_04_f.p3d\"\n- \"a3\\props_f_enoch\\military\\garbage\\burntgarbage_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\garbage\\garbagebarrel_02_buried_f.p3d\"\n- \"a3\\props_f_enoch\\military\\garbage\\garbagebarrel_02_f.p3d\"\n- \"a3\\props_f_enoch\\military\\wrecks\\heli_light_02_wreck_01_f.p3d\"\n- \"a3\\props_f_enoch\\military\\wrecks\\heli_light_02_wreck_02_f.p3d\"\n- \"a3\\props_f_enoch\\military\\wrecks\\heli_light_02_wreck_03_f.p3d\"\n- \"a3\\props_f_enoch\\military\\wrecks\\heli_light_02_wreck_04_f.p3d\"\n- \"a3\\props_f_exp\\civilian\\garbage\\garbageheap_01_f.p3d\"\n- \"a3\\props_f_exp\\civilian\\garbage\\garbageheap_02_f.p3d\"\n- \"a3\\props_f_exp\\civilian\\garbage\\garbageheap_03_f.p3d\"\n- \"a3\\props_f_exp\\civilian\\garbage\\garbageheap_04_f.p3d\"\n- \"a3\\props_f_exp\\civilian\\garbage\\tyre_01_f.p3d\"\n- \"a3\\props_f_exp\\civilian\\garbage\\tyre_01_horizontal_f.p3d\"\n- \"a3\\props_f_exp\\civilian\\garbage\\tyre_01_line_x5_f.p3d\"\n- \"a3\\props_f_exp\\commercial\\market\\woodencounter_01_f.p3d\"\n- \"a3\\props_f_exp\\commercial\\market\\woodencrate_01_f.p3d\"\n- \"a3\\props_f_exp\\commercial\\market\\woodencrate_01_stack_x3_f.p3d\"\n- \"a3\\props_f_exp\\commercial\\market\\woodencrate_01_stack_x5_f.p3d\"\n- \"a3\\props_f_exp\\industrial\\heavyequipment\\bulldozer_01_abandoned_f.p3d\"\n- \"a3\\props_f_exp\\industrial\\heavyequipment\\bulldozer_01_wreck_f.p3d\"\n- \"a3\\props_f_exp\\industrial\\heavyequipment\\combineharvester_01_wreck_f.p3d\"\n- \"a3\\props_f_exp\\industrial\\heavyequipment\\excavator_01_abandoned_f.p3d\"\n- \"a3\\props_f_exp\\industrial\\heavyequipment\\excavator_01_wreck_f.p3d\"\n- \"a3\\props_f_exp\\industrial\\heavyequipment\\haultruck_01_abandoned_f.p3d\"\n- \"a3\\props_f_exp\\industrial\\heavyequipment\\miningshovel_01_abandoned_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\railways\\locomotive_01_v1_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\railways\\locomotive_01_v2_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\railways\\locomotive_01_v3_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\railways\\railwaycar_01_passenger_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\railways\\railwaycar_01_sugarcane_empty_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\railways\\railwaycar_01_sugarcane_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\railways\\railwaycar_01_tank_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\traffic\\roadcone_01_f.p3d\"\n- \"a3\\props_f_exp\\infrastructure\\traffic\\vergerock_01_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\device_slingloadable_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\irmaskingcover_01_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\irmaskingcover_02_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\portablegenerator_01_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\satelliteantenna_01_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\tripodscreen_01_dual_v1_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\tripodscreen_01_dual_v2_f.p3d\"\n- \"a3\\props_f_exp\\military\\camps\\tripodscreen_01_large_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanedebris_01_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanedebris_02_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanedebris_03_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanedebris_04_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_01_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_02_front_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_02_front_water_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_02_rear_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_02_rear_water_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_02_wing_left_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_02_wing_right_f.p3d\"\n- \"a3\\props_f_exp\\military\\oldplanewrecks\\historicalplanewreck_03_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_01_abandoned_blue_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_01_abandoned_red_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_02_abandoned_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_03_abandoned_cover_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_03_abandoned_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_04_wreck_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_05_wreck_f.p3d\"\n- \"a3\\props_f_exp\\naval\\boats\\boat_06_wreck_f.p3d\"\n- \"a3\\props_f_exp_a\\military\\equipment\\dataterminal_01_f.p3d\"\n- \"a3\\props_f_exp_a\\military\\equipment\\tablet_02_f.p3d\"\n- \"a3\\props_f_jets\\military\\tractor\\land_decktractor_01_f.p3d\"\n- \"a3\\props_f_jets\\military\\tractor\\land_towbar_01_f.p3d\"\n- \"a3\\props_f_jets\\military\\trolley\\land_bomb_trolley_01_f.p3d\"\n- \"a3\\props_f_jets\\military\\trolley\\land_missle_trolley_02_f.p3d\"\n- \"a3\\props_f_jets\\military\\trolley\\proxies\\prop_bomb_04_f.p3d\"\n- \"a3\\props_f_jets\\military\\trolley\\proxies\\prop_missile_aa_06_f.p3d\"\n- \"a3\\props_f_jets\\military\\trolley\\proxies\\prop_missile_aa_08_f.p3d\"\n- \"a3\\props_f_oldman\\items\\antimalaricum_01_f.p3d\"\n- \"a3\\props_f_oldman\\items\\documents\\creditcard_01_f.p3d\"\n- \"a3\\props_f_oldman\\items\\documents\\military_id_card_01_f.p3d\"\n- \"a3\\props_f_oldman\\items\\key_01_f.p3d\"\n- \"a3\\props_f_oldman\\items\\moneybills_01_bunch_f.p3d\"\n- \"a3\\props_f_oldman\\items\\moneybills_01_roll_f.p3d\"\n- \"a3\\props_f_oldman\\items\\moneybills_01_stack_f.p3d\"\n- \"a3\\props_f_oldman\\items\\usb_dongle_01_f.p3d\"\n- \"a3\\props_f_orange\\civilian\\constructions\\brick_01_f.p3d\"\n- \"a3\\props_f_orange\\civilian\\constructions\\cinderblock_01_f.p3d\"\n- \"a3\\props_f_orange\\civilian\\infoboards\\mapboard_01_wall_f.p3d\"\n- \"a3\\props_f_orange\\furniture\\armchair_01_f.p3d\"\n- \"a3\\props_f_orange\\furniture\\officecabinet_02_f.p3d\"\n- \"a3\\props_f_orange\\furniture\\rug_01_f.p3d\"\n- \"a3\\props_f_orange\\furniture\\sofa_01_f.p3d\"\n- \"a3\\props_f_orange\\furniture\\tablebig_01_f.p3d\"\n- \"a3\\props_f_orange\\furniture\\tablesmall_01_f.p3d\"\n- \"a3\\props_f_orange\\furniture\\woodenbed_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\airconditioner_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\airconditioner_01_folded_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\bodybag_01_empty_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\bodybag_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\bodybag_01_folded_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\emergencyblanket_01_discarded_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\emergencyblanket_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\emergencyblanket_01_stack_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\emergencyblanket_02_discarded_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\emergencyblanket_02_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\emergencyblanket_02_stack_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\firstaidkit_01_closed_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\firstaidkit_01_open_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\intravenbag_01_empty_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\intravenbag_01_full_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\intravenstand_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\stethoscope_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\stretcher_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\camps\\stretcher_01_folded_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\bloodpool_01_large_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\bloodpool_01_medium_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\bloodsplatter_01_large_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\bloodsplatter_01_medium_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\bloodsplatter_01_small_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\bloodspray_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\bloodtrail_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_1x1_v1_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_1x1_v2_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_1x1_v3_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_3x3_v1_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_3x3_v2_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_5x5_v1_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\garbage\\medicalgarbage_01_bandage_f.p3d\"\n- 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\"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_open_boxes_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_open_empty_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_open_water_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_small_closed_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_small_destroyed_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_small_open_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_small_ransacked_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\paperbox_01_small_stacked_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\particles\\orange_01_part_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\particles\\pumpkin_01_part_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\plasticbucket_01_f.p3d\"\n- \"a3\\props_f_orange\\humanitarian\\supplies\\pumpkin_01_f.p3d\"\n- 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\"a3\\roads_f\\test_roadsa\\road_w10_a7_162_r80.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a7_257_r150.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a7_257_r75.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a7_367_r70.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a7_415_r85.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a7_52_r80.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a7_639_r150.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a7_639_r75.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a7_776_r70.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a7_878_r80.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a7_933_r65.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a84_034_r15.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a8_021_r150.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a8_021_r75.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a8_185_r70.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a8_374_r65.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a8_403_r150.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a8_403_r75.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a8_594_r60.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a8_594_r70.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a8_815_r65.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a9_004_r70.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a9_072_r60.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a9_255_r65.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a9_376_r55.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a9_549_r60.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a9_696_r65.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_a9_897_r55.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_l10.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_l10_5.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_l10_term.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_l11.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_l20.p3d\"\n- \"a3\\roads_f\\test_roadsa\\road_w10_l9.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntrock_apart.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntrock_monolith.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntrock_spike.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntrock_wallh.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntrock_wallv.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntstones_erosion.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntstone_01.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntstone_01_lc.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntstone_02.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntstone_02_lc.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntstone_03.p3d\"\n- \"a3\\rocks_f\\blunt\\bluntstone_03_lc.p3d\"\n- \"a3\\rocks_f\\decal_crater.p3d\"\n- \"a3\\rocks_f\\decal_rock_dark.p3d\"\n- \"a3\\rocks_f\\decal_rock_layers.p3d\"\n- \"a3\\rocks_f\\sharprock_apart.p3d\"\n- \"a3\\rocks_f\\sharprock_monolith.p3d\"\n- \"a3\\rocks_f\\sharprock_spike.p3d\"\n- \"a3\\rocks_f\\sharprock_wallh.p3d\"\n- \"a3\\rocks_f\\sharprock_wallv.p3d\"\n- \"a3\\rocks_f\\sharpstones_erosion.p3d\"\n- \"a3\\rocks_f\\sharpstone_01.p3d\"\n- \"a3\\rocks_f\\sharpstone_02.p3d\"\n- \"a3\\rocks_f\\sharpstone_03.p3d\"\n- \"a3\\rocks_f\\sharp\\sharprock_apart.p3d\"\n- \"a3\\rocks_f\\sharp\\sharprock_monolith.p3d\"\n- \"a3\\rocks_f\\sharp\\sharprock_spike.p3d\"\n- \"a3\\rocks_f\\sharp\\sharprock_wallh.p3d\"\n- \"a3\\rocks_f\\sharp\\sharprock_wallv.p3d\"\n- \"a3\\rocks_f\\sharp\\sharpstones_erosion.p3d\"\n- \"a3\\rocks_f\\sharp\\sharpstone_01.p3d\"\n- \"a3\\rocks_f\\sharp\\sharpstone_01_lc.p3d\"\n- \"a3\\rocks_f\\sharp\\sharpstone_02.p3d\"\n- \"a3\\rocks_f\\sharp\\sharpstone_02_lc.p3d\"\n- \"a3\\rocks_f\\sharp\\sharpstone_03.p3d\"\n- \"a3\\rocks_f\\sharp\\sharpstone_03_lc.p3d\"\n- \"a3\\rocks_f\\small_stone_01_f.p3d\"\n- \"a3\\rocks_f\\small_stone_02_f.p3d\"\n- \"a3\\rocks_f\\stonesharp_big.p3d\"\n- \"a3\\rocks_f\\stonesharp_big_w.p3d\"\n- \"a3\\rocks_f\\stonesharp_medium.p3d\"\n- \"a3\\rocks_f\\stonesharp_medium_w.p3d\"\n- \"a3\\rocks_f\\stonesharp_small.p3d\"\n- \"a3\\rocks_f\\stonesharp_small_w.p3d\"\n- \"a3\\rocks_f\\stonesharp_wall.p3d\"\n- \"a3\\rocks_f\\stonesharp_wall_w.p3d\"\n- \"a3\\rocks_f\\stone_big_f.p3d\"\n- \"a3\\rocks_f\\stone_big_w.p3d\"\n- \"a3\\rocks_f\\stone_medium_f.p3d\"\n- \"a3\\rocks_f\\stone_medium_w.p3d\"\n- \"a3\\rocks_f\\stone_small_f.p3d\"\n- \"a3\\rocks_f\\stone_small_w.p3d\"\n- \"a3\\rocks_f\\water\\stonesharp_big_w.p3d\"\n- \"a3\\rocks_f\\water\\stonesharp_medium_w.p3d\"\n- \"a3\\rocks_f\\water\\stonesharp_small_w.p3d\"\n- \"a3\\rocks_f\\water\\stonesharp_wall_w.p3d\"\n- \"a3\\rocks_f\\water\\stone_big_w.p3d\"\n- \"a3\\rocks_f\\water\\stone_medium_w.p3d\"\n- \"a3\\rocks_f\\water\\stone_small_w.p3d\"\n- \"a3\\rocks_f\\water\\w_sharprock_apart.p3d\"\n- \"a3\\rocks_f\\water\\w_sharprock_monolith.p3d\"\n- \"a3\\rocks_f\\water\\w_sharprock_spike.p3d\"\n- \"a3\\rocks_f\\water\\w_sharprock_wallh.p3d\"\n- \"a3\\rocks_f\\water\\w_sharprock_wallv.p3d\"\n- \"a3\\rocks_f\\water\\w_sharpstones_erosion.p3d\"\n- \"a3\\rocks_f\\water\\w_sharpstone_01.p3d\"\n- \"a3\\rocks_f\\water\\w_sharpstone_02.p3d\"\n- \"a3\\rocks_f\\water\\w_sharpstone_03.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_01_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_01_lc_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_02_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_02_lc_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_03_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_03_lc_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_apart_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_erosion_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_monolith_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_spike_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_wallh_f.p3d\"\n- \"a3\\rocks_f_argo\\limestone\\limestone_01_wallv_f.p3d\"\n- \"a3\\rocks_f_enoch\\bare_boulder_01_f.p3d\"\n- \"a3\\rocks_f_enoch\\bare_boulder_02_f.p3d\"\n- \"a3\\rocks_f_enoch\\bare_boulder_03_f.p3d\"\n- \"a3\\rocks_f_enoch\\bare_boulder_04_f.p3d\"\n- \"a3\\rocks_f_enoch\\bare_boulder_05_f.p3d\"\n- \"a3\\rocks_f_enoch\\rm_boulder1.p3d\"\n- \"a3\\rocks_f_enoch\\rm_boulder2.p3d\"\n- \"a3\\rocks_f_enoch\\rm_boulder3.p3d\"\n- \"a3\\rocks_f_enoch\\rm_boulder4.p3d\"\n- \"a3\\rocks_f_enoch\\rm_boulder5.p3d\"\n- \"a3\\rocks_f_enoch\\r_rock_general1.p3d\"\n- \"a3\\rocks_f_enoch\\r_rock_general2.p3d\"\n- \"a3\\rocks_f_enoch\\r_rock_general3.p3d\"\n- \"a3\\rocks_f_enoch\\sinkhole\\sinkhole_01_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_boulder_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_peak_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_stonecluster_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_stone_big_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_stone_big_lc_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_stone_medium_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_stone_medium_lc_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_stone_small_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_stone_small_lc_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_surfacemine_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_wall_long_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_wall_round_f.p3d\"\n- \"a3\\rocks_f_exp\\cliff\\cliff_wall_tall_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_01_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_01_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_02_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_02_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_03_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_03_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_04_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavaboulder_04_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastonecluster_large_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastonecluster_large_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastonecluster_small_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastonecluster_small_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_big_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_big_lc_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_big_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_big_water_lc_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_small_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_small_lc_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_small_water_f.p3d\"\n- \"a3\\rocks_f_exp\\lavastones\\lavastone_small_water_lc_f.p3d\"\n- \"a3\\signs_f\\signc\\signc_01_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_01_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_01_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_01_4.p3d\"\n- \"a3\\signs_f\\signc\\signc_02_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_02_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_02_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_03_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_03_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_03_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_04_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_04_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_04_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_05_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_05_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_05_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_06_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_06_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_06_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_07_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_07_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_07_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_07_4.p3d\"\n- \"a3\\signs_f\\signc\\signc_07_5.p3d\"\n- \"a3\\signs_f\\signc\\signc_08_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_08_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_08_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_09_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_09_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_09_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_10_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_10_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_10_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_11_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_11_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_11_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_12_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_12_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_12_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_12_4.p3d\"\n- \"a3\\signs_f\\signc\\signc_12_5.p3d\"\n- \"a3\\signs_f\\signc\\signc_12_6.p3d\"\n- \"a3\\signs_f\\signc\\signc_13_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_13_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_13_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_14_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_14_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_14_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_15_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_15_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_15_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_16_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_16_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_16_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_17_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_17_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_17_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_18_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_18_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_18_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_19_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_19_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_19_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_20_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_20_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_20_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_21_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_21_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_21_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_22_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_22_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_23_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_23_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_23_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_24_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_24_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_25_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_26_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_26_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_27_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_27_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_27_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_28_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_28_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_28_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_29_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_29_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_29_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_30_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_31_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_32_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_32_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_32_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_32_4.p3d\"\n- \"a3\\signs_f\\signc\\signc_33_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_34_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_34_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_34_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_35_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_35_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_35_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_36_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_36_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_36_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_36_4.p3d\"\n- \"a3\\signs_f\\signc\\signc_37_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_37_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_37_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_38_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_38_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_38_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_39_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_39_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_39_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_40_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_40_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_40_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_41_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_41_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_41_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_41_4.p3d\"\n- \"a3\\signs_f\\signc\\signc_42_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_42_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_42_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_43_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_43_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_43_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_44_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_44_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_44_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_45_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_45_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_45_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_46_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_46_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_46_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_47_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_47_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_47_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_48_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_48_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_48_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_49_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_49_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_49_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_49_4.p3d\"\n- \"a3\\signs_f\\signc\\signc_50_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_50_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_50_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_51_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_51_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_51_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_52_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_52_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_52_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_53_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_54_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_55_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_55_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_55_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_56_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_56_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_56_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_57_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_57_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_57_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_58_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_58_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_59_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_59_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_59_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_s01_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_s02_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_s02_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_s03_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_s03_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_s03_3.p3d\"\n- \"a3\\signs_f\\signc\\signc_s04_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_s04_2.p3d\"\n- \"a3\\signs_f\\signc\\signc_s05_1.p3d\"\n- \"a3\\signs_f\\signc\\signc_s05_2.p3d\"\n- \"a3\\signs_f\\signm\\signm_mines_f.p3d\"\n- \"a3\\signs_f\\signm\\signm_warningmilareasmall_f.p3d\"\n- \"a3\\signs_f\\signm\\signm_warningmilitaryarea_f.p3d\"\n- \"a3\\signs_f\\signm\\signm_warningmilitaryvehicles_f.p3d\"\n- \"a3\\signs_f\\signm\\signm_warningunexplodedammo_f.p3d\"\n- \"a3\\signs_f\\signspecial\\flagchecked_f.p3d\"\n- \"a3\\signs_f\\signspecial\\flagchecked_proxy_f.p3d\"\n- \"a3\\signs_f\\signspecial\\flagsmall_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_camprogain_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_dirl_mk26_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_dirr_mk26_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_dir_ab-mk26_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_dir_cr-fr_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_dir_fr-cr-vr_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_dir_fr-mk26_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_kaminofiringrange_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_maxwell_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_mike26_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_stratisairbase_f.p3d\"\n- \"a3\\signs_f\\signspecial\\signspec_stratisvehiclerange_f.p3d\"\n- \"a3\\signs_f\\signspecial\\sign_direction_f.p3d\"\n- \"a3\\signs_f\\signspecial\\sign_f.p3d\"\n- \"a3\\signs_f\\signs\\signs_abdera_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_abdera_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_aggelochori_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_aggelochori_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_agiosdionysios_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_agiosdionysios_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_agiosefstratios_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_agiosefstratios_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_agioskonstantinos_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_agioskonstantinos_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_agiosnikolaos_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_agiosnikolaos_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_alikampos_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_alikampos_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_anthrakia_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_anthrakia_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_athira_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_athira_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_chalkeia_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_chalkeia_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_charkia_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_charkia_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_delfinaki_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_delfinaki_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_dorida_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_dorida_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_feres_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_feres_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_frini_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_frini_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_galati_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_galati_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_gravia_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_gravia_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_ifestiona_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_ifestiona_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_ioannina_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_ioannina_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_kalithea_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_kalithea_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_kalochori_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_kalochori_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_katalaki_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_katalaki_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_kavala_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_kavala_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_kore_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_kore_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_koroni_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_koroni_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_lakka_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_lakka_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_molos_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_molos_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_negades_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_negades_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_neochori_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_neochori_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_neri_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_neri_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_oreokastro_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_oreokastro_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_panagia_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_panagia_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_panochori_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_panochori_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_paros_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_paros_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_poliakko_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_poliakko_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_pyrgos_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_pyrgos_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_rodopoli_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_rodopoli_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_selakano_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_selakano_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_sofia_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_sofia_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_stavros_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_stavros_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_syrta_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_syrta_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_telos_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_telos_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_therisa_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_therisa_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_topolia_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_topolia_start.p3d\"\n- \"a3\\signs_f\\signs\\signs_zaros_end.p3d\"\n- \"a3\\signs_f\\signs\\signs_zaros_start.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_astand_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_b2_constructionsite_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_b_factoryolive_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_h_supermarket_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_roof_cargotrans_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_r_harbourdirect_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_r_harbourleft_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_r_harbourright_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_sponsors_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_sponsor_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_stand_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_touristdirect_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_v_hotel_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_wallbig_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_wallout_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_wallsmall_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signsad_w_pharmacy_f.p3d\"\n- \"a3\\signs_f\\signs_ad\\signs_nodump_f.p3d\"\n- \"a3\\signs_f\\signt\\arrowdesk_f.p3d\"\n- \"a3\\signs_f\\signt\\arrowdesk_r_f.p3d\"\n- \"a3\\signs_f\\signt\\arrowmarker_f.p3d\"\n- \"a3\\signs_f\\signt\\arrowmarker_r_f.p3d\"\n- \"a3\\signs_f\\signt\\pole_f.p3d\"\n- \"a3\\signs_f\\signt\\roadbarrier_f.p3d\"\n- \"a3\\signs_f\\signt\\roadbarrier_small_f.p3d\"\n- \"a3\\signs_f\\signt\\roadcone_f.p3d\"\n- \"a3\\signs_f\\signt\\roadcone_l_f.p3d\"\n- \"a3\\signs_f\\signt\\signt_commandeddirectionforward.p3d\"\n- \"a3\\signs_f\\signt\\signt_commandeddirectionleft.p3d\"\n- \"a3\\signs_f\\signt\\signt_commandeddirectionright.p3d\"\n- \"a3\\signs_f\\signt\\signt_commandeddirectionturnleft.p3d\"\n- \"a3\\signs_f\\signt\\signt_commandeddirectionturnright.p3d\"\n- \"a3\\signs_f\\signt\\signt_crosroad.p3d\"\n- \"a3\\signs_f\\signt\\signt_dangerbendl.p3d\"\n- \"a3\\signs_f\\signt\\signt_dangerbendr.p3d\"\n- \"a3\\signs_f\\signt\\signt_dangerbendsl.p3d\"\n- \"a3\\signs_f\\signt\\signt_dangerbendsr.p3d\"\n- \"a3\\signs_f\\signt\\signt_deadend.p3d\"\n- \"a3\\signs_f\\signt\\signt_giveway.p3d\"\n- \"a3\\signs_f\\signt\\signt_infofirstaid.p3d\"\n- \"a3\\signs_f\\signt\\signt_infohotel.p3d\"\n- \"a3\\signs_f\\signt\\signt_infopedcrossing.p3d\"\n- \"a3\\signs_f\\signt\\signt_infopetrolstation.p3d\"\n- \"a3\\signs_f\\signt\\signt_infopicnicsite.p3d\"\n- \"a3\\signs_f\\signt\\signt_inforefreshments.p3d\"\n- \"a3\\signs_f\\signt\\signt_inforestaurant.p3d\"\n- \"a3\\signs_f\\signt\\signt_infotaxirank.p3d\"\n- \"a3\\signs_f\\signt\\signt_infotoilet.p3d\"\n- \"a3\\signs_f\\signt\\signt_junction.p3d\"\n- \"a3\\signs_f\\signt\\signt_junctionrow.p3d\"\n- \"a3\\signs_f\\signt\\signt_nodriving.p3d\"\n- \"a3\\signs_f\\signt\\signt_noentry.p3d\"\n- \"a3\\signs_f\\signt\\signt_noovertaking.p3d\"\n- \"a3\\signs_f\\signt\\signt_noovertakingtruck.p3d\"\n- \"a3\\signs_f\\signt\\signt_noparking.p3d\"\n- \"a3\\signs_f\\signt\\signt_noparkingalteven.p3d\"\n- \"a3\\signs_f\\signt\\signt_noparkingaltodd.p3d\"\n- \"a3\\signs_f\\signt\\signt_nopassage.p3d\"\n- \"a3\\signs_f\\signt\\signt_nopollutingvehs.p3d\"\n- \"a3\\signs_f\\signt\\signt_nopowervehs.p3d\"\n- \"a3\\signs_f\\signt\\signt_nostopping.p3d\"\n- \"a3\\signs_f\\signt\\signt_pedestrianzone.p3d\"\n- \"a3\\signs_f\\signt\\signt_priority.p3d\"\n- \"a3\\signs_f\\signt\\signt_sharpbendleft.p3d\"\n- \"a3\\signs_f\\signt\\signt_sharpbendright.p3d\"\n- \"a3\\signs_f\\signt\\signt_speedlimit30.p3d\"\n- \"a3\\signs_f\\signt\\signt_speedlimit50.p3d\"\n- \"a3\\signs_f\\signt\\signt_speedlimit70.p3d\"\n- \"a3\\signs_f\\signt\\signt_speedlimit80.p3d\"\n- \"a3\\signs_f\\signt\\signt_speedlimit80_d.p3d\"\n- \"a3\\signs_f\\signt\\signt_speedlimitend.p3d\"\n- \"a3\\signs_f\\signt\\signt_stop.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningaircraft.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningchippings.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningcows.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningother.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningpedcrossing.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningramp.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningrocks.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningsteepdown.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningsteepup.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningunevenroad.p3d\"\n- \"a3\\signs_f\\signt\\signt_warningwild.p3d\"\n- \"a3\\signs_f\\signt\\tapesign_f.p3d\"\n- \"a3\\signs_f\\signt\\vergepost_f.p3d\"\n- \"a3\\soft_f\\mrap_01\\mrap_01_gmg_f.p3d\"\n- \"a3\\soft_f\\mrap_01\\mrap_01_hmg_f.p3d\"\n- \"a3\\soft_f\\mrap_01\\mrap_01_unarmed_f.p3d\"\n- \"a3\\soft_f\\mrap_01\\view_gunner_f.p3d\"\n- \"a3\\soft_f\\mrap_02\\damage_lod1_f.p3d\"\n- \"a3\\soft_f\\mrap_02\\mrap_02_gmg_f.p3d\"\n- \"a3\\soft_f\\mrap_02\\mrap_02_hmg_f.p3d\"\n- \"a3\\soft_f\\mrap_02\\mrap_02_unarmed_f.p3d\"\n- \"a3\\soft_f\\mrap_02\\view_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\backpacks_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\bumper_1_destruct_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\bumper_1_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\bumper_2_destruct_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\bumper_2_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\construction_destruct_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\construction_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\holder_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\offroad_01_unarmed_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\services_destruct_f.p3d\"\n- \"a3\\soft_f\\offroad_01\\services_f.p3d\"\n- \"a3\\soft_f\\quadbike_01\\quadbike_01_f.p3d\"\n- \"a3\\soft_f_beta\\mrap_03\\mrap_03_gmg_f.p3d\"\n- \"a3\\soft_f_beta\\mrap_03\\mrap_03_hmg_f.p3d\"\n- \"a3\\soft_f_beta\\mrap_03\\mrap_03_unarmed_f.p3d\"\n- \"a3\\soft_f_beta\\truck_01\\proxy_covered_damaged_f.p3d\"\n- \"a3\\soft_f_beta\\truck_01\\proxy_covered_f.p3d\"\n- \"a3\\soft_f_beta\\truck_01\\proxy_transport_damaged_f.p3d\"\n- \"a3\\soft_f_beta\\truck_01\\proxy_transport_f.p3d\"\n- \"a3\\soft_f_beta\\truck_01\\truck_01_covered_f.p3d\"\n- \"a3\\soft_f_beta\\truck_01\\truck_01_transport_f.p3d\"\n- \"a3\\soft_f_beta\\truck_01\\truck_01_wreck_f.p3d\"\n- \"a3\\soft_f_beta\\truck_02\\truck_02_covered_f.p3d\"\n- \"a3\\soft_f_beta\\truck_02\\truck_02_transport_f.p3d\"\n- \"a3\\soft_f_bootcamp\\offroad_01\\offroad_01_repair_civ_f.p3d\"\n- \"a3\\soft_f_bootcamp\\offroad_01\\offroad_01_repair_ig_f.p3d\"\n- \"a3\\soft_f_bootcamp\\offroad_01\\proxy_offroad_01_repair_civ_destruct_f.p3d\"\n- \"a3\\soft_f_bootcamp\\offroad_01\\proxy_offroad_01_repair_civ_f.p3d\"\n- \"a3\\soft_f_bootcamp\\offroad_01\\proxy_offroad_01_repair_ig_destruct_f.p3d\"\n- \"a3\\soft_f_bootcamp\\offroad_01\\proxy_offroad_01_repair_ig_f.p3d\"\n- \"a3\\soft_f_enoch\\offroad_01\\offroad_01_covered_f.p3d\"\n- \"a3\\soft_f_enoch\\tractor_01\\tractor_01_f.p3d\"\n- \"a3\\soft_f_enoch\\ugv_02\\ugv_02_f.p3d\"\n- \"a3\\soft_f_enoch\\ugv_02\\ugv_02_f_ndetector.p3d\"\n- \"a3\\soft_f_enoch\\ugv_02\\ugv_02_f_track.p3d\"\n- \"a3\\soft_f_enoch\\ugv_02\\ugv_02_f_wheel.p3d\"\n- \"a3\\soft_f_epc\\truck_03\\truck_03_base_wreck_f.p3d\"\n- \"a3\\soft_f_epc\\truck_03\\truck_03_box_f.p3d\"\n- \"a3\\soft_f_epc\\truck_03\\truck_03_covered_f.p3d\"\n- \"a3\\soft_f_epc\\truck_03\\truck_03_device_f.p3d\"\n- \"a3\\soft_f_epc\\truck_03\\truck_03_device_wreck_f.p3d\"\n- \"a3\\soft_f_epc\\truck_03\\truck_03_fuel_f.p3d\"\n- \"a3\\soft_f_epc\\truck_03\\truck_03_fuel_wreck_f.p3d\"\n- \"a3\\soft_f_epc\\truck_03\\truck_03_medevac_f.p3d\"\n- \"a3\\soft_f_epc\\truck_03\\truck_03_repair_f.p3d\"\n- \"a3\\soft_f_epc\\truck_03\\truck_03_repair_wreck_f.p3d\"\n- \"a3\\soft_f_epc\\truck_03\\truck_03_transport_f.p3d\"\n- \"a3\\soft_f_exp\\lsv_01\\lsv_01_at_f.p3d\"\n- \"a3\\soft_f_exp\\lsv_01\\lsv_01_f.p3d\"\n- \"a3\\soft_f_exp\\lsv_02\\lsv_02_at_f.p3d\"\n- \"a3\\soft_f_exp\\lsv_02\\lsv_02_f.p3d\"\n- \"a3\\soft_f_exp\\offroad_02\\offroad_02_at_f.p3d\"\n- \"a3\\soft_f_exp\\offroad_02\\offroad_02_f.p3d\"\n- \"a3\\soft_f_exp\\offroad_02\\offroad_02_lmg_f.p3d\"\n- \"a3\\soft_f_gamma\\hatchback_01\\hatchback_01_f.p3d\"\n- \"a3\\soft_f_gamma\\offroad_01\\offroad_01_at_f.p3d\"\n- \"a3\\soft_f_gamma\\offroad_01\\offroad_01_hmg_f.p3d\"\n- \"a3\\soft_f_gamma\\suv_01\\suv_01_f.p3d\"\n- \"a3\\soft_f_gamma\\suv_01\\view_cargo_interior_test_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\proxy_box_damage_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\proxy_box_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\proxy_medevac_damaged_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\proxy_medevac_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\truck_01_ammo_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\truck_01_box_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\truck_01_box_wreck_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\truck_01_cargo_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\truck_01_flatbed_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\truck_01_fuel_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\truck_01_fuel_wreck_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\truck_01_medevac_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\truck_01_mover_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\truck_01_mover_wreck_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_01\\truck_01_rack_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_02\\mrl_launcher.p3d\"\n- \"a3\\soft_f_gamma\\truck_02\\mrl_launcher_empty.p3d\"\n- \"a3\\soft_f_gamma\\truck_02\\mrl_magazine_01_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_02\\truck_02_box_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_02\\truck_02_fuel_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_02\\truck_02_medevac_f.p3d\"\n- \"a3\\soft_f_gamma\\truck_02\\truck_02_mrl_f.p3d\"\n- \"a3\\soft_f_gamma\\van_01\\van_01_box_f.p3d\"\n- \"a3\\soft_f_gamma\\van_01\\van_01_fuel_f.p3d\"\n- \"a3\\soft_f_gamma\\van_01\\van_01_transport_f.p3d\"\n- \"a3\\soft_f_kart\\kart_01\\kart_01_f.p3d\"\n- \"a3\\soft_f_kart\\kart_01\\kart_wheel_damage_f.p3d\"\n- \"a3\\soft_f_oldman\\offroad_01\\offroad_01_hmg_f.p3d\"\n- \"a3\\soft_f_orange\\van_02\\van_02_cover_tire_f.p3d\"\n- \"a3\\soft_f_orange\\van_02\\van_02_medevac_f.p3d\"\n- \"a3\\soft_f_orange\\van_02\\van_02_medevac_wreck_f.p3d\"\n- \"a3\\soft_f_orange\\van_02\\van_02_rimless_tire_f.p3d\"\n- \"a3\\soft_f_orange\\van_02\\van_02_transport_f.p3d\"\n- \"a3\\soft_f_orange\\van_02\\van_02_transport_tire_f.p3d\"\n- \"a3\\soft_f_orange\\van_02\\van_02_transport_wreck_f.p3d\"\n- \"a3\\soft_f_orange\\van_02\\van_02_vehicle_f.p3d\"\n- \"a3\\soft_f_orange\\van_02\\van_02_vehicle_tire_f.p3d\"\n- \"a3\\soft_f_orange\\van_02\\van_02_vehicle_wreck_f.p3d\"\n- \"a3\\static_f\\hmg_02\\hmg_02_f.p3d\"\n- \"a3\\static_f\\hmg_02\\hmg_02_high_f.p3d\"\n- \"a3\\static_f\\mortar_01\\mortar_01_f.p3d\"\n- \"a3\\static_f_destroyer\\boat_rack_01\\boat_rack_01_f.p3d\"\n- \"a3\\static_f_destroyer\\ship_gun_01\\ship_gun_01_f.p3d\"\n- \"a3\\static_f_destroyer\\ship_mrls_01\\ship_mrls_01_f.p3d\"\n- \"a3\\static_f_gamma\\aa_01\\aa_01.p3d\"\n- \"a3\\static_f_gamma\\at_01\\at_01.p3d\"\n- \"a3\\static_f_gamma\\gmg_01\\gmg_01_f.p3d\"\n- \"a3\\static_f_gamma\\gmg_01\\gmg_01_high_f.p3d\"\n- \"a3\\static_f_gamma\\hmg_01\\hmg_01_f.p3d\"\n- \"a3\\static_f_gamma\\hmg_01\\hmg_01_high_f.p3d\"\n- \"a3\\static_f_jets\\aaa_system_01\\aaa_system_01_f.p3d\"\n- \"a3\\static_f_jets\\sam_system_01\\sam_system_01_f.p3d\"\n- \"a3\\static_f_jets\\sam_system_02\\sam_system_02_f.p3d\"\n- \"a3\\static_f_mark\\designator_01\\designator_01_f.p3d\"\n- \"a3\\static_f_mark\\designator_02\\designator_02_f.p3d\"\n- \"a3\\static_f_oldman\\hmg_02\\hmg_02_f.p3d\"\n- \"a3\\static_f_oldman\\hmg_02\\hmg_02_high_f.p3d\"\n- \"a3\\static_f_sams\\radar_system_01\\radar_system_01_f.p3d\"\n- \"a3\\static_f_sams\\radar_system_02\\radar_system_02_f.p3d\"\n- \"a3\\static_f_sams\\sam_system_03\\sam_system_03_f.p3d\"\n- \"a3\\static_f_sams\\sam_system_04\\sam_system_04_f.p3d\"\n- \"a3\\structures_f\\bridges\\bridge_01_f.p3d\"\n- \"a3\\structures_f\\bridges\\bridge_01_pathlod_f.p3d\"\n- \"a3\\structures_f\\bridges\\bridge_asphalt_f.p3d\"\n- \"a3\\structures_f\\bridges\\bridge_asphalt_pathlod_f.p3d\"\n- \"a3\\structures_f\\bridges\\bridge_concrete_f.p3d\"\n- \"a3\\structures_f\\bridges\\bridge_concrete_pathlod_f.p3d\"\n- \"a3\\structures_f\\bridges\\bridge_highway_f.p3d\"\n- \"a3\\structures_f\\bridges\\bridge_highway_pathlod_f.p3d\"\n- \"a3\\structures_f\\civ\\accessories\\loudspeakers_f.p3d\"\n- \"a3\\structures_f\\civ\\accessories\\sink_f.p3d\"\n- \"a3\\structures_f\\civ\\accessories\\timbers_f.p3d\"\n- \"a3\\structures_f\\civ\\accessories\\treebin_f.p3d\"\n- \"a3\\structures_f\\civ\\accessories\\water_source_f.p3d\"\n- \"a3\\structures_f\\civ\\accessories\\woodpile_f.p3d\"\n- \"a3\\structures_f\\civ\\ancient\\ancientpillar_damaged_f.p3d\"\n- \"a3\\structures_f\\civ\\ancient\\ancientpillar_f.p3d\"\n- \"a3\\structures_f\\civ\\ancient\\ancientpillar_fallen_f.p3d\"\n- \"a3\\structures_f\\civ\\belltowers\\belltower_01_v1_f.p3d\"\n- \"a3\\structures_f\\civ\\belltowers\\belltower_01_v2_f.p3d\"\n- \"a3\\structures_f\\civ\\belltowers\\belltower_02_v1_f.p3d\"\n- \"a3\\structures_f\\civ\\belltowers\\belltower_02_v1_ruins_f.p3d\"\n- \"a3\\structures_f\\civ\\belltowers\\belltower_02_v2_f.p3d\"\n- \"a3\\structures_f\\civ\\belltowers\\belltower_02_v2_ruins_f.p3d\"\n- \"a3\\structures_f\\civ\\calvaries\\calvary_01_v1_f.p3d\"\n- \"a3\\structures_f\\civ\\calvaries\\calvary_02_v1_f.p3d\"\n- \"a3\\structures_f\\civ\\calvaries\\calvary_02_v2_f.p3d\"\n- \"a3\\structures_f\\civ\\camping\\campfire_f.p3d\"\n- \"a3\\structures_f\\civ\\camping\\campingchair_v1_f.p3d\"\n- \"a3\\structures_f\\civ\\camping\\campingchair_v1_folded_f.p3d\"\n- \"a3\\structures_f\\civ\\camping\\campingchair_v2_f.p3d\"\n- \"a3\\structures_f\\civ\\camping\\campingtable_f.p3d\"\n- \"a3\\structures_f\\civ\\camping\\campingtable_small_f.p3d\"\n- 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\"a3\\structures_f_enoch\\infrastructure\\roads\\cobblestonesquare_01_edge_4m_v2_f.p3d\"\n- \"a3\\structures_f_enoch\\infrastructure\\roads\\cobblestonesquare_01_edge_8m_v1_f.p3d\"\n- \"a3\\structures_f_enoch\\infrastructure\\roads\\cobblestonesquare_01_edge_8m_v2_f.p3d\"\n- \"a3\\structures_f_enoch\\infrastructure\\roads\\cobblestonesquare_01_trans_01_f.p3d\"\n- \"a3\\structures_f_enoch\\infrastructure\\roads\\cobblestonesquare_01_trans_02_f.p3d\"\n- \"a3\\structures_f_enoch\\infrastructure\\roads\\concretepanels_02_four_f.p3d\"\n- \"a3\\structures_f_enoch\\infrastructure\\roads\\concretepanels_02_single_dmg_f.p3d\"\n- \"a3\\structures_f_enoch\\infrastructure\\roads\\concretepanels_02_single_v1_f.p3d\"\n- \"a3\\structures_f_enoch\\infrastructure\\roads\\concretepanels_02_single_v2_f.p3d\"\n- \"a3\\structures_f_enoch\\infrastructure\\roads\\sewercover_04_f.p3d\"\n- \"a3\\structures_f_enoch\\military\\airfield\\controltower_02_f.p3d\"\n- 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\"a3\\structures_f_enoch\\military\\radar\\mobileradar_01_radar_f.p3d\"\n- \"a3\\structures_f_enoch\\military\\radar\\mobileradar_01_radar_ruins_f.p3d\"\n- \"a3\\structures_f_enoch\\military\\radar\\radar_01_airshaft_f.p3d\"\n- \"a3\\structures_f_enoch\\military\\radar\\radar_01_airshaft_ruins_f.p3d\"\n- \"a3\\structures_f_enoch\\military\\radar\\radar_01_antenna_base_f.p3d\"\n- \"a3\\structures_f_enoch\\military\\radar\\radar_01_antenna_body_f.p3d\"\n- \"a3\\structures_f_enoch\\military\\radar\\radar_01_antenna_f.p3d\"\n- \"a3\\structures_f_enoch\\military\\radar\\radar_01_cooler_f.p3d\"\n- \"a3\\structures_f_enoch\\military\\radar\\radar_01_cooler_ruins_f.p3d\"\n- \"a3\\structures_f_enoch\\military\\radar\\radar_01_hq_f.p3d\"\n- \"a3\\structures_f_enoch\\military\\radar\\radar_01_hq_ruins_f.p3d\"\n- \"a3\\structures_f_enoch\\military\\radar\\radar_01_kitchen_f.p3d\"\n- \"a3\\structures_f_enoch\\military\\radar\\radar_01_kitchen_ruins_f.p3d\"\n- 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\"a3\\structures_f_exp\\civilian\\house_small_05\\house_small_05_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\house_small_05\\house_small_05_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\house_small_06\\house_small_06_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\school_01\\school_01_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sheds\\shed_01_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sheds\\shed_01_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sheds\\shed_02_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sheds\\shed_02_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sheds\\shed_03_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sheds\\shed_03_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sheds\\shed_04_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sheds\\shed_04_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sheds\\shed_05_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sheds\\shed_05_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sheds\\shed_06_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sheds\\shed_06_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sheds\\shed_07_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sheds\\shed_07_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\slum_01\\slum_01_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\slum_01\\slum_01_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\slum_02\\slum_02_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\slum_02\\slum_02_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\slum_03\\slum_03_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\slum_03\\slum_03_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\slum_04\\slum_04_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\slum_04\\slum_04_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\slum_05\\slum_05_f.p3d\"\n- \"a3\\structures_f_exp\\civilian\\sportsgrounds\\rugbygoal_01_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\addons\\addon_01_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\addons\\addon_01_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\addons\\addon_02_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\addons\\addon_02_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\addons\\addon_03_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\addons\\addon_03_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\addons\\addon_04_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\addons\\addon_04_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\addons\\addon_05_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\addons\\addon_05_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\advertisements\\signmonolith_01_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\fuelstation_01\\fuelstation_01_arrow_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\fuelstation_01\\fuelstation_01_prices_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\fuelstation_01\\fuelstation_01_pump_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\fuelstation_01\\fuelstation_01_roof_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\fuelstation_01\\fuelstation_01_shop_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\fuelstation_01\\fuelstation_01_workshop_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\fuelstation_02\\fuelstation_02_prices_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\fuelstation_02\\fuelstation_02_pump_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\fuelstation_02\\fuelstation_02_roof_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\fuelstation_02\\fuelstation_02_sign_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\fuelstation_02\\fuelstation_02_workshop_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\hotel_01\\hotel_01_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\hotel_02\\hotel_02_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\market\\clothshelter_01_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\market\\clothshelter_02_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\market\\metalshelter_01_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\market\\metalshelter_01_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\market\\metalshelter_02_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\market\\metalshelter_02_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\market\\woodenshelter_01_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\market\\woodenshelter_01_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\multistorybuilding_01\\multistorybuilding_01_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\multistorybuilding_03\\multistorybuilding_03_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\multistorybuilding_04\\multistorybuilding_04_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_city_01\\shop_city_01_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_city_02\\shop_city_02_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_city_03\\shop_city_03_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_city_04\\shop_city_04_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_city_05\\shop_city_05_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_city_06\\shop_city_06_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_city_07\\shop_city_07_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_town_01\\shop_town_01_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_town_01\\shop_town_01_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_town_02\\shop_town_02_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_town_02\\shop_town_02_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_town_03\\shop_town_03_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_town_03\\shop_town_03_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_town_04\\shop_town_04_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_town_04\\shop_town_04_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_town_05\\shop_town_05_addon_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\shop_town_05\\shop_town_05_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\supermarket_01\\supermarket_01_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\warehouses\\warehouse_03_f.p3d\"\n- \"a3\\structures_f_exp\\commercial\\warehouses\\warehouse_03_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\ancientrelics\\ancienthead_01_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\ancientrelics\\ancientstatue_01_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\ancientrelics\\ancientstatue_02_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\ancientrelics\\petroglyphwall_01_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\ancientrelics\\petroglyphwall_02_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\ancientrelics\\raistone_01_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\ancientrelics\\stonetanoa_01_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\basaltruins\\basaltkerb_01_2m_d_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\basaltruins\\basaltkerb_01_2m_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\basaltruins\\basaltkerb_01_4m_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\basaltruins\\basaltkerb_01_pile_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\basaltruins\\basaltkerb_01_platform_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\basaltruins\\basaltwall_01_4m_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\basaltruins\\basaltwall_01_8m_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\basaltruins\\basaltwall_01_d_left_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\basaltruins\\basaltwall_01_d_right_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\basaltruins\\basaltwall_01_gate_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\cathedral_01\\cathedral_01_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\cemeteries\\grave_01_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\cemeteries\\grave_02_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\cemeteries\\grave_03_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\cemeteries\\grave_04_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\cemeteries\\grave_05_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\cemeteries\\grave_06_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\cemeteries\\grave_07_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\cemeteries\\mausoleum_01_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\cemeteries\\mausoleum_01_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\cemeteries\\tombstone_01_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\cemeteries\\tombstone_02_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\cemeteries\\tombstone_03_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\cemeteries\\tomb_01_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\church_01\\church_01_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\church_01\\church_01_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\church_02\\church_02_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\church_02\\church_02_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\church_03\\church_03_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\church_03\\church_03_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\fortress_01\\fortress_01_10m_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\fortress_01\\fortress_01_5m_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\fortress_01\\fortress_01_bricks_v1_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\fortress_01\\fortress_01_bricks_v2_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\fortress_01\\fortress_01_cannon_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\fortress_01\\fortress_01_d_l_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\fortress_01\\fortress_01_d_r_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\fortress_01\\fortress_01_innercorner_110_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\fortress_01\\fortress_01_innercorner_70_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\fortress_01\\fortress_01_innercorner_90_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\fortress_01\\fortress_01_outtercorner_50_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\fortress_01\\fortress_01_outtercorner_80_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\fortress_01\\fortress_01_outtercorner_90_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\temple_native_01\\temple_native_01_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\temple_native_01\\temple_native_01_ruins_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\totems\\palmtotem_01_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\totems\\palmtotem_02_f.p3d\"\n- \"a3\\structures_f_exp\\cultural\\totems\\palmtotem_03_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\dieselpowerplant_01\\dpp_01_mainfactory_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\dieselpowerplant_01\\dpp_01_smallfactory_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\dieselpowerplant_01\\dpp_01_transformer_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\dieselpowerplant_01\\dpp_01_watercooler_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\dieselpowerplant_01\\dpp_01_watercooler_ladder_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\fields\\concretewell_01_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\materials\\cinderblocks_01_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\materials\\timberpile_01_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\materials\\woodenplanks_01_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\materials\\woodenplanks_01_messy_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\containercrane_01_arm_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\containercrane_01_arm_lowered_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\containercrane_01_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\containerline_01_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\containerline_02_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\containerline_03_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\cranerail_01_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\drydock_01_end_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\drydock_01_middle_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\gantrycrane_01_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\guardhouse_01_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\mobilecrane_01_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\mobilecrane_01_hook_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\storagetank_01_large_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\storagetank_01_small_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\walkover_01_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\warehouseshelter_01_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\warehouse_01_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\warehouse_01_ladder_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\warehouse_02_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\port\\warehouse_02_ladder_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\stockyard_01\\sy_01_block_f.p3d\"\n- \"a3\\structures_f_exp\\industrial\\stockyard_01\\sy_01_conveyor_chute_f.p3d\"\n- 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\"a3\\structures_f_exp\\signs\\signposts\\signtc_61_1.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_61_2.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_61_3.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_62_1.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_62_2.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_62_3.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_63_1.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_63_2.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_63_3.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_64_1.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_64_2.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_64_3.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_65_1.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_65_2.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_65_3.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_66_1.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_66_2.p3d\"\n- \"a3\\structures_f_exp\\signs\\signposts\\signtc_66_3.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\citysign_01_template_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signcity_georgetown.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signcity_harcourt.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signcity_katkoula.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signcity_larochelle.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signcity_lijnhaven.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signcity_tanouka.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signcity_tuvanaka.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_ba.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_belavu.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_belfort.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_blerick.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_buabua.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_buawa.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_cerebu.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_doodstil.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_galili.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_imone.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_komoto.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_koumac.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_lafoa.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_laikoro.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_lailai.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_lakatoro.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_lami.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_leqa.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_lifou.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_lobaka.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_losi.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_luganville.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_moddergat.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_momea.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_muaceba.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_namuvaka.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_nandai.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_nani.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_nasua.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_nicolet.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_ouaoue.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_oumere.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_ovau.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_penelo.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_petitnicolet.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_portboise.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_rautake.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_regina.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_rereki.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_saintjulien.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_saintpaul.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_saioko.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_savaka.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_savu.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_taga.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_tavu.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_tobakoro.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_vagalala.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\signtown_01_yanukka.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\townsign_01_please_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\townnames\\townsign_01_template_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\bollard_01_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\parkingmeter_01_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signcommand_01_giveway_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signcommand_01_gostraight_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signcommand_01_priority_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signcommand_01_stop_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signcommand_01_turnleftahead_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signcommand_01_turnleft_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signcommand_01_turnrightahead_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signcommand_01_turnright_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signinfo_01_deadend_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signinfo_01_firstaid_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signinfo_01_fuelstation_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signinfo_01_hotel_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signinfo_01_pedestriancrossing_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signinfo_01_pedestrianzone_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signinfo_01_picnicsite_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signinfo_01_reducespeed_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signinfo_01_refreshments_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signinfo_01_restaurant_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signinfo_01_taxi_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signinfo_01_toilet_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_nodriving_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_noentry_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_noovertakingtruck_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_noovertaking_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_noparkingalteven_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_noparkingaltodd_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_noparking_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_nopassage_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_nopollutingvehicles_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_nopoweredvehicles_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_nostopping_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_speedlimit_30_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_speedlimit_50_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_speedlimit_70_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_speedlimit_80_d_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_speedlimit_80_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_speedlimit_end_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signrestrict_01_speedlimit_national_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_aircrafts_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_animals_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_bend_left_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_bend_right_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_chippings_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_crossroad_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_doublebend_left_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_doublebend_right_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_herds_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_junctionrow_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_junction_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_other_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_pedestriancrossing_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_ramp_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_roadworks_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_rocks_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_steepdown_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_steepup_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_stoponrequest_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\signwarning_01_unevenroad_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\sign_01_sharpbend_left_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\sign_01_sharpbend_right_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\towncolumn_01_f.p3d\"\n- \"a3\\structures_f_exp\\signs\\traffic\\vergepost_01_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\backalleys\\backalley_01_l_1m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\backalleys\\backalley_01_l_gap_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\backalleys\\backalley_01_l_gate_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\backalleys\\backalley_02_l_1m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\bamboo\\bamboofence_01_s_4m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\bamboo\\bamboofence_01_s_8m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\bamboo\\bamboofence_01_s_d_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\bamboo\\bamboofence_01_s_pole_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_01_l_4m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_01_l_8m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_01_l_d_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_01_l_gate_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_01_l_pole_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_01_m_4m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_01_m_8m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_01_m_d_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_01_m_gate_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_01_m_pole_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_02_m_2m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_02_m_4m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_02_m_8m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_02_m_d_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_02_m_gate_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\concrete\\concretewall_02_m_pole_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\crashbarriers\\crashbarrier_01_4m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\crashbarriers\\crashbarrier_01_8m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\crashbarriers\\crashbarrier_01_end_l_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\crashbarriers\\crashbarrier_01_end_r_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\hedges\\hedge_01_s_2m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\hedges\\hedge_01_s_4m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\net\\netfence_01_m_4m_f.p3d\"\n- \"a3\\structures_f_exp\\walls\\net\\netfence_01_m_4m_nolc_f.p3d\"\n- 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\"a3\\structures_f_tank\\military\\repairdepot\\repairdepot_01_civ_f.p3d\"\n- \"a3\\structures_f_tank\\military\\repairdepot\\repairdepot_01_civ_ruins_f.p3d\"\n- \"a3\\structures_f_tank\\military\\repairdepot\\repairdepot_01_green_f.p3d\"\n- \"a3\\structures_f_tank\\military\\repairdepot\\repairdepot_01_green_ruins_f.p3d\"\n- \"a3\\structures_f_tank\\military\\repairdepot\\repairdepot_01_tan_f.p3d\"\n- \"a3\\structures_f_tank\\military\\repairdepot\\repairdepot_01_tan_ruins_f.p3d\"\n- \"a3\\supplies_f_aow\\bags\\b_civilianbackpack_01_f.p3d\"\n- \"a3\\supplies_f_enoch\\bags\\b_combinationunitrespirator_01_f.p3d\"\n- \"a3\\supplies_f_enoch\\bags\\b_radiobag_01_f.p3d\"\n- \"a3\\supplies_f_enoch\\bags\\b_scba_01_f.p3d\"\n- \"a3\\supplies_f_enoch\\bags\\b_ugv_02_d_f.p3d\"\n- \"a3\\supplies_f_enoch\\bags\\b_ugv_02_s_f.p3d\"\n- \"a3\\supplies_f_exp\\ammoboxes\\equipment_box_f.p3d\"\n- \"a3\\supplies_f_exp\\ammoboxes\\uniforms_box_f.p3d\"\n- 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\"a3\\ui_f_enoch\\data\\objects\\ugv_02_ui_f.p3d\"\n- \"a3\\ui_f_enoch\\data\\objects\\watch.p3d\"\n- \"a3\\vegetation_f_argo\\bushes\\b_opuntiaficusindica3s_f.p3d\"\n- \"a3\\vegetation_f_argo\\bushes\\b_vitis_vinifera_f.p3d\"\n- \"a3\\vegetation_f_argo\\trees\\t_cupressus_stricta_2s_f.p3d\"\n- \"a3\\vegetation_f_argo\\trees\\t_cupressus_stricta_3s_f.p3d\"\n- \"a3\\vegetation_f_argo\\trees\\t_ficus_3d_f.p3d\"\n- \"a3\\vegetation_f_argo\\trees\\t_phoenixrupicola1s_f.p3d\"\n- \"a3\\vegetation_f_argo\\trees\\t_phoenixrupicola3s_f.p3d\"\n- \"a3\\vegetation_f_enoch\\bush\\b_betula_nana.p3d\"\n- \"a3\\vegetation_f_enoch\\bush\\b_caragana_arborescens.p3d\"\n- \"a3\\vegetation_f_enoch\\bush\\b_corylus_heterophylla_1.p3d\"\n- \"a3\\vegetation_f_enoch\\bush\\b_corylus_heterophylla_2.p3d\"\n- \"a3\\vegetation_f_enoch\\bush\\b_fagussylvatica_1f.p3d\"\n- \"a3\\vegetation_f_enoch\\bush\\b_phragmites_australis.p3d\"\n- \"a3\\vegetation_f_enoch\\bush\\b_piceaabies_1f.p3d\"\n- \"a3\\vegetation_f_enoch\\bush\\b_piceaabies_1fb.p3d\"\n- \"a3\\vegetation_f_enoch\\bush\\b_prunusspinosa_1s.p3d\"\n- \"a3\\vegetation_f_enoch\\bush\\b_prunusspinosa_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\bush\\b_rosacanina_1s.p3d\"\n- \"a3\\vegetation_f_enoch\\bush\\b_rosacanina_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\bush\\b_sambucusnigra_1s.p3d\"\n- \"a3\\vegetation_f_enoch\\bush\\b_sambucusnigra_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_beech_big.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_beech_mid.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_beech_small.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_branchesbig_picea.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_branches_deciduous.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_branches_picea.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_cones.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_fern.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_ferntall.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_fern_amanita_single.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_fern_boletus_group.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grass.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassanthoxanthum.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassanthoxanthum_bended.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassdry.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassdrycarduus_f.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassdryhypericum.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassdryplant1.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassdrytall.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassdrytall2.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassdrytall3.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grasslow.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassplant1.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grassplant2.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grasssmall.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grasssmallconc.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grasstall2.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grasstall3.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grasstiny.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grasstinyconc.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_grass_flower1.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_leaves_dead.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_leaves_dead_half.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_pines.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_plantssmall1.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_plantssmall2.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_stubble.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_vaccinium.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_weat.p3d\"\n- \"a3\\vegetation_f_enoch\\clutter\\c_weattall.p3d\"\n- \"a3\\vegetation_f_enoch\\crop\\b_corn_row_f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_betula_pendula_stem.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_betula_pendula_stump.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_fagussylvatica_fallen.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_fagussylvatica_fallenb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_fagussylvatica_fallenc.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_fagussylvatica_stumpb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_fagussylvatica_stumpc.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_picea_stem1.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_picea_stem2.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\d_picea_stump.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_acer2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_betula_pendula_1s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_betula_pendula_2f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_betula_pendula_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_betula_pendula_2w.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_betula_pendula_3f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_betula_pendula_3s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagus2f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagus2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_1f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_1fb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_1fc.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_1fd.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_1fe.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_1s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_2d.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_2f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_2fb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_2fc.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_2sb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_3d.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_3f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_3fb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_fagussylvatica_3s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_juglansregia_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_juglansregia_3s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_malusdomestica_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_malusdomestica_3s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabiesnativitatis_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_1f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_1s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_1sb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_2d.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_2f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_2fb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_2sb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_3d.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_3f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_piceaabies_3s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_1f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_1s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_2f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_2fb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_2sb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_3d.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_3f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_3fb.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_3fc.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pinussylvestris_3s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_populusn3s_f.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pyruscommunis_2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_pyruscommunis_3s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_salix2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_sorbus2s.p3d\"\n- \"a3\\vegetation_f_enoch\\tree\\t_stub_picea.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\cliff\\c_rock_stones.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\forest\\c_forest_biglleaves.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\forest\\c_forest_biglleaves2.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\forest\\c_forest_fern.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\forest\\c_forest_roots.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\forest\\c_forest_violet_leaves.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\forest\\c_forest_violet_leaves2.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\forest\\c_forest_violet_single.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grassbunch_hi.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grassbunch_lo.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_leaf_big.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_leaves_coltsfoot.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_mimosa.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_nettle.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_short_bunch.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_short_leaf.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_short_mimosa.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_short_nettle.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_short_small.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\grass\\c_grass_tropic.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_large_stones.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_leaves.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_leaves_w3.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_mimosa.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_short_grass.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_small_stones.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_small_stones1.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_small_stones2.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_sparse_grass.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_sparse_grass2.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\red_dirt\\c_red_dirt_sparse_grass3.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\seabed\\c_coral1_exp.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\seabed\\c_coral2_exp.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\seabed\\c_coral3_exp.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\seabed\\c_coral4_exp.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\seabed\\c_coral5_exp.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\seabed\\c_seaweed1_exp.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\seabed\\c_seaweed2_exp.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\volcano\\c_volcano_grass.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\volcano\\c_volcano_grassmix.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\volcano\\c_volcano_grassmix2.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\volcano\\c_volcano_largestone.p3d\"\n- \"a3\\vegetation_f_exp\\clutter\\volcano\\c_volcano_stones.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\b_ginger_20_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\b_ginger_3_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\b_ginger_9_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\b_sugarcane_mature_row_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\b_sugarcane_sapling_row_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\b_sugarcane_sapling_single_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\t_banana_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\t_banana_slim_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\t_banana_wild_f.p3d\"\n- \"a3\\vegetation_f_exp\\crop\\t_cacao_ripe_f.p3d\"\n- \"a3\\vegetation_f_exp\\lianas\\d_lianatangle_narrow_f.p3d\"\n- \"a3\\vegetation_f_exp\\lianas\\d_lianatangle_wide_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_calochlaena_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_cestrum_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_colored_red_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_colored_yellow_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_cycas_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_ficusc2d_tanoa_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_gardenia_dec_01_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_gardenia_dec_02_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_gardenia_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_leucaena_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_neriumo2d_tanoa_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_pipermeth_f.p3d\"\n- \"a3\\vegetation_f_exp\\shrub\\b_rhizophora_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallenbranch_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallenbranch_lc_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallentrunk_branches_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallentrunk_branches_lc_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallentrunk_clear_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallentrunk_clear_lc_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallentrunk_roots_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_fallentrunk_roots_lc_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_treestump_cut_large_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_treestump_cut_small_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_treestump_natural_large_f.p3d\"\n- \"a3\\vegetation_f_exp\\treeparts\\d_treestump_natural_small_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_agathis_tall_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_agathis_wide_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_albizia_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_cocosnucifera2s_small_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_cocosnucifera3s_bend_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_cocosnucifera3s_tall_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_cocos_bend_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_cocos_small_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_cocos_tall_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_cyathea_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_ficus_big_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_ficus_medium_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_ficus_small_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_inocarpus_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_leucaena_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_millettia_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_millettia_plantation_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_palaquium_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_pritchardia_f.p3d\"\n- \"a3\\vegetation_f_exp\\tree\\t_rhizophora_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_mzls_h_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_mzls_l_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_mzls_smg_01_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_338_black_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_338_green_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_338_tan_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_58_wdm_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_93mmg_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_93mmg_grn_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_h_arid_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_h_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_h_khk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_h_lush_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_h_snd_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_lmg_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_lmg_khk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_l_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_m_snd_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_osprey_f.p3d\"\n- \"a3\\weapons_f\\acc\\acca_snds_p_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_aco_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_aco_op_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_aco_op_smg_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_aco_smg_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_ak_arid_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_ak_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_ak_lush_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_arid_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_ghex_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_arco_lush_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_dcl_120_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_eotxps3_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_eotxps3_smg_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_hamr_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_hamr_khk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_holosight_arid_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_holosight_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_holosight_khk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_holosight_lush_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_holosight_smg_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_holosight_smg_khk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_marksman_ghex_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_marksman_weathered_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_mrd_black_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_nightstalker_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_nvs_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_sniper02_ghex_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_sniper02_tna_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_sniper_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_sniper_khk_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_srs_f.p3d\"\n- \"a3\\weapons_f\\acc\\acco_tws_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_01_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_01_khk_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_01_mtp_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_01_snd_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_02_arid_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_02_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_02_hex_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_02_lush_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_02_tan_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_03_blk_f.p3d\"\n- \"a3\\weapons_f\\acc\\accu_bipod_03_oli_f.p3d\"\n- \"a3\\weapons_f\\acc\\accv_flashlight_f.p3d\"\n- \"a3\\weapons_f\\acc\\accv_flashlight_smg_01_f.p3d\"\n- \"a3\\weapons_f\\acc\\accv_flashlight_tls_f.p3d\"\n- \"a3\\weapons_f\\acc\\accv_pointer_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_arco_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_cdtes.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_hamr.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_law.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_lrps_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_lrps_z_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_mapl.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_marksman_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_mortar_01_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_mrco_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_nightstalker_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_nlaw.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_nvs_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_pso_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_rpg_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_sniper_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_sniper_z_f.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_tld.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_tws.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_tws_mg.p3d\"\n- \"a3\\weapons_f\\acc\\reticle_tws_mg_nfow.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\ammobox.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\ammobox_f.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\ammoveh_f.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_bergen_f.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_compact.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_fast.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_gorod.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_headgear.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_parachute.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_small.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_tortila.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\backpack_vest.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\proxyinv_equipmentvest.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\proxyinv_glasses.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\bags\\proxyinv_headgear.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\box_nato_ammoveh_f.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\proxy_usbasicammobox.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\proxy_usbasicammoboxbig.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\proxy_usbasicammoboxsmall.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\proxy_usbasicexplosives.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\proxy_usbasicweaponbox.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\proxy_uslouncherbox.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\supplydrop.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\usbasicammo.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\usbasicweapons.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\uslaunchers.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\wpnsbox_f.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\wpnsbox_large_f.p3d\"\n- \"a3\\weapons_f\\ammoboxes\\wpnsbox_long_f.p3d\"\n- \"a3\\weapons_f\\ammo\\anm8_white.p3d\"\n- \"a3\\weapons_f\\ammo\\anm8_white_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\bomb_01_f.p3d\"\n- \"a3\\weapons_f\\ammo\\bomb_01_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\bomb_01_proxy_f.p3d\"\n- \"a3\\weapons_f\\ammo\\bomb_02_f.p3d\"\n- \"a3\\weapons_f\\ammo\\cartridge.p3d\"\n- \"a3\\weapons_f\\ammo\\cartridge_127.p3d\"\n- \"a3\\weapons_f\\ammo\\cartridge_65.p3d\"\n- \"a3\\weapons_f\\ammo\\cartridge_65_caseless.p3d\"\n- \"a3\\weapons_f\\ammo\\cartridge_762.p3d\"\n- \"a3\\weapons_f\\ammo\\cartridge_slug.p3d\"\n- \"a3\\weapons_f\\ammo\\cartridge_small.p3d\"\n- \"a3\\weapons_f\\ammo\\flare.p3d\"\n- \"a3\\weapons_f\\ammo\\flare_green.p3d\"\n- \"a3\\weapons_f\\ammo\\flare_red.p3d\"\n- \"a3\\weapons_f\\ammo\\flare_white.p3d\"\n- \"a3\\weapons_f\\ammo\\flare_yellow.p3d\"\n- \"a3\\weapons_f\\ammo\\handgrenade.p3d\"\n- \"a3\\weapons_f\\ammo\\handgrenade_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_compass.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_firstaidkit.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_gps.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_map.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_minedetector.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_mxrifle.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_radio.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_univ.p3d\"\n- \"a3\\weapons_f\\ammo\\mag_watch.p3d\"\n- \"a3\\weapons_f\\ammo\\mini_frag.p3d\"\n- \"a3\\weapons_f\\ammo\\mini_frag_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_aa_01_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_aa_01_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_aa_02_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_aa_02_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_at_01_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_at_01_proxy_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_at_02_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_at_02_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_at_03_f.p3d\"\n- \"a3\\weapons_f\\ammo\\missile_at_03_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\rocket_01_f.p3d\"\n- \"a3\\weapons_f\\ammo\\rocket_01_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\rocket_02_f.p3d\"\n- \"a3\\weapons_f\\ammo\\rocket_02_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\rocket_02_hidden_f.p3d\"\n- \"a3\\weapons_f\\ammo\\rocket_230mm_f.p3d\"\n- \"a3\\weapons_f\\ammo\\rocket_230mm_fly_f.p3d\"\n- \"a3\\weapons_f\\ammo\\shell.p3d\"\n- \"a3\\weapons_f\\ammo\\shell_smoke.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_blue.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_blue_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_green.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_green_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_orange.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_orange_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_purple.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_purple_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_red.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_red_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_white.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_white_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_yellow.p3d\"\n- \"a3\\weapons_f\\ammo\\smokegrenade_yellow_throw.p3d\"\n- \"a3\\weapons_f\\ammo\\stone_2.p3d\"\n- \"a3\\weapons_f\\ammo\\stone_3.p3d\"\n- \"a3\\weapons_f\\ammo\\ugl_flare.p3d\"\n- \"a3\\weapons_f\\ammo\\ugl_slug.p3d\"\n- \"a3\\weapons_f\\binocular\\binoculars_proxy.p3d\"\n- \"a3\\weapons_f\\binocular\\laserdesignator_01_khk_f.p3d\"\n- \"a3\\weapons_f\\binocular\\laserdesignator_02_f.p3d\"\n- \"a3\\weapons_f\\binocular\\laserdesignator_02_ghex_f.p3d\"\n- \"a3\\weapons_f\\binocular\\laserdesignator_03_f.p3d\"\n- \"a3\\weapons_f\\binocular\\laserdesignator_f.p3d\"\n- \"a3\\weapons_f\\binocular\\lasermarker_optics.p3d\"\n- \"a3\\weapons_f\\binocular\\lrtv_optics.p3d\"\n- \"a3\\weapons_f\\binocular\\ltlm.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_head.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_head_big.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_head_c.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_head_r.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_head_s.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_helmet_off.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_helmet_on.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_proxy.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_proxy_indep.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_proxy_off.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_proxy_off_indep.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_proxy_off_opfor.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_proxy_opfor.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_tna_proxy_f.p3d\"\n- \"a3\\weapons_f\\binocular\\nvg_tna_proxy_off_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_ghex_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_ghex_off_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_grn_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_grn_off_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_hex_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_hex_off_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_urb_f.p3d\"\n- \"a3\\weapons_f\\binocular\\o_nvgoggles_urb_off_f.p3d\"\n- \"a3\\weapons_f\\binocular\\rangefinder_proxy.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_blue.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_blue_item.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_blue_lit.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_green.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_green_item.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_green_lit.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_red.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_red_item.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_red_lit.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_yellow.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_yellow_item.p3d\"\n- \"a3\\weapons_f\\chemlight\\chemlight_yellow_lit.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\shell_tracer_green.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\shell_tracer_red.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\shell_tracer_white.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\shell_tracer_yellow.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\tracer_green.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\tracer_red.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\tracer_white.p3d\"\n- \"a3\\weapons_f\\data\\bullettracer\\tracer_yellow.p3d\"\n- \"a3\\weapons_f\\data\\zasleh1_pilot_proxy.p3d\"\n- \"a3\\weapons_f\\data\\zasleh1_proxy.p3d\"\n- \"a3\\weapons_f\\data\\zasleh2_pilot_proxy.p3d\"\n- \"a3\\weapons_f\\data\\zasleh2_proxy.p3d\"\n- \"a3\\weapons_f\\data\\zasleh3_proxy.p3d\"\n- \"a3\\weapons_f\\data\\zaslehsdl_proxy.p3d\"\n- \"a3\\weapons_f\\debris.p3d\"\n- \"a3\\weapons_f\\dummybinoc.p3d\"\n- \"a3\\weapons_f\\dummycap.p3d\"\n- \"a3\\weapons_f\\dummyheadgear.p3d\"\n- \"a3\\weapons_f\\dummyheadgearear.p3d\"\n- \"a3\\weapons_f\\dummyheadgearhorizontal.p3d\"\n- \"a3\\weapons_f\\dummyitem.p3d\"\n- \"a3\\weapons_f\\dummyitemhorizontal.p3d\"\n- \"a3\\weapons_f\\dummylauncher_single.p3d\"\n- \"a3\\weapons_f\\dummynvg.p3d\"\n- \"a3\\weapons_f\\dummypistol_single.p3d\"\n- \"a3\\weapons_f\\dummysuitpack.p3d\"\n- \"a3\\weapons_f\\dummyvest.p3d\"\n- \"a3\\weapons_f\\dummyweapon.p3d\"\n- \"a3\\weapons_f\\dummyweapon_single.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonmissile_1x_bomb_02_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonmissile_1x_bomb_03_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonmissile_1x_bomb_04_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_12x_rocket_dar_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_1x_missile_aa_03_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_1x_missile_aa_04_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_1x_missile_agm_01_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_1x_missile_agm_02_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_3x_missile_agm_02_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_3x_missile_lg_scalpel_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_4x_missile_lg_scalpel_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_minigun_heli_light_02.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_rocket_01_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_rocket_02_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_rocket_dagr_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_rocket_skyfire_f.p3d\"\n- \"a3\\weapons_f\\dynamicloadout\\pylonpod_twin_cannon_20mm.p3d\"\n- \"a3\\weapons_f\\empty.p3d\"\n- \"a3\\weapons_f\\explosives\\c4_charge_small.p3d\"\n- \"a3\\weapons_f\\explosives\\c4_charge_small_d.p3d\"\n- \"a3\\weapons_f\\explosives\\c4_charge_small_i.p3d\"\n- \"a3\\weapons_f\\explosives\\flare_tripwire.p3d\"\n- \"a3\\weapons_f\\explosives\\flare_tripwire_d.p3d\"\n- \"a3\\weapons_f\\explosives\\flare_tripwire_i.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_land_big.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_land_big_d.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_land_big_i.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_land_small.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_land_small_d.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_land_small_i.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_urban_big.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_urban_big_d.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_urban_big_i.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_urban_small.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_urban_small_d.p3d\"\n- \"a3\\weapons_f\\explosives\\ied_urban_small_i.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_bouncing.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_bouncing_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_bouncing_i.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_i.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_miniclaymore.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_miniclaymore_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_miniclaymore_i.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_tripwire.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_tripwire_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_ap_tripwire_i.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_at.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_at_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_at_i.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_naval.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_naval2.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_naval2_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_naval3.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_naval3_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_naval_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_slam_directional.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_slam_directional_d.p3d\"\n- \"a3\\weapons_f\\explosives\\mine_slam_directional_i.p3d\"\n- \"a3\\weapons_f\\explosives\\satchel.p3d\"\n- \"a3\\weapons_f\\explosives\\satchel_d.p3d\"\n- \"a3\\weapons_f\\explosives\\satchel_i.p3d\"\n- \"a3\\weapons_f\\explosives\\test_rope.p3d\"\n- \"a3\\weapons_f\\fragment.p3d\"\n- \"a3\\weapons_f\\items\\box.p3d\"\n- \"a3\\weapons_f\\items\\firstaidkit.p3d\"\n- \"a3\\weapons_f\\items\\gps.p3d\"\n- \"a3\\weapons_f\\items\\medikit.p3d\"\n- \"a3\\weapons_f\\items\\minedetector.p3d\"\n- \"a3\\weapons_f\\items\\placeholder.p3d\"\n- \"a3\\weapons_f\\items\\toolkit.p3d\"\n- \"a3\\weapons_f\\lasertgt.p3d\"\n- \"a3\\weapons_f\\launchers\\nlaw\\nlaw_f.p3d\"\n- \"a3\\weapons_f\\launchers\\nlaw\\nlaw_loaded_f.p3d\"\n- \"a3\\weapons_f\\launchers\\nlaw\\nlaw_proxy.p3d\"\n- \"a3\\weapons_f\\launchers\\nlaw\\nlaw_reticle.p3d\"\n- \"a3\\weapons_f\\launchers\\nlaw\\nlaw_rocket.p3d\"\n- \"a3\\weapons_f\\launchers\\nlaw\\thermal.p3d\"\n- \"a3\\weapons_f\\launchers\\rpg32\\pg32v_rocket.p3d\"\n- \"a3\\weapons_f\\launchers\\rpg32\\pg32v_rocket_item.p3d\"\n- \"a3\\weapons_f\\launchers\\rpg32\\rpg32_f.p3d\"\n- \"a3\\weapons_f\\launchers\\rpg32\\rpg32_loaded_f.p3d\"\n- \"a3\\weapons_f\\launchers\\rpg32\\tbg32v_rocket.p3d\"\n- \"a3\\weapons_f\\launchers\\rpg32\\tbg32v_rocket_item.p3d\"\n- \"a3\\weapons_f\\longrangerifles\\ebr\\ebr_f.p3d\"\n- \"a3\\weapons_f\\longrangerifles\\gm6\\gm6_f.p3d\"\n- \"a3\\weapons_f\\longrangerifles\\m320\\m320_f.p3d\"\n- \"a3\\weapons_f\\machineguns\\m200\\grip_pod.p3d\"\n- \"a3\\weapons_f\\machineguns\\m200\\lmg_suppressor.p3d\"\n- \"a3\\weapons_f\\machineguns\\m200\\m200_f.p3d\"\n- \"a3\\weapons_f\\magazineproxies\\mag_40x36_he_1rnd.p3d\"\n- \"a3\\weapons_f\\magazineproxies\\mag_65x39c_mx_100rnd.p3d\"\n- \"a3\\weapons_f\\magazineproxies\\mag_65x39c_mx_30rnd.p3d\"\n- \"a3\\weapons_f\\magazineproxies\\mag_762x51_mk14_20rnd.p3d\"\n- \"a3\\weapons_f\\metal_plate.p3d\"\n- \"a3\\weapons_f\\metal_plate_2.p3d\"\n- \"a3\\weapons_f\\mines\\rake.p3d\"\n- \"a3\\weapons_f\\pistols\\p07\\p07_f.p3d\"\n- \"a3\\weapons_f\\pistols\\rook40\\rook40_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_binoculars.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_01_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_01_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_01_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_02_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_02_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_02_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_02_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_03_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_03_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_03_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_commander_opfor_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_driver_01_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_empty.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_generic_empty_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_generic_medium_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_generic_narrow_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_generic_wide_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_01_narrow_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_01_wide_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_02_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_aaa_01_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_aaa_01_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_aaa_01_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_01_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_01_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_01_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_02_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_02_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_02_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_03_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_03_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_apc_03_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_01_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_01_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_01_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_02_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_02_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_02_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_03_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_03_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mbt_03_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_01_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_01_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_01_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_01_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_01_z_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_02_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_02_m_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_02_n_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunner_mtb_02_w_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunship_medium_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunship_narrow_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_gunship_wide_f.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_night.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_soflam.p3d\"\n- \"a3\\weapons_f\\reticle\\optics_tow_ti.p3d\"\n- \"a3\\weapons_f\\rifles\\khaybar\\khaybarc_f.p3d\"\n- \"a3\\weapons_f\\rifles\\khaybar\\khaybar_f.p3d\"\n- \"a3\\weapons_f\\rifles\\khaybar\\khaybar_gl_f.p3d\"\n- \"a3\\weapons_f\\rifles\\mx\\mxc_f.p3d\"\n- \"a3\\weapons_f\\rifles\\mx\\mxm_f.p3d\"\n- \"a3\\weapons_f\\rifles\\mx\\mx_f.p3d\"\n- \"a3\\weapons_f\\rifles\\mx\\mx_gl_f.p3d\"\n- \"a3\\weapons_f\\rifles\\mx\\mx_sw_f.p3d\"\n- \"a3\\weapons_f\\rifles\\sdar\\sdar_f.p3d\"\n- \"a3\\weapons_f\\rifles\\trg20\\trg20_f.p3d\"\n- \"a3\\weapons_f\\rifles\\trg20\\trg21_f.p3d\"\n- \"a3\\weapons_f\\rifles\\trg20\\trg21_gl_f.p3d\"\n- \"a3\\weapons_f_beta\\acc\\acco_arco_f.p3d\"\n- \"a3\\weapons_f_beta\\acc\\acco_hamr_f.p3d\"\n- \"a3\\weapons_f_beta\\acc\\acco_mrco_f.p3d\"\n- \"a3\\weapons_f_beta\\acc\\reticle_mrco_f.p3d\"\n- \"a3\\weapons_f_beta\\acc\\reticle_titan.p3d\"\n- \"a3\\weapons_f_beta\\binocular\\lasermarker_optics.p3d\"\n- \"a3\\weapons_f_beta\\binocular\\ltlm.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_f.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_missile_ap.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_missile_ap_fly.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_missile_at.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_missile_atl.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_missile_atl_fly.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_missile_at_fly.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_short.p3d\"\n- \"a3\\weapons_f_beta\\launchers\\titan\\titan_tubelarge.p3d\"\n- \"a3\\weapons_f_beta\\machineguns\\zafir\\zafir_f.p3d\"\n- \"a3\\weapons_f_beta\\pistols\\acpc2\\acpc2_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\heli_attack_01_optics_gunner_medium_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\heli_attack_01_optics_gunner_narrow_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\heli_attack_01_optics_gunner_wide_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\heli_attack_02_optics_gunner_medium_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\heli_attack_02_optics_gunner_narrow_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\heli_attack_02_optics_gunner_wide_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\heli_transport_01_optics_gunner_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\optics_commander_01_f.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\reticle_sdv.p3d\"\n- \"a3\\weapons_f_beta\\reticle\\reticle_sdv_driver.p3d\"\n- \"a3\\weapons_f_beta\\rifles\\mk20\\mk20_c_f.p3d\"\n- \"a3\\weapons_f_beta\\rifles\\mk20\\mk20_f.p3d\"\n- \"a3\\weapons_f_beta\\rifles\\mk20\\mk20_gl_f.p3d\"\n- \"a3\\weapons_f_beta\\smgs\\smg_01\\smg_01_f.p3d\"\n- \"a3\\weapons_f_beta\\smgs\\smg_02\\smg_02_f.p3d\"\n- \"a3\\weapons_f_bootcamp\\ammoboxes\\ammobox_02_f.p3d\"\n- \"a3\\weapons_f_bootcamp\\ammoboxes\\itembox_02_f.p3d\"\n- \"a3\\weapons_f_bootcamp\\ammoboxes\\weaponsbox_02_f.p3d\"\n- \"a3\\weapons_f_bootcamp\\longrangerifles\\gm6_camo\\gm6_camo_f.p3d\"\n- \"a3\\weapons_f_bootcamp\\longrangerifles\\m320_camo\\m320_camo_f.p3d\"\n- \"a3\\weapons_f_destroyer\\ammo\\missile_cruise_01_f.p3d\"\n- \"a3\\weapons_f_destroyer\\ammo\\missile_cruise_01_fly_f.p3d\"\n- \"a3\\weapons_f_enoch\\acc\\acca_tma_65_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\acc\\acco_ico_01_black_f.p3d\"\n- \"a3\\weapons_f_enoch\\acc\\acco_ico_01_camo_f.p3d\"\n- \"a3\\weapons_f_enoch\\acc\\acco_ico_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\acc\\acco_ico_01_sand_f.p3d\"\n- \"a3\\weapons_f_enoch\\acc\\accv_esd_01_flashlight_f.p3d\"\n- \"a3\\weapons_f_enoch\\ammo\\cartridge_762x39.p3d\"\n- \"a3\\weapons_f_enoch\\data\\dummyitem_muzzleantenna_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\data\\dummyitem_muzzleantenna_02_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\antidotekit_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\chemicaldetector_01_cover_black_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\chemicaldetector_01_cover_olive_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\chemicaldetector_01_cover_tan_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\chemicaldetector_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\chemicaldetector_01_watch_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\deconkit_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\items\\uav_controller_eaf_f.p3d\"\n- \"a3\\weapons_f_enoch\\longrangerifles\\dmr_06\\dmr_06_f.p3d\"\n- \"a3\\weapons_f_enoch\\machineguns\\m200\\m200_f.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_12ga_hunter_2rnd.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_12ga_tsp12_6rnd_f.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_556x45_msbs_30rnd.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_65x39c_msbs_30rnd.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_65x39_m200_box_200rnd.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_762x39_ak12_75rnd.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_762x39_akm_75rnd.p3d\"\n- \"a3\\weapons_f_enoch\\magazineproxies\\mag_762x51_mk14_10rnd.p3d\"\n- \"a3\\weapons_f_enoch\\pistols\\esd_01\\esd_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\pistols\\esd_01\\muzzle_antenna_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\pistols\\esd_01\\muzzle_antenna_02_f.p3d\"\n- \"a3\\weapons_f_enoch\\pistols\\esd_01\\muzzle_antenna_03_f.p3d\"\n- \"a3\\weapons_f_enoch\\reticle\\optics_driver_ugv_02_f.p3d\"\n- \"a3\\weapons_f_enoch\\reticle\\optics_gunner_ugv_02_cam1_f.p3d\"\n- \"a3\\weapons_f_enoch\\reticle\\optics_gunner_ugv_02_cam2_f.p3d\"\n- \"a3\\weapons_f_enoch\\reticle\\optics_gunner_ugv_02_cam3_f.p3d\"\n- \"a3\\weapons_f_enoch\\reticle\\optics_gunner_ugv_02_cam3_zoom_f.p3d\"\n- \"a3\\weapons_f_enoch\\reticle\\optics_gunner_ugv_02_demining_cam3_f.p3d\"\n- \"a3\\weapons_f_enoch\\reticle\\optics_gunner_ugv_02_demining_cam3_zoom_f.p3d\"\n- \"a3\\weapons_f_enoch\\rifles\\ak12\\ak12u_f.p3d\"\n- \"a3\\weapons_f_enoch\\rifles\\ak12\\rpk12_f.p3d\"\n- \"a3\\weapons_f_enoch\\rifles\\msbs\\msbs65_f.p3d\"\n- \"a3\\weapons_f_enoch\\rifles\\msbs\\msbs65_gl_f.p3d\"\n- \"a3\\weapons_f_enoch\\rifles\\msbs\\msbs65_mark_f.p3d\"\n- \"a3\\weapons_f_enoch\\rifles\\msbs\\msbs65_ubs_f.p3d\"\n- \"a3\\weapons_f_enoch\\rifles\\msbs\\tsp12_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\shotguns\\huntershotgun_01\\huntershotgun_01_f.p3d\"\n- \"a3\\weapons_f_enoch\\shotguns\\huntershotgun_01\\huntershotgun_01_sawedoff_f.p3d\"\n- \"a3\\weapons_f_epa\\acc\\acco_marksman_f.p3d\"\n- \"a3\\weapons_f_epa\\acc\\acco_mrd_f.p3d\"\n- \"a3\\weapons_f_epa\\acc\\acco_yorris_f.p3d\"\n- \"a3\\weapons_f_epa\\acc\\reticle_marksman_f.p3d\"\n- \"a3\\weapons_f_epa\\acc\\reticle_marksman_z_f.p3d\"\n- \"a3\\weapons_f_epa\\dummyitem_single.p3d\"\n- \"a3\\weapons_f_epa\\dummymagazine_single.p3d\"\n- \"a3\\weapons_f_epa\\dummyweapon_single.p3d\"\n- \"a3\\weapons_f_epa\\longrangerifles\\dmr_01\\dmr_01_f.p3d\"\n- \"a3\\weapons_f_epa\\pistols\\pistol_heavy_01\\pistol_heavy_01_f.p3d\"\n- \"a3\\weapons_f_epa\\pistols\\pistol_heavy_02\\pistol_heavy_02_f.p3d\"\n- \"a3\\weapons_f_epb\\acc\\acco_sniper02_f.p3d\"\n- \"a3\\weapons_f_epb\\ammo\\b_irstrobe_f.p3d\"\n- \"a3\\weapons_f_epb\\ammo\\i_irstrobe_f.p3d\"\n- \"a3\\weapons_f_epb\\ammo\\o_irstrobe_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\bomb_03_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\bomb_04_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\bomb_04_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_aa_03_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_aa_03_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_aa_04_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_aa_04_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_aa_04_pod_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_agm_01_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_agm_01_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_agm_02_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_agm_02_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\missile_agm_02_pod_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_03_ap_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_03_ap_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_03_fl_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_03_fl_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_03_he_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_03_he_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_04_ap_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_04_ap_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_04_fl_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_04_fl_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_04_he_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_04_he_fly_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_pod_01_f.p3d\"\n- \"a3\\weapons_f_epc\\ammo\\rocket_pod_02_f.p3d\"\n- \"a3\\weapons_f_exp\\acc\\acca_snds_65_ti_blk_f.p3d\"\n- \"a3\\weapons_f_exp\\acc\\acca_snds_65_ti_ghex_f.p3d\"\n- \"a3\\weapons_f_exp\\acc\\acca_snds_65_ti_hex_f.p3d\"\n- \"a3\\weapons_f_exp\\acc\\acco_erco_blk_f.p3d\"\n- \"a3\\weapons_f_exp\\acc\\acco_erco_khk_f.p3d\"\n- \"a3\\weapons_f_exp\\acc\\acco_erco_snd_f.p3d\"\n- \"a3\\weapons_f_exp\\ammo\\missile_at_04_f.p3d\"\n- \"a3\\weapons_f_exp\\ammo\\missile_at_04_fly_f.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\nvgogglesb_blk_f.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\nvgogglesb_blk_f_off.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\nvgogglesb_grn_f.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\nvgogglesb_grn_f_off.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\nvgogglesb_gry_f.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\nvgogglesb_gry_f_off.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\o_nvgoggles_blk_f.p3d\"\n- \"a3\\weapons_f_exp\\binocular\\o_nvgoggles_blk_off_f.p3d\"\n- \"a3\\weapons_f_exp\\launchers\\rpg7\\rocket_rpg7.p3d\"\n- \"a3\\weapons_f_exp\\launchers\\rpg7\\rocket_rpg7_item.p3d\"\n- \"a3\\weapons_f_exp\\launchers\\rpg7\\rpg7_f.p3d\"\n- \"a3\\weapons_f_exp\\longrangerifles\\dmr_07\\dmr_07_f.p3d\"\n- \"a3\\weapons_f_exp\\machineguns\\lmg_03\\lmg_03_f.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_545x39_ak74_30rnd.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_556x45_stanag_150rnd.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_556x45_stanag_30rnd.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_58x42_ctar_100rnd.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_58x42_ctar_30rnd.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_762x39_ak12_30rnd.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_762x39_akm_30rnd.p3d\"\n- \"a3\\weapons_f_exp\\magazineproxies\\mag_rpg7_pg7v_1rnd.p3d\"\n- \"a3\\weapons_f_exp\\pistols\\pistol_01\\pistol_01_f.p3d\"\n- \"a3\\weapons_f_exp\\reticle\\envg.p3d\"\n- \"a3\\weapons_f_exp\\reticle\\optics_erco.p3d\"\n- \"a3\\weapons_f_exp\\reticle\\optics_night.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\ak12\\ak12_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\ak12\\ak12_gl_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\akm\\akm_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\akm\\akm_flashlight_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\aks\\aks_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\arx\\arx_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\ctars\\ctars_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\ctar\\ctar_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\ctar\\ctar_gl_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\spar_01\\spar_01_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\spar_01\\spar_01_gl_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\spar_02\\spar_02_f.p3d\"\n- \"a3\\weapons_f_exp\\rifles\\spar_03\\spar_03_f.p3d\"\n- \"a3\\weapons_f_exp\\smgs\\smg_05\\smg_05_f.p3d\"\n- \"a3\\weapons_f_gamma\\reticle\\gmg_01_optics_gunner_f.p3d\"\n- \"a3\\weapons_f_gamma\\reticle\\hmg_01_optics_gunner_f.p3d\"\n- \"a3\\weapons_f_gamma\\smgs\\pdw2000\\pdw2000_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\ammorail_01_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\ammorail_02_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\bombrail_01_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missilerail_01_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_05_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_05_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_06_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_06_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_07_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_07_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_08_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_08_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_09_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_09_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_10_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_aa_10_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_sam_01_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\missile_sam_02_fly_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_bomb_gbu12_04_dualrail_x2_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_bomb_gbu12_04_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_bomb_kab250_03_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_05_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_06_dualrail_x2_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_06_rail_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_06_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_07_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_08_dualrail_x2_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_08_rail_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_08_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_10_dualrail_x2_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_10_rail_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_aa_10_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_agm_01_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_agm_02_dualrail_x2_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_agm_02_rail_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_agm_02_x1_f.p3d\"\n- \"a3\\weapons_f_jets\\ammo\\pylonpod_missile_agm_02_x2_f.p3d\"\n- \"a3\\weapons_f_kart\\ammo\\tracer_green.p3d\"\n- \"a3\\weapons_f_kart\\ammo\\tracer_red.p3d\"\n- \"a3\\weapons_f_kart\\pistols\\pistol_signal_f\\pistol_signal_01_f.p3d\"\n- \"a3\\weapons_f_kart\\pistols\\pistol_signal_f\\pistol_signal_muzzleflash.p3d\"\n- \"a3\\weapons_f_mark\\acc\\acco_ams_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\acco_ams_khk_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\acco_ams_snd_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\acco_khs_blk_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\acco_khs_hex_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\acco_khs_old_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\acco_khs_tan_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\reticle_acco_ams_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\reticle_acco_ams_z_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\reticle_acco_khs_f.p3d\"\n- \"a3\\weapons_f_mark\\acc\\reticle_acco_khs_z_f.p3d\"\n- \"a3\\weapons_f_mark\\ammo\\cartridge_127x54.p3d\"\n- \"a3\\weapons_f_mark\\ammo\\cartridge_338_lm.p3d\"\n- \"a3\\weapons_f_mark\\ammo\\cartridge_338_nm.p3d\"\n- \"a3\\weapons_f_mark\\ammo\\cartridge_93x64.p3d\"\n- \"a3\\weapons_f_mark\\dummybipod.p3d\"\n- \"a3\\weapons_f_mark\\longrangerifles\\dmr_02\\dmr_02_f.p3d\"\n- \"a3\\weapons_f_mark\\longrangerifles\\dmr_03\\dmr_03_f.p3d\"\n- \"a3\\weapons_f_mark\\longrangerifles\\dmr_04\\dmr_04_f.p3d\"\n- \"a3\\weapons_f_mark\\longrangerifles\\dmr_05\\dmr_05_f.p3d\"\n- \"a3\\weapons_f_mark\\longrangerifles\\dmr_06\\dmr_06_f.p3d\"\n- \"a3\\weapons_f_mark\\machineguns\\mmg_01\\mmg_01_f.p3d\"\n- \"a3\\weapons_f_mark\\machineguns\\mmg_02\\mmg_02_f.p3d\"\n- \"a3\\weapons_f_mark\\magazineproxies\\mag_762x51_mk14_20rnd.p3d\"\n- \"a3\\weapons_f_mark\\reticle\\optics_laserdesignator_02.p3d\"\n- \"a3\\weapons_f_mod\\smgs\\smg_03\\smg_03.p3d\"\n- \"a3\\weapons_f_mod\\smgs\\smg_03\\smg_03c.p3d\"\n- \"a3\\weapons_f_mod\\smgs\\smg_03\\smg_03c_tr.p3d\"\n- \"a3\\weapons_f_mod\\smgs\\smg_03\\smg_03_tr.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_01_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_01_fly_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_01_sub_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_02_cap_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_02_cap_fly_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_02_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_02_fly_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_02_sub_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_03_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_03_fly_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombcluster_03_sub_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombdemine_01_dummy_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombdemine_01_dummy_fly_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombdemine_01_dummy_ground_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombdemine_01_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombdemine_01_fly_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\bombdemine_01_ground_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_civ_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_east_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_guer_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_new_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_old_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_stack_f.p3d\"\n- \"a3\\weapons_f_orange\\ammo\\leaflet_05_west_f.p3d\"\n- \"a3\\weapons_f_orange\\dynamicloadout\\pylonmissile_1x_bombcluster_01_f.p3d\"\n- \"a3\\weapons_f_orange\\dynamicloadout\\pylonmissile_1x_bombcluster_02_f.p3d\"\n- \"a3\\weapons_f_orange\\dynamicloadout\\pylonrack_4x_bombdemine_01_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\apersminedispenser.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\apersminedispenser_ap.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\apersminedispenser_ap_d.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\apersminedispenser_ap_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\apersminedispenser_ap_i.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\apersminedispenser_i.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_01_uxo1_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_01_uxo2_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_01_uxo3_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_01_uxo4_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_02_uxo1_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_02_uxo2_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_02_uxo3_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_02_uxo4_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_03_uxo1_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_03_uxo2_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_03_uxo3_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\bombcluster_03_uxo4_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\trainingmine_f.p3d\"\n- \"a3\\weapons_f_orange\\explosives\\trainingmine_used_f.p3d\"\n- \"a3\\weapons_f_orange\\reticle\\uav_06_driver_f.p3d\"\n- \"a3\\weapons_f_orange\\reticle\\uav_06_pilotcamera_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\bombrail_02_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\bomb_05_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\bomb_05_f_fly.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\bomb_06_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\bomb_06_f_fly.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\missile_ar_01_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\missile_ar_01_f_fly.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\missile_ar_02_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\missile_ar_02_f_fly.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\missile_sam_03_fly_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\missile_sam_04_fly_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\pylonpod_bomb_05_x4_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\pylonpod_missile_ar_01_rail_x1_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\pylonpod_missile_ar_01_x1_f.p3d\"\n- \"a3\\weapons_f_sams\\ammo\\pylonpod_missile_ar_02_x1_f.p3d\"\n- \"a3\\weapons_f_tank\\acc\\reticle_mrawsnew.p3d\"\n- \"a3\\weapons_f_tank\\acc\\reticle_mrawsold.p3d\"\n- \"a3\\weapons_f_tank\\acc\\reticle_spg9.p3d\"\n- \"a3\\weapons_f_tank\\acc\\reticle_vorona.p3d\"\n- \"a3\\weapons_f_tank\\ammo\\missile_atgm_01_f.p3d\"\n- \"a3\\weapons_f_tank\\ammo\\missile_atgm_01_fly_f.p3d\"\n- \"a3\\weapons_f_tank\\ammo\\missile_firefist_at_01_fly_f.p3d\"\n- \"a3\\weapons_f_tank\\ammo\\missile_saami_aa_01_fly_f.p3d\"\n- \"a3\\weapons_f_tank\\ammo\\rocket_spg9.p3d\"\n- \"a3\\weapons_f_tank\\ammo\\rocket_spg9_item.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\launch_mraws_f.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\launch_mraws_rail_f.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\rocket_mraws_heat55_f.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\rocket_mraws_heat55_f_item.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\rocket_mraws_heat_f.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\rocket_mraws_heat_f_item.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\rocket_mraws_he_f.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\mraws\\rocket_mraws_he_f_item.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\vorona\\vorona_launcher_f.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\vorona\\vorona_missile_heat_fly.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\vorona\\vorona_missile_he_fly.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\vorona\\vorona_tube_he.p3d\"\n- \"a3\\weapons_f_tank\\launchers\\vorona\\vorona_tube_heat.p3d\"\n- \"a3\\weapons_f_tank\\reticle\\optics_commander_02_f.p3d\"\n- \"a3\\weapons_f_tank\\reticle\\optics_commander_02_m_f.p3d\"\n- \"a3\\weapons_f_tank\\reticle\\optics_commander_02_n_f.p3d\"\n- \"a3\\weapons_f_tank\\reticle\\optics_commander_02_w_f.p3d\""}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: createVehicle/vehicles","title":"Arma 3: createVehicle/vehicles","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_createVehicle/vehicles","revid":330465,"updated":"2022-09-17T23:45:38Z","aliases":["createVehicle/vehicles"],"markdown":"ABCDEFGHIJKLMNOPQRSTUVWXYZ#\n\nAncillary sub-page of createVehicle, listing vehicle classes available in Arma 3 including AnimationSources.\n\n> [!NOTE]\n> Arma 3 Contact objects are listed as well.\n\n#### A\n\n- AirportBase\n- Alien_Extractor_01_F\n  1. move_y => user\n- Alien_Extractor_01_generic_F\n  1. scale_source => user\n- Alien_MatterBall_01_decayed_F\n  1. Decay => user\n- Alien_MatterBall_01_F\n  1. scale_source => user\n  1. Hide_Collision => user\n- Alien_MatterBall_01_falling_F\n  1. scale_source => user\n  1. Hide_Collision => user\n- AlienDrone_01_v2_combat_bbox_F\n- AlienDrone_Module_02_petal1_F\n- AlienDrone_Module_02_petal2_F\n- AlienDrone_Module_02_petal3_F\n- AlienDrone_Module_02_twin_F\n  1. fold_source => user\n  1. Body_Rotate_source => user\n  1. damage_petal1 => hit [HitPetal1]\n  1. damage_petal2 => hit [HitPetal2]\n  1. damage_petal3 => hit [HitPetal3]\n- AlienModule_02_parts_base_F\n- Alsatian_Black_F\n- Alsatian_Random_F\n- Alsatian_Sand_F\n- Alsatian_Sandblack_F\n- AluminiumFoil_01_F\n  1. Hide_Foil => user\n- AntidoteKit_01_F\n- APERSBoundingMine\n- APERSMine\n- APERSMineDispenser_F\n- APERSMineDispenser_Mine_F\n- APERSTripMine\n- ArrowDesk_L_F\n- ArrowDesk_R_F\n- ArrowMarker_L_F\n- ArrowMarker_R_F\n- ArtilleryTarget\n- ArtilleryTargetE\n- ArtilleryTargetW\n- ATMine\n\n#### B\n\n- B_A_AlienDrone_01_combat_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- B_A_AlienDrone_01_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- B_A_AlienDrone_01_scout_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- B_A_AlienDrone_Module_01_F\n  1. Glow_Hide => user\n  1. Move_Source => user\n- B_A_AlienDrone_Module_02_F\n  1. fold_source => user\n  1. Body_Rotate_source => user\n  1. damage_petal1 => hit [HitPetal1]\n  1. damage_petal2 => hit [HitPetal2]\n  1. damage_petal3 => hit [HitPetal3]\n- B_A_AlienDrone_Module_02_twin_F\n  1. fold_source => user\n  1. Body_Rotate_source => user\n  1. damage_petal1 => hit [HitPetal1]\n  1. damage_petal2 => hit [HitPetal2]\n  1. damage_petal3 => hit [HitPetal3]\n- B_A_UAV_AI_F\n- B_AA_01_weapon_F\n- B_AAA_System_01_F\n  1. Revolving => revolving\n  1. muzzle_rot_20mm => ammorandom\n- B_AFV_Wheeled_01_cannon_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_HMG => ammorandom\n  1. cannon_120mm_revolving => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. showCamonetHull => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n  1. showSLATHull => user\n- B_AFV_Wheeled_01_up_cannon_F\n  1. damage_era_front => hit [HitERA_Front]\n  1. damage_era_top => hit [HitERA_Top]\n  1. damage_era_left => hit [HitERA_Left]\n  1. damage_era_right => hit [HitERA_Right]\n  1. damage_era_back => hit [HitERA_Back]\n  1. com_gun_reload => reload\n- B_APC_Tracked_01_AA_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. muzzle_rot => ammorandom\n  1. cannon_35mm_revolving => revolving\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showCamonetTurret => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_APC_Tracked_01_CRV_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. MovePlow => user\n  1. revolving_mg => revolving\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showAmmobox => user\n  1. showWheels => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_APC_Tracked_01_rcws_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. revolving_hmg => revolving\n  1. revolving_gmg => revolving\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_APC_Wheeled_01_cannon_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. revolving_cannon => revolving\n  1. HideTurret => user\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. HitSLAT_top_back_src => hit [HitSLAT_top_back]\n  1. HitSLAT_top_right_src => hit [HitSLAT_top_right]\n  1. HitSLAT_top_left_src => hit [HitSLAT_top_left]\n  1. showBags => user\n  1. showCamonetHull => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n  1. showSLATHull => user\n  1. showSLATTurret => user\n- B_APC_Wheeled_03_cannon_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- B_Assault_Diver\n- B_AssaultPack_Base\n- B_AssaultPack_blk\n- B_AssaultPack_blk_DiverExp\n- B_AssaultPack_cbr\n- B_AssaultPack_dgtl\n- B_AssaultPack_eaf_F\n- B_AssaultPack_eaf_IELAT2_F\n- B_AssaultPack_eaf_IELAT_F\n- B_AssaultPack_eaf_IEPathfinder_F\n- B_AssaultPack_eaf_Repair_F\n- B_AssaultPack_Kerry\n- B_AssaultPack_khk\n- B_AssaultPack_mcamo\n- B_AssaultPack_mcamo_AA\n- B_AssaultPack_mcamo_AAR\n- B_AssaultPack_mcamo_Ammo\n- B_AssaultPack_mcamo_AT\n- B_AssaultPack_ocamo\n- B_AssaultPack_ocamo_Medic_F\n- B_AssaultPack_rgr\n- B_AssaultPack_rgr_BTLAT2_F\n- B_AssaultPack_rgr_BTLAT_F\n- B_AssaultPack_rgr_BTReconMedic\n- B_AssaultPack_rgr_CTRGLAT2_F\n- B_AssaultPack_rgr_CTRGLAT_F\n- B_AssaultPack_rgr_CTRGMedic_F\n- B_AssaultPack_rgr_LAT\n- B_AssaultPack_rgr_LAT2\n- B_AssaultPack_rgr_Medic\n- B_AssaultPack_rgr_ReconExp\n- B_AssaultPack_rgr_ReconLAT\n- B_AssaultPack_rgr_ReconMedic\n- B_AssaultPack_rgr_Repair\n- B_AssaultPack_sgg\n- B_AssaultPack_tna_BTMedic_F\n- B_AssaultPack_tna_BTRepair_F\n- B_AssaultPack_tna_F\n- B_AssaultPack_wdl_BWLAT2_F\n- B_AssaultPack_wdl_BWLAT_F\n- B_AssaultPack_wdl_BWMedic_F\n- B_AssaultPack_wdl_BWReconMedic\n- B_AssaultPack_wdl_BWRepair_F\n- B_AssaultPack_wdl_F\n- B_AssaultPackG\n- B_AT_01_weapon_F\n- B_B_Parachute_02_F\n- B_Bergen_Base\n- B_Bergen_blk\n- B_Bergen_dgtl_F\n- B_Bergen_hex_F\n- B_Bergen_mcamo\n- B_Bergen_mcamo_F\n- B_Bergen_rgr\n- B_Bergen_sgg\n- B_Bergen_tna_F\n- B_BergenC_Base\n- B_BergenC_blu\n- B_BergenC_grn\n- B_BergenC_red\n- B_BergenG\n- B_BergenG_TEST_B_Soldier_overloaded\n- B_Boat_Armed_01_minigun_F\n  1. muzzle2_source => reload\n  1. muzzle2_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_Boat_Transport_01_F\n- B_Captain_Dwarden_F\n- B_Captain_Jay_F\n- B_Captain_Pettka_F\n- B_CargoNet_01_ammo_F\n- B_Carryall_Base\n- B_Carryall_cbr\n- B_Carryall_cbr_AAT\n- B_Carryall_cbr_AHAT\n- B_Carryall_eaf_eng_F\n- B_Carryall_eaf_exp_F\n- B_Carryall_eaf_F\n- B_Carryall_eaf_IEAAA_F\n- B_Carryall_eaf_IEAAR_F\n- B_Carryall_eaf_IEAAT_F\n- B_Carryall_eaf_IEAmmo_F\n- B_Carryall_eaf_Mine_F\n- B_Carryall_ghex_F\n- B_Carryall_ghex_Mine\n- B_Carryall_ghex_OTAAA_F\n- B_Carryall_ghex_OTAAR_AAR_F\n- B_Carryall_ghex_OTAAT_F\n- B_Carryall_ghex_OTAHAT_F\n- B_Carryall_ghex_OTAmmo_F\n- B_Carryall_ghex_OTEng_F\n- B_Carryall_ghex_OTExp_F\n- B_Carryall_ghex_OTReconExp_F\n- B_Carryall_green_exp_F\n- B_Carryall_green_F\n- B_Carryall_khk\n- B_Carryall_khk_Mine\n- B_Carryall_mcamo\n- B_Carryall_mcamo_AAA\n- B_Carryall_mcamo_AAT\n- B_Carryall_ocamo\n- B_Carryall_ocamo_AAA\n- B_Carryall_ocamo_AAR\n- B_Carryall_ocamo_Eng\n- B_Carryall_ocamo_Exp\n- B_Carryall_ocamo_Mine\n- B_Carryall_oli\n- B_Carryall_oli_BTAAA_F\n- B_Carryall_oli_BTAAT_F\n- B_Carryall_oli_BTAmmo_F\n- B_Carryall_oli_IEAAR_F\n- B_Carryall_oli_IEAmmo_F\n- B_Carryall_oli_Mine\n- B_Carryall_oucamo\n- B_Carryall_oucamo_AAA\n- B_Carryall_oucamo_AAR\n- B_Carryall_oucamo_AAT\n- B_Carryall_oucamo_Eng\n- B_Carryall_oucamo_Exp\n- B_Carryall_oucamo_Repair\n- B_Carryall_taiga_Exp_F\n- B_Carryall_taiga_F\n- B_Carryall_wdl_BWAAA_F\n- B_Carryall_wdl_BWAAT_F\n- B_Carryall_wdl_BWAmmo_F\n- B_Carryall_wdl_F\n- B_Carryall_wdl_Mine\n- B_CBRN_Man_Oversuit_01_MTP_F\n- B_CBRN_Man_Oversuit_01_Tropic_F\n- B_CBRN_Man_Oversuit_01_Wdl_F\n- B_CivilianBackpack_01_Everyday_Astra_F\n- B_CivilianBackpack_01_Everyday_Black_F\n- B_CivilianBackpack_01_Everyday_IDAP_F\n- B_CivilianBackpack_01_Everyday_Vrana_F\n- B_CivilianBackpack_01_Sport_Blue_F\n- B_CivilianBackpack_01_Sport_Green_F\n- B_CivilianBackpack_01_Sport_Red_F\n- B_CombatFatigues_01_Tshirt_wdl_F\n- B_CombatFatigues_01_wdl_F\n- B_CombinationUnitRespirator_01_F\n- B_Competitor_F\n- B_crew_F\n- B_CTRG_Heli_Transport_01_sand_F\n  1. Door_L => door\n  1. Door_R => door\n  1. Holder => user\n  1. Gun_HRot => user\n  1. Gun_VRot => user\n  1. Minigun => revolving\n  1. Muzzle_flash => ammorandom\n  1. Minigun2 => revolving\n  1. Muzzle_flash2 => ammorandom\n- B_CTRG_Heli_Transport_01_tropic_F\n  1. Door_L => door\n  1. Door_R => door\n  1. Holder => user\n  1. Gun_HRot => user\n  1. Gun_VRot => user\n  1. Minigun => revolving\n  1. Muzzle_flash => ammorandom\n  1. Minigun2 => revolving\n  1. Muzzle_flash2 => ammorandom\n- B_CTRG_LSV_01_light_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_CTRG_Miller_F\n- B_CTRG_Sharphooter_F\n- B_CTRG_Soldier_2_arid_F\n- B_CTRG_Soldier_2_F\n- B_CTRG_Soldier_3_arid_F\n- B_CTRG_Soldier_3_F\n- B_CTRG_soldier_AR_A_F\n- B_CTRG_Soldier_AR_tna_F\n- B_CTRG_Soldier_arid_F\n- B_CTRG_soldier_engineer_exp_F\n- B_CTRG_Soldier_Exp_tna_F\n- B_CTRG_Soldier_F\n- B_CTRG_soldier_GL_LAT_F\n- B_CTRG_Soldier_JTAC_tna_F\n- B_CTRG_Soldier_LAT2_tna_F\n- B_CTRG_Soldier_LAT_tna_F\n- B_CTRG_soldier_M_medic_F\n- B_CTRG_Soldier_M_tna_F\n- B_CTRG_Soldier_Medic_tna_F\n- B_CTRG_Soldier_TL_tna_F\n- B_CTRG_Soldier_tna_F\n- B_CTRG_Soldier_universal_F\n- B_CTRG_Soldier_urb_1_F\n- B_CTRG_Soldier_urb_2_F\n- B_CTRG_Soldier_urb_3_F\n- B_Deck_Crew_F\n- B_diver_exp_F\n- B_diver_F\n- B_diver_TL_F\n- B_Ejection_Seat_Plane_CAS_01_F\n  1. HitHull => hit [HitHull]\n  1. Rocket_Flash_hide => user\n- B_Ejection_Seat_Plane_Fighter_01_F\n  1. HitHull => hit [HitHull]\n  1. Rocket_Flash_hide => user\n- B_engineer_F\n- B_FieldPack_Base\n- B_FieldPack_blk\n- B_FieldPack_blk_Bandit_8_F\n- B_FieldPack_blk_DiverExp\n- B_FieldPack_cb_Bandit_3_F\n- B_FieldPack_cbr\n- B_FieldPack_cbr_AA\n- B_FieldPack_cbr_AAA\n- B_FieldPack_cbr_AAT\n- B_FieldPack_cbr_Ammo\n- B_FieldPack_cbr_Ammo_F\n- B_FieldPack_cbr_AT\n- B_FieldPack_cbr_HAT\n- B_FieldPack_cbr_LAT\n- B_FieldPack_cbr_Medic\n- B_FieldPack_cbr_Repair\n- B_FieldPack_cbr_RPG_AT\n- B_FieldPack_ghex_F\n- B_FieldPack_ghex_OTAA_F\n- B_FieldPack_ghex_OTAT_F\n- B_FieldPack_ghex_OTHAT_F\n- B_FieldPack_ghex_OTLAT_F\n- B_FieldPack_ghex_OTMedic_F\n- B_FieldPack_ghex_OTReconMedic_F\n- B_FieldPack_ghex_OTRepair_F\n- B_FieldPack_ghex_OTRPG_AT_F\n- B_FieldPack_green_Exp_F\n- B_FieldPack_green_F\n- B_Fieldpack_green_IEAA_F\n- B_Fieldpack_green_IEAT_F\n- B_Fieldpack_green_IELAT2_F\n- B_Fieldpack_green_IELAT_F\n- B_Fieldpack_green_IEMedic_F\n- B_FieldPack_green_Medic_F\n- B_FieldPack_green_RPG_AT_F\n- B_FieldPack_khk\n- B_FieldPack_khk_Bandit_1_F\n- B_FieldPack_ocamo\n- B_FieldPack_ocamo_AA\n- B_FieldPack_ocamo_AAR\n- B_FieldPack_ocamo_LAT_F\n- B_FieldPack_ocamo_Medic\n- B_FieldPack_ocamo_ReconExp\n- B_FieldPack_ocamo_ReconMedic\n- B_FieldPack_oli\n- B_Fieldpack_oli_IEAA_F\n- B_Fieldpack_oli_IEAT_F\n- B_Fieldpack_oli_IELAT2_F\n- B_Fieldpack_oli_IELAT_F\n- B_FieldPack_oucamo\n- B_FieldPack_oucamo_AA\n- B_FieldPack_oucamo_AAR\n- B_FieldPack_oucamo_Ammo\n- B_FieldPack_oucamo_AT\n- B_FieldPack_oucamo_LAT\n- B_FieldPack_oucamo_Medic\n- B_FieldPack_oucamo_Repair\n- B_FieldPack_taiga_F\n- B_FieldPack_taiga_Medic_F\n- B_FieldPack_taiga_RPG_AT_F\n- B_Fighter_Pilot_F\n- B_G_Boat_Transport_01_F\n- B_G_Boat_Transport_02_F\n- B_G_Captain_Ivan_F\n- B_G_engineer_F\n- B_G_HMG_02_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_G_HMG_02_high_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_G_HMG_02_high_weapon_F\n- B_G_HMG_02_support_F\n- B_G_HMG_02_support_high_F\n- B_G_HMG_02_weapon_F\n- B_G_medic_F\n- B_G_Mortar_01_F\n- B_G_officer_F\n- B_G_Offroad_01_armed_F\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n- B_G_Offroad_01_AT_F\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- B_G_Offroad_01_F\n- B_G_Offroad_01_repair_F\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. hideConstruction => Proxy\n  1. HideBackpacks => Proxy\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n- B_G_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_G_Sharpshooter_F\n- B_G_Soldier_A_F\n- B_G_Soldier_AR_F\n- B_G_Soldier_exp_F\n- B_G_Soldier_F\n- B_G_Soldier_GL_F\n- B_G_Soldier_LAT2_F\n- B_G_Soldier_LAT_F\n- B_G_Soldier_lite_F\n- B_G_Soldier_M_F\n- B_G_Soldier_SL_F\n- B_G_Soldier_TL_F\n- B_G_Soldier_unarmed_F\n- B_G_Soldier_universal_F\n- B_G_Story_Guerilla_01_F\n- B_G_Survivor_F\n- B_G_Van_01_fuel_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- B_G_Van_01_transport_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- B_G_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- B_G_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- B_GEN_Commander_F\n- B_GEN_Offroad_01_comms_F\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsServicesStart\n  1. HideCover => door\n  1. StartBeaconLight => user\n  1. HideRoofRack => user\n  1. HideLoudSpeakers => user\n  1. HideAntennas => user\n  1. HideBeacon => user\n  1. HideSpotlight => user\n  1. HideCoverTailGate => user\n  1. HideDoor3 => Proxy\n  1. OpenDoor3 => door\n  1. Wheel_1_1_damper => damper\n  1. Wheel_2_1_damper => damper\n  1. gunner_lf_turn => gunner_lf_turn\n  1. gunner_rf_turn => gunner_rf_turn\n- B_GEN_Offroad_01_covered_F\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsServicesStart\n  1. HideCover => door\n  1. StartBeaconLight => user\n  1. HideRoofRack => user\n  1. HideLoudSpeakers => user\n  1. HideAntennas => user\n  1. HideBeacon => user\n  1. HideSpotlight => user\n  1. HideCoverTailGate => user\n  1. HideDoor3 => Proxy\n  1. OpenDoor3 => door\n  1. Wheel_1_1_damper => damper\n  1. Wheel_2_1_damper => damper\n  1. gunner_lf_turn => gunner_lf_turn\n  1. gunner_rf_turn => gunner_rf_turn\n- B_GEN_Offroad_01_gen_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- B_GEN_Soldier_F\n- B_GEN_Soldier_universal_F\n- B_GEN_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- B_GEN_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- B_ghillie_ard_F\n- B_ghillie_lsh_F\n- B_ghillie_sard_F\n- B_GMG_01_A_F\n  1. autonomous_unhide => user\n- B_GMG_01_A_weapon_F\n- B_GMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_GMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_GMG_01_high_weapon_F\n- B_GMG_01_weapon_F\n- B_GMG_01_Weapon_grn_F\n- B_HeavyGunner_F\n- B_Heli_Attack_01_dynamicLoadout_F\n  1. HideWeapons => user\n- B_Heli_Attack_01_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. Gatling => revolving\n  1. Missiles => revolving\n  1. Hide => user\n  1. Muzzle_flash => ammorandom\n  1. HideWeapons => user\n- B_Heli_Attack_02_dynamicLoadout_F\n  1. HideWeapons => user\n- B_Heli_Light_01_armed_F\n  1. AddMusicUnit => user\n  1. AddCivilian_hide => user\n  1. AddGunHolder => user\n  1. Muzzle_flash => ammorandom\n  1. Missiles_revolving => revolving\n- B_Heli_Light_01_dynamicLoadout_F\n  1. HideWeapons => user\n- B_Heli_Light_01_F\n  1. AddBenches => user\n  1. AddTread => user\n  1. AddCivilian_hide => user\n- B_Heli_Light_01_stripped_F\n  1. AddBenches => user\n  1. AddTread => user\n  1. AddCivilian_hide => user\n- B_Heli_Light_02_unarmed_F\n  1. Proxy => user\n  1. Missiles_revolving => revolving\n  1. HideWeapons_DL => user\n- B_Heli_Transport_01_camo_F\n  1. Door_L => door\n  1. Door_R => door\n  1. Holder => user\n  1. Gun_HRot => user\n  1. Gun_VRot => user\n  1. Minigun => revolving\n  1. Muzzle_flash => ammorandom\n  1. Minigun2 => revolving\n  1. Muzzle_flash2 => ammorandom\n- B_Heli_Transport_01_F\n  1. Door_L => door\n  1. Door_R => door\n  1. Holder => user\n  1. Gun_HRot => user\n  1. Gun_VRot => user\n  1. Minigun => revolving\n  1. Muzzle_flash => ammorandom\n  1. Minigun2 => revolving\n  1. Muzzle_flash2 => ammorandom\n- B_Heli_Transport_03_black_F\n  1. HitRotor_source => hit [HitRotorVirtual]\n  1. HitHRotor_source => hit [HitHRotor]\n  1. HitVRotor_source => hit [HitVRotor]\n  1. Door_R_source => door\n  1. Door_L_source => door\n  1. Door_rear_source => door\n  1. Minigun_Hide_Source => user\n  1. Minigun => revolving\n  1. Muzzle_flash => ammorandom\n  1. Minigun2 => revolving\n  1. Muzzle_flash2 => ammorandom\n- B_Heli_Transport_03_F\n  1. HitRotor_source => hit [HitRotorVirtual]\n  1. HitHRotor_source => hit [HitHRotor]\n  1. HitVRotor_source => hit [HitVRotor]\n  1. Door_R_source => door\n  1. Door_L_source => door\n  1. Door_rear_source => door\n  1. Minigun_Hide_Source => user\n  1. Minigun => revolving\n  1. Muzzle_flash => ammorandom\n  1. Minigun2 => revolving\n  1. Muzzle_flash2 => ammorandom\n- B_Heli_Transport_03_unarmed_F\n  1. Minigun_Hide_Source => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. MainTurret2 => user\n  1. MainGun2 => user\n- B_Heli_Transport_03_unarmed_green_F\n  1. Minigun_Hide_Source => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. MainTurret2 => user\n  1. MainGun2 => user\n- B_Heli_Transport_04_covered_F\n  1. Door_4_source => door\n  1. Door_5_source => door\n  1. Door_6_source => door\n- B_Heli_Transport_04_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- B_helicrew_F\n- B_Helipilot_F\n- B_HMG_01_A_F\n  1. autonomous_unhide => user\n- B_HMG_01_A_weapon_F\n- B_HMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_HMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_HMG_01_high_weapon_F\n- B_HMG_01_support_F\n- B_HMG_01_support_grn_F\n- B_HMG_01_support_high_F\n- B_HMG_01_weapon_F\n- B_HMG_01_Weapon_grn_F\n- B_HMG_02_F\n  1. Hide_Rail => user\n- B_HMG_02_high_F\n  1. Hide_Rail => user\n- B_HMG_02_high_weapon_F\n- B_HMG_02_support_F\n- B_HMG_02_support_high_F\n- B_HMG_02_weapon_F\n- B_HuntingBackpack\n- B_I_Parachute_02_F\n- B_Kitbag_Base\n- B_Kitbag_cbr\n- B_Kitbag_cbr_Bandit_2_F\n- B_Kitbag_cbr_Para_5_F\n- B_Kitbag_mcamo\n- B_Kitbag_mcamo_Eng\n- B_Kitbag_rgr\n- B_Kitbag_rgr_AAR\n- B_Kitbag_rgr_BTAA_F\n- B_Kitbag_rgr_BTAT_F\n- B_Kitbag_rgr_BTEng_F\n- B_Kitbag_rgr_BTExp_F\n- B_Kitbag_rgr_BTReconExp_F\n- B_Kitbag_rgr_BWAAR\n- B_Kitbag_rgr_CTRGExp_F\n- B_Kitbag_rgr_Exp\n- B_Kitbag_rgr_Mine\n- B_Kitbag_rgr_Para_3_F\n- B_Kitbag_rgr_Para_8_F\n- B_Kitbag_sgg\n- B_Kitbag_tan\n- B_LegStrapBag_black_F\n- B_LegStrapBag_black_repair_F\n- B_LegStrapBag_coyote_F\n- B_LegStrapBag_coyote_repair_F\n- B_LegStrapBag_olive_F\n- B_LegStrapBag_olive_repair_F\n- B_Lifeboat\n- B_LSV_01_armed_black_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_LSV_01_armed_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_LSV_01_armed_olive_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_LSV_01_armed_sand_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_LSV_01_AT_F\n  1. TitanMuzzle_rot => ammorandom\n  1. TitanMuzzle_reload => reload\n  1. TitanMuzzle_revolving => revolving\n  1. TitanMuzzle_reloadMagazine => reloadMagazine\n- B_LSV_01_unarmed_black_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_LSV_01_unarmed_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_LSV_01_unarmed_olive_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_LSV_01_unarmed_sand_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_MBT_01_arty_F\n  1. recoil_source => reload\n  1. muzzle_hide_arty => reload\n  1. muzzle_rot_HMG => ammorandom\n  1. muzzle_hide_HMG => reload\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_GMG => reload\n  1. HitComTurret_src => hit [HitComTurret]\n  1. showCanisters => user\n  1. showCamonetTurret => user\n  1. showAmmobox => user\n- B_MBT_01_cannon_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. HitComTurret_src => hit [HitComTurret]\n  1. showBags => user\n- B_MBT_01_mlrs_F\n  1. Missiles_revolving => revolving\n  1. muzzle_hide_missiles => reload\n- B_MBT_01_TUSK_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_cmdr => ammorandom\n  1. recoil_source => reload\n  1. commander_gun_recoil => reload\n  1. HitERA_Front_src => hit [HitERA_Front]\n  1. HitERA_Left_1_src => hit [HitERA_Left_1]\n  1. HitERA_Left_2_src => hit [HitERA_Left_2]\n  1. HitERA_Left_3_src => hit [HitERA_Left_3]\n  1. HitERA_Left_4_src => hit [HitERA_Left_4]\n  1. HitERA_Right_1_src => hit [HitERA_Right_1]\n  1. HitERA_Right_2_src => hit [HitERA_Right_2]\n  1. HitERA_Right_3_src => hit [HitERA_Right_3]\n  1. HitERA_Right_4_src => hit [HitERA_Right_4]\n  1. HitERA_Top_Front_src => hit [HitERA_Top_Front]\n  1. HitERA_Top_Left_src => hit [HitERA_Top_Left]\n  1. HitERA_Top_Right_src => hit [HitERA_Top_Right]\n  1. showCamonetCannon => user\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showCamonetTurret => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_medic_F\n- B_Messenger_Black_F\n- B_Messenger_Coyote_F\n- B_Messenger_Gray_F\n- B_Messenger_Gray_Medical_F\n- B_Messenger_IDAP_F\n- B_Messenger_IDAP_Medical_F\n- B_Messenger_IDAP_TrainingMines_F\n- B_Messenger_Olive_F\n- B_Mortar_01_F\n- B_Mortar_01_support_F\n- B_Mortar_01_support_grn_F\n- B_Mortar_01_weapon_F\n- B_Mortar_01_Weapon_grn_F\n- B_MRAP_01_F\n  1. HitReserveWheel => hit [HitReserveWheel]\n  1. Door_LF => door\n  1. Door_RF => door\n  1. Door_LB => door\n  1. Door_RB => door\n- B_MRAP_01_gmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- B_MRAP_01_hmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- B_O_Parachute_02_F\n- B_officer_F\n- B_Officer_Parade_F\n- B_Officer_Parade_Veteran_F\n- B_OutdoorPack_Base\n- B_OutdoorPack_blk\n- B_OutdoorPack_blu\n- B_OutdoorPack_tan\n- B_Parachute\n- B_Parachute_02_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- B_Patrol_Carryall_green_Ammo_F\n- B_Patrol_Carryall_taiga_medic_F\n- B_Patrol_Engineer_F\n- B_Patrol_FieldPack_green_eng_F\n- B_Patrol_HeavyGunner_F\n- B_Patrol_Launcher_bag_F\n- B_Patrol_Leader_bag_F\n- B_Patrol_Medic_bag_F\n- B_Patrol_Medic_F\n- B_Patrol_Respawn_bag_F\n- B_Patrol_Respawn_tent_F\n- B_Patrol_Soldier_A_F\n- B_Patrol_Soldier_AR_F\n- B_Patrol_Soldier_AT_F\n- B_Patrol_Soldier_M_F\n- B_Patrol_Soldier_MG_F\n- B_Patrol_Soldier_TL_F\n- B_Patrol_Soldier_UAV_F\n- B_Patrol_Supply_bag_F\n- B_Pilot_F\n- B_Plane_CAS_01_Cluster_F\n  1. HideWeapons => user\n  1. HideMFD => user\n- B_Plane_CAS_01_dynamicLoadout_F\n  1. HideWeapons => user\n  1. HideMFD => user\n- B_Plane_CAS_01_F\n  1. Gatling_30mm_ammorandom => ammorandom\n  1. Gatling_30mm_reload => reload\n  1. Gatling_30mm_revolving => revolving\n  1. Missile_AA_04_revolving => revolving\n  1. Missile_AGM_02_revolving => revolving\n  1. Rocket_04_HE_revolving => revolving\n  1. Rocket_04_AP_revolving => revolving\n  1. Bomb_04_revolving => revolving\n  1. HitAvionics => hit [HitAvionics]\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. HideWeapons => user\n  1. HideMFD => user\n  1. canopy_hide => user\n  1. ejection_seat_hide => user\n  1. ejection_seat_motion => user\n- B_Plane_Fighter_01_Cluster_F\n  1. muzzle_rot_20mm => ammorandom\n  1. mfd_ammo_count_source => revolving\n  1. canopy_hide => user\n  1. ejection_seat_hide => user\n  1. ejection_seat_motion => user\n  1. tailhook => user\n  1. gear_f_hook_down => user\n  1. tailhook_door_l => user\n  1. tailhook_door_r => user\n  1. pylon_1_hide => user\n  1. pylon_2_hide => user\n  1. pylon_3_hide => user\n  1. pylon_4_hide => user\n  1. throttle_pilot => user\n  1. wing_fold_l => user\n  1. wing_fold_r => user\n  1. wing_fold_cover_l => user\n  1. wing_fold_cover_r => user\n  1. HitAvionics => hit [HitAvionics]\n  1. HitEngine => hit [HitEngine]\n  1. HitEngine2 => hit [HitEngine2]\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. CollisionLightWhite_source => MarkerLight\n- B_Plane_Fighter_01_F\n  1. muzzle_rot_20mm => ammorandom\n  1. mfd_ammo_count_source => revolving\n  1. canopy_hide => user\n  1. ejection_seat_hide => user\n  1. ejection_seat_motion => user\n  1. tailhook => user\n  1. gear_f_hook_down => user\n  1. tailhook_door_l => user\n  1. tailhook_door_r => user\n  1. pylon_1_hide => user\n  1. pylon_2_hide => user\n  1. pylon_3_hide => user\n  1. pylon_4_hide => user\n  1. throttle_pilot => user\n  1. wing_fold_l => user\n  1. wing_fold_r => user\n  1. wing_fold_cover_l => user\n  1. wing_fold_cover_r => user\n  1. HitAvionics => hit [HitAvionics]\n  1. HitEngine => hit [HitEngine]\n  1. HitEngine2 => hit [HitEngine2]\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. CollisionLightWhite_source => MarkerLight\n- B_Plane_Fighter_01_Stealth_F\n  1. pylon_1_hide => user\n  1. pylon_2_hide => user\n  1. pylon_3_hide => user\n  1. pylon_4_hide => user\n- B_Plane_Fighter_02_F\n  1. CollisionLightWhite_source => MarkerLight\n  1. muzzle_rot_30mm => ammorandom\n  1. ejection_seat_motion => user\n  1. canopy_hide => user\n  1. ejection_seat_hide => user\n  1. pylon_1_hide => user\n  1. pylon_2_hide => user\n  1. pylon_3_hide => user\n  1. pylon_4_hide => user\n  1. pylon_5_hide => user\n  1. pylon_6_hide => user\n  1. HitHull => hit [HitHull]\n  1. HitFuel => hit [HitFuel]\n  1. HitFuel2 => hit [HitFuel2]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitLCRudder => hit [HitLCRudder]\n  1. HitRRudder => hit [HitRRudder]\n  1. HitLCElevator => hit [HitLCElevator]\n  1. HitRElevator => hit [HitRElevator]\n  1. HitEngine => hit [HitEngine]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitGear => hit [HitGear]\n  1. Damper_front_source => damper\n  1. Damper_left_source => damper\n  1. Damper_right_source => damper\n  1. Wheel_front_source => wheel\n  1. Wheel_left_source => wheel\n  1. Wheel_right_source => wheel\n- B_Protagonist_VR_F\n- B_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Radar_System_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitLBWheel => hit [HitLBWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitRBWheel => hit [HitRBWheel]\n  1. HitTurret => hit [HitTurret]\n  1. HitHull => hit [HitHull]\n- B_RadioBag_01_black_F\n- B_RadioBag_01_digi_F\n- B_RadioBag_01_eaf_F\n- B_RadioBag_01_eaf_FAK_F\n- B_RadioBag_01_ghex_F\n- B_RadioBag_01_hex_F\n- B_RadioBag_01_mtp_F\n- B_RadioBag_01_oucamo_F\n- B_RadioBag_01_tropic_F\n- B_RadioBag_01_wdl_F\n- B_RadioBag_01_wdl_FAK_F\n- B_RangeMaster_F\n- B_recon_exp_F\n- B_recon_F\n- B_recon_JTAC_F\n- B_recon_LAT_F\n- B_recon_M_F\n- B_recon_medic_F\n- B_Recon_Sharpshooter_F\n- B_recon_TL_F\n- B_ReconFatigues_01_wdl_F\n- B_Respawn_Sleeping_bag_blue_F\n- B_Respawn_Sleeping_bag_brown_F\n- B_Respawn_Sleeping_bag_F\n- B_Respawn_TentA_F\n- B_Respawn_TentDome_F\n- B_SAM_System_01_F\n  1. Missiles_revolving => revolving\n- B_SAM_System_02_F\n  1. Missiles_revolving => revolving\n- B_SAM_System_03_F\n  1. Missiles_revolving => revolving\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitLBWheel => hit [HitLBWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitRBWheel => hit [HitRBWheel]\n  1. HitTurret => hit [HitTurret]\n  1. HitGun => hit [HitGun]\n  1. HitHull => hit [HitHull]\n- B_SCBA_01_F\n- B_SDV_01_F\n  1. Doors => user\n  1. periscope => user\n- B_Sharpshooter_F\n- B_Ship_Gun_01_F\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_hide_cannon => reload\n- B_Ship_MRLS_01_F\n  1. Missiles_revolving => ammo\n- B_Slingload_01_Ammo_F\n- B_Slingload_01_Cargo_F\n- B_Slingload_01_Fuel_F\n- B_Slingload_01_Medevac_F\n  1. HideMedical => user\n- B_Slingload_01_Repair_F\n- B_sniper_F\n- B_Soldier_A_F\n- B_soldier_AA_F\n- B_soldier_AAA_F\n- B_soldier_AAR_F\n- B_soldier_AAT_F\n- B_soldier_AR_F\n- B_soldier_AT_F\n- B_soldier_exp_F\n- B_Soldier_F\n- B_Soldier_GL_F\n- B_soldier_LAT2_F\n- B_soldier_LAT_F\n- B_Soldier_lite_F\n- B_soldier_M_F\n- B_soldier_mine_F\n- B_soldier_PG_F\n- B_soldier_repair_F\n- B_Soldier_SL_F\n- b_soldier_survival_F\n- B_Soldier_TL_F\n- B_soldier_UAV_06_F\n- B_soldier_UAV_06_medical_F\n- B_soldier_UAV_F\n- B_soldier_UGV_02_Demining_F\n- B_soldier_UGV_02_Science_F\n- B_Soldier_unarmed_F\n- B_Soldier_universal_F\n- B_Soldier_VR_F\n- B_spotter_F\n- B_static_AA_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_static_AT_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_Static_Designator_01_F\n  1. Init => user\n  1. InitPiston => user\n  1. Designator_hide => user\n- B_Static_Designator_01_weapon_F\n- B_Story_Colonel_F\n- B_Story_Engineer_F\n- B_Story_Pilot_F\n- B_Story_Protagonist_F\n- B_Story_SF_Captain_F\n- B_Story_Tank_Commander_F\n- B_supplyCrate_F\n- B_support_AMG_F\n- B_support_AMort_F\n- B_support_GMG_F\n- B_support_MG_F\n- B_support_Mort_F\n- B_Survivor_F\n- B_T_AFV_Wheeled_01_cannon_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_HMG => ammorandom\n  1. cannon_120mm_revolving => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. showCamonetHull => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n  1. showSLATHull => user\n- B_T_AFV_Wheeled_01_up_cannon_F\n  1. damage_era_front => hit [HitERA_Front]\n  1. damage_era_top => hit [HitERA_Top]\n  1. damage_era_left => hit [HitERA_Left]\n  1. damage_era_right => hit [HitERA_Right]\n  1. damage_era_back => hit [HitERA_Back]\n  1. com_gun_reload => reload\n- B_T_APC_Tracked_01_AA_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. muzzle_rot => ammorandom\n  1. cannon_35mm_revolving => revolving\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showCamonetTurret => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_T_APC_Tracked_01_CRV_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. MovePlow => user\n  1. revolving_mg => revolving\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showAmmobox => user\n  1. showWheels => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_T_APC_Tracked_01_rcws_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. revolving_hmg => revolving\n  1. revolving_gmg => revolving\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_T_APC_Wheeled_01_cannon_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. revolving_cannon => revolving\n  1. HideTurret => user\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. HitSLAT_top_back_src => hit [HitSLAT_top_back]\n  1. HitSLAT_top_right_src => hit [HitSLAT_top_right]\n  1. HitSLAT_top_left_src => hit [HitSLAT_top_left]\n  1. showBags => user\n  1. showCamonetHull => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n  1. showSLATHull => user\n  1. showSLATTurret => user\n- B_T_Boat_Armed_01_minigun_F\n  1. muzzle2_source => reload\n  1. muzzle2_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_T_Boat_Transport_01_F\n- B_T_Crew_F\n- B_T_Diver_Exp_F\n- B_T_Diver_F\n- B_T_Diver_TL_F\n- B_T_Engineer_F\n- B_T_ghillie_tna_F\n- B_T_GMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_T_Helicrew_F\n- B_T_Helipilot_F\n- B_T_HMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_T_Lifeboat\n- B_T_LSV_01_armed_black_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_T_LSV_01_armed_CTRG_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_T_LSV_01_armed_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_T_LSV_01_armed_olive_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_T_LSV_01_armed_sand_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_T_LSV_01_AT_F\n  1. TitanMuzzle_rot => ammorandom\n  1. TitanMuzzle_reload => reload\n  1. TitanMuzzle_revolving => revolving\n  1. TitanMuzzle_reloadMagazine => reloadMagazine\n- B_T_LSV_01_unarmed_black_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_T_LSV_01_unarmed_CTRG_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_T_LSV_01_unarmed_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_T_LSV_01_unarmed_olive_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_T_LSV_01_unarmed_sand_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_T_MBT_01_arty_F\n  1. recoil_source => reload\n  1. muzzle_hide_arty => reload\n  1. muzzle_rot_HMG => ammorandom\n  1. muzzle_hide_HMG => reload\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_GMG => reload\n  1. HitComTurret_src => hit [HitComTurret]\n  1. showCanisters => user\n  1. showCamonetTurret => user\n  1. showAmmobox => user\n- B_T_MBT_01_cannon_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. HitComTurret_src => hit [HitComTurret]\n  1. showBags => user\n- B_T_MBT_01_mlrs_F\n  1. Missiles_revolving => revolving\n  1. muzzle_hide_missiles => reload\n- B_T_MBT_01_TUSK_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_cmdr => ammorandom\n  1. recoil_source => reload\n  1. commander_gun_recoil => reload\n  1. HitERA_Front_src => hit [HitERA_Front]\n  1. HitERA_Left_1_src => hit [HitERA_Left_1]\n  1. HitERA_Left_2_src => hit [HitERA_Left_2]\n  1. HitERA_Left_3_src => hit [HitERA_Left_3]\n  1. HitERA_Left_4_src => hit [HitERA_Left_4]\n  1. HitERA_Right_1_src => hit [HitERA_Right_1]\n  1. HitERA_Right_2_src => hit [HitERA_Right_2]\n  1. HitERA_Right_3_src => hit [HitERA_Right_3]\n  1. HitERA_Right_4_src => hit [HitERA_Right_4]\n  1. HitERA_Top_Front_src => hit [HitERA_Top_Front]\n  1. HitERA_Top_Left_src => hit [HitERA_Top_Left]\n  1. HitERA_Top_Right_src => hit [HitERA_Top_Right]\n  1. showCamonetCannon => user\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showCamonetTurret => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_T_Medic_F\n- B_T_Mortar_01_F\n- B_T_MRAP_01_F\n  1. HitReserveWheel => hit [HitReserveWheel]\n  1. Door_LF => door\n  1. Door_RF => door\n  1. Door_LB => door\n  1. Door_RB => door\n- B_T_MRAP_01_gmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- B_T_MRAP_01_hmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- B_T_Officer_F\n- B_T_Pilot_F\n- B_T_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Recon_Exp_F\n- B_T_Recon_F\n- B_T_Recon_JTAC_F\n- B_T_Recon_LAT_F\n- B_T_Recon_M_F\n- B_T_Recon_Medic_F\n- B_T_Recon_TL_F\n- B_T_Sniper_F\n- B_T_Soldier_A_F\n- B_T_Soldier_AA_F\n- B_T_Soldier_AAA_F\n- B_T_Soldier_AAR_F\n- B_T_Soldier_AAT_F\n- B_T_Soldier_AR_F\n- B_T_Soldier_AT_F\n- B_T_Soldier_Exp_F\n- B_T_Soldier_F\n- B_T_Soldier_GL_F\n- B_T_Soldier_LAT2_F\n- B_T_Soldier_LAT_F\n- B_T_soldier_M_F\n- B_T_soldier_mine_F\n- B_T_Soldier_PG_F\n- B_T_Soldier_Repair_F\n- B_T_Soldier_SL_F\n- B_T_Soldier_TL_F\n- B_T_soldier_UAV_06_F\n- B_T_soldier_UAV_06_medical_F\n- B_T_Soldier_UAV_F\n- B_T_Soldier_unarmed_F\n- B_T_Soldier_universal_F\n- B_T_Spotter_F\n- B_T_Static_AA_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_T_Static_AT_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_T_Support_AMG_F\n- B_T_Support_AMort_F\n- B_T_Support_GMG_F\n- B_T_Support_MG_F\n- B_T_Support_Mort_F\n- B_T_Truck_01_ammo_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Truck_01_box_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Truck_01_cargo_F\n  1. Tyre1_hide => user\n  1. Mirror_L_hide => user\n- B_T_Truck_01_covered_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Truck_01_flatbed_F\n  1. Tyre1_hide => user\n  1. Mirror_L_hide => user\n- B_T_Truck_01_fuel_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Truck_01_medical_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Truck_01_mover_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Truck_01_Repair_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Truck_01_transport_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_UAV_03_dynamicLoadout_F\n  1. HideWeapons => user\n- B_T_UAV_03_F\n  1. Rockets_source => revolving\n  1. CollisionLightWhite_source => MarkerLight\n  1. HideWeapons => user\n- B_T_UGV_01_olive_F\n  1. Turret => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. muzzle_hide_GMG => reload\n- B_T_UGV_01_rcws_olive_F\n  1. Turret => user\n- B_T_VTOL_01_armed_blue_F\n  1. Door_1_source => door\n  1. Gatling_barrels_source => revolving\n  1. Gatling_muzzleflash_source => reload\n  1. Cannon_barrel_source => revolving\n  1. Cannon_muzzleflash_source => reload\n  1. Howitzer_muzzleflash_source => reload\n- B_T_VTOL_01_armed_F\n  1. Door_1_source => door\n  1. Gatling_barrels_source => revolving\n  1. Gatling_muzzleflash_source => reload\n  1. Cannon_barrel_source => revolving\n  1. Cannon_muzzleflash_source => reload\n  1. Howitzer_muzzleflash_source => reload\n- B_T_VTOL_01_armed_olive_F\n  1. Door_1_source => door\n  1. Gatling_barrels_source => revolving\n  1. Gatling_muzzleflash_source => reload\n  1. Cannon_barrel_source => revolving\n  1. Cannon_muzzleflash_source => reload\n  1. Howitzer_muzzleflash_source => reload\n- B_T_VTOL_01_infantry_blue_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Never_source => door\n- B_T_VTOL_01_infantry_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Never_source => door\n- B_T_VTOL_01_infantry_olive_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Never_source => door\n- B_T_VTOL_01_vehicle_blue_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Never_source => door\n- B_T_VTOL_01_vehicle_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Never_source => door\n- B_T_VTOL_01_vehicle_olive_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Never_source => door\n- B_TacticalPack_Base\n- B_TacticalPack_blk\n- B_TacticalPack_mcamo\n- B_TacticalPack_ocamo\n- B_TacticalPack_ocamo_AA_F\n- B_TacticalPack_ocamo_AT_F\n- B_TacticalPack_oli\n- B_TacticalPack_oli_AAR\n- B_TacticalPack_rgr\n- B_TargetSoldier\n- B_Truck_01_ammo_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Truck_01_box_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Truck_01_cargo_F\n  1. Tyre1_hide => user\n  1. Mirror_L_hide => user\n- B_Truck_01_covered_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Truck_01_flatbed_F\n  1. Tyre1_hide => user\n  1. Mirror_L_hide => user\n- B_Truck_01_fuel_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Truck_01_medical_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Truck_01_mover_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Truck_01_Repair_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Truck_01_transport_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_UAV_01_backpack_F\n- B_UAV_01_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- B_UAV_02_CAS_F\n  1. Bombs => user\n  1. AT_missiles => user\n- B_UAV_02_dynamicLoadout_F\n  1. HideWeapons => user\n- B_UAV_02_F\n  1. Bombs => user\n  1. AT_missiles => user\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n- B_UAV_05_F\n  1. gear_front_hook_down => user\n  1. tailhook => user\n  1. tailhook_door_l_1 => user\n  1. tailhook_door_l_2 => user\n  1. tailhook_door_r_1 => user\n  1. tailhook_door_r_2 => user\n  1. wing_fold_l_arm => user\n  1. wing_fold_l => user\n  1. wing_fold_cover_l_arm => user\n  1. wing_fold_cover_l => user\n  1. wing_fold_r_arm => user\n  1. wing_fold_r => user\n  1. wing_fold_cover_r_arm => user\n  1. wing_fold_cover_r => user\n  1. CollisionLightRed1_source => MarkerLight\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n- B_UAV_06_backpack_F\n- B_UAV_06_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- B_UAV_06_medical_backpack_F\n- B_UAV_06_medical_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- B_UAV_AI\n- B_UAV_AI_F\n- B_UGV_01_F\n  1. Turret => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. muzzle_hide_GMG => reload\n- B_UGV_01_rcws_F\n  1. Turret => user\n- B_UGV_02_Demining_backpack_F\n- B_UGV_02_Demining_F\n  1. science_drone => user\n  1. demining_drone => user\n- B_UGV_02_Science_backpack_F\n- B_UGV_02_Science_F\n  1. science_drone => user\n  1. demining_drone => user\n  1. ew_drone => user\n- B_Uniform_ParadeUniform_01_US_decorated_F\n- B_Uniform_ParadeUniform_01_US_F\n- B_ViperHarness_blk_F\n- B_ViperHarness_ghex_Exp_F\n- B_ViperHarness_ghex_F\n- B_ViperHarness_ghex_JTAC_F\n- B_ViperHarness_ghex_LAT_F\n- B_ViperHarness_ghex_M_F\n- B_ViperHarness_ghex_Medic_F\n- B_ViperHarness_ghex_TL_F\n- B_ViperHarness_hex_Exp_F\n- B_ViperHarness_hex_F\n- B_ViperHarness_hex_JTAC_F\n- B_ViperHarness_hex_LAT_F\n- B_ViperHarness_hex_M_F\n- B_ViperHarness_hex_Medic_F\n- B_ViperHarness_hex_TL_F\n- B_ViperHarness_khk_F\n- B_ViperHarness_oli_F\n- B_ViperLightHarness_blk_F\n- B_ViperLightHarness_ghex_F\n- B_ViperLightHarness_hex_F\n- B_ViperLightHarness_khk_F\n- B_ViperLightHarness_oli_F\n- B_VirtualCurator_F\n- B_W_Crew_F\n- B_W_Engineer_F\n- B_W_Helicrew_F\n- B_W_Helipilot_F\n- B_W_Medic_EMP_F\n- B_W_Medic_F\n- B_W_Officer_F\n- B_W_RadioOperator_EMP_F\n- B_W_RadioOperator_F\n- B_W_Soldier_A_EMP_F\n- B_W_Soldier_A_F\n- B_W_Soldier_AA_F\n- B_W_Soldier_AAA_F\n- B_W_Soldier_AAR_F\n- B_W_Soldier_AAT_F\n- B_W_Soldier_AR_EMP_F\n- B_W_Soldier_AR_F\n- B_W_Soldier_AT_F\n- B_W_Soldier_CBRN_EMP_F\n- B_W_Soldier_CBRN_F\n- B_W_Soldier_EMP_F\n- B_W_Soldier_Exp_F\n- B_W_Soldier_F\n- B_W_Soldier_GL_EMP_F\n- B_W_Soldier_GL_F\n- B_W_Soldier_LAT2_EMP_F\n- B_W_Soldier_LAT2_F\n- B_W_Soldier_LAT_F\n- B_W_soldier_M_EMP_F\n- B_W_soldier_M_F\n- B_W_soldier_mine_F\n- B_W_Soldier_Repair_F\n- B_W_Soldier_SL_EMP_F\n- B_W_Soldier_SL_F\n- B_W_Soldier_TL_EMP_F\n- B_W_Soldier_TL_F\n- B_W_Soldier_UAV_F\n- B_W_soldier_UGV_02_Demining_F\n- B_W_soldier_UGV_02_Science_F\n- B_W_Soldier_unarmed_F\n- B_W_Soldier_universal_F\n- B_W_Static_Designator_01_F\n  1. Init => user\n  1. InitPiston => user\n  1. Designator_hide => user\n- B_W_Static_Designator_01_weapon_F\n- B_W_Story_Instructor_01_F\n- B_W_Story_Leader_01_F\n- B_W_Story_Major_01_F\n- B_W_Story_Protagonist_01_F\n- B_W_Story_Soldier_01_F\n- B_W_Support_AMG_F\n- B_W_Support_AMort_F\n- B_W_Support_GMG_F\n- B_W_Support_MG_F\n- B_W_Support_Mort_F\n- B_W_Survivor_F\n- Bag_Base\n- Balloon_01_air_NoPop_F\n- Balloon_01_water_NoPop_F\n- Banner_01_AAF_F\n- Banner_01_CSAT_F\n- Banner_01_EAF_F\n- Banner_01_F\n- Banner_01_FIA_F\n- Banner_01_IDAP_F\n- Banner_01_NATO_F\n- BIS_Effect_Day\n- BIS_Effect_FilmGrain\n- BIS_Effect_MovieNight\n- BIS_Effect_Sepia\n- BlockConcrete_F\n- BloodPool_01_Large_New_F\n- BloodPool_01_Large_Old_F\n- BloodPool_01_Medium_New_F\n- BloodPool_01_Medium_Old_F\n- BloodSplatter_01_Large_New_F\n- BloodSplatter_01_Large_Old_F\n- BloodSplatter_01_Medium_New_F\n- BloodSplatter_01_Medium_Old_F\n- BloodSplatter_01_Small_New_F\n- BloodSplatter_01_Small_Old_F\n- BloodSpray_01_New_F\n- BloodSpray_01_Old_F\n- BloodTrail_01_New_F\n- BloodTrail_01_Old_F\n- Bomb\n- BombCluster_01_UXO1_F\n- BombCluster_01_UXO2_F\n- BombCluster_01_UXO3_F\n- BombCluster_01_UXO4_F\n- BombCluster_02_UXO1_F\n- BombCluster_02_UXO2_F\n- BombCluster_02_UXO3_F\n- BombCluster_02_UXO4_F\n- BombCluster_03_UXO1_F\n- BombCluster_03_UXO2_F\n- BombCluster_03_UXO3_F\n- BombCluster_03_UXO4_F\n- Book_01_F\n- Book_02_F\n- Box_AAF_Equip_F\n- Box_AAF_Uniforms_F\n- Box_Ammo_F\n- Box_B_UAV_06_F\n  1. Inventory_door => user\n- Box_B_UAV_06_medical_F\n  1. Inventory_door => user\n- Box_C_IDAP_UAV_06_F\n  1. Inventory_door => user\n- Box_C_IDAP_UAV_06_medical_F\n  1. Inventory_door => user\n- Box_C_UAV_06_F\n  1. Inventory_door => user\n- Box_C_UAV_06_medical_F\n  1. Inventory_door => user\n- Box_C_UAV_06_Swifd_F\n  1. Inventory_door => user\n- Box_CSAT_Equip_F\n- Box_CSAT_Uniforms_F\n- Box_EAF_Ammo_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_EAF_AmmoOrd_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_EAF_AmmoVeh_F\n- Box_EAF_Equip_F\n- Box_EAF_Grenades_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_EAF_Support_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_EAF_Uniforms_F\n- Box_EAF_Wps_F\n- Box_EAF_WpsLaunch_F\n- Box_EAF_WpsSpecial_F\n- Box_East_Ammo_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_East_AmmoOrd_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_East_AmmoVeh_F\n- Box_East_Grenades_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_East_Support_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_East_Wps_F\n- Box_East_WpsLaunch_F\n- Box_East_WpsSpecial_F\n- Box_FIA_Ammo_F\n- Box_FIA_Support_F\n- Box_FIA_Wps_F\n- Box_GEN_Equip_F\n- Box_I_E_UAV_06_F\n  1. Inventory_door => user\n- Box_I_E_UAV_06_medical_F\n  1. Inventory_door => user\n- Box_I_UAV_06_F\n  1. Inventory_door => user\n- Box_I_UAV_06_medical_F\n  1. Inventory_door => user\n- Box_IDAP_AmmoOrd_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_IDAP_Equip_F\n- Box_IDAP_Uniforms_F\n- Box_IED_Exp_F\n- Box_IND_Ammo_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_IND_AmmoOrd_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_IND_AmmoVeh_F\n- Box_IND_Grenades_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_IND_Support_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_IND_Wps_F\n- Box_IND_WpsLaunch_F\n- Box_IND_WpsSpecial_F\n- Box_NATO_Ammo_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_NATO_AmmoOrd_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_NATO_AmmoVeh_F\n- Box_NATO_Equip_F\n- Box_NATO_Grenades_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_NATO_Support_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_NATO_Uniforms_F\n- Box_NATO_Wps_F\n- Box_NATO_WpsLaunch_F\n- Box_NATO_WpsSpecial_F\n- Box_O_UAV_06_F\n  1. Inventory_door => user\n- Box_O_UAV_06_medical_F\n  1. Inventory_door => user\n- Box_Syndicate_Ammo_F\n- Box_Syndicate_Wps_F\n- Box_Syndicate_WpsLaunch_F\n- Box_T_East_Ammo_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_T_East_Wps_F\n- Box_T_East_WpsSpecial_F\n- Box_T_NATO_Wps_F\n- Box_T_NATO_WpsSpecial_F\n- Box_Wps_F\n- Broom_01_grey_F\n- Broom_01_yellow_F\n- Brush_01_green_F\n- Brush_01_yellow_F\n- Building\n\n#### C\n\n- C_Bergen_Base\n- C_Bergen_blu\n- C_Bergen_grn\n- C_Bergen_red\n- C_Boat_Civil_01_F\n  1. Proxy => user\n  1. Beacons => user\n- C_Boat_Civil_01_police_F\n  1. Proxy => user\n  1. Beacons => user\n- C_Boat_Civil_01_rescue_F\n  1. Proxy => user\n  1. Beacons => user\n- C_Boat_Civil_04_F\n  1. PositionLightRed_source => MarkerLight\n  1. PositionLightGreen_source => MarkerLight\n- C_Boat_Transport_02_F\n- C_CBRN_Man_Oversuit_01_Blue_F\n- C_CBRN_Man_Oversuit_01_White_F\n- C_Driver_1_black_F\n- C_Driver_1_blue_F\n- C_Driver_1_F\n- C_Driver_1_green_F\n- C_Driver_1_orange_F\n- C_Driver_1_random_base_F\n- C_Driver_1_red_F\n- C_Driver_1_white_F\n- C_Driver_1_yellow_F\n- C_Driver_2_F\n- C_Driver_3_F\n- C_Driver_4_F\n- C_E_LooterJacket_01_F\n- C_Farmer_01_enoch_F\n- C_Hatchback_01_beigecustom_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_black_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_blue_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_bluecustom_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_dark_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_green_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_grey_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_sport_blue_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_sport_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_sport_green_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_sport_grey_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_sport_orange_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_sport_red_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_sport_white_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_white_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_yellow_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Heli_light_01_blue_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_blueLine_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_Light_01_civil_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_digital_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_elliptical_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_furious_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_graywatcher_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_ion_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_jeans_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_light_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_luxe_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_red_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_shadow_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_sheriff_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_speedy_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_stripped_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_sunset_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_vrana_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_wasp_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_wave_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_IDAP_CargoNet_01_supplies_F\n- C_IDAP_Heli_Transport_02_F\n  1. CargoRamp_Open => door\n  1. Door_Back_L => door\n  1. Door_Back_R => door\n  1. AddGunHolder => user\n  1. Gun_HRot => user\n  1. Gun_VRot => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. HitGlass15 => hit [HitGlass15]\n  1. HitGlass16 => hit [HitGlass16]\n  1. HitGlass17 => hit [HitGlass17]\n- C_IDAP_Man_AidWorker_01_F\n- C_IDAP_Man_AidWorker_02_F\n- C_IDAP_Man_AidWorker_03_F\n- C_IDAP_Man_AidWorker_04_F\n- C_IDAP_Man_AidWorker_05_F\n- C_IDAP_Man_AidWorker_06_F\n- C_IDAP_Man_AidWorker_07_F\n- C_IDAP_Man_AidWorker_08_F\n- C_IDAP_Man_AidWorker_09_F\n- C_IDAP_Man_EOD_01_F\n- C_IDAP_Man_EOD_01_TrainingMines_F\n- C_IDAP_Man_Paramedic_01_F\n- C_IDAP_Man_UAV_01_F\n- C_IDAP_Man_UAV_06_antimine_F\n- C_IDAP_Man_UAV_06_F\n- C_IDAP_Man_UAV_06_medical_F\n- C_IDAP_Offroad_01_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_IDAP_Offroad_02_unarmed_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_IDAP_Pilot_01_F\n- C_IDAP_supplyCrate_F\n- C_IDAP_Truck_02_F\n  1. spz_hide => user\n- C_IDAP_Truck_02_transport_F\n  1. spz_hide => user\n- C_IDAP_Truck_02_water_F\n  1. spz_hide => user\n- C_IDAP_UAV_01_backpack_F\n- C_IDAP_UAV_01_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- C_IDAP_UAV_06_antimine_backpack_F\n- C_IDAP_UAV_06_antimine_F\n  1. Inventory_door => door\n  1. Utility_drone => user\n  1. Antimine_drone => user\n- C_IDAP_UAV_06_backpack_F\n- C_IDAP_UAV_06_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- C_IDAP_UAV_06_medical_backpack_F\n- C_IDAP_UAV_06_medical_F\n  1. LED_lights_hide => user\n- C_IDAP_UAV_AI_antimine_F\n- C_IDAP_UAV_AI_F\n- C_IDAP_UGV_01_F\n  1. Turret => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. muzzle_hide_GMG => reload\n- C_IDAP_UGV_02_Demining_backpack_F\n- C_IDAP_UGV_02_Demining_F\n  1. science_drone => user\n  1. demining_drone => user\n- C_IDAP_Van_02_medevac_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- C_IDAP_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- C_IDAP_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- C_Journalist_01_War_F\n- C_journalist_F\n- C_Kart_01_black_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_Blu_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_Fuel_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_green_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_orange_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_Red_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_Vrana_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_white_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_yellow_F\n  1. Wheel_2_2_source => wheel\n- C_man_1\n- C_man_1_1_F\n- C_man_1_2_F\n- C_man_1_3_F\n- C_Man_1_enoch_F\n- C_Man_2_enoch_F\n- C_Man_3_enoch_F\n- C_Man_4_enoch_F\n- C_Man_5_enoch_F\n- C_Man_6_enoch_F\n- C_Man_casual_1_F\n- C_Man_casual_1_F_afro\n- C_Man_casual_1_F_afro_sick\n- C_Man_casual_1_F_asia\n- C_Man_casual_1_F_euro\n- C_Man_casual_1_F_tanoan\n- C_Man_casual_2_F\n- C_Man_casual_2_F_afro\n- C_Man_casual_2_F_asia\n- C_Man_casual_2_F_euro\n- C_Man_casual_2_F_tanoan\n- C_Man_casual_3_F\n- C_Man_casual_3_F_afro\n- C_Man_casual_3_F_afro_sick\n- C_Man_casual_3_F_asia\n- C_Man_casual_3_F_euro\n- C_Man_casual_3_F_tanoan\n- C_Man_casual_4_F\n- C_Man_casual_4_F_afro\n- C_Man_casual_4_F_afro_sick\n- C_Man_casual_4_F_asia\n- C_Man_casual_4_F_euro\n- C_Man_casual_4_F_tanoan\n- C_Man_casual_4_v2_F\n- C_Man_casual_4_v2_F_afro\n- C_Man_casual_4_v2_F_asia\n- C_Man_casual_4_v2_F_euro\n- C_Man_casual_4_v2_F_tanoan\n- C_Man_casual_5_F\n- C_Man_casual_5_F_afro\n- C_Man_casual_5_F_afro_sick\n- C_Man_casual_5_F_asia\n- C_Man_casual_5_F_euro\n- C_Man_casual_5_F_tanoan\n- C_Man_casual_5_v2_F\n- C_Man_casual_5_v2_F_afro\n- C_Man_casual_5_v2_F_asia\n- C_Man_casual_5_v2_F_euro\n- C_Man_casual_5_v2_F_tanoan\n- C_Man_casual_6_F\n- C_Man_casual_6_F_afro\n- C_Man_casual_6_F_afro_sick\n- C_Man_casual_6_F_asia\n- C_Man_casual_6_F_euro\n- C_Man_casual_6_F_tanoan\n- C_Man_casual_6_v2_F\n- C_Man_casual_6_v2_F_afro\n- C_Man_casual_6_v2_F_asia\n- C_Man_casual_6_v2_F_euro\n- C_Man_casual_6_v2_F_tanoan\n- C_Man_casual_7_F\n- C_Man_casual_7_F_afro\n- C_Man_casual_7_F_asia\n- C_Man_casual_7_F_euro\n- C_Man_casual_7_F_tanoan\n- C_Man_casual_8_F\n- C_Man_casual_8_F_afro\n- C_Man_casual_8_F_asia\n- C_Man_casual_8_F_euro\n- C_Man_casual_8_F_tanoan\n- C_Man_casual_9_F\n- C_Man_casual_9_F_afro\n- C_Man_casual_9_F_asia\n- C_Man_casual_9_F_euro\n- C_Man_casual_9_F_tanoan\n- C_Man_ConstructionWorker_01_Black_F\n- C_Man_ConstructionWorker_01_Blue_F\n- C_Man_ConstructionWorker_01_Red_F\n- C_Man_ConstructionWorker_01_Vrana_F\n- C_Man_Fisherman_01_F\n- C_Man_formal_1_F\n- C_Man_formal_1_F_afro\n- C_Man_formal_1_F_asia\n- C_Man_formal_1_F_euro\n- C_Man_formal_1_F_tanoan\n- C_Man_formal_2_F\n- C_Man_formal_2_F_afro\n- C_Man_formal_2_F_asia\n- C_Man_formal_2_F_euro\n- C_Man_formal_2_F_tanoan\n- C_Man_formal_3_F\n- C_Man_formal_3_F_afro\n- C_Man_formal_3_F_asia\n- C_Man_formal_3_F_euro\n- C_Man_formal_3_F_tanoan\n- C_Man_formal_4_F\n- C_Man_formal_4_F_afro\n- C_Man_formal_4_F_asia\n- C_Man_formal_4_F_euro\n- C_Man_formal_4_F_tanoan\n- C_Man_French_universal_F\n- C_man_hunter_1_F\n- C_Man_Messenger_01_F\n- C_man_p_beggar_F\n- C_man_p_beggar_F_afro\n- C_man_p_beggar_F_afro_sick\n- C_man_p_beggar_F_asia\n- C_man_p_beggar_F_euro\n- C_man_p_fugitive_F\n- C_man_p_fugitive_F_afro\n- C_man_p_fugitive_F_asia\n- C_man_p_fugitive_F_euro\n- C_man_p_shorts_1_F\n- C_man_p_shorts_1_F_afro\n- C_man_p_shorts_1_F_asia\n- C_man_p_shorts_1_F_euro\n- C_Man_Paramedic_01_F\n- C_man_pilot_F\n- C_man_polo_1_F\n- C_man_polo_1_F_afro\n- C_man_polo_1_F_afro_sick\n- C_man_polo_1_F_asia\n- C_man_polo_1_F_euro\n- C_man_polo_2_F\n- C_man_polo_2_F_afro\n- C_man_polo_2_F_afro_sick\n- C_man_polo_2_F_asia\n- C_man_polo_2_F_euro\n- C_man_polo_3_F\n- C_man_polo_3_F_afro\n- C_man_polo_3_F_afro_sick\n- C_man_polo_3_F_asia\n- C_man_polo_3_F_euro\n- C_man_polo_4_F\n- C_man_polo_4_F_afro\n- C_man_polo_4_F_asia\n- C_man_polo_4_F_euro\n- C_man_polo_5_F\n- C_man_polo_5_F_afro\n- C_man_polo_5_F_asia\n- C_man_polo_5_F_euro\n- C_man_polo_6_F\n- C_man_polo_6_F_afro\n- C_man_polo_6_F_afro_sick\n- C_man_polo_6_F_asia\n- C_man_polo_6_F_euro\n- C_man_shorts_1_F\n- C_man_shorts_1_F_afro\n- C_man_shorts_1_F_asia\n- C_man_shorts_1_F_euro\n- C_man_shorts_2_F\n- C_man_shorts_2_F_afro\n- C_man_shorts_2_F_asia\n- C_man_shorts_2_F_euro\n- C_man_shorts_3_F\n- C_man_shorts_3_F_afro\n- C_man_shorts_3_F_asia\n- C_man_shorts_3_F_euro\n- C_man_shorts_4_F\n- C_man_shorts_4_F_afro\n- C_man_shorts_4_F_asia\n- C_man_shorts_4_F_euro\n- C_Man_smart_casual_1_F\n- C_Man_smart_casual_1_F_afro\n- C_Man_smart_casual_1_F_asia\n- C_Man_smart_casual_1_F_euro\n- C_Man_smart_casual_1_F_tanoan\n- C_Man_smart_casual_2_F\n- C_Man_smart_casual_2_F_afro\n- C_Man_smart_casual_2_F_asia\n- C_Man_smart_casual_2_F_euro\n- C_Man_smart_casual_2_F_tanoan\n- C_man_sport_1_F\n- C_man_sport_1_F_afro\n- C_man_sport_1_F_asia\n- C_man_sport_1_F_euro\n- C_man_sport_1_F_tanoan\n- C_man_sport_2_F\n- C_man_sport_2_F_afro\n- C_man_sport_2_F_afro_sick\n- C_man_sport_2_F_asia\n- C_man_sport_2_F_euro\n- C_man_sport_2_F_tanoan\n- C_man_sport_3_F\n- C_man_sport_3_F_afro\n- C_man_sport_3_F_asia\n- C_man_sport_3_F_euro\n- C_man_sport_3_F_tanoan\n- C_Man_UAV_06_F\n- C_Man_UAV_06_medical_F\n- C_Man_UtilityWorker_01_F\n- C_man_w_worker_F\n- C_Marshal_F\n- C_Nikos\n- C_Nikos_aged\n- C_Offroad_01_blue_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_01_bluecustom_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_01_comms_F\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsServicesStart\n  1. HideCover => door\n  1. StartBeaconLight => user\n  1. HideRoofRack => user\n  1. HideLoudSpeakers => user\n  1. HideAntennas => user\n  1. HideBeacon => user\n  1. HideSpotlight => user\n  1. HideCoverTailGate => user\n  1. HideDoor3 => Proxy\n  1. OpenDoor3 => door\n  1. Wheel_1_1_damper => damper\n  1. Wheel_2_1_damper => damper\n  1. gunner_lf_turn => gunner_lf_turn\n  1. gunner_rf_turn => gunner_rf_turn\n- C_Offroad_01_covered_F\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsServicesStart\n  1. HideCover => door\n  1. StartBeaconLight => user\n  1. HideRoofRack => user\n  1. HideLoudSpeakers => user\n  1. HideAntennas => user\n  1. HideBeacon => user\n  1. HideSpotlight => user\n  1. HideCoverTailGate => user\n  1. HideDoor3 => Proxy\n  1. OpenDoor3 => door\n  1. Wheel_1_1_damper => damper\n  1. Wheel_2_1_damper => damper\n  1. gunner_lf_turn => gunner_lf_turn\n  1. gunner_rf_turn => gunner_rf_turn\n- C_Offroad_01_darkred_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_01_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_01_red_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_01_repair_F\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. hideConstruction => Proxy\n  1. HideBackpacks => Proxy\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n- C_Offroad_01_sand_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_01_white_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_02_unarmed_black_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_Offroad_02_unarmed_blue_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_Offroad_02_unarmed_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_Offroad_02_unarmed_green_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_Offroad_02_unarmed_orange_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_Offroad_02_unarmed_red_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_Offroad_02_unarmed_white_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_Offroad_default_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_luxe_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_stripped_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Orestes\n- C_Paramedic_01_base_F\n- C_Plane_Civil_01_F\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. Hit_Avionics => hit [HitAvionics]\n- C_Plane_Civil_01_racing_F\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. Hit_Avionics => hit [HitAvionics]\n- C_Protagonist_VR_F\n- C_Quadbike_01_black_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Quadbike_01_blue_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Quadbike_01_red_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Quadbike_01_white_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Rubberboat\n- C_scientist_01_formal_F\n- C_scientist_01_informal_F\n- C_scientist_02_formal_F\n- C_scientist_02_informal_F\n- C_scientist_F\n- C_Scooter_Transport_01_F\n- C_Soldier_VR_F\n- C_Story_EOD_01_F\n- C_Story_Mechanic_01_F\n- C_Story_Scientist_01_F\n- C_Story_Scientist_02_F\n- C_supplyCrate_F\n- C_SUV_01_F\n  1. Hide => user\n- C_T_supplyCrate_F\n- C_Tractor_01_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. Hide_Lights => user\n- C_Truck_02_box_F\n  1. spz_hide => user\n- C_Truck_02_covered_F\n  1. spz_hide => user\n- C_Truck_02_fuel_F\n  1. spz_hide => user\n- C_Truck_02_transport_F\n  1. spz_hide => user\n- C_UAV_06_backpack_F\n- C_UAV_06_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- C_UAV_06_medical_backpack_F\n- C_UAV_06_medical_F\n  1. LED_lights_hide => user\n- C_UAV_AI_F\n- C_Uniform_ArtTShirt_01_v1_F\n- C_Uniform_ArtTShirt_01_v2_F\n- C_Uniform_ArtTShirt_01_v3_F\n- C_Uniform_ArtTShirt_01_v4_F\n- C_Uniform_ArtTShirt_01_v5_F\n- C_Uniform_ArtTShirt_01_v6_F\n- C_Uniform_Farmer_01_F\n- C_Uniform_FormalSuit_01_black_F\n- C_Uniform_FormalSuit_01_blue_F\n- C_Uniform_FormalSuit_01_gray_F\n- C_Uniform_FormalSuit_01_khaki_F\n- C_Uniform_FormalSuit_01_tshirt_black_F\n- C_Uniform_FormalSuit_01_tshirt_gray_F\n- C_Uniform_Scientist_01_F\n- C_Uniform_Scientist_01_formal_F\n- C_Uniform_Scientist_02_F\n- C_Uniform_Scientist_02_formal_F\n- C_Van_01_box_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_box_red_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_box_white_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_fuel_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_fuel_red_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_fuel_red_v2_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_fuel_white_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_fuel_white_v2_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_transport_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_transport_red_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_transport_white_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_02_medevac_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- C_Van_02_service_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- C_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- C_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- C_VirtualCurator_F\n- Camera_F\n- CamoNet_BLUFOR_big_Curator_F\n- CamoNet_BLUFOR_big_F\n- CamoNet_BLUFOR_Curator_F\n- CamoNet_BLUFOR_F\n- CamoNet_BLUFOR_open_Curator_F\n- CamoNet_BLUFOR_open_F\n- CamoNet_ghex_big_Curator_F\n- CamoNet_ghex_big_F\n- CamoNet_ghex_Curator_F\n- CamoNet_ghex_F\n- CamoNet_ghex_open_Curator_F\n- CamoNet_ghex_open_F\n- CamoNet_INDP_big_Curator_F\n- CamoNet_INDP_big_F\n- CamoNet_INDP_Curator_F\n- CamoNet_INDP_F\n- CamoNet_INDP_open_Curator_F\n- CamoNet_INDP_open_F\n- CamoNet_OPFOR_big_Curator_F\n- CamoNet_OPFOR_big_F\n- CamoNet_OPFOR_Curator_F\n- CamoNet_OPFOR_F\n- CamoNet_OPFOR_open_Curator_F\n- CamoNet_OPFOR_open_F\n- CamoNet_wdl_big_Curator_F\n- CamoNet_wdl_big_F\n- CamoNet_wdl_Curator_F\n- CamoNet_wdl_F\n- CamoNet_wdl_open_Curator_F\n- CamoNet_wdl_open_F\n- Campfire_burning_F\n- Canvas_01_F\n- Canvas_01_Landscape_F\n- Canvas_01_Large_F\n- Canvas_01_Small_F\n- Canvas_01_Square_F\n- CargoNet_01_barrels_F\n- CargoNet_01_box_F\n- CargoPlaftorm_01_brown_F\n  1. Leg_1_Move_Source => user\n  1. Leg_2_Move_Source => user\n  1. Leg_3_Move_Source => user\n  1. Leg_4_Move_Source => user\n  1. Panel_1_Rotate_Source => user\n  1. Panel_2_Rotate_Source => user\n  1. Panel_3_Rotate_Source => user\n  1. Panel_4_Rotate_Source => user\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CargoPlaftorm_01_brown_ruins_F\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CargoPlaftorm_01_green_F\n  1. Leg_1_Move_Source => user\n  1. Leg_2_Move_Source => user\n  1. Leg_3_Move_Source => user\n  1. Leg_4_Move_Source => user\n  1. Panel_1_Rotate_Source => user\n  1. Panel_2_Rotate_Source => user\n  1. Panel_3_Rotate_Source => user\n  1. Panel_4_Rotate_Source => user\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CargoPlaftorm_01_green_ruins_F\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CargoPlaftorm_01_jungle_F\n  1. Leg_1_Move_Source => user\n  1. Leg_2_Move_Source => user\n  1. Leg_3_Move_Source => user\n  1. Leg_4_Move_Source => user\n  1. Panel_1_Rotate_Source => user\n  1. Panel_2_Rotate_Source => user\n  1. Panel_3_Rotate_Source => user\n  1. Panel_4_Rotate_Source => user\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CargoPlaftorm_01_jungle_ruins_F\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CargoPlaftorm_01_rusty_F\n  1. Leg_1_Move_Source => user\n  1. Leg_2_Move_Source => user\n  1. Leg_3_Move_Source => user\n  1. Leg_4_Move_Source => user\n  1. Panel_1_Rotate_Source => user\n  1. Panel_2_Rotate_Source => user\n  1. Panel_3_Rotate_Source => user\n  1. Panel_4_Rotate_Source => user\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CargoPlaftorm_01_rusty_ruins_F\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CatShark_F\n- CBRNCase_01_F\n- CBRNContainer_01_closed_olive_F\n  1. Hide_Lid => user\n- CBRNContainer_01_closed_yellow_F\n  1. Hide_Lid => user\n- CBRNContainer_01_olive_F\n  1. Hide_Lid => user\n- CBRNContainer_01_yellow_F\n  1. Hide_Lid => user\n- CBRNLid_01_olive_F\n- CBRNLid_01_yellow_F\n- Church\n- CivilianPresence_C_Farmer_01_enoch_F\n- CivilianPresence_C_Man_1_enoch_F\n- CivilianPresence_C_Man_2_enoch_F\n- CivilianPresence_C_Man_3_enoch_F\n- CivilianPresence_C_Man_4_enoch_F\n- CivilianPresence_C_Man_5_enoch_F\n- CivilianPresence_C_Man_6_enoch_F\n- CivilianPresence_C_Man_casual_1_F_afro\n- CivilianPresence_C_Man_casual_1_F_asia\n- CivilianPresence_C_Man_casual_1_F_euro\n- CivilianPresence_C_Man_casual_1_F_tanoan\n- CivilianPresence_C_Man_casual_2_F_afro\n- CivilianPresence_C_Man_casual_2_F_asia\n- CivilianPresence_C_Man_casual_2_F_euro\n- CivilianPresence_C_Man_casual_2_F_tanoan\n- CivilianPresence_C_Man_casual_3_F_afro\n- CivilianPresence_C_Man_casual_3_F_asia\n- CivilianPresence_C_Man_casual_3_F_euro\n- CivilianPresence_C_Man_casual_3_F_tanoan\n- CivilianPresence_C_Man_casual_4_F_afro\n- CivilianPresence_C_Man_casual_4_F_asia\n- CivilianPresence_C_Man_casual_4_F_euro\n- CivilianPresence_C_Man_casual_4_F_tanoan\n- CivilianPresence_C_Man_casual_5_F_afro\n- CivilianPresence_C_Man_casual_5_F_asia\n- CivilianPresence_C_Man_casual_5_F_euro\n- CivilianPresence_C_Man_casual_5_F_tanoan\n- CivilianPresence_C_Man_casual_6_F_afro\n- CivilianPresence_C_Man_casual_6_F_asia\n- CivilianPresence_C_Man_casual_6_F_euro\n- CivilianPresence_C_Man_casual_6_F_tanoan\n- CivilianPresence_C_man_polo_1_F_afro\n- CivilianPresence_C_man_polo_1_F_asia\n- CivilianPresence_C_man_polo_1_F_euro\n- CivilianPresence_C_man_polo_2_F_afro\n- CivilianPresence_C_man_polo_2_F_asia\n- CivilianPresence_C_man_polo_2_F_euro\n- CivilianPresence_C_man_polo_3_F_afro\n- CivilianPresence_C_man_polo_3_F_asia\n- CivilianPresence_C_man_polo_3_F_euro\n- CivilianPresence_C_man_polo_4_F_afro\n- CivilianPresence_C_man_polo_4_F_asia\n- CivilianPresence_C_man_polo_4_F_euro\n- CivilianPresence_C_man_polo_5_F_afro\n- CivilianPresence_C_man_polo_5_F_asia\n- CivilianPresence_C_man_polo_5_F_euro\n- CivilianPresence_C_man_polo_6_F_afro\n- CivilianPresence_C_man_polo_6_F_asia\n- CivilianPresence_C_man_polo_6_F_euro\n- Claymore_F\n- Cock_random_F\n- Cock_white_F\n- Coffin_01_F\n  1. Door1_Rotation => user\n  1. Door2_Rotation => user\n  1. Door1_Hide => user\n  1. Door2_Hide => user\n- Coffin_02_BasePlate_F\n- Coffin_02_BasePlate_US_F\n- Coffin_02_Cover_F\n  1. Drawer_1_move_source => user\n  1. Drawer_1_hide_source => user\n- Coffin_02_Cover_US_F\n  1. Drawer_1_move_source => user\n  1. Drawer_1_hide_source => user\n- Coffin_02_F\n  1. Drawer_1_move_source => user\n  1. Drawer_1_hide_source => user\n- Coffin_02_Flag_F\n- Coffin_02_US_F\n  1. Drawer_1_move_source => user\n  1. Drawer_1_hide_source => user\n- ContainerSupply\n- ContainmentArea_01_black_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ContainmentArea_01_forest_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ContainmentArea_01_sand_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ContainmentArea_02_black_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ContainmentArea_02_forest_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ContainmentArea_02_sand_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ContainmentArea_03_black_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ContainmentArea_03_yellow_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ControlPoint_F\n- Crater\n- CraterLong\n- CraterLong_02_F\n- CraterLong_02_small_F\n- CraterLong_small\n- Curator_F\n- Curve_F\n\n#### D\n\n- DeconKit_01_F\n- DeconShower_01_F\n  1. Hide_Mist_Source => user\n  1. valve_source => user\n- DeconShower_01_sound_F\n  1. Hide_Mist_Source => user\n  1. valve_source => user\n- DeconShower_02_F\n  1. Sprinkler_1_move => user\n  1. Sprinkler_2_move => user\n  1. Sprinkler_3_move => user\n  1. Hide_Mist_Source => user\n  1. Sprinkler_4_hide => user\n  1. valve_source => user\n- Decontamination_base_F\n- DemoCharge_F\n- Dirthump_1_F\n- Dirthump_2_F\n- Dirthump_3_F\n- Dirthump_4_F\n- DrainageDeck_01_base_F\n- DrainageDeck_01_F\n- Drone_explosive\n- Drone_explosive_dummy\n- DroneScanBeamSound_01_End_F\n- DroneScanBeamSound_01_Loop_F\n- DroneScanBeamSound_01_Start_F\n- DroneWeaponChargeSound_01_F\n- DynamicAirport_01_F\n\n#### E\n\n- Easel_01_F\n- Easel_01_folded_F\n- EauDeCombat_01_box_F\n- EauDeCombat_01_F\n- EauDeCombat_01_NoPop_F\n- EM_AutoTurret_Enc_01_F\n- EM_AutoTurret_Jammed_01_F\n- EM_Base_Noise_01_F\n- EM_Base_Noise_01_Outro3_F\n- EM_BlackBox_DistressSignal_01_F\n- EM_Darter_Enc_01_F\n- EM_Darter_Jammed_01_F\n- EM_Drone_01_F\n- EM_Drone_01_Tracking_01_F\n- EM_Emergency_Broadcast_01_F\n- EM_ESD_01_F\n- EM_freeroam1_am_nato_prisoner_request_HQ_0_F\n- EM_freeroam1_am_nato_prisoner_request_SOLDIERA_0_F\n- EM_freeroam1_em_device_searching_HQ_0_F\n- EM_freeroam1_em_device_searching_HQ_1_F\n- EM_freeroam1_em_device_searching_SOLDIERA_0_F\n- EM_freeroam1_em_device_searching_SOLDIERA_1_F\n- EM_freeroam1_em_device_turret_defense_HQ_0_F\n- EM_freeroam1_em_device_turret_defense_HQ_1_F\n- EM_freeroam1_em_device_turret_defense_HQ_2_F\n- EM_freeroam1_em_device_turret_defense_SOLDIERC_0_F\n- EM_freeroam1_em_device_turret_defense_SOLDIERC_1_F\n- EM_freeroam1_em_device_turret_defense_SOLDIERC_2_F\n- EM_freeroam1_em_ugv_actual_location_HQ_0_F\n- EM_freeroam1_em_ugv_actual_location_HQ_1_F\n- EM_freeroam1_em_ugv_actual_location_SOLDIERB_0_F\n- EM_freeroam1_em_ugv_actual_location_SOLDIERB_1_F\n- EM_freeroam1_em_ugv_probe_tip_HQ_0_F\n- EM_freeroam1_em_ugv_probe_tip_HQ_1_F\n- EM_freeroam1_em_ugv_probe_tip_HQ_2_F\n- EM_freeroam1_em_ugv_probe_tip_SOLDIERA_0_F\n- EM_freeroam1_em_ugv_probe_tip_SOLDIERA_1_F\n- EM_freeroam1_em_ugv_probe_tip_SOLDIERA_2_F\n- EM_freeroam1_em_valley_probe_awe_HQ_0_F\n- EM_freeroam1_em_valley_probe_awe_HQ_1_F\n- EM_freeroam1_em_valley_probe_awe_HQ_2_F\n- EM_freeroam1_em_valley_probe_awe_SOLDIERC_0_F\n- EM_freeroam1_em_valley_probe_awe_SOLDIERC_1_F\n- EM_freeroam1_em_valley_probe_awe_SOLDIERC_2_F\n- EM_freeroam2_am_forest_probe_discussion_HQ_0_F\n- EM_freeroam2_am_forest_probe_discussion_HQ_1_F\n- EM_freeroam2_am_forest_probe_discussion_HQ_2_F\n- EM_freeroam2_am_forest_probe_discussion_HQ_3_F\n- EM_freeroam2_am_forest_probe_discussion_HQ_4_F\n- EM_freeroam2_am_forest_probe_discussion_SOLDIERB_0_F\n- EM_freeroam2_am_forest_probe_discussion_SOLDIERB_1_F\n- EM_freeroam2_am_forest_probe_discussion_SOLDIERB_2_F\n- EM_freeroam2_am_forest_probe_discussion_SOLDIERB_3_F\n- EM_freeroam2_am_forest_probe_discussion_SOLDIERB_4_F\n- EM_freeroam2_am_looters_found_radio_HQ_0_F\n- EM_freeroam2_am_looters_found_radio_HQ_1_F\n- EM_freeroam2_am_looters_found_radio_HQ_2_F\n- EM_freeroam2_am_looters_found_radio_SOLDIERB_0_F\n- EM_freeroam2_am_looters_found_radio_SOLDIERB_1_F\n- EM_freeroam2_am_looters_found_radio_SOLDIERB_2_F\n- EM_freeroam2_am_matter_ball_found_ldf_investigate_HQ_0_F\n- EM_freeroam2_am_matter_ball_found_ldf_investigate_HQ_1_F\n- EM_freeroam2_am_matter_ball_found_ldf_investigate_HQ_2_F\n- EM_freeroam2_am_matter_ball_found_ldf_investigate_SOLDIERA_0_F\n- EM_freeroam2_am_matter_ball_found_ldf_investigate_SOLDIERA_1_F\n- EM_freeroam2_am_matter_ball_found_ldf_investigate_SOLDIERA_2_F\n- EM_freeroam2_am_radio_station_message_MAJOR_0_F\n- EM_freeroam2_am_radio_station_message_MAJOR_1_F\n- EM_freeroam2_am_radio_station_message_MAJOR_2_F\n- EM_freeroam2_am_radio_station_message_MAJOR_3_F\n- EM_freeroam2_am_radio_station_message_MAJOR_4_F\n- EM_freeroam2_am_radio_station_message_MAJOR_5_F\n- EM_freeroam2_am_radio_station_message_MAJOR_6_F\n- EM_freeroam2_am_radio_station_message_MAJOR_7_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_HQ_0_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_HQ_1_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_SOLDIERC_0_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_SOLDIERC_1_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var1_HQ_0_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var1_HQ_1_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var1_SOLDIERC_0_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var1_SOLDIERC_1_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var2_HQ_0_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var2_HQ_1_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var2_SOLDIERC_0_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var2_SOLDIERC_1_F\n- EM_handshake_a2q_SQUAD_0_F\n- EM_handshake_a2q_SQUAD_1_F\n- EM_handshake_a2q_SQUAD_2_F\n- EM_handshake_a2q_SQUAD_3_F\n- EM_handshake_a2q_SQUAD_4_F\n- EM_handshake_b2q_SQUAD_0_F\n- EM_handshake_b2q_SQUAD_1_F\n- EM_handshake_b2q_SQUAD_2_F\n- EM_handshake_b2q_SQUAD_3_F\n- EM_handshake_b2q_SQUAD_4_F\n- EM_handshake_c2q_SQUAD_0_F\n- EM_handshake_c2q_SQUAD_1_F\n- EM_handshake_c2q_SQUAD_2_F\n- EM_handshake_c2q_SQUAD_3_F\n- EM_handshake_c2q_SQUAD_4_F\n- EM_handshake_d2q_SQUAD_0_F\n- EM_handshake_d2q_SQUAD_1_F\n- EM_handshake_d2q_SQUAD_2_F\n- EM_handshake_d2q_SQUAD_3_F\n- EM_handshake_d2q_SQUAD_4_F\n- EM_handshake_e2q_SQUAD_0_F\n- EM_handshake_e2q_SQUAD_1_F\n- EM_handshake_e2q_SQUAD_2_F\n- EM_handshake_e2q_SQUAD_3_F\n- EM_handshake_e2q_SQUAD_4_F\n- EM_handshake_f2q_SQUAD_0_F\n- EM_handshake_f2q_SQUAD_1_F\n- EM_handshake_f2q_SQUAD_2_F\n- EM_handshake_f2q_SQUAD_3_F\n- EM_handshake_f2q_SQUAD_4_F\n- EM_handshake_g2q_SQUAD_0_F\n- EM_handshake_g2q_SQUAD_1_F\n- EM_handshake_g2q_SQUAD_2_F\n- EM_handshake_g2q_SQUAD_3_F\n- EM_handshake_g2q_SQUAD_4_F\n- EM_handshake_h2q_SQUAD_0_F\n- EM_handshake_h2q_SQUAD_1_F\n- EM_handshake_h2q_SQUAD_2_F\n- EM_handshake_h2q_SQUAD_3_F\n- EM_handshake_h2q_SQUAD_4_F\n- EM_handshake_q2a_HQ_0_F\n- EM_handshake_q2a_HQ_1_F\n- EM_handshake_q2a_HQ_2_F\n- EM_handshake_q2a_HQ_3_F\n- EM_handshake_q2a_HQ_4_F\n- EM_handshake_q2b_HQ_0_F\n- EM_handshake_q2b_HQ_1_F\n- EM_handshake_q2b_HQ_2_F\n- EM_handshake_q2b_HQ_3_F\n- EM_handshake_q2b_HQ_4_F\n- EM_handshake_q2c_HQ_0_F\n- EM_handshake_q2c_HQ_1_F\n- EM_handshake_q2c_HQ_2_F\n- EM_handshake_q2c_HQ_3_F\n- EM_handshake_q2c_HQ_4_F\n- EM_handshake_q2d_HQ_0_F\n- EM_handshake_q2d_HQ_1_F\n- EM_handshake_q2d_HQ_2_F\n- EM_handshake_q2d_HQ_3_F\n- EM_handshake_q2d_HQ_4_F\n- EM_handshake_q2e_HQ_0_F\n- EM_handshake_q2e_HQ_1_F\n- EM_handshake_q2e_HQ_2_F\n- EM_handshake_q2e_HQ_3_F\n- EM_handshake_q2e_HQ_4_F\n- EM_handshake_q2f_HQ_0_F\n- EM_handshake_q2f_HQ_1_F\n- EM_handshake_q2f_HQ_2_F\n- EM_handshake_q2f_HQ_3_F\n- EM_handshake_q2g_HQ_0_F\n- EM_handshake_q2g_HQ_1_F\n- EM_handshake_q2g_HQ_2_F\n- EM_handshake_q2g_HQ_3_F\n- EM_handshake_q2g_HQ_4_F\n- EM_handshake_q2h_HQ_0_F\n- EM_handshake_q2h_HQ_1_F\n- EM_handshake_q2h_HQ_2_F\n- EM_handshake_q2h_HQ_3_F\n- EM_handshake_q2h_HQ_4_F\n- EM_hq_confirm_help_HQ_0_F\n- EM_hq_confirm_help_HQ_1_F\n- EM_hq_confirm_help_HQ_2_F\n- EM_hq_confused_HQ_0_F\n- EM_hq_confused_HQ_1_F\n- EM_hq_confused_HQ_2_F\n- EM_hq_deny_help_HQ_0_F\n- EM_hq_deny_help_HQ_1_F\n- EM_hq_deny_help_HQ_2_F\n- EM_hq_dummy_reply_HQ_0_F\n- EM_hq_dummy_reply_HQ_1_F\n- EM_hq_dummy_reply_HQ_2_F\n- EM_hq_dummy_reply_HQ_3_F\n- EM_hq_dummy_reply_HQ_4_F\n- EM_HQ_Enc_01_F\n- EM_hq_identify_HQ_0_F\n- EM_hq_identify_HQ_1_F\n- EM_hq_identify_HQ_2_F\n- EM_hq_move_e_HQ_0_F\n- EM_hq_move_e_HQ_1_F\n- EM_hq_move_e_HQ_2_F\n- EM_hq_move_e_HQ_3_F\n- EM_hq_move_e_HQ_4_F\n- EM_hq_move_n_HQ_0_F\n- EM_hq_move_n_HQ_1_F\n- EM_hq_move_n_HQ_2_F\n- EM_hq_move_n_HQ_3_F\n- EM_hq_move_n_HQ_4_F\n- EM_hq_move_s_HQ_0_F\n- EM_hq_move_s_HQ_1_F\n- EM_hq_move_s_HQ_2_F\n- EM_hq_move_s_HQ_3_F\n- EM_hq_move_s_HQ_4_F\n- EM_hq_move_w_HQ_0_F\n- EM_hq_move_w_HQ_1_F\n- EM_hq_move_w_HQ_2_F\n- EM_hq_move_w_HQ_3_F\n- EM_hq_move_w_HQ_4_F\n- EM_hq_negative_HQ_0_F\n- EM_hq_negative_HQ_1_F\n- EM_hq_negative_HQ_2_F\n- EM_hq_no_help_HQ_0_F\n- EM_hq_no_help_HQ_1_F\n- EM_hq_no_help_HQ_2_F\n- EM_hq_no_move_HQ_0_F\n- EM_hq_no_move_HQ_1_F\n- EM_hq_no_move_HQ_2_F\n- EM_hq_no_response_a_HQ_0_F\n- EM_hq_no_response_a_HQ_1_F\n- EM_hq_no_response_a_HQ_2_F\n- EM_hq_no_response_b_HQ_0_F\n- EM_hq_no_response_b_HQ_1_F\n- EM_hq_no_response_b_HQ_2_F\n- EM_hq_no_response_c_HQ_0_F\n- EM_hq_no_response_c_HQ_1_F\n- EM_hq_no_response_c_HQ_2_F\n- EM_hq_no_response_d_HQ_0_F\n- EM_hq_no_response_d_HQ_1_F\n- EM_hq_no_response_d_HQ_2_F\n- EM_hq_no_response_e_HQ_0_F\n- EM_hq_no_response_e_HQ_1_F\n- EM_hq_no_response_e_HQ_2_F\n- EM_hq_no_response_f_HQ_0_F\n- EM_hq_no_response_f_HQ_1_F\n- EM_hq_no_response_f_HQ_2_F\n- EM_hq_no_response_g_HQ_0_F\n- EM_hq_no_response_g_HQ_1_F\n- EM_hq_no_response_g_HQ_2_F\n- EM_hq_no_response_h_HQ_0_F\n- EM_hq_no_response_h_HQ_1_F\n- EM_hq_no_response_h_HQ_2_F\n- EM_hq_positive_HQ_0_F\n- EM_hq_positive_HQ_1_F\n- EM_hq_positive_HQ_2_F\n- EM_hq_posrep_HQ_0_F\n- EM_hq_posrep_HQ_1_F\n- EM_hq_posrep_HQ_2_F\n- EM_HQ_Russian_Enc_01_F\n- EM_hq_safe_HQ_0_F\n- EM_hq_safe_HQ_1_F\n- EM_hq_safe_HQ_2_F\n- EM_hq_say_again_HQ_0_F\n- EM_hq_say_again_HQ_1_F\n- EM_hq_say_again_HQ_2_F\n- EM_hq_send_help_a_HQ_0_F\n- EM_hq_send_help_a_HQ_1_F\n- EM_hq_send_help_a_HQ_2_F\n- EM_hq_send_help_b_HQ_0_F\n- EM_hq_send_help_b_HQ_1_F\n- EM_hq_send_help_b_HQ_2_F\n- EM_hq_send_help_c_HQ_0_F\n- EM_hq_send_help_c_HQ_1_F\n- EM_hq_send_help_c_HQ_2_F\n- EM_hq_send_help_d_HQ_0_F\n- EM_hq_send_help_d_HQ_1_F\n- EM_hq_send_help_d_HQ_2_F\n- EM_hq_send_help_e_HQ_0_F\n- EM_hq_send_help_e_HQ_1_F\n- EM_hq_send_help_e_HQ_2_F\n- EM_hq_send_help_f_HQ_0_F\n- EM_hq_send_help_f_HQ_1_F\n- EM_hq_send_help_f_HQ_2_F\n- EM_hq_send_help_g_HQ_0_F\n- EM_hq_send_help_g_HQ_1_F\n- EM_hq_send_help_g_HQ_2_F\n- EM_hq_silence_HQ_0_F\n- EM_hq_silence_HQ_1_F\n- EM_hq_silence_HQ_2_F\n- EM_hq_strange_signal_reply_HQ_0_F\n- EM_hq_strange_signal_reply_HQ_1_F\n- EM_hq_strange_signal_reply_HQ_2_F\n- EM_intro2_physicist_am_4_1_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_2_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_3_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_4_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_5_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_6_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_7_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_8_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_9_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_loop_PHYSICIST_0_F\n- EM_intro2_q2raven_am_2_1_RAVEN_0_F\n- EM_intro2_q2raven_am_2_2_RAVEN_0_F\n- EM_intro2_q2raven_am_2_3_RAVEN_0_F\n- EM_intro2_q2raven_am_2_4_RAVEN_0_F\n- EM_intro2_q2raven_am_2_5_HQ_0_F\n- EM_intro2_q2raven_am_2_6_HQ_0_F\n- EM_intro2_q2raven_am_2_7_RAVEN_0_F\n- EM_intro2_q2s_am_1_1_SQUAD_0_F\n- EM_intro2_q2s_am_1_2_SQUAD_0_F\n- EM_intro2_q2s_am_1_3_HQ_0_F\n- EM_intro2_q2s_am_1_4_SQUAD_0_F\n- EM_intro2_q2s_am_1_5_SQUAD_0_F\n- EM_intro2_q2s_am_1_6_SQUAD_0_F\n- EM_intro2_q2s_am_1_7_HQ_0_F\n- EM_intro2_q2s_am_1_8_HQ_0_F\n- EM_intro2_q2s_am_1_9_HQ_0_F\n- EM_intro2_q2s_am_1_loop_HQ_0_F\n- EM_intro2_q_am_3_1_UNKNOWN_0_F\n- EM_intro2_q_am_3_2_HQ_0_F\n- EM_intro2_q_am_3_3_HQ_0_F\n- EM_intro2_q_am_3_4_UNKNOWN_0_F\n- EM_intro2_q_am_3_5_HQ_0_F\n- EM_intro2_q_am_3_6_HQ_0_F\n- EM_intro2_q_am_3_7_HQ_0_F\n- EM_intro2_q_am_3_8_HQ_0_F\n- EM_intro2_q_am_3_loop_HQ_0_F\n- EM_intro2_q_am_3_loop_HQ_1_F\n- EM_intro2_q_am_3_loop_HQ_2_F\n- EM_intro2_s_am_2_1_SQUAD_0_F\n- EM_intro2_s_am_2_2_AMBIENTA_0_F\n- EM_intro2_s_am_2_3_SQUAD_0_F\n- EM_intro2_s_am_2_4_AMBIENTA_0_F\n- EM_intro2_s_am_2_5_AMBIENTA_0_F\n- EM_intro2_s_am_2_6_SQUAD_0_F\n- EM_intro2_s_am_2_7_SQUAD_0_F\n- EM_intro2_s_am_2_8_SQUAD_0_F\n- EM_intro2_s_am_2_loop_SQUAD_0_F\n- EM_intro2_s_am_2_loop_SQUAD_1_F\n- EM_intro2_s_am_2_loop_SQUAD_2_F\n- EM_intro2_s_am_3_1_SQUAD_0_F\n- EM_intro2_s_am_3_2_SQUAD_0_F\n- EM_intro2_s_am_3_3_AMBIENTB_0_F\n- EM_intro2_s_am_3_4_AMBIENTB_0_F\n- EM_intro2_s_am_3_5_AMBIENTB_0_F\n- EM_intro2_s_am_3_6_SQUAD_0_F\n- EM_intro2_s_am_3_7_SQUAD_0_F\n- EM_intro2_s_am_3_8_SQUAD_0_F\n- EM_intro2_s_am_3_loop_SQUAD_0_F\n- EM_intro2_s_am_3_loop_SQUAD_1_F\n- EM_intro2_s_am_3_loop_SQUAD_2_F\n- EM_Mission_FreeRoam1_01_F\n- EM_Mission_FreeRoam2_01_F\n- EM_Mission_Intro1_01_F\n- EM_Mission_Intro2_01_F\n- EM_Mission_Intro3_01_F\n- EM_Mission_Outro2_01_F\n- EM_Mission_Outro3_01_F\n- EM_MorseCode_01_F\n- EM_MotherShip_01_F\n- EM_Mothership_01_Tracking_01_F\n- EM_outro2_aet_jammed_2_SOLDIERB_0_F\n- EM_outro2_aet_jammed_3_SOLDIERC_0_F\n- EM_outro2_aet_jammed_4_SOLDIERA_0_F\n- EM_outro2_aet_jammed_SOLDIERA_0_F\n- EM_outro2_aet_resuming_2_SOLDIERB_0_F\n- EM_outro2_aet_resuming_3_SOLDIERC_0_F\n- EM_outro2_aet_resuming_4_SOLDIERA_0_F\n- EM_outro2_aet_resuming_SOLDIERA_0_F\n- EM_outro2_fox_2_HQ_0_F\n- EM_outro2_fox_2_SOLDIERA_0_F\n- EM_outro2_ldf_counterattack_HQ_0_F\n- EM_outro2_ldf_counterattack_HQ_1_F\n- EM_outro2_ldf_counterattack_HQ_2_F\n- EM_outro2_ldf_counterattack_HQ_3_F\n- EM_outro2_ldf_counterattack_HQ_4_F\n- EM_outro2_probe_explosives_HQ_0_F\n- EM_outro2_probe_explosives_HQ_1_F\n- EM_outro2_probe_explosives_HQ_2_F\n- EM_outro2_probe_explosives_SOLDIERB_0_F\n- EM_outro2_probe_explosives_SOLDIERB_1_F\n- EM_outro2_probe_explosives_SOLDIERB_2_F\n- EM_outro2_probe_target_HQ_0_F\n- EM_outro2_probe_target_HQ_1_F\n- EM_outro3_am_aan_radio_news_merged_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_0_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_1_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_2_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_3_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_4_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_5_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_6_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_7_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_8_F\n- EM_outro3_am_cbn_radio_news_merged_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_0_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_1_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_2_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_3_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_4_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_5_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_6_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_7_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_8_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_9_F\n- EM_outro3_am_conspiracy_radio_merged_F\n- EM_outro3_am_conspiracy_radio_THEORIST_0_F\n- EM_outro3_am_conspiracy_radio_THEORIST_10_F\n- EM_outro3_am_conspiracy_radio_THEORIST_11_F\n- EM_outro3_am_conspiracy_radio_THEORIST_12_F\n- EM_outro3_am_conspiracy_radio_THEORIST_13_F\n- EM_outro3_am_conspiracy_radio_THEORIST_14_F\n- EM_outro3_am_conspiracy_radio_THEORIST_15_F\n- EM_outro3_am_conspiracy_radio_THEORIST_16_F\n- EM_outro3_am_conspiracy_radio_THEORIST_17_F\n- EM_outro3_am_conspiracy_radio_THEORIST_18_F\n- EM_outro3_am_conspiracy_radio_THEORIST_19_F\n- EM_outro3_am_conspiracy_radio_THEORIST_1_F\n- EM_outro3_am_conspiracy_radio_THEORIST_20_F\n- EM_outro3_am_conspiracy_radio_THEORIST_21_F\n- EM_outro3_am_conspiracy_radio_THEORIST_2_F\n- EM_outro3_am_conspiracy_radio_THEORIST_3_F\n- EM_outro3_am_conspiracy_radio_THEORIST_4_F\n- EM_outro3_am_conspiracy_radio_THEORIST_5_F\n- EM_outro3_am_conspiracy_radio_THEORIST_6_F\n- EM_outro3_am_conspiracy_radio_THEORIST_7_F\n- EM_outro3_am_conspiracy_radio_THEORIST_8_F\n- EM_outro3_am_conspiracy_radio_THEORIST_9_F\n- EM_outro3_am_polish_radio_news_merged_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_0_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_1_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_2_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_3_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_4_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_5_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_6_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_7_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_8_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_9_F\n- EM_outro3_am_science_chat_INTERVIEWERB_0_F\n- EM_outro3_am_science_chat_INTERVIEWERB_1_F\n- EM_outro3_am_science_chat_INTERVIEWERB_2_F\n- EM_outro3_am_science_chat_INTERVIEWERB_3_F\n- EM_outro3_am_science_chat_merged_F\n- EM_outro3_am_science_chat_SCIENTIST_0_F\n- EM_outro3_am_science_chat_SCIENTIST_1_F\n- EM_outro3_am_science_chat_SCIENTIST_2_F\n- EM_outro3_am_science_chat_SCIENTIST_3_F\n- EM_outro3_am_science_chat_SCIENTIST_4_F\n- EM_outro3_am_science_chat_SCIENTIST_5_F\n- EM_outro3_am_science_chat_SCIENTIST_6_F\n- EM_outro3_am_science_chat_SCIENTIST_7_F\n- EM_outro3_am_science_chat_SCIENTIST_8_F\n- EM_outro3_am_science_chat_SCIENTIST_9_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_0_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_10_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_1_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_2_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_3_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_4_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_5_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_6_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_7_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_8_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_9_F\n- EM_outro3_am_talkshow_radio_merged_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_0_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_10_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_11_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_12_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_13_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_14_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_1_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_2_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_3_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_4_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_5_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_6_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_7_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_8_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_9_F\n- EM_Puzzle_01_F\n- EM_Puzzle_02_F\n- EM_Puzzle_03_F\n- EM_RadioStation_Song_01_F\n- EM_RadioStation_Song_01_Transmission_F\n- EM_RadioStation_Song_02_F\n- EM_RadioStation_Song_02_Transmission_F\n- EM_RadioStation_Song_03_F\n- EM_RadioStation_Song_03_Transmission_F\n- EM_RussianBeacon_01_F\n- EM_Send_Hack_01_F\n- EM_Send_Signal_01_F\n- EM_Silence_01_F\n- EM_squad_compromised_SQUAD_0_F\n- EM_squad_compromised_SQUAD_1_F\n- EM_squad_compromised_SQUAD_2_F\n- EM_squad_confused_SQUAD_0_F\n- EM_squad_confused_SQUAD_1_F\n- EM_squad_confused_SQUAD_2_F\n- EM_squad_event_e_SQUAD_0_F\n- EM_squad_event_e_SQUAD_1_F\n- EM_squad_event_e_SQUAD_2_F\n- EM_squad_event_n_SQUAD_0_F\n- EM_squad_event_n_SQUAD_1_F\n- EM_squad_event_n_SQUAD_2_F\n- EM_squad_event_s_SQUAD_0_F\n- EM_squad_event_s_SQUAD_1_F\n- EM_squad_event_s_SQUAD_2_F\n- EM_squad_event_w_SQUAD_0_F\n- EM_squad_event_w_SQUAD_1_F\n- EM_squad_event_w_SQUAD_2_F\n- EM_squad_explosion_e_SQUAD_0_F\n- EM_squad_explosion_e_SQUAD_1_F\n- EM_squad_explosion_e_SQUAD_2_F\n- EM_squad_explosion_n_SQUAD_0_F\n- EM_squad_explosion_n_SQUAD_1_F\n- EM_squad_explosion_n_SQUAD_2_F\n- EM_squad_explosion_s_SQUAD_0_F\n- EM_squad_explosion_s_SQUAD_1_F\n- EM_squad_explosion_s_SQUAD_2_F\n- EM_squad_explosion_w_SQUAD_0_F\n- EM_squad_explosion_w_SQUAD_1_F\n- EM_squad_explosion_w_SQUAD_2_F\n- EM_squad_flare_e_SQUAD_0_F\n- EM_squad_flare_e_SQUAD_1_F\n- EM_squad_flare_e_SQUAD_2_F\n- EM_squad_flare_n_SQUAD_0_F\n- EM_squad_flare_n_SQUAD_1_F\n- EM_squad_flare_n_SQUAD_2_F\n- EM_squad_flare_s_SQUAD_0_F\n- EM_squad_flare_s_SQUAD_1_F\n- EM_squad_flare_s_SQUAD_2_F\n- EM_squad_flare_w_SQUAD_0_F\n- EM_squad_flare_w_SQUAD_1_F\n- EM_squad_flare_w_SQUAD_2_F\n- EM_squad_gunfire_e_SQUAD_0_F\n- EM_squad_gunfire_e_SQUAD_1_F\n- EM_squad_gunfire_e_SQUAD_2_F\n- EM_squad_gunfire_n_SQUAD_0_F\n- EM_squad_gunfire_n_SQUAD_1_F\n- EM_squad_gunfire_n_SQUAD_2_F\n- EM_squad_gunfire_s_SQUAD_0_F\n- EM_squad_gunfire_s_SQUAD_1_F\n- EM_squad_gunfire_s_SQUAD_2_F\n- EM_squad_gunfire_w_SQUAD_0_F\n- EM_squad_gunfire_w_SQUAD_1_F\n- EM_squad_gunfire_w_SQUAD_2_F\n- EM_Squad_Id_01_F\n- EM_Squad_Id_02_F\n- EM_Squad_Id_03_F\n- EM_Squad_Id_04_F\n- EM_Squad_Id_05_F\n- EM_Squad_Id_06_F\n- EM_Squad_Id_07_F\n- EM_Squad_Id_08_F\n- EM_squad_identify_SQUAD_0_F\n- EM_squad_identify_SQUAD_1_F\n- EM_squad_identify_SQUAD_2_F\n- EM_squad_negative_combat_SQUAD_0_F\n- EM_squad_negative_combat_SQUAD_1_F\n- EM_squad_negative_combat_SQUAD_2_F\n- EM_squad_negative_move_SQUAD_0_F\n- EM_squad_negative_move_SQUAD_1_F\n- EM_squad_negative_move_SQUAD_2_F\n- EM_squad_negative_SQUAD_0_F\n- EM_squad_negative_SQUAD_1_F\n- EM_squad_negative_SQUAD_2_F\n- EM_squad_positive_move_SQUAD_0_F\n- EM_squad_positive_move_SQUAD_1_F\n- EM_squad_positive_move_SQUAD_2_F\n- EM_squad_positive_move_SQUAD_3_F\n- EM_squad_positive_move_SQUAD_4_F\n- EM_squad_positive_move_SQUAD_5_F\n- EM_squad_positive_SQUAD_0_F\n- EM_squad_positive_SQUAD_1_F\n- EM_squad_positive_SQUAD_2_F\n- EM_squad_positive_SQUAD_3_F\n- EM_squad_positive_SQUAD_4_F\n- EM_squad_positive_SQUAD_5_F\n- EM_squad_posrep_reply_SQUAD_0_F\n- EM_squad_posrep_reply_SQUAD_1_F\n- EM_squad_posrep_reply_SQUAD_2_F\n- EM_squad_posrep_reply_SQUAD_3_F\n- EM_squad_posrep_reply_SQUAD_4_F\n- EM_squad_posrep_reply_SQUAD_5_F\n- EM_squad_request_help_SQUAD_0_F\n- EM_squad_request_help_SQUAD_1_F\n- EM_squad_request_help_SQUAD_2_F\n- EM_squad_say_again_SQUAD_0_F\n- EM_squad_say_again_SQUAD_1_F\n- EM_squad_say_again_SQUAD_2_F\n- EM_squad_strange_signal_SQUAD_0_F\n- EM_squad_strange_signal_SQUAD_1_F\n- EM_squad_strange_signal_SQUAD_2_F\n- EM_Stomper_Enc_01_F\n- EM_Stomper_Jammed_01_F\n- EM_Ugv_Enc_01_F\n- EM_Ugv_Jammed_01_F\n\n#### F\n\n- Fin_blackwhite_F\n- Fin_ocherwhite_F\n- Fin_random_F\n- Fin_sand_F\n- Fin_tricolour_F\n- FirePlace_burning_F\n- FireSectorTarget\n- Flag_AAF_F\n- Flag_Altis_F\n- Flag_AltisColonial_F\n- Flag_ARMEX_F\n- Flag_BI_F\n- Flag_Blue_F\n- Flag_Blueking_F\n- Flag_Blueking_inverted_F\n- Flag_Burstkoke_F\n- Flag_Burstkoke_inverted_F\n- Flag_CSAT_F\n- Flag_CTRG_F\n- Flag_EAF_F\n- Flag_Enoch_F\n- Flag_FD_Blue_F\n- Flag_FD_Green_F\n- Flag_FD_Orange_F\n- Flag_FD_Purple_F\n- Flag_FD_Red_F\n- Flag_FIA_F\n- Flag_Fuel_F\n- Flag_Fuel_inverted_F\n- Flag_Gendarmerie_F\n- Flag_Green_F\n- Flag_HorizonIslands_F\n- Flag_IDAP_F\n- Flag_ION_F\n- Flag_Larkin_F\n- Flag_NATO_F\n- Flag_POWMIA_F\n- Flag_Quontrol_F\n- Flag_Red_F\n- Flag_Redburger_F\n- Flag_RedCrystal_F\n- Flag_Redstone_F\n- Flag_Suatmm_F\n- Flag_Syndikat_F\n- Flag_UK_F\n- Flag_UNO_F\n- Flag_US_F\n- Flag_Viper_F\n- Flag_Vrana_F\n- Flag_White_F\n- FlagCarrierCore\n- FlagChecked_F\n- FlagMarker_01_F\n- FlagPole_F\n- FlagSmall_F\n- FlexibleTank_01_forest_F\n- FlexibleTank_01_sand_F\n- Flipbook_01_F\n  1. particles_source => user\n  1. anim_source => user\n- Flipbook_02_F\n  1. particles_source => user\n  1. anim_source => user\n- FlowerBouquet_01_F\n- FlowerBouquet_02_F\n- FlowerBouquet_03_F\n- FoldedFlag_01_Altis_F\n- FoldedFlag_01_Livonia_F\n- FoldedFlag_01_Tanoa_F\n- FoldedFlag_01_UK_F\n- FoldedFlag_01_US_F\n- Fridge_01_closed_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Fridge_01_open_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- FxCartridge\n- FxCartridge_127\n- FxCartridge_127x54_APDS\n- FxCartridge_338_Ball\n- FxCartridge_338_NM_Ball\n- FxCartridge_556\n- FxCartridge_65\n- FxCartridge_65_caseless\n- FxCartridge_762\n- FxCartridge_762x39\n- FxCartridge_93x64_Ball\n- FxCartridge_9mm\n- FxCartridge_slug\n- FxCartridge_Small\n- FxExploArmor1\n- FxExploArmor2\n- FxExploArmor3\n- FxExploArmor4\n- FxExploGround1\n- FxExploGround2\n- FxWindGrass1\n- FxWindGrass2\n- FxWindGrass3\n- FxWindGrass4\n- FxWindHay1\n- FxWindLeaf1\n- FxWindLeaf2\n- FxWindLeaf3\n- FxWindLeaf4\n- FxWindLeaf5\n- FxWindLeaf6\n- FxWindPaper1\n- FxWindPlastic1\n- FxWindPollen1\n- FxWindRock1\n- FxWindSeed1\n- FxWindWheat1\n\n#### G\n\n- G_AssaultPack\n- G_Bergen\n- G_Carryall_Ammo\n- G_Carryall_Exp\n- G_FieldPack_LAT\n- G_FieldPack_LAT2\n- G_FieldPack_Medic\n- G_TacticalPack_Eng\n- GalleryDioramaBase_01_Dirt_F\n- GalleryDioramaBase_01_Grass_F\n- GalleryDioramaBase_01_Sand_F\n- GalleryDioramaDisplay_01_F\n- GalleryDioramaDisplay_02_F\n- GalleryDioramaUnit_01_Astra_F\n  1. Rotation => user\n  1. Light => user\n- GalleryDioramaUnit_01_F\n  1. Rotation => user\n  1. Light => user\n- GalleryDioramaUnit_01_IDAP_F\n  1. Rotation => user\n  1. Light => user\n- GalleryDioramaUnit_01_Macrotech_F\n  1. Rotation => user\n  1. Light => user\n- GalleryDioramaUnit_01_opsis_F\n  1. Rotation => user\n  1. Light => user\n- GalleryDioramaUnit_01_Redstone_F\n  1. Rotation => user\n  1. Light => user\n- GalleryDioramaUnit_01_Vrana_F\n  1. Rotation => user\n  1. Light => user\n- GalleryFrame_01_large_portrait_F\n- GalleryFrame_01_large_v1_F\n- GalleryFrame_01_large_v2_F\n- GalleryFrame_01_large_v3_F\n- GalleryFrame_02_F\n- GalleryFrame_02_large_rectangle_F\n- GalleryFrame_02_square_F\n- GalleryLabel_01_F\n- GenericCables_01_base_F\n- Goat_random_F\n- GravityWeapon_Charge_End_Sound_01_F\n- GravityWeapon_Charge_Loop_Sound_01_F\n- GravityWeapon_Charge_Start_Sound_01_F\n- GroundWeaponHolder\n- GroundWeaponHolder_Scripted\n\n#### H\n\n- HazmatBag_01_empty_F\n- HazmatBag_01_F\n- HazmatBag_01_roll_F\n- Headgear_H_Bandanna_blu\n- Headgear_H_Bandanna_camo\n- Headgear_H_Bandanna_cbr\n- Headgear_H_Bandanna_gry\n- Headgear_H_Bandanna_khk\n- Headgear_H_Bandanna_khk_hs\n- Headgear_H_Bandanna_mcamo\n- Headgear_H_Bandanna_sand\n- Headgear_H_Bandanna_sgg\n- Headgear_H_Bandanna_surfer\n- Headgear_H_Bandanna_surfer_blk\n- Headgear_H_Bandanna_surfer_grn\n- Headgear_H_Beret_02\n- Headgear_H_Beret_blk\n- Headgear_H_Beret_Colonel\n- Headgear_H_Beret_CSAT_01_F\n- Headgear_H_Beret_EAF_01_F\n- Headgear_H_Beret_gen_F\n- Headgear_H_Booniehat_dgtl\n- Headgear_H_Booniehat_eaf\n- Headgear_H_Booniehat_khk\n- Headgear_H_Booniehat_khk_hs\n- Headgear_H_Booniehat_mcamo\n- Headgear_H_Booniehat_mgrn\n- Headgear_H_Booniehat_oli\n- Headgear_H_Booniehat_taiga\n- Headgear_H_Booniehat_tan\n- Headgear_H_Booniehat_tna_F\n- Headgear_H_Booniehat_wdl\n- Headgear_H_Cap_Black_IDAP_F\n- Headgear_H_Cap_blk\n- Headgear_H_Cap_blk_CMMG\n- Headgear_H_Cap_blk_ION\n- Headgear_H_Cap_blk_Raven\n- Headgear_H_Cap_blu\n- Headgear_H_Cap_brn_SPECOPS\n- Headgear_H_Cap_grn\n- Headgear_H_Cap_grn_BI\n- Headgear_H_Cap_headphones\n- Headgear_H_Cap_khaki_specops_UK\n- Headgear_H_Cap_marshal\n- Headgear_H_Cap_oli\n- Headgear_H_Cap_oli_hs\n- Headgear_H_Cap_Orange_IDAP_F\n- Headgear_H_Cap_police\n- Headgear_H_Cap_press\n- Headgear_H_Cap_red\n- Headgear_H_Cap_surfer\n- Headgear_H_Cap_tan\n- Headgear_H_Cap_tan_specops_US\n- Headgear_H_Cap_usblack\n- Headgear_H_Cap_White_IDAP_F\n- Headgear_H_Construction_basic_black_F\n- Headgear_H_Construction_basic_orange_F\n- Headgear_H_Construction_basic_red_F\n- Headgear_H_Construction_basic_vrana_F\n- Headgear_H_Construction_basic_white_F\n- Headgear_H_Construction_basic_yellow_F\n- Headgear_H_Construction_earprot_black_F\n- Headgear_H_Construction_earprot_orange_F\n- Headgear_H_Construction_earprot_red_F\n- Headgear_H_Construction_earprot_vrana_F\n- Headgear_H_Construction_earprot_white_F\n- Headgear_H_Construction_earprot_yellow_F\n- Headgear_H_Construction_headset_black_F\n- Headgear_H_Construction_headset_orange_F\n- Headgear_H_Construction_headset_red_F\n- Headgear_H_Construction_headset_vrana_F\n- Headgear_H_Construction_headset_white_F\n- Headgear_H_Construction_headset_yellow_F\n- Headgear_H_CrewHelmetHeli_B\n- Headgear_H_CrewHelmetHeli_I\n- Headgear_H_CrewHelmetHeli_I_E\n- Headgear_H_CrewHelmetHeli_O\n- Headgear_H_EarProtectors_black_F\n- Headgear_H_EarProtectors_orange_F\n- Headgear_H_EarProtectors_red_F\n- Headgear_H_EarProtectors_white_F\n- Headgear_H_EarProtectors_yellow_F\n- Headgear_H_Hat_blue\n- Headgear_H_Hat_brown\n- Headgear_H_Hat_camo\n- Headgear_H_Hat_checker\n- Headgear_H_Hat_grey\n- Headgear_H_Hat_Safari_olive_F\n- Headgear_H_Hat_Safari_sand_F\n- Headgear_H_Hat_tan\n- Headgear_H_Hat_Tinfoil_F\n- Headgear_H_HeadBandage_bloody_F\n- Headgear_H_HeadBandage_clean_F\n- Headgear_H_HeadBandage_stained_F\n- Headgear_H_HeadSet_black_F\n- Headgear_H_HeadSet_orange_F\n- Headgear_H_HeadSet_red_F\n- Headgear_H_HeadSet_white_F\n- Headgear_H_HeadSet_yellow_F\n- Headgear_H_Helmet_Skate\n- Headgear_H_HelmetAggressor_cover_F\n- Headgear_H_HelmetAggressor_cover_taiga_F\n- Headgear_H_HelmetAggressor_F\n- Headgear_H_HelmetB\n- Headgear_H_HelmetB_black\n- Headgear_H_HelmetB_camo\n- Headgear_H_HelmetB_desert\n- Headgear_H_HelmetB_Enh_tna_F\n- Headgear_H_HelmetB_grass\n- Headgear_H_HelmetB_light\n- Headgear_H_HelmetB_light_black\n- Headgear_H_HelmetB_light_desert\n- Headgear_H_HelmetB_light_grass\n- Headgear_H_HelmetB_light_sand\n- Headgear_H_HelmetB_light_snakeskin\n- Headgear_H_HelmetB_Light_tna_F\n- Headgear_H_HelmetB_light_wdl\n- Headgear_H_HelmetB_plain_wdl\n- Headgear_H_HelmetB_sand\n- Headgear_H_HelmetB_snakeskin\n- Headgear_H_HelmetB_TI_arid_F\n- Headgear_H_HelmetB_TI_tna_F\n- Headgear_H_HelmetB_tna_F\n- Headgear_H_HelmetCrew_B\n- Headgear_H_HelmetCrew_I\n- Headgear_H_HelmetCrew_I_E\n- Headgear_H_HelmetCrew_O\n- Headgear_H_HelmetCrew_O_ghex_F\n- Headgear_H_HelmetHBK_chops_F\n- Headgear_H_HelmetHBK_ear_F\n- Headgear_H_HelmetHBK_F\n- Headgear_H_HelmetHBK_headset_F\n- Headgear_H_HelmetIA\n- Headgear_H_HelmetLeaderO_ghex_F\n- Headgear_H_HelmetLeaderO_ocamo\n- Headgear_H_HelmetLeaderO_oucamo\n- Headgear_H_HelmetO_ghex_F\n- Headgear_H_HelmetO_ocamo\n- Headgear_H_HelmetO_oucamo\n- Headgear_H_HelmetO_ViperSP_ghex_F\n- Headgear_H_HelmetO_ViperSP_hex_F\n- Headgear_H_HelmetSpecB\n- Headgear_H_HelmetSpecB_blk\n- Headgear_H_HelmetSpecB_paint1\n- Headgear_H_HelmetSpecB_paint2\n- Headgear_H_HelmetSpecB_sand\n- Headgear_H_HelmetSpecB_snakeskin\n- Headgear_H_HelmetSpecB_wdl\n- Headgear_H_HelmetSpecO_blk\n- Headgear_H_HelmetSpecO_ghex_F\n- Headgear_H_HelmetSpecO_ocamo\n- Headgear_H_MilCap_blue\n- Headgear_H_MilCap_dgtl\n- Headgear_H_MilCap_eaf\n- Headgear_H_MilCap_gen_F\n- Headgear_H_MilCap_ghex_F\n- Headgear_H_MilCap_grn\n- Headgear_H_MilCap_gry\n- Headgear_H_MilCap_mcamo\n- Headgear_H_MilCap_ocamo\n- Headgear_H_MilCap_taiga\n- Headgear_H_MilCap_tna_F\n- Headgear_H_MilCap_wdl\n- Headgear_H_ParadeDressCap_01_AAF_F\n- Headgear_H_ParadeDressCap_01_CSAT_F\n- Headgear_H_ParadeDressCap_01_LDF_F\n- Headgear_H_ParadeDressCap_01_US_F\n- Headgear_H_PASGT_basic_black_F\n- Headgear_H_PASGT_basic_blue_F\n- Headgear_H_PASGT_basic_blue_press_F\n- Headgear_H_PASGT_basic_olive_F\n- Headgear_H_PASGT_basic_white_F\n- Headgear_H_PASGT_neckprot_blue_press_F\n- Headgear_H_PilotHelmetFighter_B\n- Headgear_H_PilotHelmetFighter_I\n- Headgear_H_PilotHelmetFighter_I_E\n- Headgear_H_PilotHelmetFighter_O\n- Headgear_H_PilotHelmetHeli_B\n- Headgear_H_PilotHelmetHeli_I\n- Headgear_H_PilotHelmetHeli_I_E\n- Headgear_H_PilotHelmetHeli_O\n- Headgear_H_RacingHelmet_1_black_F\n- Headgear_H_RacingHelmet_1_blue_F\n- Headgear_H_RacingHelmet_1_F\n- Headgear_H_RacingHelmet_1_green_F\n- Headgear_H_RacingHelmet_1_orange_F\n- Headgear_H_RacingHelmet_1_red_F\n- Headgear_H_RacingHelmet_1_white_F\n- Headgear_H_RacingHelmet_1_yellow_F\n- Headgear_H_RacingHelmet_2_F\n- Headgear_H_RacingHelmet_3_F\n- Headgear_H_RacingHelmet_4_F\n- Headgear_H_Shemag_olive\n- Headgear_H_Shemag_olive_hs\n- Headgear_H_ShemagOpen_khk\n- Headgear_H_ShemagOpen_tan\n- Headgear_H_StrawHat\n- Headgear_H_StrawHat_dark\n- Headgear_H_Tank_black_F\n- Headgear_H_Tank_eaf_F\n- Headgear_H_Watchcap_blk\n- Headgear_H_Watchcap_camo\n- Headgear_H_Watchcap_cbr\n- Headgear_H_Watchcap_khk\n- Headgear_H_WirelessEarpiece_F\n- HeadlessClient_F\n- HeliH\n- Helper_ActionBlock_F\n- Helper_Base_F\n- Hen_random_F\n- HighCommand\n- HighCommandSubordinate\n- Hostage_PopUp2_Moving_90deg_F\n  1. Terc\n- Hostage_PopUp2_Moving_90deg_NoPop_F\n  1. Terc\n- Hostage_PopUp2_Moving_F\n  1. Terc\n- Hostage_PopUp2_Moving_NoPop_F\n  1. Terc\n- Hostage_PopUp3_Moving_90deg_F\n  1. Terc\n- Hostage_PopUp3_Moving_90deg_NoPop_F\n  1. Terc\n- Hostage_PopUp3_Moving_F\n  1. Terc\n- Hostage_PopUp3_Moving_NoPop_F\n  1. Terc\n- Hostage_PopUp_Moving_90deg_F\n  1. Terc\n- Hostage_PopUp_Moving_90deg_NoPop_F\n  1. Terc\n- Hostage_PopUp_Moving_F\n  1. Terc\n- Hostage_PopUp_Moving_NoPop_F\n  1. Terc\n- House\n- House_Small\n- HouseBase\n\n#### I\n\n- I_A_AlienDrone_01_combat_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- I_A_AlienDrone_01_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- I_A_AlienDrone_01_scout_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- I_A_AlienDrone_Module_01_F\n  1. Glow_Hide => user\n  1. Move_Source => user\n- I_A_AlienDrone_Module_02_F\n  1. fold_source => user\n  1. Body_Rotate_source => user\n  1. damage_petal1 => hit [HitPetal1]\n  1. damage_petal2 => hit [HitPetal2]\n  1. damage_petal3 => hit [HitPetal3]\n- I_A_AlienDrone_Module_02_twin_F\n  1. fold_source => user\n  1. Body_Rotate_source => user\n  1. damage_petal1 => hit [HitPetal1]\n  1. damage_petal2 => hit [HitPetal2]\n  1. damage_petal3 => hit [HitPetal3]\n- I_A_UAV_AI_F\n- I_AA_01_weapon_F\n- I_APC_tracked_03_cannon_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. HideTurret => user\n  1. autocannon_30mm_revolving => revolving\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. HitSLAT_top_back_src => hit [HitSLAT_top_back]\n  1. HitSLAT_top_right_src => hit [HitSLAT_top_right]\n  1. HitSLAT_top_left_src => hit [HitSLAT_top_left]\n  1. showBags => user\n  1. showBags2 => user\n  1. showCamonetHull => user\n  1. showCamonetTurret => user\n  1. showTools => user\n  1. showSLATHull => user\n  1. showSLATTurret => user\n- I_APC_Wheeled_03_cannon_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- I_Assault_Diver\n- I_AT_01_weapon_F\n- I_Boat_Armed_01_minigun_F\n  1. muzzle2_source => reload\n  1. muzzle2_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_Boat_Transport_01_F\n- I_C_Boat_Transport_01_F\n- I_C_Boat_Transport_02_F\n- I_C_Heli_Light_01_civil_F\n  1. AddDoors => user\n- I_C_Helipilot_F\n- I_C_HMG_02_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_C_HMG_02_high_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_C_HMG_02_high_weapon_F\n- I_C_HMG_02_support_F\n- I_C_HMG_02_support_high_F\n- I_C_HMG_02_weapon_F\n- I_C_Offroad_02_AT_F\n  1. hideRollcage => user\n  1. hideHeadSupportRear => user\n  1. hideSeatsRear => user\n  1. hideBullbar => user\n- I_C_Offroad_02_LMG_F\n  1. hideRollcage => user\n  1. hideHeadSupportRear => user\n  1. hideSeatsRear => user\n  1. hideBullbar => user\n- I_C_Offroad_02_unarmed_brown_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- I_C_Offroad_02_unarmed_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- I_C_Offroad_02_unarmed_olive_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- I_C_Pilot_F\n- I_C_Plane_Civil_01_F\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. Hit_Avionics => hit [HitAvionics]\n- I_C_Soldier_Bandit_1_F\n- I_C_Soldier_Bandit_2_F\n- I_C_Soldier_Bandit_3_F\n- I_C_Soldier_Bandit_4_F\n- I_C_Soldier_Bandit_5_F\n- I_C_Soldier_Bandit_6_F\n- I_C_Soldier_Bandit_7_F\n- I_C_Soldier_Bandit_8_F\n- I_C_Soldier_base_unarmed_F\n- I_C_Soldier_Camo_F\n- I_C_Soldier_Para_1_F\n- I_C_Soldier_Para_2_F\n- I_C_Soldier_Para_3_F\n- I_C_Soldier_Para_4_F\n- I_C_Soldier_Para_5_F\n- I_C_Soldier_Para_6_F\n- I_C_Soldier_Para_7_F\n- I_C_Soldier_Para_8_F\n- I_C_Soldier_Para_9_F\n- I_C_Soldier_universal_F\n- I_C_Van_01_transport_brown_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- I_C_Van_01_transport_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- I_C_Van_01_transport_olive_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- I_C_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- I_C_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- I_Captain_Hladas_F\n- I_CargoNet_01_ammo_F\n- I_Carryall_oli_AAA\n- I_Carryall_oli_AAT\n- I_Carryall_oli_Eng\n- I_Carryall_oli_Exp\n- I_CBRN_Man_Oversuit_01_AAF_F\n- I_crew_F\n- I_diver_exp_F\n- I_diver_F\n- I_diver_TL_F\n- I_E_AA_01_weapon_F\n- I_E_APC_tracked_03_cannon_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. HideTurret => user\n  1. autocannon_30mm_revolving => revolving\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. HitSLAT_top_back_src => hit [HitSLAT_top_back]\n  1. HitSLAT_top_right_src => hit [HitSLAT_top_right]\n  1. HitSLAT_top_left_src => hit [HitSLAT_top_left]\n  1. showBags => user\n  1. showBags2 => user\n  1. showCamonetHull => user\n  1. showCamonetTurret => user\n  1. showTools => user\n  1. showSLATHull => user\n  1. showSLATTurret => user\n- I_E_AT_01_weapon_F\n- I_E_CargoNet_01_ammo_F\n- I_E_CBRN_Man_Oversuit_01_EAF_F\n- I_E_Crew_F\n- I_E_Deserter_AR_F\n- I_E_Deserter_GL_F\n- I_E_Deserter_Rifle_F\n- I_E_Engineer_F\n- I_E_GMG_01_A_F\n  1. autonomous_unhide => user\n- I_E_GMG_01_A_Weapon_F\n- I_E_GMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_E_GMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_E_GMG_01_high_Weapon_F\n- I_E_GMG_01_Weapon_F\n- I_E_Heli_light_03_dynamicLoadout_F\n  1. HideWeapons => user\n- I_E_Heli_light_03_unarmed_F\n  1. GunL_Revolving => revolving\n  1. GunR_Revolving => revolving\n  1. muzzle_hide => reload\n  1. Muzzle_Flash => ammorandom\n  1. Missiles_revolving => revolving\n  1. RocketPods_Hide => user\n  1. HideWeapons => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n- I_E_Helicrew_F\n- I_E_Helipilot_F\n- I_E_HMG_01_A_F\n  1. autonomous_unhide => user\n- I_E_HMG_01_A_Weapon_F\n- I_E_HMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_E_HMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_E_HMG_01_high_Weapon_F\n- I_E_HMG_01_support_F\n- I_E_HMG_01_support_high_F\n- I_E_HMG_01_Weapon_F\n- I_E_HMG_02_F\n  1. Hide_Rail => user\n- I_E_HMG_02_high_F\n  1. Hide_Rail => user\n- I_E_HMG_02_high_weapon_F\n- I_E_HMG_02_support_F\n- I_E_HMG_02_support_high_F\n- I_E_HMG_02_weapon_F\n- I_E_Medic_EMP_F\n- I_E_Medic_F\n- I_E_Militiaman_Leader_F\n- I_E_Militiaman_Rifle_F\n- I_E_Militiaman_SMG_F\n- I_E_Mortar_01_F\n- I_E_Mortar_01_support_F\n- I_E_Mortar_01_Weapon_F\n- I_E_Officer_F\n- I_E_Officer_Parade_F\n- I_E_Officer_Parade_Veteran_F\n- I_E_Offroad_01_comms_F\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsServicesStart\n  1. HideCover => door\n  1. StartBeaconLight => user\n  1. HideRoofRack => user\n  1. HideLoudSpeakers => user\n  1. HideAntennas => user\n  1. HideBeacon => user\n  1. HideSpotlight => user\n  1. HideCoverTailGate => user\n  1. HideDoor3 => Proxy\n  1. OpenDoor3 => door\n  1. Wheel_1_1_damper => damper\n  1. Wheel_2_1_damper => damper\n  1. gunner_lf_turn => gunner_lf_turn\n  1. gunner_rf_turn => gunner_rf_turn\n- I_E_Offroad_01_covered_EMP_F\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsServicesStart\n  1. HideCover => door\n  1. StartBeaconLight => user\n  1. HideRoofRack => user\n  1. HideLoudSpeakers => user\n  1. HideAntennas => user\n  1. HideBeacon => user\n  1. HideSpotlight => user\n  1. HideCoverTailGate => user\n  1. HideDoor3 => Proxy\n  1. OpenDoor3 => door\n  1. Wheel_1_1_damper => damper\n  1. Wheel_2_1_damper => damper\n  1. gunner_lf_turn => gunner_lf_turn\n  1. gunner_rf_turn => gunner_rf_turn\n- I_E_Offroad_01_covered_F\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsServicesStart\n  1. HideCover => door\n  1. StartBeaconLight => user\n  1. HideRoofRack => user\n  1. HideLoudSpeakers => user\n  1. HideAntennas => user\n  1. HideBeacon => user\n  1. HideSpotlight => user\n  1. HideCoverTailGate => user\n  1. HideDoor3 => Proxy\n  1. OpenDoor3 => door\n  1. Wheel_1_1_damper => damper\n  1. Wheel_2_1_damper => damper\n  1. gunner_lf_turn => gunner_lf_turn\n  1. gunner_rf_turn => gunner_rf_turn\n- I_E_Offroad_01_EMP_F\n- I_E_Offroad_01_F\n- I_E_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- I_E_Radar_System_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitLBWheel => hit [HitLBWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitRBWheel => hit [HitRBWheel]\n  1. HitTurret => hit [HitTurret]\n  1. HitHull => hit [HitHull]\n- I_E_RadioOperator_EMP_F\n- I_E_RadioOperator_F\n- I_E_SAM_System_03_F\n  1. Missiles_revolving => revolving\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitLBWheel => hit [HitLBWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitRBWheel => hit [HitRBWheel]\n  1. HitTurret => hit [HitTurret]\n  1. HitGun => hit [HitGun]\n  1. HitHull => hit [HitHull]\n- I_E_Scientist_F\n- I_E_Scientist_Unarmed_F\n- I_E_Soldier_A_F\n- I_E_Soldier_AA_F\n- I_E_Soldier_AAA_F\n- I_E_Soldier_AAR_F\n- I_E_Soldier_AAT_F\n- I_E_Soldier_AR_EMP_F\n- I_E_Soldier_AR_F\n- I_E_Soldier_AT_F\n- I_E_Soldier_CBRN_EMP_F\n- I_E_Soldier_CBRN_F\n- I_E_Soldier_EMP_F\n- I_E_Soldier_Exp_F\n- I_E_Soldier_F\n- I_E_Soldier_GL_EMP_F\n- I_E_Soldier_GL_F\n- I_E_Soldier_LAT2_EMP_F\n- I_E_Soldier_LAT2_F\n- I_E_Soldier_LAT_F\n- I_E_Soldier_lite_F\n- I_E_soldier_M_EMP_F\n- I_E_soldier_M_F\n- I_E_soldier_Mine_F\n- I_E_Soldier_MP_F\n- I_E_Soldier_Pathfinder_F\n- I_E_Soldier_Repair_F\n- I_E_Soldier_SL_EMP_F\n- I_E_Soldier_SL_F\n- I_E_Soldier_TL_EMP_F\n- I_E_Soldier_TL_F\n- I_E_soldier_UAV_06_F\n- I_E_soldier_UAV_06_medical_F\n- I_E_Soldier_UAV_F\n- I_E_soldier_UGV_02_Demining_F\n- I_E_soldier_UGV_02_Science_F\n- I_E_Soldier_unarmed_F\n- I_E_Soldier_universal_F\n- I_E_Static_AA_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_E_Static_AT_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_E_Support_AMG_F\n- I_E_Support_AMort_F\n- I_E_Support_GMG_F\n- I_E_Support_MG_F\n- I_E_Support_Mort_F\n- I_E_Survivor_F\n- I_E_Truck_02_Ammo_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_Truck_02_Box_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_Truck_02_EMP_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_Truck_02_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_Truck_02_fuel_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_Truck_02_Medical_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_Truck_02_MRL_F\n  1. Missiles_revolving => revolving\n- I_E_Truck_02_transport_EMP_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_Truck_02_transport_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_UAV_01_backpack_F\n- I_E_UAV_01_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- I_E_UAV_06_backpack_F\n- I_E_UAV_06_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- I_E_UAV_06_medical_backpack_F\n- I_E_UAV_06_medical_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- I_E_UGV_01_F\n  1. Turret => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. muzzle_hide_GMG => reload\n- I_E_UGV_01_rcws_F\n  1. Turret => user\n- I_E_UGV_02_Demining_backpack_F\n- I_E_UGV_02_Demining_F\n  1. science_drone => user\n  1. demining_drone => user\n- I_E_UGV_02_Science_backpack_F\n- I_E_UGV_02_Science_F\n  1. science_drone => user\n  1. demining_drone => user\n  1. ew_drone => user\n- I_E_Uniform_01_coveralls_F\n- I_E_Uniform_01_F\n- I_E_Uniform_01_officer_F\n- I_E_Uniform_01_shortsleeve_F\n- I_E_Uniform_01_sweater_F\n- I_E_Uniform_01_tanktop_F\n- I_E_Uniform_ParadeUniform_01_LDF_decorated_F\n- I_E_Uniform_ParadeUniform_01_LDF_F\n- I_E_Van_02_medevac_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- I_E_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- I_E_Van_02_transport_MP_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- I_E_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- I_EAF_supplyCrate_F\n- I_Ejection_Seat_Plane_Fighter_03_F\n  1. HitHull => hit [HitHull]\n  1. Rocket_Flash_hide => user\n- I_Ejection_Seat_Plane_Fighter_04_F\n  1. HitHull => hit [HitHull]\n  1. Rocket_Flash_hide => user\n- I_engineer_F\n- I_Fieldpack_oli_AA\n- I_Fieldpack_oli_AAR\n- I_Fieldpack_oli_Ammo\n- I_Fieldpack_oli_AT\n- I_Fieldpack_oli_LAT\n- I_Fieldpack_oli_LAT2\n- I_Fieldpack_oli_Medic\n- I_Fieldpack_oli_Repair\n- I_Fighter_Pilot_F\n- I_G_Boat_Transport_01_F\n- I_G_Boat_Transport_02_F\n- I_G_engineer_F\n- I_G_HMG_02_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_G_HMG_02_high_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_G_HMG_02_high_weapon_F\n- I_G_HMG_02_support_F\n- I_G_HMG_02_support_high_F\n- I_G_HMG_02_weapon_F\n- I_G_medic_F\n- I_G_Mortar_01_F\n- I_G_officer_F\n- I_G_Offroad_01_armed_F\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n- I_G_Offroad_01_AT_F\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- I_G_Offroad_01_F\n- I_G_Offroad_01_repair_F\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. hideConstruction => Proxy\n  1. HideBackpacks => Proxy\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n- I_G_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- I_G_resistanceCommander_F\n- I_G_resistanceLeader_F\n- I_G_Sharpshooter_F\n- I_G_Soldier_A_F\n- I_G_Soldier_AR_F\n- I_G_Soldier_exp_F\n- I_G_Soldier_F\n- I_G_Soldier_GL_F\n- I_G_Soldier_LAT2_F\n- I_G_Soldier_LAT_F\n- I_G_Soldier_lite_F\n- I_G_Soldier_M_F\n- I_G_Soldier_SL_F\n- I_G_Soldier_TL_F\n- I_G_Soldier_unarmed_F\n- I_G_Soldier_universal_F\n- I_G_Story_Protagonist_F\n- I_G_Story_SF_Captain_F\n- I_G_Survivor_F\n- I_G_Van_01_fuel_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- I_G_Van_01_transport_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- I_G_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- I_G_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- I_ghillie_ard_F\n- I_ghillie_lsh_F\n- I_ghillie_sard_F\n- I_GMG_01_A_F\n  1. autonomous_unhide => user\n- I_GMG_01_A_weapon_F\n- I_GMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_GMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_GMG_01_high_weapon_F\n- I_GMG_01_weapon_F\n- I_Heli_light_03_dynamicLoadout_F\n  1. HideWeapons => user\n- I_Heli_light_03_F\n  1. GunL_Revolving => revolving\n  1. GunR_Revolving => revolving\n  1. muzzle_hide => reload\n  1. Muzzle_Flash => ammorandom\n  1. Missiles_revolving => revolving\n  1. RocketPods_Hide => user\n  1. HideWeapons => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n- I_Heli_light_03_unarmed_F\n  1. GunL_Revolving => revolving\n  1. GunR_Revolving => revolving\n  1. muzzle_hide => reload\n  1. Muzzle_Flash => ammorandom\n  1. Missiles_revolving => revolving\n  1. RocketPods_Hide => user\n  1. HideWeapons => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n- I_Heli_Transport_02_F\n  1. CargoRamp_Open => door\n  1. Door_Back_L => door\n  1. Door_Back_R => door\n  1. AddGunHolder => user\n  1. Gun_HRot => user\n  1. Gun_VRot => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. HitGlass15 => hit [HitGlass15]\n  1. HitGlass16 => hit [HitGlass16]\n  1. HitGlass17 => hit [HitGlass17]\n- I_helicrew_F\n- I_helipilot_F\n- I_HMG_01_A_F\n  1. autonomous_unhide => user\n- I_HMG_01_A_weapon_F\n- I_HMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_HMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_HMG_01_high_weapon_F\n- I_HMG_01_support_F\n- I_HMG_01_support_high_F\n- I_HMG_01_weapon_F\n- I_HMG_02_F\n  1. Hide_Rail => user\n- I_HMG_02_high_F\n  1. Hide_Rail => user\n- I_HMG_02_high_weapon_F\n- I_HMG_02_support_F\n- I_HMG_02_support_high_F\n- I_HMG_02_weapon_F\n- I_L_Criminal_SG_F\n- I_L_Criminal_SMG_F\n- I_L_Hunter_F\n- I_L_Looter_Pistol_F\n- I_L_Looter_Rifle_F\n- I_L_Looter_SG_F\n- I_L_Looter_SMG_F\n- I_L_Uniform_01_camo_F\n- I_L_Uniform_01_deserter_F\n- I_L_Uniform_01_tshirt_black_F\n- I_L_Uniform_01_tshirt_olive_F\n- I_L_Uniform_01_tshirt_skull_F\n- I_L_Uniform_01_tshirt_sport_F\n- I_LT_01_AA_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. muzzle_rot => ammorandom\n- I_LT_01_AT_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n- I_LT_01_cannon_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- I_LT_01_scout_F\n  1. HideTurret => user\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showTools => user\n  1. showCamonetHull => user\n  1. showBags => user\n  1. showBags2 => user\n  1. showSLATHull => user\n- I_MBT_03_cannon_F\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_coax => ammorandom\n  1. muzzle_rot_hmg => ammorandom\n  1. muzzle_hide_coax => reload\n  1. recoil_source => reload\n  1. LockMuzzle => user\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. Smoke_source => revolving\n  1. HitSLAT_Left_src => hit [HitSLAT_Left]\n  1. HitSLAT_Right_src => hit [HitSLAT_Right]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. HitSLAT_top_left_src => hit [HitSLAT_top_left]\n  1. HitSLAT_top_right_src => hit [HitSLAT_top_right]\n  1. HitSLAT_top_back_src => hit [HitSLAT_top_back]\n  1. HideTurret => user\n  1. HideHull => user\n  1. showCamonetHull => user\n  1. showCamonetCannon => user\n  1. showCamonetCannon1 => user\n  1. showCamonetTurret => user\n- I_medic_F\n- I_Mortar_01_F\n- I_Mortar_01_support_F\n- I_Mortar_01_weapon_F\n- I_MRAP_03_F\n  1. Door_LF => door\n  1. Door_RF => door\n- I_MRAP_03_gmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- I_MRAP_03_hmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- I_officer_F\n- I_Officer_Parade_F\n- I_Officer_Parade_Veteran_F\n- I_Parachute_02_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- I_pilot_F\n- I_Plane_Fighter_03_AA_F\n  1. AddScalpel => user\n  1. AddMk82 => user\n  1. AddGbu12 => user\n  1. AddZephyr => user\n  1. AddAsraam_out => user\n  1. AddAsraam_mid => user\n- I_Plane_Fighter_03_CAS_F\n  1. AddScalpel => user\n  1. AddAsraam_mid => user\n  1. AddGbu12 => user\n- I_Plane_Fighter_03_Cluster_F\n  1. AddScalpel => user\n  1. AddAsraam_mid => user\n  1. AddGbu12 => user\n- I_Plane_Fighter_03_dynamicLoadout_F\n  1. AddScalpel => user\n  1. AddAsraam_mid => user\n  1. AddGbu12 => user\n- I_Plane_Fighter_04_Cluster_F\n  1. CollisionLightWhite_source => MarkerLight\n  1. muzzle_rot_20mm => ammorandom\n  1. mfd_ammo_count_source => revolving\n  1. canopy_hide => user\n  1. ejection_seat_motion => user\n  1. ejection_seat_hide => user\n  1. HitHull => hit [HitHull]\n  1. HitFuel => hit [HitFuel]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitLCRudder => hit [HitLCRudder]\n  1. HitLCElevator => hit [HitLCElevator]\n  1. HitRElevator => hit [HitRElevator]\n  1. HitEngine => hit [HitEngine]\n  1. Damper_front_source => damper\n  1. Damper_left_source => damper\n  1. Damper_right_source => damper\n  1. Wheel_front_source => wheel\n  1. Wheel_left_source => wheel\n  1. Wheel_right_source => wheel\n- I_Plane_Fighter_04_F\n  1. CollisionLightWhite_source => MarkerLight\n  1. muzzle_rot_20mm => ammorandom\n  1. mfd_ammo_count_source => revolving\n  1. canopy_hide => user\n  1. ejection_seat_motion => user\n  1. ejection_seat_hide => user\n  1. HitHull => hit [HitHull]\n  1. HitFuel => hit [HitFuel]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitLCRudder => hit [HitLCRudder]\n  1. HitLCElevator => hit [HitLCElevator]\n  1. HitRElevator => hit [HitRElevator]\n  1. HitEngine => hit [HitEngine]\n  1. Damper_front_source => damper\n  1. Damper_left_source => damper\n  1. Damper_right_source => damper\n  1. Wheel_front_source => wheel\n  1. Wheel_left_source => wheel\n  1. Wheel_right_source => wheel\n- I_Protagonist_VR_F\n- I_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- I_SDV_01_F\n  1. Doors => user\n  1. periscope => user\n- I_Sniper_F\n- I_Soldier_A_F\n- I_Soldier_AA_F\n- I_Soldier_AAA_F\n- I_Soldier_AAR_F\n- I_Soldier_AAT_F\n- I_Soldier_AR_F\n- I_Soldier_AT_F\n- I_Soldier_exp_F\n- I_soldier_F\n- I_Soldier_GL_F\n- I_Soldier_LAT2_F\n- I_Soldier_LAT_F\n- I_Soldier_lite_F\n- I_Soldier_M_F\n- I_soldier_mine_F\n- I_Soldier_repair_F\n- I_Soldier_SL_F\n- I_Soldier_TL_F\n- I_soldier_UAV_06_F\n- I_soldier_UAV_06_medical_F\n- I_soldier_UAV_F\n- I_Soldier_unarmed_F\n- I_Soldier_universal_F\n- I_Soldier_VR_F\n- I_Spotter_F\n- I_static_AA_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_static_AT_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_Story_Colonel_F\n- I_Story_Crew_F\n- I_Story_Officer_01_F\n- I_supplyCrate_F\n- I_support_AMG_F\n- I_support_AMort_F\n- I_support_GMG_F\n- I_support_MG_F\n- I_support_Mort_F\n- I_Survivor_F\n- I_TargetSoldier\n- I_Truck_02_ammo_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_Truck_02_box_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_Truck_02_covered_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_Truck_02_fuel_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_Truck_02_medical_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_Truck_02_MRL_F\n  1. Missiles_revolving => revolving\n- I_Truck_02_transport_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_UAV_01_backpack_F\n- I_UAV_01_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- I_UAV_02_CAS_F\n  1. Bombs => user\n  1. AT_missiles => user\n- I_UAV_02_dynamicLoadout_F\n  1. HideWeapons => user\n- I_UAV_02_F\n  1. Bombs => user\n  1. AT_missiles => user\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n- I_UAV_06_backpack_F\n- I_UAV_06_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- I_UAV_06_medical_backpack_F\n- I_UAV_06_medical_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- I_UAV_AI\n- I_UAV_AI_F\n- I_UGV_01_F\n  1. Turret => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. muzzle_hide_GMG => reload\n- I_UGV_01_rcws_F\n  1. Turret => user\n- I_UGV_02_Demining_backpack_F\n- I_UGV_02_Demining_F\n  1. science_drone => user\n  1. demining_drone => user\n- I_UGV_02_Science_backpack_F\n- I_UGV_02_Science_F\n  1. science_drone => user\n  1. demining_drone => user\n  1. ew_drone => user\n- I_Uniform_ParadeUniform_01_AAF_decorated_F\n- I_Uniform_ParadeUniform_01_AAF_F\n- I_VirtualCurator_F\n- IEDLandBig_F\n- IEDLandSmall_F\n- IEDUrbanBig_F\n- IEDUrbanSmall_F\n- IG_supplyCrate_F\n- Intel_File1_F\n- Intel_File2_F\n- Intel_Photos_F\n- InvisibleHeli_01_100m_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- InvisibleHeli_01_150m_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- InvisibleHeli_01_50m_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- Item_acc_flashlight\n- Item_acc_flashlight_pistol\n- Item_acc_pointer_IR\n- Item_Antibiotic\n- Item_Antimalaricum\n- Item_AntimalaricumVaccine\n- Item_B_UavTerminal\n- Item_Bandage\n- Item_Binocular\n- Item_bipod_01_F_blk\n- Item_bipod_01_F_khk\n- Item_bipod_01_F_mtp\n- Item_bipod_01_F_snd\n- Item_bipod_02_F_arid\n- Item_bipod_02_F_blk\n- Item_bipod_02_F_hex\n- Item_bipod_02_F_lush\n- Item_bipod_02_F_tan\n- Item_bipod_03_F_blk\n- Item_bipod_03_F_oli\n- Item_Butane_canister\n- Item_C_UavTerminal\n- Item_ChemicalDetector_01_black_F\n- Item_ChemicalDetector_01_olive_F\n- Item_ChemicalDetector_01_tan_F\n- Item_ChemicalDetector_01_watch_F\n- Item_CSAToperatorAccesCard_01\n- Item_CSAToperatorAccesCard_02\n- Item_CSAToperatorAccesCard_03\n- Item_CSAToperatorAccesCard_04\n- Item_CSAToperatorAccesCard_05\n- Item_Files\n- Item_FileTopSecret\n- Item_FirstAidKit\n- Item_FlashDisk\n- Item_I_E_UavTerminal\n- Item_I_UavTerminal\n- Item_ItemCompass\n- Item_ItemGPS\n- Item_ItemMap\n- Item_ItemRadio\n- Item_ItemWatch\n- Item_Keys\n- Item_Laptop_closed\n- Item_Laptop_Unfolded\n- Item_Laserdesignator\n- Item_Laserdesignator_01_khk_F\n- Item_Laserdesignator_02\n- Item_Laserdesignator_02_ghex_F\n- Item_Laserdesignator_03\n- Item_Medikit\n- Item_MineDetector\n- Item_MobilePhone\n- Item_Money\n- Item_Money_bunch\n- Item_Money_roll\n- Item_Money_stack\n- Item_muzzle_antenna_01_f\n- Item_muzzle_antenna_02_f\n- Item_muzzle_antenna_03_f\n- Item_muzzle_snds_338_black\n- Item_muzzle_snds_338_green\n- Item_muzzle_snds_338_sand\n- Item_muzzle_snds_570\n- Item_muzzle_snds_58_blk_F\n- Item_muzzle_snds_58_wdm_F\n- Item_muzzle_snds_65_TI_blk_F\n- Item_muzzle_snds_65_TI_ghex_F\n- Item_muzzle_snds_65_TI_hex_F\n- Item_muzzle_snds_93mmg\n- Item_muzzle_snds_93mmg_tan\n- Item_muzzle_snds_acp\n- Item_muzzle_snds_B\n- Item_muzzle_snds_B_arid_F\n- Item_muzzle_snds_B_khk_F\n- Item_muzzle_snds_B_lush_F\n- Item_muzzle_snds_B_snd_F\n- Item_muzzle_snds_H\n- Item_muzzle_snds_H_khk_F\n- Item_muzzle_snds_H_MG\n- Item_muzzle_snds_H_MG_blk_F\n- Item_muzzle_snds_H_MG_khk_F\n- Item_muzzle_snds_L\n- Item_muzzle_snds_M\n- Item_muzzle_snds_m_khk_F\n- Item_muzzle_snds_m_snd_F\n- Item_NetworkStructure\n- Item_NVGoggles\n- Item_NVGoggles_INDEP\n- Item_NVGoggles_OPFOR\n- Item_NVGoggles_tna_F\n- Item_NVGogglesB_blk_F\n- Item_NVGogglesB_grn_F\n- Item_NVGogglesB_gry_F\n- Item_O_NVGoggles_ghex_F\n- Item_O_NVGoggles_grn_F\n- Item_O_NVGoggles_hex_F\n- Item_O_NVGoggles_urb_F\n- Item_O_UavTerminal\n- Item_optic_Aco\n- Item_optic_ACO_grn\n- Item_optic_ACO_grn_smg\n- Item_optic_Aco_smg\n- Item_optic_AMS\n- Item_optic_AMS_khk\n- Item_optic_AMS_snd\n- Item_optic_Arco\n- Item_optic_Arco_AK_arid_F\n- Item_optic_Arco_AK_blk_F\n- Item_optic_Arco_AK_lush_F\n- Item_optic_Arco_arid_F\n- Item_optic_Arco_blk_F\n- Item_optic_Arco_ghex_F\n- Item_optic_Arco_lush_F\n- Item_optic_DMS\n- Item_optic_DMS_ghex_F\n- Item_optic_DMS_weathered_F\n- Item_optic_DMS_weathered_Kir_F\n- Item_optic_ERCO_blk_F\n- Item_optic_ERCO_khk_F\n- Item_optic_ERCO_snd_F\n- Item_optic_Hamr\n- Item_optic_Hamr_khk_F\n- Item_optic_Holosight\n- Item_optic_Holosight_arid_F\n- Item_optic_Holosight_blk_F\n- Item_optic_Holosight_khk_F\n- Item_optic_Holosight_lush_F\n- Item_optic_Holosight_smg\n- Item_optic_Holosight_smg_blk_F\n- Item_optic_ico_01_black_f\n- Item_optic_ico_01_camo_f\n- Item_optic_ico_01_f\n- Item_optic_ico_01_sand_f\n- Item_optic_KHS_blk\n- Item_optic_KHS_hex\n- Item_optic_KHS_old\n- Item_optic_KHS_tan\n- Item_optic_LRPS\n- Item_optic_LRPS_ghex_F\n- Item_optic_LRPS_tna_F\n- Item_optic_MRCO\n- Item_optic_MRD\n- Item_optic_MRD_black\n- Item_optic_Nightstalker\n- Item_optic_NVS\n- Item_optic_SOS\n- Item_optic_SOS_khk_F\n- Item_optic_tws\n- Item_optic_tws_mg\n- Item_optic_Yorris\n- Item_Rangefinder\n- Item_SatPhone\n- Item_SecretDocuments\n- Item_SecretFiles\n- Item_Sleeping_bag_folded_01\n- Item_SmartPhone\n- Item_ToolKit\n- Item_U_AntigonaBody\n- Item_U_AttisBody\n- Item_U_B_CBRN_Suit_01_MTP_F\n- Item_U_B_CBRN_Suit_01_Tropic_F\n- Item_U_B_CBRN_Suit_01_Wdl_F\n- Item_U_B_CombatUniform_mcam\n- Item_U_B_CombatUniform_mcam_tshirt\n- Item_U_B_CombatUniform_mcam_vest\n- Item_U_B_CombatUniform_mcam_wdl_f\n- Item_U_B_CombatUniform_mcam_worn\n- Item_U_B_CombatUniform_sgg\n- Item_U_B_CombatUniform_sgg_tshirt\n- Item_U_B_CombatUniform_sgg_vest\n- Item_U_B_CombatUniform_tshirt_mcam_wdL_f\n- Item_U_B_CombatUniform_vest_mcam_wdl_f\n- Item_U_B_CombatUniform_wdl\n- Item_U_B_CombatUniform_wdl_tshirt\n- Item_U_B_CombatUniform_wdl_vest\n- Item_U_B_CTRG_1\n- Item_U_B_CTRG_2\n- Item_U_B_CTRG_3\n- Item_U_B_CTRG_Soldier_2_arid_F\n- Item_U_B_CTRG_Soldier_2_F\n- Item_U_B_CTRG_Soldier_3_arid_F\n- Item_U_B_CTRG_Soldier_3_F\n- Item_U_B_CTRG_Soldier_arid_F\n- Item_U_B_CTRG_Soldier_F\n- Item_U_B_CTRG_Soldier_urb_1_F\n- Item_U_B_CTRG_Soldier_urb_2_F\n- Item_U_B_CTRG_Soldier_urb_3_F\n- Item_U_B_FullGhillie_ard\n- Item_U_B_FullGhillie_lsh\n- Item_U_B_FullGhillie_sard\n- Item_U_B_GEN_Commander_F\n- Item_U_B_GEN_Soldier_F\n- Item_U_B_GhillieSuit\n- Item_U_B_HeliPilotCoveralls\n- Item_U_B_ParadeUniform_01_US_decorated_F\n- Item_U_B_ParadeUniform_01_US_F\n- Item_U_B_PilotCoveralls\n- Item_U_B_Protagonist_VR\n- Item_U_B_SpecopsUniform_sgg\n- Item_U_B_survival_uniform\n- Item_U_B_T_FullGhillie_tna_F\n- Item_U_B_T_Sniper_F\n- Item_U_B_T_Soldier_AR_F\n- Item_U_B_T_Soldier_F\n- Item_U_B_T_Soldier_SL_F\n- Item_U_B_Wetsuit\n- Item_U_BasicBody\n- Item_U_BG_Guerilla1_1\n- Item_U_BG_Guerilla1_2_F\n- Item_U_BG_Guerilla2_1\n- Item_U_BG_Guerilla2_2\n- Item_U_BG_Guerilla2_3\n- Item_U_BG_Guerilla3_1\n- Item_U_BG_Guerilla3_2\n- Item_U_BG_Guerrilla_6_1\n- Item_U_BG_leader\n- Item_U_C_ArtTShirt_01_v1_F\n- Item_U_C_ArtTShirt_01_v2_F\n- Item_U_C_ArtTShirt_01_v3_F\n- Item_U_C_ArtTShirt_01_v4_F\n- Item_U_C_ArtTShirt_01_v5_F\n- Item_U_C_ArtTShirt_01_v6_F\n- Item_U_C_CBRN_Suit_01_Blue_F\n- Item_U_C_CBRN_Suit_01_White_F\n- Item_U_C_Commoner1_1\n- Item_U_C_Commoner1_2\n- Item_U_C_Commoner1_3\n- Item_U_C_Commoner2_1\n- Item_U_C_Commoner2_2\n- Item_U_C_Commoner2_3\n- Item_U_C_Commoner_shorts\n- Item_U_C_ConstructionCoverall_Black_F\n- Item_U_C_ConstructionCoverall_Blue_F\n- Item_U_C_ConstructionCoverall_Red_F\n- Item_U_C_ConstructionCoverall_Vrana_F\n- Item_U_C_Driver_1\n- Item_U_C_Driver_1_black\n- Item_U_C_Driver_1_blue\n- Item_U_C_Driver_1_green\n- Item_U_C_Driver_1_orange\n- Item_U_C_Driver_1_red\n- Item_U_C_Driver_1_white\n- Item_U_C_Driver_1_yellow\n- Item_U_C_Driver_2\n- Item_U_C_Driver_3\n- Item_U_C_Driver_4\n- Item_U_C_E_LooterJacket_01_F\n- Item_U_C_Farmer\n- Item_U_C_Fisherman\n- Item_U_C_FishermanOveralls\n- Item_U_C_FormalSuit_01_black_F\n- Item_U_C_FormalSuit_01_blue_F\n- Item_U_C_FormalSuit_01_gray_F\n- Item_U_C_FormalSuit_01_khaki_F\n- Item_U_C_FormalSuit_01_tshirt_black_F\n- Item_U_C_FormalSuit_01_tshirt_gray_F\n- Item_U_C_HunterBody_brn\n- Item_U_C_HunterBody_grn\n- Item_U_C_IDAP_Man_cargo_F\n- Item_U_C_IDAP_Man_Casual_F\n- Item_U_C_IDAP_Man_jeans_F\n- Item_U_C_IDAP_Man_shorts_F\n- Item_U_C_IDAP_Man_tee_F\n- Item_U_C_IDAP_Man_teeshorts_F\n- Item_U_C_Journalist\n- Item_U_C_Man_casual_1_F\n- Item_U_C_Man_casual_2_F\n- Item_U_C_Man_casual_3_F\n- Item_U_C_Man_casual_4_F\n- Item_U_C_Man_casual_5_F\n- Item_U_C_Man_casual_6_F\n- Item_U_C_man_sport_1_F\n- Item_U_C_man_sport_2_F\n- Item_U_C_man_sport_3_F\n- Item_U_C_Mechanic_01_F\n- Item_U_C_Paramedic_01_F\n- Item_U_C_Poloshirt_blue\n- Item_U_C_Poloshirt_burgundy\n- Item_U_C_Poloshirt_redwhite\n- Item_U_C_Poloshirt_salmon\n- Item_U_C_Poloshirt_stripped\n- Item_U_C_Poloshirt_tricolour\n- Item_U_C_Poor_1\n- Item_U_C_Poor_2\n- Item_U_C_Poor_shorts_1\n- Item_U_C_Poor_shorts_2\n- Item_U_C_PriestBody\n- Item_U_C_Scavenger_1\n- Item_U_C_Scavenger_2\n- Item_U_C_Scientist\n- Item_U_C_ShirtSurfer_shorts\n- Item_U_C_TeeSurfer_shorts_1\n- Item_U_C_TeeSurfer_shorts_2\n- Item_U_C_Uniform_Farmer_01_F\n- Item_U_C_Uniform_Scientist_01_F\n- Item_U_C_Uniform_Scientist_01_formal_F\n- Item_U_C_Uniform_Scientist_02_F\n- Item_U_C_Uniform_Scientist_02_formal_F\n- Item_U_C_WorkerCoveralls\n- Item_U_C_WorkerOveralls\n- Item_U_Competitor\n- Item_U_I_C_Soldier_Bandit_1_F\n- Item_U_I_C_Soldier_Bandit_2_F\n- Item_U_I_C_Soldier_Bandit_3_F\n- Item_U_I_C_Soldier_Bandit_4_F\n- Item_U_I_C_Soldier_Bandit_5_F\n- Item_U_I_C_Soldier_Camo_F\n- Item_U_I_C_Soldier_Para_1_F\n- Item_U_I_C_Soldier_Para_2_F\n- Item_U_I_C_Soldier_Para_3_F\n- Item_U_I_C_Soldier_Para_4_F\n- Item_U_I_C_Soldier_Para_5_F\n- Item_U_I_CBRN_Suit_01_AAF_F\n- Item_U_I_CombatUniform\n- Item_U_I_CombatUniform_shortsleeve\n- Item_U_I_CombatUniform_tshirt\n- Item_U_I_E_CBRN_Suit_01_EAF_F\n- Item_U_I_E_ParadeUniform_01_LDF_decorated_F\n- Item_U_I_E_ParadeUniform_01_LDF_F\n- Item_U_I_E_Uniform_01_coveralls_F\n- Item_U_I_E_Uniform_01_F\n- Item_U_I_E_Uniform_01_officer_F\n- Item_U_I_E_Uniform_01_shortsleeve_F\n- Item_U_I_E_Uniform_01_sweater_F\n- Item_U_I_E_Uniform_01_tanktop_F\n- Item_U_I_FullGhillie_ard\n- Item_U_I_FullGhillie_lsh\n- Item_U_I_FullGhillie_sard\n- Item_U_I_G_resistanceLeader_F\n- Item_U_I_G_Story_Protagonist_F\n- Item_U_I_GhillieSuit\n- Item_U_I_HeliPilotCoveralls\n- Item_U_I_L_Uniform_01_camo_F\n- Item_U_I_L_Uniform_01_deserter_F\n- Item_U_I_L_Uniform_01_tshirt_black_F\n- Item_U_I_L_Uniform_01_tshirt_olive_F\n- Item_U_I_L_Uniform_01_tshirt_skull_F\n- Item_U_I_L_Uniform_01_tshirt_sport_F\n- Item_U_I_OfficerUniform\n- Item_U_I_ParadeUniform_01_AAF_decorated_F\n- Item_U_I_ParadeUniform_01_AAF_F\n- Item_U_I_pilotCoveralls\n- Item_U_I_Protagonist_VR\n- Item_U_I_Wetsuit\n- Item_U_IG_Guerilla1_1\n- Item_U_IG_Guerilla2_1\n- Item_U_IG_Guerilla2_2\n- Item_U_IG_Guerilla2_3\n- Item_U_IG_Guerilla3_1\n- Item_U_IG_Guerilla3_2\n- Item_U_IG_Guerrilla_6_1\n- Item_U_IG_leader\n- Item_U_KerryBody\n- Item_U_Marshal\n- Item_U_MillerBody\n- Item_U_NikosBody\n- Item_U_O_CombatUniform_ocamo\n- Item_U_O_CombatUniform_oucamo\n- Item_U_O_FullGhillie_ard\n- Item_U_O_FullGhillie_lsh\n- Item_U_O_FullGhillie_sard\n- Item_U_O_GhillieSuit\n- Item_U_O_officer_noInsignia_hex_F\n- Item_U_O_OfficerUniform_ocamo\n- Item_U_O_ParadeUniform_01_CSAT_decorated_F\n- Item_U_O_ParadeUniform_01_CSAT_F\n- Item_U_O_PilotCoveralls\n- Item_U_O_Protagonist_VR\n- Item_U_O_R_Gorka_01_black_F\n- Item_U_O_R_Gorka_01_brown_F\n- Item_U_O_R_Gorka_01_camo_F\n- Item_U_O_R_Gorka_01_F\n- Item_U_O_SpecopsUniform_blk\n- Item_U_O_SpecopsUniform_ocamo\n- Item_U_O_T_FullGhillie_tna_F\n- Item_U_O_T_Officer_F\n- Item_U_O_T_Sniper_F\n- Item_U_O_T_Soldier_F\n- Item_U_O_V_Soldier_Viper_F\n- Item_U_O_V_Soldier_Viper_hex_F\n- Item_U_O_Wetsuit\n- Item_U_OG_Guerilla1_1\n- Item_U_OG_Guerilla2_1\n- Item_U_OG_Guerilla2_2\n- Item_U_OG_Guerilla2_3\n- Item_U_OG_Guerilla3_1\n- Item_U_OG_Guerilla3_2\n- Item_U_OG_Guerrilla_6_1\n- Item_U_OG_leader\n- Item_U_OI_Scientist\n- Item_U_OrestesBody\n- Item_U_Rangemaster\n- Item_U_Tank_green_F\n- Item_Wallet_traitor\n\n#### K\n\n- KartSteertingWheel_01_black_F\n- KartSteertingWheel_01_blue_F\n- KartSteertingWheel_01_green_F\n- KartSteertingWheel_01_orange_F\n- KartSteertingWheel_01_red_F\n- KartSteertingWheel_01_white_F\n- KartSteertingWheel_01_yellow_F\n- Key_F\n\n#### L\n\n- Land_Addon_01_F\n- Land_Addon_01_ruins_F\n- Land_Addon_01_V1_ruins_F\n- Land_Addon_02_b_white_ruins_F\n- Land_Addon_02_F\n- Land_Addon_02_ruins_F\n- Land_Addon_02_V1_ruins_F\n- Land_Addon_03_F\n- Land_Addon_03_ruins_F\n- Land_Addon_03_V1_ruins_F\n- Land_Addon_03mid_V1_ruins_F\n- Land_Addon_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n- Land_Addon_04_ruins_F\n- Land_Addon_04_V1_ruins_F\n- Land_Addon_05_F\n- Land_Addon_05_ruins_F\n- Land_AirconCondenser_01_F\n- Land_AirConditioner_01_F\n  1. Hide_Hose_01 => user\n  1. Hide_Hose_02 => user\n  1. Hide_Hose_03 => user\n- Land_AirConditioner_02_F\n  1. Hide_Hose_01 => user\n- Land_AirConditioner_03_F\n  1. Hide_Hose_02 => user\n- Land_AirConditioner_04_F\n  1. Hide_Hose_03 => user\n- Land_AirHorn_01_F\n- Land_AirIntakePlug_01_F\n- Land_AirIntakePlug_02_F\n- Land_AirIntakePlug_03_F\n- Land_AirIntakePlug_04_F\n- Land_AirIntakePlug_05_F\n- Land_Airport_01_controlTower_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_Airport_01_hangar_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_Airport_01_terminal_F\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_Airport_02_controlTower_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_Airport_02_hangar_left_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_Airport_02_hangar_right_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Airport_02_sign_aeroport_F\n- Land_Airport_02_sign_arrivees_F\n- Land_Airport_02_sign_de_F\n- Land_Airport_02_sign_departs_F\n- Land_Airport_02_sign_tanoa_F\n- Land_Airport_02_terminal_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_Airport_center_F\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n- Land_Airport_left_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n  1. Glass_35_source => hit [Glass_35_hitpoint]\n  1. Glass_36_source => hit [Glass_36_hitpoint]\n  1. Glass_37_source => hit [Glass_37_hitpoint]\n  1. Glass_38_source => hit [Glass_38_hitpoint]\n  1. Glass_39_source => hit [Glass_39_hitpoint]\n  1. Glass_40_source => hit [Glass_40_hitpoint]\n  1. Glass_41_source => hit [Glass_41_hitpoint]\n  1. Glass_42_source => hit [Glass_42_hitpoint]\n  1. Glass_43_source => hit [Glass_43_hitpoint]\n  1. Glass_44_source => hit [Glass_44_hitpoint]\n  1. Glass_45_source => hit [Glass_45_hitpoint]\n  1. Glass_46_source => hit [Glass_46_hitpoint]\n  1. Glass_47_source => hit [Glass_47_hitpoint]\n  1. Glass_48_source => hit [Glass_48_hitpoint]\n  1. Glass_49_source => hit [Glass_49_hitpoint]\n  1. Glass_50_source => hit [Glass_50_hitpoint]\n  1. Glass_51_source => hit [Glass_51_hitpoint]\n  1. Glass_52_source => hit [Glass_52_hitpoint]\n  1. Glass_53_source => hit [Glass_53_hitpoint]\n  1. Glass_54_source => hit [Glass_54_hitpoint]\n  1. Glass_55_source => hit [Glass_55_hitpoint]\n  1. Glass_56_source => hit [Glass_56_hitpoint]\n  1. Glass_57_source => hit [Glass_57_hitpoint]\n  1. Glass_58_source => hit [Glass_58_hitpoint]\n  1. Glass_59_source => hit [Glass_59_hitpoint]\n  1. Glass_60_source => hit [Glass_60_hitpoint]\n  1. Glass_61_source => hit [Glass_61_hitpoint]\n- Land_Airport_right_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n  1. Glass_35_source => hit [Glass_35_hitpoint]\n  1. Glass_36_source => hit [Glass_36_hitpoint]\n  1. Glass_37_source => hit [Glass_37_hitpoint]\n  1. Glass_38_source => hit [Glass_38_hitpoint]\n  1. Glass_39_source => hit [Glass_39_hitpoint]\n  1. Glass_40_source => hit [Glass_40_hitpoint]\n  1. Glass_41_source => hit [Glass_41_hitpoint]\n  1. Glass_42_source => hit [Glass_42_hitpoint]\n  1. Glass_43_source => hit [Glass_43_hitpoint]\n  1. Glass_44_source => hit [Glass_44_hitpoint]\n  1. Glass_45_source => hit [Glass_45_hitpoint]\n  1. Glass_46_source => hit [Glass_46_hitpoint]\n  1. Glass_47_source => hit [Glass_47_hitpoint]\n  1. Glass_48_source => hit [Glass_48_hitpoint]\n  1. Glass_49_source => hit [Glass_49_hitpoint]\n  1. Glass_50_source => hit [Glass_50_hitpoint]\n  1. Glass_51_source => hit [Glass_51_hitpoint]\n  1. Glass_52_source => hit [Glass_52_hitpoint]\n  1. Glass_53_source => hit [Glass_53_hitpoint]\n  1. Glass_54_source => hit [Glass_54_hitpoint]\n  1. Glass_55_source => hit [Glass_55_hitpoint]\n  1. Glass_56_source => hit [Glass_56_hitpoint]\n  1. Glass_57_source => hit [Glass_57_hitpoint]\n  1. Glass_58_source => hit [Glass_58_hitpoint]\n  1. Glass_59_source => hit [Glass_59_hitpoint]\n  1. Glass_60_source => hit [Glass_60_hitpoint]\n  1. Glass_61_source => hit [Glass_61_hitpoint]\n- Land_Airport_Tower_dam_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Airport_Tower_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n- Land_Airport_Tower_ruins_F\n- Land_AirstripPlatform_01_F\n- Land_AirstripPlatform_01_footer_F\n- Land_AlienProbe_Core_01_F\n  1. CoreChunk1 => hit [HitZone1]\n  1. CoreChunk2 => hit [HitZone2]\n  1. CoreChunk3 => hit [HitZone3]\n  1. CoreChunk4 => hit [HitZone4]\n  1. CoreChunk5 => hit [HitZone5]\n  1. CoreChunk6 => hit [HitZone6]\n  1. CoreChunk7 => hit [HitZone7]\n  1. CoreChunk8 => hit [HitZone8]\n  1. CoreChunk9 => hit [HitZone9]\n  1. CoreChunk10 => hit [HitZone10]\n- Land_AlienProbe_Core_01_Legs_F\n- Land_AlienProbe_Core_Debris_01_F\n- Land_AlienProbe_Core_Debris_02_F\n- Land_AlienProbe_Core_Debris_03_F\n- Land_AlienProbe_Core_Debris_04_F\n- Land_AlienProbe_Core_Debris_05_F\n- Land_AlienProbe_Debris_01_F\n- Land_AlienProbe_Debris_02_F\n- Land_AlienProbe_Debris_03_F\n- Land_AlienProbe_Stump_01_F\n- Land_AlienProbe_Stump_02_F\n- Land_AlienProbe_Tip_01_F\n  1. Retract => user\n  1. Biomineralization_HP1 => user\n  1. Biomineralization_HP2 => user\n- Land_AlienProbe_Tip_02_F\n  1. Retract => user\n  1. Biomineralization_HP1 => user\n  1. Biomineralization_HP2 => user\n- Land_AlienProbe_Tip_03_F\n- Land_AlienProbe_Tip_04_F\n  1. Retract => user\n  1. Biomineralization_HP1 => user\n  1. Biomineralization_HP2 => user\n- Land_Ammobox_rounds_F\n- Land_Amphitheater_F\n- Land_Ancient_Wall_4m_F\n- Land_Ancient_Wall_8m_F\n- Land_AncientHead_01_F\n- Land_AncientPillar_damaged_F\n- Land_AncientPillar_F\n- Land_AncientPillar_fallen_F\n- Land_AncientStatue_01_F\n- Land_AncientStatue_02_F\n- Land_Anthill_01_F\n- Land_Antibiotic_F\n- Land_Antimalaricum_01_F\n- Land_ArmChair_01_F\n- Land_Atm_01_F\n- Land_ATM_01_malden_F\n- Land_Atm_02_F\n- Land_ATM_02_malden_F\n- Land_AttachedSign_01_v1_F\n- Land_AttachedSign_01_v2_F\n- Land_AttachedSign_01_v3_F\n- Land_AttachedSign_01_v4_F\n- Land_AttachedSign_02_v1_F\n- Land_AttachedSign_02_v2_F\n- Land_AttachedSign_02_v3_F\n- Land_AttachedSign_02_v4_F\n- Land_AttachedSign_03_v1_F\n- Land_AttachedSign_03_v2_F\n- Land_Axe_F\n- Land_Axe_fire_F\n- Land_BackAlley_01_l_1m_F\n- Land_BackAlley_01_l_gap_F\n- Land_BackAlley_01_l_gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_BackAlley_02_l_1m_F\n- Land_BagBunker_01_large_green_F\n- Land_BagBunker_01_small_green_F\n- Land_BagBunker_Large_F\n- Land_BagBunker_Small_F\n- Land_BagBunker_Tower_F\n- Land_BagFence_01_corner_green_F\n- Land_BagFence_01_end_green_F\n- Land_BagFence_01_long_green_F\n- Land_BagFence_01_round_green_F\n- Land_BagFence_01_short_green_F\n- Land_BagFence_Corner_F\n- Land_BagFence_End_F\n- Land_BagFence_Long_F\n- Land_BagFence_Round_F\n- Land_BagFence_Short_F\n- Land_BakedBeans_F\n- Land_Balloon_01_air_F\n- Land_Balloon_01_water_F\n- Land_BambooFence_01_s_4m_F\n- Land_BambooFence_01_s_8m_F\n- Land_BambooFence_01_s_d_F\n- Land_BambooFence_01_s_pole_F\n- Land_Bandage_F\n- Land_Bare_boulder_01_F\n- Land_Bare_boulder_02_F\n- Land_Bare_boulder_03_F\n- Land_Bare_boulder_04_F\n- Land_Bare_boulder_05_F\n- Land_BarGate_01_open_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_BarGate_F\n  1. Door_1_sound_source => user\n- Land_Bark_Beetle_Trap_01_F\n- Land_Bark_Beetle_Trap_02_F\n- Land_Bark_Beetle_Trap_03_F\n- Land_Barn_01_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Barn_01_brown_ruins_F\n- Land_Barn_01_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Barn_01_grey_ruins_F\n- Land_Barn_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_Barn_02_ruins_F\n- Land_Barn_03_large_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n- Land_Barn_03_large_ruins_F\n- Land_Barn_03_small_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_Barn_03_small_ruins_F\n- Land_Barn_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_Barn_04_ruins_F\n- Land_Barracks_01_camo_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n  1. Glass_35_source => hit [Glass_35_hitpoint]\n  1. Glass_36_source => hit [Glass_36_hitpoint]\n  1. Glass_37_source => hit [Glass_37_hitpoint]\n  1. Glass_38_source => hit [Glass_38_hitpoint]\n  1. Glass_39_source => hit [Glass_39_hitpoint]\n  1. Glass_40_source => hit [Glass_40_hitpoint]\n  1. Glass_41_source => hit [Glass_41_hitpoint]\n  1. Glass_42_source => hit [Glass_42_hitpoint]\n  1. Glass_43_source => hit [Glass_43_hitpoint]\n  1. Glass_44_source => hit [Glass_44_hitpoint]\n  1. Glass_45_source => hit [Glass_45_hitpoint]\n  1. Glass_46_source => hit [Glass_46_hitpoint]\n  1. Glass_47_source => hit [Glass_47_hitpoint]\n  1. Glass_48_source => hit [Glass_48_hitpoint]\n  1. Glass_49_source => hit [Glass_49_hitpoint]\n  1. Glass_50_source => hit [Glass_50_hitpoint]\n  1. Glass_51_source => hit [Glass_51_hitpoint]\n  1. Glass_52_source => hit [Glass_52_hitpoint]\n  1. Glass_53_source => hit [Glass_53_hitpoint]\n  1. Glass_54_source => hit [Glass_54_hitpoint]\n  1. Glass_55_source => hit [Glass_55_hitpoint]\n  1. Glass_56_source => hit [Glass_56_hitpoint]\n  1. Glass_57_source => hit [Glass_57_hitpoint]\n  1. Glass_58_source => hit [Glass_58_hitpoint]\n  1. Glass_59_source => hit [Glass_59_hitpoint]\n  1. Glass_60_source => hit [Glass_60_hitpoint]\n  1. Glass_61_source => hit [Glass_61_hitpoint]\n  1. Glass_62_source => hit [Glass_62_hitpoint]\n- Land_Barracks_01_dilapidated_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n- Land_Barracks_01_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n  1. Glass_35_source => hit [Glass_35_hitpoint]\n  1. Glass_36_source => hit [Glass_36_hitpoint]\n  1. Glass_37_source => hit [Glass_37_hitpoint]\n  1. Glass_38_source => hit [Glass_38_hitpoint]\n  1. Glass_39_source => hit [Glass_39_hitpoint]\n  1. Glass_40_source => hit [Glass_40_hitpoint]\n  1. Glass_41_source => hit [Glass_41_hitpoint]\n  1. Glass_42_source => hit [Glass_42_hitpoint]\n  1. Glass_43_source => hit [Glass_43_hitpoint]\n  1. Glass_44_source => hit [Glass_44_hitpoint]\n  1. Glass_45_source => hit [Glass_45_hitpoint]\n  1. Glass_46_source => hit [Glass_46_hitpoint]\n  1. Glass_47_source => hit [Glass_47_hitpoint]\n  1. Glass_48_source => hit [Glass_48_hitpoint]\n  1. Glass_49_source => hit [Glass_49_hitpoint]\n  1. Glass_50_source => hit [Glass_50_hitpoint]\n  1. Glass_51_source => hit [Glass_51_hitpoint]\n  1. Glass_52_source => hit [Glass_52_hitpoint]\n  1. Glass_53_source => hit [Glass_53_hitpoint]\n  1. Glass_54_source => hit [Glass_54_hitpoint]\n  1. Glass_55_source => hit [Glass_55_hitpoint]\n  1. Glass_56_source => hit [Glass_56_hitpoint]\n  1. Glass_57_source => hit [Glass_57_hitpoint]\n  1. Glass_58_source => hit [Glass_58_hitpoint]\n  1. Glass_59_source => hit [Glass_59_hitpoint]\n  1. Glass_60_source => hit [Glass_60_hitpoint]\n  1. Glass_61_source => hit [Glass_61_hitpoint]\n  1. Glass_62_source => hit [Glass_62_hitpoint]\n- Land_Barracks_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n- Land_Barracks_02_ruins_F\n- Land_Barracks_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n- Land_Barracks_03_ruins_F\n- Land_Barracks_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n- Land_Barracks_04_ruins_F\n- Land_Barracks_05_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n- Land_Barracks_05_ruins_F\n- Land_Barracks_06_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_Barracks_06_ruins_F\n- Land_Barracks_ruins_F\n- Land_BarrelEmpty_F\n- Land_BarrelEmpty_grey_F\n- Land_BarrelSand_F\n- Land_BarrelSand_grey_F\n- Land_BarrelTrash_F\n- Land_BarrelTrash_grey_F\n- Land_BarrelWater_F\n- Land_BarrelWater_grey_F\n- Land_Barricade_01_10m_F\n- Land_Barricade_01_4m_F\n- Land_BasaltKerb_01_2m_d_F\n- Land_BasaltKerb_01_2m_F\n- Land_BasaltKerb_01_4m_F\n- Land_BasaltKerb_01_pile_F\n- Land_BasaltKerb_01_platform_F\n- Land_BasaltWall_01_4m_F\n- Land_BasaltWall_01_8m_F\n- Land_BasaltWall_01_d_left_F\n- Land_BasaltWall_01_d_right_F\n- Land_BasaltWall_01_gate_F\n- Land_Baseball_01_F\n- Land_BaseballMitt_01_F\n- Land_Basket_F\n- Land_Basketball_01_F\n- Land_Battery_F\n- Land_BatteryPack_01_battery_black_F\n- Land_BatteryPack_01_battery_olive_F\n- Land_BatteryPack_01_battery_sand_F\n- Land_BatteryPack_01_closed_black_F\n- Land_BatteryPack_01_closed_olive_F\n- Land_BatteryPack_01_closed_sand_F\n- Land_BatteryPack_01_open_black_F\n- Land_BatteryPack_01_open_olive_F\n- Land_BatteryPack_01_open_sand_F\n- Land_BC_Basket_F\n- Land_BC_Court_F\n- Land_BeachBooth_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_BellTower_01_V1_F\n- Land_BellTower_01_V2_F\n- Land_BellTower_02_V1_F\n- Land_BellTower_02_V1_ruins_F\n- Land_BellTower_02_V2_F\n- Land_BellTower_02_V2_ruins_F\n- Land_Bench_01_F\n- Land_Bench_02_F\n- Land_Bench_03_F\n- Land_Bench_04_F\n- Land_Bench_05_F\n- Land_Bench_F\n- Land_Billboard_01_v1_F\n- Land_Billboard_01_v2_F\n- Land_Billboard_02_blank_F\n- Land_Billboard_02_carrental_F\n- Land_Billboard_02_chernarus_F\n- Land_Billboard_02_chevre2_F\n- Land_Billboard_02_ion_F\n- Land_Billboard_02_leader_F\n- Land_Billboard_02_mars2_F\n- Land_Billboard_02_monte_F\n- Land_Billboard_02_redstone_F\n- Land_Billboard_02_surreal_F\n- Land_Billboard_02_v1_F\n- Land_Billboard_02_v2_F\n- Land_Billboard_02_wine_F\n- Land_Billboard_03_aan_F\n- Land_Billboard_03_action_F\n- Land_Billboard_03_argois_F\n- Land_Billboard_03_blank_F\n- Land_Billboard_03_bluking_F\n- Land_Billboard_03_cheese_F\n- Land_Billboard_03_chevre_F\n- Land_Billboard_03_duckit_F\n- Land_Billboard_03_getlost_F\n- Land_Billboard_03_ionbase_F\n- Land_Billboard_03_koke_F\n- Land_Billboard_03_lyfe_F\n- Land_Billboard_03_mars_F\n- Land_Billboard_03_maskrtnik_F\n- Land_Billboard_03_olives_F\n- Land_Billboard_03_pate_F\n- Land_Billboard_03_pills_F\n- Land_Billboard_03_plane_F\n- Land_Billboard_03_supermarket_F\n- Land_Billboard_03_winery_F\n- Land_Billboard_03_ygont_F\n- Land_Billboard_04_blank_F\n- Land_Billboard_04_koke_redstone_F\n- Land_Billboard_04_mars_lyfe_F\n- Land_Billboard_04_supermarket_maskrtnik_F\n- Land_Billboard_F\n- Land_BloodBag_F\n- Land_BluntRock_apart\n- Land_BluntRock_monolith\n- Land_BluntRock_spike\n- Land_BluntRock_wallH\n- Land_BluntRock_wallV\n- Land_BluntStone_01\n- Land_BluntStone_02\n- Land_BluntStone_03\n- Land_BluntStones_erosion\n- Land_Boat_01_abandoned_blue_F\n- Land_Boat_01_abandoned_red_F\n- Land_Boat_02_abandoned_F\n- Land_Boat_03_abandoned_cover_F\n- Land_Boat_03_abandoned_F\n- Land_Boat_04_wreck_F\n- Land_Boat_05_wreck_F\n- Land_Boat_06_wreck_F\n- Land_Bodybag_01_black_F\n- Land_Bodybag_01_blue_F\n- Land_Bodybag_01_empty_black_F\n- Land_Bodybag_01_empty_blue_F\n- Land_Bodybag_01_empty_white_F\n- Land_Bodybag_01_folded_black_F\n- Land_Bodybag_01_folded_blue_F\n- Land_Bodybag_01_folded_white_F\n- Land_Bodybag_01_white_F\n- Land_Bollard_01_F\n- Land_Bomb_Trolley_01_F\n- Land_BoreSighter_01_F\n- Land_BottlePlastic_V1_F\n- Land_BottlePlastic_V2_F\n- Land_Box_AmmoOld_F\n- Land_Breakwater_01_F\n- Land_Breakwater_02_F\n- Land_Brick_01_F\n- Land_Bricks_V1_F\n- Land_Bricks_V2_F\n- Land_Bricks_V3_F\n- Land_Bricks_V4_F\n- Land_BrickWall_01_l_5m_d_F\n- Land_BrickWall_01_l_5m_F\n- Land_BrickWall_01_l_corner_F\n- Land_BrickWall_01_l_end_F\n- Land_BrickWall_01_l_pole_F\n- Land_BrickWall_02_l_5m_d_F\n- Land_BrickWall_02_l_5m_F\n- Land_BrickWall_02_l_corner_v1_F\n- Land_BrickWall_02_l_corner_v2_F\n- Land_BrickWall_02_l_end_F\n- Land_BrickWall_03_l_5m_v1_d_F\n- Land_BrickWall_03_l_5m_v1_F\n- Land_BrickWall_03_l_5m_v2_d_F\n- Land_BrickWall_03_l_5m_v2_F\n- Land_BrickWall_03_l_gate_F\n- Land_BrickWall_03_l_pole_F\n- Land_BrickWall_04_l_5m_d_F\n- Land_BrickWall_04_l_5m_F\n- Land_BrickWall_04_l_5m_old_d_F\n- Land_BrickWall_04_l_5m_old_F\n- Land_BrickWall_04_l_pole_F\n- Land_BrickWall_04_l_pole_old_F\n- Land_Bridge_01_PathLod_F\n- Land_Bridge_Asphalt_PathLod_F\n- Land_Bridge_Concrete_PathLod_F\n- Land_Bridge_HighWay_PathLod_F\n- Land_BridgeSea_01_pillar_F\n- Land_BridgeWooden_01_pillar_F\n- Land_BriefingRoomDesk_01_F\n- Land_BriefingRoomScreen_01_F\n- Land_BrokenCarGlass_01_4x4_F\n- Land_BrokenCarGlass_01_6x2_F\n- Land_Bucket_clean_F\n- Land_Bucket_F\n- Land_Bucket_painted_F\n- Land_BucketNavy_F\n- Land_Bulldozer_01_abandoned_F\n- Land_Bulldozer_01_wreck_F\n- Land_BulletTrap_01_F\n- Land_Bunker_01_big_F\n- Land_Bunker_01_blocks_1_F\n- Land_Bunker_01_blocks_3_F\n- Land_Bunker_01_HQ_F\n- Land_Bunker_01_small_F\n- Land_Bunker_01_tall_F\n- Land_Bunker_02_double_F\n- Land_Bunker_02_left_F\n- Land_Bunker_02_light_double_F\n- Land_Bunker_02_light_left_F\n- Land_Bunker_02_light_right_F\n- Land_Bunker_02_right_F\n- Land_Bunker_F\n- Land_BuoyBig_F\n  1. Light_1_source => MarkerLight\n- Land_BurntGarbage_01_F\n- Land_BusStop_01_shelter_F\n- Land_BusStop_01_sign_F\n- Land_BusStop_02_shelter_F\n- Land_BusStop_02_shelter_ruins_F\n- Land_BusStop_02_sign_F\n- Land_ButaneCanister_F\n- Land_ButaneTorch_F\n- Land_Cages_F\n- Land_Calvary_01_V1_F\n- Land_Calvary_02_V1_F\n- Land_Calvary_02_V2_F\n- Land_Calvary_03_F\n  1. RandomCalvaryText => userPositionHashedInit\n- Land_Calvary_04_F\n- Land_Camera_01_F\n- Land_CamoConcreteWall_01_l_4m_d_v1_F\n- Land_CamoConcreteWall_01_l_4m_d_v2_F\n- Land_CamoConcreteWall_01_l_4m_v1_F\n- Land_CamoConcreteWall_01_l_4m_v2_F\n- Land_CamoConcreteWall_01_l_end_v1_F\n- Land_CamoConcreteWall_01_pole_v1_F\n- Land_Camp_House_01_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n- Land_Camp_House_01_brown_ruins_F\n- Land_Campfire_F\n- Land_Camping_Light_F\n- Land_Camping_Light_off_F\n- Land_CampingChair_V1_F\n- Land_CampingChair_V1_folded_F\n- Land_CampingChair_V2_F\n- Land_CampingChair_V2_white_F\n- Land_CampingTable_F\n- Land_CampingTable_small_F\n- Land_CampingTable_small_white_F\n- Land_CampingTable_white_F\n- Land_Can_Dented_F\n- Land_Can_Rusty_F\n- Land_Can_V1_F\n- Land_Can_V2_F\n- Land_Can_V3_F\n- Land_Canal_Dutch_01_15m_F\n- Land_Canal_Dutch_01_bridge_F\n- Land_Canal_Dutch_01_corner_F\n- Land_Canal_Dutch_01_plate_F\n- Land_Canal_Dutch_01_stairs_F\n- Land_Canal_Wall_10m_F\n- Land_Canal_Wall_D_center_F\n- Land_Canal_Wall_D_left_F\n- Land_Canal_Wall_D_right_F\n- Land_Canal_Wall_Stairs_F\n- Land_Canal_WallSmall_10m_F\n- Land_CanisterFuel_Blue_F\n- Land_CanisterFuel_F\n- Land_CanisterFuel_Red_F\n- Land_CanisterFuel_White_F\n- Land_CanisterOil_F\n- Land_CanisterPlastic_F\n- Land_CanOpener_F\n- Land_Canteen_F\n- Land_CanvasCover_01_F\n- Land_CanvasCover_02_F\n- Land_Caravan_01_green_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Caravan_01_rust_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_CarBattery_01_F\n- Land_CarBattery_02_F\n- Land_Cargo10_blue_F\n- Land_Cargo10_brick_red_F\n- Land_Cargo10_cyan_F\n- Land_Cargo10_grey_F\n- Land_Cargo10_IDAP_F\n- Land_Cargo10_light_blue_F\n- Land_Cargo10_light_green_F\n- Land_Cargo10_military_green_F\n- Land_Cargo10_orange_F\n- Land_Cargo10_red_F\n- Land_Cargo10_sand_F\n- Land_Cargo10_white_F\n- Land_Cargo10_yellow_F\n- Land_Cargo20_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_brick_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_china_color_V1_ruins_F\n- Land_Cargo20_china_color_V2_ruins_F\n- Land_Cargo20_color_V1_ruins_F\n- Land_Cargo20_color_V2_ruins_F\n- Land_Cargo20_color_V3_ruins_F\n- Land_Cargo20_cyan_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_EMP_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_EMP_Training_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_IDAP_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_idap_ruins_F\n- Land_Cargo20_light_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_light_green_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_military_green_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_military_ruins_F\n- Land_Cargo20_orange_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_sand_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_vr_F\n- Land_Cargo20_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_brick_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_china_color_V1_ruins_F\n- Land_Cargo40_china_color_V2_ruins_F\n- Land_Cargo40_color_V1_ruins_F\n- Land_Cargo40_color_V2_ruins_F\n- Land_Cargo40_color_V3_ruins_F\n- Land_Cargo40_cyan_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_IDAP_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_idap_ruins_F\n- Land_Cargo40_light_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_light_green_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_military_green_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_military_ruins_F\n- Land_Cargo40_orange_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_sand_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_cargo_addon01_V1_F\n- Land_cargo_addon01_V2_F\n- Land_cargo_addon02_V1_F\n- Land_cargo_addon02_V2_F\n- Land_cargo_house_slum_F\n- Land_cargo_house_slum_ruins_F\n- Land_Cargo_House_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Cargo_House_V1_ruins_F\n- Land_Cargo_House_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Cargo_House_V2_ruins_F\n- Land_Cargo_House_V3_derelict_F\n- Land_Cargo_House_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Cargo_House_V3_ruins_F\n- Land_Cargo_House_V4_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Cargo_House_V4_ruins_F\n- Land_Cargo_HQ_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Hatch_1_source => user\n- Land_Cargo_HQ_V1_ruins_F\n- Land_Cargo_HQ_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Hatch_1_source => user\n- Land_Cargo_HQ_V2_ruins_F\n- Land_Cargo_HQ_V3_derelict_F\n- Land_Cargo_HQ_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Hatch_1_source => user\n- Land_Cargo_HQ_V3_ruins_F\n- Land_Cargo_HQ_V4_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Hatch_1_source => user\n- Land_Cargo_HQ_V4_ruins_F\n- Land_Cargo_Patrol_V1_F\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n- Land_Cargo_Patrol_V1_ruins_F\n- Land_Cargo_Patrol_V2_F\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n- Land_Cargo_Patrol_V2_ruins_F\n- Land_Cargo_Patrol_V3_derelict_F\n- Land_Cargo_Patrol_V3_F\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n- Land_Cargo_Patrol_V3_ruins_F\n- Land_Cargo_Patrol_V4_F\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n- Land_Cargo_Patrol_V4_ruins_F\n- Land_Cargo_Tower_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_No1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_No2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_No3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_No4_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_No5_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_No6_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_No7_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_ruins_F\n- Land_Cargo_Tower_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V2_ruins_F\n- Land_Cargo_Tower_V3_derelict_F\n- Land_Cargo_Tower_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V3_ruins_F\n- Land_Cargo_Tower_V4_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V4_ruins_F\n- Land_CargoBox_V1_F\n- Land_CargoPlaftorm_01_ruins_F\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- Land_Carousel_01_F\n  1. Platform_source_1 => user\n  1. Platform_source_2 => user\n  1. Platform_source_3 => user\n- Land_Carrier_01_base_F\n- Land_Carrier_01_hull_01_F\n- Land_Carrier_01_hull_02_F\n- Land_Carrier_01_hull_03_1_F\n- Land_Carrier_01_hull_03_2_F\n- Land_Carrier_01_hull_04_1_F\n  1. Deflector_2 => user\n  1. Deflector_2_hydraulic_1 => user\n  1. Deflector_2_hydraulic_2 => user\n  1. Deflector_2_hydraulic_3 => user\n- Land_Carrier_01_hull_04_2_F\n  1. Deflector_1 => user\n  1. Deflector_1_hydraulic_1 => user\n  1. Deflector_1_hydraulic_2 => user\n  1. Deflector_1_hydraulic_3 => user\n- Land_Carrier_01_hull_05_1_F\n- Land_Carrier_01_hull_05_2_F\n- Land_Carrier_01_hull_06_1_F\n- Land_Carrier_01_hull_06_2_F\n- Land_Carrier_01_hull_07_1_F\n  1. Deflector_3 => user\n  1. Deflector_3_hydraulic_1 => user\n  1. Deflector_3_hydraulic_2 => user\n  1. Deflector_3_hydraulic_3 => user\n  1. Deflector_4 => user\n  1. Deflector_4_hydraulic_1 => user\n  1. Deflector_4_hydraulic_2 => user\n  1. Deflector_4_hydraulic_3 => user\n- Land_Carrier_01_hull_07_2_F\n- Land_Carrier_01_hull_08_1_F\n- Land_Carrier_01_hull_08_2_F\n- Land_Carrier_01_hull_09_1_F\n- Land_Carrier_01_hull_09_2_F\n- Land_Carrier_01_hull_base_F\n- Land_Carrier_01_island_01_F\n  1. Door_1_source => user\n  1. Door_2_source => user\n  1. Door_3_source => user\n  1. Door_4_source => user\n- Land_Carrier_01_island_02_F\n- Land_Carrier_01_island_03_F\n- Land_CarService_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n- Land_CashDesk_F\n- Land_Castle_01_church_a_ruin_F\n- Land_Castle_01_church_b_ruin_F\n- Land_Castle_01_church_ruin_F\n- Land_Castle_01_house_ruin_F\n- Land_Castle_01_step_F\n- Land_Castle_01_tower_F\n- Land_Castle_01_tower_ruins_F\n- Land_Castle_01_wall_01_F\n- Land_Castle_01_wall_02_F\n- Land_Castle_01_wall_03_F\n- Land_Castle_01_wall_04_F\n- Land_Castle_01_wall_05_F\n- Land_Castle_01_wall_06_F\n- Land_Castle_01_wall_07_F\n- Land_Castle_01_wall_08_F\n- Land_Castle_01_wall_09_F\n- Land_Castle_01_wall_10_F\n- Land_Castle_01_wall_11_F\n- Land_Castle_01_wall_12_F\n- Land_Castle_01_wall_13_F\n- Land_Castle_01_wall_14_F\n- Land_Castle_01_wall_15_F\n- Land_Castle_01_wall_16_F\n- Land_CastleRuins_01_bastion_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_CastleRuins_01_wall_10m_F\n- Land_CastleRuins_01_wall_d_L_F\n- Land_CastleRuins_01_wall_d_R_F\n- Land_Cathedral_01_F\n- Land_CementWorks_01_brick_F\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n- Land_CementWorks_01_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n- Land_CerealsBox_F\n- Land_ChairPlastic_F\n- Land_ChairWood_F\n- Land_Chapel_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n- Land_Chapel_02_white_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. RingTheBell => user\n- Land_Chapel_02_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. RingTheBell => user\n- Land_Chapel_02_white_ruins_F\n- Land_Chapel_02_yellow_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. RingTheBell => user\n- Land_Chapel_02_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. RingTheBell => user\n- Land_Chapel_02_yellow_ruins_F\n- Land_Chapel_Small_V1_F\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_Chapel_Small_V1_ruins_F\n- Land_Chapel_Small_V2_F\n- Land_Chapel_Small_V2_ruins_F\n- Land_Chapel_V1_F\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_Chapel_V1_ruins_F\n- Land_Chapel_V2_F\n- Land_Chapel_V2_ruins_F\n- Land_Chemlight_Blue_F\n- Land_ChickenCoop_01_F\n- Land_Church_01_F\n- Land_Church_01_ruins_F\n- Land_Church_01_V1_F\n- Land_Church_01_V2_F\n- Land_Church_02_F\n- Land_Church_02_ruins_F\n- Land_Church_03_F\n- Land_Church_03_ruins_F\n- Land_Church_04_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_lightblue_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_lightblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_lightyellow_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_lightyellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_red_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_damaged_F\n- Land_Church_04_small_F\n- Land_Church_04_small_lightblue_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_lightblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_lightyellow_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_lightyellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_red_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_white_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_white_red_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_white_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_yellow_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_white_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_white_red_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_white_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_yellow_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_05_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_ChurchRuin_01_F\n- Land_CinderBlock_01_F\n- Land_CinderBlocks_01_F\n- Land_CinderBlocks_F\n- Land_City2_4m_F\n- Land_City2_8m_F\n- Land_City2_8mD_F\n- Land_City2_PillarD_F\n- Land_City_4m_F\n- Land_City_8m_F\n- Land_City_8mD_F\n- Land_City_Gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_City_Pillar_F\n- Land_Cliff_boulder_F\n- Land_Cliff_peak_F\n- Land_Cliff_stone_big_F\n- Land_Cliff_stone_medium_F\n- Land_Cliff_stone_small_F\n- Land_Cliff_stoneCluster_F\n- Land_Cliff_surfaceMine_F\n- Land_Cliff_wall_long_F\n- Land_Cliff_wall_round_F\n- Land_Cliff_wall_tall_F\n- Land_ClothesLine_01_F\n- Land_ClothesLine_01_full_F\n- Land_ClothesLine_01_short_F\n- Land_ClothShelter_01_F\n- Land_ClothShelter_02_F\n- Land_ClutterCutter_large_F\n- Land_ClutterCutter_medium_F\n- Land_ClutterCutter_small_F\n- Land_cmp_Hopper_F\n- Land_cmp_Hopper_ruins_F\n- Land_cmp_Shed_dam_F\n- Land_cmp_Shed_F\n- Land_cmp_Shed_ruins_F\n- Land_cmp_Tower_F\n- Land_cmp_Tower_ruins_F\n- Land_CncBarrier_F\n- Land_CncBarrier_stripes_F\n- Land_CncBarrierMedium4_F\n- Land_CncBarrierMedium_F\n- Land_CncShelter_F\n- Land_CncWall1_F\n- Land_CncWall4_F\n- Land_CoalPlant_01_Conveyor_F\n- Land_CoalPlant_01_LoadingHouse_F\n- Land_CoalPlant_01_MainBuilding_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_CobblestoneSquare_01_2m_F\n- Land_CobblestoneSquare_01_32m_F\n- Land_CobblestoneSquare_01_4m_F\n- Land_CobblestoneSquare_01_8m_F\n- Land_CobblestoneSquare_01_edge_2m_v1_F\n- Land_CobblestoneSquare_01_edge_2m_v2_F\n- Land_CobblestoneSquare_01_edge_32m_v1_F\n- Land_CobblestoneSquare_01_edge_32m_v2_F\n- Land_CobblestoneSquare_01_edge_4m_v1_F\n- Land_CobblestoneSquare_01_edge_4m_v2_F\n- Land_CobblestoneSquare_01_edge_8m_v1_F\n- Land_CobblestoneSquare_01_edge_8m_v2_F\n- Land_Coil_F\n- Land_CombineHarvester_01_wreck_F\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_Communication_anchor_F\n- Land_Communication_F\n- Land_Compass_F\n- Land_Computer_01_black_F\n- Land_Computer_01_olive_F\n- Land_Computer_01_sand_F\n- Land_Concrete_SmallWall_4m_F\n- Land_Concrete_SmallWall_8m_F\n- Land_ConcreteBlock_01_F\n- Land_ConcreteHedgehog_01_F\n- Land_ConcreteHedgehog_01_half_F\n- Land_ConcreteHedgehog_01_palette_F\n- Land_ConcreteKerb_01_2m_F\n- Land_ConcreteKerb_01_2m_v2_F\n- Land_ConcreteKerb_01_4m_F\n- Land_ConcreteKerb_01_4m_v2_F\n- Land_ConcreteKerb_01_8m_F\n- Land_ConcreteKerb_01_8m_v2_F\n- Land_ConcreteKerb_02_1m_F\n- Land_ConcreteKerb_02_2m_F\n- Land_ConcreteKerb_02_4m_F\n- Land_ConcreteKerb_02_8m_F\n- Land_ConcreteKerb_03_BW_long_F\n- Land_ConcreteKerb_03_BW_short_F\n- Land_ConcreteKerb_03_BY_long_F\n- Land_ConcreteKerb_03_BY_short_F\n- Land_ConcretePanels_01_end1_F\n- Land_ConcretePanels_01_end2_F\n- Land_ConcretePanels_01_F\n- Land_ConcretePanels_01_single_F\n- Land_ConcretePanels_02_four_F\n- Land_ConcretePanels_02_single_dmg_F\n- Land_ConcretePanels_02_single_v1_F\n- Land_ConcretePanels_02_single_v2_F\n- Land_ConcretePavement_01_narrow_corner_F\n- Land_ConcretePavement_01_narrow_F\n- Land_ConcretePavement_01_wide_corner_F\n- Land_ConcretePavement_01_wide_F\n- Land_ConcretePipe_F\n- Land_ConcreteTreePlanter_01_F\n- Land_ConcreteTreePlanter_02_F\n- Land_ConcreteWall_01_l_4m_F\n- Land_ConcreteWall_01_l_8m_F\n- Land_ConcreteWall_01_l_d_F\n- Land_ConcreteWall_01_l_gate_closed_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_ConcreteWall_01_l_gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_ConcreteWall_01_l_pole_F\n- Land_ConcreteWall_01_m_4m_F\n- Land_ConcreteWall_01_m_8m_F\n- Land_ConcreteWall_01_m_d_F\n- Land_ConcreteWall_01_m_gate_closed_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_ConcreteWall_01_m_gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_ConcreteWall_01_m_pole_F\n- Land_ConcreteWall_02_m_2m_F\n- Land_ConcreteWall_02_m_4m_F\n- Land_ConcreteWall_02_m_8m_F\n- Land_ConcreteWall_02_m_d_F\n- Land_ConcreteWall_02_m_gate_F\n- Land_ConcreteWall_02_m_pole_F\n- Land_ConcreteWall_03_m_2m_F\n- Land_ConcreteWall_03_m_6m_F\n- Land_ConcreteWall_03_m_pole_F\n- Land_ConcreteWell_01_F\n- Land_ConcreteWell_02_F\n- Land_ConnectorTent_01_AAF_closed_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_AAF_cross_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. Door_3_Hide => user\n  1. Door_4_Hide => user\n- Land_ConnectorTent_01_AAF_open_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_CSAT_brownhex_closed_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_CSAT_brownhex_cross_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. Door_3_Hide => user\n  1. Door_4_Hide => user\n- Land_ConnectorTent_01_CSAT_brownhex_open_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_CSAT_greenhex_closed_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_CSAT_greenhex_cross_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. Door_3_Hide => user\n  1. Door_4_Hide => user\n- Land_ConnectorTent_01_CSAT_greenhex_open_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_floor_dark_F\n- Land_ConnectorTent_01_floor_light_F\n- Land_ConnectorTent_01_NATO_closed_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_NATO_cross_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. Door_3_Hide => user\n  1. Door_4_Hide => user\n- Land_ConnectorTent_01_NATO_open_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_NATO_tropic_closed_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_NATO_tropic_cross_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. Door_3_Hide => user\n  1. Door_4_Hide => user\n- Land_ConnectorTent_01_NATO_tropic_open_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_wdl_closed_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_wdl_cross_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. Door_3_Hide => user\n  1. Door_4_Hide => user\n- Land_ConnectorTent_01_wdl_open_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_white_closed_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_white_cross_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. Door_3_Hide => user\n  1. Door_4_Hide => user\n- Land_ConnectorTent_01_white_open_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ContainerCrane_01_arm_F\n- Land_ContainerCrane_01_arm_lowered_F\n- Land_ContainerCrane_01_F\n- Land_ContainerLine_01_F\n- Land_ContainerLine_02_F\n- Land_ContainerLine_03_F\n- Land_ContainmentArea_01_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- Land_ContainmentArea_02_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- Land_ContainmentArea_03_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- Land_ControlTower_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_ControlTower_01_ruins_F\n- Land_ControlTower_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_ControlTower_02_ruins_F\n- Land_CornerAds_01_v1_F\n- Land_CornerAds_01_v2_F\n- Land_CornerAds_01_v3_F\n- Land_CornerAds_01_v4_F\n- Land_CornerAds_02_v1_F\n- Land_CornerAds_02_v2_F\n- Land_CorporateSign_01_mine_F\n- Land_CorporateSign_01_scf_F\n- Land_CorporateSign_02_airport_F\n- Land_CorporateSign_02_harbor_F\n- Land_CorporateSign_03_ranch_F\n- Land_Cowshed_01_A_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n- Land_Cowshed_01_A_ruins_F\n- Land_Cowshed_01_B_F\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n- Land_Cowshed_01_B_ruins_F\n- Land_Cowshed_01_C_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n- Land_Cowshed_01_C_ruins_F\n- Land_CrabCages_F\n- Land_Crane_F\n- Land_CraneRail_01_F\n- Land_Crash_barrier_F\n- Land_CrashBarrier_01_4m_F\n- Land_CrashBarrier_01_8m_F\n- Land_CrashBarrier_01_end_L_F\n- Land_CrashBarrier_01_end_R_F\n- Land_CratesPlastic_F\n- Land_CratesShabby_F\n- Land_CratesWooden_F\n- Land_Creditcard_01_F\n- Land_Cross_01_small_F\n- Land_Crowbar_01_F\n- Land_CzechHedgehog_01_F\n- Land_CzechHedgehog_01_new_F\n- Land_CzechHedgehog_01_old_F\n- Land_d_Addon_02_V1_F\n- Land_d_House_Big_01_V1_F\n- Land_d_House_Big_02_V1_F\n- Land_d_House_Small_01_V1_F\n- Land_d_House_Small_02_V1_F\n- Land_d_Shop_01_V1_F\n- Land_d_Shop_02_V1_F\n- Land_d_Stone_HouseBig_V1_F\n- Land_d_Stone_HouseSmall_V1_F\n- Land_d_Stone_Shed_V1_F\n- Land_d_Windmill01_F\n- Land_DataTerminal_01_F\n  1. Sesame_source => user\n  1. Lock_source => user\n  1. Antenna_source => user\n- Land_Decal_BulletHoles_Big_01_F\n- Land_Decal_BulletHoles_Big_02_F\n- Land_Decal_BulletHoles_Small_01_F\n- Land_Decal_BulletHoles_Small_02_F\n- Land_Decal_BulletHoles_Small_03_F\n- Land_Decal_damage_long1_F\n- Land_Decal_damage_long2_F\n- Land_Decal_damage_long3_F\n- Land_Decal_damage_long4_F\n- Land_Decal_damage_long5_F\n- Land_Decal_damage_medium1_F\n- Land_Decal_damage_medium2_F\n- Land_Decal_Garbage_01_F\n- Land_Decal_RoadCrack_Grass_01_F\n- Land_Decal_RoadCrack_Grass_02_F\n- Land_Decal_RoadCrack_Grass_03_F\n- Land_Decal_RoadCrack_Grass_04_F\n- Land_Decal_RoadCrack_Grass_05_F\n- Land_Decal_RoadEdge_Dirt_01_F\n- Land_Decal_RoadEdge_Dirt_02_F\n- Land_Decal_RoadEdge_Dirt_03_F\n- Land_Decal_RoadEdge_Dirt_04_F\n- Land_Decal_RoadEdge_Dirt_05_F\n- Land_Decal_RoadEdge_Dirt_06_F\n- Land_Decal_RoadEdge_Dirt_07_F\n- Land_Decal_RoadEdge_Dirt_08_F\n- Land_Decal_RoadEdge_Dirt_09_F\n- Land_Decal_RoadEdge_Dirt_10_F\n- Land_Decal_roads_ars_01_F\n- Land_Decal_roads_ars_02_F\n- Land_Decal_roads_ars_03_F\n- Land_Decal_roads_ars_04_F\n- Land_Decal_roads_ars_05_F\n- Land_Decal_roads_ars_06_F\n- Land_Decal_roads_oil_stain_01_F\n- Land_Decal_roads_oil_stain_02_F\n- Land_Decal_roads_oil_stain_03_F\n- Land_Decal_roads_oil_stain_04_F\n- Land_Decal_ScorchMark_01_large_F\n- Land_Decal_ScorchMark_01_small_F\n- Land_DeckTractor_01_F\n- Land_DeconTent_01_AAF_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_CSAT_brownhex_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_CSAT_greenhex_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_IDAP_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_NATO_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_NATO_tropic_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_wdl_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_white_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_yellow_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeerSkeleton_damaged_01_F\n- Land_DeerSkeleton_full_01_F\n- Land_DeerSkeleton_pile_01_F\n- Land_DeerSkeleton_skull_01_F\n- Land_DeerStand_01_F\n- Land_DeerStand_02_F\n- Land_Defibrillator_F\n- Land_DeskChair_01_black_F\n- Land_DeskChair_01_olive_F\n- Land_DeskChair_01_sand_F\n- Land_Destroyer_01_base_F\n- Land_Destroyer_01_Boat_Rack_01_F\n  1. CargoBay_Move_Z => user\n- Land_Destroyer_01_hull_01_F\n- Land_Destroyer_01_hull_02_F\n  1. Door_1_source => user\n  1. Door_2_source => user\n  1. Glass_1_source => user\n  1. Glass_2_source => user\n  1. Glass_3_source => user\n  1. Glass_4_source => user\n  1. Glass_5_source => user\n  1. Glass_6_source => user\n  1. Glass_7_source => user\n  1. Glass_8_source => user\n  1. Glass_9_source => user\n  1. Glass_10_source => user\n  1. Glass_11_source => user\n  1. Glass_12_source => user\n  1. Glass_13_source => user\n  1. Glass_14_source => user\n  1. Glass_15_source => user\n  1. Glass_16_source => user\n  1. Glass_17_source => user\n  1. Glass_18_source => user\n- Land_Destroyer_01_hull_03_F\n- Land_Destroyer_01_hull_04_F\n  1. Door_1_source => user\n  1. Door_Hangar_1_1_open => user\n  1. Door_Hangar_1_2_open => user\n  1. Door_Hangar_1_3_open => user\n  1. Door_Hangar_2_1_open => user\n  1. Door_Hangar_2_2_open => user\n  1. Door_Hangar_2_3_open => user\n- Land_Destroyer_01_hull_05_F\n- Land_Destroyer_01_hull_base_F\n- Land_Destroyer_01_interior_02_F\n  1. Door_1_source => user\n  1. Door_2_source => user\n  1. Door_3_source => user\n  1. Door_4_source => user\n  1. Door_5_source => user\n- Land_Destroyer_01_interior_03_F\n  1. Door_1_source => user\n  1. Door_2_source => user\n  1. Door_3_source => user\n  1. Door_4_source => user\n- Land_Destroyer_01_interior_04_F\n  1. Door_1_source => user\n- Land_Device_assembled_F\n- Land_Device_disassembled_F\n- Land_Device_slingloadable_F\n- Land_DieselGroundPowerUnit_01_F\n- Land_dirt_road_damage_long_01_F\n- Land_dirt_road_damage_long_02_F\n- Land_dirt_road_damage_long_03_F\n- Land_dirt_road_damage_long_04_F\n- Land_dirt_road_damage_long_05_F\n- Land_dirt_road_rocks_01_F\n- Land_dirt_road_rocks_02_F\n- Land_dirt_road_rocks_03_F\n- Land_dirt_road_rocks_04_F\n- Land_DirtPatch_01_4x4_F\n- Land_DirtPatch_01_6x8_F\n- Land_DirtPatch_02_F\n- Land_DirtPatch_03_F\n- Land_DirtPatch_04_F\n- Land_DirtPatch_05_F\n- Land_DischargeStick_01_F\n- Land_DisinfectantSpray_F\n- Land_DisturbedSoil_01_decal_F\n- Land_DisturbedSoil_02_decal_F\n- Land_DisturbedSoil_base_F\n- Land_Document_01_F\n- Land_Dome_01_big_green_ruins_v1_F\n- Land_Dome_01_big_green_ruins_v2_F\n- Land_Dome_01_small_green_ruins_F\n- Land_Dome_Big_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_Dome_Small_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Dome_Small_WIP2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Dome_Small_WIP_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_DomeDebris_01_hex_damaged_green_F\n- Land_DomeDebris_01_hex_green_F\n- Land_DomeDebris_01_struts_large_green_F\n- Land_DomeDebris_01_struts_small_green_F\n- Land_DomeParts_01_panel_white_F\n- Land_DomeParts_01_panel_white_stack_F\n- Land_DomeParts_01_struts_stack_F\n- Land_DomeParts_01_white_openstack_F\n- Land_dp_bigTank_F\n- Land_dp_bigTank_old_F\n- Land_dp_bigTank_old_ruins_F\n- Land_dp_bigTank_ruins_F\n- Land_dp_mainFactory_F\n- Land_dp_smallFactory_F\n- Land_dp_smallTank_F\n- Land_dp_smallTank_old_F\n- Land_dp_smallTank_old_ruins_F\n- Land_dp_smallTank_ruins_F\n- Land_dp_transformer_F\n- Land_DPP_01_mainFactory_F\n- Land_DPP_01_mainFactory_old_F\n- Land_DPP_01_smallFactory_F\n- Land_DPP_01_transformer_F\n- Land_DPP_01_waterCooler_F\n- Land_DPP_01_waterCooler_ladder_F\n- Land_DragonsTeeth_01_1x1_new_F\n- Land_DragonsTeeth_01_1x1_new_redwhite_F\n- Land_DragonsTeeth_01_1x1_old_F\n- Land_DragonsTeeth_01_1x1_old_redwhite_F\n- Land_DragonsTeeth_01_4x2_new_F\n- Land_DragonsTeeth_01_4x2_new_redwhite_F\n- Land_DragonsTeeth_01_4x2_old_F\n- Land_DragonsTeeth_01_4x2_old_redwhite_F\n- Land_Drainage_01_F\n- Land_DrillAku_F\n- Land_DryDock_01_end_F\n- Land_DryDock_01_middle_F\n- Land_DryToilet_01_F\n- Land_DuctTape_F\n- Land_DustMask_F\n- Land_EmergencyBlanket_01_discarded_F\n- Land_EmergencyBlanket_01_F\n- Land_EmergencyBlanket_01_stack_F\n- Land_EmergencyBlanket_02_discarded_F\n- Land_EmergencyBlanket_02_F\n- Land_EmergencyBlanket_02_stack_F\n- Land_EmplacementGun_01_d_mossy_F\n- Land_EmplacementGun_01_d_rusty_F\n- Land_EmplacementGun_01_mossy_F\n- Land_EmplacementGun_01_rusty_F\n- Land_EngineCrane_01_F\n- Land_EntranceGate_01_narrow_F\n- Land_Excavator_01_abandoned_F\n- Land_Excavator_01_wreck_F\n- Land_ExtensionCord_F\n- Land_Factory_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n- Land_Factory_Conv1_10_F\n- Land_Factory_Conv1_10_ruins_F\n- Land_Factory_Conv1_End_F\n- Land_Factory_Conv1_Main_F\n- Land_Factory_Conv1_Main_ruins_F\n- Land_Factory_Conv2_F\n- Land_Factory_Conv2_ruins_F\n- Land_Factory_Hopper_F\n- Land_Factory_Hopper_ruins_F\n- Land_Factory_Main_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Factory_Main_ruins_F\n- Land_Factory_Tunnel_F\n- Land_FeedRack_01_F\n- Land_FeedShack_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_FeedStorage_01_F\n- Land_FeedStorage_01_ruins_F\n- Land_FieldToilet_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_File1_F\n- Land_File2_F\n- Land_File_F\n- Land_File_research_F\n- Land_FilePhotos_F\n- Land_FinishGate_01_narrow_F\n- Land_FinishGate_01_wide_F\n- Land_FireEscape_01_short_F\n- Land_FireEscape_01_tall_F\n- Land_FireExtinguisher_F\n- Land_FirePlace_F\n- Land_FirewoodPile_01_F\n- Land_FirstAidKit_01_closed_F\n- Land_FirstAidKit_01_open_F\n- Land_FishingGear_01_F\n- Land_FishingGear_02_F\n- Land_FlatTV_01_F\n- Land_FlexibleTank_01_F\n- Land_FloodLight_F\n- Land_FlowerPot_01_F\n- Land_FlowerPot_01_Flower_F\n- Land_Flush_Light_green_F\n  1. Light_1_source => MarkerLight\n- Land_Flush_Light_red_F\n  1. Light_1_source => MarkerLight\n- Land_Flush_Light_yellow_F\n  1. Light_1_source => MarkerLight\n- Land_FMradio_F\n- Land_FoodContainer_01_F\n- Land_FoodContainer_01_White_F\n- Land_FoodSack_01_dmg_brown_F\n- Land_FoodSack_01_dmg_brown_idap_F\n- Land_FoodSack_01_dmg_white_idap_F\n- Land_FoodSack_01_empty_brown_F\n- Land_FoodSack_01_empty_brown_idap_F\n- Land_FoodSack_01_empty_white_idap_F\n- Land_FoodSack_01_full_brown_F\n- Land_FoodSack_01_full_brown_idap_F\n- Land_FoodSack_01_full_white_idap_F\n- Land_FoodSacks_01_cargo_brown_F\n- Land_FoodSacks_01_cargo_brown_idap_F\n- Land_FoodSacks_01_cargo_white_idap_F\n- Land_FoodSacks_01_large_brown_F\n- Land_FoodSacks_01_large_brown_idap_F\n- Land_FoodSacks_01_large_white_idap_F\n- Land_FoodSacks_01_small_brown_F\n- Land_FoodSacks_01_small_brown_idap_F\n- Land_FoodSacks_01_small_white_idap_F\n- Land_Football_01_F\n- Land_Fortress_01_10m_F\n- Land_Fortress_01_5m_F\n- Land_Fortress_01_bricks_v1_F\n- Land_Fortress_01_bricks_v2_F\n- Land_Fortress_01_cannon_F\n- Land_Fortress_01_d_L_F\n- Land_Fortress_01_d_R_F\n- Land_Fortress_01_innerCorner_110_F\n- Land_Fortress_01_innerCorner_70_F\n- Land_Fortress_01_innerCorner_90_F\n- Land_Fortress_01_outterCorner_50_F\n- Land_Fortress_01_outterCorner_80_F\n- Land_Fortress_01_outterCorner_90_F\n- Land_fs_feed_F\n- Land_fs_price_F\n- Land_fs_roof_F\n- Land_fs_sign_F\n- Land_FuelStation_01_arrow_F\n- Land_FuelStation_01_prices_F\n- Land_FuelStation_01_prices_malevil_F\n- Land_FuelStation_01_pump_F\n- Land_FuelStation_01_pump_malevil_F\n- Land_FuelStation_01_roof_F\n- Land_FuelStation_01_roof_malevil_F\n- Land_FuelStation_01_shop_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n- Land_FuelStation_01_workshop_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_FuelStation_02_prices_F\n- Land_FuelStation_02_pump_F\n- Land_FuelStation_02_roof_F\n- Land_FuelStation_02_sign_F\n- Land_FuelStation_02_workshop_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n- Land_FuelStation_03_prices_F\n- Land_FuelStation_03_pump_F\n- Land_FuelStation_03_roof_F\n- Land_FuelStation_03_roof_ruins_F\n- Land_FuelStation_03_shop_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_FuelStation_03_shop_ruins_F\n- Land_FuelStation_Build_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_FuelStation_Build_ruins_F\n- Land_FuelStation_Feed_F\n- Land_FuelStation_Shed_F\n- Land_FuelStation_Shed_ruins_F\n- Land_FuelStation_Sign_F\n- Land_GalleryInterior_01_East_F\n- Land_GalleryInterior_01_Rotunda_F\n- Land_GalleryInterior_01_Sala_F\n- Land_GalleryInterior_01_West_F\n- Land_GameProofFence_01_l_5m_F\n- Land_GameProofFence_01_l_d_F\n- Land_GameProofFence_01_l_gate_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_GameProofFence_01_l_pole_F\n- Land_GamingSet_01_camera_F\n- Land_GamingSet_01_console_F\n- Land_GamingSet_01_controller_F\n- Land_GamingSet_01_powerSupply_F\n- Land_GantryCrane_01_F\n- Land_Garage_V1_ruins_F\n- Land_GarageOffice_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_GarageOffice_01_ruins_F\n- Land_GarageRow_01_large_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_GarageRow_01_large_ruins_F\n- Land_GarageRow_01_small_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n- Land_GarageRow_01_small_ruins_F\n- Land_GarageShelter_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_GarageShelter_01_ruins_F\n- Land_Garbage_line_F\n- Land_Garbage_square3_F\n- Land_Garbage_square5_F\n- Land_GarbageBags_F\n- Land_GarbageBarrel_01_english_F\n- Land_GarbageBarrel_01_F\n- Land_GarbageBarrel_02_buried_F\n- Land_GarbageBarrel_02_F\n- Land_GarbageBin_01_F\n- Land_GarbageBin_02_F\n- Land_GarbageBin_03_F\n- Land_GarbageContainer_closed_F\n- Land_GarbageContainer_open_F\n- Land_GarbageHeap_01_F\n- Land_GarbageHeap_02_F\n- Land_GarbageHeap_03_F\n- Land_GarbageHeap_04_F\n- Land_GarbagePallet_F\n- Land_GarbageWashingMachine_F\n- Land_GardenPavement_01_F\n- Land_GardenPavement_02_F\n- Land_GasCanister_F\n- Land_GasCooker_F\n- Land_GasMeterCabinet_01_F\n- Land_GasTank_01_blue_F\n  1. Sign_source => user\n- Land_GasTank_01_khaki_F\n  1. Sign_source => user\n- Land_GasTank_01_yellow_F\n  1. Sign_source => user\n- Land_GasTank_02_F\n- Land_GH_Gazebo_F\n- Land_GH_Gazebo_ruins_F\n- Land_GH_House_1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_GH_House_2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_GH_House_ruins_F\n- Land_GH_MainBuilding_entry_F\n- Land_GH_MainBuilding_left_F\n- Land_GH_MainBuilding_middle_F\n- Land_GH_MainBuilding_right_F\n- Land_GH_Platform_F\n- Land_GH_Pool_F\n- Land_GH_Stairs_F\n- Land_Gloves_F\n- Land_Goal_F\n- Land_Graffiti_01_F\n- Land_Graffiti_02_F\n- Land_Graffiti_03_F\n- Land_Graffiti_04_F\n- Land_Graffiti_05_F\n- Land_Grave_01_F\n- Land_Grave_02_F\n- Land_Grave_03_F\n- Land_Grave_04_F\n- Land_Grave_05_F\n- Land_Grave_06_F\n- Land_Grave_07_F\n- Land_Grave_08_F\n- Land_Grave_09_F\n- Land_Grave_10_F\n- Land_Grave_11_F\n- Land_Grave_dirt_F\n- Land_Grave_forest_F\n- Land_Grave_memorial_F\n- Land_Grave_monument_F\n- Land_Grave_obelisk_F\n- Land_Grave_rocks_F\n- Land_Grave_soldier_F\n- Land_Grave_V1_F\n- Land_Grave_V2_F\n- Land_Grave_V3_F\n- Land_GraveFence_01_F\n- Land_GraveFence_02_F\n- Land_GraveFence_03_F\n- Land_GraveFence_04_F\n- Land_Greenhouse_01_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Greenhouse_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n- Land_Greenhouse_01_ruins_F\n- Land_Grinder_F\n- Land_Ground_sheet_blue_F\n- Land_Ground_sheet_F\n- Land_Ground_sheet_folded_blue_F\n- Land_Ground_sheet_folded_F\n- Land_Ground_sheet_folded_khaki_F\n- Land_Ground_sheet_folded_OPFOR_F\n- Land_Ground_sheet_folded_yellow_F\n- Land_Ground_sheet_khaki_F\n- Land_Ground_sheet_OPFOR_F\n- Land_Ground_sheet_yellow_F\n- Land_GuardBox_01_brown_F\n- Land_GuardBox_01_brown_ruins_F\n- Land_GuardBox_01_green_F\n- Land_GuardBox_01_green_ruins_F\n- Land_GuardBox_01_smooth_F\n- Land_GuardBox_01_smooth_ruins_F\n- Land_GuardHouse_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n- Land_GuardHouse_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_GuardHouse_02_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_GuardHouse_02_ruins_F\n- Land_GuardHouse_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_GuardHouse_03_ruins_F\n- Land_GuardRailing_01_F\n- Land_GuardTower_01_F\n- Land_GuardTower_02_F\n  1. Lights_Hide => user\n- Land_GymBench_01_F\n- Land_GymRack_01_F\n- Land_GymRack_02_F\n- Land_GymRack_03_F\n- Land_Hammer_F\n- Land_HandyCam_F\n- Land_Hangar_F\n- Land_HaulTruck_01_abandoned_F\n- Land_HayBale_01_decayed_F\n- Land_HayBale_01_F\n- Land_HayBale_01_packed_F\n- Land_HayBale_01_stack_F\n- Land_HBarrier_01_big_4_green_F\n- Land_HBarrier_01_big_tower_green_F\n- Land_HBarrier_01_line_1_green_F\n- Land_HBarrier_01_line_3_green_F\n- Land_HBarrier_01_line_5_green_F\n- Land_HBarrier_01_tower_green_F\n- Land_HBarrier_01_wall_4_green_F\n- Land_HBarrier_01_wall_6_green_F\n- Land_HBarrier_01_wall_corner_green_F\n- Land_HBarrier_01_wall_corridor_green_F\n- Land_HBarrier_1_F\n- Land_HBarrier_3_F\n- Land_HBarrier_5_F\n- Land_HBarrier_Big_F\n- Land_HBarrierBig_F\n- Land_HBarrierTower_F\n- Land_HBarrierWall4_F\n- Land_HBarrierWall6_F\n- Land_HBarrierWall_corner_F\n- Land_HBarrierWall_corridor_F\n- Land_HDMICable_01_F\n- Land_HealthCenter_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n- Land_HealthCenter_01_ruins_F\n- Land_HeatPack_F\n- Land_HeatPump_F\n- Land_Hedge_01_s_2m_F\n- Land_Hedge_01_s_4m_F\n- Land_HelicopterWheels_01_assembled_F\n- Land_HelicopterWheels_01_disassembled_F\n- Land_HelipadCircle_F\n- Land_HelipadCivil_F\n- Land_HelipadEmpty_F\n- Land_HelipadRescue_F\n- Land_HelipadSquare_F\n- Land_HighVoltageColumn_F\n- Land_HighVoltageColumnWire_F\n- Land_HighVoltageEnd_F\n- Land_HighVoltageTower_dam_F\n- Land_HighVoltageTower_F\n- Land_HighVoltageTower_large_F\n- Land_HighVoltageTower_largeCorner_F\n- Land_Highway_Pillar_01_F\n- Land_Highway_Pillar_01_garage_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n- Land_HistoricalPlaneDebris_01_F\n- Land_HistoricalPlaneDebris_02_F\n- Land_HistoricalPlaneDebris_03_F\n- Land_HistoricalPlaneDebris_04_F\n- Land_HistoricalPlaneWreck_01_F\n- Land_HistoricalPlaneWreck_02_front_F\n- Land_HistoricalPlaneWreck_02_front_water_F\n- Land_HistoricalPlaneWreck_02_rear_F\n- Land_HistoricalPlaneWreck_02_rear_water_F\n- Land_HistoricalPlaneWreck_02_wing_left_F\n- Land_HistoricalPlaneWreck_02_wing_right_F\n- Land_HistoricalPlaneWreck_03_F\n- Land_Hospital_main_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n  1. Glass_35_source => hit [Glass_35_hitpoint]\n  1. Glass_36_source => hit [Glass_36_hitpoint]\n  1. Glass_37_source => hit [Glass_37_hitpoint]\n  1. Glass_38_source => hit [Glass_38_hitpoint]\n  1. Glass_39_source => hit [Glass_39_hitpoint]\n  1. Glass_40_source => hit [Glass_40_hitpoint]\n  1. Glass_41_source => hit [Glass_41_hitpoint]\n  1. Glass_42_source => hit [Glass_42_hitpoint]\n  1. Glass_43_source => hit [Glass_43_hitpoint]\n  1. Glass_44_source => hit [Glass_44_hitpoint]\n  1. Glass_45_source => hit [Glass_45_hitpoint]\n  1. Glass_46_source => hit [Glass_46_hitpoint]\n  1. Glass_47_source => hit [Glass_47_hitpoint]\n  1. Glass_48_source => hit [Glass_48_hitpoint]\n  1. Glass_49_source => hit [Glass_49_hitpoint]\n  1. Glass_50_source => hit [Glass_50_hitpoint]\n  1. Glass_51_source => hit [Glass_51_hitpoint]\n  1. Glass_52_source => hit [Glass_52_hitpoint]\n  1. Glass_53_source => hit [Glass_53_hitpoint]\n  1. Glass_54_source => hit [Glass_54_hitpoint]\n  1. Glass_55_source => hit [Glass_55_hitpoint]\n  1. Glass_56_source => hit [Glass_56_hitpoint]\n  1. Glass_57_source => hit [Glass_57_hitpoint]\n  1. Glass_58_source => hit [Glass_58_hitpoint]\n  1. Glass_59_source => hit [Glass_59_hitpoint]\n  1. Glass_60_source => hit [Glass_60_hitpoint]\n- Land_Hospital_side1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Hospital_side2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Hotel_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n- Land_Hotel_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n- Land_House_1B01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n- Land_House_1B01_ruins_F\n- Land_House_1W01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_House_1W01_ruins_F\n- Land_House_1W02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n- Land_House_1W02_ruins_F\n- Land_House_1W03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_House_1W03_ruins_F\n- Land_House_1W04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n- Land_House_1W04_ruins_F\n- Land_House_1W05_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_House_1W05_ruins_F\n- Land_House_1W06_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_House_1W06_ruins_F\n- Land_House_1W07_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n- Land_House_1W07_ruins_F\n- Land_House_1W08_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n- Land_House_1W08_ruins_F\n- Land_House_1W09_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_House_1W09_ruins_F\n- Land_House_1W10_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_House_1W10_ruins_F\n- Land_House_1W11_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n- Land_House_1W11_ruins_F\n- Land_House_1W12_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n- Land_House_1W12_ruins_F\n- Land_House_1W13_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_House_1W13_ruins_F\n- Land_House_2B01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_House_2B01_ruins_F\n- Land_House_2B02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n- Land_House_2B02_ruins_F\n- Land_House_2B03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_House_2B03_ruins_F\n- Land_House_2B04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_House_2B04_ruins_F\n- Land_House_2W01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_House_2W01_ruins_F\n- Land_House_2W02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n- Land_House_2W02_ruins_F\n- Land_House_2W03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_House_2W03_ruins_F\n- Land_House_2W04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n- Land_House_2W04_ruins_F\n- Land_House_2W05_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n- Land_House_2W05_ruins_F\n- Land_House_Big_01_b_blue_ruins_F\n- Land_House_Big_01_b_brown_ruins_F\n- Land_House_Big_01_b_pink_ruins_F\n- Land_House_Big_01_b_yellow_ruins_F\n- Land_House_Big_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_House_Big_01_ruins_F\n- Land_House_Big_01_V1_ruins_F\n- Land_House_Big_02_b_blue_ruins_F\n- Land_House_Big_02_b_brown_ruins_F\n- Land_House_Big_02_b_pink_ruins_F\n- Land_House_Big_02_b_yellow_ruins_F\n- Land_House_Big_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_House_Big_02_V1_ruins_F\n- Land_House_Big_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n- Land_House_Big_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n- Land_House_Big_05_F\n- Land_House_Native_01_F\n- Land_House_Native_01_ruins_F\n- Land_House_Native_02_F\n- Land_House_Native_02_ruins_F\n- Land_House_Small_01_b_blue_ruins_F\n- Land_House_Small_01_b_brown_ruins_F\n- Land_House_Small_01_b_pink_ruins_F\n- Land_House_Small_01_b_yellow_ruins_F\n- Land_House_Small_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_House_Small_01_ruins_F\n- Land_House_Small_01_V1_ruins_F\n- Land_House_Small_02_b_blue_ruins_F\n- Land_House_Small_02_b_brown_ruins_F\n- Land_House_Small_02_b_pink_ruins_F\n- Land_House_Small_02_b_V1_ruins_F\n- Land_House_Small_02_b_yellow_ruins_F\n- Land_House_Small_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_House_Small_02_ruins_F\n- Land_House_Small_02_V1_ruins_F\n- Land_House_Small_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_House_Small_03_ruins_F\n- Land_House_Small_03_V1_ruins_F\n- Land_House_Small_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_House_Small_04_ruins_F\n- Land_House_Small_05_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_House_Small_05_ruins_F\n- Land_House_Small_06_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_HouseChimney_Ruin_01_F\n- Land_HouseRuin_Big_01_F\n- Land_HouseRuin_Big_01_half_F\n- Land_HouseRuin_Big_02_F\n- Land_HouseRuin_Big_02_half_F\n- Land_HouseRuin_Big_03_F\n- Land_HouseRuin_Big_03_half_F\n- Land_HouseRuin_Big_04_F\n- Land_HouseRuin_Big_05_F\n- Land_HouseRuin_Small_01_F\n- Land_HouseRuin_Small_01_half_F\n- Land_HouseRuin_Small_02_F\n- Land_HouseRuin_Small_03_F\n- Land_HouseRuin_Small_04_F\n- Land_HouseWallRuin_Corner_01_F\n- Land_HouseWallRuin_Corner_02_F\n- Land_HouseWallRuin_Door_01_F\n- Land_HumanSkeleton_F\n- Land_HumanSkull_F\n- Land_Hutch_01_F\n- Land_i_Addon_02_b_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_Addon_02_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_Addon_03_V1_F\n- Land_i_Addon_03mid_V1_F\n- Land_i_Addon_04_V1_F\n- Land_i_Barracks_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n- Land_i_Barracks_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n  1. Glass_35_source => hit [Glass_35_hitpoint]\n  1. Glass_36_source => hit [Glass_36_hitpoint]\n  1. Glass_37_source => hit [Glass_37_hitpoint]\n  1. Glass_38_source => hit [Glass_38_hitpoint]\n  1. Glass_39_source => hit [Glass_39_hitpoint]\n  1. Glass_40_source => hit [Glass_40_hitpoint]\n  1. Glass_41_source => hit [Glass_41_hitpoint]\n  1. Glass_42_source => hit [Glass_42_hitpoint]\n  1. Glass_43_source => hit [Glass_43_hitpoint]\n  1. Glass_44_source => hit [Glass_44_hitpoint]\n  1. Glass_45_source => hit [Glass_45_hitpoint]\n  1. Glass_46_source => hit [Glass_46_hitpoint]\n  1. Glass_47_source => hit [Glass_47_hitpoint]\n  1. Glass_48_source => hit [Glass_48_hitpoint]\n  1. Glass_49_source => hit [Glass_49_hitpoint]\n  1. Glass_50_source => hit [Glass_50_hitpoint]\n  1. Glass_51_source => hit [Glass_51_hitpoint]\n  1. Glass_52_source => hit [Glass_52_hitpoint]\n  1. Glass_53_source => hit [Glass_53_hitpoint]\n  1. Glass_54_source => hit [Glass_54_hitpoint]\n  1. Glass_55_source => hit [Glass_55_hitpoint]\n  1. Glass_56_source => hit [Glass_56_hitpoint]\n  1. Glass_57_source => hit [Glass_57_hitpoint]\n  1. Glass_58_source => hit [Glass_58_hitpoint]\n  1. Glass_59_source => hit [Glass_59_hitpoint]\n  1. Glass_60_source => hit [Glass_60_hitpoint]\n  1. Glass_61_source => hit [Glass_61_hitpoint]\n  1. Glass_62_source => hit [Glass_62_hitpoint]\n- Land_i_Barracks_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n- Land_i_Barracks_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n  1. Glass_35_source => hit [Glass_35_hitpoint]\n  1. Glass_36_source => hit [Glass_36_hitpoint]\n  1. Glass_37_source => hit [Glass_37_hitpoint]\n  1. Glass_38_source => hit [Glass_38_hitpoint]\n  1. Glass_39_source => hit [Glass_39_hitpoint]\n  1. Glass_40_source => hit [Glass_40_hitpoint]\n  1. Glass_41_source => hit [Glass_41_hitpoint]\n  1. Glass_42_source => hit [Glass_42_hitpoint]\n  1. Glass_43_source => hit [Glass_43_hitpoint]\n  1. Glass_44_source => hit [Glass_44_hitpoint]\n  1. Glass_45_source => hit [Glass_45_hitpoint]\n  1. Glass_46_source => hit [Glass_46_hitpoint]\n  1. Glass_47_source => hit [Glass_47_hitpoint]\n  1. Glass_48_source => hit [Glass_48_hitpoint]\n  1. Glass_49_source => hit [Glass_49_hitpoint]\n  1. Glass_50_source => hit [Glass_50_hitpoint]\n  1. Glass_51_source => hit [Glass_51_hitpoint]\n  1. Glass_52_source => hit [Glass_52_hitpoint]\n  1. Glass_53_source => hit [Glass_53_hitpoint]\n  1. Glass_54_source => hit [Glass_54_hitpoint]\n  1. Glass_55_source => hit [Glass_55_hitpoint]\n  1. Glass_56_source => hit [Glass_56_hitpoint]\n  1. Glass_57_source => hit [Glass_57_hitpoint]\n  1. Glass_58_source => hit [Glass_58_hitpoint]\n  1. Glass_59_source => hit [Glass_59_hitpoint]\n  1. Glass_60_source => hit [Glass_60_hitpoint]\n  1. Glass_61_source => hit [Glass_61_hitpoint]\n  1. Glass_62_source => hit [Glass_62_hitpoint]\n- Land_i_Garage_V1_dam_F\n- Land_i_Garage_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_Garage_V2_dam_F\n- Land_i_Garage_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_House_Big_01_b_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_b_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_b_pink_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_b_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_b_whiteblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_b_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_i_House_Big_01_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_i_House_Big_01_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_V3_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_i_House_Big_01_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_02_b_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_b_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_b_pink_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_b_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_b_whiteblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_b_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n- Land_i_House_Big_02_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n- Land_i_House_Big_02_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_V3_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n- Land_i_House_Big_02_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Small_01_b_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_b_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_b_pink_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_b_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_b_whiteblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_b_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_i_House_Small_01_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_i_House_Small_01_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_V3_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_i_House_Small_01_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_02_b_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_b_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_b_pink_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_b_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_b_whiteblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_b_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_c_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_c_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_c_pink_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_c_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_c_whiteblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_c_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_V1_dam_F\n- Land_i_House_Small_02_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_V2_dam_F\n- Land_i_House_Small_02_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_V3_dam_F\n- Land_i_House_Small_02_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_03_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_i_House_Small_03_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_i_Shed_Ind_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n- Land_i_Shed_Ind_old_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n- Land_i_Shop_01_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_i_Shop_01_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_i_Shop_01_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_i_Shop_01_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_i_Shop_01_V3_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_i_Shop_01_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_i_Shop_02_b_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n- Land_i_Shop_02_b_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n- Land_i_Shop_02_b_pink_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n- Land_i_Shop_02_b_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n- Land_i_Shop_02_b_whiteblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n- Land_i_Shop_02_b_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n- Land_i_Shop_02_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_i_Shop_02_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n- Land_i_Shop_02_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_i_Shop_02_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n- Land_i_Shop_02_V3_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_i_Shop_02_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n- Land_i_Stone_House_Big_01_b_clay_F\n- Land_i_Stone_HouseBig_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_i_Stone_HouseBig_V1_F\n- Land_i_Stone_HouseBig_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_i_Stone_HouseBig_V2_F\n- Land_i_Stone_HouseBig_V3_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_i_Stone_HouseBig_V3_F\n- Land_i_Stone_HouseSmall_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_i_Stone_HouseSmall_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_i_Stone_HouseSmall_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_i_Stone_HouseSmall_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_i_Stone_HouseSmall_V3_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_i_Stone_HouseSmall_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_i_Stone_Shed_01_b_clay_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_i_Stone_Shed_01_b_raw_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_i_Stone_Shed_01_b_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_i_Stone_Shed_01_c_clay_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_Stone_Shed_01_c_raw_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_Stone_Shed_01_c_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_Stone_Shed_V1_dam_F\n- Land_i_Stone_Shed_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_Stone_Shed_V2_dam_F\n- Land_i_Stone_Shed_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_Stone_Shed_V3_dam_F\n- Land_i_Stone_Shed_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_Windmill01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Icebox_F\n- Land_IndFnc_3_D_F\n- Land_IndFnc_3_F\n- Land_IndFnc_3_Hole_F\n- Land_IndFnc_9_F\n- Land_IndFnc_Corner_F\n- Land_IndFnc_Pole_F\n- Land_IndPipe1_20m_F\n- Land_IndPipe1_90degL_F\n- Land_IndPipe1_90degR_F\n- Land_IndPipe1_ground_F\n- Land_IndPipe1_Uup_F\n- Land_IndPipe1_valve_F\n- Land_IndPipe2_big_18_F\n- Land_IndPipe2_big_18ladder_F\n- Land_IndPipe2_big_9_F\n- Land_IndPipe2_big_ground1_F\n- Land_IndPipe2_big_ground2_F\n- Land_IndPipe2_big_support_F\n- Land_IndPipe2_bigL_L_F\n- Land_IndPipe2_bigL_R_F\n- Land_IndPipe2_Small_9_F\n- Land_IndPipe2_Small_ground1_F\n- Land_IndPipe2_Small_ground2_F\n- Land_IndPipe2_SmallL_L_F\n- Land_IndPipe2_SmallL_R_F\n- Land_IndPipe3_big_18_F\n- Land_IndPipe3_big_18ladder_F\n- Land_IndPipe3_big_9_F\n- Land_IndPipe3_big_ground1_F\n- Land_IndPipe3_big_ground2_F\n- Land_IndPipe3_big_support_F\n- Land_IndPipe3_bigL_L_F\n- Land_IndPipe3_bigL_R_F\n- Land_IndPipe3_Small_9_F\n- Land_IndPipe3_Small_ground1_F\n- Land_IndPipe3_Small_ground2_F\n- Land_IndPipe3_SmallL_L_F\n- Land_IndPipe3_SmallL_R_F\n- Land_IndustrialShed_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n- Land_IndustrialShed_01_ruins_F\n- Land_InfoStand_V1_F\n  1. ScaleX_LT => user\n  1. ScaleX_LB => user\n  1. ScaleX_RT => user\n  1. ScaleX_RB => user\n  1. ScaleY_LT => user\n  1. ScaleY_LB => user\n  1. ScaleY_RT => user\n  1. ScaleY_RB => user\n- Land_InfoStand_V2_F\n  1. ScaleX_LT => user\n  1. ScaleX_LB => user\n  1. ScaleX_RT => user\n  1. ScaleX_RB => user\n  1. ScaleY_LT => user\n  1. ScaleY_LB => user\n  1. ScaleY_RT => user\n  1. ScaleY_RB => user\n- Land_IntravenBag_01_empty_F\n- Land_IntravenBag_01_full_F\n- Land_IntravenStand_01_1bag_F\n  1. Bag1_Hide => user\n- Land_IntravenStand_01_2bags_F\n  1. Bag1_Hide => user\n  1. Bag2_Hide => user\n- Land_IntravenStand_01_empty_F\n  1. Bag1_Hide => user\n  1. Bag2_Hide => user\n- Land_InvisibleBarrier_F\n- Land_IPPhone_01_black_F\n- Land_IPPhone_01_olive_F\n- Land_IPPhone_01_sand_F\n- Land_IRMaskingCover_01_F\n- Land_IRMaskingCover_02_F\n- Land_IronPipes_F\n- Land_JetEngineStarter_01_F\n- Land_JumpTarget_F\n- Land_JunkPile_F\n- Land_KartStand_01_F\n- Land_KartSteertingWheel_01_F\n- Land_KartTrolly_01_F\n- Land_KartTyre_01_F\n- Land_KartTyre_01_x4_F\n- Land_KerbIsland_01_end_F\n- Land_KerbIsland_01_start_F\n- Land_Ketchup_01_F\n- Land_Key_01_F\n- Land_Kiosk_blueking_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Kiosk_blueking_ruins_F\n- Land_Kiosk_gyros_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Kiosk_papers_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Kiosk_redburger_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_LampAirport_F\n- Land_LampAirport_off_F\n- Land_LampDecor_F\n- Land_LampDecor_off_F\n- Land_LampHalogen_F\n- Land_LampHalogen_off_F\n- Land_LampHarbour_F\n- Land_LampHarbour_off_F\n- Land_LampIndustrial_01_F\n- Land_LampIndustrial_01_off_F\n- Land_LampIndustrial_02_F\n- Land_LampIndustrial_02_off_F\n- Land_LampShabby_F\n- Land_LampShabby_off_F\n- Land_LampSolar_F\n- Land_LampSolar_off_F\n- Land_LampStadium_F\n- Land_LampStreet_02_amplion_F\n- Land_LampStreet_02_amplion_off_F\n- Land_LampStreet_02_double_F\n- Land_LampStreet_02_double_off_F\n- Land_LampStreet_02_F\n- Land_LampStreet_02_off_F\n- Land_LampStreet_02_triple_F\n- Land_LampStreet_02_triple_off_F\n- Land_LampStreet_F\n- Land_LampStreet_off_F\n- Land_LampStreet_small_F\n- Land_LampStreet_small_off_F\n- Land_LandMark_F\n- Land_Laptop_02_F\n  1. Lid => user\n- Land_Laptop_02_unfolded_F\n  1. Lid => user\n- Land_Laptop_03_black_F\n  1. Open_Source => user\n- Land_laptop_03_closed_black_F\n  1. Open_Source => user\n- Land_laptop_03_closed_olive_F\n  1. Open_Source => user\n- Land_laptop_03_closed_sand_F\n  1. Open_Source => user\n- Land_Laptop_03_olive_F\n  1. Open_Source => user\n- Land_Laptop_03_sand_F\n  1. Open_Source => user\n- Land_Laptop_device_F\n- Land_Laptop_F\n- Land_Laptop_Intel_01_F\n- Land_Laptop_Intel_02_F\n- Land_Laptop_Intel_Oldman_F\n- Land_Laptop_unfolded_F\n- Land_Laptop_unfolded_scripted_F\n- Land_Lavaboulder_01_F\n- Land_Lavaboulder_02_F\n- Land_Lavaboulder_03_F\n- Land_Lavaboulder_04_F\n- Land_LavaStone_big_F\n- Land_LavaStone_small_F\n- Land_LavaStoneCluster_large_F\n- Land_LavaStoneCluster_small_F\n- Land_Leaflet_01_F\n- Land_Leaflet_02_F\n- Land_Leaflet_03_F\n- Land_Leaflet_04_F\n- Land_LifeguardTower_01_F\n- Land_Lighthouse_01_noLight_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Lighthouse_03_green_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Lighthouse_03_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_LightHouse_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_LightHouse_ruins_F\n- Land_Lighthouse_small_F\n- Land_Lighthouse_small_ruins_F\n- Land_Limestone_01_01_F\n- Land_Limestone_01_02_F\n- Land_Limestone_01_03_F\n- Land_Limestone_01_apart_F\n- Land_Limestone_01_erosion_F\n- Land_Limestone_01_monolith_F\n- Land_Limestone_01_spike_F\n- Land_Limestone_01_wallH_F\n- Land_Limestone_01_wallV_F\n- Land_LiquidDispenser_01_F\n- Land_Locomotive_01_v1_F\n  1. Wheels_source => user\n- Land_Locomotive_01_v2_F\n  1. Wheels_source => user\n- Land_Locomotive_01_v3_F\n  1. Wheels_source => user\n- Land_Loudspeakers_F\n- Land_LuggageHeap_01_F\n- Land_LuggageHeap_02_F\n- Land_LuggageHeap_03_F\n- Land_LuggageHeap_04_F\n- Land_LuggageHeap_05_F\n- Land_Magazine_rifle_F\n- Land_ManurePile_01_F\n- Land_Map_altis_F\n- Land_Map_blank_F\n- Land_Map_Enoch_F\n- Land_Map_F\n- Land_Map_Malden_F\n- Land_Map_stratis_F\n- Land_Map_Tanoa_F\n- Land_Map_unfolded_Altis_F\n- Land_Map_unfolded_Enoch_F\n- Land_Map_unfolded_F\n- Land_Map_unfolded_Malden_F\n- Land_Map_unfolded_Tanoa_F\n- Land_MapBoard_01_Map_Syndikat_Tanoa_F\n- Land_MapBoard_01_Tripod_Syndikat_Tanoa_F\n- Land_MapBoard_01_Wall_Altis_F\n- Land_MapBoard_01_Wall_Enoch_F\n- Land_MapBoard_01_Wall_F\n- Land_MapBoard_01_Wall_Malden_F\n- Land_MapBoard_01_Wall_Stratis_F\n- Land_MapBoard_01_Wall_Syndikat_Tanoa_F\n- Land_MapBoard_01_Wall_Tanoa_F\n- Land_MapBoard_Enoch_F\n- Land_MapBoard_F\n- Land_MarketShelter_F\n- Land_Maroula_base_F\n- Land_Maroula_F\n- Land_Matches_F\n- Land_Mausoleum_01_F\n- Land_Mausoleum_01_ruins_F\n- Land_Medevac_house_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Medevac_house_V1_ruins_F\n- Land_Medevac_HQ_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Hatch_1_source => user\n- Land_Medevac_HQ_V1_ruins_F\n- Land_MedicalTent_01_aaf_generic_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_aaf_generic_inner_F\n  1. OuterTent_Hide => user\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n- Land_MedicalTent_01_aaf_generic_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_aaf_generic_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_brownhex_closed_F\n  1. Door_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_CSAT_brownhex_generic_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_CSAT_brownhex_generic_inner_F\n  1. OuterTent_Hide => user\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n- Land_MedicalTent_01_CSAT_brownhex_generic_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_CSAT_brownhex_generic_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_CSAT_greenhex_generic_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_CSAT_greenhex_generic_inner_F\n  1. OuterTent_Hide => user\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n- Land_MedicalTent_01_CSAT_greenhex_generic_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_CSAT_greenhex_generic_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_digital_closed_F\n  1. Door_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_floor_dark_F\n- Land_MedicalTent_01_floor_light_F\n- Land_MedicalTent_01_greenhex_closed_F\n  1. Door_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_MTP_closed_F\n  1. Door_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_NATO_generic_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_NATO_generic_inner_F\n  1. OuterTent_Hide => user\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n- Land_MedicalTent_01_NATO_generic_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_NATO_generic_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_NATO_tropic_generic_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_NATO_tropic_generic_inner_F\n  1. OuterTent_Hide => user\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n- Land_MedicalTent_01_NATO_tropic_generic_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_NATO_tropic_generic_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_tropic_closed_F\n  1. Door_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_wdl_closed_F\n  1. Door_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_wdl_generic_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_wdl_generic_inner_F\n  1. OuterTent_Hide => user\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n- Land_MedicalTent_01_wdl_generic_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_wdl_generic_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_white_generic_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_white_generic_inner_F\n  1. OuterTent_Hide => user\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n- Land_MedicalTent_01_white_generic_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_white_generic_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_white_IDAP_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_white_IDAP_med_closed_F\n  1. Door_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_white_IDAP_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_white_IDAP_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_Metal_rack_F\n- Land_Metal_rack_Tall_F\n- Land_Metal_Shed_F\n- Land_Metal_Shed_ruins_F\n- Land_Metal_wooden_rack_F\n- Land_MetalBarrel_empty_F\n- Land_MetalBarrel_F\n- Land_MetalCase_01_large_F\n- Land_MetalCase_01_medium_F\n- Land_MetalCase_01_small_F\n- Land_MetalShelter_01_F\n- Land_MetalShelter_01_ruins_F\n- Land_MetalShelter_02_F\n- Land_MetalShelter_02_ruins_F\n- Land_MetalWire_F\n- Land_Meter3m_F\n- Land_Mi8_wreck_F\n- Land_Microwave_01_F\n- Land_Mil_ConcreteWall_F\n- Land_Mil_WallBig_4m_battered_F\n- Land_Mil_WallBig_4m_damaged_center_F\n- Land_Mil_WallBig_4m_damaged_left_F\n- Land_Mil_WallBig_4m_damaged_right_F\n- Land_Mil_WallBig_4m_F\n- Land_Mil_WallBig_corner_battered_F\n- Land_Mil_WallBig_Corner_F\n- Land_Mil_WallBig_debris_F\n- Land_Mil_WallBig_Gate_F\n- Land_Mil_WiredFence_F\n- Land_Mil_WiredFence_Gate_F\n- Land_Mil_WiredFenceD_F\n- Land_Military_ID_Card_01_F\n- Land_MilOffices_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n- Land_Mine_01_conveyor_10m_F\n- Land_Mine_01_conveyor_begin_F\n- Land_Mine_01_conveyor_end_F\n- Land_Mine_01_heap_F\n- Land_Mine_01_hopper_silo_F\n- Land_Mine_01_minecart_F\n- Land_Mine_01_rail_track_end_F\n- Land_Mine_01_rail_track_F\n- Land_Mine_01_rail_track_switch_F\n- Land_Mine_01_warehouse_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_MiningShovel_01_abandoned_F\n- Land_Missle_Trolley_02_F\n- Land_MobileCrane_01_F\n- Land_MobileCrane_01_hook_F\n- Land_MobileLandingPlatform_01_F\n- Land_MobilePhone_old_F\n- Land_MobilePhone_smart_F\n- Land_MobileRadar_01_generator_F\n- Land_MobileRadar_01_radar_F\n  1. Radar_Rotation => user\n- Land_MobileRadar_01_radar_ruins_F\n- Land_MobileScafolding_01_F\n- Land_MolonLabe_F\n- Land_Money_F\n- Land_MoneyBills_01_bunch_F\n- Land_MoneyBills_01_roll_F\n- Land_MoneyBills_01_stack_F\n- Land_Monument_01_F\n- Land_Monument_02_F\n- Land_Mound01_8m_F\n- Land_Mound02_8m_F\n- Land_Mound03_8m_F\n- Land_Mound04_8m_F\n- Land_MRL_Magazine_01_F\n- Land_MultiMeter_F\n- Land_MultiScreenComputer_01_black_F\n  1. Open_Source => user\n- Land_MultiScreenComputer_01_closed_black_F\n  1. Open_Source => user\n- Land_MultiScreenComputer_01_closed_olive_F\n  1. Open_Source => user\n- Land_MultiScreenComputer_01_closed_sand_F\n  1. Open_Source => user\n- Land_MultiScreenComputer_01_olive_F\n  1. Open_Source => user\n- Land_MultiScreenComputer_01_sand_F\n  1. Open_Source => user\n- Land_MultistoryBuilding_01_F\n- Land_MultistoryBuilding_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_MultistoryBuilding_04_F\n- Land_Mustard_01_F\n- Land_MysteriousBell_01_F\n  1. RingTheBell => user\n- Land_nav_pier_m_F\n- Land_NavigLight\n  1. Light_1_source => MarkerLight\n- Land_NavigLight_3_F\n  1. Light_2_source => MarkerLight\n  1. Light_3_source => MarkerLight\n- Land_NavigLight_3_short_F\n  1. Light_2_source => MarkerLight\n  1. Light_3_source => MarkerLight\n- Land_Net_Fence_4m_F\n- Land_Net_Fence_8m_F\n- Land_Net_Fence_Gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Net_Fence_pole_F\n- Land_Net_FenceD_8m_F\n- Land_NetFence_01_m_4m_F\n- Land_NetFence_01_m_4m_noLC_F\n- Land_NetFence_01_m_8m_F\n- Land_NetFence_01_m_8m_noLC_F\n- Land_NetFence_01_m_d_F\n- Land_NetFence_01_m_d_noLC_F\n- Land_NetFence_01_m_gate_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => userPositionHashedInit\n  1. Door_2_locked_source => user\n- Land_NetFence_01_m_pole_F\n- Land_NetFence_02_m_2m_F\n- Land_NetFence_02_m_4m_F\n- Land_NetFence_02_m_8m_F\n- Land_NetFence_02_m_d_F\n- Land_NetFence_02_m_gate_v1_closed_F\n  1. Door_1_sound_source => user\n- Land_NetFence_02_m_gate_v1_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_NetFence_02_m_gate_v2_closed_F\n  1. Door_1_sound_source => user\n  1. Door_2_sound_source => user\n- Land_NetFence_02_m_gate_v2_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => userPositionHashedInit\n  1. Door_2_locked_source => user\n- Land_NetFence_02_m_pole_F\n- Land_NetFence_03_m_3m_corner_F\n- Land_NetFence_03_m_3m_d_F\n- Land_NetFence_03_m_3m_F\n- Land_NetFence_03_m_3m_hole_F\n- Land_NetFence_03_m_9m_F\n- Land_NetFence_03_m_pole_F\n- Land_New_WiredFence_10m_Dam_F\n- Land_New_WiredFence_10m_F\n- Land_New_WiredFence_5m_F\n- Land_New_WiredFence_pole_F\n- Land_Notepad_F\n- Land_Noticeboard_F\n- Land_Obstacle_Bridge_F\n- Land_Obstacle_Climb_F\n- Land_Obstacle_Crawl_F\n- Land_Obstacle_Cross_F\n- Land_Obstacle_Pass_F\n- Land_Obstacle_Ramp_F\n- Land_Obstacle_RunAround_F\n- Land_Obstacle_Saddle_F\n- Land_OfficeCabinet_01_F\n- Land_OfficeCabinet_02_F\n- Land_OfficeChair_01_F\n- Land_Offices_01_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n- Land_OldFactorySign_01_F\n- Land_OldFactorySign_01_graffiti_F\n- Land_OldSculpture_01_F\n- Land_Orange_01_F\n- Land_Orange_01_NoPop_F\n- Land_OrthodoxChurch_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_OrthodoxChurch_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_OrthodoxChurch_03_ruins_F\n- Land_PainKillers_F\n- Land_Pallet_F\n- Land_Pallet_MilBoxes_F\n- Land_Pallet_vertical_F\n- Land_Pallets_F\n- Land_Pallets_stack_F\n- Land_PalletTrolley_01_khaki_F\n- Land_PalletTrolley_01_yellow_F\n- Land_PalmTotem_01_F\n- Land_PalmTotem_02_F\n- Land_PalmTotem_03_F\n- Land_PaperBox_01_open_boxes_F\n- Land_PaperBox_01_open_empty_F\n- Land_PaperBox_01_open_water_F\n- Land_PaperBox_01_small_closed_brown_F\n- Land_PaperBox_01_small_closed_brown_food_F\n- Land_PaperBox_01_small_closed_brown_IDAP_F\n- Land_PaperBox_01_small_closed_white_IDAP_F\n- Land_PaperBox_01_small_closed_white_med_F\n- Land_PaperBox_01_small_destroyed_brown_F\n- Land_PaperBox_01_small_destroyed_brown_IDAP_F\n- Land_PaperBox_01_small_destroyed_white_IDAP_F\n- Land_PaperBox_01_small_open_brown_F\n- Land_PaperBox_01_small_open_brown_IDAP_F\n- Land_PaperBox_01_small_open_white_IDAP_F\n- Land_PaperBox_01_small_ransacked_brown_F\n- Land_PaperBox_01_small_ransacked_brown_IDAP_F\n- Land_PaperBox_01_small_ransacked_white_IDAP_F\n- Land_PaperBox_01_small_stacked_F\n- Land_PaperBox_closed_F\n- Land_PaperBox_closed_scripted_F\n- Land_PaperBox_open_empty_F\n- Land_PaperBox_open_empty_scripted_F\n- Land_PaperBox_open_full_F\n- Land_PaperBox_open_full_scripted_F\n- Land_ParkingMeter_01_F\n- Land_PartyTent_01_F\n- Land_Pavement_narrow_corner_F\n- Land_Pavement_narrow_F\n- Land_Pavement_wide_corner_F\n- Land_Pavement_wide_F\n- Land_PCSet_01_case_F\n- Land_PCSet_01_keyboard_F\n- Land_PCSet_01_mouse_F\n- Land_PCSet_01_mousepad_F\n- Land_PCSet_01_mousepad_IDAP_F\n- Land_PCSet_01_screen_F\n- Land_PCSet_Intel_01_F\n- Land_PCSet_Intel_02_F\n- Land_Pedestal_01_F\n- Land_Pedestal_02_F\n- Land_PedestrianCrossing_01_6m_4str_F\n- Land_PedestrianCrossing_01_6m_6str_F\n- Land_PedestrianCrossing_01_8m_10str_F\n- Land_PenBlack_F\n- Land_PencilBlue_F\n- Land_PencilGreen_F\n- Land_PencilRed_F\n- Land_PencilYellow_F\n- Land_PenRed_F\n- Land_PensAndPencils_F\n- Land_PetroglyphWall_01_F\n- Land_PetroglyphWall_02_F\n- Land_PhoneBooth_01_F\n- Land_PhoneBooth_01_malden_F\n- Land_PhoneBooth_02_F\n- Land_PhoneBooth_02_malden_F\n- Land_Photoframe_01_broken_F\n- Land_Photoframe_01_F\n- Land_Photoframe_02_base_F\n- Land_Photoframe_02_F\n- Land_Photoframe_02_standing_F\n- Land_Photos_V1_F\n- Land_Photos_V2_F\n- Land_Photos_V3_F\n- Land_Photos_V4_F\n- Land_Photos_V5_F\n- Land_Photos_V6_F\n- Land_PicnicTable_01_F\n- Land_Pier_addon\n- Land_Pier_Box_F\n- Land_Pier_F\n- Land_Pier_small_F\n- Land_Pier_wall_F\n- Land_PierConcrete_01_16m_F\n- Land_PierConcrete_01_30deg_F\n- Land_PierConcrete_01_4m_ladders_F\n- Land_PierConcrete_01_end_F\n- Land_PierConcrete_01_steps_F\n- Land_PierLadder_F\n- Land_PierWooden_01_10m_noRails_F\n- Land_PierWooden_01_16m_F\n- Land_PierWooden_01_dock_F\n- Land_PierWooden_01_hut_F\n- Land_PierWooden_01_ladder_F\n- Land_PierWooden_01_platform_F\n- Land_PierWooden_02_16m_F\n- Land_PierWooden_02_30deg_F\n- Land_PierWooden_02_barrel_F\n- Land_PierWooden_02_hut_F\n- Land_PierWooden_02_ladder_F\n- Land_PierWooden_03_F\n- Land_Pillar_Pier_F\n- Land_PillboxBunker_01_big_F\n- Land_PillboxBunker_01_hex_F\n- Land_PillboxBunker_01_rectangle_F\n- Land_PillboxWall_01_3m_F\n- Land_PillboxWall_01_3m_round_F\n- Land_PillboxWall_01_6m_F\n- Land_PillboxWall_01_6m_round_F\n- Land_Pillow_camouflage_F\n- Land_Pillow_F\n- Land_Pillow_grey_F\n- Land_Pillow_old_F\n- Land_Pipe_fence_4m_F\n- Land_Pipe_fence_4mNoLC_F\n- Land_PipeFence_01_m_2m_F\n- Land_PipeFence_01_m_4m_F\n- Land_PipeFence_01_m_8m_F\n- Land_PipeFence_01_m_d_F\n- Land_PipeFence_01_m_gate_v1_closed_F\n  1. Door_1_sound_source => user\n- Land_PipeFence_01_m_gate_v1_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_01_m_gate_v2_closed_F\n  1. Door_1_sound_source => user\n  1. Door_2_sound_source => user\n- Land_PipeFence_01_m_gate_v2_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => userPositionHashedInit\n  1. Door_2_locked_source => user\n- Land_PipeFence_01_m_pole_F\n- Land_PipeFence_02_s_4m_F\n- Land_PipeFence_02_s_4m_noLC_F\n- Land_PipeFence_02_s_8m_F\n- Land_PipeFence_02_s_8m_noLC_F\n- Land_PipeFence_03_m_gate_l_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_03_m_gate_r_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_04_m_gate_l_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_04_m_gate_r_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_05_m_gate_l_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_05_m_gate_r_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_06_m_gate_l_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_06_m_gate_r_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_Pipes_large_F\n- Land_Pipes_small_F\n- Land_PipeWall_concretel_8m_F\n- Land_PitotTubeCover_01_F\n- Land_Plank_01_4m_F\n- Land_Plank_01_8m_F\n- Land_PlasticBarrier_01_F\n- Land_PlasticBarrier_01_line_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_line_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_line_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round135L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round135L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round135R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round135R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round15L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round15L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round15R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round15R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round180L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round180L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round180R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round180R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round22L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round22L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round22R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round22R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round270L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round270R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round30L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round30L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round30R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round30R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round45L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round45L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round45R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round45R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round60L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round60L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round60R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round60R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round90L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round90L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round90R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round90R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp15L_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp15L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp15L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp15R_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp15R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp15R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp22L_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp22L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp22L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp22R_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp22R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp22R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp30L_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp30L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp30L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp30R_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp30R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp30R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp45L_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp45L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp45L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp45R_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp45R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp45R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp60L_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp60L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp60L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp60R_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp60R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp60R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake15L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake15L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake15R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake15R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake22L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake22L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake22R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake22R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake30L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake30L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake30R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake30R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake45L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake45L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake45R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake45R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake60L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake60L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake60R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake60R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake90L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake90R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_02_F\n- Land_PlasticBarrier_03_F\n- Land_PlasticBucket_01_closed_F\n  1. Lid_Hide => user\n- Land_PlasticBucket_01_open_F\n  1. Lid_Hide => user\n- Land_PlasticCase_01_large_black_CBRN_F\n- Land_PlasticCase_01_large_black_F\n- Land_PlasticCase_01_large_CBRN_F\n- Land_PlasticCase_01_large_F\n- Land_PlasticCase_01_large_gray_F\n- Land_PlasticCase_01_large_idap_F\n- Land_PlasticCase_01_large_olive_CBRN_F\n- Land_PlasticCase_01_large_olive_F\n- Land_PlasticCase_01_medium_black_CBRN_F\n- Land_PlasticCase_01_medium_black_F\n- Land_PlasticCase_01_medium_CBRN_F\n- Land_PlasticCase_01_medium_F\n- Land_PlasticCase_01_medium_gray_F\n- Land_PlasticCase_01_medium_idap_F\n- Land_PlasticCase_01_medium_olive_CBRN_F\n- Land_PlasticCase_01_medium_olive_F\n- Land_PlasticCase_01_small_black_CBRN_F\n- Land_PlasticCase_01_small_black_F\n- Land_PlasticCase_01_small_CBRN_F\n- Land_PlasticCase_01_small_F\n- Land_PlasticCase_01_small_gray_F\n- Land_PlasticCase_01_small_idap_F\n- Land_PlasticCase_01_small_olive_CBRN_F\n- Land_PlasticCase_01_small_olive_F\n- Land_PlasticNetFence_01_long_d_F\n- Land_PlasticNetFence_01_long_F\n- Land_PlasticNetFence_01_pole_F\n- Land_PlasticNetFence_01_roll_F\n- Land_PlasticNetFence_01_short_d_F\n- Land_PlasticNetFence_01_short_F\n- Land_Pliers_F\n- Land_Pod_Heli_Transport_04_ammo_black_F\n- Land_Pod_Heli_Transport_04_ammo_F\n- Land_Pod_Heli_Transport_04_bench_black_F\n- Land_Pod_Heli_Transport_04_bench_F\n- Land_Pod_Heli_Transport_04_box_black_F\n- Land_Pod_Heli_Transport_04_box_F\n- Land_Pod_Heli_Transport_04_covered_black_F\n  1. Door_4_source => user\n  1. Door_5_source => user\n  1. Door_6_source => door\n- Land_Pod_Heli_Transport_04_covered_F\n  1. Door_4_source => user\n  1. Door_5_source => user\n  1. Door_6_source => door\n- Land_Pod_Heli_Transport_04_fuel_black_F\n- Land_Pod_Heli_Transport_04_fuel_F\n- Land_Pod_Heli_Transport_04_medevac_black_F\n  1. Door_4_source => user\n  1. Door_6_source => door\n- Land_Pod_Heli_Transport_04_medevac_F\n  1. Door_4_source => user\n  1. Door_6_source => door\n- Land_Pod_Heli_Transport_04_repair_black_F\n- Land_Pod_Heli_Transport_04_repair_F\n- Land_PoleWall_01_3m_F\n- Land_PoleWall_01_6m_F\n- Land_PoleWall_01_pole_F\n- Land_PoleWall_02_3m_v1_F\n- Land_PoleWall_02_3m_v2_F\n- Land_PoleWall_02_end_F\n- Land_PoleWall_03_5m_v1_F\n- Land_PoleWall_03_5m_v2_F\n- Land_PoleWall_03_end_F\n- Land_PoliceStation_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n- Land_PoliceStation_01_ruins_F\n- Land_Portable_generator_F\n- Land_PortableCabinet_01_4drawers_black_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Drawer_1_hide_source => user\n  1. Drawer_2_hide_source => user\n  1. Drawer_3_hide_source => user\n  1. Drawer_4_hide_source => user\n  1. Drawer_5_hide_source => user\n  1. Drawer_6_hide_source => user\n- Land_PortableCabinet_01_4drawers_olive_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Drawer_1_hide_source => user\n  1. Drawer_2_hide_source => user\n  1. Drawer_3_hide_source => user\n  1. Drawer_4_hide_source => user\n  1. Drawer_5_hide_source => user\n  1. Drawer_6_hide_source => user\n- Land_PortableCabinet_01_4drawers_sand_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Drawer_1_hide_source => user\n  1. Drawer_2_hide_source => user\n  1. Drawer_3_hide_source => user\n  1. Drawer_4_hide_source => user\n  1. Drawer_5_hide_source => user\n  1. Drawer_6_hide_source => user\n- Land_PortableCabinet_01_7drawers_black_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Drawer_1_hide_source => user\n  1. Drawer_2_hide_source => user\n  1. Drawer_3_hide_source => user\n  1. Drawer_4_hide_source => user\n  1. Drawer_5_hide_source => user\n  1. Drawer_6_hide_source => user\n- Land_PortableCabinet_01_7drawers_olive_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Drawer_1_hide_source => user\n  1. Drawer_2_hide_source => user\n  1. Drawer_3_hide_source => user\n  1. Drawer_4_hide_source => user\n  1. Drawer_5_hide_source => user\n  1. Drawer_6_hide_source => user\n- Land_PortableCabinet_01_7drawers_sand_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Drawer_1_hide_source => user\n  1. Drawer_2_hide_source => user\n  1. Drawer_3_hide_source => user\n  1. Drawer_4_hide_source => user\n  1. Drawer_5_hide_source => user\n  1. Drawer_6_hide_source => user\n- Land_PortableCabinet_01_bookcase_black_F\n- Land_PortableCabinet_01_bookcase_olive_F\n- Land_PortableCabinet_01_bookcase_sand_F\n- Land_PortableCabinet_01_closed_black_F\n- Land_PortableCabinet_01_closed_olive_F\n- Land_PortableCabinet_01_closed_sand_F\n- Land_PortableCabinet_01_lid_black_F\n- Land_PortableCabinet_01_lid_olive_F\n- Land_PortableCabinet_01_lid_sand_F\n- Land_PortableCabinet_01_medical_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Drawer_1_hide_source => user\n  1. Drawer_2_hide_source => user\n  1. Drawer_3_hide_source => user\n  1. Drawer_4_hide_source => user\n  1. Drawer_5_hide_source => user\n  1. Drawer_6_hide_source => user\n- Land_PortableDesk_01_black_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Lid_1_hide_source => user\n  1. Lid_2_hide_source => user\n  1. Wing_L_Hide_Source => user\n  1. Wing_R_Hide_Source => user\n- Land_PortableDesk_01_olive_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Lid_1_hide_source => user\n  1. Lid_2_hide_source => user\n  1. Wing_L_Hide_Source => user\n  1. Wing_R_Hide_Source => user\n- Land_PortableDesk_01_panel_black_F\n- Land_PortableDesk_01_panel_olive_F\n- Land_PortableDesk_01_panel_sand_F\n- Land_PortableDesk_01_sand_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Lid_1_hide_source => user\n  1. Lid_2_hide_source => user\n  1. Wing_L_Hide_Source => user\n  1. Wing_R_Hide_Source => user\n- Land_PortableGenerator_01_black_F\n- Land_PortableGenerator_01_F\n- Land_PortableGenerator_01_sand_F\n- Land_PortableHelipadLight_01_F\n  1. Light_1_source => MarkerLight\n- Land_PortableLight_02_double_black_F\n  1. Light_1_yaw_source => user\n  1. Light_2_pitch_source => user\n  1. Light_2_yaw_source => user\n  1. Light_2_extend_source => user\n- Land_PortableLight_02_double_olive_F\n  1. Light_1_yaw_source => user\n  1. Light_2_pitch_source => user\n  1. Light_2_yaw_source => user\n  1. Light_2_extend_source => user\n- Land_PortableLight_02_double_sand_F\n  1. Light_1_yaw_source => user\n  1. Light_2_pitch_source => user\n  1. Light_2_yaw_source => user\n  1. Light_2_extend_source => user\n- Land_PortableLight_02_double_yellow_F\n  1. Light_1_yaw_source => user\n  1. Light_2_pitch_source => user\n  1. Light_2_yaw_source => user\n  1. Light_2_extend_source => user\n- Land_PortableLight_02_folded_black_F\n- Land_PortableLight_02_folded_olive_F\n- Land_PortableLight_02_folded_sand_F\n- Land_PortableLight_02_folded_yellow_F\n- Land_PortableLight_02_quad_black_F\n  1. Light_1_extend_source => user\n  1. Light_2_extend_source => user\n  1. Light_3_pitch_source => user\n  1. Light_3_yaw_source => user\n  1. Light_3_extend_source => user\n  1. Light_4_pitch_source => user\n  1. Light_4_yaw_source => user\n  1. Light_4_extend_source => user\n- Land_PortableLight_02_quad_olive_F\n  1. Light_1_extend_source => user\n  1. Light_2_extend_source => user\n  1. Light_3_pitch_source => user\n  1. Light_3_yaw_source => user\n  1. Light_3_extend_source => user\n  1. Light_4_pitch_source => user\n  1. Light_4_yaw_source => user\n  1. Light_4_extend_source => user\n- Land_PortableLight_02_quad_sand_F\n  1. Light_1_extend_source => user\n  1. Light_2_extend_source => user\n  1. Light_3_pitch_source => user\n  1. Light_3_yaw_source => user\n  1. Light_3_extend_source => user\n  1. Light_4_pitch_source => user\n  1. Light_4_yaw_source => user\n  1. Light_4_extend_source => user\n- Land_PortableLight_02_quad_yellow_F\n  1. Light_1_extend_source => user\n  1. Light_2_extend_source => user\n  1. Light_3_pitch_source => user\n  1. Light_3_yaw_source => user\n  1. Light_3_extend_source => user\n  1. Light_4_pitch_source => user\n  1. Light_4_yaw_source => user\n  1. Light_4_extend_source => user\n- Land_PortableLight_02_single_black_F\n  1. Light_1_pitch_source => user\n  1. Light_1_yaw_source => user\n  1. Light_1_extend_source => user\n- Land_PortableLight_02_single_folded_black_F\n- Land_PortableLight_02_single_folded_olive_F\n- Land_PortableLight_02_single_folded_sand_F\n- Land_PortableLight_02_single_folded_yellow_F\n- Land_PortableLight_02_single_olive_F\n  1. Light_1_pitch_source => user\n  1. Light_1_yaw_source => user\n  1. Light_1_extend_source => user\n- Land_PortableLight_02_single_sand_F\n  1. Light_1_pitch_source => user\n  1. Light_1_yaw_source => user\n  1. Light_1_extend_source => user\n- Land_PortableLight_02_single_yellow_F\n  1. Light_1_pitch_source => user\n  1. Light_1_yaw_source => user\n  1. Light_1_extend_source => user\n- Land_PortableLight_double_F\n  1. Light_1_pitch_source => user\n  1. Light_1_jaw_source => user\n- Land_PortableLight_single_F\n  1. Light_1_pitch_source => user\n  1. Light_1_jaw_source => user\n- Land_PortableLongRangeRadio_F\n- Land_PortableServer_01_black_F\n  1. Server_Move_Source => user\n  1. Server_Hide_Source => user\n  1. Lights_Off_Source => user\n- Land_PortableServer_01_cover_black_F\n- Land_PortableServer_01_cover_olive_F\n- Land_PortableServer_01_cover_sand_F\n- Land_PortableServer_01_olive_F\n  1. Server_Move_Source => user\n  1. Server_Hide_Source => user\n  1. Lights_Off_Source => user\n- Land_PortableServer_01_sand_F\n  1. Server_Move_Source => user\n  1. Server_Hide_Source => user\n  1. Lights_Off_Source => user\n- Land_PortableSolarPanel_01_folded_olive_F\n- Land_PortableSolarPanel_01_folded_sand_F\n- Land_PortableSolarPanel_01_olive_F\n- Land_PortableSolarPanel_01_sand_F\n- Land_PortableSpeakers_01_F\n- Land_PortableWeatherStation_01_olive_F\n  1. Wind_Strength => user\n  1. Wind_Direction => user\n- Land_PortableWeatherStation_01_sand_F\n  1. Wind_Strength => user\n  1. Wind_Direction => user\n- Land_PortableWeatherStation_01_white_F\n  1. Wind_Strength => user\n  1. Wind_Direction => user\n- Land_Poster_01_F\n- Land_Poster_02_F\n- Land_Poster_03_F\n- Land_Poster_04_F\n- Land_Poster_05_F\n- Land_Poster_06_F\n- Land_Pot_01_F\n- Land_Pot_02_F\n- Land_PowderedMilk_F\n- Land_Power_Pole_Wood1\n- Land_Power_Pole_Wood1_Amp\n- Land_Power_Pole_Wood1_Lamp\n- Land_Power_Pole_Wood1_Lamp_Amp\n- Land_Power_Pole_Wood2\n- Land_Power_Pole_Wood3\n- Land_PowerCable_submarine_F\n- Land_PowerGenerator_F\n- Land_PowerGenerator_wreck_F\n- Land_PowerLine_01_pole_end_v1_F\n- Land_PowerLine_01_pole_end_v2_F\n- Land_PowerLine_01_pole_junction_F\n- Land_PowerLine_01_pole_lamp_F\n- Land_PowerLine_01_pole_lamp_off_F\n- Land_PowerLine_01_pole_small_F\n- Land_PowerLine_01_pole_tall_F\n- Land_PowerLine_01_pole_transformer_F\n- Land_PowerLine_01_wire_50m_F\n- Land_PowerLine_01_wire_50m_main_F\n- Land_PowerLine_02_pole_junction_A_F\n- Land_powerline_02_pole_junction_nest_a_f\n- Land_PowerLine_02_pole_small_A_F\n- Land_PowerLine_02_pole_small_end_A_F\n- Land_PowerLine_02_pole_small_end_F\n- Land_PowerLine_02_pole_small_F\n- Land_powerline_02_pole_small_hook_end_f\n- Land_PowerLine_02_pole_small_hook_F\n- Land_powerline_02_pole_small_hook_junction_f\n- Land_powerline_02_pole_small_junction_f\n- Land_PowerLine_02_pole_small_lamp_F\n- Land_PowerLine_02_pole_small_lamp_off_F\n- Land_PowerLine_03_pole_end_F\n- Land_PowerLine_03_pole_F\n- Land_PowerLine_03_pole_junction_F\n- Land_PowerLine_distributor_F\n- Land_PowerLine_part_F\n- Land_PowerPoleConcrete_F\n- Land_PowerPoleWooden_F\n- Land_PowerPoleWooden_L_F\n- Land_PowerPoleWooden_L_off_F\n- Land_PowerPoleWooden_small_F\n- Land_PowerStation_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_PowerStation_01_ruins_F\n- Land_PowerWireBig_direct_F\n- Land_PowerWireBig_direct_short_F\n- Land_PowerWireBig_end_F\n- Land_PowerWireBig_left_F\n- Land_PowerWireBig_right_F\n- Land_PowerWireSmall_damaged_F\n- Land_PowerWireSmall_direct_F\n- Land_PowerWireSmall_Left_F\n- Land_PowerWireSmall_Right_F\n- Land_PowLines_Transformer_F\n- Land_PressureWasher_01_F\n- Land_Printer_01_F\n- Land_Projector_01_F\n- Land_Puddle_01_F\n- Land_Puddle_02_F\n- Land_Pumpkin_01_F\n- Land_Pumpkin_01_NoPop_F\n- Land_QuayConcrete_01_20m_F\n- Land_QuayConcrete_01_20m_wall_F\n- Land_QuayConcrete_01_5m_ladder_F\n- Land_QuayConcrete_01_innerCorner_F\n- Land_QuayConcrete_01_outterCorner_F\n- Land_QuayConcrete_01_pier_F\n- Land_R_rock_general1\n- Land_R_rock_general2\n- Land_R_rock_general3\n- Land_Rack_F\n- Land_Radar_01_airshaft_F\n- Land_Radar_01_antenna_base_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Radar_01_antenna_F\n- Land_Radar_01_cooler_F\n- Land_Radar_01_HQ_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n- Land_Radar_01_HQ_ruins_F\n- Land_Radar_01_kitchen_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n- Land_Radar_01_kitchen_ruins_F\n- Land_Radar_F\n- Land_Radar_ruins_F\n- Land_Radar_Small_F\n- Land_Radar_Small_ruins_F\n- Land_Rail_Bridge_40_F\n- Land_Rail_ConcreteRamp_F\n- Land_Rail_Crossing_Barrier_F\n  1. RedLight_Hide => user\n  1. WhiteLight_Hide => user\n  1. Level_Crossing_Barrier => user\n- Land_Rail_LineBreak_Iron_F\n- Land_Rail_Platform_Cross_F\n- Land_Rail_Platform_Segment_F\n- Land_Rail_Platform_Start_F\n- Land_Rail_Signals_F\n- Land_Rail_Station_Big_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_Rail_Station_Big_ruins_F\n- Land_Rail_Station_Small_F\n- Land_Rail_Station_Small_ruins_F\n- Land_Rail_Track_25_F\n- Land_Rail_Track_Down_25_F\n- Land_Rail_Track_Down_40_F\n- Land_Rail_Track_L25_10_F\n- Land_Rail_Track_LB1_RE_F\n- Land_Rail_Track_LB_RE_F\n- Land_Rail_Track_LE1_RB_F\n- Land_Rail_Track_LE_RB_F\n- Land_Rail_Track_Passing_10_F\n- Land_Rail_Track_Passing_25_F\n- Land_Rail_Track_Passing_25NOLC_F\n- Land_Rail_Track_R25_10_F\n- Land_Rail_Track_SP_F\n- Land_Rail_Track_TurnOutL_F\n- Land_Rail_Track_TurnOutR_F\n- Land_Rail_Track_Up_25_F\n- Land_Rail_Track_Up_40_F\n- Land_Rail_TrackE_25_F\n- Land_Rail_TrackE_25NOLC_F\n- Land_Rail_TrackE_2_F\n- Land_Rail_TrackE_40_F\n- Land_Rail_TrackE_40NOLC_F\n- Land_Rail_TrackE_4_F\n- Land_Rail_TrackE_8_F\n- Land_Rail_TrackE_8NOLC_F\n- Land_Rail_TrackE_L25_10_F\n- Land_Rail_TrackE_L25_5_F\n- Land_Rail_TrackE_L30_20_F\n- Land_Rail_TrackE_R25_10_F\n- Land_Rail_TrackE_R25_5_F\n- Land_Rail_TrackE_R30_20_F\n- Land_Rail_TrackE_TurnOutL_F\n- Land_Rail_TrackE_TurnOutR_F\n- Land_Rail_Warehouse_Small_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_Rail_Warehouse_Small_ruins_F\n- Land_RailwayCar_01_passenger_F\n  1. Wheels_source => user\n- Land_RailwayCar_01_sugarcane_empty_F\n  1. Wheels_source => user\n- Land_RailwayCar_01_sugarcane_F\n  1. Wheels_source => user\n- Land_RailwayCar_01_tank_F\n  1. Wheels_source => user\n- Land_RaiStone_01_F\n- Land_Rampart_F\n- Land_RampConcrete_F\n- Land_RampConcreteHigh_F\n- Land_RattanChair_01_F\n- Land_RattanTable_01_F\n- Land_Razorwire_F\n- Land_RedWhitePole_F\n- Land_RefuelingHose_01_F\n- Land_RepairDepot_01_base_ruins_F\n- Land_RepairDepot_01_civ_F\n- Land_RepairDepot_01_civ_ruins_F\n- Land_RepairDepot_01_green_F\n- Land_RepairDepot_01_green_ruins_F\n- Land_RepairDepot_01_tan_F\n- Land_RepairDepot_01_tan_ruins_F\n- Land_Research_house_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Research_house_V1_ruins_F\n- Land_Research_HQ_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Research_HQ_ruins_F\n- Land_ReservoirTank_01_military_F\n- Land_ReservoirTank_01_military_ruins_F\n- Land_ReservoirTank_Airport_F\n- Land_ReservoirTank_Airport_ruins_F\n- Land_ReservoirTank_Rust_F\n- Land_ReservoirTank_Rust_ruins_F\n- Land_ReservoirTank_V1_F\n- Land_ReservoirTank_V1_ruins_F\n- Land_ReservoirTower_F\n- Land_ReservoirTower_ruins_F\n- Land_RiceBox_F\n- Land_RM_boulder1\n- Land_RM_boulder2\n- Land_RM_boulder3\n- Land_RM_boulder4\n- Land_RM_boulder5\n- Land_RoadBarrier_01_F\n  1. Door_1_sound_source => user\n- Land_RoadCone_01_F\n- Land_RoadCrack_01_2x2_F\n- Land_RoadCrack_01_4x4_F\n- Land_RoadCrack_01_6x2_F\n- Land_roads_cracks_01_F\n- Land_roads_cracks_02_F\n- Land_roads_cracks_03_F\n- Land_roads_cracks_04_F\n- Land_roads_cracks_05_F\n- Land_roads_patch_01_F\n- Land_roads_patch_02_F\n- Land_roads_patch_03_F\n- Land_roads_patch_04_F\n- Land_roads_patch_05_F\n- Land_roads_patch_06_F\n- Land_roads_patch_07_F\n- Land_roads_patch_08_F\n- Land_roads_patch_09_F\n- Land_roads_patch_10_F\n- Land_roads_patch_11_F\n- Land_roads_patch_12_F\n- Land_Rope_01_F\n- Land_Rope_F\n- Land_RotorCoversBag_01_F\n- Land_Router_01_black_F\n- Land_Router_01_olive_F\n- Land_Router_01_sand_F\n- Land_RowBoat_V1_F\n- Land_RowBoat_V2_F\n- Land_RowBoat_V3_F\n- Land_Rug_01_base_F\n- Land_Rug_01_F\n- Land_Rug_01_Traditional_F\n- Land_Rugbyball_01_F\n- Land_RugbyGoal_01_F\n- Land_runway_edgelight\n  1. Light_1_source => MarkerLight\n- Land_runway_edgelight_blue_F\n  1. Light_1_source => MarkerLight\n- Land_Runway_end00_F\n- Land_Runway_end18_F\n- Land_Runway_PAPI\n- Land_Runway_PAPI_2\n- Land_Runway_PAPI_3\n- Land_Runway_PAPI_4\n- Land_Sack_F\n- Land_Sacks_goods_F\n- Land_Sacks_heap_F\n- Land_SandbagBarricade_01_F\n- Land_SandbagBarricade_01_half_F\n- Land_SandbagBarricade_01_hole_F\n- Land_SatelliteAntenna_01_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- Land_SatelliteAntenna_01_mounted_base_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- Land_SatelliteAntenna_01_small_mounted_base_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- Land_SatellitePhone_F\n- Land_Saw_F\n- Land_Sawmill_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n- Land_Sawmill_01_illuminati_tower_F\n  1. Lights_Hide => user\n- Land_Sawmill_01_ruins_F\n- Land_Scaffolding_F\n- Land_Scaffolding_New_F\n- Land_SCF_01_boilerBuilding_F\n- Land_SCF_01_chimney_F\n- Land_SCF_01_clarifier_F\n- Land_SCF_01_condenser_F\n- Land_SCF_01_conveyor_16m_high_F\n- Land_SCF_01_conveyor_16m_slope_F\n- Land_SCF_01_conveyor_8m_high_F\n- Land_SCF_01_conveyor_columnBase_F\n- Land_SCF_01_conveyor_end_high_F\n- Land_SCF_01_conveyor_hole_F\n- Land_SCF_01_crystallizer_F\n- Land_SCF_01_crystallizerTowers_F\n- Land_SCF_01_diffuser_F\n- Land_SCF_01_feeder_F\n- Land_SCF_01_generalBuilding_F\n- Land_SCF_01_heap_bagasse_F\n- Land_SCF_01_heap_sugarcane_F\n- Land_SCF_01_pipe_24m_F\n- Land_SCF_01_pipe_24m_high_F\n- Land_SCF_01_pipe_8m_F\n- Land_SCF_01_pipe_8m_high_F\n- Land_SCF_01_pipe_curve_F\n- Land_SCF_01_pipe_curve_high_F\n- Land_SCF_01_pipe_end_F\n- Land_SCF_01_pipe_up_F\n- Land_SCF_01_shed_F\n- Land_SCF_01_shredder_F\n- Land_SCF_01_storageBin_big_F\n- Land_SCF_01_storageBin_medium_F\n- Land_SCF_01_storageBin_small_F\n- Land_SCF_01_warehouse_F\n- Land_SCF_01_washer_F\n- Land_School_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_Scrap_MRAP_01_F\n- Land_ScrapHeap_1_F\n- Land_ScrapHeap_2_F\n- Land_Screwdriver_V1_F\n- Land_Screwdriver_V2_F\n- Land_Sea_Wall_F\n- Land_ServiceHangar_01_L_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n- Land_ServiceHangar_01_R_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n- Land_SewerCover_01_F\n- Land_SewerCover_02_F\n- Land_SewerCover_03_F\n- Land_SewerCover_04_F\n- Land_SharpRock_apart\n- Land_SharpRock_monolith\n- Land_SharpRock_spike\n- Land_SharpRock_wallH\n- Land_SharpRock_wallV\n- Land_SharpStone_01\n- Land_SharpStone_02\n- Land_SharpStone_03\n- Land_SharpStones_erosion\n- Land_Shed_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_Shed_01_ruins_F\n- Land_Shed_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_02_ruins_F\n- Land_Shed_03_F\n- Land_Shed_03_ruins_F\n- Land_Shed_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_04_ruins_F\n- Land_Shed_05_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_05_ruins_F\n- Land_Shed_06_F\n- Land_Shed_06_ruins_F\n- Land_Shed_07_F\n- Land_Shed_07_ruins_F\n- Land_Shed_08_brown_F\n- Land_Shed_08_brown_ruins_F\n- Land_Shed_08_grey_F\n- Land_Shed_08_grey_ruins_F\n- Land_Shed_09_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_09_ruins_F\n- Land_Shed_10_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_10_ruins_F\n- Land_Shed_11_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_11_ruins_F\n- Land_Shed_12_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_12_ruins_F\n- Land_Shed_13_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_13_ruins_F\n- Land_Shed_14_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Shed_14_ruins_F\n- Land_Shed_Big_F\n- Land_Shed_Big_ruins_F\n- Land_Shed_Ind_old_ruins_F\n- Land_Shed_Ind_ruins_F\n- Land_Shed_Small_F\n- Land_Shed_Small_ruins_F\n- Land_ShellCrater_01_decal_F\n- Land_ShellCrater_01_F\n- Land_ShellCrater_02_debris_F\n- Land_ShellCrater_02_decal_F\n- Land_ShellCrater_02_extralarge_F\n- Land_ShellCrater_02_large_F\n- Land_ShellCrater_02_small_F\n- Land_ShelvesMetal_F\n- Land_ShelvesWooden_blue_F\n- Land_ShelvesWooden_F\n- Land_ShelvesWooden_khaki_F\n- Land_Shoot_House_Corner_Crouch_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Hide => user\n  1. Stand_Poles_Hide => user\n- Land_Shoot_House_Corner_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Crouch_Hide => user\n  1. Crouch_Poles_Hide => user\n  1. Prone_Hide => user\n  1. Prone_Poles_Hide => user\n- Land_Shoot_House_Corner_Prone_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Crouch_Hide => user\n  1. Crouch_Poles_Hide => user\n- Land_Shoot_House_Corner_Stand_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n- Land_Shoot_House_Panels_Crouch_F\n  1. Crouch_Hide => user\n  1. Prone_Hide => user\n- Land_Shoot_House_Panels_F\n  1. Top_Hide => user\n  1. Stand_Hide => user\n  1. Crouch_Hide => user\n  1. Prone_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Crouch_Poles_Hide => user\n  1. Prone_Poles_Hide => user\n- Land_Shoot_House_Panels_Prone_F\n  1. Prone_Hide => user\n- Land_Shoot_House_Panels_Vault_F\n  1. Top_Hide => user\n  1. Stand_Hide => user\n  1. Crouch_Hide => user\n- Land_Shoot_House_Panels_Window_F\n  1. Crouch_Hide => user\n- Land_Shoot_House_Panels_Windows_F\n  1. Stand_Hide => user\n  1. Prone_Hide => user\n- Land_Shoot_House_Tunnel_Crouch_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Top_Panel_Left_Hide => user\n  1. Top_Panel_Right_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Stand_Panel_Left_Hide => user\n  1. Stand_Panel_Right_Hide => user\n  1. Crouch_Hide => user\n- Land_Shoot_House_Tunnel_F\n  1. Top_Hide => user\n  1. Stand_Hide => user\n  1. Crouch_Hide => user\n  1. Prone_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Crouch_Poles_Hide => user\n  1. Prone_Poles_Hide => user\n  1. Top_Panel_Left_Hide => user\n  1. Stand_Panel_Left_Hide => user\n  1. Crouch_Panel_Left_Hide => user\n  1. Prone_Panel_Left_Hide => user\n  1. Top_Panel_Right_Hide => user\n  1. Stand_Panel_Right_Hide => user\n  1. Crouch_Panel_Right_Hide => user\n  1. Prone_Panel_Right_Hide => user\n- Land_Shoot_House_Tunnel_Prone_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Top_Panel_Left_Hide => user\n  1. Top_Panel_Right_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Stand_Panel_Left_Hide => user\n  1. Stand_Panel_Right_Hide => user\n  1. Crouch_Poles_Hide => user\n  1. Crouch_Panel_Left_Hide => user\n  1. Crouch_Panel_Right_Hide => user\n  1. Prone_Hide => user\n- Land_Shoot_House_Tunnel_Stand_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Top_Panel_Left_Hide => user\n  1. Top_Panel_Right_Hide => user\n  1. Stand_Hide => user\n- Land_Shoot_House_Wall_Crouch_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Hide => user\n  1. Stand_Poles_Hide => user\n- Land_Shoot_House_Wall_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Crouch_Hide => user\n  1. Crouch_Poles_Hide => user\n  1. Prone_Hide => user\n  1. Prone_Poles_Hide => user\n- Land_Shoot_House_Wall_Long_Crouch_F\n  1. L_Top_Hide => user\n  1. L_Top_Poles_Hide => user\n  1. L_Stand_Hide => user\n  1. L_Stand_Poles_Hide => user\n  1. R_Top_Hide => user\n  1. R_Top_Poles_Hide => user\n  1. R_Stand_Hide => user\n  1. R_Stand_Poles_Hide => user\n- Land_Shoot_House_Wall_Long_F\n  1. L_Top_Hide => user\n  1. L_Top_Poles_Hide => user\n  1. L_Stand_Hide => user\n  1. L_Stand_Poles_Hide => user\n  1. L_Crouch_Hide => user\n  1. L_Crouch_Poles_Hide => user\n  1. L_Prone_Hide => user\n  1. L_Prone_Poles_Hide => user\n  1. R_Top_Hide => user\n  1. R_Top_Poles_Hide => user\n  1. R_Stand_Hide => user\n  1. R_Stand_Poles_Hide => user\n  1. R_Crouch_Hide => user\n  1. R_Crouch_Poles_Hide => user\n  1. R_Prone_Hide => user\n  1. R_Prone_Poles_Hide => user\n- Land_Shoot_House_Wall_Long_Prone_F\n  1. L_Top_Hide => user\n  1. L_Top_Poles_Hide => user\n  1. L_Stand_Hide => user\n  1. L_Stand_Poles_Hide => user\n  1. L_Crouch_Hide => user\n  1. L_Crouch_Poles_Hide => user\n  1. R_Top_Hide => user\n  1. R_Top_Poles_Hide => user\n  1. R_Stand_Hide => user\n  1. R_Stand_Poles_Hide => user\n  1. R_Crouch_Hide => user\n  1. R_Crouch_Poles_Hide => user\n- Land_Shoot_House_Wall_Long_Stand_F\n  1. L_Top_Hide => user\n  1. L_Top_Poles_Hide => user\n  1. R_Top_Hide => user\n  1. R_Top_Poles_Hide => user\n- Land_Shoot_House_Wall_Prone_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Crouch_Hide => user\n  1. Crouch_Poles_Hide => user\n- Land_Shoot_House_Wall_Stand_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n- Land_ShootingPos_F\n- Land_ShootingPos_Roof_01_F\n- Land_Shop_01_V1_ruins_F\n- Land_Shop_02_b_blue_ruins_F\n- Land_Shop_02_b_brown_ruins_F\n- Land_Shop_02_b_pink_ruins_F\n- Land_Shop_02_b_yellow_ruins_F\n- Land_Shop_02_V1_ruins_F\n- Land_Shop_City_01_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Hitzone_3_source => hit [Hitzone_3_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n- Land_Shop_City_02_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Hitzone_3_source => hit [Hitzone_3_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n- Land_Shop_City_03_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Hitzone_3_source => hit [Hitzone_3_hitpoint]\n  1. Hitzone_4_source => hit [Hitzone_4_hitpoint]\n- Land_Shop_City_04_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n- Land_Shop_City_05_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n- Land_Shop_City_06_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_Shop_City_07_F\n- Land_Shop_Town_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n- Land_Shop_Town_01_ruins_F\n- Land_Shop_Town_02_F\n- Land_Shop_Town_02_ruins_F\n- Land_Shop_Town_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n- Land_Shop_Town_03_ruins_F\n- Land_Shop_Town_04_F\n- Land_Shop_Town_04_ruins_F\n- Land_Shop_Town_05_addon_F\n- Land_Shop_Town_05_F\n- Land_ShotTimer_01_F\n- Land_Shovel_F\n- Land_Sidewalk_01_4m_F\n- Land_Sidewalk_01_8m_F\n- Land_Sidewalk_01_corner_F\n- Land_Sidewalk_01_narrow_2m_F\n- Land_Sidewalk_01_narrow_4m_F\n- Land_Sidewalk_01_narrow_8m_F\n- Land_Sidewalk_02_4m_F\n- Land_Sidewalk_02_8m_F\n- Land_Sidewalk_02_corner_F\n- Land_Sidewalk_02_narrow_2m_F\n- Land_Sidewalk_02_narrow_4m_F\n- Land_Sidewalk_02_narrow_8m_F\n- Land_Sign_01_sharpBend_left_F\n- Land_Sign_01_sharpBend_right_F\n- Land_sign_entry_en_pl_F\n- Land_sign_leave_en_pl_F\n- Land_Sign_Mines_F\n- Land_Sign_MinesDanger_English_F\n- Land_Sign_MinesDanger_Greek_F\n- Land_Sign_MinesTall_English_F\n- Land_Sign_MinesTall_F\n- Land_Sign_MinesTall_Greek_F\n- Land_Sign_noentry_big_en_pl_F\n- Land_sign_noentry_small_en_pl_F\n- Land_sign_uwaga_pl_1_F\n- Land_sign_uwaga_pl_2_F\n- Land_Sign_WarningMilAreaSmall_F\n- Land_Sign_WarningMilitaryArea_F\n- Land_Sign_WarningMilitaryVehicles_F\n- Land_Sign_WarningNoWeapon_F\n- Land_Sign_WarningNoWeaponAltis_F\n- Land_Sign_WarningNoWeaponTanoa_F\n- Land_Sign_WarningUnexplodedAmmo_F\n- Land_SignCommand_01_generic_F\n- Land_SignCommand_01_giveWay_F\n- Land_SignCommand_01_goStraight_F\n- Land_SignCommand_01_priority_F\n- Land_SignCommand_01_stop_F\n- Land_SignCommand_01_turnLeft_F\n- Land_SignCommand_01_turnLeftAhead_F\n- Land_SignCommand_01_turnRight_F\n- Land_SignCommand_01_turnRightAhead_F\n- Land_SignInfo_01_deadEnd_F\n- Land_SignInfo_01_firstAid_F\n- Land_SignInfo_01_fuelStation_F\n- Land_SignInfo_01_generic_F\n- Land_SignInfo_01_hotel_F\n- Land_SignInfo_01_pedestrianCrossing_F\n- Land_SignInfo_01_pedestrianZone_F\n- Land_SignInfo_01_picnicSite_F\n- Land_SignInfo_01_reduceSpeed_F\n- Land_SignInfo_01_refreshments_F\n- Land_SignInfo_01_restaurant_F\n- Land_SignInfo_01_Shelter_F\n- Land_SignInfo_01_taxi_F\n- Land_SignInfo_01_toilet_F\n- Land_SignM_forRent_F\n- Land_SignM_forSale_F\n- Land_SignM_taxi_F\n- Land_SignM_WarningMilAreaSmall_english_F\n- Land_SignM_WarningMilitaryArea_english_F\n- Land_SignM_WarningMilitaryVehicles_english_F\n- Land_SignMonolith_01_F\n- Land_SignRestrict_01_generic_F\n- Land_SignRestrict_01_noDriving_F\n- Land_SignRestrict_01_noEntry_F\n- Land_SignRestrict_01_noOvertaking_F\n- Land_SignRestrict_01_noOvertakingTruck_F\n- Land_SignRestrict_01_noParking_F\n- Land_SignRestrict_01_noParkingAltEven_F\n- Land_SignRestrict_01_noParkingAltOdd_F\n- Land_SignRestrict_01_noPassage_F\n- Land_SignRestrict_01_noPollutingVehicles_F\n- Land_SignRestrict_01_noPoweredVehicles_F\n- Land_SignRestrict_01_noStopping_F\n- Land_SignRestrict_01_speedLimit_30_F\n- Land_SignRestrict_01_speedLimit_50_F\n- Land_SignRestrict_01_speedLimit_70_F\n- Land_SignRestrict_01_speedLimit_80_d_F\n- Land_SignRestrict_01_speedLimit_80_F\n- Land_SignRestrict_01_speedLimit_end_F\n- Land_SignRestrict_01_speedLimit_national_F\n- Land_SignWarning_01_aircrafts_F\n- Land_SignWarning_01_animals_F\n- Land_SignWarning_01_bend_left_F\n- Land_SignWarning_01_bend_right_F\n- Land_SignWarning_01_CheckpointAhead_F\n- Land_SignWarning_01_CheckpointZone1_F\n- Land_SignWarning_01_CheckpointZone2_F\n- Land_SignWarning_01_chippings_F\n- Land_SignWarning_01_crossRoad_F\n- Land_SignWarning_01_doubleBend_left_F\n- Land_SignWarning_01_doubleBend_right_F\n- Land_SignWarning_01_generic_F\n- Land_SignWarning_01_herds_F\n- Land_SignWarning_01_junction_F\n- Land_SignWarning_01_junctionRoW_F\n- Land_SignWarning_01_other_F\n- Land_SignWarning_01_pedestrianCrossing_F\n- Land_SignWarning_01_ramp_F\n- Land_SignWarning_01_roadworks_F\n- Land_SignWarning_01_rocks_F\n- Land_SignWarning_01_steepDown_F\n- Land_SignWarning_01_steepUp_F\n- Land_SignWarning_01_stopOnRequest_F\n- Land_SignWarning_01_unevenRoad_F\n- Land_SignWarning_02_crocodiles_F\n- Land_SilageStorage_01_F\n- Land_SilageWall_01_l_5m_F\n- Land_SilageWall_01_l_d_F\n- Land_SilageWall_01_l_pole_F\n- Land_Sink_F\n- Land_Sinkhole_01_F\n- Land_Sleeping_bag_blue_F\n- Land_Sleeping_bag_blue_folded_F\n- Land_Sleeping_bag_brown_F\n- Land_Sleeping_bag_brown_folded_F\n- Land_Sleeping_bag_F\n- Land_Sleeping_bag_folded_F\n- Land_Slide_F\n- Land_SlideCastle_F\n- Land_SlideCastle_ruins_F\n- Land_Slum_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Slum_01_ruins_F\n- Land_Slum_02_F\n- Land_Slum_02_ruins_F\n- Land_Slum_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Slum_03_ruins_F\n- Land_Slum_04_F\n- Land_Slum_04_ruins_F\n- Land_Slum_05_F\n- Land_Slum_House01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Slum_House01_ruins_F\n- Land_Slum_House02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_Slum_House02_ruins_F\n- Land_Slum_House03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Slum_House03_ruins_F\n- Land_Slums01_8m\n- Land_Slums01_pole\n- Land_Slums02_4m\n- Land_Slums02_pole\n- Land_SlumWall_01_s_2m_F\n- Land_SlumWall_01_s_4m_F\n- Land_SM_01_reservoirTower_F\n- Land_SM_01_shed_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n- Land_SM_01_shed_unfinished_F\n- Land_SM_01_shelter_narrow_F\n- Land_SM_01_shelter_wide_F\n- Land_Small_Stone_01_F\n- Land_Small_Stone_02_F\n- Land_Smokestack_01_F\n- Land_Smokestack_01_factory_base_F\n- Land_Smokestack_01_factory_F\n- Land_Smokestack_01_factory_lower_F\n- Land_Smokestack_01_factory_middle_F\n- Land_Smokestack_01_factory_off_F\n- Land_Smokestack_01_factory_ruins_F\n- Land_Smokestack_01_factory_upper_F\n- Land_Smokestack_01_off_F\n- Land_Smokestack_01_ruins_F\n- Land_Smokestack_02_F\n- Land_Smokestack_02_ruins_F\n- Land_Smokestack_03_F\n- Land_Smokestack_03_off_F\n- Land_Smokestack_03_ruins_F\n- Land_Sofa_01_F\n- Land_SolarPanel_04_black_F\n  1. Panels_Yaw => user\n  1. Panel_1_Pitch => user\n  1. Panel_2_Pitch => user\n- Land_SolarPanel_04_olive_F\n  1. Panels_Yaw => user\n  1. Panel_1_Pitch => user\n  1. Panel_2_Pitch => user\n- Land_SolarPanel_04_sand_F\n  1. Panels_Yaw => user\n  1. Panel_1_Pitch => user\n  1. Panel_2_Pitch => user\n- Land_SolarPanel_1_F\n- Land_SolarPanel_2_F\n- Land_SolarPanel_3_F\n- Land_SportGround_fence_F\n- Land_SportGround_fence_noLC_F\n- Land_spp_Mirror_Broken_F\n- Land_spp_Mirror_F\n- Land_spp_Mirror_ruins_F\n- Land_spp_Panel_Broken_F\n- Land_spp_Panel_F\n- Land_spp_Tower_dam_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_spp_Tower_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_spp_Tower_ruins_F\n- Land_spp_Transformer_F\n- Land_spp_Transformer_ruins_F\n- Land_Stadium_p1_F\n- Land_Stadium_p2_F\n- Land_Stadium_p3_F\n- Land_Stadium_p4_F\n- Land_Stadium_p5_F\n- Land_Stadium_p6_F\n- Land_Stadium_p7_F\n- Land_Stadium_p8_F\n- Land_Stadium_p9_F\n- Land_StallWater_F\n- Land_Statue_01_F\n- Land_Statue_02_F\n- Land_Statue_03_F\n- Land_Stethoscope_01_F\n- Land_Stone_4m_F\n- Land_Stone_8m_F\n- Land_Stone_8mD_F\n- Land_Stone_big_F\n- Land_Stone_big_W\n- Land_Stone_Gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Stone_HouseBig_V1_ruins_F\n- Land_Stone_HouseSmall_V1_ruins_F\n- Land_Stone_medium_F\n- Land_Stone_medium_W\n- Land_Stone_pillar_F\n- Land_Stone_Shed_01_b_clay_ruins_F\n- Land_Stone_Shed_01_b_raw_ruins_F\n- Land_Stone_Shed_01_b_white_ruins_F\n- Land_Stone_Shed_V1_ruins_F\n- Land_Stone_small_F\n- Land_Stone_small_W\n- Land_StoneSharp_big\n- Land_StoneSharp_big_W\n- Land_StoneSharp_medium\n- Land_StoneSharp_medium_W\n- Land_StoneSharp_small\n- Land_StoneSharp_small_W\n- Land_StoneSharp_wall\n- Land_StoneSharp_Wall_W\n- Land_StoneTanoa_01_F\n- Land_StoneWall_01_s_10m_F\n- Land_StoneWall_01_s_d_F\n- Land_StoneWall_02_s_10m_F\n- Land_StoneWell_01_F\n- Land_StorageBladder_01_F\n- Land_StorageBladder_02_F\n- Land_StorageTank_01_large_F\n- Land_StorageTank_01_small_F\n- Land_StrawStack_01_F\n- Land_Stretcher_01_F\n- Land_Stretcher_01_folded_F\n- Land_Stretcher_01_folded_olive_F\n- Land_Stretcher_01_folded_sand_F\n- Land_Stretcher_01_olive_F\n- Land_Stretcher_01_sand_F\n- Land_Substation_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Substation_01_ruins_F\n- Land_Suitcase_F\n- Land_Sun_chair_F\n- Land_Sun_chair_green_F\n- Land_Sunshade_01_F\n- Land_Sunshade_02_F\n- Land_Sunshade_03_F\n- Land_Sunshade_04_F\n- Land_Sunshade_F\n- Land_Supermarket_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n- Land_Supermarket_01_malden_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n- Land_SurveyMarker_01_cover_F\n- Land_SurveyMarker_01_post_F\n- Land_SurveyMarker_01_rod_F\n- Land_SurvivalRadio_F\n- Land_Swing_01_F\n- Land_SY_01_block_F\n- Land_SY_01_conveyor_chute_F\n- Land_SY_01_conveyor_end_F\n- Land_SY_01_conveyor_junction_F\n- Land_SY_01_conveyor_long_F\n- Land_SY_01_conveyor_reclaimer_F\n- Land_SY_01_conveyor_short_F\n- Land_SY_01_conveyor_slope_F\n- Land_SY_01_crusher_F\n- Land_SY_01_reclaimer_F\n- Land_SY_01_shiploader_arm_F\n- Land_SY_01_shiploader_F\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n- Land_SY_01_stockpile_01_F\n- Land_SY_01_stockpile_02_F\n- Land_SY_01_tripper_F\n- Land_TableBig_01_F\n- Land_TableDesk_F\n- Land_TablePlastic_01_F\n- Land_TableSmall_01_F\n- Land_Tablet_01_F\n- Land_Tablet_02_black_F\n- Land_Tablet_02_F\n- Land_Tablet_02_sand_F\n- Land_Tableware_01_cup_F\n- Land_Tableware_01_fork_F\n- Land_Tableware_01_knife_F\n- Land_Tableware_01_napkin_F\n- Land_Tableware_01_spoon_F\n- Land_Tableware_01_stackOfNapkins_F\n- Land_Tableware_01_tray_F\n- Land_TacticalBacon_F\n- Land_Tank_rust_F\n- Land_TankEngine_01_F\n- Land_TankEngine_01_used_F\n- Land_TankRoadWheels_01_single_F\n- Land_TankSprocketWheels_01_single_F\n- Land_TankTracks_01_long_F\n- Land_TankTracks_01_short_F\n- Land_TankWreck_01_turret_F\n- Land_Target_Concrete_01_v1_F\n- Land_Target_Concrete_01_v2_F\n- Land_Target_Concrete_Support_01_F\n- Land_Target_Dueling_01_F\n  1. Plate_1_source => user\n  1. Plate_2_source => user\n  1. Plate_3_source => user\n  1. Plate_4_source => user\n  1. Plate_5_source => user\n  1. Plate_6_source => user\n- Land_Target_Line_01_F\n- Land_Target_Line_PaperTargets_01_F\n- Land_Target_Oval_F\n  1. Ground_holder_hide => user\n  1. Pole_Left_Hide => user\n  1. Pole_Right_Hide => user\n  1. Pole_Top_Hide => user\n  1. Pole_Bottom_Hide => user\n  1. Left_Rotate\n  1. Right_Rotate\n  1. Top_Rotate\n  1. Bottom_Rotate\n  1. Pole_Rotate\n  1. Target_Left_Rotate\n  1. Target_Right_Rotate\n  1. Target_Top_Rotate\n  1. Target_Bottom_Rotate\n  1. Target_Pole_Rotate\n- Land_Target_Oval_NoPop_F\n  1. Ground_holder_hide => user\n  1. Pole_Left_Hide => user\n  1. Pole_Right_Hide => user\n  1. Pole_Top_Hide => user\n  1. Pole_Bottom_Hide => user\n  1. Left_Rotate\n  1. Right_Rotate\n  1. Top_Rotate\n  1. Bottom_Rotate\n  1. Pole_Rotate\n  1. Target_Left_Rotate\n  1. Target_Right_Rotate\n  1. Target_Top_Rotate\n  1. Target_Bottom_Rotate\n  1. Target_Pole_Rotate\n- Land_Target_Oval_Wall_Bottom_F\n  1. Ground_holder_hide => user\n- Land_Target_Oval_Wall_Bottom_NoPop_F\n  1. Ground_holder_hide => user\n- Land_Target_Oval_Wall_Left_F\n  1. Ground_holder_hide => user\n  1. Pole_Bottom_Hide => user\n  1. Pole_Left_Hide => user\n- Land_Target_Oval_Wall_Left_NoPop_F\n  1. Ground_holder_hide => user\n  1. Pole_Bottom_Hide => user\n  1. Pole_Left_Hide => user\n- Land_Target_Oval_Wall_Right_F\n  1. Ground_holder_hide => user\n  1. Pole_Bottom_Hide => user\n  1. Pole_Right_Hide => user\n- Land_Target_Oval_Wall_Right_NoPop_F\n  1. Ground_holder_hide => user\n  1. Pole_Bottom_Hide => user\n  1. Pole_Right_Hide => user\n- Land_Target_Oval_Wall_Top_F\n  1. Ground_holder_hide => user\n  1. Pole_Bottom_Hide => user\n  1. Pole_Top_Hide => user\n- Land_Target_Oval_Wall_Top_NoPop_F\n  1. Ground_holder_hide => user\n  1. Pole_Bottom_Hide => user\n  1. Pole_Top_Hide => user\n- Land_Target_Pistol_01_F\n- Land_Target_PopUp_01_figure_F\n- Land_Target_PopUp_01_mechanism_F\n  1. Target_source => user\n- Land_Target_Single_01_F\n- Land_Target_Swivel_01_F\n  1. Screws_source => user\n  1. Popup_source => user\n  1. Stand_source => user\n  1. Swivel_1rpm_source => user\n  1. Swivel_2rpm_source => user\n  1. Swivel_3rpm_source => user\n  1. Swivel_4rpm_source => user\n  1. Swivel_5rpm_source => user\n  1. Swivel_6rpm_source => user\n  1. Swivel_10rpm_source => user\n  1. Swivel_12rpm_source => user\n  1. Swivel_15rpm_source => user\n- Land_TBox_F\n- Land_TBox_ruins_F\n- Land_TelephoneLine_01_wire_50m_main_F\n- Land_Temple_Native_01_F\n- Land_Temple_Native_01_ruins_F\n- Land_TentA_F\n- Land_TentDome_F\n- Land_TentHangar_V1_dam_F\n- Land_TentHangar_V1_F\n- Land_TentHangar_V1_ruins_F\n- Land_TentLamp_01_standing_F\n- Land_TentLamp_01_standing_red_F\n- Land_TentLamp_01_suspended_F\n- Land_TentLamp_01_suspended_red_F\n- Land_TentSolar_01_bluewhite_F\n- Land_TentSolar_01_folded_bluewhite_F\n- Land_TentSolar_01_folded_olive_F\n- Land_TentSolar_01_folded_redwhite_F\n- Land_TentSolar_01_folded_sand_F\n- Land_TentSolar_01_olive_F\n- Land_TentSolar_01_redwhite_F\n- Land_TentSolar_01_sand_F\n- Land_TimberLog_01_F\n- Land_TimberLog_02_F\n- Land_TimberLog_03_F\n- Land_TimberLog_04_F\n- Land_TimberLog_05_F\n- Land_TimberPile_01_F\n- Land_TimberPile_02_F\n- Land_TimberPile_03_F\n- Land_TimberPile_04_F\n- Land_TimberPile_05_F\n- Land_Timbers_F\n- Land_TinContainer_F\n- Land_TinWall_01_m_4m_v1_F\n- Land_TinWall_01_m_4m_v2_F\n- Land_TinWall_01_m_gate_v1_closed_F\n  1. Door_1_sound_source => user\n  1. Door_2_sound_source => user\n- Land_TinWall_01_m_gate_v1_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => userPositionHashedInit\n  1. Door_2_locked_source => user\n- Land_TinWall_01_m_gate_v2_closed_F\n  1. Door_1_sound_source => user\n  1. Door_2_sound_source => user\n- Land_TinWall_01_m_gate_v2_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => userPositionHashedInit\n  1. Door_2_locked_source => user\n- Land_TinWall_01_m_pole_F\n- Land_TinWall_02_l_4m_F\n- Land_TinWall_02_l_8m_F\n- Land_TinWall_02_l_pole_F\n- Land_ToiletBox_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Tomb_01_F\n- Land_Tombstone_01_F\n- Land_Tombstone_02_F\n- Land_Tombstone_03_F\n- Land_Tombstone_04_F\n- Land_Tombstone_05_F\n- Land_Tombstone_06_F\n- Land_Tombstone_07_F\n- Land_Tombstone_08_damaged_F\n- Land_Tombstone_08_F\n- Land_Tombstone_09_F\n- Land_Tombstone_10_F\n- Land_Tombstone_11_damaged_F\n- Land_Tombstone_11_F\n- Land_Tombstone_12_F\n- Land_Tombstone_13_F\n- Land_Tombstone_14_F\n- Land_Tombstone_15_F\n- Land_Tombstone_16_F\n- Land_Tombstone_17_F\n- Land_ToolTrolley_01_F\n- Land_ToolTrolley_02_F\n- Land_TorqueWrench_01_F\n- Land_TouristShelter_01_F\n- Land_TowBar_01_F\n- Land_TownColumn_01_F\n- Land_Track_01_10m_F\n- Land_Track_01_15deg_F\n- Land_Track_01_20m_F\n- Land_Track_01_30deg_F\n- Land_Track_01_3m_F\n- Land_Track_01_7deg_F\n- Land_Track_01_bridge_F\n- Land_Track_01_bumper_F\n- Land_Track_01_crossing_F\n- Land_Track_01_switch_F\n  1. Lever_source => user\n- Land_Track_01_turnout_left_F\n  1. Switch_source => user\n- Land_Track_01_turnout_right_F\n  1. Switch_source => user\n- Land_TrailerCistern_wreck_F\n- Land_TransferSwitch_01_F\n  1. SwitchPosition => user\n  1. SwitchLight => user\n  1. Power_1 => user\n  1. Power_2 => user\n- Land_TreeBin_F\n- Land_TreeGrate_01_F\n- Land_TreeGuard_01_F\n- Land_Trench_01_forest_F\n- Land_Trench_01_grass_F\n- Land_TrenchFrame_01_F\n- Land_Tribune_F\n- Land_TripodScreen_01_dual_v1_black_F\n- Land_TripodScreen_01_dual_v1_F\n- Land_TripodScreen_01_dual_v1_sand_F\n- Land_TripodScreen_01_dual_v2_black_F\n- Land_TripodScreen_01_dual_v2_F\n- Land_TripodScreen_01_dual_v2_sand_F\n- Land_TripodScreen_01_large_black_F\n- Land_TripodScreen_01_large_F\n- Land_TripodScreen_01_large_sand_F\n- Land_Trophy_01_bronze_F\n- Land_Trophy_01_gold_F\n- Land_Trophy_01_silver_F\n- Land_Trough_01_F\n- Land_TTowerBig_1_F\n- Land_TTowerBig_1_off_F\n- Land_TTowerBig_1_ruins_F\n- Land_TTowerBig_2_F\n- Land_TTowerBig_2_off_F\n- Land_TTowerBig_2_ruins_F\n- Land_TTowerSmall_1_F\n- Land_TTowerSmall_2_F\n- Land_Turret_01_ruins_F\n- Land_Tyre_01_F\n- Land_Tyre_01_horizontal_F\n- Land_Tyre_01_line_x5_F\n- Land_Tyre_F\n- Land_TyreBarrier_01_F\n- Land_TyreBarrier_01_line_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_TyreBarrier_01_line_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_Tyres_F\n- Land_u_Addon_01_V1_dam_F\n- Land_u_Addon_01_V1_F\n- Land_u_Addon_02_V1_F\n- Land_u_Barracks_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n- Land_u_House_Big_01_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_u_House_Big_01_V1_F\n- Land_u_House_Big_02_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_u_House_Big_02_V1_F\n- Land_u_House_Small_01_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_u_House_Small_01_V1_F\n- Land_u_House_Small_02_V1_dam_F\n- Land_u_House_Small_02_V1_F\n- Land_u_Shed_Ind_F\n- Land_u_Shop_01_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_u_Shop_01_V1_F\n- Land_u_Shop_02_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_u_Shop_02_V1_F\n- Land_Unfinished_Building_01_F\n- Land_Unfinished_Building_01_noLadder_F\n- Land_Unfinished_Building_01_ruins_F\n- Land_Unfinished_Building_02_F\n- Land_Unfinished_Building_02_ruins_F\n- Land_USB_Dongle_01_F\n- Land_UWreck_FishingBoat_F\n- Land_UWreck_Heli_Attack_02_F\n- Land_UWreck_MV22_F\n- Land_V3S_wreck_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n- Land_VASICore\n- Land_VehicleTrack_01_left_crossing_F\n- Land_VehicleTrack_01_left_v1_F\n- Land_VehicleTrack_01_left_v2_F\n- Land_VehicleTrack_01_right_crossing_F\n- Land_VehicleTrack_01_right_v1_F\n- Land_VehicleTrack_01_right_v2_F\n- Land_VehicleTrack_01_straight_end_F\n- Land_VehicleTrack_01_straight_start_F\n- Land_VehicleTrack_01_straight_v1_F\n- Land_VehicleTrack_01_straight_v2_F\n- Land_VergePost_01_F\n- Land_VergePost_02_v1_F\n- Land_VergePost_02_v2_F\n- Land_VergeRock_01_F\n- Land_VillageStore_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_VillageStore_01_ruins_F\n- Land_VineyardFence_01_F\n- Land_VitaminBottle_F\n- Land_Volleyball_01_F\n- Land_VR_Block_01_F\n- Land_VR_Block_02_F\n- Land_VR_Block_03_F\n- Land_VR_Block_04_F\n- Land_VR_Block_05_F\n- Land_VR_CoverObject_01_kneel_F\n- Land_VR_CoverObject_01_kneelHigh_F\n- Land_VR_CoverObject_01_kneelLow_F\n- Land_VR_CoverObject_01_stand_F\n- Land_VR_CoverObject_01_standHigh_F\n- Land_VR_Shape_01_cube_1m_F\n- Land_VR_Slope_01_F\n- Land_VR_Target_APC_Wheeled_01_F\n  1. Turret_source => user\n  1. Gun_source => user\n- Land_VR_Target_Dart_01_F\n- Land_VR_Target_MBT_01_cannon_F\n  1. Turret_source => user\n  1. Gun_source => user\n- Land_VR_Target_MRAP_01_F\n- Land_VRGoggles_01_F\n- Land_W_sharpRock_apart\n- Land_W_sharpRock_monolith\n- Land_W_sharpRock_spike\n- Land_W_sharpRock_wallH\n- Land_W_sharpRock_wallV\n- Land_W_sharpStone_01\n- Land_W_sharpStone_02\n- Land_W_sharpStone_03\n- Land_W_sharpStones_erosion\n- Land_Walkover_01_F\n- Land_Wall_IndCnc_2deco_F\n- Land_Wall_IndCnc_4_D_F\n- Land_Wall_IndCnc_4_F\n- Land_Wall_IndCnc_End_2_F\n- Land_Wall_IndCnc_Pole_F\n- Land_Wall_Tin_4\n- Land_Wall_Tin_4_2\n- Land_Wall_Tin_Pole\n- Land_WallCity_01_4m_blue_F\n- Land_WallCity_01_4m_grey_F\n- Land_WallCity_01_4m_pink_F\n- Land_WallCity_01_4m_plain_blue_F\n- Land_WallCity_01_4m_plain_dmg_blue_F\n- Land_WallCity_01_4m_plain_dmg_grey_F\n- Land_WallCity_01_4m_plain_dmg_pink_F\n- Land_WallCity_01_4m_plain_dmg_whiteblue_F\n- Land_WallCity_01_4m_plain_dmg_yellow_F\n- Land_WallCity_01_4m_plain_grey_F\n- Land_WallCity_01_4m_plain_pink_F\n- Land_WallCity_01_4m_plain_whiteblue_F\n- Land_WallCity_01_4m_plain_yellow_F\n- Land_WallCity_01_4m_whiteblue_F\n- Land_WallCity_01_4m_yellow_F\n- Land_WallCity_01_8m_blue_F\n- Land_WallCity_01_8m_dmg_blue_F\n- Land_WallCity_01_8m_dmg_grey_F\n- Land_WallCity_01_8m_dmg_pink_F\n- Land_WallCity_01_8m_dmg_whiteblue_F\n- Land_WallCity_01_8m_dmg_yellow_F\n- Land_WallCity_01_8m_grey_F\n- Land_WallCity_01_8m_pink_F\n- Land_WallCity_01_8m_plain_blue_F\n- Land_WallCity_01_8m_plain_grey_F\n- Land_WallCity_01_8m_plain_pink_F\n- Land_WallCity_01_8m_plain_whiteblue_F\n- Land_WallCity_01_8m_plain_yellow_F\n- Land_WallCity_01_8m_whiteblue_F\n- Land_WallCity_01_8m_yellow_F\n- Land_WallCity_01_gate_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_WallCity_01_gate_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_WallCity_01_gate_pink_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_WallCity_01_gate_whiteblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_WallCity_01_gate_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_WallCity_01_pillar_blue_F\n- Land_WallCity_01_pillar_grey_F\n- Land_WallCity_01_pillar_pink_F\n- Land_WallCity_01_pillar_plain_dmg_blue_F\n- Land_WallCity_01_pillar_plain_dmg_grey_F\n- Land_WallCity_01_pillar_plain_dmg_pink_F\n- Land_WallCity_01_pillar_plain_dmg_whiteblue_F\n- Land_WallCity_01_pillar_plain_dmg_yellow_F\n- Land_WallCity_01_pillar_whiteblue_F\n- Land_WallCity_01_pillar_yellow_F\n- Land_Wallet_01_F\n- Land_WallSign_01_chalkboard_F\n- Land_WallSign_01_F\n- Land_Warehouse_01_F\n- Land_Warehouse_01_ladder_F\n- Land_Warehouse_02_F\n- Land_Warehouse_02_ladder_F\n- Land_Warehouse_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_Warehouse_03_ruins_F\n- Land_WarehouseShelter_01_F\n- Land_Water_source_F\n- Land_WaterBarrel_F\n- Land_WaterBottle_01_cap_F\n- Land_WaterBottle_01_compressed_F\n- Land_WaterBottle_01_empty_F\n- Land_WaterBottle_01_full_F\n- Land_WaterBottle_01_pack_F\n- Land_WaterBottle_01_stack_F\n- Land_WaterCooler_01_new_F\n- Land_WaterCooler_01_old_F\n- Land_WaterPurificationTablets_F\n- Land_WaterStation_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_WaterStation_01_ruins_F\n- Land_WaterTank_01_F\n- Land_WaterTank_02_F\n- Land_WaterTank_03_F\n- Land_WaterTank_04_F\n- Land_WaterTank_F\n- Land_WaterTower_01_F\n- Land_WaterTower_01_ruins_F\n- Land_WaterTower_02_F\n- Land_WaterTower_02_ruins_F\n- Land_WavePowerPlant_F\n- Land_WavePowerPlantBroken_F\n- Land_WeldingTrolley_01_F\n- Land_WheelCart_F\n- Land_WheelChock_01_F\n- Land_WheelieBin_01_F\n- Land_Windmill01_ruins_F\n- Land_WindmillPump_01_F\n- Land_WinnersPodium_01_F\n- Land_WIP_F\n- Land_WIP_ruins_F\n- Land_Wired_Fence_4m_F\n- Land_Wired_Fence_4mD_F\n- Land_Wired_Fence_8m_F\n- Land_Wired_Fence_8mD_F\n- Land_WiredFence_01_16m_F\n- Land_WiredFence_01_4m_F\n- Land_WiredFence_01_8m_d_F\n- Land_WiredFence_01_8m_F\n- Land_WiredFence_01_gate_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_WiredFence_01_pole_45_F\n- Land_WiredFence_01_pole_F\n- Land_WoodenBed_01_F\n- Land_WoodenBox_02_F\n- Land_WoodenBox_F\n- Land_WoodenCart_F\n- Land_WoodenCounter_01_F\n- Land_WoodenCrate_01_F\n- Land_WoodenCrate_01_stack_x3_F\n- Land_WoodenCrate_01_stack_x5_F\n- Land_WoodenLog_02_F\n- Land_WoodenLog_F\n- Land_WoodenPlanks_01_F\n- Land_WoodenPlanks_01_messy_F\n- Land_WoodenPlanks_01_messy_pine_F\n- Land_WoodenPlanks_01_pine_F\n- Land_WoodenShelter_01_F\n- Land_WoodenShelter_01_ruins_F\n- Land_WoodenTable_02_large_F\n- Land_WoodenTable_large_F\n- Land_WoodenTable_small_F\n- Land_WoodenWall_01_m_4m_F\n- Land_WoodenWall_01_m_8m_F\n- Land_WoodenWall_01_m_d_F\n- Land_WoodenWall_01_m_pole_F\n- Land_WoodenWall_02_s_2m_F\n- Land_WoodenWall_02_s_4m_F\n- Land_WoodenWall_02_s_8m_F\n- Land_WoodenWall_02_s_d_F\n- Land_WoodenWall_02_s_gate_closed_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_WoodenWall_02_s_gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_WoodenWall_02_s_pole_F\n- Land_WoodenWall_03_s_5m_v1_F\n- Land_WoodenWall_03_s_5m_v2_F\n- Land_WoodenWall_03_s_d_5m_v1_F\n- Land_WoodenWall_03_s_d_5m_v2_F\n- Land_WoodenWall_03_s_d_pole_F\n- Land_WoodenWall_03_s_gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_WoodenWall_03_s_pole_F\n- Land_WoodenWall_04_s_5m_F\n- Land_WoodenWall_04_s_d_5m_F\n- Land_WoodenWall_04_s_end_v1_F\n- Land_WoodenWall_04_s_end_v2_F\n- Land_WoodenWall_04_s_gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_WoodenWall_04_s_pole_F\n- Land_WoodenWall_05_m_4m_v1_F\n- Land_WoodenWall_05_m_4m_v2_F\n- Land_WoodenWall_05_m_d_4m_F\n- Land_WoodenWall_05_m_end_F\n- Land_WoodenWall_05_m_pole_F\n- Land_WoodenWindBreak_01_F\n- Land_WoodPile_02_F\n- Land_WoodPile_03_F\n- Land_WoodPile_04_F\n- Land_WoodPile_F\n- Land_WoodPile_large_F\n- Land_Workbench_01_F\n- Land_Workshop_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n- Land_Workshop_01_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n- Land_Workshop_01_ruins_F\n- Land_Workshop_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_Workshop_02_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_Workshop_02_ruins_F\n- Land_Workshop_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_Workshop_03_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_Workshop_03_ruins_F\n- Land_Workshop_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n- Land_Workshop_04_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n- Land_Workshop_04_ruins_F\n- Land_Workshop_05_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n- Land_Workshop_05_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n- Land_Workshop_05_ruins_F\n- Land_WorkStand_F\n- Land_wpp_Turbine_V1_F\n- Land_wpp_Turbine_V1_off_F\n  1. time => ::time\n  1. timeRndOffset => ::timeRndOffset\n- Land_wpp_Turbine_V2_F\n- Land_wpp_Turbine_V2_off_F\n  1. time => ::time\n  1. timeRndOffset => ::timeRndOffset\n- Land_Wreck_AFV_Wheeled_01_F\n- Land_Wreck_BMP2_F\n- Land_Wreck_BRDM2_F\n- Land_Wreck_Car2_F\n- Land_Wreck_Car3_F\n- Land_Wreck_Car_F\n- Land_Wreck_CarDismantled_F\n- Land_Wreck_Heli_02_Wreck_01_F\n- Land_Wreck_Heli_02_Wreck_02_F\n- Land_Wreck_Heli_02_Wreck_03_F\n- Land_Wreck_Heli_02_Wreck_04_F\n- Land_Wreck_Heli_Attack_01_F\n- Land_Wreck_Heli_Attack_02_F\n- Land_Wreck_HMMWV_F\n- Land_Wreck_Hunter_F\n- Land_Wreck_LT_01_F\n- Land_Wreck_MBT_04_F\n- Land_Wreck_Offroad2_F\n- Land_Wreck_Offroad_F\n- Land_Wreck_Plane_Transport_01_F\n- Land_Wreck_Skodovka_F\n- Land_Wreck_Slammer_F\n- Land_Wreck_Slammer_hull_F\n- Land_Wreck_Slammer_turret_F\n- Land_Wreck_T72_hull_F\n- Land_Wreck_T72_turret_F\n- Land_Wreck_Traw2_F\n- Land_Wreck_Traw_F\n- Land_Wreck_Truck_dropside_F\n- Land_Wreck_Truck_F\n- Land_Wreck_UAZ_F\n- Land_Wreck_Ural_F\n- Land_Wreck_Van_F\n- Land_Wrench_F\n- LaserTargetC\n- LaserTargetCBase\n- LaserTargetE\n- LaserTargetEBase\n- LaserTargetW\n- LaserTargetWBase\n- LayFlatHose_01_base_F\n- LayFlatHose_01_Corner_F\n- LayFlatHose_01_CurveLong_F\n- LayFlatHose_01_CurveShort_F\n- LayFlatHose_01_Roll_F\n- LayFlatHose_01_SBend_F\n- LayFlatHose_01_Step_F\n- LayFlatHose_01_StraightLong_F\n- LayFlatHose_01_StraightShort_F\n- Leaflet_05_F\n- Leaflet_05_New_F\n- Leaflet_05_Old_F\n- Leaflet_05_Stack_F\n- Library_WeaponHolder\n- Lightning1_F\n- Lightning2_F\n- Lightning_F\n- LiquidSpraySystem_01_base_F\n- LiquidSpraySystem_01_extended_base_F\n- LiquidSpraySystem_01_Extended_F\n- LiquidSpraySystem_01_F\n- LocationArea_F\n- LocationBase_F\n- LocationCamp_F\n- LocationCity_F\n- LocationCityCapital_F\n- LocationEvacPoint_F\n- LocationFOB_F\n- LocationOutpost_F\n- LocationRespawnPoint_F\n- LocationResupplyPoint_F\n- LocationVillage_F\n- Logic\n- LogicSectorBase_F\n- LogicSectorCiv100m_F\n- LogicSectorCiv200m_F\n- LogicSectorCiv500m_F\n- LogicSectorEast100m_F\n- LogicSectorEast200m_F\n- LogicSectorEast500m_F\n- LogicSectorGuer100m_F\n- LogicSectorGuer200m_F\n- LogicSectorGuer500m_F\n- LogicSectorPreview100m_F\n- LogicSectorPreview200m_F\n- LogicSectorPreview500m_F\n- LogicSectorUnknown100m_F\n- LogicSectorUnknown200m_F\n- LogicSectorUnknown500m_F\n- LogicSectorWest100m_F\n- LogicSectorWest200m_F\n- LogicSectorWest500m_F\n\n#### M\n\n- Mackerel_F\n- MapBoard_altis_F\n- MapBoard_Malden_F\n- MapBoard_seismic_F\n- MapBoard_stratis_F\n- MapBoard_Tanoa_F\n- MarkerLightSource_01_Large_Red_F\n- MartaManager\n- MedicalGarbage_01_1x1_v1_F\n- MedicalGarbage_01_1x1_v2_F\n- MedicalGarbage_01_1x1_v3_F\n- MedicalGarbage_01_3x3_v1_F\n- MedicalGarbage_01_3x3_v2_F\n- MedicalGarbage_01_5x5_v1_F\n- MedicalGarbage_01_Bandage_F\n- MedicalGarbage_01_FirstAidKit_F\n- MedicalGarbage_01_Gloves_F\n- MedicalGarbage_01_Injector_F\n- MedicalGarbage_01_Packaging_F\n- MemorialWreath_01_Altis_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_Altis_Standing_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_base_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_Livonia_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_Livonia_Standing_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_Standing_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_Tanoa_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_Tanoa_Standing_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_UK_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_UK_Standing_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_US_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_US_Standing_F\n  1. Ribbon_Hide => user\n- MemoryFragment_F\n- Metal_Pole_F\n  1. Platform_Hide => user\n  1. Skeet_Hide => user\n- Metal_Pole_Platform_F\n  1. Platform_Hide => user\n- Metal_Pole_Skeet_F\n  1. Skeet_Hide => user\n- Metal_Pole_Skeet_NoPop_F\n  1. Skeet_Hide => user\n- MetalBarrel_burning_F\n- MiscAND_F\n- MiscLock_F\n- MiscOR_F\n- MiscUnlock_F\n- Module_F\n- ModuleAI_F\n- ModuleAmmo_F\n- ModuleAnimals_F\n- ModuleAnimalsButterflies_F\n- ModuleAnimalsGoats_F\n- ModuleAnimalsPoultry_F\n- ModuleAnimalsSeagulls_F\n- ModuleAnimalsSheep_F\n- ModuleAntenna_F\n- ModuleAPERSMineDispenser_Mine_F\n- ModuleArsenal_F\n- ModuleBleedTickets_F\n- ModuleBombCluster_01_UXO1_F\n- ModuleBombCluster_01_UXO2_F\n- ModuleBombCluster_01_UXO3_F\n- ModuleBombCluster_01_UXO4_F\n- ModuleBombCluster_02_UXO1_F\n- ModuleBombCluster_02_UXO2_F\n- ModuleBombCluster_02_UXO3_F\n- ModuleBombCluster_02_UXO4_F\n- ModuleBombCluster_03_UXO1_F\n- ModuleBombCluster_03_UXO2_F\n- ModuleBombCluster_03_UXO3_F\n- ModuleBombCluster_03_UXO4_F\n- ModuleBootcampStage_F\n- ModuleCAS_F\n- ModuleCASBomb_F\n- ModuleCASGun_F\n- ModuleCASGunMissile_F\n- ModuleCASMissile_F\n- ModuleCBRN_F\n- ModuleChat_F\n- ModuleChemlight_F\n- ModuleChemlightBlue_F\n- ModuleChemlightGreen_F\n- ModuleChemlightRed_F\n- ModuleChemlightYellow_F\n- ModuleCivilianPresence_F\n- ModuleCivilianPresenceSafeSpot_F\n- ModuleCivilianPresenceUnit_F\n- ModuleCombatGetIn\n- ModuleCombatPatrol_Init_F\n- ModuleCombatPatrol_LocationAdd_F\n- ModuleCombatPatrol_LocationAzimuthBlacklist_F\n- ModuleCombatPatrol_LocationMove_F\n- ModuleCombatPatrol_LocationRemove_F\n- ModuleCountdown_F\n- ModuleCoverMap_F\n- ModuleCreateDiaryRecord_F\n- ModuleCurator_F\n- ModuleCuratorAddAddons_F\n- ModuleCuratorAddCameraArea_F\n- ModuleCuratorAddEditableObjects\n- ModuleCuratorAddEditingArea_F\n- ModuleCuratorAddEditingAreaPlayers_F\n- ModuleCuratorAddIcon_F\n- ModuleCuratorAddPoints_F\n- ModuleCuratorSetAttributesGroup_F\n- ModuleCuratorSetAttributesMarker_F\n- ModuleCuratorSetAttributesObject_F\n- ModuleCuratorSetAttributesPlayer_F\n- ModuleCuratorSetAttributesWaypoint_F\n- ModuleCuratorSetCamera_F\n- ModuleCuratorSetCoefs_F\n- ModuleCuratorSetCosts_F\n- ModuleCuratorSetDefaultCosts_F\n- ModuleCuratorSetEditingAreaType_F\n- ModuleCuratorSetModuleCosts_F\n- ModuleCuratorSetObjectCosts_F\n- ModuleCuratorSetSideCosts_F\n- ModuleCuratorUnlockArea_F\n- ModuleCuratorUnlockObject_F\n- ModuleDamage_F\n- ModuleDangerZone_F\n- ModuleDate_F\n- ModuleDiary_F\n- ModuleDoorOpen_F\n- ModuleEditTerrainObject_F\n- ModuleEffectsBubbles_F\n- ModuleEffectsFire_F\n- ModuleEffectsPlankton_F\n- ModuleEffectsShells_F\n- ModuleEffectsSmoke_F\n- ModuleEmpty_F\n- ModuleEndMission_F\n- ModuleExplosive_APERSMineDispenser_F\n- ModuleExplosive_Claymore_F\n- ModuleExplosive_DemoCharge_F\n- ModuleExplosive_F\n- ModuleExplosive_IEDLandBig_F\n- ModuleExplosive_IEDLandSmall_F\n- ModuleExplosive_IEDUrbanBig_F\n- ModuleExplosive_IEDUrbanSmall_F\n- ModuleExplosive_SatchelCharge_F\n- ModuleFaradayCage_F\n- ModuleFiringDrill_F\n- ModuleFlare_F\n- ModuleFlareGreen_F\n- ModuleFlareRed_F\n- ModuleFlareWhite_F\n- ModuleFlareYellow_F\n- ModuleFriendlyFire_F\n- ModuleFuel_F\n- ModuleGenericRadio_F\n- ModuleGravityAnomaly_F\n- ModuleGroupID\n- ModuleHealth_F\n- ModuleHideTerrainObjects_F\n- ModuleHint_F\n- ModuleHQ_F\n- ModuleHvtEndGameObjective_F\n- ModuleHvtObjectiveRandomiser_F\n- ModuleHvtObjectivesInstance_F\n- ModuleHvtSimpleObjective_F\n- ModuleHvtStartGameObjective_F\n- ModuleIRGrenade_F\n- ModuleLightning_F\n- ModuleLiveFeedBase_F\n- ModuleLiveFeedEffects_F\n- ModuleLiveFeedInit_F\n- ModuleLiveFeedSetSource_F\n- ModuleLiveFeedSetTarget_F\n- ModuleLiveFeedTerminate_F\n- ModuleMine_APERSBoundingMine_F\n- ModuleMine_APERSMine_F\n- ModuleMine_APERSTripMine_F\n- ModuleMine_ATMine_F\n- ModuleMine_F\n- ModuleMine_SLAMDirectionalMine_F\n- ModuleMine_UnderwaterMine_F\n- ModuleMine_UnderwaterMineAB_F\n- ModuleMine_UnderwaterMinePDM_F\n- ModuleMissionName_F\n- ModuleMode_F\n- ModuleMovementGrid_F\n- ModuleMPType_F\n- ModuleMPTypeDefense_F\n- ModuleMPTypeGameMaster_F\n- ModuleMPTypeGroundSupport_F\n- ModuleMPTypeGroundSupportBase_F\n- ModuleMPTypeSectorControl_F\n- ModuleMPTypeSeize_F\n- ModuleMusic_F\n- ModuleObjective_F\n- ModuleObjectiveAttackDefend_F\n- ModuleObjectiveGetIn_F\n- ModuleObjectiveMove_F\n- ModuleObjectiveNeutralize_F\n- ModuleObjectiveProtect_F\n- ModuleObjectiveRaceCP_F\n- ModuleObjectiveRaceFinish_F\n- ModuleObjectiveRaceStart_F\n- ModuleObjectiveSector_F\n- ModuleOmActionQueue_F\n- ModuleOMAwareness_F\n- ModuleOmBase\n- ModuleOmBaseAreaBase\n- ModuleOmDepot_F\n- ModuleOMEconomy\n- ModuleOMFastTravel_F\n- ModuleOMFastTravelPos_F\n- ModuleOmInit_F\n- ModuleOmInitScript_F\n- ModuleOmIntel_F\n- ModuleOmMarket_F\n- ModuleOmMosquitos_F\n- ModuleOmNight_F\n- ModuleOmProtectedVehicle_F\n- ModuleOmQRF_F\n- ModuleOmQRF_F_First\n- ModuleOmQRF_F_Second\n- ModuleOmQRF_F_Third\n- ModuleOmQRF_F_Types\n- ModuleOmQuest_Base_Area_F\n- ModuleOmQuest_Base_F\n- ModuleOmQuest_Defend_F\n- ModuleOmQuest_DeliverPoint_F\n- ModuleOmQuest_DestroyObject_F\n- ModuleOmQuest_DestroyObjects_F\n- ModuleOmQuest_Get_F\n- ModuleOmQuest_HoldAction_F\n- ModuleOmQuest_HostageRescue_F\n- ModuleOmQuest_Location_F\n- ModuleOmQuest_Support_F\n- ModuleOmQuest_Support_StartingPos_F\n- ModuleOmQuest_SupportUnits_F\n- ModuleOmQuest_Transport_F\n- ModuleOmQuest_TransportPerson_F\n- ModuleOMRadio_F\n- ModuleOmRandomConversation_F\n- ModuleOmRelationship_F\n- ModuleOMReputation_F\n- ModuleOmRestPoint_F\n- ModuleOmRestrictedArea_F\n- ModuleOmSector_F\n- ModuleOmSectorCheckpoint_F\n- ModuleOMSmartMarkers_F\n- ModuleOMSyndikatAgent\n- ModuleOMSyndikatCampPos\n- ModuleOMSyndikatTeam\n- ModuleOmTracked_F\n- ModuleOrdnance_F\n- ModuleOrdnanceHowitzer_F\n- ModuleOrdnanceMortar_F\n- ModuleOrdnanceRocket_F\n- ModulePatrolArea_F\n- ModulePointOfInterest_F\n- ModulePositioning_F\n- ModulePoster_F\n- ModulePostprocess_F\n- ModulePunishment_F\n- ModuleRadio_F\n- ModuleRadioChannelCreate_F\n- ModuleRank_F\n- ModuleRating_F\n- ModuleRemoteControl_F\n- ModuleRespawnInventory_F\n- ModuleRespawnPosition_F\n- ModuleRespawnPositionCiv_F\n- ModuleRespawnPositionEast_F\n- ModuleRespawnPositionGuer_F\n- ModuleRespawnPositionWest_F\n- ModuleRespawnTickets_F\n- ModuleRespawnVehicle_F\n- ModuleSaveGame_F\n- ModuleSector_F\n- ModuleSectorDummy_F\n- ModuleShowHide_F\n- ModuleSimpleObject_F\n- ModuleSimulationManager_F\n- ModuleSkill_F\n- ModuleSkiptime_F\n- ModuleSkirmishBase_F\n- ModuleSkirmishTrigger_F\n- ModuleSlingload_F\n- ModuleSmoke_F\n- ModuleSmokeBlue_F\n- ModuleSmokeGreen_F\n- ModuleSmokeOrange_F\n- ModuleSmokePurple_F\n- ModuleSmokeRed_F\n- ModuleSmokeWhite_F\n- ModuleSmokeYellow_F\n- ModuleSound_F\n- ModuleSpawnAI_F\n- ModuleSpawnAIOptions_F\n- ModuleSpawnAIPoint_F\n- ModuleSpawnAISectorTactic_F\n- ModuleStrategicMapImage_F\n- ModuleStrategicMapInit_F\n- ModuleStrategicMapMission_F\n- ModuleStrategicMapModuleOpen_F\n- ModuleStrategicMapORBAT_F\n- ModuleTaskCreate_F\n- ModuleTaskSetDescription_F\n- ModuleTaskSetDestination_F\n- ModuleTaskSetState_F\n- ModuleTimeMultiplier_F\n- ModuleTimeTrial_F\n- ModuleTracers_F\n- ModuleTrainingMine_01_F\n- ModuleTrident_F\n- ModuleVanguardFob_F\n- ModuleVanguardObjective_F\n- ModuleVanguardScorePersistence_F\n- ModuleVehicleRespawnPositionCiv_F\n- ModuleVehicleRespawnPositionEast_F\n- ModuleVehicleRespawnPositionGuer_F\n- ModuleVehicleRespawnPositionWest_F\n- ModuleVolume_F\n- ModuleWeather_F\n- ModuleWLBase_F\n- ModuleWLInit_F\n- ModuleWLResponse_F\n- ModuleWLSector_F\n- ModuleWLSpawnPoint_F\n- ModuleZoneProtection_F\n- ModuleZoneRestriction_F\n- Mothership_01_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- Mothership_01_LensFlare_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- Mullet_F\n\n#### N\n\n- Newspaper_01_F\n- NonSteerable_Parachute_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- NonStrategic\n- NVG_TargetC\n- NVG_TargetE\n- NVG_TargetG\n- NVG_TargetW\n\n#### O\n\n- O_A_AlienDrone_01_combat_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- O_A_AlienDrone_01_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- O_A_AlienDrone_01_scout_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- O_A_AlienDrone_Module_01_F\n  1. Glow_Hide => user\n  1. Move_Source => user\n- O_A_AlienDrone_Module_02_F\n  1. fold_source => user\n  1. Body_Rotate_source => user\n  1. damage_petal1 => hit [HitPetal1]\n  1. damage_petal2 => hit [HitPetal2]\n  1. damage_petal3 => hit [HitPetal3]\n- O_A_AlienDrone_Module_02_twin_F\n  1. fold_source => user\n  1. Body_Rotate_source => user\n  1. damage_petal1 => hit [HitPetal1]\n  1. damage_petal2 => hit [HitPetal2]\n  1. damage_petal3 => hit [HitPetal3]\n- O_A_medic_F\n- O_A_officer_F\n- O_A_soldier_A_F\n- O_A_soldier_AA_F\n- O_A_soldier_AR_F\n- O_A_soldier_AT_F\n- O_A_soldier_F\n- O_A_soldier_GL_F\n- O_A_soldier_LAT_F\n- O_A_soldier_M_F\n- O_A_soldier_SL_F\n- O_A_soldier_TL_F\n- O_A_UAV_AI_F\n- O_AA_01_weapon_F\n- O_APC_Tracked_02_AA_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. muzzle_rot => ammorandom\n  1. showTracks => user\n  1. showCamonetHull => user\n  1. showCamonetTurret => user\n  1. showSLATHull => user\n- O_APC_Tracked_02_cannon_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. showTracks => user\n  1. showCamonetHull => user\n  1. showBags => user\n  1. showSLATHull => user\n- O_APC_Wheeled_02_rcws_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. HideTurret => user\n- O_APC_Wheeled_02_rcws_v2_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. muzzle_hide1 => reload\n  1. HideTurret => user\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. showBags => user\n  1. showCanisters => user\n  1. showTools => user\n  1. showCamonetHull => user\n  1. showSLATHull => user\n- O_Assault_Diver\n- O_AT_01_weapon_F\n- O_Boat_Armed_01_hmg_F\n  1. muzzle2_source => reload\n  1. muzzle_source => reload\n  1. muzzle2_source_rot => ammorandom\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n  1. HitTurret => hit [HitTurret]\n  1. HitGun => hit [HitGun]\n- O_Boat_Transport_01_F\n- O_CargoNet_01_ammo_F\n- O_crew_F\n- O_diver_exp_F\n- O_diver_F\n- O_diver_TL_F\n- O_Ejection_Seat_Plane_CAS_02_F\n  1. HitHull => hit [HitHull]\n  1. Rocket_Flash_hide => user\n- O_Ejection_Seat_Plane_Fighter_02_F\n  1. HitHull => hit [HitHull]\n  1. Rocket_Flash_hide => user\n- O_engineer_F\n- O_engineer_U_F\n- O_Fighter_Pilot_F\n- O_G_Boat_Transport_01_F\n- O_G_Boat_Transport_02_F\n- O_G_engineer_F\n- O_G_HMG_02_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_G_HMG_02_high_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_G_HMG_02_high_weapon_F\n- O_G_HMG_02_support_F\n- O_G_HMG_02_support_high_F\n- O_G_HMG_02_weapon_F\n- O_G_medic_F\n- O_G_Mortar_01_F\n- O_G_officer_F\n- O_G_Offroad_01_armed_F\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n- O_G_Offroad_01_AT_F\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- O_G_Offroad_01_F\n- O_G_Offroad_01_repair_F\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. hideConstruction => Proxy\n  1. HideBackpacks => Proxy\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n- O_G_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_G_Sharpshooter_F\n- O_G_Soldier_A_F\n- O_G_Soldier_AR_F\n- O_G_Soldier_exp_F\n- O_G_Soldier_F\n- O_G_Soldier_GL_F\n- O_G_Soldier_LAT2_F\n- O_G_Soldier_LAT_F\n- O_G_Soldier_lite_F\n- O_G_Soldier_M_F\n- O_G_Soldier_SL_F\n- O_G_Soldier_TL_F\n- O_G_Soldier_unarmed_F\n- O_G_Soldier_universal_F\n- O_G_Survivor_F\n- O_G_Van_01_fuel_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- O_G_Van_01_transport_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- O_G_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- O_G_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- O_GEN_Commander_F\n- O_GEN_Soldier_F\n- O_ghillie_ard_F\n- O_ghillie_lsh_F\n- O_ghillie_sard_F\n- O_GMG_01_A_F\n  1. autonomous_unhide => user\n- O_GMG_01_A_weapon_F\n- O_GMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_GMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_GMG_01_high_weapon_F\n- O_GMG_01_weapon_F\n- O_HeavyGunner_F\n- O_Heli_Attack_02_black_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. Gatling => revolving\n  1. Muzzle_flash => ammorandom\n  1. Missiles_revolving => revolving\n  1. Hide => user\n  1. door_L => door\n  1. door_R => door\n  1. door_L_pop => door\n  1. door_R_pop => door\n  1. HideWeapons => user\n- O_Heli_Attack_02_dynamicLoadout_black_F\n  1. HideWeapons => user\n- O_Heli_Attack_02_dynamicLoadout_F\n  1. HideWeapons => user\n- O_Heli_Attack_02_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. Gatling => revolving\n  1. Muzzle_flash => ammorandom\n  1. Missiles_revolving => revolving\n  1. Hide => user\n  1. door_L => door\n  1. door_R => door\n  1. door_L_pop => door\n  1. door_R_pop => door\n  1. HideWeapons => user\n- O_Heli_Light_02_dynamicLoadout_F\n  1. HideWeapons_DL => user\n- O_Heli_Light_02_F\n  1. Doors => user\n  1. HideWeapon => user\n  1. Gatling => revolving\n  1. Gatling_flash => ammorandom\n  1. Missiles_revolving => revolving\n  1. Proxy => user\n  1. HideWeapons_DL => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n- O_Heli_Light_02_unarmed_F\n  1. Proxy => user\n  1. Missiles_revolving => revolving\n  1. HideWeapons_DL => user\n- O_Heli_Light_02_v2_F\n  1. Missiles_revolving => revolving\n- O_Heli_Transport_04_ammo_black_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_ammo_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_bench_black_F\n  1. Bench_default_source => user\n  1. Bench_black_source => user\n- O_Heli_Transport_04_bench_F\n  1. Bench_default_source => user\n  1. Bench_black_source => user\n- O_Heli_Transport_04_black_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_box_black_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_box_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_covered_black_F\n  1. Door_4_source => door\n  1. Door_5_source => door\n  1. Door_6_source => door\n- O_Heli_Transport_04_covered_F\n  1. Door_4_source => door\n  1. Door_5_source => door\n  1. Door_6_source => door\n- O_Heli_Transport_04_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_fuel_black_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_fuel_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_medevac_black_F\n  1. Door_4_source => door\n  1. Door_6_source => door\n- O_Heli_Transport_04_medevac_F\n  1. Door_4_source => door\n  1. Door_6_source => door\n- O_Heli_Transport_04_repair_black_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_repair_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_helicrew_F\n- O_helipilot_F\n- O_HMG_01_A_F\n  1. autonomous_unhide => user\n- O_HMG_01_A_weapon_F\n- O_HMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_HMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_HMG_01_high_weapon_F\n- O_HMG_01_support_F\n- O_HMG_01_support_high_F\n- O_HMG_01_weapon_F\n- O_HMG_02_F\n  1. Hide_Rail => user\n- O_HMG_02_high_F\n  1. Hide_Rail => user\n- O_HMG_02_high_weapon_F\n- O_HMG_02_support_F\n- O_HMG_02_support_high_F\n- O_HMG_02_weapon_F\n- O_Lifeboat\n- O_LSV_02_armed_arid_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_LSV_02_armed_black_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_LSV_02_armed_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_LSV_02_armed_ghex_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_LSV_02_armed_viper_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_LSV_02_AT_F\n  1. VoronaMuzzle_rot => ammorandom\n  1. VoronaMuzzle_reload => reload\n  1. VoronaMuzzle_revolving => revolving\n  1. VoronaMuzzle_reloadMagazine => reloadMagazine\n- O_LSV_02_unarmed_arid_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_LSV_02_unarmed_black_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_LSV_02_unarmed_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_LSV_02_unarmed_ghex_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_LSV_02_unarmed_viper_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_MBT_02_arty_F\n  1. recoil_source => reload\n  1. muzzle_hide_arty => reload\n  1. muzzle_rot_HMG => ammorandom\n  1. muzzle_hide_HMG => reload\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_GMG => reload\n  1. showAmmobox => user\n  1. showCanisters => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n- O_MBT_02_cannon_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_HMG => ammorandom\n  1. recoil_source => reload\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitLTrack_src => hit [HitLTrack]\n  1. HitRTrack_src => hit [HitRTrack]\n  1. HitERA_Front_src => hit [HitERA_Front]\n  1. HitERA_Left_1_src => hit [HitERA_Left_1]\n  1. HitERA_Left_2_src => hit [HitERA_Left_2]\n  1. HitERA_Right_1_src => hit [HitERA_Right_1]\n  1. HitERA_Right_2_src => hit [HitERA_Right_2]\n  1. HitERA_Top_Left_1_src => hit [HitERA_Top_Left_1]\n  1. HitERA_Top_Left_2_src => hit [HitERA_Top_Left_2]\n  1. HitERA_Top_Right_1_src => hit [HitERA_Top_Right_1]\n  1. HitERA_Top_Right_2_src => hit [HitERA_Top_Right_2]\n  1. driver_fan_unhide => User\n  1. driver_fan_hide => User\n  1. showCamonetHull => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n  1. showLog => user\n- O_MBT_04_cannon_F\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_coax => ammorandom\n  1. muzzle_rot_hmg => ammorandom\n  1. muzzle_hide_coax => reload\n  1. recoil_source => reload\n  1. zeroing_cannon => zeroing\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. damage_era_front => hit [HitERA_Front]\n  1. damage_era_top => hit [HitERA_Top]\n  1. damage_era_left1 => hit [HitERA_Left_1]\n  1. damage_era_left2 => hit [HitERA_Left_2]\n  1. damage_era_right1 => hit [HitERA_Right_1]\n  1. damage_era_right2 => hit [HitERA_Right_2]\n  1. HitSLAT_l_src => hit [HitSLAT_Left]\n  1. HitSLAT_r_src => hit [HitSLAT_Right]\n  1. LockMuzzle => user\n  1. showCamonetCannon => user\n  1. showCamonetHull => user\n  1. showCamonetTurret => user\n- O_MBT_04_command_F\n  1. com_gun_reload => reload\n- O_medic_F\n- O_Mortar_01_F\n- O_Mortar_01_support_F\n- O_Mortar_01_weapon_F\n- O_MRAP_02_F\n  1. HitReserveWheel => hit [HitReserveWheel]\n  1. Door_LF => door\n  1. Door_RF => door\n  1. Door_LM => door\n  1. Door_RM => door\n  1. Door_rear => door\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n- O_MRAP_02_gmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_MRAP_02_hmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_officer_F\n- O_Officer_Parade_F\n- O_Officer_Parade_Veteran_F\n- O_Parachute_02_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- O_Pathfinder_F\n- O_Pilot_F\n- O_Plane_CAS_02_Cluster_F\n  1. HideWeapons => user\n- O_Plane_CAS_02_dynamicLoadout_F\n  1. HideWeapons => user\n- O_Plane_CAS_02_F\n  1. Cannon_30mm_ammorandom => ammorandom\n  1. Cannon_30mm_revolving => revolving\n  1. Missile_AA_03_revolving => revolving\n  1. Missile_AGM_01_revolving => revolving\n  1. Rocket_03_HE_revolving => revolving\n  1. Rocket_03_AP_revolving => revolving\n  1. Bomb_03_revolving => revolving\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. HitAvionics => hit [HitAvionics]\n  1. HideWeapons => user\n  1. canopy_hide => user\n  1. ejection_seat_hide => user\n  1. ejection_seat_motion => user\n- O_Plane_Fighter_02_Cluster_F\n  1. CollisionLightWhite_source => MarkerLight\n  1. muzzle_rot_30mm => ammorandom\n  1. ejection_seat_motion => user\n  1. canopy_hide => user\n  1. ejection_seat_hide => user\n  1. pylon_1_hide => user\n  1. pylon_2_hide => user\n  1. pylon_3_hide => user\n  1. pylon_4_hide => user\n  1. pylon_5_hide => user\n  1. pylon_6_hide => user\n  1. HitHull => hit [HitHull]\n  1. HitFuel => hit [HitFuel]\n  1. HitFuel2 => hit [HitFuel2]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitLCRudder => hit [HitLCRudder]\n  1. HitRRudder => hit [HitRRudder]\n  1. HitLCElevator => hit [HitLCElevator]\n  1. HitRElevator => hit [HitRElevator]\n  1. HitEngine => hit [HitEngine]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitGear => hit [HitGear]\n  1. Damper_front_source => damper\n  1. Damper_left_source => damper\n  1. Damper_right_source => damper\n  1. Wheel_front_source => wheel\n  1. Wheel_left_source => wheel\n  1. Wheel_right_source => wheel\n- O_Plane_Fighter_02_F\n  1. CollisionLightWhite_source => MarkerLight\n  1. muzzle_rot_30mm => ammorandom\n  1. ejection_seat_motion => user\n  1. canopy_hide => user\n  1. ejection_seat_hide => user\n  1. pylon_1_hide => user\n  1. pylon_2_hide => user\n  1. pylon_3_hide => user\n  1. pylon_4_hide => user\n  1. pylon_5_hide => user\n  1. pylon_6_hide => user\n  1. HitHull => hit [HitHull]\n  1. HitFuel => hit [HitFuel]\n  1. HitFuel2 => hit [HitFuel2]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitLCRudder => hit [HitLCRudder]\n  1. HitRRudder => hit [HitRRudder]\n  1. HitLCElevator => hit [HitLCElevator]\n  1. HitRElevator => hit [HitRElevator]\n  1. HitEngine => hit [HitEngine]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitGear => hit [HitGear]\n  1. Damper_front_source => damper\n  1. Damper_left_source => damper\n  1. Damper_right_source => damper\n  1. Wheel_front_source => wheel\n  1. Wheel_left_source => wheel\n  1. Wheel_right_source => wheel\n- O_Plane_Fighter_02_Stealth_F\n  1. pylon_1_hide => user\n  1. pylon_2_hide => user\n  1. pylon_3_hide => user\n  1. pylon_4_hide => user\n  1. pylon_5_hide => user\n  1. pylon_6_hide => user\n- O_Protagonist_VR_F\n- O_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_R_Gorka_base_F\n- O_R_Gorka_black_F\n- O_R_Gorka_brown_F\n- O_R_Gorka_camo_F\n- O_R_Gorka_F\n- O_R_JTAC_F\n- O_R_medic_F\n- O_R_Patrol_Soldier_A_F\n- O_R_Patrol_Soldier_AR2_F\n- O_R_Patrol_Soldier_AR_F\n- O_R_Patrol_Soldier_Engineer_F\n- O_R_Patrol_Soldier_GL_F\n- O_R_Patrol_Soldier_LAT_F\n- O_R_Patrol_Soldier_M2_F\n- O_R_Patrol_Soldier_M_F\n- O_R_Patrol_Soldier_Medic\n- O_R_Patrol_Soldier_TL_F\n- O_R_recon_AR_F\n- O_R_recon_exp_F\n- O_R_recon_GL_F\n- O_R_recon_JTAC_F\n- O_R_recon_LAT_F\n- O_R_recon_M_F\n- O_R_recon_medic_F\n- O_R_recon_TL_F\n- O_R_Soldier_AR_F\n- O_R_soldier_exp_F\n- O_R_Soldier_GL_F\n- O_R_Soldier_LAT_F\n- O_R_soldier_M_F\n- O_R_Soldier_TL_F\n- O_R_Story_Capitan_01_F\n- O_R_Story_TL_01_F\n- O_Radar_System_02_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitLBWheel => hit [HitLBWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitRBWheel => hit [HitRBWheel]\n  1. HitHull => hit [HitHull]\n  1. HitTurret => hit [HitTurret]\n- O_recon_exp_F\n- O_recon_F\n- O_recon_JTAC_F\n- O_recon_LAT_F\n- O_recon_M_F\n- O_recon_medic_F\n- O_recon_TL_F\n- O_SAM_System_04_F\n  1. Missiles_revolving => revolving\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitLBWheel => hit [HitLBWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitRBWheel => hit [HitRBWheel]\n  1. HitTurret => hit [HitTurret]\n  1. HitGun => hit [HitGun]\n  1. HitHull => hit [HitHull]\n- O_SDV_01_F\n  1. Doors => user\n  1. periscope => user\n- O_Sharpshooter_F\n- O_sniper_F\n- O_Soldier_A_F\n- O_Soldier_AA_F\n- O_Soldier_AAA_F\n- O_Soldier_AAR_F\n- O_Soldier_AAT_F\n- O_Soldier_AHAT_F\n- O_Soldier_AR_F\n- O_Soldier_AT_F\n- O_soldier_exp_F\n- O_Soldier_F\n- O_Soldier_GL_F\n- O_Soldier_HAT_F\n- O_Soldier_LAT_F\n- O_Soldier_lite_F\n- O_soldier_M_F\n- O_soldier_mine_F\n- O_soldier_PG_F\n- O_soldier_repair_F\n- O_Soldier_SL_F\n- O_Soldier_TL_F\n- O_soldier_UAV_06_F\n- O_soldier_UAV_06_medical_F\n- O_soldier_UAV_F\n- O_Soldier_unarmed_F\n- O_Soldier_universal_F\n- O_Soldier_VR_F\n- O_soldierU_A_F\n- O_soldierU_AA_F\n- O_soldierU_AAA_F\n- O_soldierU_AAR_F\n- O_soldierU_AAT_F\n- O_soldierU_AR_F\n- O_soldierU_AT_F\n- O_soldierU_exp_F\n- O_soldierU_F\n- O_SoldierU_GL_F\n- O_soldierU_LAT_F\n- O_soldierU_M_F\n- O_soldierU_medic_F\n- O_soldierU_repair_F\n- O_SoldierU_SL_F\n- O_soldierU_TL_F\n- O_SoldierU_unarmed_F\n- O_spotter_F\n- O_static_AA_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_static_AT_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_Static_Designator_02_F\n  1. Init => user\n  1. InitPiston => user\n- O_Static_Designator_02_weapon_F\n- O_Story_CEO_F\n- O_Story_Colonel_F\n- O_supplyCrate_F\n- O_support_AMG_F\n- O_support_AMort_F\n- O_support_GMG_F\n- O_support_MG_F\n- O_support_Mort_F\n- O_Survivor_F\n- O_T_APC_Tracked_02_AA_ghex_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. muzzle_rot => ammorandom\n  1. showTracks => user\n  1. showCamonetHull => user\n  1. showCamonetTurret => user\n  1. showSLATHull => user\n- O_T_APC_Tracked_02_cannon_ghex_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. showTracks => user\n  1. showCamonetHull => user\n  1. showBags => user\n  1. showSLATHull => user\n- O_T_APC_Wheeled_02_rcws_ghex_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. HideTurret => user\n- O_T_APC_Wheeled_02_rcws_v2_ghex_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. muzzle_hide1 => reload\n  1. HideTurret => user\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. showBags => user\n  1. showCanisters => user\n  1. showTools => user\n  1. showCamonetHull => user\n  1. showSLATHull => user\n- O_T_Boat_Armed_01_hmg_F\n  1. muzzle2_source => reload\n  1. muzzle_source => reload\n  1. muzzle2_source_rot => ammorandom\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n  1. HitTurret => hit [HitTurret]\n  1. HitGun => hit [HitGun]\n- O_T_Boat_Transport_01_F\n- O_T_Crew_F\n- O_T_Diver_Exp_F\n- O_T_Diver_F\n- O_T_Diver_TL_F\n- O_T_Engineer_F\n- O_T_ghillie_tna_F\n- O_T_Helicrew_F\n- O_T_Helipilot_F\n- O_T_Lifeboat\n- O_T_LSV_02_armed_arid_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_T_LSV_02_armed_black_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_T_LSV_02_armed_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_T_LSV_02_armed_ghex_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_T_LSV_02_armed_viper_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_T_LSV_02_AT_F\n  1. VoronaMuzzle_rot => ammorandom\n  1. VoronaMuzzle_reload => reload\n  1. VoronaMuzzle_revolving => revolving\n  1. VoronaMuzzle_reloadMagazine => reloadMagazine\n- O_T_LSV_02_unarmed_arid_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_T_LSV_02_unarmed_black_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_T_LSV_02_unarmed_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_T_LSV_02_unarmed_ghex_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_T_LSV_02_unarmed_viper_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_T_MBT_02_arty_ghex_F\n  1. recoil_source => reload\n  1. muzzle_hide_arty => reload\n  1. muzzle_rot_HMG => ammorandom\n  1. muzzle_hide_HMG => reload\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_GMG => reload\n  1. showAmmobox => user\n  1. showCanisters => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n- O_T_MBT_02_cannon_ghex_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_HMG => ammorandom\n  1. recoil_source => reload\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitLTrack_src => hit [HitLTrack]\n  1. HitRTrack_src => hit [HitRTrack]\n  1. HitERA_Front_src => hit [HitERA_Front]\n  1. HitERA_Left_1_src => hit [HitERA_Left_1]\n  1. HitERA_Left_2_src => hit [HitERA_Left_2]\n  1. HitERA_Right_1_src => hit [HitERA_Right_1]\n  1. HitERA_Right_2_src => hit [HitERA_Right_2]\n  1. HitERA_Top_Left_1_src => hit [HitERA_Top_Left_1]\n  1. HitERA_Top_Left_2_src => hit [HitERA_Top_Left_2]\n  1. HitERA_Top_Right_1_src => hit [HitERA_Top_Right_1]\n  1. HitERA_Top_Right_2_src => hit [HitERA_Top_Right_2]\n  1. driver_fan_unhide => User\n  1. driver_fan_hide => User\n  1. showCamonetHull => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n  1. showLog => user\n- O_T_MBT_04_cannon_F\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_coax => ammorandom\n  1. muzzle_rot_hmg => ammorandom\n  1. muzzle_hide_coax => reload\n  1. recoil_source => reload\n  1. zeroing_cannon => zeroing\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. damage_era_front => hit [HitERA_Front]\n  1. damage_era_top => hit [HitERA_Top]\n  1. damage_era_left1 => hit [HitERA_Left_1]\n  1. damage_era_left2 => hit [HitERA_Left_2]\n  1. damage_era_right1 => hit [HitERA_Right_1]\n  1. damage_era_right2 => hit [HitERA_Right_2]\n  1. HitSLAT_l_src => hit [HitSLAT_Left]\n  1. HitSLAT_r_src => hit [HitSLAT_Right]\n  1. LockMuzzle => user\n  1. showCamonetCannon => user\n  1. showCamonetHull => user\n  1. showCamonetTurret => user\n- O_T_MBT_04_command_F\n  1. com_gun_reload => reload\n- O_T_Medic_F\n- O_T_MRAP_02_ghex_F\n  1. HitReserveWheel => hit [HitReserveWheel]\n  1. Door_LF => door\n  1. Door_RF => door\n  1. Door_LM => door\n  1. Door_RM => door\n  1. Door_rear => door\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n- O_T_MRAP_02_gmg_ghex_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_T_MRAP_02_hmg_ghex_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_T_Officer_F\n- O_T_Pilot_F\n- O_T_Quadbike_01_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_Recon_Exp_F\n- O_T_Recon_F\n- O_T_Recon_JTAC_F\n- O_T_Recon_LAT_F\n- O_T_Recon_M_F\n- O_T_Recon_Medic_F\n- O_T_Recon_TL_F\n- O_T_Sniper_F\n- O_T_Soldier_A_F\n- O_T_Soldier_AA_F\n- O_T_Soldier_AAA_F\n- O_T_Soldier_AAR_F\n- O_T_Soldier_AAT_F\n- O_T_Soldier_AHAT_F\n- O_T_Soldier_AR_F\n- O_T_Soldier_AT_F\n- O_T_Soldier_Exp_F\n- O_T_Soldier_F\n- O_T_Soldier_GL_F\n- O_T_Soldier_HAT_F\n- O_T_Soldier_LAT_F\n- O_T_Soldier_M_F\n- O_T_soldier_mine_F\n- O_T_Soldier_PG_F\n- O_T_Soldier_Repair_F\n- O_T_Soldier_SL_F\n- O_T_Soldier_TL_F\n- O_T_soldier_UAV_06_F\n- O_T_soldier_UAV_06_medical_F\n- O_T_Soldier_UAV_F\n- O_T_Soldier_unarmed_F\n- O_T_Soldier_universal_F\n- O_T_Spotter_F\n- O_T_Support_AMG_F\n- O_T_Support_AMort_F\n- O_T_Support_GMG_F\n- O_T_Support_MG_F\n- O_T_Support_Mort_F\n- O_T_Truck_02_Ammo_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_T_Truck_02_Box_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_T_Truck_02_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_T_Truck_02_fuel_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_T_Truck_02_Medical_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_T_Truck_02_transport_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_T_Truck_03_ammo_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_Truck_03_covered_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_Truck_03_device_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_Truck_03_fuel_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_Truck_03_medical_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_Truck_03_repair_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_Truck_03_transport_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_UAV_04_CAS_F\n  1. CollisionLightWhite_source => MarkerLight\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n- O_T_UGV_01_ghex_F\n  1. Turret => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. muzzle_hide_GMG => reload\n- O_T_UGV_01_rcws_ghex_F\n  1. Turret => user\n- O_T_VTOL_02_infantry_dynamicLoadout_F\n  1. HideWeapons => user\n- O_T_VTOL_02_infantry_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Rockets_revolving_source => revolving\n  1. Missiles_revolving_source => revolving\n  1. Cannon_revolving_source => revolving\n  1. Cannon_muzzleflash_source => reload\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. HitGlass15 => hit [HitGlass15]\n  1. HitGlass16 => hit [HitGlass16]\n  1. HitGlass17 => hit [HitGlass17]\n  1. HitGlass18 => hit [HitGlass18]\n  1. HitGlass19 => hit [HitGlass19]\n  1. HitGlass20 => hit [HitGlass20]\n  1. HideWeapons => user\n- O_T_VTOL_02_infantry_ghex_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Rockets_revolving_source => revolving\n  1. Missiles_revolving_source => revolving\n  1. Cannon_revolving_source => revolving\n  1. Cannon_muzzleflash_source => reload\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. HitGlass15 => hit [HitGlass15]\n  1. HitGlass16 => hit [HitGlass16]\n  1. HitGlass17 => hit [HitGlass17]\n  1. HitGlass18 => hit [HitGlass18]\n  1. HitGlass19 => hit [HitGlass19]\n  1. HitGlass20 => hit [HitGlass20]\n  1. HideWeapons => user\n- O_T_VTOL_02_infantry_grey_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Rockets_revolving_source => revolving\n  1. Missiles_revolving_source => revolving\n  1. Cannon_revolving_source => revolving\n  1. Cannon_muzzleflash_source => reload\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. HitGlass15 => hit [HitGlass15]\n  1. HitGlass16 => hit [HitGlass16]\n  1. HitGlass17 => hit [HitGlass17]\n  1. HitGlass18 => hit [HitGlass18]\n  1. HitGlass19 => hit [HitGlass19]\n  1. HitGlass20 => hit [HitGlass20]\n  1. HideWeapons => user\n- O_T_VTOL_02_infantry_hex_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Rockets_revolving_source => revolving\n  1. Missiles_revolving_source => revolving\n  1. Cannon_revolving_source => revolving\n  1. Cannon_muzzleflash_source => reload\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. HitGlass15 => hit [HitGlass15]\n  1. HitGlass16 => hit [HitGlass16]\n  1. HitGlass17 => hit [HitGlass17]\n  1. HitGlass18 => hit [HitGlass18]\n  1. HitGlass19 => hit [HitGlass19]\n  1. HitGlass20 => hit [HitGlass20]\n  1. HideWeapons => user\n- O_T_VTOL_02_vehicle_dynamicLoadout_F\n  1. HideWeapons => user\n- O_T_VTOL_02_vehicle_F\n  1. Hide_Cargoseats_source => user\n- O_T_VTOL_02_vehicle_ghex_F\n  1. Hide_Cargoseats_source => user\n- O_T_VTOL_02_vehicle_grey_F\n  1. Hide_Cargoseats_source => user\n- O_T_VTOL_02_vehicle_hex_F\n  1. Hide_Cargoseats_source => user\n- O_TargetSoldier\n- O_Truck_02_Ammo_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_Truck_02_box_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_Truck_02_covered_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_Truck_02_fuel_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_Truck_02_medical_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_Truck_02_transport_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_Truck_03_ammo_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_Truck_03_covered_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_Truck_03_device_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_Truck_03_fuel_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_Truck_03_medical_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_Truck_03_repair_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_Truck_03_transport_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_UAV_01_backpack_F\n- O_UAV_01_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- O_UAV_01_Mine_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- O_UAV_02_CAS_F\n  1. Bombs => user\n  1. AT_missiles => user\n- O_UAV_02_dynamicLoadout_F\n  1. HideWeapons => user\n- O_UAV_02_F\n  1. Bombs => user\n  1. AT_missiles => user\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n- O_UAV_06_backpack_F\n- O_UAV_06_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- O_UAV_06_medical_backpack_F\n- O_UAV_06_medical_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- O_UAV_AI\n- O_UAV_AI_F\n- O_UGV_01_F\n  1. Turret => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. muzzle_hide_GMG => reload\n- O_UGV_01_rcws_F\n  1. Turret => user\n- O_UGV_02_Demining_backpack_F\n- O_UGV_02_Demining_F\n  1. science_drone => user\n  1. demining_drone => user\n- O_UGV_02_Science_backpack_F\n- O_UGV_02_Science_F\n  1. science_drone => user\n  1. demining_drone => user\n  1. ew_drone => user\n- O_Uniform_ParadeUniform_01_CSAT_decorated_F\n- O_Uniform_ParadeUniform_01_CSAT_F\n- O_Urban_HeavyGunner_F\n- O_Urban_Sharpshooter_F\n- O_V_Soldier_Exp_ghex_F\n- O_V_Soldier_Exp_hex_F\n- O_V_Soldier_ghex_F\n- O_V_Soldier_hex_F\n- O_V_Soldier_JTAC_ghex_F\n- O_V_Soldier_JTAC_hex_F\n- O_V_Soldier_LAT_ghex_F\n- O_V_Soldier_LAT_hex_F\n- O_V_Soldier_M_ghex_F\n- O_V_Soldier_M_hex_F\n- O_V_Soldier_Medic_ghex_F\n- O_V_Soldier_Medic_hex_F\n- O_V_Soldier_TL_ghex_F\n- O_V_Soldier_TL_hex_F\n- O_V_Soldier_Viper_F\n- O_V_Soldier_Viper_hex_F\n- O_VirtualCurator_F\n- ObjectCollider_01_F\n- ObjectCollider_01_small_F\n- OfficeTable_01_new_F\n  1. Drawer_1_source => user\n  1. Drawer_1_key_source => user\n  1. Drawer_2_source => user\n- OfficeTable_01_old_F\n  1. Drawer_1_source => user\n  1. Drawer_1_key_source => user\n  1. Drawer_2_source => user\n- Oil_Spill_F\n- OmniDirectionalAntenna_01_black_F\n- OmniDirectionalAntenna_01_olive_F\n- OmniDirectionalAntenna_01_sand_F\n- Ornate_random_F\n\n#### P\n\n- PaperCar\n- Particle_BigFire_BurnPit_F\n- Particle_BigFire_F\n- Particle_BigFire_NoSmoke_F\n- Particle_BigSmoke_F\n- Particle_GravityAnomaly_F\n- Particle_MediumFire_F\n- Particle_MediumFire_NoSmoke_F\n- Particle_MediumFire_Roof_F\n- Particle_MediumSmoke_F\n- Particle_SmallFire_F\n- Particle_SmallFire_NoSmoke_F\n- Particle_SmallFire_NoSmoke_NoLight_F\n- Particle_SmallSmoke_F\n- Particle_WreckSmokeSmall_F\n- PatrolWaypoint\n- placed_B_IR_grenade\n- placed_chemlight_blue\n- placed_chemlight_green\n- placed_chemlight_red\n- placed_chemlight_yellow\n- placed_I_E_IR_grenade\n- placed_I_IR_grenade\n- placed_O_IR_grenade\n- placed_O_R_IR_grenade\n- Plane_CAS_01_Canopy_F\n- Plane_CAS_02_Canopy_F\n- Plane_Fighter_01_Canopy_F\n- Plane_Fighter_01_wreck_F\n- Plane_Fighter_02_Canopy_F\n- Plane_Fighter_02_wreck_F\n- Plane_Fighter_03_Canopy_F\n- Plane_Fighter_03_wreck_F\n- Plane_Fighter_04_Canopy_F\n- Plane_Fighter_04_wreck_F\n- PlasticBarrier_01_red_F\n- PlasticBarrier_01_white_F\n- PlasticBarrier_02_grey_F\n- PlasticBarrier_02_yellow_F\n- PlasticBarrier_03_blue_F\n- PlasticBarrier_03_orange_F\n- Pole_F\n- PortableHelipadLight_01_blue_F\n  1. Light_1_source => MarkerLight\n- PortableHelipadLight_01_green_F\n  1. Light_1_source => MarkerLight\n- PortableHelipadLight_01_red_F\n  1. Light_1_source => MarkerLight\n- PortableHelipadLight_01_white_F\n  1. Light_1_source => MarkerLight\n- PortableHelipadLight_01_yellow_F\n  1. Light_1_source => MarkerLight\n- PowerCable_01_Corner_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PowerCable_01_CurveLong_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PowerCable_01_CurveShort_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PowerCable_01_Roll_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PowerCable_01_SBend_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PowerCable_01_Step_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PowerCable_01_StraightLong_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PowerCable_01_StraightShort_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_Corner_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_CurveLong_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_CurveShort_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_Roll_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_SBend_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_Step_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_StraightLong_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_StraightShort_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- ProtectionZone_F\n- ProtectionZone_Invisible_F\n\n#### Q\n\n- QRF_Modules\n\n#### R\n\n- Rabbit_F\n- ReammoBox_F\n- Reflector_Cone_01_blue_F\n- Reflector_Cone_01_green_F\n- Reflector_Cone_01_Long_blue_F\n- Reflector_Cone_01_Long_green_F\n- Reflector_Cone_01_Long_orange_F\n- Reflector_Cone_01_Long_red_F\n- Reflector_Cone_01_Long_white_F\n- Reflector_Cone_01_narrow_blue_F\n- Reflector_Cone_01_narrow_green_F\n- Reflector_Cone_01_narrow_orange_F\n- Reflector_Cone_01_narrow_red_F\n- Reflector_Cone_01_narrow_white_F\n- Reflector_Cone_01_orange_F\n- Reflector_Cone_01_red_F\n- Reflector_Cone_01_white_F\n- Reflector_Cone_01_wide_blue_F\n- Reflector_Cone_01_wide_green_F\n- Reflector_Cone_01_wide_orange_F\n- Reflector_Cone_01_wide_red_F\n- Reflector_Cone_01_wide_white_F\n- ReinforcementsPoint\n- Respawn_Sleeping_bag_blue_F\n- Respawn_Sleeping_bag_brown_F\n- Respawn_Sleeping_bag_F\n- Respawn_TentA_F\n- Respawn_TentDome_F\n- RoadBarrier_F\n- RoadBarrier_small_F\n  1. Light_1_source => MarkerLight\n- RoadCone_F\n- RoadCone_L_F\n  1. Light_1_source => MarkerLight\n- Rope\n- Ruins\n\n#### S\n\n- Salema_F\n- SatchelCharge_F\n- SatelliteAntenna_01_Black_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Mounted_Black_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Mounted_Olive_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Mounted_Sand_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Olive_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Sand_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Small_Black_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Small_Mounted_Black_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Small_Mounted_Olive_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Small_Mounted_Sand_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Small_Olive_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Small_Sand_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- ScanBeam_01_F\n  1. ScanBeam_Extend_source => user\n- SCBACylinder_01_CUR_F\n- SCBACylinder_01_F\n- Sheep_random_F\n- ShipFlag_US_F\n- ShootingMat_01_folded_Khaki_F\n- ShootingMat_01_folded_Olive_F\n- ShootingMat_01_folded_OPFOR_F\n- ShootingMat_01_Khaki_F\n- ShootingMat_01_Olive_F\n- ShootingMat_01_OPFOR_F\n- ShootingPos_F\n- SideBLUFOR_F\n- SideOPFOR_F\n- SideResistance_F\n- Sign_Arrow_Blue_F\n- Sign_Arrow_Cyan_F\n- Sign_Arrow_Direction_Blue_F\n- Sign_Arrow_Direction_Cyan_F\n- Sign_Arrow_Direction_F\n- Sign_Arrow_Direction_Green_F\n- Sign_Arrow_Direction_Pink_F\n- Sign_Arrow_Direction_Yellow_F\n- Sign_Arrow_F\n- Sign_Arrow_Green_F\n- Sign_Arrow_Large_Blue_F\n- Sign_Arrow_Large_Cyan_F\n- Sign_Arrow_Large_F\n- Sign_Arrow_Large_Green_F\n- Sign_Arrow_Large_Pink_F\n- Sign_Arrow_Large_Yellow_F\n- Sign_Arrow_Pink_F\n- Sign_Arrow_Yellow_F\n- Sign_Circle_F\n- Sign_Direction_F\n  1. Arrow01_Rotate => user\n  1. Arrow02_Rotate => user\n  1. Arrow03_Rotate => user\n  1. Arrow04_Rotate => user\n  1. Arrow05_Rotate => user\n  1. Arrow06_Rotate => user\n  1. Arrow07_Rotate => user\n  1. Arrow08_Rotate => user\n  1. Arrow01_Fide => user\n  1. Arrow02_Fide => user\n  1. Arrow03_Fide => user\n  1. Arrow04_Fide => user\n  1. Arrow05_Fide => user\n  1. Arrow06_Fide => user\n  1. Arrow07_Fide => user\n  1. Arrow08_Fide => user\n- Sign_F\n- Sign_Pointer_Blue_F\n- Sign_Pointer_Cyan_F\n- Sign_Pointer_F\n- Sign_Pointer_Green_F\n- Sign_Pointer_Pink_F\n- Sign_Pointer_Yellow_F\n- Sign_Sphere100cm_F\n- Sign_Sphere100cm_Geometry_F\n- Sign_Sphere10cm_F\n- Sign_Sphere10cm_Geometry_F\n- Sign_Sphere200cm_F\n- Sign_Sphere200cm_Geometry_F\n- Sign_Sphere25cm_F\n- Sign_Sphere25cm_Geometry_F\n- SignAd_Sponsor_01_IDAP_F\n- SignAd_Sponsor_ARMEX_F\n- SignAd_Sponsor_Blueking_F\n- SignAd_Sponsor_Burstkoke_F\n- SignAd_Sponsor_F\n- SignAd_Sponsor_Fuel_green_F\n- SignAd_Sponsor_Fuel_white_F\n- SignAd_Sponsor_IDAP_F\n- SignAd_Sponsor_ION_F\n- SignAd_Sponsor_Larkin_F\n- SignAd_Sponsor_Quontrol_F\n- SignAd_Sponsor_Redburger_F\n- SignAd_Sponsor_Redstone_F\n- SignAd_Sponsor_Suatmm_F\n- SignAd_Sponsor_Vrana_F\n- SignAd_SponsorS_01_IDAP_F\n- SignAd_SponsorS_ARMEX_F\n- SignAd_SponsorS_Blueking_F\n- SignAd_SponsorS_Burstkoke_F\n- SignAd_SponsorS_F\n- SignAd_SponsorS_Fuel_green_F\n- SignAd_SponsorS_Fuel_white_F\n- SignAd_SponsorS_ION_F\n- SignAd_SponsorS_Larkin_F\n- SignAd_SponsorS_Quontrol_F\n- SignAd_SponsorS_Redburger_F\n- SignAd_SponsorS_Redstone_F\n- SignAd_SponsorS_Suatmm_F\n- SignAd_SponsorS_Vrana_F\n- Simulation_Fatal\n- Simulation_Restart\n- Site_Ambient\n- Site_BLUFOR\n- Site_Empty\n- Site_F\n- Site_FT_Base\n- Site_Independent\n- Site_Military_Base\n- Site_Minefield\n- Site_OPFOR\n- Site_Patrol\n- SiteCore\n- Skeet_Clay_F\n- Skeet_Clay_NoPop_F\n- SLAMDirectionalMine\n- SmartMarker_B_Cache_F\n- SmartMarker_B_CacheFound_F\n- SmartMarker_B_checkpoint_F\n- SmartMarker_B_Default_F\n- SmartMarker_B_Fetch_F\n- SmartMarker_B_House_F\n- SmartMarker_B_HQ_F\n- SmartMarker_B_Loc_F\n- SmartMarker_B_Plane_F\n- SmartMarker_B_Talk_F\n- SmartMarker_B_Team_F\n- SmartMarker_B_Transport_F\n- SmartMarker_Base_F\n- SmartMarker_C_Armory_F\n- SmartMarker_C_Boats_F\n- SmartMarker_C_Cars_F\n- SmartMarker_C_Helicopters_F\n- SmartMarker_C_HiddenGun_F\n- SmartMarker_C_Loc_F\n- SmartMarker_C_Meeting_F\n- SmartMarker_C_Misc_F\n- SmartMarker_C_Planes_F\n- SmartMarker_C_Sleep_F\n- SmartMarker_C_Talk_F\n- SmartMarker_C_Trucks_F\n- SmartMarker_Default2_F\n- SmartMarker_Default_F\n- SmartMarker_I_Ambush_F\n- SmartMarker_I_Armory_B_F\n- SmartMarker_I_Armory_F\n- SmartMarker_I_Armory_Special_F\n- SmartMarker_I_Boats_F\n- SmartMarker_I_Cache_F\n- SmartMarker_I_CacheFound_F\n- SmartMarker_I_Camp_F\n- SmartMarker_I_CarCharge_F\n- SmartMarker_I_Cars_F\n- SmartMarker_I_Default_F\n- SmartMarker_I_DeliveryPoint_F\n- SmartMarker_I_Fetch_F\n- SmartMarker_I_HQ_F\n- SmartMarker_I_Loc_F\n- SmartMarker_I_PickUp_F\n- SmartMarker_I_Plane_F\n- SmartMarker_I_Rest_F\n- SmartMarker_I_Sleep_F\n- SmartMarker_I_Storage_F\n- SmartMarker_I_Talk_F\n- SmartMarker_I_Team_F\n- SmartMarker_I_TimeBomb_F\n- SmartMarker_I_Transport_F\n- SmartMarker_I_Workshop_F\n- SmartMarker_IDAP_F\n- SmartMarker_O_AA_F\n- SmartMarker_O_Area_F\n- SmartMarker_O_Cache_F\n- SmartMarker_O_CacheFound_F\n- SmartMarker_O_checkpoint_F\n- SmartMarker_O_CommandCenter_F\n- SmartMarker_O_CommsCenter_F\n- SmartMarker_O_Convoy_F\n- SmartMarker_O_CSAT_F\n- SmartMarker_O_Default_F\n- SmartMarker_O_Depo_F\n- SmartMarker_O_Facility_F\n- SmartMarker_O_Gendarme_F\n- SmartMarker_O_heli_F\n- SmartMarker_O_mech_F\n- SmartMarker_O_Minefield_F\n- SmartMarker_O_mortar_F\n- SmartMarker_O_Mosquitos_F\n- SmartMarker_O_MosquitosArea_F\n- SmartMarker_O_naval_F\n- SmartMarker_O_Outpost_F\n- SmartMarker_O_Patrol_F\n- SmartMarker_O_plane_F\n- SmartMarker_O_SDV_F\n- SmartMarker_O_tank_F\n- SmartMarker_T_CarChargeActive_F\n- SmartMarker_T_Default_F\n- SmartMarker_T_Defend_F\n- SmartMarker_T_Destroy_F\n- SmartMarker_T_Distraction_F\n- SmartMarker_T_Fetch_F\n- SmartMarker_T_Location_F\n- SmartMarker_T_Support_F\n- SmartMarker_T_Talk_F\n- SmartMarker_T_Transport_F\n- SmartMarker_T_TransportPerson_F\n- SmartMarker_T_TransportPlane_F\n- SmartMarker_T_Upload_F\n- SmartMarker_U_Default_F\n- SmartMarker_U_Mosquitos_F\n- SmartMarker_U_Sleep_F\n- Snake_random_F\n- Snake_vipera_random_F\n- Sound_Alarm\n- Sound_Alarm2\n- Sound_BattlefieldExplosions\n- Sound_BattlefieldFirefight\n- Sound_DeconShower_01_loop\n- Sound_Fire\n- Sound_Prototype_Cannon_01_Charge_Complete\n- Sound_Prototype_Cannon_01_Charge_Full_Loop\n- Sound_Prototype_Cannon_01_Charge_Start\n- Sound_Prototype_Cannon_01_Charge_Stop\n- Sound_SCBACylinder_01_loop\n- Sound_SmokeWreck1\n- Sound_SparklesWreck1\n- Sound_SparklesWreck2\n- Sound_Stream\n- SoundFlareLoop_F\n- SoundSetSource_01_base_F\n- SoundSetSource_AlienDrone_01_Strat_End_01_SoundSet\n- SoundSetSource_AlienDrone_01_Strat_End_Land_01_SoundSet\n- SoundSetSource_AlienDrone_01_Strat_Start_01_SoundSet\n- SoundSetSource_AlienDrone_01_Strat_Stop_01_SoundSet\n- SoundSetSource_AlienDrone_01_Strat_Travel_01_SoundSet\n- SoundSetSource_Sfx_Ammo_Burning\n- SoundSetSource_Sfx_Ammo_Burning_Intro\n- SoundSetSource_Sfx_Ammo_Burning_Outro\n- SoundSetSource_Sfx_Bombing_Failed\n- SoundSetSource_Sfx_BombingDistant\n- SoundSetSource_Sfx_Burnpit_Fire_01\n- SoundSetSource_Sfx_Container_Drop\n- SoundSetSource_Sfx_DeconShower_Center_01\n- SoundSetSource_Sfx_DeconShower_Nozzle_01\n- SoundSetSource_Sfx_DeconShower_Nozzle_02\n- SoundSetSource_Sfx_DieselGenerator_Loop_01\n- SoundSetSource_Sfx_Drone_Attention\n- SoundSetSource_Sfx_Drone_Escape_Fake_02\n- SoundSetSource_Sfx_Drone_Escape_Up_Fake_01\n- SoundSetSource_Sfx_Drone_Intimidate\n- SoundSetSource_Sfx_Drone_Moving_Fake_01\n- SoundSetSource_Sfx_Drone_Moving_Fake_02\n- SoundSetSource_Sfx_Drone_ScanBeam_Fake_01\n- SoundSetSource_Sfx_Drone_ScanBeam_Fake_02\n- SoundSetSource_Sfx_Drone_Shout_Fake_01\n- SoundSetSource_Sfx_Earthquake\n- SoundSetSource_Sfx_Emergency_Broadcast_Tape_01\n- SoundSetSource_Sfx_Factory_Alarm_01\n- SoundSetSource_Sfx_Factory_Alarm_02\n- SoundSetSource_Sfx_Freeroam_02_Site_Explosion_01\n- SoundSetSource_Sfx_Heli_Crash_Explosion\n- SoundSetSource_Sfx_Heli_Wreck_Burning\n- SoundSetSource_Sfx_Hunter_Wreck_Burning\n- SoundSetSource_Sfx_Loudspeaker_01\n- SoundSetSource_Sfx_Loudspeaker_02\n- SoundSetSource_Sfx_Loudspeaker_Ldf\n- SoundSetSource_Sfx_Mothership_Jammed_01\n- SoundSetSource_Sfx_Mothership_LiftOff_01\n- SoundSetSource_Sfx_Mothership_LiftOff_02\n- SoundSetSource_Sfx_Mothership_Puzzle_Activate_01\n- SoundSetSource_Sfx_Mothership_Puzzle_Reward_01\n- SoundSetSource_Sfx_Mothership_Warp_01\n- SoundSetSource_Sfx_Offroad_Alarm\n- SoundSetSource_Sfx_Offroad_Music_01\n- SoundSetSource_Sfx_Offroad_Pa_TheHebrides_Loop\n- SoundSetSource_Sfx_Probe_Calcification_01_Bottom\n- SoundSetSource_Sfx_Probe_Destruction\n- SoundSetSource_Sfx_Probe_Expand_01\n- SoundSetSource_Sfx_Probe_Expand_01_Bottom\n- SoundSetSource_Sfx_Probe_Extraction\n- SoundSetSource_Sfx_Probe_Extraction_Drone\n- SoundSetSource_Sfx_Probe_Loop_01\n- SoundSetSource_Sfx_Probe_Loop_01_Bottom\n- SoundSetSource_Sfx_Probe_Retract_01\n- SoundSetSource_Sfx_Probe_Retract_01_Bottom\n- SoundSetSource_Sfx_ProbeCore_Destruction_01\n- SoundSetSource_Sfx_ProbeCore_Destruction_01_Close\n- SoundSetSource_Sfx_ProbeCore_Hitpoint\n- SoundSetSource_Sfx_RadioBeat_Loop\n- SoundSetSource_Sfx_RavenPilot_Pa_01\n- SoundSetSource_Sfx_RavenPilot_Pa_02\n- SoundSetSource_Sfx_RewardRocket_Flickr_01\n- SoundSetSource_Sfx_RewardRocket_Flickr_02\n- SoundSetSource_Sfx_RewardRocket_Loop_01\n- SoundSetSource_Sfx_RewardRocket_Stop_01\n- SoundSetSource_Sfx_Sinkhole_Collapse\n- SoundSetSource_Sfx_SonicBoom_01\n- SoundSetSource_Sfx_SonicBoom_02\n- SoundSetSource_Sfx_Terminal_01\n- SoundSetSource_Sfx_Training_01_Pa_01\n- SoundSetSource_Sfx_Training_02_Pa_01\n- SoundSetSource_Sfx_Training_03_Pa_01\n- SoundSetSource_Sfx_Transformer_Loop_01\n- SoundSetSource_test_F\n- SoundSetSource_testloop_F\n- SoundSetSource_testloopwithTrigger_F\n- Sphere_3DEN\n- SphereNoGround_3DEN\n- SpinalBoard_01_black_F\n- SpinalBoard_01_orange_F\n- SpinalBoard_01_white_F\n- Sponge_01_dry_F\n- Sponge_01_Wet_F\n- StaticShip\n- Steel_Plate_F\n  1. Stand_Hide => user\n- Steel_Plate_L_F\n  1. Stand_Hide => user\n- Steel_Plate_L_Stand_F\n  1. Stand_Hide => user\n- Steel_Plate_S_F\n  1. Stand_Hide => user\n- Steel_Plate_S_Stand_F\n  1. Stand_Hide => user\n- Steel_Plate_Stand_F\n  1. Stand_Hide => user\n- Steerable_Parachute_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- StorageBladder_01_fuel_forest_F\n- StorageBladder_01_fuel_sand_F\n- StorageBladder_02_water_forest_F\n- StorageBladder_02_water_sand_F\n- Strategic\n- StretcherRollerSystem_01_F\n- Structure\n- Submarine_01_F\n- Supply0\n- Supply1\n- Supply10\n- Supply100\n- Supply110\n- Supply120\n- Supply130\n- Supply140\n- Supply150\n- Supply160\n- Supply170\n- Supply180\n- Supply190\n- Supply2\n- Supply20\n- Supply200\n- Supply210\n- Supply220\n- Supply230\n- Supply240\n- Supply250\n- Supply3\n- Supply30\n- Supply300\n- Supply350\n- Supply380\n- Supply4\n- Supply40\n- Supply400\n- Supply420\n- Supply440\n- Supply450\n- Supply480\n- Supply5\n- Supply50\n- Supply500\n- Supply6\n- Supply60\n- Supply7\n- Supply70\n- Supply8\n- Supply80\n- Supply9\n- Supply90\n- SupportProvider_Artillery\n- SupportProvider_CAS_Bombing\n- SupportProvider_CAS_Heli\n- SupportProvider_Drop\n- SupportProvider_Transport\n- SupportProvider_Virtual_Artillery\n- SupportProvider_Virtual_CAS_Bombing\n- SupportProvider_Virtual_CAS_Heli\n- SupportProvider_Virtual_Drop\n- SupportProvider_Virtual_Transport\n- SupportRequester\n- SuppressTarget\n- SUV_01_base_black_F\n  1. Hide => user\n- SUV_01_base_grey_F\n  1. Hide => user\n- SUV_01_base_orange_F\n  1. Hide => user\n- SUV_01_base_red_F\n  1. Hide => user\n- SyndikatSoldier_Default\n\n#### T\n\n- TapeSign_F\n- Target_Dueling_01_NoPop_F\n  1. Plate_1_source => user\n  1. Plate_2_source => user\n  1. Plate_3_source => user\n  1. Plate_4_source => user\n  1. Plate_5_source => user\n  1. Plate_6_source => user\n- Target_F\n- Target_PopUp2_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp2_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp2_Moving_90deg_Acc2_F\n  1. Terc\n- Target_PopUp2_Moving_90deg_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp2_Moving_90deg_F\n  1. Terc\n- Target_PopUp2_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp2_Moving_Acc1_F\n  1. Terc\n- Target_PopUp2_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp2_Moving_Acc2_F\n  1. Terc\n- Target_PopUp2_Moving_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp2_Moving_F\n  1. Terc\n- Target_PopUp2_Moving_NoPop_F\n  1. Terc\n- Target_PopUp3_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp3_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp3_Moving_90deg_Acc2_F\n  1. Terc\n- Target_PopUp3_Moving_90deg_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp3_Moving_90deg_F\n  1. Terc\n- Target_PopUp3_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp3_Moving_Acc1_F\n  1. Terc\n- Target_PopUp3_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp3_Moving_Acc2_F\n  1. Terc\n- Target_PopUp3_Moving_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp3_Moving_F\n  1. Terc\n- Target_PopUp3_Moving_NoPop_F\n  1. Terc\n- Target_PopUp4_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp4_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp4_Moving_90deg_Acc2_F\n  1. Terc\n- Target_PopUp4_Moving_90deg_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp4_Moving_90deg_F\n  1. Terc\n- Target_PopUp4_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp4_Moving_Acc1_F\n  1. Terc\n- Target_PopUp4_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp4_Moving_Acc2_F\n  1. Terc\n- Target_PopUp4_Moving_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp4_Moving_F\n  1. Terc\n- Target_PopUp4_Moving_NoPop_F\n  1. Terc\n- Target_PopUp7_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp7_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp7_Moving_90deg_Acc2_F\n  1. Terc\n- Target_PopUp7_Moving_90deg_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp7_Moving_90deg_F\n  1. Terc\n- Target_PopUp7_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp7_Moving_Acc1_F\n  1. Terc\n- Target_PopUp7_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp7_Moving_Acc2_F\n  1. Terc\n- Target_PopUp7_Moving_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp7_Moving_F\n  1. Terc\n- Target_PopUp7_Moving_NoPop_F\n  1. Terc\n- Target_PopUp8_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp8_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp8_Moving_90deg_Acc2_F\n  1. Terc\n- Target_PopUp8_Moving_90deg_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp8_Moving_90deg_F\n  1. Terc\n- Target_PopUp8_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp8_Moving_Acc1_F\n  1. Terc\n- Target_PopUp8_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp8_Moving_Acc2_F\n  1. Terc\n- Target_PopUp8_Moving_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp8_Moving_F\n  1. Terc\n- Target_PopUp8_Moving_NoPop_F\n  1. Terc\n- Target_PopUp9_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp9_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp9_Moving_90deg_Acc2_F\n  1. Terc\n- Target_PopUp9_Moving_90deg_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp9_Moving_90deg_F\n  1. Terc\n- Target_PopUp9_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp9_Moving_Acc1_F\n  1. Terc\n- Target_PopUp9_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp9_Moving_Acc2_F\n  1. Terc\n- Target_PopUp9_Moving_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp9_Moving_F\n  1. Terc\n- Target_PopUp9_Moving_NoPop_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_90deg_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_Acc1_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_NoPop_F\n  1. Terc\n- Target_PopUp_HVT1_Moving_90deg_F\n  1. Terc\n- Target_PopUp_HVT1_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp_HVT1_Moving_F\n  1. Terc\n- Target_PopUp_HVT1_Moving_NoPop_F\n  1. Terc\n- Target_PopUp_HVT2_Moving_90deg_F\n  1. Terc\n- Target_PopUp_HVT2_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp_HVT2_Moving_F\n  1. Terc\n- Target_PopUp_HVT2_Moving_NoPop_F\n  1. Terc\n- Target_PopUp_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp_Moving_90deg_Acc2_F\n  1. Terc\n- Target_PopUp_Moving_90deg_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp_Moving_90deg_F\n  1. Terc\n- Target_PopUp_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp_Moving_Acc1_F\n  1. Terc\n- Target_PopUp_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp_Moving_Acc2_F\n  1. Terc\n- Target_PopUp_Moving_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp_Moving_F\n  1. Terc\n- Target_PopUp_Moving_NoPop_F\n  1. Terc\n- Target_Rail_End_F\n- Target_Rail_F\n- Target_Swivel_01_ground_F\n  1. Screws_source => user\n- Target_Swivel_01_ground_NoPop_F\n  1. Screws_source => user\n- Target_Swivel_01_left_F\n  1. Stand_source => user\n  1. Swivel_1rpm_source => user\n  1. Swivel_2rpm_source => user\n  1. Swivel_3rpm_source => user\n  1. Swivel_4rpm_source => user\n  1. Swivel_5rpm_source => user\n  1. Swivel_6rpm_source => user\n  1. Swivel_10rpm_source => user\n  1. Swivel_12rpm_source => user\n  1. Swivel_15rpm_source => user\n- Target_Swivel_01_left_NoPop_F\n  1. Stand_source => user\n  1. Swivel_1rpm_source => user\n  1. Swivel_2rpm_source => user\n  1. Swivel_3rpm_source => user\n  1. Swivel_4rpm_source => user\n  1. Swivel_5rpm_source => user\n  1. Swivel_6rpm_source => user\n  1. Swivel_10rpm_source => user\n  1. Swivel_12rpm_source => user\n  1. Swivel_15rpm_source => user\n- Target_Swivel_01_NoPop_F\n  1. Screws_source => user\n  1. Popup_source => user\n  1. Stand_source => user\n  1. Swivel_1rpm_source => user\n  1. Swivel_2rpm_source => user\n  1. Swivel_3rpm_source => user\n  1. Swivel_4rpm_source => user\n  1. Swivel_5rpm_source => user\n  1. Swivel_6rpm_source => user\n  1. Swivel_10rpm_source => user\n  1. Swivel_12rpm_source => user\n  1. Swivel_15rpm_source => user\n- Target_Swivel_01_right_F\n  1. Stand_source => user\n  1. Swivel_1rpm_source => user\n  1. Swivel_2rpm_source => user\n  1. Swivel_3rpm_source => user\n  1. Swivel_4rpm_source => user\n  1. Swivel_5rpm_source => user\n  1. Swivel_6rpm_source => user\n  1. Swivel_10rpm_source => user\n  1. Swivel_12rpm_source => user\n  1. Swivel_15rpm_source => user\n- Target_Swivel_01_right_NoPop_F\n  1. Stand_source => user\n  1. Swivel_1rpm_source => user\n  1. Swivel_2rpm_source => user\n  1. Swivel_3rpm_source => user\n  1. Swivel_4rpm_source => user\n  1. Swivel_5rpm_source => user\n  1. Swivel_6rpm_source => user\n  1. Swivel_10rpm_source => user\n  1. Swivel_12rpm_source => user\n  1. Swivel_15rpm_source => user\n- TargetBootcampHuman_F\n  1. Terc\n- TargetBootcampHumanSimple_F\n  1. Terc\n- TargetCenter\n- TargetP_Alien1_Acc1_F\n  1. Terc\n- TargetP_Alien1_Acc1_NoPop_F\n  1. Terc\n- TargetP_Alien1_F\n  1. Terc\n- TargetP_Alien1_NoPop_F\n  1. Terc\n- TargetP_Civ2_F\n  1. Terc\n- TargetP_Civ2_NoPop_F\n  1. Terc\n- TargetP_Civ3_F\n  1. Terc\n- TargetP_Civ3_NoPop_F\n  1. Terc\n- TargetP_Civ_F\n  1. Terc\n- TargetP_Civ_NoPop_F\n  1. Terc\n- TargetP_HVT1_F\n  1. Terc\n- TargetP_HVT1_NoPop_F\n  1. Terc\n- TargetP_HVT2_F\n  1. Terc\n- TargetP_HVT2_NoPop_F\n  1. Terc\n- TargetP_Inf2_Acc1_F\n  1. Terc\n- TargetP_Inf2_Acc1_NoPop_F\n  1. Terc\n- TargetP_Inf2_Acc2_F\n  1. Terc\n- TargetP_Inf2_Acc2_NoPop_F\n  1. Terc\n- TargetP_Inf2_F\n  1. Terc\n- TargetP_Inf2_NoPop_F\n  1. Terc\n- TargetP_Inf3_Acc1_F\n  1. Terc\n- TargetP_Inf3_Acc1_NoPop_F\n  1. Terc\n- TargetP_Inf3_Acc2_F\n  1. Terc\n- TargetP_Inf3_Acc2_NoPop_F\n  1. Terc\n- TargetP_Inf3_F\n  1. Terc\n- TargetP_Inf3_NoPop_F\n  1. Terc\n- TargetP_Inf4_Acc1_F\n  1. Terc\n- TargetP_Inf4_Acc1_NoPop_F\n  1. Terc\n- TargetP_Inf4_Acc2_F\n  1. Terc\n- TargetP_Inf4_Acc2_NoPop_F\n  1. Terc\n- TargetP_Inf4_F\n  1. Terc\n- TargetP_Inf4_NoPop_F\n  1. Terc\n- TargetP_Inf7_Acc1_F\n  1. Terc\n- TargetP_Inf7_Acc1_NoPop_F\n  1. Terc\n- TargetP_Inf7_Acc2_F\n  1. Terc\n- TargetP_Inf7_Acc2_NoPop_F\n  1. Terc\n- TargetP_Inf7_F\n  1. Terc\n- TargetP_Inf7_NoPop_F\n  1. Terc\n- TargetP_Inf8_Acc1_F\n  1. Terc\n- TargetP_Inf8_Acc1_NoPop_F\n  1. Terc\n- TargetP_Inf8_Acc2_F\n  1. Terc\n- TargetP_Inf8_Acc2_NoPop_F\n  1. Terc\n- TargetP_Inf8_F\n  1. Terc\n- TargetP_Inf8_NoPop_F\n  1. Terc\n- TargetP_Inf9_Acc1_F\n  1. Terc\n- TargetP_Inf9_Acc1_NoPop_F\n  1. Terc\n- TargetP_Inf9_Acc2_F\n  1. Terc\n- TargetP_Inf9_Acc2_NoPop_F\n  1. Terc\n- TargetP_Inf9_F\n  1. Terc\n- TargetP_Inf9_NoPop_F\n  1. Terc\n- TargetP_Inf_Acc1_F\n  1. Terc\n- TargetP_Inf_Acc1_NoPop_F\n  1. Terc\n- TargetP_Inf_Acc2_F\n  1. Terc\n- TargetP_Inf_Acc2_NoPop_F\n  1. Terc\n- TargetP_Inf_F\n  1. Terc\n- TargetP_Inf_NoPop_F\n  1. Terc\n- TargetP_Zom_Acc1_F\n  1. Terc\n- TargetP_Zom_Acc1_NoPop_F\n  1. Terc\n- TargetP_Zom_F\n  1. Terc\n- TargetP_Zom_NoPop_F\n  1. Terc\n- TargetSector02\n- TargetSector03\n- TargetSector04\n- TargetSector05\n- Tarp_01_Large_Black_F\n- Tarp_01_Large_Green_F\n- Tarp_01_Large_Red_F\n- Tarp_01_Large_Yellow_F\n- Tarp_01_Small_Black_F\n- Tarp_01_Small_Green_F\n- Tarp_01_Small_Red_F\n- Tarp_01_Small_Yellow_F\n- test_EmptyObjectForBubbles\n- test_EmptyObjectForFireBig\n- test_EmptyObjectForSmoke\n- ThingEffect\n- Timeline_F\n- Tire_Van_02_Cargo_F\n- Tire_Van_02_F\n- Tire_Van_02_Spare_F\n- Tire_Van_02_Transport_F\n- Topic_Deselection\n- Topic_Done\n- Topic_Selection\n- Topic_Trigger\n- TrainingMine_01_F\n- TrainingMine_01_used_F\n  1. deploy => user\n- TrashBagHolder_01_F\n- Truck_01_Rack_F\n- Truck_01_Rack_tropic_F\n- Tuna_F\n- Turtle_F\n- TyreBarrier_01_black_F\n- TyreBarrier_01_white_F\n\n#### U\n\n- UAV_06_backpack_base_F\n- UAV_06_medical_backpack_base_F\n- UGV_02_backpack_base_F\n- UGV_02_Demining_backpack_base_F\n- UGV_02_ExternalDetector_F\n- UGV_02_Science_backpack_base_F\n- UGV_02_Tracks_F\n- UGV_02_Wheel_F\n- UnderwaterMine\n- UnderwaterMineAB\n- UnderwaterMinePDM\n- Underwear_F\n- UserTexture10m_F\n- UserTexture1m_F\n- UserTexture_1x2_F\n\n#### V\n\n- Vest_V_BandollierB_blk\n- Vest_V_BandollierB_cbr\n- Vest_V_BandollierB_ghex_F\n- Vest_V_BandollierB_khk\n- Vest_V_BandollierB_oli\n- Vest_V_BandollierB_rgr\n- Vest_V_CarrierRigKBT_01_EAF_F\n- Vest_V_CarrierRigKBT_01_heavy_EAF_F\n- Vest_V_CarrierRigKBT_01_heavy_olive_F\n- Vest_V_CarrierRigKBT_01_light_EAF_F\n- Vest_V_CarrierRigKBT_01_light_olive_F\n- Vest_V_CarrierRigKBT_01_olive_F\n- Vest_V_Chestrig_blk\n- Vest_V_Chestrig_khk\n- Vest_V_Chestrig_oli\n- Vest_V_Chestrig_rgr\n- Vest_V_DeckCrew_blue_F\n- Vest_V_DeckCrew_brown_F\n- Vest_V_DeckCrew_green_F\n- Vest_V_DeckCrew_red_F\n- Vest_V_DeckCrew_violet_F\n- Vest_V_DeckCrew_white_F\n- Vest_V_DeckCrew_yellow_F\n- Vest_V_EOD_blue_F\n- Vest_V_EOD_coyote_F\n- Vest_V_EOD_IDAP_blue_F\n- Vest_V_EOD_olive_F\n- Vest_V_HarnessO_brn\n- Vest_V_HarnessO_ghex_F\n- Vest_V_HarnessO_gry\n- Vest_V_HarnessOGL_brn\n- Vest_V_HarnessOGL_ghex_F\n- Vest_V_HarnessOGL_gry\n- Vest_V_I_G_resistanceLeader_F\n- Vest_V_LegStrapBag_black_F\n- Vest_V_LegStrapBag_coyote_F\n- Vest_V_LegStrapBag_olive_F\n- Vest_V_Plain_crystal_F\n- Vest_V_Plain_medical_F\n- Vest_V_PlateCarrier1_blk\n- Vest_V_PlateCarrier1_rgr\n- Vest_V_PlateCarrier1_rgr_noflag_F\n- Vest_V_PlateCarrier1_tna_F\n- Vest_V_PlateCarrier1_wdl\n- Vest_V_PlateCarrier2_blk\n- Vest_V_PlateCarrier2_rgr\n- Vest_V_PlateCarrier2_rgr_noflag_F\n- Vest_V_PlateCarrier2_wdl\n- Vest_V_PlateCarrier_Kerry\n- Vest_V_PlateCarrierGL_blk\n- Vest_V_PlateCarrierGL_mtp\n- Vest_V_PlateCarrierGL_rgr\n- Vest_V_PlateCarrierGL_tna_F\n- Vest_V_PlateCarrierGL_wdl\n- Vest_V_PlateCarrierH_CTRG\n- Vest_V_PlateCarrierIA1_dgtl\n- Vest_V_PlateCarrierIA2_dgtl\n- Vest_V_PlateCarrierIAGL_dgtl\n- Vest_V_PlateCarrierIAGL_oli\n- Vest_V_PlateCarrierL_CTRG\n- Vest_V_PlateCarrierSpec_blk\n- Vest_V_PlateCarrierSpec_mtp\n- Vest_V_PlateCarrierSpec_rgr\n- Vest_V_PlateCarrierSpec_tna_F\n- Vest_V_PlateCarrierSpec_wdl\n- Vest_V_Pocketed_black_F\n- Vest_V_Pocketed_coyote_F\n- Vest_V_Pocketed_olive_F\n- Vest_V_Press_F\n- Vest_V_Rangemaster_belt\n- Vest_V_RebreatherB\n- Vest_V_RebreatherIA\n- Vest_V_RebreatherIR\n- Vest_V_Safety_blue_F\n- Vest_V_Safety_orange_F\n- Vest_V_Safety_yellow_F\n- Vest_V_SmershVest_01_F\n- Vest_V_SmershVest_01_radio_F\n- Vest_V_TacChestrig_cbr_F\n- Vest_V_TacChestrig_grn_F\n- Vest_V_TacChestrig_oli_F\n- Vest_V_TacVest_blk\n- Vest_V_TacVest_blk_POLICE\n- Vest_V_TacVest_brn\n- Vest_V_TacVest_camo\n- Vest_V_TacVest_gen_F\n- Vest_V_TacVest_khk\n- Vest_V_TacVest_oli\n- Vest_V_TacVestIR_blk\n- VirtualAISquad\n- VirtualCurator_F\n- VirtualMan_F\n- VirtualReammoBox_camonet_F\n- VirtualReammoBox_F\n- VirtualReammoBox_small_F\n- VirtualSound_01_F\n- VirtualSound_02_F\n- VirtualSound_03_F\n- VirtualSound_04_01_F\n- VirtualSound_04_F\n- VirtualSound_05_F\n- VirtualSound_NoSignal_F\n- VirtualSound_Send_Signal_01_F\n- VirtualSpectator_F\n- VR_3DSelector_01_complete_F\n- VR_3DSelector_01_default_F\n- VR_3DSelector_01_exit_F\n- VR_3DSelector_01_incomplete_F\n- VR_Area_01_circle_4_grey_F\n- VR_Area_01_circle_4_yellow_F\n- VR_Area_01_square_1x1_grey_F\n- VR_Area_01_square_1x1_yellow_F\n- VR_Area_01_square_2x2_grey_F\n- VR_Area_01_square_2x2_yellow_F\n- VR_Area_01_square_4x4_grey_F\n- VR_Area_01_square_4x4_yellow_F\n- VR_Billboard_01_F\n- VR_GroundIcon_01_F\n- VR_Sector_01_60deg_50_grey_F\n- VR_Sector_01_60deg_50_red_F\n\n#### W\n\n- WalkingFrame_01_F\n- WaterPump_01_forest_F\n- WaterPump_01_sand_F\n- WaterSpill_01_Large_Foam_F\n- WaterSpill_01_Large_New_F\n- WaterSpill_01_Large_Old_F\n- WaterSpill_01_Medium_Foam_F\n- WaterSpill_01_Medium_New_F\n- WaterSpill_01_Medium_Old_F\n- WaterSpill_01_Small_Foam_F\n- WaterSpill_01_Small_New_F\n- WaterSpill_01_Small_Old_F\n- WaterTrail_01_Foam_F\n- WaterTrail_01_New_F\n- WaterTrail_01_Old_F\n- Weapon_arifle_AK12_arid_f\n- Weapon_arifle_AK12_F\n- Weapon_arifle_AK12_GL_arid_F\n- Weapon_arifle_AK12_GL_F\n- Weapon_arifle_AK12_GL_lush_F\n- Weapon_arifle_AK12_lush_f\n- Weapon_arifle_AK12U_arid_f\n- Weapon_arifle_AK12U_F\n- Weapon_arifle_AK12U_lush_f\n- Weapon_arifle_AKM_F\n- Weapon_arifle_AKS_F\n- Weapon_arifle_ARX_blk_F\n- Weapon_arifle_ARX_ghex_F\n- Weapon_arifle_ARX_hex_F\n- Weapon_arifle_CTAR_blk_F\n- Weapon_arifle_CTAR_ghex_F\n- Weapon_arifle_CTAR_GL_blk_F\n- Weapon_arifle_CTAR_GL_ghex_F\n- Weapon_arifle_CTAR_GL_hex_F\n- Weapon_arifle_CTAR_hex_F\n- Weapon_arifle_CTARS_blk_F\n- Weapon_arifle_CTARS_ghex_F\n- Weapon_arifle_CTARS_hex_F\n- Weapon_arifle_Katiba_C_F\n- Weapon_arifle_Katiba_F\n- Weapon_arifle_Katiba_GL_F\n- Weapon_arifle_Mk20_F\n- Weapon_arifle_Mk20_GL_F\n- Weapon_arifle_Mk20_GL_plain_F\n- Weapon_arifle_Mk20_plain_F\n- Weapon_arifle_Mk20C_F\n- Weapon_arifle_Mk20C_plain_F\n- Weapon_arifle_MSBS65_black_F\n- Weapon_arifle_MSBS65_camo_F\n- Weapon_arifle_MSBS65_F\n- Weapon_arifle_MSBS65_GL_black_F\n- Weapon_arifle_MSBS65_GL_camo_F\n- Weapon_arifle_MSBS65_GL_F\n- Weapon_arifle_MSBS65_GL_sand_F\n- Weapon_arifle_MSBS65_Mark_black_F\n- Weapon_arifle_MSBS65_Mark_camo_F\n- Weapon_arifle_MSBS65_Mark_F\n- Weapon_arifle_MSBS65_Mark_sand_F\n- Weapon_arifle_MSBS65_sand_F\n- Weapon_arifle_MSBS65_UBS_black_F\n- Weapon_arifle_MSBS65_UBS_camo_F\n- Weapon_arifle_MSBS65_UBS_F\n- Weapon_arifle_MSBS65_UBS_sand_F\n- Weapon_arifle_MX_Black_F\n- Weapon_arifle_MX_F\n- Weapon_arifle_MX_GL_Black_F\n- Weapon_arifle_MX_GL_F\n- Weapon_arifle_MX_GL_khk_F\n- Weapon_arifle_MX_khk_F\n- Weapon_arifle_MX_SW_Black_F\n- Weapon_arifle_MX_SW_F\n- Weapon_arifle_MX_SW_khk_F\n- Weapon_arifle_MXC_Black_F\n- Weapon_arifle_MXC_F\n- Weapon_arifle_MXC_khk_F\n- Weapon_arifle_MXM_Black_F\n- Weapon_arifle_MXM_F\n- Weapon_arifle_MXM_khk_F\n- Weapon_arifle_RPK12_arid_f\n- Weapon_arifle_RPK12_F\n- Weapon_arifle_RPK12_lush_f\n- Weapon_arifle_SDAR_F\n- Weapon_arifle_SPAR_01_blk_F\n- Weapon_arifle_SPAR_01_GL_blk_F\n- Weapon_arifle_SPAR_01_GL_khk_F\n- Weapon_arifle_SPAR_01_GL_snd_F\n- Weapon_arifle_SPAR_01_khk_F\n- Weapon_arifle_SPAR_01_snd_F\n- Weapon_arifle_SPAR_02_blk_F\n- Weapon_arifle_SPAR_02_khk_F\n- Weapon_arifle_SPAR_02_snd_F\n- Weapon_arifle_SPAR_03_blk_F\n- Weapon_arifle_SPAR_03_khk_F\n- Weapon_arifle_SPAR_03_snd_F\n- Weapon_arifle_TRG20_F\n- Weapon_arifle_TRG21_F\n- Weapon_arifle_TRG21_GL_F\n- Weapon_Bag_Base\n- Weapon_Empty\n- Weapon_hgun_ACPC2_F\n- Weapon_hgun_esd_01_antenna_01_F\n- Weapon_hgun_esd_01_antenna_02_F\n- Weapon_hgun_esd_01_antenna_03_F\n- Weapon_hgun_esd_01_F\n- Weapon_hgun_P07_blk_F\n- Weapon_hgun_P07_F\n- Weapon_hgun_P07_khk_F\n- Weapon_hgun_PDW2000_F\n- Weapon_hgun_Pistol_01_F\n- Weapon_hgun_Pistol_heavy_01_F\n- Weapon_hgun_Pistol_heavy_01_green_F\n- Weapon_hgun_Pistol_heavy_02_F\n- Weapon_hgun_Pistol_Signal_F\n- Weapon_hgun_Rook40_F\n- Weapon_launch_B_Titan_F\n- Weapon_launch_B_Titan_olive_F\n- Weapon_launch_B_Titan_short_tna_F\n- Weapon_launch_B_Titan_tna_F\n- Weapon_launch_I_Titan_eaf_F\n- Weapon_launch_I_Titan_F\n- Weapon_launch_I_Titan_short_F\n- Weapon_launch_launch_B_Titan_short_F\n- Weapon_launch_MRAWS_green_F\n- Weapon_launch_MRAWS_green_rail_F\n- Weapon_launch_MRAWS_olive_F\n- Weapon_launch_MRAWS_olive_rail_F\n- Weapon_launch_MRAWS_sand_F\n- Weapon_launch_MRAWS_sand_rail_F\n- Weapon_launch_NLAW_F\n- Weapon_launch_O_Titan_F\n- Weapon_launch_O_Titan_ghex_F\n- Weapon_launch_O_Titan_short_F\n- Weapon_launch_O_Titan_short_ghex_F\n- Weapon_launch_O_Vorona_brown_F\n- Weapon_launch_O_Vorona_green_F\n- Weapon_launch_RPG32_F\n- Weapon_launch_RPG32_ghex_F\n- Weapon_launch_RPG32_green_F\n- Weapon_launch_RPG7_F\n- Weapon_LMG_03_F\n- Weapon_LMG_Mk200_black_F\n- Weapon_LMG_Mk200_F\n- Weapon_LMG_Zafir_F\n- Weapon_MMG_01_hex_F\n- Weapon_MMG_01_tan_F\n- Weapon_MMG_02_black_F\n- Weapon_MMG_02_camo_F\n- Weapon_MMG_02_sand_F\n- Weapon_sgun_HunterShotgun_01_F\n- Weapon_sgun_HunterShotgun_01_sawedoff_F\n- Weapon_SMG_01_F\n- Weapon_SMG_02_F\n- Weapon_SMG_03_black\n- Weapon_SMG_03_camo\n- Weapon_SMG_03_hex\n- Weapon_SMG_03_khaki\n- Weapon_SMG_03_TR_black\n- Weapon_SMG_03_TR_camo\n- Weapon_SMG_03_TR_hex\n- Weapon_SMG_03_TR_khaki\n- Weapon_SMG_03C_black\n- Weapon_SMG_03C_camo\n- Weapon_SMG_03C_hex\n- Weapon_SMG_03C_khaki\n- Weapon_SMG_03C_TR_black\n- Weapon_SMG_03C_TR_camo\n- Weapon_SMG_03C_TR_hex\n- Weapon_SMG_03C_TR_khaki\n- Weapon_SMG_05_F\n- Weapon_srifle_DMR_01_F\n- Weapon_srifle_DMR_02_camo_F\n- Weapon_srifle_DMR_02_F\n- Weapon_srifle_DMR_02_sniper_F\n- Weapon_srifle_DMR_03_F\n- Weapon_srifle_DMR_03_khaki_F\n- Weapon_srifle_DMR_03_multicam_F\n- Weapon_srifle_DMR_03_tan_F\n- Weapon_srifle_DMR_03_woodland_F\n- Weapon_srifle_DMR_04_F\n- Weapon_srifle_DMR_04_Tan_F\n- Weapon_srifle_DMR_05_blk_F\n- Weapon_srifle_DMR_05_hex_F\n- Weapon_srifle_DMR_05_tan_f\n- Weapon_srifle_DMR_06_camo_F\n- Weapon_srifle_DMR_06_hunter_F\n- Weapon_srifle_DMR_06_olive_F\n- Weapon_srifle_DMR_07_blk_F\n- Weapon_srifle_DMR_07_ghex_F\n- Weapon_srifle_DMR_07_hex_F\n- Weapon_srifle_EBR_F\n- Weapon_srifle_GM6_camo_F\n- Weapon_srifle_GM6_F\n- Weapon_srifle_GM6_ghex_F\n- Weapon_srifle_LRR_camo_F\n- Weapon_srifle_LRR_F\n- Weapon_srifle_LRR_tna_F\n- WeaponHolder_Single_F\n- WeaponHolder_Single_limited_item_F\n- WeaponHolder_Single_limited_magazine_F\n- WeaponHolder_Single_limited_weapon_F\n- WeaponHolderSimulated\n- WeaponHolderSimulated_Scripted\n- Windsock_01_F\n- Wreck_Base\n\n#### Z\n\n- Zombie_PopUp_Moving_90deg_Acc1_F\n  1. Terc\n- Zombie_PopUp_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Zombie_PopUp_Moving_90deg_F\n  1. Terc\n- Zombie_PopUp_Moving_90deg_NoPop_F\n  1. Terc\n- Zombie_PopUp_Moving_Acc1_F\n  1. Terc\n- Zombie_PopUp_Moving_Acc1_NoPop_F\n  1. Terc\n- Zombie_PopUp_Moving_F\n  1. Terc\n- Zombie_PopUp_Moving_NoPop_F\n  1. Terc\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.","sections":[{"heading":null,"level":1,"markdown":"ABCDEFGHIJKLMNOPQRSTUVWXYZ#\n\nAncillary sub-page of createVehicle, listing vehicle classes available in Arma 3 including AnimationSources.\n\n> [!NOTE]\n> Arma 3 Contact objects are listed as well."},{"heading":"A","level":4,"markdown":"- AirportBase\n- Alien_Extractor_01_F\n  1. move_y => user\n- Alien_Extractor_01_generic_F\n  1. scale_source => user\n- Alien_MatterBall_01_decayed_F\n  1. Decay => user\n- Alien_MatterBall_01_F\n  1. scale_source => user\n  1. Hide_Collision => user\n- Alien_MatterBall_01_falling_F\n  1. scale_source => user\n  1. Hide_Collision => user\n- AlienDrone_01_v2_combat_bbox_F\n- AlienDrone_Module_02_petal1_F\n- AlienDrone_Module_02_petal2_F\n- AlienDrone_Module_02_petal3_F\n- AlienDrone_Module_02_twin_F\n  1. fold_source => user\n  1. Body_Rotate_source => user\n  1. damage_petal1 => hit [HitPetal1]\n  1. damage_petal2 => hit [HitPetal2]\n  1. damage_petal3 => hit [HitPetal3]\n- AlienModule_02_parts_base_F\n- Alsatian_Black_F\n- Alsatian_Random_F\n- Alsatian_Sand_F\n- Alsatian_Sandblack_F\n- AluminiumFoil_01_F\n  1. Hide_Foil => user\n- AntidoteKit_01_F\n- APERSBoundingMine\n- APERSMine\n- APERSMineDispenser_F\n- APERSMineDispenser_Mine_F\n- APERSTripMine\n- ArrowDesk_L_F\n- ArrowDesk_R_F\n- ArrowMarker_L_F\n- ArrowMarker_R_F\n- ArtilleryTarget\n- ArtilleryTargetE\n- ArtilleryTargetW\n- ATMine"},{"heading":"B","level":4,"markdown":"- B_A_AlienDrone_01_combat_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- B_A_AlienDrone_01_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- B_A_AlienDrone_01_scout_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- B_A_AlienDrone_Module_01_F\n  1. Glow_Hide => user\n  1. Move_Source => user\n- B_A_AlienDrone_Module_02_F\n  1. fold_source => user\n  1. Body_Rotate_source => user\n  1. damage_petal1 => hit [HitPetal1]\n  1. damage_petal2 => hit [HitPetal2]\n  1. damage_petal3 => hit [HitPetal3]\n- B_A_AlienDrone_Module_02_twin_F\n  1. fold_source => user\n  1. Body_Rotate_source => user\n  1. damage_petal1 => hit [HitPetal1]\n  1. damage_petal2 => hit [HitPetal2]\n  1. damage_petal3 => hit [HitPetal3]\n- B_A_UAV_AI_F\n- B_AA_01_weapon_F\n- B_AAA_System_01_F\n  1. Revolving => revolving\n  1. muzzle_rot_20mm => ammorandom\n- B_AFV_Wheeled_01_cannon_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_HMG => ammorandom\n  1. cannon_120mm_revolving => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. showCamonetHull => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n  1. showSLATHull => user\n- B_AFV_Wheeled_01_up_cannon_F\n  1. damage_era_front => hit [HitERA_Front]\n  1. damage_era_top => hit [HitERA_Top]\n  1. damage_era_left => hit [HitERA_Left]\n  1. damage_era_right => hit [HitERA_Right]\n  1. damage_era_back => hit [HitERA_Back]\n  1. com_gun_reload => reload\n- B_APC_Tracked_01_AA_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. muzzle_rot => ammorandom\n  1. cannon_35mm_revolving => revolving\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showCamonetTurret => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_APC_Tracked_01_CRV_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. MovePlow => user\n  1. revolving_mg => revolving\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showAmmobox => user\n  1. showWheels => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_APC_Tracked_01_rcws_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. revolving_hmg => revolving\n  1. revolving_gmg => revolving\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_APC_Wheeled_01_cannon_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. revolving_cannon => revolving\n  1. HideTurret => user\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. HitSLAT_top_back_src => hit [HitSLAT_top_back]\n  1. HitSLAT_top_right_src => hit [HitSLAT_top_right]\n  1. HitSLAT_top_left_src => hit [HitSLAT_top_left]\n  1. showBags => user\n  1. showCamonetHull => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n  1. showSLATHull => user\n  1. showSLATTurret => user\n- B_APC_Wheeled_03_cannon_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- B_Assault_Diver\n- B_AssaultPack_Base\n- B_AssaultPack_blk\n- B_AssaultPack_blk_DiverExp\n- B_AssaultPack_cbr\n- B_AssaultPack_dgtl\n- B_AssaultPack_eaf_F\n- B_AssaultPack_eaf_IELAT2_F\n- B_AssaultPack_eaf_IELAT_F\n- B_AssaultPack_eaf_IEPathfinder_F\n- B_AssaultPack_eaf_Repair_F\n- B_AssaultPack_Kerry\n- B_AssaultPack_khk\n- B_AssaultPack_mcamo\n- B_AssaultPack_mcamo_AA\n- B_AssaultPack_mcamo_AAR\n- B_AssaultPack_mcamo_Ammo\n- B_AssaultPack_mcamo_AT\n- B_AssaultPack_ocamo\n- B_AssaultPack_ocamo_Medic_F\n- B_AssaultPack_rgr\n- B_AssaultPack_rgr_BTLAT2_F\n- B_AssaultPack_rgr_BTLAT_F\n- B_AssaultPack_rgr_BTReconMedic\n- B_AssaultPack_rgr_CTRGLAT2_F\n- B_AssaultPack_rgr_CTRGLAT_F\n- B_AssaultPack_rgr_CTRGMedic_F\n- B_AssaultPack_rgr_LAT\n- B_AssaultPack_rgr_LAT2\n- B_AssaultPack_rgr_Medic\n- B_AssaultPack_rgr_ReconExp\n- B_AssaultPack_rgr_ReconLAT\n- B_AssaultPack_rgr_ReconMedic\n- B_AssaultPack_rgr_Repair\n- B_AssaultPack_sgg\n- B_AssaultPack_tna_BTMedic_F\n- B_AssaultPack_tna_BTRepair_F\n- B_AssaultPack_tna_F\n- B_AssaultPack_wdl_BWLAT2_F\n- B_AssaultPack_wdl_BWLAT_F\n- B_AssaultPack_wdl_BWMedic_F\n- B_AssaultPack_wdl_BWReconMedic\n- B_AssaultPack_wdl_BWRepair_F\n- B_AssaultPack_wdl_F\n- B_AssaultPackG\n- B_AT_01_weapon_F\n- B_B_Parachute_02_F\n- B_Bergen_Base\n- B_Bergen_blk\n- B_Bergen_dgtl_F\n- B_Bergen_hex_F\n- B_Bergen_mcamo\n- B_Bergen_mcamo_F\n- B_Bergen_rgr\n- B_Bergen_sgg\n- B_Bergen_tna_F\n- B_BergenC_Base\n- B_BergenC_blu\n- B_BergenC_grn\n- B_BergenC_red\n- B_BergenG\n- B_BergenG_TEST_B_Soldier_overloaded\n- B_Boat_Armed_01_minigun_F\n  1. muzzle2_source => reload\n  1. muzzle2_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_Boat_Transport_01_F\n- B_Captain_Dwarden_F\n- B_Captain_Jay_F\n- B_Captain_Pettka_F\n- B_CargoNet_01_ammo_F\n- B_Carryall_Base\n- B_Carryall_cbr\n- B_Carryall_cbr_AAT\n- B_Carryall_cbr_AHAT\n- B_Carryall_eaf_eng_F\n- B_Carryall_eaf_exp_F\n- B_Carryall_eaf_F\n- B_Carryall_eaf_IEAAA_F\n- B_Carryall_eaf_IEAAR_F\n- B_Carryall_eaf_IEAAT_F\n- B_Carryall_eaf_IEAmmo_F\n- B_Carryall_eaf_Mine_F\n- B_Carryall_ghex_F\n- B_Carryall_ghex_Mine\n- B_Carryall_ghex_OTAAA_F\n- B_Carryall_ghex_OTAAR_AAR_F\n- B_Carryall_ghex_OTAAT_F\n- B_Carryall_ghex_OTAHAT_F\n- B_Carryall_ghex_OTAmmo_F\n- B_Carryall_ghex_OTEng_F\n- B_Carryall_ghex_OTExp_F\n- B_Carryall_ghex_OTReconExp_F\n- B_Carryall_green_exp_F\n- B_Carryall_green_F\n- B_Carryall_khk\n- B_Carryall_khk_Mine\n- B_Carryall_mcamo\n- B_Carryall_mcamo_AAA\n- B_Carryall_mcamo_AAT\n- B_Carryall_ocamo\n- B_Carryall_ocamo_AAA\n- B_Carryall_ocamo_AAR\n- B_Carryall_ocamo_Eng\n- B_Carryall_ocamo_Exp\n- B_Carryall_ocamo_Mine\n- B_Carryall_oli\n- B_Carryall_oli_BTAAA_F\n- B_Carryall_oli_BTAAT_F\n- B_Carryall_oli_BTAmmo_F\n- B_Carryall_oli_IEAAR_F\n- B_Carryall_oli_IEAmmo_F\n- B_Carryall_oli_Mine\n- B_Carryall_oucamo\n- B_Carryall_oucamo_AAA\n- B_Carryall_oucamo_AAR\n- B_Carryall_oucamo_AAT\n- B_Carryall_oucamo_Eng\n- B_Carryall_oucamo_Exp\n- B_Carryall_oucamo_Repair\n- B_Carryall_taiga_Exp_F\n- B_Carryall_taiga_F\n- B_Carryall_wdl_BWAAA_F\n- B_Carryall_wdl_BWAAT_F\n- B_Carryall_wdl_BWAmmo_F\n- B_Carryall_wdl_F\n- B_Carryall_wdl_Mine\n- B_CBRN_Man_Oversuit_01_MTP_F\n- B_CBRN_Man_Oversuit_01_Tropic_F\n- B_CBRN_Man_Oversuit_01_Wdl_F\n- B_CivilianBackpack_01_Everyday_Astra_F\n- B_CivilianBackpack_01_Everyday_Black_F\n- B_CivilianBackpack_01_Everyday_IDAP_F\n- B_CivilianBackpack_01_Everyday_Vrana_F\n- B_CivilianBackpack_01_Sport_Blue_F\n- B_CivilianBackpack_01_Sport_Green_F\n- B_CivilianBackpack_01_Sport_Red_F\n- B_CombatFatigues_01_Tshirt_wdl_F\n- B_CombatFatigues_01_wdl_F\n- B_CombinationUnitRespirator_01_F\n- B_Competitor_F\n- B_crew_F\n- B_CTRG_Heli_Transport_01_sand_F\n  1. Door_L => door\n  1. Door_R => door\n  1. Holder => user\n  1. Gun_HRot => user\n  1. Gun_VRot => user\n  1. Minigun => revolving\n  1. Muzzle_flash => ammorandom\n  1. Minigun2 => revolving\n  1. Muzzle_flash2 => ammorandom\n- B_CTRG_Heli_Transport_01_tropic_F\n  1. Door_L => door\n  1. Door_R => door\n  1. Holder => user\n  1. Gun_HRot => user\n  1. Gun_VRot => user\n  1. Minigun => revolving\n  1. Muzzle_flash => ammorandom\n  1. Minigun2 => revolving\n  1. Muzzle_flash2 => ammorandom\n- B_CTRG_LSV_01_light_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_CTRG_Miller_F\n- B_CTRG_Sharphooter_F\n- B_CTRG_Soldier_2_arid_F\n- B_CTRG_Soldier_2_F\n- B_CTRG_Soldier_3_arid_F\n- B_CTRG_Soldier_3_F\n- B_CTRG_soldier_AR_A_F\n- B_CTRG_Soldier_AR_tna_F\n- B_CTRG_Soldier_arid_F\n- B_CTRG_soldier_engineer_exp_F\n- B_CTRG_Soldier_Exp_tna_F\n- B_CTRG_Soldier_F\n- B_CTRG_soldier_GL_LAT_F\n- B_CTRG_Soldier_JTAC_tna_F\n- B_CTRG_Soldier_LAT2_tna_F\n- B_CTRG_Soldier_LAT_tna_F\n- B_CTRG_soldier_M_medic_F\n- B_CTRG_Soldier_M_tna_F\n- B_CTRG_Soldier_Medic_tna_F\n- B_CTRG_Soldier_TL_tna_F\n- B_CTRG_Soldier_tna_F\n- B_CTRG_Soldier_universal_F\n- B_CTRG_Soldier_urb_1_F\n- B_CTRG_Soldier_urb_2_F\n- B_CTRG_Soldier_urb_3_F\n- B_Deck_Crew_F\n- B_diver_exp_F\n- B_diver_F\n- B_diver_TL_F\n- B_Ejection_Seat_Plane_CAS_01_F\n  1. HitHull => hit [HitHull]\n  1. Rocket_Flash_hide => user\n- B_Ejection_Seat_Plane_Fighter_01_F\n  1. HitHull => hit [HitHull]\n  1. Rocket_Flash_hide => user\n- B_engineer_F\n- B_FieldPack_Base\n- B_FieldPack_blk\n- B_FieldPack_blk_Bandit_8_F\n- B_FieldPack_blk_DiverExp\n- B_FieldPack_cb_Bandit_3_F\n- B_FieldPack_cbr\n- B_FieldPack_cbr_AA\n- B_FieldPack_cbr_AAA\n- B_FieldPack_cbr_AAT\n- B_FieldPack_cbr_Ammo\n- B_FieldPack_cbr_Ammo_F\n- B_FieldPack_cbr_AT\n- B_FieldPack_cbr_HAT\n- B_FieldPack_cbr_LAT\n- B_FieldPack_cbr_Medic\n- B_FieldPack_cbr_Repair\n- B_FieldPack_cbr_RPG_AT\n- B_FieldPack_ghex_F\n- B_FieldPack_ghex_OTAA_F\n- B_FieldPack_ghex_OTAT_F\n- B_FieldPack_ghex_OTHAT_F\n- B_FieldPack_ghex_OTLAT_F\n- B_FieldPack_ghex_OTMedic_F\n- B_FieldPack_ghex_OTReconMedic_F\n- B_FieldPack_ghex_OTRepair_F\n- B_FieldPack_ghex_OTRPG_AT_F\n- B_FieldPack_green_Exp_F\n- B_FieldPack_green_F\n- B_Fieldpack_green_IEAA_F\n- B_Fieldpack_green_IEAT_F\n- B_Fieldpack_green_IELAT2_F\n- B_Fieldpack_green_IELAT_F\n- B_Fieldpack_green_IEMedic_F\n- B_FieldPack_green_Medic_F\n- B_FieldPack_green_RPG_AT_F\n- B_FieldPack_khk\n- B_FieldPack_khk_Bandit_1_F\n- B_FieldPack_ocamo\n- B_FieldPack_ocamo_AA\n- B_FieldPack_ocamo_AAR\n- B_FieldPack_ocamo_LAT_F\n- B_FieldPack_ocamo_Medic\n- B_FieldPack_ocamo_ReconExp\n- B_FieldPack_ocamo_ReconMedic\n- B_FieldPack_oli\n- B_Fieldpack_oli_IEAA_F\n- B_Fieldpack_oli_IEAT_F\n- B_Fieldpack_oli_IELAT2_F\n- B_Fieldpack_oli_IELAT_F\n- B_FieldPack_oucamo\n- B_FieldPack_oucamo_AA\n- B_FieldPack_oucamo_AAR\n- B_FieldPack_oucamo_Ammo\n- B_FieldPack_oucamo_AT\n- B_FieldPack_oucamo_LAT\n- B_FieldPack_oucamo_Medic\n- B_FieldPack_oucamo_Repair\n- B_FieldPack_taiga_F\n- B_FieldPack_taiga_Medic_F\n- B_FieldPack_taiga_RPG_AT_F\n- B_Fighter_Pilot_F\n- B_G_Boat_Transport_01_F\n- B_G_Boat_Transport_02_F\n- B_G_Captain_Ivan_F\n- B_G_engineer_F\n- B_G_HMG_02_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_G_HMG_02_high_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_G_HMG_02_high_weapon_F\n- B_G_HMG_02_support_F\n- B_G_HMG_02_support_high_F\n- B_G_HMG_02_weapon_F\n- B_G_medic_F\n- B_G_Mortar_01_F\n- B_G_officer_F\n- B_G_Offroad_01_armed_F\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n- B_G_Offroad_01_AT_F\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- B_G_Offroad_01_F\n- B_G_Offroad_01_repair_F\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. hideConstruction => Proxy\n  1. HideBackpacks => Proxy\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n- B_G_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_G_Sharpshooter_F\n- B_G_Soldier_A_F\n- B_G_Soldier_AR_F\n- B_G_Soldier_exp_F\n- B_G_Soldier_F\n- B_G_Soldier_GL_F\n- B_G_Soldier_LAT2_F\n- B_G_Soldier_LAT_F\n- B_G_Soldier_lite_F\n- B_G_Soldier_M_F\n- B_G_Soldier_SL_F\n- B_G_Soldier_TL_F\n- B_G_Soldier_unarmed_F\n- B_G_Soldier_universal_F\n- B_G_Story_Guerilla_01_F\n- B_G_Survivor_F\n- B_G_Van_01_fuel_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- B_G_Van_01_transport_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- B_G_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- B_G_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- B_GEN_Commander_F\n- B_GEN_Offroad_01_comms_F\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsServicesStart\n  1. HideCover => door\n  1. StartBeaconLight => user\n  1. HideRoofRack => user\n  1. HideLoudSpeakers => user\n  1. HideAntennas => user\n  1. HideBeacon => user\n  1. HideSpotlight => user\n  1. HideCoverTailGate => user\n  1. HideDoor3 => Proxy\n  1. OpenDoor3 => door\n  1. Wheel_1_1_damper => damper\n  1. Wheel_2_1_damper => damper\n  1. gunner_lf_turn => gunner_lf_turn\n  1. gunner_rf_turn => gunner_rf_turn\n- B_GEN_Offroad_01_covered_F\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsServicesStart\n  1. HideCover => door\n  1. StartBeaconLight => user\n  1. HideRoofRack => user\n  1. HideLoudSpeakers => user\n  1. HideAntennas => user\n  1. HideBeacon => user\n  1. HideSpotlight => user\n  1. HideCoverTailGate => user\n  1. HideDoor3 => Proxy\n  1. OpenDoor3 => door\n  1. Wheel_1_1_damper => damper\n  1. Wheel_2_1_damper => damper\n  1. gunner_lf_turn => gunner_lf_turn\n  1. gunner_rf_turn => gunner_rf_turn\n- B_GEN_Offroad_01_gen_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- B_GEN_Soldier_F\n- B_GEN_Soldier_universal_F\n- B_GEN_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- B_GEN_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- B_ghillie_ard_F\n- B_ghillie_lsh_F\n- B_ghillie_sard_F\n- B_GMG_01_A_F\n  1. autonomous_unhide => user\n- B_GMG_01_A_weapon_F\n- B_GMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_GMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_GMG_01_high_weapon_F\n- B_GMG_01_weapon_F\n- B_GMG_01_Weapon_grn_F\n- B_HeavyGunner_F\n- B_Heli_Attack_01_dynamicLoadout_F\n  1. HideWeapons => user\n- B_Heli_Attack_01_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. Gatling => revolving\n  1. Missiles => revolving\n  1. Hide => user\n  1. Muzzle_flash => ammorandom\n  1. HideWeapons => user\n- B_Heli_Attack_02_dynamicLoadout_F\n  1. HideWeapons => user\n- B_Heli_Light_01_armed_F\n  1. AddMusicUnit => user\n  1. AddCivilian_hide => user\n  1. AddGunHolder => user\n  1. Muzzle_flash => ammorandom\n  1. Missiles_revolving => revolving\n- B_Heli_Light_01_dynamicLoadout_F\n  1. HideWeapons => user\n- B_Heli_Light_01_F\n  1. AddBenches => user\n  1. AddTread => user\n  1. AddCivilian_hide => user\n- B_Heli_Light_01_stripped_F\n  1. AddBenches => user\n  1. AddTread => user\n  1. AddCivilian_hide => user\n- B_Heli_Light_02_unarmed_F\n  1. Proxy => user\n  1. Missiles_revolving => revolving\n  1. HideWeapons_DL => user\n- B_Heli_Transport_01_camo_F\n  1. Door_L => door\n  1. Door_R => door\n  1. Holder => user\n  1. Gun_HRot => user\n  1. Gun_VRot => user\n  1. Minigun => revolving\n  1. Muzzle_flash => ammorandom\n  1. Minigun2 => revolving\n  1. Muzzle_flash2 => ammorandom\n- B_Heli_Transport_01_F\n  1. Door_L => door\n  1. Door_R => door\n  1. Holder => user\n  1. Gun_HRot => user\n  1. Gun_VRot => user\n  1. Minigun => revolving\n  1. Muzzle_flash => ammorandom\n  1. Minigun2 => revolving\n  1. Muzzle_flash2 => ammorandom\n- B_Heli_Transport_03_black_F\n  1. HitRotor_source => hit [HitRotorVirtual]\n  1. HitHRotor_source => hit [HitHRotor]\n  1. HitVRotor_source => hit [HitVRotor]\n  1. Door_R_source => door\n  1. Door_L_source => door\n  1. Door_rear_source => door\n  1. Minigun_Hide_Source => user\n  1. Minigun => revolving\n  1. Muzzle_flash => ammorandom\n  1. Minigun2 => revolving\n  1. Muzzle_flash2 => ammorandom\n- B_Heli_Transport_03_F\n  1. HitRotor_source => hit [HitRotorVirtual]\n  1. HitHRotor_source => hit [HitHRotor]\n  1. HitVRotor_source => hit [HitVRotor]\n  1. Door_R_source => door\n  1. Door_L_source => door\n  1. Door_rear_source => door\n  1. Minigun_Hide_Source => user\n  1. Minigun => revolving\n  1. Muzzle_flash => ammorandom\n  1. Minigun2 => revolving\n  1. Muzzle_flash2 => ammorandom\n- B_Heli_Transport_03_unarmed_F\n  1. Minigun_Hide_Source => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. MainTurret2 => user\n  1. MainGun2 => user\n- B_Heli_Transport_03_unarmed_green_F\n  1. Minigun_Hide_Source => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. MainTurret2 => user\n  1. MainGun2 => user\n- B_Heli_Transport_04_covered_F\n  1. Door_4_source => door\n  1. Door_5_source => door\n  1. Door_6_source => door\n- B_Heli_Transport_04_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- B_helicrew_F\n- B_Helipilot_F\n- B_HMG_01_A_F\n  1. autonomous_unhide => user\n- B_HMG_01_A_weapon_F\n- B_HMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_HMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_HMG_01_high_weapon_F\n- B_HMG_01_support_F\n- B_HMG_01_support_grn_F\n- B_HMG_01_support_high_F\n- B_HMG_01_weapon_F\n- B_HMG_01_Weapon_grn_F\n- B_HMG_02_F\n  1. Hide_Rail => user\n- B_HMG_02_high_F\n  1. Hide_Rail => user\n- B_HMG_02_high_weapon_F\n- B_HMG_02_support_F\n- B_HMG_02_support_high_F\n- B_HMG_02_weapon_F\n- B_HuntingBackpack\n- B_I_Parachute_02_F\n- B_Kitbag_Base\n- B_Kitbag_cbr\n- B_Kitbag_cbr_Bandit_2_F\n- B_Kitbag_cbr_Para_5_F\n- B_Kitbag_mcamo\n- B_Kitbag_mcamo_Eng\n- B_Kitbag_rgr\n- B_Kitbag_rgr_AAR\n- B_Kitbag_rgr_BTAA_F\n- B_Kitbag_rgr_BTAT_F\n- B_Kitbag_rgr_BTEng_F\n- B_Kitbag_rgr_BTExp_F\n- B_Kitbag_rgr_BTReconExp_F\n- B_Kitbag_rgr_BWAAR\n- B_Kitbag_rgr_CTRGExp_F\n- B_Kitbag_rgr_Exp\n- B_Kitbag_rgr_Mine\n- B_Kitbag_rgr_Para_3_F\n- B_Kitbag_rgr_Para_8_F\n- B_Kitbag_sgg\n- B_Kitbag_tan\n- B_LegStrapBag_black_F\n- B_LegStrapBag_black_repair_F\n- B_LegStrapBag_coyote_F\n- B_LegStrapBag_coyote_repair_F\n- B_LegStrapBag_olive_F\n- B_LegStrapBag_olive_repair_F\n- B_Lifeboat\n- B_LSV_01_armed_black_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_LSV_01_armed_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_LSV_01_armed_olive_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_LSV_01_armed_sand_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_LSV_01_AT_F\n  1. TitanMuzzle_rot => ammorandom\n  1. TitanMuzzle_reload => reload\n  1. TitanMuzzle_revolving => revolving\n  1. TitanMuzzle_reloadMagazine => reloadMagazine\n- B_LSV_01_unarmed_black_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_LSV_01_unarmed_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_LSV_01_unarmed_olive_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_LSV_01_unarmed_sand_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_MBT_01_arty_F\n  1. recoil_source => reload\n  1. muzzle_hide_arty => reload\n  1. muzzle_rot_HMG => ammorandom\n  1. muzzle_hide_HMG => reload\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_GMG => reload\n  1. HitComTurret_src => hit [HitComTurret]\n  1. showCanisters => user\n  1. showCamonetTurret => user\n  1. showAmmobox => user\n- B_MBT_01_cannon_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. HitComTurret_src => hit [HitComTurret]\n  1. showBags => user\n- B_MBT_01_mlrs_F\n  1. Missiles_revolving => revolving\n  1. muzzle_hide_missiles => reload\n- B_MBT_01_TUSK_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_cmdr => ammorandom\n  1. recoil_source => reload\n  1. commander_gun_recoil => reload\n  1. HitERA_Front_src => hit [HitERA_Front]\n  1. HitERA_Left_1_src => hit [HitERA_Left_1]\n  1. HitERA_Left_2_src => hit [HitERA_Left_2]\n  1. HitERA_Left_3_src => hit [HitERA_Left_3]\n  1. HitERA_Left_4_src => hit [HitERA_Left_4]\n  1. HitERA_Right_1_src => hit [HitERA_Right_1]\n  1. HitERA_Right_2_src => hit [HitERA_Right_2]\n  1. HitERA_Right_3_src => hit [HitERA_Right_3]\n  1. HitERA_Right_4_src => hit [HitERA_Right_4]\n  1. HitERA_Top_Front_src => hit [HitERA_Top_Front]\n  1. HitERA_Top_Left_src => hit [HitERA_Top_Left]\n  1. HitERA_Top_Right_src => hit [HitERA_Top_Right]\n  1. showCamonetCannon => user\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showCamonetTurret => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_medic_F\n- B_Messenger_Black_F\n- B_Messenger_Coyote_F\n- B_Messenger_Gray_F\n- B_Messenger_Gray_Medical_F\n- B_Messenger_IDAP_F\n- B_Messenger_IDAP_Medical_F\n- B_Messenger_IDAP_TrainingMines_F\n- B_Messenger_Olive_F\n- B_Mortar_01_F\n- B_Mortar_01_support_F\n- B_Mortar_01_support_grn_F\n- B_Mortar_01_weapon_F\n- B_Mortar_01_Weapon_grn_F\n- B_MRAP_01_F\n  1. HitReserveWheel => hit [HitReserveWheel]\n  1. Door_LF => door\n  1. Door_RF => door\n  1. Door_LB => door\n  1. Door_RB => door\n- B_MRAP_01_gmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- B_MRAP_01_hmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- B_O_Parachute_02_F\n- B_officer_F\n- B_Officer_Parade_F\n- B_Officer_Parade_Veteran_F\n- B_OutdoorPack_Base\n- B_OutdoorPack_blk\n- B_OutdoorPack_blu\n- B_OutdoorPack_tan\n- B_Parachute\n- B_Parachute_02_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- B_Patrol_Carryall_green_Ammo_F\n- B_Patrol_Carryall_taiga_medic_F\n- B_Patrol_Engineer_F\n- B_Patrol_FieldPack_green_eng_F\n- B_Patrol_HeavyGunner_F\n- B_Patrol_Launcher_bag_F\n- B_Patrol_Leader_bag_F\n- B_Patrol_Medic_bag_F\n- B_Patrol_Medic_F\n- B_Patrol_Respawn_bag_F\n- B_Patrol_Respawn_tent_F\n- B_Patrol_Soldier_A_F\n- B_Patrol_Soldier_AR_F\n- B_Patrol_Soldier_AT_F\n- B_Patrol_Soldier_M_F\n- B_Patrol_Soldier_MG_F\n- B_Patrol_Soldier_TL_F\n- B_Patrol_Soldier_UAV_F\n- B_Patrol_Supply_bag_F\n- B_Pilot_F\n- B_Plane_CAS_01_Cluster_F\n  1. HideWeapons => user\n  1. HideMFD => user\n- B_Plane_CAS_01_dynamicLoadout_F\n  1. HideWeapons => user\n  1. HideMFD => user\n- B_Plane_CAS_01_F\n  1. Gatling_30mm_ammorandom => ammorandom\n  1. Gatling_30mm_reload => reload\n  1. Gatling_30mm_revolving => revolving\n  1. Missile_AA_04_revolving => revolving\n  1. Missile_AGM_02_revolving => revolving\n  1. Rocket_04_HE_revolving => revolving\n  1. Rocket_04_AP_revolving => revolving\n  1. Bomb_04_revolving => revolving\n  1. HitAvionics => hit [HitAvionics]\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. HideWeapons => user\n  1. HideMFD => user\n  1. canopy_hide => user\n  1. ejection_seat_hide => user\n  1. ejection_seat_motion => user\n- B_Plane_Fighter_01_Cluster_F\n  1. muzzle_rot_20mm => ammorandom\n  1. mfd_ammo_count_source => revolving\n  1. canopy_hide => user\n  1. ejection_seat_hide => user\n  1. ejection_seat_motion => user\n  1. tailhook => user\n  1. gear_f_hook_down => user\n  1. tailhook_door_l => user\n  1. tailhook_door_r => user\n  1. pylon_1_hide => user\n  1. pylon_2_hide => user\n  1. pylon_3_hide => user\n  1. pylon_4_hide => user\n  1. throttle_pilot => user\n  1. wing_fold_l => user\n  1. wing_fold_r => user\n  1. wing_fold_cover_l => user\n  1. wing_fold_cover_r => user\n  1. HitAvionics => hit [HitAvionics]\n  1. HitEngine => hit [HitEngine]\n  1. HitEngine2 => hit [HitEngine2]\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. CollisionLightWhite_source => MarkerLight\n- B_Plane_Fighter_01_F\n  1. muzzle_rot_20mm => ammorandom\n  1. mfd_ammo_count_source => revolving\n  1. canopy_hide => user\n  1. ejection_seat_hide => user\n  1. ejection_seat_motion => user\n  1. tailhook => user\n  1. gear_f_hook_down => user\n  1. tailhook_door_l => user\n  1. tailhook_door_r => user\n  1. pylon_1_hide => user\n  1. pylon_2_hide => user\n  1. pylon_3_hide => user\n  1. pylon_4_hide => user\n  1. throttle_pilot => user\n  1. wing_fold_l => user\n  1. wing_fold_r => user\n  1. wing_fold_cover_l => user\n  1. wing_fold_cover_r => user\n  1. HitAvionics => hit [HitAvionics]\n  1. HitEngine => hit [HitEngine]\n  1. HitEngine2 => hit [HitEngine2]\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. CollisionLightWhite_source => MarkerLight\n- B_Plane_Fighter_01_Stealth_F\n  1. pylon_1_hide => user\n  1. pylon_2_hide => user\n  1. pylon_3_hide => user\n  1. pylon_4_hide => user\n- B_Plane_Fighter_02_F\n  1. CollisionLightWhite_source => MarkerLight\n  1. muzzle_rot_30mm => ammorandom\n  1. ejection_seat_motion => user\n  1. canopy_hide => user\n  1. ejection_seat_hide => user\n  1. pylon_1_hide => user\n  1. pylon_2_hide => user\n  1. pylon_3_hide => user\n  1. pylon_4_hide => user\n  1. pylon_5_hide => user\n  1. pylon_6_hide => user\n  1. HitHull => hit [HitHull]\n  1. HitFuel => hit [HitFuel]\n  1. HitFuel2 => hit [HitFuel2]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitLCRudder => hit [HitLCRudder]\n  1. HitRRudder => hit [HitRRudder]\n  1. HitLCElevator => hit [HitLCElevator]\n  1. HitRElevator => hit [HitRElevator]\n  1. HitEngine => hit [HitEngine]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitGear => hit [HitGear]\n  1. Damper_front_source => damper\n  1. Damper_left_source => damper\n  1. Damper_right_source => damper\n  1. Wheel_front_source => wheel\n  1. Wheel_left_source => wheel\n  1. Wheel_right_source => wheel\n- B_Protagonist_VR_F\n- B_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Radar_System_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitLBWheel => hit [HitLBWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitRBWheel => hit [HitRBWheel]\n  1. HitTurret => hit [HitTurret]\n  1. HitHull => hit [HitHull]\n- B_RadioBag_01_black_F\n- B_RadioBag_01_digi_F\n- B_RadioBag_01_eaf_F\n- B_RadioBag_01_eaf_FAK_F\n- B_RadioBag_01_ghex_F\n- B_RadioBag_01_hex_F\n- B_RadioBag_01_mtp_F\n- B_RadioBag_01_oucamo_F\n- B_RadioBag_01_tropic_F\n- B_RadioBag_01_wdl_F\n- B_RadioBag_01_wdl_FAK_F\n- B_RangeMaster_F\n- B_recon_exp_F\n- B_recon_F\n- B_recon_JTAC_F\n- B_recon_LAT_F\n- B_recon_M_F\n- B_recon_medic_F\n- B_Recon_Sharpshooter_F\n- B_recon_TL_F\n- B_ReconFatigues_01_wdl_F\n- B_Respawn_Sleeping_bag_blue_F\n- B_Respawn_Sleeping_bag_brown_F\n- B_Respawn_Sleeping_bag_F\n- B_Respawn_TentA_F\n- B_Respawn_TentDome_F\n- B_SAM_System_01_F\n  1. Missiles_revolving => revolving\n- B_SAM_System_02_F\n  1. Missiles_revolving => revolving\n- B_SAM_System_03_F\n  1. Missiles_revolving => revolving\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitLBWheel => hit [HitLBWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitRBWheel => hit [HitRBWheel]\n  1. HitTurret => hit [HitTurret]\n  1. HitGun => hit [HitGun]\n  1. HitHull => hit [HitHull]\n- B_SCBA_01_F\n- B_SDV_01_F\n  1. Doors => user\n  1. periscope => user\n- B_Sharpshooter_F\n- B_Ship_Gun_01_F\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_hide_cannon => reload\n- B_Ship_MRLS_01_F\n  1. Missiles_revolving => ammo\n- B_Slingload_01_Ammo_F\n- B_Slingload_01_Cargo_F\n- B_Slingload_01_Fuel_F\n- B_Slingload_01_Medevac_F\n  1. HideMedical => user\n- B_Slingload_01_Repair_F\n- B_sniper_F\n- B_Soldier_A_F\n- B_soldier_AA_F\n- B_soldier_AAA_F\n- B_soldier_AAR_F\n- B_soldier_AAT_F\n- B_soldier_AR_F\n- B_soldier_AT_F\n- B_soldier_exp_F\n- B_Soldier_F\n- B_Soldier_GL_F\n- B_soldier_LAT2_F\n- B_soldier_LAT_F\n- B_Soldier_lite_F\n- B_soldier_M_F\n- B_soldier_mine_F\n- B_soldier_PG_F\n- B_soldier_repair_F\n- B_Soldier_SL_F\n- b_soldier_survival_F\n- B_Soldier_TL_F\n- B_soldier_UAV_06_F\n- B_soldier_UAV_06_medical_F\n- B_soldier_UAV_F\n- B_soldier_UGV_02_Demining_F\n- B_soldier_UGV_02_Science_F\n- B_Soldier_unarmed_F\n- B_Soldier_universal_F\n- B_Soldier_VR_F\n- B_spotter_F\n- B_static_AA_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_static_AT_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_Static_Designator_01_F\n  1. Init => user\n  1. InitPiston => user\n  1. Designator_hide => user\n- B_Static_Designator_01_weapon_F\n- B_Story_Colonel_F\n- B_Story_Engineer_F\n- B_Story_Pilot_F\n- B_Story_Protagonist_F\n- B_Story_SF_Captain_F\n- B_Story_Tank_Commander_F\n- B_supplyCrate_F\n- B_support_AMG_F\n- B_support_AMort_F\n- B_support_GMG_F\n- B_support_MG_F\n- B_support_Mort_F\n- B_Survivor_F\n- B_T_AFV_Wheeled_01_cannon_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_HMG => ammorandom\n  1. cannon_120mm_revolving => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. showCamonetHull => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n  1. showSLATHull => user\n- B_T_AFV_Wheeled_01_up_cannon_F\n  1. damage_era_front => hit [HitERA_Front]\n  1. damage_era_top => hit [HitERA_Top]\n  1. damage_era_left => hit [HitERA_Left]\n  1. damage_era_right => hit [HitERA_Right]\n  1. damage_era_back => hit [HitERA_Back]\n  1. com_gun_reload => reload\n- B_T_APC_Tracked_01_AA_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. muzzle_rot => ammorandom\n  1. cannon_35mm_revolving => revolving\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showCamonetTurret => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_T_APC_Tracked_01_CRV_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. MovePlow => user\n  1. revolving_mg => revolving\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showAmmobox => user\n  1. showWheels => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_T_APC_Tracked_01_rcws_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. revolving_hmg => revolving\n  1. revolving_gmg => revolving\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_T_APC_Wheeled_01_cannon_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. revolving_cannon => revolving\n  1. HideTurret => user\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. HitSLAT_top_back_src => hit [HitSLAT_top_back]\n  1. HitSLAT_top_right_src => hit [HitSLAT_top_right]\n  1. HitSLAT_top_left_src => hit [HitSLAT_top_left]\n  1. showBags => user\n  1. showCamonetHull => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n  1. showSLATHull => user\n  1. showSLATTurret => user\n- B_T_Boat_Armed_01_minigun_F\n  1. muzzle2_source => reload\n  1. muzzle2_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_T_Boat_Transport_01_F\n- B_T_Crew_F\n- B_T_Diver_Exp_F\n- B_T_Diver_F\n- B_T_Diver_TL_F\n- B_T_Engineer_F\n- B_T_ghillie_tna_F\n- B_T_GMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_T_Helicrew_F\n- B_T_Helipilot_F\n- B_T_HMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_T_Lifeboat\n- B_T_LSV_01_armed_black_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_T_LSV_01_armed_CTRG_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_T_LSV_01_armed_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_T_LSV_01_armed_olive_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_T_LSV_01_armed_sand_F\n  1. HideDoor1 => Doors\n  1. HideDoor2 => Doors\n  1. HideDoor3 => Doors\n  1. HideDoor4 => Doors\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n  1. Doors => user\n  1. Proxy => user\n  1. mainMuzzle_rot => ammorandom\n  1. mainMuzzle_reload => reload\n  1. mainMuzzle_revolving => revolving\n  1. mainMuzzle_reloadMagazine => reloadMagazine\n  1. codRiverMuzzle_rot => ammorandom\n  1. codRiverMuzzle_reload => reload\n  1. codRiverMuzzle_revolving => revolving\n  1. codRiverMuzzle_reloadMagazine => reloadMagazine\n- B_T_LSV_01_AT_F\n  1. TitanMuzzle_rot => ammorandom\n  1. TitanMuzzle_reload => reload\n  1. TitanMuzzle_revolving => revolving\n  1. TitanMuzzle_reloadMagazine => reloadMagazine\n- B_T_LSV_01_unarmed_black_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_T_LSV_01_unarmed_CTRG_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_T_LSV_01_unarmed_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_T_LSV_01_unarmed_olive_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_T_LSV_01_unarmed_sand_F\n  1. Unarmed_Main_Turret_Hide => Proxy\n  1. Unarmed_Codriver_Turret_Hide => Proxy\n  1. Unarmed_Ammo_Hide => Proxy\n  1. Unarmed_Rear_Cage_Hide => Proxy\n- B_T_MBT_01_arty_F\n  1. recoil_source => reload\n  1. muzzle_hide_arty => reload\n  1. muzzle_rot_HMG => ammorandom\n  1. muzzle_hide_HMG => reload\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_GMG => reload\n  1. HitComTurret_src => hit [HitComTurret]\n  1. showCanisters => user\n  1. showCamonetTurret => user\n  1. showAmmobox => user\n- B_T_MBT_01_cannon_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. HitComTurret_src => hit [HitComTurret]\n  1. showBags => user\n- B_T_MBT_01_mlrs_F\n  1. Missiles_revolving => revolving\n  1. muzzle_hide_missiles => reload\n- B_T_MBT_01_TUSK_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_cmdr => ammorandom\n  1. recoil_source => reload\n  1. commander_gun_recoil => reload\n  1. HitERA_Front_src => hit [HitERA_Front]\n  1. HitERA_Left_1_src => hit [HitERA_Left_1]\n  1. HitERA_Left_2_src => hit [HitERA_Left_2]\n  1. HitERA_Left_3_src => hit [HitERA_Left_3]\n  1. HitERA_Left_4_src => hit [HitERA_Left_4]\n  1. HitERA_Right_1_src => hit [HitERA_Right_1]\n  1. HitERA_Right_2_src => hit [HitERA_Right_2]\n  1. HitERA_Right_3_src => hit [HitERA_Right_3]\n  1. HitERA_Right_4_src => hit [HitERA_Right_4]\n  1. HitERA_Top_Front_src => hit [HitERA_Top_Front]\n  1. HitERA_Top_Left_src => hit [HitERA_Top_Left]\n  1. HitERA_Top_Right_src => hit [HitERA_Top_Right]\n  1. showCamonetCannon => user\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showCamonetTurret => user\n  1. showCamonetHull => user\n  1. showBags => user\n- B_T_Medic_F\n- B_T_Mortar_01_F\n- B_T_MRAP_01_F\n  1. HitReserveWheel => hit [HitReserveWheel]\n  1. Door_LF => door\n  1. Door_RF => door\n  1. Door_LB => door\n  1. Door_RB => door\n- B_T_MRAP_01_gmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- B_T_MRAP_01_hmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- B_T_Officer_F\n- B_T_Pilot_F\n- B_T_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Recon_Exp_F\n- B_T_Recon_F\n- B_T_Recon_JTAC_F\n- B_T_Recon_LAT_F\n- B_T_Recon_M_F\n- B_T_Recon_Medic_F\n- B_T_Recon_TL_F\n- B_T_Sniper_F\n- B_T_Soldier_A_F\n- B_T_Soldier_AA_F\n- B_T_Soldier_AAA_F\n- B_T_Soldier_AAR_F\n- B_T_Soldier_AAT_F\n- B_T_Soldier_AR_F\n- B_T_Soldier_AT_F\n- B_T_Soldier_Exp_F\n- B_T_Soldier_F\n- B_T_Soldier_GL_F\n- B_T_Soldier_LAT2_F\n- B_T_Soldier_LAT_F\n- B_T_soldier_M_F\n- B_T_soldier_mine_F\n- B_T_Soldier_PG_F\n- B_T_Soldier_Repair_F\n- B_T_Soldier_SL_F\n- B_T_Soldier_TL_F\n- B_T_soldier_UAV_06_F\n- B_T_soldier_UAV_06_medical_F\n- B_T_Soldier_UAV_F\n- B_T_Soldier_unarmed_F\n- B_T_Soldier_universal_F\n- B_T_Spotter_F\n- B_T_Static_AA_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_T_Static_AT_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- B_T_Support_AMG_F\n- B_T_Support_AMort_F\n- B_T_Support_GMG_F\n- B_T_Support_MG_F\n- B_T_Support_Mort_F\n- B_T_Truck_01_ammo_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Truck_01_box_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Truck_01_cargo_F\n  1. Tyre1_hide => user\n  1. Mirror_L_hide => user\n- B_T_Truck_01_covered_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Truck_01_flatbed_F\n  1. Tyre1_hide => user\n  1. Mirror_L_hide => user\n- B_T_Truck_01_fuel_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Truck_01_medical_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Truck_01_mover_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Truck_01_Repair_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_Truck_01_transport_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_T_UAV_03_dynamicLoadout_F\n  1. HideWeapons => user\n- B_T_UAV_03_F\n  1. Rockets_source => revolving\n  1. CollisionLightWhite_source => MarkerLight\n  1. HideWeapons => user\n- B_T_UGV_01_olive_F\n  1. Turret => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. muzzle_hide_GMG => reload\n- B_T_UGV_01_rcws_olive_F\n  1. Turret => user\n- B_T_VTOL_01_armed_blue_F\n  1. Door_1_source => door\n  1. Gatling_barrels_source => revolving\n  1. Gatling_muzzleflash_source => reload\n  1. Cannon_barrel_source => revolving\n  1. Cannon_muzzleflash_source => reload\n  1. Howitzer_muzzleflash_source => reload\n- B_T_VTOL_01_armed_F\n  1. Door_1_source => door\n  1. Gatling_barrels_source => revolving\n  1. Gatling_muzzleflash_source => reload\n  1. Cannon_barrel_source => revolving\n  1. Cannon_muzzleflash_source => reload\n  1. Howitzer_muzzleflash_source => reload\n- B_T_VTOL_01_armed_olive_F\n  1. Door_1_source => door\n  1. Gatling_barrels_source => revolving\n  1. Gatling_muzzleflash_source => reload\n  1. Cannon_barrel_source => revolving\n  1. Cannon_muzzleflash_source => reload\n  1. Howitzer_muzzleflash_source => reload\n- B_T_VTOL_01_infantry_blue_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Never_source => door\n- B_T_VTOL_01_infantry_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Never_source => door\n- B_T_VTOL_01_infantry_olive_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Never_source => door\n- B_T_VTOL_01_vehicle_blue_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Never_source => door\n- B_T_VTOL_01_vehicle_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Never_source => door\n- B_T_VTOL_01_vehicle_olive_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Never_source => door\n- B_TacticalPack_Base\n- B_TacticalPack_blk\n- B_TacticalPack_mcamo\n- B_TacticalPack_ocamo\n- B_TacticalPack_ocamo_AA_F\n- B_TacticalPack_ocamo_AT_F\n- B_TacticalPack_oli\n- B_TacticalPack_oli_AAR\n- B_TacticalPack_rgr\n- B_TargetSoldier\n- B_Truck_01_ammo_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Truck_01_box_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Truck_01_cargo_F\n  1. Tyre1_hide => user\n  1. Mirror_L_hide => user\n- B_Truck_01_covered_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Truck_01_flatbed_F\n  1. Tyre1_hide => user\n  1. Mirror_L_hide => user\n- B_Truck_01_fuel_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Truck_01_medical_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Truck_01_mover_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Truck_01_Repair_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_Truck_01_transport_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- B_UAV_01_backpack_F\n- B_UAV_01_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- B_UAV_02_CAS_F\n  1. Bombs => user\n  1. AT_missiles => user\n- B_UAV_02_dynamicLoadout_F\n  1. HideWeapons => user\n- B_UAV_02_F\n  1. Bombs => user\n  1. AT_missiles => user\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n- B_UAV_05_F\n  1. gear_front_hook_down => user\n  1. tailhook => user\n  1. tailhook_door_l_1 => user\n  1. tailhook_door_l_2 => user\n  1. tailhook_door_r_1 => user\n  1. tailhook_door_r_2 => user\n  1. wing_fold_l_arm => user\n  1. wing_fold_l => user\n  1. wing_fold_cover_l_arm => user\n  1. wing_fold_cover_l => user\n  1. wing_fold_r_arm => user\n  1. wing_fold_r => user\n  1. wing_fold_cover_r_arm => user\n  1. wing_fold_cover_r => user\n  1. CollisionLightRed1_source => MarkerLight\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n- B_UAV_06_backpack_F\n- B_UAV_06_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- B_UAV_06_medical_backpack_F\n- B_UAV_06_medical_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- B_UAV_AI\n- B_UAV_AI_F\n- B_UGV_01_F\n  1. Turret => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. muzzle_hide_GMG => reload\n- B_UGV_01_rcws_F\n  1. Turret => user\n- B_UGV_02_Demining_backpack_F\n- B_UGV_02_Demining_F\n  1. science_drone => user\n  1. demining_drone => user\n- B_UGV_02_Science_backpack_F\n- B_UGV_02_Science_F\n  1. science_drone => user\n  1. demining_drone => user\n  1. ew_drone => user\n- B_Uniform_ParadeUniform_01_US_decorated_F\n- B_Uniform_ParadeUniform_01_US_F\n- B_ViperHarness_blk_F\n- B_ViperHarness_ghex_Exp_F\n- B_ViperHarness_ghex_F\n- B_ViperHarness_ghex_JTAC_F\n- B_ViperHarness_ghex_LAT_F\n- B_ViperHarness_ghex_M_F\n- B_ViperHarness_ghex_Medic_F\n- B_ViperHarness_ghex_TL_F\n- B_ViperHarness_hex_Exp_F\n- B_ViperHarness_hex_F\n- B_ViperHarness_hex_JTAC_F\n- B_ViperHarness_hex_LAT_F\n- B_ViperHarness_hex_M_F\n- B_ViperHarness_hex_Medic_F\n- B_ViperHarness_hex_TL_F\n- B_ViperHarness_khk_F\n- B_ViperHarness_oli_F\n- B_ViperLightHarness_blk_F\n- B_ViperLightHarness_ghex_F\n- B_ViperLightHarness_hex_F\n- B_ViperLightHarness_khk_F\n- B_ViperLightHarness_oli_F\n- B_VirtualCurator_F\n- B_W_Crew_F\n- B_W_Engineer_F\n- B_W_Helicrew_F\n- B_W_Helipilot_F\n- B_W_Medic_EMP_F\n- B_W_Medic_F\n- B_W_Officer_F\n- B_W_RadioOperator_EMP_F\n- B_W_RadioOperator_F\n- B_W_Soldier_A_EMP_F\n- B_W_Soldier_A_F\n- B_W_Soldier_AA_F\n- B_W_Soldier_AAA_F\n- B_W_Soldier_AAR_F\n- B_W_Soldier_AAT_F\n- B_W_Soldier_AR_EMP_F\n- B_W_Soldier_AR_F\n- B_W_Soldier_AT_F\n- B_W_Soldier_CBRN_EMP_F\n- B_W_Soldier_CBRN_F\n- B_W_Soldier_EMP_F\n- B_W_Soldier_Exp_F\n- B_W_Soldier_F\n- B_W_Soldier_GL_EMP_F\n- B_W_Soldier_GL_F\n- B_W_Soldier_LAT2_EMP_F\n- B_W_Soldier_LAT2_F\n- B_W_Soldier_LAT_F\n- B_W_soldier_M_EMP_F\n- B_W_soldier_M_F\n- B_W_soldier_mine_F\n- B_W_Soldier_Repair_F\n- B_W_Soldier_SL_EMP_F\n- B_W_Soldier_SL_F\n- B_W_Soldier_TL_EMP_F\n- B_W_Soldier_TL_F\n- B_W_Soldier_UAV_F\n- B_W_soldier_UGV_02_Demining_F\n- B_W_soldier_UGV_02_Science_F\n- B_W_Soldier_unarmed_F\n- B_W_Soldier_universal_F\n- B_W_Static_Designator_01_F\n  1. Init => user\n  1. InitPiston => user\n  1. Designator_hide => user\n- B_W_Static_Designator_01_weapon_F\n- B_W_Story_Instructor_01_F\n- B_W_Story_Leader_01_F\n- B_W_Story_Major_01_F\n- B_W_Story_Protagonist_01_F\n- B_W_Story_Soldier_01_F\n- B_W_Support_AMG_F\n- B_W_Support_AMort_F\n- B_W_Support_GMG_F\n- B_W_Support_MG_F\n- B_W_Support_Mort_F\n- B_W_Survivor_F\n- Bag_Base\n- Balloon_01_air_NoPop_F\n- Balloon_01_water_NoPop_F\n- Banner_01_AAF_F\n- Banner_01_CSAT_F\n- Banner_01_EAF_F\n- Banner_01_F\n- Banner_01_FIA_F\n- Banner_01_IDAP_F\n- Banner_01_NATO_F\n- BIS_Effect_Day\n- BIS_Effect_FilmGrain\n- BIS_Effect_MovieNight\n- BIS_Effect_Sepia\n- BlockConcrete_F\n- BloodPool_01_Large_New_F\n- BloodPool_01_Large_Old_F\n- BloodPool_01_Medium_New_F\n- BloodPool_01_Medium_Old_F\n- BloodSplatter_01_Large_New_F\n- BloodSplatter_01_Large_Old_F\n- BloodSplatter_01_Medium_New_F\n- BloodSplatter_01_Medium_Old_F\n- BloodSplatter_01_Small_New_F\n- BloodSplatter_01_Small_Old_F\n- BloodSpray_01_New_F\n- BloodSpray_01_Old_F\n- BloodTrail_01_New_F\n- BloodTrail_01_Old_F\n- Bomb\n- BombCluster_01_UXO1_F\n- BombCluster_01_UXO2_F\n- BombCluster_01_UXO3_F\n- BombCluster_01_UXO4_F\n- BombCluster_02_UXO1_F\n- BombCluster_02_UXO2_F\n- BombCluster_02_UXO3_F\n- BombCluster_02_UXO4_F\n- BombCluster_03_UXO1_F\n- BombCluster_03_UXO2_F\n- BombCluster_03_UXO3_F\n- BombCluster_03_UXO4_F\n- Book_01_F\n- Book_02_F\n- Box_AAF_Equip_F\n- Box_AAF_Uniforms_F\n- Box_Ammo_F\n- Box_B_UAV_06_F\n  1. Inventory_door => user\n- Box_B_UAV_06_medical_F\n  1. Inventory_door => user\n- Box_C_IDAP_UAV_06_F\n  1. Inventory_door => user\n- Box_C_IDAP_UAV_06_medical_F\n  1. Inventory_door => user\n- Box_C_UAV_06_F\n  1. Inventory_door => user\n- Box_C_UAV_06_medical_F\n  1. Inventory_door => user\n- Box_C_UAV_06_Swifd_F\n  1. Inventory_door => user\n- Box_CSAT_Equip_F\n- Box_CSAT_Uniforms_F\n- Box_EAF_Ammo_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_EAF_AmmoOrd_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_EAF_AmmoVeh_F\n- Box_EAF_Equip_F\n- Box_EAF_Grenades_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_EAF_Support_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_EAF_Uniforms_F\n- Box_EAF_Wps_F\n- Box_EAF_WpsLaunch_F\n- Box_EAF_WpsSpecial_F\n- Box_East_Ammo_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_East_AmmoOrd_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_East_AmmoVeh_F\n- Box_East_Grenades_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_East_Support_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_East_Wps_F\n- Box_East_WpsLaunch_F\n- Box_East_WpsSpecial_F\n- Box_FIA_Ammo_F\n- Box_FIA_Support_F\n- Box_FIA_Wps_F\n- Box_GEN_Equip_F\n- Box_I_E_UAV_06_F\n  1. Inventory_door => user\n- Box_I_E_UAV_06_medical_F\n  1. Inventory_door => user\n- Box_I_UAV_06_F\n  1. Inventory_door => user\n- Box_I_UAV_06_medical_F\n  1. Inventory_door => user\n- Box_IDAP_AmmoOrd_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_IDAP_Equip_F\n- Box_IDAP_Uniforms_F\n- Box_IED_Exp_F\n- Box_IND_Ammo_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_IND_AmmoOrd_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_IND_AmmoVeh_F\n- Box_IND_Grenades_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_IND_Support_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_IND_Wps_F\n- Box_IND_WpsLaunch_F\n- Box_IND_WpsSpecial_F\n- Box_NATO_Ammo_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_NATO_AmmoOrd_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_NATO_AmmoVeh_F\n- Box_NATO_Equip_F\n- Box_NATO_Grenades_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_NATO_Support_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_NATO_Uniforms_F\n- Box_NATO_Wps_F\n- Box_NATO_WpsLaunch_F\n- Box_NATO_WpsSpecial_F\n- Box_O_UAV_06_F\n  1. Inventory_door => user\n- Box_O_UAV_06_medical_F\n  1. Inventory_door => user\n- Box_Syndicate_Ammo_F\n- Box_Syndicate_Wps_F\n- Box_Syndicate_WpsLaunch_F\n- Box_T_East_Ammo_F\n  1. Ammo_source => user\n  1. AmmoOrd_source => user\n  1. Grenades_source => user\n  1. Support_source => user\n- Box_T_East_Wps_F\n- Box_T_East_WpsSpecial_F\n- Box_T_NATO_Wps_F\n- Box_T_NATO_WpsSpecial_F\n- Box_Wps_F\n- Broom_01_grey_F\n- Broom_01_yellow_F\n- Brush_01_green_F\n- Brush_01_yellow_F\n- Building"},{"heading":"C","level":4,"markdown":"- C_Bergen_Base\n- C_Bergen_blu\n- C_Bergen_grn\n- C_Bergen_red\n- C_Boat_Civil_01_F\n  1. Proxy => user\n  1. Beacons => user\n- C_Boat_Civil_01_police_F\n  1. Proxy => user\n  1. Beacons => user\n- C_Boat_Civil_01_rescue_F\n  1. Proxy => user\n  1. Beacons => user\n- C_Boat_Civil_04_F\n  1. PositionLightRed_source => MarkerLight\n  1. PositionLightGreen_source => MarkerLight\n- C_Boat_Transport_02_F\n- C_CBRN_Man_Oversuit_01_Blue_F\n- C_CBRN_Man_Oversuit_01_White_F\n- C_Driver_1_black_F\n- C_Driver_1_blue_F\n- C_Driver_1_F\n- C_Driver_1_green_F\n- C_Driver_1_orange_F\n- C_Driver_1_random_base_F\n- C_Driver_1_red_F\n- C_Driver_1_white_F\n- C_Driver_1_yellow_F\n- C_Driver_2_F\n- C_Driver_3_F\n- C_Driver_4_F\n- C_E_LooterJacket_01_F\n- C_Farmer_01_enoch_F\n- C_Hatchback_01_beigecustom_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_black_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_blue_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_bluecustom_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_dark_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_green_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_grey_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_sport_blue_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_sport_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_sport_green_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_sport_grey_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_sport_orange_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_sport_red_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_sport_white_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_white_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Hatchback_01_yellow_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Heli_light_01_blue_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_blueLine_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_Light_01_civil_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_digital_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_elliptical_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_furious_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_graywatcher_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_ion_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_jeans_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_light_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_luxe_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_red_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_shadow_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_sheriff_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_speedy_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_stripped_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_sunset_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_vrana_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_wasp_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_Heli_light_01_wave_F\n  1. AddMusicUnit => user\n  1. FLIR_HRot => user\n  1. FLIR_VRot => user\n  1. AddBenches => user\n  1. AddHoldingFrame => user\n  1. BenchL_Up => user\n  1. BenchR_Up => user\n  1. BenchL_Up_instant => user\n  1. BenchR_Up_instant => user\n  1. AddDoors => user\n  1. AddBackseats => user\n  1. AddTread => user\n  1. DoorL_Front_Open => user\n  1. DoorR_Front_Open => user\n  1. DoorL_Back_Open => user\n  1. DoorR_Back_Open => user\n- C_IDAP_CargoNet_01_supplies_F\n- C_IDAP_Heli_Transport_02_F\n  1. CargoRamp_Open => door\n  1. Door_Back_L => door\n  1. Door_Back_R => door\n  1. AddGunHolder => user\n  1. Gun_HRot => user\n  1. Gun_VRot => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. HitGlass15 => hit [HitGlass15]\n  1. HitGlass16 => hit [HitGlass16]\n  1. HitGlass17 => hit [HitGlass17]\n- C_IDAP_Man_AidWorker_01_F\n- C_IDAP_Man_AidWorker_02_F\n- C_IDAP_Man_AidWorker_03_F\n- C_IDAP_Man_AidWorker_04_F\n- C_IDAP_Man_AidWorker_05_F\n- C_IDAP_Man_AidWorker_06_F\n- C_IDAP_Man_AidWorker_07_F\n- C_IDAP_Man_AidWorker_08_F\n- C_IDAP_Man_AidWorker_09_F\n- C_IDAP_Man_EOD_01_F\n- C_IDAP_Man_EOD_01_TrainingMines_F\n- C_IDAP_Man_Paramedic_01_F\n- C_IDAP_Man_UAV_01_F\n- C_IDAP_Man_UAV_06_antimine_F\n- C_IDAP_Man_UAV_06_F\n- C_IDAP_Man_UAV_06_medical_F\n- C_IDAP_Offroad_01_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_IDAP_Offroad_02_unarmed_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_IDAP_Pilot_01_F\n- C_IDAP_supplyCrate_F\n- C_IDAP_Truck_02_F\n  1. spz_hide => user\n- C_IDAP_Truck_02_transport_F\n  1. spz_hide => user\n- C_IDAP_Truck_02_water_F\n  1. spz_hide => user\n- C_IDAP_UAV_01_backpack_F\n- C_IDAP_UAV_01_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- C_IDAP_UAV_06_antimine_backpack_F\n- C_IDAP_UAV_06_antimine_F\n  1. Inventory_door => door\n  1. Utility_drone => user\n  1. Antimine_drone => user\n- C_IDAP_UAV_06_backpack_F\n- C_IDAP_UAV_06_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- C_IDAP_UAV_06_medical_backpack_F\n- C_IDAP_UAV_06_medical_F\n  1. LED_lights_hide => user\n- C_IDAP_UAV_AI_antimine_F\n- C_IDAP_UAV_AI_F\n- C_IDAP_UGV_01_F\n  1. Turret => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. muzzle_hide_GMG => reload\n- C_IDAP_UGV_02_Demining_backpack_F\n- C_IDAP_UGV_02_Demining_F\n  1. science_drone => user\n  1. demining_drone => user\n- C_IDAP_Van_02_medevac_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- C_IDAP_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- C_IDAP_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- C_Journalist_01_War_F\n- C_journalist_F\n- C_Kart_01_black_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_Blu_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_Fuel_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_green_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_orange_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_Red_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_Vrana_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_white_F\n  1. Wheel_2_2_source => wheel\n- C_Kart_01_yellow_F\n  1. Wheel_2_2_source => wheel\n- C_man_1\n- C_man_1_1_F\n- C_man_1_2_F\n- C_man_1_3_F\n- C_Man_1_enoch_F\n- C_Man_2_enoch_F\n- C_Man_3_enoch_F\n- C_Man_4_enoch_F\n- C_Man_5_enoch_F\n- C_Man_6_enoch_F\n- C_Man_casual_1_F\n- C_Man_casual_1_F_afro\n- C_Man_casual_1_F_afro_sick\n- C_Man_casual_1_F_asia\n- C_Man_casual_1_F_euro\n- C_Man_casual_1_F_tanoan\n- C_Man_casual_2_F\n- C_Man_casual_2_F_afro\n- C_Man_casual_2_F_asia\n- C_Man_casual_2_F_euro\n- C_Man_casual_2_F_tanoan\n- C_Man_casual_3_F\n- C_Man_casual_3_F_afro\n- C_Man_casual_3_F_afro_sick\n- C_Man_casual_3_F_asia\n- C_Man_casual_3_F_euro\n- C_Man_casual_3_F_tanoan\n- C_Man_casual_4_F\n- C_Man_casual_4_F_afro\n- C_Man_casual_4_F_afro_sick\n- C_Man_casual_4_F_asia\n- C_Man_casual_4_F_euro\n- C_Man_casual_4_F_tanoan\n- C_Man_casual_4_v2_F\n- C_Man_casual_4_v2_F_afro\n- C_Man_casual_4_v2_F_asia\n- C_Man_casual_4_v2_F_euro\n- C_Man_casual_4_v2_F_tanoan\n- C_Man_casual_5_F\n- C_Man_casual_5_F_afro\n- C_Man_casual_5_F_afro_sick\n- C_Man_casual_5_F_asia\n- C_Man_casual_5_F_euro\n- C_Man_casual_5_F_tanoan\n- C_Man_casual_5_v2_F\n- C_Man_casual_5_v2_F_afro\n- C_Man_casual_5_v2_F_asia\n- C_Man_casual_5_v2_F_euro\n- C_Man_casual_5_v2_F_tanoan\n- C_Man_casual_6_F\n- C_Man_casual_6_F_afro\n- C_Man_casual_6_F_afro_sick\n- C_Man_casual_6_F_asia\n- C_Man_casual_6_F_euro\n- C_Man_casual_6_F_tanoan\n- C_Man_casual_6_v2_F\n- C_Man_casual_6_v2_F_afro\n- C_Man_casual_6_v2_F_asia\n- C_Man_casual_6_v2_F_euro\n- C_Man_casual_6_v2_F_tanoan\n- C_Man_casual_7_F\n- C_Man_casual_7_F_afro\n- C_Man_casual_7_F_asia\n- C_Man_casual_7_F_euro\n- C_Man_casual_7_F_tanoan\n- C_Man_casual_8_F\n- C_Man_casual_8_F_afro\n- C_Man_casual_8_F_asia\n- C_Man_casual_8_F_euro\n- C_Man_casual_8_F_tanoan\n- C_Man_casual_9_F\n- C_Man_casual_9_F_afro\n- C_Man_casual_9_F_asia\n- C_Man_casual_9_F_euro\n- C_Man_casual_9_F_tanoan\n- C_Man_ConstructionWorker_01_Black_F\n- C_Man_ConstructionWorker_01_Blue_F\n- C_Man_ConstructionWorker_01_Red_F\n- C_Man_ConstructionWorker_01_Vrana_F\n- C_Man_Fisherman_01_F\n- C_Man_formal_1_F\n- C_Man_formal_1_F_afro\n- C_Man_formal_1_F_asia\n- C_Man_formal_1_F_euro\n- C_Man_formal_1_F_tanoan\n- C_Man_formal_2_F\n- C_Man_formal_2_F_afro\n- C_Man_formal_2_F_asia\n- C_Man_formal_2_F_euro\n- C_Man_formal_2_F_tanoan\n- C_Man_formal_3_F\n- C_Man_formal_3_F_afro\n- C_Man_formal_3_F_asia\n- C_Man_formal_3_F_euro\n- C_Man_formal_3_F_tanoan\n- C_Man_formal_4_F\n- C_Man_formal_4_F_afro\n- C_Man_formal_4_F_asia\n- C_Man_formal_4_F_euro\n- C_Man_formal_4_F_tanoan\n- C_Man_French_universal_F\n- C_man_hunter_1_F\n- C_Man_Messenger_01_F\n- C_man_p_beggar_F\n- C_man_p_beggar_F_afro\n- C_man_p_beggar_F_afro_sick\n- C_man_p_beggar_F_asia\n- C_man_p_beggar_F_euro\n- C_man_p_fugitive_F\n- C_man_p_fugitive_F_afro\n- C_man_p_fugitive_F_asia\n- C_man_p_fugitive_F_euro\n- C_man_p_shorts_1_F\n- C_man_p_shorts_1_F_afro\n- C_man_p_shorts_1_F_asia\n- C_man_p_shorts_1_F_euro\n- C_Man_Paramedic_01_F\n- C_man_pilot_F\n- C_man_polo_1_F\n- C_man_polo_1_F_afro\n- C_man_polo_1_F_afro_sick\n- C_man_polo_1_F_asia\n- C_man_polo_1_F_euro\n- C_man_polo_2_F\n- C_man_polo_2_F_afro\n- C_man_polo_2_F_afro_sick\n- C_man_polo_2_F_asia\n- C_man_polo_2_F_euro\n- C_man_polo_3_F\n- C_man_polo_3_F_afro\n- C_man_polo_3_F_afro_sick\n- C_man_polo_3_F_asia\n- C_man_polo_3_F_euro\n- C_man_polo_4_F\n- C_man_polo_4_F_afro\n- C_man_polo_4_F_asia\n- C_man_polo_4_F_euro\n- C_man_polo_5_F\n- C_man_polo_5_F_afro\n- C_man_polo_5_F_asia\n- C_man_polo_5_F_euro\n- C_man_polo_6_F\n- C_man_polo_6_F_afro\n- C_man_polo_6_F_afro_sick\n- C_man_polo_6_F_asia\n- C_man_polo_6_F_euro\n- C_man_shorts_1_F\n- C_man_shorts_1_F_afro\n- C_man_shorts_1_F_asia\n- C_man_shorts_1_F_euro\n- C_man_shorts_2_F\n- C_man_shorts_2_F_afro\n- C_man_shorts_2_F_asia\n- C_man_shorts_2_F_euro\n- C_man_shorts_3_F\n- C_man_shorts_3_F_afro\n- C_man_shorts_3_F_asia\n- C_man_shorts_3_F_euro\n- C_man_shorts_4_F\n- C_man_shorts_4_F_afro\n- C_man_shorts_4_F_asia\n- C_man_shorts_4_F_euro\n- C_Man_smart_casual_1_F\n- C_Man_smart_casual_1_F_afro\n- C_Man_smart_casual_1_F_asia\n- C_Man_smart_casual_1_F_euro\n- C_Man_smart_casual_1_F_tanoan\n- C_Man_smart_casual_2_F\n- C_Man_smart_casual_2_F_afro\n- C_Man_smart_casual_2_F_asia\n- C_Man_smart_casual_2_F_euro\n- C_Man_smart_casual_2_F_tanoan\n- C_man_sport_1_F\n- C_man_sport_1_F_afro\n- C_man_sport_1_F_asia\n- C_man_sport_1_F_euro\n- C_man_sport_1_F_tanoan\n- C_man_sport_2_F\n- C_man_sport_2_F_afro\n- C_man_sport_2_F_afro_sick\n- C_man_sport_2_F_asia\n- C_man_sport_2_F_euro\n- C_man_sport_2_F_tanoan\n- C_man_sport_3_F\n- C_man_sport_3_F_afro\n- C_man_sport_3_F_asia\n- C_man_sport_3_F_euro\n- C_man_sport_3_F_tanoan\n- C_Man_UAV_06_F\n- C_Man_UAV_06_medical_F\n- C_Man_UtilityWorker_01_F\n- C_man_w_worker_F\n- C_Marshal_F\n- C_Nikos\n- C_Nikos_aged\n- C_Offroad_01_blue_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_01_bluecustom_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_01_comms_F\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsServicesStart\n  1. HideCover => door\n  1. StartBeaconLight => user\n  1. HideRoofRack => user\n  1. HideLoudSpeakers => user\n  1. HideAntennas => user\n  1. HideBeacon => user\n  1. HideSpotlight => user\n  1. HideCoverTailGate => user\n  1. HideDoor3 => Proxy\n  1. OpenDoor3 => door\n  1. Wheel_1_1_damper => damper\n  1. Wheel_2_1_damper => damper\n  1. gunner_lf_turn => gunner_lf_turn\n  1. gunner_rf_turn => gunner_rf_turn\n- C_Offroad_01_covered_F\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsServicesStart\n  1. HideCover => door\n  1. StartBeaconLight => user\n  1. HideRoofRack => user\n  1. HideLoudSpeakers => user\n  1. HideAntennas => user\n  1. HideBeacon => user\n  1. HideSpotlight => user\n  1. HideCoverTailGate => user\n  1. HideDoor3 => Proxy\n  1. OpenDoor3 => door\n  1. Wheel_1_1_damper => damper\n  1. Wheel_2_1_damper => damper\n  1. gunner_lf_turn => gunner_lf_turn\n  1. gunner_rf_turn => gunner_rf_turn\n- C_Offroad_01_darkred_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_01_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_01_red_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_01_repair_F\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. hideConstruction => Proxy\n  1. HideBackpacks => Proxy\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n- C_Offroad_01_sand_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_01_white_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_02_unarmed_black_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_Offroad_02_unarmed_blue_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_Offroad_02_unarmed_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_Offroad_02_unarmed_green_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_Offroad_02_unarmed_orange_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_Offroad_02_unarmed_red_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_Offroad_02_unarmed_white_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- C_Offroad_default_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_luxe_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Offroad_stripped_F\n  1. HideDoor1 => Proxy\n  1. HideDoor2 => Proxy\n  1. HideGlass2 => Doors\n  1. HideDoor3 => Proxy\n  1. HideBackpacks => Proxy\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. HideConstruction => Proxy\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. Hide_Dashboard => user\n  1. Doors => user\n  1. Proxy => user\n  1. Beacons => user\n  1. Destruct => user\n- C_Orestes\n- C_Paramedic_01_base_F\n- C_Plane_Civil_01_F\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. Hit_Avionics => hit [HitAvionics]\n- C_Plane_Civil_01_racing_F\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. Hit_Avionics => hit [HitAvionics]\n- C_Protagonist_VR_F\n- C_Quadbike_01_black_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Quadbike_01_blue_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Quadbike_01_red_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Quadbike_01_white_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- C_Rubberboat\n- C_scientist_01_formal_F\n- C_scientist_01_informal_F\n- C_scientist_02_formal_F\n- C_scientist_02_informal_F\n- C_scientist_F\n- C_Scooter_Transport_01_F\n- C_Soldier_VR_F\n- C_Story_EOD_01_F\n- C_Story_Mechanic_01_F\n- C_Story_Scientist_01_F\n- C_Story_Scientist_02_F\n- C_supplyCrate_F\n- C_SUV_01_F\n  1. Hide => user\n- C_T_supplyCrate_F\n- C_Tractor_01_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. Hide_Lights => user\n- C_Truck_02_box_F\n  1. spz_hide => user\n- C_Truck_02_covered_F\n  1. spz_hide => user\n- C_Truck_02_fuel_F\n  1. spz_hide => user\n- C_Truck_02_transport_F\n  1. spz_hide => user\n- C_UAV_06_backpack_F\n- C_UAV_06_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- C_UAV_06_medical_backpack_F\n- C_UAV_06_medical_F\n  1. LED_lights_hide => user\n- C_UAV_AI_F\n- C_Uniform_ArtTShirt_01_v1_F\n- C_Uniform_ArtTShirt_01_v2_F\n- C_Uniform_ArtTShirt_01_v3_F\n- C_Uniform_ArtTShirt_01_v4_F\n- C_Uniform_ArtTShirt_01_v5_F\n- C_Uniform_ArtTShirt_01_v6_F\n- C_Uniform_Farmer_01_F\n- C_Uniform_FormalSuit_01_black_F\n- C_Uniform_FormalSuit_01_blue_F\n- C_Uniform_FormalSuit_01_gray_F\n- C_Uniform_FormalSuit_01_khaki_F\n- C_Uniform_FormalSuit_01_tshirt_black_F\n- C_Uniform_FormalSuit_01_tshirt_gray_F\n- C_Uniform_Scientist_01_F\n- C_Uniform_Scientist_01_formal_F\n- C_Uniform_Scientist_02_F\n- C_Uniform_Scientist_02_formal_F\n- C_Van_01_box_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_box_red_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_box_white_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_fuel_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_fuel_red_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_fuel_red_v2_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_fuel_white_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_fuel_white_v2_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_transport_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_transport_red_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_01_transport_white_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- C_Van_02_medevac_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- C_Van_02_service_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- C_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- C_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- C_VirtualCurator_F\n- Camera_F\n- CamoNet_BLUFOR_big_Curator_F\n- CamoNet_BLUFOR_big_F\n- CamoNet_BLUFOR_Curator_F\n- CamoNet_BLUFOR_F\n- CamoNet_BLUFOR_open_Curator_F\n- CamoNet_BLUFOR_open_F\n- CamoNet_ghex_big_Curator_F\n- CamoNet_ghex_big_F\n- CamoNet_ghex_Curator_F\n- CamoNet_ghex_F\n- CamoNet_ghex_open_Curator_F\n- CamoNet_ghex_open_F\n- CamoNet_INDP_big_Curator_F\n- CamoNet_INDP_big_F\n- CamoNet_INDP_Curator_F\n- CamoNet_INDP_F\n- CamoNet_INDP_open_Curator_F\n- CamoNet_INDP_open_F\n- CamoNet_OPFOR_big_Curator_F\n- CamoNet_OPFOR_big_F\n- CamoNet_OPFOR_Curator_F\n- CamoNet_OPFOR_F\n- CamoNet_OPFOR_open_Curator_F\n- CamoNet_OPFOR_open_F\n- CamoNet_wdl_big_Curator_F\n- CamoNet_wdl_big_F\n- CamoNet_wdl_Curator_F\n- CamoNet_wdl_F\n- CamoNet_wdl_open_Curator_F\n- CamoNet_wdl_open_F\n- Campfire_burning_F\n- Canvas_01_F\n- Canvas_01_Landscape_F\n- Canvas_01_Large_F\n- Canvas_01_Small_F\n- Canvas_01_Square_F\n- CargoNet_01_barrels_F\n- CargoNet_01_box_F\n- CargoPlaftorm_01_brown_F\n  1. Leg_1_Move_Source => user\n  1. Leg_2_Move_Source => user\n  1. Leg_3_Move_Source => user\n  1. Leg_4_Move_Source => user\n  1. Panel_1_Rotate_Source => user\n  1. Panel_2_Rotate_Source => user\n  1. Panel_3_Rotate_Source => user\n  1. Panel_4_Rotate_Source => user\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CargoPlaftorm_01_brown_ruins_F\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CargoPlaftorm_01_green_F\n  1. Leg_1_Move_Source => user\n  1. Leg_2_Move_Source => user\n  1. Leg_3_Move_Source => user\n  1. Leg_4_Move_Source => user\n  1. Panel_1_Rotate_Source => user\n  1. Panel_2_Rotate_Source => user\n  1. Panel_3_Rotate_Source => user\n  1. Panel_4_Rotate_Source => user\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CargoPlaftorm_01_green_ruins_F\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CargoPlaftorm_01_jungle_F\n  1. Leg_1_Move_Source => user\n  1. Leg_2_Move_Source => user\n  1. Leg_3_Move_Source => user\n  1. Leg_4_Move_Source => user\n  1. Panel_1_Rotate_Source => user\n  1. Panel_2_Rotate_Source => user\n  1. Panel_3_Rotate_Source => user\n  1. Panel_4_Rotate_Source => user\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CargoPlaftorm_01_jungle_ruins_F\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CargoPlaftorm_01_rusty_F\n  1. Leg_1_Move_Source => user\n  1. Leg_2_Move_Source => user\n  1. Leg_3_Move_Source => user\n  1. Leg_4_Move_Source => user\n  1. Panel_1_Rotate_Source => user\n  1. Panel_2_Rotate_Source => user\n  1. Panel_3_Rotate_Source => user\n  1. Panel_4_Rotate_Source => user\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CargoPlaftorm_01_rusty_ruins_F\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- CatShark_F\n- CBRNCase_01_F\n- CBRNContainer_01_closed_olive_F\n  1. Hide_Lid => user\n- CBRNContainer_01_closed_yellow_F\n  1. Hide_Lid => user\n- CBRNContainer_01_olive_F\n  1. Hide_Lid => user\n- CBRNContainer_01_yellow_F\n  1. Hide_Lid => user\n- CBRNLid_01_olive_F\n- CBRNLid_01_yellow_F\n- Church\n- CivilianPresence_C_Farmer_01_enoch_F\n- CivilianPresence_C_Man_1_enoch_F\n- CivilianPresence_C_Man_2_enoch_F\n- CivilianPresence_C_Man_3_enoch_F\n- CivilianPresence_C_Man_4_enoch_F\n- CivilianPresence_C_Man_5_enoch_F\n- CivilianPresence_C_Man_6_enoch_F\n- CivilianPresence_C_Man_casual_1_F_afro\n- CivilianPresence_C_Man_casual_1_F_asia\n- CivilianPresence_C_Man_casual_1_F_euro\n- CivilianPresence_C_Man_casual_1_F_tanoan\n- CivilianPresence_C_Man_casual_2_F_afro\n- CivilianPresence_C_Man_casual_2_F_asia\n- CivilianPresence_C_Man_casual_2_F_euro\n- CivilianPresence_C_Man_casual_2_F_tanoan\n- CivilianPresence_C_Man_casual_3_F_afro\n- CivilianPresence_C_Man_casual_3_F_asia\n- CivilianPresence_C_Man_casual_3_F_euro\n- CivilianPresence_C_Man_casual_3_F_tanoan\n- CivilianPresence_C_Man_casual_4_F_afro\n- CivilianPresence_C_Man_casual_4_F_asia\n- CivilianPresence_C_Man_casual_4_F_euro\n- CivilianPresence_C_Man_casual_4_F_tanoan\n- CivilianPresence_C_Man_casual_5_F_afro\n- CivilianPresence_C_Man_casual_5_F_asia\n- CivilianPresence_C_Man_casual_5_F_euro\n- CivilianPresence_C_Man_casual_5_F_tanoan\n- CivilianPresence_C_Man_casual_6_F_afro\n- CivilianPresence_C_Man_casual_6_F_asia\n- CivilianPresence_C_Man_casual_6_F_euro\n- CivilianPresence_C_Man_casual_6_F_tanoan\n- CivilianPresence_C_man_polo_1_F_afro\n- CivilianPresence_C_man_polo_1_F_asia\n- CivilianPresence_C_man_polo_1_F_euro\n- CivilianPresence_C_man_polo_2_F_afro\n- CivilianPresence_C_man_polo_2_F_asia\n- CivilianPresence_C_man_polo_2_F_euro\n- CivilianPresence_C_man_polo_3_F_afro\n- CivilianPresence_C_man_polo_3_F_asia\n- CivilianPresence_C_man_polo_3_F_euro\n- CivilianPresence_C_man_polo_4_F_afro\n- CivilianPresence_C_man_polo_4_F_asia\n- CivilianPresence_C_man_polo_4_F_euro\n- CivilianPresence_C_man_polo_5_F_afro\n- CivilianPresence_C_man_polo_5_F_asia\n- CivilianPresence_C_man_polo_5_F_euro\n- CivilianPresence_C_man_polo_6_F_afro\n- CivilianPresence_C_man_polo_6_F_asia\n- CivilianPresence_C_man_polo_6_F_euro\n- Claymore_F\n- Cock_random_F\n- Cock_white_F\n- Coffin_01_F\n  1. Door1_Rotation => user\n  1. Door2_Rotation => user\n  1. Door1_Hide => user\n  1. Door2_Hide => user\n- Coffin_02_BasePlate_F\n- Coffin_02_BasePlate_US_F\n- Coffin_02_Cover_F\n  1. Drawer_1_move_source => user\n  1. Drawer_1_hide_source => user\n- Coffin_02_Cover_US_F\n  1. Drawer_1_move_source => user\n  1. Drawer_1_hide_source => user\n- Coffin_02_F\n  1. Drawer_1_move_source => user\n  1. Drawer_1_hide_source => user\n- Coffin_02_Flag_F\n- Coffin_02_US_F\n  1. Drawer_1_move_source => user\n  1. Drawer_1_hide_source => user\n- ContainerSupply\n- ContainmentArea_01_black_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ContainmentArea_01_forest_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ContainmentArea_01_sand_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ContainmentArea_02_black_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ContainmentArea_02_forest_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ContainmentArea_02_sand_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ContainmentArea_03_black_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ContainmentArea_03_yellow_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- ControlPoint_F\n- Crater\n- CraterLong\n- CraterLong_02_F\n- CraterLong_02_small_F\n- CraterLong_small\n- Curator_F\n- Curve_F"},{"heading":"D","level":4,"markdown":"- DeconKit_01_F\n- DeconShower_01_F\n  1. Hide_Mist_Source => user\n  1. valve_source => user\n- DeconShower_01_sound_F\n  1. Hide_Mist_Source => user\n  1. valve_source => user\n- DeconShower_02_F\n  1. Sprinkler_1_move => user\n  1. Sprinkler_2_move => user\n  1. Sprinkler_3_move => user\n  1. Hide_Mist_Source => user\n  1. Sprinkler_4_hide => user\n  1. valve_source => user\n- Decontamination_base_F\n- DemoCharge_F\n- Dirthump_1_F\n- Dirthump_2_F\n- Dirthump_3_F\n- Dirthump_4_F\n- DrainageDeck_01_base_F\n- DrainageDeck_01_F\n- Drone_explosive\n- Drone_explosive_dummy\n- DroneScanBeamSound_01_End_F\n- DroneScanBeamSound_01_Loop_F\n- DroneScanBeamSound_01_Start_F\n- DroneWeaponChargeSound_01_F\n- DynamicAirport_01_F"},{"heading":"E","level":4,"markdown":"- Easel_01_F\n- Easel_01_folded_F\n- EauDeCombat_01_box_F\n- EauDeCombat_01_F\n- EauDeCombat_01_NoPop_F\n- EM_AutoTurret_Enc_01_F\n- EM_AutoTurret_Jammed_01_F\n- EM_Base_Noise_01_F\n- EM_Base_Noise_01_Outro3_F\n- EM_BlackBox_DistressSignal_01_F\n- EM_Darter_Enc_01_F\n- EM_Darter_Jammed_01_F\n- EM_Drone_01_F\n- EM_Drone_01_Tracking_01_F\n- EM_Emergency_Broadcast_01_F\n- EM_ESD_01_F\n- EM_freeroam1_am_nato_prisoner_request_HQ_0_F\n- EM_freeroam1_am_nato_prisoner_request_SOLDIERA_0_F\n- EM_freeroam1_em_device_searching_HQ_0_F\n- EM_freeroam1_em_device_searching_HQ_1_F\n- EM_freeroam1_em_device_searching_SOLDIERA_0_F\n- EM_freeroam1_em_device_searching_SOLDIERA_1_F\n- EM_freeroam1_em_device_turret_defense_HQ_0_F\n- EM_freeroam1_em_device_turret_defense_HQ_1_F\n- EM_freeroam1_em_device_turret_defense_HQ_2_F\n- EM_freeroam1_em_device_turret_defense_SOLDIERC_0_F\n- EM_freeroam1_em_device_turret_defense_SOLDIERC_1_F\n- EM_freeroam1_em_device_turret_defense_SOLDIERC_2_F\n- EM_freeroam1_em_ugv_actual_location_HQ_0_F\n- EM_freeroam1_em_ugv_actual_location_HQ_1_F\n- EM_freeroam1_em_ugv_actual_location_SOLDIERB_0_F\n- EM_freeroam1_em_ugv_actual_location_SOLDIERB_1_F\n- EM_freeroam1_em_ugv_probe_tip_HQ_0_F\n- EM_freeroam1_em_ugv_probe_tip_HQ_1_F\n- EM_freeroam1_em_ugv_probe_tip_HQ_2_F\n- EM_freeroam1_em_ugv_probe_tip_SOLDIERA_0_F\n- EM_freeroam1_em_ugv_probe_tip_SOLDIERA_1_F\n- EM_freeroam1_em_ugv_probe_tip_SOLDIERA_2_F\n- EM_freeroam1_em_valley_probe_awe_HQ_0_F\n- EM_freeroam1_em_valley_probe_awe_HQ_1_F\n- EM_freeroam1_em_valley_probe_awe_HQ_2_F\n- EM_freeroam1_em_valley_probe_awe_SOLDIERC_0_F\n- EM_freeroam1_em_valley_probe_awe_SOLDIERC_1_F\n- EM_freeroam1_em_valley_probe_awe_SOLDIERC_2_F\n- EM_freeroam2_am_forest_probe_discussion_HQ_0_F\n- EM_freeroam2_am_forest_probe_discussion_HQ_1_F\n- EM_freeroam2_am_forest_probe_discussion_HQ_2_F\n- EM_freeroam2_am_forest_probe_discussion_HQ_3_F\n- EM_freeroam2_am_forest_probe_discussion_HQ_4_F\n- EM_freeroam2_am_forest_probe_discussion_SOLDIERB_0_F\n- EM_freeroam2_am_forest_probe_discussion_SOLDIERB_1_F\n- EM_freeroam2_am_forest_probe_discussion_SOLDIERB_2_F\n- EM_freeroam2_am_forest_probe_discussion_SOLDIERB_3_F\n- EM_freeroam2_am_forest_probe_discussion_SOLDIERB_4_F\n- EM_freeroam2_am_looters_found_radio_HQ_0_F\n- EM_freeroam2_am_looters_found_radio_HQ_1_F\n- EM_freeroam2_am_looters_found_radio_HQ_2_F\n- EM_freeroam2_am_looters_found_radio_SOLDIERB_0_F\n- EM_freeroam2_am_looters_found_radio_SOLDIERB_1_F\n- EM_freeroam2_am_looters_found_radio_SOLDIERB_2_F\n- EM_freeroam2_am_matter_ball_found_ldf_investigate_HQ_0_F\n- EM_freeroam2_am_matter_ball_found_ldf_investigate_HQ_1_F\n- EM_freeroam2_am_matter_ball_found_ldf_investigate_HQ_2_F\n- EM_freeroam2_am_matter_ball_found_ldf_investigate_SOLDIERA_0_F\n- EM_freeroam2_am_matter_ball_found_ldf_investigate_SOLDIERA_1_F\n- EM_freeroam2_am_matter_ball_found_ldf_investigate_SOLDIERA_2_F\n- EM_freeroam2_am_radio_station_message_MAJOR_0_F\n- EM_freeroam2_am_radio_station_message_MAJOR_1_F\n- EM_freeroam2_am_radio_station_message_MAJOR_2_F\n- EM_freeroam2_am_radio_station_message_MAJOR_3_F\n- EM_freeroam2_am_radio_station_message_MAJOR_4_F\n- EM_freeroam2_am_radio_station_message_MAJOR_5_F\n- EM_freeroam2_am_radio_station_message_MAJOR_6_F\n- EM_freeroam2_am_radio_station_message_MAJOR_7_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_HQ_0_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_HQ_1_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_SOLDIERC_0_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_SOLDIERC_1_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var1_HQ_0_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var1_HQ_1_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var1_SOLDIERC_0_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var1_SOLDIERC_1_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var2_HQ_0_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var2_HQ_1_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var2_SOLDIERC_0_F\n- EM_freeroam2_ta_ambush_probe_eavesdrop_assign_task_var2_SOLDIERC_1_F\n- EM_handshake_a2q_SQUAD_0_F\n- EM_handshake_a2q_SQUAD_1_F\n- EM_handshake_a2q_SQUAD_2_F\n- EM_handshake_a2q_SQUAD_3_F\n- EM_handshake_a2q_SQUAD_4_F\n- EM_handshake_b2q_SQUAD_0_F\n- EM_handshake_b2q_SQUAD_1_F\n- EM_handshake_b2q_SQUAD_2_F\n- EM_handshake_b2q_SQUAD_3_F\n- EM_handshake_b2q_SQUAD_4_F\n- EM_handshake_c2q_SQUAD_0_F\n- EM_handshake_c2q_SQUAD_1_F\n- EM_handshake_c2q_SQUAD_2_F\n- EM_handshake_c2q_SQUAD_3_F\n- EM_handshake_c2q_SQUAD_4_F\n- EM_handshake_d2q_SQUAD_0_F\n- EM_handshake_d2q_SQUAD_1_F\n- EM_handshake_d2q_SQUAD_2_F\n- EM_handshake_d2q_SQUAD_3_F\n- EM_handshake_d2q_SQUAD_4_F\n- EM_handshake_e2q_SQUAD_0_F\n- EM_handshake_e2q_SQUAD_1_F\n- EM_handshake_e2q_SQUAD_2_F\n- EM_handshake_e2q_SQUAD_3_F\n- EM_handshake_e2q_SQUAD_4_F\n- EM_handshake_f2q_SQUAD_0_F\n- EM_handshake_f2q_SQUAD_1_F\n- EM_handshake_f2q_SQUAD_2_F\n- EM_handshake_f2q_SQUAD_3_F\n- EM_handshake_f2q_SQUAD_4_F\n- EM_handshake_g2q_SQUAD_0_F\n- EM_handshake_g2q_SQUAD_1_F\n- EM_handshake_g2q_SQUAD_2_F\n- EM_handshake_g2q_SQUAD_3_F\n- EM_handshake_g2q_SQUAD_4_F\n- EM_handshake_h2q_SQUAD_0_F\n- EM_handshake_h2q_SQUAD_1_F\n- EM_handshake_h2q_SQUAD_2_F\n- EM_handshake_h2q_SQUAD_3_F\n- EM_handshake_h2q_SQUAD_4_F\n- EM_handshake_q2a_HQ_0_F\n- EM_handshake_q2a_HQ_1_F\n- EM_handshake_q2a_HQ_2_F\n- EM_handshake_q2a_HQ_3_F\n- EM_handshake_q2a_HQ_4_F\n- EM_handshake_q2b_HQ_0_F\n- EM_handshake_q2b_HQ_1_F\n- EM_handshake_q2b_HQ_2_F\n- EM_handshake_q2b_HQ_3_F\n- EM_handshake_q2b_HQ_4_F\n- EM_handshake_q2c_HQ_0_F\n- EM_handshake_q2c_HQ_1_F\n- EM_handshake_q2c_HQ_2_F\n- EM_handshake_q2c_HQ_3_F\n- EM_handshake_q2c_HQ_4_F\n- EM_handshake_q2d_HQ_0_F\n- EM_handshake_q2d_HQ_1_F\n- EM_handshake_q2d_HQ_2_F\n- EM_handshake_q2d_HQ_3_F\n- EM_handshake_q2d_HQ_4_F\n- EM_handshake_q2e_HQ_0_F\n- EM_handshake_q2e_HQ_1_F\n- EM_handshake_q2e_HQ_2_F\n- EM_handshake_q2e_HQ_3_F\n- EM_handshake_q2e_HQ_4_F\n- EM_handshake_q2f_HQ_0_F\n- EM_handshake_q2f_HQ_1_F\n- EM_handshake_q2f_HQ_2_F\n- EM_handshake_q2f_HQ_3_F\n- EM_handshake_q2g_HQ_0_F\n- EM_handshake_q2g_HQ_1_F\n- EM_handshake_q2g_HQ_2_F\n- EM_handshake_q2g_HQ_3_F\n- EM_handshake_q2g_HQ_4_F\n- EM_handshake_q2h_HQ_0_F\n- EM_handshake_q2h_HQ_1_F\n- EM_handshake_q2h_HQ_2_F\n- EM_handshake_q2h_HQ_3_F\n- EM_handshake_q2h_HQ_4_F\n- EM_hq_confirm_help_HQ_0_F\n- EM_hq_confirm_help_HQ_1_F\n- EM_hq_confirm_help_HQ_2_F\n- EM_hq_confused_HQ_0_F\n- EM_hq_confused_HQ_1_F\n- EM_hq_confused_HQ_2_F\n- EM_hq_deny_help_HQ_0_F\n- EM_hq_deny_help_HQ_1_F\n- EM_hq_deny_help_HQ_2_F\n- EM_hq_dummy_reply_HQ_0_F\n- EM_hq_dummy_reply_HQ_1_F\n- EM_hq_dummy_reply_HQ_2_F\n- EM_hq_dummy_reply_HQ_3_F\n- EM_hq_dummy_reply_HQ_4_F\n- EM_HQ_Enc_01_F\n- EM_hq_identify_HQ_0_F\n- EM_hq_identify_HQ_1_F\n- EM_hq_identify_HQ_2_F\n- EM_hq_move_e_HQ_0_F\n- EM_hq_move_e_HQ_1_F\n- EM_hq_move_e_HQ_2_F\n- EM_hq_move_e_HQ_3_F\n- EM_hq_move_e_HQ_4_F\n- EM_hq_move_n_HQ_0_F\n- EM_hq_move_n_HQ_1_F\n- EM_hq_move_n_HQ_2_F\n- EM_hq_move_n_HQ_3_F\n- EM_hq_move_n_HQ_4_F\n- EM_hq_move_s_HQ_0_F\n- EM_hq_move_s_HQ_1_F\n- EM_hq_move_s_HQ_2_F\n- EM_hq_move_s_HQ_3_F\n- EM_hq_move_s_HQ_4_F\n- EM_hq_move_w_HQ_0_F\n- EM_hq_move_w_HQ_1_F\n- EM_hq_move_w_HQ_2_F\n- EM_hq_move_w_HQ_3_F\n- EM_hq_move_w_HQ_4_F\n- EM_hq_negative_HQ_0_F\n- EM_hq_negative_HQ_1_F\n- EM_hq_negative_HQ_2_F\n- EM_hq_no_help_HQ_0_F\n- EM_hq_no_help_HQ_1_F\n- EM_hq_no_help_HQ_2_F\n- EM_hq_no_move_HQ_0_F\n- EM_hq_no_move_HQ_1_F\n- EM_hq_no_move_HQ_2_F\n- EM_hq_no_response_a_HQ_0_F\n- EM_hq_no_response_a_HQ_1_F\n- EM_hq_no_response_a_HQ_2_F\n- EM_hq_no_response_b_HQ_0_F\n- EM_hq_no_response_b_HQ_1_F\n- EM_hq_no_response_b_HQ_2_F\n- EM_hq_no_response_c_HQ_0_F\n- EM_hq_no_response_c_HQ_1_F\n- EM_hq_no_response_c_HQ_2_F\n- EM_hq_no_response_d_HQ_0_F\n- EM_hq_no_response_d_HQ_1_F\n- EM_hq_no_response_d_HQ_2_F\n- EM_hq_no_response_e_HQ_0_F\n- EM_hq_no_response_e_HQ_1_F\n- EM_hq_no_response_e_HQ_2_F\n- EM_hq_no_response_f_HQ_0_F\n- EM_hq_no_response_f_HQ_1_F\n- EM_hq_no_response_f_HQ_2_F\n- EM_hq_no_response_g_HQ_0_F\n- EM_hq_no_response_g_HQ_1_F\n- EM_hq_no_response_g_HQ_2_F\n- EM_hq_no_response_h_HQ_0_F\n- EM_hq_no_response_h_HQ_1_F\n- EM_hq_no_response_h_HQ_2_F\n- EM_hq_positive_HQ_0_F\n- EM_hq_positive_HQ_1_F\n- EM_hq_positive_HQ_2_F\n- EM_hq_posrep_HQ_0_F\n- EM_hq_posrep_HQ_1_F\n- EM_hq_posrep_HQ_2_F\n- EM_HQ_Russian_Enc_01_F\n- EM_hq_safe_HQ_0_F\n- EM_hq_safe_HQ_1_F\n- EM_hq_safe_HQ_2_F\n- EM_hq_say_again_HQ_0_F\n- EM_hq_say_again_HQ_1_F\n- EM_hq_say_again_HQ_2_F\n- EM_hq_send_help_a_HQ_0_F\n- EM_hq_send_help_a_HQ_1_F\n- EM_hq_send_help_a_HQ_2_F\n- EM_hq_send_help_b_HQ_0_F\n- EM_hq_send_help_b_HQ_1_F\n- EM_hq_send_help_b_HQ_2_F\n- EM_hq_send_help_c_HQ_0_F\n- EM_hq_send_help_c_HQ_1_F\n- EM_hq_send_help_c_HQ_2_F\n- EM_hq_send_help_d_HQ_0_F\n- EM_hq_send_help_d_HQ_1_F\n- EM_hq_send_help_d_HQ_2_F\n- EM_hq_send_help_e_HQ_0_F\n- EM_hq_send_help_e_HQ_1_F\n- EM_hq_send_help_e_HQ_2_F\n- EM_hq_send_help_f_HQ_0_F\n- EM_hq_send_help_f_HQ_1_F\n- EM_hq_send_help_f_HQ_2_F\n- EM_hq_send_help_g_HQ_0_F\n- EM_hq_send_help_g_HQ_1_F\n- EM_hq_send_help_g_HQ_2_F\n- EM_hq_silence_HQ_0_F\n- EM_hq_silence_HQ_1_F\n- EM_hq_silence_HQ_2_F\n- EM_hq_strange_signal_reply_HQ_0_F\n- EM_hq_strange_signal_reply_HQ_1_F\n- EM_hq_strange_signal_reply_HQ_2_F\n- EM_intro2_physicist_am_4_1_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_2_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_3_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_4_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_5_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_6_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_7_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_8_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_9_PHYSICIST_0_F\n- EM_intro2_physicist_am_4_loop_PHYSICIST_0_F\n- EM_intro2_q2raven_am_2_1_RAVEN_0_F\n- EM_intro2_q2raven_am_2_2_RAVEN_0_F\n- EM_intro2_q2raven_am_2_3_RAVEN_0_F\n- EM_intro2_q2raven_am_2_4_RAVEN_0_F\n- EM_intro2_q2raven_am_2_5_HQ_0_F\n- EM_intro2_q2raven_am_2_6_HQ_0_F\n- EM_intro2_q2raven_am_2_7_RAVEN_0_F\n- EM_intro2_q2s_am_1_1_SQUAD_0_F\n- EM_intro2_q2s_am_1_2_SQUAD_0_F\n- EM_intro2_q2s_am_1_3_HQ_0_F\n- EM_intro2_q2s_am_1_4_SQUAD_0_F\n- EM_intro2_q2s_am_1_5_SQUAD_0_F\n- EM_intro2_q2s_am_1_6_SQUAD_0_F\n- EM_intro2_q2s_am_1_7_HQ_0_F\n- EM_intro2_q2s_am_1_8_HQ_0_F\n- EM_intro2_q2s_am_1_9_HQ_0_F\n- EM_intro2_q2s_am_1_loop_HQ_0_F\n- EM_intro2_q_am_3_1_UNKNOWN_0_F\n- EM_intro2_q_am_3_2_HQ_0_F\n- EM_intro2_q_am_3_3_HQ_0_F\n- EM_intro2_q_am_3_4_UNKNOWN_0_F\n- EM_intro2_q_am_3_5_HQ_0_F\n- EM_intro2_q_am_3_6_HQ_0_F\n- EM_intro2_q_am_3_7_HQ_0_F\n- EM_intro2_q_am_3_8_HQ_0_F\n- EM_intro2_q_am_3_loop_HQ_0_F\n- EM_intro2_q_am_3_loop_HQ_1_F\n- EM_intro2_q_am_3_loop_HQ_2_F\n- EM_intro2_s_am_2_1_SQUAD_0_F\n- EM_intro2_s_am_2_2_AMBIENTA_0_F\n- EM_intro2_s_am_2_3_SQUAD_0_F\n- EM_intro2_s_am_2_4_AMBIENTA_0_F\n- EM_intro2_s_am_2_5_AMBIENTA_0_F\n- EM_intro2_s_am_2_6_SQUAD_0_F\n- EM_intro2_s_am_2_7_SQUAD_0_F\n- EM_intro2_s_am_2_8_SQUAD_0_F\n- EM_intro2_s_am_2_loop_SQUAD_0_F\n- EM_intro2_s_am_2_loop_SQUAD_1_F\n- EM_intro2_s_am_2_loop_SQUAD_2_F\n- EM_intro2_s_am_3_1_SQUAD_0_F\n- EM_intro2_s_am_3_2_SQUAD_0_F\n- EM_intro2_s_am_3_3_AMBIENTB_0_F\n- EM_intro2_s_am_3_4_AMBIENTB_0_F\n- EM_intro2_s_am_3_5_AMBIENTB_0_F\n- EM_intro2_s_am_3_6_SQUAD_0_F\n- EM_intro2_s_am_3_7_SQUAD_0_F\n- EM_intro2_s_am_3_8_SQUAD_0_F\n- EM_intro2_s_am_3_loop_SQUAD_0_F\n- EM_intro2_s_am_3_loop_SQUAD_1_F\n- EM_intro2_s_am_3_loop_SQUAD_2_F\n- EM_Mission_FreeRoam1_01_F\n- EM_Mission_FreeRoam2_01_F\n- EM_Mission_Intro1_01_F\n- EM_Mission_Intro2_01_F\n- EM_Mission_Intro3_01_F\n- EM_Mission_Outro2_01_F\n- EM_Mission_Outro3_01_F\n- EM_MorseCode_01_F\n- EM_MotherShip_01_F\n- EM_Mothership_01_Tracking_01_F\n- EM_outro2_aet_jammed_2_SOLDIERB_0_F\n- EM_outro2_aet_jammed_3_SOLDIERC_0_F\n- EM_outro2_aet_jammed_4_SOLDIERA_0_F\n- EM_outro2_aet_jammed_SOLDIERA_0_F\n- EM_outro2_aet_resuming_2_SOLDIERB_0_F\n- EM_outro2_aet_resuming_3_SOLDIERC_0_F\n- EM_outro2_aet_resuming_4_SOLDIERA_0_F\n- EM_outro2_aet_resuming_SOLDIERA_0_F\n- EM_outro2_fox_2_HQ_0_F\n- EM_outro2_fox_2_SOLDIERA_0_F\n- EM_outro2_ldf_counterattack_HQ_0_F\n- EM_outro2_ldf_counterattack_HQ_1_F\n- EM_outro2_ldf_counterattack_HQ_2_F\n- EM_outro2_ldf_counterattack_HQ_3_F\n- EM_outro2_ldf_counterattack_HQ_4_F\n- EM_outro2_probe_explosives_HQ_0_F\n- EM_outro2_probe_explosives_HQ_1_F\n- EM_outro2_probe_explosives_HQ_2_F\n- EM_outro2_probe_explosives_SOLDIERB_0_F\n- EM_outro2_probe_explosives_SOLDIERB_1_F\n- EM_outro2_probe_explosives_SOLDIERB_2_F\n- EM_outro2_probe_target_HQ_0_F\n- EM_outro2_probe_target_HQ_1_F\n- EM_outro3_am_aan_radio_news_merged_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_0_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_1_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_2_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_3_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_4_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_5_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_6_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_7_F\n- EM_outro3_am_aan_radio_news_NEWSREADERB_8_F\n- EM_outro3_am_cbn_radio_news_merged_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_0_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_1_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_2_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_3_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_4_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_5_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_6_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_7_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_8_F\n- EM_outro3_am_cbn_radio_news_NEWSREADERC_9_F\n- EM_outro3_am_conspiracy_radio_merged_F\n- EM_outro3_am_conspiracy_radio_THEORIST_0_F\n- EM_outro3_am_conspiracy_radio_THEORIST_10_F\n- EM_outro3_am_conspiracy_radio_THEORIST_11_F\n- EM_outro3_am_conspiracy_radio_THEORIST_12_F\n- EM_outro3_am_conspiracy_radio_THEORIST_13_F\n- EM_outro3_am_conspiracy_radio_THEORIST_14_F\n- EM_outro3_am_conspiracy_radio_THEORIST_15_F\n- EM_outro3_am_conspiracy_radio_THEORIST_16_F\n- EM_outro3_am_conspiracy_radio_THEORIST_17_F\n- EM_outro3_am_conspiracy_radio_THEORIST_18_F\n- EM_outro3_am_conspiracy_radio_THEORIST_19_F\n- EM_outro3_am_conspiracy_radio_THEORIST_1_F\n- EM_outro3_am_conspiracy_radio_THEORIST_20_F\n- EM_outro3_am_conspiracy_radio_THEORIST_21_F\n- EM_outro3_am_conspiracy_radio_THEORIST_2_F\n- EM_outro3_am_conspiracy_radio_THEORIST_3_F\n- EM_outro3_am_conspiracy_radio_THEORIST_4_F\n- EM_outro3_am_conspiracy_radio_THEORIST_5_F\n- EM_outro3_am_conspiracy_radio_THEORIST_6_F\n- EM_outro3_am_conspiracy_radio_THEORIST_7_F\n- EM_outro3_am_conspiracy_radio_THEORIST_8_F\n- EM_outro3_am_conspiracy_radio_THEORIST_9_F\n- EM_outro3_am_polish_radio_news_merged_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_0_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_1_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_2_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_3_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_4_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_5_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_6_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_7_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_8_F\n- EM_outro3_am_polish_radio_news_NEWSREADERA_9_F\n- EM_outro3_am_science_chat_INTERVIEWERB_0_F\n- EM_outro3_am_science_chat_INTERVIEWERB_1_F\n- EM_outro3_am_science_chat_INTERVIEWERB_2_F\n- EM_outro3_am_science_chat_INTERVIEWERB_3_F\n- EM_outro3_am_science_chat_merged_F\n- EM_outro3_am_science_chat_SCIENTIST_0_F\n- EM_outro3_am_science_chat_SCIENTIST_1_F\n- EM_outro3_am_science_chat_SCIENTIST_2_F\n- EM_outro3_am_science_chat_SCIENTIST_3_F\n- EM_outro3_am_science_chat_SCIENTIST_4_F\n- EM_outro3_am_science_chat_SCIENTIST_5_F\n- EM_outro3_am_science_chat_SCIENTIST_6_F\n- EM_outro3_am_science_chat_SCIENTIST_7_F\n- EM_outro3_am_science_chat_SCIENTIST_8_F\n- EM_outro3_am_science_chat_SCIENTIST_9_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_0_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_10_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_1_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_2_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_3_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_4_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_5_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_6_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_7_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_8_F\n- EM_outro3_am_talkshow_radio_INTERVIEWERA_9_F\n- EM_outro3_am_talkshow_radio_merged_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_0_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_10_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_11_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_12_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_13_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_14_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_1_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_2_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_3_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_4_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_5_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_6_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_7_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_8_F\n- EM_outro3_am_talkshow_radio_PHYSICIST_9_F\n- EM_Puzzle_01_F\n- EM_Puzzle_02_F\n- EM_Puzzle_03_F\n- EM_RadioStation_Song_01_F\n- EM_RadioStation_Song_01_Transmission_F\n- EM_RadioStation_Song_02_F\n- EM_RadioStation_Song_02_Transmission_F\n- EM_RadioStation_Song_03_F\n- EM_RadioStation_Song_03_Transmission_F\n- EM_RussianBeacon_01_F\n- EM_Send_Hack_01_F\n- EM_Send_Signal_01_F\n- EM_Silence_01_F\n- EM_squad_compromised_SQUAD_0_F\n- EM_squad_compromised_SQUAD_1_F\n- EM_squad_compromised_SQUAD_2_F\n- EM_squad_confused_SQUAD_0_F\n- EM_squad_confused_SQUAD_1_F\n- EM_squad_confused_SQUAD_2_F\n- EM_squad_event_e_SQUAD_0_F\n- EM_squad_event_e_SQUAD_1_F\n- EM_squad_event_e_SQUAD_2_F\n- EM_squad_event_n_SQUAD_0_F\n- EM_squad_event_n_SQUAD_1_F\n- EM_squad_event_n_SQUAD_2_F\n- EM_squad_event_s_SQUAD_0_F\n- EM_squad_event_s_SQUAD_1_F\n- EM_squad_event_s_SQUAD_2_F\n- EM_squad_event_w_SQUAD_0_F\n- EM_squad_event_w_SQUAD_1_F\n- EM_squad_event_w_SQUAD_2_F\n- EM_squad_explosion_e_SQUAD_0_F\n- EM_squad_explosion_e_SQUAD_1_F\n- EM_squad_explosion_e_SQUAD_2_F\n- EM_squad_explosion_n_SQUAD_0_F\n- EM_squad_explosion_n_SQUAD_1_F\n- EM_squad_explosion_n_SQUAD_2_F\n- EM_squad_explosion_s_SQUAD_0_F\n- EM_squad_explosion_s_SQUAD_1_F\n- EM_squad_explosion_s_SQUAD_2_F\n- EM_squad_explosion_w_SQUAD_0_F\n- EM_squad_explosion_w_SQUAD_1_F\n- EM_squad_explosion_w_SQUAD_2_F\n- EM_squad_flare_e_SQUAD_0_F\n- EM_squad_flare_e_SQUAD_1_F\n- EM_squad_flare_e_SQUAD_2_F\n- EM_squad_flare_n_SQUAD_0_F\n- EM_squad_flare_n_SQUAD_1_F\n- EM_squad_flare_n_SQUAD_2_F\n- EM_squad_flare_s_SQUAD_0_F\n- EM_squad_flare_s_SQUAD_1_F\n- EM_squad_flare_s_SQUAD_2_F\n- EM_squad_flare_w_SQUAD_0_F\n- EM_squad_flare_w_SQUAD_1_F\n- EM_squad_flare_w_SQUAD_2_F\n- EM_squad_gunfire_e_SQUAD_0_F\n- EM_squad_gunfire_e_SQUAD_1_F\n- EM_squad_gunfire_e_SQUAD_2_F\n- EM_squad_gunfire_n_SQUAD_0_F\n- EM_squad_gunfire_n_SQUAD_1_F\n- EM_squad_gunfire_n_SQUAD_2_F\n- EM_squad_gunfire_s_SQUAD_0_F\n- EM_squad_gunfire_s_SQUAD_1_F\n- EM_squad_gunfire_s_SQUAD_2_F\n- EM_squad_gunfire_w_SQUAD_0_F\n- EM_squad_gunfire_w_SQUAD_1_F\n- EM_squad_gunfire_w_SQUAD_2_F\n- EM_Squad_Id_01_F\n- EM_Squad_Id_02_F\n- EM_Squad_Id_03_F\n- EM_Squad_Id_04_F\n- EM_Squad_Id_05_F\n- EM_Squad_Id_06_F\n- EM_Squad_Id_07_F\n- EM_Squad_Id_08_F\n- EM_squad_identify_SQUAD_0_F\n- EM_squad_identify_SQUAD_1_F\n- EM_squad_identify_SQUAD_2_F\n- EM_squad_negative_combat_SQUAD_0_F\n- EM_squad_negative_combat_SQUAD_1_F\n- EM_squad_negative_combat_SQUAD_2_F\n- EM_squad_negative_move_SQUAD_0_F\n- EM_squad_negative_move_SQUAD_1_F\n- EM_squad_negative_move_SQUAD_2_F\n- EM_squad_negative_SQUAD_0_F\n- EM_squad_negative_SQUAD_1_F\n- EM_squad_negative_SQUAD_2_F\n- EM_squad_positive_move_SQUAD_0_F\n- EM_squad_positive_move_SQUAD_1_F\n- EM_squad_positive_move_SQUAD_2_F\n- EM_squad_positive_move_SQUAD_3_F\n- EM_squad_positive_move_SQUAD_4_F\n- EM_squad_positive_move_SQUAD_5_F\n- EM_squad_positive_SQUAD_0_F\n- EM_squad_positive_SQUAD_1_F\n- EM_squad_positive_SQUAD_2_F\n- EM_squad_positive_SQUAD_3_F\n- EM_squad_positive_SQUAD_4_F\n- EM_squad_positive_SQUAD_5_F\n- EM_squad_posrep_reply_SQUAD_0_F\n- EM_squad_posrep_reply_SQUAD_1_F\n- EM_squad_posrep_reply_SQUAD_2_F\n- EM_squad_posrep_reply_SQUAD_3_F\n- EM_squad_posrep_reply_SQUAD_4_F\n- EM_squad_posrep_reply_SQUAD_5_F\n- EM_squad_request_help_SQUAD_0_F\n- EM_squad_request_help_SQUAD_1_F\n- EM_squad_request_help_SQUAD_2_F\n- EM_squad_say_again_SQUAD_0_F\n- EM_squad_say_again_SQUAD_1_F\n- EM_squad_say_again_SQUAD_2_F\n- EM_squad_strange_signal_SQUAD_0_F\n- EM_squad_strange_signal_SQUAD_1_F\n- EM_squad_strange_signal_SQUAD_2_F\n- EM_Stomper_Enc_01_F\n- EM_Stomper_Jammed_01_F\n- EM_Ugv_Enc_01_F\n- EM_Ugv_Jammed_01_F"},{"heading":"F","level":4,"markdown":"- Fin_blackwhite_F\n- Fin_ocherwhite_F\n- Fin_random_F\n- Fin_sand_F\n- Fin_tricolour_F\n- FirePlace_burning_F\n- FireSectorTarget\n- Flag_AAF_F\n- Flag_Altis_F\n- Flag_AltisColonial_F\n- Flag_ARMEX_F\n- Flag_BI_F\n- Flag_Blue_F\n- Flag_Blueking_F\n- Flag_Blueking_inverted_F\n- Flag_Burstkoke_F\n- Flag_Burstkoke_inverted_F\n- Flag_CSAT_F\n- Flag_CTRG_F\n- Flag_EAF_F\n- Flag_Enoch_F\n- Flag_FD_Blue_F\n- Flag_FD_Green_F\n- Flag_FD_Orange_F\n- Flag_FD_Purple_F\n- Flag_FD_Red_F\n- Flag_FIA_F\n- Flag_Fuel_F\n- Flag_Fuel_inverted_F\n- Flag_Gendarmerie_F\n- Flag_Green_F\n- Flag_HorizonIslands_F\n- Flag_IDAP_F\n- Flag_ION_F\n- Flag_Larkin_F\n- Flag_NATO_F\n- Flag_POWMIA_F\n- Flag_Quontrol_F\n- Flag_Red_F\n- Flag_Redburger_F\n- Flag_RedCrystal_F\n- Flag_Redstone_F\n- Flag_Suatmm_F\n- Flag_Syndikat_F\n- Flag_UK_F\n- Flag_UNO_F\n- Flag_US_F\n- Flag_Viper_F\n- Flag_Vrana_F\n- Flag_White_F\n- FlagCarrierCore\n- FlagChecked_F\n- FlagMarker_01_F\n- FlagPole_F\n- FlagSmall_F\n- FlexibleTank_01_forest_F\n- FlexibleTank_01_sand_F\n- Flipbook_01_F\n  1. particles_source => user\n  1. anim_source => user\n- Flipbook_02_F\n  1. particles_source => user\n  1. anim_source => user\n- FlowerBouquet_01_F\n- FlowerBouquet_02_F\n- FlowerBouquet_03_F\n- FoldedFlag_01_Altis_F\n- FoldedFlag_01_Livonia_F\n- FoldedFlag_01_Tanoa_F\n- FoldedFlag_01_UK_F\n- FoldedFlag_01_US_F\n- Fridge_01_closed_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Fridge_01_open_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- FxCartridge\n- FxCartridge_127\n- FxCartridge_127x54_APDS\n- FxCartridge_338_Ball\n- FxCartridge_338_NM_Ball\n- FxCartridge_556\n- FxCartridge_65\n- FxCartridge_65_caseless\n- FxCartridge_762\n- FxCartridge_762x39\n- FxCartridge_93x64_Ball\n- FxCartridge_9mm\n- FxCartridge_slug\n- FxCartridge_Small\n- FxExploArmor1\n- FxExploArmor2\n- FxExploArmor3\n- FxExploArmor4\n- FxExploGround1\n- FxExploGround2\n- FxWindGrass1\n- FxWindGrass2\n- FxWindGrass3\n- FxWindGrass4\n- FxWindHay1\n- FxWindLeaf1\n- FxWindLeaf2\n- FxWindLeaf3\n- FxWindLeaf4\n- FxWindLeaf5\n- FxWindLeaf6\n- FxWindPaper1\n- FxWindPlastic1\n- FxWindPollen1\n- FxWindRock1\n- FxWindSeed1\n- FxWindWheat1"},{"heading":"G","level":4,"markdown":"- G_AssaultPack\n- G_Bergen\n- G_Carryall_Ammo\n- G_Carryall_Exp\n- G_FieldPack_LAT\n- G_FieldPack_LAT2\n- G_FieldPack_Medic\n- G_TacticalPack_Eng\n- GalleryDioramaBase_01_Dirt_F\n- GalleryDioramaBase_01_Grass_F\n- GalleryDioramaBase_01_Sand_F\n- GalleryDioramaDisplay_01_F\n- GalleryDioramaDisplay_02_F\n- GalleryDioramaUnit_01_Astra_F\n  1. Rotation => user\n  1. Light => user\n- GalleryDioramaUnit_01_F\n  1. Rotation => user\n  1. Light => user\n- GalleryDioramaUnit_01_IDAP_F\n  1. Rotation => user\n  1. Light => user\n- GalleryDioramaUnit_01_Macrotech_F\n  1. Rotation => user\n  1. Light => user\n- GalleryDioramaUnit_01_opsis_F\n  1. Rotation => user\n  1. Light => user\n- GalleryDioramaUnit_01_Redstone_F\n  1. Rotation => user\n  1. Light => user\n- GalleryDioramaUnit_01_Vrana_F\n  1. Rotation => user\n  1. Light => user\n- GalleryFrame_01_large_portrait_F\n- GalleryFrame_01_large_v1_F\n- GalleryFrame_01_large_v2_F\n- GalleryFrame_01_large_v3_F\n- GalleryFrame_02_F\n- GalleryFrame_02_large_rectangle_F\n- GalleryFrame_02_square_F\n- GalleryLabel_01_F\n- GenericCables_01_base_F\n- Goat_random_F\n- GravityWeapon_Charge_End_Sound_01_F\n- GravityWeapon_Charge_Loop_Sound_01_F\n- GravityWeapon_Charge_Start_Sound_01_F\n- GroundWeaponHolder\n- GroundWeaponHolder_Scripted"},{"heading":"H","level":4,"markdown":"- HazmatBag_01_empty_F\n- HazmatBag_01_F\n- HazmatBag_01_roll_F\n- Headgear_H_Bandanna_blu\n- Headgear_H_Bandanna_camo\n- Headgear_H_Bandanna_cbr\n- Headgear_H_Bandanna_gry\n- Headgear_H_Bandanna_khk\n- Headgear_H_Bandanna_khk_hs\n- Headgear_H_Bandanna_mcamo\n- Headgear_H_Bandanna_sand\n- Headgear_H_Bandanna_sgg\n- Headgear_H_Bandanna_surfer\n- Headgear_H_Bandanna_surfer_blk\n- Headgear_H_Bandanna_surfer_grn\n- Headgear_H_Beret_02\n- Headgear_H_Beret_blk\n- Headgear_H_Beret_Colonel\n- Headgear_H_Beret_CSAT_01_F\n- Headgear_H_Beret_EAF_01_F\n- Headgear_H_Beret_gen_F\n- Headgear_H_Booniehat_dgtl\n- Headgear_H_Booniehat_eaf\n- Headgear_H_Booniehat_khk\n- Headgear_H_Booniehat_khk_hs\n- Headgear_H_Booniehat_mcamo\n- Headgear_H_Booniehat_mgrn\n- Headgear_H_Booniehat_oli\n- Headgear_H_Booniehat_taiga\n- Headgear_H_Booniehat_tan\n- Headgear_H_Booniehat_tna_F\n- Headgear_H_Booniehat_wdl\n- Headgear_H_Cap_Black_IDAP_F\n- Headgear_H_Cap_blk\n- Headgear_H_Cap_blk_CMMG\n- Headgear_H_Cap_blk_ION\n- Headgear_H_Cap_blk_Raven\n- Headgear_H_Cap_blu\n- Headgear_H_Cap_brn_SPECOPS\n- Headgear_H_Cap_grn\n- Headgear_H_Cap_grn_BI\n- Headgear_H_Cap_headphones\n- Headgear_H_Cap_khaki_specops_UK\n- Headgear_H_Cap_marshal\n- Headgear_H_Cap_oli\n- Headgear_H_Cap_oli_hs\n- Headgear_H_Cap_Orange_IDAP_F\n- Headgear_H_Cap_police\n- Headgear_H_Cap_press\n- Headgear_H_Cap_red\n- Headgear_H_Cap_surfer\n- Headgear_H_Cap_tan\n- Headgear_H_Cap_tan_specops_US\n- Headgear_H_Cap_usblack\n- Headgear_H_Cap_White_IDAP_F\n- Headgear_H_Construction_basic_black_F\n- Headgear_H_Construction_basic_orange_F\n- Headgear_H_Construction_basic_red_F\n- Headgear_H_Construction_basic_vrana_F\n- Headgear_H_Construction_basic_white_F\n- Headgear_H_Construction_basic_yellow_F\n- Headgear_H_Construction_earprot_black_F\n- Headgear_H_Construction_earprot_orange_F\n- Headgear_H_Construction_earprot_red_F\n- Headgear_H_Construction_earprot_vrana_F\n- Headgear_H_Construction_earprot_white_F\n- Headgear_H_Construction_earprot_yellow_F\n- Headgear_H_Construction_headset_black_F\n- Headgear_H_Construction_headset_orange_F\n- Headgear_H_Construction_headset_red_F\n- Headgear_H_Construction_headset_vrana_F\n- Headgear_H_Construction_headset_white_F\n- Headgear_H_Construction_headset_yellow_F\n- Headgear_H_CrewHelmetHeli_B\n- Headgear_H_CrewHelmetHeli_I\n- Headgear_H_CrewHelmetHeli_I_E\n- Headgear_H_CrewHelmetHeli_O\n- Headgear_H_EarProtectors_black_F\n- Headgear_H_EarProtectors_orange_F\n- Headgear_H_EarProtectors_red_F\n- Headgear_H_EarProtectors_white_F\n- Headgear_H_EarProtectors_yellow_F\n- Headgear_H_Hat_blue\n- Headgear_H_Hat_brown\n- Headgear_H_Hat_camo\n- Headgear_H_Hat_checker\n- Headgear_H_Hat_grey\n- Headgear_H_Hat_Safari_olive_F\n- Headgear_H_Hat_Safari_sand_F\n- Headgear_H_Hat_tan\n- Headgear_H_Hat_Tinfoil_F\n- Headgear_H_HeadBandage_bloody_F\n- Headgear_H_HeadBandage_clean_F\n- Headgear_H_HeadBandage_stained_F\n- Headgear_H_HeadSet_black_F\n- Headgear_H_HeadSet_orange_F\n- Headgear_H_HeadSet_red_F\n- Headgear_H_HeadSet_white_F\n- Headgear_H_HeadSet_yellow_F\n- Headgear_H_Helmet_Skate\n- Headgear_H_HelmetAggressor_cover_F\n- Headgear_H_HelmetAggressor_cover_taiga_F\n- Headgear_H_HelmetAggressor_F\n- Headgear_H_HelmetB\n- Headgear_H_HelmetB_black\n- Headgear_H_HelmetB_camo\n- Headgear_H_HelmetB_desert\n- Headgear_H_HelmetB_Enh_tna_F\n- Headgear_H_HelmetB_grass\n- Headgear_H_HelmetB_light\n- Headgear_H_HelmetB_light_black\n- Headgear_H_HelmetB_light_desert\n- Headgear_H_HelmetB_light_grass\n- Headgear_H_HelmetB_light_sand\n- Headgear_H_HelmetB_light_snakeskin\n- Headgear_H_HelmetB_Light_tna_F\n- Headgear_H_HelmetB_light_wdl\n- Headgear_H_HelmetB_plain_wdl\n- Headgear_H_HelmetB_sand\n- Headgear_H_HelmetB_snakeskin\n- Headgear_H_HelmetB_TI_arid_F\n- Headgear_H_HelmetB_TI_tna_F\n- Headgear_H_HelmetB_tna_F\n- Headgear_H_HelmetCrew_B\n- Headgear_H_HelmetCrew_I\n- Headgear_H_HelmetCrew_I_E\n- Headgear_H_HelmetCrew_O\n- Headgear_H_HelmetCrew_O_ghex_F\n- Headgear_H_HelmetHBK_chops_F\n- Headgear_H_HelmetHBK_ear_F\n- Headgear_H_HelmetHBK_F\n- Headgear_H_HelmetHBK_headset_F\n- Headgear_H_HelmetIA\n- Headgear_H_HelmetLeaderO_ghex_F\n- Headgear_H_HelmetLeaderO_ocamo\n- Headgear_H_HelmetLeaderO_oucamo\n- Headgear_H_HelmetO_ghex_F\n- Headgear_H_HelmetO_ocamo\n- Headgear_H_HelmetO_oucamo\n- Headgear_H_HelmetO_ViperSP_ghex_F\n- Headgear_H_HelmetO_ViperSP_hex_F\n- Headgear_H_HelmetSpecB\n- Headgear_H_HelmetSpecB_blk\n- Headgear_H_HelmetSpecB_paint1\n- Headgear_H_HelmetSpecB_paint2\n- Headgear_H_HelmetSpecB_sand\n- Headgear_H_HelmetSpecB_snakeskin\n- Headgear_H_HelmetSpecB_wdl\n- Headgear_H_HelmetSpecO_blk\n- Headgear_H_HelmetSpecO_ghex_F\n- Headgear_H_HelmetSpecO_ocamo\n- Headgear_H_MilCap_blue\n- Headgear_H_MilCap_dgtl\n- Headgear_H_MilCap_eaf\n- Headgear_H_MilCap_gen_F\n- Headgear_H_MilCap_ghex_F\n- Headgear_H_MilCap_grn\n- Headgear_H_MilCap_gry\n- Headgear_H_MilCap_mcamo\n- Headgear_H_MilCap_ocamo\n- Headgear_H_MilCap_taiga\n- Headgear_H_MilCap_tna_F\n- Headgear_H_MilCap_wdl\n- Headgear_H_ParadeDressCap_01_AAF_F\n- Headgear_H_ParadeDressCap_01_CSAT_F\n- Headgear_H_ParadeDressCap_01_LDF_F\n- Headgear_H_ParadeDressCap_01_US_F\n- Headgear_H_PASGT_basic_black_F\n- Headgear_H_PASGT_basic_blue_F\n- Headgear_H_PASGT_basic_blue_press_F\n- Headgear_H_PASGT_basic_olive_F\n- Headgear_H_PASGT_basic_white_F\n- Headgear_H_PASGT_neckprot_blue_press_F\n- Headgear_H_PilotHelmetFighter_B\n- Headgear_H_PilotHelmetFighter_I\n- Headgear_H_PilotHelmetFighter_I_E\n- Headgear_H_PilotHelmetFighter_O\n- Headgear_H_PilotHelmetHeli_B\n- Headgear_H_PilotHelmetHeli_I\n- Headgear_H_PilotHelmetHeli_I_E\n- Headgear_H_PilotHelmetHeli_O\n- Headgear_H_RacingHelmet_1_black_F\n- Headgear_H_RacingHelmet_1_blue_F\n- Headgear_H_RacingHelmet_1_F\n- Headgear_H_RacingHelmet_1_green_F\n- Headgear_H_RacingHelmet_1_orange_F\n- Headgear_H_RacingHelmet_1_red_F\n- Headgear_H_RacingHelmet_1_white_F\n- Headgear_H_RacingHelmet_1_yellow_F\n- Headgear_H_RacingHelmet_2_F\n- Headgear_H_RacingHelmet_3_F\n- Headgear_H_RacingHelmet_4_F\n- Headgear_H_Shemag_olive\n- Headgear_H_Shemag_olive_hs\n- Headgear_H_ShemagOpen_khk\n- Headgear_H_ShemagOpen_tan\n- Headgear_H_StrawHat\n- Headgear_H_StrawHat_dark\n- Headgear_H_Tank_black_F\n- Headgear_H_Tank_eaf_F\n- Headgear_H_Watchcap_blk\n- Headgear_H_Watchcap_camo\n- Headgear_H_Watchcap_cbr\n- Headgear_H_Watchcap_khk\n- Headgear_H_WirelessEarpiece_F\n- HeadlessClient_F\n- HeliH\n- Helper_ActionBlock_F\n- Helper_Base_F\n- Hen_random_F\n- HighCommand\n- HighCommandSubordinate\n- Hostage_PopUp2_Moving_90deg_F\n  1. Terc\n- Hostage_PopUp2_Moving_90deg_NoPop_F\n  1. Terc\n- Hostage_PopUp2_Moving_F\n  1. Terc\n- Hostage_PopUp2_Moving_NoPop_F\n  1. Terc\n- Hostage_PopUp3_Moving_90deg_F\n  1. Terc\n- Hostage_PopUp3_Moving_90deg_NoPop_F\n  1. Terc\n- Hostage_PopUp3_Moving_F\n  1. Terc\n- Hostage_PopUp3_Moving_NoPop_F\n  1. Terc\n- Hostage_PopUp_Moving_90deg_F\n  1. Terc\n- Hostage_PopUp_Moving_90deg_NoPop_F\n  1. Terc\n- Hostage_PopUp_Moving_F\n  1. Terc\n- Hostage_PopUp_Moving_NoPop_F\n  1. Terc\n- House\n- House_Small\n- HouseBase"},{"heading":"I","level":4,"markdown":"- I_A_AlienDrone_01_combat_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- I_A_AlienDrone_01_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- I_A_AlienDrone_01_scout_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- I_A_AlienDrone_Module_01_F\n  1. Glow_Hide => user\n  1. Move_Source => user\n- I_A_AlienDrone_Module_02_F\n  1. fold_source => user\n  1. Body_Rotate_source => user\n  1. damage_petal1 => hit [HitPetal1]\n  1. damage_petal2 => hit [HitPetal2]\n  1. damage_petal3 => hit [HitPetal3]\n- I_A_AlienDrone_Module_02_twin_F\n  1. fold_source => user\n  1. Body_Rotate_source => user\n  1. damage_petal1 => hit [HitPetal1]\n  1. damage_petal2 => hit [HitPetal2]\n  1. damage_petal3 => hit [HitPetal3]\n- I_A_UAV_AI_F\n- I_AA_01_weapon_F\n- I_APC_tracked_03_cannon_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. HideTurret => user\n  1. autocannon_30mm_revolving => revolving\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. HitSLAT_top_back_src => hit [HitSLAT_top_back]\n  1. HitSLAT_top_right_src => hit [HitSLAT_top_right]\n  1. HitSLAT_top_left_src => hit [HitSLAT_top_left]\n  1. showBags => user\n  1. showBags2 => user\n  1. showCamonetHull => user\n  1. showCamonetTurret => user\n  1. showTools => user\n  1. showSLATHull => user\n  1. showSLATTurret => user\n- I_APC_Wheeled_03_cannon_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- I_Assault_Diver\n- I_AT_01_weapon_F\n- I_Boat_Armed_01_minigun_F\n  1. muzzle2_source => reload\n  1. muzzle2_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_Boat_Transport_01_F\n- I_C_Boat_Transport_01_F\n- I_C_Boat_Transport_02_F\n- I_C_Heli_Light_01_civil_F\n  1. AddDoors => user\n- I_C_Helipilot_F\n- I_C_HMG_02_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_C_HMG_02_high_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_C_HMG_02_high_weapon_F\n- I_C_HMG_02_support_F\n- I_C_HMG_02_support_high_F\n- I_C_HMG_02_weapon_F\n- I_C_Offroad_02_AT_F\n  1. hideRollcage => user\n  1. hideHeadSupportRear => user\n  1. hideSeatsRear => user\n  1. hideBullbar => user\n- I_C_Offroad_02_LMG_F\n  1. hideRollcage => user\n  1. hideHeadSupportRear => user\n  1. hideSeatsRear => user\n  1. hideBullbar => user\n- I_C_Offroad_02_unarmed_brown_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- I_C_Offroad_02_unarmed_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- I_C_Offroad_02_unarmed_olive_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. hideLeftDoor => user\n  1. hideRightDoor => user\n  1. hideRearDoor => user\n  1. hideBullbar => user\n  1. hideFenders => user\n  1. hideHeadSupportRear => user\n  1. hideHeadSupportFront => user\n  1. hideRollcage => user\n  1. hideSeatsRear => user\n  1. hideSpareWheel => user\n  1. LMG_revolving => revolving\n  1. LMG_reload => reload\n  1. LMG_reloadmagazine => reloadmagazine\n  1. LMG_muzzle_rot => ammorandom\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- I_C_Pilot_F\n- I_C_Plane_Civil_01_F\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. Hit_Avionics => hit [HitAvionics]\n- I_C_Soldier_Bandit_1_F\n- I_C_Soldier_Bandit_2_F\n- I_C_Soldier_Bandit_3_F\n- I_C_Soldier_Bandit_4_F\n- I_C_Soldier_Bandit_5_F\n- I_C_Soldier_Bandit_6_F\n- I_C_Soldier_Bandit_7_F\n- I_C_Soldier_Bandit_8_F\n- I_C_Soldier_base_unarmed_F\n- I_C_Soldier_Camo_F\n- I_C_Soldier_Para_1_F\n- I_C_Soldier_Para_2_F\n- I_C_Soldier_Para_3_F\n- I_C_Soldier_Para_4_F\n- I_C_Soldier_Para_5_F\n- I_C_Soldier_Para_6_F\n- I_C_Soldier_Para_7_F\n- I_C_Soldier_Para_8_F\n- I_C_Soldier_Para_9_F\n- I_C_Soldier_universal_F\n- I_C_Van_01_transport_brown_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- I_C_Van_01_transport_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- I_C_Van_01_transport_olive_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- I_C_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- I_C_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- I_Captain_Hladas_F\n- I_CargoNet_01_ammo_F\n- I_Carryall_oli_AAA\n- I_Carryall_oli_AAT\n- I_Carryall_oli_Eng\n- I_Carryall_oli_Exp\n- I_CBRN_Man_Oversuit_01_AAF_F\n- I_crew_F\n- I_diver_exp_F\n- I_diver_F\n- I_diver_TL_F\n- I_E_AA_01_weapon_F\n- I_E_APC_tracked_03_cannon_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. HideTurret => user\n  1. autocannon_30mm_revolving => revolving\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. HitSLAT_top_back_src => hit [HitSLAT_top_back]\n  1. HitSLAT_top_right_src => hit [HitSLAT_top_right]\n  1. HitSLAT_top_left_src => hit [HitSLAT_top_left]\n  1. showBags => user\n  1. showBags2 => user\n  1. showCamonetHull => user\n  1. showCamonetTurret => user\n  1. showTools => user\n  1. showSLATHull => user\n  1. showSLATTurret => user\n- I_E_AT_01_weapon_F\n- I_E_CargoNet_01_ammo_F\n- I_E_CBRN_Man_Oversuit_01_EAF_F\n- I_E_Crew_F\n- I_E_Deserter_AR_F\n- I_E_Deserter_GL_F\n- I_E_Deserter_Rifle_F\n- I_E_Engineer_F\n- I_E_GMG_01_A_F\n  1. autonomous_unhide => user\n- I_E_GMG_01_A_Weapon_F\n- I_E_GMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_E_GMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_E_GMG_01_high_Weapon_F\n- I_E_GMG_01_Weapon_F\n- I_E_Heli_light_03_dynamicLoadout_F\n  1. HideWeapons => user\n- I_E_Heli_light_03_unarmed_F\n  1. GunL_Revolving => revolving\n  1. GunR_Revolving => revolving\n  1. muzzle_hide => reload\n  1. Muzzle_Flash => ammorandom\n  1. Missiles_revolving => revolving\n  1. RocketPods_Hide => user\n  1. HideWeapons => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n- I_E_Helicrew_F\n- I_E_Helipilot_F\n- I_E_HMG_01_A_F\n  1. autonomous_unhide => user\n- I_E_HMG_01_A_Weapon_F\n- I_E_HMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_E_HMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_E_HMG_01_high_Weapon_F\n- I_E_HMG_01_support_F\n- I_E_HMG_01_support_high_F\n- I_E_HMG_01_Weapon_F\n- I_E_HMG_02_F\n  1. Hide_Rail => user\n- I_E_HMG_02_high_F\n  1. Hide_Rail => user\n- I_E_HMG_02_high_weapon_F\n- I_E_HMG_02_support_F\n- I_E_HMG_02_support_high_F\n- I_E_HMG_02_weapon_F\n- I_E_Medic_EMP_F\n- I_E_Medic_F\n- I_E_Militiaman_Leader_F\n- I_E_Militiaman_Rifle_F\n- I_E_Militiaman_SMG_F\n- I_E_Mortar_01_F\n- I_E_Mortar_01_support_F\n- I_E_Mortar_01_Weapon_F\n- I_E_Officer_F\n- I_E_Officer_Parade_F\n- I_E_Officer_Parade_Veteran_F\n- I_E_Offroad_01_comms_F\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsServicesStart\n  1. HideCover => door\n  1. StartBeaconLight => user\n  1. HideRoofRack => user\n  1. HideLoudSpeakers => user\n  1. HideAntennas => user\n  1. HideBeacon => user\n  1. HideSpotlight => user\n  1. HideCoverTailGate => user\n  1. HideDoor3 => Proxy\n  1. OpenDoor3 => door\n  1. Wheel_1_1_damper => damper\n  1. Wheel_2_1_damper => damper\n  1. gunner_lf_turn => gunner_lf_turn\n  1. gunner_rf_turn => gunner_rf_turn\n- I_E_Offroad_01_covered_EMP_F\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsServicesStart\n  1. HideCover => door\n  1. StartBeaconLight => user\n  1. HideRoofRack => user\n  1. HideLoudSpeakers => user\n  1. HideAntennas => user\n  1. HideBeacon => user\n  1. HideSpotlight => user\n  1. HideCoverTailGate => user\n  1. HideDoor3 => Proxy\n  1. OpenDoor3 => door\n  1. Wheel_1_1_damper => damper\n  1. Wheel_2_1_damper => damper\n  1. gunner_lf_turn => gunner_lf_turn\n  1. gunner_rf_turn => gunner_rf_turn\n- I_E_Offroad_01_covered_F\n  1. hidePolice => user\n  1. HideServices => Proxy\n  1. BeaconsServicesStart\n  1. HideCover => door\n  1. StartBeaconLight => user\n  1. HideRoofRack => user\n  1. HideLoudSpeakers => user\n  1. HideAntennas => user\n  1. HideBeacon => user\n  1. HideSpotlight => user\n  1. HideCoverTailGate => user\n  1. HideDoor3 => Proxy\n  1. OpenDoor3 => door\n  1. Wheel_1_1_damper => damper\n  1. Wheel_2_1_damper => damper\n  1. gunner_lf_turn => gunner_lf_turn\n  1. gunner_rf_turn => gunner_rf_turn\n- I_E_Offroad_01_EMP_F\n- I_E_Offroad_01_F\n- I_E_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- I_E_Radar_System_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitLBWheel => hit [HitLBWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitRBWheel => hit [HitRBWheel]\n  1. HitTurret => hit [HitTurret]\n  1. HitHull => hit [HitHull]\n- I_E_RadioOperator_EMP_F\n- I_E_RadioOperator_F\n- I_E_SAM_System_03_F\n  1. Missiles_revolving => revolving\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitLBWheel => hit [HitLBWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitRBWheel => hit [HitRBWheel]\n  1. HitTurret => hit [HitTurret]\n  1. HitGun => hit [HitGun]\n  1. HitHull => hit [HitHull]\n- I_E_Scientist_F\n- I_E_Scientist_Unarmed_F\n- I_E_Soldier_A_F\n- I_E_Soldier_AA_F\n- I_E_Soldier_AAA_F\n- I_E_Soldier_AAR_F\n- I_E_Soldier_AAT_F\n- I_E_Soldier_AR_EMP_F\n- I_E_Soldier_AR_F\n- I_E_Soldier_AT_F\n- I_E_Soldier_CBRN_EMP_F\n- I_E_Soldier_CBRN_F\n- I_E_Soldier_EMP_F\n- I_E_Soldier_Exp_F\n- I_E_Soldier_F\n- I_E_Soldier_GL_EMP_F\n- I_E_Soldier_GL_F\n- I_E_Soldier_LAT2_EMP_F\n- I_E_Soldier_LAT2_F\n- I_E_Soldier_LAT_F\n- I_E_Soldier_lite_F\n- I_E_soldier_M_EMP_F\n- I_E_soldier_M_F\n- I_E_soldier_Mine_F\n- I_E_Soldier_MP_F\n- I_E_Soldier_Pathfinder_F\n- I_E_Soldier_Repair_F\n- I_E_Soldier_SL_EMP_F\n- I_E_Soldier_SL_F\n- I_E_Soldier_TL_EMP_F\n- I_E_Soldier_TL_F\n- I_E_soldier_UAV_06_F\n- I_E_soldier_UAV_06_medical_F\n- I_E_Soldier_UAV_F\n- I_E_soldier_UGV_02_Demining_F\n- I_E_soldier_UGV_02_Science_F\n- I_E_Soldier_unarmed_F\n- I_E_Soldier_universal_F\n- I_E_Static_AA_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_E_Static_AT_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_E_Support_AMG_F\n- I_E_Support_AMort_F\n- I_E_Support_GMG_F\n- I_E_Support_MG_F\n- I_E_Support_Mort_F\n- I_E_Survivor_F\n- I_E_Truck_02_Ammo_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_Truck_02_Box_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_Truck_02_EMP_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_Truck_02_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_Truck_02_fuel_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_Truck_02_Medical_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_Truck_02_MRL_F\n  1. Missiles_revolving => revolving\n- I_E_Truck_02_transport_EMP_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_Truck_02_transport_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_E_UAV_01_backpack_F\n- I_E_UAV_01_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- I_E_UAV_06_backpack_F\n- I_E_UAV_06_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- I_E_UAV_06_medical_backpack_F\n- I_E_UAV_06_medical_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- I_E_UGV_01_F\n  1. Turret => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. muzzle_hide_GMG => reload\n- I_E_UGV_01_rcws_F\n  1. Turret => user\n- I_E_UGV_02_Demining_backpack_F\n- I_E_UGV_02_Demining_F\n  1. science_drone => user\n  1. demining_drone => user\n- I_E_UGV_02_Science_backpack_F\n- I_E_UGV_02_Science_F\n  1. science_drone => user\n  1. demining_drone => user\n  1. ew_drone => user\n- I_E_Uniform_01_coveralls_F\n- I_E_Uniform_01_F\n- I_E_Uniform_01_officer_F\n- I_E_Uniform_01_shortsleeve_F\n- I_E_Uniform_01_sweater_F\n- I_E_Uniform_01_tanktop_F\n- I_E_Uniform_ParadeUniform_01_LDF_decorated_F\n- I_E_Uniform_ParadeUniform_01_LDF_F\n- I_E_Van_02_medevac_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- I_E_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- I_E_Van_02_transport_MP_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- I_E_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- I_EAF_supplyCrate_F\n- I_Ejection_Seat_Plane_Fighter_03_F\n  1. HitHull => hit [HitHull]\n  1. Rocket_Flash_hide => user\n- I_Ejection_Seat_Plane_Fighter_04_F\n  1. HitHull => hit [HitHull]\n  1. Rocket_Flash_hide => user\n- I_engineer_F\n- I_Fieldpack_oli_AA\n- I_Fieldpack_oli_AAR\n- I_Fieldpack_oli_Ammo\n- I_Fieldpack_oli_AT\n- I_Fieldpack_oli_LAT\n- I_Fieldpack_oli_LAT2\n- I_Fieldpack_oli_Medic\n- I_Fieldpack_oli_Repair\n- I_Fighter_Pilot_F\n- I_G_Boat_Transport_01_F\n- I_G_Boat_Transport_02_F\n- I_G_engineer_F\n- I_G_HMG_02_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_G_HMG_02_high_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_G_HMG_02_high_weapon_F\n- I_G_HMG_02_support_F\n- I_G_HMG_02_support_high_F\n- I_G_HMG_02_weapon_F\n- I_G_medic_F\n- I_G_Mortar_01_F\n- I_G_officer_F\n- I_G_Offroad_01_armed_F\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n- I_G_Offroad_01_AT_F\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- I_G_Offroad_01_F\n- I_G_Offroad_01_repair_F\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. hideConstruction => Proxy\n  1. HideBackpacks => Proxy\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n- I_G_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- I_G_resistanceCommander_F\n- I_G_resistanceLeader_F\n- I_G_Sharpshooter_F\n- I_G_Soldier_A_F\n- I_G_Soldier_AR_F\n- I_G_Soldier_exp_F\n- I_G_Soldier_F\n- I_G_Soldier_GL_F\n- I_G_Soldier_LAT2_F\n- I_G_Soldier_LAT_F\n- I_G_Soldier_lite_F\n- I_G_Soldier_M_F\n- I_G_Soldier_SL_F\n- I_G_Soldier_TL_F\n- I_G_Soldier_unarmed_F\n- I_G_Soldier_universal_F\n- I_G_Story_Protagonist_F\n- I_G_Story_SF_Captain_F\n- I_G_Survivor_F\n- I_G_Van_01_fuel_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- I_G_Van_01_transport_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- I_G_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- I_G_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- I_ghillie_ard_F\n- I_ghillie_lsh_F\n- I_ghillie_sard_F\n- I_GMG_01_A_F\n  1. autonomous_unhide => user\n- I_GMG_01_A_weapon_F\n- I_GMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_GMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_GMG_01_high_weapon_F\n- I_GMG_01_weapon_F\n- I_Heli_light_03_dynamicLoadout_F\n  1. HideWeapons => user\n- I_Heli_light_03_F\n  1. GunL_Revolving => revolving\n  1. GunR_Revolving => revolving\n  1. muzzle_hide => reload\n  1. Muzzle_Flash => ammorandom\n  1. Missiles_revolving => revolving\n  1. RocketPods_Hide => user\n  1. HideWeapons => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n- I_Heli_light_03_unarmed_F\n  1. GunL_Revolving => revolving\n  1. GunR_Revolving => revolving\n  1. muzzle_hide => reload\n  1. Muzzle_Flash => ammorandom\n  1. Missiles_revolving => revolving\n  1. RocketPods_Hide => user\n  1. HideWeapons => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n- I_Heli_Transport_02_F\n  1. CargoRamp_Open => door\n  1. Door_Back_L => door\n  1. Door_Back_R => door\n  1. AddGunHolder => user\n  1. Gun_HRot => user\n  1. Gun_VRot => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. HitGlass15 => hit [HitGlass15]\n  1. HitGlass16 => hit [HitGlass16]\n  1. HitGlass17 => hit [HitGlass17]\n- I_helicrew_F\n- I_helipilot_F\n- I_HMG_01_A_F\n  1. autonomous_unhide => user\n- I_HMG_01_A_weapon_F\n- I_HMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_HMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_HMG_01_high_weapon_F\n- I_HMG_01_support_F\n- I_HMG_01_support_high_F\n- I_HMG_01_weapon_F\n- I_HMG_02_F\n  1. Hide_Rail => user\n- I_HMG_02_high_F\n  1. Hide_Rail => user\n- I_HMG_02_high_weapon_F\n- I_HMG_02_support_F\n- I_HMG_02_support_high_F\n- I_HMG_02_weapon_F\n- I_L_Criminal_SG_F\n- I_L_Criminal_SMG_F\n- I_L_Hunter_F\n- I_L_Looter_Pistol_F\n- I_L_Looter_Rifle_F\n- I_L_Looter_SG_F\n- I_L_Looter_SMG_F\n- I_L_Uniform_01_camo_F\n- I_L_Uniform_01_deserter_F\n- I_L_Uniform_01_tshirt_black_F\n- I_L_Uniform_01_tshirt_olive_F\n- I_L_Uniform_01_tshirt_skull_F\n- I_L_Uniform_01_tshirt_sport_F\n- I_LT_01_AA_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. muzzle_rot => ammorandom\n- I_LT_01_AT_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n- I_LT_01_cannon_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- I_LT_01_scout_F\n  1. HideTurret => user\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. showCamonetPlates1 => user\n  1. showCamonetPlates2 => user\n  1. showTools => user\n  1. showCamonetHull => user\n  1. showBags => user\n  1. showBags2 => user\n  1. showSLATHull => user\n- I_MBT_03_cannon_F\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_coax => ammorandom\n  1. muzzle_rot_hmg => ammorandom\n  1. muzzle_hide_coax => reload\n  1. recoil_source => reload\n  1. LockMuzzle => user\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. Smoke_source => revolving\n  1. HitSLAT_Left_src => hit [HitSLAT_Left]\n  1. HitSLAT_Right_src => hit [HitSLAT_Right]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. HitSLAT_top_left_src => hit [HitSLAT_top_left]\n  1. HitSLAT_top_right_src => hit [HitSLAT_top_right]\n  1. HitSLAT_top_back_src => hit [HitSLAT_top_back]\n  1. HideTurret => user\n  1. HideHull => user\n  1. showCamonetHull => user\n  1. showCamonetCannon => user\n  1. showCamonetCannon1 => user\n  1. showCamonetTurret => user\n- I_medic_F\n- I_Mortar_01_F\n- I_Mortar_01_support_F\n- I_Mortar_01_weapon_F\n- I_MRAP_03_F\n  1. Door_LF => door\n  1. Door_RF => door\n- I_MRAP_03_gmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- I_MRAP_03_hmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- I_officer_F\n- I_Officer_Parade_F\n- I_Officer_Parade_Veteran_F\n- I_Parachute_02_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- I_pilot_F\n- I_Plane_Fighter_03_AA_F\n  1. AddScalpel => user\n  1. AddMk82 => user\n  1. AddGbu12 => user\n  1. AddZephyr => user\n  1. AddAsraam_out => user\n  1. AddAsraam_mid => user\n- I_Plane_Fighter_03_CAS_F\n  1. AddScalpel => user\n  1. AddAsraam_mid => user\n  1. AddGbu12 => user\n- I_Plane_Fighter_03_Cluster_F\n  1. AddScalpel => user\n  1. AddAsraam_mid => user\n  1. AddGbu12 => user\n- I_Plane_Fighter_03_dynamicLoadout_F\n  1. AddScalpel => user\n  1. AddAsraam_mid => user\n  1. AddGbu12 => user\n- I_Plane_Fighter_04_Cluster_F\n  1. CollisionLightWhite_source => MarkerLight\n  1. muzzle_rot_20mm => ammorandom\n  1. mfd_ammo_count_source => revolving\n  1. canopy_hide => user\n  1. ejection_seat_motion => user\n  1. ejection_seat_hide => user\n  1. HitHull => hit [HitHull]\n  1. HitFuel => hit [HitFuel]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitLCRudder => hit [HitLCRudder]\n  1. HitLCElevator => hit [HitLCElevator]\n  1. HitRElevator => hit [HitRElevator]\n  1. HitEngine => hit [HitEngine]\n  1. Damper_front_source => damper\n  1. Damper_left_source => damper\n  1. Damper_right_source => damper\n  1. Wheel_front_source => wheel\n  1. Wheel_left_source => wheel\n  1. Wheel_right_source => wheel\n- I_Plane_Fighter_04_F\n  1. CollisionLightWhite_source => MarkerLight\n  1. muzzle_rot_20mm => ammorandom\n  1. mfd_ammo_count_source => revolving\n  1. canopy_hide => user\n  1. ejection_seat_motion => user\n  1. ejection_seat_hide => user\n  1. HitHull => hit [HitHull]\n  1. HitFuel => hit [HitFuel]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitLCRudder => hit [HitLCRudder]\n  1. HitLCElevator => hit [HitLCElevator]\n  1. HitRElevator => hit [HitRElevator]\n  1. HitEngine => hit [HitEngine]\n  1. Damper_front_source => damper\n  1. Damper_left_source => damper\n  1. Damper_right_source => damper\n  1. Wheel_front_source => wheel\n  1. Wheel_left_source => wheel\n  1. Wheel_right_source => wheel\n- I_Protagonist_VR_F\n- I_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- I_SDV_01_F\n  1. Doors => user\n  1. periscope => user\n- I_Sniper_F\n- I_Soldier_A_F\n- I_Soldier_AA_F\n- I_Soldier_AAA_F\n- I_Soldier_AAR_F\n- I_Soldier_AAT_F\n- I_Soldier_AR_F\n- I_Soldier_AT_F\n- I_Soldier_exp_F\n- I_soldier_F\n- I_Soldier_GL_F\n- I_Soldier_LAT2_F\n- I_Soldier_LAT_F\n- I_Soldier_lite_F\n- I_Soldier_M_F\n- I_soldier_mine_F\n- I_Soldier_repair_F\n- I_Soldier_SL_F\n- I_Soldier_TL_F\n- I_soldier_UAV_06_F\n- I_soldier_UAV_06_medical_F\n- I_soldier_UAV_F\n- I_Soldier_unarmed_F\n- I_Soldier_universal_F\n- I_Soldier_VR_F\n- I_Spotter_F\n- I_static_AA_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_static_AT_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- I_Story_Colonel_F\n- I_Story_Crew_F\n- I_Story_Officer_01_F\n- I_supplyCrate_F\n- I_support_AMG_F\n- I_support_AMort_F\n- I_support_GMG_F\n- I_support_MG_F\n- I_support_Mort_F\n- I_Survivor_F\n- I_TargetSoldier\n- I_Truck_02_ammo_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_Truck_02_box_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_Truck_02_covered_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_Truck_02_fuel_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_Truck_02_medical_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_Truck_02_MRL_F\n  1. Missiles_revolving => revolving\n- I_Truck_02_transport_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- I_UAV_01_backpack_F\n- I_UAV_01_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- I_UAV_02_CAS_F\n  1. Bombs => user\n  1. AT_missiles => user\n- I_UAV_02_dynamicLoadout_F\n  1. HideWeapons => user\n- I_UAV_02_F\n  1. Bombs => user\n  1. AT_missiles => user\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n- I_UAV_06_backpack_F\n- I_UAV_06_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- I_UAV_06_medical_backpack_F\n- I_UAV_06_medical_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- I_UAV_AI\n- I_UAV_AI_F\n- I_UGV_01_F\n  1. Turret => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. muzzle_hide_GMG => reload\n- I_UGV_01_rcws_F\n  1. Turret => user\n- I_UGV_02_Demining_backpack_F\n- I_UGV_02_Demining_F\n  1. science_drone => user\n  1. demining_drone => user\n- I_UGV_02_Science_backpack_F\n- I_UGV_02_Science_F\n  1. science_drone => user\n  1. demining_drone => user\n  1. ew_drone => user\n- I_Uniform_ParadeUniform_01_AAF_decorated_F\n- I_Uniform_ParadeUniform_01_AAF_F\n- I_VirtualCurator_F\n- IEDLandBig_F\n- IEDLandSmall_F\n- IEDUrbanBig_F\n- IEDUrbanSmall_F\n- IG_supplyCrate_F\n- Intel_File1_F\n- Intel_File2_F\n- Intel_Photos_F\n- InvisibleHeli_01_100m_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- InvisibleHeli_01_150m_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- InvisibleHeli_01_50m_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- Item_acc_flashlight\n- Item_acc_flashlight_pistol\n- Item_acc_pointer_IR\n- Item_Antibiotic\n- Item_Antimalaricum\n- Item_AntimalaricumVaccine\n- Item_B_UavTerminal\n- Item_Bandage\n- Item_Binocular\n- Item_bipod_01_F_blk\n- Item_bipod_01_F_khk\n- Item_bipod_01_F_mtp\n- Item_bipod_01_F_snd\n- Item_bipod_02_F_arid\n- Item_bipod_02_F_blk\n- Item_bipod_02_F_hex\n- Item_bipod_02_F_lush\n- Item_bipod_02_F_tan\n- Item_bipod_03_F_blk\n- Item_bipod_03_F_oli\n- Item_Butane_canister\n- Item_C_UavTerminal\n- Item_ChemicalDetector_01_black_F\n- Item_ChemicalDetector_01_olive_F\n- Item_ChemicalDetector_01_tan_F\n- Item_ChemicalDetector_01_watch_F\n- Item_CSAToperatorAccesCard_01\n- Item_CSAToperatorAccesCard_02\n- Item_CSAToperatorAccesCard_03\n- Item_CSAToperatorAccesCard_04\n- Item_CSAToperatorAccesCard_05\n- Item_Files\n- Item_FileTopSecret\n- Item_FirstAidKit\n- Item_FlashDisk\n- Item_I_E_UavTerminal\n- Item_I_UavTerminal\n- Item_ItemCompass\n- Item_ItemGPS\n- Item_ItemMap\n- Item_ItemRadio\n- Item_ItemWatch\n- Item_Keys\n- Item_Laptop_closed\n- Item_Laptop_Unfolded\n- Item_Laserdesignator\n- Item_Laserdesignator_01_khk_F\n- Item_Laserdesignator_02\n- Item_Laserdesignator_02_ghex_F\n- Item_Laserdesignator_03\n- Item_Medikit\n- Item_MineDetector\n- Item_MobilePhone\n- Item_Money\n- Item_Money_bunch\n- Item_Money_roll\n- Item_Money_stack\n- Item_muzzle_antenna_01_f\n- Item_muzzle_antenna_02_f\n- Item_muzzle_antenna_03_f\n- Item_muzzle_snds_338_black\n- Item_muzzle_snds_338_green\n- Item_muzzle_snds_338_sand\n- Item_muzzle_snds_570\n- Item_muzzle_snds_58_blk_F\n- Item_muzzle_snds_58_wdm_F\n- Item_muzzle_snds_65_TI_blk_F\n- Item_muzzle_snds_65_TI_ghex_F\n- Item_muzzle_snds_65_TI_hex_F\n- Item_muzzle_snds_93mmg\n- Item_muzzle_snds_93mmg_tan\n- Item_muzzle_snds_acp\n- Item_muzzle_snds_B\n- Item_muzzle_snds_B_arid_F\n- Item_muzzle_snds_B_khk_F\n- Item_muzzle_snds_B_lush_F\n- Item_muzzle_snds_B_snd_F\n- Item_muzzle_snds_H\n- Item_muzzle_snds_H_khk_F\n- Item_muzzle_snds_H_MG\n- Item_muzzle_snds_H_MG_blk_F\n- Item_muzzle_snds_H_MG_khk_F\n- Item_muzzle_snds_L\n- Item_muzzle_snds_M\n- Item_muzzle_snds_m_khk_F\n- Item_muzzle_snds_m_snd_F\n- Item_NetworkStructure\n- Item_NVGoggles\n- Item_NVGoggles_INDEP\n- Item_NVGoggles_OPFOR\n- Item_NVGoggles_tna_F\n- Item_NVGogglesB_blk_F\n- Item_NVGogglesB_grn_F\n- Item_NVGogglesB_gry_F\n- Item_O_NVGoggles_ghex_F\n- Item_O_NVGoggles_grn_F\n- Item_O_NVGoggles_hex_F\n- Item_O_NVGoggles_urb_F\n- Item_O_UavTerminal\n- Item_optic_Aco\n- Item_optic_ACO_grn\n- Item_optic_ACO_grn_smg\n- Item_optic_Aco_smg\n- Item_optic_AMS\n- Item_optic_AMS_khk\n- Item_optic_AMS_snd\n- Item_optic_Arco\n- Item_optic_Arco_AK_arid_F\n- Item_optic_Arco_AK_blk_F\n- Item_optic_Arco_AK_lush_F\n- Item_optic_Arco_arid_F\n- Item_optic_Arco_blk_F\n- Item_optic_Arco_ghex_F\n- Item_optic_Arco_lush_F\n- Item_optic_DMS\n- Item_optic_DMS_ghex_F\n- Item_optic_DMS_weathered_F\n- Item_optic_DMS_weathered_Kir_F\n- Item_optic_ERCO_blk_F\n- Item_optic_ERCO_khk_F\n- Item_optic_ERCO_snd_F\n- Item_optic_Hamr\n- Item_optic_Hamr_khk_F\n- Item_optic_Holosight\n- Item_optic_Holosight_arid_F\n- Item_optic_Holosight_blk_F\n- Item_optic_Holosight_khk_F\n- Item_optic_Holosight_lush_F\n- Item_optic_Holosight_smg\n- Item_optic_Holosight_smg_blk_F\n- Item_optic_ico_01_black_f\n- Item_optic_ico_01_camo_f\n- Item_optic_ico_01_f\n- Item_optic_ico_01_sand_f\n- Item_optic_KHS_blk\n- Item_optic_KHS_hex\n- Item_optic_KHS_old\n- Item_optic_KHS_tan\n- Item_optic_LRPS\n- Item_optic_LRPS_ghex_F\n- Item_optic_LRPS_tna_F\n- Item_optic_MRCO\n- Item_optic_MRD\n- Item_optic_MRD_black\n- Item_optic_Nightstalker\n- Item_optic_NVS\n- Item_optic_SOS\n- Item_optic_SOS_khk_F\n- Item_optic_tws\n- Item_optic_tws_mg\n- Item_optic_Yorris\n- Item_Rangefinder\n- Item_SatPhone\n- Item_SecretDocuments\n- Item_SecretFiles\n- Item_Sleeping_bag_folded_01\n- Item_SmartPhone\n- Item_ToolKit\n- Item_U_AntigonaBody\n- Item_U_AttisBody\n- Item_U_B_CBRN_Suit_01_MTP_F\n- Item_U_B_CBRN_Suit_01_Tropic_F\n- Item_U_B_CBRN_Suit_01_Wdl_F\n- Item_U_B_CombatUniform_mcam\n- Item_U_B_CombatUniform_mcam_tshirt\n- Item_U_B_CombatUniform_mcam_vest\n- Item_U_B_CombatUniform_mcam_wdl_f\n- Item_U_B_CombatUniform_mcam_worn\n- Item_U_B_CombatUniform_sgg\n- Item_U_B_CombatUniform_sgg_tshirt\n- Item_U_B_CombatUniform_sgg_vest\n- Item_U_B_CombatUniform_tshirt_mcam_wdL_f\n- Item_U_B_CombatUniform_vest_mcam_wdl_f\n- Item_U_B_CombatUniform_wdl\n- Item_U_B_CombatUniform_wdl_tshirt\n- Item_U_B_CombatUniform_wdl_vest\n- Item_U_B_CTRG_1\n- Item_U_B_CTRG_2\n- Item_U_B_CTRG_3\n- Item_U_B_CTRG_Soldier_2_arid_F\n- Item_U_B_CTRG_Soldier_2_F\n- Item_U_B_CTRG_Soldier_3_arid_F\n- Item_U_B_CTRG_Soldier_3_F\n- Item_U_B_CTRG_Soldier_arid_F\n- Item_U_B_CTRG_Soldier_F\n- Item_U_B_CTRG_Soldier_urb_1_F\n- Item_U_B_CTRG_Soldier_urb_2_F\n- Item_U_B_CTRG_Soldier_urb_3_F\n- Item_U_B_FullGhillie_ard\n- Item_U_B_FullGhillie_lsh\n- Item_U_B_FullGhillie_sard\n- Item_U_B_GEN_Commander_F\n- Item_U_B_GEN_Soldier_F\n- Item_U_B_GhillieSuit\n- Item_U_B_HeliPilotCoveralls\n- Item_U_B_ParadeUniform_01_US_decorated_F\n- Item_U_B_ParadeUniform_01_US_F\n- Item_U_B_PilotCoveralls\n- Item_U_B_Protagonist_VR\n- Item_U_B_SpecopsUniform_sgg\n- Item_U_B_survival_uniform\n- Item_U_B_T_FullGhillie_tna_F\n- Item_U_B_T_Sniper_F\n- Item_U_B_T_Soldier_AR_F\n- Item_U_B_T_Soldier_F\n- Item_U_B_T_Soldier_SL_F\n- Item_U_B_Wetsuit\n- Item_U_BasicBody\n- Item_U_BG_Guerilla1_1\n- Item_U_BG_Guerilla1_2_F\n- Item_U_BG_Guerilla2_1\n- Item_U_BG_Guerilla2_2\n- Item_U_BG_Guerilla2_3\n- Item_U_BG_Guerilla3_1\n- Item_U_BG_Guerilla3_2\n- Item_U_BG_Guerrilla_6_1\n- Item_U_BG_leader\n- Item_U_C_ArtTShirt_01_v1_F\n- Item_U_C_ArtTShirt_01_v2_F\n- Item_U_C_ArtTShirt_01_v3_F\n- Item_U_C_ArtTShirt_01_v4_F\n- Item_U_C_ArtTShirt_01_v5_F\n- Item_U_C_ArtTShirt_01_v6_F\n- Item_U_C_CBRN_Suit_01_Blue_F\n- Item_U_C_CBRN_Suit_01_White_F\n- Item_U_C_Commoner1_1\n- Item_U_C_Commoner1_2\n- Item_U_C_Commoner1_3\n- Item_U_C_Commoner2_1\n- Item_U_C_Commoner2_2\n- Item_U_C_Commoner2_3\n- Item_U_C_Commoner_shorts\n- Item_U_C_ConstructionCoverall_Black_F\n- Item_U_C_ConstructionCoverall_Blue_F\n- Item_U_C_ConstructionCoverall_Red_F\n- Item_U_C_ConstructionCoverall_Vrana_F\n- Item_U_C_Driver_1\n- Item_U_C_Driver_1_black\n- Item_U_C_Driver_1_blue\n- Item_U_C_Driver_1_green\n- Item_U_C_Driver_1_orange\n- Item_U_C_Driver_1_red\n- Item_U_C_Driver_1_white\n- Item_U_C_Driver_1_yellow\n- Item_U_C_Driver_2\n- Item_U_C_Driver_3\n- Item_U_C_Driver_4\n- Item_U_C_E_LooterJacket_01_F\n- Item_U_C_Farmer\n- Item_U_C_Fisherman\n- Item_U_C_FishermanOveralls\n- Item_U_C_FormalSuit_01_black_F\n- Item_U_C_FormalSuit_01_blue_F\n- Item_U_C_FormalSuit_01_gray_F\n- Item_U_C_FormalSuit_01_khaki_F\n- Item_U_C_FormalSuit_01_tshirt_black_F\n- Item_U_C_FormalSuit_01_tshirt_gray_F\n- Item_U_C_HunterBody_brn\n- Item_U_C_HunterBody_grn\n- Item_U_C_IDAP_Man_cargo_F\n- Item_U_C_IDAP_Man_Casual_F\n- Item_U_C_IDAP_Man_jeans_F\n- Item_U_C_IDAP_Man_shorts_F\n- Item_U_C_IDAP_Man_tee_F\n- Item_U_C_IDAP_Man_teeshorts_F\n- Item_U_C_Journalist\n- Item_U_C_Man_casual_1_F\n- Item_U_C_Man_casual_2_F\n- Item_U_C_Man_casual_3_F\n- Item_U_C_Man_casual_4_F\n- Item_U_C_Man_casual_5_F\n- Item_U_C_Man_casual_6_F\n- Item_U_C_man_sport_1_F\n- Item_U_C_man_sport_2_F\n- Item_U_C_man_sport_3_F\n- Item_U_C_Mechanic_01_F\n- Item_U_C_Paramedic_01_F\n- Item_U_C_Poloshirt_blue\n- Item_U_C_Poloshirt_burgundy\n- Item_U_C_Poloshirt_redwhite\n- Item_U_C_Poloshirt_salmon\n- Item_U_C_Poloshirt_stripped\n- Item_U_C_Poloshirt_tricolour\n- Item_U_C_Poor_1\n- Item_U_C_Poor_2\n- Item_U_C_Poor_shorts_1\n- Item_U_C_Poor_shorts_2\n- Item_U_C_PriestBody\n- Item_U_C_Scavenger_1\n- Item_U_C_Scavenger_2\n- Item_U_C_Scientist\n- Item_U_C_ShirtSurfer_shorts\n- Item_U_C_TeeSurfer_shorts_1\n- Item_U_C_TeeSurfer_shorts_2\n- Item_U_C_Uniform_Farmer_01_F\n- Item_U_C_Uniform_Scientist_01_F\n- Item_U_C_Uniform_Scientist_01_formal_F\n- Item_U_C_Uniform_Scientist_02_F\n- Item_U_C_Uniform_Scientist_02_formal_F\n- Item_U_C_WorkerCoveralls\n- Item_U_C_WorkerOveralls\n- Item_U_Competitor\n- Item_U_I_C_Soldier_Bandit_1_F\n- Item_U_I_C_Soldier_Bandit_2_F\n- Item_U_I_C_Soldier_Bandit_3_F\n- Item_U_I_C_Soldier_Bandit_4_F\n- Item_U_I_C_Soldier_Bandit_5_F\n- Item_U_I_C_Soldier_Camo_F\n- Item_U_I_C_Soldier_Para_1_F\n- Item_U_I_C_Soldier_Para_2_F\n- Item_U_I_C_Soldier_Para_3_F\n- Item_U_I_C_Soldier_Para_4_F\n- Item_U_I_C_Soldier_Para_5_F\n- Item_U_I_CBRN_Suit_01_AAF_F\n- Item_U_I_CombatUniform\n- Item_U_I_CombatUniform_shortsleeve\n- Item_U_I_CombatUniform_tshirt\n- Item_U_I_E_CBRN_Suit_01_EAF_F\n- Item_U_I_E_ParadeUniform_01_LDF_decorated_F\n- Item_U_I_E_ParadeUniform_01_LDF_F\n- Item_U_I_E_Uniform_01_coveralls_F\n- Item_U_I_E_Uniform_01_F\n- Item_U_I_E_Uniform_01_officer_F\n- Item_U_I_E_Uniform_01_shortsleeve_F\n- Item_U_I_E_Uniform_01_sweater_F\n- Item_U_I_E_Uniform_01_tanktop_F\n- Item_U_I_FullGhillie_ard\n- Item_U_I_FullGhillie_lsh\n- Item_U_I_FullGhillie_sard\n- Item_U_I_G_resistanceLeader_F\n- Item_U_I_G_Story_Protagonist_F\n- Item_U_I_GhillieSuit\n- Item_U_I_HeliPilotCoveralls\n- Item_U_I_L_Uniform_01_camo_F\n- Item_U_I_L_Uniform_01_deserter_F\n- Item_U_I_L_Uniform_01_tshirt_black_F\n- Item_U_I_L_Uniform_01_tshirt_olive_F\n- Item_U_I_L_Uniform_01_tshirt_skull_F\n- Item_U_I_L_Uniform_01_tshirt_sport_F\n- Item_U_I_OfficerUniform\n- Item_U_I_ParadeUniform_01_AAF_decorated_F\n- Item_U_I_ParadeUniform_01_AAF_F\n- Item_U_I_pilotCoveralls\n- Item_U_I_Protagonist_VR\n- Item_U_I_Wetsuit\n- Item_U_IG_Guerilla1_1\n- Item_U_IG_Guerilla2_1\n- Item_U_IG_Guerilla2_2\n- Item_U_IG_Guerilla2_3\n- Item_U_IG_Guerilla3_1\n- Item_U_IG_Guerilla3_2\n- Item_U_IG_Guerrilla_6_1\n- Item_U_IG_leader\n- Item_U_KerryBody\n- Item_U_Marshal\n- Item_U_MillerBody\n- Item_U_NikosBody\n- Item_U_O_CombatUniform_ocamo\n- Item_U_O_CombatUniform_oucamo\n- Item_U_O_FullGhillie_ard\n- Item_U_O_FullGhillie_lsh\n- Item_U_O_FullGhillie_sard\n- Item_U_O_GhillieSuit\n- Item_U_O_officer_noInsignia_hex_F\n- Item_U_O_OfficerUniform_ocamo\n- Item_U_O_ParadeUniform_01_CSAT_decorated_F\n- Item_U_O_ParadeUniform_01_CSAT_F\n- Item_U_O_PilotCoveralls\n- Item_U_O_Protagonist_VR\n- Item_U_O_R_Gorka_01_black_F\n- Item_U_O_R_Gorka_01_brown_F\n- Item_U_O_R_Gorka_01_camo_F\n- Item_U_O_R_Gorka_01_F\n- Item_U_O_SpecopsUniform_blk\n- Item_U_O_SpecopsUniform_ocamo\n- Item_U_O_T_FullGhillie_tna_F\n- Item_U_O_T_Officer_F\n- Item_U_O_T_Sniper_F\n- Item_U_O_T_Soldier_F\n- Item_U_O_V_Soldier_Viper_F\n- Item_U_O_V_Soldier_Viper_hex_F\n- Item_U_O_Wetsuit\n- Item_U_OG_Guerilla1_1\n- Item_U_OG_Guerilla2_1\n- Item_U_OG_Guerilla2_2\n- Item_U_OG_Guerilla2_3\n- Item_U_OG_Guerilla3_1\n- Item_U_OG_Guerilla3_2\n- Item_U_OG_Guerrilla_6_1\n- Item_U_OG_leader\n- Item_U_OI_Scientist\n- Item_U_OrestesBody\n- Item_U_Rangemaster\n- Item_U_Tank_green_F\n- Item_Wallet_traitor"},{"heading":"K","level":4,"markdown":"- KartSteertingWheel_01_black_F\n- KartSteertingWheel_01_blue_F\n- KartSteertingWheel_01_green_F\n- KartSteertingWheel_01_orange_F\n- KartSteertingWheel_01_red_F\n- KartSteertingWheel_01_white_F\n- KartSteertingWheel_01_yellow_F\n- Key_F"},{"heading":"L","level":4,"markdown":"- Land_Addon_01_F\n- Land_Addon_01_ruins_F\n- Land_Addon_01_V1_ruins_F\n- Land_Addon_02_b_white_ruins_F\n- Land_Addon_02_F\n- Land_Addon_02_ruins_F\n- Land_Addon_02_V1_ruins_F\n- Land_Addon_03_F\n- Land_Addon_03_ruins_F\n- Land_Addon_03_V1_ruins_F\n- Land_Addon_03mid_V1_ruins_F\n- Land_Addon_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n- Land_Addon_04_ruins_F\n- Land_Addon_04_V1_ruins_F\n- Land_Addon_05_F\n- Land_Addon_05_ruins_F\n- Land_AirconCondenser_01_F\n- Land_AirConditioner_01_F\n  1. Hide_Hose_01 => user\n  1. Hide_Hose_02 => user\n  1. Hide_Hose_03 => user\n- Land_AirConditioner_02_F\n  1. Hide_Hose_01 => user\n- Land_AirConditioner_03_F\n  1. Hide_Hose_02 => user\n- Land_AirConditioner_04_F\n  1. Hide_Hose_03 => user\n- Land_AirHorn_01_F\n- Land_AirIntakePlug_01_F\n- Land_AirIntakePlug_02_F\n- Land_AirIntakePlug_03_F\n- Land_AirIntakePlug_04_F\n- Land_AirIntakePlug_05_F\n- Land_Airport_01_controlTower_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_Airport_01_hangar_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_Airport_01_terminal_F\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_Airport_02_controlTower_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_Airport_02_hangar_left_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_Airport_02_hangar_right_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Airport_02_sign_aeroport_F\n- Land_Airport_02_sign_arrivees_F\n- Land_Airport_02_sign_de_F\n- Land_Airport_02_sign_departs_F\n- Land_Airport_02_sign_tanoa_F\n- Land_Airport_02_terminal_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_Airport_center_F\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n- Land_Airport_left_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n  1. Glass_35_source => hit [Glass_35_hitpoint]\n  1. Glass_36_source => hit [Glass_36_hitpoint]\n  1. Glass_37_source => hit [Glass_37_hitpoint]\n  1. Glass_38_source => hit [Glass_38_hitpoint]\n  1. Glass_39_source => hit [Glass_39_hitpoint]\n  1. Glass_40_source => hit [Glass_40_hitpoint]\n  1. Glass_41_source => hit [Glass_41_hitpoint]\n  1. Glass_42_source => hit [Glass_42_hitpoint]\n  1. Glass_43_source => hit [Glass_43_hitpoint]\n  1. Glass_44_source => hit [Glass_44_hitpoint]\n  1. Glass_45_source => hit [Glass_45_hitpoint]\n  1. Glass_46_source => hit [Glass_46_hitpoint]\n  1. Glass_47_source => hit [Glass_47_hitpoint]\n  1. Glass_48_source => hit [Glass_48_hitpoint]\n  1. Glass_49_source => hit [Glass_49_hitpoint]\n  1. Glass_50_source => hit [Glass_50_hitpoint]\n  1. Glass_51_source => hit [Glass_51_hitpoint]\n  1. Glass_52_source => hit [Glass_52_hitpoint]\n  1. Glass_53_source => hit [Glass_53_hitpoint]\n  1. Glass_54_source => hit [Glass_54_hitpoint]\n  1. Glass_55_source => hit [Glass_55_hitpoint]\n  1. Glass_56_source => hit [Glass_56_hitpoint]\n  1. Glass_57_source => hit [Glass_57_hitpoint]\n  1. Glass_58_source => hit [Glass_58_hitpoint]\n  1. Glass_59_source => hit [Glass_59_hitpoint]\n  1. Glass_60_source => hit [Glass_60_hitpoint]\n  1. Glass_61_source => hit [Glass_61_hitpoint]\n- Land_Airport_right_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n  1. Glass_35_source => hit [Glass_35_hitpoint]\n  1. Glass_36_source => hit [Glass_36_hitpoint]\n  1. Glass_37_source => hit [Glass_37_hitpoint]\n  1. Glass_38_source => hit [Glass_38_hitpoint]\n  1. Glass_39_source => hit [Glass_39_hitpoint]\n  1. Glass_40_source => hit [Glass_40_hitpoint]\n  1. Glass_41_source => hit [Glass_41_hitpoint]\n  1. Glass_42_source => hit [Glass_42_hitpoint]\n  1. Glass_43_source => hit [Glass_43_hitpoint]\n  1. Glass_44_source => hit [Glass_44_hitpoint]\n  1. Glass_45_source => hit [Glass_45_hitpoint]\n  1. Glass_46_source => hit [Glass_46_hitpoint]\n  1. Glass_47_source => hit [Glass_47_hitpoint]\n  1. Glass_48_source => hit [Glass_48_hitpoint]\n  1. Glass_49_source => hit [Glass_49_hitpoint]\n  1. Glass_50_source => hit [Glass_50_hitpoint]\n  1. Glass_51_source => hit [Glass_51_hitpoint]\n  1. Glass_52_source => hit [Glass_52_hitpoint]\n  1. Glass_53_source => hit [Glass_53_hitpoint]\n  1. Glass_54_source => hit [Glass_54_hitpoint]\n  1. Glass_55_source => hit [Glass_55_hitpoint]\n  1. Glass_56_source => hit [Glass_56_hitpoint]\n  1. Glass_57_source => hit [Glass_57_hitpoint]\n  1. Glass_58_source => hit [Glass_58_hitpoint]\n  1. Glass_59_source => hit [Glass_59_hitpoint]\n  1. Glass_60_source => hit [Glass_60_hitpoint]\n  1. Glass_61_source => hit [Glass_61_hitpoint]\n- Land_Airport_Tower_dam_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Airport_Tower_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n- Land_Airport_Tower_ruins_F\n- Land_AirstripPlatform_01_F\n- Land_AirstripPlatform_01_footer_F\n- Land_AlienProbe_Core_01_F\n  1. CoreChunk1 => hit [HitZone1]\n  1. CoreChunk2 => hit [HitZone2]\n  1. CoreChunk3 => hit [HitZone3]\n  1. CoreChunk4 => hit [HitZone4]\n  1. CoreChunk5 => hit [HitZone5]\n  1. CoreChunk6 => hit [HitZone6]\n  1. CoreChunk7 => hit [HitZone7]\n  1. CoreChunk8 => hit [HitZone8]\n  1. CoreChunk9 => hit [HitZone9]\n  1. CoreChunk10 => hit [HitZone10]\n- Land_AlienProbe_Core_01_Legs_F\n- Land_AlienProbe_Core_Debris_01_F\n- Land_AlienProbe_Core_Debris_02_F\n- Land_AlienProbe_Core_Debris_03_F\n- Land_AlienProbe_Core_Debris_04_F\n- Land_AlienProbe_Core_Debris_05_F\n- Land_AlienProbe_Debris_01_F\n- Land_AlienProbe_Debris_02_F\n- Land_AlienProbe_Debris_03_F\n- Land_AlienProbe_Stump_01_F\n- Land_AlienProbe_Stump_02_F\n- Land_AlienProbe_Tip_01_F\n  1. Retract => user\n  1. Biomineralization_HP1 => user\n  1. Biomineralization_HP2 => user\n- Land_AlienProbe_Tip_02_F\n  1. Retract => user\n  1. Biomineralization_HP1 => user\n  1. Biomineralization_HP2 => user\n- Land_AlienProbe_Tip_03_F\n- Land_AlienProbe_Tip_04_F\n  1. Retract => user\n  1. Biomineralization_HP1 => user\n  1. Biomineralization_HP2 => user\n- Land_Ammobox_rounds_F\n- Land_Amphitheater_F\n- Land_Ancient_Wall_4m_F\n- Land_Ancient_Wall_8m_F\n- Land_AncientHead_01_F\n- Land_AncientPillar_damaged_F\n- Land_AncientPillar_F\n- Land_AncientPillar_fallen_F\n- Land_AncientStatue_01_F\n- Land_AncientStatue_02_F\n- Land_Anthill_01_F\n- Land_Antibiotic_F\n- Land_Antimalaricum_01_F\n- Land_ArmChair_01_F\n- Land_Atm_01_F\n- Land_ATM_01_malden_F\n- Land_Atm_02_F\n- Land_ATM_02_malden_F\n- Land_AttachedSign_01_v1_F\n- Land_AttachedSign_01_v2_F\n- Land_AttachedSign_01_v3_F\n- Land_AttachedSign_01_v4_F\n- Land_AttachedSign_02_v1_F\n- Land_AttachedSign_02_v2_F\n- Land_AttachedSign_02_v3_F\n- Land_AttachedSign_02_v4_F\n- Land_AttachedSign_03_v1_F\n- Land_AttachedSign_03_v2_F\n- Land_Axe_F\n- Land_Axe_fire_F\n- Land_BackAlley_01_l_1m_F\n- Land_BackAlley_01_l_gap_F\n- Land_BackAlley_01_l_gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_BackAlley_02_l_1m_F\n- Land_BagBunker_01_large_green_F\n- Land_BagBunker_01_small_green_F\n- Land_BagBunker_Large_F\n- Land_BagBunker_Small_F\n- Land_BagBunker_Tower_F\n- Land_BagFence_01_corner_green_F\n- Land_BagFence_01_end_green_F\n- Land_BagFence_01_long_green_F\n- Land_BagFence_01_round_green_F\n- Land_BagFence_01_short_green_F\n- Land_BagFence_Corner_F\n- Land_BagFence_End_F\n- Land_BagFence_Long_F\n- Land_BagFence_Round_F\n- Land_BagFence_Short_F\n- Land_BakedBeans_F\n- Land_Balloon_01_air_F\n- Land_Balloon_01_water_F\n- Land_BambooFence_01_s_4m_F\n- Land_BambooFence_01_s_8m_F\n- Land_BambooFence_01_s_d_F\n- Land_BambooFence_01_s_pole_F\n- Land_Bandage_F\n- Land_Bare_boulder_01_F\n- Land_Bare_boulder_02_F\n- Land_Bare_boulder_03_F\n- Land_Bare_boulder_04_F\n- Land_Bare_boulder_05_F\n- Land_BarGate_01_open_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_BarGate_F\n  1. Door_1_sound_source => user\n- Land_Bark_Beetle_Trap_01_F\n- Land_Bark_Beetle_Trap_02_F\n- Land_Bark_Beetle_Trap_03_F\n- Land_Barn_01_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Barn_01_brown_ruins_F\n- Land_Barn_01_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Barn_01_grey_ruins_F\n- Land_Barn_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_Barn_02_ruins_F\n- Land_Barn_03_large_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n- Land_Barn_03_large_ruins_F\n- Land_Barn_03_small_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_Barn_03_small_ruins_F\n- Land_Barn_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_Barn_04_ruins_F\n- Land_Barracks_01_camo_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n  1. Glass_35_source => hit [Glass_35_hitpoint]\n  1. Glass_36_source => hit [Glass_36_hitpoint]\n  1. Glass_37_source => hit [Glass_37_hitpoint]\n  1. Glass_38_source => hit [Glass_38_hitpoint]\n  1. Glass_39_source => hit [Glass_39_hitpoint]\n  1. Glass_40_source => hit [Glass_40_hitpoint]\n  1. Glass_41_source => hit [Glass_41_hitpoint]\n  1. Glass_42_source => hit [Glass_42_hitpoint]\n  1. Glass_43_source => hit [Glass_43_hitpoint]\n  1. Glass_44_source => hit [Glass_44_hitpoint]\n  1. Glass_45_source => hit [Glass_45_hitpoint]\n  1. Glass_46_source => hit [Glass_46_hitpoint]\n  1. Glass_47_source => hit [Glass_47_hitpoint]\n  1. Glass_48_source => hit [Glass_48_hitpoint]\n  1. Glass_49_source => hit [Glass_49_hitpoint]\n  1. Glass_50_source => hit [Glass_50_hitpoint]\n  1. Glass_51_source => hit [Glass_51_hitpoint]\n  1. Glass_52_source => hit [Glass_52_hitpoint]\n  1. Glass_53_source => hit [Glass_53_hitpoint]\n  1. Glass_54_source => hit [Glass_54_hitpoint]\n  1. Glass_55_source => hit [Glass_55_hitpoint]\n  1. Glass_56_source => hit [Glass_56_hitpoint]\n  1. Glass_57_source => hit [Glass_57_hitpoint]\n  1. Glass_58_source => hit [Glass_58_hitpoint]\n  1. Glass_59_source => hit [Glass_59_hitpoint]\n  1. Glass_60_source => hit [Glass_60_hitpoint]\n  1. Glass_61_source => hit [Glass_61_hitpoint]\n  1. Glass_62_source => hit [Glass_62_hitpoint]\n- Land_Barracks_01_dilapidated_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n- Land_Barracks_01_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n  1. Glass_35_source => hit [Glass_35_hitpoint]\n  1. Glass_36_source => hit [Glass_36_hitpoint]\n  1. Glass_37_source => hit [Glass_37_hitpoint]\n  1. Glass_38_source => hit [Glass_38_hitpoint]\n  1. Glass_39_source => hit [Glass_39_hitpoint]\n  1. Glass_40_source => hit [Glass_40_hitpoint]\n  1. Glass_41_source => hit [Glass_41_hitpoint]\n  1. Glass_42_source => hit [Glass_42_hitpoint]\n  1. Glass_43_source => hit [Glass_43_hitpoint]\n  1. Glass_44_source => hit [Glass_44_hitpoint]\n  1. Glass_45_source => hit [Glass_45_hitpoint]\n  1. Glass_46_source => hit [Glass_46_hitpoint]\n  1. Glass_47_source => hit [Glass_47_hitpoint]\n  1. Glass_48_source => hit [Glass_48_hitpoint]\n  1. Glass_49_source => hit [Glass_49_hitpoint]\n  1. Glass_50_source => hit [Glass_50_hitpoint]\n  1. Glass_51_source => hit [Glass_51_hitpoint]\n  1. Glass_52_source => hit [Glass_52_hitpoint]\n  1. Glass_53_source => hit [Glass_53_hitpoint]\n  1. Glass_54_source => hit [Glass_54_hitpoint]\n  1. Glass_55_source => hit [Glass_55_hitpoint]\n  1. Glass_56_source => hit [Glass_56_hitpoint]\n  1. Glass_57_source => hit [Glass_57_hitpoint]\n  1. Glass_58_source => hit [Glass_58_hitpoint]\n  1. Glass_59_source => hit [Glass_59_hitpoint]\n  1. Glass_60_source => hit [Glass_60_hitpoint]\n  1. Glass_61_source => hit [Glass_61_hitpoint]\n  1. Glass_62_source => hit [Glass_62_hitpoint]\n- Land_Barracks_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n- Land_Barracks_02_ruins_F\n- Land_Barracks_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n- Land_Barracks_03_ruins_F\n- Land_Barracks_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n- Land_Barracks_04_ruins_F\n- Land_Barracks_05_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n- Land_Barracks_05_ruins_F\n- Land_Barracks_06_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_Barracks_06_ruins_F\n- Land_Barracks_ruins_F\n- Land_BarrelEmpty_F\n- Land_BarrelEmpty_grey_F\n- Land_BarrelSand_F\n- Land_BarrelSand_grey_F\n- Land_BarrelTrash_F\n- Land_BarrelTrash_grey_F\n- Land_BarrelWater_F\n- Land_BarrelWater_grey_F\n- Land_Barricade_01_10m_F\n- Land_Barricade_01_4m_F\n- Land_BasaltKerb_01_2m_d_F\n- Land_BasaltKerb_01_2m_F\n- Land_BasaltKerb_01_4m_F\n- Land_BasaltKerb_01_pile_F\n- Land_BasaltKerb_01_platform_F\n- Land_BasaltWall_01_4m_F\n- Land_BasaltWall_01_8m_F\n- Land_BasaltWall_01_d_left_F\n- Land_BasaltWall_01_d_right_F\n- Land_BasaltWall_01_gate_F\n- Land_Baseball_01_F\n- Land_BaseballMitt_01_F\n- Land_Basket_F\n- Land_Basketball_01_F\n- Land_Battery_F\n- Land_BatteryPack_01_battery_black_F\n- Land_BatteryPack_01_battery_olive_F\n- Land_BatteryPack_01_battery_sand_F\n- Land_BatteryPack_01_closed_black_F\n- Land_BatteryPack_01_closed_olive_F\n- Land_BatteryPack_01_closed_sand_F\n- Land_BatteryPack_01_open_black_F\n- Land_BatteryPack_01_open_olive_F\n- Land_BatteryPack_01_open_sand_F\n- Land_BC_Basket_F\n- Land_BC_Court_F\n- Land_BeachBooth_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_BellTower_01_V1_F\n- Land_BellTower_01_V2_F\n- Land_BellTower_02_V1_F\n- Land_BellTower_02_V1_ruins_F\n- Land_BellTower_02_V2_F\n- Land_BellTower_02_V2_ruins_F\n- Land_Bench_01_F\n- Land_Bench_02_F\n- Land_Bench_03_F\n- Land_Bench_04_F\n- Land_Bench_05_F\n- Land_Bench_F\n- Land_Billboard_01_v1_F\n- Land_Billboard_01_v2_F\n- Land_Billboard_02_blank_F\n- Land_Billboard_02_carrental_F\n- Land_Billboard_02_chernarus_F\n- Land_Billboard_02_chevre2_F\n- Land_Billboard_02_ion_F\n- Land_Billboard_02_leader_F\n- Land_Billboard_02_mars2_F\n- Land_Billboard_02_monte_F\n- Land_Billboard_02_redstone_F\n- Land_Billboard_02_surreal_F\n- Land_Billboard_02_v1_F\n- Land_Billboard_02_v2_F\n- Land_Billboard_02_wine_F\n- Land_Billboard_03_aan_F\n- Land_Billboard_03_action_F\n- Land_Billboard_03_argois_F\n- Land_Billboard_03_blank_F\n- Land_Billboard_03_bluking_F\n- Land_Billboard_03_cheese_F\n- Land_Billboard_03_chevre_F\n- Land_Billboard_03_duckit_F\n- Land_Billboard_03_getlost_F\n- Land_Billboard_03_ionbase_F\n- Land_Billboard_03_koke_F\n- Land_Billboard_03_lyfe_F\n- Land_Billboard_03_mars_F\n- Land_Billboard_03_maskrtnik_F\n- Land_Billboard_03_olives_F\n- Land_Billboard_03_pate_F\n- Land_Billboard_03_pills_F\n- Land_Billboard_03_plane_F\n- Land_Billboard_03_supermarket_F\n- Land_Billboard_03_winery_F\n- Land_Billboard_03_ygont_F\n- Land_Billboard_04_blank_F\n- Land_Billboard_04_koke_redstone_F\n- Land_Billboard_04_mars_lyfe_F\n- Land_Billboard_04_supermarket_maskrtnik_F\n- Land_Billboard_F\n- Land_BloodBag_F\n- Land_BluntRock_apart\n- Land_BluntRock_monolith\n- Land_BluntRock_spike\n- Land_BluntRock_wallH\n- Land_BluntRock_wallV\n- Land_BluntStone_01\n- Land_BluntStone_02\n- Land_BluntStone_03\n- Land_BluntStones_erosion\n- Land_Boat_01_abandoned_blue_F\n- Land_Boat_01_abandoned_red_F\n- Land_Boat_02_abandoned_F\n- Land_Boat_03_abandoned_cover_F\n- Land_Boat_03_abandoned_F\n- Land_Boat_04_wreck_F\n- Land_Boat_05_wreck_F\n- Land_Boat_06_wreck_F\n- Land_Bodybag_01_black_F\n- Land_Bodybag_01_blue_F\n- Land_Bodybag_01_empty_black_F\n- Land_Bodybag_01_empty_blue_F\n- Land_Bodybag_01_empty_white_F\n- Land_Bodybag_01_folded_black_F\n- Land_Bodybag_01_folded_blue_F\n- Land_Bodybag_01_folded_white_F\n- Land_Bodybag_01_white_F\n- Land_Bollard_01_F\n- Land_Bomb_Trolley_01_F\n- Land_BoreSighter_01_F\n- Land_BottlePlastic_V1_F\n- Land_BottlePlastic_V2_F\n- Land_Box_AmmoOld_F\n- Land_Breakwater_01_F\n- Land_Breakwater_02_F\n- Land_Brick_01_F\n- Land_Bricks_V1_F\n- Land_Bricks_V2_F\n- Land_Bricks_V3_F\n- Land_Bricks_V4_F\n- Land_BrickWall_01_l_5m_d_F\n- Land_BrickWall_01_l_5m_F\n- Land_BrickWall_01_l_corner_F\n- Land_BrickWall_01_l_end_F\n- Land_BrickWall_01_l_pole_F\n- Land_BrickWall_02_l_5m_d_F\n- Land_BrickWall_02_l_5m_F\n- Land_BrickWall_02_l_corner_v1_F\n- Land_BrickWall_02_l_corner_v2_F\n- Land_BrickWall_02_l_end_F\n- Land_BrickWall_03_l_5m_v1_d_F\n- Land_BrickWall_03_l_5m_v1_F\n- Land_BrickWall_03_l_5m_v2_d_F\n- Land_BrickWall_03_l_5m_v2_F\n- Land_BrickWall_03_l_gate_F\n- Land_BrickWall_03_l_pole_F\n- Land_BrickWall_04_l_5m_d_F\n- Land_BrickWall_04_l_5m_F\n- Land_BrickWall_04_l_5m_old_d_F\n- Land_BrickWall_04_l_5m_old_F\n- Land_BrickWall_04_l_pole_F\n- Land_BrickWall_04_l_pole_old_F\n- Land_Bridge_01_PathLod_F\n- Land_Bridge_Asphalt_PathLod_F\n- Land_Bridge_Concrete_PathLod_F\n- Land_Bridge_HighWay_PathLod_F\n- Land_BridgeSea_01_pillar_F\n- Land_BridgeWooden_01_pillar_F\n- Land_BriefingRoomDesk_01_F\n- Land_BriefingRoomScreen_01_F\n- Land_BrokenCarGlass_01_4x4_F\n- Land_BrokenCarGlass_01_6x2_F\n- Land_Bucket_clean_F\n- Land_Bucket_F\n- Land_Bucket_painted_F\n- Land_BucketNavy_F\n- Land_Bulldozer_01_abandoned_F\n- Land_Bulldozer_01_wreck_F\n- Land_BulletTrap_01_F\n- Land_Bunker_01_big_F\n- Land_Bunker_01_blocks_1_F\n- Land_Bunker_01_blocks_3_F\n- Land_Bunker_01_HQ_F\n- Land_Bunker_01_small_F\n- Land_Bunker_01_tall_F\n- Land_Bunker_02_double_F\n- Land_Bunker_02_left_F\n- Land_Bunker_02_light_double_F\n- Land_Bunker_02_light_left_F\n- Land_Bunker_02_light_right_F\n- Land_Bunker_02_right_F\n- Land_Bunker_F\n- Land_BuoyBig_F\n  1. Light_1_source => MarkerLight\n- Land_BurntGarbage_01_F\n- Land_BusStop_01_shelter_F\n- Land_BusStop_01_sign_F\n- Land_BusStop_02_shelter_F\n- Land_BusStop_02_shelter_ruins_F\n- Land_BusStop_02_sign_F\n- Land_ButaneCanister_F\n- Land_ButaneTorch_F\n- Land_Cages_F\n- Land_Calvary_01_V1_F\n- Land_Calvary_02_V1_F\n- Land_Calvary_02_V2_F\n- Land_Calvary_03_F\n  1. RandomCalvaryText => userPositionHashedInit\n- Land_Calvary_04_F\n- Land_Camera_01_F\n- Land_CamoConcreteWall_01_l_4m_d_v1_F\n- Land_CamoConcreteWall_01_l_4m_d_v2_F\n- Land_CamoConcreteWall_01_l_4m_v1_F\n- Land_CamoConcreteWall_01_l_4m_v2_F\n- Land_CamoConcreteWall_01_l_end_v1_F\n- Land_CamoConcreteWall_01_pole_v1_F\n- Land_Camp_House_01_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n- Land_Camp_House_01_brown_ruins_F\n- Land_Campfire_F\n- Land_Camping_Light_F\n- Land_Camping_Light_off_F\n- Land_CampingChair_V1_F\n- Land_CampingChair_V1_folded_F\n- Land_CampingChair_V2_F\n- Land_CampingChair_V2_white_F\n- Land_CampingTable_F\n- Land_CampingTable_small_F\n- Land_CampingTable_small_white_F\n- Land_CampingTable_white_F\n- Land_Can_Dented_F\n- Land_Can_Rusty_F\n- Land_Can_V1_F\n- Land_Can_V2_F\n- Land_Can_V3_F\n- Land_Canal_Dutch_01_15m_F\n- Land_Canal_Dutch_01_bridge_F\n- Land_Canal_Dutch_01_corner_F\n- Land_Canal_Dutch_01_plate_F\n- Land_Canal_Dutch_01_stairs_F\n- Land_Canal_Wall_10m_F\n- Land_Canal_Wall_D_center_F\n- Land_Canal_Wall_D_left_F\n- Land_Canal_Wall_D_right_F\n- Land_Canal_Wall_Stairs_F\n- Land_Canal_WallSmall_10m_F\n- Land_CanisterFuel_Blue_F\n- Land_CanisterFuel_F\n- Land_CanisterFuel_Red_F\n- Land_CanisterFuel_White_F\n- Land_CanisterOil_F\n- Land_CanisterPlastic_F\n- Land_CanOpener_F\n- Land_Canteen_F\n- Land_CanvasCover_01_F\n- Land_CanvasCover_02_F\n- Land_Caravan_01_green_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Caravan_01_rust_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_CarBattery_01_F\n- Land_CarBattery_02_F\n- Land_Cargo10_blue_F\n- Land_Cargo10_brick_red_F\n- Land_Cargo10_cyan_F\n- Land_Cargo10_grey_F\n- Land_Cargo10_IDAP_F\n- Land_Cargo10_light_blue_F\n- Land_Cargo10_light_green_F\n- Land_Cargo10_military_green_F\n- Land_Cargo10_orange_F\n- Land_Cargo10_red_F\n- Land_Cargo10_sand_F\n- Land_Cargo10_white_F\n- Land_Cargo10_yellow_F\n- Land_Cargo20_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_brick_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_china_color_V1_ruins_F\n- Land_Cargo20_china_color_V2_ruins_F\n- Land_Cargo20_color_V1_ruins_F\n- Land_Cargo20_color_V2_ruins_F\n- Land_Cargo20_color_V3_ruins_F\n- Land_Cargo20_cyan_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_EMP_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_EMP_Training_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_IDAP_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_idap_ruins_F\n- Land_Cargo20_light_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_light_green_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_military_green_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_military_ruins_F\n- Land_Cargo20_orange_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_sand_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_vr_F\n- Land_Cargo20_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo20_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_brick_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_china_color_V1_ruins_F\n- Land_Cargo40_china_color_V2_ruins_F\n- Land_Cargo40_color_V1_ruins_F\n- Land_Cargo40_color_V2_ruins_F\n- Land_Cargo40_color_V3_ruins_F\n- Land_Cargo40_cyan_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_IDAP_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_idap_ruins_F\n- Land_Cargo40_light_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_light_green_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_military_green_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_military_ruins_F\n- Land_Cargo40_orange_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_sand_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Cargo40_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_cargo_addon01_V1_F\n- Land_cargo_addon01_V2_F\n- Land_cargo_addon02_V1_F\n- Land_cargo_addon02_V2_F\n- Land_cargo_house_slum_F\n- Land_cargo_house_slum_ruins_F\n- Land_Cargo_House_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Cargo_House_V1_ruins_F\n- Land_Cargo_House_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Cargo_House_V2_ruins_F\n- Land_Cargo_House_V3_derelict_F\n- Land_Cargo_House_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Cargo_House_V3_ruins_F\n- Land_Cargo_House_V4_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Cargo_House_V4_ruins_F\n- Land_Cargo_HQ_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Hatch_1_source => user\n- Land_Cargo_HQ_V1_ruins_F\n- Land_Cargo_HQ_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Hatch_1_source => user\n- Land_Cargo_HQ_V2_ruins_F\n- Land_Cargo_HQ_V3_derelict_F\n- Land_Cargo_HQ_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Hatch_1_source => user\n- Land_Cargo_HQ_V3_ruins_F\n- Land_Cargo_HQ_V4_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Hatch_1_source => user\n- Land_Cargo_HQ_V4_ruins_F\n- Land_Cargo_Patrol_V1_F\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n- Land_Cargo_Patrol_V1_ruins_F\n- Land_Cargo_Patrol_V2_F\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n- Land_Cargo_Patrol_V2_ruins_F\n- Land_Cargo_Patrol_V3_derelict_F\n- Land_Cargo_Patrol_V3_F\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n- Land_Cargo_Patrol_V3_ruins_F\n- Land_Cargo_Patrol_V4_F\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n- Land_Cargo_Patrol_V4_ruins_F\n- Land_Cargo_Tower_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_No1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_No2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_No3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_No4_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_No5_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_No6_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_No7_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V1_ruins_F\n- Land_Cargo_Tower_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V2_ruins_F\n- Land_Cargo_Tower_V3_derelict_F\n- Land_Cargo_Tower_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V3_ruins_F\n- Land_Cargo_Tower_V4_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Hatch_1_source => user\n  1. Hatch_2_source => user\n  1. Hatch_3_source => user\n  1. Hatch_4_source => user\n  1. Hatch_5_source => user\n  1. Hatch_6_source => user\n- Land_Cargo_Tower_V4_ruins_F\n- Land_CargoBox_V1_F\n- Land_CargoPlaftorm_01_ruins_F\n  1. Panel_1_Hide_Source => user\n  1. Panel_2_Hide_Source => user\n  1. Panel_3_Hide_Source => user\n  1. Panel_4_Hide_Source => user\n- Land_Carousel_01_F\n  1. Platform_source_1 => user\n  1. Platform_source_2 => user\n  1. Platform_source_3 => user\n- Land_Carrier_01_base_F\n- Land_Carrier_01_hull_01_F\n- Land_Carrier_01_hull_02_F\n- Land_Carrier_01_hull_03_1_F\n- Land_Carrier_01_hull_03_2_F\n- Land_Carrier_01_hull_04_1_F\n  1. Deflector_2 => user\n  1. Deflector_2_hydraulic_1 => user\n  1. Deflector_2_hydraulic_2 => user\n  1. Deflector_2_hydraulic_3 => user\n- Land_Carrier_01_hull_04_2_F\n  1. Deflector_1 => user\n  1. Deflector_1_hydraulic_1 => user\n  1. Deflector_1_hydraulic_2 => user\n  1. Deflector_1_hydraulic_3 => user\n- Land_Carrier_01_hull_05_1_F\n- Land_Carrier_01_hull_05_2_F\n- Land_Carrier_01_hull_06_1_F\n- Land_Carrier_01_hull_06_2_F\n- Land_Carrier_01_hull_07_1_F\n  1. Deflector_3 => user\n  1. Deflector_3_hydraulic_1 => user\n  1. Deflector_3_hydraulic_2 => user\n  1. Deflector_3_hydraulic_3 => user\n  1. Deflector_4 => user\n  1. Deflector_4_hydraulic_1 => user\n  1. Deflector_4_hydraulic_2 => user\n  1. Deflector_4_hydraulic_3 => user\n- Land_Carrier_01_hull_07_2_F\n- Land_Carrier_01_hull_08_1_F\n- Land_Carrier_01_hull_08_2_F\n- Land_Carrier_01_hull_09_1_F\n- Land_Carrier_01_hull_09_2_F\n- Land_Carrier_01_hull_base_F\n- Land_Carrier_01_island_01_F\n  1. Door_1_source => user\n  1. Door_2_source => user\n  1. Door_3_source => user\n  1. Door_4_source => user\n- Land_Carrier_01_island_02_F\n- Land_Carrier_01_island_03_F\n- Land_CarService_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n- Land_CashDesk_F\n- Land_Castle_01_church_a_ruin_F\n- Land_Castle_01_church_b_ruin_F\n- Land_Castle_01_church_ruin_F\n- Land_Castle_01_house_ruin_F\n- Land_Castle_01_step_F\n- Land_Castle_01_tower_F\n- Land_Castle_01_tower_ruins_F\n- Land_Castle_01_wall_01_F\n- Land_Castle_01_wall_02_F\n- Land_Castle_01_wall_03_F\n- Land_Castle_01_wall_04_F\n- Land_Castle_01_wall_05_F\n- Land_Castle_01_wall_06_F\n- Land_Castle_01_wall_07_F\n- Land_Castle_01_wall_08_F\n- Land_Castle_01_wall_09_F\n- Land_Castle_01_wall_10_F\n- Land_Castle_01_wall_11_F\n- Land_Castle_01_wall_12_F\n- Land_Castle_01_wall_13_F\n- Land_Castle_01_wall_14_F\n- Land_Castle_01_wall_15_F\n- Land_Castle_01_wall_16_F\n- Land_CastleRuins_01_bastion_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_CastleRuins_01_wall_10m_F\n- Land_CastleRuins_01_wall_d_L_F\n- Land_CastleRuins_01_wall_d_R_F\n- Land_Cathedral_01_F\n- Land_CementWorks_01_brick_F\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n- Land_CementWorks_01_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n- Land_CerealsBox_F\n- Land_ChairPlastic_F\n- Land_ChairWood_F\n- Land_Chapel_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n- Land_Chapel_02_white_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. RingTheBell => user\n- Land_Chapel_02_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. RingTheBell => user\n- Land_Chapel_02_white_ruins_F\n- Land_Chapel_02_yellow_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. RingTheBell => user\n- Land_Chapel_02_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. RingTheBell => user\n- Land_Chapel_02_yellow_ruins_F\n- Land_Chapel_Small_V1_F\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_Chapel_Small_V1_ruins_F\n- Land_Chapel_Small_V2_F\n- Land_Chapel_Small_V2_ruins_F\n- Land_Chapel_V1_F\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_Chapel_V1_ruins_F\n- Land_Chapel_V2_F\n- Land_Chapel_V2_ruins_F\n- Land_Chemlight_Blue_F\n- Land_ChickenCoop_01_F\n- Land_Church_01_F\n- Land_Church_01_ruins_F\n- Land_Church_01_V1_F\n- Land_Church_01_V2_F\n- Land_Church_02_F\n- Land_Church_02_ruins_F\n- Land_Church_03_F\n- Land_Church_03_ruins_F\n- Land_Church_04_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_lightblue_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_lightblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_lightyellow_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_lightyellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_red_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_damaged_F\n- Land_Church_04_small_F\n- Land_Church_04_small_lightblue_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_lightblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_lightyellow_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_lightyellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_red_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_white_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_white_red_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_white_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_yellow_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_small_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_white_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_white_red_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_white_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_yellow_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_04_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Church_05_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_ChurchRuin_01_F\n- Land_CinderBlock_01_F\n- Land_CinderBlocks_01_F\n- Land_CinderBlocks_F\n- Land_City2_4m_F\n- Land_City2_8m_F\n- Land_City2_8mD_F\n- Land_City2_PillarD_F\n- Land_City_4m_F\n- Land_City_8m_F\n- Land_City_8mD_F\n- Land_City_Gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_City_Pillar_F\n- Land_Cliff_boulder_F\n- Land_Cliff_peak_F\n- Land_Cliff_stone_big_F\n- Land_Cliff_stone_medium_F\n- Land_Cliff_stone_small_F\n- Land_Cliff_stoneCluster_F\n- Land_Cliff_surfaceMine_F\n- Land_Cliff_wall_long_F\n- Land_Cliff_wall_round_F\n- Land_Cliff_wall_tall_F\n- Land_ClothesLine_01_F\n- Land_ClothesLine_01_full_F\n- Land_ClothesLine_01_short_F\n- Land_ClothShelter_01_F\n- Land_ClothShelter_02_F\n- Land_ClutterCutter_large_F\n- Land_ClutterCutter_medium_F\n- Land_ClutterCutter_small_F\n- Land_cmp_Hopper_F\n- Land_cmp_Hopper_ruins_F\n- Land_cmp_Shed_dam_F\n- Land_cmp_Shed_F\n- Land_cmp_Shed_ruins_F\n- Land_cmp_Tower_F\n- Land_cmp_Tower_ruins_F\n- Land_CncBarrier_F\n- Land_CncBarrier_stripes_F\n- Land_CncBarrierMedium4_F\n- Land_CncBarrierMedium_F\n- Land_CncShelter_F\n- Land_CncWall1_F\n- Land_CncWall4_F\n- Land_CoalPlant_01_Conveyor_F\n- Land_CoalPlant_01_LoadingHouse_F\n- Land_CoalPlant_01_MainBuilding_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_CobblestoneSquare_01_2m_F\n- Land_CobblestoneSquare_01_32m_F\n- Land_CobblestoneSquare_01_4m_F\n- Land_CobblestoneSquare_01_8m_F\n- Land_CobblestoneSquare_01_edge_2m_v1_F\n- Land_CobblestoneSquare_01_edge_2m_v2_F\n- Land_CobblestoneSquare_01_edge_32m_v1_F\n- Land_CobblestoneSquare_01_edge_32m_v2_F\n- Land_CobblestoneSquare_01_edge_4m_v1_F\n- Land_CobblestoneSquare_01_edge_4m_v2_F\n- Land_CobblestoneSquare_01_edge_8m_v1_F\n- Land_CobblestoneSquare_01_edge_8m_v2_F\n- Land_Coil_F\n- Land_CombineHarvester_01_wreck_F\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_Communication_anchor_F\n- Land_Communication_F\n- Land_Compass_F\n- Land_Computer_01_black_F\n- Land_Computer_01_olive_F\n- Land_Computer_01_sand_F\n- Land_Concrete_SmallWall_4m_F\n- Land_Concrete_SmallWall_8m_F\n- Land_ConcreteBlock_01_F\n- Land_ConcreteHedgehog_01_F\n- Land_ConcreteHedgehog_01_half_F\n- Land_ConcreteHedgehog_01_palette_F\n- Land_ConcreteKerb_01_2m_F\n- Land_ConcreteKerb_01_2m_v2_F\n- Land_ConcreteKerb_01_4m_F\n- Land_ConcreteKerb_01_4m_v2_F\n- Land_ConcreteKerb_01_8m_F\n- Land_ConcreteKerb_01_8m_v2_F\n- Land_ConcreteKerb_02_1m_F\n- Land_ConcreteKerb_02_2m_F\n- Land_ConcreteKerb_02_4m_F\n- Land_ConcreteKerb_02_8m_F\n- Land_ConcreteKerb_03_BW_long_F\n- Land_ConcreteKerb_03_BW_short_F\n- Land_ConcreteKerb_03_BY_long_F\n- Land_ConcreteKerb_03_BY_short_F\n- Land_ConcretePanels_01_end1_F\n- Land_ConcretePanels_01_end2_F\n- Land_ConcretePanels_01_F\n- Land_ConcretePanels_01_single_F\n- Land_ConcretePanels_02_four_F\n- Land_ConcretePanels_02_single_dmg_F\n- Land_ConcretePanels_02_single_v1_F\n- Land_ConcretePanels_02_single_v2_F\n- Land_ConcretePavement_01_narrow_corner_F\n- Land_ConcretePavement_01_narrow_F\n- Land_ConcretePavement_01_wide_corner_F\n- Land_ConcretePavement_01_wide_F\n- Land_ConcretePipe_F\n- Land_ConcreteTreePlanter_01_F\n- Land_ConcreteTreePlanter_02_F\n- Land_ConcreteWall_01_l_4m_F\n- Land_ConcreteWall_01_l_8m_F\n- Land_ConcreteWall_01_l_d_F\n- Land_ConcreteWall_01_l_gate_closed_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_ConcreteWall_01_l_gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_ConcreteWall_01_l_pole_F\n- Land_ConcreteWall_01_m_4m_F\n- Land_ConcreteWall_01_m_8m_F\n- Land_ConcreteWall_01_m_d_F\n- Land_ConcreteWall_01_m_gate_closed_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_ConcreteWall_01_m_gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_ConcreteWall_01_m_pole_F\n- Land_ConcreteWall_02_m_2m_F\n- Land_ConcreteWall_02_m_4m_F\n- Land_ConcreteWall_02_m_8m_F\n- Land_ConcreteWall_02_m_d_F\n- Land_ConcreteWall_02_m_gate_F\n- Land_ConcreteWall_02_m_pole_F\n- Land_ConcreteWall_03_m_2m_F\n- Land_ConcreteWall_03_m_6m_F\n- Land_ConcreteWall_03_m_pole_F\n- Land_ConcreteWell_01_F\n- Land_ConcreteWell_02_F\n- Land_ConnectorTent_01_AAF_closed_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_AAF_cross_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. Door_3_Hide => user\n  1. Door_4_Hide => user\n- Land_ConnectorTent_01_AAF_open_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_CSAT_brownhex_closed_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_CSAT_brownhex_cross_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. Door_3_Hide => user\n  1. Door_4_Hide => user\n- Land_ConnectorTent_01_CSAT_brownhex_open_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_CSAT_greenhex_closed_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_CSAT_greenhex_cross_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. Door_3_Hide => user\n  1. Door_4_Hide => user\n- Land_ConnectorTent_01_CSAT_greenhex_open_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_floor_dark_F\n- Land_ConnectorTent_01_floor_light_F\n- Land_ConnectorTent_01_NATO_closed_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_NATO_cross_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. Door_3_Hide => user\n  1. Door_4_Hide => user\n- Land_ConnectorTent_01_NATO_open_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_NATO_tropic_closed_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_NATO_tropic_cross_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. Door_3_Hide => user\n  1. Door_4_Hide => user\n- Land_ConnectorTent_01_NATO_tropic_open_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_wdl_closed_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_wdl_cross_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. Door_3_Hide => user\n  1. Door_4_Hide => user\n- Land_ConnectorTent_01_wdl_open_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_white_closed_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ConnectorTent_01_white_cross_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. Door_3_Hide => user\n  1. Door_4_Hide => user\n- Land_ConnectorTent_01_white_open_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n- Land_ContainerCrane_01_arm_F\n- Land_ContainerCrane_01_arm_lowered_F\n- Land_ContainerCrane_01_F\n- Land_ContainerLine_01_F\n- Land_ContainerLine_02_F\n- Land_ContainerLine_03_F\n- Land_ContainmentArea_01_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- Land_ContainmentArea_02_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- Land_ContainmentArea_03_F\n  1. Fold_Side_F => user\n  1. Fold_Side_B => user\n  1. Fold_Side_L => user\n  1. Fold_Side_R => user\n- Land_ControlTower_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_ControlTower_01_ruins_F\n- Land_ControlTower_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_ControlTower_02_ruins_F\n- Land_CornerAds_01_v1_F\n- Land_CornerAds_01_v2_F\n- Land_CornerAds_01_v3_F\n- Land_CornerAds_01_v4_F\n- Land_CornerAds_02_v1_F\n- Land_CornerAds_02_v2_F\n- Land_CorporateSign_01_mine_F\n- Land_CorporateSign_01_scf_F\n- Land_CorporateSign_02_airport_F\n- Land_CorporateSign_02_harbor_F\n- Land_CorporateSign_03_ranch_F\n- Land_Cowshed_01_A_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n- Land_Cowshed_01_A_ruins_F\n- Land_Cowshed_01_B_F\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n- Land_Cowshed_01_B_ruins_F\n- Land_Cowshed_01_C_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n- Land_Cowshed_01_C_ruins_F\n- Land_CrabCages_F\n- Land_Crane_F\n- Land_CraneRail_01_F\n- Land_Crash_barrier_F\n- Land_CrashBarrier_01_4m_F\n- Land_CrashBarrier_01_8m_F\n- Land_CrashBarrier_01_end_L_F\n- Land_CrashBarrier_01_end_R_F\n- Land_CratesPlastic_F\n- Land_CratesShabby_F\n- Land_CratesWooden_F\n- Land_Creditcard_01_F\n- Land_Cross_01_small_F\n- Land_Crowbar_01_F\n- Land_CzechHedgehog_01_F\n- Land_CzechHedgehog_01_new_F\n- Land_CzechHedgehog_01_old_F\n- Land_d_Addon_02_V1_F\n- Land_d_House_Big_01_V1_F\n- Land_d_House_Big_02_V1_F\n- Land_d_House_Small_01_V1_F\n- Land_d_House_Small_02_V1_F\n- Land_d_Shop_01_V1_F\n- Land_d_Shop_02_V1_F\n- Land_d_Stone_HouseBig_V1_F\n- Land_d_Stone_HouseSmall_V1_F\n- Land_d_Stone_Shed_V1_F\n- Land_d_Windmill01_F\n- Land_DataTerminal_01_F\n  1. Sesame_source => user\n  1. Lock_source => user\n  1. Antenna_source => user\n- Land_Decal_BulletHoles_Big_01_F\n- Land_Decal_BulletHoles_Big_02_F\n- Land_Decal_BulletHoles_Small_01_F\n- Land_Decal_BulletHoles_Small_02_F\n- Land_Decal_BulletHoles_Small_03_F\n- Land_Decal_damage_long1_F\n- Land_Decal_damage_long2_F\n- Land_Decal_damage_long3_F\n- Land_Decal_damage_long4_F\n- Land_Decal_damage_long5_F\n- Land_Decal_damage_medium1_F\n- Land_Decal_damage_medium2_F\n- Land_Decal_Garbage_01_F\n- Land_Decal_RoadCrack_Grass_01_F\n- Land_Decal_RoadCrack_Grass_02_F\n- Land_Decal_RoadCrack_Grass_03_F\n- Land_Decal_RoadCrack_Grass_04_F\n- Land_Decal_RoadCrack_Grass_05_F\n- Land_Decal_RoadEdge_Dirt_01_F\n- Land_Decal_RoadEdge_Dirt_02_F\n- Land_Decal_RoadEdge_Dirt_03_F\n- Land_Decal_RoadEdge_Dirt_04_F\n- Land_Decal_RoadEdge_Dirt_05_F\n- Land_Decal_RoadEdge_Dirt_06_F\n- Land_Decal_RoadEdge_Dirt_07_F\n- Land_Decal_RoadEdge_Dirt_08_F\n- Land_Decal_RoadEdge_Dirt_09_F\n- Land_Decal_RoadEdge_Dirt_10_F\n- Land_Decal_roads_ars_01_F\n- Land_Decal_roads_ars_02_F\n- Land_Decal_roads_ars_03_F\n- Land_Decal_roads_ars_04_F\n- Land_Decal_roads_ars_05_F\n- Land_Decal_roads_ars_06_F\n- Land_Decal_roads_oil_stain_01_F\n- Land_Decal_roads_oil_stain_02_F\n- Land_Decal_roads_oil_stain_03_F\n- Land_Decal_roads_oil_stain_04_F\n- Land_Decal_ScorchMark_01_large_F\n- Land_Decal_ScorchMark_01_small_F\n- Land_DeckTractor_01_F\n- Land_DeconTent_01_AAF_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_CSAT_brownhex_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_CSAT_greenhex_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_IDAP_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_NATO_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_NATO_tropic_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_wdl_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_white_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeconTent_01_yellow_F\n  1. Door_1_Hide => user\n  1. Door_2_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n- Land_DeerSkeleton_damaged_01_F\n- Land_DeerSkeleton_full_01_F\n- Land_DeerSkeleton_pile_01_F\n- Land_DeerSkeleton_skull_01_F\n- Land_DeerStand_01_F\n- Land_DeerStand_02_F\n- Land_Defibrillator_F\n- Land_DeskChair_01_black_F\n- Land_DeskChair_01_olive_F\n- Land_DeskChair_01_sand_F\n- Land_Destroyer_01_base_F\n- Land_Destroyer_01_Boat_Rack_01_F\n  1. CargoBay_Move_Z => user\n- Land_Destroyer_01_hull_01_F\n- Land_Destroyer_01_hull_02_F\n  1. Door_1_source => user\n  1. Door_2_source => user\n  1. Glass_1_source => user\n  1. Glass_2_source => user\n  1. Glass_3_source => user\n  1. Glass_4_source => user\n  1. Glass_5_source => user\n  1. Glass_6_source => user\n  1. Glass_7_source => user\n  1. Glass_8_source => user\n  1. Glass_9_source => user\n  1. Glass_10_source => user\n  1. Glass_11_source => user\n  1. Glass_12_source => user\n  1. Glass_13_source => user\n  1. Glass_14_source => user\n  1. Glass_15_source => user\n  1. Glass_16_source => user\n  1. Glass_17_source => user\n  1. Glass_18_source => user\n- Land_Destroyer_01_hull_03_F\n- Land_Destroyer_01_hull_04_F\n  1. Door_1_source => user\n  1. Door_Hangar_1_1_open => user\n  1. Door_Hangar_1_2_open => user\n  1. Door_Hangar_1_3_open => user\n  1. Door_Hangar_2_1_open => user\n  1. Door_Hangar_2_2_open => user\n  1. Door_Hangar_2_3_open => user\n- Land_Destroyer_01_hull_05_F\n- Land_Destroyer_01_hull_base_F\n- Land_Destroyer_01_interior_02_F\n  1. Door_1_source => user\n  1. Door_2_source => user\n  1. Door_3_source => user\n  1. Door_4_source => user\n  1. Door_5_source => user\n- Land_Destroyer_01_interior_03_F\n  1. Door_1_source => user\n  1. Door_2_source => user\n  1. Door_3_source => user\n  1. Door_4_source => user\n- Land_Destroyer_01_interior_04_F\n  1. Door_1_source => user\n- Land_Device_assembled_F\n- Land_Device_disassembled_F\n- Land_Device_slingloadable_F\n- Land_DieselGroundPowerUnit_01_F\n- Land_dirt_road_damage_long_01_F\n- Land_dirt_road_damage_long_02_F\n- Land_dirt_road_damage_long_03_F\n- Land_dirt_road_damage_long_04_F\n- Land_dirt_road_damage_long_05_F\n- Land_dirt_road_rocks_01_F\n- Land_dirt_road_rocks_02_F\n- Land_dirt_road_rocks_03_F\n- Land_dirt_road_rocks_04_F\n- Land_DirtPatch_01_4x4_F\n- Land_DirtPatch_01_6x8_F\n- Land_DirtPatch_02_F\n- Land_DirtPatch_03_F\n- Land_DirtPatch_04_F\n- Land_DirtPatch_05_F\n- Land_DischargeStick_01_F\n- Land_DisinfectantSpray_F\n- Land_DisturbedSoil_01_decal_F\n- Land_DisturbedSoil_02_decal_F\n- Land_DisturbedSoil_base_F\n- Land_Document_01_F\n- Land_Dome_01_big_green_ruins_v1_F\n- Land_Dome_01_big_green_ruins_v2_F\n- Land_Dome_01_small_green_ruins_F\n- Land_Dome_Big_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_Dome_Small_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Dome_Small_WIP2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Dome_Small_WIP_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_DomeDebris_01_hex_damaged_green_F\n- Land_DomeDebris_01_hex_green_F\n- Land_DomeDebris_01_struts_large_green_F\n- Land_DomeDebris_01_struts_small_green_F\n- Land_DomeParts_01_panel_white_F\n- Land_DomeParts_01_panel_white_stack_F\n- Land_DomeParts_01_struts_stack_F\n- Land_DomeParts_01_white_openstack_F\n- Land_dp_bigTank_F\n- Land_dp_bigTank_old_F\n- Land_dp_bigTank_old_ruins_F\n- Land_dp_bigTank_ruins_F\n- Land_dp_mainFactory_F\n- Land_dp_smallFactory_F\n- Land_dp_smallTank_F\n- Land_dp_smallTank_old_F\n- Land_dp_smallTank_old_ruins_F\n- Land_dp_smallTank_ruins_F\n- Land_dp_transformer_F\n- Land_DPP_01_mainFactory_F\n- Land_DPP_01_mainFactory_old_F\n- Land_DPP_01_smallFactory_F\n- Land_DPP_01_transformer_F\n- Land_DPP_01_waterCooler_F\n- Land_DPP_01_waterCooler_ladder_F\n- Land_DragonsTeeth_01_1x1_new_F\n- Land_DragonsTeeth_01_1x1_new_redwhite_F\n- Land_DragonsTeeth_01_1x1_old_F\n- Land_DragonsTeeth_01_1x1_old_redwhite_F\n- Land_DragonsTeeth_01_4x2_new_F\n- Land_DragonsTeeth_01_4x2_new_redwhite_F\n- Land_DragonsTeeth_01_4x2_old_F\n- Land_DragonsTeeth_01_4x2_old_redwhite_F\n- Land_Drainage_01_F\n- Land_DrillAku_F\n- Land_DryDock_01_end_F\n- Land_DryDock_01_middle_F\n- Land_DryToilet_01_F\n- Land_DuctTape_F\n- Land_DustMask_F\n- Land_EmergencyBlanket_01_discarded_F\n- Land_EmergencyBlanket_01_F\n- Land_EmergencyBlanket_01_stack_F\n- Land_EmergencyBlanket_02_discarded_F\n- Land_EmergencyBlanket_02_F\n- Land_EmergencyBlanket_02_stack_F\n- Land_EmplacementGun_01_d_mossy_F\n- Land_EmplacementGun_01_d_rusty_F\n- Land_EmplacementGun_01_mossy_F\n- Land_EmplacementGun_01_rusty_F\n- Land_EngineCrane_01_F\n- Land_EntranceGate_01_narrow_F\n- Land_Excavator_01_abandoned_F\n- Land_Excavator_01_wreck_F\n- Land_ExtensionCord_F\n- Land_Factory_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n- Land_Factory_Conv1_10_F\n- Land_Factory_Conv1_10_ruins_F\n- Land_Factory_Conv1_End_F\n- Land_Factory_Conv1_Main_F\n- Land_Factory_Conv1_Main_ruins_F\n- Land_Factory_Conv2_F\n- Land_Factory_Conv2_ruins_F\n- Land_Factory_Hopper_F\n- Land_Factory_Hopper_ruins_F\n- Land_Factory_Main_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Factory_Main_ruins_F\n- Land_Factory_Tunnel_F\n- Land_FeedRack_01_F\n- Land_FeedShack_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_FeedStorage_01_F\n- Land_FeedStorage_01_ruins_F\n- Land_FieldToilet_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_File1_F\n- Land_File2_F\n- Land_File_F\n- Land_File_research_F\n- Land_FilePhotos_F\n- Land_FinishGate_01_narrow_F\n- Land_FinishGate_01_wide_F\n- Land_FireEscape_01_short_F\n- Land_FireEscape_01_tall_F\n- Land_FireExtinguisher_F\n- Land_FirePlace_F\n- Land_FirewoodPile_01_F\n- Land_FirstAidKit_01_closed_F\n- Land_FirstAidKit_01_open_F\n- Land_FishingGear_01_F\n- Land_FishingGear_02_F\n- Land_FlatTV_01_F\n- Land_FlexibleTank_01_F\n- Land_FloodLight_F\n- Land_FlowerPot_01_F\n- Land_FlowerPot_01_Flower_F\n- Land_Flush_Light_green_F\n  1. Light_1_source => MarkerLight\n- Land_Flush_Light_red_F\n  1. Light_1_source => MarkerLight\n- Land_Flush_Light_yellow_F\n  1. Light_1_source => MarkerLight\n- Land_FMradio_F\n- Land_FoodContainer_01_F\n- Land_FoodContainer_01_White_F\n- Land_FoodSack_01_dmg_brown_F\n- Land_FoodSack_01_dmg_brown_idap_F\n- Land_FoodSack_01_dmg_white_idap_F\n- Land_FoodSack_01_empty_brown_F\n- Land_FoodSack_01_empty_brown_idap_F\n- Land_FoodSack_01_empty_white_idap_F\n- Land_FoodSack_01_full_brown_F\n- Land_FoodSack_01_full_brown_idap_F\n- Land_FoodSack_01_full_white_idap_F\n- Land_FoodSacks_01_cargo_brown_F\n- Land_FoodSacks_01_cargo_brown_idap_F\n- Land_FoodSacks_01_cargo_white_idap_F\n- Land_FoodSacks_01_large_brown_F\n- Land_FoodSacks_01_large_brown_idap_F\n- Land_FoodSacks_01_large_white_idap_F\n- Land_FoodSacks_01_small_brown_F\n- Land_FoodSacks_01_small_brown_idap_F\n- Land_FoodSacks_01_small_white_idap_F\n- Land_Football_01_F\n- Land_Fortress_01_10m_F\n- Land_Fortress_01_5m_F\n- Land_Fortress_01_bricks_v1_F\n- Land_Fortress_01_bricks_v2_F\n- Land_Fortress_01_cannon_F\n- Land_Fortress_01_d_L_F\n- Land_Fortress_01_d_R_F\n- Land_Fortress_01_innerCorner_110_F\n- Land_Fortress_01_innerCorner_70_F\n- Land_Fortress_01_innerCorner_90_F\n- Land_Fortress_01_outterCorner_50_F\n- Land_Fortress_01_outterCorner_80_F\n- Land_Fortress_01_outterCorner_90_F\n- Land_fs_feed_F\n- Land_fs_price_F\n- Land_fs_roof_F\n- Land_fs_sign_F\n- Land_FuelStation_01_arrow_F\n- Land_FuelStation_01_prices_F\n- Land_FuelStation_01_prices_malevil_F\n- Land_FuelStation_01_pump_F\n- Land_FuelStation_01_pump_malevil_F\n- Land_FuelStation_01_roof_F\n- Land_FuelStation_01_roof_malevil_F\n- Land_FuelStation_01_shop_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n- Land_FuelStation_01_workshop_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_FuelStation_02_prices_F\n- Land_FuelStation_02_pump_F\n- Land_FuelStation_02_roof_F\n- Land_FuelStation_02_sign_F\n- Land_FuelStation_02_workshop_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n- Land_FuelStation_03_prices_F\n- Land_FuelStation_03_pump_F\n- Land_FuelStation_03_roof_F\n- Land_FuelStation_03_roof_ruins_F\n- Land_FuelStation_03_shop_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_FuelStation_03_shop_ruins_F\n- Land_FuelStation_Build_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_FuelStation_Build_ruins_F\n- Land_FuelStation_Feed_F\n- Land_FuelStation_Shed_F\n- Land_FuelStation_Shed_ruins_F\n- Land_FuelStation_Sign_F\n- Land_GalleryInterior_01_East_F\n- Land_GalleryInterior_01_Rotunda_F\n- Land_GalleryInterior_01_Sala_F\n- Land_GalleryInterior_01_West_F\n- Land_GameProofFence_01_l_5m_F\n- Land_GameProofFence_01_l_d_F\n- Land_GameProofFence_01_l_gate_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_GameProofFence_01_l_pole_F\n- Land_GamingSet_01_camera_F\n- Land_GamingSet_01_console_F\n- Land_GamingSet_01_controller_F\n- Land_GamingSet_01_powerSupply_F\n- Land_GantryCrane_01_F\n- Land_Garage_V1_ruins_F\n- Land_GarageOffice_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_GarageOffice_01_ruins_F\n- Land_GarageRow_01_large_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_GarageRow_01_large_ruins_F\n- Land_GarageRow_01_small_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n- Land_GarageRow_01_small_ruins_F\n- Land_GarageShelter_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_GarageShelter_01_ruins_F\n- Land_Garbage_line_F\n- Land_Garbage_square3_F\n- Land_Garbage_square5_F\n- Land_GarbageBags_F\n- Land_GarbageBarrel_01_english_F\n- Land_GarbageBarrel_01_F\n- Land_GarbageBarrel_02_buried_F\n- Land_GarbageBarrel_02_F\n- Land_GarbageBin_01_F\n- Land_GarbageBin_02_F\n- Land_GarbageBin_03_F\n- Land_GarbageContainer_closed_F\n- Land_GarbageContainer_open_F\n- Land_GarbageHeap_01_F\n- Land_GarbageHeap_02_F\n- Land_GarbageHeap_03_F\n- Land_GarbageHeap_04_F\n- Land_GarbagePallet_F\n- Land_GarbageWashingMachine_F\n- Land_GardenPavement_01_F\n- Land_GardenPavement_02_F\n- Land_GasCanister_F\n- Land_GasCooker_F\n- Land_GasMeterCabinet_01_F\n- Land_GasTank_01_blue_F\n  1. Sign_source => user\n- Land_GasTank_01_khaki_F\n  1. Sign_source => user\n- Land_GasTank_01_yellow_F\n  1. Sign_source => user\n- Land_GasTank_02_F\n- Land_GH_Gazebo_F\n- Land_GH_Gazebo_ruins_F\n- Land_GH_House_1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_GH_House_2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_GH_House_ruins_F\n- Land_GH_MainBuilding_entry_F\n- Land_GH_MainBuilding_left_F\n- Land_GH_MainBuilding_middle_F\n- Land_GH_MainBuilding_right_F\n- Land_GH_Platform_F\n- Land_GH_Pool_F\n- Land_GH_Stairs_F\n- Land_Gloves_F\n- Land_Goal_F\n- Land_Graffiti_01_F\n- Land_Graffiti_02_F\n- Land_Graffiti_03_F\n- Land_Graffiti_04_F\n- Land_Graffiti_05_F\n- Land_Grave_01_F\n- Land_Grave_02_F\n- Land_Grave_03_F\n- Land_Grave_04_F\n- Land_Grave_05_F\n- Land_Grave_06_F\n- Land_Grave_07_F\n- Land_Grave_08_F\n- Land_Grave_09_F\n- Land_Grave_10_F\n- Land_Grave_11_F\n- Land_Grave_dirt_F\n- Land_Grave_forest_F\n- Land_Grave_memorial_F\n- Land_Grave_monument_F\n- Land_Grave_obelisk_F\n- Land_Grave_rocks_F\n- Land_Grave_soldier_F\n- Land_Grave_V1_F\n- Land_Grave_V2_F\n- Land_Grave_V3_F\n- Land_GraveFence_01_F\n- Land_GraveFence_02_F\n- Land_GraveFence_03_F\n- Land_GraveFence_04_F\n- Land_Greenhouse_01_damaged_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Greenhouse_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n- Land_Greenhouse_01_ruins_F\n- Land_Grinder_F\n- Land_Ground_sheet_blue_F\n- Land_Ground_sheet_F\n- Land_Ground_sheet_folded_blue_F\n- Land_Ground_sheet_folded_F\n- Land_Ground_sheet_folded_khaki_F\n- Land_Ground_sheet_folded_OPFOR_F\n- Land_Ground_sheet_folded_yellow_F\n- Land_Ground_sheet_khaki_F\n- Land_Ground_sheet_OPFOR_F\n- Land_Ground_sheet_yellow_F\n- Land_GuardBox_01_brown_F\n- Land_GuardBox_01_brown_ruins_F\n- Land_GuardBox_01_green_F\n- Land_GuardBox_01_green_ruins_F\n- Land_GuardBox_01_smooth_F\n- Land_GuardBox_01_smooth_ruins_F\n- Land_GuardHouse_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n- Land_GuardHouse_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_GuardHouse_02_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_GuardHouse_02_ruins_F\n- Land_GuardHouse_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_GuardHouse_03_ruins_F\n- Land_GuardRailing_01_F\n- Land_GuardTower_01_F\n- Land_GuardTower_02_F\n  1. Lights_Hide => user\n- Land_GymBench_01_F\n- Land_GymRack_01_F\n- Land_GymRack_02_F\n- Land_GymRack_03_F\n- Land_Hammer_F\n- Land_HandyCam_F\n- Land_Hangar_F\n- Land_HaulTruck_01_abandoned_F\n- Land_HayBale_01_decayed_F\n- Land_HayBale_01_F\n- Land_HayBale_01_packed_F\n- Land_HayBale_01_stack_F\n- Land_HBarrier_01_big_4_green_F\n- Land_HBarrier_01_big_tower_green_F\n- Land_HBarrier_01_line_1_green_F\n- Land_HBarrier_01_line_3_green_F\n- Land_HBarrier_01_line_5_green_F\n- Land_HBarrier_01_tower_green_F\n- Land_HBarrier_01_wall_4_green_F\n- Land_HBarrier_01_wall_6_green_F\n- Land_HBarrier_01_wall_corner_green_F\n- Land_HBarrier_01_wall_corridor_green_F\n- Land_HBarrier_1_F\n- Land_HBarrier_3_F\n- Land_HBarrier_5_F\n- Land_HBarrier_Big_F\n- Land_HBarrierBig_F\n- Land_HBarrierTower_F\n- Land_HBarrierWall4_F\n- Land_HBarrierWall6_F\n- Land_HBarrierWall_corner_F\n- Land_HBarrierWall_corridor_F\n- Land_HDMICable_01_F\n- Land_HealthCenter_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n- Land_HealthCenter_01_ruins_F\n- Land_HeatPack_F\n- Land_HeatPump_F\n- Land_Hedge_01_s_2m_F\n- Land_Hedge_01_s_4m_F\n- Land_HelicopterWheels_01_assembled_F\n- Land_HelicopterWheels_01_disassembled_F\n- Land_HelipadCircle_F\n- Land_HelipadCivil_F\n- Land_HelipadEmpty_F\n- Land_HelipadRescue_F\n- Land_HelipadSquare_F\n- Land_HighVoltageColumn_F\n- Land_HighVoltageColumnWire_F\n- Land_HighVoltageEnd_F\n- Land_HighVoltageTower_dam_F\n- Land_HighVoltageTower_F\n- Land_HighVoltageTower_large_F\n- Land_HighVoltageTower_largeCorner_F\n- Land_Highway_Pillar_01_F\n- Land_Highway_Pillar_01_garage_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n- Land_HistoricalPlaneDebris_01_F\n- Land_HistoricalPlaneDebris_02_F\n- Land_HistoricalPlaneDebris_03_F\n- Land_HistoricalPlaneDebris_04_F\n- Land_HistoricalPlaneWreck_01_F\n- Land_HistoricalPlaneWreck_02_front_F\n- Land_HistoricalPlaneWreck_02_front_water_F\n- Land_HistoricalPlaneWreck_02_rear_F\n- Land_HistoricalPlaneWreck_02_rear_water_F\n- Land_HistoricalPlaneWreck_02_wing_left_F\n- Land_HistoricalPlaneWreck_02_wing_right_F\n- Land_HistoricalPlaneWreck_03_F\n- Land_Hospital_main_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n  1. Glass_35_source => hit [Glass_35_hitpoint]\n  1. Glass_36_source => hit [Glass_36_hitpoint]\n  1. Glass_37_source => hit [Glass_37_hitpoint]\n  1. Glass_38_source => hit [Glass_38_hitpoint]\n  1. Glass_39_source => hit [Glass_39_hitpoint]\n  1. Glass_40_source => hit [Glass_40_hitpoint]\n  1. Glass_41_source => hit [Glass_41_hitpoint]\n  1. Glass_42_source => hit [Glass_42_hitpoint]\n  1. Glass_43_source => hit [Glass_43_hitpoint]\n  1. Glass_44_source => hit [Glass_44_hitpoint]\n  1. Glass_45_source => hit [Glass_45_hitpoint]\n  1. Glass_46_source => hit [Glass_46_hitpoint]\n  1. Glass_47_source => hit [Glass_47_hitpoint]\n  1. Glass_48_source => hit [Glass_48_hitpoint]\n  1. Glass_49_source => hit [Glass_49_hitpoint]\n  1. Glass_50_source => hit [Glass_50_hitpoint]\n  1. Glass_51_source => hit [Glass_51_hitpoint]\n  1. Glass_52_source => hit [Glass_52_hitpoint]\n  1. Glass_53_source => hit [Glass_53_hitpoint]\n  1. Glass_54_source => hit [Glass_54_hitpoint]\n  1. Glass_55_source => hit [Glass_55_hitpoint]\n  1. Glass_56_source => hit [Glass_56_hitpoint]\n  1. Glass_57_source => hit [Glass_57_hitpoint]\n  1. Glass_58_source => hit [Glass_58_hitpoint]\n  1. Glass_59_source => hit [Glass_59_hitpoint]\n  1. Glass_60_source => hit [Glass_60_hitpoint]\n- Land_Hospital_side1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Hospital_side2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Hotel_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n- Land_Hotel_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n- Land_House_1B01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n- Land_House_1B01_ruins_F\n- Land_House_1W01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_House_1W01_ruins_F\n- Land_House_1W02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n- Land_House_1W02_ruins_F\n- Land_House_1W03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_House_1W03_ruins_F\n- Land_House_1W04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n- Land_House_1W04_ruins_F\n- Land_House_1W05_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_House_1W05_ruins_F\n- Land_House_1W06_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_House_1W06_ruins_F\n- Land_House_1W07_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n- Land_House_1W07_ruins_F\n- Land_House_1W08_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n- Land_House_1W08_ruins_F\n- Land_House_1W09_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_House_1W09_ruins_F\n- Land_House_1W10_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_House_1W10_ruins_F\n- Land_House_1W11_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n- Land_House_1W11_ruins_F\n- Land_House_1W12_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n- Land_House_1W12_ruins_F\n- Land_House_1W13_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_House_1W13_ruins_F\n- Land_House_2B01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_House_2B01_ruins_F\n- Land_House_2B02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n- Land_House_2B02_ruins_F\n- Land_House_2B03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_House_2B03_ruins_F\n- Land_House_2B04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_House_2B04_ruins_F\n- Land_House_2W01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_House_2W01_ruins_F\n- Land_House_2W02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n- Land_House_2W02_ruins_F\n- Land_House_2W03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_House_2W03_ruins_F\n- Land_House_2W04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n- Land_House_2W04_ruins_F\n- Land_House_2W05_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n- Land_House_2W05_ruins_F\n- Land_House_Big_01_b_blue_ruins_F\n- Land_House_Big_01_b_brown_ruins_F\n- Land_House_Big_01_b_pink_ruins_F\n- Land_House_Big_01_b_yellow_ruins_F\n- Land_House_Big_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_House_Big_01_ruins_F\n- Land_House_Big_01_V1_ruins_F\n- Land_House_Big_02_b_blue_ruins_F\n- Land_House_Big_02_b_brown_ruins_F\n- Land_House_Big_02_b_pink_ruins_F\n- Land_House_Big_02_b_yellow_ruins_F\n- Land_House_Big_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_House_Big_02_V1_ruins_F\n- Land_House_Big_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n- Land_House_Big_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n- Land_House_Big_05_F\n- Land_House_Native_01_F\n- Land_House_Native_01_ruins_F\n- Land_House_Native_02_F\n- Land_House_Native_02_ruins_F\n- Land_House_Small_01_b_blue_ruins_F\n- Land_House_Small_01_b_brown_ruins_F\n- Land_House_Small_01_b_pink_ruins_F\n- Land_House_Small_01_b_yellow_ruins_F\n- Land_House_Small_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_House_Small_01_ruins_F\n- Land_House_Small_01_V1_ruins_F\n- Land_House_Small_02_b_blue_ruins_F\n- Land_House_Small_02_b_brown_ruins_F\n- Land_House_Small_02_b_pink_ruins_F\n- Land_House_Small_02_b_V1_ruins_F\n- Land_House_Small_02_b_yellow_ruins_F\n- Land_House_Small_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_House_Small_02_ruins_F\n- Land_House_Small_02_V1_ruins_F\n- Land_House_Small_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_House_Small_03_ruins_F\n- Land_House_Small_03_V1_ruins_F\n- Land_House_Small_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_House_Small_04_ruins_F\n- Land_House_Small_05_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_House_Small_05_ruins_F\n- Land_House_Small_06_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_HouseChimney_Ruin_01_F\n- Land_HouseRuin_Big_01_F\n- Land_HouseRuin_Big_01_half_F\n- Land_HouseRuin_Big_02_F\n- Land_HouseRuin_Big_02_half_F\n- Land_HouseRuin_Big_03_F\n- Land_HouseRuin_Big_03_half_F\n- Land_HouseRuin_Big_04_F\n- Land_HouseRuin_Big_05_F\n- Land_HouseRuin_Small_01_F\n- Land_HouseRuin_Small_01_half_F\n- Land_HouseRuin_Small_02_F\n- Land_HouseRuin_Small_03_F\n- Land_HouseRuin_Small_04_F\n- Land_HouseWallRuin_Corner_01_F\n- Land_HouseWallRuin_Corner_02_F\n- Land_HouseWallRuin_Door_01_F\n- Land_HumanSkeleton_F\n- Land_HumanSkull_F\n- Land_Hutch_01_F\n- Land_i_Addon_02_b_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_Addon_02_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_Addon_03_V1_F\n- Land_i_Addon_03mid_V1_F\n- Land_i_Addon_04_V1_F\n- Land_i_Barracks_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n- Land_i_Barracks_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n  1. Glass_35_source => hit [Glass_35_hitpoint]\n  1. Glass_36_source => hit [Glass_36_hitpoint]\n  1. Glass_37_source => hit [Glass_37_hitpoint]\n  1. Glass_38_source => hit [Glass_38_hitpoint]\n  1. Glass_39_source => hit [Glass_39_hitpoint]\n  1. Glass_40_source => hit [Glass_40_hitpoint]\n  1. Glass_41_source => hit [Glass_41_hitpoint]\n  1. Glass_42_source => hit [Glass_42_hitpoint]\n  1. Glass_43_source => hit [Glass_43_hitpoint]\n  1. Glass_44_source => hit [Glass_44_hitpoint]\n  1. Glass_45_source => hit [Glass_45_hitpoint]\n  1. Glass_46_source => hit [Glass_46_hitpoint]\n  1. Glass_47_source => hit [Glass_47_hitpoint]\n  1. Glass_48_source => hit [Glass_48_hitpoint]\n  1. Glass_49_source => hit [Glass_49_hitpoint]\n  1. Glass_50_source => hit [Glass_50_hitpoint]\n  1. Glass_51_source => hit [Glass_51_hitpoint]\n  1. Glass_52_source => hit [Glass_52_hitpoint]\n  1. Glass_53_source => hit [Glass_53_hitpoint]\n  1. Glass_54_source => hit [Glass_54_hitpoint]\n  1. Glass_55_source => hit [Glass_55_hitpoint]\n  1. Glass_56_source => hit [Glass_56_hitpoint]\n  1. Glass_57_source => hit [Glass_57_hitpoint]\n  1. Glass_58_source => hit [Glass_58_hitpoint]\n  1. Glass_59_source => hit [Glass_59_hitpoint]\n  1. Glass_60_source => hit [Glass_60_hitpoint]\n  1. Glass_61_source => hit [Glass_61_hitpoint]\n  1. Glass_62_source => hit [Glass_62_hitpoint]\n- Land_i_Barracks_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n- Land_i_Barracks_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n  1. Glass_34_source => hit [Glass_34_hitpoint]\n  1. Glass_35_source => hit [Glass_35_hitpoint]\n  1. Glass_36_source => hit [Glass_36_hitpoint]\n  1. Glass_37_source => hit [Glass_37_hitpoint]\n  1. Glass_38_source => hit [Glass_38_hitpoint]\n  1. Glass_39_source => hit [Glass_39_hitpoint]\n  1. Glass_40_source => hit [Glass_40_hitpoint]\n  1. Glass_41_source => hit [Glass_41_hitpoint]\n  1. Glass_42_source => hit [Glass_42_hitpoint]\n  1. Glass_43_source => hit [Glass_43_hitpoint]\n  1. Glass_44_source => hit [Glass_44_hitpoint]\n  1. Glass_45_source => hit [Glass_45_hitpoint]\n  1. Glass_46_source => hit [Glass_46_hitpoint]\n  1. Glass_47_source => hit [Glass_47_hitpoint]\n  1. Glass_48_source => hit [Glass_48_hitpoint]\n  1. Glass_49_source => hit [Glass_49_hitpoint]\n  1. Glass_50_source => hit [Glass_50_hitpoint]\n  1. Glass_51_source => hit [Glass_51_hitpoint]\n  1. Glass_52_source => hit [Glass_52_hitpoint]\n  1. Glass_53_source => hit [Glass_53_hitpoint]\n  1. Glass_54_source => hit [Glass_54_hitpoint]\n  1. Glass_55_source => hit [Glass_55_hitpoint]\n  1. Glass_56_source => hit [Glass_56_hitpoint]\n  1. Glass_57_source => hit [Glass_57_hitpoint]\n  1. Glass_58_source => hit [Glass_58_hitpoint]\n  1. Glass_59_source => hit [Glass_59_hitpoint]\n  1. Glass_60_source => hit [Glass_60_hitpoint]\n  1. Glass_61_source => hit [Glass_61_hitpoint]\n  1. Glass_62_source => hit [Glass_62_hitpoint]\n- Land_i_Garage_V1_dam_F\n- Land_i_Garage_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_Garage_V2_dam_F\n- Land_i_Garage_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_House_Big_01_b_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_b_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_b_pink_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_b_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_b_whiteblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_b_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_i_House_Big_01_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_i_House_Big_01_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_01_V3_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_i_House_Big_01_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_i_House_Big_02_b_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_b_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_b_pink_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_b_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_b_whiteblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_b_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n- Land_i_House_Big_02_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n- Land_i_House_Big_02_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Big_02_V3_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n- Land_i_House_Big_02_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n- Land_i_House_Small_01_b_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_b_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_b_pink_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_b_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_b_whiteblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_b_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_i_House_Small_01_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_i_House_Small_01_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_01_V3_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_i_House_Small_01_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n- Land_i_House_Small_02_b_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_b_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_b_pink_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_b_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_b_whiteblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_b_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_c_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_c_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_c_pink_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_c_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_c_whiteblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_c_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_V1_dam_F\n- Land_i_House_Small_02_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_V2_dam_F\n- Land_i_House_Small_02_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_02_V3_dam_F\n- Land_i_House_Small_02_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n- Land_i_House_Small_03_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_i_House_Small_03_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_i_Shed_Ind_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n- Land_i_Shed_Ind_old_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n- Land_i_Shop_01_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_i_Shop_01_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_i_Shop_01_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_i_Shop_01_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_i_Shop_01_V3_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_i_Shop_01_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n- Land_i_Shop_02_b_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n- Land_i_Shop_02_b_brown_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n- Land_i_Shop_02_b_pink_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n- Land_i_Shop_02_b_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n- Land_i_Shop_02_b_whiteblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n- Land_i_Shop_02_b_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n- Land_i_Shop_02_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_i_Shop_02_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n- Land_i_Shop_02_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_i_Shop_02_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n- Land_i_Shop_02_V3_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_i_Shop_02_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n- Land_i_Stone_House_Big_01_b_clay_F\n- Land_i_Stone_HouseBig_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_i_Stone_HouseBig_V1_F\n- Land_i_Stone_HouseBig_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_i_Stone_HouseBig_V2_F\n- Land_i_Stone_HouseBig_V3_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_i_Stone_HouseBig_V3_F\n- Land_i_Stone_HouseSmall_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_i_Stone_HouseSmall_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_i_Stone_HouseSmall_V2_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_i_Stone_HouseSmall_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_i_Stone_HouseSmall_V3_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_i_Stone_HouseSmall_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_i_Stone_Shed_01_b_clay_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_i_Stone_Shed_01_b_raw_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_i_Stone_Shed_01_b_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_i_Stone_Shed_01_c_clay_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_Stone_Shed_01_c_raw_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_Stone_Shed_01_c_white_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_Stone_Shed_V1_dam_F\n- Land_i_Stone_Shed_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_Stone_Shed_V2_dam_F\n- Land_i_Stone_Shed_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_Stone_Shed_V3_dam_F\n- Land_i_Stone_Shed_V3_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_i_Windmill01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Icebox_F\n- Land_IndFnc_3_D_F\n- Land_IndFnc_3_F\n- Land_IndFnc_3_Hole_F\n- Land_IndFnc_9_F\n- Land_IndFnc_Corner_F\n- Land_IndFnc_Pole_F\n- Land_IndPipe1_20m_F\n- Land_IndPipe1_90degL_F\n- Land_IndPipe1_90degR_F\n- Land_IndPipe1_ground_F\n- Land_IndPipe1_Uup_F\n- Land_IndPipe1_valve_F\n- Land_IndPipe2_big_18_F\n- Land_IndPipe2_big_18ladder_F\n- Land_IndPipe2_big_9_F\n- Land_IndPipe2_big_ground1_F\n- Land_IndPipe2_big_ground2_F\n- Land_IndPipe2_big_support_F\n- Land_IndPipe2_bigL_L_F\n- Land_IndPipe2_bigL_R_F\n- Land_IndPipe2_Small_9_F\n- Land_IndPipe2_Small_ground1_F\n- Land_IndPipe2_Small_ground2_F\n- Land_IndPipe2_SmallL_L_F\n- Land_IndPipe2_SmallL_R_F\n- Land_IndPipe3_big_18_F\n- Land_IndPipe3_big_18ladder_F\n- Land_IndPipe3_big_9_F\n- Land_IndPipe3_big_ground1_F\n- Land_IndPipe3_big_ground2_F\n- Land_IndPipe3_big_support_F\n- Land_IndPipe3_bigL_L_F\n- Land_IndPipe3_bigL_R_F\n- Land_IndPipe3_Small_9_F\n- Land_IndPipe3_Small_ground1_F\n- Land_IndPipe3_Small_ground2_F\n- Land_IndPipe3_SmallL_L_F\n- Land_IndPipe3_SmallL_R_F\n- Land_IndustrialShed_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n- Land_IndustrialShed_01_ruins_F\n- Land_InfoStand_V1_F\n  1. ScaleX_LT => user\n  1. ScaleX_LB => user\n  1. ScaleX_RT => user\n  1. ScaleX_RB => user\n  1. ScaleY_LT => user\n  1. ScaleY_LB => user\n  1. ScaleY_RT => user\n  1. ScaleY_RB => user\n- Land_InfoStand_V2_F\n  1. ScaleX_LT => user\n  1. ScaleX_LB => user\n  1. ScaleX_RT => user\n  1. ScaleX_RB => user\n  1. ScaleY_LT => user\n  1. ScaleY_LB => user\n  1. ScaleY_RT => user\n  1. ScaleY_RB => user\n- Land_IntravenBag_01_empty_F\n- Land_IntravenBag_01_full_F\n- Land_IntravenStand_01_1bag_F\n  1. Bag1_Hide => user\n- Land_IntravenStand_01_2bags_F\n  1. Bag1_Hide => user\n  1. Bag2_Hide => user\n- Land_IntravenStand_01_empty_F\n  1. Bag1_Hide => user\n  1. Bag2_Hide => user\n- Land_InvisibleBarrier_F\n- Land_IPPhone_01_black_F\n- Land_IPPhone_01_olive_F\n- Land_IPPhone_01_sand_F\n- Land_IRMaskingCover_01_F\n- Land_IRMaskingCover_02_F\n- Land_IronPipes_F\n- Land_JetEngineStarter_01_F\n- Land_JumpTarget_F\n- Land_JunkPile_F\n- Land_KartStand_01_F\n- Land_KartSteertingWheel_01_F\n- Land_KartTrolly_01_F\n- Land_KartTyre_01_F\n- Land_KartTyre_01_x4_F\n- Land_KerbIsland_01_end_F\n- Land_KerbIsland_01_start_F\n- Land_Ketchup_01_F\n- Land_Key_01_F\n- Land_Kiosk_blueking_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Kiosk_blueking_ruins_F\n- Land_Kiosk_gyros_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Kiosk_papers_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Kiosk_redburger_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_LampAirport_F\n- Land_LampAirport_off_F\n- Land_LampDecor_F\n- Land_LampDecor_off_F\n- Land_LampHalogen_F\n- Land_LampHalogen_off_F\n- Land_LampHarbour_F\n- Land_LampHarbour_off_F\n- Land_LampIndustrial_01_F\n- Land_LampIndustrial_01_off_F\n- Land_LampIndustrial_02_F\n- Land_LampIndustrial_02_off_F\n- Land_LampShabby_F\n- Land_LampShabby_off_F\n- Land_LampSolar_F\n- Land_LampSolar_off_F\n- Land_LampStadium_F\n- Land_LampStreet_02_amplion_F\n- Land_LampStreet_02_amplion_off_F\n- Land_LampStreet_02_double_F\n- Land_LampStreet_02_double_off_F\n- Land_LampStreet_02_F\n- Land_LampStreet_02_off_F\n- Land_LampStreet_02_triple_F\n- Land_LampStreet_02_triple_off_F\n- Land_LampStreet_F\n- Land_LampStreet_off_F\n- Land_LampStreet_small_F\n- Land_LampStreet_small_off_F\n- Land_LandMark_F\n- Land_Laptop_02_F\n  1. Lid => user\n- Land_Laptop_02_unfolded_F\n  1. Lid => user\n- Land_Laptop_03_black_F\n  1. Open_Source => user\n- Land_laptop_03_closed_black_F\n  1. Open_Source => user\n- Land_laptop_03_closed_olive_F\n  1. Open_Source => user\n- Land_laptop_03_closed_sand_F\n  1. Open_Source => user\n- Land_Laptop_03_olive_F\n  1. Open_Source => user\n- Land_Laptop_03_sand_F\n  1. Open_Source => user\n- Land_Laptop_device_F\n- Land_Laptop_F\n- Land_Laptop_Intel_01_F\n- Land_Laptop_Intel_02_F\n- Land_Laptop_Intel_Oldman_F\n- Land_Laptop_unfolded_F\n- Land_Laptop_unfolded_scripted_F\n- Land_Lavaboulder_01_F\n- Land_Lavaboulder_02_F\n- Land_Lavaboulder_03_F\n- Land_Lavaboulder_04_F\n- Land_LavaStone_big_F\n- Land_LavaStone_small_F\n- Land_LavaStoneCluster_large_F\n- Land_LavaStoneCluster_small_F\n- Land_Leaflet_01_F\n- Land_Leaflet_02_F\n- Land_Leaflet_03_F\n- Land_Leaflet_04_F\n- Land_LifeguardTower_01_F\n- Land_Lighthouse_01_noLight_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Lighthouse_03_green_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Lighthouse_03_red_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_LightHouse_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_LightHouse_ruins_F\n- Land_Lighthouse_small_F\n- Land_Lighthouse_small_ruins_F\n- Land_Limestone_01_01_F\n- Land_Limestone_01_02_F\n- Land_Limestone_01_03_F\n- Land_Limestone_01_apart_F\n- Land_Limestone_01_erosion_F\n- Land_Limestone_01_monolith_F\n- Land_Limestone_01_spike_F\n- Land_Limestone_01_wallH_F\n- Land_Limestone_01_wallV_F\n- Land_LiquidDispenser_01_F\n- Land_Locomotive_01_v1_F\n  1. Wheels_source => user\n- Land_Locomotive_01_v2_F\n  1. Wheels_source => user\n- Land_Locomotive_01_v3_F\n  1. Wheels_source => user\n- Land_Loudspeakers_F\n- Land_LuggageHeap_01_F\n- Land_LuggageHeap_02_F\n- Land_LuggageHeap_03_F\n- Land_LuggageHeap_04_F\n- Land_LuggageHeap_05_F\n- Land_Magazine_rifle_F\n- Land_ManurePile_01_F\n- Land_Map_altis_F\n- Land_Map_blank_F\n- Land_Map_Enoch_F\n- Land_Map_F\n- Land_Map_Malden_F\n- Land_Map_stratis_F\n- Land_Map_Tanoa_F\n- Land_Map_unfolded_Altis_F\n- Land_Map_unfolded_Enoch_F\n- Land_Map_unfolded_F\n- Land_Map_unfolded_Malden_F\n- Land_Map_unfolded_Tanoa_F\n- Land_MapBoard_01_Map_Syndikat_Tanoa_F\n- Land_MapBoard_01_Tripod_Syndikat_Tanoa_F\n- Land_MapBoard_01_Wall_Altis_F\n- Land_MapBoard_01_Wall_Enoch_F\n- Land_MapBoard_01_Wall_F\n- Land_MapBoard_01_Wall_Malden_F\n- Land_MapBoard_01_Wall_Stratis_F\n- Land_MapBoard_01_Wall_Syndikat_Tanoa_F\n- Land_MapBoard_01_Wall_Tanoa_F\n- Land_MapBoard_Enoch_F\n- Land_MapBoard_F\n- Land_MarketShelter_F\n- Land_Maroula_base_F\n- Land_Maroula_F\n- Land_Matches_F\n- Land_Mausoleum_01_F\n- Land_Mausoleum_01_ruins_F\n- Land_Medevac_house_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Medevac_house_V1_ruins_F\n- Land_Medevac_HQ_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Hatch_1_source => user\n- Land_Medevac_HQ_V1_ruins_F\n- Land_MedicalTent_01_aaf_generic_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_aaf_generic_inner_F\n  1. OuterTent_Hide => user\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n- Land_MedicalTent_01_aaf_generic_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_aaf_generic_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_brownhex_closed_F\n  1. Door_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_CSAT_brownhex_generic_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_CSAT_brownhex_generic_inner_F\n  1. OuterTent_Hide => user\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n- Land_MedicalTent_01_CSAT_brownhex_generic_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_CSAT_brownhex_generic_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_CSAT_greenhex_generic_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_CSAT_greenhex_generic_inner_F\n  1. OuterTent_Hide => user\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n- Land_MedicalTent_01_CSAT_greenhex_generic_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_CSAT_greenhex_generic_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_digital_closed_F\n  1. Door_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_floor_dark_F\n- Land_MedicalTent_01_floor_light_F\n- Land_MedicalTent_01_greenhex_closed_F\n  1. Door_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_MTP_closed_F\n  1. Door_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_NATO_generic_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_NATO_generic_inner_F\n  1. OuterTent_Hide => user\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n- Land_MedicalTent_01_NATO_generic_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_NATO_generic_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_NATO_tropic_generic_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_NATO_tropic_generic_inner_F\n  1. OuterTent_Hide => user\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n- Land_MedicalTent_01_NATO_tropic_generic_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_NATO_tropic_generic_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_tropic_closed_F\n  1. Door_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_wdl_closed_F\n  1. Door_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_wdl_generic_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_wdl_generic_inner_F\n  1. OuterTent_Hide => user\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n- Land_MedicalTent_01_wdl_generic_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_wdl_generic_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_white_generic_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_white_generic_inner_F\n  1. OuterTent_Hide => user\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n- Land_MedicalTent_01_white_generic_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_white_generic_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_white_IDAP_closed_F\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_white_IDAP_med_closed_F\n  1. Door_Hide => user\n  1. InnerTent_Hide => user\n  1. OuterTent_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_MedicalTent_01_white_IDAP_open_F\n  1. Door_Hide => user\n  1. MedSign_Hide => user\n  1. SolarPanel1_Hide => user\n- Land_MedicalTent_01_white_IDAP_outer_F\n  1. InnerTent_Hide => user\n  1. SolarPanel1_Hide => user\n  1. SolarPanel2_Hide => user\n- Land_Metal_rack_F\n- Land_Metal_rack_Tall_F\n- Land_Metal_Shed_F\n- Land_Metal_Shed_ruins_F\n- Land_Metal_wooden_rack_F\n- Land_MetalBarrel_empty_F\n- Land_MetalBarrel_F\n- Land_MetalCase_01_large_F\n- Land_MetalCase_01_medium_F\n- Land_MetalCase_01_small_F\n- Land_MetalShelter_01_F\n- Land_MetalShelter_01_ruins_F\n- Land_MetalShelter_02_F\n- Land_MetalShelter_02_ruins_F\n- Land_MetalWire_F\n- Land_Meter3m_F\n- Land_Mi8_wreck_F\n- Land_Microwave_01_F\n- Land_Mil_ConcreteWall_F\n- Land_Mil_WallBig_4m_battered_F\n- Land_Mil_WallBig_4m_damaged_center_F\n- Land_Mil_WallBig_4m_damaged_left_F\n- Land_Mil_WallBig_4m_damaged_right_F\n- Land_Mil_WallBig_4m_F\n- Land_Mil_WallBig_corner_battered_F\n- Land_Mil_WallBig_Corner_F\n- Land_Mil_WallBig_debris_F\n- Land_Mil_WallBig_Gate_F\n- Land_Mil_WiredFence_F\n- Land_Mil_WiredFence_Gate_F\n- Land_Mil_WiredFenceD_F\n- Land_Military_ID_Card_01_F\n- Land_MilOffices_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n- Land_Mine_01_conveyor_10m_F\n- Land_Mine_01_conveyor_begin_F\n- Land_Mine_01_conveyor_end_F\n- Land_Mine_01_heap_F\n- Land_Mine_01_hopper_silo_F\n- Land_Mine_01_minecart_F\n- Land_Mine_01_rail_track_end_F\n- Land_Mine_01_rail_track_F\n- Land_Mine_01_rail_track_switch_F\n- Land_Mine_01_warehouse_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_MiningShovel_01_abandoned_F\n- Land_Missle_Trolley_02_F\n- Land_MobileCrane_01_F\n- Land_MobileCrane_01_hook_F\n- Land_MobileLandingPlatform_01_F\n- Land_MobilePhone_old_F\n- Land_MobilePhone_smart_F\n- Land_MobileRadar_01_generator_F\n- Land_MobileRadar_01_radar_F\n  1. Radar_Rotation => user\n- Land_MobileRadar_01_radar_ruins_F\n- Land_MobileScafolding_01_F\n- Land_MolonLabe_F\n- Land_Money_F\n- Land_MoneyBills_01_bunch_F\n- Land_MoneyBills_01_roll_F\n- Land_MoneyBills_01_stack_F\n- Land_Monument_01_F\n- Land_Monument_02_F\n- Land_Mound01_8m_F\n- Land_Mound02_8m_F\n- Land_Mound03_8m_F\n- Land_Mound04_8m_F\n- Land_MRL_Magazine_01_F\n- Land_MultiMeter_F\n- Land_MultiScreenComputer_01_black_F\n  1. Open_Source => user\n- Land_MultiScreenComputer_01_closed_black_F\n  1. Open_Source => user\n- Land_MultiScreenComputer_01_closed_olive_F\n  1. Open_Source => user\n- Land_MultiScreenComputer_01_closed_sand_F\n  1. Open_Source => user\n- Land_MultiScreenComputer_01_olive_F\n  1. Open_Source => user\n- Land_MultiScreenComputer_01_sand_F\n  1. Open_Source => user\n- Land_MultistoryBuilding_01_F\n- Land_MultistoryBuilding_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_MultistoryBuilding_04_F\n- Land_Mustard_01_F\n- Land_MysteriousBell_01_F\n  1. RingTheBell => user\n- Land_nav_pier_m_F\n- Land_NavigLight\n  1. Light_1_source => MarkerLight\n- Land_NavigLight_3_F\n  1. Light_2_source => MarkerLight\n  1. Light_3_source => MarkerLight\n- Land_NavigLight_3_short_F\n  1. Light_2_source => MarkerLight\n  1. Light_3_source => MarkerLight\n- Land_Net_Fence_4m_F\n- Land_Net_Fence_8m_F\n- Land_Net_Fence_Gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Net_Fence_pole_F\n- Land_Net_FenceD_8m_F\n- Land_NetFence_01_m_4m_F\n- Land_NetFence_01_m_4m_noLC_F\n- Land_NetFence_01_m_8m_F\n- Land_NetFence_01_m_8m_noLC_F\n- Land_NetFence_01_m_d_F\n- Land_NetFence_01_m_d_noLC_F\n- Land_NetFence_01_m_gate_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => userPositionHashedInit\n  1. Door_2_locked_source => user\n- Land_NetFence_01_m_pole_F\n- Land_NetFence_02_m_2m_F\n- Land_NetFence_02_m_4m_F\n- Land_NetFence_02_m_8m_F\n- Land_NetFence_02_m_d_F\n- Land_NetFence_02_m_gate_v1_closed_F\n  1. Door_1_sound_source => user\n- Land_NetFence_02_m_gate_v1_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_NetFence_02_m_gate_v2_closed_F\n  1. Door_1_sound_source => user\n  1. Door_2_sound_source => user\n- Land_NetFence_02_m_gate_v2_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => userPositionHashedInit\n  1. Door_2_locked_source => user\n- Land_NetFence_02_m_pole_F\n- Land_NetFence_03_m_3m_corner_F\n- Land_NetFence_03_m_3m_d_F\n- Land_NetFence_03_m_3m_F\n- Land_NetFence_03_m_3m_hole_F\n- Land_NetFence_03_m_9m_F\n- Land_NetFence_03_m_pole_F\n- Land_New_WiredFence_10m_Dam_F\n- Land_New_WiredFence_10m_F\n- Land_New_WiredFence_5m_F\n- Land_New_WiredFence_pole_F\n- Land_Notepad_F\n- Land_Noticeboard_F\n- Land_Obstacle_Bridge_F\n- Land_Obstacle_Climb_F\n- Land_Obstacle_Crawl_F\n- Land_Obstacle_Cross_F\n- Land_Obstacle_Pass_F\n- Land_Obstacle_Ramp_F\n- Land_Obstacle_RunAround_F\n- Land_Obstacle_Saddle_F\n- Land_OfficeCabinet_01_F\n- Land_OfficeCabinet_02_F\n- Land_OfficeChair_01_F\n- Land_Offices_01_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n- Land_OldFactorySign_01_F\n- Land_OldFactorySign_01_graffiti_F\n- Land_OldSculpture_01_F\n- Land_Orange_01_F\n- Land_Orange_01_NoPop_F\n- Land_OrthodoxChurch_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_OrthodoxChurch_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_OrthodoxChurch_03_ruins_F\n- Land_PainKillers_F\n- Land_Pallet_F\n- Land_Pallet_MilBoxes_F\n- Land_Pallet_vertical_F\n- Land_Pallets_F\n- Land_Pallets_stack_F\n- Land_PalletTrolley_01_khaki_F\n- Land_PalletTrolley_01_yellow_F\n- Land_PalmTotem_01_F\n- Land_PalmTotem_02_F\n- Land_PalmTotem_03_F\n- Land_PaperBox_01_open_boxes_F\n- Land_PaperBox_01_open_empty_F\n- Land_PaperBox_01_open_water_F\n- Land_PaperBox_01_small_closed_brown_F\n- Land_PaperBox_01_small_closed_brown_food_F\n- Land_PaperBox_01_small_closed_brown_IDAP_F\n- Land_PaperBox_01_small_closed_white_IDAP_F\n- Land_PaperBox_01_small_closed_white_med_F\n- Land_PaperBox_01_small_destroyed_brown_F\n- Land_PaperBox_01_small_destroyed_brown_IDAP_F\n- Land_PaperBox_01_small_destroyed_white_IDAP_F\n- Land_PaperBox_01_small_open_brown_F\n- Land_PaperBox_01_small_open_brown_IDAP_F\n- Land_PaperBox_01_small_open_white_IDAP_F\n- Land_PaperBox_01_small_ransacked_brown_F\n- Land_PaperBox_01_small_ransacked_brown_IDAP_F\n- Land_PaperBox_01_small_ransacked_white_IDAP_F\n- Land_PaperBox_01_small_stacked_F\n- Land_PaperBox_closed_F\n- Land_PaperBox_closed_scripted_F\n- Land_PaperBox_open_empty_F\n- Land_PaperBox_open_empty_scripted_F\n- Land_PaperBox_open_full_F\n- Land_PaperBox_open_full_scripted_F\n- Land_ParkingMeter_01_F\n- Land_PartyTent_01_F\n- Land_Pavement_narrow_corner_F\n- Land_Pavement_narrow_F\n- Land_Pavement_wide_corner_F\n- Land_Pavement_wide_F\n- Land_PCSet_01_case_F\n- Land_PCSet_01_keyboard_F\n- Land_PCSet_01_mouse_F\n- Land_PCSet_01_mousepad_F\n- Land_PCSet_01_mousepad_IDAP_F\n- Land_PCSet_01_screen_F\n- Land_PCSet_Intel_01_F\n- Land_PCSet_Intel_02_F\n- Land_Pedestal_01_F\n- Land_Pedestal_02_F\n- Land_PedestrianCrossing_01_6m_4str_F\n- Land_PedestrianCrossing_01_6m_6str_F\n- Land_PedestrianCrossing_01_8m_10str_F\n- Land_PenBlack_F\n- Land_PencilBlue_F\n- Land_PencilGreen_F\n- Land_PencilRed_F\n- Land_PencilYellow_F\n- Land_PenRed_F\n- Land_PensAndPencils_F\n- Land_PetroglyphWall_01_F\n- Land_PetroglyphWall_02_F\n- Land_PhoneBooth_01_F\n- Land_PhoneBooth_01_malden_F\n- Land_PhoneBooth_02_F\n- Land_PhoneBooth_02_malden_F\n- Land_Photoframe_01_broken_F\n- Land_Photoframe_01_F\n- Land_Photoframe_02_base_F\n- Land_Photoframe_02_F\n- Land_Photoframe_02_standing_F\n- Land_Photos_V1_F\n- Land_Photos_V2_F\n- Land_Photos_V3_F\n- Land_Photos_V4_F\n- Land_Photos_V5_F\n- Land_Photos_V6_F\n- Land_PicnicTable_01_F\n- Land_Pier_addon\n- Land_Pier_Box_F\n- Land_Pier_F\n- Land_Pier_small_F\n- Land_Pier_wall_F\n- Land_PierConcrete_01_16m_F\n- Land_PierConcrete_01_30deg_F\n- Land_PierConcrete_01_4m_ladders_F\n- Land_PierConcrete_01_end_F\n- Land_PierConcrete_01_steps_F\n- Land_PierLadder_F\n- Land_PierWooden_01_10m_noRails_F\n- Land_PierWooden_01_16m_F\n- Land_PierWooden_01_dock_F\n- Land_PierWooden_01_hut_F\n- Land_PierWooden_01_ladder_F\n- Land_PierWooden_01_platform_F\n- Land_PierWooden_02_16m_F\n- Land_PierWooden_02_30deg_F\n- Land_PierWooden_02_barrel_F\n- Land_PierWooden_02_hut_F\n- Land_PierWooden_02_ladder_F\n- Land_PierWooden_03_F\n- Land_Pillar_Pier_F\n- Land_PillboxBunker_01_big_F\n- Land_PillboxBunker_01_hex_F\n- Land_PillboxBunker_01_rectangle_F\n- Land_PillboxWall_01_3m_F\n- Land_PillboxWall_01_3m_round_F\n- Land_PillboxWall_01_6m_F\n- Land_PillboxWall_01_6m_round_F\n- Land_Pillow_camouflage_F\n- Land_Pillow_F\n- Land_Pillow_grey_F\n- Land_Pillow_old_F\n- Land_Pipe_fence_4m_F\n- Land_Pipe_fence_4mNoLC_F\n- Land_PipeFence_01_m_2m_F\n- Land_PipeFence_01_m_4m_F\n- Land_PipeFence_01_m_8m_F\n- Land_PipeFence_01_m_d_F\n- Land_PipeFence_01_m_gate_v1_closed_F\n  1. Door_1_sound_source => user\n- Land_PipeFence_01_m_gate_v1_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_01_m_gate_v2_closed_F\n  1. Door_1_sound_source => user\n  1. Door_2_sound_source => user\n- Land_PipeFence_01_m_gate_v2_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => userPositionHashedInit\n  1. Door_2_locked_source => user\n- Land_PipeFence_01_m_pole_F\n- Land_PipeFence_02_s_4m_F\n- Land_PipeFence_02_s_4m_noLC_F\n- Land_PipeFence_02_s_8m_F\n- Land_PipeFence_02_s_8m_noLC_F\n- Land_PipeFence_03_m_gate_l_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_03_m_gate_r_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_04_m_gate_l_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_04_m_gate_r_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_05_m_gate_l_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_05_m_gate_r_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_06_m_gate_l_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_PipeFence_06_m_gate_r_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_Pipes_large_F\n- Land_Pipes_small_F\n- Land_PipeWall_concretel_8m_F\n- Land_PitotTubeCover_01_F\n- Land_Plank_01_4m_F\n- Land_Plank_01_8m_F\n- Land_PlasticBarrier_01_F\n- Land_PlasticBarrier_01_line_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_line_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_line_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round135L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round135L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round135R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round135R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round15L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round15L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round15R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round15R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round180L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round180L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round180R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round180R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round22L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round22L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round22R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round22R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round270L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round270R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round30L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round30L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round30R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round30R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round45L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round45L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round45R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round45R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round60L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round60L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round60R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round60R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round90L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round90L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_round90R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_round90R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp15L_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp15L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp15L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp15R_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp15R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp15R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp22L_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp22L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp22L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp22R_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp22R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp22R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp30L_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp30L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp30L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp30R_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp30R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp30R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp45L_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp45L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp45L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp45R_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp45R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp45R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp60L_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp60L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp60L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_sharp60R_x2_F\n  1. Segment_1_source => user\n- Land_PlasticBarrier_01_sharp60R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_sharp60R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake15L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake15L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake15R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake15R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake22L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake22L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake22R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake22R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake30L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake30L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake30R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake30R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake45L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake45L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake45R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake45R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake60L_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake60L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake60R_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_PlasticBarrier_01_snake60R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake90L_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_01_snake90R_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_PlasticBarrier_02_F\n- Land_PlasticBarrier_03_F\n- Land_PlasticBucket_01_closed_F\n  1. Lid_Hide => user\n- Land_PlasticBucket_01_open_F\n  1. Lid_Hide => user\n- Land_PlasticCase_01_large_black_CBRN_F\n- Land_PlasticCase_01_large_black_F\n- Land_PlasticCase_01_large_CBRN_F\n- Land_PlasticCase_01_large_F\n- Land_PlasticCase_01_large_gray_F\n- Land_PlasticCase_01_large_idap_F\n- Land_PlasticCase_01_large_olive_CBRN_F\n- Land_PlasticCase_01_large_olive_F\n- Land_PlasticCase_01_medium_black_CBRN_F\n- Land_PlasticCase_01_medium_black_F\n- Land_PlasticCase_01_medium_CBRN_F\n- Land_PlasticCase_01_medium_F\n- Land_PlasticCase_01_medium_gray_F\n- Land_PlasticCase_01_medium_idap_F\n- Land_PlasticCase_01_medium_olive_CBRN_F\n- Land_PlasticCase_01_medium_olive_F\n- Land_PlasticCase_01_small_black_CBRN_F\n- Land_PlasticCase_01_small_black_F\n- Land_PlasticCase_01_small_CBRN_F\n- Land_PlasticCase_01_small_F\n- Land_PlasticCase_01_small_gray_F\n- Land_PlasticCase_01_small_idap_F\n- Land_PlasticCase_01_small_olive_CBRN_F\n- Land_PlasticCase_01_small_olive_F\n- Land_PlasticNetFence_01_long_d_F\n- Land_PlasticNetFence_01_long_F\n- Land_PlasticNetFence_01_pole_F\n- Land_PlasticNetFence_01_roll_F\n- Land_PlasticNetFence_01_short_d_F\n- Land_PlasticNetFence_01_short_F\n- Land_Pliers_F\n- Land_Pod_Heli_Transport_04_ammo_black_F\n- Land_Pod_Heli_Transport_04_ammo_F\n- Land_Pod_Heli_Transport_04_bench_black_F\n- Land_Pod_Heli_Transport_04_bench_F\n- Land_Pod_Heli_Transport_04_box_black_F\n- Land_Pod_Heli_Transport_04_box_F\n- Land_Pod_Heli_Transport_04_covered_black_F\n  1. Door_4_source => user\n  1. Door_5_source => user\n  1. Door_6_source => door\n- Land_Pod_Heli_Transport_04_covered_F\n  1. Door_4_source => user\n  1. Door_5_source => user\n  1. Door_6_source => door\n- Land_Pod_Heli_Transport_04_fuel_black_F\n- Land_Pod_Heli_Transport_04_fuel_F\n- Land_Pod_Heli_Transport_04_medevac_black_F\n  1. Door_4_source => user\n  1. Door_6_source => door\n- Land_Pod_Heli_Transport_04_medevac_F\n  1. Door_4_source => user\n  1. Door_6_source => door\n- Land_Pod_Heli_Transport_04_repair_black_F\n- Land_Pod_Heli_Transport_04_repair_F\n- Land_PoleWall_01_3m_F\n- Land_PoleWall_01_6m_F\n- Land_PoleWall_01_pole_F\n- Land_PoleWall_02_3m_v1_F\n- Land_PoleWall_02_3m_v2_F\n- Land_PoleWall_02_end_F\n- Land_PoleWall_03_5m_v1_F\n- Land_PoleWall_03_5m_v2_F\n- Land_PoleWall_03_end_F\n- Land_PoliceStation_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n- Land_PoliceStation_01_ruins_F\n- Land_Portable_generator_F\n- Land_PortableCabinet_01_4drawers_black_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Drawer_1_hide_source => user\n  1. Drawer_2_hide_source => user\n  1. Drawer_3_hide_source => user\n  1. Drawer_4_hide_source => user\n  1. Drawer_5_hide_source => user\n  1. Drawer_6_hide_source => user\n- Land_PortableCabinet_01_4drawers_olive_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Drawer_1_hide_source => user\n  1. Drawer_2_hide_source => user\n  1. Drawer_3_hide_source => user\n  1. Drawer_4_hide_source => user\n  1. Drawer_5_hide_source => user\n  1. Drawer_6_hide_source => user\n- Land_PortableCabinet_01_4drawers_sand_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Drawer_1_hide_source => user\n  1. Drawer_2_hide_source => user\n  1. Drawer_3_hide_source => user\n  1. Drawer_4_hide_source => user\n  1. Drawer_5_hide_source => user\n  1. Drawer_6_hide_source => user\n- Land_PortableCabinet_01_7drawers_black_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Drawer_1_hide_source => user\n  1. Drawer_2_hide_source => user\n  1. Drawer_3_hide_source => user\n  1. Drawer_4_hide_source => user\n  1. Drawer_5_hide_source => user\n  1. Drawer_6_hide_source => user\n- Land_PortableCabinet_01_7drawers_olive_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Drawer_1_hide_source => user\n  1. Drawer_2_hide_source => user\n  1. Drawer_3_hide_source => user\n  1. Drawer_4_hide_source => user\n  1. Drawer_5_hide_source => user\n  1. Drawer_6_hide_source => user\n- Land_PortableCabinet_01_7drawers_sand_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Drawer_1_hide_source => user\n  1. Drawer_2_hide_source => user\n  1. Drawer_3_hide_source => user\n  1. Drawer_4_hide_source => user\n  1. Drawer_5_hide_source => user\n  1. Drawer_6_hide_source => user\n- Land_PortableCabinet_01_bookcase_black_F\n- Land_PortableCabinet_01_bookcase_olive_F\n- Land_PortableCabinet_01_bookcase_sand_F\n- Land_PortableCabinet_01_closed_black_F\n- Land_PortableCabinet_01_closed_olive_F\n- Land_PortableCabinet_01_closed_sand_F\n- Land_PortableCabinet_01_lid_black_F\n- Land_PortableCabinet_01_lid_olive_F\n- Land_PortableCabinet_01_lid_sand_F\n- Land_PortableCabinet_01_medical_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Drawer_1_hide_source => user\n  1. Drawer_2_hide_source => user\n  1. Drawer_3_hide_source => user\n  1. Drawer_4_hide_source => user\n  1. Drawer_5_hide_source => user\n  1. Drawer_6_hide_source => user\n- Land_PortableDesk_01_black_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Lid_1_hide_source => user\n  1. Lid_2_hide_source => user\n  1. Wing_L_Hide_Source => user\n  1. Wing_R_Hide_Source => user\n- Land_PortableDesk_01_olive_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Lid_1_hide_source => user\n  1. Lid_2_hide_source => user\n  1. Wing_L_Hide_Source => user\n  1. Wing_R_Hide_Source => user\n- Land_PortableDesk_01_panel_black_F\n- Land_PortableDesk_01_panel_olive_F\n- Land_PortableDesk_01_panel_sand_F\n- Land_PortableDesk_01_sand_F\n  1. Drawer_1_move_source => user\n  1. Drawer_2_move_source => user\n  1. Drawer_3_move_source => user\n  1. Drawer_4_move_source => user\n  1. Drawer_5_move_source => user\n  1. Drawer_6_move_source => user\n  1. Lid_1_hide_source => user\n  1. Lid_2_hide_source => user\n  1. Wing_L_Hide_Source => user\n  1. Wing_R_Hide_Source => user\n- Land_PortableGenerator_01_black_F\n- Land_PortableGenerator_01_F\n- Land_PortableGenerator_01_sand_F\n- Land_PortableHelipadLight_01_F\n  1. Light_1_source => MarkerLight\n- Land_PortableLight_02_double_black_F\n  1. Light_1_yaw_source => user\n  1. Light_2_pitch_source => user\n  1. Light_2_yaw_source => user\n  1. Light_2_extend_source => user\n- Land_PortableLight_02_double_olive_F\n  1. Light_1_yaw_source => user\n  1. Light_2_pitch_source => user\n  1. Light_2_yaw_source => user\n  1. Light_2_extend_source => user\n- Land_PortableLight_02_double_sand_F\n  1. Light_1_yaw_source => user\n  1. Light_2_pitch_source => user\n  1. Light_2_yaw_source => user\n  1. Light_2_extend_source => user\n- Land_PortableLight_02_double_yellow_F\n  1. Light_1_yaw_source => user\n  1. Light_2_pitch_source => user\n  1. Light_2_yaw_source => user\n  1. Light_2_extend_source => user\n- Land_PortableLight_02_folded_black_F\n- Land_PortableLight_02_folded_olive_F\n- Land_PortableLight_02_folded_sand_F\n- Land_PortableLight_02_folded_yellow_F\n- Land_PortableLight_02_quad_black_F\n  1. Light_1_extend_source => user\n  1. Light_2_extend_source => user\n  1. Light_3_pitch_source => user\n  1. Light_3_yaw_source => user\n  1. Light_3_extend_source => user\n  1. Light_4_pitch_source => user\n  1. Light_4_yaw_source => user\n  1. Light_4_extend_source => user\n- Land_PortableLight_02_quad_olive_F\n  1. Light_1_extend_source => user\n  1. Light_2_extend_source => user\n  1. Light_3_pitch_source => user\n  1. Light_3_yaw_source => user\n  1. Light_3_extend_source => user\n  1. Light_4_pitch_source => user\n  1. Light_4_yaw_source => user\n  1. Light_4_extend_source => user\n- Land_PortableLight_02_quad_sand_F\n  1. Light_1_extend_source => user\n  1. Light_2_extend_source => user\n  1. Light_3_pitch_source => user\n  1. Light_3_yaw_source => user\n  1. Light_3_extend_source => user\n  1. Light_4_pitch_source => user\n  1. Light_4_yaw_source => user\n  1. Light_4_extend_source => user\n- Land_PortableLight_02_quad_yellow_F\n  1. Light_1_extend_source => user\n  1. Light_2_extend_source => user\n  1. Light_3_pitch_source => user\n  1. Light_3_yaw_source => user\n  1. Light_3_extend_source => user\n  1. Light_4_pitch_source => user\n  1. Light_4_yaw_source => user\n  1. Light_4_extend_source => user\n- Land_PortableLight_02_single_black_F\n  1. Light_1_pitch_source => user\n  1. Light_1_yaw_source => user\n  1. Light_1_extend_source => user\n- Land_PortableLight_02_single_folded_black_F\n- Land_PortableLight_02_single_folded_olive_F\n- Land_PortableLight_02_single_folded_sand_F\n- Land_PortableLight_02_single_folded_yellow_F\n- Land_PortableLight_02_single_olive_F\n  1. Light_1_pitch_source => user\n  1. Light_1_yaw_source => user\n  1. Light_1_extend_source => user\n- Land_PortableLight_02_single_sand_F\n  1. Light_1_pitch_source => user\n  1. Light_1_yaw_source => user\n  1. Light_1_extend_source => user\n- Land_PortableLight_02_single_yellow_F\n  1. Light_1_pitch_source => user\n  1. Light_1_yaw_source => user\n  1. Light_1_extend_source => user\n- Land_PortableLight_double_F\n  1. Light_1_pitch_source => user\n  1. Light_1_jaw_source => user\n- Land_PortableLight_single_F\n  1. Light_1_pitch_source => user\n  1. Light_1_jaw_source => user\n- Land_PortableLongRangeRadio_F\n- Land_PortableServer_01_black_F\n  1. Server_Move_Source => user\n  1. Server_Hide_Source => user\n  1. Lights_Off_Source => user\n- Land_PortableServer_01_cover_black_F\n- Land_PortableServer_01_cover_olive_F\n- Land_PortableServer_01_cover_sand_F\n- Land_PortableServer_01_olive_F\n  1. Server_Move_Source => user\n  1. Server_Hide_Source => user\n  1. Lights_Off_Source => user\n- Land_PortableServer_01_sand_F\n  1. Server_Move_Source => user\n  1. Server_Hide_Source => user\n  1. Lights_Off_Source => user\n- Land_PortableSolarPanel_01_folded_olive_F\n- Land_PortableSolarPanel_01_folded_sand_F\n- Land_PortableSolarPanel_01_olive_F\n- Land_PortableSolarPanel_01_sand_F\n- Land_PortableSpeakers_01_F\n- Land_PortableWeatherStation_01_olive_F\n  1. Wind_Strength => user\n  1. Wind_Direction => user\n- Land_PortableWeatherStation_01_sand_F\n  1. Wind_Strength => user\n  1. Wind_Direction => user\n- Land_PortableWeatherStation_01_white_F\n  1. Wind_Strength => user\n  1. Wind_Direction => user\n- Land_Poster_01_F\n- Land_Poster_02_F\n- Land_Poster_03_F\n- Land_Poster_04_F\n- Land_Poster_05_F\n- Land_Poster_06_F\n- Land_Pot_01_F\n- Land_Pot_02_F\n- Land_PowderedMilk_F\n- Land_Power_Pole_Wood1\n- Land_Power_Pole_Wood1_Amp\n- Land_Power_Pole_Wood1_Lamp\n- Land_Power_Pole_Wood1_Lamp_Amp\n- Land_Power_Pole_Wood2\n- Land_Power_Pole_Wood3\n- Land_PowerCable_submarine_F\n- Land_PowerGenerator_F\n- Land_PowerGenerator_wreck_F\n- Land_PowerLine_01_pole_end_v1_F\n- Land_PowerLine_01_pole_end_v2_F\n- Land_PowerLine_01_pole_junction_F\n- Land_PowerLine_01_pole_lamp_F\n- Land_PowerLine_01_pole_lamp_off_F\n- Land_PowerLine_01_pole_small_F\n- Land_PowerLine_01_pole_tall_F\n- Land_PowerLine_01_pole_transformer_F\n- Land_PowerLine_01_wire_50m_F\n- Land_PowerLine_01_wire_50m_main_F\n- Land_PowerLine_02_pole_junction_A_F\n- Land_powerline_02_pole_junction_nest_a_f\n- Land_PowerLine_02_pole_small_A_F\n- Land_PowerLine_02_pole_small_end_A_F\n- Land_PowerLine_02_pole_small_end_F\n- Land_PowerLine_02_pole_small_F\n- Land_powerline_02_pole_small_hook_end_f\n- Land_PowerLine_02_pole_small_hook_F\n- Land_powerline_02_pole_small_hook_junction_f\n- Land_powerline_02_pole_small_junction_f\n- Land_PowerLine_02_pole_small_lamp_F\n- Land_PowerLine_02_pole_small_lamp_off_F\n- Land_PowerLine_03_pole_end_F\n- Land_PowerLine_03_pole_F\n- Land_PowerLine_03_pole_junction_F\n- Land_PowerLine_distributor_F\n- Land_PowerLine_part_F\n- Land_PowerPoleConcrete_F\n- Land_PowerPoleWooden_F\n- Land_PowerPoleWooden_L_F\n- Land_PowerPoleWooden_L_off_F\n- Land_PowerPoleWooden_small_F\n- Land_PowerStation_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_PowerStation_01_ruins_F\n- Land_PowerWireBig_direct_F\n- Land_PowerWireBig_direct_short_F\n- Land_PowerWireBig_end_F\n- Land_PowerWireBig_left_F\n- Land_PowerWireBig_right_F\n- Land_PowerWireSmall_damaged_F\n- Land_PowerWireSmall_direct_F\n- Land_PowerWireSmall_Left_F\n- Land_PowerWireSmall_Right_F\n- Land_PowLines_Transformer_F\n- Land_PressureWasher_01_F\n- Land_Printer_01_F\n- Land_Projector_01_F\n- Land_Puddle_01_F\n- Land_Puddle_02_F\n- Land_Pumpkin_01_F\n- Land_Pumpkin_01_NoPop_F\n- Land_QuayConcrete_01_20m_F\n- Land_QuayConcrete_01_20m_wall_F\n- Land_QuayConcrete_01_5m_ladder_F\n- Land_QuayConcrete_01_innerCorner_F\n- Land_QuayConcrete_01_outterCorner_F\n- Land_QuayConcrete_01_pier_F\n- Land_R_rock_general1\n- Land_R_rock_general2\n- Land_R_rock_general3\n- Land_Rack_F\n- Land_Radar_01_airshaft_F\n- Land_Radar_01_antenna_base_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n- Land_Radar_01_antenna_F\n- Land_Radar_01_cooler_F\n- Land_Radar_01_HQ_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n  1. Glass_29_source => hit [Glass_29_hitpoint]\n  1. Glass_30_source => hit [Glass_30_hitpoint]\n  1. Glass_31_source => hit [Glass_31_hitpoint]\n  1. Glass_32_source => hit [Glass_32_hitpoint]\n  1. Glass_33_source => hit [Glass_33_hitpoint]\n- Land_Radar_01_HQ_ruins_F\n- Land_Radar_01_kitchen_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n- Land_Radar_01_kitchen_ruins_F\n- Land_Radar_F\n- Land_Radar_ruins_F\n- Land_Radar_Small_F\n- Land_Radar_Small_ruins_F\n- Land_Rail_Bridge_40_F\n- Land_Rail_ConcreteRamp_F\n- Land_Rail_Crossing_Barrier_F\n  1. RedLight_Hide => user\n  1. WhiteLight_Hide => user\n  1. Level_Crossing_Barrier => user\n- Land_Rail_LineBreak_Iron_F\n- Land_Rail_Platform_Cross_F\n- Land_Rail_Platform_Segment_F\n- Land_Rail_Platform_Start_F\n- Land_Rail_Signals_F\n- Land_Rail_Station_Big_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n- Land_Rail_Station_Big_ruins_F\n- Land_Rail_Station_Small_F\n- Land_Rail_Station_Small_ruins_F\n- Land_Rail_Track_25_F\n- Land_Rail_Track_Down_25_F\n- Land_Rail_Track_Down_40_F\n- Land_Rail_Track_L25_10_F\n- Land_Rail_Track_LB1_RE_F\n- Land_Rail_Track_LB_RE_F\n- Land_Rail_Track_LE1_RB_F\n- Land_Rail_Track_LE_RB_F\n- Land_Rail_Track_Passing_10_F\n- Land_Rail_Track_Passing_25_F\n- Land_Rail_Track_Passing_25NOLC_F\n- Land_Rail_Track_R25_10_F\n- Land_Rail_Track_SP_F\n- Land_Rail_Track_TurnOutL_F\n- Land_Rail_Track_TurnOutR_F\n- Land_Rail_Track_Up_25_F\n- Land_Rail_Track_Up_40_F\n- Land_Rail_TrackE_25_F\n- Land_Rail_TrackE_25NOLC_F\n- Land_Rail_TrackE_2_F\n- Land_Rail_TrackE_40_F\n- Land_Rail_TrackE_40NOLC_F\n- Land_Rail_TrackE_4_F\n- Land_Rail_TrackE_8_F\n- Land_Rail_TrackE_8NOLC_F\n- Land_Rail_TrackE_L25_10_F\n- Land_Rail_TrackE_L25_5_F\n- Land_Rail_TrackE_L30_20_F\n- Land_Rail_TrackE_R25_10_F\n- Land_Rail_TrackE_R25_5_F\n- Land_Rail_TrackE_R30_20_F\n- Land_Rail_TrackE_TurnOutL_F\n- Land_Rail_TrackE_TurnOutR_F\n- Land_Rail_Warehouse_Small_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_Rail_Warehouse_Small_ruins_F\n- Land_RailwayCar_01_passenger_F\n  1. Wheels_source => user\n- Land_RailwayCar_01_sugarcane_empty_F\n  1. Wheels_source => user\n- Land_RailwayCar_01_sugarcane_F\n  1. Wheels_source => user\n- Land_RailwayCar_01_tank_F\n  1. Wheels_source => user\n- Land_RaiStone_01_F\n- Land_Rampart_F\n- Land_RampConcrete_F\n- Land_RampConcreteHigh_F\n- Land_RattanChair_01_F\n- Land_RattanTable_01_F\n- Land_Razorwire_F\n- Land_RedWhitePole_F\n- Land_RefuelingHose_01_F\n- Land_RepairDepot_01_base_ruins_F\n- Land_RepairDepot_01_civ_F\n- Land_RepairDepot_01_civ_ruins_F\n- Land_RepairDepot_01_green_F\n- Land_RepairDepot_01_green_ruins_F\n- Land_RepairDepot_01_tan_F\n- Land_RepairDepot_01_tan_ruins_F\n- Land_Research_house_V1_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Research_house_V1_ruins_F\n- Land_Research_HQ_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Research_HQ_ruins_F\n- Land_ReservoirTank_01_military_F\n- Land_ReservoirTank_01_military_ruins_F\n- Land_ReservoirTank_Airport_F\n- Land_ReservoirTank_Airport_ruins_F\n- Land_ReservoirTank_Rust_F\n- Land_ReservoirTank_Rust_ruins_F\n- Land_ReservoirTank_V1_F\n- Land_ReservoirTank_V1_ruins_F\n- Land_ReservoirTower_F\n- Land_ReservoirTower_ruins_F\n- Land_RiceBox_F\n- Land_RM_boulder1\n- Land_RM_boulder2\n- Land_RM_boulder3\n- Land_RM_boulder4\n- Land_RM_boulder5\n- Land_RoadBarrier_01_F\n  1. Door_1_sound_source => user\n- Land_RoadCone_01_F\n- Land_RoadCrack_01_2x2_F\n- Land_RoadCrack_01_4x4_F\n- Land_RoadCrack_01_6x2_F\n- Land_roads_cracks_01_F\n- Land_roads_cracks_02_F\n- Land_roads_cracks_03_F\n- Land_roads_cracks_04_F\n- Land_roads_cracks_05_F\n- Land_roads_patch_01_F\n- Land_roads_patch_02_F\n- Land_roads_patch_03_F\n- Land_roads_patch_04_F\n- Land_roads_patch_05_F\n- Land_roads_patch_06_F\n- Land_roads_patch_07_F\n- Land_roads_patch_08_F\n- Land_roads_patch_09_F\n- Land_roads_patch_10_F\n- Land_roads_patch_11_F\n- Land_roads_patch_12_F\n- Land_Rope_01_F\n- Land_Rope_F\n- Land_RotorCoversBag_01_F\n- Land_Router_01_black_F\n- Land_Router_01_olive_F\n- Land_Router_01_sand_F\n- Land_RowBoat_V1_F\n- Land_RowBoat_V2_F\n- Land_RowBoat_V3_F\n- Land_Rug_01_base_F\n- Land_Rug_01_F\n- Land_Rug_01_Traditional_F\n- Land_Rugbyball_01_F\n- Land_RugbyGoal_01_F\n- Land_runway_edgelight\n  1. Light_1_source => MarkerLight\n- Land_runway_edgelight_blue_F\n  1. Light_1_source => MarkerLight\n- Land_Runway_end00_F\n- Land_Runway_end18_F\n- Land_Runway_PAPI\n- Land_Runway_PAPI_2\n- Land_Runway_PAPI_3\n- Land_Runway_PAPI_4\n- Land_Sack_F\n- Land_Sacks_goods_F\n- Land_Sacks_heap_F\n- Land_SandbagBarricade_01_F\n- Land_SandbagBarricade_01_half_F\n- Land_SandbagBarricade_01_hole_F\n- Land_SatelliteAntenna_01_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- Land_SatelliteAntenna_01_mounted_base_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- Land_SatelliteAntenna_01_small_mounted_base_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- Land_SatellitePhone_F\n- Land_Saw_F\n- Land_Sawmill_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n- Land_Sawmill_01_illuminati_tower_F\n  1. Lights_Hide => user\n- Land_Sawmill_01_ruins_F\n- Land_Scaffolding_F\n- Land_Scaffolding_New_F\n- Land_SCF_01_boilerBuilding_F\n- Land_SCF_01_chimney_F\n- Land_SCF_01_clarifier_F\n- Land_SCF_01_condenser_F\n- Land_SCF_01_conveyor_16m_high_F\n- Land_SCF_01_conveyor_16m_slope_F\n- Land_SCF_01_conveyor_8m_high_F\n- Land_SCF_01_conveyor_columnBase_F\n- Land_SCF_01_conveyor_end_high_F\n- Land_SCF_01_conveyor_hole_F\n- Land_SCF_01_crystallizer_F\n- Land_SCF_01_crystallizerTowers_F\n- Land_SCF_01_diffuser_F\n- Land_SCF_01_feeder_F\n- Land_SCF_01_generalBuilding_F\n- Land_SCF_01_heap_bagasse_F\n- Land_SCF_01_heap_sugarcane_F\n- Land_SCF_01_pipe_24m_F\n- Land_SCF_01_pipe_24m_high_F\n- Land_SCF_01_pipe_8m_F\n- Land_SCF_01_pipe_8m_high_F\n- Land_SCF_01_pipe_curve_F\n- Land_SCF_01_pipe_curve_high_F\n- Land_SCF_01_pipe_end_F\n- Land_SCF_01_pipe_up_F\n- Land_SCF_01_shed_F\n- Land_SCF_01_shredder_F\n- Land_SCF_01_storageBin_big_F\n- Land_SCF_01_storageBin_medium_F\n- Land_SCF_01_storageBin_small_F\n- Land_SCF_01_warehouse_F\n- Land_SCF_01_washer_F\n- Land_School_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n- Land_Scrap_MRAP_01_F\n- Land_ScrapHeap_1_F\n- Land_ScrapHeap_2_F\n- Land_Screwdriver_V1_F\n- Land_Screwdriver_V2_F\n- Land_Sea_Wall_F\n- Land_ServiceHangar_01_L_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n- Land_ServiceHangar_01_R_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n- Land_SewerCover_01_F\n- Land_SewerCover_02_F\n- Land_SewerCover_03_F\n- Land_SewerCover_04_F\n- Land_SharpRock_apart\n- Land_SharpRock_monolith\n- Land_SharpRock_spike\n- Land_SharpRock_wallH\n- Land_SharpRock_wallV\n- Land_SharpStone_01\n- Land_SharpStone_02\n- Land_SharpStone_03\n- Land_SharpStones_erosion\n- Land_Shed_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_Shed_01_ruins_F\n- Land_Shed_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_02_ruins_F\n- Land_Shed_03_F\n- Land_Shed_03_ruins_F\n- Land_Shed_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_04_ruins_F\n- Land_Shed_05_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_05_ruins_F\n- Land_Shed_06_F\n- Land_Shed_06_ruins_F\n- Land_Shed_07_F\n- Land_Shed_07_ruins_F\n- Land_Shed_08_brown_F\n- Land_Shed_08_brown_ruins_F\n- Land_Shed_08_grey_F\n- Land_Shed_08_grey_ruins_F\n- Land_Shed_09_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_09_ruins_F\n- Land_Shed_10_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_10_ruins_F\n- Land_Shed_11_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_11_ruins_F\n- Land_Shed_12_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_12_ruins_F\n- Land_Shed_13_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Shed_13_ruins_F\n- Land_Shed_14_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Shed_14_ruins_F\n- Land_Shed_Big_F\n- Land_Shed_Big_ruins_F\n- Land_Shed_Ind_old_ruins_F\n- Land_Shed_Ind_ruins_F\n- Land_Shed_Small_F\n- Land_Shed_Small_ruins_F\n- Land_ShellCrater_01_decal_F\n- Land_ShellCrater_01_F\n- Land_ShellCrater_02_debris_F\n- Land_ShellCrater_02_decal_F\n- Land_ShellCrater_02_extralarge_F\n- Land_ShellCrater_02_large_F\n- Land_ShellCrater_02_small_F\n- Land_ShelvesMetal_F\n- Land_ShelvesWooden_blue_F\n- Land_ShelvesWooden_F\n- Land_ShelvesWooden_khaki_F\n- Land_Shoot_House_Corner_Crouch_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Hide => user\n  1. Stand_Poles_Hide => user\n- Land_Shoot_House_Corner_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Crouch_Hide => user\n  1. Crouch_Poles_Hide => user\n  1. Prone_Hide => user\n  1. Prone_Poles_Hide => user\n- Land_Shoot_House_Corner_Prone_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Crouch_Hide => user\n  1. Crouch_Poles_Hide => user\n- Land_Shoot_House_Corner_Stand_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n- Land_Shoot_House_Panels_Crouch_F\n  1. Crouch_Hide => user\n  1. Prone_Hide => user\n- Land_Shoot_House_Panels_F\n  1. Top_Hide => user\n  1. Stand_Hide => user\n  1. Crouch_Hide => user\n  1. Prone_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Crouch_Poles_Hide => user\n  1. Prone_Poles_Hide => user\n- Land_Shoot_House_Panels_Prone_F\n  1. Prone_Hide => user\n- Land_Shoot_House_Panels_Vault_F\n  1. Top_Hide => user\n  1. Stand_Hide => user\n  1. Crouch_Hide => user\n- Land_Shoot_House_Panels_Window_F\n  1. Crouch_Hide => user\n- Land_Shoot_House_Panels_Windows_F\n  1. Stand_Hide => user\n  1. Prone_Hide => user\n- Land_Shoot_House_Tunnel_Crouch_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Top_Panel_Left_Hide => user\n  1. Top_Panel_Right_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Stand_Panel_Left_Hide => user\n  1. Stand_Panel_Right_Hide => user\n  1. Crouch_Hide => user\n- Land_Shoot_House_Tunnel_F\n  1. Top_Hide => user\n  1. Stand_Hide => user\n  1. Crouch_Hide => user\n  1. Prone_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Crouch_Poles_Hide => user\n  1. Prone_Poles_Hide => user\n  1. Top_Panel_Left_Hide => user\n  1. Stand_Panel_Left_Hide => user\n  1. Crouch_Panel_Left_Hide => user\n  1. Prone_Panel_Left_Hide => user\n  1. Top_Panel_Right_Hide => user\n  1. Stand_Panel_Right_Hide => user\n  1. Crouch_Panel_Right_Hide => user\n  1. Prone_Panel_Right_Hide => user\n- Land_Shoot_House_Tunnel_Prone_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Top_Panel_Left_Hide => user\n  1. Top_Panel_Right_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Stand_Panel_Left_Hide => user\n  1. Stand_Panel_Right_Hide => user\n  1. Crouch_Poles_Hide => user\n  1. Crouch_Panel_Left_Hide => user\n  1. Crouch_Panel_Right_Hide => user\n  1. Prone_Hide => user\n- Land_Shoot_House_Tunnel_Stand_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Top_Panel_Left_Hide => user\n  1. Top_Panel_Right_Hide => user\n  1. Stand_Hide => user\n- Land_Shoot_House_Wall_Crouch_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Hide => user\n  1. Stand_Poles_Hide => user\n- Land_Shoot_House_Wall_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Crouch_Hide => user\n  1. Crouch_Poles_Hide => user\n  1. Prone_Hide => user\n  1. Prone_Poles_Hide => user\n- Land_Shoot_House_Wall_Long_Crouch_F\n  1. L_Top_Hide => user\n  1. L_Top_Poles_Hide => user\n  1. L_Stand_Hide => user\n  1. L_Stand_Poles_Hide => user\n  1. R_Top_Hide => user\n  1. R_Top_Poles_Hide => user\n  1. R_Stand_Hide => user\n  1. R_Stand_Poles_Hide => user\n- Land_Shoot_House_Wall_Long_F\n  1. L_Top_Hide => user\n  1. L_Top_Poles_Hide => user\n  1. L_Stand_Hide => user\n  1. L_Stand_Poles_Hide => user\n  1. L_Crouch_Hide => user\n  1. L_Crouch_Poles_Hide => user\n  1. L_Prone_Hide => user\n  1. L_Prone_Poles_Hide => user\n  1. R_Top_Hide => user\n  1. R_Top_Poles_Hide => user\n  1. R_Stand_Hide => user\n  1. R_Stand_Poles_Hide => user\n  1. R_Crouch_Hide => user\n  1. R_Crouch_Poles_Hide => user\n  1. R_Prone_Hide => user\n  1. R_Prone_Poles_Hide => user\n- Land_Shoot_House_Wall_Long_Prone_F\n  1. L_Top_Hide => user\n  1. L_Top_Poles_Hide => user\n  1. L_Stand_Hide => user\n  1. L_Stand_Poles_Hide => user\n  1. L_Crouch_Hide => user\n  1. L_Crouch_Poles_Hide => user\n  1. R_Top_Hide => user\n  1. R_Top_Poles_Hide => user\n  1. R_Stand_Hide => user\n  1. R_Stand_Poles_Hide => user\n  1. R_Crouch_Hide => user\n  1. R_Crouch_Poles_Hide => user\n- Land_Shoot_House_Wall_Long_Stand_F\n  1. L_Top_Hide => user\n  1. L_Top_Poles_Hide => user\n  1. R_Top_Hide => user\n  1. R_Top_Poles_Hide => user\n- Land_Shoot_House_Wall_Prone_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n  1. Stand_Hide => user\n  1. Stand_Poles_Hide => user\n  1. Crouch_Hide => user\n  1. Crouch_Poles_Hide => user\n- Land_Shoot_House_Wall_Stand_F\n  1. Top_Hide => user\n  1. Top_Poles_Hide => user\n- Land_ShootingPos_F\n- Land_ShootingPos_Roof_01_F\n- Land_Shop_01_V1_ruins_F\n- Land_Shop_02_b_blue_ruins_F\n- Land_Shop_02_b_brown_ruins_F\n- Land_Shop_02_b_pink_ruins_F\n- Land_Shop_02_b_yellow_ruins_F\n- Land_Shop_02_V1_ruins_F\n- Land_Shop_City_01_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Hitzone_3_source => hit [Hitzone_3_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n- Land_Shop_City_02_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Hitzone_3_source => hit [Hitzone_3_hitpoint]\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n- Land_Shop_City_03_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Hitzone_3_source => hit [Hitzone_3_hitpoint]\n  1. Hitzone_4_source => hit [Hitzone_4_hitpoint]\n- Land_Shop_City_04_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n- Land_Shop_City_05_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n  1. Glass_26_source => hit [Glass_26_hitpoint]\n  1. Glass_27_source => hit [Glass_27_hitpoint]\n  1. Glass_28_source => hit [Glass_28_hitpoint]\n- Land_Shop_City_06_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_Shop_City_07_F\n- Land_Shop_Town_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n- Land_Shop_Town_01_ruins_F\n- Land_Shop_Town_02_F\n- Land_Shop_Town_02_ruins_F\n- Land_Shop_Town_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n- Land_Shop_Town_03_ruins_F\n- Land_Shop_Town_04_F\n- Land_Shop_Town_04_ruins_F\n- Land_Shop_Town_05_addon_F\n- Land_Shop_Town_05_F\n- Land_ShotTimer_01_F\n- Land_Shovel_F\n- Land_Sidewalk_01_4m_F\n- Land_Sidewalk_01_8m_F\n- Land_Sidewalk_01_corner_F\n- Land_Sidewalk_01_narrow_2m_F\n- Land_Sidewalk_01_narrow_4m_F\n- Land_Sidewalk_01_narrow_8m_F\n- Land_Sidewalk_02_4m_F\n- Land_Sidewalk_02_8m_F\n- Land_Sidewalk_02_corner_F\n- Land_Sidewalk_02_narrow_2m_F\n- Land_Sidewalk_02_narrow_4m_F\n- Land_Sidewalk_02_narrow_8m_F\n- Land_Sign_01_sharpBend_left_F\n- Land_Sign_01_sharpBend_right_F\n- Land_sign_entry_en_pl_F\n- Land_sign_leave_en_pl_F\n- Land_Sign_Mines_F\n- Land_Sign_MinesDanger_English_F\n- Land_Sign_MinesDanger_Greek_F\n- Land_Sign_MinesTall_English_F\n- Land_Sign_MinesTall_F\n- Land_Sign_MinesTall_Greek_F\n- Land_Sign_noentry_big_en_pl_F\n- Land_sign_noentry_small_en_pl_F\n- Land_sign_uwaga_pl_1_F\n- Land_sign_uwaga_pl_2_F\n- Land_Sign_WarningMilAreaSmall_F\n- Land_Sign_WarningMilitaryArea_F\n- Land_Sign_WarningMilitaryVehicles_F\n- Land_Sign_WarningNoWeapon_F\n- Land_Sign_WarningNoWeaponAltis_F\n- Land_Sign_WarningNoWeaponTanoa_F\n- Land_Sign_WarningUnexplodedAmmo_F\n- Land_SignCommand_01_generic_F\n- Land_SignCommand_01_giveWay_F\n- Land_SignCommand_01_goStraight_F\n- Land_SignCommand_01_priority_F\n- Land_SignCommand_01_stop_F\n- Land_SignCommand_01_turnLeft_F\n- Land_SignCommand_01_turnLeftAhead_F\n- Land_SignCommand_01_turnRight_F\n- Land_SignCommand_01_turnRightAhead_F\n- Land_SignInfo_01_deadEnd_F\n- Land_SignInfo_01_firstAid_F\n- Land_SignInfo_01_fuelStation_F\n- Land_SignInfo_01_generic_F\n- Land_SignInfo_01_hotel_F\n- Land_SignInfo_01_pedestrianCrossing_F\n- Land_SignInfo_01_pedestrianZone_F\n- Land_SignInfo_01_picnicSite_F\n- Land_SignInfo_01_reduceSpeed_F\n- Land_SignInfo_01_refreshments_F\n- Land_SignInfo_01_restaurant_F\n- Land_SignInfo_01_Shelter_F\n- Land_SignInfo_01_taxi_F\n- Land_SignInfo_01_toilet_F\n- Land_SignM_forRent_F\n- Land_SignM_forSale_F\n- Land_SignM_taxi_F\n- Land_SignM_WarningMilAreaSmall_english_F\n- Land_SignM_WarningMilitaryArea_english_F\n- Land_SignM_WarningMilitaryVehicles_english_F\n- Land_SignMonolith_01_F\n- Land_SignRestrict_01_generic_F\n- Land_SignRestrict_01_noDriving_F\n- Land_SignRestrict_01_noEntry_F\n- Land_SignRestrict_01_noOvertaking_F\n- Land_SignRestrict_01_noOvertakingTruck_F\n- Land_SignRestrict_01_noParking_F\n- Land_SignRestrict_01_noParkingAltEven_F\n- Land_SignRestrict_01_noParkingAltOdd_F\n- Land_SignRestrict_01_noPassage_F\n- Land_SignRestrict_01_noPollutingVehicles_F\n- Land_SignRestrict_01_noPoweredVehicles_F\n- Land_SignRestrict_01_noStopping_F\n- Land_SignRestrict_01_speedLimit_30_F\n- Land_SignRestrict_01_speedLimit_50_F\n- Land_SignRestrict_01_speedLimit_70_F\n- Land_SignRestrict_01_speedLimit_80_d_F\n- Land_SignRestrict_01_speedLimit_80_F\n- Land_SignRestrict_01_speedLimit_end_F\n- Land_SignRestrict_01_speedLimit_national_F\n- Land_SignWarning_01_aircrafts_F\n- Land_SignWarning_01_animals_F\n- Land_SignWarning_01_bend_left_F\n- Land_SignWarning_01_bend_right_F\n- Land_SignWarning_01_CheckpointAhead_F\n- Land_SignWarning_01_CheckpointZone1_F\n- Land_SignWarning_01_CheckpointZone2_F\n- Land_SignWarning_01_chippings_F\n- Land_SignWarning_01_crossRoad_F\n- Land_SignWarning_01_doubleBend_left_F\n- Land_SignWarning_01_doubleBend_right_F\n- Land_SignWarning_01_generic_F\n- Land_SignWarning_01_herds_F\n- Land_SignWarning_01_junction_F\n- Land_SignWarning_01_junctionRoW_F\n- Land_SignWarning_01_other_F\n- Land_SignWarning_01_pedestrianCrossing_F\n- Land_SignWarning_01_ramp_F\n- Land_SignWarning_01_roadworks_F\n- Land_SignWarning_01_rocks_F\n- Land_SignWarning_01_steepDown_F\n- Land_SignWarning_01_steepUp_F\n- Land_SignWarning_01_stopOnRequest_F\n- Land_SignWarning_01_unevenRoad_F\n- Land_SignWarning_02_crocodiles_F\n- Land_SilageStorage_01_F\n- Land_SilageWall_01_l_5m_F\n- Land_SilageWall_01_l_d_F\n- Land_SilageWall_01_l_pole_F\n- Land_Sink_F\n- Land_Sinkhole_01_F\n- Land_Sleeping_bag_blue_F\n- Land_Sleeping_bag_blue_folded_F\n- Land_Sleeping_bag_brown_F\n- Land_Sleeping_bag_brown_folded_F\n- Land_Sleeping_bag_F\n- Land_Sleeping_bag_folded_F\n- Land_Slide_F\n- Land_SlideCastle_F\n- Land_SlideCastle_ruins_F\n- Land_Slum_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Slum_01_ruins_F\n- Land_Slum_02_F\n- Land_Slum_02_ruins_F\n- Land_Slum_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Slum_03_ruins_F\n- Land_Slum_04_F\n- Land_Slum_04_ruins_F\n- Land_Slum_05_F\n- Land_Slum_House01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Slum_House01_ruins_F\n- Land_Slum_House02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_Slum_House02_ruins_F\n- Land_Slum_House03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Slum_House03_ruins_F\n- Land_Slums01_8m\n- Land_Slums01_pole\n- Land_Slums02_4m\n- Land_Slums02_pole\n- Land_SlumWall_01_s_2m_F\n- Land_SlumWall_01_s_4m_F\n- Land_SM_01_reservoirTower_F\n- Land_SM_01_shed_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n- Land_SM_01_shed_unfinished_F\n- Land_SM_01_shelter_narrow_F\n- Land_SM_01_shelter_wide_F\n- Land_Small_Stone_01_F\n- Land_Small_Stone_02_F\n- Land_Smokestack_01_F\n- Land_Smokestack_01_factory_base_F\n- Land_Smokestack_01_factory_F\n- Land_Smokestack_01_factory_lower_F\n- Land_Smokestack_01_factory_middle_F\n- Land_Smokestack_01_factory_off_F\n- Land_Smokestack_01_factory_ruins_F\n- Land_Smokestack_01_factory_upper_F\n- Land_Smokestack_01_off_F\n- Land_Smokestack_01_ruins_F\n- Land_Smokestack_02_F\n- Land_Smokestack_02_ruins_F\n- Land_Smokestack_03_F\n- Land_Smokestack_03_off_F\n- Land_Smokestack_03_ruins_F\n- Land_Sofa_01_F\n- Land_SolarPanel_04_black_F\n  1. Panels_Yaw => user\n  1. Panel_1_Pitch => user\n  1. Panel_2_Pitch => user\n- Land_SolarPanel_04_olive_F\n  1. Panels_Yaw => user\n  1. Panel_1_Pitch => user\n  1. Panel_2_Pitch => user\n- Land_SolarPanel_04_sand_F\n  1. Panels_Yaw => user\n  1. Panel_1_Pitch => user\n  1. Panel_2_Pitch => user\n- Land_SolarPanel_1_F\n- Land_SolarPanel_2_F\n- Land_SolarPanel_3_F\n- Land_SportGround_fence_F\n- Land_SportGround_fence_noLC_F\n- Land_spp_Mirror_Broken_F\n- Land_spp_Mirror_F\n- Land_spp_Mirror_ruins_F\n- Land_spp_Panel_Broken_F\n- Land_spp_Panel_F\n- Land_spp_Tower_dam_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_spp_Tower_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_spp_Tower_ruins_F\n- Land_spp_Transformer_F\n- Land_spp_Transformer_ruins_F\n- Land_Stadium_p1_F\n- Land_Stadium_p2_F\n- Land_Stadium_p3_F\n- Land_Stadium_p4_F\n- Land_Stadium_p5_F\n- Land_Stadium_p6_F\n- Land_Stadium_p7_F\n- Land_Stadium_p8_F\n- Land_Stadium_p9_F\n- Land_StallWater_F\n- Land_Statue_01_F\n- Land_Statue_02_F\n- Land_Statue_03_F\n- Land_Stethoscope_01_F\n- Land_Stone_4m_F\n- Land_Stone_8m_F\n- Land_Stone_8mD_F\n- Land_Stone_big_F\n- Land_Stone_big_W\n- Land_Stone_Gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_Stone_HouseBig_V1_ruins_F\n- Land_Stone_HouseSmall_V1_ruins_F\n- Land_Stone_medium_F\n- Land_Stone_medium_W\n- Land_Stone_pillar_F\n- Land_Stone_Shed_01_b_clay_ruins_F\n- Land_Stone_Shed_01_b_raw_ruins_F\n- Land_Stone_Shed_01_b_white_ruins_F\n- Land_Stone_Shed_V1_ruins_F\n- Land_Stone_small_F\n- Land_Stone_small_W\n- Land_StoneSharp_big\n- Land_StoneSharp_big_W\n- Land_StoneSharp_medium\n- Land_StoneSharp_medium_W\n- Land_StoneSharp_small\n- Land_StoneSharp_small_W\n- Land_StoneSharp_wall\n- Land_StoneSharp_Wall_W\n- Land_StoneTanoa_01_F\n- Land_StoneWall_01_s_10m_F\n- Land_StoneWall_01_s_d_F\n- Land_StoneWall_02_s_10m_F\n- Land_StoneWell_01_F\n- Land_StorageBladder_01_F\n- Land_StorageBladder_02_F\n- Land_StorageTank_01_large_F\n- Land_StorageTank_01_small_F\n- Land_StrawStack_01_F\n- Land_Stretcher_01_F\n- Land_Stretcher_01_folded_F\n- Land_Stretcher_01_folded_olive_F\n- Land_Stretcher_01_folded_sand_F\n- Land_Stretcher_01_olive_F\n- Land_Stretcher_01_sand_F\n- Land_Substation_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Substation_01_ruins_F\n- Land_Suitcase_F\n- Land_Sun_chair_F\n- Land_Sun_chair_green_F\n- Land_Sunshade_01_F\n- Land_Sunshade_02_F\n- Land_Sunshade_03_F\n- Land_Sunshade_04_F\n- Land_Sunshade_F\n- Land_Supermarket_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n- Land_Supermarket_01_malden_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n  1. Glass_15_source => hit [Glass_15_hitpoint]\n  1. Glass_16_source => hit [Glass_16_hitpoint]\n  1. Glass_17_source => hit [Glass_17_hitpoint]\n  1. Glass_18_source => hit [Glass_18_hitpoint]\n  1. Glass_19_source => hit [Glass_19_hitpoint]\n  1. Glass_20_source => hit [Glass_20_hitpoint]\n  1. Glass_21_source => hit [Glass_21_hitpoint]\n  1. Glass_22_source => hit [Glass_22_hitpoint]\n  1. Glass_23_source => hit [Glass_23_hitpoint]\n  1. Glass_24_source => hit [Glass_24_hitpoint]\n  1. Glass_25_source => hit [Glass_25_hitpoint]\n- Land_SurveyMarker_01_cover_F\n- Land_SurveyMarker_01_post_F\n- Land_SurveyMarker_01_rod_F\n- Land_SurvivalRadio_F\n- Land_Swing_01_F\n- Land_SY_01_block_F\n- Land_SY_01_conveyor_chute_F\n- Land_SY_01_conveyor_end_F\n- Land_SY_01_conveyor_junction_F\n- Land_SY_01_conveyor_long_F\n- Land_SY_01_conveyor_reclaimer_F\n- Land_SY_01_conveyor_short_F\n- Land_SY_01_conveyor_slope_F\n- Land_SY_01_crusher_F\n- Land_SY_01_reclaimer_F\n- Land_SY_01_shiploader_arm_F\n- Land_SY_01_shiploader_F\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n- Land_SY_01_stockpile_01_F\n- Land_SY_01_stockpile_02_F\n- Land_SY_01_tripper_F\n- Land_TableBig_01_F\n- Land_TableDesk_F\n- Land_TablePlastic_01_F\n- Land_TableSmall_01_F\n- Land_Tablet_01_F\n- Land_Tablet_02_black_F\n- Land_Tablet_02_F\n- Land_Tablet_02_sand_F\n- Land_Tableware_01_cup_F\n- Land_Tableware_01_fork_F\n- Land_Tableware_01_knife_F\n- Land_Tableware_01_napkin_F\n- Land_Tableware_01_spoon_F\n- Land_Tableware_01_stackOfNapkins_F\n- Land_Tableware_01_tray_F\n- Land_TacticalBacon_F\n- Land_Tank_rust_F\n- Land_TankEngine_01_F\n- Land_TankEngine_01_used_F\n- Land_TankRoadWheels_01_single_F\n- Land_TankSprocketWheels_01_single_F\n- Land_TankTracks_01_long_F\n- Land_TankTracks_01_short_F\n- Land_TankWreck_01_turret_F\n- Land_Target_Concrete_01_v1_F\n- Land_Target_Concrete_01_v2_F\n- Land_Target_Concrete_Support_01_F\n- Land_Target_Dueling_01_F\n  1. Plate_1_source => user\n  1. Plate_2_source => user\n  1. Plate_3_source => user\n  1. Plate_4_source => user\n  1. Plate_5_source => user\n  1. Plate_6_source => user\n- Land_Target_Line_01_F\n- Land_Target_Line_PaperTargets_01_F\n- Land_Target_Oval_F\n  1. Ground_holder_hide => user\n  1. Pole_Left_Hide => user\n  1. Pole_Right_Hide => user\n  1. Pole_Top_Hide => user\n  1. Pole_Bottom_Hide => user\n  1. Left_Rotate\n  1. Right_Rotate\n  1. Top_Rotate\n  1. Bottom_Rotate\n  1. Pole_Rotate\n  1. Target_Left_Rotate\n  1. Target_Right_Rotate\n  1. Target_Top_Rotate\n  1. Target_Bottom_Rotate\n  1. Target_Pole_Rotate\n- Land_Target_Oval_NoPop_F\n  1. Ground_holder_hide => user\n  1. Pole_Left_Hide => user\n  1. Pole_Right_Hide => user\n  1. Pole_Top_Hide => user\n  1. Pole_Bottom_Hide => user\n  1. Left_Rotate\n  1. Right_Rotate\n  1. Top_Rotate\n  1. Bottom_Rotate\n  1. Pole_Rotate\n  1. Target_Left_Rotate\n  1. Target_Right_Rotate\n  1. Target_Top_Rotate\n  1. Target_Bottom_Rotate\n  1. Target_Pole_Rotate\n- Land_Target_Oval_Wall_Bottom_F\n  1. Ground_holder_hide => user\n- Land_Target_Oval_Wall_Bottom_NoPop_F\n  1. Ground_holder_hide => user\n- Land_Target_Oval_Wall_Left_F\n  1. Ground_holder_hide => user\n  1. Pole_Bottom_Hide => user\n  1. Pole_Left_Hide => user\n- Land_Target_Oval_Wall_Left_NoPop_F\n  1. Ground_holder_hide => user\n  1. Pole_Bottom_Hide => user\n  1. Pole_Left_Hide => user\n- Land_Target_Oval_Wall_Right_F\n  1. Ground_holder_hide => user\n  1. Pole_Bottom_Hide => user\n  1. Pole_Right_Hide => user\n- Land_Target_Oval_Wall_Right_NoPop_F\n  1. Ground_holder_hide => user\n  1. Pole_Bottom_Hide => user\n  1. Pole_Right_Hide => user\n- Land_Target_Oval_Wall_Top_F\n  1. Ground_holder_hide => user\n  1. Pole_Bottom_Hide => user\n  1. Pole_Top_Hide => user\n- Land_Target_Oval_Wall_Top_NoPop_F\n  1. Ground_holder_hide => user\n  1. Pole_Bottom_Hide => user\n  1. Pole_Top_Hide => user\n- Land_Target_Pistol_01_F\n- Land_Target_PopUp_01_figure_F\n- Land_Target_PopUp_01_mechanism_F\n  1. Target_source => user\n- Land_Target_Single_01_F\n- Land_Target_Swivel_01_F\n  1. Screws_source => user\n  1. Popup_source => user\n  1. Stand_source => user\n  1. Swivel_1rpm_source => user\n  1. Swivel_2rpm_source => user\n  1. Swivel_3rpm_source => user\n  1. Swivel_4rpm_source => user\n  1. Swivel_5rpm_source => user\n  1. Swivel_6rpm_source => user\n  1. Swivel_10rpm_source => user\n  1. Swivel_12rpm_source => user\n  1. Swivel_15rpm_source => user\n- Land_TBox_F\n- Land_TBox_ruins_F\n- Land_TelephoneLine_01_wire_50m_main_F\n- Land_Temple_Native_01_F\n- Land_Temple_Native_01_ruins_F\n- Land_TentA_F\n- Land_TentDome_F\n- Land_TentHangar_V1_dam_F\n- Land_TentHangar_V1_F\n- Land_TentHangar_V1_ruins_F\n- Land_TentLamp_01_standing_F\n- Land_TentLamp_01_standing_red_F\n- Land_TentLamp_01_suspended_F\n- Land_TentLamp_01_suspended_red_F\n- Land_TentSolar_01_bluewhite_F\n- Land_TentSolar_01_folded_bluewhite_F\n- Land_TentSolar_01_folded_olive_F\n- Land_TentSolar_01_folded_redwhite_F\n- Land_TentSolar_01_folded_sand_F\n- Land_TentSolar_01_olive_F\n- Land_TentSolar_01_redwhite_F\n- Land_TentSolar_01_sand_F\n- Land_TimberLog_01_F\n- Land_TimberLog_02_F\n- Land_TimberLog_03_F\n- Land_TimberLog_04_F\n- Land_TimberLog_05_F\n- Land_TimberPile_01_F\n- Land_TimberPile_02_F\n- Land_TimberPile_03_F\n- Land_TimberPile_04_F\n- Land_TimberPile_05_F\n- Land_Timbers_F\n- Land_TinContainer_F\n- Land_TinWall_01_m_4m_v1_F\n- Land_TinWall_01_m_4m_v2_F\n- Land_TinWall_01_m_gate_v1_closed_F\n  1. Door_1_sound_source => user\n  1. Door_2_sound_source => user\n- Land_TinWall_01_m_gate_v1_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => userPositionHashedInit\n  1. Door_2_locked_source => user\n- Land_TinWall_01_m_gate_v2_closed_F\n  1. Door_1_sound_source => user\n  1. Door_2_sound_source => user\n- Land_TinWall_01_m_gate_v2_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => userPositionHashedInit\n  1. Door_2_locked_source => user\n- Land_TinWall_01_m_pole_F\n- Land_TinWall_02_l_4m_F\n- Land_TinWall_02_l_8m_F\n- Land_TinWall_02_l_pole_F\n- Land_ToiletBox_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_Tomb_01_F\n- Land_Tombstone_01_F\n- Land_Tombstone_02_F\n- Land_Tombstone_03_F\n- Land_Tombstone_04_F\n- Land_Tombstone_05_F\n- Land_Tombstone_06_F\n- Land_Tombstone_07_F\n- Land_Tombstone_08_damaged_F\n- Land_Tombstone_08_F\n- Land_Tombstone_09_F\n- Land_Tombstone_10_F\n- Land_Tombstone_11_damaged_F\n- Land_Tombstone_11_F\n- Land_Tombstone_12_F\n- Land_Tombstone_13_F\n- Land_Tombstone_14_F\n- Land_Tombstone_15_F\n- Land_Tombstone_16_F\n- Land_Tombstone_17_F\n- Land_ToolTrolley_01_F\n- Land_ToolTrolley_02_F\n- Land_TorqueWrench_01_F\n- Land_TouristShelter_01_F\n- Land_TowBar_01_F\n- Land_TownColumn_01_F\n- Land_Track_01_10m_F\n- Land_Track_01_15deg_F\n- Land_Track_01_20m_F\n- Land_Track_01_30deg_F\n- Land_Track_01_3m_F\n- Land_Track_01_7deg_F\n- Land_Track_01_bridge_F\n- Land_Track_01_bumper_F\n- Land_Track_01_crossing_F\n- Land_Track_01_switch_F\n  1. Lever_source => user\n- Land_Track_01_turnout_left_F\n  1. Switch_source => user\n- Land_Track_01_turnout_right_F\n  1. Switch_source => user\n- Land_TrailerCistern_wreck_F\n- Land_TransferSwitch_01_F\n  1. SwitchPosition => user\n  1. SwitchLight => user\n  1. Power_1 => user\n  1. Power_2 => user\n- Land_TreeBin_F\n- Land_TreeGrate_01_F\n- Land_TreeGuard_01_F\n- Land_Trench_01_forest_F\n- Land_Trench_01_grass_F\n- Land_TrenchFrame_01_F\n- Land_Tribune_F\n- Land_TripodScreen_01_dual_v1_black_F\n- Land_TripodScreen_01_dual_v1_F\n- Land_TripodScreen_01_dual_v1_sand_F\n- Land_TripodScreen_01_dual_v2_black_F\n- Land_TripodScreen_01_dual_v2_F\n- Land_TripodScreen_01_dual_v2_sand_F\n- Land_TripodScreen_01_large_black_F\n- Land_TripodScreen_01_large_F\n- Land_TripodScreen_01_large_sand_F\n- Land_Trophy_01_bronze_F\n- Land_Trophy_01_gold_F\n- Land_Trophy_01_silver_F\n- Land_Trough_01_F\n- Land_TTowerBig_1_F\n- Land_TTowerBig_1_off_F\n- Land_TTowerBig_1_ruins_F\n- Land_TTowerBig_2_F\n- Land_TTowerBig_2_off_F\n- Land_TTowerBig_2_ruins_F\n- Land_TTowerSmall_1_F\n- Land_TTowerSmall_2_F\n- Land_Turret_01_ruins_F\n- Land_Tyre_01_F\n- Land_Tyre_01_horizontal_F\n- Land_Tyre_01_line_x5_F\n- Land_Tyre_F\n- Land_TyreBarrier_01_F\n- Land_TyreBarrier_01_line_x4_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n- Land_TyreBarrier_01_line_x6_F\n  1. Segment_1_source => user\n  1. Segment_2_source => user\n  1. Segment_3_source => user\n  1. Segment_4_source => user\n  1. Segment_5_source => user\n- Land_Tyres_F\n- Land_u_Addon_01_V1_dam_F\n- Land_u_Addon_01_V1_F\n- Land_u_Addon_02_V1_F\n- Land_u_Barracks_V2_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Door_7_sound_source => user\n  1. Door_7_noSound_source => user\n  1. Door_7_locked_source => user\n  1. Door_8_sound_source => user\n  1. Door_8_noSound_source => user\n  1. Door_8_locked_source => user\n  1. Door_9_sound_source => user\n  1. Door_9_noSound_source => user\n  1. Door_9_locked_source => user\n  1. Door_10_sound_source => user\n  1. Door_10_noSound_source => user\n  1. Door_10_locked_source => user\n  1. Door_11_sound_source => user\n  1. Door_11_noSound_source => user\n  1. Door_11_locked_source => user\n  1. Door_12_sound_source => user\n  1. Door_12_noSound_source => user\n  1. Door_12_locked_source => user\n  1. Door_13_sound_source => user\n  1. Door_13_noSound_source => user\n  1. Door_13_locked_source => user\n  1. Door_14_sound_source => user\n  1. Door_14_noSound_source => user\n  1. Door_14_locked_source => user\n  1. Door_15_sound_source => user\n  1. Door_15_noSound_source => user\n  1. Door_15_locked_source => user\n  1. Door_16_sound_source => user\n  1. Door_16_noSound_source => user\n  1. Door_16_locked_source => user\n  1. Door_17_sound_source => user\n  1. Door_17_noSound_source => user\n  1. Door_17_locked_source => user\n  1. Door_18_sound_source => user\n  1. Door_18_noSound_source => user\n  1. Door_18_locked_source => user\n  1. Door_19_sound_source => user\n  1. Door_19_noSound_source => user\n  1. Door_19_locked_source => user\n  1. Door_20_sound_source => user\n  1. Door_20_noSound_source => user\n  1. Door_20_locked_source => user\n  1. Door_21_sound_source => user\n  1. Door_21_noSound_source => user\n  1. Door_21_locked_source => user\n  1. Door_22_sound_source => user\n  1. Door_22_noSound_source => user\n  1. Door_22_locked_source => user\n- Land_u_House_Big_01_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_u_House_Big_01_V1_F\n- Land_u_House_Big_02_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_u_House_Big_02_V1_F\n- Land_u_House_Small_01_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_u_House_Small_01_V1_F\n- Land_u_House_Small_02_V1_dam_F\n- Land_u_House_Small_02_V1_F\n- Land_u_Shed_Ind_F\n- Land_u_Shop_01_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_u_Shop_01_V1_F\n- Land_u_Shop_02_V1_dam_F\n  1. Hitzone_1_source => hit [Hitzone_1_hitpoint]\n  1. Hitzone_2_source => hit [Hitzone_2_hitpoint]\n- Land_u_Shop_02_V1_F\n- Land_Unfinished_Building_01_F\n- Land_Unfinished_Building_01_noLadder_F\n- Land_Unfinished_Building_01_ruins_F\n- Land_Unfinished_Building_02_F\n- Land_Unfinished_Building_02_ruins_F\n- Land_USB_Dongle_01_F\n- Land_UWreck_FishingBoat_F\n- Land_UWreck_Heli_Attack_02_F\n- Land_UWreck_MV22_F\n- Land_V3S_wreck_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n- Land_VASICore\n- Land_VehicleTrack_01_left_crossing_F\n- Land_VehicleTrack_01_left_v1_F\n- Land_VehicleTrack_01_left_v2_F\n- Land_VehicleTrack_01_right_crossing_F\n- Land_VehicleTrack_01_right_v1_F\n- Land_VehicleTrack_01_right_v2_F\n- Land_VehicleTrack_01_straight_end_F\n- Land_VehicleTrack_01_straight_start_F\n- Land_VehicleTrack_01_straight_v1_F\n- Land_VehicleTrack_01_straight_v2_F\n- Land_VergePost_01_F\n- Land_VergePost_02_v1_F\n- Land_VergePost_02_v2_F\n- Land_VergeRock_01_F\n- Land_VillageStore_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n- Land_VillageStore_01_ruins_F\n- Land_VineyardFence_01_F\n- Land_VitaminBottle_F\n- Land_Volleyball_01_F\n- Land_VR_Block_01_F\n- Land_VR_Block_02_F\n- Land_VR_Block_03_F\n- Land_VR_Block_04_F\n- Land_VR_Block_05_F\n- Land_VR_CoverObject_01_kneel_F\n- Land_VR_CoverObject_01_kneelHigh_F\n- Land_VR_CoverObject_01_kneelLow_F\n- Land_VR_CoverObject_01_stand_F\n- Land_VR_CoverObject_01_standHigh_F\n- Land_VR_Shape_01_cube_1m_F\n- Land_VR_Slope_01_F\n- Land_VR_Target_APC_Wheeled_01_F\n  1. Turret_source => user\n  1. Gun_source => user\n- Land_VR_Target_Dart_01_F\n- Land_VR_Target_MBT_01_cannon_F\n  1. Turret_source => user\n  1. Gun_source => user\n- Land_VR_Target_MRAP_01_F\n- Land_VRGoggles_01_F\n- Land_W_sharpRock_apart\n- Land_W_sharpRock_monolith\n- Land_W_sharpRock_spike\n- Land_W_sharpRock_wallH\n- Land_W_sharpRock_wallV\n- Land_W_sharpStone_01\n- Land_W_sharpStone_02\n- Land_W_sharpStone_03\n- Land_W_sharpStones_erosion\n- Land_Walkover_01_F\n- Land_Wall_IndCnc_2deco_F\n- Land_Wall_IndCnc_4_D_F\n- Land_Wall_IndCnc_4_F\n- Land_Wall_IndCnc_End_2_F\n- Land_Wall_IndCnc_Pole_F\n- Land_Wall_Tin_4\n- Land_Wall_Tin_4_2\n- Land_Wall_Tin_Pole\n- Land_WallCity_01_4m_blue_F\n- Land_WallCity_01_4m_grey_F\n- Land_WallCity_01_4m_pink_F\n- Land_WallCity_01_4m_plain_blue_F\n- Land_WallCity_01_4m_plain_dmg_blue_F\n- Land_WallCity_01_4m_plain_dmg_grey_F\n- Land_WallCity_01_4m_plain_dmg_pink_F\n- Land_WallCity_01_4m_plain_dmg_whiteblue_F\n- Land_WallCity_01_4m_plain_dmg_yellow_F\n- Land_WallCity_01_4m_plain_grey_F\n- Land_WallCity_01_4m_plain_pink_F\n- Land_WallCity_01_4m_plain_whiteblue_F\n- Land_WallCity_01_4m_plain_yellow_F\n- Land_WallCity_01_4m_whiteblue_F\n- Land_WallCity_01_4m_yellow_F\n- Land_WallCity_01_8m_blue_F\n- Land_WallCity_01_8m_dmg_blue_F\n- Land_WallCity_01_8m_dmg_grey_F\n- Land_WallCity_01_8m_dmg_pink_F\n- Land_WallCity_01_8m_dmg_whiteblue_F\n- Land_WallCity_01_8m_dmg_yellow_F\n- Land_WallCity_01_8m_grey_F\n- Land_WallCity_01_8m_pink_F\n- Land_WallCity_01_8m_plain_blue_F\n- Land_WallCity_01_8m_plain_grey_F\n- Land_WallCity_01_8m_plain_pink_F\n- Land_WallCity_01_8m_plain_whiteblue_F\n- Land_WallCity_01_8m_plain_yellow_F\n- Land_WallCity_01_8m_whiteblue_F\n- Land_WallCity_01_8m_yellow_F\n- Land_WallCity_01_gate_blue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_WallCity_01_gate_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_WallCity_01_gate_pink_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_WallCity_01_gate_whiteblue_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_WallCity_01_gate_yellow_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n- Land_WallCity_01_pillar_blue_F\n- Land_WallCity_01_pillar_grey_F\n- Land_WallCity_01_pillar_pink_F\n- Land_WallCity_01_pillar_plain_dmg_blue_F\n- Land_WallCity_01_pillar_plain_dmg_grey_F\n- Land_WallCity_01_pillar_plain_dmg_pink_F\n- Land_WallCity_01_pillar_plain_dmg_whiteblue_F\n- Land_WallCity_01_pillar_plain_dmg_yellow_F\n- Land_WallCity_01_pillar_whiteblue_F\n- Land_WallCity_01_pillar_yellow_F\n- Land_Wallet_01_F\n- Land_WallSign_01_chalkboard_F\n- Land_WallSign_01_F\n- Land_Warehouse_01_F\n- Land_Warehouse_01_ladder_F\n- Land_Warehouse_02_F\n- Land_Warehouse_02_ladder_F\n- Land_Warehouse_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n  1. Glass_6_source => hit [Glass_6_hitpoint]\n  1. Glass_7_source => hit [Glass_7_hitpoint]\n  1. Glass_8_source => hit [Glass_8_hitpoint]\n  1. Glass_9_source => hit [Glass_9_hitpoint]\n  1. Glass_10_source => hit [Glass_10_hitpoint]\n  1. Glass_11_source => hit [Glass_11_hitpoint]\n  1. Glass_12_source => hit [Glass_12_hitpoint]\n  1. Glass_13_source => hit [Glass_13_hitpoint]\n  1. Glass_14_source => hit [Glass_14_hitpoint]\n- Land_Warehouse_03_ruins_F\n- Land_WarehouseShelter_01_F\n- Land_Water_source_F\n- Land_WaterBarrel_F\n- Land_WaterBottle_01_cap_F\n- Land_WaterBottle_01_compressed_F\n- Land_WaterBottle_01_empty_F\n- Land_WaterBottle_01_full_F\n- Land_WaterBottle_01_pack_F\n- Land_WaterBottle_01_stack_F\n- Land_WaterCooler_01_new_F\n- Land_WaterCooler_01_old_F\n- Land_WaterPurificationTablets_F\n- Land_WaterStation_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_WaterStation_01_ruins_F\n- Land_WaterTank_01_F\n- Land_WaterTank_02_F\n- Land_WaterTank_03_F\n- Land_WaterTank_04_F\n- Land_WaterTank_F\n- Land_WaterTower_01_F\n- Land_WaterTower_01_ruins_F\n- Land_WaterTower_02_F\n- Land_WaterTower_02_ruins_F\n- Land_WavePowerPlant_F\n- Land_WavePowerPlantBroken_F\n- Land_WeldingTrolley_01_F\n- Land_WheelCart_F\n- Land_WheelChock_01_F\n- Land_WheelieBin_01_F\n- Land_Windmill01_ruins_F\n- Land_WindmillPump_01_F\n- Land_WinnersPodium_01_F\n- Land_WIP_F\n- Land_WIP_ruins_F\n- Land_Wired_Fence_4m_F\n- Land_Wired_Fence_4mD_F\n- Land_Wired_Fence_8m_F\n- Land_Wired_Fence_8mD_F\n- Land_WiredFence_01_16m_F\n- Land_WiredFence_01_4m_F\n- Land_WiredFence_01_8m_d_F\n- Land_WiredFence_01_8m_F\n- Land_WiredFence_01_gate_F\n  1. Door_1_sound_source => userPositionHashedInit\n  1. Door_1_locked_source => user\n- Land_WiredFence_01_pole_45_F\n- Land_WiredFence_01_pole_F\n- Land_WoodenBed_01_F\n- Land_WoodenBox_02_F\n- Land_WoodenBox_F\n- Land_WoodenCart_F\n- Land_WoodenCounter_01_F\n- Land_WoodenCrate_01_F\n- Land_WoodenCrate_01_stack_x3_F\n- Land_WoodenCrate_01_stack_x5_F\n- Land_WoodenLog_02_F\n- Land_WoodenLog_F\n- Land_WoodenPlanks_01_F\n- Land_WoodenPlanks_01_messy_F\n- Land_WoodenPlanks_01_messy_pine_F\n- Land_WoodenPlanks_01_pine_F\n- Land_WoodenShelter_01_F\n- Land_WoodenShelter_01_ruins_F\n- Land_WoodenTable_02_large_F\n- Land_WoodenTable_large_F\n- Land_WoodenTable_small_F\n- Land_WoodenWall_01_m_4m_F\n- Land_WoodenWall_01_m_8m_F\n- Land_WoodenWall_01_m_d_F\n- Land_WoodenWall_01_m_pole_F\n- Land_WoodenWall_02_s_2m_F\n- Land_WoodenWall_02_s_4m_F\n- Land_WoodenWall_02_s_8m_F\n- Land_WoodenWall_02_s_d_F\n- Land_WoodenWall_02_s_gate_closed_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_WoodenWall_02_s_gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_WoodenWall_02_s_pole_F\n- Land_WoodenWall_03_s_5m_v1_F\n- Land_WoodenWall_03_s_5m_v2_F\n- Land_WoodenWall_03_s_d_5m_v1_F\n- Land_WoodenWall_03_s_d_5m_v2_F\n- Land_WoodenWall_03_s_d_pole_F\n- Land_WoodenWall_03_s_gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_WoodenWall_03_s_pole_F\n- Land_WoodenWall_04_s_5m_F\n- Land_WoodenWall_04_s_d_5m_F\n- Land_WoodenWall_04_s_end_v1_F\n- Land_WoodenWall_04_s_end_v2_F\n- Land_WoodenWall_04_s_gate_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n- Land_WoodenWall_04_s_pole_F\n- Land_WoodenWall_05_m_4m_v1_F\n- Land_WoodenWall_05_m_4m_v2_F\n- Land_WoodenWall_05_m_d_4m_F\n- Land_WoodenWall_05_m_end_F\n- Land_WoodenWall_05_m_pole_F\n- Land_WoodenWindBreak_01_F\n- Land_WoodPile_02_F\n- Land_WoodPile_03_F\n- Land_WoodPile_04_F\n- Land_WoodPile_F\n- Land_WoodPile_large_F\n- Land_Workbench_01_F\n- Land_Workshop_01_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n- Land_Workshop_01_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n- Land_Workshop_01_ruins_F\n- Land_Workshop_02_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_Workshop_02_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n- Land_Workshop_02_ruins_F\n- Land_Workshop_03_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_Workshop_03_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Door_5_sound_source => user\n  1. Door_5_noSound_source => user\n  1. Door_5_locked_source => user\n  1. Door_6_sound_source => user\n  1. Door_6_noSound_source => user\n  1. Door_6_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n  1. Glass_2_source => hit [Glass_2_hitpoint]\n  1. Glass_3_source => hit [Glass_3_hitpoint]\n  1. Glass_4_source => hit [Glass_4_hitpoint]\n  1. Glass_5_source => hit [Glass_5_hitpoint]\n- Land_Workshop_03_ruins_F\n- Land_Workshop_04_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n- Land_Workshop_04_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n- Land_Workshop_04_ruins_F\n- Land_Workshop_05_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n- Land_Workshop_05_grey_F\n  1. Door_1_sound_source => user\n  1. Door_1_noSound_source => user\n  1. Door_1_locked_source => user\n  1. Door_2_sound_source => user\n  1. Door_2_noSound_source => user\n  1. Door_2_locked_source => user\n  1. Door_3_sound_source => user\n  1. Door_3_noSound_source => user\n  1. Door_3_locked_source => user\n  1. Door_4_sound_source => user\n  1. Door_4_noSound_source => user\n  1. Door_4_locked_source => user\n  1. Glass_1_source => hit [Glass_1_hitpoint]\n- Land_Workshop_05_ruins_F\n- Land_WorkStand_F\n- Land_wpp_Turbine_V1_F\n- Land_wpp_Turbine_V1_off_F\n  1. time => ::time\n  1. timeRndOffset => ::timeRndOffset\n- Land_wpp_Turbine_V2_F\n- Land_wpp_Turbine_V2_off_F\n  1. time => ::time\n  1. timeRndOffset => ::timeRndOffset\n- Land_Wreck_AFV_Wheeled_01_F\n- Land_Wreck_BMP2_F\n- Land_Wreck_BRDM2_F\n- Land_Wreck_Car2_F\n- Land_Wreck_Car3_F\n- Land_Wreck_Car_F\n- Land_Wreck_CarDismantled_F\n- Land_Wreck_Heli_02_Wreck_01_F\n- Land_Wreck_Heli_02_Wreck_02_F\n- Land_Wreck_Heli_02_Wreck_03_F\n- Land_Wreck_Heli_02_Wreck_04_F\n- Land_Wreck_Heli_Attack_01_F\n- Land_Wreck_Heli_Attack_02_F\n- Land_Wreck_HMMWV_F\n- Land_Wreck_Hunter_F\n- Land_Wreck_LT_01_F\n- Land_Wreck_MBT_04_F\n- Land_Wreck_Offroad2_F\n- Land_Wreck_Offroad_F\n- Land_Wreck_Plane_Transport_01_F\n- Land_Wreck_Skodovka_F\n- Land_Wreck_Slammer_F\n- Land_Wreck_Slammer_hull_F\n- Land_Wreck_Slammer_turret_F\n- Land_Wreck_T72_hull_F\n- Land_Wreck_T72_turret_F\n- Land_Wreck_Traw2_F\n- Land_Wreck_Traw_F\n- Land_Wreck_Truck_dropside_F\n- Land_Wreck_Truck_F\n- Land_Wreck_UAZ_F\n- Land_Wreck_Ural_F\n- Land_Wreck_Van_F\n- Land_Wrench_F\n- LaserTargetC\n- LaserTargetCBase\n- LaserTargetE\n- LaserTargetEBase\n- LaserTargetW\n- LaserTargetWBase\n- LayFlatHose_01_base_F\n- LayFlatHose_01_Corner_F\n- LayFlatHose_01_CurveLong_F\n- LayFlatHose_01_CurveShort_F\n- LayFlatHose_01_Roll_F\n- LayFlatHose_01_SBend_F\n- LayFlatHose_01_Step_F\n- LayFlatHose_01_StraightLong_F\n- LayFlatHose_01_StraightShort_F\n- Leaflet_05_F\n- Leaflet_05_New_F\n- Leaflet_05_Old_F\n- Leaflet_05_Stack_F\n- Library_WeaponHolder\n- Lightning1_F\n- Lightning2_F\n- Lightning_F\n- LiquidSpraySystem_01_base_F\n- LiquidSpraySystem_01_extended_base_F\n- LiquidSpraySystem_01_Extended_F\n- LiquidSpraySystem_01_F\n- LocationArea_F\n- LocationBase_F\n- LocationCamp_F\n- LocationCity_F\n- LocationCityCapital_F\n- LocationEvacPoint_F\n- LocationFOB_F\n- LocationOutpost_F\n- LocationRespawnPoint_F\n- LocationResupplyPoint_F\n- LocationVillage_F\n- Logic\n- LogicSectorBase_F\n- LogicSectorCiv100m_F\n- LogicSectorCiv200m_F\n- LogicSectorCiv500m_F\n- LogicSectorEast100m_F\n- LogicSectorEast200m_F\n- LogicSectorEast500m_F\n- LogicSectorGuer100m_F\n- LogicSectorGuer200m_F\n- LogicSectorGuer500m_F\n- LogicSectorPreview100m_F\n- LogicSectorPreview200m_F\n- LogicSectorPreview500m_F\n- LogicSectorUnknown100m_F\n- LogicSectorUnknown200m_F\n- LogicSectorUnknown500m_F\n- LogicSectorWest100m_F\n- LogicSectorWest200m_F\n- LogicSectorWest500m_F"},{"heading":"M","level":4,"markdown":"- Mackerel_F\n- MapBoard_altis_F\n- MapBoard_Malden_F\n- MapBoard_seismic_F\n- MapBoard_stratis_F\n- MapBoard_Tanoa_F\n- MarkerLightSource_01_Large_Red_F\n- MartaManager\n- MedicalGarbage_01_1x1_v1_F\n- MedicalGarbage_01_1x1_v2_F\n- MedicalGarbage_01_1x1_v3_F\n- MedicalGarbage_01_3x3_v1_F\n- MedicalGarbage_01_3x3_v2_F\n- MedicalGarbage_01_5x5_v1_F\n- MedicalGarbage_01_Bandage_F\n- MedicalGarbage_01_FirstAidKit_F\n- MedicalGarbage_01_Gloves_F\n- MedicalGarbage_01_Injector_F\n- MedicalGarbage_01_Packaging_F\n- MemorialWreath_01_Altis_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_Altis_Standing_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_base_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_Livonia_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_Livonia_Standing_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_Standing_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_Tanoa_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_Tanoa_Standing_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_UK_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_UK_Standing_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_US_F\n  1. Ribbon_Hide => user\n- MemorialWreath_01_US_Standing_F\n  1. Ribbon_Hide => user\n- MemoryFragment_F\n- Metal_Pole_F\n  1. Platform_Hide => user\n  1. Skeet_Hide => user\n- Metal_Pole_Platform_F\n  1. Platform_Hide => user\n- Metal_Pole_Skeet_F\n  1. Skeet_Hide => user\n- Metal_Pole_Skeet_NoPop_F\n  1. Skeet_Hide => user\n- MetalBarrel_burning_F\n- MiscAND_F\n- MiscLock_F\n- MiscOR_F\n- MiscUnlock_F\n- Module_F\n- ModuleAI_F\n- ModuleAmmo_F\n- ModuleAnimals_F\n- ModuleAnimalsButterflies_F\n- ModuleAnimalsGoats_F\n- ModuleAnimalsPoultry_F\n- ModuleAnimalsSeagulls_F\n- ModuleAnimalsSheep_F\n- ModuleAntenna_F\n- ModuleAPERSMineDispenser_Mine_F\n- ModuleArsenal_F\n- ModuleBleedTickets_F\n- ModuleBombCluster_01_UXO1_F\n- ModuleBombCluster_01_UXO2_F\n- ModuleBombCluster_01_UXO3_F\n- ModuleBombCluster_01_UXO4_F\n- ModuleBombCluster_02_UXO1_F\n- ModuleBombCluster_02_UXO2_F\n- ModuleBombCluster_02_UXO3_F\n- ModuleBombCluster_02_UXO4_F\n- ModuleBombCluster_03_UXO1_F\n- ModuleBombCluster_03_UXO2_F\n- ModuleBombCluster_03_UXO3_F\n- ModuleBombCluster_03_UXO4_F\n- ModuleBootcampStage_F\n- ModuleCAS_F\n- ModuleCASBomb_F\n- ModuleCASGun_F\n- ModuleCASGunMissile_F\n- ModuleCASMissile_F\n- ModuleCBRN_F\n- ModuleChat_F\n- ModuleChemlight_F\n- ModuleChemlightBlue_F\n- ModuleChemlightGreen_F\n- ModuleChemlightRed_F\n- ModuleChemlightYellow_F\n- ModuleCivilianPresence_F\n- ModuleCivilianPresenceSafeSpot_F\n- ModuleCivilianPresenceUnit_F\n- ModuleCombatGetIn\n- ModuleCombatPatrol_Init_F\n- ModuleCombatPatrol_LocationAdd_F\n- ModuleCombatPatrol_LocationAzimuthBlacklist_F\n- ModuleCombatPatrol_LocationMove_F\n- ModuleCombatPatrol_LocationRemove_F\n- ModuleCountdown_F\n- ModuleCoverMap_F\n- ModuleCreateDiaryRecord_F\n- ModuleCurator_F\n- ModuleCuratorAddAddons_F\n- ModuleCuratorAddCameraArea_F\n- ModuleCuratorAddEditableObjects\n- ModuleCuratorAddEditingArea_F\n- ModuleCuratorAddEditingAreaPlayers_F\n- ModuleCuratorAddIcon_F\n- ModuleCuratorAddPoints_F\n- ModuleCuratorSetAttributesGroup_F\n- ModuleCuratorSetAttributesMarker_F\n- ModuleCuratorSetAttributesObject_F\n- ModuleCuratorSetAttributesPlayer_F\n- ModuleCuratorSetAttributesWaypoint_F\n- ModuleCuratorSetCamera_F\n- ModuleCuratorSetCoefs_F\n- ModuleCuratorSetCosts_F\n- ModuleCuratorSetDefaultCosts_F\n- ModuleCuratorSetEditingAreaType_F\n- ModuleCuratorSetModuleCosts_F\n- ModuleCuratorSetObjectCosts_F\n- ModuleCuratorSetSideCosts_F\n- ModuleCuratorUnlockArea_F\n- ModuleCuratorUnlockObject_F\n- ModuleDamage_F\n- ModuleDangerZone_F\n- ModuleDate_F\n- ModuleDiary_F\n- ModuleDoorOpen_F\n- ModuleEditTerrainObject_F\n- ModuleEffectsBubbles_F\n- ModuleEffectsFire_F\n- ModuleEffectsPlankton_F\n- ModuleEffectsShells_F\n- ModuleEffectsSmoke_F\n- ModuleEmpty_F\n- ModuleEndMission_F\n- ModuleExplosive_APERSMineDispenser_F\n- ModuleExplosive_Claymore_F\n- ModuleExplosive_DemoCharge_F\n- ModuleExplosive_F\n- ModuleExplosive_IEDLandBig_F\n- ModuleExplosive_IEDLandSmall_F\n- ModuleExplosive_IEDUrbanBig_F\n- ModuleExplosive_IEDUrbanSmall_F\n- ModuleExplosive_SatchelCharge_F\n- ModuleFaradayCage_F\n- ModuleFiringDrill_F\n- ModuleFlare_F\n- ModuleFlareGreen_F\n- ModuleFlareRed_F\n- ModuleFlareWhite_F\n- ModuleFlareYellow_F\n- ModuleFriendlyFire_F\n- ModuleFuel_F\n- ModuleGenericRadio_F\n- ModuleGravityAnomaly_F\n- ModuleGroupID\n- ModuleHealth_F\n- ModuleHideTerrainObjects_F\n- ModuleHint_F\n- ModuleHQ_F\n- ModuleHvtEndGameObjective_F\n- ModuleHvtObjectiveRandomiser_F\n- ModuleHvtObjectivesInstance_F\n- ModuleHvtSimpleObjective_F\n- ModuleHvtStartGameObjective_F\n- ModuleIRGrenade_F\n- ModuleLightning_F\n- ModuleLiveFeedBase_F\n- ModuleLiveFeedEffects_F\n- ModuleLiveFeedInit_F\n- ModuleLiveFeedSetSource_F\n- ModuleLiveFeedSetTarget_F\n- ModuleLiveFeedTerminate_F\n- ModuleMine_APERSBoundingMine_F\n- ModuleMine_APERSMine_F\n- ModuleMine_APERSTripMine_F\n- ModuleMine_ATMine_F\n- ModuleMine_F\n- ModuleMine_SLAMDirectionalMine_F\n- ModuleMine_UnderwaterMine_F\n- ModuleMine_UnderwaterMineAB_F\n- ModuleMine_UnderwaterMinePDM_F\n- ModuleMissionName_F\n- ModuleMode_F\n- ModuleMovementGrid_F\n- ModuleMPType_F\n- ModuleMPTypeDefense_F\n- ModuleMPTypeGameMaster_F\n- ModuleMPTypeGroundSupport_F\n- ModuleMPTypeGroundSupportBase_F\n- ModuleMPTypeSectorControl_F\n- ModuleMPTypeSeize_F\n- ModuleMusic_F\n- ModuleObjective_F\n- ModuleObjectiveAttackDefend_F\n- ModuleObjectiveGetIn_F\n- ModuleObjectiveMove_F\n- ModuleObjectiveNeutralize_F\n- ModuleObjectiveProtect_F\n- ModuleObjectiveRaceCP_F\n- ModuleObjectiveRaceFinish_F\n- ModuleObjectiveRaceStart_F\n- ModuleObjectiveSector_F\n- ModuleOmActionQueue_F\n- ModuleOMAwareness_F\n- ModuleOmBase\n- ModuleOmBaseAreaBase\n- ModuleOmDepot_F\n- ModuleOMEconomy\n- ModuleOMFastTravel_F\n- ModuleOMFastTravelPos_F\n- ModuleOmInit_F\n- ModuleOmInitScript_F\n- ModuleOmIntel_F\n- ModuleOmMarket_F\n- ModuleOmMosquitos_F\n- ModuleOmNight_F\n- ModuleOmProtectedVehicle_F\n- ModuleOmQRF_F\n- ModuleOmQRF_F_First\n- ModuleOmQRF_F_Second\n- ModuleOmQRF_F_Third\n- ModuleOmQRF_F_Types\n- ModuleOmQuest_Base_Area_F\n- ModuleOmQuest_Base_F\n- ModuleOmQuest_Defend_F\n- ModuleOmQuest_DeliverPoint_F\n- ModuleOmQuest_DestroyObject_F\n- ModuleOmQuest_DestroyObjects_F\n- ModuleOmQuest_Get_F\n- ModuleOmQuest_HoldAction_F\n- ModuleOmQuest_HostageRescue_F\n- ModuleOmQuest_Location_F\n- ModuleOmQuest_Support_F\n- ModuleOmQuest_Support_StartingPos_F\n- ModuleOmQuest_SupportUnits_F\n- ModuleOmQuest_Transport_F\n- ModuleOmQuest_TransportPerson_F\n- ModuleOMRadio_F\n- ModuleOmRandomConversation_F\n- ModuleOmRelationship_F\n- ModuleOMReputation_F\n- ModuleOmRestPoint_F\n- ModuleOmRestrictedArea_F\n- ModuleOmSector_F\n- ModuleOmSectorCheckpoint_F\n- ModuleOMSmartMarkers_F\n- ModuleOMSyndikatAgent\n- ModuleOMSyndikatCampPos\n- ModuleOMSyndikatTeam\n- ModuleOmTracked_F\n- ModuleOrdnance_F\n- ModuleOrdnanceHowitzer_F\n- ModuleOrdnanceMortar_F\n- ModuleOrdnanceRocket_F\n- ModulePatrolArea_F\n- ModulePointOfInterest_F\n- ModulePositioning_F\n- ModulePoster_F\n- ModulePostprocess_F\n- ModulePunishment_F\n- ModuleRadio_F\n- ModuleRadioChannelCreate_F\n- ModuleRank_F\n- ModuleRating_F\n- ModuleRemoteControl_F\n- ModuleRespawnInventory_F\n- ModuleRespawnPosition_F\n- ModuleRespawnPositionCiv_F\n- ModuleRespawnPositionEast_F\n- ModuleRespawnPositionGuer_F\n- ModuleRespawnPositionWest_F\n- ModuleRespawnTickets_F\n- ModuleRespawnVehicle_F\n- ModuleSaveGame_F\n- ModuleSector_F\n- ModuleSectorDummy_F\n- ModuleShowHide_F\n- ModuleSimpleObject_F\n- ModuleSimulationManager_F\n- ModuleSkill_F\n- ModuleSkiptime_F\n- ModuleSkirmishBase_F\n- ModuleSkirmishTrigger_F\n- ModuleSlingload_F\n- ModuleSmoke_F\n- ModuleSmokeBlue_F\n- ModuleSmokeGreen_F\n- ModuleSmokeOrange_F\n- ModuleSmokePurple_F\n- ModuleSmokeRed_F\n- ModuleSmokeWhite_F\n- ModuleSmokeYellow_F\n- ModuleSound_F\n- ModuleSpawnAI_F\n- ModuleSpawnAIOptions_F\n- ModuleSpawnAIPoint_F\n- ModuleSpawnAISectorTactic_F\n- ModuleStrategicMapImage_F\n- ModuleStrategicMapInit_F\n- ModuleStrategicMapMission_F\n- ModuleStrategicMapModuleOpen_F\n- ModuleStrategicMapORBAT_F\n- ModuleTaskCreate_F\n- ModuleTaskSetDescription_F\n- ModuleTaskSetDestination_F\n- ModuleTaskSetState_F\n- ModuleTimeMultiplier_F\n- ModuleTimeTrial_F\n- ModuleTracers_F\n- ModuleTrainingMine_01_F\n- ModuleTrident_F\n- ModuleVanguardFob_F\n- ModuleVanguardObjective_F\n- ModuleVanguardScorePersistence_F\n- ModuleVehicleRespawnPositionCiv_F\n- ModuleVehicleRespawnPositionEast_F\n- ModuleVehicleRespawnPositionGuer_F\n- ModuleVehicleRespawnPositionWest_F\n- ModuleVolume_F\n- ModuleWeather_F\n- ModuleWLBase_F\n- ModuleWLInit_F\n- ModuleWLResponse_F\n- ModuleWLSector_F\n- ModuleWLSpawnPoint_F\n- ModuleZoneProtection_F\n- ModuleZoneRestriction_F\n- Mothership_01_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- Mothership_01_LensFlare_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- Mullet_F"},{"heading":"N","level":4,"markdown":"- Newspaper_01_F\n- NonSteerable_Parachute_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- NonStrategic\n- NVG_TargetC\n- NVG_TargetE\n- NVG_TargetG\n- NVG_TargetW"},{"heading":"O","level":4,"markdown":"- O_A_AlienDrone_01_combat_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- O_A_AlienDrone_01_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- O_A_AlienDrone_01_scout_F\n  1. AnimController_1 => user\n  1. AnimController_2 => user\n  1. AnimController_3 => user\n  1. AnimController_4 => user\n- O_A_AlienDrone_Module_01_F\n  1. Glow_Hide => user\n  1. Move_Source => user\n- O_A_AlienDrone_Module_02_F\n  1. fold_source => user\n  1. Body_Rotate_source => user\n  1. damage_petal1 => hit [HitPetal1]\n  1. damage_petal2 => hit [HitPetal2]\n  1. damage_petal3 => hit [HitPetal3]\n- O_A_AlienDrone_Module_02_twin_F\n  1. fold_source => user\n  1. Body_Rotate_source => user\n  1. damage_petal1 => hit [HitPetal1]\n  1. damage_petal2 => hit [HitPetal2]\n  1. damage_petal3 => hit [HitPetal3]\n- O_A_medic_F\n- O_A_officer_F\n- O_A_soldier_A_F\n- O_A_soldier_AA_F\n- O_A_soldier_AR_F\n- O_A_soldier_AT_F\n- O_A_soldier_F\n- O_A_soldier_GL_F\n- O_A_soldier_LAT_F\n- O_A_soldier_M_F\n- O_A_soldier_SL_F\n- O_A_soldier_TL_F\n- O_A_UAV_AI_F\n- O_AA_01_weapon_F\n- O_APC_Tracked_02_AA_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. muzzle_rot => ammorandom\n  1. showTracks => user\n  1. showCamonetHull => user\n  1. showCamonetTurret => user\n  1. showSLATHull => user\n- O_APC_Tracked_02_cannon_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. showTracks => user\n  1. showCamonetHull => user\n  1. showBags => user\n  1. showSLATHull => user\n- O_APC_Wheeled_02_rcws_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. HideTurret => user\n- O_APC_Wheeled_02_rcws_v2_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. muzzle_hide1 => reload\n  1. HideTurret => user\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. showBags => user\n  1. showCanisters => user\n  1. showTools => user\n  1. showCamonetHull => user\n  1. showSLATHull => user\n- O_Assault_Diver\n- O_AT_01_weapon_F\n- O_Boat_Armed_01_hmg_F\n  1. muzzle2_source => reload\n  1. muzzle_source => reload\n  1. muzzle2_source_rot => ammorandom\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n  1. HitTurret => hit [HitTurret]\n  1. HitGun => hit [HitGun]\n- O_Boat_Transport_01_F\n- O_CargoNet_01_ammo_F\n- O_crew_F\n- O_diver_exp_F\n- O_diver_F\n- O_diver_TL_F\n- O_Ejection_Seat_Plane_CAS_02_F\n  1. HitHull => hit [HitHull]\n  1. Rocket_Flash_hide => user\n- O_Ejection_Seat_Plane_Fighter_02_F\n  1. HitHull => hit [HitHull]\n  1. Rocket_Flash_hide => user\n- O_engineer_F\n- O_engineer_U_F\n- O_Fighter_Pilot_F\n- O_G_Boat_Transport_01_F\n- O_G_Boat_Transport_02_F\n- O_G_engineer_F\n- O_G_HMG_02_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_G_HMG_02_high_F\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_G_HMG_02_high_weapon_F\n- O_G_HMG_02_support_F\n- O_G_HMG_02_support_high_F\n- O_G_HMG_02_weapon_F\n- O_G_medic_F\n- O_G_Mortar_01_F\n- O_G_officer_F\n- O_G_Offroad_01_armed_F\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. Hide_Shield => user\n  1. Hide_Rail => user\n- O_G_Offroad_01_AT_F\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n  1. SPG9_reloadmagazine => reloadmagazine\n  1. SPG9_reload => reload\n- O_G_Offroad_01_F\n- O_G_Offroad_01_repair_F\n  1. HideBumper1 => Proxy\n  1. HideBumper2 => Proxy\n  1. hideConstruction => Proxy\n  1. HideBackpacks => Proxy\n  1. hidePolice\n  1. HideServices\n  1. BeaconsStart\n  1. BeaconsServicesStart\n- O_G_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_G_Sharpshooter_F\n- O_G_Soldier_A_F\n- O_G_Soldier_AR_F\n- O_G_Soldier_exp_F\n- O_G_Soldier_F\n- O_G_Soldier_GL_F\n- O_G_Soldier_LAT2_F\n- O_G_Soldier_LAT_F\n- O_G_Soldier_lite_F\n- O_G_Soldier_M_F\n- O_G_Soldier_SL_F\n- O_G_Soldier_TL_F\n- O_G_Soldier_unarmed_F\n- O_G_Soldier_universal_F\n- O_G_Survivor_F\n- O_G_Van_01_fuel_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- O_G_Van_01_transport_F\n  1. Hide => user\n  1. Hide_Dashboard => user\n- O_G_Van_02_transport_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n  1. Door_4_source => door\n  1. Hide_Door_1_source => user\n  1. Hide_Door_2_source => user\n  1. Hide_Door_3_source => user\n  1. Hide_Door_4_source => user\n  1. lights_em_hide => user\n  1. ladder_hide => user\n  1. spare_tyre_holder_hide => user\n  1. spare_tyre_hide => user\n  1. reflective_tape_hide => user\n  1. roof_rack_hide => user\n  1. LED_lights_hide => user\n  1. sidesteps_hide => user\n  1. rearsteps_hide => user\n  1. side_protective_frame_hide => user\n  1. front_protective_frame_hide => user\n  1. beacon_front_hide => user\n  1. beacon_rear_hide => user\n  1. Hide_Dashboard => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n- O_G_Van_02_vehicle_F\n  1. Enable_Cargo => user\n- O_GEN_Commander_F\n- O_GEN_Soldier_F\n- O_ghillie_ard_F\n- O_ghillie_lsh_F\n- O_ghillie_sard_F\n- O_GMG_01_A_F\n  1. autonomous_unhide => user\n- O_GMG_01_A_weapon_F\n- O_GMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_GMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_GMG_01_high_weapon_F\n- O_GMG_01_weapon_F\n- O_HeavyGunner_F\n- O_Heli_Attack_02_black_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. Gatling => revolving\n  1. Muzzle_flash => ammorandom\n  1. Missiles_revolving => revolving\n  1. Hide => user\n  1. door_L => door\n  1. door_R => door\n  1. door_L_pop => door\n  1. door_R_pop => door\n  1. HideWeapons => user\n- O_Heli_Attack_02_dynamicLoadout_black_F\n  1. HideWeapons => user\n- O_Heli_Attack_02_dynamicLoadout_F\n  1. HideWeapons => user\n- O_Heli_Attack_02_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. Gatling => revolving\n  1. Muzzle_flash => ammorandom\n  1. Missiles_revolving => revolving\n  1. Hide => user\n  1. door_L => door\n  1. door_R => door\n  1. door_L_pop => door\n  1. door_R_pop => door\n  1. HideWeapons => user\n- O_Heli_Light_02_dynamicLoadout_F\n  1. HideWeapons_DL => user\n- O_Heli_Light_02_F\n  1. Doors => user\n  1. HideWeapon => user\n  1. Gatling => revolving\n  1. Gatling_flash => ammorandom\n  1. Missiles_revolving => revolving\n  1. Proxy => user\n  1. HideWeapons_DL => user\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n- O_Heli_Light_02_unarmed_F\n  1. Proxy => user\n  1. Missiles_revolving => revolving\n  1. HideWeapons_DL => user\n- O_Heli_Light_02_v2_F\n  1. Missiles_revolving => revolving\n- O_Heli_Transport_04_ammo_black_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_ammo_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_bench_black_F\n  1. Bench_default_source => user\n  1. Bench_black_source => user\n- O_Heli_Transport_04_bench_F\n  1. Bench_default_source => user\n  1. Bench_black_source => user\n- O_Heli_Transport_04_black_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_box_black_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_box_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_covered_black_F\n  1. Door_4_source => door\n  1. Door_5_source => door\n  1. Door_6_source => door\n- O_Heli_Transport_04_covered_F\n  1. Door_4_source => door\n  1. Door_5_source => door\n  1. Door_6_source => door\n- O_Heli_Transport_04_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_fuel_black_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_fuel_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_medevac_black_F\n  1. Door_4_source => door\n  1. Door_6_source => door\n- O_Heli_Transport_04_medevac_F\n  1. Door_4_source => door\n  1. Door_6_source => door\n- O_Heli_Transport_04_repair_black_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_Heli_Transport_04_repair_F\n  1. Door_1_source => door\n  1. Door_2_source => door\n  1. Door_3_source => door\n- O_helicrew_F\n- O_helipilot_F\n- O_HMG_01_A_F\n  1. autonomous_unhide => user\n- O_HMG_01_A_weapon_F\n- O_HMG_01_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_HMG_01_high_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_HMG_01_high_weapon_F\n- O_HMG_01_support_F\n- O_HMG_01_support_high_F\n- O_HMG_01_weapon_F\n- O_HMG_02_F\n  1. Hide_Rail => user\n- O_HMG_02_high_F\n  1. Hide_Rail => user\n- O_HMG_02_high_weapon_F\n- O_HMG_02_support_F\n- O_HMG_02_support_high_F\n- O_HMG_02_weapon_F\n- O_Lifeboat\n- O_LSV_02_armed_arid_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_LSV_02_armed_black_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_LSV_02_armed_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_LSV_02_armed_ghex_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_LSV_02_armed_viper_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_LSV_02_AT_F\n  1. VoronaMuzzle_rot => ammorandom\n  1. VoronaMuzzle_reload => reload\n  1. VoronaMuzzle_revolving => revolving\n  1. VoronaMuzzle_reloadMagazine => reloadMagazine\n- O_LSV_02_unarmed_arid_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_LSV_02_unarmed_black_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_LSV_02_unarmed_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_LSV_02_unarmed_ghex_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_LSV_02_unarmed_viper_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_MBT_02_arty_F\n  1. recoil_source => reload\n  1. muzzle_hide_arty => reload\n  1. muzzle_rot_HMG => ammorandom\n  1. muzzle_hide_HMG => reload\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_GMG => reload\n  1. showAmmobox => user\n  1. showCanisters => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n- O_MBT_02_cannon_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_HMG => ammorandom\n  1. recoil_source => reload\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitLTrack_src => hit [HitLTrack]\n  1. HitRTrack_src => hit [HitRTrack]\n  1. HitERA_Front_src => hit [HitERA_Front]\n  1. HitERA_Left_1_src => hit [HitERA_Left_1]\n  1. HitERA_Left_2_src => hit [HitERA_Left_2]\n  1. HitERA_Right_1_src => hit [HitERA_Right_1]\n  1. HitERA_Right_2_src => hit [HitERA_Right_2]\n  1. HitERA_Top_Left_1_src => hit [HitERA_Top_Left_1]\n  1. HitERA_Top_Left_2_src => hit [HitERA_Top_Left_2]\n  1. HitERA_Top_Right_1_src => hit [HitERA_Top_Right_1]\n  1. HitERA_Top_Right_2_src => hit [HitERA_Top_Right_2]\n  1. driver_fan_unhide => User\n  1. driver_fan_hide => User\n  1. showCamonetHull => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n  1. showLog => user\n- O_MBT_04_cannon_F\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_coax => ammorandom\n  1. muzzle_rot_hmg => ammorandom\n  1. muzzle_hide_coax => reload\n  1. recoil_source => reload\n  1. zeroing_cannon => zeroing\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. damage_era_front => hit [HitERA_Front]\n  1. damage_era_top => hit [HitERA_Top]\n  1. damage_era_left1 => hit [HitERA_Left_1]\n  1. damage_era_left2 => hit [HitERA_Left_2]\n  1. damage_era_right1 => hit [HitERA_Right_1]\n  1. damage_era_right2 => hit [HitERA_Right_2]\n  1. HitSLAT_l_src => hit [HitSLAT_Left]\n  1. HitSLAT_r_src => hit [HitSLAT_Right]\n  1. LockMuzzle => user\n  1. showCamonetCannon => user\n  1. showCamonetHull => user\n  1. showCamonetTurret => user\n- O_MBT_04_command_F\n  1. com_gun_reload => reload\n- O_medic_F\n- O_Mortar_01_F\n- O_Mortar_01_support_F\n- O_Mortar_01_weapon_F\n- O_MRAP_02_F\n  1. HitReserveWheel => hit [HitReserveWheel]\n  1. Door_LF => door\n  1. Door_RF => door\n  1. Door_LM => door\n  1. Door_RM => door\n  1. Door_rear => door\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n- O_MRAP_02_gmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_MRAP_02_hmg_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_officer_F\n- O_Officer_Parade_F\n- O_Officer_Parade_Veteran_F\n- O_Parachute_02_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- O_Pathfinder_F\n- O_Pilot_F\n- O_Plane_CAS_02_Cluster_F\n  1. HideWeapons => user\n- O_Plane_CAS_02_dynamicLoadout_F\n  1. HideWeapons => user\n- O_Plane_CAS_02_F\n  1. Cannon_30mm_ammorandom => ammorandom\n  1. Cannon_30mm_revolving => revolving\n  1. Missile_AA_03_revolving => revolving\n  1. Missile_AGM_01_revolving => revolving\n  1. Rocket_03_HE_revolving => revolving\n  1. Rocket_03_AP_revolving => revolving\n  1. Bomb_03_revolving => revolving\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. HitAvionics => hit [HitAvionics]\n  1. HideWeapons => user\n  1. canopy_hide => user\n  1. ejection_seat_hide => user\n  1. ejection_seat_motion => user\n- O_Plane_Fighter_02_Cluster_F\n  1. CollisionLightWhite_source => MarkerLight\n  1. muzzle_rot_30mm => ammorandom\n  1. ejection_seat_motion => user\n  1. canopy_hide => user\n  1. ejection_seat_hide => user\n  1. pylon_1_hide => user\n  1. pylon_2_hide => user\n  1. pylon_3_hide => user\n  1. pylon_4_hide => user\n  1. pylon_5_hide => user\n  1. pylon_6_hide => user\n  1. HitHull => hit [HitHull]\n  1. HitFuel => hit [HitFuel]\n  1. HitFuel2 => hit [HitFuel2]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitLCRudder => hit [HitLCRudder]\n  1. HitRRudder => hit [HitRRudder]\n  1. HitLCElevator => hit [HitLCElevator]\n  1. HitRElevator => hit [HitRElevator]\n  1. HitEngine => hit [HitEngine]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitGear => hit [HitGear]\n  1. Damper_front_source => damper\n  1. Damper_left_source => damper\n  1. Damper_right_source => damper\n  1. Wheel_front_source => wheel\n  1. Wheel_left_source => wheel\n  1. Wheel_right_source => wheel\n- O_Plane_Fighter_02_F\n  1. CollisionLightWhite_source => MarkerLight\n  1. muzzle_rot_30mm => ammorandom\n  1. ejection_seat_motion => user\n  1. canopy_hide => user\n  1. ejection_seat_hide => user\n  1. pylon_1_hide => user\n  1. pylon_2_hide => user\n  1. pylon_3_hide => user\n  1. pylon_4_hide => user\n  1. pylon_5_hide => user\n  1. pylon_6_hide => user\n  1. HitHull => hit [HitHull]\n  1. HitFuel => hit [HitFuel]\n  1. HitFuel2 => hit [HitFuel2]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitLCRudder => hit [HitLCRudder]\n  1. HitRRudder => hit [HitRRudder]\n  1. HitLCElevator => hit [HitLCElevator]\n  1. HitRElevator => hit [HitRElevator]\n  1. HitEngine => hit [HitEngine]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitGear => hit [HitGear]\n  1. Damper_front_source => damper\n  1. Damper_left_source => damper\n  1. Damper_right_source => damper\n  1. Wheel_front_source => wheel\n  1. Wheel_left_source => wheel\n  1. Wheel_right_source => wheel\n- O_Plane_Fighter_02_Stealth_F\n  1. pylon_1_hide => user\n  1. pylon_2_hide => user\n  1. pylon_3_hide => user\n  1. pylon_4_hide => user\n  1. pylon_5_hide => user\n  1. pylon_6_hide => user\n- O_Protagonist_VR_F\n- O_Quadbike_01_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_R_Gorka_base_F\n- O_R_Gorka_black_F\n- O_R_Gorka_brown_F\n- O_R_Gorka_camo_F\n- O_R_Gorka_F\n- O_R_JTAC_F\n- O_R_medic_F\n- O_R_Patrol_Soldier_A_F\n- O_R_Patrol_Soldier_AR2_F\n- O_R_Patrol_Soldier_AR_F\n- O_R_Patrol_Soldier_Engineer_F\n- O_R_Patrol_Soldier_GL_F\n- O_R_Patrol_Soldier_LAT_F\n- O_R_Patrol_Soldier_M2_F\n- O_R_Patrol_Soldier_M_F\n- O_R_Patrol_Soldier_Medic\n- O_R_Patrol_Soldier_TL_F\n- O_R_recon_AR_F\n- O_R_recon_exp_F\n- O_R_recon_GL_F\n- O_R_recon_JTAC_F\n- O_R_recon_LAT_F\n- O_R_recon_M_F\n- O_R_recon_medic_F\n- O_R_recon_TL_F\n- O_R_Soldier_AR_F\n- O_R_soldier_exp_F\n- O_R_Soldier_GL_F\n- O_R_Soldier_LAT_F\n- O_R_soldier_M_F\n- O_R_Soldier_TL_F\n- O_R_Story_Capitan_01_F\n- O_R_Story_TL_01_F\n- O_Radar_System_02_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitLBWheel => hit [HitLBWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitRBWheel => hit [HitRBWheel]\n  1. HitHull => hit [HitHull]\n  1. HitTurret => hit [HitTurret]\n- O_recon_exp_F\n- O_recon_F\n- O_recon_JTAC_F\n- O_recon_LAT_F\n- O_recon_M_F\n- O_recon_medic_F\n- O_recon_TL_F\n- O_SAM_System_04_F\n  1. Missiles_revolving => revolving\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitLBWheel => hit [HitLBWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitRBWheel => hit [HitRBWheel]\n  1. HitTurret => hit [HitTurret]\n  1. HitGun => hit [HitGun]\n  1. HitHull => hit [HitHull]\n- O_SDV_01_F\n  1. Doors => user\n  1. periscope => user\n- O_Sharpshooter_F\n- O_sniper_F\n- O_Soldier_A_F\n- O_Soldier_AA_F\n- O_Soldier_AAA_F\n- O_Soldier_AAR_F\n- O_Soldier_AAT_F\n- O_Soldier_AHAT_F\n- O_Soldier_AR_F\n- O_Soldier_AT_F\n- O_soldier_exp_F\n- O_Soldier_F\n- O_Soldier_GL_F\n- O_Soldier_HAT_F\n- O_Soldier_LAT_F\n- O_Soldier_lite_F\n- O_soldier_M_F\n- O_soldier_mine_F\n- O_soldier_PG_F\n- O_soldier_repair_F\n- O_Soldier_SL_F\n- O_Soldier_TL_F\n- O_soldier_UAV_06_F\n- O_soldier_UAV_06_medical_F\n- O_soldier_UAV_F\n- O_Soldier_unarmed_F\n- O_Soldier_universal_F\n- O_Soldier_VR_F\n- O_soldierU_A_F\n- O_soldierU_AA_F\n- O_soldierU_AAA_F\n- O_soldierU_AAR_F\n- O_soldierU_AAT_F\n- O_soldierU_AR_F\n- O_soldierU_AT_F\n- O_soldierU_exp_F\n- O_soldierU_F\n- O_SoldierU_GL_F\n- O_soldierU_LAT_F\n- O_soldierU_M_F\n- O_soldierU_medic_F\n- O_soldierU_repair_F\n- O_SoldierU_SL_F\n- O_soldierU_TL_F\n- O_SoldierU_unarmed_F\n- O_spotter_F\n- O_static_AA_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_static_AT_F\n  1. autonomous_unhide => user\n  1. muzzle_source => reload\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n- O_Static_Designator_02_F\n  1. Init => user\n  1. InitPiston => user\n- O_Static_Designator_02_weapon_F\n- O_Story_CEO_F\n- O_Story_Colonel_F\n- O_supplyCrate_F\n- O_support_AMG_F\n- O_support_AMort_F\n- O_support_GMG_F\n- O_support_MG_F\n- O_support_Mort_F\n- O_Survivor_F\n- O_T_APC_Tracked_02_AA_ghex_F\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. muzzle_rot => ammorandom\n  1. showTracks => user\n  1. showCamonetHull => user\n  1. showCamonetTurret => user\n  1. showSLATHull => user\n- O_T_APC_Tracked_02_cannon_ghex_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. Missiles_revolving => revolving\n  1. Missiles_reloadMagazine => reloadMagazine\n  1. showTracks => user\n  1. showCamonetHull => user\n  1. showBags => user\n  1. showSLATHull => user\n- O_T_APC_Wheeled_02_rcws_ghex_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. HideTurret => user\n- O_T_APC_Wheeled_02_rcws_v2_ghex_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n  1. muzzle_hide1 => reload\n  1. HideTurret => user\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitSLAT_Left_1_src => hit [HitSLAT_Left_1]\n  1. HitSLAT_Left_2_src => hit [HitSLAT_Left_2]\n  1. HitSLAT_Left_3_src => hit [HitSLAT_Left_3]\n  1. HitSLAT_Right_1_src => hit [HitSLAT_Right_1]\n  1. HitSLAT_Right_2_src => hit [HitSLAT_Right_2]\n  1. HitSLAT_Right_3_src => hit [HitSLAT_Right_3]\n  1. HitSLAT_back_src => hit [HitSLAT_back]\n  1. HitSLAT_front_src => hit [HitSLAT_front]\n  1. showBags => user\n  1. showCanisters => user\n  1. showTools => user\n  1. showCamonetHull => user\n  1. showSLATHull => user\n- O_T_Boat_Armed_01_hmg_F\n  1. muzzle2_source => reload\n  1. muzzle_source => reload\n  1. muzzle2_source_rot => ammorandom\n  1. muzzle_source_rot => ammorandom\n  1. ReloadAnim => reload\n  1. ReloadMagazine => reloadmagazine\n  1. Revolving => revolving\n  1. HitTurret => hit [HitTurret]\n  1. HitGun => hit [HitGun]\n- O_T_Boat_Transport_01_F\n- O_T_Crew_F\n- O_T_Diver_Exp_F\n- O_T_Diver_F\n- O_T_Diver_TL_F\n- O_T_Engineer_F\n- O_T_ghillie_tna_F\n- O_T_Helicrew_F\n- O_T_Helipilot_F\n- O_T_Lifeboat\n- O_T_LSV_02_armed_arid_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_T_LSV_02_armed_black_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_T_LSV_02_armed_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_T_LSV_02_armed_ghex_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_T_LSV_02_armed_viper_F\n  1. Unarmed_Doors_Hide => user\n  1. Unarmed_Main_Turret_Hide => user\n  1. Minigun => revolving\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_T_LSV_02_AT_F\n  1. VoronaMuzzle_rot => ammorandom\n  1. VoronaMuzzle_reload => reload\n  1. VoronaMuzzle_revolving => revolving\n  1. VoronaMuzzle_reloadMagazine => reloadMagazine\n- O_T_LSV_02_unarmed_arid_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_T_LSV_02_unarmed_black_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_T_LSV_02_unarmed_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_T_LSV_02_unarmed_ghex_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_T_LSV_02_unarmed_viper_F\n  1. Unarmed_Main_Turret_Hide => user\n- O_T_MBT_02_arty_ghex_F\n  1. recoil_source => reload\n  1. muzzle_hide_arty => reload\n  1. muzzle_rot_HMG => ammorandom\n  1. muzzle_hide_HMG => reload\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_GMG => reload\n  1. showAmmobox => user\n  1. showCanisters => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n- O_T_MBT_02_cannon_ghex_F\n  1. muzzle_hide_cannon => reload\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_HMG => ammorandom\n  1. recoil_source => reload\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. HitLTrack_src => hit [HitLTrack]\n  1. HitRTrack_src => hit [HitRTrack]\n  1. HitERA_Front_src => hit [HitERA_Front]\n  1. HitERA_Left_1_src => hit [HitERA_Left_1]\n  1. HitERA_Left_2_src => hit [HitERA_Left_2]\n  1. HitERA_Right_1_src => hit [HitERA_Right_1]\n  1. HitERA_Right_2_src => hit [HitERA_Right_2]\n  1. HitERA_Top_Left_1_src => hit [HitERA_Top_Left_1]\n  1. HitERA_Top_Left_2_src => hit [HitERA_Top_Left_2]\n  1. HitERA_Top_Right_1_src => hit [HitERA_Top_Right_1]\n  1. HitERA_Top_Right_2_src => hit [HitERA_Top_Right_2]\n  1. driver_fan_unhide => User\n  1. driver_fan_hide => User\n  1. showCamonetHull => user\n  1. showCamonetCannon => user\n  1. showCamonetTurret => user\n  1. showLog => user\n- O_T_MBT_04_cannon_F\n  1. muzzle_rot_cannon => ammorandom\n  1. muzzle_rot_coax => ammorandom\n  1. muzzle_rot_hmg => ammorandom\n  1. muzzle_hide_coax => reload\n  1. recoil_source => reload\n  1. zeroing_cannon => zeroing\n  1. Smoke_source => revolving\n  1. HitEngine_src => hit [HitEngine]\n  1. HitFuel_src => hit [HitFuel]\n  1. HitHull_src => hit [HitHull]\n  1. HitMainGun_src => hit [HitGun]\n  1. HitTurret_src => hit [HitTurret]\n  1. HitComTurret_src => hit [HitComTurret]\n  1. damage_era_front => hit [HitERA_Front]\n  1. damage_era_top => hit [HitERA_Top]\n  1. damage_era_left1 => hit [HitERA_Left_1]\n  1. damage_era_left2 => hit [HitERA_Left_2]\n  1. damage_era_right1 => hit [HitERA_Right_1]\n  1. damage_era_right2 => hit [HitERA_Right_2]\n  1. HitSLAT_l_src => hit [HitSLAT_Left]\n  1. HitSLAT_r_src => hit [HitSLAT_Right]\n  1. LockMuzzle => user\n  1. showCamonetCannon => user\n  1. showCamonetHull => user\n  1. showCamonetTurret => user\n- O_T_MBT_04_command_F\n  1. com_gun_reload => reload\n- O_T_Medic_F\n- O_T_MRAP_02_ghex_F\n  1. HitReserveWheel => hit [HitReserveWheel]\n  1. Door_LF => door\n  1. Door_RF => door\n  1. Door_LM => door\n  1. Door_RM => door\n  1. Door_rear => door\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n- O_T_MRAP_02_gmg_ghex_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_T_MRAP_02_hmg_ghex_F\n  1. muzzle_rot => ammorandom\n  1. muzzle_hide => reload\n- O_T_Officer_F\n- O_T_Pilot_F\n- O_T_Quadbike_01_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_Recon_Exp_F\n- O_T_Recon_F\n- O_T_Recon_JTAC_F\n- O_T_Recon_LAT_F\n- O_T_Recon_M_F\n- O_T_Recon_Medic_F\n- O_T_Recon_TL_F\n- O_T_Sniper_F\n- O_T_Soldier_A_F\n- O_T_Soldier_AA_F\n- O_T_Soldier_AAA_F\n- O_T_Soldier_AAR_F\n- O_T_Soldier_AAT_F\n- O_T_Soldier_AHAT_F\n- O_T_Soldier_AR_F\n- O_T_Soldier_AT_F\n- O_T_Soldier_Exp_F\n- O_T_Soldier_F\n- O_T_Soldier_GL_F\n- O_T_Soldier_HAT_F\n- O_T_Soldier_LAT_F\n- O_T_Soldier_M_F\n- O_T_soldier_mine_F\n- O_T_Soldier_PG_F\n- O_T_Soldier_Repair_F\n- O_T_Soldier_SL_F\n- O_T_Soldier_TL_F\n- O_T_soldier_UAV_06_F\n- O_T_soldier_UAV_06_medical_F\n- O_T_Soldier_UAV_F\n- O_T_Soldier_unarmed_F\n- O_T_Soldier_universal_F\n- O_T_Spotter_F\n- O_T_Support_AMG_F\n- O_T_Support_AMort_F\n- O_T_Support_GMG_F\n- O_T_Support_MG_F\n- O_T_Support_Mort_F\n- O_T_Truck_02_Ammo_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_T_Truck_02_Box_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_T_Truck_02_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_T_Truck_02_fuel_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_T_Truck_02_Medical_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_T_Truck_02_transport_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_T_Truck_03_ammo_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_Truck_03_covered_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_Truck_03_device_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_Truck_03_fuel_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_Truck_03_medical_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_Truck_03_repair_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_Truck_03_transport_ghex_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_T_UAV_04_CAS_F\n  1. CollisionLightWhite_source => MarkerLight\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n- O_T_UGV_01_ghex_F\n  1. Turret => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. muzzle_hide_GMG => reload\n- O_T_UGV_01_rcws_ghex_F\n  1. Turret => user\n- O_T_VTOL_02_infantry_dynamicLoadout_F\n  1. HideWeapons => user\n- O_T_VTOL_02_infantry_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Rockets_revolving_source => revolving\n  1. Missiles_revolving_source => revolving\n  1. Cannon_revolving_source => revolving\n  1. Cannon_muzzleflash_source => reload\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. HitGlass15 => hit [HitGlass15]\n  1. HitGlass16 => hit [HitGlass16]\n  1. HitGlass17 => hit [HitGlass17]\n  1. HitGlass18 => hit [HitGlass18]\n  1. HitGlass19 => hit [HitGlass19]\n  1. HitGlass20 => hit [HitGlass20]\n  1. HideWeapons => user\n- O_T_VTOL_02_infantry_ghex_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Rockets_revolving_source => revolving\n  1. Missiles_revolving_source => revolving\n  1. Cannon_revolving_source => revolving\n  1. Cannon_muzzleflash_source => reload\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. HitGlass15 => hit [HitGlass15]\n  1. HitGlass16 => hit [HitGlass16]\n  1. HitGlass17 => hit [HitGlass17]\n  1. HitGlass18 => hit [HitGlass18]\n  1. HitGlass19 => hit [HitGlass19]\n  1. HitGlass20 => hit [HitGlass20]\n  1. HideWeapons => user\n- O_T_VTOL_02_infantry_grey_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Rockets_revolving_source => revolving\n  1. Missiles_revolving_source => revolving\n  1. Cannon_revolving_source => revolving\n  1. Cannon_muzzleflash_source => reload\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. HitGlass15 => hit [HitGlass15]\n  1. HitGlass16 => hit [HitGlass16]\n  1. HitGlass17 => hit [HitGlass17]\n  1. HitGlass18 => hit [HitGlass18]\n  1. HitGlass19 => hit [HitGlass19]\n  1. HitGlass20 => hit [HitGlass20]\n  1. HideWeapons => user\n- O_T_VTOL_02_infantry_hex_F\n  1. Door_1_source => door\n  1. Hide_Cargoseats_source => user\n  1. Rockets_revolving_source => revolving\n  1. Missiles_revolving_source => revolving\n  1. Cannon_revolving_source => revolving\n  1. Cannon_muzzleflash_source => reload\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. HitLAileron => hit [HitLAileron]\n  1. HitRAileron => hit [HitRAileron]\n  1. HitAvionics => hit [HitAvionics]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitGlass7 => hit [HitGlass7]\n  1. HitGlass8 => hit [HitGlass8]\n  1. HitGlass9 => hit [HitGlass9]\n  1. HitGlass10 => hit [HitGlass10]\n  1. HitGlass11 => hit [HitGlass11]\n  1. HitGlass12 => hit [HitGlass12]\n  1. HitGlass13 => hit [HitGlass13]\n  1. HitGlass14 => hit [HitGlass14]\n  1. HitGlass15 => hit [HitGlass15]\n  1. HitGlass16 => hit [HitGlass16]\n  1. HitGlass17 => hit [HitGlass17]\n  1. HitGlass18 => hit [HitGlass18]\n  1. HitGlass19 => hit [HitGlass19]\n  1. HitGlass20 => hit [HitGlass20]\n  1. HideWeapons => user\n- O_T_VTOL_02_vehicle_dynamicLoadout_F\n  1. HideWeapons => user\n- O_T_VTOL_02_vehicle_F\n  1. Hide_Cargoseats_source => user\n- O_T_VTOL_02_vehicle_ghex_F\n  1. Hide_Cargoseats_source => user\n- O_T_VTOL_02_vehicle_grey_F\n  1. Hide_Cargoseats_source => user\n- O_T_VTOL_02_vehicle_hex_F\n  1. Hide_Cargoseats_source => user\n- O_TargetSoldier\n- O_Truck_02_Ammo_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_Truck_02_box_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_Truck_02_covered_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_Truck_02_fuel_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_Truck_02_medical_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_Truck_02_transport_F\n  1. Door_LF => door\n  1. Door_RF => door\n  1. spz_hide => user\n  1. Hide_Dashboard => user\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n- O_Truck_03_ammo_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_Truck_03_covered_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_Truck_03_device_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_Truck_03_fuel_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_Truck_03_medical_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_Truck_03_repair_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_Truck_03_transport_F\n  1. HitLFWheel => hit [HitLFWheel]\n  1. HitRFWheel => hit [HitRFWheel]\n  1. HitLBWheel => hit [HitLF2Wheel]\n  1. HitRBWheel => hit [HitRF2Wheel]\n  1. HitLF2Wheel => hit [HitLBWheel]\n  1. HitRF2Wheel => hit [HitRBWheel]\n  1. HitLMWheel => hit [HitLMWheel]\n  1. HitRMWheel => hit [HitRMWheel]\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n- O_UAV_01_backpack_F\n- O_UAV_01_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- O_UAV_01_Mine_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- O_UAV_02_CAS_F\n  1. Bombs => user\n  1. AT_missiles => user\n- O_UAV_02_dynamicLoadout_F\n  1. HideWeapons => user\n- O_UAV_02_F\n  1. Bombs => user\n  1. AT_missiles => user\n  1. Damper_1_source => damper\n  1. Damper_2_source => damper\n  1. Damper_3_source => damper\n  1. Wheel_1_source => wheel\n  1. Wheel_2_source => wheel\n  1. Wheel_3_source => wheel\n- O_UAV_06_backpack_F\n- O_UAV_06_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- O_UAV_06_medical_backpack_F\n- O_UAV_06_medical_F\n  1. lights_em_hide => user\n  1. LED_lights_hide => user\n  1. Utility_drone => user\n  1. Antimine_drone => user\n  1. Inventory_door => door\n  1. leaflet_door => user\n- O_UAV_AI\n- O_UAV_AI_F\n- O_UGV_01_F\n  1. Turret => user\n  1. MainTurret => user\n  1. MainGun => user\n  1. muzzle_rot_MG => ammorandom\n  1. muzzle_rot_GMG => ammorandom\n  1. muzzle_hide_MG => reload\n  1. muzzle_hide_GMG => reload\n- O_UGV_01_rcws_F\n  1. Turret => user\n- O_UGV_02_Demining_backpack_F\n- O_UGV_02_Demining_F\n  1. science_drone => user\n  1. demining_drone => user\n- O_UGV_02_Science_backpack_F\n- O_UGV_02_Science_F\n  1. science_drone => user\n  1. demining_drone => user\n  1. ew_drone => user\n- O_Uniform_ParadeUniform_01_CSAT_decorated_F\n- O_Uniform_ParadeUniform_01_CSAT_F\n- O_Urban_HeavyGunner_F\n- O_Urban_Sharpshooter_F\n- O_V_Soldier_Exp_ghex_F\n- O_V_Soldier_Exp_hex_F\n- O_V_Soldier_ghex_F\n- O_V_Soldier_hex_F\n- O_V_Soldier_JTAC_ghex_F\n- O_V_Soldier_JTAC_hex_F\n- O_V_Soldier_LAT_ghex_F\n- O_V_Soldier_LAT_hex_F\n- O_V_Soldier_M_ghex_F\n- O_V_Soldier_M_hex_F\n- O_V_Soldier_Medic_ghex_F\n- O_V_Soldier_Medic_hex_F\n- O_V_Soldier_TL_ghex_F\n- O_V_Soldier_TL_hex_F\n- O_V_Soldier_Viper_F\n- O_V_Soldier_Viper_hex_F\n- O_VirtualCurator_F\n- ObjectCollider_01_F\n- ObjectCollider_01_small_F\n- OfficeTable_01_new_F\n  1. Drawer_1_source => user\n  1. Drawer_1_key_source => user\n  1. Drawer_2_source => user\n- OfficeTable_01_old_F\n  1. Drawer_1_source => user\n  1. Drawer_1_key_source => user\n  1. Drawer_2_source => user\n- Oil_Spill_F\n- OmniDirectionalAntenna_01_black_F\n- OmniDirectionalAntenna_01_olive_F\n- OmniDirectionalAntenna_01_sand_F\n- Ornate_random_F"},{"heading":"P","level":4,"markdown":"- PaperCar\n- Particle_BigFire_BurnPit_F\n- Particle_BigFire_F\n- Particle_BigFire_NoSmoke_F\n- Particle_BigSmoke_F\n- Particle_GravityAnomaly_F\n- Particle_MediumFire_F\n- Particle_MediumFire_NoSmoke_F\n- Particle_MediumFire_Roof_F\n- Particle_MediumSmoke_F\n- Particle_SmallFire_F\n- Particle_SmallFire_NoSmoke_F\n- Particle_SmallFire_NoSmoke_NoLight_F\n- Particle_SmallSmoke_F\n- Particle_WreckSmokeSmall_F\n- PatrolWaypoint\n- placed_B_IR_grenade\n- placed_chemlight_blue\n- placed_chemlight_green\n- placed_chemlight_red\n- placed_chemlight_yellow\n- placed_I_E_IR_grenade\n- placed_I_IR_grenade\n- placed_O_IR_grenade\n- placed_O_R_IR_grenade\n- Plane_CAS_01_Canopy_F\n- Plane_CAS_02_Canopy_F\n- Plane_Fighter_01_Canopy_F\n- Plane_Fighter_01_wreck_F\n- Plane_Fighter_02_Canopy_F\n- Plane_Fighter_02_wreck_F\n- Plane_Fighter_03_Canopy_F\n- Plane_Fighter_03_wreck_F\n- Plane_Fighter_04_Canopy_F\n- Plane_Fighter_04_wreck_F\n- PlasticBarrier_01_red_F\n- PlasticBarrier_01_white_F\n- PlasticBarrier_02_grey_F\n- PlasticBarrier_02_yellow_F\n- PlasticBarrier_03_blue_F\n- PlasticBarrier_03_orange_F\n- Pole_F\n- PortableHelipadLight_01_blue_F\n  1. Light_1_source => MarkerLight\n- PortableHelipadLight_01_green_F\n  1. Light_1_source => MarkerLight\n- PortableHelipadLight_01_red_F\n  1. Light_1_source => MarkerLight\n- PortableHelipadLight_01_white_F\n  1. Light_1_source => MarkerLight\n- PortableHelipadLight_01_yellow_F\n  1. Light_1_source => MarkerLight\n- PowerCable_01_Corner_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PowerCable_01_CurveLong_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PowerCable_01_CurveShort_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PowerCable_01_Roll_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PowerCable_01_SBend_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PowerCable_01_Step_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PowerCable_01_StraightLong_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PowerCable_01_StraightShort_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_Corner_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_CurveLong_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_CurveShort_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_Roll_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_SBend_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_Step_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_StraightLong_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- PressureHose_01_StraightShort_F\n  1. Cap_1_hide => user\n  1. Cap_2_hide => user\n- ProtectionZone_F\n- ProtectionZone_Invisible_F"},{"heading":"Q","level":4,"markdown":"- QRF_Modules"},{"heading":"R","level":4,"markdown":"- Rabbit_F\n- ReammoBox_F\n- Reflector_Cone_01_blue_F\n- Reflector_Cone_01_green_F\n- Reflector_Cone_01_Long_blue_F\n- Reflector_Cone_01_Long_green_F\n- Reflector_Cone_01_Long_orange_F\n- Reflector_Cone_01_Long_red_F\n- Reflector_Cone_01_Long_white_F\n- Reflector_Cone_01_narrow_blue_F\n- Reflector_Cone_01_narrow_green_F\n- Reflector_Cone_01_narrow_orange_F\n- Reflector_Cone_01_narrow_red_F\n- Reflector_Cone_01_narrow_white_F\n- Reflector_Cone_01_orange_F\n- Reflector_Cone_01_red_F\n- Reflector_Cone_01_white_F\n- Reflector_Cone_01_wide_blue_F\n- Reflector_Cone_01_wide_green_F\n- Reflector_Cone_01_wide_orange_F\n- Reflector_Cone_01_wide_red_F\n- Reflector_Cone_01_wide_white_F\n- ReinforcementsPoint\n- Respawn_Sleeping_bag_blue_F\n- Respawn_Sleeping_bag_brown_F\n- Respawn_Sleeping_bag_F\n- Respawn_TentA_F\n- Respawn_TentDome_F\n- RoadBarrier_F\n- RoadBarrier_small_F\n  1. Light_1_source => MarkerLight\n- RoadCone_F\n- RoadCone_L_F\n  1. Light_1_source => MarkerLight\n- Rope\n- Ruins"},{"heading":"S","level":4,"markdown":"- Salema_F\n- SatchelCharge_F\n- SatelliteAntenna_01_Black_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Mounted_Black_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Mounted_Olive_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Mounted_Sand_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Olive_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Sand_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Small_Black_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Small_Mounted_Black_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Small_Mounted_Olive_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Small_Mounted_Sand_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Small_Olive_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- SatelliteAntenna_01_Small_Sand_F\n  1. Tripod_hide_source => user\n  1. Wall_Mount_hide_source => user\n- ScanBeam_01_F\n  1. ScanBeam_Extend_source => user\n- SCBACylinder_01_CUR_F\n- SCBACylinder_01_F\n- Sheep_random_F\n- ShipFlag_US_F\n- ShootingMat_01_folded_Khaki_F\n- ShootingMat_01_folded_Olive_F\n- ShootingMat_01_folded_OPFOR_F\n- ShootingMat_01_Khaki_F\n- ShootingMat_01_Olive_F\n- ShootingMat_01_OPFOR_F\n- ShootingPos_F\n- SideBLUFOR_F\n- SideOPFOR_F\n- SideResistance_F\n- Sign_Arrow_Blue_F\n- Sign_Arrow_Cyan_F\n- Sign_Arrow_Direction_Blue_F\n- Sign_Arrow_Direction_Cyan_F\n- Sign_Arrow_Direction_F\n- Sign_Arrow_Direction_Green_F\n- Sign_Arrow_Direction_Pink_F\n- Sign_Arrow_Direction_Yellow_F\n- Sign_Arrow_F\n- Sign_Arrow_Green_F\n- Sign_Arrow_Large_Blue_F\n- Sign_Arrow_Large_Cyan_F\n- Sign_Arrow_Large_F\n- Sign_Arrow_Large_Green_F\n- Sign_Arrow_Large_Pink_F\n- Sign_Arrow_Large_Yellow_F\n- Sign_Arrow_Pink_F\n- Sign_Arrow_Yellow_F\n- Sign_Circle_F\n- Sign_Direction_F\n  1. Arrow01_Rotate => user\n  1. Arrow02_Rotate => user\n  1. Arrow03_Rotate => user\n  1. Arrow04_Rotate => user\n  1. Arrow05_Rotate => user\n  1. Arrow06_Rotate => user\n  1. Arrow07_Rotate => user\n  1. Arrow08_Rotate => user\n  1. Arrow01_Fide => user\n  1. Arrow02_Fide => user\n  1. Arrow03_Fide => user\n  1. Arrow04_Fide => user\n  1. Arrow05_Fide => user\n  1. Arrow06_Fide => user\n  1. Arrow07_Fide => user\n  1. Arrow08_Fide => user\n- Sign_F\n- Sign_Pointer_Blue_F\n- Sign_Pointer_Cyan_F\n- Sign_Pointer_F\n- Sign_Pointer_Green_F\n- Sign_Pointer_Pink_F\n- Sign_Pointer_Yellow_F\n- Sign_Sphere100cm_F\n- Sign_Sphere100cm_Geometry_F\n- Sign_Sphere10cm_F\n- Sign_Sphere10cm_Geometry_F\n- Sign_Sphere200cm_F\n- Sign_Sphere200cm_Geometry_F\n- Sign_Sphere25cm_F\n- Sign_Sphere25cm_Geometry_F\n- SignAd_Sponsor_01_IDAP_F\n- SignAd_Sponsor_ARMEX_F\n- SignAd_Sponsor_Blueking_F\n- SignAd_Sponsor_Burstkoke_F\n- SignAd_Sponsor_F\n- SignAd_Sponsor_Fuel_green_F\n- SignAd_Sponsor_Fuel_white_F\n- SignAd_Sponsor_IDAP_F\n- SignAd_Sponsor_ION_F\n- SignAd_Sponsor_Larkin_F\n- SignAd_Sponsor_Quontrol_F\n- SignAd_Sponsor_Redburger_F\n- SignAd_Sponsor_Redstone_F\n- SignAd_Sponsor_Suatmm_F\n- SignAd_Sponsor_Vrana_F\n- SignAd_SponsorS_01_IDAP_F\n- SignAd_SponsorS_ARMEX_F\n- SignAd_SponsorS_Blueking_F\n- SignAd_SponsorS_Burstkoke_F\n- SignAd_SponsorS_F\n- SignAd_SponsorS_Fuel_green_F\n- SignAd_SponsorS_Fuel_white_F\n- SignAd_SponsorS_ION_F\n- SignAd_SponsorS_Larkin_F\n- SignAd_SponsorS_Quontrol_F\n- SignAd_SponsorS_Redburger_F\n- SignAd_SponsorS_Redstone_F\n- SignAd_SponsorS_Suatmm_F\n- SignAd_SponsorS_Vrana_F\n- Simulation_Fatal\n- Simulation_Restart\n- Site_Ambient\n- Site_BLUFOR\n- Site_Empty\n- Site_F\n- Site_FT_Base\n- Site_Independent\n- Site_Military_Base\n- Site_Minefield\n- Site_OPFOR\n- Site_Patrol\n- SiteCore\n- Skeet_Clay_F\n- Skeet_Clay_NoPop_F\n- SLAMDirectionalMine\n- SmartMarker_B_Cache_F\n- SmartMarker_B_CacheFound_F\n- SmartMarker_B_checkpoint_F\n- SmartMarker_B_Default_F\n- SmartMarker_B_Fetch_F\n- SmartMarker_B_House_F\n- SmartMarker_B_HQ_F\n- SmartMarker_B_Loc_F\n- SmartMarker_B_Plane_F\n- SmartMarker_B_Talk_F\n- SmartMarker_B_Team_F\n- SmartMarker_B_Transport_F\n- SmartMarker_Base_F\n- SmartMarker_C_Armory_F\n- SmartMarker_C_Boats_F\n- SmartMarker_C_Cars_F\n- SmartMarker_C_Helicopters_F\n- SmartMarker_C_HiddenGun_F\n- SmartMarker_C_Loc_F\n- SmartMarker_C_Meeting_F\n- SmartMarker_C_Misc_F\n- SmartMarker_C_Planes_F\n- SmartMarker_C_Sleep_F\n- SmartMarker_C_Talk_F\n- SmartMarker_C_Trucks_F\n- SmartMarker_Default2_F\n- SmartMarker_Default_F\n- SmartMarker_I_Ambush_F\n- SmartMarker_I_Armory_B_F\n- SmartMarker_I_Armory_F\n- SmartMarker_I_Armory_Special_F\n- SmartMarker_I_Boats_F\n- SmartMarker_I_Cache_F\n- SmartMarker_I_CacheFound_F\n- SmartMarker_I_Camp_F\n- SmartMarker_I_CarCharge_F\n- SmartMarker_I_Cars_F\n- SmartMarker_I_Default_F\n- SmartMarker_I_DeliveryPoint_F\n- SmartMarker_I_Fetch_F\n- SmartMarker_I_HQ_F\n- SmartMarker_I_Loc_F\n- SmartMarker_I_PickUp_F\n- SmartMarker_I_Plane_F\n- SmartMarker_I_Rest_F\n- SmartMarker_I_Sleep_F\n- SmartMarker_I_Storage_F\n- SmartMarker_I_Talk_F\n- SmartMarker_I_Team_F\n- SmartMarker_I_TimeBomb_F\n- SmartMarker_I_Transport_F\n- SmartMarker_I_Workshop_F\n- SmartMarker_IDAP_F\n- SmartMarker_O_AA_F\n- SmartMarker_O_Area_F\n- SmartMarker_O_Cache_F\n- SmartMarker_O_CacheFound_F\n- SmartMarker_O_checkpoint_F\n- SmartMarker_O_CommandCenter_F\n- SmartMarker_O_CommsCenter_F\n- SmartMarker_O_Convoy_F\n- SmartMarker_O_CSAT_F\n- SmartMarker_O_Default_F\n- SmartMarker_O_Depo_F\n- SmartMarker_O_Facility_F\n- SmartMarker_O_Gendarme_F\n- SmartMarker_O_heli_F\n- SmartMarker_O_mech_F\n- SmartMarker_O_Minefield_F\n- SmartMarker_O_mortar_F\n- SmartMarker_O_Mosquitos_F\n- SmartMarker_O_MosquitosArea_F\n- SmartMarker_O_naval_F\n- SmartMarker_O_Outpost_F\n- SmartMarker_O_Patrol_F\n- SmartMarker_O_plane_F\n- SmartMarker_O_SDV_F\n- SmartMarker_O_tank_F\n- SmartMarker_T_CarChargeActive_F\n- SmartMarker_T_Default_F\n- SmartMarker_T_Defend_F\n- SmartMarker_T_Destroy_F\n- SmartMarker_T_Distraction_F\n- SmartMarker_T_Fetch_F\n- SmartMarker_T_Location_F\n- SmartMarker_T_Support_F\n- SmartMarker_T_Talk_F\n- SmartMarker_T_Transport_F\n- SmartMarker_T_TransportPerson_F\n- SmartMarker_T_TransportPlane_F\n- SmartMarker_T_Upload_F\n- SmartMarker_U_Default_F\n- SmartMarker_U_Mosquitos_F\n- SmartMarker_U_Sleep_F\n- Snake_random_F\n- Snake_vipera_random_F\n- Sound_Alarm\n- Sound_Alarm2\n- Sound_BattlefieldExplosions\n- Sound_BattlefieldFirefight\n- Sound_DeconShower_01_loop\n- Sound_Fire\n- Sound_Prototype_Cannon_01_Charge_Complete\n- Sound_Prototype_Cannon_01_Charge_Full_Loop\n- Sound_Prototype_Cannon_01_Charge_Start\n- Sound_Prototype_Cannon_01_Charge_Stop\n- Sound_SCBACylinder_01_loop\n- Sound_SmokeWreck1\n- Sound_SparklesWreck1\n- Sound_SparklesWreck2\n- Sound_Stream\n- SoundFlareLoop_F\n- SoundSetSource_01_base_F\n- SoundSetSource_AlienDrone_01_Strat_End_01_SoundSet\n- SoundSetSource_AlienDrone_01_Strat_End_Land_01_SoundSet\n- SoundSetSource_AlienDrone_01_Strat_Start_01_SoundSet\n- SoundSetSource_AlienDrone_01_Strat_Stop_01_SoundSet\n- SoundSetSource_AlienDrone_01_Strat_Travel_01_SoundSet\n- SoundSetSource_Sfx_Ammo_Burning\n- SoundSetSource_Sfx_Ammo_Burning_Intro\n- SoundSetSource_Sfx_Ammo_Burning_Outro\n- SoundSetSource_Sfx_Bombing_Failed\n- SoundSetSource_Sfx_BombingDistant\n- SoundSetSource_Sfx_Burnpit_Fire_01\n- SoundSetSource_Sfx_Container_Drop\n- SoundSetSource_Sfx_DeconShower_Center_01\n- SoundSetSource_Sfx_DeconShower_Nozzle_01\n- SoundSetSource_Sfx_DeconShower_Nozzle_02\n- SoundSetSource_Sfx_DieselGenerator_Loop_01\n- SoundSetSource_Sfx_Drone_Attention\n- SoundSetSource_Sfx_Drone_Escape_Fake_02\n- SoundSetSource_Sfx_Drone_Escape_Up_Fake_01\n- SoundSetSource_Sfx_Drone_Intimidate\n- SoundSetSource_Sfx_Drone_Moving_Fake_01\n- SoundSetSource_Sfx_Drone_Moving_Fake_02\n- SoundSetSource_Sfx_Drone_ScanBeam_Fake_01\n- SoundSetSource_Sfx_Drone_ScanBeam_Fake_02\n- SoundSetSource_Sfx_Drone_Shout_Fake_01\n- SoundSetSource_Sfx_Earthquake\n- SoundSetSource_Sfx_Emergency_Broadcast_Tape_01\n- SoundSetSource_Sfx_Factory_Alarm_01\n- SoundSetSource_Sfx_Factory_Alarm_02\n- SoundSetSource_Sfx_Freeroam_02_Site_Explosion_01\n- SoundSetSource_Sfx_Heli_Crash_Explosion\n- SoundSetSource_Sfx_Heli_Wreck_Burning\n- SoundSetSource_Sfx_Hunter_Wreck_Burning\n- SoundSetSource_Sfx_Loudspeaker_01\n- SoundSetSource_Sfx_Loudspeaker_02\n- SoundSetSource_Sfx_Loudspeaker_Ldf\n- SoundSetSource_Sfx_Mothership_Jammed_01\n- SoundSetSource_Sfx_Mothership_LiftOff_01\n- SoundSetSource_Sfx_Mothership_LiftOff_02\n- SoundSetSource_Sfx_Mothership_Puzzle_Activate_01\n- SoundSetSource_Sfx_Mothership_Puzzle_Reward_01\n- SoundSetSource_Sfx_Mothership_Warp_01\n- SoundSetSource_Sfx_Offroad_Alarm\n- SoundSetSource_Sfx_Offroad_Music_01\n- SoundSetSource_Sfx_Offroad_Pa_TheHebrides_Loop\n- SoundSetSource_Sfx_Probe_Calcification_01_Bottom\n- SoundSetSource_Sfx_Probe_Destruction\n- SoundSetSource_Sfx_Probe_Expand_01\n- SoundSetSource_Sfx_Probe_Expand_01_Bottom\n- SoundSetSource_Sfx_Probe_Extraction\n- SoundSetSource_Sfx_Probe_Extraction_Drone\n- SoundSetSource_Sfx_Probe_Loop_01\n- SoundSetSource_Sfx_Probe_Loop_01_Bottom\n- SoundSetSource_Sfx_Probe_Retract_01\n- SoundSetSource_Sfx_Probe_Retract_01_Bottom\n- SoundSetSource_Sfx_ProbeCore_Destruction_01\n- SoundSetSource_Sfx_ProbeCore_Destruction_01_Close\n- SoundSetSource_Sfx_ProbeCore_Hitpoint\n- SoundSetSource_Sfx_RadioBeat_Loop\n- SoundSetSource_Sfx_RavenPilot_Pa_01\n- SoundSetSource_Sfx_RavenPilot_Pa_02\n- SoundSetSource_Sfx_RewardRocket_Flickr_01\n- SoundSetSource_Sfx_RewardRocket_Flickr_02\n- SoundSetSource_Sfx_RewardRocket_Loop_01\n- SoundSetSource_Sfx_RewardRocket_Stop_01\n- SoundSetSource_Sfx_Sinkhole_Collapse\n- SoundSetSource_Sfx_SonicBoom_01\n- SoundSetSource_Sfx_SonicBoom_02\n- SoundSetSource_Sfx_Terminal_01\n- SoundSetSource_Sfx_Training_01_Pa_01\n- SoundSetSource_Sfx_Training_02_Pa_01\n- SoundSetSource_Sfx_Training_03_Pa_01\n- SoundSetSource_Sfx_Transformer_Loop_01\n- SoundSetSource_test_F\n- SoundSetSource_testloop_F\n- SoundSetSource_testloopwithTrigger_F\n- Sphere_3DEN\n- SphereNoGround_3DEN\n- SpinalBoard_01_black_F\n- SpinalBoard_01_orange_F\n- SpinalBoard_01_white_F\n- Sponge_01_dry_F\n- Sponge_01_Wet_F\n- StaticShip\n- Steel_Plate_F\n  1. Stand_Hide => user\n- Steel_Plate_L_F\n  1. Stand_Hide => user\n- Steel_Plate_L_Stand_F\n  1. Stand_Hide => user\n- Steel_Plate_S_F\n  1. Stand_Hide => user\n- Steel_Plate_S_Stand_F\n  1. Stand_Hide => user\n- Steel_Plate_Stand_F\n  1. Stand_Hide => user\n- Steerable_Parachute_F\n  1. HitGlass1 => hit [HitGlass1]\n  1. HitGlass2 => hit [HitGlass2]\n  1. HitGlass3 => hit [HitGlass3]\n  1. HitGlass4 => hit [HitGlass4]\n  1. HitGlass5 => hit [HitGlass5]\n  1. HitGlass6 => hit [HitGlass6]\n  1. HitEngine1 => hit [HitEngine1]\n  1. HitEngine2 => hit [HitEngine2]\n  1. HitWinch_Source => hit [HitWinch]\n- StorageBladder_01_fuel_forest_F\n- StorageBladder_01_fuel_sand_F\n- StorageBladder_02_water_forest_F\n- StorageBladder_02_water_sand_F\n- Strategic\n- StretcherRollerSystem_01_F\n- Structure\n- Submarine_01_F\n- Supply0\n- Supply1\n- Supply10\n- Supply100\n- Supply110\n- Supply120\n- Supply130\n- Supply140\n- Supply150\n- Supply160\n- Supply170\n- Supply180\n- Supply190\n- Supply2\n- Supply20\n- Supply200\n- Supply210\n- Supply220\n- Supply230\n- Supply240\n- Supply250\n- Supply3\n- Supply30\n- Supply300\n- Supply350\n- Supply380\n- Supply4\n- Supply40\n- Supply400\n- Supply420\n- Supply440\n- Supply450\n- Supply480\n- Supply5\n- Supply50\n- Supply500\n- Supply6\n- Supply60\n- Supply7\n- Supply70\n- Supply8\n- Supply80\n- Supply9\n- Supply90\n- SupportProvider_Artillery\n- SupportProvider_CAS_Bombing\n- SupportProvider_CAS_Heli\n- SupportProvider_Drop\n- SupportProvider_Transport\n- SupportProvider_Virtual_Artillery\n- SupportProvider_Virtual_CAS_Bombing\n- SupportProvider_Virtual_CAS_Heli\n- SupportProvider_Virtual_Drop\n- SupportProvider_Virtual_Transport\n- SupportRequester\n- SuppressTarget\n- SUV_01_base_black_F\n  1. Hide => user\n- SUV_01_base_grey_F\n  1. Hide => user\n- SUV_01_base_orange_F\n  1. Hide => user\n- SUV_01_base_red_F\n  1. Hide => user\n- SyndikatSoldier_Default"},{"heading":"T","level":4,"markdown":"- TapeSign_F\n- Target_Dueling_01_NoPop_F\n  1. Plate_1_source => user\n  1. Plate_2_source => user\n  1. Plate_3_source => user\n  1. Plate_4_source => user\n  1. Plate_5_source => user\n  1. Plate_6_source => user\n- Target_F\n- Target_PopUp2_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp2_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp2_Moving_90deg_Acc2_F\n  1. Terc\n- Target_PopUp2_Moving_90deg_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp2_Moving_90deg_F\n  1. Terc\n- Target_PopUp2_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp2_Moving_Acc1_F\n  1. Terc\n- Target_PopUp2_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp2_Moving_Acc2_F\n  1. Terc\n- Target_PopUp2_Moving_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp2_Moving_F\n  1. Terc\n- Target_PopUp2_Moving_NoPop_F\n  1. Terc\n- Target_PopUp3_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp3_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp3_Moving_90deg_Acc2_F\n  1. Terc\n- Target_PopUp3_Moving_90deg_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp3_Moving_90deg_F\n  1. Terc\n- Target_PopUp3_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp3_Moving_Acc1_F\n  1. Terc\n- Target_PopUp3_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp3_Moving_Acc2_F\n  1. Terc\n- Target_PopUp3_Moving_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp3_Moving_F\n  1. Terc\n- Target_PopUp3_Moving_NoPop_F\n  1. Terc\n- Target_PopUp4_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp4_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp4_Moving_90deg_Acc2_F\n  1. Terc\n- Target_PopUp4_Moving_90deg_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp4_Moving_90deg_F\n  1. Terc\n- Target_PopUp4_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp4_Moving_Acc1_F\n  1. Terc\n- Target_PopUp4_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp4_Moving_Acc2_F\n  1. Terc\n- Target_PopUp4_Moving_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp4_Moving_F\n  1. Terc\n- Target_PopUp4_Moving_NoPop_F\n  1. Terc\n- Target_PopUp7_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp7_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp7_Moving_90deg_Acc2_F\n  1. Terc\n- Target_PopUp7_Moving_90deg_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp7_Moving_90deg_F\n  1. Terc\n- Target_PopUp7_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp7_Moving_Acc1_F\n  1. Terc\n- Target_PopUp7_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp7_Moving_Acc2_F\n  1. Terc\n- Target_PopUp7_Moving_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp7_Moving_F\n  1. Terc\n- Target_PopUp7_Moving_NoPop_F\n  1. Terc\n- Target_PopUp8_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp8_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp8_Moving_90deg_Acc2_F\n  1. Terc\n- Target_PopUp8_Moving_90deg_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp8_Moving_90deg_F\n  1. Terc\n- Target_PopUp8_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp8_Moving_Acc1_F\n  1. Terc\n- Target_PopUp8_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp8_Moving_Acc2_F\n  1. Terc\n- Target_PopUp8_Moving_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp8_Moving_F\n  1. Terc\n- Target_PopUp8_Moving_NoPop_F\n  1. Terc\n- Target_PopUp9_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp9_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp9_Moving_90deg_Acc2_F\n  1. Terc\n- Target_PopUp9_Moving_90deg_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp9_Moving_90deg_F\n  1. Terc\n- Target_PopUp9_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp9_Moving_Acc1_F\n  1. Terc\n- Target_PopUp9_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp9_Moving_Acc2_F\n  1. Terc\n- Target_PopUp9_Moving_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp9_Moving_F\n  1. Terc\n- Target_PopUp9_Moving_NoPop_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_90deg_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_Acc1_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_F\n  1. Terc\n- Target_PopUp_Alien1_Moving_NoPop_F\n  1. Terc\n- Target_PopUp_HVT1_Moving_90deg_F\n  1. Terc\n- Target_PopUp_HVT1_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp_HVT1_Moving_F\n  1. Terc\n- Target_PopUp_HVT1_Moving_NoPop_F\n  1. Terc\n- Target_PopUp_HVT2_Moving_90deg_F\n  1. Terc\n- Target_PopUp_HVT2_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp_HVT2_Moving_F\n  1. Terc\n- Target_PopUp_HVT2_Moving_NoPop_F\n  1. Terc\n- Target_PopUp_Moving_90deg_Acc1_F\n  1. Terc\n- Target_PopUp_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp_Moving_90deg_Acc2_F\n  1. Terc\n- Target_PopUp_Moving_90deg_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp_Moving_90deg_F\n  1. Terc\n- Target_PopUp_Moving_90deg_NoPop_F\n  1. Terc\n- Target_PopUp_Moving_Acc1_F\n  1. Terc\n- Target_PopUp_Moving_Acc1_NoPop_F\n  1. Terc\n- Target_PopUp_Moving_Acc2_F\n  1. Terc\n- Target_PopUp_Moving_Acc2_NoPop_F\n  1. Terc\n- Target_PopUp_Moving_F\n  1. Terc\n- Target_PopUp_Moving_NoPop_F\n  1. Terc\n- Target_Rail_End_F\n- Target_Rail_F\n- Target_Swivel_01_ground_F\n  1. Screws_source => user\n- Target_Swivel_01_ground_NoPop_F\n  1. Screws_source => user\n- Target_Swivel_01_left_F\n  1. Stand_source => user\n  1. Swivel_1rpm_source => user\n  1. Swivel_2rpm_source => user\n  1. Swivel_3rpm_source => user\n  1. Swivel_4rpm_source => user\n  1. Swivel_5rpm_source => user\n  1. Swivel_6rpm_source => user\n  1. Swivel_10rpm_source => user\n  1. Swivel_12rpm_source => user\n  1. Swivel_15rpm_source => user\n- Target_Swivel_01_left_NoPop_F\n  1. Stand_source => user\n  1. Swivel_1rpm_source => user\n  1. Swivel_2rpm_source => user\n  1. Swivel_3rpm_source => user\n  1. Swivel_4rpm_source => user\n  1. Swivel_5rpm_source => user\n  1. Swivel_6rpm_source => user\n  1. Swivel_10rpm_source => user\n  1. Swivel_12rpm_source => user\n  1. Swivel_15rpm_source => user\n- Target_Swivel_01_NoPop_F\n  1. Screws_source => user\n  1. Popup_source => user\n  1. Stand_source => user\n  1. Swivel_1rpm_source => user\n  1. Swivel_2rpm_source => user\n  1. Swivel_3rpm_source => user\n  1. Swivel_4rpm_source => user\n  1. Swivel_5rpm_source => user\n  1. Swivel_6rpm_source => user\n  1. Swivel_10rpm_source => user\n  1. Swivel_12rpm_source => user\n  1. Swivel_15rpm_source => user\n- Target_Swivel_01_right_F\n  1. Stand_source => user\n  1. Swivel_1rpm_source => user\n  1. Swivel_2rpm_source => user\n  1. Swivel_3rpm_source => user\n  1. Swivel_4rpm_source => user\n  1. Swivel_5rpm_source => user\n  1. Swivel_6rpm_source => user\n  1. Swivel_10rpm_source => user\n  1. Swivel_12rpm_source => user\n  1. Swivel_15rpm_source => user\n- Target_Swivel_01_right_NoPop_F\n  1. Stand_source => user\n  1. Swivel_1rpm_source => user\n  1. Swivel_2rpm_source => user\n  1. Swivel_3rpm_source => user\n  1. Swivel_4rpm_source => user\n  1. Swivel_5rpm_source => user\n  1. Swivel_6rpm_source => user\n  1. Swivel_10rpm_source => user\n  1. Swivel_12rpm_source => user\n  1. Swivel_15rpm_source => user\n- TargetBootcampHuman_F\n  1. Terc\n- TargetBootcampHumanSimple_F\n  1. Terc\n- TargetCenter\n- TargetP_Alien1_Acc1_F\n  1. Terc\n- TargetP_Alien1_Acc1_NoPop_F\n  1. Terc\n- TargetP_Alien1_F\n  1. Terc\n- TargetP_Alien1_NoPop_F\n  1. Terc\n- TargetP_Civ2_F\n  1. Terc\n- TargetP_Civ2_NoPop_F\n  1. Terc\n- TargetP_Civ3_F\n  1. Terc\n- TargetP_Civ3_NoPop_F\n  1. Terc\n- TargetP_Civ_F\n  1. Terc\n- TargetP_Civ_NoPop_F\n  1. Terc\n- TargetP_HVT1_F\n  1. Terc\n- TargetP_HVT1_NoPop_F\n  1. Terc\n- TargetP_HVT2_F\n  1. Terc\n- TargetP_HVT2_NoPop_F\n  1. Terc\n- TargetP_Inf2_Acc1_F\n  1. Terc\n- TargetP_Inf2_Acc1_NoPop_F\n  1. Terc\n- TargetP_Inf2_Acc2_F\n  1. Terc\n- TargetP_Inf2_Acc2_NoPop_F\n  1. Terc\n- TargetP_Inf2_F\n  1. Terc\n- TargetP_Inf2_NoPop_F\n  1. Terc\n- TargetP_Inf3_Acc1_F\n  1. Terc\n- TargetP_Inf3_Acc1_NoPop_F\n  1. Terc\n- TargetP_Inf3_Acc2_F\n  1. Terc\n- TargetP_Inf3_Acc2_NoPop_F\n  1. Terc\n- TargetP_Inf3_F\n  1. Terc\n- TargetP_Inf3_NoPop_F\n  1. Terc\n- TargetP_Inf4_Acc1_F\n  1. Terc\n- TargetP_Inf4_Acc1_NoPop_F\n  1. Terc\n- TargetP_Inf4_Acc2_F\n  1. Terc\n- TargetP_Inf4_Acc2_NoPop_F\n  1. Terc\n- TargetP_Inf4_F\n  1. Terc\n- TargetP_Inf4_NoPop_F\n  1. Terc\n- TargetP_Inf7_Acc1_F\n  1. Terc\n- TargetP_Inf7_Acc1_NoPop_F\n  1. Terc\n- TargetP_Inf7_Acc2_F\n  1. Terc\n- TargetP_Inf7_Acc2_NoPop_F\n  1. Terc\n- TargetP_Inf7_F\n  1. Terc\n- TargetP_Inf7_NoPop_F\n  1. Terc\n- TargetP_Inf8_Acc1_F\n  1. Terc\n- TargetP_Inf8_Acc1_NoPop_F\n  1. Terc\n- TargetP_Inf8_Acc2_F\n  1. Terc\n- TargetP_Inf8_Acc2_NoPop_F\n  1. Terc\n- TargetP_Inf8_F\n  1. Terc\n- TargetP_Inf8_NoPop_F\n  1. Terc\n- TargetP_Inf9_Acc1_F\n  1. Terc\n- TargetP_Inf9_Acc1_NoPop_F\n  1. Terc\n- TargetP_Inf9_Acc2_F\n  1. Terc\n- TargetP_Inf9_Acc2_NoPop_F\n  1. Terc\n- TargetP_Inf9_F\n  1. Terc\n- TargetP_Inf9_NoPop_F\n  1. Terc\n- TargetP_Inf_Acc1_F\n  1. Terc\n- TargetP_Inf_Acc1_NoPop_F\n  1. Terc\n- TargetP_Inf_Acc2_F\n  1. Terc\n- TargetP_Inf_Acc2_NoPop_F\n  1. Terc\n- TargetP_Inf_F\n  1. Terc\n- TargetP_Inf_NoPop_F\n  1. Terc\n- TargetP_Zom_Acc1_F\n  1. Terc\n- TargetP_Zom_Acc1_NoPop_F\n  1. Terc\n- TargetP_Zom_F\n  1. Terc\n- TargetP_Zom_NoPop_F\n  1. Terc\n- TargetSector02\n- TargetSector03\n- TargetSector04\n- TargetSector05\n- Tarp_01_Large_Black_F\n- Tarp_01_Large_Green_F\n- Tarp_01_Large_Red_F\n- Tarp_01_Large_Yellow_F\n- Tarp_01_Small_Black_F\n- Tarp_01_Small_Green_F\n- Tarp_01_Small_Red_F\n- Tarp_01_Small_Yellow_F\n- test_EmptyObjectForBubbles\n- test_EmptyObjectForFireBig\n- test_EmptyObjectForSmoke\n- ThingEffect\n- Timeline_F\n- Tire_Van_02_Cargo_F\n- Tire_Van_02_F\n- Tire_Van_02_Spare_F\n- Tire_Van_02_Transport_F\n- Topic_Deselection\n- Topic_Done\n- Topic_Selection\n- Topic_Trigger\n- TrainingMine_01_F\n- TrainingMine_01_used_F\n  1. deploy => user\n- TrashBagHolder_01_F\n- Truck_01_Rack_F\n- Truck_01_Rack_tropic_F\n- Tuna_F\n- Turtle_F\n- TyreBarrier_01_black_F\n- TyreBarrier_01_white_F"},{"heading":"U","level":4,"markdown":"- UAV_06_backpack_base_F\n- UAV_06_medical_backpack_base_F\n- UGV_02_backpack_base_F\n- UGV_02_Demining_backpack_base_F\n- UGV_02_ExternalDetector_F\n- UGV_02_Science_backpack_base_F\n- UGV_02_Tracks_F\n- UGV_02_Wheel_F\n- UnderwaterMine\n- UnderwaterMineAB\n- UnderwaterMinePDM\n- Underwear_F\n- UserTexture10m_F\n- UserTexture1m_F\n- UserTexture_1x2_F"},{"heading":"V","level":4,"markdown":"- Vest_V_BandollierB_blk\n- Vest_V_BandollierB_cbr\n- Vest_V_BandollierB_ghex_F\n- Vest_V_BandollierB_khk\n- Vest_V_BandollierB_oli\n- Vest_V_BandollierB_rgr\n- Vest_V_CarrierRigKBT_01_EAF_F\n- Vest_V_CarrierRigKBT_01_heavy_EAF_F\n- Vest_V_CarrierRigKBT_01_heavy_olive_F\n- Vest_V_CarrierRigKBT_01_light_EAF_F\n- Vest_V_CarrierRigKBT_01_light_olive_F\n- Vest_V_CarrierRigKBT_01_olive_F\n- Vest_V_Chestrig_blk\n- Vest_V_Chestrig_khk\n- Vest_V_Chestrig_oli\n- Vest_V_Chestrig_rgr\n- Vest_V_DeckCrew_blue_F\n- Vest_V_DeckCrew_brown_F\n- Vest_V_DeckCrew_green_F\n- Vest_V_DeckCrew_red_F\n- Vest_V_DeckCrew_violet_F\n- Vest_V_DeckCrew_white_F\n- Vest_V_DeckCrew_yellow_F\n- Vest_V_EOD_blue_F\n- Vest_V_EOD_coyote_F\n- Vest_V_EOD_IDAP_blue_F\n- Vest_V_EOD_olive_F\n- Vest_V_HarnessO_brn\n- Vest_V_HarnessO_ghex_F\n- Vest_V_HarnessO_gry\n- Vest_V_HarnessOGL_brn\n- Vest_V_HarnessOGL_ghex_F\n- Vest_V_HarnessOGL_gry\n- Vest_V_I_G_resistanceLeader_F\n- Vest_V_LegStrapBag_black_F\n- Vest_V_LegStrapBag_coyote_F\n- Vest_V_LegStrapBag_olive_F\n- Vest_V_Plain_crystal_F\n- Vest_V_Plain_medical_F\n- Vest_V_PlateCarrier1_blk\n- Vest_V_PlateCarrier1_rgr\n- Vest_V_PlateCarrier1_rgr_noflag_F\n- Vest_V_PlateCarrier1_tna_F\n- Vest_V_PlateCarrier1_wdl\n- Vest_V_PlateCarrier2_blk\n- Vest_V_PlateCarrier2_rgr\n- Vest_V_PlateCarrier2_rgr_noflag_F\n- Vest_V_PlateCarrier2_wdl\n- Vest_V_PlateCarrier_Kerry\n- Vest_V_PlateCarrierGL_blk\n- Vest_V_PlateCarrierGL_mtp\n- Vest_V_PlateCarrierGL_rgr\n- Vest_V_PlateCarrierGL_tna_F\n- Vest_V_PlateCarrierGL_wdl\n- Vest_V_PlateCarrierH_CTRG\n- Vest_V_PlateCarrierIA1_dgtl\n- Vest_V_PlateCarrierIA2_dgtl\n- Vest_V_PlateCarrierIAGL_dgtl\n- Vest_V_PlateCarrierIAGL_oli\n- Vest_V_PlateCarrierL_CTRG\n- Vest_V_PlateCarrierSpec_blk\n- Vest_V_PlateCarrierSpec_mtp\n- Vest_V_PlateCarrierSpec_rgr\n- Vest_V_PlateCarrierSpec_tna_F\n- Vest_V_PlateCarrierSpec_wdl\n- Vest_V_Pocketed_black_F\n- Vest_V_Pocketed_coyote_F\n- Vest_V_Pocketed_olive_F\n- Vest_V_Press_F\n- Vest_V_Rangemaster_belt\n- Vest_V_RebreatherB\n- Vest_V_RebreatherIA\n- Vest_V_RebreatherIR\n- Vest_V_Safety_blue_F\n- Vest_V_Safety_orange_F\n- Vest_V_Safety_yellow_F\n- Vest_V_SmershVest_01_F\n- Vest_V_SmershVest_01_radio_F\n- Vest_V_TacChestrig_cbr_F\n- Vest_V_TacChestrig_grn_F\n- Vest_V_TacChestrig_oli_F\n- Vest_V_TacVest_blk\n- Vest_V_TacVest_blk_POLICE\n- Vest_V_TacVest_brn\n- Vest_V_TacVest_camo\n- Vest_V_TacVest_gen_F\n- Vest_V_TacVest_khk\n- Vest_V_TacVest_oli\n- Vest_V_TacVestIR_blk\n- VirtualAISquad\n- VirtualCurator_F\n- VirtualMan_F\n- VirtualReammoBox_camonet_F\n- VirtualReammoBox_F\n- VirtualReammoBox_small_F\n- VirtualSound_01_F\n- VirtualSound_02_F\n- VirtualSound_03_F\n- VirtualSound_04_01_F\n- VirtualSound_04_F\n- VirtualSound_05_F\n- VirtualSound_NoSignal_F\n- VirtualSound_Send_Signal_01_F\n- VirtualSpectator_F\n- VR_3DSelector_01_complete_F\n- VR_3DSelector_01_default_F\n- VR_3DSelector_01_exit_F\n- VR_3DSelector_01_incomplete_F\n- VR_Area_01_circle_4_grey_F\n- VR_Area_01_circle_4_yellow_F\n- VR_Area_01_square_1x1_grey_F\n- VR_Area_01_square_1x1_yellow_F\n- VR_Area_01_square_2x2_grey_F\n- VR_Area_01_square_2x2_yellow_F\n- VR_Area_01_square_4x4_grey_F\n- VR_Area_01_square_4x4_yellow_F\n- VR_Billboard_01_F\n- VR_GroundIcon_01_F\n- VR_Sector_01_60deg_50_grey_F\n- VR_Sector_01_60deg_50_red_F"},{"heading":"W","level":4,"markdown":"- WalkingFrame_01_F\n- WaterPump_01_forest_F\n- WaterPump_01_sand_F\n- WaterSpill_01_Large_Foam_F\n- WaterSpill_01_Large_New_F\n- WaterSpill_01_Large_Old_F\n- WaterSpill_01_Medium_Foam_F\n- WaterSpill_01_Medium_New_F\n- WaterSpill_01_Medium_Old_F\n- WaterSpill_01_Small_Foam_F\n- WaterSpill_01_Small_New_F\n- WaterSpill_01_Small_Old_F\n- WaterTrail_01_Foam_F\n- WaterTrail_01_New_F\n- WaterTrail_01_Old_F\n- Weapon_arifle_AK12_arid_f\n- Weapon_arifle_AK12_F\n- Weapon_arifle_AK12_GL_arid_F\n- Weapon_arifle_AK12_GL_F\n- Weapon_arifle_AK12_GL_lush_F\n- Weapon_arifle_AK12_lush_f\n- Weapon_arifle_AK12U_arid_f\n- Weapon_arifle_AK12U_F\n- Weapon_arifle_AK12U_lush_f\n- Weapon_arifle_AKM_F\n- Weapon_arifle_AKS_F\n- Weapon_arifle_ARX_blk_F\n- Weapon_arifle_ARX_ghex_F\n- Weapon_arifle_ARX_hex_F\n- Weapon_arifle_CTAR_blk_F\n- Weapon_arifle_CTAR_ghex_F\n- Weapon_arifle_CTAR_GL_blk_F\n- Weapon_arifle_CTAR_GL_ghex_F\n- Weapon_arifle_CTAR_GL_hex_F\n- Weapon_arifle_CTAR_hex_F\n- Weapon_arifle_CTARS_blk_F\n- Weapon_arifle_CTARS_ghex_F\n- Weapon_arifle_CTARS_hex_F\n- Weapon_arifle_Katiba_C_F\n- Weapon_arifle_Katiba_F\n- Weapon_arifle_Katiba_GL_F\n- Weapon_arifle_Mk20_F\n- Weapon_arifle_Mk20_GL_F\n- Weapon_arifle_Mk20_GL_plain_F\n- Weapon_arifle_Mk20_plain_F\n- Weapon_arifle_Mk20C_F\n- Weapon_arifle_Mk20C_plain_F\n- Weapon_arifle_MSBS65_black_F\n- Weapon_arifle_MSBS65_camo_F\n- Weapon_arifle_MSBS65_F\n- Weapon_arifle_MSBS65_GL_black_F\n- Weapon_arifle_MSBS65_GL_camo_F\n- Weapon_arifle_MSBS65_GL_F\n- Weapon_arifle_MSBS65_GL_sand_F\n- Weapon_arifle_MSBS65_Mark_black_F\n- Weapon_arifle_MSBS65_Mark_camo_F\n- Weapon_arifle_MSBS65_Mark_F\n- Weapon_arifle_MSBS65_Mark_sand_F\n- Weapon_arifle_MSBS65_sand_F\n- Weapon_arifle_MSBS65_UBS_black_F\n- Weapon_arifle_MSBS65_UBS_camo_F\n- Weapon_arifle_MSBS65_UBS_F\n- Weapon_arifle_MSBS65_UBS_sand_F\n- Weapon_arifle_MX_Black_F\n- Weapon_arifle_MX_F\n- Weapon_arifle_MX_GL_Black_F\n- Weapon_arifle_MX_GL_F\n- Weapon_arifle_MX_GL_khk_F\n- Weapon_arifle_MX_khk_F\n- Weapon_arifle_MX_SW_Black_F\n- Weapon_arifle_MX_SW_F\n- Weapon_arifle_MX_SW_khk_F\n- Weapon_arifle_MXC_Black_F\n- Weapon_arifle_MXC_F\n- Weapon_arifle_MXC_khk_F\n- Weapon_arifle_MXM_Black_F\n- Weapon_arifle_MXM_F\n- Weapon_arifle_MXM_khk_F\n- Weapon_arifle_RPK12_arid_f\n- Weapon_arifle_RPK12_F\n- Weapon_arifle_RPK12_lush_f\n- Weapon_arifle_SDAR_F\n- Weapon_arifle_SPAR_01_blk_F\n- Weapon_arifle_SPAR_01_GL_blk_F\n- Weapon_arifle_SPAR_01_GL_khk_F\n- Weapon_arifle_SPAR_01_GL_snd_F\n- Weapon_arifle_SPAR_01_khk_F\n- Weapon_arifle_SPAR_01_snd_F\n- Weapon_arifle_SPAR_02_blk_F\n- Weapon_arifle_SPAR_02_khk_F\n- Weapon_arifle_SPAR_02_snd_F\n- Weapon_arifle_SPAR_03_blk_F\n- Weapon_arifle_SPAR_03_khk_F\n- Weapon_arifle_SPAR_03_snd_F\n- Weapon_arifle_TRG20_F\n- Weapon_arifle_TRG21_F\n- Weapon_arifle_TRG21_GL_F\n- Weapon_Bag_Base\n- Weapon_Empty\n- Weapon_hgun_ACPC2_F\n- Weapon_hgun_esd_01_antenna_01_F\n- Weapon_hgun_esd_01_antenna_02_F\n- Weapon_hgun_esd_01_antenna_03_F\n- Weapon_hgun_esd_01_F\n- Weapon_hgun_P07_blk_F\n- Weapon_hgun_P07_F\n- Weapon_hgun_P07_khk_F\n- Weapon_hgun_PDW2000_F\n- Weapon_hgun_Pistol_01_F\n- Weapon_hgun_Pistol_heavy_01_F\n- Weapon_hgun_Pistol_heavy_01_green_F\n- Weapon_hgun_Pistol_heavy_02_F\n- Weapon_hgun_Pistol_Signal_F\n- Weapon_hgun_Rook40_F\n- Weapon_launch_B_Titan_F\n- Weapon_launch_B_Titan_olive_F\n- Weapon_launch_B_Titan_short_tna_F\n- Weapon_launch_B_Titan_tna_F\n- Weapon_launch_I_Titan_eaf_F\n- Weapon_launch_I_Titan_F\n- Weapon_launch_I_Titan_short_F\n- Weapon_launch_launch_B_Titan_short_F\n- Weapon_launch_MRAWS_green_F\n- Weapon_launch_MRAWS_green_rail_F\n- Weapon_launch_MRAWS_olive_F\n- Weapon_launch_MRAWS_olive_rail_F\n- Weapon_launch_MRAWS_sand_F\n- Weapon_launch_MRAWS_sand_rail_F\n- Weapon_launch_NLAW_F\n- Weapon_launch_O_Titan_F\n- Weapon_launch_O_Titan_ghex_F\n- Weapon_launch_O_Titan_short_F\n- Weapon_launch_O_Titan_short_ghex_F\n- Weapon_launch_O_Vorona_brown_F\n- Weapon_launch_O_Vorona_green_F\n- Weapon_launch_RPG32_F\n- Weapon_launch_RPG32_ghex_F\n- Weapon_launch_RPG32_green_F\n- Weapon_launch_RPG7_F\n- Weapon_LMG_03_F\n- Weapon_LMG_Mk200_black_F\n- Weapon_LMG_Mk200_F\n- Weapon_LMG_Zafir_F\n- Weapon_MMG_01_hex_F\n- Weapon_MMG_01_tan_F\n- Weapon_MMG_02_black_F\n- Weapon_MMG_02_camo_F\n- Weapon_MMG_02_sand_F\n- Weapon_sgun_HunterShotgun_01_F\n- Weapon_sgun_HunterShotgun_01_sawedoff_F\n- Weapon_SMG_01_F\n- Weapon_SMG_02_F\n- Weapon_SMG_03_black\n- Weapon_SMG_03_camo\n- Weapon_SMG_03_hex\n- Weapon_SMG_03_khaki\n- Weapon_SMG_03_TR_black\n- Weapon_SMG_03_TR_camo\n- Weapon_SMG_03_TR_hex\n- Weapon_SMG_03_TR_khaki\n- Weapon_SMG_03C_black\n- Weapon_SMG_03C_camo\n- Weapon_SMG_03C_hex\n- Weapon_SMG_03C_khaki\n- Weapon_SMG_03C_TR_black\n- Weapon_SMG_03C_TR_camo\n- Weapon_SMG_03C_TR_hex\n- Weapon_SMG_03C_TR_khaki\n- Weapon_SMG_05_F\n- Weapon_srifle_DMR_01_F\n- Weapon_srifle_DMR_02_camo_F\n- Weapon_srifle_DMR_02_F\n- Weapon_srifle_DMR_02_sniper_F\n- Weapon_srifle_DMR_03_F\n- Weapon_srifle_DMR_03_khaki_F\n- Weapon_srifle_DMR_03_multicam_F\n- Weapon_srifle_DMR_03_tan_F\n- Weapon_srifle_DMR_03_woodland_F\n- Weapon_srifle_DMR_04_F\n- Weapon_srifle_DMR_04_Tan_F\n- Weapon_srifle_DMR_05_blk_F\n- Weapon_srifle_DMR_05_hex_F\n- Weapon_srifle_DMR_05_tan_f\n- Weapon_srifle_DMR_06_camo_F\n- Weapon_srifle_DMR_06_hunter_F\n- Weapon_srifle_DMR_06_olive_F\n- Weapon_srifle_DMR_07_blk_F\n- Weapon_srifle_DMR_07_ghex_F\n- Weapon_srifle_DMR_07_hex_F\n- Weapon_srifle_EBR_F\n- Weapon_srifle_GM6_camo_F\n- Weapon_srifle_GM6_F\n- Weapon_srifle_GM6_ghex_F\n- Weapon_srifle_LRR_camo_F\n- Weapon_srifle_LRR_F\n- Weapon_srifle_LRR_tna_F\n- WeaponHolder_Single_F\n- WeaponHolder_Single_limited_item_F\n- WeaponHolder_Single_limited_magazine_F\n- WeaponHolder_Single_limited_weapon_F\n- WeaponHolderSimulated\n- WeaponHolderSimulated_Scripted\n- Windsock_01_F\n- Wreck_Base"},{"heading":"Z","level":4,"markdown":"- Zombie_PopUp_Moving_90deg_Acc1_F\n  1. Terc\n- Zombie_PopUp_Moving_90deg_Acc1_NoPop_F\n  1. Terc\n- Zombie_PopUp_Moving_90deg_F\n  1. Terc\n- Zombie_PopUp_Moving_90deg_NoPop_F\n  1. Terc\n- Zombie_PopUp_Moving_Acc1_F\n  1. Terc\n- Zombie_PopUp_Moving_Acc1_NoPop_F\n  1. Terc\n- Zombie_PopUp_Moving_F\n  1. Terc\n- Zombie_PopUp_Moving_NoPop_F\n  1. Terc\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: Creating an Addon","title":"Arma 3: Creating an Addon","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon","revid":378926,"updated":"2026-08-19T09:56:34Z","aliases":[],"markdown":"This page explains the steps required to create an addon (PBO file).\n\n### Prerequisites\n\n- An addon making tool such as:\n- Arma 3 Tools\n- [Mikero's Tools](https://mikero.bytex.digital/)\n- [HEMTT](https://hemtt.dev/) ([GitHub](https://github.com/BrettMayson/HEMTT))\n- A text editor, such as Notepad++ or Visual Studio Code.\n\n### Preparing the Addon\n\nPlace all required files (scripts, textures, fonts, models, etc.) in an empty folder, which hereafter will be referred to as the **Addon folder**.\nIt is recommended to organise the files into subfolders to avoid clutter.\n\nIn order to make this addon fully functional, at least two additional steps are required, which are explained in further detail in the subsequent sections:\n\n- A file named config.cpp should be created in the root of the Addon Folder for the game to be able to recognise the addon contents.\n- Paths to all files in the addon, such as script paths, model paths, etc. should be adjusted with respect to the Addon Prefix.\n\n### Addon Prefix\n\nIn simple terms, Addon Prefix is a virtual (in-game) path to the root folder of an addon. The game uses the addon prefix to find the files in the addon. This virtual path should preferably be unique to prevent collision with other addon files.\nThe addon prefix is added to the PBO properties by the packing tool.\n\nThe addon prefix is typically a single word:\n\n```\nAddon_Name\n```\n\nIt is also possible to use a directory-like prefix (where each pseudo-directory is separated by `\\`).\nThis prefix format is typically used by mods that contain several addons:\n\n```\nMod_Name\\Addon_Name\\Category\\...\n```\n\nFor example:\n\n```\nMy_Faction_Mod\\Faction_Name\\Vehicles\n```\n\nIt is also possible to use the same Addon Prefix in multiple addons (for example, to split an addon into smaller ones)\nHowever, note that their class names in CfgPatches must be different.\n\nOnce the addon prefix is set, the path to addon files will be as follows:\n\n```\nAddon_Prefix\\Folder\\File.format\n```\n\nFor example, assume a file called **car.p3d** exists in the Addon Folder as follows:\n\n```\nAddon_Folder    // Addon folder\n|__models        // A folder in Addon Folder called \"models\"\n   |__car.p3d    // A p3d (3D model) file\n```\n\nLet's assume we've set the addon prefix to \"My_Awesome_Car_Mod\". In **config.cpp**, the model path should be:\n\n```\nmodel = \"My_Awesome_Car_Mod\\models\\car.p3d\";\n```\n\nIn other words, instead of using `Addon_Folder`, every path should now start from the Addon Prefix.\n\n> [!IMPORTANT]\n> The addon prefix can only contain **English letters**, **numbers**, **underscore (`_`)** and backslash (`\\`). Note that **spaces are not allowed**!\n\n#### Setting the Addon prefix\n\nThere are several ways to set the addon prefix, depending on the packing tool used. The instructions for two commonly used tools, namely Addon Builder, Mikero's Tools, and HEMTT, are explained.\n\n##### Using Addon Builder\n\nTo set the addon prefix using Addon Builder, simply navigate to \"Options\" and modify the \"Addon prefix\" edit box.\n\n##### Using Mikero's pboProject\n\nTo set the addon prefix using Mikero's pboProject, create a text file called `$PBOPREFIX$.txt` in the root of the addon folder, and type the addon prefix in the file.\n\n##### Using HEMTT\n\nTo set the addon prefix using HEMTT, create a text file called `$PBOPREFIX$` in the root of the addon folder, and type the addon prefix in the file.\nFor more information on using HEMTT, see the [\"HEMTT Book\"](https://hemtt.dev/).\n\n### Config.cpp\n\nWhen the game loads an addon, it looks for a file called **config.cpp** to determine how to process the addon contents. Without this file, the addon will be ignored by the game.\nIn other words, **config.cpp** is the hub through which **all of the addon contents** (such as vehicles, weapons, sounds, functions, etc.) will be processed and applied to the game.\n\nThis file should be created in the root of the Addon Folder. It is also possible to place additional **config.cpp** files in the subfolders of the addon, in which case the subfolders will be treated as separate addons by the game.\n\nAt the bare minimum, the **config.cpp** file requires a CfgPatches class.\nThis will allow the game to determine what external addons are required by this addon, what objects/weapons are being added, as well as miscellaneous information about the addon such as the author, version, etc.\n\nAll added/patched classes should be added to this file in order to be recognised and configured by the game.\n\n#### Config Modifications\n\nTo add new content or modify existing ones, you typically need to create a sub-class into designated classes for that type of content.\n\nFor example, to add a new vehicle or modify an existing one, a new sub-class is created under `CfgVehicles`:\n\n```cpp\n// CfgVehicles is a special class that contains all object classes that are meant for AI/player interaction, such as Vehicles, Buildings, etc.\nclass CfgVehicles\n{\n    // Forward-declaration of class Car\n    // This tells the game that this class is an existing class in CfgVehicles and we're just importing it to use it in our own config\n    class Car;\n\n    // Inherit the class Car\n    // Note that if MyNewVehicle already exists, instead of creating a new one, we just end up modifying (i.e. patching) it\n    class MyNewVehicle : Car\n    {\n        // All properties of MyNewVehicle will be identical to Car, except for the model property which we just modified\n        model = \"...\";\n    };\n};\n```\n\nThe above config is just an example for demonstration purposes. For more details on how to create vehicles, weapons, etc. please refer to the existing documentations and the Arma 3 Samples (available on Steam).\n\n> [!NOTE]\n> Visit this page to learn more about config classes.\n\nAll added/modified config classes, such as CfgVehicles (objects, backpacks), CfgWeapons (weapons, weapon attachments, uniforms, vests, etc.), CfgMagazines (magazines, grenades, mines, etc.), CfgAmmo (projectiles, submunition, etc.), CfgFunctions (registered scripts), CfgCloudlets (particles), GUI elements, etc. need to be added to this file.\nIf the `config.cpp` file gets too big (which happens a lot with large mods), it is recommended to split it into separate files (e.g. `CfgFunctions.hpp` for CfgFunctions, etc.), and #include them in the **config.cpp** file:\n\n```cpp\n// All addons must have this class\nclass CfgPatches\n{\n    // ...\n};\n// These files are sitting next to config.cpp in the current folder\n#include \"cfgFunctions.hpp\"\n#include \"cfgVehicles.hpp\"\n#include \"some_other_file.hpp\"\n// This file is in the folder \"ui\"\n#include \"ui\\gui.hpp\"\n// etc.\n```\n\n#### Scripts\n\n> [!NOTE]\n> It is recommended to register your scripts as functions in the CfgFunctions class, especially if they are expected to be executed many times during the mission.\n\nScripts can be executed through appropriate classes in **config.cpp**. There are several ways to execute scripts, depending on when the execution take place.\n\nFor example, scripts that need to be executed upon the start of the mission can be added to the CfgFunctions class with an init flag, such as `preInit = 1`.\n\nScripts that need to be executed when a certain event takes place (e.g. object creation, death, bullet impact, damage, etc.) can use Event Handlers, if applicable. Vehicles, weapons, projectiles, etc. can use configs to add event handlers once the object is created. It is also possible to add event handlers using scripts at a later point in the game.\n\nIn the case of scenarios (i.e. missions), scripts can be executed using Event Scripts (e.g. `init.sqf`), using object init fields in 3DEN, triggers and waypoint statements, or `CfgFunctions` similar to addons (except instead of `config.cpp`, the classes are placed in Description.ext)\n\nSome community modifications, such as **Community Base Addons 3 (CBA)**, add more ways to execute scripts, such as executing a script every time a unit is created (object init event handlers)\n\n### Signing the Addon (optional)\n\nSigning an addon allows it to be used in multiplayer servers that check for addon signatures. A private key is required for signing the addon.\n\n#### Keys and Signatures\n\nThere are two types of keys involved in signing addon: **Private** keys and **Public** keys.\n\n##### Private Key\n\nA private key is a file in `.biprivatekey` format. It is used by the mod publisher to sign their addons.\n\n> [!IMPORTANT]\n> The private keys, as the name suggests, should never be given to the public!\n\n##### Public Key\n\nA public key is a file in `.bikey` format. It is used by the server to check the addon signatures.\nIt is safe to give these files to the public (typically published with the mod itself; see Mod Folder Structure).\n\n##### Signature\n\nA signature is a file placed next to the PBO file, to verify its contents.\nThey are named as `addon_name.pbo.key_name.bisign`\n\n#### Creating the Keys\n\nTo create the private and public keys, use the DSUtils program in Arma 3 Tools.\n\n> [!NOTE]\n> There is no need to create a new key with every version of an addon. That would require all servers using the addon to update the key after every update, which can be inconvenient.\n\n### Building the Addon\n\n#### Addon Builder\n\n**Main interface**\n\nFolder Setup in Addon Builder\n\n- **Addon source directory:** Should be the path to the Addon folder\n- **Destination directory or filename:** The output folder which will contain the PBO file, as well as the signature (if \"Sign output PBO\" is checked)\n- **Sign Output PBO:** See Signing the Addon\n- **Binarize:** Binarised configs are loaded faster by the game. They will also be checked for syntax errors during the packing process.\n\n**Options**\n\n- **List of files to copy directly:** By default, only **.cpp** files are included in the addon. If other files need to be copied to the addon (e.g. scripts, models, etc.), add them to the list, separated by `;` or `,`. It is also possible to use the wildcard character `*` instead of the file names/formats. For example:\n\n```\n*.p3d;*.paa;*.sqf;*.fxy;*.xml;*.bisurf;*.rvmat;*.h\n```\n\nAll files will be copied in their original folder structure with respect to the Addon Folder.\n\n> [!NOTE]\n> When the \"Binarize\" option is checked, all #included **.hpp** files in **config.cpp** will be added to **config.bin** file. Therefore there is no need to add ***.hpp** to the list of files to add (unless they're used elsewhere in the mod, such as scripts)\n\n- **Addon Prefix:** See Addon Prefix\n- **Path to private key file:** Set this path to the private key file (if \"Sign output PBO\" is checked)\n\nOther options can be left at their default values.\n\nFinally, click on \"Pack\" to start the packing process.\n\n#### Mikero's pboProject\n\nSimply set the paths and click on Crunch. If the Addon Prefix is not defined, it will be set the same as the input folder name by default\nNote that pboProject requires all files referenced in the config to be physically present in the P drive, even if they come from other mods. (for example, if you use a vanilla asset in your addon, such as `A3\\Data_F\\Something.format`, you must copy that file to P drive: `P:\\A3\\Data_F\\Something.format`)\n\n#### HEMTT\n\n[HEMTT](https://github.com/BrettMayson/HEMTT) is a build system for addons.\nIt has the great advantage of handling multiple addons at once as well as being able to be used in CLI environments like [GitHub Actions](https://github.com/arma-actions/hemtt).\nThe Arma 3 Tools have to be installed for it to binarise files. After installing hemtt you can get information about the usage with `hemtt help`. For a basic setup follow these steps:\n\nIn the command line enter the following command:\n\n```\nhemtt init\n```\n\nIf you get an error that hemtt was not found make sure that the executable is in the project folder or the hemtt directory is part of your %PATH% variable. Fill out the prompts.\nThen create a folder called \"addons\". Inside of this folder create another folder called \"main\". Then create the following files:\n\n- $PBOPREFIX$\n\n```\n\\z\\prefix\\addons\\main\n```\n\n- config.cpp\n\n```cpp\n#include \"script_component.hpp\"\n\nclass CfgPatches\n{\n    class ADDON\n    {\n        name = CSTRING(component);\n        units[] = {};\n        weapons[] = {};\n        requiredVersion = REQUIRED_VERSION;\n        requiredAddons[] = { \"CBA_main\" };\n        author = \"You\";\n        url = \"https://community.bistudio.com/wiki\";\n        VERSION_CONFIG;\n    };\n};\n```\n\n- script_component.hpp\n\n```cpp\n#define COMPONENT main\n#include \"script_mod.hpp\"\n\n#ifdef DEBUG_ENABLED_MAIN\n    #define DEBUG_MODE_FULL\n#endif\n\n#ifdef DEBUG_SETTINGS_MAIN\n    #define DEBUG_SETTINGS DEBUG_SETTINGS_MAIN\n#endif\n\n#include \"script_macros.hpp\"\n```\n\n- script_mod.hpp\n\nThe MAINPREFIX defaults to \"z\", the PREFIX is the one you entered during setup.\n\n```cpp\n#define MAINPREFIX z\n#define PREFIX prefix\n\n#include \"script_version.hpp\"\n\n#define VERSION MAJOR.MINOR.PATCH\n#define VERSION_AR MAJOR,MINOR,PATCH\n\n#define REQUIRED_VERSION 1.88\n```\n\n- script_macros.hpp\n\nThis will add CBA as a dependency.\n\n```cpp\n#include \"\\x\\cba\\addons\\main\\script_macros_common.hpp\"\n```\n\n- script_version.hpp\n\nKeep track of your mod's version in this file. Follows [semantic versioning](https://semver.org/lang/de/).\n\n```cpp\n#define MAJOR 0\n#define MINOR 0\n#define PATCH 0\n```\n\nNow you should be able to run\n\n```\nhemtt build\n```\n\nThe pbos are placed in the \"addons\" folder.\n\nFor more advanced setups and more examples check [CBA's git repository](https://github.com/CBATeam/CBA_A3) as well as [hemtt's GitHub](https://github.com/BrettMayson/HEMTT) page for documentation.\n\n1. Numbered list item\n\n### Mod Folder Structure\n\nThe mod folder contents should be in a certain structure to be correctly recognised by the game, as well as when uploaded to the Steam Workshop using the Publisher tool.\nThe following tree list shows the general folder structure. Notice that some of these files/folders are optional, such as .bikey and .bisign files.\nIt is possible to ship other contents in the mod folder as well, such as documentation and changelog files.\n\n```\n@My_Mod                                    // Mod folder. The @ sign is not required, but it helps distinguish mods from official content.\n|__Addons                                // Addons folder, containing all addons and their signatures (if signed)\n|  |__addon_name.pbo\n|  |__addon_name.pbo.key_name.bisign\n|  |__other_addon.pbo\n|  |__other_addon.pbo.key_name.bisign\n|\n|__Keys                                    // Keys folder (if the mod is signed)\n|  |__key_name.bikey\n|\n|__mod.cpp                                // (Optional) mod.cpp contains the mod description, icon, hover icon, etc.\n|__mod.paa                                // (Optional) mod icon\n|__my_extension.dll                        // (Optional) extension that was created as part of the mod, if any\n|__my_mod_readme.pdf                    // (optional) Documentation file (not loaded by the game)\n```","sections":[{"heading":null,"level":1,"markdown":"This page explains the steps required to create an addon (PBO file)."},{"heading":"Prerequisites","level":3,"markdown":"- An addon making tool such as:\n- Arma 3 Tools\n- [Mikero's Tools](https://mikero.bytex.digital/)\n- [HEMTT](https://hemtt.dev/) ([GitHub](https://github.com/BrettMayson/HEMTT))\n- A text editor, such as Notepad++ or Visual Studio Code."},{"heading":"Preparing the Addon","level":3,"markdown":"Place all required files (scripts, textures, fonts, models, etc.) in an empty folder, which hereafter will be referred to as the **Addon folder**.\nIt is recommended to organise the files into subfolders to avoid clutter.\n\nIn order to make this addon fully functional, at least two additional steps are required, which are explained in further detail in the subsequent sections:\n\n- A file named config.cpp should be created in the root of the Addon Folder for the game to be able to recognise the addon contents.\n- Paths to all files in the addon, such as script paths, model paths, etc. should be adjusted with respect to the Addon Prefix."},{"heading":"Addon Prefix","level":3,"markdown":"In simple terms, Addon Prefix is a virtual (in-game) path to the root folder of an addon. The game uses the addon prefix to find the files in the addon. This virtual path should preferably be unique to prevent collision with other addon files.\nThe addon prefix is added to the PBO properties by the packing tool.\n\nThe addon prefix is typically a single word:\n\n```\nAddon_Name\n```\n\nIt is also possible to use a directory-like prefix (where each pseudo-directory is separated by `\\`).\nThis prefix format is typically used by mods that contain several addons:\n\n```\nMod_Name\\Addon_Name\\Category\\...\n```\n\nFor example:\n\n```\nMy_Faction_Mod\\Faction_Name\\Vehicles\n```\n\nIt is also possible to use the same Addon Prefix in multiple addons (for example, to split an addon into smaller ones)\nHowever, note that their class names in CfgPatches must be different.\n\nOnce the addon prefix is set, the path to addon files will be as follows:\n\n```\nAddon_Prefix\\Folder\\File.format\n```\n\nFor example, assume a file called **car.p3d** exists in the Addon Folder as follows:\n\n```\nAddon_Folder    // Addon folder\n|__models        // A folder in Addon Folder called \"models\"\n   |__car.p3d    // A p3d (3D model) file\n```\n\nLet's assume we've set the addon prefix to \"My_Awesome_Car_Mod\". In **config.cpp**, the model path should be:\n\n```\nmodel = \"My_Awesome_Car_Mod\\models\\car.p3d\";\n```\n\nIn other words, instead of using `Addon_Folder`, every path should now start from the Addon Prefix.\n\n> [!IMPORTANT]\n> The addon prefix can only contain **English letters**, **numbers**, **underscore (`_`)** and backslash (`\\`). Note that **spaces are not allowed**!"},{"heading":"Setting the Addon prefix","level":4,"markdown":"There are several ways to set the addon prefix, depending on the packing tool used. The instructions for two commonly used tools, namely Addon Builder, Mikero's Tools, and HEMTT, are explained."},{"heading":"Using Addon Builder","level":5,"markdown":"To set the addon prefix using Addon Builder, simply navigate to \"Options\" and modify the \"Addon prefix\" edit box."},{"heading":"Using Mikero's pboProject","level":5,"markdown":"To set the addon prefix using Mikero's pboProject, create a text file called `$PBOPREFIX$.txt` in the root of the addon folder, and type the addon prefix in the file."},{"heading":"Using HEMTT","level":5,"markdown":"To set the addon prefix using HEMTT, create a text file called `$PBOPREFIX$` in the root of the addon folder, and type the addon prefix in the file.\nFor more information on using HEMTT, see the [\"HEMTT Book\"](https://hemtt.dev/)."},{"heading":"Config.cpp","level":3,"markdown":"When the game loads an addon, it looks for a file called **config.cpp** to determine how to process the addon contents. Without this file, the addon will be ignored by the game.\nIn other words, **config.cpp** is the hub through which **all of the addon contents** (such as vehicles, weapons, sounds, functions, etc.) will be processed and applied to the game.\n\nThis file should be created in the root of the Addon Folder. It is also possible to place additional **config.cpp** files in the subfolders of the addon, in which case the subfolders will be treated as separate addons by the game.\n\nAt the bare minimum, the **config.cpp** file requires a CfgPatches class.\nThis will allow the game to determine what external addons are required by this addon, what objects/weapons are being added, as well as miscellaneous information about the addon such as the author, version, etc.\n\nAll added/patched classes should be added to this file in order to be recognised and configured by the game."},{"heading":"Config Modifications","level":4,"markdown":"To add new content or modify existing ones, you typically need to create a sub-class into designated classes for that type of content.\n\nFor example, to add a new vehicle or modify an existing one, a new sub-class is created under `CfgVehicles`:\n\n```cpp\n// CfgVehicles is a special class that contains all object classes that are meant for AI/player interaction, such as Vehicles, Buildings, etc.\nclass CfgVehicles\n{\n    // Forward-declaration of class Car\n    // This tells the game that this class is an existing class in CfgVehicles and we're just importing it to use it in our own config\n    class Car;\n\n    // Inherit the class Car\n    // Note that if MyNewVehicle already exists, instead of creating a new one, we just end up modifying (i.e. patching) it\n    class MyNewVehicle : Car\n    {\n        // All properties of MyNewVehicle will be identical to Car, except for the model property which we just modified\n        model = \"...\";\n    };\n};\n```\n\nThe above config is just an example for demonstration purposes. For more details on how to create vehicles, weapons, etc. please refer to the existing documentations and the Arma 3 Samples (available on Steam).\n\n> [!NOTE]\n> Visit this page to learn more about config classes.\n\nAll added/modified config classes, such as CfgVehicles (objects, backpacks), CfgWeapons (weapons, weapon attachments, uniforms, vests, etc.), CfgMagazines (magazines, grenades, mines, etc.), CfgAmmo (projectiles, submunition, etc.), CfgFunctions (registered scripts), CfgCloudlets (particles), GUI elements, etc. need to be added to this file.\nIf the `config.cpp` file gets too big (which happens a lot with large mods), it is recommended to split it into separate files (e.g. `CfgFunctions.hpp` for CfgFunctions, etc.), and #include them in the **config.cpp** file:\n\n```cpp\n// All addons must have this class\nclass CfgPatches\n{\n    // ...\n};\n// These files are sitting next to config.cpp in the current folder\n#include \"cfgFunctions.hpp\"\n#include \"cfgVehicles.hpp\"\n#include \"some_other_file.hpp\"\n// This file is in the folder \"ui\"\n#include \"ui\\gui.hpp\"\n// etc.\n```"},{"heading":"Scripts","level":4,"markdown":"> [!NOTE]\n> It is recommended to register your scripts as functions in the CfgFunctions class, especially if they are expected to be executed many times during the mission.\n\nScripts can be executed through appropriate classes in **config.cpp**. There are several ways to execute scripts, depending on when the execution take place.\n\nFor example, scripts that need to be executed upon the start of the mission can be added to the CfgFunctions class with an init flag, such as `preInit = 1`.\n\nScripts that need to be executed when a certain event takes place (e.g. object creation, death, bullet impact, damage, etc.) can use Event Handlers, if applicable. Vehicles, weapons, projectiles, etc. can use configs to add event handlers once the object is created. It is also possible to add event handlers using scripts at a later point in the game.\n\nIn the case of scenarios (i.e. missions), scripts can be executed using Event Scripts (e.g. `init.sqf`), using object init fields in 3DEN, triggers and waypoint statements, or `CfgFunctions` similar to addons (except instead of `config.cpp`, the classes are placed in Description.ext)\n\nSome community modifications, such as **Community Base Addons 3 (CBA)**, add more ways to execute scripts, such as executing a script every time a unit is created (object init event handlers)"},{"heading":"Signing the Addon (optional)","level":3,"markdown":"Signing an addon allows it to be used in multiplayer servers that check for addon signatures. A private key is required for signing the addon."},{"heading":"Keys and Signatures","level":4,"markdown":"There are two types of keys involved in signing addon: **Private** keys and **Public** keys."},{"heading":"Private Key","level":5,"markdown":"A private key is a file in `.biprivatekey` format. It is used by the mod publisher to sign their addons.\n\n> [!IMPORTANT]\n> The private keys, as the name suggests, should never be given to the public!"},{"heading":"Public Key","level":5,"markdown":"A public key is a file in `.bikey` format. It is used by the server to check the addon signatures.\nIt is safe to give these files to the public (typically published with the mod itself; see Mod Folder Structure)."},{"heading":"Signature","level":5,"markdown":"A signature is a file placed next to the PBO file, to verify its contents.\nThey are named as `addon_name.pbo.key_name.bisign`"},{"heading":"Creating the Keys","level":4,"markdown":"To create the private and public keys, use the DSUtils program in Arma 3 Tools.\n\n> [!NOTE]\n> There is no need to create a new key with every version of an addon. That would require all servers using the addon to update the key after every update, which can be inconvenient."},{"heading":"Building the Addon","level":3,"markdown":""},{"heading":"Addon Builder","level":4,"markdown":"**Main interface**\n\nFolder Setup in Addon Builder\n\n- **Addon source directory:** Should be the path to the Addon folder\n- **Destination directory or filename:** The output folder which will contain the PBO file, as well as the signature (if \"Sign output PBO\" is checked)\n- **Sign Output PBO:** See Signing the Addon\n- **Binarize:** Binarised configs are loaded faster by the game. They will also be checked for syntax errors during the packing process.\n\n**Options**\n\n- **List of files to copy directly:** By default, only **.cpp** files are included in the addon. If other files need to be copied to the addon (e.g. scripts, models, etc.), add them to the list, separated by `;` or `,`. It is also possible to use the wildcard character `*` instead of the file names/formats. For example:\n\n```\n*.p3d;*.paa;*.sqf;*.fxy;*.xml;*.bisurf;*.rvmat;*.h\n```\n\nAll files will be copied in their original folder structure with respect to the Addon Folder.\n\n> [!NOTE]\n> When the \"Binarize\" option is checked, all #included **.hpp** files in **config.cpp** will be added to **config.bin** file. Therefore there is no need to add ***.hpp** to the list of files to add (unless they're used elsewhere in the mod, such as scripts)\n\n- **Addon Prefix:** See Addon Prefix\n- **Path to private key file:** Set this path to the private key file (if \"Sign output PBO\" is checked)\n\nOther options can be left at their default values.\n\nFinally, click on \"Pack\" to start the packing process."},{"heading":"Mikero's pboProject","level":4,"markdown":"Simply set the paths and click on Crunch. If the Addon Prefix is not defined, it will be set the same as the input folder name by default\nNote that pboProject requires all files referenced in the config to be physically present in the P drive, even if they come from other mods. (for example, if you use a vanilla asset in your addon, such as `A3\\Data_F\\Something.format`, you must copy that file to P drive: `P:\\A3\\Data_F\\Something.format`)"},{"heading":"HEMTT","level":4,"markdown":"[HEMTT](https://github.com/BrettMayson/HEMTT) is a build system for addons.\nIt has the great advantage of handling multiple addons at once as well as being able to be used in CLI environments like [GitHub Actions](https://github.com/arma-actions/hemtt).\nThe Arma 3 Tools have to be installed for it to binarise files. After installing hemtt you can get information about the usage with `hemtt help`. For a basic setup follow these steps:\n\nIn the command line enter the following command:\n\n```\nhemtt init\n```\n\nIf you get an error that hemtt was not found make sure that the executable is in the project folder or the hemtt directory is part of your %PATH% variable. Fill out the prompts.\nThen create a folder called \"addons\". Inside of this folder create another folder called \"main\". Then create the following files:\n\n- $PBOPREFIX$\n\n```\n\\z\\prefix\\addons\\main\n```\n\n- config.cpp\n\n```cpp\n#include \"script_component.hpp\"\n\nclass CfgPatches\n{\n    class ADDON\n    {\n        name = CSTRING(component);\n        units[] = {};\n        weapons[] = {};\n        requiredVersion = REQUIRED_VERSION;\n        requiredAddons[] = { \"CBA_main\" };\n        author = \"You\";\n        url = \"https://community.bistudio.com/wiki\";\n        VERSION_CONFIG;\n    };\n};\n```\n\n- script_component.hpp\n\n```cpp\n#define COMPONENT main\n#include \"script_mod.hpp\"\n\n#ifdef DEBUG_ENABLED_MAIN\n    #define DEBUG_MODE_FULL\n#endif\n\n#ifdef DEBUG_SETTINGS_MAIN\n    #define DEBUG_SETTINGS DEBUG_SETTINGS_MAIN\n#endif\n\n#include \"script_macros.hpp\"\n```\n\n- script_mod.hpp\n\nThe MAINPREFIX defaults to \"z\", the PREFIX is the one you entered during setup.\n\n```cpp\n#define MAINPREFIX z\n#define PREFIX prefix\n\n#include \"script_version.hpp\"\n\n#define VERSION MAJOR.MINOR.PATCH\n#define VERSION_AR MAJOR,MINOR,PATCH\n\n#define REQUIRED_VERSION 1.88\n```\n\n- script_macros.hpp\n\nThis will add CBA as a dependency.\n\n```cpp\n#include \"\\x\\cba\\addons\\main\\script_macros_common.hpp\"\n```\n\n- script_version.hpp\n\nKeep track of your mod's version in this file. Follows [semantic versioning](https://semver.org/lang/de/).\n\n```cpp\n#define MAJOR 0\n#define MINOR 0\n#define PATCH 0\n```\n\nNow you should be able to run\n\n```\nhemtt build\n```\n\nThe pbos are placed in the \"addons\" folder.\n\nFor more advanced setups and more examples check [CBA's git repository](https://github.com/CBATeam/CBA_A3) as well as [hemtt's GitHub](https://github.com/BrettMayson/HEMTT) page for documentation.\n\n1. Numbered list item"},{"heading":"Mod Folder Structure","level":3,"markdown":"The mod folder contents should be in a certain structure to be correctly recognised by the game, as well as when uploaded to the Steam Workshop using the Publisher tool.\nThe following tree list shows the general folder structure. Notice that some of these files/folders are optional, such as .bikey and .bisign files.\nIt is possible to ship other contents in the mod folder as well, such as documentation and changelog files.\n\n```\n@My_Mod                                    // Mod folder. The @ sign is not required, but it helps distinguish mods from official content.\n|__Addons                                // Addons folder, containing all addons and their signatures (if signed)\n|  |__addon_name.pbo\n|  |__addon_name.pbo.key_name.bisign\n|  |__other_addon.pbo\n|  |__other_addon.pbo.key_name.bisign\n|\n|__Keys                                    // Keys folder (if the mod is signed)\n|  |__key_name.bikey\n|\n|__mod.cpp                                // (Optional) mod.cpp contains the mod description, icon, hover icon, etc.\n|__mod.paa                                // (Optional) mod icon\n|__my_extension.dll                        // (Optional) extension that was created as part of the mod, if any\n|__my_mod_readme.pdf                    // (optional) Documentation file (not loaded by the game)\n```"}],"categories":["Arma 3: Tutorials","Stubs"],"groups":["Modding"]},{"name":"Arma 3: ctrlCreate/classnames","title":"Arma 3: ctrlCreate/classnames","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_ctrlCreate/classnames","revid":249567,"updated":"2021-02-25T09:17:36Z","aliases":["ctrlCreate/classnames"],"markdown":"Ancillary sub-page of ctrlCreate, listing control classnames available in config.\n\nABCDEFGHIJKLMNOPQRSTUVWXYZ#\n\n#### A\n\n- RscActivePicture\n- RscActivePictureKeepAspect\n- RscActiveText\n- RscAttributeAreaSize\n- RscAttributeBehaviour\n- RscAttributeBootcampStage\n- RscAttributeCAS\n- RscAttributeCountdown\n- RscAttributeDamage\n- RscAttributeDiaryRecord\n- RscAttributeEndMission\n- RscAttributeExec\n- RscAttributeFog\n- RscAttributeFormation\n- RscAttributeFuel\n- RscAttributeGenericRadio\n- RscAttributeGroupID\n- RscAttributeHintCustom\n- RscAttributeHintTopics\n- RscAttributeInventory\n- RscAttributeLock\n- RscAttributeMarkerColor\n- RscAttributeMarkerText\n- RSCATTRIBUTEMISSIONNAME\n- RscAttributeMusic\n- RscAttributeMusicVolume\n- RscAttributeName\n- RscAttributeOvercast\n- RscAttributeOwners\n- RscAttributeOwners2\n- RscAttributePostprocess\n- RscAttributePunishmentAnimation\n- RscAttributeRank\n- RscAttributeRespawnInventory\n- RscAttributeRespawnPosition\n- RscAttributeRespawnTickets\n- RscAttributeRespawnVehicle\n- RscAttributeSide\n- RscAttributeSkill\n- RscAttributeSkiptime\n- RscAttributeSound\n- RscAttributeSpeedMode\n- RscAttributeTargetData\n- RscAttributeTargetDataStore\n- RscAttributeTargetPopup\n- RscAttributeTargetPopupDelay\n- RscAttributeTargetState\n- RscAttributeTargetTexture\n- RscAttributeTaskDescription\n- RscAttributeTaskDestination\n- RscAttributeTaskState\n- RscAttributeText\n- RscAttributeUnitPos\n- RscAttributeWaypointTimeout\n- RscAttributeWaypointType\n\n#### B\n\n- RscBackground\n- RscBackgroundGUI\n- RscBackgroundGUIBottom\n- RscBackgroundGUIDark\n- RscBackgroundGUILeft\n- RscBackgroundGUIRight\n- RscBackgroundGUITop\n- RscBackgroundLogo\n- RscBackgroundStripeBottom\n- RscBackgroundStripeTop\n- RscBurst\n- RscButton\n- RscButtonArsenal\n- RscButtonEditor\n- RscButtonImages\n- RscButtonMenu\n- RscButtonMenuCancel\n- RscButtonMenuOK\n- RscButtonMenuSteam\n- RscButtonSmall\n- RscButtonTextOnly\n\n#### C\n\n- RscCallSupport\n- RscChatListBriefing\n- RscChatListCurator\n- RscChatListDefault\n- RscChatListMap\n- RscChatListMission\n- RscCheckBox\n- RscColorPicker\n- RscCombatMode\n- RscCombo\n- RscCompass\n- RscControlsGroup\n- RscControlsGroupNoHScrollbars\n- RscControlsGroupNoScrollbars\n- RscControlsGroupNoVScrollbars\n\n#### D\n\n- RscDebugConsole\n- RscDisplayBackgroundStripes\n- RscDisplayEmpty\n- RscDisplayUavTerminalWaypointMenu\n\n#### E\n\n- RscEdit\n\n#### F\n\n- RscFeedback\n- RscFormations\n- RscFrame\n\n#### G\n\n- RscGearShortcutButton\n- RscGearTemplates\n- RscGroupRootMenu\n\n#### H\n\n- RscHCCombatMode\n- RscHCFormations\n- RscHCGroupRootMenu\n- RscHCMainMenu\n- RscHCMoveHigh\n- RscHCReply\n- RscHCSelectTeam\n- RscHCSpeedMode\n- RscHCTeam\n- RscHCUAV\n- RscHCWatchDir\n- RscHCWPCombatMode\n- RscHCWPFormations\n- RscHCWPRootMenu\n- RscHCWPSpeedMode\n- RscHCWPType\n- RscHCWPWait\n- RscHintGroup\n- RscHitZones\n- RscHTML\n\n#### I\n\n- RscIGProgress\n- RscIGText\n- RscIGUIListBox\n- RscIGUIListNBox\n- RscIGUIShortcutButton\n- RscIGUIText\n- RscIGUIValue\n- RscInGameUI\n- RscInterlacingScreen\n\n#### L\n\n- RscLadderPicture\n- RscLine\n- RscLineBreak\n- RscListBox\n- RscListBoxKeys\n- RscListNBox\n- RscLoadingText\n\n#### M\n\n- RscMainMenu\n- RscMap\n- RscMapControl\n- RscMapControlEmpty\n- RscMapControlTooltip\n- RscMapSignalBackground\n- RscMapSignalPicture\n- RscMapSignalText\n- RscMenuBasicLevel\n- RscMenuCombatMode\n- RscMenuEngage\n- RscMenuFormations\n- RscMenuMove\n- RscMenuReply\n- RscMenuSelectTeam\n- RscMenuStatus\n- RscMenuTeam\n- RscMenuWatchDir\n- RscMessageBox\n- RscMissionStatus\n- RscMoveDir\n- RscMoveDist\n- RscMoveHigh\n- RscMsgBox\n- RscMsgBox3\n- RscMsgBoxError\n\n#### N\n\n- RscNotificationArea\n\n#### O\n\n- RscObject\n- RscObjectives\n- RscOpticsText\n- RscOpticsValue\n\n#### P\n\n- RscPendingInvitation\n- RscPendingInvitationInGame\n- RscPicture\n- RscPictureKeepAspect\n- RscProgress\n- RscProgressNotFreeze\n\n#### R\n\n- RscRadio\n- RscReply\n\n#### S\n\n- RscSelectTeam\n- RscShortcutButton\n- RscShortcutButtonMain\n- RscSitesTemplates\n- RscSlider\n- RscSliderH\n- RscStatus\n- RscStructuredText\n- RscSubmenu\n\n#### T\n\n- RscTeam\n- RscText\n- RscTextCheckBox\n- RscTextSmall\n- RscTitle\n- RscTitles\n- RscTitlesText\n- RscToolbox\n- RscToolboxButton\n- RscTree\n\n#### U\n\n- RscUAVCombatMode\n- RscUAVFormations\n- RscUAVGroupRootMenu\n- RscUAVMainMenu\n- RscUAVMoveHigh\n- RscUAVReply\n- RscUAVSelectTeam\n- RscUAVSpeedMode\n- RscUAVTeam\n- RscUAVUAV\n- RscUAVWatchDir\n- RscUAVWPAltitude\n- RscUAVWPFireMode\n- RscUAVWPFormations\n- RscUAVWPRootMenu\n- RscUAVWPType\n\n#### V\n\n- RscVignette\n\n#### W\n\n- RscWatch\n- RscWatchDir\n- RscWatchMoreDir\n- RscWIP\n\n#### X\n\n- RscXKey\n- RscXKeyShadow\n- RscXListBox\n- RscXSliderH","sections":[{"heading":null,"level":1,"markdown":"Ancillary sub-page of ctrlCreate, listing control classnames available in config.\n\nABCDEFGHIJKLMNOPQRSTUVWXYZ#"},{"heading":"A","level":4,"markdown":"- RscActivePicture\n- RscActivePictureKeepAspect\n- RscActiveText\n- RscAttributeAreaSize\n- RscAttributeBehaviour\n- RscAttributeBootcampStage\n- RscAttributeCAS\n- RscAttributeCountdown\n- RscAttributeDamage\n- RscAttributeDiaryRecord\n- RscAttributeEndMission\n- RscAttributeExec\n- RscAttributeFog\n- RscAttributeFormation\n- RscAttributeFuel\n- RscAttributeGenericRadio\n- RscAttributeGroupID\n- RscAttributeHintCustom\n- RscAttributeHintTopics\n- RscAttributeInventory\n- RscAttributeLock\n- RscAttributeMarkerColor\n- RscAttributeMarkerText\n- RSCATTRIBUTEMISSIONNAME\n- RscAttributeMusic\n- RscAttributeMusicVolume\n- RscAttributeName\n- RscAttributeOvercast\n- RscAttributeOwners\n- RscAttributeOwners2\n- RscAttributePostprocess\n- RscAttributePunishmentAnimation\n- RscAttributeRank\n- RscAttributeRespawnInventory\n- RscAttributeRespawnPosition\n- RscAttributeRespawnTickets\n- RscAttributeRespawnVehicle\n- RscAttributeSide\n- RscAttributeSkill\n- RscAttributeSkiptime\n- RscAttributeSound\n- RscAttributeSpeedMode\n- RscAttributeTargetData\n- RscAttributeTargetDataStore\n- RscAttributeTargetPopup\n- RscAttributeTargetPopupDelay\n- RscAttributeTargetState\n- RscAttributeTargetTexture\n- RscAttributeTaskDescription\n- RscAttributeTaskDestination\n- RscAttributeTaskState\n- RscAttributeText\n- RscAttributeUnitPos\n- RscAttributeWaypointTimeout\n- RscAttributeWaypointType"},{"heading":"B","level":4,"markdown":"- RscBackground\n- RscBackgroundGUI\n- RscBackgroundGUIBottom\n- RscBackgroundGUIDark\n- RscBackgroundGUILeft\n- RscBackgroundGUIRight\n- RscBackgroundGUITop\n- RscBackgroundLogo\n- RscBackgroundStripeBottom\n- RscBackgroundStripeTop\n- RscBurst\n- RscButton\n- RscButtonArsenal\n- RscButtonEditor\n- RscButtonImages\n- RscButtonMenu\n- RscButtonMenuCancel\n- RscButtonMenuOK\n- RscButtonMenuSteam\n- RscButtonSmall\n- RscButtonTextOnly"},{"heading":"C","level":4,"markdown":"- RscCallSupport\n- RscChatListBriefing\n- RscChatListCurator\n- RscChatListDefault\n- RscChatListMap\n- RscChatListMission\n- RscCheckBox\n- RscColorPicker\n- RscCombatMode\n- RscCombo\n- RscCompass\n- RscControlsGroup\n- RscControlsGroupNoHScrollbars\n- RscControlsGroupNoScrollbars\n- RscControlsGroupNoVScrollbars"},{"heading":"D","level":4,"markdown":"- RscDebugConsole\n- RscDisplayBackgroundStripes\n- RscDisplayEmpty\n- RscDisplayUavTerminalWaypointMenu"},{"heading":"E","level":4,"markdown":"- RscEdit"},{"heading":"F","level":4,"markdown":"- RscFeedback\n- RscFormations\n- RscFrame"},{"heading":"G","level":4,"markdown":"- RscGearShortcutButton\n- RscGearTemplates\n- RscGroupRootMenu"},{"heading":"H","level":4,"markdown":"- RscHCCombatMode\n- RscHCFormations\n- RscHCGroupRootMenu\n- RscHCMainMenu\n- RscHCMoveHigh\n- RscHCReply\n- RscHCSelectTeam\n- RscHCSpeedMode\n- RscHCTeam\n- RscHCUAV\n- RscHCWatchDir\n- RscHCWPCombatMode\n- RscHCWPFormations\n- RscHCWPRootMenu\n- RscHCWPSpeedMode\n- RscHCWPType\n- RscHCWPWait\n- RscHintGroup\n- RscHitZones\n- RscHTML"},{"heading":"I","level":4,"markdown":"- RscIGProgress\n- RscIGText\n- RscIGUIListBox\n- RscIGUIListNBox\n- RscIGUIShortcutButton\n- RscIGUIText\n- RscIGUIValue\n- RscInGameUI\n- RscInterlacingScreen"},{"heading":"L","level":4,"markdown":"- RscLadderPicture\n- RscLine\n- RscLineBreak\n- RscListBox\n- RscListBoxKeys\n- RscListNBox\n- RscLoadingText"},{"heading":"M","level":4,"markdown":"- RscMainMenu\n- RscMap\n- RscMapControl\n- RscMapControlEmpty\n- RscMapControlTooltip\n- RscMapSignalBackground\n- RscMapSignalPicture\n- RscMapSignalText\n- RscMenuBasicLevel\n- RscMenuCombatMode\n- RscMenuEngage\n- RscMenuFormations\n- RscMenuMove\n- RscMenuReply\n- RscMenuSelectTeam\n- RscMenuStatus\n- RscMenuTeam\n- RscMenuWatchDir\n- RscMessageBox\n- RscMissionStatus\n- RscMoveDir\n- RscMoveDist\n- RscMoveHigh\n- RscMsgBox\n- RscMsgBox3\n- RscMsgBoxError"},{"heading":"N","level":4,"markdown":"- RscNotificationArea"},{"heading":"O","level":4,"markdown":"- RscObject\n- RscObjectives\n- RscOpticsText\n- RscOpticsValue"},{"heading":"P","level":4,"markdown":"- RscPendingInvitation\n- RscPendingInvitationInGame\n- RscPicture\n- RscPictureKeepAspect\n- RscProgress\n- RscProgressNotFreeze"},{"heading":"R","level":4,"markdown":"- RscRadio\n- RscReply"},{"heading":"S","level":4,"markdown":"- RscSelectTeam\n- RscShortcutButton\n- RscShortcutButtonMain\n- RscSitesTemplates\n- RscSlider\n- RscSliderH\n- RscStatus\n- RscStructuredText\n- RscSubmenu"},{"heading":"T","level":4,"markdown":"- RscTeam\n- RscText\n- RscTextCheckBox\n- RscTextSmall\n- RscTitle\n- RscTitles\n- RscTitlesText\n- RscToolbox\n- RscToolboxButton\n- RscTree"},{"heading":"U","level":4,"markdown":"- RscUAVCombatMode\n- RscUAVFormations\n- RscUAVGroupRootMenu\n- RscUAVMainMenu\n- RscUAVMoveHigh\n- RscUAVReply\n- RscUAVSelectTeam\n- RscUAVSpeedMode\n- RscUAVTeam\n- RscUAVUAV\n- RscUAVWatchDir\n- RscUAVWPAltitude\n- RscUAVWPFireMode\n- RscUAVWPFormations\n- RscUAVWPRootMenu\n- RscUAVWPType"},{"heading":"V","level":4,"markdown":"- RscVignette"},{"heading":"W","level":4,"markdown":"- RscWatch\n- RscWatchDir\n- RscWatchMoreDir\n- RscWIP"},{"heading":"X","level":4,"markdown":"- RscXKey\n- RscXKeyShadow\n- RscXListBox\n- RscXSliderH"}],"categories":["Arma 3: Reference Lists","GUI Topics"],"groups":["GUI"]},{"name":"Arma 3: ctrlMapCursor/cursors","title":"Arma 3: ctrlMapCursor/cursors","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_ctrlMapCursor/cursors","revid":293483,"updated":"2021-09-21T19:50:43Z","aliases":["ctrlMapCursor/cursors"],"markdown":"Ancillary sub-page of ctrlMapCursor, listing cursor classes available in Arma 3.\n\n- Arrow\n- Debug\n- Track\n- Move\n- Scroll\n- Rotate\n- Track3D\n- Move3D\n- Rotate3D\n- Raise3D\n- Wait\n- HC_move\n- HC_overFriendly\n- HC_overEnemy\n- HC_overMission\n- HC_unsel\n- Curator\n- CuratorSelect\n- CuratorPlace\n- CuratorPlaceMulti\n- CuratorPlaceDisabled\n- CuratorPlaceWaypoint\n- CuratorPlaceWaypointMulti\n- CuratorPlaceWaypointCycle\n- CuratorPlaceWaypointDestroy\n- CuratorPlaceWaypointDestroyMulti\n- CuratorPlaceWaypointGetIn\n- CuratorPlaceWaypointGetInMulti\n- CuratorPlaceWaypointHook\n- CuratorPlaceWaypointHookMulti\n- CuratorMove\n- CuratorMoveZ\n- CuratorMoveSnap\n- CuratorMoveDisabled\n- CuratorMoveIn\n- CuratorMoveInDisabled\n- CuratorRotate\n- CuratorGroup\n- CuratorSync\n- CuratorDisconnect\n- 3DEN\n- 3DENSelect\n- 3DENSelectWidgetX\n- 3DENSelectWidgetY\n- 3DENSelectWidgetZ\n- 3DENPlace\n- 3DENPlaceMulti\n- 3DENPlaceZ\n- 3DENPlaceZMulti\n- 3DENPlaceWaypoint\n- 3DENPlaceWaypointMulti\n- 3DENPlaceWaypointAttach\n- 3DENPlaceWaypointAttachMulti\n- 3DENMove\n- 3DENMoveZ\n- 3DENMoveSnap\n- 3DENMoveIn\n- 3DENMoveInDisabled\n- 3DENRotate\n- 3DENConnectGroup\n- 3DENConnectSync\n- 3DENDisconnect\n- 3DENTransformRotate0\n- 3DENTransformRotate90\n- 3DENTransformRotate180\n- 3DENTransformRotate270\n- 3DENTransformScale0\n- 3DENTransformScale45\n- 3DENTransformScale90\n- 3DENTransformScale135","sections":[{"heading":null,"level":1,"markdown":"Ancillary sub-page of ctrlMapCursor, listing cursor classes available in Arma 3.\n\n- Arrow\n- Debug\n- Track\n- Move\n- Scroll\n- Rotate\n- Track3D\n- Move3D\n- Rotate3D\n- Raise3D\n- Wait\n- HC_move\n- HC_overFriendly\n- HC_overEnemy\n- HC_overMission\n- HC_unsel\n- Curator\n- CuratorSelect\n- CuratorPlace\n- CuratorPlaceMulti\n- CuratorPlaceDisabled\n- CuratorPlaceWaypoint\n- CuratorPlaceWaypointMulti\n- CuratorPlaceWaypointCycle\n- CuratorPlaceWaypointDestroy\n- CuratorPlaceWaypointDestroyMulti\n- CuratorPlaceWaypointGetIn\n- CuratorPlaceWaypointGetInMulti\n- CuratorPlaceWaypointHook\n- CuratorPlaceWaypointHookMulti\n- CuratorMove\n- CuratorMoveZ\n- CuratorMoveSnap\n- CuratorMoveDisabled\n- CuratorMoveIn\n- CuratorMoveInDisabled\n- CuratorRotate\n- CuratorGroup\n- CuratorSync\n- CuratorDisconnect\n- 3DEN\n- 3DENSelect\n- 3DENSelectWidgetX\n- 3DENSelectWidgetY\n- 3DENSelectWidgetZ\n- 3DENPlace\n- 3DENPlaceMulti\n- 3DENPlaceZ\n- 3DENPlaceZMulti\n- 3DENPlaceWaypoint\n- 3DENPlaceWaypointMulti\n- 3DENPlaceWaypointAttach\n- 3DENPlaceWaypointAttachMulti\n- 3DENMove\n- 3DENMoveZ\n- 3DENMoveSnap\n- 3DENMoveIn\n- 3DENMoveInDisabled\n- 3DENRotate\n- 3DENConnectGroup\n- 3DENConnectSync\n- 3DENDisconnect\n- 3DENTransformRotate0\n- 3DENTransformRotate90\n- 3DENTransformRotate180\n- 3DENTransformRotate270\n- 3DENTransformScale0\n- 3DENTransformScale45\n- 3DENTransformScale90\n- 3DENTransformScale135"}],"categories":["Arma 3: Reference Lists","GUI Topics"],"groups":["GUI"]},{"name":"Arma 3: Curator","title":"Arma 3: Curator","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Curator","revid":369849,"updated":"2024-10-16T13:52:02Z","aliases":["Arma 3 Curator","Curator","Zeus Editing"],"markdown":"**Curator** is a technical name for Arma 3 Zeus game master system. Every involved scripting command, event handler or class name contains the name.\nThe reason for it is to have a generic name which can be passed from project to project without any associations.\n\n### Setup\n\nThe central piece of every curator is Game Master module, otherwise referred to as Curator Logic. It stores every setting, like editing areas, available objects or their costs.\n\nYou can find the module in **Systems (F5) > Zeus > Game Master**\n\nIn module arguments, can set the curator unit (either specific unit, player with given UID or server admin) and that's all you need to add game master to your mission.\nWithout any further settings, all objects will be available for free and whole map will be editable.\n\nThere can be multiple modules present in a mission, each with its own settings. As a result, you can have for example two competing curators, or a group of allied curators, each with different abilities.\n\nIn every examples on this page, we'll call the module *myCurator*.\n\n> [!NOTE]\n> - Detailed module descriptions are available in the game after clicking on SHOW INFO button while editing a module.\n> - Function descriptions can be accessed in game using Functions Viewer.\n> - All curator related scripting commands can be found in the Curator command group.\n\n### Costs\n\nMission designer can assign cost to every object curator can interact with. The cost is applied when performing actions like placing, editing or deleting.\nIt affects curator's resources - **points** - which are in range from 0 (no points) to 1 (full points; can't be larger than this value).\nThe cost can be both negative and positive, so some actions can actually add points (e.g., deleting).\nPoints can be adjusted by addCuratorPoints and returned using curatorPoints, or you can use *Manage Resources* module.\n\nCosts for each entity type are calculated differently:\n\n- Object costs are defined in the event handler.\n- Modules are perceived as normal objects and are also defined in the handler.\n- Waypoint costs are set by setCuratorWaypointCost command.\n- Markers are always free.\n\n#### Assigning\n\n##### Manual\n\nYou can assign individual cost for every object in the game using CuratorObjectRegistered event handler.\nIt's executed when player enters curator interface, so individual values cannot be changed on the fly.\nHowever, you can still tweak costs using action coefficients and available objects by unlocking addons.\n\n```sqf\nmyCurator addEventHandler [\"CuratorObjectRegistered\", { /* code here, see below */ }];\n```\n\nArguments passed into the handler are:\n\n- curator: Object\n- input: Array of Strings - all CfgVehicles classes\n\nExpected returned value is an Array of Arrays of the same size as the input array, with each item belonging to a class with the same array index. Missing or incorrect values will be replaced by default *[true,0,0]*.\n\n- Input:\n\n  ```\n  [string1, string2, string3, ... classN]\n  ```\n- Output:\n\n  ```\n  [array1, array2, array3, ... arrayN]\n  ```\n\n**Example**:\n\n- Input (3 classes): `[\"B_Soldier_F\", \"B_MRAP_01_F\", \"ModuleLightning_F\"]`\n- Output (3 arrays with settings): `[[true, 0.1], [true, 0.5, 0.6], [false, 0, 0]]`\n\nEvery item in the array is in the following format:\n\n```\n[show, cost, (costWithCrew)]\n```\n\n- show: Boolean - true to let the object appear in the CREATE list, false to hide it (costs will still be accepted if an object of the type is already present in the mission and made editable)\n- cost: Number - cost of the object\n- costWithCrew (Optional): Number - cost of the object with crew in it (affects only vehicles). When undefined, normal cost is used.\n\n**Example of the whole event handler:**\n\n```sqf\nmyCurator addEventHandler [\n    \"CuratorObjectRegistered\",\n    {\n        _classes = _this select 1;\n        _costs = [];\n        {\n            _cost = if (_x isKindOf \"Man\") then {[true,0.1]} else { [false, 0] }; // show only objects of type \"Man\", hide everything else\n            _costs pushBack _cost;\n        } forEach _classes; // go through all classes and assign cost for each of them\n        _costs\n    }\n];\n```\n\nAlternatively, you can set cost of specific objects by BIS_fnc_curatorObjectRegistered, with crew costs calculated automatically based on vehicle cost + cost of all crew members.\n\n- When the function is executed multiple times, results are combined together.\n  - Example:\n    - **Show** value of an object has to be true in all instances (e.g., one false will hide the object)\n    - **Cost** values are multiplied together (e.g., one 0 will set the cost to 0)\n\n##### Using Cost Tables\n\nThere's a scripted function which will export all objects from specified addons into spreadsheet format, where you can define individual costs and see additional data, like how many objects can be build at one or how long will it take to \"recharge\" points until the object is available. The table also automatically calculates costs of vehicles with crew and of whole groups. As such, it is invaluable tool for balancing curator missions.\n\nSteps how to create the table:\n\n1. Call BIS_fnc_exportCuratorCostTable to generate the table based on given addons into clipboard\n   **Example:** `[\"A3_Characters_F_BLUFOR\", \"A3_Soft_F_MRAP_01\"], \"ods\"] spawn BIS_fnc_exportCuratorCostTable;`\n1. Run OpenOffice Calc (or Microsoft Excel; use \"xls\" as a second param when calling the functions, as both programs are using different formula formatting)\n1. Paste the generated text into the spreadsheet\n\nNow when the table is generated, you can assign specific costs to each objects and watch how it affects vehicles and groups involving the object./\n\n- Class names in the second column leads to Arma 3 Assets page with further details, like weapons or magazines the object can carry.\n- Display names in the third column are links directly to object preview images.\n\nWhen finished, export the result into the game by following these steps:\n\n1. Scroll down to \"Export\" field\n1. Copy all cells between *// Generated by BIS_fnc_exportCuratorCostTable* and the document end.\n   **Example:**\n\n   ```sqf\n   // Generated by BIS_fnc_exportCuratorCostTable\n   // [[\"A3_Characters_F_BLUFOR\",\"A3_Soft_F_MRAP_01\"],\"ods\"] call BIS_fnc_exportCuratorCostTable;\n   _BLUFOR_A3_Characters_F_BLUFOR = ['B_Soldier_GL_F',1,'B_soldier_AR_F',1,'B_Soldier_TL_F',1,'B_soldier_LAT_F',1,,0];\n   _BLUFOR_A3_Soft_F_MRAP_01 = ['B_MRAP_01_F',3,,0];\n   _BLUFOR = _BLUFOR_A3_Characters_F_BLUFOR + _BLUFOR_A3_Soft_F_MRAP_01 + [];\n   ```\n1. Import the result in the game again using BIS_fnc_curatorObjectRegisteredTable\n   **Example:**\n\n   ```sqf\n   [myCurator,_BLUFOR] call BIS_fnc_curatorObjectRegisteredTable;\n   ```\n\n#### Action Coefficients\n\nOnce you assigned cost to every object, you can now use it for every action curator can perform.\n\n```sqf\nmyCurator setCuratorCoef [\"place\", -0.2];\n```\n\nIf some object, for example BLUFOR soldier \"B_Soldier_F\" from the previous example, will have assigned cost 0.1, cost for placing will be:\n\n*0.1 * -0.2 = -0.02*\n\nIf curator have full points (value is 1), it means he can build 50 BLUFOR soldiers (*-1 * -0.02 = 50*). While individual object costs cannot be changed on the fly, coefficient can be easily used to tweak all costs.\n\nAvailable actions are:\n\n- \"place\"\n- \"edit\"\n- \"delete\"\n- \"destroy\"\n- \"group\"\n- \"synchronize\"\n\nAdditionally, while action can be disabled by assigning large negative coefficient, e.g., -10000. Trying to perform the action will then result in onscreen warning for curator.\n\nCoefficients can be also assigned in *Set Editing Costs* module.\n\n### Unlocking Addons\n\nYou can set which objects will be available curator by toggling specific addons. This can be done on the fly, and it is primary way how to unlock content for curator during a mission.\n\nSee Arma 3 assets to check which objects belongs to which addon, or use unitAddons to get addons of specific object class.\n\n> [!NOTE]\n> Only activated addons can be added (i.e., addons preloaded by the mission).\n>\n> All official addons are activated by default, but unofficial ones are activated only when an object contained in such addon is present in the mission.\n>\n> If that's not the case, you can use activateAddons or BIS_fnc_activateAddons to activate them. This is however possible only at the mission start - on the fly activation is not possible.\n\nInitial addons can be adjusted in *Game Master* module attributes, with available values being:\n\n- **All official addons** - default state, includes all activeted addons\n- **Addons present in the mission** - only addons of objects present in the mission upon mission start. E.g., if you inserted only BLUFOR soldiers and MRAPs in the mission, addons will be [\"A3_Characters_F_BLUFOR\",\"A3_Soft_F_MRAP_01\"]\n- **None** - no addons are enabled by the module, mission designer has to add them manually.\n\nDuring the missions, use *Manage Addons* module or scripting commands to toggle addons:\n\n- addCuratorAddons\n- removeCuratorAddons\n- removeAllCuratorAddons\n- curatorAddons\n\n**Example:**\n\n```sqf\nmyCurator addCuratorAddons [\"A3_Armor_F_AMV\", \"A3_Armor_F_Panther\"];\nmyCurator removeCuratorAddons [\"A3_Soft_F_MRAP_01\"];\n```\n\n#### Community Addons\n\nCurator system relies on correct configuration of object. When you unlock an addon, it will in turn enable all objects defined in *units* array of *CfgPatches*.\nIf the addon author didn't do this, his objects won't be available.\n\n```cpp\nclass CfgPatches\n{\n    class TAG_MyAddon\n    {\n        units[] = { \"TAG_MyObject1\", \"TAG_MyObject2\" }; // here\n        weapons[] = {};\n        requiredVersion = 1;\n        requiredAddons[] = {};\n    };\n};\n```\n\n### Editable Objects\n\nBy default, every object placed by curator is immediately made editable. Any other object can be added by *Add Editable Objects* module or using\nscripting commands:\n\n- addCuratorEditableObjects\n- removeCuratorEditableObjects\n- curatorEditableObjects\n\nEditable players are marked by a red color in the EDIT list and by red circle displayed over their icon. They cannot be moved, rotated, deleted or destroyed, but grouping, syncing and setting attributes works.\nEditable players can also ping their curator by pressing Zeus key (<kbd>Y</kbd> by default), which results in their name and icon flashing for a short moment.\nCurator can press <kbd>Space</kbd> to quickly move the camera to their location.\n\n### Editing Areas\n\nEditing area is a zone in which curator can modify entities. It's used to limit curator into specific area, or restrict him from other (e.g., around players).\n\nIt can be set using *Add Editing Area* and *Restrict Editing Around Players* modules or by following scripting commands:\n\n- addCuratorEditingArea\n- removeCuratorEditingArea\n- removeAllCuratorEditingAreas\n- curatorEditingArea\n- setCuratorEditingAreaType\n- allowCuratorLogicIgnoreAreas\n\nAreas can be circle only, and can be composed together to build much larger area. Mission designer can set whether editing is allowed only inside them, or only outside them.\nFor performance reasons, it is not possible to define it per individual area.\n\nFor curator, the area is visualized by blue (during day) and green (during night) \"walls\" in the scene and by black icons in the map. Players can't see it.\n\n*Table showing which actions are permitted **outside** of the editing area for each entity type:*\n\n|  | Place | Edit | Delete | Destroy | Group | Synchronize |\n|---|---|---|---|---|---|---|\n| Objects | Restricted | Restricted | Restricted | Allowed | Allowed | Allowed |\n| Modules | Based on allowCuratorLogicIgnoreAreas |  |  | N/A | N/A | Allowed |\n| Markers | Allowed | Allowed | Allowed | N/A | N/A | N/A |\n| Waypoints | Allowed | Allowed | Allowed | N/A | N/A | N/A |\n\n### Camera\n\n#### Camera Area\n\nCamera area defines where can curator move with the camera. It's not visualized in any way, but reaching the border will result in camera \"sliding\" along it, so it can be felt.\nAs with editing areas, camera ones can also be grouped into larger chunks, and designer can set whether they camera can operate only inside or only outside of them.\nAdditionally, it is possible to set maximal camera altitude.\n\nUse *Add Camera Area* or following scripting commands to set the area:\n\n- addCuratorCameraArea\n- removeCuratorCameraArea\n- removeAllCuratorCameraAreas\n- curatorCameraArea\n- setCuratorCameraAreaCeiling\n\n#### Camera Position\n\nYou can teleport curator camera to specific position using *Set Camera Positon*.\nThe module can be also use to set default camera position after opening curator interface, when *Use as default* module attribute is set to *Enabled*.\n\nIn scripts, you can move curatorCamera around like any other object. However, most camera commands won't work on it.\nThe camera is local to the curator owner, so any changes to it has to be executed locally as well.\n\n**Example:**\n\n```sqf\ncuratorCamera setPos [position player select 0, position player select 1, 30];\ncuratorCamera setVectorDirAndUp [[0, 1, -0.5], [0, 0, 1]];\n```\n\nYou can also call BIS_fnc_setCuratorCamera, which will also let you to transition the camera into desired position smoothly.\n\n### Attributes\n\nAttributes are specific settings available after double-clicking on an entity.\n\nYou can set which attributes will be available for entities by *Set Attributes* modules or using BIS_fnc_setCuratorAttributes. By default, all attributes are shown. Modules are using custom attributes.\n\nAvailable attributes for each entity type are:\n\n- **Object / Player**\n  - Skill\n  - UnitPos\n  - Rank\n  - Damage\n  - Fuel\n  - Lock\n  - RespawnVehicle\n  - RespawnPosition\n  - Exec *(visible only when debug console is available)*\n- **Group**\n  - GroupID\n  - Behaviour\n  - Formation\n  - UnitPos\n- **Marker**\n  - Text\n  - Color\n- **Waypoint**\n  - Behaviour\n  - Formation\n\n### Icons\n\nMission designer can show an icon visible only in curator interface\n\n- Use *Add Icon* module or BIS_fnc_addCuratorIcon and BIS_fnc_removeCuratorIcon to manage custom icons. Icon definition is the same as is used by drawIcon3D command\n- BIS_fnc_drawCuratorDeaths will show a skull icon on position where given unit died (useful for tracking where players are dying in PvP matches)\n- BIS_fnc_drawCuratorLocations shows names of nearby settlements, which can help with navigation on large terrains.\n- BIS_fnc_drawCuratorRespawnMarkers shows an icon on respawn markers\n\n### Compositions\n\nSince Arma 3 v2.06 is it possible to place custom compositions created in Eden Editor in Zeus.\nIn order to enable Zeus to spawn custom compositions *zeusCompositionScriptLevel* needs to be defined in Description.ext - zeusCompositionScriptLevel **or** Arma 3: Server Config File.\n\n#### Notes\n\n- Arma 3: Simple Objects are not supported. They will be placed as normal entities\n- Compositions that use non-whitelisted/non-loaded mods are not shown in the compositions list\n- Some objects cannot be edited after spawning (USS Liberty/Freedom ships), as they only create a dummy object, that then spawns the ship parts afterward\n- Mines are not \"supported\". You can place them but not edit/remove them after placing\n\n#### Shortcuts\n\n- Press <kbd>Ctrl</kbd> to make the composition follow the terrain\n- Press <kbd>Alt</kbd> to place the composition at its original location where it was created in Eden Editor\n\n### Misc\n\n- [Zeus logo PSD source file](http://temp.moricky.com/zeusLogo.psd)","sections":[{"heading":null,"level":1,"markdown":"**Curator** is a technical name for Arma 3 Zeus game master system. Every involved scripting command, event handler or class name contains the name.\nThe reason for it is to have a generic name which can be passed from project to project without any associations."},{"heading":"Setup","level":3,"markdown":"The central piece of every curator is Game Master module, otherwise referred to as Curator Logic. It stores every setting, like editing areas, available objects or their costs.\n\nYou can find the module in **Systems (F5) > Zeus > Game Master**\n\nIn module arguments, can set the curator unit (either specific unit, player with given UID or server admin) and that's all you need to add game master to your mission.\nWithout any further settings, all objects will be available for free and whole map will be editable.\n\nThere can be multiple modules present in a mission, each with its own settings. As a result, you can have for example two competing curators, or a group of allied curators, each with different abilities.\n\nIn every examples on this page, we'll call the module *myCurator*.\n\n> [!NOTE]\n> - Detailed module descriptions are available in the game after clicking on SHOW INFO button while editing a module.\n> - Function descriptions can be accessed in game using Functions Viewer.\n> - All curator related scripting commands can be found in the Curator command group."},{"heading":"Costs","level":3,"markdown":"Mission designer can assign cost to every object curator can interact with. The cost is applied when performing actions like placing, editing or deleting.\nIt affects curator's resources - **points** - which are in range from 0 (no points) to 1 (full points; can't be larger than this value).\nThe cost can be both negative and positive, so some actions can actually add points (e.g., deleting).\nPoints can be adjusted by addCuratorPoints and returned using curatorPoints, or you can use *Manage Resources* module.\n\nCosts for each entity type are calculated differently:\n\n- Object costs are defined in the event handler.\n- Modules are perceived as normal objects and are also defined in the handler.\n- Waypoint costs are set by setCuratorWaypointCost command.\n- Markers are always free."},{"heading":"Assigning","level":4,"markdown":""},{"heading":"Manual","level":5,"markdown":"You can assign individual cost for every object in the game using CuratorObjectRegistered event handler.\nIt's executed when player enters curator interface, so individual values cannot be changed on the fly.\nHowever, you can still tweak costs using action coefficients and available objects by unlocking addons.\n\n```sqf\nmyCurator addEventHandler [\"CuratorObjectRegistered\", { /* code here, see below */ }];\n```\n\nArguments passed into the handler are:\n\n- curator: Object\n- input: Array of Strings - all CfgVehicles classes\n\nExpected returned value is an Array of Arrays of the same size as the input array, with each item belonging to a class with the same array index. Missing or incorrect values will be replaced by default *[true,0,0]*.\n\n- Input:\n\n  ```\n  [string1, string2, string3, ... classN]\n  ```\n- Output:\n\n  ```\n  [array1, array2, array3, ... arrayN]\n  ```\n\n**Example**:\n\n- Input (3 classes): `[\"B_Soldier_F\", \"B_MRAP_01_F\", \"ModuleLightning_F\"]`\n- Output (3 arrays with settings): `[[true, 0.1], [true, 0.5, 0.6], [false, 0, 0]]`\n\nEvery item in the array is in the following format:\n\n```\n[show, cost, (costWithCrew)]\n```\n\n- show: Boolean - true to let the object appear in the CREATE list, false to hide it (costs will still be accepted if an object of the type is already present in the mission and made editable)\n- cost: Number - cost of the object\n- costWithCrew (Optional): Number - cost of the object with crew in it (affects only vehicles). When undefined, normal cost is used.\n\n**Example of the whole event handler:**\n\n```sqf\nmyCurator addEventHandler [\n    \"CuratorObjectRegistered\",\n    {\n        _classes = _this select 1;\n        _costs = [];\n        {\n            _cost = if (_x isKindOf \"Man\") then {[true,0.1]} else { [false, 0] }; // show only objects of type \"Man\", hide everything else\n            _costs pushBack _cost;\n        } forEach _classes; // go through all classes and assign cost for each of them\n        _costs\n    }\n];\n```\n\nAlternatively, you can set cost of specific objects by BIS_fnc_curatorObjectRegistered, with crew costs calculated automatically based on vehicle cost + cost of all crew members.\n\n- When the function is executed multiple times, results are combined together.\n  - Example:\n    - **Show** value of an object has to be true in all instances (e.g., one false will hide the object)\n    - **Cost** values are multiplied together (e.g., one 0 will set the cost to 0)"},{"heading":"Using Cost Tables","level":5,"markdown":"There's a scripted function which will export all objects from specified addons into spreadsheet format, where you can define individual costs and see additional data, like how many objects can be build at one or how long will it take to \"recharge\" points until the object is available. The table also automatically calculates costs of vehicles with crew and of whole groups. As such, it is invaluable tool for balancing curator missions.\n\nSteps how to create the table:\n\n1. Call BIS_fnc_exportCuratorCostTable to generate the table based on given addons into clipboard\n   **Example:** `[\"A3_Characters_F_BLUFOR\", \"A3_Soft_F_MRAP_01\"], \"ods\"] spawn BIS_fnc_exportCuratorCostTable;`\n1. Run OpenOffice Calc (or Microsoft Excel; use \"xls\" as a second param when calling the functions, as both programs are using different formula formatting)\n1. Paste the generated text into the spreadsheet\n\nNow when the table is generated, you can assign specific costs to each objects and watch how it affects vehicles and groups involving the object./\n\n- Class names in the second column leads to Arma 3 Assets page with further details, like weapons or magazines the object can carry.\n- Display names in the third column are links directly to object preview images.\n\nWhen finished, export the result into the game by following these steps:\n\n1. Scroll down to \"Export\" field\n1. Copy all cells between *// Generated by BIS_fnc_exportCuratorCostTable* and the document end.\n   **Example:**\n\n   ```sqf\n   // Generated by BIS_fnc_exportCuratorCostTable\n   // [[\"A3_Characters_F_BLUFOR\",\"A3_Soft_F_MRAP_01\"],\"ods\"] call BIS_fnc_exportCuratorCostTable;\n   _BLUFOR_A3_Characters_F_BLUFOR = ['B_Soldier_GL_F',1,'B_soldier_AR_F',1,'B_Soldier_TL_F',1,'B_soldier_LAT_F',1,,0];\n   _BLUFOR_A3_Soft_F_MRAP_01 = ['B_MRAP_01_F',3,,0];\n   _BLUFOR = _BLUFOR_A3_Characters_F_BLUFOR + _BLUFOR_A3_Soft_F_MRAP_01 + [];\n   ```\n1. Import the result in the game again using BIS_fnc_curatorObjectRegisteredTable\n   **Example:**\n\n   ```sqf\n   [myCurator,_BLUFOR] call BIS_fnc_curatorObjectRegisteredTable;\n   ```"},{"heading":"Action Coefficients","level":4,"markdown":"Once you assigned cost to every object, you can now use it for every action curator can perform.\n\n```sqf\nmyCurator setCuratorCoef [\"place\", -0.2];\n```\n\nIf some object, for example BLUFOR soldier \"B_Soldier_F\" from the previous example, will have assigned cost 0.1, cost for placing will be:\n\n*0.1 * -0.2 = -0.02*\n\nIf curator have full points (value is 1), it means he can build 50 BLUFOR soldiers (*-1 * -0.02 = 50*). While individual object costs cannot be changed on the fly, coefficient can be easily used to tweak all costs.\n\nAvailable actions are:\n\n- \"place\"\n- \"edit\"\n- \"delete\"\n- \"destroy\"\n- \"group\"\n- \"synchronize\"\n\nAdditionally, while action can be disabled by assigning large negative coefficient, e.g., -10000. Trying to perform the action will then result in onscreen warning for curator.\n\nCoefficients can be also assigned in *Set Editing Costs* module."},{"heading":"Unlocking Addons","level":3,"markdown":"You can set which objects will be available curator by toggling specific addons. This can be done on the fly, and it is primary way how to unlock content for curator during a mission.\n\nSee Arma 3 assets to check which objects belongs to which addon, or use unitAddons to get addons of specific object class.\n\n> [!NOTE]\n> Only activated addons can be added (i.e., addons preloaded by the mission).\n>\n> All official addons are activated by default, but unofficial ones are activated only when an object contained in such addon is present in the mission.\n>\n> If that's not the case, you can use activateAddons or BIS_fnc_activateAddons to activate them. This is however possible only at the mission start - on the fly activation is not possible.\n\nInitial addons can be adjusted in *Game Master* module attributes, with available values being:\n\n- **All official addons** - default state, includes all activeted addons\n- **Addons present in the mission** - only addons of objects present in the mission upon mission start. E.g., if you inserted only BLUFOR soldiers and MRAPs in the mission, addons will be [\"A3_Characters_F_BLUFOR\",\"A3_Soft_F_MRAP_01\"]\n- **None** - no addons are enabled by the module, mission designer has to add them manually.\n\nDuring the missions, use *Manage Addons* module or scripting commands to toggle addons:\n\n- addCuratorAddons\n- removeCuratorAddons\n- removeAllCuratorAddons\n- curatorAddons\n\n**Example:**\n\n```sqf\nmyCurator addCuratorAddons [\"A3_Armor_F_AMV\", \"A3_Armor_F_Panther\"];\nmyCurator removeCuratorAddons [\"A3_Soft_F_MRAP_01\"];\n```"},{"heading":"Community Addons","level":4,"markdown":"Curator system relies on correct configuration of object. When you unlock an addon, it will in turn enable all objects defined in *units* array of *CfgPatches*.\nIf the addon author didn't do this, his objects won't be available.\n\n```cpp\nclass CfgPatches\n{\n    class TAG_MyAddon\n    {\n        units[] = { \"TAG_MyObject1\", \"TAG_MyObject2\" }; // here\n        weapons[] = {};\n        requiredVersion = 1;\n        requiredAddons[] = {};\n    };\n};\n```"},{"heading":"Editable Objects","level":3,"markdown":"By default, every object placed by curator is immediately made editable. Any other object can be added by *Add Editable Objects* module or using\nscripting commands:\n\n- addCuratorEditableObjects\n- removeCuratorEditableObjects\n- curatorEditableObjects\n\nEditable players are marked by a red color in the EDIT list and by red circle displayed over their icon. They cannot be moved, rotated, deleted or destroyed, but grouping, syncing and setting attributes works.\nEditable players can also ping their curator by pressing Zeus key (<kbd>Y</kbd> by default), which results in their name and icon flashing for a short moment.\nCurator can press <kbd>Space</kbd> to quickly move the camera to their location."},{"heading":"Editing Areas","level":3,"markdown":"Editing area is a zone in which curator can modify entities. It's used to limit curator into specific area, or restrict him from other (e.g., around players).\n\nIt can be set using *Add Editing Area* and *Restrict Editing Around Players* modules or by following scripting commands:\n\n- addCuratorEditingArea\n- removeCuratorEditingArea\n- removeAllCuratorEditingAreas\n- curatorEditingArea\n- setCuratorEditingAreaType\n- allowCuratorLogicIgnoreAreas\n\nAreas can be circle only, and can be composed together to build much larger area. Mission designer can set whether editing is allowed only inside them, or only outside them.\nFor performance reasons, it is not possible to define it per individual area.\n\nFor curator, the area is visualized by blue (during day) and green (during night) \"walls\" in the scene and by black icons in the map. Players can't see it.\n\n*Table showing which actions are permitted **outside** of the editing area for each entity type:*\n\n|  | Place | Edit | Delete | Destroy | Group | Synchronize |\n|---|---|---|---|---|---|---|\n| Objects | Restricted | Restricted | Restricted | Allowed | Allowed | Allowed |\n| Modules | Based on allowCuratorLogicIgnoreAreas |  |  | N/A | N/A | Allowed |\n| Markers | Allowed | Allowed | Allowed | N/A | N/A | N/A |\n| Waypoints | Allowed | Allowed | Allowed | N/A | N/A | N/A |"},{"heading":"Camera","level":3,"markdown":""},{"heading":"Camera Area","level":4,"markdown":"Camera area defines where can curator move with the camera. It's not visualized in any way, but reaching the border will result in camera \"sliding\" along it, so it can be felt.\nAs with editing areas, camera ones can also be grouped into larger chunks, and designer can set whether they camera can operate only inside or only outside of them.\nAdditionally, it is possible to set maximal camera altitude.\n\nUse *Add Camera Area* or following scripting commands to set the area:\n\n- addCuratorCameraArea\n- removeCuratorCameraArea\n- removeAllCuratorCameraAreas\n- curatorCameraArea\n- setCuratorCameraAreaCeiling"},{"heading":"Camera Position","level":4,"markdown":"You can teleport curator camera to specific position using *Set Camera Positon*.\nThe module can be also use to set default camera position after opening curator interface, when *Use as default* module attribute is set to *Enabled*.\n\nIn scripts, you can move curatorCamera around like any other object. However, most camera commands won't work on it.\nThe camera is local to the curator owner, so any changes to it has to be executed locally as well.\n\n**Example:**\n\n```sqf\ncuratorCamera setPos [position player select 0, position player select 1, 30];\ncuratorCamera setVectorDirAndUp [[0, 1, -0.5], [0, 0, 1]];\n```\n\nYou can also call BIS_fnc_setCuratorCamera, which will also let you to transition the camera into desired position smoothly."},{"heading":"Attributes","level":3,"markdown":"Attributes are specific settings available after double-clicking on an entity.\n\nYou can set which attributes will be available for entities by *Set Attributes* modules or using BIS_fnc_setCuratorAttributes. By default, all attributes are shown. Modules are using custom attributes.\n\nAvailable attributes for each entity type are:\n\n- **Object / Player**\n  - Skill\n  - UnitPos\n  - Rank\n  - Damage\n  - Fuel\n  - Lock\n  - RespawnVehicle\n  - RespawnPosition\n  - Exec *(visible only when debug console is available)*\n- **Group**\n  - GroupID\n  - Behaviour\n  - Formation\n  - UnitPos\n- **Marker**\n  - Text\n  - Color\n- **Waypoint**\n  - Behaviour\n  - Formation"},{"heading":"Icons","level":3,"markdown":"Mission designer can show an icon visible only in curator interface\n\n- Use *Add Icon* module or BIS_fnc_addCuratorIcon and BIS_fnc_removeCuratorIcon to manage custom icons. Icon definition is the same as is used by drawIcon3D command\n- BIS_fnc_drawCuratorDeaths will show a skull icon on position where given unit died (useful for tracking where players are dying in PvP matches)\n- BIS_fnc_drawCuratorLocations shows names of nearby settlements, which can help with navigation on large terrains.\n- BIS_fnc_drawCuratorRespawnMarkers shows an icon on respawn markers"},{"heading":"Compositions","level":3,"markdown":"Since Arma 3 v2.06 is it possible to place custom compositions created in Eden Editor in Zeus.\nIn order to enable Zeus to spawn custom compositions *zeusCompositionScriptLevel* needs to be defined in Description.ext - zeusCompositionScriptLevel **or** Arma 3: Server Config File."},{"heading":"Notes","level":4,"markdown":"- Arma 3: Simple Objects are not supported. They will be placed as normal entities\n- Compositions that use non-whitelisted/non-loaded mods are not shown in the compositions list\n- Some objects cannot be edited after spawning (USS Liberty/Freedom ships), as they only create a dummy object, that then spawns the ship parts afterward\n- Mines are not \"supported\". You can place them but not edit/remove them after placing"},{"heading":"Shortcuts","level":4,"markdown":"- Press <kbd>Ctrl</kbd> to make the composition follow the terrain\n- Press <kbd>Alt</kbd> to place the composition at its original location where it was created in Eden Editor"},{"heading":"Misc","level":3,"markdown":"- [Zeus logo PSD source file](http://temp.moricky.com/zeusLogo.psd)"}],"categories":["Arma 3: Editing"],"groups":["Scripting"]},{"name":"Arma 3: Custom Info","title":"Arma 3: Custom Info","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Custom_Info","revid":364315,"updated":"2024-05-06T09:38:45Z","aliases":["Arma 3 Custom Info"],"markdown":"UI window elements that encompass various display modules and gadgets (Navigation, Camera feeds, Radar...)\n\nForum topic: [Main thread](https://forums.bistudio.com/topic/200468-jets-custom-info/)\n\n### User Interface\n\n#### Action keybinds (default)\n\n|  |  |\n|---|---|\n| <kbd>[</kbd> | next module on left panel |\n| <kbd>]</kbd> | next module on right panel |\n| <kbd>RCtrl</kbd> + <kbd>[</kbd> | toggle submodes on current left panel module |\n| <kbd>RCtrl</kbd> + <kbd>]</kbd> | toggle submodes on current right panel module |\n| *no default keybind* | close left display |\n| *no default keybind* | close right display |\n| *no default keybind* | close left display |\n| *no default keybind* | close right display |\n\n#### Modules\n\n| Module | Description | Sub-mode |\n|---|---|---|\n| **NAV** | Navigation - requires either a GPS item or GPS-equipped vehicle | rotation |\n| **SLA** | Sling-load Assistant - only available in vehicles capable of slingloading | N/A |\n| **SENS** | Sensors Display - tactical awareness display that combines information about tracked targets from all sensors and about threats (Arma 3 Sensors - User Interface) | ranges |\n| **CAM Drone** | Drone Feed - requires UAV terminal item | spectrum |\n| **CAM Driver** | Driver Feed - usually available for commanders and gunners in tanks and for pilots (as a Targeting Pod or a Sling-load camera feed) | spectrum |\n| **CAM Gunner** | Gunner Feed - usually available for pilots and drivers and commanders in tanks | spectrum |\n| **CAM Commander** | Commander Feed - usually available for drivers and gunners in tanks | spectrum |\n| **CAM Missile** | Missile Feed - available mostly on few attack aircrafts, feed is initiated after a missile with camera feed capability is fired | N/A |\n| **CREW** | Crew Display - shows crew members' names, cargo occupancy, transport capacity, sling-loaded vehicle | N/A |\n\n> [!IMPORTANT]\n> The CAM modules only work with PIP enabled!\n\n### Configuration\n\nThe new Sensor system gets enabled by defining a VehicleSystemsDisplayManagerComponentLeft (left display) or VehicleSystemsDisplayManagerComponentRight (right display) class inside the vehicle's Components class.\n\n```cpp\nclass MyVehicle_F : MyBaseVehicle_F\n{\n    class Components : Components\n    {\n        class VehicleSystemsDisplayManagerComponentLeft : DefaultVehicleSystemsDisplayManagerLeft\n        {\n        };\n\n        class VehicleSystemsDisplayManagerComponentRight : DefaultVehicleSystemsDisplayManagerRight\n        {\n        };\n    };\n};\n```\n\nFor simplicity the class can inherit from one of the defaults.\nYou can also inherit from one of the premade templates that are available in the configFile root.\n\nFor tank roles - each template adds camera feeds from the other two positions\n\n```cpp\nVehicleSystemsTemplateLeftDriver\nVehicleSystemsTemplateRightDriver\nVehicleSystemsTemplateLeftCommander\nVehicleSystemsTemplateRightCommander\nVehicleSystemsTemplateLeftGunner\nVehicleSystemsTemplateRightGunner\n```\n\nFor (some) pilots and copilots - template adds a Sensors display and a Driver feed camera (e.g. pilotCamera)\n\n```cpp\nVehicleSystemsTemplateLeftPilot\nVehicleSystemsTemplateRightPilot\n```\n\n#### Automatic usage & backwards compatibility\n\nIf the Vehicle doesn't have the VehicleSystemsDisplayManagerComponent defined one of the two default pairs is used.\n\n```cpp\n// core definitions, do not override\nDefaultVehicleSystemsDisplayManagerLeft\nDefaultVehicleSystemsDisplayManagerRight\nDefaultVehicleSystemsDisplayManagerLeftSensors\nDefaultVehicleSystemsDisplayManagerRightSensors\n```\n\nThe pair of defaults with Sensors suffix is used whenever the vehicle had radarType defined as *air radar* or *ground radar*.\nIt adds Sensors display in addition to the normal default displays.\n\n#### Properties\n\n```cpp\nclass VehicleSystemsDisplayManagerLeft\n{\n    componentType = \"VehicleSystemsDisplayManager\"; // mandatory\n    x = (safezoneX + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40));\n    y = (safezoneY + safezoneH - 21 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25));\n    left = 1;\n    defaultDisplay = \"CrewDisplay\"; // display to be selected when player changes vehicle and had \"empty\" previously selected\n\n    class Components\n    {\n        class MinimapDisplay            // GPS\n        {\n            componentType = \"MinimapDisplayComponent\";\n            resource = \"RscCustomInfoMiniMap\";\n        };\n\n        class SlingLoadDisplay            // Slingload Assistant\n        {\n            componentType = \"SlingLoadDisplayComponent\";\n            resource = \"RscCustomInfoSlingLoad\";\n        };\n\n        class SensorsDisplay            // Combined display showing sensors, detected and tracked targets, info about marked target and threats\n        {\n            componentType = \"SensorsDisplayComponent\";\n            range[] = {8000,4000,2000};    // accepts an integer or an array of available ranges (submode)\n            showTargetTypes = 1 + 2 + 4 + 8 + 16 + 32 + 64 + 128 + 256 + 512 + 1024;\n            // 1 - Sensor sectors, 2 - Threats, 4 - Marked tgt symbol, 8 - Own detection\n            // 16 - Remote detection, 32 - Active detection, 64 - Passive detection, 128 - Ground targets\n            // 256 - Air tgts, 512 - Men, 1024 - Special (laser, NV)\n            resource = \"RscCustomInfoSensors\";\n        };\n\n        class UAVFeedDisplay            // Drone camera feed\n        {\n            componentType = \"UAVFeedDisplayComponent\";\n            // resource = \"RscCustomInfoAVCamera\"; // hardcoded\n        };\n\n        class VehicleDriverDisplay        // Camera feed from driver's optics\n        {\n            componentType = \"TransportFeedDisplayComponent\";\n            source = \"Driver\";\n            // resource = \"RscTransportCameraComponentDriver\"; // hardcoded\n        };\n\n        class VehicleGunnerDisplay        // Camera feed from gunner's optics\n        {\n            componentType = \"TransportFeedDisplayComponent\";\n            source = \"PrimaryGunner\";\n            // resource = \"RscTransportCameraComponentPrimaryGunner\"; // hardcoded\n        };\n\n        class VehicleCommanderDisplay    // Camera feed from commander's optics\n        {\n            componentType = \"TransportFeedDisplayComponent\";\n            source = \"Commander\";\n            // resource = \"RscTransportCameraComponentCommander\"; // hardcoded\n        };\n\n        class MissileDisplay            // Camera feed from missile's warhead\n        {\n            componentType = \"TransportFeedDisplayComponent\";\n            source = \"Missile\";\n            // resource = \"RscTransportCameraComponentMissile\"; // hardcoded\n        };\n\n        class CrewDisplay                // List of all crew members, cargo and transported or slingloaded vehicle\n        {\n            componentType = \"CrewDisplayComponent\";\n            resource = \"RscCustomInfoCrew\";\n        };\n\n        class CustomDisplayXY            // Custom display using custom resource\n        {\n            componentType = \"CustomDisplayComponent\";\n            resource = \"RscCustomInfoMyCustomRadModule\";\n        };\n\n        class EmptyDisplay                // Empty display - hide panel\n        {\n            componentType = \"EmptyDisplayComponent\";\n        };\n    };\n};\n\nclass VehicleSystemsDisplayManagerRight : VehicleSystemsDisplayManagerLeft\n{\n    x = ((10 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40)));\n    left = 0;\n    right = 1;\n    forcedDisplay = \"SensorsDisplay\";    // display to be selected when player enters the vehicle no matter what was selected before\n}\n```\n\n### See Also\n\n- Arma 3: Sensors\n- Arma 3: Targeting\n- [Custom Info thread](https://forums.bistudio.com/topic/200468-jets-custom-info/)","sections":[{"heading":null,"level":1,"markdown":"UI window elements that encompass various display modules and gadgets (Navigation, Camera feeds, Radar...)\n\nForum topic: [Main thread](https://forums.bistudio.com/topic/200468-jets-custom-info/)"},{"heading":"User Interface","level":3,"markdown":""},{"heading":"Action keybinds (default)","level":4,"markdown":"|  |  |\n|---|---|\n| <kbd>[</kbd> | next module on left panel |\n| <kbd>]</kbd> | next module on right panel |\n| <kbd>RCtrl</kbd> + <kbd>[</kbd> | toggle submodes on current left panel module |\n| <kbd>RCtrl</kbd> + <kbd>]</kbd> | toggle submodes on current right panel module |\n| *no default keybind* | close left display |\n| *no default keybind* | close right display |\n| *no default keybind* | close left display |\n| *no default keybind* | close right display |"},{"heading":"Modules","level":4,"markdown":"| Module | Description | Sub-mode |\n|---|---|---|\n| **NAV** | Navigation - requires either a GPS item or GPS-equipped vehicle | rotation |\n| **SLA** | Sling-load Assistant - only available in vehicles capable of slingloading | N/A |\n| **SENS** | Sensors Display - tactical awareness display that combines information about tracked targets from all sensors and about threats (Arma 3 Sensors - User Interface) | ranges |\n| **CAM Drone** | Drone Feed - requires UAV terminal item | spectrum |\n| **CAM Driver** | Driver Feed - usually available for commanders and gunners in tanks and for pilots (as a Targeting Pod or a Sling-load camera feed) | spectrum |\n| **CAM Gunner** | Gunner Feed - usually available for pilots and drivers and commanders in tanks | spectrum |\n| **CAM Commander** | Commander Feed - usually available for drivers and gunners in tanks | spectrum |\n| **CAM Missile** | Missile Feed - available mostly on few attack aircrafts, feed is initiated after a missile with camera feed capability is fired | N/A |\n| **CREW** | Crew Display - shows crew members' names, cargo occupancy, transport capacity, sling-loaded vehicle | N/A |\n\n> [!IMPORTANT]\n> The CAM modules only work with PIP enabled!"},{"heading":"Configuration","level":3,"markdown":"The new Sensor system gets enabled by defining a VehicleSystemsDisplayManagerComponentLeft (left display) or VehicleSystemsDisplayManagerComponentRight (right display) class inside the vehicle's Components class.\n\n```cpp\nclass MyVehicle_F : MyBaseVehicle_F\n{\n    class Components : Components\n    {\n        class VehicleSystemsDisplayManagerComponentLeft : DefaultVehicleSystemsDisplayManagerLeft\n        {\n        };\n\n        class VehicleSystemsDisplayManagerComponentRight : DefaultVehicleSystemsDisplayManagerRight\n        {\n        };\n    };\n};\n```\n\nFor simplicity the class can inherit from one of the defaults.\nYou can also inherit from one of the premade templates that are available in the configFile root.\n\nFor tank roles - each template adds camera feeds from the other two positions\n\n```cpp\nVehicleSystemsTemplateLeftDriver\nVehicleSystemsTemplateRightDriver\nVehicleSystemsTemplateLeftCommander\nVehicleSystemsTemplateRightCommander\nVehicleSystemsTemplateLeftGunner\nVehicleSystemsTemplateRightGunner\n```\n\nFor (some) pilots and copilots - template adds a Sensors display and a Driver feed camera (e.g. pilotCamera)\n\n```cpp\nVehicleSystemsTemplateLeftPilot\nVehicleSystemsTemplateRightPilot\n```"},{"heading":"Automatic usage & backwards compatibility","level":4,"markdown":"If the Vehicle doesn't have the VehicleSystemsDisplayManagerComponent defined one of the two default pairs is used.\n\n```cpp\n// core definitions, do not override\nDefaultVehicleSystemsDisplayManagerLeft\nDefaultVehicleSystemsDisplayManagerRight\nDefaultVehicleSystemsDisplayManagerLeftSensors\nDefaultVehicleSystemsDisplayManagerRightSensors\n```\n\nThe pair of defaults with Sensors suffix is used whenever the vehicle had radarType defined as *air radar* or *ground radar*.\nIt adds Sensors display in addition to the normal default displays."},{"heading":"Properties","level":4,"markdown":"```cpp\nclass VehicleSystemsDisplayManagerLeft\n{\n    componentType = \"VehicleSystemsDisplayManager\"; // mandatory\n    x = (safezoneX + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40));\n    y = (safezoneY + safezoneH - 21 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25));\n    left = 1;\n    defaultDisplay = \"CrewDisplay\"; // display to be selected when player changes vehicle and had \"empty\" previously selected\n\n    class Components\n    {\n        class MinimapDisplay            // GPS\n        {\n            componentType = \"MinimapDisplayComponent\";\n            resource = \"RscCustomInfoMiniMap\";\n        };\n\n        class SlingLoadDisplay            // Slingload Assistant\n        {\n            componentType = \"SlingLoadDisplayComponent\";\n            resource = \"RscCustomInfoSlingLoad\";\n        };\n\n        class SensorsDisplay            // Combined display showing sensors, detected and tracked targets, info about marked target and threats\n        {\n            componentType = \"SensorsDisplayComponent\";\n            range[] = {8000,4000,2000};    // accepts an integer or an array of available ranges (submode)\n            showTargetTypes = 1 + 2 + 4 + 8 + 16 + 32 + 64 + 128 + 256 + 512 + 1024;\n            // 1 - Sensor sectors, 2 - Threats, 4 - Marked tgt symbol, 8 - Own detection\n            // 16 - Remote detection, 32 - Active detection, 64 - Passive detection, 128 - Ground targets\n            // 256 - Air tgts, 512 - Men, 1024 - Special (laser, NV)\n            resource = \"RscCustomInfoSensors\";\n        };\n\n        class UAVFeedDisplay            // Drone camera feed\n        {\n            componentType = \"UAVFeedDisplayComponent\";\n            // resource = \"RscCustomInfoAVCamera\"; // hardcoded\n        };\n\n        class VehicleDriverDisplay        // Camera feed from driver's optics\n        {\n            componentType = \"TransportFeedDisplayComponent\";\n            source = \"Driver\";\n            // resource = \"RscTransportCameraComponentDriver\"; // hardcoded\n        };\n\n        class VehicleGunnerDisplay        // Camera feed from gunner's optics\n        {\n            componentType = \"TransportFeedDisplayComponent\";\n            source = \"PrimaryGunner\";\n            // resource = \"RscTransportCameraComponentPrimaryGunner\"; // hardcoded\n        };\n\n        class VehicleCommanderDisplay    // Camera feed from commander's optics\n        {\n            componentType = \"TransportFeedDisplayComponent\";\n            source = \"Commander\";\n            // resource = \"RscTransportCameraComponentCommander\"; // hardcoded\n        };\n\n        class MissileDisplay            // Camera feed from missile's warhead\n        {\n            componentType = \"TransportFeedDisplayComponent\";\n            source = \"Missile\";\n            // resource = \"RscTransportCameraComponentMissile\"; // hardcoded\n        };\n\n        class CrewDisplay                // List of all crew members, cargo and transported or slingloaded vehicle\n        {\n            componentType = \"CrewDisplayComponent\";\n            resource = \"RscCustomInfoCrew\";\n        };\n\n        class CustomDisplayXY            // Custom display using custom resource\n        {\n            componentType = \"CustomDisplayComponent\";\n            resource = \"RscCustomInfoMyCustomRadModule\";\n        };\n\n        class EmptyDisplay                // Empty display - hide panel\n        {\n            componentType = \"EmptyDisplayComponent\";\n        };\n    };\n};\n\nclass VehicleSystemsDisplayManagerRight : VehicleSystemsDisplayManagerLeft\n{\n    x = ((10 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40)));\n    left = 0;\n    right = 1;\n    forcedDisplay = \"SensorsDisplay\";    // display to be selected when player enters the vehicle no matter what was selected before\n}\n```"},{"heading":"See Also","level":3,"markdown":"- Arma 3: Sensors\n- Arma 3: Targeting\n- [Custom Info thread](https://forums.bistudio.com/topic/200468-jets-custom-info/)"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Custom Memory Allocator","title":"Arma 3: Custom Memory Allocator","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Custom_Memory_Allocator","revid":378857,"updated":"2026-07-22T10:32:51Z","aliases":[],"markdown":"> [!NOTE]\n> This page is about Arma 3 functionality. For similar functionality in Arma 2, see Arma 2: Custom Memory Allocator.\n\nThe memory allocator is a very important component, which significantly affects both performance an stability of the game.\nThe purpose of is to allow the allocator to be developed independently on the application, allowing both Bohemia Interactive and community to fix bugs and improve performance without having to modify the core game files.\n\n### Default\n\nDefault allocator used by the engine is based on Intel TBB 4 (see details about **tbb4malloc_bi** below)\n\n### Specifying a custom allocator\n\nThe allocator is a dll placed in a directory named \"dll\" located next to the game executable. Allocator search order is:\n\n- tbb4malloc_bi - based on [Intel TBB 4](http://threadingbuildingblocks.org), distributed under [Apache 2.0](https://www.apache.org/licenses/LICENSE-2.0) + [RE](http://gcc.gnu.org/onlinedocs/libstdc++/manual/bk01pt01ch01s02.html) ([source code](https://github.com/BohemiaInteractive/TBB4)) based on [tbb2017_20160916oss](https://www.threadingbuildingblocks.org/download#stable_releases)\n- jemalloc_bi - based on [JEMalloc](http://www.canonware.com/download/jemalloc/), distributed under [BSD-derived license source code](http://www.canonware.com/jemalloc/license.html) ([source code](https://github.com/BohemiaInteractive/JEMalloc)) based on [jemalloc-4.3.1.tar.bz2](http://www.canonware.com/download/jemalloc/jemalloc-4.3.1.tar.bz2)\n- customMalloc_bi - not provided, feel free to plug-in your own\n\nIf no allocator dll is found, functions _aligned_malloc/ _aligned_free (using Windows Heap functions) are used as a fallback *note: Windows 7 allocator seems to be quite good, and it may therefore make sense for some users to delete all custom allocators on Windows 7 or newer).*\n\nYou can select an allocator via malloc command line below or *deleting other allocators* from the \\dll\\ folder.\n\n#### Command line parameter\n\nYou can specify a particular allocator from a command line, like:\n\n- -malloc=tbb4malloc_bi\n- -malloc=jemalloc_bi\n\nor\n\n- -malloc=mybestmalloc_bi\n- -malloc=system *can be used to force using Windows allocator even when allocator dlls are present*\n\n> [!NOTE]\n> Dll directory and extension are appended automatically, the allocator must not be located in other directory and its name must not contain any dots before the .dll extension.\n\nTo enable allocator to use Large Pages instead of Small Pages start game with commandline switch **-hugepages**\n\n#### Dedicated server\n\nYou can specify allocator for Windows dedicated server the same way as for client binary,\nwith specifically adjusted memory allocator you may experience performance gains,\nfor example with Large Pages support or ability define huge pre-allocation memory regions to lessen allocation load.\n\nLinux dedicated server uses allocator provided by operating system. **There are NO plans to allow its customization yet**.\n\n### DLL Interface\n\nThe dll interface is as follows:\n\n```cpp\nextern \"C\" {\n    __declspec(dllexport) size_t __stdcall MemTotalCommitted();                    // _MemTotalCommitted@0 on x86\n    __declspec(dllexport) size_t __stdcall MemTotalReserved();                        // _MemTotalReserved@0 on x86\n    __declspec(dllexport) size_t __stdcall MemFlushCache(size_t size);                // _MemFlushCache@4 on x86\n    __declspec(dllexport) void __stdcall MemFlushCacheAll();                        // _MemFlushCacheAll@0 on x86\n    __declspec(dllexport) size_t __stdcall MemSize(void *mem);                        // _MemSize@4 on x86\n    __declspec(dllexport) void *__stdcall MemAlloc(size_t size);                    // _MemAlloc@4 on x86\n    __declspec(dllexport) void __stdcall MemFree(void *mem);                        // _MemFree@4 on x86\n    __declspec(dllexport) size_t __stdcall MemSizeA(void *mem, size_t aligment);    // _MemSizeA@8 on x86\n    __declspec(dllexport) void *__stdcall MemAllocA(size_t size, size_t aligment);    // _MemAllocA@8 on x86\n    __declspec(dllexport) void __stdcall MemFreeA(void *mem);                        // _MemFreeA@4 on x86\n    __declspec(dllexport) void __stdcall EnableHugePages();                        // _EnableHugePages@0 on x86\n};\n```\n\nNote: besides of the interface above, if the allocator is performing any per-thread caching, it will typically want to perform a cleanup of per-thread data on DLL_THREAD_DETACH event sent to [DllMain function](http://msdn.microsoft.com/en-us/library/windows/desktop/ms682583(v=vs.85).aspx).\n\n#### MemTotalCommitted()\n\nTotal memory committed by the allocator (should correspond to VirtualAlloc with MEM_COMMIT)\n\n#### MemTotalReserved()\n\nTotal memory reserved by the allocator (should correspond to VirtualAlloc with MEM_RESERVE)\n\n#### MemFlushCache(size_t size)\n\nTry to flush at least \"size\" bytes of memory from caches and working areas, return how much memory was flushed. Called by game when memory needs to be trimmed to reduce virtual memory use.\n\n#### MemFlushCacheAll()\n\nFlush all memory held in caches and working areas. Called by game when memory needs to be trimmed to reduce virtual memory use.\n\n#### MemSize(void *mem)\n\nReturn allocated size of given memory block.\n\n#### MemAlloc(size_t size)\n\nAllocate at least size bytes of memory, return the allocated memory. If the size is 16 B or more, the memory must be 16 B -aligned, so that it is usable to hold SSE data.\n\n#### MemFree(void *mem)\n\nFree given memory block.\n\n#### MemSizeA(void *mem, size_t alignment)\n\nReturn allocated size of given memory block allocated via MemAllocA. Aligment must be the same as when MemAllocA was called.\n\n#### MemAllocA(size_t size, size_t alignment)\n\nAllocate at least size bytes of memory, return the allocated memory aligned to \"aligment\" bytes.\n\n#### MemFreeA(void *mem)\n\nFree a given memory block allocated via MemAllocA.\n\n#### EnableHugePages()\n\nCalled **before** the first allocation to enable Huge/Large Pages. Implementing this function is optional.\n\n### Observed Behaviour\n\n#### API Usage\n\n> [!NOTE]\n> The following information is based on various tests that should reflect how Arma 3 actually uses the memory allocator.\n\n**MemTotalCommitted()** and **MemFlushCache(size_t size)** are called dozens of times per second, almost every frame.\nThey should return as soon as possible to avoid blocking the caller thread.\nAvoid putting extra stuff (especially mutex) and be careful about the performance!\nHowever, they seem not to affect game's behaviour at all, returning 0 would be okay even on the long run.\n\n**MemTotalReserved()** is apparently never called.\n\n**MemFlushCacheAll()** is apparently only called when the game finished loading and is about to show the main rendering window.\n\n**MemAlloc(size_t size)** and **MemAllocA(size_t size, size_t alignment)** are called when the game needs more memory space.\nOnce they are called, a corresponding **MemSize(void *mem)** or **MemSizeA(void *mem, size_t alignment)** would be called to ensure it gets the memory it needs.\nIf not, the game would repeat the procedure until it gets all it wants.\nWhen the procedure executes, it is likely that Arma 3 is loading things into memory (starting a mission, spawning various new entities, etc).\nThey should be performance critical too, or it may cause freezes when the game allocates new memory blocks.\n\n> [!IMPORTANT]\n> Ideally, no mutex or lock should be used in any of these API but for debug purpose.\n\n#### Server and Client\n\nThe Arma 3 client rarely takes more than 8GB of active physical memory, while a server rarely takes more than 2GB. If reserved huge pages are implement in CMA, these values may be used as references.\n\n> « Arma has multiple internal allocators. The pool allocator used for all of scripting does not respect large pages flag, but these don't allocate that often. » – Dedmen ([source](https://discord.com/channels/105462288051380224/105466848958513152/924708352901152819))\n\nThese aspects would not take advantage of a Custom Memory Allocator.\n\nA Dedicated server may not take advantage of custom allocator as well, as the total page size allocated by server is always equal to `reserved huge pages size + active physical memory`, which means it does not allocate through CMA at all.\n\n### Examples\n\nHere are some examples that may be useful:\n\n- **rpmalloc** by [GoldJohnKing](https://github.com/GoldJohnKing): https://github.com/GoldJohnKing/rpmalloc/blob/Arma-3/cma/cma_api.cpp\n- Arma 3 CMA API implementation example for **Microsoft**'s mimalloc: https://github.com/GoldJohnKing/mimalloc/blob/Arma-3-v2.0.3/src/cma/cma_api.cpp\n- Arma 3 CMA API implementation example for **Intel**'s tbbmalloc: https://github.com/GoldJohnKing/oneTBB/blob/Arma-3-v2021.5.0/src/tbbmalloc/cma/cma_api.cpp","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> This page is about Arma 3 functionality. For similar functionality in Arma 2, see Arma 2: Custom Memory Allocator.\n\nThe memory allocator is a very important component, which significantly affects both performance an stability of the game.\nThe purpose of is to allow the allocator to be developed independently on the application, allowing both Bohemia Interactive and community to fix bugs and improve performance without having to modify the core game files."},{"heading":"Default","level":3,"markdown":"Default allocator used by the engine is based on Intel TBB 4 (see details about **tbb4malloc_bi** below)"},{"heading":"Specifying a custom allocator","level":3,"markdown":"The allocator is a dll placed in a directory named \"dll\" located next to the game executable. Allocator search order is:\n\n- tbb4malloc_bi - based on [Intel TBB 4](http://threadingbuildingblocks.org), distributed under [Apache 2.0](https://www.apache.org/licenses/LICENSE-2.0) + [RE](http://gcc.gnu.org/onlinedocs/libstdc++/manual/bk01pt01ch01s02.html) ([source code](https://github.com/BohemiaInteractive/TBB4)) based on [tbb2017_20160916oss](https://www.threadingbuildingblocks.org/download#stable_releases)\n- jemalloc_bi - based on [JEMalloc](http://www.canonware.com/download/jemalloc/), distributed under [BSD-derived license source code](http://www.canonware.com/jemalloc/license.html) ([source code](https://github.com/BohemiaInteractive/JEMalloc)) based on [jemalloc-4.3.1.tar.bz2](http://www.canonware.com/download/jemalloc/jemalloc-4.3.1.tar.bz2)\n- customMalloc_bi - not provided, feel free to plug-in your own\n\nIf no allocator dll is found, functions _aligned_malloc/ _aligned_free (using Windows Heap functions) are used as a fallback *note: Windows 7 allocator seems to be quite good, and it may therefore make sense for some users to delete all custom allocators on Windows 7 or newer).*\n\nYou can select an allocator via malloc command line below or *deleting other allocators* from the \\dll\\ folder."},{"heading":"Command line parameter","level":4,"markdown":"You can specify a particular allocator from a command line, like:\n\n- -malloc=tbb4malloc_bi\n- -malloc=jemalloc_bi\n\nor\n\n- -malloc=mybestmalloc_bi\n- -malloc=system *can be used to force using Windows allocator even when allocator dlls are present*\n\n> [!NOTE]\n> Dll directory and extension are appended automatically, the allocator must not be located in other directory and its name must not contain any dots before the .dll extension.\n\nTo enable allocator to use Large Pages instead of Small Pages start game with commandline switch **-hugepages**"},{"heading":"Dedicated server","level":4,"markdown":"You can specify allocator for Windows dedicated server the same way as for client binary,\nwith specifically adjusted memory allocator you may experience performance gains,\nfor example with Large Pages support or ability define huge pre-allocation memory regions to lessen allocation load.\n\nLinux dedicated server uses allocator provided by operating system. **There are NO plans to allow its customization yet**."},{"heading":"DLL Interface","level":3,"markdown":"The dll interface is as follows:\n\n```cpp\nextern \"C\" {\n    __declspec(dllexport) size_t __stdcall MemTotalCommitted();                    // _MemTotalCommitted@0 on x86\n    __declspec(dllexport) size_t __stdcall MemTotalReserved();                        // _MemTotalReserved@0 on x86\n    __declspec(dllexport) size_t __stdcall MemFlushCache(size_t size);                // _MemFlushCache@4 on x86\n    __declspec(dllexport) void __stdcall MemFlushCacheAll();                        // _MemFlushCacheAll@0 on x86\n    __declspec(dllexport) size_t __stdcall MemSize(void *mem);                        // _MemSize@4 on x86\n    __declspec(dllexport) void *__stdcall MemAlloc(size_t size);                    // _MemAlloc@4 on x86\n    __declspec(dllexport) void __stdcall MemFree(void *mem);                        // _MemFree@4 on x86\n    __declspec(dllexport) size_t __stdcall MemSizeA(void *mem, size_t aligment);    // _MemSizeA@8 on x86\n    __declspec(dllexport) void *__stdcall MemAllocA(size_t size, size_t aligment);    // _MemAllocA@8 on x86\n    __declspec(dllexport) void __stdcall MemFreeA(void *mem);                        // _MemFreeA@4 on x86\n    __declspec(dllexport) void __stdcall EnableHugePages();                        // _EnableHugePages@0 on x86\n};\n```\n\nNote: besides of the interface above, if the allocator is performing any per-thread caching, it will typically want to perform a cleanup of per-thread data on DLL_THREAD_DETACH event sent to [DllMain function](http://msdn.microsoft.com/en-us/library/windows/desktop/ms682583(v=vs.85).aspx)."},{"heading":"MemTotalCommitted()","level":4,"markdown":"Total memory committed by the allocator (should correspond to VirtualAlloc with MEM_COMMIT)"},{"heading":"MemTotalReserved()","level":4,"markdown":"Total memory reserved by the allocator (should correspond to VirtualAlloc with MEM_RESERVE)"},{"heading":"MemFlushCache(size_t size)","level":4,"markdown":"Try to flush at least \"size\" bytes of memory from caches and working areas, return how much memory was flushed. Called by game when memory needs to be trimmed to reduce virtual memory use."},{"heading":"MemFlushCacheAll()","level":4,"markdown":"Flush all memory held in caches and working areas. Called by game when memory needs to be trimmed to reduce virtual memory use."},{"heading":"MemSize(void *mem)","level":4,"markdown":"Return allocated size of given memory block."},{"heading":"MemAlloc(size_t size)","level":4,"markdown":"Allocate at least size bytes of memory, return the allocated memory. If the size is 16 B or more, the memory must be 16 B -aligned, so that it is usable to hold SSE data."},{"heading":"MemFree(void *mem)","level":4,"markdown":"Free given memory block."},{"heading":"MemSizeA(void *mem, size_t alignment)","level":4,"markdown":"Return allocated size of given memory block allocated via MemAllocA. Aligment must be the same as when MemAllocA was called."},{"heading":"MemAllocA(size_t size, size_t alignment)","level":4,"markdown":"Allocate at least size bytes of memory, return the allocated memory aligned to \"aligment\" bytes."},{"heading":"MemFreeA(void *mem)","level":4,"markdown":"Free a given memory block allocated via MemAllocA."},{"heading":"EnableHugePages()","level":4,"markdown":"Called **before** the first allocation to enable Huge/Large Pages. Implementing this function is optional."},{"heading":"Observed Behaviour","level":3,"markdown":""},{"heading":"API Usage","level":4,"markdown":"> [!NOTE]\n> The following information is based on various tests that should reflect how Arma 3 actually uses the memory allocator.\n\n**MemTotalCommitted()** and **MemFlushCache(size_t size)** are called dozens of times per second, almost every frame.\nThey should return as soon as possible to avoid blocking the caller thread.\nAvoid putting extra stuff (especially mutex) and be careful about the performance!\nHowever, they seem not to affect game's behaviour at all, returning 0 would be okay even on the long run.\n\n**MemTotalReserved()** is apparently never called.\n\n**MemFlushCacheAll()** is apparently only called when the game finished loading and is about to show the main rendering window.\n\n**MemAlloc(size_t size)** and **MemAllocA(size_t size, size_t alignment)** are called when the game needs more memory space.\nOnce they are called, a corresponding **MemSize(void *mem)** or **MemSizeA(void *mem, size_t alignment)** would be called to ensure it gets the memory it needs.\nIf not, the game would repeat the procedure until it gets all it wants.\nWhen the procedure executes, it is likely that Arma 3 is loading things into memory (starting a mission, spawning various new entities, etc).\nThey should be performance critical too, or it may cause freezes when the game allocates new memory blocks.\n\n> [!IMPORTANT]\n> Ideally, no mutex or lock should be used in any of these API but for debug purpose."},{"heading":"Server and Client","level":4,"markdown":"The Arma 3 client rarely takes more than 8GB of active physical memory, while a server rarely takes more than 2GB. If reserved huge pages are implement in CMA, these values may be used as references.\n\n> « Arma has multiple internal allocators. The pool allocator used for all of scripting does not respect large pages flag, but these don't allocate that often. » – Dedmen ([source](https://discord.com/channels/105462288051380224/105466848958513152/924708352901152819))\n\nThese aspects would not take advantage of a Custom Memory Allocator.\n\nA Dedicated server may not take advantage of custom allocator as well, as the total page size allocated by server is always equal to `reserved huge pages size + active physical memory`, which means it does not allocate through CMA at all."},{"heading":"Examples","level":3,"markdown":"Here are some examples that may be useful:\n\n- **rpmalloc** by [GoldJohnKing](https://github.com/GoldJohnKing): https://github.com/GoldJohnKing/rpmalloc/blob/Arma-3/cma/cma_api.cpp\n- Arma 3 CMA API implementation example for **Microsoft**'s mimalloc: https://github.com/GoldJohnKing/mimalloc/blob/Arma-3-v2.0.3/src/cma/cma_api.cpp\n- Arma 3 CMA API implementation example for **Intel**'s tbbmalloc: https://github.com/GoldJohnKing/oneTBB/blob/Arma-3-v2021.5.0/src/tbbmalloc/cma/cma_api.cpp"}],"categories":["Startup Parameters"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: Damage Description","title":"Arma 3: Damage Description","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Damage_Description","revid":363298,"updated":"2024-03-26T11:04:56Z","aliases":["Arma 3 Damage Description"],"markdown":"An ongoing investigation on how damage and armor actually work in Arma 3. This page was initially based on Olds (talk) research during the creation of the Real Armor Mod (\"RAM\").\n\nSometime in Q1 of 2015, the RAM information will be removed from this page and relocated to its own wiki.\n\n### Damage vs. Penetration\n\nIt's important to understand that penetration and damage are not exactly the same thing in Arma 3 - they have a slightly indirect relationship. For damage to occur, a vehicle must have:\n\n- Fire Geometry modeled in its P3D file and\n- HitPoints defined in its config.cpp file\n\n**In Simple terms: an attack must *simultaneously* penetrate *both* fire geometry and a hitpoint radius to cause the most damage to a vehicle.**\n\nIn the diagram above, attacks A-D are examples of direct attacks (indirectHit & indirectHitRange = 0). Attack E is an example of an indirectHit attack. As the diagram shows, armor (in the form of fire geometry) can protect against direct damage--but indirectHit damage can easily occur *without* penetration (especially when indirectHitRange is large). Only a hitpoint's minimalHit and explosionShielding values can protect against indirectHit reaching through armor to cause damage.\n\n**Case B**: The projectile does not penetrate through the entire FG. In this case the Hitpoint will receive 100% of the directDamage (directDamage = (Hit - indirectHit)*speedmodifier ) of the projectile\n\n**Case A**: In contrary to Case B, the projectile completely penetrates the FG. Only a portion of the directDamage of the projectile will be dealt to the Hitpoint. The portion of damage depends on the amount of speed the projectile lost during penetration. The formula for this is unknown and also seems to be nonlinear. This means that very thin firegeometry will cause low amount of damage in most cases (as many projectiles will fully penetrate).\n\n*Example: A projectile (simulation=shotShell or shotBullet) with hit=1 impacts on a block with armor=1 (means one hit kills in best case). If the projectile has caliber=0 (no penetration) it will outright \"kill\". If the caliber value is > 0, but not high enough to penetrate through the block's material, it will also kill. If the projectile has just about enough penetration to penetrate the block, so that it is exit speed is < 0.1 m/s (means it falls straight to the ground after exit) the damage dealt will not be 1.0, but somewhere around 0.22. A fifth of the damage, just because the last mm of material was penetrated... If the bullet would lose less speed in the block, damage would be even lower*\n\n**Case C**: The projectile impacts, but does not reach the hitpoint. However, the Hitpoint can still be damaged by this, as projectiles have an \"internal indirect damage radius\", independant of indirectHit and indirectHitRange. The size of this radius depends on directDamage value of the projectile. The higher the resulting directDamage value is, the larger the radius (and also damage) will be to surrounding Hitpoints, even if the projectile didn't enter the HitPoint radius. This means that very high hit values can cause total damage to all hitpoints, even without any penetration. The same is true if the projectile fully penetrates (as with Case A), but does not penetrate the Hitpoint-radius. This means that precise damage modelling is very difficult (if not impossible) to achieve\n\nThe consequences of the damage system for armor modeling is discussed later in this page.\n\n### The Typical Damage Process\n\nThis is how damage usually transpires with stock Arma vehicles (and most mod content as well, since it tends to conform to BI standards of vehicle creation).\n\n#### Pre-impact\n\nA projectile is headed for the target. (For our discussion let's assume its a kinetic round on track for a direct hit vs. an AFV)\n\n#### Initial Impact\n\nThe projectile impacts the target. It has not penetrated any armor yet. And if it doesn't have the ballistics to go further it will terminate here doing only this initial damage. Regardless, the following things happen:\nEvery major location on the target takes some damage. The location nearest the impact point gets the most, and it falls off geometrically.\nThe target's global health is generally damaged the most.\nSeveral factors affect the amount of damage taken: obviously the hit value of the weapon is important, but various weapon & target config values are also involved (minimalHit, explosive, etc.).\nThat's right, some damage has already been done regardless of whether it is pistol-round vs. tank or sabot vs. bunny.\nIf the hit values are high enough, this initial impact alone can destroy the target (essentially by knocking out global health) ...regardless of penetration!\n\n#### Penetrating Damage\n\n*If* the projectile can penetrate the target's armor, it will continue moving and doing damage as it goes. Here's what happens:\nEvery major location continues to take damage as in step 2. But something new happens as well...\n...as the projectile travels past the armor it starts doing much more damage to the area immediately around itself.\nGlobal health continues to get damaged and can really get clobbered now. BTW, this happens even if every passThrough value is set to zero(!).\nThe projectile will terminate here or travel on through the target if it has penetration power remaining to do so.\n\nKeep in mind there are (sometimes significant) variations to how this works for things like explosive weapons, indirectHit, deflections, etc. More on those below.\nAnd, yes, this description holds true for human targets (shoot someone in the hand, and their head will take some damage).\n\n### Indirect(Hit) & \"Explosive\" Damage\n\n#### IndirectHit\n\nIndirectHit represents damage from explosions (not to be confused with the BIS \"explosive\" property).\nIndirectHit damage is applied whenever a weapon with that config property hits something (you, the ground, etc.)\nIt causes damage out to 4x it is indirectHitRange (which is a radius). The damage is dealt with the following rules:\n\n- Within 1x iHR: full iH damage is dealt to Hitlocations\n- Range >1xiHR and <4xiHR: iH damage dealt to Hitlocations falls off and can be calculated with iH_mod = iH / x^4 where x is the range expressed in multiples of iHR\n- Range >4xiHR: No iH damage is dealt\n\nIf a target is within range (our trusty tank in the above diagram), it takes the same all-location damage described in part A. (The location closest to the impact takes the most damage and so on...). Due to damage to all locations, damage to global health can be very high and somewhat hard to calculate. Ranged indirectHit damage bypasses your armor (firegeometry) and damages you anyway. Only the explosionShielding (and minimalHit) property can mitigate this.\n\nNote 1: the indirectHit 'explosion' radius effect appears to occur whenever a new surface is hit. This can occur just once when the ground is hit, or multiple times if the projectile has a high \"caliber\" and passes through several pieces of fire geometry. It also occurs when the projectile is deflected due to too high angle of impact (provided explosive value is < 0.7).\n\nNote 2: since 1/4^4 is not 0, certain indirectHit values will kill certain targets at the entire Radius of 4xiHR. For example, iH=85 is enough to kill any human target without bodyarmor (iH_mod required = 0.33) within 4xiHR.\n\nThe indirectHit damage falloff looks like this:\n\n#### Explosive\n\nNot the \"explosion\" effect you're thinking of--that's indirectHit. This weapon property does only one thing: it controls how much hit damage falls off with speed. Weapons with no or 0 explosive value are considered fully 'kinetic' and lose hit value as they slow below their typicalSpeed.\nWeapons with explosive=1 are considered fully 'explosive' and do full damage regardless of the projectile speed. Values between 0 and 1 control the ratio of kinetic-to-explosive damage (i.e. explosive = 0.5 means half the damage falls off with speed and half does not).\n<!> QUIRK! Values >=0.7 nullify a weapon's armor penetrating ability (as if caliber=0)!. Use values <0.7 if you want your weapon to have normal penetration behavior!\n\n### Penetration & Ballistics\n\n#### Bullet/Shell\n\nBullet/Shell ballistics are very simple and quite accurate. The only properties that influence trajectory are initSpeed (CfgMagazines), airFriction (CfgAmmo) and coefGravity (CfgAmmo, default=1).\nSuch projectiles travel based on their muzzle velocity (initSpeed) and aerodynamic drag (airFriction), along with gravity-induced vertical drop.\nPenetration is simply a factor of [remaining projectile speed at impact] and [CfgAmmo>\"caliber\"].\n\nProjectile slowing through armor (or any other kind of fire geometry), appears to be handled purely by the projectile's speed & \"caliber\" and the fire geometry's bulletPenetrability(WithThickness).\n\"airFriction\" ceases to be a factor unless the projectile makes it is way through the target back out into open air. No other target material properties (Density, etc.) appear to factor in to the simulation.\n\n#### Missile/Rocket\n\nMissile/Rocket ballistics are more complex (let's call them M/R's for short). However, unlike Bullet/Shell penetration--which works quite well--M/R penetration is broken in the Arma 3 code.\nBI ignores penetration effects for these weapons and relies on exaggerated hit/indirectHit values to cause target damage. (RAM fixes this bug/limitation--and adds some new features along the way--with some scripting).\n\n##### Unguided\n\nThese projectiles still use the same two properties as Bullet/Shells to determine their trajectories, but add some more (all in CfgAmmo): initTime, thrust, thrustTime, and maxSpeed.\nThe four new properties account for the additional effect of a rocket motor: after \"initTime\", \"thrust\" is added to accelerate the projectile until it runs out (\"thrustTime\"), while \"maxSpeed\" puts a cap on the projectile's top speed.\n\"sideAirFriction\" & \"maneuvrability\" (from CfgAmmo) and mass (from the P3D model) get honorable mention here. But it is not clear that they add anything to the simulation of unguided M/R trajectories.\n\n##### Guided\n\nThese projectiles work as unguided M/R's above, but with added properties to account for the fact that they manuever to track a target.\n\"sideAirFriction\" is used like airFriction to create drag, but in the lateral axes (as the missile turns to follow a target).\n\"manuevrability\" controls the rate of turning ability (mass may also play a role here - in that higher mass M/R's have a harder time turning due to momentum--but testing is required to confirm this).\nThere are also a few simple properties that pertain to how tracking is achieved, but they are beyond the scope of this discussion.\n\n#### Ballistics and Network Code\n\nUnguided Bullets, Shells, and Rockets (simulation = \"shotRocket\") ballistics are calculated locally/on the client only. They do not cause undue network traffic in multiplayer. Guided missiles on the other hand (simulation = \"maverickweapon\") broadcast their trajectory over the network, generating much more data traffic in multiplayer every time one is in flight. Think of guided missiles as little airplanes, clogging up the network with traffic as they fly around.\n\n#### Limits & Peculiarities of the Penetration Sim\n\nArma fully simulates the trajectory through a piece of fire geometry only for projectiles that make it all the way through. The game does not really simulate movement *within* fire geometry. If a projectile is stopped by a piece of fire geometry, the game essentially^ treats it as if it stopped at the surface. (This is noticeable if you fire weapons while using a projectile tracing script).\n\nFurthermore, if you fire a sufficiently high \"caliber\" bullet at a series of plates with setAccelTime set very low, you will notice a related curiosity. The bullet will slowly approach the plates and then appear to 'zip' through them in rapid succession, only slowing back down when travelling through air. This is also a consequence of the penetration code 'shortcut'. A bullet's travel time while *inside* a piece of fire geometry is *not* represented. As soon as the bullet impacts the geometry, the game calculates whether it has enough penetration to make it through. If it does, the bullet is *instantly teleported* to the other side of the geometry. (If it doesn't--as discussed above--it stops at the surface).\n\n^There is one exception to this \"shortcut\": hitpoint damage. The game *does* (instantly) calculate the precise depth of a partial penetration for the purpose of determining whether any hitpoint radii were hit.\n\n### Armor Methods & Recommendations\n\nThis section contains advice about designing your vehicle's fire geometry (\"FG\") and hitpints based on the research presented in this elsewhere on this page.\n\n#### Fire Geometry Placement\n\nSome 'rules of thumb' regarding the preparation of vehicle FG:\n\n- Use the most detailed and accurate armor data you can when creating your vehicle's P3D FG (armor). Correctly calibrated weapons are only going to give realistic results if your armor settings are realistic.\n  - Use accurate thicknesses, accurate angles, and accurate materials. Arma's penetration simulation is very detailed and takes all these factors into account to generate an accurate \"line-of-sight\" path of a projectile through vehicle materials/armor.\n  - Of course, the FG model is simplified and does not need to contain every little piece of geometry. Use just enough detail to capture the key armor areas of the vehicle (the Samples_F T-72 tank is a reasonably good example--although it could be just a bit more detailed).\n- The material used for armor pieces should usually be \"armour.rvmat\" (with thickness is defined by your model geometry). Preset-thickness materials (\"armour_plate\", etc.) respect LOS thickness, so you can use those where necessary.\n  - Regardless of what the real vehicle uses for armor (aluminum, composite, etc.), the best practice is to translate them into RHA-equivalent thickness. (To be specific, we are speaking here of \"RHAe-KE\": the equivalent thickness of rolled homogenous armor steel vs. kinetic attack).\n- Very thin components/armor (below 10mm thickness of the convex component) should be modelled thicker physically and reduced in \"effective thickness\" via plate materials, as the penetration accuracy for full material like \"armour.rvmat\" is not enough for such thin components.\n- Internal structure should be blocked in for receiving damage--see #Hitpoint Placement for Damage Consistency below.\n- Avoid overlapping FG. Arma projectiles can skip through interpenetrating pieces of FG without noticing some of them. Arma projectiles tend to only \"notice\" the *first* piece of FG they hit if other FG is embedded within it. The greater the interpenetration, the more likely the error.\n  - In fact, it is *desirable* to leave some space--at least a few cm--between pieces of FG that don't need to be directly touching.\n\n#### General Hitpoint Placement & Armor\n\nAs discussed earlier, Hitpoints are required for a vehicle to take damage. The style of hitpoint placement affects how a vehicle takes damage with respect to things like armor and penetration. One of the reasons that (stock) Arma vehicles take damage in the somewhat puzzling way that they do is due to their choice of hitpoint placement.\n\n##### Hitpoint Radii\n\nRecall from the \"Damage vs. Penetration section that an attack must simultaneously affect both fire geometry and a hitpoint to produce damage.\n\nConsider the following two approaches to hitpoint placement for the same vehicle--the front view of a simplified AFV. The polygons represent FG and the purple circles represent the virtual spheres created by hitpoint vertices and their radii.\n\n**Old Arma Approach**\n\n**Modified \"Internal\" Approach**\n\nIn the first approach, the vehicle will take major damage from non-penetrating hits. This is because the hitpoint spheres poke through the vehicle's FG. In the second approach, the hitpoints are constrained to be inside the armor layer (blue polygons). The second vehicle will take only trivial damage from non-penetrating hits.\n\nObviously, if you have non-armored parts of a vehicle that *should* be damaged by non-penetrating hits (tires, glass windscreens, unarmored vehicle parts, etc.), then their hitpoint spheres *should* \"poke through\" the FG in the \"old\" manner.\n\n##### Hitpoint Stacking\n\nNow let's consider two different approaches to hitpoint \"stacking\":\n\n**Old Arma Approach to Stacking**\n\n**Modified \"Overlapping\" Approach**\n\nIn the first example, hitpoint spheres are stacked so they do not overlap. This occurs frequently in Arma 3 vehicles. The second approach allows the spheres to overlap, with two resulting benefits:\n\n- Generally a smaller number of (higher-radius) spheres can be used to define a volume.\n- There are less \"holes\" between the spheres where a projectile can pass through without causing damage.\n\nThere don't appear to be any negative side effects to the overlapping approach; for example, overlapping spheres do not cause \"extra\" damage when a projectile penetrates through the overlap. BI itself increasingly has been using overlapped hitpoints in their models, so this approach should be considered safe.\n\n##### Hitpoint Placement Recommendations\n\n**In summary: combine the two \"modified\" approaches for improved armor and damage performance:**\n\n- *All* hitpoint spheres should be **\"overlapping\"**, and\n- Any hitpoint spheres *protected by armor* should be **\"internal\"**\n\nNote: BI itself has been moving away from the \"Old Arma\" method of hitpoint placement. Looking at recent revisions of the game (2015), you will notice that their tanks in particular largely follow the \"modified\" approach.\n\n#### Hitpoint Placement for Damage Consistency\n\nThe previous section focused on general hitpoint placement with respect to armor and the penetration sim. But your FG must also accommodate the way the *damage* sim works. It is ***extremely*** easy to get ***very random*** damage results if you don't build your damage-receiving fire geometry and hitpoint (spheres) according to some very specific rules.\n\nThe diagram above shows 3 different methods of assigning hitpoint spheres to fire geometry (\"FG\"). The red FG represents an area you want to receive damage, while the blue FG represents armor that should not cause damage when hit. The purple circles represent hitpoint spheres (P3D vertices with radii defined by hitpoint class config file).\n\n- **A** is the recommended way to handle FG. The damage-FG is separate from the armor FG and is ***evenly encased within hitpoint spheres***. Whenever the damage-FG is hit, it will receive consistent, predictable damage.\n  - To reiterate: the damage-FG should be fully *inside* the hitpoint spheres.\n  - While you could accomplish this with one giant hitpoint sphere, that would likely overlap with lots of other FG/armor. So a greater number of smaller-radius spheres are preferable.\n- **B** is not ideal but can still work. It is not as predictable in its damage results as \"A\". In this case, the area without hitpoint spheres is intended to function as armor--receiving minimal/no damage. The rest of the geometry is encased in hitpoint spheres as in \"A\".\n- **C** is ***not*** an acceptable approach. It combines several problems, and hits on geometry like this will produce very inconsistent damage results:\n  - the damage FG is not fully encased in spheres\n  - the spheres are not evenly placed within the FG\n  - several of the spheres are submerged inside the FG\n\n#### Hitpoint Properties\n\nThe recommendations above will do nothing to make a vehicle safe from explosive damage--termed \"indirectHit\" damage in Arma terminology. IndirectHit damage reaches freely through fire geometry to damage hitpoints.\n\nThe only way to protect a vehicle from such damage is by adjusting *minimalHit* and *explosionShielding* properties. (These properties apply to hitpoint locations--BI has also recently added equivalent properties for global vehicle health called *minTotalDamageThreshold* and *explosionShielding*). Armored vehicles in particular should have a large enough minimalHit and small enough explosionShielding value to protect against minor indirectHit weapons. But they should not be so heavily protected that they are immune to large-scale indirectHit weapons (IED's, laser-guided-bombs, etc.).\n\n### Damage Formula\n\n#### Standard Hit Damage\n\n(damage taken in %) = hit / armor\n\n- hit = \"hit\" value from cfgAmmo\n  - hit is modified by the current speed of the projectile: *hit* = *hit* * (speed / *typicalSpeed*)\n  - ammo with an \"explosive\" value > 0 only has the (1 - *explosive*) portion of its *hit* modified by *typicalSpeed* as described above\n- armor =\n  - Global \"health\": cfgVehicles global \"armor\" value\n  - Local ('hitpoint' location) \"health\": [location armor value] = [cfgVehicles global \"armor\" value] x [HitPoints class \"armor\" coefficient]\n- Remember: cfgVehicles \"armorStructural\" value acts as a divisor to global damage.\n- How exactly global damage is applied specifically is still a mystery. In theory, a hitpoint location receives damage. This damage is applied to global damage as well, but reduced via passthrough value on the hitlocation and the global armorStructural value. However, test results indicate that this is not true in every case, not matching any formula that has been floating around on various other damage related pages.\n\n#### Formula for indirectHit Damage\n\n- Direct damage: same as hit above\n  - i.e. (damage taken in %) = Hit / armor\n- Indirect damage:\n  - Everything withing a radius of indirectHitRange receives full indirectHit damage.\n  - For distances to the target >indirectHitRange and <4*indirectHitRange the damage falls off and can be calculated with indirectHit_mod = indirectHit * 1/ x^4, where x is the distance to the target expressed in multiples of indirectHitRange.\n  - For distances > 4*indirectHitRange, the indirect damage is 0. The fall off rate is hardcoded and independant of other variables.\n\n#### Weapons Combining Hit and indirectHit\n\n- Direct damage: uses *whichever property is larger*, the two values are *not* added together\n- Indirect damage: same as indirectHit above\n  - i.e. it is based on indirectHit value only (hit value does not affect it).\n\n### Concluding Remarks on Armor & Penetration in Arma 3\n\n- In vanilla A3, the effects of armor are largely ignored by the damage system.\n- More accurately: armor penetration is present, but its significance is overwhelmed by the global hitpoint effect\n  - this due in part to the way hitpoint \"spheres\" are placed in many Arma vehicles\n  - the effects are particularly dramatic for high damage-value weapons and for indirectHit weapons.\n- Caliber-based ballistics work very well, but caliber is bugged for rockets & missiles (it can't be added).\n- Nor can the submunition feature be used as a workaround (it is also bugged for missiles, and limited/unreliable for anything other than high-trajectory artillery shells).\n- A script-based approach must be used to enable those weapon types to penetrate armor correctly. RAM contains such an approach.\n\n### Adjusting Config Properties for RAM\n\n(See the Config Properties Mega-List for an explanation of the properties themselves. This information is somewhat old and will be replaced with a new wiki for the RAM update coming in Q1 of 2015.)\n\n#### Weapon-related Config Properties\n\n##### airFriction, caliber\n\nRAM adjusts caliber & airFriction values based on real-world data whenever possible. This yields accurate penetration values and ballistic trajectory.\nIt corrects the Missile/Rocket penetration bug by editing those weapon types to create regular (bullet/shell based) projectile submunitions on impact, restoring penetration ability.\n(Rocket & Missile improvement cannot be achieved by adjusting vanilla configs - this requires script adjustment)\n\n##### explosive\n\nRAM either caps explosive values at <0.7 to prevent the no-penetration bug, or creates a penetrating submunition (e.g. HEAT warheads).\n\n##### hit\n\nBI tends to greatly exaggerate hit values for large caliber weapons, while RAM generally reduces them values to prevent armor-overwhelming damage.\n\n#### Vehicle Config Properties\n\n##### Global\n\n###### armorStructural\n\nRAM generally ramps up these values to more or less cancel out the effect of global damage. (BI seems to have taken up the idea, and is creeping up armorStructural values in more recent configs).\n\n##### Hit Location\n\n###### explosionShielding\n\nThese values are usually much lower in RAM than vanilla A3 (i.e. more protection against indirectHit).\n\n###### passThrough\n\nThese tend to be zeroed out in RAM.\n\n###### radius\n\n[#>0,m?] the radius (in m?) of the location's hitpoint vertices in the vehicle's P3D model.\nThe idea here is to spread the vertices throughout the internal structure such that they do not spill out into or beyond the vehicle's armor plates.\nUnless you have control over the P3D source file, you probably don't want to mess with this value.\n\n###### HitTrack\n\n[location class] Keeping in mind that this location generally has no armor geometry protecting it and is thus easily damaged by the slightest hit, RAM generally increases the protective properties of explosionShielding and minimalHit to make tracks more resistant to minor weapons.\n\n### Useful Links\n\n(The VBS links are very useful, but do contain some obsolete/irrelevant information)\n\n- [VBS:Damage Modeling:Objects](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects)\n- [VBS:CfgAmmo Reference](https://resources.bisimulations.com/w/index.php?title=CfgAmmo_Config_Reference)\n- [VBS:Damage Flowchart](https://resources.bisimulations.com/w/index.php?title=Damage)\n- [VBS:Damage Modeling:Simulation Formulas](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Simulation)\n\nConfig Properties Megalist","sections":[{"heading":null,"level":1,"markdown":"An ongoing investigation on how damage and armor actually work in Arma 3. This page was initially based on Olds (talk) research during the creation of the Real Armor Mod (\"RAM\").\n\nSometime in Q1 of 2015, the RAM information will be removed from this page and relocated to its own wiki."},{"heading":"Damage vs. Penetration","level":3,"markdown":"It's important to understand that penetration and damage are not exactly the same thing in Arma 3 - they have a slightly indirect relationship. For damage to occur, a vehicle must have:\n\n- Fire Geometry modeled in its P3D file and\n- HitPoints defined in its config.cpp file\n\n**In Simple terms: an attack must *simultaneously* penetrate *both* fire geometry and a hitpoint radius to cause the most damage to a vehicle.**\n\nIn the diagram above, attacks A-D are examples of direct attacks (indirectHit & indirectHitRange = 0). Attack E is an example of an indirectHit attack. As the diagram shows, armor (in the form of fire geometry) can protect against direct damage--but indirectHit damage can easily occur *without* penetration (especially when indirectHitRange is large). Only a hitpoint's minimalHit and explosionShielding values can protect against indirectHit reaching through armor to cause damage.\n\n**Case B**: The projectile does not penetrate through the entire FG. In this case the Hitpoint will receive 100% of the directDamage (directDamage = (Hit - indirectHit)*speedmodifier ) of the projectile\n\n**Case A**: In contrary to Case B, the projectile completely penetrates the FG. Only a portion of the directDamage of the projectile will be dealt to the Hitpoint. The portion of damage depends on the amount of speed the projectile lost during penetration. The formula for this is unknown and also seems to be nonlinear. This means that very thin firegeometry will cause low amount of damage in most cases (as many projectiles will fully penetrate).\n\n*Example: A projectile (simulation=shotShell or shotBullet) with hit=1 impacts on a block with armor=1 (means one hit kills in best case). If the projectile has caliber=0 (no penetration) it will outright \"kill\". If the caliber value is > 0, but not high enough to penetrate through the block's material, it will also kill. If the projectile has just about enough penetration to penetrate the block, so that it is exit speed is < 0.1 m/s (means it falls straight to the ground after exit) the damage dealt will not be 1.0, but somewhere around 0.22. A fifth of the damage, just because the last mm of material was penetrated... If the bullet would lose less speed in the block, damage would be even lower*\n\n**Case C**: The projectile impacts, but does not reach the hitpoint. However, the Hitpoint can still be damaged by this, as projectiles have an \"internal indirect damage radius\", independant of indirectHit and indirectHitRange. The size of this radius depends on directDamage value of the projectile. The higher the resulting directDamage value is, the larger the radius (and also damage) will be to surrounding Hitpoints, even if the projectile didn't enter the HitPoint radius. This means that very high hit values can cause total damage to all hitpoints, even without any penetration. The same is true if the projectile fully penetrates (as with Case A), but does not penetrate the Hitpoint-radius. This means that precise damage modelling is very difficult (if not impossible) to achieve\n\nThe consequences of the damage system for armor modeling is discussed later in this page."},{"heading":"The Typical Damage Process","level":3,"markdown":"This is how damage usually transpires with stock Arma vehicles (and most mod content as well, since it tends to conform to BI standards of vehicle creation)."},{"heading":"Pre-impact","level":4,"markdown":"A projectile is headed for the target. (For our discussion let's assume its a kinetic round on track for a direct hit vs. an AFV)"},{"heading":"Initial Impact","level":4,"markdown":"The projectile impacts the target. It has not penetrated any armor yet. And if it doesn't have the ballistics to go further it will terminate here doing only this initial damage. Regardless, the following things happen:\nEvery major location on the target takes some damage. The location nearest the impact point gets the most, and it falls off geometrically.\nThe target's global health is generally damaged the most.\nSeveral factors affect the amount of damage taken: obviously the hit value of the weapon is important, but various weapon & target config values are also involved (minimalHit, explosive, etc.).\nThat's right, some damage has already been done regardless of whether it is pistol-round vs. tank or sabot vs. bunny.\nIf the hit values are high enough, this initial impact alone can destroy the target (essentially by knocking out global health) ...regardless of penetration!"},{"heading":"Penetrating Damage","level":4,"markdown":"*If* the projectile can penetrate the target's armor, it will continue moving and doing damage as it goes. Here's what happens:\nEvery major location continues to take damage as in step 2. But something new happens as well...\n...as the projectile travels past the armor it starts doing much more damage to the area immediately around itself.\nGlobal health continues to get damaged and can really get clobbered now. BTW, this happens even if every passThrough value is set to zero(!).\nThe projectile will terminate here or travel on through the target if it has penetration power remaining to do so.\n\nKeep in mind there are (sometimes significant) variations to how this works for things like explosive weapons, indirectHit, deflections, etc. More on those below.\nAnd, yes, this description holds true for human targets (shoot someone in the hand, and their head will take some damage)."},{"heading":"Indirect(Hit) & \"Explosive\" Damage","level":3,"markdown":""},{"heading":"IndirectHit","level":4,"markdown":"IndirectHit represents damage from explosions (not to be confused with the BIS \"explosive\" property).\nIndirectHit damage is applied whenever a weapon with that config property hits something (you, the ground, etc.)\nIt causes damage out to 4x it is indirectHitRange (which is a radius). The damage is dealt with the following rules:\n\n- Within 1x iHR: full iH damage is dealt to Hitlocations\n- Range >1xiHR and <4xiHR: iH damage dealt to Hitlocations falls off and can be calculated with iH_mod = iH / x^4 where x is the range expressed in multiples of iHR\n- Range >4xiHR: No iH damage is dealt\n\nIf a target is within range (our trusty tank in the above diagram), it takes the same all-location damage described in part A. (The location closest to the impact takes the most damage and so on...). Due to damage to all locations, damage to global health can be very high and somewhat hard to calculate. Ranged indirectHit damage bypasses your armor (firegeometry) and damages you anyway. Only the explosionShielding (and minimalHit) property can mitigate this.\n\nNote 1: the indirectHit 'explosion' radius effect appears to occur whenever a new surface is hit. This can occur just once when the ground is hit, or multiple times if the projectile has a high \"caliber\" and passes through several pieces of fire geometry. It also occurs when the projectile is deflected due to too high angle of impact (provided explosive value is < 0.7).\n\nNote 2: since 1/4^4 is not 0, certain indirectHit values will kill certain targets at the entire Radius of 4xiHR. For example, iH=85 is enough to kill any human target without bodyarmor (iH_mod required = 0.33) within 4xiHR.\n\nThe indirectHit damage falloff looks like this:"},{"heading":"Explosive","level":4,"markdown":"Not the \"explosion\" effect you're thinking of--that's indirectHit. This weapon property does only one thing: it controls how much hit damage falls off with speed. Weapons with no or 0 explosive value are considered fully 'kinetic' and lose hit value as they slow below their typicalSpeed.\nWeapons with explosive=1 are considered fully 'explosive' and do full damage regardless of the projectile speed. Values between 0 and 1 control the ratio of kinetic-to-explosive damage (i.e. explosive = 0.5 means half the damage falls off with speed and half does not).\n<!> QUIRK! Values >=0.7 nullify a weapon's armor penetrating ability (as if caliber=0)!. Use values <0.7 if you want your weapon to have normal penetration behavior!"},{"heading":"Penetration & Ballistics","level":3,"markdown":""},{"heading":"Bullet/Shell","level":4,"markdown":"Bullet/Shell ballistics are very simple and quite accurate. The only properties that influence trajectory are initSpeed (CfgMagazines), airFriction (CfgAmmo) and coefGravity (CfgAmmo, default=1).\nSuch projectiles travel based on their muzzle velocity (initSpeed) and aerodynamic drag (airFriction), along with gravity-induced vertical drop.\nPenetration is simply a factor of [remaining projectile speed at impact] and [CfgAmmo>\"caliber\"].\n\nProjectile slowing through armor (or any other kind of fire geometry), appears to be handled purely by the projectile's speed & \"caliber\" and the fire geometry's bulletPenetrability(WithThickness).\n\"airFriction\" ceases to be a factor unless the projectile makes it is way through the target back out into open air. No other target material properties (Density, etc.) appear to factor in to the simulation."},{"heading":"Missile/Rocket","level":4,"markdown":"Missile/Rocket ballistics are more complex (let's call them M/R's for short). However, unlike Bullet/Shell penetration--which works quite well--M/R penetration is broken in the Arma 3 code.\nBI ignores penetration effects for these weapons and relies on exaggerated hit/indirectHit values to cause target damage. (RAM fixes this bug/limitation--and adds some new features along the way--with some scripting)."},{"heading":"Unguided","level":5,"markdown":"These projectiles still use the same two properties as Bullet/Shells to determine their trajectories, but add some more (all in CfgAmmo): initTime, thrust, thrustTime, and maxSpeed.\nThe four new properties account for the additional effect of a rocket motor: after \"initTime\", \"thrust\" is added to accelerate the projectile until it runs out (\"thrustTime\"), while \"maxSpeed\" puts a cap on the projectile's top speed.\n\"sideAirFriction\" & \"maneuvrability\" (from CfgAmmo) and mass (from the P3D model) get honorable mention here. But it is not clear that they add anything to the simulation of unguided M/R trajectories."},{"heading":"Guided","level":5,"markdown":"These projectiles work as unguided M/R's above, but with added properties to account for the fact that they manuever to track a target.\n\"sideAirFriction\" is used like airFriction to create drag, but in the lateral axes (as the missile turns to follow a target).\n\"manuevrability\" controls the rate of turning ability (mass may also play a role here - in that higher mass M/R's have a harder time turning due to momentum--but testing is required to confirm this).\nThere are also a few simple properties that pertain to how tracking is achieved, but they are beyond the scope of this discussion."},{"heading":"Ballistics and Network Code","level":4,"markdown":"Unguided Bullets, Shells, and Rockets (simulation = \"shotRocket\") ballistics are calculated locally/on the client only. They do not cause undue network traffic in multiplayer. Guided missiles on the other hand (simulation = \"maverickweapon\") broadcast their trajectory over the network, generating much more data traffic in multiplayer every time one is in flight. Think of guided missiles as little airplanes, clogging up the network with traffic as they fly around."},{"heading":"Limits & Peculiarities of the Penetration Sim","level":4,"markdown":"Arma fully simulates the trajectory through a piece of fire geometry only for projectiles that make it all the way through. The game does not really simulate movement *within* fire geometry. If a projectile is stopped by a piece of fire geometry, the game essentially^ treats it as if it stopped at the surface. (This is noticeable if you fire weapons while using a projectile tracing script).\n\nFurthermore, if you fire a sufficiently high \"caliber\" bullet at a series of plates with setAccelTime set very low, you will notice a related curiosity. The bullet will slowly approach the plates and then appear to 'zip' through them in rapid succession, only slowing back down when travelling through air. This is also a consequence of the penetration code 'shortcut'. A bullet's travel time while *inside* a piece of fire geometry is *not* represented. As soon as the bullet impacts the geometry, the game calculates whether it has enough penetration to make it through. If it does, the bullet is *instantly teleported* to the other side of the geometry. (If it doesn't--as discussed above--it stops at the surface).\n\n^There is one exception to this \"shortcut\": hitpoint damage. The game *does* (instantly) calculate the precise depth of a partial penetration for the purpose of determining whether any hitpoint radii were hit."},{"heading":"Armor Methods & Recommendations","level":3,"markdown":"This section contains advice about designing your vehicle's fire geometry (\"FG\") and hitpints based on the research presented in this elsewhere on this page."},{"heading":"Fire Geometry Placement","level":4,"markdown":"Some 'rules of thumb' regarding the preparation of vehicle FG:\n\n- Use the most detailed and accurate armor data you can when creating your vehicle's P3D FG (armor). Correctly calibrated weapons are only going to give realistic results if your armor settings are realistic.\n  - Use accurate thicknesses, accurate angles, and accurate materials. Arma's penetration simulation is very detailed and takes all these factors into account to generate an accurate \"line-of-sight\" path of a projectile through vehicle materials/armor.\n  - Of course, the FG model is simplified and does not need to contain every little piece of geometry. Use just enough detail to capture the key armor areas of the vehicle (the Samples_F T-72 tank is a reasonably good example--although it could be just a bit more detailed).\n- The material used for armor pieces should usually be \"armour.rvmat\" (with thickness is defined by your model geometry). Preset-thickness materials (\"armour_plate\", etc.) respect LOS thickness, so you can use those where necessary.\n  - Regardless of what the real vehicle uses for armor (aluminum, composite, etc.), the best practice is to translate them into RHA-equivalent thickness. (To be specific, we are speaking here of \"RHAe-KE\": the equivalent thickness of rolled homogenous armor steel vs. kinetic attack).\n- Very thin components/armor (below 10mm thickness of the convex component) should be modelled thicker physically and reduced in \"effective thickness\" via plate materials, as the penetration accuracy for full material like \"armour.rvmat\" is not enough for such thin components.\n- Internal structure should be blocked in for receiving damage--see #Hitpoint Placement for Damage Consistency below.\n- Avoid overlapping FG. Arma projectiles can skip through interpenetrating pieces of FG without noticing some of them. Arma projectiles tend to only \"notice\" the *first* piece of FG they hit if other FG is embedded within it. The greater the interpenetration, the more likely the error.\n  - In fact, it is *desirable* to leave some space--at least a few cm--between pieces of FG that don't need to be directly touching."},{"heading":"General Hitpoint Placement & Armor","level":4,"markdown":"As discussed earlier, Hitpoints are required for a vehicle to take damage. The style of hitpoint placement affects how a vehicle takes damage with respect to things like armor and penetration. One of the reasons that (stock) Arma vehicles take damage in the somewhat puzzling way that they do is due to their choice of hitpoint placement."},{"heading":"Hitpoint Radii","level":5,"markdown":"Recall from the \"Damage vs. Penetration section that an attack must simultaneously affect both fire geometry and a hitpoint to produce damage.\n\nConsider the following two approaches to hitpoint placement for the same vehicle--the front view of a simplified AFV. The polygons represent FG and the purple circles represent the virtual spheres created by hitpoint vertices and their radii.\n\n**Old Arma Approach**\n\n**Modified \"Internal\" Approach**\n\nIn the first approach, the vehicle will take major damage from non-penetrating hits. This is because the hitpoint spheres poke through the vehicle's FG. In the second approach, the hitpoints are constrained to be inside the armor layer (blue polygons). The second vehicle will take only trivial damage from non-penetrating hits.\n\nObviously, if you have non-armored parts of a vehicle that *should* be damaged by non-penetrating hits (tires, glass windscreens, unarmored vehicle parts, etc.), then their hitpoint spheres *should* \"poke through\" the FG in the \"old\" manner."},{"heading":"Hitpoint Stacking","level":5,"markdown":"Now let's consider two different approaches to hitpoint \"stacking\":\n\n**Old Arma Approach to Stacking**\n\n**Modified \"Overlapping\" Approach**\n\nIn the first example, hitpoint spheres are stacked so they do not overlap. This occurs frequently in Arma 3 vehicles. The second approach allows the spheres to overlap, with two resulting benefits:\n\n- Generally a smaller number of (higher-radius) spheres can be used to define a volume.\n- There are less \"holes\" between the spheres where a projectile can pass through without causing damage.\n\nThere don't appear to be any negative side effects to the overlapping approach; for example, overlapping spheres do not cause \"extra\" damage when a projectile penetrates through the overlap. BI itself increasingly has been using overlapped hitpoints in their models, so this approach should be considered safe."},{"heading":"Hitpoint Placement Recommendations","level":5,"markdown":"**In summary: combine the two \"modified\" approaches for improved armor and damage performance:**\n\n- *All* hitpoint spheres should be **\"overlapping\"**, and\n- Any hitpoint spheres *protected by armor* should be **\"internal\"**\n\nNote: BI itself has been moving away from the \"Old Arma\" method of hitpoint placement. Looking at recent revisions of the game (2015), you will notice that their tanks in particular largely follow the \"modified\" approach."},{"heading":"Hitpoint Placement for Damage Consistency","level":4,"markdown":"The previous section focused on general hitpoint placement with respect to armor and the penetration sim. But your FG must also accommodate the way the *damage* sim works. It is ***extremely*** easy to get ***very random*** damage results if you don't build your damage-receiving fire geometry and hitpoint (spheres) according to some very specific rules.\n\nThe diagram above shows 3 different methods of assigning hitpoint spheres to fire geometry (\"FG\"). The red FG represents an area you want to receive damage, while the blue FG represents armor that should not cause damage when hit. The purple circles represent hitpoint spheres (P3D vertices with radii defined by hitpoint class config file).\n\n- **A** is the recommended way to handle FG. The damage-FG is separate from the armor FG and is ***evenly encased within hitpoint spheres***. Whenever the damage-FG is hit, it will receive consistent, predictable damage.\n  - To reiterate: the damage-FG should be fully *inside* the hitpoint spheres.\n  - While you could accomplish this with one giant hitpoint sphere, that would likely overlap with lots of other FG/armor. So a greater number of smaller-radius spheres are preferable.\n- **B** is not ideal but can still work. It is not as predictable in its damage results as \"A\". In this case, the area without hitpoint spheres is intended to function as armor--receiving minimal/no damage. The rest of the geometry is encased in hitpoint spheres as in \"A\".\n- **C** is ***not*** an acceptable approach. It combines several problems, and hits on geometry like this will produce very inconsistent damage results:\n  - the damage FG is not fully encased in spheres\n  - the spheres are not evenly placed within the FG\n  - several of the spheres are submerged inside the FG"},{"heading":"Hitpoint Properties","level":4,"markdown":"The recommendations above will do nothing to make a vehicle safe from explosive damage--termed \"indirectHit\" damage in Arma terminology. IndirectHit damage reaches freely through fire geometry to damage hitpoints.\n\nThe only way to protect a vehicle from such damage is by adjusting *minimalHit* and *explosionShielding* properties. (These properties apply to hitpoint locations--BI has also recently added equivalent properties for global vehicle health called *minTotalDamageThreshold* and *explosionShielding*). Armored vehicles in particular should have a large enough minimalHit and small enough explosionShielding value to protect against minor indirectHit weapons. But they should not be so heavily protected that they are immune to large-scale indirectHit weapons (IED's, laser-guided-bombs, etc.)."},{"heading":"Damage Formula","level":3,"markdown":""},{"heading":"Standard Hit Damage","level":4,"markdown":"(damage taken in %) = hit / armor\n\n- hit = \"hit\" value from cfgAmmo\n  - hit is modified by the current speed of the projectile: *hit* = *hit* * (speed / *typicalSpeed*)\n  - ammo with an \"explosive\" value > 0 only has the (1 - *explosive*) portion of its *hit* modified by *typicalSpeed* as described above\n- armor =\n  - Global \"health\": cfgVehicles global \"armor\" value\n  - Local ('hitpoint' location) \"health\": [location armor value] = [cfgVehicles global \"armor\" value] x [HitPoints class \"armor\" coefficient]\n- Remember: cfgVehicles \"armorStructural\" value acts as a divisor to global damage.\n- How exactly global damage is applied specifically is still a mystery. In theory, a hitpoint location receives damage. This damage is applied to global damage as well, but reduced via passthrough value on the hitlocation and the global armorStructural value. However, test results indicate that this is not true in every case, not matching any formula that has been floating around on various other damage related pages."},{"heading":"Formula for indirectHit Damage","level":4,"markdown":"- Direct damage: same as hit above\n  - i.e. (damage taken in %) = Hit / armor\n- Indirect damage:\n  - Everything withing a radius of indirectHitRange receives full indirectHit damage.\n  - For distances to the target >indirectHitRange and <4*indirectHitRange the damage falls off and can be calculated with indirectHit_mod = indirectHit * 1/ x^4, where x is the distance to the target expressed in multiples of indirectHitRange.\n  - For distances > 4*indirectHitRange, the indirect damage is 0. The fall off rate is hardcoded and independant of other variables."},{"heading":"Weapons Combining Hit and indirectHit","level":4,"markdown":"- Direct damage: uses *whichever property is larger*, the two values are *not* added together\n- Indirect damage: same as indirectHit above\n  - i.e. it is based on indirectHit value only (hit value does not affect it)."},{"heading":"Concluding Remarks on Armor & Penetration in Arma 3","level":3,"markdown":"- In vanilla A3, the effects of armor are largely ignored by the damage system.\n- More accurately: armor penetration is present, but its significance is overwhelmed by the global hitpoint effect\n  - this due in part to the way hitpoint \"spheres\" are placed in many Arma vehicles\n  - the effects are particularly dramatic for high damage-value weapons and for indirectHit weapons.\n- Caliber-based ballistics work very well, but caliber is bugged for rockets & missiles (it can't be added).\n- Nor can the submunition feature be used as a workaround (it is also bugged for missiles, and limited/unreliable for anything other than high-trajectory artillery shells).\n- A script-based approach must be used to enable those weapon types to penetrate armor correctly. RAM contains such an approach."},{"heading":"Adjusting Config Properties for RAM","level":3,"markdown":"(See the Config Properties Mega-List for an explanation of the properties themselves. This information is somewhat old and will be replaced with a new wiki for the RAM update coming in Q1 of 2015.)"},{"heading":"Weapon-related Config Properties","level":4,"markdown":""},{"heading":"airFriction, caliber","level":5,"markdown":"RAM adjusts caliber & airFriction values based on real-world data whenever possible. This yields accurate penetration values and ballistic trajectory.\nIt corrects the Missile/Rocket penetration bug by editing those weapon types to create regular (bullet/shell based) projectile submunitions on impact, restoring penetration ability.\n(Rocket & Missile improvement cannot be achieved by adjusting vanilla configs - this requires script adjustment)"},{"heading":"explosive","level":5,"markdown":"RAM either caps explosive values at <0.7 to prevent the no-penetration bug, or creates a penetrating submunition (e.g. HEAT warheads)."},{"heading":"hit","level":5,"markdown":"BI tends to greatly exaggerate hit values for large caliber weapons, while RAM generally reduces them values to prevent armor-overwhelming damage."},{"heading":"Vehicle Config Properties","level":4,"markdown":""},{"heading":"Global","level":5,"markdown":""},{"heading":"armorStructural","level":6,"markdown":"RAM generally ramps up these values to more or less cancel out the effect of global damage. (BI seems to have taken up the idea, and is creeping up armorStructural values in more recent configs)."},{"heading":"Hit Location","level":5,"markdown":""},{"heading":"explosionShielding","level":6,"markdown":"These values are usually much lower in RAM than vanilla A3 (i.e. more protection against indirectHit)."},{"heading":"passThrough","level":6,"markdown":"These tend to be zeroed out in RAM."},{"heading":"radius","level":6,"markdown":"[#>0,m?] the radius (in m?) of the location's hitpoint vertices in the vehicle's P3D model.\nThe idea here is to spread the vertices throughout the internal structure such that they do not spill out into or beyond the vehicle's armor plates.\nUnless you have control over the P3D source file, you probably don't want to mess with this value."},{"heading":"HitTrack","level":6,"markdown":"[location class] Keeping in mind that this location generally has no armor geometry protecting it and is thus easily damaged by the slightest hit, RAM generally increases the protective properties of explosionShielding and minimalHit to make tracks more resistant to minor weapons."},{"heading":"Useful Links","level":3,"markdown":"(The VBS links are very useful, but do contain some obsolete/irrelevant information)\n\n- [VBS:Damage Modeling:Objects](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects)\n- [VBS:CfgAmmo Reference](https://resources.bisimulations.com/w/index.php?title=CfgAmmo_Config_Reference)\n- [VBS:Damage Flowchart](https://resources.bisimulations.com/w/index.php?title=Damage)\n- [VBS:Damage Modeling:Simulation Formulas](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Simulation)\n\nConfig Properties Megalist"}],"categories":["Arma 3: Tutorials","Arma 3: Vehicle Configuration"],"groups":["Configuration"]},{"name":"Arma 3: Damage Enhancement","title":"Arma 3: Damage Enhancement","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Damage_Enhancement","revid":363301,"updated":"2024-03-26T11:19:31Z","aliases":["Arma 3 Damage Enhancement"],"markdown":"Arma 3 Tanks brought with it an overhaul, or rather enhancement of the vehicle damage model as part of the free platform upgrade.\nThe aim is to decrease the flaws of the current damage model and make it easier to configure.\nHowever, due to the backwards compatibility it is still based on the old one, and for more knowledge regarding that, there's already an existing guide.\nThis guide will describe the changes which will the platform update for Tanks DLC bring.\n\n### Component system\n\nOne of the enhancements brought by this platform update is the component system, which allows to use a named selection in the FireGeometry for the hit detection. The sphere system in this damage guide might have been efficient for calculating explosive damage, however not as much for the penetration, seeing the spheres cannot cover the area efficiently. Because of that they started overlapping etc., which was bringing side effects - size and density of the spheres were affecting damage done.\n\nComponent system can be connected by adding *armorComponent* parameter to the hitpoint as in the example below:\n\n```cpp\n// config.cpp\n// ...\nclass HitPoints : HitPoints\n{\n    class HitSLAT_Left_1\n    {\n        simulation = \"Armor_SLAT\";\n        armorComponent = \"cage_left_1\";\n        name = \"cage_left_1_point\";\n        armor = -200;\n        minimalHit = 0.3;\n        passThrough = 0;\n        visual = \"-\";\n        explosionShielding = 2;\n        radius = 0.25;\n    };\n};\n// ...\n```\n\n**Parameters:**\n\n- **simulation** - will be explained below, allows to define type of armor. The value is an entry from *CfgArmorSimulations*.\n- **name** - name of the selection in *Hitpoint LOD*, used for calculation of explosive damage.\n- **armorComponent** - name of the selection in *FireGeometry LOD*, used for calculation of penetration.\n- **passThrough** - value defining the amount of damage which will get transferred to total damage. **Its functionality is different after the update**.\n  - in case *armorComponent* **is not** defined, it works as it used to and is affected by *armorStructural*.\n  - in case *armorComponent* **is** defined, it works more intuitively and the value defined gets transferred to total damage regardless on *armorStructural*.\n\nMore detailed description about the hitpoint parameters can be found in this guide.\n\n### CfgArmorSimulations\n\nA feature, which will allow distinguish between different ammo and armor types.\nIn the platform update, there will be pre-configured three armor types and four ammo types, but none of these are hardcoded in the engine and therefore, can be expanded upon nearly infinitely.\n\nConfiguring such thing however needs an entry on three different places:\n\n- **CfgArmorSimulation** - its entries can be viewed as a table defining interactions between armor and ammo types. Classes there represent armor types (Armor_ERA_Heavy as seen in example) and it is subclasses ammo types (AP, HE, HEAT...)\n- **Hitpoint config** - parameter *simulation* needs to be added to the particular hitpoint to define the type of the armor, its value is name of class in CfgArmorSimulations (such as Armor_ERA_Heavy)\n- **Ammo config** - parameter *WarheadName* needs to be added to the ammo config to define its type, its value is name of the subclass in CfgArmorSimulations (HE, HEAT, TandemHeat...)\n\n```cpp\nclass CfgArmorSimulations\n{\n    /*\n        Values:\n        { a, b }\n        { { a1, a2 }, b }\n        { a, { b1, b2 } }\n        { { a1, a2 }, { b1, b2 } }\n        a - multiplier for when armor is undamaged\n        b - multiplier for when armor is destroyed\n        a1, a2 - lowest and highest value for randomization pool when armor is undamaged\n        b1, b2 - lowest and highest value for randomization pool when armor is destroyed\n    */\n\n    class Armor_ERA_Heavy\n    {\n        class Default // when hit by ammunition without warHeadName\n        {\n            hit[] = { 1 };\n            speed[] = { 1 };\n        };\n\n        // warheads\n        class AP\n        {\n            hit[] = { 1 };\n            speed[] = { 0.65, 1 };\n        };\n\n        class HE\n        {\n            hit[] = { 0.1, 1 };\n            speed[] = { 1 };\n        };\n\n        class HEAT\n        {\n            hit[] = { 1 };\n            speed[] = { 0.25, 1 };\n        };\n\n        class TandemHEAT\n        {\n            hit[] = { 1 };\n            speed[] = { 0.65, 1 };\n        };\n    };\n};\n```\n\nPlease note that how the ammo will interact with the armor type is *entirely* dependent on the warheadName parameter, not on configuration of the ammo.\nThis parameter can be passed as a **formal label**. Creating a new simulation means defining it is interaction with all available ammo types (or type *Default* as shown in the example above, of none is applicable)\n\n**Parameters:**\n\n- **Hit** - defines the modifier, which will be applied to the damage for particular projectile type for that hitzone. For example, if both AP and HE would have hit on 200, but hit an undamaged component with Armor_ERA_Heavy with configuration above... AP will hit with full force (modifier 1) while HE only for 20 (modifier 0.1)\n- **Speed** - defines the modifier, which will be applied to the speed for particular projectile type for that hitzone. For example, if both HE and HEAT would have speed on 500, but hit an undamaged component with Armor_ERA_Heavy with configuration above... speed of HE will remain unchanged, while HEAT will slow down by 75% when passing that component in *FireGeometry*.\n\n**Configuration:**\nIn the example above there is a short use case, which is applicable for both *Hit* and *Speed* parameters.\n\n- Value of parameters is array, where first value defines modifier for **undamaged** hitzone and the last for **destroyed** hitzone. Thanks to this, the simulation can change based on the hitzone's health and defense less efficient as the armor gets damaged\n- Each of those values can be an array - such array becomes a pool of randomization for the modifiers. hit[] = {{0.1,0.3},1}; would pick random values between 0.1 and 0.3 for undamaged hitzone\n- Correlation between undamaged and destroyed values is **linear**\n- If there is only one value, the modifier will be a constant regardless of damage\n\n### Quality-of-life configuration upgrades\n\n- **negative armor** - the possibility of configuring an absolute armor value instead of a modifier (hitzone armor * vehicle base armor)\n  - armor = -200;\n- **visual** - the possibility of visual not doing anything instead of defaulting on zbytek selection or a random value\n  - visual = \"-\";\n- **passThrough** - more intuitive use of *passThrough* when the *armorComponent* is defined in the hitpoint - instead of being divided by *armorStructural* or other constants, it will pass the correct amount of damage to Total.\n- **HitTurret and HitGun** - previously, those hitpoints could only be named like this, which in case of gunner turret and commander turret cause two hitpoints being named the same. It was causing problems with script damaging and it was also affecting it is functionality in the wrong way (both turrets have been affected instead of one. Now, they can be named freely, as two parameters have been added:\n  - **isTurret** - setting it to true will mean this hitpoint represents turret part of the weapon\n  - **isGun** - setting it to true will mean this hitpoint represents gun part of the weapon\n\n```cpp\nclass HitPoints\n{\n    class HitComTurret    { armor = 0.1; material = -1; armorComponent = \"hit_com_turret\";    name = \"hit_com_turret_point\";    visual=\"\";    passThrough = 0; minimalHit = 0.1; explosionShielding = 1; radius = 0.15; isTurret = true; };\n    class HitComGun        { armor = 0.1; material = -1; armorComponent = \"hit_com_gun\";        name = \"hit_com_gun_point\";        visual=\"\";    passThrough = 0; minimalHit = 0.1; explosionShielding = 1; radius = 0.15; isGun = true; };\n};\n```\n\n- **Two new parameters for hitpoint destruction effects** - destruction effects for the hitpoints were used very rarely and it is an artifact from the previous games. For hitpoints such as ERA plates we need to use it again, therefore it needs modifications to override the engine function:\n  - **effectRadius** - numeric value, will be needed if that hitpoint has *armorComponent*\n  - **ignoreFuel** - true/false, it is an artifact from previous games, because the destruction effects were used mainly on fuel explosions. It used to take random amount of fuel, which is undesirable in most cases (like ERA plates)\n\n```cpp\nclass HitPoints : HitPoints\n{\n    class HitERA_Front\n    {\n        type = \"ARMOR_ERA\"; // cannot be isTurret or isGun\n        // ...\n\n        class DestructionEffects\n        {\n            ammoExplosionEffect = \"\";\n\n            // 2 new parameters to override engine function\n            effectRadius = 1; // needed when hitpoint with convexComponentNewArmor\n            ignoreFuel = true;\n\n            class Explo\n            {\n                simulation = \"particles\";\n                type = \"MineExplosionParticles\";\n                position = \"Hit_ERA_front_01_mem\";\n                intensity = 1;\n                interval = 1;\n                lifeTime = 0.01;\n            };\n\n            class Smoke : Explo\n            {\n                type = \"ERASmoke\";\n                lifeTime = 0.1;\n            };\n        };\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"Arma 3 Tanks brought with it an overhaul, or rather enhancement of the vehicle damage model as part of the free platform upgrade.\nThe aim is to decrease the flaws of the current damage model and make it easier to configure.\nHowever, due to the backwards compatibility it is still based on the old one, and for more knowledge regarding that, there's already an existing guide.\nThis guide will describe the changes which will the platform update for Tanks DLC bring."},{"heading":"Component system","level":3,"markdown":"One of the enhancements brought by this platform update is the component system, which allows to use a named selection in the FireGeometry for the hit detection. The sphere system in this damage guide might have been efficient for calculating explosive damage, however not as much for the penetration, seeing the spheres cannot cover the area efficiently. Because of that they started overlapping etc., which was bringing side effects - size and density of the spheres were affecting damage done.\n\nComponent system can be connected by adding *armorComponent* parameter to the hitpoint as in the example below:\n\n```cpp\n// config.cpp\n// ...\nclass HitPoints : HitPoints\n{\n    class HitSLAT_Left_1\n    {\n        simulation = \"Armor_SLAT\";\n        armorComponent = \"cage_left_1\";\n        name = \"cage_left_1_point\";\n        armor = -200;\n        minimalHit = 0.3;\n        passThrough = 0;\n        visual = \"-\";\n        explosionShielding = 2;\n        radius = 0.25;\n    };\n};\n// ...\n```\n\n**Parameters:**\n\n- **simulation** - will be explained below, allows to define type of armor. The value is an entry from *CfgArmorSimulations*.\n- **name** - name of the selection in *Hitpoint LOD*, used for calculation of explosive damage.\n- **armorComponent** - name of the selection in *FireGeometry LOD*, used for calculation of penetration.\n- **passThrough** - value defining the amount of damage which will get transferred to total damage. **Its functionality is different after the update**.\n  - in case *armorComponent* **is not** defined, it works as it used to and is affected by *armorStructural*.\n  - in case *armorComponent* **is** defined, it works more intuitively and the value defined gets transferred to total damage regardless on *armorStructural*.\n\nMore detailed description about the hitpoint parameters can be found in this guide."},{"heading":"CfgArmorSimulations","level":3,"markdown":"A feature, which will allow distinguish between different ammo and armor types.\nIn the platform update, there will be pre-configured three armor types and four ammo types, but none of these are hardcoded in the engine and therefore, can be expanded upon nearly infinitely.\n\nConfiguring such thing however needs an entry on three different places:\n\n- **CfgArmorSimulation** - its entries can be viewed as a table defining interactions between armor and ammo types. Classes there represent armor types (Armor_ERA_Heavy as seen in example) and it is subclasses ammo types (AP, HE, HEAT...)\n- **Hitpoint config** - parameter *simulation* needs to be added to the particular hitpoint to define the type of the armor, its value is name of class in CfgArmorSimulations (such as Armor_ERA_Heavy)\n- **Ammo config** - parameter *WarheadName* needs to be added to the ammo config to define its type, its value is name of the subclass in CfgArmorSimulations (HE, HEAT, TandemHeat...)\n\n```cpp\nclass CfgArmorSimulations\n{\n    /*\n        Values:\n        { a, b }\n        { { a1, a2 }, b }\n        { a, { b1, b2 } }\n        { { a1, a2 }, { b1, b2 } }\n        a - multiplier for when armor is undamaged\n        b - multiplier for when armor is destroyed\n        a1, a2 - lowest and highest value for randomization pool when armor is undamaged\n        b1, b2 - lowest and highest value for randomization pool when armor is destroyed\n    */\n\n    class Armor_ERA_Heavy\n    {\n        class Default // when hit by ammunition without warHeadName\n        {\n            hit[] = { 1 };\n            speed[] = { 1 };\n        };\n\n        // warheads\n        class AP\n        {\n            hit[] = { 1 };\n            speed[] = { 0.65, 1 };\n        };\n\n        class HE\n        {\n            hit[] = { 0.1, 1 };\n            speed[] = { 1 };\n        };\n\n        class HEAT\n        {\n            hit[] = { 1 };\n            speed[] = { 0.25, 1 };\n        };\n\n        class TandemHEAT\n        {\n            hit[] = { 1 };\n            speed[] = { 0.65, 1 };\n        };\n    };\n};\n```\n\nPlease note that how the ammo will interact with the armor type is *entirely* dependent on the warheadName parameter, not on configuration of the ammo.\nThis parameter can be passed as a **formal label**. Creating a new simulation means defining it is interaction with all available ammo types (or type *Default* as shown in the example above, of none is applicable)\n\n**Parameters:**\n\n- **Hit** - defines the modifier, which will be applied to the damage for particular projectile type for that hitzone. For example, if both AP and HE would have hit on 200, but hit an undamaged component with Armor_ERA_Heavy with configuration above... AP will hit with full force (modifier 1) while HE only for 20 (modifier 0.1)\n- **Speed** - defines the modifier, which will be applied to the speed for particular projectile type for that hitzone. For example, if both HE and HEAT would have speed on 500, but hit an undamaged component with Armor_ERA_Heavy with configuration above... speed of HE will remain unchanged, while HEAT will slow down by 75% when passing that component in *FireGeometry*.\n\n**Configuration:**\nIn the example above there is a short use case, which is applicable for both *Hit* and *Speed* parameters.\n\n- Value of parameters is array, where first value defines modifier for **undamaged** hitzone and the last for **destroyed** hitzone. Thanks to this, the simulation can change based on the hitzone's health and defense less efficient as the armor gets damaged\n- Each of those values can be an array - such array becomes a pool of randomization for the modifiers. hit[] = {{0.1,0.3},1}; would pick random values between 0.1 and 0.3 for undamaged hitzone\n- Correlation between undamaged and destroyed values is **linear**\n- If there is only one value, the modifier will be a constant regardless of damage"},{"heading":"Quality-of-life configuration upgrades","level":3,"markdown":"- **negative armor** - the possibility of configuring an absolute armor value instead of a modifier (hitzone armor * vehicle base armor)\n  - armor = -200;\n- **visual** - the possibility of visual not doing anything instead of defaulting on zbytek selection or a random value\n  - visual = \"-\";\n- **passThrough** - more intuitive use of *passThrough* when the *armorComponent* is defined in the hitpoint - instead of being divided by *armorStructural* or other constants, it will pass the correct amount of damage to Total.\n- **HitTurret and HitGun** - previously, those hitpoints could only be named like this, which in case of gunner turret and commander turret cause two hitpoints being named the same. It was causing problems with script damaging and it was also affecting it is functionality in the wrong way (both turrets have been affected instead of one. Now, they can be named freely, as two parameters have been added:\n  - **isTurret** - setting it to true will mean this hitpoint represents turret part of the weapon\n  - **isGun** - setting it to true will mean this hitpoint represents gun part of the weapon\n\n```cpp\nclass HitPoints\n{\n    class HitComTurret    { armor = 0.1; material = -1; armorComponent = \"hit_com_turret\";    name = \"hit_com_turret_point\";    visual=\"\";    passThrough = 0; minimalHit = 0.1; explosionShielding = 1; radius = 0.15; isTurret = true; };\n    class HitComGun        { armor = 0.1; material = -1; armorComponent = \"hit_com_gun\";        name = \"hit_com_gun_point\";        visual=\"\";    passThrough = 0; minimalHit = 0.1; explosionShielding = 1; radius = 0.15; isGun = true; };\n};\n```\n\n- **Two new parameters for hitpoint destruction effects** - destruction effects for the hitpoints were used very rarely and it is an artifact from the previous games. For hitpoints such as ERA plates we need to use it again, therefore it needs modifications to override the engine function:\n  - **effectRadius** - numeric value, will be needed if that hitpoint has *armorComponent*\n  - **ignoreFuel** - true/false, it is an artifact from previous games, because the destruction effects were used mainly on fuel explosions. It used to take random amount of fuel, which is undesirable in most cases (like ERA plates)\n\n```cpp\nclass HitPoints : HitPoints\n{\n    class HitERA_Front\n    {\n        type = \"ARMOR_ERA\"; // cannot be isTurret or isGun\n        // ...\n\n        class DestructionEffects\n        {\n            ammoExplosionEffect = \"\";\n\n            // 2 new parameters to override engine function\n            effectRadius = 1; // needed when hitpoint with convexComponentNewArmor\n            ignoreFuel = true;\n\n            class Explo\n            {\n                simulation = \"particles\";\n                type = \"MineExplosionParticles\";\n                position = \"Hit_ERA_front_01_mem\";\n                intensity = 1;\n                interval = 1;\n                lifeTime = 0.01;\n            };\n\n            class Smoke : Explo\n            {\n                type = \"ERASmoke\";\n                lifeTime = 0.1;\n            };\n        };\n    };\n};\n```"}],"categories":["Arma 3: Tutorials","Arma 3: Vehicle Configuration"],"groups":["Configuration"]},{"name":"Arma 3: Debriefing","title":"Arma 3: Debriefing","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Debriefing","revid":363304,"updated":"2024-03-26T11:24:22Z","aliases":["Arma 3 Debriefing","Debriefing"],"markdown":"Arma 3 introduces new debriefing screen style. It completely replaces the old Briefing.html system which is no longer supported.\n\n### Execution\n\n**Mission debriefing** is displayed automatically upon mission end, unless the debriefing entry is set to 0 in *Description.ext*.\n\nIn order to show a **closing shot**, you have to use BIS_fnc_endMission / BIS_fnc_endMissionServer instead of calling scripting commands endMission / failMission directly:\n\n```sqf\n// Singleplayer / client-side\n\"end1\" call BIS_fnc_endMission;\n```\n\n```sqf\n// Multiplayer / server-side\n[\"end1\"] remoteExec [\"BIS_fnc_endMission\"];    // post Arma 3 v1.50\n \"end1\"  call BIS_fnc_endMissionServer;        // pre  Arma 3 v1.50\n```\n\n### Configuration\n\n#### Debriefing\n\n**config.cpp** or **description.ext**:\n\n```cpp\nclass CfgDebriefing\n{\n    class End1\n    {\n        title = \"Mission Completed\";\n        subtitle = \"\";\n        description = \"You successfully rescued our forces and neutralized the spotters, despite being forced to retreat.\";\n        pictureBackground = \"\";\n        picture = \"b_inf\";\n        pictureColor[] = { 0.0, 0.3, 0.6, 1 };\n    };\n};\n```\n\nMost of the params are shared both by the closing shot and by debriefing screen, see a table below:\n\n- **title**: Ending main title. Default text (MISSION ACCOMPLISHED or MISSION FAILED, based on the ending type) is displayed when the param is missing.\n- **subtitle**: Ending subtitle, further explaining the ending. Optional, no subtitle is displayed when the param is missing.\n- **description**: Detailed description of the ending. Not available in closing shot. Optional, no description is displayed when the param is missing.\n- **pictureBackground**: 2:1 picture displayed in the background. When undefined, loading screen is used instead (can be disabled by defining as empty string).\n- **picture**: 1:1 icon, used mainly in multiplayer missions. Optional, no picture is displayed when the param is missing. Can be either link to a texture, or CfgMarkers class.\n- **pictureColor**: Picture color. Optional, white is used when the param is missing.\n\n#### Disabling\n\nIn order to disable the debriefing completely, use following param:\n\n```cpp\ndebriefing = 0;\n```\n\nDefault value is 1 (enabled). Debriefing cannot be disabled in multiplayer.\n\n#### Default Lose Debriefing\n\nIn order to change the default loss debriefing (used when all players on one side have died in multiplayer, for example), you can override loser class:\n\n```cpp\nclass CfgDebriefing\n{\n    class loser\n    {\n        title = \"You all died!\";\n        subtitle = \"\";\n        description = \"Everyone is dead.\";\n        pictureBackground = \"\";\n        picture = \"KIA\";\n        pictureColor[] = { 0.6, 0.1, 0.2, 1 };\n    };\n};\n```\n\n#### Custom Sections\n\n**description.ext**:\n\n```cpp\nclass CfgDebriefingSections\n{\n    class Loot\n    {\n        title = \"Collected weapons\";\n        variable = \"BIS_loot\";\n    };\n};\n```\n\n- **title**: Section title displayed in horizontal listbox\n- **variable**: missionNamespace variable containing string to be shown. It will be parsed and displayed as structured text. When empty, section won't be visible at all.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 introduces new debriefing screen style. It completely replaces the old Briefing.html system which is no longer supported."},{"heading":"Execution","level":3,"markdown":"**Mission debriefing** is displayed automatically upon mission end, unless the debriefing entry is set to 0 in *Description.ext*.\n\nIn order to show a **closing shot**, you have to use BIS_fnc_endMission / BIS_fnc_endMissionServer instead of calling scripting commands endMission / failMission directly:\n\n```sqf\n// Singleplayer / client-side\n\"end1\" call BIS_fnc_endMission;\n```\n\n```sqf\n// Multiplayer / server-side\n[\"end1\"] remoteExec [\"BIS_fnc_endMission\"];    // post Arma 3 v1.50\n \"end1\"  call BIS_fnc_endMissionServer;        // pre  Arma 3 v1.50\n```"},{"heading":"Configuration","level":3,"markdown":""},{"heading":"Debriefing","level":4,"markdown":"**config.cpp** or **description.ext**:\n\n```cpp\nclass CfgDebriefing\n{\n    class End1\n    {\n        title = \"Mission Completed\";\n        subtitle = \"\";\n        description = \"You successfully rescued our forces and neutralized the spotters, despite being forced to retreat.\";\n        pictureBackground = \"\";\n        picture = \"b_inf\";\n        pictureColor[] = { 0.0, 0.3, 0.6, 1 };\n    };\n};\n```\n\nMost of the params are shared both by the closing shot and by debriefing screen, see a table below:\n\n- **title**: Ending main title. Default text (MISSION ACCOMPLISHED or MISSION FAILED, based on the ending type) is displayed when the param is missing.\n- **subtitle**: Ending subtitle, further explaining the ending. Optional, no subtitle is displayed when the param is missing.\n- **description**: Detailed description of the ending. Not available in closing shot. Optional, no description is displayed when the param is missing.\n- **pictureBackground**: 2:1 picture displayed in the background. When undefined, loading screen is used instead (can be disabled by defining as empty string).\n- **picture**: 1:1 icon, used mainly in multiplayer missions. Optional, no picture is displayed when the param is missing. Can be either link to a texture, or CfgMarkers class.\n- **pictureColor**: Picture color. Optional, white is used when the param is missing."},{"heading":"Disabling","level":4,"markdown":"In order to disable the debriefing completely, use following param:\n\n```cpp\ndebriefing = 0;\n```\n\nDefault value is 1 (enabled). Debriefing cannot be disabled in multiplayer."},{"heading":"Default Lose Debriefing","level":4,"markdown":"In order to change the default loss debriefing (used when all players on one side have died in multiplayer, for example), you can override loser class:\n\n```cpp\nclass CfgDebriefing\n{\n    class loser\n    {\n        title = \"You all died!\";\n        subtitle = \"\";\n        description = \"Everyone is dead.\";\n        pictureBackground = \"\";\n        picture = \"KIA\";\n        pictureColor[] = { 0.6, 0.1, 0.2, 1 };\n    };\n};\n```"},{"heading":"Custom Sections","level":4,"markdown":"**description.ext**:\n\n```cpp\nclass CfgDebriefingSections\n{\n    class Loot\n    {\n        title = \"Collected weapons\";\n        variable = \"BIS_loot\";\n    };\n};\n```\n\n- **title**: Section title displayed in horizontal listbox\n- **variable**: missionNamespace variable containing string to be shown. It will be parsed and displayed as structured text. When empty, section won't be visible at all."}],"categories":["Mission Editing"],"groups":["Mission Editing"]},{"name":"Arma 3: Debug Console","title":"Arma 3: Debug Console","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Debug_Console","revid":377942,"updated":"2026-01-11T22:56:41Z","aliases":["Arma 3 Debug Console","Mission Editor: Debug Console (Arma 3)"],"markdown":"Arma 3 v0.54\n\nThe **Debug Console** is an editing tool that provides scenario designers with the ability to observe variables and to execute code on the fly.\n\n### Access\n\nWhile playing a mission from the editor, the console is immediately available in pause menu.\nIn the old 2D Editor map screen, you can open it by clicking the \"Debug Console\" button or with <kbd>Ctrl</kbd> + <kbd>D</kbd>.\nIn Eden editor it is available under `Tools > Debug Console`.\n\nIn multiplayer the debug console is available by default only when MP preview is started from Eden Editor, and is only available to the host who started it.\nIn all other cases debug console needs to be explicitly enabled with either editor attribute or *enableDebugConsole* param (see below).\nIt is worth noting that when debug console is configured for admin access, it is only available for logged in admin, voted in admin is treated just like any other user in this respect.\n\n### Configuration\n\nThe console is automatically available in missions running from editor.\nIf mission designer wishes to enable it elsewhere, he can achieve it in one of the three ways:\n\n- Using mission config param. You can add *\"\\a3\\functions_f\\Params\\paramDebugConsole.hpp\"* mission parameter, where server host / admin can choose whether or not he'll allow debug console.\n- Using following Description.ext param, for example:\n\n  ```cpp\n  enableDebugConsole = 1;\n  ```\n\n  Possible values:\n  - 0 - Default behavior, available only in editor\n  - 1 - Available in SP and for hosts / logged in admins in MP\n  - 2 - Available for everyone\n- Using Eden attribute `Debug Console`, available in `Attributes > General > States > Debug Console`\n- Using global/mod config param, for example:\n\n  ```cpp\n  enableDebugConsole = 2;\n  ```\n\n#### Whitelisting Multiple Users (Arma 3 v1.72)\n\nIt is possible to let more than one person access debug console in Multiplayer.\nThis is done by defining `enableDebugConsole` param as Array and adding UIDs of whitelisted users to this array, for example:\n\n```cpp\nenableDebugConsole[] = { \"81273982178973213\", \"3749832749732749\", \"7492374983274234\" };\n```\n\nAll users with UIDs matching the added UIDs will be able to access debug console in Multiplayer.\nAdditionally, server host will also be able to use debug console, as well as any logged in admin on dedicated server.\n\n#### Mod support\n\nSince Arma 3 v1.72 it is possible to configure debug console availability with a mod param `enableDebugConsole`.\nThis param is checked if no debug console option is set in the mission.\nIf a server admin would like to make debug console available for a group of trusted people, he can create a custom mod, for example with `enableDebugConsole = 2;` then sign it and distribute it amongst trusted people.\nThis way anyone who has this custom mod signed with correct signature, will be able to connect to the server and use debug console.\nArray of UIDs is also supported here.\n\nTo whitelist (multiple) users with a mod, if *enableDebugConsole* has already been defined, use the delete keyword:\n\n```cpp\ndelete enableDebugConsole;\nenableDebugConsole[] = { \"81273982178973213\" };\n```\n\n#### Order of Precedence\n\n1. Mission param is checked. If it is not defined then...\n1. description.ext param `enableDebugConsole` is checked. If is not defined then...\n1. Eden attribute option is checked. If not defined then...\n1. Global/mod param `enableDebugConsole` is checked.\n\n#### BattlEye Filters\n\nDebug Console uses Remote Execution. If you wish to exclude Debug Console execution from BE Filters, add this to your `remoteexec.txt`\n\n```\n!=\"BIS_fnc_debugConsoleExec \\[[0-2],\\{.*\\}\\]\"\n```\n\n### Features\n\n> [!NOTE]\n> You can clear large amounts of text from the expression field or a watch field by selecting the field and pressing <kbd>Ctrl</kbd> + <kbd>A</kbd> and then <kbd>Del</kbd>.\n\n#### Expression field\n\n- The expression is saved when the debug console is closed and restored again upon return.\n- Arma 3 v1.74 Comments with `//` are supported (use <kbd>⇧ Shift</kbd> + <kbd>Return ↵</kbd> to start a new line).\n- The expression can be executed in the unscheduled environment using the following buttons:\n  - Local - execute on player's computer using remoteExec to call the given code.\n  - Global - execute on all computers using remoteExec to call the given code. Only enabled in MP.\n  - Server - execute only on the server using remoteExec to call the given code. Only enabled in MP.\n  - Performance Test - See: diag_codePerformance\n\n#### 4x Watch field\n\n- The expression is saved when the debug console is closed and restored again upon return.\n- When the code is taking too long to evaluate (>0.003s), the background turns orange and the value is not saved.\n- Watch field execution is paused when the user edits the watch expression and resumed on change of focus or when pressing <kbd>Return ↵</kbd>.\n\n#### Execution result field (Arma 3 v1.74)\n\n- The execution result field shows result of local execution of the expression code.\n- In MP the execution result field shows remote result for server execution.\n\n#### Expression History\n\nThe debug console will keep track of the last ten expressions which were executed.\nOne can use <kbd>↟ PgUp</kbd> and <kbd>↡ PgDown</kbd> to cycle through them.\n\n#### Buttons\n\nAll of the following buttons close the pause menu and open another window.\n\n- Spectator Camera\n- Arma 3: Splendid Camera\n- Functions Viewer\n- Config Viewer\n- Animation Viewer\n- User Interface Editor\n\n#### Profile Saving\n\nThe debug console automatically saves each field as you go, even after game restart.\nThese can also be access using profileNamespace getVariable with the following code:\n\n- **Expression Field**\n\n  ```sqf\n  profileNamespace getVariable \"rscdebugconsole_expression\";\n  ```\n- **4x Watch Field**\n\n  ```sqf\n  profileNamespace getVariable \"rscdebugconsole_watch1\";\n  profileNamespace getVariable \"rscdebugconsole_watch2\";\n  profileNamespace getVariable \"rscdebugconsole_watch3\";\n  profileNamespace getVariable \"rscdebugconsole_watch4\";\n  ```\n\nUsing the same variables you can also clear or change the fields.\n\n### Utilities\n\nIn order to access Arma 3: Utilities from debug console, type `utils` in the debug console and press local exec.\nTo go directly to the utility of your choice use `utils n`, where `n` is the number of the utility in the list.\nFor example `utils 2` will take you to config browser.\n\n### See Also\n\n- Debugging Techniques","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v0.54\n\nThe **Debug Console** is an editing tool that provides scenario designers with the ability to observe variables and to execute code on the fly."},{"heading":"Access","level":3,"markdown":"While playing a mission from the editor, the console is immediately available in pause menu.\nIn the old 2D Editor map screen, you can open it by clicking the \"Debug Console\" button or with <kbd>Ctrl</kbd> + <kbd>D</kbd>.\nIn Eden editor it is available under `Tools > Debug Console`.\n\nIn multiplayer the debug console is available by default only when MP preview is started from Eden Editor, and is only available to the host who started it.\nIn all other cases debug console needs to be explicitly enabled with either editor attribute or *enableDebugConsole* param (see below).\nIt is worth noting that when debug console is configured for admin access, it is only available for logged in admin, voted in admin is treated just like any other user in this respect."},{"heading":"Configuration","level":3,"markdown":"The console is automatically available in missions running from editor.\nIf mission designer wishes to enable it elsewhere, he can achieve it in one of the three ways:\n\n- Using mission config param. You can add *\"\\a3\\functions_f\\Params\\paramDebugConsole.hpp\"* mission parameter, where server host / admin can choose whether or not he'll allow debug console.\n- Using following Description.ext param, for example:\n\n  ```cpp\n  enableDebugConsole = 1;\n  ```\n\n  Possible values:\n  - 0 - Default behavior, available only in editor\n  - 1 - Available in SP and for hosts / logged in admins in MP\n  - 2 - Available for everyone\n- Using Eden attribute `Debug Console`, available in `Attributes > General > States > Debug Console`\n- Using global/mod config param, for example:\n\n  ```cpp\n  enableDebugConsole = 2;\n  ```"},{"heading":"Whitelisting Multiple Users (Arma 3 v1.72)","level":4,"markdown":"It is possible to let more than one person access debug console in Multiplayer.\nThis is done by defining `enableDebugConsole` param as Array and adding UIDs of whitelisted users to this array, for example:\n\n```cpp\nenableDebugConsole[] = { \"81273982178973213\", \"3749832749732749\", \"7492374983274234\" };\n```\n\nAll users with UIDs matching the added UIDs will be able to access debug console in Multiplayer.\nAdditionally, server host will also be able to use debug console, as well as any logged in admin on dedicated server."},{"heading":"Mod support","level":4,"markdown":"Since Arma 3 v1.72 it is possible to configure debug console availability with a mod param `enableDebugConsole`.\nThis param is checked if no debug console option is set in the mission.\nIf a server admin would like to make debug console available for a group of trusted people, he can create a custom mod, for example with `enableDebugConsole = 2;` then sign it and distribute it amongst trusted people.\nThis way anyone who has this custom mod signed with correct signature, will be able to connect to the server and use debug console.\nArray of UIDs is also supported here.\n\nTo whitelist (multiple) users with a mod, if *enableDebugConsole* has already been defined, use the delete keyword:\n\n```cpp\ndelete enableDebugConsole;\nenableDebugConsole[] = { \"81273982178973213\" };\n```"},{"heading":"Order of Precedence","level":4,"markdown":"1. Mission param is checked. If it is not defined then...\n1. description.ext param `enableDebugConsole` is checked. If is not defined then...\n1. Eden attribute option is checked. If not defined then...\n1. Global/mod param `enableDebugConsole` is checked."},{"heading":"BattlEye Filters","level":4,"markdown":"Debug Console uses Remote Execution. If you wish to exclude Debug Console execution from BE Filters, add this to your `remoteexec.txt`\n\n```\n!=\"BIS_fnc_debugConsoleExec \\[[0-2],\\{.*\\}\\]\"\n```"},{"heading":"Features","level":3,"markdown":"> [!NOTE]\n> You can clear large amounts of text from the expression field or a watch field by selecting the field and pressing <kbd>Ctrl</kbd> + <kbd>A</kbd> and then <kbd>Del</kbd>."},{"heading":"Expression field","level":4,"markdown":"- The expression is saved when the debug console is closed and restored again upon return.\n- Arma 3 v1.74 Comments with `//` are supported (use <kbd>⇧ Shift</kbd> + <kbd>Return ↵</kbd> to start a new line).\n- The expression can be executed in the unscheduled environment using the following buttons:\n  - Local - execute on player's computer using remoteExec to call the given code.\n  - Global - execute on all computers using remoteExec to call the given code. Only enabled in MP.\n  - Server - execute only on the server using remoteExec to call the given code. Only enabled in MP.\n  - Performance Test - See: diag_codePerformance"},{"heading":"4x Watch field","level":4,"markdown":"- The expression is saved when the debug console is closed and restored again upon return.\n- When the code is taking too long to evaluate (>0.003s), the background turns orange and the value is not saved.\n- Watch field execution is paused when the user edits the watch expression and resumed on change of focus or when pressing <kbd>Return ↵</kbd>."},{"heading":"Execution result field (Arma 3 v1.74)","level":4,"markdown":"- The execution result field shows result of local execution of the expression code.\n- In MP the execution result field shows remote result for server execution."},{"heading":"Expression History","level":4,"markdown":"The debug console will keep track of the last ten expressions which were executed.\nOne can use <kbd>↟ PgUp</kbd> and <kbd>↡ PgDown</kbd> to cycle through them."},{"heading":"Buttons","level":4,"markdown":"All of the following buttons close the pause menu and open another window.\n\n- Spectator Camera\n- Arma 3: Splendid Camera\n- Functions Viewer\n- Config Viewer\n- Animation Viewer\n- User Interface Editor"},{"heading":"Profile Saving","level":4,"markdown":"The debug console automatically saves each field as you go, even after game restart.\nThese can also be access using profileNamespace getVariable with the following code:\n\n- **Expression Field**\n\n  ```sqf\n  profileNamespace getVariable \"rscdebugconsole_expression\";\n  ```\n- **4x Watch Field**\n\n  ```sqf\n  profileNamespace getVariable \"rscdebugconsole_watch1\";\n  profileNamespace getVariable \"rscdebugconsole_watch2\";\n  profileNamespace getVariable \"rscdebugconsole_watch3\";\n  profileNamespace getVariable \"rscdebugconsole_watch4\";\n  ```\n\nUsing the same variables you can also clear or change the fields."},{"heading":"Utilities","level":3,"markdown":"In order to access Arma 3: Utilities from debug console, type `utils` in the debug console and press local exec.\nTo go directly to the utility of your choice use `utils n`, where `n` is the number of the utility in the list.\nFor example `utils 2` will take you to config browser."},{"heading":"See Also","level":3,"markdown":"- Debugging Techniques"}],"categories":["2D Editor","Arma 3: Editing","Introduced with Arma 3 version 0.54"],"groups":["Mission Editing"]},{"name":"Arma 3: Debug Mode","title":"Arma 3: Debug Mode","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Debug_Mode","revid":377924,"updated":"2026-01-11T16:10:49Z","aliases":[],"markdown":"Arma 3 v2.02\n\nArma 3 now has an additional debug mode that can be enabled with the -debug startup parameter.\nEnabling it causes the game engine to be more verbose with its logging, providing additional contextual information for some information, and logging information that it otherwise would not.\n\n#### Additional context\n\nWhen in debug mode, many errors will provide additional context around where the error occurred. This will happen for script, Stringtable.xml and Description.ext errors, as well as in other areas. For example in scripts, this is the full stack trace showing error origin:\n\n```\n18:01:30 Attempt to override final function - ace_captives_fnc_doapplyhandcuffs\n18:01:30  ➥ Context:     [] L582 (A3\\functions_f\\initFunctions.sqf)\n    [] L609 (A3\\functions_f\\initFunctions.sqf)\n    [] L608 (A3\\functions_f\\initFunctions.sqf)\n    [] L603 (A3\\functions_f\\initFunctions.sqf)\n    [] L605 (A3\\functions_f\\initFunctions.sqf)\n    [] L5 (z\\gf_scripts\\addons\\gf_scripts\\functions\\fn_postInit.sqf)\n    [] L3 (z\\gf_scripts\\addons\\gf_scripts\\functions\\fn_logHandcuffs.sqf)\n    [] L4 (z\\gf_scripts\\addons\\gf_scripts\\functions\\fn_logHandcuffs.sqf)\n    [] L13 (z\\gf_scripts\\addons\\gf_scripts\\functions\\fn_logHandcuffs.sqf)\n```\n\n#### Additional errors\n\nDebug mode also unlocks additional errors that are hidden during normal execution.\nAn example of it, coming in Arma 3 v2.08, is a check on getVariable that logs if it is called on a null object.\n\n> [!NOTE]\n> See Arma 3: Error Messages.\n\n#### A3_DEBUG Preprocessor Macros\n\nWhen Arma 3 is in debug mode, an additional preprocessor macro is set that can be used by developers to change functionality when this mode.\n\n> [!NOTE]\n> See PreProcessor Commands - A3_DEBUG.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v2.02\n\nArma 3 now has an additional debug mode that can be enabled with the -debug startup parameter.\nEnabling it causes the game engine to be more verbose with its logging, providing additional contextual information for some information, and logging information that it otherwise would not."},{"heading":"Additional context","level":4,"markdown":"When in debug mode, many errors will provide additional context around where the error occurred. This will happen for script, Stringtable.xml and Description.ext errors, as well as in other areas. For example in scripts, this is the full stack trace showing error origin:\n\n```\n18:01:30 Attempt to override final function - ace_captives_fnc_doapplyhandcuffs\n18:01:30  ➥ Context:     [] L582 (A3\\functions_f\\initFunctions.sqf)\n    [] L609 (A3\\functions_f\\initFunctions.sqf)\n    [] L608 (A3\\functions_f\\initFunctions.sqf)\n    [] L603 (A3\\functions_f\\initFunctions.sqf)\n    [] L605 (A3\\functions_f\\initFunctions.sqf)\n    [] L5 (z\\gf_scripts\\addons\\gf_scripts\\functions\\fn_postInit.sqf)\n    [] L3 (z\\gf_scripts\\addons\\gf_scripts\\functions\\fn_logHandcuffs.sqf)\n    [] L4 (z\\gf_scripts\\addons\\gf_scripts\\functions\\fn_logHandcuffs.sqf)\n    [] L13 (z\\gf_scripts\\addons\\gf_scripts\\functions\\fn_logHandcuffs.sqf)\n```"},{"heading":"Additional errors","level":4,"markdown":"Debug mode also unlocks additional errors that are hidden during normal execution.\nAn example of it, coming in Arma 3 v2.08, is a check on getVariable that logs if it is called on a null object.\n\n> [!NOTE]\n> See Arma 3: Error Messages."},{"heading":"A3_DEBUG Preprocessor Macros","level":4,"markdown":"When Arma 3 is in debug mode, an additional preprocessor macro is set that can be used by developers to change functionality when this mode.\n\n> [!NOTE]\n> See PreProcessor Commands - A3_DEBUG."}],"categories":["Arma 3: Troubleshooting","Introduced with Arma 3 version 2.02","Scripting Topics","Startup Parameters"],"groups":["Scripting"]},{"name":"Arma 3: Dedicated Server","title":"Arma 3: Dedicated Server","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Dedicated_Server","revid":378682,"updated":"2026-05-22T16:14:01Z","aliases":["Arma 3 Dedicated Server","Arma 3 Dedicated Server (Chinese Simplified)","Arma 3 Dedicated Server (Chinese Traditional)","Arma 3: Dedicated Server (Chinese Simplified)","Arma 3: Dedicated Server (Chinese Traditional)","Server","server"],"markdown":"|  |  |\n|---|---|\n| > [!NOTE]<br>> **Arma 2:** For Arma 2/Arma 2:OA, see Arma 2: Dedicated Server. | > [!NOTE]<br>> For other titles, see Dedicated Server. |\n\nThis page contains useful information on how to install and configure an Arma 3 server and includes step by step guides of the install process. Also information on how to configure and run a server.\nThe majority of directories and paths are customisable, however those defined are all consistent with the tutorial instructions.\n\nMuch of the tutorial here was created using [this forum guide](https://forums.bohemia.net/forums/topic/139003-tutorial-installation-configuration-of-arma3-dedicated-server/).\n\n> [!NOTE]\n> About steamCMD utility: if you are using it on a dedicated host to install and update Arma 3 dedicated server, it is a good practice to create a separate steam account for that.\n> Arma 3 Dedicated server package is available for free (does not require regular Arma 3 to be purchased).\n\n### Simple Setup (Arma 3 v1.24)\n\nThe introduction of the Arma 3 Launcher with Arma 3 v1.24 made it easier to use the game's exe as a server with a simplified server mods configuration.\n\n- Start the Arma 3 Launcher from Steam\n- Go to the **PARAMETERS > All Parameters > Host** section and tick **Server**\n- In the **MODS** tab, select the server's wanted mods\n- Press \"Play\"\n\nThis starts a dedicated server with the selected mods. This is adapted for a small casual dedicated server.\n\n### Installation\n\n#### Requirements\n\n1. Steam Account\n1. Supported Operating System:\n   - Windows Server 2008 or later\n   - A modern Linux distribution\n1. Minimum Hardware:\n\n**[source](https://www.servermania.com/kb/articles/what-are-the-requirements-for-an-arma-3-server/)**\n\n| Part | Minimum | Recommended |\n|---|---|---|\n| CPU | 2.4 GHz Dual-Core | 3.5 GHz Quad-Core |\n| RAM | 2GB | 4GB |\n| Storage | 32 GB HDD | 32 GB SSD |\n\n> [!WARNING]\n> Arma 3 server does **not** support [IPv6](https://en.wikipedia.org/wiki/IPv6) or [DSlite IPv4 via IPv6 tunnel](https://en.wikipedia.org/wiki/IPv6_transition_mechanism#Dual-Stack_Lite_.28DS-Lite.29).\n> You **must** have a **real [IPv4](https://en.wikipedia.org/wiki/IPv4) connection**.\n> If you are in doubt, contact your Internet Service Provider.\n\n#### Instructions (Windows o/s)\n\nThe following instructions will guide you through setting up one Arma 3 server on 1 box, however they will also set the foundations for installing multiple servers on that same box:\n\n1. Install the latest version of [DirectX](http://support.microsoft.com/kb/179113)\n1. Create the following empty directories\n   - D:\\Apps\\Steam\n   - D:\\Games\\Arma3\\A3Master\n   - D:\\Games\\Arma3\\A3Files\n1. Download [steamcmd.exe](https://developer.valvesoftware.com/wiki/SteamCMD) and save it to your targetted Steam install directory (E.g `D:\\Apps\\Steam`)\n1. Run the steamcmd.exe. (This will download and install the required steam files to your custom steam directory)\n1. Create an Arma3server_steamcmd_example.cmd file and save it to D:\\Games\\Arma3\\A3Files\n1. Run the Arma3server_steamcmd_example.cmd file\n1. Just after logging into Steam, the console window will hang and ask for a validation key\n   - Steam will have automatically sent you an email with this validation code, which you then need to input at the command prompt\n   - The Update console window should then continue to run and install Arma 3 ((DEV or STABLE) version to the target directory as defined in the .cmd file) eg (D:\\Games\\Arma3\\A3Master)\n1. Create a shortcut for the Arma3Server.exe on the server desktop\n1. Add the following parameters to the Target Line in the shortcut tab of the newly created desktop shortcut\n   - -port=2302 (Required if running multiple server instances including any previous Arma 2 instances)\n   - \"-profiles=D:\\Games\\Arma3\\A3Master\"\n   - -config=CONFIG_server.cfg\n   - -world=empty\n     - so it looks something similar to the following\n     - \"D:\\Games\\Arma3\\A3Master\\arma3server.exe\" **\"-profiles=D:\\Games\\Arma3\\A3Master\" -port=2302 -config=CONFIG_server.cfg -world=empty**\n1. Setup the Port Forwarding in your firewall and/or router accordingly, also doesn't seems like implemented in some routers Port Trigger feature works with Arma 3 Server (tested with ASUS RT-N66U)\n1. Make sure you have:\n   - Network Discovery enabled for your network type (the setting can be found in [Control Panel\\Network and Internet\\Network and Sharing Center\\Advanced sharing settings]. If you have problem with its state reset on the interface reopen, check if all of the required for this feature services are running: DNS Client, Function Discovery Resource Publication, SSDP Discovery, UPnP Device Host; this makes the server accessible from internet\n   - Windows Media Player Network Sharing Service enabled (makes server joinable) ;\n\nIf you cannot connect to server through server browser try to use \"direct connect\":\nthis is a client side issue (doesn't mean other clients will have it too), reason for the issue for now unknown,\nI can say it is not related to: Windows services, Windows network settings, network routers, firewalls...\n\nDevice Host:\n(note: Changes to the above 2 settings require Arma relaunch to be applied, as for server same for client machines;)\nCreate a simple Notepad document called \"CONFIG_server.cfg\" and save it to the root folder of your Arma 3 install on the server `D:\\Games\\Arma3\\A3Master`\n\n1. Start up your shortcut, check the server runs. (You will see a console pop up in your desktop after a few seconds)\n1. Close the console window down, then you will need to edit the following files which will have been automatically created\n   - D:\\Games\\Arma3\\A3Master\\Users\\Adminstrator\\Administrator.Arma3Profile\n   - D:\\Games\\Arma3\\A3Master\\Users\\Administrator\\Arma3.cfg\n1. Restart the server\n1. Start up your client Arma3.exe (Running the same branch as the server, (eg Stable or DEV) and you should then be able to see your server in the server browser (Filters are available to reduce the server list)\n1. Login to your server using the password you defined in CONFIG_server.cfg by pressing <kbd>/</kbd> to open the chat window and then type `#login ADMINPASSWORD` followed by <kbd>Return ↵</kbd>.\n\n   > [!WARNING]\n   > Make sure to never forget the '#' in front of any server command!\n1. Once logged in you will be presented with a mission list, select one of the missions to start the game\n1. Prove the stability of your server by running BI missions initially before you start adding user made content\n\n#### Instructions (Linux o/s)\n\n##### Installation\n\nAs a security best practice, create a user to run steam instead of running as root or an administrator.\nThis way, if your Arma 3 server is compromised the attacker will find it more difficult to access the rest of the operating system.\n\n```\nuseradd -m -s /bin/bash steam\n```\n\nSwitch to the newly created steam user.\n\n```\nsudo -i -u steam\n```\n\nCreate a new directory for SteamCMD to avoid cluttering the home directory.\n\n```\nmkdir ~/steamcmd && cd ~/steamcmd\n```\n\nDownload the [SteamCMD for Linux](https://developer.valvesoftware.com/wiki/SteamCMD#Linux) tarball from the link at the Valve Developer Community page.\nUse a command line download tool such as `wget` or `curl`.\n\nExtract the tarball.\n\n```\ntar xf steamcmd_linux.tar.gz\n```\n\nExecute steamcmd.sh. It will install the rest of the Steam client and start the Steam client shell.\nIf this step fails on a 64-bit OS, you likely need to [install 32-bit libraries](https://developer.valvesoftware.com/wiki/SteamCMD#32-bit_libraries_on_64-bit_Linux_systems).\n\n```\n./steamcmd.sh\n```\n\nChange the directory SteamCMD will install the server in.\n\n```\nforce_install_dir ./arma3/\n```\n\nAt the Steam client shell, login with a valid Steam username and password.\nThe Valve Developer Community Wiki [recommends that you create a new Steam account for this](https://developer.valvesoftware.com/wiki/SteamCMD#SteamCMD_Login).\nSteamCMD will cache the login credentials and anyone who gains access to your server will be able to log into the account used here.\nIn addition, you cannot log into a single Steam account from two places at once. You do not need to have Arma 3 purchased on the Steam account used here to download the server.\nTherefore, you should create a new Steam account with no purchases only for use on this server.\n\n```\nlogin myusername\n```\n\nInstall the Arma 3 Linux dedicated server. The validate option will check for corruption.\n\n```\napp_update 233780 validate\n```\n\nExit SteamCMD.\n\n```\nexit\n```\n\nCreate the directories used to store the profile files and Arma3.cfg file.\n\n```\nmkdir -p ~/\".local/share/Arma 3\" && mkdir -p ~/\".local/share/Arma 3 - Other Profiles\"\n```\n\n##### Updating\n\nYou will have to update the server whenever a patch is released on Steam.\n\nIf the server is running, stop it by pressing Ctrl+C in the terminal (or screen/tmux instance) that the server is attached to. Otherwise, switch to the steam user.\n\n```\nsudo -u steam -i\n```\n\nLaunch steamcmd.\n\n```\ncd /home/steam/steamcmd\n./steamcmd.sh\n```\n\nSet the Arma 3 installation directory to the same directory used above.\n\n```\nforce_install_dir ./arma3/\n```\n\nLogin to the Steam account used in the installation section above.\n\n```\nlogin myusername\n```\n\nUpdate the Arma 3 Linux dedicated server. The validate option will check for corruption.\n\n```\napp_update 233780 validate\n```\n\nExit SteamCMD.\n\n```\nexit\n```\n\n##### Configuration\n\nYou will most likely want to customise your server's name, password, security settings, and so on with a server.cfg file. Change to the arma3 directory and create and edit your server.cfg file.\n\n```\ncd ~/steamcmd/arma3\nvim server.cfg\n```\n\nIf you don't know how to use vim, use nano instead.\n\n```\nnano server.cfg\n```\n\nSee server config for documentation and examples.\n\nThe first time you run the server it will auto-create a profile file at `~/.local/share/Arma 3 - Other Profiles/server/server.Arma3Profile`.\nEdit this file to customise difficulty settings.\n\n> [!IMPORTANT]\n> The `-profiles=` parameter is broken on Linux - you **must** place your profiles in this directory.\n\n##### Launching\n\nA Linux executable is provided to launch the server. Make sure that you are running it under the steam user and not root or another administrator!\n\n```\ncd /home/steam/steamcmd/arma3\n./arma3server_x64 -name=server -config=server.cfg\n```\n\nNB: If you are using the `-mod=` parameter, you must specify relative paths *within or below* the Arma 3 directory. Symlinks will work.\n\nThe arma3server_x64 process will attach to the current terminal.\nIf you are connected to the server over SSH, the server will stop when you disconnect.\nYou can keep the server running using a terminal multiplexeer like [GNU Screen](https://www.gnu.org/software/screen/) or [tmux](http://tmux.sourceforge.net/).\nThere are many tutorials online on how to use these programs to detach and reattach processes from and to a terminal.\n\nYou can safely stop the server by pressing Ctrl+C in the terminal (or screen/tmux instance) that the server is attached to.\n\nFor older 32-bit executable use ./arma3server instead of ./arma3server_x64.\n\n##### Case sensitivity & Mods\n\nSome mods such as CUP Terrains and @ALiVE will not function if there are capital letters in any of their file names. If you do not update your mods on a regular basis, you can just use the command\n\n```\nfind . -depth -exec rename 's/(.*)\\/([^\\/]*)/$1\\/\\L$2/' {} \\;\n```\n\nin the directory where your mods are located. This will recursively search the directory tree and make all the filenames lowercase.\n\nIf you regularly update your mods using, e.g. Arma3Sync, you will find that this will redownload any files/folders that have changed case every time you run it.\nThe solution to this is to use a package called \"ciopfs\" - Case Insensitive On Purpose Filesystem. You should first run the \"find . -depth...\" command mentioned above on your mod folder.\nThen, make an empty directory outside of the mods directory, e.g. mods_caseinsensitive. You then mount the directory with:\n\n```\nciopfs mods mods_caseinsensitive\n```\n\nand tell Arma3Sync to synchronise in the mods_caseinsensitive directory. Once it has finished, you can unmount the directory with:\n\n```\nfusermount -u mods_caseinsensitive\n```\n\nYou should find that all of the files in the original mods directory are lowercase.\n\n### Additional Info\n\n#### Useful Links\n\n##### Further Reading\n\n- [Steam Cmd Tutorial](https://developer.valvesoftware.com/wiki/SteamCMD)\n- [Dedicated Server Status (Linux info)](https://forums.bohemia.net/forums/topic/139605-dedicated-server-status/)\n- [Kelly's Heroes Dedicated server guide](http://www.kellys-heroes.eu/files/tutorials/dedicated/arma3dedicated.php#one)\n- In Game server commands\n- In Game admin commands\n- Command line params\n- Basic.cfg\n- Steam Difficulty settings\n- Server Configuration\n- [Sim-link GUI](https://code.google.com/p/symlinker/)\n\n#### File Locations\n\nSome files are automatically created when you use certain commandline parameters\nSome files have to be created manually.\nIf you have followed the instructions accurately, you will now have the following files and directories in addition to the clean install\n\n- D:\\Games\\Arma3\\A3Master\\Users\\Administrator\\**Administrator.Arma3Profile** *(Difficulty settings)*\n- D:\\Games\\Arma3\\A3Master\\Users\\Administrator\\**Administrator.vars.Arma3Profile** *(Some binarised content which you cannot edit)*\n- D:\\Games\\Arma3\\A3Master\\Users\\Administrator\\**Arma3.cfg** *(Bandwidth settings)*\n- D:\\Games\\Arma3\\A3Master\\**MPMissions\\** *(This is where custom made mission.pbo's need to be placed)*\n- D:\\Games\\Arma3\\A3Master\\**arma3.rpt** *(Debug Log, automatically created every time the arma3server.exe is started)*\n- D:\\Games\\Arma3\\A3Master\\**CONFIG_server.cfg** *(Manually created)*\n- D:\\Games\\Arma3\\A3Files\\**Arma3server_steamcmd_example.cmd** *(Manually created)*\n- D:\\Apps\\Steam\\\n\n#### Port Forwarding\n\nArma 3 uses the same default ports as Arma 2 with the addition of several ports. So if you intend running Arma 2 and Arma 3 servers on the same machine, you need to edit the ports used.\n**Default ports are all UDP** and as follows:\n\n**Incoming**\n\n- 2302 (default Arma 3 Game port) + (VON is now part of main gameport due to NAT issues)\n- 2303 (STEAM query, +1)\n- 2304 (Steam port, +2)\n- 2305 (VON port, +3 - not used atm. but allocated)\n- 2306 (BattlEye traffic, +4)\n\n**Outgoing**\n\n| DST Port | Protocol | Destination | Comment |\n|---|---|---|---|\n| 2344 | TCP + UDP | 81.0.236.111 | BattlEye - arma31.battleye.com |\n| 2345 | TCP | 81.0.236.111 | BattlEye - arma31.battleye.com |\n| 2302-2306 | UDP | any | Arma Server to Client Traffic |\n| 2303 | UDP | any | Arma Server STEAM query port |\n| 2304 | UDP | any | Arma Server to STEAM master traffic |\n\nTo define the Arma 3 Game port used,\nstate -port= **** in your command line arguments (Where **** is the new initial Arma 3 Game, e.g 2302)\n\nand to define your Steam ports\nadd the following lines to your CONFIG_server.cfg (editing the actual port numbers as required)\n\n> [!NOTE]\n> Steam ports are now linked to game-port as +1 for query and +2 to-master.\n\nIf you are running multiple servers, i would suggest the following format\n\n**SERVER 1**\n\n2302 UDP (gameport + VON)\n\n2303 UDP (STEAM query port)\n\n2304 UDP (STEAM master port)\n\n2305 UDP (VON reserved port but not used atm.)\n\n2306 UDP (BattlEye traffic port)\n\nso open ports 2302-2306\n\n... and leave at least **100** ports between the next 2nd server set\n\n**SERVER 2**\n\n2402 UDP (gameport + VON)\n\n2403 UDP (STEAM query port)\n\n2404 UDP (STEAM master port)\n\n2405 UDP (VON reserved port but not used atm.)\n\n2406 UDP (BattlEye traffic port)\n\nso open ports 2402-2406\n\nand leave at least **100** ports between the next 3rd server set, etc.\n\n##### NAT traversal\n\nUPnP allows you to automatically create port forwarding on your router to bypass NAT (UPnP enabled routers are required).\nThe functionality can be easily enabled in server config as described in the server.cfg page.\n\n#### Configuring for stable or Dev branch\n\nEdit the `Arma3server_steamcmd_example.cmd` as defined below then run it\n\n- To select Development version\n\n```\nSET A3BRANCH=107410 -beta development\n```\n\n- To select stable build (Dedicated server package)\n\n```\nSET A3BRANCH=233780 -beta\n```\n\n- To select stable build (Full client\\server package)\n\n```\nSET A3BRANCH=107410\n```\n\n**Important Feature**\n\nSince **12th March 2013** the development branch and the stable branch versions are no longer compatible. This means:\n\n- Only DEV clients can connect to a DEV server\n- Only Stable clients can connect to stable servers\n\n#### Advanced Configuration\n\n#### Bandwidth Optimisation\n\n#### Multiple Server configuration\n\nThere are various methods available to run multiple Dedicated Arma 3 servers on the same box.\nEach server instance requires:\n\n- Its own unique set of ports\n- Its own profile\n- Its own config\n\n[This post](https://forums.bohemia.net/forums/topic/139003-tutorial-installation-configuration-of-arma3-dedicated-server/?page=10&tab=comments#comment-2344472) explains it more in depth.\n\nEach method has some pro's and cons\nTo select the preferred methodology that suits your requirements you need to have considered the following\n\n- The useage of the \"Keys\" folder\n- The useage of the \"MpMissions\" folder\n- Available Hard drive space\n- Update management\n\n##### Method 1\n\nsee [THIS POST](https://forums.bohemia.net/forums/topic/139003-tutorial-installation-configuration-of-arma3-dedicated-server/?page=9&tab=comments#comment-2343865) for more detailed information\nThis is copy of the master install into a different directory\nAs may times as you have space for\n\n**Pros**\n\n- Most robust\n- Unique MpMissions folder\n- Unique \"keys\" folder\n- Allows ability to run separate instances of different branches of the game, (E.g Dev or Stable)\n\n**Cons**\n\n- Uses more drive space\n- Requires more effort to create and automate the updating process\n\n##### Method 2\n\nThis uses 1 master install folder and has renamed arma3server.exe's in sub folders of the master\nsee THIS POST for more detailed information\n\n**Pros** (Compared to Method 1)\n\n- Uses less space than Method 1\n- Updating will be easier\n\n**Cons** (Compared to Method 1)\n\n- Not very robust\n- Shares MPMissions folders with all the other exe's (Will create a very cluttered MpMissions folder and allows admins to select addon required missions for a mod this server instance isn't running\n- Shares \"keys\" folder with all other exe's (This can cause an issue when running various differing -mod servers)\n- Will not allow you to run separate instances of different branches of the game\n\n##### Method 3\n\nThis is a hybrid of method 1, in that it is essentially a \"Virtual\" copy of the master install in a different directory\nthe difference being that many folders are [symlinked](https://en.wikipedia.org/wiki/Symbolic_link) to the initial Master directory\nsymlink GUI:\n\n**Pros** (Compared to Method 1)\n\n- Uses less drive space (As you wont have multiple copies of the addons folder)\n- Allows for unique MpMissions folder if desired\n- Allows for unique \"keys\" folder if desired\n- Updating will be easier\n\n**Cons** (Compared to Method 1)\n\n- Requires more effort to initially create the symlinks and directories\n- Will not allow you to run separate instances of different branches of the game at the same time, (E.g Dev or Stable)\n\nFor example, on Linux, if you initially have the following folder layout:\n\n```batch\n ~/game_servers/\n    arma3server/\n    ...\n    mods # folder where you keep your mods\n    arma3server\n    ...\n```\n\nInstead of copying the folders as directed in (Compared to Method 1), run the following commands:\n\n```batch\ncd ~/game_servers/\nmkdir arma3server_2/\nln -sr arma3server/* arma3server_2\ncd arma3server_2\nrm keys mpmissions mods\nmkdir keys\nmkdir mpmissions\nmkdir mods\n```\n\nThen proceed with the rest of the instructions in METHOD 1.\n\n##### Method 4\n\nYou can of course mix and match all 3 previous methods to suit your specific requirements.\n\n##### Method 5 (Arma 3 v2.22)\n\nYou can combine the -port, -profiles, -mpmissions and -keysFolder startup parameters to run multiple servers from the same Arma 3 installation directory while using different ports and separate directories for profiles, missions, and keys.\n\nThis approach allows you to host multiple servers without using symbolic links or duplicating the entire server installation.\n\nExample batch script for running multiple servers:\n\n```batch\n@echo off\n\nrem Starting TvT server\nstart arma3server_x64.exe -port=2302^\n -name=TvT^\n -profiles=Profiles\\TvT^\n -mpmissions=Profiles\\TvT\\MPMissions^\n -keysFolder=Profiles\\TvT\\Keys^\n -cfg=Profiles\\TvT\\Configs\\Basic.cfg^\n -config=Profiles\\TvT\\Configs\\Server.cfg^\n -mod=\"@CBA_A3;@ace\"\n\nrem Starting PvE server\nstart arma3server_x64.exe -port=2402^\n -name=PvE^\n -profiles=Profiles\\PvE^\n -mpmissions=Profiles\\PvE\\MPMissions^\n -config=Profiles\\PvE\\Configs\\Server.cfg\n```\n\nBefore running the script, create the following directory structure:\n\n```\nArma 3 installation/\n├── Profiles/\n│   ├── TvT/\n│   │   ├── MPMissions/\n│   │   ├── Keys/\n│   │   └── Configs/\n│   │       ├── Basic.cfg\n│   │       └── Server.cfg\n│   │\n│   └── PvE/\n│       ├── MPMissions/\n│       ├── Keys/\n│       └── Configs/\n│           └── Server.cfg\n│\n└── arma3server_x64.exe\n```\n\n#### Dedicated Server & Client configuration\n\n> [!NOTE]\n> In order for the Arma 3 server to be able to connect to the Steam servers, the Arma 3 server has to be ping-able (ICMP 8 - Echo Reply) as well as opened TCP/UDP ports.\n\nThe only known issue, is to make sure you start the server up before you start the steam client\nFailing to do this causes steam port issues and your client will not be able to connect to the server\n\n#### Headless Client\n\n> [!NOTE]\n> See Arma 3: Headless Client for changes in headless clients.\n\nA Headless Client can be used by missions to offload AI processing to a dedicated client, freeing up the dedicated server process from most AI processing.\nThus more AI units can be spawned and the server process will be able to dedicate most of it is processing towards communication with the clients.\nFor a Headless Client/Dedicated Server to function together efficiently, they both need to be connected to each other via extremely low latency and high bandwidth.\nEffectively, they need to be on the same LAN at least, but preferably running on the same computer.\n\n##### Setup and Execution\n\n- Headless Client for Arma 3 requires a **valid active Steam account logged in** to function (see [Dwarden's post](https://forums.bohemia.net/forums/topic/140621-arma-3-headless-client/?page=5&tab=comments#comment-2481581))\n- A Headless Client is simply Arma3.exe run from the command line with parameters, for example:\n\n```cpp\narma3.exe -connect=localhost -port=2444 -client -nosound -password=some_server_password -name=HC -profile=HC -mod=@CBA_A3;@blah;@blah;@blah\n```\n\nIn the example above, the headless client is running on the same host as the dedicated server.\nIt uses a profile called **HC** and connects to the server with a password as required by the server (the password is for password protected servers, optional).\nThe server in this example is running on port 2444, alter this to the port of your server.\n\n- The Headless Client profile needs to be created like any other profile in Arma 3 (Note: It is best if you name this profile **HC**)\n\nNo configuration of the profile is necessary, but after creation, edit **HC.Arma3Profile** located in **C:\\Users\\yourusername\\Documents\\Arma 3 - Other Profiles\\HC** and add this line:\n\n```cpp\nbattleyeLicense=1;\n```\n\nAlternatively, you can use the full Arma 3 client to connect to any multiplayer server with BattlEye enabled and accept the BattlEye License Agreement,\nwhich will do the same thing as manually editing **HC.Arma3Profile**.\n\nOnce the profile is ready, copy the profile directory to **C:\\Users\\yourusername\\Documents\\Arma 3 - Other Profiles** on the server (if the profile was not created on the server).\nIf the profile was created on the server or is not going to run on the server and is already on the computer it is going to run on, then it is ready to go.\n\n- If the Headless Client is on the server, the server's cfg must have the local loopback address as seen below (e.g. A3Server.cfg):\n\n```cpp\nlocalClient[]={ \"127.0.0.1\" };\nheadlessClients[]={ \"127.0.0.1\" };\nbattleyeLicense=1;\n```\n\nDwarden suggests that **battleyeLicense=1;** be in the server's config, but it is unclear whether this is actually necessary.\n([Dwarden's post](https://forums.bohemia.net/forums/topic/150815-headless-client-battleye/?tab=comments#comment-2413319)).\n\n- If the Headless Client is running in the same network or the same computer, the server's config has to have the address in **localClient[]=x.x.x.x**.\n\nThis will allow the server to communicate with the Headless Client using unrestricted bandwidth. It is also required to add the adress to **headlessClients[]={ \"x.x.x.x\" };**.\nMultiple headless clients at different addresses can be added:\n\n```cpp\nlocalClient[]={ \"127.0.0.1\", \"192.168.1.10\", \"192.168.1.210\" };\nheadlessClients[]={ \"127.0.0.1\", \"192.168.1.10\", \"192.168.1.210\" };\nbattleyeLicense=1;\n```\n\n##### Headless Client on a Dedicated Server Notes\n\nIf the Arma 3: Headless Client and a Dedicated Server are running on the same Windows computer (VM or physical),\nit *may* be beneficial to set processor affinity to prevent execution intensive threads from being scheduled across the same (v)CPUs.\n\n> [!WARNING]\n> Do **not** use this if you do not know what you are doing, as performance may be strongly impacted.\n\nThe operating system will generally schedule threads efficiently, but manual CPU allocation is possible.\nThis can be achieved by right-clicking on the process (e.g. Arma3Server.exe(*32)) in the **processes tab** of the Windows Task Manager and selecting **Set Affinity...**.\nBe aware that on a physical intel CPU, the odd numbered CPUs are Hyper-thread cores.\n\n> [!NOTE]\n> You can use automated solution for affinity assign via batch file with commandline `CMD /AFFINITY HEXvalue` e.g. `CMD /C START /AFFINITY 0xF3 arma3server.exe`.\n\nIt has been observed that although the Arma server and client processes will kick off multiple threads, the bulk of processing is used up by only one or two threads.\nFor example, spawning 50 AI units does not generate 50 threads.\nThere is one thread in the process that handles all of the AI units, irrespective of how many have been spawned.\nIn this way, the ARMA server and client processes do not make maximal use of the processing capability found in modern processors and so AI counts do not scale easily.\nAs such, faster CPU core speed is king and offloading the AI to multiple headless clients on the same computer will probably produce the best possible results for complex missions involving many AI units (albeit an expensive way to get the results).\n\n> [!NOTE]\n> Read the complete and detailed HOW-TO guide on Headless Client: Arma 3: Headless Client.\n\n-\n\n#### Example Files\n\n##### Arma3server_steamcmd_example.cmd\n\n- Standalone Server Package (no need for game ownership on STEAM account)\n- Note: you might be asked to authorise your STEAM account due to STEAMguard (check email)\n- Note: it needs to be ran two or three times (1st authorise, 2nd STEAMcmd update itself, (when done, quit), 3rd update the Arma 3 Server data package)\n- Note: STEAMcmd needs to be in separate folder from STEAMclient (so always use unique folder like \"STEAMcmd\") to avoid file conflicts\n- Note: Arma 3 server data package needs to be in separate folder from Arma 3 client (so always use unique folder like \"A3server\" or \"Arma3server\") to avoid file conflicts\n- Code:\n\n  ```batch\n  @echo off\n  rem http://media.steampowered.com/installer/steamcmd.zip\n  SETLOCAL ENABLEDELAYEDEXPANSION\n\n      :: DEFINE the following variables where applicable to your install\n\n      SET STEAMLOGIN=mylogin mypassword\n      SET A3serverBRANCH=233780 -beta public\n          :: For stable use 233780 -beta public\n          :: For Dev use 233780 -beta development\n                  :: Note: quotation marks need to be wrapped around the entire \"+app_data......\"\n                  :: There is no DEV branch data yet for Arma 3 Dedicated Server package!\n\n      SET A3serverPath=D:\\Games\\Arma3\\A3Master\n          SET STEAMPATH=D:\\Apps\\Steam\n\n  ::\n\n  echo.\n  echo You are about to update Arma 3 server\n  echo     Dir: %A3serverPath%\n  echo     Branch: %A3serverBRANCH%\n  echo.\n  echo Key \"ENTER\" to proceed\n  pause\n  %STEAMPATH%\\steamcmd.exe +force_install_dir %A3serverPath% +login %STEAMLOGIN% +\"app_update %A3serverBRANCH%\" validate +quit\n  echo.\n  echo Your Arma 3 server is now up to date\n  echo Press \"ENTER\" to exit\n  pause\n  ```\n\n##### CONFIG_server.cfg\n\n```cpp\n//\n// server.cfg\n//\n\n// NOTE: More parameters and details are available at http://community.bistudio.com/wiki/server.cfg\n\n// STEAM PORTS (not needed anymore, it is +1 +2 to gameport)\n// steamPort        = 8766;        // default 8766, needs to be unique if multiple servers are on the same box\n// steamQueryPort    = 27016;    // default 27016, needs to be unique if multiple servers are on the same box\n\n// GENERAL SETTINGS\nhostname        = \"My Arma 3 Server\";    // Name of the server displayed in the public server list\n//password        = \"ServerPassword\";        // Password required to join the server (remove // at start of line to enable)\npasswordAdmin    = \"AdminPassword\";        // Password to login as admin. Open the chat and type: #login password\nmaxPlayers        = 40;    // Maximum amount of players, including headless clients. Anybody who joins the server is considered a player, regardless of their role or team.\npersistent        = 1;    // If set to 1, missions will continue to run after all players have disconnected; required if you want to use the -autoInit startup parameter\n\n// VOICE CHAT\ndisableVoN        = 0;    // If set to 1, voice chat will be disabled\nvonCodecQuality    = 10;    // Supports range 1-30, the higher the better sound quality, the more bandwidth consumption:\n                        // 1-10 is 8kHz (narrowband)\n                        // 11-20 is 16kHz (wideband)\n                        // 21-30 is 32kHz (ultrawideband)\n\n// VOTING\nvoteMissionPlayers    = 1;        // Minimum number of players required before displaying the mission selection screen, if you have not already selected a mission in this config\nvoteThreshold        = 0.33;        // Percentage (0.00 to 1.00) of players needed to vote something into effect, for example an admin or a new mission. Set to 9999 to disable voting.\nallowedVoteCmds[] =                // Voting commands allowed to players\n{\n    // { command, preinit, postinit, threshold } - specifying a threshold value will override \"voteThreshold\" for that command\n    { \"admin\", false, false},        // vote admin\n    { \"kick\", false, true, 0.51},    // vote kick\n    { \"missions\", false, false},        // mission change\n    { \"mission\", false, false},        // mission selection\n    { \"restart\", false, false},        // mission restart\n    { \"reassign\", false, false}        // mission restart with roles unassigned\n};\n\n// WELCOME MESSAGE (\"message of the day\")\n// It can be several lines, separated by comma\n// Empty messages \"\" will not be displayed, but can be used to increase the delay before other messages\nmotd[] =\n{\n    \"Welcome to My Arma 3 Server\",\n    \"Discord: discord.somewhere.com\",\n    \"TeamSpeak: ts.somewhere.com\",\n    \"Website: www.example.com\"\n};\nmotdInterval = 5;    // Number of seconds between each message\n\n// MISSIONS CYCLE\nclass Missions\n{\n    class Mission1\n    {\n        template    = \"MyMission.Altis\";    // Filename of pbo in MPMissions folder\n        difficulty    = \"Regular\";            // \"Recruit\", \"Regular\", \"Veteran\", \"Custom\"\n    };\n};\n\n// LOGGING\ntimeStampFormat    = \"short\";                // Timestamp format used in the server RPT logs. Possible values are \"none\" (default), \"short\", \"full\"\nlogFile            = \"server_console.log\";    // Server console output filename\n\n// SECURITY\nBattlEye                = 1;    // If set to 1, BattlEye Anti-Cheat will be enabled on the server (default: 1, recommended: 1)\nverifySignatures        = 2;    // If set to 2, players with unknown or unsigned mods won't be allowed join (default: 0, recommended: 2)\nkickDuplicate            = 1;    // If set to 1, players with an ID that is identical to another player will be kicked (recommended: 1)\nallowedFilePatching        = 1;    // Prevents clients with filePatching enabled from joining the server\n                                // (0 = block filePatching, 1 = allow headless clients, 2 = allow all) (default: 0, recommended: 1)\n\n// FILE EXTENSIONS\n\n// only allow files with those extensions to be loaded via loadFile command (since Arma 3 v1.20)\nallowedLoadFileExtensions[] =        { \"hpp\", \"sqs\", \"sqf\", \"fsm\", \"cpp\", \"paa\", \"txt\", \"xml\", \"inc\", \"ext\", \"sqm\", \"ods\", \"fxy\", \"lip\", \"csv\", \"kb\", \"bik\", \"bikb\", \"html\", \"htm\", \"biedi\" };\n\n// only allow files with those extensions to be loaded via preprocessFile / preprocessFileLineNumbers commands (since Arma 3 v1.20)\nallowedPreprocessFileExtensions[] =    { \"hpp\", \"sqs\", \"sqf\", \"fsm\", \"cpp\", \"paa\", \"txt\", \"xml\", \"inc\", \"ext\", \"sqm\", \"ods\", \"fxy\", \"lip\", \"csv\", \"kb\", \"bik\", \"bikb\", \"html\", \"htm\", \"biedi\" };\n\n// only allow files and URLs with those extensions to be loaded via htmlLoad command (since Arma 3 v1.28)\nallowedHTMLLoadExtensions[] =        { \"htm\", \"html\", \"php\", \"xml\", \"txt\" };\n\n// EVENT SCRIPTS - see http://community.bistudio.com/wiki/Arma_3:_Server_Side_Scripting\nonUserConnected        = \"\";    // command to run when a player connects\nonUserDisconnected    = \"\";    // command to run when a player disconnects\ndoubleIdDetected    = \"\";    // command to run if a player has the same ID as another player in the server\nonUnsignedData        = \"kick (_this select 0)\";    // command to run if a player has unsigned files\nonHackedData        = \"kick (_this select 0)\";    // command to run if a player has tampered files\n\n// HEADLESS CLIENT\nheadlessClients[]    = { \"127.0.0.1\" };    // list of IP addresses allowed to connect using headless clients; example: { \"127.0.0.1\", \"192.168.1.100\" };\nlocalClient[]        = { \"127.0.0.1\" };    // list of IP addresses to which are granted unlimited bandwidth; example: { \"127.0.0.1\", \"192.168.1.100\" };\n```\n\n##### server.Arma3Profile\n\nSee server.armaprofile.\n\n##### Arma3.cfg\n\n> [!NOTE]\n> See basic.cfg for more information.\n\n```cpp\nlanguage=\"English\";\nadapter=-1;\nMinBandwidth=800000;\nMaxBandwidth=25000000;\nMaxMsgSend=384;\nMaxSizeGuaranteed=512;\nMaxSizeNonguaranteed=256;\nMinErrorToSend=0.003;\nMaxCustomFileSize=100000;\nWindowed=0;\nserverLongitude=0;\nserverLatitude=52;\nserverLongitudeAuto=0;\nserverLatitudeAuto=52;\n```\n\n### Support & Troubleshooting\n\n#### Known Issues\n\n1. My server has 2500ms ping in server browser (This is caused by running the steam client as Non Administrator) see http://feedback.arma3.com/view.php?id=9374\n1. MaxMsgSend default is 128, higher values can create Desync problems if the server's available processing and/or bandwidth can not support the higher value\n1. if you run Arma 3 Dedicated server data package on system where is also installed client there is possibility the server will load the full client data instead server data package, this is caused by precedence check in registry.\n   The solution/workaround to this issue is to use arma3server.exe `-mod=` (where empty modline ensure it loads data from where server is placed)\n1. upnp=1; // in server.cfg may result into server not starting for 600 seconds on server with active firewalls / anti-ddos measures ,\n   it's not recommended setting for dedicated-servers where server process related ports are open/forwarded by default\n1. using multiple server instances with too narrow ranges in between each (e.g. first 2302, second 2314) may cause problems with query where second server reports at first range, use of minimum +100 ports for next instance next to 2302 thus 2402 then 2502 etc. for utmost safety use +200 or +1000\n1. engine has legacy automated port increment system for occupied sockets (used for client-listen servers, upnp) where first is tried 2302, then +12 up to 15 times (so 2314, 2326 ... 2482)\n\n#### Live Help\n\nFor live assistance, join the official **[Arma Discord server](https://discord.gg/arma)!**\nEspecially these channels:\n\n- `#server_admins`\n- `#server_linux`\n- `#server_windows`\n- `#server_tools`\n\n#### F.A.Q\n\n### See Also\n\n- Server Options\n- Battleye's RCON\n- Arma 3: Headless Client\n- Multiplayer Server Commands\n- Armed Assault Server Configuration","sections":[{"heading":null,"level":1,"markdown":"|  |  |\n|---|---|\n| > [!NOTE]<br>> **Arma 2:** For Arma 2/Arma 2:OA, see Arma 2: Dedicated Server. | > [!NOTE]<br>> For other titles, see Dedicated Server. |\n\nThis page contains useful information on how to install and configure an Arma 3 server and includes step by step guides of the install process. Also information on how to configure and run a server.\nThe majority of directories and paths are customisable, however those defined are all consistent with the tutorial instructions.\n\nMuch of the tutorial here was created using [this forum guide](https://forums.bohemia.net/forums/topic/139003-tutorial-installation-configuration-of-arma3-dedicated-server/).\n\n> [!NOTE]\n> About steamCMD utility: if you are using it on a dedicated host to install and update Arma 3 dedicated server, it is a good practice to create a separate steam account for that.\n> Arma 3 Dedicated server package is available for free (does not require regular Arma 3 to be purchased)."},{"heading":"Simple Setup (Arma 3 v1.24)","level":3,"markdown":"The introduction of the Arma 3 Launcher with Arma 3 v1.24 made it easier to use the game's exe as a server with a simplified server mods configuration.\n\n- Start the Arma 3 Launcher from Steam\n- Go to the **PARAMETERS > All Parameters > Host** section and tick **Server**\n- In the **MODS** tab, select the server's wanted mods\n- Press \"Play\"\n\nThis starts a dedicated server with the selected mods. This is adapted for a small casual dedicated server."},{"heading":"Installation","level":3,"markdown":""},{"heading":"Requirements","level":4,"markdown":"1. Steam Account\n1. Supported Operating System:\n   - Windows Server 2008 or later\n   - A modern Linux distribution\n1. Minimum Hardware:\n\n**[source](https://www.servermania.com/kb/articles/what-are-the-requirements-for-an-arma-3-server/)**\n\n| Part | Minimum | Recommended |\n|---|---|---|\n| CPU | 2.4 GHz Dual-Core | 3.5 GHz Quad-Core |\n| RAM | 2GB | 4GB |\n| Storage | 32 GB HDD | 32 GB SSD |\n\n> [!WARNING]\n> Arma 3 server does **not** support [IPv6](https://en.wikipedia.org/wiki/IPv6) or [DSlite IPv4 via IPv6 tunnel](https://en.wikipedia.org/wiki/IPv6_transition_mechanism#Dual-Stack_Lite_.28DS-Lite.29).\n> You **must** have a **real [IPv4](https://en.wikipedia.org/wiki/IPv4) connection**.\n> If you are in doubt, contact your Internet Service Provider."},{"heading":"Instructions (Windows o/s)","level":4,"markdown":"The following instructions will guide you through setting up one Arma 3 server on 1 box, however they will also set the foundations for installing multiple servers on that same box:\n\n1. Install the latest version of [DirectX](http://support.microsoft.com/kb/179113)\n1. Create the following empty directories\n   - D:\\Apps\\Steam\n   - D:\\Games\\Arma3\\A3Master\n   - D:\\Games\\Arma3\\A3Files\n1. Download [steamcmd.exe](https://developer.valvesoftware.com/wiki/SteamCMD) and save it to your targetted Steam install directory (E.g `D:\\Apps\\Steam`)\n1. Run the steamcmd.exe. (This will download and install the required steam files to your custom steam directory)\n1. Create an Arma3server_steamcmd_example.cmd file and save it to D:\\Games\\Arma3\\A3Files\n1. Run the Arma3server_steamcmd_example.cmd file\n1. Just after logging into Steam, the console window will hang and ask for a validation key\n   - Steam will have automatically sent you an email with this validation code, which you then need to input at the command prompt\n   - The Update console window should then continue to run and install Arma 3 ((DEV or STABLE) version to the target directory as defined in the .cmd file) eg (D:\\Games\\Arma3\\A3Master)\n1. Create a shortcut for the Arma3Server.exe on the server desktop\n1. Add the following parameters to the Target Line in the shortcut tab of the newly created desktop shortcut\n   - -port=2302 (Required if running multiple server instances including any previous Arma 2 instances)\n   - \"-profiles=D:\\Games\\Arma3\\A3Master\"\n   - -config=CONFIG_server.cfg\n   - -world=empty\n     - so it looks something similar to the following\n     - \"D:\\Games\\Arma3\\A3Master\\arma3server.exe\" **\"-profiles=D:\\Games\\Arma3\\A3Master\" -port=2302 -config=CONFIG_server.cfg -world=empty**\n1. Setup the Port Forwarding in your firewall and/or router accordingly, also doesn't seems like implemented in some routers Port Trigger feature works with Arma 3 Server (tested with ASUS RT-N66U)\n1. Make sure you have:\n   - Network Discovery enabled for your network type (the setting can be found in [Control Panel\\Network and Internet\\Network and Sharing Center\\Advanced sharing settings]. If you have problem with its state reset on the interface reopen, check if all of the required for this feature services are running: DNS Client, Function Discovery Resource Publication, SSDP Discovery, UPnP Device Host; this makes the server accessible from internet\n   - Windows Media Player Network Sharing Service enabled (makes server joinable) ;\n\nIf you cannot connect to server through server browser try to use \"direct connect\":\nthis is a client side issue (doesn't mean other clients will have it too), reason for the issue for now unknown,\nI can say it is not related to: Windows services, Windows network settings, network routers, firewalls...\n\nDevice Host:\n(note: Changes to the above 2 settings require Arma relaunch to be applied, as for server same for client machines;)\nCreate a simple Notepad document called \"CONFIG_server.cfg\" and save it to the root folder of your Arma 3 install on the server `D:\\Games\\Arma3\\A3Master`\n\n1. Start up your shortcut, check the server runs. (You will see a console pop up in your desktop after a few seconds)\n1. Close the console window down, then you will need to edit the following files which will have been automatically created\n   - D:\\Games\\Arma3\\A3Master\\Users\\Adminstrator\\Administrator.Arma3Profile\n   - D:\\Games\\Arma3\\A3Master\\Users\\Administrator\\Arma3.cfg\n1. Restart the server\n1. Start up your client Arma3.exe (Running the same branch as the server, (eg Stable or DEV) and you should then be able to see your server in the server browser (Filters are available to reduce the server list)\n1. Login to your server using the password you defined in CONFIG_server.cfg by pressing <kbd>/</kbd> to open the chat window and then type `#login ADMINPASSWORD` followed by <kbd>Return ↵</kbd>.\n\n   > [!WARNING]\n   > Make sure to never forget the '#' in front of any server command!\n1. Once logged in you will be presented with a mission list, select one of the missions to start the game\n1. Prove the stability of your server by running BI missions initially before you start adding user made content"},{"heading":"Instructions (Linux o/s)","level":4,"markdown":""},{"heading":"Installation","level":5,"markdown":"As a security best practice, create a user to run steam instead of running as root or an administrator.\nThis way, if your Arma 3 server is compromised the attacker will find it more difficult to access the rest of the operating system.\n\n```\nuseradd -m -s /bin/bash steam\n```\n\nSwitch to the newly created steam user.\n\n```\nsudo -i -u steam\n```\n\nCreate a new directory for SteamCMD to avoid cluttering the home directory.\n\n```\nmkdir ~/steamcmd && cd ~/steamcmd\n```\n\nDownload the [SteamCMD for Linux](https://developer.valvesoftware.com/wiki/SteamCMD#Linux) tarball from the link at the Valve Developer Community page.\nUse a command line download tool such as `wget` or `curl`.\n\nExtract the tarball.\n\n```\ntar xf steamcmd_linux.tar.gz\n```\n\nExecute steamcmd.sh. It will install the rest of the Steam client and start the Steam client shell.\nIf this step fails on a 64-bit OS, you likely need to [install 32-bit libraries](https://developer.valvesoftware.com/wiki/SteamCMD#32-bit_libraries_on_64-bit_Linux_systems).\n\n```\n./steamcmd.sh\n```\n\nChange the directory SteamCMD will install the server in.\n\n```\nforce_install_dir ./arma3/\n```\n\nAt the Steam client shell, login with a valid Steam username and password.\nThe Valve Developer Community Wiki [recommends that you create a new Steam account for this](https://developer.valvesoftware.com/wiki/SteamCMD#SteamCMD_Login).\nSteamCMD will cache the login credentials and anyone who gains access to your server will be able to log into the account used here.\nIn addition, you cannot log into a single Steam account from two places at once. You do not need to have Arma 3 purchased on the Steam account used here to download the server.\nTherefore, you should create a new Steam account with no purchases only for use on this server.\n\n```\nlogin myusername\n```\n\nInstall the Arma 3 Linux dedicated server. The validate option will check for corruption.\n\n```\napp_update 233780 validate\n```\n\nExit SteamCMD.\n\n```\nexit\n```\n\nCreate the directories used to store the profile files and Arma3.cfg file.\n\n```\nmkdir -p ~/\".local/share/Arma 3\" && mkdir -p ~/\".local/share/Arma 3 - Other Profiles\"\n```"},{"heading":"Updating","level":5,"markdown":"You will have to update the server whenever a patch is released on Steam.\n\nIf the server is running, stop it by pressing Ctrl+C in the terminal (or screen/tmux instance) that the server is attached to. Otherwise, switch to the steam user.\n\n```\nsudo -u steam -i\n```\n\nLaunch steamcmd.\n\n```\ncd /home/steam/steamcmd\n./steamcmd.sh\n```\n\nSet the Arma 3 installation directory to the same directory used above.\n\n```\nforce_install_dir ./arma3/\n```\n\nLogin to the Steam account used in the installation section above.\n\n```\nlogin myusername\n```\n\nUpdate the Arma 3 Linux dedicated server. The validate option will check for corruption.\n\n```\napp_update 233780 validate\n```\n\nExit SteamCMD.\n\n```\nexit\n```"},{"heading":"Configuration","level":5,"markdown":"You will most likely want to customise your server's name, password, security settings, and so on with a server.cfg file. Change to the arma3 directory and create and edit your server.cfg file.\n\n```\ncd ~/steamcmd/arma3\nvim server.cfg\n```\n\nIf you don't know how to use vim, use nano instead.\n\n```\nnano server.cfg\n```\n\nSee server config for documentation and examples.\n\nThe first time you run the server it will auto-create a profile file at `~/.local/share/Arma 3 - Other Profiles/server/server.Arma3Profile`.\nEdit this file to customise difficulty settings.\n\n> [!IMPORTANT]\n> The `-profiles=` parameter is broken on Linux - you **must** place your profiles in this directory."},{"heading":"Launching","level":5,"markdown":"A Linux executable is provided to launch the server. Make sure that you are running it under the steam user and not root or another administrator!\n\n```\ncd /home/steam/steamcmd/arma3\n./arma3server_x64 -name=server -config=server.cfg\n```\n\nNB: If you are using the `-mod=` parameter, you must specify relative paths *within or below* the Arma 3 directory. Symlinks will work.\n\nThe arma3server_x64 process will attach to the current terminal.\nIf you are connected to the server over SSH, the server will stop when you disconnect.\nYou can keep the server running using a terminal multiplexeer like [GNU Screen](https://www.gnu.org/software/screen/) or [tmux](http://tmux.sourceforge.net/).\nThere are many tutorials online on how to use these programs to detach and reattach processes from and to a terminal.\n\nYou can safely stop the server by pressing Ctrl+C in the terminal (or screen/tmux instance) that the server is attached to.\n\nFor older 32-bit executable use ./arma3server instead of ./arma3server_x64."},{"heading":"Case sensitivity & Mods","level":5,"markdown":"Some mods such as CUP Terrains and @ALiVE will not function if there are capital letters in any of their file names. If you do not update your mods on a regular basis, you can just use the command\n\n```\nfind . -depth -exec rename 's/(.*)\\/([^\\/]*)/$1\\/\\L$2/' {} \\;\n```\n\nin the directory where your mods are located. This will recursively search the directory tree and make all the filenames lowercase.\n\nIf you regularly update your mods using, e.g. Arma3Sync, you will find that this will redownload any files/folders that have changed case every time you run it.\nThe solution to this is to use a package called \"ciopfs\" - Case Insensitive On Purpose Filesystem. You should first run the \"find . -depth...\" command mentioned above on your mod folder.\nThen, make an empty directory outside of the mods directory, e.g. mods_caseinsensitive. You then mount the directory with:\n\n```\nciopfs mods mods_caseinsensitive\n```\n\nand tell Arma3Sync to synchronise in the mods_caseinsensitive directory. Once it has finished, you can unmount the directory with:\n\n```\nfusermount -u mods_caseinsensitive\n```\n\nYou should find that all of the files in the original mods directory are lowercase."},{"heading":"Additional Info","level":3,"markdown":""},{"heading":"Useful Links","level":4,"markdown":""},{"heading":"Further Reading","level":5,"markdown":"- [Steam Cmd Tutorial](https://developer.valvesoftware.com/wiki/SteamCMD)\n- [Dedicated Server Status (Linux info)](https://forums.bohemia.net/forums/topic/139605-dedicated-server-status/)\n- [Kelly's Heroes Dedicated server guide](http://www.kellys-heroes.eu/files/tutorials/dedicated/arma3dedicated.php#one)\n- In Game server commands\n- In Game admin commands\n- Command line params\n- Basic.cfg\n- Steam Difficulty settings\n- Server Configuration\n- [Sim-link GUI](https://code.google.com/p/symlinker/)"},{"heading":"File Locations","level":4,"markdown":"Some files are automatically created when you use certain commandline parameters\nSome files have to be created manually.\nIf you have followed the instructions accurately, you will now have the following files and directories in addition to the clean install\n\n- D:\\Games\\Arma3\\A3Master\\Users\\Administrator\\**Administrator.Arma3Profile** *(Difficulty settings)*\n- D:\\Games\\Arma3\\A3Master\\Users\\Administrator\\**Administrator.vars.Arma3Profile** *(Some binarised content which you cannot edit)*\n- D:\\Games\\Arma3\\A3Master\\Users\\Administrator\\**Arma3.cfg** *(Bandwidth settings)*\n- D:\\Games\\Arma3\\A3Master\\**MPMissions\\** *(This is where custom made mission.pbo's need to be placed)*\n- D:\\Games\\Arma3\\A3Master\\**arma3.rpt** *(Debug Log, automatically created every time the arma3server.exe is started)*\n- D:\\Games\\Arma3\\A3Master\\**CONFIG_server.cfg** *(Manually created)*\n- D:\\Games\\Arma3\\A3Files\\**Arma3server_steamcmd_example.cmd** *(Manually created)*\n- D:\\Apps\\Steam\\"},{"heading":"Port Forwarding","level":4,"markdown":"Arma 3 uses the same default ports as Arma 2 with the addition of several ports. So if you intend running Arma 2 and Arma 3 servers on the same machine, you need to edit the ports used.\n**Default ports are all UDP** and as follows:\n\n**Incoming**\n\n- 2302 (default Arma 3 Game port) + (VON is now part of main gameport due to NAT issues)\n- 2303 (STEAM query, +1)\n- 2304 (Steam port, +2)\n- 2305 (VON port, +3 - not used atm. but allocated)\n- 2306 (BattlEye traffic, +4)\n\n**Outgoing**\n\n| DST Port | Protocol | Destination | Comment |\n|---|---|---|---|\n| 2344 | TCP + UDP | 81.0.236.111 | BattlEye - arma31.battleye.com |\n| 2345 | TCP | 81.0.236.111 | BattlEye - arma31.battleye.com |\n| 2302-2306 | UDP | any | Arma Server to Client Traffic |\n| 2303 | UDP | any | Arma Server STEAM query port |\n| 2304 | UDP | any | Arma Server to STEAM master traffic |\n\nTo define the Arma 3 Game port used,\nstate -port= **** in your command line arguments (Where **** is the new initial Arma 3 Game, e.g 2302)\n\nand to define your Steam ports\nadd the following lines to your CONFIG_server.cfg (editing the actual port numbers as required)\n\n> [!NOTE]\n> Steam ports are now linked to game-port as +1 for query and +2 to-master.\n\nIf you are running multiple servers, i would suggest the following format\n\n**SERVER 1**\n\n2302 UDP (gameport + VON)\n\n2303 UDP (STEAM query port)\n\n2304 UDP (STEAM master port)\n\n2305 UDP (VON reserved port but not used atm.)\n\n2306 UDP (BattlEye traffic port)\n\nso open ports 2302-2306\n\n... and leave at least **100** ports between the next 2nd server set\n\n**SERVER 2**\n\n2402 UDP (gameport + VON)\n\n2403 UDP (STEAM query port)\n\n2404 UDP (STEAM master port)\n\n2405 UDP (VON reserved port but not used atm.)\n\n2406 UDP (BattlEye traffic port)\n\nso open ports 2402-2406\n\nand leave at least **100** ports between the next 3rd server set, etc."},{"heading":"NAT traversal","level":5,"markdown":"UPnP allows you to automatically create port forwarding on your router to bypass NAT (UPnP enabled routers are required).\nThe functionality can be easily enabled in server config as described in the server.cfg page."},{"heading":"Configuring for stable or Dev branch","level":4,"markdown":"Edit the `Arma3server_steamcmd_example.cmd` as defined below then run it\n\n- To select Development version\n\n```\nSET A3BRANCH=107410 -beta development\n```\n\n- To select stable build (Dedicated server package)\n\n```\nSET A3BRANCH=233780 -beta\n```\n\n- To select stable build (Full client\\server package)\n\n```\nSET A3BRANCH=107410\n```\n\n**Important Feature**\n\nSince **12th March 2013** the development branch and the stable branch versions are no longer compatible. This means:\n\n- Only DEV clients can connect to a DEV server\n- Only Stable clients can connect to stable servers"},{"heading":"Advanced Configuration","level":4,"markdown":""},{"heading":"Bandwidth Optimisation","level":4,"markdown":""},{"heading":"Multiple Server configuration","level":4,"markdown":"There are various methods available to run multiple Dedicated Arma 3 servers on the same box.\nEach server instance requires:\n\n- Its own unique set of ports\n- Its own profile\n- Its own config\n\n[This post](https://forums.bohemia.net/forums/topic/139003-tutorial-installation-configuration-of-arma3-dedicated-server/?page=10&tab=comments#comment-2344472) explains it more in depth.\n\nEach method has some pro's and cons\nTo select the preferred methodology that suits your requirements you need to have considered the following\n\n- The useage of the \"Keys\" folder\n- The useage of the \"MpMissions\" folder\n- Available Hard drive space\n- Update management"},{"heading":"Method 1","level":5,"markdown":"see [THIS POST](https://forums.bohemia.net/forums/topic/139003-tutorial-installation-configuration-of-arma3-dedicated-server/?page=9&tab=comments#comment-2343865) for more detailed information\nThis is copy of the master install into a different directory\nAs may times as you have space for\n\n**Pros**\n\n- Most robust\n- Unique MpMissions folder\n- Unique \"keys\" folder\n- Allows ability to run separate instances of different branches of the game, (E.g Dev or Stable)\n\n**Cons**\n\n- Uses more drive space\n- Requires more effort to create and automate the updating process"},{"heading":"Method 2","level":5,"markdown":"This uses 1 master install folder and has renamed arma3server.exe's in sub folders of the master\nsee THIS POST for more detailed information\n\n**Pros** (Compared to Method 1)\n\n- Uses less space than Method 1\n- Updating will be easier\n\n**Cons** (Compared to Method 1)\n\n- Not very robust\n- Shares MPMissions folders with all the other exe's (Will create a very cluttered MpMissions folder and allows admins to select addon required missions for a mod this server instance isn't running\n- Shares \"keys\" folder with all other exe's (This can cause an issue when running various differing -mod servers)\n- Will not allow you to run separate instances of different branches of the game"},{"heading":"Method 3","level":5,"markdown":"This is a hybrid of method 1, in that it is essentially a \"Virtual\" copy of the master install in a different directory\nthe difference being that many folders are [symlinked](https://en.wikipedia.org/wiki/Symbolic_link) to the initial Master directory\nsymlink GUI:\n\n**Pros** (Compared to Method 1)\n\n- Uses less drive space (As you wont have multiple copies of the addons folder)\n- Allows for unique MpMissions folder if desired\n- Allows for unique \"keys\" folder if desired\n- Updating will be easier\n\n**Cons** (Compared to Method 1)\n\n- Requires more effort to initially create the symlinks and directories\n- Will not allow you to run separate instances of different branches of the game at the same time, (E.g Dev or Stable)\n\nFor example, on Linux, if you initially have the following folder layout:\n\n```batch\n ~/game_servers/\n    arma3server/\n    ...\n    mods # folder where you keep your mods\n    arma3server\n    ...\n```\n\nInstead of copying the folders as directed in (Compared to Method 1), run the following commands:\n\n```batch\ncd ~/game_servers/\nmkdir arma3server_2/\nln -sr arma3server/* arma3server_2\ncd arma3server_2\nrm keys mpmissions mods\nmkdir keys\nmkdir mpmissions\nmkdir mods\n```\n\nThen proceed with the rest of the instructions in METHOD 1."},{"heading":"Method 4","level":5,"markdown":"You can of course mix and match all 3 previous methods to suit your specific requirements."},{"heading":"Method 5 (Arma 3 v2.22)","level":5,"markdown":"You can combine the -port, -profiles, -mpmissions and -keysFolder startup parameters to run multiple servers from the same Arma 3 installation directory while using different ports and separate directories for profiles, missions, and keys.\n\nThis approach allows you to host multiple servers without using symbolic links or duplicating the entire server installation.\n\nExample batch script for running multiple servers:\n\n```batch\n@echo off\n\nrem Starting TvT server\nstart arma3server_x64.exe -port=2302^\n -name=TvT^\n -profiles=Profiles\\TvT^\n -mpmissions=Profiles\\TvT\\MPMissions^\n -keysFolder=Profiles\\TvT\\Keys^\n -cfg=Profiles\\TvT\\Configs\\Basic.cfg^\n -config=Profiles\\TvT\\Configs\\Server.cfg^\n -mod=\"@CBA_A3;@ace\"\n\nrem Starting PvE server\nstart arma3server_x64.exe -port=2402^\n -name=PvE^\n -profiles=Profiles\\PvE^\n -mpmissions=Profiles\\PvE\\MPMissions^\n -config=Profiles\\PvE\\Configs\\Server.cfg\n```\n\nBefore running the script, create the following directory structure:\n\n```\nArma 3 installation/\n├── Profiles/\n│   ├── TvT/\n│   │   ├── MPMissions/\n│   │   ├── Keys/\n│   │   └── Configs/\n│   │       ├── Basic.cfg\n│   │       └── Server.cfg\n│   │\n│   └── PvE/\n│       ├── MPMissions/\n│       ├── Keys/\n│       └── Configs/\n│           └── Server.cfg\n│\n└── arma3server_x64.exe\n```"},{"heading":"Dedicated Server & Client configuration","level":4,"markdown":"> [!NOTE]\n> In order for the Arma 3 server to be able to connect to the Steam servers, the Arma 3 server has to be ping-able (ICMP 8 - Echo Reply) as well as opened TCP/UDP ports.\n\nThe only known issue, is to make sure you start the server up before you start the steam client\nFailing to do this causes steam port issues and your client will not be able to connect to the server"},{"heading":"Headless Client","level":4,"markdown":"> [!NOTE]\n> See Arma 3: Headless Client for changes in headless clients.\n\nA Headless Client can be used by missions to offload AI processing to a dedicated client, freeing up the dedicated server process from most AI processing.\nThus more AI units can be spawned and the server process will be able to dedicate most of it is processing towards communication with the clients.\nFor a Headless Client/Dedicated Server to function together efficiently, they both need to be connected to each other via extremely low latency and high bandwidth.\nEffectively, they need to be on the same LAN at least, but preferably running on the same computer."},{"heading":"Setup and Execution","level":5,"markdown":"- Headless Client for Arma 3 requires a **valid active Steam account logged in** to function (see [Dwarden's post](https://forums.bohemia.net/forums/topic/140621-arma-3-headless-client/?page=5&tab=comments#comment-2481581))\n- A Headless Client is simply Arma3.exe run from the command line with parameters, for example:\n\n```cpp\narma3.exe -connect=localhost -port=2444 -client -nosound -password=some_server_password -name=HC -profile=HC -mod=@CBA_A3;@blah;@blah;@blah\n```\n\nIn the example above, the headless client is running on the same host as the dedicated server.\nIt uses a profile called **HC** and connects to the server with a password as required by the server (the password is for password protected servers, optional).\nThe server in this example is running on port 2444, alter this to the port of your server.\n\n- The Headless Client profile needs to be created like any other profile in Arma 3 (Note: It is best if you name this profile **HC**)\n\nNo configuration of the profile is necessary, but after creation, edit **HC.Arma3Profile** located in **C:\\Users\\yourusername\\Documents\\Arma 3 - Other Profiles\\HC** and add this line:\n\n```cpp\nbattleyeLicense=1;\n```\n\nAlternatively, you can use the full Arma 3 client to connect to any multiplayer server with BattlEye enabled and accept the BattlEye License Agreement,\nwhich will do the same thing as manually editing **HC.Arma3Profile**.\n\nOnce the profile is ready, copy the profile directory to **C:\\Users\\yourusername\\Documents\\Arma 3 - Other Profiles** on the server (if the profile was not created on the server).\nIf the profile was created on the server or is not going to run on the server and is already on the computer it is going to run on, then it is ready to go.\n\n- If the Headless Client is on the server, the server's cfg must have the local loopback address as seen below (e.g. A3Server.cfg):\n\n```cpp\nlocalClient[]={ \"127.0.0.1\" };\nheadlessClients[]={ \"127.0.0.1\" };\nbattleyeLicense=1;\n```\n\nDwarden suggests that **battleyeLicense=1;** be in the server's config, but it is unclear whether this is actually necessary.\n([Dwarden's post](https://forums.bohemia.net/forums/topic/150815-headless-client-battleye/?tab=comments#comment-2413319)).\n\n- If the Headless Client is running in the same network or the same computer, the server's config has to have the address in **localClient[]=x.x.x.x**.\n\nThis will allow the server to communicate with the Headless Client using unrestricted bandwidth. It is also required to add the adress to **headlessClients[]={ \"x.x.x.x\" };**.\nMultiple headless clients at different addresses can be added:\n\n```cpp\nlocalClient[]={ \"127.0.0.1\", \"192.168.1.10\", \"192.168.1.210\" };\nheadlessClients[]={ \"127.0.0.1\", \"192.168.1.10\", \"192.168.1.210\" };\nbattleyeLicense=1;\n```"},{"heading":"Headless Client on a Dedicated Server Notes","level":5,"markdown":"If the Arma 3: Headless Client and a Dedicated Server are running on the same Windows computer (VM or physical),\nit *may* be beneficial to set processor affinity to prevent execution intensive threads from being scheduled across the same (v)CPUs.\n\n> [!WARNING]\n> Do **not** use this if you do not know what you are doing, as performance may be strongly impacted.\n\nThe operating system will generally schedule threads efficiently, but manual CPU allocation is possible.\nThis can be achieved by right-clicking on the process (e.g. Arma3Server.exe(*32)) in the **processes tab** of the Windows Task Manager and selecting **Set Affinity...**.\nBe aware that on a physical intel CPU, the odd numbered CPUs are Hyper-thread cores.\n\n> [!NOTE]\n> You can use automated solution for affinity assign via batch file with commandline `CMD /AFFINITY HEXvalue` e.g. `CMD /C START /AFFINITY 0xF3 arma3server.exe`.\n\nIt has been observed that although the Arma server and client processes will kick off multiple threads, the bulk of processing is used up by only one or two threads.\nFor example, spawning 50 AI units does not generate 50 threads.\nThere is one thread in the process that handles all of the AI units, irrespective of how many have been spawned.\nIn this way, the ARMA server and client processes do not make maximal use of the processing capability found in modern processors and so AI counts do not scale easily.\nAs such, faster CPU core speed is king and offloading the AI to multiple headless clients on the same computer will probably produce the best possible results for complex missions involving many AI units (albeit an expensive way to get the results).\n\n> [!NOTE]\n> Read the complete and detailed HOW-TO guide on Headless Client: Arma 3: Headless Client.\n\n-"},{"heading":"Example Files","level":4,"markdown":""},{"heading":"Arma3server_steamcmd_example.cmd","level":5,"markdown":"- Standalone Server Package (no need for game ownership on STEAM account)\n- Note: you might be asked to authorise your STEAM account due to STEAMguard (check email)\n- Note: it needs to be ran two or three times (1st authorise, 2nd STEAMcmd update itself, (when done, quit), 3rd update the Arma 3 Server data package)\n- Note: STEAMcmd needs to be in separate folder from STEAMclient (so always use unique folder like \"STEAMcmd\") to avoid file conflicts\n- Note: Arma 3 server data package needs to be in separate folder from Arma 3 client (so always use unique folder like \"A3server\" or \"Arma3server\") to avoid file conflicts\n- Code:\n\n  ```batch\n  @echo off\n  rem http://media.steampowered.com/installer/steamcmd.zip\n  SETLOCAL ENABLEDELAYEDEXPANSION\n\n      :: DEFINE the following variables where applicable to your install\n\n      SET STEAMLOGIN=mylogin mypassword\n      SET A3serverBRANCH=233780 -beta public\n          :: For stable use 233780 -beta public\n          :: For Dev use 233780 -beta development\n                  :: Note: quotation marks need to be wrapped around the entire \"+app_data......\"\n                  :: There is no DEV branch data yet for Arma 3 Dedicated Server package!\n\n      SET A3serverPath=D:\\Games\\Arma3\\A3Master\n          SET STEAMPATH=D:\\Apps\\Steam\n\n  ::\n\n  echo.\n  echo You are about to update Arma 3 server\n  echo     Dir: %A3serverPath%\n  echo     Branch: %A3serverBRANCH%\n  echo.\n  echo Key \"ENTER\" to proceed\n  pause\n  %STEAMPATH%\\steamcmd.exe +force_install_dir %A3serverPath% +login %STEAMLOGIN% +\"app_update %A3serverBRANCH%\" validate +quit\n  echo.\n  echo Your Arma 3 server is now up to date\n  echo Press \"ENTER\" to exit\n  pause\n  ```"},{"heading":"CONFIG_server.cfg","level":5,"markdown":"```cpp\n//\n// server.cfg\n//\n\n// NOTE: More parameters and details are available at http://community.bistudio.com/wiki/server.cfg\n\n// STEAM PORTS (not needed anymore, it is +1 +2 to gameport)\n// steamPort        = 8766;        // default 8766, needs to be unique if multiple servers are on the same box\n// steamQueryPort    = 27016;    // default 27016, needs to be unique if multiple servers are on the same box\n\n// GENERAL SETTINGS\nhostname        = \"My Arma 3 Server\";    // Name of the server displayed in the public server list\n//password        = \"ServerPassword\";        // Password required to join the server (remove // at start of line to enable)\npasswordAdmin    = \"AdminPassword\";        // Password to login as admin. Open the chat and type: #login password\nmaxPlayers        = 40;    // Maximum amount of players, including headless clients. Anybody who joins the server is considered a player, regardless of their role or team.\npersistent        = 1;    // If set to 1, missions will continue to run after all players have disconnected; required if you want to use the -autoInit startup parameter\n\n// VOICE CHAT\ndisableVoN        = 0;    // If set to 1, voice chat will be disabled\nvonCodecQuality    = 10;    // Supports range 1-30, the higher the better sound quality, the more bandwidth consumption:\n                        // 1-10 is 8kHz (narrowband)\n                        // 11-20 is 16kHz (wideband)\n                        // 21-30 is 32kHz (ultrawideband)\n\n// VOTING\nvoteMissionPlayers    = 1;        // Minimum number of players required before displaying the mission selection screen, if you have not already selected a mission in this config\nvoteThreshold        = 0.33;        // Percentage (0.00 to 1.00) of players needed to vote something into effect, for example an admin or a new mission. Set to 9999 to disable voting.\nallowedVoteCmds[] =                // Voting commands allowed to players\n{\n    // { command, preinit, postinit, threshold } - specifying a threshold value will override \"voteThreshold\" for that command\n    { \"admin\", false, false},        // vote admin\n    { \"kick\", false, true, 0.51},    // vote kick\n    { \"missions\", false, false},        // mission change\n    { \"mission\", false, false},        // mission selection\n    { \"restart\", false, false},        // mission restart\n    { \"reassign\", false, false}        // mission restart with roles unassigned\n};\n\n// WELCOME MESSAGE (\"message of the day\")\n// It can be several lines, separated by comma\n// Empty messages \"\" will not be displayed, but can be used to increase the delay before other messages\nmotd[] =\n{\n    \"Welcome to My Arma 3 Server\",\n    \"Discord: discord.somewhere.com\",\n    \"TeamSpeak: ts.somewhere.com\",\n    \"Website: www.example.com\"\n};\nmotdInterval = 5;    // Number of seconds between each message\n\n// MISSIONS CYCLE\nclass Missions\n{\n    class Mission1\n    {\n        template    = \"MyMission.Altis\";    // Filename of pbo in MPMissions folder\n        difficulty    = \"Regular\";            // \"Recruit\", \"Regular\", \"Veteran\", \"Custom\"\n    };\n};\n\n// LOGGING\ntimeStampFormat    = \"short\";                // Timestamp format used in the server RPT logs. Possible values are \"none\" (default), \"short\", \"full\"\nlogFile            = \"server_console.log\";    // Server console output filename\n\n// SECURITY\nBattlEye                = 1;    // If set to 1, BattlEye Anti-Cheat will be enabled on the server (default: 1, recommended: 1)\nverifySignatures        = 2;    // If set to 2, players with unknown or unsigned mods won't be allowed join (default: 0, recommended: 2)\nkickDuplicate            = 1;    // If set to 1, players with an ID that is identical to another player will be kicked (recommended: 1)\nallowedFilePatching        = 1;    // Prevents clients with filePatching enabled from joining the server\n                                // (0 = block filePatching, 1 = allow headless clients, 2 = allow all) (default: 0, recommended: 1)\n\n// FILE EXTENSIONS\n\n// only allow files with those extensions to be loaded via loadFile command (since Arma 3 v1.20)\nallowedLoadFileExtensions[] =        { \"hpp\", \"sqs\", \"sqf\", \"fsm\", \"cpp\", \"paa\", \"txt\", \"xml\", \"inc\", \"ext\", \"sqm\", \"ods\", \"fxy\", \"lip\", \"csv\", \"kb\", \"bik\", \"bikb\", \"html\", \"htm\", \"biedi\" };\n\n// only allow files with those extensions to be loaded via preprocessFile / preprocessFileLineNumbers commands (since Arma 3 v1.20)\nallowedPreprocessFileExtensions[] =    { \"hpp\", \"sqs\", \"sqf\", \"fsm\", \"cpp\", \"paa\", \"txt\", \"xml\", \"inc\", \"ext\", \"sqm\", \"ods\", \"fxy\", \"lip\", \"csv\", \"kb\", \"bik\", \"bikb\", \"html\", \"htm\", \"biedi\" };\n\n// only allow files and URLs with those extensions to be loaded via htmlLoad command (since Arma 3 v1.28)\nallowedHTMLLoadExtensions[] =        { \"htm\", \"html\", \"php\", \"xml\", \"txt\" };\n\n// EVENT SCRIPTS - see http://community.bistudio.com/wiki/Arma_3:_Server_Side_Scripting\nonUserConnected        = \"\";    // command to run when a player connects\nonUserDisconnected    = \"\";    // command to run when a player disconnects\ndoubleIdDetected    = \"\";    // command to run if a player has the same ID as another player in the server\nonUnsignedData        = \"kick (_this select 0)\";    // command to run if a player has unsigned files\nonHackedData        = \"kick (_this select 0)\";    // command to run if a player has tampered files\n\n// HEADLESS CLIENT\nheadlessClients[]    = { \"127.0.0.1\" };    // list of IP addresses allowed to connect using headless clients; example: { \"127.0.0.1\", \"192.168.1.100\" };\nlocalClient[]        = { \"127.0.0.1\" };    // list of IP addresses to which are granted unlimited bandwidth; example: { \"127.0.0.1\", \"192.168.1.100\" };\n```"},{"heading":"server.Arma3Profile","level":5,"markdown":"See server.armaprofile."},{"heading":"Arma3.cfg","level":5,"markdown":"> [!NOTE]\n> See basic.cfg for more information.\n\n```cpp\nlanguage=\"English\";\nadapter=-1;\nMinBandwidth=800000;\nMaxBandwidth=25000000;\nMaxMsgSend=384;\nMaxSizeGuaranteed=512;\nMaxSizeNonguaranteed=256;\nMinErrorToSend=0.003;\nMaxCustomFileSize=100000;\nWindowed=0;\nserverLongitude=0;\nserverLatitude=52;\nserverLongitudeAuto=0;\nserverLatitudeAuto=52;\n```"},{"heading":"Support & Troubleshooting","level":3,"markdown":""},{"heading":"Known Issues","level":4,"markdown":"1. My server has 2500ms ping in server browser (This is caused by running the steam client as Non Administrator) see http://feedback.arma3.com/view.php?id=9374\n1. MaxMsgSend default is 128, higher values can create Desync problems if the server's available processing and/or bandwidth can not support the higher value\n1. if you run Arma 3 Dedicated server data package on system where is also installed client there is possibility the server will load the full client data instead server data package, this is caused by precedence check in registry.\n   The solution/workaround to this issue is to use arma3server.exe `-mod=` (where empty modline ensure it loads data from where server is placed)\n1. upnp=1; // in server.cfg may result into server not starting for 600 seconds on server with active firewalls / anti-ddos measures ,\n   it's not recommended setting for dedicated-servers where server process related ports are open/forwarded by default\n1. using multiple server instances with too narrow ranges in between each (e.g. first 2302, second 2314) may cause problems with query where second server reports at first range, use of minimum +100 ports for next instance next to 2302 thus 2402 then 2502 etc. for utmost safety use +200 or +1000\n1. engine has legacy automated port increment system for occupied sockets (used for client-listen servers, upnp) where first is tried 2302, then +12 up to 15 times (so 2314, 2326 ... 2482)"},{"heading":"Live Help","level":4,"markdown":"For live assistance, join the official **[Arma Discord server](https://discord.gg/arma)!**\nEspecially these channels:\n\n- `#server_admins`\n- `#server_linux`\n- `#server_windows`\n- `#server_tools`"},{"heading":"F.A.Q","level":4,"markdown":""},{"heading":"See Also","level":3,"markdown":"- Server Options\n- Battleye's RCON\n- Arma 3: Headless Client\n- Multiplayer Server Commands\n- Armed Assault Server Configuration"}],"categories":["Arma 3: Multiplayer","Arma 3: Tutorials","Stubs"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: Dev-Branch Change Log v2.19","title":"Arma 3: Dev-Branch Change Log v2.19","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Dev-Branch_Change_Log_v2.19","revid":378269,"updated":"2026-03-27T09:43:50Z","aliases":[],"markdown":"> [!NOTE]\n> Changes prior to March 2025 can be found on the [Bohemia Interactive forums](https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/).\n\n## 07-05-2025\n\n*EXE rev. 152859 (game)*\n*EXE rev. 152859 (Launcher)*\n*Size: ~77 MB*\n\n**DATA**\n\n- Fixed: Tail wheel missing from Camo2 hidden selection on UH-80 in first LOD\n- Fixed: format related error in the \"Remnants of War\" campaign\n- Added: New illumination flares to faction ammo boxes (several more factions to be done)\n\n**ENGINE**\n\n- Fixed: Animation skipping / freezing on long animations\n- Tweaked: Improved game start speed\n- Added: UVScale XY to Fisheye post processing effect - [FT-T163827](https://feedback.bistudio.com/T163827)\n\n## 30-04-2025\n\n*EXE rev. 152843 (game)*\n*EXE rev. 152843 (Launcher)*\n*Size: ~103 MB*\n\n**DATA**\n\n- Fixed: AI jet pilots will now properly eject from their plane when it is damaged more then its *ejectDamageLimit*\n- Fixed: One pop-up target in CoF: Red 2 was behaving incorrectly\n- Fixed missing windows fire geometry on armed variants of Ifrit - [FT-T190093](https://feedback.bistudio.com/T190093)\n- Stub-wing variants with pylon configurations for AH-99 and UH-80 helicopters\n- Illumination flares (effects, attenuation, intensity, drag, Zeus modules, mortar variant)\n\n**ENGINE**\n\n- Tweaked: Improved efficiency of listbox sorting - [FT-T184005](https://feedback.bistudio.com/T184005)\n- Added: Listbox sorting is now multithreaded - [FT-T184005](https://feedback.bistudio.com/T184005)\n- Added: \"PylonChanged\" entity Event Handler - [FT-T190875](https://feedback.bistudio.com/T190875)\n- Added: Post-processing effects *Sharpness*, *DepthOfField*, *Fisheye* - [FT-T163827](https://feedback.bistudio.com/T163827)\n- Fixed: Flares did not apply the *Attenuation* config to their light emitter\n- Tweaked: Improved netcode performance\n- Added: Netcode fast retransmit on packet loss\n\n## 09-04-2025\n\n*EXE rev. 152791 (game)*\n*EXE rev. 152791 (Launcher)*\n*Size: ~76 MB*\n\n**DATA**\n\n- Fixed: SAAMI weapon referencing incorrect sounds - [FT-T185821](https://feedback.bistudio.com/T185821)\n- Fixed: Script format error in Field Manual - [FT-T182822](https://feedback.bistudio.com/T182822)\n- Fixed: Launchers were not always selected properly in Arsenal\n- Tweaked: Eye position when aiming down the sights on M320 & GM6, so the camera is no longer clipping with the rifle's mesh when recoil kicks in\n\n**ENGINE**\n\n- Added: CfgAmmo *explodeParentWhenTriggered* to complement *deleteParentWhenTriggered* - [FT-T190390](https://feedback.bistudio.com/T190390)\n- Added: Mission \"MarkerDeleted\" Event Handler now returns deleter person - [FT-T178348](https://feedback.bistudio.com/T178348)\n- Tweaked: Handling of Eden Editor mouse placement (objects can be now placed on top of other objects, on side of other objects and upside down) (Experimental flag removed)\n- Added: removeAllMagazines and removeAllMagazinesTurret script commands - [FT-T177284](https://feedback.bistudio.com/T177284)\n- Added: MFD Sources *WPDir*/*WPDirRel*\n- Added: addMagazinesTurret script command - [FT-T174007](https://feedback.bistudio.com/T174007)\n- Fixed: Forced game crash when addon requires addon that was skipped due to *skipWhenMissingDependencies* - [FT-T172179](https://feedback.bistudio.com/T172179)\n- Fixed: Showcase FFV helicopter would fail to land\n- Added: Some of basic.cfg network parameters can now be provided as strings\n- Changed: Networking bandwidth estimation behavior of Min/MaxBandwidth (Experimental builds only)\n- Added: MFD Source *WPTime*\n- Added: connectToServer command and Server Browser Direct-Connect now supports resolving SRV records - [FT-T127943](https://feedback.bistudio.com/T127943)\n- Added: Scanning for objects in trigger areas is now multithreaded (Experimental flag removed)\n- Added: Script commands allMissionObjects, nearestObjects, nearObjects, nearSupplies, nearRoads are now internally multithreaded (Experimental flag removed)\n- Changed: AI computation is now done in parallel to d3dPresent (Experimental flag removed)\n- Added: AI Sensor updating is now multithreaded (Experimental flag removed)\n- Added: AI Target list updating/scanning is now multithreaded (Experimental flag removed)\n- Added: PhysX Vehicle suspension update is now multithreaded (Experimental flag removed)\n- Added: PhysX Simulation is now multithreaded\n- Fixed: URL encoding for HTTP mission file downloads\n- Added: HTTP header support for HTTP mission file downloads\n- Fixed: getShotInfo did not return *timeToExplosion* for mines - [FT-T190684](https://feedback.bistudio.com/T190684)\n- Added: getAllPylonsInfo now also returns the position of each pylon - [FT-T190789](https://feedback.bistudio.com/T190789)\n- Fixed: Zeus did not store allowed addons in savegame (resulting in loss of access to modded units after loading a savegame) - [FT-T190333](https://feedback.bistudio.com/T190333)\n\n## 26-03-2025\n\n*EXE rev. 152752 (game)*\n*EXE rev. 152752 (Launcher)*\n*Size: ~77 MB*\n\n**DATA**\n\n- Added: Steam Game Recording integration for Time Trials\n- Added: Steam Game Recording integration for Arma Invaders\n- Added: Steam Game Recording integration for Firing Drills\n- Fixed: Steam Game Recording Challenge Hit event was not respecting optional *hitConditions* for targets\n- Tweaked: Steam Game Recording Challenge Bonus / Penalty events now mention the type as well\n\n**ENGINE**\n\n- Changed: Missile *fuseDistance* is now ignored for projectiles spawned by script - [FT-T189277](https://feedback.bistudio.com/T189277)\n- Tweaked: AI no longer calculates light influence on targets during daytime\n- Added: *AIThinkOnlyLocal* option to setMissionOptions\n\n## 19-03-2025\n\n*EXE rev. 152743 (game)*\n*EXE rev. 152743 (Launcher)*\n*Size: ~81 MB*\n\n**DATA**\n\n- Tweaked: Pause menu Steam branch indicator was not positioned correctly when running an unmodded game\n- Fixed: A Logic was created on the wrong side in a scripted function - [FT-T177680](https://feedback.bistudio.com/T177680)\n\n**ENGINE**\n\n- Added: Mission file downloading over HTTP\n- Fixed: Functions Viewer did not populate list of functions when opening\n- Added: Animal config property *canFitUnderADoor* when true will stop given animal from opening a door when entering into a house\n- Fixed: Incorrect laser marker positioning on and around water - [FT-T188547](https://feedback.bistudio.com/T188547)\n- Fixed: Laser target marker would get stuck on objects - [FT-T71322](https://feedback.bistudio.com/T71322)\n- Fixed: currentZeroing did not respect laser range zeroing - [FT-T189309](https://feedback.bistudio.com/T189309)\n- Fixed: Missiles did not consider their *fuseDistance* setting - [FT-T189277](https://feedback.bistudio.com/T189277)\n- Added: Initial integration of Steam Game Recording with custom game events\n- Fixed: Crash when using loadConfig with binarized configs - [FT-T188760](https://feedback.bistudio.com/T188760)\n- Added: Option to removeWeapon/removeWeaponGlobal to abort a new weapon autoselect after primary weapon removal\n- Added: Option to addWeapon/addWeaponGlobal to abort a new weapon autoselect if no weapon was selected\n- Fixed: Crash if OGG sound file is played more than 255 times at once\n- Fixed: \"Fired\" Event Handler in multiplayer could receive wrong projectile for global projectiles - [FT-T190141](https://feedback.bistudio.com/T190141)","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> Changes prior to March 2025 can be found on the [Bohemia Interactive forums](https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/)."},{"heading":"07-05-2025","level":2,"markdown":"*EXE rev. 152859 (game)*\n*EXE rev. 152859 (Launcher)*\n*Size: ~77 MB*\n\n**DATA**\n\n- Fixed: Tail wheel missing from Camo2 hidden selection on UH-80 in first LOD\n- Fixed: format related error in the \"Remnants of War\" campaign\n- Added: New illumination flares to faction ammo boxes (several more factions to be done)\n\n**ENGINE**\n\n- Fixed: Animation skipping / freezing on long animations\n- Tweaked: Improved game start speed\n- Added: UVScale XY to Fisheye post processing effect - [FT-T163827](https://feedback.bistudio.com/T163827)"},{"heading":"30-04-2025","level":2,"markdown":"*EXE rev. 152843 (game)*\n*EXE rev. 152843 (Launcher)*\n*Size: ~103 MB*\n\n**DATA**\n\n- Fixed: AI jet pilots will now properly eject from their plane when it is damaged more then its *ejectDamageLimit*\n- Fixed: One pop-up target in CoF: Red 2 was behaving incorrectly\n- Fixed missing windows fire geometry on armed variants of Ifrit - [FT-T190093](https://feedback.bistudio.com/T190093)\n- Stub-wing variants with pylon configurations for AH-99 and UH-80 helicopters\n- Illumination flares (effects, attenuation, intensity, drag, Zeus modules, mortar variant)\n\n**ENGINE**\n\n- Tweaked: Improved efficiency of listbox sorting - [FT-T184005](https://feedback.bistudio.com/T184005)\n- Added: Listbox sorting is now multithreaded - [FT-T184005](https://feedback.bistudio.com/T184005)\n- Added: \"PylonChanged\" entity Event Handler - [FT-T190875](https://feedback.bistudio.com/T190875)\n- Added: Post-processing effects *Sharpness*, *DepthOfField*, *Fisheye* - [FT-T163827](https://feedback.bistudio.com/T163827)\n- Fixed: Flares did not apply the *Attenuation* config to their light emitter\n- Tweaked: Improved netcode performance\n- Added: Netcode fast retransmit on packet loss"},{"heading":"09-04-2025","level":2,"markdown":"*EXE rev. 152791 (game)*\n*EXE rev. 152791 (Launcher)*\n*Size: ~76 MB*\n\n**DATA**\n\n- Fixed: SAAMI weapon referencing incorrect sounds - [FT-T185821](https://feedback.bistudio.com/T185821)\n- Fixed: Script format error in Field Manual - [FT-T182822](https://feedback.bistudio.com/T182822)\n- Fixed: Launchers were not always selected properly in Arsenal\n- Tweaked: Eye position when aiming down the sights on M320 & GM6, so the camera is no longer clipping with the rifle's mesh when recoil kicks in\n\n**ENGINE**\n\n- Added: CfgAmmo *explodeParentWhenTriggered* to complement *deleteParentWhenTriggered* - [FT-T190390](https://feedback.bistudio.com/T190390)\n- Added: Mission \"MarkerDeleted\" Event Handler now returns deleter person - [FT-T178348](https://feedback.bistudio.com/T178348)\n- Tweaked: Handling of Eden Editor mouse placement (objects can be now placed on top of other objects, on side of other objects and upside down) (Experimental flag removed)\n- Added: removeAllMagazines and removeAllMagazinesTurret script commands - [FT-T177284](https://feedback.bistudio.com/T177284)\n- Added: MFD Sources *WPDir*/*WPDirRel*\n- Added: addMagazinesTurret script command - [FT-T174007](https://feedback.bistudio.com/T174007)\n- Fixed: Forced game crash when addon requires addon that was skipped due to *skipWhenMissingDependencies* - [FT-T172179](https://feedback.bistudio.com/T172179)\n- Fixed: Showcase FFV helicopter would fail to land\n- Added: Some of basic.cfg network parameters can now be provided as strings\n- Changed: Networking bandwidth estimation behavior of Min/MaxBandwidth (Experimental builds only)\n- Added: MFD Source *WPTime*\n- Added: connectToServer command and Server Browser Direct-Connect now supports resolving SRV records - [FT-T127943](https://feedback.bistudio.com/T127943)\n- Added: Scanning for objects in trigger areas is now multithreaded (Experimental flag removed)\n- Added: Script commands allMissionObjects, nearestObjects, nearObjects, nearSupplies, nearRoads are now internally multithreaded (Experimental flag removed)\n- Changed: AI computation is now done in parallel to d3dPresent (Experimental flag removed)\n- Added: AI Sensor updating is now multithreaded (Experimental flag removed)\n- Added: AI Target list updating/scanning is now multithreaded (Experimental flag removed)\n- Added: PhysX Vehicle suspension update is now multithreaded (Experimental flag removed)\n- Added: PhysX Simulation is now multithreaded\n- Fixed: URL encoding for HTTP mission file downloads\n- Added: HTTP header support for HTTP mission file downloads\n- Fixed: getShotInfo did not return *timeToExplosion* for mines - [FT-T190684](https://feedback.bistudio.com/T190684)\n- Added: getAllPylonsInfo now also returns the position of each pylon - [FT-T190789](https://feedback.bistudio.com/T190789)\n- Fixed: Zeus did not store allowed addons in savegame (resulting in loss of access to modded units after loading a savegame) - [FT-T190333](https://feedback.bistudio.com/T190333)"},{"heading":"26-03-2025","level":2,"markdown":"*EXE rev. 152752 (game)*\n*EXE rev. 152752 (Launcher)*\n*Size: ~77 MB*\n\n**DATA**\n\n- Added: Steam Game Recording integration for Time Trials\n- Added: Steam Game Recording integration for Arma Invaders\n- Added: Steam Game Recording integration for Firing Drills\n- Fixed: Steam Game Recording Challenge Hit event was not respecting optional *hitConditions* for targets\n- Tweaked: Steam Game Recording Challenge Bonus / Penalty events now mention the type as well\n\n**ENGINE**\n\n- Changed: Missile *fuseDistance* is now ignored for projectiles spawned by script - [FT-T189277](https://feedback.bistudio.com/T189277)\n- Tweaked: AI no longer calculates light influence on targets during daytime\n- Added: *AIThinkOnlyLocal* option to setMissionOptions"},{"heading":"19-03-2025","level":2,"markdown":"*EXE rev. 152743 (game)*\n*EXE rev. 152743 (Launcher)*\n*Size: ~81 MB*\n\n**DATA**\n\n- Tweaked: Pause menu Steam branch indicator was not positioned correctly when running an unmodded game\n- Fixed: A Logic was created on the wrong side in a scripted function - [FT-T177680](https://feedback.bistudio.com/T177680)\n\n**ENGINE**\n\n- Added: Mission file downloading over HTTP\n- Fixed: Functions Viewer did not populate list of functions when opening\n- Added: Animal config property *canFitUnderADoor* when true will stop given animal from opening a door when entering into a house\n- Fixed: Incorrect laser marker positioning on and around water - [FT-T188547](https://feedback.bistudio.com/T188547)\n- Fixed: Laser target marker would get stuck on objects - [FT-T71322](https://feedback.bistudio.com/T71322)\n- Fixed: currentZeroing did not respect laser range zeroing - [FT-T189309](https://feedback.bistudio.com/T189309)\n- Fixed: Missiles did not consider their *fuseDistance* setting - [FT-T189277](https://feedback.bistudio.com/T189277)\n- Added: Initial integration of Steam Game Recording with custom game events\n- Fixed: Crash when using loadConfig with binarized configs - [FT-T188760](https://feedback.bistudio.com/T188760)\n- Added: Option to removeWeapon/removeWeaponGlobal to abort a new weapon autoselect after primary weapon removal\n- Added: Option to addWeapon/addWeaponGlobal to abort a new weapon autoselect if no weapon was selected\n- Fixed: Crash if OGG sound file is played more than 255 times at once\n- Fixed: \"Fired\" Event Handler in multiplayer could receive wrong projectile for global projectiles - [FT-T190141](https://feedback.bistudio.com/T190141)"}],"categories":["Arma 3: Dev-Branch Change Logs"],"groups":["Change Logs"]},{"name":"Arma 3: Dev-Branch Change Log v2.21","title":"Arma 3: Dev-Branch Change Log v2.21","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Dev-Branch_Change_Log_v2.21","revid":378690,"updated":"2026-05-27T14:11:01Z","aliases":[],"markdown":"## 27-05-2026\n\n*EXE rev. 153788 (game)*\n*EXE rev. 153804 (Launcher)*\n*Size: ~102 MB*\n\n**DATA**\n\n- Fixed: Typo in the sound configuration for the Decon Shower - [FT-T188151](https://feedback.bistudio.com/T188151)\n- Tweaked: When the Spectrum Device display is opened all engine actions are now hidden - [FT-T198138](https://feedback.bistudio.com/T198138)\n- Added: \"SpectrumAnalyzerOpened\" and \"SpectrumAnalyzerClosed\" scripted Event Handlers - [FT-T198138](https://feedback.bistudio.com/T198138)\n- Fixed: Huron's second rotor did not have its own hit selection name - [FT-T189559](https://feedback.bistudio.com/T189559)\n- Tweaked: Improved load time of Eden Attribute ammo box UI\n- Fixed: Chemlight module did not show all of its options - [FT-T197569](https://feedback.bistudio.com/T197569)\n- Fixed: Missing default color in the dynamic groups display would cause a script error\n- Fixed: Community Guides did not properly start playing in Steam overlay\n- Fixed: Typo in T-100X VFX config (and effect tweaked slightly) - [FT-T186109](https://feedback.bistudio.com/T186109)\n\n**ENGINE**\n\n- Tweaked: closeDisplay on a UI2Texture display now instantly closes / unloads the display - [FT-T199098](https://feedback.bistudio.com/T199098)\n- Added: *idleFPSLimit* server config to limit maximum FPS while a server is empty\n- Added: disableAI \"HEARING\" - [FT-T199087](https://feedback.bistudio.com/T199087)\n- Fixed: currentVisionMode would always return 2 when a local player has thermal vision enabled - [FT-T198952](https://feedback.bistudio.com/T198952)\n- Fixed: get3DENConnections did not return the correct syntax for Group / Waypoint connections - [FT-T191578](https://feedback.bistudio.com/T191578)\n- Added: \"OnAutoSelectRole\" server-side Event Handler\n- Added: *getRoles* server-side script command - [FT-T198797](https://feedback.bistudio.com/T198797)\n- Added: *toJSON* / *fromJSON* / *supportInfo* to server-side script commands\n- Added: \"OnPlayerSelectRole\" server-side Event Handler - [FT-T198797](https://feedback.bistudio.com/T198797)\n- Added: shownAction script command\n- Fixed: Mission loading could fail when using a custom *-mpmissions=* folder and selecting a mission using *#missions* - [FT-T199168](https://feedback.bistudio.com/T199168)\n- Added: *#mpmissions* BattlEye RCon command to list the available missions on the server - [FT-T199178](https://feedback.bistudio.com/T199178)\n- Added: Option to moveInAny and emptyPositions to ignore or not locked positions\n- Added: Custom color support to non-scripted (config) IR lasers\n- Added: hideActions and hiddenActions script commands - [FT-T158770](https://feedback.bistudio.com/T158770), [FT-T158795](https://feedback.bistudio.com/T158795), [FT-T81560](https://feedback.bistudio.com/T81560), [FT-T74062](https://feedback.bistudio.com/T74062)\n- Fixed: *#monitords* now prints to BattlEye RCon as well as to the server console\n- Added: Mission Event Handler \"ActionTargetChanged\"\n- Fixed: Crash when issuing AI commands from \"CommandChanged\" Event Handler\n- Added: \"DisplayOpened\" Mission Event Handler - [FT-T199140](https://feedback.bistudio.com/T199140)\n- Fixed: VTOL would not stop and hover after executing forceSpeed 0\n- Tweaked: limitSpeed false will now reset the limit speed to its default value - [FT-T179442](https://feedback.bistudio.com/T179442)\n- Added: *timeStampFormatConsole* server config parameter - [FT-T199089](https://feedback.bistudio.com/T199089)\n- Added: *@shadowColor* parameter to drawIcon3D - [FT-T198990](https://feedback.bistudio.com/T198990)\n- Fixed: Double click on a second dead character's weapon did not always open the weapon subcontainer\n- Fixed: YouTube link opening issue\n- Fixed: The last item in an Eden Editor vehicle ammo box did not have add / remove options (known issue: click offset in some listboxes) - [FT-T199272](https://feedback.bistudio.com/T199272)\n\n**LAUNCHER**\n\n- Fixed: Detection for Proton under Proton 11\n\n## 06-05-2026\n\n*EXE rev. 153732 (game)*\n*EXE rev. 153732 (Launcher)*\n*Size: ~87 MB*\n\n**DATA**\n\n- Fixed: Spectrum Device support for sub-Mhz ranges - [FT-T178445](https://feedback.bistudio.com/T178445)\n- Fixed: Spectrum Device excessive shaking in vehicles - [FT-T198138](https://feedback.bistudio.com/T198138)\n- Tweaked: Third-party on-screen action available in Spectrum Device view is now executable\n\n**ENGINE**\n\n- Fixed: currentZeroing crash\n- Fixed: Potential server browser crash\n- Tweaked: Dead body inventories now show both dropped weapons in the 'ground' list - [FT-T198101](https://feedback.bistudio.com/T198101)\n- Tweaked: Weapon twitching is now suppressed when inventory is opened on a dead body's weapons\n- Fixed: drawLaser would not show in the main view if a Picture-In-Picture display is visible - [FT-T198779](https://feedback.bistudio.com/T198779)\n- Fixed: setVariable with a target in singleplayer did not work as expected - [FT-T198795](https://feedback.bistudio.com/T198795)\n- Added: *activeSensors* sound controller on transport vehicles\n- Added: *stallSpeedForced* config parameter, which will overwrite the airplane's stalling speed - [FT-T197983](https://feedback.bistudio.com/T197983)\n- Fixed: *activeSensorsPhase* animation source no longer animates when a vehicle is destroyed\n- Added: *-mpmissions=* command-line parameter for servers - [FT-T63330](https://feedback.bistudio.com/T63330)\n- Fixed: forceUnicode did not work for == and != string comparison\n- Tweaked: Added scripted texture support for CT_PROGRESS - [FT-T198806](https://feedback.bistudio.com/T198806)\n- Fixed: Wobble when destroying Repair Depot objects\n- Added: \"JointAttached\" / \"JointDetached\" Event Handlers\n- Added: Option to choose vehicle positions and the search order to the moveInAny script command - [FT-T180897](https://feedback.bistudio.com/T180897), [FT-T181607](https://feedback.bistudio.com/T181607)\n- Added: Alternative syntax to emptyPositions to correlate with moveInAny algorithm\n- Fixed: Using moveInAny and moveInCargo together on cargo could produce undefined behavior - [FT-T198758](https://feedback.bistudio.com/T198758)\n\n## 22-04-2026\n\n*EXE rev. 153691 (game)*\n*EXE rev. 153691 (Launcher)*\n*Size: ~183 MB*\n\n**KNOWN ISSUES**\n\n- ~~currentZeroing array syntax can crash when used on units not inside a vehicle~~\n- ~~Possible crash in the server browser \"direct connect\" search (LAN search does work)~~\n\n**DATA**\n\n- Added: Bulgarian, Hungarian, Ukrainian, Slovak, and Latin*\n- Fixed: When the \"First Contact\" underground special map was loaded from a save, it would default to the top left corner instead of the player position\n- Fixed: *RscCustomInfoAirborneMiniMap* would overwrite the *RscCustomInfoMiniMap* variable - [FT-T197736](https://feedback.bistudio.com/T197736)\n\n> [!NOTE]\n> *These languages were experimentally translated using an AI model. The quality of these translations is not guaranteed, and they may contain mistakes. Separate issues are unlikely to be fixed, but full regenerations using improved models may occur. All other existing languages were translated by a team of human translators.\n\n**ENGINE**\n\n- Added: combatPace script command\n- Added: enableFreeLook script command\n- Tweaked: Allow animationState / getUnitMovesInfo commands to work on animals\n- Fixed: HashMaps did not resolve script handles when loading a savegame - [FT-T197940](https://feedback.bistudio.com/T197940)\n- Added: Vehicle config *textureTrackOverride* entry to override the track marks texture\n- Fixed: Duplicate set damage events on static structures - [FT-T196391](https://feedback.bistudio.com/T196391)\n- Added: \"AmmoExplodedNear\" entity Event Handler\n- Tweaked: Added ability to detect locality of scripted setDamage events for static structures\n- Fixed: Join-In-Progress sync for destroyed powerlines and communication towers\n- Added: Calls to scripted event handlers on structure damage and destroy events\n- Added: New *destrType* *DestructColumn*\n- Fixed: \"Dammaged\" Event Handler would not receive the projectile parameter in multiplayer if the damage was done by a different player - [FT-T196391](https://feedback.bistudio.com/T196391)\n- Fixed: *isEject* in \"GetOutMan\" Event Handler was inconsistent when using the moveOut script command - [FT-T197942](https://feedback.bistudio.com/T197942)\n- Added: *animPosition* memory point configuration for vehicle sensors - [FT-T197908](https://feedback.bistudio.com/T197908)\n- Tweaked: Added *aiAmmoUsageFlagsStrict* property to ammo config to force strict use of AI ammo usage flags - [FT-T197937](https://feedback.bistudio.com/T197937)\n- Added: New command getAnimationsQueue\n- Added: New command getAimDirectionAndUp\n- Fixed: When the player was in short combat pace after firing, holding shift to sprint would not disable combat pace, making the player slow in combat\n- Fixed: IR laser *beamThickness* parameter in config did not affect the beam thickness - [FT-T168103](https://feedback.bistudio.com/T168103)\n- Fixed: VTOL aircraft would not land on helipads - [FT-T193098](https://feedback.bistudio.com/T193098)\n- Fixed: Positioning of pylon cameras\n- Fixed: Rotation of pylon sensors\n- Fixed: HUD camera view would not use the correct position of a pylon camera\n- Fixed: Eden Editor attributes with *condition=0* would not show up (temporary hotfix)\n- Added: *enableGunStabilization* script command - [FT-T162061](https://feedback.bistudio.com/T162061)\n- Fixed: *ShipX* simulation did not apply gun stabilization - [FT-T186846](https://feedback.bistudio.com/T186846)\n- Fixed: Speedboat / SDV did not have gun stabilization (*stabilizedInAxes=4* had camera roll stabilization, but no weapon stabilization) - [FT-T80918](https://feedback.bistudio.com/T80918)\n- Fixed: Many *lnb** script commands were missing error messages for invalid arguments - [FT-T198100](https://feedback.bistudio.com/T198100)\n- Fixed: Animal / Man collision test did not account for the animation bounding radius correctly, thus collision test failed early for enlarged soldiers, or animations that moved the unit far from the model space origin - [FT-T198169](https://feedback.bistudio.com/T198169)\n- Fixed: Moving the camera in a Mortar / Artillery would play *soundServoVertical* even though the gun did not move, and the GunElevUp/Down hotkeys would not play the sound\n- Fixed: Placing units into a vehicle in Eden Editor would not respect the get in order, and cause the Xi'an to eject units after filling more than 10 passenger slots - [FT-T162566](https://feedback.bistudio.com/T162566)\n- Added: Refract shader material *renderFlag* \"Special1\" to disable aberration and time-based normal map UV animation - [FT-T198170](https://feedback.bistudio.com/T198170)\n- Fixed: currentZeroing returned invalid data while in a Firing From Vehicles turret seat - [FT-T198019](https://feedback.bistudio.com/T198019)\n- Added: *mapMarkersEnabled* / *mapDrawingEnabled* to the enableChannel command - [FT-T197705](https://feedback.bistudio.com/T197705)\n- Fixed: Eden Editor now displays Module Description for legacy (pre-3DEN) modules - [FT-T197534](https://feedback.bistudio.com/T197534)\n- Fixed: Disabled chat channels would not reset when switching between servers - [FT-T197303](https://feedback.bistudio.com/T197534)\n- Added: *CfgExtensions* pre-load verification Event Handler\n- Tweaked: Server browser LAN / Direct Connect view is no longer limited to only 16 results\n- Fixed: After using the server browser Direct Connect, the LAN tab would stop showing LAN results - [FT-T195726](https://feedback.bistudio.com/T195726)\n- Fixed: Refreshing the server browser official servers list multiple times would make it stop updating until a game restart - [FT-T195726](https://feedback.bistudio.com/T195726)\n\n## 25-03-2026\n\n*EXE rev. 153624 (game)*\n*EXE rev. 153624 (Launcher)*\n*Size: ~88 MB*\n\n**DATA**\n\n- Fixed: BIS_fnc_initListNBoxSorting would display inverted sorting order icons\n- Tweaked: Default sorting order for Eden Editor save/load display is now to show the last-saved scenario first (instead of sorting by name)\n- Tweaked: Eden Editor context menu style\n\n**ENGINE**\n\n- Added: Generic vehicle pylons\n- Tweaked: Increased limitation for prone weapon deployment to catch more edge cases\n- Fixed: compatibleMagazines was not working correctly with mods\n- Fixed: *windSpeed* animation source (was continuously progressing from 0-1 and wrapping around)\n- Fixed: 3DEN event \"OnEditableEntityRemoved\" would not fire for units inside a group, if the whole group is deleted\n- Fixed: 3DEN group icon would not render correctly after undoing deletion of all units inside the group\n- Added: Entity ID to 3DEN \"OnEditableEntityRemoved\" event - [FT-T175775](https://feedback.bistudio.com/T175775)\n- Tweaked: Improved performance of AI sensor target visibility checks\n- Tweaked: \"WeaponChanged\" Event Handler now also fires for Throw muzzle changes - [FT-T197126](https://feedback.bistudio.com/T197126)\n- Added: setTargetSize script command\n- Fixed: *visualTargetSize* config entry had no effect (the size would always be 1)\n- Added: waitUntil alternative syntax with timeout and check interval\n- Removed: lineIntersects / lineIntersectsSurfaces multithreading (unresolved crashes, though the script syntax is still present)\n- Added: Script conditions to 3DEN custom connections\n- Added: Script conditions to 3DEN context menu items\n- Added: 3DEN custom connection: cursor icon now changes to 'disabled' when the connection cannot be made\n- Fixed: 3DEN custom connection to markers: would not render the line in 3D view\n- Fixed: 3DEN custom connection expressions would not receive marker names\n- Added: Shortcuts now work in Eden Editor's context menus - [FT-T140938](https://feedback.bistudio.com/T140938)\n- Added: *submenuXOffset* / *submenuYOffset* for *StructuredMenu* (CT_MENU) to specify the origin position of submenus\n- Fixed: Border rendering in CT_MENU (used to only render 2 of 4 borders, and using the wrong width)\n- Added: *colorStripBorder* for *MenuStrip* controls (to separate the strip's border from the opened menu's border)\n- Added: Eden Editor now renders custom connections as an arrow instead of a line (to indicate which is first / second entity)\n- Added: Script conditions to 3DEN attributes\n- Added: Support for wildcard / RegEx search in the 3DEN Create tree\n- Tweaked: 3DEN Create tree search is now multithreaded\n- Fixed: 3DEN attribute conditions did not apply on object-specific attributes\n- Added: typeOf command now supports Controls and Displays\n- Added: 3DEN action \"CreateTextFile\" to create files into the scenario folder within Eden Editor\n- Added: get3DENEntityID now also works with entities from within scenario previews\n- Added: Special \"$mission\" prefix to addonFiles command to retrieve scenario folder files while in Eden Editor\n- Added: \"OnConnectionAdded\" / \"OnConnectionRemoved\" 3DEN Event Handlers\n- Fixed: 3DEN custom connections were not included in copy-pasting nor compositions\n\n## 04-03-2026\n\n*EXE rev. 153584 (game)*\n*EXE rev. 153584 (Launcher)*\n*Size: ~83 MB*\n\n**ENGINE**\n\n- Fixed: diag_exportTerrainSVG was not escaping \"&\" in town names, and removed a superfluous semicolon in the style\n- Fixed: Red-tinted image when enabling a blur Post Processing effect in Thermal Imaging\n- Added: A property to getVideoOptions to detect Reshade, DXVK, and other rendering modifications\n- Tweaked: Adjustments to prone weapon deployment to prevent the player floating or sinking into the ground\n- Added: *windDir* / *windSpeed* animation sources for entities (behavior still being iterated)\n\n**LAUNCHER**\n\n- Fixed: Slow profile scanning on Proton\n\nMissed in prior logs:\n\n- Added: It is now possible to edit mods while the game is running, and to start multiple game instances\n- Removed: Option to start 32-bit version of the game (and related features, but binaries are still distributed for now)\n- Added: Option to launch Server / Profiling / Diagnostic executables\n- Added: Icon in the mod list to indicate mods that contain Extensions\n\n## 11-02-2026\n\n*EXE rev. 153537 (game)*\n*EXE rev. 153540 (Launcher)*\n*Size: ~270 MB*\n\n**DATA**\n\n- Fixed: The network map in Contact's \"Carpe Noctem\" was not loading from saves\n- Fixed: Typo in the SUV list of available textures (the grey texture should now be available in Eden Editor and Virtual Garage)\n- Tweaked: Dev / Prof / RC change logs were re-directed to [Community Wiki](https://community.bistudio.com/wiki/Category:Arma_3:_Change_Logs)\n\n**ENGINE**\n\n- Tweaked: getShotInfo is expanded with shot owner and shot instigator return values\n- Added: Alternative syntax to the triggerAmmo script command with the ability to set trigger time and trigger distance - [FT-T184143](https://feedback.bistudio.com/T184143)\n- Fixed: Units in combat were reporting smoke throws when chemlights were thrown\n- Tweaked: compatibleMagazines can now also take an ammo name - [FT-T196535](https://feedback.bistudio.com/T196535)\n- Fixed: Possible crash in *compatibleXXX* script commands when an invalid class name is given\n- Fixed: Weather configuration would not be reloaded on terrain changes\n- Fixed: RPT Logging could get disabled when opening the mission loading dialog in Eden Editor - [FT-T196576](https://feedback.bistudio.com/T196576)\n- Fixed: Player not being able to issue 'return to formation' commands while having a pending command\n- Fixed: createHashMapObject did not accept string in its \"#type\" parameter - [FT-T196636](https://feedback.bistudio.com/T196636)\n- Fixed: Call on a HashMap object with an unscheduled \"#flag\" would loose callstack information - [FT-T196813](https://feedback.bistudio.com/T196813)\n- Tweaked: RPT Mod / DLC lists are now left-aligned - [FT-T196884](https://feedback.bistudio.com/T196884)\n- Fixed: UAVs could not be used by a respawned player - [FT-T196936](https://feedback.bistudio.com/T196936)\n- Added: Support for suppression by hand grenades including Event Handler triggering\n- Added: 2 new config parameters for hand grenades: *suppressionRadiusGrenadeClose* (default 5) and *dangerRadiusGrenadeClose* (default 3)\n- Tweaked: AI units will now shout a warning if an enemy hand grenade is detected nearby before taking defensive actions - [FT-T180926](https://feedback.bistudio.com/T180926)\n- Tweaked: A few changes to custom radio addition handling to prevent a possible crash\n- Tweaked: Added multiplayer compatible alternative syntax to UAVControl\n- Fixed: nearEntities ignored the area parameter when any type was requested - [FT-T197081](https://feedback.bistudio.com/T197081)\n- Fixed: Passing a non-existent type to nearEntities was returning entities of any type instead of none - [FT-T197081](https://feedback.bistudio.com/T197081)\n- Tweaked: Area and marker parameters for nearEntities were updated to match with inArea parameters - [FT-T197081](https://feedback.bistudio.com/T197081)\n\n## 17-12-2025\n\n*EXE rev. 153496 (game)*\n*EXE rev. 153496 (Launcher)*\n*Size: ~81 MB*\n\n**ENGINE**\n\n- Fixed: Possible crash when loading an old campaign save\n- Fixed: Possible crash when using setVehicleAmmoDef script command\n- Fixed: attachTo with *followBoneRotation* would not apply hand IK and head mimic animations - [FT-T189084](https://feedback.bistudio.com/T189084)\n- Fixed: *bisign* and *bikey* files would not be loaded on Linux\n- Changed: Remote controlled UAV pilots can now control lights and collision lights - [FT-T196161](https://feedback.bistudio.com/T196161)\n- Added: Vehicle exhaust particle emitter positions can now be animated - [FT-T196146](https://feedback.bistudio.com/T196146)\n- Fixed: CT_WEBBROWSER would not correctly handle input from non-ASCII keyboard layouts - [FT-T196167](https://feedback.bistudio.com/T196167)\n- Added: compatibleWeapons script command\n- Tweaked: compatibleItems and compatibleMagazines now support case-insensitive entries for muzzles and weapon slots\n- Tweaked: canAdd is now also case-insensitive to muzzle and weapon slot entries\n- Fixed: Airplane engine state would flicker and spam Event Handler when using analogue throttle with a broken engine\n- Fixed: Unit reporting for thrown grenade (\"Frag out!\") was not triggering for hand grenades - [FT-T180926](https://feedback.bistudio.com/T180926)\n- Added: *\"ScriptSpawned\"* mission Event Handler - [FT-T171265](https://feedback.bistudio.com/T171265)\n- Added: Script handles can now be used in hashValue, additionally diag_activeSQFScripts now also includes the hashed handle of running scripts\n- Added: pylonAction script command\n- Fixed: The pylon transformation's orientation in getAllPylonsInfo was reversed\n\n## 03-12-2025\n\n*EXE rev. 153454 (game)*\n*EXE rev. 153454 (Launcher)*\n*Size: ~108 MB*\n\n**DATA**\n\n- Fixed: LDF Sweater uniform was showing the wrong ground texture\n- Tweaked: Moved Chemical Detector, Decon Kit, Antidote Kit and LDF UAV controller models to Weapons_F, so they no longer trigger DLC branding\n- Tweaked: The walkable surface on USS Freedom ship - [FT-T124858](https://feedback.bistudio.com/T124858), [FT-T124759](https://feedback.bistudio.com/T124759), [FT-T124494](https://feedback.bistudio.com/T124494)\n- Fixed: A hole in the fire geometry of the Ghost Hawk - [FT-T195756](https://feedback.bistudio.com/T195756)\n- Fixed: Ghost Hawk wheels not rotating correctly when AFM is enabled\n- Added: BIS_fnc_channelNumToRadioChannelID and BIS_fnc_radioChannelIDToChannelNum functions\n- Fixed: BIS_fnc_kbTellLocal was not checking mission or campaign configs - [FT-T127729](https://feedback.bistudio.com/T127729)\n- Tweaked: Radio item detection now includes checking for any item in the radio inventory slot - [FT-T127729](https://feedback.bistudio.com/T127729)\n- Fixed: Karts DLC helmets were not properly marked as content from DLC in Arsenal\n- Changed: Debug text font (script error messages) to one that supports non-ASCII characters\n- Tweaked: PCML damage config so AI is able to engage tanks with this weapon (e.g. T-100)\n\n**ENGINE**\n\n- Tweaked: Further custom chat code refactoring and optimization to accommodate a large number of custom channels - [FT-T194246](https://feedback.bistudio.com/T194246), [FT-T159403](https://feedback.bistudio.com/T159403), [FT-T85311](https://feedback.bistudio.com/T85311)\n- Added: 40 custom radio channels to the existing 10 - [FT-T194246](https://feedback.bistudio.com/T194246), [FT-T159403](https://feedback.bistudio.com/T159403), [FT-T85311](https://feedback.bistudio.com/T85311)\n- Tweaked: Added alternate syntax to radioChannelInfo script command - [FT-T194246](https://feedback.bistudio.com/T194246), [FT-T159403](https://feedback.bistudio.com/T159403), [FT-T85311](https://feedback.bistudio.com/T85311)\n- Fixed: Potential VoN indicator not displaying due to a clash with other speaking players\n- Added: SuperExt shader now uses emissive property alpha channel as a multiplier of the emissive texture - [FT-T196021](https://feedback.bistudio.com/T196021)\n- Tweaked: Added loop option to playSound3D and playSoundUI - [FT-T195793](https://feedback.bistudio.com/T195793)\n- Tweaked: soundParams extended to return looped status - [FT-T195793](https://feedback.bistudio.com/T195793)\n- Tweaked: soundParams can now return all IDs of the currently playing sound - [FT-T195793](https://feedback.bistudio.com/T195793)\n- Added: getEventHandlerInfo now also supports Eden Editor events\n- Added: Ability to set VoN callsign on custom radio channel - [FT-T175722](https://feedback.bistudio.com/T175722)\n- Fixed: curatorEditableObjects could accumulate null objects without the ability to remove them\n- Fixed: Possible crash in selectionPosition command if the shape geometry is not loaded yet\n- Added: \"StaminaDrainCoef\" to setUnitTrait to influence stamina drain rate - [FT-T192934](https://feedback.bistudio.com/T192934)\n- Added: *aiAwareIsCautious* config property for tanks (setting this to 0 will make them work like cars that do not consider aware mode) - [FT-T191476](https://feedback.bistudio.com/T191476)\n- Added: *collisionSoundOverride*/*collisionDamageCoef* config properties for building types\n- Fixed: Crash when spawning an animal with create3DENEntity\n\n## 19-11-2025\n\n*EXE rev. 153422 (game)*\n*EXE rev. 153423 (Launcher)*\n*Size: ~84 MB*\n\n**DATA**\n\n- Fixed: Various data pipeline errors introduced in the previous version\n\n**ENGINE**\n\n- Fixed: Wrong default value text in radioChannelSetLabel\n- Fixed: setCurrentChannel was not selecting the last custom channel - [FT-T85311](https://feedback.bistudio.com/T85311)\n- Added: Additional ten channels to Custom Radio - [FT-T194246](https://feedback.bistudio.com/T194246), [FT-T159403](https://feedback.bistudio.com/T159403), [FT-T85311](https://feedback.bistudio.com/T85311)\n- Fixed: Config Viewer showed the wrong parents array\n- Changed: Missing model files are now replaced by a default placeholder model to prevent crashes when a model is missing\n- Added: Ability to use custom texture for arrows to drawIcon3D - [FT-T181489](https://feedback.bistudio.com/T181489)\n- Fixed: *@arrowText* size had no effect - [FT-T181489](https://feedback.bistudio.com/T181489)\n- Fixed: Passing an invalid channel to radioChannelInfo was returning an empty array - [FT-T194246](https://feedback.bistudio.com/T194246), [FT-T159403](https://feedback.bistudio.com/T159403), [FT-T85311](https://feedback.bistudio.com/T85311)\n\n## 12-11-2025\n\n*EXE rev. 153405 (game)*\n*EXE rev. 153405 (Launcher)*\n*Size: ~96 MB*\n\n**DATA**\n\n- Fixed: SAM systems were emitting sound even after destruction - [FT-T130979](https://feedback.bistudio.com/T130979)\n- Tweaked: BIS_fnc_returnParents is optimized for performance\n- Tweaked: BIS_fnc_returnChildren is optimized for performance - [FT-T83458](https://feedback.bistudio.com/T83458)\n- Added: More addAction parameters for BIS_fnc_holdActionAdd - [FT-T179964](https://feedback.bistudio.com/T179964)\n- Fixed: BIS_fnc_gridToPos was not working in Eden Editor\n- Fixed: format script error in Escape from Stratis scenario\n- Fixed: \"Updating base class\" warnings in base game data\n- Fixed: groupID was not broadcast in Group Callsign module - [FT-T117142](https://feedback.bistudio.com/T117142)\n- Fixed: Default texture error on the flagpole (PortableFlagPole_01_F) - [FT-T195033](https://feedback.bistudio.com/T195033)\n- Fixed: Ammo variant of HEMTT was missing chimney in first resolution LOD - [FT-T126715](https://feedback.bistudio.com/T126715)\n- Fixed: Missing close X button in the loadout menu - [FT-T176681](https://feedback.bistudio.com/T176681)\n\n**ENGINE**\n\n- Fixed: Temporary freeze and improved performance when opening Eden Editor \"Load Mission\" dialog\n- Added: \"ts3server:\" as allowed protocol for openable URLs (button/links) - [FT-T195169](https://feedback.bistudio.com/T195169)\n- Added: Alternative syntax to the drawIcon3D script command with extended capabilities - [FT-T194108](https://feedback.bistudio.com/T194108), [FT-T169233](https://feedback.bistudio.com/T169233), [FT-T167397](https://feedback.bistudio.com/T167397)\n- Added: Alternative syntax to the getTextureInfo script command to return texture screen width\n- Added: Option to set group icon offset for 3D drawing separately - [FT-T170299](https://feedback.bistudio.com/T170299)\n- Tweaked: drawIcon3D was still added to the draw queue when the game was paused - [FT-T167397](https://feedback.bistudio.com/T167397)\n- Added: Progress bar feature to the drawIcon3D\n- Tweaked: getTextWidth can now use current font and size by default\n- Fixed: Ampersand character in item description name was breaking tooltips in inventory - [FT-T195596](https://feedback.bistudio.com/T195596)\n- Added: Engine support for custom marker color in Eden Editor (data WIP) - [FT-T186076](https://feedback.bistudio.com/T186076)\n- Added: getLightInfo script command - [FT-T188531](https://feedback.bistudio.com/T188531)\n- Fixed: compatibleMagazines would return duplicate magazines when given muzzle parameter - [FT-T195724](https://feedback.bistudio.com/T195724)\n\n## 22-10-2025\n\n*EXE rev. 153361 (game)*\n*EXE rev. 153361 (Launcher)*\n*Size: ~82 MB*\n\n**ENGINE**\n\n- Fixed: \"Ref to nonnetwork object\" if a vehicle Init script tries to send any network message relating to the vehicle\n- Fixed: Rendering could get stuck for a few seconds when right-clicking the spectrum device in thermal vision\n- Fixed: setShotParents would not assign the *Instigator* if it's Owner was objNull\n- Fixed: Very long loading times for some mod-packs\n- Added: Optional parameter to setParticleCircle to ignore surfaces - [FT-T162981](https://feedback.bistudio.com/T162981)\n- Fixed: Config array += did not support appending array values - [FT-T195196](https://feedback.bistudio.com/T195196)\n- Changed: More detailed source information in \"Updating base class\" warnings\n- Fixed: \"Updating base class\" warnings would show the wrong config as \"original\" if the class had no members\n- Changed: Silenced \"Updating base class\" warnings if the base was a forward declaration (except if -debug is set because it still indicates a load order issue)\n- Added: Config class can now contain \"delete\" and definition of class with same name (to delete&recreate classes for intentional base class change)\n- Fixed: Crash caused by malformed script\n- Added: Alternative syntax to configHierarchy script command - [FT-T83667](https://feedback.bistudio.com/T83667)\n- Added: Alternative syntax to configClasses script command - [FT-T83667](https://feedback.bistudio.com/T83667)\n- Fixed: Structured text hint color would persist through mission restart and get applied on all hints\n- Added: Alternative syntax to needReload script command - [FT-T151761](https://feedback.bistudio.com/T151761)\n- Fixed: Player or AI unit on passenger seat would report \"No Fuel\" radio message even though they don't know the fuel status from that seat\n- Fixed: Game failed to extract key out of *bisign* for EBO files if the *bikey* is missing from the keys folder (leading to signature check failures)\n- Added: *-noWindowBorder* command line parameter to start game in borderless window\n- Changed: The \"Copy Version\" hotkey now also works in camera sequences and multiplayer\n- Fixed: selectLeader could select a leader who is in a different group - this could lead to game crash, now the command does an implicit 'join' into the group\n- Fixed: Some Group Event Handlers could cause game crash if the Event Handler code would re-trigger the event\n- Added: disableAI command to block all AI leader commanding\n- Fixed: lockCameraTo with temporary flag could get stuck if the target is beyond turret limits\n- Added: Option for soft-set of turret limits to the setTurretLimits script command - [FT-T170696](https://feedback.bistudio.com/T170696)\n\n## 08-10-2025\n\n*EXE rev. 153321 (game)*\n*EXE rev. 153321 (Launcher)*\n*Size: ~203 MB*\n\n**DATA**\n\n- Fixed: Empty VO sample in Showcase Fighter Jets\n- Fixed: Firing Drill steel plate targets would not react to hits properly after restarting a drill\n\n**ENGINE**\n\n- Reverted: The setDamage reviving change\n- Added: Command-line parameter *-profileGameStart*, which will profile the game start and write results to a file (Diagnostics binary only)\n- Tweaked: Improved game startup speed with more multithreading\n- Fixed: HashMap *compileFinal* did not keep HashMapObject's *NoCopy* flag - https://feedback.bistudio.com/T194855\n- Fixed: HashMap non-existent values would get replaced by nil values when stored into profileNamespace\n- Fixed: setMarkerShadow did not sync in multiplayer - https://feedback.bistudio.com/T194883\n- Fixed: Game would not load mods from a read-only mod folder - https://feedback.bistudio.com/T121694\n- Changed: \"Cannot find base class\" config error is now a warning, and will try to load anyway without inheriting base class\n- Added: CfgPatches *skipWhenAnyAddonPresent* property - https://feedback.bistudio.com/T195122\n- Changed: Client now does not send files larger than a server's *maxCustomFileSize* limit (preventing server from kicking the client) - https://feedback.bistudio.com/T193138\n- Added: Automatic cleaning of the MPMissionsCache folder (if above 1GB, deleting the oldest files that are over 50MB, except for the 5 newest) - https://feedback.bistudio.com/T195101\n- Added: Scripted Post Processing effects are now visible in Thermal Imaging view\n- Fixed: Saving the game while on the map screen would show a gray background on the saving display\n- Added: server.cfg/*AdvancedOptions*/*logPlayerConnectionStates* to log player \"connecting\" progress\n\n## 24-09-2025\n\n*EXE rev. 153280 (game)*\n*EXE rev. 153280 (Launcher)*\n*Size: ~84 MB*\n\n**DATA**\n\n- Fixed: USS Freedom rotation causing disconnected parts (thanks *Markoo*) - https://feedback.bistudio.com/T124858\n- Tweaked: Quadbike KIA crew now remains in KIA pose in the vehicle\n\n**ENGINE**\n\n- Changed: Increased number of RenderTarget's from 8 to 10\n- Tweaked: Improved game startup time if improperly created mods log many error messages\n- Fixed: Destroying streetlights (any House simulation object with attached lights) while simulation is disabled would leave behind floating light emitters\n- Fixed: Going back from slot selection in a multiplayer campaign would start the next mission instead of showing mission selection\n- Fixed: Mines with a wire trigger did not update their trigger location when teleported or moved - https://feedback.bistudio.com/T193669\n- Added: Server-side log warning when headless client slot has no assigned name which makes it unusable\n- Fixed: Several \"Ref to nonnetwork object\" occurences - https://feedback.bistudio.com/T178229, https://feedback.bistudio.com/T171682\n- Fixed: setDamage 0 would not properly reset the 'alive' state of most Entities (this will get reverted in favor of a setDamage alias with opt-in behavior)\n\n## 17-09-2025\n\n*EXE rev. 153240 (game)*\n*EXE rev. 153243 (Launcher)*\n*Size: ~87 MB*\n\n**DATA**\n\n- Fixed: Spectrum Device scripts could switch the camera back to the player when using ADS and switching to it on a remote-controlled character (thanks *Rook*)\n- Fixed: It was possible to get stuck in Showcase Laws of War's \"Non-Combatants\" simulation when respawning after clearing a room\n- Tweaked: Restored some darkness to Showcase Zeus as intended by its creator\n- Added: Syntax highlight template for the Notepad++ export to script command utility\n\n**ENGINE**\n\n- Fixed: createSoundSource ignored speed of sound - https://feedback.bistudio.com/T177285\n- Fixed: throwables script command return was inconsistent\n- Tweaked: Added optional parameter to throwables to return empty magazines\n- Tweaked: throwables and currentThrowable format now includes ammo count\n- Added: Support for *keepInInventory* config parameter and throw muzzles\n- Added: removeWeaponItem script command\n- Fixed: Mismatch of shot dispersion in multiplayer - https://feedback.bistudio.com/T194410\n- Tweaked: Amphibious tank steering in water - https://feedback.bistudio.com/T170421\n- Fixed: \"Take\" Entity Event Handler did not fire when using the \"Rearm\" action - https://feedback.bistudio.com/T194245\n- Fixed: Creating a CYCLE waypoint sometimes crashed the game\n- Fixed: nearSupplies alternate syntax did not work - https://feedback.bistudio.com/T194780\n- Fixed: calculatePath did not work when the starting position was too far out of terrain bounds - https://feedback.bistudio.com/T193491\n- Fixed: Aircraft autopilot would reduce speed to the wrong value and change vectoring mode in VTOL when input focus is lost - https://feedback.bistudio.com/T192405\n- Fixed: Aircraft autopilot would not be able to catch an airplane on too steep a dive when input focus is lost - https://feedback.bistudio.com/T192405\n\n## 27-08-2025\n\n*EXE rev. 153171 (game)*\n*EXE rev. 153171 (Launcher)*\n*Size: ~87 MB*\n\n**DATA**\n\n- Added: New options in Audio Options UI for input device selection\n- Fixed: Script errors in \"Anomalous Phenomena\" - https://feedback.bistudio.com/T186146\n\n**ENGINE**\n\n- Added: \"extension\" Texture source\n- Fixed: Empty subgroups would not be removed from groups and could trigger errors\n\n**LAUNCHER**\n\n- Fixed: Custom command line parameters in launcher could inadvertently be filled with undesired parameters\n\n## 13-08-2025\n\n*EXE rev. 153122 (game)*\n*EXE rev. 153122 (Launcher)*\n*Size: ~101 MB*\n\n**DATA**\n\n- Fixed: Collateral damage detection in \"Altis Requiem\" made fairer to player - https://feedback.bistudio.com/T170768\n- Fixed: Several script errors on starting \"Old Man\"\n- Fixed: Script error in CoF: Green when running around the CoF before starting proper - https://feedback.bistudio.com/T175788\n\n**ENGINE**\n\n- Tweaked: Optimization for loading of Car/Tank vehicles, which speeds up Eden Editor mission loading and reduces lag spikes when spawning vehicles\n- Changed: Replaced special internal allocator with main allocator, which works more efficiently with file cache and script values\n- Added: \"VoNStateChanged\" entity Event Handler - https://feedback.bistudio.com/T193790\n- Fixed: Stereo audio in Proton (thanks *Madbug*)\n- Added: Interior sound controller for explosions - https://feedback.bistudio.com/T193903\n\n## 06-08-2025\n\n*EXE rev. 153122 (game)*\n*EXE rev. 153122 (Launcher)*\n*Size: ~2.9 GB*\n\n**DATA**\n\n- Tweaked: All addons were repacked using new pipelines (this is not expected to change anything for players, but please report any new errors like missing data)\n- Tweaked: View geometries of a couple of Livonia and Tanoa buildings - [FT-T146447](https://feedback.bistudio.com/T146447)\n- Tweaked: Collision model of Livonia's Small Church - [FT-T149484](https://feedback.bistudio.com/T149484)\n- Tweaked: Adjusted Fire Geometry on the Garage Office structure - [FT-T149647](https://feedback.bistudio.com/T149647)\n- Fixed: Damaged Greenhouse door sound - [FT-T151290](https://feedback.bistudio.com/T151290)\n- Added: Eden Editor attribute for radar dish rotation to Mobile Radar\n- Fixed: Physics layer geometry of Barracks (Large), which was not being updated correctly when doors were manipulated - [FT-T161544](https://feedback.bistudio.com/T161544)\n- Fixed: Incorrect value for *numberOfDoors* in the *Land_House_1B01_F* config file - [FT-T163053](https://feedback.bistudio.com/T163053)\n- Fixed: Incorrect value for *numberOfDoors* in *Land_House_1W05_F* and *Land_House_1W10_F* config files - [FT-T164644](https://feedback.bistudio.com/T164644)\n- Fixed: Incorrect Church inheritance - [FT-T169972](https://feedback.bistudio.com/T169972)\n- Tweaked: View geometry of a few more structures: *House_1W03_F*, *House_2W03_F*, *House_2W04_F*, *House_2W05_F*, *IndustrialShed_01_F* and *u_House_Big_01_V1_F* - [FT-T146447](https://feedback.bistudio.com/T146447)\n- Fixed: Issue related to occluders on Livonia civilian houses - [FT-T156396](https://feedback.bistudio.com/T156396)\n- Tweaked: Config values for music track durations\n- Fixed: \"Beyond Hope - No Reprieve\" Tac-Ops campaign mission script error when artillery support is not called on terrain\n- Tweaked: Supply position of AL-6 drone\n- Fixed: \"Zeus\" and \"Firing From Vehicles\" Showcases were not marked as belonging to their corresponding DLC\n- Tweaked: Zeus DLC color was inconsistent in a few places (f.e. main menu icon hover)\n- Tweaked: Vehicle threat and cost values adjusted\n\n**ENGINE**\n\n- Fixed: Mission Event Handler arguments of type Object/Group/Script would become null after loading a savegame\n- Added: Alternate syntax for spawn without arguments\n- Added: Script handle promises\n- Fixed: Depth of Field post-processing effect could not be applied multiple times - [FT-T163827](https://feedback.bistudio.com/T163827)\n- Fixed: Executing allDiaryRecords/allDiarySubjects after a diary change would block the visual update\n- Fixed: Game freeze when holding down the PrintScreen key\n- Added: *RVExtensionGGetR2TTexture*\n- Added: \"LaserTargetChanged\" entity Event Handler - [FT-T163593](https://feedback.bistudio.com/T163593)\n- Added: objectParent now returns the owner of LaserTargets - [FT-T163593](https://feedback.bistudio.com/T163593)\n- Fixed: CarHorn type weapons did not work for Tank type vehicles - [FT-T192002](https://feedback.bistudio.com/T192002)\n- Changed: Updated to XAudio 2.9\n- Added: AnimationSource \"pilotLight\" - [FT-T193507](https://feedback.bistudio.com/T193507)\n- Fixed: Dedicated Server would keep the config file locked for editing while it was running\n- Added: \"water\" sound controller for CfgAmmo explosions - [FT-T154695](https://feedback.bistudio.com/T154695)\n- Added: \"damage\" sound controller for transport vehicles - [FT-T130979](https://feedback.bistudio.com/T130979)\n- Added: Live microphone playback while adjusting sensitivity in the audio options - [FT-T172191](https://feedback.bistudio.com/T172191)\n- Changed: Dedicated Server no longer requires XAudio DLL files\n- Changed: Audio input is now using Windows Audio Session API (instead of Windows Multimedia)\n- Fixed: Audio input would get lost when switching the input device, and could not be recovered without a game restart (now automatically switches to a new device) - [FT-T172191](https://feedback.bistudio.com/T172191)\n- Fixed: worldName would be lowercased after loading a save game - [FT-T193597](https://feedback.bistudio.com/T193597)\n- Fixed: Entity config Event Handlers for WeaponChanged/EpeContactStart/EpeContactEnd/EpeContact/LaserTargetChanged, did only trigger if there was also a scripted Event Handler of the same type - [FT-T193588](https://feedback.bistudio.com/T193588)\n\n## 09-07-2025\n\n*EXE rev. 153050 (game)*\n*EXE rev. 153050 (Launcher)*\n*Size: ~69 MB*\n\n**ENGINE**\n\n- Added: Support for *ARGB8888* PAA textures\n- Added: *-keysFolder=* command line parameter\n- Fixed: Helicopter will not land on a helipad that was placed on an object over sea surface - [FT-T193098](https://feedback.bistudio.com/T193098)\n- Added: Ability to manipulate local wind - [FT-T192853](https://feedback.bistudio.com/T192853)\n- Added: Script commands attachChild, detachChild, childAttached, parentAttached, setJointDrivePosition, setJointDriveOrientation, setJointDriveLinearVelocity, setJointDriveAngularVelocity\n- Fixed: Steam Game Recording overrides in description.ext would not apply if the event was triggered before the mission was loaded\n\n## 02-07-2025\n\n*EXE rev. 153017 (game)*\n*EXE rev. 153014 (Launcher)*\n*Size: ~104 MB*\n\n**DATA**\n\n- Fixed: Recurring flashlight script error in the \"Old Man\" scenario\n- Tweaked: Position of pylon proxies on UH-80 Ghost Hawk\n- Tweaked: UH-80 Ghost Hawk & AH-99 Blackfoot with stub wings are now using ejector pylons for ASRAAM missiles\n- Tweaked: Slightly moved position of pylon proxies on UH-80 Ghost Hawk with stub wings\n- Added: Missing mirroring launch option on pylons for AH-99 Blackfoot with stub wings\n- Fixed: Loadout preset on UH-80 Ghost Hawk with stub wings using incorrect variant of rockets\n- Fixed: Color of flare effect on both signal and illumination flares\n- Added: Rail for 1x Scalpel which looks better than the previous ejector\n- Added: DIK scan code defines for F16-F24 keys\n- Tweaked: Restored DAGR missile on AH-99 in its default loadout - [FT-T192700](https://feedback.bistudio.com/T192700)\n- Fixed: Penetration materials on the MH-80 fuel pod (thanks *Trager*)\n- Fixed: AH-99 without pylons had still pylon collision with characters - [FT-T192733](https://feedback.bistudio.com/T192733)\n- Fixed: Collision of characters with the external fuel pod\n- Fixed: Missing collision of character with DAR/DAGR pods\n- Fixed: Flare effect on both signal and illumination flares have proper colors now\n\n**ENGINE**\n\n- Fixed: Extreme slowdown (may look like a freeze) when the game has fewer CPU cores than it thinks it should have\n- Tweaked: Improved performance of engine closing files that could have caused lag spikes in some cases (thanks thegamecracks)\n- Added: Multithreaded loading of BISIGNs\n- Fixed: PP Fisheye/DepthOfField did not work in *CfgOpticsEffect* - [FT-T163827](https://feedback.bistudio.com/T163827)\n- Changed: Fisheye PP effect with reduced area now no longer squishes the image - [FT-T163827](https://feedback.bistudio.com/T163827)\n- Added: *-cpuAffinity* command line parameter\n- Fixed: Config parsing errors would be reported with the wrong line number if the file had empty lines at the start\n- Added: *-cpuMainThreadAffinity* command line parameter\n- Added: getServerInfo command now forwards the \"PublicSettings\" class from server.cfg\n- Added: *OnMissionInit*/*OnMarkerCreated*/*OnHandleChatMessage* server-side events\n- Added: spawn server-side script command\n- Fixed: *mfdMaxUserValues* config entry was loaded too late (after MFDs were already initialized with a maximum of 50)\n- Added: Option to *disableChannels* Mission and Server parameter to disable map drawing and map marker placement from UI per chat channel\n- Fixed: fullCrew was returning empty driver position for the static weapon\n- Fixed: Difficulty option checkboxes were not saving correctly - [FT-T192324](https://feedback.bistudio.com/T192324)\n- Fixed: remoteExec failing when used with #mission restart command - [FT-T190364](https://feedback.bistudio.com/T190364)\n- Fixed: *stringtable.bin* would not fall back to \"Original\" > \"English\" > first language if the desired language is not included in the stringtable (thanks *thegamecracks*)\n- Tweaked: nearEntities is now using an updated format for area definition, in line with the inArea format (thanks *thegamecracks*)\n- Fixed: Possible crash when AI is repairing a vehicle (thanks *Emperor*)\n- Fixed: High CPU load and possible freeze at game start after switching mods\n- Fixed: Post processing effects *Sharpness*, *Resolution*, *DepthOfField* and *Fisheye* would get lost when changing video settings - [FT-T163827](https://feedback.bistudio.com/T163827)\n- Fixed: Helicopters would not land on a helipad placed on an object (thanks *Ansible2*)\n- Tweaked: MFD radar target filtering is now multithreaded\n- Added: Enfusion crash reporter integration\n- Fixed: AI would stop engaging the enemy after it is released from remote control - [FT-T179189](https://feedback.bistudio.com/T179189)\n- Added: Extension \"RVFeature_ArgumentNoEscapeString\" feature flag for more efficient string passing - [FT-T184219](https://feedback.bistudio.com/T184219)\n- Fixed: Network weapons desync when using setUnitLoadout - [FT-T167015](https://feedback.bistudio.com/T167015)\n\n**LAUNCHER**\n\n- Added: Launcher will now offer CDLC compatibility data mod when trying to join a CDLC server and not owning the CDLC - [FT-T186037](https://feedback.bistudio.com/T186037)","sections":[{"heading":"27-05-2026","level":2,"markdown":"*EXE rev. 153788 (game)*\n*EXE rev. 153804 (Launcher)*\n*Size: ~102 MB*\n\n**DATA**\n\n- Fixed: Typo in the sound configuration for the Decon Shower - [FT-T188151](https://feedback.bistudio.com/T188151)\n- Tweaked: When the Spectrum Device display is opened all engine actions are now hidden - [FT-T198138](https://feedback.bistudio.com/T198138)\n- Added: \"SpectrumAnalyzerOpened\" and \"SpectrumAnalyzerClosed\" scripted Event Handlers - [FT-T198138](https://feedback.bistudio.com/T198138)\n- Fixed: Huron's second rotor did not have its own hit selection name - [FT-T189559](https://feedback.bistudio.com/T189559)\n- Tweaked: Improved load time of Eden Attribute ammo box UI\n- Fixed: Chemlight module did not show all of its options - [FT-T197569](https://feedback.bistudio.com/T197569)\n- Fixed: Missing default color in the dynamic groups display would cause a script error\n- Fixed: Community Guides did not properly start playing in Steam overlay\n- Fixed: Typo in T-100X VFX config (and effect tweaked slightly) - [FT-T186109](https://feedback.bistudio.com/T186109)\n\n**ENGINE**\n\n- Tweaked: closeDisplay on a UI2Texture display now instantly closes / unloads the display - [FT-T199098](https://feedback.bistudio.com/T199098)\n- Added: *idleFPSLimit* server config to limit maximum FPS while a server is empty\n- Added: disableAI \"HEARING\" - [FT-T199087](https://feedback.bistudio.com/T199087)\n- Fixed: currentVisionMode would always return 2 when a local player has thermal vision enabled - [FT-T198952](https://feedback.bistudio.com/T198952)\n- Fixed: get3DENConnections did not return the correct syntax for Group / Waypoint connections - [FT-T191578](https://feedback.bistudio.com/T191578)\n- Added: \"OnAutoSelectRole\" server-side Event Handler\n- Added: *getRoles* server-side script command - [FT-T198797](https://feedback.bistudio.com/T198797)\n- Added: *toJSON* / *fromJSON* / *supportInfo* to server-side script commands\n- Added: \"OnPlayerSelectRole\" server-side Event Handler - [FT-T198797](https://feedback.bistudio.com/T198797)\n- Added: shownAction script command\n- Fixed: Mission loading could fail when using a custom *-mpmissions=* folder and selecting a mission using *#missions* - [FT-T199168](https://feedback.bistudio.com/T199168)\n- Added: *#mpmissions* BattlEye RCon command to list the available missions on the server - [FT-T199178](https://feedback.bistudio.com/T199178)\n- Added: Option to moveInAny and emptyPositions to ignore or not locked positions\n- Added: Custom color support to non-scripted (config) IR lasers\n- Added: hideActions and hiddenActions script commands - [FT-T158770](https://feedback.bistudio.com/T158770), [FT-T158795](https://feedback.bistudio.com/T158795), [FT-T81560](https://feedback.bistudio.com/T81560), [FT-T74062](https://feedback.bistudio.com/T74062)\n- Fixed: *#monitords* now prints to BattlEye RCon as well as to the server console\n- Added: Mission Event Handler \"ActionTargetChanged\"\n- Fixed: Crash when issuing AI commands from \"CommandChanged\" Event Handler\n- Added: \"DisplayOpened\" Mission Event Handler - [FT-T199140](https://feedback.bistudio.com/T199140)\n- Fixed: VTOL would not stop and hover after executing forceSpeed 0\n- Tweaked: limitSpeed false will now reset the limit speed to its default value - [FT-T179442](https://feedback.bistudio.com/T179442)\n- Added: *timeStampFormatConsole* server config parameter - [FT-T199089](https://feedback.bistudio.com/T199089)\n- Added: *@shadowColor* parameter to drawIcon3D - [FT-T198990](https://feedback.bistudio.com/T198990)\n- Fixed: Double click on a second dead character's weapon did not always open the weapon subcontainer\n- Fixed: YouTube link opening issue\n- Fixed: The last item in an Eden Editor vehicle ammo box did not have add / remove options (known issue: click offset in some listboxes) - [FT-T199272](https://feedback.bistudio.com/T199272)\n\n**LAUNCHER**\n\n- Fixed: Detection for Proton under Proton 11"},{"heading":"06-05-2026","level":2,"markdown":"*EXE rev. 153732 (game)*\n*EXE rev. 153732 (Launcher)*\n*Size: ~87 MB*\n\n**DATA**\n\n- Fixed: Spectrum Device support for sub-Mhz ranges - [FT-T178445](https://feedback.bistudio.com/T178445)\n- Fixed: Spectrum Device excessive shaking in vehicles - [FT-T198138](https://feedback.bistudio.com/T198138)\n- Tweaked: Third-party on-screen action available in Spectrum Device view is now executable\n\n**ENGINE**\n\n- Fixed: currentZeroing crash\n- Fixed: Potential server browser crash\n- Tweaked: Dead body inventories now show both dropped weapons in the 'ground' list - [FT-T198101](https://feedback.bistudio.com/T198101)\n- Tweaked: Weapon twitching is now suppressed when inventory is opened on a dead body's weapons\n- Fixed: drawLaser would not show in the main view if a Picture-In-Picture display is visible - [FT-T198779](https://feedback.bistudio.com/T198779)\n- Fixed: setVariable with a target in singleplayer did not work as expected - [FT-T198795](https://feedback.bistudio.com/T198795)\n- Added: *activeSensors* sound controller on transport vehicles\n- Added: *stallSpeedForced* config parameter, which will overwrite the airplane's stalling speed - [FT-T197983](https://feedback.bistudio.com/T197983)\n- Fixed: *activeSensorsPhase* animation source no longer animates when a vehicle is destroyed\n- Added: *-mpmissions=* command-line parameter for servers - [FT-T63330](https://feedback.bistudio.com/T63330)\n- Fixed: forceUnicode did not work for == and != string comparison\n- Tweaked: Added scripted texture support for CT_PROGRESS - [FT-T198806](https://feedback.bistudio.com/T198806)\n- Fixed: Wobble when destroying Repair Depot objects\n- Added: \"JointAttached\" / \"JointDetached\" Event Handlers\n- Added: Option to choose vehicle positions and the search order to the moveInAny script command - [FT-T180897](https://feedback.bistudio.com/T180897), [FT-T181607](https://feedback.bistudio.com/T181607)\n- Added: Alternative syntax to emptyPositions to correlate with moveInAny algorithm\n- Fixed: Using moveInAny and moveInCargo together on cargo could produce undefined behavior - [FT-T198758](https://feedback.bistudio.com/T198758)"},{"heading":"22-04-2026","level":2,"markdown":"*EXE rev. 153691 (game)*\n*EXE rev. 153691 (Launcher)*\n*Size: ~183 MB*\n\n**KNOWN ISSUES**\n\n- ~~currentZeroing array syntax can crash when used on units not inside a vehicle~~\n- ~~Possible crash in the server browser \"direct connect\" search (LAN search does work)~~\n\n**DATA**\n\n- Added: Bulgarian, Hungarian, Ukrainian, Slovak, and Latin*\n- Fixed: When the \"First Contact\" underground special map was loaded from a save, it would default to the top left corner instead of the player position\n- Fixed: *RscCustomInfoAirborneMiniMap* would overwrite the *RscCustomInfoMiniMap* variable - [FT-T197736](https://feedback.bistudio.com/T197736)\n\n> [!NOTE]\n> *These languages were experimentally translated using an AI model. The quality of these translations is not guaranteed, and they may contain mistakes. Separate issues are unlikely to be fixed, but full regenerations using improved models may occur. All other existing languages were translated by a team of human translators.\n\n**ENGINE**\n\n- Added: combatPace script command\n- Added: enableFreeLook script command\n- Tweaked: Allow animationState / getUnitMovesInfo commands to work on animals\n- Fixed: HashMaps did not resolve script handles when loading a savegame - [FT-T197940](https://feedback.bistudio.com/T197940)\n- Added: Vehicle config *textureTrackOverride* entry to override the track marks texture\n- Fixed: Duplicate set damage events on static structures - [FT-T196391](https://feedback.bistudio.com/T196391)\n- Added: \"AmmoExplodedNear\" entity Event Handler\n- Tweaked: Added ability to detect locality of scripted setDamage events for static structures\n- Fixed: Join-In-Progress sync for destroyed powerlines and communication towers\n- Added: Calls to scripted event handlers on structure damage and destroy events\n- Added: New *destrType* *DestructColumn*\n- Fixed: \"Dammaged\" Event Handler would not receive the projectile parameter in multiplayer if the damage was done by a different player - [FT-T196391](https://feedback.bistudio.com/T196391)\n- Fixed: *isEject* in \"GetOutMan\" Event Handler was inconsistent when using the moveOut script command - [FT-T197942](https://feedback.bistudio.com/T197942)\n- Added: *animPosition* memory point configuration for vehicle sensors - [FT-T197908](https://feedback.bistudio.com/T197908)\n- Tweaked: Added *aiAmmoUsageFlagsStrict* property to ammo config to force strict use of AI ammo usage flags - [FT-T197937](https://feedback.bistudio.com/T197937)\n- Added: New command getAnimationsQueue\n- Added: New command getAimDirectionAndUp\n- Fixed: When the player was in short combat pace after firing, holding shift to sprint would not disable combat pace, making the player slow in combat\n- Fixed: IR laser *beamThickness* parameter in config did not affect the beam thickness - [FT-T168103](https://feedback.bistudio.com/T168103)\n- Fixed: VTOL aircraft would not land on helipads - [FT-T193098](https://feedback.bistudio.com/T193098)\n- Fixed: Positioning of pylon cameras\n- Fixed: Rotation of pylon sensors\n- Fixed: HUD camera view would not use the correct position of a pylon camera\n- Fixed: Eden Editor attributes with *condition=0* would not show up (temporary hotfix)\n- Added: *enableGunStabilization* script command - [FT-T162061](https://feedback.bistudio.com/T162061)\n- Fixed: *ShipX* simulation did not apply gun stabilization - [FT-T186846](https://feedback.bistudio.com/T186846)\n- Fixed: Speedboat / SDV did not have gun stabilization (*stabilizedInAxes=4* had camera roll stabilization, but no weapon stabilization) - [FT-T80918](https://feedback.bistudio.com/T80918)\n- Fixed: Many *lnb** script commands were missing error messages for invalid arguments - [FT-T198100](https://feedback.bistudio.com/T198100)\n- Fixed: Animal / Man collision test did not account for the animation bounding radius correctly, thus collision test failed early for enlarged soldiers, or animations that moved the unit far from the model space origin - [FT-T198169](https://feedback.bistudio.com/T198169)\n- Fixed: Moving the camera in a Mortar / Artillery would play *soundServoVertical* even though the gun did not move, and the GunElevUp/Down hotkeys would not play the sound\n- Fixed: Placing units into a vehicle in Eden Editor would not respect the get in order, and cause the Xi'an to eject units after filling more than 10 passenger slots - [FT-T162566](https://feedback.bistudio.com/T162566)\n- Added: Refract shader material *renderFlag* \"Special1\" to disable aberration and time-based normal map UV animation - [FT-T198170](https://feedback.bistudio.com/T198170)\n- Fixed: currentZeroing returned invalid data while in a Firing From Vehicles turret seat - [FT-T198019](https://feedback.bistudio.com/T198019)\n- Added: *mapMarkersEnabled* / *mapDrawingEnabled* to the enableChannel command - [FT-T197705](https://feedback.bistudio.com/T197705)\n- Fixed: Eden Editor now displays Module Description for legacy (pre-3DEN) modules - [FT-T197534](https://feedback.bistudio.com/T197534)\n- Fixed: Disabled chat channels would not reset when switching between servers - [FT-T197303](https://feedback.bistudio.com/T197534)\n- Added: *CfgExtensions* pre-load verification Event Handler\n- Tweaked: Server browser LAN / Direct Connect view is no longer limited to only 16 results\n- Fixed: After using the server browser Direct Connect, the LAN tab would stop showing LAN results - [FT-T195726](https://feedback.bistudio.com/T195726)\n- Fixed: Refreshing the server browser official servers list multiple times would make it stop updating until a game restart - [FT-T195726](https://feedback.bistudio.com/T195726)"},{"heading":"25-03-2026","level":2,"markdown":"*EXE rev. 153624 (game)*\n*EXE rev. 153624 (Launcher)*\n*Size: ~88 MB*\n\n**DATA**\n\n- Fixed: BIS_fnc_initListNBoxSorting would display inverted sorting order icons\n- Tweaked: Default sorting order for Eden Editor save/load display is now to show the last-saved scenario first (instead of sorting by name)\n- Tweaked: Eden Editor context menu style\n\n**ENGINE**\n\n- Added: Generic vehicle pylons\n- Tweaked: Increased limitation for prone weapon deployment to catch more edge cases\n- Fixed: compatibleMagazines was not working correctly with mods\n- Fixed: *windSpeed* animation source (was continuously progressing from 0-1 and wrapping around)\n- Fixed: 3DEN event \"OnEditableEntityRemoved\" would not fire for units inside a group, if the whole group is deleted\n- Fixed: 3DEN group icon would not render correctly after undoing deletion of all units inside the group\n- Added: Entity ID to 3DEN \"OnEditableEntityRemoved\" event - [FT-T175775](https://feedback.bistudio.com/T175775)\n- Tweaked: Improved performance of AI sensor target visibility checks\n- Tweaked: \"WeaponChanged\" Event Handler now also fires for Throw muzzle changes - [FT-T197126](https://feedback.bistudio.com/T197126)\n- Added: setTargetSize script command\n- Fixed: *visualTargetSize* config entry had no effect (the size would always be 1)\n- Added: waitUntil alternative syntax with timeout and check interval\n- Removed: lineIntersects / lineIntersectsSurfaces multithreading (unresolved crashes, though the script syntax is still present)\n- Added: Script conditions to 3DEN custom connections\n- Added: Script conditions to 3DEN context menu items\n- Added: 3DEN custom connection: cursor icon now changes to 'disabled' when the connection cannot be made\n- Fixed: 3DEN custom connection to markers: would not render the line in 3D view\n- Fixed: 3DEN custom connection expressions would not receive marker names\n- Added: Shortcuts now work in Eden Editor's context menus - [FT-T140938](https://feedback.bistudio.com/T140938)\n- Added: *submenuXOffset* / *submenuYOffset* for *StructuredMenu* (CT_MENU) to specify the origin position of submenus\n- Fixed: Border rendering in CT_MENU (used to only render 2 of 4 borders, and using the wrong width)\n- Added: *colorStripBorder* for *MenuStrip* controls (to separate the strip's border from the opened menu's border)\n- Added: Eden Editor now renders custom connections as an arrow instead of a line (to indicate which is first / second entity)\n- Added: Script conditions to 3DEN attributes\n- Added: Support for wildcard / RegEx search in the 3DEN Create tree\n- Tweaked: 3DEN Create tree search is now multithreaded\n- Fixed: 3DEN attribute conditions did not apply on object-specific attributes\n- Added: typeOf command now supports Controls and Displays\n- Added: 3DEN action \"CreateTextFile\" to create files into the scenario folder within Eden Editor\n- Added: get3DENEntityID now also works with entities from within scenario previews\n- Added: Special \"$mission\" prefix to addonFiles command to retrieve scenario folder files while in Eden Editor\n- Added: \"OnConnectionAdded\" / \"OnConnectionRemoved\" 3DEN Event Handlers\n- Fixed: 3DEN custom connections were not included in copy-pasting nor compositions"},{"heading":"04-03-2026","level":2,"markdown":"*EXE rev. 153584 (game)*\n*EXE rev. 153584 (Launcher)*\n*Size: ~83 MB*\n\n**ENGINE**\n\n- Fixed: diag_exportTerrainSVG was not escaping \"&\" in town names, and removed a superfluous semicolon in the style\n- Fixed: Red-tinted image when enabling a blur Post Processing effect in Thermal Imaging\n- Added: A property to getVideoOptions to detect Reshade, DXVK, and other rendering modifications\n- Tweaked: Adjustments to prone weapon deployment to prevent the player floating or sinking into the ground\n- Added: *windDir* / *windSpeed* animation sources for entities (behavior still being iterated)\n\n**LAUNCHER**\n\n- Fixed: Slow profile scanning on Proton\n\nMissed in prior logs:\n\n- Added: It is now possible to edit mods while the game is running, and to start multiple game instances\n- Removed: Option to start 32-bit version of the game (and related features, but binaries are still distributed for now)\n- Added: Option to launch Server / Profiling / Diagnostic executables\n- Added: Icon in the mod list to indicate mods that contain Extensions"},{"heading":"11-02-2026","level":2,"markdown":"*EXE rev. 153537 (game)*\n*EXE rev. 153540 (Launcher)*\n*Size: ~270 MB*\n\n**DATA**\n\n- Fixed: The network map in Contact's \"Carpe Noctem\" was not loading from saves\n- Fixed: Typo in the SUV list of available textures (the grey texture should now be available in Eden Editor and Virtual Garage)\n- Tweaked: Dev / Prof / RC change logs were re-directed to [Community Wiki](https://community.bistudio.com/wiki/Category:Arma_3:_Change_Logs)\n\n**ENGINE**\n\n- Tweaked: getShotInfo is expanded with shot owner and shot instigator return values\n- Added: Alternative syntax to the triggerAmmo script command with the ability to set trigger time and trigger distance - [FT-T184143](https://feedback.bistudio.com/T184143)\n- Fixed: Units in combat were reporting smoke throws when chemlights were thrown\n- Tweaked: compatibleMagazines can now also take an ammo name - [FT-T196535](https://feedback.bistudio.com/T196535)\n- Fixed: Possible crash in *compatibleXXX* script commands when an invalid class name is given\n- Fixed: Weather configuration would not be reloaded on terrain changes\n- Fixed: RPT Logging could get disabled when opening the mission loading dialog in Eden Editor - [FT-T196576](https://feedback.bistudio.com/T196576)\n- Fixed: Player not being able to issue 'return to formation' commands while having a pending command\n- Fixed: createHashMapObject did not accept string in its \"#type\" parameter - [FT-T196636](https://feedback.bistudio.com/T196636)\n- Fixed: Call on a HashMap object with an unscheduled \"#flag\" would loose callstack information - [FT-T196813](https://feedback.bistudio.com/T196813)\n- Tweaked: RPT Mod / DLC lists are now left-aligned - [FT-T196884](https://feedback.bistudio.com/T196884)\n- Fixed: UAVs could not be used by a respawned player - [FT-T196936](https://feedback.bistudio.com/T196936)\n- Added: Support for suppression by hand grenades including Event Handler triggering\n- Added: 2 new config parameters for hand grenades: *suppressionRadiusGrenadeClose* (default 5) and *dangerRadiusGrenadeClose* (default 3)\n- Tweaked: AI units will now shout a warning if an enemy hand grenade is detected nearby before taking defensive actions - [FT-T180926](https://feedback.bistudio.com/T180926)\n- Tweaked: A few changes to custom radio addition handling to prevent a possible crash\n- Tweaked: Added multiplayer compatible alternative syntax to UAVControl\n- Fixed: nearEntities ignored the area parameter when any type was requested - [FT-T197081](https://feedback.bistudio.com/T197081)\n- Fixed: Passing a non-existent type to nearEntities was returning entities of any type instead of none - [FT-T197081](https://feedback.bistudio.com/T197081)\n- Tweaked: Area and marker parameters for nearEntities were updated to match with inArea parameters - [FT-T197081](https://feedback.bistudio.com/T197081)"},{"heading":"17-12-2025","level":2,"markdown":"*EXE rev. 153496 (game)*\n*EXE rev. 153496 (Launcher)*\n*Size: ~81 MB*\n\n**ENGINE**\n\n- Fixed: Possible crash when loading an old campaign save\n- Fixed: Possible crash when using setVehicleAmmoDef script command\n- Fixed: attachTo with *followBoneRotation* would not apply hand IK and head mimic animations - [FT-T189084](https://feedback.bistudio.com/T189084)\n- Fixed: *bisign* and *bikey* files would not be loaded on Linux\n- Changed: Remote controlled UAV pilots can now control lights and collision lights - [FT-T196161](https://feedback.bistudio.com/T196161)\n- Added: Vehicle exhaust particle emitter positions can now be animated - [FT-T196146](https://feedback.bistudio.com/T196146)\n- Fixed: CT_WEBBROWSER would not correctly handle input from non-ASCII keyboard layouts - [FT-T196167](https://feedback.bistudio.com/T196167)\n- Added: compatibleWeapons script command\n- Tweaked: compatibleItems and compatibleMagazines now support case-insensitive entries for muzzles and weapon slots\n- Tweaked: canAdd is now also case-insensitive to muzzle and weapon slot entries\n- Fixed: Airplane engine state would flicker and spam Event Handler when using analogue throttle with a broken engine\n- Fixed: Unit reporting for thrown grenade (\"Frag out!\") was not triggering for hand grenades - [FT-T180926](https://feedback.bistudio.com/T180926)\n- Added: *\"ScriptSpawned\"* mission Event Handler - [FT-T171265](https://feedback.bistudio.com/T171265)\n- Added: Script handles can now be used in hashValue, additionally diag_activeSQFScripts now also includes the hashed handle of running scripts\n- Added: pylonAction script command\n- Fixed: The pylon transformation's orientation in getAllPylonsInfo was reversed"},{"heading":"03-12-2025","level":2,"markdown":"*EXE rev. 153454 (game)*\n*EXE rev. 153454 (Launcher)*\n*Size: ~108 MB*\n\n**DATA**\n\n- Fixed: LDF Sweater uniform was showing the wrong ground texture\n- Tweaked: Moved Chemical Detector, Decon Kit, Antidote Kit and LDF UAV controller models to Weapons_F, so they no longer trigger DLC branding\n- Tweaked: The walkable surface on USS Freedom ship - [FT-T124858](https://feedback.bistudio.com/T124858), [FT-T124759](https://feedback.bistudio.com/T124759), [FT-T124494](https://feedback.bistudio.com/T124494)\n- Fixed: A hole in the fire geometry of the Ghost Hawk - [FT-T195756](https://feedback.bistudio.com/T195756)\n- Fixed: Ghost Hawk wheels not rotating correctly when AFM is enabled\n- Added: BIS_fnc_channelNumToRadioChannelID and BIS_fnc_radioChannelIDToChannelNum functions\n- Fixed: BIS_fnc_kbTellLocal was not checking mission or campaign configs - [FT-T127729](https://feedback.bistudio.com/T127729)\n- Tweaked: Radio item detection now includes checking for any item in the radio inventory slot - [FT-T127729](https://feedback.bistudio.com/T127729)\n- Fixed: Karts DLC helmets were not properly marked as content from DLC in Arsenal\n- Changed: Debug text font (script error messages) to one that supports non-ASCII characters\n- Tweaked: PCML damage config so AI is able to engage tanks with this weapon (e.g. T-100)\n\n**ENGINE**\n\n- Tweaked: Further custom chat code refactoring and optimization to accommodate a large number of custom channels - [FT-T194246](https://feedback.bistudio.com/T194246), [FT-T159403](https://feedback.bistudio.com/T159403), [FT-T85311](https://feedback.bistudio.com/T85311)\n- Added: 40 custom radio channels to the existing 10 - [FT-T194246](https://feedback.bistudio.com/T194246), [FT-T159403](https://feedback.bistudio.com/T159403), [FT-T85311](https://feedback.bistudio.com/T85311)\n- Tweaked: Added alternate syntax to radioChannelInfo script command - [FT-T194246](https://feedback.bistudio.com/T194246), [FT-T159403](https://feedback.bistudio.com/T159403), [FT-T85311](https://feedback.bistudio.com/T85311)\n- Fixed: Potential VoN indicator not displaying due to a clash with other speaking players\n- Added: SuperExt shader now uses emissive property alpha channel as a multiplier of the emissive texture - [FT-T196021](https://feedback.bistudio.com/T196021)\n- Tweaked: Added loop option to playSound3D and playSoundUI - [FT-T195793](https://feedback.bistudio.com/T195793)\n- Tweaked: soundParams extended to return looped status - [FT-T195793](https://feedback.bistudio.com/T195793)\n- Tweaked: soundParams can now return all IDs of the currently playing sound - [FT-T195793](https://feedback.bistudio.com/T195793)\n- Added: getEventHandlerInfo now also supports Eden Editor events\n- Added: Ability to set VoN callsign on custom radio channel - [FT-T175722](https://feedback.bistudio.com/T175722)\n- Fixed: curatorEditableObjects could accumulate null objects without the ability to remove them\n- Fixed: Possible crash in selectionPosition command if the shape geometry is not loaded yet\n- Added: \"StaminaDrainCoef\" to setUnitTrait to influence stamina drain rate - [FT-T192934](https://feedback.bistudio.com/T192934)\n- Added: *aiAwareIsCautious* config property for tanks (setting this to 0 will make them work like cars that do not consider aware mode) - [FT-T191476](https://feedback.bistudio.com/T191476)\n- Added: *collisionSoundOverride*/*collisionDamageCoef* config properties for building types\n- Fixed: Crash when spawning an animal with create3DENEntity"},{"heading":"19-11-2025","level":2,"markdown":"*EXE rev. 153422 (game)*\n*EXE rev. 153423 (Launcher)*\n*Size: ~84 MB*\n\n**DATA**\n\n- Fixed: Various data pipeline errors introduced in the previous version\n\n**ENGINE**\n\n- Fixed: Wrong default value text in radioChannelSetLabel\n- Fixed: setCurrentChannel was not selecting the last custom channel - [FT-T85311](https://feedback.bistudio.com/T85311)\n- Added: Additional ten channels to Custom Radio - [FT-T194246](https://feedback.bistudio.com/T194246), [FT-T159403](https://feedback.bistudio.com/T159403), [FT-T85311](https://feedback.bistudio.com/T85311)\n- Fixed: Config Viewer showed the wrong parents array\n- Changed: Missing model files are now replaced by a default placeholder model to prevent crashes when a model is missing\n- Added: Ability to use custom texture for arrows to drawIcon3D - [FT-T181489](https://feedback.bistudio.com/T181489)\n- Fixed: *@arrowText* size had no effect - [FT-T181489](https://feedback.bistudio.com/T181489)\n- Fixed: Passing an invalid channel to radioChannelInfo was returning an empty array - [FT-T194246](https://feedback.bistudio.com/T194246), [FT-T159403](https://feedback.bistudio.com/T159403), [FT-T85311](https://feedback.bistudio.com/T85311)"},{"heading":"12-11-2025","level":2,"markdown":"*EXE rev. 153405 (game)*\n*EXE rev. 153405 (Launcher)*\n*Size: ~96 MB*\n\n**DATA**\n\n- Fixed: SAM systems were emitting sound even after destruction - [FT-T130979](https://feedback.bistudio.com/T130979)\n- Tweaked: BIS_fnc_returnParents is optimized for performance\n- Tweaked: BIS_fnc_returnChildren is optimized for performance - [FT-T83458](https://feedback.bistudio.com/T83458)\n- Added: More addAction parameters for BIS_fnc_holdActionAdd - [FT-T179964](https://feedback.bistudio.com/T179964)\n- Fixed: BIS_fnc_gridToPos was not working in Eden Editor\n- Fixed: format script error in Escape from Stratis scenario\n- Fixed: \"Updating base class\" warnings in base game data\n- Fixed: groupID was not broadcast in Group Callsign module - [FT-T117142](https://feedback.bistudio.com/T117142)\n- Fixed: Default texture error on the flagpole (PortableFlagPole_01_F) - [FT-T195033](https://feedback.bistudio.com/T195033)\n- Fixed: Ammo variant of HEMTT was missing chimney in first resolution LOD - [FT-T126715](https://feedback.bistudio.com/T126715)\n- Fixed: Missing close X button in the loadout menu - [FT-T176681](https://feedback.bistudio.com/T176681)\n\n**ENGINE**\n\n- Fixed: Temporary freeze and improved performance when opening Eden Editor \"Load Mission\" dialog\n- Added: \"ts3server:\" as allowed protocol for openable URLs (button/links) - [FT-T195169](https://feedback.bistudio.com/T195169)\n- Added: Alternative syntax to the drawIcon3D script command with extended capabilities - [FT-T194108](https://feedback.bistudio.com/T194108), [FT-T169233](https://feedback.bistudio.com/T169233), [FT-T167397](https://feedback.bistudio.com/T167397)\n- Added: Alternative syntax to the getTextureInfo script command to return texture screen width\n- Added: Option to set group icon offset for 3D drawing separately - [FT-T170299](https://feedback.bistudio.com/T170299)\n- Tweaked: drawIcon3D was still added to the draw queue when the game was paused - [FT-T167397](https://feedback.bistudio.com/T167397)\n- Added: Progress bar feature to the drawIcon3D\n- Tweaked: getTextWidth can now use current font and size by default\n- Fixed: Ampersand character in item description name was breaking tooltips in inventory - [FT-T195596](https://feedback.bistudio.com/T195596)\n- Added: Engine support for custom marker color in Eden Editor (data WIP) - [FT-T186076](https://feedback.bistudio.com/T186076)\n- Added: getLightInfo script command - [FT-T188531](https://feedback.bistudio.com/T188531)\n- Fixed: compatibleMagazines would return duplicate magazines when given muzzle parameter - [FT-T195724](https://feedback.bistudio.com/T195724)"},{"heading":"22-10-2025","level":2,"markdown":"*EXE rev. 153361 (game)*\n*EXE rev. 153361 (Launcher)*\n*Size: ~82 MB*\n\n**ENGINE**\n\n- Fixed: \"Ref to nonnetwork object\" if a vehicle Init script tries to send any network message relating to the vehicle\n- Fixed: Rendering could get stuck for a few seconds when right-clicking the spectrum device in thermal vision\n- Fixed: setShotParents would not assign the *Instigator* if it's Owner was objNull\n- Fixed: Very long loading times for some mod-packs\n- Added: Optional parameter to setParticleCircle to ignore surfaces - [FT-T162981](https://feedback.bistudio.com/T162981)\n- Fixed: Config array += did not support appending array values - [FT-T195196](https://feedback.bistudio.com/T195196)\n- Changed: More detailed source information in \"Updating base class\" warnings\n- Fixed: \"Updating base class\" warnings would show the wrong config as \"original\" if the class had no members\n- Changed: Silenced \"Updating base class\" warnings if the base was a forward declaration (except if -debug is set because it still indicates a load order issue)\n- Added: Config class can now contain \"delete\" and definition of class with same name (to delete&recreate classes for intentional base class change)\n- Fixed: Crash caused by malformed script\n- Added: Alternative syntax to configHierarchy script command - [FT-T83667](https://feedback.bistudio.com/T83667)\n- Added: Alternative syntax to configClasses script command - [FT-T83667](https://feedback.bistudio.com/T83667)\n- Fixed: Structured text hint color would persist through mission restart and get applied on all hints\n- Added: Alternative syntax to needReload script command - [FT-T151761](https://feedback.bistudio.com/T151761)\n- Fixed: Player or AI unit on passenger seat would report \"No Fuel\" radio message even though they don't know the fuel status from that seat\n- Fixed: Game failed to extract key out of *bisign* for EBO files if the *bikey* is missing from the keys folder (leading to signature check failures)\n- Added: *-noWindowBorder* command line parameter to start game in borderless window\n- Changed: The \"Copy Version\" hotkey now also works in camera sequences and multiplayer\n- Fixed: selectLeader could select a leader who is in a different group - this could lead to game crash, now the command does an implicit 'join' into the group\n- Fixed: Some Group Event Handlers could cause game crash if the Event Handler code would re-trigger the event\n- Added: disableAI command to block all AI leader commanding\n- Fixed: lockCameraTo with temporary flag could get stuck if the target is beyond turret limits\n- Added: Option for soft-set of turret limits to the setTurretLimits script command - [FT-T170696](https://feedback.bistudio.com/T170696)"},{"heading":"08-10-2025","level":2,"markdown":"*EXE rev. 153321 (game)*\n*EXE rev. 153321 (Launcher)*\n*Size: ~203 MB*\n\n**DATA**\n\n- Fixed: Empty VO sample in Showcase Fighter Jets\n- Fixed: Firing Drill steel plate targets would not react to hits properly after restarting a drill\n\n**ENGINE**\n\n- Reverted: The setDamage reviving change\n- Added: Command-line parameter *-profileGameStart*, which will profile the game start and write results to a file (Diagnostics binary only)\n- Tweaked: Improved game startup speed with more multithreading\n- Fixed: HashMap *compileFinal* did not keep HashMapObject's *NoCopy* flag - https://feedback.bistudio.com/T194855\n- Fixed: HashMap non-existent values would get replaced by nil values when stored into profileNamespace\n- Fixed: setMarkerShadow did not sync in multiplayer - https://feedback.bistudio.com/T194883\n- Fixed: Game would not load mods from a read-only mod folder - https://feedback.bistudio.com/T121694\n- Changed: \"Cannot find base class\" config error is now a warning, and will try to load anyway without inheriting base class\n- Added: CfgPatches *skipWhenAnyAddonPresent* property - https://feedback.bistudio.com/T195122\n- Changed: Client now does not send files larger than a server's *maxCustomFileSize* limit (preventing server from kicking the client) - https://feedback.bistudio.com/T193138\n- Added: Automatic cleaning of the MPMissionsCache folder (if above 1GB, deleting the oldest files that are over 50MB, except for the 5 newest) - https://feedback.bistudio.com/T195101\n- Added: Scripted Post Processing effects are now visible in Thermal Imaging view\n- Fixed: Saving the game while on the map screen would show a gray background on the saving display\n- Added: server.cfg/*AdvancedOptions*/*logPlayerConnectionStates* to log player \"connecting\" progress"},{"heading":"24-09-2025","level":2,"markdown":"*EXE rev. 153280 (game)*\n*EXE rev. 153280 (Launcher)*\n*Size: ~84 MB*\n\n**DATA**\n\n- Fixed: USS Freedom rotation causing disconnected parts (thanks *Markoo*) - https://feedback.bistudio.com/T124858\n- Tweaked: Quadbike KIA crew now remains in KIA pose in the vehicle\n\n**ENGINE**\n\n- Changed: Increased number of RenderTarget's from 8 to 10\n- Tweaked: Improved game startup time if improperly created mods log many error messages\n- Fixed: Destroying streetlights (any House simulation object with attached lights) while simulation is disabled would leave behind floating light emitters\n- Fixed: Going back from slot selection in a multiplayer campaign would start the next mission instead of showing mission selection\n- Fixed: Mines with a wire trigger did not update their trigger location when teleported or moved - https://feedback.bistudio.com/T193669\n- Added: Server-side log warning when headless client slot has no assigned name which makes it unusable\n- Fixed: Several \"Ref to nonnetwork object\" occurences - https://feedback.bistudio.com/T178229, https://feedback.bistudio.com/T171682\n- Fixed: setDamage 0 would not properly reset the 'alive' state of most Entities (this will get reverted in favor of a setDamage alias with opt-in behavior)"},{"heading":"17-09-2025","level":2,"markdown":"*EXE rev. 153240 (game)*\n*EXE rev. 153243 (Launcher)*\n*Size: ~87 MB*\n\n**DATA**\n\n- Fixed: Spectrum Device scripts could switch the camera back to the player when using ADS and switching to it on a remote-controlled character (thanks *Rook*)\n- Fixed: It was possible to get stuck in Showcase Laws of War's \"Non-Combatants\" simulation when respawning after clearing a room\n- Tweaked: Restored some darkness to Showcase Zeus as intended by its creator\n- Added: Syntax highlight template for the Notepad++ export to script command utility\n\n**ENGINE**\n\n- Fixed: createSoundSource ignored speed of sound - https://feedback.bistudio.com/T177285\n- Fixed: throwables script command return was inconsistent\n- Tweaked: Added optional parameter to throwables to return empty magazines\n- Tweaked: throwables and currentThrowable format now includes ammo count\n- Added: Support for *keepInInventory* config parameter and throw muzzles\n- Added: removeWeaponItem script command\n- Fixed: Mismatch of shot dispersion in multiplayer - https://feedback.bistudio.com/T194410\n- Tweaked: Amphibious tank steering in water - https://feedback.bistudio.com/T170421\n- Fixed: \"Take\" Entity Event Handler did not fire when using the \"Rearm\" action - https://feedback.bistudio.com/T194245\n- Fixed: Creating a CYCLE waypoint sometimes crashed the game\n- Fixed: nearSupplies alternate syntax did not work - https://feedback.bistudio.com/T194780\n- Fixed: calculatePath did not work when the starting position was too far out of terrain bounds - https://feedback.bistudio.com/T193491\n- Fixed: Aircraft autopilot would reduce speed to the wrong value and change vectoring mode in VTOL when input focus is lost - https://feedback.bistudio.com/T192405\n- Fixed: Aircraft autopilot would not be able to catch an airplane on too steep a dive when input focus is lost - https://feedback.bistudio.com/T192405"},{"heading":"27-08-2025","level":2,"markdown":"*EXE rev. 153171 (game)*\n*EXE rev. 153171 (Launcher)*\n*Size: ~87 MB*\n\n**DATA**\n\n- Added: New options in Audio Options UI for input device selection\n- Fixed: Script errors in \"Anomalous Phenomena\" - https://feedback.bistudio.com/T186146\n\n**ENGINE**\n\n- Added: \"extension\" Texture source\n- Fixed: Empty subgroups would not be removed from groups and could trigger errors\n\n**LAUNCHER**\n\n- Fixed: Custom command line parameters in launcher could inadvertently be filled with undesired parameters"},{"heading":"13-08-2025","level":2,"markdown":"*EXE rev. 153122 (game)*\n*EXE rev. 153122 (Launcher)*\n*Size: ~101 MB*\n\n**DATA**\n\n- Fixed: Collateral damage detection in \"Altis Requiem\" made fairer to player - https://feedback.bistudio.com/T170768\n- Fixed: Several script errors on starting \"Old Man\"\n- Fixed: Script error in CoF: Green when running around the CoF before starting proper - https://feedback.bistudio.com/T175788\n\n**ENGINE**\n\n- Tweaked: Optimization for loading of Car/Tank vehicles, which speeds up Eden Editor mission loading and reduces lag spikes when spawning vehicles\n- Changed: Replaced special internal allocator with main allocator, which works more efficiently with file cache and script values\n- Added: \"VoNStateChanged\" entity Event Handler - https://feedback.bistudio.com/T193790\n- Fixed: Stereo audio in Proton (thanks *Madbug*)\n- Added: Interior sound controller for explosions - https://feedback.bistudio.com/T193903"},{"heading":"06-08-2025","level":2,"markdown":"*EXE rev. 153122 (game)*\n*EXE rev. 153122 (Launcher)*\n*Size: ~2.9 GB*\n\n**DATA**\n\n- Tweaked: All addons were repacked using new pipelines (this is not expected to change anything for players, but please report any new errors like missing data)\n- Tweaked: View geometries of a couple of Livonia and Tanoa buildings - [FT-T146447](https://feedback.bistudio.com/T146447)\n- Tweaked: Collision model of Livonia's Small Church - [FT-T149484](https://feedback.bistudio.com/T149484)\n- Tweaked: Adjusted Fire Geometry on the Garage Office structure - [FT-T149647](https://feedback.bistudio.com/T149647)\n- Fixed: Damaged Greenhouse door sound - [FT-T151290](https://feedback.bistudio.com/T151290)\n- Added: Eden Editor attribute for radar dish rotation to Mobile Radar\n- Fixed: Physics layer geometry of Barracks (Large), which was not being updated correctly when doors were manipulated - [FT-T161544](https://feedback.bistudio.com/T161544)\n- Fixed: Incorrect value for *numberOfDoors* in the *Land_House_1B01_F* config file - [FT-T163053](https://feedback.bistudio.com/T163053)\n- Fixed: Incorrect value for *numberOfDoors* in *Land_House_1W05_F* and *Land_House_1W10_F* config files - [FT-T164644](https://feedback.bistudio.com/T164644)\n- Fixed: Incorrect Church inheritance - [FT-T169972](https://feedback.bistudio.com/T169972)\n- Tweaked: View geometry of a few more structures: *House_1W03_F*, *House_2W03_F*, *House_2W04_F*, *House_2W05_F*, *IndustrialShed_01_F* and *u_House_Big_01_V1_F* - [FT-T146447](https://feedback.bistudio.com/T146447)\n- Fixed: Issue related to occluders on Livonia civilian houses - [FT-T156396](https://feedback.bistudio.com/T156396)\n- Tweaked: Config values for music track durations\n- Fixed: \"Beyond Hope - No Reprieve\" Tac-Ops campaign mission script error when artillery support is not called on terrain\n- Tweaked: Supply position of AL-6 drone\n- Fixed: \"Zeus\" and \"Firing From Vehicles\" Showcases were not marked as belonging to their corresponding DLC\n- Tweaked: Zeus DLC color was inconsistent in a few places (f.e. main menu icon hover)\n- Tweaked: Vehicle threat and cost values adjusted\n\n**ENGINE**\n\n- Fixed: Mission Event Handler arguments of type Object/Group/Script would become null after loading a savegame\n- Added: Alternate syntax for spawn without arguments\n- Added: Script handle promises\n- Fixed: Depth of Field post-processing effect could not be applied multiple times - [FT-T163827](https://feedback.bistudio.com/T163827)\n- Fixed: Executing allDiaryRecords/allDiarySubjects after a diary change would block the visual update\n- Fixed: Game freeze when holding down the PrintScreen key\n- Added: *RVExtensionGGetR2TTexture*\n- Added: \"LaserTargetChanged\" entity Event Handler - [FT-T163593](https://feedback.bistudio.com/T163593)\n- Added: objectParent now returns the owner of LaserTargets - [FT-T163593](https://feedback.bistudio.com/T163593)\n- Fixed: CarHorn type weapons did not work for Tank type vehicles - [FT-T192002](https://feedback.bistudio.com/T192002)\n- Changed: Updated to XAudio 2.9\n- Added: AnimationSource \"pilotLight\" - [FT-T193507](https://feedback.bistudio.com/T193507)\n- Fixed: Dedicated Server would keep the config file locked for editing while it was running\n- Added: \"water\" sound controller for CfgAmmo explosions - [FT-T154695](https://feedback.bistudio.com/T154695)\n- Added: \"damage\" sound controller for transport vehicles - [FT-T130979](https://feedback.bistudio.com/T130979)\n- Added: Live microphone playback while adjusting sensitivity in the audio options - [FT-T172191](https://feedback.bistudio.com/T172191)\n- Changed: Dedicated Server no longer requires XAudio DLL files\n- Changed: Audio input is now using Windows Audio Session API (instead of Windows Multimedia)\n- Fixed: Audio input would get lost when switching the input device, and could not be recovered without a game restart (now automatically switches to a new device) - [FT-T172191](https://feedback.bistudio.com/T172191)\n- Fixed: worldName would be lowercased after loading a save game - [FT-T193597](https://feedback.bistudio.com/T193597)\n- Fixed: Entity config Event Handlers for WeaponChanged/EpeContactStart/EpeContactEnd/EpeContact/LaserTargetChanged, did only trigger if there was also a scripted Event Handler of the same type - [FT-T193588](https://feedback.bistudio.com/T193588)"},{"heading":"09-07-2025","level":2,"markdown":"*EXE rev. 153050 (game)*\n*EXE rev. 153050 (Launcher)*\n*Size: ~69 MB*\n\n**ENGINE**\n\n- Added: Support for *ARGB8888* PAA textures\n- Added: *-keysFolder=* command line parameter\n- Fixed: Helicopter will not land on a helipad that was placed on an object over sea surface - [FT-T193098](https://feedback.bistudio.com/T193098)\n- Added: Ability to manipulate local wind - [FT-T192853](https://feedback.bistudio.com/T192853)\n- Added: Script commands attachChild, detachChild, childAttached, parentAttached, setJointDrivePosition, setJointDriveOrientation, setJointDriveLinearVelocity, setJointDriveAngularVelocity\n- Fixed: Steam Game Recording overrides in description.ext would not apply if the event was triggered before the mission was loaded"},{"heading":"02-07-2025","level":2,"markdown":"*EXE rev. 153017 (game)*\n*EXE rev. 153014 (Launcher)*\n*Size: ~104 MB*\n\n**DATA**\n\n- Fixed: Recurring flashlight script error in the \"Old Man\" scenario\n- Tweaked: Position of pylon proxies on UH-80 Ghost Hawk\n- Tweaked: UH-80 Ghost Hawk & AH-99 Blackfoot with stub wings are now using ejector pylons for ASRAAM missiles\n- Tweaked: Slightly moved position of pylon proxies on UH-80 Ghost Hawk with stub wings\n- Added: Missing mirroring launch option on pylons for AH-99 Blackfoot with stub wings\n- Fixed: Loadout preset on UH-80 Ghost Hawk with stub wings using incorrect variant of rockets\n- Fixed: Color of flare effect on both signal and illumination flares\n- Added: Rail for 1x Scalpel which looks better than the previous ejector\n- Added: DIK scan code defines for F16-F24 keys\n- Tweaked: Restored DAGR missile on AH-99 in its default loadout - [FT-T192700](https://feedback.bistudio.com/T192700)\n- Fixed: Penetration materials on the MH-80 fuel pod (thanks *Trager*)\n- Fixed: AH-99 without pylons had still pylon collision with characters - [FT-T192733](https://feedback.bistudio.com/T192733)\n- Fixed: Collision of characters with the external fuel pod\n- Fixed: Missing collision of character with DAR/DAGR pods\n- Fixed: Flare effect on both signal and illumination flares have proper colors now\n\n**ENGINE**\n\n- Fixed: Extreme slowdown (may look like a freeze) when the game has fewer CPU cores than it thinks it should have\n- Tweaked: Improved performance of engine closing files that could have caused lag spikes in some cases (thanks thegamecracks)\n- Added: Multithreaded loading of BISIGNs\n- Fixed: PP Fisheye/DepthOfField did not work in *CfgOpticsEffect* - [FT-T163827](https://feedback.bistudio.com/T163827)\n- Changed: Fisheye PP effect with reduced area now no longer squishes the image - [FT-T163827](https://feedback.bistudio.com/T163827)\n- Added: *-cpuAffinity* command line parameter\n- Fixed: Config parsing errors would be reported with the wrong line number if the file had empty lines at the start\n- Added: *-cpuMainThreadAffinity* command line parameter\n- Added: getServerInfo command now forwards the \"PublicSettings\" class from server.cfg\n- Added: *OnMissionInit*/*OnMarkerCreated*/*OnHandleChatMessage* server-side events\n- Added: spawn server-side script command\n- Fixed: *mfdMaxUserValues* config entry was loaded too late (after MFDs were already initialized with a maximum of 50)\n- Added: Option to *disableChannels* Mission and Server parameter to disable map drawing and map marker placement from UI per chat channel\n- Fixed: fullCrew was returning empty driver position for the static weapon\n- Fixed: Difficulty option checkboxes were not saving correctly - [FT-T192324](https://feedback.bistudio.com/T192324)\n- Fixed: remoteExec failing when used with #mission restart command - [FT-T190364](https://feedback.bistudio.com/T190364)\n- Fixed: *stringtable.bin* would not fall back to \"Original\" > \"English\" > first language if the desired language is not included in the stringtable (thanks *thegamecracks*)\n- Tweaked: nearEntities is now using an updated format for area definition, in line with the inArea format (thanks *thegamecracks*)\n- Fixed: Possible crash when AI is repairing a vehicle (thanks *Emperor*)\n- Fixed: High CPU load and possible freeze at game start after switching mods\n- Fixed: Post processing effects *Sharpness*, *Resolution*, *DepthOfField* and *Fisheye* would get lost when changing video settings - [FT-T163827](https://feedback.bistudio.com/T163827)\n- Fixed: Helicopters would not land on a helipad placed on an object (thanks *Ansible2*)\n- Tweaked: MFD radar target filtering is now multithreaded\n- Added: Enfusion crash reporter integration\n- Fixed: AI would stop engaging the enemy after it is released from remote control - [FT-T179189](https://feedback.bistudio.com/T179189)\n- Added: Extension \"RVFeature_ArgumentNoEscapeString\" feature flag for more efficient string passing - [FT-T184219](https://feedback.bistudio.com/T184219)\n- Fixed: Network weapons desync when using setUnitLoadout - [FT-T167015](https://feedback.bistudio.com/T167015)\n\n**LAUNCHER**\n\n- Added: Launcher will now offer CDLC compatibility data mod when trying to join a CDLC server and not owning the CDLC - [FT-T186037](https://feedback.bistudio.com/T186037)"}],"categories":["Arma 3: Dev-Branch Change Logs"],"groups":["Change Logs"]},{"name":"Arma 3: Dev-Branch Change Log v2.23","title":"Arma 3: Dev-Branch Change Log v2.23","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Dev-Branch_Change_Log_v2.23","revid":379140,"updated":"2026-10-14T13:47:40Z","aliases":[],"markdown":"## 14-10-2026\n\n*EXE rev. 154114 (game)*\n*EXE rev. 154114 (Launcher)*\n*Size: ~76 MB*\n\n**KNOWN ISSUES**\n\n- Potential crash when loading a save\n\n**DATA**\n\n- Fixed: Re-added several redundant terrain textures and materials for mod compatibility\n\n**ENGINE**\n\n- Added: An option to play say3D sound globally - [FT-T80493](https://feedback.bistudio.com/T80493)\n- Added: An option to say3D to play the sound instantly - [FT-T190560](https://feedback.bistudio.com/T190560)\n- Tweaked: soundParams and stopSound now support say3D with an object\n- Tweaked: stopSound now stops the lip sync playback as well\n- Tweaked: playSound3D now supports nil for its *position* parameter - [FT-T196875](https://feedback.bistudio.com/T196875), [A3G-91](https://report.bistudio.com/issues/A3G-91)\n- Added: CT_WEBBROWSER JavaScript API can now retrieve terrain as SVG\n- Fixed: Changing say3D pitch could make lips desync\n- Added: soundParams now returns the current say3D sound when a unit is passed as argument\n- Added: Ability to get / advance a parachute's animation state\n- Added: *isInside* option to say3D\n- Fixed: Steerable parachutes did not sync opening state over the network\n- Fixed: Removing a uniform from a VR Entity would not restore its appearance correctly\n- Tweaked: Improved size of terrain SVG export\n- Fixed: CT_WEBBROWSER *LoadTexture* result would receive a blue tint when loading JPEG files\n- Tweaked: WebAPI no longer accepts \"Allow-Origin: *\", substitute with \"Allow-Origin: arma://*\"\n- Fixed: Some LOD loading issues in multiplayer - [A3G-114](https://report.bistudio.com/issues/A3G-114)\n- Added: SQF Bytecode support for HashMap constants\n- Added: CT_CONTROL_REF UI control\n- Added: ctrlSetProperty / ctrlGetProperty script commands\n\n**LAUNCHER**\n\n- Fixed: False warnings on various Launcher DLL files due to them being lacking a digital signature before\n\n## 24-09-2026\n\n*EXE rev. 154077 (game)*\n*EXE rev. 154077 (Launcher)*\n*Size: ~61 MB*\n\n**ENGINE**\n\n- Added: Server config option to disable Steam Datagram Relay for Dedicated Servers\n- Added: Server browser friends tab now also lists servers that friends are locally hosting\n- Added: Tooltip indicator for the selected throwable - [A3G-51](https://report.bistudio.com/issues/A3G-51)\n- Fixed: Script error state of unhandled exceptions from scheduled scripts could get stuck - [FT-T143685](https://feedback.bistudio.com/T143685)\n- Added: Web HTTP / Websocket API\n- Added: SQF HashMap and string interpolation syntax\n- Tweaked: Better error messages for SQF compile errors when commands are missing arguments\n- Fixed: Player's weapon was not restored correctly after swimming - [A3G-45](https://report.bistudio.com/issues/A3G-45)\n- Fixed: Fire mode selection of a weapon on the back while swimming was still accessible\n- Fixed: Deselecting binoculars did not restore the previous weapon after going for a swim\n- Fixed: Launcher deselection on entering water was switching to the primary weapon animation\n- Fixed: netObjNull returned false instead of a null net object\n\n## 02-09-2026\n\n*EXE rev. 154050 (game)*\n*EXE rev. 154050 (Launcher)*\n*Size: ~107 MB*\n\n**DATA**\n\n- Fixed: Actions remaining hidden after switching from the Spectrum Device to a primary weapon - [A3G-7](https://report.bistudio.com/issues/A3G-7)\n- Fixed: Catapult launch action was not available on the aircraft carrier on Dedicated Servers - [A3G-20](https://report.bistudio.com/projects/arma-3/general/A3G-20)\n- Fixed: Missing empty preset on CTRG variants of MH-80\n- Fixed: Script error in the \"Apex Protocol\" extraction cut scene\n- Fixed: Script error in an \"Old Man\" scene\n- Fixed: Missing HMG-02 images in the \"Old Man\" scenario\n- Fixed: Typo in a macro definition in the \"Old Man\" scenario\n- Fixed: Little gaps in the mesh left by removed miniguns on the Ghost Hawk DAP variant\n- Fixed: Alpha sorting on parts of the Ghost Hawk interior (thanks Lexx)\n- Fixed: Ghost Hawk DIRCM laser not being visible in multiplayer\n- Fixed: Localization of the jettison fuel tank action\n- Fixed: Arsenal mod list sorting order was sometimes incorrect, and the wrong mod icons could be shown\n- Added: Explosion sounds to 12.7x99 HEIAP rounds\n- Fixed: Swapped speed and altitude fields in the camera pod UI\n- Tweaked: Small tweaks and fixes (clipping text) for the new camera pod UI\n- Fixed: 12.7x99mm minigun pylon display name in HUD\n\n**ENGINE**\n\n- Added: *PilotCamera* *memoryPointDriverOptics* now animates its memory point\n- Added: Vehicle pylons attribute in 3DEN now reads the pylon config entry *pylonUsableByTurrets*, which is an array of turret class names allowed to use the pylon (some pylon pods can be limited to only specific turrets)\n- Fixed: Vehicle pylon attribute display, which would display wrong turret names when switching pylon owner\n- Added: *pylonMirrorClass* config entry for pylon pods to override the class name of their mirrored variant\n- Fixed: addMagazineGlobal was not syncing magazines on the server properly - [FT-T200002](https://feedback.bistudio.com/T200002)\n- Added: *thisActivator* property to be used with normal and radio trigger *OnActivation* statements - [FT-T71951](https://feedback.bistudio.com/T71951)\n- Added: Option to stop persistent condition execution and vehicle list building on non-repeating triggers - [FT-T167799](https://feedback.bistudio.com/T167799), [FT-T126013](https://feedback.bistudio.com/T126013), [FT-T185363](https://feedback.bistudio.com/T185363)\n- Fixed: Changing pylon loadout in 3DEN could remove default weapons\n- Fixed: setPylonLoadout to remove a generic pylon, which would not propagate in multiplayer\n- Fixed: Camera pylon pods were not being displayed in the camera HUD panels\n- Added: \"SetOpenBay\" / \"GetOpenBay\" commands to pylonAction\n- Fixed: Crash after removing a camera pod while a different pod also has a camera (when switching to the other pod, the wrong pylon index was used)\n- Added: Config entry *turretsAvailable* in vehicle pylons, which allows restricting pylon assignment to specific vehicle seats\n- Fixed: Eden Editor would allow putting units into locked seats\n- Fixed: Zeus would allow putting units into locked seats\n- Fixed: moveInAny did not respect get-in ordering (*getInProxyOrder* config entry)\n- Fixed: Some weapons were not retuned with compatibleWeapons for known magazines\n- Fixed: MH-80 DAP UI showed incorrect incorrect weapons\n- Tweaked: Vehicle's *unitInfoType* *IDC_IGUI_DRIVER_OPTICS_GROUP* is now hidden if a pylon with *CameraComponent* and *cameraInfoType* is present\n- Added: LAN server discovery via mDNS / DNS-SD\n- Added: Multiplayer connections to domains now support multiple A / AAAA / SRV records\n- Added: IPv6 Multiplayer support\n- Fixed: Network synchronization for pylon camera orientation when controlled by a non-pilot turret\n- Tweaked: parseNumber can now parse true and false in string format - [FT-T200300](https://feedback.bistudio.com/T200300)\n- Fixed: Weapon pylons would be replaced when pilot and gunner are different players and the gunner fires the weapon\n- Fixed: Crash when opening a URL\n- Fixed: Wrong ammo count when having both 1 and 3 round HE grenades\n- Added: Ability to select which weapon magazine to reload via a keyboard action - [FT-T199072](https://feedback.bistudio.com/T199072)\n- Fixed: Dedicated Servers would not load signature keys if a command-line argument with a missing dash was used\n- Tweaked: Hiding terrain objects will now hide their map symbols - [FT-T129139](https://feedback.bistudio.com/T129139), [FT-T178551](https://feedback.bistudio.com/T178551)\n- Added: Various mission options to hide a variety of map symbols\n- Added: Ability to set *Shipwreck* map polygon color\n- Fixed: RCon prints were adding extra prefix \"(Unknown) Server:\" to system messages\n- Added: Multiplayer via Steam Datagram Relay (connect directly to friends by direct-connecting to \"[steamuid]\")\n- Fixed: *weaponInfoType* displays were not destroyed properly, resulting in the *onUnload* event not firing for some of them - [A3G-7](https://report.bistudio.com/issues/A3G-7)\n- Fixed: *#monitor* and *#monitords* did not calculate the first print data properly and were limited in output frequency (thanks *Fraali*)\n- Fixed: getServerInfo returned the wrong value for \"motd\", and several entries were missing\n- Fixed: setPylonLoadout putting incompatible pods on a pylon with the force parameter did not correctly sync in multiplayer (thanks *Rook*)\n\n## 24-06-2026\n\n*EXE rev. 153886 (game)*\n*EXE rev. 153886 (Launcher)*\n*Size: ~158 MB*\n\n**DATA**\n\n- **Added: MH-80 (Assault) Ghost Hawk**\n- **Added: MH-80 DAP (Direct Action Penetrator) Ghost Hawk**\n- **Added: ECM Pod (laser and flare variants) pylon attachment**\n- **Added: Radar Pod pylon attachment**\n- **Added: Camera Pod pylon attachment**\n- **Added: Searchlight Pod (with / without IR) pylon attachment**\n- **Added: 12.7 mm Minigun pylon weapon**\n- Added: Black / Dazzle (sand) / Dazzle (tropic) variants of various pylon attachments\n- Added: H-80 external fuel tank jettisoning\n- Added: H-80 Vehicle-in-Vehicle transport (small objects)\n- Added: MH-80 extending fuel probe (visual only)\n- Added: MH-80 Assault Firing From Vehicles seats on the door edges\n- Fixed: Missing PhysX geometry in the tail section of Ghost Hawk\n- Fixed: Incorrect sound set was used for the T-100X railgun - [FT-T199641](https://feedback.bistudio.com/T199641)\n\n**ENGINE**\n\n- Fixed: When a PhysX object repeatedly falls below terrain, it will now be put on top and put to sleep to prevent it from falling again\n- Added Ability to log *#monitords* data to BattlEye RCon independently of server console\n- Added: All remaining difficulty options to description.ext DifficultyOverride\n- Added: Preprocessor variadic arguments\n- Added: *showBackpack* config entry to vehicle seats 'spec' (*PilotSpec*, *CargoSpec*, next to *showHeadPhones*)\n- Fixed: Error \"SetConstantColor not supported\" when drawing IR lasers\n- Fixed: Incorrect instancing for non-weapon pylon attachments\n- Fixed: Non-weapon pylon attachments with a light reflector would incorrectly show the light as active when placed in Eden Editor\n- Added: Pylon *CameraComponent* can now override vehicle driver / turret *weaponInfoType* with a *cameraInfoType* entry\n- Added: Preprocessor now reports \"too many\" / \"too few\" macro argument errors (previously they were silent errors)","sections":[{"heading":"14-10-2026","level":2,"markdown":"*EXE rev. 154114 (game)*\n*EXE rev. 154114 (Launcher)*\n*Size: ~76 MB*\n\n**KNOWN ISSUES**\n\n- Potential crash when loading a save\n\n**DATA**\n\n- Fixed: Re-added several redundant terrain textures and materials for mod compatibility\n\n**ENGINE**\n\n- Added: An option to play say3D sound globally - [FT-T80493](https://feedback.bistudio.com/T80493)\n- Added: An option to say3D to play the sound instantly - [FT-T190560](https://feedback.bistudio.com/T190560)\n- Tweaked: soundParams and stopSound now support say3D with an object\n- Tweaked: stopSound now stops the lip sync playback as well\n- Tweaked: playSound3D now supports nil for its *position* parameter - [FT-T196875](https://feedback.bistudio.com/T196875), [A3G-91](https://report.bistudio.com/issues/A3G-91)\n- Added: CT_WEBBROWSER JavaScript API can now retrieve terrain as SVG\n- Fixed: Changing say3D pitch could make lips desync\n- Added: soundParams now returns the current say3D sound when a unit is passed as argument\n- Added: Ability to get / advance a parachute's animation state\n- Added: *isInside* option to say3D\n- Fixed: Steerable parachutes did not sync opening state over the network\n- Fixed: Removing a uniform from a VR Entity would not restore its appearance correctly\n- Tweaked: Improved size of terrain SVG export\n- Fixed: CT_WEBBROWSER *LoadTexture* result would receive a blue tint when loading JPEG files\n- Tweaked: WebAPI no longer accepts \"Allow-Origin: *\", substitute with \"Allow-Origin: arma://*\"\n- Fixed: Some LOD loading issues in multiplayer - [A3G-114](https://report.bistudio.com/issues/A3G-114)\n- Added: SQF Bytecode support for HashMap constants\n- Added: CT_CONTROL_REF UI control\n- Added: ctrlSetProperty / ctrlGetProperty script commands\n\n**LAUNCHER**\n\n- Fixed: False warnings on various Launcher DLL files due to them being lacking a digital signature before"},{"heading":"24-09-2026","level":2,"markdown":"*EXE rev. 154077 (game)*\n*EXE rev. 154077 (Launcher)*\n*Size: ~61 MB*\n\n**ENGINE**\n\n- Added: Server config option to disable Steam Datagram Relay for Dedicated Servers\n- Added: Server browser friends tab now also lists servers that friends are locally hosting\n- Added: Tooltip indicator for the selected throwable - [A3G-51](https://report.bistudio.com/issues/A3G-51)\n- Fixed: Script error state of unhandled exceptions from scheduled scripts could get stuck - [FT-T143685](https://feedback.bistudio.com/T143685)\n- Added: Web HTTP / Websocket API\n- Added: SQF HashMap and string interpolation syntax\n- Tweaked: Better error messages for SQF compile errors when commands are missing arguments\n- Fixed: Player's weapon was not restored correctly after swimming - [A3G-45](https://report.bistudio.com/issues/A3G-45)\n- Fixed: Fire mode selection of a weapon on the back while swimming was still accessible\n- Fixed: Deselecting binoculars did not restore the previous weapon after going for a swim\n- Fixed: Launcher deselection on entering water was switching to the primary weapon animation\n- Fixed: netObjNull returned false instead of a null net object"},{"heading":"02-09-2026","level":2,"markdown":"*EXE rev. 154050 (game)*\n*EXE rev. 154050 (Launcher)*\n*Size: ~107 MB*\n\n**DATA**\n\n- Fixed: Actions remaining hidden after switching from the Spectrum Device to a primary weapon - [A3G-7](https://report.bistudio.com/issues/A3G-7)\n- Fixed: Catapult launch action was not available on the aircraft carrier on Dedicated Servers - [A3G-20](https://report.bistudio.com/projects/arma-3/general/A3G-20)\n- Fixed: Missing empty preset on CTRG variants of MH-80\n- Fixed: Script error in the \"Apex Protocol\" extraction cut scene\n- Fixed: Script error in an \"Old Man\" scene\n- Fixed: Missing HMG-02 images in the \"Old Man\" scenario\n- Fixed: Typo in a macro definition in the \"Old Man\" scenario\n- Fixed: Little gaps in the mesh left by removed miniguns on the Ghost Hawk DAP variant\n- Fixed: Alpha sorting on parts of the Ghost Hawk interior (thanks Lexx)\n- Fixed: Ghost Hawk DIRCM laser not being visible in multiplayer\n- Fixed: Localization of the jettison fuel tank action\n- Fixed: Arsenal mod list sorting order was sometimes incorrect, and the wrong mod icons could be shown\n- Added: Explosion sounds to 12.7x99 HEIAP rounds\n- Fixed: Swapped speed and altitude fields in the camera pod UI\n- Tweaked: Small tweaks and fixes (clipping text) for the new camera pod UI\n- Fixed: 12.7x99mm minigun pylon display name in HUD\n\n**ENGINE**\n\n- Added: *PilotCamera* *memoryPointDriverOptics* now animates its memory point\n- Added: Vehicle pylons attribute in 3DEN now reads the pylon config entry *pylonUsableByTurrets*, which is an array of turret class names allowed to use the pylon (some pylon pods can be limited to only specific turrets)\n- Fixed: Vehicle pylon attribute display, which would display wrong turret names when switching pylon owner\n- Added: *pylonMirrorClass* config entry for pylon pods to override the class name of their mirrored variant\n- Fixed: addMagazineGlobal was not syncing magazines on the server properly - [FT-T200002](https://feedback.bistudio.com/T200002)\n- Added: *thisActivator* property to be used with normal and radio trigger *OnActivation* statements - [FT-T71951](https://feedback.bistudio.com/T71951)\n- Added: Option to stop persistent condition execution and vehicle list building on non-repeating triggers - [FT-T167799](https://feedback.bistudio.com/T167799), [FT-T126013](https://feedback.bistudio.com/T126013), [FT-T185363](https://feedback.bistudio.com/T185363)\n- Fixed: Changing pylon loadout in 3DEN could remove default weapons\n- Fixed: setPylonLoadout to remove a generic pylon, which would not propagate in multiplayer\n- Fixed: Camera pylon pods were not being displayed in the camera HUD panels\n- Added: \"SetOpenBay\" / \"GetOpenBay\" commands to pylonAction\n- Fixed: Crash after removing a camera pod while a different pod also has a camera (when switching to the other pod, the wrong pylon index was used)\n- Added: Config entry *turretsAvailable* in vehicle pylons, which allows restricting pylon assignment to specific vehicle seats\n- Fixed: Eden Editor would allow putting units into locked seats\n- Fixed: Zeus would allow putting units into locked seats\n- Fixed: moveInAny did not respect get-in ordering (*getInProxyOrder* config entry)\n- Fixed: Some weapons were not retuned with compatibleWeapons for known magazines\n- Fixed: MH-80 DAP UI showed incorrect incorrect weapons\n- Tweaked: Vehicle's *unitInfoType* *IDC_IGUI_DRIVER_OPTICS_GROUP* is now hidden if a pylon with *CameraComponent* and *cameraInfoType* is present\n- Added: LAN server discovery via mDNS / DNS-SD\n- Added: Multiplayer connections to domains now support multiple A / AAAA / SRV records\n- Added: IPv6 Multiplayer support\n- Fixed: Network synchronization for pylon camera orientation when controlled by a non-pilot turret\n- Tweaked: parseNumber can now parse true and false in string format - [FT-T200300](https://feedback.bistudio.com/T200300)\n- Fixed: Weapon pylons would be replaced when pilot and gunner are different players and the gunner fires the weapon\n- Fixed: Crash when opening a URL\n- Fixed: Wrong ammo count when having both 1 and 3 round HE grenades\n- Added: Ability to select which weapon magazine to reload via a keyboard action - [FT-T199072](https://feedback.bistudio.com/T199072)\n- Fixed: Dedicated Servers would not load signature keys if a command-line argument with a missing dash was used\n- Tweaked: Hiding terrain objects will now hide their map symbols - [FT-T129139](https://feedback.bistudio.com/T129139), [FT-T178551](https://feedback.bistudio.com/T178551)\n- Added: Various mission options to hide a variety of map symbols\n- Added: Ability to set *Shipwreck* map polygon color\n- Fixed: RCon prints were adding extra prefix \"(Unknown) Server:\" to system messages\n- Added: Multiplayer via Steam Datagram Relay (connect directly to friends by direct-connecting to \"[steamuid]\")\n- Fixed: *weaponInfoType* displays were not destroyed properly, resulting in the *onUnload* event not firing for some of them - [A3G-7](https://report.bistudio.com/issues/A3G-7)\n- Fixed: *#monitor* and *#monitords* did not calculate the first print data properly and were limited in output frequency (thanks *Fraali*)\n- Fixed: getServerInfo returned the wrong value for \"motd\", and several entries were missing\n- Fixed: setPylonLoadout putting incompatible pods on a pylon with the force parameter did not correctly sync in multiplayer (thanks *Rook*)"},{"heading":"24-06-2026","level":2,"markdown":"*EXE rev. 153886 (game)*\n*EXE rev. 153886 (Launcher)*\n*Size: ~158 MB*\n\n**DATA**\n\n- **Added: MH-80 (Assault) Ghost Hawk**\n- **Added: MH-80 DAP (Direct Action Penetrator) Ghost Hawk**\n- **Added: ECM Pod (laser and flare variants) pylon attachment**\n- **Added: Radar Pod pylon attachment**\n- **Added: Camera Pod pylon attachment**\n- **Added: Searchlight Pod (with / without IR) pylon attachment**\n- **Added: 12.7 mm Minigun pylon weapon**\n- Added: Black / Dazzle (sand) / Dazzle (tropic) variants of various pylon attachments\n- Added: H-80 external fuel tank jettisoning\n- Added: H-80 Vehicle-in-Vehicle transport (small objects)\n- Added: MH-80 extending fuel probe (visual only)\n- Added: MH-80 Assault Firing From Vehicles seats on the door edges\n- Fixed: Missing PhysX geometry in the tail section of Ghost Hawk\n- Fixed: Incorrect sound set was used for the T-100X railgun - [FT-T199641](https://feedback.bistudio.com/T199641)\n\n**ENGINE**\n\n- Fixed: When a PhysX object repeatedly falls below terrain, it will now be put on top and put to sleep to prevent it from falling again\n- Added Ability to log *#monitords* data to BattlEye RCon independently of server console\n- Added: All remaining difficulty options to description.ext DifficultyOverride\n- Added: Preprocessor variadic arguments\n- Added: *showBackpack* config entry to vehicle seats 'spec' (*PilotSpec*, *CargoSpec*, next to *showHeadPhones*)\n- Fixed: Error \"SetConstantColor not supported\" when drawing IR lasers\n- Fixed: Incorrect instancing for non-weapon pylon attachments\n- Fixed: Non-weapon pylon attachments with a light reflector would incorrectly show the light as active when placed in Eden Editor\n- Added: Pylon *CameraComponent* can now override vehicle driver / turret *weaponInfoType* with a *cameraInfoType* entry\n- Added: Preprocessor now reports \"too many\" / \"too few\" macro argument errors (previously they were silent errors)"}],"categories":["Arma 3: Dev-Branch Change Logs"],"groups":["Change Logs"]},{"name":"Arma 3: Diagnostics Exe","title":"Arma 3: Diagnostics Exe","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Diagnostics_Exe","revid":364405,"updated":"2024-05-13T17:34:32Z","aliases":["Arma 3 Diagnostics Exe","diag"],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Official Tools\n\n**Download:** Part of Arma 3 Development branch on Steam. If you are using DEV branch, arma3diag_x64.exe should be in the Arma 3 main directory already.\n\n#### Description\n\n**Description:**\n\nThis special executable aims to help community creators in tweaking their addons. It contains various diagnostic tools that display the current game state in various conditions. See also: Performance Profiling. Extra commands available can be found here: Arma 3: Scripting Commands: Diagnostic Branch.\n\n> [!NOTE]\n> Some commands might also be available with Performance Profiling.\n\n**Notes:** This exe has multiplayer disabled on purpose. There is no way to use this executable in multiplayer as this functionality has been removed completely.\n\n#### Usage\n\n**Line call:** arma3diag_x64.exe\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n#### Additional information\n\n##### How to use it\n\nSimply run the exe as you would use the standard arma3.exe. For example to perform diag on a PBO, add it as a launch parameter (-mod=@YOURMOD)\n\nOnce the game is loaded, go into the editor and select 'Virtual Reality'.\n\nThere are several diagnostics to be toggled by either using the **diag_toggle** command or setting **diag_enable** to true, e.g.:\n\n```sqf\ndiag_toggle \"Animation\";\n\n\"Animation\" diag_enable true;\n\"All\" diag_enable true;\n\"All\" diag_enable false;\n```\n\nList of available diagnostics:\n\n- **AI**\n  - **AIAiming** - shows vectors (lines) of AI aiming at known target\n  - **AIBrain** - general information about AI brain, combat mode and fsm state\n  - **AIDynamicError** - shows value of dynamically calculated AI aiming error\n  - **AISkill** - shows value of skill, plus global coefficients, as set by difficulty mode\n  - **AISuppression** - shows value of suppression\n  - **AIDriving** - Shows various information about AI driving and path in real time. **(only works when the leader of the convoy is AI. player has to be passenger)**\n- **Dynamic Simulation**\n  - **DynSimEntities** - Displays the map overlay with yellow coloured activation boxes around each dynamically simulated (empty) object.\n  - **DynSimGrid** - Displays the map overlay with the most detailed Dynamic Simulation grid.\n  - **DynSimGroups** - Displays the map overlay with side coloured activation boxes around each dynamically simulated group.\n- **Animations**\n  - **Animation** - displays current animation state, actions being used and target animation states depending on the actions\n  - **AnimSrcTarget** - displays all animation sources and their values for the model under the cursor\n  - **AnimSrcUnit** - displays all animation sources and their values for the player's vehicle (or his gun in case of a soldier)\n- **Physx**\n  - **EPEVehicle** - displays gearbox, friction, thrust, brake and various parameters of a PhysX vehicle\n  - **EPEForce** - displays PhysX forces applied on the vehicle\n  - **Force** - displays some other forces with their names\n  - **Suspension** - displays status of suspension for each wheel of a PhysX vehicle\n- **Misc**\n  - **HitPoints** - displays status of hit points of the player's vehicle and vehicle under the cursor\n  - **Mines** - displays nearby mines, their properties and radius\n    - The small circle is green if the mine is armed, red if the mine is not armed\n    - The violet circle is the radius at which more expensive calculations start\n  - **Particles** - displays what particles are used in scene and their count\n  - **ParticleNames** - attaches a name to each particle effect used so that it may be identified\n  - **Shots** - visualizes projectiles and their paths, hits and ricochets, guidance, seek radius and laser and artillery targets; shows details about hit contacts, penetration, projectile speed, guidance and missile phases\n  - **SurfaceUnder** - displays the per-foot surface information on which a unit is standing\n  - **CursorTargetObject** - Shows name of cursor object and it is distance to the player. Max distance in 50 meters\n\nThere is an additional diagnostic command used to adjust (by merging) configs on-the-fly without the need of restarting the game (Warning: there are some minor issues like CTD while exiting the game):\n\n```sqf\ndiag_mergeConfigFile [\"PathToConfigOnDrive\"];\n```\n\nIt merges config file from \"PathToConfigOnDrive\" (which must be absolute path to the config including the drive - e.g. O:\\Arma3\\A3\\Stuff_F\\config.cpp)\n\nIt is possible to **update rvmats and textures on-the-fly** while using \"local data\" - unpacked data in the same structure as the game sees them. You simply need to adjust rvmats or textures and it should affect the game as soon as you task back into it. There may be some visual artifacts; it is always worth to give it one more go with packed data.","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Official Tools\n\n**Download:** Part of Arma 3 Development branch on Steam. If you are using DEV branch, arma3diag_x64.exe should be in the Arma 3 main directory already."},{"heading":"Description","level":4,"markdown":"**Description:**\n\nThis special executable aims to help community creators in tweaking their addons. It contains various diagnostic tools that display the current game state in various conditions. See also: Performance Profiling. Extra commands available can be found here: Arma 3: Scripting Commands: Diagnostic Branch.\n\n> [!NOTE]\n> Some commands might also be available with Performance Profiling.\n\n**Notes:** This exe has multiplayer disabled on purpose. There is no way to use this executable in multiplayer as this functionality has been removed completely."},{"heading":"Usage","level":4,"markdown":"**Line call:** arma3diag_x64.exe"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"How to use it","level":5,"markdown":"Simply run the exe as you would use the standard arma3.exe. For example to perform diag on a PBO, add it as a launch parameter (-mod=@YOURMOD)\n\nOnce the game is loaded, go into the editor and select 'Virtual Reality'.\n\nThere are several diagnostics to be toggled by either using the **diag_toggle** command or setting **diag_enable** to true, e.g.:\n\n```sqf\ndiag_toggle \"Animation\";\n\n\"Animation\" diag_enable true;\n\"All\" diag_enable true;\n\"All\" diag_enable false;\n```\n\nList of available diagnostics:\n\n- **AI**\n  - **AIAiming** - shows vectors (lines) of AI aiming at known target\n  - **AIBrain** - general information about AI brain, combat mode and fsm state\n  - **AIDynamicError** - shows value of dynamically calculated AI aiming error\n  - **AISkill** - shows value of skill, plus global coefficients, as set by difficulty mode\n  - **AISuppression** - shows value of suppression\n  - **AIDriving** - Shows various information about AI driving and path in real time. **(only works when the leader of the convoy is AI. player has to be passenger)**\n- **Dynamic Simulation**\n  - **DynSimEntities** - Displays the map overlay with yellow coloured activation boxes around each dynamically simulated (empty) object.\n  - **DynSimGrid** - Displays the map overlay with the most detailed Dynamic Simulation grid.\n  - **DynSimGroups** - Displays the map overlay with side coloured activation boxes around each dynamically simulated group.\n- **Animations**\n  - **Animation** - displays current animation state, actions being used and target animation states depending on the actions\n  - **AnimSrcTarget** - displays all animation sources and their values for the model under the cursor\n  - **AnimSrcUnit** - displays all animation sources and their values for the player's vehicle (or his gun in case of a soldier)\n- **Physx**\n  - **EPEVehicle** - displays gearbox, friction, thrust, brake and various parameters of a PhysX vehicle\n  - **EPEForce** - displays PhysX forces applied on the vehicle\n  - **Force** - displays some other forces with their names\n  - **Suspension** - displays status of suspension for each wheel of a PhysX vehicle\n- **Misc**\n  - **HitPoints** - displays status of hit points of the player's vehicle and vehicle under the cursor\n  - **Mines** - displays nearby mines, their properties and radius\n    - The small circle is green if the mine is armed, red if the mine is not armed\n    - The violet circle is the radius at which more expensive calculations start\n  - **Particles** - displays what particles are used in scene and their count\n  - **ParticleNames** - attaches a name to each particle effect used so that it may be identified\n  - **Shots** - visualizes projectiles and their paths, hits and ricochets, guidance, seek radius and laser and artillery targets; shows details about hit contacts, penetration, projectile speed, guidance and missile phases\n  - **SurfaceUnder** - displays the per-foot surface information on which a unit is standing\n  - **CursorTargetObject** - Shows name of cursor object and it is distance to the player. Max distance in 50 meters\n\nThere is an additional diagnostic command used to adjust (by merging) configs on-the-fly without the need of restarting the game (Warning: there are some minor issues like CTD while exiting the game):\n\n```sqf\ndiag_mergeConfigFile [\"PathToConfigOnDrive\"];\n```\n\nIt merges config file from \"PathToConfigOnDrive\" (which must be absolute path to the config including the drive - e.g. O:\\Arma3\\A3\\Stuff_F\\config.cpp)\n\nIt is possible to **update rvmats and textures on-the-fly** while using \"local data\" - unpacked data in the same structure as the game sees them. You simply need to adjust rvmats or textures and it should affect the game as soon as you task back into it. There may be some visual artifacts; it is always worth to give it one more go with packed data."}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Difficulty Settings","title":"Arma 3: Difficulty Settings","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Difficulty_Settings","revid":368958,"updated":"2024-08-21T08:08:16Z","aliases":["Arma 3 Difficulty Menu","Arma 3: Difficulty Menu","Arma 3: Difficulty Overhaul"],"markdown":"The Arma 3 v1.58 update brought a lot of changes to the difficulty system. A list of the most significant ones can be found at the bottom of the page.\nThere is a [related forum thread](https://forums.bistudio.com/topic/188661-difficulty-overhaul/) where the changes can be discussed.\n\n### Difficulty Menu\n\n#### Presets\n\nOne of the main changes that came with 1.58 is, that the difficulty levels were transformed to true presets. Each preset has exactly defined value for each difficulty option.\nIf any of the options doesn't match the preset, it is changed to Custom. The following table shows comparison of the presets. Options that have *fade out* set can be faded in via the <kbd>J</kbd> key.\n\n| Config Parameter | Name in Game | Recruit | Regular | Veteran | Possible Values | Note |\n|---|---|---|---|---|---|---|\n| Simulation |  |  |  |  |  |  |\n| `reducedDamage` | Reduced Damage | 1 | 0 | 0 | 0 = disabled, 1 = enabled | Decreases damage dealt to the player and members of his group. |\n| Situational Awareness |  |  |  |  |  |  |\n| `squadRadar` | - | - | - | - | - | Shows a squad radar. **Not implemented!** |\n| `groupIndicators` | Group Indicators | 2 | 1 | 0 | 0 = never, 1 = limited distance, 2 = always | Shows indication icons on units in player's group. |\n| `friendlyTags` | Friendly Name Tags | 2 | 1 | 0 | 0 = never, 1 = limited distance, 2 = always | Friendly unit identification. Works only when the player aims at a unit. |\n| `enemyTags` | Enemy Name Tags | 0 | 0 | 0 | 0 = never, 1 = limited distance, 2 = always | Enemy unit identification. Works only when the player aims at a unit. |\n| `detectedMines` | Detected Mines | 2 | 1 | 0 | 0 = never, 1 = limited distance, 2 = always | Shows icons indicating exact positions of mines which are 200 m or closer. |\n| `commands` | Commands | 2 | 1 | 1 | 0 = never, 1 = fade out, 2 = always | Displays command icons like target markers, get in command and others. |\n| `waypoints` | Waypoints | 2 | 2 | 1 | 0 = never, 1 = fade out, 2 = always | Manages visibility of waypoint markers. |\n| Personal Awareness |  |  |  |  |  |  |\n| `weaponInfo` | Weapon Info | 2 | 2 | 1 | 0 = never, 1 = fade out, 2 = always | Shows Weapon Info box contains round and magazine count, firing mode, etc.. |\n| `stanceIndicator` | Stance Indicator | 2 | 2 | 1 | 0 = never, 1 = fade out, 2 = always | Displays stance indication contains actual stance, weapon resting and deployment. |\n| `staminaBar` | Stamina Bar | 1 | 1 | 0 | 0 = disabled, 1 = enabled | Manages visibility of stamina indicator. Fades in when stamina changes. |\n| `weaponCrosshair` | Crosshair | 1 | 1 | 0 | 0 = disabled, 1 = enabled | Shows weapon crosshair both in 1st and 3rd person view. |\n| `visionAid` | Vision Aid | 1 | 0 | 0 | 0 = disabled, 1 = enabled | Helps to detect units in visual range and identify friend from foe. |\n| View |  |  |  |  |  |  |\n| `thirdPersonView` | 3rd Person View | 1 | 1 | 0 | 0 = disabled, 1 = enabled, 2 = vehicles only | Enables camera switching to 3rd person view.<br>Arma 3 v2.00 Vehicle only is now available |\n| `cameraShake` | Camera Shake | 1 | 1 | 1 | 0 = disabled, 1 = enabled | Shakes camera if player is near explosion, passing vehicle or if player's vehicle is under G-load. |\n| Multiplayer |  |  |  |  |  |  |\n| `scoreTable` | Score Table | 1 | 1 | 1 | 0 = disabled, 1 = enabled | Displays table with kills, deaths and overall score in multiplayer. |\n| `deathMessages` | Killed By | 1 | 1 | 1 | 0 = disabled, 1 = enabled | Shows in chat window who killed the player. |\n| `vonID` | VON ID | 1 | 1 | 1 | 0 = disabled, 1 = enabled | Indicates who is speaking through VON communication. |\n| Map Content |  |  |  |  |  |  |\n| `mapContent` | - | - | - | - | 0 = disabled, 1 = enabled | Arma 3 v1.68 This property was replaced by `mapContent*` but still works. If it is set, all other `mapContent*` properties are overwritten. **Not available via menu**. |\n| `mapContentFriendly` | Friendly | 1 | 1 | 0 | 0 = disabled, 1 = enabled | Arma 3 v1.68 Shows friendly units on the map. |\n| `mapContentEnemy` | Enemy | 1 | 1 | 0 | 0 = disabled, 1 = enabled | Arma 3 v1.68 Shows enemy units on the map. |\n| `mapContentMines` | Mines | 1 | 1 | 0 | 0 = disabled, 1 = enabled | Arma 3 v1.68 Shows detected mines on the map. |\n| `tacticalPing` | Tactical Ping | 1 | 1 | 0 | 0 = disabled, 1 = in 3D scene, 2 = on map, 3 = both | Allows players to highlight a position via a *Tactical Ping*. |\n| Misc. |  |  |  |  |  |  |\n| `autoReport` | Automatic Reporting | 1 | 1 | 0 | 0 = disabled, 1 = enabled | Former **autoSpot** Enables/disables automatic reporting of spotted enemies **by players only**. To stop AI from talking with script, use `unit setSpeaker \"NoVoice\";` |\n| `multipleSaves` | Multiple Saves | 1 | 1 | 0 | 0 = disabled, 1 = enabled | Allows player to create multiple saves in a mission. |\n\n#### Configuration\n\nPlease note that the following information **applies to the config in game's data** (namely data_f.pbo) **not to the profile**. For profile related information please refer to this page.\nSince Arma 3 1.58 the game's config uses `CfgDifficultyPresets` class. The former `CfgDifficulties` is now obsolete and was left in the config only not to break scripts that might have used it.\n\n```cpp\nclass CfgDifficultyPresets\n{\n    defaultPreset = Regular;\n\n    // Parameters that affect difficulty and which are shared among presets\n    myArmorCoef = 1.5;\n    groupArmorCoef = 1.5;\n\n    // Parameters that affect the Limited distance choice for Group Indicators, Friendly Name Tags, Enemy Name Tags and Detected Mines.\n    // They determine on which distance the indicators are fully visible and how many more meters it takes until the indicator fades-out completely.\n    fadeDistanceStart = 40.0;\n    fadeDistanceSpan = 10.0;\n\n    recoilCoef = 1;\n    visionAidCoef = 0.8;\n    divingLimitMultiplier = 1.0;        // Multiplier to limit capacity of lungs for soldiers.\n\n    animSpeedCoef = 0;\n    cancelThreshold = 0;                // Threshold used for interrupting action.\n    showCadetHints = 1;                    // (0 = disabled, 1 = enabled; see `cadetMode` command)\n    showCadetWP = 1;                    // (0 = disabled, 1 = enabled)\n\n    class Recruit\n    {\n        displayName = \"$STR_Difficulty0\";    // Name of the difficulty preset.\n        optionDescription = \"\";            // Description\n        optionPicture = \"\";                // Picture\n        levelAI = \"AILevelLow\";            // Level of AI skill\n\n        class Options\n        {\n            // Simulation\n            reducedDamage = 1;        // Reduced damage (0 = disabled, 1 = enabled)\n\n            // Situational awareness\n            groupIndicators = 2;    // Group indicators        (0 = never, 1 = limited distance, 2 = always)\n            friendlyTags = 2;        // Friendly name tags    (0 = never, 1 = limited distance, 2 = always)\n            enemyTags = 0;            // Enemy name tags        (0 = never, 1 = limited distance, 2 = always)\n            detectedMines = 2;        // Detected mines        (0 = never, 1 = limited distance, 2 = always)\n            commands = 2;            // Commands                (0 = never, 1 = fade out, 2 = always)\n            waypoints = 2;            // Waypoints            (0 = never, 1 = fade out, 2 = always)\n            tacticalPing = 3;        // Tactical Ping        (0 = disabled, 1 = in 3D scene, 2 = on map, 3 = both)\n\n            // Personal awareness\n            weaponInfo = 2;            // Weapon info            (0 = never, 1 = fade out, 2 = always)\n            stanceIndicator = 2;    // Stance indicator        (0 = never, 1 = fade out, 2 = always)\n            staminaBar = 1;            // Stamina bar            (0 = disabled, 1 = enabled)\n            weaponCrosshair = 1;    // Weapon crosshair        (0 = disabled, 1 = enabled)\n            visionAid = 1;            // Vision aid            (0 = disabled, 1 = enabled)\n\n            // View\n            thirdPersonView = 1;    // 3rd person view        (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))\n            cameraShake = 1;        // Camera shake            (0 = disabled, 1 = enabled)\n\n            // Multiplayer\n            scoreTable = 1;            // Score table            (0 = disabled, 1 = enabled)\n            deathMessages = 1;        // Killed by            (0 = disabled, 1 = enabled)\n            vonID = 1;                // VON ID                (0 = disabled, 1 = enabled)\n\n            // Misc\n            mapContent = 1;            // Extended map content    (0 = disabled, 1 = enabled)\n            autoReport = 1;            // Automatic reporting    (0 = disabled, 1 = enabled)\n            multipleSaves = 1;        // Multiple saves        (0 = disabled, 1 = enabled)\n        };\n    };\n\n    class Regular\n    {\n        displayName = \"$STR_Difficulty1\";    // Name of the difficulty preset.\n        optionDescription = \"\";            // Description\n        optionPicture = \"\\A3\\Ui_f\\data\\Logos\\arma3_white_ca.paa\"; // Picture\n        levelAI = \"AILevelMedium\";        // Level of AI skill\n\n        class Options\n        {\n            // Simulation\n            reducedDamage = 0;        // Reduced damage        (0 = disabled, 1 = enabled)\n\n            // Situational awareness\n            groupIndicators = 1;    // Group indicators        (0 = never, 1 = limited distance, 2 = always)\n            friendlyTags = 1;        // Friendly name tags    (0 = never, 1 = limited distance, 2 = always)\n            enemyTags = 0;            // Enemy name tags        (0 = never, 1 = limited distance, 2 = always)\n            detectedMines = 1;        // Detected mines        (0 = never, 1 = limited distance, 2 = always)\n            commands = 1;            // Commands                (0 = never, 1 = fade out, 2 = always)\n            waypoints = 2;            // Waypoints            (0 = never, 1 = fade out, 2 = always)\n            tacticalPing = 3;        // Tactical Ping        (0 = disabled, 1 = in 3D scene, 2 = on map, 3 = both)\n\n            // Personal awareness\n            weaponInfo = 2;            // Weapon info            (0 = never, 1 = fade out, 2 = always)\n            stanceIndicator = 2;    // Stance indicator        (0 = never, 1 = fade out, 2 = always)\n            staminaBar = 1;            // Stamina bar            (0 = disabled, 1 = enabled)\n            weaponCrosshair = 1;    // Weapon crosshair        (0 = disabled, 1 = enabled)\n            visionAid = 0;            // Vision aid            (0 = disabled, 1 = enabled)\n\n            // View\n            thirdPersonView = 1;    // 3rd person view        (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))\n            cameraShake = 1;        // Camera shake            (0 = disabled, 1 = enabled)\n\n            // Multiplayer\n            scoreTable = 1;            // Score table            (0 = disabled, 1 = enabled)\n            deathMessages = 1;        // Killed by            (0 = disabled, 1 = enabled)\n            vonID = 1;                // VON ID                (0 = disabled, 1 = enabled)\n\n            // Misc\n            // mapContent = 1;        // Extended map content    (0 = disabled, 1 = enabled)    // before Arma 3 v1.68\n            mapContentFriendly = 1;    // Map friendlies        (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            mapContentEnemy = 1;    // Map Enemies            (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            mapContentMines = 1;    // Map Mines            (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            autoReport = 1;            // Automatic reporting    (0 = disabled, 1 = enabled)\n            multipleSaves = 1;        // Multiple saves        (0 = disabled, 1 = enabled)\n        };\n    };\n\n    class Veteran\n    {\n        displayName = \"$STR_Difficulty2\";    // Name of the difficulty preset.\n        optionDescription = \"\";            // Description\n        optionPicture = \"\\A3\\Ui_f\\data\\Logos\\arma3_white_ca.paa\"; // Picture\n        levelAI = \"AILevelHigh\";        // Level of AI skill\n\n        class Options\n        {\n            // Simulation\n            reducedDamage = 0;        // Reduced damage        (0 = disabled, 1 = enabled)\n\n            // Situational awareness\n            groupIndicators = 0;    // Group indicators        (0 = never, 1 = limited distance, 2 = always)\n            friendlyTags = 0;        // Friendly name tags    (0 = never, 1 = limited distance, 2 = always)\n            enemyTags = 0;            // Enemy name tags        (0 = never, 1 = limited distance, 2 = always)\n            detectedMines = 0;        // Detected mines        (0 = never, 1 = limited distance, 2 = always)\n            commands = 1;            // Commands                (0 = never, 1 = fade out, 2 = always)\n            waypoints = 1;            // Waypoints            (0 = never, 1 = fade out, 2 = always)\n            tacticalPing = 0;        // Tactical Ping        (0 = disabled, 1 = in 3D scene, 2 = on map, 3 = both)\n\n            // Personal awareness\n            weaponInfo = 1;            // Weapon info            (0 = never, 1 = fade out, 2 = always)\n            stanceIndicator = 1;    // Stance indicator        (0 = never, 1 = fade out, 2 = always)\n            staminaBar = 0;            // Stamina bar            (0 = disabled, 1 = enabled)\n            weaponCrosshair = 0;    // Weapon crosshair        (0 = disabled, 1 = enabled)\n            visionAid = 0;            // Vision aid            (0 = disabled, 1 = enabled)\n\n            // View\n            thirdPersonView = 0;    // 3rd person view        (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))\n            cameraShake = 1;        // Camera shake            (0 = disabled, 1 = enabled)\n\n            // Multiplayer\n            scoreTable = 1;            // Score table            (0 = disabled, 1 = enabled)\n            deathMessages = 1;        // Killed by            (0 = disabled, 1 = enabled)\n            vonID = 1;                // VON ID                (0 = disabled, 1 = enabled)\n\n            // Misc\n            mapContent = 0;            // Extended map content (0 = disabled, 1 = enabled) // before Arma 3 v1.68\n            mapContentFriendly = 0;    // Map friendlies        (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            mapContentEnemy = 0;    // Map Enemies            (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            mapContentMines = 0;    // Map Mines            (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            autoReport = 0;            // Automatic reporting    (0 = disabled, 1 = enabled)\n            multipleSaves = 0;        // Multiple saves        (0 = disabled, 1 = enabled)\n        };\n    };\n\n    class Custom\n    {\n        displayName = \"$STR_Difficulty_Custom\";        // Name of the difficulty preset.\n        optionDescription = \"\";                        // Description\n        optionPicture = \"\\A3\\Ui_f\\data\\Logos\\arma3_white_ca.paa\"; // Picture\n        levelAI = \"AILevelMedium\";                    // Level of AI skill\n\n        // All options of the Custom preset are set by the engine. The values in config\n        class Options\n        {\n            // Simulation\n            reducedDamage = 0;        // Reduced damage        (0 = disabled, 1 = enabled)\n\n            // Situational awareness\n            groupIndicators = 0;    // Group indicators        (0 = never, 1 = limited distance, 2 = always)\n            friendlyTags = 0;        // Friendly name tags    (0 = never, 1 = limited distance, 2 = always)\n            enemyTags = 0;            // Enemy name tags        (0 = never, 1 = limited distance, 2 = always)\n            detectedMines = 0;        // Detected mines        (0 = never, 1 = limited distance, 2 = always)\n            commands = 0;            // Commands                (0 = never, 1 = fade out, 2 = always)\n            waypoints = 0;            // Waypoints            (0 = never, 1 = fade out, 2 = always)\n            tacticalPing = 0;        // Tactical Ping        (0 = disabled, 1 = in 3D scene, 2 = on map, 3 = both)\n\n            // Personal awareness\n            weaponInfo = 1;            // Weapon info            (0 = never, 1 = fade out, 2 = always)\n            stanceIndicator = 0;    // Stance indicator        (0 = never, 1 = fade out, 2 = always)\n            staminaBar = 0;            // Stamina bar            (0 = disabled, 1 = enabled)\n            weaponCrosshair = 0;    // Weapon crosshair        (0 = disabled, 1 = enabled)\n            visionAid = 0;            // Vision aid            (0 = disabled, 1 = enabled)\n\n            // View\n            thirdPersonView = 0;    // 3rd person view        (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))\n            cameraShake = 0;        // Camera shake            (0 = disabled, 1 = enabled)\n\n            // Multiplayer\n            scoreTable = 0;            // Score table            (0 = disabled, 1 = enabled)\n            deathMessages = 0;        // Killed by            (0 = disabled, 1 = enabled)\n            vonID = 0;                // VON ID                (0 = disabled, 1 = enabled)\n\n            // Misc\n            mapContent = 0;            // Extended map content (0 = disabled, 1 = enabled) // before Arma 3 v1.68\n            mapContentFriendly = 0;    // Map friendlies        (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            mapContentEnemy = 0;    // Map Enemies            (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            mapContentMines = 0;    // Map Mines            (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            autoReport = 0;            // Automatic reporting    (0 = disabled, 1 = enabled)\n            multipleSaves = 0;        // Multiple saves        (0 = disabled, 1 = enabled)\n        };\n    };\n};\n```\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.\n\n### Difficulty Overhaul\n\n#### Phase 1\n\n- Class **CfgDifficulties** will be left in config for backwards compatibility. Game will use the `CfgDifficultyPresets` class from now on. Because of this and change of particular flags, it is recommended for both client and server to use the new exe, so the difficulty in MP works flawlessly (if the versions won't match, MP will work, but certain flags may not be enforced on clients).\n- Transform difficulty levels to presets (i. e. unlike the current state, each preset will have exactly defined values, if they don't match, preset will be changed to Custom).\n- Reduce number of presets to **three plus Custom** to simplify choosing of difficulty. *Recruit* and *Regular* will be mostly identical to what they were, *Veteran* will use the values of former Elite.\n- **Vision Aid** flag will be added. It shows \"bubbles\" which help to spot units. Before it was available only in config and enabled on *Recruit* difficulty.\n- **Unlimited Saves** flag will be set to Enabled on *Regular* difficulty.\n- **VON ID** will be set to Enabled on all difficulties, since by default we want to know who's speaking.\n- **Clock Indicator** flag will be removed. Clock Indicator was switched off long time ago, only the flag remained in code.\n- **Game Options** button and difficulty indicator in **MP Create Game** dialogue. The button will allow users to set difficulty flags without shutting down the server.\n\n#### Phase 2\n\n- Difficulty options will be divided to groups and some of them renamed for better comprehensibility.\n- **Extended HUD Info** will be split to:\n  - **Weapon Info** (weapon, magazine and round count in the top right corner of the screen).\n  - **Commands** (command and informational icons displayed in the 3D space - heal, get in, injured in etc.).\n- Instead of separate options for displaying UI elements permanently, ComboBoxes with multiple values (Show, Hide, Fade out or Limited distance) will be introduced. Work on them is currently in progress and will be finished in Phase 3.\n- Indicator of required position in formation will become part of Group Indicators.\n- AI sliders will be visible on all of the AI Level presets.\n- UI helpers in the 3D space that fade out (commands, waypoints) will be able to be brought back by the J key, the same way as the new tasks do.\n- **Auto Guide AT** will be removed, since it has no impact on ammunition guidance. Moreover it influences target marker (square) and lock indicator (diamond) of various weapons, which should be part of the weapon itself not difficulty. From now on, the target marker and lock indicator will be dependent purely on canLock parameter of the weapon in a following way:\n  - canLock == 0 - indicator is hidden\n  - canLock == 1 - indicator is hidden (left only for backwards compatibility)\n  - canLock == 2 - indicator is shown\n- Parameters in class **Flags** in **CfgDifficultyPresets** will be changed (names, their count, some of them will have int value instead of bool) according to the needs of the new system. Class **Flags** will be renamed to class **Options** to reflect the new state.\n- Script command **difficultyEnabled** connected to the former difficulty system will become obsolete and will always return false.\n- New script command **difficultyOption** will be added instead.\n\n#### Phase 3\n\n- Added explanatory images and descriptions of the difficulty options.\n- Added **Hide** option to Weapon Info.\n- Added **Limited distance** option to Friendly and Enemy Name Tags, Detected Mines and Group Indicators.\n- Added new server config parameter forcedDifficulty. More details could be found in [this post](https://forums.bistudio.com/topic/188661-difficulty-overhaul/page-9#entry3020303).\n- Tweaked UI in MP Create Game display to indicate more clearly which difficulty is selected, including indication of the forced difficulty.\n- Fixed unintentional disabling of the Difficulty tab in Game Options display when mission is not running.\n\n### Related Commands\n\n- Command Group: Difficulty","sections":[{"heading":null,"level":1,"markdown":"The Arma 3 v1.58 update brought a lot of changes to the difficulty system. A list of the most significant ones can be found at the bottom of the page.\nThere is a [related forum thread](https://forums.bistudio.com/topic/188661-difficulty-overhaul/) where the changes can be discussed."},{"heading":"Difficulty Menu","level":3,"markdown":""},{"heading":"Presets","level":4,"markdown":"One of the main changes that came with 1.58 is, that the difficulty levels were transformed to true presets. Each preset has exactly defined value for each difficulty option.\nIf any of the options doesn't match the preset, it is changed to Custom. The following table shows comparison of the presets. Options that have *fade out* set can be faded in via the <kbd>J</kbd> key.\n\n| Config Parameter | Name in Game | Recruit | Regular | Veteran | Possible Values | Note |\n|---|---|---|---|---|---|---|\n| Simulation |  |  |  |  |  |  |\n| `reducedDamage` | Reduced Damage | 1 | 0 | 0 | 0 = disabled, 1 = enabled | Decreases damage dealt to the player and members of his group. |\n| Situational Awareness |  |  |  |  |  |  |\n| `squadRadar` | - | - | - | - | - | Shows a squad radar. **Not implemented!** |\n| `groupIndicators` | Group Indicators | 2 | 1 | 0 | 0 = never, 1 = limited distance, 2 = always | Shows indication icons on units in player's group. |\n| `friendlyTags` | Friendly Name Tags | 2 | 1 | 0 | 0 = never, 1 = limited distance, 2 = always | Friendly unit identification. Works only when the player aims at a unit. |\n| `enemyTags` | Enemy Name Tags | 0 | 0 | 0 | 0 = never, 1 = limited distance, 2 = always | Enemy unit identification. Works only when the player aims at a unit. |\n| `detectedMines` | Detected Mines | 2 | 1 | 0 | 0 = never, 1 = limited distance, 2 = always | Shows icons indicating exact positions of mines which are 200 m or closer. |\n| `commands` | Commands | 2 | 1 | 1 | 0 = never, 1 = fade out, 2 = always | Displays command icons like target markers, get in command and others. |\n| `waypoints` | Waypoints | 2 | 2 | 1 | 0 = never, 1 = fade out, 2 = always | Manages visibility of waypoint markers. |\n| Personal Awareness |  |  |  |  |  |  |\n| `weaponInfo` | Weapon Info | 2 | 2 | 1 | 0 = never, 1 = fade out, 2 = always | Shows Weapon Info box contains round and magazine count, firing mode, etc.. |\n| `stanceIndicator` | Stance Indicator | 2 | 2 | 1 | 0 = never, 1 = fade out, 2 = always | Displays stance indication contains actual stance, weapon resting and deployment. |\n| `staminaBar` | Stamina Bar | 1 | 1 | 0 | 0 = disabled, 1 = enabled | Manages visibility of stamina indicator. Fades in when stamina changes. |\n| `weaponCrosshair` | Crosshair | 1 | 1 | 0 | 0 = disabled, 1 = enabled | Shows weapon crosshair both in 1st and 3rd person view. |\n| `visionAid` | Vision Aid | 1 | 0 | 0 | 0 = disabled, 1 = enabled | Helps to detect units in visual range and identify friend from foe. |\n| View |  |  |  |  |  |  |\n| `thirdPersonView` | 3rd Person View | 1 | 1 | 0 | 0 = disabled, 1 = enabled, 2 = vehicles only | Enables camera switching to 3rd person view.<br>Arma 3 v2.00 Vehicle only is now available |\n| `cameraShake` | Camera Shake | 1 | 1 | 1 | 0 = disabled, 1 = enabled | Shakes camera if player is near explosion, passing vehicle or if player's vehicle is under G-load. |\n| Multiplayer |  |  |  |  |  |  |\n| `scoreTable` | Score Table | 1 | 1 | 1 | 0 = disabled, 1 = enabled | Displays table with kills, deaths and overall score in multiplayer. |\n| `deathMessages` | Killed By | 1 | 1 | 1 | 0 = disabled, 1 = enabled | Shows in chat window who killed the player. |\n| `vonID` | VON ID | 1 | 1 | 1 | 0 = disabled, 1 = enabled | Indicates who is speaking through VON communication. |\n| Map Content |  |  |  |  |  |  |\n| `mapContent` | - | - | - | - | 0 = disabled, 1 = enabled | Arma 3 v1.68 This property was replaced by `mapContent*` but still works. If it is set, all other `mapContent*` properties are overwritten. **Not available via menu**. |\n| `mapContentFriendly` | Friendly | 1 | 1 | 0 | 0 = disabled, 1 = enabled | Arma 3 v1.68 Shows friendly units on the map. |\n| `mapContentEnemy` | Enemy | 1 | 1 | 0 | 0 = disabled, 1 = enabled | Arma 3 v1.68 Shows enemy units on the map. |\n| `mapContentMines` | Mines | 1 | 1 | 0 | 0 = disabled, 1 = enabled | Arma 3 v1.68 Shows detected mines on the map. |\n| `tacticalPing` | Tactical Ping | 1 | 1 | 0 | 0 = disabled, 1 = in 3D scene, 2 = on map, 3 = both | Allows players to highlight a position via a *Tactical Ping*. |\n| Misc. |  |  |  |  |  |  |\n| `autoReport` | Automatic Reporting | 1 | 1 | 0 | 0 = disabled, 1 = enabled | Former **autoSpot** Enables/disables automatic reporting of spotted enemies **by players only**. To stop AI from talking with script, use `unit setSpeaker \"NoVoice\";` |\n| `multipleSaves` | Multiple Saves | 1 | 1 | 0 | 0 = disabled, 1 = enabled | Allows player to create multiple saves in a mission. |"},{"heading":"Configuration","level":4,"markdown":"Please note that the following information **applies to the config in game's data** (namely data_f.pbo) **not to the profile**. For profile related information please refer to this page.\nSince Arma 3 1.58 the game's config uses `CfgDifficultyPresets` class. The former `CfgDifficulties` is now obsolete and was left in the config only not to break scripts that might have used it.\n\n```cpp\nclass CfgDifficultyPresets\n{\n    defaultPreset = Regular;\n\n    // Parameters that affect difficulty and which are shared among presets\n    myArmorCoef = 1.5;\n    groupArmorCoef = 1.5;\n\n    // Parameters that affect the Limited distance choice for Group Indicators, Friendly Name Tags, Enemy Name Tags and Detected Mines.\n    // They determine on which distance the indicators are fully visible and how many more meters it takes until the indicator fades-out completely.\n    fadeDistanceStart = 40.0;\n    fadeDistanceSpan = 10.0;\n\n    recoilCoef = 1;\n    visionAidCoef = 0.8;\n    divingLimitMultiplier = 1.0;        // Multiplier to limit capacity of lungs for soldiers.\n\n    animSpeedCoef = 0;\n    cancelThreshold = 0;                // Threshold used for interrupting action.\n    showCadetHints = 1;                    // (0 = disabled, 1 = enabled; see `cadetMode` command)\n    showCadetWP = 1;                    // (0 = disabled, 1 = enabled)\n\n    class Recruit\n    {\n        displayName = \"$STR_Difficulty0\";    // Name of the difficulty preset.\n        optionDescription = \"\";            // Description\n        optionPicture = \"\";                // Picture\n        levelAI = \"AILevelLow\";            // Level of AI skill\n\n        class Options\n        {\n            // Simulation\n            reducedDamage = 1;        // Reduced damage (0 = disabled, 1 = enabled)\n\n            // Situational awareness\n            groupIndicators = 2;    // Group indicators        (0 = never, 1 = limited distance, 2 = always)\n            friendlyTags = 2;        // Friendly name tags    (0 = never, 1 = limited distance, 2 = always)\n            enemyTags = 0;            // Enemy name tags        (0 = never, 1 = limited distance, 2 = always)\n            detectedMines = 2;        // Detected mines        (0 = never, 1 = limited distance, 2 = always)\n            commands = 2;            // Commands                (0 = never, 1 = fade out, 2 = always)\n            waypoints = 2;            // Waypoints            (0 = never, 1 = fade out, 2 = always)\n            tacticalPing = 3;        // Tactical Ping        (0 = disabled, 1 = in 3D scene, 2 = on map, 3 = both)\n\n            // Personal awareness\n            weaponInfo = 2;            // Weapon info            (0 = never, 1 = fade out, 2 = always)\n            stanceIndicator = 2;    // Stance indicator        (0 = never, 1 = fade out, 2 = always)\n            staminaBar = 1;            // Stamina bar            (0 = disabled, 1 = enabled)\n            weaponCrosshair = 1;    // Weapon crosshair        (0 = disabled, 1 = enabled)\n            visionAid = 1;            // Vision aid            (0 = disabled, 1 = enabled)\n\n            // View\n            thirdPersonView = 1;    // 3rd person view        (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))\n            cameraShake = 1;        // Camera shake            (0 = disabled, 1 = enabled)\n\n            // Multiplayer\n            scoreTable = 1;            // Score table            (0 = disabled, 1 = enabled)\n            deathMessages = 1;        // Killed by            (0 = disabled, 1 = enabled)\n            vonID = 1;                // VON ID                (0 = disabled, 1 = enabled)\n\n            // Misc\n            mapContent = 1;            // Extended map content    (0 = disabled, 1 = enabled)\n            autoReport = 1;            // Automatic reporting    (0 = disabled, 1 = enabled)\n            multipleSaves = 1;        // Multiple saves        (0 = disabled, 1 = enabled)\n        };\n    };\n\n    class Regular\n    {\n        displayName = \"$STR_Difficulty1\";    // Name of the difficulty preset.\n        optionDescription = \"\";            // Description\n        optionPicture = \"\\A3\\Ui_f\\data\\Logos\\arma3_white_ca.paa\"; // Picture\n        levelAI = \"AILevelMedium\";        // Level of AI skill\n\n        class Options\n        {\n            // Simulation\n            reducedDamage = 0;        // Reduced damage        (0 = disabled, 1 = enabled)\n\n            // Situational awareness\n            groupIndicators = 1;    // Group indicators        (0 = never, 1 = limited distance, 2 = always)\n            friendlyTags = 1;        // Friendly name tags    (0 = never, 1 = limited distance, 2 = always)\n            enemyTags = 0;            // Enemy name tags        (0 = never, 1 = limited distance, 2 = always)\n            detectedMines = 1;        // Detected mines        (0 = never, 1 = limited distance, 2 = always)\n            commands = 1;            // Commands                (0 = never, 1 = fade out, 2 = always)\n            waypoints = 2;            // Waypoints            (0 = never, 1 = fade out, 2 = always)\n            tacticalPing = 3;        // Tactical Ping        (0 = disabled, 1 = in 3D scene, 2 = on map, 3 = both)\n\n            // Personal awareness\n            weaponInfo = 2;            // Weapon info            (0 = never, 1 = fade out, 2 = always)\n            stanceIndicator = 2;    // Stance indicator        (0 = never, 1 = fade out, 2 = always)\n            staminaBar = 1;            // Stamina bar            (0 = disabled, 1 = enabled)\n            weaponCrosshair = 1;    // Weapon crosshair        (0 = disabled, 1 = enabled)\n            visionAid = 0;            // Vision aid            (0 = disabled, 1 = enabled)\n\n            // View\n            thirdPersonView = 1;    // 3rd person view        (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))\n            cameraShake = 1;        // Camera shake            (0 = disabled, 1 = enabled)\n\n            // Multiplayer\n            scoreTable = 1;            // Score table            (0 = disabled, 1 = enabled)\n            deathMessages = 1;        // Killed by            (0 = disabled, 1 = enabled)\n            vonID = 1;                // VON ID                (0 = disabled, 1 = enabled)\n\n            // Misc\n            // mapContent = 1;        // Extended map content    (0 = disabled, 1 = enabled)    // before Arma 3 v1.68\n            mapContentFriendly = 1;    // Map friendlies        (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            mapContentEnemy = 1;    // Map Enemies            (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            mapContentMines = 1;    // Map Mines            (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            autoReport = 1;            // Automatic reporting    (0 = disabled, 1 = enabled)\n            multipleSaves = 1;        // Multiple saves        (0 = disabled, 1 = enabled)\n        };\n    };\n\n    class Veteran\n    {\n        displayName = \"$STR_Difficulty2\";    // Name of the difficulty preset.\n        optionDescription = \"\";            // Description\n        optionPicture = \"\\A3\\Ui_f\\data\\Logos\\arma3_white_ca.paa\"; // Picture\n        levelAI = \"AILevelHigh\";        // Level of AI skill\n\n        class Options\n        {\n            // Simulation\n            reducedDamage = 0;        // Reduced damage        (0 = disabled, 1 = enabled)\n\n            // Situational awareness\n            groupIndicators = 0;    // Group indicators        (0 = never, 1 = limited distance, 2 = always)\n            friendlyTags = 0;        // Friendly name tags    (0 = never, 1 = limited distance, 2 = always)\n            enemyTags = 0;            // Enemy name tags        (0 = never, 1 = limited distance, 2 = always)\n            detectedMines = 0;        // Detected mines        (0 = never, 1 = limited distance, 2 = always)\n            commands = 1;            // Commands                (0 = never, 1 = fade out, 2 = always)\n            waypoints = 1;            // Waypoints            (0 = never, 1 = fade out, 2 = always)\n            tacticalPing = 0;        // Tactical Ping        (0 = disabled, 1 = in 3D scene, 2 = on map, 3 = both)\n\n            // Personal awareness\n            weaponInfo = 1;            // Weapon info            (0 = never, 1 = fade out, 2 = always)\n            stanceIndicator = 1;    // Stance indicator        (0 = never, 1 = fade out, 2 = always)\n            staminaBar = 0;            // Stamina bar            (0 = disabled, 1 = enabled)\n            weaponCrosshair = 0;    // Weapon crosshair        (0 = disabled, 1 = enabled)\n            visionAid = 0;            // Vision aid            (0 = disabled, 1 = enabled)\n\n            // View\n            thirdPersonView = 0;    // 3rd person view        (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))\n            cameraShake = 1;        // Camera shake            (0 = disabled, 1 = enabled)\n\n            // Multiplayer\n            scoreTable = 1;            // Score table            (0 = disabled, 1 = enabled)\n            deathMessages = 1;        // Killed by            (0 = disabled, 1 = enabled)\n            vonID = 1;                // VON ID                (0 = disabled, 1 = enabled)\n\n            // Misc\n            mapContent = 0;            // Extended map content (0 = disabled, 1 = enabled) // before Arma 3 v1.68\n            mapContentFriendly = 0;    // Map friendlies        (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            mapContentEnemy = 0;    // Map Enemies            (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            mapContentMines = 0;    // Map Mines            (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            autoReport = 0;            // Automatic reporting    (0 = disabled, 1 = enabled)\n            multipleSaves = 0;        // Multiple saves        (0 = disabled, 1 = enabled)\n        };\n    };\n\n    class Custom\n    {\n        displayName = \"$STR_Difficulty_Custom\";        // Name of the difficulty preset.\n        optionDescription = \"\";                        // Description\n        optionPicture = \"\\A3\\Ui_f\\data\\Logos\\arma3_white_ca.paa\"; // Picture\n        levelAI = \"AILevelMedium\";                    // Level of AI skill\n\n        // All options of the Custom preset are set by the engine. The values in config\n        class Options\n        {\n            // Simulation\n            reducedDamage = 0;        // Reduced damage        (0 = disabled, 1 = enabled)\n\n            // Situational awareness\n            groupIndicators = 0;    // Group indicators        (0 = never, 1 = limited distance, 2 = always)\n            friendlyTags = 0;        // Friendly name tags    (0 = never, 1 = limited distance, 2 = always)\n            enemyTags = 0;            // Enemy name tags        (0 = never, 1 = limited distance, 2 = always)\n            detectedMines = 0;        // Detected mines        (0 = never, 1 = limited distance, 2 = always)\n            commands = 0;            // Commands                (0 = never, 1 = fade out, 2 = always)\n            waypoints = 0;            // Waypoints            (0 = never, 1 = fade out, 2 = always)\n            tacticalPing = 0;        // Tactical Ping        (0 = disabled, 1 = in 3D scene, 2 = on map, 3 = both)\n\n            // Personal awareness\n            weaponInfo = 1;            // Weapon info            (0 = never, 1 = fade out, 2 = always)\n            stanceIndicator = 0;    // Stance indicator        (0 = never, 1 = fade out, 2 = always)\n            staminaBar = 0;            // Stamina bar            (0 = disabled, 1 = enabled)\n            weaponCrosshair = 0;    // Weapon crosshair        (0 = disabled, 1 = enabled)\n            visionAid = 0;            // Vision aid            (0 = disabled, 1 = enabled)\n\n            // View\n            thirdPersonView = 0;    // 3rd person view        (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))\n            cameraShake = 0;        // Camera shake            (0 = disabled, 1 = enabled)\n\n            // Multiplayer\n            scoreTable = 0;            // Score table            (0 = disabled, 1 = enabled)\n            deathMessages = 0;        // Killed by            (0 = disabled, 1 = enabled)\n            vonID = 0;                // VON ID                (0 = disabled, 1 = enabled)\n\n            // Misc\n            mapContent = 0;            // Extended map content (0 = disabled, 1 = enabled) // before Arma 3 v1.68\n            mapContentFriendly = 0;    // Map friendlies        (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            mapContentEnemy = 0;    // Map Enemies            (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            mapContentMines = 0;    // Map Mines            (0 = disabled, 1 = enabled) // since  Arma 3 v1.68\n            autoReport = 0;            // Automatic reporting    (0 = disabled, 1 = enabled)\n            multipleSaves = 0;        // Multiple saves        (0 = disabled, 1 = enabled)\n        };\n    };\n};\n```\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."},{"heading":"Difficulty Overhaul","level":3,"markdown":""},{"heading":"Phase 1","level":4,"markdown":"- Class **CfgDifficulties** will be left in config for backwards compatibility. Game will use the `CfgDifficultyPresets` class from now on. Because of this and change of particular flags, it is recommended for both client and server to use the new exe, so the difficulty in MP works flawlessly (if the versions won't match, MP will work, but certain flags may not be enforced on clients).\n- Transform difficulty levels to presets (i. e. unlike the current state, each preset will have exactly defined values, if they don't match, preset will be changed to Custom).\n- Reduce number of presets to **three plus Custom** to simplify choosing of difficulty. *Recruit* and *Regular* will be mostly identical to what they were, *Veteran* will use the values of former Elite.\n- **Vision Aid** flag will be added. It shows \"bubbles\" which help to spot units. Before it was available only in config and enabled on *Recruit* difficulty.\n- **Unlimited Saves** flag will be set to Enabled on *Regular* difficulty.\n- **VON ID** will be set to Enabled on all difficulties, since by default we want to know who's speaking.\n- **Clock Indicator** flag will be removed. Clock Indicator was switched off long time ago, only the flag remained in code.\n- **Game Options** button and difficulty indicator in **MP Create Game** dialogue. The button will allow users to set difficulty flags without shutting down the server."},{"heading":"Phase 2","level":4,"markdown":"- Difficulty options will be divided to groups and some of them renamed for better comprehensibility.\n- **Extended HUD Info** will be split to:\n  - **Weapon Info** (weapon, magazine and round count in the top right corner of the screen).\n  - **Commands** (command and informational icons displayed in the 3D space - heal, get in, injured in etc.).\n- Instead of separate options for displaying UI elements permanently, ComboBoxes with multiple values (Show, Hide, Fade out or Limited distance) will be introduced. Work on them is currently in progress and will be finished in Phase 3.\n- Indicator of required position in formation will become part of Group Indicators.\n- AI sliders will be visible on all of the AI Level presets.\n- UI helpers in the 3D space that fade out (commands, waypoints) will be able to be brought back by the J key, the same way as the new tasks do.\n- **Auto Guide AT** will be removed, since it has no impact on ammunition guidance. Moreover it influences target marker (square) and lock indicator (diamond) of various weapons, which should be part of the weapon itself not difficulty. From now on, the target marker and lock indicator will be dependent purely on canLock parameter of the weapon in a following way:\n  - canLock == 0 - indicator is hidden\n  - canLock == 1 - indicator is hidden (left only for backwards compatibility)\n  - canLock == 2 - indicator is shown\n- Parameters in class **Flags** in **CfgDifficultyPresets** will be changed (names, their count, some of them will have int value instead of bool) according to the needs of the new system. Class **Flags** will be renamed to class **Options** to reflect the new state.\n- Script command **difficultyEnabled** connected to the former difficulty system will become obsolete and will always return false.\n- New script command **difficultyOption** will be added instead."},{"heading":"Phase 3","level":4,"markdown":"- Added explanatory images and descriptions of the difficulty options.\n- Added **Hide** option to Weapon Info.\n- Added **Limited distance** option to Friendly and Enemy Name Tags, Detected Mines and Group Indicators.\n- Added new server config parameter forcedDifficulty. More details could be found in [this post](https://forums.bistudio.com/topic/188661-difficulty-overhaul/page-9#entry3020303).\n- Tweaked UI in MP Create Game display to indicate more clearly which difficulty is selected, including indication of the forced difficulty.\n- Fixed unintentional disabling of the Difficulty tab in Game Options display when mission is not running."},{"heading":"Related Commands","level":3,"markdown":"- Command Group: Difficulty"}],"categories":["Arma 3: Editing"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Display3DEN IDCs","title":"Arma 3: Display3DEN IDCs","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Display3DEN_IDCs","revid":378066,"updated":"2026-02-06T11:05:54Z","aliases":[],"markdown":"> [!NOTE]\n> See also: Arma 3: IDD List, Arma 3: Inventory IDC List.\n\n| Config Name | IDC | Config Path |\n|---|---|---|\n| `ContextMenu` | 1100 | `configFile >> \"Display3DEN\" >> \"ContextMenu\"` |\n| `Map` | 51 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"Map\"` |\n| `MouseArea` | 52 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"MouseArea\"` |\n| `ScrollBlockTop` | 46 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"ScrollBlockTop\"` |\n| `ScrollBlockLeft` | 47 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"ScrollBlockLeft\"` |\n| `ScrollBlockRight` | 48 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"ScrollBlockRight\"` |\n| `ScrollBlockBottom` | 49 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"ScrollBlockBottom\"` |\n| `NavigationWidget` | 87 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"NavigationWidget\"` |\n| `Black` | 998 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"Black\"` |\n| `ButtonExit` | 2 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"ButtonExit\"` |\n| `MissionName` | 76 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"MissionName\"` |\n| `MenuStrip` | 120 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"MenuStrip\"` |\n| `Toolbar` | 1000 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\"` |\n| `ToolbarBackground` | 1001 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"ToolbarBackground\"` |\n| `File` | 1002 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"File\"` |\n| `New` | 1006 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"File\" >> \"Controls\" >> \"New\"` |\n| `Open` | 1007 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"File\" >> \"Controls\" >> \"Open\"` |\n| `Save` | 1008 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"File\" >> \"Controls\" >> \"Save\"` |\n| `Publish` | 10091 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"File\" >> \"Controls\" >> \"Publish\"` |\n| `History` | 1003 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"History\"` |\n| `Undo` | 1010 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"History\" >> \"Controls\" >> \"Undo\"` |\n| `Redo` | 1011 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"History\" >> \"Controls\" >> \"Redo\"` |\n| `Widget` | 1004 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Widget\"` |\n| `WidgetNone` | 10041 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Widget\" >> \"Controls\" >> \"WidgetNone\"` |\n| `WidgetTranslation` | 10042 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Widget\" >> \"Controls\" >> \"WidgetTranslation\"` |\n| `WidgetRotation` | 10043 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Widget\" >> \"Controls\" >> \"WidgetRotation\"` |\n| `WidgetScaling` | 10044 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Widget\" >> \"Controls\" >> \"WidgetScaling\"` |\n| `WidgetArea` | 10045 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Widget\" >> \"Controls\" >> \"WidgetArea\"` |\n| `Interaction` | 1005 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Interaction\"` |\n| `WidgetCoord` | 1016 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Interaction\" >> \"Controls\" >> \"WidgetCoord\"` |\n| `VerticalToggle` | 1017 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Interaction\" >> \"Controls\" >> \"VerticalToggle\"` |\n| `SurfaceSnapToggle` | 1018 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Interaction\" >> \"Controls\" >> \"SurfaceSnapToggle\"` |\n| `Grid` | 1024 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Grid\"` |\n| `Translation` | 1025 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Grid\" >> \"Controls\" >> \"Translation\"` |\n| `TranslationValue` | 1026 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Grid\" >> \"Controls\" >> \"TranslationValue\"` |\n| `Rotation` | 1027 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Grid\" >> \"Controls\" >> \"Rotation\"` |\n| `RotationValue` | 1028 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Grid\" >> \"Controls\" >> \"RotationValue\"` |\n| `Scaling` | 1029 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Grid\" >> \"Controls\" >> \"Scaling\"` |\n| `ScalingValue` | 1030 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Grid\" >> \"Controls\" >> \"ScalingValue\"` |\n| `Mission` | 10301 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Mission\"` |\n| `Intel` | 10302 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Mission\" >> \"Controls\" >> \"Intel\"` |\n| `Map` | 10303 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Mission\" >> \"Controls\" >> \"Map\"` |\n| `Flashlight` | 10305 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Mission\" >> \"Controls\" >> \"Flashlight\"` |\n| `Vision` | 10304 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Mission\" >> \"Controls\" >> \"Vision\"` |\n| `Workspace` | 10306 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Mission\" >> \"Controls\" >> \"Workspace\"` |\n| `Help` | 10251 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Help\"` |\n| `Tutorial` | 10310 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Help\" >> \"Controls\" >> \"Tutorial\"` |\n| `Notification` | 10312 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Notification\"` |\n| `TabLeftToggle` | 1031 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"TabLeftToggle\"` |\n| `PanelLeft` | 1019 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\"` |\n| `TabLeftToggle` | 1032 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"TabLeftToggle\"` |\n| `TabLeftSections` | 1033 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"TabLeftSections\"` |\n| `PanelLeftBackground` | 1020 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftBackground\"` |\n| `PanelLeftEdit` | 1037 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\"` |\n| `SearchEdit` | 80 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"SearchEdit\"` |\n| `SearchEditButton` | 81 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"SearchEditButton\"` |\n| `Edit` | 55 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"Edit\"` |\n| `Delete` | 85 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"EditPanel\" >> \"Controls\" >> \"Delete\"` |\n| `EditLayer` | 84 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"EditPanel\" >> \"Controls\" >> \"EditLayer\"` |\n| `RemoveLayer` | 86 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"EditPanel\" >> \"Controls\" >> \"RemoveLayer\"` |\n| `EnableLayer` | 1065 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"EditPanel\" >> \"Controls\" >> \"EnableLayer\"` |\n| `ShowLayer` | 1064 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"EditPanel\" >> \"Controls\" >> \"ShowLayer\"` |\n| `PanelLeftLocations` | 1038 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftLocations\"` |\n| `SearchLocations` | 800 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftLocations\" >> \"Controls\" >> \"SearchLocations\"` |\n| `SearchLocationsButton` | 810 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftLocations\" >> \"Controls\" >> \"SearchLocationsButton\"` |\n| `Locations` | 820 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftLocations\" >> \"Controls\" >> \"Locations\"` |\n| `TabRightToggle` | 1034 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"TabRightToggle\"` |\n| `PanelRight` | 1021 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\"` |\n| `TabRightToggle` | 1034 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"TabRightToggle\"` |\n| `TabRightSections` | 1036 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"TabRightSections\"` |\n| `PanelRightBackground` | 1022 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightBackground\"` |\n| `PanelRightCreate` | 1039 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\"` |\n| `ModeLabels` | 1060 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"ModeLabels\"` |\n| `Modes` | 53 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Modes\"` |\n| `Sides` | 54 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Sides\"` |\n| `Create` | 1049 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\"` |\n| `ModsButton` | 4242 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"ModsButton\"` |\n| `SearchCreate` | 82 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"SearchCreate\"` |\n| `SearchCreateButton` | 83 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"SearchCreateButton\"` |\n| `CreateObjectWEST` | 56 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateObjectWEST\"` |\n| `CreateObjectEAST` | 57 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateObjectEAST\"` |\n| `CreateObjectGUER` | 58 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateObjectGUER\"` |\n| `CreateObjectCIV` | 59 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateObjectCIV\"` |\n| `CreateObjectEMPTY` | 60 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateObjectEMPTY\"` |\n| `CreateGroupWEST` | 61 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateGroupWEST\"` |\n| `CreateGroupEAST` | 62 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateGroupEAST\"` |\n| `CreateGroupGUER` | 63 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateGroupGUER\"` |\n| `CreateGroupCIV` | 64 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateGroupCIV\"` |\n| `CreateGroupEMPTY` | 65 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateGroupEMPTY\"` |\n| `CreateGroupCUSTOM` | 71 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateGroupCUSTOM\"` |\n| `CreateTrigger` | 68 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateTrigger\"` |\n| `CreateWaypoint` | 6.9e+006 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateWaypoint\"` |\n| `CreateObjectLogic` | 66 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateObjectLogic\"` |\n| `CreateObjectModule` | 67 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateObjectModule\"` |\n| `CreateMarkerIcon` | 69 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateMarkerIcon\"` |\n| `CreateMarkerArea` | 70 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateMarkerArea\"` |\n| `VehiclePanel` | 1062 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"VehiclePanel\"` |\n| `ToggleEmpty` | 1063 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"VehiclePanel\" >> \"Controls\" >> \"ToggleEmpty\"` |\n| `CustomCompositionPanel` | 1061 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CustomCompositionPanel\"` |\n| `Add` | 90 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CustomCompositionPanel\" >> \"Controls\" >> \"Add\"` |\n| `Edit` | 91 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CustomCompositionPanel\" >> \"Controls\" >> \"Edit\"` |\n| `Publish` | 93 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CustomCompositionPanel\" >> \"Controls\" >> \"Publish\"` |\n| `Delete` | 92 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CustomCompositionPanel\" >> \"Controls\" >> \"Delete\"` |\n| `PanelRightHistory` | 1040 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightHistory\"` |\n| `History` | 74 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightHistory\" >> \"Controls\" >> \"History\"` |\n| `EditorPreviewGroup` | 98 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"EditorPreviewGroup\"` |\n| `EditorPreview` | 99 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"EditorPreviewGroup\" >> \"Controls\" >> \"EditorPreview\"` |\n| `ButtonPlay` | 1023 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"ButtonPlay\"` |\n| `ControlsHint` | 1044 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"ControlsHint\"` |\n| `StatusBar` | 1050 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\"` |\n| `StatusBarBackground` | 1051 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"StatusBarBackground\"` |\n| `ValueX` | 1052 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"ValueX\"` |\n| `ValueY` | 1053 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"ValueY\"` |\n| `ValueZ` | 1054 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"ValueZ\"` |\n| `ValueDis` | 1055 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"ValueDis\"` |\n| `Version` | 1057 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"Version\"` |\n| `Mod` | 1058 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"Mod\"` |\n| `Server` | 1059 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"Server\"` |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> See also: Arma 3: IDD List, Arma 3: Inventory IDC List.\n\n| Config Name | IDC | Config Path |\n|---|---|---|\n| `ContextMenu` | 1100 | `configFile >> \"Display3DEN\" >> \"ContextMenu\"` |\n| `Map` | 51 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"Map\"` |\n| `MouseArea` | 52 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"MouseArea\"` |\n| `ScrollBlockTop` | 46 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"ScrollBlockTop\"` |\n| `ScrollBlockLeft` | 47 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"ScrollBlockLeft\"` |\n| `ScrollBlockRight` | 48 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"ScrollBlockRight\"` |\n| `ScrollBlockBottom` | 49 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"ScrollBlockBottom\"` |\n| `NavigationWidget` | 87 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"NavigationWidget\"` |\n| `Black` | 998 | `configFile >> \"Display3DEN\" >> \"ControlsBackground\" >> \"Black\"` |\n| `ButtonExit` | 2 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"ButtonExit\"` |\n| `MissionName` | 76 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"MissionName\"` |\n| `MenuStrip` | 120 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"MenuStrip\"` |\n| `Toolbar` | 1000 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\"` |\n| `ToolbarBackground` | 1001 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"ToolbarBackground\"` |\n| `File` | 1002 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"File\"` |\n| `New` | 1006 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"File\" >> \"Controls\" >> \"New\"` |\n| `Open` | 1007 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"File\" >> \"Controls\" >> \"Open\"` |\n| `Save` | 1008 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"File\" >> \"Controls\" >> \"Save\"` |\n| `Publish` | 10091 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"File\" >> \"Controls\" >> \"Publish\"` |\n| `History` | 1003 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"History\"` |\n| `Undo` | 1010 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"History\" >> \"Controls\" >> \"Undo\"` |\n| `Redo` | 1011 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"History\" >> \"Controls\" >> \"Redo\"` |\n| `Widget` | 1004 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Widget\"` |\n| `WidgetNone` | 10041 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Widget\" >> \"Controls\" >> \"WidgetNone\"` |\n| `WidgetTranslation` | 10042 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Widget\" >> \"Controls\" >> \"WidgetTranslation\"` |\n| `WidgetRotation` | 10043 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Widget\" >> \"Controls\" >> \"WidgetRotation\"` |\n| `WidgetScaling` | 10044 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Widget\" >> \"Controls\" >> \"WidgetScaling\"` |\n| `WidgetArea` | 10045 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Widget\" >> \"Controls\" >> \"WidgetArea\"` |\n| `Interaction` | 1005 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Interaction\"` |\n| `WidgetCoord` | 1016 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Interaction\" >> \"Controls\" >> \"WidgetCoord\"` |\n| `VerticalToggle` | 1017 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Interaction\" >> \"Controls\" >> \"VerticalToggle\"` |\n| `SurfaceSnapToggle` | 1018 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Interaction\" >> \"Controls\" >> \"SurfaceSnapToggle\"` |\n| `Grid` | 1024 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Grid\"` |\n| `Translation` | 1025 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Grid\" >> \"Controls\" >> \"Translation\"` |\n| `TranslationValue` | 1026 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Grid\" >> \"Controls\" >> \"TranslationValue\"` |\n| `Rotation` | 1027 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Grid\" >> \"Controls\" >> \"Rotation\"` |\n| `RotationValue` | 1028 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Grid\" >> \"Controls\" >> \"RotationValue\"` |\n| `Scaling` | 1029 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Grid\" >> \"Controls\" >> \"Scaling\"` |\n| `ScalingValue` | 1030 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Grid\" >> \"Controls\" >> \"ScalingValue\"` |\n| `Mission` | 10301 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Mission\"` |\n| `Intel` | 10302 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Mission\" >> \"Controls\" >> \"Intel\"` |\n| `Map` | 10303 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Mission\" >> \"Controls\" >> \"Map\"` |\n| `Flashlight` | 10305 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Mission\" >> \"Controls\" >> \"Flashlight\"` |\n| `Vision` | 10304 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Mission\" >> \"Controls\" >> \"Vision\"` |\n| `Workspace` | 10306 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Mission\" >> \"Controls\" >> \"Workspace\"` |\n| `Help` | 10251 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Help\"` |\n| `Tutorial` | 10310 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Toolbar\" >> \"Controls\" >> \"Help\" >> \"Controls\" >> \"Tutorial\"` |\n| `Notification` | 10312 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"Notification\"` |\n| `TabLeftToggle` | 1031 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"TabLeftToggle\"` |\n| `PanelLeft` | 1019 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\"` |\n| `TabLeftToggle` | 1032 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"TabLeftToggle\"` |\n| `TabLeftSections` | 1033 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"TabLeftSections\"` |\n| `PanelLeftBackground` | 1020 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftBackground\"` |\n| `PanelLeftEdit` | 1037 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\"` |\n| `SearchEdit` | 80 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"SearchEdit\"` |\n| `SearchEditButton` | 81 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"SearchEditButton\"` |\n| `Edit` | 55 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"Edit\"` |\n| `Delete` | 85 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"EditPanel\" >> \"Controls\" >> \"Delete\"` |\n| `EditLayer` | 84 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"EditPanel\" >> \"Controls\" >> \"EditLayer\"` |\n| `RemoveLayer` | 86 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"EditPanel\" >> \"Controls\" >> \"RemoveLayer\"` |\n| `EnableLayer` | 1065 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"EditPanel\" >> \"Controls\" >> \"EnableLayer\"` |\n| `ShowLayer` | 1064 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftEdit\" >> \"Controls\" >> \"EditPanel\" >> \"Controls\" >> \"ShowLayer\"` |\n| `PanelLeftLocations` | 1038 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftLocations\"` |\n| `SearchLocations` | 800 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftLocations\" >> \"Controls\" >> \"SearchLocations\"` |\n| `SearchLocationsButton` | 810 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftLocations\" >> \"Controls\" >> \"SearchLocationsButton\"` |\n| `Locations` | 820 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelLeft\" >> \"Controls\" >> \"PanelLeftLocations\" >> \"Controls\" >> \"Locations\"` |\n| `TabRightToggle` | 1034 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"TabRightToggle\"` |\n| `PanelRight` | 1021 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\"` |\n| `TabRightToggle` | 1034 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"TabRightToggle\"` |\n| `TabRightSections` | 1036 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"TabRightSections\"` |\n| `PanelRightBackground` | 1022 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightBackground\"` |\n| `PanelRightCreate` | 1039 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\"` |\n| `ModeLabels` | 1060 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"ModeLabels\"` |\n| `Modes` | 53 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Modes\"` |\n| `Sides` | 54 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Sides\"` |\n| `Create` | 1049 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\"` |\n| `ModsButton` | 4242 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"ModsButton\"` |\n| `SearchCreate` | 82 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"SearchCreate\"` |\n| `SearchCreateButton` | 83 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"SearchCreateButton\"` |\n| `CreateObjectWEST` | 56 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateObjectWEST\"` |\n| `CreateObjectEAST` | 57 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateObjectEAST\"` |\n| `CreateObjectGUER` | 58 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateObjectGUER\"` |\n| `CreateObjectCIV` | 59 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateObjectCIV\"` |\n| `CreateObjectEMPTY` | 60 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateObjectEMPTY\"` |\n| `CreateGroupWEST` | 61 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateGroupWEST\"` |\n| `CreateGroupEAST` | 62 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateGroupEAST\"` |\n| `CreateGroupGUER` | 63 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateGroupGUER\"` |\n| `CreateGroupCIV` | 64 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateGroupCIV\"` |\n| `CreateGroupEMPTY` | 65 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateGroupEMPTY\"` |\n| `CreateGroupCUSTOM` | 71 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateGroupCUSTOM\"` |\n| `CreateTrigger` | 68 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateTrigger\"` |\n| `CreateWaypoint` | 6.9e+006 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateWaypoint\"` |\n| `CreateObjectLogic` | 66 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateObjectLogic\"` |\n| `CreateObjectModule` | 67 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateObjectModule\"` |\n| `CreateMarkerIcon` | 69 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateMarkerIcon\"` |\n| `CreateMarkerArea` | 70 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CreateMarkerArea\"` |\n| `VehiclePanel` | 1062 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"VehiclePanel\"` |\n| `ToggleEmpty` | 1063 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"VehiclePanel\" >> \"Controls\" >> \"ToggleEmpty\"` |\n| `CustomCompositionPanel` | 1061 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CustomCompositionPanel\"` |\n| `Add` | 90 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CustomCompositionPanel\" >> \"Controls\" >> \"Add\"` |\n| `Edit` | 91 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CustomCompositionPanel\" >> \"Controls\" >> \"Edit\"` |\n| `Publish` | 93 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CustomCompositionPanel\" >> \"Controls\" >> \"Publish\"` |\n| `Delete` | 92 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightCreate\" >> \"Controls\" >> \"Create\" >> \"Controls\" >> \"CustomCompositionPanel\" >> \"Controls\" >> \"Delete\"` |\n| `PanelRightHistory` | 1040 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightHistory\"` |\n| `History` | 74 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"PanelRight\" >> \"Controls\" >> \"PanelRightHistory\" >> \"Controls\" >> \"History\"` |\n| `EditorPreviewGroup` | 98 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"EditorPreviewGroup\"` |\n| `EditorPreview` | 99 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"EditorPreviewGroup\" >> \"Controls\" >> \"EditorPreview\"` |\n| `ButtonPlay` | 1023 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"ButtonPlay\"` |\n| `ControlsHint` | 1044 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"ControlsHint\"` |\n| `StatusBar` | 1050 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\"` |\n| `StatusBarBackground` | 1051 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"StatusBarBackground\"` |\n| `ValueX` | 1052 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"ValueX\"` |\n| `ValueY` | 1053 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"ValueY\"` |\n| `ValueZ` | 1054 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"ValueZ\"` |\n| `ValueDis` | 1055 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"ValueDis\"` |\n| `Version` | 1057 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"Version\"` |\n| `Mod` | 1058 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"Mod\"` |\n| `Server` | 1059 | `configFile >> \"Display3DEN\" >> \"Controls\" >> \"StatusBar\" >> \"Controls\" >> \"Server\"` |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."}],"categories":["Eden Editor: Modding","GUI Topics"],"groups":["GUI"]},{"name":"Arma 3: display3denCopy","title":"Arma 3: display3denCopy","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_display3denCopy","revid":342138,"updated":"2023-07-09T12:26:46Z","aliases":[],"markdown":"In Eden Editor, display3denCopy can be accessed to offer the user a way to inspect and copy long texts.\n\n### Open the Display\n\nThe display can be opened in Eden Editor by executing `findDisplay 313 createDisplay \"display3denCopy\";`. While the display is mainly meant to be used inside the Editor it can also be used outside of it. To do so, just replace `313` with the IDD of your parent display.\n\nNote that the display can also be used outside of Eden Editor.\n\n```sqf\n(call BIS_fnc_displayMission) createDisplay \"display3denCopy\";\n```\n\n#### Adding Custom Text\n\nIn order to display some text inside the edit box, one has to define the data. This is done via an uiNamespace variable like so:\n\n```sqf\nuiNamespace setVariable [\"display3DENCopy_data\", [\"Text displayed as header\", \"Text the user can copy and inspect\"]];\n```","sections":[{"heading":null,"level":1,"markdown":"In Eden Editor, display3denCopy can be accessed to offer the user a way to inspect and copy long texts."},{"heading":"Open the Display","level":3,"markdown":"The display can be opened in Eden Editor by executing `findDisplay 313 createDisplay \"display3denCopy\";`. While the display is mainly meant to be used inside the Editor it can also be used outside of it. To do so, just replace `313` with the IDD of your parent display.\n\nNote that the display can also be used outside of Eden Editor.\n\n```sqf\n(call BIS_fnc_displayMission) createDisplay \"display3denCopy\";\n```"},{"heading":"Adding Custom Text","level":4,"markdown":"In order to display some text inside the edit box, one has to define the data. This is done via an uiNamespace variable like so:\n\n```sqf\nuiNamespace setVariable [\"display3DENCopy_data\", [\"Text displayed as header\", \"Text the user can copy and inspect\"]];\n```"}],"categories":["Eden Editor: Modding","GUI Topics"],"groups":["GUI"]},{"name":"Arma 3: DLC Content Licensing","title":"Arma 3: DLC Content Licensing","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_DLC_Content_Licensing","revid":373223,"updated":"2025-04-12T22:20:52Z","aliases":["Arma 3 DLC Content Licensing"],"markdown":"There are various places in vanilla Arma 3 where DLC and premium content can and will be promoted (to non-owners especially).\nFor DLC not created by Bohemia Interactive, please make that clear in the texts and media (style guidelines are available for Creator DLC developers).\n\n> [!NOTE]\n> This documentation is mostly useful to [Creator DLC](https://arma3.com/dlc/creator) developers, although some selected parts can be applied to community mods as well.\n\n- **Content Marking**\n  - There are 2 levels of associating content with a DLC.\n    - Regular: any content packaged in an addon that is injected with a specific Steam appID (of your DLC)\n      - This content is shown with your DLC's icon next to it in a lot of the game's UI.\n    - Premium: any content itself injected with a specific Steam appID (configured in *CfgMods* - see details below)\n      - Injecting must happen during content binarization (P3D / WRP)\n      - Scenarios can have their appID added in the Eden Editor general attributes (SQM).\n      - This content is restricted in its usage for non-owners (for example by triggering promotional messaging or restricting some types of access).\n- **Main Menu**\n  - There are rows of mod and DLC icons in the main menu (clicking them opens the DLC Content Browser or Steam store page in most cases):\n    - Owned DLC\n    - Non-owned DLC\n    - Mods\n  - **Spotlight Tiles**\n    - Content spotlight tiles allow promoting a specific piece of playable content (typically a DLC's campaign or similar) and to access it immediately.\n    - The center tile of the main menu is configurable (custom tiles with conditions can be added in CfgMainMenuSpotlight - see details below).\n- **DLC Content Browser**\n  - This is a data-driven promotional / informational overview of every DLC and their contents (Left Shift + P).\n  - It is configured in *CfgMods* (see details below).\n  - Asset usage session / total time values require Steam stats in Arma 3 vanilla, which cannot be added outside of Bohemia Interactive.\n- **Field Manual**\n  - Vanilla Arma 3 DLC has 1 record with a content overview in the Premium Content section (configured in CfgHints - see details below).\n  - Each premium weapon, vehicle, or explosive has an individual asset overview record (configured in CfgHints - see details below).\n    - These are dynamically updated to be slightly different to non-owners.\n  - 2 special DLC system records are used (configured in CfgHints - see details below).\n- **Expansions Menu**\n  - This is an old menu that still does show basic details of DLC and mods, but importantly also their load order in the game.\n  - Its data is pulled from *CfgMods* as well (see details below).\n- **Singleplayer Menus**\n  - Listings of various types of (singleplayer) playable content show DLC associations and can also be restricted for non-owners (Campaigns / Showcases / Challenges / Scenarios).\n  - Scenarios on a premium DLC terrain cannot be loaded without owning the corresponding DLC (a DLC ribbon will also be automatically shown).\n    - However, scenarios can and should be more directly associated with a specific DLC and be configured as free or premium.\n  - This is configured via *CfgMissions* and the *mission.sqm* file (via Eden Editor - see details below).\n    - You may also have to configure some properties in each scenario's *description.ext* in duplicate.\n- **Loading Screens**\n  - Vanilla loading screens will display DLC promotions to non-owners when a scenario is detected to be using premium content.\n  - Its data is pulled from *CfgMods* as well (see details below).\n- **Debriefing Screen**\n  - When a scenario has detected usage of non-owned premium content, it will insert a special debriefing page with countdown lock (based on the DLC Content Browser).\n  - Its data is pulled from *CfgMods* as well (see details below).\n- **Premium Usage Promotions**\n  - When non-owned premium content is used, a time-based promotion system kicks in.\n  - The longer the content is used in the session, the less subtle the promotions become:\n    - DLC icon watermark in the lower-right of the UI\n    - Temporary full-screen watermark mosaic using the DLC icon\n    - DLC asset watermark gallery in the lower-right of the UI\n    - Center screen DLC pop-up message\n  - Their data is pulled from *CfgMods* as well (see details below).\n\n> [!NOTE]\n> Use the DLC scripting commands to diagnose Content Licensing issues.\n\n### CfgMainMenuSpotlights\n\nGeneral information on configuring Main Menu Spotlight Tiles can be found here. They are typically configured in *UI_F_* addons in the vanilla data.\n\n```cpp\n// Spotlight sample\nclass CfgMainMenuSpotlight\n{\n    class MyDLC_MyCampaign // Your new class\n    {\n        text = \"My Campaign\"; // Centered text shown over the tile\n        picture = \"\\A3\\UI_F_MyDLC\\Data\\Displays\\RscDisplayMain\\myDLC_spotlight_co.paa\"; // Spotlight tile picture (see details below)\n        video = \"\\A3\\UI_F_MyDLC\\Video\\myDLC_spotlight.ogv\"; // Spotlight tile on-hover video (see details below)\n        // Script code to execute when pressing the tile\n        // In this example a filter is initialized for the campaign selection interface, and then that interface is opened with the campaign selected\n        action = \"uiNamespace setVariable ['RscDisplayCampaignLoad_filter', 'MyCampaign']; ctrlActivate ((ctrlParent (_this select 0)) displayCtrl 101);\";\n        actionText = \"$STR_A3_RscDisplayMain_Spotlight_Play\"; // Localized string reference to \"Play\" (used to be shown on-hover of the tile - deprecated)\n        // Script code that should return true or false to determine whether the tile should be shown\n        // In this example it is shown when the referenced DLC is owned, and its campaign data is loaded\n        condition = \"(123456789 in (getDLCs 1)) && ((configName (configFile >> 'CfgPatches' >> 'A3_Missions_F_MyDLC')) != '')\";\n        textIsQuote = 1; // Add double quotes to 'text' or not (typically used for campaign titles)\n    };\n};\n```\n\n> [!NOTE]\n> You can also consider adding a new User Interface color preset for your DLC via *CfgUIColors.GUI.Presets*\n\n> [!NOTE]\n> Another way of promoting your DLC's content to players is a custom Welcome Screen.\n\n### CfgHints\n\nGeneral information on configuring records in the Field Manual can be found here.\nThey are typically configured in *Language_F_* addons in the vanilla data.\n\n```cpp\n// Premium Record Sample\nclass CfgHints\n{\n    class PremiumContent // Existing record class for this type of record\n    {\n        class PremiumMyDLC // Your new class\n        {\n            displayName = \"My First DLC\"; // Record title (in this case the full name of your DLC)\n            // Record body text (in this case using a header image as argument; typically containing the DLC overview text and a listing of highlighted content)\n            // %11 refers to the first custom argument\n            // %1 is a linebreak\n            // %2 is a bullet point\n            description = \"Have fun playing with all the new toys included in this most splendid DLC.%11%1%2My Campaign - have fun!\";\n            tip = \"$STR_A3_CfgHints_PremiumContent_PremiumKarts2\"; // Record footer (this generic localized string is the one typically used for Arma 3 vanilla)\n            // List of arguments which can be used in 'description' (typically images or control bindings)\n            arguments[] =\n            {\n                \"\"\"<img size='9' shadow='0' image='A3\\Data_F_MyDLC\\Images\\myDLC_FM_overview_co' />\"\"\"\n            };\n            image = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_hint_icon_ca\"; // Record icon (typically the DLC icon for this type of record)\n            logicalOrder = 99; // Determines the order of this record in its category\n        };\n    };\n};\n```\n\n```cpp\n// Asset Record Sample\nclass CfgHints\n{\n    // Existing record classes for these types of assets\n    // WeaponList\n    // ExplosivesList\n    class VehicleList\n    {\n        class MyVehicle // Your new class\n        {\n            // The argument-based configuration is used in vanilla to mainly make it clear that existing localized strings are used\n            displayName = \"%11\";\n            description = \"%12\";\n            tip = \"\";\n\n            arguments[] =\n            {\n                { \"My First Vehicle\" },\n                { \"This is literally the most splendid vehicle ever seen in Arma 3.\" }\n            };\n\n            image = \"\\A3\\UI_F\\Data\\GUI\\Cfg\\Hints\\Miss_icon_ca.paa\"; // Generic Arma 3 Field Manual icon (can be a custom icon as well)\n            dlc = 123456789;            // Reference to your DLC's Steam appID\n            vehicle = \"MyVehicle_F\";    // Specific asset class (used to display the actual 3D model preview) - 'weapon' for weapon records / 'ammo' for explosive records\n            modelScale = 4;                // 3D preview model scale multiplication factor (typically kept as 1, but can be used to enhance small assets)\n            logicalOrder = 99;\n        };\n    };\n};\n```\n\n```cpp\n// System Record Samples\nclass CfgHints\n{\n    // Existing record class for these system records\n    // The game may use these special hints in the Content Licensing tech\n    class DlcMessage\n    {\n        class Dlc123456789 // Your new class (use the same format: \"Dlc\" and the Steam appID)\n        {\n            displayName = \"My First DLC\"; // Full DLC name\n            description = \"$STR_A3_CFGHINTS_DLCMESSAGE_DLC2885201\"; // String reference to a generic message used in Arma 3 vanilla (incorrect appID in the string reference is OK)\n            tip = \"$STR_A3_CFGHINTS_DLCMESSAGE_DLC28852002\"; // As 'description'\n\n            arguments[] =\n            {\n                { { \"OpenDlcScreen\" } } // Reference to a mapped control binding to open the DLC Content Browser\n            };\n\n            image = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_hint_icon_ca\"; // Typically the same icon as used for the premium content record above\n            dlc = -1; // Hiding the system record\n        };\n\n        class Dlc123456789FM // Your new class (use the same format: \"Dlc\", the Steam appID, and \"FM\")\n        {\n            displayName = \"My First DLC\";\n            description = \"$STR_A3_CFGHINTS_DLCMESSAGE_DLC2885201\";\n            tip = \"$STR_A3_CFGHINTS_DLCMESSAGE_DLC28852002\";\n\n            arguments[] =\n            {\n                { { \"OpenDlcScreen\" } }\n            };\n\n            image = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_hint_icon_ca\";\n            dlc = -1;\n        };\n    };\n};\n```\n\n> [!NOTE]\n> It is recommended to use stringtables with string references even when not localizing, so that you can easily use the same texts multiple times.\n\n### CfgMissions\n\nHere we will focus only on those entries relevant to DLC configuration of playable content. This is typically configured in *Missions_F_* addons in the vanilla data.\n\nMost importantly, in Eden Editor under *Attributes* > *General*, select which DLC a scenario belongs to and whether it should be free (optional) or premium (required - box checked).\nThis should result in the DLC *appID* being added in the *mission.sqm* file. In case of non-required DLC, there will also be the *assetType=\"Free\"* entry.\n\n```cpp\n// CfgMissions Sample\nclass CfgMissions\n{\n    class Showcases\n    {\n        class MyShowcase1 // Your new class\n        {\n            // Most standard entries were excluded in this sample\n            overviewPicture = \"\\A3\\Missions_F_MyDLC\\Data\\Img\\myshowcase1_overview_co.paa\"; // Regular overview image\n            overviewPictureUnowned = \"\\A3\\Missions_F_MyDLC\\Data\\Img\\myshowcase1_overview_blackwhite_co.paa\"; // Overview image for non-owners (typically a grayscale version of the regular one)\n            assetType = \"Free\"; // Only used for free content, don't use for premium scenarios!\n            author = \"Your (Team) Name\"; // Author(s) of your DLC\n        };\n    };\n};\n```\n\n> [!NOTE]\n> Be sure to also define the *briefingName* and *author* entries in the *mission.sqm*, so the title shows in the interrupt menu (<kbd>Esc</kbd>) and the scenario is credited.\n> These are easily set in Eden Editor via *Attributes* > *General*.\n\n### CfgMods\n\nThis is the primary configuration of a DLC (or technically a mod) and its Content Licensing for premium content. It is typically configured in *Data_F_* addons in the vanilla data.\n\n```cpp\n// DLC Sample\nclass CfgMods\n{\n    class MyDLC // Your new class\n    {\n        dir = \"MyDLC\"; // The mod data directory (the same as used to launch the game with -mod=MyDLC)\n\n        // A Steam appID reference (a critical parameter which links all premium content to this DLC - typically found in the URL to the Steam page)\n        // Also used to build specific purchase URLs to the Steam store\n        // Without this parameter, the 'mod' is not recognized as DLC\n        appID = 123456789;\n\n        name = \"My First DLC\";    // Full name of your DLC\n        nameShort = \"My DLC\";    // Short version of your DLC's name (used e.g. as title over the DLC Content Browser listing tile - 'name' is used when not defined)\n        author = \"Your (Team) Name\"; // Author(s) of your DLC\n        tooltip = \"My First DLC is now available. Click to purchase.\"; // Tooltip shown to non-owners (e.g. on-hover of the Main Menu icon)\n        tooltipOwned = \"My First DLC\"; // Tooltip shown to owners (typically configured to be the full DLC name)\n        overview = \"Have fun playing with all the new toys included in this most splendid DLC.\"; // DLC's main overview text (recommended to keep short and snappy - typically one sentence)\n        fieldManualTopicAndHint[] = { \"PremiumContent\", \"PremiumMyDLC\" };    // Reference to a DLC overview hint in the Field Manual (used to be opened when clicking the main menu icon - deprecated - opens DLC Content Browser now)\n        dlcColor[] = { __EVAL(255/255), __EVAL(0/255), __EVAL(0/255), 1 };    // Primary RGBA color of your DLC (used as highlight in various UI places)\n\n        action = \"https://arma3.com/dlc/creator\"; // Website URL opened in an external browser when clicking the WEBSITE button in the EXPANSIONS menu\n\n        artwork = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_artwork.jpg\";        // DLC artwork shown as tile in the DLC Content Browser (see details below)\n        picture = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_picture_ca.paa\";    // Large DLC icon shown in the EXPANSIONS menu (see details below)\n        logo = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_logo_ca.paa\";            // Small DLC icon shown in the Main Menu, scenario listings, loading screens, etc. (see details below)\n        logoOver = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_logoOver_co.paa\";    // On-hover variant of the small DLC icon (see details below)\n        logoSmall = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_logoSmall_ca.paa\";    // Smallest DLC icon shown in the editor, Field Manual, inventory, etc. (see details below)\n        logoTitle = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_logoTitle_ca.paa\";    // DLC product logo shown as header in the DLC Content Browser overview (see details below)\n        video = \"\\A3\\Data_F_MyDLC\\Videos\\preview_myDLC.ogv\";        // DLC video shown on-hover in the DLC Content Browser tile (see details below)\n\n        hideName = 1; // Hides your DLC's name from the Main Menu (recommended to be 1 - hidden - for Arma 3)\n        hidePicture = 0; // Hides your DLC's icon from the Main Menu (recommended to be 0 - shown - for Arma 3)\n\n        overviewPicture = \"\\A3\\Data_F_MyDLC\\Images\\myDLC_overviewPicture_co.paa\";                        // Standard DLC overview image (see details below)\n        overviewText = \"Have fun playing with all the new toys included in this most splendid DLC.\";    // Same main DLC overview text as above\n\n        // Text appended to the bottom of premium DLC content overviews for non-owners\n        overviewFootnote = \"\"<br><br><t color='#999999'>This content is exclusive to My First DLC.<br>Press <t /><t color='#19d3ff'>Left Shift + P<t /><t color='#999999'> to open the store page for more information.<t />\"\";\n        contentBrowserPicture = \"\\A3\\Data_F_MyDLC\\Images\\myDLC_contentBrowserPicture_co.paa\";    // Similar to 'overviewPicture' but smaller (see details below)\n        popupMsgPicture = \"\\A3\\Data_F_MyDLC\\Images\\myDLC_popupMsgPicture_ca.paa\";                // Pop-up image shown center-screen as DLC promotion when trying to use premium non-owned content (see details below)\n\n        popupMsgText = \"You are using premium content. Please purchase My First DLC to remove these messages.\";    // Text for the pop-up shown center-screen as DLC promotion when trying to use premium non-owned content\n        vehPrevMsgText = \"This vehicle is part of My First DLC. Please purchase the DLC to enter as crew.\";        // Text shown when trying to enter a non-owned premium vehicle\n        vehPrevNotifText = \"This vehicle is part of My First DLC. Please purchase the DLC to enter as crew.\";    // Text shown in the action menu when trying to enter a non-owned premium vehicle\n        itemPrevNotifText = \"This item is part of My First DLC. Please purchase the DLC to use it.\";            // Text shown when trying to pick up a non-owned premium item\n        dronePrevNotifText = \"This drone is part of My First DLC. Please purchase the DLC to control it.\";        // Text shown when trying to connect to a non-owned premium drone\n        weaponPrevMsgText = \"This weapon is part of My First DLC. Please purchase the DLC to use it.\";            // Text shown when trying to equip a non-owned premium weapon\n\n        // Text shown when trying to connect to a multiplayer server that has a scenario loaded on a non-owned premium terrain\n        terrainPrevMsgText = \"The scenario takes place in My Terrain, which is part of the non-owned My First DLC. Please purchase it to be able to join.\";\n\n        // Any number of watermark promotional images shown on the edge of the screen to non-owners after some time of premium asset usage (as an alternating gallery - see details below)\n        infoPages[] =\n        {\n            \"\\A3\\Data_F_MyDLC\\Images\\myDLC_infoPage01_ca\",\n            \"\\A3\\Data_F_MyDLC\\Images\\myDLC_infoPage02_ca\"\n        };\n\n        // Overview of any assets (terrains, vehicles, weapons, gear, props, etc.) to promote in the ASSETS section of the DLC Content Browser\n        // When a section is not configured, it is not shown in the DLC Content Browser\n        class Assets\n        {\n            // Each class represents a separate entry in the ASSETS library\n            // It can cover 1 asset or a set of assets\n            class MyAsset\n            {\n                displayName = \"My First Vehicle\"; // Asset title shown in the gallery (can also be used to override a referenced asset's name)\n                description = \"This is literally the most splendid vehicle ever seen in Arma 3.\"; // Asset description text shown in the gallery (can also be used to override a referenced asset's description)\n                overviewPicture = \"\\A3\\Data_F_MyDLC\\Images\\MyAsset_ca\"; // Overview image for the asset (see details below)\n                dlcType = \"MyDLC\"; // Forcing premium content marking for a specific DLC via its CfgMods class (e.g. used when the asset cannot be referenced to handle this automatically)\n            };\n\n            // Ideally asset entries reference actual configured game assets and their data\n            class MyReferencedAsset\n            {\n                reference[] = { \"CfgVehicles\", \"MyVehicle_Base_F\" }; // Reference to a config class parent and sub-classes (see details below)\n                // displayName is fetched from the referenced asset's actual displayName, but can be overridden (for example when too specific - Red Car versus Cars)\n                // description is fetched from the referenced asset's class Library.libTextDesc, but can be overridden\n                overviewPicture = \"\\A3\\Data_F_MyDLC\\Images\\MyReferencedAsset_ca\"; // Overview image for the asset (see details below)\n\n                tryAsset[] = { 1, \"B_W_Soldier_F\", \"MyVehicle_F\" }; // Parameters to enable a TRY button that will load the asset in Virtual Arsenal / Garage (see details below)\n            };\n        };\n\n        // Overview of any content to promote in the SINGLEPLAYER section of the DLC Content Browser\n        class Singleplayer\n        {\n            class MyCampaign\n            {\n                // displayName, description, and overviewPicture are automatically taken from the referenced content (equivalent parameters)\n                reference[] = { \"CfgMissions\", \"Campaigns\", \"MyCampaign\" };\n            };\n\n            class MyShowcase\n            {\n                // Example use case: a showcase scenario is part of the premium DLC data, but we want it to be free for everyone\n                // Using reference would automatically mark it as premium for your DLC, so we manually configure it instead\n                // reference[] = { \"CfgMissions\", \"Showcases\", \"MyShowcase\" }; // Not used\n                displayName = \"Showcase My DLC\";\n                description = \"In this showcase we demonstrate all the splendid content of our DLC.\";\n                overviewPicture = \"\\A3\\Missions_F_MyDLC\\Data\\Img\\MyShowcase_overview_ca.paa\"; // Still referencing the existing overview image for the showcase\n            };\n        };\n\n        // Overview of any content to promote in the MULTIPLAYER section of the DLC Content Browser\n        // In this example the section is hidden for being empty\n        class Multiplayer\n        {\n\n        };\n\n        // Overview of any features to promote in the FEATURES section of the DLC Content Browser\n        class Features\n        {\n            class MyFeature\n            {\n                displayName = \"My First Feature\";\n                description = \"How did you ever play Arma 3 without this splendid feature?\";\n                overviewPicture = \"\\A3\\Data_F_MyDLC\\Images\\MyFeature_ca\";\n            };\n        };\n\n        // Overview of any Steam Achievements to promote in the ACHIEVEMENTS section of the DLC Content Browser\n        // Steam Achievements cannot be added outside of Bohemia Interactive\n        class Achievements\n        {\n            class AchMyAchievement\n            {\n                displayName = \"My First Achievement\";\n                description = \"Finished My First DLC's campaign at least once.\";\n                overviewPicture = \"\\A3\\Data_F_MyDLC\\Images\\AchMyAchievement_ca\";\n                achievement = \"MyDLCMyCampaignCompleted\"; // Reference to the actual Steam Achievement stat (not possible to add outside of Bohemia Interactive)\n                achievementHidden = 1; // 1 to hide the Steam Achievement when still locked\n            };\n        };\n    };\n};\n```\n\n#### Reference\n\nA reference to a specific config parent class and sub-class(es). The parameter is composed of an Array of Strings, with the class name of each level of hierarchy (a path).\n\n- It is scanned to fetch displayName, description, and overviewPicture:\n  - *displayName*: overviewName, displayName, or briefingName (in that order)\n  - *description*: description, or Library.libTextDesc (in that order)\n  - *overviewPicture*: overviewPicture\n\n```cpp\n// Examples\n// It is recommended to use parent base classes as reference in case of variants\nreference[] = { \"CfgVehicles\", \"MyVehicle_Base_F\" };        // Vehicle\nreference[] = { \"CfgWeapons\", \"hgun_MyPistol_F\" };            // Weapon\nreference[] = { \"CfgVehicles\", \"MyCharacter_F\" };            // Character Uniform\nreference[] = { \"CfgWeapons\", \"H_MyHelmet_F\" };                // Character Headgear\nreference[] = { \"CfgWeapons\", \"V_MyVest_F\" };                // Character Vest\nreference[] = { \"CfgGlasses\", \"G_MyGlasses_F\" };            // Character Facewear\nreference[] = { \"CfgVehicles\", \"B_MyBackpack_F\" };            // Character Backpack\nreference[] = { \"CfgMissions\", \"Campaigns\", \"MyCampaign\" };    // Campaign\nreference[] = { \"CfgMissions\", \"Showcases\", \"MyShowcase\" };    // Showcase\nreference[] = { \"CfgMissions\", \"Challenges\", \"Time_Trials\", \"MyTTs\", \"SP_MyTT1\" };    // Time Trial Challenge\n```\n\n#### tryAsset\n\nParameters to enable a TRY button that will load the asset in Virtual Arsenal / Garage.\n\n1. Number: Arsenal (0) or Garage (1)\n1. String: Arsenal asset class or Array [String: Arsenal asset class, Array [Strings: Arsenal items]]\n   1. The Array option uses the format of an Arsenal item array (weapons can be also an Array of Strings, where the first item is the weapon class, and the rest are attachment classes in any order):\n      - 0 - Primary Weapon\n      - 1 - Launcher\n      - 2 - Sidearm\n      - 3 - Uniform\n      - 4 - Vest\n      - 5 - Backpack\n      - 6 - Headgear\n      - 7 - Facewear\n      - 8 - NVGs\n      - 9 - Binoculars\n      - 10 - Map\n      - 11 - GPS\n      - 12 - Radio\n      - 13 - Compass\n      - 14 - Watch\n      - 15 - Face\n      - 16 - Voice\n      - 17 - Insignia\n      - 25 - Bipod\n1. String: Garage asset class\n\n```cpp\n// Examples\ntryAsset[] = { 0, \"MySoldier__F\", \"\" };                // Opens Arsenal with the specific character (and all its configured default gear) loaded, without any vehicle\ntryAsset[] = { 1, \"MySoldier_F\", \"MyVehicle_F\" };    // Opens Garage with the specific character loaded inside the specific vehicle\ntryAsset[] = { 0, { \"MySoldier_F\", { \"\", \"\", \"\", \"U_MyUniform_F\", \"\", \"\", \"\", \"\", \"\" } }, \"\" };            // Opens Arsenal with the specific character with all gear removed and only a specific Uniform added, without any vehicle\ntryAsset[] = { 0, { \"MySoldier_F\", { \"nil\", \"nil\", \"nil\", \"nil\", \"nil\", \"nil\", \"H_MyHat_F\" } }, \"\" };    // Opens Arsenal with the specific character with all default gear except a specific Headgear added, without any vehicle\n```\n\n> [!NOTE]\n> Check the in-game Config Viewer tool to see more examples of existing configurations in vanilla Arma 3 (EDITOR > Tools > Config Viewer...).\n\n### Media\n\n- *artwork*:\n  - Recommended resolution: 724x1024 px (portrait)\n  - Recommended type: JPG\n  - Recommended content: colored DLC key art without logos or text (these will be super-imposed) and with a darker bottom quarter\n  - Recommended effects (vanilla): interlacing / vignette / dirt\n\n- *picture*:\n  - Recommended resolution: 256x256\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: DLC primary abstract icon as hard white shape(s) and on a transparent background (don't fill the image to the edges, leave a ~25 px margin)\n  - Recommended effects (vanilla): none\n\n- *logo*:\n  - Recommended resolution: 128x128\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: as picture but 50% in size\n  - Recommended effects (vanilla): none\n\n- *logoOver*:\n  - Recommended resolution: 128x128\n  - Recommended type: PNG > PAA\n  - Recommended content: as logo but instead of on a transparent background filled with the DLC color\n  - Recommended effects (vanilla): none\n\n- *logoSmall*:\n  - Recommended resolution: 32x32\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: as picture but 12.5% in size\n  - Recommended effects (vanilla): none\n\n- *logoTitle*:\n  - Recommended resolution: 1024x512 (landscape)\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: DLC primary logo on a transparent background\n  - Recommended effects (vanilla): none\n\n- *video*:\n  - Recommended resolution: 512x1024 (portrait)\n  - Recommended type: OGV\n  - Recommended framerate: 30\n  - Recommended duration: ~15 s\n  - Recommended content: collage of quick overview scenes of in-game DLC footage\n  - Recommended effects (vanilla): hard cuts (no fades) / no sounds / no music\n- *overviewPicture* (DLC):\n  - Recommended resolution: 1024x512 (landscape)\n  - Recommended type: PNG > PAA\n  - Recommended content: an impressive in-game colored overview screenshot to highlight your DLC\n  - Recommended effects (vanilla): none\n\n- *contentBrowserPicture*:\n  - Recommended resolution: 512x256 (landscape)\n  - Recommended type: PNG > PAA\n  - Recommended content: an impressive in-game colored overview screenshot to highlight your DLC (can be the same as overviewPicture but 50% in size)\n  - Recommended effects (vanilla): none\n\n- *popupMsgPicture*:\n  - Recommended resolution: 1024x512 (landscape)\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: an impressive in-game colored overview screenshot to highlight your DLC\n  - Recommended effects (vanilla): top half cut out with a transparent background (e.g. removing the sky part of a landscape)\n\n- *infoPages*:\n  - Recommended resolution: 256x256\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: a colored cut out of a premium DLC asset on a transparent background (often captured on monochromatic Render Worlds with Bloom disabled, or in front of a User Texture 3DEN Editor object with a procedural ** color assigned instead of a texture) - don't fill the image to the edges, leave a ~15 px margin)\n  - Recommended effects (vanilla): none\n\n- *overviewPicture* (asset):\n  - Recommended resolution: 512x256 (landscape)\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: a colored cut out of a premium DLC asset on a transparent background (often captured on monochromatic Render Worlds - don't fill the image to the edges, leave a ~15 px margin)\n  - Recommended effects (vanilla): none\n\n- *picture* (spotlight):\n  - Recommended resolution: 512x512\n  - Recommended type: PNG > PAA\n  - Recommended content: an impressive in-game colored overview image to promote the spotlight content (fully filled)\n  - Recommended effects (vanilla): none\n\n- *video* (spotlight):\n  - Recommended resolution: 1024x1024\n  - Recommended type: OGV\n  - Recommended framerate: 30\n  - Recommended duration: ~10 s\n  - Recommended content: collage of quick overview scenes of in-game spotlight content footage\n  - Recommended effects (vanilla): hard cuts between scenes (no fades) / quick fade to black at the end / no sounds / no music\n- *overview* (FM):\n  - Recommended resolution: 1024x512 (landscape)\n  - Recommended type: PNG > PAA\n  - Recommended content: an impressive in-game colored overview screenshot to highlight your DLC\n  - Recommended effects (vanilla): none\n\n- *image* (FM):\n  - Recommended resolution: 256x256\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: as picture but inverse (the icon is alpha, and there is a rounded white tile around it - leaving a ~10 px margin)\n  - Recommended effects (vanilla): none","sections":[{"heading":null,"level":1,"markdown":"There are various places in vanilla Arma 3 where DLC and premium content can and will be promoted (to non-owners especially).\nFor DLC not created by Bohemia Interactive, please make that clear in the texts and media (style guidelines are available for Creator DLC developers).\n\n> [!NOTE]\n> This documentation is mostly useful to [Creator DLC](https://arma3.com/dlc/creator) developers, although some selected parts can be applied to community mods as well.\n\n- **Content Marking**\n  - There are 2 levels of associating content with a DLC.\n    - Regular: any content packaged in an addon that is injected with a specific Steam appID (of your DLC)\n      - This content is shown with your DLC's icon next to it in a lot of the game's UI.\n    - Premium: any content itself injected with a specific Steam appID (configured in *CfgMods* - see details below)\n      - Injecting must happen during content binarization (P3D / WRP)\n      - Scenarios can have their appID added in the Eden Editor general attributes (SQM).\n      - This content is restricted in its usage for non-owners (for example by triggering promotional messaging or restricting some types of access).\n- **Main Menu**\n  - There are rows of mod and DLC icons in the main menu (clicking them opens the DLC Content Browser or Steam store page in most cases):\n    - Owned DLC\n    - Non-owned DLC\n    - Mods\n  - **Spotlight Tiles**\n    - Content spotlight tiles allow promoting a specific piece of playable content (typically a DLC's campaign or similar) and to access it immediately.\n    - The center tile of the main menu is configurable (custom tiles with conditions can be added in CfgMainMenuSpotlight - see details below).\n- **DLC Content Browser**\n  - This is a data-driven promotional / informational overview of every DLC and their contents (Left Shift + P).\n  - It is configured in *CfgMods* (see details below).\n  - Asset usage session / total time values require Steam stats in Arma 3 vanilla, which cannot be added outside of Bohemia Interactive.\n- **Field Manual**\n  - Vanilla Arma 3 DLC has 1 record with a content overview in the Premium Content section (configured in CfgHints - see details below).\n  - Each premium weapon, vehicle, or explosive has an individual asset overview record (configured in CfgHints - see details below).\n    - These are dynamically updated to be slightly different to non-owners.\n  - 2 special DLC system records are used (configured in CfgHints - see details below).\n- **Expansions Menu**\n  - This is an old menu that still does show basic details of DLC and mods, but importantly also their load order in the game.\n  - Its data is pulled from *CfgMods* as well (see details below).\n- **Singleplayer Menus**\n  - Listings of various types of (singleplayer) playable content show DLC associations and can also be restricted for non-owners (Campaigns / Showcases / Challenges / Scenarios).\n  - Scenarios on a premium DLC terrain cannot be loaded without owning the corresponding DLC (a DLC ribbon will also be automatically shown).\n    - However, scenarios can and should be more directly associated with a specific DLC and be configured as free or premium.\n  - This is configured via *CfgMissions* and the *mission.sqm* file (via Eden Editor - see details below).\n    - You may also have to configure some properties in each scenario's *description.ext* in duplicate.\n- **Loading Screens**\n  - Vanilla loading screens will display DLC promotions to non-owners when a scenario is detected to be using premium content.\n  - Its data is pulled from *CfgMods* as well (see details below).\n- **Debriefing Screen**\n  - When a scenario has detected usage of non-owned premium content, it will insert a special debriefing page with countdown lock (based on the DLC Content Browser).\n  - Its data is pulled from *CfgMods* as well (see details below).\n- **Premium Usage Promotions**\n  - When non-owned premium content is used, a time-based promotion system kicks in.\n  - The longer the content is used in the session, the less subtle the promotions become:\n    - DLC icon watermark in the lower-right of the UI\n    - Temporary full-screen watermark mosaic using the DLC icon\n    - DLC asset watermark gallery in the lower-right of the UI\n    - Center screen DLC pop-up message\n  - Their data is pulled from *CfgMods* as well (see details below).\n\n> [!NOTE]\n> Use the DLC scripting commands to diagnose Content Licensing issues."},{"heading":"CfgMainMenuSpotlights","level":3,"markdown":"General information on configuring Main Menu Spotlight Tiles can be found here. They are typically configured in *UI_F_* addons in the vanilla data.\n\n```cpp\n// Spotlight sample\nclass CfgMainMenuSpotlight\n{\n    class MyDLC_MyCampaign // Your new class\n    {\n        text = \"My Campaign\"; // Centered text shown over the tile\n        picture = \"\\A3\\UI_F_MyDLC\\Data\\Displays\\RscDisplayMain\\myDLC_spotlight_co.paa\"; // Spotlight tile picture (see details below)\n        video = \"\\A3\\UI_F_MyDLC\\Video\\myDLC_spotlight.ogv\"; // Spotlight tile on-hover video (see details below)\n        // Script code to execute when pressing the tile\n        // In this example a filter is initialized for the campaign selection interface, and then that interface is opened with the campaign selected\n        action = \"uiNamespace setVariable ['RscDisplayCampaignLoad_filter', 'MyCampaign']; ctrlActivate ((ctrlParent (_this select 0)) displayCtrl 101);\";\n        actionText = \"$STR_A3_RscDisplayMain_Spotlight_Play\"; // Localized string reference to \"Play\" (used to be shown on-hover of the tile - deprecated)\n        // Script code that should return true or false to determine whether the tile should be shown\n        // In this example it is shown when the referenced DLC is owned, and its campaign data is loaded\n        condition = \"(123456789 in (getDLCs 1)) && ((configName (configFile >> 'CfgPatches' >> 'A3_Missions_F_MyDLC')) != '')\";\n        textIsQuote = 1; // Add double quotes to 'text' or not (typically used for campaign titles)\n    };\n};\n```\n\n> [!NOTE]\n> You can also consider adding a new User Interface color preset for your DLC via *CfgUIColors.GUI.Presets*\n\n> [!NOTE]\n> Another way of promoting your DLC's content to players is a custom Welcome Screen."},{"heading":"CfgHints","level":3,"markdown":"General information on configuring records in the Field Manual can be found here.\nThey are typically configured in *Language_F_* addons in the vanilla data.\n\n```cpp\n// Premium Record Sample\nclass CfgHints\n{\n    class PremiumContent // Existing record class for this type of record\n    {\n        class PremiumMyDLC // Your new class\n        {\n            displayName = \"My First DLC\"; // Record title (in this case the full name of your DLC)\n            // Record body text (in this case using a header image as argument; typically containing the DLC overview text and a listing of highlighted content)\n            // %11 refers to the first custom argument\n            // %1 is a linebreak\n            // %2 is a bullet point\n            description = \"Have fun playing with all the new toys included in this most splendid DLC.%11%1%2My Campaign - have fun!\";\n            tip = \"$STR_A3_CfgHints_PremiumContent_PremiumKarts2\"; // Record footer (this generic localized string is the one typically used for Arma 3 vanilla)\n            // List of arguments which can be used in 'description' (typically images or control bindings)\n            arguments[] =\n            {\n                \"\"\"<img size='9' shadow='0' image='A3\\Data_F_MyDLC\\Images\\myDLC_FM_overview_co' />\"\"\"\n            };\n            image = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_hint_icon_ca\"; // Record icon (typically the DLC icon for this type of record)\n            logicalOrder = 99; // Determines the order of this record in its category\n        };\n    };\n};\n```\n\n```cpp\n// Asset Record Sample\nclass CfgHints\n{\n    // Existing record classes for these types of assets\n    // WeaponList\n    // ExplosivesList\n    class VehicleList\n    {\n        class MyVehicle // Your new class\n        {\n            // The argument-based configuration is used in vanilla to mainly make it clear that existing localized strings are used\n            displayName = \"%11\";\n            description = \"%12\";\n            tip = \"\";\n\n            arguments[] =\n            {\n                { \"My First Vehicle\" },\n                { \"This is literally the most splendid vehicle ever seen in Arma 3.\" }\n            };\n\n            image = \"\\A3\\UI_F\\Data\\GUI\\Cfg\\Hints\\Miss_icon_ca.paa\"; // Generic Arma 3 Field Manual icon (can be a custom icon as well)\n            dlc = 123456789;            // Reference to your DLC's Steam appID\n            vehicle = \"MyVehicle_F\";    // Specific asset class (used to display the actual 3D model preview) - 'weapon' for weapon records / 'ammo' for explosive records\n            modelScale = 4;                // 3D preview model scale multiplication factor (typically kept as 1, but can be used to enhance small assets)\n            logicalOrder = 99;\n        };\n    };\n};\n```\n\n```cpp\n// System Record Samples\nclass CfgHints\n{\n    // Existing record class for these system records\n    // The game may use these special hints in the Content Licensing tech\n    class DlcMessage\n    {\n        class Dlc123456789 // Your new class (use the same format: \"Dlc\" and the Steam appID)\n        {\n            displayName = \"My First DLC\"; // Full DLC name\n            description = \"$STR_A3_CFGHINTS_DLCMESSAGE_DLC2885201\"; // String reference to a generic message used in Arma 3 vanilla (incorrect appID in the string reference is OK)\n            tip = \"$STR_A3_CFGHINTS_DLCMESSAGE_DLC28852002\"; // As 'description'\n\n            arguments[] =\n            {\n                { { \"OpenDlcScreen\" } } // Reference to a mapped control binding to open the DLC Content Browser\n            };\n\n            image = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_hint_icon_ca\"; // Typically the same icon as used for the premium content record above\n            dlc = -1; // Hiding the system record\n        };\n\n        class Dlc123456789FM // Your new class (use the same format: \"Dlc\", the Steam appID, and \"FM\")\n        {\n            displayName = \"My First DLC\";\n            description = \"$STR_A3_CFGHINTS_DLCMESSAGE_DLC2885201\";\n            tip = \"$STR_A3_CFGHINTS_DLCMESSAGE_DLC28852002\";\n\n            arguments[] =\n            {\n                { { \"OpenDlcScreen\" } }\n            };\n\n            image = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_hint_icon_ca\";\n            dlc = -1;\n        };\n    };\n};\n```\n\n> [!NOTE]\n> It is recommended to use stringtables with string references even when not localizing, so that you can easily use the same texts multiple times."},{"heading":"CfgMissions","level":3,"markdown":"Here we will focus only on those entries relevant to DLC configuration of playable content. This is typically configured in *Missions_F_* addons in the vanilla data.\n\nMost importantly, in Eden Editor under *Attributes* > *General*, select which DLC a scenario belongs to and whether it should be free (optional) or premium (required - box checked).\nThis should result in the DLC *appID* being added in the *mission.sqm* file. In case of non-required DLC, there will also be the *assetType=\"Free\"* entry.\n\n```cpp\n// CfgMissions Sample\nclass CfgMissions\n{\n    class Showcases\n    {\n        class MyShowcase1 // Your new class\n        {\n            // Most standard entries were excluded in this sample\n            overviewPicture = \"\\A3\\Missions_F_MyDLC\\Data\\Img\\myshowcase1_overview_co.paa\"; // Regular overview image\n            overviewPictureUnowned = \"\\A3\\Missions_F_MyDLC\\Data\\Img\\myshowcase1_overview_blackwhite_co.paa\"; // Overview image for non-owners (typically a grayscale version of the regular one)\n            assetType = \"Free\"; // Only used for free content, don't use for premium scenarios!\n            author = \"Your (Team) Name\"; // Author(s) of your DLC\n        };\n    };\n};\n```\n\n> [!NOTE]\n> Be sure to also define the *briefingName* and *author* entries in the *mission.sqm*, so the title shows in the interrupt menu (<kbd>Esc</kbd>) and the scenario is credited.\n> These are easily set in Eden Editor via *Attributes* > *General*."},{"heading":"CfgMods","level":3,"markdown":"This is the primary configuration of a DLC (or technically a mod) and its Content Licensing for premium content. It is typically configured in *Data_F_* addons in the vanilla data.\n\n```cpp\n// DLC Sample\nclass CfgMods\n{\n    class MyDLC // Your new class\n    {\n        dir = \"MyDLC\"; // The mod data directory (the same as used to launch the game with -mod=MyDLC)\n\n        // A Steam appID reference (a critical parameter which links all premium content to this DLC - typically found in the URL to the Steam page)\n        // Also used to build specific purchase URLs to the Steam store\n        // Without this parameter, the 'mod' is not recognized as DLC\n        appID = 123456789;\n\n        name = \"My First DLC\";    // Full name of your DLC\n        nameShort = \"My DLC\";    // Short version of your DLC's name (used e.g. as title over the DLC Content Browser listing tile - 'name' is used when not defined)\n        author = \"Your (Team) Name\"; // Author(s) of your DLC\n        tooltip = \"My First DLC is now available. Click to purchase.\"; // Tooltip shown to non-owners (e.g. on-hover of the Main Menu icon)\n        tooltipOwned = \"My First DLC\"; // Tooltip shown to owners (typically configured to be the full DLC name)\n        overview = \"Have fun playing with all the new toys included in this most splendid DLC.\"; // DLC's main overview text (recommended to keep short and snappy - typically one sentence)\n        fieldManualTopicAndHint[] = { \"PremiumContent\", \"PremiumMyDLC\" };    // Reference to a DLC overview hint in the Field Manual (used to be opened when clicking the main menu icon - deprecated - opens DLC Content Browser now)\n        dlcColor[] = { __EVAL(255/255), __EVAL(0/255), __EVAL(0/255), 1 };    // Primary RGBA color of your DLC (used as highlight in various UI places)\n\n        action = \"https://arma3.com/dlc/creator\"; // Website URL opened in an external browser when clicking the WEBSITE button in the EXPANSIONS menu\n\n        artwork = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_artwork.jpg\";        // DLC artwork shown as tile in the DLC Content Browser (see details below)\n        picture = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_picture_ca.paa\";    // Large DLC icon shown in the EXPANSIONS menu (see details below)\n        logo = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_logo_ca.paa\";            // Small DLC icon shown in the Main Menu, scenario listings, loading screens, etc. (see details below)\n        logoOver = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_logoOver_co.paa\";    // On-hover variant of the small DLC icon (see details below)\n        logoSmall = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_logoSmall_ca.paa\";    // Smallest DLC icon shown in the editor, Field Manual, inventory, etc. (see details below)\n        logoTitle = \"\\A3\\Data_F_MyDLC\\Logos\\myDLC_logoTitle_ca.paa\";    // DLC product logo shown as header in the DLC Content Browser overview (see details below)\n        video = \"\\A3\\Data_F_MyDLC\\Videos\\preview_myDLC.ogv\";        // DLC video shown on-hover in the DLC Content Browser tile (see details below)\n\n        hideName = 1; // Hides your DLC's name from the Main Menu (recommended to be 1 - hidden - for Arma 3)\n        hidePicture = 0; // Hides your DLC's icon from the Main Menu (recommended to be 0 - shown - for Arma 3)\n\n        overviewPicture = \"\\A3\\Data_F_MyDLC\\Images\\myDLC_overviewPicture_co.paa\";                        // Standard DLC overview image (see details below)\n        overviewText = \"Have fun playing with all the new toys included in this most splendid DLC.\";    // Same main DLC overview text as above\n\n        // Text appended to the bottom of premium DLC content overviews for non-owners\n        overviewFootnote = \"\"<br><br><t color='#999999'>This content is exclusive to My First DLC.<br>Press <t /><t color='#19d3ff'>Left Shift + P<t /><t color='#999999'> to open the store page for more information.<t />\"\";\n        contentBrowserPicture = \"\\A3\\Data_F_MyDLC\\Images\\myDLC_contentBrowserPicture_co.paa\";    // Similar to 'overviewPicture' but smaller (see details below)\n        popupMsgPicture = \"\\A3\\Data_F_MyDLC\\Images\\myDLC_popupMsgPicture_ca.paa\";                // Pop-up image shown center-screen as DLC promotion when trying to use premium non-owned content (see details below)\n\n        popupMsgText = \"You are using premium content. Please purchase My First DLC to remove these messages.\";    // Text for the pop-up shown center-screen as DLC promotion when trying to use premium non-owned content\n        vehPrevMsgText = \"This vehicle is part of My First DLC. Please purchase the DLC to enter as crew.\";        // Text shown when trying to enter a non-owned premium vehicle\n        vehPrevNotifText = \"This vehicle is part of My First DLC. Please purchase the DLC to enter as crew.\";    // Text shown in the action menu when trying to enter a non-owned premium vehicle\n        itemPrevNotifText = \"This item is part of My First DLC. Please purchase the DLC to use it.\";            // Text shown when trying to pick up a non-owned premium item\n        dronePrevNotifText = \"This drone is part of My First DLC. Please purchase the DLC to control it.\";        // Text shown when trying to connect to a non-owned premium drone\n        weaponPrevMsgText = \"This weapon is part of My First DLC. Please purchase the DLC to use it.\";            // Text shown when trying to equip a non-owned premium weapon\n\n        // Text shown when trying to connect to a multiplayer server that has a scenario loaded on a non-owned premium terrain\n        terrainPrevMsgText = \"The scenario takes place in My Terrain, which is part of the non-owned My First DLC. Please purchase it to be able to join.\";\n\n        // Any number of watermark promotional images shown on the edge of the screen to non-owners after some time of premium asset usage (as an alternating gallery - see details below)\n        infoPages[] =\n        {\n            \"\\A3\\Data_F_MyDLC\\Images\\myDLC_infoPage01_ca\",\n            \"\\A3\\Data_F_MyDLC\\Images\\myDLC_infoPage02_ca\"\n        };\n\n        // Overview of any assets (terrains, vehicles, weapons, gear, props, etc.) to promote in the ASSETS section of the DLC Content Browser\n        // When a section is not configured, it is not shown in the DLC Content Browser\n        class Assets\n        {\n            // Each class represents a separate entry in the ASSETS library\n            // It can cover 1 asset or a set of assets\n            class MyAsset\n            {\n                displayName = \"My First Vehicle\"; // Asset title shown in the gallery (can also be used to override a referenced asset's name)\n                description = \"This is literally the most splendid vehicle ever seen in Arma 3.\"; // Asset description text shown in the gallery (can also be used to override a referenced asset's description)\n                overviewPicture = \"\\A3\\Data_F_MyDLC\\Images\\MyAsset_ca\"; // Overview image for the asset (see details below)\n                dlcType = \"MyDLC\"; // Forcing premium content marking for a specific DLC via its CfgMods class (e.g. used when the asset cannot be referenced to handle this automatically)\n            };\n\n            // Ideally asset entries reference actual configured game assets and their data\n            class MyReferencedAsset\n            {\n                reference[] = { \"CfgVehicles\", \"MyVehicle_Base_F\" }; // Reference to a config class parent and sub-classes (see details below)\n                // displayName is fetched from the referenced asset's actual displayName, but can be overridden (for example when too specific - Red Car versus Cars)\n                // description is fetched from the referenced asset's class Library.libTextDesc, but can be overridden\n                overviewPicture = \"\\A3\\Data_F_MyDLC\\Images\\MyReferencedAsset_ca\"; // Overview image for the asset (see details below)\n\n                tryAsset[] = { 1, \"B_W_Soldier_F\", \"MyVehicle_F\" }; // Parameters to enable a TRY button that will load the asset in Virtual Arsenal / Garage (see details below)\n            };\n        };\n\n        // Overview of any content to promote in the SINGLEPLAYER section of the DLC Content Browser\n        class Singleplayer\n        {\n            class MyCampaign\n            {\n                // displayName, description, and overviewPicture are automatically taken from the referenced content (equivalent parameters)\n                reference[] = { \"CfgMissions\", \"Campaigns\", \"MyCampaign\" };\n            };\n\n            class MyShowcase\n            {\n                // Example use case: a showcase scenario is part of the premium DLC data, but we want it to be free for everyone\n                // Using reference would automatically mark it as premium for your DLC, so we manually configure it instead\n                // reference[] = { \"CfgMissions\", \"Showcases\", \"MyShowcase\" }; // Not used\n                displayName = \"Showcase My DLC\";\n                description = \"In this showcase we demonstrate all the splendid content of our DLC.\";\n                overviewPicture = \"\\A3\\Missions_F_MyDLC\\Data\\Img\\MyShowcase_overview_ca.paa\"; // Still referencing the existing overview image for the showcase\n            };\n        };\n\n        // Overview of any content to promote in the MULTIPLAYER section of the DLC Content Browser\n        // In this example the section is hidden for being empty\n        class Multiplayer\n        {\n\n        };\n\n        // Overview of any features to promote in the FEATURES section of the DLC Content Browser\n        class Features\n        {\n            class MyFeature\n            {\n                displayName = \"My First Feature\";\n                description = \"How did you ever play Arma 3 without this splendid feature?\";\n                overviewPicture = \"\\A3\\Data_F_MyDLC\\Images\\MyFeature_ca\";\n            };\n        };\n\n        // Overview of any Steam Achievements to promote in the ACHIEVEMENTS section of the DLC Content Browser\n        // Steam Achievements cannot be added outside of Bohemia Interactive\n        class Achievements\n        {\n            class AchMyAchievement\n            {\n                displayName = \"My First Achievement\";\n                description = \"Finished My First DLC's campaign at least once.\";\n                overviewPicture = \"\\A3\\Data_F_MyDLC\\Images\\AchMyAchievement_ca\";\n                achievement = \"MyDLCMyCampaignCompleted\"; // Reference to the actual Steam Achievement stat (not possible to add outside of Bohemia Interactive)\n                achievementHidden = 1; // 1 to hide the Steam Achievement when still locked\n            };\n        };\n    };\n};\n```"},{"heading":"Reference","level":4,"markdown":"A reference to a specific config parent class and sub-class(es). The parameter is composed of an Array of Strings, with the class name of each level of hierarchy (a path).\n\n- It is scanned to fetch displayName, description, and overviewPicture:\n  - *displayName*: overviewName, displayName, or briefingName (in that order)\n  - *description*: description, or Library.libTextDesc (in that order)\n  - *overviewPicture*: overviewPicture\n\n```cpp\n// Examples\n// It is recommended to use parent base classes as reference in case of variants\nreference[] = { \"CfgVehicles\", \"MyVehicle_Base_F\" };        // Vehicle\nreference[] = { \"CfgWeapons\", \"hgun_MyPistol_F\" };            // Weapon\nreference[] = { \"CfgVehicles\", \"MyCharacter_F\" };            // Character Uniform\nreference[] = { \"CfgWeapons\", \"H_MyHelmet_F\" };                // Character Headgear\nreference[] = { \"CfgWeapons\", \"V_MyVest_F\" };                // Character Vest\nreference[] = { \"CfgGlasses\", \"G_MyGlasses_F\" };            // Character Facewear\nreference[] = { \"CfgVehicles\", \"B_MyBackpack_F\" };            // Character Backpack\nreference[] = { \"CfgMissions\", \"Campaigns\", \"MyCampaign\" };    // Campaign\nreference[] = { \"CfgMissions\", \"Showcases\", \"MyShowcase\" };    // Showcase\nreference[] = { \"CfgMissions\", \"Challenges\", \"Time_Trials\", \"MyTTs\", \"SP_MyTT1\" };    // Time Trial Challenge\n```"},{"heading":"tryAsset","level":4,"markdown":"Parameters to enable a TRY button that will load the asset in Virtual Arsenal / Garage.\n\n1. Number: Arsenal (0) or Garage (1)\n1. String: Arsenal asset class or Array [String: Arsenal asset class, Array [Strings: Arsenal items]]\n   1. The Array option uses the format of an Arsenal item array (weapons can be also an Array of Strings, where the first item is the weapon class, and the rest are attachment classes in any order):\n      - 0 - Primary Weapon\n      - 1 - Launcher\n      - 2 - Sidearm\n      - 3 - Uniform\n      - 4 - Vest\n      - 5 - Backpack\n      - 6 - Headgear\n      - 7 - Facewear\n      - 8 - NVGs\n      - 9 - Binoculars\n      - 10 - Map\n      - 11 - GPS\n      - 12 - Radio\n      - 13 - Compass\n      - 14 - Watch\n      - 15 - Face\n      - 16 - Voice\n      - 17 - Insignia\n      - 25 - Bipod\n1. String: Garage asset class\n\n```cpp\n// Examples\ntryAsset[] = { 0, \"MySoldier__F\", \"\" };                // Opens Arsenal with the specific character (and all its configured default gear) loaded, without any vehicle\ntryAsset[] = { 1, \"MySoldier_F\", \"MyVehicle_F\" };    // Opens Garage with the specific character loaded inside the specific vehicle\ntryAsset[] = { 0, { \"MySoldier_F\", { \"\", \"\", \"\", \"U_MyUniform_F\", \"\", \"\", \"\", \"\", \"\" } }, \"\" };            // Opens Arsenal with the specific character with all gear removed and only a specific Uniform added, without any vehicle\ntryAsset[] = { 0, { \"MySoldier_F\", { \"nil\", \"nil\", \"nil\", \"nil\", \"nil\", \"nil\", \"H_MyHat_F\" } }, \"\" };    // Opens Arsenal with the specific character with all default gear except a specific Headgear added, without any vehicle\n```\n\n> [!NOTE]\n> Check the in-game Config Viewer tool to see more examples of existing configurations in vanilla Arma 3 (EDITOR > Tools > Config Viewer...)."},{"heading":"Media","level":3,"markdown":"- *artwork*:\n  - Recommended resolution: 724x1024 px (portrait)\n  - Recommended type: JPG\n  - Recommended content: colored DLC key art without logos or text (these will be super-imposed) and with a darker bottom quarter\n  - Recommended effects (vanilla): interlacing / vignette / dirt\n\n- *picture*:\n  - Recommended resolution: 256x256\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: DLC primary abstract icon as hard white shape(s) and on a transparent background (don't fill the image to the edges, leave a ~25 px margin)\n  - Recommended effects (vanilla): none\n\n- *logo*:\n  - Recommended resolution: 128x128\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: as picture but 50% in size\n  - Recommended effects (vanilla): none\n\n- *logoOver*:\n  - Recommended resolution: 128x128\n  - Recommended type: PNG > PAA\n  - Recommended content: as logo but instead of on a transparent background filled with the DLC color\n  - Recommended effects (vanilla): none\n\n- *logoSmall*:\n  - Recommended resolution: 32x32\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: as picture but 12.5% in size\n  - Recommended effects (vanilla): none\n\n- *logoTitle*:\n  - Recommended resolution: 1024x512 (landscape)\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: DLC primary logo on a transparent background\n  - Recommended effects (vanilla): none\n\n- *video*:\n  - Recommended resolution: 512x1024 (portrait)\n  - Recommended type: OGV\n  - Recommended framerate: 30\n  - Recommended duration: ~15 s\n  - Recommended content: collage of quick overview scenes of in-game DLC footage\n  - Recommended effects (vanilla): hard cuts (no fades) / no sounds / no music\n- *overviewPicture* (DLC):\n  - Recommended resolution: 1024x512 (landscape)\n  - Recommended type: PNG > PAA\n  - Recommended content: an impressive in-game colored overview screenshot to highlight your DLC\n  - Recommended effects (vanilla): none\n\n- *contentBrowserPicture*:\n  - Recommended resolution: 512x256 (landscape)\n  - Recommended type: PNG > PAA\n  - Recommended content: an impressive in-game colored overview screenshot to highlight your DLC (can be the same as overviewPicture but 50% in size)\n  - Recommended effects (vanilla): none\n\n- *popupMsgPicture*:\n  - Recommended resolution: 1024x512 (landscape)\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: an impressive in-game colored overview screenshot to highlight your DLC\n  - Recommended effects (vanilla): top half cut out with a transparent background (e.g. removing the sky part of a landscape)\n\n- *infoPages*:\n  - Recommended resolution: 256x256\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: a colored cut out of a premium DLC asset on a transparent background (often captured on monochromatic Render Worlds with Bloom disabled, or in front of a User Texture 3DEN Editor object with a procedural ** color assigned instead of a texture) - don't fill the image to the edges, leave a ~15 px margin)\n  - Recommended effects (vanilla): none\n\n- *overviewPicture* (asset):\n  - Recommended resolution: 512x256 (landscape)\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: a colored cut out of a premium DLC asset on a transparent background (often captured on monochromatic Render Worlds - don't fill the image to the edges, leave a ~15 px margin)\n  - Recommended effects (vanilla): none\n\n- *picture* (spotlight):\n  - Recommended resolution: 512x512\n  - Recommended type: PNG > PAA\n  - Recommended content: an impressive in-game colored overview image to promote the spotlight content (fully filled)\n  - Recommended effects (vanilla): none\n\n- *video* (spotlight):\n  - Recommended resolution: 1024x1024\n  - Recommended type: OGV\n  - Recommended framerate: 30\n  - Recommended duration: ~10 s\n  - Recommended content: collage of quick overview scenes of in-game spotlight content footage\n  - Recommended effects (vanilla): hard cuts between scenes (no fades) / quick fade to black at the end / no sounds / no music\n- *overview* (FM):\n  - Recommended resolution: 1024x512 (landscape)\n  - Recommended type: PNG > PAA\n  - Recommended content: an impressive in-game colored overview screenshot to highlight your DLC\n  - Recommended effects (vanilla): none\n\n- *image* (FM):\n  - Recommended resolution: 256x256\n  - Recommended type: PNG > PAA (alpha)\n  - Recommended content: as picture but inverse (the icon is alpha, and there is a rounded white tile around it - leaving a ~10 px margin)\n  - Recommended effects (vanilla): none"}],"categories":["Arma 3: DLCs & Expansions"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: DLC Restrictions","title":"Arma 3: DLC Restrictions","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_DLC_Restrictions","revid":378893,"updated":"2026-08-11T14:19:04Z","aliases":["Arma 3 DLC Restrictions"],"markdown":"Most Arma 3 DLCs & Expansions come with restrictions regarding the usage of their premium assets (e.g. vehicles and weapons).\nThis technology is referred to as Content Licensing.\nSome DLC assets are *not* covered by this limitation and are added to the base game / platform for free (e.g. decorative props).\n\n> [!NOTE]\n> - All (premium) DLC assets can be tested without any kind of limitation or ads in the Arsenal.\n> - As the in-game ads will tell, press <kbd>⇧ Shift</kbd> + <kbd>P</kbd> in order to open the DLC Content Browser menu.\n> - See the [Roadmap 2014/15 - Arma 3 DLC Strategy](https://www.bohemia.net/blog/roadmap-14-15-dlc-strategy-blog) blog post for further information.\n\n> [!NOTE]\n> For the restrictions of the Spearhead 1944 CDLC and its companion modification SPEX - Spearhead Extended visit Spearhead Extended Asset Restrictions.\n\n### Different Restrictions\n\nThe following restrictions only apply to **DLC assets** that have **DLC Restrictions** applied to them.\nA more technical description of said restrictions and how to configure Content Licensing for DLC can be viewed on the Arma 3: DLC Content Licensing page.\n\n#### Weapon Restrictions\n\n- Cannot be picked up from a box, a corpse, or anywhere else.\n- If added by script or already provided, the DLC ads overlay will appear more and more frequently.\n\n#### Vehicle Restrictions\n\n- Cannot get in the Driver, Commander and Gunner positions. Passenger seats including FFV seats are still open to non-owners.\n  - Even though Passenger seats are open to everyone, ads will still appear for non-owners.\n- If put in Driver, Commander and Gunner seats by script/already there as mission starts, the DLC ads overlay will appear more and more frequently.\n\n#### Gear Restrictions\n\n- Cannot be picked up from a box, a corpse, or anywhere else.\n- If added by script or already provided, the DLC ads overlay will appear more and more frequently.\n\n#### Drone Restrictions\n\nCannot be connected to via the UAV Terminal.\n\n#### Terrain Restrictions\n\nThe terrain simply cannot be accessed (even in Eden Editor).\n\n#### Mission Restrictions\n\nIf the mission is DLC-restricted, the mission cannot be started (such as some official Showcases and Challenges).\n\n- In Eden Editor, restrictions are set via **Attributes > General > Overview > DLC** and **Require DLC** if necessary.\n\n#### Props Restrictions\n\nThere's nothing unless the DLC is an optional DLC. Every prop that included in the vanilla game is free to use, without any kind of restrictions.\n\n### Per Item DLC Restrictions\n\nSince a displayed DLC icon doesn't mean the item is restricted (premium), the following tables help finding out which items and equipment mission makers can use.\n\n> [!NOTE]\n> - These tables are valid as of Arma 3 **v2.22**.\n> - **Personal Equipment** list icons are based on Arsenal.\n> - **Vehicles** list icons are based on Eden Editor's Asset Browser.\n\n#### Personal Equipment\n\n| Type | classname | displayName | Icon | Restricted? |\n|---|---|---|---|---|\n| Watch | ItemWatch | Watch |  | No |\n| Compass | ItemCompass | Compass |  | No |\n| Terminal | ItemGPS | GPS |  | No |\n| Communication | ItemRadio | Radio |  | No |\n| Map | ItemMap | Map |  | No |\n| Item | MineDetector | Mine Detector |  | No |\n| Binocular | Binocular | Binoculars |  | No |\n| Binocular | Rangefinder | Rangefinder |  | No |\n| NVGs | NVGoggles | NV Goggles (Brown) |  | No |\n| NVGs | NVGoggles_OPFOR | NV Goggles (Black) |  | No |\n| NVGs | NVGoggles_INDEP | NV Goggles (Green) |  | No |\n| Binocular | Laserdesignator | Laser Designator (Sand) |  | No |\n| Binocular | Laserdesignator_02 | Laser Designator (Hex) |  | No |\n| Binocular | Laserdesignator_03 | Laser Designator (Olive) |  | No |\n| Item | FirstAidKit | First Aid Kit |  | No |\n| Item | Medikit | Medikit |  | No |\n| Item | ToolKit | Toolkit |  | No |\n| Launcher | launch_NLAW_F | PCML |  | No |\n| Launcher | launch_RPG32_F | RPG-42 Alamut |  | No |\n| Launcher | launch_B_Titan_F | Titan MPRL (Sand) |  | No |\n| Launcher | launch_I_Titan_F | Titan MPRL (Digital) |  | No |\n| Launcher | launch_O_Titan_F | Titan MPRL (Hex) |  | No |\n| Launcher | launch_B_Titan_short_F | Titan MPRL Compact (Sand) |  | No |\n| Launcher | launch_I_Titan_short_F | Titan MPRL Compact (Olive) |  | No |\n| Launcher | launch_O_Titan_short_F | Titan MPRL Compact (Coyote) |  | No |\n| Rifle | srifle_DMR_01_F | Rahim 7.62 mm |  | No |\n| Rifle | srifle_EBR_F | Mk18 ABR 7.62 mm |  | No |\n| Rifle | srifle_GM6_F | GM6 Lynx 12.7 mm |  | No |\n| Rifle | srifle_GM6_camo_F | GM6 Lynx 12.7 mm (Camo) |  | No |\n| Rifle | srifle_LRR_F | M320 LRR .408 |  | No |\n| Rifle | srifle_LRR_camo_F | M320 LRR .408 (Camo) |  | No |\n| Rifle | LMG_Mk200_F | Mk200 6.5 mm |  | No |\n| Rifle | LMG_Zafir_F | Zafir 7.62 mm |  | No |\n| Pistol | hgun_ACPC2_F | ACP-C2 .45 ACP |  | No |\n| Pistol | hgun_P07_F | P07 9 mm |  | No |\n| Pistol | hgun_Pistol_heavy_01_F | 4-five .45 ACP |  | No |\n| Pistol | hgun_Pistol_heavy_02_F | Zubr .45 ACP |  | No |\n| Pistol | hgun_Rook40_F | Rook-40 9 mm |  | No |\n| Rifle | arifle_Katiba_F | Katiba 6.5 mm |  | No |\n| Rifle | arifle_Katiba_C_F | Katiba Carbine 6.5 mm |  | No |\n| Rifle | arifle_Katiba_GL_F | Katiba GL 6.5 mm |  | No |\n| Rifle | arifle_Mk20_F | Mk20 5.56 mm (Camo) |  | No |\n| Rifle | arifle_Mk20_plain_F | Mk20 5.56 mm |  | No |\n| Rifle | arifle_Mk20C_F | Mk20C 5.56 mm (Camo) |  | No |\n| Rifle | arifle_Mk20C_plain_F | Mk20C 5.56 mm |  | No |\n| Rifle | arifle_Mk20_GL_F | Mk20 EGLM 5.56 mm (Camo) |  | No |\n| Rifle | arifle_Mk20_GL_plain_F | Mk20 EGLM 5.56 mm |  | No |\n| Rifle | arifle_MXC_F | MXC 6.5 mm |  | No |\n| Rifle | arifle_MX_F | MX 6.5 mm |  | No |\n| Rifle | arifle_MX_GL_F | MX 3GL 6.5 mm |  | No |\n| Rifle | arifle_MX_SW_F | MX SW 6.5 mm |  | No |\n| Rifle | arifle_MXM_F | MXM 6.5 mm |  | No |\n| Rifle | arifle_MXC_Black_F | MXC 6.5 mm (Black) |  | No |\n| Rifle | arifle_MX_Black_F | MX 6.5 mm (Black) |  | No |\n| Rifle | arifle_MX_GL_Black_F | MX 3GL 6.5 mm (Black) |  | No |\n| Rifle | arifle_MX_SW_Black_F | MX SW 6.5 mm (Black) |  | No |\n| Rifle | arifle_MXM_Black_F | MXM 6.5 mm (Black) |  | No |\n| Rifle | arifle_SDAR_F | SDAR 5.56 mm |  | No |\n| Rifle | arifle_TRG21_F | TRG-21 5.56 mm |  | No |\n| Rifle | arifle_TRG20_F | TRG-20 5.56 mm |  | No |\n| Rifle | arifle_TRG21_GL_F | TRG-21 EGLM 5.56 mm |  | No |\n| Rifle | hgun_PDW2000_F | PDW2000 9 mm |  | No |\n| Rifle | SMG_01_F | Vermin SMG .45 ACP |  | No |\n| Rifle | SMG_02_F | Sting 9 mm |  | No |\n| Uniform | U_B_CombatUniform_mcam | Combat Fatigues (MTP) |  | No |\n| Uniform | U_B_CombatUniform_mcam_tshirt | Combat Fatigues (MTP) (Tee) |  | No |\n| Uniform | U_B_CombatUniform_mcam_vest | Recon Fatigues (MTP) |  | No |\n| Uniform | U_B_GhillieSuit | Ghillie Suit [NATO] |  | No |\n| Uniform | U_B_HeliPilotCoveralls | Heli Pilot Coveralls [NATO] |  | No |\n| Uniform | U_B_Wetsuit | Wetsuit [NATO] |  | No |\n| Uniform | U_O_CombatUniform_ocamo | Fatigues (Hex) [CSAT] |  | No |\n| Uniform | U_O_GhillieSuit | Ghillie Suit [CSAT] |  | No |\n| Uniform | U_O_PilotCoveralls | Pilot Coveralls [CSAT] |  | No |\n| Uniform | U_O_Wetsuit | Wetsuit [CSAT] |  | No |\n| Uniform | U_C_Poloshirt_blue | Commoner Clothes (Blue) |  | No |\n| Uniform | U_C_Poloshirt_burgundy | Commoner Clothes (Burgundy) |  | No |\n| Uniform | U_C_Poloshirt_stripped | Commoner Clothes (Striped) |  | No |\n| Uniform | U_C_Poloshirt_tricolour | Commoner Clothes (Tricolor) |  | No |\n| Uniform | U_C_Poloshirt_salmon | Commoner Clothes (Salmon) |  | No |\n| Uniform | U_C_Poloshirt_redwhite | Commoner Clothes (Red-White) |  | No |\n| Uniform | U_Rangemaster | Rangemaster Suit |  | No |\n| Uniform | U_OrestesBody | Jacket and Shorts |  | No |\n| Uniform | U_B_CombatUniform_mcam_worn | Worn Combat Fatigues (MTP) |  | No |\n| Uniform | U_B_PilotCoveralls | Pilot Coveralls [NATO] |  | No |\n| Uniform | U_O_CombatUniform_oucamo | Fatigues (Urban) [CSAT] |  | No |\n| Uniform | U_O_SpecopsUniform_ocamo | Recon Fatigues (Hex) |  | No |\n| Uniform | U_O_OfficerUniform_ocamo | Officer Fatigues (Hex) |  | No |\n| Uniform | U_I_CombatUniform | Combat Fatigues [AAF] |  | No |\n| Uniform | U_I_CombatUniform_shortsleeve | Combat Fatigues [AAF] (Rolled-up) |  | No |\n| Uniform | U_I_pilotCoveralls | Pilot Coveralls [AAF] |  | No |\n| Uniform | U_I_HeliPilotCoveralls | Heli Pilot Coveralls [AAF] |  | No |\n| Uniform | U_I_GhillieSuit | Ghillie Suit [AAF] |  | No |\n| Uniform | U_I_OfficerUniform | Combat Fatigues [AAF] (Officer) |  | No |\n| Uniform | U_I_Wetsuit | Wetsuit [AAF] |  | No |\n| Uniform | U_Competitor | Competitor Suit |  | No |\n| Uniform | U_BG_Guerilla1_1 | Guerilla Garment |  | No |\n| Uniform | U_BG_Guerilla2_1 | Guerilla Outfit (Plain, Dark) |  | No |\n| Uniform | U_BG_Guerilla2_2 | Guerilla Outfit (Pattern) |  | No |\n| Uniform | U_BG_Guerilla2_3 | Guerilla Outfit (Plain, Light) |  | No |\n| Uniform | U_BG_Guerilla3_1 | Guerilla Smocks |  | No |\n| Uniform | U_BG_leader | Guerilla Uniform |  | No |\n| Uniform | U_C_Poor_1 | Worn Clothes |  | No |\n| Uniform | U_C_WorkerCoveralls | Worker Coveralls |  | No |\n| Uniform | U_C_HunterBody_grn | Hunting Clothes |  | No |\n| Uniform | U_B_CTRG_1 | CTRG Combat Uniform |  | No |\n| Uniform | U_B_CTRG_2 | CTRG Combat Uniform (Tee) |  | No |\n| Uniform | U_B_CTRG_3 | CTRG Combat Uniform (Rolled-up) |  | No |\n| Uniform | U_B_survival_uniform | Survival Fatigues |  | No |\n| Uniform | U_I_G_Story_Protagonist_F | Worn Combat Fatigues (Kerry) |  | No |\n| Uniform | U_I_G_resistanceLeader_F | Combat Fatigues (Stavrou) |  | No |\n| Uniform | U_C_Journalist | Journalist Clothes |  | No |\n| Uniform | U_C_Scientist | Scientist Clothes |  | No |\n| Uniform | U_B_Protagonist_VR | VR Suit [NATO] |  | No |\n| Uniform | U_O_Protagonist_VR | VR Suit [CSAT] |  | No |\n| Uniform | U_I_Protagonist_VR | VR Suit [AAF] |  | No |\n| Uniform | U_C_Protagonist_VR | VR Suit [Civilians] |  | No |\n| Uniform | U_BG_Guerrilla_6_1 | Guerilla Apparel |  | No |\n| Uniform | U_C_Driver_1 | Driver Coverall (Fuel) |  | Karts |\n| Uniform | U_C_Driver_2 | Driver Coverall (Bluking) |  | Karts |\n| Uniform | U_C_Driver_3 | Driver Coverall (Redstone) |  | Karts |\n| Uniform | U_C_Driver_4 | Driver Coverall (Vrana) |  | Karts |\n| Uniform | U_Marshal | Marshal Clothes |  | No |\n| Uniform | U_C_Driver_1_black | Driver Coverall (Black) |  | Karts |\n| Uniform | U_C_Driver_1_blue | Driver Coverall (Blue) |  | Karts |\n| Uniform | U_C_Driver_1_green | Driver Coverall (Green) |  | Karts |\n| Uniform | U_C_Driver_1_red | Driver Coverall (Red) |  | Karts |\n| Uniform | U_C_Driver_1_white | Driver Coverall (White) |  | Karts |\n| Uniform | U_C_Driver_1_yellow | Driver Coverall (Yellow) |  | Karts |\n| Uniform | U_C_Driver_1_orange | Driver Coverall (Orange) |  | Karts |\n| Uniform | U_B_FullGhillie_lsh | Full Ghillie (Lush) [NATO] |  | Marksmen |\n| Uniform | U_B_FullGhillie_sard | Full Ghillie (Semi-Arid) [NATO] |  | Marksmen |\n| Uniform | U_B_FullGhillie_ard | Full Ghillie (Arid) [NATO] |  | Marksmen |\n| Uniform | U_O_FullGhillie_lsh | Full Ghillie (Lush) [CSAT] |  | Marksmen |\n| Uniform | U_O_FullGhillie_sard | Full Ghillie (Semi-Arid) [CSAT] |  | Marksmen |\n| Uniform | U_O_FullGhillie_ard | Full Ghillie (Arid) [CSAT] |  | Marksmen |\n| Uniform | U_I_FullGhillie_lsh | Full Ghillie (Lush) [AAF] |  | Marksmen |\n| Uniform | U_I_FullGhillie_sard | Full Ghillie (Semi-Arid) [AAF] |  | Marksmen |\n| Uniform | U_I_FullGhillie_ard | Full Ghillie (Arid) [AAF] |  | Marksmen |\n| Vest | V_Rangemaster_belt | Rangemaster Belt |  | No |\n| Vest | V_BandollierB_khk | Slash Bandolier (Khaki) |  | No |\n| Vest | V_BandollierB_cbr | Slash Bandolier (Coyote) |  | No |\n| Vest | V_BandollierB_rgr | Slash Bandolier (Green) |  | No |\n| Vest | V_BandollierB_blk | Slash Bandolier (Black) |  | No |\n| Vest | V_BandollierB_oli | Slash Bandolier (Olive) |  | No |\n| Vest | V_PlateCarrier1_rgr | Carrier Lite (Green) |  | No |\n| Vest | V_PlateCarrier2_rgr | Carrier Rig (Green) |  | No |\n| Vest | V_PlateCarrier2_blk | Carrier Rig (Black) |  | No |\n| Vest | V_PlateCarrierGL_rgr | Carrier GL Rig (Green) |  | No |\n| Vest | V_PlateCarrierGL_blk | Carrier GL Rig (Black) |  | No |\n| Vest | V_PlateCarrierGL_mtp | Carrier GL Rig (MTP) |  | No |\n| Vest | V_PlateCarrier1_blk | Carrier Lite (Black) |  | No |\n| Vest | V_PlateCarrierSpec_rgr | Carrier Special Rig (Green) |  | No |\n| Vest | V_PlateCarrierSpec_blk | Carrier Special Rig (Black) |  | No |\n| Vest | V_PlateCarrierSpec_mtp | Carrier Special Rig (MTP) |  | No |\n| Vest | V_Chestrig_khk | Chest Rig (Khaki) |  | No |\n| Vest | V_Chestrig_rgr | Chest Rig (Green) |  | No |\n| Vest | V_Chestrig_blk | Chest Rig (Black) |  | No |\n| Vest | V_Chestrig_oli | Chest Rig (Olive) |  | No |\n| Vest | V_TacVest_khk | Tactical Vest (Khaki) |  | No |\n| Vest | V_TacVest_brn | Tactical Vest (Brown) |  | No |\n| Vest | V_TacVest_oli | Tactical Vest (Olive) |  | No |\n| Vest | V_TacVest_blk | Tactical Vest (Black) |  | No |\n| Vest | V_TacVest_camo | Tactical Vest (Camo) |  | No |\n| Vest | V_TacVest_blk_POLICE | Tactical Vest (Police) |  | No |\n| Vest | V_TacVestIR_blk | Raven Vest |  | No |\n| Vest | V_HarnessO_brn | LBV Harness |  | No |\n| Vest | V_HarnessOGL_brn | LBV Grenadier Harness |  | No |\n| Vest | V_HarnessO_gry | LBV Harness (Grey) |  | No |\n| Vest | V_HarnessOGL_gry | LBV Grenadier Harness (Grey) |  | No |\n| Vest | V_PlateCarrierIA1_dgtl | GA Carrier Lite (Digital) |  | No |\n| Vest | V_PlateCarrierIA2_dgtl | GA Carrier Rig (Digital) |  | No |\n| Vest | V_PlateCarrierIAGL_dgtl | GA Carrier GL Rig (Digital) |  | No |\n| Vest | V_PlateCarrierIAGL_oli | GA Carrier GL Rig (Olive) |  | No |\n| Vest | V_RebreatherB | Rebreather [NATO] |  | No |\n| Vest | V_RebreatherIR | Rebreather [CSAT] |  | No |\n| Vest | V_RebreatherIA | Rebreather [AAF] |  | No |\n| Vest | V_PlateCarrier_Kerry | US Plate Carrier Rig (Kerry) |  | No |\n| Vest | V_PlateCarrierL_CTRG | CTRG Plate Carrier Rig Mk.1 (Light) |  | No |\n| Vest | V_PlateCarrierH_CTRG | CTRG Plate Carrier Rig Mk.2 (Heavy) |  | No |\n| Vest | V_I_G_resistanceLeader_F | Tactical Vest (Stavrou) |  | No |\n| Vest | V_Press_F | Vest (Press) |  | No |\n| Headgear | H_HelmetB | Combat Helmet |  | No |\n| Headgear | H_HelmetB_camo | Combat Helmet (Camo) |  | No |\n| Headgear | H_HelmetB_light | Light Combat Helmet |  | No |\n| Headgear | H_Booniehat_khk | Boonie Hat (Khaki) |  | No |\n| Headgear | H_Booniehat_oli | Boonie Hat (Olive) |  | No |\n| Headgear | H_Booniehat_mcamo | Boonie Hat (MTP) |  | No |\n| Headgear | H_Booniehat_tan | Boonie Hat (Sand) |  | No |\n| Headgear | H_Booniehat_dgtl | Boonie Hat [AAF] |  | No |\n| Headgear | H_Booniehat_khk_hs | Boonie Hat (Headset) |  | No |\n| Headgear | H_HelmetSpecB | Enhanced Combat Helmet |  | No |\n| Headgear | H_HelmetSpecB_paint1 | Enhanced Combat Helmet (Grass) |  | No |\n| Headgear | H_HelmetSpecB_paint2 | Enhanced Combat Helmet (Desert) |  | No |\n| Headgear | H_HelmetSpecB_blk | Enhanced Combat Helmet (Black) |  | No |\n| Headgear | H_HelmetSpecB_snakeskin | Enhanced Combat Helmet (Snakeskin) |  | No |\n| Headgear | H_HelmetSpecB_sand | Enhanced Combat Helmet (Sand) |  | No |\n| Headgear | H_HelmetIA | Modular Helmet |  | No |\n| Headgear | H_HelmetB_grass | Combat Helmet (Grass) |  | No |\n| Headgear | H_HelmetB_snakeskin | Combat Helmet (Snakeskin) |  | No |\n| Headgear | H_HelmetB_desert | Combat Helmet (Desert) |  | No |\n| Headgear | H_HelmetB_black | Combat Helmet (Black) |  | No |\n| Headgear | H_HelmetB_sand | Combat Helmet (Sand) |  | No |\n| Headgear | H_Cap_red | Cap (Red) |  | No |\n| Headgear | H_Cap_blu | Cap (Blue) |  | No |\n| Headgear | H_Cap_oli | Cap (Olive) |  | No |\n| Headgear | H_Cap_headphones | Rangemaster Cap |  | No |\n| Headgear | H_Cap_tan | Cap (Tan) |  | No |\n| Headgear | H_Cap_blk | Cap (Black) |  | No |\n| Headgear | H_Cap_blk_CMMG | Cap (CMMG) |  | No |\n| Headgear | H_Cap_brn_SPECOPS | Cap [OPFOR] |  | No |\n| Headgear | H_Cap_tan_specops_US | Cap (US MTP) |  | No |\n| Headgear | H_Cap_khaki_specops_UK | Cap (UK) |  | No |\n| Headgear | H_Cap_grn | Cap (Green) |  | No |\n| Headgear | H_Cap_grn_BI | Cap (BI) |  | No |\n| Headgear | H_Cap_blk_Raven | Cap [AAF] |  | No |\n| Headgear | H_Cap_blk_ION | Cap (ION) |  | No |\n| Headgear | H_Cap_oli_hs | Cap (Olive, Headset) |  | No |\n| Headgear | H_Cap_press | Cap (Press) |  | No |\n| Headgear | H_Cap_usblack | Cap (US Black) |  | No |\n| Headgear | H_Cap_surfer | Cap (Surfer) |  | No |\n| Headgear | H_Cap_police | Cap (Police) |  | No |\n| Headgear | H_HelmetCrew_B | Crew Helmet [NATO] |  | No |\n| Headgear | H_HelmetCrew_O | Crew Helmet [CSAT] |  | No |\n| Headgear | H_HelmetCrew_I | Crew Helmet [AAF] |  | No |\n| Headgear | H_PilotHelmetFighter_B | Pilot Helmet [NATO] |  | No |\n| Headgear | H_PilotHelmetFighter_O | Pilot Helmet [CSAT] |  | No |\n| Headgear | H_PilotHelmetFighter_I | Pilot Helmet [AAF] |  | No |\n| Headgear | H_PilotHelmetHeli_B | Heli Pilot Helmet [NATO] |  | No |\n| Headgear | H_PilotHelmetHeli_O | Heli Pilot Helmet [CSAT] |  | No |\n| Headgear | H_PilotHelmetHeli_I | Heli Pilot Helmet [AAF] |  | No |\n| Headgear | H_CrewHelmetHeli_B | Heli Crew Helmet [NATO] |  | No |\n| Headgear | H_CrewHelmetHeli_O | Heli Crew Helmet [CSAT] |  | No |\n| Headgear | H_CrewHelmetHeli_I | Heli Crew Helmet [AAF] |  | No |\n| Headgear | H_HelmetO_ocamo | Protector Helmet (Hex) |  | No |\n| Headgear | H_HelmetLeaderO_ocamo | Defender Helmet (Hex) |  | No |\n| Headgear | H_MilCap_ocamo | Military Cap (Hex) |  | No |\n| Headgear | H_MilCap_mcamo | Military Cap (MTP) |  | No |\n| Headgear | H_MilCap_gry | Military Cap (Grey) |  | No |\n| Headgear | H_MilCap_dgtl | Military Cap [AAF] |  | No |\n| Headgear | H_MilCap_blue | Military Cap (Blue) |  | No |\n| Headgear | H_HelmetB_light_grass | Light Combat Helmet (Grass) |  | No |\n| Headgear | H_HelmetB_light_snakeskin | Light Combat Helmet (Snakeskin) |  | No |\n| Headgear | H_HelmetB_light_desert | Light Combat Helmet (Desert) |  | No |\n| Headgear | H_HelmetB_light_black | Light Combat Helmet (Black) |  | No |\n| Headgear | H_HelmetB_light_sand | Light Combat Helmet (Sand) |  | No |\n| Headgear | H_HelmetO_oucamo | Protector Helmet (Urban) |  | No |\n| Headgear | H_HelmetLeaderO_oucamo | Defender Helmet (Urban) |  | No |\n| Headgear | H_HelmetSpecO_ocamo | Assassin Helmet (Hex) |  | No |\n| Headgear | H_HelmetSpecO_blk | Assassin Helmet (Black) |  | No |\n| Headgear | H_Bandanna_surfer | Bandana (Surfer) |  | No |\n| Headgear | H_Bandanna_khk | Bandana (Khaki) |  | No |\n| Headgear | H_Bandanna_khk_hs | Bandana (Headset) |  | No |\n| Headgear | H_Bandanna_cbr | Bandana (Coyote) |  | No |\n| Headgear | H_Bandanna_sgg | Bandana (Sage) |  | No |\n| Headgear | H_Bandanna_sand | Bandana (Sand) |  | No |\n| Headgear | H_Bandanna_surfer_blk | Bandana (Surfer, Black) |  | No |\n| Headgear | H_Bandanna_surfer_grn | Bandana (Surfer, Green) |  | No |\n| Headgear | H_Bandanna_gry | Bandana (Black) |  | No |\n| Headgear | H_Bandanna_blu | Bandana (Blue) |  | No |\n| Headgear | H_Bandanna_camo | Bandana (Woodland) |  | No |\n| Headgear | H_Bandanna_mcamo | Bandana (MTP) |  | No |\n| Headgear | H_Shemag_olive | Shemag (Olive) |  | No |\n| Headgear | H_Shemag_olive_hs | Shemag (Olive, Headset) |  | No |\n| Headgear | H_ShemagOpen_khk | Shemag (White) |  | No |\n| Headgear | H_ShemagOpen_tan | Shemag (Tan) |  | No |\n| Headgear | H_Beret_blk | Beret (Black) |  | No |\n| Headgear | H_Beret_02 | Beret [NATO] |  | No |\n| Headgear | H_Beret_Colonel | Beret [NATO] (Colonel) |  | No |\n| Headgear | H_Watchcap_blk | Beanie |  | No |\n| Headgear | H_Watchcap_cbr | Beanie (Coyote) |  | No |\n| Headgear | H_Watchcap_khk | Beanie (Khaki) |  | No |\n| Headgear | H_Watchcap_camo | Beanie (Green) |  | No |\n| Headgear | H_StrawHat | Straw Hat |  | No |\n| Headgear | H_StrawHat_dark | Straw Hat (Dark) |  | No |\n| Headgear | H_Hat_blue | Hat (Blue) |  | No |\n| Headgear | H_Hat_brown | Hat (Brown) |  | No |\n| Headgear | H_Hat_camo | Hat (Camo) |  | No |\n| Headgear | H_Hat_grey | Hat (Grey) |  | No |\n| Headgear | H_Hat_checker | Hat (Checker) |  | No |\n| Headgear | H_Hat_tan | Hat (Tan) |  | No |\n| Headgear | H_RacingHelmet_1_F | Racing Helmet (Fuel) |  | Karts |\n| Headgear | H_RacingHelmet_2_F | Racing Helmet (Bluking) |  | Karts |\n| Headgear | H_RacingHelmet_3_F | Racing Helmet (Redstone) |  | Karts |\n| Headgear | H_RacingHelmet_4_F | Racing Helmet (Vrana) |  | Karts |\n| Headgear | H_RacingHelmet_1_black_F | Racing Helmet (Black) |  | Karts |\n| Headgear | H_RacingHelmet_1_blue_F | Racing Helmet (Blue) |  | Karts |\n| Headgear | H_RacingHelmet_1_green_F | Racing Helmet (Green) |  | Karts |\n| Headgear | H_RacingHelmet_1_red_F | Racing Helmet (Red) |  | Karts |\n| Headgear | H_RacingHelmet_1_white_F | Racing Helmet (White) |  | Karts |\n| Headgear | H_RacingHelmet_1_yellow_F | Racing Helmet (Yellow) |  | Karts |\n| Headgear | H_RacingHelmet_1_orange_F | Racing Helmet (Orange) |  | Karts |\n| Headgear | H_Cap_marshal | Marshal Cap |  | No |\n| Muzzle Attachment | muzzle_snds_H | Sound Suppressor (6.5 mm) |  | No |\n| Muzzle Attachment | muzzle_snds_L | Sound Suppressor (9 mm) |  | No |\n| Muzzle Attachment | muzzle_snds_M | Sound Suppressor (5.56 mm) |  | No |\n| Muzzle Attachment | muzzle_snds_B | Sound Suppressor (7.62 mm) |  | No |\n| Sight | optic_Arco | ARCO |  | No |\n| Sight | optic_Hamr | RCO |  | No |\n| Sight | optic_Aco | ACO (Red) |  | No |\n| Sight | optic_ACO_grn | ACO (Green) |  | No |\n| Sight | optic_Aco_smg | ACO SMG (Red) |  | No |\n| Sight | optic_ACO_grn_smg | ACO SMG (Green) |  | No |\n| Sight | optic_Holosight | Mk17 Holosight |  | No |\n| Sight | optic_Holosight_smg | Mk17 Holosight SMG |  | No |\n| Sight | optic_SOS | MOS |  | No |\n| Rail Attachment | acc_flashlight | Flashlight |  | No |\n| Rail Attachment | acc_flashlight_smg_01 | Flashlight |  | No |\n| Rail Attachment | acc_flashlight_pistol | Pistol Flashlight |  | No |\n| Rail Attachment | acc_pointer_IR | IR Laser Pointer |  | No |\n| Sight | optic_MRCO | MRCO |  | No |\n| Muzzle Attachment | muzzle_snds_acp | Sound Suppressor (.45 ACP) |  | No |\n| Sight | optic_NVS | NVS |  | No |\n| Sight | optic_Nightstalker | Nightstalker |  | No |\n| Sight | optic_tws | TWS |  | No |\n| Sight | optic_tws_mg | TWS MG |  | No |\n| Sight | optic_DMS | DMS |  | No |\n| Sight | optic_Yorris | Yorris J2 |  | No |\n| Sight | optic_MRD | MRD |  | No |\n| Sight | optic_LRPS | LRPS |  | No |\n| Terminal | B_UavTerminal | UAV Terminal [NATO] |  | No |\n| Terminal | O_UavTerminal | UAV Terminal [CSAT] |  | No |\n| Terminal | I_UavTerminal | UAV Terminal [AAF] |  | No |\n| Pistol | hgun_Pistol_Signal_F | Starter Pistol |  | Karts |\n| Muzzle Attachment | muzzle_snds_338_black | Sound Suppressor (.338, Black) |  | No |\n| Muzzle Attachment | muzzle_snds_338_green | Sound Suppressor (.338, Green) |  | No |\n| Muzzle Attachment | muzzle_snds_338_sand | Sound Suppressor (.338, Sand) |  | No |\n| Muzzle Attachment | muzzle_snds_93mmg | Sound Suppressor (9.3mm, Black) |  | No |\n| Muzzle Attachment | muzzle_snds_93mmg_tan | Sound Suppressor (9.3mm, Tan) |  | No |\n| Sight | optic_AMS | AMS (Black) |  | Marksmen |\n| Sight | optic_AMS_khk | AMS (Khaki) |  | Marksmen |\n| Sight | optic_AMS_snd | AMS (Sand) |  | Marksmen |\n| Sight | optic_KHS_blk | Kahlia (Black) |  | Marksmen |\n| Sight | optic_KHS_hex | Kahlia (Hex) |  | Marksmen |\n| Sight | optic_KHS_old | Kahlia (Old) |  | Marksmen |\n| Sight | optic_KHS_tan | Kahlia (Tan) |  | Marksmen |\n| Bipod | bipod_01_F_snd | Bipod (Sand) [NATO] |  | No |\n| Bipod | bipod_01_F_blk | Bipod (Black) [NATO] |  | No |\n| Bipod | bipod_01_F_mtp | Bipod (MTP) [NATO] |  | No |\n| Bipod | bipod_02_F_blk | Bipod (Black) [CSAT] |  | No |\n| Bipod | bipod_02_F_tan | Bipod (Tan) [CSAT] |  | No |\n| Bipod | bipod_02_F_hex | Bipod (Hex) [CSAT] |  | No |\n| Bipod | bipod_03_F_blk | Bipod (Black) [AAF] |  | No |\n| Bipod | bipod_03_F_oli | Bipod (Olive) [AAF] |  | No |\n| Rifle | srifle_DMR_02_F | MAR-10 .338 (Black) |  | Marksmen |\n| Rifle | srifle_DMR_02_camo_F | MAR-10 .338 (Camo) |  | Marksmen |\n| Rifle | srifle_DMR_02_sniper_F | MAR-10 .338 (Sand) |  | Marksmen |\n| Rifle | srifle_DMR_03_F | Mk-I EMR 7.62 mm (Black) |  | Marksmen |\n| Rifle | srifle_DMR_03_khaki_F | Mk-I EMR 7.62 mm (Khaki) |  | Marksmen |\n| Rifle | srifle_DMR_03_tan_F | Mk-I EMR 7.62 mm (Sand) |  | Marksmen |\n| Rifle | srifle_DMR_03_multicam_F | Mk-I EMR 7.62 mm (Camo) |  | Marksmen |\n| Rifle | srifle_DMR_03_woodland_F | Mk-I EMR 7.62 mm (Woodland) |  | Marksmen |\n| Rifle | srifle_DMR_04_F | ASP-1 Kir 12.7 mm (Black) |  | Marksmen |\n| Rifle | srifle_DMR_04_Tan_F | ASP-1 Kir 12.7 mm (Tan) |  | Marksmen |\n| Rifle | srifle_DMR_05_blk_F | Cyrus 9.3 mm (Black) |  | Marksmen |\n| Rifle | srifle_DMR_05_hex_F | Cyrus 9.3 mm (Hex) |  | Marksmen |\n| Rifle | srifle_DMR_05_tan_f | Cyrus 9.3 mm (Tan) |  | Marksmen |\n| Rifle | srifle_DMR_06_camo_F | Mk14 7.62 mm (Camo) |  | Marksmen |\n| Rifle | srifle_DMR_06_olive_F | Mk14 7.62 mm (Olive) |  | Marksmen |\n| Rifle | MMG_01_hex_F | Navid 9.3 mm (Hex) |  | Marksmen |\n| Rifle | MMG_01_tan_F | Navid 9.3 mm (Tan) |  | Marksmen |\n| Rifle | MMG_02_camo_F | SPMG .338 (MTP) |  | Marksmen |\n| Rifle | MMG_02_black_F | SPMG .338 (Black) |  | Marksmen |\n| Rifle | MMG_02_sand_F | SPMG .338 (Sand) |  | Marksmen |\n| Muzzle Attachment | muzzle_snds_570 | Sound Suppressor (5.7 mm) |  | No |\n| Rifle | SMG_03_TR_black | ADR-97 TR 5.7 mm (Black) |  | No |\n| Rifle | SMG_03_TR_camo | ADR-97 TR 5.7 mm (Camo) |  | No |\n| Rifle | SMG_03_TR_khaki | ADR-97 TR 5.7 mm (Khaki) |  | No |\n| Rifle | SMG_03_TR_hex | ADR-97 TR 5.7 mm (Hex) |  | No |\n| Rifle | SMG_03C_TR_black | ADR-97C TR 5.7 mm (Black) |  | No |\n| Rifle | SMG_03C_TR_camo | ADR-97C TR 5.7 mm (Camo) |  | No |\n| Rifle | SMG_03C_TR_khaki | ADR-97C TR 5.7 mm (Khaki) |  | No |\n| Rifle | SMG_03C_TR_hex | ADR-97C TR 5.7 mm (Hex) |  | No |\n| Rifle | SMG_03_black | ADR-97 5.7 mm (Black) |  | No |\n| Rifle | SMG_03_camo | ADR-97 5.7 mm (Camo) |  | No |\n| Rifle | SMG_03_khaki | ADR-97 5.7 mm (Khaki) |  | No |\n| Rifle | SMG_03_hex | ADR-97 5.7 mm (Hex) |  | No |\n| Rifle | SMG_03C_black | ADR-97C 5.7 mm (Black) |  | No |\n| Rifle | SMG_03C_camo | ADR-97C 5.7 mm (Camo) |  | No |\n| Rifle | SMG_03C_khaki | ADR-97C 5.7 mm (Khaki) |  | No |\n| Rifle | SMG_03C_hex | ADR-97C 5.7 mm (Hex) |  | No |\n| NVGs | O_NVGoggles_hex_F | Compact NVG (Hex) |  | No |\n| NVGs | O_NVGoggles_urb_F | Compact NVG (Urban) |  | No |\n| NVGs | O_NVGoggles_ghex_F | Compact NVG (Green Hex) |  | No |\n| NVGs | NVGoggles_tna_F | NV Goggles (Tropic) |  | No |\n| NVGs | NVGogglesB_blk_F | ENVG-II (Black) |  | Apex |\n| NVGs | NVGogglesB_grn_F | ENVG-II (Green) |  | Apex |\n| NVGs | NVGogglesB_gry_F | ENVG-II (Grey) |  | Apex |\n| Binocular | Laserdesignator_01_khk_F | Laser Designator (Khaki) |  | No |\n| Binocular | Laserdesignator_02_ghex_F | Laser Designator (Green Hex) |  | No |\n| Rifle | arifle_MX_khk_F | MX 6.5 mm (Khaki) |  | No |\n| Rifle | arifle_MX_GL_khk_F | MX 3GL 6.5 mm (Khaki) |  | No |\n| Rifle | arifle_MX_SW_khk_F | MX SW 6.5 mm (Khaki) |  | No |\n| Rifle | arifle_MXC_khk_F | MXC 6.5 mm (Khaki) |  | No |\n| Rifle | arifle_MXM_khk_F | MXM 6.5 mm (Khaki) |  | No |\n| Rifle | srifle_LRR_tna_F | M320 LRR .408 (Tropic) |  | No |\n| Rifle | srifle_GM6_ghex_F | GM6 Lynx 12.7 mm (Green Hex) |  | No |\n| Pistol | hgun_P07_khk_F | P07 9 mm (Khaki) |  | No |\n| Pistol | hgun_P07_blk_F | P07 9 mm (Black) |  | No |\n| Muzzle Attachment | muzzle_snds_H_khk_F | Sound Suppressor (6.5 mm, Khaki) |  | No |\n| Muzzle Attachment | muzzle_snds_H_snd_F | Sound Suppressor (6.5 mm, Sand) |  | No |\n| Muzzle Attachment | muzzle_snds_m_khk_F | Sound Suppressor (5.56 mm, Khaki) |  | No |\n| Muzzle Attachment | muzzle_snds_m_snd_F | Sound Suppressor (5.56 mm, Sand) |  | No |\n| Muzzle Attachment | muzzle_snds_58_blk_F | Stealth Sound Suppressor (5.8 mm, Black) |  | Apex |\n| Muzzle Attachment | muzzle_snds_58_ghex_F | Stealth Sound Suppressor (5.8 mm, Green Hex) |  | Apex |\n| Muzzle Attachment | muzzle_snds_58_hex_F | Stealth Sound Suppressor (5.8 mm, Hex) |  | Apex |\n| Muzzle Attachment | muzzle_snds_B_khk_F | Sound Suppressor (7.62 mm, Khaki) |  | No |\n| Muzzle Attachment | muzzle_snds_B_snd_F | Sound Suppressor (7.62 mm, Sand) |  | No |\n| Muzzle Attachment | muzzle_snds_65_TI_blk_F | Stealth Sound Suppressor (6.5 mm, Black) |  | Apex |\n| Muzzle Attachment | muzzle_snds_65_TI_hex_F | Stealth Sound Suppressor (6.5 mm, Hex) |  | Apex |\n| Muzzle Attachment | muzzle_snds_65_TI_ghex_F | Stealth Sound Suppressor (6.5 mm, Green Hex) |  | Apex |\n| Sight | optic_Arco_blk_F | ARCO (Black) |  | No |\n| Sight | optic_Arco_ghex_F | ARCO (Green Hex) |  | No |\n| Sight | optic_DMS_ghex_F | DMS (Green Hex) |  | No |\n| Sight | optic_Hamr_khk_F | RCO (Khaki) |  | No |\n| Sight | optic_ERCO_blk_F | ERCO (Black) |  | Apex |\n| Sight | optic_ERCO_khk_F | ERCO (Khaki) |  | Apex |\n| Sight | optic_ERCO_snd_F | ERCO (Sand) |  | Apex |\n| Sight | optic_SOS_khk_F | MOS (Khaki) |  | No |\n| Sight | optic_LRPS_tna_F | LRPS (Tropic) |  | No |\n| Sight | optic_LRPS_ghex_F | LRPS (Green Hex) |  | No |\n| Sight | optic_Holosight_blk_F | Mk17 Holosight (Black) |  | No |\n| Sight | optic_Holosight_khk_F | Mk17 Holosight (Khaki) |  | No |\n| Sight | optic_Holosight_smg_blk_F | Mk17 Holosight SMG (Black) |  | No |\n| Sight | optic_Holosight_smg_khk_F | Mk17 Holosight SMG (Khaki) |  | No |\n| Bipod | bipod_01_F_khk | Bipod (Khaki) [NATO] |  | No |\n| Launcher | launch_RPG32_ghex_F | RPG-42 Alamut (Green Hex) |  | No |\n| Launcher | launch_RPG7_F | RPG-7 |  | Apex |\n| Launcher | launch_B_Titan_tna_F | Titan MPRL (Tropic) |  | No |\n| Launcher | launch_B_Titan_short_tna_F | Titan MPRL Compact (Tropic) |  | No |\n| Launcher | launch_O_Titan_ghex_F | Titan MPRL (Green Hex) |  | No |\n| Launcher | launch_O_Titan_short_ghex_F | Titan MPRL Compact (Green Hex) |  | No |\n| Rifle | srifle_DMR_07_blk_F | CMR-76 6.5 mm (Black) |  | Apex |\n| Rifle | srifle_DMR_07_hex_F | CMR-76 6.5 mm (Hex) |  | Apex |\n| Rifle | srifle_DMR_07_ghex_F | CMR-76 6.5 mm (Green Hex) |  | Apex |\n| Rifle | LMG_03_F | LIM-85 5.56 mm |  | Apex |\n| Pistol | hgun_Pistol_01_F | PM 9 mm |  | Apex |\n| Rifle | arifle_AK12_F | AK-12 7.62 mm |  | Apex |\n| Rifle | arifle_AK12_GL_F | AK-12 GL 7.62 mm |  | Apex |\n| Rifle | arifle_AKM_F | AKM 7.62 mm |  | Apex |\n| Rifle | arifle_AKS_F | AKS-74U 5.45 mm |  | Apex |\n| Rifle | arifle_ARX_blk_F | Type 115 6.5 mm (Black) |  | Apex |\n| Rifle | arifle_ARX_ghex_F | Type 115 6.5 mm (Green Hex) |  | Apex |\n| Rifle | arifle_ARX_hex_F | Type 115 6.5 mm (Hex) |  | Apex |\n| Rifle | arifle_CTAR_blk_F | CAR-95 5.8 mm (Black) |  | Apex |\n| Rifle | arifle_CTAR_hex_F | CAR-95 5.8 mm (Hex) |  | Apex |\n| Rifle | arifle_CTAR_ghex_F | CAR-95 5.8 mm (Green Hex) |  | Apex |\n| Rifle | arifle_CTAR_GL_blk_F | CAR-95 GL 5.8 mm (Black) |  | Apex |\n| Rifle | arifle_CTAR_GL_hex_F | CAR-95 GL 5.8 mm (Hex) |  | Apex |\n| Rifle | arifle_CTAR_GL_ghex_F | CAR-95 GL 5.8 mm (Green Hex) |  | Apex |\n| Rifle | arifle_CTARS_blk_F | CAR-95-1 5.8mm (Black) |  | Apex |\n| Rifle | arifle_CTARS_hex_F | CAR-95-1 5.8mm (Hex) |  | Apex |\n| Rifle | arifle_CTARS_ghex_F | CAR-95-1 5.8mm (Green Hex) |  | Apex |\n| Rifle | arifle_SPAR_01_blk_F | SPAR-16 5.56 mm (Black) |  | Apex |\n| Rifle | arifle_SPAR_01_khk_F | SPAR-16 5.56 mm (Khaki) |  | Apex |\n| Rifle | arifle_SPAR_01_snd_F | SPAR-16 5.56 mm (Sand) |  | Apex |\n| Rifle | arifle_SPAR_01_GL_blk_F | SPAR-16 GL 5.56 mm (Black) |  | Apex |\n| Rifle | arifle_SPAR_01_GL_khk_F | SPAR-16 GL 5.56 mm (Khaki) |  | Apex |\n| Rifle | arifle_SPAR_01_GL_snd_F | SPAR-16 GL 5.56 mm (Sand) |  | Apex |\n| Rifle | arifle_SPAR_02_blk_F | SPAR-16S 5.56 mm (Black) |  | Apex |\n| Rifle | arifle_SPAR_02_khk_F | SPAR-16S 5.56 mm (Khaki) |  | Apex |\n| Rifle | arifle_SPAR_02_snd_F | SPAR-16S 5.56 mm (Sand) |  | Apex |\n| Rifle | arifle_SPAR_03_blk_F | SPAR-17 7.62 mm (Black) |  | Apex |\n| Rifle | arifle_SPAR_03_khk_F | SPAR-17 7.62 mm (Khaki) |  | Apex |\n| Rifle | arifle_SPAR_03_snd_F | SPAR-17 7.62 mm (Sand) |  | Apex |\n| Rifle | SMG_05_F | Protector 9 mm |  | Apex |\n| Uniform | U_B_T_Soldier_F | Combat Fatigues (Tropic) |  | No |\n| Uniform | U_B_T_Soldier_AR_F | Combat Fatigues (Tropic, Tee) |  | No |\n| Uniform | U_B_T_Soldier_SL_F | Recon Fatigues (Tropic) |  | No |\n| Uniform | U_B_T_Sniper_F | Ghillie Suit (Tropic) [NATO] |  | No |\n| Uniform | U_B_T_FullGhillie_tna_F | Full Ghillie (Jungle) [NATO] |  | Marksmen |\n| Uniform | U_B_CTRG_Soldier_F | CTRG Stealth Uniform |  | Apex |\n| Uniform | U_B_CTRG_Soldier_2_F | CTRG Stealth Uniform (Tee) |  | Apex |\n| Uniform | U_B_CTRG_Soldier_3_F | CTRG Stealth Uniform (Rolled-up) |  | Apex |\n| Uniform | U_B_CTRG_Soldier_Arid_F | CTRG Stealth Uniform (Arid) |  | Apex |\n| Uniform | U_B_CTRG_Soldier_2_Arid_F | CTRG Stealth Uniform (Tee, Arid) |  | Apex |\n| Uniform | U_B_CTRG_Soldier_3_Arid_F | CTRG Stealth Uniform (Rolled-up, Arid) |  | Apex |\n| Uniform | U_B_GEN_Soldier_F | Gendarmerie Uniform |  | Apex |\n| Uniform | U_B_GEN_Commander_F | Gendarmerie Commander Uniform |  | Apex |\n| Uniform | U_O_T_Soldier_F | Fatigues (Green Hex) [CSAT] |  | No |\n| Uniform | U_O_T_Officer_F | Officer Fatigues (Green Hex) [CSAT] |  | No |\n| Uniform | U_O_T_Sniper_F | Ghillie Suit (Green Hex) [CSAT] |  | No |\n| Uniform | U_O_T_FullGhillie_tna_F | Full Ghillie (Jungle) [CSAT] |  | Marksmen |\n| Uniform | U_O_V_Soldier_Viper_F | Special Purpose Suit (Green Hex) |  | Apex |\n| Uniform | U_O_V_Soldier_Viper_hex_F | Special Purpose Suit (Hex) |  | Apex |\n| Uniform | U_I_C_Soldier_Para_1_F | Paramilitary Garb (Tee) |  | Apex |\n| Uniform | U_I_C_Soldier_Para_2_F | Paramilitary Garb (Jacket) |  | Apex |\n| Uniform | U_I_C_Soldier_Para_3_F | Paramilitary Garb (Shirt) |  | Apex |\n| Uniform | U_I_C_Soldier_Para_4_F | Paramilitary Garb (Tank Top) |  | Apex |\n| Uniform | U_I_C_Soldier_Para_5_F | Paramilitary Garb (Shorts) |  | Apex |\n| Uniform | U_I_C_Soldier_Bandit_1_F | Bandit Clothes (Polo Shirt) |  | Apex |\n| Uniform | U_I_C_Soldier_Bandit_2_F | Bandit Clothes (Skull) |  | Apex |\n| Uniform | U_I_C_Soldier_Bandit_3_F | Bandit Clothes (Tee) |  | Apex |\n| Uniform | U_I_C_Soldier_Bandit_4_F | Bandit Clothes (Checkered) |  | Apex |\n| Uniform | U_I_C_Soldier_Bandit_5_F | Bandit Clothes (Tank Top) |  | Apex |\n| Uniform | U_I_C_Soldier_Camo_F | Syndikat Uniform |  | Apex |\n| Uniform | U_C_man_sport_1_F | Sport Clothes (Beach) |  | Apex |\n| Uniform | U_C_man_sport_2_F | Sport Clothes (Orange) |  | Apex |\n| Uniform | U_C_man_sport_3_F | Sport Clothes (Blue) |  | Apex |\n| Uniform | U_C_Man_casual_1_F | Casual Clothes (Navy) |  | No |\n| Uniform | U_C_Man_casual_2_F | Casual Clothes (Blue) |  | No |\n| Uniform | U_C_Man_casual_3_F | Casual Clothes (Green) |  | No |\n| Uniform | U_C_Man_casual_4_F | Summer Clothes (Sky) |  | No |\n| Uniform | U_C_Man_casual_5_F | Summer Clothes (Yellow) |  | No |\n| Uniform | U_C_Man_casual_6_F | Summer Clothes (Red) |  | No |\n| Uniform | U_B_CTRG_Soldier_urb_1_F | CTRG Urban Uniform |  | No |\n| Uniform | U_B_CTRG_Soldier_urb_2_F | CTRG Urban Uniform (Tee) |  | No |\n| Uniform | U_B_CTRG_Soldier_urb_3_F | CTRG Urban Uniform (Rolled-up) |  | No |\n| Headgear | H_Helmet_Skate | Skate Helmet |  | No |\n| Headgear | H_HelmetB_TI_tna_F | Stealth Combat Helmet |  | Apex |\n| Headgear | H_HelmetB_TI_arid_F | Stealth Combat Helmet (Arid) |  | Apex |\n| Headgear | H_HelmetO_ViperSP_hex_F | Special Purpose Helmet (Hex) |  | Apex |\n| Headgear | H_HelmetO_ViperSP_ghex_F | Special Purpose Helmet (Green Hex) |  | Apex |\n| Headgear | H_HelmetB_tna_F | Combat Helmet (Tropic) |  | No |\n| Headgear | H_HelmetB_Enh_tna_F | Enhanced Combat Helmet (Tropic) |  | No |\n| Headgear | H_HelmetB_Light_tna_F | Light Combat Helmet (Tropic) |  | No |\n| Headgear | H_HelmetSpecO_ghex_F | Assassin Helmet (Green Hex) |  | No |\n| Headgear | H_HelmetLeaderO_ghex_F | Defender Helmet (Green Hex) |  | No |\n| Headgear | H_HelmetO_ghex_F | Protector Helmet (Green Hex) |  | No |\n| Headgear | H_HelmetCrew_O_ghex_F | Crew Helmet (Green Hex) [CSAT] |  | No |\n| Headgear | H_MilCap_tna_F | Military Cap (Tropic) |  | No |\n| Headgear | H_MilCap_ghex_F | Military Cap (Green Hex) |  | No |\n| Headgear | H_Booniehat_tna_F | Boonie Hat (Tropic) |  | No |\n| Headgear | H_Beret_gen_F | Beret (Gendarmerie) |  | No |\n| Headgear | H_MilCap_gen_F | Military Cap (Gendarmerie) |  | No |\n| Vest | V_TacChestrig_grn_F | Tactical Chest Rig (Green) |  | Apex |\n| Vest | V_TacChestrig_oli_F | Tactical Chest Rig (Olive) |  | Apex |\n| Vest | V_TacChestrig_cbr_F | Tactical Chest Rig (Coyote) |  | Apex |\n| Vest | V_PlateCarrier1_tna_F | Carrier Lite (Tropic) |  | No |\n| Vest | V_PlateCarrier2_tna_F | Carrier Rig (Tropic) |  | No |\n| Vest | V_PlateCarrierSpec_tna_F | Carrier Special Rig (Tropic) |  | No |\n| Vest | V_PlateCarrierGL_tna_F | Carrier GL Rig (Tropic) |  | No |\n| Vest | V_HarnessO_ghex_F | LBV Harness (Green Hex) |  | No |\n| Vest | V_HarnessOGL_ghex_F | LBV Grenadier Harness (Green Hex) |  | No |\n| Vest | V_BandollierB_ghex_F | Slash Bandolier (Green Hex) |  | No |\n| Vest | V_TacVest_gen_F | Gendarmerie Vest |  | No |\n| Vest | V_PlateCarrier1_rgr_noflag_F | Carrier Lite (Green, No Flag) |  | No |\n| Vest | V_PlateCarrier2_rgr_noflag_F | Carrier Rig (Green, No Flag) |  | No |\n| Vest | V_DeckCrew_yellow_F | Deck Crew Vest (Yellow) |  | Jets |\n| Vest | V_DeckCrew_blue_F | Deck Crew Vest (Blue) |  | Jets |\n| Vest | V_DeckCrew_green_F | Deck Crew Vest (Green) |  | Jets |\n| Vest | V_DeckCrew_red_F | Deck Crew Vest (Red) |  | Jets |\n| Vest | V_DeckCrew_white_F | Deck Crew Vest (White) |  | Jets |\n| Vest | V_DeckCrew_brown_F | Deck Crew Vest (Brown) |  | Jets |\n| Vest | V_DeckCrew_violet_F | Deck Crew Vest (Violet) |  | Jets |\n| Terminal | C_UavTerminal | UAV Terminal [Civilians] |  | No |\n| Uniform | U_C_IDAP_Man_shorts_F | Aid Worker Clothes (Polo, Shorts) [IDAP] |  | No |\n| Uniform | U_C_IDAP_Man_casual_F | Aid Worker Clothes (Polo) [IDAP] |  | No |\n| Uniform | U_C_IDAP_Man_cargo_F | Aid Worker Clothes (Cargo) [IDAP] |  | No |\n| Uniform | U_C_IDAP_Man_Tee_F | Aid Worker Clothes (Tee) [IDAP] |  | No |\n| Uniform | U_C_IDAP_Man_Jeans_F | Aid Worker Clothes (Jeans) [IDAP] |  | No |\n| Uniform | U_C_IDAP_Man_TeeShorts_F | Aid Worker Clothes (Tee, Shorts) [IDAP] |  | No |\n| Uniform | U_C_Paramedic_01_F | Paramedic Outfit |  | Laws of War |\n| Uniform | U_C_Mechanic_01_F | Mechanic Clothes |  | Laws of War |\n| Uniform | U_BG_Guerilla1_2_F | Guerilla Garment (Olive) |  | No |\n| Uniform | U_C_ConstructionCoverall_Red_F | Construction Coverall (Red) |  | No |\n| Uniform | U_C_ConstructionCoverall_Vrana_F | Construction Coverall (Vrana) |  | No |\n| Uniform | U_C_ConstructionCoverall_Black_F | Construction Coverall (Black) |  | No |\n| Uniform | U_C_ConstructionCoverall_Blue_F | Construction Coverall (Blue) |  | No |\n| Headgear | H_Hat_Safari_sand_F | Safari Hat (Sand) |  | Laws of War |\n| Headgear | H_Hat_Safari_olive_F | Safari Hat (Olive) |  | Laws of War |\n| Headgear | H_Construction_basic_yellow_F | Hard Hat (Yellow) |  | Laws of War |\n| Headgear | H_Construction_basic_white_F | Hard Hat (White) |  | Laws of War |\n| Headgear | H_Construction_basic_orange_F | Hard Hat (Orange) |  | Laws of War |\n| Headgear | H_Construction_basic_red_F | Hard Hat (Red) |  | Laws of War |\n| Headgear | H_Construction_basic_vrana_F | Hard Hat (Vrana) |  | Laws of War |\n| Headgear | H_Construction_basic_black_F | Hard Hat (Black) |  | Laws of War |\n| Headgear | H_Construction_earprot_yellow_F | Hard Hat (Yellow, Ear Protectors) |  | Laws of War |\n| Headgear | H_Construction_earprot_white_F | Hard Hat (White, Ear Protectors) |  | Laws of War |\n| Headgear | H_Construction_earprot_orange_F | Hard Hat (Orange, Ear Protectors) |  | Laws of War |\n| Headgear | H_Construction_earprot_red_F | Hard Hat (Red, Ear Protectors) |  | Laws of War |\n| Headgear | H_Construction_earprot_vrana_F | Hard Hat (Vrana, Ear Protectors) |  | Laws of War |\n| Headgear | H_Construction_earprot_black_F | Hard Hat (Black, Ear Protectors) |  | Laws of War |\n| Headgear | H_Construction_headset_yellow_F | Hard Hat (Yellow, Headset) |  | Laws of War |\n| Headgear | H_Construction_headset_white_F | Hard Hat (White, Headset) |  | Laws of War |\n| Headgear | H_Construction_headset_orange_F | Hard Hat (Orange, Headset) |  | Laws of War |\n| Headgear | H_Construction_headset_red_F | Hard Hat (Red, Headset) |  | Laws of War |\n| Headgear | H_Construction_headset_vrana_F | Hard Hat (Vrana, Headset) |  | Laws of War |\n| Headgear | H_Construction_headset_black_F | Hard Hat (Black, Headset) |  | Laws of War |\n| Headgear | H_EarProtectors_yellow_F | Ear Protectors (Yellow) |  | Laws of War |\n| Headgear | H_EarProtectors_white_F | Ear Protectors (White) |  | Laws of War |\n| Headgear | H_EarProtectors_orange_F | Ear Protectors (Orange) |  | Laws of War |\n| Headgear | H_EarProtectors_red_F | Ear Protectors (Red) |  | Laws of War |\n| Headgear | H_EarProtectors_black_F | Ear Protectors (Black) |  | Laws of War |\n| Headgear | H_HeadSet_yellow_F | Headset (Yellow) |  | Laws of War |\n| Headgear | H_HeadSet_white_F | Headset (White) |  | Laws of War |\n| Headgear | H_HeadSet_orange_F | Headset (Orange) |  | Laws of War |\n| Headgear | H_HeadSet_red_F | Headset (Red) |  | Laws of War |\n| Headgear | H_HeadSet_black_F | Headset (Black) |  | Laws of War |\n| Headgear | H_PASGT_basic_blue_press_F | Press Helmet |  | Laws of War |\n| Headgear | H_PASGT_basic_blue_F | Basic Helmet (Blue) |  | Laws of War |\n| Headgear | H_PASGT_basic_white_F | Basic Helmet (White) |  | Laws of War |\n| Headgear | H_PASGT_basic_olive_F | Basic Helmet (Olive) |  | Laws of War |\n| Headgear | H_PASGT_basic_black_F | Basic Helmet (Black) |  | Laws of War |\n| Headgear | H_PASGT_neckprot_blue_press_F | Press Helmet (Neck Protection) |  | Laws of War |\n| Headgear | H_HeadBandage_stained_F | Head Bandage (Moderate) |  | Laws of War |\n| Headgear | H_HeadBandage_clean_F | Head Bandage (Clean) |  | Laws of War |\n| Headgear | H_HeadBandage_bloody_F | Head Bandage (Severe) |  | Laws of War |\n| Headgear | H_Cap_White_IDAP_F | Cap (White) [IDAP] |  | No |\n| Headgear | H_Cap_Orange_IDAP_F | Cap (Orange) [IDAP] |  | No |\n| Headgear | H_Cap_Black_IDAP_F | Cap (Black) [IDAP] |  | No |\n| Headgear | H_WirelessEarpiece_F | Wireless Earpiece |  | Laws of War |\n| Vest | V_Plain_medical_F | Identification Vest [IDAP] |  | Laws of War |\n| Vest | V_Plain_crystal_F | Identification Vest (Red Crystal) |  | Laws of War |\n| Vest | V_Pocketed_olive_F | Multi-Pocket Vest (Olive) |  | Laws of War |\n| Vest | V_Pocketed_coyote_F | Multi-Pocket Vest (Coyote) |  | Laws of War |\n| Vest | V_Pocketed_black_F | Multi-Pocket Vest (Black) |  | Laws of War |\n| Vest | V_Safety_yellow_F | Safety Vest (Yellow) |  | Laws of War |\n| Vest | V_Safety_orange_F | Safety Vest (Orange) |  | Laws of War |\n| Vest | V_Safety_blue_F | Safety Vest (Blue) |  | Laws of War |\n| Vest | V_LegStrapBag_black_F | Leg Strap Bag (Black) |  | Laws of War |\n| Vest | V_LegStrapBag_coyote_F | Leg Strap Bag (Coyote) |  | Laws of War |\n| Vest | V_LegStrapBag_olive_F | Leg Strap Bag (Olive) |  | Laws of War |\n| Vest | V_EOD_blue_F | EOD Vest (Blue) |  | Laws of War |\n| Vest | V_EOD_olive_F | EOD Vest (Olive) |  | Laws of War |\n| Vest | V_EOD_coyote_F | EOD Vest (Coyote) |  | Laws of War |\n| Vest | V_EOD_IDAP_blue_F | EOD Vest (Blue) [IDAP] |  | Laws of War |\n| Uniform | U_O_officer_noInsignia_hex_F | Light Fatigues (Hex) |  | No |\n| Launcher | launch_MRAWS_olive_F | MAAWS Mk4 Mod 1 (Olive) |  | No |\n| Launcher | launch_MRAWS_olive_rail_F | MAAWS Mk4 Mod 0 (Olive) |  | No |\n| Launcher | launch_MRAWS_green_F | MAAWS Mk4 Mod 1 (Green) |  | No |\n| Launcher | launch_MRAWS_green_rail_F | MAAWS Mk4 Mod 0 (Green) |  | No |\n| Launcher | launch_MRAWS_sand_F | MAAWS Mk4 Mod 1 (Sand) |  | No |\n| Launcher | launch_MRAWS_sand_rail_F | MAAWS Mk4 Mod 0 (Sand) |  | No |\n| Launcher | launch_O_Vorona_brown_F | 9M135 Vorona (Brown) |  | No |\n| Launcher | launch_O_Vorona_green_F | 9M135 Vorona (Green) |  | No |\n| Headgear | H_Tank_black_F | Crew Helmet (Soft) [CSAT] |  | No |\n| Uniform | U_Tank_green_F | Tanker Coveralls [AAF] |  | Tanks |\n| NVGs | O_NVGoggles_grn_F | Compact NVG (Green) |  | No |\n| Sight | optic_ico_01_f | Promet Modular Sight |  | Contact |\n| Sight | optic_ico_01_black_f | Promet Modular Sight (Black) |  | Contact |\n| Sight | optic_ico_01_sand_f | Promet Modular Sight (Sand) |  | Contact |\n| Sight | optic_ico_01_camo_f | Promet Modular Sight (Camo) |  | Contact |\n| Bipod | bipod_02_F_lush | Bipod (Lush) [Spetsnaz] |  | No |\n| Bipod | bipod_02_F_arid | Bipod (Arid) [Spetsnaz] |  | No |\n| Muzzle Attachment | muzzle_snds_B_lush_F | Sound Suppressor (7.62 mm, Lush) |  | No |\n| Muzzle Attachment | muzzle_snds_B_arid_F | Sound Suppressor (7.62 mm, Arid) |  | No |\n| Sight | optic_Holosight_lush_F | Mk17 Holosight (Lush) |  | No |\n| Sight | optic_Holosight_arid_F | Mk17 Holosight (Arid) |  | No |\n| Sight | optic_Arco_lush_F | ARCO (Lush) |  | No |\n| Sight | optic_Arco_arid_F | ARCO (Arid) |  | No |\n| Sight | optic_Arco_AK_blk_F | ARCO AK (Black) |  | No |\n| Sight | optic_Arco_AK_lush_F | ARCO AK (Lush) |  | No |\n| Sight | optic_Arco_AK_arid_F | ARCO AK (Arid) |  | No |\n| Sight | optic_DMS_weathered_F | DMS (Old) |  | No |\n| Sight | optic_DMS_weathered_Kir_F | DMS Kir (Old) |  | No |\n| Sight | optic_MRD_black | MRD (Black) |  | No |\n| Rail Attachment | acc_esd_01_flashlight | SD Flashlight |  | Contact |\n| Terminal | I_E_UavTerminal | UAV Terminal [LDF] |  | No |\n| Bipod | ChemicalDetector_01_olive_F | Chemical Detector (Cover, Olive) |  | No |\n| Bipod | ChemicalDetector_01_black_F | Chemical Detector (Cover, Black) |  | No |\n| Bipod | ChemicalDetector_01_tan_F | Chemical Detector (Cover, Tan) |  | No |\n| Watch | ChemicalDetector_01_watch_F | Chemical Detector |  | No |\n| Launcher | launch_RPG32_green_F | RPG-42 (Green) |  | No |\n| Launcher | launch_I_Titan_eaf_F | Titan MPRL (Geometric) |  | No |\n| Launcher | launch_B_Titan_olive_F | Titan MPRL (Olive) |  | No |\n| Rifle | srifle_DMR_06_hunter_F | Mk14 7.62 mm (Classic) |  | Contact |\n| Rifle | LMG_Mk200_black_F | Mk200 6.5 mm (Black) |  | No |\n| Pistol | hgun_esd_01_F | Spectrum Device |  | Contact |\n| Muzzle Attachment | muzzle_antenna_01_f | SD Military Antenna (78-89 MHz) |  | Contact |\n| Muzzle Attachment | muzzle_antenna_02_f | SD Experimental Antenna (390-500 MHz) |  | Contact |\n| Muzzle Attachment | muzzle_antenna_03_f | SD Jammer Antenna (433 MHz) |  | Contact |\n| Pistol | hgun_Pistol_heavy_01_green_F | 4-five .45 ACP (Green) |  | No |\n| Rifle | arifle_AK12_lush_F | AK-12 7.62 mm (Lush) |  | Apex |\n| Rifle | arifle_AK12_arid_F | AK-12 7.62 mm (Arid) |  | Apex |\n| Rifle | arifle_AK12_GL_lush_F | AK-12 GL 7.62 mm (Lush) |  | Apex |\n| Rifle | arifle_AK12_GL_arid_F | AK-12 GL 7.62 mm (Arid) |  | Apex |\n| Rifle | arifle_RPK12_F | RPK-12 7.62 mm |  | Contact |\n| Rifle | arifle_RPK12_lush_F | RPK-12 7.62 mm (Lush) |  | Contact |\n| Rifle | arifle_RPK12_arid_F | RPK-12 7.62 mm (Arid) |  | Contact |\n| Rifle | arifle_AK12U_F | AKU-12 7.62 mm |  | Contact |\n| Rifle | arifle_AK12U_lush_F | AKU-12 7.62 mm (Lush) |  | Contact |\n| Rifle | arifle_AK12U_arid_F | AKU-12 7.62 mm (Arid) |  | Contact |\n| Rifle | arifle_MSBS65_F | Promet 6.5 mm |  | Contact |\n| Rifle | arifle_MSBS65_Mark_F | Promet MR 6.5 mm |  | Contact |\n| Rifle | arifle_MSBS65_GL_F | Promet GL 6.5 mm |  | Contact |\n| Rifle | arifle_MSBS65_UBS_F | Promet SG 6.5 mm |  | Contact |\n| Rifle | arifle_MSBS65_black_F | Promet 6.5 mm (Black) |  | Contact |\n| Rifle | arifle_MSBS65_Mark_black_F | Promet MR 6.5 mm (Black) |  | Contact |\n| Rifle | arifle_MSBS65_GL_black_F | Promet GL 6.5 mm (Black) |  | Contact |\n| Rifle | arifle_MSBS65_UBS_black_F | Promet SG 6.5 mm (Black) |  | Contact |\n| Rifle | arifle_MSBS65_sand_F | Promet 6.5 mm (Sand) |  | Contact |\n| Rifle | arifle_MSBS65_Mark_sand_F | Promet MR 6.5 mm (Sand) |  | Contact |\n| Rifle | arifle_MSBS65_GL_sand_F | Promet GL 6.5 mm (Sand) |  | Contact |\n| Rifle | arifle_MSBS65_UBS_sand_F | Promet SG 6.5 mm (Sand) |  | Contact |\n| Rifle | arifle_MSBS65_camo_F | Promet 6.5 mm (Camo) |  | Contact |\n| Rifle | arifle_MSBS65_Mark_camo_F | Promet MR 6.5 mm (Camo) |  | Contact |\n| Rifle | arifle_MSBS65_GL_camo_F | Promet GL 6.5 mm (Camo) |  | Contact |\n| Rifle | arifle_MSBS65_UBS_camo_F | Promet SG 6.5 mm (Camo) |  | Contact |\n| Rifle | sgun_HunterShotgun_01_F | Kozlice 12G |  | Contact |\n| Rifle | sgun_HunterShotgun_01_sawedoff_F | Kozlice 12G (Sawed-Off) |  | Contact |\n| Uniform | U_I_E_Uniform_01_F | Combat Fatigues [LDF] |  | Contact |\n| Uniform | U_I_E_Uniform_01_tanktop_F | Combat Fatigues (Tank Top) [LDF] |  | Contact |\n| Uniform | U_I_E_Uniform_01_shortsleeve_F | Combat Fatigues (Rolled-up) [LDF] |  | Contact |\n| Uniform | U_I_E_Uniform_01_officer_F | Combat Fatigues (Officer) [LDF] |  | Contact |\n| Uniform | U_I_E_Uniform_01_coveralls_F | Heli Pilot Coveralls [LDF] |  | Contact |\n| Uniform | U_I_E_Uniform_01_sweater_F | Combat Fatigues (Sweater) [LDF] |  | No |\n| Uniform | U_O_R_Gorka_01_F | Granit-B Suit |  | Contact |\n| Uniform | U_O_R_Gorka_01_brown_F | Granit-B Suit (Weathered) |  | Contact |\n| Uniform | U_O_R_Gorka_01_camo_F | Granit-T Suit |  | Contact |\n| Uniform | U_O_R_Gorka_01_black_F | Tracksuit (Black) |  | Contact |\n| Uniform | U_B_CombatUniform_vest_mcam_wdl_f | Recon Fatigues (Woodland) |  | No |\n| Uniform | U_B_CombatUniform_mcam_wdl_f | Combat Fatigues (Woodland) |  | No |\n| Uniform | U_B_CombatUniform_tshirt_mcam_wdL_f | Combat Fatigues (Woodland, Tee) |  | No |\n| Uniform | U_B_CBRN_Suit_01_MTP_F | CBRN Suit (MTP) [NATO] |  | Contact |\n| Uniform | U_B_CBRN_Suit_01_Tropic_F | CBRN Suit (Tropic) [NATO] |  | Contact |\n| Uniform | U_B_CBRN_Suit_01_Wdl_F | CBRN Suit (Woodland) [NATO] |  | Contact |\n| Uniform | U_I_CBRN_Suit_01_AAF_F | CBRN Suit [AAF] |  | Contact |\n| Uniform | U_I_E_CBRN_Suit_01_EAF_F | CBRN Suit [LDF] |  | Contact |\n| Uniform | U_C_CBRN_Suit_01_Blue_F | CBRN Suit (Blue) |  | Contact |\n| Uniform | U_C_CBRN_Suit_01_White_F | CBRN Suit (White) |  | Contact |\n| Uniform | U_C_Uniform_Farmer_01_F | Farmer Outfit |  | No |\n| Uniform | U_C_E_LooterJacket_01_F | Looter Clothes (Leather Jacket) |  | No |\n| Uniform | U_C_Uniform_Scientist_01_F | Scientist Outfit (Formal, White) |  | No |\n| Uniform | U_C_Uniform_Scientist_01_formal_F | Scientist Outfit (Formal, Blue) |  | No |\n| Uniform | U_C_Uniform_Scientist_02_F | Scientist Outfit (Informal, Black) |  | No |\n| Uniform | U_C_Uniform_Scientist_02_formal_F | Scientist Outfit (Informal, Red) |  | No |\n| Uniform | U_I_L_Uniform_01_camo_F | Deserter Clothes (Jacket) |  | Contact |\n| Uniform | U_I_L_Uniform_01_deserter_F | Deserter Clothes (T-Shirt) |  | No |\n| Uniform | U_I_L_Uniform_01_tshirt_skull_F | Looter Clothes (T-Shirt, Skull) |  | No |\n| Uniform | U_I_L_Uniform_01_tshirt_black_F | Looter Clothes (T-Shirt, Black) |  | No |\n| Uniform | U_I_L_Uniform_01_tshirt_sport_F | Looter Clothes (T-Shirt, Sport) |  | No |\n| Uniform | U_I_L_Uniform_01_tshirt_olive_F | Looter Clothes (T-Shirt, Olive) |  | No |\n| Headgear | H_HelmetHBK_F | Advanced Modular Helmet (Olive) |  | Contact |\n| Headgear | H_HelmetHBK_headset_F | Advanced Modular Helmet |  | Contact |\n| Headgear | H_HelmetHBK_ear_F | Advanced Modular Helmet (Ear Protectors) |  | Contact |\n| Headgear | H_HelmetHBK_chops_F | Advanced Modular Helmet (Chops) |  | Contact |\n| Headgear | H_HelmetAggressor_F | Avenger Helmet |  | Contact |\n| Headgear | H_HelmetAggressor_cover_F | Avenger Helmet (Cover B) |  | Contact |\n| Headgear | H_HelmetAggressor_cover_taiga_F | Avenger Helmet (Cover T) |  | Contact |\n| Headgear | H_Beret_EAF_01_F | Beret [LDF] |  | Contact |\n| Headgear | H_Hat_Tinfoil_F | Tin Foil Hat |  | Contact |\n| Headgear | H_Booniehat_mgrn | Boonie Hat (Green) |  | No |\n| Headgear | H_Booniehat_taiga | Boonie Hat (Taiga) |  | No |\n| Headgear | H_Booniehat_eaf | Boonie Hat [LDF] |  | No |\n| Headgear | H_Booniehat_wdl | Boonie Hat (Woodland) |  | No |\n| Headgear | H_MilCap_grn | Military Cap (Green) |  | No |\n| Headgear | H_MilCap_taiga | Military Cap (Taiga) |  | No |\n| Headgear | H_MilCap_wdl | Military Cap (Woodland) |  | No |\n| Headgear | H_MilCap_eaf | Military Cap [LDF] |  | No |\n| Headgear | H_HelmetB_plain_wdl | Combat Helmet (Woodland) |  | No |\n| Headgear | H_HelmetB_light_wdl | Light Combat Helmet (Woodland) |  | No |\n| Headgear | H_HelmetSpecB_wdl | Enhanced Combat Helmet (Woodland) |  | No |\n| Headgear | H_HelmetCrew_I_E | Crew Helmet [LDF] |  | No |\n| Headgear | H_Tank_eaf_F | Crew Helmet (Soft) [LDF] |  | No |\n| Headgear | H_PilotHelmetFighter_I_E | Pilot Helmet [LDF] |  | No |\n| Headgear | H_PilotHelmetHeli_I_E | Heli Pilot Helmet [LDF] |  | No |\n| Headgear | H_CrewHelmetHeli_I_E | Heli Crew Helmet [LDF] |  | No |\n| Vest | V_CarrierRigKBT_01_EAF_F | Modular Carrier Vest (Geometric) |  | Contact |\n| Vest | V_CarrierRigKBT_01_light_EAF_F | Modular Carrier Lite (Geometric) |  | Contact |\n| Vest | V_CarrierRigKBT_01_heavy_EAF_F | Modular Carrier GL Rig (Geometric) |  | Contact |\n| Vest | V_CarrierRigKBT_01_Olive_F | Modular Carrier Vest (Olive) |  | Contact |\n| Vest | V_CarrierRigKBT_01_light_Olive_F | Modular Carrier Lite (Olive) |  | Contact |\n| Vest | V_CarrierRigKBT_01_heavy_Olive_F | Modular Carrier GL Rig (Olive) |  | Contact |\n| Vest | V_SmershVest_01_F | Kipchak Vest |  | Contact |\n| Vest | V_SmershVest_01_radio_F | Kipchak Vest (Tactical Radio) |  | Contact |\n| Vest | V_PlateCarrier1_wdl | Carrier Lite (Woodland) |  | No |\n| Vest | V_PlateCarrier2_wdl | Carrier Rig (Woodland) |  | No |\n| Vest | V_PlateCarrierGL_wdl | Carrier GL Rig (Woodland) |  | No |\n| Vest | V_PlateCarrierSpec_wdl | Carrier Special Rig (Woodland) |  | No |\n| Headgear | H_Beret_CSAT_01_F | Beret (Red) [CSAT] |  | No |\n| Uniform | U_C_ArtTShirt_01_v1_F | Casual Clothes (Art of War) |  | No |\n| Uniform | U_C_ArtTShirt_01_v2_F | Casual Clothes (Drones) |  | No |\n| Uniform | U_C_ArtTShirt_01_v3_F | Casual Clothes (Waltham Robotics) |  | No |\n| Uniform | U_C_ArtTShirt_01_v4_F | Casual Clothes (Exhibition) |  | No |\n| Uniform | U_C_ArtTShirt_01_v5_F | Casual Clothes (Robogeddon) |  | No |\n| Uniform | U_C_ArtTShirt_01_v6_F | Casual Clothes (Abstract) |  | No |\n| Uniform | U_C_FormalSuit_01_black_F | Formal Suit (Black) |  | Art of War |\n| Uniform | U_C_FormalSuit_01_gray_F | Formal Suit (Gray) |  | Art of War |\n| Uniform | U_C_FormalSuit_01_blue_F | Formal Suit (Blue) |  | Art of War |\n| Uniform | U_C_FormalSuit_01_khaki_F | Formal Suit (Khaki) |  | Art of War |\n| Uniform | U_C_FormalSuit_01_tshirt_black_F | Formal Suit (T-Shirt, Black) |  | Art of War |\n| Uniform | U_C_FormalSuit_01_tshirt_gray_F | Formal Suit (T-Shirt, Gray) |  | Art of War |\n| Uniform | U_B_ParadeUniform_01_US_F | Parade Uniform [US] |  | Art of War |\n| Uniform | U_B_ParadeUniform_01_US_decorated_F | Parade Uniform (Decorated) [US] |  | Art of War |\n| Uniform | U_O_ParadeUniform_01_CSAT_F | Parade Uniform [CSAT] |  | Art of War |\n| Uniform | U_O_ParadeUniform_01_CSAT_decorated_F | Parade Uniform (Decorated) [CSAT] |  | Art of War |\n| Uniform | U_I_ParadeUniform_01_AAF_F | Parade Uniform [AAF] |  | Art of War |\n| Uniform | U_I_ParadeUniform_01_AAF_decorated_F | Parade Uniform (Decorated) [AAF] |  | Art of War |\n| Uniform | U_I_E_ParadeUniform_01_LDF_F | Parade Uniform [LDF] |  | Art of War |\n| Uniform | U_I_E_ParadeUniform_01_LDF_decorated_F | Parade Uniform (Decorated) [LDF] |  | Art of War |\n| Headgear | H_ParadeDressCap_01_US_F | Parade Cap [US] |  | Art of War |\n| Headgear | H_ParadeDressCap_01_CSAT_F | Parade Cap [CSAT] |  | Art of War |\n| Headgear | H_ParadeDressCap_01_AAF_F | Parade Cap [AAF] |  | Art of War |\n| Headgear | H_ParadeDressCap_01_LDF_F | Parade Cap [LDF] |  | Art of War |\n| Headgear | H_Cap_Lyfe | Cap (Lyfe) |  | No |\n| Headgear | H_Cap_MaldenTours | Cap (Malden Tours) |  | No |\n| Facewear | None | None |  | No |\n| Facewear | G_Spectacles | Spectacle Glasses |  | No |\n| Facewear | G_Spectacles_Tinted | Tinted Spectacles |  | No |\n| Facewear | G_Combat | Combat Goggles |  | No |\n| Facewear | G_Lowprofile | Low Profile Goggles |  | No |\n| Facewear | G_Shades_Black | Shades (Black) |  | No |\n| Facewear | G_Shades_Green | Shades (Green) |  | No |\n| Facewear | G_Shades_Red | Shades (Red) |  | No |\n| Facewear | G_Squares | Square Spectacles |  | No |\n| Facewear | G_Squares_Tinted | Square Shades |  | No |\n| Facewear | G_Sport_BlackWhite | Sport Shades (Shadow) |  | No |\n| Facewear | G_Sport_Blackyellow | Sport Shades (Poison) |  | No |\n| Facewear | G_Sport_Greenblack | Sport Shades (Yetti) |  | No |\n| Facewear | G_Sport_Checkered | Sport Shades (Style) |  | No |\n| Facewear | G_Sport_Red | Sport Shades (Fire) |  | No |\n| Facewear | G_Tactical_Black | Tactical Shades |  | No |\n| Facewear | G_Aviator | Aviator Glasses |  | No |\n| Facewear | G_Lady_Blue | Ladies Shades |  | No |\n| Facewear | G_Diving | Diving Goggles |  | No |\n| Facewear | G_B_Diving | Diving Goggles [NATO] |  | No |\n| Facewear | G_O_Diving | Diving Goggles [CSAT] |  | No |\n| Facewear | G_I_Diving | Diving Goggles [AAF] |  | No |\n| Facewear | G_Goggles_VR | VR Goggles |  | No |\n| Facewear | G_Balaclava_blk | Balaclava (Black) |  | No |\n| Facewear | G_Balaclava_oli | Balaclava (Olive) |  | No |\n| Facewear | G_Balaclava_combat | Balaclava (Combat Goggles) |  | No |\n| Facewear | G_Balaclava_lowprofile | Balaclava (Low Profile Goggles) |  | No |\n| Facewear | G_Bandanna_blk | Bandana (Black) |  | No |\n| Facewear | G_Bandanna_oli | Bandana (Olive) |  | No |\n| Facewear | G_Bandanna_khk | Bandana (Khaki) |  | No |\n| Facewear | G_Bandanna_tan | Bandana (Tan) |  | No |\n| Facewear | G_Bandanna_beast | Bandana (Beast) |  | No |\n| Facewear | G_Bandanna_shades | Bandana (Shades) |  | No |\n| Facewear | G_Bandanna_sport | Bandana (Sport) |  | No |\n| Facewear | G_Bandanna_aviator | Bandana (Aviator) |  | No |\n| Facewear | G_Shades_Blue | Shades (Blue) |  | No |\n| Facewear | G_Sport_Blackred | Sport Shades (Vulcan) |  | No |\n| Facewear | G_Tactical_Clear | Tactical Glasses |  | No |\n| Facewear | G_Balaclava_TI_blk_F | Stealth Balaclava (Black) |  | Apex |\n| Facewear | G_Balaclava_TI_tna_F | Stealth Balaclava (Green) |  | Apex |\n| Facewear | G_Balaclava_TI_G_blk_F | Stealth Balaclava (Black, Goggles) |  | Apex |\n| Facewear | G_Balaclava_TI_G_tna_F | Stealth Balaclava (Green, Goggles) |  | Apex |\n| Facewear | G_Combat_Goggles_tna_F | Combat Goggles (Green) |  | No |\n| Facewear | G_Respirator_white_F | Respirator (White) |  | Laws of War |\n| Facewear | G_Respirator_yellow_F | Respirator (Yellow) |  | Laws of War |\n| Facewear | G_Respirator_blue_F | Respirator (Blue) |  | Laws of War |\n| Facewear | G_EyeProtectors_F | Safety Goggles |  | Laws of War |\n| Facewear | G_EyeProtectors_Earpiece_F | Safety Goggles (Earpiece) |  | Laws of War |\n| Facewear | G_WirelessEarpiece_F | Wireless Earpiece |  | Laws of War |\n| Facewear | G_AirPurifyingRespirator_01_F | APR [NATO] |  | Contact |\n| Facewear | G_AirPurifyingRespirator_02_black_F | APR (Black) [CSAT] |  | Contact |\n| Facewear | G_AirPurifyingRespirator_02_olive_F | APR (Olive) [CSAT] |  | Contact |\n| Facewear | G_AirPurifyingRespirator_02_sand_F | APR (Sand) [CSAT] |  | Contact |\n| Facewear | G_RegulatorMask_F | Regulator Facepiece |  | Contact |\n| Facewear | G_Blindfold_01_white_F | Blindfold (White) |  | Contact |\n| Facewear | G_Blindfold_01_black_F | Blindfold (Black) |  | Contact |\n| Facewear | G_Balaclava_Flecktarn | Balaclava (Flecktarn) |  | No |\n| Facewear | G_Balaclava_Tropentarn | Balaclava (Tropentarn) |  | No |\n| Facewear | G_Balaclava_Scarecrow_01 | Balaclava (Scarecrow) |  | No |\n| Facewear | G_Balaclava_Halloween_01 | Balaclava (Halloween) |  | No |\n| Facewear | G_Balaclava_BlueStrips | Balaclava (Blue Stripe) |  | No |\n| Facewear | G_Balaclava_Flames1 | Balaclava (Orange Pattern) |  | No |\n| Facewear | G_Balaclava_Skull1 | Balaclava (Skull) |  | No |\n| Facewear | G_Bandanna_Vampire_01 | Bandana (Vampire) |  | No |\n| Facewear | G_Bandanna_CandySkull | Bandana (Candy Skull) |  | No |\n| Facewear | G_Bandanna_BlueFlame1 | Bandana (Blue Flame) |  | No |\n| Facewear | G_Bandanna_BlueFlame2 | Bandana (Blue Flames) |  | No |\n| Facewear | G_Bandanna_RedFlame1 | Bandana (Red Flames) |  | No |\n| Facewear | G_Bandanna_OrangeFlame1 | Bandana (Orange Flames) |  | No |\n| Facewear | G_Bandanna_Skull1 | Bandana (Skull) |  | No |\n| Facewear | G_Bandanna_Skull2 | Bandana (Skull, Ornamental) |  | No |\n| Facewear | G_Bandanna_Syndikat1 | Bandana (Skull) [Syndikat] |  | No |\n| Facewear | G_Bandanna_Syndikat2 | Bandana [Syndikat] |  | No |\n| Backpack | B_AssaultPack_khk | Assault Pack (Khaki) |  | No |\n| Backpack | B_AssaultPack_dgtl | Assault Pack (Digital) |  | No |\n| Backpack | B_AssaultPack_rgr | Assault Pack (Green) |  | No |\n| Backpack | B_AssaultPack_sgg | Assault Pack (Sage) |  | No |\n| Backpack | B_AssaultPack_blk | Assault Pack (Black) |  | No |\n| Backpack | B_AssaultPack_cbr | Assault Pack (Coyote) |  | No |\n| Backpack | B_AssaultPack_mcamo | Assault Pack (MTP) |  | No |\n| Backpack | B_AssaultPack_ocamo | Assault Pack (Hex) |  | No |\n| Backpack | B_Kitbag_rgr | Kitbag (Green) |  | No |\n| Backpack | B_Kitbag_mcamo | Kitbag (MTP) |  | No |\n| Backpack | B_Kitbag_sgg | Kitbag (Sage) |  | No |\n| Backpack | B_Kitbag_cbr | Kitbag (Coyote) |  | No |\n| Backpack | B_Kitbag_tan | Kitbag (Tan) |  | No |\n| Backpack | B_TacticalPack_rgr | Tactical Backpack (Green) |  | No |\n| Backpack | B_TacticalPack_mcamo | Tactical Backpack (MTP) |  | No |\n| Backpack | B_TacticalPack_ocamo | Tactical Backpack (Hex) |  | No |\n| Backpack | B_TacticalPack_blk | Tactical Backpack (Black) |  | No |\n| Backpack | B_TacticalPack_oli | Tactical Backpack (Olive) |  | No |\n| Backpack | B_FieldPack_khk | Field Pack (Khaki) |  | No |\n| Backpack | B_FieldPack_ocamo | Field Pack (Hex) |  | No |\n| Backpack | B_FieldPack_oucamo | Field Pack (Urban) |  | No |\n| Backpack | B_FieldPack_cbr | Field Pack (Coyote) |  | No |\n| Backpack | B_FieldPack_blk | Field Pack (Black) |  | No |\n| Backpack | B_Carryall_ocamo | Carryall Backpack (Hex) |  | No |\n| Backpack | B_Carryall_oucamo | Carryall Backpack (Urban) |  | No |\n| Backpack | B_Carryall_mcamo | Carryall Backpack (MTP) |  | No |\n| Backpack | B_Carryall_khk | Carryall Backpack (Khaki) |  | No |\n| Backpack | B_Carryall_cbr | Carryall Backpack (Coyote) |  | No |\n| Backpack | B_Carryall_blk | Carryall Backpack (Black) |  | No |\n| Backpack | B_Parachute | Steerable Parachute |  | No |\n| Backpack | B_FieldPack_oli | Field Pack (Olive) |  | No |\n| Backpack | B_Carryall_oli | Carryall Backpack (Olive) |  | No |\n| Backpack | B_AssaultPack_Kerry | US Assault Pack (Kerry) |  | No |\n| Backpack | B_HMG_01_support_F | Folded Tripod [NATO] |  | No |\n| Backpack | O_HMG_01_support_F | Folded Tripod [CSAT] |  | No |\n| Backpack | I_HMG_01_support_F | Folded Tripod [AAF] |  | No |\n| Backpack | B_HMG_01_support_high_F | Folded Tripod (Raised) [NATO] |  | No |\n| Backpack | O_HMG_01_support_high_F | Folded Tripod (Raised) [CSAT] |  | No |\n| Backpack | I_HMG_01_support_high_F | Folded Tripod (Raised) [AAF] |  | No |\n| Backpack | B_HMG_01_weapon_F | Dismantled Mk30 HMG [NATO] |  | No |\n| Backpack | O_HMG_01_weapon_F | Dismantled Mk30 HMG [CSAT] |  | No |\n| Backpack | I_HMG_01_weapon_F | Dismantled Mk30 HMG [AAF] |  | No |\n| Backpack | B_HMG_01_A_weapon_F | Dismantled Autonomous MG [NATO] |  | No |\n| Backpack | O_HMG_01_A_weapon_F | Dismantled Autonomous MG [CSAT] |  | No |\n| Backpack | I_HMG_01_A_weapon_F | Dismantled Autonomous MG [AAF] |  | No |\n| Backpack | B_GMG_01_weapon_F | Dismantled Mk32 GMG [NATO] |  | No |\n| Backpack | O_GMG_01_weapon_F | Dismantled Mk32 GMG [CSAT] |  | No |\n| Backpack | I_GMG_01_weapon_F | Dismantled Mk32 GMG [AAF] |  | No |\n| Backpack | B_GMG_01_A_weapon_F | Dismantled Autonomous GMG [NATO] |  | No |\n| Backpack | O_GMG_01_A_weapon_F | Dismantled Autonomous GMG [CSAT] |  | No |\n| Backpack | I_GMG_01_A_weapon_F | Dismantled Autonomous GMG [AAF] |  | No |\n| Backpack | B_HMG_01_high_weapon_F | Dismantled Mk30 HMG (Raised) [NATO] |  | No |\n| Backpack | O_HMG_01_high_weapon_F | Dismantled Mk30 HMG (Raised) [CSAT] |  | No |\n| Backpack | I_HMG_01_high_weapon_F | Dismantled Mk30 HMG (Raised) [AAF] |  | No |\n| Backpack | B_GMG_01_high_weapon_F | Dismantled Mk32 GMG (Raised) [NATO] |  | No |\n| Backpack | O_GMG_01_high_weapon_F | Dismantled Mk32 GMG (Raised) [CSAT] |  | No |\n| Backpack | I_GMG_01_high_weapon_F | Dismantled Mk32 GMG (Raised) [AAF] |  | No |\n| Backpack | I_HMG_02_support_F | Folded Tripod M2 HMG .50 [AAF] |  | No |\n| Backpack | I_E_HMG_02_support_F | Folded Tripod M2 HMG .50 [LDF] |  | No |\n| Backpack | I_C_HMG_02_support_F | Folded Tripod M2 HMG .50 [FIA] |  | No |\n| Backpack | I_G_HMG_02_support_F | Folded Tripod M2 HMG .50 [Syndikat] |  | No |\n| Backpack | I_HMG_02_support_high_F | Folded Tripod M2 HMG .50 (Raised) [AAF] |  | No |\n| Backpack | I_E_HMG_02_support_high_F | Folded Tripod M2 HMG .50 (Raised) [LDF] |  | No |\n| Backpack | I_C_HMG_02_support_high_F | Folded Tripod M2 HMG .50 (Raised) [Syndikat] |  | No |\n| Backpack | I_G_HMG_02_support_high_F | Folded Tripod M2 HMG .50 (Raised) [FIA] |  | No |\n| Backpack | I_HMG_02_weapon_F | Dismantled M2 HMG .50 [AAF] |  | No |\n| Backpack | I_E_HMG_02_weapon_F | Dismantled M2 HMG .50 [LDF] |  | No |\n| Backpack | I_C_HMG_02_weapon_F | Dismantled M2 HMG .50 [Syndikat] |  | No |\n| Backpack | I_G_HMG_02_weapon_F | Dismantled M2 HMG .50 [FIA] |  | No |\n| Backpack | I_HMG_02_high_weapon_F | Dismantled M2 HMG .50 (Raised) [AAF] |  | No |\n| Backpack | I_E_HMG_02_high_weapon_F | Dismantled M2 HMG .50 (Raised) [LDF] |  | No |\n| Backpack | I_C_HMG_02_high_weapon_F | Dismantled M2 HMG .50 (Raised) [Syndikat] |  | No |\n| Backpack | I_G_HMG_02_high_weapon_F | Dismantled M2 HMG .50 (Raised) [FIA] |  | No |\n| Backpack | B_Mortar_01_support_F | Folded Mk6 Mortar Bipod [NATO] |  | No |\n| Backpack | O_Mortar_01_support_F | Folded Mk6 Mortar Bipod [CSAT] |  | No |\n| Backpack | I_Mortar_01_support_F | Folded Mk6 Mortar Bipod [AAF] |  | No |\n| Backpack | B_Mortar_01_weapon_F | Folded Mk6 Mortar Tube [NATO] |  | No |\n| Backpack | O_Mortar_01_weapon_F | Folded Mk6 Mortar Tube [CSAT] |  | No |\n| Backpack | I_Mortar_01_weapon_F | Folded Mk6 Mortar Tube [AAF] |  | No |\n| Backpack | B_AA_01_weapon_F | Static Titan Launcher (AA) [NATO] |  | No |\n| Backpack | O_AA_01_weapon_F | Static Titan Launcher (AA) [CSAT] |  | No |\n| Backpack | I_AA_01_weapon_F | Static Titan Launcher (AA) [AAF] |  | No |\n| Backpack | B_AT_01_weapon_F | Static Titan Launcher (AT) [NATO] |  | No |\n| Backpack | O_AT_01_weapon_F | Static Titan Launcher (AT) [CSAT] |  | No |\n| Backpack | I_AT_01_weapon_F | Static Titan Launcher (AT) [AAF] |  | No |\n| Backpack | B_UAV_01_backpack_F | UAV Bag (AR-2) [NATO] |  | No |\n| Backpack | O_UAV_01_backpack_F | UAV Bag (AR-2) [CSAT] |  | No |\n| Backpack | I_UAV_01_backpack_F | UAV Bag (AR-2) [AAF] |  | No |\n| Backpack | B_Respawn_TentDome_F | Camp (Dome Tent) |  | No |\n| Backpack | B_Respawn_TentA_F | Camp (Ridge Tent) |  | No |\n| Backpack | B_Respawn_Sleeping_bag_F | Camp (Green Sleeping Bag) |  | No |\n| Backpack | B_Respawn_Sleeping_bag_blue_F | Camp (Blue Sleeping Bag) |  | No |\n| Backpack | B_Respawn_Sleeping_bag_brown_F | Camp (Brown Sleeping Bag) |  | No |\n| Backpack | B_Static_Designator_01_weapon_F | Remote Designator Bag [NATO] |  | Marksmen |\n| Backpack | O_Static_Designator_02_weapon_F | Remote Designator Bag [CSAT] |  | Marksmen |\n| Backpack | B_Bergen_mcamo_F | Bergen Backpack (MTP) |  | No |\n| Backpack | B_Bergen_dgtl_F | Bergen Backpack (Digital) |  | No |\n| Backpack | B_Bergen_hex_F | Bergen Backpack (Hex) |  | No |\n| Backpack | B_Bergen_tna_F | Bergen Backpack (Tropic) |  | No |\n| Backpack | B_AssaultPack_tna_F | Assault Pack (Tropic) |  | No |\n| Backpack | B_Carryall_ghex_F | Carryall Backpack (Green Hex) |  | No |\n| Backpack | B_FieldPack_ghex_F | Field Pack (Green Hex) |  | No |\n| Backpack | B_ViperHarness_blk_F | Viper Harness (Black) |  | Apex |\n| Backpack | B_ViperHarness_ghex_F | Viper Harness (Green Hex) |  | Apex |\n| Backpack | B_ViperHarness_hex_F | Viper Harness (Hex) |  | Apex |\n| Backpack | B_ViperHarness_khk_F | Viper Harness (Khaki) |  | Apex |\n| Backpack | B_ViperHarness_oli_F | Viper Harness (Olive) |  | Apex |\n| Backpack | B_ViperLightHarness_blk_F | Viper Light Harness (Black) |  | Apex |\n| Backpack | B_ViperLightHarness_ghex_F | Viper Light Harness (Green Hex) |  | Apex |\n| Backpack | B_ViperLightHarness_hex_F | Viper Light Harness (Hex) |  | Apex |\n| Backpack | B_ViperLightHarness_khk_F | Viper Light Harness (Khaki) |  | Apex |\n| Backpack | B_ViperLightHarness_oli_F | Viper Light Harness (Olive) |  | Apex |\n| Backpack | B_Patrol_Respawn_bag_F | Camp (Dome Tent, Combat Patrol) |  | No |\n| Backpack | B_Messenger_Coyote_F | Messenger Bag (Coyote) |  | Laws of War |\n| Backpack | B_Messenger_Olive_F | Messenger Bag (Olive) |  | Laws of War |\n| Backpack | B_Messenger_Black_F | Messenger Bag (Black) |  | Laws of War |\n| Backpack | B_Messenger_Gray_F | Messenger Bag (Gray) |  | Laws of War |\n| Backpack | B_Messenger_IDAP_F | Messenger Bag [IDAP] |  | Laws of War |\n| Backpack | C_IDAP_UAV_01_backpack_F | UAV Bag [IDAP] |  | No |\n| Backpack | B_UAV_06_backpack_F | UAV Bag (AL-6) [NATO] |  | Laws of War |\n| Backpack | O_UAV_06_backpack_F | UAV Bag (AL-6) [CSAT] |  | Laws of War |\n| Backpack | I_UAV_06_backpack_F | UAV Bag (AL-6) [AAF] |  | Laws of War |\n| Backpack | C_IDAP_UAV_06_backpack_F | UAV Bag (Utility) [IDAP] |  | Laws of War |\n| Backpack | C_UAV_06_backpack_F | UAV Bag (Utility) |  | Laws of War |\n| Backpack | C_IDAP_UAV_06_antimine_backpack_F | UAV Bag (Demining) [IDAP] |  | Laws of War |\n| Backpack | B_UAV_06_medical_backpack_F | UAV Bag (AL-6, Medical) [NATO] |  | Laws of War |\n| Backpack | O_UAV_06_medical_backpack_F | UAV Bag (AL-6, Medical) [CSAT] |  | Laws of War |\n| Backpack | I_UAV_06_medical_backpack_F | UAV Bag (AL-6, Medical) [AAF] |  | Laws of War |\n| Backpack | C_IDAP_UAV_06_medical_backpack_F | UAV Bag (AL-6, Medical) [IDAP] |  | Laws of War |\n| Backpack | C_UAV_06_medical_backpack_F | UAV Bag (Utility, Medical) |  | Laws of War |\n| Backpack | B_LegStrapBag_black_F | Leg Strap Bag (Black) |  | Laws of War |\n| Backpack | B_LegStrapBag_coyote_F | Leg Strap Bag (Coyote) |  | Laws of War |\n| Backpack | B_LegStrapBag_olive_F | Leg Strap Bag (Olive) |  | Laws of War |\n| Backpack | B_W_Static_Designator_01_weapon_F | Remote Designator Bag [NATO] |  | Marksmen |\n| Backpack | B_CombinationUnitRespirator_01_F | Combination Unit Respirator |  | Contact |\n| Backpack | B_SCBA_01_F | Self-Contained Breathing Apparatus |  | Contact |\n| Backpack | B_UGV_02_Science_backpack_F | UGV Bag (ED-1E) [NATO] |  | Contact |\n| Backpack | B_UGV_02_Demining_backpack_F | UGV Bag (ED-1D) [NATO] |  | Contact |\n| Backpack | O_UGV_02_Science_backpack_F | UGV Bag (ED-1E) [CSAT] |  | Contact |\n| Backpack | O_UGV_02_Demining_backpack_F | UGV Bag (ED-1D) [CSAT] |  | Contact |\n| Backpack | I_UGV_02_Science_backpack_F | UGV Bag (ED-1E) [AAF] |  | Contact |\n| Backpack | I_E_UGV_02_Science_backpack_F | UGV Bag (ED-1E) [LDF] |  | Contact |\n| Backpack | I_UGV_02_Demining_backpack_F | UGV Bag (ED-1D) [AAF] |  | Contact |\n| Backpack | I_E_UGV_02_Demining_backpack_F | UGV Bag (ED-1D) [LDF] |  | Contact |\n| Backpack | C_IDAP_UGV_02_Demining_backpack_F | UGV Bag (Demining) [IDAP] |  | Contact |\n| Backpack | I_E_UAV_01_backpack_F | UAV Bag (AR-2) [LDF] |  | No |\n| Backpack | I_E_UAV_06_backpack_F | UAV Bag (AL-6) [LDF] |  | Laws of War |\n| Backpack | I_E_UAV_06_medical_backpack_F | UAV Bag (AL-6, Medical) [LDF] |  | Laws of War |\n| Backpack | B_RadioBag_01_wdl_F | Radio Pack (Woodland) [NATO] |  | Contact |\n| Backpack | B_RadioBag_01_mtp_F | Radio Pack (MTP) [NATO] |  | Contact |\n| Backpack | B_RadioBag_01_tropic_F | Radio Pack (Tropic) [NATO] |  | Contact |\n| Backpack | B_RadioBag_01_black_F | Radio Pack (Black) |  | Contact |\n| Backpack | B_RadioBag_01_hex_F | Radio Pack (Hex) [CSAT] |  | Contact |\n| Backpack | B_RadioBag_01_oucamo_F | Radio Pack (Urban) [CSAT] |  | Contact |\n| Backpack | B_RadioBag_01_ghex_F | Radio Pack (Green Hex) [CSAT] |  | Contact |\n| Backpack | B_RadioBag_01_digi_F | Radio Pack (Digital) [AAF] |  | Contact |\n| Backpack | B_RadioBag_01_eaf_F | Radio Pack (Geometric) [LDF] |  | Contact |\n| Backpack | B_Carryall_green_F | Carryall Backpack (Green) |  | No |\n| Backpack | B_Carryall_taiga_F | Carryall Backpack (Taiga) |  | No |\n| Backpack | B_Carryall_wdl_F | Carryall Backpack (Woodland) |  | No |\n| Backpack | B_Carryall_eaf_F | Carryall Backpack (Geometric) |  | No |\n| Backpack | B_FieldPack_green_F | Field Pack (Green) |  | No |\n| Backpack | B_FieldPack_taiga_F | Field Pack (Taiga) |  | No |\n| Backpack | B_AssaultPack_wdl_F | Assault Pack (Woodland) |  | No |\n| Backpack | B_AssaultPack_eaf_F | Assault Pack (Geometric) |  | No |\n| Backpack | I_E_HMG_01_support_F | Folded Tripod [LDF] |  | No |\n| Backpack | I_E_HMG_01_support_high_F | Folded Tripod (Raised) [LDF] |  | No |\n| Backpack | I_E_Mortar_01_support_F | Folded Mk6 Mortar Bipod [LDF] |  | No |\n| Backpack | I_E_GMG_01_Weapon_F | Dismantled Mk32 GMG [LDF] |  | No |\n| Backpack | I_E_GMG_01_A_Weapon_F | Dismantled Autonomous GMG [LDF] |  | No |\n| Backpack | I_E_GMG_01_high_Weapon_F | Dismantled Mk32 GMG (Raised) [LDF] |  | No |\n| Backpack | I_E_HMG_01_Weapon_F | Dismantled Mk30 HMG [LDF] |  | No |\n| Backpack | I_E_HMG_01_high_Weapon_F | Dismantled Mk30 HMG (Raised) [LDF] |  | No |\n| Backpack | I_E_HMG_01_A_Weapon_F | Dismantled Autonomous MG [LDF] |  | No |\n| Backpack | I_E_Mortar_01_Weapon_F | Folded Mk6 Mortar Tube [LDF] |  | No |\n| Backpack | I_E_AT_01_weapon_F | Static Titan Launcher (AT) [LDF] |  | No |\n| Backpack | I_E_AA_01_weapon_F | Static Titan Launcher (AA) [LDF] |  | No |\n| Backpack | B_CivilianBackpack_01_Sport_Blue_F | Sports Backpack (Blue) |  | Art of War |\n| Backpack | B_CivilianBackpack_01_Sport_Red_F | Sports Backpack (Red) |  | Art of War |\n| Backpack | B_CivilianBackpack_01_Sport_Green_F | Sports Backpack (Green) |  | Art of War |\n| Backpack | B_CivilianBackpack_01_Everyday_Black_F | Everyday Backpack (Black) |  | Art of War |\n| Backpack | B_CivilianBackpack_01_Everyday_Vrana_F | Everyday Backpack (Vrana) |  | Art of War |\n| Backpack | B_CivilianBackpack_01_Everyday_Astra_F | Everyday Backpack (Astra) |  | Art of War |\n| Backpack | B_CivilianBackpack_01_Everyday_IDAP_F | Everyday Backpack [IDAP] |  | Art of War |\n\n#### Vehicles\n\n| Faction | classname | displayName | Icon | Restricted? |\n|---|---|---|---|---|\n| NATO | B_HMG_01_F | Mk30 HMG .50 |  | No |\n| CSAT | O_HMG_01_F | Mk30 HMG .50 |  | No |\n| AAF | I_HMG_01_F | Mk30 HMG .50 |  | No |\n| NATO | B_HMG_01_high_F | Mk30 HMG .50 (Raised) |  | No |\n| CSAT | O_HMG_01_high_F | Mk30 HMG .50 (Raised) |  | No |\n| AAF | I_HMG_01_high_F | Mk30 HMG .50 (Raised) |  | No |\n| NATO | B_HMG_01_A_F | Mk30A HMG .50 |  | No |\n| CSAT | O_HMG_01_A_F | Mk30A HMG .50 |  | No |\n| AAF | I_HMG_01_A_F | Mk30A HMG .50 |  | No |\n| NATO | B_GMG_01_F | Mk32 GMG 20 mm |  | No |\n| CSAT | O_GMG_01_F | Mk32 GMG 20 mm |  | No |\n| AAF | I_GMG_01_F | Mk32 GMG 20 mm |  | No |\n| NATO | B_GMG_01_high_F | Mk32 GMG 20 mm (Raised) |  | No |\n| CSAT | O_GMG_01_high_F | Mk32 GMG 20 mm (Raised) |  | No |\n| AAF | I_GMG_01_high_F | Mk32 GMG 20 mm (Raised) |  | No |\n| NATO | B_GMG_01_A_F | Mk32A GMG 20 mm |  | No |\n| CSAT | O_GMG_01_A_F | Mk32A GMG 20 mm |  | No |\n| AAF | I_GMG_01_A_F | Mk32A GMG 20 mm |  | No |\n| AAF | I_HMG_02_F | M2 HMG .50 |  | No |\n| LDF | I_E_HMG_02_F | M2 HMG .50 |  | No |\n| FIA | I_G_HMG_02_F | M2 HMG .50 |  | No |\n| FIA | B_G_HMG_02_F | M2 HMG .50 |  | No |\n| FIA | O_G_HMG_02_F | M2 HMG .50 |  | No |\n| Syndikat | I_C_HMG_02_F | M2 HMG .50 |  | No |\n| AAF | I_HMG_02_high_F | M2 HMG .50 (Raised) |  | No |\n| LDF | I_E_HMG_02_high_F | M2 HMG .50 (Raised) |  | No |\n| FIA | I_G_HMG_02_high_F | M2 HMG .50 (Raised) |  | No |\n| FIA | B_G_HMG_02_high_F | M2 HMG .50 (Raised) |  | No |\n| FIA | O_G_HMG_02_high_F | M2 HMG .50 (Raised) |  | No |\n| Syndikat | I_C_HMG_02_high_F | M2 HMG .50 (Raised) |  | No |\n| NATO | B_Mortar_01_F | Mk6 Mortar |  | No |\n| CSAT | O_Mortar_01_F | Mk6 Mortar |  | No |\n| AAF | I_Mortar_01_F | Mk6 Mortar |  | No |\n| FIA | I_G_Mortar_01_F | Mk6 Mortar |  | No |\n| FIA | B_G_Mortar_01_F | Mk6 Mortar |  | No |\n| FIA | O_G_Mortar_01_F | Mk6 Mortar |  | No |\n| NATO | B_Heli_Light_01_F | MH-9 Hummingbird |  | No |\n| NATO | B_Heli_Light_01_dynamicLoadout_F | AH-9 Pawnee |  | No |\n| Civilians | C_Heli_Light_01_civil_F | M-900 |  | No |\n| CSAT | O_Heli_Light_02_dynamicLoadout_F | PO-30 Orca |  | No |\n| CSAT | O_Heli_Light_02_unarmed_F | PO-30 Orca (Unarmed) |  | No |\n| NATO | B_Heli_Attack_01_dynamicLoadout_F | AH-99 Blackfoot |  | No |\n| NATO | B_Heli_Attack_01_pylons_dynamicLoadout_F | AH-99 Blackfoot (Stub Wings) |  | No |\n| CSAT | O_Heli_Attack_02_dynamicLoadout_F | Mi-48 Kajman |  | No |\n| NATO | B_Heli_Transport_01_F | UH-80 Ghost Hawk |  | No |\n| NATO | B_Heli_Transport_01_unarmed_F | UH-80 Ghost Hawk (Unarmed) |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_DAP_F | MH-80 DAP Ghost Hawk |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_Assault_F | MH-80 Ghost Hawk |  | No |\n| NATO | B_Heli_Transport_01_pylons_F | UH-80 Ghost Hawk (Stub Wings) |  | No |\n| AAF | I_Heli_Transport_02_F | CH-49 Mohawk |  | No |\n| AAF | I_Plane_Fighter_03_dynamicLoadout_F | A-143 Buzzard (CAS) |  | No |\n| NATO | B_APC_Tracked_01_rcws_F | IFV-6c Panther |  | No |\n| NATO | B_APC_Tracked_01_CRV_F | CRV-6e Bobcat |  | No |\n| NATO | B_APC_Tracked_01_AA_F | IFV-6a Cheetah |  | No |\n| CSAT | O_APC_Tracked_02_cannon_F | BTR-K Kamysh |  | No |\n| CSAT | O_APC_Tracked_02_AA_F | ZSU-39 Tigris |  | No |\n| NATO | B_MBT_01_cannon_F | M2A1 Slammer |  | No |\n| NATO | B_MBT_01_arty_F | M4 Scorcher |  | No |\n| NATO | B_MBT_01_mlrs_F | M5 Sandstorm MLRS |  | No |\n| CSAT | O_MBT_02_cannon_F | T-100 Varsuk |  | No |\n| CSAT | O_MBT_02_arty_F | 2S9 Sochor |  | No |\n| NATO | B_Boat_Armed_01_minigun_F | Speedboat Minigun |  | No |\n| CSAT | O_Boat_Armed_01_hmg_F | Speedboat HMG |  | No |\n| NATO | B_Boat_Transport_01_F | Assault Boat |  | No |\n| CSAT | O_Boat_Transport_01_F | Assault Boat |  | No |\n| NATO | B_Lifeboat | Rescue Boat |  | No |\n| CSAT | O_Lifeboat | Rescue Boat |  | No |\n| Civilians | C_Rubberboat | Rescue Boat |  | No |\n| AAF | I_Boat_Armed_01_minigun_F | Speedboat Minigun |  | No |\n| AAF | I_Boat_Transport_01_F | Assault Boat |  | No |\n| NATO | B_SDV_01_F | SDV |  | No |\n| CSAT | O_SDV_01_F | SDV |  | No |\n| AAF | I_SDV_01_F | SDV |  | No |\n| Civilians | C_Boat_Civil_01_F | Motorboat |  | No |\n| Civilians | C_Boat_Civil_01_rescue_F | Motorboat (Rescue) |  | No |\n| Civilians | C_Boat_Civil_01_police_F | Motorboat (Police) |  | No |\n| FIA | I_G_Boat_Transport_01_F | Assault Boat |  | No |\n| FIA | B_G_Boat_Transport_01_F | Assault Boat |  | No |\n| FIA | O_G_Boat_Transport_01_F | Assault Boat |  | No |\n| NATO | B_MRAP_01_F | Hunter |  | No |\n| NATO | B_MRAP_01_gmg_F | Hunter GMG |  | No |\n| NATO | B_MRAP_01_hmg_F | Hunter HMG |  | No |\n| CSAT | O_MRAP_02_F | Ifrit |  | No |\n| CSAT | O_MRAP_02_hmg_F | Ifrit HMG |  | No |\n| CSAT | O_MRAP_02_gmg_F | Ifrit GMG |  | No |\n| Civilians | C_Offroad_01_F | Offroad |  | No |\n| Civilians | C_Offroad_01_repair_F | Offroad (Services) |  | No |\n| FIA | B_G_Offroad_01_repair_F | Offroad (Repair) |  | No |\n| FIA | O_G_Offroad_01_repair_F | Offroad (Repair) |  | No |\n| FIA | I_G_Offroad_01_repair_F | Offroad (Repair) |  | No |\n| FIA | I_G_Offroad_01_F | Offroad |  | No |\n| FIA | I_G_Offroad_01_AT_F | Offroad (AT) |  | No |\n| FIA | I_G_Offroad_01_armed_F | Offroad (HMG) |  | No |\n| FIA | B_G_Offroad_01_F | Offroad |  | No |\n| FIA | O_G_Offroad_01_F | Offroad |  | No |\n| FIA | B_G_Offroad_01_armed_F | Offroad (HMG) |  | No |\n| FIA | O_G_Offroad_01_armed_F | Offroad (HMG) |  | No |\n| FIA | B_G_Offroad_01_AT_F | Offroad (AT) |  | No |\n| FIA | O_G_Offroad_01_AT_F | Offroad (AT) |  | No |\n| Civilians | C_Quadbike_01_F | Quad Bike |  | No |\n| NATO | B_Quadbike_01_F | Quad Bike |  | No |\n| CSAT | O_Quadbike_01_F | Quad Bike |  | No |\n| AAF | I_Quadbike_01_F | Quad Bike |  | No |\n| FIA | I_G_Quadbike_01_F | Quad Bike |  | No |\n| FIA | B_G_Quadbike_01_F | Quad Bike |  | No |\n| FIA | O_G_Quadbike_01_F | Quad Bike |  | No |\n| AAF | I_MRAP_03_F | Strider |  | No |\n| AAF | I_MRAP_03_hmg_F | Strider HMG |  | No |\n| AAF | I_MRAP_03_gmg_F | Strider GMG |  | No |\n| NATO | B_Truck_01_transport_F | HEMTT Transport |  | No |\n| NATO | B_Truck_01_covered_F | HEMTT Transport (Covered) |  | No |\n| CSAT | O_Truck_02_covered_F | Zamak Transport (Covered) |  | No |\n| CSAT | O_Truck_02_transport_F | Zamak Transport |  | No |\n| AAF | I_Truck_02_covered_F | Zamak Transport (Covered) |  | No |\n| AAF | I_Truck_02_transport_F | Zamak Transport |  | No |\n| Civilians | C_Truck_02_covered_F | Zamak Transport (Covered) |  | No |\n| Civilians | C_Truck_02_transport_F | Zamak Transport |  | No |\n| Civilians | C_Hatchback_01_F | Hatchback |  | No |\n| Civilians | C_Hatchback_01_sport_F | Hatchback (Sport) |  | No |\n| Civilians | C_SUV_01_F | SUV |  | No |\n| NATO | B_Truck_01_mover_F | HEMTT |  | No |\n| NATO | B_Truck_01_box_F | HEMTT Box |  | No |\n| NATO | B_Truck_01_Repair_F | HEMTT Repair |  | No |\n| NATO | B_Truck_01_ammo_F | HEMTT Ammo |  | No |\n| NATO | B_Truck_01_fuel_F | HEMTT Fuel |  | No |\n| NATO | B_Truck_01_medical_F | HEMTT Medical |  | No |\n| CSAT | O_Truck_02_box_F | Zamak Repair |  | No |\n| CSAT | O_Truck_02_medical_F | Zamak Medical |  | No |\n| CSAT | O_Truck_02_Ammo_F | Zamak Ammo |  | No |\n| CSAT | O_Truck_02_fuel_F | Zamak Fuel |  | No |\n| AAF | I_Truck_02_ammo_F | Zamak Ammo |  | No |\n| AAF | I_Truck_02_box_F | Zamak Repair |  | No |\n| AAF | I_Truck_02_medical_F | Zamak Medical |  | No |\n| AAF | I_Truck_02_fuel_F | Zamak Fuel |  | No |\n| AAF | I_Truck_02_MRL_F | Zamak MRL |  | No |\n| Civilians | C_Truck_02_fuel_F | Zamak Fuel |  | No |\n| Civilians | C_Truck_02_box_F | Zamak Repair |  | No |\n| Civilians | C_Van_01_transport_F | Truck |  | No |\n| FIA | I_G_Van_01_transport_F | Truck |  | No |\n| Civilians | C_Van_01_box_F | Truck Boxer |  | No |\n| Civilians | C_Van_01_fuel_F | Fuel Truck |  | No |\n| FIA | I_G_Van_01_fuel_F | Fuel Truck |  | No |\n| FIA | B_G_Van_01_transport_F | Truck |  | No |\n| FIA | O_G_Van_01_transport_F | Truck |  | No |\n| FIA | B_G_Van_01_fuel_F | Fuel Truck |  | No |\n| FIA | O_G_Van_01_fuel_F | Fuel Truck |  | No |\n| NATO | B_static_AA_F | Static Titan Launcher (AA) [NATO] |  | No |\n| CSAT | O_static_AA_F | Static Titan Launcher (AA) [CSAT] |  | No |\n| AAF | I_static_AA_F | Static Titan Launcher (AA) [AAF] |  | No |\n| NATO | B_static_AT_F | Static Titan Launcher (AT) [NATO] |  | No |\n| CSAT | O_static_AT_F | Static Titan Launcher (AT) [CSAT] |  | No |\n| AAF | I_static_AT_F | Static Titan Launcher (AT) [AAF] |  | No |\n| AAF | I_Heli_light_03_dynamicLoadout_F | WY-55 Hellcat |  | No |\n| AAF | I_Heli_light_03_unarmed_F | WY-55 Hellcat (Unarmed) |  | No |\n| NATO | B_Plane_CAS_01_dynamicLoadout_F | A-164 Wipeout (CAS) |  | No |\n| CSAT | O_Plane_CAS_02_dynamicLoadout_F | To-199 Neophron (CAS) |  | No |\n| NATO | B_APC_Wheeled_01_cannon_F | AMV-7 Marshall |  | No |\n| CSAT | O_APC_Wheeled_02_rcws_v2_F | MSE-3 Marid |  | No |\n| AAF | I_APC_tracked_03_cannon_F | FV-720 Mora |  | No |\n| AAF | I_MBT_03_cannon_F | MBT-52 Kuma |  | No |\n| NATO | B_MBT_01_TUSK_F | M2A4 Slammer UP |  | No |\n| AAF | I_APC_Wheeled_03_cannon_F | AFV-4 Gorgon |  | No |\n| NATO | B_UAV_01_F | AR-2 Darter |  | No |\n| CSAT | O_UAV_01_F | Tayran AR-2 |  | No |\n| AAF | I_UAV_01_F | AR-2 Darter |  | No |\n| NATO | B_UAV_02_dynamicLoadout_F | MQ-4A Greyhawk |  | No |\n| CSAT | O_UAV_02_dynamicLoadout_F | K40 Ababil-3 |  | No |\n| AAF | I_UAV_02_dynamicLoadout_F | K40 Ababil-3 |  | No |\n| NATO | B_UGV_01_F | UGV Stomper |  | No |\n| CSAT | O_UGV_01_F | UGV Saif |  | No |\n| AAF | I_UGV_01_F | UGV Stomper |  | No |\n| NATO | B_UGV_01_rcws_F | UGV Stomper RCWS |  | No |\n| CSAT | O_UGV_01_rcws_F | UGV Saif RCWS |  | No |\n| AAF | I_UGV_01_rcws_F | UGV Stomper RCWS |  | No |\n| CSAT | O_Truck_03_transport_F | Tempest Transport |  | No |\n| CSAT | O_Truck_03_covered_F | Tempest Transport (Covered) |  | No |\n| CSAT | O_Truck_03_repair_F | Tempest Repair |  | No |\n| CSAT | O_Truck_03_ammo_F | Tempest Ammo |  | No |\n| CSAT | O_Truck_03_fuel_F | Tempest Fuel |  | No |\n| CSAT | O_Truck_03_medical_F | Tempest Medical |  | No |\n| CSAT | O_Truck_03_device_F | Tempest (Device) |  | No |\n| Civilians | C_Kart_01_F | Kart |  | Karts |\n| Civilians | C_Kart_01_Fuel_F | Kart (Fuel) |  | Karts |\n| Civilians | C_Kart_01_Blu_F | Kart (Bluking) |  | Karts |\n| Civilians | C_Kart_01_Red_F | Kart (Redstone) |  | Karts |\n| Civilians | C_Kart_01_Vrana_F | Kart (Vrana) |  | Karts |\n| NATO | B_Heli_Transport_03_F | CH-67 Huron |  | Helicopters |\n| NATO | B_Heli_Transport_03_unarmed_F | CH-67 Huron (Unarmed) |  | Helicopters |\n| CSAT | O_Heli_Transport_04_F | Mi-290 Taru |  | Helicopters |\n| CSAT | O_Heli_Transport_04_ammo_F | Mi-290 Taru (Ammo) |  | Helicopters |\n| CSAT | O_Heli_Transport_04_bench_F | Mi-290 Taru (Bench) |  | Helicopters |\n| CSAT | O_Heli_Transport_04_box_F | Mi-290 Taru (Cargo) |  | Helicopters |\n| CSAT | O_Heli_Transport_04_covered_F | Mi-290 Taru (Transport) |  | Helicopters |\n| CSAT | O_Heli_Transport_04_fuel_F | Mi-290 Taru (Fuel) |  | Helicopters |\n| CSAT | O_Heli_Transport_04_medevac_F | Mi-290 Taru (Medical) |  | Helicopters |\n| CSAT | O_Heli_Transport_04_repair_F | Mi-290 Taru (Repair) |  | Helicopters |\n| CSAT | Land_Pod_Heli_Transport_04_bench_F | Taru Bench Pod |  | Helicopters |\n| CSAT | Land_Pod_Heli_Transport_04_covered_F | Taru Transport Pod |  | Helicopters |\n| CSAT | Land_Pod_Heli_Transport_04_medevac_F | Taru Medical Pod |  | Helicopters |\n| NATO | B_Static_Designator_01_F | Remote Designator [NATO] |  | Marksmen |\n| CSAT | O_Static_Designator_02_F | Remote Designator [CSAT] |  | Marksmen |\n| NATO (Pacific) | B_T_LSV_01_armed_F | Prowler (HMG) |  | Apex |\n| NATO (Pacific) | B_T_LSV_01_AT_F | Prowler (AT) |  | Apex |\n| NATO (Pacific) | B_T_LSV_01_unarmed_F | Prowler (Unarmed) |  | Apex |\n| NATO | B_LSV_01_armed_F | Prowler (HMG) |  | Apex |\n| NATO | B_LSV_01_AT_F | Prowler (AT) |  | Apex |\n| NATO | B_LSV_01_unarmed_F | Prowler (Unarmed) |  | Apex |\n| CTRG | B_CTRG_LSV_01_light_F | Prowler (Light) |  | Apex |\n| CSAT (Pacific) | O_T_LSV_02_armed_F | Qilin (Minigun) |  | Apex |\n| CSAT (Pacific) | O_T_LSV_02_unarmed_F | Qilin (Unarmed) |  | Apex |\n| CSAT (Pacific) | O_T_LSV_02_AT_F | Qilin (AT) |  | Apex |\n| CSAT | O_LSV_02_armed_F | Qilin (Minigun) |  | Apex |\n| CSAT | O_LSV_02_unarmed_F | Qilin (Unarmed) |  | Apex |\n| CSAT | O_LSV_02_AT_F | Qilin (AT) |  | Apex |\n| NATO (Pacific) | B_T_MRAP_01_F | Hunter |  | No |\n| NATO (Pacific) | B_T_MRAP_01_gmg_F | Hunter GMG |  | No |\n| NATO (Pacific) | B_T_MRAP_01_hmg_F | Hunter HMG |  | No |\n| CSAT (Pacific) | O_T_MRAP_02_ghex_F | Ifrit |  | No |\n| CSAT (Pacific) | O_T_MRAP_02_hmg_ghex_F | Ifrit HMG |  | No |\n| CSAT (Pacific) | O_T_MRAP_02_gmg_ghex_F | Ifrit GMG |  | No |\n| Gendarmerie | B_GEN_Offroad_01_gen_F | Offroad |  | No |\n| Civilians | C_Offroad_02_unarmed_F | MB 4WD |  | Apex |\n| Syndikat | I_C_Offroad_02_unarmed_F | MB 4WD |  | Apex |\n| Syndikat | I_C_Offroad_02_LMG_F | MB 4WD (LMG) |  | Apex |\n| Syndikat | I_C_Offroad_02_AT_F | MB 4WD (AT) |  | Apex |\n| CSAT (Pacific) | O_T_Quadbike_01_ghex_F | Quad Bike |  | No |\n| NATO (Pacific) | B_T_Quadbike_01_F | Quad Bike |  | No |\n| NATO (Pacific) | B_T_Truck_01_transport_F | HEMTT Transport |  | No |\n| NATO (Pacific) | B_T_Truck_01_covered_F | HEMTT Transport (Covered) |  | No |\n| NATO (Pacific) | B_T_Truck_01_mover_F | HEMTT |  | No |\n| NATO (Pacific) | B_T_Truck_01_box_F | HEMTT Box |  | No |\n| NATO (Pacific) | B_T_Truck_01_Repair_F | HEMTT Repair |  | No |\n| NATO (Pacific) | B_T_Truck_01_ammo_F | HEMTT Ammo |  | No |\n| NATO (Pacific) | B_T_Truck_01_fuel_F | HEMTT Fuel |  | No |\n| NATO (Pacific) | B_T_Truck_01_medical_F | HEMTT Medical |  | No |\n| CSAT (Pacific) | O_T_Truck_02_F | Zamak Transport (Covered) |  | No |\n| CSAT (Pacific) | O_T_Truck_02_transport_F | Zamak Transport |  | No |\n| CSAT (Pacific) | O_T_Truck_02_fuel_F | Zamak Fuel |  | No |\n| CSAT (Pacific) | O_T_Truck_02_Ammo_F | Zamak Ammo |  | No |\n| CSAT (Pacific) | O_T_Truck_02_Box_F | Zamak Repair |  | No |\n| CSAT (Pacific) | O_T_Truck_02_Medical_F | Zamak Medical |  | No |\n| CSAT (Pacific) | O_T_Truck_03_transport_ghex_F | Tempest Transport |  | No |\n| CSAT (Pacific) | O_T_Truck_03_covered_ghex_F | Tempest Transport (Covered) |  | No |\n| CSAT (Pacific) | O_T_Truck_03_repair_ghex_F | Tempest Repair |  | No |\n| CSAT (Pacific) | O_T_Truck_03_ammo_ghex_F | Tempest Ammo |  | No |\n| CSAT (Pacific) | O_T_Truck_03_fuel_ghex_F | Tempest Fuel |  | No |\n| CSAT (Pacific) | O_T_Truck_03_medical_ghex_F | Tempest Medical |  | No |\n| CSAT (Pacific) | O_T_Truck_03_device_ghex_F | Tempest (Device) |  | No |\n| CSAT (Pacific) | O_T_UGV_01_ghex_F | UGV Saif |  | No |\n| CSAT (Pacific) | O_T_UGV_01_rcws_ghex_F | UGV Saif RCWS |  | No |\n| NATO (Pacific) | B_T_UGV_01_olive_F | UGV Stomper |  | No |\n| NATO (Pacific) | B_T_UGV_01_rcws_olive_F | UGV Stomper RCWS |  | No |\n| Syndikat | I_C_Van_01_transport_F | Truck |  | No |\n| NATO (Pacific) | B_T_Static_AA_F | Static Titan Launcher (AA) [NATO] |  | No |\n| NATO (Pacific) | B_T_Static_AT_F | Static Titan Launcher (AT) [NATO] |  | No |\n| NATO (Pacific) | B_T_GMG_01_F | Mk32 GMG 20 mm |  | No |\n| NATO (Pacific) | B_T_HMG_01_F | Mk30 HMG .50 |  | No |\n| NATO (Pacific) | B_T_Mortar_01_F | Mk6 Mortar |  | No |\n| Syndikat | I_C_Heli_Light_01_civil_F | M-900 |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_sand_F | UH-80 Ghost Hawk (Sand) |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_tropic_F | UH-80 Ghost Hawk (Tropic) |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_DAP_sand_F | MH-80 DAP Ghost Hawk (Sand) |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_DAP_tropic_F | MH-80 DAP Ghost Hawk (Tropic) |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_Assault_sand_F | MH-80 Ghost Hawk (Sand) |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_Assault_tropic_F | MH-80 Ghost Hawk (Tropic) |  | No |\n| Civilians | C_Plane_Civil_01_F | Caesar BTT |  | Apex |\n| Civilians | C_Plane_Civil_01_racing_F | Caesar BTT (Racing) |  | Apex |\n| Syndikat | I_C_Plane_Civil_01_F | Caesar BTT |  | Apex |\n| NATO (Pacific) | B_T_UAV_03_dynamicLoadout_F | MQ-12 Falcon |  | Apex |\n| CSAT (Pacific) | O_T_UAV_04_CAS_F | KH-3A Fenghuang |  | Apex |\n| NATO (Pacific) | B_T_VTOL_01_infantry_F | V-44 X Blackfish (Infantry Transport) |  | Apex |\n| NATO (Pacific) | B_T_VTOL_01_vehicle_F | V-44 X Blackfish (Vehicle Transport) |  | Apex |\n| NATO (Pacific) | B_T_VTOL_01_armed_F | V-44 X Blackfish (Armed) |  | Apex |\n| CSAT (Pacific) | O_T_VTOL_02_infantry_dynamicLoadout_F | Y-32 Xi'an (Infantry Transport) |  | Apex |\n| CSAT (Pacific) | O_T_VTOL_02_vehicle_dynamicLoadout_F | Y-32 Xi'an (Vehicle Transport) |  | Apex |\n| NATO (Pacific) | B_T_APC_Tracked_01_AA_F | IFV-6a Cheetah |  | No |\n| NATO (Pacific) | B_T_APC_Tracked_01_CRV_F | CRV-6e Bobcat |  | No |\n| NATO (Pacific) | B_T_APC_Tracked_01_rcws_F | IFV-6c Panther |  | No |\n| CSAT (Pacific) | O_T_APC_Tracked_02_cannon_ghex_F | BTR-K Kamysh |  | No |\n| CSAT (Pacific) | O_T_APC_Tracked_02_AA_ghex_F | ZSU-39 Tigris |  | No |\n| NATO (Pacific) | B_T_APC_Wheeled_01_cannon_F | AMV-7 Marshall |  | No |\n| CSAT (Pacific) | O_T_APC_Wheeled_02_rcws_v2_ghex_F | MSE-3 Marid |  | No |\n| NATO (Pacific) | B_T_MBT_01_arty_F | M4 Scorcher |  | No |\n| NATO (Pacific) | B_T_MBT_01_mlrs_F | M5 Sandstorm MLRS |  | No |\n| NATO (Pacific) | B_T_MBT_01_cannon_F | M2A1 Slammer |  | No |\n| NATO (Pacific) | B_T_MBT_01_TUSK_F | M2A4 Slammer UP |  | No |\n| CSAT (Pacific) | O_T_MBT_02_cannon_ghex_F | T-100 Varsuk |  | No |\n| CSAT (Pacific) | O_T_MBT_02_arty_ghex_F | 2S9 Sochor |  | No |\n| NATO (Pacific) | B_T_Boat_Armed_01_minigun_F | Speedboat Minigun |  | No |\n| CSAT (Pacific) | O_T_Boat_Armed_01_hmg_F | Speedboat HMG |  | No |\n| CSAT (Pacific) | O_T_Boat_Transport_01_F | Assault Boat |  | No |\n| Syndikat | I_C_Boat_Transport_01_F | Assault Boat |  | No |\n| NATO (Pacific) | B_T_Boat_Transport_01_F | Assault Boat |  | No |\n| NATO (Pacific) | B_T_Lifeboat | Rescue Boat |  | No |\n| CSAT (Pacific) | O_T_Lifeboat | Rescue Boat |  | No |\n| Syndikat | I_C_Boat_Transport_02_F | RHIB |  | Apex |\n| Civilians | C_Boat_Transport_02_F | RHIB |  | Apex |\n| Civilians | C_Scooter_Transport_01_F | Water Scooter |  | Apex |\n| NATO | B_AAA_System_01_F | Praetorian 1C |  | No |\n| NATO | B_SAM_System_01_F | Mk49 Spartan |  | No |\n| NATO | B_SAM_System_02_F | Mk21 Centurion |  | No |\n| NATO | B_Plane_Fighter_01_F | F/A-181 Black Wasp II |  | Jets |\n| NATO | B_Plane_Fighter_01_Stealth_F | F/A-181 Black Wasp II (Stealth) |  | Jets |\n| CSAT | O_Plane_Fighter_02_F | To-201 Shikra |  | Jets |\n| CSAT | O_Plane_Fighter_02_Stealth_F | To-201 Shikra (Stealth) |  | Jets |\n| AAF | I_Plane_Fighter_04_F | A-149 Gryphon |  | Jets |\n| NATO | B_UAV_05_F | UCAV Sentinel |  | Jets |\n| IDAP | C_IDAP_Offroad_01_F | Offroad |  | No |\n| IDAP | C_IDAP_Offroad_02_unarmed_F | MB 4WD |  | Apex |\n| IDAP | C_IDAP_Truck_02_F | Zamak Transport (Covered) |  | No |\n| IDAP | C_IDAP_Truck_02_transport_F | Zamak Transport |  | No |\n| IDAP | C_IDAP_Truck_02_water_F | Zamak Water |  | No |\n| IDAP | C_IDAP_UGV_01_F | UGV |  | No |\n| Civilians | C_Van_02_transport_F | Van Transport |  | Laws of War |\n| IDAP | C_IDAP_Van_02_transport_F | Van Transport |  | Laws of War |\n| FIA | I_G_Van_02_transport_F | Van Transport |  | Laws of War |\n| FIA | B_G_Van_02_transport_F | Van Transport |  | Laws of War |\n| Gendarmerie | B_GEN_Van_02_transport_F | Van Transport |  | Laws of War |\n| FIA | O_G_Van_02_transport_F | Van Transport |  | Laws of War |\n| Syndikat | I_C_Van_02_transport_F | Van Transport |  | Laws of War |\n| Civilians | C_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| IDAP | C_IDAP_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| FIA | I_G_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| FIA | B_G_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| Gendarmerie | B_GEN_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| FIA | O_G_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| Syndikat | I_C_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| Civilians | C_Van_02_medevac_F | Van (Ambulance) |  | Laws of War |\n| IDAP | C_IDAP_Van_02_medevac_F | Van (Ambulance) |  | Laws of War |\n| Civilians | C_Van_02_service_F | Van (Services) |  | Laws of War |\n| IDAP | C_IDAP_Heli_Transport_02_F | EH302 |  | No |\n| IDAP | C_IDAP_UAV_01_F | Drone |  | No |\n| NATO | B_UAV_06_F | AL-6 Pelican |  | Laws of War |\n| CSAT | O_UAV_06_F | Jinaah AL-6 |  | Laws of War |\n| AAF | I_UAV_06_F | AL-6 Pelican |  | Laws of War |\n| IDAP | C_IDAP_UAV_06_F | Utility Drone |  | Laws of War |\n| Civilians | C_UAV_06_F | Utility Drone |  | Laws of War |\n| IDAP | C_IDAP_UAV_06_antimine_F | Demining Drone |  | Laws of War |\n| NATO | B_UAV_06_medical_F | AL-6 Pelican (Medical) |  | Laws of War |\n| CSAT | O_UAV_06_medical_F | Jinaah AL-6 (Medical) |  | Laws of War |\n| AAF | I_UAV_06_medical_F | AL-6 Pelican (Medical) |  | Laws of War |\n| IDAP | C_IDAP_UAV_06_medical_F | Utility Drone (Medical) |  | Laws of War |\n| Civilians | C_UAV_06_medical_F | Utility Drone (Medical) |  | Laws of War |\n| NATO | B_AFV_Wheeled_01_cannon_F | Rhino MGS |  | Tanks |\n| NATO (Pacific) | B_T_AFV_Wheeled_01_cannon_F | Rhino MGS |  | Tanks |\n| NATO | B_AFV_Wheeled_01_up_cannon_F | Rhino MGS UP |  | Tanks |\n| NATO (Pacific) | B_T_AFV_Wheeled_01_up_cannon_F | Rhino MGS UP |  | Tanks |\n| AAF | I_LT_01_AT_F | AWC 301 Nyx (AT) |  | Tanks |\n| AAF | I_LT_01_scout_F | AWC 303 Nyx (Recon) |  | Tanks |\n| AAF | I_LT_01_AA_F | AWC 302 Nyx (AA) |  | Tanks |\n| AAF | I_LT_01_cannon_F | AWC 304 Nyx (Autocannon) |  | Tanks |\n| CSAT | O_MBT_04_cannon_F | T-140 Angara |  | Tanks |\n| CSAT (Pacific) | O_T_MBT_04_cannon_F | T-140 Angara |  | Tanks |\n| CSAT | O_MBT_04_command_F | T-140K Angara |  | Tanks |\n| CSAT (Pacific) | O_T_MBT_04_command_F | T-140K Angara |  | Tanks |\n| NATO | B_Ship_Gun_01_F | Mk45 Hammer |  | No |\n| NATO | B_Ship_MRLS_01_F | Mk41 VLS |  | No |\n| NATO | B_Radar_System_01_F | AN/MPQ-105 Radar |  | No |\n| CSAT | O_Radar_System_02_F | R-750 Cronus Radar |  | No |\n| NATO | B_SAM_System_03_F | MIM-145 Defender |  | No |\n| CSAT | O_SAM_System_04_F | S-750 Rhea |  | No |\n| LDF | I_E_Offroad_01_F | Offroad |  | No |\n| LDF | I_E_Offroad_01_covered_F | Offroad (Covered) |  | Contact |\n| LDF | I_E_Offroad_01_comms_F | Offroad (Comms) |  | Contact |\n| Gendarmerie | B_GEN_Offroad_01_covered_F | Offroad (Covered) |  | Contact |\n| Gendarmerie | B_GEN_Offroad_01_comms_F | Offroad (Comms) |  | Contact |\n| Civilians | C_Offroad_01_covered_F | Offroad (Covered) |  | Contact |\n| Civilians | C_Offroad_01_comms_F | Offroad (Comms) |  | Contact |\n| LDF | I_E_Quadbike_01_F | Quad Bike |  | No |\n| Civilians | C_Tractor_01_F | Tractor |  | Contact |\n| NATO | B_Truck_01_flatbed_F | HEMTT Flatbed |  | No |\n| NATO (Pacific) | B_T_Truck_01_flatbed_F | HEMTT Flatbed |  | No |\n| NATO | B_Truck_01_cargo_F | HEMTT Cargo |  | No |\n| NATO (Pacific) | B_T_Truck_01_cargo_F | HEMTT Cargo |  | No |\n| LDF | I_E_Truck_02_F | Zamak Transport (Covered) |  | No |\n| LDF | I_E_Truck_02_transport_F | Zamak Transport |  | No |\n| LDF | I_E_Truck_02_fuel_F | Zamak Fuel |  | No |\n| LDF | I_E_Truck_02_Ammo_F | Zamak Ammo |  | No |\n| LDF | I_E_Truck_02_Box_F | Zamak Repair |  | No |\n| LDF | I_E_Truck_02_Medical_F | Zamak Medical |  | No |\n| LDF | I_E_Truck_02_MRL_F | Zamak MRL |  | No |\n| LDF | I_E_UGV_01_F | UGV Stomper |  | No |\n| LDF | I_E_UGV_01_rcws_F | UGV Stomper RCWS |  | No |\n| NATO | B_UGV_02_Science_F | ED-1E Roller |  | Contact |\n| NATO | B_UGV_02_Demining_F | ED-1D Pelter |  | Contact |\n| CSAT | O_UGV_02_Science_F | Sayyah ED-1E |  | Contact |\n| CSAT | O_UGV_02_Demining_F | Akinaka ED-1D |  | Contact |\n| AAF | I_UGV_02_Science_F | ED-1E Roller |  | Contact |\n| LDF | I_E_UGV_02_Science_F | ED-1E Roller |  | Contact |\n| AAF | I_UGV_02_Demining_F | ED-1D Pelter |  | Contact |\n| LDF | I_E_UGV_02_Demining_F | ED-1D Pelter |  | Contact |\n| IDAP | C_IDAP_UGV_02_Demining_F | Demining UGV |  | Contact |\n| LDF | I_E_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| LDF | I_E_Van_02_transport_F | Van Transport |  | Laws of War |\n| LDF | I_E_Van_02_transport_MP_F | Van Transport (MP) |  | Laws of War |\n| LDF | I_E_Van_02_medevac_F | Van (Ambulance) |  | Laws of War |\n| LDF | I_E_Static_AA_F | Static Titan Launcher (AA) [LDF] |  | No |\n| LDF | I_E_Static_AT_F | Static Titan Launcher (AT) [LDF] |  | No |\n| NATO (Woodland) | B_W_Static_Designator_01_F | Remote Designator [NATO] |  | Marksmen |\n| LDF | I_E_GMG_01_F | Mk32 GMG 20 mm |  | No |\n| LDF | I_E_GMG_01_high_F | Mk32 GMG 20 mm (Raised) |  | No |\n| LDF | I_E_GMG_01_A_F | Mk32A GMG 20 mm |  | No |\n| LDF | I_E_HMG_01_F | Mk30 HMG .50 |  | No |\n| LDF | I_E_HMG_01_high_F | Mk30 HMG .50 (Raised) |  | No |\n| LDF | I_E_HMG_01_A_F | Mk30A HMG .50 |  | No |\n| LDF | I_E_Mortar_01_F | Mk6 Mortar |  | No |\n| LDF | I_E_Radar_System_01_F | AN/MPQ-105 Radar |  | No |\n| LDF | I_E_SAM_System_03_F | MIM-145 Defender |  | No |\n| LDF | I_E_Heli_light_03_dynamicLoadout_F | WY-55 Czapla |  | No |\n| LDF | I_E_Heli_light_03_unarmed_F | WY-55 Czapla (Unarmed) |  | No |\n| LDF | I_E_UAV_01_F | AR-2 Darter |  | No |\n| LDF | I_E_UAV_06_F | AL-6 Pelican |  | Laws of War |\n| LDF | I_E_UAV_06_medical_F | AL-6 Pelican (Medical) |  | Laws of War |\n| LDF | I_E_APC_tracked_03_cannon_F | FV-720 Odyniec |  | No |\n| CSAT | O_MBT_02_railgun_F | T-100X Futura |  | No |\n| CSAT (Pacific) | O_T_MBT_02_railgun_ghex_F | T-100X Futura |  | No |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.","sections":[{"heading":null,"level":1,"markdown":"Most Arma 3 DLCs & Expansions come with restrictions regarding the usage of their premium assets (e.g. vehicles and weapons).\nThis technology is referred to as Content Licensing.\nSome DLC assets are *not* covered by this limitation and are added to the base game / platform for free (e.g. decorative props).\n\n> [!NOTE]\n> - All (premium) DLC assets can be tested without any kind of limitation or ads in the Arsenal.\n> - As the in-game ads will tell, press <kbd>⇧ Shift</kbd> + <kbd>P</kbd> in order to open the DLC Content Browser menu.\n> - See the [Roadmap 2014/15 - Arma 3 DLC Strategy](https://www.bohemia.net/blog/roadmap-14-15-dlc-strategy-blog) blog post for further information.\n\n> [!NOTE]\n> For the restrictions of the Spearhead 1944 CDLC and its companion modification SPEX - Spearhead Extended visit Spearhead Extended Asset Restrictions."},{"heading":"Different Restrictions","level":3,"markdown":"The following restrictions only apply to **DLC assets** that have **DLC Restrictions** applied to them.\nA more technical description of said restrictions and how to configure Content Licensing for DLC can be viewed on the Arma 3: DLC Content Licensing page."},{"heading":"Weapon Restrictions","level":4,"markdown":"- Cannot be picked up from a box, a corpse, or anywhere else.\n- If added by script or already provided, the DLC ads overlay will appear more and more frequently."},{"heading":"Vehicle Restrictions","level":4,"markdown":"- Cannot get in the Driver, Commander and Gunner positions. Passenger seats including FFV seats are still open to non-owners.\n  - Even though Passenger seats are open to everyone, ads will still appear for non-owners.\n- If put in Driver, Commander and Gunner seats by script/already there as mission starts, the DLC ads overlay will appear more and more frequently."},{"heading":"Gear Restrictions","level":4,"markdown":"- Cannot be picked up from a box, a corpse, or anywhere else.\n- If added by script or already provided, the DLC ads overlay will appear more and more frequently."},{"heading":"Drone Restrictions","level":4,"markdown":"Cannot be connected to via the UAV Terminal."},{"heading":"Terrain Restrictions","level":4,"markdown":"The terrain simply cannot be accessed (even in Eden Editor)."},{"heading":"Mission Restrictions","level":4,"markdown":"If the mission is DLC-restricted, the mission cannot be started (such as some official Showcases and Challenges).\n\n- In Eden Editor, restrictions are set via **Attributes > General > Overview > DLC** and **Require DLC** if necessary."},{"heading":"Props Restrictions","level":4,"markdown":"There's nothing unless the DLC is an optional DLC. Every prop that included in the vanilla game is free to use, without any kind of restrictions."},{"heading":"Per Item DLC Restrictions","level":3,"markdown":"Since a displayed DLC icon doesn't mean the item is restricted (premium), the following tables help finding out which items and equipment mission makers can use.\n\n> [!NOTE]\n> - These tables are valid as of Arma 3 **v2.22**.\n> - **Personal Equipment** list icons are based on Arsenal.\n> - **Vehicles** list icons are based on Eden Editor's Asset Browser."},{"heading":"Personal Equipment","level":4,"markdown":"| Type | classname | displayName | Icon | Restricted? |\n|---|---|---|---|---|\n| Watch | ItemWatch | Watch |  | No |\n| Compass | ItemCompass | Compass |  | No |\n| Terminal | ItemGPS | GPS |  | No |\n| Communication | ItemRadio | Radio |  | No |\n| Map | ItemMap | Map |  | No |\n| Item | MineDetector | Mine Detector |  | No |\n| Binocular | Binocular | Binoculars |  | No |\n| Binocular | Rangefinder | Rangefinder |  | No |\n| NVGs | NVGoggles | NV Goggles (Brown) |  | No |\n| NVGs | NVGoggles_OPFOR | NV Goggles (Black) |  | No |\n| NVGs | NVGoggles_INDEP | NV Goggles (Green) |  | No |\n| Binocular | Laserdesignator | Laser Designator (Sand) |  | No |\n| Binocular | Laserdesignator_02 | Laser Designator (Hex) |  | No |\n| Binocular | Laserdesignator_03 | Laser Designator (Olive) |  | No |\n| Item | FirstAidKit | First Aid Kit |  | No |\n| Item | Medikit | Medikit |  | No |\n| Item | ToolKit | Toolkit |  | No |\n| Launcher | launch_NLAW_F | PCML |  | No |\n| Launcher | launch_RPG32_F | RPG-42 Alamut |  | No |\n| Launcher | launch_B_Titan_F | Titan MPRL (Sand) |  | No |\n| Launcher | launch_I_Titan_F | Titan MPRL (Digital) |  | No |\n| Launcher | launch_O_Titan_F | Titan MPRL (Hex) |  | No |\n| Launcher | launch_B_Titan_short_F | Titan MPRL Compact (Sand) |  | No |\n| Launcher | launch_I_Titan_short_F | Titan MPRL Compact (Olive) |  | No |\n| Launcher | launch_O_Titan_short_F | Titan MPRL Compact (Coyote) |  | No |\n| Rifle | srifle_DMR_01_F | Rahim 7.62 mm |  | No |\n| Rifle | srifle_EBR_F | Mk18 ABR 7.62 mm |  | No |\n| Rifle | srifle_GM6_F | GM6 Lynx 12.7 mm |  | No |\n| Rifle | srifle_GM6_camo_F | GM6 Lynx 12.7 mm (Camo) |  | No |\n| Rifle | srifle_LRR_F | M320 LRR .408 |  | No |\n| Rifle | srifle_LRR_camo_F | M320 LRR .408 (Camo) |  | No |\n| Rifle | LMG_Mk200_F | Mk200 6.5 mm |  | No |\n| Rifle | LMG_Zafir_F | Zafir 7.62 mm |  | No |\n| Pistol | hgun_ACPC2_F | ACP-C2 .45 ACP |  | No |\n| Pistol | hgun_P07_F | P07 9 mm |  | No |\n| Pistol | hgun_Pistol_heavy_01_F | 4-five .45 ACP |  | No |\n| Pistol | hgun_Pistol_heavy_02_F | Zubr .45 ACP |  | No |\n| Pistol | hgun_Rook40_F | Rook-40 9 mm |  | No |\n| Rifle | arifle_Katiba_F | Katiba 6.5 mm |  | No |\n| Rifle | arifle_Katiba_C_F | Katiba Carbine 6.5 mm |  | No |\n| Rifle | arifle_Katiba_GL_F | Katiba GL 6.5 mm |  | No |\n| Rifle | arifle_Mk20_F | Mk20 5.56 mm (Camo) |  | No |\n| Rifle | arifle_Mk20_plain_F | Mk20 5.56 mm |  | No |\n| Rifle | arifle_Mk20C_F | Mk20C 5.56 mm (Camo) |  | No |\n| Rifle | arifle_Mk20C_plain_F | Mk20C 5.56 mm |  | No |\n| Rifle | arifle_Mk20_GL_F | Mk20 EGLM 5.56 mm (Camo) |  | No |\n| Rifle | arifle_Mk20_GL_plain_F | Mk20 EGLM 5.56 mm |  | No |\n| Rifle | arifle_MXC_F | MXC 6.5 mm |  | No |\n| Rifle | arifle_MX_F | MX 6.5 mm |  | No |\n| Rifle | arifle_MX_GL_F | MX 3GL 6.5 mm |  | No |\n| Rifle | arifle_MX_SW_F | MX SW 6.5 mm |  | No |\n| Rifle | arifle_MXM_F | MXM 6.5 mm |  | No |\n| Rifle | arifle_MXC_Black_F | MXC 6.5 mm (Black) |  | No |\n| Rifle | arifle_MX_Black_F | MX 6.5 mm (Black) |  | No |\n| Rifle | arifle_MX_GL_Black_F | MX 3GL 6.5 mm (Black) |  | No |\n| Rifle | arifle_MX_SW_Black_F | MX SW 6.5 mm (Black) |  | No |\n| Rifle | arifle_MXM_Black_F | MXM 6.5 mm (Black) |  | No |\n| Rifle | arifle_SDAR_F | SDAR 5.56 mm |  | No |\n| Rifle | arifle_TRG21_F | TRG-21 5.56 mm |  | No |\n| Rifle | arifle_TRG20_F | TRG-20 5.56 mm |  | No |\n| Rifle | arifle_TRG21_GL_F | TRG-21 EGLM 5.56 mm |  | No |\n| Rifle | hgun_PDW2000_F | PDW2000 9 mm |  | No |\n| Rifle | SMG_01_F | Vermin SMG .45 ACP |  | No |\n| Rifle | SMG_02_F | Sting 9 mm |  | No |\n| Uniform | U_B_CombatUniform_mcam | Combat Fatigues (MTP) |  | No |\n| Uniform | U_B_CombatUniform_mcam_tshirt | Combat Fatigues (MTP) (Tee) |  | No |\n| Uniform | U_B_CombatUniform_mcam_vest | Recon Fatigues (MTP) |  | No |\n| Uniform | U_B_GhillieSuit | Ghillie Suit [NATO] |  | No |\n| Uniform | U_B_HeliPilotCoveralls | Heli Pilot Coveralls [NATO] |  | No |\n| Uniform | U_B_Wetsuit | Wetsuit [NATO] |  | No |\n| Uniform | U_O_CombatUniform_ocamo | Fatigues (Hex) [CSAT] |  | No |\n| Uniform | U_O_GhillieSuit | Ghillie Suit [CSAT] |  | No |\n| Uniform | U_O_PilotCoveralls | Pilot Coveralls [CSAT] |  | No |\n| Uniform | U_O_Wetsuit | Wetsuit [CSAT] |  | No |\n| Uniform | U_C_Poloshirt_blue | Commoner Clothes (Blue) |  | No |\n| Uniform | U_C_Poloshirt_burgundy | Commoner Clothes (Burgundy) |  | No |\n| Uniform | U_C_Poloshirt_stripped | Commoner Clothes (Striped) |  | No |\n| Uniform | U_C_Poloshirt_tricolour | Commoner Clothes (Tricolor) |  | No |\n| Uniform | U_C_Poloshirt_salmon | Commoner Clothes (Salmon) |  | No |\n| Uniform | U_C_Poloshirt_redwhite | Commoner Clothes (Red-White) |  | No |\n| Uniform | U_Rangemaster | Rangemaster Suit |  | No |\n| Uniform | U_OrestesBody | Jacket and Shorts |  | No |\n| Uniform | U_B_CombatUniform_mcam_worn | Worn Combat Fatigues (MTP) |  | No |\n| Uniform | U_B_PilotCoveralls | Pilot Coveralls [NATO] |  | No |\n| Uniform | U_O_CombatUniform_oucamo | Fatigues (Urban) [CSAT] |  | No |\n| Uniform | U_O_SpecopsUniform_ocamo | Recon Fatigues (Hex) |  | No |\n| Uniform | U_O_OfficerUniform_ocamo | Officer Fatigues (Hex) |  | No |\n| Uniform | U_I_CombatUniform | Combat Fatigues [AAF] |  | No |\n| Uniform | U_I_CombatUniform_shortsleeve | Combat Fatigues [AAF] (Rolled-up) |  | No |\n| Uniform | U_I_pilotCoveralls | Pilot Coveralls [AAF] |  | No |\n| Uniform | U_I_HeliPilotCoveralls | Heli Pilot Coveralls [AAF] |  | No |\n| Uniform | U_I_GhillieSuit | Ghillie Suit [AAF] |  | No |\n| Uniform | U_I_OfficerUniform | Combat Fatigues [AAF] (Officer) |  | No |\n| Uniform | U_I_Wetsuit | Wetsuit [AAF] |  | No |\n| Uniform | U_Competitor | Competitor Suit |  | No |\n| Uniform | U_BG_Guerilla1_1 | Guerilla Garment |  | No |\n| Uniform | U_BG_Guerilla2_1 | Guerilla Outfit (Plain, Dark) |  | No |\n| Uniform | U_BG_Guerilla2_2 | Guerilla Outfit (Pattern) |  | No |\n| Uniform | U_BG_Guerilla2_3 | Guerilla Outfit (Plain, Light) |  | No |\n| Uniform | U_BG_Guerilla3_1 | Guerilla Smocks |  | No |\n| Uniform | U_BG_leader | Guerilla Uniform |  | No |\n| Uniform | U_C_Poor_1 | Worn Clothes |  | No |\n| Uniform | U_C_WorkerCoveralls | Worker Coveralls |  | No |\n| Uniform | U_C_HunterBody_grn | Hunting Clothes |  | No |\n| Uniform | U_B_CTRG_1 | CTRG Combat Uniform |  | No |\n| Uniform | U_B_CTRG_2 | CTRG Combat Uniform (Tee) |  | No |\n| Uniform | U_B_CTRG_3 | CTRG Combat Uniform (Rolled-up) |  | No |\n| Uniform | U_B_survival_uniform | Survival Fatigues |  | No |\n| Uniform | U_I_G_Story_Protagonist_F | Worn Combat Fatigues (Kerry) |  | No |\n| Uniform | U_I_G_resistanceLeader_F | Combat Fatigues (Stavrou) |  | No |\n| Uniform | U_C_Journalist | Journalist Clothes |  | No |\n| Uniform | U_C_Scientist | Scientist Clothes |  | No |\n| Uniform | U_B_Protagonist_VR | VR Suit [NATO] |  | No |\n| Uniform | U_O_Protagonist_VR | VR Suit [CSAT] |  | No |\n| Uniform | U_I_Protagonist_VR | VR Suit [AAF] |  | No |\n| Uniform | U_C_Protagonist_VR | VR Suit [Civilians] |  | No |\n| Uniform | U_BG_Guerrilla_6_1 | Guerilla Apparel |  | No |\n| Uniform | U_C_Driver_1 | Driver Coverall (Fuel) |  | Karts |\n| Uniform | U_C_Driver_2 | Driver Coverall (Bluking) |  | Karts |\n| Uniform | U_C_Driver_3 | Driver Coverall (Redstone) |  | Karts |\n| Uniform | U_C_Driver_4 | Driver Coverall (Vrana) |  | Karts |\n| Uniform | U_Marshal | Marshal Clothes |  | No |\n| Uniform | U_C_Driver_1_black | Driver Coverall (Black) |  | Karts |\n| Uniform | U_C_Driver_1_blue | Driver Coverall (Blue) |  | Karts |\n| Uniform | U_C_Driver_1_green | Driver Coverall (Green) |  | Karts |\n| Uniform | U_C_Driver_1_red | Driver Coverall (Red) |  | Karts |\n| Uniform | U_C_Driver_1_white | Driver Coverall (White) |  | Karts |\n| Uniform | U_C_Driver_1_yellow | Driver Coverall (Yellow) |  | Karts |\n| Uniform | U_C_Driver_1_orange | Driver Coverall (Orange) |  | Karts |\n| Uniform | U_B_FullGhillie_lsh | Full Ghillie (Lush) [NATO] |  | Marksmen |\n| Uniform | U_B_FullGhillie_sard | Full Ghillie (Semi-Arid) [NATO] |  | Marksmen |\n| Uniform | U_B_FullGhillie_ard | Full Ghillie (Arid) [NATO] |  | Marksmen |\n| Uniform | U_O_FullGhillie_lsh | Full Ghillie (Lush) [CSAT] |  | Marksmen |\n| Uniform | U_O_FullGhillie_sard | Full Ghillie (Semi-Arid) [CSAT] |  | Marksmen |\n| Uniform | U_O_FullGhillie_ard | Full Ghillie (Arid) [CSAT] |  | Marksmen |\n| Uniform | U_I_FullGhillie_lsh | Full Ghillie (Lush) [AAF] |  | Marksmen |\n| Uniform | U_I_FullGhillie_sard | Full Ghillie (Semi-Arid) [AAF] |  | Marksmen |\n| Uniform | U_I_FullGhillie_ard | Full Ghillie (Arid) [AAF] |  | Marksmen |\n| Vest | V_Rangemaster_belt | Rangemaster Belt |  | No |\n| Vest | V_BandollierB_khk | Slash Bandolier (Khaki) |  | No |\n| Vest | V_BandollierB_cbr | Slash Bandolier (Coyote) |  | No |\n| Vest | V_BandollierB_rgr | Slash Bandolier (Green) |  | No |\n| Vest | V_BandollierB_blk | Slash Bandolier (Black) |  | No |\n| Vest | V_BandollierB_oli | Slash Bandolier (Olive) |  | No |\n| Vest | V_PlateCarrier1_rgr | Carrier Lite (Green) |  | No |\n| Vest | V_PlateCarrier2_rgr | Carrier Rig (Green) |  | No |\n| Vest | V_PlateCarrier2_blk | Carrier Rig (Black) |  | No |\n| Vest | V_PlateCarrierGL_rgr | Carrier GL Rig (Green) |  | No |\n| Vest | V_PlateCarrierGL_blk | Carrier GL Rig (Black) |  | No |\n| Vest | V_PlateCarrierGL_mtp | Carrier GL Rig (MTP) |  | No |\n| Vest | V_PlateCarrier1_blk | Carrier Lite (Black) |  | No |\n| Vest | V_PlateCarrierSpec_rgr | Carrier Special Rig (Green) |  | No |\n| Vest | V_PlateCarrierSpec_blk | Carrier Special Rig (Black) |  | No |\n| Vest | V_PlateCarrierSpec_mtp | Carrier Special Rig (MTP) |  | No |\n| Vest | V_Chestrig_khk | Chest Rig (Khaki) |  | No |\n| Vest | V_Chestrig_rgr | Chest Rig (Green) |  | No |\n| Vest | V_Chestrig_blk | Chest Rig (Black) |  | No |\n| Vest | V_Chestrig_oli | Chest Rig (Olive) |  | No |\n| Vest | V_TacVest_khk | Tactical Vest (Khaki) |  | No |\n| Vest | V_TacVest_brn | Tactical Vest (Brown) |  | No |\n| Vest | V_TacVest_oli | Tactical Vest (Olive) |  | No |\n| Vest | V_TacVest_blk | Tactical Vest (Black) |  | No |\n| Vest | V_TacVest_camo | Tactical Vest (Camo) |  | No |\n| Vest | V_TacVest_blk_POLICE | Tactical Vest (Police) |  | No |\n| Vest | V_TacVestIR_blk | Raven Vest |  | No |\n| Vest | V_HarnessO_brn | LBV Harness |  | No |\n| Vest | V_HarnessOGL_brn | LBV Grenadier Harness |  | No |\n| Vest | V_HarnessO_gry | LBV Harness (Grey) |  | No |\n| Vest | V_HarnessOGL_gry | LBV Grenadier Harness (Grey) |  | No |\n| Vest | V_PlateCarrierIA1_dgtl | GA Carrier Lite (Digital) |  | No |\n| Vest | V_PlateCarrierIA2_dgtl | GA Carrier Rig (Digital) |  | No |\n| Vest | V_PlateCarrierIAGL_dgtl | GA Carrier GL Rig (Digital) |  | No |\n| Vest | V_PlateCarrierIAGL_oli | GA Carrier GL Rig (Olive) |  | No |\n| Vest | V_RebreatherB | Rebreather [NATO] |  | No |\n| Vest | V_RebreatherIR | Rebreather [CSAT] |  | No |\n| Vest | V_RebreatherIA | Rebreather [AAF] |  | No |\n| Vest | V_PlateCarrier_Kerry | US Plate Carrier Rig (Kerry) |  | No |\n| Vest | V_PlateCarrierL_CTRG | CTRG Plate Carrier Rig Mk.1 (Light) |  | No |\n| Vest | V_PlateCarrierH_CTRG | CTRG Plate Carrier Rig Mk.2 (Heavy) |  | No |\n| Vest | V_I_G_resistanceLeader_F | Tactical Vest (Stavrou) |  | No |\n| Vest | V_Press_F | Vest (Press) |  | No |\n| Headgear | H_HelmetB | Combat Helmet |  | No |\n| Headgear | H_HelmetB_camo | Combat Helmet (Camo) |  | No |\n| Headgear | H_HelmetB_light | Light Combat Helmet |  | No |\n| Headgear | H_Booniehat_khk | Boonie Hat (Khaki) |  | No |\n| Headgear | H_Booniehat_oli | Boonie Hat (Olive) |  | No |\n| Headgear | H_Booniehat_mcamo | Boonie Hat (MTP) |  | No |\n| Headgear | H_Booniehat_tan | Boonie Hat (Sand) |  | No |\n| Headgear | H_Booniehat_dgtl | Boonie Hat [AAF] |  | No |\n| Headgear | H_Booniehat_khk_hs | Boonie Hat (Headset) |  | No |\n| Headgear | H_HelmetSpecB | Enhanced Combat Helmet |  | No |\n| Headgear | H_HelmetSpecB_paint1 | Enhanced Combat Helmet (Grass) |  | No |\n| Headgear | H_HelmetSpecB_paint2 | Enhanced Combat Helmet (Desert) |  | No |\n| Headgear | H_HelmetSpecB_blk | Enhanced Combat Helmet (Black) |  | No |\n| Headgear | H_HelmetSpecB_snakeskin | Enhanced Combat Helmet (Snakeskin) |  | No |\n| Headgear | H_HelmetSpecB_sand | Enhanced Combat Helmet (Sand) |  | No |\n| Headgear | H_HelmetIA | Modular Helmet |  | No |\n| Headgear | H_HelmetB_grass | Combat Helmet (Grass) |  | No |\n| Headgear | H_HelmetB_snakeskin | Combat Helmet (Snakeskin) |  | No |\n| Headgear | H_HelmetB_desert | Combat Helmet (Desert) |  | No |\n| Headgear | H_HelmetB_black | Combat Helmet (Black) |  | No |\n| Headgear | H_HelmetB_sand | Combat Helmet (Sand) |  | No |\n| Headgear | H_Cap_red | Cap (Red) |  | No |\n| Headgear | H_Cap_blu | Cap (Blue) |  | No |\n| Headgear | H_Cap_oli | Cap (Olive) |  | No |\n| Headgear | H_Cap_headphones | Rangemaster Cap |  | No |\n| Headgear | H_Cap_tan | Cap (Tan) |  | No |\n| Headgear | H_Cap_blk | Cap (Black) |  | No |\n| Headgear | H_Cap_blk_CMMG | Cap (CMMG) |  | No |\n| Headgear | H_Cap_brn_SPECOPS | Cap [OPFOR] |  | No |\n| Headgear | H_Cap_tan_specops_US | Cap (US MTP) |  | No |\n| Headgear | H_Cap_khaki_specops_UK | Cap (UK) |  | No |\n| Headgear | H_Cap_grn | Cap (Green) |  | No |\n| Headgear | H_Cap_grn_BI | Cap (BI) |  | No |\n| Headgear | H_Cap_blk_Raven | Cap [AAF] |  | No |\n| Headgear | H_Cap_blk_ION | Cap (ION) |  | No |\n| Headgear | H_Cap_oli_hs | Cap (Olive, Headset) |  | No |\n| Headgear | H_Cap_press | Cap (Press) |  | No |\n| Headgear | H_Cap_usblack | Cap (US Black) |  | No |\n| Headgear | H_Cap_surfer | Cap (Surfer) |  | No |\n| Headgear | H_Cap_police | Cap (Police) |  | No |\n| Headgear | H_HelmetCrew_B | Crew Helmet [NATO] |  | No |\n| Headgear | H_HelmetCrew_O | Crew Helmet [CSAT] |  | No |\n| Headgear | H_HelmetCrew_I | Crew Helmet [AAF] |  | No |\n| Headgear | H_PilotHelmetFighter_B | Pilot Helmet [NATO] |  | No |\n| Headgear | H_PilotHelmetFighter_O | Pilot Helmet [CSAT] |  | No |\n| Headgear | H_PilotHelmetFighter_I | Pilot Helmet [AAF] |  | No |\n| Headgear | H_PilotHelmetHeli_B | Heli Pilot Helmet [NATO] |  | No |\n| Headgear | H_PilotHelmetHeli_O | Heli Pilot Helmet [CSAT] |  | No |\n| Headgear | H_PilotHelmetHeli_I | Heli Pilot Helmet [AAF] |  | No |\n| Headgear | H_CrewHelmetHeli_B | Heli Crew Helmet [NATO] |  | No |\n| Headgear | H_CrewHelmetHeli_O | Heli Crew Helmet [CSAT] |  | No |\n| Headgear | H_CrewHelmetHeli_I | Heli Crew Helmet [AAF] |  | No |\n| Headgear | H_HelmetO_ocamo | Protector Helmet (Hex) |  | No |\n| Headgear | H_HelmetLeaderO_ocamo | Defender Helmet (Hex) |  | No |\n| Headgear | H_MilCap_ocamo | Military Cap (Hex) |  | No |\n| Headgear | H_MilCap_mcamo | Military Cap (MTP) |  | No |\n| Headgear | H_MilCap_gry | Military Cap (Grey) |  | No |\n| Headgear | H_MilCap_dgtl | Military Cap [AAF] |  | No |\n| Headgear | H_MilCap_blue | Military Cap (Blue) |  | No |\n| Headgear | H_HelmetB_light_grass | Light Combat Helmet (Grass) |  | No |\n| Headgear | H_HelmetB_light_snakeskin | Light Combat Helmet (Snakeskin) |  | No |\n| Headgear | H_HelmetB_light_desert | Light Combat Helmet (Desert) |  | No |\n| Headgear | H_HelmetB_light_black | Light Combat Helmet (Black) |  | No |\n| Headgear | H_HelmetB_light_sand | Light Combat Helmet (Sand) |  | No |\n| Headgear | H_HelmetO_oucamo | Protector Helmet (Urban) |  | No |\n| Headgear | H_HelmetLeaderO_oucamo | Defender Helmet (Urban) |  | No |\n| Headgear | H_HelmetSpecO_ocamo | Assassin Helmet (Hex) |  | No |\n| Headgear | H_HelmetSpecO_blk | Assassin Helmet (Black) |  | No |\n| Headgear | H_Bandanna_surfer | Bandana (Surfer) |  | No |\n| Headgear | H_Bandanna_khk | Bandana (Khaki) |  | No |\n| Headgear | H_Bandanna_khk_hs | Bandana (Headset) |  | No |\n| Headgear | H_Bandanna_cbr | Bandana (Coyote) |  | No |\n| Headgear | H_Bandanna_sgg | Bandana (Sage) |  | No |\n| Headgear | H_Bandanna_sand | Bandana (Sand) |  | No |\n| Headgear | H_Bandanna_surfer_blk | Bandana (Surfer, Black) |  | No |\n| Headgear | H_Bandanna_surfer_grn | Bandana (Surfer, Green) |  | No |\n| Headgear | H_Bandanna_gry | Bandana (Black) |  | No |\n| Headgear | H_Bandanna_blu | Bandana (Blue) |  | No |\n| Headgear | H_Bandanna_camo | Bandana (Woodland) |  | No |\n| Headgear | H_Bandanna_mcamo | Bandana (MTP) |  | No |\n| Headgear | H_Shemag_olive | Shemag (Olive) |  | No |\n| Headgear | H_Shemag_olive_hs | Shemag (Olive, Headset) |  | No |\n| Headgear | H_ShemagOpen_khk | Shemag (White) |  | No |\n| Headgear | H_ShemagOpen_tan | Shemag (Tan) |  | No |\n| Headgear | H_Beret_blk | Beret (Black) |  | No |\n| Headgear | H_Beret_02 | Beret [NATO] |  | No |\n| Headgear | H_Beret_Colonel | Beret [NATO] (Colonel) |  | No |\n| Headgear | H_Watchcap_blk | Beanie |  | No |\n| Headgear | H_Watchcap_cbr | Beanie (Coyote) |  | No |\n| Headgear | H_Watchcap_khk | Beanie (Khaki) |  | No |\n| Headgear | H_Watchcap_camo | Beanie (Green) |  | No |\n| Headgear | H_StrawHat | Straw Hat |  | No |\n| Headgear | H_StrawHat_dark | Straw Hat (Dark) |  | No |\n| Headgear | H_Hat_blue | Hat (Blue) |  | No |\n| Headgear | H_Hat_brown | Hat (Brown) |  | No |\n| Headgear | H_Hat_camo | Hat (Camo) |  | No |\n| Headgear | H_Hat_grey | Hat (Grey) |  | No |\n| Headgear | H_Hat_checker | Hat (Checker) |  | No |\n| Headgear | H_Hat_tan | Hat (Tan) |  | No |\n| Headgear | H_RacingHelmet_1_F | Racing Helmet (Fuel) |  | Karts |\n| Headgear | H_RacingHelmet_2_F | Racing Helmet (Bluking) |  | Karts |\n| Headgear | H_RacingHelmet_3_F | Racing Helmet (Redstone) |  | Karts |\n| Headgear | H_RacingHelmet_4_F | Racing Helmet (Vrana) |  | Karts |\n| Headgear | H_RacingHelmet_1_black_F | Racing Helmet (Black) |  | Karts |\n| Headgear | H_RacingHelmet_1_blue_F | Racing Helmet (Blue) |  | Karts |\n| Headgear | H_RacingHelmet_1_green_F | Racing Helmet (Green) |  | Karts |\n| Headgear | H_RacingHelmet_1_red_F | Racing Helmet (Red) |  | Karts |\n| Headgear | H_RacingHelmet_1_white_F | Racing Helmet (White) |  | Karts |\n| Headgear | H_RacingHelmet_1_yellow_F | Racing Helmet (Yellow) |  | Karts |\n| Headgear | H_RacingHelmet_1_orange_F | Racing Helmet (Orange) |  | Karts |\n| Headgear | H_Cap_marshal | Marshal Cap |  | No |\n| Muzzle Attachment | muzzle_snds_H | Sound Suppressor (6.5 mm) |  | No |\n| Muzzle Attachment | muzzle_snds_L | Sound Suppressor (9 mm) |  | No |\n| Muzzle Attachment | muzzle_snds_M | Sound Suppressor (5.56 mm) |  | No |\n| Muzzle Attachment | muzzle_snds_B | Sound Suppressor (7.62 mm) |  | No |\n| Sight | optic_Arco | ARCO |  | No |\n| Sight | optic_Hamr | RCO |  | No |\n| Sight | optic_Aco | ACO (Red) |  | No |\n| Sight | optic_ACO_grn | ACO (Green) |  | No |\n| Sight | optic_Aco_smg | ACO SMG (Red) |  | No |\n| Sight | optic_ACO_grn_smg | ACO SMG (Green) |  | No |\n| Sight | optic_Holosight | Mk17 Holosight |  | No |\n| Sight | optic_Holosight_smg | Mk17 Holosight SMG |  | No |\n| Sight | optic_SOS | MOS |  | No |\n| Rail Attachment | acc_flashlight | Flashlight |  | No |\n| Rail Attachment | acc_flashlight_smg_01 | Flashlight |  | No |\n| Rail Attachment | acc_flashlight_pistol | Pistol Flashlight |  | No |\n| Rail Attachment | acc_pointer_IR | IR Laser Pointer |  | No |\n| Sight | optic_MRCO | MRCO |  | No |\n| Muzzle Attachment | muzzle_snds_acp | Sound Suppressor (.45 ACP) |  | No |\n| Sight | optic_NVS | NVS |  | No |\n| Sight | optic_Nightstalker | Nightstalker |  | No |\n| Sight | optic_tws | TWS |  | No |\n| Sight | optic_tws_mg | TWS MG |  | No |\n| Sight | optic_DMS | DMS |  | No |\n| Sight | optic_Yorris | Yorris J2 |  | No |\n| Sight | optic_MRD | MRD |  | No |\n| Sight | optic_LRPS | LRPS |  | No |\n| Terminal | B_UavTerminal | UAV Terminal [NATO] |  | No |\n| Terminal | O_UavTerminal | UAV Terminal [CSAT] |  | No |\n| Terminal | I_UavTerminal | UAV Terminal [AAF] |  | No |\n| Pistol | hgun_Pistol_Signal_F | Starter Pistol |  | Karts |\n| Muzzle Attachment | muzzle_snds_338_black | Sound Suppressor (.338, Black) |  | No |\n| Muzzle Attachment | muzzle_snds_338_green | Sound Suppressor (.338, Green) |  | No |\n| Muzzle Attachment | muzzle_snds_338_sand | Sound Suppressor (.338, Sand) |  | No |\n| Muzzle Attachment | muzzle_snds_93mmg | Sound Suppressor (9.3mm, Black) |  | No |\n| Muzzle Attachment | muzzle_snds_93mmg_tan | Sound Suppressor (9.3mm, Tan) |  | No |\n| Sight | optic_AMS | AMS (Black) |  | Marksmen |\n| Sight | optic_AMS_khk | AMS (Khaki) |  | Marksmen |\n| Sight | optic_AMS_snd | AMS (Sand) |  | Marksmen |\n| Sight | optic_KHS_blk | Kahlia (Black) |  | Marksmen |\n| Sight | optic_KHS_hex | Kahlia (Hex) |  | Marksmen |\n| Sight | optic_KHS_old | Kahlia (Old) |  | Marksmen |\n| Sight | optic_KHS_tan | Kahlia (Tan) |  | Marksmen |\n| Bipod | bipod_01_F_snd | Bipod (Sand) [NATO] |  | No |\n| Bipod | bipod_01_F_blk | Bipod (Black) [NATO] |  | No |\n| Bipod | bipod_01_F_mtp | Bipod (MTP) [NATO] |  | No |\n| Bipod | bipod_02_F_blk | Bipod (Black) [CSAT] |  | No |\n| Bipod | bipod_02_F_tan | Bipod (Tan) [CSAT] |  | No |\n| Bipod | bipod_02_F_hex | Bipod (Hex) [CSAT] |  | No |\n| Bipod | bipod_03_F_blk | Bipod (Black) [AAF] |  | No |\n| Bipod | bipod_03_F_oli | Bipod (Olive) [AAF] |  | No |\n| Rifle | srifle_DMR_02_F | MAR-10 .338 (Black) |  | Marksmen |\n| Rifle | srifle_DMR_02_camo_F | MAR-10 .338 (Camo) |  | Marksmen |\n| Rifle | srifle_DMR_02_sniper_F | MAR-10 .338 (Sand) |  | Marksmen |\n| Rifle | srifle_DMR_03_F | Mk-I EMR 7.62 mm (Black) |  | Marksmen |\n| Rifle | srifle_DMR_03_khaki_F | Mk-I EMR 7.62 mm (Khaki) |  | Marksmen |\n| Rifle | srifle_DMR_03_tan_F | Mk-I EMR 7.62 mm (Sand) |  | Marksmen |\n| Rifle | srifle_DMR_03_multicam_F | Mk-I EMR 7.62 mm (Camo) |  | Marksmen |\n| Rifle | srifle_DMR_03_woodland_F | Mk-I EMR 7.62 mm (Woodland) |  | Marksmen |\n| Rifle | srifle_DMR_04_F | ASP-1 Kir 12.7 mm (Black) |  | Marksmen |\n| Rifle | srifle_DMR_04_Tan_F | ASP-1 Kir 12.7 mm (Tan) |  | Marksmen |\n| Rifle | srifle_DMR_05_blk_F | Cyrus 9.3 mm (Black) |  | Marksmen |\n| Rifle | srifle_DMR_05_hex_F | Cyrus 9.3 mm (Hex) |  | Marksmen |\n| Rifle | srifle_DMR_05_tan_f | Cyrus 9.3 mm (Tan) |  | Marksmen |\n| Rifle | srifle_DMR_06_camo_F | Mk14 7.62 mm (Camo) |  | Marksmen |\n| Rifle | srifle_DMR_06_olive_F | Mk14 7.62 mm (Olive) |  | Marksmen |\n| Rifle | MMG_01_hex_F | Navid 9.3 mm (Hex) |  | Marksmen |\n| Rifle | MMG_01_tan_F | Navid 9.3 mm (Tan) |  | Marksmen |\n| Rifle | MMG_02_camo_F | SPMG .338 (MTP) |  | Marksmen |\n| Rifle | MMG_02_black_F | SPMG .338 (Black) |  | Marksmen |\n| Rifle | MMG_02_sand_F | SPMG .338 (Sand) |  | Marksmen |\n| Muzzle Attachment | muzzle_snds_570 | Sound Suppressor (5.7 mm) |  | No |\n| Rifle | SMG_03_TR_black | ADR-97 TR 5.7 mm (Black) |  | No |\n| Rifle | SMG_03_TR_camo | ADR-97 TR 5.7 mm (Camo) |  | No |\n| Rifle | SMG_03_TR_khaki | ADR-97 TR 5.7 mm (Khaki) |  | No |\n| Rifle | SMG_03_TR_hex | ADR-97 TR 5.7 mm (Hex) |  | No |\n| Rifle | SMG_03C_TR_black | ADR-97C TR 5.7 mm (Black) |  | No |\n| Rifle | SMG_03C_TR_camo | ADR-97C TR 5.7 mm (Camo) |  | No |\n| Rifle | SMG_03C_TR_khaki | ADR-97C TR 5.7 mm (Khaki) |  | No |\n| Rifle | SMG_03C_TR_hex | ADR-97C TR 5.7 mm (Hex) |  | No |\n| Rifle | SMG_03_black | ADR-97 5.7 mm (Black) |  | No |\n| Rifle | SMG_03_camo | ADR-97 5.7 mm (Camo) |  | No |\n| Rifle | SMG_03_khaki | ADR-97 5.7 mm (Khaki) |  | No |\n| Rifle | SMG_03_hex | ADR-97 5.7 mm (Hex) |  | No |\n| Rifle | SMG_03C_black | ADR-97C 5.7 mm (Black) |  | No |\n| Rifle | SMG_03C_camo | ADR-97C 5.7 mm (Camo) |  | No |\n| Rifle | SMG_03C_khaki | ADR-97C 5.7 mm (Khaki) |  | No |\n| Rifle | SMG_03C_hex | ADR-97C 5.7 mm (Hex) |  | No |\n| NVGs | O_NVGoggles_hex_F | Compact NVG (Hex) |  | No |\n| NVGs | O_NVGoggles_urb_F | Compact NVG (Urban) |  | No |\n| NVGs | O_NVGoggles_ghex_F | Compact NVG (Green Hex) |  | No |\n| NVGs | NVGoggles_tna_F | NV Goggles (Tropic) |  | No |\n| NVGs | NVGogglesB_blk_F | ENVG-II (Black) |  | Apex |\n| NVGs | NVGogglesB_grn_F | ENVG-II (Green) |  | Apex |\n| NVGs | NVGogglesB_gry_F | ENVG-II (Grey) |  | Apex |\n| Binocular | Laserdesignator_01_khk_F | Laser Designator (Khaki) |  | No |\n| Binocular | Laserdesignator_02_ghex_F | Laser Designator (Green Hex) |  | No |\n| Rifle | arifle_MX_khk_F | MX 6.5 mm (Khaki) |  | No |\n| Rifle | arifle_MX_GL_khk_F | MX 3GL 6.5 mm (Khaki) |  | No |\n| Rifle | arifle_MX_SW_khk_F | MX SW 6.5 mm (Khaki) |  | No |\n| Rifle | arifle_MXC_khk_F | MXC 6.5 mm (Khaki) |  | No |\n| Rifle | arifle_MXM_khk_F | MXM 6.5 mm (Khaki) |  | No |\n| Rifle | srifle_LRR_tna_F | M320 LRR .408 (Tropic) |  | No |\n| Rifle | srifle_GM6_ghex_F | GM6 Lynx 12.7 mm (Green Hex) |  | No |\n| Pistol | hgun_P07_khk_F | P07 9 mm (Khaki) |  | No |\n| Pistol | hgun_P07_blk_F | P07 9 mm (Black) |  | No |\n| Muzzle Attachment | muzzle_snds_H_khk_F | Sound Suppressor (6.5 mm, Khaki) |  | No |\n| Muzzle Attachment | muzzle_snds_H_snd_F | Sound Suppressor (6.5 mm, Sand) |  | No |\n| Muzzle Attachment | muzzle_snds_m_khk_F | Sound Suppressor (5.56 mm, Khaki) |  | No |\n| Muzzle Attachment | muzzle_snds_m_snd_F | Sound Suppressor (5.56 mm, Sand) |  | No |\n| Muzzle Attachment | muzzle_snds_58_blk_F | Stealth Sound Suppressor (5.8 mm, Black) |  | Apex |\n| Muzzle Attachment | muzzle_snds_58_ghex_F | Stealth Sound Suppressor (5.8 mm, Green Hex) |  | Apex |\n| Muzzle Attachment | muzzle_snds_58_hex_F | Stealth Sound Suppressor (5.8 mm, Hex) |  | Apex |\n| Muzzle Attachment | muzzle_snds_B_khk_F | Sound Suppressor (7.62 mm, Khaki) |  | No |\n| Muzzle Attachment | muzzle_snds_B_snd_F | Sound Suppressor (7.62 mm, Sand) |  | No |\n| Muzzle Attachment | muzzle_snds_65_TI_blk_F | Stealth Sound Suppressor (6.5 mm, Black) |  | Apex |\n| Muzzle Attachment | muzzle_snds_65_TI_hex_F | Stealth Sound Suppressor (6.5 mm, Hex) |  | Apex |\n| Muzzle Attachment | muzzle_snds_65_TI_ghex_F | Stealth Sound Suppressor (6.5 mm, Green Hex) |  | Apex |\n| Sight | optic_Arco_blk_F | ARCO (Black) |  | No |\n| Sight | optic_Arco_ghex_F | ARCO (Green Hex) |  | No |\n| Sight | optic_DMS_ghex_F | DMS (Green Hex) |  | No |\n| Sight | optic_Hamr_khk_F | RCO (Khaki) |  | No |\n| Sight | optic_ERCO_blk_F | ERCO (Black) |  | Apex |\n| Sight | optic_ERCO_khk_F | ERCO (Khaki) |  | Apex |\n| Sight | optic_ERCO_snd_F | ERCO (Sand) |  | Apex |\n| Sight | optic_SOS_khk_F | MOS (Khaki) |  | No |\n| Sight | optic_LRPS_tna_F | LRPS (Tropic) |  | No |\n| Sight | optic_LRPS_ghex_F | LRPS (Green Hex) |  | No |\n| Sight | optic_Holosight_blk_F | Mk17 Holosight (Black) |  | No |\n| Sight | optic_Holosight_khk_F | Mk17 Holosight (Khaki) |  | No |\n| Sight | optic_Holosight_smg_blk_F | Mk17 Holosight SMG (Black) |  | No |\n| Sight | optic_Holosight_smg_khk_F | Mk17 Holosight SMG (Khaki) |  | No |\n| Bipod | bipod_01_F_khk | Bipod (Khaki) [NATO] |  | No |\n| Launcher | launch_RPG32_ghex_F | RPG-42 Alamut (Green Hex) |  | No |\n| Launcher | launch_RPG7_F | RPG-7 |  | Apex |\n| Launcher | launch_B_Titan_tna_F | Titan MPRL (Tropic) |  | No |\n| Launcher | launch_B_Titan_short_tna_F | Titan MPRL Compact (Tropic) |  | No |\n| Launcher | launch_O_Titan_ghex_F | Titan MPRL (Green Hex) |  | No |\n| Launcher | launch_O_Titan_short_ghex_F | Titan MPRL Compact (Green Hex) |  | No |\n| Rifle | srifle_DMR_07_blk_F | CMR-76 6.5 mm (Black) |  | Apex |\n| Rifle | srifle_DMR_07_hex_F | CMR-76 6.5 mm (Hex) |  | Apex |\n| Rifle | srifle_DMR_07_ghex_F | CMR-76 6.5 mm (Green Hex) |  | Apex |\n| Rifle | LMG_03_F | LIM-85 5.56 mm |  | Apex |\n| Pistol | hgun_Pistol_01_F | PM 9 mm |  | Apex |\n| Rifle | arifle_AK12_F | AK-12 7.62 mm |  | Apex |\n| Rifle | arifle_AK12_GL_F | AK-12 GL 7.62 mm |  | Apex |\n| Rifle | arifle_AKM_F | AKM 7.62 mm |  | Apex |\n| Rifle | arifle_AKS_F | AKS-74U 5.45 mm |  | Apex |\n| Rifle | arifle_ARX_blk_F | Type 115 6.5 mm (Black) |  | Apex |\n| Rifle | arifle_ARX_ghex_F | Type 115 6.5 mm (Green Hex) |  | Apex |\n| Rifle | arifle_ARX_hex_F | Type 115 6.5 mm (Hex) |  | Apex |\n| Rifle | arifle_CTAR_blk_F | CAR-95 5.8 mm (Black) |  | Apex |\n| Rifle | arifle_CTAR_hex_F | CAR-95 5.8 mm (Hex) |  | Apex |\n| Rifle | arifle_CTAR_ghex_F | CAR-95 5.8 mm (Green Hex) |  | Apex |\n| Rifle | arifle_CTAR_GL_blk_F | CAR-95 GL 5.8 mm (Black) |  | Apex |\n| Rifle | arifle_CTAR_GL_hex_F | CAR-95 GL 5.8 mm (Hex) |  | Apex |\n| Rifle | arifle_CTAR_GL_ghex_F | CAR-95 GL 5.8 mm (Green Hex) |  | Apex |\n| Rifle | arifle_CTARS_blk_F | CAR-95-1 5.8mm (Black) |  | Apex |\n| Rifle | arifle_CTARS_hex_F | CAR-95-1 5.8mm (Hex) |  | Apex |\n| Rifle | arifle_CTARS_ghex_F | CAR-95-1 5.8mm (Green Hex) |  | Apex |\n| Rifle | arifle_SPAR_01_blk_F | SPAR-16 5.56 mm (Black) |  | Apex |\n| Rifle | arifle_SPAR_01_khk_F | SPAR-16 5.56 mm (Khaki) |  | Apex |\n| Rifle | arifle_SPAR_01_snd_F | SPAR-16 5.56 mm (Sand) |  | Apex |\n| Rifle | arifle_SPAR_01_GL_blk_F | SPAR-16 GL 5.56 mm (Black) |  | Apex |\n| Rifle | arifle_SPAR_01_GL_khk_F | SPAR-16 GL 5.56 mm (Khaki) |  | Apex |\n| Rifle | arifle_SPAR_01_GL_snd_F | SPAR-16 GL 5.56 mm (Sand) |  | Apex |\n| Rifle | arifle_SPAR_02_blk_F | SPAR-16S 5.56 mm (Black) |  | Apex |\n| Rifle | arifle_SPAR_02_khk_F | SPAR-16S 5.56 mm (Khaki) |  | Apex |\n| Rifle | arifle_SPAR_02_snd_F | SPAR-16S 5.56 mm (Sand) |  | Apex |\n| Rifle | arifle_SPAR_03_blk_F | SPAR-17 7.62 mm (Black) |  | Apex |\n| Rifle | arifle_SPAR_03_khk_F | SPAR-17 7.62 mm (Khaki) |  | Apex |\n| Rifle | arifle_SPAR_03_snd_F | SPAR-17 7.62 mm (Sand) |  | Apex |\n| Rifle | SMG_05_F | Protector 9 mm |  | Apex |\n| Uniform | U_B_T_Soldier_F | Combat Fatigues (Tropic) |  | No |\n| Uniform | U_B_T_Soldier_AR_F | Combat Fatigues (Tropic, Tee) |  | No |\n| Uniform | U_B_T_Soldier_SL_F | Recon Fatigues (Tropic) |  | No |\n| Uniform | U_B_T_Sniper_F | Ghillie Suit (Tropic) [NATO] |  | No |\n| Uniform | U_B_T_FullGhillie_tna_F | Full Ghillie (Jungle) [NATO] |  | Marksmen |\n| Uniform | U_B_CTRG_Soldier_F | CTRG Stealth Uniform |  | Apex |\n| Uniform | U_B_CTRG_Soldier_2_F | CTRG Stealth Uniform (Tee) |  | Apex |\n| Uniform | U_B_CTRG_Soldier_3_F | CTRG Stealth Uniform (Rolled-up) |  | Apex |\n| Uniform | U_B_CTRG_Soldier_Arid_F | CTRG Stealth Uniform (Arid) |  | Apex |\n| Uniform | U_B_CTRG_Soldier_2_Arid_F | CTRG Stealth Uniform (Tee, Arid) |  | Apex |\n| Uniform | U_B_CTRG_Soldier_3_Arid_F | CTRG Stealth Uniform (Rolled-up, Arid) |  | Apex |\n| Uniform | U_B_GEN_Soldier_F | Gendarmerie Uniform |  | Apex |\n| Uniform | U_B_GEN_Commander_F | Gendarmerie Commander Uniform |  | Apex |\n| Uniform | U_O_T_Soldier_F | Fatigues (Green Hex) [CSAT] |  | No |\n| Uniform | U_O_T_Officer_F | Officer Fatigues (Green Hex) [CSAT] |  | No |\n| Uniform | U_O_T_Sniper_F | Ghillie Suit (Green Hex) [CSAT] |  | No |\n| Uniform | U_O_T_FullGhillie_tna_F | Full Ghillie (Jungle) [CSAT] |  | Marksmen |\n| Uniform | U_O_V_Soldier_Viper_F | Special Purpose Suit (Green Hex) |  | Apex |\n| Uniform | U_O_V_Soldier_Viper_hex_F | Special Purpose Suit (Hex) |  | Apex |\n| Uniform | U_I_C_Soldier_Para_1_F | Paramilitary Garb (Tee) |  | Apex |\n| Uniform | U_I_C_Soldier_Para_2_F | Paramilitary Garb (Jacket) |  | Apex |\n| Uniform | U_I_C_Soldier_Para_3_F | Paramilitary Garb (Shirt) |  | Apex |\n| Uniform | U_I_C_Soldier_Para_4_F | Paramilitary Garb (Tank Top) |  | Apex |\n| Uniform | U_I_C_Soldier_Para_5_F | Paramilitary Garb (Shorts) |  | Apex |\n| Uniform | U_I_C_Soldier_Bandit_1_F | Bandit Clothes (Polo Shirt) |  | Apex |\n| Uniform | U_I_C_Soldier_Bandit_2_F | Bandit Clothes (Skull) |  | Apex |\n| Uniform | U_I_C_Soldier_Bandit_3_F | Bandit Clothes (Tee) |  | Apex |\n| Uniform | U_I_C_Soldier_Bandit_4_F | Bandit Clothes (Checkered) |  | Apex |\n| Uniform | U_I_C_Soldier_Bandit_5_F | Bandit Clothes (Tank Top) |  | Apex |\n| Uniform | U_I_C_Soldier_Camo_F | Syndikat Uniform |  | Apex |\n| Uniform | U_C_man_sport_1_F | Sport Clothes (Beach) |  | Apex |\n| Uniform | U_C_man_sport_2_F | Sport Clothes (Orange) |  | Apex |\n| Uniform | U_C_man_sport_3_F | Sport Clothes (Blue) |  | Apex |\n| Uniform | U_C_Man_casual_1_F | Casual Clothes (Navy) |  | No |\n| Uniform | U_C_Man_casual_2_F | Casual Clothes (Blue) |  | No |\n| Uniform | U_C_Man_casual_3_F | Casual Clothes (Green) |  | No |\n| Uniform | U_C_Man_casual_4_F | Summer Clothes (Sky) |  | No |\n| Uniform | U_C_Man_casual_5_F | Summer Clothes (Yellow) |  | No |\n| Uniform | U_C_Man_casual_6_F | Summer Clothes (Red) |  | No |\n| Uniform | U_B_CTRG_Soldier_urb_1_F | CTRG Urban Uniform |  | No |\n| Uniform | U_B_CTRG_Soldier_urb_2_F | CTRG Urban Uniform (Tee) |  | No |\n| Uniform | U_B_CTRG_Soldier_urb_3_F | CTRG Urban Uniform (Rolled-up) |  | No |\n| Headgear | H_Helmet_Skate | Skate Helmet |  | No |\n| Headgear | H_HelmetB_TI_tna_F | Stealth Combat Helmet |  | Apex |\n| Headgear | H_HelmetB_TI_arid_F | Stealth Combat Helmet (Arid) |  | Apex |\n| Headgear | H_HelmetO_ViperSP_hex_F | Special Purpose Helmet (Hex) |  | Apex |\n| Headgear | H_HelmetO_ViperSP_ghex_F | Special Purpose Helmet (Green Hex) |  | Apex |\n| Headgear | H_HelmetB_tna_F | Combat Helmet (Tropic) |  | No |\n| Headgear | H_HelmetB_Enh_tna_F | Enhanced Combat Helmet (Tropic) |  | No |\n| Headgear | H_HelmetB_Light_tna_F | Light Combat Helmet (Tropic) |  | No |\n| Headgear | H_HelmetSpecO_ghex_F | Assassin Helmet (Green Hex) |  | No |\n| Headgear | H_HelmetLeaderO_ghex_F | Defender Helmet (Green Hex) |  | No |\n| Headgear | H_HelmetO_ghex_F | Protector Helmet (Green Hex) |  | No |\n| Headgear | H_HelmetCrew_O_ghex_F | Crew Helmet (Green Hex) [CSAT] |  | No |\n| Headgear | H_MilCap_tna_F | Military Cap (Tropic) |  | No |\n| Headgear | H_MilCap_ghex_F | Military Cap (Green Hex) |  | No |\n| Headgear | H_Booniehat_tna_F | Boonie Hat (Tropic) |  | No |\n| Headgear | H_Beret_gen_F | Beret (Gendarmerie) |  | No |\n| Headgear | H_MilCap_gen_F | Military Cap (Gendarmerie) |  | No |\n| Vest | V_TacChestrig_grn_F | Tactical Chest Rig (Green) |  | Apex |\n| Vest | V_TacChestrig_oli_F | Tactical Chest Rig (Olive) |  | Apex |\n| Vest | V_TacChestrig_cbr_F | Tactical Chest Rig (Coyote) |  | Apex |\n| Vest | V_PlateCarrier1_tna_F | Carrier Lite (Tropic) |  | No |\n| Vest | V_PlateCarrier2_tna_F | Carrier Rig (Tropic) |  | No |\n| Vest | V_PlateCarrierSpec_tna_F | Carrier Special Rig (Tropic) |  | No |\n| Vest | V_PlateCarrierGL_tna_F | Carrier GL Rig (Tropic) |  | No |\n| Vest | V_HarnessO_ghex_F | LBV Harness (Green Hex) |  | No |\n| Vest | V_HarnessOGL_ghex_F | LBV Grenadier Harness (Green Hex) |  | No |\n| Vest | V_BandollierB_ghex_F | Slash Bandolier (Green Hex) |  | No |\n| Vest | V_TacVest_gen_F | Gendarmerie Vest |  | No |\n| Vest | V_PlateCarrier1_rgr_noflag_F | Carrier Lite (Green, No Flag) |  | No |\n| Vest | V_PlateCarrier2_rgr_noflag_F | Carrier Rig (Green, No Flag) |  | No |\n| Vest | V_DeckCrew_yellow_F | Deck Crew Vest (Yellow) |  | Jets |\n| Vest | V_DeckCrew_blue_F | Deck Crew Vest (Blue) |  | Jets |\n| Vest | V_DeckCrew_green_F | Deck Crew Vest (Green) |  | Jets |\n| Vest | V_DeckCrew_red_F | Deck Crew Vest (Red) |  | Jets |\n| Vest | V_DeckCrew_white_F | Deck Crew Vest (White) |  | Jets |\n| Vest | V_DeckCrew_brown_F | Deck Crew Vest (Brown) |  | Jets |\n| Vest | V_DeckCrew_violet_F | Deck Crew Vest (Violet) |  | Jets |\n| Terminal | C_UavTerminal | UAV Terminal [Civilians] |  | No |\n| Uniform | U_C_IDAP_Man_shorts_F | Aid Worker Clothes (Polo, Shorts) [IDAP] |  | No |\n| Uniform | U_C_IDAP_Man_casual_F | Aid Worker Clothes (Polo) [IDAP] |  | No |\n| Uniform | U_C_IDAP_Man_cargo_F | Aid Worker Clothes (Cargo) [IDAP] |  | No |\n| Uniform | U_C_IDAP_Man_Tee_F | Aid Worker Clothes (Tee) [IDAP] |  | No |\n| Uniform | U_C_IDAP_Man_Jeans_F | Aid Worker Clothes (Jeans) [IDAP] |  | No |\n| Uniform | U_C_IDAP_Man_TeeShorts_F | Aid Worker Clothes (Tee, Shorts) [IDAP] |  | No |\n| Uniform | U_C_Paramedic_01_F | Paramedic Outfit |  | Laws of War |\n| Uniform | U_C_Mechanic_01_F | Mechanic Clothes |  | Laws of War |\n| Uniform | U_BG_Guerilla1_2_F | Guerilla Garment (Olive) |  | No |\n| Uniform | U_C_ConstructionCoverall_Red_F | Construction Coverall (Red) |  | No |\n| Uniform | U_C_ConstructionCoverall_Vrana_F | Construction Coverall (Vrana) |  | No |\n| Uniform | U_C_ConstructionCoverall_Black_F | Construction Coverall (Black) |  | No |\n| Uniform | U_C_ConstructionCoverall_Blue_F | Construction Coverall (Blue) |  | No |\n| Headgear | H_Hat_Safari_sand_F | Safari Hat (Sand) |  | Laws of War |\n| Headgear | H_Hat_Safari_olive_F | Safari Hat (Olive) |  | Laws of War |\n| Headgear | H_Construction_basic_yellow_F | Hard Hat (Yellow) |  | Laws of War |\n| Headgear | H_Construction_basic_white_F | Hard Hat (White) |  | Laws of War |\n| Headgear | H_Construction_basic_orange_F | Hard Hat (Orange) |  | Laws of War |\n| Headgear | H_Construction_basic_red_F | Hard Hat (Red) |  | Laws of War |\n| Headgear | H_Construction_basic_vrana_F | Hard Hat (Vrana) |  | Laws of War |\n| Headgear | H_Construction_basic_black_F | Hard Hat (Black) |  | Laws of War |\n| Headgear | H_Construction_earprot_yellow_F | Hard Hat (Yellow, Ear Protectors) |  | Laws of War |\n| Headgear | H_Construction_earprot_white_F | Hard Hat (White, Ear Protectors) |  | Laws of War |\n| Headgear | H_Construction_earprot_orange_F | Hard Hat (Orange, Ear Protectors) |  | Laws of War |\n| Headgear | H_Construction_earprot_red_F | Hard Hat (Red, Ear Protectors) |  | Laws of War |\n| Headgear | H_Construction_earprot_vrana_F | Hard Hat (Vrana, Ear Protectors) |  | Laws of War |\n| Headgear | H_Construction_earprot_black_F | Hard Hat (Black, Ear Protectors) |  | Laws of War |\n| Headgear | H_Construction_headset_yellow_F | Hard Hat (Yellow, Headset) |  | Laws of War |\n| Headgear | H_Construction_headset_white_F | Hard Hat (White, Headset) |  | Laws of War |\n| Headgear | H_Construction_headset_orange_F | Hard Hat (Orange, Headset) |  | Laws of War |\n| Headgear | H_Construction_headset_red_F | Hard Hat (Red, Headset) |  | Laws of War |\n| Headgear | H_Construction_headset_vrana_F | Hard Hat (Vrana, Headset) |  | Laws of War |\n| Headgear | H_Construction_headset_black_F | Hard Hat (Black, Headset) |  | Laws of War |\n| Headgear | H_EarProtectors_yellow_F | Ear Protectors (Yellow) |  | Laws of War |\n| Headgear | H_EarProtectors_white_F | Ear Protectors (White) |  | Laws of War |\n| Headgear | H_EarProtectors_orange_F | Ear Protectors (Orange) |  | Laws of War |\n| Headgear | H_EarProtectors_red_F | Ear Protectors (Red) |  | Laws of War |\n| Headgear | H_EarProtectors_black_F | Ear Protectors (Black) |  | Laws of War |\n| Headgear | H_HeadSet_yellow_F | Headset (Yellow) |  | Laws of War |\n| Headgear | H_HeadSet_white_F | Headset (White) |  | Laws of War |\n| Headgear | H_HeadSet_orange_F | Headset (Orange) |  | Laws of War |\n| Headgear | H_HeadSet_red_F | Headset (Red) |  | Laws of War |\n| Headgear | H_HeadSet_black_F | Headset (Black) |  | Laws of War |\n| Headgear | H_PASGT_basic_blue_press_F | Press Helmet |  | Laws of War |\n| Headgear | H_PASGT_basic_blue_F | Basic Helmet (Blue) |  | Laws of War |\n| Headgear | H_PASGT_basic_white_F | Basic Helmet (White) |  | Laws of War |\n| Headgear | H_PASGT_basic_olive_F | Basic Helmet (Olive) |  | Laws of War |\n| Headgear | H_PASGT_basic_black_F | Basic Helmet (Black) |  | Laws of War |\n| Headgear | H_PASGT_neckprot_blue_press_F | Press Helmet (Neck Protection) |  | Laws of War |\n| Headgear | H_HeadBandage_stained_F | Head Bandage (Moderate) |  | Laws of War |\n| Headgear | H_HeadBandage_clean_F | Head Bandage (Clean) |  | Laws of War |\n| Headgear | H_HeadBandage_bloody_F | Head Bandage (Severe) |  | Laws of War |\n| Headgear | H_Cap_White_IDAP_F | Cap (White) [IDAP] |  | No |\n| Headgear | H_Cap_Orange_IDAP_F | Cap (Orange) [IDAP] |  | No |\n| Headgear | H_Cap_Black_IDAP_F | Cap (Black) [IDAP] |  | No |\n| Headgear | H_WirelessEarpiece_F | Wireless Earpiece |  | Laws of War |\n| Vest | V_Plain_medical_F | Identification Vest [IDAP] |  | Laws of War |\n| Vest | V_Plain_crystal_F | Identification Vest (Red Crystal) |  | Laws of War |\n| Vest | V_Pocketed_olive_F | Multi-Pocket Vest (Olive) |  | Laws of War |\n| Vest | V_Pocketed_coyote_F | Multi-Pocket Vest (Coyote) |  | Laws of War |\n| Vest | V_Pocketed_black_F | Multi-Pocket Vest (Black) |  | Laws of War |\n| Vest | V_Safety_yellow_F | Safety Vest (Yellow) |  | Laws of War |\n| Vest | V_Safety_orange_F | Safety Vest (Orange) |  | Laws of War |\n| Vest | V_Safety_blue_F | Safety Vest (Blue) |  | Laws of War |\n| Vest | V_LegStrapBag_black_F | Leg Strap Bag (Black) |  | Laws of War |\n| Vest | V_LegStrapBag_coyote_F | Leg Strap Bag (Coyote) |  | Laws of War |\n| Vest | V_LegStrapBag_olive_F | Leg Strap Bag (Olive) |  | Laws of War |\n| Vest | V_EOD_blue_F | EOD Vest (Blue) |  | Laws of War |\n| Vest | V_EOD_olive_F | EOD Vest (Olive) |  | Laws of War |\n| Vest | V_EOD_coyote_F | EOD Vest (Coyote) |  | Laws of War |\n| Vest | V_EOD_IDAP_blue_F | EOD Vest (Blue) [IDAP] |  | Laws of War |\n| Uniform | U_O_officer_noInsignia_hex_F | Light Fatigues (Hex) |  | No |\n| Launcher | launch_MRAWS_olive_F | MAAWS Mk4 Mod 1 (Olive) |  | No |\n| Launcher | launch_MRAWS_olive_rail_F | MAAWS Mk4 Mod 0 (Olive) |  | No |\n| Launcher | launch_MRAWS_green_F | MAAWS Mk4 Mod 1 (Green) |  | No |\n| Launcher | launch_MRAWS_green_rail_F | MAAWS Mk4 Mod 0 (Green) |  | No |\n| Launcher | launch_MRAWS_sand_F | MAAWS Mk4 Mod 1 (Sand) |  | No |\n| Launcher | launch_MRAWS_sand_rail_F | MAAWS Mk4 Mod 0 (Sand) |  | No |\n| Launcher | launch_O_Vorona_brown_F | 9M135 Vorona (Brown) |  | No |\n| Launcher | launch_O_Vorona_green_F | 9M135 Vorona (Green) |  | No |\n| Headgear | H_Tank_black_F | Crew Helmet (Soft) [CSAT] |  | No |\n| Uniform | U_Tank_green_F | Tanker Coveralls [AAF] |  | Tanks |\n| NVGs | O_NVGoggles_grn_F | Compact NVG (Green) |  | No |\n| Sight | optic_ico_01_f | Promet Modular Sight |  | Contact |\n| Sight | optic_ico_01_black_f | Promet Modular Sight (Black) |  | Contact |\n| Sight | optic_ico_01_sand_f | Promet Modular Sight (Sand) |  | Contact |\n| Sight | optic_ico_01_camo_f | Promet Modular Sight (Camo) |  | Contact |\n| Bipod | bipod_02_F_lush | Bipod (Lush) [Spetsnaz] |  | No |\n| Bipod | bipod_02_F_arid | Bipod (Arid) [Spetsnaz] |  | No |\n| Muzzle Attachment | muzzle_snds_B_lush_F | Sound Suppressor (7.62 mm, Lush) |  | No |\n| Muzzle Attachment | muzzle_snds_B_arid_F | Sound Suppressor (7.62 mm, Arid) |  | No |\n| Sight | optic_Holosight_lush_F | Mk17 Holosight (Lush) |  | No |\n| Sight | optic_Holosight_arid_F | Mk17 Holosight (Arid) |  | No |\n| Sight | optic_Arco_lush_F | ARCO (Lush) |  | No |\n| Sight | optic_Arco_arid_F | ARCO (Arid) |  | No |\n| Sight | optic_Arco_AK_blk_F | ARCO AK (Black) |  | No |\n| Sight | optic_Arco_AK_lush_F | ARCO AK (Lush) |  | No |\n| Sight | optic_Arco_AK_arid_F | ARCO AK (Arid) |  | No |\n| Sight | optic_DMS_weathered_F | DMS (Old) |  | No |\n| Sight | optic_DMS_weathered_Kir_F | DMS Kir (Old) |  | No |\n| Sight | optic_MRD_black | MRD (Black) |  | No |\n| Rail Attachment | acc_esd_01_flashlight | SD Flashlight |  | Contact |\n| Terminal | I_E_UavTerminal | UAV Terminal [LDF] |  | No |\n| Bipod | ChemicalDetector_01_olive_F | Chemical Detector (Cover, Olive) |  | No |\n| Bipod | ChemicalDetector_01_black_F | Chemical Detector (Cover, Black) |  | No |\n| Bipod | ChemicalDetector_01_tan_F | Chemical Detector (Cover, Tan) |  | No |\n| Watch | ChemicalDetector_01_watch_F | Chemical Detector |  | No |\n| Launcher | launch_RPG32_green_F | RPG-42 (Green) |  | No |\n| Launcher | launch_I_Titan_eaf_F | Titan MPRL (Geometric) |  | No |\n| Launcher | launch_B_Titan_olive_F | Titan MPRL (Olive) |  | No |\n| Rifle | srifle_DMR_06_hunter_F | Mk14 7.62 mm (Classic) |  | Contact |\n| Rifle | LMG_Mk200_black_F | Mk200 6.5 mm (Black) |  | No |\n| Pistol | hgun_esd_01_F | Spectrum Device |  | Contact |\n| Muzzle Attachment | muzzle_antenna_01_f | SD Military Antenna (78-89 MHz) |  | Contact |\n| Muzzle Attachment | muzzle_antenna_02_f | SD Experimental Antenna (390-500 MHz) |  | Contact |\n| Muzzle Attachment | muzzle_antenna_03_f | SD Jammer Antenna (433 MHz) |  | Contact |\n| Pistol | hgun_Pistol_heavy_01_green_F | 4-five .45 ACP (Green) |  | No |\n| Rifle | arifle_AK12_lush_F | AK-12 7.62 mm (Lush) |  | Apex |\n| Rifle | arifle_AK12_arid_F | AK-12 7.62 mm (Arid) |  | Apex |\n| Rifle | arifle_AK12_GL_lush_F | AK-12 GL 7.62 mm (Lush) |  | Apex |\n| Rifle | arifle_AK12_GL_arid_F | AK-12 GL 7.62 mm (Arid) |  | Apex |\n| Rifle | arifle_RPK12_F | RPK-12 7.62 mm |  | Contact |\n| Rifle | arifle_RPK12_lush_F | RPK-12 7.62 mm (Lush) |  | Contact |\n| Rifle | arifle_RPK12_arid_F | RPK-12 7.62 mm (Arid) |  | Contact |\n| Rifle | arifle_AK12U_F | AKU-12 7.62 mm |  | Contact |\n| Rifle | arifle_AK12U_lush_F | AKU-12 7.62 mm (Lush) |  | Contact |\n| Rifle | arifle_AK12U_arid_F | AKU-12 7.62 mm (Arid) |  | Contact |\n| Rifle | arifle_MSBS65_F | Promet 6.5 mm |  | Contact |\n| Rifle | arifle_MSBS65_Mark_F | Promet MR 6.5 mm |  | Contact |\n| Rifle | arifle_MSBS65_GL_F | Promet GL 6.5 mm |  | Contact |\n| Rifle | arifle_MSBS65_UBS_F | Promet SG 6.5 mm |  | Contact |\n| Rifle | arifle_MSBS65_black_F | Promet 6.5 mm (Black) |  | Contact |\n| Rifle | arifle_MSBS65_Mark_black_F | Promet MR 6.5 mm (Black) |  | Contact |\n| Rifle | arifle_MSBS65_GL_black_F | Promet GL 6.5 mm (Black) |  | Contact |\n| Rifle | arifle_MSBS65_UBS_black_F | Promet SG 6.5 mm (Black) |  | Contact |\n| Rifle | arifle_MSBS65_sand_F | Promet 6.5 mm (Sand) |  | Contact |\n| Rifle | arifle_MSBS65_Mark_sand_F | Promet MR 6.5 mm (Sand) |  | Contact |\n| Rifle | arifle_MSBS65_GL_sand_F | Promet GL 6.5 mm (Sand) |  | Contact |\n| Rifle | arifle_MSBS65_UBS_sand_F | Promet SG 6.5 mm (Sand) |  | Contact |\n| Rifle | arifle_MSBS65_camo_F | Promet 6.5 mm (Camo) |  | Contact |\n| Rifle | arifle_MSBS65_Mark_camo_F | Promet MR 6.5 mm (Camo) |  | Contact |\n| Rifle | arifle_MSBS65_GL_camo_F | Promet GL 6.5 mm (Camo) |  | Contact |\n| Rifle | arifle_MSBS65_UBS_camo_F | Promet SG 6.5 mm (Camo) |  | Contact |\n| Rifle | sgun_HunterShotgun_01_F | Kozlice 12G |  | Contact |\n| Rifle | sgun_HunterShotgun_01_sawedoff_F | Kozlice 12G (Sawed-Off) |  | Contact |\n| Uniform | U_I_E_Uniform_01_F | Combat Fatigues [LDF] |  | Contact |\n| Uniform | U_I_E_Uniform_01_tanktop_F | Combat Fatigues (Tank Top) [LDF] |  | Contact |\n| Uniform | U_I_E_Uniform_01_shortsleeve_F | Combat Fatigues (Rolled-up) [LDF] |  | Contact |\n| Uniform | U_I_E_Uniform_01_officer_F | Combat Fatigues (Officer) [LDF] |  | Contact |\n| Uniform | U_I_E_Uniform_01_coveralls_F | Heli Pilot Coveralls [LDF] |  | Contact |\n| Uniform | U_I_E_Uniform_01_sweater_F | Combat Fatigues (Sweater) [LDF] |  | No |\n| Uniform | U_O_R_Gorka_01_F | Granit-B Suit |  | Contact |\n| Uniform | U_O_R_Gorka_01_brown_F | Granit-B Suit (Weathered) |  | Contact |\n| Uniform | U_O_R_Gorka_01_camo_F | Granit-T Suit |  | Contact |\n| Uniform | U_O_R_Gorka_01_black_F | Tracksuit (Black) |  | Contact |\n| Uniform | U_B_CombatUniform_vest_mcam_wdl_f | Recon Fatigues (Woodland) |  | No |\n| Uniform | U_B_CombatUniform_mcam_wdl_f | Combat Fatigues (Woodland) |  | No |\n| Uniform | U_B_CombatUniform_tshirt_mcam_wdL_f | Combat Fatigues (Woodland, Tee) |  | No |\n| Uniform | U_B_CBRN_Suit_01_MTP_F | CBRN Suit (MTP) [NATO] |  | Contact |\n| Uniform | U_B_CBRN_Suit_01_Tropic_F | CBRN Suit (Tropic) [NATO] |  | Contact |\n| Uniform | U_B_CBRN_Suit_01_Wdl_F | CBRN Suit (Woodland) [NATO] |  | Contact |\n| Uniform | U_I_CBRN_Suit_01_AAF_F | CBRN Suit [AAF] |  | Contact |\n| Uniform | U_I_E_CBRN_Suit_01_EAF_F | CBRN Suit [LDF] |  | Contact |\n| Uniform | U_C_CBRN_Suit_01_Blue_F | CBRN Suit (Blue) |  | Contact |\n| Uniform | U_C_CBRN_Suit_01_White_F | CBRN Suit (White) |  | Contact |\n| Uniform | U_C_Uniform_Farmer_01_F | Farmer Outfit |  | No |\n| Uniform | U_C_E_LooterJacket_01_F | Looter Clothes (Leather Jacket) |  | No |\n| Uniform | U_C_Uniform_Scientist_01_F | Scientist Outfit (Formal, White) |  | No |\n| Uniform | U_C_Uniform_Scientist_01_formal_F | Scientist Outfit (Formal, Blue) |  | No |\n| Uniform | U_C_Uniform_Scientist_02_F | Scientist Outfit (Informal, Black) |  | No |\n| Uniform | U_C_Uniform_Scientist_02_formal_F | Scientist Outfit (Informal, Red) |  | No |\n| Uniform | U_I_L_Uniform_01_camo_F | Deserter Clothes (Jacket) |  | Contact |\n| Uniform | U_I_L_Uniform_01_deserter_F | Deserter Clothes (T-Shirt) |  | No |\n| Uniform | U_I_L_Uniform_01_tshirt_skull_F | Looter Clothes (T-Shirt, Skull) |  | No |\n| Uniform | U_I_L_Uniform_01_tshirt_black_F | Looter Clothes (T-Shirt, Black) |  | No |\n| Uniform | U_I_L_Uniform_01_tshirt_sport_F | Looter Clothes (T-Shirt, Sport) |  | No |\n| Uniform | U_I_L_Uniform_01_tshirt_olive_F | Looter Clothes (T-Shirt, Olive) |  | No |\n| Headgear | H_HelmetHBK_F | Advanced Modular Helmet (Olive) |  | Contact |\n| Headgear | H_HelmetHBK_headset_F | Advanced Modular Helmet |  | Contact |\n| Headgear | H_HelmetHBK_ear_F | Advanced Modular Helmet (Ear Protectors) |  | Contact |\n| Headgear | H_HelmetHBK_chops_F | Advanced Modular Helmet (Chops) |  | Contact |\n| Headgear | H_HelmetAggressor_F | Avenger Helmet |  | Contact |\n| Headgear | H_HelmetAggressor_cover_F | Avenger Helmet (Cover B) |  | Contact |\n| Headgear | H_HelmetAggressor_cover_taiga_F | Avenger Helmet (Cover T) |  | Contact |\n| Headgear | H_Beret_EAF_01_F | Beret [LDF] |  | Contact |\n| Headgear | H_Hat_Tinfoil_F | Tin Foil Hat |  | Contact |\n| Headgear | H_Booniehat_mgrn | Boonie Hat (Green) |  | No |\n| Headgear | H_Booniehat_taiga | Boonie Hat (Taiga) |  | No |\n| Headgear | H_Booniehat_eaf | Boonie Hat [LDF] |  | No |\n| Headgear | H_Booniehat_wdl | Boonie Hat (Woodland) |  | No |\n| Headgear | H_MilCap_grn | Military Cap (Green) |  | No |\n| Headgear | H_MilCap_taiga | Military Cap (Taiga) |  | No |\n| Headgear | H_MilCap_wdl | Military Cap (Woodland) |  | No |\n| Headgear | H_MilCap_eaf | Military Cap [LDF] |  | No |\n| Headgear | H_HelmetB_plain_wdl | Combat Helmet (Woodland) |  | No |\n| Headgear | H_HelmetB_light_wdl | Light Combat Helmet (Woodland) |  | No |\n| Headgear | H_HelmetSpecB_wdl | Enhanced Combat Helmet (Woodland) |  | No |\n| Headgear | H_HelmetCrew_I_E | Crew Helmet [LDF] |  | No |\n| Headgear | H_Tank_eaf_F | Crew Helmet (Soft) [LDF] |  | No |\n| Headgear | H_PilotHelmetFighter_I_E | Pilot Helmet [LDF] |  | No |\n| Headgear | H_PilotHelmetHeli_I_E | Heli Pilot Helmet [LDF] |  | No |\n| Headgear | H_CrewHelmetHeli_I_E | Heli Crew Helmet [LDF] |  | No |\n| Vest | V_CarrierRigKBT_01_EAF_F | Modular Carrier Vest (Geometric) |  | Contact |\n| Vest | V_CarrierRigKBT_01_light_EAF_F | Modular Carrier Lite (Geometric) |  | Contact |\n| Vest | V_CarrierRigKBT_01_heavy_EAF_F | Modular Carrier GL Rig (Geometric) |  | Contact |\n| Vest | V_CarrierRigKBT_01_Olive_F | Modular Carrier Vest (Olive) |  | Contact |\n| Vest | V_CarrierRigKBT_01_light_Olive_F | Modular Carrier Lite (Olive) |  | Contact |\n| Vest | V_CarrierRigKBT_01_heavy_Olive_F | Modular Carrier GL Rig (Olive) |  | Contact |\n| Vest | V_SmershVest_01_F | Kipchak Vest |  | Contact |\n| Vest | V_SmershVest_01_radio_F | Kipchak Vest (Tactical Radio) |  | Contact |\n| Vest | V_PlateCarrier1_wdl | Carrier Lite (Woodland) |  | No |\n| Vest | V_PlateCarrier2_wdl | Carrier Rig (Woodland) |  | No |\n| Vest | V_PlateCarrierGL_wdl | Carrier GL Rig (Woodland) |  | No |\n| Vest | V_PlateCarrierSpec_wdl | Carrier Special Rig (Woodland) |  | No |\n| Headgear | H_Beret_CSAT_01_F | Beret (Red) [CSAT] |  | No |\n| Uniform | U_C_ArtTShirt_01_v1_F | Casual Clothes (Art of War) |  | No |\n| Uniform | U_C_ArtTShirt_01_v2_F | Casual Clothes (Drones) |  | No |\n| Uniform | U_C_ArtTShirt_01_v3_F | Casual Clothes (Waltham Robotics) |  | No |\n| Uniform | U_C_ArtTShirt_01_v4_F | Casual Clothes (Exhibition) |  | No |\n| Uniform | U_C_ArtTShirt_01_v5_F | Casual Clothes (Robogeddon) |  | No |\n| Uniform | U_C_ArtTShirt_01_v6_F | Casual Clothes (Abstract) |  | No |\n| Uniform | U_C_FormalSuit_01_black_F | Formal Suit (Black) |  | Art of War |\n| Uniform | U_C_FormalSuit_01_gray_F | Formal Suit (Gray) |  | Art of War |\n| Uniform | U_C_FormalSuit_01_blue_F | Formal Suit (Blue) |  | Art of War |\n| Uniform | U_C_FormalSuit_01_khaki_F | Formal Suit (Khaki) |  | Art of War |\n| Uniform | U_C_FormalSuit_01_tshirt_black_F | Formal Suit (T-Shirt, Black) |  | Art of War |\n| Uniform | U_C_FormalSuit_01_tshirt_gray_F | Formal Suit (T-Shirt, Gray) |  | Art of War |\n| Uniform | U_B_ParadeUniform_01_US_F | Parade Uniform [US] |  | Art of War |\n| Uniform | U_B_ParadeUniform_01_US_decorated_F | Parade Uniform (Decorated) [US] |  | Art of War |\n| Uniform | U_O_ParadeUniform_01_CSAT_F | Parade Uniform [CSAT] |  | Art of War |\n| Uniform | U_O_ParadeUniform_01_CSAT_decorated_F | Parade Uniform (Decorated) [CSAT] |  | Art of War |\n| Uniform | U_I_ParadeUniform_01_AAF_F | Parade Uniform [AAF] |  | Art of War |\n| Uniform | U_I_ParadeUniform_01_AAF_decorated_F | Parade Uniform (Decorated) [AAF] |  | Art of War |\n| Uniform | U_I_E_ParadeUniform_01_LDF_F | Parade Uniform [LDF] |  | Art of War |\n| Uniform | U_I_E_ParadeUniform_01_LDF_decorated_F | Parade Uniform (Decorated) [LDF] |  | Art of War |\n| Headgear | H_ParadeDressCap_01_US_F | Parade Cap [US] |  | Art of War |\n| Headgear | H_ParadeDressCap_01_CSAT_F | Parade Cap [CSAT] |  | Art of War |\n| Headgear | H_ParadeDressCap_01_AAF_F | Parade Cap [AAF] |  | Art of War |\n| Headgear | H_ParadeDressCap_01_LDF_F | Parade Cap [LDF] |  | Art of War |\n| Headgear | H_Cap_Lyfe | Cap (Lyfe) |  | No |\n| Headgear | H_Cap_MaldenTours | Cap (Malden Tours) |  | No |\n| Facewear | None | None |  | No |\n| Facewear | G_Spectacles | Spectacle Glasses |  | No |\n| Facewear | G_Spectacles_Tinted | Tinted Spectacles |  | No |\n| Facewear | G_Combat | Combat Goggles |  | No |\n| Facewear | G_Lowprofile | Low Profile Goggles |  | No |\n| Facewear | G_Shades_Black | Shades (Black) |  | No |\n| Facewear | G_Shades_Green | Shades (Green) |  | No |\n| Facewear | G_Shades_Red | Shades (Red) |  | No |\n| Facewear | G_Squares | Square Spectacles |  | No |\n| Facewear | G_Squares_Tinted | Square Shades |  | No |\n| Facewear | G_Sport_BlackWhite | Sport Shades (Shadow) |  | No |\n| Facewear | G_Sport_Blackyellow | Sport Shades (Poison) |  | No |\n| Facewear | G_Sport_Greenblack | Sport Shades (Yetti) |  | No |\n| Facewear | G_Sport_Checkered | Sport Shades (Style) |  | No |\n| Facewear | G_Sport_Red | Sport Shades (Fire) |  | No |\n| Facewear | G_Tactical_Black | Tactical Shades |  | No |\n| Facewear | G_Aviator | Aviator Glasses |  | No |\n| Facewear | G_Lady_Blue | Ladies Shades |  | No |\n| Facewear | G_Diving | Diving Goggles |  | No |\n| Facewear | G_B_Diving | Diving Goggles [NATO] |  | No |\n| Facewear | G_O_Diving | Diving Goggles [CSAT] |  | No |\n| Facewear | G_I_Diving | Diving Goggles [AAF] |  | No |\n| Facewear | G_Goggles_VR | VR Goggles |  | No |\n| Facewear | G_Balaclava_blk | Balaclava (Black) |  | No |\n| Facewear | G_Balaclava_oli | Balaclava (Olive) |  | No |\n| Facewear | G_Balaclava_combat | Balaclava (Combat Goggles) |  | No |\n| Facewear | G_Balaclava_lowprofile | Balaclava (Low Profile Goggles) |  | No |\n| Facewear | G_Bandanna_blk | Bandana (Black) |  | No |\n| Facewear | G_Bandanna_oli | Bandana (Olive) |  | No |\n| Facewear | G_Bandanna_khk | Bandana (Khaki) |  | No |\n| Facewear | G_Bandanna_tan | Bandana (Tan) |  | No |\n| Facewear | G_Bandanna_beast | Bandana (Beast) |  | No |\n| Facewear | G_Bandanna_shades | Bandana (Shades) |  | No |\n| Facewear | G_Bandanna_sport | Bandana (Sport) |  | No |\n| Facewear | G_Bandanna_aviator | Bandana (Aviator) |  | No |\n| Facewear | G_Shades_Blue | Shades (Blue) |  | No |\n| Facewear | G_Sport_Blackred | Sport Shades (Vulcan) |  | No |\n| Facewear | G_Tactical_Clear | Tactical Glasses |  | No |\n| Facewear | G_Balaclava_TI_blk_F | Stealth Balaclava (Black) |  | Apex |\n| Facewear | G_Balaclava_TI_tna_F | Stealth Balaclava (Green) |  | Apex |\n| Facewear | G_Balaclava_TI_G_blk_F | Stealth Balaclava (Black, Goggles) |  | Apex |\n| Facewear | G_Balaclava_TI_G_tna_F | Stealth Balaclava (Green, Goggles) |  | Apex |\n| Facewear | G_Combat_Goggles_tna_F | Combat Goggles (Green) |  | No |\n| Facewear | G_Respirator_white_F | Respirator (White) |  | Laws of War |\n| Facewear | G_Respirator_yellow_F | Respirator (Yellow) |  | Laws of War |\n| Facewear | G_Respirator_blue_F | Respirator (Blue) |  | Laws of War |\n| Facewear | G_EyeProtectors_F | Safety Goggles |  | Laws of War |\n| Facewear | G_EyeProtectors_Earpiece_F | Safety Goggles (Earpiece) |  | Laws of War |\n| Facewear | G_WirelessEarpiece_F | Wireless Earpiece |  | Laws of War |\n| Facewear | G_AirPurifyingRespirator_01_F | APR [NATO] |  | Contact |\n| Facewear | G_AirPurifyingRespirator_02_black_F | APR (Black) [CSAT] |  | Contact |\n| Facewear | G_AirPurifyingRespirator_02_olive_F | APR (Olive) [CSAT] |  | Contact |\n| Facewear | G_AirPurifyingRespirator_02_sand_F | APR (Sand) [CSAT] |  | Contact |\n| Facewear | G_RegulatorMask_F | Regulator Facepiece |  | Contact |\n| Facewear | G_Blindfold_01_white_F | Blindfold (White) |  | Contact |\n| Facewear | G_Blindfold_01_black_F | Blindfold (Black) |  | Contact |\n| Facewear | G_Balaclava_Flecktarn | Balaclava (Flecktarn) |  | No |\n| Facewear | G_Balaclava_Tropentarn | Balaclava (Tropentarn) |  | No |\n| Facewear | G_Balaclava_Scarecrow_01 | Balaclava (Scarecrow) |  | No |\n| Facewear | G_Balaclava_Halloween_01 | Balaclava (Halloween) |  | No |\n| Facewear | G_Balaclava_BlueStrips | Balaclava (Blue Stripe) |  | No |\n| Facewear | G_Balaclava_Flames1 | Balaclava (Orange Pattern) |  | No |\n| Facewear | G_Balaclava_Skull1 | Balaclava (Skull) |  | No |\n| Facewear | G_Bandanna_Vampire_01 | Bandana (Vampire) |  | No |\n| Facewear | G_Bandanna_CandySkull | Bandana (Candy Skull) |  | No |\n| Facewear | G_Bandanna_BlueFlame1 | Bandana (Blue Flame) |  | No |\n| Facewear | G_Bandanna_BlueFlame2 | Bandana (Blue Flames) |  | No |\n| Facewear | G_Bandanna_RedFlame1 | Bandana (Red Flames) |  | No |\n| Facewear | G_Bandanna_OrangeFlame1 | Bandana (Orange Flames) |  | No |\n| Facewear | G_Bandanna_Skull1 | Bandana (Skull) |  | No |\n| Facewear | G_Bandanna_Skull2 | Bandana (Skull, Ornamental) |  | No |\n| Facewear | G_Bandanna_Syndikat1 | Bandana (Skull) [Syndikat] |  | No |\n| Facewear | G_Bandanna_Syndikat2 | Bandana [Syndikat] |  | No |\n| Backpack | B_AssaultPack_khk | Assault Pack (Khaki) |  | No |\n| Backpack | B_AssaultPack_dgtl | Assault Pack (Digital) |  | No |\n| Backpack | B_AssaultPack_rgr | Assault Pack (Green) |  | No |\n| Backpack | B_AssaultPack_sgg | Assault Pack (Sage) |  | No |\n| Backpack | B_AssaultPack_blk | Assault Pack (Black) |  | No |\n| Backpack | B_AssaultPack_cbr | Assault Pack (Coyote) |  | No |\n| Backpack | B_AssaultPack_mcamo | Assault Pack (MTP) |  | No |\n| Backpack | B_AssaultPack_ocamo | Assault Pack (Hex) |  | No |\n| Backpack | B_Kitbag_rgr | Kitbag (Green) |  | No |\n| Backpack | B_Kitbag_mcamo | Kitbag (MTP) |  | No |\n| Backpack | B_Kitbag_sgg | Kitbag (Sage) |  | No |\n| Backpack | B_Kitbag_cbr | Kitbag (Coyote) |  | No |\n| Backpack | B_Kitbag_tan | Kitbag (Tan) |  | No |\n| Backpack | B_TacticalPack_rgr | Tactical Backpack (Green) |  | No |\n| Backpack | B_TacticalPack_mcamo | Tactical Backpack (MTP) |  | No |\n| Backpack | B_TacticalPack_ocamo | Tactical Backpack (Hex) |  | No |\n| Backpack | B_TacticalPack_blk | Tactical Backpack (Black) |  | No |\n| Backpack | B_TacticalPack_oli | Tactical Backpack (Olive) |  | No |\n| Backpack | B_FieldPack_khk | Field Pack (Khaki) |  | No |\n| Backpack | B_FieldPack_ocamo | Field Pack (Hex) |  | No |\n| Backpack | B_FieldPack_oucamo | Field Pack (Urban) |  | No |\n| Backpack | B_FieldPack_cbr | Field Pack (Coyote) |  | No |\n| Backpack | B_FieldPack_blk | Field Pack (Black) |  | No |\n| Backpack | B_Carryall_ocamo | Carryall Backpack (Hex) |  | No |\n| Backpack | B_Carryall_oucamo | Carryall Backpack (Urban) |  | No |\n| Backpack | B_Carryall_mcamo | Carryall Backpack (MTP) |  | No |\n| Backpack | B_Carryall_khk | Carryall Backpack (Khaki) |  | No |\n| Backpack | B_Carryall_cbr | Carryall Backpack (Coyote) |  | No |\n| Backpack | B_Carryall_blk | Carryall Backpack (Black) |  | No |\n| Backpack | B_Parachute | Steerable Parachute |  | No |\n| Backpack | B_FieldPack_oli | Field Pack (Olive) |  | No |\n| Backpack | B_Carryall_oli | Carryall Backpack (Olive) |  | No |\n| Backpack | B_AssaultPack_Kerry | US Assault Pack (Kerry) |  | No |\n| Backpack | B_HMG_01_support_F | Folded Tripod [NATO] |  | No |\n| Backpack | O_HMG_01_support_F | Folded Tripod [CSAT] |  | No |\n| Backpack | I_HMG_01_support_F | Folded Tripod [AAF] |  | No |\n| Backpack | B_HMG_01_support_high_F | Folded Tripod (Raised) [NATO] |  | No |\n| Backpack | O_HMG_01_support_high_F | Folded Tripod (Raised) [CSAT] |  | No |\n| Backpack | I_HMG_01_support_high_F | Folded Tripod (Raised) [AAF] |  | No |\n| Backpack | B_HMG_01_weapon_F | Dismantled Mk30 HMG [NATO] |  | No |\n| Backpack | O_HMG_01_weapon_F | Dismantled Mk30 HMG [CSAT] |  | No |\n| Backpack | I_HMG_01_weapon_F | Dismantled Mk30 HMG [AAF] |  | No |\n| Backpack | B_HMG_01_A_weapon_F | Dismantled Autonomous MG [NATO] |  | No |\n| Backpack | O_HMG_01_A_weapon_F | Dismantled Autonomous MG [CSAT] |  | No |\n| Backpack | I_HMG_01_A_weapon_F | Dismantled Autonomous MG [AAF] |  | No |\n| Backpack | B_GMG_01_weapon_F | Dismantled Mk32 GMG [NATO] |  | No |\n| Backpack | O_GMG_01_weapon_F | Dismantled Mk32 GMG [CSAT] |  | No |\n| Backpack | I_GMG_01_weapon_F | Dismantled Mk32 GMG [AAF] |  | No |\n| Backpack | B_GMG_01_A_weapon_F | Dismantled Autonomous GMG [NATO] |  | No |\n| Backpack | O_GMG_01_A_weapon_F | Dismantled Autonomous GMG [CSAT] |  | No |\n| Backpack | I_GMG_01_A_weapon_F | Dismantled Autonomous GMG [AAF] |  | No |\n| Backpack | B_HMG_01_high_weapon_F | Dismantled Mk30 HMG (Raised) [NATO] |  | No |\n| Backpack | O_HMG_01_high_weapon_F | Dismantled Mk30 HMG (Raised) [CSAT] |  | No |\n| Backpack | I_HMG_01_high_weapon_F | Dismantled Mk30 HMG (Raised) [AAF] |  | No |\n| Backpack | B_GMG_01_high_weapon_F | Dismantled Mk32 GMG (Raised) [NATO] |  | No |\n| Backpack | O_GMG_01_high_weapon_F | Dismantled Mk32 GMG (Raised) [CSAT] |  | No |\n| Backpack | I_GMG_01_high_weapon_F | Dismantled Mk32 GMG (Raised) [AAF] |  | No |\n| Backpack | I_HMG_02_support_F | Folded Tripod M2 HMG .50 [AAF] |  | No |\n| Backpack | I_E_HMG_02_support_F | Folded Tripod M2 HMG .50 [LDF] |  | No |\n| Backpack | I_C_HMG_02_support_F | Folded Tripod M2 HMG .50 [FIA] |  | No |\n| Backpack | I_G_HMG_02_support_F | Folded Tripod M2 HMG .50 [Syndikat] |  | No |\n| Backpack | I_HMG_02_support_high_F | Folded Tripod M2 HMG .50 (Raised) [AAF] |  | No |\n| Backpack | I_E_HMG_02_support_high_F | Folded Tripod M2 HMG .50 (Raised) [LDF] |  | No |\n| Backpack | I_C_HMG_02_support_high_F | Folded Tripod M2 HMG .50 (Raised) [Syndikat] |  | No |\n| Backpack | I_G_HMG_02_support_high_F | Folded Tripod M2 HMG .50 (Raised) [FIA] |  | No |\n| Backpack | I_HMG_02_weapon_F | Dismantled M2 HMG .50 [AAF] |  | No |\n| Backpack | I_E_HMG_02_weapon_F | Dismantled M2 HMG .50 [LDF] |  | No |\n| Backpack | I_C_HMG_02_weapon_F | Dismantled M2 HMG .50 [Syndikat] |  | No |\n| Backpack | I_G_HMG_02_weapon_F | Dismantled M2 HMG .50 [FIA] |  | No |\n| Backpack | I_HMG_02_high_weapon_F | Dismantled M2 HMG .50 (Raised) [AAF] |  | No |\n| Backpack | I_E_HMG_02_high_weapon_F | Dismantled M2 HMG .50 (Raised) [LDF] |  | No |\n| Backpack | I_C_HMG_02_high_weapon_F | Dismantled M2 HMG .50 (Raised) [Syndikat] |  | No |\n| Backpack | I_G_HMG_02_high_weapon_F | Dismantled M2 HMG .50 (Raised) [FIA] |  | No |\n| Backpack | B_Mortar_01_support_F | Folded Mk6 Mortar Bipod [NATO] |  | No |\n| Backpack | O_Mortar_01_support_F | Folded Mk6 Mortar Bipod [CSAT] |  | No |\n| Backpack | I_Mortar_01_support_F | Folded Mk6 Mortar Bipod [AAF] |  | No |\n| Backpack | B_Mortar_01_weapon_F | Folded Mk6 Mortar Tube [NATO] |  | No |\n| Backpack | O_Mortar_01_weapon_F | Folded Mk6 Mortar Tube [CSAT] |  | No |\n| Backpack | I_Mortar_01_weapon_F | Folded Mk6 Mortar Tube [AAF] |  | No |\n| Backpack | B_AA_01_weapon_F | Static Titan Launcher (AA) [NATO] |  | No |\n| Backpack | O_AA_01_weapon_F | Static Titan Launcher (AA) [CSAT] |  | No |\n| Backpack | I_AA_01_weapon_F | Static Titan Launcher (AA) [AAF] |  | No |\n| Backpack | B_AT_01_weapon_F | Static Titan Launcher (AT) [NATO] |  | No |\n| Backpack | O_AT_01_weapon_F | Static Titan Launcher (AT) [CSAT] |  | No |\n| Backpack | I_AT_01_weapon_F | Static Titan Launcher (AT) [AAF] |  | No |\n| Backpack | B_UAV_01_backpack_F | UAV Bag (AR-2) [NATO] |  | No |\n| Backpack | O_UAV_01_backpack_F | UAV Bag (AR-2) [CSAT] |  | No |\n| Backpack | I_UAV_01_backpack_F | UAV Bag (AR-2) [AAF] |  | No |\n| Backpack | B_Respawn_TentDome_F | Camp (Dome Tent) |  | No |\n| Backpack | B_Respawn_TentA_F | Camp (Ridge Tent) |  | No |\n| Backpack | B_Respawn_Sleeping_bag_F | Camp (Green Sleeping Bag) |  | No |\n| Backpack | B_Respawn_Sleeping_bag_blue_F | Camp (Blue Sleeping Bag) |  | No |\n| Backpack | B_Respawn_Sleeping_bag_brown_F | Camp (Brown Sleeping Bag) |  | No |\n| Backpack | B_Static_Designator_01_weapon_F | Remote Designator Bag [NATO] |  | Marksmen |\n| Backpack | O_Static_Designator_02_weapon_F | Remote Designator Bag [CSAT] |  | Marksmen |\n| Backpack | B_Bergen_mcamo_F | Bergen Backpack (MTP) |  | No |\n| Backpack | B_Bergen_dgtl_F | Bergen Backpack (Digital) |  | No |\n| Backpack | B_Bergen_hex_F | Bergen Backpack (Hex) |  | No |\n| Backpack | B_Bergen_tna_F | Bergen Backpack (Tropic) |  | No |\n| Backpack | B_AssaultPack_tna_F | Assault Pack (Tropic) |  | No |\n| Backpack | B_Carryall_ghex_F | Carryall Backpack (Green Hex) |  | No |\n| Backpack | B_FieldPack_ghex_F | Field Pack (Green Hex) |  | No |\n| Backpack | B_ViperHarness_blk_F | Viper Harness (Black) |  | Apex |\n| Backpack | B_ViperHarness_ghex_F | Viper Harness (Green Hex) |  | Apex |\n| Backpack | B_ViperHarness_hex_F | Viper Harness (Hex) |  | Apex |\n| Backpack | B_ViperHarness_khk_F | Viper Harness (Khaki) |  | Apex |\n| Backpack | B_ViperHarness_oli_F | Viper Harness (Olive) |  | Apex |\n| Backpack | B_ViperLightHarness_blk_F | Viper Light Harness (Black) |  | Apex |\n| Backpack | B_ViperLightHarness_ghex_F | Viper Light Harness (Green Hex) |  | Apex |\n| Backpack | B_ViperLightHarness_hex_F | Viper Light Harness (Hex) |  | Apex |\n| Backpack | B_ViperLightHarness_khk_F | Viper Light Harness (Khaki) |  | Apex |\n| Backpack | B_ViperLightHarness_oli_F | Viper Light Harness (Olive) |  | Apex |\n| Backpack | B_Patrol_Respawn_bag_F | Camp (Dome Tent, Combat Patrol) |  | No |\n| Backpack | B_Messenger_Coyote_F | Messenger Bag (Coyote) |  | Laws of War |\n| Backpack | B_Messenger_Olive_F | Messenger Bag (Olive) |  | Laws of War |\n| Backpack | B_Messenger_Black_F | Messenger Bag (Black) |  | Laws of War |\n| Backpack | B_Messenger_Gray_F | Messenger Bag (Gray) |  | Laws of War |\n| Backpack | B_Messenger_IDAP_F | Messenger Bag [IDAP] |  | Laws of War |\n| Backpack | C_IDAP_UAV_01_backpack_F | UAV Bag [IDAP] |  | No |\n| Backpack | B_UAV_06_backpack_F | UAV Bag (AL-6) [NATO] |  | Laws of War |\n| Backpack | O_UAV_06_backpack_F | UAV Bag (AL-6) [CSAT] |  | Laws of War |\n| Backpack | I_UAV_06_backpack_F | UAV Bag (AL-6) [AAF] |  | Laws of War |\n| Backpack | C_IDAP_UAV_06_backpack_F | UAV Bag (Utility) [IDAP] |  | Laws of War |\n| Backpack | C_UAV_06_backpack_F | UAV Bag (Utility) |  | Laws of War |\n| Backpack | C_IDAP_UAV_06_antimine_backpack_F | UAV Bag (Demining) [IDAP] |  | Laws of War |\n| Backpack | B_UAV_06_medical_backpack_F | UAV Bag (AL-6, Medical) [NATO] |  | Laws of War |\n| Backpack | O_UAV_06_medical_backpack_F | UAV Bag (AL-6, Medical) [CSAT] |  | Laws of War |\n| Backpack | I_UAV_06_medical_backpack_F | UAV Bag (AL-6, Medical) [AAF] |  | Laws of War |\n| Backpack | C_IDAP_UAV_06_medical_backpack_F | UAV Bag (AL-6, Medical) [IDAP] |  | Laws of War |\n| Backpack | C_UAV_06_medical_backpack_F | UAV Bag (Utility, Medical) |  | Laws of War |\n| Backpack | B_LegStrapBag_black_F | Leg Strap Bag (Black) |  | Laws of War |\n| Backpack | B_LegStrapBag_coyote_F | Leg Strap Bag (Coyote) |  | Laws of War |\n| Backpack | B_LegStrapBag_olive_F | Leg Strap Bag (Olive) |  | Laws of War |\n| Backpack | B_W_Static_Designator_01_weapon_F | Remote Designator Bag [NATO] |  | Marksmen |\n| Backpack | B_CombinationUnitRespirator_01_F | Combination Unit Respirator |  | Contact |\n| Backpack | B_SCBA_01_F | Self-Contained Breathing Apparatus |  | Contact |\n| Backpack | B_UGV_02_Science_backpack_F | UGV Bag (ED-1E) [NATO] |  | Contact |\n| Backpack | B_UGV_02_Demining_backpack_F | UGV Bag (ED-1D) [NATO] |  | Contact |\n| Backpack | O_UGV_02_Science_backpack_F | UGV Bag (ED-1E) [CSAT] |  | Contact |\n| Backpack | O_UGV_02_Demining_backpack_F | UGV Bag (ED-1D) [CSAT] |  | Contact |\n| Backpack | I_UGV_02_Science_backpack_F | UGV Bag (ED-1E) [AAF] |  | Contact |\n| Backpack | I_E_UGV_02_Science_backpack_F | UGV Bag (ED-1E) [LDF] |  | Contact |\n| Backpack | I_UGV_02_Demining_backpack_F | UGV Bag (ED-1D) [AAF] |  | Contact |\n| Backpack | I_E_UGV_02_Demining_backpack_F | UGV Bag (ED-1D) [LDF] |  | Contact |\n| Backpack | C_IDAP_UGV_02_Demining_backpack_F | UGV Bag (Demining) [IDAP] |  | Contact |\n| Backpack | I_E_UAV_01_backpack_F | UAV Bag (AR-2) [LDF] |  | No |\n| Backpack | I_E_UAV_06_backpack_F | UAV Bag (AL-6) [LDF] |  | Laws of War |\n| Backpack | I_E_UAV_06_medical_backpack_F | UAV Bag (AL-6, Medical) [LDF] |  | Laws of War |\n| Backpack | B_RadioBag_01_wdl_F | Radio Pack (Woodland) [NATO] |  | Contact |\n| Backpack | B_RadioBag_01_mtp_F | Radio Pack (MTP) [NATO] |  | Contact |\n| Backpack | B_RadioBag_01_tropic_F | Radio Pack (Tropic) [NATO] |  | Contact |\n| Backpack | B_RadioBag_01_black_F | Radio Pack (Black) |  | Contact |\n| Backpack | B_RadioBag_01_hex_F | Radio Pack (Hex) [CSAT] |  | Contact |\n| Backpack | B_RadioBag_01_oucamo_F | Radio Pack (Urban) [CSAT] |  | Contact |\n| Backpack | B_RadioBag_01_ghex_F | Radio Pack (Green Hex) [CSAT] |  | Contact |\n| Backpack | B_RadioBag_01_digi_F | Radio Pack (Digital) [AAF] |  | Contact |\n| Backpack | B_RadioBag_01_eaf_F | Radio Pack (Geometric) [LDF] |  | Contact |\n| Backpack | B_Carryall_green_F | Carryall Backpack (Green) |  | No |\n| Backpack | B_Carryall_taiga_F | Carryall Backpack (Taiga) |  | No |\n| Backpack | B_Carryall_wdl_F | Carryall Backpack (Woodland) |  | No |\n| Backpack | B_Carryall_eaf_F | Carryall Backpack (Geometric) |  | No |\n| Backpack | B_FieldPack_green_F | Field Pack (Green) |  | No |\n| Backpack | B_FieldPack_taiga_F | Field Pack (Taiga) |  | No |\n| Backpack | B_AssaultPack_wdl_F | Assault Pack (Woodland) |  | No |\n| Backpack | B_AssaultPack_eaf_F | Assault Pack (Geometric) |  | No |\n| Backpack | I_E_HMG_01_support_F | Folded Tripod [LDF] |  | No |\n| Backpack | I_E_HMG_01_support_high_F | Folded Tripod (Raised) [LDF] |  | No |\n| Backpack | I_E_Mortar_01_support_F | Folded Mk6 Mortar Bipod [LDF] |  | No |\n| Backpack | I_E_GMG_01_Weapon_F | Dismantled Mk32 GMG [LDF] |  | No |\n| Backpack | I_E_GMG_01_A_Weapon_F | Dismantled Autonomous GMG [LDF] |  | No |\n| Backpack | I_E_GMG_01_high_Weapon_F | Dismantled Mk32 GMG (Raised) [LDF] |  | No |\n| Backpack | I_E_HMG_01_Weapon_F | Dismantled Mk30 HMG [LDF] |  | No |\n| Backpack | I_E_HMG_01_high_Weapon_F | Dismantled Mk30 HMG (Raised) [LDF] |  | No |\n| Backpack | I_E_HMG_01_A_Weapon_F | Dismantled Autonomous MG [LDF] |  | No |\n| Backpack | I_E_Mortar_01_Weapon_F | Folded Mk6 Mortar Tube [LDF] |  | No |\n| Backpack | I_E_AT_01_weapon_F | Static Titan Launcher (AT) [LDF] |  | No |\n| Backpack | I_E_AA_01_weapon_F | Static Titan Launcher (AA) [LDF] |  | No |\n| Backpack | B_CivilianBackpack_01_Sport_Blue_F | Sports Backpack (Blue) |  | Art of War |\n| Backpack | B_CivilianBackpack_01_Sport_Red_F | Sports Backpack (Red) |  | Art of War |\n| Backpack | B_CivilianBackpack_01_Sport_Green_F | Sports Backpack (Green) |  | Art of War |\n| Backpack | B_CivilianBackpack_01_Everyday_Black_F | Everyday Backpack (Black) |  | Art of War |\n| Backpack | B_CivilianBackpack_01_Everyday_Vrana_F | Everyday Backpack (Vrana) |  | Art of War |\n| Backpack | B_CivilianBackpack_01_Everyday_Astra_F | Everyday Backpack (Astra) |  | Art of War |\n| Backpack | B_CivilianBackpack_01_Everyday_IDAP_F | Everyday Backpack [IDAP] |  | Art of War |"},{"heading":"Vehicles","level":4,"markdown":"| Faction | classname | displayName | Icon | Restricted? |\n|---|---|---|---|---|\n| NATO | B_HMG_01_F | Mk30 HMG .50 |  | No |\n| CSAT | O_HMG_01_F | Mk30 HMG .50 |  | No |\n| AAF | I_HMG_01_F | Mk30 HMG .50 |  | No |\n| NATO | B_HMG_01_high_F | Mk30 HMG .50 (Raised) |  | No |\n| CSAT | O_HMG_01_high_F | Mk30 HMG .50 (Raised) |  | No |\n| AAF | I_HMG_01_high_F | Mk30 HMG .50 (Raised) |  | No |\n| NATO | B_HMG_01_A_F | Mk30A HMG .50 |  | No |\n| CSAT | O_HMG_01_A_F | Mk30A HMG .50 |  | No |\n| AAF | I_HMG_01_A_F | Mk30A HMG .50 |  | No |\n| NATO | B_GMG_01_F | Mk32 GMG 20 mm |  | No |\n| CSAT | O_GMG_01_F | Mk32 GMG 20 mm |  | No |\n| AAF | I_GMG_01_F | Mk32 GMG 20 mm |  | No |\n| NATO | B_GMG_01_high_F | Mk32 GMG 20 mm (Raised) |  | No |\n| CSAT | O_GMG_01_high_F | Mk32 GMG 20 mm (Raised) |  | No |\n| AAF | I_GMG_01_high_F | Mk32 GMG 20 mm (Raised) |  | No |\n| NATO | B_GMG_01_A_F | Mk32A GMG 20 mm |  | No |\n| CSAT | O_GMG_01_A_F | Mk32A GMG 20 mm |  | No |\n| AAF | I_GMG_01_A_F | Mk32A GMG 20 mm |  | No |\n| AAF | I_HMG_02_F | M2 HMG .50 |  | No |\n| LDF | I_E_HMG_02_F | M2 HMG .50 |  | No |\n| FIA | I_G_HMG_02_F | M2 HMG .50 |  | No |\n| FIA | B_G_HMG_02_F | M2 HMG .50 |  | No |\n| FIA | O_G_HMG_02_F | M2 HMG .50 |  | No |\n| Syndikat | I_C_HMG_02_F | M2 HMG .50 |  | No |\n| AAF | I_HMG_02_high_F | M2 HMG .50 (Raised) |  | No |\n| LDF | I_E_HMG_02_high_F | M2 HMG .50 (Raised) |  | No |\n| FIA | I_G_HMG_02_high_F | M2 HMG .50 (Raised) |  | No |\n| FIA | B_G_HMG_02_high_F | M2 HMG .50 (Raised) |  | No |\n| FIA | O_G_HMG_02_high_F | M2 HMG .50 (Raised) |  | No |\n| Syndikat | I_C_HMG_02_high_F | M2 HMG .50 (Raised) |  | No |\n| NATO | B_Mortar_01_F | Mk6 Mortar |  | No |\n| CSAT | O_Mortar_01_F | Mk6 Mortar |  | No |\n| AAF | I_Mortar_01_F | Mk6 Mortar |  | No |\n| FIA | I_G_Mortar_01_F | Mk6 Mortar |  | No |\n| FIA | B_G_Mortar_01_F | Mk6 Mortar |  | No |\n| FIA | O_G_Mortar_01_F | Mk6 Mortar |  | No |\n| NATO | B_Heli_Light_01_F | MH-9 Hummingbird |  | No |\n| NATO | B_Heli_Light_01_dynamicLoadout_F | AH-9 Pawnee |  | No |\n| Civilians | C_Heli_Light_01_civil_F | M-900 |  | No |\n| CSAT | O_Heli_Light_02_dynamicLoadout_F | PO-30 Orca |  | No |\n| CSAT | O_Heli_Light_02_unarmed_F | PO-30 Orca (Unarmed) |  | No |\n| NATO | B_Heli_Attack_01_dynamicLoadout_F | AH-99 Blackfoot |  | No |\n| NATO | B_Heli_Attack_01_pylons_dynamicLoadout_F | AH-99 Blackfoot (Stub Wings) |  | No |\n| CSAT | O_Heli_Attack_02_dynamicLoadout_F | Mi-48 Kajman |  | No |\n| NATO | B_Heli_Transport_01_F | UH-80 Ghost Hawk |  | No |\n| NATO | B_Heli_Transport_01_unarmed_F | UH-80 Ghost Hawk (Unarmed) |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_DAP_F | MH-80 DAP Ghost Hawk |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_Assault_F | MH-80 Ghost Hawk |  | No |\n| NATO | B_Heli_Transport_01_pylons_F | UH-80 Ghost Hawk (Stub Wings) |  | No |\n| AAF | I_Heli_Transport_02_F | CH-49 Mohawk |  | No |\n| AAF | I_Plane_Fighter_03_dynamicLoadout_F | A-143 Buzzard (CAS) |  | No |\n| NATO | B_APC_Tracked_01_rcws_F | IFV-6c Panther |  | No |\n| NATO | B_APC_Tracked_01_CRV_F | CRV-6e Bobcat |  | No |\n| NATO | B_APC_Tracked_01_AA_F | IFV-6a Cheetah |  | No |\n| CSAT | O_APC_Tracked_02_cannon_F | BTR-K Kamysh |  | No |\n| CSAT | O_APC_Tracked_02_AA_F | ZSU-39 Tigris |  | No |\n| NATO | B_MBT_01_cannon_F | M2A1 Slammer |  | No |\n| NATO | B_MBT_01_arty_F | M4 Scorcher |  | No |\n| NATO | B_MBT_01_mlrs_F | M5 Sandstorm MLRS |  | No |\n| CSAT | O_MBT_02_cannon_F | T-100 Varsuk |  | No |\n| CSAT | O_MBT_02_arty_F | 2S9 Sochor |  | No |\n| NATO | B_Boat_Armed_01_minigun_F | Speedboat Minigun |  | No |\n| CSAT | O_Boat_Armed_01_hmg_F | Speedboat HMG |  | No |\n| NATO | B_Boat_Transport_01_F | Assault Boat |  | No |\n| CSAT | O_Boat_Transport_01_F | Assault Boat |  | No |\n| NATO | B_Lifeboat | Rescue Boat |  | No |\n| CSAT | O_Lifeboat | Rescue Boat |  | No |\n| Civilians | C_Rubberboat | Rescue Boat |  | No |\n| AAF | I_Boat_Armed_01_minigun_F | Speedboat Minigun |  | No |\n| AAF | I_Boat_Transport_01_F | Assault Boat |  | No |\n| NATO | B_SDV_01_F | SDV |  | No |\n| CSAT | O_SDV_01_F | SDV |  | No |\n| AAF | I_SDV_01_F | SDV |  | No |\n| Civilians | C_Boat_Civil_01_F | Motorboat |  | No |\n| Civilians | C_Boat_Civil_01_rescue_F | Motorboat (Rescue) |  | No |\n| Civilians | C_Boat_Civil_01_police_F | Motorboat (Police) |  | No |\n| FIA | I_G_Boat_Transport_01_F | Assault Boat |  | No |\n| FIA | B_G_Boat_Transport_01_F | Assault Boat |  | No |\n| FIA | O_G_Boat_Transport_01_F | Assault Boat |  | No |\n| NATO | B_MRAP_01_F | Hunter |  | No |\n| NATO | B_MRAP_01_gmg_F | Hunter GMG |  | No |\n| NATO | B_MRAP_01_hmg_F | Hunter HMG |  | No |\n| CSAT | O_MRAP_02_F | Ifrit |  | No |\n| CSAT | O_MRAP_02_hmg_F | Ifrit HMG |  | No |\n| CSAT | O_MRAP_02_gmg_F | Ifrit GMG |  | No |\n| Civilians | C_Offroad_01_F | Offroad |  | No |\n| Civilians | C_Offroad_01_repair_F | Offroad (Services) |  | No |\n| FIA | B_G_Offroad_01_repair_F | Offroad (Repair) |  | No |\n| FIA | O_G_Offroad_01_repair_F | Offroad (Repair) |  | No |\n| FIA | I_G_Offroad_01_repair_F | Offroad (Repair) |  | No |\n| FIA | I_G_Offroad_01_F | Offroad |  | No |\n| FIA | I_G_Offroad_01_AT_F | Offroad (AT) |  | No |\n| FIA | I_G_Offroad_01_armed_F | Offroad (HMG) |  | No |\n| FIA | B_G_Offroad_01_F | Offroad |  | No |\n| FIA | O_G_Offroad_01_F | Offroad |  | No |\n| FIA | B_G_Offroad_01_armed_F | Offroad (HMG) |  | No |\n| FIA | O_G_Offroad_01_armed_F | Offroad (HMG) |  | No |\n| FIA | B_G_Offroad_01_AT_F | Offroad (AT) |  | No |\n| FIA | O_G_Offroad_01_AT_F | Offroad (AT) |  | No |\n| Civilians | C_Quadbike_01_F | Quad Bike |  | No |\n| NATO | B_Quadbike_01_F | Quad Bike |  | No |\n| CSAT | O_Quadbike_01_F | Quad Bike |  | No |\n| AAF | I_Quadbike_01_F | Quad Bike |  | No |\n| FIA | I_G_Quadbike_01_F | Quad Bike |  | No |\n| FIA | B_G_Quadbike_01_F | Quad Bike |  | No |\n| FIA | O_G_Quadbike_01_F | Quad Bike |  | No |\n| AAF | I_MRAP_03_F | Strider |  | No |\n| AAF | I_MRAP_03_hmg_F | Strider HMG |  | No |\n| AAF | I_MRAP_03_gmg_F | Strider GMG |  | No |\n| NATO | B_Truck_01_transport_F | HEMTT Transport |  | No |\n| NATO | B_Truck_01_covered_F | HEMTT Transport (Covered) |  | No |\n| CSAT | O_Truck_02_covered_F | Zamak Transport (Covered) |  | No |\n| CSAT | O_Truck_02_transport_F | Zamak Transport |  | No |\n| AAF | I_Truck_02_covered_F | Zamak Transport (Covered) |  | No |\n| AAF | I_Truck_02_transport_F | Zamak Transport |  | No |\n| Civilians | C_Truck_02_covered_F | Zamak Transport (Covered) |  | No |\n| Civilians | C_Truck_02_transport_F | Zamak Transport |  | No |\n| Civilians | C_Hatchback_01_F | Hatchback |  | No |\n| Civilians | C_Hatchback_01_sport_F | Hatchback (Sport) |  | No |\n| Civilians | C_SUV_01_F | SUV |  | No |\n| NATO | B_Truck_01_mover_F | HEMTT |  | No |\n| NATO | B_Truck_01_box_F | HEMTT Box |  | No |\n| NATO | B_Truck_01_Repair_F | HEMTT Repair |  | No |\n| NATO | B_Truck_01_ammo_F | HEMTT Ammo |  | No |\n| NATO | B_Truck_01_fuel_F | HEMTT Fuel |  | No |\n| NATO | B_Truck_01_medical_F | HEMTT Medical |  | No |\n| CSAT | O_Truck_02_box_F | Zamak Repair |  | No |\n| CSAT | O_Truck_02_medical_F | Zamak Medical |  | No |\n| CSAT | O_Truck_02_Ammo_F | Zamak Ammo |  | No |\n| CSAT | O_Truck_02_fuel_F | Zamak Fuel |  | No |\n| AAF | I_Truck_02_ammo_F | Zamak Ammo |  | No |\n| AAF | I_Truck_02_box_F | Zamak Repair |  | No |\n| AAF | I_Truck_02_medical_F | Zamak Medical |  | No |\n| AAF | I_Truck_02_fuel_F | Zamak Fuel |  | No |\n| AAF | I_Truck_02_MRL_F | Zamak MRL |  | No |\n| Civilians | C_Truck_02_fuel_F | Zamak Fuel |  | No |\n| Civilians | C_Truck_02_box_F | Zamak Repair |  | No |\n| Civilians | C_Van_01_transport_F | Truck |  | No |\n| FIA | I_G_Van_01_transport_F | Truck |  | No |\n| Civilians | C_Van_01_box_F | Truck Boxer |  | No |\n| Civilians | C_Van_01_fuel_F | Fuel Truck |  | No |\n| FIA | I_G_Van_01_fuel_F | Fuel Truck |  | No |\n| FIA | B_G_Van_01_transport_F | Truck |  | No |\n| FIA | O_G_Van_01_transport_F | Truck |  | No |\n| FIA | B_G_Van_01_fuel_F | Fuel Truck |  | No |\n| FIA | O_G_Van_01_fuel_F | Fuel Truck |  | No |\n| NATO | B_static_AA_F | Static Titan Launcher (AA) [NATO] |  | No |\n| CSAT | O_static_AA_F | Static Titan Launcher (AA) [CSAT] |  | No |\n| AAF | I_static_AA_F | Static Titan Launcher (AA) [AAF] |  | No |\n| NATO | B_static_AT_F | Static Titan Launcher (AT) [NATO] |  | No |\n| CSAT | O_static_AT_F | Static Titan Launcher (AT) [CSAT] |  | No |\n| AAF | I_static_AT_F | Static Titan Launcher (AT) [AAF] |  | No |\n| AAF | I_Heli_light_03_dynamicLoadout_F | WY-55 Hellcat |  | No |\n| AAF | I_Heli_light_03_unarmed_F | WY-55 Hellcat (Unarmed) |  | No |\n| NATO | B_Plane_CAS_01_dynamicLoadout_F | A-164 Wipeout (CAS) |  | No |\n| CSAT | O_Plane_CAS_02_dynamicLoadout_F | To-199 Neophron (CAS) |  | No |\n| NATO | B_APC_Wheeled_01_cannon_F | AMV-7 Marshall |  | No |\n| CSAT | O_APC_Wheeled_02_rcws_v2_F | MSE-3 Marid |  | No |\n| AAF | I_APC_tracked_03_cannon_F | FV-720 Mora |  | No |\n| AAF | I_MBT_03_cannon_F | MBT-52 Kuma |  | No |\n| NATO | B_MBT_01_TUSK_F | M2A4 Slammer UP |  | No |\n| AAF | I_APC_Wheeled_03_cannon_F | AFV-4 Gorgon |  | No |\n| NATO | B_UAV_01_F | AR-2 Darter |  | No |\n| CSAT | O_UAV_01_F | Tayran AR-2 |  | No |\n| AAF | I_UAV_01_F | AR-2 Darter |  | No |\n| NATO | B_UAV_02_dynamicLoadout_F | MQ-4A Greyhawk |  | No |\n| CSAT | O_UAV_02_dynamicLoadout_F | K40 Ababil-3 |  | No |\n| AAF | I_UAV_02_dynamicLoadout_F | K40 Ababil-3 |  | No |\n| NATO | B_UGV_01_F | UGV Stomper |  | No |\n| CSAT | O_UGV_01_F | UGV Saif |  | No |\n| AAF | I_UGV_01_F | UGV Stomper |  | No |\n| NATO | B_UGV_01_rcws_F | UGV Stomper RCWS |  | No |\n| CSAT | O_UGV_01_rcws_F | UGV Saif RCWS |  | No |\n| AAF | I_UGV_01_rcws_F | UGV Stomper RCWS |  | No |\n| CSAT | O_Truck_03_transport_F | Tempest Transport |  | No |\n| CSAT | O_Truck_03_covered_F | Tempest Transport (Covered) |  | No |\n| CSAT | O_Truck_03_repair_F | Tempest Repair |  | No |\n| CSAT | O_Truck_03_ammo_F | Tempest Ammo |  | No |\n| CSAT | O_Truck_03_fuel_F | Tempest Fuel |  | No |\n| CSAT | O_Truck_03_medical_F | Tempest Medical |  | No |\n| CSAT | O_Truck_03_device_F | Tempest (Device) |  | No |\n| Civilians | C_Kart_01_F | Kart |  | Karts |\n| Civilians | C_Kart_01_Fuel_F | Kart (Fuel) |  | Karts |\n| Civilians | C_Kart_01_Blu_F | Kart (Bluking) |  | Karts |\n| Civilians | C_Kart_01_Red_F | Kart (Redstone) |  | Karts |\n| Civilians | C_Kart_01_Vrana_F | Kart (Vrana) |  | Karts |\n| NATO | B_Heli_Transport_03_F | CH-67 Huron |  | Helicopters |\n| NATO | B_Heli_Transport_03_unarmed_F | CH-67 Huron (Unarmed) |  | Helicopters |\n| CSAT | O_Heli_Transport_04_F | Mi-290 Taru |  | Helicopters |\n| CSAT | O_Heli_Transport_04_ammo_F | Mi-290 Taru (Ammo) |  | Helicopters |\n| CSAT | O_Heli_Transport_04_bench_F | Mi-290 Taru (Bench) |  | Helicopters |\n| CSAT | O_Heli_Transport_04_box_F | Mi-290 Taru (Cargo) |  | Helicopters |\n| CSAT | O_Heli_Transport_04_covered_F | Mi-290 Taru (Transport) |  | Helicopters |\n| CSAT | O_Heli_Transport_04_fuel_F | Mi-290 Taru (Fuel) |  | Helicopters |\n| CSAT | O_Heli_Transport_04_medevac_F | Mi-290 Taru (Medical) |  | Helicopters |\n| CSAT | O_Heli_Transport_04_repair_F | Mi-290 Taru (Repair) |  | Helicopters |\n| CSAT | Land_Pod_Heli_Transport_04_bench_F | Taru Bench Pod |  | Helicopters |\n| CSAT | Land_Pod_Heli_Transport_04_covered_F | Taru Transport Pod |  | Helicopters |\n| CSAT | Land_Pod_Heli_Transport_04_medevac_F | Taru Medical Pod |  | Helicopters |\n| NATO | B_Static_Designator_01_F | Remote Designator [NATO] |  | Marksmen |\n| CSAT | O_Static_Designator_02_F | Remote Designator [CSAT] |  | Marksmen |\n| NATO (Pacific) | B_T_LSV_01_armed_F | Prowler (HMG) |  | Apex |\n| NATO (Pacific) | B_T_LSV_01_AT_F | Prowler (AT) |  | Apex |\n| NATO (Pacific) | B_T_LSV_01_unarmed_F | Prowler (Unarmed) |  | Apex |\n| NATO | B_LSV_01_armed_F | Prowler (HMG) |  | Apex |\n| NATO | B_LSV_01_AT_F | Prowler (AT) |  | Apex |\n| NATO | B_LSV_01_unarmed_F | Prowler (Unarmed) |  | Apex |\n| CTRG | B_CTRG_LSV_01_light_F | Prowler (Light) |  | Apex |\n| CSAT (Pacific) | O_T_LSV_02_armed_F | Qilin (Minigun) |  | Apex |\n| CSAT (Pacific) | O_T_LSV_02_unarmed_F | Qilin (Unarmed) |  | Apex |\n| CSAT (Pacific) | O_T_LSV_02_AT_F | Qilin (AT) |  | Apex |\n| CSAT | O_LSV_02_armed_F | Qilin (Minigun) |  | Apex |\n| CSAT | O_LSV_02_unarmed_F | Qilin (Unarmed) |  | Apex |\n| CSAT | O_LSV_02_AT_F | Qilin (AT) |  | Apex |\n| NATO (Pacific) | B_T_MRAP_01_F | Hunter |  | No |\n| NATO (Pacific) | B_T_MRAP_01_gmg_F | Hunter GMG |  | No |\n| NATO (Pacific) | B_T_MRAP_01_hmg_F | Hunter HMG |  | No |\n| CSAT (Pacific) | O_T_MRAP_02_ghex_F | Ifrit |  | No |\n| CSAT (Pacific) | O_T_MRAP_02_hmg_ghex_F | Ifrit HMG |  | No |\n| CSAT (Pacific) | O_T_MRAP_02_gmg_ghex_F | Ifrit GMG |  | No |\n| Gendarmerie | B_GEN_Offroad_01_gen_F | Offroad |  | No |\n| Civilians | C_Offroad_02_unarmed_F | MB 4WD |  | Apex |\n| Syndikat | I_C_Offroad_02_unarmed_F | MB 4WD |  | Apex |\n| Syndikat | I_C_Offroad_02_LMG_F | MB 4WD (LMG) |  | Apex |\n| Syndikat | I_C_Offroad_02_AT_F | MB 4WD (AT) |  | Apex |\n| CSAT (Pacific) | O_T_Quadbike_01_ghex_F | Quad Bike |  | No |\n| NATO (Pacific) | B_T_Quadbike_01_F | Quad Bike |  | No |\n| NATO (Pacific) | B_T_Truck_01_transport_F | HEMTT Transport |  | No |\n| NATO (Pacific) | B_T_Truck_01_covered_F | HEMTT Transport (Covered) |  | No |\n| NATO (Pacific) | B_T_Truck_01_mover_F | HEMTT |  | No |\n| NATO (Pacific) | B_T_Truck_01_box_F | HEMTT Box |  | No |\n| NATO (Pacific) | B_T_Truck_01_Repair_F | HEMTT Repair |  | No |\n| NATO (Pacific) | B_T_Truck_01_ammo_F | HEMTT Ammo |  | No |\n| NATO (Pacific) | B_T_Truck_01_fuel_F | HEMTT Fuel |  | No |\n| NATO (Pacific) | B_T_Truck_01_medical_F | HEMTT Medical |  | No |\n| CSAT (Pacific) | O_T_Truck_02_F | Zamak Transport (Covered) |  | No |\n| CSAT (Pacific) | O_T_Truck_02_transport_F | Zamak Transport |  | No |\n| CSAT (Pacific) | O_T_Truck_02_fuel_F | Zamak Fuel |  | No |\n| CSAT (Pacific) | O_T_Truck_02_Ammo_F | Zamak Ammo |  | No |\n| CSAT (Pacific) | O_T_Truck_02_Box_F | Zamak Repair |  | No |\n| CSAT (Pacific) | O_T_Truck_02_Medical_F | Zamak Medical |  | No |\n| CSAT (Pacific) | O_T_Truck_03_transport_ghex_F | Tempest Transport |  | No |\n| CSAT (Pacific) | O_T_Truck_03_covered_ghex_F | Tempest Transport (Covered) |  | No |\n| CSAT (Pacific) | O_T_Truck_03_repair_ghex_F | Tempest Repair |  | No |\n| CSAT (Pacific) | O_T_Truck_03_ammo_ghex_F | Tempest Ammo |  | No |\n| CSAT (Pacific) | O_T_Truck_03_fuel_ghex_F | Tempest Fuel |  | No |\n| CSAT (Pacific) | O_T_Truck_03_medical_ghex_F | Tempest Medical |  | No |\n| CSAT (Pacific) | O_T_Truck_03_device_ghex_F | Tempest (Device) |  | No |\n| CSAT (Pacific) | O_T_UGV_01_ghex_F | UGV Saif |  | No |\n| CSAT (Pacific) | O_T_UGV_01_rcws_ghex_F | UGV Saif RCWS |  | No |\n| NATO (Pacific) | B_T_UGV_01_olive_F | UGV Stomper |  | No |\n| NATO (Pacific) | B_T_UGV_01_rcws_olive_F | UGV Stomper RCWS |  | No |\n| Syndikat | I_C_Van_01_transport_F | Truck |  | No |\n| NATO (Pacific) | B_T_Static_AA_F | Static Titan Launcher (AA) [NATO] |  | No |\n| NATO (Pacific) | B_T_Static_AT_F | Static Titan Launcher (AT) [NATO] |  | No |\n| NATO (Pacific) | B_T_GMG_01_F | Mk32 GMG 20 mm |  | No |\n| NATO (Pacific) | B_T_HMG_01_F | Mk30 HMG .50 |  | No |\n| NATO (Pacific) | B_T_Mortar_01_F | Mk6 Mortar |  | No |\n| Syndikat | I_C_Heli_Light_01_civil_F | M-900 |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_sand_F | UH-80 Ghost Hawk (Sand) |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_tropic_F | UH-80 Ghost Hawk (Tropic) |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_DAP_sand_F | MH-80 DAP Ghost Hawk (Sand) |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_DAP_tropic_F | MH-80 DAP Ghost Hawk (Tropic) |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_Assault_sand_F | MH-80 Ghost Hawk (Sand) |  | No |\n| CTRG | B_CTRG_Heli_Transport_01_Assault_tropic_F | MH-80 Ghost Hawk (Tropic) |  | No |\n| Civilians | C_Plane_Civil_01_F | Caesar BTT |  | Apex |\n| Civilians | C_Plane_Civil_01_racing_F | Caesar BTT (Racing) |  | Apex |\n| Syndikat | I_C_Plane_Civil_01_F | Caesar BTT |  | Apex |\n| NATO (Pacific) | B_T_UAV_03_dynamicLoadout_F | MQ-12 Falcon |  | Apex |\n| CSAT (Pacific) | O_T_UAV_04_CAS_F | KH-3A Fenghuang |  | Apex |\n| NATO (Pacific) | B_T_VTOL_01_infantry_F | V-44 X Blackfish (Infantry Transport) |  | Apex |\n| NATO (Pacific) | B_T_VTOL_01_vehicle_F | V-44 X Blackfish (Vehicle Transport) |  | Apex |\n| NATO (Pacific) | B_T_VTOL_01_armed_F | V-44 X Blackfish (Armed) |  | Apex |\n| CSAT (Pacific) | O_T_VTOL_02_infantry_dynamicLoadout_F | Y-32 Xi'an (Infantry Transport) |  | Apex |\n| CSAT (Pacific) | O_T_VTOL_02_vehicle_dynamicLoadout_F | Y-32 Xi'an (Vehicle Transport) |  | Apex |\n| NATO (Pacific) | B_T_APC_Tracked_01_AA_F | IFV-6a Cheetah |  | No |\n| NATO (Pacific) | B_T_APC_Tracked_01_CRV_F | CRV-6e Bobcat |  | No |\n| NATO (Pacific) | B_T_APC_Tracked_01_rcws_F | IFV-6c Panther |  | No |\n| CSAT (Pacific) | O_T_APC_Tracked_02_cannon_ghex_F | BTR-K Kamysh |  | No |\n| CSAT (Pacific) | O_T_APC_Tracked_02_AA_ghex_F | ZSU-39 Tigris |  | No |\n| NATO (Pacific) | B_T_APC_Wheeled_01_cannon_F | AMV-7 Marshall |  | No |\n| CSAT (Pacific) | O_T_APC_Wheeled_02_rcws_v2_ghex_F | MSE-3 Marid |  | No |\n| NATO (Pacific) | B_T_MBT_01_arty_F | M4 Scorcher |  | No |\n| NATO (Pacific) | B_T_MBT_01_mlrs_F | M5 Sandstorm MLRS |  | No |\n| NATO (Pacific) | B_T_MBT_01_cannon_F | M2A1 Slammer |  | No |\n| NATO (Pacific) | B_T_MBT_01_TUSK_F | M2A4 Slammer UP |  | No |\n| CSAT (Pacific) | O_T_MBT_02_cannon_ghex_F | T-100 Varsuk |  | No |\n| CSAT (Pacific) | O_T_MBT_02_arty_ghex_F | 2S9 Sochor |  | No |\n| NATO (Pacific) | B_T_Boat_Armed_01_minigun_F | Speedboat Minigun |  | No |\n| CSAT (Pacific) | O_T_Boat_Armed_01_hmg_F | Speedboat HMG |  | No |\n| CSAT (Pacific) | O_T_Boat_Transport_01_F | Assault Boat |  | No |\n| Syndikat | I_C_Boat_Transport_01_F | Assault Boat |  | No |\n| NATO (Pacific) | B_T_Boat_Transport_01_F | Assault Boat |  | No |\n| NATO (Pacific) | B_T_Lifeboat | Rescue Boat |  | No |\n| CSAT (Pacific) | O_T_Lifeboat | Rescue Boat |  | No |\n| Syndikat | I_C_Boat_Transport_02_F | RHIB |  | Apex |\n| Civilians | C_Boat_Transport_02_F | RHIB |  | Apex |\n| Civilians | C_Scooter_Transport_01_F | Water Scooter |  | Apex |\n| NATO | B_AAA_System_01_F | Praetorian 1C |  | No |\n| NATO | B_SAM_System_01_F | Mk49 Spartan |  | No |\n| NATO | B_SAM_System_02_F | Mk21 Centurion |  | No |\n| NATO | B_Plane_Fighter_01_F | F/A-181 Black Wasp II |  | Jets |\n| NATO | B_Plane_Fighter_01_Stealth_F | F/A-181 Black Wasp II (Stealth) |  | Jets |\n| CSAT | O_Plane_Fighter_02_F | To-201 Shikra |  | Jets |\n| CSAT | O_Plane_Fighter_02_Stealth_F | To-201 Shikra (Stealth) |  | Jets |\n| AAF | I_Plane_Fighter_04_F | A-149 Gryphon |  | Jets |\n| NATO | B_UAV_05_F | UCAV Sentinel |  | Jets |\n| IDAP | C_IDAP_Offroad_01_F | Offroad |  | No |\n| IDAP | C_IDAP_Offroad_02_unarmed_F | MB 4WD |  | Apex |\n| IDAP | C_IDAP_Truck_02_F | Zamak Transport (Covered) |  | No |\n| IDAP | C_IDAP_Truck_02_transport_F | Zamak Transport |  | No |\n| IDAP | C_IDAP_Truck_02_water_F | Zamak Water |  | No |\n| IDAP | C_IDAP_UGV_01_F | UGV |  | No |\n| Civilians | C_Van_02_transport_F | Van Transport |  | Laws of War |\n| IDAP | C_IDAP_Van_02_transport_F | Van Transport |  | Laws of War |\n| FIA | I_G_Van_02_transport_F | Van Transport |  | Laws of War |\n| FIA | B_G_Van_02_transport_F | Van Transport |  | Laws of War |\n| Gendarmerie | B_GEN_Van_02_transport_F | Van Transport |  | Laws of War |\n| FIA | O_G_Van_02_transport_F | Van Transport |  | Laws of War |\n| Syndikat | I_C_Van_02_transport_F | Van Transport |  | Laws of War |\n| Civilians | C_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| IDAP | C_IDAP_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| FIA | I_G_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| FIA | B_G_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| Gendarmerie | B_GEN_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| FIA | O_G_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| Syndikat | I_C_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| Civilians | C_Van_02_medevac_F | Van (Ambulance) |  | Laws of War |\n| IDAP | C_IDAP_Van_02_medevac_F | Van (Ambulance) |  | Laws of War |\n| Civilians | C_Van_02_service_F | Van (Services) |  | Laws of War |\n| IDAP | C_IDAP_Heli_Transport_02_F | EH302 |  | No |\n| IDAP | C_IDAP_UAV_01_F | Drone |  | No |\n| NATO | B_UAV_06_F | AL-6 Pelican |  | Laws of War |\n| CSAT | O_UAV_06_F | Jinaah AL-6 |  | Laws of War |\n| AAF | I_UAV_06_F | AL-6 Pelican |  | Laws of War |\n| IDAP | C_IDAP_UAV_06_F | Utility Drone |  | Laws of War |\n| Civilians | C_UAV_06_F | Utility Drone |  | Laws of War |\n| IDAP | C_IDAP_UAV_06_antimine_F | Demining Drone |  | Laws of War |\n| NATO | B_UAV_06_medical_F | AL-6 Pelican (Medical) |  | Laws of War |\n| CSAT | O_UAV_06_medical_F | Jinaah AL-6 (Medical) |  | Laws of War |\n| AAF | I_UAV_06_medical_F | AL-6 Pelican (Medical) |  | Laws of War |\n| IDAP | C_IDAP_UAV_06_medical_F | Utility Drone (Medical) |  | Laws of War |\n| Civilians | C_UAV_06_medical_F | Utility Drone (Medical) |  | Laws of War |\n| NATO | B_AFV_Wheeled_01_cannon_F | Rhino MGS |  | Tanks |\n| NATO (Pacific) | B_T_AFV_Wheeled_01_cannon_F | Rhino MGS |  | Tanks |\n| NATO | B_AFV_Wheeled_01_up_cannon_F | Rhino MGS UP |  | Tanks |\n| NATO (Pacific) | B_T_AFV_Wheeled_01_up_cannon_F | Rhino MGS UP |  | Tanks |\n| AAF | I_LT_01_AT_F | AWC 301 Nyx (AT) |  | Tanks |\n| AAF | I_LT_01_scout_F | AWC 303 Nyx (Recon) |  | Tanks |\n| AAF | I_LT_01_AA_F | AWC 302 Nyx (AA) |  | Tanks |\n| AAF | I_LT_01_cannon_F | AWC 304 Nyx (Autocannon) |  | Tanks |\n| CSAT | O_MBT_04_cannon_F | T-140 Angara |  | Tanks |\n| CSAT (Pacific) | O_T_MBT_04_cannon_F | T-140 Angara |  | Tanks |\n| CSAT | O_MBT_04_command_F | T-140K Angara |  | Tanks |\n| CSAT (Pacific) | O_T_MBT_04_command_F | T-140K Angara |  | Tanks |\n| NATO | B_Ship_Gun_01_F | Mk45 Hammer |  | No |\n| NATO | B_Ship_MRLS_01_F | Mk41 VLS |  | No |\n| NATO | B_Radar_System_01_F | AN/MPQ-105 Radar |  | No |\n| CSAT | O_Radar_System_02_F | R-750 Cronus Radar |  | No |\n| NATO | B_SAM_System_03_F | MIM-145 Defender |  | No |\n| CSAT | O_SAM_System_04_F | S-750 Rhea |  | No |\n| LDF | I_E_Offroad_01_F | Offroad |  | No |\n| LDF | I_E_Offroad_01_covered_F | Offroad (Covered) |  | Contact |\n| LDF | I_E_Offroad_01_comms_F | Offroad (Comms) |  | Contact |\n| Gendarmerie | B_GEN_Offroad_01_covered_F | Offroad (Covered) |  | Contact |\n| Gendarmerie | B_GEN_Offroad_01_comms_F | Offroad (Comms) |  | Contact |\n| Civilians | C_Offroad_01_covered_F | Offroad (Covered) |  | Contact |\n| Civilians | C_Offroad_01_comms_F | Offroad (Comms) |  | Contact |\n| LDF | I_E_Quadbike_01_F | Quad Bike |  | No |\n| Civilians | C_Tractor_01_F | Tractor |  | Contact |\n| NATO | B_Truck_01_flatbed_F | HEMTT Flatbed |  | No |\n| NATO (Pacific) | B_T_Truck_01_flatbed_F | HEMTT Flatbed |  | No |\n| NATO | B_Truck_01_cargo_F | HEMTT Cargo |  | No |\n| NATO (Pacific) | B_T_Truck_01_cargo_F | HEMTT Cargo |  | No |\n| LDF | I_E_Truck_02_F | Zamak Transport (Covered) |  | No |\n| LDF | I_E_Truck_02_transport_F | Zamak Transport |  | No |\n| LDF | I_E_Truck_02_fuel_F | Zamak Fuel |  | No |\n| LDF | I_E_Truck_02_Ammo_F | Zamak Ammo |  | No |\n| LDF | I_E_Truck_02_Box_F | Zamak Repair |  | No |\n| LDF | I_E_Truck_02_Medical_F | Zamak Medical |  | No |\n| LDF | I_E_Truck_02_MRL_F | Zamak MRL |  | No |\n| LDF | I_E_UGV_01_F | UGV Stomper |  | No |\n| LDF | I_E_UGV_01_rcws_F | UGV Stomper RCWS |  | No |\n| NATO | B_UGV_02_Science_F | ED-1E Roller |  | Contact |\n| NATO | B_UGV_02_Demining_F | ED-1D Pelter |  | Contact |\n| CSAT | O_UGV_02_Science_F | Sayyah ED-1E |  | Contact |\n| CSAT | O_UGV_02_Demining_F | Akinaka ED-1D |  | Contact |\n| AAF | I_UGV_02_Science_F | ED-1E Roller |  | Contact |\n| LDF | I_E_UGV_02_Science_F | ED-1E Roller |  | Contact |\n| AAF | I_UGV_02_Demining_F | ED-1D Pelter |  | Contact |\n| LDF | I_E_UGV_02_Demining_F | ED-1D Pelter |  | Contact |\n| IDAP | C_IDAP_UGV_02_Demining_F | Demining UGV |  | Contact |\n| LDF | I_E_Van_02_vehicle_F | Van (Cargo) |  | Laws of War |\n| LDF | I_E_Van_02_transport_F | Van Transport |  | Laws of War |\n| LDF | I_E_Van_02_transport_MP_F | Van Transport (MP) |  | Laws of War |\n| LDF | I_E_Van_02_medevac_F | Van (Ambulance) |  | Laws of War |\n| LDF | I_E_Static_AA_F | Static Titan Launcher (AA) [LDF] |  | No |\n| LDF | I_E_Static_AT_F | Static Titan Launcher (AT) [LDF] |  | No |\n| NATO (Woodland) | B_W_Static_Designator_01_F | Remote Designator [NATO] |  | Marksmen |\n| LDF | I_E_GMG_01_F | Mk32 GMG 20 mm |  | No |\n| LDF | I_E_GMG_01_high_F | Mk32 GMG 20 mm (Raised) |  | No |\n| LDF | I_E_GMG_01_A_F | Mk32A GMG 20 mm |  | No |\n| LDF | I_E_HMG_01_F | Mk30 HMG .50 |  | No |\n| LDF | I_E_HMG_01_high_F | Mk30 HMG .50 (Raised) |  | No |\n| LDF | I_E_HMG_01_A_F | Mk30A HMG .50 |  | No |\n| LDF | I_E_Mortar_01_F | Mk6 Mortar |  | No |\n| LDF | I_E_Radar_System_01_F | AN/MPQ-105 Radar |  | No |\n| LDF | I_E_SAM_System_03_F | MIM-145 Defender |  | No |\n| LDF | I_E_Heli_light_03_dynamicLoadout_F | WY-55 Czapla |  | No |\n| LDF | I_E_Heli_light_03_unarmed_F | WY-55 Czapla (Unarmed) |  | No |\n| LDF | I_E_UAV_01_F | AR-2 Darter |  | No |\n| LDF | I_E_UAV_06_F | AL-6 Pelican |  | Laws of War |\n| LDF | I_E_UAV_06_medical_F | AL-6 Pelican (Medical) |  | Laws of War |\n| LDF | I_E_APC_tracked_03_cannon_F | FV-720 Odyniec |  | No |\n| CSAT | O_MBT_02_railgun_F | T-100X Futura |  | No |\n| CSAT (Pacific) | O_T_MBT_02_railgun_ghex_F | T-100X Futura |  | No |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."}],"categories":["Arma 3: DLCs & Expansions"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Dynamic Airport Configuration","title":"Arma 3: Dynamic Airport Configuration","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Dynamic_Airport_Configuration","revid":363297,"updated":"2024-03-26T10:54:12Z","aliases":["Arma 3 Dynamic Airport Configuration","Dynamic Airport Configuration"],"markdown":"Jets DLC introduced a new feature which is creating landing strips dynamically, instead of them being hardcoded in the terrain config.\nThis feature was necessary to create and configure the **USS Freedom aircraft carrier**, to allow AI and autopilot land there.\n\nFor this purpose, a new base class in the core config has been introduced, and by inheriting from this class, there can be created and object placeable even in 3Den editor.\n\n```cpp\nclass AirportBase : NonStrategic\n{\n    simulation = \"airport\";\n\n    ilsPosition[] = { -270, 0 };\n    ilsDirection[] = { -1, 0.08, 0 };\n    ilsTaxiIn[] = { 40, -38, -212, -38, -218, -32, -218, -10, -200, 0 };\n    ilsTaxiOff[] = { 20, 0, 240, 0, 250, -10, 250, -30, 245, -35, 240, -38, 40, -38 };\n};\n```\n\nThe parameters above are a series of plotted coordinates, which define the layout and the direction of the airfield. The coordinates used to plot these points are from X,Y,Z positioning system.\nUnlike with airports in terrain config, where the points are set of an absolute coordinates when it comes to the terrain, dynamic airport's points are relative to the \"model centre\" - in other words, [0,0] coordinates.\nSeeing that dynamic airport is a set of nodes, it is often difficult to determine visually, and for creating it is configuration. Personally, I recommend usage of squared paper :)\n\nPlacing the airport in 3DEN allows to see its shape in the map view (2D map), as well it is rotation. However, in 3D it is basically invisible.\nThis is an example of the airport shape with the configuration above (not rotated in 3DEN):\n\n### Airfield Parameters\n\n**ilsPosition** - touchdown / takeoff position. This position has three purposes:\n\n- Position, which the aircraft will aim for the touchdown - quite often the aircraft misses this point and touches down after it, so please keep it in mind when plotting this position\n- Start position for the takeoff\n- First set of coordinates for **ilsTaxiOff** position\n- Format is [x,y]\n- Represented by blue dot on the picture below\n\n**ilsDirection** - defines the land / takeoff direction as well as the landing glide slope\n\n- There can be only one direction for both landing and takeoff per runway\n- Three values need to be input - defining a point in 3D relative to the **ilsPosition**\n- Format is [x,z,y]\n- Represented by black arrow on the picture below\n- Formula for working out the values (opposite of landing direction - add/subtract 180 from the angle of the direction):\n\n```cpp\nilsDirection [] = {sin(opposite of desired landing direction in degrees), sin(desired glideslope in degrees), cos(opposite of desired landing direction in degrees)};\n```\n\n**ilsTaxiOff** - path to taxi off the runway\n\n- A series of X, Y coordinates(waypoints) used by AI to taxi off the end of the runway.\n- Represented by green set of dots on the picture below\n\n**ilsTaxiIn** - path to taxi onto the runway\n\n- A series of X, Y co-ordinates (waypoints) used by AI to taxi on to the start of the runway.\n- Represented by red set of dots on the picture below\n\n### Aircraft Carrier Landing\n\nAs this feature has been introduced mainly because of USS Freedom, there is several things worth noting with usage on the aircraft carrier:\n\n- The landing strip for aircraft carrier is very short\n- Not every plane will be able to land on carriers, and instead the autopilot will land on other nearest airport\n- Dynamic airport was added to the carrier by a script.\n\nTo allow the plane AI / autopilot to land on carrier, is has to have following parameter in it is class:\n\n```cpp\n// config.cpp\nclass Plane_Fighter_01_Base_F : Plane_Base_F\n{\n    // ...\n    tailhook = true;\n    // ...\n};\n```\n\nFor script-placed airports which are part of another asset, it might be wise to create the airport already with shape and direction intended, as the currently available might not be ideal for every asset.\n\nCarrier dynamic airport has also specific parameter to be distinguish from the ones on the land.\n\n**USS Freedom dynamic airport** configuration (for original use in the editor for development purposes and tweaking), together with (unrotated) picture of it is shape:\n\n```cpp\nclass CfgVehicles\n{\n    class AirportBase;\n    class DynamicAirport_01_F : AirportBase\n    {\n        scope = 1;\n        displayName = \"Dynamic Airport\";\n        DLC = Jets;\n\n        editorCategory = \"EdCat_Structures\";\n        editorSubcategory = \"EdSubcat_AircraftCarrier\";\n        icon = iconObject_1x1;\n\n        // airplanes with \"tailHook = true\" will be able to land here\n        isCarrier = true;\n\n        ilsPosition[] = { -5, 150 };\n        ilsDirection[] = { -0.5, 0.08, 3 };\n        ilsTaxiIn[] = { 40, -60, 35, -80, 25, -80, 20, -70, -10, 110 };\n        ilsTaxiOff[] = { 40, -60, 35, -80, 25, -80, 20, -70, -10, 110 };\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"Jets DLC introduced a new feature which is creating landing strips dynamically, instead of them being hardcoded in the terrain config.\nThis feature was necessary to create and configure the **USS Freedom aircraft carrier**, to allow AI and autopilot land there.\n\nFor this purpose, a new base class in the core config has been introduced, and by inheriting from this class, there can be created and object placeable even in 3Den editor.\n\n```cpp\nclass AirportBase : NonStrategic\n{\n    simulation = \"airport\";\n\n    ilsPosition[] = { -270, 0 };\n    ilsDirection[] = { -1, 0.08, 0 };\n    ilsTaxiIn[] = { 40, -38, -212, -38, -218, -32, -218, -10, -200, 0 };\n    ilsTaxiOff[] = { 20, 0, 240, 0, 250, -10, 250, -30, 245, -35, 240, -38, 40, -38 };\n};\n```\n\nThe parameters above are a series of plotted coordinates, which define the layout and the direction of the airfield. The coordinates used to plot these points are from X,Y,Z positioning system.\nUnlike with airports in terrain config, where the points are set of an absolute coordinates when it comes to the terrain, dynamic airport's points are relative to the \"model centre\" - in other words, [0,0] coordinates.\nSeeing that dynamic airport is a set of nodes, it is often difficult to determine visually, and for creating it is configuration. Personally, I recommend usage of squared paper :)\n\nPlacing the airport in 3DEN allows to see its shape in the map view (2D map), as well it is rotation. However, in 3D it is basically invisible.\nThis is an example of the airport shape with the configuration above (not rotated in 3DEN):"},{"heading":"Airfield Parameters","level":3,"markdown":"**ilsPosition** - touchdown / takeoff position. This position has three purposes:\n\n- Position, which the aircraft will aim for the touchdown - quite often the aircraft misses this point and touches down after it, so please keep it in mind when plotting this position\n- Start position for the takeoff\n- First set of coordinates for **ilsTaxiOff** position\n- Format is [x,y]\n- Represented by blue dot on the picture below\n\n**ilsDirection** - defines the land / takeoff direction as well as the landing glide slope\n\n- There can be only one direction for both landing and takeoff per runway\n- Three values need to be input - defining a point in 3D relative to the **ilsPosition**\n- Format is [x,z,y]\n- Represented by black arrow on the picture below\n- Formula for working out the values (opposite of landing direction - add/subtract 180 from the angle of the direction):\n\n```cpp\nilsDirection [] = {sin(opposite of desired landing direction in degrees), sin(desired glideslope in degrees), cos(opposite of desired landing direction in degrees)};\n```\n\n**ilsTaxiOff** - path to taxi off the runway\n\n- A series of X, Y coordinates(waypoints) used by AI to taxi off the end of the runway.\n- Represented by green set of dots on the picture below\n\n**ilsTaxiIn** - path to taxi onto the runway\n\n- A series of X, Y co-ordinates (waypoints) used by AI to taxi on to the start of the runway.\n- Represented by red set of dots on the picture below"},{"heading":"Aircraft Carrier Landing","level":3,"markdown":"As this feature has been introduced mainly because of USS Freedom, there is several things worth noting with usage on the aircraft carrier:\n\n- The landing strip for aircraft carrier is very short\n- Not every plane will be able to land on carriers, and instead the autopilot will land on other nearest airport\n- Dynamic airport was added to the carrier by a script.\n\nTo allow the plane AI / autopilot to land on carrier, is has to have following parameter in it is class:\n\n```cpp\n// config.cpp\nclass Plane_Fighter_01_Base_F : Plane_Base_F\n{\n    // ...\n    tailhook = true;\n    // ...\n};\n```\n\nFor script-placed airports which are part of another asset, it might be wise to create the airport already with shape and direction intended, as the currently available might not be ideal for every asset.\n\nCarrier dynamic airport has also specific parameter to be distinguish from the ones on the land.\n\n**USS Freedom dynamic airport** configuration (for original use in the editor for development purposes and tweaking), together with (unrotated) picture of it is shape:\n\n```cpp\nclass CfgVehicles\n{\n    class AirportBase;\n    class DynamicAirport_01_F : AirportBase\n    {\n        scope = 1;\n        displayName = \"Dynamic Airport\";\n        DLC = Jets;\n\n        editorCategory = \"EdCat_Structures\";\n        editorSubcategory = \"EdSubcat_AircraftCarrier\";\n        icon = iconObject_1x1;\n\n        // airplanes with \"tailHook = true\" will be able to land here\n        isCarrier = true;\n\n        ilsPosition[] = { -5, 150 };\n        ilsDirection[] = { -0.5, 0.08, 3 };\n        ilsTaxiIn[] = { 40, -60, 35, -80, 25, -80, 20, -70, -10, 110 };\n        ilsTaxiOff[] = { 40, -60, 35, -80, 25, -80, 20, -70, -10, 110 };\n    };\n};\n```"}],"categories":["Arma 3: Editing"],"groups":["Configuration"]},{"name":"Arma 3: Dynamic Groups","title":"Arma 3: Dynamic Groups","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Dynamic_Groups","revid":341445,"updated":"2023-05-27T19:54:35Z","aliases":["Arma 3 Dynamic Groups","Dynamic Groups"],"markdown":"Arma 3 v1.42\n\n### Installation\n\nTo add the Dynamic Groups functionality to your mission do the following steps:\n\nCreate a file in the mission root directory named initServer.sqf (if you don't have it there already).\nThis file is executed only on the server, when the mission starts.\n\nInto this file, copy & paste one of these two lines to make the server initialise the Dynamic Groups framework:\n\n```sqf\n[\"Initialize\"] call BIS_fnc_dynamicGroups;            // initialises the Dynamic Groups framework\n// or\n[\"Initialize\", [true]] call BIS_fnc_dynamicGroups;    // initialises the Dynamic Groups framework and groups led by a player at mission start will be registered\n```\n\nCreate another file in the mission root directory named initPlayerLocal.sqf (if you don't have it there already).\nThis file is executed only by machines which have a human player when the mission starts (every machine but a dedicated server or a headless client - see hasInterface).\n\nInto this file, copy & paste one of these two lines to make a client/player initialise the Dynamic Groups framework:\n\n```sqf\n[\"InitializePlayer\", [player]] call BIS_fnc_dynamicGroups;            // initialises the player/client side Dynamic Groups framework\n// or\n[\"InitializePlayer\", [player, true]] call BIS_fnc_dynamicGroups;    // initialises the player/client side Dynamic Groups framework and registers the player group\n```\n\n### Dynamic Groups Interface Access\n\nThe Dynamic Groups interface is tied to the **TeamSwitch** action, and its default keybind is <kbd>U</kbd>.\n\n### Additional Functionality\n\nIf you would like to register a group manually (same as a player clicking the **CREATE** button in the UI) use **RegisterGroup**.\nPlease note that the leader you pass must be the actual leader of the given group, for example:\n\n```sqf\nif (isServer) then\n{\n    private _group = group player;\n    private _leader = leader _group;\n    private _data = [nil, \"Awesome Group\", false]; // [<Insignia>, <Group Name>, <Private>]\n\n    [\"RegisterGroup\", [_group, _leader, _data]] call BIS_fnc_dynamicGroups;\n};\n```\n\n> [!NOTE]\n> See BIS_fnc_dynamicGroups in the Functions Viewer for more sub-functions and their parameters.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.42"},{"heading":"Installation","level":3,"markdown":"To add the Dynamic Groups functionality to your mission do the following steps:\n\nCreate a file in the mission root directory named initServer.sqf (if you don't have it there already).\nThis file is executed only on the server, when the mission starts.\n\nInto this file, copy & paste one of these two lines to make the server initialise the Dynamic Groups framework:\n\n```sqf\n[\"Initialize\"] call BIS_fnc_dynamicGroups;            // initialises the Dynamic Groups framework\n// or\n[\"Initialize\", [true]] call BIS_fnc_dynamicGroups;    // initialises the Dynamic Groups framework and groups led by a player at mission start will be registered\n```\n\nCreate another file in the mission root directory named initPlayerLocal.sqf (if you don't have it there already).\nThis file is executed only by machines which have a human player when the mission starts (every machine but a dedicated server or a headless client - see hasInterface).\n\nInto this file, copy & paste one of these two lines to make a client/player initialise the Dynamic Groups framework:\n\n```sqf\n[\"InitializePlayer\", [player]] call BIS_fnc_dynamicGroups;            // initialises the player/client side Dynamic Groups framework\n// or\n[\"InitializePlayer\", [player, true]] call BIS_fnc_dynamicGroups;    // initialises the player/client side Dynamic Groups framework and registers the player group\n```"},{"heading":"Dynamic Groups Interface Access","level":3,"markdown":"The Dynamic Groups interface is tied to the **TeamSwitch** action, and its default keybind is <kbd>U</kbd>."},{"heading":"Additional Functionality","level":3,"markdown":"If you would like to register a group manually (same as a player clicking the **CREATE** button in the UI) use **RegisterGroup**.\nPlease note that the leader you pass must be the actual leader of the given group, for example:\n\n```sqf\nif (isServer) then\n{\n    private _group = group player;\n    private _leader = leader _group;\n    private _data = [nil, \"Awesome Group\", false]; // [<Insignia>, <Group Name>, <Private>]\n\n    [\"RegisterGroup\", [_group, _leader, _data]] call BIS_fnc_dynamicGroups;\n};\n```\n\n> [!NOTE]\n> See BIS_fnc_dynamicGroups in the Functions Viewer for more sub-functions and their parameters."}],"categories":["Arma 3: Editing","Introduced with Arma 3 version 1.42"],"groups":["General"]},{"name":"Arma 3: Dynamic Simulation","title":"Arma 3: Dynamic Simulation","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Dynamic_Simulation","revid":373712,"updated":"2025-06-21T11:19:43Z","aliases":["Arma 3 Dynamic Simulation"],"markdown":"### Overview\n\n*Dynamic Simulation* is a feature that extends the possibilities to define and control object simulation. Its goal is to allow mission designers to increase the number of objects and AI units that can be present in the mission without destroying game performance. This is achieved by selectively simulating only what is needed.\n\nFeatures\n\n- Affects both SP and MP scenarios.\n- Can be selectively applied to entities and groups.\n- Easy to setup.\n- Silent background operation; no lag spikes or FPS drops.\n\nLimitations\n\n- No line of sight detection; designer needs to make sure player cannot see transition between enabled/disabled states.\n- No support for moving entities; entities will stop moving when disabled.\n- No backward compatibility with other older systems like the scripted *Sites* or *FPS Manager*.\n\n> [!IMPORTANT]\n> *Dynamic Simulation* uses the default simulation system and therefore, will overwrite the *Enable Simulation* attribute in Eden Editor.\n\n### Setup\n\n*Dynamic Simulation* is active by default, but it affects only objects that are flagged to use *Dynamic Simulation*, which are none, by default. Flagging such object for *Dynamic Simulation* can be done either manually by ticking a checkbox in object or group attributes directly in EDEN editor or by script during the mission runtime.\n\nThe *Dynamic Simulation* system settings are divided into 2 areas - global 'system' settings that define the rules and behaviour of the system - mainly the activation distances for different types of entities - and local object / group settings that tell the system if the object / group should use the *Dynamic Simulation* or not.\n\n#### Global system settings\n\nThe global *Dynamic Simulation* system settings are located in *EDEN >> Attributes >> Performance >> Dynamic Simulation* section.\n\n| Settings description |  |\n|---|---|\n| Enable Dynamic Simulation | Global system toggle (default: checked). When unchecked *Dynamic Simulation* will shut down. Good for testing. |\n| *Activation Distance* | *Different distance values for given entity types. Distance is approximate, slider snaps to multiples of 50m. Default values set for infantry mission where players do not have large magnitude scopes or binoculars at their disposal. If such devices are available, try multiply the ranges for Characters and Manned Vehicles by 2x-3x.* |\n| Characters | Infantry units (default: 500m). Set to a reasonable distance, player should not see disabled infantry units. |\n| Manned Vehicles | Vehicles with crew (default: 350m). Set to a reasonable distance, player should not see disabled vehicles. |\n| Props | Static objects (50m); anything from a small tin can to a building. |\n| Empty Vehicles | All vehicles without crew (250m). Separated from *Props* as *Empty Vehicles* have often more complex damage states and selective destruction. Their activation distance should be larger than the one used for *Props*. |\n| *Activation Distance Modifiers* | Modifiers to above mentioned *Activation Distances*. |\n| Is Moving | Multiplies the entity activation distance by set value if the entity is moving (default: 2x). |\n| Limit by View Distance | Limits all activation distances to player's object view distance (default: true). Dynamically simulated entities beyond the object view distance will be disabled. |\n\n#### Object settings\n\n*Dynamic Simulation* system will not affect an object unless it is flagged to be dynamically simulated; see object *Attributes* menu >> *Object: Special States* section.\n\n| Settings description |  |\n|---|---|\n| Enable Dynamic Simulation | Flags the object for *Dynamic Simulation* (default: unchecked). When unchecked *Dynamic Simulation* will not affect the object. If checked object will be enabled only if there is a player in the activation distance. |\n\n#### Group settings\n\n**'Dynamic Simulation'** handles units as whole groups, group can have either *Dynamic Simulation* enabled or disabled, no partial state where some units have it enabled, some don't, is allowed. Because of that *Dynamic Simulation* settings for units are located in group *Attributes* menu >> *Composition: State* section.\n\n> [!IMPORTANT]\n> If dynamic simulation is enabled for the group, dynamic simulation for single entities of the group will be ignored. Group setting has higher priority!\n\n#### Advanced settings - wake-up ability\n\nThere is also an advanced setting that controls if unit can activate (wake-up) dynamically disabled entities. The option is located in unit's *Attributes* menu >> *Object: Special States* section.\n\n| Settings description |  |\n|---|---|\n| Wake-Up Dynamic Simulation | Controls if the unit can activate dynamically disabled units (default: checked). When unchecked dynamically simulated entities will completely ignore presence of the unit and will remain disabled even if unit is in their activation distance. If checked on player, player will wake-up any entity if in it is activation distance. If checked on non-player unit, the unit will wake-up enemy units (on foot and in vehicles).<br>> [!NOTE]<br>> Only player units can wake-up all entities. Non-player units can wake-up only enemy units.<br>> [!IMPORTANT]<br>> To get the most out of the system, make sure that only relevant entities such as playable entities can wake up dynamically simulated entities. |\n\n#### Eden visualization\n\nTo allow fast checking of the simulation states a brand new simulation underlay texture was added to every object icon. Color specify the simulation state - dynamic is blue, disabled is red. Enabled simulation is not currently visualized as it is a default state.\n\n### Usage\n\nBecause system freezes entities beyond some artificially set threshold distance, user needs to make sure those distances are set properly for the specific scenario and the freezing and unfreezing is hidden to player. This creates some limitations on the mission design and dictates where and how the *Dynamic Simulation* can be facilitated.\n\nIn general the less player can see the better. If player cannot see much, the activation distanced can be shorter and more entities will become disabled. Try to design the scenarios with this in mind. If player gets a helicopter, binoculars or large magnitude weapon optics you won't be able to set some strict activation distances and the system will loose a lot of its potential. As a result you won't be able to put that many assets into the scenario.\n\nIn opposite, if the scenario is located in an environment with dense foliage and/or there are low visibility conditions and/or player doesn't have any large magnitude optics you will be able to drastically increase the object and group count in the mission and the environment will look and feel more rich and detailed.\n\n#### General tips\n\n- Try going as low as possible with the activation distance.\n- Try to avoid using optics and flying vehicle.\n- If player have access to optics, make sure the view distance is lower than the largest activation distance.\n- Infantry in the open is a problem. If it is disabled, player will see them from a distance frozen, not playing any ambient animations. Try to avoid it, especially if player has optics.\n- Vehicles in the open are fine. If you set Is Moving to some higher values, like x2 or even x3 you can quite seriously lower the activation distance for vehicles, to lets say 512m. If they are static they will look fine, player won't see the activation transition. When they will move, the activation distance will be with x3 multiplier 1536m.\n- *Dynamic Simulation* on flying vehicles is a problem, especially with high view distance.\n- Don't forget, not all objects and units need to have *Dynamic Simulation*. If you would need to set the activation distance for some category too high because of few objects / groups, it might be better to do not use *Dynamic Simulation* for those cases.\n- Ambient units, like an airplane flying high in careless mode just for the effect, can find a great use of the *Wake-Up Dynamic Simulation* attribute. Turn it off and disabled units won't be re-activated by those ambient units.\n\n#### Advanced approach\n\nThe *Dynamic Simulation* system can be used with different degree of success depending on mission specifics. Some missions, like free-roam or survival missions where player doesn't have access to flying vehicles and optics, can massively profit from the system, just with properly set activation distances. In other scenarios, you might find usage of the system rather limited due to situations where the simple distance based activation logic doesn't suffice - like player or dynamically simulated group moves form heavily forested area into the open. In such cases consider using triggers. The triggers can work for player as well as for the dynamically simulated groups and they can either add/remove groups to/from *Dynamic Simulation* system or adjust activation distances. Check the script commands section for more info.\n\n### Behaviour\n\nThe core logic behind *Dynamic Simulation* is that object or group is simulated only when there is something that can wake it up in its *Activation Distance* (see the *Global Settings*). Player units have ability to wake up anything that has dynamic simulation, while non-player units can wake up only enemy units.\n\nTo achieve fast proximity evaluation simple distance cross-checking between huge number of entities could not be used and more complex solution had to be used - a specific multi-grid based system. The grid needs some maintenance and it has some measurement error (equal to the size of the smallest cell) but it allows for super fast checking for presence of ANY unit (with capability to wake up).\n\n#### Grid architecture and maintenance\n\nThere are multiple grid levels. First grid divides the map into 2x2 cells. Second splits the map into 4x4 cells. Third 8x8 cell, then 16x16, then 32x32, you get it. This way whole set of grids is created, with the most detailed grid having a cell size 32m big.\n\nWhen simulation is started and every time activation evaluation is done for all subjects all grids are updated - information about side and player presence is recorded to each grid cell.\n\n#### Proximity evaluation\n\nProximity evaluation is done for each dynamically simulated group and object. If there is a grid cell in the activation distance with record or presence of unit that can activate given dynamically simulated group or object then the group or object gets activated, otherwise it is disabled.\n\n> [!IMPORTANT]\n> If a single unit of a group is in activation distance of a unit that can wake up dynamically simulated units its entire group gets activated. This is why sometimes far away units might be active if group members are spread far apart.\n\n### Ingame diagnostics\n\nAs the part of the Dynamic Simulation system trhee new diagnostic modes were added to the debug console. All three diagnostic modes overlay map with an extra information. The modes can all be active at the same time, if needed.\n\n> [!IMPORTANT]\n> These diagnostic modes are only available with Arma 3: Diagnostics Exe!\n\n#### DynSimEntities\n\n```sqf\ndiag_toggle \"DynSimEntities\";\n```\n\nDisplays the map overlay with yellow coloured activation boxes around each dynamically simulated (empty) object. Disabled objects use low opacity activation box visualization without border, so they are very subtle. Enabled objects use much higher opacity box with border around it.\n\nThe activation box is a square with center on the object and side equal 2x the activation distance for *Props* or *Empty Vehicles*, depending on the object type.\n\nIf there is a grid cell tagged for player presence inside the object's activation box (even partially) the object will get enabled and the activation box visualization will change from low contrast square without border to high contrast square with border.\n\n#### DynSimGroups\n\n```sqf\ndiag_toggle \"DynSimGroups\";\n```\n\nDisplays the map overlay with side coloured activation boxes around each dynamically simulated group. Disabled groups use low opacity activation box visualization without border, while enabled groups use much higher opacity box with border around it.\n\nThe activation box for groups is created by calculating the smallest rectangle that covers all members of the group. The rectangle is then enlarged by the activation distance for *Characters* or *Manned Vehicles*, depending on the group composition. If the group composition is mixed the higher activation distance is used for the group.\n\nIf there is a grid cell tagged for enemy or player presence inside the group's activation box (even partially) the group will get enabled and the activation box visualization will change from low contrast square without border to high contrast square with border.\n\n#### DynSimGrid\n\n```sqf\ndiag_toggle \"DynSimGrid\";\n```\n\nDisplays the map overlay with the most detailed *Dynamic Simulation* grid. The individual grid cells are coloured by the side colour of units that are present there. In case there are multiple different sides present in the same cell, the resulting colour is the summation of all present side colours; e.g. green (Independent) + red (OPFOR) colours the cell to yellow.\n\n### Ingame profiling\n\nIn addition to in-game diagnostics user can also profile the system performance and effectiveness during the runtime by using the new diag_dynamicSimulationStart and diag_dynamicSimulationEnd commands.\n\nWhen the diagnostic is triggered system starts to periodically gather data about each dynamically simulated entity, recording for how long it is enabled. When the profiling is stopped, system exports those data (together with some extra info like entity type and position) into a text file located in Arma3 root folder.\n\nBecause the data in the logfile are structured into a table, sorted from the longest to the shortest enabled object or group, user can easily identify the problematic objects and entities (e.g. that are enabled for too long).\n\n### Script commands\n\nThe predefined behavior of *Dynamic Simulation* can be controlled and dynamically adjusted during the mission runtime by various script commands. It can be especially useful in cases where mission transits from one stage into another and/or the environment and conditions rapidly changes and as the result the startup settings from EDEN suddenly do not suffice.\n\n> [!IMPORTANT]\n> All commands should only be executed on the server!\n\nUsage details:\n\n- Each client have it is own dynamic simulation manager, all script commands do affect the local simulation manager. (While this is true, according to dedmen, these local systems are disabled internally and only the manager on the server is being used)\n- Effect of the manager - the entity simulation change - is global.\n- To achieve best results it is suggested to manage dynamic simulation on one place - ideally on server.\n- Units from groups flagged in EDEN for Dynamic Simulation are automatically managed by server. Same is true for objects (non-AI entities).\n\nenableDynamicSimulationSystem **bool**\n\n- Toggles the Dynamic Simulation system.\n\ndynamicSimulationSystemEnabled\n\n- Returns true if the Dynamic Simulation system is active, otherwise returns false.\n\n**object/group** enableDynamicSimulation **bool**\n\n- Adds/Removes object or group to/from Dynamic Simulation system.\n\ndynamicSimulationEnabled **object/group**\n\n- Returns true if group or object has Dynamic Simulation, otherwise returns false.\n\n**activationCategory** setDynamicSimulationDistance **distance**\n\n- Sets activation distance for given activation category. The recognized activation categories are \"Group\", \"Vehicle\", \"EmptyVehicle\" and \"Prop\".\n\ndynamicSimulationDistance **activationCategory**\n\n- Returns what activation distance is set for given activation category. The recognized activation categories are \"Group\", \"Vehicle\", \"EmptyVehicle\" and \"Prop\".\n\n**activationMultiplier** setDynamicSimulationDistanceCoef **multiplier**\n\n- Sets the specific activation distance multiplier value. Currently the only recognized activation multiplier is \"IsMoving\".\n\ndynamicSimulationDistanceCoef **activationMultiplier**\n\n- Returns value of the given activation distance multiplier. Currently the only recognized activation multiplier is \"IsMoving\".\n\n**unit** triggerDynamicSimulation **bool**\n\n- Controls ability of given unit to activate dynamically disabled entities. If false, dynamically disabled entities won't be activated by units presence.\n\ncanTriggerDynamicSimulation **unit**\n\n- Returns true if given unit can activate dynamically disabled entities, otherwise return false.","sections":[{"heading":"Overview","level":3,"markdown":"*Dynamic Simulation* is a feature that extends the possibilities to define and control object simulation. Its goal is to allow mission designers to increase the number of objects and AI units that can be present in the mission without destroying game performance. This is achieved by selectively simulating only what is needed.\n\nFeatures\n\n- Affects both SP and MP scenarios.\n- Can be selectively applied to entities and groups.\n- Easy to setup.\n- Silent background operation; no lag spikes or FPS drops.\n\nLimitations\n\n- No line of sight detection; designer needs to make sure player cannot see transition between enabled/disabled states.\n- No support for moving entities; entities will stop moving when disabled.\n- No backward compatibility with other older systems like the scripted *Sites* or *FPS Manager*.\n\n> [!IMPORTANT]\n> *Dynamic Simulation* uses the default simulation system and therefore, will overwrite the *Enable Simulation* attribute in Eden Editor."},{"heading":"Setup","level":3,"markdown":"*Dynamic Simulation* is active by default, but it affects only objects that are flagged to use *Dynamic Simulation*, which are none, by default. Flagging such object for *Dynamic Simulation* can be done either manually by ticking a checkbox in object or group attributes directly in EDEN editor or by script during the mission runtime.\n\nThe *Dynamic Simulation* system settings are divided into 2 areas - global 'system' settings that define the rules and behaviour of the system - mainly the activation distances for different types of entities - and local object / group settings that tell the system if the object / group should use the *Dynamic Simulation* or not."},{"heading":"Global system settings","level":4,"markdown":"The global *Dynamic Simulation* system settings are located in *EDEN >> Attributes >> Performance >> Dynamic Simulation* section.\n\n| Settings description |  |\n|---|---|\n| Enable Dynamic Simulation | Global system toggle (default: checked). When unchecked *Dynamic Simulation* will shut down. Good for testing. |\n| *Activation Distance* | *Different distance values for given entity types. Distance is approximate, slider snaps to multiples of 50m. Default values set for infantry mission where players do not have large magnitude scopes or binoculars at their disposal. If such devices are available, try multiply the ranges for Characters and Manned Vehicles by 2x-3x.* |\n| Characters | Infantry units (default: 500m). Set to a reasonable distance, player should not see disabled infantry units. |\n| Manned Vehicles | Vehicles with crew (default: 350m). Set to a reasonable distance, player should not see disabled vehicles. |\n| Props | Static objects (50m); anything from a small tin can to a building. |\n| Empty Vehicles | All vehicles without crew (250m). Separated from *Props* as *Empty Vehicles* have often more complex damage states and selective destruction. Their activation distance should be larger than the one used for *Props*. |\n| *Activation Distance Modifiers* | Modifiers to above mentioned *Activation Distances*. |\n| Is Moving | Multiplies the entity activation distance by set value if the entity is moving (default: 2x). |\n| Limit by View Distance | Limits all activation distances to player's object view distance (default: true). Dynamically simulated entities beyond the object view distance will be disabled. |"},{"heading":"Object settings","level":4,"markdown":"*Dynamic Simulation* system will not affect an object unless it is flagged to be dynamically simulated; see object *Attributes* menu >> *Object: Special States* section.\n\n| Settings description |  |\n|---|---|\n| Enable Dynamic Simulation | Flags the object for *Dynamic Simulation* (default: unchecked). When unchecked *Dynamic Simulation* will not affect the object. If checked object will be enabled only if there is a player in the activation distance. |"},{"heading":"Group settings","level":4,"markdown":"**'Dynamic Simulation'** handles units as whole groups, group can have either *Dynamic Simulation* enabled or disabled, no partial state where some units have it enabled, some don't, is allowed. Because of that *Dynamic Simulation* settings for units are located in group *Attributes* menu >> *Composition: State* section.\n\n> [!IMPORTANT]\n> If dynamic simulation is enabled for the group, dynamic simulation for single entities of the group will be ignored. Group setting has higher priority!"},{"heading":"Advanced settings - wake-up ability","level":4,"markdown":"There is also an advanced setting that controls if unit can activate (wake-up) dynamically disabled entities. The option is located in unit's *Attributes* menu >> *Object: Special States* section.\n\n| Settings description |  |\n|---|---|\n| Wake-Up Dynamic Simulation | Controls if the unit can activate dynamically disabled units (default: checked). When unchecked dynamically simulated entities will completely ignore presence of the unit and will remain disabled even if unit is in their activation distance. If checked on player, player will wake-up any entity if in it is activation distance. If checked on non-player unit, the unit will wake-up enemy units (on foot and in vehicles).<br>> [!NOTE]<br>> Only player units can wake-up all entities. Non-player units can wake-up only enemy units.<br>> [!IMPORTANT]<br>> To get the most out of the system, make sure that only relevant entities such as playable entities can wake up dynamically simulated entities. |"},{"heading":"Eden visualization","level":4,"markdown":"To allow fast checking of the simulation states a brand new simulation underlay texture was added to every object icon. Color specify the simulation state - dynamic is blue, disabled is red. Enabled simulation is not currently visualized as it is a default state."},{"heading":"Usage","level":3,"markdown":"Because system freezes entities beyond some artificially set threshold distance, user needs to make sure those distances are set properly for the specific scenario and the freezing and unfreezing is hidden to player. This creates some limitations on the mission design and dictates where and how the *Dynamic Simulation* can be facilitated.\n\nIn general the less player can see the better. If player cannot see much, the activation distanced can be shorter and more entities will become disabled. Try to design the scenarios with this in mind. If player gets a helicopter, binoculars or large magnitude weapon optics you won't be able to set some strict activation distances and the system will loose a lot of its potential. As a result you won't be able to put that many assets into the scenario.\n\nIn opposite, if the scenario is located in an environment with dense foliage and/or there are low visibility conditions and/or player doesn't have any large magnitude optics you will be able to drastically increase the object and group count in the mission and the environment will look and feel more rich and detailed."},{"heading":"General tips","level":4,"markdown":"- Try going as low as possible with the activation distance.\n- Try to avoid using optics and flying vehicle.\n- If player have access to optics, make sure the view distance is lower than the largest activation distance.\n- Infantry in the open is a problem. If it is disabled, player will see them from a distance frozen, not playing any ambient animations. Try to avoid it, especially if player has optics.\n- Vehicles in the open are fine. If you set Is Moving to some higher values, like x2 or even x3 you can quite seriously lower the activation distance for vehicles, to lets say 512m. If they are static they will look fine, player won't see the activation transition. When they will move, the activation distance will be with x3 multiplier 1536m.\n- *Dynamic Simulation* on flying vehicles is a problem, especially with high view distance.\n- Don't forget, not all objects and units need to have *Dynamic Simulation*. If you would need to set the activation distance for some category too high because of few objects / groups, it might be better to do not use *Dynamic Simulation* for those cases.\n- Ambient units, like an airplane flying high in careless mode just for the effect, can find a great use of the *Wake-Up Dynamic Simulation* attribute. Turn it off and disabled units won't be re-activated by those ambient units."},{"heading":"Advanced approach","level":4,"markdown":"The *Dynamic Simulation* system can be used with different degree of success depending on mission specifics. Some missions, like free-roam or survival missions where player doesn't have access to flying vehicles and optics, can massively profit from the system, just with properly set activation distances. In other scenarios, you might find usage of the system rather limited due to situations where the simple distance based activation logic doesn't suffice - like player or dynamically simulated group moves form heavily forested area into the open. In such cases consider using triggers. The triggers can work for player as well as for the dynamically simulated groups and they can either add/remove groups to/from *Dynamic Simulation* system or adjust activation distances. Check the script commands section for more info."},{"heading":"Behaviour","level":3,"markdown":"The core logic behind *Dynamic Simulation* is that object or group is simulated only when there is something that can wake it up in its *Activation Distance* (see the *Global Settings*). Player units have ability to wake up anything that has dynamic simulation, while non-player units can wake up only enemy units.\n\nTo achieve fast proximity evaluation simple distance cross-checking between huge number of entities could not be used and more complex solution had to be used - a specific multi-grid based system. The grid needs some maintenance and it has some measurement error (equal to the size of the smallest cell) but it allows for super fast checking for presence of ANY unit (with capability to wake up)."},{"heading":"Grid architecture and maintenance","level":4,"markdown":"There are multiple grid levels. First grid divides the map into 2x2 cells. Second splits the map into 4x4 cells. Third 8x8 cell, then 16x16, then 32x32, you get it. This way whole set of grids is created, with the most detailed grid having a cell size 32m big.\n\nWhen simulation is started and every time activation evaluation is done for all subjects all grids are updated - information about side and player presence is recorded to each grid cell."},{"heading":"Proximity evaluation","level":4,"markdown":"Proximity evaluation is done for each dynamically simulated group and object. If there is a grid cell in the activation distance with record or presence of unit that can activate given dynamically simulated group or object then the group or object gets activated, otherwise it is disabled.\n\n> [!IMPORTANT]\n> If a single unit of a group is in activation distance of a unit that can wake up dynamically simulated units its entire group gets activated. This is why sometimes far away units might be active if group members are spread far apart."},{"heading":"Ingame diagnostics","level":3,"markdown":"As the part of the Dynamic Simulation system trhee new diagnostic modes were added to the debug console. All three diagnostic modes overlay map with an extra information. The modes can all be active at the same time, if needed.\n\n> [!IMPORTANT]\n> These diagnostic modes are only available with Arma 3: Diagnostics Exe!"},{"heading":"DynSimEntities","level":4,"markdown":"```sqf\ndiag_toggle \"DynSimEntities\";\n```\n\nDisplays the map overlay with yellow coloured activation boxes around each dynamically simulated (empty) object. Disabled objects use low opacity activation box visualization without border, so they are very subtle. Enabled objects use much higher opacity box with border around it.\n\nThe activation box is a square with center on the object and side equal 2x the activation distance for *Props* or *Empty Vehicles*, depending on the object type.\n\nIf there is a grid cell tagged for player presence inside the object's activation box (even partially) the object will get enabled and the activation box visualization will change from low contrast square without border to high contrast square with border."},{"heading":"DynSimGroups","level":4,"markdown":"```sqf\ndiag_toggle \"DynSimGroups\";\n```\n\nDisplays the map overlay with side coloured activation boxes around each dynamically simulated group. Disabled groups use low opacity activation box visualization without border, while enabled groups use much higher opacity box with border around it.\n\nThe activation box for groups is created by calculating the smallest rectangle that covers all members of the group. The rectangle is then enlarged by the activation distance for *Characters* or *Manned Vehicles*, depending on the group composition. If the group composition is mixed the higher activation distance is used for the group.\n\nIf there is a grid cell tagged for enemy or player presence inside the group's activation box (even partially) the group will get enabled and the activation box visualization will change from low contrast square without border to high contrast square with border."},{"heading":"DynSimGrid","level":4,"markdown":"```sqf\ndiag_toggle \"DynSimGrid\";\n```\n\nDisplays the map overlay with the most detailed *Dynamic Simulation* grid. The individual grid cells are coloured by the side colour of units that are present there. In case there are multiple different sides present in the same cell, the resulting colour is the summation of all present side colours; e.g. green (Independent) + red (OPFOR) colours the cell to yellow."},{"heading":"Ingame profiling","level":3,"markdown":"In addition to in-game diagnostics user can also profile the system performance and effectiveness during the runtime by using the new diag_dynamicSimulationStart and diag_dynamicSimulationEnd commands.\n\nWhen the diagnostic is triggered system starts to periodically gather data about each dynamically simulated entity, recording for how long it is enabled. When the profiling is stopped, system exports those data (together with some extra info like entity type and position) into a text file located in Arma3 root folder.\n\nBecause the data in the logfile are structured into a table, sorted from the longest to the shortest enabled object or group, user can easily identify the problematic objects and entities (e.g. that are enabled for too long)."},{"heading":"Script commands","level":3,"markdown":"The predefined behavior of *Dynamic Simulation* can be controlled and dynamically adjusted during the mission runtime by various script commands. It can be especially useful in cases where mission transits from one stage into another and/or the environment and conditions rapidly changes and as the result the startup settings from EDEN suddenly do not suffice.\n\n> [!IMPORTANT]\n> All commands should only be executed on the server!\n\nUsage details:\n\n- Each client have it is own dynamic simulation manager, all script commands do affect the local simulation manager. (While this is true, according to dedmen, these local systems are disabled internally and only the manager on the server is being used)\n- Effect of the manager - the entity simulation change - is global.\n- To achieve best results it is suggested to manage dynamic simulation on one place - ideally on server.\n- Units from groups flagged in EDEN for Dynamic Simulation are automatically managed by server. Same is true for objects (non-AI entities).\n\nenableDynamicSimulationSystem **bool**\n\n- Toggles the Dynamic Simulation system.\n\ndynamicSimulationSystemEnabled\n\n- Returns true if the Dynamic Simulation system is active, otherwise returns false.\n\n**object/group** enableDynamicSimulation **bool**\n\n- Adds/Removes object or group to/from Dynamic Simulation system.\n\ndynamicSimulationEnabled **object/group**\n\n- Returns true if group or object has Dynamic Simulation, otherwise returns false.\n\n**activationCategory** setDynamicSimulationDistance **distance**\n\n- Sets activation distance for given activation category. The recognized activation categories are \"Group\", \"Vehicle\", \"EmptyVehicle\" and \"Prop\".\n\ndynamicSimulationDistance **activationCategory**\n\n- Returns what activation distance is set for given activation category. The recognized activation categories are \"Group\", \"Vehicle\", \"EmptyVehicle\" and \"Prop\".\n\n**activationMultiplier** setDynamicSimulationDistanceCoef **multiplier**\n\n- Sets the specific activation distance multiplier value. Currently the only recognized activation multiplier is \"IsMoving\".\n\ndynamicSimulationDistanceCoef **activationMultiplier**\n\n- Returns value of the given activation distance multiplier. Currently the only recognized activation multiplier is \"IsMoving\".\n\n**unit** triggerDynamicSimulation **bool**\n\n- Controls ability of given unit to activate dynamically disabled entities. If false, dynamically disabled entities won't be activated by units presence.\n\ncanTriggerDynamicSimulation **unit**\n\n- Returns true if given unit can activate dynamically disabled entities, otherwise return false."}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Easter Eggs","title":"Arma 3: Easter Eggs","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Easter_Eggs","revid":353594,"updated":"2024-03-19T15:48:25Z","aliases":[],"markdown":"> [!NOTE]\n> See also Arma 3: Points of Interest.\n\n### Assets\n\n#### Old Laptop\n\nThe **\"Land_Laptop_02_unfolded_F\"** Old Laptop has an action to \"Get Back to Main Menu\" when the mission date is set to 2001-06-22 (Operation Flashpoint release date).\nCompleting the action causes the Old Laptop to display a video showcasing the Operation Flashpoint's main menu. The BIS_fnc_laptopInit function can be used to apply this Easter Egg on other computers.\n\n#### Chimney's galaxy\n\nSome Arma 3 performance issues can be explained by the fact the Real Virtuality engine has to render **a whole galaxy** in **\"Land_SCF_01_chimney_F\"** Sugar Cane Factory chimney tower.\n\n#### Predator\n\nAn ancient statue makes the sound of the [Predator](https://en.wikipedia.org/wiki/Predator_(film)) - stay on your toes.\n\n#### Merry Christmas!\n\nOn December 24th and 25th in system time, some of the trees in Livonia get Christmas ornaments.\n\n### Missions/Campaigns\n\n#### Dutch flag and oranges\n\nIn one of the IDAP tents that you see at the beginning from the van of Remnants of War, there are small dutch flags and a couple of oranges, which usually one can not see during gameplay.\nThis is a reference to the fact that Arma 3 Laws of War (codename *orange*) is made by the Bohemia Interactive Amsterdam Studio.","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> See also Arma 3: Points of Interest."},{"heading":"Assets","level":3,"markdown":""},{"heading":"Old Laptop","level":4,"markdown":"The **\"Land_Laptop_02_unfolded_F\"** Old Laptop has an action to \"Get Back to Main Menu\" when the mission date is set to 2001-06-22 (Operation Flashpoint release date).\nCompleting the action causes the Old Laptop to display a video showcasing the Operation Flashpoint's main menu. The BIS_fnc_laptopInit function can be used to apply this Easter Egg on other computers."},{"heading":"Chimney's galaxy","level":4,"markdown":"Some Arma 3 performance issues can be explained by the fact the Real Virtuality engine has to render **a whole galaxy** in **\"Land_SCF_01_chimney_F\"** Sugar Cane Factory chimney tower."},{"heading":"Predator","level":4,"markdown":"An ancient statue makes the sound of the [Predator](https://en.wikipedia.org/wiki/Predator_(film)) - stay on your toes."},{"heading":"Merry Christmas!","level":4,"markdown":"On December 24th and 25th in system time, some of the trees in Livonia get Christmas ornaments."},{"heading":"Missions/Campaigns","level":3,"markdown":""},{"heading":"Dutch flag and oranges","level":4,"markdown":"In one of the IDAP tents that you see at the beginning from the van of Remnants of War, there are small dutch flags and a couple of oranges, which usually one can not see during gameplay.\nThis is a reference to the fact that Arma 3 Laws of War (codename *orange*) is made by the Bohemia Interactive Amsterdam Studio."}],"categories":["Arma 3","Easter Eggs"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Eden Editor Event Handlers","title":"Arma 3: Eden Editor Event Handlers","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Eden_Editor_Event_Handlers","revid":376091,"updated":"2025-08-15T03:30:27Z","aliases":["Arma 3: Event Handlers: Eden Editor"],"markdown":"### Editor Event Handlers\n\nEden Editor Event Handlers are added to the editor instance and will remain active for the duration of a session.\nLaunching a preview will keep the event handlers, but closing the editor will erase all of them and you will have to add them again on the next Eden instance.\n\n#### Related commands\n\n- add3DENEventHandler\n- remove3DENEventHandler\n\n#### Event Scripts\n\n- See init3DEN.sqf\n\n#### Config\n\nAlternatively, you can define event handlers directly in the config.\nUse your custom section (**mySection** in the example) to prevent overriding handlers from other sources.\nHandlers defined here will automatically be added when Eden Editor is opened.\n\n```cpp\nclass Cfg3DEN\n{\n    class EventHandlers\n    {\n        class mySection\n        {\n            onUndo = \"hint 'Undo';\";\n            // <handlerName> = <handlerExpression>\n        };\n    };\n};\n```\n\n#### Events\n\nThe following Magic Variables are available inside the event's code:\n\n- Event Handler parameters are accessible via `_this` (only if event has parameters)\n- The Event Handler type is available as `_thisEvent`\n- The Event Handler index is available as `_thisEventHandler`\n\n> [!NOTE]\n> - Most handlers do not receive any arguments; this is intended, as in most cases required data can be obtained using either get3DENActionState or specialised 'get*' Eden Editor commands.\n> - Note that unlike object's or mission's event handlers, the **On** prefix is present in both config and command event name.\n\n##### Init\n\nIs executed when Eden Editor display was created. Only happens when Eden Editor is opened for the first time during game session, only available through config modding.\n\n```cpp\ninit = \" params ['_display3DEN']; systemChat 'First Eden launch this session'; \";\n```\n\n- display3DEN: Display\n\n##### OnBeforeMissionPreview (Arma 3 v2.18)\n\nRuns before the scenario preview is started. If an event handler of this type returns true, the mission preview will not be initialised.\n\n```sqf\nadd3DENEventHandler [\"OnBeforeMissionPreview\", {\n    params [\"_isPreviewMultiplayer\"];\n}];\n```\n\n##### OnConnectingStart\n\nWhen Connecting operation is initiated.\n\n```sqf\nadd3DENEventHandler [\"OnConnectingStart\", {\n    params [\"_class\", \"_from\"];\n}];\n```\n\n- class: Config - connection config class\n- from: Array of Eden Entities\n\n##### OnConnectingEnd\n\nWhen Connecting operation is terminated, no matter if it was confirmed or canceled.\n\n```sqf\nadd3DENEventHandler [\"OnConnectingEnd\", {\n    params [\"_class\", \"_from\", \"_to\"];\n}];\n```\n\n- class: Config - connection config class\n- from: Array of 3DEN entities\n- to: Eden Entity (when connecting was successful) or nil (when connecting was terminated)\n\n##### OnCopy\n\nFires when entities are copied.\nAlso fires when entities are cut, but unlike OnCut, OnCopy fires before the entities are deleted, meaning the entities are still accessible with get3DENSelected.\n\n```sqf\nadd3DENEventHandler [\"OnCopy\", {\n    // no arguments\n}];\n```\n\n##### OnCut\n\nFires when entities are cut (after the entities have been deleted).\n\n```sqf\nadd3DENEventHandler [\"OnCut\", {\n    // no arguments\n}];\n```\n\n##### OnDeleteUnits\n\nWhen entities are deleted.\n\n```sqf\nadd3DENEventHandler [\"OnDeleteUnits\", {\n    // no arguments\n}];\n```\n\n##### OnEditableEntityAdded (Arma 3 v2.18)\n\nWhen an entity gets added to the scenario. When compositions are added, the event triggers for every entity in the composition.\n\n```sqf\nadd3DENEventHandler [\"OnEditableEntityAdded\", {\n    params [\"_entity\"];\n}];\n```\n\nentity - Eden Entity\n\n##### OnEditableEntityRemoved (Arma 3 v2.18)\n\nWhen an entity gets removed from the scenario.\n\n```sqf\nadd3DENEventHandler [\"OnEditableEntityRemoved\", {\n    params [\"_entity\"];\n}];\n```\n\nentity - Eden Entity\n\n##### OnEntityAttributeChanged (Arma 3 v2.18)\n\nWhen an entity's attribute got changed. Fires for each changed attribute separately.\n\n```sqf\nadd3DENEventHandler [\"OnEntityAttributeChanged\", {\n    params [\"_entity\", \"_property\"];\n}];\n```\n\n- entity: Eden Entity\n- property: String - property name of the attribute that was changed\n\n##### OnEntityDragged (Arma 3 v2.18)\n\nWhen an entity gets dragged. Fires continiously until the left mouse button is released.\n\n```sqf\nadd3DENEventHandler [\"OnEntityDragged\", {\n    params [\"_entity\"];\n}];\n```\n\nentity - Eden Entity\n\n##### OnEntityMenu\n\nWhen Entity Context Menu is opened.\n\n```sqf\nadd3DENEventHandler [\"OnEntityMenu\", {\n    params [\"_position\", \"_entity\", \"_listPath\"];\n}];\n```\n\n- position: Array - Position where user clicked to open the menu.\n  - Entity position when clicked on an entity.\n  - Empty array when clicked on something that doesn't have position (i.e. abstract folder in Edit list like BLUFOR, Trigger, etc.)\n- entity: Eden Entity\n  - Nil when clicked on empty space\n- listPath: Array - UI tree path when clicked on entity in the entity list.\n  - Nil when clicked in the scene (we cannot use empty array, because that's a path to root item)\n\n##### OnEntityParentChanged (Arma 3 v2.18)\n\nFires when the parent of an entity changes. For example, creating waypoints, moving entities into layers or out of layers.\nIt seems that this EH always fires twice. First event returns objNull for _newParentEntityID.\n\n```sqf\nadd3DENEventHandler [\"OnEntityParentChanged\", {\n    params [\"_affectedEntity\", \"_newParentEntityID\"]\n}];\n```\n\n- affectedEntity: Array, Object, String, Number\n  - Array - waypoint\n  - Object - trigger, unit, vehicle, logic\n  - String - marker\n  - Number - layer\n- newParentEntityID: Number or objNull\n  - Number- the new parent entity\n  - objNull - If new parent entity is a system layer.\n\n##### OnGridChange\n\nWhen grid changes, either using Toolbar option, ot by scripting command set3DENGrid.\n\n```sqf\nadd3DENEventHandler [\"OnGridChange\", {\n    params [\"_gridType\", \"_gridValue\"];\n}];\n```\n\n- gridType: String - can be \"translation\", \"rotation\" or \"scaling\"\n- gridValue: Number\n\n##### OnHistoryChange\n\nWhen history changes.\n\n```sqf\nadd3DENEventHandler [\"OnHistoryChange\", {\n    // no arguments\n}];\n```\n\n##### OnMapClosed\n\nWhen map is closed.\n\n```sqf\nadd3DENEventHandler [\"OnMapClosed\", {\n    // no arguments\n}];\n```\n\n##### OnMapOpened\n\nWhen map is opened.\n\n```sqf\nadd3DENEventHandler [\"OnMapOpened\", {\n    // no arguments\n}];\n```\n\n##### OnMessage\n\nHandler used for showing on-screen notifications, triggered by various range of events.\nMessage IDs:\n\n- 0 - Mission saved\n- 1 - Mission autosaved\n- 2 - Trying to move a character into full vehicle\n- 3 - Moved character into enemy vehicle\n- 4 - Trying to run mission without any player\n- 5 - Mission exported to SP\n- 6 - Mission exported to MP\n- 7 - Attempting to delete a default layer\n\n```sqf\nadd3DENEventHandler [\"OnMessage\", {\n    params [\"_messageID\"];\n}];\n```\n\n- messageID: Number\n\n##### OnMissionAttributeChanged (Arma 3 v2.18)\n\nWhen a mission attribute or the preferences are changed.\n\n```sqf\nadd3DENEventHandler [\"OnMissionAttributeChanged\", {\n    params [\"_section\", \"_property\"];\n}];\n```\n\n- section - String - section name, see sections\n- property - String - property name of the attribute, see properties\n\n##### OnMissionAutosave\n\nWhen scenario is autosaved.\n\n```sqf\nadd3DENEventHandler [\"OnMissionAutosave\", {\n    // no arguments\n}];\n```\n\n##### OnMissionExportSP\n\nWhen a scenario is exported to singleplayer.\n\n```sqf\nadd3DENEventHandler [\"OnMissionExportSP\", {\n    // no arguments\n}];\n```\n\n##### OnMissionExportMP\n\nWhen a scenario is exported to multiplayer.\n\n```sqf\nadd3DENEventHandler [\"OnMissionExportMP\", {\n    // no arguments\n}];\n```\n\n##### OnMissionListChange\n\nWhen the current list of missions in the open/save mission dialog changes, i.e when first opened or a different folder is selected.\n\n```sqf\nadd3DENEventHandler [\"OnMissionListChange\", {\n    // no arguments\n}];\n```\n\n##### OnMissionLoad\n\nWhen scenario is loaded.\n\nIf a missing config is preventing the scenario from being loaded, this event handler will only be executed after pressing the \"Force Load\" button.\n\n```sqf\nadd3DENEventHandler [\"OnMissionLoad\", {\n    // no arguments\n}];\n```\n\n##### OnMissionNew\n\nWhen new scenario is started. Executed also when Eden is opened with an empty scenario.\n\n```sqf\nadd3DENEventHandler [\"OnMissionNew\", {\n    // no arguments\n}];\n```\n\n##### OnMissionPreview\n\nWhen scenario preview is started. Executed when the scenario is already loaded, so entities in it can be accessed.\n\n```sqf\nadd3DENEventHandler [\"OnMissionPreview\", {\n    params [\"_objects\", \"_groups\", \"_waypoints\", \"_markers\"];\n}];\n```\n\n- objects: Array\n- groups: Array\n- waypoints: Array\n- markers: Array\n\nEach array is in format:\n\n```\n[entity1, id1, entity2, id2, ..., entityN, idN]\n```\n\n- entity: Object, Group, Array or String\n- ID: Number\n\n##### OnMissionPreviewEnd\n\nWhen preview ends and user returns back to Eden Editor.\n\n> [!IMPORTANT]\n> In order to manipulate entities during this event the code needs to be run scheduled with some delay!\n\n```sqf\nadd3DENEventHandler [\"OnMissionPreviewEnd\", {\n    // no arguments\n}];\n```\n\n##### OnMissionSave\n\nWhen scenario is saved.\n\n```sqf\nadd3DENEventHandler [\"OnMissionSave\", {\n    // no arguments\n}];\n```\n\n##### OnMissionSaveAs\n\nWhen *Save As* action is triggered (i.e. Save window is opened, but the mission is not necessarily saved yet).\n\n```sqf\nadd3DENEventHandler [\"OnMissionSaveAs\", {\n    // no arguments\n}];\n```\n\n##### OnModeChange\n\nWhen editing mode is changed (i.e. from Objects to Triggers).\n\n```sqf\nadd3DENEventHandler [\"OnModeChange\", {\n    // no arguments\n}];\n```\n\n##### OnMoveGridDecrease\n\n```sqf\nadd3DENEventHandler [\"OnMoveGridDecrease\", {\n    // params [\"?\"];\n}];\n```\n\n##### OnMoveGridIncrease\n\n```sqf\nadd3DENEventHandler [\"OnMoveGridIncrease\", {\n    // params [\"?\"];\n}];\n```\n\n##### OnMoveGridToggle\n\nWhen **translation** grid is toggled on or off.\n\n```sqf\nadd3DENEventHandler [\"OnMoveGridToggle\", {\n    // no arguments\n}];\n```\n\n##### OnPaste\n\nWhen entities are pasted.\n\n```sqf\nadd3DENEventHandler [\"OnPaste\", {\n    // no arguments\n}];\n```\n\n##### OnPasteUnitOrig\n\nWhen entities are pasted on their original positions.\n\n```sqf\nadd3DENEventHandler [\"OnPasteUnitOrig\", {\n    // no arguments\n}];\n```\n\n##### OnRedo\n\nWhen undo operation is redone.\n\n```sqf\nadd3DENEventHandler [\"OnRedo\", {\n    // no arguments\n}];\n```\n\n##### OnRotateGridDecrease\n\n```sqf\nadd3DENEventHandler [\"OnRotateGridDecrease\", {\n    // params [\"?\"];\n}];\n```\n\n##### OnRotateGridIncrease\n\n```sqf\nadd3DENEventHandler [\"OnRotateGridIncrease\", {\n    // params [\"?\"];\n}];\n```\n\n##### OnRotateGridToggle\n\nWhen **rotation** grid is toggled on or off.\n\n```sqf\nadd3DENEventHandler [\"OnRotateGridToggle\", {\n    // no arguments\n}];\n```\n\n##### OnScaleGridToggle\n\nWhen **area scaling** grid is toggled on or off.\n\n```sqf\nadd3DENEventHandler [\"OnScaleGridToggle\", {\n    // no arguments\n}];\n```\n\n##### OnSearchCreate\n\nWhen \"SearchCreate\" action is triggered (e.g. when pressing Ctrl+Shift+F).\n\n```sqf\nadd3DENEventHandler [\"OnSearchCreate\", {\n    // no arguments\n}];\n```\n\n##### OnSearchEdit\n\nWhen \"SearchEdit\" action is triggered (e.g. when pressing Ctrl+F).\n\n```sqf\nadd3DENEventHandler [\"OnSearchEdit\", {\n    // no arguments\n}];\n```\n\n##### OnSelectionChange\n\nWhen entity selection changes. Use get3DENSelected to return currently selected entities.\n\n```sqf\nadd3DENEventHandler [\"OnSelectionChange\", {\n    // no arguments\n}];\n```\n\n##### OnServerToggle\n\nWhen server is created or destroyed from the preview.\n\n```sqf\nadd3DENEventHandler [\"OnServerToggle\", {\n    // no arguments\n}];\n```\n\n##### OnSubmodeChange\n\nWhen submode (e.g. BLUFOR or OFPOR for Objects, or Modules for Systems) changes.\n\n```sqf\nadd3DENEventHandler [\"OnSubmodeChange\", {\n    // no arguments\n}];\n```\n\n##### OnSurfaceSnapToggle\n\nWhen surface snap settings are changed.\n\n```sqf\nadd3DENEventHandler [\"OnSurfaceSnapToggle\", {\n    // no arguments\n}];\n```\n\n##### OnTerrainNew\n\nWhen new terrain is loaded. Executed also when Eden is opened.\n\n```sqf\nadd3DENEventHandler [\"OnTerrainNew\", {\n    // no arguments\n}];\n```\n\n##### OnToggleMapIDs\n\nWhen map IDs are toggled with `do3DENAction \"ToggleMapIDs\"`. Only triggers if map is open.\n\n```sqf\nadd3DENEventHandler [\"OnToggleMapIDs\", {\n    // no arguments\n}];\n```\n\n##### OnToggleMapTextures\n\nWhen map textures are toggled on or off.\n\n```sqf\nadd3DENEventHandler [\"OnToggleMapTextures\", {\n    // no arguments\n}];\n```\n\n##### OnTogglePlaceEmptyVehicle\n\nWhen the *Place vehicles with crew* is toggled on/off in Objects mode.\n\n```sqf\nadd3DENEventHandler [\"OnTogglePlaceEmptyVehicle\", {\n    // no arguments\n}];\n```\n\n##### OnUndo\n\nWhen an operation is undone.\n\n```sqf\nadd3DENEventHandler [\"OnUndo\", {\n    // no arguments\n}];\n```\n\n##### OnVerticalToggle\n\nWhen vertical mode settings are changed.\n\n```sqf\nadd3DENEventHandler [\"OnVerticalToggle\", {\n    // no arguments\n}];\n```\n\n##### OnWidgetArea\n\nWhen area widget is selected.\n\n```sqf\nadd3DENEventHandler [\"OnWidgetArea\", {\n    // no arguments\n}];\n```\n\n##### OnWidgetNone\n\nWhen no widget is selected.\n\n```sqf\nadd3DENEventHandler [\"OnWidgetNone\", {\n    // no arguments\n}];\n```\n\n##### OnWidgetRotation\n\nWhen rotation widget is selected.\n\n```sqf\nadd3DENEventHandler [\"OnWidgetRotation\", {\n    // no arguments\n}];\n```\n\n##### OnWidgetScale\n\nWhen scaling widget is selected.\n\n```sqf\nadd3DENEventHandler [\"OnWidgetScale\", {\n    // no arguments\n}];\n```\n\n##### OnWidgetToggle\n\nWhen widget is toggled (i.e. browsing through all widget types)\n\n```sqf\nadd3DENEventHandler [\"OnWidgetToggle\", {\n    // no arguments\n}];\n```\n\n##### OnWidgetTranslation\n\nWhen translation widget is selected.\n\n```sqf\nadd3DENEventHandler [\"OnWidgetTranslation\", {\n    // no arguments\n}];\n```\n\n##### OnWorkspacePartSwitch\n\nWhen scenario phase is selected.\n\n```sqf\nadd3DENEventHandler [\"OnWorkspacePartSwitch\", {\n    // no arguments\n}];\n```\n\n### Object Event Handlers\n\nEditor specific event handlers can be also added directly to objects, using addEventHandler command.\n\n> [!IMPORTANT]\n> These handlers exist only for the duration of active workspace.\n> Running a preview or loading the same scenario again will erase all object event handlers, because objects themselves are despawned from the world and then created again.\n\n#### Related commands\n\n- addEventHandler\n- removeEventHandler\n\n#### Events\n\n> [!NOTE]\n> Most handlers do not receive any arguments.\n> This is intended, because in most cases, required data can be obtained using either get3DENActionState or specialised 'get' commands.\n\n> [!IMPORTANT]\n> None of the following event handlers work for triggers.\n\n##### AttributesChanged3DEN\n\nFires when object's attributes are changed. Can happen when:\n\n- Changing the attributes by dragging, rotating or using one of the widgets\n- Changing and saving the attributes from within the attributes window\n- When attributes get changed using scripting commands such as set3DENAttributes or set3DENAttribute\n\nUnlike *Dragged3DEN* this event handler will not fire continuously but only when the attributes were changed **and** saved\n\n```sqf\nedenObject addEventHandler [\"AttributesChanged3DEN\", {\n    params [\"_object\"];\n}];\n```\n\n- object: Object - affected object\n\n##### ConnectionChanged3DEN\n\nWhen a connection is added or removed from an object.\n\n```sqf\nedenObject addEventHandler [\"ConnectionChanged3DEN\", {\n    params [\"_object\"];\n}];\n```\n\n- object: Object - affected object\n\n##### RegisteredToWorld3DEN\n\nWhen object is re-added to the scenario after undoing a delete operation.\n\n```sqf\nedenObject addEventHandler [\"RegisteredToWorld3DEN\", {\n    params [\"_object\"];\n}];\n```\n\n- object: Object - affected object\n\n##### UnregisteredFromWorld3DEN\n\nWhen object is removed from the scenario. That happens when you delete it, but also when you undo placement operation.\n\n```sqf\nedenObject addEventHandler [\"UnregisteredFromWorld3DEN\", {\n    params [\"_object\"];\n}];\n```\n\n- object: Object - affected object\n\n##### Dragged3DEN\n\nWhen object is **dragged** and/or **rotated**. Also triggers when widgets are used to manipulate position and orientation. Does not trigger when the object's size is changed.\n\n```sqf\nedenObject addEventHandler [\"Dragged3DEN\", {\n    params [\"_object\"];\n}];\n```\n\n- object: Object - affected object","sections":[{"heading":"Editor Event Handlers","level":3,"markdown":"Eden Editor Event Handlers are added to the editor instance and will remain active for the duration of a session.\nLaunching a preview will keep the event handlers, but closing the editor will erase all of them and you will have to add them again on the next Eden instance."},{"heading":"Related commands","level":4,"markdown":"- add3DENEventHandler\n- remove3DENEventHandler"},{"heading":"Event Scripts","level":4,"markdown":"- See init3DEN.sqf"},{"heading":"Config","level":4,"markdown":"Alternatively, you can define event handlers directly in the config.\nUse your custom section (**mySection** in the example) to prevent overriding handlers from other sources.\nHandlers defined here will automatically be added when Eden Editor is opened.\n\n```cpp\nclass Cfg3DEN\n{\n    class EventHandlers\n    {\n        class mySection\n        {\n            onUndo = \"hint 'Undo';\";\n            // <handlerName> = <handlerExpression>\n        };\n    };\n};\n```"},{"heading":"Events","level":4,"markdown":"The following Magic Variables are available inside the event's code:\n\n- Event Handler parameters are accessible via `_this` (only if event has parameters)\n- The Event Handler type is available as `_thisEvent`\n- The Event Handler index is available as `_thisEventHandler`\n\n> [!NOTE]\n> - Most handlers do not receive any arguments; this is intended, as in most cases required data can be obtained using either get3DENActionState or specialised 'get*' Eden Editor commands.\n> - Note that unlike object's or mission's event handlers, the **On** prefix is present in both config and command event name."},{"heading":"Init","level":5,"markdown":"Is executed when Eden Editor display was created. Only happens when Eden Editor is opened for the first time during game session, only available through config modding.\n\n```cpp\ninit = \" params ['_display3DEN']; systemChat 'First Eden launch this session'; \";\n```\n\n- display3DEN: Display"},{"heading":"OnBeforeMissionPreview (Arma 3 v2.18)","level":5,"markdown":"Runs before the scenario preview is started. If an event handler of this type returns true, the mission preview will not be initialised.\n\n```sqf\nadd3DENEventHandler [\"OnBeforeMissionPreview\", {\n    params [\"_isPreviewMultiplayer\"];\n}];\n```"},{"heading":"OnConnectingStart","level":5,"markdown":"When Connecting operation is initiated.\n\n```sqf\nadd3DENEventHandler [\"OnConnectingStart\", {\n    params [\"_class\", \"_from\"];\n}];\n```\n\n- class: Config - connection config class\n- from: Array of Eden Entities"},{"heading":"OnConnectingEnd","level":5,"markdown":"When Connecting operation is terminated, no matter if it was confirmed or canceled.\n\n```sqf\nadd3DENEventHandler [\"OnConnectingEnd\", {\n    params [\"_class\", \"_from\", \"_to\"];\n}];\n```\n\n- class: Config - connection config class\n- from: Array of 3DEN entities\n- to: Eden Entity (when connecting was successful) or nil (when connecting was terminated)"},{"heading":"OnCopy","level":5,"markdown":"Fires when entities are copied.\nAlso fires when entities are cut, but unlike OnCut, OnCopy fires before the entities are deleted, meaning the entities are still accessible with get3DENSelected.\n\n```sqf\nadd3DENEventHandler [\"OnCopy\", {\n    // no arguments\n}];\n```"},{"heading":"OnCut","level":5,"markdown":"Fires when entities are cut (after the entities have been deleted).\n\n```sqf\nadd3DENEventHandler [\"OnCut\", {\n    // no arguments\n}];\n```"},{"heading":"OnDeleteUnits","level":5,"markdown":"When entities are deleted.\n\n```sqf\nadd3DENEventHandler [\"OnDeleteUnits\", {\n    // no arguments\n}];\n```"},{"heading":"OnEditableEntityAdded (Arma 3 v2.18)","level":5,"markdown":"When an entity gets added to the scenario. When compositions are added, the event triggers for every entity in the composition.\n\n```sqf\nadd3DENEventHandler [\"OnEditableEntityAdded\", {\n    params [\"_entity\"];\n}];\n```\n\nentity - Eden Entity"},{"heading":"OnEditableEntityRemoved (Arma 3 v2.18)","level":5,"markdown":"When an entity gets removed from the scenario.\n\n```sqf\nadd3DENEventHandler [\"OnEditableEntityRemoved\", {\n    params [\"_entity\"];\n}];\n```\n\nentity - Eden Entity"},{"heading":"OnEntityAttributeChanged (Arma 3 v2.18)","level":5,"markdown":"When an entity's attribute got changed. Fires for each changed attribute separately.\n\n```sqf\nadd3DENEventHandler [\"OnEntityAttributeChanged\", {\n    params [\"_entity\", \"_property\"];\n}];\n```\n\n- entity: Eden Entity\n- property: String - property name of the attribute that was changed"},{"heading":"OnEntityDragged (Arma 3 v2.18)","level":5,"markdown":"When an entity gets dragged. Fires continiously until the left mouse button is released.\n\n```sqf\nadd3DENEventHandler [\"OnEntityDragged\", {\n    params [\"_entity\"];\n}];\n```\n\nentity - Eden Entity"},{"heading":"OnEntityMenu","level":5,"markdown":"When Entity Context Menu is opened.\n\n```sqf\nadd3DENEventHandler [\"OnEntityMenu\", {\n    params [\"_position\", \"_entity\", \"_listPath\"];\n}];\n```\n\n- position: Array - Position where user clicked to open the menu.\n  - Entity position when clicked on an entity.\n  - Empty array when clicked on something that doesn't have position (i.e. abstract folder in Edit list like BLUFOR, Trigger, etc.)\n- entity: Eden Entity\n  - Nil when clicked on empty space\n- listPath: Array - UI tree path when clicked on entity in the entity list.\n  - Nil when clicked in the scene (we cannot use empty array, because that's a path to root item)"},{"heading":"OnEntityParentChanged (Arma 3 v2.18)","level":5,"markdown":"Fires when the parent of an entity changes. For example, creating waypoints, moving entities into layers or out of layers.\nIt seems that this EH always fires twice. First event returns objNull for _newParentEntityID.\n\n```sqf\nadd3DENEventHandler [\"OnEntityParentChanged\", {\n    params [\"_affectedEntity\", \"_newParentEntityID\"]\n}];\n```\n\n- affectedEntity: Array, Object, String, Number\n  - Array - waypoint\n  - Object - trigger, unit, vehicle, logic\n  - String - marker\n  - Number - layer\n- newParentEntityID: Number or objNull\n  - Number- the new parent entity\n  - objNull - If new parent entity is a system layer."},{"heading":"OnGridChange","level":5,"markdown":"When grid changes, either using Toolbar option, ot by scripting command set3DENGrid.\n\n```sqf\nadd3DENEventHandler [\"OnGridChange\", {\n    params [\"_gridType\", \"_gridValue\"];\n}];\n```\n\n- gridType: String - can be \"translation\", \"rotation\" or \"scaling\"\n- gridValue: Number"},{"heading":"OnHistoryChange","level":5,"markdown":"When history changes.\n\n```sqf\nadd3DENEventHandler [\"OnHistoryChange\", {\n    // no arguments\n}];\n```"},{"heading":"OnMapClosed","level":5,"markdown":"When map is closed.\n\n```sqf\nadd3DENEventHandler [\"OnMapClosed\", {\n    // no arguments\n}];\n```"},{"heading":"OnMapOpened","level":5,"markdown":"When map is opened.\n\n```sqf\nadd3DENEventHandler [\"OnMapOpened\", {\n    // no arguments\n}];\n```"},{"heading":"OnMessage","level":5,"markdown":"Handler used for showing on-screen notifications, triggered by various range of events.\nMessage IDs:\n\n- 0 - Mission saved\n- 1 - Mission autosaved\n- 2 - Trying to move a character into full vehicle\n- 3 - Moved character into enemy vehicle\n- 4 - Trying to run mission without any player\n- 5 - Mission exported to SP\n- 6 - Mission exported to MP\n- 7 - Attempting to delete a default layer\n\n```sqf\nadd3DENEventHandler [\"OnMessage\", {\n    params [\"_messageID\"];\n}];\n```\n\n- messageID: Number"},{"heading":"OnMissionAttributeChanged (Arma 3 v2.18)","level":5,"markdown":"When a mission attribute or the preferences are changed.\n\n```sqf\nadd3DENEventHandler [\"OnMissionAttributeChanged\", {\n    params [\"_section\", \"_property\"];\n}];\n```\n\n- section - String - section name, see sections\n- property - String - property name of the attribute, see properties"},{"heading":"OnMissionAutosave","level":5,"markdown":"When scenario is autosaved.\n\n```sqf\nadd3DENEventHandler [\"OnMissionAutosave\", {\n    // no arguments\n}];\n```"},{"heading":"OnMissionExportSP","level":5,"markdown":"When a scenario is exported to singleplayer.\n\n```sqf\nadd3DENEventHandler [\"OnMissionExportSP\", {\n    // no arguments\n}];\n```"},{"heading":"OnMissionExportMP","level":5,"markdown":"When a scenario is exported to multiplayer.\n\n```sqf\nadd3DENEventHandler [\"OnMissionExportMP\", {\n    // no arguments\n}];\n```"},{"heading":"OnMissionListChange","level":5,"markdown":"When the current list of missions in the open/save mission dialog changes, i.e when first opened or a different folder is selected.\n\n```sqf\nadd3DENEventHandler [\"OnMissionListChange\", {\n    // no arguments\n}];\n```"},{"heading":"OnMissionLoad","level":5,"markdown":"When scenario is loaded.\n\nIf a missing config is preventing the scenario from being loaded, this event handler will only be executed after pressing the \"Force Load\" button.\n\n```sqf\nadd3DENEventHandler [\"OnMissionLoad\", {\n    // no arguments\n}];\n```"},{"heading":"OnMissionNew","level":5,"markdown":"When new scenario is started. Executed also when Eden is opened with an empty scenario.\n\n```sqf\nadd3DENEventHandler [\"OnMissionNew\", {\n    // no arguments\n}];\n```"},{"heading":"OnMissionPreview","level":5,"markdown":"When scenario preview is started. Executed when the scenario is already loaded, so entities in it can be accessed.\n\n```sqf\nadd3DENEventHandler [\"OnMissionPreview\", {\n    params [\"_objects\", \"_groups\", \"_waypoints\", \"_markers\"];\n}];\n```\n\n- objects: Array\n- groups: Array\n- waypoints: Array\n- markers: Array\n\nEach array is in format:\n\n```\n[entity1, id1, entity2, id2, ..., entityN, idN]\n```\n\n- entity: Object, Group, Array or String\n- ID: Number"},{"heading":"OnMissionPreviewEnd","level":5,"markdown":"When preview ends and user returns back to Eden Editor.\n\n> [!IMPORTANT]\n> In order to manipulate entities during this event the code needs to be run scheduled with some delay!\n\n```sqf\nadd3DENEventHandler [\"OnMissionPreviewEnd\", {\n    // no arguments\n}];\n```"},{"heading":"OnMissionSave","level":5,"markdown":"When scenario is saved.\n\n```sqf\nadd3DENEventHandler [\"OnMissionSave\", {\n    // no arguments\n}];\n```"},{"heading":"OnMissionSaveAs","level":5,"markdown":"When *Save As* action is triggered (i.e. Save window is opened, but the mission is not necessarily saved yet).\n\n```sqf\nadd3DENEventHandler [\"OnMissionSaveAs\", {\n    // no arguments\n}];\n```"},{"heading":"OnModeChange","level":5,"markdown":"When editing mode is changed (i.e. from Objects to Triggers).\n\n```sqf\nadd3DENEventHandler [\"OnModeChange\", {\n    // no arguments\n}];\n```"},{"heading":"OnMoveGridDecrease","level":5,"markdown":"```sqf\nadd3DENEventHandler [\"OnMoveGridDecrease\", {\n    // params [\"?\"];\n}];\n```"},{"heading":"OnMoveGridIncrease","level":5,"markdown":"```sqf\nadd3DENEventHandler [\"OnMoveGridIncrease\", {\n    // params [\"?\"];\n}];\n```"},{"heading":"OnMoveGridToggle","level":5,"markdown":"When **translation** grid is toggled on or off.\n\n```sqf\nadd3DENEventHandler [\"OnMoveGridToggle\", {\n    // no arguments\n}];\n```"},{"heading":"OnPaste","level":5,"markdown":"When entities are pasted.\n\n```sqf\nadd3DENEventHandler [\"OnPaste\", {\n    // no arguments\n}];\n```"},{"heading":"OnPasteUnitOrig","level":5,"markdown":"When entities are pasted on their original positions.\n\n```sqf\nadd3DENEventHandler [\"OnPasteUnitOrig\", {\n    // no arguments\n}];\n```"},{"heading":"OnRedo","level":5,"markdown":"When undo operation is redone.\n\n```sqf\nadd3DENEventHandler [\"OnRedo\", {\n    // no arguments\n}];\n```"},{"heading":"OnRotateGridDecrease","level":5,"markdown":"```sqf\nadd3DENEventHandler [\"OnRotateGridDecrease\", {\n    // params [\"?\"];\n}];\n```"},{"heading":"OnRotateGridIncrease","level":5,"markdown":"```sqf\nadd3DENEventHandler [\"OnRotateGridIncrease\", {\n    // params [\"?\"];\n}];\n```"},{"heading":"OnRotateGridToggle","level":5,"markdown":"When **rotation** grid is toggled on or off.\n\n```sqf\nadd3DENEventHandler [\"OnRotateGridToggle\", {\n    // no arguments\n}];\n```"},{"heading":"OnScaleGridToggle","level":5,"markdown":"When **area scaling** grid is toggled on or off.\n\n```sqf\nadd3DENEventHandler [\"OnScaleGridToggle\", {\n    // no arguments\n}];\n```"},{"heading":"OnSearchCreate","level":5,"markdown":"When \"SearchCreate\" action is triggered (e.g. when pressing Ctrl+Shift+F).\n\n```sqf\nadd3DENEventHandler [\"OnSearchCreate\", {\n    // no arguments\n}];\n```"},{"heading":"OnSearchEdit","level":5,"markdown":"When \"SearchEdit\" action is triggered (e.g. when pressing Ctrl+F).\n\n```sqf\nadd3DENEventHandler [\"OnSearchEdit\", {\n    // no arguments\n}];\n```"},{"heading":"OnSelectionChange","level":5,"markdown":"When entity selection changes. Use get3DENSelected to return currently selected entities.\n\n```sqf\nadd3DENEventHandler [\"OnSelectionChange\", {\n    // no arguments\n}];\n```"},{"heading":"OnServerToggle","level":5,"markdown":"When server is created or destroyed from the preview.\n\n```sqf\nadd3DENEventHandler [\"OnServerToggle\", {\n    // no arguments\n}];\n```"},{"heading":"OnSubmodeChange","level":5,"markdown":"When submode (e.g. BLUFOR or OFPOR for Objects, or Modules for Systems) changes.\n\n```sqf\nadd3DENEventHandler [\"OnSubmodeChange\", {\n    // no arguments\n}];\n```"},{"heading":"OnSurfaceSnapToggle","level":5,"markdown":"When surface snap settings are changed.\n\n```sqf\nadd3DENEventHandler [\"OnSurfaceSnapToggle\", {\n    // no arguments\n}];\n```"},{"heading":"OnTerrainNew","level":5,"markdown":"When new terrain is loaded. Executed also when Eden is opened.\n\n```sqf\nadd3DENEventHandler [\"OnTerrainNew\", {\n    // no arguments\n}];\n```"},{"heading":"OnToggleMapIDs","level":5,"markdown":"When map IDs are toggled with `do3DENAction \"ToggleMapIDs\"`. Only triggers if map is open.\n\n```sqf\nadd3DENEventHandler [\"OnToggleMapIDs\", {\n    // no arguments\n}];\n```"},{"heading":"OnToggleMapTextures","level":5,"markdown":"When map textures are toggled on or off.\n\n```sqf\nadd3DENEventHandler [\"OnToggleMapTextures\", {\n    // no arguments\n}];\n```"},{"heading":"OnTogglePlaceEmptyVehicle","level":5,"markdown":"When the *Place vehicles with crew* is toggled on/off in Objects mode.\n\n```sqf\nadd3DENEventHandler [\"OnTogglePlaceEmptyVehicle\", {\n    // no arguments\n}];\n```"},{"heading":"OnUndo","level":5,"markdown":"When an operation is undone.\n\n```sqf\nadd3DENEventHandler [\"OnUndo\", {\n    // no arguments\n}];\n```"},{"heading":"OnVerticalToggle","level":5,"markdown":"When vertical mode settings are changed.\n\n```sqf\nadd3DENEventHandler [\"OnVerticalToggle\", {\n    // no arguments\n}];\n```"},{"heading":"OnWidgetArea","level":5,"markdown":"When area widget is selected.\n\n```sqf\nadd3DENEventHandler [\"OnWidgetArea\", {\n    // no arguments\n}];\n```"},{"heading":"OnWidgetNone","level":5,"markdown":"When no widget is selected.\n\n```sqf\nadd3DENEventHandler [\"OnWidgetNone\", {\n    // no arguments\n}];\n```"},{"heading":"OnWidgetRotation","level":5,"markdown":"When rotation widget is selected.\n\n```sqf\nadd3DENEventHandler [\"OnWidgetRotation\", {\n    // no arguments\n}];\n```"},{"heading":"OnWidgetScale","level":5,"markdown":"When scaling widget is selected.\n\n```sqf\nadd3DENEventHandler [\"OnWidgetScale\", {\n    // no arguments\n}];\n```"},{"heading":"OnWidgetToggle","level":5,"markdown":"When widget is toggled (i.e. browsing through all widget types)\n\n```sqf\nadd3DENEventHandler [\"OnWidgetToggle\", {\n    // no arguments\n}];\n```"},{"heading":"OnWidgetTranslation","level":5,"markdown":"When translation widget is selected.\n\n```sqf\nadd3DENEventHandler [\"OnWidgetTranslation\", {\n    // no arguments\n}];\n```"},{"heading":"OnWorkspacePartSwitch","level":5,"markdown":"When scenario phase is selected.\n\n```sqf\nadd3DENEventHandler [\"OnWorkspacePartSwitch\", {\n    // no arguments\n}];\n```"},{"heading":"Object Event Handlers","level":3,"markdown":"Editor specific event handlers can be also added directly to objects, using addEventHandler command.\n\n> [!IMPORTANT]\n> These handlers exist only for the duration of active workspace.\n> Running a preview or loading the same scenario again will erase all object event handlers, because objects themselves are despawned from the world and then created again."},{"heading":"Related commands","level":4,"markdown":"- addEventHandler\n- removeEventHandler"},{"heading":"Events","level":4,"markdown":"> [!NOTE]\n> Most handlers do not receive any arguments.\n> This is intended, because in most cases, required data can be obtained using either get3DENActionState or specialised 'get' commands.\n\n> [!IMPORTANT]\n> None of the following event handlers work for triggers."},{"heading":"AttributesChanged3DEN","level":5,"markdown":"Fires when object's attributes are changed. Can happen when:\n\n- Changing the attributes by dragging, rotating or using one of the widgets\n- Changing and saving the attributes from within the attributes window\n- When attributes get changed using scripting commands such as set3DENAttributes or set3DENAttribute\n\nUnlike *Dragged3DEN* this event handler will not fire continuously but only when the attributes were changed **and** saved\n\n```sqf\nedenObject addEventHandler [\"AttributesChanged3DEN\", {\n    params [\"_object\"];\n}];\n```\n\n- object: Object - affected object"},{"heading":"ConnectionChanged3DEN","level":5,"markdown":"When a connection is added or removed from an object.\n\n```sqf\nedenObject addEventHandler [\"ConnectionChanged3DEN\", {\n    params [\"_object\"];\n}];\n```\n\n- object: Object - affected object"},{"heading":"RegisteredToWorld3DEN","level":5,"markdown":"When object is re-added to the scenario after undoing a delete operation.\n\n```sqf\nedenObject addEventHandler [\"RegisteredToWorld3DEN\", {\n    params [\"_object\"];\n}];\n```\n\n- object: Object - affected object"},{"heading":"UnregisteredFromWorld3DEN","level":5,"markdown":"When object is removed from the scenario. That happens when you delete it, but also when you undo placement operation.\n\n```sqf\nedenObject addEventHandler [\"UnregisteredFromWorld3DEN\", {\n    params [\"_object\"];\n}];\n```\n\n- object: Object - affected object"},{"heading":"Dragged3DEN","level":5,"markdown":"When object is **dragged** and/or **rotated**. Also triggers when widgets are used to manipulate position and orientation. Does not trigger when the object's size is changed.\n\n```sqf\nedenObject addEventHandler [\"Dragged3DEN\", {\n    params [\"_object\"];\n}];\n```\n\n- object: Object - affected object"}],"categories":["Eden Editor: Modding","Event Handlers","To-do"],"groups":["Event Handlers"]},{"name":"Arma 3: Enable Steam Workshop support in Server Browser","title":"Arma 3: Enable Steam Workshop support in Server Browser","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Enable_Steam_Workshop_support_in_Server_Browser","revid":364238,"updated":"2024-05-06T09:38:16Z","aliases":[],"markdown":"Arma 3: Launcher Server Browser can pair server mods with Steam Workshop items, activate required mods before joining the server and/or subscribe and download missing mods. At the present moment, the mods are paired only by *Steam Workshop item identifier*. Server administrators have to set this identifier to required Workshop item, otherwise user will have activate mods manually.\n\n### How to pair mod on server with Steam Workshop item\n\n1. In the root of the mod create a file `meta.cpp`.\n1. Add line `protocol = 1;`\n1. Add line `publishedid = 123456789;`, where 123456789 is a Steam Workshop id.\n\n### How to get Steam Workshop item identifier\n\n1. Open the Steam Workshop page of the mod in your web browser.\n1. The identifier is displayed in the address bar after id=, e..g. for the [ACE3](http://steamcommunity.com/sharedfiles/filedetails/?id=463939057) mod (http://steamcommunity.com/sharedfiles/filedetails/?id=463939057) the Steam Workshop id is 463939057.","sections":[{"heading":null,"level":1,"markdown":"Arma 3: Launcher Server Browser can pair server mods with Steam Workshop items, activate required mods before joining the server and/or subscribe and download missing mods. At the present moment, the mods are paired only by *Steam Workshop item identifier*. Server administrators have to set this identifier to required Workshop item, otherwise user will have activate mods manually."},{"heading":"How to pair mod on server with Steam Workshop item","level":3,"markdown":"1. In the root of the mod create a file `meta.cpp`.\n1. Add line `protocol = 1;`\n1. Add line `publishedid = 123456789;`, where 123456789 is a Steam Workshop id."},{"heading":"How to get Steam Workshop item identifier","level":3,"markdown":"1. Open the Steam Workshop page of the mod in your web browser.\n1. The identifier is displayed in the address bar after id=, e..g. for the [ACE3](http://steamcommunity.com/sharedfiles/filedetails/?id=463939057) mod (http://steamcommunity.com/sharedfiles/filedetails/?id=463939057) the Steam Workshop id is 463939057."}],"categories":["Arma 3: Tutorials"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: End Game Spectator Mode","title":"Arma 3: End Game Spectator Mode","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_End_Game_Spectator_Mode","revid":370196,"updated":"2024-11-06T12:04:06Z","aliases":["Arma 3 End Game Spectator Mode","EG Spectator Mode","Spectator Mode"],"markdown":"The Nexus Update has introduced a new spectator mode which should improve the way players can observe a match.\nWhile this new scenario viewing mode was introduced with End Game it can be used outside of the multiplayer mode, open to community members to use in their own missions.\n\n### Camera Perspectives\n\n- 1st Person Perspective\n- Free Perspective (Optional)\n- 3rd Person Perspective (Optional)\n\n### Vision Modes\n\n- Normal\n- Night Vision (in 1PP depends on the unit's current state)\n- Thermal Vision (in 1PP depends on the unit's current state)\n\n### Flashlight Mode\n\nPoint lights are created at the camera location and at the cursor location in world.\n\n### Custom Map\n\nA custom map designed for the spectator mode, allowing for fast but precise map navigation and changing focused unit.\n\n### Controls\n\n**For a full list see the ingame control hints**\n\n| Keybinding | Action |\n|---|---|\n| <kbd>W</kbd>/<kbd>S</kbd> | Free Perspective movement forward / backward |\n| <kbd>A</kbd>/<kbd>D</kbd> | Free Perspective movement left / right |\n| <kbd>Q</kbd>/<kbd>Z</kbd> | Free Perspective movement up / down |\n| <kbd>⇧ Shift</kbd> + <kbd>W/A/S/D/Q/Z</kbd> | Free Perspective fast speed |\n| <kbd>Alt</kbd> + <kbd>W/A/S/D/Q/Z</kbd> | Free Perspective very fast speed |\n| <kbd>Alt</kbd> + <kbd>⇧ Shift</kbd> + <kbd>W/A/S/D/Q/Z</kbd> | Free Perspective ultra fast speed |\n| Right Mouse Button | - Look in Free Perspective<br>- Rotate in 3 Person Perspective |\n| Left Mouse Button | Select / Deselect spectator focused unit / vehicle |\n| Mouse | Look / Rotate Around |\n| <kbd>⟵ Backspace</kbd> | Hide / Show spectator interface |\n| <kbd>Space</kbd> | If spectator has a unit focused it changes through the available camera modes |\n| <kbd>L</kbd> | Flashlight mode |\n| <kbd>M</kbd> | Map |\n| <kbd>N</kbd> | Night Vision |\n| <kbd>Ctrl</kbd> + <kbd>F1</kbd>..<kbd>F10</kbd> | Save currently selected soldier |\n| <kbd>F1</kbd>..<kbd>F10</kbd> | Select saved soldier |\n| <kbd>Ctrl</kbd> + <kbd>0</kbd>..<kbd>9</kbd> | Save current Free Perspective camera position |\n| <kbd>0</kbd>..<kbd>9</kbd> | Select Free Perspective camera position |\n| <kbd>NUM Enter ↵</kbd>/<kbd>NUM 0</kbd>/<kbd>NUM .</kbd> | Select camera view |\n| <kbd>O</kbd> | Draw projectiles |\n| <kbd>Page Up</kbd> | View Distance +250 m |\n| <kbd>Page Down</kbd> | View Distance -250 m |\n\n### Scenario Implementation\n\n#### Debug Spectator Mode\n\nIt is possible to access the Spectator Mode while previewing in the Editor / EDEN Editor by pressing Esc and clicking Spectator, to close you can repeat previous step.\n\n#### Respawn Type\n\nIn certain respawn types, the Spectator Mode is automatically executed upon death and replaces the old mode.\nIt works automatically with respawn 1 (\"Bird\") and 5 (\"Side\" if there's no AI left).\nFor more information on the available respawn types and their specific behavior see Arma 3: Respawn - Respawn Types.\n\n```cpp\nrespawn = 1;\n```\n\n#### Full Control\n\nIn case you would like to control when a player starts / stops spectating, you can use the built-in functions to do exactly that.\nSee BIS_fnc_EGSpectator for more information.\n\n#### Spectate When Dead\n\nIf you are using a respawn type different then 1 (\"Bird\"), you may want to execute the spectator mode when a player dies, then stop the spectator when the player respawns, this could be achieved in many ways, such as the one below, which will make every player start spectating when dead, and stop spectating when he respawns, 60 seconds after:\n\n**Description.ext**\n\n```cpp\nrespawn = 3;\nrespawnDelay = 60;\n```\n\n**onPlayerKilled.sqf**\n\n```sqf\n[\"Initialize\", [player, [], true]] call BIS_fnc_EGSpectator;\n```\n\n**onPlayerRespawn.sqf**\n\n```sqf\n[\"Terminate\"] call BIS_fnc_EGSpectator;\n```\n\n#### Virtual Spectator\n\nThe new Spectator mode also brings a new special object that can be controlled by a player and will give the controlling player the Spectator Mode control, just drop it in a scenario and start spectating that easily.\nIf you are accessing the Virtual Spectator from EDEN Editor, you will see custom attributes to control certain parts of the Virtual Spectator functionality within EDEN.\n\n#### Mission Configuration\n\nSet the following variables in the player's namespace, preferable in initPlayerLocal.sqf to configure the specatator UI.\n\n```sqf\nplayer setVariable [\"AllowAi\", false]; //Can the player view AI units\nplayer setVariable [\"AllowFreeCamera\", false]; //Is free camera allowed\nplayer setVariable [\"Allow3PPCamera\", false]; //Is third person camera allowed\nplayer setVariable [\"ShowFocusInfo\", false]; //Will the focus info widget be shown if a player selects an entity\nplayer setVariable [\"ShowCameraButtons\", false]; //Will camera buttons be shown. These allow to change camera mode, same as pressing \"space\". Keep in mind that these buttons overlap with the respawn UI\nplayer setVariable [\"ShowControlsHelper\", true]; //Should control hints be shown. Be aware that pressing \"F1\" will not bring them up any longer if disabled\nplayer setVariable [\"ShowHeader\", true]; //Should mission time be shown at the top\nplayer setVariable [\"ShowLists\", true]; //Should entity and location lists be shown\nplayer setVariable [\"WhitelistedSides\", [\"WEST\"]]; //Which sides can be watched\n```\n\n##### Overwriting Random Insignias\n\nBy default, spectator assigns a random insignia for each group. This leads to issues where western forces have eastern insignias and so on.\nWith the following script one can force a certain insignia per side. Of course, this script can be adjusted to your needs. The script needs to be executed for every player preferably in initPlayerLocal.sqf.\n\n```sqf\n#define INSIGNIA_DEFAULT                missionNamespace getVariable [\"Spectator_Default_Insignia\", \"a3\\3den\\data\\displays\\display3den\\panelright\\side_empty_ca.paa\"]\n#define INSIGNIA_DEFAULT_WEST            missionNamespace getVariable [\"Spectator_Default_Insignia_West\", \"a3\\3den\\data\\displays\\display3den\\panelright\\side_west_ca.paa\"]\n#define INSIGNIA_DEFAULT_INDEPENDENT    missionNamespace getVariable [\"Spectator_Default_Insignia_Independent\", \"a3\\3den\\data\\displays\\display3den\\panelright\\side_guer_ca.paa\"]\n#define INSIGNIA_DEFAULT_EAST            missionNamespace getVariable [\"Spectator_Default_Insignia_East\", \"a3\\3den\\data\\displays\\display3den\\panelright\\side_east_ca.paa\"]\n#define INSIGNIA_DEFAULT_CIVILIAN        missionNamespace getVariable [\"Spectator_Default_Insignia_Civilian\", \"a3\\3den\\data\\displays\\display3den\\panelright\\side_civ_ca.paa\"]\n\n//Set default insignia shown in spectator mode for every newly created group\naddMissionEventHandler [\"GroupCreated\",\n{\n    params [\"_group\"];\n\n    private _insignia = switch (side _group) do\n    {\n        case west:            { INSIGNIA_DEFAULT_WEST; };\n        case independent:    { INSIGNIA_DEFAULT_INDEPENDENT; };\n        case east:            { INSIGNIA_DEFAULT_EAST; };\n        case civilian:        { INSIGNIA_DEFAULT_CIVILIAN; };\n        default                { INSIGNIA_DEFAULT; };\n    };\n    _group setVariable [\"BIS_dynamicGroups_lastinsignia\", _insignia];\n}];\n\n//Set default insignia shown in spectator mode for every existing group at mission start\nallGroups apply\n{\n    private _insignia = switch (side _x) do\n    {\n        case west:            { INSIGNIA_DEFAULT_WEST; };\n        case independent:    { INSIGNIA_DEFAULT_INDEPENDENT; };\n        case east:            { INSIGNIA_DEFAULT_EAST; };\n        case civilian:        { INSIGNIA_DEFAULT_CIVILIAN; };\n        default                { INSIGNIA_DEFAULT; };\n    };\n    _x setVariable [\"BIS_dynamicGroups_lastinsignia\", _insignia];\n};\n\ntrue\n```\n\n### Game Phase Setup\n\nThe spectator UI can display different game phases.\nThese can be set by executing\n\n```sqf\n[\"SetGamePhase\", [\"PHASE III\"]] call (uiNamespace getVariable [\"RscDisplayEGSpectator_script\", {}]);\n```\n\nwhere \"PHASE III\" can be any string describing the phase.\n\nThe current game phase can be retrieved with\n\n```sqf\n[\"GetGamePhase\"] call (uiNamespace getVariable [\"RscDisplayEGSpectator_script\", {}]); // \"PHASE III\"\n```","sections":[{"heading":null,"level":1,"markdown":"The Nexus Update has introduced a new spectator mode which should improve the way players can observe a match.\nWhile this new scenario viewing mode was introduced with End Game it can be used outside of the multiplayer mode, open to community members to use in their own missions."},{"heading":"Camera Perspectives","level":3,"markdown":"- 1st Person Perspective\n- Free Perspective (Optional)\n- 3rd Person Perspective (Optional)"},{"heading":"Vision Modes","level":3,"markdown":"- Normal\n- Night Vision (in 1PP depends on the unit's current state)\n- Thermal Vision (in 1PP depends on the unit's current state)"},{"heading":"Flashlight Mode","level":3,"markdown":"Point lights are created at the camera location and at the cursor location in world."},{"heading":"Custom Map","level":3,"markdown":"A custom map designed for the spectator mode, allowing for fast but precise map navigation and changing focused unit."},{"heading":"Controls","level":3,"markdown":"**For a full list see the ingame control hints**\n\n| Keybinding | Action |\n|---|---|\n| <kbd>W</kbd>/<kbd>S</kbd> | Free Perspective movement forward / backward |\n| <kbd>A</kbd>/<kbd>D</kbd> | Free Perspective movement left / right |\n| <kbd>Q</kbd>/<kbd>Z</kbd> | Free Perspective movement up / down |\n| <kbd>⇧ Shift</kbd> + <kbd>W/A/S/D/Q/Z</kbd> | Free Perspective fast speed |\n| <kbd>Alt</kbd> + <kbd>W/A/S/D/Q/Z</kbd> | Free Perspective very fast speed |\n| <kbd>Alt</kbd> + <kbd>⇧ Shift</kbd> + <kbd>W/A/S/D/Q/Z</kbd> | Free Perspective ultra fast speed |\n| Right Mouse Button | - Look in Free Perspective<br>- Rotate in 3 Person Perspective |\n| Left Mouse Button | Select / Deselect spectator focused unit / vehicle |\n| Mouse | Look / Rotate Around |\n| <kbd>⟵ Backspace</kbd> | Hide / Show spectator interface |\n| <kbd>Space</kbd> | If spectator has a unit focused it changes through the available camera modes |\n| <kbd>L</kbd> | Flashlight mode |\n| <kbd>M</kbd> | Map |\n| <kbd>N</kbd> | Night Vision |\n| <kbd>Ctrl</kbd> + <kbd>F1</kbd>..<kbd>F10</kbd> | Save currently selected soldier |\n| <kbd>F1</kbd>..<kbd>F10</kbd> | Select saved soldier |\n| <kbd>Ctrl</kbd> + <kbd>0</kbd>..<kbd>9</kbd> | Save current Free Perspective camera position |\n| <kbd>0</kbd>..<kbd>9</kbd> | Select Free Perspective camera position |\n| <kbd>NUM Enter ↵</kbd>/<kbd>NUM 0</kbd>/<kbd>NUM .</kbd> | Select camera view |\n| <kbd>O</kbd> | Draw projectiles |\n| <kbd>Page Up</kbd> | View Distance +250 m |\n| <kbd>Page Down</kbd> | View Distance -250 m |"},{"heading":"Scenario Implementation","level":3,"markdown":""},{"heading":"Debug Spectator Mode","level":4,"markdown":"It is possible to access the Spectator Mode while previewing in the Editor / EDEN Editor by pressing Esc and clicking Spectator, to close you can repeat previous step."},{"heading":"Respawn Type","level":4,"markdown":"In certain respawn types, the Spectator Mode is automatically executed upon death and replaces the old mode.\nIt works automatically with respawn 1 (\"Bird\") and 5 (\"Side\" if there's no AI left).\nFor more information on the available respawn types and their specific behavior see Arma 3: Respawn - Respawn Types.\n\n```cpp\nrespawn = 1;\n```"},{"heading":"Full Control","level":4,"markdown":"In case you would like to control when a player starts / stops spectating, you can use the built-in functions to do exactly that.\nSee BIS_fnc_EGSpectator for more information."},{"heading":"Spectate When Dead","level":4,"markdown":"If you are using a respawn type different then 1 (\"Bird\"), you may want to execute the spectator mode when a player dies, then stop the spectator when the player respawns, this could be achieved in many ways, such as the one below, which will make every player start spectating when dead, and stop spectating when he respawns, 60 seconds after:\n\n**Description.ext**\n\n```cpp\nrespawn = 3;\nrespawnDelay = 60;\n```\n\n**onPlayerKilled.sqf**\n\n```sqf\n[\"Initialize\", [player, [], true]] call BIS_fnc_EGSpectator;\n```\n\n**onPlayerRespawn.sqf**\n\n```sqf\n[\"Terminate\"] call BIS_fnc_EGSpectator;\n```"},{"heading":"Virtual Spectator","level":4,"markdown":"The new Spectator mode also brings a new special object that can be controlled by a player and will give the controlling player the Spectator Mode control, just drop it in a scenario and start spectating that easily.\nIf you are accessing the Virtual Spectator from EDEN Editor, you will see custom attributes to control certain parts of the Virtual Spectator functionality within EDEN."},{"heading":"Mission Configuration","level":4,"markdown":"Set the following variables in the player's namespace, preferable in initPlayerLocal.sqf to configure the specatator UI.\n\n```sqf\nplayer setVariable [\"AllowAi\", false]; //Can the player view AI units\nplayer setVariable [\"AllowFreeCamera\", false]; //Is free camera allowed\nplayer setVariable [\"Allow3PPCamera\", false]; //Is third person camera allowed\nplayer setVariable [\"ShowFocusInfo\", false]; //Will the focus info widget be shown if a player selects an entity\nplayer setVariable [\"ShowCameraButtons\", false]; //Will camera buttons be shown. These allow to change camera mode, same as pressing \"space\". Keep in mind that these buttons overlap with the respawn UI\nplayer setVariable [\"ShowControlsHelper\", true]; //Should control hints be shown. Be aware that pressing \"F1\" will not bring them up any longer if disabled\nplayer setVariable [\"ShowHeader\", true]; //Should mission time be shown at the top\nplayer setVariable [\"ShowLists\", true]; //Should entity and location lists be shown\nplayer setVariable [\"WhitelistedSides\", [\"WEST\"]]; //Which sides can be watched\n```"},{"heading":"Overwriting Random Insignias","level":5,"markdown":"By default, spectator assigns a random insignia for each group. This leads to issues where western forces have eastern insignias and so on.\nWith the following script one can force a certain insignia per side. Of course, this script can be adjusted to your needs. The script needs to be executed for every player preferably in initPlayerLocal.sqf.\n\n```sqf\n#define INSIGNIA_DEFAULT                missionNamespace getVariable [\"Spectator_Default_Insignia\", \"a3\\3den\\data\\displays\\display3den\\panelright\\side_empty_ca.paa\"]\n#define INSIGNIA_DEFAULT_WEST            missionNamespace getVariable [\"Spectator_Default_Insignia_West\", \"a3\\3den\\data\\displays\\display3den\\panelright\\side_west_ca.paa\"]\n#define INSIGNIA_DEFAULT_INDEPENDENT    missionNamespace getVariable [\"Spectator_Default_Insignia_Independent\", \"a3\\3den\\data\\displays\\display3den\\panelright\\side_guer_ca.paa\"]\n#define INSIGNIA_DEFAULT_EAST            missionNamespace getVariable [\"Spectator_Default_Insignia_East\", \"a3\\3den\\data\\displays\\display3den\\panelright\\side_east_ca.paa\"]\n#define INSIGNIA_DEFAULT_CIVILIAN        missionNamespace getVariable [\"Spectator_Default_Insignia_Civilian\", \"a3\\3den\\data\\displays\\display3den\\panelright\\side_civ_ca.paa\"]\n\n//Set default insignia shown in spectator mode for every newly created group\naddMissionEventHandler [\"GroupCreated\",\n{\n    params [\"_group\"];\n\n    private _insignia = switch (side _group) do\n    {\n        case west:            { INSIGNIA_DEFAULT_WEST; };\n        case independent:    { INSIGNIA_DEFAULT_INDEPENDENT; };\n        case east:            { INSIGNIA_DEFAULT_EAST; };\n        case civilian:        { INSIGNIA_DEFAULT_CIVILIAN; };\n        default                { INSIGNIA_DEFAULT; };\n    };\n    _group setVariable [\"BIS_dynamicGroups_lastinsignia\", _insignia];\n}];\n\n//Set default insignia shown in spectator mode for every existing group at mission start\nallGroups apply\n{\n    private _insignia = switch (side _x) do\n    {\n        case west:            { INSIGNIA_DEFAULT_WEST; };\n        case independent:    { INSIGNIA_DEFAULT_INDEPENDENT; };\n        case east:            { INSIGNIA_DEFAULT_EAST; };\n        case civilian:        { INSIGNIA_DEFAULT_CIVILIAN; };\n        default                { INSIGNIA_DEFAULT; };\n    };\n    _x setVariable [\"BIS_dynamicGroups_lastinsignia\", _insignia];\n};\n\ntrue\n```"},{"heading":"Game Phase Setup","level":3,"markdown":"The spectator UI can display different game phases.\nThese can be set by executing\n\n```sqf\n[\"SetGamePhase\", [\"PHASE III\"]] call (uiNamespace getVariable [\"RscDisplayEGSpectator_script\", {}]);\n```\n\nwhere \"PHASE III\" can be any string describing the phase.\n\nThe current game phase can be retrieved with\n\n```sqf\n[\"GetGamePhase\"] call (uiNamespace getVariable [\"RscDisplayEGSpectator_script\", {}]); // \"PHASE III\"\n```"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Enhanced Multiplayer Menu","title":"Arma 3: Enhanced Multiplayer Menu","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Enhanced_Multiplayer_Menu","revid":370867,"updated":"2025-02-21T10:43:59Z","aliases":["Enhanced Multiplayer Menu"],"markdown":"**Enhanced Multiplayer Menu** (or **EMM**) is an alternative **in-game server browser** for Arma 3.\nThe vision is make the complex multiplayer environment easier to navigate and enable players to explore the diverse community driven server and game modes landscape.\nThe initial focus is to support CDLC use in MP best. However also pure Arma 3 or modded MP play is to be made more convenient a great deal. EMM is bundled with some CDLCs.\nIn addition in the near future EMM will become available as standalone client side mod on the Steam workshop as well.\n\n### Goals\n\n1. **Speed** - gets you those servers at lightning speed\n1. **Relevance** - show you only those servers you are looking for\n1. **Ease of use** - responsive, fun and easy\n1. **Expose community game modes** - learn about and explore the wide variety - via game mode images, descriptions and default sorting by server activity (instead raw player numbers or ping)\n1. **Simplify mod use in MP** - leave the complex and confusing situation behind, get clear information and assistance to enjoy the new mods heaven\n\n### Versions\n\n#### CDLC version\n\nCurrently bundled with:\n\n- S.O.G. Prairie Fire\n- Spearhead 1944\n\n### Key Features\n\n- **Detects your current active CDLC(s) and/or mods to show you only the relevant servers by default**\n- **Game mode focused server selection [QP]** - looking for a specific game mode or experience is now easy-peasy\n- **Recommended server set [SSB]** - just want to play a quick game without hassle and you are open to try a new experience or server, you will be served a set of servers to choose from and hop into action\n- **Filter customization [ASB]** - looking for something very specific or choose from your own set of filter profiles, you can go as crazy now as you want\n- **Rejoin servers easily [LS]** - wanna continue where you left of last time or get back to your preferred server (next to the classic Recent/Favorites tabs)\n- **Mod matching** - the system will warn you ahead of time if you may not be able to join a given server and provides an overview mod mismatches\n- **Various convenience features** like Exclude Game Modes, Server History, Export Server Details, including links to website, Discord, qq, Teamspeak, or Connection Data (IP:PORT+PW) and Server Password Caching\n\n### Frequently Asked Questions\n\n#### Can EMM be disabled?\n\nYes. In the main menu open Options - Extras:\n\n1. Vanilla main menu: Toggle between the native Arma 3 main menu and EMM main menu.\n1. Vanilla multiplayer menu: Toggle between the native Arma 3 multiplayer menu and EMM multiplayer menu.\n\n#### Can EMM be used standalone?\n\nYes. The standalone mod version will available very soon.\n\n#### Can EMM be combined with other mods?\n\nYes. Even more so it is meant to make mod use in MP easier with the likes of RHS, CUP, etc.\n\n#### What servers are shown in the Simple Server Browser?\n\nIn general only servers with specific setup are shown deemed suitable for the average player:\n\n- No mods/Just CDLCs active\n- No password\n- BattlEye active\n- Not locked\n- Must be a dedicated server\n- verifySignatures system must be active\n- equal_mod_required=false\n- allowed_file_patching=0\n\nSee server config for details on these settings.\n\nAfter above filtered set the system selects:\n\n1. Maximum 50 servers\n1. Based on their score\n   1. 33-66% fullness in the same region\n   1. If not enough, also outside the same region\n   1. If not enough, also fullness below 33%\n   1. If not enough, also fullness between 66 and 75%\n   1. If not enough, also fullness above 75%\n   1. If not enough, also full and empty\n1. The same result set is shared to all players from the given region\n1. The set is refreshed every 30-60 seconds\n\n#### What servers are shown in the Quick play?\n\nIn general only servers with specific setup are shown deemed suitable for the average player:\n\n- No mods/Just CDLCs active\n- No password\n- BattlEye active\n- Not locked\n- Must be a dedicated server\n- equal_mod_required=false\n- allowed_file_patching=0\n\nSee server config for details on these settings.\n\n#### How to have a custom game mode supported for Quick Play?\n\nAnyone can submit a new game mode definition. Required are:\n\n- Identifier (max 7 characters - gameType used in description.ext)\n- Name\n- Image (1024x512 and 1024x256 as png)\n- Short description (max 156)\n- Long description (use paragraphs/basic formatting)\n\nOptional:\n\n- Website URL\n- Wiki URL\n- Discord ID/URL\n- Twitter ID/URL\n- YouTube Video/Channel URL\n\nThis is best done via the official discord or the public gitlab project.\n\n#### How to have a custom game mode image shown in Simple Server Browser?\n\nThe game mode needs to be supported by EMM. See the question above how to get it supported.\n\n#### Is this real?\n\nYes\n\n#### More to come?\n\nIndeed\n\n### Support\n\nJoin our discord at: https://discord.gg/tYyeZXCtSx\n\n### Menus\n\nThe system replaces the original multiplayer menu and server browser of Arma 3. The following part provides an overview on the new menus and their functionality.\n\n#### Quick Play [QP]\n\nQuick Play is a game mode focused server selection. So you are looking for a specific game mode or experience, this is menu is your best choice.\n\nAside from basic filtering (Game Type, Difficulty) the main focus is to give a good overview of available game modes and to provide some information about the modes to get you started.\n\nIn a second step you can get to join a randomly selected server, or choose yourself from a basic server list.\n\n##### Game Mode Selection\n\n1. Game Type: Select your preferred play\n   - All\n   - Player versus Player\n   - Player versus Environment (AI)\n   - Player versus Player versus Environment (AI)\n1. Difficulty: Choose your preferred level\n   - Standard (Recruit, Regular, Veteran, Custom)\n   - Hardcore (special level - still to be supported by the community)\n1. Game Modes: List of available game modes\n1. Game Mode Overview: Basic information on the game mode\n   - Name\n   - Image\n   - Short description\n1. Players and Servers: Count for the given game mode\n   - Includes all servers expect with password, BattlEye disabled, locked, non dedicated, equal mod required active or file patching enabled\n   - The actual server list may show just a subset based on the active filters in the game mode servers submenu\n1. Official: The icon indicates if the game mode is coming from BI or CDLC partners (without means from community developers)\n1. Game Mode Servers: Click the icon or the game mode image to open the submenu to list the servers for the selected game mode\n1. Random Join Server: Click the icon to have the system select an active server for you instead\n1. Favorite: Click to make the game mode be shown at the start of the game modes list\n\n##### Game Mode Servers\n\n1. Game Type: Select your preferred play and brings you back to the Game Mode Selection\n   - All\n   - Player versus Player\n   - Player versus Environment (AI)\n   - Player versus Player versus Environment (AI)\n1. Difficulty: Choose your preferred level\n   - Standard (Recruit, Regular, Veteran, Custom)\n   - Hardcore (special level - still to be supported by the community)\n1. Game Mode Overview: Basic information on the game mode\n   - Name\n   - Image\n   - Long description\n   - Website\n   - Wiki\n   - Twitter account\n1. Server List: List of available servers for the game mode\n1. Activity column: Shows activity level, current player count and maximum players for the game mode/current mission\n   - The activity level is based on current player count versus maximum players for the game mode/current mission - also called relative fullness or percentage\n1. Difficulty column: Shows overall and AI difficulty, as well as difficulty parameters (3rd person view, crosshair and advanced flight model)\n1. Mission Name column: Shows the name of the current mission\n1. Terrain column: Shows the terrain the current mission is on\n1. Server Name column: Shows the name of the server\n1. Quality column: Shows the quality level of the server and rough ping level\n   - The quality level is currently based only on ping level, yet may get expanded to server performance\n1. CDLCs tickbox: When active, shows only servers running CDLCs the player has loaded\n1. Any Extra Mods tickbox: When active, shows also servers that have a different mods active than the player\n1. Signature Check tickbox: When active, shows only servers having the signature verification system active\n1. Matching Mods Only tickbox: When active, shows only servers having the same modset active as the player [very strict check]\n1. Refresh: Get the latest list of servers\n1. Favorite: Make the currently selected server a favorite\n1. Details: Opens the Server Details menu for additional information on the server\n1. Connect: Join the currently selected server - alternatively double click on a server in the server list\n\nNote: Favorite, Details and Connect are also available via Right Mouse Button menu on a server in the list and selecting the desired option\n\n#### Simple Server Browser [SSB]\n\nThe Simple Server Browser is simple server list selection.\nIf you just want to play a quick game without hassle and you are open to try a new experience or server, this menu will serve you a set of servers to choose from and hop into action.\n\nAside from basic filtering (Official/Vanilla, Game Type, Difficulty) the main focus is to provide a simple server list of recommended, active servers to join from with your current CDLC/mod selection.\n\n1. Server Type: Choose between Official and Community (Vanilla) servers\n1. Game Type: Select your preferred play and brings you back to the Game Mode Selection\n   - All\n   - Player versus Player\n   - Player versus Environment (AI)\n   - Player versus Player versus Environment (AI)\n1. Difficulty: Choose your preferred level\n   - Standard (Recruit, Regular, Veteran, Custom)\n   - Hardcore (special level - still to be supported by the community)\n1. Server List: Predetermined set of active servers - changes every xx seconds\n1. Activity column: Shows activity level, current player count and maximum players for the game mode/current mission\n   - The activity level is based on current player count versus maximum players for the game mode/current mission - also called relative fullness or percentage\n1. Difficulty column: Shows overall difficulty level\n1. Preview column: Shows the image of the game mode\n1. Description column: Shows the short description for the game mode\n1. Game Mode column: Shows the Game Mode name, Terrain name and Mission name - (13) with mouse hovering shows also\n1. Region column: Shows the country the server is based in\n1. Quality column: Shows the quality level of the server and rough ping level\n   - The quality level is currently based only on ping level, yet may get expanded to server performance\n1. Difficulty entry mouse hovering: Shows difficulty, as well as difficulty parameters (3rd person view, crosshair and advanced flight model) and AI difficulty\n1. Game Mode entry mouse hovering: Shows the server name of the current entry\n1. Region entry mouse hovering: Shows the country abbreviation and region\n1. Advanced Server Browser: Switch to comprehensive the server browser variant\n1. Refresh: Get the latest list of servers\n1. Favorite: Make the currently selected server a favorite\n1. Details: Opens the Server Details menu for additional information on the server\n1. Connect: Join the currently selected server - alternatively double click on a server in the server list\n\nNote: Connect, Favorite and Details are also available via Right Mouse Button menu on a row in the server list and selecting the desired option\n\n#### Advanced Server Browser [ASB]\n\nThe Advanced Server Browser is a full featured server selection. If you are looking for something very specific or want to choose from your own set of filter profiles, you can go as crazy now as you want here.\n\nAside from basic filtering (Official/Vanilla/Modded/Recent/Favorites/Friends, Game Type, Difficulty) the main focus is to provide as many filter options to narrow down the server list to what you are looking for.\nIn addition it is to offer convenience features to master the complex filtering options.\n\n1. Server Type: Choose between:\n1. Official: Servers hosted by BI/CDLCs\n1. Vanilla: Community servers without mods (or just optional client side mods)\n1. Modded: Community servers requiring mods\n1. Recent: Lists the servers you last played on\n1. Favorites: Lists the servers you have bookmarked/set as favorite\n1. Friends: Lists the servers your Steam friends are playing on currently\n1. Game Type: Select your preferred play and brings you back to the Game Mode Selection\n   - All\n   - Player versus Player\n   - Player versus Environment (AI)\n   - Player versus Player versus Environment (AI)\n1. Difficulty: Choose your preferred level\n   - Standard (Recruit, Regular, Veteran, Custom)\n   - Hardcode (special level - still to be supported by the community)\n1. Server List: List of servers fitting the currently active filters (max 50 per page)\n   - Activity column: Shows activity level, current player count and maximum players for the game mode/current mission\n     - The activity level is based on current player count versus maximum players for the game mode/current mission - also called relative fullness or percentage\n   - Difficulty column: Shows overall difficulty level\n   - Game Mode column: Shows the Game Mode name, Terrain name and Mission name - (13) with mouse hovering shows also\n   - Mission Name column: Shows the name of the current mission\n   - Terrain column: Shows the terrain the current mission is on\n   - Server Name column: Shows the name of the server\n   - Quality column: Shows the quality level of the server and rough ping level\n     - The quality level is currently based only on ping level, yet may get expanded to server performance\n1. Min-Max player filter: Enter number to set the minimum and maximum number of players for servers you want to see\n1. Text filters for Mission, Terrain and Server Name: Enter at least three characters to narrow down the server list - beware: very specific filter! don't forget to disable if no/too few result/not the desired results\n1. Server Pages: Hit the arrows to go to the next or previous page of servers - each page has 50 servers\n1. Activity State filter: Set what level you would like to have shown - note: you can combine multiple entries by holding CTRL or SHIFT while clicking\n   - Full: Untick to hide full servers\n   - Empty: Untick to hide empty servers\n1. Game Mode filter: Select one or multiple game modes to show only the servers running them - note: you can combine multiple entries by holding CTRL or SHIFT while clicking\n   - Include/Exclude: Switch the filter from showing or hiding servers with the selected modes\n1. Server Difficulty filter: Select one or multiple difficulty levels to show only the servers with those levels\n1. AI Difficulty filter: Select one or multiple AI difficulty levels to show only the servers with those levels\n1. Difficulty settings toggles: Switch between Show Any, Show Disabled and Show Active modes to show servers only with the respective difficulty settings. See more at: Difficulty Settings\n   - Third Person View\n   - Weapon Crosshair\n   - Advanced Flight Model\n1. Region filter: Select one or multiple regions or sub-regions to show only the servers located in those regions\n1. Quality filter: Select one or multiple quality levels show only the servers within those quality levels\n1. Server settings toggles: Switch between Show Any, Show Disabled and Show Active modes to show servers only with the respective server settings. See more at: Server Options\n   - Passworded\n   - Locked\n   - BattlEye\n   - Dedicated (vs home PC hosted)\n1. Mods filter:\n   - CDLCs tickbox: When active, shows only servers running CDLCs the player has loaded\n   - Any Extra Mods tickbox: When active, shows also servers that have a different mods active than the player\n   - Signature Check tickbox: When active, shows only servers having the signature verification system active\n   - Matching Mods Only tickbox: When active, shows only servers having the same modset active as the player [very strict check]\n1. Filter Presets: Store your custom filter settings by the desired name - To reset all filters open the Default profile\n   - Save current settings as custom name set in the top input field\n   - Open selected profile\n   - Save current settings to active profile\n   - Delete selected profile\n1. Simple Server Browser: Switch to the simplified server browser variant\n1. Refresh: Get the latest list of servers\n1. Favorite: Make the currently selected server a favorite\n1. Details: Opens the Server Details menu for additional information on the server\n1. Connect: Join the currently selected server - alternatively double click on a server in the server list\n\nNote: Connect, Favorite and Details are also available via Right Mouse Button menu on a row in the server list and selecting the desired option\n\n1. Warning icon: Indicates that you may not join this specific server due to mod mismatch\n1. Warning message: Tooltip over the warning icon - provides more information as to why the warning is shown for the given server\n\n#### Server Details [SD]\n\nThe Server Details menu provides all the vital information about the currently selected server in one screen.\nIt can be helpful, if you want to have your friends join the same server or to share a server you had a great experience on social media or elsewhere.\n\nIn addition the menu exposed some additional information like Player List, Population History and Mod List.\n\nServer Information:\n\n1. General: Basic information on the current server\n1. Technical: Specific information on the current server\n1. Website and social media channels: Links taken from the current server name [schema listed below]\n1. Mission Image and Description: Visual and textual presentation [currently shows Game Mode data instead of mission specific]\n1. [NOT YET IMPLEMENTED] Player List: Lists the players on the current server\n1. [NOT YET IMPLEMENTED] Population History: Shows the player activity graph or the current server [last 24 hours or last 7 days]\n1. Mod List: Lists the mods loaded by the client and those required by the current server - visually indicates mod mismatches [missing or not allowed]\n1. Copy All Details: Opens a dialog with all server information and the ability to copy to clipboard (<kbd>Ctrl</kbd> + <kbd>V</kbd> / paste action to insert into another application)\n1. Copy Connection Details: Opens a dialog with server ip, port and password and the ability to copy to clipboard (<kbd>Ctrl</kbd> + <kbd>V</kbd> / paste action to insert into another application)\n1. Refresh: Get the information for the current server\n1. Favorite: Make the current server a favorite\n1. Connect: Join the current server\n\n#### Last Servers [LS]\n\nThe Last Servers elements in the Multiplayer menu are to allow you to rejoin servers easily you last played on.\nIf you wanna continue where you left of last time or get back to your preferred server, this is made even easier now.\n\n1. Last PvP/PvE/PvPvE Server: Show the server you had joined successfully the last time for the respective game type\n1. Server Type\n1. Server Name\n1. Current Mission Name\n1. Current Game Mode\n1. Current Activity\n1. Current Quality\n1. Toggle element to hide/show the specific Last Server\n1. Copy Server Details to clipboard (<kbd>Ctrl</kbd> + <kbd>V</kbd> / paste action to insert into another application)\n1. Connect: Join the current server\n\n#### Recent\n\nLists the servers you last played on.\n\n#### Favorites\n\nLists the servers you have bookmarked/set as favorite. Favorited servers are shown with a yellow text color.\n\n#### Friends\n\nLists the servers your Steam friends are playing on currently.\n\n#### Direct Connect\n\nAllows you to join a specific server via IP and Port.\n\n1. IP Address: Enter the IP address of the server to search for\n1. Port: Enter the port of the server to search for\n1. Search: Click the search button once IP and port have been set to start the query for the server\n1. Server information: Overview for the found server\n1. Connect: Join the found server\n\n#### Host Server\n\nHost your own local server to play by yourself multiplayer missions or to play together with your friends without a dedicated server.\n\n1. Name: Set the name your server should be listed in the server list\n1. Port: Set the port to be used for the your server\n1. Max. players: Set the maximum number of players allow to join your server (optional)\n1. Password: Set the password clients have to enter when trying to join your server (optional)\n1. Host: Switch between LAN (local area network) and Internet accessibility for your server\n1. UPnP: Tick to activate Universal Plug and Play. This is an alternative to Port Forwarding. Must be supported by your router/modem. At times need to be also whitelisted by firewall or anti virus software.\n1. Host Server: Click the host server button to start your server\n\n> [!IMPORTANT]\n> Activating UPnP on your router **can pose a security risk** - it is recommended to use Port Forwarding.\n> For more information on UPnP check Server Behaviour.\n\n#### LAN\n\nSearch for servers in your Local Area Network.\n\nNote: EMM uses the standard Arma 3 menu and native engine functionality for LAN.\n\n#### Server History\n\nLists all the servers you have successfully joined in the past.\n\n- Server Name\n- Mission Name (when you played - not real time information)\n- Game Mode (when you played - not real time information)\n- IP:Port\n- Password (if any was active)\n- Last Joined\n\nYou can sort by any of the columns.\n\n- Remove: Remove the selected server from the server history\n- Copy Details: Copy the connection details for the selected server to clipboard (ctrl+v / paste action to insert into another application)\n- Show passwords: Show all passwords in the list\n\n### Server Admin\n\n#### Whitelisting\n\nTo allow players to use EMM to join your server, you need to upload the **EMM_DATE_TAG.bikey** to the **.\\Arma 3 Server\\keys** folders.\n\n> [!NOTE]\n> There might be a new bikey for every release to allow server admins to discontinue support for older EMM versions.\n\n#### Server Name Links\n\nTo have your Website/Teamspeak/Discord/QQ/YY be shown in Server Details, as Server Admin you can modify the server name for the custom tags to be recognized:\n\nWebsite:\n\n- must start with http(s)://\n- must contain .\n- remainder must contain only VAL_ALPHANUMERIC2 chars\n- must contain only VAL_ALPHANUMERIC2 chars\n- must contain either at least 2 . or 1 . and at least 1 /\n\nTeamspeak:\n\n- must start with one of the tags: \"ts\",\"tp-ip\",\"ts3\",\"ts3-ip\",\"teamspeak\"\n- followed by space or colon and space\n- can be URL or IP[:PORT]\n\nDiscord:\n\n- must start with http[s]://discord.gg[/] followed by NUMBERS or STRING\n- or discord.URL\n- or URL.discord.DOMAIN\n- or discord[:] STRING\n\nQQ:\n\n- must match tag or start with tag\n- followed by number >100000\n\nYY:\n\n- must match tag or start with tag\n- followed by a number\n\n### Technology\n\nMod:\n\n- Configs\n- SQF\n\nExtension:\n\n- C++\n\nBackend:\n\n- Python\n- Django\n- PostgreSQL\n\nMonitoring:\n\n- Graylog\n- Grafana\n\nInfrastructure:\n\n- Ansible\n- Terraform\n- Scaleway\n- Cloudflare\n\n### System Design\n\nWIP\n\n### Open Source\n\n| Type | Plan | Timeframe | Repository |\n|---|---|---|---|\n| Mod | Will become fully open source | Near term | TODO |\n| Extension | May become fully open source | Near term | TODO |\n| Backend | May become partially open source (limited by sensitive nature) | At some point | N/A |\n| Monitoring | May become fully open source | Near term | TODO |\n| Infrastructure | Cannot become open source due to sensitive nature | Never | N/A |\n\n### License\n\nTODO\n\n### Join the development\n\nTODO\n\nJoin our discord at: https://discord.gg/tYyeZXCtSx\n\n### Team\n\n- **A. Roman** - EMM API extension (C++)\n- **ConnorAU** - system design (frontend), visual designer, EMM mod (Configs, SQF)\n- **Dscha** - prototype of EMM mod (Configs, SQF)\n- **Heyoxe** - backend monitoring (Graylog, Grafana), EMM mod assistance\n- **jaaziar** - visual design assistance\n- **jokoho482** - continuous integration\n- **kju** - team and project organization, system architect and design (frontend), visual designer, EMM mod (Configs, SQF)\n- **Stack** - system architect and design (backend), backend developer (Python, Django, PostgreSQL) and infrastructure management (Ansible, Terraform, Scaleway, Cloudflare)\n- **Terra** - EMM mod assistance (Configs, SQF)\n\n#### Consultants\n\n- **TeTeT**\n- **Spoffy**\n- **Dahlgren**\n- **OfotViking**\n\n### Acknowledgements\n\n- **Dedmen** - extension code reviews\n- **Dwarden** - advice and assistance\n- **Burns** - visual design review\n- **Defunkt** - visual design advice\n- Frameworks/Tools used:\n  - TODO","sections":[{"heading":null,"level":1,"markdown":"**Enhanced Multiplayer Menu** (or **EMM**) is an alternative **in-game server browser** for Arma 3.\nThe vision is make the complex multiplayer environment easier to navigate and enable players to explore the diverse community driven server and game modes landscape.\nThe initial focus is to support CDLC use in MP best. However also pure Arma 3 or modded MP play is to be made more convenient a great deal. EMM is bundled with some CDLCs.\nIn addition in the near future EMM will become available as standalone client side mod on the Steam workshop as well."},{"heading":"Goals","level":3,"markdown":"1. **Speed** - gets you those servers at lightning speed\n1. **Relevance** - show you only those servers you are looking for\n1. **Ease of use** - responsive, fun and easy\n1. **Expose community game modes** - learn about and explore the wide variety - via game mode images, descriptions and default sorting by server activity (instead raw player numbers or ping)\n1. **Simplify mod use in MP** - leave the complex and confusing situation behind, get clear information and assistance to enjoy the new mods heaven"},{"heading":"Versions","level":3,"markdown":""},{"heading":"CDLC version","level":4,"markdown":"Currently bundled with:\n\n- S.O.G. Prairie Fire\n- Spearhead 1944"},{"heading":"Key Features","level":3,"markdown":"- **Detects your current active CDLC(s) and/or mods to show you only the relevant servers by default**\n- **Game mode focused server selection [QP]** - looking for a specific game mode or experience is now easy-peasy\n- **Recommended server set [SSB]** - just want to play a quick game without hassle and you are open to try a new experience or server, you will be served a set of servers to choose from and hop into action\n- **Filter customization [ASB]** - looking for something very specific or choose from your own set of filter profiles, you can go as crazy now as you want\n- **Rejoin servers easily [LS]** - wanna continue where you left of last time or get back to your preferred server (next to the classic Recent/Favorites tabs)\n- **Mod matching** - the system will warn you ahead of time if you may not be able to join a given server and provides an overview mod mismatches\n- **Various convenience features** like Exclude Game Modes, Server History, Export Server Details, including links to website, Discord, qq, Teamspeak, or Connection Data (IP:PORT+PW) and Server Password Caching"},{"heading":"Frequently Asked Questions","level":3,"markdown":""},{"heading":"Can EMM be disabled?","level":4,"markdown":"Yes. In the main menu open Options - Extras:\n\n1. Vanilla main menu: Toggle between the native Arma 3 main menu and EMM main menu.\n1. Vanilla multiplayer menu: Toggle between the native Arma 3 multiplayer menu and EMM multiplayer menu."},{"heading":"Can EMM be used standalone?","level":4,"markdown":"Yes. The standalone mod version will available very soon."},{"heading":"Can EMM be combined with other mods?","level":4,"markdown":"Yes. Even more so it is meant to make mod use in MP easier with the likes of RHS, CUP, etc."},{"heading":"What servers are shown in the Simple Server Browser?","level":4,"markdown":"In general only servers with specific setup are shown deemed suitable for the average player:\n\n- No mods/Just CDLCs active\n- No password\n- BattlEye active\n- Not locked\n- Must be a dedicated server\n- verifySignatures system must be active\n- equal_mod_required=false\n- allowed_file_patching=0\n\nSee server config for details on these settings.\n\nAfter above filtered set the system selects:\n\n1. Maximum 50 servers\n1. Based on their score\n   1. 33-66% fullness in the same region\n   1. If not enough, also outside the same region\n   1. If not enough, also fullness below 33%\n   1. If not enough, also fullness between 66 and 75%\n   1. If not enough, also fullness above 75%\n   1. If not enough, also full and empty\n1. The same result set is shared to all players from the given region\n1. The set is refreshed every 30-60 seconds"},{"heading":"What servers are shown in the Quick play?","level":4,"markdown":"In general only servers with specific setup are shown deemed suitable for the average player:\n\n- No mods/Just CDLCs active\n- No password\n- BattlEye active\n- Not locked\n- Must be a dedicated server\n- equal_mod_required=false\n- allowed_file_patching=0\n\nSee server config for details on these settings."},{"heading":"How to have a custom game mode supported for Quick Play?","level":4,"markdown":"Anyone can submit a new game mode definition. Required are:\n\n- Identifier (max 7 characters - gameType used in description.ext)\n- Name\n- Image (1024x512 and 1024x256 as png)\n- Short description (max 156)\n- Long description (use paragraphs/basic formatting)\n\nOptional:\n\n- Website URL\n- Wiki URL\n- Discord ID/URL\n- Twitter ID/URL\n- YouTube Video/Channel URL\n\nThis is best done via the official discord or the public gitlab project."},{"heading":"How to have a custom game mode image shown in Simple Server Browser?","level":4,"markdown":"The game mode needs to be supported by EMM. See the question above how to get it supported."},{"heading":"Is this real?","level":4,"markdown":"Yes"},{"heading":"More to come?","level":4,"markdown":"Indeed"},{"heading":"Support","level":3,"markdown":"Join our discord at: https://discord.gg/tYyeZXCtSx"},{"heading":"Menus","level":3,"markdown":"The system replaces the original multiplayer menu and server browser of Arma 3. The following part provides an overview on the new menus and their functionality."},{"heading":"Quick Play [QP]","level":4,"markdown":"Quick Play is a game mode focused server selection. So you are looking for a specific game mode or experience, this is menu is your best choice.\n\nAside from basic filtering (Game Type, Difficulty) the main focus is to give a good overview of available game modes and to provide some information about the modes to get you started.\n\nIn a second step you can get to join a randomly selected server, or choose yourself from a basic server list."},{"heading":"Game Mode Selection","level":5,"markdown":"1. Game Type: Select your preferred play\n   - All\n   - Player versus Player\n   - Player versus Environment (AI)\n   - Player versus Player versus Environment (AI)\n1. Difficulty: Choose your preferred level\n   - Standard (Recruit, Regular, Veteran, Custom)\n   - Hardcore (special level - still to be supported by the community)\n1. Game Modes: List of available game modes\n1. Game Mode Overview: Basic information on the game mode\n   - Name\n   - Image\n   - Short description\n1. Players and Servers: Count for the given game mode\n   - Includes all servers expect with password, BattlEye disabled, locked, non dedicated, equal mod required active or file patching enabled\n   - The actual server list may show just a subset based on the active filters in the game mode servers submenu\n1. Official: The icon indicates if the game mode is coming from BI or CDLC partners (without means from community developers)\n1. Game Mode Servers: Click the icon or the game mode image to open the submenu to list the servers for the selected game mode\n1. Random Join Server: Click the icon to have the system select an active server for you instead\n1. Favorite: Click to make the game mode be shown at the start of the game modes list"},{"heading":"Game Mode Servers","level":5,"markdown":"1. Game Type: Select your preferred play and brings you back to the Game Mode Selection\n   - All\n   - Player versus Player\n   - Player versus Environment (AI)\n   - Player versus Player versus Environment (AI)\n1. Difficulty: Choose your preferred level\n   - Standard (Recruit, Regular, Veteran, Custom)\n   - Hardcore (special level - still to be supported by the community)\n1. Game Mode Overview: Basic information on the game mode\n   - Name\n   - Image\n   - Long description\n   - Website\n   - Wiki\n   - Twitter account\n1. Server List: List of available servers for the game mode\n1. Activity column: Shows activity level, current player count and maximum players for the game mode/current mission\n   - The activity level is based on current player count versus maximum players for the game mode/current mission - also called relative fullness or percentage\n1. Difficulty column: Shows overall and AI difficulty, as well as difficulty parameters (3rd person view, crosshair and advanced flight model)\n1. Mission Name column: Shows the name of the current mission\n1. Terrain column: Shows the terrain the current mission is on\n1. Server Name column: Shows the name of the server\n1. Quality column: Shows the quality level of the server and rough ping level\n   - The quality level is currently based only on ping level, yet may get expanded to server performance\n1. CDLCs tickbox: When active, shows only servers running CDLCs the player has loaded\n1. Any Extra Mods tickbox: When active, shows also servers that have a different mods active than the player\n1. Signature Check tickbox: When active, shows only servers having the signature verification system active\n1. Matching Mods Only tickbox: When active, shows only servers having the same modset active as the player [very strict check]\n1. Refresh: Get the latest list of servers\n1. Favorite: Make the currently selected server a favorite\n1. Details: Opens the Server Details menu for additional information on the server\n1. Connect: Join the currently selected server - alternatively double click on a server in the server list\n\nNote: Favorite, Details and Connect are also available via Right Mouse Button menu on a server in the list and selecting the desired option"},{"heading":"Simple Server Browser [SSB]","level":4,"markdown":"The Simple Server Browser is simple server list selection.\nIf you just want to play a quick game without hassle and you are open to try a new experience or server, this menu will serve you a set of servers to choose from and hop into action.\n\nAside from basic filtering (Official/Vanilla, Game Type, Difficulty) the main focus is to provide a simple server list of recommended, active servers to join from with your current CDLC/mod selection.\n\n1. Server Type: Choose between Official and Community (Vanilla) servers\n1. Game Type: Select your preferred play and brings you back to the Game Mode Selection\n   - All\n   - Player versus Player\n   - Player versus Environment (AI)\n   - Player versus Player versus Environment (AI)\n1. Difficulty: Choose your preferred level\n   - Standard (Recruit, Regular, Veteran, Custom)\n   - Hardcore (special level - still to be supported by the community)\n1. Server List: Predetermined set of active servers - changes every xx seconds\n1. Activity column: Shows activity level, current player count and maximum players for the game mode/current mission\n   - The activity level is based on current player count versus maximum players for the game mode/current mission - also called relative fullness or percentage\n1. Difficulty column: Shows overall difficulty level\n1. Preview column: Shows the image of the game mode\n1. Description column: Shows the short description for the game mode\n1. Game Mode column: Shows the Game Mode name, Terrain name and Mission name - (13) with mouse hovering shows also\n1. Region column: Shows the country the server is based in\n1. Quality column: Shows the quality level of the server and rough ping level\n   - The quality level is currently based only on ping level, yet may get expanded to server performance\n1. Difficulty entry mouse hovering: Shows difficulty, as well as difficulty parameters (3rd person view, crosshair and advanced flight model) and AI difficulty\n1. Game Mode entry mouse hovering: Shows the server name of the current entry\n1. Region entry mouse hovering: Shows the country abbreviation and region\n1. Advanced Server Browser: Switch to comprehensive the server browser variant\n1. Refresh: Get the latest list of servers\n1. Favorite: Make the currently selected server a favorite\n1. Details: Opens the Server Details menu for additional information on the server\n1. Connect: Join the currently selected server - alternatively double click on a server in the server list\n\nNote: Connect, Favorite and Details are also available via Right Mouse Button menu on a row in the server list and selecting the desired option"},{"heading":"Advanced Server Browser [ASB]","level":4,"markdown":"The Advanced Server Browser is a full featured server selection. If you are looking for something very specific or want to choose from your own set of filter profiles, you can go as crazy now as you want here.\n\nAside from basic filtering (Official/Vanilla/Modded/Recent/Favorites/Friends, Game Type, Difficulty) the main focus is to provide as many filter options to narrow down the server list to what you are looking for.\nIn addition it is to offer convenience features to master the complex filtering options.\n\n1. Server Type: Choose between:\n1. Official: Servers hosted by BI/CDLCs\n1. Vanilla: Community servers without mods (or just optional client side mods)\n1. Modded: Community servers requiring mods\n1. Recent: Lists the servers you last played on\n1. Favorites: Lists the servers you have bookmarked/set as favorite\n1. Friends: Lists the servers your Steam friends are playing on currently\n1. Game Type: Select your preferred play and brings you back to the Game Mode Selection\n   - All\n   - Player versus Player\n   - Player versus Environment (AI)\n   - Player versus Player versus Environment (AI)\n1. Difficulty: Choose your preferred level\n   - Standard (Recruit, Regular, Veteran, Custom)\n   - Hardcode (special level - still to be supported by the community)\n1. Server List: List of servers fitting the currently active filters (max 50 per page)\n   - Activity column: Shows activity level, current player count and maximum players for the game mode/current mission\n     - The activity level is based on current player count versus maximum players for the game mode/current mission - also called relative fullness or percentage\n   - Difficulty column: Shows overall difficulty level\n   - Game Mode column: Shows the Game Mode name, Terrain name and Mission name - (13) with mouse hovering shows also\n   - Mission Name column: Shows the name of the current mission\n   - Terrain column: Shows the terrain the current mission is on\n   - Server Name column: Shows the name of the server\n   - Quality column: Shows the quality level of the server and rough ping level\n     - The quality level is currently based only on ping level, yet may get expanded to server performance\n1. Min-Max player filter: Enter number to set the minimum and maximum number of players for servers you want to see\n1. Text filters for Mission, Terrain and Server Name: Enter at least three characters to narrow down the server list - beware: very specific filter! don't forget to disable if no/too few result/not the desired results\n1. Server Pages: Hit the arrows to go to the next or previous page of servers - each page has 50 servers\n1. Activity State filter: Set what level you would like to have shown - note: you can combine multiple entries by holding CTRL or SHIFT while clicking\n   - Full: Untick to hide full servers\n   - Empty: Untick to hide empty servers\n1. Game Mode filter: Select one or multiple game modes to show only the servers running them - note: you can combine multiple entries by holding CTRL or SHIFT while clicking\n   - Include/Exclude: Switch the filter from showing or hiding servers with the selected modes\n1. Server Difficulty filter: Select one or multiple difficulty levels to show only the servers with those levels\n1. AI Difficulty filter: Select one or multiple AI difficulty levels to show only the servers with those levels\n1. Difficulty settings toggles: Switch between Show Any, Show Disabled and Show Active modes to show servers only with the respective difficulty settings. See more at: Difficulty Settings\n   - Third Person View\n   - Weapon Crosshair\n   - Advanced Flight Model\n1. Region filter: Select one or multiple regions or sub-regions to show only the servers located in those regions\n1. Quality filter: Select one or multiple quality levels show only the servers within those quality levels\n1. Server settings toggles: Switch between Show Any, Show Disabled and Show Active modes to show servers only with the respective server settings. See more at: Server Options\n   - Passworded\n   - Locked\n   - BattlEye\n   - Dedicated (vs home PC hosted)\n1. Mods filter:\n   - CDLCs tickbox: When active, shows only servers running CDLCs the player has loaded\n   - Any Extra Mods tickbox: When active, shows also servers that have a different mods active than the player\n   - Signature Check tickbox: When active, shows only servers having the signature verification system active\n   - Matching Mods Only tickbox: When active, shows only servers having the same modset active as the player [very strict check]\n1. Filter Presets: Store your custom filter settings by the desired name - To reset all filters open the Default profile\n   - Save current settings as custom name set in the top input field\n   - Open selected profile\n   - Save current settings to active profile\n   - Delete selected profile\n1. Simple Server Browser: Switch to the simplified server browser variant\n1. Refresh: Get the latest list of servers\n1. Favorite: Make the currently selected server a favorite\n1. Details: Opens the Server Details menu for additional information on the server\n1. Connect: Join the currently selected server - alternatively double click on a server in the server list\n\nNote: Connect, Favorite and Details are also available via Right Mouse Button menu on a row in the server list and selecting the desired option\n\n1. Warning icon: Indicates that you may not join this specific server due to mod mismatch\n1. Warning message: Tooltip over the warning icon - provides more information as to why the warning is shown for the given server"},{"heading":"Server Details [SD]","level":4,"markdown":"The Server Details menu provides all the vital information about the currently selected server in one screen.\nIt can be helpful, if you want to have your friends join the same server or to share a server you had a great experience on social media or elsewhere.\n\nIn addition the menu exposed some additional information like Player List, Population History and Mod List.\n\nServer Information:\n\n1. General: Basic information on the current server\n1. Technical: Specific information on the current server\n1. Website and social media channels: Links taken from the current server name [schema listed below]\n1. Mission Image and Description: Visual and textual presentation [currently shows Game Mode data instead of mission specific]\n1. [NOT YET IMPLEMENTED] Player List: Lists the players on the current server\n1. [NOT YET IMPLEMENTED] Population History: Shows the player activity graph or the current server [last 24 hours or last 7 days]\n1. Mod List: Lists the mods loaded by the client and those required by the current server - visually indicates mod mismatches [missing or not allowed]\n1. Copy All Details: Opens a dialog with all server information and the ability to copy to clipboard (<kbd>Ctrl</kbd> + <kbd>V</kbd> / paste action to insert into another application)\n1. Copy Connection Details: Opens a dialog with server ip, port and password and the ability to copy to clipboard (<kbd>Ctrl</kbd> + <kbd>V</kbd> / paste action to insert into another application)\n1. Refresh: Get the information for the current server\n1. Favorite: Make the current server a favorite\n1. Connect: Join the current server"},{"heading":"Last Servers [LS]","level":4,"markdown":"The Last Servers elements in the Multiplayer menu are to allow you to rejoin servers easily you last played on.\nIf you wanna continue where you left of last time or get back to your preferred server, this is made even easier now.\n\n1. Last PvP/PvE/PvPvE Server: Show the server you had joined successfully the last time for the respective game type\n1. Server Type\n1. Server Name\n1. Current Mission Name\n1. Current Game Mode\n1. Current Activity\n1. Current Quality\n1. Toggle element to hide/show the specific Last Server\n1. Copy Server Details to clipboard (<kbd>Ctrl</kbd> + <kbd>V</kbd> / paste action to insert into another application)\n1. Connect: Join the current server"},{"heading":"Recent","level":4,"markdown":"Lists the servers you last played on."},{"heading":"Favorites","level":4,"markdown":"Lists the servers you have bookmarked/set as favorite. Favorited servers are shown with a yellow text color."},{"heading":"Friends","level":4,"markdown":"Lists the servers your Steam friends are playing on currently."},{"heading":"Direct Connect","level":4,"markdown":"Allows you to join a specific server via IP and Port.\n\n1. IP Address: Enter the IP address of the server to search for\n1. Port: Enter the port of the server to search for\n1. Search: Click the search button once IP and port have been set to start the query for the server\n1. Server information: Overview for the found server\n1. Connect: Join the found server"},{"heading":"Host Server","level":4,"markdown":"Host your own local server to play by yourself multiplayer missions or to play together with your friends without a dedicated server.\n\n1. Name: Set the name your server should be listed in the server list\n1. Port: Set the port to be used for the your server\n1. Max. players: Set the maximum number of players allow to join your server (optional)\n1. Password: Set the password clients have to enter when trying to join your server (optional)\n1. Host: Switch between LAN (local area network) and Internet accessibility for your server\n1. UPnP: Tick to activate Universal Plug and Play. This is an alternative to Port Forwarding. Must be supported by your router/modem. At times need to be also whitelisted by firewall or anti virus software.\n1. Host Server: Click the host server button to start your server\n\n> [!IMPORTANT]\n> Activating UPnP on your router **can pose a security risk** - it is recommended to use Port Forwarding.\n> For more information on UPnP check Server Behaviour."},{"heading":"LAN","level":4,"markdown":"Search for servers in your Local Area Network.\n\nNote: EMM uses the standard Arma 3 menu and native engine functionality for LAN."},{"heading":"Server History","level":4,"markdown":"Lists all the servers you have successfully joined in the past.\n\n- Server Name\n- Mission Name (when you played - not real time information)\n- Game Mode (when you played - not real time information)\n- IP:Port\n- Password (if any was active)\n- Last Joined\n\nYou can sort by any of the columns.\n\n- Remove: Remove the selected server from the server history\n- Copy Details: Copy the connection details for the selected server to clipboard (ctrl+v / paste action to insert into another application)\n- Show passwords: Show all passwords in the list"},{"heading":"Server Admin","level":3,"markdown":""},{"heading":"Whitelisting","level":4,"markdown":"To allow players to use EMM to join your server, you need to upload the **EMM_DATE_TAG.bikey** to the **.\\Arma 3 Server\\keys** folders.\n\n> [!NOTE]\n> There might be a new bikey for every release to allow server admins to discontinue support for older EMM versions."},{"heading":"Server Name Links","level":4,"markdown":"To have your Website/Teamspeak/Discord/QQ/YY be shown in Server Details, as Server Admin you can modify the server name for the custom tags to be recognized:\n\nWebsite:\n\n- must start with http(s)://\n- must contain .\n- remainder must contain only VAL_ALPHANUMERIC2 chars\n- must contain only VAL_ALPHANUMERIC2 chars\n- must contain either at least 2 . or 1 . and at least 1 /\n\nTeamspeak:\n\n- must start with one of the tags: \"ts\",\"tp-ip\",\"ts3\",\"ts3-ip\",\"teamspeak\"\n- followed by space or colon and space\n- can be URL or IP[:PORT]\n\nDiscord:\n\n- must start with http[s]://discord.gg[/] followed by NUMBERS or STRING\n- or discord.URL\n- or URL.discord.DOMAIN\n- or discord[:] STRING\n\nQQ:\n\n- must match tag or start with tag\n- followed by number >100000\n\nYY:\n\n- must match tag or start with tag\n- followed by a number"},{"heading":"Technology","level":3,"markdown":"Mod:\n\n- Configs\n- SQF\n\nExtension:\n\n- C++\n\nBackend:\n\n- Python\n- Django\n- PostgreSQL\n\nMonitoring:\n\n- Graylog\n- Grafana\n\nInfrastructure:\n\n- Ansible\n- Terraform\n- Scaleway\n- Cloudflare"},{"heading":"System Design","level":3,"markdown":"WIP"},{"heading":"Open Source","level":3,"markdown":"| Type | Plan | Timeframe | Repository |\n|---|---|---|---|\n| Mod | Will become fully open source | Near term | TODO |\n| Extension | May become fully open source | Near term | TODO |\n| Backend | May become partially open source (limited by sensitive nature) | At some point | N/A |\n| Monitoring | May become fully open source | Near term | TODO |\n| Infrastructure | Cannot become open source due to sensitive nature | Never | N/A |"},{"heading":"License","level":3,"markdown":"TODO"},{"heading":"Join the development","level":3,"markdown":"TODO\n\nJoin our discord at: https://discord.gg/tYyeZXCtSx"},{"heading":"Team","level":3,"markdown":"- **A. Roman** - EMM API extension (C++)\n- **ConnorAU** - system design (frontend), visual designer, EMM mod (Configs, SQF)\n- **Dscha** - prototype of EMM mod (Configs, SQF)\n- **Heyoxe** - backend monitoring (Graylog, Grafana), EMM mod assistance\n- **jaaziar** - visual design assistance\n- **jokoho482** - continuous integration\n- **kju** - team and project organization, system architect and design (frontend), visual designer, EMM mod (Configs, SQF)\n- **Stack** - system architect and design (backend), backend developer (Python, Django, PostgreSQL) and infrastructure management (Ansible, Terraform, Scaleway, Cloudflare)\n- **Terra** - EMM mod assistance (Configs, SQF)"},{"heading":"Consultants","level":4,"markdown":"- **TeTeT**\n- **Spoffy**\n- **Dahlgren**\n- **OfotViking**"},{"heading":"Acknowledgements","level":3,"markdown":"- **Dedmen** - extension code reviews\n- **Dwarden** - advice and assistance\n- **Burns** - visual design review\n- **Defunkt** - visual design advice\n- Frameworks/Tools used:\n  - TODO"}],"categories":[],"groups":["General"]},{"name":"Arma 3: Environment Metrics","title":"Arma 3: Environment Metrics","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Environment_Metrics","revid":376837,"updated":"2025-11-30T00:01:25Z","aliases":[],"markdown":"### Cover\n\n| Height | Stances |  |  | Deployable bipod<br>when covered |\n|---|---|---|---|---|\n| Height | Look Over | Shoot Over | Covered | Deployable bipod<br>when covered |\n| 50cm | high prone | high prone | regular prone | ✗ |\n| 80cm | regular crouch | regular crouch | high prone (sitting) | ✓ |\n| 110cm | high crouch | high crouch | low crouch | ✓ |\n| 130cm | low stand | regular stand | high crouch | ✓ |\n| 145cm | stand | high stand | high crouch | ✓ |\n\n> [!NOTE]\n> - The heights listed here are the VR Obstacle objects that can be used as reference.\n> - \"Shoot Over\" and \"Covered\" depend on what height the target is at. Infantry targets were used at same level (flat VR map) at 100m here.\n\n### Gap\n\ne.g an opening below a fence, space under a vehicle, etc.\n\n| Height | Stances |  |  |\n|---|---|---|---|\n| 20cm | can shoot below in \"low prone\", enemy feet past 50m barely hittable however |  |  |\n| 50cm | minimum for moving through in prone |  |  |\n| 110cm | minimum for moving through in crouch, BUT bad clipping with head. Better use 120cm |  |  |\n| 170cm | minimum for moving through in standing, BUT bad clipping with head. Better use 180cm (no clipping, even in high stand) |  |  |\n\n### Width\n\n**Lone character**\n\n| Width | Description |\n|---|---|\n| 90cm | Minimum width for walking through. Turning in \"regular stand\" and \"regular crouch\" is possible but very twitchy (due to wall collisions of the weapon). Better use 100cm. Crouched turning causes head to clip through wall |\n| 130cm | Minimum for turning in \"low crouch\" and \"high crouch\" (but twitchy). Better use 140cm. |\n| 170cm | Minimum for turning in \"regular prone\", but twitchy (only is gone at 200cm). No \"high prone\" or \"low prone\" turning possible. |\n| 200cm | Minimum for turning in \"high prone\" and \"low prone\", no twitching. |\n\n**Two characters side by side, one close to the wall, both facing along the corridor**\n\n| Width | Description |\n|---|---|\n| 150cm | Only using \"step over\" function - pretty glitchy. |\n| 160cm | Only using \"step over\" but only 1 step required |\n| 180cm | Passing without \"step over\" possible. |\n\n> [!NOTE]\n> Note that depending on orientation and stance of both soldiers, it may be easier or harder to pass.\n\n#### AI Behaviour\n\nWhen 2 seperate buildings/objects walls are 180cm apart from each other, the AI seems to be able to navigate this corridor (better use 2m in this case though).\nFor building interiors (with paths LOD and roadway LOD) smaller corridors are no issue for AI, because they can walk through Geometry when on a path.\n\n> [!NOTE]\n> The tests were conducted using the **1x1x1m** and the **10x5x4m** VR blocks.\n\n> [!IMPORTANT]\n> Either the VR blocks have a collision different from their announced size or the crouched stand got its geometry model increased in some path as it is not possible anymore to turn 360° in a 1m gap in a building in the regular crouched stance; 1.1m is fine.\n\n### Weapon Deployment\n\nWeapons can definitely be deployed between **0.8m** (maybe even lower) and **1.45m** height (maybe even higher).\n\nMinimum clearance is required for the muzzle when deployed; that clearance is calculated in fire geometry.\n\n### Slope\n\n| Degrees | Description |\n|---|---|\n| 0..50° | No problem getting on the slope and walking on it |\n| 50..65+° | Can walk on the slope itself, but difficulty getting on it from a horizontal level ithout using \"step over\" or glitching/walking diagonal. |\n\n> [!IMPORTANT]\n> Avoid steep slopes whenever possible; infantry speed is based on horizontal speed, allowing it to climb a steep slope very quickly.","sections":[{"heading":"Cover","level":3,"markdown":"| Height | Stances |  |  | Deployable bipod<br>when covered |\n|---|---|---|---|---|\n| Height | Look Over | Shoot Over | Covered | Deployable bipod<br>when covered |\n| 50cm | high prone | high prone | regular prone | ✗ |\n| 80cm | regular crouch | regular crouch | high prone (sitting) | ✓ |\n| 110cm | high crouch | high crouch | low crouch | ✓ |\n| 130cm | low stand | regular stand | high crouch | ✓ |\n| 145cm | stand | high stand | high crouch | ✓ |\n\n> [!NOTE]\n> - The heights listed here are the VR Obstacle objects that can be used as reference.\n> - \"Shoot Over\" and \"Covered\" depend on what height the target is at. Infantry targets were used at same level (flat VR map) at 100m here."},{"heading":"Gap","level":3,"markdown":"e.g an opening below a fence, space under a vehicle, etc.\n\n| Height | Stances |  |  |\n|---|---|---|---|\n| 20cm | can shoot below in \"low prone\", enemy feet past 50m barely hittable however |  |  |\n| 50cm | minimum for moving through in prone |  |  |\n| 110cm | minimum for moving through in crouch, BUT bad clipping with head. Better use 120cm |  |  |\n| 170cm | minimum for moving through in standing, BUT bad clipping with head. Better use 180cm (no clipping, even in high stand) |  |  |"},{"heading":"Width","level":3,"markdown":"**Lone character**\n\n| Width | Description |\n|---|---|\n| 90cm | Minimum width for walking through. Turning in \"regular stand\" and \"regular crouch\" is possible but very twitchy (due to wall collisions of the weapon). Better use 100cm. Crouched turning causes head to clip through wall |\n| 130cm | Minimum for turning in \"low crouch\" and \"high crouch\" (but twitchy). Better use 140cm. |\n| 170cm | Minimum for turning in \"regular prone\", but twitchy (only is gone at 200cm). No \"high prone\" or \"low prone\" turning possible. |\n| 200cm | Minimum for turning in \"high prone\" and \"low prone\", no twitching. |\n\n**Two characters side by side, one close to the wall, both facing along the corridor**\n\n| Width | Description |\n|---|---|\n| 150cm | Only using \"step over\" function - pretty glitchy. |\n| 160cm | Only using \"step over\" but only 1 step required |\n| 180cm | Passing without \"step over\" possible. |\n\n> [!NOTE]\n> Note that depending on orientation and stance of both soldiers, it may be easier or harder to pass."},{"heading":"AI Behaviour","level":4,"markdown":"When 2 seperate buildings/objects walls are 180cm apart from each other, the AI seems to be able to navigate this corridor (better use 2m in this case though).\nFor building interiors (with paths LOD and roadway LOD) smaller corridors are no issue for AI, because they can walk through Geometry when on a path.\n\n> [!NOTE]\n> The tests were conducted using the **1x1x1m** and the **10x5x4m** VR blocks.\n\n> [!IMPORTANT]\n> Either the VR blocks have a collision different from their announced size or the crouched stand got its geometry model increased in some path as it is not possible anymore to turn 360° in a 1m gap in a building in the regular crouched stance; 1.1m is fine."},{"heading":"Weapon Deployment","level":3,"markdown":"Weapons can definitely be deployed between **0.8m** (maybe even lower) and **1.45m** height (maybe even higher).\n\nMinimum clearance is required for the muzzle when deployed; that clearance is calculated in fire geometry."},{"heading":"Slope","level":3,"markdown":"| Degrees | Description |\n|---|---|\n| 0..50° | No problem getting on the slope and walking on it |\n| 50..65+° | Can walk on the slope itself, but difficulty getting on it from a horizontal level ithout using \"step over\" or glitching/walking diagonal. |\n\n> [!IMPORTANT]\n> Avoid steep slopes whenever possible; infantry speed is based on horizontal speed, allowing it to climb a steep slope very quickly."}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Error Messages","title":"Arma 3: Error Messages","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Error_Messages","revid":340811,"updated":"2023-05-01T14:39:03Z","aliases":[],"markdown":"> [!IMPORTANT]\n> See [Arma 3 Known Issues](https://dev.arma3.com/known-issues).\n\n#### Error types\n\nErrors can be Normal, or DebugOnly. If it is DebugOnly, the error will only show when Arma 3 is in debug mode.\n\nErrors can also occur with, or without context. This is additional information about where the error occurs to improve the experience of debugging. However, even if an error occurs, additional context for the error will only be shown if Arma 3 is in debug mode\n\n#### Script errors\n\n| Error | Type | Description | Example |\n|---|---|---|---|\n| Generic Error in Expression | Normal | The type of an argument to a command is incorrect. | `systemChat 10` |\n| Generic Error in Expression | Normal | A command that can only be run in a scheduled environment was instead run in an unscheduled environment (sleep, spawn) | `sleep 10` |\n| Zero Divisor | Normal | A number was divided by 0 | `10 / 0` |\n| Zero Divisor | Normal | An array index was accessed that doesn't exist | `[1,2,3] select 20` |\n| Attempt to override final function | Normal | A compileFinaled function was attempted to be overwritten | `BIS_fnc_endMission = {systemChat \"Trying to do bad things\"}` |\n| getVariable called on null object | DebugOnly | getVariable was called on a null namespace | `objNull getVariable \"varname\"` |\n| getVariable called on null group | DebugOnly | getVariable was called on a null namespace | `grpNull getVariable \"varname\"` |\n| Serialization of Control variables is not implemented | Normal | Control variables cannot be saved by the game when a mission is saved, as they are specific to the time it was loaded. This means that this error will occur if such an item is saved in missionNamespace or if any script using control variables didn't run the disableSerialization command first. <br>To fix this you can store Control values in uiNamespace instead and make sure that any scripts handling these variables have disableSerialization set. | `cant_put_that_here = allControls (allDisplays # 0)` |\n\n#### Stringtable errors\n\n| Error | Type | Description | Example |\n|---|---|---|---|\n| Unsupported language English in stringtable | Normal | This happens if an entry was not found in the desired language e.g., English | N/A |\n\n#### Config errors\n\n| Error | Type | Description | Example |\n|---|---|---|---|\n| Cannot delete class xxxx, it is referenced somewhere (used as a base class probably) | Normal | This happens if you try and delete a config entry that is inherited by another class. For more info see delete | N/A |\n| Updating base class RscShortcutButton->RscButton... | Normal | Caused by inheriting from wrong config while modifiying an existing base class. Currently Arma 3 has a lot of these issues out of the box. | N/A |","sections":[{"heading":null,"level":1,"markdown":"> [!IMPORTANT]\n> See [Arma 3 Known Issues](https://dev.arma3.com/known-issues)."},{"heading":"Error types","level":4,"markdown":"Errors can be Normal, or DebugOnly. If it is DebugOnly, the error will only show when Arma 3 is in debug mode.\n\nErrors can also occur with, or without context. This is additional information about where the error occurs to improve the experience of debugging. However, even if an error occurs, additional context for the error will only be shown if Arma 3 is in debug mode"},{"heading":"Script errors","level":4,"markdown":"| Error | Type | Description | Example |\n|---|---|---|---|\n| Generic Error in Expression | Normal | The type of an argument to a command is incorrect. | `systemChat 10` |\n| Generic Error in Expression | Normal | A command that can only be run in a scheduled environment was instead run in an unscheduled environment (sleep, spawn) | `sleep 10` |\n| Zero Divisor | Normal | A number was divided by 0 | `10 / 0` |\n| Zero Divisor | Normal | An array index was accessed that doesn't exist | `[1,2,3] select 20` |\n| Attempt to override final function | Normal | A compileFinaled function was attempted to be overwritten | `BIS_fnc_endMission = {systemChat \"Trying to do bad things\"}` |\n| getVariable called on null object | DebugOnly | getVariable was called on a null namespace | `objNull getVariable \"varname\"` |\n| getVariable called on null group | DebugOnly | getVariable was called on a null namespace | `grpNull getVariable \"varname\"` |\n| Serialization of Control variables is not implemented | Normal | Control variables cannot be saved by the game when a mission is saved, as they are specific to the time it was loaded. This means that this error will occur if such an item is saved in missionNamespace or if any script using control variables didn't run the disableSerialization command first. <br>To fix this you can store Control values in uiNamespace instead and make sure that any scripts handling these variables have disableSerialization set. | `cant_put_that_here = allControls (allDisplays # 0)` |"},{"heading":"Stringtable errors","level":4,"markdown":"| Error | Type | Description | Example |\n|---|---|---|---|\n| Unsupported language English in stringtable | Normal | This happens if an entry was not found in the desired language e.g., English | N/A |"},{"heading":"Config errors","level":4,"markdown":"| Error | Type | Description | Example |\n|---|---|---|---|\n| Cannot delete class xxxx, it is referenced somewhere (used as a base class probably) | Normal | This happens if you try and delete a config entry that is inherited by another class. For more info see delete | N/A |\n| Updating base class RscShortcutButton->RscButton... | Normal | Caused by inheriting from wrong config while modifiying an existing base class. Currently Arma 3 has a lot of these issues out of the box. | N/A |"}],"categories":["Arma 3: Editing","Arma 3: Troubleshooting","Scripting Topics","To-do"],"groups":["Scripting"]},{"name":"Arma 3: Event Handlers","title":"Arma 3: Event Handlers","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Event_Handlers","revid":378964,"updated":"2026-09-07T08:29:27Z","aliases":["ArmA 3: Event Handlers"],"markdown":"An Event Handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.\nSee also Event Scripts for special event triggered scripts.\n\n### Basic Event Handlers\n\nThe object-based Event Handler is always executed on the computer where it was added.\n\nCommands:\n\n- addEventHandler\n- removeEventHandler\n- removeAllEventHandlers\n\n#### AmmoExplodedNear (Arma 3 v2.22)\n\nTriggers when ammo explodes in some damage range of the object. This EH triggers where the ammo is 'real', similar to HitPart.\n\n```sqf\nthis addEventHandler [\"AmmoExplodedNear\", {\n    params [\"_object\", \"_shot\", \"_position\", \"_velocity\", \"_ammo\", \"_explosive\", \"_indirectHit\", \"_invArmor\", \"_damage\"];\n}];\n```\n\n- object: Object - object the event handler is assigned to\n- shot: Object - shot that has exploded\n- position: Array - world position of the shot\n- velocity: Array - world velocity of the shot\n- ammmo: String - config ammo class name\n- explosive: Number - config value for 'explosive'\n- indirectHit: Number - config value for 'indirectHit'\n- invArmor: Number - calculated inverse armor from config value\n- damage: Number - a rough estimate of the potential damage to the center of the object based on config values and the distance\n\n#### AnimChanged\n\nGlobal argument\nTriggered every time a new animation is started. This EH is only triggered for the 1st animation state in a sequence.\n\n```sqf\nthis addEventHandler [\"AnimChanged\", {\n    params [\"_unit\", \"_anim\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- anim: String - name of the anim that is started\n\n#### AnimDone\n\nGlobal argument\nTriggered every time an animation is finished. Triggered for all animation states in a sequence.\n\n```sqf\nthis addEventHandler [\"AnimDone\", {\n    params [\"_unit\", \"_anim\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- anim: String - name of the anim that has been finished\n\n#### AnimStateChanged\n\nGlobal argument\nTriggered every time an animation state changes. Triggered for all animation states in a sequence.\n\n```sqf\nthis addEventHandler [\"AnimStateChanged\", {\n    params [\"_unit\", \"_anim\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- anim: String - name of the anim that has been started\n\n#### Assembled (Arma 3 v2.18)\n\nLocal argument\nTriggers when weapon that is moved out of the world is assembled again. EH should be attached to the entity.\n\n```sqf\nthis addEventHandler [\"Assembled\", {\n    params [\"_entity\", \"_unit\", \"_primaryBag\", \"_secondaryBag\"];\n}];\n```\n\n- entity: Object - weapon this event is assigned to\n- unit: Object - person who assembled the weapon\n- primaryBag: Object - first backpack object which was entity disassembled into (just before it is deleted)\n- secondaryBag: Object - second backpack object which was entity disassembled into (just before it is deleted)\n\n#### Attached (Arma 3 v2.18)\n\nTriggered after an object has been attached to another object (see attachTo).\n\n```sqf\nthis addEventHandler [\"Attached\", {\n    params [\"_attachedObj\", \"_parentObj\", \"_isReattach\", \"_offset\", \"_memoryPointIndex\", \"_followBoneRotation\"];\n}];\n```\n\n- attachedObj: Object\n- parentObj: Object\n- isReattach: Boolean - true if `attachedObj` was already attached to `parentObj`, e.g. if only the offset was changed\n- offset: Array format PositionRelative\n- memoryPointIndex: Number\n- followBoneRotation: Boolean\n\n#### CargoLoaded (Arma 3 v2.06)\n\nGlobal argument\nTriggered when a vehicle is loaded into another vehicle (ViV).\nIt can be added to either the transport vehicle, or the cargo vehicle, and will fire for both cases.\n\n```sqf\nthis addEventHandler [\"CargoLoaded\", {\n    params [\"_parentVehicle\", \"_cargoVehicle\"];\n}];\n```\n\n- parentVehicle: Object - the transport (parent) vehicle\n- cargoVehicle: Object - the cargo (child) vehicle\n\n#### CargoUnloaded (Arma 3 v2.06)\n\nGlobal argument\nTriggered when a vehicle is unloaded from another vehicle (ViV).\nIt can be added to either the transport vehicle, or the cargo vehicle, and will fire for both cases.\n\n```sqf\nthis addEventHandler [\"CargoUnloaded\", {\n    params [\"_parentVehicle\", \"_cargoVehicle\"];\n}];\n```\n\n- parentVehicle: Object - the transport (parent) vehicle\n- cargoVehicle: Object - the cargo (child) vehicle\n\n#### ContainerClosed (Arma 3 v1.32)\n\nGlobal argument\nTriggers when player finished accessing cargo container.\nThis event handler is similar to InventoryClosed EH, but needs to be assigned to the container rather than the player.\n**Note:** will trigger only for the unit opening container.\n\n```sqf\nthis addEventHandler [\"ContainerClosed\", {\n    params [\"_container\", \"_unit\"];\n}];\n```\n\n- container: Object - cargo container.\n- unit: Object - unit who accessed the container\n\n#### ContainerOpened (Arma 3 v1.32)\n\nGlobal argument\nTriggers when cargo container is accessed by player.\nThis event handler is similar to InventoryOpened EH, but needs to be assigned to the container rather than the player and cannot be overridden.\n**Note:** will trigger only for the unit opening container.\n\n```sqf\nthis addEventHandler [\"ContainerOpened\", {\n    params [\"_container\", \"_unit\"];\n}];\n```\n\n- container: Object - cargo container\n- unit: Object - unit who accessed the container\n\n#### ControlsShifted (Arma 3 v1.00)\n\nGlobal argumentLocal effect\nTriggers when control of a vehicle is shifted (pilot->co-pilot, co-pilot->pilot), usually when user performs an action such as TakeVehicleControl, SuspendVehicleControl, UnlockVehicleControl, LockVehicleControl, or when enableCopilot command is used. This event handler will always fire on the PC where action is triggered as well as where the vehicle is local at the time. When control of the vehicle is shifted, the locality of the vehicle changes to the locality of the new controller. For example, if helicopter is local to the server and co-pilot takes controls, the helicopter changes locality to co-pilot PC.\nThis means that if \"ControlsShifted\" EH was added on both server and client, \"Take Controls\" action will trigger EH on both, client and server PC, but subsequent co-pilot \"Release Controls\" action will trigger only on co-pilot's PC, because vehicle will be local to co-pilot at this point. There is also a slightly better mission version of ControlsShifted event handler.\n\n```sqf\nthis addEventHandler [\"ControlsShifted\", {\n    params [\"_vehicle\", \"_activeCoPilot\", \"_oldController\"];\n}];\n```\n\n- vehicle: Object - vehicle which controls were shifted\n- activeCoPilot: Object - co-pilot unit which controls vehicle after this event. objNull if co-pilot is not controlling the vehicle\n- oldController: Object - unit who controlled vehicle before this event\n\n#### Dammaged\n\nGlobal argument\nTriggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP.\n\n**Notes:**\n\n- The typo is \"intentional\": it is Da**mm**aged with two \"m\".\n- If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.\n- The Dammaged EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.\n\n```sqf\nthis addEventHandler [\"Dammaged\", {\n    params [\"_unit\", \"_hitSelection\", \"_damage\", \"_hitPartIndex\", \"_hitPoint\", \"_shooter\", \"_projectile\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- hitSelection: String - name of the selection where the unit was damaged\n- damage: Number - resulting level of damage\n- Arma 3 v1.68 hitPartIndex: Number - hit index of the hit selection\n- Arma 3 v1.68 hitPoint: String - hit point Cfg name\n- Arma 3 v1.70 shooter: Object - shooter reference (to get instigator use getShotParents on projectile)\n- Arma 3 v1.70 projectile: Object - the projectile that caused damage\n\n#### Deleted (Entity) (Arma 3 v1.68)\n\nGlobal argument\nTriggered just before the assigned entity is deleted.\n\n```sqf\nthis addEventHandler [\"Deleted\", {\n    params [\"_entity\"];\n}];\n```\n\n- entity: Object - object the event handler is assigned to\n\n#### Detached (Arma 3 v2.18)\n\nTriggered after an object has been detached from its parent object (see detach). Does not fire if the parent object was deleted.\n\n```sqf\nthis addEventHandler [\"Detached\", {\n    params [\"_attachedObj\", \"_parentObj\"];\n}];\n```\n\n- attachedObj: Object\n- parentObj: Object\n\n#### Disassembled (Arma 3 v2.00)\n\nLocal argument\nTriggers when entity such as weapon/backpack gets disassembled. EH should be attached to the entity.\n\n```sqf\nthis addEventHandler [\"Disassembled\", {\n    params [\"_entity\", \"_primaryBag\", \"_secondaryBag\", \"_unit\"];\n}];\n```\n\n- entity: Object - weapon this event is assigned to (just before is is moved out of the world)\n- primaryBag: Object - first backpack object which was entity disassembled into\n- secondaryBag: Object - second backpack object which was entity disassembled into\n- Arma 3 v2.18 unit: Object - person who disassembled the weapon\n\n#### Engine\n\nGlobal argument\nTriggered when the engine of the unit is turned on/off.\n\n> [!NOTE]\n> Although the event is global, on clients (non-server) and applied to remote vehicles, it will fire only if the vehicle is closer than about 6 km from the camera.\n> Should the vehicle be far away, it will fire as soon as the camera and vehicle are close enough together, alongside the isEngineOn flag change.\n\n```sqf\nthis addEventHandler [\"Engine\", {\n    params [\"_vehicle\", \"_engineState\"];\n}];\n```\n\n- vehicle: Object - vehicle the event handler is assigned to\n- engineState: Boolean - true when the engine is turned on, false when turned off\n\n#### EpeContact (Arma 3 v1.00)\n\nGlobal argument\nTriggered when object collision (PhysX) is in progress.\n\n```sqf\nthis addEventHandler [\"EpeContact\", {\n    params [\"_object1\", \"_object2\", \"_selection1\", \"_selection2\", \"_force\", \"_reactVect\", \"_worldPos\"];\n}];\n```\n\n- object1: Object - object with attached handler\n- object2: Object - object which is colliding with object1\n- selection1: String - selection of object1 which is colliding - not in use at this moment, empty string is always returned\n- selection2: String - selection of object2 which is colliding - not in use at this moment, empty string is always returned\n- force: Number - force of collision\n- Arma 3 v2.12 reactVect: Array - impact reaction force vector\n- Arma 3 v2.12 worldPos: PositionWorld - point of impact in world coordinates\n\n#### EpeContactEnd (Arma 3 v1.00)\n\nGlobal argument\nTriggered when object collision (PhysX) ends.\n\n```sqf\nthis addEventHandler [\"EpeContactEnd\", {\n    params [\"_object1\", \"_object2\", \"_selection1\", \"_selection2\", \"_force\"];\n}];\n```\n\n- object1: Object - object with attached handler\n- object2: Object - object which is colliding with object1\n- selection1: String - selection of object1 which is colliding - not in use at this moment, empty string is always returned\n- selection2: String - selection of object2 which is colliding - not in use at this moment, empty string is always returned\n- force: Number - force of collision\n\n#### EpeContactStart (Arma 3 v1.00)\n\nGlobal argument\nTriggered when object collision (PhysX) starts.\n\n```sqf\nthis addEventHandler [\"EpeContactStart\", {\n    params [\"_object1\", \"_object2\", \"_selection1\", \"_selection2\", \"_force\", \"_reactForce\", \"_worldPos\"];\n}];\n```\n\n- object1: Object - object with attached handler\n- object2: Object - object which is colliding with object1\n- select1: String - selection of object1 which is colliding - not in use at this moment, empty string is always returned\n- select2: String - selection of object2 which is colliding - not in use at this moment, empty string is always returned\n- force: Number - force of collision\n- Arma 3 v2.12 reactForce: Array - impact reaction force vector\n- Arma 3 v2.12 worldPos: PositionWorld - point of impact in world coordinates\n\n#### Explosion (Arma 3 v0.76)\n\nGlobal argument\nTriggered when a vehicle or unit is damaged by a nearby explosion.\nIt can be assigned to a remote unit or vehicle but will only fire on the PC where EH is added and explosion is local, i.e. it really needs to be added on every PC and JIP and will fire only where the explosion is originated.\n\n```sqf\nthis addEventHandler [\"Explosion\", {\n    params [\"_vehicle\", \"_damage\", \"_explosionSource\"];\n}];\n```\n\n- vehicle: Object - object the event handler is assigned to\n- damage: Number - damage inflicted to the object\n- Arma 3 v2.10 explosionSource: Object - the exploding object (NOT the shooter) - may be objNull in some cases\n\n> [!NOTE]\n> This event will fire even for tiniest of explosion damage (which appears as 0 damage argument), while HitPart (Entity) could ignore such damage and not fire.\n>\n> Example of such event would be a tank firing AP round and hitting ground a meter away from the vehicle, it does not produce an explosion yet its indirectHit could still cause tiny amount of damage to weak hit points (car wheels, headlights, etc.).\n>\n> In such case you might not get any HitPart (Entity) event fires, get some HandleDamage events if target is local, and get this Explosion event.\n\n#### Fired\n\nGlobal argument\nTriggered when the unit fires a weapon.\nThis EH will not trigger if a unit fires out of a vehicle. For those cases an EH has to be attached to that particular vehicle.\nWhen \"Manual Fire\" is used, the *gunner* is objNull if gunner is not present or the *gunner* is not the one who fires.\nTo check if \"Manual Fire\" is on, use isManualFire. The actual shot instigator could be retrieved with getShotParents command.\n\n> [!WARNING]\n> **Special multiplayer behaviour:** When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera.\n>\n> That range is determined by the fired ammo's highest visibleFire and audibleFire config value.\n>\n> In case of units, muzzle attachment coefficients are applied too.\n\n```sqf\nthis addEventHandler [\"Fired\", {\n    params [\"_unit\", \"_weapon\", \"_muzzle\", \"_mode\", \"_ammo\", \"_magazine\", \"_projectile\", \"_gunner\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- weapon: String - fired weapon\n- muzzle: String - muzzle that was used\n- mode: String - current mode of the fired weapon\n- ammo: String - ammo used\n- magazine: String - magazine name which was used\n- projectile: Object - object of the projectile that was shot out\n- Arma 3 v1.66 gunner: Object - gunner whose weapons are firing.\n\n#### FiredMan (Arma 3 v1.66)\n\nGlobal argument\nTriggered when the unit fires a weapon. This EH must be attached to a soldier and unlike with \"Fired\" EH, it will fire regardless of whether the soldier is on foot or firing vehicle weapon.\nFor remoteControled unit use \"Fired\" EH instead.\n\n> [!WARNING]\n> **Special multiplayer behaviour:** When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera.\n>\n> That range is determined by the fired ammo's highest visibleFire and audibleFire config value.\n>\n> In case of units, muzzle attachment coefficients are applied too.\n\n```sqf\nthis addEventHandler [\"FiredMan\", {\n    params [\"_unit\", \"_weapon\", \"_muzzle\", \"_mode\", \"_ammo\", \"_magazine\", \"_projectile\", \"_vehicle\"];\n}];\n```\n\n- unit: Object - unit the event handler is assigned to (the instigator)\n- weapon: String - fired weapon\n- muzzle: String - muzzle that was used\n- mode: String - current mode of the fired weapon\n- ammo: String - ammo used\n- magazine: String - magazine name which was used\n- projectile: Object - object of the projectile that was shot out\n- vehicle: Object - vehicle, if weapon is vehicle weapon, otherwise objNull\n\n#### FiredNear\n\nGlobal argument\nTriggered when a weapon is fired somewhere *near* the unit or vehicle. It is also triggered if the unit itself is firing.\nWhen \"Manual Fire\" is used, the *gunner* is objNull if gunner is not present or the *gunner* is not the one who fires.\nTo check if \"Manual Fire\" is on, use isManualFire. The actual shot instigator can be retrieved with getShotParents command.\nArma 3 v1.30 Works with thrown weapons (using the \"Throw\" weapon) like grenades.\n\n```sqf\nthis addEventHandler [\"FiredNear\", {\n    params [\"_unit\", \"_firer\", \"_distance\", \"_weapon\", \"_muzzle\", \"_mode\", \"_ammo\", \"_gunner\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- firer: Object - object which fires a weapon near the unit\n- distance: Number - distance in meters between the *unit* and *firer* (max. distance ~69m)\n- weapon: String - fired weapon\n- muzzle: String - muzzle that was used\n- mode: String - current mode of the fired weapon\n- ammo: String - ammo used\n- Arma 3 v1.66 gunner: Object - gunner, whose weapons are fired\n\n#### Fuel\n\nGlobal argument\nTriggered when the vehicle's fuel status changes between non-empty and empty or between empty and non-empty.\n\n```sqf\nthis addEventHandler [\"Fuel\", {\n    params [\"_vehicle\", \"_hasFuel\"];\n}];\n```\n\n- vehicle: Object - vehicle the event handler is assigned to\n- hasFuel: Boolean - false when has no fuel, true when has some fuel\n\n#### Gear\n\nGlobal argument\nTriggered when the unit lowers/retracts the landing gear, whether it is a helicopter or a plane.\nAlso triggered for helicopters in landing mode, regardless if they have retractable gear or not.\n\n> [!NOTE]\n> Not to be confused with *InventoryOpened* and *InventoryClosed* events, *Gear* fires when the landing gear state on an aircraft has changed.\n\n```sqf\nthis addEventHandler [\"Gear\", {\n    params [\"_vehicle\", \"_gearState\"];\n}];\n```\n\n- vehicle: Object - vehicle the event handler is assigned to\n- gearState: Boolean - true when the gear is lowered, false when retracted\n\n#### GestureChanged (Arma 3 v2.06)\n\nGlobal argument\nTriggered every time a new gesture is played.\n\n```sqf\nthis addEventHandler [\"GestureChanged\", {\n    params [\"_unit\", \"_gesture\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- gesture: String - name of the gesture that has started playing\n\n#### GestureDone (Arma 3 v2.06)\n\nGlobal argument\nTriggered every time a gesture is finished.\n\n```sqf\nthis addEventHandler [\"GestureDone\", {\n    params [\"_unit\", \"_gesture\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- gesture: String - name of the gesture that has been finished\n\n#### GetIn\n\nGlobal argument\nTriggers when a unit enters the vehicle to which this EH has been added. This EH is triggered by moveInXXXX commands and \"GetInXXXX\" actions, but not upon a seat change within the same vehicle.\n\nIn vehicles with multi-turret setup, entering any turret will show \"gunner\" for position.\n\n```sqf\nthis addEventHandler [\"GetIn\", {\n    params [\"_vehicle\", \"_role\", \"_unit\", \"_turret\"];\n}];\n```\n\n- vehicle: Object - vehicle the event handler is assigned to\n- role: String - can be either \"driver\", \"gunner\", \"commander\" or \"cargo\"\n- unit: Object - unit that entered the vehicle\n- Arma 3 v1.36 turret: Array - turret path\n\n#### GetInMan (Arma 3 v1.58)\n\nGlobal argument\nTriggers when a unit enters a vehicle. Similar to \"GetIn\" but must be assigned to a unit and not vehicle.\nPersistent on respawn if assigned where unit was local. This EH is triggered by moveInXXXX commands and \"GetInXXXX\" actions.\n\n```sqf\nthis addEventHandler [\"GetInMan\", {\n    params [\"_unit\", \"_role\", \"_vehicle\", \"_turret\"];\n}];\n```\n\n- unit: Object - unit the event handler is assigned to\n- role: String - can be either \"driver\", \"gunner\", \"commander\" or \"cargo\"\n- vehicle: Object - vehicle the unit entered\n- turret: Array - turret path\n\n#### GetOut\n\nGlobal argument\nTriggers when a unit gets out from the vehicle to which this EH has been added.\nThis EH is triggered by moveOut, \"GetOut\" & \"Eject\" actions, if an alive crew member disconnects or is deleted, but not upon a seat change within the same vehicle.\n\n```sqf\nthis addEventHandler [\"GetOut\", {\n    params [\"_vehicle\", \"_role\", \"_unit\", \"_turret\", \"_isEject\"];\n}];\n```\n\n- vehicle: Object - vehicle the event handler is assigned to\n- role: String - can be either \"driver\", \"gunner\", \"commander\" or \"cargo\"\n- unit: Object - unit that left the vehicle\n- Arma 3 v1.36 turret: Array - turret path\n- Arma 3 v2.14 isEject: Boolean - true if unit used 'Eject' action\n\n#### GetOutMan (Arma 3 v1.58)\n\nGlobal argument\nTriggers when a unit exits a vehicle. Similar to \"GetOut\" but must be assigned to a unit and not vehicle.\nPersistent on respawn if assigned where unit was local. This EH is triggered by moveOut and \"GetOut\" & \"Eject\" actions.\n\n```sqf\nthis addEventHandler [\"GetOutMan\", {\n    params [\"_unit\", \"_role\", \"_vehicle\", \"_turret\", \"_isEject\"];\n}];\n```\n\n- unit: Object - unit the event handler is assigned to\n- role: String - can be either \"driver\", \"gunner\", \"commander\" or \"cargo\"\n- vehicle: Object - vehicle that the unit left\n- turret: Array - turret path\n- Arma 3 v2.14 isEject: Boolean - true if unit used 'Eject' action\n\n#### HandleDamage\n\nGlobal argument\nTriggers when the unit is damaged and fires for each damaged selection separately\nWorks with all vehicles.\nThis EH can accept a remote unit as argument however it will only fire when the unit is local to the PC this event handler was added on.\nFor example, you can add this event handler to one particular vehicle on every PC.\nWhen this vehicle gets hit, only EH on PC where the vehicle is currently local will fire.\n\nIf the provided code returns a numeric value, this value will overwrite the default damage of given selection after processing.\nIf no value is returned, the default damage processing will be done - this allows for safe stacking of this event handler.\nOnly the return value of the last added \"HandleDamage\" EH is considered.\n\n> [!IMPORTANT]\n> A return value of 0 will make the unit **invulnerable** if damage is not scripted in other ways (i.e using setDamage and/or setHit for additional damage handling).\n> The return value is the hit zone's **absolute damage value**, **not** the damage to be *added* to it.\n\n**Notes:**\n\n- Multiple \"HandleDamage\" EHs can be added to the same unit. If multiple EHs return damage value for custom damage handling, only last returned value will be considered by the engine.\n\nEHs that do not return value can be safely added after EHs that do return value.\n\n- You can save the last event as timestamp (diag_tickTime) onto the unit, as well as the current health of the unit/its selections, with setVariable and query it on each \"HandleDamage\" event with getVariable to define a system how to handle the \"HandleDamage\" event.\n- \"HandleDamage\" will continue to trigger even if the unit is already dead.\n- \"HandleDamage\" is persistent. If you add it to the player object, it will continue to exist after player respawned.\n- \"HandleDamage\" can trigger \"twice\" per damage event. Once for direct damage, once for indirect damage (explosive damage). This can happen even in the same frame, but is unlikely.\n- Use setMissionOptions to filter out no damage calls or fake head hit.\n\nAdditional [Celery's explanation (Updated by ShadowRanger for Arma 3)](https://forums.bistudio.com/forums/topic/205515-handledamage-event-handler-explained/).\n\n```sqf\nthis addEventHandler [\"HandleDamage\", {\n    params [\"_unit\", \"_selection\", \"_damage\", \"_source\", \"_projectile\", \"_hitPartIndex\", \"_instigator\", \"_hitPoint\", \"_directHit\", \"_context\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- selection: String - name of the selection where the unit was damaged.\n  - \"\" for overall structural damage\n  - \"?\" for unknown selections\n- damage: Number - resulting level of damage for the selection\n- source: Object - the source unit that caused the damage\n- projectile: String - classname of the projectile that caused inflicted the damage. (\"\" for unknown, such as fall damage)\n- Arma 3 v1.50 hitPartIndex: Number - hit part index of the hit point, -1 otherwise\n- Arma 3 v1.66 instigator: Object - person who pulled the trigger\n- Arma 3 v1.68 hitPoint: String - hit point Cfg name\n- Arma 3 v2.12 directHit: Boolean - true for direct projectile damage, false for explosion splash damage and all other kinds of damage like fall damage, fire damage, collision damage, etc.\n- Arma 3 v2.16 context: Number - some additional context for the event:\n\n0 : TotalDamage - total damage adjusted before iteration through hitpoints\n\n1 : HitPoint - some hit point processed during iteration\n\n2 : LastHitPoint - the last hitpoint from iteration is processed\n\n3 : FakeHeadHit - head hit that is added/adjusted\n\n4 : TotalDamageBeforeBleeding - total damage is adjusted before calculating bleeding\n\n> [!NOTE]\n> Between an unknown version (confirmed in Arma 3 v1.70) until v1.78 HandleDamage event triggered for every selection of a vehicle, no matter if the section was damaged or not.\n\n#### HandleHeal\n\nGlobal argument\nTriggered when unit starts healing process (player using heal action on self or other unit, scripted action or AI heals after being ordered or on its own).\nThis event handler must be added to the 'injured' (could be added to Init field in editor) and in multiplayer will trigger only on PC where 'healer' is local. If code returns anything but true, engine side healing follows, otherwise healing is aborted.\n\n> [!IMPORTANT]\n> When AI unit is ordered (or acts at own accord) to heal at a medical vehicle and the event handler returns true, the healing is canceled but AI will try again and again and again. The event handler in this case will fire every second until AI unit is healed by other means.\n\n**NOTE**: This Event Handler was broken before Arma 3 v2.18.\n\n```sqf\nthis addEventHandler [\"HandleHeal\", {\n    _this spawn {\n        params [\"_injured\", \"_healer\", \"_isMedic\", \"_atVehicle\", \"_action\"];\n        private _damage = damage _injured;\n        if (_injured == _healer) then\n        {\n            waitUntil { damage _injured != _damage };\n            if (damage _injured < _damage) then\n            {\n                _injured setDamage 0;\n            };\n        };\n    };\n}];\n```\n\n```sqf\nthis addEventHandler [\"HandleHeal\", {\n    params [\"_injured\", \"_healer\", \"_isMedic\", \"_atVehicle\", \"_action\"];\n}];\n```\n\n- injured: Object - unit EH is attached to\n- healer: Object - unit that does the healing (could be the same unit as 'injured')\n- isMedic: Boolean - true when healer is 'Medic'\n- Arma 3 v2.18 atVehicle: Object - when healing at medical vehicle, this is the vehicle\n- Arma 3 v2.18 action: String - the action that triggered the event handler, for example \"SoldierHealSelf\"\n\n#### HandleIdentity\n\nGlobal argument\nTriggered whenever an entity is created. Can be used in scripts if EH is added immediately after unit is created in unscheduled environment.\nDoesn't trigger for editor placed units. Does not work in Multiplayer. If EH scope returns true, the default engine identity application is overridden.\n\n```sqf\nbob = group player createUnit [typeOf player, position player, [], 0, \"NONE\"];\nbob addEventHandler [\"HandleIdentity\", {\n    params [\"_unit\"];\n    hint str _unit;\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n\n#### HandleRating (Arma 3 v1.32)\n\nLocal argument\nTriggered when engine adds rating to overall rating of the unit, usually after a kill or a friendly kill.\nIf EH code returns Number, this will override default engine behaviour and the resulting value added will be the one returned by EH code.\n\n```sqf\nthis addEventHandler [\"HandleRating\", {\n    params [\"_unit\", \"_rating\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- rating: Number - rating to be added\n\n#### HandleScore (Arma 3 v1.32)\n\nGlobal argumentServer execution\nTriggered when engine adds score to overall score of the unit, usually after a kill.\nIf the EH code returns Nothing or true, the default engine scoreboard update (score, vehicle kills, infantry kills, etc) is applied, if it returns false, the engine update is cancelled. To add or modify score, use addScore and addScoreSide commands.\nFor remote units like players, the event does not persist after respawn, and must be re-added to the new unit.\n**Note:** MP only.\n\n```sqf\nthis addEventHandler [\"HandleScore\", {\n    params [\"_unit\", \"_object\", \"_score\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- object: Object - object for which score was awarded\n- score: Number - score to be added\n\n#### Hit\n\nLocal argument\nTriggered when the unit is hit/damaged.\n\nIs *not* always triggered when unit is killed by a hit.\nMost of the time only the killed event handler is triggered when a unit dies from a hit.\nThe hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.\nDoes not fire when a unit is set to allowDamage false.\n\n```sqf\nthis addEventHandler [\"Hit\", {\n    params [\"_unit\", \"_source\", \"_damage\", \"_instigator\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- source: Object - object that caused the damage – contains *unit* in case of collisions\n- damage: Number - level of damage caused by the hit\n- Arma 3 v1.66 instigator: Object - person who pulled the trigger\n\n#### HitPart (Entity)\n\nGlobal argument\nTriggered when the object it was added to gets damaged.\nIt returns the position and component that was hit on the object within a nested array, this is because the model may have more than one selection name for the hit component (i.e. a single piece of geometry can be simultaneously part of multiple, overlapping named selections).\n\nWhile you can add \"HitPart\" handler to a remote unit, the respective addEventHandler command must be executed on the shooter's PC and will only fire on shooter's PC as well.\nThe event will not fire if the shooter is not local, even if the target itself is local.\nAdditionally, if the unit gets damaged by any means other than ammunition or explosions, such as fall damage and burning, \"HitPart\" will not fire.\nBecause of this, this event handler is most suitable for when the shooter needs feedback on his shooting, such as target practicing or hitmarker creation.\n\nThis EH returns an array of arrays. Each sub-array contains data for the part that was hit as usually multiple parts are hit at the same time (see HitPart Sample). The structure of the sub-arrays is listed below.\n\n```sqf\nthis addEventHandler [\"HitPart\", {\n    {\n        _x params [\n            \"_target\", \"_shooter\", \"_projectile\", \"_position\", \"_velocity\",\n            \"_selection\", \"_ammo\", \"_vector\", \"_radius\", \"_surfaceType\",\n            \"_isDirect\", \"_instigator\"\n        ];\n    } forEach _this;\n}];\n```\n\n- target: Object - object that was damaged\n- shooter: Object - Unit or vehicle that inflicted the damage. If injured by a vehicle collision, the target itself is returned, or objNull in case of explosions. In case of explosives that were planted by someone (e.g. satchel charges), that unit is returned.\n- projectile: Object - object that was fired\n- position: Array format PositionASL - position the bullet impacted\n- velocity: Vector3D - 3D speed at which the bullet impacted\n- selection: Array - array of Strings with named selection of the object that were hit, in the FireGeometry LOD\n- ammo:\n  - Array in format [hitValue, indirectHitValue, indirectHitRange, explosiveDamage, ammoClassName] - If the damage was directly or indirectly inflicted by a projectile. Hit and damage values are derived from the projectile's CfgAmmo class, and do not match the actual damage inflicted, which is usually lower due to armor and other factors.\n  - Array in format [impulseValue, 0, 0, 0] - if the damage was inflicted by a vehicle collision\n- vector: Vector3D - Vector that is orthogonal (perpendicular) to the surface struck. For example, if a wall was hit, the vector would be pointing out of the wall at a 90 degree angle.\n- radius: Number - radius (size) of component hit\n- surfaceType: String - surface type struck\n- isDirect: Boolean - true if object was directly hit, false if it was hit by indirect / splash damage\n- Arma 3 v2.18 instigator: Object - shot instigator\n\n> [!NOTE]\n> See HitPart (Projectile) for a similar event handler that is attached to the projectile instead of the entity.\n\n> [!NOTE]\n> This event does not fire when miniscule explosive damage is dealt to the target entity, but the Explosion event will still fire.\n\n#### IncomingMissile\n\nGlobal argument\nTriggered when a unit fires a missile or rocket at the target. For projectiles fired by players this EH only triggers for guided missiles that have locked onto the target.\n\n```sqf\nthis addEventHandler [\"IncomingMissile\", {\n    params [\"_target\", \"_ammo\", \"_vehicle\", \"_instigator\", \"_missile\"];\n}];\n```\n\n- target: Object - object the event handler is assigned to\n- ammo: String - ammo type that was fired on the target\n- Arma 3 v1.42 vehicle: Object - vehicle that fired the weapon. In case of soldier, unit is returned\n- Arma 3 v1.66 instigator: Object - person who pulled the trigger\n- Arma 3 v2.10 missile: Object - the incoming missile\n\n#### Init (Entity)\n\nGlobal argument\nTriggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config.\n\n> [!IMPORTANT]\n> It is recommended to use the PostInit event handler instead of this one when setting entity textures (setObjectTexture, BIS_fnc_initVehicle etc) to avoid networking issues.\n\ne.g:\n\n```cpp\ninit = \"params ['_entity'];\";\n```\n\n```sqf\nparams [\"_entity\"];\n```\n\n- entity: Object - object the event handler is assigned to\n\n#### InventoryClosed (Arma 3 v1.22)\n\nGlobal argument\nTriggered when the unit closes inventory. Said unit can be non-local when adding the EH, but **must** be local for the EH to trigger.\n\n```sqf\nthis addEventHandler [\"InventoryClosed\", {\n    params [\"_unit\", \"_container\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- container: Object - connected container or weaponholder\n\n```sqf\n// Delete dropped items when inventory closed\nplayer addEventHandler [\"InventoryClosed\", {\n    params [\"_unit\", \"_container\"];\n    if (_container isKindOf \"WeaponHolder\") then\n    {\n        deleteVehicle _container;\n    };\n}];\n```\n\n#### InventoryOpened (Arma 3 v1.22)\n\nGlobal argument\nTriggered when unit opens inventory. Said unit can be non-local when adding the EH, but **must** be local for the EH to trigger. End EH main scope with true to override the opening of the inventory in case you wish to handle it yourself:\n\n```sqf\n// Create and open an ammo box when \"Inventory\" button is pressed\nplayer addEventHandler [\"InventoryOpened\", {\n    player removeAllEventHandlers \"InventoryOpened\";\n    _box = \"Box_NATO_Ammo_F\" createVehicle [0,0,0];\n    _box setPosASL (player modelToWorldVisualWorld [0,1.5,0.5]);\n    player action [\"Gear\", _box];\n    true; // <-- inventory override\n}];\n```\n\nTo return all nearby containers use nearSupplies command.\n\n```sqf\nthis addEventHandler [\"InventoryOpened\", {\n    params [\"_unit\", \"_primaryContainer\", \"_secondaryContainer\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- primaryContainer: Object - connected container or weaponholder\n- Arma 3 v1.66 secondaryContainer: Object - second connected container or weaponholder or objNull\n\n#### Killed\n\nLocal argument\nTriggered when the unit is killed.\n\n```sqf\nthis addEventHandler [\"Killed\", {\n    params [\"_unit\", \"_killer\", \"_instigator\", \"_useEffects\", \"_shot\", \"_real\"];\n}];\n```\n\n- unit: Object - the object the event handler is assigned to\n- killer: Object - the object that killed the unit. Contains the unit itself in case of collisions.\n- Arma 3 v1.66 instigator: Object - the person who pulled the trigger\n- Arma 3 v1.68 useEffects: Boolean - same as *useEffects* in setDamage alt syntax\n- Arma 3 v2.22 shot: Object - shot that caused damage\n- Arma 3 v2.22 real: Boolean - true when the shot was 'real' where the event handler triggered\n\n#### LandedStopped\n\nGlobal argument\nTriggered when an AI pilot would get out usually. Not executed for player.\n\n```sqf\nthis addEventHandler [\"LandedStopped\", {\n    params [\"_plane\", \"_airportID\", \"_airportObject\"];\n}];\n```\n\n- plane: Object - object the event handler is assigned to\n- airportID: Number - ID of the airport (-1 for anything else)\n- Arma 3 v2.12 airportObject: Object - airport object in the event of a Dynamic Airport, otherwise objNull\n\n#### LandedTouchDown\n\nGlobal argument\nTriggered when a plane (AI or player) touches the ground.\n\n```sqf\nthis addEventHandler [\"LandedTouchDown\", {\n    params [\"_plane\", \"_airportID\", \"_airportObject\"];\n}];\n```\n\n- plane: Object - object the event handler is assigned to\n- airportID: Number - ID of the airport (-1 for anything else)\n- Arma 3 v2.12 airportObject: Object - airport object in the event of a Dynamic Airport, otherwise objNull\n\n#### Landing (Arma 3 v1.70)\n\nGlobal argument\nTriggered when an AI pilot (or auto-pilot) is preparing for landing. The exact moment of triggering coincides with lowering of the gear (\"Gear\" EH)\n\n```sqf\nthis addEventHandler [\"Landing\", {\n    params [\"_plane\", \"_airportID\", \"_isCarrier\"];\n}];\n```\n\n- plane: Object - object the event handler is assigned to\n- airportID: Number or Object - ID of the airport or aircraft carrier object\n- isCarrier: Boolean - true if landing on aircraft carrier\n\n#### LandingCanceled (Arma 3 v1.70)\n\nGlobal argument\nTriggered when AI pilot landing is cancelled (for example new order received to land elsewhere).\nThe exact moment of triggering coincides with retracting of the gear (\"Gear\" EH).\n**Note**: Does not trigger if player switches off auto-pilot. Canceled is spelled with one `L`\n\n```sqf\nthis addEventHandler [\"LandingCanceled\", {\n    params [\"_plane\", \"_airportID\", \"_isCarrier\"];\n}];\n```\n\n- plane: Object - object the event handler is assigned to\n- airportID: Number or Object - ID of the airport or aircraft carrier object (-1 no airport)\n- isCarrier: Boolean - true if landing on aircraft carrier\n\n#### LaserTargetChanged (Arma 3 v2.22)\n\nTriggered when the laser target changes.\n\n```sqf\nthis addEventHandler [\"LaserTargetChanged\", {\n    params [\"_unit\", \"_laserTarget\", \"_designatedTarget\", \"_turretPath\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- laserTarget: Object - the laser target entity that got created at impact point\n- designatedTarget: Object - the object that is targeted by the laser\n- turretPath: Turret Path - the path to the turret that activated the laser. It is empty when the event is triggered by a unit\n\n#### LeaningChanged (Arma 3 v2.18)\n\nGlobal argument\nTriggered when a soldier leaning factor is changed between -1 (extreme left), 0 (not leaning) and 1 (extreme right)\n\n```sqf\nthis addEventHandler [\"LeaningChanged\", {\n    params [\"_unit\", \"_newLeaning\", \"_oldLeaning\"];\n}];\n```\n\n- unit: Object - soldier\n- newLeaning: Number from -1 to 1\n- oldLeaning: Number from -1 to 1\n\n#### Local (Entity)\n\nGlobal argument\nTriggers when locality of object in MP is changed. The event handler only triggers on the computers that are directly involved in change of locality.\nSo if EH is added to every computer on network, it will only trigger on 2 computers, on the computer that receives ownership of the object (new owner), in which case _this select 1 will be true,\nand on the computer from which ownership is transferred (old owner), in which case _this select 1 will be false.\n\n```sqf\nthis addEventHandler [\"Local\", {\n    params [\"_entity\", \"_isLocal\"];\n}];\n```\n\n- entity: Object - the object that changed locality\n- isLocal: Boolean - if the object is local on given computer\n\n#### MagazineReloading (Arma 3 v2.18)\n\nLocal argument\nTriggers when reloading starts.\n\n```sqf\nthis addEventHandler [\"MagazineReloading\", {\n    params [\"_unit\", \"_weapon\", \"_muzzle\", \"_magazine\", \"_magazineClass\", \"_ammoCount\", \"_magazineID\", \"_magazineCreator\"];\n}];\n```\n\n- unit: Object - unit or vehicle to which EH is assigned\n- weapon: String - weapon that got unloaded\n- muzzle: String - weapon's muzzle that got unloaded\n- magazine: Array - magazine info in format [magazineClass, ammoCount, magazineID, magazineCreator], where:\n  - magazineClass: String - class name of the magazine\n  - ammoCount: Number - amount of ammo in magazine\n  - magazineID: Number - global magazine id\n  - magazineCreator: Number - owner of the magazine creator\n\n#### MagazineUnloaded (Arma 3 v2.18)\n\nLocal argument\nTriggers when a magazine is removed from a weapon manually or via script.\n\n```sqf\nthis addEventHandler [\"MagazineUnloaded\", {\n    params [\"_unit\", \"_weapon\", \"_muzzle\", \"_magazine\", \"_magazineClass\", \"_ammoCount\", \"_magazineID\", \"_magazineCreator\"];\n}];\n```\n\n- unit: Object - unit or vehicle to which EH is assigned\n- weapon: String - weapon that got unloaded\n- muzzle: String - weapon's muzzle that got unloaded\n- magazine: Array - magazine info in format [magazineClass, ammoCount, magazineID, magazineCreator], where:\n  - magazineClass: String - class name of the magazine\n  - ammoCount: Number - amount of ammo in magazine\n  - magazineID: Number - global magazine id\n  - magazineCreator: Number - owner of the magazine creator\n\n#### OpticsModeChanged (Arma 3 v2.10)\n\nLocal argument\nTriggers everytime a local unit changes optic mode. This could be either through the setOpticsMode command or by the player switching to the next optic mode using e.g <kbd>NUM /</kbd> or <kbd>Ctrl</kbd> + Right Mouse Button.\n\n```sqf\nthis addEventHandler [\"OpticsModeChanged\", {\n    params [\"_unit\", \"_opticsClass\", \"_newMode\", \"_oldMode\", \"_isADS\"];\n}];\n```\n\n- unit: Object - the unit\n- opticsClass: String\n- newMode: String\n- oldMode: String\n- isADS: Boolean - if the new view is GUNNER\n\n#### OpticsSwitch (Arma 3 v2.10)\n\nLocal argument\nTriggers at the start of the camera transition from GUNNER to INTERNAL/EXTERNAL and vice-versa.\nSo anytime the right mouse button is pressed and there is a GUNNER view available or are currently in it, this triggers.\nWorks in vehicles and FFV as well. See also cameraView.\n\n```sqf\nthis addEventHandler [\"OpticsSwitch\", {\n    params [\"_unit\", \"_isADS\"];\n}];\n```\n\n- unit: Object - the unit\n- isADS: Boolean - if the new view is GUNNER\n\n#### PathCalculated (Arma 3 v1.94)\n\nLocal argument\nTriggers when a path has been calculated for the unit. Works for both agents and normal AI units.\nNote that paths to far destinations are typically calculated in segments.\nWhen the unit completes a segment, a new path is calculated and this is continued until the unit reaches its destination.\n\n```sqf\nthis addEventHandler [\"PathCalculated\", {\n    params [\"_unit\", \"_path\"];\n}];\n```\n\n- unit: Object - the unit/agent for which the path was calculated\n- path: Array - the array of positions representing the path (PositionASL)\n\n#### PeriscopeElevationChanged (Arma 3 v2.00)\n\nFires every frame during periscope elevation animation.\n\n```sqf\nthis addEventHandler [\"PeriscopeElevationChanged\", {\n    params [\"_vehicle\", \"_turret\", \"_elevation\", \"_direction\", \"_userIsBlocked\"];\n}];\n```\n\n- vehicle: Object - the vehicle this EH is assigned to\n- turret: Array - the turret which periscope is changing elevation\n- elevation: Number - current periscope elevation (changes with each simulation). See also periscopeElevation, elevatePeriscope\n- direction: Number - 1: moves up, 0: stopped, -1: moves down; when `direction` returns 0, this also means the event handler fired for the last time for this elevation.\n- userIsBlocked: Boolean - whether or not the user ability to override is blocked. See also periscopeElevation, elevatePeriscope\n\n#### PostInit (Arma 3 v2.06)\n\nGlobal argument\nTriggered whenever an entity is created and initialized. Cannot be used in scripts, only inside class Eventhandlers in config.\n\n> [!IMPORTANT]\n> It is recommended to use this event handler instead of the Init one when setting entity textures (setObjectTexture, BIS_fnc_initVehicle etc) to avoid networking issues.\n\ne.g:\n\n```cpp\npostInit = \"params ['_entity'];\";\n```\n\n```cpp\npostinit = \"params ['_entity']; if (local _entity) then { [_entity, '', [], false] call BIS_fnc_initVehicle };\";\n```\n\n```sqf\nparams [\"_entity\"];\n```\n\n- entity: Object - object the event handler is assigned to\n\n#### PostReset\n\n**Obsolete** - triggers after PP effects have been reset by the engine.\n\n#### Put (Arma 3 v0.56)\n\nGlobal argument\nTriggers when a unit puts an item in a container.\n\nArma 3 v2.14 This event handler can be added to a container.\n\n```sqf\nthis addEventHandler [\"Put\", {\n    params [\"_unit\", \"_container\", \"_item\"];\n}];\n```\n\n- unit: Object - unit who put the item in the container\n- container: Object - the container into which the item was placed (vehicle, box, etc.)\n- item: String - the class name of the moved item\n\n> [!NOTE]\n> This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.\n\n#### PylonChanged (Arma 3 v2.20)\n\nLocal argument\nTriggers when an aircraft's pylon changes magazine type:\n\n```sqf\nvehicle player addEventHandler [\"PylonChanged\", {\n    params [\"_vehicle\", \"_pylonIndex\", \"_oldMagazine\", \"_newMagazine\"];\n}];\n```\n\n- vehicle: Object\n- pylonIndex: Number\n- oldMagazine: String\n- newMagazine: String\n\n> [!IMPORTANT]\n> This event generally triggers **twice** for a swap, first unload then load, e.g:\n>\n> ```sqf\n> // [myVehicle, 1, \"oldMagClass\", \"\"]\n> // [myVehicle, 1, \"\", \"newMagClass\"]\n> ```\n\n#### Reloaded (Arma 3 v1.58)\n\nLocal argument\nTriggers once a weapon is reloaded with a new magazine. For more information, see Reloaded.\n\n```sqf\nthis addEventHandler [\"Reloaded\", {\n    params [\"_unit\", \"_weapon\", \"_muzzle\", \"_newMagazine\", \"_oldMagazine\"];\n}];\n```\n\n- unit: Object - unit or vehicle to which EH is assigned\n- weapon: String - weapon that got reloaded\n- muzzle: String - weapon's muzzle that got reloaded\n- newMagazine: Array - new magazine info\n- oldMagazine: Array or Nothing - old magazine info\n\n#### Respawn\n\nLocal argument\nTriggered when a unit respawns.\n\n```sqf\nthis addEventHandler [\"Respawn\", {\n    params [\"_unit\", \"_corpse\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- corpse: Object - object the event handler was assigned to, aka the corpse/unit player was previously controlling\n\n#### RopeAttach (Arma 3 v1.34)\n\nTriggered when a rope is attached to an object.\nIn the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each attached rope.\n\n```sqf\nthis addEventHandler [\"RopeAttach\", {\n    params [\"_object1\", \"_rope\", \"_object2\"];\n}];\n```\n\n- object1: Object - object to which the event handler is assigned.\n- rope: Object - the rope being attached between object 1 and object 2.\n- object2: Object - the object that is being attached to object 1 via rope.\n\n#### RopeBreak (Arma 3 v1.34)\n\nTriggered when a rope is detached from an object.\nIn the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each detached rope.\n\n```sqf\nthis addEventHandler [\"RopeBreak\", {\n    params [\"_object1\", \"_rope\", \"_object2\"];\n}];\n```\n\n- object1: Object - object to which the event handler is assigned.\n- rope: Object - the rope that connected object 1 and object 2.\n- object2: Object - the object that was connected to object 1 with a rope.\n\n#### SeatSwitched (Arma 3 v1.50)\n\nGlobal argument\nTriggered when unit changes seat within vehicle. EH returns both units switching seats.\nIf switching seats with an empty seat, one of the returned units will be objNull.\nThe new position can be obtained with assignedVehicleRole.\nThis EH must be assigned to a vehicle.\n\n```sqf\nthis addEventHandler [\"SeatSwitched\", {\n    params [\"_vehicle\", \"_unit1\", \"_unit2\"];\n}];\n```\n\n- vehicle: Object - vehicle to which the event handler is assigned.\n- unit1: Object - unit switching seat.\n- unit2: Object - unit switching seat.\n\n#### SeatSwitchedMan (Arma 3 v1.58)\n\nGlobal argument\nTriggered when unit changes seat within vehicle. EH returns both units switching seats.\nIf switching seats with an empty seat, one of the returned units will be objNull.\nThe new position can be obtained with assignedVehicleRole <unit>. This EH must be assigned to a unit and not a vehicle.\nThis EH is persistent and will be transferred to the new unit after respawn, but only if it was assigned where unit was local.\n\n```sqf\nthis addEventHandler [\"SeatSwitchedMan\", {\n    params [\"_unit1\", \"_unit2\", \"_vehicle\"];\n}];\n```\n\n- unit1: Object - unit switching seat.\n- unit2: Object - unit with which unit1 is switching seat.\n- vehicle: Object - vehicle where switching seats is taking place.\n\n#### SelectedActionChanged\n\nRTM helicopter user action event\n\n```sqf\nthis addEventHandler [\"SelectedActionChanged\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Limited or non-existent functionality.\n\n#### SelectedActionPerformed\n\nRTM helicopter user action event\n\n```sqf\nthis addEventHandler [\"SelectedActionPerformed\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Limited or non-existent functionality.\n\n#### SelectedRotorLibActionChanged\n\nRTM helicopter user action event\n\n```sqf\nthis addEventHandler [\"SelectedRotorLibActionChanged\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Limited or non-existent functionality.\n\n#### SelectedRotorLibActionPerformed\n\nRTM helicopter user action event\n\n```sqf\nthis addEventHandler [\"SelectedRotorLibActionPerformed\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Works only for key press combination <kbd>RCtrl</kbd> + <kbd>W</kbd>, which is the binding for helicopter wheels brakes.\n>\n> It fires with or without Advanced Flight Model enabled. The enum number returned is 4 and 5, probably because the enum is structured like this:\n>\n> - 0: HelicopterAutoTrimOn\n> - 1: HelicopterAutoTrimOff\n> - 2: HelicopterTrimOn\n> - 3: HelicopterTrimOff\n> - 4: WheelsBrakeOn\n> - 5: WheelsBrakeOff\n\n#### SlotItemChanged (Arma 3 v2.14)\n\nGlobal argument\nTriggered when any of the following slots get assigned or unassigned: *Items* - Map, GPS, Radio, Watch, Compass, Helmet, Goggles, NVG; *Weapon* - Binoculars; *Containers* - Uniform, Vest, Backpack.\n\n```sqf\nthis addEventHandler [\"SlotItemChanged\", {\n    params [\"_unit\", \"_name\", \"_slot\", \"_assigned\", \"_weapon\"];\n}];\n```\n\n- unit: Object - unit EH assigned to.\n- name: String - name of the item/weapon/container (see getSlotItemName).\n- slot: Number - slot id (see getSlotItemName).\n- assigned: Boolean - true assign action, false unassign action.\n- Arma 3 v2.18 weapon: String - name of weapon in event that slot changed is a weapon attachment slot\n\n#### SoundPlayed (Arma 3 v0.56)\n\nLocal argument\nTriggered when player is making noises when injured or fatigued for example. The number param passed to the EH code points to the sound origin:\n\n1. Breath\n1. Breath Injured\n1. Breath Scuba\n1. Injured\n1. Pulsation\n1. Hit Scream\n1. Burning\n1. Drowning\n1. Drown\n1. Gasping\n1. Stabilizing\n1. Healing\n1. Healing With Medikit\n1. Recovered\n1. Breath Held\n\n```sqf\nthis addEventHandler [\"SoundPlayed\", {\n    params [\"_unit\", \"_soundID\"];\n}];\n```\n\n- unit: Object - unit to which the event handler is assigned\n- soundID: Number - sound origin\n\n> [!NOTE]\n> Since Arma 3 v2.12 returning a Number from last added EH in range from 0 to 5 will alter the volume of played sound from mute to max volume.\n\n#### Suppressed (Arma 3 v2.02)\n\nLocal argument\nTriggers when enemy projectile is passing by closer than defined suppression radius ammo value in config.\nCan be made to trigger for the same side if the side is set as enemy to itself (with setFriend). For more information see Arma 3: Suppression.\n\n```sqf\nthis addEventHandler [\"Suppressed\", {\n    params [\"_unit\", \"_distance\", \"_shooter\", \"_instigator\", \"_ammoObject\", \"_ammoClassName\", \"_ammoConfig\"];\n}];\n```\n\n- unit: Object - unit to which the event is assigned\n- distance: Number - distance of the projectile pass-by\n- shooter: Object - who (or what) fired - vehicle or drone\n- instigator: Object - who pressed the trigger. Instigator is different from the shooter when player is operator of UAV for example\n- ammoObject: Object - the ammunition itself\n- ammoClassName: String - the ammunition's classname\n- ammoConfig: Config - the ammunition's CfgAmmo config path\n\n#### Take (Arma 3 v0.56)\n\nGlobal argument\nTriggers when a unit takes an item from a container.\n\nArma 3 v2.14 This event handler can be added to a container.\n\n```sqf\nthis addEventHandler [\"Take\", {\n    params [\"_unit\", \"_container\", \"_item\"];\n}];\n```\n\n- unit: Object - unit who took the item from the container\n- container: Object - the container from which the item was taken (vehicle, box, etc.)\n- item: String - the class name of the taken item\n\n> [!NOTE]\n> This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.\n\n#### TaskSetAsCurrent (Arma 3 v1.32)\n\nTriggers when player's current task changes\n\n```sqf\nthis addEventHandler [\"TaskSetAsCurrent\", {\n    params [\"_unit\", \"_task\"];\n}];\n```\n\n- unit: Object - the player to whom the event handler is assigned\n- task: Task - the new current task\n\n#### TurnIn (Arma 3 v1.66)\n\nTriggers when member of crew in a vehicle uses Turn In action\n\n```sqf\nthis addEventHandler [\"TurnIn\", {\n    params [\"_vehicle\", \"_unit\", \"_turret\"];\n}];\n```\n\n- vehicle: Object - the vehicle the event handler is assigned to\n- unit: Object - the unit performing the Turn In action\n- turret: Array - turret path\n\n#### TurnOut (Arma 3 v1.66)\n\nTriggers when member of crew in a vehicle uses Turn Out action\n\n```sqf\nthis addEventHandler [\"TurnOut\", {\n    params [\"_vehicle\", \"_unit\", \"_turret\"];\n}];\n```\n\n- vehicle: Object - the vehicle the event handler is assigned to\n- unit: Object - the unit performing the Turn Out action\n- turret: Array - turret path\n\n#### VisionModeChanged (Arma 3 v2.08)\n\nTriggers when the assigned vehicle/unit's vision mode has changed.\n\n```sqf\nplayer addEventHandler [\"VisionModeChanged\", {\n    params [\"_person\", \"_visionMode\", \"_TIindex\", \"_visionModePrev\", \"_TIindexPrev\", \"_vehicle\", \"_turret\"];\n}];\n```\n\n- person: Object - unit for whom the vision mode changes\n- visionMode: Number - vision mode index\n- TIindex: Number - thermal vision mode index; will return -1 when *visionMode* is not 2\n- visionModePrev: Number - last vision mode\n- TIindexPrev: Number - last TI mode; will return -1 when *visionModePrev* is not 2\n- vehicle: Object - if unit is in a vehicle or controlling a UAV, this will be the vehicle\n- turret: Array - turret path to the turret occupied by the unit, or [] if not on turret\n\n#### WeaponAssembled\n\nGlobal argument\nTriggers when a weapon gets assembled. EH must be attached to the unit and not the weapon.\n\n```sqf\nthis addEventHandler [\"WeaponAssembled\", {\n    params [\"_unit\", \"_weapon\", \"_primaryBag\", \"_secondaryBag\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- weapon: Object - object of the assembled weapon\n- Arma 3 v2.18 primaryBag: Object - primary bag (just before it is deleted)\n- Arma 3 v2.18 secondaryBag: Object - secondary bag (just before it is deleted)\n\n#### WeaponChanged (Arma 3 v2.18)\n\nFires on weapon switch and firemode switch. Does not fire for player units inside vehicles (but does fire for vehicles with players in them).\nThe locality is unknown, but it is known that this EH behaves like currentWeapon, currentWeaponMode and currentMuzzle in terms of locality.\nArma 3 v2.22 Fires for \"Throw\" muzzle changes too.\n\n```sqf\nthis addEventHandler [\"WeaponChanged\", {\n    params [\"_object\", \"_oldWeapon\", \"_newWeapon\", \"_oldMode\", \"_newMode\", \"_oldMuzzle\", \"_newMuzzle\", \"_turretIndex\"];\n}];\n```\n\n- object: Object - the unit or vehicle the event handler is assigned to\n- oldWeapon: String - the class name of the previous weapon\n- newWeapon: String - the class name of the new weapon (same as currentWeapon)\n- oldMode: String - the previous weapon mode\n- newMode: String - the new weapon mode (same as currentWeaponMode)\n- oldMuzzle: String - the previous weapon muzzle\n- newMuzzle: String - the new weapon muzzle (same as currentMuzzle)\n- turretIndex: Array format Turret Path - the turret path, or empty array if `object` is not a transport vehicle\n\n#### WeaponDeployed (Arma 3 v1.44)\n\nGlobal argument\nTriggers when the deployed state of a weapon or bipod changes.\n**Note:** A weapon cannot be rested and deployed at the same time.\n\n```sqf\nthis addEventHandler [\"WeaponDeployed\", {\n    params [\"_unit\", \"_isDeployed\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- isDeployed: Boolean - true if deployed\n\n#### WeaponDisassembled\n\nGlobal argument\nTriggers when a weapon gets disassembled. EH must be attached to the unit and not the weapon.\n**Note:** As of Arma 3 v1.32, this event does not fire if the weapon is not local.\n\n```sqf\nthis addEventHandler [\"WeaponDisassembled\", {\n    params [\"_unit\", \"_primaryBag\", \"_secondaryBag\", \"_weapon\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- primaryBag: Object - first backpack object which was weapon disassembled into\n- secondaryBag: Object - second backpack object which was weapon disassembled into\n- Arma 3 v2.18 weapon: Object - disassembled weapon (just before it is moved out of the world)\n\n#### WeaponRested (Arma 3 v1.44)\n\nLocal argument\nTriggers when weapon rested state changes (weapon near a surface that can provide weapon support).\n**Note:** A weapon cannot be rested and deployed at the same time.\n\n```sqf\nthis addEventHandler [\"WeaponRested\", {\n    params [\"_unit\", \"_isRested\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- isRested: Boolean - true if rested\n\n### Multiplayer Event Handlers\n\nGlobal object event handler, executed on every connected machine.\n\nCommands:\n\n- addMPEventHandler\n- removeMPEventHandler\n- removeAllMPEventHandlers\n\n> [!IMPORTANT]\n> A Multiplayer Event Handler is **not** saved in a save file and therefore will not be restored on load - use it accordingly.\n\n#### MPHit\n\nGlobal argumentGlobal effect\nTriggered when the unit is hit/damaged. EH can be added on any machine and EH code will trigger globally on every connected client and server.\nThis EH is clever enough to be triggered globally only once even if added on all clients or a single client that is then disconnected, EH will still trigger globally only once.\n\nIs *not* always triggered when unit is killed by a hit.\nMost of the time only the killed event handler is triggered when a unit dies from a hit.\nThe hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.\nCan also trigger several times for an explosion (direct and indirect damage). Does not fire when a unit is set to allowDamage false.\nHowever it will fire with \"HandleDamage\" EH added alongside stopping unit from taking damage (`unit addEventHandler [\"HandleDamage\", { 0 }];`.\nWill not trigger once the unit is dead.\n\n**Note:** call a function from the MPHit EH code space rather than defining the full code in there directly.\nThe reason is the code space will be transferred over network on each event activation - so keep the data as small as possible!\n\n```sqf\nthis addMPEventHandler [\"MPHit\", {\n    params [\"_unit\", \"_causedBy\", \"_damage\", \"_instigator\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- causedBy: Object - object that caused the damage. Contains the unit itself in case of collisions.\n- damage: Number - level of damage caused by the hit\n- Arma 3 v1.66 instigator: Object - person who pulled the trigger\n\n#### MPKilled\n\nGlobal argumentGlobal effect\nTriggered when the unit is killed. EH can be added on any machine and EH code will trigger globally **on every connected client and server**.\nThis EH has a safeguard measure so that even if it's added on all clients or a single client that is then disconnected, EH will still trigger globally only once per client.\n\n```sqf\nthis addMPEventHandler [\"MPKilled\", {\n    params [\"_unit\", \"_killer\", \"_instigator\", \"_useEffects\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- killer: Object - object that killed the unit. Contains the unit itself in case of collisions\n- Arma 3 v1.66 instigator: Object - person who pulled the trigger\n- Arma 3 v1.68 useEffects: Boolean - same as *useEffects* in setDamage alt syntax\n\n#### MPRespawn\n\nGlobal argumentLocal effect\nTriggered when a unit, it is assigned to, respawns. This EH does not work as one would expect MP EH should work like.\nIt is only triggered on one machine where the unit it was assigned to is local.\nThe only difference between **Respawn** and **MPRespawn** is that **MPRespawn** can be assigned from anywhere while **Respawn** requires the unit to be local.\n\nMPRespawn EH expects the EH code to return an array in Position format which will be used to place the respawned unit at the desired coordinates.\nFor example: `player addMPEventHandler [\"MPRespawn\", { [1234, 1234, 0] }];` will place player at [1234,1234,0] immediately on respawn.\n\n```sqf\nthis addMPEventHandler [\"MPRespawn\", {\n    params [\"_unit\", \"_corpse\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- corpse: Object - object the event handler was assigned to, aka the corpse/unit player was previously controlling.\n\n### Mission Event Handlers\n\nMission Event Handlers are specific EHs that are anchored to the running mission and automatically removed when mission is over.\n\nCommands:\n\n- addMissionEventHandler\n- removeMissionEventHandler\n\n> [!NOTE]\n> See Arma 3: Mission Event Handlers.\n\n### Curator Event Handlers (Arma 3 v1.16)\n\nLocal argumentLocal effect\nArma 3: Curator Event Handlers are also added with the addEventHandler command. They are executed only where the curator is local - on the machine that is in control of it.\n\n> [!IMPORTANT]\n> These Event Handlers must be added to the curator object/module, **not** the player!\n\nCommands:\n\n- addEventHandler\n- removeEventHandler\n- removeAllEventHandlers\n\n#### CuratorFeedbackMessage\n\nLocal argument\nTriggered when curator attempts invalid action in curator interface.\n\nEach error has its own unique ID, recognized values are:\n\n- 003 - when trying to teleport camera outside of curatorCameraArea\n- 101 - trying to place an object when placing is disabled using setCuratorCoef \"place\"\n- 102 - trying to place an object which is too expensive (cost set in *curatorObjectRegistered* multiplied by setCuratorCoef \"place\" is larger than curatorPoints)\n- 103 - trying to place an object outside of curatorEditingArea\n- 104 - items of a placed composition were skipped / could not be placed (since Arma 3 v2.06)\n- 201 - trying to place a waypoint when waypoint placing is disabled\n- 202 - trying to place a waypoint which is too expensive (cost set by setCuratorWaypointCost multiplied by setCuratorCoef \"place\" is larger than curatorPoints)\n- 206 - trying to place a waypoint when no AI unit is selected\n- 301 - trying to move or rotate an entity when editing is disabled using setCuratorCoef \"edit\"\n- 302 - trying to move or rotate an entity when it is too expensive (entity cost multiplied by setCuratorCoef \"edit\" is larger than curatorPoints)\n- 303 - trying to move an entity outside of curatorEditingArea\n- 304 - trying to move or rotate an entity which is outside of curatorEditingArea\n- 307 - trying to move or rotate a player (players cannot be manipulated with)\n- 401 - trying to delete an entity when deleting is disabled using setCuratorCoef \"delete\"\n- 402 - trying to delete an entity which is too expensive (cost multiplied by setCuratorCoef \"delete\" is larger than curatorPoints)\n- 404 - trying to delete an entity which is outside of curatorEditingArea\n- 405 - trying to delete an entity which has non-editable crew in it\n- 407 - trying to delete a player (players cannot be manipulated with)\n- 501 - trying to destroy an object when destroying is disabled using setCuratorCoef \"destroy\"\n- 502 - trying to destroy an object which is too expensive (cost multiplied by setCuratorCoef \"destroy\" is larger than curatorPoints)\n- 504 - trying to destroy an object which is outside of curatorEditingArea\n- 505 - trying to destroy an object which has non-editable crew in it\n- 506 - trying to destroy an object when no object is selected\n- 507 - trying to destroy a player (players cannot be manipulated with)\n\n```sqf\nthis addEventHandler [\"CuratorFeedbackMessage\", {\n    params [\"_curator\", \"_errorID\"];\n}];\n```\n\n- curator: Object\n- errorID: Number\n\n#### CuratorGroupDoubleClicked\n\nLocal argument\nTriggered when a group is double-clicked on in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorGroupDoubleClicked\", {\n    params [\"_curator\", \"_group\"];\n}];\n```\n\n- curator: Object\n- group: Group\n\n#### CuratorGroupPlaced\n\nLocal argument\nTriggered when new group is placed in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorGroupPlaced\", {\n    params [\"_curator\", \"_group\"];\n}];\n```\n\n- curator: Object\n- group: Group\n\n#### CuratorGroupSelectionChanged\n\nLocal argument\nTriggered when a group is selected in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorGroupSelectionChanged\", {\n    params [\"_curator\", \"_group\"];\n}];\n```\n\n- curator: Object\n- group: Group\n\n#### CuratorMarkerDeleted\n\nLocal argument\nTriggered when a marker is deleted in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorMarkerDeleted\", {\n    params [\"_curator\", \"_marker\"];\n}];\n```\n\n- curator: Object\n- marker: String\n\n#### CuratorMarkerDoubleClicked\n\nLocal argument\nTriggered when a marker is double-clicked on in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorMarkerDoubleClicked\", {\n    params [\"_curator\", \"_marker\"];\n}];\n```\n\n- curator: Object\n- marker: String\n\n#### CuratorMarkerEdited\n\nLocal argument\nTriggered when a marker is moved in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorMarkerEdited\", {\n    params [\"_curator\", \"_marker\"];\n}];\n```\n\n- curator: Object\n- marker: String\n\n#### CuratorMarkerPlaced\n\nLocal argument\nTriggered when new marker is placed in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorMarkerPlaced\", {\n    params [\"_curator\", \"_marker\"];\n}];\n```\n\n- curator: Object\n- marker: String\n\n#### CuratorMarkerSelectionChanged\n\nLocal argument\nTriggered when a marker is selected in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorMarkerSelectionChanged\", {\n    params [\"_curator\", \"_marker\"];\n}];\n```\n\n- curator: Object\n- marker: String\n\n#### CuratorObjectDeleted\n\nLocal argument\nTriggered when an object is deleted in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorObjectDeleted\", {\n    params [\"_curator\", \"_entity\"];\n}];\n```\n\n- curator: Object\n- entity: Object\n\n#### CuratorObjectDoubleClicked\n\nLocal argument\nTriggered when an object is double-clicked on in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorObjectDoubleClicked\", {\n    params [\"_curator\", \"_entity\"];\n}];\n```\n\n- curator: Object\n- entity: Object\n\n#### CuratorObjectEdited\n\nLocal argument\nTriggered when an object is moved or rotated in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorObjectEdited\", {\n    params [\"_curator\", \"_entity\"];\n}];\n```\n\n- curator: Object\n- entity: Object\n\n#### CuratorObjectPlaced\n\nLocal argument\nTriggered when new object is placed in curator interface.\nThis event handler will trigger individually for each unit in a placed group - excluding the crew in vehicles.\n\n```sqf\nthis addEventHandler [\"CuratorObjectPlaced\", {\n    params [\"_curator\", \"_entity\"];\n}];\n```\n\n- curator: Object\n- entity: Object\n\n#### CuratorObjectRegistered\n\nLocal argument\nTriggered when player enters curator interface. Assign curator cost to every object in the game.\nThis is the primary method that a mission designer can use to limit the objects a curator can place.\n\n> [!NOTE]\n> See Curator - Manual Assigning.\n\n```sqf\nthis addEventHandler [\"CuratorObjectRegistered\", {\n    params [\"_curator\", \"_input\"];\n}];\n```\n\n- curator: Object\n- input: Array of Strings - all CfgVehicles classes\n\n#### CuratorObjectSelectionChanged\n\nLocal argument\nTriggered when an object is selected in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorObjectSelectionChanged\", {\n    params [\"_curator\", \"_entity\"];\n}];\n```\n\n- curator: Object\n- entity: Object\n\n#### CuratorPinged\n\nLocal argument\nTriggered when a player pings his curator(s) by pressing the *Zeus* key.\n\n```sqf\nthis addEventHandler [\"CuratorPinged\", {\n    params [\"_curator\", \"_player\"];\n}];\n```\n\n- curator: Object\n- player: Object\n\n#### CuratorSelectionPresetLoaded (Arma 3 v2.14)\n\nLocal argument\nTriggered when a selection preset is loaded using the respective number key or through script.\n\n```sqf\nthis addEventHandler [\"CuratorSelectionPresetLoaded\", {\n    params [\"_curator\", \"_numkey\"];\n}];\n```\n\n- curator: Object\n- numkey: Number\n\n#### CuratorSelectionPresetSaved (Arma 3 v2.14)\n\nLocal argument\nTriggered when a selection preset is saved using the respective CTRL + number key or set through script.\n\n```sqf\nthis addEventHandler [\"CuratorSelectionPresetSaved\", {\n    params [\"_curator\", \"_numkey\"];\n}];\n```\n\n- curator: Object\n- numkey: Number\n\n#### CuratorWaypointDeleted\n\nLocal argument\nTriggered when a waypoint is deleted in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorWaypointDeleted\", {\n    params [\"_curator\", \"_waypoint\"];\n}];\n```\n\n- curator: Object\n- waypoint: Array\n\n#### CuratorWaypointDoubleClicked\n\nLocal argument\nTriggered when a waypoint is double-clicked on in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorWaypointDoubleClicked\", {\n    params [\"_curator\", \"_waypoint\"];\n}];\n```\n\n- curator: Object\n- waypoint: Array\n\n#### CuratorWaypointEdited\n\nLocal argument\nTriggered when a waypoint is moved in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorWaypointEdited\", {\n    params [\"_curator\", \"_group\", \"_waypointID\"];\n}];\n```\n\n- curator: Object\n- group: Group\n- waypointID: Number\n\n#### CuratorWaypointPlaced\n\nLocal argument\nTriggered when new waypoint is placed in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorWaypointPlaced\", {\n    params [\"_curator\", \"_group\", \"_waypointID\"];\n}];\n```\n\n- curator: Object\n- group: Group\n- waypointID: Number\n\n#### CuratorWaypointSelectionChanged\n\nLocal argument\nTriggered when a waypoint is selected in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorWaypointSelectionChanged\", {\n    params [\"_curator\", \"_waypoint\"];\n}];\n```\n\n- curator: Object\n- waypoint: Array\n\n### UserAction Event Handlers (Arma 3 v2.06)\n\nUserAction Event Handlers are events that trigger on user action.\n\nCommands:\n\n- addUserActionEventHandler\n- removeUserActionEventHandler\n\n> [!NOTE]\n> See Arma 3: Modded Keybinding.\n\n#### Activate\n\n```sqf\naddUserActionEventHandler [\"KeyName\", \"Activate\", {\n    params [\"_activated\"];\n}];\n```\n\n- activated: Boolean - always returns true\n\n#### Deactivate\n\n```sqf\naddUserActionEventHandler [\"KeyName\", \"Deactivate\", {\n    params [\"_activated\"];\n}];\n```\n\n- activated: Boolean - always returns false\n\n#### Analog\n\n```sqf\naddUserActionEventHandler [\"KeyName\", \"Analog\", {\n    params [\"_value\"];\n}];\n```\n\n- value: Number - input device's analog value\n\n### Projectile Event Handlers (Arma 3 v2.10)\n\nCommands:\n\n- addEventHandler\n- removeEventHandler\n- removeAllEventHandlers\n\n#### Deleted (Projectile)\n\n```sqf\n_projectile addEventHandler [\"Deleted\", {\n    params [\"_projectile\"];\n}];\n```\n\n- projectile: Object\n\n#### Deflected\n\n```sqf\n_projectile addEventHandler [\"Deflected\", {\n    params [\"_projectile\", \"_position\", \"_velocity\", \"_hitObject\"];\n}];\n```\n\n- projectile: Object\n- position: Array format PositionASL\n- velocity: Array format Vector3D\n- hitObject: Object - the object that deflected the projectile\n\n#### Explode\n\nLocal argument\n\n```sqf\n_projectile addEventHandler [\"Explode\", {\n    params [\"_projectile\", \"_position\", \"_velocity\"];\n}];\n```\n\n- projectile: Object\n- position: Array format PositionASL\n- velocity: Array format Vector3D\n\n#### HitExplosion\n\n```sqf\n_projectile addEventHandler [\"HitExplosion\", {\n    params [\"_projectile\", \"_hitEntity\", \"_projectileOwner\", \"_hitSelections\", \"_instigator\"];\n}];\n```\n\n- projectile: Object\n- hitEntity: Object\n- projectileOwner: Object\n- hitSelections: Array of Arrays - same list of FireGeometry components that HitPart (Entity) gets but only contains:\n  - position: Array format PositionASL - position of impact\n  - vector: Array format Vector3D - vector that is orthogonal (perpendicular) to the surface struck. For example, if a wall was hit, vector would be pointing out of the wall at a 90 degree angle\n  - selection: String - named selection of the object that was hit, in the FireGeometry LOD.\n  - radius: Number - radius (size) of component hit\n  - surface: String - surface type struck\n- Arma 3 v2.18 instigator: Object - shot instigator\n\n#### HitPart (Projectile)\n\nTriggered when the projectile hits any surface.\n\n```sqf\n_projectile addEventHandler [\"HitPart\", {\n    params [\"_projectile\", \"_hitEntity\", \"_projectileOwner\", \"_pos\", \"_velocity\", \"_normal\", \"_components\", \"_radius\" ,\"_surfaceType\", \"_instigator\"];\n}];\n```\n\n- projectile: Object\n- hitEntity: Object\n- projectileOwner: Object\n- pos: Array format PositionASL\n- velocity: Array format Vector3D\n- normal: Array format Vector3D\n- components: Array of Strings - the selections that were hit, in the FireGeometry LOD.\n- radius: Number - radius (size) of the hitPoint\n- surfaceType: String\n- Arma 3 v2.18 instigator: Object - shot instigator\n\n> [!IMPORTANT]\n> This event handler only triggers for direct hits and not splash damage, unlike HitPart (Entity). For splash damage, use HitExplosion.\n\n#### Init (Projectile)\n\nTriggered whenever a projectile is created. Cannot be used in scripts, only inside class Eventhandlers in config.\n\n```cpp\ninit = \"params ['_projectile'];\";\n```\n\n```sqf\nparams [\"_projectile\"];\n```\n\n- projectile: Object - object the event handler is assigned to\n\n#### MineActivated (Arma 3 v2.14)\n\nLocal argument\nLocal effect\n\n```sqf\n_projectile addEventHandler [\"MineActivated\", {\n    params [\"_projectile\", \"_isActive\"];\n}];\n```\n\n- projectile: Object\n- isActive: Boolean - new active state of the mine\n\n#### Penetrated\n\nThis event fires as many times as the projectile penetrates a surface.\n\n```sqf\n_projectile addEventHandler [\"Penetrated\", {\n    params [\"_projectile\", \"_hitObject\", \"_surfaceType\", \"_entryPoint\", \"_exitPoint\", \"_exitVector\"];\n}];\n```\n\n- projectile: Object\n- hitObject: Object\n- surfaceType: String - see surfaceType\n- entryPoint: Array format PositionASL - the projectile's entry point\n- exitPoint: Array format PositionASL - the projectile's exit point\n- exitVector: Array format Vector3D - speed/angle exit vector (see vectorMagnitude to obtain the speed, in metre per second)\n\n#### SubmunitionCreated\n\nThis event fires as many times as submunitions are created.\n\n```sqf\n_projectile addEventHandler [\"SubmunitionCreated\", {\n    params [\"_projectile\", \"_submunitionProjectile\", \"_position\", \"_velocity\"];\n}];\n```\n\n- projectile: Object\n- subMunitionProjectile: Object\n- position: Array format PositionASL\n- velocity: Array format Vector3D\n\n### Group Event Handlers (Arma 3 v2.10)\n\nCommands:\n\n- addEventHandler\n- removeEventHandler\n- removeAllEventHandlers\n\n#### CombatModeChanged\n\nTriggers when the group's **behaviour** changes (see behaviour, setBehaviour)\n\n```sqf\n_group addEventHandler [\"CombatModeChanged\", {\n    params [\"_group\", \"_newMode\"];\n}];\n```\n\n- group: Group\n- newMode: String - see AI Behaviour (**not** Combat Modes!)\n\n#### CommandChanged\n\n```sqf\n_group addEventHandler [\"CommandChanged\", {\n    params [\"_group\", \"_newCommand\"];\n}];\n```\n\n- group: Group\n- newCommand: String, can be one of:\n\n  |  |  |\n  |---|---|\n  | \"NO CMD\" | NoCommand |\n  | \"WAIT\" | Wait |\n  | \"ATTACK\" | Attack |\n  | \"Suppress\" | Suppress |\n  | \"HIDE\" | Hide |\n  | \"MOVE\" | Move |\n  | \"HOOK CARGO\" | HookCargo |\n  | \"UNHOOK CARGO\" | UnhookCargo |\n  | \"VIV GETIN\" | ViVGetIn |\n  | \"VIV GETOUT\" | ViVGetOut |\n  | \"VIV UNLOAD\" | ViVUnload |\n  | \"HEAL\" | Heal |\n  | \"REPAIR\" | Repair |\n  | \"REFUEL\" | Refuel |\n  | \"REARM\" | Rearm |\n  | \"SUPPORT\" | Support |\n  | \"JOIN\" | Join |\n  | \"GET IN\" | GetIn |\n  | \"FIRE\" | Fire |\n  | \"GET OUT\" | GetOut |\n  | \"STOP\" | Stop |\n  | \"EXPECT\" | Expect |\n  | \"ACTION\" | Action |\n  | \"SCRIPTED\" | Scripted |\n  | \"DISMISS\" | Dismiss |\n  | \"HEAL SOLDIER\" | HealSoldier |\n  | \"PATCH SOLDIER\" | PatchSoldier |\n  | \"FIRST AID\" | FirstAid |\n  | \"HEAL SELF\" | HealSoldierSelf |\n  | \"ATTACK AND FIRE\" | AttackAndFire |\n  | \"CARRY SOLDIER\" | CarrySoldier |\n  | \"DROP CARRIED\" | DropCarried |\n  | \"TAKE BAG\" | TakeBag |\n  | \"ASSEMBLE\" | Assemble |\n  | \"DISASSEMBLE\" | DisAssemble |\n  | \"DROP BAG\" | DropBag |\n  | \"OPEN BAG\" | OpenBag |\n  | \"IRLASER ON\" | IRLaserOn |\n  | \"IRLASER OFF\" | IRLaserOff |\n  | \"GUN LIGHT ON\" | GunLightOn |\n  | \"GUN LIGHT OFF\" | GunLightOff |\n  | \"FIRE AT POSITION\" | FireAtPosition |\n  | \"REPAIR VEHICLE\" | RepairVehicle |\n  | \"OPEN PARA\" | OpenParachute |\n  | \"KEEP DEPTH LEADER\" | KeepDepthLeader |\n  | \"KEEP DEPTH UND SURF\" | KeepDepthUnderSurface |\n  | \"KEEP DEPTH ABV SURF\" | KeepDepthAboveSurface |\n  | \"KEEP DEPTH BOTTOM\" | KeepDepthBottom |\n  | \"PUT IN\" | PutIn |\n  | \"UNLOAD FROM\" | UnloadFrom |\n  | \"USE CONTAINER MAGAZINE\" | UseContainerMagazine |\n  | \"ACTIVATE MINE\" | ActivateMine |\n  | \"DISABLE MINE\" | DisableMine |\n\n#### Deleted (Group)\n\n```sqf\n_group addEventHandler [\"Deleted\", {\n    params [\"_group\"];\n}];\n```\n\n- group: Group\n\n#### Empty\n\n```sqf\n_group addEventHandler [\"Empty\", {\n    params [\"_group\"];\n}];\n```\n\n- group: Group\n\n#### EnableAttackChanged\n\n```sqf\n_group addEventHandler [\"EnableAttackChanged\", {\n    params [\"_group\", \"_attackEnabled\"];\n}];\n```\n\n- group: Group\n- attackEnabled: Boolean\n\n#### EnemyDetected\n\n```sqf\n_group addEventHandler [\"EnemyDetected\", {\n    params [\"_group\", \"_newTarget\"];\n}];\n```\n\n- group: Group\n- newTarget: Object\n\n#### Fleeing\n\n```sqf\n_group addEventHandler [\"Fleeing\", {\n    params [\"_group\", \"_fleeingNow\"];\n}];\n```\n\n- group: Group\n- fleeingNow: Boolean\n\n#### FormationChanged\n\n```sqf\n_group addEventHandler [\"FormationChanged\", {\n    params [\"_group\", \"_newFormation\"];\n}];\n```\n\n- group: Group\n- newFormation: String - see setFormation\n\n#### GroupIdChanged\n\n```sqf\n_group addEventHandler [\"GroupIdChanged\", {\n    params [\"_group\", \"_newGroupId\"];\n}];\n```\n\n- group: Group\n- newGroupId: String\n\n#### KnowsAboutChanged\n\n```sqf\n_group addEventHandler [\"KnowsAboutChanged\", {\n    params [\"_group\", \"_targetUnit\", \"_newKnowsAbout\", \"_oldKnowsAbout\"];\n}];\n```\n\n- group: Group\n- targetUnit: Object\n- newKnowsAbout: Number\n- oldKnowsAbout: Number\n\n#### LeaderChanged\n\n```sqf\n_group addEventHandler [\"LeaderChanged\", {\n    params [\"_group\", \"_newLeader\"];\n}];\n```\n\n- group: Group\n- newLeader: Object\n\n#### Local (Group)\n\n```sqf\n_group addEventHandler [\"Local\", {\n    params [\"_group\", \"_isLocal\"];\n}];\n```\n\n- group: Group\n\n#### SpeedModeChanged\n\n```sqf\n_group addEventHandler [\"SpeedModeChanged\", {\n    params [\"_group\", \"_newSpeedMode\"];\n}];\n```\n\n- group: Group\n- newSpeedMode: String - see setSpeedMode\n\n#### UnitJoined\n\n```sqf\n_group addEventHandler [\"UnitJoined\", {\n    params [\"_group\", \"_newUnit\"];\n}];\n```\n\n- group: Group\n- newUnit: Object\n\n#### UnitKilled (Arma 3 v2.18)\n\nLocal argument\nTriggered when a unit in the group is killed.\n\n```sqf\n_group addEventHandler [\"UnitKilled\", {\n    params [\"_group\", \"_unit\", \"_killer\", \"_instigator\", \"_useEffects\"];\n}];\n```\n\n- group: Group - the group the event handler is assigned to\n- unit: Object - the unit that was killed\n- killer: Object - the object that killed the unit. Contains the unit itself in case of collisions.\n- instigator: Object - the person who pulled the trigger\n- useEffects: Boolean - same as *useEffects* in setDamage alt syntax\n\n#### UnitLeft\n\n```sqf\n_group addEventHandler [\"UnitLeft\", {\n    params [\"_group\", \"_oldUnit\"];\n}];\n```\n\n- group: Group\n- oldUnit: Object\n\n#### VehicleAdded\n\n```sqf\n_group addEventHandler [\"VehicleAdded\", {\n    params [\"_group\", \"_newVehicle\"];\n}];\n```\n\n- group: Group\n- newVehicle: Object\n\n#### VehicleRemoved\n\n```sqf\n_group addEventHandler [\"VehicleRemoved\", {\n    params [\"_group\", \"_oldVehicle\"];\n}];\n```\n\n- group: Group\n- oldVehicle: Object\n\n#### WaypointComplete\n\n```sqf\n_group addEventHandler [\"WaypointComplete\", {\n    params [\"_group\", \"_waypointIndex\"];\n}];\n```\n\n- group: Group\n- waypointIndex: Number\n\n### Game UI Event Handlers\n\nIn Game UI Event Handlers trigger when user scrolls or activates in game action menu.\nThe following mission EHs are available in Arma 3:\n\n- PrevAction - action menu scroll up event\n- Action - action menu action event\n- NextAction - action menu scroll down event\n\n> [!IMPORTANT]\n> Only one event of each kind can exist, adding another will overwrite the existing one.\n\nCommands:\n\n- inGameUISetEventHandler\n\n> [!NOTE]\n> See Arma 3: Event Handlers/inGameUISetEventHandler.\n\n### Control/Display UI Event Handlers\n\nCommands:\n\n- ctrlAddEventHandler\n- ctrlRemoveEventHandler\n- ctrlRemoveAllEventHandlers\n- displayAddEventHandler\n- displayRemoveEventHandler\n- displayRemoveAllEventHandlers\n\n> [!NOTE]\n> See User Interface Event Handlers.\n\n### Music Event Handlers\n\nMusic event handler, always executed on the computer where it was added.\n\n> [!NOTE]\n> Does not apply to interface-less machines (dedicated server, headless client).\n\nCommands:\n\n- setMusicEventHandler\n- addMusicEventHandler\n- removeMusicEventHandler\n- removeAllMusicEventHandlers\n\n#### MusicStart (Arma 3 v0.50)\n\nTriggers when CfgMusic sound starts playing, after being executed with playMusic command.\n\n```sqf\naddMusicEventHandler [\"MusicStart\", {\n    params [\"_musicClassname\", \"_eventHandlerID\", \"_currentPosition\", \"_totalLength\"];\n}];\n```\n\n- musicClassName: String - CfgMusic class name of the music that started\n- eventHandlerID: Number - EH id returned by addMusicEventHandler\n- Arma 3 v2.18 currentPosition: Number - current playback position in 0...1 range (see also: getMusicPlayedTime)\n- Arma 3 v2.18 totalLength: Number - track total length in seconds\n\n#### MusicStop (Arma 3 v0.50)\n\nTriggers when CfgMusic sound finished playing, after being executed with playMusic command.\nArma 3 v2.14 `playMusic \"\"` triggers this event if a music is currently playing.\n\n```sqf\naddMusicEventHandler [\"MusicStop\", {\n    params [\"_musicClassname\", \"_eventHandlerID\", \"_currentPosition\", \"_totalLength\"];\n}];\n```\n\n- musicClassName: String - CfgMusic class name of the music that stopped\n- eventHandlerID: Number - EH id returned by addMusicEventHandler\n- Arma 3 v2.18 currentPosition: Number - current playback position in 0...1 range (see also: getMusicPlayedTime)\n- Arma 3 v2.18 totalLength: Number - track total length in seconds\n\n### Eden Editor\n\nCommands:\n\n- add3DENEventHandler\n- remove3DENEventHandler\n- removeAll3DENEventHandlers\n\n> [!NOTE]\n> See also:\n>\n> - Arma 3: Event Handlers: Eden Editor\n> - its sub-category Object Event Handlers\n> - Eden Editor\n\n### Public Variable Broadcast Event\n\nCommands:\n\n- addPublicVariableEventHandler\n\nTriggers when missionNamespace variable EH is associated with is sent over network via publicVariable, publicVariableServer or publicVariableClient commands.\n\n> [!NOTE]\n> Unlike with other types of EHs, there is no way of removing added public variable event handler\n\n### Weapon Muzzle Config Events\n\nThere are six event handlers that can be set on weapon in config. Their parameters are the same as their entity EH equivalents.\n\n- \"Fired\" - when muzzle fired - see Fired\n- \"Reload\" - before muzzle is reloaded - see MagazineReloading\n- \"Reloaded\" - after muzzle is reloaded - see Reloaded\n- \"MagazineUnloaded\" - when the magazine is removed - see MagazineUnloaded\n- \"WeaponChanged\" - when the weapon is switched to or from - see WeaponChanged\n- \"SlotItemChanged\" - when one of the weapon's attachments is changed - see SlotItemChanged\n\n```cpp\nclass CfgWeapons\n{\n    class RifleCore;\n    class TAG_Rifle : RifleCore\n    {\n        class EventHandlers\n        {\n            fired        = \"systemChat format ['fired weapon EH output: %1 [time: %2]', _this, time]\";\n            reload        = \"systemChat format ['reload weapon EH output: %1 [time: %2]', _this, time]\";\n            reloaded    = \"systemChat format ['reloaded weapon EH output: %1 [time: %2]', _this, time]\";\n            magazineunloaded    = \"systemChat format ['magazineunloaded weapon EH output: %1 [time: %2]', _this, time]\";\n            slotitemchanged    = \"systemChat format ['slotitemchanged weapon EH output: %1 [time: %2]', _this, time]\";\n            weaponchanged    = \"systemChat format ['weaponchanged weapon EH output: %1 [time: %2]', _this, time]\";\n        };\n    };\n};\n```\n\n### Ammo Config Events\n\nThere are three event handlers that can be set on ammo in config:\n\n- \"init\" - when the ammo is created, by any mean (fired, created, etc). Params: [shot]\n- \"fired\" - when the ammo is fired (legacy). Params: same as in entity EH \"Fired\".\n- \"ammoHit\" - when the ammo hits anything (can trigger multiple times). Params: [shot, shooter, hitobj, pos, velocity, hitComponents, [hit, indirecthit, indirecthitrange, explosive, name], normal, explode, instigator (since Arma 3 v2.18)]\n\n```cpp\nclass CfgAmmo\n{\n    class BulletCore;\n    class TAG_Bullet : BulletCore\n    {\n        class EventHandlers\n        {\n            init    = \"systemChat format ['init ammo EH output: %1 [time: %2]', _this, time]\";\n            fired    = \"systemChat format ['fired ammo EH output: %1 [time: %2]', _this, time]\";\n            ammoHit    = \"systemChat format ['ammoHit EH output: %1 [time: %2]', _this, time]\";\n        };\n    };\n};\n```\n\n### BI Scripted Events\n\nCommands:\n\n- BIS_fnc_addScriptedEventHandler\n- BIS_fnc_removeScriptedEventHandler\n- BIS_fnc_removeAllScriptedEventHandlers\n- BIS_fnc_callScriptedEventHandler\n\n> [!NOTE]\n> See also Arma 3: Scripted Event Handlers.\n\nJump to the top of the page","sections":[{"heading":null,"level":1,"markdown":"An Event Handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.\nSee also Event Scripts for special event triggered scripts."},{"heading":"Basic Event Handlers","level":3,"markdown":"The object-based Event Handler is always executed on the computer where it was added.\n\nCommands:\n\n- addEventHandler\n- removeEventHandler\n- removeAllEventHandlers"},{"heading":"AmmoExplodedNear (Arma 3 v2.22)","level":4,"markdown":"Triggers when ammo explodes in some damage range of the object. This EH triggers where the ammo is 'real', similar to HitPart.\n\n```sqf\nthis addEventHandler [\"AmmoExplodedNear\", {\n    params [\"_object\", \"_shot\", \"_position\", \"_velocity\", \"_ammo\", \"_explosive\", \"_indirectHit\", \"_invArmor\", \"_damage\"];\n}];\n```\n\n- object: Object - object the event handler is assigned to\n- shot: Object - shot that has exploded\n- position: Array - world position of the shot\n- velocity: Array - world velocity of the shot\n- ammmo: String - config ammo class name\n- explosive: Number - config value for 'explosive'\n- indirectHit: Number - config value for 'indirectHit'\n- invArmor: Number - calculated inverse armor from config value\n- damage: Number - a rough estimate of the potential damage to the center of the object based on config values and the distance"},{"heading":"AnimChanged","level":4,"markdown":"Global argument\nTriggered every time a new animation is started. This EH is only triggered for the 1st animation state in a sequence.\n\n```sqf\nthis addEventHandler [\"AnimChanged\", {\n    params [\"_unit\", \"_anim\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- anim: String - name of the anim that is started"},{"heading":"AnimDone","level":4,"markdown":"Global argument\nTriggered every time an animation is finished. Triggered for all animation states in a sequence.\n\n```sqf\nthis addEventHandler [\"AnimDone\", {\n    params [\"_unit\", \"_anim\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- anim: String - name of the anim that has been finished"},{"heading":"AnimStateChanged","level":4,"markdown":"Global argument\nTriggered every time an animation state changes. Triggered for all animation states in a sequence.\n\n```sqf\nthis addEventHandler [\"AnimStateChanged\", {\n    params [\"_unit\", \"_anim\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- anim: String - name of the anim that has been started"},{"heading":"Assembled (Arma 3 v2.18)","level":4,"markdown":"Local argument\nTriggers when weapon that is moved out of the world is assembled again. EH should be attached to the entity.\n\n```sqf\nthis addEventHandler [\"Assembled\", {\n    params [\"_entity\", \"_unit\", \"_primaryBag\", \"_secondaryBag\"];\n}];\n```\n\n- entity: Object - weapon this event is assigned to\n- unit: Object - person who assembled the weapon\n- primaryBag: Object - first backpack object which was entity disassembled into (just before it is deleted)\n- secondaryBag: Object - second backpack object which was entity disassembled into (just before it is deleted)"},{"heading":"Attached (Arma 3 v2.18)","level":4,"markdown":"Triggered after an object has been attached to another object (see attachTo).\n\n```sqf\nthis addEventHandler [\"Attached\", {\n    params [\"_attachedObj\", \"_parentObj\", \"_isReattach\", \"_offset\", \"_memoryPointIndex\", \"_followBoneRotation\"];\n}];\n```\n\n- attachedObj: Object\n- parentObj: Object\n- isReattach: Boolean - true if `attachedObj` was already attached to `parentObj`, e.g. if only the offset was changed\n- offset: Array format PositionRelative\n- memoryPointIndex: Number\n- followBoneRotation: Boolean"},{"heading":"CargoLoaded (Arma 3 v2.06)","level":4,"markdown":"Global argument\nTriggered when a vehicle is loaded into another vehicle (ViV).\nIt can be added to either the transport vehicle, or the cargo vehicle, and will fire for both cases.\n\n```sqf\nthis addEventHandler [\"CargoLoaded\", {\n    params [\"_parentVehicle\", \"_cargoVehicle\"];\n}];\n```\n\n- parentVehicle: Object - the transport (parent) vehicle\n- cargoVehicle: Object - the cargo (child) vehicle"},{"heading":"CargoUnloaded (Arma 3 v2.06)","level":4,"markdown":"Global argument\nTriggered when a vehicle is unloaded from another vehicle (ViV).\nIt can be added to either the transport vehicle, or the cargo vehicle, and will fire for both cases.\n\n```sqf\nthis addEventHandler [\"CargoUnloaded\", {\n    params [\"_parentVehicle\", \"_cargoVehicle\"];\n}];\n```\n\n- parentVehicle: Object - the transport (parent) vehicle\n- cargoVehicle: Object - the cargo (child) vehicle"},{"heading":"ContainerClosed (Arma 3 v1.32)","level":4,"markdown":"Global argument\nTriggers when player finished accessing cargo container.\nThis event handler is similar to InventoryClosed EH, but needs to be assigned to the container rather than the player.\n**Note:** will trigger only for the unit opening container.\n\n```sqf\nthis addEventHandler [\"ContainerClosed\", {\n    params [\"_container\", \"_unit\"];\n}];\n```\n\n- container: Object - cargo container.\n- unit: Object - unit who accessed the container"},{"heading":"ContainerOpened (Arma 3 v1.32)","level":4,"markdown":"Global argument\nTriggers when cargo container is accessed by player.\nThis event handler is similar to InventoryOpened EH, but needs to be assigned to the container rather than the player and cannot be overridden.\n**Note:** will trigger only for the unit opening container.\n\n```sqf\nthis addEventHandler [\"ContainerOpened\", {\n    params [\"_container\", \"_unit\"];\n}];\n```\n\n- container: Object - cargo container\n- unit: Object - unit who accessed the container"},{"heading":"ControlsShifted (Arma 3 v1.00)","level":4,"markdown":"Global argumentLocal effect\nTriggers when control of a vehicle is shifted (pilot->co-pilot, co-pilot->pilot), usually when user performs an action such as TakeVehicleControl, SuspendVehicleControl, UnlockVehicleControl, LockVehicleControl, or when enableCopilot command is used. This event handler will always fire on the PC where action is triggered as well as where the vehicle is local at the time. When control of the vehicle is shifted, the locality of the vehicle changes to the locality of the new controller. For example, if helicopter is local to the server and co-pilot takes controls, the helicopter changes locality to co-pilot PC.\nThis means that if \"ControlsShifted\" EH was added on both server and client, \"Take Controls\" action will trigger EH on both, client and server PC, but subsequent co-pilot \"Release Controls\" action will trigger only on co-pilot's PC, because vehicle will be local to co-pilot at this point. There is also a slightly better mission version of ControlsShifted event handler.\n\n```sqf\nthis addEventHandler [\"ControlsShifted\", {\n    params [\"_vehicle\", \"_activeCoPilot\", \"_oldController\"];\n}];\n```\n\n- vehicle: Object - vehicle which controls were shifted\n- activeCoPilot: Object - co-pilot unit which controls vehicle after this event. objNull if co-pilot is not controlling the vehicle\n- oldController: Object - unit who controlled vehicle before this event"},{"heading":"Dammaged","level":4,"markdown":"Global argument\nTriggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP.\n\n**Notes:**\n\n- The typo is \"intentional\": it is Da**mm**aged with two \"m\".\n- If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.\n- The Dammaged EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.\n\n```sqf\nthis addEventHandler [\"Dammaged\", {\n    params [\"_unit\", \"_hitSelection\", \"_damage\", \"_hitPartIndex\", \"_hitPoint\", \"_shooter\", \"_projectile\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- hitSelection: String - name of the selection where the unit was damaged\n- damage: Number - resulting level of damage\n- Arma 3 v1.68 hitPartIndex: Number - hit index of the hit selection\n- Arma 3 v1.68 hitPoint: String - hit point Cfg name\n- Arma 3 v1.70 shooter: Object - shooter reference (to get instigator use getShotParents on projectile)\n- Arma 3 v1.70 projectile: Object - the projectile that caused damage"},{"heading":"Deleted (Entity) (Arma 3 v1.68)","level":4,"markdown":"Global argument\nTriggered just before the assigned entity is deleted.\n\n```sqf\nthis addEventHandler [\"Deleted\", {\n    params [\"_entity\"];\n}];\n```\n\n- entity: Object - object the event handler is assigned to"},{"heading":"Detached (Arma 3 v2.18)","level":4,"markdown":"Triggered after an object has been detached from its parent object (see detach). Does not fire if the parent object was deleted.\n\n```sqf\nthis addEventHandler [\"Detached\", {\n    params [\"_attachedObj\", \"_parentObj\"];\n}];\n```\n\n- attachedObj: Object\n- parentObj: Object"},{"heading":"Disassembled (Arma 3 v2.00)","level":4,"markdown":"Local argument\nTriggers when entity such as weapon/backpack gets disassembled. EH should be attached to the entity.\n\n```sqf\nthis addEventHandler [\"Disassembled\", {\n    params [\"_entity\", \"_primaryBag\", \"_secondaryBag\", \"_unit\"];\n}];\n```\n\n- entity: Object - weapon this event is assigned to (just before is is moved out of the world)\n- primaryBag: Object - first backpack object which was entity disassembled into\n- secondaryBag: Object - second backpack object which was entity disassembled into\n- Arma 3 v2.18 unit: Object - person who disassembled the weapon"},{"heading":"Engine","level":4,"markdown":"Global argument\nTriggered when the engine of the unit is turned on/off.\n\n> [!NOTE]\n> Although the event is global, on clients (non-server) and applied to remote vehicles, it will fire only if the vehicle is closer than about 6 km from the camera.\n> Should the vehicle be far away, it will fire as soon as the camera and vehicle are close enough together, alongside the isEngineOn flag change.\n\n```sqf\nthis addEventHandler [\"Engine\", {\n    params [\"_vehicle\", \"_engineState\"];\n}];\n```\n\n- vehicle: Object - vehicle the event handler is assigned to\n- engineState: Boolean - true when the engine is turned on, false when turned off"},{"heading":"EpeContact (Arma 3 v1.00)","level":4,"markdown":"Global argument\nTriggered when object collision (PhysX) is in progress.\n\n```sqf\nthis addEventHandler [\"EpeContact\", {\n    params [\"_object1\", \"_object2\", \"_selection1\", \"_selection2\", \"_force\", \"_reactVect\", \"_worldPos\"];\n}];\n```\n\n- object1: Object - object with attached handler\n- object2: Object - object which is colliding with object1\n- selection1: String - selection of object1 which is colliding - not in use at this moment, empty string is always returned\n- selection2: String - selection of object2 which is colliding - not in use at this moment, empty string is always returned\n- force: Number - force of collision\n- Arma 3 v2.12 reactVect: Array - impact reaction force vector\n- Arma 3 v2.12 worldPos: PositionWorld - point of impact in world coordinates"},{"heading":"EpeContactEnd (Arma 3 v1.00)","level":4,"markdown":"Global argument\nTriggered when object collision (PhysX) ends.\n\n```sqf\nthis addEventHandler [\"EpeContactEnd\", {\n    params [\"_object1\", \"_object2\", \"_selection1\", \"_selection2\", \"_force\"];\n}];\n```\n\n- object1: Object - object with attached handler\n- object2: Object - object which is colliding with object1\n- selection1: String - selection of object1 which is colliding - not in use at this moment, empty string is always returned\n- selection2: String - selection of object2 which is colliding - not in use at this moment, empty string is always returned\n- force: Number - force of collision"},{"heading":"EpeContactStart (Arma 3 v1.00)","level":4,"markdown":"Global argument\nTriggered when object collision (PhysX) starts.\n\n```sqf\nthis addEventHandler [\"EpeContactStart\", {\n    params [\"_object1\", \"_object2\", \"_selection1\", \"_selection2\", \"_force\", \"_reactForce\", \"_worldPos\"];\n}];\n```\n\n- object1: Object - object with attached handler\n- object2: Object - object which is colliding with object1\n- select1: String - selection of object1 which is colliding - not in use at this moment, empty string is always returned\n- select2: String - selection of object2 which is colliding - not in use at this moment, empty string is always returned\n- force: Number - force of collision\n- Arma 3 v2.12 reactForce: Array - impact reaction force vector\n- Arma 3 v2.12 worldPos: PositionWorld - point of impact in world coordinates"},{"heading":"Explosion (Arma 3 v0.76)","level":4,"markdown":"Global argument\nTriggered when a vehicle or unit is damaged by a nearby explosion.\nIt can be assigned to a remote unit or vehicle but will only fire on the PC where EH is added and explosion is local, i.e. it really needs to be added on every PC and JIP and will fire only where the explosion is originated.\n\n```sqf\nthis addEventHandler [\"Explosion\", {\n    params [\"_vehicle\", \"_damage\", \"_explosionSource\"];\n}];\n```\n\n- vehicle: Object - object the event handler is assigned to\n- damage: Number - damage inflicted to the object\n- Arma 3 v2.10 explosionSource: Object - the exploding object (NOT the shooter) - may be objNull in some cases\n\n> [!NOTE]\n> This event will fire even for tiniest of explosion damage (which appears as 0 damage argument), while HitPart (Entity) could ignore such damage and not fire.\n>\n> Example of such event would be a tank firing AP round and hitting ground a meter away from the vehicle, it does not produce an explosion yet its indirectHit could still cause tiny amount of damage to weak hit points (car wheels, headlights, etc.).\n>\n> In such case you might not get any HitPart (Entity) event fires, get some HandleDamage events if target is local, and get this Explosion event."},{"heading":"Fired","level":4,"markdown":"Global argument\nTriggered when the unit fires a weapon.\nThis EH will not trigger if a unit fires out of a vehicle. For those cases an EH has to be attached to that particular vehicle.\nWhen \"Manual Fire\" is used, the *gunner* is objNull if gunner is not present or the *gunner* is not the one who fires.\nTo check if \"Manual Fire\" is on, use isManualFire. The actual shot instigator could be retrieved with getShotParents command.\n\n> [!WARNING]\n> **Special multiplayer behaviour:** When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera.\n>\n> That range is determined by the fired ammo's highest visibleFire and audibleFire config value.\n>\n> In case of units, muzzle attachment coefficients are applied too.\n\n```sqf\nthis addEventHandler [\"Fired\", {\n    params [\"_unit\", \"_weapon\", \"_muzzle\", \"_mode\", \"_ammo\", \"_magazine\", \"_projectile\", \"_gunner\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- weapon: String - fired weapon\n- muzzle: String - muzzle that was used\n- mode: String - current mode of the fired weapon\n- ammo: String - ammo used\n- magazine: String - magazine name which was used\n- projectile: Object - object of the projectile that was shot out\n- Arma 3 v1.66 gunner: Object - gunner whose weapons are firing."},{"heading":"FiredMan (Arma 3 v1.66)","level":4,"markdown":"Global argument\nTriggered when the unit fires a weapon. This EH must be attached to a soldier and unlike with \"Fired\" EH, it will fire regardless of whether the soldier is on foot or firing vehicle weapon.\nFor remoteControled unit use \"Fired\" EH instead.\n\n> [!WARNING]\n> **Special multiplayer behaviour:** When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera.\n>\n> That range is determined by the fired ammo's highest visibleFire and audibleFire config value.\n>\n> In case of units, muzzle attachment coefficients are applied too.\n\n```sqf\nthis addEventHandler [\"FiredMan\", {\n    params [\"_unit\", \"_weapon\", \"_muzzle\", \"_mode\", \"_ammo\", \"_magazine\", \"_projectile\", \"_vehicle\"];\n}];\n```\n\n- unit: Object - unit the event handler is assigned to (the instigator)\n- weapon: String - fired weapon\n- muzzle: String - muzzle that was used\n- mode: String - current mode of the fired weapon\n- ammo: String - ammo used\n- magazine: String - magazine name which was used\n- projectile: Object - object of the projectile that was shot out\n- vehicle: Object - vehicle, if weapon is vehicle weapon, otherwise objNull"},{"heading":"FiredNear","level":4,"markdown":"Global argument\nTriggered when a weapon is fired somewhere *near* the unit or vehicle. It is also triggered if the unit itself is firing.\nWhen \"Manual Fire\" is used, the *gunner* is objNull if gunner is not present or the *gunner* is not the one who fires.\nTo check if \"Manual Fire\" is on, use isManualFire. The actual shot instigator can be retrieved with getShotParents command.\nArma 3 v1.30 Works with thrown weapons (using the \"Throw\" weapon) like grenades.\n\n```sqf\nthis addEventHandler [\"FiredNear\", {\n    params [\"_unit\", \"_firer\", \"_distance\", \"_weapon\", \"_muzzle\", \"_mode\", \"_ammo\", \"_gunner\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- firer: Object - object which fires a weapon near the unit\n- distance: Number - distance in meters between the *unit* and *firer* (max. distance ~69m)\n- weapon: String - fired weapon\n- muzzle: String - muzzle that was used\n- mode: String - current mode of the fired weapon\n- ammo: String - ammo used\n- Arma 3 v1.66 gunner: Object - gunner, whose weapons are fired"},{"heading":"Fuel","level":4,"markdown":"Global argument\nTriggered when the vehicle's fuel status changes between non-empty and empty or between empty and non-empty.\n\n```sqf\nthis addEventHandler [\"Fuel\", {\n    params [\"_vehicle\", \"_hasFuel\"];\n}];\n```\n\n- vehicle: Object - vehicle the event handler is assigned to\n- hasFuel: Boolean - false when has no fuel, true when has some fuel"},{"heading":"Gear","level":4,"markdown":"Global argument\nTriggered when the unit lowers/retracts the landing gear, whether it is a helicopter or a plane.\nAlso triggered for helicopters in landing mode, regardless if they have retractable gear or not.\n\n> [!NOTE]\n> Not to be confused with *InventoryOpened* and *InventoryClosed* events, *Gear* fires when the landing gear state on an aircraft has changed.\n\n```sqf\nthis addEventHandler [\"Gear\", {\n    params [\"_vehicle\", \"_gearState\"];\n}];\n```\n\n- vehicle: Object - vehicle the event handler is assigned to\n- gearState: Boolean - true when the gear is lowered, false when retracted"},{"heading":"GestureChanged (Arma 3 v2.06)","level":4,"markdown":"Global argument\nTriggered every time a new gesture is played.\n\n```sqf\nthis addEventHandler [\"GestureChanged\", {\n    params [\"_unit\", \"_gesture\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- gesture: String - name of the gesture that has started playing"},{"heading":"GestureDone (Arma 3 v2.06)","level":4,"markdown":"Global argument\nTriggered every time a gesture is finished.\n\n```sqf\nthis addEventHandler [\"GestureDone\", {\n    params [\"_unit\", \"_gesture\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- gesture: String - name of the gesture that has been finished"},{"heading":"GetIn","level":4,"markdown":"Global argument\nTriggers when a unit enters the vehicle to which this EH has been added. This EH is triggered by moveInXXXX commands and \"GetInXXXX\" actions, but not upon a seat change within the same vehicle.\n\nIn vehicles with multi-turret setup, entering any turret will show \"gunner\" for position.\n\n```sqf\nthis addEventHandler [\"GetIn\", {\n    params [\"_vehicle\", \"_role\", \"_unit\", \"_turret\"];\n}];\n```\n\n- vehicle: Object - vehicle the event handler is assigned to\n- role: String - can be either \"driver\", \"gunner\", \"commander\" or \"cargo\"\n- unit: Object - unit that entered the vehicle\n- Arma 3 v1.36 turret: Array - turret path"},{"heading":"GetInMan (Arma 3 v1.58)","level":4,"markdown":"Global argument\nTriggers when a unit enters a vehicle. Similar to \"GetIn\" but must be assigned to a unit and not vehicle.\nPersistent on respawn if assigned where unit was local. This EH is triggered by moveInXXXX commands and \"GetInXXXX\" actions.\n\n```sqf\nthis addEventHandler [\"GetInMan\", {\n    params [\"_unit\", \"_role\", \"_vehicle\", \"_turret\"];\n}];\n```\n\n- unit: Object - unit the event handler is assigned to\n- role: String - can be either \"driver\", \"gunner\", \"commander\" or \"cargo\"\n- vehicle: Object - vehicle the unit entered\n- turret: Array - turret path"},{"heading":"GetOut","level":4,"markdown":"Global argument\nTriggers when a unit gets out from the vehicle to which this EH has been added.\nThis EH is triggered by moveOut, \"GetOut\" & \"Eject\" actions, if an alive crew member disconnects or is deleted, but not upon a seat change within the same vehicle.\n\n```sqf\nthis addEventHandler [\"GetOut\", {\n    params [\"_vehicle\", \"_role\", \"_unit\", \"_turret\", \"_isEject\"];\n}];\n```\n\n- vehicle: Object - vehicle the event handler is assigned to\n- role: String - can be either \"driver\", \"gunner\", \"commander\" or \"cargo\"\n- unit: Object - unit that left the vehicle\n- Arma 3 v1.36 turret: Array - turret path\n- Arma 3 v2.14 isEject: Boolean - true if unit used 'Eject' action"},{"heading":"GetOutMan (Arma 3 v1.58)","level":4,"markdown":"Global argument\nTriggers when a unit exits a vehicle. Similar to \"GetOut\" but must be assigned to a unit and not vehicle.\nPersistent on respawn if assigned where unit was local. This EH is triggered by moveOut and \"GetOut\" & \"Eject\" actions.\n\n```sqf\nthis addEventHandler [\"GetOutMan\", {\n    params [\"_unit\", \"_role\", \"_vehicle\", \"_turret\", \"_isEject\"];\n}];\n```\n\n- unit: Object - unit the event handler is assigned to\n- role: String - can be either \"driver\", \"gunner\", \"commander\" or \"cargo\"\n- vehicle: Object - vehicle that the unit left\n- turret: Array - turret path\n- Arma 3 v2.14 isEject: Boolean - true if unit used 'Eject' action"},{"heading":"HandleDamage","level":4,"markdown":"Global argument\nTriggers when the unit is damaged and fires for each damaged selection separately\nWorks with all vehicles.\nThis EH can accept a remote unit as argument however it will only fire when the unit is local to the PC this event handler was added on.\nFor example, you can add this event handler to one particular vehicle on every PC.\nWhen this vehicle gets hit, only EH on PC where the vehicle is currently local will fire.\n\nIf the provided code returns a numeric value, this value will overwrite the default damage of given selection after processing.\nIf no value is returned, the default damage processing will be done - this allows for safe stacking of this event handler.\nOnly the return value of the last added \"HandleDamage\" EH is considered.\n\n> [!IMPORTANT]\n> A return value of 0 will make the unit **invulnerable** if damage is not scripted in other ways (i.e using setDamage and/or setHit for additional damage handling).\n> The return value is the hit zone's **absolute damage value**, **not** the damage to be *added* to it.\n\n**Notes:**\n\n- Multiple \"HandleDamage\" EHs can be added to the same unit. If multiple EHs return damage value for custom damage handling, only last returned value will be considered by the engine.\n\nEHs that do not return value can be safely added after EHs that do return value.\n\n- You can save the last event as timestamp (diag_tickTime) onto the unit, as well as the current health of the unit/its selections, with setVariable and query it on each \"HandleDamage\" event with getVariable to define a system how to handle the \"HandleDamage\" event.\n- \"HandleDamage\" will continue to trigger even if the unit is already dead.\n- \"HandleDamage\" is persistent. If you add it to the player object, it will continue to exist after player respawned.\n- \"HandleDamage\" can trigger \"twice\" per damage event. Once for direct damage, once for indirect damage (explosive damage). This can happen even in the same frame, but is unlikely.\n- Use setMissionOptions to filter out no damage calls or fake head hit.\n\nAdditional [Celery's explanation (Updated by ShadowRanger for Arma 3)](https://forums.bistudio.com/forums/topic/205515-handledamage-event-handler-explained/).\n\n```sqf\nthis addEventHandler [\"HandleDamage\", {\n    params [\"_unit\", \"_selection\", \"_damage\", \"_source\", \"_projectile\", \"_hitPartIndex\", \"_instigator\", \"_hitPoint\", \"_directHit\", \"_context\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- selection: String - name of the selection where the unit was damaged.\n  - \"\" for overall structural damage\n  - \"?\" for unknown selections\n- damage: Number - resulting level of damage for the selection\n- source: Object - the source unit that caused the damage\n- projectile: String - classname of the projectile that caused inflicted the damage. (\"\" for unknown, such as fall damage)\n- Arma 3 v1.50 hitPartIndex: Number - hit part index of the hit point, -1 otherwise\n- Arma 3 v1.66 instigator: Object - person who pulled the trigger\n- Arma 3 v1.68 hitPoint: String - hit point Cfg name\n- Arma 3 v2.12 directHit: Boolean - true for direct projectile damage, false for explosion splash damage and all other kinds of damage like fall damage, fire damage, collision damage, etc.\n- Arma 3 v2.16 context: Number - some additional context for the event:\n\n0 : TotalDamage - total damage adjusted before iteration through hitpoints\n\n1 : HitPoint - some hit point processed during iteration\n\n2 : LastHitPoint - the last hitpoint from iteration is processed\n\n3 : FakeHeadHit - head hit that is added/adjusted\n\n4 : TotalDamageBeforeBleeding - total damage is adjusted before calculating bleeding\n\n> [!NOTE]\n> Between an unknown version (confirmed in Arma 3 v1.70) until v1.78 HandleDamage event triggered for every selection of a vehicle, no matter if the section was damaged or not."},{"heading":"HandleHeal","level":4,"markdown":"Global argument\nTriggered when unit starts healing process (player using heal action on self or other unit, scripted action or AI heals after being ordered or on its own).\nThis event handler must be added to the 'injured' (could be added to Init field in editor) and in multiplayer will trigger only on PC where 'healer' is local. If code returns anything but true, engine side healing follows, otherwise healing is aborted.\n\n> [!IMPORTANT]\n> When AI unit is ordered (or acts at own accord) to heal at a medical vehicle and the event handler returns true, the healing is canceled but AI will try again and again and again. The event handler in this case will fire every second until AI unit is healed by other means.\n\n**NOTE**: This Event Handler was broken before Arma 3 v2.18.\n\n```sqf\nthis addEventHandler [\"HandleHeal\", {\n    _this spawn {\n        params [\"_injured\", \"_healer\", \"_isMedic\", \"_atVehicle\", \"_action\"];\n        private _damage = damage _injured;\n        if (_injured == _healer) then\n        {\n            waitUntil { damage _injured != _damage };\n            if (damage _injured < _damage) then\n            {\n                _injured setDamage 0;\n            };\n        };\n    };\n}];\n```\n\n```sqf\nthis addEventHandler [\"HandleHeal\", {\n    params [\"_injured\", \"_healer\", \"_isMedic\", \"_atVehicle\", \"_action\"];\n}];\n```\n\n- injured: Object - unit EH is attached to\n- healer: Object - unit that does the healing (could be the same unit as 'injured')\n- isMedic: Boolean - true when healer is 'Medic'\n- Arma 3 v2.18 atVehicle: Object - when healing at medical vehicle, this is the vehicle\n- Arma 3 v2.18 action: String - the action that triggered the event handler, for example \"SoldierHealSelf\""},{"heading":"HandleIdentity","level":4,"markdown":"Global argument\nTriggered whenever an entity is created. Can be used in scripts if EH is added immediately after unit is created in unscheduled environment.\nDoesn't trigger for editor placed units. Does not work in Multiplayer. If EH scope returns true, the default engine identity application is overridden.\n\n```sqf\nbob = group player createUnit [typeOf player, position player, [], 0, \"NONE\"];\nbob addEventHandler [\"HandleIdentity\", {\n    params [\"_unit\"];\n    hint str _unit;\n}];\n```\n\n- unit: Object - object the event handler is assigned to"},{"heading":"HandleRating (Arma 3 v1.32)","level":4,"markdown":"Local argument\nTriggered when engine adds rating to overall rating of the unit, usually after a kill or a friendly kill.\nIf EH code returns Number, this will override default engine behaviour and the resulting value added will be the one returned by EH code.\n\n```sqf\nthis addEventHandler [\"HandleRating\", {\n    params [\"_unit\", \"_rating\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- rating: Number - rating to be added"},{"heading":"HandleScore (Arma 3 v1.32)","level":4,"markdown":"Global argumentServer execution\nTriggered when engine adds score to overall score of the unit, usually after a kill.\nIf the EH code returns Nothing or true, the default engine scoreboard update (score, vehicle kills, infantry kills, etc) is applied, if it returns false, the engine update is cancelled. To add or modify score, use addScore and addScoreSide commands.\nFor remote units like players, the event does not persist after respawn, and must be re-added to the new unit.\n**Note:** MP only.\n\n```sqf\nthis addEventHandler [\"HandleScore\", {\n    params [\"_unit\", \"_object\", \"_score\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- object: Object - object for which score was awarded\n- score: Number - score to be added"},{"heading":"Hit","level":4,"markdown":"Local argument\nTriggered when the unit is hit/damaged.\n\nIs *not* always triggered when unit is killed by a hit.\nMost of the time only the killed event handler is triggered when a unit dies from a hit.\nThe hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.\nDoes not fire when a unit is set to allowDamage false.\n\n```sqf\nthis addEventHandler [\"Hit\", {\n    params [\"_unit\", \"_source\", \"_damage\", \"_instigator\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- source: Object - object that caused the damage – contains *unit* in case of collisions\n- damage: Number - level of damage caused by the hit\n- Arma 3 v1.66 instigator: Object - person who pulled the trigger"},{"heading":"HitPart (Entity)","level":4,"markdown":"Global argument\nTriggered when the object it was added to gets damaged.\nIt returns the position and component that was hit on the object within a nested array, this is because the model may have more than one selection name for the hit component (i.e. a single piece of geometry can be simultaneously part of multiple, overlapping named selections).\n\nWhile you can add \"HitPart\" handler to a remote unit, the respective addEventHandler command must be executed on the shooter's PC and will only fire on shooter's PC as well.\nThe event will not fire if the shooter is not local, even if the target itself is local.\nAdditionally, if the unit gets damaged by any means other than ammunition or explosions, such as fall damage and burning, \"HitPart\" will not fire.\nBecause of this, this event handler is most suitable for when the shooter needs feedback on his shooting, such as target practicing or hitmarker creation.\n\nThis EH returns an array of arrays. Each sub-array contains data for the part that was hit as usually multiple parts are hit at the same time (see HitPart Sample). The structure of the sub-arrays is listed below.\n\n```sqf\nthis addEventHandler [\"HitPart\", {\n    {\n        _x params [\n            \"_target\", \"_shooter\", \"_projectile\", \"_position\", \"_velocity\",\n            \"_selection\", \"_ammo\", \"_vector\", \"_radius\", \"_surfaceType\",\n            \"_isDirect\", \"_instigator\"\n        ];\n    } forEach _this;\n}];\n```\n\n- target: Object - object that was damaged\n- shooter: Object - Unit or vehicle that inflicted the damage. If injured by a vehicle collision, the target itself is returned, or objNull in case of explosions. In case of explosives that were planted by someone (e.g. satchel charges), that unit is returned.\n- projectile: Object - object that was fired\n- position: Array format PositionASL - position the bullet impacted\n- velocity: Vector3D - 3D speed at which the bullet impacted\n- selection: Array - array of Strings with named selection of the object that were hit, in the FireGeometry LOD\n- ammo:\n  - Array in format [hitValue, indirectHitValue, indirectHitRange, explosiveDamage, ammoClassName] - If the damage was directly or indirectly inflicted by a projectile. Hit and damage values are derived from the projectile's CfgAmmo class, and do not match the actual damage inflicted, which is usually lower due to armor and other factors.\n  - Array in format [impulseValue, 0, 0, 0] - if the damage was inflicted by a vehicle collision\n- vector: Vector3D - Vector that is orthogonal (perpendicular) to the surface struck. For example, if a wall was hit, the vector would be pointing out of the wall at a 90 degree angle.\n- radius: Number - radius (size) of component hit\n- surfaceType: String - surface type struck\n- isDirect: Boolean - true if object was directly hit, false if it was hit by indirect / splash damage\n- Arma 3 v2.18 instigator: Object - shot instigator\n\n> [!NOTE]\n> See HitPart (Projectile) for a similar event handler that is attached to the projectile instead of the entity.\n\n> [!NOTE]\n> This event does not fire when miniscule explosive damage is dealt to the target entity, but the Explosion event will still fire."},{"heading":"IncomingMissile","level":4,"markdown":"Global argument\nTriggered when a unit fires a missile or rocket at the target. For projectiles fired by players this EH only triggers for guided missiles that have locked onto the target.\n\n```sqf\nthis addEventHandler [\"IncomingMissile\", {\n    params [\"_target\", \"_ammo\", \"_vehicle\", \"_instigator\", \"_missile\"];\n}];\n```\n\n- target: Object - object the event handler is assigned to\n- ammo: String - ammo type that was fired on the target\n- Arma 3 v1.42 vehicle: Object - vehicle that fired the weapon. In case of soldier, unit is returned\n- Arma 3 v1.66 instigator: Object - person who pulled the trigger\n- Arma 3 v2.10 missile: Object - the incoming missile"},{"heading":"Init (Entity)","level":4,"markdown":"Global argument\nTriggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config.\n\n> [!IMPORTANT]\n> It is recommended to use the PostInit event handler instead of this one when setting entity textures (setObjectTexture, BIS_fnc_initVehicle etc) to avoid networking issues.\n\ne.g:\n\n```cpp\ninit = \"params ['_entity'];\";\n```\n\n```sqf\nparams [\"_entity\"];\n```\n\n- entity: Object - object the event handler is assigned to"},{"heading":"InventoryClosed (Arma 3 v1.22)","level":4,"markdown":"Global argument\nTriggered when the unit closes inventory. Said unit can be non-local when adding the EH, but **must** be local for the EH to trigger.\n\n```sqf\nthis addEventHandler [\"InventoryClosed\", {\n    params [\"_unit\", \"_container\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- container: Object - connected container or weaponholder\n\n```sqf\n// Delete dropped items when inventory closed\nplayer addEventHandler [\"InventoryClosed\", {\n    params [\"_unit\", \"_container\"];\n    if (_container isKindOf \"WeaponHolder\") then\n    {\n        deleteVehicle _container;\n    };\n}];\n```"},{"heading":"InventoryOpened (Arma 3 v1.22)","level":4,"markdown":"Global argument\nTriggered when unit opens inventory. Said unit can be non-local when adding the EH, but **must** be local for the EH to trigger. End EH main scope with true to override the opening of the inventory in case you wish to handle it yourself:\n\n```sqf\n// Create and open an ammo box when \"Inventory\" button is pressed\nplayer addEventHandler [\"InventoryOpened\", {\n    player removeAllEventHandlers \"InventoryOpened\";\n    _box = \"Box_NATO_Ammo_F\" createVehicle [0,0,0];\n    _box setPosASL (player modelToWorldVisualWorld [0,1.5,0.5]);\n    player action [\"Gear\", _box];\n    true; // <-- inventory override\n}];\n```\n\nTo return all nearby containers use nearSupplies command.\n\n```sqf\nthis addEventHandler [\"InventoryOpened\", {\n    params [\"_unit\", \"_primaryContainer\", \"_secondaryContainer\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- primaryContainer: Object - connected container or weaponholder\n- Arma 3 v1.66 secondaryContainer: Object - second connected container or weaponholder or objNull"},{"heading":"Killed","level":4,"markdown":"Local argument\nTriggered when the unit is killed.\n\n```sqf\nthis addEventHandler [\"Killed\", {\n    params [\"_unit\", \"_killer\", \"_instigator\", \"_useEffects\", \"_shot\", \"_real\"];\n}];\n```\n\n- unit: Object - the object the event handler is assigned to\n- killer: Object - the object that killed the unit. Contains the unit itself in case of collisions.\n- Arma 3 v1.66 instigator: Object - the person who pulled the trigger\n- Arma 3 v1.68 useEffects: Boolean - same as *useEffects* in setDamage alt syntax\n- Arma 3 v2.22 shot: Object - shot that caused damage\n- Arma 3 v2.22 real: Boolean - true when the shot was 'real' where the event handler triggered"},{"heading":"LandedStopped","level":4,"markdown":"Global argument\nTriggered when an AI pilot would get out usually. Not executed for player.\n\n```sqf\nthis addEventHandler [\"LandedStopped\", {\n    params [\"_plane\", \"_airportID\", \"_airportObject\"];\n}];\n```\n\n- plane: Object - object the event handler is assigned to\n- airportID: Number - ID of the airport (-1 for anything else)\n- Arma 3 v2.12 airportObject: Object - airport object in the event of a Dynamic Airport, otherwise objNull"},{"heading":"LandedTouchDown","level":4,"markdown":"Global argument\nTriggered when a plane (AI or player) touches the ground.\n\n```sqf\nthis addEventHandler [\"LandedTouchDown\", {\n    params [\"_plane\", \"_airportID\", \"_airportObject\"];\n}];\n```\n\n- plane: Object - object the event handler is assigned to\n- airportID: Number - ID of the airport (-1 for anything else)\n- Arma 3 v2.12 airportObject: Object - airport object in the event of a Dynamic Airport, otherwise objNull"},{"heading":"Landing (Arma 3 v1.70)","level":4,"markdown":"Global argument\nTriggered when an AI pilot (or auto-pilot) is preparing for landing. The exact moment of triggering coincides with lowering of the gear (\"Gear\" EH)\n\n```sqf\nthis addEventHandler [\"Landing\", {\n    params [\"_plane\", \"_airportID\", \"_isCarrier\"];\n}];\n```\n\n- plane: Object - object the event handler is assigned to\n- airportID: Number or Object - ID of the airport or aircraft carrier object\n- isCarrier: Boolean - true if landing on aircraft carrier"},{"heading":"LandingCanceled (Arma 3 v1.70)","level":4,"markdown":"Global argument\nTriggered when AI pilot landing is cancelled (for example new order received to land elsewhere).\nThe exact moment of triggering coincides with retracting of the gear (\"Gear\" EH).\n**Note**: Does not trigger if player switches off auto-pilot. Canceled is spelled with one `L`\n\n```sqf\nthis addEventHandler [\"LandingCanceled\", {\n    params [\"_plane\", \"_airportID\", \"_isCarrier\"];\n}];\n```\n\n- plane: Object - object the event handler is assigned to\n- airportID: Number or Object - ID of the airport or aircraft carrier object (-1 no airport)\n- isCarrier: Boolean - true if landing on aircraft carrier"},{"heading":"LaserTargetChanged (Arma 3 v2.22)","level":4,"markdown":"Triggered when the laser target changes.\n\n```sqf\nthis addEventHandler [\"LaserTargetChanged\", {\n    params [\"_unit\", \"_laserTarget\", \"_designatedTarget\", \"_turretPath\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- laserTarget: Object - the laser target entity that got created at impact point\n- designatedTarget: Object - the object that is targeted by the laser\n- turretPath: Turret Path - the path to the turret that activated the laser. It is empty when the event is triggered by a unit"},{"heading":"LeaningChanged (Arma 3 v2.18)","level":4,"markdown":"Global argument\nTriggered when a soldier leaning factor is changed between -1 (extreme left), 0 (not leaning) and 1 (extreme right)\n\n```sqf\nthis addEventHandler [\"LeaningChanged\", {\n    params [\"_unit\", \"_newLeaning\", \"_oldLeaning\"];\n}];\n```\n\n- unit: Object - soldier\n- newLeaning: Number from -1 to 1\n- oldLeaning: Number from -1 to 1"},{"heading":"Local (Entity)","level":4,"markdown":"Global argument\nTriggers when locality of object in MP is changed. The event handler only triggers on the computers that are directly involved in change of locality.\nSo if EH is added to every computer on network, it will only trigger on 2 computers, on the computer that receives ownership of the object (new owner), in which case _this select 1 will be true,\nand on the computer from which ownership is transferred (old owner), in which case _this select 1 will be false.\n\n```sqf\nthis addEventHandler [\"Local\", {\n    params [\"_entity\", \"_isLocal\"];\n}];\n```\n\n- entity: Object - the object that changed locality\n- isLocal: Boolean - if the object is local on given computer"},{"heading":"MagazineReloading (Arma 3 v2.18)","level":4,"markdown":"Local argument\nTriggers when reloading starts.\n\n```sqf\nthis addEventHandler [\"MagazineReloading\", {\n    params [\"_unit\", \"_weapon\", \"_muzzle\", \"_magazine\", \"_magazineClass\", \"_ammoCount\", \"_magazineID\", \"_magazineCreator\"];\n}];\n```\n\n- unit: Object - unit or vehicle to which EH is assigned\n- weapon: String - weapon that got unloaded\n- muzzle: String - weapon's muzzle that got unloaded\n- magazine: Array - magazine info in format [magazineClass, ammoCount, magazineID, magazineCreator], where:\n  - magazineClass: String - class name of the magazine\n  - ammoCount: Number - amount of ammo in magazine\n  - magazineID: Number - global magazine id\n  - magazineCreator: Number - owner of the magazine creator"},{"heading":"MagazineUnloaded (Arma 3 v2.18)","level":4,"markdown":"Local argument\nTriggers when a magazine is removed from a weapon manually or via script.\n\n```sqf\nthis addEventHandler [\"MagazineUnloaded\", {\n    params [\"_unit\", \"_weapon\", \"_muzzle\", \"_magazine\", \"_magazineClass\", \"_ammoCount\", \"_magazineID\", \"_magazineCreator\"];\n}];\n```\n\n- unit: Object - unit or vehicle to which EH is assigned\n- weapon: String - weapon that got unloaded\n- muzzle: String - weapon's muzzle that got unloaded\n- magazine: Array - magazine info in format [magazineClass, ammoCount, magazineID, magazineCreator], where:\n  - magazineClass: String - class name of the magazine\n  - ammoCount: Number - amount of ammo in magazine\n  - magazineID: Number - global magazine id\n  - magazineCreator: Number - owner of the magazine creator"},{"heading":"OpticsModeChanged (Arma 3 v2.10)","level":4,"markdown":"Local argument\nTriggers everytime a local unit changes optic mode. This could be either through the setOpticsMode command or by the player switching to the next optic mode using e.g <kbd>NUM /</kbd> or <kbd>Ctrl</kbd> + Right Mouse Button.\n\n```sqf\nthis addEventHandler [\"OpticsModeChanged\", {\n    params [\"_unit\", \"_opticsClass\", \"_newMode\", \"_oldMode\", \"_isADS\"];\n}];\n```\n\n- unit: Object - the unit\n- opticsClass: String\n- newMode: String\n- oldMode: String\n- isADS: Boolean - if the new view is GUNNER"},{"heading":"OpticsSwitch (Arma 3 v2.10)","level":4,"markdown":"Local argument\nTriggers at the start of the camera transition from GUNNER to INTERNAL/EXTERNAL and vice-versa.\nSo anytime the right mouse button is pressed and there is a GUNNER view available or are currently in it, this triggers.\nWorks in vehicles and FFV as well. See also cameraView.\n\n```sqf\nthis addEventHandler [\"OpticsSwitch\", {\n    params [\"_unit\", \"_isADS\"];\n}];\n```\n\n- unit: Object - the unit\n- isADS: Boolean - if the new view is GUNNER"},{"heading":"PathCalculated (Arma 3 v1.94)","level":4,"markdown":"Local argument\nTriggers when a path has been calculated for the unit. Works for both agents and normal AI units.\nNote that paths to far destinations are typically calculated in segments.\nWhen the unit completes a segment, a new path is calculated and this is continued until the unit reaches its destination.\n\n```sqf\nthis addEventHandler [\"PathCalculated\", {\n    params [\"_unit\", \"_path\"];\n}];\n```\n\n- unit: Object - the unit/agent for which the path was calculated\n- path: Array - the array of positions representing the path (PositionASL)"},{"heading":"PeriscopeElevationChanged (Arma 3 v2.00)","level":4,"markdown":"Fires every frame during periscope elevation animation.\n\n```sqf\nthis addEventHandler [\"PeriscopeElevationChanged\", {\n    params [\"_vehicle\", \"_turret\", \"_elevation\", \"_direction\", \"_userIsBlocked\"];\n}];\n```\n\n- vehicle: Object - the vehicle this EH is assigned to\n- turret: Array - the turret which periscope is changing elevation\n- elevation: Number - current periscope elevation (changes with each simulation). See also periscopeElevation, elevatePeriscope\n- direction: Number - 1: moves up, 0: stopped, -1: moves down; when `direction` returns 0, this also means the event handler fired for the last time for this elevation.\n- userIsBlocked: Boolean - whether or not the user ability to override is blocked. See also periscopeElevation, elevatePeriscope"},{"heading":"PostInit (Arma 3 v2.06)","level":4,"markdown":"Global argument\nTriggered whenever an entity is created and initialized. Cannot be used in scripts, only inside class Eventhandlers in config.\n\n> [!IMPORTANT]\n> It is recommended to use this event handler instead of the Init one when setting entity textures (setObjectTexture, BIS_fnc_initVehicle etc) to avoid networking issues.\n\ne.g:\n\n```cpp\npostInit = \"params ['_entity'];\";\n```\n\n```cpp\npostinit = \"params ['_entity']; if (local _entity) then { [_entity, '', [], false] call BIS_fnc_initVehicle };\";\n```\n\n```sqf\nparams [\"_entity\"];\n```\n\n- entity: Object - object the event handler is assigned to"},{"heading":"PostReset","level":4,"markdown":"**Obsolete** - triggers after PP effects have been reset by the engine."},{"heading":"Put (Arma 3 v0.56)","level":4,"markdown":"Global argument\nTriggers when a unit puts an item in a container.\n\nArma 3 v2.14 This event handler can be added to a container.\n\n```sqf\nthis addEventHandler [\"Put\", {\n    params [\"_unit\", \"_container\", \"_item\"];\n}];\n```\n\n- unit: Object - unit who put the item in the container\n- container: Object - the container into which the item was placed (vehicle, box, etc.)\n- item: String - the class name of the moved item\n\n> [!NOTE]\n> This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload."},{"heading":"PylonChanged (Arma 3 v2.20)","level":4,"markdown":"Local argument\nTriggers when an aircraft's pylon changes magazine type:\n\n```sqf\nvehicle player addEventHandler [\"PylonChanged\", {\n    params [\"_vehicle\", \"_pylonIndex\", \"_oldMagazine\", \"_newMagazine\"];\n}];\n```\n\n- vehicle: Object\n- pylonIndex: Number\n- oldMagazine: String\n- newMagazine: String\n\n> [!IMPORTANT]\n> This event generally triggers **twice** for a swap, first unload then load, e.g:\n>\n> ```sqf\n> // [myVehicle, 1, \"oldMagClass\", \"\"]\n> // [myVehicle, 1, \"\", \"newMagClass\"]\n> ```"},{"heading":"Reloaded (Arma 3 v1.58)","level":4,"markdown":"Local argument\nTriggers once a weapon is reloaded with a new magazine. For more information, see Reloaded.\n\n```sqf\nthis addEventHandler [\"Reloaded\", {\n    params [\"_unit\", \"_weapon\", \"_muzzle\", \"_newMagazine\", \"_oldMagazine\"];\n}];\n```\n\n- unit: Object - unit or vehicle to which EH is assigned\n- weapon: String - weapon that got reloaded\n- muzzle: String - weapon's muzzle that got reloaded\n- newMagazine: Array - new magazine info\n- oldMagazine: Array or Nothing - old magazine info"},{"heading":"Respawn","level":4,"markdown":"Local argument\nTriggered when a unit respawns.\n\n```sqf\nthis addEventHandler [\"Respawn\", {\n    params [\"_unit\", \"_corpse\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- corpse: Object - object the event handler was assigned to, aka the corpse/unit player was previously controlling"},{"heading":"RopeAttach (Arma 3 v1.34)","level":4,"markdown":"Triggered when a rope is attached to an object.\nIn the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each attached rope.\n\n```sqf\nthis addEventHandler [\"RopeAttach\", {\n    params [\"_object1\", \"_rope\", \"_object2\"];\n}];\n```\n\n- object1: Object - object to which the event handler is assigned.\n- rope: Object - the rope being attached between object 1 and object 2.\n- object2: Object - the object that is being attached to object 1 via rope."},{"heading":"RopeBreak (Arma 3 v1.34)","level":4,"markdown":"Triggered when a rope is detached from an object.\nIn the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each detached rope.\n\n```sqf\nthis addEventHandler [\"RopeBreak\", {\n    params [\"_object1\", \"_rope\", \"_object2\"];\n}];\n```\n\n- object1: Object - object to which the event handler is assigned.\n- rope: Object - the rope that connected object 1 and object 2.\n- object2: Object - the object that was connected to object 1 with a rope."},{"heading":"SeatSwitched (Arma 3 v1.50)","level":4,"markdown":"Global argument\nTriggered when unit changes seat within vehicle. EH returns both units switching seats.\nIf switching seats with an empty seat, one of the returned units will be objNull.\nThe new position can be obtained with assignedVehicleRole.\nThis EH must be assigned to a vehicle.\n\n```sqf\nthis addEventHandler [\"SeatSwitched\", {\n    params [\"_vehicle\", \"_unit1\", \"_unit2\"];\n}];\n```\n\n- vehicle: Object - vehicle to which the event handler is assigned.\n- unit1: Object - unit switching seat.\n- unit2: Object - unit switching seat."},{"heading":"SeatSwitchedMan (Arma 3 v1.58)","level":4,"markdown":"Global argument\nTriggered when unit changes seat within vehicle. EH returns both units switching seats.\nIf switching seats with an empty seat, one of the returned units will be objNull.\nThe new position can be obtained with assignedVehicleRole <unit>. This EH must be assigned to a unit and not a vehicle.\nThis EH is persistent and will be transferred to the new unit after respawn, but only if it was assigned where unit was local.\n\n```sqf\nthis addEventHandler [\"SeatSwitchedMan\", {\n    params [\"_unit1\", \"_unit2\", \"_vehicle\"];\n}];\n```\n\n- unit1: Object - unit switching seat.\n- unit2: Object - unit with which unit1 is switching seat.\n- vehicle: Object - vehicle where switching seats is taking place."},{"heading":"SelectedActionChanged","level":4,"markdown":"RTM helicopter user action event\n\n```sqf\nthis addEventHandler [\"SelectedActionChanged\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Limited or non-existent functionality."},{"heading":"SelectedActionPerformed","level":4,"markdown":"RTM helicopter user action event\n\n```sqf\nthis addEventHandler [\"SelectedActionPerformed\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Limited or non-existent functionality."},{"heading":"SelectedRotorLibActionChanged","level":4,"markdown":"RTM helicopter user action event\n\n```sqf\nthis addEventHandler [\"SelectedRotorLibActionChanged\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Limited or non-existent functionality."},{"heading":"SelectedRotorLibActionPerformed","level":4,"markdown":"RTM helicopter user action event\n\n```sqf\nthis addEventHandler [\"SelectedRotorLibActionPerformed\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Works only for key press combination <kbd>RCtrl</kbd> + <kbd>W</kbd>, which is the binding for helicopter wheels brakes.\n>\n> It fires with or without Advanced Flight Model enabled. The enum number returned is 4 and 5, probably because the enum is structured like this:\n>\n> - 0: HelicopterAutoTrimOn\n> - 1: HelicopterAutoTrimOff\n> - 2: HelicopterTrimOn\n> - 3: HelicopterTrimOff\n> - 4: WheelsBrakeOn\n> - 5: WheelsBrakeOff"},{"heading":"SlotItemChanged (Arma 3 v2.14)","level":4,"markdown":"Global argument\nTriggered when any of the following slots get assigned or unassigned: *Items* - Map, GPS, Radio, Watch, Compass, Helmet, Goggles, NVG; *Weapon* - Binoculars; *Containers* - Uniform, Vest, Backpack.\n\n```sqf\nthis addEventHandler [\"SlotItemChanged\", {\n    params [\"_unit\", \"_name\", \"_slot\", \"_assigned\", \"_weapon\"];\n}];\n```\n\n- unit: Object - unit EH assigned to.\n- name: String - name of the item/weapon/container (see getSlotItemName).\n- slot: Number - slot id (see getSlotItemName).\n- assigned: Boolean - true assign action, false unassign action.\n- Arma 3 v2.18 weapon: String - name of weapon in event that slot changed is a weapon attachment slot"},{"heading":"SoundPlayed (Arma 3 v0.56)","level":4,"markdown":"Local argument\nTriggered when player is making noises when injured or fatigued for example. The number param passed to the EH code points to the sound origin:\n\n1. Breath\n1. Breath Injured\n1. Breath Scuba\n1. Injured\n1. Pulsation\n1. Hit Scream\n1. Burning\n1. Drowning\n1. Drown\n1. Gasping\n1. Stabilizing\n1. Healing\n1. Healing With Medikit\n1. Recovered\n1. Breath Held\n\n```sqf\nthis addEventHandler [\"SoundPlayed\", {\n    params [\"_unit\", \"_soundID\"];\n}];\n```\n\n- unit: Object - unit to which the event handler is assigned\n- soundID: Number - sound origin\n\n> [!NOTE]\n> Since Arma 3 v2.12 returning a Number from last added EH in range from 0 to 5 will alter the volume of played sound from mute to max volume."},{"heading":"Suppressed (Arma 3 v2.02)","level":4,"markdown":"Local argument\nTriggers when enemy projectile is passing by closer than defined suppression radius ammo value in config.\nCan be made to trigger for the same side if the side is set as enemy to itself (with setFriend). For more information see Arma 3: Suppression.\n\n```sqf\nthis addEventHandler [\"Suppressed\", {\n    params [\"_unit\", \"_distance\", \"_shooter\", \"_instigator\", \"_ammoObject\", \"_ammoClassName\", \"_ammoConfig\"];\n}];\n```\n\n- unit: Object - unit to which the event is assigned\n- distance: Number - distance of the projectile pass-by\n- shooter: Object - who (or what) fired - vehicle or drone\n- instigator: Object - who pressed the trigger. Instigator is different from the shooter when player is operator of UAV for example\n- ammoObject: Object - the ammunition itself\n- ammoClassName: String - the ammunition's classname\n- ammoConfig: Config - the ammunition's CfgAmmo config path"},{"heading":"Take (Arma 3 v0.56)","level":4,"markdown":"Global argument\nTriggers when a unit takes an item from a container.\n\nArma 3 v2.14 This event handler can be added to a container.\n\n```sqf\nthis addEventHandler [\"Take\", {\n    params [\"_unit\", \"_container\", \"_item\"];\n}];\n```\n\n- unit: Object - unit who took the item from the container\n- container: Object - the container from which the item was taken (vehicle, box, etc.)\n- item: String - the class name of the taken item\n\n> [!NOTE]\n> This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload."},{"heading":"TaskSetAsCurrent (Arma 3 v1.32)","level":4,"markdown":"Triggers when player's current task changes\n\n```sqf\nthis addEventHandler [\"TaskSetAsCurrent\", {\n    params [\"_unit\", \"_task\"];\n}];\n```\n\n- unit: Object - the player to whom the event handler is assigned\n- task: Task - the new current task"},{"heading":"TurnIn (Arma 3 v1.66)","level":4,"markdown":"Triggers when member of crew in a vehicle uses Turn In action\n\n```sqf\nthis addEventHandler [\"TurnIn\", {\n    params [\"_vehicle\", \"_unit\", \"_turret\"];\n}];\n```\n\n- vehicle: Object - the vehicle the event handler is assigned to\n- unit: Object - the unit performing the Turn In action\n- turret: Array - turret path"},{"heading":"TurnOut (Arma 3 v1.66)","level":4,"markdown":"Triggers when member of crew in a vehicle uses Turn Out action\n\n```sqf\nthis addEventHandler [\"TurnOut\", {\n    params [\"_vehicle\", \"_unit\", \"_turret\"];\n}];\n```\n\n- vehicle: Object - the vehicle the event handler is assigned to\n- unit: Object - the unit performing the Turn Out action\n- turret: Array - turret path"},{"heading":"VisionModeChanged (Arma 3 v2.08)","level":4,"markdown":"Triggers when the assigned vehicle/unit's vision mode has changed.\n\n```sqf\nplayer addEventHandler [\"VisionModeChanged\", {\n    params [\"_person\", \"_visionMode\", \"_TIindex\", \"_visionModePrev\", \"_TIindexPrev\", \"_vehicle\", \"_turret\"];\n}];\n```\n\n- person: Object - unit for whom the vision mode changes\n- visionMode: Number - vision mode index\n- TIindex: Number - thermal vision mode index; will return -1 when *visionMode* is not 2\n- visionModePrev: Number - last vision mode\n- TIindexPrev: Number - last TI mode; will return -1 when *visionModePrev* is not 2\n- vehicle: Object - if unit is in a vehicle or controlling a UAV, this will be the vehicle\n- turret: Array - turret path to the turret occupied by the unit, or [] if not on turret"},{"heading":"WeaponAssembled","level":4,"markdown":"Global argument\nTriggers when a weapon gets assembled. EH must be attached to the unit and not the weapon.\n\n```sqf\nthis addEventHandler [\"WeaponAssembled\", {\n    params [\"_unit\", \"_weapon\", \"_primaryBag\", \"_secondaryBag\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- weapon: Object - object of the assembled weapon\n- Arma 3 v2.18 primaryBag: Object - primary bag (just before it is deleted)\n- Arma 3 v2.18 secondaryBag: Object - secondary bag (just before it is deleted)"},{"heading":"WeaponChanged (Arma 3 v2.18)","level":4,"markdown":"Fires on weapon switch and firemode switch. Does not fire for player units inside vehicles (but does fire for vehicles with players in them).\nThe locality is unknown, but it is known that this EH behaves like currentWeapon, currentWeaponMode and currentMuzzle in terms of locality.\nArma 3 v2.22 Fires for \"Throw\" muzzle changes too.\n\n```sqf\nthis addEventHandler [\"WeaponChanged\", {\n    params [\"_object\", \"_oldWeapon\", \"_newWeapon\", \"_oldMode\", \"_newMode\", \"_oldMuzzle\", \"_newMuzzle\", \"_turretIndex\"];\n}];\n```\n\n- object: Object - the unit or vehicle the event handler is assigned to\n- oldWeapon: String - the class name of the previous weapon\n- newWeapon: String - the class name of the new weapon (same as currentWeapon)\n- oldMode: String - the previous weapon mode\n- newMode: String - the new weapon mode (same as currentWeaponMode)\n- oldMuzzle: String - the previous weapon muzzle\n- newMuzzle: String - the new weapon muzzle (same as currentMuzzle)\n- turretIndex: Array format Turret Path - the turret path, or empty array if `object` is not a transport vehicle"},{"heading":"WeaponDeployed (Arma 3 v1.44)","level":4,"markdown":"Global argument\nTriggers when the deployed state of a weapon or bipod changes.\n**Note:** A weapon cannot be rested and deployed at the same time.\n\n```sqf\nthis addEventHandler [\"WeaponDeployed\", {\n    params [\"_unit\", \"_isDeployed\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- isDeployed: Boolean - true if deployed"},{"heading":"WeaponDisassembled","level":4,"markdown":"Global argument\nTriggers when a weapon gets disassembled. EH must be attached to the unit and not the weapon.\n**Note:** As of Arma 3 v1.32, this event does not fire if the weapon is not local.\n\n```sqf\nthis addEventHandler [\"WeaponDisassembled\", {\n    params [\"_unit\", \"_primaryBag\", \"_secondaryBag\", \"_weapon\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- primaryBag: Object - first backpack object which was weapon disassembled into\n- secondaryBag: Object - second backpack object which was weapon disassembled into\n- Arma 3 v2.18 weapon: Object - disassembled weapon (just before it is moved out of the world)"},{"heading":"WeaponRested (Arma 3 v1.44)","level":4,"markdown":"Local argument\nTriggers when weapon rested state changes (weapon near a surface that can provide weapon support).\n**Note:** A weapon cannot be rested and deployed at the same time.\n\n```sqf\nthis addEventHandler [\"WeaponRested\", {\n    params [\"_unit\", \"_isRested\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- isRested: Boolean - true if rested"},{"heading":"Multiplayer Event Handlers","level":3,"markdown":"Global object event handler, executed on every connected machine.\n\nCommands:\n\n- addMPEventHandler\n- removeMPEventHandler\n- removeAllMPEventHandlers\n\n> [!IMPORTANT]\n> A Multiplayer Event Handler is **not** saved in a save file and therefore will not be restored on load - use it accordingly."},{"heading":"MPHit","level":4,"markdown":"Global argumentGlobal effect\nTriggered when the unit is hit/damaged. EH can be added on any machine and EH code will trigger globally on every connected client and server.\nThis EH is clever enough to be triggered globally only once even if added on all clients or a single client that is then disconnected, EH will still trigger globally only once.\n\nIs *not* always triggered when unit is killed by a hit.\nMost of the time only the killed event handler is triggered when a unit dies from a hit.\nThe hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.\nCan also trigger several times for an explosion (direct and indirect damage). Does not fire when a unit is set to allowDamage false.\nHowever it will fire with \"HandleDamage\" EH added alongside stopping unit from taking damage (`unit addEventHandler [\"HandleDamage\", { 0 }];`.\nWill not trigger once the unit is dead.\n\n**Note:** call a function from the MPHit EH code space rather than defining the full code in there directly.\nThe reason is the code space will be transferred over network on each event activation - so keep the data as small as possible!\n\n```sqf\nthis addMPEventHandler [\"MPHit\", {\n    params [\"_unit\", \"_causedBy\", \"_damage\", \"_instigator\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- causedBy: Object - object that caused the damage. Contains the unit itself in case of collisions.\n- damage: Number - level of damage caused by the hit\n- Arma 3 v1.66 instigator: Object - person who pulled the trigger"},{"heading":"MPKilled","level":4,"markdown":"Global argumentGlobal effect\nTriggered when the unit is killed. EH can be added on any machine and EH code will trigger globally **on every connected client and server**.\nThis EH has a safeguard measure so that even if it's added on all clients or a single client that is then disconnected, EH will still trigger globally only once per client.\n\n```sqf\nthis addMPEventHandler [\"MPKilled\", {\n    params [\"_unit\", \"_killer\", \"_instigator\", \"_useEffects\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- killer: Object - object that killed the unit. Contains the unit itself in case of collisions\n- Arma 3 v1.66 instigator: Object - person who pulled the trigger\n- Arma 3 v1.68 useEffects: Boolean - same as *useEffects* in setDamage alt syntax"},{"heading":"MPRespawn","level":4,"markdown":"Global argumentLocal effect\nTriggered when a unit, it is assigned to, respawns. This EH does not work as one would expect MP EH should work like.\nIt is only triggered on one machine where the unit it was assigned to is local.\nThe only difference between **Respawn** and **MPRespawn** is that **MPRespawn** can be assigned from anywhere while **Respawn** requires the unit to be local.\n\nMPRespawn EH expects the EH code to return an array in Position format which will be used to place the respawned unit at the desired coordinates.\nFor example: `player addMPEventHandler [\"MPRespawn\", { [1234, 1234, 0] }];` will place player at [1234,1234,0] immediately on respawn.\n\n```sqf\nthis addMPEventHandler [\"MPRespawn\", {\n    params [\"_unit\", \"_corpse\"];\n}];\n```\n\n- unit: Object - object the event handler is assigned to\n- corpse: Object - object the event handler was assigned to, aka the corpse/unit player was previously controlling."},{"heading":"Mission Event Handlers","level":3,"markdown":"Mission Event Handlers are specific EHs that are anchored to the running mission and automatically removed when mission is over.\n\nCommands:\n\n- addMissionEventHandler\n- removeMissionEventHandler\n\n> [!NOTE]\n> See Arma 3: Mission Event Handlers."},{"heading":"Curator Event Handlers (Arma 3 v1.16)","level":3,"markdown":"Local argumentLocal effect\nArma 3: Curator Event Handlers are also added with the addEventHandler command. They are executed only where the curator is local - on the machine that is in control of it.\n\n> [!IMPORTANT]\n> These Event Handlers must be added to the curator object/module, **not** the player!\n\nCommands:\n\n- addEventHandler\n- removeEventHandler\n- removeAllEventHandlers"},{"heading":"CuratorFeedbackMessage","level":4,"markdown":"Local argument\nTriggered when curator attempts invalid action in curator interface.\n\nEach error has its own unique ID, recognized values are:\n\n- 003 - when trying to teleport camera outside of curatorCameraArea\n- 101 - trying to place an object when placing is disabled using setCuratorCoef \"place\"\n- 102 - trying to place an object which is too expensive (cost set in *curatorObjectRegistered* multiplied by setCuratorCoef \"place\" is larger than curatorPoints)\n- 103 - trying to place an object outside of curatorEditingArea\n- 104 - items of a placed composition were skipped / could not be placed (since Arma 3 v2.06)\n- 201 - trying to place a waypoint when waypoint placing is disabled\n- 202 - trying to place a waypoint which is too expensive (cost set by setCuratorWaypointCost multiplied by setCuratorCoef \"place\" is larger than curatorPoints)\n- 206 - trying to place a waypoint when no AI unit is selected\n- 301 - trying to move or rotate an entity when editing is disabled using setCuratorCoef \"edit\"\n- 302 - trying to move or rotate an entity when it is too expensive (entity cost multiplied by setCuratorCoef \"edit\" is larger than curatorPoints)\n- 303 - trying to move an entity outside of curatorEditingArea\n- 304 - trying to move or rotate an entity which is outside of curatorEditingArea\n- 307 - trying to move or rotate a player (players cannot be manipulated with)\n- 401 - trying to delete an entity when deleting is disabled using setCuratorCoef \"delete\"\n- 402 - trying to delete an entity which is too expensive (cost multiplied by setCuratorCoef \"delete\" is larger than curatorPoints)\n- 404 - trying to delete an entity which is outside of curatorEditingArea\n- 405 - trying to delete an entity which has non-editable crew in it\n- 407 - trying to delete a player (players cannot be manipulated with)\n- 501 - trying to destroy an object when destroying is disabled using setCuratorCoef \"destroy\"\n- 502 - trying to destroy an object which is too expensive (cost multiplied by setCuratorCoef \"destroy\" is larger than curatorPoints)\n- 504 - trying to destroy an object which is outside of curatorEditingArea\n- 505 - trying to destroy an object which has non-editable crew in it\n- 506 - trying to destroy an object when no object is selected\n- 507 - trying to destroy a player (players cannot be manipulated with)\n\n```sqf\nthis addEventHandler [\"CuratorFeedbackMessage\", {\n    params [\"_curator\", \"_errorID\"];\n}];\n```\n\n- curator: Object\n- errorID: Number"},{"heading":"CuratorGroupDoubleClicked","level":4,"markdown":"Local argument\nTriggered when a group is double-clicked on in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorGroupDoubleClicked\", {\n    params [\"_curator\", \"_group\"];\n}];\n```\n\n- curator: Object\n- group: Group"},{"heading":"CuratorGroupPlaced","level":4,"markdown":"Local argument\nTriggered when new group is placed in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorGroupPlaced\", {\n    params [\"_curator\", \"_group\"];\n}];\n```\n\n- curator: Object\n- group: Group"},{"heading":"CuratorGroupSelectionChanged","level":4,"markdown":"Local argument\nTriggered when a group is selected in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorGroupSelectionChanged\", {\n    params [\"_curator\", \"_group\"];\n}];\n```\n\n- curator: Object\n- group: Group"},{"heading":"CuratorMarkerDeleted","level":4,"markdown":"Local argument\nTriggered when a marker is deleted in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorMarkerDeleted\", {\n    params [\"_curator\", \"_marker\"];\n}];\n```\n\n- curator: Object\n- marker: String"},{"heading":"CuratorMarkerDoubleClicked","level":4,"markdown":"Local argument\nTriggered when a marker is double-clicked on in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorMarkerDoubleClicked\", {\n    params [\"_curator\", \"_marker\"];\n}];\n```\n\n- curator: Object\n- marker: String"},{"heading":"CuratorMarkerEdited","level":4,"markdown":"Local argument\nTriggered when a marker is moved in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorMarkerEdited\", {\n    params [\"_curator\", \"_marker\"];\n}];\n```\n\n- curator: Object\n- marker: String"},{"heading":"CuratorMarkerPlaced","level":4,"markdown":"Local argument\nTriggered when new marker is placed in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorMarkerPlaced\", {\n    params [\"_curator\", \"_marker\"];\n}];\n```\n\n- curator: Object\n- marker: String"},{"heading":"CuratorMarkerSelectionChanged","level":4,"markdown":"Local argument\nTriggered when a marker is selected in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorMarkerSelectionChanged\", {\n    params [\"_curator\", \"_marker\"];\n}];\n```\n\n- curator: Object\n- marker: String"},{"heading":"CuratorObjectDeleted","level":4,"markdown":"Local argument\nTriggered when an object is deleted in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorObjectDeleted\", {\n    params [\"_curator\", \"_entity\"];\n}];\n```\n\n- curator: Object\n- entity: Object"},{"heading":"CuratorObjectDoubleClicked","level":4,"markdown":"Local argument\nTriggered when an object is double-clicked on in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorObjectDoubleClicked\", {\n    params [\"_curator\", \"_entity\"];\n}];\n```\n\n- curator: Object\n- entity: Object"},{"heading":"CuratorObjectEdited","level":4,"markdown":"Local argument\nTriggered when an object is moved or rotated in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorObjectEdited\", {\n    params [\"_curator\", \"_entity\"];\n}];\n```\n\n- curator: Object\n- entity: Object"},{"heading":"CuratorObjectPlaced","level":4,"markdown":"Local argument\nTriggered when new object is placed in curator interface.\nThis event handler will trigger individually for each unit in a placed group - excluding the crew in vehicles.\n\n```sqf\nthis addEventHandler [\"CuratorObjectPlaced\", {\n    params [\"_curator\", \"_entity\"];\n}];\n```\n\n- curator: Object\n- entity: Object"},{"heading":"CuratorObjectRegistered","level":4,"markdown":"Local argument\nTriggered when player enters curator interface. Assign curator cost to every object in the game.\nThis is the primary method that a mission designer can use to limit the objects a curator can place.\n\n> [!NOTE]\n> See Curator - Manual Assigning.\n\n```sqf\nthis addEventHandler [\"CuratorObjectRegistered\", {\n    params [\"_curator\", \"_input\"];\n}];\n```\n\n- curator: Object\n- input: Array of Strings - all CfgVehicles classes"},{"heading":"CuratorObjectSelectionChanged","level":4,"markdown":"Local argument\nTriggered when an object is selected in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorObjectSelectionChanged\", {\n    params [\"_curator\", \"_entity\"];\n}];\n```\n\n- curator: Object\n- entity: Object"},{"heading":"CuratorPinged","level":4,"markdown":"Local argument\nTriggered when a player pings his curator(s) by pressing the *Zeus* key.\n\n```sqf\nthis addEventHandler [\"CuratorPinged\", {\n    params [\"_curator\", \"_player\"];\n}];\n```\n\n- curator: Object\n- player: Object"},{"heading":"CuratorSelectionPresetLoaded (Arma 3 v2.14)","level":4,"markdown":"Local argument\nTriggered when a selection preset is loaded using the respective number key or through script.\n\n```sqf\nthis addEventHandler [\"CuratorSelectionPresetLoaded\", {\n    params [\"_curator\", \"_numkey\"];\n}];\n```\n\n- curator: Object\n- numkey: Number"},{"heading":"CuratorSelectionPresetSaved (Arma 3 v2.14)","level":4,"markdown":"Local argument\nTriggered when a selection preset is saved using the respective CTRL + number key or set through script.\n\n```sqf\nthis addEventHandler [\"CuratorSelectionPresetSaved\", {\n    params [\"_curator\", \"_numkey\"];\n}];\n```\n\n- curator: Object\n- numkey: Number"},{"heading":"CuratorWaypointDeleted","level":4,"markdown":"Local argument\nTriggered when a waypoint is deleted in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorWaypointDeleted\", {\n    params [\"_curator\", \"_waypoint\"];\n}];\n```\n\n- curator: Object\n- waypoint: Array"},{"heading":"CuratorWaypointDoubleClicked","level":4,"markdown":"Local argument\nTriggered when a waypoint is double-clicked on in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorWaypointDoubleClicked\", {\n    params [\"_curator\", \"_waypoint\"];\n}];\n```\n\n- curator: Object\n- waypoint: Array"},{"heading":"CuratorWaypointEdited","level":4,"markdown":"Local argument\nTriggered when a waypoint is moved in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorWaypointEdited\", {\n    params [\"_curator\", \"_group\", \"_waypointID\"];\n}];\n```\n\n- curator: Object\n- group: Group\n- waypointID: Number"},{"heading":"CuratorWaypointPlaced","level":4,"markdown":"Local argument\nTriggered when new waypoint is placed in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorWaypointPlaced\", {\n    params [\"_curator\", \"_group\", \"_waypointID\"];\n}];\n```\n\n- curator: Object\n- group: Group\n- waypointID: Number"},{"heading":"CuratorWaypointSelectionChanged","level":4,"markdown":"Local argument\nTriggered when a waypoint is selected in curator interface.\n\n```sqf\nthis addEventHandler [\"CuratorWaypointSelectionChanged\", {\n    params [\"_curator\", \"_waypoint\"];\n}];\n```\n\n- curator: Object\n- waypoint: Array"},{"heading":"UserAction Event Handlers (Arma 3 v2.06)","level":3,"markdown":"UserAction Event Handlers are events that trigger on user action.\n\nCommands:\n\n- addUserActionEventHandler\n- removeUserActionEventHandler\n\n> [!NOTE]\n> See Arma 3: Modded Keybinding."},{"heading":"Activate","level":4,"markdown":"```sqf\naddUserActionEventHandler [\"KeyName\", \"Activate\", {\n    params [\"_activated\"];\n}];\n```\n\n- activated: Boolean - always returns true"},{"heading":"Deactivate","level":4,"markdown":"```sqf\naddUserActionEventHandler [\"KeyName\", \"Deactivate\", {\n    params [\"_activated\"];\n}];\n```\n\n- activated: Boolean - always returns false"},{"heading":"Analog","level":4,"markdown":"```sqf\naddUserActionEventHandler [\"KeyName\", \"Analog\", {\n    params [\"_value\"];\n}];\n```\n\n- value: Number - input device's analog value"},{"heading":"Projectile Event Handlers (Arma 3 v2.10)","level":3,"markdown":"Commands:\n\n- addEventHandler\n- removeEventHandler\n- removeAllEventHandlers"},{"heading":"Deleted (Projectile)","level":4,"markdown":"```sqf\n_projectile addEventHandler [\"Deleted\", {\n    params [\"_projectile\"];\n}];\n```\n\n- projectile: Object"},{"heading":"Deflected","level":4,"markdown":"```sqf\n_projectile addEventHandler [\"Deflected\", {\n    params [\"_projectile\", \"_position\", \"_velocity\", \"_hitObject\"];\n}];\n```\n\n- projectile: Object\n- position: Array format PositionASL\n- velocity: Array format Vector3D\n- hitObject: Object - the object that deflected the projectile"},{"heading":"Explode","level":4,"markdown":"Local argument\n\n```sqf\n_projectile addEventHandler [\"Explode\", {\n    params [\"_projectile\", \"_position\", \"_velocity\"];\n}];\n```\n\n- projectile: Object\n- position: Array format PositionASL\n- velocity: Array format Vector3D"},{"heading":"HitExplosion","level":4,"markdown":"```sqf\n_projectile addEventHandler [\"HitExplosion\", {\n    params [\"_projectile\", \"_hitEntity\", \"_projectileOwner\", \"_hitSelections\", \"_instigator\"];\n}];\n```\n\n- projectile: Object\n- hitEntity: Object\n- projectileOwner: Object\n- hitSelections: Array of Arrays - same list of FireGeometry components that HitPart (Entity) gets but only contains:\n  - position: Array format PositionASL - position of impact\n  - vector: Array format Vector3D - vector that is orthogonal (perpendicular) to the surface struck. For example, if a wall was hit, vector would be pointing out of the wall at a 90 degree angle\n  - selection: String - named selection of the object that was hit, in the FireGeometry LOD.\n  - radius: Number - radius (size) of component hit\n  - surface: String - surface type struck\n- Arma 3 v2.18 instigator: Object - shot instigator"},{"heading":"HitPart (Projectile)","level":4,"markdown":"Triggered when the projectile hits any surface.\n\n```sqf\n_projectile addEventHandler [\"HitPart\", {\n    params [\"_projectile\", \"_hitEntity\", \"_projectileOwner\", \"_pos\", \"_velocity\", \"_normal\", \"_components\", \"_radius\" ,\"_surfaceType\", \"_instigator\"];\n}];\n```\n\n- projectile: Object\n- hitEntity: Object\n- projectileOwner: Object\n- pos: Array format PositionASL\n- velocity: Array format Vector3D\n- normal: Array format Vector3D\n- components: Array of Strings - the selections that were hit, in the FireGeometry LOD.\n- radius: Number - radius (size) of the hitPoint\n- surfaceType: String\n- Arma 3 v2.18 instigator: Object - shot instigator\n\n> [!IMPORTANT]\n> This event handler only triggers for direct hits and not splash damage, unlike HitPart (Entity). For splash damage, use HitExplosion."},{"heading":"Init (Projectile)","level":4,"markdown":"Triggered whenever a projectile is created. Cannot be used in scripts, only inside class Eventhandlers in config.\n\n```cpp\ninit = \"params ['_projectile'];\";\n```\n\n```sqf\nparams [\"_projectile\"];\n```\n\n- projectile: Object - object the event handler is assigned to"},{"heading":"MineActivated (Arma 3 v2.14)","level":4,"markdown":"Local argument\nLocal effect\n\n```sqf\n_projectile addEventHandler [\"MineActivated\", {\n    params [\"_projectile\", \"_isActive\"];\n}];\n```\n\n- projectile: Object\n- isActive: Boolean - new active state of the mine"},{"heading":"Penetrated","level":4,"markdown":"This event fires as many times as the projectile penetrates a surface.\n\n```sqf\n_projectile addEventHandler [\"Penetrated\", {\n    params [\"_projectile\", \"_hitObject\", \"_surfaceType\", \"_entryPoint\", \"_exitPoint\", \"_exitVector\"];\n}];\n```\n\n- projectile: Object\n- hitObject: Object\n- surfaceType: String - see surfaceType\n- entryPoint: Array format PositionASL - the projectile's entry point\n- exitPoint: Array format PositionASL - the projectile's exit point\n- exitVector: Array format Vector3D - speed/angle exit vector (see vectorMagnitude to obtain the speed, in metre per second)"},{"heading":"SubmunitionCreated","level":4,"markdown":"This event fires as many times as submunitions are created.\n\n```sqf\n_projectile addEventHandler [\"SubmunitionCreated\", {\n    params [\"_projectile\", \"_submunitionProjectile\", \"_position\", \"_velocity\"];\n}];\n```\n\n- projectile: Object\n- subMunitionProjectile: Object\n- position: Array format PositionASL\n- velocity: Array format Vector3D"},{"heading":"Group Event Handlers (Arma 3 v2.10)","level":3,"markdown":"Commands:\n\n- addEventHandler\n- removeEventHandler\n- removeAllEventHandlers"},{"heading":"CombatModeChanged","level":4,"markdown":"Triggers when the group's **behaviour** changes (see behaviour, setBehaviour)\n\n```sqf\n_group addEventHandler [\"CombatModeChanged\", {\n    params [\"_group\", \"_newMode\"];\n}];\n```\n\n- group: Group\n- newMode: String - see AI Behaviour (**not** Combat Modes!)"},{"heading":"CommandChanged","level":4,"markdown":"```sqf\n_group addEventHandler [\"CommandChanged\", {\n    params [\"_group\", \"_newCommand\"];\n}];\n```\n\n- group: Group\n- newCommand: String, can be one of:\n\n  |  |  |\n  |---|---|\n  | \"NO CMD\" | NoCommand |\n  | \"WAIT\" | Wait |\n  | \"ATTACK\" | Attack |\n  | \"Suppress\" | Suppress |\n  | \"HIDE\" | Hide |\n  | \"MOVE\" | Move |\n  | \"HOOK CARGO\" | HookCargo |\n  | \"UNHOOK CARGO\" | UnhookCargo |\n  | \"VIV GETIN\" | ViVGetIn |\n  | \"VIV GETOUT\" | ViVGetOut |\n  | \"VIV UNLOAD\" | ViVUnload |\n  | \"HEAL\" | Heal |\n  | \"REPAIR\" | Repair |\n  | \"REFUEL\" | Refuel |\n  | \"REARM\" | Rearm |\n  | \"SUPPORT\" | Support |\n  | \"JOIN\" | Join |\n  | \"GET IN\" | GetIn |\n  | \"FIRE\" | Fire |\n  | \"GET OUT\" | GetOut |\n  | \"STOP\" | Stop |\n  | \"EXPECT\" | Expect |\n  | \"ACTION\" | Action |\n  | \"SCRIPTED\" | Scripted |\n  | \"DISMISS\" | Dismiss |\n  | \"HEAL SOLDIER\" | HealSoldier |\n  | \"PATCH SOLDIER\" | PatchSoldier |\n  | \"FIRST AID\" | FirstAid |\n  | \"HEAL SELF\" | HealSoldierSelf |\n  | \"ATTACK AND FIRE\" | AttackAndFire |\n  | \"CARRY SOLDIER\" | CarrySoldier |\n  | \"DROP CARRIED\" | DropCarried |\n  | \"TAKE BAG\" | TakeBag |\n  | \"ASSEMBLE\" | Assemble |\n  | \"DISASSEMBLE\" | DisAssemble |\n  | \"DROP BAG\" | DropBag |\n  | \"OPEN BAG\" | OpenBag |\n  | \"IRLASER ON\" | IRLaserOn |\n  | \"IRLASER OFF\" | IRLaserOff |\n  | \"GUN LIGHT ON\" | GunLightOn |\n  | \"GUN LIGHT OFF\" | GunLightOff |\n  | \"FIRE AT POSITION\" | FireAtPosition |\n  | \"REPAIR VEHICLE\" | RepairVehicle |\n  | \"OPEN PARA\" | OpenParachute |\n  | \"KEEP DEPTH LEADER\" | KeepDepthLeader |\n  | \"KEEP DEPTH UND SURF\" | KeepDepthUnderSurface |\n  | \"KEEP DEPTH ABV SURF\" | KeepDepthAboveSurface |\n  | \"KEEP DEPTH BOTTOM\" | KeepDepthBottom |\n  | \"PUT IN\" | PutIn |\n  | \"UNLOAD FROM\" | UnloadFrom |\n  | \"USE CONTAINER MAGAZINE\" | UseContainerMagazine |\n  | \"ACTIVATE MINE\" | ActivateMine |\n  | \"DISABLE MINE\" | DisableMine |"},{"heading":"Deleted (Group)","level":4,"markdown":"```sqf\n_group addEventHandler [\"Deleted\", {\n    params [\"_group\"];\n}];\n```\n\n- group: Group"},{"heading":"Empty","level":4,"markdown":"```sqf\n_group addEventHandler [\"Empty\", {\n    params [\"_group\"];\n}];\n```\n\n- group: Group"},{"heading":"EnableAttackChanged","level":4,"markdown":"```sqf\n_group addEventHandler [\"EnableAttackChanged\", {\n    params [\"_group\", \"_attackEnabled\"];\n}];\n```\n\n- group: Group\n- attackEnabled: Boolean"},{"heading":"EnemyDetected","level":4,"markdown":"```sqf\n_group addEventHandler [\"EnemyDetected\", {\n    params [\"_group\", \"_newTarget\"];\n}];\n```\n\n- group: Group\n- newTarget: Object"},{"heading":"Fleeing","level":4,"markdown":"```sqf\n_group addEventHandler [\"Fleeing\", {\n    params [\"_group\", \"_fleeingNow\"];\n}];\n```\n\n- group: Group\n- fleeingNow: Boolean"},{"heading":"FormationChanged","level":4,"markdown":"```sqf\n_group addEventHandler [\"FormationChanged\", {\n    params [\"_group\", \"_newFormation\"];\n}];\n```\n\n- group: Group\n- newFormation: String - see setFormation"},{"heading":"GroupIdChanged","level":4,"markdown":"```sqf\n_group addEventHandler [\"GroupIdChanged\", {\n    params [\"_group\", \"_newGroupId\"];\n}];\n```\n\n- group: Group\n- newGroupId: String"},{"heading":"KnowsAboutChanged","level":4,"markdown":"```sqf\n_group addEventHandler [\"KnowsAboutChanged\", {\n    params [\"_group\", \"_targetUnit\", \"_newKnowsAbout\", \"_oldKnowsAbout\"];\n}];\n```\n\n- group: Group\n- targetUnit: Object\n- newKnowsAbout: Number\n- oldKnowsAbout: Number"},{"heading":"LeaderChanged","level":4,"markdown":"```sqf\n_group addEventHandler [\"LeaderChanged\", {\n    params [\"_group\", \"_newLeader\"];\n}];\n```\n\n- group: Group\n- newLeader: Object"},{"heading":"Local (Group)","level":4,"markdown":"```sqf\n_group addEventHandler [\"Local\", {\n    params [\"_group\", \"_isLocal\"];\n}];\n```\n\n- group: Group"},{"heading":"SpeedModeChanged","level":4,"markdown":"```sqf\n_group addEventHandler [\"SpeedModeChanged\", {\n    params [\"_group\", \"_newSpeedMode\"];\n}];\n```\n\n- group: Group\n- newSpeedMode: String - see setSpeedMode"},{"heading":"UnitJoined","level":4,"markdown":"```sqf\n_group addEventHandler [\"UnitJoined\", {\n    params [\"_group\", \"_newUnit\"];\n}];\n```\n\n- group: Group\n- newUnit: Object"},{"heading":"UnitKilled (Arma 3 v2.18)","level":4,"markdown":"Local argument\nTriggered when a unit in the group is killed.\n\n```sqf\n_group addEventHandler [\"UnitKilled\", {\n    params [\"_group\", \"_unit\", \"_killer\", \"_instigator\", \"_useEffects\"];\n}];\n```\n\n- group: Group - the group the event handler is assigned to\n- unit: Object - the unit that was killed\n- killer: Object - the object that killed the unit. Contains the unit itself in case of collisions.\n- instigator: Object - the person who pulled the trigger\n- useEffects: Boolean - same as *useEffects* in setDamage alt syntax"},{"heading":"UnitLeft","level":4,"markdown":"```sqf\n_group addEventHandler [\"UnitLeft\", {\n    params [\"_group\", \"_oldUnit\"];\n}];\n```\n\n- group: Group\n- oldUnit: Object"},{"heading":"VehicleAdded","level":4,"markdown":"```sqf\n_group addEventHandler [\"VehicleAdded\", {\n    params [\"_group\", \"_newVehicle\"];\n}];\n```\n\n- group: Group\n- newVehicle: Object"},{"heading":"VehicleRemoved","level":4,"markdown":"```sqf\n_group addEventHandler [\"VehicleRemoved\", {\n    params [\"_group\", \"_oldVehicle\"];\n}];\n```\n\n- group: Group\n- oldVehicle: Object"},{"heading":"WaypointComplete","level":4,"markdown":"```sqf\n_group addEventHandler [\"WaypointComplete\", {\n    params [\"_group\", \"_waypointIndex\"];\n}];\n```\n\n- group: Group\n- waypointIndex: Number"},{"heading":"Game UI Event Handlers","level":3,"markdown":"In Game UI Event Handlers trigger when user scrolls or activates in game action menu.\nThe following mission EHs are available in Arma 3:\n\n- PrevAction - action menu scroll up event\n- Action - action menu action event\n- NextAction - action menu scroll down event\n\n> [!IMPORTANT]\n> Only one event of each kind can exist, adding another will overwrite the existing one.\n\nCommands:\n\n- inGameUISetEventHandler\n\n> [!NOTE]\n> See Arma 3: Event Handlers/inGameUISetEventHandler."},{"heading":"Control/Display UI Event Handlers","level":3,"markdown":"Commands:\n\n- ctrlAddEventHandler\n- ctrlRemoveEventHandler\n- ctrlRemoveAllEventHandlers\n- displayAddEventHandler\n- displayRemoveEventHandler\n- displayRemoveAllEventHandlers\n\n> [!NOTE]\n> See User Interface Event Handlers."},{"heading":"Music Event Handlers","level":3,"markdown":"Music event handler, always executed on the computer where it was added.\n\n> [!NOTE]\n> Does not apply to interface-less machines (dedicated server, headless client).\n\nCommands:\n\n- setMusicEventHandler\n- addMusicEventHandler\n- removeMusicEventHandler\n- removeAllMusicEventHandlers"},{"heading":"MusicStart (Arma 3 v0.50)","level":4,"markdown":"Triggers when CfgMusic sound starts playing, after being executed with playMusic command.\n\n```sqf\naddMusicEventHandler [\"MusicStart\", {\n    params [\"_musicClassname\", \"_eventHandlerID\", \"_currentPosition\", \"_totalLength\"];\n}];\n```\n\n- musicClassName: String - CfgMusic class name of the music that started\n- eventHandlerID: Number - EH id returned by addMusicEventHandler\n- Arma 3 v2.18 currentPosition: Number - current playback position in 0...1 range (see also: getMusicPlayedTime)\n- Arma 3 v2.18 totalLength: Number - track total length in seconds"},{"heading":"MusicStop (Arma 3 v0.50)","level":4,"markdown":"Triggers when CfgMusic sound finished playing, after being executed with playMusic command.\nArma 3 v2.14 `playMusic \"\"` triggers this event if a music is currently playing.\n\n```sqf\naddMusicEventHandler [\"MusicStop\", {\n    params [\"_musicClassname\", \"_eventHandlerID\", \"_currentPosition\", \"_totalLength\"];\n}];\n```\n\n- musicClassName: String - CfgMusic class name of the music that stopped\n- eventHandlerID: Number - EH id returned by addMusicEventHandler\n- Arma 3 v2.18 currentPosition: Number - current playback position in 0...1 range (see also: getMusicPlayedTime)\n- Arma 3 v2.18 totalLength: Number - track total length in seconds"},{"heading":"Eden Editor","level":3,"markdown":"Commands:\n\n- add3DENEventHandler\n- remove3DENEventHandler\n- removeAll3DENEventHandlers\n\n> [!NOTE]\n> See also:\n>\n> - Arma 3: Event Handlers: Eden Editor\n> - its sub-category Object Event Handlers\n> - Eden Editor"},{"heading":"Public Variable Broadcast Event","level":3,"markdown":"Commands:\n\n- addPublicVariableEventHandler\n\nTriggers when missionNamespace variable EH is associated with is sent over network via publicVariable, publicVariableServer or publicVariableClient commands.\n\n> [!NOTE]\n> Unlike with other types of EHs, there is no way of removing added public variable event handler"},{"heading":"Weapon Muzzle Config Events","level":3,"markdown":"There are six event handlers that can be set on weapon in config. Their parameters are the same as their entity EH equivalents.\n\n- \"Fired\" - when muzzle fired - see Fired\n- \"Reload\" - before muzzle is reloaded - see MagazineReloading\n- \"Reloaded\" - after muzzle is reloaded - see Reloaded\n- \"MagazineUnloaded\" - when the magazine is removed - see MagazineUnloaded\n- \"WeaponChanged\" - when the weapon is switched to or from - see WeaponChanged\n- \"SlotItemChanged\" - when one of the weapon's attachments is changed - see SlotItemChanged\n\n```cpp\nclass CfgWeapons\n{\n    class RifleCore;\n    class TAG_Rifle : RifleCore\n    {\n        class EventHandlers\n        {\n            fired        = \"systemChat format ['fired weapon EH output: %1 [time: %2]', _this, time]\";\n            reload        = \"systemChat format ['reload weapon EH output: %1 [time: %2]', _this, time]\";\n            reloaded    = \"systemChat format ['reloaded weapon EH output: %1 [time: %2]', _this, time]\";\n            magazineunloaded    = \"systemChat format ['magazineunloaded weapon EH output: %1 [time: %2]', _this, time]\";\n            slotitemchanged    = \"systemChat format ['slotitemchanged weapon EH output: %1 [time: %2]', _this, time]\";\n            weaponchanged    = \"systemChat format ['weaponchanged weapon EH output: %1 [time: %2]', _this, time]\";\n        };\n    };\n};\n```"},{"heading":"Ammo Config Events","level":3,"markdown":"There are three event handlers that can be set on ammo in config:\n\n- \"init\" - when the ammo is created, by any mean (fired, created, etc). Params: [shot]\n- \"fired\" - when the ammo is fired (legacy). Params: same as in entity EH \"Fired\".\n- \"ammoHit\" - when the ammo hits anything (can trigger multiple times). Params: [shot, shooter, hitobj, pos, velocity, hitComponents, [hit, indirecthit, indirecthitrange, explosive, name], normal, explode, instigator (since Arma 3 v2.18)]\n\n```cpp\nclass CfgAmmo\n{\n    class BulletCore;\n    class TAG_Bullet : BulletCore\n    {\n        class EventHandlers\n        {\n            init    = \"systemChat format ['init ammo EH output: %1 [time: %2]', _this, time]\";\n            fired    = \"systemChat format ['fired ammo EH output: %1 [time: %2]', _this, time]\";\n            ammoHit    = \"systemChat format ['ammoHit EH output: %1 [time: %2]', _this, time]\";\n        };\n    };\n};\n```"},{"heading":"BI Scripted Events","level":3,"markdown":"Commands:\n\n- BIS_fnc_addScriptedEventHandler\n- BIS_fnc_removeScriptedEventHandler\n- BIS_fnc_removeAllScriptedEventHandlers\n- BIS_fnc_callScriptedEventHandler\n\n> [!NOTE]\n> See also Arma 3: Scripted Event Handlers.\n\nJump to the top of the page"}],"categories":["Event Handlers"],"groups":["Event Handlers"]},{"name":"Arma 3: Event Handlers/inGameUISetEventHandler","title":"Arma 3: Event Handlers/inGameUISetEventHandler","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/inGameUISetEventHandler","revid":329058,"updated":"2022-07-21T22:47:14Z","aliases":[],"markdown":"In Game UI Event Handlers trigger when user scrolls or activates in game action menu. Additionally a Boolean or Nothing is expected to be returned by the assigned code. If the assigned EH code returns true, default engine action is overridden. For all other available EHs see the main page.\n\n> [!IMPORTANT]\n> Arguments were introduced with Arma 3 v1.50.\n\n### Related Commands\n\n- inGameUISetEventHandler\n\n### Examples\n\n```sqf\ninGameUISetEventHandler [\"Action\", \"hint 'Lights, Camera, Action!'\"];    // add EH\ninGameUISetEventHandler [\"Action\", \"\"];                                    // remove EH\n```\n\n### Events\n\n| Class | Description | Arguments - since Arma 3 v1.50 |\n|---|---|---|\n| **PrevAction** | Triggers on mouse wheel scroll up. | `params [\"_target\", \"_caller\", \"_index\", \"_name\", \"_text\", \"_priority\", \"_showWindow\", \"_hideOnUse\", \"_shortcut\", \"_visibility\", \"_eventName\"];`<br>- Object - target object to which action is attached<br>- Object - caller object, basically player<br>- Number - index of the action in action menu (0 - top most)<br>- String - engine based action name (\"User\" for user added actions)<br>- String - localized action plain text as seen by the caller<br>- Number - action *priority* value<br>- Boolean - action *showWindow* value<br>- Boolean - action *hideOnUse* value<br>- String - action *shortcut* name or \"\"<br>- Boolean - action menu visibility (on first scroll or action press the menu is still invisible, so no action is performed, only menu is shown)<br>- String - EH event name |\n| **Action** | Triggers on action key press. | `params [\"_target\", \"_caller\", \"_index\", \"_name\", \"_text\", \"_priority\", \"_showWindow\", \"_hideOnUse\", \"_shortcut\", \"_visibility\", \"_eventName\"];`<br>- Object - target object to which action is attached<br>- Object - caller object, basically player<br>- Number - index of the action in action menu (0 - top most)<br>- String - engine based action name (\"User\" for user added actions)<br>- String - localized action plain text as seen by the caller<br>- Number - action *priority* value<br>- Boolean - action *showWindow* value<br>- Boolean - action *hideOnUse* value<br>- String - action *shortcut* name or \"\"<br>- Boolean - action menu visibility (on first scroll or action press the menu is still invisible, so no action is performed, only menu is shown)<br>- String - EH event name |\n| **NextAction** | Triggers on mouse wheel scroll down. | `params [\"_target\", \"_caller\", \"_index\", \"_name\", \"_text\", \"_priority\", \"_showWindow\", \"_hideOnUse\", \"_shortcut\", \"_visibility\", \"_eventName\"];`<br>- Object - target object to which action is attached<br>- Object - caller object, basically player<br>- Number - index of the action in action menu (0 - top most)<br>- String - engine based action name (\"User\" for user added actions)<br>- String - localized action plain text as seen by the caller<br>- Number - action *priority* value<br>- Boolean - action *showWindow* value<br>- Boolean - action *hideOnUse* value<br>- String - action *shortcut* name or \"\"<br>- Boolean - action menu visibility (on first scroll or action press the menu is still invisible, so no action is performed, only menu is shown)<br>- String - EH event name |","sections":[{"heading":null,"level":1,"markdown":"In Game UI Event Handlers trigger when user scrolls or activates in game action menu. Additionally a Boolean or Nothing is expected to be returned by the assigned code. If the assigned EH code returns true, default engine action is overridden. For all other available EHs see the main page.\n\n> [!IMPORTANT]\n> Arguments were introduced with Arma 3 v1.50."},{"heading":"Related Commands","level":3,"markdown":"- inGameUISetEventHandler"},{"heading":"Examples","level":3,"markdown":"```sqf\ninGameUISetEventHandler [\"Action\", \"hint 'Lights, Camera, Action!'\"];    // add EH\ninGameUISetEventHandler [\"Action\", \"\"];                                    // remove EH\n```"},{"heading":"Events","level":3,"markdown":"| Class | Description | Arguments - since Arma 3 v1.50 |\n|---|---|---|\n| **PrevAction** | Triggers on mouse wheel scroll up. | `params [\"_target\", \"_caller\", \"_index\", \"_name\", \"_text\", \"_priority\", \"_showWindow\", \"_hideOnUse\", \"_shortcut\", \"_visibility\", \"_eventName\"];`<br>- Object - target object to which action is attached<br>- Object - caller object, basically player<br>- Number - index of the action in action menu (0 - top most)<br>- String - engine based action name (\"User\" for user added actions)<br>- String - localized action plain text as seen by the caller<br>- Number - action *priority* value<br>- Boolean - action *showWindow* value<br>- Boolean - action *hideOnUse* value<br>- String - action *shortcut* name or \"\"<br>- Boolean - action menu visibility (on first scroll or action press the menu is still invisible, so no action is performed, only menu is shown)<br>- String - EH event name |\n| **Action** | Triggers on action key press. | `params [\"_target\", \"_caller\", \"_index\", \"_name\", \"_text\", \"_priority\", \"_showWindow\", \"_hideOnUse\", \"_shortcut\", \"_visibility\", \"_eventName\"];`<br>- Object - target object to which action is attached<br>- Object - caller object, basically player<br>- Number - index of the action in action menu (0 - top most)<br>- String - engine based action name (\"User\" for user added actions)<br>- String - localized action plain text as seen by the caller<br>- Number - action *priority* value<br>- Boolean - action *showWindow* value<br>- Boolean - action *hideOnUse* value<br>- String - action *shortcut* name or \"\"<br>- Boolean - action menu visibility (on first scroll or action press the menu is still invisible, so no action is performed, only menu is shown)<br>- String - EH event name |\n| **NextAction** | Triggers on mouse wheel scroll down. | `params [\"_target\", \"_caller\", \"_index\", \"_name\", \"_text\", \"_priority\", \"_showWindow\", \"_hideOnUse\", \"_shortcut\", \"_visibility\", \"_eventName\"];`<br>- Object - target object to which action is attached<br>- Object - caller object, basically player<br>- Number - index of the action in action menu (0 - top most)<br>- String - engine based action name (\"User\" for user added actions)<br>- String - localized action plain text as seen by the caller<br>- Number - action *priority* value<br>- Boolean - action *showWindow* value<br>- Boolean - action *hideOnUse* value<br>- String - action *shortcut* name or \"\"<br>- Boolean - action menu visibility (on first scroll or action press the menu is still invisible, so no action is performed, only menu is shown)<br>- String - EH event name |"}],"categories":["Introduced with Armed Assault version 1.00"],"groups":["Event Handlers"]},{"name":"Arma 3: Event Handlers/Reloaded","title":"Arma 3: Event Handlers/Reloaded","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/Reloaded","revid":349648,"updated":"2023-11-17T19:45:13Z","aliases":[],"markdown":"In short, Reloaded Event Handler (EH) triggers every time a new magazine is added to a weapon.\nThe EH can be assigned to both person and transport.\n\n```sqf\nplayer addEventHandler [\"Reloaded\", { hint str _this }];\n```\n\n|  |  |\n|---|---|\n| **Return Format**<br>The EH returns array in _this variable of the following format [entity, weapon, muzzle, newMagazine, (oldMagazine)], where:<br>- entity: Object - unit or vehicle to which EH is assigned<br>- weapon: String - weapon that got reloaded<br>- muzzle: String - weapons muzzle that got reloaded<br>- newMagazine: Array - new magazine info in format [magazineClass, ammoCount, magazineID, magazineCreator], where:<br>  - magazineClass: String - class name of the magazine<br>  - ammoCount: Number - amount of ammo in magazine<br>  - magazineID: Number - global magazine id<br>  - magazineCreator: Number - owner of the magazine creator<br>- (oldMagazine): Array - old magazine that was in the muzzle before. Could be Nothing if muzzle was empty prior to reload event. Format is the same as for the newMagazine. | **Example Return**<br>```<br>[<br>    B Alpha 1-1:1 (KK),<br>    \"arifle_MXC_Holo_pointer_F\",<br>    \"arifle_MXC_Holo_pointer_F\",<br>    [<br>        \"30Rnd_65x39_caseless_mag\",<br>        30,<br>        1e+007,<br>        0<br>    ],<br>    [<br>        \"30Rnd_65x39_caseless_mag\",<br>        12,<br>        1e+007,<br>        0<br>    ]<br>]<br>``` |\n\n### Magazine ID\n\nThe magazine ID number is normally > 10,000,000, so due to the number to string conversion limitation it would always show as 1e+007 in hint. In order to be able to see the changing ID number, subtract this amount from the returned ID.\n\n### Example\n\nHere is a little demo to play with:\n\n```sqf\nplayer addEventHandler [\"Reloaded\",\n{\n    params [\"\", \"_weapon\", \"_muzzle\", \"_newmag\", [\"_oldmag\", [\"\",\"\",\"\",\"\"]]];\n    hint format [\"\n        Weapon: %1\\n\n        Muzzle: %2\\n\\n\n        - New Magazine -\\n\n        Name: %3\\n\n        Ammo: %4\\n\n        ID: %5\\n\n        Creator: %6\\n\\n\n        - Old Magazine -\\n\n        Name: %7\\n\n        Ammo: %8\\n\n        ID: %9\\n\n        Creator: %10\n        \",\n        _weapon,\n        _muzzle,\n        _newmag select 0,\n        _newmag select 1,\n        (_newmag select 2) - 1e7,\n        _newmag select 3,\n        _oldmag select 0,\n        _oldmag select 1,\n        if (_oldmag select 2 isEqualType \"\") then { \"\" } else { (_oldmag select 2) - 1e7 },\n        _oldmag select 3\n    ];\n}];\n```\n\n### Some explanation about \"Throw\" and \"Put\" weapons\n\nThe \"Throw\" weapon has multiple muzzles for different types of currentThrowables. Normally the muzzles are already loaded. However, if you have \"Reloaded\" EH attached and a spare hand grenade in inventory, when you throw 1st grenade the EH will trigger immediately. This might be a little bit confusing at first, but it is the correct behaviour. As 1st grenade leaves its muzzle, spare grenade is auto reloaded immediately, which explains the EH firing. Also picking up a throwable or putting it in inventory will trigger the \"Reloaded\" EH if the muzzle for it was empty, as this will reload the muzzle.\n\nThe \"Put\" weapon also has multiple muzzles for different type of mines, but unlike \"Throw\" weapon, it seems to have its muzzles empty, so it loads and fires them pretty much at the same time. This behaviour could also raise eyebrow at first. But if you assign both \"Reloaded\" and \"Fired\" EH to player, when he puts down a mine, both EH fire almost immediately, with \"Reloaded\" always firing first. This means that \"Put\" muzzles are reloaded and fired immediately only when requested and this is why old mag information will be non-existent.","sections":[{"heading":null,"level":1,"markdown":"In short, Reloaded Event Handler (EH) triggers every time a new magazine is added to a weapon.\nThe EH can be assigned to both person and transport.\n\n```sqf\nplayer addEventHandler [\"Reloaded\", { hint str _this }];\n```\n\n|  |  |\n|---|---|\n| **Return Format**<br>The EH returns array in _this variable of the following format [entity, weapon, muzzle, newMagazine, (oldMagazine)], where:<br>- entity: Object - unit or vehicle to which EH is assigned<br>- weapon: String - weapon that got reloaded<br>- muzzle: String - weapons muzzle that got reloaded<br>- newMagazine: Array - new magazine info in format [magazineClass, ammoCount, magazineID, magazineCreator], where:<br>  - magazineClass: String - class name of the magazine<br>  - ammoCount: Number - amount of ammo in magazine<br>  - magazineID: Number - global magazine id<br>  - magazineCreator: Number - owner of the magazine creator<br>- (oldMagazine): Array - old magazine that was in the muzzle before. Could be Nothing if muzzle was empty prior to reload event. Format is the same as for the newMagazine. | **Example Return**<br>```<br>[<br>    B Alpha 1-1:1 (KK),<br>    \"arifle_MXC_Holo_pointer_F\",<br>    \"arifle_MXC_Holo_pointer_F\",<br>    [<br>        \"30Rnd_65x39_caseless_mag\",<br>        30,<br>        1e+007,<br>        0<br>    ],<br>    [<br>        \"30Rnd_65x39_caseless_mag\",<br>        12,<br>        1e+007,<br>        0<br>    ]<br>]<br>``` |"},{"heading":"Magazine ID","level":3,"markdown":"The magazine ID number is normally > 10,000,000, so due to the number to string conversion limitation it would always show as 1e+007 in hint. In order to be able to see the changing ID number, subtract this amount from the returned ID."},{"heading":"Example","level":3,"markdown":"Here is a little demo to play with:\n\n```sqf\nplayer addEventHandler [\"Reloaded\",\n{\n    params [\"\", \"_weapon\", \"_muzzle\", \"_newmag\", [\"_oldmag\", [\"\",\"\",\"\",\"\"]]];\n    hint format [\"\n        Weapon: %1\\n\n        Muzzle: %2\\n\\n\n        - New Magazine -\\n\n        Name: %3\\n\n        Ammo: %4\\n\n        ID: %5\\n\n        Creator: %6\\n\\n\n        - Old Magazine -\\n\n        Name: %7\\n\n        Ammo: %8\\n\n        ID: %9\\n\n        Creator: %10\n        \",\n        _weapon,\n        _muzzle,\n        _newmag select 0,\n        _newmag select 1,\n        (_newmag select 2) - 1e7,\n        _newmag select 3,\n        _oldmag select 0,\n        _oldmag select 1,\n        if (_oldmag select 2 isEqualType \"\") then { \"\" } else { (_oldmag select 2) - 1e7 },\n        _oldmag select 3\n    ];\n}];\n```"},{"heading":"Some explanation about \"Throw\" and \"Put\" weapons","level":3,"markdown":"The \"Throw\" weapon has multiple muzzles for different types of currentThrowables. Normally the muzzles are already loaded. However, if you have \"Reloaded\" EH attached and a spare hand grenade in inventory, when you throw 1st grenade the EH will trigger immediately. This might be a little bit confusing at first, but it is the correct behaviour. As 1st grenade leaves its muzzle, spare grenade is auto reloaded immediately, which explains the EH firing. Also picking up a throwable or putting it in inventory will trigger the \"Reloaded\" EH if the muzzle for it was empty, as this will reload the muzzle.\n\nThe \"Put\" weapon also has multiple muzzles for different type of mines, but unlike \"Throw\" weapon, it seems to have its muzzles empty, so it loads and fires them pretty much at the same time. This behaviour could also raise eyebrow at first. But if you assign both \"Reloaded\" and \"Fired\" EH to player, when he puts down a mine, both EH fire almost immediately, with \"Reloaded\" always firing first. This means that \"Put\" muzzles are reloaded and fired immediately only when requested and this is why old mag information will be non-existent."}],"categories":[],"groups":["Event Handlers"]},{"name":"Arma 3: Experimental Ports","title":"Arma 3: Experimental Ports","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Experimental_Ports","revid":341730,"updated":"2023-06-20T14:56:43Z","aliases":["Arma 3 Experimental Ports"],"markdown":"Please visit [this **overview page**](http://dev.arma3.com/ports) to learn more about our experimental client ports to **Mac** and options for **Linux**, including the limitations and F.A.Q.\n\n### Installation\n\n1. Check the [limitations overview](http://dev.arma3.com/ports) to decide whether you find them acceptable.\n1. Check the [minimal requirements](http://dev.arma3.com/ports) to determine whether your system is able to run Arma 3 on other platforms than Windows.\n\n#### Mac\n\nPlease see the Arma 3: Play on Mac article for both non-native and native solutions.\n\n#### Linux\n\nPlease see the Arma 3: Play on Linux article for a Proton-based solution.\n\n### Joysticks & Gamepads\n\nUnfortunately, Steam’s standard only supports standard Xbox and Windows XInput gamepad schemes, which means that more sophisticated schemes present in Arma 3, and using DirectInput and allowing reconfiguration of gamepads and joysticks in-game, had to be turned off in the ports.\nIt is possible to reconfigure them by modifying the mapping text, but it is not intuitive. Alternatively you can try to remap your keybinding using third-party software (e.g. AntiMicro).","sections":[{"heading":null,"level":1,"markdown":"Please visit [this **overview page**](http://dev.arma3.com/ports) to learn more about our experimental client ports to **Mac** and options for **Linux**, including the limitations and F.A.Q."},{"heading":"Installation","level":3,"markdown":"1. Check the [limitations overview](http://dev.arma3.com/ports) to decide whether you find them acceptable.\n1. Check the [minimal requirements](http://dev.arma3.com/ports) to determine whether your system is able to run Arma 3 on other platforms than Windows."},{"heading":"Mac","level":4,"markdown":"Please see the Arma 3: Play on Mac article for both non-native and native solutions."},{"heading":"Linux","level":4,"markdown":"Please see the Arma 3: Play on Linux article for a Proton-based solution."},{"heading":"Joysticks & Gamepads","level":3,"markdown":"Unfortunately, Steam’s standard only supports standard Xbox and Windows XInput gamepad schemes, which means that more sophisticated schemes present in Arma 3, and using DirectInput and allowing reconfiguration of gamepads and joysticks in-game, had to be turned off in the ports.\nIt is possible to reconfigure them by modifying the mapping text, but it is not intuitive. Alternatively you can try to remap your keybinding using third-party software (e.g. AntiMicro)."}],"categories":["Arma 3"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Firing Drills","title":"Arma 3: Firing Drills","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Firing_Drills","revid":373230,"updated":"2025-04-12T22:20:52Z","aliases":["Arma 3 Firing Drills"],"markdown":"This guide will describe how to design and implement a custom Firing Drill Challenge as available in the vanilla game.\n\nSee also:\n\n- Arma 3: Field Manual - Firing Drills (for players)\n- Arma 3: Time Trials (very similar setup and approach)\n\n### Terminology\n\n- **Firing Drill (FD)** - a live-fire exercise in which a competitor is graded for tactically moving through a course while engaging a set of targets\n- **Competitor** - the actor performing the drill\n- **Range Officer (RO)** - the actor observing the drill and providing feedback / guidance\n- **Course of Fire (CoF)** - the physical space and layout in which the drill is performed\n- **Checkpoint (CP)** - a navigation point within a course which a competitor must follow in a fixed sequence (if so defined as a rule - see below)\n  - The first CP is the **start**.\n  - The last CP is the **finish**.\n  - A strict CP contains **shooting boxes** (marked areas) from which to fire.\n- **Target** - an artificial object shot to complete a drill or to receive time bonuses\n  - **Appearing** targets appear and disappear based on activation triggers (see below).\n  - **Accuracy** targets contain zones corresponding to extra time bonuses.\n  - **Moving** targets travel on rails between positions.\n  - **No-shoot** targets are not allowed be hit (adding a time penalty).\n  - **Bonus** targets are optional (rewarding a time bonus).\n- **Rule** - these help to determine the completion and scoring conditions for a drill\n  - **Training** rules - a rule-set allowing familiarization of the CoF (targets at CPs do not need to be shot to move on)\n  - **Competitive** rules - a rule-set used for Achievements / Leaderboards (targets at CPs need to be shot to move on)\n- **Time** - the time from the start it takes to complete a drill (raw)\n  - Time **bonuses** / **penalties** are substracted / added to arrive at the final time.\n  - The fastest / lowest time is the best and wins.\n  - There are **bronze**, **silver** and **gold** **medal** times to beat.\n  - There may be one **special** time to beat (must be faster than gold).\n\n### Setup\n\n1. Open Eden Editor with the terrain of your choice loaded.\n1. Insert a player character named `BIS_FD_Competitor` *(Fixed system name)*\n1. Now is a good time to save your scenario a first time. Ideally use a name that is safe to reference as config class, so no spaces - f.e. `MyFirstFiringDrill` *(Referenced later)*\n1. Insert a NPC *Range Master* character of type *B_RangeMaster_F* named `BIS_rangeOfficer` *(Fixed system name / place in a separate group)*\n1. Insert a *Firing Drill* module (*ModuleFiringDrill_F*).\n1. Insert an ellipse trigger with default properties named f.e. `BIS_FD_COF` *(Referenced later)*\n   1. Re-size the trigger to encompass your entire CoF and a little extra buffer area (you'll likely re-size it later as you progress).\n1. For each CP (including start and finish), insert a trigger with default properties named f.e. `BIS_FD_CP1` *(Referenced later)*\n   1. Re-size the trigger to meet your CP activation expectations.\n   1. For each optional shooting box within the CP, insert a trigger with default properties named f.e. `BIS_FD_CP2_Box` *(Referenced later)*\n1. Insert a *Target - Oval (Ground)* prop named `BIS_FD_ruleSelector1` *(Referenced later)*\n   1. Save the scenario (be sure binarization is disabled via the checkbox or preferences).\n   1. Close Eden Editor to avoid auto-saves.\n   1. Open the scenario SQM file in a text editor.\n   1. Replace the target's class by *Land_Target_Oval_NoPop_F* (all targets need to use their hidden *NoPop* variant).\n   1. Save the SQM.\n   1. Re-open the scenario in Eden Editor.\n   1. Position this target in comfortable shooting range / direction from the start CP (a few meters at most, oriented to be clearly visible and safe).\n   1. In the target's *Texture #0* field, enter: `A3\\modules_f_beta\\data\\FiringDrills\\training_red_ca` *(Other colors have corresponding textures - see below)*\n1. Copy and paste the first rule target and name it `BIS_FD_ruleSelector2` *(Referenced later)*\n   1. Position it near the first rule target, typically right from it.\n   1. In the target's *Texture #0* field, enter: `A3\\modules_f_beta\\data\\FiringDrills\\competitive_red_ca` *(Other colors have corresponding textures - see below)*\n1. Copy and paste a rule target and name it `BIS_FD_restartSelector1` *(Referenced later)*\n   1. Position it near the finish CP (a few meters from it, oriented to be clearly visible and safe).\n   1. In the target's *Texture #0* field, enter: `A3\\modules_f_beta\\data\\FiringDrills\\restart_red_ca` *(Other colors have corresponding textures - see below)*\n1. Copy and paste a rule target and name it `BIS_FD_quitSelector1` *(Referenced later)*\n   1. Position it near the restart target, typically right from it.\n   1. In the target's *Texture #0* field, enter: `A3\\modules_f_beta\\data\\FiringDrills\\quit_ca` *(Fixed texture no matter the drill color)*\n1. For each target at each CP, generally do the following (more specifics detailed below):\n   1. Insert the desired target object named f.e. `BIS_FD_target2_1` *(Referenced later (apply a logical naming pattern, such as numbering based on CP index and target index))*\n   1. Using a similar workflow as above, manually replace its class name with the corresponding *NoPop* variant (see the look-up table below).\n   1. Note that targets do not need to be inside a CP's trigger area (and in many cases probably should not be).\n1. Set up drill properties via description.ext (see below).\n1. Configure your drill via description.ext or via *CfgFiringDrills* and *CfgMissions* (see below).\n\n#### Moving Targets\n\nThe easiest approach for moving targets is to place the correct moving pop-up target variant (mind the direction variant too: sideways or forward) in the scene. These moving variants use the same target type profiles as regular pop-up targets. Then use 3D helper objects (that you hide later) as your visual waypoint references used in configuration (see below). Use logical naming conventions to easily match targets to waypoints, such as having the same name as the target with postfix *_WP1*.\n\nYou should also manually lay target rails. One way of doing that is to insert the first piece and manually setting its position / orientation value exactly as your moving target. Next, switch the entity move widget to object space, and slide the rails in only the directional axis you need. After a few pieces, copy and paste multiple to lay increasingly long segments (<kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>V</kbd> to preserve the exact position). End your rails with the separate end piece in the same way. Unfortunately you cannot achieve perfectly aligned rails on sloped terrain, so keep that in mind or accept this.\n\n#### Randomized Targets\n\nPositionally randomized targets can be achieved in a similar way, by using 3D helper objects are your visual references. You can then use these named references in the configuration (below). Using the various trigger and chance properties allows you to achieve more randomization. However, consider how much randomization is desired. Too much randomization can defeat repeat training and muscle memory. Different drills may have different objectives in this regard.\n\n#### Common Additions\n\n- CP marking objects\n  - Recolored objects (road cones, small flags, and multi-color poles for shooting boxes)\n  - Direction indicators (arrow signs)\n- Start whiteboard (with CoF layout and tips)\n- Weapon and ammunition containers\n- Decorative props\n  - Sponsoring (signs and flags)\n  - Range Officer stations (desks, chairs, computers, pen and paper, shot timer, etc.)\n\n### Configuration\n\n#### description.ext\n\n```cpp\n#include \"\\A3\\Missions_F_Beta\\Challenges\\description_custom.inc\" // This will set up various system default settings, such as custom debriefings\n\nonLoadName = \"CoF: My First Drill\";                        // Name of your drill (normally the same as defined in CfgMissions)\nonLoadMission = \"Can you beat my splendid drill?!\";        // Overview text of your drill (normally the same as defined in CfgMissions)\nloadScreen = \"MyFirstFiringDrill_overview_CO.paa\";        // Overview picture of your drill (normally the same as defined in CfgMissions)\nbriefingName = \"CoF: My First Drill\";                    // Same name as above\noverviewPicture = \"myfirstfiringdrill_overview_CO.paa\";    // Same picture as above\noverviewText = \"Can you beat my splendid drill?!\";        // Same text as above\nauthor = \"Range Officer Bob\";                            // You!\n\ndoneKeys[] = { \"MyFirstFiringDrill_done\" }; // Registers having completed (achieved competitive gold or special) your drill\n```\n\n> [!NOTE]\n> Not all properties in this sample config are needed for every drill; they are included to showcase all options.\n\n```cpp\n// This primary drill configuration can also be implemented via a mod config, but doing so via description.ext is simplest in most cases.\nclass CfgFiringDrills\n{\n    // When using description.ext, the name of this class does not matter much (the system selects the first class)\n    // When using a mod config, this class name must correspond to the missionName(Source) (also CfgMissions class)\n    class MyFirstFiringDrill\n    {\n        displayName = \"CoF: My First Drill\"; // Vanilla drills use a format like this, but it is not enforced\n        // This color is used in many places\n        // It can be any color, but for best results pick a fully supported color (see section below)\n        color[] = { __EVAL(177/255), __EVAL(51/255), __EVAL(57/255), 1 };\n        colorName = \"red\";            // This version of the color is more restrictive and can only use specific supported colors (see section below)\n        objectCOF = \"BIS_FD_COF\";    // The CoF trigger referenced in the setup guide\n        // statistic = \"\";            // Steam stats are not supported for user-generated drills (used for Achievements)\n        // leaderboard = \"\";        // Steam Leaderboards are not supported for user-generated drills\n        onReset = \"reset.sqf\";        // This script is executed each time the drill resets (restarts)\n\n        // List any number of objects that you want to be re-colored to the drill color above (f.e. road cones, small flags, etc.)\n        recolor[] =\n        {\n            \"BIS_FD_recolor1\",\n            \"BIS_FD_recolor2\"\n        };\n\n        // Set up objects that should have special decal textures applied (this was more useful before Eden Editor - see vanilla decals below)\n        // In vanilla drills these are often graffiti on wooden shoot house walls\n        decals[] =\n        {\n            { \"BIS_FD_decal1\", \"A3\\Missions_F_Beta\\data\\img\\decals\\decal_sidearm1_ca\", 5 } // Object reference, texture path, hidden selection index\n        };\n\n        // Object references to the 4 special targets for drill mechanics, as defined in the setup guide\n        ruleSelectors[] =\n        {\n            \"BIS_FD_ruleSelector1\",\n            \"BIS_FD_ruleSelector2\"\n        };\n\n        restartSelectors[] = { \"BIS_FD_restartSelector1\" };\n        quitSelectors[] = { \"BIS_FD_quitSelector1\" };\n\n        containersWeapons[] = { \"BIS_weaponsFD1\" };                // All containers that should be filled with the drill weapons\n        containersMagazines[] = { \"BIS_ammoFD1_1\", \"BIS_ammoFD1_2\", \"BIS_ammoFD1_3\", \"BIS_ammoFD1_4\" }; // All containers that should be filled with the drill ammunition\n        containersMagazinesCount[] = { 10, 10 };                // The count of magazines of each type in the containers\n        weapons[] = { \"SMG_02_ACO_F\", \"hgun_Rook40_F\" };        // The legal weapons for this drill (retrieve via Virtual Arsenal export f.e.)\n        magazines[] = { \"30Rnd_9x21_Mag\", \"16Rnd_9x21_Mag\" };    // The legal magazines for this drill\n        weaponsCompetitor[] = { \"SMG_02_ACO_F\", \"hgun_Rook40_F\" }; // Starting weapons for the competitor\n        magazinesCompetitor[] = { \"30Rnd_9x21_Mag\", \"16Rnd_9x21_Mag\" }; // Starting magazines for the competitor\n        magazinesCompetitorCount = 6;                            // The starting magazine count per weapon for the competitor\n        competitorStart = \"BIS_rangeOfficer1A\";                    // Marker reference to a non-default (re)starting position for the competitor\n                                                                // (used for the special intro in CoF: Green)\n\n        timesMedals[] = { 60, 45, 30 }; // Bronze, silver, gold medal times (be sure to follow this order or results may glitch)\n\n        timeSpecial = 15;            // Optional special time that is faster than gold (when defining this, you do need to also provide the data below)\n        nameSpecial = \"Nemesis\";    // Optional special time label for the HUD\n        colorSpecial = \"#ffa500\";    // Optional special time color for the HUD\n        iconSpecial = \"\\A3\\Ui_f\\data\\GUI\\Cfg\\Ranks\\colonel_gs\"; // Optional special time icon for the HUD\n\n        // Rule-set parameters for competitive and training\n        // All vanilla drills use these same settings\n        // It is possible to tweak these values, but that will likely create confusion for players!\n        class RuleSets\n        {\n            // CP mode: 1 - CPs on but targets don't need shooting / 2 - CPs on and all non-optional targets need shooting\n            // Target randomization: rule not used - ignored\n            // Weapons used: 1 - any weapon can be used everywhere / 2 - CPs may define a required weapon (or incur a time penalty)\n            // Shooting boxes: 1 - shooting boxes in CPs are ignored / 2 - shooting boxes in CPs are forced (shooting outside of them incurs a time penalty)\n            // Stances used: 1 - any stance can be used everywhere / 2 - CPs may define a required stance (or incur a time penalty)\n            // Medals: 0 - medal times are not tracked / 1 - medal times are tracked and feedback is given\n            competitive[] = { 2, 0, 2, 2, 2, 1 };\n            training[] = { 1, 2, 1, 1, 1, 0 };\n        };\n\n        // Legacy class used before Eden Editor to load precise object compositions (should not be needed anymore)\n        // class DynOs\n        // {\n        //        script = \"dyno_myfirstfiringdrill.sqf\"; // Valid DynO mapper output script\n        //        positionAnchor[] = { 500, 500 }; // DynO mapper anchor position in the world\n        // };\n\n        // All of the drill's CPs\n        class CheckPoints\n        {\n            class CP1 // Start\n            {\n                object = \"BIS_FD_CP1\"; // The CP trigger referenced in the setup guide\n            };\n\n            class CP2 // CP #1\n            {\n                object = \"BIS_FD_CP2\";\n\n                // Normally targets (positions) are only randomized once on starting a drill, not when restarting it in the same session\n                // This changes that (undefined uses 0)\n                resetRandomizeTargets = 1;\n                disableFeedback = 1;    // Disables the default Range Officer radio feedback for this CP (undefined uses 0)\n                height = 5;                // Only use this ASL forced height for CPs above ground, such as on top of a movement obstacle or inside a building on a raised floor\n                onActivate = \"CP2_onActivate.sqf\";        // Script executed when this CP is activated (passed [CP object])\n                onDeactivate = \"CP2_onDeactivate.sqf\";    // Script executed when this CP is deactivated (passed [CP object])\n                onClear = \"CP2_onClear.sqf\";            // Script executed when this CP is cleared (passed [CP object])\n                weapons[] = { \"hgun_Rook40_F\" };        // Makes this the required weapon(s) to use at this CP when strict / competitive rules are used\n                stances[] = { \"crouch\" };        // Makes this the required stance(s) to use at this CP when strict / competitive rules are used (prone / crouch / stand)\n                shootingBoxes[] = { \"BIS_FD_CP2_Box\" };    // Trigger reference to one or more shooting boxes within the CP when strict / competitive rules are used\n                binocularCompetitor = \"Binocular\";        // Optionally defining a non-default binocular class (this is the default)\n                nvgCompetitor = \"\";                        // Optionally defining a non-default NVG class (this is the default so no NVG)\n\n                // Configuring all targets associated with this CP\n                class Targets\n                {\n                    class T1\n                    {\n                        object = \"BIS_FD_target2_1\";    // Object reference for the target placed as in the setup guide\n                        type = \"PopUp_Acc1\";            // Target type profile as defined in the central CfgFiringDrills (see vanilla targets below)\n                        upTime = 5; // How long in seconds does the target stay active before counting as missed (if not hit)?\n                    };\n\n                    class T2 : T1\n                    {\n                        object = \"BIS_FD_target2_2\";\n                        trigger = \"BIS_FD_target2_1\"; // Reference to another target which must be hit for this one to activate\n                        triggerTime = 2; // How long in seconds after triggering this target does it actually activate?\n\n                        // Marker or object references to positions and directions used (in pairs) to randomize the target\n                        // Normally it would happen once when starting, but for this CP every time you restart\n                        positions[] =\n                        {\n                            \"BIS_FD_target2_2\",\n                            \"BIS_FD_target2_2_Pos2\"\n                        };\n\n                        directions[] =\n                        {\n                            \"BIS_FD_target2_2\",\n                            \"BIS_FD_target2_2_Pos2\"\n                        };\n                    };\n\n                    class T3\n                    {\n                        object = \"BIS_FD_target2_3\";\n                        type = \"PopUp\";\n                        trigger[] = { \"BIS_FD_target2_1\", \"BIS_FD_target2_2\" }; // Triggers can also be multiple other targets to have hit\n\n                        // Marker or object position references to form a chain of movement waypoints for this target\n                        // These are matched to the times in seconds for each segment of movement\n                        positionsMove[] =\n                        {\n                            \"BIS_FD_target2_3_WP1\"\n                        };\n\n                        timesMove[] =\n                        {\n                            3\n                        };\n\n                        hitCondition = \"targets_hitCondition.sqf\";     // Special compiled script called when the target is hit,\n                                                                    // which can determine if the hit is legal or not (return true to count as hit, false otherwise)\n                    };\n\n                    class T4\n                    {\n                        object = \"BIS_FD_target2_4\";\n                        type = \"PopUp_Acc2\";\n                        upTime = 10;\n                        triggerChance = 0.5; // Chance to trigger this target at all (0 - 1, so 50% in this case)\n                    };\n\n                    class T5\n                    {\n                        object = \"BIS_FD_target2_5\";\n                        type = \"PopUp\";\n\n                        // Chance for this trigger to even spawn at all (0 - 1, so 80% in this case)\n                        // Be careful not to create impossible situations, where this target is a trigger for another target!\n                        chance = 0.8;\n                    };\n\n                    class NoShoot1\n                    {\n                        object = \"BIS_FD_noShoot2_1\";\n                        noShoot = 1;        // Makes this target illegal to hit (incurring a time penalty if hit)\n                    };\n\n                    class Bonus1\n                    {\n                        object = \"BIS_FD_bonus2_1\";\n                        optional = 1;        // Makes this an optional target that does not need shooting even on strict / competitive rules\n                        noRecolor = 1;        // By default most optional targets get recolored to the drill color, but here you can disable that (undefined uses 0)\n                        bonus = 5;            // Defines the bonus points received for hitting this target (translates to -5 seconds)\n                        type = \"Balloon\";    // Some vanilla target type profiles are well-suited as optional, such as this one\n                        onActivate = \"targets_onActivate.sqf\";        // Script executed when this target activates (passed [target object])\n                        onDeactivate = \"targets_onDeactivate.sqf\";    // Script executed when this target deactivates (passed [target object])\n                        onHit = \"targets_onHit.sqf\";                // Script executed on hitting this target\n                                                                    // (passed [target, projectile velocity array, hit selections array, shooter object])\n                        onReset = \"targets_onReset.sqf\";            // Script executed when this target resets (passed [target object])\n                    };\n                };\n            };\n\n            class CP3 // Finish\n            {\n                object = \"BIS_FD_CP3\";\n            };\n        };\n    };\n};\n```\n\n#### CfgMissions\n\n> [!NOTE]\n> This is only needed for drills configured via mod config (not via description.ext).\n\n```cpp\nclass CfgMissions\n{\n    // This will expose the drill in the SINGLEPLAYER > CHALLENGES > Firing Drills menu\n    class Challenges\n    {\n        class Firing_Drills\n        {\n            class MyFirstFiringDrill // This class should correspond to the class in CfgFiringDrills above\n            {\n                directory = \"myFirstFiringDrill.stratis\";                // Full path to your drill's scenario folder\n                briefingName = \"CoF: My First Drill\";                    // Name of your drill (normally the same as defined in CfgFiringDrills)\n                overviewText = \"Can you beat my splendid drill?!\";        // Overview text of your drill (idem)\n                overviewPicture = \"myfirstfiringdrill_overview_CO.paa\";    // Overview picture of your drill (idem)\n                overviewScript = \"\\A3\\Modules_F_Beta\\FiringDrills\\scripts\\overviewScript.sqf\"; // Standard system script to handle the pause menu properly - don't change\n                author = \"Range Officer Bob\";                            // You!\n            };\n\n            // Alternatively you can list your drill in one of the vanilla color categories: Red, Blue, Orange, Purple\n            // class Blue\n            // {\n            //         Define your drill here instead for example\n            // };\n        };\n    };\n};\n```\n\n#### CfgFiringDrills\n\n> [!IMPORTANT]\n> The system-level configuration could be adjusted by a mod, but consider if that is not going to confuse players who may be trained on vanilla drills.\n\n```cpp\nclass CfgFiringDrills\n{\n    // Below point bonuses and penalties are multiplied by this factor to determine time bonuses and penalties\n    pointTimeMultiplier = 0.1;\n\n    bonusWeapon = 1;        // Bonus for using the correct weapon at a CP (never awarded - disabled)\n    bonusShootingBox = 3;    // Bonus for shooting from shooting boxes at a CP (never awarded - disabled)\n    bonusStance = 1.5;        // Bonus for using the correct stance at a CP (never awarded - disabled)\n    penaltyWeapon = 3;        // Penalty for engaging using an incorrect weapon at a CP\n    penaltyShootingBox = 5;    // Penalty for engaging from outside a shooting box at a CP\n    penaltyStance = 2;        // Penalty for engaging from the incorrect stance at a CP\n    penaltyNoShoot = 50;    // Penalty for hitting a no-shoot target (so this is 5 seconds)\n    penaltyMissed = 25;        // Penalty for failing to hit an activated target\n\n    // HUD icons for the medal times\n    iconsMedals[] =\n    {\n        \"A3\\modules_f_beta\\data\\FiringDrills\\medal_bronze_ca\",    // Bronze\n        \"A3\\modules_f_beta\\data\\FiringDrills\\medal_silver_ca\",    // Silver\n        \"A3\\modules_f_beta\\data\\FiringDrills\\medal_gold_ca\"        // Gold\n    };\n\n    // HUD colors for the medal times\n    colorsMedals[] =\n    {\n        \"#A0522D\",    // Bronze\n        \"#C0C0C0\",    // Silver\n        \"#FFD700\"    // Gold\n    };\n\n    // The vanilla configuration defines several common target type profiles\n    // This example configures a theoretical new one\n    class Targets\n    {\n        class MyFirstTarget\n        {\n            selectionsHit[] = { \"target\" };                        // All named selections on the model that count as valid hit\n            onReset = \"myFirstTarget_onReset.sqf\";                // Optional script executed when the target is reset\n            onActivate = \"myFirstTarget_onActivate.sqf\";        // Optional script executed when the target is activated\n            onDeactivate = \"myFirstTarget_onDeactivate.sqf\";    // Optional script executed when the target is deactivated\n            onHit = \"myFirstTarget_onHit.sqf\";                    // Optional script executed when the target is hit while activated\n            downTime = 0.5;    // An extra delay in seconds before a valid target hit is registered (i.e. onHit is executed - undefined uses 0)\n            noRecolor = 1;    // This target is never re-colored by the drill color (mainly applies to optional targets - undefined uses 0)\n\n            // Certain targets over 200 meters away from the competitor will open a Picture-in-Picture camera feed to show hits\n            cameraPos[] = { 0, -1.5, 0.5 };        // Relative camera position from the target center\n            cameraTarget[] = { 0, 0, 1 };        // Relative camera target from the target center\n            cameraFOV = 0.4;                    // Camera Field of View setting (zoom)\n\n            // Accuracy (bonus) hit zones\n            class Zones\n            {\n                class Top\n                {\n                    center[] = { 0, 0, 0.5 };    // Relative center position of the zone from the target center\n                    maxDistances[] =            // Radii in meters of accuracy rings within this zone\n                    {\n                        0.15,\n                        0.25\n                    };\n\n                    bonuses[] =                    // Bonuses associated to the rings defined above\n                    {\n                        6,\n                        3\n                    };\n                };\n            };\n\n            // In some cases the same target model has several texture variants with different accuracy zones\n            // These can be overridden within the same target profile by creating a sub-class of the same class as the specific target itself\n            // In that sub-class, define only the relevant class Zones\n            // class MyTargetType\n            // {\n            //     class Zones { ... };\n            // };\n        };\n    };\n};\n```\n\n### Targets\n\n> [!NOTE]\n> These are the vanilla target type profiles you can reference in your drill's *CfgFiringDrills* class.\n\n| Target Type | Profile | Description | Notes |\n|---|---|---|---|\n|  | **PopUp** | Classic human-shaped pop-up targets (all target picture variants) | Simulation on / damage on / *NoPop* variant |\n|  | **PopUp_Acc1** | The same targets, but with the accuracy zones | Simulation on / damage on / *NoPop* variant |\n|  | **PopUp_Zom_Acc1** | Zombie-variant of the target with accuracy zones | Simulation on / damage on / *NoPop* variant |\n|  | **PopUp_Acc2** | The same targets, but with the bull's eye paper | Simulation on / damage on / *NoPop* variant |\n|  | **Swivel** | Swivel variants of the pop-up targets | - Simulation on / damage on / *NoPop* variant<br>- Use `this setVariable [\"BIS_angleMin\", 90];` or `this setVariable [\"BIS_angleMax\", 120];` to change the rotation range |\n|  | **PopUp_Oval** | Simple round metal plate pop-up targets | - Simulation on / damage on / *NoPop* variant<br>- `A3\\Modules_F_Beta\\data\\FiringDrills\\target_oval_ca` as *Texture #0* to mark it as yellow target |\n|  | **Duel** | Dueling tree target (this one effectively requires setting up *hitCondition* and other event scripts to work well) | Simulation on / damage on / *NoPop* variant |\n|  | **Skeet** | Clay skeets | Simulation off (also set `this setVariable [\"BIS_DynO_simulation\", false];` for legacy reasons) / damage on / *NoPop* variant |\n|  | **Metal_Pole_Skeet** | Metal poles with a clay skeet mounted to them | Simulation on / damage on / *NoPop* variant |\n|  | **Steel_Plate** | The simplest of standing steel plates | Simulation on / damage off |\n|  | **Balloon** | - Simulation off (also via code above) / damage on / *NoPop* variant without *Land_*<br>- Often used above the ground, so use `this setVariable [\"BIS_DynO_ASL\", true];` to support that |  |\n|  | **Orange** | Fruit (often used as optional bonus) | Simulation off (also via code above) / damage on / *NoPop* variant |\n|  | **Pumpkin** | Fruit (often used as optional bonus) | Simulation off (also via code above) / damage on / *NoPop* variant |\n|  | **Aftershave** | \"Arma\" Eau de Combat (often used as optional bonus) | Simulation off (also via code above) / damage on / *NoPop* variant |\n|  | **VR_Entity** | special-purpose in CoF: Gray |  |\n|  | **VR_Skeet** | special-purpose in CoF: Gray |  |\n\n### Steam Workshop\n\nWhen a drill is self-contained (i.e. configured via description.ext), it can be published to the [Steam Workshop](https://steamcommunity.com/workshop/browse/?appid=107410) as *Scenario*.\nWhen players subscribe to such drill, it will be listed in their *CHALLENGES* menu.\n\n- You need to manually add the *FiringDrill* tag while publishing to Workshop!\n- Renaming a drill after publication may invalidate stored record times for subscribed players!\n- Your stored record times from Eden Editor testing (during development), will likely differ to those after publication / subscription.\n- Steam Leaderboards are not supported for Workshop drills.\n- A subscribed drill's medal times will not show in the overview until it has been completed at least once.\n\n### Run-Time Tools\n\n> [!NOTE]\n> Some things are exposed and possible to change or use run-time, f.e. to make special unlocks or events happen.\n\n- *BIS_FD_weaponsCompetitor*: an array of weapon classes provided to the competitor when the drill (re)starts\n- *BIS_FD_magazinesCompetitor*: an array of magazine classes provided to the competitor when the drill (re)starts\n- *BIS_FD_magazinesCompetitorCount*: the amount of magazines per type provided to the competitor when the drill (re)starts - default is 5\n- *BIS_FD_targetHitCode*: code which can be called with dummy parameters to simulate a fake target hit for special events (expects *hitPart* Event Handler parameters)\n- *BIS_FD_hasReset*: code which returns true when the drill has reset, ended, or is ending\n- *BIS_FD_phase*: 0 - drill pre-init / 1 - drill selecting rules / 2 - drill started / 3 - drill terminated / -1 - drill restarting\n\n### Colors\n\n> [!IMPORTANT]\n> While you can define any color you want for a drill, only several are fully supported.\n> These colors are used for: object recoloring, HUD, frangible target hit VFX, map markers, etc. If you want to use another *color*, consider selecting the nearest matching *colorName*.\n\n- colorName: **\"red\"** - multi-gun\n  - color: `__EVAL(177/255), __EVAL(51/255), __EVAL(57/255), 1`\n  - Training rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\training_red_ca*\n  - Competitive rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\competitive_red_ca*\n  - Restart selector: *A3\\modules_f_beta\\data\\FiringDrills\\restart_red_ca*\n- colorName: **\"green\"** - introduction / tutorial\n  - color: `__EVAL(173/255), __EVAL(191/255), __EVAL(131/255), 1`\n  - Training rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\training_green_ca*\n  - Competitive rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\competitive_green_ca*\n  - Restart selector: *A3\\modules_f_beta\\data\\FiringDrills\\restart_green_ca*\n- colorName: **\"orange\"** - long-range\n  - color: `__EVAL(240/255), __EVAL(130/255), __EVAL(49/255), 1`\n  - Training rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\training_orange_ca*\n  - Competitive rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\competitive_orange_ca*\n  - Restart selector: *A3\\modules_f_beta\\data\\FiringDrills\\restart_orange_ca*\n- colorName: **\"blue\"** - Close Quarters Combat\n  - color: `__EVAL(103/255), __EVAL(139/255), __EVAL(155/255), 1`\n  - Training rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\training_blue_ca*\n  - Competitive rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\competitive_blue_ca*\n  - Restart selector: *A3\\modules_f_beta\\data\\FiringDrills\\restart_blue_ca*\n- colorName: **\"purple\"** - specialist marksman\n  - color: `__EVAL(176/255), __EVAL(64/255), __EVAL(167/255), 1`\n  - Training rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\training_purple_ca*\n  - Competitive rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\competitive_purple_ca*\n  - Restart selector: *A3\\modules_f_beta\\data\\FiringDrills\\restart_purple_ca*\n- colorName: **\"gray\"** - CTRG\n  - color: `__EVAL(90/255), __EVAL(89/255), __EVAL(90/255), 1`\n  - Training rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\training_gray_ca*\n  - Competitive rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\competitive_gray_ca*\n  - Restart selector: *A3\\modules_f_beta\\data\\FiringDrills\\restart_gray_ca*\n- colorName: **\"white\"** - not used / supported in vanilla\n\n### Decals\n\n> [!NOTE]\n> - These are graffiti decals available in vanilla data. There are a few more, but those are highly specific.\n> - All of these are available in the above colors. Replace the number in the texture path:\n>\n> 1. red\n> 1. orange\n> 1. green\n> 1. blue\n> 1. purple\n> 1. gray\n\n| Decal | Texture Path | Usage Tips |\n|---|---|---|\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_crawl1_ca* | Crawl to pass obstacle |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_crouch2_ca* | Crouch stance CP requirement |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_kneel3_ca* | Kneel here |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_lean_left4_ca* | Lean left here |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_lean_right5_ca* | Lean right here |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_move_left6_ca* | Move left to pass obstacle |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_move_right1_ca* | Move right to pass obstacle |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_noshoot_target2_ca* | Behind this obstacle: no-shoot target (left) / target (right) |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_penetrate3_ca* | Penetrate this obstacle to hit targets |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_prone4_ca* | Prone stance CP requirement |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_rifle5_ca* | Rifle-type weapon CP requirement |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_sidearm6_ca* | Sidearm-type weapon CP requirement |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_stand1_ca* | Stand here |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_target_noshoot2_ca* | Behind this obstacle: target (left) / no-shoot target (right) |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_target_right3_ca* | Behind this obstacle: nothing (left) / target (right) |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_target_target4_ca* | Behind this obstacle: target (left) / target (right) |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_vault5_ca* | Vault this obstacle to pass |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_watch_out6_ca* | Warning! |\n\n### Tips\n\n- Vanilla CoFs are designed to be somewhat realistic and safe as a non-lethal competitive shooting training / sport. Try to imagine and implement range safety concerns in your target and prop placement. For example, don't place targets in a line of sight of the start, Range Officer, or other spectators. Generally try to solidly block off areas behind targets where possible.\n- For random / moving target position references, use small colored helper spheres in Eden Editor. Just remember to hide them all in an init script for example: `{ hideObject _x } forEach (allMissionObjects \"Sign_Sphere10cm_F\");`\n- In special cases you may wish for a more complex target trigger. Do this by placing a dummy trigger object (f.e. a Game Logic) with named reference. Configure this reference as the target's *trigger*. When you want to trigger this target, execute in any script environment: `YourTriggerObject setVariable [\"state\", 3];`\n- There are several useful variables stored in the scenario and CP / target objects (but in most cases manipulating them directly will break the system; read them only):\n  - *BIS_FD_CPs*: array of CP object references\n  - CP\n    - *\"CP\"*: CP index number\n    - *\"activated\"*: true when activated\n    - *\"clear\"*: true when cleared\n  - Target (most configuration parameters are also stored as similarly named variables, f.e. *\"optional\"*)\n    - *\"state\"*: 0 - spawned / 1 - will trigger / 2 - triggered / 3 - hit / 4 - missed\n    - *\"targets\"*: array of all CP target object references\n- In order to make targets that are not positioned on the ground work well (especially after drill resets), you will need to execute on them: `this setVariable [\"BIS_DynO_ASL\", true]`\n- While designing a drill, you may wish to use function *BIS_fnc_moduleFDAutoTraining*, which let's you quickly go to a specific CP.\n  - `[5, true] spawn BIS_fnc_moduleFDAutoTraining` *(Skip instantly to CP with index 5 (using false will teleport between CPs until reaching the specified one))*\n\n- Vanilla no-shoot targets are using the *Simple Target* (*Target_F*) with init: `this setObjectTexture [0, \"\"]; this setObjectTexture [1, \"#(argb,8,8,3)color(0.4,0.0,0.5,1.0,co)\"];`\n- Balancing a drill can be quite hard, since there is a broad range of skills in the playerbase.\n  - You should set appropriate medal times.\n  - It's recommended to start harder / more difficult, rather than too easy. It's better to nerf later than to go the other way (since you cannot easily undo recorded times).\n  - Start by simply playtesting the drill a lot and determining your own best medal times (or invite other playtesters and record their runs / times - video recordings can also be helpful for spotting issues).\n    - Real balancing typically starts towards the end of development, because even slight changes can affect times a lot, let alone adding / removing CPs or targets.\n  - You can also attempt to mathematically balance a drill (this is not fool-proof, but it may help validate your times):\n    - Start by sprinting the quickest route possible through all CPs to get a baseline time.\n    - Tally all possible bonuses (optional targets and accuracy bonuses).\n    - Tally all non-optional targets and multiply by a reasonable time-on-target.\n      - Take into account also target triggers and other time factors.\n    - Combine the data above to arrive at a final time.\n      - This still does not completely simulate the best possible time of course; for example weapon reloads are not included.\n  - Vanilla drills apply the following abstract goals per medal:\n    - Bronze: achievable by doing a casual drill (perhaps missing a few targets) but not taking many risks. For a typical user it should take 1-3 attempts.\n    - Silver: achievable by doing a good drill and taking some risks (sprinting and cutting some corners). Might take 2-5 attempts for example.\n    - Gold: meant to be hard. This needs to be a perfectly run drill, at full speed and taking risks. It may take more than 5 attempts.\n    - Special: designed to be extremely hard. Some may never beat this.","sections":[{"heading":null,"level":1,"markdown":"This guide will describe how to design and implement a custom Firing Drill Challenge as available in the vanilla game.\n\nSee also:\n\n- Arma 3: Field Manual - Firing Drills (for players)\n- Arma 3: Time Trials (very similar setup and approach)"},{"heading":"Terminology","level":3,"markdown":"- **Firing Drill (FD)** - a live-fire exercise in which a competitor is graded for tactically moving through a course while engaging a set of targets\n- **Competitor** - the actor performing the drill\n- **Range Officer (RO)** - the actor observing the drill and providing feedback / guidance\n- **Course of Fire (CoF)** - the physical space and layout in which the drill is performed\n- **Checkpoint (CP)** - a navigation point within a course which a competitor must follow in a fixed sequence (if so defined as a rule - see below)\n  - The first CP is the **start**.\n  - The last CP is the **finish**.\n  - A strict CP contains **shooting boxes** (marked areas) from which to fire.\n- **Target** - an artificial object shot to complete a drill or to receive time bonuses\n  - **Appearing** targets appear and disappear based on activation triggers (see below).\n  - **Accuracy** targets contain zones corresponding to extra time bonuses.\n  - **Moving** targets travel on rails between positions.\n  - **No-shoot** targets are not allowed be hit (adding a time penalty).\n  - **Bonus** targets are optional (rewarding a time bonus).\n- **Rule** - these help to determine the completion and scoring conditions for a drill\n  - **Training** rules - a rule-set allowing familiarization of the CoF (targets at CPs do not need to be shot to move on)\n  - **Competitive** rules - a rule-set used for Achievements / Leaderboards (targets at CPs need to be shot to move on)\n- **Time** - the time from the start it takes to complete a drill (raw)\n  - Time **bonuses** / **penalties** are substracted / added to arrive at the final time.\n  - The fastest / lowest time is the best and wins.\n  - There are **bronze**, **silver** and **gold** **medal** times to beat.\n  - There may be one **special** time to beat (must be faster than gold)."},{"heading":"Setup","level":3,"markdown":"1. Open Eden Editor with the terrain of your choice loaded.\n1. Insert a player character named `BIS_FD_Competitor` *(Fixed system name)*\n1. Now is a good time to save your scenario a first time. Ideally use a name that is safe to reference as config class, so no spaces - f.e. `MyFirstFiringDrill` *(Referenced later)*\n1. Insert a NPC *Range Master* character of type *B_RangeMaster_F* named `BIS_rangeOfficer` *(Fixed system name / place in a separate group)*\n1. Insert a *Firing Drill* module (*ModuleFiringDrill_F*).\n1. Insert an ellipse trigger with default properties named f.e. `BIS_FD_COF` *(Referenced later)*\n   1. Re-size the trigger to encompass your entire CoF and a little extra buffer area (you'll likely re-size it later as you progress).\n1. For each CP (including start and finish), insert a trigger with default properties named f.e. `BIS_FD_CP1` *(Referenced later)*\n   1. Re-size the trigger to meet your CP activation expectations.\n   1. For each optional shooting box within the CP, insert a trigger with default properties named f.e. `BIS_FD_CP2_Box` *(Referenced later)*\n1. Insert a *Target - Oval (Ground)* prop named `BIS_FD_ruleSelector1` *(Referenced later)*\n   1. Save the scenario (be sure binarization is disabled via the checkbox or preferences).\n   1. Close Eden Editor to avoid auto-saves.\n   1. Open the scenario SQM file in a text editor.\n   1. Replace the target's class by *Land_Target_Oval_NoPop_F* (all targets need to use their hidden *NoPop* variant).\n   1. Save the SQM.\n   1. Re-open the scenario in Eden Editor.\n   1. Position this target in comfortable shooting range / direction from the start CP (a few meters at most, oriented to be clearly visible and safe).\n   1. In the target's *Texture #0* field, enter: `A3\\modules_f_beta\\data\\FiringDrills\\training_red_ca` *(Other colors have corresponding textures - see below)*\n1. Copy and paste the first rule target and name it `BIS_FD_ruleSelector2` *(Referenced later)*\n   1. Position it near the first rule target, typically right from it.\n   1. In the target's *Texture #0* field, enter: `A3\\modules_f_beta\\data\\FiringDrills\\competitive_red_ca` *(Other colors have corresponding textures - see below)*\n1. Copy and paste a rule target and name it `BIS_FD_restartSelector1` *(Referenced later)*\n   1. Position it near the finish CP (a few meters from it, oriented to be clearly visible and safe).\n   1. In the target's *Texture #0* field, enter: `A3\\modules_f_beta\\data\\FiringDrills\\restart_red_ca` *(Other colors have corresponding textures - see below)*\n1. Copy and paste a rule target and name it `BIS_FD_quitSelector1` *(Referenced later)*\n   1. Position it near the restart target, typically right from it.\n   1. In the target's *Texture #0* field, enter: `A3\\modules_f_beta\\data\\FiringDrills\\quit_ca` *(Fixed texture no matter the drill color)*\n1. For each target at each CP, generally do the following (more specifics detailed below):\n   1. Insert the desired target object named f.e. `BIS_FD_target2_1` *(Referenced later (apply a logical naming pattern, such as numbering based on CP index and target index))*\n   1. Using a similar workflow as above, manually replace its class name with the corresponding *NoPop* variant (see the look-up table below).\n   1. Note that targets do not need to be inside a CP's trigger area (and in many cases probably should not be).\n1. Set up drill properties via description.ext (see below).\n1. Configure your drill via description.ext or via *CfgFiringDrills* and *CfgMissions* (see below)."},{"heading":"Moving Targets","level":4,"markdown":"The easiest approach for moving targets is to place the correct moving pop-up target variant (mind the direction variant too: sideways or forward) in the scene. These moving variants use the same target type profiles as regular pop-up targets. Then use 3D helper objects (that you hide later) as your visual waypoint references used in configuration (see below). Use logical naming conventions to easily match targets to waypoints, such as having the same name as the target with postfix *_WP1*.\n\nYou should also manually lay target rails. One way of doing that is to insert the first piece and manually setting its position / orientation value exactly as your moving target. Next, switch the entity move widget to object space, and slide the rails in only the directional axis you need. After a few pieces, copy and paste multiple to lay increasingly long segments (<kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>V</kbd> to preserve the exact position). End your rails with the separate end piece in the same way. Unfortunately you cannot achieve perfectly aligned rails on sloped terrain, so keep that in mind or accept this."},{"heading":"Randomized Targets","level":4,"markdown":"Positionally randomized targets can be achieved in a similar way, by using 3D helper objects are your visual references. You can then use these named references in the configuration (below). Using the various trigger and chance properties allows you to achieve more randomization. However, consider how much randomization is desired. Too much randomization can defeat repeat training and muscle memory. Different drills may have different objectives in this regard."},{"heading":"Common Additions","level":4,"markdown":"- CP marking objects\n  - Recolored objects (road cones, small flags, and multi-color poles for shooting boxes)\n  - Direction indicators (arrow signs)\n- Start whiteboard (with CoF layout and tips)\n- Weapon and ammunition containers\n- Decorative props\n  - Sponsoring (signs and flags)\n  - Range Officer stations (desks, chairs, computers, pen and paper, shot timer, etc.)"},{"heading":"Configuration","level":3,"markdown":""},{"heading":"description.ext","level":4,"markdown":"```cpp\n#include \"\\A3\\Missions_F_Beta\\Challenges\\description_custom.inc\" // This will set up various system default settings, such as custom debriefings\n\nonLoadName = \"CoF: My First Drill\";                        // Name of your drill (normally the same as defined in CfgMissions)\nonLoadMission = \"Can you beat my splendid drill?!\";        // Overview text of your drill (normally the same as defined in CfgMissions)\nloadScreen = \"MyFirstFiringDrill_overview_CO.paa\";        // Overview picture of your drill (normally the same as defined in CfgMissions)\nbriefingName = \"CoF: My First Drill\";                    // Same name as above\noverviewPicture = \"myfirstfiringdrill_overview_CO.paa\";    // Same picture as above\noverviewText = \"Can you beat my splendid drill?!\";        // Same text as above\nauthor = \"Range Officer Bob\";                            // You!\n\ndoneKeys[] = { \"MyFirstFiringDrill_done\" }; // Registers having completed (achieved competitive gold or special) your drill\n```\n\n> [!NOTE]\n> Not all properties in this sample config are needed for every drill; they are included to showcase all options.\n\n```cpp\n// This primary drill configuration can also be implemented via a mod config, but doing so via description.ext is simplest in most cases.\nclass CfgFiringDrills\n{\n    // When using description.ext, the name of this class does not matter much (the system selects the first class)\n    // When using a mod config, this class name must correspond to the missionName(Source) (also CfgMissions class)\n    class MyFirstFiringDrill\n    {\n        displayName = \"CoF: My First Drill\"; // Vanilla drills use a format like this, but it is not enforced\n        // This color is used in many places\n        // It can be any color, but for best results pick a fully supported color (see section below)\n        color[] = { __EVAL(177/255), __EVAL(51/255), __EVAL(57/255), 1 };\n        colorName = \"red\";            // This version of the color is more restrictive and can only use specific supported colors (see section below)\n        objectCOF = \"BIS_FD_COF\";    // The CoF trigger referenced in the setup guide\n        // statistic = \"\";            // Steam stats are not supported for user-generated drills (used for Achievements)\n        // leaderboard = \"\";        // Steam Leaderboards are not supported for user-generated drills\n        onReset = \"reset.sqf\";        // This script is executed each time the drill resets (restarts)\n\n        // List any number of objects that you want to be re-colored to the drill color above (f.e. road cones, small flags, etc.)\n        recolor[] =\n        {\n            \"BIS_FD_recolor1\",\n            \"BIS_FD_recolor2\"\n        };\n\n        // Set up objects that should have special decal textures applied (this was more useful before Eden Editor - see vanilla decals below)\n        // In vanilla drills these are often graffiti on wooden shoot house walls\n        decals[] =\n        {\n            { \"BIS_FD_decal1\", \"A3\\Missions_F_Beta\\data\\img\\decals\\decal_sidearm1_ca\", 5 } // Object reference, texture path, hidden selection index\n        };\n\n        // Object references to the 4 special targets for drill mechanics, as defined in the setup guide\n        ruleSelectors[] =\n        {\n            \"BIS_FD_ruleSelector1\",\n            \"BIS_FD_ruleSelector2\"\n        };\n\n        restartSelectors[] = { \"BIS_FD_restartSelector1\" };\n        quitSelectors[] = { \"BIS_FD_quitSelector1\" };\n\n        containersWeapons[] = { \"BIS_weaponsFD1\" };                // All containers that should be filled with the drill weapons\n        containersMagazines[] = { \"BIS_ammoFD1_1\", \"BIS_ammoFD1_2\", \"BIS_ammoFD1_3\", \"BIS_ammoFD1_4\" }; // All containers that should be filled with the drill ammunition\n        containersMagazinesCount[] = { 10, 10 };                // The count of magazines of each type in the containers\n        weapons[] = { \"SMG_02_ACO_F\", \"hgun_Rook40_F\" };        // The legal weapons for this drill (retrieve via Virtual Arsenal export f.e.)\n        magazines[] = { \"30Rnd_9x21_Mag\", \"16Rnd_9x21_Mag\" };    // The legal magazines for this drill\n        weaponsCompetitor[] = { \"SMG_02_ACO_F\", \"hgun_Rook40_F\" }; // Starting weapons for the competitor\n        magazinesCompetitor[] = { \"30Rnd_9x21_Mag\", \"16Rnd_9x21_Mag\" }; // Starting magazines for the competitor\n        magazinesCompetitorCount = 6;                            // The starting magazine count per weapon for the competitor\n        competitorStart = \"BIS_rangeOfficer1A\";                    // Marker reference to a non-default (re)starting position for the competitor\n                                                                // (used for the special intro in CoF: Green)\n\n        timesMedals[] = { 60, 45, 30 }; // Bronze, silver, gold medal times (be sure to follow this order or results may glitch)\n\n        timeSpecial = 15;            // Optional special time that is faster than gold (when defining this, you do need to also provide the data below)\n        nameSpecial = \"Nemesis\";    // Optional special time label for the HUD\n        colorSpecial = \"#ffa500\";    // Optional special time color for the HUD\n        iconSpecial = \"\\A3\\Ui_f\\data\\GUI\\Cfg\\Ranks\\colonel_gs\"; // Optional special time icon for the HUD\n\n        // Rule-set parameters for competitive and training\n        // All vanilla drills use these same settings\n        // It is possible to tweak these values, but that will likely create confusion for players!\n        class RuleSets\n        {\n            // CP mode: 1 - CPs on but targets don't need shooting / 2 - CPs on and all non-optional targets need shooting\n            // Target randomization: rule not used - ignored\n            // Weapons used: 1 - any weapon can be used everywhere / 2 - CPs may define a required weapon (or incur a time penalty)\n            // Shooting boxes: 1 - shooting boxes in CPs are ignored / 2 - shooting boxes in CPs are forced (shooting outside of them incurs a time penalty)\n            // Stances used: 1 - any stance can be used everywhere / 2 - CPs may define a required stance (or incur a time penalty)\n            // Medals: 0 - medal times are not tracked / 1 - medal times are tracked and feedback is given\n            competitive[] = { 2, 0, 2, 2, 2, 1 };\n            training[] = { 1, 2, 1, 1, 1, 0 };\n        };\n\n        // Legacy class used before Eden Editor to load precise object compositions (should not be needed anymore)\n        // class DynOs\n        // {\n        //        script = \"dyno_myfirstfiringdrill.sqf\"; // Valid DynO mapper output script\n        //        positionAnchor[] = { 500, 500 }; // DynO mapper anchor position in the world\n        // };\n\n        // All of the drill's CPs\n        class CheckPoints\n        {\n            class CP1 // Start\n            {\n                object = \"BIS_FD_CP1\"; // The CP trigger referenced in the setup guide\n            };\n\n            class CP2 // CP #1\n            {\n                object = \"BIS_FD_CP2\";\n\n                // Normally targets (positions) are only randomized once on starting a drill, not when restarting it in the same session\n                // This changes that (undefined uses 0)\n                resetRandomizeTargets = 1;\n                disableFeedback = 1;    // Disables the default Range Officer radio feedback for this CP (undefined uses 0)\n                height = 5;                // Only use this ASL forced height for CPs above ground, such as on top of a movement obstacle or inside a building on a raised floor\n                onActivate = \"CP2_onActivate.sqf\";        // Script executed when this CP is activated (passed [CP object])\n                onDeactivate = \"CP2_onDeactivate.sqf\";    // Script executed when this CP is deactivated (passed [CP object])\n                onClear = \"CP2_onClear.sqf\";            // Script executed when this CP is cleared (passed [CP object])\n                weapons[] = { \"hgun_Rook40_F\" };        // Makes this the required weapon(s) to use at this CP when strict / competitive rules are used\n                stances[] = { \"crouch\" };        // Makes this the required stance(s) to use at this CP when strict / competitive rules are used (prone / crouch / stand)\n                shootingBoxes[] = { \"BIS_FD_CP2_Box\" };    // Trigger reference to one or more shooting boxes within the CP when strict / competitive rules are used\n                binocularCompetitor = \"Binocular\";        // Optionally defining a non-default binocular class (this is the default)\n                nvgCompetitor = \"\";                        // Optionally defining a non-default NVG class (this is the default so no NVG)\n\n                // Configuring all targets associated with this CP\n                class Targets\n                {\n                    class T1\n                    {\n                        object = \"BIS_FD_target2_1\";    // Object reference for the target placed as in the setup guide\n                        type = \"PopUp_Acc1\";            // Target type profile as defined in the central CfgFiringDrills (see vanilla targets below)\n                        upTime = 5; // How long in seconds does the target stay active before counting as missed (if not hit)?\n                    };\n\n                    class T2 : T1\n                    {\n                        object = \"BIS_FD_target2_2\";\n                        trigger = \"BIS_FD_target2_1\"; // Reference to another target which must be hit for this one to activate\n                        triggerTime = 2; // How long in seconds after triggering this target does it actually activate?\n\n                        // Marker or object references to positions and directions used (in pairs) to randomize the target\n                        // Normally it would happen once when starting, but for this CP every time you restart\n                        positions[] =\n                        {\n                            \"BIS_FD_target2_2\",\n                            \"BIS_FD_target2_2_Pos2\"\n                        };\n\n                        directions[] =\n                        {\n                            \"BIS_FD_target2_2\",\n                            \"BIS_FD_target2_2_Pos2\"\n                        };\n                    };\n\n                    class T3\n                    {\n                        object = \"BIS_FD_target2_3\";\n                        type = \"PopUp\";\n                        trigger[] = { \"BIS_FD_target2_1\", \"BIS_FD_target2_2\" }; // Triggers can also be multiple other targets to have hit\n\n                        // Marker or object position references to form a chain of movement waypoints for this target\n                        // These are matched to the times in seconds for each segment of movement\n                        positionsMove[] =\n                        {\n                            \"BIS_FD_target2_3_WP1\"\n                        };\n\n                        timesMove[] =\n                        {\n                            3\n                        };\n\n                        hitCondition = \"targets_hitCondition.sqf\";     // Special compiled script called when the target is hit,\n                                                                    // which can determine if the hit is legal or not (return true to count as hit, false otherwise)\n                    };\n\n                    class T4\n                    {\n                        object = \"BIS_FD_target2_4\";\n                        type = \"PopUp_Acc2\";\n                        upTime = 10;\n                        triggerChance = 0.5; // Chance to trigger this target at all (0 - 1, so 50% in this case)\n                    };\n\n                    class T5\n                    {\n                        object = \"BIS_FD_target2_5\";\n                        type = \"PopUp\";\n\n                        // Chance for this trigger to even spawn at all (0 - 1, so 80% in this case)\n                        // Be careful not to create impossible situations, where this target is a trigger for another target!\n                        chance = 0.8;\n                    };\n\n                    class NoShoot1\n                    {\n                        object = \"BIS_FD_noShoot2_1\";\n                        noShoot = 1;        // Makes this target illegal to hit (incurring a time penalty if hit)\n                    };\n\n                    class Bonus1\n                    {\n                        object = \"BIS_FD_bonus2_1\";\n                        optional = 1;        // Makes this an optional target that does not need shooting even on strict / competitive rules\n                        noRecolor = 1;        // By default most optional targets get recolored to the drill color, but here you can disable that (undefined uses 0)\n                        bonus = 5;            // Defines the bonus points received for hitting this target (translates to -5 seconds)\n                        type = \"Balloon\";    // Some vanilla target type profiles are well-suited as optional, such as this one\n                        onActivate = \"targets_onActivate.sqf\";        // Script executed when this target activates (passed [target object])\n                        onDeactivate = \"targets_onDeactivate.sqf\";    // Script executed when this target deactivates (passed [target object])\n                        onHit = \"targets_onHit.sqf\";                // Script executed on hitting this target\n                                                                    // (passed [target, projectile velocity array, hit selections array, shooter object])\n                        onReset = \"targets_onReset.sqf\";            // Script executed when this target resets (passed [target object])\n                    };\n                };\n            };\n\n            class CP3 // Finish\n            {\n                object = \"BIS_FD_CP3\";\n            };\n        };\n    };\n};\n```"},{"heading":"CfgMissions","level":4,"markdown":"> [!NOTE]\n> This is only needed for drills configured via mod config (not via description.ext).\n\n```cpp\nclass CfgMissions\n{\n    // This will expose the drill in the SINGLEPLAYER > CHALLENGES > Firing Drills menu\n    class Challenges\n    {\n        class Firing_Drills\n        {\n            class MyFirstFiringDrill // This class should correspond to the class in CfgFiringDrills above\n            {\n                directory = \"myFirstFiringDrill.stratis\";                // Full path to your drill's scenario folder\n                briefingName = \"CoF: My First Drill\";                    // Name of your drill (normally the same as defined in CfgFiringDrills)\n                overviewText = \"Can you beat my splendid drill?!\";        // Overview text of your drill (idem)\n                overviewPicture = \"myfirstfiringdrill_overview_CO.paa\";    // Overview picture of your drill (idem)\n                overviewScript = \"\\A3\\Modules_F_Beta\\FiringDrills\\scripts\\overviewScript.sqf\"; // Standard system script to handle the pause menu properly - don't change\n                author = \"Range Officer Bob\";                            // You!\n            };\n\n            // Alternatively you can list your drill in one of the vanilla color categories: Red, Blue, Orange, Purple\n            // class Blue\n            // {\n            //         Define your drill here instead for example\n            // };\n        };\n    };\n};\n```"},{"heading":"CfgFiringDrills","level":4,"markdown":"> [!IMPORTANT]\n> The system-level configuration could be adjusted by a mod, but consider if that is not going to confuse players who may be trained on vanilla drills.\n\n```cpp\nclass CfgFiringDrills\n{\n    // Below point bonuses and penalties are multiplied by this factor to determine time bonuses and penalties\n    pointTimeMultiplier = 0.1;\n\n    bonusWeapon = 1;        // Bonus for using the correct weapon at a CP (never awarded - disabled)\n    bonusShootingBox = 3;    // Bonus for shooting from shooting boxes at a CP (never awarded - disabled)\n    bonusStance = 1.5;        // Bonus for using the correct stance at a CP (never awarded - disabled)\n    penaltyWeapon = 3;        // Penalty for engaging using an incorrect weapon at a CP\n    penaltyShootingBox = 5;    // Penalty for engaging from outside a shooting box at a CP\n    penaltyStance = 2;        // Penalty for engaging from the incorrect stance at a CP\n    penaltyNoShoot = 50;    // Penalty for hitting a no-shoot target (so this is 5 seconds)\n    penaltyMissed = 25;        // Penalty for failing to hit an activated target\n\n    // HUD icons for the medal times\n    iconsMedals[] =\n    {\n        \"A3\\modules_f_beta\\data\\FiringDrills\\medal_bronze_ca\",    // Bronze\n        \"A3\\modules_f_beta\\data\\FiringDrills\\medal_silver_ca\",    // Silver\n        \"A3\\modules_f_beta\\data\\FiringDrills\\medal_gold_ca\"        // Gold\n    };\n\n    // HUD colors for the medal times\n    colorsMedals[] =\n    {\n        \"#A0522D\",    // Bronze\n        \"#C0C0C0\",    // Silver\n        \"#FFD700\"    // Gold\n    };\n\n    // The vanilla configuration defines several common target type profiles\n    // This example configures a theoretical new one\n    class Targets\n    {\n        class MyFirstTarget\n        {\n            selectionsHit[] = { \"target\" };                        // All named selections on the model that count as valid hit\n            onReset = \"myFirstTarget_onReset.sqf\";                // Optional script executed when the target is reset\n            onActivate = \"myFirstTarget_onActivate.sqf\";        // Optional script executed when the target is activated\n            onDeactivate = \"myFirstTarget_onDeactivate.sqf\";    // Optional script executed when the target is deactivated\n            onHit = \"myFirstTarget_onHit.sqf\";                    // Optional script executed when the target is hit while activated\n            downTime = 0.5;    // An extra delay in seconds before a valid target hit is registered (i.e. onHit is executed - undefined uses 0)\n            noRecolor = 1;    // This target is never re-colored by the drill color (mainly applies to optional targets - undefined uses 0)\n\n            // Certain targets over 200 meters away from the competitor will open a Picture-in-Picture camera feed to show hits\n            cameraPos[] = { 0, -1.5, 0.5 };        // Relative camera position from the target center\n            cameraTarget[] = { 0, 0, 1 };        // Relative camera target from the target center\n            cameraFOV = 0.4;                    // Camera Field of View setting (zoom)\n\n            // Accuracy (bonus) hit zones\n            class Zones\n            {\n                class Top\n                {\n                    center[] = { 0, 0, 0.5 };    // Relative center position of the zone from the target center\n                    maxDistances[] =            // Radii in meters of accuracy rings within this zone\n                    {\n                        0.15,\n                        0.25\n                    };\n\n                    bonuses[] =                    // Bonuses associated to the rings defined above\n                    {\n                        6,\n                        3\n                    };\n                };\n            };\n\n            // In some cases the same target model has several texture variants with different accuracy zones\n            // These can be overridden within the same target profile by creating a sub-class of the same class as the specific target itself\n            // In that sub-class, define only the relevant class Zones\n            // class MyTargetType\n            // {\n            //     class Zones { ... };\n            // };\n        };\n    };\n};\n```"},{"heading":"Targets","level":3,"markdown":"> [!NOTE]\n> These are the vanilla target type profiles you can reference in your drill's *CfgFiringDrills* class.\n\n| Target Type | Profile | Description | Notes |\n|---|---|---|---|\n|  | **PopUp** | Classic human-shaped pop-up targets (all target picture variants) | Simulation on / damage on / *NoPop* variant |\n|  | **PopUp_Acc1** | The same targets, but with the accuracy zones | Simulation on / damage on / *NoPop* variant |\n|  | **PopUp_Zom_Acc1** | Zombie-variant of the target with accuracy zones | Simulation on / damage on / *NoPop* variant |\n|  | **PopUp_Acc2** | The same targets, but with the bull's eye paper | Simulation on / damage on / *NoPop* variant |\n|  | **Swivel** | Swivel variants of the pop-up targets | - Simulation on / damage on / *NoPop* variant<br>- Use `this setVariable [\"BIS_angleMin\", 90];` or `this setVariable [\"BIS_angleMax\", 120];` to change the rotation range |\n|  | **PopUp_Oval** | Simple round metal plate pop-up targets | - Simulation on / damage on / *NoPop* variant<br>- `A3\\Modules_F_Beta\\data\\FiringDrills\\target_oval_ca` as *Texture #0* to mark it as yellow target |\n|  | **Duel** | Dueling tree target (this one effectively requires setting up *hitCondition* and other event scripts to work well) | Simulation on / damage on / *NoPop* variant |\n|  | **Skeet** | Clay skeets | Simulation off (also set `this setVariable [\"BIS_DynO_simulation\", false];` for legacy reasons) / damage on / *NoPop* variant |\n|  | **Metal_Pole_Skeet** | Metal poles with a clay skeet mounted to them | Simulation on / damage on / *NoPop* variant |\n|  | **Steel_Plate** | The simplest of standing steel plates | Simulation on / damage off |\n|  | **Balloon** | - Simulation off (also via code above) / damage on / *NoPop* variant without *Land_*<br>- Often used above the ground, so use `this setVariable [\"BIS_DynO_ASL\", true];` to support that |  |\n|  | **Orange** | Fruit (often used as optional bonus) | Simulation off (also via code above) / damage on / *NoPop* variant |\n|  | **Pumpkin** | Fruit (often used as optional bonus) | Simulation off (also via code above) / damage on / *NoPop* variant |\n|  | **Aftershave** | \"Arma\" Eau de Combat (often used as optional bonus) | Simulation off (also via code above) / damage on / *NoPop* variant |\n|  | **VR_Entity** | special-purpose in CoF: Gray |  |\n|  | **VR_Skeet** | special-purpose in CoF: Gray |  |"},{"heading":"Steam Workshop","level":3,"markdown":"When a drill is self-contained (i.e. configured via description.ext), it can be published to the [Steam Workshop](https://steamcommunity.com/workshop/browse/?appid=107410) as *Scenario*.\nWhen players subscribe to such drill, it will be listed in their *CHALLENGES* menu.\n\n- You need to manually add the *FiringDrill* tag while publishing to Workshop!\n- Renaming a drill after publication may invalidate stored record times for subscribed players!\n- Your stored record times from Eden Editor testing (during development), will likely differ to those after publication / subscription.\n- Steam Leaderboards are not supported for Workshop drills.\n- A subscribed drill's medal times will not show in the overview until it has been completed at least once."},{"heading":"Run-Time Tools","level":3,"markdown":"> [!NOTE]\n> Some things are exposed and possible to change or use run-time, f.e. to make special unlocks or events happen.\n\n- *BIS_FD_weaponsCompetitor*: an array of weapon classes provided to the competitor when the drill (re)starts\n- *BIS_FD_magazinesCompetitor*: an array of magazine classes provided to the competitor when the drill (re)starts\n- *BIS_FD_magazinesCompetitorCount*: the amount of magazines per type provided to the competitor when the drill (re)starts - default is 5\n- *BIS_FD_targetHitCode*: code which can be called with dummy parameters to simulate a fake target hit for special events (expects *hitPart* Event Handler parameters)\n- *BIS_FD_hasReset*: code which returns true when the drill has reset, ended, or is ending\n- *BIS_FD_phase*: 0 - drill pre-init / 1 - drill selecting rules / 2 - drill started / 3 - drill terminated / -1 - drill restarting"},{"heading":"Colors","level":3,"markdown":"> [!IMPORTANT]\n> While you can define any color you want for a drill, only several are fully supported.\n> These colors are used for: object recoloring, HUD, frangible target hit VFX, map markers, etc. If you want to use another *color*, consider selecting the nearest matching *colorName*.\n\n- colorName: **\"red\"** - multi-gun\n  - color: `__EVAL(177/255), __EVAL(51/255), __EVAL(57/255), 1`\n  - Training rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\training_red_ca*\n  - Competitive rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\competitive_red_ca*\n  - Restart selector: *A3\\modules_f_beta\\data\\FiringDrills\\restart_red_ca*\n- colorName: **\"green\"** - introduction / tutorial\n  - color: `__EVAL(173/255), __EVAL(191/255), __EVAL(131/255), 1`\n  - Training rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\training_green_ca*\n  - Competitive rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\competitive_green_ca*\n  - Restart selector: *A3\\modules_f_beta\\data\\FiringDrills\\restart_green_ca*\n- colorName: **\"orange\"** - long-range\n  - color: `__EVAL(240/255), __EVAL(130/255), __EVAL(49/255), 1`\n  - Training rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\training_orange_ca*\n  - Competitive rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\competitive_orange_ca*\n  - Restart selector: *A3\\modules_f_beta\\data\\FiringDrills\\restart_orange_ca*\n- colorName: **\"blue\"** - Close Quarters Combat\n  - color: `__EVAL(103/255), __EVAL(139/255), __EVAL(155/255), 1`\n  - Training rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\training_blue_ca*\n  - Competitive rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\competitive_blue_ca*\n  - Restart selector: *A3\\modules_f_beta\\data\\FiringDrills\\restart_blue_ca*\n- colorName: **\"purple\"** - specialist marksman\n  - color: `__EVAL(176/255), __EVAL(64/255), __EVAL(167/255), 1`\n  - Training rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\training_purple_ca*\n  - Competitive rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\competitive_purple_ca*\n  - Restart selector: *A3\\modules_f_beta\\data\\FiringDrills\\restart_purple_ca*\n- colorName: **\"gray\"** - CTRG\n  - color: `__EVAL(90/255), __EVAL(89/255), __EVAL(90/255), 1`\n  - Training rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\training_gray_ca*\n  - Competitive rules selector: *A3\\modules_f_beta\\data\\FiringDrills\\competitive_gray_ca*\n  - Restart selector: *A3\\modules_f_beta\\data\\FiringDrills\\restart_gray_ca*\n- colorName: **\"white\"** - not used / supported in vanilla"},{"heading":"Decals","level":3,"markdown":"> [!NOTE]\n> - These are graffiti decals available in vanilla data. There are a few more, but those are highly specific.\n> - All of these are available in the above colors. Replace the number in the texture path:\n>\n> 1. red\n> 1. orange\n> 1. green\n> 1. blue\n> 1. purple\n> 1. gray\n\n| Decal | Texture Path | Usage Tips |\n|---|---|---|\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_crawl1_ca* | Crawl to pass obstacle |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_crouch2_ca* | Crouch stance CP requirement |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_kneel3_ca* | Kneel here |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_lean_left4_ca* | Lean left here |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_lean_right5_ca* | Lean right here |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_move_left6_ca* | Move left to pass obstacle |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_move_right1_ca* | Move right to pass obstacle |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_noshoot_target2_ca* | Behind this obstacle: no-shoot target (left) / target (right) |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_penetrate3_ca* | Penetrate this obstacle to hit targets |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_prone4_ca* | Prone stance CP requirement |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_rifle5_ca* | Rifle-type weapon CP requirement |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_sidearm6_ca* | Sidearm-type weapon CP requirement |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_stand1_ca* | Stand here |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_target_noshoot2_ca* | Behind this obstacle: target (left) / no-shoot target (right) |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_target_right3_ca* | Behind this obstacle: nothing (left) / target (right) |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_target_target4_ca* | Behind this obstacle: target (left) / target (right) |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_vault5_ca* | Vault this obstacle to pass |\n|  | *A3\\missions_f_beta\\data\\img\\decals\\decal_watch_out6_ca* | Warning! |"},{"heading":"Tips","level":3,"markdown":"- Vanilla CoFs are designed to be somewhat realistic and safe as a non-lethal competitive shooting training / sport. Try to imagine and implement range safety concerns in your target and prop placement. For example, don't place targets in a line of sight of the start, Range Officer, or other spectators. Generally try to solidly block off areas behind targets where possible.\n- For random / moving target position references, use small colored helper spheres in Eden Editor. Just remember to hide them all in an init script for example: `{ hideObject _x } forEach (allMissionObjects \"Sign_Sphere10cm_F\");`\n- In special cases you may wish for a more complex target trigger. Do this by placing a dummy trigger object (f.e. a Game Logic) with named reference. Configure this reference as the target's *trigger*. When you want to trigger this target, execute in any script environment: `YourTriggerObject setVariable [\"state\", 3];`\n- There are several useful variables stored in the scenario and CP / target objects (but in most cases manipulating them directly will break the system; read them only):\n  - *BIS_FD_CPs*: array of CP object references\n  - CP\n    - *\"CP\"*: CP index number\n    - *\"activated\"*: true when activated\n    - *\"clear\"*: true when cleared\n  - Target (most configuration parameters are also stored as similarly named variables, f.e. *\"optional\"*)\n    - *\"state\"*: 0 - spawned / 1 - will trigger / 2 - triggered / 3 - hit / 4 - missed\n    - *\"targets\"*: array of all CP target object references\n- In order to make targets that are not positioned on the ground work well (especially after drill resets), you will need to execute on them: `this setVariable [\"BIS_DynO_ASL\", true]`\n- While designing a drill, you may wish to use function *BIS_fnc_moduleFDAutoTraining*, which let's you quickly go to a specific CP.\n  - `[5, true] spawn BIS_fnc_moduleFDAutoTraining` *(Skip instantly to CP with index 5 (using false will teleport between CPs until reaching the specified one))*\n\n- Vanilla no-shoot targets are using the *Simple Target* (*Target_F*) with init: `this setObjectTexture [0, \"\"]; this setObjectTexture [1, \"#(argb,8,8,3)color(0.4,0.0,0.5,1.0,co)\"];`\n- Balancing a drill can be quite hard, since there is a broad range of skills in the playerbase.\n  - You should set appropriate medal times.\n  - It's recommended to start harder / more difficult, rather than too easy. It's better to nerf later than to go the other way (since you cannot easily undo recorded times).\n  - Start by simply playtesting the drill a lot and determining your own best medal times (or invite other playtesters and record their runs / times - video recordings can also be helpful for spotting issues).\n    - Real balancing typically starts towards the end of development, because even slight changes can affect times a lot, let alone adding / removing CPs or targets.\n  - You can also attempt to mathematically balance a drill (this is not fool-proof, but it may help validate your times):\n    - Start by sprinting the quickest route possible through all CPs to get a baseline time.\n    - Tally all possible bonuses (optional targets and accuracy bonuses).\n    - Tally all non-optional targets and multiply by a reasonable time-on-target.\n      - Take into account also target triggers and other time factors.\n    - Combine the data above to arrive at a final time.\n      - This still does not completely simulate the best possible time of course; for example weapon reloads are not included.\n  - Vanilla drills apply the following abstract goals per medal:\n    - Bronze: achievable by doing a casual drill (perhaps missing a few targets) but not taking many risks. For a typical user it should take 1-3 attempts.\n    - Silver: achievable by doing a good drill and taking some risks (sprinting and cutting some corners). Might take 2-5 attempts for example.\n    - Gold: meant to be hard. This needs to be a perfectly run drill, at full speed and taking risks. It may take more than 5 attempts.\n    - Special: designed to be extremely hard. Some may never beat this."}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Flag Textures","title":"Arma 3: Flag Textures","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Flag_Textures","revid":353766,"updated":"2024-03-23T14:26:15Z","aliases":[],"markdown":"Textures available for use with setFlagTexture/forceFlagTexture. See Command Group: Flags for all flag commands.\n\n### Single-coloured\n\n| Description | File path |\n|---|---|\n| Blue flag (Firing Drill) | `\"\\A3\\Data_F\\Flags\\flag_fd_blue_CO.paa\"` |\n| Green flag (Firing Drill) | `\"\\A3\\Data_F\\Flags\\flag_fd_green_CO.paa\"` |\n| Orange flag (Firing Drill) | `\"\\A3\\Data_F\\Flags\\flag_fd_orange_CO.paa\"` |\n| Purple flag (Firing Drill) | `\"\\A3\\Data_F\\Flags\\flag_fd_purple_CO.paa\"` |\n| Red flag (Firing Drill) | `\"\\A3\\Data_F\\Flags\\flag_fd_red_CO.paa\"` |\n| Blue flag | `\"\\A3\\Data_F\\Flags\\flag_blue_CO.paa\"` |\n| Green flag | `\"\\A3\\Data_F\\Flags\\flag_green_CO.paa\"` |\n| Red flag | `\"\\A3\\Data_F\\Flags\\flag_red_CO.paa\"` |\n| White flag | `\"\\A3\\Data_F\\Flags\\flag_white_CO.paa\"` |\n| White flag (damaged) | `\"\\A3\\Data_F\\Flags\\flag_white_dmg_CO.paa\"` |\n\n### Countries\n\n| Description | File path |\n|---|---|\n| Altis | `\"\\A3\\Data_F\\Flags\\flag_Altis_CO.paa\"` |\n| Altis (colonial) | `\"\\A3\\Data_F\\Flags\\flag_AltisColonial_CO.paa\"` |\n| Chernarus | `\"\\A3\\Air_F\\Data\\plane_flag_CO.paa\"` |\n| Tanoa | `\"\\A3\\Data_F_Exp\\Flags\\flag_Tanoa_CO.paa\"` |\n| United Kingdom | `\"\\A3\\Data_F\\Flags\\flag_uk_CO.paa\"` |\n| United States | `\"\\A3\\Data_F\\Flags\\flag_us_CO.paa\"` |\n| Livonia | `\"\\A3\\Data_F_Enoch\\Flags\\flag_Enoch_CO.paa\"` |\n| Russia | `\"\\A3\\Data_F_Enoch\\Flags\\flag_rus_co.paa\"` |\n| Netherlands | `\"\\A3\\Missions_F_AoW\\Data\\Img\\flag_netherlands_co.paa\"` |\n\n### Sides/Factions\n\n| Description | File path |\n|---|---|\n| NATO | `\"\\A3\\Data_F\\Flags\\flag_NATO_CO.paa\"` |\n| AAF | `\"\\A3\\Data_F\\Flags\\flag_AAF_CO.paa\"` |\n| CSAT | `\"\\A3\\Data_F\\Flags\\flag_CSAT_CO.paa\"` |\n| FIA | `\"\\A3\\Data_F\\Flags\\flag_FIA_CO.paa\"` |\n| CTRG | `\"\\A3\\Data_F_Exp\\Flags\\flag_CTRG_CO.paa\"` |\n| Viper | `\"\\A3\\Data_F_Exp\\Flags\\flag_VIPER_CO.paa\"` |\n| Syndikat | `\"\\A3\\Data_F_Exp\\Flags\\flag_SYND_CO.paa\"` |\n| IDAP | `\"\\A3\\Data_F_Orange\\Flags\\flag_IDAP_CO.paa\"` |\n| LDF | `\"\\A3\\Data_F_Enoch\\Flags\\flag_EAF_CO.paa\"` |\n| Looters | `\"\\A3\\Data_F_Enoch\\Flags\\flag_looters_co.paa\"` |\n\n### Organisations/Companies\n\n| Description | File path |\n|---|---|\n| ARMEX | `\"\\A3\\Data_F\\Flags\\flag_armex_CO.paa\"` |\n| Bohemia Interactive | `\"\\A3\\Data_F\\Flags\\Flag_bis_CO.paa\"` |\n| Bluking (white) | `\"\\A3\\Data_F_Karts\\Flags\\Flag_bluking1_CO.paa\"` |\n| Bluking (blue) | `\"\\A3\\Data_F_Karts\\Flags\\Flag_bluking2_CO.paa\"` |\n| Burst Koke (white) | `\"\\A3\\Data_F_Karts\\Flags\\Flag_koke1_CO.paa\"` |\n| Burst Koke (black) | `\"\\A3\\Data_F_Karts\\Flags\\Flag_koke2_CO.paa\"` |\n| Fuel (white) | `\"\\A3\\Data_F_Karts\\Flags\\Flag_fuel1_CO.paa\"` |\n| Fuel (green) | `\"\\A3\\Data_F_Karts\\Flags\\Flag_fuel2_CO.paa\"` |\n| ION Incorporated | `\"\\A3\\Data_F\\Flags\\flag_ion_CO.paa\"` |\n| Larkin Aviation | `\"\\A3\\Data_F\\Flags\\flag_larkin_CO.paa\"` |\n| Quontrol | `\"\\A3\\Data_F\\Flags\\flag_quontrol_CO.paa\"` |\n| Red Burger | `\"\\A3\\Data_F_Karts\\Flags\\Flag_redburger_CO.paa\"` |\n| Redstone | `\"\\A3\\Data_F_Karts\\Flags\\Flag_redstone_CO.paa\"` |\n| SUATMM | `\"\\A3\\Data_F_Karts\\Flags\\Flag_suatmm_CO.paa\"` |\n| Vrana | `\"\\A3\\Data_F\\Flags\\flag_vrana_CO.paa\"` |\n| United Nations (UN) | `\"\\A3\\Data_F\\Flags\\Flag_uno_CO.paa\"` |\n| Lars Blanken Gallery | `\"\\A3\\Missions_F_AoW\\Data\\Img\\flag_blanken_co.paa\"` |\n\n### Markers\n\n> [!NOTE]\n> The following textures are actually map marker textures - they *should* be usable as flags.\n\n| Description | File path |\n|---|---|\n| AAF | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\AAF_ca.paa\"` |\n| CSAT | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\CSAT_ca.paa\"` |\n| Altis | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\altis_ca.paa\"` |\n| Altis (colonial) | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\altiscolonial_ca.paa\"` |\n| Belgium | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\belgium_ca.paa\"` |\n| Canada | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\canada_ca.paa\"` |\n| Catalonia | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\catalonia_ca.paa\"` |\n| Croatia | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\croatia_ca.paa\"` |\n| CTRG | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\ctrg_ca.paa\"` |\n| Czech Republic | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\czechrepublic_ca.paa\"` |\n| Denmark | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\denmark_ca.paa\"` |\n| EU | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\eu_ca.paa\"` |\n| FIA | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\fia_ca.paa\"` |\n| France | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\france_ca.paa\"` |\n| Georgia | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\georgia_ca.paa\"` |\n| Germany | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\germany_ca.paa\"` |\n| Greece | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\greece_ca.paa\"` |\n| Hungary | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\hungary_ca.paa\"` |\n| Iceland | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\iceland_ca.paa\"` |\n| Italy | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\italy_ca.paa\"` |\n| Luxembourg | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\luxembourg_ca.paa\"` |\n| NATO | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\nato_ca.paa\"` |\n| Netherlands | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\netherlands_ca.paa\"` |\n| Norway | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\norway_ca.paa\"` |\n| Poland | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\poland_ca.paa\"` |\n| Portugal | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\portugal_ca.paa\"` |\n| Slovakia | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\slovakia_ca.paa\"` |\n| Slovenia | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\slovenia_ca.paa\"` |\n| Spain | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\spain_ca.paa\"` |\n| Syndicat | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\syndicat_ca.paa\"` |\n| Tanoa's Gendarmerie | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\tanoaGendarmerie_ca.paa\"` |\n| Tanoa | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\tanoa_ca.paa\"` |\n| UK | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\uk_ca.paa\"` |\n| UN | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\un_ca.paa\"` |\n| USA | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\usa_ca.paa\"` |\n| Viper | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\viper_ca.paa\"` |\n\n### Miscellaneous\n\n| Description | File path |\n|---|---|\n| Red crystal | `\"\\A3\\Data_F\\Flags\\flag_rcrystal_CO.paa\"` |\n| Prisoners of War (POW) | `\"\\A3\\Data_F\\Flags\\Flag_pow_CO.paa\"` |\n| Race flag | `\"\\A3\\Signs_F\\SignSpecial\\data\\checker_flag_co.paa\"` |","sections":[{"heading":null,"level":1,"markdown":"Textures available for use with setFlagTexture/forceFlagTexture. See Command Group: Flags for all flag commands."},{"heading":"Single-coloured","level":3,"markdown":"| Description | File path |\n|---|---|\n| Blue flag (Firing Drill) | `\"\\A3\\Data_F\\Flags\\flag_fd_blue_CO.paa\"` |\n| Green flag (Firing Drill) | `\"\\A3\\Data_F\\Flags\\flag_fd_green_CO.paa\"` |\n| Orange flag (Firing Drill) | `\"\\A3\\Data_F\\Flags\\flag_fd_orange_CO.paa\"` |\n| Purple flag (Firing Drill) | `\"\\A3\\Data_F\\Flags\\flag_fd_purple_CO.paa\"` |\n| Red flag (Firing Drill) | `\"\\A3\\Data_F\\Flags\\flag_fd_red_CO.paa\"` |\n| Blue flag | `\"\\A3\\Data_F\\Flags\\flag_blue_CO.paa\"` |\n| Green flag | `\"\\A3\\Data_F\\Flags\\flag_green_CO.paa\"` |\n| Red flag | `\"\\A3\\Data_F\\Flags\\flag_red_CO.paa\"` |\n| White flag | `\"\\A3\\Data_F\\Flags\\flag_white_CO.paa\"` |\n| White flag (damaged) | `\"\\A3\\Data_F\\Flags\\flag_white_dmg_CO.paa\"` |"},{"heading":"Countries","level":3,"markdown":"| Description | File path |\n|---|---|\n| Altis | `\"\\A3\\Data_F\\Flags\\flag_Altis_CO.paa\"` |\n| Altis (colonial) | `\"\\A3\\Data_F\\Flags\\flag_AltisColonial_CO.paa\"` |\n| Chernarus | `\"\\A3\\Air_F\\Data\\plane_flag_CO.paa\"` |\n| Tanoa | `\"\\A3\\Data_F_Exp\\Flags\\flag_Tanoa_CO.paa\"` |\n| United Kingdom | `\"\\A3\\Data_F\\Flags\\flag_uk_CO.paa\"` |\n| United States | `\"\\A3\\Data_F\\Flags\\flag_us_CO.paa\"` |\n| Livonia | `\"\\A3\\Data_F_Enoch\\Flags\\flag_Enoch_CO.paa\"` |\n| Russia | `\"\\A3\\Data_F_Enoch\\Flags\\flag_rus_co.paa\"` |\n| Netherlands | `\"\\A3\\Missions_F_AoW\\Data\\Img\\flag_netherlands_co.paa\"` |"},{"heading":"Sides/Factions","level":3,"markdown":"| Description | File path |\n|---|---|\n| NATO | `\"\\A3\\Data_F\\Flags\\flag_NATO_CO.paa\"` |\n| AAF | `\"\\A3\\Data_F\\Flags\\flag_AAF_CO.paa\"` |\n| CSAT | `\"\\A3\\Data_F\\Flags\\flag_CSAT_CO.paa\"` |\n| FIA | `\"\\A3\\Data_F\\Flags\\flag_FIA_CO.paa\"` |\n| CTRG | `\"\\A3\\Data_F_Exp\\Flags\\flag_CTRG_CO.paa\"` |\n| Viper | `\"\\A3\\Data_F_Exp\\Flags\\flag_VIPER_CO.paa\"` |\n| Syndikat | `\"\\A3\\Data_F_Exp\\Flags\\flag_SYND_CO.paa\"` |\n| IDAP | `\"\\A3\\Data_F_Orange\\Flags\\flag_IDAP_CO.paa\"` |\n| LDF | `\"\\A3\\Data_F_Enoch\\Flags\\flag_EAF_CO.paa\"` |\n| Looters | `\"\\A3\\Data_F_Enoch\\Flags\\flag_looters_co.paa\"` |"},{"heading":"Organisations/Companies","level":3,"markdown":"| Description | File path |\n|---|---|\n| ARMEX | `\"\\A3\\Data_F\\Flags\\flag_armex_CO.paa\"` |\n| Bohemia Interactive | `\"\\A3\\Data_F\\Flags\\Flag_bis_CO.paa\"` |\n| Bluking (white) | `\"\\A3\\Data_F_Karts\\Flags\\Flag_bluking1_CO.paa\"` |\n| Bluking (blue) | `\"\\A3\\Data_F_Karts\\Flags\\Flag_bluking2_CO.paa\"` |\n| Burst Koke (white) | `\"\\A3\\Data_F_Karts\\Flags\\Flag_koke1_CO.paa\"` |\n| Burst Koke (black) | `\"\\A3\\Data_F_Karts\\Flags\\Flag_koke2_CO.paa\"` |\n| Fuel (white) | `\"\\A3\\Data_F_Karts\\Flags\\Flag_fuel1_CO.paa\"` |\n| Fuel (green) | `\"\\A3\\Data_F_Karts\\Flags\\Flag_fuel2_CO.paa\"` |\n| ION Incorporated | `\"\\A3\\Data_F\\Flags\\flag_ion_CO.paa\"` |\n| Larkin Aviation | `\"\\A3\\Data_F\\Flags\\flag_larkin_CO.paa\"` |\n| Quontrol | `\"\\A3\\Data_F\\Flags\\flag_quontrol_CO.paa\"` |\n| Red Burger | `\"\\A3\\Data_F_Karts\\Flags\\Flag_redburger_CO.paa\"` |\n| Redstone | `\"\\A3\\Data_F_Karts\\Flags\\Flag_redstone_CO.paa\"` |\n| SUATMM | `\"\\A3\\Data_F_Karts\\Flags\\Flag_suatmm_CO.paa\"` |\n| Vrana | `\"\\A3\\Data_F\\Flags\\flag_vrana_CO.paa\"` |\n| United Nations (UN) | `\"\\A3\\Data_F\\Flags\\Flag_uno_CO.paa\"` |\n| Lars Blanken Gallery | `\"\\A3\\Missions_F_AoW\\Data\\Img\\flag_blanken_co.paa\"` |"},{"heading":"Markers","level":3,"markdown":"> [!NOTE]\n> The following textures are actually map marker textures - they *should* be usable as flags.\n\n| Description | File path |\n|---|---|\n| AAF | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\AAF_ca.paa\"` |\n| CSAT | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\CSAT_ca.paa\"` |\n| Altis | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\altis_ca.paa\"` |\n| Altis (colonial) | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\altiscolonial_ca.paa\"` |\n| Belgium | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\belgium_ca.paa\"` |\n| Canada | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\canada_ca.paa\"` |\n| Catalonia | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\catalonia_ca.paa\"` |\n| Croatia | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\croatia_ca.paa\"` |\n| CTRG | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\ctrg_ca.paa\"` |\n| Czech Republic | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\czechrepublic_ca.paa\"` |\n| Denmark | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\denmark_ca.paa\"` |\n| EU | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\eu_ca.paa\"` |\n| FIA | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\fia_ca.paa\"` |\n| France | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\france_ca.paa\"` |\n| Georgia | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\georgia_ca.paa\"` |\n| Germany | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\germany_ca.paa\"` |\n| Greece | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\greece_ca.paa\"` |\n| Hungary | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\hungary_ca.paa\"` |\n| Iceland | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\iceland_ca.paa\"` |\n| Italy | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\italy_ca.paa\"` |\n| Luxembourg | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\luxembourg_ca.paa\"` |\n| NATO | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\nato_ca.paa\"` |\n| Netherlands | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\netherlands_ca.paa\"` |\n| Norway | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\norway_ca.paa\"` |\n| Poland | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\poland_ca.paa\"` |\n| Portugal | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\portugal_ca.paa\"` |\n| Slovakia | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\slovakia_ca.paa\"` |\n| Slovenia | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\slovenia_ca.paa\"` |\n| Spain | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\spain_ca.paa\"` |\n| Syndicat | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\syndicat_ca.paa\"` |\n| Tanoa's Gendarmerie | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\tanoaGendarmerie_ca.paa\"` |\n| Tanoa | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\tanoa_ca.paa\"` |\n| UK | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\uk_ca.paa\"` |\n| UN | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\un_ca.paa\"` |\n| USA | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\usa_ca.paa\"` |\n| Viper | `\"\\A3\\Ui_f\\data\\Map\\Markers\\Flags\\viper_ca.paa\"` |"},{"heading":"Miscellaneous","level":3,"markdown":"| Description | File path |\n|---|---|\n| Red crystal | `\"\\A3\\Data_F\\Flags\\flag_rcrystal_CO.paa\"` |\n| Prisoners of War (POW) | `\"\\A3\\Data_F\\Flags\\Flag_pow_CO.paa\"` |\n| Race flag | `\"\\A3\\Signs_F\\SignSpecial\\data\\checker_flag_co.paa\"` |"}],"categories":["Arma 3: Reference Lists","Flag Textures"],"groups":["Reference Lists"]},{"name":"Arma 3: Functions Library","title":"Arma 3: Functions Library","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Functions_Library","revid":379070,"updated":"2026-09-25T10:49:19Z","aliases":["Arma 3 Functions Library","CfgFunctions","Functions Library (Arma 3)"],"markdown":"Arma 3's **Functions Library** is the way to declare mission, campaign or addon's Functions. The main difference from older Function Libraries is that it runs automatically and does not require a Functions module.\n\nThe advantages of using the Functions Library over e.g execVM an SQF file are as follow:\n\n1. **Automatic compilation upon mission start** into a global variable - no need to remember direct paths to files.\n1. **Anti-hack protection** using compileFinal (see Arma 3: Writing a Function - Recompiling and BIS_fnc_recompile)\n1. **Listing in the Functions Viewer**\n1. **Advanced debugging options**\n1. **Optional immediate execution upon mission start**, without need for manual call\n1. **Potential performance improvements**\n\n> [!IMPORTANT]\n> This page is about Arma 3 Functions Library.\n>\n> - For Arma 2/Arma 2:OA, see Arma 2: Functions Library.\n> - For Take On Helicopters, see Take On Helicopters: Functions Library.\n\n### Function Declaration\n\nFunctions are configured within the `CfgFunctions` class.\n\nMission and campaign specific functions can be configured in Description.ext/Campaign Description.ext, while addon functions are defined in Config.cpp.\nConfiguration structure is the same in both cases.\n\n> [!NOTE]\n> The root directory (noted as **<ROOT>** on this page) is the origin from which the game will try to load function files. It depends on `CfgFunctions`' location:\n>\n> - if Description.ext, **<ROOT>** means the mission's root directory\n> - if Campaign Description.ext, **<ROOT>** means the campaign's root directory\n> - if in config, **<ROOT>** means the **game**'s root directory. The addon path needs to be set manually.\n\nSee a basic example config:\n\n```\nclass CfgFunctions\n{\n    class TAG\n    {\n        class Category\n        {\n            class functionName {};\n        };\n    };\n};\n```\n\n- The function's name will be **TAG**_fnc_**functionName**\n- The function will be loaded:\n  - from config: `<ROOT>\\Category\\fn_functionName.sqf`\n  - from description.ext: `<ROOT>\\functions\\Category\\fn_functionName.sqf`\n\n> [!IMPORTANT]\n> **config.cpp only**:\n>\n> - `<ROOT>` in mods is defined by the `file` mandatory attribute - see the file section below.\n> - Anywhere outside of running mission, refer to the functions stored in uiNamespace. e.g:\n>\n>   ```sqf\n>   arguments call (uiNamespace getVariable \"TAG_fnc_functionName\");\n>   ```\n\n#### Config Levels\n\nA **CfgFunctions** config is made of three levels: Tag, Category, and Function.\n\n##### Tag\n\nTo prevent duplicates, every author must create a subclass with a unique tag and create functions under it.\nThe tag name will be used when composing a function name (e.g **BIS**_fnc_spawnGroup).\n\n```\nclass CfgFunctions\n{\n    class TAG\n    {\n        class Category\n        {\n            class myFunction {};\n        };\n    };\n\n    class TAG_WeaponManagement\n    {\n        tag = \"TAG\"; // the function will be named TAG_fnc_myOtherFunction\n        class Category\n        {\n            class myOtherFunction {};\n        };\n    };\n};\n```\n\n###### Attributes\n\n###### tag\n\nThe `tag` attribute can override the config tag set differently.\n\n##### Category\n\nThe category name changes the function's category in the Functions Viewer. It does not change the function's name, only the loading path.\n\n```\nclass CfgFunctions\n{\n    class TAG\n    {\n        class Category\n        {\n            class myFunction {};\n        };\n\n        class OtherCategory\n        {\n            file = \"My\\Category\\Path\";\n            class myFunction {}; // file path will be <ROOT>\\My\\Category\\Path\\fn_myFunction.sqf\";\n        };\n\n        class DataCategory\n        {\n            requiredAddons[] = { \"A3_Data_F\" }; // Optional requirements of CfgPatches classes. If some addons are missing, category functions will not be compiled.\n            class myDataFunction {};\n        };\n    };\n};\n```\n\n###### Attributes\n\n###### file\n\nThe `file` attribute can override the category's loading path segment - it is required for mods.\n\n###### requiredAddons\n\nThe category can skip loading if a required addon is missing by setting its dependency with the `requiredAddons` attribute.\n\n##### Function\n\n> [!NOTE]\n> By convention, the function class should be named in **camelCase** and not have its first letter capitalised (e.g PascalCase):\n>\n> - ✓ TAG_fnc_myFunction\n> - ✗ TAG_fnc_MyFunction\n> - ✓ TAG_fnc_POWRescue\n\n```\nclass CfgFunctions\n{\n    class TAG\n    {\n        class Category1\n        {\n            class myFunction {};\n        };\n\n        class Category2\n        {\n            file = \"Path\\To\\Category\";\n            class myFunction\n            {\n                file = \"My\\Function\\Filepath.sqf\"; // file path will be <ROOT>\\My\\Function\\Filepath.sqf\", ignoring \"Path\\To\\Category\"\n            };\n\n            class myFSMFunction\n            {\n                preInit        = 1;\n                postInit    = 1;\n                ext            = \".fsm\";\n                preStart    = 1;\n                recompile    = 1;\n            };\n        };\n    };\n};\n```\n\n###### Attributes\n\n| Attribute | Description | Available in |  |\n|---|---|---|---|\n| Attribute | Description | Description.ext | config.cpp |\n| file | the `file` attribute can be used to manually set the file path.<br>> [!IMPORTANT]<br>> The **file** entry **overrides** Category's set path and ignores it entirely (they are not merged). | ✓ | ✓ |\n| preInit | the `preInit` attribute (formerly known as \"forced\") can be set to 1 to call the function upon mission start, before objects are initialized.<br>Passed arguments are `[\"preInit\"]`.<br>The function is run in an **unscheduled environment**. | ✓ | ✓ |\n| postInit | the `postInit` attribute can be set to 1 to call the function upon mission start, after objects are initialized.<br>Passed arguments are `[\"postInit\", didJIP]`.<br>The function is run in a **scheduled environment** so suspension is allowed, but **any long term suspension will halt the mission loading until suspension is done**. | ✓ | ✓ |\n| ext | the `ext` attribute can be used to set function file's type; it can be one of:<br>- \".sqf\" (default)<br>- \".fsm\" (see FSM) | ✓ | ✓ |\n| preStart | the `preStart` attribute can be set to 1 to call the function upon game start, before title screen, but after all addons are loaded. | ✗ | ✓ |\n| recompile | the `recompile` attribute can be set to 1 to recompile the function upon mission start (functions in Description.ext are always compiled upon mission (re)start) | ✗ | ✓ |\n| headerType | the `headerType` adds code to the beginning of functions that can:<br>- Set up the Meta Variables _fnc_scriptParent and _fnc_scriptName<br>- Name the current scope via the command scriptName<br>- Adds debug information by saving the current execution order in the Array _fnc_scriptMap.<br>Possible values are:<br>- -1: No header - Adds nothing, literally adds a blank String to the beginning of functions. The functions will have no debug or Meta Variables assigned for it and the scope will not be named. Useful to reduce the performance overhead or if custom debug system is used.<br>- 0: Default header - The default header changes based on the current Debug Mode<br>- 1: System header - Incorporates the Meta Variables _fnc_scriptParent. Also names the current scope.<br>  ```sqf<br>  private _fnc_scriptNameParent = if (isNil '_fnc_scriptName') then { '%1' } else { _fnc_scriptName };<br>  scriptName '%1';<br>  ```<br>See the following section for more information. | ✓ | ✓ |\n\n> [!IMPORTANT]\n> Notes about `preInit` and `postInit` defined in **config.cpp**:\n>\n> - these attributes will make the function run **on each, every and any mission start**\n> - Any scripting error will prevent the mission from being loaded correctly\n> - Server admins might blacklist the whole addon if they find out the function is used for hacking\n\n### Advanced Knowledge\n\n#### Meta Variables\n\n- **_fnc_scriptName**: String - Name of the script\n- **_fnc_scriptNameParent**: String - Name of the parent script\n- **_fnc_scriptMap**: Array - List of all parent scripts\n\n#### Debug Modes\n\nDevelopers can access several debug modes using *BIS_fnc_functionsDebug* function. **For this to work function recompiling has to be allowed!**\n\n##### Debug Mode 0\n\ndefault - incorporates the Meta Variables _fnc_scriptParent and _fnc_scriptName and names the current scope.\n\n```sqf\nprivate _fnc_scriptNameParent = if (isNil \"_fnc_scriptName\") then { \"%1\" } else { _fnc_scriptName };\nprivate _fnc_scriptName = \"%1\";\nscriptName _fnc_scriptName;\n```\n\n##### Debug Mode 1\n\nAs per *Debug Mode 0* and also saves the current execution order in the Array _fnc_scriptMap.\n\n```sqf\nprivate _fnc_scriptNameParent = if (isNil \"_fnc_scriptName\") then { \"%1\" } else { _fnc_scriptName };\nprivate _fnc_scriptName = \"%1\";\nscriptName _fnc_scriptName;\nprivate _fnc_scriptMap = if (isNil \"_fnc_scriptMap\") then { [_fnc_scriptName] } else { _fnc_scriptMap + [_fnc_scriptName] };\n```\n\n##### Debug Mode 2\n\nAs per *Debug Mode 1* and also outputs execution order using textLogFormat ( textLogFormat is not available in the retail version of Arma3 ) is it available in Diagnostics exe?\n\n```sqf\nprivate _fnc_scriptNameParent = if (isNil \"_fnc_scriptName\") then { \"%1\" } else { _fnc_scriptName };\nprivate _fnc_scriptName = \"%1\";\nscriptName _fnc_scriptName;\nprivate _fnc_scriptMap = if (isNil \"_fnc_scriptMap\") then { [_fnc_scriptName] } else { _fnc_scriptMap + [_fnc_scriptName] };\ntextLogFormat [\"%1 : %2\", _fnc_scriptMap joinString \" >> \", _this];\n```\n\n### See Also\n\n- Initialisation Order\n- Arma 3: Functions Viewer\n- Arma 3 Functions\n- Writing a Function Tutorial","sections":[{"heading":null,"level":1,"markdown":"Arma 3's **Functions Library** is the way to declare mission, campaign or addon's Functions. The main difference from older Function Libraries is that it runs automatically and does not require a Functions module.\n\nThe advantages of using the Functions Library over e.g execVM an SQF file are as follow:\n\n1. **Automatic compilation upon mission start** into a global variable - no need to remember direct paths to files.\n1. **Anti-hack protection** using compileFinal (see Arma 3: Writing a Function - Recompiling and BIS_fnc_recompile)\n1. **Listing in the Functions Viewer**\n1. **Advanced debugging options**\n1. **Optional immediate execution upon mission start**, without need for manual call\n1. **Potential performance improvements**\n\n> [!IMPORTANT]\n> This page is about Arma 3 Functions Library.\n>\n> - For Arma 2/Arma 2:OA, see Arma 2: Functions Library.\n> - For Take On Helicopters, see Take On Helicopters: Functions Library."},{"heading":"Function Declaration","level":3,"markdown":"Functions are configured within the `CfgFunctions` class.\n\nMission and campaign specific functions can be configured in Description.ext/Campaign Description.ext, while addon functions are defined in Config.cpp.\nConfiguration structure is the same in both cases.\n\n> [!NOTE]\n> The root directory (noted as **<ROOT>** on this page) is the origin from which the game will try to load function files. It depends on `CfgFunctions`' location:\n>\n> - if Description.ext, **<ROOT>** means the mission's root directory\n> - if Campaign Description.ext, **<ROOT>** means the campaign's root directory\n> - if in config, **<ROOT>** means the **game**'s root directory. The addon path needs to be set manually.\n\nSee a basic example config:\n\n```\nclass CfgFunctions\n{\n    class TAG\n    {\n        class Category\n        {\n            class functionName {};\n        };\n    };\n};\n```\n\n- The function's name will be **TAG**_fnc_**functionName**\n- The function will be loaded:\n  - from config: `<ROOT>\\Category\\fn_functionName.sqf`\n  - from description.ext: `<ROOT>\\functions\\Category\\fn_functionName.sqf`\n\n> [!IMPORTANT]\n> **config.cpp only**:\n>\n> - `<ROOT>` in mods is defined by the `file` mandatory attribute - see the file section below.\n> - Anywhere outside of running mission, refer to the functions stored in uiNamespace. e.g:\n>\n>   ```sqf\n>   arguments call (uiNamespace getVariable \"TAG_fnc_functionName\");\n>   ```"},{"heading":"Config Levels","level":4,"markdown":"A **CfgFunctions** config is made of three levels: Tag, Category, and Function."},{"heading":"Tag","level":5,"markdown":"To prevent duplicates, every author must create a subclass with a unique tag and create functions under it.\nThe tag name will be used when composing a function name (e.g **BIS**_fnc_spawnGroup).\n\n```\nclass CfgFunctions\n{\n    class TAG\n    {\n        class Category\n        {\n            class myFunction {};\n        };\n    };\n\n    class TAG_WeaponManagement\n    {\n        tag = \"TAG\"; // the function will be named TAG_fnc_myOtherFunction\n        class Category\n        {\n            class myOtherFunction {};\n        };\n    };\n};\n```"},{"heading":"Attributes","level":6,"markdown":""},{"heading":"tag","level":6,"markdown":"The `tag` attribute can override the config tag set differently."},{"heading":"Category","level":5,"markdown":"The category name changes the function's category in the Functions Viewer. It does not change the function's name, only the loading path.\n\n```\nclass CfgFunctions\n{\n    class TAG\n    {\n        class Category\n        {\n            class myFunction {};\n        };\n\n        class OtherCategory\n        {\n            file = \"My\\Category\\Path\";\n            class myFunction {}; // file path will be <ROOT>\\My\\Category\\Path\\fn_myFunction.sqf\";\n        };\n\n        class DataCategory\n        {\n            requiredAddons[] = { \"A3_Data_F\" }; // Optional requirements of CfgPatches classes. If some addons are missing, category functions will not be compiled.\n            class myDataFunction {};\n        };\n    };\n};\n```"},{"heading":"Attributes","level":6,"markdown":""},{"heading":"file","level":6,"markdown":"The `file` attribute can override the category's loading path segment - it is required for mods."},{"heading":"requiredAddons","level":6,"markdown":"The category can skip loading if a required addon is missing by setting its dependency with the `requiredAddons` attribute."},{"heading":"Function","level":5,"markdown":"> [!NOTE]\n> By convention, the function class should be named in **camelCase** and not have its first letter capitalised (e.g PascalCase):\n>\n> - ✓ TAG_fnc_myFunction\n> - ✗ TAG_fnc_MyFunction\n> - ✓ TAG_fnc_POWRescue\n\n```\nclass CfgFunctions\n{\n    class TAG\n    {\n        class Category1\n        {\n            class myFunction {};\n        };\n\n        class Category2\n        {\n            file = \"Path\\To\\Category\";\n            class myFunction\n            {\n                file = \"My\\Function\\Filepath.sqf\"; // file path will be <ROOT>\\My\\Function\\Filepath.sqf\", ignoring \"Path\\To\\Category\"\n            };\n\n            class myFSMFunction\n            {\n                preInit        = 1;\n                postInit    = 1;\n                ext            = \".fsm\";\n                preStart    = 1;\n                recompile    = 1;\n            };\n        };\n    };\n};\n```"},{"heading":"Attributes","level":6,"markdown":"| Attribute | Description | Available in |  |\n|---|---|---|---|\n| Attribute | Description | Description.ext | config.cpp |\n| file | the `file` attribute can be used to manually set the file path.<br>> [!IMPORTANT]<br>> The **file** entry **overrides** Category's set path and ignores it entirely (they are not merged). | ✓ | ✓ |\n| preInit | the `preInit` attribute (formerly known as \"forced\") can be set to 1 to call the function upon mission start, before objects are initialized.<br>Passed arguments are `[\"preInit\"]`.<br>The function is run in an **unscheduled environment**. | ✓ | ✓ |\n| postInit | the `postInit` attribute can be set to 1 to call the function upon mission start, after objects are initialized.<br>Passed arguments are `[\"postInit\", didJIP]`.<br>The function is run in a **scheduled environment** so suspension is allowed, but **any long term suspension will halt the mission loading until suspension is done**. | ✓ | ✓ |\n| ext | the `ext` attribute can be used to set function file's type; it can be one of:<br>- \".sqf\" (default)<br>- \".fsm\" (see FSM) | ✓ | ✓ |\n| preStart | the `preStart` attribute can be set to 1 to call the function upon game start, before title screen, but after all addons are loaded. | ✗ | ✓ |\n| recompile | the `recompile` attribute can be set to 1 to recompile the function upon mission start (functions in Description.ext are always compiled upon mission (re)start) | ✗ | ✓ |\n| headerType | the `headerType` adds code to the beginning of functions that can:<br>- Set up the Meta Variables _fnc_scriptParent and _fnc_scriptName<br>- Name the current scope via the command scriptName<br>- Adds debug information by saving the current execution order in the Array _fnc_scriptMap.<br>Possible values are:<br>- -1: No header - Adds nothing, literally adds a blank String to the beginning of functions. The functions will have no debug or Meta Variables assigned for it and the scope will not be named. Useful to reduce the performance overhead or if custom debug system is used.<br>- 0: Default header - The default header changes based on the current Debug Mode<br>- 1: System header - Incorporates the Meta Variables _fnc_scriptParent. Also names the current scope.<br>  ```sqf<br>  private _fnc_scriptNameParent = if (isNil '_fnc_scriptName') then { '%1' } else { _fnc_scriptName };<br>  scriptName '%1';<br>  ```<br>See the following section for more information. | ✓ | ✓ |\n\n> [!IMPORTANT]\n> Notes about `preInit` and `postInit` defined in **config.cpp**:\n>\n> - these attributes will make the function run **on each, every and any mission start**\n> - Any scripting error will prevent the mission from being loaded correctly\n> - Server admins might blacklist the whole addon if they find out the function is used for hacking"},{"heading":"Advanced Knowledge","level":3,"markdown":""},{"heading":"Meta Variables","level":4,"markdown":"- **_fnc_scriptName**: String - Name of the script\n- **_fnc_scriptNameParent**: String - Name of the parent script\n- **_fnc_scriptMap**: Array - List of all parent scripts"},{"heading":"Debug Modes","level":4,"markdown":"Developers can access several debug modes using *BIS_fnc_functionsDebug* function. **For this to work function recompiling has to be allowed!**"},{"heading":"Debug Mode 0","level":5,"markdown":"default - incorporates the Meta Variables _fnc_scriptParent and _fnc_scriptName and names the current scope.\n\n```sqf\nprivate _fnc_scriptNameParent = if (isNil \"_fnc_scriptName\") then { \"%1\" } else { _fnc_scriptName };\nprivate _fnc_scriptName = \"%1\";\nscriptName _fnc_scriptName;\n```"},{"heading":"Debug Mode 1","level":5,"markdown":"As per *Debug Mode 0* and also saves the current execution order in the Array _fnc_scriptMap.\n\n```sqf\nprivate _fnc_scriptNameParent = if (isNil \"_fnc_scriptName\") then { \"%1\" } else { _fnc_scriptName };\nprivate _fnc_scriptName = \"%1\";\nscriptName _fnc_scriptName;\nprivate _fnc_scriptMap = if (isNil \"_fnc_scriptMap\") then { [_fnc_scriptName] } else { _fnc_scriptMap + [_fnc_scriptName] };\n```"},{"heading":"Debug Mode 2","level":5,"markdown":"As per *Debug Mode 1* and also outputs execution order using textLogFormat ( textLogFormat is not available in the retail version of Arma3 ) is it available in Diagnostics exe?\n\n```sqf\nprivate _fnc_scriptNameParent = if (isNil \"_fnc_scriptName\") then { \"%1\" } else { _fnc_scriptName };\nprivate _fnc_scriptName = \"%1\";\nscriptName _fnc_scriptName;\nprivate _fnc_scriptMap = if (isNil \"_fnc_scriptMap\") then { [_fnc_scriptName] } else { _fnc_scriptMap + [_fnc_scriptName] };\ntextLogFormat [\"%1 : %2\", _fnc_scriptMap joinString \" >> \", _this];\n```"},{"heading":"See Also","level":3,"markdown":"- Initialisation Order\n- Arma 3: Functions Viewer\n- Arma 3 Functions\n- Writing a Function Tutorial"}],"categories":["Arma 3: Editing","Functions Library"],"groups":["Scripting"]},{"name":"Arma 3: Functions Viewer","title":"Arma 3: Functions Viewer","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Functions_Viewer","revid":342171,"updated":"2023-07-09T12:26:57Z","aliases":[],"markdown":"The Functions Viewer allows you to view all functions, modded or default that are defined in CfgFunctions.\n\n### Access\n\nThe Functions Viewer can be opened via\n\n- the Debug Console\n- executing `[] spawn BIS_fnc_help`\n- the Eden Editor Menu Bar\n\n### Interface\n\n#### Config Source Combobox\n\nChoose which config file should be used, can be:\n\n- campaignConfigFile\n- missionConfigFile\n- configFile\n\n#### TAG Combobox\n\nSelect the TAG the function uses. The TAG usually indicates for which project, mod or addon a function was created for.\nTo learn more visit Functions Library.\n\n#### Category Combobox\n\nSelect the category of the function. Categories can for example be: Actions, Math or Modules.\nTo learn more visit Functions Library.\n\n#### Functions List\n\nThe functions list contains all functions of given TAG and category and is sorted alphabetically.\n\n#### Name Text Field\n\nShows the name of the function. It can be selected and copied.\n\n#### Path Text Field\n\nShows the path to the original function file.\n\n#### Code Text Field\n\nThis area will show the code of the function and can be scrolled left and right or up and down.\nMost functions have a function header at the top of the code that shows useful information about the function, its parameters and return values.\n\n#### Recompile All Button\n\nPressing that button will recompile all functions. However, this button is only activated in Eden Editor or if function recompiling is allowed in Description.ext.\n\n#### Recompile Selected Button\n\nPressing this button will recompile the selected function.\n\n#### Close Button\n\nCloses the Functions Viewer.\n\n### Shortcuts\n\nThe config viewer supports a very basic search functionality. If you focus either the classes list or the attributes list and start typing it will search for a match in the given list.\n\n| Key | Effect |\n|---|---|\n| <kbd>Esc</kbd> | Closes the Functions Viewer |\n\n#### Functions List\n\n| Key | Effect |\n|---|---|\n| <kbd>A..Z</kbd> | Quickly browse through the functions |\n| <kbd>Ctrl</kbd> + <kbd>C</kbd> | Copy function name of selected function to the clipboard |\n\n#### Code Field\n\n| Key | Effect |\n|---|---|\n| <kbd>Ctrl</kbd> + <kbd>A</kbd> | Selects all code |\n| <kbd>Ctrl</kbd> + <kbd>C</kbd> | Copy selected code to clipboard |\n\n### Alternative Tools\n\nListed here are some mods which improve the Functions Viewer. If you created one you can add it to the list too.\n\n- [**Advanced Developer Tools** by Leopard20](https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168)\n- [**Extended Function Viewer** by Connor](https://steamcommunity.com/sharedfiles/filedetails/?id=1862880106)\n- [**3den Enhanced** by R3vo](https://steamcommunity.com/sharedfiles/filedetails/?id=623475643)","sections":[{"heading":null,"level":1,"markdown":"The Functions Viewer allows you to view all functions, modded or default that are defined in CfgFunctions."},{"heading":"Access","level":3,"markdown":"The Functions Viewer can be opened via\n\n- the Debug Console\n- executing `[] spawn BIS_fnc_help`\n- the Eden Editor Menu Bar"},{"heading":"Interface","level":3,"markdown":""},{"heading":"Config Source Combobox","level":4,"markdown":"Choose which config file should be used, can be:\n\n- campaignConfigFile\n- missionConfigFile\n- configFile"},{"heading":"TAG Combobox","level":4,"markdown":"Select the TAG the function uses. The TAG usually indicates for which project, mod or addon a function was created for.\nTo learn more visit Functions Library."},{"heading":"Category Combobox","level":4,"markdown":"Select the category of the function. Categories can for example be: Actions, Math or Modules.\nTo learn more visit Functions Library."},{"heading":"Functions List","level":4,"markdown":"The functions list contains all functions of given TAG and category and is sorted alphabetically."},{"heading":"Name Text Field","level":4,"markdown":"Shows the name of the function. It can be selected and copied."},{"heading":"Path Text Field","level":4,"markdown":"Shows the path to the original function file."},{"heading":"Code Text Field","level":4,"markdown":"This area will show the code of the function and can be scrolled left and right or up and down.\nMost functions have a function header at the top of the code that shows useful information about the function, its parameters and return values."},{"heading":"Recompile All Button","level":4,"markdown":"Pressing that button will recompile all functions. However, this button is only activated in Eden Editor or if function recompiling is allowed in Description.ext."},{"heading":"Recompile Selected Button","level":4,"markdown":"Pressing this button will recompile the selected function."},{"heading":"Close Button","level":4,"markdown":"Closes the Functions Viewer."},{"heading":"Shortcuts","level":3,"markdown":"The config viewer supports a very basic search functionality. If you focus either the classes list or the attributes list and start typing it will search for a match in the given list.\n\n| Key | Effect |\n|---|---|\n| <kbd>Esc</kbd> | Closes the Functions Viewer |"},{"heading":"Functions List","level":4,"markdown":"| Key | Effect |\n|---|---|\n| <kbd>A..Z</kbd> | Quickly browse through the functions |\n| <kbd>Ctrl</kbd> + <kbd>C</kbd> | Copy function name of selected function to the clipboard |"},{"heading":"Code Field","level":4,"markdown":"| Key | Effect |\n|---|---|\n| <kbd>Ctrl</kbd> + <kbd>A</kbd> | Selects all code |\n| <kbd>Ctrl</kbd> + <kbd>C</kbd> | Copy selected code to clipboard |"},{"heading":"Alternative Tools","level":3,"markdown":"Listed here are some mods which improve the Functions Viewer. If you created one you can add it to the list too.\n\n- [**Advanced Developer Tools** by Leopard20](https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168)\n- [**Extended Function Viewer** by Connor](https://steamcommunity.com/sharedfiles/filedetails/?id=1862880106)\n- [**3den Enhanced** by R3vo](https://steamcommunity.com/sharedfiles/filedetails/?id=623475643)"}],"categories":["Arma 3: Editing"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Getting Started","title":"Arma 3: Getting Started","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Getting_Started","revid":378437,"updated":"2026-04-08T13:33:05Z","aliases":["Arma 3 Getting Started"],"markdown":"Buying Arma 3Starting with the gamePlaying in Single PlayerPlaying in MultiplayerFinding players\n\n### Buying Arma 3\n\n**Arma 3** is a [Steam](https://store.steampowered.com/) platform exclusive game and can be bought on the [Arma 3 Steam page](https://store.steampowered.com/app/107410/Arma_3/).\n\n#### Editions\n\nArma 3 has some Editions and bundles to purchase. Bundles are always cheaper than purchasing products separately.\n\n- **Arma 3 Gold Edition** ([Steam page](https://store.steampowered.com/app/107410/Arma_3/)) contains the base game, Apex, Contact, the Karts DLC, and art (soundtrack, digital artworks, maps, tactical guide).\n- **Arma 3 Platinum Edition** ([Steam page](https://store.steampowered.com/app/107410/Arma_3/)) contains the base game, every expansions and every DLCs by Bohemia Interactive, and art.\n\n**Edition Details**\n\n> [!WARNING]\n> Note that no Creator DLCs (CDLCs) are included in these editions!\n\n| Content | [Gold Edition](https://store.steampowered.com/app/107410/Arma_3/) | [Platinum Edition](https://store.steampowered.com/app/107410/Arma_3/) |\n|---|---|---|\n| **[Arma 3](https://store.steampowered.com/app/107410/Arma_3/)** | ✓ | ✓ |\n| **[Soundtrack](https://store.steampowered.com/app/249860/Arma_3_Soundtrack/)** (\"Bonus\" directory) | ✓ | ✓ |\n| **BI 25th Anniversary** (Steam soundtrack) | ✓ | ✓ |\n| **Digital Artworks** | ✓ | ✓ |\n| **Maps** | ✓ | ✓ |\n| **Tactical Guide** | ✓ | ✓ |\n| [Karts](https://store.steampowered.com/app/288520/Arma_3_Karts/) | ✓ | ✓ |\n| [Helicopters](https://store.steampowered.com/app/304380/Arma_3_Helicopters/) |  | ✓ |\n| [Marksmen](https://store.steampowered.com/app/332350/Arma_3_Marksmen/) |  | ✓ |\n| **[Apex](https://store.steampowered.com/app/395180/Arma_3_Apex/)** | ✓ | ✓ |\n| [Laws of War](https://store.steampowered.com/app/571710/Arma_3_Laws_of_War/) |  | ✓ |\n| [Jets](https://store.steampowered.com/app/601670/Arma_3_Jets/) |  | ✓ |\n| [Tac-Ops](https://store.steampowered.com/app/744950/Arma_3_TacOps_Mission_Pack/) |  | ✓ |\n| [Tanks](https://store.steampowered.com/app/798390/Arma_3_Tanks/) |  | ✓ |\n| **[Contact](https://store.steampowered.com/app/1021790/Arma_3_Contact/)** | ✓ | ✓ |\n\n#### Buying DLCs\n\nYou may wonder if you need to buy DLCs. You do not *need* anything to enjoy playing Arma 3 (but the base game), but depending on which experience you are after the common recommendations change:\n\n- For a **Singleplayer** experience, the base campaign, Arma 3 Laws of War and in an other style Arma 3 Contact singleplayer campaigns are considered among the best singleplayer moments. If you can afford it too, see also the Arma 3 Tac-Ops Mission Pack for a combat experience from multiple points of view.\n- For a **Multiplayer** experience, it is recommended to at least own Arma 3 Apex to be able to play with its assets and have access to the Tanoa terrain. The cooperation campaign is good to play through too.\n- Every asset such as weapons and vehicles provided by Bohemia Interactive are free to test in Arsenal (TUTORIALS > VIRTUAL ARSENAL). If you wonder if the DLC is worth your money, it is possible to try it for free.\n\n> [!NOTE]\n> - For a list of Arma 3 available DLCs and extensions, see Arma 3, Arma 3 DLCs & Expansions.\n> - For information about DLC assets restrictions, see Arma 3: DLC Restrictions.\n\n> [!IMPORTANT]\n> Creator DLCs (CDLCs) are not always available to test for free and their assets are never included into the base game. You must purchase them or install the compatibility Mod for it (if exists) before using them.\n\n### Starting With the Game\n\nYou bought the game, downloaded it, installed it, configured it via the launcher, started it: now what?\nIf you are not familiar with the Arma series, a usual recommendation is to access the main menu and select Tutorial, you can find choices such as:\n\n- Read the **[Game Manual](https://arma3.com/assets/pdf/arma3_manual.pdf)**\n- Read the **[Default Keyboard Layout Cheatsheet](http://cdn.akamai.steamstatic.com/steam/apps/107410/manuals/Arma_3_keylayout_ENG.pdf)** (printable and foldable)\n- Head on the **Game Options** and change key bindings, languages and difficulty\n  - See Arma 3: Performance Optimisation for more information on the settings\n- Read the in-game **Field Manual** (**TUTORIAL > FIELD MANUAL**)\n- Watch **Community Guide** videos ([Steam page](https://store.steampowered.com/app/544940/2/14/) / [YouTube](https://www.youtube.com/playlist?list=PLfUcrRpCM_fLrk4KKLkQKrlTBh7txPaO3))\n- Read and watch Dslyecxi's Tactical Guides [(direct link to TTP3)](https://ttp3.dslyecxi.com/)\n\nthen…\n\n### Playing in Single Player\n\n#### In-Game Training\n\n- Play the **VR Training** missions to understand the principles\n- Play the **Showcases** to apply these principles in real action\n- Play the **[Bootcamp](https://arma3.com/bootcamp) campaign**\n- Practice weapons and vehicles in the **Virtual Arsenal**\n- Discover the available Terrains in Eden Editor\n\n#### Fighting\n\n- Play the Single Player campaign \"The East Wind\" to learn to work in a team\n- Play the other Single Player content, according to your DLC list:\n  - Arma 3 Tac-Ops Mission Pack\n  - Arma 3 Laws of War's campaign\n  - Arma 3 Contact's campaign\n\n### Playing in Multiplayer\n\n> [!NOTE]\n> Playing in Multiplayer is *way* different from Single Player; an AI can be *predicted*, its skill *altered*, its behaviour *planned*,\n> whereas an experienced human being *will* keep you on your toes and make you change tactics… under the threat of imminent death!\n\n- If you own Arma 3 Apex, play its Multiplayer campaign \"Apex Protocol\" with experienced friends\n- Hours of practice will help you:\n  - Find the kind of game you like, among the various Multiplayer game types\n  - Getting different experiences no training can bring (situational awareness, reflexes, specific cases)\n- If possible, try to play on multiple servers with friends or an [Arma 3 Unit](https://units.arma3.com/)!\n\n#### Joining a Modded Server\n\nA non-official server may require mods to play. The game itself cannot download the mods and will only tell you what is missing.\nJoining a server from the Launcher can download the required mods *before* launching the game; see more information at Arma 3: Launcher - Servers.\n\n### Steam Workshop 101\n\nArma 3 does support [Steam Workshop](https://steamcommunity.com/app/107410/workshop/). You can find mods (a.k.a addons) that add some assets, features and experiences that don't exist in vanilla (addon-free) Arma 3, or user-made scenarios providing another game experience.\n\nTo add and install Workshop items, follow these steps:\n\n#### Download and Play a Scenario\n\n1. Open the [Arma 3 Steam Workshop](http://steamcommunity.com/workshop/browse/?appid=107410) and select the **Scenario** tag.\n1. Find a scenario you like.\n1. Click subscribe on to subscribe to a scenario. It will automatically download when the game is started.\n1. Open the game and navigate to **SINGLEPLAYER > SCENARIOS**. If the mission has a **Multiplayer/Co-Op** tag on the workshop, you have to go to **MULTIPLAYER > QUICK PLAY > HOST SERVER** to see it.\n1. The subscribed mission will be downloaded and found under the Steam Subscribed Content.\n\n#### Download and Activate a Mod\n\n1. Open the [Arma 3 Steam Workshop](http://steamcommunity.com/workshop/browse/?appid=107410) and select the **Mod** tag.\n1. Find a mod you like.\n1. Click subscribe on to subscribe to a mod.\n1. Start Arma 3 from your Steam Library, that will open Arma 3: Launcher.\n1. Subscribed mods will be downloaded automatically.\n1. Click the **MODS** tab.\n1. Downloaded mods are automatically loaded. If you need to unload a mod, click the checkbox.\n1. Press **PLAY** to launch Arma 3 with selected mods.\n\n> [!NOTE]\n> These tutorials and others (publishing to the workshop) can also be found on the Arma 3 website: [Arma 3 Workshop 101](https://arma3.com/workshop101).\n\n### Finding Players, Communities and Help\n\n#### Official communication channels\n\n- [Arma 3 Official Forums](https://forums.bohemia.net/forums/forum/107-arma-3-main/)\n- [Arma 3 Official Discord](https://discord.gg/arma)\n  - `#looking_for_game` channel if you are looking for players\n  - `#looking_for_squad` channel if you are looking for squads\n  - `#communities_arma` channel if you are looking for communities\n  - `#singleplayer` channel for… Single Player content advices and discussion\n  - `#scripting` channel for help in scripting, as well as Arma 3 Scripting Commands\n  - `#community_wiki` channel where discussions about articles on this wiki happen\n  - And for **all your other questions**, `#ask_questions_here` is the channel to be!\n\n#### Common Game Modes Servers\n\n- [Exile Discord](https://discord.gg/FMkqWpF)\n- [Epoch Discord](https://discord.gg/UyhtEBh)\n- [Antistasi Discord](https://discord.gg/NJR6tGS)\n- [Arma RPG Life Discord](https://discord.gg/ajGUDSH)\n- [King Of The Hill / Wasteland Discord](https://discord.gg/wskoth)\n\n#### See Also\n\n- [Reddit Arma 3 Wiki](https://www.reddit.com/r/arma/wiki/index)\n- [Reddit Arma 3 tips & performance tweaks](https://www.reddit.com/r/arma/comments/30cbdb/welcome_to_arma_iii_heres_how_you_can_get_started/)\n- [Arma 3 Workshop 101](https://arma3.com/workshop101)","sections":[{"heading":null,"level":1,"markdown":"Buying Arma 3Starting with the gamePlaying in Single PlayerPlaying in MultiplayerFinding players"},{"heading":"Buying Arma 3","level":3,"markdown":"**Arma 3** is a [Steam](https://store.steampowered.com/) platform exclusive game and can be bought on the [Arma 3 Steam page](https://store.steampowered.com/app/107410/Arma_3/)."},{"heading":"Editions","level":4,"markdown":"Arma 3 has some Editions and bundles to purchase. Bundles are always cheaper than purchasing products separately.\n\n- **Arma 3 Gold Edition** ([Steam page](https://store.steampowered.com/app/107410/Arma_3/)) contains the base game, Apex, Contact, the Karts DLC, and art (soundtrack, digital artworks, maps, tactical guide).\n- **Arma 3 Platinum Edition** ([Steam page](https://store.steampowered.com/app/107410/Arma_3/)) contains the base game, every expansions and every DLCs by Bohemia Interactive, and art.\n\n**Edition Details**\n\n> [!WARNING]\n> Note that no Creator DLCs (CDLCs) are included in these editions!\n\n| Content | [Gold Edition](https://store.steampowered.com/app/107410/Arma_3/) | [Platinum Edition](https://store.steampowered.com/app/107410/Arma_3/) |\n|---|---|---|\n| **[Arma 3](https://store.steampowered.com/app/107410/Arma_3/)** | ✓ | ✓ |\n| **[Soundtrack](https://store.steampowered.com/app/249860/Arma_3_Soundtrack/)** (\"Bonus\" directory) | ✓ | ✓ |\n| **BI 25th Anniversary** (Steam soundtrack) | ✓ | ✓ |\n| **Digital Artworks** | ✓ | ✓ |\n| **Maps** | ✓ | ✓ |\n| **Tactical Guide** | ✓ | ✓ |\n| [Karts](https://store.steampowered.com/app/288520/Arma_3_Karts/) | ✓ | ✓ |\n| [Helicopters](https://store.steampowered.com/app/304380/Arma_3_Helicopters/) |  | ✓ |\n| [Marksmen](https://store.steampowered.com/app/332350/Arma_3_Marksmen/) |  | ✓ |\n| **[Apex](https://store.steampowered.com/app/395180/Arma_3_Apex/)** | ✓ | ✓ |\n| [Laws of War](https://store.steampowered.com/app/571710/Arma_3_Laws_of_War/) |  | ✓ |\n| [Jets](https://store.steampowered.com/app/601670/Arma_3_Jets/) |  | ✓ |\n| [Tac-Ops](https://store.steampowered.com/app/744950/Arma_3_TacOps_Mission_Pack/) |  | ✓ |\n| [Tanks](https://store.steampowered.com/app/798390/Arma_3_Tanks/) |  | ✓ |\n| **[Contact](https://store.steampowered.com/app/1021790/Arma_3_Contact/)** | ✓ | ✓ |"},{"heading":"Buying DLCs","level":4,"markdown":"You may wonder if you need to buy DLCs. You do not *need* anything to enjoy playing Arma 3 (but the base game), but depending on which experience you are after the common recommendations change:\n\n- For a **Singleplayer** experience, the base campaign, Arma 3 Laws of War and in an other style Arma 3 Contact singleplayer campaigns are considered among the best singleplayer moments. If you can afford it too, see also the Arma 3 Tac-Ops Mission Pack for a combat experience from multiple points of view.\n- For a **Multiplayer** experience, it is recommended to at least own Arma 3 Apex to be able to play with its assets and have access to the Tanoa terrain. The cooperation campaign is good to play through too.\n- Every asset such as weapons and vehicles provided by Bohemia Interactive are free to test in Arsenal (TUTORIALS > VIRTUAL ARSENAL). If you wonder if the DLC is worth your money, it is possible to try it for free.\n\n> [!NOTE]\n> - For a list of Arma 3 available DLCs and extensions, see Arma 3, Arma 3 DLCs & Expansions.\n> - For information about DLC assets restrictions, see Arma 3: DLC Restrictions.\n\n> [!IMPORTANT]\n> Creator DLCs (CDLCs) are not always available to test for free and their assets are never included into the base game. You must purchase them or install the compatibility Mod for it (if exists) before using them."},{"heading":"Starting With the Game","level":3,"markdown":"You bought the game, downloaded it, installed it, configured it via the launcher, started it: now what?\nIf you are not familiar with the Arma series, a usual recommendation is to access the main menu and select Tutorial, you can find choices such as:\n\n- Read the **[Game Manual](https://arma3.com/assets/pdf/arma3_manual.pdf)**\n- Read the **[Default Keyboard Layout Cheatsheet](http://cdn.akamai.steamstatic.com/steam/apps/107410/manuals/Arma_3_keylayout_ENG.pdf)** (printable and foldable)\n- Head on the **Game Options** and change key bindings, languages and difficulty\n  - See Arma 3: Performance Optimisation for more information on the settings\n- Read the in-game **Field Manual** (**TUTORIAL > FIELD MANUAL**)\n- Watch **Community Guide** videos ([Steam page](https://store.steampowered.com/app/544940/2/14/) / [YouTube](https://www.youtube.com/playlist?list=PLfUcrRpCM_fLrk4KKLkQKrlTBh7txPaO3))\n- Read and watch Dslyecxi's Tactical Guides [(direct link to TTP3)](https://ttp3.dslyecxi.com/)\n\nthen…"},{"heading":"Playing in Single Player","level":3,"markdown":""},{"heading":"In-Game Training","level":4,"markdown":"- Play the **VR Training** missions to understand the principles\n- Play the **Showcases** to apply these principles in real action\n- Play the **[Bootcamp](https://arma3.com/bootcamp) campaign**\n- Practice weapons and vehicles in the **Virtual Arsenal**\n- Discover the available Terrains in Eden Editor"},{"heading":"Fighting","level":4,"markdown":"- Play the Single Player campaign \"The East Wind\" to learn to work in a team\n- Play the other Single Player content, according to your DLC list:\n  - Arma 3 Tac-Ops Mission Pack\n  - Arma 3 Laws of War's campaign\n  - Arma 3 Contact's campaign"},{"heading":"Playing in Multiplayer","level":3,"markdown":"> [!NOTE]\n> Playing in Multiplayer is *way* different from Single Player; an AI can be *predicted*, its skill *altered*, its behaviour *planned*,\n> whereas an experienced human being *will* keep you on your toes and make you change tactics… under the threat of imminent death!\n\n- If you own Arma 3 Apex, play its Multiplayer campaign \"Apex Protocol\" with experienced friends\n- Hours of practice will help you:\n  - Find the kind of game you like, among the various Multiplayer game types\n  - Getting different experiences no training can bring (situational awareness, reflexes, specific cases)\n- If possible, try to play on multiple servers with friends or an [Arma 3 Unit](https://units.arma3.com/)!"},{"heading":"Joining a Modded Server","level":4,"markdown":"A non-official server may require mods to play. The game itself cannot download the mods and will only tell you what is missing.\nJoining a server from the Launcher can download the required mods *before* launching the game; see more information at Arma 3: Launcher - Servers."},{"heading":"Steam Workshop 101","level":3,"markdown":"Arma 3 does support [Steam Workshop](https://steamcommunity.com/app/107410/workshop/). You can find mods (a.k.a addons) that add some assets, features and experiences that don't exist in vanilla (addon-free) Arma 3, or user-made scenarios providing another game experience.\n\nTo add and install Workshop items, follow these steps:"},{"heading":"Download and Play a Scenario","level":4,"markdown":"1. Open the [Arma 3 Steam Workshop](http://steamcommunity.com/workshop/browse/?appid=107410) and select the **Scenario** tag.\n1. Find a scenario you like.\n1. Click subscribe on to subscribe to a scenario. It will automatically download when the game is started.\n1. Open the game and navigate to **SINGLEPLAYER > SCENARIOS**. If the mission has a **Multiplayer/Co-Op** tag on the workshop, you have to go to **MULTIPLAYER > QUICK PLAY > HOST SERVER** to see it.\n1. The subscribed mission will be downloaded and found under the Steam Subscribed Content."},{"heading":"Download and Activate a Mod","level":4,"markdown":"1. Open the [Arma 3 Steam Workshop](http://steamcommunity.com/workshop/browse/?appid=107410) and select the **Mod** tag.\n1. Find a mod you like.\n1. Click subscribe on to subscribe to a mod.\n1. Start Arma 3 from your Steam Library, that will open Arma 3: Launcher.\n1. Subscribed mods will be downloaded automatically.\n1. Click the **MODS** tab.\n1. Downloaded mods are automatically loaded. If you need to unload a mod, click the checkbox.\n1. Press **PLAY** to launch Arma 3 with selected mods.\n\n> [!NOTE]\n> These tutorials and others (publishing to the workshop) can also be found on the Arma 3 website: [Arma 3 Workshop 101](https://arma3.com/workshop101)."},{"heading":"Finding Players, Communities and Help","level":3,"markdown":""},{"heading":"Official communication channels","level":4,"markdown":"- [Arma 3 Official Forums](https://forums.bohemia.net/forums/forum/107-arma-3-main/)\n- [Arma 3 Official Discord](https://discord.gg/arma)\n  - `#looking_for_game` channel if you are looking for players\n  - `#looking_for_squad` channel if you are looking for squads\n  - `#communities_arma` channel if you are looking for communities\n  - `#singleplayer` channel for… Single Player content advices and discussion\n  - `#scripting` channel for help in scripting, as well as Arma 3 Scripting Commands\n  - `#community_wiki` channel where discussions about articles on this wiki happen\n  - And for **all your other questions**, `#ask_questions_here` is the channel to be!"},{"heading":"Common Game Modes Servers","level":4,"markdown":"- [Exile Discord](https://discord.gg/FMkqWpF)\n- [Epoch Discord](https://discord.gg/UyhtEBh)\n- [Antistasi Discord](https://discord.gg/NJR6tGS)\n- [Arma RPG Life Discord](https://discord.gg/ajGUDSH)\n- [King Of The Hill / Wasteland Discord](https://discord.gg/wskoth)"},{"heading":"See Also","level":4,"markdown":"- [Reddit Arma 3 Wiki](https://www.reddit.com/r/arma/wiki/index)\n- [Reddit Arma 3 tips & performance tweaks](https://www.reddit.com/r/arma/comments/30cbdb/welcome_to_arma_iii_heres_how_you_can_get_started/)\n- [Arma 3 Workshop 101](https://arma3.com/workshop101)"}],"categories":["Arma 3","Hints & Tips"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: GUI Coordinates","title":"Arma 3: GUI Coordinates","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_GUI_Coordinates","revid":376721,"updated":"2025-11-12T12:42:04Z","aliases":["Arma 3 GUI Coordinates","GUI Coordinates"],"markdown":"### Example\n\nArma 3 v1.66\nYou can check some of the grid systems on an interactive test menu ingame:\n\n- Open Eden Editor\n- Open debug console (Tools > Debug Console)\n- Execute this code while in Editor Edit mode:\n\n  ```sqf\n  findDisplay 313 createDisplay \"RscTestGrids\";\n  ```\n\nOr\n\n- Execute this code while in Editor Preview mode:\n\n  ```sqf\n  createDialog \"RscTestGrids\";\n  ```\n\nThis will create a menu where you can see how all grid systems react to specific resolutions, aspect ratios and interface sizes.\n\n- Hovering over each grid will show a detailed description in tooltip.\n- Data for each grid shows the current size and max number of grids horizontally and vertically. Useful for making sure your menu proportions will work in all combinations.\n- Click COPY TO CLIPBOARD button to copy a code with an example that can be used directly in Config.cpp or Description.ext.\n\n### Grids\n\n#### Choosing a grid\n\nYou have the choice between the following grids:\n\n- Absolute\n- SafeZone\n- GUI_GRID\n- PixelGrid\n\nThe following table contains some scenarios and which grid to choose accordingly.\n\n| Scenario | Grid |\n|---|---|\n| Creating a UI with the same style as all ingame dialogs in Arma 3 | GUI_GRID |\n| Extending an Arma 3 UI | GUI_GRID |\n| Creating/Extending a UI for Eden | PixelGrid |\n| Creating a new and completely custom UI | PixelGrid |\n| Working with relative positions (e.g. 50% of the screen) | SafeZone |\n\n#### Absolute\n\nOperation Flashpoint v1.00\nThe absolute grid refers to a 4:3 screen with UI size \"Very Large\". It is the oldest of the three grids (absolute, safeZone and pixelGrid). Because of this it is never advisable to use it. Config example:\n\n```cpp\nclass TextAbsolute : RscText\n{\n    text = \"Absolute grid\";\n    x = 0;\n    y = 0.5;\n    w = 0.15;\n    h = 0.028;\n};\n```\n\n#### SafeZone\n\nArma 2 v1.00\n\nTo keep the dialog on screen the safeZone values were introduced. For more information see the SafeZone dedicated page. Here is a quick overview over the six commands:\n\n| Command | Explanation |\n|---|---|\n| safeZoneX | The left edge of the screen on SINGLE monitor settings. |\n| safeZoneXAbs | The left edge of the screen on MULTIPLE monitors (Triple Head, three screens). |\n| safeZoneY | The top edge of the screen. |\n| safeZoneW | The width of the screen in a SINGLE monitor setup (or the center one in case of triple head). |\n| safeZoneWAbs | The width of a triple head setup. In case of a single monitor this is equal to safeZoneW. |\n| safeZoneH | The height of the screen |\n\n```cpp\n//--- Text box which covers the top right quarter of the (center) screen\nclass TextboxTopRightQuarter : RscText\n{\n    x = safezoneX + 0.5 * safeZoneW;\n    y = safezoneY;\n    w = 0.5 * safezoneW;\n    h = 0.5 * safezoneH;\n};\n//--- Textbox which covers the entire screen on a triple head setup\nclass TextboxFullTripleScreen : RscText\n{\n    x = safeZoneXAbs;\n    y = safeZoneY;\n    w = safeZoneWAbs;\n    h = safeZoneH;\n};\n```\n\n#### GUI_GRID\n\nArma 3 v0.50\n\nThe GUI_GRID is based on the safeZone grid and is used by the majority of the game's dialogs. The additional functionality is the possibility to stay on screen even with different user settings such as aspect ratio or UI scale. It also helps to keep a uniform style between dialogs. If you are using the base classes starting with \"Rsc\" then it is advisable to use this grid as some attributes (eg. fonts) will only scale correctly with this grid. The defines for use in configs and scripts can be accessed by adding this line to your config:\n\n```cpp\n#include \"\\a3\\ui_f\\hpp\\definecommongrids.inc\"\n```\n\nThe following table will list the most commonly used grids which are defined in said file. To use them add the appropiate suffix _X, _Y, _W or _H to the variable name, eg GUI_GRID includes GUI_GRID_X, GUI_GRID_Y, GUI_GRID_W and GUI_GRID_H. The second and third column refer to where the dialog will originate from on other UI sizes.\n\n| #define | Horizontal | Vertical | Notes |\n|---|---|---|---|\n| GUI_GRID | Left | Bottom | Example: Escape menu (RscDisplayInterrupt) |\n| GUI_GRID_CENTER | Center | Middle | Example: RscDisplayTeamSwitch |\n| GUI_GRID_TOPCENTER | Center | Top |  |\n| GUI_GRID_BOTTOMCENTER | Center | Bottom | Example: Revive UI |\n| GUI_GRID_CENTER_BOTTOM | Center | Bottom | Same as GUI_GRID_BOTTOMCENTER |\n| GUI_GRID_TOPLEFT | Left | Top | Diary (the top left part of the map) |\n\nAdditionally you can add the following macros to cover the remaining positions (left center, entire right side):\n\n```cpp\n#define GUI_GRID_CENTERLEFT_X GUI_GRID_X\n#define GUI_GRID_CENTERLEFT_Y GUI_GRID_CENTER_Y\n#define GUI_GRID_CENTERLEFT_W GUI_GRID_W\n#define GUI_GRID_CENTERLEFT_H GUI_GRID_H\n\n#define GUI_GRID_TOPRIGHT_X (safeZoneX + safeZoneW - GUI_GRID_WAbs)\n#define GUI_GRID_TOPRIGHT_Y (safeZoneY)\n#define GUI_GRID_TOPRIGHT_W GUI_GRID_W\n#define GUI_GRID_TOPRIGHT_H GUI_GRID_H\n\n#define GUI_GRID_CENTERRIGHT_X GUI_GRID_TOPRIGHT_X\n#define GUI_GRID_CENTERRIGHT_Y GUI_GRID_CENTER_Y\n#define GUI_GRID_CENTERRIGHT_W GUI_GRID_W\n#define GUI_GRID_CENTERRIGHT_H GUI_GRID_H\n\n#define GUI_GRID_BOTTOMRIGHT_X GUI_GRID_TOPRIGHT_X\n#define GUI_GRID_BOTTOMRIGHT_Y GUI_GRID_Y\n#define GUI_GRID_BOTTOMRIGHT_W GUI_GRID_W\n#define GUI_GRID_BOTTOMRIGHT_H GUI_GRID_H\n```\n\nThe GUI_GRID divides the screen into 40 parts on the horizontal axis and into 25 vertically. Therefore no content should have negative x or y values nor should it exceed a width of 40 or a height of 25. Using a height of 25 or width of 40 is not the same as using screen height or width because the GUI_GRID will get smaller with smaller UI sizes as it should be. Examples:\n\n```cpp\n//--- Okay, will use entire available space:\nx = GUI_GRID_CENTER_X + 0 * GUI_GRID_CENTER_W;\ny = GUI_GRID_CENTER_Y + 0 * GUI_GRID_CENTER_H;\nw = 40 * GUI_GRID_CENTER_W;\nh = 25 * GUI_GRID_CENTER_H;\n```\n\n```cpp\n//--- NOT okay:\nx = GUI_GRID_CENTER_X - 1 * GUI_GRID_CENTER_W;\ny = GUI_GRID_CENTER_Y - 1 * GUI_GRID_CENTER_H;\nw = 50 * GUI_GRID_CENTER_W;\nh = 30 * GUI_GRID_CENTER_H;\n```\n\nThe second example will dissapear on certain settings on the left and top edge as well as exceed the screen's width and height.\n\nHere is a copy paste example:\n\n```cpp\n#include \"\\a3\\ui_f\\hpp\\definecommongrids.inc\"\n#define GUI_TEXT_SIZE_SMALL     (GUI_GRID_H * 0.8)\n#define GUI_TEXT_SIZE_MEDIUM     (GUI_GRID_H * 1)\n#define GUI_TEXT_SIZE_LARGE     (GUI_GRID_H * 1.2)\nclass RscStructuredText\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_STRUCTURED_TEXT;\n    idc = -1;\n    style = ST_LEFT;\n    colorText[] = {1,1,1,1};\n    class Attributes\n    {\n        font = \"RobotoCondensed\";\n        color = \"#ffffff\";\n        colorLink = \"#D09B43\";\n        align = \"left\";\n        shadow = 1;\n    };\n    x = 0;\n    y = 0;\n    h = 0;\n    w = 0;\n    text = \"\";\n    size = GUI_TEXT_SIZE_MEDIUM;\n    shadow = 1;\n};\nclass MyDialog\n{\n    idd = -1;\n    class controls\n    {\n        class TextGUIGRID : RscStructuredText\n        {\n            text = \"Text on the left bottom\";\n            x = GUI_GRID_X + 0 * GUI_GRID_W;\n            y = GUI_GRID_Y + 24 * GUI_GRID_H;\n            w = 40 * GUI_GRID_W;\n            h = 1 * GUI_GRID_H;\n        };\n        class TextGUIGRIDCENTER : RscStructuredText\n        {\n            text = \"<t align='center'>Text in the middle</t>\";\n            x = GUI_GRID_CENTER_X + 0 * GUI_GRID_CENTER_W;\n            y = GUI_GRID_CENTER_Y + 12.5 * GUI_GRID_CENTER_H;\n            w = 40 * GUI_GRID_CENTER_W;\n            h = 1 * GUI_GRID_CENTER_H;\n        };\n        class TextGUIGRIDTOPCENTER : RscStructuredText\n        {\n            text = \"<t align='center'>Text in the top center</t>\";\n            x = GUI_GRID_TOPCENTER_X + 0 * GUI_GRID_TOPCENTER_W;\n            y = GUI_GRID_TOPCENTER_Y + 0 * GUI_GRID_TOPCENTER_H;\n            w = 40 * GUI_GRID_TOPCENTER_W;\n            h = 1 * GUI_GRID_TOPCENTER_H;\n        };\n        class TextGUIGRIDBOTTOMCENTER : RscStructuredText\n        {\n            text = \"<t align='center'>Text bottom center</t>\";\n            x = GUI_GRID_BOTTOMCENTER_X + 0 * GUI_GRID_BOTTOMCENTER_W;\n            y = GUI_GRID_BOTTOMCENTER_Y + 24 * GUI_GRID_BOTTOMCENTER_H;\n            w = 40 * GUI_GRID_BOTTOMCENTER_W;\n            h = 1 * GUI_GRID_BOTTOMCENTER_H;\n        };\n        class TextGUIGRIDTOPLEFT : TextGUIGRID\n        {\n            text = \"Text on the left top\";\n            x = GUI_GRID_TOPLEFT_X + 0 * GUI_GRID_TOPLEFT_W;\n            y = GUI_GRID_TOPLEFT_Y + 0 * GUI_GRID_TOPLEFT_H;\n            // w and h are inherited from TextGUIGRID\n            // GUI_GRID_name_W and GUI_GRID_name_H are the same for every define\n        };\n    };\n};\n```\n\n#### Pixel Grid\n\nArma 3 v1.60 Arma 3 v1.62\nThe pixel grid system was introduced to resolve issues with UI elements which appeared not as they should be because of the fact that the computer can't draw in between pixels. For a more in depth explanation of the grid go to the dedicated BIKI page. The base controls from which to inherit from usually start with ctrl, eg. ctrlPicture, ctrlStrucuturedText, etc.. Mixing controls with different grids on the same dialog might lead to undesired visuals.\n\n##### Commands\n\n| Command | Explanation |\n|---|---|\n| pixelW | Width of one pixel. On displays with too fine resolution (e.g., 4K), it can get too small for practical use. |\n| pixelH | Height of one pixel. On displays with too fine resolution (e.g., 4K), it can get too small for practical use. |\n| pixelGrid | Multiplier based on resolution, interface size and some config values. It can be divided by up to 4 and still be a whole number. Due to this rounding, some interface sizes may use the same value. |\n| pixelGridBase | Multiplier only based on the screen resolution. |\n| pixelGridNoUIScale | Similar to pixelGrid, but affected only by resolution, not interface size. Usually used to keep some important elements, e.g., spotlight buttons in the main menu. |\n\n##### Includes\n\n```cpp\n#include \"\\a3\\3DEN\\UI\\macros.inc\"\n#include \"\\a3\\3DEN\\UI\\macroexecs.inc\"\n```\n\n| #define | Explanation |\n|---|---|\n| GRID_W | Width of one grid |\n| GRID_H | Height of one grid |\n| CENTER_X | Vertical screen center |\n| CENTER_Y | Horizontal screen center |\n\n##### Examples\n\n```cpp\n#include \"\\a3\\3DEN\\UI\\macros.inc\"\n#include \"\\a3\\3DEN\\UI\\macroexecs.inc\"\nclass ctrlDefaultText : ctrlDefault\n{\n    sizeEx = \"4.32 * (1 / (getResolution select 3)) * pixelGrid * 0.5\";\n    font = \"RobotoCondensedLight\";\n    shadow = 1;\n};\nclass ctrlStructuredText : ctrlDefaultText\n{\n    type = CT_STRUCTURED_TEXT;\n    colorBackground[] = {0,0,0,0};\n    size = \"4.32 * (1 / (getResolution select 3)) * pixelGrid * 0.5\";\n    text = \"\";\n    class Attributes\n    {\n        align = \"left\";\n        color = \"#ffffff\";\n        colorLink = \"\";\n        size = 1;\n        font = \"RobotoCondensedLight\";\n    };\n    onCanDestroy = \"\";\n    onDestroy = \"\";\n};\nclass MyPixelGridDialog\n{\n    idd = -1;\n    class controls\n    {\n        class TextLeftTop : ctrlStructuredText\n        {\n            text = \"Left top\";\n            x = safeZoneX + 0 * GRID_W;\n            y = safeZoneY + 0 * GRID_H;\n            w = 50 * GRID_W;\n            h = 5 * GRID_H;\n            colorBackground[] = {1,0,0,1};\n        };\n        class TextCenterMiddle : TextLeftTop\n        {\n            text = \"Center middle\";\n            x = CENTER_X - 25 * GRID_W;\n            y = CENTER_Y - 2.5 * GRID_H;\n        };\n        class TextRightBottom : TextLeftTop\n        {\n            text = \"Left bottom\";\n            x = safeZoneX + safeZoneW - 50 * GRID_W;\n            y = safeZoneY + safeZoneH - 5 * GRID_H;\n        };\n    };\n};\n```\n\n### Controls Groups\n\nThe calculation of the x and y coordinates of a control within a CT_CONTROLS_GROUP are relative to the controlsGroup's position, so a position of `[0,0]` would be in the top left corner of the controlsGroup. Negative values will make content inaccessible. Controls which lie outside of the controls groups area or exceed its width or height will add scrollbars to the controls group. Here is an example which positions a control inside of a controls group so that it covers the top left quarter of the screen while the controls group theoretically covers the entire screen:\n\n```cpp\nimport RscControlsGroup;\nimport RscText;\nclass RscTestDialog\n{\n    idd = -1;\n    class Controls\n    {\n        class Group : RscControlsGroup\n        {\n            idc = -1;\n            x = safeZoneX;\n            y = safeZoneY;\n            w = safeZoneW;\n            h = safeZoneH;\n            class Controls\n            {\n                class Text : RscText\n                {\n                    idc = -1;\n                    colorBackground[] = {1,0,0,0.2};\n                    x = 0;\n                    y = 0;\n                    w = 0.5 * safeZoneW;\n                    h = 0.5 * safeZoneH;\n                };\n            };\n        };\n    };\n};\n```\n\n### Using the grids in the GUI Editor\n\nThe currently used grid in the GUI editor is the GUI_GRID but only in name. It actually uses the absolute grid:\n\n| GUI Editor | Arma 3 default | Explanation | For actual GUI_GRID |\n|---|---|---|---|\n| X: | 0 | Horizontal origin | `(safeZoneX)` |\n| Y: | 0 | Vertical origin | `(safeZoneY + safeZoneH - (((safeZoneW / safeZoneH) min 1.2) / 1.2))` |\n| Area W: | 1 | Total width of the grid | `((safeZoneW / safeZoneH) min 1.2)` |\n| Area H: | 1 | Total height of the grid | `(((safeZoneW / safeZoneH) min 1.2) / 1.2)` |\n| Segment W: | 0.025 | Width of one grid | `(((safeZoneW / safeZoneH) min 1.2) / 40)` |\n| Segment H: | 0.04 | Height of one grid | `((((safeZoneW / safeZoneH) min 1.2) / 1.2) / 25)` |\n| Variable: | GUI_GRID | Variable when grid is exported | GUI_GRID |\n\nTo fix this you can press <kbd>Ctrl</kbd> + <kbd>G</kbd> to define your own grid. Be aware that it is not saved when closing the GUI editor. This is what it should be like:\n\nTo use other grids you have to replace all macros. For GUI_GRID this would mean:\n\n```cpp\n//--- New grid for new A3 displays\n#define GUI_GRID_WAbs        ((safezoneW / safezoneH) min 1.2)\n#define GUI_GRID_HAbs        (GUI_GRID_WAbs / 1.2) //--- Replace GUI_GRID_WAbs\n#define GUI_GRID_W            (GUI_GRID_WAbs / 40) //--- Replace GUI_GRID_WAbs\n#define GUI_GRID_H            (GUI_GRID_HAbs / 25) //--- Replace GUI_GRID_HAbs\n#define GUI_GRID_X            (safezoneX)\n#define GUI_GRID_Y            (safezoneY + safezoneH - GUI_GRID_HAbs) //--- Replace GUI_GRID_HAbs\n```\n\nWill become:\n\n```cpp\n//--- New grid for new A3 displays\n#define GUI_GRID_WAbs        ((safezoneW / safezoneH) min 1.2)\n#define GUI_GRID_HAbs        (((safezoneW / safezoneH) min 1.2)/ 1.2)\n#define GUI_GRID_W            (((safezoneW / safezoneH) min 1.2)/ 40)\n#define GUI_GRID_H            ((((safezoneW / safezoneH) min 1.2)/ 1.2)/ 25)\n#define GUI_GRID_X            (safezoneX)\n#define GUI_GRID_Y            (safezoneY + safezoneH - (((safezoneW / safezoneH) min 1.2)/ 1.2))\n```\n\n### The size/sizeEx attribute\n\n> [!NOTE]\n> **sizeEx** and **size** both have the same functionality. Some controls use the **size** property, others **sizeEx**.\n\nSome controls make use of the `size` or `sizeEx` attribute. These attributes set the fontsize of the control. They expect a number in the format of UI coordinates, therefore you should use the same coordinates as the one you used for the `h` attribute, e.g:\n\n```cpp\nclass TextControl : RscText\n{\n    text = \"Large text\";\n    x = GUI_GRID_CENTER_X + 1 * GUI_GRID_CENTER_W;\n    y = GUI_GRID_CENTER_Y + 0 * GUI_GRID_CENTER_H;\n    w = 23 * GUI_GRID_CENTER_W;\n    h = 2 * GUI_GRID_CENTER_H;\n    sizeEx = 2 * GUI_GRID_CENTER_H;\n};\n```\n\nYou can also use the following defines for GUI_GRIDs:\n\n```cpp\n#define GUI_TEXT_SIZE_SMALL (GUI_GRID_H * 0.8)\n#define GUI_TEXT_SIZE_MEDIUM (GUI_GRID_H * 1)\n#define GUI_TEXT_SIZE_LARGE (GUI_GRID_H * 1.2)\n```\n\nAnd for the pixelGrid:\n\n```cpp\nclass TextControl : ctrlStructuredText\n{\n    text = \"Large text\";\n    x = CENTER_X - 20 * GRID_W;\n    y = CENTER_Y - 5 * GRID_H;\n    w = 40 * GRID_W;\n    h = 10 * GRID_H;\n    size = 10 * GRID_H;\n};\n```\n\nWith the defines from `macroexecs.inc` and `macros.inc`:\n\n```cpp\nclass TextControl : RscText\n{\n    text = \"Large text\";\n    x = CENTER_X - 20 * GRID_W;\n    y = CENTER_Y - 5 * GRID_H;\n    w = 40 * GRID_W;\n    h = 10 * GRID_H;\n    sizeEx = SIZEEX_PURISTA(SIZE_M); // A macro used to easily set the font size according to some predefined size values and a coefficient. The macro gets the size nearest to the one which was inputted.\n};\n```\n\nList of available pixelGrid font sizes:\n\n| sizeEx |  |  | size |  |\n|---|---|---|---|---|\n| #define | Value |  | #define | Value |\n| SIZEEX_XS | 3.0 |  | SIZE_XS | 3.5 |\n| SIZEEX_S | 4.0 |  | SIZE_S | 4 |\n| SIZEEX_M | 4.5 |  | SIZE_M | 5 |\n| SIZEEX_L | 5.0 |  | SIZE_L | 5 |\n| SIZEEX_XL | 6.0 |  | SIZE_XL | 6 |\n\n### Converting to relative position or pixel position\n\nSince the GUI coordinates are only usable in the game, here are some ways to convert a given screen position to either relative position or pixel position:\nA given screen coordinate on the x axis is given by the equation:\n\n```sqf\nx = safeZoneX + A * safeZoneW\n```\n\nWhere `x` is the coordinate from Arma and `A` is the relative position of that coordinate. When we solve for A we get:\n\n```sqf\nA = (x - safeZoneX) / safeZoneW\n```\n\nWe can do the same with the Y coordinate:\n\n```sqf\ny = safeZoneY + B * safeZoneH\nB = (y - safeZoneY) / safeZoneH\n```\n\nIf we want to have the pixel position we can simply use pixelW and pixelH instead of safeZoneW and safeZoneH:\n\n```sqf\nx = safeZoneX + C * pixelW\nC = (x - safeZoneX) / pixelW\n\ny = safeZoneY + D * pixelH\nD = (y - safeZoneY) / pixelH\n```\n\nHere is an implementation of this calculation in sqf which you can execute in Eden:\n\n```sqf\nfindDisplay 313 displayRemoveEventHandler [\"MouseMoving\", missionNamespace getVariable [\"EHID\", -1]];\nEHID = findDisplay 313 displayAddEventHandler [\"MouseMoving\", {\n    params [\"_display\", \"_xPos\", \"_yPos\"];\n    toFixed 5;\n    _mp = getMousePosition;\n    _mp params [\"_xp\", \"_yp\"];\n    _mpRel = [\n        (_xp - safeZoneX) / safeZoneW,\n        (_yp - safeZoneY) / safeZoneH\n    ];\n\n    _mpPixel = [\n        (_xp - safeZoneX) / pixelW,\n        (_yp - safeZoneY) / pixelH\n    ] apply { round _x };\n\n    systemChat format [\"Absolute: %1 | Relative: %2 | Pixel: %3\", _mp, _mpRel, _mpPixel];\n}];\n```\n\nAn application of this method can be found in this [BI Forum thread](https://forums.bohemia.net/forums/topic/233823-how-to-recognize-coordinates-of-4-corners-of-screenshot/).","sections":[{"heading":"Example","level":3,"markdown":"Arma 3 v1.66\nYou can check some of the grid systems on an interactive test menu ingame:\n\n- Open Eden Editor\n- Open debug console (Tools > Debug Console)\n- Execute this code while in Editor Edit mode:\n\n  ```sqf\n  findDisplay 313 createDisplay \"RscTestGrids\";\n  ```\n\nOr\n\n- Execute this code while in Editor Preview mode:\n\n  ```sqf\n  createDialog \"RscTestGrids\";\n  ```\n\nThis will create a menu where you can see how all grid systems react to specific resolutions, aspect ratios and interface sizes.\n\n- Hovering over each grid will show a detailed description in tooltip.\n- Data for each grid shows the current size and max number of grids horizontally and vertically. Useful for making sure your menu proportions will work in all combinations.\n- Click COPY TO CLIPBOARD button to copy a code with an example that can be used directly in Config.cpp or Description.ext."},{"heading":"Grids","level":3,"markdown":""},{"heading":"Choosing a grid","level":4,"markdown":"You have the choice between the following grids:\n\n- Absolute\n- SafeZone\n- GUI_GRID\n- PixelGrid\n\nThe following table contains some scenarios and which grid to choose accordingly.\n\n| Scenario | Grid |\n|---|---|\n| Creating a UI with the same style as all ingame dialogs in Arma 3 | GUI_GRID |\n| Extending an Arma 3 UI | GUI_GRID |\n| Creating/Extending a UI for Eden | PixelGrid |\n| Creating a new and completely custom UI | PixelGrid |\n| Working with relative positions (e.g. 50% of the screen) | SafeZone |"},{"heading":"Absolute","level":4,"markdown":"Operation Flashpoint v1.00\nThe absolute grid refers to a 4:3 screen with UI size \"Very Large\". It is the oldest of the three grids (absolute, safeZone and pixelGrid). Because of this it is never advisable to use it. Config example:\n\n```cpp\nclass TextAbsolute : RscText\n{\n    text = \"Absolute grid\";\n    x = 0;\n    y = 0.5;\n    w = 0.15;\n    h = 0.028;\n};\n```"},{"heading":"SafeZone","level":4,"markdown":"Arma 2 v1.00\n\nTo keep the dialog on screen the safeZone values were introduced. For more information see the SafeZone dedicated page. Here is a quick overview over the six commands:\n\n| Command | Explanation |\n|---|---|\n| safeZoneX | The left edge of the screen on SINGLE monitor settings. |\n| safeZoneXAbs | The left edge of the screen on MULTIPLE monitors (Triple Head, three screens). |\n| safeZoneY | The top edge of the screen. |\n| safeZoneW | The width of the screen in a SINGLE monitor setup (or the center one in case of triple head). |\n| safeZoneWAbs | The width of a triple head setup. In case of a single monitor this is equal to safeZoneW. |\n| safeZoneH | The height of the screen |\n\n```cpp\n//--- Text box which covers the top right quarter of the (center) screen\nclass TextboxTopRightQuarter : RscText\n{\n    x = safezoneX + 0.5 * safeZoneW;\n    y = safezoneY;\n    w = 0.5 * safezoneW;\n    h = 0.5 * safezoneH;\n};\n//--- Textbox which covers the entire screen on a triple head setup\nclass TextboxFullTripleScreen : RscText\n{\n    x = safeZoneXAbs;\n    y = safeZoneY;\n    w = safeZoneWAbs;\n    h = safeZoneH;\n};\n```"},{"heading":"GUI_GRID","level":4,"markdown":"Arma 3 v0.50\n\nThe GUI_GRID is based on the safeZone grid and is used by the majority of the game's dialogs. The additional functionality is the possibility to stay on screen even with different user settings such as aspect ratio or UI scale. It also helps to keep a uniform style between dialogs. If you are using the base classes starting with \"Rsc\" then it is advisable to use this grid as some attributes (eg. fonts) will only scale correctly with this grid. The defines for use in configs and scripts can be accessed by adding this line to your config:\n\n```cpp\n#include \"\\a3\\ui_f\\hpp\\definecommongrids.inc\"\n```\n\nThe following table will list the most commonly used grids which are defined in said file. To use them add the appropiate suffix _X, _Y, _W or _H to the variable name, eg GUI_GRID includes GUI_GRID_X, GUI_GRID_Y, GUI_GRID_W and GUI_GRID_H. The second and third column refer to where the dialog will originate from on other UI sizes.\n\n| #define | Horizontal | Vertical | Notes |\n|---|---|---|---|\n| GUI_GRID | Left | Bottom | Example: Escape menu (RscDisplayInterrupt) |\n| GUI_GRID_CENTER | Center | Middle | Example: RscDisplayTeamSwitch |\n| GUI_GRID_TOPCENTER | Center | Top |  |\n| GUI_GRID_BOTTOMCENTER | Center | Bottom | Example: Revive UI |\n| GUI_GRID_CENTER_BOTTOM | Center | Bottom | Same as GUI_GRID_BOTTOMCENTER |\n| GUI_GRID_TOPLEFT | Left | Top | Diary (the top left part of the map) |\n\nAdditionally you can add the following macros to cover the remaining positions (left center, entire right side):\n\n```cpp\n#define GUI_GRID_CENTERLEFT_X GUI_GRID_X\n#define GUI_GRID_CENTERLEFT_Y GUI_GRID_CENTER_Y\n#define GUI_GRID_CENTERLEFT_W GUI_GRID_W\n#define GUI_GRID_CENTERLEFT_H GUI_GRID_H\n\n#define GUI_GRID_TOPRIGHT_X (safeZoneX + safeZoneW - GUI_GRID_WAbs)\n#define GUI_GRID_TOPRIGHT_Y (safeZoneY)\n#define GUI_GRID_TOPRIGHT_W GUI_GRID_W\n#define GUI_GRID_TOPRIGHT_H GUI_GRID_H\n\n#define GUI_GRID_CENTERRIGHT_X GUI_GRID_TOPRIGHT_X\n#define GUI_GRID_CENTERRIGHT_Y GUI_GRID_CENTER_Y\n#define GUI_GRID_CENTERRIGHT_W GUI_GRID_W\n#define GUI_GRID_CENTERRIGHT_H GUI_GRID_H\n\n#define GUI_GRID_BOTTOMRIGHT_X GUI_GRID_TOPRIGHT_X\n#define GUI_GRID_BOTTOMRIGHT_Y GUI_GRID_Y\n#define GUI_GRID_BOTTOMRIGHT_W GUI_GRID_W\n#define GUI_GRID_BOTTOMRIGHT_H GUI_GRID_H\n```\n\nThe GUI_GRID divides the screen into 40 parts on the horizontal axis and into 25 vertically. Therefore no content should have negative x or y values nor should it exceed a width of 40 or a height of 25. Using a height of 25 or width of 40 is not the same as using screen height or width because the GUI_GRID will get smaller with smaller UI sizes as it should be. Examples:\n\n```cpp\n//--- Okay, will use entire available space:\nx = GUI_GRID_CENTER_X + 0 * GUI_GRID_CENTER_W;\ny = GUI_GRID_CENTER_Y + 0 * GUI_GRID_CENTER_H;\nw = 40 * GUI_GRID_CENTER_W;\nh = 25 * GUI_GRID_CENTER_H;\n```\n\n```cpp\n//--- NOT okay:\nx = GUI_GRID_CENTER_X - 1 * GUI_GRID_CENTER_W;\ny = GUI_GRID_CENTER_Y - 1 * GUI_GRID_CENTER_H;\nw = 50 * GUI_GRID_CENTER_W;\nh = 30 * GUI_GRID_CENTER_H;\n```\n\nThe second example will dissapear on certain settings on the left and top edge as well as exceed the screen's width and height.\n\nHere is a copy paste example:\n\n```cpp\n#include \"\\a3\\ui_f\\hpp\\definecommongrids.inc\"\n#define GUI_TEXT_SIZE_SMALL     (GUI_GRID_H * 0.8)\n#define GUI_TEXT_SIZE_MEDIUM     (GUI_GRID_H * 1)\n#define GUI_TEXT_SIZE_LARGE     (GUI_GRID_H * 1.2)\nclass RscStructuredText\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_STRUCTURED_TEXT;\n    idc = -1;\n    style = ST_LEFT;\n    colorText[] = {1,1,1,1};\n    class Attributes\n    {\n        font = \"RobotoCondensed\";\n        color = \"#ffffff\";\n        colorLink = \"#D09B43\";\n        align = \"left\";\n        shadow = 1;\n    };\n    x = 0;\n    y = 0;\n    h = 0;\n    w = 0;\n    text = \"\";\n    size = GUI_TEXT_SIZE_MEDIUM;\n    shadow = 1;\n};\nclass MyDialog\n{\n    idd = -1;\n    class controls\n    {\n        class TextGUIGRID : RscStructuredText\n        {\n            text = \"Text on the left bottom\";\n            x = GUI_GRID_X + 0 * GUI_GRID_W;\n            y = GUI_GRID_Y + 24 * GUI_GRID_H;\n            w = 40 * GUI_GRID_W;\n            h = 1 * GUI_GRID_H;\n        };\n        class TextGUIGRIDCENTER : RscStructuredText\n        {\n            text = \"<t align='center'>Text in the middle</t>\";\n            x = GUI_GRID_CENTER_X + 0 * GUI_GRID_CENTER_W;\n            y = GUI_GRID_CENTER_Y + 12.5 * GUI_GRID_CENTER_H;\n            w = 40 * GUI_GRID_CENTER_W;\n            h = 1 * GUI_GRID_CENTER_H;\n        };\n        class TextGUIGRIDTOPCENTER : RscStructuredText\n        {\n            text = \"<t align='center'>Text in the top center</t>\";\n            x = GUI_GRID_TOPCENTER_X + 0 * GUI_GRID_TOPCENTER_W;\n            y = GUI_GRID_TOPCENTER_Y + 0 * GUI_GRID_TOPCENTER_H;\n            w = 40 * GUI_GRID_TOPCENTER_W;\n            h = 1 * GUI_GRID_TOPCENTER_H;\n        };\n        class TextGUIGRIDBOTTOMCENTER : RscStructuredText\n        {\n            text = \"<t align='center'>Text bottom center</t>\";\n            x = GUI_GRID_BOTTOMCENTER_X + 0 * GUI_GRID_BOTTOMCENTER_W;\n            y = GUI_GRID_BOTTOMCENTER_Y + 24 * GUI_GRID_BOTTOMCENTER_H;\n            w = 40 * GUI_GRID_BOTTOMCENTER_W;\n            h = 1 * GUI_GRID_BOTTOMCENTER_H;\n        };\n        class TextGUIGRIDTOPLEFT : TextGUIGRID\n        {\n            text = \"Text on the left top\";\n            x = GUI_GRID_TOPLEFT_X + 0 * GUI_GRID_TOPLEFT_W;\n            y = GUI_GRID_TOPLEFT_Y + 0 * GUI_GRID_TOPLEFT_H;\n            // w and h are inherited from TextGUIGRID\n            // GUI_GRID_name_W and GUI_GRID_name_H are the same for every define\n        };\n    };\n};\n```"},{"heading":"Pixel Grid","level":4,"markdown":"Arma 3 v1.60 Arma 3 v1.62\nThe pixel grid system was introduced to resolve issues with UI elements which appeared not as they should be because of the fact that the computer can't draw in between pixels. For a more in depth explanation of the grid go to the dedicated BIKI page. The base controls from which to inherit from usually start with ctrl, eg. ctrlPicture, ctrlStrucuturedText, etc.. Mixing controls with different grids on the same dialog might lead to undesired visuals."},{"heading":"Commands","level":5,"markdown":"| Command | Explanation |\n|---|---|\n| pixelW | Width of one pixel. On displays with too fine resolution (e.g., 4K), it can get too small for practical use. |\n| pixelH | Height of one pixel. On displays with too fine resolution (e.g., 4K), it can get too small for practical use. |\n| pixelGrid | Multiplier based on resolution, interface size and some config values. It can be divided by up to 4 and still be a whole number. Due to this rounding, some interface sizes may use the same value. |\n| pixelGridBase | Multiplier only based on the screen resolution. |\n| pixelGridNoUIScale | Similar to pixelGrid, but affected only by resolution, not interface size. Usually used to keep some important elements, e.g., spotlight buttons in the main menu. |"},{"heading":"Includes","level":5,"markdown":"```cpp\n#include \"\\a3\\3DEN\\UI\\macros.inc\"\n#include \"\\a3\\3DEN\\UI\\macroexecs.inc\"\n```\n\n| #define | Explanation |\n|---|---|\n| GRID_W | Width of one grid |\n| GRID_H | Height of one grid |\n| CENTER_X | Vertical screen center |\n| CENTER_Y | Horizontal screen center |"},{"heading":"Examples","level":5,"markdown":"```cpp\n#include \"\\a3\\3DEN\\UI\\macros.inc\"\n#include \"\\a3\\3DEN\\UI\\macroexecs.inc\"\nclass ctrlDefaultText : ctrlDefault\n{\n    sizeEx = \"4.32 * (1 / (getResolution select 3)) * pixelGrid * 0.5\";\n    font = \"RobotoCondensedLight\";\n    shadow = 1;\n};\nclass ctrlStructuredText : ctrlDefaultText\n{\n    type = CT_STRUCTURED_TEXT;\n    colorBackground[] = {0,0,0,0};\n    size = \"4.32 * (1 / (getResolution select 3)) * pixelGrid * 0.5\";\n    text = \"\";\n    class Attributes\n    {\n        align = \"left\";\n        color = \"#ffffff\";\n        colorLink = \"\";\n        size = 1;\n        font = \"RobotoCondensedLight\";\n    };\n    onCanDestroy = \"\";\n    onDestroy = \"\";\n};\nclass MyPixelGridDialog\n{\n    idd = -1;\n    class controls\n    {\n        class TextLeftTop : ctrlStructuredText\n        {\n            text = \"Left top\";\n            x = safeZoneX + 0 * GRID_W;\n            y = safeZoneY + 0 * GRID_H;\n            w = 50 * GRID_W;\n            h = 5 * GRID_H;\n            colorBackground[] = {1,0,0,1};\n        };\n        class TextCenterMiddle : TextLeftTop\n        {\n            text = \"Center middle\";\n            x = CENTER_X - 25 * GRID_W;\n            y = CENTER_Y - 2.5 * GRID_H;\n        };\n        class TextRightBottom : TextLeftTop\n        {\n            text = \"Left bottom\";\n            x = safeZoneX + safeZoneW - 50 * GRID_W;\n            y = safeZoneY + safeZoneH - 5 * GRID_H;\n        };\n    };\n};\n```"},{"heading":"Controls Groups","level":3,"markdown":"The calculation of the x and y coordinates of a control within a CT_CONTROLS_GROUP are relative to the controlsGroup's position, so a position of `[0,0]` would be in the top left corner of the controlsGroup. Negative values will make content inaccessible. Controls which lie outside of the controls groups area or exceed its width or height will add scrollbars to the controls group. Here is an example which positions a control inside of a controls group so that it covers the top left quarter of the screen while the controls group theoretically covers the entire screen:\n\n```cpp\nimport RscControlsGroup;\nimport RscText;\nclass RscTestDialog\n{\n    idd = -1;\n    class Controls\n    {\n        class Group : RscControlsGroup\n        {\n            idc = -1;\n            x = safeZoneX;\n            y = safeZoneY;\n            w = safeZoneW;\n            h = safeZoneH;\n            class Controls\n            {\n                class Text : RscText\n                {\n                    idc = -1;\n                    colorBackground[] = {1,0,0,0.2};\n                    x = 0;\n                    y = 0;\n                    w = 0.5 * safeZoneW;\n                    h = 0.5 * safeZoneH;\n                };\n            };\n        };\n    };\n};\n```"},{"heading":"Using the grids in the GUI Editor","level":3,"markdown":"The currently used grid in the GUI editor is the GUI_GRID but only in name. It actually uses the absolute grid:\n\n| GUI Editor | Arma 3 default | Explanation | For actual GUI_GRID |\n|---|---|---|---|\n| X: | 0 | Horizontal origin | `(safeZoneX)` |\n| Y: | 0 | Vertical origin | `(safeZoneY + safeZoneH - (((safeZoneW / safeZoneH) min 1.2) / 1.2))` |\n| Area W: | 1 | Total width of the grid | `((safeZoneW / safeZoneH) min 1.2)` |\n| Area H: | 1 | Total height of the grid | `(((safeZoneW / safeZoneH) min 1.2) / 1.2)` |\n| Segment W: | 0.025 | Width of one grid | `(((safeZoneW / safeZoneH) min 1.2) / 40)` |\n| Segment H: | 0.04 | Height of one grid | `((((safeZoneW / safeZoneH) min 1.2) / 1.2) / 25)` |\n| Variable: | GUI_GRID | Variable when grid is exported | GUI_GRID |\n\nTo fix this you can press <kbd>Ctrl</kbd> + <kbd>G</kbd> to define your own grid. Be aware that it is not saved when closing the GUI editor. This is what it should be like:\n\nTo use other grids you have to replace all macros. For GUI_GRID this would mean:\n\n```cpp\n//--- New grid for new A3 displays\n#define GUI_GRID_WAbs        ((safezoneW / safezoneH) min 1.2)\n#define GUI_GRID_HAbs        (GUI_GRID_WAbs / 1.2) //--- Replace GUI_GRID_WAbs\n#define GUI_GRID_W            (GUI_GRID_WAbs / 40) //--- Replace GUI_GRID_WAbs\n#define GUI_GRID_H            (GUI_GRID_HAbs / 25) //--- Replace GUI_GRID_HAbs\n#define GUI_GRID_X            (safezoneX)\n#define GUI_GRID_Y            (safezoneY + safezoneH - GUI_GRID_HAbs) //--- Replace GUI_GRID_HAbs\n```\n\nWill become:\n\n```cpp\n//--- New grid for new A3 displays\n#define GUI_GRID_WAbs        ((safezoneW / safezoneH) min 1.2)\n#define GUI_GRID_HAbs        (((safezoneW / safezoneH) min 1.2)/ 1.2)\n#define GUI_GRID_W            (((safezoneW / safezoneH) min 1.2)/ 40)\n#define GUI_GRID_H            ((((safezoneW / safezoneH) min 1.2)/ 1.2)/ 25)\n#define GUI_GRID_X            (safezoneX)\n#define GUI_GRID_Y            (safezoneY + safezoneH - (((safezoneW / safezoneH) min 1.2)/ 1.2))\n```"},{"heading":"The size/sizeEx attribute","level":3,"markdown":"> [!NOTE]\n> **sizeEx** and **size** both have the same functionality. Some controls use the **size** property, others **sizeEx**.\n\nSome controls make use of the `size` or `sizeEx` attribute. These attributes set the fontsize of the control. They expect a number in the format of UI coordinates, therefore you should use the same coordinates as the one you used for the `h` attribute, e.g:\n\n```cpp\nclass TextControl : RscText\n{\n    text = \"Large text\";\n    x = GUI_GRID_CENTER_X + 1 * GUI_GRID_CENTER_W;\n    y = GUI_GRID_CENTER_Y + 0 * GUI_GRID_CENTER_H;\n    w = 23 * GUI_GRID_CENTER_W;\n    h = 2 * GUI_GRID_CENTER_H;\n    sizeEx = 2 * GUI_GRID_CENTER_H;\n};\n```\n\nYou can also use the following defines for GUI_GRIDs:\n\n```cpp\n#define GUI_TEXT_SIZE_SMALL (GUI_GRID_H * 0.8)\n#define GUI_TEXT_SIZE_MEDIUM (GUI_GRID_H * 1)\n#define GUI_TEXT_SIZE_LARGE (GUI_GRID_H * 1.2)\n```\n\nAnd for the pixelGrid:\n\n```cpp\nclass TextControl : ctrlStructuredText\n{\n    text = \"Large text\";\n    x = CENTER_X - 20 * GRID_W;\n    y = CENTER_Y - 5 * GRID_H;\n    w = 40 * GRID_W;\n    h = 10 * GRID_H;\n    size = 10 * GRID_H;\n};\n```\n\nWith the defines from `macroexecs.inc` and `macros.inc`:\n\n```cpp\nclass TextControl : RscText\n{\n    text = \"Large text\";\n    x = CENTER_X - 20 * GRID_W;\n    y = CENTER_Y - 5 * GRID_H;\n    w = 40 * GRID_W;\n    h = 10 * GRID_H;\n    sizeEx = SIZEEX_PURISTA(SIZE_M); // A macro used to easily set the font size according to some predefined size values and a coefficient. The macro gets the size nearest to the one which was inputted.\n};\n```\n\nList of available pixelGrid font sizes:\n\n| sizeEx |  |  | size |  |\n|---|---|---|---|---|\n| #define | Value |  | #define | Value |\n| SIZEEX_XS | 3.0 |  | SIZE_XS | 3.5 |\n| SIZEEX_S | 4.0 |  | SIZE_S | 4 |\n| SIZEEX_M | 4.5 |  | SIZE_M | 5 |\n| SIZEEX_L | 5.0 |  | SIZE_L | 5 |\n| SIZEEX_XL | 6.0 |  | SIZE_XL | 6 |"},{"heading":"Converting to relative position or pixel position","level":3,"markdown":"Since the GUI coordinates are only usable in the game, here are some ways to convert a given screen position to either relative position or pixel position:\nA given screen coordinate on the x axis is given by the equation:\n\n```sqf\nx = safeZoneX + A * safeZoneW\n```\n\nWhere `x` is the coordinate from Arma and `A` is the relative position of that coordinate. When we solve for A we get:\n\n```sqf\nA = (x - safeZoneX) / safeZoneW\n```\n\nWe can do the same with the Y coordinate:\n\n```sqf\ny = safeZoneY + B * safeZoneH\nB = (y - safeZoneY) / safeZoneH\n```\n\nIf we want to have the pixel position we can simply use pixelW and pixelH instead of safeZoneW and safeZoneH:\n\n```sqf\nx = safeZoneX + C * pixelW\nC = (x - safeZoneX) / pixelW\n\ny = safeZoneY + D * pixelH\nD = (y - safeZoneY) / pixelH\n```\n\nHere is an implementation of this calculation in sqf which you can execute in Eden:\n\n```sqf\nfindDisplay 313 displayRemoveEventHandler [\"MouseMoving\", missionNamespace getVariable [\"EHID\", -1]];\nEHID = findDisplay 313 displayAddEventHandler [\"MouseMoving\", {\n    params [\"_display\", \"_xPos\", \"_yPos\"];\n    toFixed 5;\n    _mp = getMousePosition;\n    _mp params [\"_xp\", \"_yp\"];\n    _mpRel = [\n        (_xp - safeZoneX) / safeZoneW,\n        (_yp - safeZoneY) / safeZoneH\n    ];\n\n    _mpPixel = [\n        (_xp - safeZoneX) / pixelW,\n        (_yp - safeZoneY) / pixelH\n    ] apply { round _x };\n\n    systemChat format [\"Absolute: %1 | Relative: %2 | Pixel: %3\", _mp, _mpRel, _mpPixel];\n}];\n```\n\nAn application of this method can be found in this [BI Forum thread](https://forums.bohemia.net/forums/topic/233823-how-to-recognize-coordinates-of-4-corners-of-screenshot/)."}],"categories":["GUI Topics"],"groups":["GUI"]},{"name":"Arma 3: Headless Client","title":"Arma 3: Headless Client","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Headless_Client","revid":352522,"updated":"2024-02-12T16:42:16Z","aliases":["Arma 3 Headless Client"],"markdown":"- Headless Client is used to offload AI calculations from the server instance\n- Headless Client is integrated into game client and dedicated server executable (Windows and Linux, use -client parameter)\n- The server doesn't allow arbitrary connections from headless clients if you do not define the headless clients IPs in the **server.cfg**, the below value defines accepted IP Addresses from Headless Clients.\n\nMultiple Connections and Addresses are allowed in the case of more than one Headless Client\n\n```cpp\nheadlessClients[] = { \"xxx.xxx.xxx.xxx\", ... };\n```\n\nAdditionally to define clients with *unlimited* bandwidth and *nearly no latency* you must include theirs IPs in the **server.cfg** too:\n\n```cpp\nlocalClient[] = { \"127.0.0.1\", ... };\n```\n\n- Missions need to be changed a little to support headless clients:\n  - extract AI to separate AI script\n  - edit init.sqf to execute an extracted AI on headless client\n  - place headless client unit\n- in scripts the headless clients may be identified by its name, multiple headless clients are supported\n\nHeadless Clients are rather similar to players:\n\n- The Array returned by the allPlayers command also contains Headless Clients.\n- The player command returns the Headless Client Entity on the Headless Client's machine.\n- Using isPlayer with a Headless Client Entity returns true if a Headless Client is connected to the corresponding slot.\n- Headless Clients execute init.sqf and initPlayerLocal.sqf.\n- Headless Clients trigger initPlayerServer.sqf.\n\n### Spawning the AI\n\n1. Add a **Headless Client** entity to the mission:\n   1. Add a player unit\n   1. Then you can insert a Headless Client unit:\n\n      ```\n      SIDE: Game Logic, CLASS: Virtual Entities, UNIT: Headless Client, CONTROL: Playable, NAME: somename\n      ```\n   1. Don't forget to set NAME property, it is necessary for the Headless Client to work correctly. The name can also be used to identify Headless Clients in scripts (by checking it against player).\n   1. Each Headless Client unit will add one Headless Client slot - missions may contain multiple Headless Client units\n1. Create a script that will spawn AI (in the examples below we will use \"init_HC.sqf\"). To execute it on the Headless Client you have the two following options.\n\n   **Execute the script at mission start**\n   - This method will make your mission spawn the AI **only if** a Headless Client is present. However it is the most simple to set up.\n   1. Add the following to the beginning of init.sqf:\n\n      ```sqf\n      if (!hasInterface && !isServer) then\n      {\n          execVM \"init_HC.sqf\";\n      };\n      ```\n\n   **Execute the script via a mission parameter**\n   - If you intend to share your mission this method is more desirable as it means players do not need a Headless Client to play it.\n   1. First define a function to be used to run the headless client script file. Here's what it should look like in description.ext:\n\n      ```cpp\n      class cfgFunctions\n      {\n          class myTag\n          {\n              class myCategory\n              {\n                  class myFunction {};\n              };\n          };\n      };\n      ```\n\n      The reason we want to define a function is because it can be used within the mission parameter framework to execute the AI spawning script as soon as possible while still allowing the mission to reliably work with or without a headless client.\n   1. Add the following code to your function:\n\n      ```sqf\n      if ((_this select 0) == 1) then\n      {    // Run on the HC only\n          if !(isServer or hasInterface) then\n          {\n              execVM \"init_HC.sqf\";\n          };\n      } else {\n          // Run on the server only\n          if (isServer) then\n          {\n              execVM \"init_HC.sqf\";\n          };\n      };\n      ```\n\n      This code will be passed the value of the mission parameter defined in the next step, which is where the magic variable _this comes from. It executes the AI spawning script based on the value of the parameter and whether the local machine is the server or a headless client.\n   1. Finally define a mission parameter that players can use to enable/disable use of the headless client. Here's what it should look like in description.ext:\n\n      ```cpp\n      class params\n      {\n          class headlessClient\n          {\n              title = \"Headless Client\";\n              texts[] = {\"Disabled\",\"Enabled\"};\n              values[] = {0, 1};\n              default = 0;\n              function = \"myTag_fnc_myFunction\";\n              isGlobal = 1;\n          };\n      };\n      ```\n\nThe two important values here are \"function\" and \"isGlobal\". The function value must correspond to the name of the function defined in step 1. The isGlobal value must be set to 1 so that the function is ran by all machines. This means that the function is executed on any headless clients as well as the server so that it can decide where it is suitable to execute the AI spawning script (based on the value of the parameter).\n\n1. Repeat step 1 for the amount of Headless Clients your mission is designed to use. For multiple you must use the NAME property from step 1 to identify them individually within init_HC.sqf\n\n### Server\n\n1. add headless client IP address into server.cfg (you can use more than one address):\n\n   ```cpp\n   headlessClients[] = { \"xxx.xxx.xxx.xxx\", \"xxx.xxx.xxx.xxx\", \"xxx.xxx.xxx.xxx\" };\n   ```\n1. to run Arma 3 Dedicated Server use one of these commands:\n\n   ```\n   Windows: arma3server.exe -config=server.cfg\n   Windows: arma3.exe -server -config=server.cfg\n   Linux: arma3server -config=server.cfg\n   ```\n\n### Headless Client\n\n1. to run Arma 3 Headless Client use one of these commands:\n\n   ```\n   Windows: arma3server.exe -client -connect=xxx.xxx.xxx.xxx -password=yourpass\n   Windows: arma3.exe -client -connect=xxx.xxx.xxx.xxx -password=yourpass\n   Linux: arma3server -client -connect=xxx.xxx.xxx.xxx -password=yourpass\n   ```\n1. your client will be automatically connected to a free headless client slot\n1. you can run arbitrary number of headless clients on the same machine\n\n### Overview of running options\n\n- Main game executable (Windows only)\n\n  ```\n  arma3.exe\n  arma3.exe -server\n  arma3.exe -client\n  ```\n- Windows server executable\n\n  ```\n  arma3server.exe\n  arma3server.exe -client\n  ```\n- Linux server executable\n\n  ```\n  arma3server\n  arma3server -client\n  ```\n\n### Mods\n\nHeadless Clients are excluded from signature verification, therefore any mod can be used with the \"-mod=\" option.\n\n\"-serverMod=\" does not work when used alongside \"-client\".\n\n### GUI\n\n- Headless clients can be seen in the Role assignment display when creating a MP game\n  - If you are admin (host)\n    - You will see HCs listed in the Players list on the right\n    - You will see a category called Virtual (it can contain both Zeus and HCs) on the left\n    - Note: HCs are automatically assigned to their slots\n  - If you are normal player\n    - You won't see any HCs anywhere\n    - You won't see any Virtual category (if the mission contains Zeus then there will be Zeus category)\n- In-game UI\n  - HCs are listed with other players only if you are admin (map, tasks, kill statistics, ...)\n\n### See Also\n\n- Arma 3: Server Config File\n- [Headless Client Guide by Monsoon](https://www.dropbox.com/s/1n5a8entg3hvj5z/A3_hc_tutorial.pdf?dl=0)","sections":[{"heading":null,"level":1,"markdown":"- Headless Client is used to offload AI calculations from the server instance\n- Headless Client is integrated into game client and dedicated server executable (Windows and Linux, use -client parameter)\n- The server doesn't allow arbitrary connections from headless clients if you do not define the headless clients IPs in the **server.cfg**, the below value defines accepted IP Addresses from Headless Clients.\n\nMultiple Connections and Addresses are allowed in the case of more than one Headless Client\n\n```cpp\nheadlessClients[] = { \"xxx.xxx.xxx.xxx\", ... };\n```\n\nAdditionally to define clients with *unlimited* bandwidth and *nearly no latency* you must include theirs IPs in the **server.cfg** too:\n\n```cpp\nlocalClient[] = { \"127.0.0.1\", ... };\n```\n\n- Missions need to be changed a little to support headless clients:\n  - extract AI to separate AI script\n  - edit init.sqf to execute an extracted AI on headless client\n  - place headless client unit\n- in scripts the headless clients may be identified by its name, multiple headless clients are supported\n\nHeadless Clients are rather similar to players:\n\n- The Array returned by the allPlayers command also contains Headless Clients.\n- The player command returns the Headless Client Entity on the Headless Client's machine.\n- Using isPlayer with a Headless Client Entity returns true if a Headless Client is connected to the corresponding slot.\n- Headless Clients execute init.sqf and initPlayerLocal.sqf.\n- Headless Clients trigger initPlayerServer.sqf."},{"heading":"Spawning the AI","level":3,"markdown":"1. Add a **Headless Client** entity to the mission:\n   1. Add a player unit\n   1. Then you can insert a Headless Client unit:\n\n      ```\n      SIDE: Game Logic, CLASS: Virtual Entities, UNIT: Headless Client, CONTROL: Playable, NAME: somename\n      ```\n   1. Don't forget to set NAME property, it is necessary for the Headless Client to work correctly. The name can also be used to identify Headless Clients in scripts (by checking it against player).\n   1. Each Headless Client unit will add one Headless Client slot - missions may contain multiple Headless Client units\n1. Create a script that will spawn AI (in the examples below we will use \"init_HC.sqf\"). To execute it on the Headless Client you have the two following options.\n\n   **Execute the script at mission start**\n   - This method will make your mission spawn the AI **only if** a Headless Client is present. However it is the most simple to set up.\n   1. Add the following to the beginning of init.sqf:\n\n      ```sqf\n      if (!hasInterface && !isServer) then\n      {\n          execVM \"init_HC.sqf\";\n      };\n      ```\n\n   **Execute the script via a mission parameter**\n   - If you intend to share your mission this method is more desirable as it means players do not need a Headless Client to play it.\n   1. First define a function to be used to run the headless client script file. Here's what it should look like in description.ext:\n\n      ```cpp\n      class cfgFunctions\n      {\n          class myTag\n          {\n              class myCategory\n              {\n                  class myFunction {};\n              };\n          };\n      };\n      ```\n\n      The reason we want to define a function is because it can be used within the mission parameter framework to execute the AI spawning script as soon as possible while still allowing the mission to reliably work with or without a headless client.\n   1. Add the following code to your function:\n\n      ```sqf\n      if ((_this select 0) == 1) then\n      {    // Run on the HC only\n          if !(isServer or hasInterface) then\n          {\n              execVM \"init_HC.sqf\";\n          };\n      } else {\n          // Run on the server only\n          if (isServer) then\n          {\n              execVM \"init_HC.sqf\";\n          };\n      };\n      ```\n\n      This code will be passed the value of the mission parameter defined in the next step, which is where the magic variable _this comes from. It executes the AI spawning script based on the value of the parameter and whether the local machine is the server or a headless client.\n   1. Finally define a mission parameter that players can use to enable/disable use of the headless client. Here's what it should look like in description.ext:\n\n      ```cpp\n      class params\n      {\n          class headlessClient\n          {\n              title = \"Headless Client\";\n              texts[] = {\"Disabled\",\"Enabled\"};\n              values[] = {0, 1};\n              default = 0;\n              function = \"myTag_fnc_myFunction\";\n              isGlobal = 1;\n          };\n      };\n      ```\n\nThe two important values here are \"function\" and \"isGlobal\". The function value must correspond to the name of the function defined in step 1. The isGlobal value must be set to 1 so that the function is ran by all machines. This means that the function is executed on any headless clients as well as the server so that it can decide where it is suitable to execute the AI spawning script (based on the value of the parameter).\n\n1. Repeat step 1 for the amount of Headless Clients your mission is designed to use. For multiple you must use the NAME property from step 1 to identify them individually within init_HC.sqf"},{"heading":"Server","level":3,"markdown":"1. add headless client IP address into server.cfg (you can use more than one address):\n\n   ```cpp\n   headlessClients[] = { \"xxx.xxx.xxx.xxx\", \"xxx.xxx.xxx.xxx\", \"xxx.xxx.xxx.xxx\" };\n   ```\n1. to run Arma 3 Dedicated Server use one of these commands:\n\n   ```\n   Windows: arma3server.exe -config=server.cfg\n   Windows: arma3.exe -server -config=server.cfg\n   Linux: arma3server -config=server.cfg\n   ```"},{"heading":"Headless Client","level":3,"markdown":"1. to run Arma 3 Headless Client use one of these commands:\n\n   ```\n   Windows: arma3server.exe -client -connect=xxx.xxx.xxx.xxx -password=yourpass\n   Windows: arma3.exe -client -connect=xxx.xxx.xxx.xxx -password=yourpass\n   Linux: arma3server -client -connect=xxx.xxx.xxx.xxx -password=yourpass\n   ```\n1. your client will be automatically connected to a free headless client slot\n1. you can run arbitrary number of headless clients on the same machine"},{"heading":"Overview of running options","level":3,"markdown":"- Main game executable (Windows only)\n\n  ```\n  arma3.exe\n  arma3.exe -server\n  arma3.exe -client\n  ```\n- Windows server executable\n\n  ```\n  arma3server.exe\n  arma3server.exe -client\n  ```\n- Linux server executable\n\n  ```\n  arma3server\n  arma3server -client\n  ```"},{"heading":"Mods","level":3,"markdown":"Headless Clients are excluded from signature verification, therefore any mod can be used with the \"-mod=\" option.\n\n\"-serverMod=\" does not work when used alongside \"-client\"."},{"heading":"GUI","level":3,"markdown":"- Headless clients can be seen in the Role assignment display when creating a MP game\n  - If you are admin (host)\n    - You will see HCs listed in the Players list on the right\n    - You will see a category called Virtual (it can contain both Zeus and HCs) on the left\n    - Note: HCs are automatically assigned to their slots\n  - If you are normal player\n    - You won't see any HCs anywhere\n    - You won't see any Virtual category (if the mission contains Zeus then there will be Zeus category)\n- In-game UI\n  - HCs are listed with other players only if you are admin (map, tasks, kill statistics, ...)"},{"heading":"See Also","level":3,"markdown":"- Arma 3: Server Config File\n- [Headless Client Guide by Monsoon](https://www.dropbox.com/s/1n5a8entg3hvj5z/A3_hc_tutorial.pdf?dl=0)"}],"categories":["Arma 3: Multiplayer","Arma 3: Tutorials"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: High Command","title":"Arma 3: High Command","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_High_Command","revid":343865,"updated":"2023-07-27T15:45:05Z","aliases":[],"markdown":"> [!NOTE]\n> **Arma 2: Operation Arrowhead:** For the **Arma 2** and **Arma 2: Operation Arrowhead** version see High Command.\n\nHigh Command (HC) allows the player to slip into the role of a commander. Instead of having control over a group of several units, as high commander the player can take control of serverel squads and teams.\n\n### Setting up High Command\n\n1. Create a new scenario in Eden Editor\n1. Place a player unit\n1. Place the **High Command - Commander** module\n1. Synchronize the module with the player unit\n1. Place one **High Command - Subordinate** module for each group you want the player to have control over\n1. Place one group for every **High Command - Subordinate** module. Any group type will do e.g., Sentry, Fire Team, Weapon Team, tank platoon\n1. Synchronize each group with one of the previously placed modules.\n\n#### Additional Information\n\n- If no subordinates were synchronized with the High Command - Commander module, all groups of the commander's side will automatically be added to the High Command.\n\n### Taking Control\n\nAfter pressing the **preview** button, you take control over the groups by pressing <kbd>Left Ctrl</kbd> + <kbd>Space</kbd> or the <kbd>App Menu</kbd> key. The *command bar* will now display the groups. Select them with <kbd>F1</kbd> to <kbd>F...</kbd> and give them orders.\n\n#### Requesting a SITREP\n\nTo request a SITREP, select a group with <kbd>F1</kbd> to <kbd>F...</kbd>, press <kbd>0</kbd> and then <kbd>1</kbd>. A hint will appear displaying the time, group icon and the members of the group.\n\n#### In Map View\n\nGroups can also be selected with opened map. Open the map, click on one of the group markers and then click anywhere on the map to command the group to move to this position.\n\nYour setup should now look like this\n\nHovering over the group markers in map view will also provide additional information such as condition and callsign of the group and name and rank of the group leader. Furthermore, current waypoints of the groups will also be shown on the map. They are indicated by an X symbol.\n\n##### Advanced Waypoint Usage\n\nWhen the map is opened, multiple waypoints can be place by holding <kbd>Left Ctrl</kbd> and pressing the left mouse button. Furthermore, waypoints can be dragged by selecting a waypoint and holding the left mouse button. Additionally, right clicking on a waypoint allows for further customisations such as:\n\n| Property | Description / Available Values |\n|---|---|\n| Waypoint Type | Move, Cycle, Seek and Destroy, Guard, Unload, Load, Get Out, Get In |\n| Combat Mode | Stealth, Combat, Aware, Safe, No Change |\n| Formation | Usual waypoint formations |\n| Speed | Limited, Normal, Full, No Change |\n| Timeout | Group waits `x` minutes and proceeds to the next waypoint afterward |\n| Wait Until | Group waits until a certain day time is reached and proceeds to the next waypoint afterward |\n| Radio | ? |\n| Create Task | Spawns code saved to High Command - Commander module's namespace `_logic getVariable \"onTaskCreated\"` |\n| Cancel Waypoint | Deletes the waypoint |\n\n##### Cycle Waypoint\n\nThe cycle waypoint behaves a bit differently from what we are used to. The if a waypoint it set to *cycle* the group will actually never move toward it. Also timeouts and other waypoint properties are ignored. Instead, once the cycle waypoint is the last waypoint left, the previous waypoints are re-created.\n\n### Group Type Markers\n\nIn High Command, various unit types are indicated by an icon.\n\n#### Type\n\n#### Size\n\n### Scripting\n\nThe High Command functionality can also be manipulated via scripts.\n\n|  |  |\n|---|---|\n| Get commander of a group: | hcLeader |\n| Get group parameters: | hcGroupParams |\n| Remove all subordinate groups: | hcRemoveAllGroups |\n| Get selected groups: | hcSelected |\n| Remove a group from high command: | hcRemoveGroup |\n| Force select group(s): | hcSelectGroup |\n| Add a group to high command: | hcSetGroup |\n| Manipulate command bar: | hcShowBar hcShownBar |\n| Event Handlers: | onCommandModeChanged onHCGroupSelectionChanged (stackable version) |\n\n#### All Scripting Commands\n\n- Command Group: High Command\n\n#### Scripts\n\n- `a3\\modules_f\\hc\\data\\scripts\\hc.sqf`\n- `a3\\modules_f\\hc\\data\\scripts\\hc_gui.sqf`\n- `a3\\modules_f\\hc\\data\\scripts\\hc_gui_menu.sqf`\n- `a3\\modules_f\\hc\\data\\scripts\\hc_gui_stat.sqf`\n- `a3\\modules_f\\hc\\data\\scripts\\hc_local.sqf`\n- `a3\\modules_f\\hc\\data\\scripts\\hc_sound.sqf` (Sounds are not implemented in Arma 3)\n\n#### Special Module Variables\n\n> [!IMPORTANT]\n> The following information in this section should be taken with a *grain of salt*. Some of the information might not be verified to be correct or complete!\n\nThere are more way to customize the High Command experience and behaviour, however, they are sadly hidden for beginners. Let us take a look!\nThe following variables can be set in the High Command - Commander module's namespace. Given our module's variable name is **BIS_HC_1**.\n\n##### Adding multiple commanders\n\n```sqf\nBIS_HC_1 setVariable [\"commanders\", Array, true];\n```\n\n##### Radio Triggers\n\nRadio triggers can be made available by setting\n\n```sqf\nBIS_HC_1 setVariable [\"radios\", [0, 1, 2, 3, 4, 5, 6, 7, 8, 9], true];\n```\n\n- 0: Alpha\n- 1: Bravo\n- 2: Charlie\n- 3: Delta\n- 4: Echo\n- 5: Foxtrot\n- 6: Golf\n- 7: Hotel\n- 8: India\n- 9: Juliet\n\n##### Chain of Command\n\nChain of Command can be enabled by setting\n\n```sqf\nBIS_HC_1 setVariable [\"ChainOfCommand\", true];\n```\n\n##### Code for Create Task\n\nThe code executed when the **Create Task** (see table above) is selected for a waypoint can be set with\n\n```sqf\nBIS_HC_1 setVariable [\"onTaskCreated\", Code, true];\n```\n\n##### Code for Task Assignment\n\n```sqf\nBIS_HC_1 setVariable [\"onTaskAssigned\", Code, true];\n```\n\n##### Code for RMB Menu\n\n```sqf\nBIS_HC_1 setVariable [\"RMBmenu\", Code, true];\n```\n\n### Mods\n\nSimilar to many other Arma 3 features, High Command can be modded as well. Here are *some* modifications:\n\n- [Platoon Leader: High Command Mod 1.3](https://steamcommunity.com/sharedfiles/filedetails/?id=2094333651)\n- [HCC - High Command Converter 1.5.5](https://steamcommunity.com/sharedfiles/filedetails/?id=562920130)\n\n### See Also\n\n- Arma 3: Field Manual - High Command","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> **Arma 2: Operation Arrowhead:** For the **Arma 2** and **Arma 2: Operation Arrowhead** version see High Command.\n\nHigh Command (HC) allows the player to slip into the role of a commander. Instead of having control over a group of several units, as high commander the player can take control of serverel squads and teams."},{"heading":"Setting up High Command","level":3,"markdown":"1. Create a new scenario in Eden Editor\n1. Place a player unit\n1. Place the **High Command - Commander** module\n1. Synchronize the module with the player unit\n1. Place one **High Command - Subordinate** module for each group you want the player to have control over\n1. Place one group for every **High Command - Subordinate** module. Any group type will do e.g., Sentry, Fire Team, Weapon Team, tank platoon\n1. Synchronize each group with one of the previously placed modules."},{"heading":"Additional Information","level":4,"markdown":"- If no subordinates were synchronized with the High Command - Commander module, all groups of the commander's side will automatically be added to the High Command."},{"heading":"Taking Control","level":3,"markdown":"After pressing the **preview** button, you take control over the groups by pressing <kbd>Left Ctrl</kbd> + <kbd>Space</kbd> or the <kbd>App Menu</kbd> key. The *command bar* will now display the groups. Select them with <kbd>F1</kbd> to <kbd>F...</kbd> and give them orders."},{"heading":"Requesting a SITREP","level":4,"markdown":"To request a SITREP, select a group with <kbd>F1</kbd> to <kbd>F...</kbd>, press <kbd>0</kbd> and then <kbd>1</kbd>. A hint will appear displaying the time, group icon and the members of the group."},{"heading":"In Map View","level":4,"markdown":"Groups can also be selected with opened map. Open the map, click on one of the group markers and then click anywhere on the map to command the group to move to this position.\n\nYour setup should now look like this\n\nHovering over the group markers in map view will also provide additional information such as condition and callsign of the group and name and rank of the group leader. Furthermore, current waypoints of the groups will also be shown on the map. They are indicated by an X symbol."},{"heading":"Advanced Waypoint Usage","level":5,"markdown":"When the map is opened, multiple waypoints can be place by holding <kbd>Left Ctrl</kbd> and pressing the left mouse button. Furthermore, waypoints can be dragged by selecting a waypoint and holding the left mouse button. Additionally, right clicking on a waypoint allows for further customisations such as:\n\n| Property | Description / Available Values |\n|---|---|\n| Waypoint Type | Move, Cycle, Seek and Destroy, Guard, Unload, Load, Get Out, Get In |\n| Combat Mode | Stealth, Combat, Aware, Safe, No Change |\n| Formation | Usual waypoint formations |\n| Speed | Limited, Normal, Full, No Change |\n| Timeout | Group waits `x` minutes and proceeds to the next waypoint afterward |\n| Wait Until | Group waits until a certain day time is reached and proceeds to the next waypoint afterward |\n| Radio | ? |\n| Create Task | Spawns code saved to High Command - Commander module's namespace `_logic getVariable \"onTaskCreated\"` |\n| Cancel Waypoint | Deletes the waypoint |"},{"heading":"Cycle Waypoint","level":5,"markdown":"The cycle waypoint behaves a bit differently from what we are used to. The if a waypoint it set to *cycle* the group will actually never move toward it. Also timeouts and other waypoint properties are ignored. Instead, once the cycle waypoint is the last waypoint left, the previous waypoints are re-created."},{"heading":"Group Type Markers","level":3,"markdown":"In High Command, various unit types are indicated by an icon."},{"heading":"Type","level":4,"markdown":""},{"heading":"Size","level":4,"markdown":""},{"heading":"Scripting","level":3,"markdown":"The High Command functionality can also be manipulated via scripts.\n\n|  |  |\n|---|---|\n| Get commander of a group: | hcLeader |\n| Get group parameters: | hcGroupParams |\n| Remove all subordinate groups: | hcRemoveAllGroups |\n| Get selected groups: | hcSelected |\n| Remove a group from high command: | hcRemoveGroup |\n| Force select group(s): | hcSelectGroup |\n| Add a group to high command: | hcSetGroup |\n| Manipulate command bar: | hcShowBar hcShownBar |\n| Event Handlers: | onCommandModeChanged onHCGroupSelectionChanged (stackable version) |"},{"heading":"All Scripting Commands","level":4,"markdown":"- Command Group: High Command"},{"heading":"Scripts","level":4,"markdown":"- `a3\\modules_f\\hc\\data\\scripts\\hc.sqf`\n- `a3\\modules_f\\hc\\data\\scripts\\hc_gui.sqf`\n- `a3\\modules_f\\hc\\data\\scripts\\hc_gui_menu.sqf`\n- `a3\\modules_f\\hc\\data\\scripts\\hc_gui_stat.sqf`\n- `a3\\modules_f\\hc\\data\\scripts\\hc_local.sqf`\n- `a3\\modules_f\\hc\\data\\scripts\\hc_sound.sqf` (Sounds are not implemented in Arma 3)"},{"heading":"Special Module Variables","level":4,"markdown":"> [!IMPORTANT]\n> The following information in this section should be taken with a *grain of salt*. Some of the information might not be verified to be correct or complete!\n\nThere are more way to customize the High Command experience and behaviour, however, they are sadly hidden for beginners. Let us take a look!\nThe following variables can be set in the High Command - Commander module's namespace. Given our module's variable name is **BIS_HC_1**."},{"heading":"Adding multiple commanders","level":5,"markdown":"```sqf\nBIS_HC_1 setVariable [\"commanders\", Array, true];\n```"},{"heading":"Radio Triggers","level":5,"markdown":"Radio triggers can be made available by setting\n\n```sqf\nBIS_HC_1 setVariable [\"radios\", [0, 1, 2, 3, 4, 5, 6, 7, 8, 9], true];\n```\n\n- 0: Alpha\n- 1: Bravo\n- 2: Charlie\n- 3: Delta\n- 4: Echo\n- 5: Foxtrot\n- 6: Golf\n- 7: Hotel\n- 8: India\n- 9: Juliet"},{"heading":"Chain of Command","level":5,"markdown":"Chain of Command can be enabled by setting\n\n```sqf\nBIS_HC_1 setVariable [\"ChainOfCommand\", true];\n```"},{"heading":"Code for Create Task","level":5,"markdown":"The code executed when the **Create Task** (see table above) is selected for a waypoint can be set with\n\n```sqf\nBIS_HC_1 setVariable [\"onTaskCreated\", Code, true];\n```"},{"heading":"Code for Task Assignment","level":5,"markdown":"```sqf\nBIS_HC_1 setVariable [\"onTaskAssigned\", Code, true];\n```"},{"heading":"Code for RMB Menu","level":5,"markdown":"```sqf\nBIS_HC_1 setVariable [\"RMBmenu\", Code, true];\n```"},{"heading":"Mods","level":3,"markdown":"Similar to many other Arma 3 features, High Command can be modded as well. Here are *some* modifications:\n\n- [Platoon Leader: High Command Mod 1.3](https://steamcommunity.com/sharedfiles/filedetails/?id=2094333651)\n- [HCC - High Command Converter 1.5.5](https://steamcommunity.com/sharedfiles/filedetails/?id=562920130)"},{"heading":"See Also","level":3,"markdown":"- Arma 3: Field Manual - High Command"}],"categories":["Arma 3: Editor Modules"],"groups":["Mission Editing"]},{"name":"Arma 3: Hitpoints","title":"Arma 3: Hitpoints","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Hitpoints","revid":293060,"updated":"2021-08-17T22:57:43Z","aliases":[],"markdown":"> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.\n\n| No. | Hit Point | Name |\n|---|---|---|\n| 1 | #cam_gunner | Camera Gunner |\n| 2 | #gear_1_light_1_hit | Gear #01 (Light #01) |\n| 3 | #gear_1_light_2_hit | Gear #01 (Light #02) |\n| 4 | #gear_2_light_1_hit | Gear #02 (Light #01) |\n| 5 | #gear_2_light_2_hit | Gear #02 (Light #02) |\n| 6 | #gear_3_light_1_hit | Gear #03 (Light #01) |\n| 7 | #gear_3_light_2_hit | Gear #03 (Light #02) |\n| 8 | #gear_f_lights | Gear Light (Front) |\n| 9 | #glass11 | Window #11 |\n| 10 | #hitlight1 | Light #01 |\n| 11 | #hitlight2 | Light #02 |\n| 12 | #hitlight3 | Light #03 |\n| 13 | #l svetlo | Light (Left) |\n| 14 | #light_1 | Light #01 |\n| 15 | #light_1_hit | Light #01 |\n| 16 | #light_1_hitpoint | Light #01 |\n| 17 | #light_2 | Light #02 |\n| 18 | #light_2_hit | Light #02 |\n| 19 | #light_2_hitpoint | Light #03 |\n| 20 | #light_3_hit | Light #03 |\n| 21 | #light_3_hitpoint | Light #03 |\n| 22 | #light_4_hit | Light #04 |\n| 23 | #light_4_hitpoint | Light #04 |\n| 24 | #light_hitpoint | Light |\n| 25 | #light_l | Light (Left) |\n| 26 | #light_l2 | Light (Left #02) |\n| 27 | #light_l2_flare | Light (Left #02) |\n| 28 | #light_l_flare | Light (Left) |\n| 29 | #light_l_hitpoint | Light (Left) |\n| 30 | #light_r | Light (Right) |\n| 31 | #light_r2 | Light (Right #02) |\n| 32 | #light_r2_flare | Light (Right #02) |\n| 33 | #light_r_flare | Light (Right) |\n| 34 | #light_r_hitpoint | Light (Right) |\n| 35 | #light_spotlight_hit | Spotlight |\n| 36 | #p svetlo | Licht (Links) |\n| 37 | #pos_gear_front_light | Gear Light (Front) |\n| 38 | #wing_left_light | Wing Light (Left) |\n| 39 | #wing_right_light | Wing Light (Right) |\n| 40 | glass_10_hitpoint | Window #10 |\n| 41 | glass_11_hitpoint | Window #11 |\n| 42 | glass_12_hitpoint | Window #12 |\n| 43 | glass_13_hitpoint | Window #13 |\n| 44 | glass_14_hitpoint | Window #14 |\n| 45 | glass_15_hitpoint | Window #15 |\n| 46 | glass_16_hitpoint | Window #16 |\n| 47 | glass_17_hitpoint | Window #17 |\n| 48 | glass_18_hitpoint | Window #18 |\n| 49 | glass_19_hitpoint | Window #19 |\n| 50 | glass_1_hitpoint | Window #01 |\n| 51 | glass_20_hitpoint | Window #20 |\n| 52 | glass_21_hitpoint | Window #21 |\n| 53 | glass_22_hitpoint | Window #22 |\n| 54 | glass_23_hitpoint | Window #23 |\n| 55 | glass_24_hitpoint | Window #24 |\n| 56 | glass_25_hitpoint | Window #25 |\n| 57 | glass_26_hitpoint | Window #26 |\n| 58 | glass_27_hitpoint | Window #27 |\n| 59 | glass_28_hitpoint | Window #28 |\n| 60 | glass_29_hitpoint | Window #29 |\n| 61 | glass_2_hitpoint | Window #02 |\n| 62 | glass_30_hitpoint | Window #30 |\n| 63 | glass_31_hitpoint | Window #31 |\n| 64 | glass_32_hitpoint | Window #32 |\n| 65 | glass_33_hitpoint | Window #33 |\n| 66 | glass_34_hitpoint | Window #34 |\n| 67 | glass_35_hitpoint | Window #35 |\n| 68 | glass_36_hitpoint | Window #36 |\n| 69 | glass_37_hitpoint | Window #37 |\n| 70 | glass_38_hitpoint | Window #38 |\n| 71 | glass_39_hitpoint | Window #39 |\n| 72 | glass_3_hitpoint | Window #03 |\n| 73 | glass_40_hitpoint | Window #40 |\n| 74 | glass_41_hitpoint | Window #41 |\n| 75 | glass_42_hitpoint | Window #42 |\n| 76 | glass_43_hitpoint | Window #43 |\n| 77 | glass_44_hitpoint | Window #44 |\n| 78 | glass_45_hitpoint | Window #45 |\n| 79 | glass_46_hitpoint | Window #46 |\n| 80 | glass_47_hitpoint | Window #47 |\n| 81 | glass_48_hitpoint | Window #48 |\n| 82 | glass_49_hitpoint | Window #49 |\n| 83 | glass_4_hitpoint | Window #04 |\n| 84 | glass_50_hitpoint | Window #50 |\n| 85 | glass_51_hitpoint | Windoe #51 |\n| 86 | glass_52_hitpoint | Window #52 |\n| 87 | glass_53_hitpoint | Window #53 |\n| 88 | glass_54_hitpoint | Window #54 |\n| 89 | glass_55_hitpoint | Window #55 |\n| 90 | glass_56_hitpoint | Windoe #56 |\n| 91 | glass_57_hitpoint | Window #57 |\n| 92 | glass_58_hitpoint | Window #58 |\n| 93 | glass_59_hitpoint | Window #59 |\n| 94 | glass_5_hitpoint | Window #05 |\n| 95 | glass_60_hitpoint | Window #60 |\n| 96 | glass_61_hitpoint | Window #61 |\n| 97 | glass_62_hitpoint | Window #62 |\n| 98 | glass_6_hitpoint | Window #06 |\n| 99 | glass_7_hitpoint | Window #07 |\n| 100 | glass_8_hitpoint | Window #08 |\n| 101 | glass_9_hitpoint | Window #09 |\n| 102 | glass_pod_01_hitpoint |  |\n| 103 | glass_pod_02_hitpoint |  |\n| 104 | glass_pod_03_hitpoint |  |\n| 105 | glass_pod_04_hitpoint |  |\n| 106 | glass_pod_05_hitpoint |  |\n| 107 | glass_pod_06_hitpoint |  |\n| 108 | glass_pod_07_hitpoint |  |\n| 109 | glass_pod_08_hitpoint |  |\n| 110 | glass_pod_09_hitpoint |  |\n| 111 | hand_l | Hand (Left) |\n| 112 | hand_r | Hand Right) |\n| 113 | hit_light_1 | Light #01 |\n| 114 | hit_light_1_flare | Light Flare #01 |\n| 115 | hit_light_2 | Light #02 |\n| 116 | hit_light_3 | Light #03 |\n| 117 | hit_light_4 | Light #04 |\n| 118 | hitabdomen | Abdomen |\n| 119 | hitammo | Ammunition |\n| 120 | hitarms | Arms |\n| 121 | hitavionics | Avionics |\n| 122 | hitbattery_l | Battery (Left) |\n| 123 | hitbattery_r | Battery (Right) |\n| 124 | hitbody | Body |\n| 125 | hitchest | Chest |\n| 126 | hitcomgun | Commander Gun |\n| 127 | hitcomturret | Commander Turret |\n| 128 | hitdiaphragm | Diaphragm |\n| 129 | hitengine | Engine |\n| 130 | hitengine1 | Engine #01 |\n| 131 | hitengine2 | Engine #02 |\n| 132 | hitengine3 | Engine #03 |\n| 133 | hitengine4 | Engine #04 |\n| 134 | hitera_back | Era (Back) |\n| 135 | hitera_front | Era (Front) |\n| 136 | hitera_left | Era (left) |\n| 137 | hitera_left_1 | Era (Left, #01) |\n| 138 | hitera_left_2 | Era (Left, #02) |\n| 139 | hitera_left_3 | Era (Left, #03) |\n| 140 | hitera_left_4 | Era (Left, #04) |\n| 141 | hitera_right | Era (Right) |\n| 142 | hitera_right_1 | Era (Right, #01) |\n| 143 | hitera_right_2 | Era (Right, #02) |\n| 144 | hitera_right_3 | Era (Right, #03) |\n| 145 | hitera_right_4 | Era (Right, #04) |\n| 146 | hitera_top | Era (Top) |\n| 147 | hitera_top_front | Era (Top, Front) |\n| 148 | hitera_top_left | Era (Top, Left) |\n| 149 | hitera_top_left_1 | Era (Top, Left, #01) |\n| 150 | hitera_top_left_2 | Era (Top, Left, #02) |\n| 151 | hitera_top_right | Era (Top, Right) |\n| 152 | hitera_top_right_1 | Era (Top, Right, #01) |\n| 153 | hitera_top_right_2 | Era (Top, Right, #02) |\n| 154 | hitface | Face |\n| 155 | hitfuel | Fuel Tank |\n| 156 | hitfuel2 | Fuel Tank #02 |\n| 157 | hitfuel_lead_left | Fuel Lead (Left) |\n| 158 | hitfuel_lead_right | Fuel Lead (Right) |\n| 159 | hitfuel_left | FuelTank (Left) |\n| 160 | hitfuel_right | Fuel Tank (Right) |\n| 161 | hitfuell | Fuel Tank (Left) |\n| 162 | hitfuelr | Fuel Tank (Right) |\n| 163 | hitfueltank | Fuel Tank |\n| 164 | hitgear | Gear |\n| 165 | hitglass1 | Window #01 |\n| 166 | hitglass10 | Window #10 |\n| 167 | hitglass11 | Window #11 |\n| 168 | hitglass12 | Window #12 |\n| 169 | hitglass13 | Window #13 |\n| 170 | hitglass14 | Window #14 |\n| 171 | hitglass15 | Window #15 |\n| 172 | hitglass16 | Window #16 |\n| 173 | hitglass17 | Window #17 |\n| 174 | hitglass18 | Window #18 |\n| 175 | hitglass19 | Window #19 |\n| 176 | hitglass1a | Window 1A |\n| 177 | hitglass1b | Window 1B |\n| 178 | hitglass2 | Window #02 |\n| 179 | hitglass20 | Window #20 |\n| 180 | hitglass3 | Window #03 |\n| 181 | hitglass4 | Window #04 |\n| 182 | hitglass5 | Window #05 |\n| 183 | hitglass6 | Window #06 |\n| 184 | hitglass7 | Window #07 |\n| 185 | hitglass8 | Window #08 |\n| 186 | hitglass9 | Window #09 |\n| 187 | hitgun | Gun |\n| 188 | hithands | Hands |\n| 189 | hithead | Head |\n| 190 | hithrotor | Main rotor |\n| 191 | hithstabilizerl1 | Horizontal Stabilizer (Left) |\n| 192 | hithstabilizerr1 | Horizontal Stabilizer (Right) |\n| 193 | hithull | Hull |\n| 194 | hithydraulics | Hydraulics |\n| 195 | hitlaileron | Left Aileron |\n| 196 | hitlaileron_link | Aileron Link (Left) |\n| 197 | hitlbwheel | 4th axle left wheel |\n| 198 | hitlcelevator | Left Elevator |\n| 199 | hitlcrudder | Left Rudder |\n| 200 | hitlegs | Legs |\n| 201 | hitlf2wheel | 2nd axle left wheel |\n| 202 | hitlfwheel | 1st axle left wheel |\n| 203 | hitlglass | Window (Left) |\n| 204 | hitlight | Light |\n| 205 | hitlightback | Light (Back) |\n| 206 | hitlightfront | Light (Front) |\n| 207 | hitlightl | Light (Left) |\n| 208 | hitlightr | Light (Right) |\n| 209 | hitlmwheel | 3rd axle left wheel |\n| 210 | hitltrack | Left track |\n| 211 | hitmissiles | Missiles |\n| 212 | hitneck | Neck |\n| 213 | hitoptic | Optic |\n| 214 | hitoptics | Optics |\n| 215 | hitpelvis | Pelvis |\n| 216 | hitpitottube | Pitot Tube |\n| 217 | hitraileron | Right Aileron |\n| 218 | hitraileron_link | Aileron Link (Right) |\n| 219 | hitrbwheel | 4th axle right wheel |\n| 220 | hitrelevator | Right Elevator |\n| 221 | hitreservewheel | Reserve Wheel |\n| 222 | hitrf2wheel | 2nd axle right wheel |\n| 223 | hitrfwheel | 1st axle right wheel |\n| 224 | hitrglass | Window (Right) |\n| 225 | hitrmwheel | 3rd axle right wheel |\n| 226 | hitrotor | Rotor |\n| 227 | hitrotorvirtual | Rotor (Virtual) |\n| 228 | hitrrudder | Right Rudder |\n| 229 | hitrtrack | Right track |\n| 230 | hitslat_back | Slat Armour (Back) |\n| 231 | hitslat_front | Slat Armour (Front) |\n| 232 | hitslat_left | Slat (Left) |\n| 233 | hitslat_left_1 | Slat Armour (Left, #01) |\n| 234 | hitslat_left_2 | Slat Armour (Left, #02) |\n| 235 | hitslat_left_3 | Slat Armour (Left, #03) |\n| 236 | hitslat_right | Slat (Right) |\n| 237 | hitslat_right_1 | Slat Armour (Right, #01) |\n| 238 | hitslat_right_2 | Slat Armour (Right, #02) |\n| 239 | hitslat_right_3 | Slat Armour (Right, #03) |\n| 240 | hitslat_top_back | Slat Armour (Top back) |\n| 241 | hitslat_top_left | Slat Armour (Top left) |\n| 242 | hitslat_top_right | Slat Armour (Top right) |\n| 243 | hitstarter1 | Starter #01 |\n| 244 | hitstarter2 | Starter #02 |\n| 245 | hitstarter3 | Starter #03 |\n| 246 | hitstaticport | Static Port |\n| 247 | hittail | Tail |\n| 248 | hittransmission | Transmission |\n| 249 | hitturret | Turret |\n| 250 | hitvrotor | Tail Rotor |\n| 251 | hitvstabilizer1 | Vertical Stabilizer #01 |\n| 252 | hitwinch | Winch |\n| 253 | hitzone_1_hitpoint | Hitzone #01 |\n| 254 | hitzone_2_hitpoint | Hitzone #02 |\n| 255 | hitzone_3_hitpoint | Hitzone #03 |\n| 256 | hitzone_4_hitpoint | Hitzone #04 |\n| 257 | incapacitated | Incapacitated |\n| 258 | leg_l | Leg (Left) |\n| 259 | leg_r | Leg (Right) |\n| 260 | light_1_hitpoint | Light #01 |\n| 261 | light_2_hitpoint | Light #02 |\n| 262 | light_3_hitpoint | Light #03 |\n| 263 | light_4_hitpoint | Light #04 |","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.\n\n| No. | Hit Point | Name |\n|---|---|---|\n| 1 | #cam_gunner | Camera Gunner |\n| 2 | #gear_1_light_1_hit | Gear #01 (Light #01) |\n| 3 | #gear_1_light_2_hit | Gear #01 (Light #02) |\n| 4 | #gear_2_light_1_hit | Gear #02 (Light #01) |\n| 5 | #gear_2_light_2_hit | Gear #02 (Light #02) |\n| 6 | #gear_3_light_1_hit | Gear #03 (Light #01) |\n| 7 | #gear_3_light_2_hit | Gear #03 (Light #02) |\n| 8 | #gear_f_lights | Gear Light (Front) |\n| 9 | #glass11 | Window #11 |\n| 10 | #hitlight1 | Light #01 |\n| 11 | #hitlight2 | Light #02 |\n| 12 | #hitlight3 | Light #03 |\n| 13 | #l svetlo | Light (Left) |\n| 14 | #light_1 | Light #01 |\n| 15 | #light_1_hit | Light #01 |\n| 16 | #light_1_hitpoint | Light #01 |\n| 17 | #light_2 | Light #02 |\n| 18 | #light_2_hit | Light #02 |\n| 19 | #light_2_hitpoint | Light #03 |\n| 20 | #light_3_hit | Light #03 |\n| 21 | #light_3_hitpoint | Light #03 |\n| 22 | #light_4_hit | Light #04 |\n| 23 | #light_4_hitpoint | Light #04 |\n| 24 | #light_hitpoint | Light |\n| 25 | #light_l | Light (Left) |\n| 26 | #light_l2 | Light (Left #02) |\n| 27 | #light_l2_flare | Light (Left #02) |\n| 28 | #light_l_flare | Light (Left) |\n| 29 | #light_l_hitpoint | Light (Left) |\n| 30 | #light_r | Light (Right) |\n| 31 | #light_r2 | Light (Right #02) |\n| 32 | #light_r2_flare | Light (Right #02) |\n| 33 | #light_r_flare | Light (Right) |\n| 34 | #light_r_hitpoint | Light (Right) |\n| 35 | #light_spotlight_hit | Spotlight |\n| 36 | #p svetlo | Licht (Links) |\n| 37 | #pos_gear_front_light | Gear Light (Front) |\n| 38 | #wing_left_light | Wing Light (Left) |\n| 39 | #wing_right_light | Wing Light (Right) |\n| 40 | glass_10_hitpoint | Window #10 |\n| 41 | glass_11_hitpoint | Window #11 |\n| 42 | glass_12_hitpoint | Window #12 |\n| 43 | glass_13_hitpoint | Window #13 |\n| 44 | glass_14_hitpoint | Window #14 |\n| 45 | glass_15_hitpoint | Window #15 |\n| 46 | glass_16_hitpoint | Window #16 |\n| 47 | glass_17_hitpoint | Window #17 |\n| 48 | glass_18_hitpoint | Window #18 |\n| 49 | glass_19_hitpoint | Window #19 |\n| 50 | glass_1_hitpoint | Window #01 |\n| 51 | glass_20_hitpoint | Window #20 |\n| 52 | glass_21_hitpoint | Window #21 |\n| 53 | glass_22_hitpoint | Window #22 |\n| 54 | glass_23_hitpoint | Window #23 |\n| 55 | glass_24_hitpoint | Window #24 |\n| 56 | glass_25_hitpoint | Window #25 |\n| 57 | glass_26_hitpoint | Window #26 |\n| 58 | glass_27_hitpoint | Window #27 |\n| 59 | glass_28_hitpoint | Window #28 |\n| 60 | glass_29_hitpoint | Window #29 |\n| 61 | glass_2_hitpoint | Window #02 |\n| 62 | glass_30_hitpoint | Window #30 |\n| 63 | glass_31_hitpoint | Window #31 |\n| 64 | glass_32_hitpoint | Window #32 |\n| 65 | glass_33_hitpoint | Window #33 |\n| 66 | glass_34_hitpoint | Window #34 |\n| 67 | glass_35_hitpoint | Window #35 |\n| 68 | glass_36_hitpoint | Window #36 |\n| 69 | glass_37_hitpoint | Window #37 |\n| 70 | glass_38_hitpoint | Window #38 |\n| 71 | glass_39_hitpoint | Window #39 |\n| 72 | glass_3_hitpoint | Window #03 |\n| 73 | glass_40_hitpoint | Window #40 |\n| 74 | glass_41_hitpoint | Window #41 |\n| 75 | glass_42_hitpoint | Window #42 |\n| 76 | glass_43_hitpoint | Window #43 |\n| 77 | glass_44_hitpoint | Window #44 |\n| 78 | glass_45_hitpoint | Window #45 |\n| 79 | glass_46_hitpoint | Window #46 |\n| 80 | glass_47_hitpoint | Window #47 |\n| 81 | glass_48_hitpoint | Window #48 |\n| 82 | glass_49_hitpoint | Window #49 |\n| 83 | glass_4_hitpoint | Window #04 |\n| 84 | glass_50_hitpoint | Window #50 |\n| 85 | glass_51_hitpoint | Windoe #51 |\n| 86 | glass_52_hitpoint | Window #52 |\n| 87 | glass_53_hitpoint | Window #53 |\n| 88 | glass_54_hitpoint | Window #54 |\n| 89 | glass_55_hitpoint | Window #55 |\n| 90 | glass_56_hitpoint | Windoe #56 |\n| 91 | glass_57_hitpoint | Window #57 |\n| 92 | glass_58_hitpoint | Window #58 |\n| 93 | glass_59_hitpoint | Window #59 |\n| 94 | glass_5_hitpoint | Window #05 |\n| 95 | glass_60_hitpoint | Window #60 |\n| 96 | glass_61_hitpoint | Window #61 |\n| 97 | glass_62_hitpoint | Window #62 |\n| 98 | glass_6_hitpoint | Window #06 |\n| 99 | glass_7_hitpoint | Window #07 |\n| 100 | glass_8_hitpoint | Window #08 |\n| 101 | glass_9_hitpoint | Window #09 |\n| 102 | glass_pod_01_hitpoint |  |\n| 103 | glass_pod_02_hitpoint |  |\n| 104 | glass_pod_03_hitpoint |  |\n| 105 | glass_pod_04_hitpoint |  |\n| 106 | glass_pod_05_hitpoint |  |\n| 107 | glass_pod_06_hitpoint |  |\n| 108 | glass_pod_07_hitpoint |  |\n| 109 | glass_pod_08_hitpoint |  |\n| 110 | glass_pod_09_hitpoint |  |\n| 111 | hand_l | Hand (Left) |\n| 112 | hand_r | Hand Right) |\n| 113 | hit_light_1 | Light #01 |\n| 114 | hit_light_1_flare | Light Flare #01 |\n| 115 | hit_light_2 | Light #02 |\n| 116 | hit_light_3 | Light #03 |\n| 117 | hit_light_4 | Light #04 |\n| 118 | hitabdomen | Abdomen |\n| 119 | hitammo | Ammunition |\n| 120 | hitarms | Arms |\n| 121 | hitavionics | Avionics |\n| 122 | hitbattery_l | Battery (Left) |\n| 123 | hitbattery_r | Battery (Right) |\n| 124 | hitbody | Body |\n| 125 | hitchest | Chest |\n| 126 | hitcomgun | Commander Gun |\n| 127 | hitcomturret | Commander Turret |\n| 128 | hitdiaphragm | Diaphragm |\n| 129 | hitengine | Engine |\n| 130 | hitengine1 | Engine #01 |\n| 131 | hitengine2 | Engine #02 |\n| 132 | hitengine3 | Engine #03 |\n| 133 | hitengine4 | Engine #04 |\n| 134 | hitera_back | Era (Back) |\n| 135 | hitera_front | Era (Front) |\n| 136 | hitera_left | Era (left) |\n| 137 | hitera_left_1 | Era (Left, #01) |\n| 138 | hitera_left_2 | Era (Left, #02) |\n| 139 | hitera_left_3 | Era (Left, #03) |\n| 140 | hitera_left_4 | Era (Left, #04) |\n| 141 | hitera_right | Era (Right) |\n| 142 | hitera_right_1 | Era (Right, #01) |\n| 143 | hitera_right_2 | Era (Right, #02) |\n| 144 | hitera_right_3 | Era (Right, #03) |\n| 145 | hitera_right_4 | Era (Right, #04) |\n| 146 | hitera_top | Era (Top) |\n| 147 | hitera_top_front | Era (Top, Front) |\n| 148 | hitera_top_left | Era (Top, Left) |\n| 149 | hitera_top_left_1 | Era (Top, Left, #01) |\n| 150 | hitera_top_left_2 | Era (Top, Left, #02) |\n| 151 | hitera_top_right | Era (Top, Right) |\n| 152 | hitera_top_right_1 | Era (Top, Right, #01) |\n| 153 | hitera_top_right_2 | Era (Top, Right, #02) |\n| 154 | hitface | Face |\n| 155 | hitfuel | Fuel Tank |\n| 156 | hitfuel2 | Fuel Tank #02 |\n| 157 | hitfuel_lead_left | Fuel Lead (Left) |\n| 158 | hitfuel_lead_right | Fuel Lead (Right) |\n| 159 | hitfuel_left | FuelTank (Left) |\n| 160 | hitfuel_right | Fuel Tank (Right) |\n| 161 | hitfuell | Fuel Tank (Left) |\n| 162 | hitfuelr | Fuel Tank (Right) |\n| 163 | hitfueltank | Fuel Tank |\n| 164 | hitgear | Gear |\n| 165 | hitglass1 | Window #01 |\n| 166 | hitglass10 | Window #10 |\n| 167 | hitglass11 | Window #11 |\n| 168 | hitglass12 | Window #12 |\n| 169 | hitglass13 | Window #13 |\n| 170 | hitglass14 | Window #14 |\n| 171 | hitglass15 | Window #15 |\n| 172 | hitglass16 | Window #16 |\n| 173 | hitglass17 | Window #17 |\n| 174 | hitglass18 | Window #18 |\n| 175 | hitglass19 | Window #19 |\n| 176 | hitglass1a | Window 1A |\n| 177 | hitglass1b | Window 1B |\n| 178 | hitglass2 | Window #02 |\n| 179 | hitglass20 | Window #20 |\n| 180 | hitglass3 | Window #03 |\n| 181 | hitglass4 | Window #04 |\n| 182 | hitglass5 | Window #05 |\n| 183 | hitglass6 | Window #06 |\n| 184 | hitglass7 | Window #07 |\n| 185 | hitglass8 | Window #08 |\n| 186 | hitglass9 | Window #09 |\n| 187 | hitgun | Gun |\n| 188 | hithands | Hands |\n| 189 | hithead | Head |\n| 190 | hithrotor | Main rotor |\n| 191 | hithstabilizerl1 | Horizontal Stabilizer (Left) |\n| 192 | hithstabilizerr1 | Horizontal Stabilizer (Right) |\n| 193 | hithull | Hull |\n| 194 | hithydraulics | Hydraulics |\n| 195 | hitlaileron | Left Aileron |\n| 196 | hitlaileron_link | Aileron Link (Left) |\n| 197 | hitlbwheel | 4th axle left wheel |\n| 198 | hitlcelevator | Left Elevator |\n| 199 | hitlcrudder | Left Rudder |\n| 200 | hitlegs | Legs |\n| 201 | hitlf2wheel | 2nd axle left wheel |\n| 202 | hitlfwheel | 1st axle left wheel |\n| 203 | hitlglass | Window (Left) |\n| 204 | hitlight | Light |\n| 205 | hitlightback | Light (Back) |\n| 206 | hitlightfront | Light (Front) |\n| 207 | hitlightl | Light (Left) |\n| 208 | hitlightr | Light (Right) |\n| 209 | hitlmwheel | 3rd axle left wheel |\n| 210 | hitltrack | Left track |\n| 211 | hitmissiles | Missiles |\n| 212 | hitneck | Neck |\n| 213 | hitoptic | Optic |\n| 214 | hitoptics | Optics |\n| 215 | hitpelvis | Pelvis |\n| 216 | hitpitottube | Pitot Tube |\n| 217 | hitraileron | Right Aileron |\n| 218 | hitraileron_link | Aileron Link (Right) |\n| 219 | hitrbwheel | 4th axle right wheel |\n| 220 | hitrelevator | Right Elevator |\n| 221 | hitreservewheel | Reserve Wheel |\n| 222 | hitrf2wheel | 2nd axle right wheel |\n| 223 | hitrfwheel | 1st axle right wheel |\n| 224 | hitrglass | Window (Right) |\n| 225 | hitrmwheel | 3rd axle right wheel |\n| 226 | hitrotor | Rotor |\n| 227 | hitrotorvirtual | Rotor (Virtual) |\n| 228 | hitrrudder | Right Rudder |\n| 229 | hitrtrack | Right track |\n| 230 | hitslat_back | Slat Armour (Back) |\n| 231 | hitslat_front | Slat Armour (Front) |\n| 232 | hitslat_left | Slat (Left) |\n| 233 | hitslat_left_1 | Slat Armour (Left, #01) |\n| 234 | hitslat_left_2 | Slat Armour (Left, #02) |\n| 235 | hitslat_left_3 | Slat Armour (Left, #03) |\n| 236 | hitslat_right | Slat (Right) |\n| 237 | hitslat_right_1 | Slat Armour (Right, #01) |\n| 238 | hitslat_right_2 | Slat Armour (Right, #02) |\n| 239 | hitslat_right_3 | Slat Armour (Right, #03) |\n| 240 | hitslat_top_back | Slat Armour (Top back) |\n| 241 | hitslat_top_left | Slat Armour (Top left) |\n| 242 | hitslat_top_right | Slat Armour (Top right) |\n| 243 | hitstarter1 | Starter #01 |\n| 244 | hitstarter2 | Starter #02 |\n| 245 | hitstarter3 | Starter #03 |\n| 246 | hitstaticport | Static Port |\n| 247 | hittail | Tail |\n| 248 | hittransmission | Transmission |\n| 249 | hitturret | Turret |\n| 250 | hitvrotor | Tail Rotor |\n| 251 | hitvstabilizer1 | Vertical Stabilizer #01 |\n| 252 | hitwinch | Winch |\n| 253 | hitzone_1_hitpoint | Hitzone #01 |\n| 254 | hitzone_2_hitpoint | Hitzone #02 |\n| 255 | hitzone_3_hitpoint | Hitzone #03 |\n| 256 | hitzone_4_hitpoint | Hitzone #04 |\n| 257 | incapacitated | Incapacitated |\n| 258 | leg_l | Leg (Left) |\n| 259 | leg_r | Leg (Right) |\n| 260 | light_1_hitpoint | Light #01 |\n| 261 | light_2_hitpoint | Light #02 |\n| 262 | light_3_hitpoint | Light #03 |\n| 263 | light_4_hitpoint | Light #04 |"}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: IDD List","title":"Arma 3: IDD List","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_IDD_List","revid":347325,"updated":"2023-09-10T20:51:49Z","aliases":["Arma 3 IDD List","findDisplay/Arma 3 IDD list"],"markdown":"> [!NOTE]\n> The following code can be used to get a display by its uiNamespace variable:\n>\n> ```sqf\n> uiNamespace getVariable [\"RscDisplayMain\", displayNull];\n> ```\n>\n> Be aware that this may not work for modded displays if the display is not designed to use this variable.\n\nSee also: Arma 3: Display3DEN IDCs.\n\n### IDDs\n\n#### Display Instances\n\n| ID name | IDD |\n|---|---|\n| IDD_MAIN | 0 |\n| IDD_GAME | 1 |\n| IDD_SINGLE_MISSION | 2 |\n| IDD_OPTIONS | 3 |\n| IDD_CONFIGURE | 4 |\n| IDD_OPTIONS_VIDEO | 5 |\n| IDD_OPTIONS_AUDIO | 6 |\n| IDD_MULTIPLAYER | 8 |\n| IDD_LOAD_AAR | 9 |\n| IDD_MAIN_MAP | 12 |\n| IDD_SAVE | 13 |\n| IDD_END | 14 |\n| IDD_SERVER | 17 |\n| IDD_CLIENT | 18 |\n| IDD_IP_ADDRESS | 19 |\n| IDD_SERVER_SETUP | 20 |\n| IDD_CLIENT_SETUP | 21 |\n| IDD_CLIENT_WAIT | 22 |\n| IDD_CHAT | 24 |\n| IDD_CUSTOM_ARCADE | 25 |\n| IDD_ARCADE_MAP | 26 |\n| IDD_ARCADE_UNIT | 27 |\n| IDD_ARCADE_WAYPOINT | 28 |\n| IDD_TEMPLATE_SAVE | 29 |\n| IDD_TEMPLATE_LOAD | 30 |\n| IDD_LOGIN | 31 |\n| IDD_INTEL | 32 |\n| IDD_CAMPAIGN | 33 |\n| IDD_CREDITS | 34 |\n| IDD_INTEL_GETREADY | 37 |\n| IDD_ARCADE_GROUP | 40 |\n| IDD_ARCADE_SENSOR | 41 |\n| IDD_NEW_USER | 42 |\n| IDD_CAMPAIGN_LOAD | 43 |\n| IDD_ARCADE_EFFECTS | 44 |\n| IDD_ARCADE_MARKER | 45 |\n| IDD_MISSION | 46 |\n| IDD_INTRO | 47 |\n| IDD_OUTRO | 48 |\n| IDD_INTERRUPT | 49 |\n| IDD_DEBRIEFING | 50 |\n| IDD_SELECT_ISLAND | 51 |\n| IDD_SERVER_GET_READY | 52 |\n| IDD_CLIENT_GET_READY | 53 |\n| IDD_INSERT_MARKER | 54 |\n| IDD_VOICE_CHAT | 55 |\n| IDD_DEBUG | 56 |\n| IDD_HINTC | 57 |\n| IDD_MISSION_END | 58 |\n| IDD_SERVER_SIDE | 59 |\n| IDD_CLIENT_SIDE | 60 |\n| IDD_MULTIPLAYER_ROLE | 61 |\n| IDD_AWARD | 62 |\n| IDD_CHANNEL | 63 |\n| IDD_PASSWORD | 64 |\n| IDD_MP_PLAYERS | 65 |\n| IDD_REVERT | 66 |\n| IDD_PORT | 69 |\n| IDD_MP_SETUP | 70 |\n| IDD_FILTER | 71 |\n| IDD_HINTC_EX | 72 |\n| IDD_SELECT_PROFILE | 73 |\n| IDD_CAMPAIGN_SELECT | 74 |\n| IDD_PROFILE | 75 |\n| IDD_PROFILE_NAME | 76 |\n| IDD_PROFILE_FACE | 77 |\n| IDD_PROFILE_VOICE | 78 |\n| IDD_PROFILE_CONTROLLER | 79 |\n| IDD_PROFILE_AUDIO | 80 |\n| IDD_PROFILE_VIDEO | 81 |\n| IDD_PROFILE_LIVE | 82 |\n| IDD_MP_TYPE | 83 |\n| IDD_MP_PASSCODE | 84 |\n| IDD_OPTIMATCH_FILTER | 86 |\n| IDD_QUICKMATCH | 87 |\n| IDD_FRIENDS | 88 |\n| IDD_FRIENDS_OPTIONS | 89 |\n| IDD_XWIZARD_TEMPLATE | 90 |\n| IDD_XWIZARD_INTEL | 91 |\n| IDD_XWIZARD_NAME | 92 |\n| IDD_XWIZARD_ISLAND | 93 |\n| IDD_XWIZARD_WEATHER | 94 |\n| IDD_XWIZARD_TIME | 95 |\n| IDD_XWIZARD_UNIT | 96 |\n| IDD_XWIZARD_MAP | 97 |\n| IDD_XWIZARD_UNIT_SELECT | 98 |\n| IDD_XWIZARD_UNIT_SELECT_CUSTOM | 99 |\n| IDD_XWIZARD_WAYPOINT | 100 |\n| IDD_DOWNLOAD_CONTENT | 101 |\n| IDD_DOWNLOAD_CONTENT_DETAILS | 102 |\n| IDD_XPLAYERS | 103 |\n| IDD_XPLAYERS_ACTIONS | 104 |\n| IDD_XPLAYERS_FEEDBACK | 105 |\n| IDD_GEAR | 106 |\n| IDD_EQUIP | 555 |\n| IDD_DOWNLOAD_CONTENT_INSTALL | 108 |\n| IDD_SERVER_SETTINGS | 109 |\n| IDD_SERVER_ADVANCED | 110 |\n| IDD_SERVER_SELECT_PLAYER | 112 |\n| IDD_DEDICATED_SERVER | 114 |\n| IDD_FRIEND_MISSIONS | 115 |\n| IDD_LIVE_STATS | 116 |\n| IDD_LIVE_STATS_BOARD | 117 |\n| IDD_NETWORK_CONDITIONS | 118 |\n| IDD_SEND_VOICE_MAIL | 119 |\n| IDD_RECEIVE_VOICE_MAIL | 120 |\n| IDD_SELECT_ISLAND_NEW | 351 |\n| IDD_EDIT_OBJECT | 121 |\n| IDD_MISSION_LOAD | 122 |\n| IDD_MISSION_SAVE | 123 |\n| IDD_EDIT_DIARY_RECORD | 125 |\n| IDD_SERVER_VOTED | 126 |\n| IDD_DEDICATED_SERVER_SETTINGS | 127 |\n| IDD_MISSION_EDITOR | 128 |\n| IDD_DIARY | 129 |\n| IDD_TEAM_SWITCH | 130 |\n| IDD_CONFIGURE_ACTION | 131 |\n| IDD_HOST_SETTINGS | 132 |\n| IDD_MINIMAP | 133 |\n| IDD_OVERLAY_CREATE | 134 |\n| IDD_OVERLAY_LOAD | 135 |\n| IDD_ESRB | 136 |\n| IDD_MISSION_EDITOR_REALTIME | 137 |\n| IDD_EDIT_BRIEFING `// TODO: Has to be checked by Pete!` | 138 |\n| IDD_LIVE | 139 |\n| IDD_LASE | 141 |\n| IDD_LAYER_LOAD | 142 |\n| IDD_CONTROLS | 143 |\n| IDD_INTERRUPT_REVERT | 144 |\n| IDD_PERFORMANCE | 145 |\n| IDD_XWIZARD_PARAMS | 146 |\n| IDD_XWIZARD_PARAMETER | 147 |\n| IDD_CONFIGURE_JOYSTICKS | 148 |\n| IDD_CAPTURE | 149 |\n| IDD_CUSTOMIZE_CONTROLLER | 150 |\n| IDD_GAMEOPTIONS | 151 |\n| // new editor dialog<br>IDD_ARCADE_MODULES | 153 |\n| IDD_SELECT_SAVE | 154 |\n| IDD_DSINTERFACE | 155 |\n| IDD_ADDON_ACTIONS | 156 |\n| // PhysX debug window<br>IDD_PHYSX_DEBUG | 157 |\n| // mod launcher dialog<br>IDD_MOD_LAUNCHER | 157 |\n| IDD_NEW_MOD | 158 |\n| // joystick schemes mapping dialog<br>IDD_JOYSTICK_SCHEMES | 159 |\n| // AV Terminal dialog - MUF<br>IDD_AV_TERMINAL | 160 |\n| // Field Manual<br>IDD_FIELD_MANUAL | 162 |\n| // Dialogue for controls scheme selection<br>IDD_CONTROLS_SCHEME | 163 |\n| // Dialogue for choosing layout of mission editor.<br>NOTE: 161-163 are already in use, see A3\\Ui_f\\hpp\\defineResincl.inc<br>IDD_EDITOR_LAYOUT | 164 |\n| // Dialogue for publishing mission on Steam.<br>IDD_PUBLISH_MISSION | 165 |\n| // Dialogue for selecting tags for mission on Steam.<br>IDD_PUBLISH_MISSION_TAGS | 166 |\n| // Dialogue for selecting file from the hard drive<br>IDD_FILE_SELECT_DIALOG | 167 |\n| // Idd reserved for debriefing | 168 |\n| IDD_DLC_VEHICLEMSGBOX | 169 |\n| IDD_DLC_PURCHASENOTIFICATION | 170 |\n| IDD_BOOTCAMPMSGBOX | 171 |\n| IDD_COMMUNITY_GUIDE | 172 |\n| IDD_SLING_LOAD_ASSISTANT | 173 |\n| IDD_DLC_CONTENTBROWSER | 174 |\n| IDD_MP_SCORE_TABLE | 175 |\n| IDD_CAMPAIGN_MP | 176 |\n| IDD_MP_QUICK_PLAY | 177 |\n| IDD_MP_SERVER_SEARCH | 178 |\n| IDD_MP_SERVER_FOUND | 179 |\n| IDD_KEYMAPMSGBOX | 180 |\n\n#### MessageBoxes\n\n| ID name | IDD |\n|---|---|\n| IDD_MSG_DELETEPLAYER | 200 |\n| IDD_MSG_DELETEGAME | 201 |\n| IDD_MSG_CLEARTEMPLATE | 202 |\n| IDD_MSG_EXITTEMPLATE | 203 |\n| IDD_MSG_LAUNCHGAME | 204 // ADDED IN PATCH 1.04 |\n| IDD_MSG_NEWACCOUNT | 205 |\n| IDD_MSG_FRIENDS_REMOVE | 206 |\n| IDD_MSG_FRIENDS_BLOCK | 207 |\n| IDD_MSG_FRIENDS_INVITE | 208 |\n| IDD_MSG_DELETEMISSION | 209 |\n| IDD_MSG_XONLINE_CONNECTION_FAILED | 210 |\n| IDD_MSG_XONLINE_UPDATE_REQUIRED | 211 |\n| IDD_MSG_XONLINE_SERVER_BUSY | 212 |\n| IDD_MSG_XONLINE_REQUIRED_MSG | 213 |\n| IDD_MSG_XONLINE_RECOMMENDED_MSG | 214 |\n| IDD_MSG_XONLINE_INVALID_USER | 215 |\n| IDD_MSG_XONLINE_WRONG_PASSCODE | 216 |\n| IDD_MSG_CANCEL_SUBSCRIPTION | 217 |\n| IDD_MSG_SUBSCRIBE | 218 |\n| IDD_MSG_PURCHASE | 219 |\n| IDD_MSG_INSTALL_ABORT | 220 |\n| IDD_MSG_INSTALL_RESULT | 221 |\n| IDD_MSG_DECLINE_INVITATION | 222 |\n| IDD_MSG_REVOKE_INVITATION | 223 |\n| IDD_MSG_BLOCK_REQUEST | 224 |\n| IDD_MSG_DECLINE_REQUEST | 225 |\n| IDD_MSG_CANCEL_REQUEST | 226 |\n| IDD_MSG_KICK_OFF | 227 |\n| IDD_MSG_TERMINATE_SESSION | 228 |\n| IDD_MSG_NETWORK_CONDITIONS | 229 |\n| IDD_MSG_STATS_NOT_UPLOADED | 230 |\n| IDD_MSG_LOAD_FAILED | 231 |\n| IDD_MSG_DELETESAVE | 232 |\n| IDD_MSG_DISK_FULL | 233 |\n| IDD_MSG_RESTART_MISSION | 234 |\n| IDD_MSG_SAVE_MISSION | 235 |\n| IDD_MSG_SIGN_OUT | 236 |\n| IDD_MSG_LOAD_MISSION | 237 |\n| IDD_MSG_NEGATIVE_FEEDBACK | 238 |\n| IDD_MSG_PENDING_INVITATION | 239 |\n| IDD_MSG_HOST_SESSION | 240 |\n| IDD_MSG_ROLES_LOST | 241 |\n| IDD_MSG_ACCEPT_INVITATION | 242 |\n| IDD_MSG_MP_PLAYER_COUNT | 243 |\n| IDD_MSG_GAME_JOIN | 244 |\n| IDD_MSG_EDITOR_WIZARD_NONAME_MISSION | 245 |\n| IDD_MSG_RESTART_NEEDED | 246 |\n| // new editor<br>IDD_MSG_COMMIT_OVERLAY | 247 |\n| IDD_MSG_CLEAR_OVERLAY | 248 |\n| IDD_MSG_LOAD_OVERLAY | 249 |\n| IDD_MSG_EXIT_OVERLAY | 250 |\n| IDD_MSG_CREATE_OVERLAY | 251 |\n| IDD_MSG_CLOSE_OVERLAY | 252 |\n| IDD_MSG_LOAD_AAR | 253 |\n| IDD_MSG_CLEAR_MISSION | 254 |\n| IDD_MSG_RETRY_MISSION | 255 |\n| IDD_MSG_DELETE_DIARY_RECORD | 256 |\n\n#### XBOX 360 profile and save messages\n\n| ID name | IDD |\n|---|---|\n| IDD_MSG_XBOX_NO_SIGN_IN | 257 |\n| IDD_MSG_XBOX_NO_STORAGE | 258 |\n| IDD_MSG_XBOX_STORAGE_CHANGED | 259 |\n| IDD_MSG_XBOX_SAVE_FAILED | 260 |\n| IDD_MSG_XBOX_NO_STORAGE_ON_INVITE | 261 |\n| IDD_OPTIONS_AUDIO_ADJUST_MIC | 262 |\n| // MUF-MessageBox for restarting mission editor during layout change<br>IDD_MSG_RESTART_EDITOR | 263 |\n| IDD_PROGRESS_MESSAGE | 264 |\n| // Message box for confirming deleting published mission<br>IDD_MSG_DELETE_STEAM_MISSION | 265 |\n| // Message box for confirming updating published mission<br>IDD_MSG_UPDATE_STEAM_MISSION | 266 |\n| // Message box for confirming saving current mission before the publish dialog is opened<br>IDD_MSG_SAVE_MISSION_BEFORE_PUBLISH | 267 |\n| // Message box for asking user to agree with Battleye licence.<br>IDD_MSG_BATTLEYE_LICENCE | 268 |\n| IDD_MSG_UPNP_ACTIVATION | 269 |\n| // IDD_MSG_ACCOUNT_LOGIN_GUIDE | 270 - Reserved |\n\n#### InGameUI\n\n| ID name | IDD |\n|---|---|\n| IDD_UNITINFO | 300 |\n| IDD_HINT | 301 |\n| IDD_TASKHINT | 302 |\n| IDD_STANCEINFO | 303 |\n| IDD_AVCAMERA | 304 |\n| IDD_STAMINA_BAR | 305 |\n| IDD_FUTURAGEAR (Inventory) | 602 |\n\n#### Custom Info\n\n| ID name | IDD |\n|---|---|\n| IDD_CUSTOMINFO | 310 |\n| IDD_CUSTOMINFO_MINIMAP | 311 |\n| IDD_CUSTOMINFO_SLA | 312 |\n| IDD_CUSTOMINFO_CREW | 313 |\n| IDD_CUSTOMINFO_SENS | 314 |\n| IDD_CUSTOMINFO_FEEDUAV | 315 |\n| IDD_CUSTOMINFO_FEEDDRIVER | 316 |\n| IDD_CUSTOMINFO_FEEDPRIMARYGUNNER | 317 |\n| IDD_CUSTOMINFO_FEEDCOMMANDER | 318 |\n| IDD_CUSTOMINFO_FEEDMISSILE | 319 |\n| IDD_CUSTOMINFO_MINEDETECT | 320 |\n\n### Raw Data\n\n```cpp\n// Instances of display\n#define IDD_MAIN                                0\n#define IDD_GAME                                1\n#define IDD_SINGLE_MISSION                        2\n#define IDD_OPTIONS                                3\n#define IDD_CONFIGURE                            4\n#define IDD_OPTIONS_VIDEO                        5\n#define IDD_OPTIONS_AUDIO                        6\n#define IDD_MULTIPLAYER                            8\n#define IDD_LOAD_AAR                            9\n#define IDD_MAIN_MAP                            12\n#define IDD_SAVE                                13\n#define IDD_END                                    14\n#define IDD_SERVER                                17\n#define IDD_CLIENT                                18\n#define IDD_IP_ADDRESS                            19\n#define IDD_SERVER_SETUP                        20\n#define IDD_CLIENT_SETUP                        21\n#define IDD_CLIENT_WAIT                            22\n#define IDD_CHAT                                24\n#define IDD_CUSTOM_ARCADE                        25\n#define IDD_ARCADE_MAP                            26\n#define IDD_ARCADE_UNIT                            27\n#define IDD_ARCADE_WAYPOINT                     28\n#define IDD_TEMPLATE_SAVE                        29\n#define IDD_TEMPLATE_LOAD                        30\n#define IDD_LOGIN                                31\n#define IDD_INTEL                                32\n#define IDD_CAMPAIGN                            33\n#define IDD_CREDITS                                34\n#define IDD_INTEL_GETREADY                        37\n#define IDD_ARCADE_GROUP                        40\n#define IDD_ARCADE_SENSOR                        41\n#define IDD_NEW_USER                            42\n#define IDD_CAMPAIGN_LOAD                        43\n#define IDD_ARCADE_EFFECTS                        44\n#define IDD_ARCADE_MARKER                        45\n#define IDD_MISSION                                46\n#define IDD_INTRO                                47\n#define IDD_OUTRO                                48\n#define IDD_INTERRUPT                            49\n#define IDD_DEBRIEFING                            50\n#define IDD_SELECT_ISLAND                        51\n#define IDD_SERVER_GET_READY                     52\n#define IDD_CLIENT_GET_READY                     53\n#define IDD_INSERT_MARKER                        54\n#define IDD_VOICE_CHAT                            55\n#define IDD_DEBUG                                56\n#define IDD_HINTC                                57\n#define IDD_MISSION_END                            58\n#define IDD_SERVER_SIDE                            59\n#define IDD_CLIENT_SIDE                            60\n#define IDD_MULTIPLAYER_ROLE                     61\n#define IDD_AWARD                                62\n#define IDD_CHANNEL                                63\n#define IDD_PASSWORD                            64\n#define IDD_MP_PLAYERS                            65\n#define IDD_REVERT                                66\n#define IDD_PORT                                69\n#define IDD_MP_SETUP                            70\n#define IDD_FILTER                                71\n#define IDD_HINTC_EX                            72\n#define IDD_SELECT_PROFILE                        73\n#define IDD_CAMPAIGN_SELECT                        74\n#define IDD_PROFILE                                75\n#define IDD_PROFILE_NAME                        76\n#define IDD_PROFILE_FACE                        77\n#define IDD_PROFILE_VOICE                        78\n#define IDD_PROFILE_CONTROLLER                      79\n#define IDD_PROFILE_AUDIO                        80\n#define IDD_PROFILE_VIDEO                        81\n#define IDD_PROFILE_LIVE                        82\n#define IDD_MP_TYPE                                83\n#define IDD_MP_PASSCODE                            84\n#define IDD_OPTIMATCH_FILTER                    86\n#define IDD_QUICKMATCH                            87\n#define IDD_FRIENDS                                88\n#define IDD_FRIENDS_OPTIONS                        89\n#define IDD_XWIZARD_TEMPLATE                    90\n#define IDD_XWIZARD_INTEL                        91\n#define IDD_XWIZARD_NAME                        92\n#define IDD_XWIZARD_ISLAND                        93\n#define IDD_XWIZARD_WEATHER                        94\n#define IDD_XWIZARD_TIME                        95\n#define IDD_XWIZARD_UNIT                        96\n#define IDD_XWIZARD_MAP                            97\n#define IDD_XWIZARD_UNIT_SELECT                 98\n#define IDD_XWIZARD_UNIT_SELECT_CUSTOM          99\n#define IDD_XWIZARD_WAYPOINT                    100\n#define IDD_DOWNLOAD_CONTENT                    101\n#define IDD_DOWNLOAD_CONTENT_DETAILS            102\n#define IDD_XPLAYERS                            103\n#define IDD_XPLAYERS_ACTIONS                    104\n#define IDD_XPLAYERS_FEEDBACK                    105\n#define IDD_GEAR                                106\n#define IDD_EQUIP                                555\n#define IDD_DOWNLOAD_CONTENT_INSTALL            108\n#define IDD_SERVER_SETTINGS                        109\n#define IDD_SERVER_ADVANCED                        110\n#define IDD_SERVER_SELECT_PLAYER                112\n#define IDD_DEDICATED_SERVER                    114\n#define IDD_FRIEND_MISSIONS                        115\n#define IDD_LIVE_STATS                            116\n#define IDD_LIVE_STATS_BOARD                    117\n#define IDD_NETWORK_CONDITIONS                    118\n#define IDD_SEND_VOICE_MAIL                        119\n#define IDD_RECEIVE_VOICE_MAIL                    120\n#define IDD_SELECT_ISLAND_NEW                    351\n\n#define IDD_EDIT_OBJECT                            121\n#define IDD_MISSION_LOAD                        122\n#define IDD_MISSION_SAVE                        123\n\n#define IDD_EDIT_DIARY_RECORD                    125\n\n#define IDD_SERVER_VOTED                        126\n#define IDD_DEDICATED_SERVER_SETTINGS            127\n\n#define IDD_MISSION_EDITOR                        128\n\n#define IDD_DIARY                                129\n\n#define IDD_TEAM_SWITCH                            130\n\n#define IDD_CONFIGURE_ACTION                    131\n\n#define IDD_HOST_SETTINGS                        132\n\n#define IDD_MINIMAP                                133\n#define IDD_OVERLAY_CREATE                        134\n#define IDD_OVERLAY_LOAD                        135\n\n#define IDD_ESRB                                136\n\n#define IDD_MISSION_EDITOR_REALTIME                137\n\n//TODO: Has to be checked by Pete!\n#define IDD_EDIT_BRIEFING                        138\n#define IDD_LIVE                                139\n\n#define IDD_LASE                                141\n\n#define IDD_LAYER_LOAD                            142\n\n#define IDD_CONTROLS                            143\n#define IDD_INTERRUPT_REVERT                    144\n\n#define IDD_PERFORMANCE                            145\n#define IDD_XWIZARD_PARAMS                        146\n#define IDD_XWIZARD_PARAMETER                    147\n\n#define IDD_CONFIGURE_JOYSTICKS                    148\n#define IDD_CAPTURE                                149\n#define IDD_CUSTOMIZE_CONTROLLER                150\n#define IDD_GAMEOPTIONS                            151\n\n//new editor dialog\n#define IDD_ARCADE_MODULES                        153\n#define IDD_SELECT_SAVE                            154\n#define IDD_DSINTERFACE                            155\n#define IDD_ADDON_ACTIONS                        156\n\n// PhysX debug window\n#define IDD_PHYSX_DEBUG                            157\n\n// mod launcher dialog\n#define IDD_MOD_LAUNCHER                        157\n#define IDD_NEW_MOD                                158\n\n// joystick schemes mapping dialog\n#define IDD_JOYSTICK_SCHEMES                    159\n\n//AV Terminal dialog - MUF\n#define IDD_AV_TERMINAL                            160\n//Field Manual\n#define IDD_FIELD_MANUAL                        162\n//Dialogue for controls scheme selection\n#define IDD_CONTROLS_SCHEME                        163\n//Dialogue for choosing layout of mission editor. NOTE: 161-163 are already in use, see A3\\Ui_f\\hpp\\defineResincl.inc\n#define IDD_EDITOR_LAYOUT                        164\n//Dialogue for publishing mission on Steam.\n#define IDD_PUBLISH_MISSION                        165\n//Dialogue for selecting tags for mission on Steam.\n#define IDD_PUBLISH_MISSION_TAGS                166\n//Dialogue for selecting file from the hard drive\n#define IDD_FILE_SELECT_DIALOG                    167\n//Idd reserved for debriefing                    168\n#define IDD_DLC_VEHICLEMSGBOX                    169\n#define IDD_DLC_PURCHASENOTIFICATION            170\n#define IDD_BOOTCAMPMSGBOX                        171\n#define IDD_COMMUNITY_GUIDE                        172\n#define IDD_SLING_LOAD_ASSISTANT                173\n#define IDD_DLC_CONTENTBROWSER                    174\n#define IDD_MP_SCORE_TABLE                        175\n#define IDD_CAMPAIGN_MP                            176\n#define IDD_MP_QUICK_PLAY                        177\n#define IDD_MP_SERVER_SEARCH                    178\n#define IDD_MP_SERVER_FOUND                        179\n#define IDD_KEYMAPMSGBOX                        180\n\n// MessageBoxes\n#define IDD_MSG_DELETEPLAYER                    200\n#define IDD_MSG_DELETEGAME                        201\n#define IDD_MSG_CLEARTEMPLATE                    202\n#define IDD_MSG_EXITTEMPLATE                    203\n#define IDD_MSG_LAUNCHGAME                        204 // ADDED IN PATCH 1.04\n\n#define IDD_MSG_NEWACCOUNT                        205\n\n#define IDD_MSG_FRIENDS_REMOVE                    206\n#define IDD_MSG_FRIENDS_BLOCK                    207\n#define IDD_MSG_FRIENDS_INVITE                    208\n\n#define IDD_MSG_DELETEMISSION                    209\n\n#define IDD_MSG_XONLINE_CONNECTION_FAILED        210\n#define IDD_MSG_XONLINE_UPDATE_REQUIRED            211\n#define IDD_MSG_XONLINE_SERVER_BUSY                212\n#define IDD_MSG_XONLINE_REQUIRED_MSG            213\n#define IDD_MSG_XONLINE_RECOMMENDED_MSG            214\n#define IDD_MSG_XONLINE_INVALID_USER            215\n#define IDD_MSG_XONLINE_WRONG_PASSCODE            216\n\n#define IDD_MSG_CANCEL_SUBSCRIPTION                217\n#define IDD_MSG_SUBSCRIBE                        218\n#define IDD_MSG_PURCHASE                        219\n#define IDD_MSG_INSTALL_ABORT                    220\n#define IDD_MSG_INSTALL_RESULT                    221\n\n#define IDD_MSG_DECLINE_INVITATION                222\n#define IDD_MSG_REVOKE_INVITATION                223\n#define IDD_MSG_BLOCK_REQUEST                    224\n#define IDD_MSG_DECLINE_REQUEST                    225\n#define IDD_MSG_CANCEL_REQUEST                    226\n#define IDD_MSG_KICK_OFF                        227\n#define IDD_MSG_TERMINATE_SESSION                228\n#define IDD_MSG_NETWORK_CONDITIONS                229\n\n#define IDD_MSG_STATS_NOT_UPLOADED                230\n\n#define IDD_MSG_LOAD_FAILED                        231\n#define IDD_MSG_DELETESAVE                        232\n\n#define IDD_MSG_DISK_FULL                        233\n\n#define IDD_MSG_RESTART_MISSION                    234\n#define IDD_MSG_SAVE_MISSION                    235\n#define IDD_MSG_SIGN_OUT                        236\n#define IDD_MSG_LOAD_MISSION                    237\n#define IDD_MSG_NEGATIVE_FEEDBACK                238\n#define IDD_MSG_PENDING_INVITATION                239\n#define IDD_MSG_HOST_SESSION                    240\n#define IDD_MSG_ROLES_LOST                        241\n#define IDD_MSG_ACCEPT_INVITATION                242\n#define IDD_MSG_MP_PLAYER_COUNT                    243\n#define IDD_MSG_GAME_JOIN                        244\n#define IDD_MSG_EDITOR_WIZARD_NONAME_MISSION    245\n\n#define IDD_MSG_RESTART_NEEDED                    246\n\n// new editor\n#define IDD_MSG_COMMIT_OVERLAY                    247\n#define IDD_MSG_CLEAR_OVERLAY                    248\n#define IDD_MSG_LOAD_OVERLAY                    249\n#define IDD_MSG_EXIT_OVERLAY                    250\n#define IDD_MSG_CREATE_OVERLAY                    251\n#define IDD_MSG_CLOSE_OVERLAY                    252\n#define IDD_MSG_LOAD_AAR                        253\n#define IDD_MSG_CLEAR_MISSION                    254\n#define IDD_MSG_RETRY_MISSION                    255\n\n#define IDD_MSG_DELETE_DIARY_RECORD                256\n\n// XBOX 360 profile and save messages\n#define IDD_MSG_XBOX_NO_SIGN_IN                    257\n#define IDD_MSG_XBOX_NO_STORAGE                    258\n#define IDD_MSG_XBOX_STORAGE_CHANGED            259\n#define IDD_MSG_XBOX_SAVE_FAILED                260\n#define IDD_MSG_XBOX_NO_STORAGE_ON_INVITE        261\n\n#define IDD_OPTIONS_AUDIO_ADJUST_MIC            262\n\n//MUF-MessageBox for restarting mission editor during layout change\n#define IDD_MSG_RESTART_EDITOR                    263\n\n#define IDD_PROGRESS_MESSAGE                    264\n\n//Message box for confirming deleting published mission\n#define IDD_MSG_DELETE_STEAM_MISSION            265\n//Message box for confirming updating published mission\n#define IDD_MSG_UPDATE_STEAM_MISSION            266\n//Message box for confirming saving current mission before the publish dialog is opened\n#define IDD_MSG_SAVE_MISSION_BEFORE_PUBLISH        267\n//Message box for asking user to agree with Battleye licence.\n#define IDD_MSG_BATTLEYE_LICENCE                268\n#define IDD_MSG_UPNP_ACTIVATION                    269\n//#define IDD_MSG_ACCOUNT_LOGIN_GUIDE            270 - Reserved\n\n// InGameUI\n#define IDD_UNITINFO                            300\n#define IDD_HINT                                301\n#define IDD_TASKHINT                            302\n#define IDD_STANCEINFO                            303\n#define IDD_AVCAMERA                            304\n#define IDD_STAMINA_BAR                            305\n\n//Custom Info\n#define IDD_CUSTOMINFO                            310\n#define IDD_CUSTOMINFO_MINIMAP                    311\n#define IDD_CUSTOMINFO_SLA                        312\n#define IDD_CUSTOMINFO_CREW                        313\n#define IDD_CUSTOMINFO_SENS                        314\n#define IDD_CUSTOMINFO_FEEDUAV                    315\n#define IDD_CUSTOMINFO_FEEDDRIVER                316\n#define IDD_CUSTOMINFO_FEEDPRIMARYGUNNER        317\n#define IDD_CUSTOMINFO_FEEDCOMMANDER            318\n#define IDD_CUSTOMINFO_FEEDMISSILE                319\n#define IDD_CUSTOMINFO_MINEDETECT                320\n\n//Curator interface\n#define IDD_RSCDISPLAYCURATOR                                312\n#define IDC_RSCDISPLAYCURATOR_MAINMAP                        50\n#define IDC_RSCDISPLAYCURATOR_OVERLAY                        51\n#define IDC_RSCDISPLAYCURATOR_MULTISELECTION                52\n#define IDC_RSCDISPLAYCURATOR_MOUSEAREA                        53\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDADD                    100\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDMODE                101\n#define IDC_RSCDISPLAYCURATOR_TITLEADD                        102\n#define IDC_RSCDISPLAYCURATOR_SUBTITLESIDE                    103\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDMODIFY                105\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDMISSION                106\n#define IDC_RSCDISPLAYCURATOR_TITLEENTITIES                    107\n#define IDC_RSCDISPLAYCURATOR_BACKGROUND                    109\n#define IDC_RSCDISPLAYCURATOR_TITLEMODIFY                    110\n#define IDC_RSCDISPLAYCURATOR_POINTS                        111\n#define IDC_RSCDISPLAYCURATOR_POINTSPREVIEW                    112\n#define IDC_RSCDISPLAYCURATOR_DISPLAYNAME                    113\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDMINIMAP                114\n#define IDC_RSCDISPLAYCURATOR_TITLEMINIMAP                    115\n#define IDC_RSCDISPLAYCURATOR_MAP                            116\n#define IDC_RSCDISPLAYCURATOR_MODEUNITS                        150\n#define IDC_RSCDISPLAYCURATOR_MODEGROUPS                    151\n#define IDC_RSCDISPLAYCURATOR_MODEMODULES                    152\n#define IDC_RSCDISPLAYCURATOR_CURSOR                        153\n#define IDC_RSCDISPLAYCURATOR_MODEMARKERS                    154\n#define IDC_RSCDISPLAYCURATOR_SIDEBLUFOR                    155\n#define IDC_RSCDISPLAYCURATOR_SIDEOPFOR                        156\n#define IDC_RSCDISPLAYCURATOR_SIDEINDEPENDENT                157\n#define IDC_RSCDISPLAYCURATOR_SIDECIVILIAN                    158\n#define IDC_RSCDISPLAYCURATOR_SIDEEMPTY                        159\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDGRADIENT            160\n#define IDC_RSCDISPLAYCURATOR_LOGO                            161\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDPICTUREMISSION        162\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDPICTUREADD            163\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDPICTUREMODIFY        164\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDPICTUREMINIMAP        165\n#define IDC_RSCDISPLAYCURATOR_HIDEADD                        166\n#define IDC_RSCDISPLAYCURATOR_HIDEMODIFY                    167\n#define IDC_RSCDISPLAYCURATOR_HIDEMISSION                    168\n#define IDC_RSCDISPLAYCURATOR_HIDEMINIMAP                    169\n#define IDC_RSCDISPLAYCURATOR_MODERECENT                    170\n#define IDC_RSCDISPLAYCURATOR_EDIT0                            200\n#define IDC_RSCDISPLAYCURATOR_EDIT1                            201\n#define IDC_RSCDISPLAYCURATOR_EDIT2                            202\n#define IDC_RSCDISPLAYCURATOR_EDIT3                            203\n#define IDC_RSCDISPLAYCURATOR_EDIT4                            204\n#define IDC_RSCDISPLAYCURATOR_TYPE                            250\n#define IDC_RSCDISPLAYCURATOR_CREATE_UNITS_WEST                270\n#define IDC_RSCDISPLAYCURATOR_CREATE_UNITS_EAST                271\n#define IDC_RSCDISPLAYCURATOR_CREATE_UNITS_GUER                272\n#define IDC_RSCDISPLAYCURATOR_CREATE_UNITS_CIV                273\n#define IDC_RSCDISPLAYCURATOR_CREATE_UNITS_EMPTY            274\n#define IDC_RSCDISPLAYCURATOR_CREATE_GROUPS_WEST            275\n#define IDC_RSCDISPLAYCURATOR_CREATE_GROUPS_EAST            276\n#define IDC_RSCDISPLAYCURATOR_CREATE_GROUPS_GUER            277\n#define IDC_RSCDISPLAYCURATOR_CREATE_GROUPS_CIV                278\n#define IDC_RSCDISPLAYCURATOR_CREATE_GROUPS_EMPTY            279\n#define IDC_RSCDISPLAYCURATOR_CREATE_MODULES                280\n#define IDC_RSCDISPLAYCURATOR_CREATE_MARKERS                281\n#define IDC_RSCDISPLAYCURATOR_CREATE_RECENT                    282\n#define IDC_RSCDISPLAYCURATOR_ENTITIES                        251\n#define IDC_RSCDISPLAYCURATOR_XLISTBOX0                        258\n#define IDC_RSCDISPLAYCURATOR_XLISTBOX1                        259\n#define IDC_RSCDISPLAYCURATOR_XLISTBOX2                        260\n#define IDC_RSCDISPLAYCURATOR_XLISTBOX3                        261\n#define IDC_RSCDISPLAYCURATOR_XLISTBOX4                        262\n#define IDC_RSCDISPLAYCURATOR_SLIDER0                        300\n#define IDC_RSCDISPLAYCURATOR_SLIDER1                        301\n#define IDC_RSCDISPLAYCURATOR_SLIDER2                        302\n#define IDC_RSCDISPLAYCURATOR_SLIDER3                        303\n#define IDC_RSCDISPLAYCURATOR_SLIDER4                        304\n#define IDC_RSCDISPLAYCURATOR_COMBO0                        400\n#define IDC_RSCDISPLAYCURATOR_COMBO1                        401\n#define IDC_RSCDISPLAYCURATOR_COMBO2                        402\n#define IDC_RSCDISPLAYCURATOR_COMBO3                        403\n#define IDC_RSCDISPLAYCURATOR_COMBO4                        404\n#define IDC_RSCDISPLAYCURATOR_ADD                            450\n#define IDC_RSCDISPLAYCURATOR_MODIFY                        451\n#define IDC_RSCDISPLAYCURATOR_MAIN                            452\n#define IDC_RSCDISPLAYCURATOR_MISSION                        453\n#define IDC_RSCDISPLAYCURATOR_MODE                            454\n#define IDC_RSCDISPLAYCURATOR_MINIMAP                        455\n#define IDC_RSCDISPLAYCURATOR_MODIFYSTATIC                    456\n#define IDC_RSCDISPLAYCURATOR_BUTTON0                        500\n#define IDC_RSCDISPLAYCURATOR_BUTTON1                        501\n#define IDC_RSCDISPLAYCURATOR_BUTTON2                        502\n#define IDC_RSCDISPLAYCURATOR_BUTTON3                        503\n#define IDC_RSCDISPLAYCURATOR_BUTTON4                        504\n\n//display3DEN\n#define IDD_DISPLAY3DEN                                        313\n\n#define IDC_DISPLAY3DEN_SCROLLBLOCK_TOP                        46\n#define IDC_DISPLAY3DEN_SCROLLBLOCK_LEFT                    47\n#define IDC_DISPLAY3DEN_SCROLLBLOCK_RIGHT                    48\n#define IDC_DISPLAY3DEN_SCROLLBLOCK_BOTTOM                    49\n\n#define IDC_DISPLAY3DEN_MAP                                    51\n#define IDC_DISPLAY3DEN_MOUSEAREA                            52\n#define IDC_DISPLAY3DEN_MODES                                53\n#define IDC_DISPLAY3DEN_SIDES                                54\n#define IDC_DISPLAY3DEN_EDIT                                55\n\n#define IDC_DISPLAY3DEN_CREATE_OBJECT_WEST                    56\n#define IDC_DISPLAY3DEN_CREATE_OBJECT_EAST                    57\n#define IDC_DISPLAY3DEN_CREATE_OBJECT_GUER                    58\n#define IDC_DISPLAY3DEN_CREATE_OBJECT_CIV                    59\n#define IDC_DISPLAY3DEN_CREATE_OBJECT_EMPTY                    60\n\n#define IDC_DISPLAY3DEN_CREATE_GROUP_WEST                    61\n#define IDC_DISPLAY3DEN_CREATE_GROUP_EAST                    62\n#define IDC_DISPLAY3DEN_CREATE_GROUP_GUER                    63\n#define IDC_DISPLAY3DEN_CREATE_GROUP_CIV                    64\n#define IDC_DISPLAY3DEN_CREATE_GROUP_EMPTY                    65\n#define IDC_DISPLAY3DEN_CREATE_OBJECT_LOGIC                    66\n#define IDC_DISPLAY3DEN_CREATE_OBJECT_MODULE                67\n#define IDC_DISPLAY3DEN_CREATE_TRIGGER                        68\n#define IDC_DISPLAY3DEN_CREATE_WAYPOINT                        6900000\n#define IDC_DISPLAY3DEN_CREATE_MARKER_ICON                    69\n#define IDC_DISPLAY3DEN_CREATE_MARKER_SHAPE                    70\n#define IDC_DISPLAY3DEN_CREATE_GROUP_CUSTOM                    71\n#define IDC_DISPLAY3DEN_HISTORY                                74\n\n#define IDC_DISPLAY3DEN_MISSIONNAME                            76\n\n#define IDC_DISPLAY3DEN_SEARCHEDIT_BUTTON                    81\n#define IDC_DISPLAY3DEN_SEARCHEDIT                            80\n#define IDC_DISPLAY3DEN_SEARCHCREATE                        82\n#define IDC_DISPLAY3DEN_SEARCHCREATE_BUTTON                    83\n\n#define IDC_DISPLAY3DEN_EDIT_LAYER                            84\n#define IDC_DISPLAY3DEN_EDIT_DELETE                            85\n#define IDC_DISPLAY3DEN_EDIT_LAYER_REMOVE                    86\n#define IDC_DISPLAY3DEN_NAVIGATION_WIDGET                    87\n#define IDC_DISPLAY3DEN_EDIT_COLLAPSE_ALL                    88\n#define IDC_DISPLAY3DEN_EDIT_EXPAND_ALL                        89\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_ADD                90\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_EDIT                91\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_DELETE            92\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_PUBLISH            93\n\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_GROUP                94\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_NAME                95\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_AUTHOR            96\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_CATEGORY            97\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_SUBCATEGORY        98\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_PICTURE            99\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_PICTURE_EDIT        100\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_OK                101\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_CANCEL            102\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_LIST                103\n\n#define IDC_DISPLAY3DEN_MENUSTRIP 120\n\n// display3DENSave\n#define IDD_DISPLAY3DENSAVE                                    314\n#define IDD_OVERRIDE_CHANGES_MSG                             330\n#define IDD_DISPLAY3DENSAVE_DELETEFOLDER_BOX                 331\n#define IDD_DISPLAY3DENSAVE_IMPORT_ENTITIES                 332\n\n#define IDC_DISPLAY3DENSAVE_FOLDERS                            101\n#define IDC_DISPLAY3DENSAVE_NAME                            102\n#define IDC_DISPLAY3DENSAVE_FILES                            103\n#define IDC_DISPLAY3DENSAVE_TITLE                            104\n#define IDC_DISPLAY3DENSAVE_SEARCH                            105\n#define IDC_DISPLAY3DENSAVE_SEARCHBUTTON                    106\n#define IDC_DISPLAY3DENSAVE_FILTER                            107\n#define IDC_DISPLAY3DENSAVE_BINARIZETEXT                    108\n#define IDC_DISPLAY3DENSAVE_BINARIZE                        109\n#define IDC_DISPLAY3DENSAVE_PURCHASE                        110\n\n// display3DENeditComposition\n#define IDD_DISPLAY3DENEDITCOMPOSITION                        317\n#define IDC_DISPLAY3DENEDITCOMPOSITION_NAME                    101\n#define IDC_DISPLAY3DENEDITCOMPOSITION_AUTHOR                102\n#define IDC_DISPLAY3DENEDITCOMPOSITION_CATEGORY                103\n#define IDC_DISPLAY3DENEDITCOMPOSITION_SUBCATEGORY            104\n\n// display3DENAttributes\n#define IDD_DISPLAY3DENEDITATTRIBUTES                        315\n\n#define IDC_DISPLAY3DENEDITATTRIBUTES_TITLE                    200\n#define IDC_DISPLAY3DENEDITATTRIBUTES_GROUP                    201\n#define IDC_DISPLAY3DENPYLON_GROUP                            2666\n\n#define IDC_DISPLAY3DENEDITATTRIBUTES_TYPE_VALUE            500\n#define IDC_DISPLAY3DENEDITATTRIBUTES_TYPE_SEARCH            501\n#define IDC_DISPLAY3DENEDITATTRIBUTES_TYPE_SEARCHBUTTON        502\n\n// display3DENNew\n#define IDD_DISPLAY3DENNEW                                    316\n\n#define IDC_DISPLAY3DENNEW_LIST                                101\n#define IDC_DISPLAY3DENNEW_PURCHASE                            107\n\n#define IDC_DISPLAY3DENNEW_TITLE                            1000\n#define IDC_DISPLAY3DENNEW_NAME                                1002\n#define IDC_DISPLAY3DENNEW_AUTHOR                            1003\n#define IDC_DISPLAY3DENNEW_NAMEBACKGROUND                    1004\n#define IDC_DISPLAY3DENNEW_ISLANDPANORAMA                    1200\n#define IDC_DISPLAY3DENNEW_INTERLACING                        1201\n#define IDC_DISPLAY3DENNEW_CLOUD1                            1202\n#define IDC_DISPLAY3DENNEW_CLOUD2                            1203\n#define IDC_DISPLAY3DENNEW_CLOUD3                            1204\n#define IDC_DISPLAY3DENNEW_CLOUD4                            1205\n#define IDC_DISPLAY3DENNEW_ISLANDGROUP                        2300\n#define IDC_DISPLAY3DENNEW_BUTTONCONTINUE                    2600\n#define IDC_DISPLAY3DENNEW_BUTTONCANCEL                        2700\n\n#define IDC_DISPLAY3DEN_EDITORPREVIEW_GROUP                    98\n#define IDC_DISPLAY3DEN_EDITORPREVIEW                        99\n```","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> The following code can be used to get a display by its uiNamespace variable:\n>\n> ```sqf\n> uiNamespace getVariable [\"RscDisplayMain\", displayNull];\n> ```\n>\n> Be aware that this may not work for modded displays if the display is not designed to use this variable.\n\nSee also: Arma 3: Display3DEN IDCs."},{"heading":"IDDs","level":3,"markdown":""},{"heading":"Display Instances","level":4,"markdown":"| ID name | IDD |\n|---|---|\n| IDD_MAIN | 0 |\n| IDD_GAME | 1 |\n| IDD_SINGLE_MISSION | 2 |\n| IDD_OPTIONS | 3 |\n| IDD_CONFIGURE | 4 |\n| IDD_OPTIONS_VIDEO | 5 |\n| IDD_OPTIONS_AUDIO | 6 |\n| IDD_MULTIPLAYER | 8 |\n| IDD_LOAD_AAR | 9 |\n| IDD_MAIN_MAP | 12 |\n| IDD_SAVE | 13 |\n| IDD_END | 14 |\n| IDD_SERVER | 17 |\n| IDD_CLIENT | 18 |\n| IDD_IP_ADDRESS | 19 |\n| IDD_SERVER_SETUP | 20 |\n| IDD_CLIENT_SETUP | 21 |\n| IDD_CLIENT_WAIT | 22 |\n| IDD_CHAT | 24 |\n| IDD_CUSTOM_ARCADE | 25 |\n| IDD_ARCADE_MAP | 26 |\n| IDD_ARCADE_UNIT | 27 |\n| IDD_ARCADE_WAYPOINT | 28 |\n| IDD_TEMPLATE_SAVE | 29 |\n| IDD_TEMPLATE_LOAD | 30 |\n| IDD_LOGIN | 31 |\n| IDD_INTEL | 32 |\n| IDD_CAMPAIGN | 33 |\n| IDD_CREDITS | 34 |\n| IDD_INTEL_GETREADY | 37 |\n| IDD_ARCADE_GROUP | 40 |\n| IDD_ARCADE_SENSOR | 41 |\n| IDD_NEW_USER | 42 |\n| IDD_CAMPAIGN_LOAD | 43 |\n| IDD_ARCADE_EFFECTS | 44 |\n| IDD_ARCADE_MARKER | 45 |\n| IDD_MISSION | 46 |\n| IDD_INTRO | 47 |\n| IDD_OUTRO | 48 |\n| IDD_INTERRUPT | 49 |\n| IDD_DEBRIEFING | 50 |\n| IDD_SELECT_ISLAND | 51 |\n| IDD_SERVER_GET_READY | 52 |\n| IDD_CLIENT_GET_READY | 53 |\n| IDD_INSERT_MARKER | 54 |\n| IDD_VOICE_CHAT | 55 |\n| IDD_DEBUG | 56 |\n| IDD_HINTC | 57 |\n| IDD_MISSION_END | 58 |\n| IDD_SERVER_SIDE | 59 |\n| IDD_CLIENT_SIDE | 60 |\n| IDD_MULTIPLAYER_ROLE | 61 |\n| IDD_AWARD | 62 |\n| IDD_CHANNEL | 63 |\n| IDD_PASSWORD | 64 |\n| IDD_MP_PLAYERS | 65 |\n| IDD_REVERT | 66 |\n| IDD_PORT | 69 |\n| IDD_MP_SETUP | 70 |\n| IDD_FILTER | 71 |\n| IDD_HINTC_EX | 72 |\n| IDD_SELECT_PROFILE | 73 |\n| IDD_CAMPAIGN_SELECT | 74 |\n| IDD_PROFILE | 75 |\n| IDD_PROFILE_NAME | 76 |\n| IDD_PROFILE_FACE | 77 |\n| IDD_PROFILE_VOICE | 78 |\n| IDD_PROFILE_CONTROLLER | 79 |\n| IDD_PROFILE_AUDIO | 80 |\n| IDD_PROFILE_VIDEO | 81 |\n| IDD_PROFILE_LIVE | 82 |\n| IDD_MP_TYPE | 83 |\n| IDD_MP_PASSCODE | 84 |\n| IDD_OPTIMATCH_FILTER | 86 |\n| IDD_QUICKMATCH | 87 |\n| IDD_FRIENDS | 88 |\n| IDD_FRIENDS_OPTIONS | 89 |\n| IDD_XWIZARD_TEMPLATE | 90 |\n| IDD_XWIZARD_INTEL | 91 |\n| IDD_XWIZARD_NAME | 92 |\n| IDD_XWIZARD_ISLAND | 93 |\n| IDD_XWIZARD_WEATHER | 94 |\n| IDD_XWIZARD_TIME | 95 |\n| IDD_XWIZARD_UNIT | 96 |\n| IDD_XWIZARD_MAP | 97 |\n| IDD_XWIZARD_UNIT_SELECT | 98 |\n| IDD_XWIZARD_UNIT_SELECT_CUSTOM | 99 |\n| IDD_XWIZARD_WAYPOINT | 100 |\n| IDD_DOWNLOAD_CONTENT | 101 |\n| IDD_DOWNLOAD_CONTENT_DETAILS | 102 |\n| IDD_XPLAYERS | 103 |\n| IDD_XPLAYERS_ACTIONS | 104 |\n| IDD_XPLAYERS_FEEDBACK | 105 |\n| IDD_GEAR | 106 |\n| IDD_EQUIP | 555 |\n| IDD_DOWNLOAD_CONTENT_INSTALL | 108 |\n| IDD_SERVER_SETTINGS | 109 |\n| IDD_SERVER_ADVANCED | 110 |\n| IDD_SERVER_SELECT_PLAYER | 112 |\n| IDD_DEDICATED_SERVER | 114 |\n| IDD_FRIEND_MISSIONS | 115 |\n| IDD_LIVE_STATS | 116 |\n| IDD_LIVE_STATS_BOARD | 117 |\n| IDD_NETWORK_CONDITIONS | 118 |\n| IDD_SEND_VOICE_MAIL | 119 |\n| IDD_RECEIVE_VOICE_MAIL | 120 |\n| IDD_SELECT_ISLAND_NEW | 351 |\n| IDD_EDIT_OBJECT | 121 |\n| IDD_MISSION_LOAD | 122 |\n| IDD_MISSION_SAVE | 123 |\n| IDD_EDIT_DIARY_RECORD | 125 |\n| IDD_SERVER_VOTED | 126 |\n| IDD_DEDICATED_SERVER_SETTINGS | 127 |\n| IDD_MISSION_EDITOR | 128 |\n| IDD_DIARY | 129 |\n| IDD_TEAM_SWITCH | 130 |\n| IDD_CONFIGURE_ACTION | 131 |\n| IDD_HOST_SETTINGS | 132 |\n| IDD_MINIMAP | 133 |\n| IDD_OVERLAY_CREATE | 134 |\n| IDD_OVERLAY_LOAD | 135 |\n| IDD_ESRB | 136 |\n| IDD_MISSION_EDITOR_REALTIME | 137 |\n| IDD_EDIT_BRIEFING `// TODO: Has to be checked by Pete!` | 138 |\n| IDD_LIVE | 139 |\n| IDD_LASE | 141 |\n| IDD_LAYER_LOAD | 142 |\n| IDD_CONTROLS | 143 |\n| IDD_INTERRUPT_REVERT | 144 |\n| IDD_PERFORMANCE | 145 |\n| IDD_XWIZARD_PARAMS | 146 |\n| IDD_XWIZARD_PARAMETER | 147 |\n| IDD_CONFIGURE_JOYSTICKS | 148 |\n| IDD_CAPTURE | 149 |\n| IDD_CUSTOMIZE_CONTROLLER | 150 |\n| IDD_GAMEOPTIONS | 151 |\n| // new editor dialog<br>IDD_ARCADE_MODULES | 153 |\n| IDD_SELECT_SAVE | 154 |\n| IDD_DSINTERFACE | 155 |\n| IDD_ADDON_ACTIONS | 156 |\n| // PhysX debug window<br>IDD_PHYSX_DEBUG | 157 |\n| // mod launcher dialog<br>IDD_MOD_LAUNCHER | 157 |\n| IDD_NEW_MOD | 158 |\n| // joystick schemes mapping dialog<br>IDD_JOYSTICK_SCHEMES | 159 |\n| // AV Terminal dialog - MUF<br>IDD_AV_TERMINAL | 160 |\n| // Field Manual<br>IDD_FIELD_MANUAL | 162 |\n| // Dialogue for controls scheme selection<br>IDD_CONTROLS_SCHEME | 163 |\n| // Dialogue for choosing layout of mission editor.<br>NOTE: 161-163 are already in use, see A3\\Ui_f\\hpp\\defineResincl.inc<br>IDD_EDITOR_LAYOUT | 164 |\n| // Dialogue for publishing mission on Steam.<br>IDD_PUBLISH_MISSION | 165 |\n| // Dialogue for selecting tags for mission on Steam.<br>IDD_PUBLISH_MISSION_TAGS | 166 |\n| // Dialogue for selecting file from the hard drive<br>IDD_FILE_SELECT_DIALOG | 167 |\n| // Idd reserved for debriefing | 168 |\n| IDD_DLC_VEHICLEMSGBOX | 169 |\n| IDD_DLC_PURCHASENOTIFICATION | 170 |\n| IDD_BOOTCAMPMSGBOX | 171 |\n| IDD_COMMUNITY_GUIDE | 172 |\n| IDD_SLING_LOAD_ASSISTANT | 173 |\n| IDD_DLC_CONTENTBROWSER | 174 |\n| IDD_MP_SCORE_TABLE | 175 |\n| IDD_CAMPAIGN_MP | 176 |\n| IDD_MP_QUICK_PLAY | 177 |\n| IDD_MP_SERVER_SEARCH | 178 |\n| IDD_MP_SERVER_FOUND | 179 |\n| IDD_KEYMAPMSGBOX | 180 |"},{"heading":"MessageBoxes","level":4,"markdown":"| ID name | IDD |\n|---|---|\n| IDD_MSG_DELETEPLAYER | 200 |\n| IDD_MSG_DELETEGAME | 201 |\n| IDD_MSG_CLEARTEMPLATE | 202 |\n| IDD_MSG_EXITTEMPLATE | 203 |\n| IDD_MSG_LAUNCHGAME | 204 // ADDED IN PATCH 1.04 |\n| IDD_MSG_NEWACCOUNT | 205 |\n| IDD_MSG_FRIENDS_REMOVE | 206 |\n| IDD_MSG_FRIENDS_BLOCK | 207 |\n| IDD_MSG_FRIENDS_INVITE | 208 |\n| IDD_MSG_DELETEMISSION | 209 |\n| IDD_MSG_XONLINE_CONNECTION_FAILED | 210 |\n| IDD_MSG_XONLINE_UPDATE_REQUIRED | 211 |\n| IDD_MSG_XONLINE_SERVER_BUSY | 212 |\n| IDD_MSG_XONLINE_REQUIRED_MSG | 213 |\n| IDD_MSG_XONLINE_RECOMMENDED_MSG | 214 |\n| IDD_MSG_XONLINE_INVALID_USER | 215 |\n| IDD_MSG_XONLINE_WRONG_PASSCODE | 216 |\n| IDD_MSG_CANCEL_SUBSCRIPTION | 217 |\n| IDD_MSG_SUBSCRIBE | 218 |\n| IDD_MSG_PURCHASE | 219 |\n| IDD_MSG_INSTALL_ABORT | 220 |\n| IDD_MSG_INSTALL_RESULT | 221 |\n| IDD_MSG_DECLINE_INVITATION | 222 |\n| IDD_MSG_REVOKE_INVITATION | 223 |\n| IDD_MSG_BLOCK_REQUEST | 224 |\n| IDD_MSG_DECLINE_REQUEST | 225 |\n| IDD_MSG_CANCEL_REQUEST | 226 |\n| IDD_MSG_KICK_OFF | 227 |\n| IDD_MSG_TERMINATE_SESSION | 228 |\n| IDD_MSG_NETWORK_CONDITIONS | 229 |\n| IDD_MSG_STATS_NOT_UPLOADED | 230 |\n| IDD_MSG_LOAD_FAILED | 231 |\n| IDD_MSG_DELETESAVE | 232 |\n| IDD_MSG_DISK_FULL | 233 |\n| IDD_MSG_RESTART_MISSION | 234 |\n| IDD_MSG_SAVE_MISSION | 235 |\n| IDD_MSG_SIGN_OUT | 236 |\n| IDD_MSG_LOAD_MISSION | 237 |\n| IDD_MSG_NEGATIVE_FEEDBACK | 238 |\n| IDD_MSG_PENDING_INVITATION | 239 |\n| IDD_MSG_HOST_SESSION | 240 |\n| IDD_MSG_ROLES_LOST | 241 |\n| IDD_MSG_ACCEPT_INVITATION | 242 |\n| IDD_MSG_MP_PLAYER_COUNT | 243 |\n| IDD_MSG_GAME_JOIN | 244 |\n| IDD_MSG_EDITOR_WIZARD_NONAME_MISSION | 245 |\n| IDD_MSG_RESTART_NEEDED | 246 |\n| // new editor<br>IDD_MSG_COMMIT_OVERLAY | 247 |\n| IDD_MSG_CLEAR_OVERLAY | 248 |\n| IDD_MSG_LOAD_OVERLAY | 249 |\n| IDD_MSG_EXIT_OVERLAY | 250 |\n| IDD_MSG_CREATE_OVERLAY | 251 |\n| IDD_MSG_CLOSE_OVERLAY | 252 |\n| IDD_MSG_LOAD_AAR | 253 |\n| IDD_MSG_CLEAR_MISSION | 254 |\n| IDD_MSG_RETRY_MISSION | 255 |\n| IDD_MSG_DELETE_DIARY_RECORD | 256 |"},{"heading":"XBOX 360 profile and save messages","level":4,"markdown":"| ID name | IDD |\n|---|---|\n| IDD_MSG_XBOX_NO_SIGN_IN | 257 |\n| IDD_MSG_XBOX_NO_STORAGE | 258 |\n| IDD_MSG_XBOX_STORAGE_CHANGED | 259 |\n| IDD_MSG_XBOX_SAVE_FAILED | 260 |\n| IDD_MSG_XBOX_NO_STORAGE_ON_INVITE | 261 |\n| IDD_OPTIONS_AUDIO_ADJUST_MIC | 262 |\n| // MUF-MessageBox for restarting mission editor during layout change<br>IDD_MSG_RESTART_EDITOR | 263 |\n| IDD_PROGRESS_MESSAGE | 264 |\n| // Message box for confirming deleting published mission<br>IDD_MSG_DELETE_STEAM_MISSION | 265 |\n| // Message box for confirming updating published mission<br>IDD_MSG_UPDATE_STEAM_MISSION | 266 |\n| // Message box for confirming saving current mission before the publish dialog is opened<br>IDD_MSG_SAVE_MISSION_BEFORE_PUBLISH | 267 |\n| // Message box for asking user to agree with Battleye licence.<br>IDD_MSG_BATTLEYE_LICENCE | 268 |\n| IDD_MSG_UPNP_ACTIVATION | 269 |\n| // IDD_MSG_ACCOUNT_LOGIN_GUIDE | 270 - Reserved |"},{"heading":"InGameUI","level":4,"markdown":"| ID name | IDD |\n|---|---|\n| IDD_UNITINFO | 300 |\n| IDD_HINT | 301 |\n| IDD_TASKHINT | 302 |\n| IDD_STANCEINFO | 303 |\n| IDD_AVCAMERA | 304 |\n| IDD_STAMINA_BAR | 305 |\n| IDD_FUTURAGEAR (Inventory) | 602 |"},{"heading":"Custom Info","level":4,"markdown":"| ID name | IDD |\n|---|---|\n| IDD_CUSTOMINFO | 310 |\n| IDD_CUSTOMINFO_MINIMAP | 311 |\n| IDD_CUSTOMINFO_SLA | 312 |\n| IDD_CUSTOMINFO_CREW | 313 |\n| IDD_CUSTOMINFO_SENS | 314 |\n| IDD_CUSTOMINFO_FEEDUAV | 315 |\n| IDD_CUSTOMINFO_FEEDDRIVER | 316 |\n| IDD_CUSTOMINFO_FEEDPRIMARYGUNNER | 317 |\n| IDD_CUSTOMINFO_FEEDCOMMANDER | 318 |\n| IDD_CUSTOMINFO_FEEDMISSILE | 319 |\n| IDD_CUSTOMINFO_MINEDETECT | 320 |"},{"heading":"Raw Data","level":3,"markdown":"```cpp\n// Instances of display\n#define IDD_MAIN                                0\n#define IDD_GAME                                1\n#define IDD_SINGLE_MISSION                        2\n#define IDD_OPTIONS                                3\n#define IDD_CONFIGURE                            4\n#define IDD_OPTIONS_VIDEO                        5\n#define IDD_OPTIONS_AUDIO                        6\n#define IDD_MULTIPLAYER                            8\n#define IDD_LOAD_AAR                            9\n#define IDD_MAIN_MAP                            12\n#define IDD_SAVE                                13\n#define IDD_END                                    14\n#define IDD_SERVER                                17\n#define IDD_CLIENT                                18\n#define IDD_IP_ADDRESS                            19\n#define IDD_SERVER_SETUP                        20\n#define IDD_CLIENT_SETUP                        21\n#define IDD_CLIENT_WAIT                            22\n#define IDD_CHAT                                24\n#define IDD_CUSTOM_ARCADE                        25\n#define IDD_ARCADE_MAP                            26\n#define IDD_ARCADE_UNIT                            27\n#define IDD_ARCADE_WAYPOINT                     28\n#define IDD_TEMPLATE_SAVE                        29\n#define IDD_TEMPLATE_LOAD                        30\n#define IDD_LOGIN                                31\n#define IDD_INTEL                                32\n#define IDD_CAMPAIGN                            33\n#define IDD_CREDITS                                34\n#define IDD_INTEL_GETREADY                        37\n#define IDD_ARCADE_GROUP                        40\n#define IDD_ARCADE_SENSOR                        41\n#define IDD_NEW_USER                            42\n#define IDD_CAMPAIGN_LOAD                        43\n#define IDD_ARCADE_EFFECTS                        44\n#define IDD_ARCADE_MARKER                        45\n#define IDD_MISSION                                46\n#define IDD_INTRO                                47\n#define IDD_OUTRO                                48\n#define IDD_INTERRUPT                            49\n#define IDD_DEBRIEFING                            50\n#define IDD_SELECT_ISLAND                        51\n#define IDD_SERVER_GET_READY                     52\n#define IDD_CLIENT_GET_READY                     53\n#define IDD_INSERT_MARKER                        54\n#define IDD_VOICE_CHAT                            55\n#define IDD_DEBUG                                56\n#define IDD_HINTC                                57\n#define IDD_MISSION_END                            58\n#define IDD_SERVER_SIDE                            59\n#define IDD_CLIENT_SIDE                            60\n#define IDD_MULTIPLAYER_ROLE                     61\n#define IDD_AWARD                                62\n#define IDD_CHANNEL                                63\n#define IDD_PASSWORD                            64\n#define IDD_MP_PLAYERS                            65\n#define IDD_REVERT                                66\n#define IDD_PORT                                69\n#define IDD_MP_SETUP                            70\n#define IDD_FILTER                                71\n#define IDD_HINTC_EX                            72\n#define IDD_SELECT_PROFILE                        73\n#define IDD_CAMPAIGN_SELECT                        74\n#define IDD_PROFILE                                75\n#define IDD_PROFILE_NAME                        76\n#define IDD_PROFILE_FACE                        77\n#define IDD_PROFILE_VOICE                        78\n#define IDD_PROFILE_CONTROLLER                      79\n#define IDD_PROFILE_AUDIO                        80\n#define IDD_PROFILE_VIDEO                        81\n#define IDD_PROFILE_LIVE                        82\n#define IDD_MP_TYPE                                83\n#define IDD_MP_PASSCODE                            84\n#define IDD_OPTIMATCH_FILTER                    86\n#define IDD_QUICKMATCH                            87\n#define IDD_FRIENDS                                88\n#define IDD_FRIENDS_OPTIONS                        89\n#define IDD_XWIZARD_TEMPLATE                    90\n#define IDD_XWIZARD_INTEL                        91\n#define IDD_XWIZARD_NAME                        92\n#define IDD_XWIZARD_ISLAND                        93\n#define IDD_XWIZARD_WEATHER                        94\n#define IDD_XWIZARD_TIME                        95\n#define IDD_XWIZARD_UNIT                        96\n#define IDD_XWIZARD_MAP                            97\n#define IDD_XWIZARD_UNIT_SELECT                 98\n#define IDD_XWIZARD_UNIT_SELECT_CUSTOM          99\n#define IDD_XWIZARD_WAYPOINT                    100\n#define IDD_DOWNLOAD_CONTENT                    101\n#define IDD_DOWNLOAD_CONTENT_DETAILS            102\n#define IDD_XPLAYERS                            103\n#define IDD_XPLAYERS_ACTIONS                    104\n#define IDD_XPLAYERS_FEEDBACK                    105\n#define IDD_GEAR                                106\n#define IDD_EQUIP                                555\n#define IDD_DOWNLOAD_CONTENT_INSTALL            108\n#define IDD_SERVER_SETTINGS                        109\n#define IDD_SERVER_ADVANCED                        110\n#define IDD_SERVER_SELECT_PLAYER                112\n#define IDD_DEDICATED_SERVER                    114\n#define IDD_FRIEND_MISSIONS                        115\n#define IDD_LIVE_STATS                            116\n#define IDD_LIVE_STATS_BOARD                    117\n#define IDD_NETWORK_CONDITIONS                    118\n#define IDD_SEND_VOICE_MAIL                        119\n#define IDD_RECEIVE_VOICE_MAIL                    120\n#define IDD_SELECT_ISLAND_NEW                    351\n\n#define IDD_EDIT_OBJECT                            121\n#define IDD_MISSION_LOAD                        122\n#define IDD_MISSION_SAVE                        123\n\n#define IDD_EDIT_DIARY_RECORD                    125\n\n#define IDD_SERVER_VOTED                        126\n#define IDD_DEDICATED_SERVER_SETTINGS            127\n\n#define IDD_MISSION_EDITOR                        128\n\n#define IDD_DIARY                                129\n\n#define IDD_TEAM_SWITCH                            130\n\n#define IDD_CONFIGURE_ACTION                    131\n\n#define IDD_HOST_SETTINGS                        132\n\n#define IDD_MINIMAP                                133\n#define IDD_OVERLAY_CREATE                        134\n#define IDD_OVERLAY_LOAD                        135\n\n#define IDD_ESRB                                136\n\n#define IDD_MISSION_EDITOR_REALTIME                137\n\n//TODO: Has to be checked by Pete!\n#define IDD_EDIT_BRIEFING                        138\n#define IDD_LIVE                                139\n\n#define IDD_LASE                                141\n\n#define IDD_LAYER_LOAD                            142\n\n#define IDD_CONTROLS                            143\n#define IDD_INTERRUPT_REVERT                    144\n\n#define IDD_PERFORMANCE                            145\n#define IDD_XWIZARD_PARAMS                        146\n#define IDD_XWIZARD_PARAMETER                    147\n\n#define IDD_CONFIGURE_JOYSTICKS                    148\n#define IDD_CAPTURE                                149\n#define IDD_CUSTOMIZE_CONTROLLER                150\n#define IDD_GAMEOPTIONS                            151\n\n//new editor dialog\n#define IDD_ARCADE_MODULES                        153\n#define IDD_SELECT_SAVE                            154\n#define IDD_DSINTERFACE                            155\n#define IDD_ADDON_ACTIONS                        156\n\n// PhysX debug window\n#define IDD_PHYSX_DEBUG                            157\n\n// mod launcher dialog\n#define IDD_MOD_LAUNCHER                        157\n#define IDD_NEW_MOD                                158\n\n// joystick schemes mapping dialog\n#define IDD_JOYSTICK_SCHEMES                    159\n\n//AV Terminal dialog - MUF\n#define IDD_AV_TERMINAL                            160\n//Field Manual\n#define IDD_FIELD_MANUAL                        162\n//Dialogue for controls scheme selection\n#define IDD_CONTROLS_SCHEME                        163\n//Dialogue for choosing layout of mission editor. NOTE: 161-163 are already in use, see A3\\Ui_f\\hpp\\defineResincl.inc\n#define IDD_EDITOR_LAYOUT                        164\n//Dialogue for publishing mission on Steam.\n#define IDD_PUBLISH_MISSION                        165\n//Dialogue for selecting tags for mission on Steam.\n#define IDD_PUBLISH_MISSION_TAGS                166\n//Dialogue for selecting file from the hard drive\n#define IDD_FILE_SELECT_DIALOG                    167\n//Idd reserved for debriefing                    168\n#define IDD_DLC_VEHICLEMSGBOX                    169\n#define IDD_DLC_PURCHASENOTIFICATION            170\n#define IDD_BOOTCAMPMSGBOX                        171\n#define IDD_COMMUNITY_GUIDE                        172\n#define IDD_SLING_LOAD_ASSISTANT                173\n#define IDD_DLC_CONTENTBROWSER                    174\n#define IDD_MP_SCORE_TABLE                        175\n#define IDD_CAMPAIGN_MP                            176\n#define IDD_MP_QUICK_PLAY                        177\n#define IDD_MP_SERVER_SEARCH                    178\n#define IDD_MP_SERVER_FOUND                        179\n#define IDD_KEYMAPMSGBOX                        180\n\n// MessageBoxes\n#define IDD_MSG_DELETEPLAYER                    200\n#define IDD_MSG_DELETEGAME                        201\n#define IDD_MSG_CLEARTEMPLATE                    202\n#define IDD_MSG_EXITTEMPLATE                    203\n#define IDD_MSG_LAUNCHGAME                        204 // ADDED IN PATCH 1.04\n\n#define IDD_MSG_NEWACCOUNT                        205\n\n#define IDD_MSG_FRIENDS_REMOVE                    206\n#define IDD_MSG_FRIENDS_BLOCK                    207\n#define IDD_MSG_FRIENDS_INVITE                    208\n\n#define IDD_MSG_DELETEMISSION                    209\n\n#define IDD_MSG_XONLINE_CONNECTION_FAILED        210\n#define IDD_MSG_XONLINE_UPDATE_REQUIRED            211\n#define IDD_MSG_XONLINE_SERVER_BUSY                212\n#define IDD_MSG_XONLINE_REQUIRED_MSG            213\n#define IDD_MSG_XONLINE_RECOMMENDED_MSG            214\n#define IDD_MSG_XONLINE_INVALID_USER            215\n#define IDD_MSG_XONLINE_WRONG_PASSCODE            216\n\n#define IDD_MSG_CANCEL_SUBSCRIPTION                217\n#define IDD_MSG_SUBSCRIBE                        218\n#define IDD_MSG_PURCHASE                        219\n#define IDD_MSG_INSTALL_ABORT                    220\n#define IDD_MSG_INSTALL_RESULT                    221\n\n#define IDD_MSG_DECLINE_INVITATION                222\n#define IDD_MSG_REVOKE_INVITATION                223\n#define IDD_MSG_BLOCK_REQUEST                    224\n#define IDD_MSG_DECLINE_REQUEST                    225\n#define IDD_MSG_CANCEL_REQUEST                    226\n#define IDD_MSG_KICK_OFF                        227\n#define IDD_MSG_TERMINATE_SESSION                228\n#define IDD_MSG_NETWORK_CONDITIONS                229\n\n#define IDD_MSG_STATS_NOT_UPLOADED                230\n\n#define IDD_MSG_LOAD_FAILED                        231\n#define IDD_MSG_DELETESAVE                        232\n\n#define IDD_MSG_DISK_FULL                        233\n\n#define IDD_MSG_RESTART_MISSION                    234\n#define IDD_MSG_SAVE_MISSION                    235\n#define IDD_MSG_SIGN_OUT                        236\n#define IDD_MSG_LOAD_MISSION                    237\n#define IDD_MSG_NEGATIVE_FEEDBACK                238\n#define IDD_MSG_PENDING_INVITATION                239\n#define IDD_MSG_HOST_SESSION                    240\n#define IDD_MSG_ROLES_LOST                        241\n#define IDD_MSG_ACCEPT_INVITATION                242\n#define IDD_MSG_MP_PLAYER_COUNT                    243\n#define IDD_MSG_GAME_JOIN                        244\n#define IDD_MSG_EDITOR_WIZARD_NONAME_MISSION    245\n\n#define IDD_MSG_RESTART_NEEDED                    246\n\n// new editor\n#define IDD_MSG_COMMIT_OVERLAY                    247\n#define IDD_MSG_CLEAR_OVERLAY                    248\n#define IDD_MSG_LOAD_OVERLAY                    249\n#define IDD_MSG_EXIT_OVERLAY                    250\n#define IDD_MSG_CREATE_OVERLAY                    251\n#define IDD_MSG_CLOSE_OVERLAY                    252\n#define IDD_MSG_LOAD_AAR                        253\n#define IDD_MSG_CLEAR_MISSION                    254\n#define IDD_MSG_RETRY_MISSION                    255\n\n#define IDD_MSG_DELETE_DIARY_RECORD                256\n\n// XBOX 360 profile and save messages\n#define IDD_MSG_XBOX_NO_SIGN_IN                    257\n#define IDD_MSG_XBOX_NO_STORAGE                    258\n#define IDD_MSG_XBOX_STORAGE_CHANGED            259\n#define IDD_MSG_XBOX_SAVE_FAILED                260\n#define IDD_MSG_XBOX_NO_STORAGE_ON_INVITE        261\n\n#define IDD_OPTIONS_AUDIO_ADJUST_MIC            262\n\n//MUF-MessageBox for restarting mission editor during layout change\n#define IDD_MSG_RESTART_EDITOR                    263\n\n#define IDD_PROGRESS_MESSAGE                    264\n\n//Message box for confirming deleting published mission\n#define IDD_MSG_DELETE_STEAM_MISSION            265\n//Message box for confirming updating published mission\n#define IDD_MSG_UPDATE_STEAM_MISSION            266\n//Message box for confirming saving current mission before the publish dialog is opened\n#define IDD_MSG_SAVE_MISSION_BEFORE_PUBLISH        267\n//Message box for asking user to agree with Battleye licence.\n#define IDD_MSG_BATTLEYE_LICENCE                268\n#define IDD_MSG_UPNP_ACTIVATION                    269\n//#define IDD_MSG_ACCOUNT_LOGIN_GUIDE            270 - Reserved\n\n// InGameUI\n#define IDD_UNITINFO                            300\n#define IDD_HINT                                301\n#define IDD_TASKHINT                            302\n#define IDD_STANCEINFO                            303\n#define IDD_AVCAMERA                            304\n#define IDD_STAMINA_BAR                            305\n\n//Custom Info\n#define IDD_CUSTOMINFO                            310\n#define IDD_CUSTOMINFO_MINIMAP                    311\n#define IDD_CUSTOMINFO_SLA                        312\n#define IDD_CUSTOMINFO_CREW                        313\n#define IDD_CUSTOMINFO_SENS                        314\n#define IDD_CUSTOMINFO_FEEDUAV                    315\n#define IDD_CUSTOMINFO_FEEDDRIVER                316\n#define IDD_CUSTOMINFO_FEEDPRIMARYGUNNER        317\n#define IDD_CUSTOMINFO_FEEDCOMMANDER            318\n#define IDD_CUSTOMINFO_FEEDMISSILE                319\n#define IDD_CUSTOMINFO_MINEDETECT                320\n\n//Curator interface\n#define IDD_RSCDISPLAYCURATOR                                312\n#define IDC_RSCDISPLAYCURATOR_MAINMAP                        50\n#define IDC_RSCDISPLAYCURATOR_OVERLAY                        51\n#define IDC_RSCDISPLAYCURATOR_MULTISELECTION                52\n#define IDC_RSCDISPLAYCURATOR_MOUSEAREA                        53\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDADD                    100\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDMODE                101\n#define IDC_RSCDISPLAYCURATOR_TITLEADD                        102\n#define IDC_RSCDISPLAYCURATOR_SUBTITLESIDE                    103\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDMODIFY                105\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDMISSION                106\n#define IDC_RSCDISPLAYCURATOR_TITLEENTITIES                    107\n#define IDC_RSCDISPLAYCURATOR_BACKGROUND                    109\n#define IDC_RSCDISPLAYCURATOR_TITLEMODIFY                    110\n#define IDC_RSCDISPLAYCURATOR_POINTS                        111\n#define IDC_RSCDISPLAYCURATOR_POINTSPREVIEW                    112\n#define IDC_RSCDISPLAYCURATOR_DISPLAYNAME                    113\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDMINIMAP                114\n#define IDC_RSCDISPLAYCURATOR_TITLEMINIMAP                    115\n#define IDC_RSCDISPLAYCURATOR_MAP                            116\n#define IDC_RSCDISPLAYCURATOR_MODEUNITS                        150\n#define IDC_RSCDISPLAYCURATOR_MODEGROUPS                    151\n#define IDC_RSCDISPLAYCURATOR_MODEMODULES                    152\n#define IDC_RSCDISPLAYCURATOR_CURSOR                        153\n#define IDC_RSCDISPLAYCURATOR_MODEMARKERS                    154\n#define IDC_RSCDISPLAYCURATOR_SIDEBLUFOR                    155\n#define IDC_RSCDISPLAYCURATOR_SIDEOPFOR                        156\n#define IDC_RSCDISPLAYCURATOR_SIDEINDEPENDENT                157\n#define IDC_RSCDISPLAYCURATOR_SIDECIVILIAN                    158\n#define IDC_RSCDISPLAYCURATOR_SIDEEMPTY                        159\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDGRADIENT            160\n#define IDC_RSCDISPLAYCURATOR_LOGO                            161\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDPICTUREMISSION        162\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDPICTUREADD            163\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDPICTUREMODIFY        164\n#define IDC_RSCDISPLAYCURATOR_BACKGROUNDPICTUREMINIMAP        165\n#define IDC_RSCDISPLAYCURATOR_HIDEADD                        166\n#define IDC_RSCDISPLAYCURATOR_HIDEMODIFY                    167\n#define IDC_RSCDISPLAYCURATOR_HIDEMISSION                    168\n#define IDC_RSCDISPLAYCURATOR_HIDEMINIMAP                    169\n#define IDC_RSCDISPLAYCURATOR_MODERECENT                    170\n#define IDC_RSCDISPLAYCURATOR_EDIT0                            200\n#define IDC_RSCDISPLAYCURATOR_EDIT1                            201\n#define IDC_RSCDISPLAYCURATOR_EDIT2                            202\n#define IDC_RSCDISPLAYCURATOR_EDIT3                            203\n#define IDC_RSCDISPLAYCURATOR_EDIT4                            204\n#define IDC_RSCDISPLAYCURATOR_TYPE                            250\n#define IDC_RSCDISPLAYCURATOR_CREATE_UNITS_WEST                270\n#define IDC_RSCDISPLAYCURATOR_CREATE_UNITS_EAST                271\n#define IDC_RSCDISPLAYCURATOR_CREATE_UNITS_GUER                272\n#define IDC_RSCDISPLAYCURATOR_CREATE_UNITS_CIV                273\n#define IDC_RSCDISPLAYCURATOR_CREATE_UNITS_EMPTY            274\n#define IDC_RSCDISPLAYCURATOR_CREATE_GROUPS_WEST            275\n#define IDC_RSCDISPLAYCURATOR_CREATE_GROUPS_EAST            276\n#define IDC_RSCDISPLAYCURATOR_CREATE_GROUPS_GUER            277\n#define IDC_RSCDISPLAYCURATOR_CREATE_GROUPS_CIV                278\n#define IDC_RSCDISPLAYCURATOR_CREATE_GROUPS_EMPTY            279\n#define IDC_RSCDISPLAYCURATOR_CREATE_MODULES                280\n#define IDC_RSCDISPLAYCURATOR_CREATE_MARKERS                281\n#define IDC_RSCDISPLAYCURATOR_CREATE_RECENT                    282\n#define IDC_RSCDISPLAYCURATOR_ENTITIES                        251\n#define IDC_RSCDISPLAYCURATOR_XLISTBOX0                        258\n#define IDC_RSCDISPLAYCURATOR_XLISTBOX1                        259\n#define IDC_RSCDISPLAYCURATOR_XLISTBOX2                        260\n#define IDC_RSCDISPLAYCURATOR_XLISTBOX3                        261\n#define IDC_RSCDISPLAYCURATOR_XLISTBOX4                        262\n#define IDC_RSCDISPLAYCURATOR_SLIDER0                        300\n#define IDC_RSCDISPLAYCURATOR_SLIDER1                        301\n#define IDC_RSCDISPLAYCURATOR_SLIDER2                        302\n#define IDC_RSCDISPLAYCURATOR_SLIDER3                        303\n#define IDC_RSCDISPLAYCURATOR_SLIDER4                        304\n#define IDC_RSCDISPLAYCURATOR_COMBO0                        400\n#define IDC_RSCDISPLAYCURATOR_COMBO1                        401\n#define IDC_RSCDISPLAYCURATOR_COMBO2                        402\n#define IDC_RSCDISPLAYCURATOR_COMBO3                        403\n#define IDC_RSCDISPLAYCURATOR_COMBO4                        404\n#define IDC_RSCDISPLAYCURATOR_ADD                            450\n#define IDC_RSCDISPLAYCURATOR_MODIFY                        451\n#define IDC_RSCDISPLAYCURATOR_MAIN                            452\n#define IDC_RSCDISPLAYCURATOR_MISSION                        453\n#define IDC_RSCDISPLAYCURATOR_MODE                            454\n#define IDC_RSCDISPLAYCURATOR_MINIMAP                        455\n#define IDC_RSCDISPLAYCURATOR_MODIFYSTATIC                    456\n#define IDC_RSCDISPLAYCURATOR_BUTTON0                        500\n#define IDC_RSCDISPLAYCURATOR_BUTTON1                        501\n#define IDC_RSCDISPLAYCURATOR_BUTTON2                        502\n#define IDC_RSCDISPLAYCURATOR_BUTTON3                        503\n#define IDC_RSCDISPLAYCURATOR_BUTTON4                        504\n\n//display3DEN\n#define IDD_DISPLAY3DEN                                        313\n\n#define IDC_DISPLAY3DEN_SCROLLBLOCK_TOP                        46\n#define IDC_DISPLAY3DEN_SCROLLBLOCK_LEFT                    47\n#define IDC_DISPLAY3DEN_SCROLLBLOCK_RIGHT                    48\n#define IDC_DISPLAY3DEN_SCROLLBLOCK_BOTTOM                    49\n\n#define IDC_DISPLAY3DEN_MAP                                    51\n#define IDC_DISPLAY3DEN_MOUSEAREA                            52\n#define IDC_DISPLAY3DEN_MODES                                53\n#define IDC_DISPLAY3DEN_SIDES                                54\n#define IDC_DISPLAY3DEN_EDIT                                55\n\n#define IDC_DISPLAY3DEN_CREATE_OBJECT_WEST                    56\n#define IDC_DISPLAY3DEN_CREATE_OBJECT_EAST                    57\n#define IDC_DISPLAY3DEN_CREATE_OBJECT_GUER                    58\n#define IDC_DISPLAY3DEN_CREATE_OBJECT_CIV                    59\n#define IDC_DISPLAY3DEN_CREATE_OBJECT_EMPTY                    60\n\n#define IDC_DISPLAY3DEN_CREATE_GROUP_WEST                    61\n#define IDC_DISPLAY3DEN_CREATE_GROUP_EAST                    62\n#define IDC_DISPLAY3DEN_CREATE_GROUP_GUER                    63\n#define IDC_DISPLAY3DEN_CREATE_GROUP_CIV                    64\n#define IDC_DISPLAY3DEN_CREATE_GROUP_EMPTY                    65\n#define IDC_DISPLAY3DEN_CREATE_OBJECT_LOGIC                    66\n#define IDC_DISPLAY3DEN_CREATE_OBJECT_MODULE                67\n#define IDC_DISPLAY3DEN_CREATE_TRIGGER                        68\n#define IDC_DISPLAY3DEN_CREATE_WAYPOINT                        6900000\n#define IDC_DISPLAY3DEN_CREATE_MARKER_ICON                    69\n#define IDC_DISPLAY3DEN_CREATE_MARKER_SHAPE                    70\n#define IDC_DISPLAY3DEN_CREATE_GROUP_CUSTOM                    71\n#define IDC_DISPLAY3DEN_HISTORY                                74\n\n#define IDC_DISPLAY3DEN_MISSIONNAME                            76\n\n#define IDC_DISPLAY3DEN_SEARCHEDIT_BUTTON                    81\n#define IDC_DISPLAY3DEN_SEARCHEDIT                            80\n#define IDC_DISPLAY3DEN_SEARCHCREATE                        82\n#define IDC_DISPLAY3DEN_SEARCHCREATE_BUTTON                    83\n\n#define IDC_DISPLAY3DEN_EDIT_LAYER                            84\n#define IDC_DISPLAY3DEN_EDIT_DELETE                            85\n#define IDC_DISPLAY3DEN_EDIT_LAYER_REMOVE                    86\n#define IDC_DISPLAY3DEN_NAVIGATION_WIDGET                    87\n#define IDC_DISPLAY3DEN_EDIT_COLLAPSE_ALL                    88\n#define IDC_DISPLAY3DEN_EDIT_EXPAND_ALL                        89\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_ADD                90\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_EDIT                91\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_DELETE            92\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_PUBLISH            93\n\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_GROUP                94\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_NAME                95\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_AUTHOR            96\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_CATEGORY            97\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_SUBCATEGORY        98\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_PICTURE            99\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_PICTURE_EDIT        100\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_OK                101\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_CANCEL            102\n#define IDC_DISPLAY3DEN_CUSTOMCOMPOSITION_LIST                103\n\n#define IDC_DISPLAY3DEN_MENUSTRIP 120\n\n// display3DENSave\n#define IDD_DISPLAY3DENSAVE                                    314\n#define IDD_OVERRIDE_CHANGES_MSG                             330\n#define IDD_DISPLAY3DENSAVE_DELETEFOLDER_BOX                 331\n#define IDD_DISPLAY3DENSAVE_IMPORT_ENTITIES                 332\n\n#define IDC_DISPLAY3DENSAVE_FOLDERS                            101\n#define IDC_DISPLAY3DENSAVE_NAME                            102\n#define IDC_DISPLAY3DENSAVE_FILES                            103\n#define IDC_DISPLAY3DENSAVE_TITLE                            104\n#define IDC_DISPLAY3DENSAVE_SEARCH                            105\n#define IDC_DISPLAY3DENSAVE_SEARCHBUTTON                    106\n#define IDC_DISPLAY3DENSAVE_FILTER                            107\n#define IDC_DISPLAY3DENSAVE_BINARIZETEXT                    108\n#define IDC_DISPLAY3DENSAVE_BINARIZE                        109\n#define IDC_DISPLAY3DENSAVE_PURCHASE                        110\n\n// display3DENeditComposition\n#define IDD_DISPLAY3DENEDITCOMPOSITION                        317\n#define IDC_DISPLAY3DENEDITCOMPOSITION_NAME                    101\n#define IDC_DISPLAY3DENEDITCOMPOSITION_AUTHOR                102\n#define IDC_DISPLAY3DENEDITCOMPOSITION_CATEGORY                103\n#define IDC_DISPLAY3DENEDITCOMPOSITION_SUBCATEGORY            104\n\n// display3DENAttributes\n#define IDD_DISPLAY3DENEDITATTRIBUTES                        315\n\n#define IDC_DISPLAY3DENEDITATTRIBUTES_TITLE                    200\n#define IDC_DISPLAY3DENEDITATTRIBUTES_GROUP                    201\n#define IDC_DISPLAY3DENPYLON_GROUP                            2666\n\n#define IDC_DISPLAY3DENEDITATTRIBUTES_TYPE_VALUE            500\n#define IDC_DISPLAY3DENEDITATTRIBUTES_TYPE_SEARCH            501\n#define IDC_DISPLAY3DENEDITATTRIBUTES_TYPE_SEARCHBUTTON        502\n\n// display3DENNew\n#define IDD_DISPLAY3DENNEW                                    316\n\n#define IDC_DISPLAY3DENNEW_LIST                                101\n#define IDC_DISPLAY3DENNEW_PURCHASE                            107\n\n#define IDC_DISPLAY3DENNEW_TITLE                            1000\n#define IDC_DISPLAY3DENNEW_NAME                                1002\n#define IDC_DISPLAY3DENNEW_AUTHOR                            1003\n#define IDC_DISPLAY3DENNEW_NAMEBACKGROUND                    1004\n#define IDC_DISPLAY3DENNEW_ISLANDPANORAMA                    1200\n#define IDC_DISPLAY3DENNEW_INTERLACING                        1201\n#define IDC_DISPLAY3DENNEW_CLOUD1                            1202\n#define IDC_DISPLAY3DENNEW_CLOUD2                            1203\n#define IDC_DISPLAY3DENNEW_CLOUD3                            1204\n#define IDC_DISPLAY3DENNEW_CLOUD4                            1205\n#define IDC_DISPLAY3DENNEW_ISLANDGROUP                        2300\n#define IDC_DISPLAY3DENNEW_BUTTONCONTINUE                    2600\n#define IDC_DISPLAY3DENNEW_BUTTONCANCEL                        2700\n\n#define IDC_DISPLAY3DEN_EDITORPREVIEW_GROUP                    98\n#define IDC_DISPLAY3DEN_EDITORPREVIEW                        99\n```"}],"categories":["GUI Topics"],"groups":["GUI"]},{"name":"Arma 3: Improved Fog","title":"Arma 3: Improved Fog","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Improved_Fog","revid":347057,"updated":"2023-08-28T23:00:26Z","aliases":["Arma 3 Improved Fog"],"markdown":"Main improvements are:\n\n- fog density now decays with altitude\n- skybox and clouds are colored by fog\n\n### Computation\n\nMost important values in computation:\n\n- **fogBase** - base altitude for fog (in meters)\n- **beta0** - macroscopic cross-section of atmospheric scatterers at base altitude - determines density of fog based on distance from viewer at base altitude\n- **fogDecay** - how much the fog density decays with altitude. 0 = constant density, 0.0049333 = density halves every 500m\n\n### Config\n\nIn world config following values can be configured:\n\n```cpp\nstartFogBase = 0.0;            // base altitude for fog computations (in meters)\nforecastFogBase = 0.0;\nstartFogDecay = 0.005;        // decay coefficient - decay of fog with altitude\nforecastFogDecay = 0.005;\nfogBeta0Min = 0.0001;        // beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 0\nfogBeta0Max = 0.02;            // beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 1\n```\n\n### Script commands\n\nCommand setFog was extended - now can be used with some optional params.","sections":[{"heading":null,"level":1,"markdown":"Main improvements are:\n\n- fog density now decays with altitude\n- skybox and clouds are colored by fog"},{"heading":"Computation","level":3,"markdown":"Most important values in computation:\n\n- **fogBase** - base altitude for fog (in meters)\n- **beta0** - macroscopic cross-section of atmospheric scatterers at base altitude - determines density of fog based on distance from viewer at base altitude\n- **fogDecay** - how much the fog density decays with altitude. 0 = constant density, 0.0049333 = density halves every 500m"},{"heading":"Config","level":3,"markdown":"In world config following values can be configured:\n\n```cpp\nstartFogBase = 0.0;            // base altitude for fog computations (in meters)\nforecastFogBase = 0.0;\nstartFogDecay = 0.005;        // decay coefficient - decay of fog with altitude\nforecastFogDecay = 0.005;\nfogBeta0Min = 0.0001;        // beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 0\nfogBeta0Max = 0.02;            // beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 1\n```"},{"heading":"Script commands","level":3,"markdown":"Command setFog was extended - now can be used with some optional params."}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Infantry Metrics","title":"Arma 3: Infantry Metrics","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Infantry_Metrics","revid":245899,"updated":"2021-02-16T18:03:55Z","aliases":[],"markdown":"> [!WARNING]\n> The following information **are by no means official**. They were retrieved with some simple tests as described below.\n\nFor making structures and also maps that work well in-game it ss important to know what metrics infantry units have.\n\n## Wall Height\n\n- 50cm - look over:\"high prone\", shootover: \"high prone\", totally covered: \"regular prone\"\n- 80cm - look over:\"regular crouch\", shootover:\"regular crouch\", totally covered:\"high prone\" (the sitting animation). Bipod deployable.\n- 110cm - look over:\"high crouch\", shootover:\"high crouch\", totally covered:\"low crouch\". Bipod deployable.\n- 130cm - look over:\"low stand\", shootover:\"regular stand\", totally covered:\"high crouch\". Bipod deployable.\n- 145cm - look over:\"stand\", shootover:\"high stand\", totally covered:\"high crouch\". Bipod deployable.\n\n> [!NOTE]\n> The heights listed here are the VR Obstacle objects. They can be used as reference.\n> Totally covered and shoot over depends on what height the target is at. To get the values above infantry units at the same ground level at 100 m distance where used.\n\n## Ceiling/ Gap Height\n\n(e.g. in a fence, wall, door frame or room height)\n\n- 20cm - can shoot below in \"low prone\", enemy feet past 50m barely hittable\n- 50cm - minimum for moving through in prone\n- 110cm - minimum for moving through in crouch, BUT bad clipping with head. Better use 120cm\n- 170cm - minimum for moving through in standing, BUT bad clipping with head. Better use 180cm (no clipping, even in high stand)\n\n## Corridor Width\n\n- 90cm - minimum width for walking through. Turning in \"regular stand\" and \"regular crouch\" is possible but very twitchy (due to wall collisions of the weapon). Better use 100cm. Crouched turning causes head to clip through wall\n- 130cm - minimum for turning in \"low crouch\" and \"high crouch\" (but twitchy). Better use 140cm.\n- 170cm - minimum for turning in \"regular prone\", but twitchy (only is gone at 200cm). No \"high prone\" or \"low prone\" turning possible.\n- 200cm - minimum for turning in \"high prone\" and \"low prone\" , no twitching.\n\n**Walking past another standing soldier close to the wall, both facing along the corridor:**\n\n- 150cm - only using \"step\" function - pretty glitchy.\n- 160cm - only using \"step\" but only 1 step required\n- 180cm - passing without \"step\" possible.\n\n> [!NOTE]\n> Note that depending on orientation and stance of both soldiers, it may be easier or harder to pass.\n\n> [!NOTE]\n> When two separate building/object walls are 180 cm apart from each other, the AI seems to be able to navigate this corridor (better use 2m in this case though).\n> For interior of buildings (with paths LOD and roadway LOD) smaller corridors are no issue for AI, because they can walk through Geometry when on a path.\n\n> [!NOTE]\n> The tests where conducted with the 1x1x1m VR Block, and the 10x5x4m VR Block. So if their geometry does not properly match these results are slightly inaccurate.\n> Edit: It seems that for the VR Block skews the results a little bit (or the crouched stance got increased geometry model in some patch). I was not able to turn 360° in a gap of 1m in regular crouched stance inside a building. 1.1meter is fine however.\n\n## Weapon Deployment Limits\n\n- You can definitely deploy weapons between 0.8 m height (maybe even lower) and 1.45 meter height (maybe even higher).\n- You need minimum clearance for the muzzle when deployed. Imagine you place a 130cm tall \"resting block\" in front of a 2m tall wall and you try to deploy the weapon on the resting block, facing in the direction of the wall. You will only be able to deploy if the space between resting block and wall is somewhere between 35cm and 40cm (37.5cm worked in my case). Of note here is that this space needs to be in the fire geometry LOD, normal geometry LOD does not affect this particular case.\n\n## Walkable Slope\n\n- Slope angle on Roadway LOD to be still walkable\n- Up to 50° from horizontal - no problem getting on the slope and walking on it\n- At least up to 65° from horizontal (possibly steeper, test stopped at 65°) - can walk on the slope itself, but difficulty getting on it from horizontal level. Without using \"step over\" key (or glitching/walking diagonal) it is not possible to get on the slope from a horizontal place, when standing at the bottom.\n- Generally avoid steep slopes where possible, because infantry are \"turbo-boosted\" when walking up or down (looks real goofy), as their walking speed is constant and referenced to the horizontal plane.","sections":[{"heading":null,"level":1,"markdown":"> [!WARNING]\n> The following information **are by no means official**. They were retrieved with some simple tests as described below.\n\nFor making structures and also maps that work well in-game it ss important to know what metrics infantry units have."},{"heading":"Wall Height","level":2,"markdown":"- 50cm - look over:\"high prone\", shootover: \"high prone\", totally covered: \"regular prone\"\n- 80cm - look over:\"regular crouch\", shootover:\"regular crouch\", totally covered:\"high prone\" (the sitting animation). Bipod deployable.\n- 110cm - look over:\"high crouch\", shootover:\"high crouch\", totally covered:\"low crouch\". Bipod deployable.\n- 130cm - look over:\"low stand\", shootover:\"regular stand\", totally covered:\"high crouch\". Bipod deployable.\n- 145cm - look over:\"stand\", shootover:\"high stand\", totally covered:\"high crouch\". Bipod deployable.\n\n> [!NOTE]\n> The heights listed here are the VR Obstacle objects. They can be used as reference.\n> Totally covered and shoot over depends on what height the target is at. To get the values above infantry units at the same ground level at 100 m distance where used."},{"heading":"Ceiling/ Gap Height","level":2,"markdown":"(e.g. in a fence, wall, door frame or room height)\n\n- 20cm - can shoot below in \"low prone\", enemy feet past 50m barely hittable\n- 50cm - minimum for moving through in prone\n- 110cm - minimum for moving through in crouch, BUT bad clipping with head. Better use 120cm\n- 170cm - minimum for moving through in standing, BUT bad clipping with head. Better use 180cm (no clipping, even in high stand)"},{"heading":"Corridor Width","level":2,"markdown":"- 90cm - minimum width for walking through. Turning in \"regular stand\" and \"regular crouch\" is possible but very twitchy (due to wall collisions of the weapon). Better use 100cm. Crouched turning causes head to clip through wall\n- 130cm - minimum for turning in \"low crouch\" and \"high crouch\" (but twitchy). Better use 140cm.\n- 170cm - minimum for turning in \"regular prone\", but twitchy (only is gone at 200cm). No \"high prone\" or \"low prone\" turning possible.\n- 200cm - minimum for turning in \"high prone\" and \"low prone\" , no twitching.\n\n**Walking past another standing soldier close to the wall, both facing along the corridor:**\n\n- 150cm - only using \"step\" function - pretty glitchy.\n- 160cm - only using \"step\" but only 1 step required\n- 180cm - passing without \"step\" possible.\n\n> [!NOTE]\n> Note that depending on orientation and stance of both soldiers, it may be easier or harder to pass.\n\n> [!NOTE]\n> When two separate building/object walls are 180 cm apart from each other, the AI seems to be able to navigate this corridor (better use 2m in this case though).\n> For interior of buildings (with paths LOD and roadway LOD) smaller corridors are no issue for AI, because they can walk through Geometry when on a path.\n\n> [!NOTE]\n> The tests where conducted with the 1x1x1m VR Block, and the 10x5x4m VR Block. So if their geometry does not properly match these results are slightly inaccurate.\n> Edit: It seems that for the VR Block skews the results a little bit (or the crouched stance got increased geometry model in some patch). I was not able to turn 360° in a gap of 1m in regular crouched stance inside a building. 1.1meter is fine however."},{"heading":"Weapon Deployment Limits","level":2,"markdown":"- You can definitely deploy weapons between 0.8 m height (maybe even lower) and 1.45 meter height (maybe even higher).\n- You need minimum clearance for the muzzle when deployed. Imagine you place a 130cm tall \"resting block\" in front of a 2m tall wall and you try to deploy the weapon on the resting block, facing in the direction of the wall. You will only be able to deploy if the space between resting block and wall is somewhere between 35cm and 40cm (37.5cm worked in my case). Of note here is that this space needs to be in the fire geometry LOD, normal geometry LOD does not affect this particular case."},{"heading":"Walkable Slope","level":2,"markdown":"- Slope angle on Roadway LOD to be still walkable\n- Up to 50° from horizontal - no problem getting on the slope and walking on it\n- At least up to 65° from horizontal (possibly steeper, test stopped at 65°) - can walk on the slope itself, but difficulty getting on it from horizontal level. Without using \"step over\" key (or glitching/walking diagonal) it is not possible to get on the slope from a horizontal place, when standing at the bottom.\n- Generally avoid steep slopes where possible, because infantry are \"turbo-boosted\" when walking up or down (looks real goofy), as their walking speed is constant and referenced to the horizontal plane."}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Input Actions","title":"Arma 3: Input Actions","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Input_Actions","revid":95329,"updated":"2016-04-02T19:18:55Z","aliases":[],"markdown":"1. REDIRECT inputAction/actions","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT inputAction/actions"}],"categories":["Key Actions"],"groups":["Reference Lists"]},{"name":"Arma 3: Invaders","title":"Arma 3: Invaders","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Invaders","revid":347368,"updated":"2023-09-14T10:36:54Z","aliases":[],"markdown":"**Invaders** is a minigame in the Arma 3 main menu. By default, it is only available during [Arma 3 Steam sales](https://store.steampowered.com/app/107410/Arma_3/). Completing the minigame unlocks the *Arma Invaders* achievement and turns the Arma 3 logo in the main menu golden.\n\nInvaders first appeared during the [Bohemia Interactive Publisher Sale 2022](https://store.steampowered.com/news/group/32984825/view/3400798954869678243) (Arma 3 v2.10).\n\nA New Game+ mode and player vehicle swap to the T-100X railgun tank were added in Arma 3 v2.14.\n\n### Controls\n\n| Action | Default Keybinding | Controls Option |\n|---|---|---|\n| Move left | <kbd>A</kbd> | *Infantry Movement* > *Strafe Left* |\n| Move right | <kbd>D</kbd> | *Infantry Movement* > *Strafe Right* |\n| Shoot | <kbd>Space</kbd> | *Common* > *Use Default Action* |\n\n### Known Issues\n\n- Invaders does not start if Arma 3 is launched with mods that modify the main menu (unless they were whitelisted: ACE).\n- Sometimes pressing <kbd>Space</kbd> opens the Steam overlay; close the Steam overlay and click on a non-interactive part of the main menu.\n  This might be related to <kbd>Alt</kbd> + <kbd>↹ Tab</kbd> usage, with <kbd>↹ Tab</kbd> moving the focus and <kbd>Space</kbd> clicking the selected button.\n\n### Advanced\n\nThe Invaders minigame can be opted out of (or back in) by executing the following code (for example with the Debug Console in the Eden Editor):\n\n| Opt out of Invaders | Opt in to Invaders |\n|---|---|\n| ```sqf<br>profileNamespace setVariable [\"BIN_ArmaInvadersOff\", true];<br>saveProfileNamespace;<br>``` | ```sqf<br>profileNamespace setVariable [\"BIN_ArmaInvadersOff\", nil];<br>saveProfileNamespace;<br>``` |\n\nThe following code can be used to activate and play Invaders regardless of ongoing Arma 3 sales:\n\n| Override default behaviour | Restore default behaviour |\n|---|---|\n| ```sqf<br>/*<br>    Possible values:<br>        0: deactivate Invaders<br>        1: set a 'lite' sale promotion mode<br>        2: activate Invaders<br>*/<br>profileNamespace setVariable [\"BIN_ArmaInvadersOfflineBypass\", 2];<br>saveProfileNamespace;<br>``` | ```sqf<br>profileNamespace setVariable [\"BIN_ArmaInvadersOfflineBypass\", nil];<br>saveProfileNamespace;<br>``` |","sections":[{"heading":null,"level":1,"markdown":"**Invaders** is a minigame in the Arma 3 main menu. By default, it is only available during [Arma 3 Steam sales](https://store.steampowered.com/app/107410/Arma_3/). Completing the minigame unlocks the *Arma Invaders* achievement and turns the Arma 3 logo in the main menu golden.\n\nInvaders first appeared during the [Bohemia Interactive Publisher Sale 2022](https://store.steampowered.com/news/group/32984825/view/3400798954869678243) (Arma 3 v2.10).\n\nA New Game+ mode and player vehicle swap to the T-100X railgun tank were added in Arma 3 v2.14."},{"heading":"Controls","level":3,"markdown":"| Action | Default Keybinding | Controls Option |\n|---|---|---|\n| Move left | <kbd>A</kbd> | *Infantry Movement* > *Strafe Left* |\n| Move right | <kbd>D</kbd> | *Infantry Movement* > *Strafe Right* |\n| Shoot | <kbd>Space</kbd> | *Common* > *Use Default Action* |"},{"heading":"Known Issues","level":3,"markdown":"- Invaders does not start if Arma 3 is launched with mods that modify the main menu (unless they were whitelisted: ACE).\n- Sometimes pressing <kbd>Space</kbd> opens the Steam overlay; close the Steam overlay and click on a non-interactive part of the main menu.\n  This might be related to <kbd>Alt</kbd> + <kbd>↹ Tab</kbd> usage, with <kbd>↹ Tab</kbd> moving the focus and <kbd>Space</kbd> clicking the selected button."},{"heading":"Advanced","level":3,"markdown":"The Invaders minigame can be opted out of (or back in) by executing the following code (for example with the Debug Console in the Eden Editor):\n\n| Opt out of Invaders | Opt in to Invaders |\n|---|---|\n| ```sqf<br>profileNamespace setVariable [\"BIN_ArmaInvadersOff\", true];<br>saveProfileNamespace;<br>``` | ```sqf<br>profileNamespace setVariable [\"BIN_ArmaInvadersOff\", nil];<br>saveProfileNamespace;<br>``` |\n\nThe following code can be used to activate and play Invaders regardless of ongoing Arma 3 sales:\n\n| Override default behaviour | Restore default behaviour |\n|---|---|\n| ```sqf<br>/*<br>    Possible values:<br>        0: deactivate Invaders<br>        1: set a 'lite' sale promotion mode<br>        2: activate Invaders<br>*/<br>profileNamespace setVariable [\"BIN_ArmaInvadersOfflineBypass\", 2];<br>saveProfileNamespace;<br>``` | ```sqf<br>profileNamespace setVariable [\"BIN_ArmaInvadersOfflineBypass\", nil];<br>saveProfileNamespace;<br>``` |"}],"categories":["Arma 3"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Inventory IDC List","title":"Arma 3: Inventory IDC List","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Inventory_IDC_List","revid":378065,"updated":"2026-02-06T11:03:46Z","aliases":[],"markdown":"> [!NOTE]\n> See also: Arma 3: IDD List, Arma 3: Display3DEN IDCs.\n\n- 62** IDCs target slot items\n- 63** IDCs target slot container items (uniform, vest, backpack)\n\n| ID name | IDD |\n|---|---|\n| IDC_FG_PRIMARY | 610 |\n| IDC_FG_SECONDARY | 611 |\n| IDC_FG_HANDGUN | 612 |\n| IDC_FG_MAP | 6211 |\n| IDC_FG_COMPASS | 6212 |\n| IDC_FG_WATCH | 6213 |\n| IDC_FG_RADIO | 6214 |\n| IDC_FG_GPS | 6215 |\n| IDC_FG_GOGGLES | 6216 |\n| IDC_FG_HMD | 6217 |\n| IDC_FG_BINOC | 6238 |\n| IDC_FG_BACKPACK2 | 6239 |\n| IDC_FG_HEADGEAR | 6240 |\n| IDC_FG_UNIFORM_SLOT | 6301 |\n| IDC_FG_VEST_SLOT | 6302 |\n| IDC_FG_BACKPACK_SLOT | 6303 |\n| IDC_FG_UNIFORM_LOAD | 6304 |\n| IDC_FG_VEST_LOAD | 6305 |\n| IDC_FG_BACKPACK_LOAD | 6306 |\n| IDC_FG_GROUND_LOAD | 6307 |\n| IDC_FG_TOTAL_LOAD | 6308 |\n| IDC_FG_MAGAZINES | 618 |\n| IDC_FG_PW_MUZZLE | 620 |\n| IDC_FG_PW_OPTICS | 621 |\n| IDC_FG_PW_FLASHLIGHT | 622 |\n| IDC_FG_PW_MAGAZINE | 623 |\n| IDC_FG_SW_MUZZLE | 624 |\n| IDC_FG_SW_OPTICS | 625 |\n| IDC_FG_SW_FLASHLIGHT | 626 |\n| IDC_FG_SW_MAGAZINE | 627 |\n| IDC_FG_HG_MUZZLE | 628 |\n| IDC_FG_HG_OPTICS | 629 |\n| IDC_FG_HG_FLASHLIGHT | 630 |\n| IDC_FG_HG_MAGAZINE | 631 |\n| IDC_FG_GROUND_ITEMS | 632 |\n| IDC_FG_CHOSEN_CONTAINER | 640 |\n| IDC_FG_PW_UNDERBARREL | 641 |\n| IDC_FG_SW_UNDERBARREL | 642 |\n| IDC_FG_HG_UNDERBARREL | 643 |\n| IDC_FG_PW_MAGAZINE_GL | 644 |","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> See also: Arma 3: IDD List, Arma 3: Display3DEN IDCs.\n\n- 62** IDCs target slot items\n- 63** IDCs target slot container items (uniform, vest, backpack)\n\n| ID name | IDD |\n|---|---|\n| IDC_FG_PRIMARY | 610 |\n| IDC_FG_SECONDARY | 611 |\n| IDC_FG_HANDGUN | 612 |\n| IDC_FG_MAP | 6211 |\n| IDC_FG_COMPASS | 6212 |\n| IDC_FG_WATCH | 6213 |\n| IDC_FG_RADIO | 6214 |\n| IDC_FG_GPS | 6215 |\n| IDC_FG_GOGGLES | 6216 |\n| IDC_FG_HMD | 6217 |\n| IDC_FG_BINOC | 6238 |\n| IDC_FG_BACKPACK2 | 6239 |\n| IDC_FG_HEADGEAR | 6240 |\n| IDC_FG_UNIFORM_SLOT | 6301 |\n| IDC_FG_VEST_SLOT | 6302 |\n| IDC_FG_BACKPACK_SLOT | 6303 |\n| IDC_FG_UNIFORM_LOAD | 6304 |\n| IDC_FG_VEST_LOAD | 6305 |\n| IDC_FG_BACKPACK_LOAD | 6306 |\n| IDC_FG_GROUND_LOAD | 6307 |\n| IDC_FG_TOTAL_LOAD | 6308 |\n| IDC_FG_MAGAZINES | 618 |\n| IDC_FG_PW_MUZZLE | 620 |\n| IDC_FG_PW_OPTICS | 621 |\n| IDC_FG_PW_FLASHLIGHT | 622 |\n| IDC_FG_PW_MAGAZINE | 623 |\n| IDC_FG_SW_MUZZLE | 624 |\n| IDC_FG_SW_OPTICS | 625 |\n| IDC_FG_SW_FLASHLIGHT | 626 |\n| IDC_FG_SW_MAGAZINE | 627 |\n| IDC_FG_HG_MUZZLE | 628 |\n| IDC_FG_HG_OPTICS | 629 |\n| IDC_FG_HG_FLASHLIGHT | 630 |\n| IDC_FG_HG_MAGAZINE | 631 |\n| IDC_FG_GROUND_ITEMS | 632 |\n| IDC_FG_CHOSEN_CONTAINER | 640 |\n| IDC_FG_PW_UNDERBARREL | 641 |\n| IDC_FG_SW_UNDERBARREL | 642 |\n| IDC_FG_HG_UNDERBARREL | 643 |\n| IDC_FG_PW_MAGAZINE_GL | 644 |"}],"categories":["GUI Topics"],"groups":["GUI"]},{"name":"Arma 3: ItemInfo Config Reference","title":"Arma 3: ItemInfo Config Reference","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_ItemInfo_Config_Reference","revid":373234,"updated":"2025-04-12T22:20:55Z","aliases":["Arma 3 ItemInfo Config Reference"],"markdown":"> [!NOTE]\n> Note that this is the relevant page for Arma 3 ItemInfo configuration. Implementations for older Arma titles differ somewhat, but are irrelevant for Arma 3.\n\n### ItemInfo\n\n#### A\n\n##### allowedSlots[]\n\n**Used with:** All items other than Weapons\n\n**Type:** Array\n\n**Default:** {}\n\n**Description:** Parameter which defines which cargo slots an item is allowed in. [*citation needed*]\n\n```cpp\nallowedSlots[] =\n{\n    605, // Headgear\n    701, // Vest\n    801, // Uniform\n    901  // Backpack\n};\n```\n\n##### alternativeFire\n\n**Used with:** Muzzle attachments\n\n**Type:** String\n\n**Default:** \"Zasleh2\"\n\n##### AmmoCoef\n\n**Used with:** Muzzle attachments\n\n**Type:** Class\n\n**Description:** Contains a number coefficients applied when firing with the muzzle attached\n\n###### artilleryDispersionCoef =\n\n**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Coefficient applied to weaponMode artilleryDispersion property\n\n###### dispersionCoef\n\n**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Coefficient applied to ModeClass dispersion property\n\n###### fireLightCoef\n\n**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Coefficient applied to fireLightIntensity weapon property\n\n###### min/mid/maxRange...Coef\n\n**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Coefficients applied to corresponding weapon properties\n\n```cpp\nminRangeCoef = 1.0;\nminRangeProbabCoef = 1.0;\nmidRangeCoef = 1.0;\nmidRangeProbabCoef = 1.0;\nmaxRangeCoef = 1.0;\nmaxRangeProbabCoef = 1.0;\n```\n\n###### recoilCoef\n\n**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Coefficient applied to weapon recoil\n\n###### recoilProneCoef\n\n**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Coefficient applied to weapon recoil when prone\n\n#### C\n\n##### containerClass\n\n**Used with:** Uniforms, Vests, Backpacks\n\n**Type:** String\n\n**Default:** \"Supply0\"\n\n**Description:** Capacity of a container, corresponding to SupplyXX CfgVehicles classes.\n\nThe classes for various capacity are already defined in the game config, so in most cases, SupplyXX can be used with XX replaced by the desired capacity value. The defined capacities are 0–10, then 10–250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500. Should another value be needed, it is defined in cfgVehicles as follows:\n\n```cpp\n/// New Supply definition ///\n\nclass cfgVehicles\n{\n    class ContainerSupply;\n    class SupplyXX : ContainerSupply        // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value.\n    {\n        maximumLoad = XX;                // Replace XX with the desired capacity value.\n    };\n};\n```\n\n#### D\n\n##### deployedPivot\n\n**Used with:** Bipod attachments\n\n**Type:** String\n\n**Default:** \"bipod\"\n\n#### F\n\n##### FlashLight\n\n**Used with:** Flashlight attachments\n\n**Type:** Class\n\n**Description:** Defines flashlight parameters\n\n###### ambient[]\n\n**Type:** Array\n\n```cpp\nambient[] = {0.9,0.81,0.7}; // acc_flashlight\n```\n\n###### Attenuation\n\n**Type:** Subclass\n\n###### start\n\n**Type:** Float[*citation needed*]\n\n```cpp\nstart = 0; // acc_flashlight\n```\n\n###### constant\n\n**Type:** Float\n\n```cpp\nconstant = 0.5; // acc_flashlight\n```\n\n###### linear\n\n**Type:** Float\n\n```cpp\nlinear = 0.1; // acc_flashlight\n```\n\n###### quadratic\n\n**Type:** Float\n\n```cpp\nquadratic = 0.2; // acc_flashlight\n```\n\n###### hardLimitStart\n\n**Type:** Integer\n\n```cpp\nhardLimitStart = 27; // acc_flashlight\n```\n\n###### hardLimitEnd\n\n**Type:** Integer\n\n```cpp\nhardLimitEnd = 34; // acc_flashlight\n```\n\n###### color[]\n\n**Type:** Array\n\n```cpp\ncolor[] = {180,160,130}; // acc_flashlight\n```\n\n###### coneFadeCoef\n\n**Type:** Float[*citation needed*]\n\n```cpp\nconeFadeCoef  = 8.0; // acc_flashlight\n```\n\n###### dayLight\n\n**Type:** Boolean\n\n```cpp\ndayLight = false; // acc_flashlight\n```\n\n###### direction\n\n**Type:** String\n\n**Description:** Direction proxy name\n\n```cpp\ndirection = \"flash\"; // acc_flashlight\n```\n\n###### flareMaxDistance\n\n**Type:** Integer\n\n```cpp\nflareMaxDistance = 100; // acc_flashlight\n```\n\n###### flareSize\n\n**Type:** Float\n\n```cpp\nflareMaxDistance = 1.4; // acc_flashlight\n```\n\n###### innerAngle\n\n**Type:** Integer\n\n```cpp\ninnerAngle = 5; // acc_flashlight\n```\n\n###### intensity\n\n**Type:** Integer\n\n```cpp\nintensity = 100; // acc_flashlight\n```\n\n###### outerAngle\n\n**Type:** Integer\n\n```cpp\nouterAngle = 100; // acc_flashlight\n```\n\n###### position\n\n**Type:** String\n\n**Description:** Source position proxy name\n\n```cpp\nposition = \"flash dir\"; // acc_flashlight\n```\n\n###### scale[]\n\n**Type:** Array\n\n```cpp\nscale[] = {0}; // acc_flashlight\n```\n\n###### size\n\n**Type:** Float[*citation needed*]\n\n```cpp\nsize = 1; // acc_flashlight\n```\n\n###### useFlare\n\n**Type:** Boolean\n\n```cpp\nuseFlare = true; // acc_flashlight\n```\n\n#### H\n\n##### hasBipod\n\n**Used with:** Bipod attachments\n\n**Type:** Boolean\n\n**Default:** false\n\n##### hiddenSelections[]\n\n**Used with:** Headgear, Vests,\n\n**Type:** Array\n\n**Default:** {}\n\n##### HitpointsProtectionInfo\n\n**Used with:** Headgear, Vests, Uniforms\n\n**Type:** Class\n\n**Description:** See Arma 3: Soldier Protection\n\n#### M\n\n##### magazineCoef\n\n**Used with:** Muzzle attachments\n\n**Type:** Class\n\n**Description:** Contains a coefficients applied when firing with the muzzle attached\n\n###### initSpeed\n\n**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Coefficient applied to CfgMagazines initSpeed when firing.\n\n##### mass\n\n**Used with:** All items (including Weapons)\n\n**Type:** Integer\n\n**Default:** 0\n\n**Description:** Property defining how much an item weighs and how much inventory space it will use.\n\n```cpp\nmass = 8;  // FirstAidKit\nmass = 30; // H_HelmetB\nmass = 40; // U_B_CombatUniform_mcam\nmass = 80; // V_PlateCarrier1_rgr\nmass = 80; // ToolKit\n```\n\n##### modelOptics\n\n**Used with:** Optic attachments\n\n**Type:** Array\n\n**Default:** {}\n\n##### modelSides[]\n\n##### mountAction\n\n##### MuzzleCoef\n\n##### muzzleEnd\n\n#### O\n\n##### opticType\n\n**Used with:** Optics\n\n**Type:** Integer\n\n**Default:** 0\n\n**Description:** Parameter which defines opticType of given optics. It is used together requiredOpticType to create additional fire modes with higher engagement ranges\n\nopticType = 1 is typically assigned for optics with magnification level between 2.5 - 5x\n\nopticType = 2 is typically used for scopes with high magnification (>5x)\n\n##### OpticsModes\n\n#### P\n\n##### priority\n\n#### S\n\n##### soundBipod...\n\n##### soundTypeIndex\n\n#### T\n\n##### type\n\n#### U\n\n##### uniformClass\n\n##### uniformModel\n\n##### unmountAction\n\n#### Z\n\n##### zeroingSound[]","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> Note that this is the relevant page for Arma 3 ItemInfo configuration. Implementations for older Arma titles differ somewhat, but are irrelevant for Arma 3."},{"heading":"ItemInfo","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"allowedSlots[]","level":5,"markdown":"**Used with:** All items other than Weapons\n\n**Type:** Array\n\n**Default:** {}\n\n**Description:** Parameter which defines which cargo slots an item is allowed in. [*citation needed*]\n\n```cpp\nallowedSlots[] =\n{\n    605, // Headgear\n    701, // Vest\n    801, // Uniform\n    901  // Backpack\n};\n```"},{"heading":"alternativeFire","level":5,"markdown":"**Used with:** Muzzle attachments\n\n**Type:** String\n\n**Default:** \"Zasleh2\""},{"heading":"AmmoCoef","level":5,"markdown":"**Used with:** Muzzle attachments\n\n**Type:** Class\n\n**Description:** Contains a number coefficients applied when firing with the muzzle attached"},{"heading":"artilleryDispersionCoef =","level":6,"markdown":"**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Coefficient applied to weaponMode artilleryDispersion property"},{"heading":"dispersionCoef","level":6,"markdown":"**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Coefficient applied to ModeClass dispersion property"},{"heading":"fireLightCoef","level":6,"markdown":"**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Coefficient applied to fireLightIntensity weapon property"},{"heading":"min/mid/maxRange...Coef","level":6,"markdown":"**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Coefficients applied to corresponding weapon properties\n\n```cpp\nminRangeCoef = 1.0;\nminRangeProbabCoef = 1.0;\nmidRangeCoef = 1.0;\nmidRangeProbabCoef = 1.0;\nmaxRangeCoef = 1.0;\nmaxRangeProbabCoef = 1.0;\n```"},{"heading":"recoilCoef","level":6,"markdown":"**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Coefficient applied to weapon recoil"},{"heading":"recoilProneCoef","level":6,"markdown":"**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Coefficient applied to weapon recoil when prone"},{"heading":"C","level":4,"markdown":""},{"heading":"containerClass","level":5,"markdown":"**Used with:** Uniforms, Vests, Backpacks\n\n**Type:** String\n\n**Default:** \"Supply0\"\n\n**Description:** Capacity of a container, corresponding to SupplyXX CfgVehicles classes.\n\nThe classes for various capacity are already defined in the game config, so in most cases, SupplyXX can be used with XX replaced by the desired capacity value. The defined capacities are 0–10, then 10–250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500. Should another value be needed, it is defined in cfgVehicles as follows:\n\n```cpp\n/// New Supply definition ///\n\nclass cfgVehicles\n{\n    class ContainerSupply;\n    class SupplyXX : ContainerSupply        // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value.\n    {\n        maximumLoad = XX;                // Replace XX with the desired capacity value.\n    };\n};\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"deployedPivot","level":5,"markdown":"**Used with:** Bipod attachments\n\n**Type:** String\n\n**Default:** \"bipod\""},{"heading":"F","level":4,"markdown":""},{"heading":"FlashLight","level":5,"markdown":"**Used with:** Flashlight attachments\n\n**Type:** Class\n\n**Description:** Defines flashlight parameters"},{"heading":"ambient[]","level":6,"markdown":"**Type:** Array\n\n```cpp\nambient[] = {0.9,0.81,0.7}; // acc_flashlight\n```"},{"heading":"Attenuation","level":6,"markdown":"**Type:** Subclass"},{"heading":"start","level":6,"markdown":"**Type:** Float[*citation needed*]\n\n```cpp\nstart = 0; // acc_flashlight\n```"},{"heading":"constant","level":6,"markdown":"**Type:** Float\n\n```cpp\nconstant = 0.5; // acc_flashlight\n```"},{"heading":"linear","level":6,"markdown":"**Type:** Float\n\n```cpp\nlinear = 0.1; // acc_flashlight\n```"},{"heading":"quadratic","level":6,"markdown":"**Type:** Float\n\n```cpp\nquadratic = 0.2; // acc_flashlight\n```"},{"heading":"hardLimitStart","level":6,"markdown":"**Type:** Integer\n\n```cpp\nhardLimitStart = 27; // acc_flashlight\n```"},{"heading":"hardLimitEnd","level":6,"markdown":"**Type:** Integer\n\n```cpp\nhardLimitEnd = 34; // acc_flashlight\n```"},{"heading":"color[]","level":6,"markdown":"**Type:** Array\n\n```cpp\ncolor[] = {180,160,130}; // acc_flashlight\n```"},{"heading":"coneFadeCoef","level":6,"markdown":"**Type:** Float[*citation needed*]\n\n```cpp\nconeFadeCoef  = 8.0; // acc_flashlight\n```"},{"heading":"dayLight","level":6,"markdown":"**Type:** Boolean\n\n```cpp\ndayLight = false; // acc_flashlight\n```"},{"heading":"direction","level":6,"markdown":"**Type:** String\n\n**Description:** Direction proxy name\n\n```cpp\ndirection = \"flash\"; // acc_flashlight\n```"},{"heading":"flareMaxDistance","level":6,"markdown":"**Type:** Integer\n\n```cpp\nflareMaxDistance = 100; // acc_flashlight\n```"},{"heading":"flareSize","level":6,"markdown":"**Type:** Float\n\n```cpp\nflareMaxDistance = 1.4; // acc_flashlight\n```"},{"heading":"innerAngle","level":6,"markdown":"**Type:** Integer\n\n```cpp\ninnerAngle = 5; // acc_flashlight\n```"},{"heading":"intensity","level":6,"markdown":"**Type:** Integer\n\n```cpp\nintensity = 100; // acc_flashlight\n```"},{"heading":"outerAngle","level":6,"markdown":"**Type:** Integer\n\n```cpp\nouterAngle = 100; // acc_flashlight\n```"},{"heading":"position","level":6,"markdown":"**Type:** String\n\n**Description:** Source position proxy name\n\n```cpp\nposition = \"flash dir\"; // acc_flashlight\n```"},{"heading":"scale[]","level":6,"markdown":"**Type:** Array\n\n```cpp\nscale[] = {0}; // acc_flashlight\n```"},{"heading":"size","level":6,"markdown":"**Type:** Float[*citation needed*]\n\n```cpp\nsize = 1; // acc_flashlight\n```"},{"heading":"useFlare","level":6,"markdown":"**Type:** Boolean\n\n```cpp\nuseFlare = true; // acc_flashlight\n```"},{"heading":"H","level":4,"markdown":""},{"heading":"hasBipod","level":5,"markdown":"**Used with:** Bipod attachments\n\n**Type:** Boolean\n\n**Default:** false"},{"heading":"hiddenSelections[]","level":5,"markdown":"**Used with:** Headgear, Vests,\n\n**Type:** Array\n\n**Default:** {}"},{"heading":"HitpointsProtectionInfo","level":5,"markdown":"**Used with:** Headgear, Vests, Uniforms\n\n**Type:** Class\n\n**Description:** See Arma 3: Soldier Protection"},{"heading":"M","level":4,"markdown":""},{"heading":"magazineCoef","level":5,"markdown":"**Used with:** Muzzle attachments\n\n**Type:** Class\n\n**Description:** Contains a coefficients applied when firing with the muzzle attached"},{"heading":"initSpeed","level":6,"markdown":"**Type:** Float\n\n**Default:** 1.0\n\n**Description:** Coefficient applied to CfgMagazines initSpeed when firing."},{"heading":"mass","level":5,"markdown":"**Used with:** All items (including Weapons)\n\n**Type:** Integer\n\n**Default:** 0\n\n**Description:** Property defining how much an item weighs and how much inventory space it will use.\n\n```cpp\nmass = 8;  // FirstAidKit\nmass = 30; // H_HelmetB\nmass = 40; // U_B_CombatUniform_mcam\nmass = 80; // V_PlateCarrier1_rgr\nmass = 80; // ToolKit\n```"},{"heading":"modelOptics","level":5,"markdown":"**Used with:** Optic attachments\n\n**Type:** Array\n\n**Default:** {}"},{"heading":"modelSides[]","level":5,"markdown":""},{"heading":"mountAction","level":5,"markdown":""},{"heading":"MuzzleCoef","level":5,"markdown":""},{"heading":"muzzleEnd","level":5,"markdown":""},{"heading":"O","level":4,"markdown":""},{"heading":"opticType","level":5,"markdown":"**Used with:** Optics\n\n**Type:** Integer\n\n**Default:** 0\n\n**Description:** Parameter which defines opticType of given optics. It is used together requiredOpticType to create additional fire modes with higher engagement ranges\n\nopticType = 1 is typically assigned for optics with magnification level between 2.5 - 5x\n\nopticType = 2 is typically used for scopes with high magnification (>5x)"},{"heading":"OpticsModes","level":5,"markdown":""},{"heading":"P","level":4,"markdown":""},{"heading":"priority","level":5,"markdown":""},{"heading":"S","level":4,"markdown":""},{"heading":"soundBipod...","level":5,"markdown":""},{"heading":"soundTypeIndex","level":5,"markdown":""},{"heading":"T","level":4,"markdown":""},{"heading":"type","level":5,"markdown":""},{"heading":"U","level":4,"markdown":""},{"heading":"uniformClass","level":5,"markdown":""},{"heading":"uniformModel","level":5,"markdown":""},{"heading":"unmountAction","level":5,"markdown":""},{"heading":"Z","level":4,"markdown":""},{"heading":"zeroingSound[]","level":5,"markdown":""}],"categories":["Arma 3: Reference Lists","Stubs"],"groups":["Reference Lists"]},{"name":"Arma 3: Jets Hitpoint Configuration","title":"Arma 3: Jets Hitpoint Configuration","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Jets_Hitpoint_Configuration","revid":351431,"updated":"2023-12-06T09:30:03Z","aliases":["Arma 3 Jets Hitpoint Configuration"],"markdown":"One of the features for the Jets DLC being created was overhaul of our own planes being released, including new hitpoints.\nPrevious state was quite binary - you fly, or you die. However, this update bring more possibilities due to the engine support and i'll try to shed some light into it.\nThis applies for the hitpoints in general, as there is no proper documentation explaining the parameters as far as I'm aware.\n\nThere is already one existing guide explaining how the damage model works, and knowledge of this is useful for actual hitpoint configuration and setting the parameters.\nThis guide is focused more on the creation and configuration of the hitzones, however it will scratch the surface of damage model as well.\n\n### Hitpoint Parameters\n\nThe HitPoints class itself has several parameters, which will be explained in this guide. However there are also **two important config parameters**, which heavily affect the HitPoints class.\nBoth are in the root of the vehicle class (in other words, they are not part of a subclass such as HitPoints or AnimationSources).\n\n- **Armor** - base value of the vehicle armor, reduces the damage taken from the direct hit. Affects armor parameter in the HitPoints class\n- **ArmorStructural** - value affecting passThrough parameter in the HitPoints class (divides the extent of the damage transferred by passThrough). It also increases overall durability of the object (even if it has no hitpoints).\n  - Example: if passThrough = 0.5 and ArmorStructural = 1, 0.5 is transferred to the total damage\n\n```cpp\n// config.cpp\n// ...\nclass HitPoints : HitPoints\n{\n    class HitHull : HitHull            { armor = 3;    explosionShielding = 5; name = \"Hull_hit\";        passThrough = 0.5; visual = \"\"; radius = 0.3;    minimalHit = 0.02; material = -1; };\n    class HitEngine : HitHull        { armor = 1.5;    explosionShielding = 2;    name = \"engine_1_hit\";    passThrough = 0.5; visual = \"\"; radius = 0.55;    minimalHit = 0.1; };\n    class HitEngine2 : HitEngine    { armor = 1.5;    explosionShielding = 2;    name = \"engine_2_hit\";    passThrough = 0.5; visual = \"\"; radius = 0.55;    minimalHit = 0.1; };\n    // ...\n};\n// ...\n```\n\n- **name** - name of the selection in the hitpoint LOD\n- **visual** - name of the selection in the visual LODs (to change to damage texture). Name of selection in visual need to be in sections in model.cfg\n- **armor** - multiplier of the *base armor* of the vehicle.\n  - Example: if vehicle has 80 armor and engine has 3, the part will have 240 armor in total\n- **explosionShielding** - *multiplier* of incoming explosion damage. Therefore, only values smaller than 1 can be actually called 'shielding', values bigger than 1 are increasing vulnerability towards explosive damage.\n  - Example: if there's incoming explosive damage of 10 and explosion shielding is 0.5, the part will take 5 damage. With incoming damage of 10 and explosionShielding = 3, the part will take 30 damage.\n- **passThrough** - parameter defining, how much of the hitpoint damage is transferred to total damage (because damaged glass and damaged engine have completely different severity). Minimum value is 0 (nothing goes to total), maximum value is 1 (everything goes to total). PassThrough is affected by ArmorStructural mentioned previously.\n- **radius** - radius of the sphere created around vertices in the selection at the hitpoint LOD. Spheres can be seen via hitpoints diagnostics in the game. Please note, that the size of the sphere also affects damage taken (the bigger the sphere, the less damage taken).\n- **minimalHit** - value defining minimal damage for the hitpoint. Smaller values are discarded.\n  - Example: If hitpoint has minimalHit = 0.1 and receives 3 hits from which each deals damage of 0.07, hitpoint won't receive any damage at all.\n- **depends** - simple expressions for creating dependencies between hitpoints. Clearing 'depends' in case of inheritance cannot be an empty string (rpt warnings), but rather a \"0\" value. It can be used for more detailed damage model.\n  - Example 1: HitHull dependant on total damage (therefore practically disabled as an individual hitpoint). This way the hitpoint would get damage only via passThrough. Might serve for better visualization of damage in UI.\n\n    ```cpp\n    class HitHull : HitHull { armor = 999; visual = \"zbytek\"; depends = \"Total\"; radius = 0.01; };\n    ```\n  - Example 2: HitFuel damage dependant on damage from two other hitpoints. Can be used for more detailed damage model. For example, when particular jet has one fuel tank in a tank, and one fuel on each wing (but engine supports only HitFuel and hitFuel2).\n\n    ```cpp\n    class HitFuel_Left : HitFuel    { armor = 2.5; explosionShielding = 5; name = \"HitFuel1\"; passThrough = 0.2; visual = \"Hit_Fuel2a\";    radius = 0.2; minimalHit = 0.1; depends = \"0\"; };\n    class HitFuel_Right : HitFuel    { armor = 2.5; explosionShielding = 5; name = \"HitFuel2\"; passThrough = 0.2; visual = \"Hit_Fuel2b\";    radius = 0.2; minimalHit = 0.1; depends = \"0\"; };\n    class HitFuel2 : HitFuel        { armor = 999; explosionShielding = 0; name = \"HitFuel2\"; passThrough = 0.2; visual = \"\";            radius = 0.2; minimalHit = 0.1; depends = \"(HitFuel_Left + HitFuel_Right) * 0.5\"; };\n    ```\n\n### List of Engine-Supported Hit Zones for Planes\n\nWith the development of Jets DLC, the planes have got gotten much more intricate damage, divided to several categories in UI:\n\n- **HULL**\n- **ENG**\n- **FUEL**\n- **CTRL**\n- **INST**\n- **GEAR**\n\nThe categories will be explained, together with the newly introduced hitpoints for Jets DLC and their gameplay functionality.\n\n#### HULL\n\nUnsurprisingly, contains one hitpoint category, which is already widely known:\n\n- **HitHull**\n\nThere is not much to explain here, reflects the state of the hull.\n\n#### ENG\n\nStands for engine, and there are two hitpoint categories supported by the engine.\n\n- **HitEngine**\n- **HitEngine2**\n\nDamaging the engine hitpoint reduces the jet's thrust, and therefore, overall performance. The categories above allow to distinguish the single- and twin-engined jets.\nThe thrust reduction is modified accordingly depending on the amount of engines configured (destroying HitEngine will reduce the thrust only to half in case HitEngine2 exists).\n\n#### FUEL\n\nFuel hitpoints, and as with the engine, there are two of them engine supported:\n\n- **HitFuel**\n- **HitFuel2**\n\nDamaging these hitpoints will cause fuel leaks - jet will be continuously losing the fuel.\nSimilarily as with the engine hitpoints, it also depends on the amount of hitpoints configured (with destroyed HitFuel the jet will be losing fuel quickly only to the half of total amount, in case HitFuel2 exists). Fuel will be depleting toll reaching level of HitFuel damage.\n\n- Example: If a single fuel tank is damaged at 0.9, fuel drop will stop at 0.1\n\n#### CTRL\n\nThis category is for the control surfaces of the jets, and engine supports 6 hitpoints in total:\n\n- **HitLAileron**\n- **HitRAileron**\n- **HitLCElevator** - LC stands for \"Left or Central\" - if the plane has only singular control surface of this type\n- **HitRElevator**\n- **HitLCRudder** - LC stands for \"Left or Central\" - if the plane has only singular control surface of this type\n- **HitRRudder**\n\nDamaging these hitpoints will be affecting the flight model and hamper the jets ability to change direction. However, to also visually reflect this change, the current animation sources for the flight controls do not reflect any damage, therefore they'll have to be changed for the newly introduced ones:\n\n- **aileronLeftDamaged** - replaces 'aileron' animation source, disabled upon destruction of HitLAileron\n- **aileronRightDamaged** - replaces 'aileron' animation source, disabled upon destruction of HitRAileron\n- **elevatorLeftCenterDamaged** - replaces 'elevator' animation source, disabled upon destruction of HitLCElevator\n- **elevatorRightDamaged** - replaces 'elevator' animation source, disabled upon destruction of HitRElevator\n- **rudderLeftCenterDamaged** - replaces 'rudder' animation source, disabled upon destruction of HitLCRudder\n- **rudderRightDamaged** - replaces 'rudder' animation source, disabled upon destruction of HitRRudder\n- **aileronTLeftDamaged** - replaces 'aileronT' animation source, disabled upon destruction of HitLAileron\n- **aileronBLeftDamaged** - replaces 'aileronB' animation source, disabled upon destruction of HitLAileron\n- **aileronTRightDamaged** - replaces 'aileronT' animation source, disabled upon destruction of HitRAileron\n- **aileronBRightDamaged** - replaces 'aileronB' animation source, disabled upon destruction of HitRAileron\n\n*Note: aileronT and aileronB damage sources were used mainly on the air brakes on A-10 (Wipeout).*\nAs the air brakes are located its ailerons, damage versions have been created for better visual representation, however their functionality remains unaffected.\n\nAbove are listed all available / supported hitpoints and animation sources. However, not all of them need to be used for every plane - depends on the plane's composition.\nNot all planes have all of the control surfaces paired.\nThe purpose of animation sources listed above is better visual representation - one the control surface is damaged, it gets stuck (won't move anymore), which adds to authenticity when the flight model gets affected by the new damage model.\n\n#### INST\n\nThis category is reserved for electronic systems in the plane (MFDs, HMDs, HUDs). There is currently only one hitpoint category:\n\n- **HitAvionics**\n\nDamaging avionics will disable any HMD or HUD on the jet. However, to disable MFD as well, the animation needs to be manually configured via hide animations dependent on user defined source:\n\n```cpp\n// config.cpp\nclass AnimationSources : AnimationSources { class HitAvionics { source = \"Hit\"; hitpoint = \"HitAvionics\"; raw = 1; }; };\n```\n\nFor the animation itself, there are several possible approaches:\n\n1. Duplicating the selection for turned off displays (display_off), which is hidden at the start and unhidden at certain level of damage. The selection is duplicated, because the original one also uses hide animation on a different source.\n\n   ```cpp\n   // model.cfg\n   class Avionics_damage\n   {\n       type = hide;\n       source = \"HitAvionics\";\n       selection = \"Display_off_dmg\";\n       minValue = 0;\n       maxValue = 1;\n       hideValue = 0;\n       unHideValue = 0.9;\n   };\n   ```\n1. Create a selection for certain elements in MFDs (best solution might be to make it virtual parent bone) to simulate partial functionality and hide important data\n\n   ```cpp\n   // model.cfg\n   class MFD_Damage_Hide\n   {\n       type = hide;\n       minValue = 0;\n       maxValue = 1;\n       hideValue = 0.5;\n       source = \"HitAvionics\";\n       selection = \"MFD_Damage_Hide\";\n   };\n   ```\n\n#### GEAR\n\nThere have been many questions regarding this category, so hopefully this guide will clear it: **there is no \"HitGear\" hitpoint**.\nGear is handled fully by the engine, based on physX wheels configured on the plane.\nIf the landing is too rough, they get destroyed. However, no hitpoint configuration is needed.\n\n### Recommendations for Hitpoints in p3d\n\nThis guide has been explaining hitpoint parameters and how to do extended damage model for planes. However, there is small part which this guide didn't touch yet: **the model**.\nThis part will attempt to give some recommendations and good practices when creating the hitpoint LOD for any vehicle.\nThe previously mentioned community guide shows several ways to go it. It might be difficult to pick the right one, but the approach which has been established provides following advice:\n\n1. **Create hitpoints to be within the fire geometry** - previous approach often used some vertices from the surface of visual LOD and spheres are created around that. Spheres are then quite exposed to any hit and even more so to the explosive damage. Direct hit needs to pass through FireGeometry and hitpoint sphere alike to deal damage, while explosive damage needs to reach only the sphere. Hitpoints withing FireGeometry will prove more durable and more accurate. This approach also consumes less vertices - instead of a ring around surface, there can be simply one vertex inside. Adjust the sphere size accordingly.\n1. **Don't use too many vertices** - if the geometry is thick, is it not necessary to have 3x3x9 vertices of radius 0.2 for the engine, for example. 1x1x3 vertices of radius 0.5 will cover it just as well. Less vertices means more performance friendly. If the geometry is too thin (wings, control surfaces), there is also no sense to try and fit it within the geometry, and cover it with huge number small spheres. Such thin geometry is exposed either way so instead of covering it by 4x15 vertices with 0.05 radius, a row 1x5 with 0.2 radius will be enough.","sections":[{"heading":null,"level":1,"markdown":"One of the features for the Jets DLC being created was overhaul of our own planes being released, including new hitpoints.\nPrevious state was quite binary - you fly, or you die. However, this update bring more possibilities due to the engine support and i'll try to shed some light into it.\nThis applies for the hitpoints in general, as there is no proper documentation explaining the parameters as far as I'm aware.\n\nThere is already one existing guide explaining how the damage model works, and knowledge of this is useful for actual hitpoint configuration and setting the parameters.\nThis guide is focused more on the creation and configuration of the hitzones, however it will scratch the surface of damage model as well."},{"heading":"Hitpoint Parameters","level":3,"markdown":"The HitPoints class itself has several parameters, which will be explained in this guide. However there are also **two important config parameters**, which heavily affect the HitPoints class.\nBoth are in the root of the vehicle class (in other words, they are not part of a subclass such as HitPoints or AnimationSources).\n\n- **Armor** - base value of the vehicle armor, reduces the damage taken from the direct hit. Affects armor parameter in the HitPoints class\n- **ArmorStructural** - value affecting passThrough parameter in the HitPoints class (divides the extent of the damage transferred by passThrough). It also increases overall durability of the object (even if it has no hitpoints).\n  - Example: if passThrough = 0.5 and ArmorStructural = 1, 0.5 is transferred to the total damage\n\n```cpp\n// config.cpp\n// ...\nclass HitPoints : HitPoints\n{\n    class HitHull : HitHull            { armor = 3;    explosionShielding = 5; name = \"Hull_hit\";        passThrough = 0.5; visual = \"\"; radius = 0.3;    minimalHit = 0.02; material = -1; };\n    class HitEngine : HitHull        { armor = 1.5;    explosionShielding = 2;    name = \"engine_1_hit\";    passThrough = 0.5; visual = \"\"; radius = 0.55;    minimalHit = 0.1; };\n    class HitEngine2 : HitEngine    { armor = 1.5;    explosionShielding = 2;    name = \"engine_2_hit\";    passThrough = 0.5; visual = \"\"; radius = 0.55;    minimalHit = 0.1; };\n    // ...\n};\n// ...\n```\n\n- **name** - name of the selection in the hitpoint LOD\n- **visual** - name of the selection in the visual LODs (to change to damage texture). Name of selection in visual need to be in sections in model.cfg\n- **armor** - multiplier of the *base armor* of the vehicle.\n  - Example: if vehicle has 80 armor and engine has 3, the part will have 240 armor in total\n- **explosionShielding** - *multiplier* of incoming explosion damage. Therefore, only values smaller than 1 can be actually called 'shielding', values bigger than 1 are increasing vulnerability towards explosive damage.\n  - Example: if there's incoming explosive damage of 10 and explosion shielding is 0.5, the part will take 5 damage. With incoming damage of 10 and explosionShielding = 3, the part will take 30 damage.\n- **passThrough** - parameter defining, how much of the hitpoint damage is transferred to total damage (because damaged glass and damaged engine have completely different severity). Minimum value is 0 (nothing goes to total), maximum value is 1 (everything goes to total). PassThrough is affected by ArmorStructural mentioned previously.\n- **radius** - radius of the sphere created around vertices in the selection at the hitpoint LOD. Spheres can be seen via hitpoints diagnostics in the game. Please note, that the size of the sphere also affects damage taken (the bigger the sphere, the less damage taken).\n- **minimalHit** - value defining minimal damage for the hitpoint. Smaller values are discarded.\n  - Example: If hitpoint has minimalHit = 0.1 and receives 3 hits from which each deals damage of 0.07, hitpoint won't receive any damage at all.\n- **depends** - simple expressions for creating dependencies between hitpoints. Clearing 'depends' in case of inheritance cannot be an empty string (rpt warnings), but rather a \"0\" value. It can be used for more detailed damage model.\n  - Example 1: HitHull dependant on total damage (therefore practically disabled as an individual hitpoint). This way the hitpoint would get damage only via passThrough. Might serve for better visualization of damage in UI.\n\n    ```cpp\n    class HitHull : HitHull { armor = 999; visual = \"zbytek\"; depends = \"Total\"; radius = 0.01; };\n    ```\n  - Example 2: HitFuel damage dependant on damage from two other hitpoints. Can be used for more detailed damage model. For example, when particular jet has one fuel tank in a tank, and one fuel on each wing (but engine supports only HitFuel and hitFuel2).\n\n    ```cpp\n    class HitFuel_Left : HitFuel    { armor = 2.5; explosionShielding = 5; name = \"HitFuel1\"; passThrough = 0.2; visual = \"Hit_Fuel2a\";    radius = 0.2; minimalHit = 0.1; depends = \"0\"; };\n    class HitFuel_Right : HitFuel    { armor = 2.5; explosionShielding = 5; name = \"HitFuel2\"; passThrough = 0.2; visual = \"Hit_Fuel2b\";    radius = 0.2; minimalHit = 0.1; depends = \"0\"; };\n    class HitFuel2 : HitFuel        { armor = 999; explosionShielding = 0; name = \"HitFuel2\"; passThrough = 0.2; visual = \"\";            radius = 0.2; minimalHit = 0.1; depends = \"(HitFuel_Left + HitFuel_Right) * 0.5\"; };\n    ```"},{"heading":"List of Engine-Supported Hit Zones for Planes","level":3,"markdown":"With the development of Jets DLC, the planes have got gotten much more intricate damage, divided to several categories in UI:\n\n- **HULL**\n- **ENG**\n- **FUEL**\n- **CTRL**\n- **INST**\n- **GEAR**\n\nThe categories will be explained, together with the newly introduced hitpoints for Jets DLC and their gameplay functionality."},{"heading":"HULL","level":4,"markdown":"Unsurprisingly, contains one hitpoint category, which is already widely known:\n\n- **HitHull**\n\nThere is not much to explain here, reflects the state of the hull."},{"heading":"ENG","level":4,"markdown":"Stands for engine, and there are two hitpoint categories supported by the engine.\n\n- **HitEngine**\n- **HitEngine2**\n\nDamaging the engine hitpoint reduces the jet's thrust, and therefore, overall performance. The categories above allow to distinguish the single- and twin-engined jets.\nThe thrust reduction is modified accordingly depending on the amount of engines configured (destroying HitEngine will reduce the thrust only to half in case HitEngine2 exists)."},{"heading":"FUEL","level":4,"markdown":"Fuel hitpoints, and as with the engine, there are two of them engine supported:\n\n- **HitFuel**\n- **HitFuel2**\n\nDamaging these hitpoints will cause fuel leaks - jet will be continuously losing the fuel.\nSimilarily as with the engine hitpoints, it also depends on the amount of hitpoints configured (with destroyed HitFuel the jet will be losing fuel quickly only to the half of total amount, in case HitFuel2 exists). Fuel will be depleting toll reaching level of HitFuel damage.\n\n- Example: If a single fuel tank is damaged at 0.9, fuel drop will stop at 0.1"},{"heading":"CTRL","level":4,"markdown":"This category is for the control surfaces of the jets, and engine supports 6 hitpoints in total:\n\n- **HitLAileron**\n- **HitRAileron**\n- **HitLCElevator** - LC stands for \"Left or Central\" - if the plane has only singular control surface of this type\n- **HitRElevator**\n- **HitLCRudder** - LC stands for \"Left or Central\" - if the plane has only singular control surface of this type\n- **HitRRudder**\n\nDamaging these hitpoints will be affecting the flight model and hamper the jets ability to change direction. However, to also visually reflect this change, the current animation sources for the flight controls do not reflect any damage, therefore they'll have to be changed for the newly introduced ones:\n\n- **aileronLeftDamaged** - replaces 'aileron' animation source, disabled upon destruction of HitLAileron\n- **aileronRightDamaged** - replaces 'aileron' animation source, disabled upon destruction of HitRAileron\n- **elevatorLeftCenterDamaged** - replaces 'elevator' animation source, disabled upon destruction of HitLCElevator\n- **elevatorRightDamaged** - replaces 'elevator' animation source, disabled upon destruction of HitRElevator\n- **rudderLeftCenterDamaged** - replaces 'rudder' animation source, disabled upon destruction of HitLCRudder\n- **rudderRightDamaged** - replaces 'rudder' animation source, disabled upon destruction of HitRRudder\n- **aileronTLeftDamaged** - replaces 'aileronT' animation source, disabled upon destruction of HitLAileron\n- **aileronBLeftDamaged** - replaces 'aileronB' animation source, disabled upon destruction of HitLAileron\n- **aileronTRightDamaged** - replaces 'aileronT' animation source, disabled upon destruction of HitRAileron\n- **aileronBRightDamaged** - replaces 'aileronB' animation source, disabled upon destruction of HitRAileron\n\n*Note: aileronT and aileronB damage sources were used mainly on the air brakes on A-10 (Wipeout).*\nAs the air brakes are located its ailerons, damage versions have been created for better visual representation, however their functionality remains unaffected.\n\nAbove are listed all available / supported hitpoints and animation sources. However, not all of them need to be used for every plane - depends on the plane's composition.\nNot all planes have all of the control surfaces paired.\nThe purpose of animation sources listed above is better visual representation - one the control surface is damaged, it gets stuck (won't move anymore), which adds to authenticity when the flight model gets affected by the new damage model."},{"heading":"INST","level":4,"markdown":"This category is reserved for electronic systems in the plane (MFDs, HMDs, HUDs). There is currently only one hitpoint category:\n\n- **HitAvionics**\n\nDamaging avionics will disable any HMD or HUD on the jet. However, to disable MFD as well, the animation needs to be manually configured via hide animations dependent on user defined source:\n\n```cpp\n// config.cpp\nclass AnimationSources : AnimationSources { class HitAvionics { source = \"Hit\"; hitpoint = \"HitAvionics\"; raw = 1; }; };\n```\n\nFor the animation itself, there are several possible approaches:\n\n1. Duplicating the selection for turned off displays (display_off), which is hidden at the start and unhidden at certain level of damage. The selection is duplicated, because the original one also uses hide animation on a different source.\n\n   ```cpp\n   // model.cfg\n   class Avionics_damage\n   {\n       type = hide;\n       source = \"HitAvionics\";\n       selection = \"Display_off_dmg\";\n       minValue = 0;\n       maxValue = 1;\n       hideValue = 0;\n       unHideValue = 0.9;\n   };\n   ```\n1. Create a selection for certain elements in MFDs (best solution might be to make it virtual parent bone) to simulate partial functionality and hide important data\n\n   ```cpp\n   // model.cfg\n   class MFD_Damage_Hide\n   {\n       type = hide;\n       minValue = 0;\n       maxValue = 1;\n       hideValue = 0.5;\n       source = \"HitAvionics\";\n       selection = \"MFD_Damage_Hide\";\n   };\n   ```"},{"heading":"GEAR","level":4,"markdown":"There have been many questions regarding this category, so hopefully this guide will clear it: **there is no \"HitGear\" hitpoint**.\nGear is handled fully by the engine, based on physX wheels configured on the plane.\nIf the landing is too rough, they get destroyed. However, no hitpoint configuration is needed."},{"heading":"Recommendations for Hitpoints in p3d","level":3,"markdown":"This guide has been explaining hitpoint parameters and how to do extended damage model for planes. However, there is small part which this guide didn't touch yet: **the model**.\nThis part will attempt to give some recommendations and good practices when creating the hitpoint LOD for any vehicle.\nThe previously mentioned community guide shows several ways to go it. It might be difficult to pick the right one, but the approach which has been established provides following advice:\n\n1. **Create hitpoints to be within the fire geometry** - previous approach often used some vertices from the surface of visual LOD and spheres are created around that. Spheres are then quite exposed to any hit and even more so to the explosive damage. Direct hit needs to pass through FireGeometry and hitpoint sphere alike to deal damage, while explosive damage needs to reach only the sphere. Hitpoints withing FireGeometry will prove more durable and more accurate. This approach also consumes less vertices - instead of a ring around surface, there can be simply one vertex inside. Adjust the sphere size accordingly.\n1. **Don't use too many vertices** - if the geometry is thick, is it not necessary to have 3x3x9 vertices of radius 0.2 for the engine, for example. 1x1x3 vertices of radius 0.5 will cover it just as well. Less vertices means more performance friendly. If the geometry is too thin (wings, control surfaces), there is also no sense to try and fit it within the geometry, and cover it with huge number small spheres. Such thin geometry is exposed either way so instead of covering it by 4x15 vertices with 0.05 radius, a row 1x5 with 0.2 radius will be enough."}],"categories":["Arma 3: Tutorials","Arma 3: Vehicle Configuration"],"groups":["Configuration"]},{"name":"Arma 3: Key Frame Animation","title":"Arma 3: Key Frame Animation","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Key_Frame_Animation","revid":342108,"updated":"2023-07-09T12:26:36Z","aliases":["Arma 3 Key Frame Animation","Arma 3 Key Frame Animation: Tutorial - 3DEN","Arma 3: Key Frame Animation: Tutorial - 3DEN"],"markdown":"Arma 3 v1.78\n\n**Key Frame Animation** is an animation system introduced in Arma 3 v1.78 with real time preview with **3DEN** integration.\nA **Key Frame** is a location on a timeline which marks the beginning or end of a transition.\nIt holds special information that defines where a transition should start or stop. The intermediate frames are interpolated over time between those definitions to create the illusion of motion.\nThis interpolation is performed mathematically by the **CPU**.\n\n**Keyframing** is the simplest form of animating an object (be it 2D or 3D).\nBased on the notion that an object has a beginning state or condition and will be changing over time, in position, form, color, luminosity, or any other property, to some different final form.\n**Keyframing** takes the stance that we only need to show the \"key\" frames, or conditions, that describe the transformation of this object, and that all other intermediate positions can be figured out from these.\n\nThis system is all about interpolation and can be used for the following:\n\n- **Camera Scene / Cut-Scene**: Camera path and timing\n- **2D animations**: Ability to animate UI controls on screen\n- **3D animations**: Ability to animate objects in the 3D world\n- **Numeric animation**: Ability to animate any number transition\n\n> [!NOTE]\n> The low level system also includes a library of **Non-Linear Interpolation** methods that can be used independently from the rest.\n\n### Interpolation Algorithm\n\n- **Linear** - Linear interpolation is a method of curve fitting using linear polynomials to construct new data points within the range of a discrete set of known data points\n- **Bezier Cubic** - Non linear interpolation that uses 4 control points, Cubic Bezier interpolation\n- **Ease In** - Non linear interpolation that starts slow and ends at desired speed\n- **Ease Out** - Non linear interpolation that starts at desired speed and slows down the closer it is from the end\n- **Ease In Out** - Non linear interpolation that starts slow and speeds up to desired speed reaching the half way through, slowing down the closer it is from the end\n- **Hermite** - Non linear interpolation and only different a variation of Ease In Out\n- **Bounce In** - Non linear interpolation that bounces at start\n- **Bounce Out** - Non linear interpolation that bounces at the end\n- **Bounce In Out** - Non linear interpolation that bounces at start and end\n- **Quintic In** - Quintic version of ease in\n- **Quintic Out** - Quintic version of ease out\n- **Quintic In Out** - Quintic version of ease in out\n- **Berp** - Boing interpolation that overshoots target and comes to a rest after\n- **Interpolate** - Non linear interpolation from current value to target value based on speed, scaled by distance\n- **Interpolate Constant** - Linear interpolation from current value to target value based on speed\n\n> [!NOTE]\n> Both Float and Vector versions of above methods exist.\n\n### Math\n\n- **Bezier Length** - Computes the length of a bezier spline\n- **Clamp** - Clamps a float between min and max (inclusive)\n- **Clamp Vector** - Clamps all axis of a vector between min and max (inclusive)\n- **Delta Time** - Helper function to get and manage DeltaTime\n- **Find Look At** - Calculates Forward and Up vectors to orientate an objects looking at position from another position\n- **Nearest Point** - Computes the nearest point in a line\n- **Pow** - Helper function for Expoent Power\n- **Pulsate** - Pulsates a value between 0 and 1 with desired frequency and offsets\n- **Vector Divide** - Divides a vector by a float\n\n### Eden Editor Tutorial\n\nFor the 3DEN Keyframe Animation tutorial we will animate a UAV on a spline.\n\n#### 3DEN Object Setup\n\n- Open 3DEN and place a player unit\n- On the asset list, select Modules (F5) and select category Modules\n- Search for **Keyframe Animation** category, where all the related modules used to make up animations in 3DEN can be found\n\n#### Placing the Timeline\n\n- When in **Modules > Keyframe Animation** place a **Timeline** module\n- Enable **Play From Start** - Will make the timeline start to be simulated when the scenario starts\n- Set the **Length** to 15 seconds - This is the length of the timeline\n- Enable **Loop** - Timeline will restart once it is simulation reaches the end\n- In **Event Looped** put the following:\n\n  ```sqf\n  hint \"Timeline finished and is now looping\";\n  ```\n\n#### Placing the Curve\n\n- Place a **Rich Curve** module\n- Right click on the newly created **Rich Curve** and synchronize it with the **Timeline**\n- Set the **Orientation Mode** to Animation - This will make the orientation of the animated objects orientation follow the animation\n\n#### Placing the start and end keys\n\n- Place two **Rich Curve Key**s\n- Select and then right click on the newly created **Rich Curve Key**s and synchronize them with the **Rich Curve**\n\n#### First Key Setup\n\n- Open the attributes of one of the placed keys, we will consider this one the first and so it is the start of our animation\n- All the settings' default values can be left for now\n\n#### Last Key Setup\n\n- Open the attributes of the other key, this will be the final point in our animation\n- Set the **Time** property to **10**, this means our animation will be in total 10 seconds long, since our first key starts at 0 and our last key is at 10\n\n#### First Animation\n\n- Congratulations, while not much so far, the first Animation in 3DEN has been created!\n- Move the **Key** objects around and notice how the path of the animation is being drawn in red and how it is affecting the animation in real-time\n- The red line defines the animation path or spline\n- The red dot's define the animation density\n\n> [!NOTE]\n> In order for things to be drawn, at least one object part of the animation needs to be selected in 3DEN.\n\n#### Adding an Animated Object\n\n- The next step is to add our **Animated Object**, basically, an object that will follow the animation with real-time 3DEN preview\n- In the **Asset Browser** select *Units (F1) > NATO > Drones > MQ-4A Greyhawk* and place it into the level\n- Right click on the newly created UAV and synchronize it with the **Curve** object\n- If an object that is part of the animation is selected, the UAV should start being animated along the first animation\n- Feel free to move the keys around and get a sense of the real-time editing features\n\n#### Turning the animation into a spline (Bezier Cubic)\n\n- Select both keys in 3DEN and right click one of them, select **Attributes**\n- Set the **Interpolation Mode** to *Cubic*\n- Now the animation will have non linear (Bezier Cubic in this case) interpolation and control points can be added to control the Bezier Cubic tangents\n\n#### Adding Control Points to manipulate Tangents\n\n- There are two kinds of Control Points, Arrive and Leave\n- Go back to *Modules > Keyframe Animation* and place two **Rich Curve Key Control Points**, these will be used to control the spline tangents\n- One of the **Control Points** synchronise with the first **Key**, open its **Attributes** and set the **Tangent Type** to **Leave**\n- The other **Control Point** should be synchronised with the second **Key**, open its **Attributes** and set the **Tangent Type** to **Arrive** (which should be set by default)\n- At this point, it is noticeable that the spline tangents being affected, try to move the control points around and modify the spline\n\n#### Understanding 3DEN controls\n\nWhen working on an Animation in 3DEN there are a few specific controls:\n\n- <kbd>Left Ctrl</kbd> - Displays the index of all the keys of the highlighted animation starting at 0 for the first key, note that non selected keys (and it is control points) will be rendered in white while selected ones will render in green\n- <kbd>Left Shift</kbd> - If the mouse position is near the animation spline, a line will be drawn between mouse and spline that defines a point where a new key can easily be placed if <kbd>Left Shift</kbd> + <kbd>Space</kbd> is used\n- <kbd>Left Shift</kbd> + <kbd>Space</kbd> - If the above is valid, a new Key will be created at the exact place where the mouse is pointing to, the key will be registered with the given curve, will have control points and be set as Cubic\n\n> [!NOTE]\n> For Keyframe Animation controls to work, one or more animation must be highlighted in 3DEN; selecting an object that is part of the animation (Timeline, Curve, Key or Control Point) does that.\n\n#### Adding a Key onto the Animation\n\n**Keys** can be directly placed onto the animation by using the keyboard combination <kbd>Left Shift</kbd> (Highlight) + <kbd>Space</kbd> (Spawn Key).\nThis is a fast and straightforward way to add keys to an animation, since even properties like **Time** will automatically be computed, same with the registration done with the **Curve**.\nThe created **Keys** using this method are set to **Cubic** and **Control Points** are created with them and registered. In future this could be a 3DEN setting.\n\n- *Press and hold* <kbd>Left Shift</kbd> and move the mouse pointer near the highlighted spline / curve\n- Once there is a connection between the curve and the mouse, while still holding <kbd>Left Shift</kbd> also press <kbd>Space</kbd> once, this will create the key\n\n> [!NOTE]\n> For Keyframe Animation controls to work, one or more animation must be highlighted in 3DEN; selecting an object that is part of the animation (Timeline, Curve, Key or Control Point) does that.\n\n#### Lockable Control Points (Bezier Cubic)\n\nWhen control points are locked it is possible to have mathematically accurate and smooth transition between key frames. The lock mode can be set in each key.\n\n- To set the **Control Points Lock State** just open the **Key** attributes (to which control points are synchronized) and toggle the option **Lock Control Points**\n\n> [!NOTE]\n> Always make sure Control Points are configured correctly: a key can have only one Arrive and one Leave control point.\n\n#### Play\n\nNow that everything is ready, preview the mission and observe the UAV moving.\n\n### Tutorial Videos\n\n<youtube height=\"169\" width=\"300\"> hoL_pc7309c\n</youtube>\n\nGerman tutorial","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.78\n\n**Key Frame Animation** is an animation system introduced in Arma 3 v1.78 with real time preview with **3DEN** integration.\nA **Key Frame** is a location on a timeline which marks the beginning or end of a transition.\nIt holds special information that defines where a transition should start or stop. The intermediate frames are interpolated over time between those definitions to create the illusion of motion.\nThis interpolation is performed mathematically by the **CPU**.\n\n**Keyframing** is the simplest form of animating an object (be it 2D or 3D).\nBased on the notion that an object has a beginning state or condition and will be changing over time, in position, form, color, luminosity, or any other property, to some different final form.\n**Keyframing** takes the stance that we only need to show the \"key\" frames, or conditions, that describe the transformation of this object, and that all other intermediate positions can be figured out from these.\n\nThis system is all about interpolation and can be used for the following:\n\n- **Camera Scene / Cut-Scene**: Camera path and timing\n- **2D animations**: Ability to animate UI controls on screen\n- **3D animations**: Ability to animate objects in the 3D world\n- **Numeric animation**: Ability to animate any number transition\n\n> [!NOTE]\n> The low level system also includes a library of **Non-Linear Interpolation** methods that can be used independently from the rest."},{"heading":"Interpolation Algorithm","level":3,"markdown":"- **Linear** - Linear interpolation is a method of curve fitting using linear polynomials to construct new data points within the range of a discrete set of known data points\n- **Bezier Cubic** - Non linear interpolation that uses 4 control points, Cubic Bezier interpolation\n- **Ease In** - Non linear interpolation that starts slow and ends at desired speed\n- **Ease Out** - Non linear interpolation that starts at desired speed and slows down the closer it is from the end\n- **Ease In Out** - Non linear interpolation that starts slow and speeds up to desired speed reaching the half way through, slowing down the closer it is from the end\n- **Hermite** - Non linear interpolation and only different a variation of Ease In Out\n- **Bounce In** - Non linear interpolation that bounces at start\n- **Bounce Out** - Non linear interpolation that bounces at the end\n- **Bounce In Out** - Non linear interpolation that bounces at start and end\n- **Quintic In** - Quintic version of ease in\n- **Quintic Out** - Quintic version of ease out\n- **Quintic In Out** - Quintic version of ease in out\n- **Berp** - Boing interpolation that overshoots target and comes to a rest after\n- **Interpolate** - Non linear interpolation from current value to target value based on speed, scaled by distance\n- **Interpolate Constant** - Linear interpolation from current value to target value based on speed\n\n> [!NOTE]\n> Both Float and Vector versions of above methods exist."},{"heading":"Math","level":3,"markdown":"- **Bezier Length** - Computes the length of a bezier spline\n- **Clamp** - Clamps a float between min and max (inclusive)\n- **Clamp Vector** - Clamps all axis of a vector between min and max (inclusive)\n- **Delta Time** - Helper function to get and manage DeltaTime\n- **Find Look At** - Calculates Forward and Up vectors to orientate an objects looking at position from another position\n- **Nearest Point** - Computes the nearest point in a line\n- **Pow** - Helper function for Expoent Power\n- **Pulsate** - Pulsates a value between 0 and 1 with desired frequency and offsets\n- **Vector Divide** - Divides a vector by a float"},{"heading":"Eden Editor Tutorial","level":3,"markdown":"For the 3DEN Keyframe Animation tutorial we will animate a UAV on a spline."},{"heading":"3DEN Object Setup","level":4,"markdown":"- Open 3DEN and place a player unit\n- On the asset list, select Modules (F5) and select category Modules\n- Search for **Keyframe Animation** category, where all the related modules used to make up animations in 3DEN can be found"},{"heading":"Placing the Timeline","level":4,"markdown":"- When in **Modules > Keyframe Animation** place a **Timeline** module\n- Enable **Play From Start** - Will make the timeline start to be simulated when the scenario starts\n- Set the **Length** to 15 seconds - This is the length of the timeline\n- Enable **Loop** - Timeline will restart once it is simulation reaches the end\n- In **Event Looped** put the following:\n\n  ```sqf\n  hint \"Timeline finished and is now looping\";\n  ```"},{"heading":"Placing the Curve","level":4,"markdown":"- Place a **Rich Curve** module\n- Right click on the newly created **Rich Curve** and synchronize it with the **Timeline**\n- Set the **Orientation Mode** to Animation - This will make the orientation of the animated objects orientation follow the animation"},{"heading":"Placing the start and end keys","level":4,"markdown":"- Place two **Rich Curve Key**s\n- Select and then right click on the newly created **Rich Curve Key**s and synchronize them with the **Rich Curve**"},{"heading":"First Key Setup","level":4,"markdown":"- Open the attributes of one of the placed keys, we will consider this one the first and so it is the start of our animation\n- All the settings' default values can be left for now"},{"heading":"Last Key Setup","level":4,"markdown":"- Open the attributes of the other key, this will be the final point in our animation\n- Set the **Time** property to **10**, this means our animation will be in total 10 seconds long, since our first key starts at 0 and our last key is at 10"},{"heading":"First Animation","level":4,"markdown":"- Congratulations, while not much so far, the first Animation in 3DEN has been created!\n- Move the **Key** objects around and notice how the path of the animation is being drawn in red and how it is affecting the animation in real-time\n- The red line defines the animation path or spline\n- The red dot's define the animation density\n\n> [!NOTE]\n> In order for things to be drawn, at least one object part of the animation needs to be selected in 3DEN."},{"heading":"Adding an Animated Object","level":4,"markdown":"- The next step is to add our **Animated Object**, basically, an object that will follow the animation with real-time 3DEN preview\n- In the **Asset Browser** select *Units (F1) > NATO > Drones > MQ-4A Greyhawk* and place it into the level\n- Right click on the newly created UAV and synchronize it with the **Curve** object\n- If an object that is part of the animation is selected, the UAV should start being animated along the first animation\n- Feel free to move the keys around and get a sense of the real-time editing features"},{"heading":"Turning the animation into a spline (Bezier Cubic)","level":4,"markdown":"- Select both keys in 3DEN and right click one of them, select **Attributes**\n- Set the **Interpolation Mode** to *Cubic*\n- Now the animation will have non linear (Bezier Cubic in this case) interpolation and control points can be added to control the Bezier Cubic tangents"},{"heading":"Adding Control Points to manipulate Tangents","level":4,"markdown":"- There are two kinds of Control Points, Arrive and Leave\n- Go back to *Modules > Keyframe Animation* and place two **Rich Curve Key Control Points**, these will be used to control the spline tangents\n- One of the **Control Points** synchronise with the first **Key**, open its **Attributes** and set the **Tangent Type** to **Leave**\n- The other **Control Point** should be synchronised with the second **Key**, open its **Attributes** and set the **Tangent Type** to **Arrive** (which should be set by default)\n- At this point, it is noticeable that the spline tangents being affected, try to move the control points around and modify the spline"},{"heading":"Understanding 3DEN controls","level":4,"markdown":"When working on an Animation in 3DEN there are a few specific controls:\n\n- <kbd>Left Ctrl</kbd> - Displays the index of all the keys of the highlighted animation starting at 0 for the first key, note that non selected keys (and it is control points) will be rendered in white while selected ones will render in green\n- <kbd>Left Shift</kbd> - If the mouse position is near the animation spline, a line will be drawn between mouse and spline that defines a point where a new key can easily be placed if <kbd>Left Shift</kbd> + <kbd>Space</kbd> is used\n- <kbd>Left Shift</kbd> + <kbd>Space</kbd> - If the above is valid, a new Key will be created at the exact place where the mouse is pointing to, the key will be registered with the given curve, will have control points and be set as Cubic\n\n> [!NOTE]\n> For Keyframe Animation controls to work, one or more animation must be highlighted in 3DEN; selecting an object that is part of the animation (Timeline, Curve, Key or Control Point) does that."},{"heading":"Adding a Key onto the Animation","level":4,"markdown":"**Keys** can be directly placed onto the animation by using the keyboard combination <kbd>Left Shift</kbd> (Highlight) + <kbd>Space</kbd> (Spawn Key).\nThis is a fast and straightforward way to add keys to an animation, since even properties like **Time** will automatically be computed, same with the registration done with the **Curve**.\nThe created **Keys** using this method are set to **Cubic** and **Control Points** are created with them and registered. In future this could be a 3DEN setting.\n\n- *Press and hold* <kbd>Left Shift</kbd> and move the mouse pointer near the highlighted spline / curve\n- Once there is a connection between the curve and the mouse, while still holding <kbd>Left Shift</kbd> also press <kbd>Space</kbd> once, this will create the key\n\n> [!NOTE]\n> For Keyframe Animation controls to work, one or more animation must be highlighted in 3DEN; selecting an object that is part of the animation (Timeline, Curve, Key or Control Point) does that."},{"heading":"Lockable Control Points (Bezier Cubic)","level":4,"markdown":"When control points are locked it is possible to have mathematically accurate and smooth transition between key frames. The lock mode can be set in each key.\n\n- To set the **Control Points Lock State** just open the **Key** attributes (to which control points are synchronized) and toggle the option **Lock Control Points**\n\n> [!NOTE]\n> Always make sure Control Points are configured correctly: a key can have only one Arrive and one Leave control point."},{"heading":"Play","level":4,"markdown":"Now that everything is ready, preview the mission and observe the UAV moving."},{"heading":"Tutorial Videos","level":3,"markdown":"<youtube height=\"169\" width=\"300\"> hoL_pc7309c\n</youtube>\n\nGerman tutorial"}],"categories":["Arma 3: Editing","Introduced with Arma 3 version 1.78"],"groups":["General"]},{"name":"Arma 3: Launcher","title":"Arma 3: Launcher","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Launcher","revid":364306,"updated":"2024-05-06T09:38:42Z","aliases":["Arma 3 Launcher"],"markdown":"Arma 3 v1.24\nThe main purpose of the official **Arma 3 Launcher** is to enable easy management of local and Steam Workshop mods including their load order and custom presets, setting up game parameters and display Arma 3 developer news.\n\nThe official Arma 3 Launcher was launched July 14, 2014 with the Bootcamp update 1.24 (http://arma3.com/news/bohemia-interactive-deploys-arma-3-bootcamp-update).\n\n### User interface\n\n#### Common elements\n\n**Play** button\n\n- Starts the game with a current Launcher setup of mods and parameters. Mods tab will get locked when the game is running.\n- Expanded Play button supports quick selection of mod presets including unmodded game.\n\n**Status bar**\n\n- Displays the workshop mod download progress and notifies the user when the steam is offline (making the workshop unreachable).\n- Displays the state of BattlEye anti-cheat service initialization when launching the game. Use of BattlEye anti-cheat has to be enabled on BattlEye page.\n- Displays notification when the mod updates handled by Steam Client are waiting for user to quit applications.\n- When the service is initialized, the status is switched automatically back to the Mods downloads.\n  - *Use arrows to switch between Mod downloads and Service progress.*\n\n**Options** menu gives you an access to Launcher options, and also contains various links and additional info about the game. Logs and the game troubleshooter helper can be also accessed from this menu.\n\n**Colored ribbon** in the top-left corner identifies the currently used Steam branch (default main branch - no ribbon).\n\n### Pages\n\n#### Dashboard\n\nThe first page in Launcher displays the latest news post, links to a social media of Arma 3 and Bohemia Interactive, and mainly the information about joined units from [Arma 3 Units](https://units.arma3.com).\n\nIf you are a member of any unit, you can pre-select that units in Launcher, by checking the box on the unit, and it will be automatically activated in the game, once you start it.\nOr you can choose to play without a unit or let the game use the same unit you've played the last time.\n\n#### News\n\nDisplays news from the [Arma 3 website](http://dev.arma3.com/).\n\n- Unread items are marked by orange color.\n- To load additional items, click Load more at the bottom.\n\n#### Parameters\n\nAllows setting up the startup parameters. Parameters are separated to Basic and Advanced tabs:\n\n**Basic** tab\n\n- *Mods* - Loads the specified sub-folders for different mods. Separated by semicolons.\n- *No Splash* - Bypass the splash screens on startup of Arma 3.\n- *Skip Intro* - Disables world intros in the main menu permanently.\n- *Windowed* - Displays Arma 3 windowed instead of full screen.\n- *Profiles* - Profile name to load.\n- *Mission File* - Automatically opens the selected mission in the game editor.\n- *Command line parameters* - Launcher resolves all parameters set in the Steam's set launch option dialog and displays them in here. See list of supported parameters.\n- *Restore default setting* - Turns off all parameters.\n\n**Advanced** tab\n\nFor detailed description of Advanced Parameters see: Arma 3: Launcher - Advanced Parameters.\n\n#### Mods\n\nThe Mods page allows you to configure [Steam Workshop](http://steamcommunity.com/workshop/browse?appid=107410) mod content.\nFrom here you can see a list of all your subscribed content. Workshop supports uploading unlimited size items containing multiple files.\n\n> [!IMPORTANT]\n> All downloads are handled by the Steam Client.\n>\n> When downloading updates for multiple-files mods, Steam Client will download content but do not update the mod files when any Arma 3-related application (Arma 3, Launcher, Publisher) is running.\n>\n> Please, exit all the applications to allow updates to be pushed from the temporary download folder to a proper folder.\n\n- All subscribed Steam Workshop mods are visible here.\n- Loaded mods (1) are mods marked for launch when you start the game.\n- Available mods (2) are mods which won't be loaded and used when the game starts.\n- User can move items between the two lists by clicking on the checkbox or by dragging the mod from one list to the other.\n\n**Toolbar commands** (3)\n\n- Add Steam Workshop Mod - opens Steam Workshop home page with *mod* tag pre-selected to allow easier mod subscribing.\n- Add Steam Workshop Mod - opens browse folder dialog. User is able to include his local (non-Workshop) mods into Launcher to manage them from one place, mods can be also drag'n'dropped into the Launcher window.\n- More toolbar button - opens a menu with more options:\n  - Unsubscribe all Steam Workshop mods - Automatically unsubscribes all mods currently subscribed on Steam Workshop.\n  - Add watched folder - Allows you to add watched folder where Launcher detects local mods.\n- *Mod search box* - allows search in the mods in the lists below; can be also activated with a keyboard shortcut <kbd>Ctrl</kbd> + <kbd>F</kbd>.\n\n**Icons**\n\n- *Steam icon* - indicates that the mods comes from Steam Workshop.\n- *Status icon* - signifies the status of the mod, for detailed info visit Arma 3 Launcher - Mod Handling.\n- *Certificate icon* - mods with multiplayer signatures are marked by a green certificate icon (it means that all PBOs has at least one BISIGN file).\n\n**Presets**\n\nMod presets are named sets of mods. You can display and manage presets by clicking on the name of current preset in the top right corner of the page (4).\nHere you can save, load and name various presets of mods. This makes switching mod sets much faster. The current unsaved preset is preserved when the launcher quits.\n\nYou can also start the game directly with a saved preset using *Quick preset selector*, which can be access by clicking on the arrow on Play button.\n\nFor more info about mod handling and detailed description of all related windows see: Arma 3: Launcher - Mod Handling\n\n#### BattlEye\n\nBattlEye is anti-cheat software used by Arma 3. Launcher can start the anti-cheat service when you start the game.\nThis options is controlled by the options *Enable BattlEye anti-cheat software*, when checked it will start the BattlEye service when you start the game.\n\nMessages and status from BattlEye service are displayed on this page in the *Log Messages* list. When starting the game with BattlEye the current status is also displayed in the Launcher's status bar.\nThe messages can be copied to Windows Clipboard by the button next to the message.\n\n> [!NOTE]\n> BattlEye EULA needs to be accepted. If not, the service is not launched.\n\n#### Servers\n\nServers page contains an integrated server browser. It contains five tabs which contains a specific set of Arma 3 Servers.\n\n- **Favorites** - displays only Arma 3 servers you've marked as a favorite (with a star).\n- **Recent** - displays the servers you've played on recently.\n- **Friends** - the servers where you Steam friends play right now.\n- **Internet** - all the reachable internet servers.\n- **Units** - the servers related to Arma 3 Units that you are member of.\n\nOn each tab you can find the filter bar on the top, where you can enter a search phrase or filters or use the \"Filters\" button to display a dialog where you can edit your filters.\nIf the filter is active, its icon and the frame will in gold. The server counter next to the filter bar shows number of displayed servers and total number of servers; when the filter is active, these numbers may be different.\n\nEach game server is represented by a row in the list. You can join the server by clicking on \"JOIN\" button that will appear when you move your mouse to that row.\n\n> [!NOTE]\n> If the server cannot be joined because it is locked, the lock symbol will appear instead.\n\nClicking anywhere else on the row will expand it and display more information about the server (e.g. server version, server address, required DLCs).\n\nWhen you click on the JOIN button a dialog with required mods is displayed to you. On the top it displays the basic information about the server (you can click on it to display more (1)).\nThe middle part of the dialog displays required and optional mods (and also the mods you have currently selected, but that cannot be used on the server).\nWhen you click on **SETUP MODS AND JOIN** button (2) Launcher will automatically load the mods it recognizes and subscribes you Steam Workshop to the ones that you do not have.\n\n> [!NOTE]\n> Some servers might be missing a Steam Workshop identifiers for the mods, so Launcher might have a hard time detecting the right mod or the mod might not be available on the Workshop at all.\n\nYou can change what happens when you click the button by changing the action for each of the mods in the list of mods above it.\n(4) **KEEP CURRENT SELECTION AND JOIN** button (3) will connect you to the server without any changes to mods you have enabled on the MODS page.\n\nThe commands displayed at the bottom:\n\n- *Host server* - starts the game and start the game server.\n- *Direct connect* - let you connect to the server by manually entering it is address and game port.\n\n#### Options\n\n- *Launcher Options* tab\n  - *Language* - Switch Launcher to a Language of your choice. Available: English, Czech, German, Spanish, French, Italian, Portuguese, Polish and Russian (depending on a region, Japanese and Korean language pack might be also available).\n  - *Minimize Launcher to tray* - When minimized, the Launcher will appear in the notification zone instead of the taskbar.\n  - *Action after game start* - Available options are Do nothing, Minimize Launcher, Close Launcher, Close Launcher after game ends.\n  - *Default page* - Set a tab opened right after Launcher's start.\n  - *Active theme* - Select your favorite Launcher theme.\n  - *Enable analytics* - Enables Arma 3 Analytics\n  - *Disable Launcher's UI hardware acceleration* - Checkbox disables hardware acceleration for WPF rendering for Launcher. This option is Launcher only, does not affect the game itself.\n  - *Use an old system dialog for the folder selection* - This item can be helpful when folder selections in Mod options tab doesn't work on your computer.\n\n- *Mod Options* tab\n  - *Mods storage* - Select where legacy Steam mods downloaded from Steam Workshop are stored.\n\n    > [!NOTE]\n    > This setting only applies to legacy mods, most of the mods are stored by Steam client itself.\n  - *Watched folders* - Allows you to define folders to continuously scan and auto-include any local mods found into Mods page.\n\n### Advanced Functions\n\n#### Command line parameters\n\nLauncher recognizes the following parameters (parameters are not case sensitive):\n\n- **-safeMode** - the Launcher will start in the safe-mode.\n- **-noHwa** - The Launcher will start with graphic hardware acceleration disabled (only the Launcher, this switch has no meaning for the game itself).\n- **-noLauncher** - Skips the Launcher and starts Arma 3 directly. Unless no other options is specified it starts 64-bit version of the game on 64-bit OS, 32-bit when you have 32-bit OS.\n- **-useBE** - Used together with *-noLauncher* it also starts the BattlEye Anti-cheat Software before starting the game.\n- Arma 3 v1.68 **-win32** - Starts 32-bit version of the game. (To be used together with -noLauncher)\n- Arma 3 v1.68 **-win64** - Starts 64-bit version of the game. (To be used together with -noLauncher)\n- *Any other parameters are considered to be Arma 3 parameters and are passed to the game as they are.*\n\n### Troubleshooting\n\n1. Check the [troubleshooting webpage](http://arma3.com/launcher/troubleshooting) to learn about required redistributables and known issues.\n1. Find more information about the Unusual process exit error here.\n1. Report any remaining issue on [Feedback Tracker](http://feedback.arma3.com) (category Launcher) and include Launcher logs (see following paragraph).\n\n> [!NOTE]\n> Missing redistributables should be automatically installed by Steam on Launcher's first start.\n\n#### Creating a Troubleshooting Report\n\n- For issue with the launcher, you can export all launcher logs to the desktop via an action available in the option menu in the upper right corner (gear icon)\n- For issues regarding Arma 3 you can file a troubleshooting report, also via an action available in the option menu in the upper right corner (gear icon)\n\nSee Also: Arma 3: Startup Parameters\n\n#### Logs\n\nLauncher logs are stored in *Users\\yourUserName\\AppData\\Local\\Arma 3 Launcher\\Logs*.\n*When something goes wrong (in several attempts, because Steam can have a bad moment sometimes :^), please, create an issue on the [Feedback Tracker](http://feedback.arma3.com) (category Launcher) and include these logs.*\nYou can also move the launcher logs packed into a zip file to the desktop, see Creating a Troubleshooting Report above.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.24\nThe main purpose of the official **Arma 3 Launcher** is to enable easy management of local and Steam Workshop mods including their load order and custom presets, setting up game parameters and display Arma 3 developer news.\n\nThe official Arma 3 Launcher was launched July 14, 2014 with the Bootcamp update 1.24 (http://arma3.com/news/bohemia-interactive-deploys-arma-3-bootcamp-update)."},{"heading":"User interface","level":3,"markdown":""},{"heading":"Common elements","level":4,"markdown":"**Play** button\n\n- Starts the game with a current Launcher setup of mods and parameters. Mods tab will get locked when the game is running.\n- Expanded Play button supports quick selection of mod presets including unmodded game.\n\n**Status bar**\n\n- Displays the workshop mod download progress and notifies the user when the steam is offline (making the workshop unreachable).\n- Displays the state of BattlEye anti-cheat service initialization when launching the game. Use of BattlEye anti-cheat has to be enabled on BattlEye page.\n- Displays notification when the mod updates handled by Steam Client are waiting for user to quit applications.\n- When the service is initialized, the status is switched automatically back to the Mods downloads.\n  - *Use arrows to switch between Mod downloads and Service progress.*\n\n**Options** menu gives you an access to Launcher options, and also contains various links and additional info about the game. Logs and the game troubleshooter helper can be also accessed from this menu.\n\n**Colored ribbon** in the top-left corner identifies the currently used Steam branch (default main branch - no ribbon)."},{"heading":"Pages","level":3,"markdown":""},{"heading":"Dashboard","level":4,"markdown":"The first page in Launcher displays the latest news post, links to a social media of Arma 3 and Bohemia Interactive, and mainly the information about joined units from [Arma 3 Units](https://units.arma3.com).\n\nIf you are a member of any unit, you can pre-select that units in Launcher, by checking the box on the unit, and it will be automatically activated in the game, once you start it.\nOr you can choose to play without a unit or let the game use the same unit you've played the last time."},{"heading":"News","level":4,"markdown":"Displays news from the [Arma 3 website](http://dev.arma3.com/).\n\n- Unread items are marked by orange color.\n- To load additional items, click Load more at the bottom."},{"heading":"Parameters","level":4,"markdown":"Allows setting up the startup parameters. Parameters are separated to Basic and Advanced tabs:\n\n**Basic** tab\n\n- *Mods* - Loads the specified sub-folders for different mods. Separated by semicolons.\n- *No Splash* - Bypass the splash screens on startup of Arma 3.\n- *Skip Intro* - Disables world intros in the main menu permanently.\n- *Windowed* - Displays Arma 3 windowed instead of full screen.\n- *Profiles* - Profile name to load.\n- *Mission File* - Automatically opens the selected mission in the game editor.\n- *Command line parameters* - Launcher resolves all parameters set in the Steam's set launch option dialog and displays them in here. See list of supported parameters.\n- *Restore default setting* - Turns off all parameters.\n\n**Advanced** tab\n\nFor detailed description of Advanced Parameters see: Arma 3: Launcher - Advanced Parameters."},{"heading":"Mods","level":4,"markdown":"The Mods page allows you to configure [Steam Workshop](http://steamcommunity.com/workshop/browse?appid=107410) mod content.\nFrom here you can see a list of all your subscribed content. Workshop supports uploading unlimited size items containing multiple files.\n\n> [!IMPORTANT]\n> All downloads are handled by the Steam Client.\n>\n> When downloading updates for multiple-files mods, Steam Client will download content but do not update the mod files when any Arma 3-related application (Arma 3, Launcher, Publisher) is running.\n>\n> Please, exit all the applications to allow updates to be pushed from the temporary download folder to a proper folder.\n\n- All subscribed Steam Workshop mods are visible here.\n- Loaded mods (1) are mods marked for launch when you start the game.\n- Available mods (2) are mods which won't be loaded and used when the game starts.\n- User can move items between the two lists by clicking on the checkbox or by dragging the mod from one list to the other.\n\n**Toolbar commands** (3)\n\n- Add Steam Workshop Mod - opens Steam Workshop home page with *mod* tag pre-selected to allow easier mod subscribing.\n- Add Steam Workshop Mod - opens browse folder dialog. User is able to include his local (non-Workshop) mods into Launcher to manage them from one place, mods can be also drag'n'dropped into the Launcher window.\n- More toolbar button - opens a menu with more options:\n  - Unsubscribe all Steam Workshop mods - Automatically unsubscribes all mods currently subscribed on Steam Workshop.\n  - Add watched folder - Allows you to add watched folder where Launcher detects local mods.\n- *Mod search box* - allows search in the mods in the lists below; can be also activated with a keyboard shortcut <kbd>Ctrl</kbd> + <kbd>F</kbd>.\n\n**Icons**\n\n- *Steam icon* - indicates that the mods comes from Steam Workshop.\n- *Status icon* - signifies the status of the mod, for detailed info visit Arma 3 Launcher - Mod Handling.\n- *Certificate icon* - mods with multiplayer signatures are marked by a green certificate icon (it means that all PBOs has at least one BISIGN file).\n\n**Presets**\n\nMod presets are named sets of mods. You can display and manage presets by clicking on the name of current preset in the top right corner of the page (4).\nHere you can save, load and name various presets of mods. This makes switching mod sets much faster. The current unsaved preset is preserved when the launcher quits.\n\nYou can also start the game directly with a saved preset using *Quick preset selector*, which can be access by clicking on the arrow on Play button.\n\nFor more info about mod handling and detailed description of all related windows see: Arma 3: Launcher - Mod Handling"},{"heading":"BattlEye","level":4,"markdown":"BattlEye is anti-cheat software used by Arma 3. Launcher can start the anti-cheat service when you start the game.\nThis options is controlled by the options *Enable BattlEye anti-cheat software*, when checked it will start the BattlEye service when you start the game.\n\nMessages and status from BattlEye service are displayed on this page in the *Log Messages* list. When starting the game with BattlEye the current status is also displayed in the Launcher's status bar.\nThe messages can be copied to Windows Clipboard by the button next to the message.\n\n> [!NOTE]\n> BattlEye EULA needs to be accepted. If not, the service is not launched."},{"heading":"Servers","level":4,"markdown":"Servers page contains an integrated server browser. It contains five tabs which contains a specific set of Arma 3 Servers.\n\n- **Favorites** - displays only Arma 3 servers you've marked as a favorite (with a star).\n- **Recent** - displays the servers you've played on recently.\n- **Friends** - the servers where you Steam friends play right now.\n- **Internet** - all the reachable internet servers.\n- **Units** - the servers related to Arma 3 Units that you are member of.\n\nOn each tab you can find the filter bar on the top, where you can enter a search phrase or filters or use the \"Filters\" button to display a dialog where you can edit your filters.\nIf the filter is active, its icon and the frame will in gold. The server counter next to the filter bar shows number of displayed servers and total number of servers; when the filter is active, these numbers may be different.\n\nEach game server is represented by a row in the list. You can join the server by clicking on \"JOIN\" button that will appear when you move your mouse to that row.\n\n> [!NOTE]\n> If the server cannot be joined because it is locked, the lock symbol will appear instead.\n\nClicking anywhere else on the row will expand it and display more information about the server (e.g. server version, server address, required DLCs).\n\nWhen you click on the JOIN button a dialog with required mods is displayed to you. On the top it displays the basic information about the server (you can click on it to display more (1)).\nThe middle part of the dialog displays required and optional mods (and also the mods you have currently selected, but that cannot be used on the server).\nWhen you click on **SETUP MODS AND JOIN** button (2) Launcher will automatically load the mods it recognizes and subscribes you Steam Workshop to the ones that you do not have.\n\n> [!NOTE]\n> Some servers might be missing a Steam Workshop identifiers for the mods, so Launcher might have a hard time detecting the right mod or the mod might not be available on the Workshop at all.\n\nYou can change what happens when you click the button by changing the action for each of the mods in the list of mods above it.\n(4) **KEEP CURRENT SELECTION AND JOIN** button (3) will connect you to the server without any changes to mods you have enabled on the MODS page.\n\nThe commands displayed at the bottom:\n\n- *Host server* - starts the game and start the game server.\n- *Direct connect* - let you connect to the server by manually entering it is address and game port."},{"heading":"Options","level":4,"markdown":"- *Launcher Options* tab\n  - *Language* - Switch Launcher to a Language of your choice. Available: English, Czech, German, Spanish, French, Italian, Portuguese, Polish and Russian (depending on a region, Japanese and Korean language pack might be also available).\n  - *Minimize Launcher to tray* - When minimized, the Launcher will appear in the notification zone instead of the taskbar.\n  - *Action after game start* - Available options are Do nothing, Minimize Launcher, Close Launcher, Close Launcher after game ends.\n  - *Default page* - Set a tab opened right after Launcher's start.\n  - *Active theme* - Select your favorite Launcher theme.\n  - *Enable analytics* - Enables Arma 3 Analytics\n  - *Disable Launcher's UI hardware acceleration* - Checkbox disables hardware acceleration for WPF rendering for Launcher. This option is Launcher only, does not affect the game itself.\n  - *Use an old system dialog for the folder selection* - This item can be helpful when folder selections in Mod options tab doesn't work on your computer.\n\n- *Mod Options* tab\n  - *Mods storage* - Select where legacy Steam mods downloaded from Steam Workshop are stored.\n\n    > [!NOTE]\n    > This setting only applies to legacy mods, most of the mods are stored by Steam client itself.\n  - *Watched folders* - Allows you to define folders to continuously scan and auto-include any local mods found into Mods page."},{"heading":"Advanced Functions","level":3,"markdown":""},{"heading":"Command line parameters","level":4,"markdown":"Launcher recognizes the following parameters (parameters are not case sensitive):\n\n- **-safeMode** - the Launcher will start in the safe-mode.\n- **-noHwa** - The Launcher will start with graphic hardware acceleration disabled (only the Launcher, this switch has no meaning for the game itself).\n- **-noLauncher** - Skips the Launcher and starts Arma 3 directly. Unless no other options is specified it starts 64-bit version of the game on 64-bit OS, 32-bit when you have 32-bit OS.\n- **-useBE** - Used together with *-noLauncher* it also starts the BattlEye Anti-cheat Software before starting the game.\n- Arma 3 v1.68 **-win32** - Starts 32-bit version of the game. (To be used together with -noLauncher)\n- Arma 3 v1.68 **-win64** - Starts 64-bit version of the game. (To be used together with -noLauncher)\n- *Any other parameters are considered to be Arma 3 parameters and are passed to the game as they are.*"},{"heading":"Troubleshooting","level":3,"markdown":"1. Check the [troubleshooting webpage](http://arma3.com/launcher/troubleshooting) to learn about required redistributables and known issues.\n1. Find more information about the Unusual process exit error here.\n1. Report any remaining issue on [Feedback Tracker](http://feedback.arma3.com) (category Launcher) and include Launcher logs (see following paragraph).\n\n> [!NOTE]\n> Missing redistributables should be automatically installed by Steam on Launcher's first start."},{"heading":"Creating a Troubleshooting Report","level":4,"markdown":"- For issue with the launcher, you can export all launcher logs to the desktop via an action available in the option menu in the upper right corner (gear icon)\n- For issues regarding Arma 3 you can file a troubleshooting report, also via an action available in the option menu in the upper right corner (gear icon)\n\nSee Also: Arma 3: Startup Parameters"},{"heading":"Logs","level":4,"markdown":"Launcher logs are stored in *Users\\yourUserName\\AppData\\Local\\Arma 3 Launcher\\Logs*.\n*When something goes wrong (in several attempts, because Steam can have a bad moment sometimes :^), please, create an issue on the [Feedback Tracker](http://feedback.arma3.com) (category Launcher) and include these logs.*\nYou can also move the launcher logs packed into a zip file to the desktop, see Creating a Troubleshooting Report above."}],"categories":["Arma 3: Official Tools Manual","Introduced with Arma 3 version 1.24"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Launcher - Advanced Parameters","title":"Arma 3: Launcher - Advanced Parameters","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Launcher_-_Advanced_Parameters","revid":226291,"updated":"2021-01-31T17:54:10Z","aliases":["Arma 3 Launcher - Advanced Parameters"],"markdown":"This page is summary of advanced parameters available in Arma 3 Launcher.\nMajority of these parameters is based on Arma 3 startup parameters.\n\n### List of parameters\n\n#### Advanced\n\n- **Par** - Reads startup parameters from a file.\n- **Check Signatures** - Introduced to provide thorough test of all signatures of all loaded banks at the start game.\n- **CPU Count** - Define number of CPUs/cores available.\n- **ExThreads** - Option to define extra threads.\n  - File operations - Use a dedicated thread for file operations (enabled when ExThreads is 1 or 3 or 5 or 7).\n  - Texture loading - Use a dedicated thread for loading textures (enabled when ExThreads is 2 or 3 or 6 or 7).\n  - Geometry loading - Use a dedicated thread for loading geometry data (enabled when ExThreads is greater than or equal to 4).\n- **Enable Hyper-Threading** - Enables the use of hyper-threading CPU cores which might slightly improve performance in certain scenarios.\n- **Malloc** - Particular allocator to be used.\n- **MaxMem** - Memory allocation limit to number (in MegaBytes).\n- **MaxVRAM** - Defines Video Memory allocation limit to number (in MegaBytes).\n- **Enable File Patching** - Allow unpacked data to be loaded.\n- **No Logs** - Don't store the log.\n- **World** - Select a world loaded by default.\n- **Profile Path** - Location of user-profile folder.\n\n#### Client\n\n- **Server IP** - Server IP to connect to.\n- **Server Port** - Server port to connect to.\n- **Server Password** - Server password to connect to.\n- **Host Session** - Start a non-dedicated multiplayer host.\n\n#### Host\n\n- **Server** - Start as dedicated server.\n- **Server Port** - Port to have dedicated server listen on.\n- **PID** - File to write the server's PID (process ID) to.\n- **Ranking File** - Generates a ranking file.\n- **NetLog** - Enables multiplayer network traffic logging.\n- **Cfg** - Selects the Server Basic Config file.\n- **Config** - Selects the Server Config File.\n- **BEpath** - Defines the path to BattlEye.\n- **Dedicated Server IP** - Allows server process to use defined available IP address.\n\n#### Author\n\n- **Buldozer** - Starts Buldozer mode.\n- **Init Script** - Runs scripting command once in the main menu.\n- **Do Nothing** - Engine closes immediately after detecting this option.\n- **No Pause** - Allow the game running even when its window does not have focus.\n- **No Sound** - Disables sound output.\n- **No Land** - Starts with no world loaded.\n- **Shows Script Errors** - Introduced to show errors in scripts on-screen.\n- **Autotest** - Loads automatically a series of defined missions and on error writes to a log file.\n- **Beta** - Loads the specified beta sub-folders. Separated by semi-colons.\n\n#### Compatibility\n\n- **No Context Buffers** - Turns off multicore use. It slows down rendering but may resolve visual glitches.","sections":[{"heading":null,"level":1,"markdown":"This page is summary of advanced parameters available in Arma 3 Launcher.\nMajority of these parameters is based on Arma 3 startup parameters."},{"heading":"List of parameters","level":3,"markdown":""},{"heading":"Advanced","level":4,"markdown":"- **Par** - Reads startup parameters from a file.\n- **Check Signatures** - Introduced to provide thorough test of all signatures of all loaded banks at the start game.\n- **CPU Count** - Define number of CPUs/cores available.\n- **ExThreads** - Option to define extra threads.\n  - File operations - Use a dedicated thread for file operations (enabled when ExThreads is 1 or 3 or 5 or 7).\n  - Texture loading - Use a dedicated thread for loading textures (enabled when ExThreads is 2 or 3 or 6 or 7).\n  - Geometry loading - Use a dedicated thread for loading geometry data (enabled when ExThreads is greater than or equal to 4).\n- **Enable Hyper-Threading** - Enables the use of hyper-threading CPU cores which might slightly improve performance in certain scenarios.\n- **Malloc** - Particular allocator to be used.\n- **MaxMem** - Memory allocation limit to number (in MegaBytes).\n- **MaxVRAM** - Defines Video Memory allocation limit to number (in MegaBytes).\n- **Enable File Patching** - Allow unpacked data to be loaded.\n- **No Logs** - Don't store the log.\n- **World** - Select a world loaded by default.\n- **Profile Path** - Location of user-profile folder."},{"heading":"Client","level":4,"markdown":"- **Server IP** - Server IP to connect to.\n- **Server Port** - Server port to connect to.\n- **Server Password** - Server password to connect to.\n- **Host Session** - Start a non-dedicated multiplayer host."},{"heading":"Host","level":4,"markdown":"- **Server** - Start as dedicated server.\n- **Server Port** - Port to have dedicated server listen on.\n- **PID** - File to write the server's PID (process ID) to.\n- **Ranking File** - Generates a ranking file.\n- **NetLog** - Enables multiplayer network traffic logging.\n- **Cfg** - Selects the Server Basic Config file.\n- **Config** - Selects the Server Config File.\n- **BEpath** - Defines the path to BattlEye.\n- **Dedicated Server IP** - Allows server process to use defined available IP address."},{"heading":"Author","level":4,"markdown":"- **Buldozer** - Starts Buldozer mode.\n- **Init Script** - Runs scripting command once in the main menu.\n- **Do Nothing** - Engine closes immediately after detecting this option.\n- **No Pause** - Allow the game running even when its window does not have focus.\n- **No Sound** - Disables sound output.\n- **No Land** - Starts with no world loaded.\n- **Shows Script Errors** - Introduced to show errors in scripts on-screen.\n- **Autotest** - Loads automatically a series of defined missions and on error writes to a log file.\n- **Beta** - Loads the specified beta sub-folders. Separated by semi-colons."},{"heading":"Compatibility","level":4,"markdown":"- **No Context Buffers** - Turns off multicore use. It slows down rendering but may resolve visual glitches."}],"categories":[],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Launcher - Mod Handling","title":"Arma 3: Launcher - Mod Handling","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Launcher_-_Mod_Handling","revid":349978,"updated":"2023-11-20T22:11:33Z","aliases":["Arma 3 Launcher - Mod Handling"],"markdown":"This page presents description of mod handling by Arma 3 Launcher.\n\n### Overview\n\nThe Mods tab in Launcher allows you to configure [Steam Workshop](http://steamcommunity.com/workshop/browse?appid=107410) mod content. From here you can see a list of all your subscribed content. Workshop supports uploading unlimited size items containing multiple files.\n\n#### Main Features\n\n- All subscribed Steam Workshop mods are visible in Mods tab.\n- User can subscribe and unsubscribe mods directly from the Launcher.\n- Launcher automatically downloads updates for all subscribed mods (data, signatures, dependencies).\n- Launcher signalizes current state of mod (ready, downloading, corrupted etc.).\n- **[NEW]** Launcher signalizes mod dependencies (one mod requires different mod for proper functionality) and handles missing mods.\n\nUser can add even Local mods (=not present on Steam Workshop) to the Launcher list of mods, but only enabling and disabling is supported in this case.\n\n> [!IMPORTANT]\n> All downloads are handled by the Steam Client. When downloading updates for multiple-files mods, Steam Client will download content but do not update the mod files when any Arma 3 related application (Arma 3, Launcher, Publisher) is running. Please, exit all the applications to allow updates to be pushed from the temporary download folder to a proper folder.\n\n### Mods in Launcher\n\n#### UI Documentation\n\n**Mods Tab**\n\nThe Mods tab is together with News, Parameters and Battleye one of the main tabs in Launcher.\n\n- Preset - Here you can save, load and name various presets of mods. This makes switching mod sets much faster. The current unsaved preset is preserved when the launcher quits.\n- + Steam Workshop - Opens Steam Workshop home page with *mod* tag pre-selected to allow easier mod subscribing.\n- + Local mod - Opens browse folder dialog. User is able to include his local (non-Workshop) mods into Launcher to manage them from one place, mods can be also drag'n'dropped into the Launcher window.\n- More\n  - Unsubscribe all Steam Workshop mods - Automatically unsubscribes and deletes data of all mods currently subscribed on Steam Workshop.\n  - Add watched folder - Allows you to add watched folder where Launcher detects local mods.\n- Unload all - All mods are unloaded and moved into the Available mods part.\n- Load all - All mods are loaded and moved into the Loaded mods part.\n- Status icon - Signifies the status of the mod, for detailed info see next chapter *Mod States*.\n- Signature icon - Mods with multiplayer signatures are marked by a green sign icon.\n- Dependencies icon - Info about mod dependencies related to this mod.\n\n**Mod Info**\n\nThe Mod Info presents detailed info about a mod and is opened after click on any mod in the list of mods.\n\n- Source - Indicates the source of mod (Steam Workshop or Local)\n- Author - Shows author of given mod. For Steam Workshop mods it is person who uploaded the mod on Workshop.\n- Last update - Time when was the last update uploaded on Steam Workshop.\n- File size - Size of mod's data folder.\n- Status - Signifies the status of the mod, for detailed info see next chapter *Mod States*.\n- Multiplayer - Multiplayer signatures are marked in here. Except the signed and not signed states, even the partially signed state (not all PBOs have signature) is signalized.\n- Button Steam Workshop - Opens the mod's page in Steam Workshop.\n- Button Mod Folder - Opens the mod folder.\n- Button Dependencies View - Opens the dependencies view, for more info see part Dependencies below.\n- Button Re-download - Re-downloads the mod from Steam Workshop.\n- Button Unsubscribe - Unsubscribes from mod and deletes its local files.\n\n#### Mod States\n\n| **Icon** | **State** | **Status in Mod Info** | **Description** |\n|---|---|---|---|\n|  | OK | Ready | Item is installed and ready to be used. |\n|  | Not Ready | Not Ready<br>Verifing...<br>Checking.. | Item is being initialized. |\n|  | Busy | Downloading...<br>Synchronizing...<br>Removing...<br>Working... | Item is currently being processed. It cannot be loaded into the game. |\n|  | Listed | Not Installed | Item is not installed, waiting for download by the Steam Client. |\n|  | Installation Queued | Not installed, download queued | Item is waiting to be installed by the Steam Client. |\n|  | Update Queued | Ready, update queued (on Steam) | Item is installed and is queued for update. Update will not be processed when the Launcher, Publisher or game are running. This will be marked in the Progress bar. |\n|  | Corrupted | Corrupted | Item is installed and corrupted and cannot be loaded into the game. Causes:<br>- mod target path is not set<br>- mod target path doesn't exist<br>- mod target path doesn't contain Addons directory<br>- mod target path / Addons doesn't contain an *.pbo or *.ebo file |\n\n### Dependencies\n\nLauncher is able to handle mod dependencies (one mod requires different mod for proper functionality) and offer download of missing mods from Steam Workshop.\n\n#### System Description\n\n- Only mods on Steam Workshop can use dependencies.\n- Dependencies can be set by mod's author in the mod's administration on Steam Workshop.\n- Subscribe/Load of required mods is offered to user when loading a mod with dependencies.\n- Multiple dependencies are supported (even mods downloaded as a dependency can have own dependencies and Launcher solves them).\n\n#### UI Documentation\n\n**Load dependencies**\nThis dialog offers subscription/load of missing dependencies.\n\n- Checkbox - Select which mods should be subscribed/loaded.\n- +Subscribe - Manually subscribes given mod.\n- Webpage - Opens the mod's page in Steam Workshop.\n- Subscribe/Load selected mods - Subscribes/Loads all selected mods from Steam Workshop.\n- Ignore dependencies - The mod is still loaded, but all dependencies are ignored.\n- Cancel - Cancels the dialog, the mod is not loaded neither are the dependencies.\n\n**Unload mod with dependencies**\nThis dialog warns user when trying to unload a mod which is a dependency for any other loaded mod.\n\n- Checkbox - Select which mods should be unloaded as well.\n- Unload mod anyway - Unloads only the mod you choose to unload. Keeps all mods dependent on this mod loaded.\n- Unload all selected mods - Unloads the mod you choose to unload and all selected mods as well.","sections":[{"heading":null,"level":1,"markdown":"This page presents description of mod handling by Arma 3 Launcher."},{"heading":"Overview","level":3,"markdown":"The Mods tab in Launcher allows you to configure [Steam Workshop](http://steamcommunity.com/workshop/browse?appid=107410) mod content. From here you can see a list of all your subscribed content. Workshop supports uploading unlimited size items containing multiple files."},{"heading":"Main Features","level":4,"markdown":"- All subscribed Steam Workshop mods are visible in Mods tab.\n- User can subscribe and unsubscribe mods directly from the Launcher.\n- Launcher automatically downloads updates for all subscribed mods (data, signatures, dependencies).\n- Launcher signalizes current state of mod (ready, downloading, corrupted etc.).\n- **[NEW]** Launcher signalizes mod dependencies (one mod requires different mod for proper functionality) and handles missing mods.\n\nUser can add even Local mods (=not present on Steam Workshop) to the Launcher list of mods, but only enabling and disabling is supported in this case.\n\n> [!IMPORTANT]\n> All downloads are handled by the Steam Client. When downloading updates for multiple-files mods, Steam Client will download content but do not update the mod files when any Arma 3 related application (Arma 3, Launcher, Publisher) is running. Please, exit all the applications to allow updates to be pushed from the temporary download folder to a proper folder."},{"heading":"Mods in Launcher","level":3,"markdown":""},{"heading":"UI Documentation","level":4,"markdown":"**Mods Tab**\n\nThe Mods tab is together with News, Parameters and Battleye one of the main tabs in Launcher.\n\n- Preset - Here you can save, load and name various presets of mods. This makes switching mod sets much faster. The current unsaved preset is preserved when the launcher quits.\n- + Steam Workshop - Opens Steam Workshop home page with *mod* tag pre-selected to allow easier mod subscribing.\n- + Local mod - Opens browse folder dialog. User is able to include his local (non-Workshop) mods into Launcher to manage them from one place, mods can be also drag'n'dropped into the Launcher window.\n- More\n  - Unsubscribe all Steam Workshop mods - Automatically unsubscribes and deletes data of all mods currently subscribed on Steam Workshop.\n  - Add watched folder - Allows you to add watched folder where Launcher detects local mods.\n- Unload all - All mods are unloaded and moved into the Available mods part.\n- Load all - All mods are loaded and moved into the Loaded mods part.\n- Status icon - Signifies the status of the mod, for detailed info see next chapter *Mod States*.\n- Signature icon - Mods with multiplayer signatures are marked by a green sign icon.\n- Dependencies icon - Info about mod dependencies related to this mod.\n\n**Mod Info**\n\nThe Mod Info presents detailed info about a mod and is opened after click on any mod in the list of mods.\n\n- Source - Indicates the source of mod (Steam Workshop or Local)\n- Author - Shows author of given mod. For Steam Workshop mods it is person who uploaded the mod on Workshop.\n- Last update - Time when was the last update uploaded on Steam Workshop.\n- File size - Size of mod's data folder.\n- Status - Signifies the status of the mod, for detailed info see next chapter *Mod States*.\n- Multiplayer - Multiplayer signatures are marked in here. Except the signed and not signed states, even the partially signed state (not all PBOs have signature) is signalized.\n- Button Steam Workshop - Opens the mod's page in Steam Workshop.\n- Button Mod Folder - Opens the mod folder.\n- Button Dependencies View - Opens the dependencies view, for more info see part Dependencies below.\n- Button Re-download - Re-downloads the mod from Steam Workshop.\n- Button Unsubscribe - Unsubscribes from mod and deletes its local files."},{"heading":"Mod States","level":4,"markdown":"| **Icon** | **State** | **Status in Mod Info** | **Description** |\n|---|---|---|---|\n|  | OK | Ready | Item is installed and ready to be used. |\n|  | Not Ready | Not Ready<br>Verifing...<br>Checking.. | Item is being initialized. |\n|  | Busy | Downloading...<br>Synchronizing...<br>Removing...<br>Working... | Item is currently being processed. It cannot be loaded into the game. |\n|  | Listed | Not Installed | Item is not installed, waiting for download by the Steam Client. |\n|  | Installation Queued | Not installed, download queued | Item is waiting to be installed by the Steam Client. |\n|  | Update Queued | Ready, update queued (on Steam) | Item is installed and is queued for update. Update will not be processed when the Launcher, Publisher or game are running. This will be marked in the Progress bar. |\n|  | Corrupted | Corrupted | Item is installed and corrupted and cannot be loaded into the game. Causes:<br>- mod target path is not set<br>- mod target path doesn't exist<br>- mod target path doesn't contain Addons directory<br>- mod target path / Addons doesn't contain an *.pbo or *.ebo file |"},{"heading":"Dependencies","level":3,"markdown":"Launcher is able to handle mod dependencies (one mod requires different mod for proper functionality) and offer download of missing mods from Steam Workshop."},{"heading":"System Description","level":4,"markdown":"- Only mods on Steam Workshop can use dependencies.\n- Dependencies can be set by mod's author in the mod's administration on Steam Workshop.\n- Subscribe/Load of required mods is offered to user when loading a mod with dependencies.\n- Multiple dependencies are supported (even mods downloaded as a dependency can have own dependencies and Launcher solves them)."},{"heading":"UI Documentation","level":4,"markdown":"**Load dependencies**\nThis dialog offers subscription/load of missing dependencies.\n\n- Checkbox - Select which mods should be subscribed/loaded.\n- +Subscribe - Manually subscribes given mod.\n- Webpage - Opens the mod's page in Steam Workshop.\n- Subscribe/Load selected mods - Subscribes/Loads all selected mods from Steam Workshop.\n- Ignore dependencies - The mod is still loaded, but all dependencies are ignored.\n- Cancel - Cancels the dialog, the mod is not loaded neither are the dependencies.\n\n**Unload mod with dependencies**\nThis dialog warns user when trying to unload a mod which is a dependency for any other loaded mod.\n\n- Checkbox - Select which mods should be unloaded as well.\n- Unload mod anyway - Unloads only the mod you choose to unload. Keeps all mods dependent on this mod loaded.\n- Unload all selected mods - Unloads the mod you choose to unload and all selected mods as well."}],"categories":[],"groups":["Modding"]},{"name":"Arma 3: Leaflets","title":"Arma 3: Leaflets","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Leaflets","revid":353253,"updated":"2024-03-14T16:15:06Z","aliases":["Arma 3 Leaflets"],"markdown":"Propaganda leaflets are a new feature introduced in Arma 3 Laws of War DLC (Arma 3 v1.76)\n\n#### Mission Usage\n\nLeaflets are a special weapon which can be fired both by a player or AI.\n\nTo add leaflets to an Utility Drone, use pylons settings in Eden Editor:\n\nAlternatively, you can add them by script:\n\n```sqf\nmyDrone addMagazine \"1Rnd_Leaflets_West_F\";\nmyDrone addWeapon \"Bomb_Leaflets\";\n```\n\nSeveral leaflet types exist apart from *West*, see the table below.\n\nTo let AI drop the leaflets, simply fire the weapon:\n\n```sqf\nmyDrone fire \"Bomb_Leaflets\";\n```\n\n#### Custom Leaflets\n\nLeaflet visuals are tied to specific magazine type. They are defined in global Config.cpp, but can be overridden in Description.ext:\n\n```cpp\nclass CfgLeaflets\n{\n    class West // configuration for 1Rnd_Leaflets_West_F\n    {\n        text = \"Text of the leaflet\";    // text shown when previewing the leaflet full-screen. Should ideally be localised, so even player who cannot read the image can get the information\n        texture = \"myLeaflet_ca.paa\";    // leaflet texture shown when previewing the leaflet full-screen\n        model = \"myLeaflet.p3d\";        // in-flight model. Optional; When undefined, generic white leaflet is used\n    };\n};\n```\n\n#### Leaflet Classes\n\n| Magazine class | CfgLeaflets class | Default Texture |\n|---|---|---|\n| `1Rnd_Leaflets_West_F` | `West` |  |\n| `1Rnd_Leaflets_East_F` | `East` |  |\n| `1Rnd_Leaflets_Guer_F` | `Guer` |  |\n| `1Rnd_Leaflets_Civ_F` | `Civ` |  |\n| `1Rnd_Leaflets_Custom_01_F` | `Custom_01` | *Empty* |\n| `1Rnd_Leaflets_Custom_02_F` | `Custom_02` | *Empty* |\n| `1Rnd_Leaflets_Custom_03_F` | `Custom_03` | *Empty* |\n| `1Rnd_Leaflets_Custom_04_F` | `Custom_04` | *Empty* |\n| `1Rnd_Leaflets_Custom_05_F` | `Custom_05` | *Empty* |\n| `1Rnd_Leaflets_Custom_06_F` | `Custom_06` | *Empty* |\n| `1Rnd_Leaflets_Custom_07_F` | `Custom_07` | *Empty* |\n| `1Rnd_Leaflets_Custom_08_F` | `Custom_08` | *Empty* |\n| `1Rnd_Leaflets_Custom_09_F` | `Custom_09` | *Empty* |\n| `1Rnd_Leaflets_Custom_10_F` | `Custom_10` | *Empty* |\n\n#### Leaflet Preview\n\nOnce a leaflet falls on the ground, it can be inspected using hold action. It will bring up a full-screen leaflet preview with the ability to show localized text of the leaflet.\n\n#### Scripting Functions\n\n- BIS_fnc_initLeaflet\n- BIS_fnc_initInspectable","sections":[{"heading":null,"level":1,"markdown":"Propaganda leaflets are a new feature introduced in Arma 3 Laws of War DLC (Arma 3 v1.76)"},{"heading":"Mission Usage","level":4,"markdown":"Leaflets are a special weapon which can be fired both by a player or AI.\n\nTo add leaflets to an Utility Drone, use pylons settings in Eden Editor:\n\nAlternatively, you can add them by script:\n\n```sqf\nmyDrone addMagazine \"1Rnd_Leaflets_West_F\";\nmyDrone addWeapon \"Bomb_Leaflets\";\n```\n\nSeveral leaflet types exist apart from *West*, see the table below.\n\nTo let AI drop the leaflets, simply fire the weapon:\n\n```sqf\nmyDrone fire \"Bomb_Leaflets\";\n```"},{"heading":"Custom Leaflets","level":4,"markdown":"Leaflet visuals are tied to specific magazine type. They are defined in global Config.cpp, but can be overridden in Description.ext:\n\n```cpp\nclass CfgLeaflets\n{\n    class West // configuration for 1Rnd_Leaflets_West_F\n    {\n        text = \"Text of the leaflet\";    // text shown when previewing the leaflet full-screen. Should ideally be localised, so even player who cannot read the image can get the information\n        texture = \"myLeaflet_ca.paa\";    // leaflet texture shown when previewing the leaflet full-screen\n        model = \"myLeaflet.p3d\";        // in-flight model. Optional; When undefined, generic white leaflet is used\n    };\n};\n```"},{"heading":"Leaflet Classes","level":4,"markdown":"| Magazine class | CfgLeaflets class | Default Texture |\n|---|---|---|\n| `1Rnd_Leaflets_West_F` | `West` |  |\n| `1Rnd_Leaflets_East_F` | `East` |  |\n| `1Rnd_Leaflets_Guer_F` | `Guer` |  |\n| `1Rnd_Leaflets_Civ_F` | `Civ` |  |\n| `1Rnd_Leaflets_Custom_01_F` | `Custom_01` | *Empty* |\n| `1Rnd_Leaflets_Custom_02_F` | `Custom_02` | *Empty* |\n| `1Rnd_Leaflets_Custom_03_F` | `Custom_03` | *Empty* |\n| `1Rnd_Leaflets_Custom_04_F` | `Custom_04` | *Empty* |\n| `1Rnd_Leaflets_Custom_05_F` | `Custom_05` | *Empty* |\n| `1Rnd_Leaflets_Custom_06_F` | `Custom_06` | *Empty* |\n| `1Rnd_Leaflets_Custom_07_F` | `Custom_07` | *Empty* |\n| `1Rnd_Leaflets_Custom_08_F` | `Custom_08` | *Empty* |\n| `1Rnd_Leaflets_Custom_09_F` | `Custom_09` | *Empty* |\n| `1Rnd_Leaflets_Custom_10_F` | `Custom_10` | *Empty* |"},{"heading":"Leaflet Preview","level":4,"markdown":"Once a leaflet falls on the ground, it can be inspected using hold action. It will bring up a full-screen leaflet preview with the ability to show localized text of the leaflet."},{"heading":"Scripting Functions","level":4,"markdown":"- BIS_fnc_initLeaflet\n- BIS_fnc_initInspectable"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Lights","title":"Arma 3: Lights","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Lights","revid":349831,"updated":"2023-11-20T22:10:31Z","aliases":["Arma 3 Lights"],"markdown":"## Vehicle Lights\n\n### Overview\n\n#### Headlights\n\nIf a vehicle has headlights, they are usually available for the driver of the vehicle and if the driver is a human player, the headlights could be operated via keyboard binding (normally `L`) or scroll action menu. If the driver is AI, it will operate the headlights depending on some preset condition. For example it will turn the lights at night and turn them off in the day time. The exact time when AI may decide to use the lights can be obtained via the following formula (⚠ current formula but could change):\n\n```sqf\nprivate _isTimeForLightsOn = [0,0,0] getEnvSoundController \"night\" > 0.7;\n```\n\nFrom scripts the headlights could be operated via either the script command setPilotLight or the actions `\"LightOn\"` and `\"LightOff\"`. To check if headlights are on or off use isLightOn command.\n\nIf a human player is the driver/pilot, the commands will work unconditionally. However if AI is driving or piloting, then it might resist lights status change. Whether or not AI will attempt to operate the headlights depends on the time of the day and AI's lifeState or behaviour mode. An unconscious/incapacitated AI and AI in the `STEALTH`, `COMBAT` or `AWARE` modes will not operate the headlights and hence won't resist the changes.\n\n##### Overriding\n\nSince Arma 3 v1.92 it is possible to override AI ability of operating vehicle headlights by using new `\"LIGHTS\"` directive with disableAI/enableAI commands.\n\n```sqf\n_vehicle disableAI \"LIGHTS\"; // override AI\n_vehicle setCollisionLight false; // force switch collision lights off\n```\n\n##### Config Related\n\nIt is possible to set initial state of the headlights in a vehicle config, so that when vehicle is spawned it has headlights either on or off.\n\n```cpp\nclass CfgVehicles\n{\n    // ...\n    class MyVehicle\n    {\n        // ...\n        pilotLight = true; // true - spawn with headlights on, false - spawn with headlights off. Default: false;\n        // ...\n    };\n    // ...\n};\n```\n\n#### Collision Lights\n\nNormally used in air and naval vehicles.\n\n##### Overriding\n\nSince Arma 3 v1.92 it is possible to override AI ability of operating vehicle collision lights by using new `\"LIGHTS\"` directive with disableAI/enableAI commands.\n\n```sqf\n_vehicle disableAI \"LIGHTS\"; // override AI\n_vehicle setCollisionLight false; // force switch collision lights off\n```\n\n##### Config Related\n\nIt is possible to set initial state of the collision lights in a vehicle config, so that when vehicle is spawned it has collision lights either on or off.\n\n```cpp\nclass CfgVehicles\n{\n    // ...\n    class MyVehicle\n    {\n        // ...\n        collisionLight = true; // true - spawn with collision lights on, false - spawn with collision lights off. Default: false;\n        // ...\n    };\n    // ...\n};\n```\n\n#### Search Light\n\nAt the moment, the WY-55 Hellcat helicopter is the only vehicle in vanilla Arma 3 game that has the search light implemented on the observer turret. This light could only be operated manually either by human player via the scroll action menu or via scripted actions `\"SearchLightOn\"` and `\"SearchLightOff\"`, in which case it could also be switched on/off with AI on the observer turret. To get the status of the search light use isLightOn command with turret path.\n\n```sqf\n_heli turretUnit [0] action [\"SearchLightOn\", _heli];\n_heli turretUnit [0] action [\"SearchLightOff\", _heli];\n```\n\nThe turret could be rotated and the search light elevated. To get the orientation of the search light beam:\n\n```sqf\nprivate _searchLightRotation = deg (_heli animationSourcePhase \"obsTurret\");\nprivate _searchLightElevation = deg (_heli animationSourcePhase \"obsGun\");\n```\n\nThe search light is model's VolumeLight proxy that is revealed or hidden by the engine, following user action.\n\n#### Other Light Sources\n\n### Examples\n\n## Unit Lights\n\n### Overview\n\nSome weapons in Arma 3 allow attachments in form of flashlight or IR laser. Both could be used by human players and AI units.\n\n#### Flashlight\n\nWhen equipped, the flashlight could normally be operated by pressing `L` if the player is human or via `\"GunLightOn\"` and `\"GunLightOff\"` actions. The status of the flashlight could be checked with isFlashlightOn command. Flashlights might need to be explicitly enabled for a group before they could be used.\n\n##### Enabling/Disabling\n\nFlashlights could only be enabled or disabled for a group. The enableGunLights command can have 3 options: `\"ForceOn\"`, `\"ForceOff\"` and `\"Auto\"`. Passing `\"Auto\"` will let AI automatically switch flashlight on and off depending on combat mode. If force enabled, the individual unit flashlight state could be controlled with `\"GunLightOn\"` and `\"GunLightOff\"` actions:\n\n```sqf\n_unit enableGunLights \"ForceOn\"; // enables flashlight for the _units's group\n_unit action [\"GunLightOff\", _unit]; // switches flashlight off for the _unit only\n```\n\nEnabling and disabling works only for AI units, human player can always operate flashlight regardless of the mode.\n\n#### IR Laser\n\n##### Enabling/Disabling\n\n### Examples\n\n## Street Lights\n\n## Particle Light Sources\n\n### See Also\n\n- Arma 3: CfgLights\n- Light Source Tutorial","sections":[{"heading":"Vehicle Lights","level":2,"markdown":""},{"heading":"Overview","level":3,"markdown":""},{"heading":"Headlights","level":4,"markdown":"If a vehicle has headlights, they are usually available for the driver of the vehicle and if the driver is a human player, the headlights could be operated via keyboard binding (normally `L`) or scroll action menu. If the driver is AI, it will operate the headlights depending on some preset condition. For example it will turn the lights at night and turn them off in the day time. The exact time when AI may decide to use the lights can be obtained via the following formula (⚠ current formula but could change):\n\n```sqf\nprivate _isTimeForLightsOn = [0,0,0] getEnvSoundController \"night\" > 0.7;\n```\n\nFrom scripts the headlights could be operated via either the script command setPilotLight or the actions `\"LightOn\"` and `\"LightOff\"`. To check if headlights are on or off use isLightOn command.\n\nIf a human player is the driver/pilot, the commands will work unconditionally. However if AI is driving or piloting, then it might resist lights status change. Whether or not AI will attempt to operate the headlights depends on the time of the day and AI's lifeState or behaviour mode. An unconscious/incapacitated AI and AI in the `STEALTH`, `COMBAT` or `AWARE` modes will not operate the headlights and hence won't resist the changes."},{"heading":"Overriding","level":5,"markdown":"Since Arma 3 v1.92 it is possible to override AI ability of operating vehicle headlights by using new `\"LIGHTS\"` directive with disableAI/enableAI commands.\n\n```sqf\n_vehicle disableAI \"LIGHTS\"; // override AI\n_vehicle setCollisionLight false; // force switch collision lights off\n```"},{"heading":"Config Related","level":5,"markdown":"It is possible to set initial state of the headlights in a vehicle config, so that when vehicle is spawned it has headlights either on or off.\n\n```cpp\nclass CfgVehicles\n{\n    // ...\n    class MyVehicle\n    {\n        // ...\n        pilotLight = true; // true - spawn with headlights on, false - spawn with headlights off. Default: false;\n        // ...\n    };\n    // ...\n};\n```"},{"heading":"Collision Lights","level":4,"markdown":"Normally used in air and naval vehicles."},{"heading":"Overriding","level":5,"markdown":"Since Arma 3 v1.92 it is possible to override AI ability of operating vehicle collision lights by using new `\"LIGHTS\"` directive with disableAI/enableAI commands.\n\n```sqf\n_vehicle disableAI \"LIGHTS\"; // override AI\n_vehicle setCollisionLight false; // force switch collision lights off\n```"},{"heading":"Config Related","level":5,"markdown":"It is possible to set initial state of the collision lights in a vehicle config, so that when vehicle is spawned it has collision lights either on or off.\n\n```cpp\nclass CfgVehicles\n{\n    // ...\n    class MyVehicle\n    {\n        // ...\n        collisionLight = true; // true - spawn with collision lights on, false - spawn with collision lights off. Default: false;\n        // ...\n    };\n    // ...\n};\n```"},{"heading":"Search Light","level":4,"markdown":"At the moment, the WY-55 Hellcat helicopter is the only vehicle in vanilla Arma 3 game that has the search light implemented on the observer turret. This light could only be operated manually either by human player via the scroll action menu or via scripted actions `\"SearchLightOn\"` and `\"SearchLightOff\"`, in which case it could also be switched on/off with AI on the observer turret. To get the status of the search light use isLightOn command with turret path.\n\n```sqf\n_heli turretUnit [0] action [\"SearchLightOn\", _heli];\n_heli turretUnit [0] action [\"SearchLightOff\", _heli];\n```\n\nThe turret could be rotated and the search light elevated. To get the orientation of the search light beam:\n\n```sqf\nprivate _searchLightRotation = deg (_heli animationSourcePhase \"obsTurret\");\nprivate _searchLightElevation = deg (_heli animationSourcePhase \"obsGun\");\n```\n\nThe search light is model's VolumeLight proxy that is revealed or hidden by the engine, following user action."},{"heading":"Other Light Sources","level":4,"markdown":""},{"heading":"Examples","level":3,"markdown":""},{"heading":"Unit Lights","level":2,"markdown":""},{"heading":"Overview","level":3,"markdown":"Some weapons in Arma 3 allow attachments in form of flashlight or IR laser. Both could be used by human players and AI units."},{"heading":"Flashlight","level":4,"markdown":"When equipped, the flashlight could normally be operated by pressing `L` if the player is human or via `\"GunLightOn\"` and `\"GunLightOff\"` actions. The status of the flashlight could be checked with isFlashlightOn command. Flashlights might need to be explicitly enabled for a group before they could be used."},{"heading":"Enabling/Disabling","level":5,"markdown":"Flashlights could only be enabled or disabled for a group. The enableGunLights command can have 3 options: `\"ForceOn\"`, `\"ForceOff\"` and `\"Auto\"`. Passing `\"Auto\"` will let AI automatically switch flashlight on and off depending on combat mode. If force enabled, the individual unit flashlight state could be controlled with `\"GunLightOn\"` and `\"GunLightOff\"` actions:\n\n```sqf\n_unit enableGunLights \"ForceOn\"; // enables flashlight for the _units's group\n_unit action [\"GunLightOff\", _unit]; // switches flashlight off for the _unit only\n```\n\nEnabling and disabling works only for AI units, human player can always operate flashlight regardless of the mode."},{"heading":"IR Laser","level":4,"markdown":""},{"heading":"Enabling/Disabling","level":5,"markdown":""},{"heading":"Examples","level":3,"markdown":""},{"heading":"Street Lights","level":2,"markdown":""},{"heading":"Particle Light Sources","level":2,"markdown":""},{"heading":"See Also","level":3,"markdown":"- Arma 3: CfgLights\n- Light Source Tutorial"}],"categories":["Arma 3: Editing","Stubs"],"groups":["Modding"]},{"name":"Arma 3: Livonia Props","title":"Arma 3: Livonia Props","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Livonia_Props","revid":328783,"updated":"2022-07-15T15:03:56Z","aliases":["Arma 3 Livonia Props"],"markdown":"From createSimpleObject\n\nTo generate, execute in Debug Console:\n\n```sqf\n{ createSimpleObject [_x, getPosASL player vectorAdd [0, _forEachIndex, 2]] }\nforEach\n[\n    \"a3\\Structures_F_Enoch\\Furniture\\Bathroom\\Basin_A\\basin_a.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Bathroom\\SINK\\sink.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Bathroom\\toilet_b_02\\toilet_b_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\library_a\\library_a.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\library_a\\library_a_open.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_closed_blue_v1.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_closed_blue_v2.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_closed_blue_v3.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_closed_v1.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_closed_v2.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_closed_v3.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_open_blue_v1.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_open_blue_v2.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_open_blue_v3.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_open_v1.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_open_v2.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_open_v3.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\sarcophagus\\sarcophagus.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Chairs\\ch_mod_c\\ch_mod_c.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\box_c\\box_c.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\bucket\\bucket.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\carpet_big\\carpet_big.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\Flowers\\flower_01.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\Flowers\\flower_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\lekarnicka\\lekarnicka.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\piano\\piano.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_a\\picture_a.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_a_02\\picture_a_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_a_03\\picture_a_03.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_a_04\\picture_a_04.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_a_05\\picture_a_05.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_b\\picture_b.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_b_02\\picture_b_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_c\\picture_c.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_c_02\\picture_c_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_d\\picture_d.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_d_02\\picture_d_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_e\\picture_e.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_e_02\\picture_e_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_f\\picture_f.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_f_02\\picture_f_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_g\\picture_g.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_g_02\\picture_g_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\wall_board\\wall_board.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\wall_board_02\\wall_board_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\wall_board_03\\wall_board_03.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\kitchen\\Dkamna_uhli\\Dkamna_uhli.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Lighting\\fluor_lamp\\fluor_lamp.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Lighting\\hangar_lamp\\hangar_lamp.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Lighting\\Light_BathRoom\\Light_BathRoom.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Lighting\\light_kitchen_03\\light_kitchen_03.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\radar_equipment\\radar_electronics.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\radar_equipment\\radar_panel.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\radar_equipment\\radar_panel_flat.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\radar_equipment\\radar_rack.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\radar_equipment\\radar_rack_quad.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\anatomy_poster_1.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\anatomy_poster_2.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\basketball_korb.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\blackboard.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\class_case_a_closed.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\class_case_a_open.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\class_case_b_closed.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\class_case_b_open.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\Desk_Globe.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\flag_chernarus_pole.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\flag_chernarus_wall.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\gym_ladder.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\intercom_speaker.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_beaker.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_bench.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_bunsen.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_cylinder_beaker.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_dropper.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_erlenmeyer_flask.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_microscope.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_petri_dish.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_sink.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_teacher_bench.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_triplebeam.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_vial.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_volume_beaker.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\long_bench.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\periodic_table.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\radiator.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\school_cage.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\school_clock.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\school_map.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\school_ringbell.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\student_chair.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\student_desk.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\tac_board.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\tac_board_posters_level1.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\tac_board_posters_level2.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\teacher_desk.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\vaulting_box_large.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\vaulting_box_small.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\vaulting_goat.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\wall_hanger.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\yellow_star.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Tables\\conference_table_a\\conference_table_a.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Various\\carpet_2_DZ.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Various\\debris_small_house.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Various\\dirtpile_small_house.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Various\\soustruh_proxy.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Various\\Workbench.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Various\\workbench_DZ.p3d\"\n];\n```","sections":[{"heading":null,"level":1,"markdown":"From createSimpleObject\n\nTo generate, execute in Debug Console:\n\n```sqf\n{ createSimpleObject [_x, getPosASL player vectorAdd [0, _forEachIndex, 2]] }\nforEach\n[\n    \"a3\\Structures_F_Enoch\\Furniture\\Bathroom\\Basin_A\\basin_a.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Bathroom\\SINK\\sink.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Bathroom\\toilet_b_02\\toilet_b_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\library_a\\library_a.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\library_a\\library_a_open.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_closed_blue_v1.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_closed_blue_v2.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_closed_blue_v3.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_closed_v1.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_closed_v2.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_closed_v3.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_open_blue_v1.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_open_blue_v2.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_open_blue_v3.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_open_v1.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_open_v2.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\locker\\locker_open_v3.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Cases\\sarcophagus\\sarcophagus.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Chairs\\ch_mod_c\\ch_mod_c.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\box_c\\box_c.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\bucket\\bucket.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\carpet_big\\carpet_big.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\Flowers\\flower_01.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\Flowers\\flower_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\lekarnicka\\lekarnicka.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\piano\\piano.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_a\\picture_a.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_a_02\\picture_a_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_a_03\\picture_a_03.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_a_04\\picture_a_04.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_a_05\\picture_a_05.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_b\\picture_b.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_b_02\\picture_b_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_c\\picture_c.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_c_02\\picture_c_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_d\\picture_d.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_d_02\\picture_d_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_e\\picture_e.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_e_02\\picture_e_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_f\\picture_f.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_f_02\\picture_f_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_g\\picture_g.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\picture_g_02\\picture_g_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\wall_board\\wall_board.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\wall_board_02\\wall_board_02.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Decoration\\WallBoards\\wall_board_03\\wall_board_03.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\kitchen\\Dkamna_uhli\\Dkamna_uhli.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Lighting\\fluor_lamp\\fluor_lamp.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Lighting\\hangar_lamp\\hangar_lamp.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Lighting\\Light_BathRoom\\Light_BathRoom.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Lighting\\light_kitchen_03\\light_kitchen_03.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\radar_equipment\\radar_electronics.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\radar_equipment\\radar_panel.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\radar_equipment\\radar_panel_flat.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\radar_equipment\\radar_rack.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\radar_equipment\\radar_rack_quad.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\anatomy_poster_1.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\anatomy_poster_2.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\basketball_korb.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\blackboard.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\class_case_a_closed.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\class_case_a_open.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\class_case_b_closed.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\class_case_b_open.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\Desk_Globe.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\flag_chernarus_pole.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\flag_chernarus_wall.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\gym_ladder.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\intercom_speaker.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_beaker.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_bench.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_bunsen.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_cylinder_beaker.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_dropper.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_erlenmeyer_flask.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_microscope.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_petri_dish.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_sink.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_teacher_bench.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_triplebeam.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_vial.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\lab_volume_beaker.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\long_bench.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\periodic_table.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\radiator.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\school_cage.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\school_clock.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\school_map.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\school_ringbell.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\student_chair.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\student_desk.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\tac_board.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\tac_board_posters_level1.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\tac_board_posters_level2.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\teacher_desk.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\vaulting_box_large.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\vaulting_box_small.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\vaulting_goat.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\wall_hanger.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\School_equipment\\yellow_star.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Tables\\conference_table_a\\conference_table_a.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Various\\carpet_2_DZ.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Various\\debris_small_house.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Various\\dirtpile_small_house.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Various\\soustruh_proxy.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Various\\Workbench.p3d\",\n    \"a3\\Structures_F_Enoch\\Furniture\\Various\\workbench_DZ.p3d\"\n];\n```"}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: Loading Screens","title":"Arma 3: Loading Screens","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Loading_Screens","revid":353495,"updated":"2024-03-19T12:00:45Z","aliases":["Arma 3 Loading Screens"],"markdown":"> [!NOTE]\n> This page is about Arma 3 configuration; for Take On Helicopters, see Take On Helicopters: Loading Screens.\n\nArma 3 loading screens composes of two main sections:\n\n- **Map** - based on currently loaded world; full screen. Configured in world config, cannot be changed in mission.\n- **Mission** - previews currently loaded mission; fixed size. Configured in mission.\n\n### Mission Configuration\n\n**Description.ext**\n\n```cpp\nauthor = \"John Doe\"; // Author\nonLoadName = \"Epic Invasion\"; // Mission name (temporary solution; actual name set in editor will be used later in the alpha)\nonLoadMission = \"Fate of the world is in your hands. Good luck and Godspeed.\"; // Description\nloadScreen = \"loadScreen_ca.paa\"; // Preview picture\nclass Header\n{\n    gameType = Coop; // MP mission type\n};\n```\n\n**Image**\n\n- must be in paa or jpg file format\n- **2:1** aspect ratio (different aspect are rendered correctly as well, but won't cover the whole area)\n- Ideally **1024x512** pixels\n\n### World Configuration\n\n**Config.cpp**\n\n```cpp\nclass CfgWorlds\n{\n    class Stratis : CAWorld\n    {\n        author = \"Bohemia Interactive\"; // Author\n        description = \"Stratis\"; // World name\n        pictureMap = \"A3\\map_Stratis\\data\\pictureMap_ca.paa\"; // Background map\n        pictureShot = \"A3\\map_Stratis\\data\\ui_Stratis_ca.paa\"; // Default overview picture\n\n        // Loading texts displayed on the bottom of the loading screen (picked randomly)\n        loadingTexts[] =\n        {\n            \"Area of Stratis is 19.3 square kilometers.\",\n            \"Stratis is of volcanic origin, with many rocks and crevices.\",\n            \"Kamino Firing Range uses remnants of the nearby old Kamino village as a target area.\"\n        };\n    };\n};\n```\n\n**Image**\n\n- Preferably paa, but jpg file format works too\n- **2048x2048** version of actual satellite map used on terrain. Should be exact copy, will be used by other game systems in the future","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> This page is about Arma 3 configuration; for Take On Helicopters, see Take On Helicopters: Loading Screens.\n\nArma 3 loading screens composes of two main sections:\n\n- **Map** - based on currently loaded world; full screen. Configured in world config, cannot be changed in mission.\n- **Mission** - previews currently loaded mission; fixed size. Configured in mission."},{"heading":"Mission Configuration","level":3,"markdown":"**Description.ext**\n\n```cpp\nauthor = \"John Doe\"; // Author\nonLoadName = \"Epic Invasion\"; // Mission name (temporary solution; actual name set in editor will be used later in the alpha)\nonLoadMission = \"Fate of the world is in your hands. Good luck and Godspeed.\"; // Description\nloadScreen = \"loadScreen_ca.paa\"; // Preview picture\nclass Header\n{\n    gameType = Coop; // MP mission type\n};\n```\n\n**Image**\n\n- must be in paa or jpg file format\n- **2:1** aspect ratio (different aspect are rendered correctly as well, but won't cover the whole area)\n- Ideally **1024x512** pixels"},{"heading":"World Configuration","level":3,"markdown":"**Config.cpp**\n\n```cpp\nclass CfgWorlds\n{\n    class Stratis : CAWorld\n    {\n        author = \"Bohemia Interactive\"; // Author\n        description = \"Stratis\"; // World name\n        pictureMap = \"A3\\map_Stratis\\data\\pictureMap_ca.paa\"; // Background map\n        pictureShot = \"A3\\map_Stratis\\data\\ui_Stratis_ca.paa\"; // Default overview picture\n\n        // Loading texts displayed on the bottom of the loading screen (picked randomly)\n        loadingTexts[] =\n        {\n            \"Area of Stratis is 19.3 square kilometers.\",\n            \"Stratis is of volcanic origin, with many rocks and crevices.\",\n            \"Kamino Firing Range uses remnants of the nearby old Kamino village as a target area.\"\n        };\n    };\n};\n```\n\n**Image**\n\n- Preferably paa, but jpg file format works too\n- **2048x2048** version of actual satellite map used on terrain. Should be exact copy, will be used by other game systems in the future"}],"categories":["Arma 3: Editing"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Magazine Proxies","title":"Arma 3: Magazine Proxies","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Magazine_Proxies","revid":364522,"updated":"2024-05-16T20:46:23Z","aliases":["Arma 3 Magazine Proxies","Magazine Proxies"],"markdown":"Magazine Proxies, as name suggest, is a technology that allows moving weapon magazines to separate proxy & swap it dynamically by just swapping a different magazine. Magazine\nFollowing feature was introduced in Arma 3 v1.78 version of game.\n\n### Configuration\n\n#### P3D\n\nMagazines in all LODs (shadow & geometry too) need to be replaced with new proxy which is linked to cfgNonAIVehicles entry. In Arma 3 v1.80 patch following proxy was created for this purpose A3\\Data_f\\proxies\\weapon_slots\\MAGAZINESLOT.p3d\n\n> [!NOTE]\n> See Object Builder manual for some tips regarding handling of proxies.\n\n*MX magazine in separate p3d*\n\nFor testing purposes (especially when you are repositioning magazine) it is good to directly link in proxy to p3d containing your magazine so you can easily see it in buldozer\n\n#### Model Config\n\nMagazine proxies can be **animated** and **retextured**. At the moment, it supports following animation sources\n\n- reload\n- reloadMagazine\n- revolving\n- ammo\n- ammoRandom\n- isEmpty\n\nConfiguring of bones, animations & sections for texturing is same as with any other model.cfg p3d & more info about it can be found on Model Config page.\n\n> [!NOTE]\n> Example model.cfg code for bullet hiding for transparent magazines.\n\n```cpp\n// Macro for hiding bullets\n#define BULLET_HIDE(x,from,count) class Bullet##x\\\n{\\\n    type=hide;\\\n    source=revolving;\\\n    sourceAddress=\"mirror\";\\\n    selection=bullet##x;\\\n    minValue=-1.000000;\\\n    maxValue= 0.000000;\\\n    hideValue=((count+x-from-2)/count)+0.00001;\\\n};\n\nclass CfgSkeletons\n{\n    class Default\n    {\n        isDiscrete = 1;\n        skeletonInherit = \"\";\n        skeletonBones[] = {};\n    };\n    class magazine_transparent_skeleton : Default\n    {\n        skeletonInherit = \"\";\n        skeletonBones[] =\n        {\n            \"bullet030\",    \"\",\n            \"Bullet002\",    \"\",\n            \"Bullet003\",    \"\",\n            \"Bullet004\",    \"\",\n            \"bullet005\",    \"\",\n            \"bullet006\",    \"\",\n            \"bullet007\",    \"\",\n            \"bullet008\",    \"\",\n            \"bullet009\",    \"\",\n            \"bullet010\",    \"\",\n            \"bullet011\",    \"\",\n            \"bullet012\",    \"\",\n            \"bullet013\",    \"\",\n            \"bullet014\",    \"\",\n            \"bullet015\",    \"\",\n            \"bullet016\",    \"\",\n            \"bullet017\",    \"\"\n        };\n    };\n};\nclass CfgModels\n{\n    class Default\n    {\n        skeletonName    = \"\";\n        sectionsInherit    = \"\";\n        sections[]        = {};\n    };\n    class magazine_transparent : Default\n    {\n        skeletonName=\"magazine_transparent_skeleton\";\n        // Magazine proxies supports hidden selections\n        sections[] =\n        {\n            \"camo\"\n        };\n        class Animations\n        {\n            BULLET_HIDE(030,30,30)\n            BULLET_HIDE(029,30,30)\n            BULLET_HIDE(002,30,30)\n            BULLET_HIDE(003,30,30)\n            BULLET_HIDE(004,30,30)\n            BULLET_HIDE(005,30,30)\n            BULLET_HIDE(006,30,30)\n            BULLET_HIDE(007,30,30)\n            BULLET_HIDE(008,30,30)\n            BULLET_HIDE(009,30,30)\n            BULLET_HIDE(010,30,30)\n            BULLET_HIDE(011,30,30)\n            BULLET_HIDE(012,30,30)\n            BULLET_HIDE(013,30,30)\n            BULLET_HIDE(014,30,30)\n            BULLET_HIDE(015,30,30)\n            BULLET_HIDE(016,30,30)\n            BULLET_HIDE(017,30,30)\n        };\n    };\n};\n```\n\n#### CfgMagazines\n\nHeart of magazine proxy system lies in modelSpecial - a system originally designed in OFP for rifle mounted grenades. It was redesigned and now allows you to change to use magazine defined in modelSpecial as a proxy in weapon. In order to do so, you need to add following parameter - modelSpecialIsProxy = 1;\n\nIn addition to that, it is still possible to use reloadAction inside magazine config, which means you can have different reload animation depending on currently loaded magazine.\n\n```cpp\nclass CfgMagazines\n{\n    class RPG32_F;\n    class RPG7_F : RPG32_F\n    {\n        modelSpecial = \"linkToP3d\";\n        modelSpecialIsProxy = 1\n        hiddenSelections[] = {\"camo\"};\n        hiddenSelectionsTextures[] = {\"linkToTexture.paa\"};\n    };\n    class RPG7_YellowMagazine_F : RPG7_F\n    {\n        displayName = \"Go, go my yellow rocket!\";\n        reloadAction = \"ReloadRPG\"; // Switches reload action from RPG-7 front loading anim defined in cfgWeapons to RPG-32 back loading animation\n        hiddenSelectionsTextures[] = {\"#(argb,8,8,3)color(1,0.952941,0.0509804,1.0,CO)\"}; // procedural yellow rocket\n    };\n};\n```\n\n#### CfgWeapons\n\nMoment of switching between old & new model is controlled by already existing parameter - magazineReloadSwitchPhase. It controls now both restart of revolving source (pre magazine proxy behavior) & model switching. Default value is 0.5 which means magazines will get swapped in the middle of reload animation (same as reloadMagazine source). It's worth to mention that following parameter can be applied per muzzle.\n\n```cpp\nclass CfgWeapons\n{\n    class Launcher_Base_F;\n    class launch_RPG7_F : Launcher_Base_F\n    {\n        magazineReloadSwitchPhase = 0.3; // magazine will get replaced pretty early\n    };\n};\n```\n\n#### CfgNonAIVehicles\n\n> [!WARNING]\n> It is strongly suggested to use **\"\\A3\\Data_f\\proxies\\weapon_slots\\MAGAZINESLOT.p3d\"** as proxy but in case you want to create your own, here are the instructions.\n\nProxy that is used in p3d need to be listed in **CfgNonAIVehicles** class. There is following rule for creating those entries\n\n> [!NOTE]\n> class **Proxy** + **nameOfP3d**\n\nBear in mind that same as with i.e. missile proxies for dynamic loadouts, name need to be unique in order to have it working properly. Since for game only thing that matters is p3d name, location of this proxy doesn't need to be same across different models. For sake of simplicity it is advised to use just single proxy on all weapons.\n\n```cpp\nclass CfgNonAIVehicles\n{\n    class ProxyWeapon;\n    class ProxyMagazine : ProxyWeapon\n    {\n        model        = \"\";\n        simulation    = \"magazine\";\n    };\n};\n```\n\n### Examples\n\nExample proxies for AKM, MX, STANAG & RPG-7 magazines - https://drive.google.com/open?id=1hZvLu8rJqg6WSrNoOoy0tUctFTccFmJj\n\nE-Mag sample provided by da12thMonkey, model by Tigg - https://www.dropbox.com/s/am5ke5b02xr2jit/proxymag_example.7z?dl=0\n\n### Known issues\n\nCurrently known issues:\n\n- There is no magazine model visible if magazine doesn't have modelSpecial defined which might be quite problematic when it comes to community magazine interchangeability.\n- Loading magazine without modelSpecial & then loading one which have it defined will result in on screen assert and invisible rifle (magazine will be still visible though)\n- There is no way to manipulate model.cfg animation (i.e. M249 STANG & Box magazines)\n\n### See Also\n\n- Model Config","sections":[{"heading":null,"level":1,"markdown":"Magazine Proxies, as name suggest, is a technology that allows moving weapon magazines to separate proxy & swap it dynamically by just swapping a different magazine. Magazine\nFollowing feature was introduced in Arma 3 v1.78 version of game."},{"heading":"Configuration","level":3,"markdown":""},{"heading":"P3D","level":4,"markdown":"Magazines in all LODs (shadow & geometry too) need to be replaced with new proxy which is linked to cfgNonAIVehicles entry. In Arma 3 v1.80 patch following proxy was created for this purpose A3\\Data_f\\proxies\\weapon_slots\\MAGAZINESLOT.p3d\n\n> [!NOTE]\n> See Object Builder manual for some tips regarding handling of proxies.\n\n*MX magazine in separate p3d*\n\nFor testing purposes (especially when you are repositioning magazine) it is good to directly link in proxy to p3d containing your magazine so you can easily see it in buldozer"},{"heading":"Model Config","level":4,"markdown":"Magazine proxies can be **animated** and **retextured**. At the moment, it supports following animation sources\n\n- reload\n- reloadMagazine\n- revolving\n- ammo\n- ammoRandom\n- isEmpty\n\nConfiguring of bones, animations & sections for texturing is same as with any other model.cfg p3d & more info about it can be found on Model Config page.\n\n> [!NOTE]\n> Example model.cfg code for bullet hiding for transparent magazines.\n\n```cpp\n// Macro for hiding bullets\n#define BULLET_HIDE(x,from,count) class Bullet##x\\\n{\\\n    type=hide;\\\n    source=revolving;\\\n    sourceAddress=\"mirror\";\\\n    selection=bullet##x;\\\n    minValue=-1.000000;\\\n    maxValue= 0.000000;\\\n    hideValue=((count+x-from-2)/count)+0.00001;\\\n};\n\nclass CfgSkeletons\n{\n    class Default\n    {\n        isDiscrete = 1;\n        skeletonInherit = \"\";\n        skeletonBones[] = {};\n    };\n    class magazine_transparent_skeleton : Default\n    {\n        skeletonInherit = \"\";\n        skeletonBones[] =\n        {\n            \"bullet030\",    \"\",\n            \"Bullet002\",    \"\",\n            \"Bullet003\",    \"\",\n            \"Bullet004\",    \"\",\n            \"bullet005\",    \"\",\n            \"bullet006\",    \"\",\n            \"bullet007\",    \"\",\n            \"bullet008\",    \"\",\n            \"bullet009\",    \"\",\n            \"bullet010\",    \"\",\n            \"bullet011\",    \"\",\n            \"bullet012\",    \"\",\n            \"bullet013\",    \"\",\n            \"bullet014\",    \"\",\n            \"bullet015\",    \"\",\n            \"bullet016\",    \"\",\n            \"bullet017\",    \"\"\n        };\n    };\n};\nclass CfgModels\n{\n    class Default\n    {\n        skeletonName    = \"\";\n        sectionsInherit    = \"\";\n        sections[]        = {};\n    };\n    class magazine_transparent : Default\n    {\n        skeletonName=\"magazine_transparent_skeleton\";\n        // Magazine proxies supports hidden selections\n        sections[] =\n        {\n            \"camo\"\n        };\n        class Animations\n        {\n            BULLET_HIDE(030,30,30)\n            BULLET_HIDE(029,30,30)\n            BULLET_HIDE(002,30,30)\n            BULLET_HIDE(003,30,30)\n            BULLET_HIDE(004,30,30)\n            BULLET_HIDE(005,30,30)\n            BULLET_HIDE(006,30,30)\n            BULLET_HIDE(007,30,30)\n            BULLET_HIDE(008,30,30)\n            BULLET_HIDE(009,30,30)\n            BULLET_HIDE(010,30,30)\n            BULLET_HIDE(011,30,30)\n            BULLET_HIDE(012,30,30)\n            BULLET_HIDE(013,30,30)\n            BULLET_HIDE(014,30,30)\n            BULLET_HIDE(015,30,30)\n            BULLET_HIDE(016,30,30)\n            BULLET_HIDE(017,30,30)\n        };\n    };\n};\n```"},{"heading":"CfgMagazines","level":4,"markdown":"Heart of magazine proxy system lies in modelSpecial - a system originally designed in OFP for rifle mounted grenades. It was redesigned and now allows you to change to use magazine defined in modelSpecial as a proxy in weapon. In order to do so, you need to add following parameter - modelSpecialIsProxy = 1;\n\nIn addition to that, it is still possible to use reloadAction inside magazine config, which means you can have different reload animation depending on currently loaded magazine.\n\n```cpp\nclass CfgMagazines\n{\n    class RPG32_F;\n    class RPG7_F : RPG32_F\n    {\n        modelSpecial = \"linkToP3d\";\n        modelSpecialIsProxy = 1\n        hiddenSelections[] = {\"camo\"};\n        hiddenSelectionsTextures[] = {\"linkToTexture.paa\"};\n    };\n    class RPG7_YellowMagazine_F : RPG7_F\n    {\n        displayName = \"Go, go my yellow rocket!\";\n        reloadAction = \"ReloadRPG\"; // Switches reload action from RPG-7 front loading anim defined in cfgWeapons to RPG-32 back loading animation\n        hiddenSelectionsTextures[] = {\"#(argb,8,8,3)color(1,0.952941,0.0509804,1.0,CO)\"}; // procedural yellow rocket\n    };\n};\n```"},{"heading":"CfgWeapons","level":4,"markdown":"Moment of switching between old & new model is controlled by already existing parameter - magazineReloadSwitchPhase. It controls now both restart of revolving source (pre magazine proxy behavior) & model switching. Default value is 0.5 which means magazines will get swapped in the middle of reload animation (same as reloadMagazine source). It's worth to mention that following parameter can be applied per muzzle.\n\n```cpp\nclass CfgWeapons\n{\n    class Launcher_Base_F;\n    class launch_RPG7_F : Launcher_Base_F\n    {\n        magazineReloadSwitchPhase = 0.3; // magazine will get replaced pretty early\n    };\n};\n```"},{"heading":"CfgNonAIVehicles","level":4,"markdown":"> [!WARNING]\n> It is strongly suggested to use **\"\\A3\\Data_f\\proxies\\weapon_slots\\MAGAZINESLOT.p3d\"** as proxy but in case you want to create your own, here are the instructions.\n\nProxy that is used in p3d need to be listed in **CfgNonAIVehicles** class. There is following rule for creating those entries\n\n> [!NOTE]\n> class **Proxy** + **nameOfP3d**\n\nBear in mind that same as with i.e. missile proxies for dynamic loadouts, name need to be unique in order to have it working properly. Since for game only thing that matters is p3d name, location of this proxy doesn't need to be same across different models. For sake of simplicity it is advised to use just single proxy on all weapons.\n\n```cpp\nclass CfgNonAIVehicles\n{\n    class ProxyWeapon;\n    class ProxyMagazine : ProxyWeapon\n    {\n        model        = \"\";\n        simulation    = \"magazine\";\n    };\n};\n```"},{"heading":"Examples","level":3,"markdown":"Example proxies for AKM, MX, STANAG & RPG-7 magazines - https://drive.google.com/open?id=1hZvLu8rJqg6WSrNoOoy0tUctFTccFmJj\n\nE-Mag sample provided by da12thMonkey, model by Tigg - https://www.dropbox.com/s/am5ke5b02xr2jit/proxymag_example.7z?dl=0"},{"heading":"Known issues","level":3,"markdown":"Currently known issues:\n\n- There is no magazine model visible if magazine doesn't have modelSpecial defined which might be quite problematic when it comes to community magazine interchangeability.\n- Loading magazine without modelSpecial & then loading one which have it defined will result in on screen assert and invisible rifle (magazine will be still visible though)\n- There is no way to manipulate model.cfg animation (i.e. M249 STANG & Box magazines)"},{"heading":"See Also","level":3,"markdown":"- Model Config"}],"categories":["Arma 3: Weapon & Magazine Configuration"],"groups":["Configuration"]},{"name":"Arma 3: Main Menu","title":"Arma 3: Main Menu","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Main_Menu","revid":342109,"updated":"2023-07-09T12:26:36Z","aliases":["Arma 3 Main Menu"],"markdown":"Arma 3 Apex introduces a new main menu defined in the `RscDisplayMain` ressource.\n\n### World Scene\n\nWorld scene is a scenario shown behind main menu when a specific terrain is loaded and -skipIntro is not used.\nIf you're playing on Altis and leave to main menu, Altis scene will be used.\n\nThe scene must be defined in an addon either in the terrain configuration or later by overwriting the existing configurations.\n\n#### Guidelines\n\nBy default, the scene uses a camera but any scriptable system can be used, such as OGV videos.\n\n- All content of the scenario should be placed in the *Intro* phase.\n- The scene should work on 16:9 screen. Multiple monitors doesn't need to be considered, as the main menu shows a grey background there.\n\nFor a better player experience, the scene should meet following criteria:\n\n- Lower performance makes navigating the menu uncomfortable.\n- Low view distance (~200 m) is recommended.\n- Avoid Camera looking down or towards sloped terrain, so the view distance is not as apparent.\n- Avoid Unlit night scenes (dark menus on dark scene don't look well).\n- Avoid Bad weather (hides shadows).\n\n#### Configuration for Stratis Terrain\n\nconfig.cpp (must be binarized)\n\n```cpp\nclass CfgPatches\n{\n    class mainmenu\n    {\n        units[] = {};\n        weapons[] = {};\n        requiredVersion = 0.1;\n        requiredAddons[] = { \"A3_Data_F_Enoch_Loadorder\" };\n    };\n};\n\nclass CfgWorlds\n{\n    class CAWorld;\n    class Stratis : CAWorld\n    {\n        cutscenes[] = { \"MyWorldScene\" }; // Class names of used scenes. When more than one is present, the system will pick one randomly.\n    };\n    initWorld = \"Stratis\";\n    demoWorld = \"Stratis\";\n};\n\nclass CfgMissions\n{\n    class Cutscenes\n    {\n        class MyWorldScene // Class referenced in 'cutscenes' property in CfgWorlds\n        {\n            directory = \"MyAddon\\MyScene.Stratis\"; // Path to scenario with the scene\n        };\n    };\n};\n```\n\n#### Default Scenario with Camera\n\n1. Open Eden Editor on the desired terrain\n1. Switch to *Intro* phase and place a player character (the system will not work without a player!)\n1. Save the scenario using the name defined by *directory* property in config (*MyScene.MyWorld* in our example)\n1. Open scenario folder (*Scenario > Open Scenario Folder*)\n1. Create **initIntro.sqf** file, it will be run automatically at the scene start\n1. Copy the code below to the file\n\n   ```sqf\n   [\n       //--- Underwater plane\n       {\n           [\"InitDummy\", [\"Stratis\", [1445.92,4802.16,-4.05235], 140.191, 0.27, [-9.09091,-10.4773], 2.74605, 0, 1049.08, 0.00329716, 1, 1.10852, -0.157568, 1.23792]] call BIS_fnc_camera;\n           setViewDistance 200;\n       },\n       //--- Aegis\n       {\n           [\"InitDummy\", [\"Stratis\", [2622.76,580.76,16.5994], 25.2349, 0.53, [-44.4346,0], 0, 0, 526.374, 0.00669019, 1, 1, 0, 1]] call BIS_fnc_camera;\n       }\n   ] call BIS_fnc_initWorldScene;\n   ```\n\n   The script will automatically add a subtle vignette and play main menu theme repeatedly.\n1. Replace scenes in the array with your scenes captured by Arma 3: Splendid Camera. Make sure to use \"InitDummy\" string at the beginning. The example currently uses two Stratis scenes, you replace them with as many scenes as you wish.\n   - Optionally, add assets to the scene in the editor if needed (e.g., soldiers walking around, parked vehicles, etc.)\n1. Move the scenario folder to your addon folder (as defined by *directory* property in config; *MyAddon\\MyScene.Stratis* in our example)\n\n### Spotlight\n\nThree large square buttons in the middle of the main menu are spotlight buttons. While the left and right ones are hard-coded, the middle one can be used by any mod-maker.\n\nIt is possible to define a list of spotlights, with the system picking randomly from them every time the menu refreshes (i.e. startup or returning from sub-menu).\n\n#### Configuration\n\n```cpp\nclass CfgMainMenuSpotlight // RscDisplayMain >> Spotlight works but is considered obsolete since SPOTREP #00064\n{\n    class CoopCampaign\n    {\n        text = \"Coop Campaign\"; // Text displayed on the square button, converted to upper-case\n        textIsQuote = 1; // 1 to add quotation marks around the text\n        picture = \"\\a3\\Ui_f\\Data\\GUI\\Rsc\\RscDisplayMain\\spotlight_1_apex_ca.paa\"; // Square picture, ideally 512x512\n        video = \"\\a3\\Ui_f\\Video\\spotlight_1_Apex.ogv\"; // Video played on mouse hover\n        action = \"ctrlactivate ((ctrlparent (_this select 0)) displayctrl 101);\"; // Code called upon clicking, passed arguments are [<button:Control>]\n        actionText = \"$STR_A3_RscDisplayMain_Spotlight_Play\"; // Text displayed in top left corner of on-hover white frame\n        condition = \"true\"; // Condition for showing the spotlight\n    };\n\n    class AnotherCoopCampaign\n    {\n        text = \"Another Coop Campaign\";\n        picture = \"\\a3\\Ui_f\\Data\\GUI\\Rsc\\RscDisplayMain\\spotlight_1_eastwind_ca.paa\";\n        action = \"ctrlactivate ((ctrlparent (_this select 0)) displayctrl 149);\";\n        actionText = \"$STR_A3_RscDisplayMain_Spotlight_Play\";\n        condition = \"isKeyActive 'FinishedCoopCampaign';\";\n    };\n\n    class JoinServer\n    {\n        text = \"Splendid Server\";\n        picture = \"my_mod\\data\\spotlight.paa\";\n        action = \"connectToServer ['127.0.0.1', 2302, '']\";\n        actionText = \"Join the Splendid Server\";\n        condition = \"true\";\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"Arma 3 Apex introduces a new main menu defined in the `RscDisplayMain` ressource."},{"heading":"World Scene","level":3,"markdown":"World scene is a scenario shown behind main menu when a specific terrain is loaded and -skipIntro is not used.\nIf you're playing on Altis and leave to main menu, Altis scene will be used.\n\nThe scene must be defined in an addon either in the terrain configuration or later by overwriting the existing configurations."},{"heading":"Guidelines","level":4,"markdown":"By default, the scene uses a camera but any scriptable system can be used, such as OGV videos.\n\n- All content of the scenario should be placed in the *Intro* phase.\n- The scene should work on 16:9 screen. Multiple monitors doesn't need to be considered, as the main menu shows a grey background there.\n\nFor a better player experience, the scene should meet following criteria:\n\n- Lower performance makes navigating the menu uncomfortable.\n- Low view distance (~200 m) is recommended.\n- Avoid Camera looking down or towards sloped terrain, so the view distance is not as apparent.\n- Avoid Unlit night scenes (dark menus on dark scene don't look well).\n- Avoid Bad weather (hides shadows)."},{"heading":"Configuration for Stratis Terrain","level":4,"markdown":"config.cpp (must be binarized)\n\n```cpp\nclass CfgPatches\n{\n    class mainmenu\n    {\n        units[] = {};\n        weapons[] = {};\n        requiredVersion = 0.1;\n        requiredAddons[] = { \"A3_Data_F_Enoch_Loadorder\" };\n    };\n};\n\nclass CfgWorlds\n{\n    class CAWorld;\n    class Stratis : CAWorld\n    {\n        cutscenes[] = { \"MyWorldScene\" }; // Class names of used scenes. When more than one is present, the system will pick one randomly.\n    };\n    initWorld = \"Stratis\";\n    demoWorld = \"Stratis\";\n};\n\nclass CfgMissions\n{\n    class Cutscenes\n    {\n        class MyWorldScene // Class referenced in 'cutscenes' property in CfgWorlds\n        {\n            directory = \"MyAddon\\MyScene.Stratis\"; // Path to scenario with the scene\n        };\n    };\n};\n```"},{"heading":"Default Scenario with Camera","level":4,"markdown":"1. Open Eden Editor on the desired terrain\n1. Switch to *Intro* phase and place a player character (the system will not work without a player!)\n1. Save the scenario using the name defined by *directory* property in config (*MyScene.MyWorld* in our example)\n1. Open scenario folder (*Scenario > Open Scenario Folder*)\n1. Create **initIntro.sqf** file, it will be run automatically at the scene start\n1. Copy the code below to the file\n\n   ```sqf\n   [\n       //--- Underwater plane\n       {\n           [\"InitDummy\", [\"Stratis\", [1445.92,4802.16,-4.05235], 140.191, 0.27, [-9.09091,-10.4773], 2.74605, 0, 1049.08, 0.00329716, 1, 1.10852, -0.157568, 1.23792]] call BIS_fnc_camera;\n           setViewDistance 200;\n       },\n       //--- Aegis\n       {\n           [\"InitDummy\", [\"Stratis\", [2622.76,580.76,16.5994], 25.2349, 0.53, [-44.4346,0], 0, 0, 526.374, 0.00669019, 1, 1, 0, 1]] call BIS_fnc_camera;\n       }\n   ] call BIS_fnc_initWorldScene;\n   ```\n\n   The script will automatically add a subtle vignette and play main menu theme repeatedly.\n1. Replace scenes in the array with your scenes captured by Arma 3: Splendid Camera. Make sure to use \"InitDummy\" string at the beginning. The example currently uses two Stratis scenes, you replace them with as many scenes as you wish.\n   - Optionally, add assets to the scene in the editor if needed (e.g., soldiers walking around, parked vehicles, etc.)\n1. Move the scenario folder to your addon folder (as defined by *directory* property in config; *MyAddon\\MyScene.Stratis* in our example)"},{"heading":"Spotlight","level":3,"markdown":"Three large square buttons in the middle of the main menu are spotlight buttons. While the left and right ones are hard-coded, the middle one can be used by any mod-maker.\n\nIt is possible to define a list of spotlights, with the system picking randomly from them every time the menu refreshes (i.e. startup or returning from sub-menu)."},{"heading":"Configuration","level":4,"markdown":"```cpp\nclass CfgMainMenuSpotlight // RscDisplayMain >> Spotlight works but is considered obsolete since SPOTREP #00064\n{\n    class CoopCampaign\n    {\n        text = \"Coop Campaign\"; // Text displayed on the square button, converted to upper-case\n        textIsQuote = 1; // 1 to add quotation marks around the text\n        picture = \"\\a3\\Ui_f\\Data\\GUI\\Rsc\\RscDisplayMain\\spotlight_1_apex_ca.paa\"; // Square picture, ideally 512x512\n        video = \"\\a3\\Ui_f\\Video\\spotlight_1_Apex.ogv\"; // Video played on mouse hover\n        action = \"ctrlactivate ((ctrlparent (_this select 0)) displayctrl 101);\"; // Code called upon clicking, passed arguments are [<button:Control>]\n        actionText = \"$STR_A3_RscDisplayMain_Spotlight_Play\"; // Text displayed in top left corner of on-hover white frame\n        condition = \"true\"; // Condition for showing the spotlight\n    };\n\n    class AnotherCoopCampaign\n    {\n        text = \"Another Coop Campaign\";\n        picture = \"\\a3\\Ui_f\\Data\\GUI\\Rsc\\RscDisplayMain\\spotlight_1_eastwind_ca.paa\";\n        action = \"ctrlactivate ((ctrlparent (_this select 0)) displayctrl 149);\";\n        actionText = \"$STR_A3_RscDisplayMain_Spotlight_Play\";\n        condition = \"isKeyActive 'FinishedCoopCampaign';\";\n    };\n\n    class JoinServer\n    {\n        text = \"Splendid Server\";\n        picture = \"my_mod\\data\\spotlight.paa\";\n        action = \"connectToServer ['127.0.0.1', 2302, '']\";\n        actionText = \"Join the Splendid Server\";\n        condition = \"true\";\n    };\n};\n```"}],"categories":["Arma 3: Editing"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Main Updates","title":"Arma 3: Main Updates","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Main_Updates","revid":373544,"updated":"2025-05-21T23:19:54Z","aliases":["Arma 3 Main Updates"],"markdown":"This page gives an overview of past stable releases and their main features. This list is not supposed to give a complete overview but rather serve as quick resource to find out when features were introduced.\nSee also Arma 3 DLCs & Expansions.\n\n- [SPOTREPs](https://dev.arma3.com/spotrep)\n- [SITREPs](https://dev.arma3.com/sitrep)\n\n|  | Y / M / D | Release |\n|---|---|---|\n| Arma 3 | **2013** / 03 / 06 | **Arma 3 v0.50 - Alpha**<br>Main Features:<br>- Stratis<br>- Basic factions, weapons and vehicles |\n| Arma 3 | **2013** / 06 / 25 | **Arma 3 v0.70 - Beta**<br>Main Features:<br>- Several vehicles<br>- New faction: AAF<br>[Changelog](https://dev.arma3.com/post/spotrep-00006) |\n| Arma 3 | **2013** / 09 / 12 | **Arma 3 v1.00 - Official Release**<br>Main Features:<br>- Altis<br>- Several Vehicles<br>[Changelog](https://dev.arma3.com/post/spotrep-00010) |\n| Arma 3 | **2013** / 10 / 31 | **Arma 3 v1.04 - \"Survive\" Campaign Episode**<br>Main Features:<br>- \"Survive\" campaign episode (1/3)<br>[Changelog](https://dev.arma3.com/post/spotrep-00013) |\n| Arma 3 | **2014** / 01 / 21 | **Arma 3 v1.10 - \"Adapt\" Campaign Episode**<br>Main Features:<br>- \"Adapt\" campaign episode (2/3)<br>[Changelog](https://dev.arma3.com/post/spotrep-00017) |\n| Arma 3 | **2014** / 03 / 20 | **Arma 3 v1.14 - \"Win\" Campaign Episode**<br>Main Features:<br>- \"Win\" campaign episode (3/3)<br>[Changelog](https://dev.arma3.com/post/spotrep-00021) |\n|  | **2014** / 04 / 10 | **Arma 3 v1.16 - Arma 3 Zeus**<br>Main Features:<br>- Arma 3 Curator<br>[Changelog](https://dev.arma3.com/post/spotrep-00023) |\n|  | **2014** / 05 / 29 | **Arma 3 v1.20 - Arma 3 Karts**<br>Main Features:<br>- Karts<br>- Time Trials<br>[Changelog](https://dev.arma3.com/post/spotrep-00025) |\n| Arma 3 | **2014** / 06 / 14 | **Arma 3 v1.24 - Bootcamp**<br>Main Features:<br>- \"Bootcamp\" Campaign<br>- Virtual Training<br>- Virtual Reality<br>- Arsenal<br>[Changelog](https://dev.arma3.com/post/spotrep-00029) |\n|  | **2014** / 11 / 14 | **Arma 3 v1.34 - Arma 3 Helicopters**<br>Main Features:<br>- Sling loading<br>- Firing From Vehicles (FFV)<br>- [RotorLib](http://www.rtdynamics.com/products-services/simulation-and-training/rotorlib-fdm-for-c/) Advanced Flight Model (AFM)<br>[Changelog](https://dev.arma3.com/post/spotrep-00036) |\n|  | **2015** / 04 / 08 | **Arma 3 v1.42 - Arma 3 Marksmen**<br>Main Features:<br>- End Game<br>- Weapon resting<br>- Bipods<br>- New and improved weapon sounds<br>[Changelog](https://dev.arma3.com/post/spotrep-00040) |\n| Arma 3 | **2015** / 12 / 01 | **Arma 3 v1.54 - Nexus Update**<br>Main Features:<br>- End Game Spectator Mode<br>- Personal Protective Equipment<br>- Stamina<br>- Launcher Mod dependencies<br>[Changelog](https://dev.arma3.com/post/spotrep-00049) |\n| Eden Editor | **2016** / 02 / 18 | **Arma 3 v1.56 - Eden Update**<br>Main Features:<br>- Eden Editor<br>- New distant shooting SFX<br>- New fonts<br>[Changelog](https://dev.arma3.com/post/spotrep-00052) |\n| Arma 3 | **2016** / 04 / 21 | **Arma 3 v1.58 - Task Overhaul**<br>- Tasks Overhaul<br>- Weapon Switching on the Move<br>- Action Menu Streamlining<br>- Eden Editor Compositions<br>[Changelog](https://dev.arma3.com/post/spotrep-00054) |\n| Arma 3 | **2016** / 05 / 30 | **Arma 3 v1.60 - Visual Upgrade**<br>Main Features:<br>- Visual Upgrade<br>- Quick Play<br>- Line Drawing<br>- Respawn Screen<br>- Targeting<br>- Limping<br>[Changelog](https://dev.arma3.com/post/spotrep-00056) |\n|  | **2016** / 07 / 11 | **Arma 3 v1.62 - Arma 3 Apex**<br>Main Features:<br>- Apex Expansion<br>- Main Menu Overhaul<br>- Vehicle in Vehicle Transport<br>- Revive Overhaul<br>- Environmental Audio Enhancements<br>[Changelog](https://dev.arma3.com/post/spotrep-00058) |\n| Arma 3 | **2017** / 03 / 16 | **Arma 3 v1.68 - 64 bits Binaries**<br>Main Features:<br>- 64-bit Executables<br>- Ambient Occlusion Overhaul<br>[Changelog](https://dev.arma3.com/post/spotrep-00064) |\n|  | **2017** / 05 / 16 | **Arma 3 v1.68 - Arma 3 Jets**<br>Main Features:<br>- Jets DLC<br>- Sensor Overhaul<br>- Dynamic Vehicle Loadouts<br>[Changelog](https://dev.arma3.com/post/spotrep-00067) |\n|  | **2017** / 06 / 22 | **Arma 3 v1.72 - Arma 3 Malden**<br>Main Features:<br>- Malden 2035<br>- Combat Patrol<br>[Changelog](https://dev.arma3.com/post/spotrep-00069) |\n|  | **2017** / 09 / 07 | **Arma 3 v1.76 - Arma 3 Laws of War**<br>Main Features:<br>- Laws of War DLC<br>- Mine Detector Enhancements<br>[Changelog](https://dev.arma3.com/post/spotrep-00073) |\n|  | **2017** / 11 / 30 | **Arma 3 v1.78 - Arma 3 Tac-Ops Mission Pack**<br>Main Features:<br>- Tac-Ops Mission Pack<br>[Changelog](https://dev.arma3.com/post/spotrep-00076) |\n|  | **2018** / 04 / 11 | **Arma 3 v1.82 - Arma 3 Tanks**<br>Main Features:<br>- Tanks DLC<br>- Tank interiors<br>- Extended Damage Model<br>[Changelog](https://dev.arma3.com/post/spotrep-00079) |\n| Arma 3 | **2018** / 08 / 01 | **Arma 3 v1.84 - Encore Update**<br>Main Features:<br>- Free Jets DLC Bonus Content<br>[Changelog](https://dev.arma3.com/post/spotrep-00081) |\n| Arma 3 | **2018** / 12 / 03 | **Arma 3 v1.86 - Warlords**<br>Main Features:<br>- Warlords MP Mode<br>- ADR-97 Weapon Pack<br>[Changelog](https://dev.arma3.com/post/spotrep-00082) |\n|  | **2019** / 07 / 25 | **Arma 3 v1.94 - Arma 3 Contact**<br>Main Features:<br>- Contact Expansion<br>- Livonia<br>[Changelog](https://dev.arma3.com/post/spotrep-00089) |\n|  | **2021** / 02 / 23 | **Arma 3 v2.02 - Arma 3 Art of War**<br>Main Features:<br>- Art of War assets<br>- Arma 3: Art of War Artwork Textures<br>[Changelog](https://dev.arma3.com/post/spotrep-00096) [Hotfix](https://dev.arma3.com/post/spotrep-00097) |","sections":[{"heading":null,"level":1,"markdown":"This page gives an overview of past stable releases and their main features. This list is not supposed to give a complete overview but rather serve as quick resource to find out when features were introduced.\nSee also Arma 3 DLCs & Expansions.\n\n- [SPOTREPs](https://dev.arma3.com/spotrep)\n- [SITREPs](https://dev.arma3.com/sitrep)\n\n|  | Y / M / D | Release |\n|---|---|---|\n| Arma 3 | **2013** / 03 / 06 | **Arma 3 v0.50 - Alpha**<br>Main Features:<br>- Stratis<br>- Basic factions, weapons and vehicles |\n| Arma 3 | **2013** / 06 / 25 | **Arma 3 v0.70 - Beta**<br>Main Features:<br>- Several vehicles<br>- New faction: AAF<br>[Changelog](https://dev.arma3.com/post/spotrep-00006) |\n| Arma 3 | **2013** / 09 / 12 | **Arma 3 v1.00 - Official Release**<br>Main Features:<br>- Altis<br>- Several Vehicles<br>[Changelog](https://dev.arma3.com/post/spotrep-00010) |\n| Arma 3 | **2013** / 10 / 31 | **Arma 3 v1.04 - \"Survive\" Campaign Episode**<br>Main Features:<br>- \"Survive\" campaign episode (1/3)<br>[Changelog](https://dev.arma3.com/post/spotrep-00013) |\n| Arma 3 | **2014** / 01 / 21 | **Arma 3 v1.10 - \"Adapt\" Campaign Episode**<br>Main Features:<br>- \"Adapt\" campaign episode (2/3)<br>[Changelog](https://dev.arma3.com/post/spotrep-00017) |\n| Arma 3 | **2014** / 03 / 20 | **Arma 3 v1.14 - \"Win\" Campaign Episode**<br>Main Features:<br>- \"Win\" campaign episode (3/3)<br>[Changelog](https://dev.arma3.com/post/spotrep-00021) |\n|  | **2014** / 04 / 10 | **Arma 3 v1.16 - Arma 3 Zeus**<br>Main Features:<br>- Arma 3 Curator<br>[Changelog](https://dev.arma3.com/post/spotrep-00023) |\n|  | **2014** / 05 / 29 | **Arma 3 v1.20 - Arma 3 Karts**<br>Main Features:<br>- Karts<br>- Time Trials<br>[Changelog](https://dev.arma3.com/post/spotrep-00025) |\n| Arma 3 | **2014** / 06 / 14 | **Arma 3 v1.24 - Bootcamp**<br>Main Features:<br>- \"Bootcamp\" Campaign<br>- Virtual Training<br>- Virtual Reality<br>- Arsenal<br>[Changelog](https://dev.arma3.com/post/spotrep-00029) |\n|  | **2014** / 11 / 14 | **Arma 3 v1.34 - Arma 3 Helicopters**<br>Main Features:<br>- Sling loading<br>- Firing From Vehicles (FFV)<br>- [RotorLib](http://www.rtdynamics.com/products-services/simulation-and-training/rotorlib-fdm-for-c/) Advanced Flight Model (AFM)<br>[Changelog](https://dev.arma3.com/post/spotrep-00036) |\n|  | **2015** / 04 / 08 | **Arma 3 v1.42 - Arma 3 Marksmen**<br>Main Features:<br>- End Game<br>- Weapon resting<br>- Bipods<br>- New and improved weapon sounds<br>[Changelog](https://dev.arma3.com/post/spotrep-00040) |\n| Arma 3 | **2015** / 12 / 01 | **Arma 3 v1.54 - Nexus Update**<br>Main Features:<br>- End Game Spectator Mode<br>- Personal Protective Equipment<br>- Stamina<br>- Launcher Mod dependencies<br>[Changelog](https://dev.arma3.com/post/spotrep-00049) |\n| Eden Editor | **2016** / 02 / 18 | **Arma 3 v1.56 - Eden Update**<br>Main Features:<br>- Eden Editor<br>- New distant shooting SFX<br>- New fonts<br>[Changelog](https://dev.arma3.com/post/spotrep-00052) |\n| Arma 3 | **2016** / 04 / 21 | **Arma 3 v1.58 - Task Overhaul**<br>- Tasks Overhaul<br>- Weapon Switching on the Move<br>- Action Menu Streamlining<br>- Eden Editor Compositions<br>[Changelog](https://dev.arma3.com/post/spotrep-00054) |\n| Arma 3 | **2016** / 05 / 30 | **Arma 3 v1.60 - Visual Upgrade**<br>Main Features:<br>- Visual Upgrade<br>- Quick Play<br>- Line Drawing<br>- Respawn Screen<br>- Targeting<br>- Limping<br>[Changelog](https://dev.arma3.com/post/spotrep-00056) |\n|  | **2016** / 07 / 11 | **Arma 3 v1.62 - Arma 3 Apex**<br>Main Features:<br>- Apex Expansion<br>- Main Menu Overhaul<br>- Vehicle in Vehicle Transport<br>- Revive Overhaul<br>- Environmental Audio Enhancements<br>[Changelog](https://dev.arma3.com/post/spotrep-00058) |\n| Arma 3 | **2017** / 03 / 16 | **Arma 3 v1.68 - 64 bits Binaries**<br>Main Features:<br>- 64-bit Executables<br>- Ambient Occlusion Overhaul<br>[Changelog](https://dev.arma3.com/post/spotrep-00064) |\n|  | **2017** / 05 / 16 | **Arma 3 v1.68 - Arma 3 Jets**<br>Main Features:<br>- Jets DLC<br>- Sensor Overhaul<br>- Dynamic Vehicle Loadouts<br>[Changelog](https://dev.arma3.com/post/spotrep-00067) |\n|  | **2017** / 06 / 22 | **Arma 3 v1.72 - Arma 3 Malden**<br>Main Features:<br>- Malden 2035<br>- Combat Patrol<br>[Changelog](https://dev.arma3.com/post/spotrep-00069) |\n|  | **2017** / 09 / 07 | **Arma 3 v1.76 - Arma 3 Laws of War**<br>Main Features:<br>- Laws of War DLC<br>- Mine Detector Enhancements<br>[Changelog](https://dev.arma3.com/post/spotrep-00073) |\n|  | **2017** / 11 / 30 | **Arma 3 v1.78 - Arma 3 Tac-Ops Mission Pack**<br>Main Features:<br>- Tac-Ops Mission Pack<br>[Changelog](https://dev.arma3.com/post/spotrep-00076) |\n|  | **2018** / 04 / 11 | **Arma 3 v1.82 - Arma 3 Tanks**<br>Main Features:<br>- Tanks DLC<br>- Tank interiors<br>- Extended Damage Model<br>[Changelog](https://dev.arma3.com/post/spotrep-00079) |\n| Arma 3 | **2018** / 08 / 01 | **Arma 3 v1.84 - Encore Update**<br>Main Features:<br>- Free Jets DLC Bonus Content<br>[Changelog](https://dev.arma3.com/post/spotrep-00081) |\n| Arma 3 | **2018** / 12 / 03 | **Arma 3 v1.86 - Warlords**<br>Main Features:<br>- Warlords MP Mode<br>- ADR-97 Weapon Pack<br>[Changelog](https://dev.arma3.com/post/spotrep-00082) |\n|  | **2019** / 07 / 25 | **Arma 3 v1.94 - Arma 3 Contact**<br>Main Features:<br>- Contact Expansion<br>- Livonia<br>[Changelog](https://dev.arma3.com/post/spotrep-00089) |\n|  | **2021** / 02 / 23 | **Arma 3 v2.02 - Arma 3 Art of War**<br>Main Features:<br>- Art of War assets<br>- Arma 3: Art of War Artwork Textures<br>[Changelog](https://dev.arma3.com/post/spotrep-00096) [Hotfix](https://dev.arma3.com/post/spotrep-00097) |"}],"categories":["Arma 3"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: meta.cpp","title":"Arma 3: meta.cpp","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_meta.cpp","revid":373435,"updated":"2025-05-08T11:27:12Z","aliases":[],"markdown":"Arma 3 v1.54\n\n**Meta.cpp** file contains additional information about mods published on Steam Workshop.\nThis file is automatically created when a mod is published by Arma 3: Publisher to Steam Workshop.\n\n#### Attributes\n\n**meta.cpp attributes**\n\n| Key | Required | Meaning |\n|---|---|---|\n| `protocol` | Yes | Version of meta.cpp file content. |\n| `publishedId` | No | Steam Workshop identifier for the mod. If this id is filled in on a server, Arma 3: Launcher set up this mod when user connects to that server. |\n| `name` | No | Steam Workshop item name. |\n| `timestamp` | No | Time of last mod update in [.NET Framework ticks time format](https://docs.microsoft.com/en-us/dotnet/api/system.datetime.tobinary?view=netcore-3.1) (10,000 ticks = 1 millisecond). |\n| `hashOverride` | No | Mod hash override that is send by the server to the client instead of the hash calculated from real mod. The override hash can be calculated by ModHashCalculator. |\n\n#### Example\n\n```cpp\n/// Version of meta.cpp content\nprotocol = 1;\n\n/// Steam Workshop item id\npublishedid = 123456790;\n\n/// Steam Workshop item name\nname = \"Splendid mod\";\n\n/// Time of last update of the Steam Workshop Item (in .NET Framework time format)\ntimestamp = 9876432101234567890;\n\n/// Mod hash that is send by the server to the client instead of calculated hash)\nhashOverride = 1234567890;\n```","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.54\n\n**Meta.cpp** file contains additional information about mods published on Steam Workshop.\nThis file is automatically created when a mod is published by Arma 3: Publisher to Steam Workshop."},{"heading":"Attributes","level":4,"markdown":"**meta.cpp attributes**\n\n| Key | Required | Meaning |\n|---|---|---|\n| `protocol` | Yes | Version of meta.cpp file content. |\n| `publishedId` | No | Steam Workshop identifier for the mod. If this id is filled in on a server, Arma 3: Launcher set up this mod when user connects to that server. |\n| `name` | No | Steam Workshop item name. |\n| `timestamp` | No | Time of last mod update in [.NET Framework ticks time format](https://docs.microsoft.com/en-us/dotnet/api/system.datetime.tobinary?view=netcore-3.1) (10,000 ticks = 1 millisecond). |\n| `hashOverride` | No | Mod hash override that is send by the server to the client instead of the hash calculated from real mod. The override hash can be calculated by ModHashCalculator. |"},{"heading":"Example","level":4,"markdown":"```cpp\n/// Version of meta.cpp content\nprotocol = 1;\n\n/// Steam Workshop item id\npublishedid = 123456790;\n\n/// Steam Workshop item name\nname = \"Splendid mod\";\n\n/// Time of last update of the Steam Workshop Item (in .NET Framework time format)\ntimestamp = 9876432101234567890;\n\n/// Mod hash that is send by the server to the client instead of calculated hash)\nhashOverride = 1234567890;\n```"}],"categories":["ArmA: Armed Assault: Addon Configuration","Arma 3: Editing","Introduced with Arma 3 version 1.54","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Missile flight profiles","title":"Arma 3: Missile flight profiles","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Missile_flight_profiles","revid":364292,"updated":"2024-05-06T09:38:36Z","aliases":["Arma 3 Missile flight profiles"],"markdown":"Since Arma 1.82 it is possible for precision guided munitions to utilize different flight profiles or acquire targets after being launched. You can do that by adding an flightProfiles array to the ammo config and creating classes for specific profiles. Each profile has different properties which should be specified in order to avoid the usage of default values, which are usually just fallback values.\n\nThe flight profile also needs to be specified as a weapon's fire mode - paired by using the same name in both ammo and weapon configuration. Otherwise the weapon won't be able to utilize the munition's flight profile mode.\n\n### Flight phases\n\nFSM-like system is used to control different phases of missiles and the transitions between them\n\n- **Initial** - phase when the missile is ignoring its target (position) - if it has any - and focuses on specified flight path (specified by the flight profile + its properties)\n- **Seeking** - phase when the missile will start to seek a target - either the one originally specified or new one in the case of auto-seek missiles (phase, when the missile is trying to roughly aim at the target and then checks locking prerequisites)\n- **Locked** - the missile fulfils all the needed prerequisites for being locked and is heading toward it’s target (position); if - at some point in time - missile stops fulfilling the lock conditions, the status of the missile is changed to Lost\n- **Lost** - missile has not fulfilled some condition for being locked and is completely lost - flies straight forward\n\n### Profiles\n\n#### Direct\n\nThis is the default mode. It is automatically added when the ammo config does not specify any flight profile. It is also added if the weapon fire modes contain more fire modes (usable by the player) than those that are linked to specific missile flight profiles.\n\n- Initial phase - only sets point to follow in case the manual control is enabled\n- Seeking phase - depending on the fulfillment of lock conditions changes the status of the missile to either Locked or Lost\n- Lost - manually-controlled missiles can become locked again, if they start to fulfil the lock prerequisites\n\nThere are no special properties.\n\n#### TopDown\n\nFlight profile that imitates [top attack](https://en.wikipedia.org/wiki/Top_attack). The missile initially gains desired flight level and keeps it till it’s close enough to the target, then performs a dive and strikes the target from the top\n\n- Initial phase - consists of the ascension part and the flight in the specified flight-level part\n- Seeking phase - triggered by reaching the descendDistance (in relation to the target). The missile then starts turning towards the original target and keeps checking lock prerequisites (which would result in entering the Locked phase)\n  - If the manual-control is enabled, missile will remember the point where the parent was aiming at the moment of fire and consider that position its target; after reaching the Seeking phase, the missile will start to act like a directly-fired manually-controlled one and will follow the parent’s aimpoint\n- Lost - manually-controlled missiles can become locked again, if they start to fulfil the lock prerequisites (only past the Initial phase of course)\n\n##### minDistance\n\nMinimal distance from the target to perform top-down attack; if the target is closer, Direct flight mode is chosen instead\n\n```cpp\nminDistance = 180.0;\n```\n\n##### ascendHeight\n\nDesired flight level used to approach the target\n\n```cpp\nascendHeight = 150; // missile won't try to reach this altitude once it passes the descendDistance\n```\n\n##### ascendAngle\n\nAngle used to gain the desired flight level\n\n```cpp\nascendAngle = 30.0; // missile won't keep climbing once it passes the descendDistance\n```\n\n##### descendDistance\n\nWhen reached, the missile will enter last phase of the flight - attack from the top\n\n```cpp\ndescendDistance = 180; // have some headroom for the missile turning down, the missiles won't be able to do much more than 45° descend angle\n```\n\n#### LoalDistance\n\nLock-on After Launch mode, where a munition (missile) fired without a lock will start autonomously looking for available targets once it reaches a defined distance from parent object. It is intended to use this mode together with the auto seek ability, otherwise the missile gets lost after reaching the desired distance from parent and just flies straight forward. With the autoSeekTarget enabled the missile will search for a target in its (configured) lock cone area.\n\n- Initial phase - consists of simple flight forward; this phase is left when the missile reaches the specified distance from parent\n- Seeking phase - consists of checks of lock prerequisites (in the case of enabled auto-seek)\n\n##### lockSeekDistanceFromParent\n\nThe desired distance from parent when the missile should start to seek a target\n\n```cpp\nlockSeekDistanceFromParent = 500;\n```\n\n#### LoalAltitude\n\nLock-on After Launch mode, where a munition (bomb) fired without a lock will start autonomously looking for available targets once it reaches a defined altitude. This flight mode is designed mainly for bombs. It is intended to use this mode together with the auto seek ability, otherwise the bomb gets lost after reaching the desired altitude and simply drops to the ground.\n\nThe bomb searches for a target in lockSeekRadius around the initially computed impact point (CCIP)\n\n- Initial phase - consists of simple fall; this phase is left when the munition reaches the specified altitude (again, it is not the above-sea-level one)\n- Seeking phase - consists of checks of lock prerequisites (in the case of enabled auto-seek) around the original impact point\n\n##### lockSeekAltitude\n\nThe desired altitude upon which the bomb starts to seek a target\n\n```cpp\nlockSeekAltitude = 300;\n```\n\n#### Overfly\n\nFlight profile that imitates an overfly [top attack](https://en.wikipedia.org/wiki/Top_attack) mode. Intended to be used together with submunition (an explosive formed projectile) that is created after reaching specified point above the target and strikes the target from the top.\n\n- Initial phase - consists of flight straight to the specified point above (potentially below, if the elevation is negative) the target\n\nBecause this flight profile is so far intended only for missiles with submunition, no other phases are interesting in this case and the submunition should be created after reaching the point above the target)\n\n##### overflyElevation\n\nElevation above the target when the missile is actually heading\n\n```cpp\noverflyElevation = 2.5; // use with same or bigger triggerDistance of the submunition\n```\n\n#### Cruise\n\nFlight mode that in a simple manner imitates the behaviour of a [terrain following](https://en.wikipedia.org/wiki/TERCOM) missile. The missile uses sea-skimming/terrain-hugging in specified altitude while approaching the target.\n\n- Initial phase is defined by the flight towards target in the specified flight-level; the missile is performing sea-skimming/terrain-hugging while approaching the target\n- When the specified distance to target is reached, the missile starts to check target visibility (against the terrain only); if the target is visible, the missile enters Seeking phase\n- If the lock prerequisites are met, the missile enters Locked phase\n\n##### preferredFlightAltitude\n\nAltitude above terrain/sea that the missile is trying to keep during the flight; this is not actually altitude above sea-level, this is just the vertical distance from ground/sea\n\n```cpp\npreferredFlightAltitude = 50;\n```\n\n##### lockDistanceToTarget\n\nDistance to the target that triggers target visibility checks (only against terrain, objects are ignored)\n\n```cpp\nlockDistanceToTarget = 500;\n```\n\n### Diagnostics\n\nRef Arma_3_Diagnostics_Exe\n\n- Use the **Shots** diagnostic\n- Black box displays text info about\n  - missile flight profile\n  - current missile phase\n  - missile height above the terrain\n  - angle to the target and the distance to the target when the missile is past the initial state and its target (position) is valid\n- During the Initial phase, the direction missile is following is displayed as blue arrow with the origin in the center of the missile\n\n### Example Configuration\n\n#### cfgWeapons.hpp\n\n```cpp\nclass my_launcher : MissileLauncher\n{\n  modes[] = { \"Direct\", \"TopDown\" };\n  class Direct : Mode_SemiAuto\n  {\n    …\n    textureType = \"direct\";\n    displayName = \"Direct\";\n    ...\n  };\n  class TopDown : Direct\n  {\n    textureType = \"topdown\";\n    displayName = \"Top-down\";\n  };\n};\n```\n\n#### cfgAmmo.hpp\n\n```cpp\nclass my_missile : MissileBase\n{\n  ...\n  lockSeekRadius = 100;\n  flightProfiles[] = { \"Direct\", \"TopDown\", \"LoalDistance\", \"LoalAltitude\", \"Overfly\", \"Cruise\" };\n  class Direct\n  {\n  };\n  class TopDown : Direct\n  {\n    ascendHeight = 150.0;\n    descendDistance = 200.0;\n    minDistance = 150.0;\n    ascendAngle = 70.0;\n  };\n  class LoalDistance : Direct\n  {\n    lockSeekDistanceFromParent = 300.0;\n  };\n  class LoalAltitude : Direct\n  {\n    lockSeekAltitude = 100.0;\n  };\n  class Overfly : Direct\n  {\n    overflyElevation = 4.0;\n  };\n  class Cruise : Direct\n  {\n    preferredFlightAltitude = 50.0;\n  };\n};\n```\n\nIn this case, the launcher is capable of using Direct and TopDown flight profiles and the missile is capable of all the flight profiles. Thus - in the game - the player/AI will only be capable of switching between Direct and TopDown flight profile. If there will be another flight profile declared in the launcher - let’s call it XY - it would not be available to player/AI, because the ammunition does not support it.\n\n## Related\n\n- A3_Targeting_config_reference\n- CfgAmmo\n- CfgVehicles\n- [Missile flight profiles thread](https://forums.bohemia.net/forums/topic/213601-tanks-missile-flight-profiles-and-weapon-improvements/)\n- Arma 3: Targeting","sections":[{"heading":null,"level":1,"markdown":"Since Arma 1.82 it is possible for precision guided munitions to utilize different flight profiles or acquire targets after being launched. You can do that by adding an flightProfiles array to the ammo config and creating classes for specific profiles. Each profile has different properties which should be specified in order to avoid the usage of default values, which are usually just fallback values.\n\nThe flight profile also needs to be specified as a weapon's fire mode - paired by using the same name in both ammo and weapon configuration. Otherwise the weapon won't be able to utilize the munition's flight profile mode."},{"heading":"Flight phases","level":3,"markdown":"FSM-like system is used to control different phases of missiles and the transitions between them\n\n- **Initial** - phase when the missile is ignoring its target (position) - if it has any - and focuses on specified flight path (specified by the flight profile + its properties)\n- **Seeking** - phase when the missile will start to seek a target - either the one originally specified or new one in the case of auto-seek missiles (phase, when the missile is trying to roughly aim at the target and then checks locking prerequisites)\n- **Locked** - the missile fulfils all the needed prerequisites for being locked and is heading toward it’s target (position); if - at some point in time - missile stops fulfilling the lock conditions, the status of the missile is changed to Lost\n- **Lost** - missile has not fulfilled some condition for being locked and is completely lost - flies straight forward"},{"heading":"Profiles","level":3,"markdown":""},{"heading":"Direct","level":4,"markdown":"This is the default mode. It is automatically added when the ammo config does not specify any flight profile. It is also added if the weapon fire modes contain more fire modes (usable by the player) than those that are linked to specific missile flight profiles.\n\n- Initial phase - only sets point to follow in case the manual control is enabled\n- Seeking phase - depending on the fulfillment of lock conditions changes the status of the missile to either Locked or Lost\n- Lost - manually-controlled missiles can become locked again, if they start to fulfil the lock prerequisites\n\nThere are no special properties."},{"heading":"TopDown","level":4,"markdown":"Flight profile that imitates [top attack](https://en.wikipedia.org/wiki/Top_attack). The missile initially gains desired flight level and keeps it till it’s close enough to the target, then performs a dive and strikes the target from the top\n\n- Initial phase - consists of the ascension part and the flight in the specified flight-level part\n- Seeking phase - triggered by reaching the descendDistance (in relation to the target). The missile then starts turning towards the original target and keeps checking lock prerequisites (which would result in entering the Locked phase)\n  - If the manual-control is enabled, missile will remember the point where the parent was aiming at the moment of fire and consider that position its target; after reaching the Seeking phase, the missile will start to act like a directly-fired manually-controlled one and will follow the parent’s aimpoint\n- Lost - manually-controlled missiles can become locked again, if they start to fulfil the lock prerequisites (only past the Initial phase of course)"},{"heading":"minDistance","level":5,"markdown":"Minimal distance from the target to perform top-down attack; if the target is closer, Direct flight mode is chosen instead\n\n```cpp\nminDistance = 180.0;\n```"},{"heading":"ascendHeight","level":5,"markdown":"Desired flight level used to approach the target\n\n```cpp\nascendHeight = 150; // missile won't try to reach this altitude once it passes the descendDistance\n```"},{"heading":"ascendAngle","level":5,"markdown":"Angle used to gain the desired flight level\n\n```cpp\nascendAngle = 30.0; // missile won't keep climbing once it passes the descendDistance\n```"},{"heading":"descendDistance","level":5,"markdown":"When reached, the missile will enter last phase of the flight - attack from the top\n\n```cpp\ndescendDistance = 180; // have some headroom for the missile turning down, the missiles won't be able to do much more than 45° descend angle\n```"},{"heading":"LoalDistance","level":4,"markdown":"Lock-on After Launch mode, where a munition (missile) fired without a lock will start autonomously looking for available targets once it reaches a defined distance from parent object. It is intended to use this mode together with the auto seek ability, otherwise the missile gets lost after reaching the desired distance from parent and just flies straight forward. With the autoSeekTarget enabled the missile will search for a target in its (configured) lock cone area.\n\n- Initial phase - consists of simple flight forward; this phase is left when the missile reaches the specified distance from parent\n- Seeking phase - consists of checks of lock prerequisites (in the case of enabled auto-seek)"},{"heading":"lockSeekDistanceFromParent","level":5,"markdown":"The desired distance from parent when the missile should start to seek a target\n\n```cpp\nlockSeekDistanceFromParent = 500;\n```"},{"heading":"LoalAltitude","level":4,"markdown":"Lock-on After Launch mode, where a munition (bomb) fired without a lock will start autonomously looking for available targets once it reaches a defined altitude. This flight mode is designed mainly for bombs. It is intended to use this mode together with the auto seek ability, otherwise the bomb gets lost after reaching the desired altitude and simply drops to the ground.\n\nThe bomb searches for a target in lockSeekRadius around the initially computed impact point (CCIP)\n\n- Initial phase - consists of simple fall; this phase is left when the munition reaches the specified altitude (again, it is not the above-sea-level one)\n- Seeking phase - consists of checks of lock prerequisites (in the case of enabled auto-seek) around the original impact point"},{"heading":"lockSeekAltitude","level":5,"markdown":"The desired altitude upon which the bomb starts to seek a target\n\n```cpp\nlockSeekAltitude = 300;\n```"},{"heading":"Overfly","level":4,"markdown":"Flight profile that imitates an overfly [top attack](https://en.wikipedia.org/wiki/Top_attack) mode. Intended to be used together with submunition (an explosive formed projectile) that is created after reaching specified point above the target and strikes the target from the top.\n\n- Initial phase - consists of flight straight to the specified point above (potentially below, if the elevation is negative) the target\n\nBecause this flight profile is so far intended only for missiles with submunition, no other phases are interesting in this case and the submunition should be created after reaching the point above the target)"},{"heading":"overflyElevation","level":5,"markdown":"Elevation above the target when the missile is actually heading\n\n```cpp\noverflyElevation = 2.5; // use with same or bigger triggerDistance of the submunition\n```"},{"heading":"Cruise","level":4,"markdown":"Flight mode that in a simple manner imitates the behaviour of a [terrain following](https://en.wikipedia.org/wiki/TERCOM) missile. The missile uses sea-skimming/terrain-hugging in specified altitude while approaching the target.\n\n- Initial phase is defined by the flight towards target in the specified flight-level; the missile is performing sea-skimming/terrain-hugging while approaching the target\n- When the specified distance to target is reached, the missile starts to check target visibility (against the terrain only); if the target is visible, the missile enters Seeking phase\n- If the lock prerequisites are met, the missile enters Locked phase"},{"heading":"preferredFlightAltitude","level":5,"markdown":"Altitude above terrain/sea that the missile is trying to keep during the flight; this is not actually altitude above sea-level, this is just the vertical distance from ground/sea\n\n```cpp\npreferredFlightAltitude = 50;\n```"},{"heading":"lockDistanceToTarget","level":5,"markdown":"Distance to the target that triggers target visibility checks (only against terrain, objects are ignored)\n\n```cpp\nlockDistanceToTarget = 500;\n```"},{"heading":"Diagnostics","level":3,"markdown":"Ref Arma_3_Diagnostics_Exe\n\n- Use the **Shots** diagnostic\n- Black box displays text info about\n  - missile flight profile\n  - current missile phase\n  - missile height above the terrain\n  - angle to the target and the distance to the target when the missile is past the initial state and its target (position) is valid\n- During the Initial phase, the direction missile is following is displayed as blue arrow with the origin in the center of the missile"},{"heading":"Example Configuration","level":3,"markdown":""},{"heading":"cfgWeapons.hpp","level":4,"markdown":"```cpp\nclass my_launcher : MissileLauncher\n{\n  modes[] = { \"Direct\", \"TopDown\" };\n  class Direct : Mode_SemiAuto\n  {\n    …\n    textureType = \"direct\";\n    displayName = \"Direct\";\n    ...\n  };\n  class TopDown : Direct\n  {\n    textureType = \"topdown\";\n    displayName = \"Top-down\";\n  };\n};\n```"},{"heading":"cfgAmmo.hpp","level":4,"markdown":"```cpp\nclass my_missile : MissileBase\n{\n  ...\n  lockSeekRadius = 100;\n  flightProfiles[] = { \"Direct\", \"TopDown\", \"LoalDistance\", \"LoalAltitude\", \"Overfly\", \"Cruise\" };\n  class Direct\n  {\n  };\n  class TopDown : Direct\n  {\n    ascendHeight = 150.0;\n    descendDistance = 200.0;\n    minDistance = 150.0;\n    ascendAngle = 70.0;\n  };\n  class LoalDistance : Direct\n  {\n    lockSeekDistanceFromParent = 300.0;\n  };\n  class LoalAltitude : Direct\n  {\n    lockSeekAltitude = 100.0;\n  };\n  class Overfly : Direct\n  {\n    overflyElevation = 4.0;\n  };\n  class Cruise : Direct\n  {\n    preferredFlightAltitude = 50.0;\n  };\n};\n```\n\nIn this case, the launcher is capable of using Direct and TopDown flight profiles and the missile is capable of all the flight profiles. Thus - in the game - the player/AI will only be capable of switching between Direct and TopDown flight profile. If there will be another flight profile declared in the launcher - let’s call it XY - it would not be available to player/AI, because the ammunition does not support it."},{"heading":"Related","level":2,"markdown":"- A3_Targeting_config_reference\n- CfgAmmo\n- CfgVehicles\n- [Missile flight profiles thread](https://forums.bohemia.net/forums/topic/213601-tanks-missile-flight-profiles-and-weapon-improvements/)\n- Arma 3: Targeting"}],"categories":["Arma 3: Weapon & Magazine Configuration"],"groups":["Configuration"]},{"name":"Arma 3: Mission Event Handlers","title":"Arma 3: Mission Event Handlers","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers","revid":379196,"updated":"2026-10-28T18:28:03Z","aliases":["Arma 3: Event Handlers/addMissionEventHandler"],"markdown":"Arma 3 v0.50 Local effect\n\nMission event handlers are specific EHs that are anchored to the running mission and automatically removed when mission is over.\nThese events fire only on the machine where they have been added.\nFor all other available EHs see the Event Handlers main page.\n\n> [!NOTE]\n> **OnUser...** mission event handlers used in combination with getUserInfo provide a way to track server users from the very early stage of joining a server to the very last stage of leaving the server. All these event handlers are designed to be used server side and return unique user network id in String format as the first param. These ids could also be obtained via getPlayerID and allUsers script commands. There may be other params specific to each event. See:\n>\n> - OnUserConnected\n> - OnUserDisconnected\n> - OnUserClientStateChanged\n> - OnUserAdminStateChanged\n> - OnUserSelectedPlayer\n> - OnUserKicked\n\n### Related Commands\n\n- addMissionEventHandler\n- removeMissionEventHandler\n- removeAllMissionEventHandlers\n\n### Events\n\n##### ActionTargetChanged (Arma 3 v2.22)\n\nExecutes when action target object changes under cursor. This event handler fires before user actions are processed and added to the player.\n\n```sqf\naddMissionEventHandler [\"ActionTargetChanged\", {\n    params [\"_newActionTarget\", \"_oldActionTarget\"];\n}];\n```\n\n- newActionTarget: Object\n- oldActionTarget: Object\n\n##### ArtilleryShellFired (Arma 3 v2.18)\n\nGlobal Mission Event Handler. Executes each time a vehicle classified as artillery (has an artillery computer) fires a shell.\n\n```sqf\naddMissionEventHandler [\"ArtilleryShellFired\", {\n    params [\"_vehicle\", \"_weapon\", \"_ammo\", \"_gunner\", \"_instigator\", \"_artilleryTarget\", \"_targetPosition\", \"_shell\"];\n}];\n```\n\n- vehicle: Object - artillery vehicle firing the shell\n- weapon: String - weapon name\n- ammo: String - ammo name\n- gunner: Object - gunner\n- instigator: Object - instigator\n- artilleryTarget: Object - artillery target object\n- targetPosition: Position - ground position the shell is aimed at\n- shell: Object - the projectile\n\n##### BuildingChanged (Arma 3 v1.68)\n\nFired each time a building model changes, for example due to stages of destruction.\n\n```sqf\naddMissionEventHandler [\"BuildingChanged\", {\n    params [\"_from\", \"_to\", \"_isRuin\"];\n}];\n```\n\n- from: Object - building it changes from\n- to: Object - building it changes to\n- isRuin: Boolean - true if changes to ruins\n\n##### CommandModeChanged (Arma 3 v1.58)\n\nExecutes assigned code when user switches to/from High Command mode (<kbd>⇧ Shift</kbd> + <kbd>Space</kbd>). Stackable version of onCommandModeChanged.\n\n```sqf\naddMissionEventHandler [\"CommandModeChanged\", {\n    params [\"_isHighCommand\", \"_isForced\"];\n}];\n```\n\n- isHighCommand: Boolean - same as `_isHighCommand` param\n- isForced: Boolean - true if command mode was forced\n\n##### ControlsShifted (Arma 3 v1.00)\n\nTriggers when control of a vehicle is shifted (pilot->co-pilot, co-pilot->pilot), usually when user performs an action such as TakeVehicleControl, SuspendVehicleControl, UnlockVehicleControl, LockVehicleControl, or when enableCopilot command is used. This event handler will always fire on the PC where action is triggered as well as where the vehicle is local at the time. When control of the vehicle is shifted, the locality of the vehicle changes to the locality of the new controller. Since Arma 3 v1.96 this EH is extended with additional params.\n\n```sqf\naddMissionEventHandler [\"ControlsShifted\", {\n    params [\"_newController\", \"_oldController\", \"_vehicle\", \"_copilotEnabled\", \"_controlsUnlocked\"];\n}];\n```\n\n- newController: Object - unit currently controlling the vehicle\n- oldController: Object - unit previously controlling the vehicle\n- vehicle: Object - the vehicle for which controls shifted\n- copilotEnabled: Boolean - true if copilot is enabled\n- controlsUnlocked: Boolean - true if controls are unlocked\n\n##### DisplayOpened (Arma 3 v2.22)\n\nExecutes when any display is opened.\n\n```sqf\naddMissionEventHandler [\"DisplayOpened\", {\n    params [\"_display\", \"_configClass\"];\n}];\n```\n\n- display: Display\n- configClass: Config\n\n##### Draw2D (Arma 3 v2.18)\n\nRuns after all UI has been drawn. Runs the EH code each frame in unscheduled environment. Client side EH only (presence of UI).\nWill stop executing when UI loses focus (<kbd>Alt</kbd> + <kbd>↹ Tab</kbd> for example). Usually used with drawIcon.\n\n```sqf\naddMissionEventHandler [\"Draw2D\", {\n    // no params\n}];\n```\n\n##### Draw3D (Arma 3 v0.50)\n\nRuns the EH code each frame in unscheduled environment. Client side EH only (presence of UI).\nWill stop executing when UI loses focus (<kbd>Alt</kbd> + <kbd>↹ Tab</kbd> for example). Usually used with drawIcon3D, drawLine3D.\n\n```sqf\naddMissionEventHandler [\"Draw3D\", {\n    // no params\n}];\n```\n\n##### Drowned (Arma 3 v2.14)\n\nRuns when a vehicle gets drowned (the vehicle is submerged below 'maxFord' for longer than 'waterResistance'). This will cause engine damage and for some vehicles that will render engine unusable until the vehicle/engine is fully repared. Some vehicles can drown but would still be recoverable as they wouldn't be destroyed. The event handler will also fire when vehicle is removed from water, in which case 'drowned' param will change to false. To check if the engine was damaged by water use waterDamaged command.\n\n```sqf\naddMissionEventHandler [\"Drowned\", {\n    params [\"_vehicle\", \"_drowned\"];\n}];\n```\n\n##### EachFrame (Arma 3 v1.58)\n\nExecutes assigned code each frame. Stackable version of onEachFrame.\n\n```sqf\naddMissionEventHandler [\"EachFrame\", {\n    // no params\n}];\n```\n\n##### Ended (Arma 3 v0.50)\n\nTriggered when mission ends, either using trigger of type \"End\", endMission command, BIS_fnc_endMission function or ENDMISSION cheat.\n\n```sqf\naddMissionEventHandler [\"Ended\", {\n    params [\"_endType\"];\n}];\n```\n\n- endType: String - mission end type. Used in Debriefing among other things\n\n##### MPEnded (Arma 3 v1.60)\n\nTriggered when the server switches off from \"playing\" state (mission ends, server closes, etc.) It's only for MP games, it is called on server and also on clients. It is not called on clients when client disconnects from server (and mission continues). This EH has no arguments passed to the code.\n\n```sqf\naddMissionEventHandler [\"MPEnded\", {\n    // no params\n}];\n```\n\nIf client code must be executed on disconnect, this code can be used instead:\n\n```sqf\n0 spawn\n{\n    waitUntil { !isNull findDisplay 46 };\n    findDisplay 46 displayAddEventHandler [\"Unload\",\n    {\n        // code here gets executed on the client at end of mission, whether due to player abort, loss of connection, or mission ended by server\n        // might not work on headless clients\n    }];\n};\n```\n\n##### EntityCreated (Arma 3 v2.10)\n\nTriggered when an entity is created.\n\n> [!NOTE]\n> Unlike most event handlers, the argument is entity Object and not an array containing the entity. However, it is recommended to use params to make sure the code remains compatible in case the event arguments are expanded in the future.\n\n> [!IMPORTANT]\n> This event is called before variable namespace is copied to **remote** respawning entity, keep this in mind so your setVariables are not overwritten in the next frame. EntityRespawned always fires after variable namespace is copied to new entity regardless of locality.\n\n```sqf\naddMissionEventHandler [\"EntityCreated\", {\n    params [\"_entity\"];\n}];\n```\n\n##### EntityDeleted (Arma 3 v2.18)\n\nTriggered when an entity is deleted. It only triggers for objects that support the \"Deleted\" event handler, such as vehicles, soldiers, animals, and houses. Simple objects for example are not supported.\n\n> [!NOTE]\n> Unlike most event handlers, the argument is entity Object and not an array containing the entity. However, it is recommended to use params to make sure the code remains compatible in case the event arguments are expanded in the future.\n\n```sqf\naddMissionEventHandler [\"EntityDeleted\", {\n    params [\"_entity\"];\n}];\n```\n\n##### EntityKilled (Arma 3 v1.56)\n\nTriggered when an entity is killed.\n\n```sqf\naddMissionEventHandler [\"EntityKilled\", {\n    params [\"_unit\", \"_killer\", \"_instigator\", \"_useEffects\"];\n}];\n```\n\n- unit: Object - entity that was killed\n- killer: Object - the killer (vehicle or person)\n- Arma 3 v1.66 instigator: Object - person who pulled the trigger\n- Arma 3 v1.68 useEffects: Boolean - same as *useEffects* in setDamage alt syntax\n\n---\n\nIt's worth noting that *instigator* param is objNull during road kill. To work around this issue try:\n\n```sqf\naddMissionEventHandler [\"EntityKilled\", {\n    params [\"_killed\", \"_killer\", \"_instigator\"];\n    if (isNull _instigator) then { _instigator = UAVControl vehicle _killer select 0 }; // UAV/UGV player operated road kill\n    if (isNull _instigator) then { _instigator = _killer }; // player driven vehicle road kill\n    hint format [\"Killed By %1\", name _instigator];\n}];\n```\n\n##### EntityRespawned (Arma 3 v1.56)\n\nTriggered when an entity is respawned.\n\n```sqf\naddMissionEventHandler [\"EntityRespawned\", {\n    params [\"_newEntity\", \"_oldEntity\"];\n}];\n```\n\n- newEntity: Object - respawned entity\n- oldEntity: Object - corpse/wreck\n\n##### ExtensionCallback (Arma 3 v1.96)\n\nTriggered when an extension calls provided function pointer with 3 params.\n\n```sqf\naddMissionEventHandler [\"ExtensionCallback\", {\n    params [\"_name\", \"_function\", \"_data\"];\n}];\n```\n\n- name: String - user provided param\n- function: String - user provided param\n- data: String - user provided param\n\n##### GroupCreated (Arma 3 v2.04)\n\nTriggered when a Group is created. Note that the group contains **no** units at that point!\n\n```sqf\naddMissionEventHandler [\"GroupCreated\", {\n    params [\"_group\"];\n}];\n```\n\n- group: Group - the created group\n\n##### GroupDeleted (Arma 3 v2.04)\n\nTriggered when a Group is manually or automatically deleted.\n\n```sqf\naddMissionEventHandler [\"GroupDeleted\", {\n    params [\"_group\"];\n}];\n```\n\n- group: Group - the deleted group\n\n##### GroupIconClick (Arma 3 v1.58)\n\nExecutes assigned code when user clicks on the HC group icon on the map. If groupIconSelectable is true, LMB clicking (firing) at the HC group icon on the HUD will also trigger the event. To set group icon selectable use setGroupIconsSelectable. Stackable version of onGroupIconClick.\n\n```sqf\naddMissionEventHandler [\"GroupIconClick\", {\n    params [\n        \"_is3D\", \"_group\", \"_waypointId\",\n        \"_mouseButton\", \"_posX\", \"_posY\",\n        \"_shift\", \"_control\", \"_alt\"\n    ];\n}];\n```\n\n- is3D: Boolean - true if HUD icon, false if main map icon\n- group: Group - group the icon belonds to\n- waypointId: Number - waypoint ID\n- mouseButton: Number - mouse button: 0 - Left Mouse Button, 1 - Right Mouse Button (only applicable to IconClick)\n- posX: Number - screen X of the mouse\n- posY: Number - screen Y of the mouse\n- shift: Boolean - true if <kbd>⇧ Shift</kbd> key was pressed\n- ctrl: Boolean - true if <kbd>Ctrl</kbd> key was pressed\n- alt: Boolean - true if <kbd>Alt</kbd> key was pressed\n\n##### GroupIconOverEnter (Arma 3 v1.58)\n\n**Continuously** executes assigned code when user hovers with pointer over the HC group icon, either on the HUD or the main map. groupIconSelectable must be set to true for this EH to work at all. To set group icon selectable use setGroupIconsSelectable. When EH fires over the HUD icon, X and Y coordinates will change depending on the position of the pointer in relation to the icon area. When over main map, the X and Y do not change and indicate icon center. Stackable version of onGroupIconOverEnter.\n\n```sqf\naddMissionEventHandler [\"GroupIconOverEnter\", {\n    params [\n        \"_is3D\", \"_group\", \"_waypointId\",\n        \"_posX\", \"_posY\",\n        \"_shift\", \"_control\", \"_alt\"\n    ];\n}];\n```\n\n- is3D: Boolean - true if HUD icon, false if main map icon\n- group: Group - group the icon belonds to\n- waypointId: Number - waypoint ID\n- posX: Number - screen X of the mouse\n- posY: Number - screen Y of the mouse\n- shift: Boolean - true if <kbd>⇧ Shift</kbd> key was pressed\n- ctrl: Boolean - true if <kbd>Ctrl</kbd> key was pressed\n- alt: Boolean - true if <kbd>Alt</kbd> key was pressed\n\n##### GroupIconOverLeave (Arma 3 v1.58)\n\nExecutes assigned code when user moves the pointer away from HC group icon it was over. Fires either for on the HUD icons or the main map HC icons. groupIconSelectable must be set to true for this EH to work at all. To set group icon selectable use setGroupIconsSelectable. Stackable version of onGroupIconOverLeave.\n\n```sqf\naddMissionEventHandler [\"GroupIconOverLeave\", {\n    params [\n        \"_is3D\", \"_group\", \"_waypointId\",\n        \"_posX\", \"_posY\",\n        \"_shift\", \"_control\", \"_alt\"\n    ];\n}];\n```\n\n- is3D: Boolean - true if HUD icon, false if main map icon\n- group: Group - group the icon belonds to\n- waypointId: Number - waypoint ID\n- posX: Number - screen X of the mouse\n- posY: Number - screen Y of the mouse (Y is always 0 when leaving HUD icon for some reason)\n- shift: Boolean - true if <kbd>⇧ Shift</kbd> key was pressed\n- ctrl: Boolean - true if <kbd>Ctrl</kbd> key was pressed\n- alt: Boolean - true if <kbd>Alt</kbd> key was pressed\n\n##### HandleAccTime (Arma 3 v1.90)\n\nFires when user changes time acceleration with +/- keys in SP or setAccTime command. If the code returns true the on-screen message confirming the change is not displayed. Doesn't fire if desired value is already set.\n\n```sqf\naddMissionEventHandler [\"HandleAccTime\", {\n    params [\"_currentTimeAcc\", \"_prevTimeAcc\", \"_messageSuppressed\"];\n}];\n```\n\n- currentTimeAcc: Number - current value\n- prevTimeAcc: Number - previous value\n- messageSuppressed: Boolean - true if on-screen message was suppressed\n\n##### HandleChatMessage (Arma 3 v2.00)\n\nFires when a message is received, before adding it to the chat feed. Fires clientside.\n\n> [!NOTE]\n> - On a dedicated server and headless client it fires only for global (channel 0) and system messages (channel 16).\n> - The HandleChatMessage EH can be used to disable/modify system messages like \"Player NAME connecting/is losing connection\".\n\n> [!IMPORTANT]\n> Does not trigger for any of the chat related script command such as systemChat, sideChat, or other chat commands.\n\nThe output message could be overridden:\n\n- Return true to block incoming chat message from being added to the chat feed.\n- Return String to replace the chat message content but not the sender name.\n- Return Array [from, text] to replace both the chat message content and the the sender's name.\n\n> [!IMPORTANT]\n> Only the last added HandleChatMessage EH with override will be used to override the message.\n\n> [!WARNING]\n> Do not put any of the chat related script command such as systemChat, sideChat, etc in this EH code as it would naturally cause recursion and the game will freeze.\n\n```sqf\naddMissionEventHandler [\"HandleChatMessage\", {\n    params [\"_channel\", \"_owner\", \"_from\", \"_text\", \"_person\", \"_name\", \"_strID\", \"_forcedDisplay\", \"_isPlayerMessage\", \"_sentenceType\", \"_chatMessageType\", \"_params\"];\n}];\n```\n\n- channel: Number - see radio channel indices (16 for system chat message for example)\n- owner: Number - owner id of the sender:\n  - in SP: 0\n  - in MP with no sender: clientOwner\n  - in MP with sender: sender's clientOwner, or if AI - creator id part of netId of the AI\n- from: String - sender's formatted name as appeared on the chat\n- text: String - the chat message\n- person: Object - sender's object\n- name: String - sender's name, could be different from `from`\n- strID: String - sender's network player ID (marker id):\n  - \"-1\": means not available\n  - \"0\": means isPlayer in SP\n  - \"1\": means AI in SP or MP\n  - >1: getPlayerID in MP\n- forcedDisplay: Boolean - if the message should be displayed when the chat list is disabled (when enableRadio is set to false radio protocol messages won't display)\n- isPlayerMessage: Boolean - if the message is addressed to player\n- sentenceType: Number - 0: Normal type, 1: Protocol type\n- chatMessageType: Number - 0: Generic type, 1: SimpleMove type, 2: KillConfirmation type\n- params: Array of Strings - sentence parameters, if any\n\n##### HandleDisconnect (Arma 3 v1.32 Server execution)\n\nTriggered right after a player disconnects from the game, more accurately when a player-controlled unit changes ownership due to the owning player being disconnected (disconnected player information is no available through e.g getUserInfo anymore).\nSimilar to the PlayerDisconnected event but contains the unit occupied by the player before their disconnection.\nMust be added on the server and triggers only on the server.\n\n> [!IMPORTANT]\n> A player disconnecting while not controlling a unit (not spawned, deleted unit, etc) does **not** trigger this event.\n\n```sqf\naddMissionEventHandler [\"HandleDisconnect\", {\n    params [\"_unit\", \"_id\", \"_uid\", \"_name\"];\n    true;\n}];\n```\n\n- unit: Object - unit formerly occupied by player\n- id: Number - same as _id in onPlayerDisconnected\n- uid: String - same as _uid in onPlayerDisconnected\n- name: String - same as _name in onPlayerDisconnected\n\n**Override**: if this EH code returns true, the unit, previously occupied by player, gets transferred to the server, becomes AI and continues to live, even with description.ext param `disabledAI = 1;`.\n\n##### HCGroupSelectionChanged (Arma 3 v1.58)\n\nExecutes assigned code when user selects available HC group (`F1, F2…`). Stackable version of onHCGroupSelectionChanged.\n\n```sqf\naddMissionEventHandler [\"HCGroupSelectionChanged\", {\n    params [\"_group\", \"_isSelected\"];\n}];\n```\n\n- group: Group - group selected (same as `_group` param)\n- isSelected: Boolean - true if selected (same as `_isSelected` param)\n\n##### Loaded (Arma 3 v0.50)\n\nTriggered when mission is loaded from save.\n\n> [!WARNING]\n> \"Loaded\" event handler should be added BEFORE the mission is loaded from save. Placing it in a function with preInit = 1; usually does the trick.\n\n```sqf\naddMissionEventHandler [\"Loaded\", {\n    params [\"_saveType\"];\n}];\n```\n\n- savingType: String - one of \"autosaveold\", \"autosave\", \"save\", \"save2\", \"save3\", \"save4\", \"save5\", \"save6\", \"continue\" or \"\".\n  - \"save\" - custom save, achieved by pressing SAVE button in the pause menu\n  - \"autosave\" - automatic checkpoint, saved using saveGame command\n  - \"continue\" - saved when leaving a mission to the main menu\n\n##### Map (Arma 3 v1.62)\n\nTriggered when map is opened or closed either by user action or script command openMap.\n\n```sqf\naddMissionEventHandler [\"Map\", {\n    params [\"_mapIsOpened\", \"_mapIsForced\"];\n}];\n```\n\n- mapIsOpened: Boolean - true if map is opened\n- mapIsForced: Boolean - true if map is forced\n\n##### MapSingleClick (Arma 3 v1.58)\n\nExecutes when the player clicks anywhere on the main map. Stackable version of onMapSingleClick with the limitation that it does not have the ability to override the click (e.g. to prevent the player from placing the custom waypoint with <kbd>⇧ Shift</kbd> + Left Mouse Button). Since the introduction of `_thisArgs` for addMissionEventHandler in Arma 3 v2.04, this EH also supports custom arguments (just like onMapSingleClick).\n\n```sqf\naddMissionEventHandler [\"MapSingleClick\", {\n    params [\"_units\", \"_pos\", \"_alt\", \"_shift\"];\n}];\n```\n\n- units: Array - leader selected units, same as groupSelectedUnits (same as onMapSingleClick's `_units` variable)\n- pos: Array - world Position3D of the click in format `[x, y, 0]` (same as onMapSingleClick's `_pos` variable)\n- alt: Boolean - true if <kbd>Alt</kbd> key was pressed (same as onMapSingleClick's `_alt` variable)\n- shift: Boolean - true if <kbd>⇧ Shift</kbd> key was pressed (same as onMapSingleClick's `_shift` variable)\n\n##### MarkerCreated (Arma 3 v2.02)\n\nExecutes when a marker is created either by a user or via script command.\n\n```sqf\naddMissionEventHandler [\"MarkerCreated\", {\n    params [\"_marker\", \"_channelNumber\", \"_owner\", \"_local\"];\n}];\n```\n\n- marker: String - the name of the created marker, can be used with the marker commands\n- channelNumber: Number - channel in which the marker was created\n- owner: Object - player that created the marker or objNull\n- Arma 3 v2.04 local: Boolean - true if the event originated locally, false if it came over the network\n\n##### MarkerDeleted (Arma 3 v2.02)\n\nExecutes immediately before a marker is deleted either by a user or via script command.\n\n```sqf\naddMissionEventHandler [\"MarkerDeleted\", {\n    params [\"_marker\", \"_local\", \"_deleter\"];\n}];\n```\n\n- marker: String - the name of the deleted marker\n- Arma 3 v2.04 local: Boolean - true if the event originated locally, false if it came over the network\n- Arma 3 v2.20 deleter: Object - the player/curator unit that deleted the marker\n\n##### MarkerUpdated (Arma 3 v2.02)\n\nExecutes when a marker is changed.\n\n> [!WARNING]\n> Changing the marker in the EH code will lead to an infinite loop and the game will crash!\n\n```sqf\naddMissionEventHandler [\"MarkerUpdated\", {\n    params [\"_marker\", \"_local\"];\n}];\n```\n\n- marker: String - the name of the marker\n- Arma 3 v2.04 local: Boolean - true if the event originated locally, false if it came over the network\n\n##### OnUserConnected (Arma 3 v2.06 Server execution)\n\nExecutes assigned code on user joining server.\n\n```sqf\naddMissionEventHandler [\"OnUserConnected\", {\n    params [\"_networkId\", \"_clientStateNumber\", \"_clientState\"];\n}];\n```\n\n- networkId: String - user network id (see getPlayerID, allUsers)\n- clientStateNumber: Number - client state number (see getClientStateNumber) - always 1\n- clientState: String - client state (see getClientState) - always \"CREATED\"\n\n##### OnUserDisconnected (Arma 3 v2.06 Server execution)\n\nExecutes assigned code on user leaving server.\n\n```sqf\naddMissionEventHandler [\"OnUserDisconnected\", {\n        params [\"_networkId\", \"_clientStateNumber\", \"_clientState\"];\n}];\n```\n\n- networkId: String - user network id (see getPlayerID, allUsers)\n- clientStateNumber: Number - client state number (see getClientStateNumber) - always 0\n- clientState: String - client state (see getClientState) - always \"NONE\"\n\n##### OnUserClientStateChanged (Arma 3 v2.06 Server execution)\n\nExecutes assigned code for every stage of user client state change.\n\n```sqf\naddMissionEventHandler [\"OnUserClientStateChanged\", {\n    params [\"_networkId\", \"_clientStateNumber\", \"_clientState\"];\n}];\n```\n\n- networkId: String - user network id (see getPlayerID, allUsers)\n- clientStateNumber: Number - client state number (see getClientStateNumber)\n- clientState: String - client state (see getClientState)\n\n##### OnUserAdminStateChanged (Arma 3 v2.06 Server execution)\n\nExecutes assigned code after user logs in, gets voted in or logs out as admin.\n\n```sqf\naddMissionEventHandler [\"OnUserAdminStateChanged\", {\n    params [\"_networkId\", \"_loggedIn\", \"_votedIn\"];\n}];\n```\n\n- networkId: String - user network id (see getPlayerID, allUsers)\n- loggedIn: Boolean - true if user logged in or got voted in as admin, false if logged out (see admin)\n- votedIn: Boolean - true if user got voted in as admin, false otherwise (see admin)\n\n##### OnUserSelectedPlayer (Arma 3 v2.06 Server execution)\n\nExecutes assigned code after player object is selected for user to take over control, the ownership information is broadcast and request to sync is made but the object is still owned by previous owner for a short time.\n\n```sqf\naddMissionEventHandler [\"OnUserSelectedPlayer\", {\n        params [\"_networkId\", \"_playerObject\", \"_attempts\"];\n}];\n```\n\n- networkId: String - user network id (see getPlayerID, allUsers)\n- playerObject: Object - player object to be controlled by the user (see player, selectPlayer)\n- Arma 3 v2.18 attempts: Number - how many times server was trying to obtain non-null playerObject. Current threshold after which the event will fire anyway is 50.\n\n> [!IMPORTANT]\n> This is the earliest the player object is known when player joins the server, but it is not local to the user yet, so there is a wait time depending on network connection. When player respawns, the unit created on the client and so it might take a while before server has valid player object. From Arma 3 v2.18 the server will pospone this event until the object is not null, or until it tried 50 times, whichever is earlier. The best approach to handle this matter and get notified about completion of the transfer of the ownership is to use \"Local\" entity event handler, like so:\n>\n> ```sqf\n> addMissionEventHandler [\"OnUserSelectedPlayer\", {\n>     params [\"_networkId\", \"_playerObject\", \"_attempts\"];\n>     _playerObject addEventHandler [\"Local\",\n>     {\n>         params [\"_player\"];\n>         _player removeEventHandler [\"Local\", _thisEventHandler];\n>         // code to handle _player\n>     }];\n> }];\n> ```\n>\n> Note that the player object would change locality again if the user goes to lobby.\n\n##### OnUserKicked (Arma 3 v2.06 Server execution)\n\nExecutes assigned code after after a user has been kicked from the server providing kick reason. The possible values for 'kickTypeNumber' and 'kickType' are:\n0 : `\"TIMEOUT\"`, 1 : `\"DISCONNECTED\"`, 2 : `\"KICKED\"`, 3 : `\"BANNED\"`, 4 : `\"MISSING ADDON\"`, 5 : `\"BAD CD KEY\"`, 6 : `\"CD KEY IN USE\"`, 7 : `\"SESSION LOCKED\"`, 8 : `\"BATTLEYE\"`, 9 : `\"STEAM CHECK\"`, 10 : `\"DLC CONTENT\"`, 11 : `\"GS TIMEOUT\"`, 12 : `\"SCRIPT\"`, 13 : `\"OTHER\"`\n\n```sqf\naddMissionEventHandler [\"OnUserKicked\", {\n    params [\"_networkId\", \"_kickTypeNumber\", \"_kickType\", \"_kickReason\", \"_kickMessageIncReason\"];\n}];\n```\n\n- networkId: String - user network id (see getPlayerID, allUsers)\n- kickTypeNumber: Number - kick type number (see above)\n- kickType: String - kick type (see above)\n- kickReason: String - reason given for the kick by the admin or by other means\n- kickMessageIncReason: String - formatted engine message including the given reason\n\n##### ParachuteLanded (Arma 3 v2.24)\n\nExecutes assigned code when steerable or non-steerable parachute lands.\n\n```sqf\naddMissionEventHandler [\"ParachuteLanded\", {\n    params [\"_parachute\", \"_driver\", \"_attachedObjects\", \"_onwater\"];\n}];\n```\n\n- parachute: Object - The parachute object\n- driver: Object - Person that was in parachute driver seat or objNull\n- attachedObjects: Array of Objects - Objects that were attached to the parachute or []\n- onwater: Boolean - true if water landing\n\n##### PlayerConnected (Arma 3 v1.58 Server execution)\n\nExecutes assigned code when client joins the mission in MP. Stackable version of onPlayerConnected.\n\n```sqf\naddMissionEventHandler [\"PlayerConnected\", {\n    params [\"_id\", \"_uid\", \"_name\", \"_jip\", \"_owner\", \"_idStr\"];\n}];\n```\n\n- id: Number - unique DirectPlay ID (very large number). It is also the same id used for user placed markers\n- uid: String - getPlayerUID of the joining client. The same as Steam ID\n- name: String - profileName of the joining client\n- jip: Boolean - didJIP of the joining client\n- owner: Number - owner id of the joining client\n- idStr: String - same as `_id` but in string format, so it can be exactly compared to user marker ids\n\n> [!NOTE]\n> **0** and **1** are special values:\n>\n> - **0** means **everyone** (including the server)\n> - **1** means **current machine** but **is not implemented** and should **not** be used.\n\nIf a dedicated server was started without '-autoInit' option and this EH was created on server, on first GUI client this EH also fires against server, but after first client.\nIn mission's `initServer.sqf`:\n\n```sqf\naddMissionEventHandler [\"PlayerConnected\", {\n    diag_log \"Client connected\";\n    diag_log _this;\n}];\n```\n\nIn RPT:\n\n```\n2016/12/16, 15:39:09 \"Client connected\"\n2016/12/16, 15:39:09 [1.51343e+009,\"7xxxxxxxxxxxxxxx1\",\"longbow\",false,3,\"1513430065\"]\n2016/12/16, 15:39:34  Mission id: 5071d20b183e9580d0ee4f95f413ca18681d6165\n2016/12/16, 15:39:34 \"Client connected\"\n2016/12/16, 15:39:34 [2,\"\",\"__SERVER__\",false,2,\"2\"]\n```\n\nThat happens only for GUI clients, if HC client connects first, EH does not fire for server.\nIf dedicated server was started with -autoInit option, this EH does not fire against server, only for future clients, and all further clients appear to be JIP'ed.\nInteresting moment for headless clients, for headless clients instead of getPlayerUID, handler gets string like \"HC12160\", where '12160' is headless client process ID (matches HC's PID observed in windows task manager)\n\n##### PlayerDisconnected (Arma 3 v1.58 Server execution)\n\nExecutes assigned code when client leaves the mission in MP. Stackable version of onPlayerDisconnected.\n\n```sqf\naddMissionEventHandler [\"PlayerDisconnected\", {\n    params [\"_id\", \"_uid\", \"_name\", \"_jip\", \"_owner\", \"_idstr\"];\n}];\n```\n\n- id: Number - unique DirectPlay ID (very large number). It is also the same id used for user placed markers (same as `_id` param)\n- uid: String - getPlayerUID of the leaving client. The same as Steam ID (same as `_uid` param)\n- name: String - profileName of the leaving client (same as `_name` param)\n- jip: Boolean - didJIP of the leaving client (same as `_jip` param)\n- owner: Number - owner id of the leaving client (same as `_owner` param)\n- idstr: String - same as id but in string format, so could be exactly compared to user marker ids\n\n##### PlayerViewChanged (Arma 3 v1.66)\n\nFired on player view change. Player view changes when player is changing body due to teamSwitch, gets in out of a vehicle or operates UAV for example.\n\n```sqf\naddMissionEventHandler [\"PlayerViewChanged\", {\n    params [\n        \"_oldUnit\", \"_newUnit\", \"_vehicleIn\",\n        \"_oldCameraOn\", \"_newCameraOn\", \"_uav\"\n    ];\n}];\n```\n\n- oldUnit: Object - player body before EH fired\n- newUnit: Object - player body after EH fired\n- vehicleIn: Object - vehicle player is in (objNull if not in vehicle)\n- oldCameraOn: Object - cameraOn before EH fired\n- newCameraOn: Object - cameraOn after EH fired\n- uav: Object - UAV reference if player is operating one (objNull if not operating UAV)\n\n##### PreloadStarted (Arma 3 v1.58)\n\nExecutes assigned code before the mission preload screen. Stackable version of onPreloadStarted.\n\n> [!IMPORTANT]\n> This event handler also fires on client after user closes the main map.\n\n```sqf\naddMissionEventHandler [\"PreloadStarted\", {\n    // no params\n}];\n```\n\n##### PreloadFinished (Arma 3 v1.58)\n\nExecutes assigned code after the mission preload screen. Stackable version of onPreloadFinished.\n\n> [!IMPORTANT]\n> This event handler also fires on client after user closes the main map.\n\n```sqf\naddMissionEventHandler [\"PreloadFinished\", {\n    // no params\n}];\n```\n\n##### ProjectileCreated (Arma 3 v2.10)\n\nTriggered when a projectile is created.\n\n```sqf\naddMissionEventHandler [\"ProjectileCreated\", {\n    params [\"_projectile\"];\n}];\n```\n\n##### SaveGame (Arma 3 v2.18)\n\nTriggered just BEFORE the game saving process started but isSaving is already set to true. To know when the saving is finished check when isSaving returns false.\n\n```sqf\naddMissionEventHandler [\"SaveGame\", {\n    params [\"_saveType\"];\n}];\n```\n\n- saveType: String - one of \"autosaveold\", \"autosave\", \"save\", \"save2\", \"save3\", \"save4\", \"save5\", \"save6\", \"continue\" or \"\".\n\n##### ScriptError (Arma 3 v2.14)\n\nTriggered when a script error occurs. See also the `-showScriptErrors` startup parameter.\n\n> [!NOTE]\n> Event Handlers have a recursion check. Most of them have a level limit set to **1**;\n> **ScriptError** has it set to **2** - meaning that an error occuring inside the Event Handler will trigger once more the EH, but no more than two times total.\n\n```sqf\naddMissionEventHandler [\"ScriptError\", {\n    params [\"_errorText\", \"_sourceFile\", \"_lineNumber\", \"_errorPos\", \"_content\", \"_stackTraceOutput\"];\n}];\n```\n\n- errorText: String - e.g. \"Zero Divisor\"\n- sourceFile: String - empty string if spawned Code\n- lineNumber: Number - script's line number\n- errorPos: Number - script's error byte position in the script *content*\n- content: String - the whole script's Code as String\n- stackTraceOutput: Array - see diag_stacktrace output\n\n##### ScriptSpawned (Arma 3 v2.22)\n\nExecutes when any script is spawned.\n\n```sqf\naddMissionEventHandler [\"ScriptSpawned\", {\n    params [\"_data\"];\n}];\n```\n\n- _data: Array with [fileName, content, hash, parentFileName, parentLine, parentScript]\n  - fileName: String - file name of the spawned script, empty when not available\n  - content: String - content of the spawned script\n  - hash: String - hash value of the Script Handle\n  - parentFileName String - file name of the parent script, empty when not available\n  - parentLine: Number - line number of the parent script\n  - parentScript: String - content of the parent script\n\n##### SelectedActionPerformed\n\nRTM helicopter user action event\n\n```sqf\naddMissionEventHandler [\"SelectedActionPerformed\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Limited or non-existent functionality\n\n##### SelectedActionChanged\n\nRTM helicopter user action event\n\n```sqf\naddMissionEventHandler [\"SelectedActionChanged\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Limited or non-existent functionality\n\n##### SelectedRotorLibActionPerformed\n\nRTM helicopter user action event\n\n```sqf\naddMissionEventHandler [\"SelectedRotorLibActionPerformed\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Works only for key press combination `RightCtrl` + `W`, which is the binding for helicopter wheels brakes. It fires with or without Advanced Flight Model enabled. The enum number returned is 4 and 5, probably because the enum is structured like this:\n>\n> 0: HelicopterAutoTrimOn\n> 1: HelicopterAutoTrimOff\n> 2: HelicopterTrimOn\n> 3: HelicopterTrimOff\n> 4: WheelsBrakeOn\n>\n> 5: WheelsBrakeOff\n\n##### SelectedRotorLibActionChanged\n\nRTM helicopter user action event\n\n```sqf\naddMissionEventHandler [\"SelectedRotorLibActionChanged\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Limited or non-existent functionality\n\n##### Service (Arma 3 v2.12)\n\nExecutes assigned code when a serviced vehicle gets rearmed, repaired or refueled. The code executes with interval while the serviced vehicle receives service. If the code returns true the default on-screen service message is not shown.\n\n```sqf\naddMissionEventHandler [\"Service\", {\n    params [\"_serviceVehicle\", \"_servicedVehicle\", \"_serviceType\", \"_needsService\", \"_autoSupply\"];\n}];\n```\n\n- serviceVehicle: Object - service vehicle\n- servicedVehicle: Object - vehicle receiving service\n- serviceType: Number - 0 - MINOR REPAIR, 1 - REPAIR, 2 - REFUEL, 3 - REARM\n- needsService: Number - how much serviced vehicle needsSevice, 0..1 where 0 - no need, 1 - need a lot\n- autoSupply: Boolean - true if supply started by proximity, false if supply started due to user action\n\n##### TeamSwitch (Arma 3 v1.58)\n\nExecutes assigned code when player teamswitches. Stackable version of onTeamSwitch.\n\n```sqf\naddMissionEventHandler [\"TeamSwitch\", {\n    params [\"_previousUnit\", \"_newUnit\"];\n}];\n```\n\n- previousUnit: Object - switching from unit (same as `_from` param)\n- newUnit: Object - switching to unit (same as `_to` param)\n\n##### UAVCrewCreated (Arma 3 v2.14)\n\nFires when UAV or UGV is assembled from Backpack after the AI crew is created\n\n```sqf\naddMissionEventHandler [\"UAVCrewCreated\", {\n    params [\"_uav\", \"_driver\", \"_gunner\"];\n}];\n```\n\n- uav: Object - the assembled weapon\n- driver: Object - AI driver\n- gunner: Object - AI gunner","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v0.50 Local effect\n\nMission event handlers are specific EHs that are anchored to the running mission and automatically removed when mission is over.\nThese events fire only on the machine where they have been added.\nFor all other available EHs see the Event Handlers main page.\n\n> [!NOTE]\n> **OnUser...** mission event handlers used in combination with getUserInfo provide a way to track server users from the very early stage of joining a server to the very last stage of leaving the server. All these event handlers are designed to be used server side and return unique user network id in String format as the first param. These ids could also be obtained via getPlayerID and allUsers script commands. There may be other params specific to each event. See:\n>\n> - OnUserConnected\n> - OnUserDisconnected\n> - OnUserClientStateChanged\n> - OnUserAdminStateChanged\n> - OnUserSelectedPlayer\n> - OnUserKicked"},{"heading":"Related Commands","level":3,"markdown":"- addMissionEventHandler\n- removeMissionEventHandler\n- removeAllMissionEventHandlers"},{"heading":"Events","level":3,"markdown":""},{"heading":"ActionTargetChanged (Arma 3 v2.22)","level":5,"markdown":"Executes when action target object changes under cursor. This event handler fires before user actions are processed and added to the player.\n\n```sqf\naddMissionEventHandler [\"ActionTargetChanged\", {\n    params [\"_newActionTarget\", \"_oldActionTarget\"];\n}];\n```\n\n- newActionTarget: Object\n- oldActionTarget: Object"},{"heading":"ArtilleryShellFired (Arma 3 v2.18)","level":5,"markdown":"Global Mission Event Handler. Executes each time a vehicle classified as artillery (has an artillery computer) fires a shell.\n\n```sqf\naddMissionEventHandler [\"ArtilleryShellFired\", {\n    params [\"_vehicle\", \"_weapon\", \"_ammo\", \"_gunner\", \"_instigator\", \"_artilleryTarget\", \"_targetPosition\", \"_shell\"];\n}];\n```\n\n- vehicle: Object - artillery vehicle firing the shell\n- weapon: String - weapon name\n- ammo: String - ammo name\n- gunner: Object - gunner\n- instigator: Object - instigator\n- artilleryTarget: Object - artillery target object\n- targetPosition: Position - ground position the shell is aimed at\n- shell: Object - the projectile"},{"heading":"BuildingChanged (Arma 3 v1.68)","level":5,"markdown":"Fired each time a building model changes, for example due to stages of destruction.\n\n```sqf\naddMissionEventHandler [\"BuildingChanged\", {\n    params [\"_from\", \"_to\", \"_isRuin\"];\n}];\n```\n\n- from: Object - building it changes from\n- to: Object - building it changes to\n- isRuin: Boolean - true if changes to ruins"},{"heading":"CommandModeChanged (Arma 3 v1.58)","level":5,"markdown":"Executes assigned code when user switches to/from High Command mode (<kbd>⇧ Shift</kbd> + <kbd>Space</kbd>). Stackable version of onCommandModeChanged.\n\n```sqf\naddMissionEventHandler [\"CommandModeChanged\", {\n    params [\"_isHighCommand\", \"_isForced\"];\n}];\n```\n\n- isHighCommand: Boolean - same as `_isHighCommand` param\n- isForced: Boolean - true if command mode was forced"},{"heading":"ControlsShifted (Arma 3 v1.00)","level":5,"markdown":"Triggers when control of a vehicle is shifted (pilot->co-pilot, co-pilot->pilot), usually when user performs an action such as TakeVehicleControl, SuspendVehicleControl, UnlockVehicleControl, LockVehicleControl, or when enableCopilot command is used. This event handler will always fire on the PC where action is triggered as well as where the vehicle is local at the time. When control of the vehicle is shifted, the locality of the vehicle changes to the locality of the new controller. Since Arma 3 v1.96 this EH is extended with additional params.\n\n```sqf\naddMissionEventHandler [\"ControlsShifted\", {\n    params [\"_newController\", \"_oldController\", \"_vehicle\", \"_copilotEnabled\", \"_controlsUnlocked\"];\n}];\n```\n\n- newController: Object - unit currently controlling the vehicle\n- oldController: Object - unit previously controlling the vehicle\n- vehicle: Object - the vehicle for which controls shifted\n- copilotEnabled: Boolean - true if copilot is enabled\n- controlsUnlocked: Boolean - true if controls are unlocked"},{"heading":"DisplayOpened (Arma 3 v2.22)","level":5,"markdown":"Executes when any display is opened.\n\n```sqf\naddMissionEventHandler [\"DisplayOpened\", {\n    params [\"_display\", \"_configClass\"];\n}];\n```\n\n- display: Display\n- configClass: Config"},{"heading":"Draw2D (Arma 3 v2.18)","level":5,"markdown":"Runs after all UI has been drawn. Runs the EH code each frame in unscheduled environment. Client side EH only (presence of UI).\nWill stop executing when UI loses focus (<kbd>Alt</kbd> + <kbd>↹ Tab</kbd> for example). Usually used with drawIcon.\n\n```sqf\naddMissionEventHandler [\"Draw2D\", {\n    // no params\n}];\n```"},{"heading":"Draw3D (Arma 3 v0.50)","level":5,"markdown":"Runs the EH code each frame in unscheduled environment. Client side EH only (presence of UI).\nWill stop executing when UI loses focus (<kbd>Alt</kbd> + <kbd>↹ Tab</kbd> for example). Usually used with drawIcon3D, drawLine3D.\n\n```sqf\naddMissionEventHandler [\"Draw3D\", {\n    // no params\n}];\n```"},{"heading":"Drowned (Arma 3 v2.14)","level":5,"markdown":"Runs when a vehicle gets drowned (the vehicle is submerged below 'maxFord' for longer than 'waterResistance'). This will cause engine damage and for some vehicles that will render engine unusable until the vehicle/engine is fully repared. Some vehicles can drown but would still be recoverable as they wouldn't be destroyed. The event handler will also fire when vehicle is removed from water, in which case 'drowned' param will change to false. To check if the engine was damaged by water use waterDamaged command.\n\n```sqf\naddMissionEventHandler [\"Drowned\", {\n    params [\"_vehicle\", \"_drowned\"];\n}];\n```"},{"heading":"EachFrame (Arma 3 v1.58)","level":5,"markdown":"Executes assigned code each frame. Stackable version of onEachFrame.\n\n```sqf\naddMissionEventHandler [\"EachFrame\", {\n    // no params\n}];\n```"},{"heading":"Ended (Arma 3 v0.50)","level":5,"markdown":"Triggered when mission ends, either using trigger of type \"End\", endMission command, BIS_fnc_endMission function or ENDMISSION cheat.\n\n```sqf\naddMissionEventHandler [\"Ended\", {\n    params [\"_endType\"];\n}];\n```\n\n- endType: String - mission end type. Used in Debriefing among other things"},{"heading":"MPEnded (Arma 3 v1.60)","level":5,"markdown":"Triggered when the server switches off from \"playing\" state (mission ends, server closes, etc.) It's only for MP games, it is called on server and also on clients. It is not called on clients when client disconnects from server (and mission continues). This EH has no arguments passed to the code.\n\n```sqf\naddMissionEventHandler [\"MPEnded\", {\n    // no params\n}];\n```\n\nIf client code must be executed on disconnect, this code can be used instead:\n\n```sqf\n0 spawn\n{\n    waitUntil { !isNull findDisplay 46 };\n    findDisplay 46 displayAddEventHandler [\"Unload\",\n    {\n        // code here gets executed on the client at end of mission, whether due to player abort, loss of connection, or mission ended by server\n        // might not work on headless clients\n    }];\n};\n```"},{"heading":"EntityCreated (Arma 3 v2.10)","level":5,"markdown":"Triggered when an entity is created.\n\n> [!NOTE]\n> Unlike most event handlers, the argument is entity Object and not an array containing the entity. However, it is recommended to use params to make sure the code remains compatible in case the event arguments are expanded in the future.\n\n> [!IMPORTANT]\n> This event is called before variable namespace is copied to **remote** respawning entity, keep this in mind so your setVariables are not overwritten in the next frame. EntityRespawned always fires after variable namespace is copied to new entity regardless of locality.\n\n```sqf\naddMissionEventHandler [\"EntityCreated\", {\n    params [\"_entity\"];\n}];\n```"},{"heading":"EntityDeleted (Arma 3 v2.18)","level":5,"markdown":"Triggered when an entity is deleted. It only triggers for objects that support the \"Deleted\" event handler, such as vehicles, soldiers, animals, and houses. Simple objects for example are not supported.\n\n> [!NOTE]\n> Unlike most event handlers, the argument is entity Object and not an array containing the entity. However, it is recommended to use params to make sure the code remains compatible in case the event arguments are expanded in the future.\n\n```sqf\naddMissionEventHandler [\"EntityDeleted\", {\n    params [\"_entity\"];\n}];\n```"},{"heading":"EntityKilled (Arma 3 v1.56)","level":5,"markdown":"Triggered when an entity is killed.\n\n```sqf\naddMissionEventHandler [\"EntityKilled\", {\n    params [\"_unit\", \"_killer\", \"_instigator\", \"_useEffects\"];\n}];\n```\n\n- unit: Object - entity that was killed\n- killer: Object - the killer (vehicle or person)\n- Arma 3 v1.66 instigator: Object - person who pulled the trigger\n- Arma 3 v1.68 useEffects: Boolean - same as *useEffects* in setDamage alt syntax\n\n---\n\nIt's worth noting that *instigator* param is objNull during road kill. To work around this issue try:\n\n```sqf\naddMissionEventHandler [\"EntityKilled\", {\n    params [\"_killed\", \"_killer\", \"_instigator\"];\n    if (isNull _instigator) then { _instigator = UAVControl vehicle _killer select 0 }; // UAV/UGV player operated road kill\n    if (isNull _instigator) then { _instigator = _killer }; // player driven vehicle road kill\n    hint format [\"Killed By %1\", name _instigator];\n}];\n```"},{"heading":"EntityRespawned (Arma 3 v1.56)","level":5,"markdown":"Triggered when an entity is respawned.\n\n```sqf\naddMissionEventHandler [\"EntityRespawned\", {\n    params [\"_newEntity\", \"_oldEntity\"];\n}];\n```\n\n- newEntity: Object - respawned entity\n- oldEntity: Object - corpse/wreck"},{"heading":"ExtensionCallback (Arma 3 v1.96)","level":5,"markdown":"Triggered when an extension calls provided function pointer with 3 params.\n\n```sqf\naddMissionEventHandler [\"ExtensionCallback\", {\n    params [\"_name\", \"_function\", \"_data\"];\n}];\n```\n\n- name: String - user provided param\n- function: String - user provided param\n- data: String - user provided param"},{"heading":"GroupCreated (Arma 3 v2.04)","level":5,"markdown":"Triggered when a Group is created. Note that the group contains **no** units at that point!\n\n```sqf\naddMissionEventHandler [\"GroupCreated\", {\n    params [\"_group\"];\n}];\n```\n\n- group: Group - the created group"},{"heading":"GroupDeleted (Arma 3 v2.04)","level":5,"markdown":"Triggered when a Group is manually or automatically deleted.\n\n```sqf\naddMissionEventHandler [\"GroupDeleted\", {\n    params [\"_group\"];\n}];\n```\n\n- group: Group - the deleted group"},{"heading":"GroupIconClick (Arma 3 v1.58)","level":5,"markdown":"Executes assigned code when user clicks on the HC group icon on the map. If groupIconSelectable is true, LMB clicking (firing) at the HC group icon on the HUD will also trigger the event. To set group icon selectable use setGroupIconsSelectable. Stackable version of onGroupIconClick.\n\n```sqf\naddMissionEventHandler [\"GroupIconClick\", {\n    params [\n        \"_is3D\", \"_group\", \"_waypointId\",\n        \"_mouseButton\", \"_posX\", \"_posY\",\n        \"_shift\", \"_control\", \"_alt\"\n    ];\n}];\n```\n\n- is3D: Boolean - true if HUD icon, false if main map icon\n- group: Group - group the icon belonds to\n- waypointId: Number - waypoint ID\n- mouseButton: Number - mouse button: 0 - Left Mouse Button, 1 - Right Mouse Button (only applicable to IconClick)\n- posX: Number - screen X of the mouse\n- posY: Number - screen Y of the mouse\n- shift: Boolean - true if <kbd>⇧ Shift</kbd> key was pressed\n- ctrl: Boolean - true if <kbd>Ctrl</kbd> key was pressed\n- alt: Boolean - true if <kbd>Alt</kbd> key was pressed"},{"heading":"GroupIconOverEnter (Arma 3 v1.58)","level":5,"markdown":"**Continuously** executes assigned code when user hovers with pointer over the HC group icon, either on the HUD or the main map. groupIconSelectable must be set to true for this EH to work at all. To set group icon selectable use setGroupIconsSelectable. When EH fires over the HUD icon, X and Y coordinates will change depending on the position of the pointer in relation to the icon area. When over main map, the X and Y do not change and indicate icon center. Stackable version of onGroupIconOverEnter.\n\n```sqf\naddMissionEventHandler [\"GroupIconOverEnter\", {\n    params [\n        \"_is3D\", \"_group\", \"_waypointId\",\n        \"_posX\", \"_posY\",\n        \"_shift\", \"_control\", \"_alt\"\n    ];\n}];\n```\n\n- is3D: Boolean - true if HUD icon, false if main map icon\n- group: Group - group the icon belonds to\n- waypointId: Number - waypoint ID\n- posX: Number - screen X of the mouse\n- posY: Number - screen Y of the mouse\n- shift: Boolean - true if <kbd>⇧ Shift</kbd> key was pressed\n- ctrl: Boolean - true if <kbd>Ctrl</kbd> key was pressed\n- alt: Boolean - true if <kbd>Alt</kbd> key was pressed"},{"heading":"GroupIconOverLeave (Arma 3 v1.58)","level":5,"markdown":"Executes assigned code when user moves the pointer away from HC group icon it was over. Fires either for on the HUD icons or the main map HC icons. groupIconSelectable must be set to true for this EH to work at all. To set group icon selectable use setGroupIconsSelectable. Stackable version of onGroupIconOverLeave.\n\n```sqf\naddMissionEventHandler [\"GroupIconOverLeave\", {\n    params [\n        \"_is3D\", \"_group\", \"_waypointId\",\n        \"_posX\", \"_posY\",\n        \"_shift\", \"_control\", \"_alt\"\n    ];\n}];\n```\n\n- is3D: Boolean - true if HUD icon, false if main map icon\n- group: Group - group the icon belonds to\n- waypointId: Number - waypoint ID\n- posX: Number - screen X of the mouse\n- posY: Number - screen Y of the mouse (Y is always 0 when leaving HUD icon for some reason)\n- shift: Boolean - true if <kbd>⇧ Shift</kbd> key was pressed\n- ctrl: Boolean - true if <kbd>Ctrl</kbd> key was pressed\n- alt: Boolean - true if <kbd>Alt</kbd> key was pressed"},{"heading":"HandleAccTime (Arma 3 v1.90)","level":5,"markdown":"Fires when user changes time acceleration with +/- keys in SP or setAccTime command. If the code returns true the on-screen message confirming the change is not displayed. Doesn't fire if desired value is already set.\n\n```sqf\naddMissionEventHandler [\"HandleAccTime\", {\n    params [\"_currentTimeAcc\", \"_prevTimeAcc\", \"_messageSuppressed\"];\n}];\n```\n\n- currentTimeAcc: Number - current value\n- prevTimeAcc: Number - previous value\n- messageSuppressed: Boolean - true if on-screen message was suppressed"},{"heading":"HandleChatMessage (Arma 3 v2.00)","level":5,"markdown":"Fires when a message is received, before adding it to the chat feed. Fires clientside.\n\n> [!NOTE]\n> - On a dedicated server and headless client it fires only for global (channel 0) and system messages (channel 16).\n> - The HandleChatMessage EH can be used to disable/modify system messages like \"Player NAME connecting/is losing connection\".\n\n> [!IMPORTANT]\n> Does not trigger for any of the chat related script command such as systemChat, sideChat, or other chat commands.\n\nThe output message could be overridden:\n\n- Return true to block incoming chat message from being added to the chat feed.\n- Return String to replace the chat message content but not the sender name.\n- Return Array [from, text] to replace both the chat message content and the the sender's name.\n\n> [!IMPORTANT]\n> Only the last added HandleChatMessage EH with override will be used to override the message.\n\n> [!WARNING]\n> Do not put any of the chat related script command such as systemChat, sideChat, etc in this EH code as it would naturally cause recursion and the game will freeze.\n\n```sqf\naddMissionEventHandler [\"HandleChatMessage\", {\n    params [\"_channel\", \"_owner\", \"_from\", \"_text\", \"_person\", \"_name\", \"_strID\", \"_forcedDisplay\", \"_isPlayerMessage\", \"_sentenceType\", \"_chatMessageType\", \"_params\"];\n}];\n```\n\n- channel: Number - see radio channel indices (16 for system chat message for example)\n- owner: Number - owner id of the sender:\n  - in SP: 0\n  - in MP with no sender: clientOwner\n  - in MP with sender: sender's clientOwner, or if AI - creator id part of netId of the AI\n- from: String - sender's formatted name as appeared on the chat\n- text: String - the chat message\n- person: Object - sender's object\n- name: String - sender's name, could be different from `from`\n- strID: String - sender's network player ID (marker id):\n  - \"-1\": means not available\n  - \"0\": means isPlayer in SP\n  - \"1\": means AI in SP or MP\n  - >1: getPlayerID in MP\n- forcedDisplay: Boolean - if the message should be displayed when the chat list is disabled (when enableRadio is set to false radio protocol messages won't display)\n- isPlayerMessage: Boolean - if the message is addressed to player\n- sentenceType: Number - 0: Normal type, 1: Protocol type\n- chatMessageType: Number - 0: Generic type, 1: SimpleMove type, 2: KillConfirmation type\n- params: Array of Strings - sentence parameters, if any"},{"heading":"HandleDisconnect (Arma 3 v1.32 Server execution)","level":5,"markdown":"Triggered right after a player disconnects from the game, more accurately when a player-controlled unit changes ownership due to the owning player being disconnected (disconnected player information is no available through e.g getUserInfo anymore).\nSimilar to the PlayerDisconnected event but contains the unit occupied by the player before their disconnection.\nMust be added on the server and triggers only on the server.\n\n> [!IMPORTANT]\n> A player disconnecting while not controlling a unit (not spawned, deleted unit, etc) does **not** trigger this event.\n\n```sqf\naddMissionEventHandler [\"HandleDisconnect\", {\n    params [\"_unit\", \"_id\", \"_uid\", \"_name\"];\n    true;\n}];\n```\n\n- unit: Object - unit formerly occupied by player\n- id: Number - same as _id in onPlayerDisconnected\n- uid: String - same as _uid in onPlayerDisconnected\n- name: String - same as _name in onPlayerDisconnected\n\n**Override**: if this EH code returns true, the unit, previously occupied by player, gets transferred to the server, becomes AI and continues to live, even with description.ext param `disabledAI = 1;`."},{"heading":"HCGroupSelectionChanged (Arma 3 v1.58)","level":5,"markdown":"Executes assigned code when user selects available HC group (`F1, F2…`). Stackable version of onHCGroupSelectionChanged.\n\n```sqf\naddMissionEventHandler [\"HCGroupSelectionChanged\", {\n    params [\"_group\", \"_isSelected\"];\n}];\n```\n\n- group: Group - group selected (same as `_group` param)\n- isSelected: Boolean - true if selected (same as `_isSelected` param)"},{"heading":"Loaded (Arma 3 v0.50)","level":5,"markdown":"Triggered when mission is loaded from save.\n\n> [!WARNING]\n> \"Loaded\" event handler should be added BEFORE the mission is loaded from save. Placing it in a function with preInit = 1; usually does the trick.\n\n```sqf\naddMissionEventHandler [\"Loaded\", {\n    params [\"_saveType\"];\n}];\n```\n\n- savingType: String - one of \"autosaveold\", \"autosave\", \"save\", \"save2\", \"save3\", \"save4\", \"save5\", \"save6\", \"continue\" or \"\".\n  - \"save\" - custom save, achieved by pressing SAVE button in the pause menu\n  - \"autosave\" - automatic checkpoint, saved using saveGame command\n  - \"continue\" - saved when leaving a mission to the main menu"},{"heading":"Map (Arma 3 v1.62)","level":5,"markdown":"Triggered when map is opened or closed either by user action or script command openMap.\n\n```sqf\naddMissionEventHandler [\"Map\", {\n    params [\"_mapIsOpened\", \"_mapIsForced\"];\n}];\n```\n\n- mapIsOpened: Boolean - true if map is opened\n- mapIsForced: Boolean - true if map is forced"},{"heading":"MapSingleClick (Arma 3 v1.58)","level":5,"markdown":"Executes when the player clicks anywhere on the main map. Stackable version of onMapSingleClick with the limitation that it does not have the ability to override the click (e.g. to prevent the player from placing the custom waypoint with <kbd>⇧ Shift</kbd> + Left Mouse Button). Since the introduction of `_thisArgs` for addMissionEventHandler in Arma 3 v2.04, this EH also supports custom arguments (just like onMapSingleClick).\n\n```sqf\naddMissionEventHandler [\"MapSingleClick\", {\n    params [\"_units\", \"_pos\", \"_alt\", \"_shift\"];\n}];\n```\n\n- units: Array - leader selected units, same as groupSelectedUnits (same as onMapSingleClick's `_units` variable)\n- pos: Array - world Position3D of the click in format `[x, y, 0]` (same as onMapSingleClick's `_pos` variable)\n- alt: Boolean - true if <kbd>Alt</kbd> key was pressed (same as onMapSingleClick's `_alt` variable)\n- shift: Boolean - true if <kbd>⇧ Shift</kbd> key was pressed (same as onMapSingleClick's `_shift` variable)"},{"heading":"MarkerCreated (Arma 3 v2.02)","level":5,"markdown":"Executes when a marker is created either by a user or via script command.\n\n```sqf\naddMissionEventHandler [\"MarkerCreated\", {\n    params [\"_marker\", \"_channelNumber\", \"_owner\", \"_local\"];\n}];\n```\n\n- marker: String - the name of the created marker, can be used with the marker commands\n- channelNumber: Number - channel in which the marker was created\n- owner: Object - player that created the marker or objNull\n- Arma 3 v2.04 local: Boolean - true if the event originated locally, false if it came over the network"},{"heading":"MarkerDeleted (Arma 3 v2.02)","level":5,"markdown":"Executes immediately before a marker is deleted either by a user or via script command.\n\n```sqf\naddMissionEventHandler [\"MarkerDeleted\", {\n    params [\"_marker\", \"_local\", \"_deleter\"];\n}];\n```\n\n- marker: String - the name of the deleted marker\n- Arma 3 v2.04 local: Boolean - true if the event originated locally, false if it came over the network\n- Arma 3 v2.20 deleter: Object - the player/curator unit that deleted the marker"},{"heading":"MarkerUpdated (Arma 3 v2.02)","level":5,"markdown":"Executes when a marker is changed.\n\n> [!WARNING]\n> Changing the marker in the EH code will lead to an infinite loop and the game will crash!\n\n```sqf\naddMissionEventHandler [\"MarkerUpdated\", {\n    params [\"_marker\", \"_local\"];\n}];\n```\n\n- marker: String - the name of the marker\n- Arma 3 v2.04 local: Boolean - true if the event originated locally, false if it came over the network"},{"heading":"OnUserConnected (Arma 3 v2.06 Server execution)","level":5,"markdown":"Executes assigned code on user joining server.\n\n```sqf\naddMissionEventHandler [\"OnUserConnected\", {\n    params [\"_networkId\", \"_clientStateNumber\", \"_clientState\"];\n}];\n```\n\n- networkId: String - user network id (see getPlayerID, allUsers)\n- clientStateNumber: Number - client state number (see getClientStateNumber) - always 1\n- clientState: String - client state (see getClientState) - always \"CREATED\""},{"heading":"OnUserDisconnected (Arma 3 v2.06 Server execution)","level":5,"markdown":"Executes assigned code on user leaving server.\n\n```sqf\naddMissionEventHandler [\"OnUserDisconnected\", {\n        params [\"_networkId\", \"_clientStateNumber\", \"_clientState\"];\n}];\n```\n\n- networkId: String - user network id (see getPlayerID, allUsers)\n- clientStateNumber: Number - client state number (see getClientStateNumber) - always 0\n- clientState: String - client state (see getClientState) - always \"NONE\""},{"heading":"OnUserClientStateChanged (Arma 3 v2.06 Server execution)","level":5,"markdown":"Executes assigned code for every stage of user client state change.\n\n```sqf\naddMissionEventHandler [\"OnUserClientStateChanged\", {\n    params [\"_networkId\", \"_clientStateNumber\", \"_clientState\"];\n}];\n```\n\n- networkId: String - user network id (see getPlayerID, allUsers)\n- clientStateNumber: Number - client state number (see getClientStateNumber)\n- clientState: String - client state (see getClientState)"},{"heading":"OnUserAdminStateChanged (Arma 3 v2.06 Server execution)","level":5,"markdown":"Executes assigned code after user logs in, gets voted in or logs out as admin.\n\n```sqf\naddMissionEventHandler [\"OnUserAdminStateChanged\", {\n    params [\"_networkId\", \"_loggedIn\", \"_votedIn\"];\n}];\n```\n\n- networkId: String - user network id (see getPlayerID, allUsers)\n- loggedIn: Boolean - true if user logged in or got voted in as admin, false if logged out (see admin)\n- votedIn: Boolean - true if user got voted in as admin, false otherwise (see admin)"},{"heading":"OnUserSelectedPlayer (Arma 3 v2.06 Server execution)","level":5,"markdown":"Executes assigned code after player object is selected for user to take over control, the ownership information is broadcast and request to sync is made but the object is still owned by previous owner for a short time.\n\n```sqf\naddMissionEventHandler [\"OnUserSelectedPlayer\", {\n        params [\"_networkId\", \"_playerObject\", \"_attempts\"];\n}];\n```\n\n- networkId: String - user network id (see getPlayerID, allUsers)\n- playerObject: Object - player object to be controlled by the user (see player, selectPlayer)\n- Arma 3 v2.18 attempts: Number - how many times server was trying to obtain non-null playerObject. Current threshold after which the event will fire anyway is 50.\n\n> [!IMPORTANT]\n> This is the earliest the player object is known when player joins the server, but it is not local to the user yet, so there is a wait time depending on network connection. When player respawns, the unit created on the client and so it might take a while before server has valid player object. From Arma 3 v2.18 the server will pospone this event until the object is not null, or until it tried 50 times, whichever is earlier. The best approach to handle this matter and get notified about completion of the transfer of the ownership is to use \"Local\" entity event handler, like so:\n>\n> ```sqf\n> addMissionEventHandler [\"OnUserSelectedPlayer\", {\n>     params [\"_networkId\", \"_playerObject\", \"_attempts\"];\n>     _playerObject addEventHandler [\"Local\",\n>     {\n>         params [\"_player\"];\n>         _player removeEventHandler [\"Local\", _thisEventHandler];\n>         // code to handle _player\n>     }];\n> }];\n> ```\n>\n> Note that the player object would change locality again if the user goes to lobby."},{"heading":"OnUserKicked (Arma 3 v2.06 Server execution)","level":5,"markdown":"Executes assigned code after after a user has been kicked from the server providing kick reason. The possible values for 'kickTypeNumber' and 'kickType' are:\n0 : `\"TIMEOUT\"`, 1 : `\"DISCONNECTED\"`, 2 : `\"KICKED\"`, 3 : `\"BANNED\"`, 4 : `\"MISSING ADDON\"`, 5 : `\"BAD CD KEY\"`, 6 : `\"CD KEY IN USE\"`, 7 : `\"SESSION LOCKED\"`, 8 : `\"BATTLEYE\"`, 9 : `\"STEAM CHECK\"`, 10 : `\"DLC CONTENT\"`, 11 : `\"GS TIMEOUT\"`, 12 : `\"SCRIPT\"`, 13 : `\"OTHER\"`\n\n```sqf\naddMissionEventHandler [\"OnUserKicked\", {\n    params [\"_networkId\", \"_kickTypeNumber\", \"_kickType\", \"_kickReason\", \"_kickMessageIncReason\"];\n}];\n```\n\n- networkId: String - user network id (see getPlayerID, allUsers)\n- kickTypeNumber: Number - kick type number (see above)\n- kickType: String - kick type (see above)\n- kickReason: String - reason given for the kick by the admin or by other means\n- kickMessageIncReason: String - formatted engine message including the given reason"},{"heading":"ParachuteLanded (Arma 3 v2.24)","level":5,"markdown":"Executes assigned code when steerable or non-steerable parachute lands.\n\n```sqf\naddMissionEventHandler [\"ParachuteLanded\", {\n    params [\"_parachute\", \"_driver\", \"_attachedObjects\", \"_onwater\"];\n}];\n```\n\n- parachute: Object - The parachute object\n- driver: Object - Person that was in parachute driver seat or objNull\n- attachedObjects: Array of Objects - Objects that were attached to the parachute or []\n- onwater: Boolean - true if water landing"},{"heading":"PlayerConnected (Arma 3 v1.58 Server execution)","level":5,"markdown":"Executes assigned code when client joins the mission in MP. Stackable version of onPlayerConnected.\n\n```sqf\naddMissionEventHandler [\"PlayerConnected\", {\n    params [\"_id\", \"_uid\", \"_name\", \"_jip\", \"_owner\", \"_idStr\"];\n}];\n```\n\n- id: Number - unique DirectPlay ID (very large number). It is also the same id used for user placed markers\n- uid: String - getPlayerUID of the joining client. The same as Steam ID\n- name: String - profileName of the joining client\n- jip: Boolean - didJIP of the joining client\n- owner: Number - owner id of the joining client\n- idStr: String - same as `_id` but in string format, so it can be exactly compared to user marker ids\n\n> [!NOTE]\n> **0** and **1** are special values:\n>\n> - **0** means **everyone** (including the server)\n> - **1** means **current machine** but **is not implemented** and should **not** be used.\n\nIf a dedicated server was started without '-autoInit' option and this EH was created on server, on first GUI client this EH also fires against server, but after first client.\nIn mission's `initServer.sqf`:\n\n```sqf\naddMissionEventHandler [\"PlayerConnected\", {\n    diag_log \"Client connected\";\n    diag_log _this;\n}];\n```\n\nIn RPT:\n\n```\n2016/12/16, 15:39:09 \"Client connected\"\n2016/12/16, 15:39:09 [1.51343e+009,\"7xxxxxxxxxxxxxxx1\",\"longbow\",false,3,\"1513430065\"]\n2016/12/16, 15:39:34  Mission id: 5071d20b183e9580d0ee4f95f413ca18681d6165\n2016/12/16, 15:39:34 \"Client connected\"\n2016/12/16, 15:39:34 [2,\"\",\"__SERVER__\",false,2,\"2\"]\n```\n\nThat happens only for GUI clients, if HC client connects first, EH does not fire for server.\nIf dedicated server was started with -autoInit option, this EH does not fire against server, only for future clients, and all further clients appear to be JIP'ed.\nInteresting moment for headless clients, for headless clients instead of getPlayerUID, handler gets string like \"HC12160\", where '12160' is headless client process ID (matches HC's PID observed in windows task manager)"},{"heading":"PlayerDisconnected (Arma 3 v1.58 Server execution)","level":5,"markdown":"Executes assigned code when client leaves the mission in MP. Stackable version of onPlayerDisconnected.\n\n```sqf\naddMissionEventHandler [\"PlayerDisconnected\", {\n    params [\"_id\", \"_uid\", \"_name\", \"_jip\", \"_owner\", \"_idstr\"];\n}];\n```\n\n- id: Number - unique DirectPlay ID (very large number). It is also the same id used for user placed markers (same as `_id` param)\n- uid: String - getPlayerUID of the leaving client. The same as Steam ID (same as `_uid` param)\n- name: String - profileName of the leaving client (same as `_name` param)\n- jip: Boolean - didJIP of the leaving client (same as `_jip` param)\n- owner: Number - owner id of the leaving client (same as `_owner` param)\n- idstr: String - same as id but in string format, so could be exactly compared to user marker ids"},{"heading":"PlayerViewChanged (Arma 3 v1.66)","level":5,"markdown":"Fired on player view change. Player view changes when player is changing body due to teamSwitch, gets in out of a vehicle or operates UAV for example.\n\n```sqf\naddMissionEventHandler [\"PlayerViewChanged\", {\n    params [\n        \"_oldUnit\", \"_newUnit\", \"_vehicleIn\",\n        \"_oldCameraOn\", \"_newCameraOn\", \"_uav\"\n    ];\n}];\n```\n\n- oldUnit: Object - player body before EH fired\n- newUnit: Object - player body after EH fired\n- vehicleIn: Object - vehicle player is in (objNull if not in vehicle)\n- oldCameraOn: Object - cameraOn before EH fired\n- newCameraOn: Object - cameraOn after EH fired\n- uav: Object - UAV reference if player is operating one (objNull if not operating UAV)"},{"heading":"PreloadStarted (Arma 3 v1.58)","level":5,"markdown":"Executes assigned code before the mission preload screen. Stackable version of onPreloadStarted.\n\n> [!IMPORTANT]\n> This event handler also fires on client after user closes the main map.\n\n```sqf\naddMissionEventHandler [\"PreloadStarted\", {\n    // no params\n}];\n```"},{"heading":"PreloadFinished (Arma 3 v1.58)","level":5,"markdown":"Executes assigned code after the mission preload screen. Stackable version of onPreloadFinished.\n\n> [!IMPORTANT]\n> This event handler also fires on client after user closes the main map.\n\n```sqf\naddMissionEventHandler [\"PreloadFinished\", {\n    // no params\n}];\n```"},{"heading":"ProjectileCreated (Arma 3 v2.10)","level":5,"markdown":"Triggered when a projectile is created.\n\n```sqf\naddMissionEventHandler [\"ProjectileCreated\", {\n    params [\"_projectile\"];\n}];\n```"},{"heading":"SaveGame (Arma 3 v2.18)","level":5,"markdown":"Triggered just BEFORE the game saving process started but isSaving is already set to true. To know when the saving is finished check when isSaving returns false.\n\n```sqf\naddMissionEventHandler [\"SaveGame\", {\n    params [\"_saveType\"];\n}];\n```\n\n- saveType: String - one of \"autosaveold\", \"autosave\", \"save\", \"save2\", \"save3\", \"save4\", \"save5\", \"save6\", \"continue\" or \"\"."},{"heading":"ScriptError (Arma 3 v2.14)","level":5,"markdown":"Triggered when a script error occurs. See also the `-showScriptErrors` startup parameter.\n\n> [!NOTE]\n> Event Handlers have a recursion check. Most of them have a level limit set to **1**;\n> **ScriptError** has it set to **2** - meaning that an error occuring inside the Event Handler will trigger once more the EH, but no more than two times total.\n\n```sqf\naddMissionEventHandler [\"ScriptError\", {\n    params [\"_errorText\", \"_sourceFile\", \"_lineNumber\", \"_errorPos\", \"_content\", \"_stackTraceOutput\"];\n}];\n```\n\n- errorText: String - e.g. \"Zero Divisor\"\n- sourceFile: String - empty string if spawned Code\n- lineNumber: Number - script's line number\n- errorPos: Number - script's error byte position in the script *content*\n- content: String - the whole script's Code as String\n- stackTraceOutput: Array - see diag_stacktrace output"},{"heading":"ScriptSpawned (Arma 3 v2.22)","level":5,"markdown":"Executes when any script is spawned.\n\n```sqf\naddMissionEventHandler [\"ScriptSpawned\", {\n    params [\"_data\"];\n}];\n```\n\n- _data: Array with [fileName, content, hash, parentFileName, parentLine, parentScript]\n  - fileName: String - file name of the spawned script, empty when not available\n  - content: String - content of the spawned script\n  - hash: String - hash value of the Script Handle\n  - parentFileName String - file name of the parent script, empty when not available\n  - parentLine: Number - line number of the parent script\n  - parentScript: String - content of the parent script"},{"heading":"SelectedActionPerformed","level":5,"markdown":"RTM helicopter user action event\n\n```sqf\naddMissionEventHandler [\"SelectedActionPerformed\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Limited or non-existent functionality"},{"heading":"SelectedActionChanged","level":5,"markdown":"RTM helicopter user action event\n\n```sqf\naddMissionEventHandler [\"SelectedActionChanged\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Limited or non-existent functionality"},{"heading":"SelectedRotorLibActionPerformed","level":5,"markdown":"RTM helicopter user action event\n\n```sqf\naddMissionEventHandler [\"SelectedRotorLibActionPerformed\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Works only for key press combination `RightCtrl` + `W`, which is the binding for helicopter wheels brakes. It fires with or without Advanced Flight Model enabled. The enum number returned is 4 and 5, probably because the enum is structured like this:\n>\n> 0: HelicopterAutoTrimOn\n> 1: HelicopterAutoTrimOff\n> 2: HelicopterTrimOn\n> 3: HelicopterTrimOff\n> 4: WheelsBrakeOn\n>\n> 5: WheelsBrakeOff"},{"heading":"SelectedRotorLibActionChanged","level":5,"markdown":"RTM helicopter user action event\n\n```sqf\naddMissionEventHandler [\"SelectedRotorLibActionChanged\", {\n    params [\"_caller\", \"_target\", \"_enumNumber\", \"_actionId\"];\n}];\n```\n\n> [!IMPORTANT]\n> Limited or non-existent functionality"},{"heading":"Service (Arma 3 v2.12)","level":5,"markdown":"Executes assigned code when a serviced vehicle gets rearmed, repaired or refueled. The code executes with interval while the serviced vehicle receives service. If the code returns true the default on-screen service message is not shown.\n\n```sqf\naddMissionEventHandler [\"Service\", {\n    params [\"_serviceVehicle\", \"_servicedVehicle\", \"_serviceType\", \"_needsService\", \"_autoSupply\"];\n}];\n```\n\n- serviceVehicle: Object - service vehicle\n- servicedVehicle: Object - vehicle receiving service\n- serviceType: Number - 0 - MINOR REPAIR, 1 - REPAIR, 2 - REFUEL, 3 - REARM\n- needsService: Number - how much serviced vehicle needsSevice, 0..1 where 0 - no need, 1 - need a lot\n- autoSupply: Boolean - true if supply started by proximity, false if supply started due to user action"},{"heading":"TeamSwitch (Arma 3 v1.58)","level":5,"markdown":"Executes assigned code when player teamswitches. Stackable version of onTeamSwitch.\n\n```sqf\naddMissionEventHandler [\"TeamSwitch\", {\n    params [\"_previousUnit\", \"_newUnit\"];\n}];\n```\n\n- previousUnit: Object - switching from unit (same as `_from` param)\n- newUnit: Object - switching to unit (same as `_to` param)"},{"heading":"UAVCrewCreated (Arma 3 v2.14)","level":5,"markdown":"Fires when UAV or UGV is assembled from Backpack after the AI crew is created\n\n```sqf\naddMissionEventHandler [\"UAVCrewCreated\", {\n    params [\"_uav\", \"_driver\", \"_gunner\"];\n}];\n```\n\n- uav: Object - the assembled weapon\n- driver: Object - AI driver\n- gunner: Object - AI gunner"}],"categories":["Event Handlers","Introduced with Arma 3 version 0.50"],"groups":["Event Handlers"]},{"name":"Arma 3: Mission HTTP Download","title":"Arma 3: Mission HTTP Download","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Mission_HTTP_Download","revid":378676,"updated":"2026-05-20T10:53:39Z","aliases":[],"markdown":"When `missionHTTPDownloadBaseURL` is configured in the server config, clients will attempt to download mission files via HTTP from the specified base URL instead of receiving them directly from the game server. If the download fails or the file hash does not match, the client automatically falls back to downloading the mission from the game server.\n\n### Configuration\n\nThe parameter value must be a base URL to which the mission filename will be appended.\nThe URL must start with `http://` or `https://` and must end with `/` or `=`.\n\n> [!NOTE]\n> The standard in-game mission transfer is limited to 300 MiB. HTTP download supports mission files up to 512 MiB.\n\n```cpp\nmissionHTTPDownloadBaseURL = \"https://example.com/missionfiles/\";\n```\n\n**Examples of valid values:**\n\n- `https://example.com/missionfiles/`\n- `http://example.com/missionfiles?download=`\n\nThe client constructs the full download URL by appending the mission filename to the base URL:\n\n- `https://example.com/missionfiles/missionname.Altis.pbo`\n- `http://example.com/missionfiles?download=missionname.Altis.pbo`\n\n### HTTP Request\n\nClients send a `GET` request to the constructed URL with the following headers:\n\n| Header | Description |\n|---|---|\n| `Accept` | Always `*/*` |\n| `Accept-Encoding` | Always `gzip` |\n| `Expected-Size` | Size of the mission file in bytes, as found in the server's `mpmissions` folder. The server determines this value and the client forwards it in the request. |\n| `Mission-File-Name` | Mission filename without extension, as found in the server's `mpmissions` folder |\n| `Mission-Hash` | Expected CRC32/BZIP2 (MSB-first) hash of the mission file |\n| `Player-Name` | Client profile name, [Base64-encoded](https://en.wikipedia.org/wiki/Base64) |\n| `Player-Steamid` | Client's SteamID64 |\n| `Server-Address` | The server address the client connected to, in `ip:port` format (e.g. `192.0.2.1:2302`). In non-standard network setups such as VPN tunnels, this may differ from the server's actual network address. |\n| `User-Agent` | Always starts with `BIGameEngine/`, followed by the client's game version |\n\n#### Example Request Headers\n\n```http\nAccept: */*\nAccept-Encoding: gzip\nExpected-Size: 1951592\nHost: example.com\nMission-File-Name: missionname.Altis\nMission-Hash: 2852136129\nPlayer-Name: UmFic2N1dHRsZQ==\nPlayer-Steamid: 76561197960287930\nServer-Address: 192.0.2.1:2302\nUser-Agent: BIGameEngine/2.20.153752\n```\n\n### Redirects\n\nHTTP redirects are supported. This allows, for example, generating a pre-signed public link to a mission file hosted on [Amazon S3](https://en.wikipedia.org/wiki/Amazon%20S3) and redirecting the client to it.\n\n### Fallback Behaviour\n\nIf the download fails for any reason, or if the hash of the downloaded file does not match the hash of the mission file on the server, the client will automatically fall back to receiving the mission file directly from the game server.\n\n### See Also\n\n- Arma 3: Server Config File","sections":[{"heading":null,"level":1,"markdown":"When `missionHTTPDownloadBaseURL` is configured in the server config, clients will attempt to download mission files via HTTP from the specified base URL instead of receiving them directly from the game server. If the download fails or the file hash does not match, the client automatically falls back to downloading the mission from the game server."},{"heading":"Configuration","level":3,"markdown":"The parameter value must be a base URL to which the mission filename will be appended.\nThe URL must start with `http://` or `https://` and must end with `/` or `=`.\n\n> [!NOTE]\n> The standard in-game mission transfer is limited to 300 MiB. HTTP download supports mission files up to 512 MiB.\n\n```cpp\nmissionHTTPDownloadBaseURL = \"https://example.com/missionfiles/\";\n```\n\n**Examples of valid values:**\n\n- `https://example.com/missionfiles/`\n- `http://example.com/missionfiles?download=`\n\nThe client constructs the full download URL by appending the mission filename to the base URL:\n\n- `https://example.com/missionfiles/missionname.Altis.pbo`\n- `http://example.com/missionfiles?download=missionname.Altis.pbo`"},{"heading":"HTTP Request","level":3,"markdown":"Clients send a `GET` request to the constructed URL with the following headers:\n\n| Header | Description |\n|---|---|\n| `Accept` | Always `*/*` |\n| `Accept-Encoding` | Always `gzip` |\n| `Expected-Size` | Size of the mission file in bytes, as found in the server's `mpmissions` folder. The server determines this value and the client forwards it in the request. |\n| `Mission-File-Name` | Mission filename without extension, as found in the server's `mpmissions` folder |\n| `Mission-Hash` | Expected CRC32/BZIP2 (MSB-first) hash of the mission file |\n| `Player-Name` | Client profile name, [Base64-encoded](https://en.wikipedia.org/wiki/Base64) |\n| `Player-Steamid` | Client's SteamID64 |\n| `Server-Address` | The server address the client connected to, in `ip:port` format (e.g. `192.0.2.1:2302`). In non-standard network setups such as VPN tunnels, this may differ from the server's actual network address. |\n| `User-Agent` | Always starts with `BIGameEngine/`, followed by the client's game version |"},{"heading":"Example Request Headers","level":4,"markdown":"```http\nAccept: */*\nAccept-Encoding: gzip\nExpected-Size: 1951592\nHost: example.com\nMission-File-Name: missionname.Altis\nMission-Hash: 2852136129\nPlayer-Name: UmFic2N1dHRsZQ==\nPlayer-Steamid: 76561197960287930\nServer-Address: 192.0.2.1:2302\nUser-Agent: BIGameEngine/2.20.153752\n```"},{"heading":"Redirects","level":3,"markdown":"HTTP redirects are supported. This allows, for example, generating a pre-signed public link to a mission file hosted on [Amazon S3](https://en.wikipedia.org/wiki/Amazon%20S3) and redirecting the client to it."},{"heading":"Fallback Behaviour","level":3,"markdown":"If the download fails for any reason, or if the hash of the downloaded file does not match the hash of the mission file on the server, the client will automatically fall back to receiving the mission file directly from the game server."},{"heading":"See Also","level":3,"markdown":"- Arma 3: Server Config File"}],"categories":["Arma 3: Multiplayer","Introduced with Arma 3 version 2.20","WIP"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: Mission Overview","title":"Arma 3: Mission Overview","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Mission_Overview","revid":353569,"updated":"2024-03-19T12:01:45Z","aliases":["Arma 3 Mission Overview","Mission Overview"],"markdown":"> [!NOTE]\n> For overview configuration in Operation Flashpoint, ArmA and Arma 2, see Overview.html.\n\nOverview is short summary of a mission displayed in mission selection. It's the first thing player sees from a mission and should not be underestimated; well made overview can immediately capture player's attention, while poorly made one can make him ignore your mission forever.\n\nThe overview is visible in the following menus:\n\n- **Play > Scenarios / Showcases / Challenges**\n- **Play > Campaign**\n- **Multiplayer Create Game** (only for hosts / admins)\n\n### Displayed Information\n\nThe overview consists of:\n\n- **Name**\n  - Mission name. Keep it short, because space in mission selection menu and in loading screens is limited.\n- **Author**\n  - Your name or nickname, used also in Loading Screens. Displayed as \"by <author>\".\n- **Preview picture**\n  - Must be in PAA file format.\n  - 2:1 aspect ratio (different aspect are rendered correctly as well, but won't cover the whole area).\n  - Ideally 1024x512 pixels.\n- **Description**\n  - Short and snappy summary formatted as Structured Text.\n- **Custom Description**\n  - Allows addition of custom UI elements to mission description. Serves for example for displaying score reached in challenges.\n  - Is displayed only when *overviewScript* parameter is defined in mission's class in CfgMissions. See Sample overviewScript.sqf.\n  - Works only for SP missions (namely in Showcases, Challenges and Scenarios dialogue).\n  - For custom IDCs only values higher than 10000 should be used.\n\n### Configuration\n\nTwo ways how to export a mission exists - either as mission PBO, or as addon PBO. Both are using Description.ext, but addon format also allows configuration in Config.cpp. Campaign missions are listed in Campaign Description.ext, but missions still support Description.ext.\n\nEntries defined in mission Description.ext have the largest priority and will overwrite those in Config.cpp / Campaign Description.ext\n\nSingle missions can be locked using keys. In such cases, overview image is transparent and *overviewTextLocked* is used instead of *overviewText*. This applies only to single missions, not to mission folders, campaigns or campaign missions.\n\n#### Description.ext\n\n```cpp\nbriefingName = \"The Final Countdown\";\noverviewText = \"The nuke is still out there!\";\noverviewTextLocked = \"Finish the Splendid campaign in order to unlock this mission.\";\noverviewPicture = \"overviewPicture_ca.paa\";\nauthor = \"Stranger\";\n```\n\n#### Config.cpp\n\n```cpp\nclass CfgMissions\n{\n    class Missions\n    {\n        // Mission subfolder (optional, mission can be defined straight away)\n        class MySubfolder\n        {\n            displayName = \"Comanche Missions\";\n            overviewText = \"Scenarios involving your favorite helicopter.\";\n            overviewPicture = \"\\a3\\fw_f\\data\\overviewPictureFolder_ca.paa\";\n            author = \"Stranger\";\n\n            // Mission itself\n            class MyMission\n            {\n                overviewText = \"The nuke is still out there!\";\n                overviewPicture = \"\\FW\\data\\overviewPicture_ca.paa\";\n                overviewTextLocked = \"Finish the Splendid campaign in order to unlock this mission.\";\n                author = \"Stranger\";\n                overviewScript = \"\\FW\\scripts\\overviewScript.sqf\";\n\n                directory = \"\\FW\\MyMission.Altis\";\n            };\n        };\n    };\n    class Campaigns\n     {\n        // Campaign; its missions are defined in campaign description.ext\n        class Splendid\n        {\n            overviewText = \"SURVIVE - ADAPT - WIN\";\n            overviewPicture = \"\\a3\\missions_f\\data\\splendid_ca.paa\";\n            author = \"Bohemia Interactive\";\n\n            directory = \"\\FW\\Splendid\";\n        };\n    };\n};\n```\n\n#### Sample overviewScript.sqf\n\n```sqf\n#include \"\\A3\\ui_f\\hpp\\defineCommonGrids.inc\"\n\nparams [\"_display\", \"_missionClassname\"];\n\nprivate _challengesOverviewGroup = _display displayCtrl 2302;  // Custom UI elements should be created inside this group\n\nprivate _newControl = _display ctrlCreate [\"Rsctext\", 10001, _challengesOverviewGroup]; // IDCs higher than 10000 should be used\n_newControl ctrlSetPosition [0, 0, 21.5 * GUI_GRID_W, 3.5 * GUI_GRID_H + (0.5 * (safeZoneH - GUI_GRID_HAbs))];\n_newControl ctrlCommit 0;\n_newControl ctrlSetText \"TEST\";\n_newControl ctrlSetBackgroundColor [1,0,0,0.5];\n```\n\n#### Campaign Description.ext\n\n```cpp\nclass Campaign\n{\n    firstBattle = Beginning;\n    disableMP = 1;\n\n    briefingName = \"Splendid\";\n    author = \"Campaign author\";\n    overviewPicture = \"\\FW\\data\\overviewPicture_ca.paa\";\n    overviewText = \"Campaign overview\";\n\n    class Beginning\n    {\n        name = \"The Beginning\";\n        cutscene = ;\n        firstMission = mission01;\n        end1 = ;\n        lost = ;\n\n        class mission01\n        {\n            briefingName = \"Mission name\";\n            author = \"Mission author\";\n            overviewPicture = \"\\FW\\data\\overviewPicture_ca.paa\";\n            overviewText = \"Mission overview\";\n\n            template = mission01.Altis;\n        };\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> For overview configuration in Operation Flashpoint, ArmA and Arma 2, see Overview.html.\n\nOverview is short summary of a mission displayed in mission selection. It's the first thing player sees from a mission and should not be underestimated; well made overview can immediately capture player's attention, while poorly made one can make him ignore your mission forever.\n\nThe overview is visible in the following menus:\n\n- **Play > Scenarios / Showcases / Challenges**\n- **Play > Campaign**\n- **Multiplayer Create Game** (only for hosts / admins)"},{"heading":"Displayed Information","level":3,"markdown":"The overview consists of:\n\n- **Name**\n  - Mission name. Keep it short, because space in mission selection menu and in loading screens is limited.\n- **Author**\n  - Your name or nickname, used also in Loading Screens. Displayed as \"by <author>\".\n- **Preview picture**\n  - Must be in PAA file format.\n  - 2:1 aspect ratio (different aspect are rendered correctly as well, but won't cover the whole area).\n  - Ideally 1024x512 pixels.\n- **Description**\n  - Short and snappy summary formatted as Structured Text.\n- **Custom Description**\n  - Allows addition of custom UI elements to mission description. Serves for example for displaying score reached in challenges.\n  - Is displayed only when *overviewScript* parameter is defined in mission's class in CfgMissions. See Sample overviewScript.sqf.\n  - Works only for SP missions (namely in Showcases, Challenges and Scenarios dialogue).\n  - For custom IDCs only values higher than 10000 should be used."},{"heading":"Configuration","level":3,"markdown":"Two ways how to export a mission exists - either as mission PBO, or as addon PBO. Both are using Description.ext, but addon format also allows configuration in Config.cpp. Campaign missions are listed in Campaign Description.ext, but missions still support Description.ext.\n\nEntries defined in mission Description.ext have the largest priority and will overwrite those in Config.cpp / Campaign Description.ext\n\nSingle missions can be locked using keys. In such cases, overview image is transparent and *overviewTextLocked* is used instead of *overviewText*. This applies only to single missions, not to mission folders, campaigns or campaign missions."},{"heading":"Description.ext","level":4,"markdown":"```cpp\nbriefingName = \"The Final Countdown\";\noverviewText = \"The nuke is still out there!\";\noverviewTextLocked = \"Finish the Splendid campaign in order to unlock this mission.\";\noverviewPicture = \"overviewPicture_ca.paa\";\nauthor = \"Stranger\";\n```"},{"heading":"Config.cpp","level":4,"markdown":"```cpp\nclass CfgMissions\n{\n    class Missions\n    {\n        // Mission subfolder (optional, mission can be defined straight away)\n        class MySubfolder\n        {\n            displayName = \"Comanche Missions\";\n            overviewText = \"Scenarios involving your favorite helicopter.\";\n            overviewPicture = \"\\a3\\fw_f\\data\\overviewPictureFolder_ca.paa\";\n            author = \"Stranger\";\n\n            // Mission itself\n            class MyMission\n            {\n                overviewText = \"The nuke is still out there!\";\n                overviewPicture = \"\\FW\\data\\overviewPicture_ca.paa\";\n                overviewTextLocked = \"Finish the Splendid campaign in order to unlock this mission.\";\n                author = \"Stranger\";\n                overviewScript = \"\\FW\\scripts\\overviewScript.sqf\";\n\n                directory = \"\\FW\\MyMission.Altis\";\n            };\n        };\n    };\n    class Campaigns\n     {\n        // Campaign; its missions are defined in campaign description.ext\n        class Splendid\n        {\n            overviewText = \"SURVIVE - ADAPT - WIN\";\n            overviewPicture = \"\\a3\\missions_f\\data\\splendid_ca.paa\";\n            author = \"Bohemia Interactive\";\n\n            directory = \"\\FW\\Splendid\";\n        };\n    };\n};\n```"},{"heading":"Sample overviewScript.sqf","level":4,"markdown":"```sqf\n#include \"\\A3\\ui_f\\hpp\\defineCommonGrids.inc\"\n\nparams [\"_display\", \"_missionClassname\"];\n\nprivate _challengesOverviewGroup = _display displayCtrl 2302;  // Custom UI elements should be created inside this group\n\nprivate _newControl = _display ctrlCreate [\"Rsctext\", 10001, _challengesOverviewGroup]; // IDCs higher than 10000 should be used\n_newControl ctrlSetPosition [0, 0, 21.5 * GUI_GRID_W, 3.5 * GUI_GRID_H + (0.5 * (safeZoneH - GUI_GRID_HAbs))];\n_newControl ctrlCommit 0;\n_newControl ctrlSetText \"TEST\";\n_newControl ctrlSetBackgroundColor [1,0,0,0.5];\n```"},{"heading":"Campaign Description.ext","level":4,"markdown":"```cpp\nclass Campaign\n{\n    firstBattle = Beginning;\n    disableMP = 1;\n\n    briefingName = \"Splendid\";\n    author = \"Campaign author\";\n    overviewPicture = \"\\FW\\data\\overviewPicture_ca.paa\";\n    overviewText = \"Campaign overview\";\n\n    class Beginning\n    {\n        name = \"The Beginning\";\n        cutscene = ;\n        firstMission = mission01;\n        end1 = ;\n        lost = ;\n\n        class mission01\n        {\n            briefingName = \"Mission name\";\n            author = \"Mission author\";\n            overviewPicture = \"\\FW\\data\\overviewPicture_ca.paa\";\n            overviewText = \"Mission overview\";\n\n            template = mission01.Altis;\n        };\n    };\n};\n```"}],"categories":["Mission Editing"],"groups":["Mission Editing"]},{"name":"Arma 3: Mission Presentation","title":"Arma 3: Mission Presentation","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Mission_Presentation","revid":377916,"updated":"2026-01-11T15:02:53Z","aliases":["Arma 3 Mission Presentation","Mission Presentation"],"markdown":"In order to play a scenario from the main menu, player has to go through multiple menus. While in the scenario itself, additional user interface elements are available.\n\nScenario designers are advised to configure all of them correctly in order to make their scenarios consistent and comfortable for players.\nIt is important to realise your scenario does not start when player takes controls, but is presented already in main menu, during loading or when reading the briefing.\n**Every impression counts!**\n\n> [!NOTE]\n> Mission ≈ Scenario\n\n### Introduction\n\n|  |  |\n|---|---|\n| **Overview** | **Loading Screen** |\n|  |  |\n| **Briefing** | **Establishing shot** |\n|  |  |\n\n### Scenario\n\n|  |  |\n|---|---|\n| **Notification** | **Communication Menu** |\n|  |  |\n| **Respawn Screen** | **Spectator Mode** |\n| *MP only* | *MP only* |\n| **Closing Shot** | **Debriefing** |\n|  | *Return back to 1 (in single missions) or 2 (in campaign)* |","sections":[{"heading":null,"level":1,"markdown":"In order to play a scenario from the main menu, player has to go through multiple menus. While in the scenario itself, additional user interface elements are available.\n\nScenario designers are advised to configure all of them correctly in order to make their scenarios consistent and comfortable for players.\nIt is important to realise your scenario does not start when player takes controls, but is presented already in main menu, during loading or when reading the briefing.\n**Every impression counts!**\n\n> [!NOTE]\n> Mission ≈ Scenario"},{"heading":"Introduction","level":3,"markdown":"|  |  |\n|---|---|\n| **Overview** | **Loading Screen** |\n|  |  |\n| **Briefing** | **Establishing shot** |\n|  |  |"},{"heading":"Scenario","level":3,"markdown":"|  |  |\n|---|---|\n| **Notification** | **Communication Menu** |\n|  |  |\n| **Respawn Screen** | **Spectator Mode** |\n| *MP only* | *MP only* |\n| **Closing Shot** | **Debriefing** |\n|  | *Return back to 1 (in single missions) or 2 (in campaign)* |"}],"categories":["Mission Editing"],"groups":["Mission Editing"]},{"name":"Arma 3: Mission Voting","title":"Arma 3: Mission Voting","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Mission_Voting","revid":378798,"updated":"2026-06-17T09:21:38Z","aliases":["Arma 3: Mission voting"],"markdown":"Arma 3 v1.40\n\nDocumentation for server-side voting settings.\n\n### Global Voting Settings\n\nGlobal voting settings are used if no voting threshold defined in allowedVoteCmds or/and allowedVotedAdminCmds\n\n```cpp\nvoteThreshold = <number>;        // Percentage of votes needed to confirm a vote.\nvoteMissionPlayers = <number>;    // Start mission-voting when ''X'' numberOfPlayers connect.\n```\n\n### Advanced Voting Settings\n\n#### Format\n\n**allowedVoteCmds[] = { {** *<commandName>*, *<preMissionStart>*, *<postMissionStart>*, *<votingThreshold>* **}, ... };**, where:\n\n- *<commandName>*: String - name of the command, for example `\"admin\"`\n- *<preMissionStart>* (Optional): Boolean - true to allow command before mission start. Default: true\n- *<postMissionStart>* (Optional): Boolean - true to allow command after mission start. Default: true\n- *<votingThreshold>* (Optional): Number - voting threshold 0...1. Default: value assigned to `voteThreshold` param. Otherwise 0.5\n- *<percentSideVotingThreshold>* (Optional): Number - percent side threshold 0...1. Default: 0.5 (since Arma 3 1.90+ PerformaceBranch)\n\n> [!NOTE]\n> Not using/specifying *allowedVoteCmds[]* param at all means every voting command is allowed!\n\n#### Examples\n\n```cpp\nallowedVoteCmds[] = {}; // voting is disabled (not a single command is allowed)\n```\n\n```cpp\nallowedVoteCmds[] =\n{\n    { \"admin\" },                                // will default to {\"admin\", true, true, 0.5}\n    { \"missions\",    true,    false, 0.5 },        // not available after mission start\n    { \"mission\",    true,    true },                // will use global {{hl|voteThreshold}}\n    { \"kick\",        false,    false, 0.75 },        // not available at all\n    { \"restart\",    true,    true, -1 },            // invalid threshold value. Will default to global {{hl|voteThreshold}}\n    { \"reassign\",    false,    true, 0.5 },        // not available before mission start\n    { \"kick\",        true,    true, 0.55, 0.30 }    // means kicked in case either 55% of all players\n                                                // or 30% of players from his side (west, east, resistance, civilian) voted to kick him\n};\n```\n\n#### allowedVotedAdminCmds\n\n**Definition of available commands for voted-in admins (this doesn't affect abilities of normal server admins):**\n\n```cpp\nallowedVotedAdminCmds[] = { { \"CMD1\", pre-init, post-init }, { \"CMD2\", pre-init, post-init }, ... , { \"CMDn\", pre-init, post-init } };\n```\n\nSecond and third parameter are optional. If not specified otherwise, they are true by default. (pre-init means prior to mission start, post-init means after a mission started)\n\n> [!IMPORTANT]\n> - Not listing any command (`allowedVotedAdminCmds[] = {};`) means such commands are disabled for voted-in admin.\n> - Not specifing allowedVotedAdminCmds at all means everything is allowed anytime for voted-in admin!\n\nCommands available for voted admins:\n\n```cpp\nallowedVotedAdminCmds[] =\n{\n    { \"mission\",    true, true },\n    { \"missions\",    true, true },\n    { \"restart\",    true, true },\n    { \"reassign\",    true, true },\n    { \"kick\",        true, true }\n};\n```\n\n### See Also\n\n- server config\n- Server Configuration\n- Armed Assault:Dedicated Server\n- ArmA: Server Side Scripting\n- Operation Flashpoint: Dedicated Server\n- Arma 3: Headless Client\n- Arma 3: Server Security\n- Arma: Mission rotation\n- Arma 2 Mission Rotation\n- Arma 2 OA: Multiple Mission Parameters Configuration","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.40\n\nDocumentation for server-side voting settings."},{"heading":"Global Voting Settings","level":3,"markdown":"Global voting settings are used if no voting threshold defined in allowedVoteCmds or/and allowedVotedAdminCmds\n\n```cpp\nvoteThreshold = <number>;        // Percentage of votes needed to confirm a vote.\nvoteMissionPlayers = <number>;    // Start mission-voting when ''X'' numberOfPlayers connect.\n```"},{"heading":"Advanced Voting Settings","level":3,"markdown":""},{"heading":"Format","level":4,"markdown":"**allowedVoteCmds[] = { {** *<commandName>*, *<preMissionStart>*, *<postMissionStart>*, *<votingThreshold>* **}, ... };**, where:\n\n- *<commandName>*: String - name of the command, for example `\"admin\"`\n- *<preMissionStart>* (Optional): Boolean - true to allow command before mission start. Default: true\n- *<postMissionStart>* (Optional): Boolean - true to allow command after mission start. Default: true\n- *<votingThreshold>* (Optional): Number - voting threshold 0...1. Default: value assigned to `voteThreshold` param. Otherwise 0.5\n- *<percentSideVotingThreshold>* (Optional): Number - percent side threshold 0...1. Default: 0.5 (since Arma 3 1.90+ PerformaceBranch)\n\n> [!NOTE]\n> Not using/specifying *allowedVoteCmds[]* param at all means every voting command is allowed!"},{"heading":"Examples","level":4,"markdown":"```cpp\nallowedVoteCmds[] = {}; // voting is disabled (not a single command is allowed)\n```\n\n```cpp\nallowedVoteCmds[] =\n{\n    { \"admin\" },                                // will default to {\"admin\", true, true, 0.5}\n    { \"missions\",    true,    false, 0.5 },        // not available after mission start\n    { \"mission\",    true,    true },                // will use global {{hl|voteThreshold}}\n    { \"kick\",        false,    false, 0.75 },        // not available at all\n    { \"restart\",    true,    true, -1 },            // invalid threshold value. Will default to global {{hl|voteThreshold}}\n    { \"reassign\",    false,    true, 0.5 },        // not available before mission start\n    { \"kick\",        true,    true, 0.55, 0.30 }    // means kicked in case either 55% of all players\n                                                // or 30% of players from his side (west, east, resistance, civilian) voted to kick him\n};\n```"},{"heading":"allowedVotedAdminCmds","level":4,"markdown":"**Definition of available commands for voted-in admins (this doesn't affect abilities of normal server admins):**\n\n```cpp\nallowedVotedAdminCmds[] = { { \"CMD1\", pre-init, post-init }, { \"CMD2\", pre-init, post-init }, ... , { \"CMDn\", pre-init, post-init } };\n```\n\nSecond and third parameter are optional. If not specified otherwise, they are true by default. (pre-init means prior to mission start, post-init means after a mission started)\n\n> [!IMPORTANT]\n> - Not listing any command (`allowedVotedAdminCmds[] = {};`) means such commands are disabled for voted-in admin.\n> - Not specifing allowedVotedAdminCmds at all means everything is allowed anytime for voted-in admin!\n\nCommands available for voted admins:\n\n```cpp\nallowedVotedAdminCmds[] =\n{\n    { \"mission\",    true, true },\n    { \"missions\",    true, true },\n    { \"restart\",    true, true },\n    { \"reassign\",    true, true },\n    { \"kick\",        true, true }\n};\n```"},{"heading":"See Also","level":3,"markdown":"- server config\n- Server Configuration\n- Armed Assault:Dedicated Server\n- ArmA: Server Side Scripting\n- Operation Flashpoint: Dedicated Server\n- Arma 3: Headless Client\n- Arma 3: Server Security\n- Arma: Mission rotation\n- Arma 2 Mission Rotation\n- Arma 2 OA: Multiple Mission Parameters Configuration"}],"categories":["Arma 3: Multiplayer","Introduced with Arma 3 version 1.40"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: Mod Presentation","title":"Arma 3: Mod Presentation","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Mod_Presentation","revid":352437,"updated":"2024-02-10T13:31:46Z","aliases":["Arma 3 Mod Presentation","Mod Presentation"],"markdown":"> [!NOTE]\n> There are similarities to presenting a (Creator) DLC and a mod. Although not all DLC techniques apply to mods, find details and configuration samples here.\n\n> [!NOTE]\n> For more details about CfgMods and mod.cpp see Mod.cpp/bin File Format.\n\n|  |  |\n|---|---|\n| A mod is generally a batch of files that constitute a consistent list of additions, but not limited to. A mod can have its very own presentation as shown. |  |\n| Your mod is also present in the Expansions menu with a larger picture and a long description of its content or context, it is up to you. This also include a link to your website. |  |\n|  |  |\n| **Last but not least, you have the possibility to display an icon next to the content your mod adds or alters in Eden Editor interface.**<br>In this screen, the kart object has the Karts DLC icon of the to which it belongs to. |  |\n| In this screen though, a map has the DLC logo, but this time, Altis also has it because the mod uses or alters it. |  |\n\n*A sample may be added in Arma 3 Tools, meanwhile, you can access the sources [here](http://tom4897.info/?attachment_id=2876), a demo [here](http://tom4897.info/?attachment_id=2875), and more information on DLC presentation here.*\n\n### How to\n\n#### file Mod.cpp\n\nThis is the definition file, it must be place in the root folder of your mod (*Arma 3\\Splendid Mod\\mod.cpp*) and can contain:\n\n```cpp\nname            = \"mod_\";                    // Name of your mod\nauthor            = \"author_mod\";                // Affects Arma 3 Launcher, when the mod are loaded as local\nlogo            = \"files\\ic.paa\";            // Logo displayed in the main menu\nlogoOver        = \"files\\ic_active.paa\";    // When the mouse is over, in the main menu\ntooltip            = \"mod_\";\ntooltipOwned    = \"credit_mod\";                // Tool tip displayed when the mouse is left over, in the main menu\npicture            = \"files\\overview.paa\";        // Picture displayed from the expansions menu. Optimal size is 2048x1024\nactionName        = \"GitHub\";\naction            = \"https://github.com/my-mod-page\";            // Website URL, that can be accessed from the expansions menu\noverview        = \"This awesome mod does this and that.\";    // Supports structured text\nhideName        = 0;                        // Hide the extension name\nhidePicture        = 0;                        // Hide the extension menu\ndlcColor[]        = { 0.23, 0.39, 0.30, 1 };    // Color used for DLC stripes and backgrounds (RGBA)\nlogoSmall        = \"files\\ic_small.paa\";        // Display in creative lists, next to the entities added by the mod\n```\n\n#### Images\n\nThe images defined in the mod.cpp can be stored either individually in the mod directory or in a packed PBO.\n\nIn the case of non-packed data, to keep your structure clear, you could keep your images in *Arma 3\\Splendid Mod\\Data\\* folder. Your mod.cpp has to be edited accordingly - for example, the logo path will be defined as *Data\\logo.paa*. The same applies for every external reference (in this case, image only).\n\nIf you opt for a packed data, you will have to put your images in a PBO and point the image path like in any other addon (the example of mod.cpp is based on packed file (PBO) which has for prefix \"Samples_F\").\n\n##### Recommended sizes\n\n| Type | A | x | B |\n|---|---|---|---|\n| **Logo** | 128 | x | 128 |\n| **LogoOver** | 128 | x | 128 |\n| **LogoSmall** | 64 | x | 64 |\n| **Picture** | 2048 | x | 1024 |","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> There are similarities to presenting a (Creator) DLC and a mod. Although not all DLC techniques apply to mods, find details and configuration samples here.\n\n> [!NOTE]\n> For more details about CfgMods and mod.cpp see Mod.cpp/bin File Format.\n\n|  |  |\n|---|---|\n| A mod is generally a batch of files that constitute a consistent list of additions, but not limited to. A mod can have its very own presentation as shown. |  |\n| Your mod is also present in the Expansions menu with a larger picture and a long description of its content or context, it is up to you. This also include a link to your website. |  |\n|  |  |\n| **Last but not least, you have the possibility to display an icon next to the content your mod adds or alters in Eden Editor interface.**<br>In this screen, the kart object has the Karts DLC icon of the to which it belongs to. |  |\n| In this screen though, a map has the DLC logo, but this time, Altis also has it because the mod uses or alters it. |  |\n\n*A sample may be added in Arma 3 Tools, meanwhile, you can access the sources [here](http://tom4897.info/?attachment_id=2876), a demo [here](http://tom4897.info/?attachment_id=2875), and more information on DLC presentation here.*"},{"heading":"How to","level":3,"markdown":""},{"heading":"file Mod.cpp","level":4,"markdown":"This is the definition file, it must be place in the root folder of your mod (*Arma 3\\Splendid Mod\\mod.cpp*) and can contain:\n\n```cpp\nname            = \"mod_\";                    // Name of your mod\nauthor            = \"author_mod\";                // Affects Arma 3 Launcher, when the mod are loaded as local\nlogo            = \"files\\ic.paa\";            // Logo displayed in the main menu\nlogoOver        = \"files\\ic_active.paa\";    // When the mouse is over, in the main menu\ntooltip            = \"mod_\";\ntooltipOwned    = \"credit_mod\";                // Tool tip displayed when the mouse is left over, in the main menu\npicture            = \"files\\overview.paa\";        // Picture displayed from the expansions menu. Optimal size is 2048x1024\nactionName        = \"GitHub\";\naction            = \"https://github.com/my-mod-page\";            // Website URL, that can be accessed from the expansions menu\noverview        = \"This awesome mod does this and that.\";    // Supports structured text\nhideName        = 0;                        // Hide the extension name\nhidePicture        = 0;                        // Hide the extension menu\ndlcColor[]        = { 0.23, 0.39, 0.30, 1 };    // Color used for DLC stripes and backgrounds (RGBA)\nlogoSmall        = \"files\\ic_small.paa\";        // Display in creative lists, next to the entities added by the mod\n```"},{"heading":"Images","level":4,"markdown":"The images defined in the mod.cpp can be stored either individually in the mod directory or in a packed PBO.\n\nIn the case of non-packed data, to keep your structure clear, you could keep your images in *Arma 3\\Splendid Mod\\Data\\* folder. Your mod.cpp has to be edited accordingly - for example, the logo path will be defined as *Data\\logo.paa*. The same applies for every external reference (in this case, image only).\n\nIf you opt for a packed data, you will have to put your images in a PBO and point the image path like in any other addon (the example of mod.cpp is based on packed file (PBO) which has for prefix \"Samples_F\")."},{"heading":"Recommended sizes","level":5,"markdown":"| Type | A | x | B |\n|---|---|---|---|\n| **Logo** | 128 | x | 128 |\n| **LogoOver** | 128 | x | 128 |\n| **LogoSmall** | 64 | x | 64 |\n| **Picture** | 2048 | x | 1024 |"}],"categories":[],"groups":["Modding"]},{"name":"Arma 3: Modded Keybinding","title":"Arma 3: Modded Keybinding","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Modded_Keybinding","revid":363526,"updated":"2024-04-03T19:34:02Z","aliases":[],"markdown":"As of Arma 3 v2.06, mods are able to define keys that can be bound by the user in the keybindings.\n\n```cpp\nclass CfgUserActions\n{\n    class TAG_MyActionName // This class name is used for internal representation and also for the inputAction command.\n    {\n        displayName = \"\";\n        tooltip = \"\";\n        onActivate = \"['TAG_MyActionName', true] call TAG_fnc_MyHandler\";        // _this is always true.\n        onDeactivate = \"['TAG_MyActionName', false] call TAG_fnc_MyHandler\";    // _this is always false.\n        onAnalog = \"['TAG_MyActionName', _this] call TAG_fnc_MyAnalogHandler\";    // _this is the scalar analog value.\n        analogChangeThreshold = 0.01; // Minimum change required to trigger the onAnalog EH (default: 0.01).\n        modifierBlocking = 1; // Whether this action would block other actions if the assigned key has modifier keys on it. (Since Arma 2.12)\n    };\n};\n```\n\n### Key Combination Enumerations\n\n```cpp\n// Secondary combo types:\n#define INPUT_DEVICE_COMBO_KB 0x00100000 // Keyboard button (key)\n#define INPUT_DEVICE_COMBO_MB 0x00300000 // Mouse button\n#define INPUT_DEVICE_COMBO_JB 0x00500000 // Joystick button\n#define INPUT_DEVICE_COMBO_JP 0x00600000 // Joystick POV\n#define INPUT_DEVICE_COMBO_XI 0x00900000 // Xbox controller (XInput)\n\n// Main combo types:\n#define INPUT_DEVICE_MAIN_MB 0x00010000 // Mouse button\n#define INPUT_DEVICE_MAIN_MA 0x00020000 // Mouse axis\n#define INPUT_DEVICE_MAIN_KB 0x00030000 // Keyboard button (key)\n#define INPUT_DEVICE_MAIN_JB 0x00040000 // Joystick button\n#define INPUT_DEVICE_MAIN_JA 0x00050000 // Joystick axis\n#define INPUT_DEVICE_MAIN_JP 0x00060000 // Joystick POV\n#define INPUT_DEVICE_MAIN_XI 0x00070000 // Xbox controller (XInput)\n#define INPUT_DEVICE_MAIN_TR 0x00080000 // Movement tracking device\n\n// Device types:\n#define INPUT_DEVICE_SOLO_KB 0x00000000 // Keyboard button (key)\n#define INPUT_DEVICE_SOLO_MB 0x00010000 // Mouse button\n#define INPUT_DEVICE_SOLO_JB 0x00020000 // Stick button\n#define INPUT_DEVICE_SOLO_JA 0x00030000 // Stick axis\n#define INPUT_DEVICE_SOLO_JP 0x00040000 // Stick POV\n#define INPUT_DEVICE_SOLO_XI 0x00050000 // XInput device\n#define INPUT_DEVICE_SOLO_TR 0x00080000 // EyeXTracker, TrackIR, FreeTrack, ... exclusive, in this preference\n#define INPUT_DEVICE_SOLO_MA 0x00100000 // Mouse axis\n```\n\n```cpp\nenum MouseButtons\n{\n    MOUSE_BUTTONS_LEFT        = 0,\n    MOUSE_BUTTONS_RIGHT        = 1,\n    MOUSE_BUTTONS_MIDDLE    = 2,\n    MOUSE_BUTTONS_CUSTOM_1    = 3,\n    MOUSE_BUTTONS_CUSTOM_2    = 4,\n    MOUSE_BUTTONS_CUSTOM_3    = 5,\n    MOUSE_BUTTONS_CUSTOM_4    = 6,\n    MOUSE_BUTTONS_CUSTOM_5    = 7\n};\n\n#define INPUT_DOUBLE_TAP_OFFSET        0x100    // Offset for double click (used as mask)\n#define MOUSE_CLICK_OFFSET            0x80    // Offset for mouse button click (compared to hold)\n```\n\nExamples:\n\n- Left click: 0x80\n- Left click hold: 0x0\n- Left click doubletap: 0x100\n- Right click hold: 0x1\n\nThere are 256 stick buttons.\n\n```cpp\n#define N_JOYSTICK_AXES        8 // 3 normal, 3 rotate, 2 sliders\n#define N_JOYSTICK_POV        8 // 8 directional stick\n```\n\nTrackIR axis:\n\n```cpp\nenum MovementTrackerAxis\n{\n    TRACK_PITCH = 0,    // Up / down rotation\n    TRACK_YAW = 1,        // Left / right rotation\n    TRACK_ROLL = 2,        // Side roll\n    TRACK_X = 3,        // Left / right move\n    TRACK_Y = 4,        // Up / down move\n    TRACK_Z = 5            // Forward / backward move\n};\n```\n\n```cpp\nenum MouseAxis\n{\n    MOUSE_AXIS_LEFT = 0,\n    MOUSE_AXIS_RIGHT = 1,\n    MOUSE_AXIS_UP = 2,\n    MOUSE_AXIS_DOWN = 3, // Last actual mouse axis, change N_MOUSE_AXES if adding new axis\n    MOUSE_AXIS_WHEEL_UP = 4,\n    MOUSE_AXIS_WHEEL_DOWN = 5\n};\n```\n\n### Adding a new key\n\n#### Defining a new action in CfgUserActions\n\n```cpp\nclass CfgUserActions\n{\n    class TAG_MyActionName // This class name is used for internal representation and also for the inputAction command.\n    {\n        displayName = \"My Test Action\";\n        tooltip = \"This action is for testing.\";\n        onActivate = \"_this call TAG_fnc_MyHandler\";        // _this is always true.\n        onDeactivate = \"_this call TAG_fnc_MyHandler\";        // _this is always false.\n        onAnalog = \"_this call TAG_fnc_MyAnalogHandler\";    // _this is the scalar analog value.\n        analogChangeThreshold = 0.1; // Minimum change required to trigger the onAnalog EH (default: 0.01).\n    };\n};\n```\n\n#### Defining a default keybind in CfgDefaultKeysPresets\n\n```cpp\nclass CfgDefaultKeysPresets\n{\n    class Arma2 // Arma2 is inherited by all other presets.\n    {\n        class Mappings\n        {\n            TAG_MyActionName[] = {\n                0x25, // DIK_K\n                \"256 + 0x25\", // 256 is the bitflag for \"doubletap\", 0x25 is the DIK code for K.\n                \"0x00010000 + 2\" // 0x00010000 is the bitflag for \"mouse button\".\n            };\n        };\n    };\n};\n```\n\n> [!WARNING]\n> If the key code is large enough, for example `0x1D130023` (<kbd>Ctrl</kbd> + <kbd>H</kbd>), then adding values may lead to a wrong result due to rounding errors (see Number - Floating-point Precision).\n> As such, it is recommended to do the calculation manually and use that value instead.\n\n#### Adding a keybind to the keybind options dialog\n\n```cpp\nclass UserActionGroups\n{\n    class ModSection // Unique classname of your category.\n    {\n        name = \"Mod Section\"; // Display name of your category.\n        isAddon = 1;\n        group[] = { \"TAG_MyActionName\" }; // List of all actions inside this category.\n    };\n};\n```\n\n#### Setting up a collision group (optional)\n\nClass UserActionsConflictGroups provides the ability to configure checks for keybinding collisions. The following example demonstrates how to ensure that the input does not conflict with car movement keybindings:\n\n```cpp\nclass UserActionsConflictGroups\n{\n    class ActionGroups\n    {\n        TAG_MyActionGroup[] = { \"TAG_MyActionName\" };\n    };\n\n    class CollisionGroups\n    {\n        // Add your group to an existing collision group:\n        carMove[] += { \"TAG_MyActionGroup\" };\n\n        // Or alternatively add your own collision group (which is usually preferrable):\n        TAG_MyActionGroupCollisions[] = { \"basic\", \"vehBasic\", \"HeadMove\", \"TAG_MyActionGroup\" };\n    };\n};\n```\n\n### Scripted Event Handlers\n\n```sqf\naddUserActionEventHandler [\"ReloadMagazine\", \"Activate\", {\n    systemChat \"Reloading!\";\n    removeUserActionEventHandler [\"ReloadMagazine\", \"Activate\", _thisEventHandler];\n}];\n```\n\nThe persistence of these EHs is the same as that of Mission Event Handlers - they are scoped per mission and get removed when the mission ends.\n\n**See Also:**\n\n- addUserActionEventHandler\n- removeUserActionEventHandler\n- removeAllUserActionEventHandlers\n\n### Additional documentation on key bitflags (CfgDefaultKeysPresets)\n\n> [!NOTE]\n> - See also DIK KeyCodes\n> - The format is as follows (here for <kbd>Ctrl</kbd> + <kbd>W</kbd> with a value of `487784465`, hexadecimal `0x1D130011`):\n>\n> |  |  |  |  |  |  |\n> |---|---|---|---|---|---|\n> | Value | 0x | 1D | 13 | 00 | 11 |\n> | Title | hexPrefix | comboKB | deviceType | doubleTapInfo | keyId |\n> | Translated | N/A | `DIK_LCONTROL` | `INPUT_DEVICE_COMBO_KB` + `INPUT_DEVICE_MAIN_KB` | 0 | DIK_W |\n> | Details | N/A | combo keyboard key (second key of a combo is always keyboard) | device type of first key (joystick, mouse, KB, ...)<br>or in case of combo, first half secondary combo type, second half main combo type | offset for joysticks or double tap info for keyboard | key/button/axis identification |\n\n```sqf\n// dik = 0xAABBCCDD\n// BBCCDD = whole info about first key\n// CCDD = button info (doubleTap or joyID + btnID)\n// DD = button local ID\n```\n\n**Example for <kbd>A</kbd> + <kbd>2×B</kbd>**\n\n```\nDIK_A = 0x1E, DIK_B = 0x30\nCombined code = 0x1E130130\n```\n\ncombo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device type is INPUT_DEVICE_MAIN_KB (3), doubletap (01), main key is IDK_B (30)\n\n**Example for <kbd>A</kbd> + Middle Mouse Button**\n\n```\nDIK_A = 0x1E, middle mouse hold = 0x2\nCombined code 0x1E110002\n```\n\nCombo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device is INPUT_DEVICE_MAIN_MB (1), no double tap (00), main key is MOUSE_BUTTONS_MIDDLE (2)\n\n**Example for A + Mouse Left (move)**\n\n```\nDIK_A = 0x1E, MOUSE_AXIS_LEFT = 0\nCombined code 0x1E120001\n```\n\nCombo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device is INPUT_DEVICE_MAIN_MA (2), no double tap (00), main key is MOUSE_AXIS_RIGHT (1)\n\n**Example for Left Mouse Button + Middle Mouse Button**\n\n```\nMOUSE_BUTTONS_LEFT = 0, MOUSE_BUTTONS_MIDDLE = 2\nCombined code 0x02310000\n```\n\nCombo key is MOUSE_BUTTONS_MIDDLE (2), combo key device type is INPUT_DEVICE_COMBO_MB (3), main key device is INPUT_DEVICE_MAIN_MB (1), no double tap (00), main key is MOUSE_BUTTONS_LEFT (0)","sections":[{"heading":null,"level":1,"markdown":"As of Arma 3 v2.06, mods are able to define keys that can be bound by the user in the keybindings.\n\n```cpp\nclass CfgUserActions\n{\n    class TAG_MyActionName // This class name is used for internal representation and also for the inputAction command.\n    {\n        displayName = \"\";\n        tooltip = \"\";\n        onActivate = \"['TAG_MyActionName', true] call TAG_fnc_MyHandler\";        // _this is always true.\n        onDeactivate = \"['TAG_MyActionName', false] call TAG_fnc_MyHandler\";    // _this is always false.\n        onAnalog = \"['TAG_MyActionName', _this] call TAG_fnc_MyAnalogHandler\";    // _this is the scalar analog value.\n        analogChangeThreshold = 0.01; // Minimum change required to trigger the onAnalog EH (default: 0.01).\n        modifierBlocking = 1; // Whether this action would block other actions if the assigned key has modifier keys on it. (Since Arma 2.12)\n    };\n};\n```"},{"heading":"Key Combination Enumerations","level":3,"markdown":"```cpp\n// Secondary combo types:\n#define INPUT_DEVICE_COMBO_KB 0x00100000 // Keyboard button (key)\n#define INPUT_DEVICE_COMBO_MB 0x00300000 // Mouse button\n#define INPUT_DEVICE_COMBO_JB 0x00500000 // Joystick button\n#define INPUT_DEVICE_COMBO_JP 0x00600000 // Joystick POV\n#define INPUT_DEVICE_COMBO_XI 0x00900000 // Xbox controller (XInput)\n\n// Main combo types:\n#define INPUT_DEVICE_MAIN_MB 0x00010000 // Mouse button\n#define INPUT_DEVICE_MAIN_MA 0x00020000 // Mouse axis\n#define INPUT_DEVICE_MAIN_KB 0x00030000 // Keyboard button (key)\n#define INPUT_DEVICE_MAIN_JB 0x00040000 // Joystick button\n#define INPUT_DEVICE_MAIN_JA 0x00050000 // Joystick axis\n#define INPUT_DEVICE_MAIN_JP 0x00060000 // Joystick POV\n#define INPUT_DEVICE_MAIN_XI 0x00070000 // Xbox controller (XInput)\n#define INPUT_DEVICE_MAIN_TR 0x00080000 // Movement tracking device\n\n// Device types:\n#define INPUT_DEVICE_SOLO_KB 0x00000000 // Keyboard button (key)\n#define INPUT_DEVICE_SOLO_MB 0x00010000 // Mouse button\n#define INPUT_DEVICE_SOLO_JB 0x00020000 // Stick button\n#define INPUT_DEVICE_SOLO_JA 0x00030000 // Stick axis\n#define INPUT_DEVICE_SOLO_JP 0x00040000 // Stick POV\n#define INPUT_DEVICE_SOLO_XI 0x00050000 // XInput device\n#define INPUT_DEVICE_SOLO_TR 0x00080000 // EyeXTracker, TrackIR, FreeTrack, ... exclusive, in this preference\n#define INPUT_DEVICE_SOLO_MA 0x00100000 // Mouse axis\n```\n\n```cpp\nenum MouseButtons\n{\n    MOUSE_BUTTONS_LEFT        = 0,\n    MOUSE_BUTTONS_RIGHT        = 1,\n    MOUSE_BUTTONS_MIDDLE    = 2,\n    MOUSE_BUTTONS_CUSTOM_1    = 3,\n    MOUSE_BUTTONS_CUSTOM_2    = 4,\n    MOUSE_BUTTONS_CUSTOM_3    = 5,\n    MOUSE_BUTTONS_CUSTOM_4    = 6,\n    MOUSE_BUTTONS_CUSTOM_5    = 7\n};\n\n#define INPUT_DOUBLE_TAP_OFFSET        0x100    // Offset for double click (used as mask)\n#define MOUSE_CLICK_OFFSET            0x80    // Offset for mouse button click (compared to hold)\n```\n\nExamples:\n\n- Left click: 0x80\n- Left click hold: 0x0\n- Left click doubletap: 0x100\n- Right click hold: 0x1\n\nThere are 256 stick buttons.\n\n```cpp\n#define N_JOYSTICK_AXES        8 // 3 normal, 3 rotate, 2 sliders\n#define N_JOYSTICK_POV        8 // 8 directional stick\n```\n\nTrackIR axis:\n\n```cpp\nenum MovementTrackerAxis\n{\n    TRACK_PITCH = 0,    // Up / down rotation\n    TRACK_YAW = 1,        // Left / right rotation\n    TRACK_ROLL = 2,        // Side roll\n    TRACK_X = 3,        // Left / right move\n    TRACK_Y = 4,        // Up / down move\n    TRACK_Z = 5            // Forward / backward move\n};\n```\n\n```cpp\nenum MouseAxis\n{\n    MOUSE_AXIS_LEFT = 0,\n    MOUSE_AXIS_RIGHT = 1,\n    MOUSE_AXIS_UP = 2,\n    MOUSE_AXIS_DOWN = 3, // Last actual mouse axis, change N_MOUSE_AXES if adding new axis\n    MOUSE_AXIS_WHEEL_UP = 4,\n    MOUSE_AXIS_WHEEL_DOWN = 5\n};\n```"},{"heading":"Adding a new key","level":3,"markdown":""},{"heading":"Defining a new action in CfgUserActions","level":4,"markdown":"```cpp\nclass CfgUserActions\n{\n    class TAG_MyActionName // This class name is used for internal representation and also for the inputAction command.\n    {\n        displayName = \"My Test Action\";\n        tooltip = \"This action is for testing.\";\n        onActivate = \"_this call TAG_fnc_MyHandler\";        // _this is always true.\n        onDeactivate = \"_this call TAG_fnc_MyHandler\";        // _this is always false.\n        onAnalog = \"_this call TAG_fnc_MyAnalogHandler\";    // _this is the scalar analog value.\n        analogChangeThreshold = 0.1; // Minimum change required to trigger the onAnalog EH (default: 0.01).\n    };\n};\n```"},{"heading":"Defining a default keybind in CfgDefaultKeysPresets","level":4,"markdown":"```cpp\nclass CfgDefaultKeysPresets\n{\n    class Arma2 // Arma2 is inherited by all other presets.\n    {\n        class Mappings\n        {\n            TAG_MyActionName[] = {\n                0x25, // DIK_K\n                \"256 + 0x25\", // 256 is the bitflag for \"doubletap\", 0x25 is the DIK code for K.\n                \"0x00010000 + 2\" // 0x00010000 is the bitflag for \"mouse button\".\n            };\n        };\n    };\n};\n```\n\n> [!WARNING]\n> If the key code is large enough, for example `0x1D130023` (<kbd>Ctrl</kbd> + <kbd>H</kbd>), then adding values may lead to a wrong result due to rounding errors (see Number - Floating-point Precision).\n> As such, it is recommended to do the calculation manually and use that value instead."},{"heading":"Adding a keybind to the keybind options dialog","level":4,"markdown":"```cpp\nclass UserActionGroups\n{\n    class ModSection // Unique classname of your category.\n    {\n        name = \"Mod Section\"; // Display name of your category.\n        isAddon = 1;\n        group[] = { \"TAG_MyActionName\" }; // List of all actions inside this category.\n    };\n};\n```"},{"heading":"Setting up a collision group (optional)","level":4,"markdown":"Class UserActionsConflictGroups provides the ability to configure checks for keybinding collisions. The following example demonstrates how to ensure that the input does not conflict with car movement keybindings:\n\n```cpp\nclass UserActionsConflictGroups\n{\n    class ActionGroups\n    {\n        TAG_MyActionGroup[] = { \"TAG_MyActionName\" };\n    };\n\n    class CollisionGroups\n    {\n        // Add your group to an existing collision group:\n        carMove[] += { \"TAG_MyActionGroup\" };\n\n        // Or alternatively add your own collision group (which is usually preferrable):\n        TAG_MyActionGroupCollisions[] = { \"basic\", \"vehBasic\", \"HeadMove\", \"TAG_MyActionGroup\" };\n    };\n};\n```"},{"heading":"Scripted Event Handlers","level":3,"markdown":"```sqf\naddUserActionEventHandler [\"ReloadMagazine\", \"Activate\", {\n    systemChat \"Reloading!\";\n    removeUserActionEventHandler [\"ReloadMagazine\", \"Activate\", _thisEventHandler];\n}];\n```\n\nThe persistence of these EHs is the same as that of Mission Event Handlers - they are scoped per mission and get removed when the mission ends.\n\n**See Also:**\n\n- addUserActionEventHandler\n- removeUserActionEventHandler\n- removeAllUserActionEventHandlers"},{"heading":"Additional documentation on key bitflags (CfgDefaultKeysPresets)","level":3,"markdown":"> [!NOTE]\n> - See also DIK KeyCodes\n> - The format is as follows (here for <kbd>Ctrl</kbd> + <kbd>W</kbd> with a value of `487784465`, hexadecimal `0x1D130011`):\n>\n> |  |  |  |  |  |  |\n> |---|---|---|---|---|---|\n> | Value | 0x | 1D | 13 | 00 | 11 |\n> | Title | hexPrefix | comboKB | deviceType | doubleTapInfo | keyId |\n> | Translated | N/A | `DIK_LCONTROL` | `INPUT_DEVICE_COMBO_KB` + `INPUT_DEVICE_MAIN_KB` | 0 | DIK_W |\n> | Details | N/A | combo keyboard key (second key of a combo is always keyboard) | device type of first key (joystick, mouse, KB, ...)<br>or in case of combo, first half secondary combo type, second half main combo type | offset for joysticks or double tap info for keyboard | key/button/axis identification |\n\n```sqf\n// dik = 0xAABBCCDD\n// BBCCDD = whole info about first key\n// CCDD = button info (doubleTap or joyID + btnID)\n// DD = button local ID\n```\n\n**Example for <kbd>A</kbd> + <kbd>2×B</kbd>**\n\n```\nDIK_A = 0x1E, DIK_B = 0x30\nCombined code = 0x1E130130\n```\n\ncombo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device type is INPUT_DEVICE_MAIN_KB (3), doubletap (01), main key is IDK_B (30)\n\n**Example for <kbd>A</kbd> + Middle Mouse Button**\n\n```\nDIK_A = 0x1E, middle mouse hold = 0x2\nCombined code 0x1E110002\n```\n\nCombo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device is INPUT_DEVICE_MAIN_MB (1), no double tap (00), main key is MOUSE_BUTTONS_MIDDLE (2)\n\n**Example for A + Mouse Left (move)**\n\n```\nDIK_A = 0x1E, MOUSE_AXIS_LEFT = 0\nCombined code 0x1E120001\n```\n\nCombo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device is INPUT_DEVICE_MAIN_MA (2), no double tap (00), main key is MOUSE_AXIS_RIGHT (1)\n\n**Example for Left Mouse Button + Middle Mouse Button**\n\n```\nMOUSE_BUTTONS_LEFT = 0, MOUSE_BUTTONS_MIDDLE = 2\nCombined code 0x02310000\n```\n\nCombo key is MOUSE_BUTTONS_MIDDLE (2), combo key device type is INPUT_DEVICE_COMBO_MB (3), main key device is INPUT_DEVICE_MAIN_MB (1), no double tap (00), main key is MOUSE_BUTTONS_LEFT (0)"}],"categories":["Arma 3: Editing","Introduced with Arma 3 version 2.06"],"groups":["General"]},{"name":"Arma 3: Modding Characters","title":"Arma 3: Modding Characters","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Modding_Characters","revid":373634,"updated":"2025-05-30T04:22:09Z","aliases":["Arma 3 Modding Characters"],"markdown":"**This is an early version of a character model making tutorial for Arma 3 Alpha. It still relies on the old Arma 2 tools and only limited example models are provided - may be expanded in the future.**\n\n> [!NOTE]\n> Please be aware of the Arma 3: Modding License.\n\n##### Requirements\n\n- [https://store.steampowered.com/app/233800/Arma_3_Tools](https://store.steampowered.com/app/233800/Arma_3_Tools) (object builder, requires a copy of Arma 3)\n- [https://store.steampowered.com/app/390500/Arma_3_Samples](https://store.steampowered.com/app/390500/Arma_3_Samples) (all modding examples, requires a copy of Arma 3)\n- Blender with the Arma 3 Toolbox addon\n\n##### Other useful material\n\n**Arma 3 specific**\n\n- [Stiltman's excellent guide to existing Arma3 character **retexturing**](http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&p=2324469&viewfull=1#post2324469)\n- [Mondkalb's fully implemented new units](http://forums.bistudio.com/showthread.php?148650-Old-stlye-US-Army-BDU) (this [license](http://creativecommons.org/licenses/by-nc-sa/3.0/) applies) [2](http://www.armaholic.net/chili/addons/units/mbg_old_usarmy_mlod.7z)\n- [Bad Benson's description on how to export characters from Maya](http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&p=2320156&viewfull=1#post2320156)\n- [Example vest config by RavenDK](http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&p=2322957&viewfull=1#post2322957)\n- [Character retexture guide by Scarecrow398](http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&p=2331073&viewfull=1#post2331073)\n- [Underwear modding guidelines by pomigit](http://forums.bistudio.com/showthread.php?166612-ARMA-3-Underwear-modding-guidelines)\n- [Modders resource: New animation workflow!](http://forums.bistudio.com/showthread.php?167944-Modders-resource-New-animation-workflow!)\n\n**Arma 2 / Armed Assault / Operation Flashpoint / general**\n\n- Mondkalb's Addon Making Tutorial for Arma2 (updated version for Arma3 hopefully coming soon)\n- [STALKERGB's Weighting overview](http://forums.bistudio.com/showthread.php?114036-STALKERGB-s-Weighting-overview) (creating skin directly in in Oxygen2)\n- [OFPEC (Operation Flashpoint Editing Center) tutorial collection](http://www.ofpec.com/addons_depot/index.php?action=list&cat=tu)\n- [Oxygen2 tutorial youtube series](http://www.youtube.com/watch?v=NfliiT2ws_c)\n\n### Creating Arma 3 Characters from Scratch\n\n##### Part 1: character creation in 3dsmax\n\n- open A3_character_template.max and use its skeleton as a base to create your own character in a traditional way. An Arma 3 character has about 5 LODs and 1 shadow LOD. The typical polycount for LOD1 should be around 10,000 triangles and the final LOD should be small as possible (300 tris). Recommended shadow LOD polycount is 1000, all triangles, no smoothing, and closed geometry.\n- for info on organic modeling and skinning look for tutorials on the interwebz - there are plenty.\n- use only Skin modifier for weighting, use max 4 bones per vertex. You can speed-up the skinning process if you use \"Skin Wrap\" modifier, and transfer skinning from example character onto yours new one. Google \"Skin Wrap 3dsmax\" for details on how to use it.\n- if your character contains bare hands, legs or head, it is advised to use the standard Arma 3 ones for compatibility. Add them later in Oxygen, there's no need to do them in max.\n- to check if skin applies properly, you can apply some poses on the character. Either animate by hand, or Import \"A2_animation_poses.fbx\" and pick \"update scene elements\". Arma3 animation poses in FBX will be coming soon.\n\n##### Part 2: Export from 3dsmax\n\n- install VM_s-P3D_Export.mcr (included in A3_Character_Examples_1.1.zip ) into 3dsmax (like this: http://www.scriptspot.com/files/Run&Install_MacroScript.wmv , except our groups name is VM's) or Google \"installing macroscripts in 3dsmax\"\n- make sure the mesh is flawless, no zero faces, isolated vertices etc. Make sure the shadow LOD is closed geometry\n- triangulate your mesh (not mandatory, but provides consistency with normals - O2 likes to flip hidden edges)\n- the export model must be editable mesh or editable poly, with \"Skin\" modifier on top, with some bones assigned, or you get errors.\n- Run the script, select your character's mesh, pick SaveAs location and hit export\n\n##### Part 3: Import and check in O2\n\n*all general rules of arma p3d models, textures and materials apply. If you need help getting oriented in O2, see [Gnat's tutorial series](http://www.youtube.com/watch?v=NfliiT2ws_c)*\n\n- Run O2, File - Import - Universal Bistudio TXT, pick your file\n- optional - try applying an RTM on the model, to check if it imported correctly (right click Animations window - From matrices all LODs - pick RTM, then scroll through frames) Make sure to discard this and reimport the model again to get rid of the animation after)\n- check mesh for errors (Faces - Degenerated Faces - Check, let them get marked, then go to Points - Merge near - OK) (Points - Select Isolated - press Delete)\n- link textures and materials - drag LMB to select mesh, press \"E\" and input texture links (a3\\characters_f\\something\\data\\something_co.tga, a3\\characters_f\\something\\data\\something.rvmat - depends on your addon structure) For texturing and materials info look here\n\n##### Part 4: Finalizing in O2\n\n- Run second O2, open Arma 3 character template P3D. Observe proxies in LODs (big triangles named \"\\A3\\Characters_F\\Proxies\\headgear\" etc) and some technical LODs, like Memory or Geometry, Fire Geometry etc. Don't touch any of this, add only your visual mesh. For safety, you can select them and press \"Ctrl+H\" to hide. Ctrl+A and Ctrl+Shift+H unhides all.\n- Ctrl+C Ctrl+V your character mesh into the appropriate visual LODs in the template file. (select in imported O2, ctrl+c, go to the template O2, go to the proper LOD, Ctrl+V)\n- if bare parts (hands, head) are present, then use existing ones already present in the template, just erase redundant faces covered by clothing.\n- copy-paste the shadow model into ShadowVolume 0.00 LOD. This one\n  - must be closed geometry (Structure - Topology - Find Non-closed, Structure - Topology - Close)\n  - has to be triangulated (select all, press \"num/\")\n  - cannot have any smoothing (select all, Surfaces - Sharp Edges)\n  - shouldn't have any material or texture links (select, press \"E\", erase paths)\n  - cannot have any properties set in the Named Property window - delete them if there are any.\n- create injury selections - these function the same as in Arma 2, though they are called differently - the new names are \"injury_head, injury_hands, injury_body, injury_legs\". These mark faces for which the material will be swapped for the injured version. Should be present on visual mesh only, make sure they are not on the Shadow model.\n- check selections \"personality\" (should contain actual head mesh), \"hl\" (contains hands and legs), camo, camo1, camo2 (contains clothing - depends on config, may vary from model to model - if not present then config has no influence on character texture)\n- if you don't want the game to display a head, helmet, glasses, vest or backpack on your character, then simply erase those appropriate proxies in all LODs. Note: a head proxy is called \\A3\\characters_f\\Heads\\bysta\n- have a cold Pilsner\n\n### Porting existing Arma 2 characters into Arma 3\n\n*This is for experienced people who already know how to create a character for Arma 2, and have their models ready in unbinarized p3d format. Unfortunately, binarized p3d models, like Arma 2 addons content, cannot be converted for Arma 3*\n\n- open two Oxygens, one with the template scene A3_character_template.p3d, and one with the Arma 2 character you want to port\n- select only the visual mesh of the Arma 2 character (only the physical mesh of the actual character, nothing else) and copy-paste it into corresponding LODs in the Arma 3 template. Discard all Arma 2 proxies and technical LODs, only copy the visual mesh and mesh from ShadowVolume 0.00.\n- If bare skin is present (typically hands or head) then discard the Arma 2 mesh, and replace with Arma 3 parts (included in template). In O2, even the skinned mesh can be freely copy-pasted without trouble.\n- update the names of the injury selections in the LODs. The new names are \"injury_head, injury_hands, injury_body, injury_legs\"\n- update the material links (default Arma 3 path is `a3\\characters_f\\`)\n- check model for degenerated faces, isolated vertices, split edges, zero UV faces, make sure you transferred Named Properties correctly (there cannot be \"lodnoshadow = 1\" in Shadow Volume etc)\n- IMPORTANT - If the character already has a vest, head or helmet as a solid part of its mesh, then make sure to erase appropriate proxies (the big triangles named \"\\A3\\Characters_F\\Proxies\\headgear\" etc, so the game doesn't try to put them on.) Usually, at least the helmet can be detached and made into a standalone equipment part - see next section.\n\n### Making vests, helmets, backpacks and glasses\n\nthe procedure is the same as for actual characters, except these accessories are much simpler - they lack all of those proxies and special LODs.\n\n- see example vest and helmet (A3_vest_example.p3d, A3_headgear_example.p3d)\n- Geometry LOD has to be present, even if it is empty, and has to have \"autocenter = 0\" set in Named Properties window.\n- helmets and glasses need to have an empty ViewPilot LOD or they would obscure view in 1st person.\n- make sure to model NVG slot on helmets in appropriate position - see A3_headgear_NVGslot.p3d for placement reference.\n- if you want to make chin strap skinned on jawbone, the bone name is \"Face_Jawbone\"\n- \"camo\" selections do work, the same as on characters\n- all other character technical rules apply\n\n### Getting it all in the game\n\n*COMING SOON*\n\n- meanwhile check [Mondkalb's example character addon structure and configs](http://www.armaholic.net/chili/addons/units/mbg_old_usarmy_mlod.7z), and try to mimic its structure. (or overwrite his models if you are afraid of touching config files)\n- some knowledge can be found here (most still applies in A3)*Configuration of Arma1 soldier* (dead link)\n- pack the addon using this info","sections":[{"heading":null,"level":1,"markdown":"**This is an early version of a character model making tutorial for Arma 3 Alpha. It still relies on the old Arma 2 tools and only limited example models are provided - may be expanded in the future.**\n\n> [!NOTE]\n> Please be aware of the Arma 3: Modding License."},{"heading":"Requirements","level":5,"markdown":"- [https://store.steampowered.com/app/233800/Arma_3_Tools](https://store.steampowered.com/app/233800/Arma_3_Tools) (object builder, requires a copy of Arma 3)\n- [https://store.steampowered.com/app/390500/Arma_3_Samples](https://store.steampowered.com/app/390500/Arma_3_Samples) (all modding examples, requires a copy of Arma 3)\n- Blender with the Arma 3 Toolbox addon"},{"heading":"Other useful material","level":5,"markdown":"**Arma 3 specific**\n\n- [Stiltman's excellent guide to existing Arma3 character **retexturing**](http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&p=2324469&viewfull=1#post2324469)\n- [Mondkalb's fully implemented new units](http://forums.bistudio.com/showthread.php?148650-Old-stlye-US-Army-BDU) (this [license](http://creativecommons.org/licenses/by-nc-sa/3.0/) applies) [2](http://www.armaholic.net/chili/addons/units/mbg_old_usarmy_mlod.7z)\n- [Bad Benson's description on how to export characters from Maya](http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&p=2320156&viewfull=1#post2320156)\n- [Example vest config by RavenDK](http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&p=2322957&viewfull=1#post2322957)\n- [Character retexture guide by Scarecrow398](http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&p=2331073&viewfull=1#post2331073)\n- [Underwear modding guidelines by pomigit](http://forums.bistudio.com/showthread.php?166612-ARMA-3-Underwear-modding-guidelines)\n- [Modders resource: New animation workflow!](http://forums.bistudio.com/showthread.php?167944-Modders-resource-New-animation-workflow!)\n\n**Arma 2 / Armed Assault / Operation Flashpoint / general**\n\n- Mondkalb's Addon Making Tutorial for Arma2 (updated version for Arma3 hopefully coming soon)\n- [STALKERGB's Weighting overview](http://forums.bistudio.com/showthread.php?114036-STALKERGB-s-Weighting-overview) (creating skin directly in in Oxygen2)\n- [OFPEC (Operation Flashpoint Editing Center) tutorial collection](http://www.ofpec.com/addons_depot/index.php?action=list&cat=tu)\n- [Oxygen2 tutorial youtube series](http://www.youtube.com/watch?v=NfliiT2ws_c)"},{"heading":"Creating Arma 3 Characters from Scratch","level":3,"markdown":""},{"heading":"Part 1: character creation in 3dsmax","level":5,"markdown":"- open A3_character_template.max and use its skeleton as a base to create your own character in a traditional way. An Arma 3 character has about 5 LODs and 1 shadow LOD. The typical polycount for LOD1 should be around 10,000 triangles and the final LOD should be small as possible (300 tris). Recommended shadow LOD polycount is 1000, all triangles, no smoothing, and closed geometry.\n- for info on organic modeling and skinning look for tutorials on the interwebz - there are plenty.\n- use only Skin modifier for weighting, use max 4 bones per vertex. You can speed-up the skinning process if you use \"Skin Wrap\" modifier, and transfer skinning from example character onto yours new one. Google \"Skin Wrap 3dsmax\" for details on how to use it.\n- if your character contains bare hands, legs or head, it is advised to use the standard Arma 3 ones for compatibility. Add them later in Oxygen, there's no need to do them in max.\n- to check if skin applies properly, you can apply some poses on the character. Either animate by hand, or Import \"A2_animation_poses.fbx\" and pick \"update scene elements\". Arma3 animation poses in FBX will be coming soon."},{"heading":"Part 2: Export from 3dsmax","level":5,"markdown":"- install VM_s-P3D_Export.mcr (included in A3_Character_Examples_1.1.zip ) into 3dsmax (like this: http://www.scriptspot.com/files/Run&Install_MacroScript.wmv , except our groups name is VM's) or Google \"installing macroscripts in 3dsmax\"\n- make sure the mesh is flawless, no zero faces, isolated vertices etc. Make sure the shadow LOD is closed geometry\n- triangulate your mesh (not mandatory, but provides consistency with normals - O2 likes to flip hidden edges)\n- the export model must be editable mesh or editable poly, with \"Skin\" modifier on top, with some bones assigned, or you get errors.\n- Run the script, select your character's mesh, pick SaveAs location and hit export"},{"heading":"Part 3: Import and check in O2","level":5,"markdown":"*all general rules of arma p3d models, textures and materials apply. If you need help getting oriented in O2, see [Gnat's tutorial series](http://www.youtube.com/watch?v=NfliiT2ws_c)*\n\n- Run O2, File - Import - Universal Bistudio TXT, pick your file\n- optional - try applying an RTM on the model, to check if it imported correctly (right click Animations window - From matrices all LODs - pick RTM, then scroll through frames) Make sure to discard this and reimport the model again to get rid of the animation after)\n- check mesh for errors (Faces - Degenerated Faces - Check, let them get marked, then go to Points - Merge near - OK) (Points - Select Isolated - press Delete)\n- link textures and materials - drag LMB to select mesh, press \"E\" and input texture links (a3\\characters_f\\something\\data\\something_co.tga, a3\\characters_f\\something\\data\\something.rvmat - depends on your addon structure) For texturing and materials info look here"},{"heading":"Part 4: Finalizing in O2","level":5,"markdown":"- Run second O2, open Arma 3 character template P3D. Observe proxies in LODs (big triangles named \"\\A3\\Characters_F\\Proxies\\headgear\" etc) and some technical LODs, like Memory or Geometry, Fire Geometry etc. Don't touch any of this, add only your visual mesh. For safety, you can select them and press \"Ctrl+H\" to hide. Ctrl+A and Ctrl+Shift+H unhides all.\n- Ctrl+C Ctrl+V your character mesh into the appropriate visual LODs in the template file. (select in imported O2, ctrl+c, go to the template O2, go to the proper LOD, Ctrl+V)\n- if bare parts (hands, head) are present, then use existing ones already present in the template, just erase redundant faces covered by clothing.\n- copy-paste the shadow model into ShadowVolume 0.00 LOD. This one\n  - must be closed geometry (Structure - Topology - Find Non-closed, Structure - Topology - Close)\n  - has to be triangulated (select all, press \"num/\")\n  - cannot have any smoothing (select all, Surfaces - Sharp Edges)\n  - shouldn't have any material or texture links (select, press \"E\", erase paths)\n  - cannot have any properties set in the Named Property window - delete them if there are any.\n- create injury selections - these function the same as in Arma 2, though they are called differently - the new names are \"injury_head, injury_hands, injury_body, injury_legs\". These mark faces for which the material will be swapped for the injured version. Should be present on visual mesh only, make sure they are not on the Shadow model.\n- check selections \"personality\" (should contain actual head mesh), \"hl\" (contains hands and legs), camo, camo1, camo2 (contains clothing - depends on config, may vary from model to model - if not present then config has no influence on character texture)\n- if you don't want the game to display a head, helmet, glasses, vest or backpack on your character, then simply erase those appropriate proxies in all LODs. Note: a head proxy is called \\A3\\characters_f\\Heads\\bysta\n- have a cold Pilsner"},{"heading":"Porting existing Arma 2 characters into Arma 3","level":3,"markdown":"*This is for experienced people who already know how to create a character for Arma 2, and have their models ready in unbinarized p3d format. Unfortunately, binarized p3d models, like Arma 2 addons content, cannot be converted for Arma 3*\n\n- open two Oxygens, one with the template scene A3_character_template.p3d, and one with the Arma 2 character you want to port\n- select only the visual mesh of the Arma 2 character (only the physical mesh of the actual character, nothing else) and copy-paste it into corresponding LODs in the Arma 3 template. Discard all Arma 2 proxies and technical LODs, only copy the visual mesh and mesh from ShadowVolume 0.00.\n- If bare skin is present (typically hands or head) then discard the Arma 2 mesh, and replace with Arma 3 parts (included in template). In O2, even the skinned mesh can be freely copy-pasted without trouble.\n- update the names of the injury selections in the LODs. The new names are \"injury_head, injury_hands, injury_body, injury_legs\"\n- update the material links (default Arma 3 path is `a3\\characters_f\\`)\n- check model for degenerated faces, isolated vertices, split edges, zero UV faces, make sure you transferred Named Properties correctly (there cannot be \"lodnoshadow = 1\" in Shadow Volume etc)\n- IMPORTANT - If the character already has a vest, head or helmet as a solid part of its mesh, then make sure to erase appropriate proxies (the big triangles named \"\\A3\\Characters_F\\Proxies\\headgear\" etc, so the game doesn't try to put them on.) Usually, at least the helmet can be detached and made into a standalone equipment part - see next section."},{"heading":"Making vests, helmets, backpacks and glasses","level":3,"markdown":"the procedure is the same as for actual characters, except these accessories are much simpler - they lack all of those proxies and special LODs.\n\n- see example vest and helmet (A3_vest_example.p3d, A3_headgear_example.p3d)\n- Geometry LOD has to be present, even if it is empty, and has to have \"autocenter = 0\" set in Named Properties window.\n- helmets and glasses need to have an empty ViewPilot LOD or they would obscure view in 1st person.\n- make sure to model NVG slot on helmets in appropriate position - see A3_headgear_NVGslot.p3d for placement reference.\n- if you want to make chin strap skinned on jawbone, the bone name is \"Face_Jawbone\"\n- \"camo\" selections do work, the same as on characters\n- all other character technical rules apply"},{"heading":"Getting it all in the game","level":3,"markdown":"*COMING SOON*\n\n- meanwhile check [Mondkalb's example character addon structure and configs](http://www.armaholic.net/chili/addons/units/mbg_old_usarmy_mlod.7z), and try to mimic its structure. (or overwrite his models if you are afraid of touching config files)\n- some knowledge can be found here (most still applies in A3)*Configuration of Arma1 soldier* (dead link)\n- pack the addon using this info"}],"categories":["ArmA: Armed Assault: Modelling","Arma 2: Tutorials","Arma 3: Editing","Arma 3: Tutorials"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Module: Animals","title":"Arma 3: Module: Animals","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Module:_Animals","revid":328782,"updated":"2022-07-15T15:02:43Z","aliases":["Arma 3 Module: Animals"],"markdown":"Creates a group of animals and handles their basic behavior. Deleting the module will delete animals as well.\n\n### Parameters\n\n#### Species\n\nDetermines the animal spawned by the module.\n\n1. Sheep\n1. Goats\n1. Poultry\n1. Seagulls\n1. Butterflies\n\n#### Count\n\nThe number of animals spawned. Caution: Too high of a number will overload the engine and possibly cause it to crash, or otherwise run very poorly.\n\n### Synching Diagram\n\n### Module Variables\n\nAll variable associated with this module. found with allVariables, accessed using\n\n```sqf\n_module getVariable \"variableName\";\n```\n\n1. \"BIS_fnc_moduleexecute_activate\"\n   - Boolean\n1. \"BIS_fnc_moduleinit_iscuratorplaced\"\n   - Boolean\n1. \"BIS_fnc_moduleinit_status\"\n   - Boolean\n1. \"count\"\n   - Number\n1. \"BIS_fnc_initmodules_activate\"\n   - Boolean\n1. \"BIS_fnc_initmodules_priroty\"\n   - Number\n1. \"type\"\n   - String - Class name of chosen animal. Example: *\"Sheep_random_F\"*\n1. \"animals\"\n   - Array - Array of every animal (Object) Spawned by this module. Example: *Agent 0x8a3282c0*","sections":[{"heading":null,"level":1,"markdown":"Creates a group of animals and handles their basic behavior. Deleting the module will delete animals as well."},{"heading":"Parameters","level":3,"markdown":""},{"heading":"Species","level":4,"markdown":"Determines the animal spawned by the module.\n\n1. Sheep\n1. Goats\n1. Poultry\n1. Seagulls\n1. Butterflies"},{"heading":"Count","level":4,"markdown":"The number of animals spawned. Caution: Too high of a number will overload the engine and possibly cause it to crash, or otherwise run very poorly."},{"heading":"Synching Diagram","level":3,"markdown":""},{"heading":"Module Variables","level":3,"markdown":"All variable associated with this module. found with allVariables, accessed using\n\n```sqf\n_module getVariable \"variableName\";\n```\n\n1. \"BIS_fnc_moduleexecute_activate\"\n   - Boolean\n1. \"BIS_fnc_moduleinit_iscuratorplaced\"\n   - Boolean\n1. \"BIS_fnc_moduleinit_status\"\n   - Boolean\n1. \"count\"\n   - Number\n1. \"BIS_fnc_initmodules_activate\"\n   - Boolean\n1. \"BIS_fnc_initmodules_priroty\"\n   - Number\n1. \"type\"\n   - String - Class name of chosen animal. Example: *\"Sheep_random_F\"*\n1. \"animals\"\n   - Array - Array of every animal (Object) Spawned by this module. Example: *Agent 0x8a3282c0*"}],"categories":["Arma 3: Editor Modules"],"groups":["Mission Editing"]},{"name":"Arma 3: Module: Combat Get In","title":"Arma 3: Module: Combat Get In","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Module:_Combat_Get_In","revid":339843,"updated":"2023-04-28T16:20:23Z","aliases":["Arma 3 Module: Combat Get In"],"markdown":"### Introduction:\n\nBohemia Interactive's Combat Get In module allows you to easily set up crew behavior to a team in your missions.\nWhen the troops reach combat mode, for example after identifying an enemy, they will climb aboard the linked vehicle.\n\n### Properties:\n\nThis module doesn't have any property.\n\n### How to:\n\nOpen the editor and create the module \"Group Modifiers\\Combat Get In\". Synchronize it with the crew group leader, and with the empty vehicle to get in.\n\n#### Video Guide\n\n[YouTube - ARMA 3 EDITOR TUTORIAL Combat Get In Module how to](https://www.youtube.com/watch?v=LKN3vJn3O9Y)","sections":[{"heading":"Introduction:","level":3,"markdown":"Bohemia Interactive's Combat Get In module allows you to easily set up crew behavior to a team in your missions.\nWhen the troops reach combat mode, for example after identifying an enemy, they will climb aboard the linked vehicle."},{"heading":"Properties:","level":3,"markdown":"This module doesn't have any property."},{"heading":"How to:","level":3,"markdown":"Open the editor and create the module \"Group Modifiers\\Combat Get In\". Synchronize it with the crew group leader, and with the empty vehicle to get in."},{"heading":"Video Guide","level":4,"markdown":"[YouTube - ARMA 3 EDITOR TUTORIAL Combat Get In Module how to](https://www.youtube.com/watch?v=LKN3vJn3O9Y)"}],"categories":["Arma 3: Editor Modules"],"groups":["Mission Editing"]},{"name":"Arma 3: Module: Cover Map","title":"Arma 3: Module: Cover Map","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Module:_Cover_Map","revid":378272,"updated":"2026-03-30T16:29:55Z","aliases":["Arma 3 Module: Cover Map"],"markdown":"Highlights area of operation in the map by enclosing it and covering the unused part.\n\n### Synchronisation Chart\n\n|  |  |\n|---|---|\n|  |  |\n|  |  |","sections":[{"heading":null,"level":1,"markdown":"Highlights area of operation in the map by enclosing it and covering the unused part."},{"heading":"Synchronisation Chart","level":3,"markdown":"|  |  |\n|---|---|\n|  |  |\n|  |  |"}],"categories":["Arma 3: Editor Modules"],"groups":["Mission Editing"]},{"name":"Arma 3: Module: Game Master","title":"Arma 3: Module: Game Master","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Module:_Game_Master","revid":378799,"updated":"2026-06-18T07:28:13Z","aliases":["Arma 3 Module: Game Master"],"markdown":"Zeus logic which provides access to the 3D real-time editor.\n\n### Parameters\n\n#### Owner\n\nUnit with access to Zeus interface. Can be an object's variable name, player UID (Steam64 ID) or you can use #adminLogged or #adminVoted to give access to the server admin. In single player, the player will automatically assume control of game master module when this field is left blank. An error message will also be displayed:\n\n```\n[BIS_fnc_moduleCurator] Curator owner not defined, player used instead in single player.\n```\n\n#### Name\n\nCustom name displayed for other players.\n\n#### Default addons\n\nWhich addons (ie., object packs) will be available at the beginning. You can unlock more using the Manage Addons module.\n\n1. All addons (including unoffial ones)\n1. All official addons - *Default*\n1. Addons present in the scenario\n1. None\n\n#### Forced Interface\n\nOpen the interface by default and prevent the player from closing it.\n\n1. Enabled\n1. Disabled - *Default*\n\n### Module Variables\n\nAll variable associated with this module. found with allVariables, accessed using:\n\n```sqf\n_module getVariable \"variableName\";\n```\n\n1. \"BIS_fnc_moduleexecute_activate\": Boolean\n1. \"BIS_fnc_addcuratoricon_draw\": Number\n1. \"BIS_fnc_moduleinit_iscuratorplaced\": Boolean\n1. \"forced\": Number - 0 (false) or 1 (true)\n1. \"BIS_fnc_moduleinit_status\": Boolean\n1. \"BIS_fnc_initmodules_activate\": Boolean\n1. \"owner\"\n1. \"BIS_fnc_modulecuratorsetcamera_params\": Array - [[3D Position],[Vector]] - Last position and vector of curator camera when leaving curator interface.\n1. \"BIS_fnc_initmodules_priroty\" [sic]: Number\n1. \"birdtime\": Number\n1. \"BIS_fnc_moduleexecute_first\": Boolean\n1. \"clocktime\": Number\n1. \"addons\": Number - Number index of Addons parameter.\n   - 0: None\n   - 1: Addons present in the scenario\n   - 2: All official addons - Default\n   - 3: All addons (including unofficial ones)\n1. \"name\": String - Same as Name parameter\n1. \"bird\": Object - Eagle that flies around curator camera. Example: *5: eagle.p3d*\n1. \"BIS_fnc_curatorvisionmodes_current\": Number","sections":[{"heading":null,"level":1,"markdown":"Zeus logic which provides access to the 3D real-time editor."},{"heading":"Parameters","level":3,"markdown":""},{"heading":"Owner","level":4,"markdown":"Unit with access to Zeus interface. Can be an object's variable name, player UID (Steam64 ID) or you can use #adminLogged or #adminVoted to give access to the server admin. In single player, the player will automatically assume control of game master module when this field is left blank. An error message will also be displayed:\n\n```\n[BIS_fnc_moduleCurator] Curator owner not defined, player used instead in single player.\n```"},{"heading":"Name","level":4,"markdown":"Custom name displayed for other players."},{"heading":"Default addons","level":4,"markdown":"Which addons (ie., object packs) will be available at the beginning. You can unlock more using the Manage Addons module.\n\n1. All addons (including unoffial ones)\n1. All official addons - *Default*\n1. Addons present in the scenario\n1. None"},{"heading":"Forced Interface","level":4,"markdown":"Open the interface by default and prevent the player from closing it.\n\n1. Enabled\n1. Disabled - *Default*"},{"heading":"Module Variables","level":3,"markdown":"All variable associated with this module. found with allVariables, accessed using:\n\n```sqf\n_module getVariable \"variableName\";\n```\n\n1. \"BIS_fnc_moduleexecute_activate\": Boolean\n1. \"BIS_fnc_addcuratoricon_draw\": Number\n1. \"BIS_fnc_moduleinit_iscuratorplaced\": Boolean\n1. \"forced\": Number - 0 (false) or 1 (true)\n1. \"BIS_fnc_moduleinit_status\": Boolean\n1. \"BIS_fnc_initmodules_activate\": Boolean\n1. \"owner\"\n1. \"BIS_fnc_modulecuratorsetcamera_params\": Array - [[3D Position],[Vector]] - Last position and vector of curator camera when leaving curator interface.\n1. \"BIS_fnc_initmodules_priroty\" [sic]: Number\n1. \"birdtime\": Number\n1. \"BIS_fnc_moduleexecute_first\": Boolean\n1. \"clocktime\": Number\n1. \"addons\": Number - Number index of Addons parameter.\n   - 0: None\n   - 1: Addons present in the scenario\n   - 2: All official addons - Default\n   - 3: All addons (including unofficial ones)\n1. \"name\": String - Same as Name parameter\n1. \"bird\": Object - Eagle that flies around curator camera. Example: *5: eagle.p3d*\n1. \"BIS_fnc_curatorvisionmodes_current\": Number"}],"categories":["Arma 3: Editor Modules"],"groups":["Mission Editing"]},{"name":"Arma 3: Module: Sector","title":"Arma 3: Module: Sector","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Module:_Sector","revid":376174,"updated":"2025-09-11T18:38:21Z","aliases":["Arma 3 Module: Sector"],"markdown":"Bohemia Interactive's sector module allows you to easily create sector control missions.\nThe side with the strongest force within the area (calculated by number and type of the units) will be capturing it.\n\nDelete or disable the sector module to \"finalise\" the sector.\nOnce done, capturing will be disabled and the last owner will retain the control forever.\n\n### Properties\n\nThe sector and its behavior can be modified by changing the properties either in the module editor or by using setVariable on the sector.\nUse BIS_fnc_moduleSector to edit the sector after it has been created.\n\n| Property (Module Attributes) | Variable Name | Variable Type | Description | Default Value |\n|---|---|---|---|---|\n| Name | \"Name\" | String | Sector name visibile on a map, in a task and in a notification. | Next NATO Phonetic Alphabet Letter (see BIS_fnc_phoneticalWord) |\n| Designation | \"Designation\" | String | Single letter visible in the sector icon (when empty, first letter of the name will be used). | First letter of \"Name\" |\n| Ownership Limit | \"OwnerLimit\" | Number | How much a side needs to be dominant in order to capture a sector. Value is in range <0,1>, where 1 is full dominance. | `\"0\"` |\n| Expression | \"OnOwnerChange\" | Code | Code executed when the ownership changes. Passed arguments are:<br>`params [\"_sector\", \"_owner\", \"_ownerOld\"];` | `\"true\"` |\n|  | \"CaptureCoef\" | Number | Speed at which any unit captures the zone. | `\"0.05\"` |\n| Infantry cost | \"CostInfantry\" | Number | Ratio of how fast infantry units will capture the sector. | `\"1\"` |\n| Wheeled vehicle cost | \"CostWheeled\" | Number | Ratio of how fast wheeled vehicles will capture the sector. | `\"1\"` |\n| Tracked vehicle cost | \"CostTracked\" | Number | Ratio of how fast tracked vehicles will capture the sector. | `\"1\"` |\n| Naval cost | \"CostWater\" | Number | Ratio of how fast naval vehicles will capture the sector. | `\"1\"` |\n| Aircraft cost | \"CostAir\" | Number | Ratio of how fast aircraft will capture the sector. | `\"1\"` |\n| Players cost | \"CostPlayers\" | Code | Ratio of how fast players will capture the sector, combined with other costs. | `\"1\"` |\n| Default Owner | \"DefaultOwner\" | Number | Default sector owner, even if he has no units in the sector (see BIS_fnc_sideID). | `\"-1\"` |\n| Task Owners | \"TaskOwner\" | Number | Sides which will receive the tasks. Values from 0 to 3 are accepted.<br>- 0: No one<br>- 1: Everyone<br>- 2: Only default sector owner<br>- 3: Everyone except the default sector owner | `0` |\n| Task title | \"TaskTitle\" | String | Title of the automatically added task. Use %1 to add the sector name. When empty, no task will be added. | `\"%1\"` |\n| Task description | \"TaskDescription\" | String | Description of automatically added task. Use %1 to insert the sector name, %2 to enter sector rewards (e.g. unlocked vehicles or respawn points), %3 to insert description of capturing costs. | `\"%1%2%3\"` |\n| Seize Reward | \"ScoreReward\" | Number | Score awarded to the side which captured the sector. | `0` |\n\n### How To\n\n1. Open the editor and create the module **ModuleSector_F**.\n1. Add a name to the sector and set the properties as you want them to be.\n1. Create a **location** game logic next to the module.\n1. Create a new **trigger** and set the activation mode to *everyone*. The trigger's size and position represents the area of the sector.\n1. Synchronise the trigger with the *location object*.\n1. Synchronise the *location object* with the sector module.\n1. Create the *bluefor* and *opfor* game logics and synchronise them with the sector module as well.\n\nNow you have created a sector that can be captured by Blufor and Opfor at the trigger position. Test your mission!\n\n### Scripted Sector Module Creation\n\nSQF can be used to create a sector by creating a logic group, by creating a unit of class \"ModuleSector_F\" then using BIS_fnc_moduleSector to initialise it:\n\n```sqf\n// createGroup and createUnit are needed to create modules\n// creating them with createVehicle will not work\nprivate _group = createGroup sideLogic;\nprivate _sector = _group createUnit [\"ModuleSector_F\", _position, [], 0, \"CAN_COLLIDE\"]; // _position is [x, y, z]\n\n// it is possible to change the sector's parameters using setVariable\n_sector setVariable [\"Name\", \"My Sector\", true];\n_sector setVariable [\"Designation\", \"S\", true];\n_sector setVariable [\"sides\", [west, east], true];\n_sector setVariable [\"DefaultOwner\", 0, true];\n\n[_sector] call BIS_fnc_moduleSector; // initialises the sector\n\n// after initialisation, sync an area trigger to the module, it will be the capture area\nprivate _area = createTrigger [\"EmptyDetector\", _position];\n_area setTriggerArea [10, 10, 0, false]; // change values depending on the size you want\n_area setTriggerActivation [\"ANY\", \"PRESENT\", false];\n_sector setVariable [\"areas\", [_area], true];\n```\n\n### Useful Resources\n\n- [Video Tutorial by pickinthatbanjo](https://www.youtube.com/watch?v=p0AGI49H9Qg)\n- [Steam guide by MuD](http://steamcommunity.com/sharedfiles/filedetails/?id=179946163)\n\n### See Also\n\n- BIS_fnc_moduleSector\n- BIS_fnc_bleedTickets for creating a sector mission based on a ticket system","sections":[{"heading":null,"level":1,"markdown":"Bohemia Interactive's sector module allows you to easily create sector control missions.\nThe side with the strongest force within the area (calculated by number and type of the units) will be capturing it.\n\nDelete or disable the sector module to \"finalise\" the sector.\nOnce done, capturing will be disabled and the last owner will retain the control forever."},{"heading":"Properties","level":3,"markdown":"The sector and its behavior can be modified by changing the properties either in the module editor or by using setVariable on the sector.\nUse BIS_fnc_moduleSector to edit the sector after it has been created.\n\n| Property (Module Attributes) | Variable Name | Variable Type | Description | Default Value |\n|---|---|---|---|---|\n| Name | \"Name\" | String | Sector name visibile on a map, in a task and in a notification. | Next NATO Phonetic Alphabet Letter (see BIS_fnc_phoneticalWord) |\n| Designation | \"Designation\" | String | Single letter visible in the sector icon (when empty, first letter of the name will be used). | First letter of \"Name\" |\n| Ownership Limit | \"OwnerLimit\" | Number | How much a side needs to be dominant in order to capture a sector. Value is in range <0,1>, where 1 is full dominance. | `\"0\"` |\n| Expression | \"OnOwnerChange\" | Code | Code executed when the ownership changes. Passed arguments are:<br>`params [\"_sector\", \"_owner\", \"_ownerOld\"];` | `\"true\"` |\n|  | \"CaptureCoef\" | Number | Speed at which any unit captures the zone. | `\"0.05\"` |\n| Infantry cost | \"CostInfantry\" | Number | Ratio of how fast infantry units will capture the sector. | `\"1\"` |\n| Wheeled vehicle cost | \"CostWheeled\" | Number | Ratio of how fast wheeled vehicles will capture the sector. | `\"1\"` |\n| Tracked vehicle cost | \"CostTracked\" | Number | Ratio of how fast tracked vehicles will capture the sector. | `\"1\"` |\n| Naval cost | \"CostWater\" | Number | Ratio of how fast naval vehicles will capture the sector. | `\"1\"` |\n| Aircraft cost | \"CostAir\" | Number | Ratio of how fast aircraft will capture the sector. | `\"1\"` |\n| Players cost | \"CostPlayers\" | Code | Ratio of how fast players will capture the sector, combined with other costs. | `\"1\"` |\n| Default Owner | \"DefaultOwner\" | Number | Default sector owner, even if he has no units in the sector (see BIS_fnc_sideID). | `\"-1\"` |\n| Task Owners | \"TaskOwner\" | Number | Sides which will receive the tasks. Values from 0 to 3 are accepted.<br>- 0: No one<br>- 1: Everyone<br>- 2: Only default sector owner<br>- 3: Everyone except the default sector owner | `0` |\n| Task title | \"TaskTitle\" | String | Title of the automatically added task. Use %1 to add the sector name. When empty, no task will be added. | `\"%1\"` |\n| Task description | \"TaskDescription\" | String | Description of automatically added task. Use %1 to insert the sector name, %2 to enter sector rewards (e.g. unlocked vehicles or respawn points), %3 to insert description of capturing costs. | `\"%1%2%3\"` |\n| Seize Reward | \"ScoreReward\" | Number | Score awarded to the side which captured the sector. | `0` |"},{"heading":"How To","level":3,"markdown":"1. Open the editor and create the module **ModuleSector_F**.\n1. Add a name to the sector and set the properties as you want them to be.\n1. Create a **location** game logic next to the module.\n1. Create a new **trigger** and set the activation mode to *everyone*. The trigger's size and position represents the area of the sector.\n1. Synchronise the trigger with the *location object*.\n1. Synchronise the *location object* with the sector module.\n1. Create the *bluefor* and *opfor* game logics and synchronise them with the sector module as well.\n\nNow you have created a sector that can be captured by Blufor and Opfor at the trigger position. Test your mission!"},{"heading":"Scripted Sector Module Creation","level":3,"markdown":"SQF can be used to create a sector by creating a logic group, by creating a unit of class \"ModuleSector_F\" then using BIS_fnc_moduleSector to initialise it:\n\n```sqf\n// createGroup and createUnit are needed to create modules\n// creating them with createVehicle will not work\nprivate _group = createGroup sideLogic;\nprivate _sector = _group createUnit [\"ModuleSector_F\", _position, [], 0, \"CAN_COLLIDE\"]; // _position is [x, y, z]\n\n// it is possible to change the sector's parameters using setVariable\n_sector setVariable [\"Name\", \"My Sector\", true];\n_sector setVariable [\"Designation\", \"S\", true];\n_sector setVariable [\"sides\", [west, east], true];\n_sector setVariable [\"DefaultOwner\", 0, true];\n\n[_sector] call BIS_fnc_moduleSector; // initialises the sector\n\n// after initialisation, sync an area trigger to the module, it will be the capture area\nprivate _area = createTrigger [\"EmptyDetector\", _position];\n_area setTriggerArea [10, 10, 0, false]; // change values depending on the size you want\n_area setTriggerActivation [\"ANY\", \"PRESENT\", false];\n_sector setVariable [\"areas\", [_area], true];\n```"},{"heading":"Useful Resources","level":3,"markdown":"- [Video Tutorial by pickinthatbanjo](https://www.youtube.com/watch?v=p0AGI49H9Qg)\n- [Steam guide by MuD](http://steamcommunity.com/sharedfiles/filedetails/?id=179946163)"},{"heading":"See Also","level":3,"markdown":"- BIS_fnc_moduleSector\n- BIS_fnc_bleedTickets for creating a sector mission based on a ticket system"}],"categories":["Arma 3: Editor Modules"],"groups":["Mission Editing"]},{"name":"Arma 3: Moves","title":"Arma 3: Moves","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Moves","revid":330462,"updated":"2022-09-17T22:53:20Z","aliases":["Arma 3 Moves"],"markdown":"### All Human Animations\n\n#### Actions\n\n- Acts_Accessing_Computer\n- Acts_CarFixingWheel_actions\n- Acts_Commenting_On_Fight_Actions\n- Acts_Helicargo_actions\n- Acts_HelicargoTalking_actions\n- Acts_Helping_Wake_Up_Actions\n- Acts_Hilltop_Calibration_Actions\n- Acts_In_Sinkhole_actions\n- Acts_Injured_Driver_Actions\n- Acts_JetsCrewaidFCrouch_actions\n- Acts_JetsCrewaidFCrouch_actions_m\n- Acts_JetsCrewaidFIdle2_actions\n- Acts_JetsCrewaidFIdle2_actions_m\n- Acts_JetsCrewaidFIdle_actions\n- Acts_JetsCrewaidFIdle_actions_m\n- Acts_JetsCrewaidFThumbup_actions\n- Acts_JetsCrewaidFThumbup_actions_m\n- Acts_JetsCrewaidLCrouch_actions\n- Acts_JetsCrewaidLCrouch_actions_m\n- Acts_JetsCrewaidLIdle_actions\n- Acts_JetsCrewaidLIdle_actions_m\n- Acts_JetsCrewaidLThumbup_actions\n- Acts_JetsCrewaidLThumbup_actions_m\n- Acts_JetsCrewaidRCrouch_actions\n- Acts_JetsCrewaidRCrouch_actions_m\n- Acts_JetsCrewaidRIdle_actions\n- Acts_JetsCrewaidRIdle_actions_m\n- Acts_JetsCrewaidRThumbup_actions\n- Acts_JetsCrewaidRThumbup_actions_m\n- Acts_JetsMarshallingClear_actions\n- Acts_JetsMarshallingEmergencyStop_actions\n- Acts_JetsMarshallingEnginesOff_actions\n- Acts_JetsMarshallingEnginesOn_actions\n- Acts_JetsMarshallingLeft_actions\n- Acts_JetsMarshallingRight_actions\n- Acts_JetsMarshallingSlow_actions\n- Acts_JetsMarshallingStop_actions\n- Acts_JetsMarshallingStraight_actions\n- Acts_JetsShooterIdle2_actions\n- Acts_JetsShooterIdle2_actions_m\n- Acts_JetsShooterIdle_actions\n- Acts_JetsShooterIdle_actions_m\n- Acts_JetsShooterIdleMoveaway_actions\n- Acts_JetsShooterIdleMoveaway_actions_m\n- Acts_JetsShooterLaunch_actions\n- Acts_JetsShooterLaunch_actions_m\n- Acts_JetsShooterNavLoop_actions\n- Acts_JetsShooterNavLoop_actions_m\n- Acts_JetsShooterNavStop_actions\n- Acts_JetsShooterNavStop_actions_m\n- Acts_JetsShooterReady_actions\n- Acts_JetsShooterReady_actions_m\n- Acts_Kore_IdleNoWeapon_actions\n- Acts_Kore_TalkingOverRadio_actions\n- Acts_listeningToRadio_actions\n- Acts_LyingWounded_actions\n- Acts_NavigatingChopper_Actions\n- Acts_RU_Briefing_Actions\n- Acts_ShieldFromSun_actions\n- Acts_ShowingTheRightWay_actions\n- Acts_SittingJumpingSaluting2_actions\n- Acts_SittingJumpingSaluting_actions\n- Acts_SittingTiedHands_actions\n- Acts_SittingWounded_actions\n- Acts_Soldier_Moves_Inside_Actions\n- Acts_starterPistol_loop\n- Acts_Stunned_Unconscious_Actions\n- Acts_TacopsPoster_actions\n- Acts_Taking_Calling_Out_Jets_Actions\n- Acts_Taking_Cover_From_Jets_Actions\n- Acts_Training_Reveal_Ambusher\n- Acts_TreatingWounded_actions\n- Acts_UnconsciousStandUp_Actions\n- Acts_Waking_Up_Player_action\n- Acts_WarmUp_1_actions\n- Acts_WarmUp_1_actions\n- Acts_WarmUp_1_actions\n- Acts_WarmUp_2_actions\n- Acts_WarmUp_2_actions\n- Acts_WarmUp_2_actions\n- Acts_WarmUp_3_actions\n- Acts_WarmUp_3_actions\n- Acts_WarmUp_3_actions\n- Acts_WarmUp_4_actions\n- Acts_WarmUp_4_actions\n- Acts_WarmUp_4_actions\n- Acts_WarmUp_5_actions\n- Acts_WarmUp_5_actions\n- Acts_WarmUp_5_actions\n- Acts_WarmUp_6_actions\n- Acts_WarmUp_6_actions\n- Acts_WarmUp_6_actions\n- Acts_WarmUp_7_actions\n- Acts_WarmUp_7_actions\n- Acts_WarmUp_7_actions\n- Acts_WarmUp_8_actions\n- Acts_WarmUp_8_actions\n- Acts_WarmUp_8_actions\n- Acts_WarmUp_actions\n- Acts_WarmUp_Civil_1_actions\n- Acts_WarmUp_Civil_1_actions\n- Acts_WarmUp_Civil_1_actions\n- Acts_WarmUp_Civil_2_actions\n- Acts_WarmUp_Civil_2_actions\n- Acts_WarmUp_Civil_2_actions\n- Acts_WarmUp_Civil_3_actions\n- Acts_WarmUp_Civil_3_actions\n- Acts_WarmUp_Civil_3_actions\n- Acts_WarmUp_Civil_4_actions\n- Acts_WarmUp_Civil_4_actions\n- Acts_WarmUp_Civil_4_actions\n- Acts_WarmUp_Civil_5_actions\n- Acts_WarmUp_Civil_5_actions\n- Acts_WarmUp_Civil_5_actions\n- Acts_WarmUp_Civil_6_actions\n- Acts_WarmUp_Civil_6_actions\n- Acts_WarmUp_Civil_6_actions\n- Acts_WarmUp_Civil_7_actions\n- Acts_WarmUp_Civil_7_actions\n- Acts_WarmUp_Civil_7_actions\n- Acts_WarmUp_Civil_8_actions\n- Acts_WarmUp_Civil_8_actions\n- Acts_WarmUp_Civil_8_actions\n- Acts_WarmUp_Pst_1_actions\n- Acts_WarmUp_Pst_1_actions\n- Acts_WarmUp_Pst_1_actions\n- Acts_WarmUp_Pst_2_actions\n- Acts_WarmUp_Pst_2_actions\n- Acts_WarmUp_Pst_2_actions\n- Acts_WarmUp_Pst_3_actions\n- Acts_WarmUp_Pst_3_actions\n- Acts_WarmUp_Pst_3_actions\n- Acts_WarmUp_Pst_4_actions\n- Acts_WarmUp_Pst_4_actions\n- Acts_WarmUp_Pst_4_actions\n- Acts_WarmUp_Pst_5_actions\n- Acts_WarmUp_Pst_5_actions\n- Acts_WarmUp_Pst_5_actions\n- Acts_WarmUp_Pst_6_actions\n- Acts_WarmUp_Pst_6_actions\n- Acts_WarmUp_Pst_6_actions\n- Acts_WarmUp_Pst_7_actions\n- Acts_WarmUp_Pst_7_actions\n- Acts_WarmUp_Pst_7_actions\n- Acts_WarmUp_Pst_8_actions\n- Acts_WarmUp_Pst_8_actions\n- Acts_WarmUp_Pst_8_actions\n- ActsRifleOperationsActions\n- BinocKneelActions\n- BinocKneelActionsEvasiveF\n- BinocKneelActionsEvasiveFL\n- BinocKneelActionsEvasiveFR\n- BinocKneelActionsLimpB\n- BinocKneelActionsLimpF\n- BinocKneelActionsLimpL\n- BinocKneelActionsLimpLB\n- BinocKneelActionsLimpLF\n- BinocKneelActionsLimpR\n- BinocKneelActionsLimpRB\n- BinocKneelActionsLimpRF\n- BinocKneelActionsRunB\n- BinocKneelActionsRunBL\n- BinocKneelActionsRunBR\n- BinocKneelActionsRunF\n- BinocKneelActionsRunFL\n- BinocKneelActionsRunFR\n- BinocKneelActionsRunL\n- BinocKneelActionsRunR\n- BinocKneelActionsWlkB\n- BinocKneelActionsWlkBL\n- BinocKneelActionsWlkBR\n- BinocKneelActionsWlkF\n- BinocKneelActionsWlkFL\n- BinocKneelActionsWlkFR\n- BinocKneelActionsWlkL\n- BinocKneelActionsWlkR\n- BinocKneelCivilActions\n- BinocKneelCivilActionsEvasiveF\n- BinocKneelCivilActionsEvasiveFL\n- BinocKneelCivilActionsEvasiveFR\n- BinocKneelCivilActionsRunB\n- BinocKneelCivilActionsRunBL\n- BinocKneelCivilActionsRunBR\n- BinocKneelCivilActionsRunF\n- BinocKneelCivilActionsRunFL\n- BinocKneelCivilActionsRunFR\n- BinocKneelCivilActionsRunL\n- BinocKneelCivilActionsRunR\n- BinocKneelCivilActionsWlkB\n- BinocKneelCivilActionsWlkBL\n- BinocKneelCivilActionsWlkBR\n- BinocKneelCivilActionsWlkF\n- BinocKneelCivilActionsWlkFL\n- BinocKneelCivilActionsWlkFR\n- BinocKneelCivilActionsWlkL\n- BinocKneelCivilActionsWlkR\n- BinocKneelLnrActions\n- BinocKneelLnrActionsEvasiveF\n- BinocKneelLnrActionsEvasiveFL\n- BinocKneelLnrActionsEvasiveFR\n- BinocKneelLnrActionsRunB\n- BinocKneelLnrActionsRunBL\n- BinocKneelLnrActionsRunBR\n- BinocKneelLnrActionsRunF\n- BinocKneelLnrActionsRunFL\n- BinocKneelLnrActionsRunFR\n- BinocKneelLnrActionsRunL\n- BinocKneelLnrActionsRunR\n- BinocKneelLnrActionsWlkB\n- BinocKneelLnrActionsWlkBL\n- BinocKneelLnrActionsWlkBR\n- BinocKneelLnrActionsWlkF\n- BinocKneelLnrActionsWlkFL\n- BinocKneelLnrActionsWlkFR\n- BinocKneelLnrActionsWlkL\n- BinocKneelLnrActionsWlkR\n- BinocKneelPstActions\n- BinocKneelPstActionsEvasiveF\n- BinocKneelPstActionsEvasiveFL\n- BinocKneelPstActionsEvasiveFR\n- BinocKneelPstActionsRunB\n- BinocKneelPstActionsRunBL\n- BinocKneelPstActionsRunBR\n- BinocKneelPstActionsRunF\n- BinocKneelPstActionsRunFL\n- BinocKneelPstActionsRunFR\n- BinocKneelPstActionsRunL\n- BinocKneelPstActionsRunR\n- BinocKneelPstActionsWlkB\n- BinocKneelPstActionsWlkBL\n- BinocKneelPstActionsWlkBR\n- BinocKneelPstActionsWlkF\n- BinocKneelPstActionsWlkFL\n- BinocKneelPstActionsWlkFR\n- BinocKneelPstActionsWlkL\n- BinocKneelPstActionsWlkR\n- BinocKneelRflActions\n- BinocKneelRflActionsEvasiveF\n- BinocKneelRflActionsEvasiveFL\n- BinocKneelRflActionsEvasiveFR\n- BinocKneelRflActionsRunB\n- BinocKneelRflActionsRunBL\n- BinocKneelRflActionsRunBR\n- BinocKneelRflActionsRunF\n- BinocKneelRflActionsRunFL\n- BinocKneelRflActionsRunFR\n- BinocKneelRflActionsRunL\n- BinocKneelRflActionsRunR\n- BinocKneelRflActionsWlkB\n- BinocKneelRflActionsWlkBL\n- BinocKneelRflActionsWlkBR\n- BinocKneelRflActionsWlkF\n- BinocKneelRflActionsWlkFL\n- BinocKneelRflActionsWlkFR\n- BinocKneelRflActionsWlkL\n- BinocKneelRflActionsWlkR\n- BinocProneActions\n- BinocProneActionsEvasiveF\n- BinocProneActionsRunB\n- BinocProneActionsRunBL\n- BinocProneActionsRunBR\n- BinocProneActionsRunF\n- BinocProneActionsRunFL\n- BinocProneActionsRunFR\n- BinocProneActionsRunL\n- BinocProneActionsRunR\n- BinocProneActionsWlkB\n- BinocProneActionsWlkBL\n- BinocProneActionsWlkBR\n- BinocProneActionsWlkF\n- BinocProneActionsWlkFL\n- BinocProneActionsWlkFR\n- BinocProneActionsWlkL\n- BinocProneActionsWlkR\n- BinocProneCivilActions\n- BinocProneCivilActionsEvasiveF\n- BinocProneCivilActionsRunB\n- BinocProneCivilActionsRunBL\n- BinocProneCivilActionsRunBR\n- BinocProneCivilActionsRunF\n- BinocProneCivilActionsRunFL\n- BinocProneCivilActionsRunFR\n- BinocProneCivilActionsRunL\n- BinocProneCivilActionsRunR\n- BinocProneCivilActionsWlkB\n- BinocProneCivilActionsWlkBL\n- BinocProneCivilActionsWlkBR\n- BinocProneCivilActionsWlkF\n- BinocProneCivilActionsWlkFL\n- BinocProneCivilActionsWlkFR\n- BinocProneCivilActionsWlkL\n- BinocProneCivilActionsWlkR\n- BinocProneLnrActions\n- BinocProneLnrActionsEvasiveF\n- BinocProneLnrActionsRunB\n- BinocProneLnrActionsRunBL\n- BinocProneLnrActionsRunBR\n- BinocProneLnrActionsRunF\n- BinocProneLnrActionsRunFL\n- BinocProneLnrActionsRunFR\n- BinocProneLnrActionsRunL\n- BinocProneLnrActionsRunR\n- BinocProneLnrActionsWlkB\n- BinocProneLnrActionsWlkBL\n- BinocProneLnrActionsWlkBR\n- BinocProneLnrActionsWlkF\n- BinocProneLnrActionsWlkFL\n- BinocProneLnrActionsWlkFR\n- BinocProneLnrActionsWlkL\n- BinocProneLnrActionsWlkR\n- BinocPronePstActions\n- BinocPronePstActionsEvasiveF\n- BinocPronePstActionsRunB\n- BinocPronePstActionsRunBL\n- BinocPronePstActionsRunBR\n- BinocPronePstActionsRunF\n- BinocPronePstActionsRunFL\n- BinocPronePstActionsRunFR\n- BinocPronePstActionsRunL\n- BinocPronePstActionsRunR\n- BinocPronePstActionsWlkB\n- BinocPronePstActionsWlkBL\n- BinocPronePstActionsWlkBR\n- BinocPronePstActionsWlkF\n- BinocPronePstActionsWlkFL\n- BinocPronePstActionsWlkFR\n- BinocPronePstActionsWlkL\n- BinocPronePstActionsWlkR\n- BinocProneRflActions\n- BinocProneRflActionsEvasiveF\n- BinocProneRflActionsRunB\n- BinocProneRflActionsRunBL\n- BinocProneRflActionsRunBR\n- BinocProneRflActionsRunF\n- BinocProneRflActionsRunFL\n- BinocProneRflActionsRunFR\n- BinocProneRflActionsRunL\n- BinocProneRflActionsRunR\n- BinocProneRflActionsWlkB\n- BinocProneRflActionsWlkBL\n- BinocProneRflActionsWlkBR\n- BinocProneRflActionsWlkF\n- BinocProneRflActionsWlkFL\n- BinocProneRflActionsWlkFR\n- BinocProneRflActionsWlkL\n- BinocProneRflActionsWlkR\n- BinocStandActions\n- BinocStandActionsEvasiveF\n- BinocStandActionsEvasiveFL\n- BinocStandActionsEvasiveFR\n- BinocStandActionsLimpB\n- BinocStandActionsLimpF\n- BinocStandActionsLimpL\n- BinocStandActionsLimpLB\n- BinocStandActionsLimpLF\n- BinocStandActionsLimpR\n- BinocStandActionsLimpRB\n- BinocStandActionsLimpRF\n- BinocStandActionsRunB\n- BinocStandActionsRunBL\n- BinocStandActionsRunBR\n- BinocStandActionsRunF\n- BinocStandActionsRunFL\n- BinocStandActionsRunFR\n- BinocStandActionsRunL\n- BinocStandActionsRunR\n- BinocStandActionsWlkB\n- BinocStandActionsWlkBL\n- BinocStandActionsWlkBR\n- BinocStandActionsWlkF\n- BinocStandActionsWlkFL\n- BinocStandActionsWlkFR\n- BinocStandActionsWlkL\n- BinocStandActionsWlkR\n- BinocStandCivilActions\n- BinocStandCivilActionsEvasiveF\n- BinocStandCivilActionsEvasiveFL\n- BinocStandCivilActionsEvasiveFR\n- BinocStandCivilActionsRunB\n- BinocStandCivilActionsRunBL\n- BinocStandCivilActionsRunBR\n- BinocStandCivilActionsRunF\n- BinocStandCivilActionsRunFL\n- BinocStandCivilActionsRunFR\n- BinocStandCivilActionsRunL\n- BinocStandCivilActionsRunR\n- BinocStandCivilActionsWlkB\n- BinocStandCivilActionsWlkBL\n- BinocStandCivilActionsWlkBR\n- BinocStandCivilActionsWlkF\n- BinocStandCivilActionsWlkFL\n- BinocStandCivilActionsWlkFR\n- BinocStandCivilActionsWlkL\n- BinocStandCivilActionsWlkR\n- BinocStandLnrActions\n- BinocStandLnrActionsEvasiveF\n- BinocStandLnrActionsEvasiveFL\n- BinocStandLnrActionsEvasiveFR\n- BinocStandLnrActionsRunB\n- BinocStandLnrActionsRunBL\n- BinocStandLnrActionsRunBR\n- BinocStandLnrActionsRunF\n- BinocStandLnrActionsRunFL\n- BinocStandLnrActionsRunFR\n- BinocStandLnrActionsRunL\n- BinocStandLnrActionsRunR\n- BinocStandLnrActionsWlkB\n- BinocStandLnrActionsWlkBL\n- BinocStandLnrActionsWlkBR\n- BinocStandLnrActionsWlkF\n- BinocStandLnrActionsWlkFL\n- BinocStandLnrActionsWlkFR\n- BinocStandLnrActionsWlkL\n- BinocStandLnrActionsWlkR\n- BinocStandPstActions\n- BinocStandPstActionsEvasiveF\n- BinocStandPstActionsEvasiveFL\n- BinocStandPstActionsEvasiveFR\n- BinocStandPstActionsRunB\n- BinocStandPstActionsRunBL\n- BinocStandPstActionsRunBR\n- BinocStandPstActionsRunF\n- BinocStandPstActionsRunFL\n- BinocStandPstActionsRunFR\n- BinocStandPstActionsRunL\n- BinocStandPstActionsRunR\n- BinocStandPstActionsWlkB\n- BinocStandPstActionsWlkBL\n- BinocStandPstActionsWlkBR\n- BinocStandPstActionsWlkF\n- BinocStandPstActionsWlkFL\n- BinocStandPstActionsWlkFR\n- BinocStandPstActionsWlkL\n- BinocStandPstActionsWlkR\n- BinocStandRflActions\n- BinocStandRflActionsEvasiveF\n- BinocStandRflActionsEvasiveFL\n- BinocStandRflActionsEvasiveFR\n- BinocStandRflActionsRunB\n- BinocStandRflActionsRunBL\n- BinocStandRflActionsRunBR\n- BinocStandRflActionsRunF\n- BinocStandRflActionsRunFL\n- BinocStandRflActionsRunFR\n- BinocStandRflActionsRunL\n- BinocStandRflActionsRunR\n- BinocStandRflActionsWlkB\n- BinocStandRflActionsWlkBL\n- BinocStandRflActionsWlkBR\n- BinocStandRflActionsWlkF\n- BinocStandRflActionsWlkFL\n- BinocStandRflActionsWlkFR\n- BinocStandRflActionsWlkL\n- BinocStandRflActionsWlkR\n- BottomDivingActions\n- BottomDivingActionsFastF\n- BottomDivingActionsGoingOut\n- BottomDivingActionsRunB\n- BottomDivingActionsRunBL\n- BottomDivingActionsRunBR\n- BottomDivingActionsRunF\n- BottomDivingActionsRunFL\n- BottomDivingActionsRunFR\n- BottomDivingActionsRunL\n- BottomDivingActionsRunR\n- BottomDivingActionsTacB\n- BottomDivingActionsTacBL\n- BottomDivingActionsTacBR\n- BottomDivingActionsTacF\n- BottomDivingActionsTacFL\n- BottomDivingActionsTacFR\n- BottomDivingActionsTacL\n- BottomDivingActionsTacR\n- BottomDivingActionsWlkB\n- BottomDivingActionsWlkBL\n- BottomDivingActionsWlkBR\n- BottomDivingActionsWlkF\n- BottomDivingActionsWlkFL\n- BottomDivingActionsWlkFR\n- BottomDivingActionsWlkL\n- BottomDivingActionsWlkR\n- BottomDivingRifleActions\n- BottomDivingRifleActionsFastF\n- BottomDivingRifleActionsGoingOut\n- BottomDivingRifleActionsRunB\n- BottomDivingRifleActionsRunBL\n- BottomDivingRifleActionsRunBR\n- BottomDivingRifleActionsRunF\n- BottomDivingRifleActionsRunFL\n- BottomDivingRifleActionsRunFR\n- BottomDivingRifleActionsRunL\n- BottomDivingRifleActionsRunR\n- BottomDivingRifleActionsTacB\n- BottomDivingRifleActionsTacBL\n- BottomDivingRifleActionsTacBR\n- BottomDivingRifleActionsTacF\n- BottomDivingRifleActionsTacFL\n- BottomDivingRifleActionsTacFR\n- BottomDivingRifleActionsTacL\n- BottomDivingRifleActionsTacR\n- BottomDivingRifleActionsWlkB\n- BottomDivingRifleActionsWlkBL\n- BottomDivingRifleActionsWlkBR\n- BottomDivingRifleActionsWlkF\n- BottomDivingRifleActionsWlkFL\n- BottomDivingRifleActionsWlkFR\n- BottomDivingRifleActionsWlkL\n- BottomDivingRifleActionsWlkR\n- BottomSwimmingActions\n- BottomSwimmingActionsFastF\n- BottomSwimmingActionsFastFL\n- BottomSwimmingActionsFastFR\n- BottomSwimmingActionsRunB\n- BottomSwimmingActionsRunBL\n- BottomSwimmingActionsRunBR\n- BottomSwimmingActionsRunF\n- BottomSwimmingActionsRunFL\n- BottomSwimmingActionsRunFR\n- BottomSwimmingActionsRunL\n- BottomSwimmingActionsRunR\n- CargoActions\n- CivilEvasiveActions\n- CivilEvasiveKneelActions\n- CivilExerciseActions\n- CivilKneelActions\n- CivilKneelActions_explo\n- CivilKneelActions_fixing\n- CivilKneelActions_gear\n- CivilKneelActions_inv\n- CivilKneelActionsLimpB\n- CivilKneelActionsLimpF\n- CivilKneelActionsLimpL\n- CivilKneelActionsLimpLB\n- CivilKneelActionsLimpLF\n- CivilKneelActionsLimpR\n- CivilKneelActionsLimpRB\n- CivilKneelActionsLimpRF\n- CivilKneelActionsRunB\n- CivilKneelActionsRunBL\n- CivilKneelActionsRunBR\n- CivilKneelActionsRunF\n- CivilKneelActionsRunFl\n- CivilKneelActionsRunFR\n- CivilKneelActionsRunL\n- CivilKneelActionsRunR\n- CivilKneelActionsWlkB\n- CivilKneelActionsWlkBL\n- CivilKneelActionsWlkBR\n- CivilKneelActionsWlkF\n- CivilKneelActionsWlkFL\n- CivilKneelActionsWlkFR\n- CivilKneelActionsWlkL\n- CivilKneelActionsWlkR\n- CivilKneelTakeActions\n- CivilPanicKneelActions\n- CivilPanicProneActions\n- CivilPanicStandActions\n- CivilProneActions\n- CivilProneActions_inv\n- CivilRunActions\n- CivilRunActionsB\n- CivilRunActionsBL\n- CivilRunActionsBR\n- CivilRunActionsF\n- CivilRunActionsFL\n- CivilRunActionsFR\n- CivilRunActionsL\n- CivilRunActionsR\n- CivilSitActions\n- CivilStandActions\n- CivilStandActions_inv\n- CivilStandActions_noSalute\n- CivilStandActionsLimpB\n- CivilStandActionsLimpF\n- CivilStandActionsLimpL\n- CivilStandActionsLimpLB\n- CivilStandActionsLimpLF\n- CivilStandActionsLimpR\n- CivilStandActionsLimpRB\n- CivilStandActionsLimpRF\n- CivilStandCutsceneActions\n- CivilStandSaluteActions\n- CivilStandSurrenderActions\n- CivilStandTakeActions\n- CivilWlkActionsB\n- CivilWlkActionsBL\n- CivilWlkActionsBR\n- CivilWlkActionsF\n- CivilWlkActionsFL\n- CivilWlkActionsFR\n- CivilWlkActionsL\n- CivilWlkActionsR\n- CutsceneBreachingFour\n- CutsceneBreachingThree\n- CutsceneBreachingTwo\n- CutsceneBriefingSA\n- CutsceneBriefingSA_StartingLoop\n- CutsceneBriefingSB\n- CutsceneBriefingSB_StartingLoop\n- CutsceneBriefingSC\n- CutsceneBriefingSC_StartingLoop\n- CutsceneExecutioner\n- CutsceneExecutionVictim\n- CutsceneExecutionVictimDead\n- CutsceneLeaveCivilStand\n- CutsceneLoop\n- CutsceneMillerChopperLoop\n- CutsceneMillerDeskCrouchLoop\n- CutsceneMillerDeskLoop\n- CutsceneMillerIdle\n- CutsceneSupportBack\n- CutsceneSupportFront\n- CutsceneSupportLeft\n- CutsceneSupportRight\n- DeadActions\n- DeployedProneActions\n- DivingActions\n- DivingActionsFastF\n- DivingActionsGoingOut\n- DivingActionsRunB\n- DivingActionsRunBL\n- DivingActionsRunBR\n- DivingActionsRunF\n- DivingActionsRunFL\n- DivingActionsRunFR\n- DivingActionsRunL\n- DivingActionsRunR\n- DivingActionsTacB\n- DivingActionsTacBL\n- DivingActionsTacBR\n- DivingActionsTacF\n- DivingActionsTacFL\n- DivingActionsTacFR\n- DivingActionsTacL\n- DivingActionsTacR\n- DivingActionsWlkB\n- DivingActionsWlkBL\n- DivingActionsWlkBR\n- DivingActionsWlkF\n- DivingActionsWlkFL\n- DivingActionsWlkFR\n- DivingActionsWlkL\n- DivingActionsWlkR\n- DivingRifleActions\n- DivingRifleActionsFastF\n- DivingRifleActionsGoingOut\n- DivingRifleActionsRunB\n- DivingRifleActionsRunBL\n- DivingRifleActionsRunBR\n- DivingRifleActionsRunF\n- DivingRifleActionsRunFL\n- DivingRifleActionsRunFR\n- DivingRifleActionsRunL\n- DivingRifleActionsRunR\n- DivingRifleActionsTacB\n- DivingRifleActionsTacBL\n- DivingRifleActionsTacBR\n- DivingRifleActionsTacF\n- DivingRifleActionsTacFL\n- DivingRifleActionsTacFR\n- DivingRifleActionsTacL\n- DivingRifleActionsTacR\n- DivingRifleActionsWlkB\n- DivingRifleActionsWlkBL\n- DivingRifleActionsWlkBR\n- DivingRifleActionsWlkF\n- DivingRifleActionsWlkFL\n- DivingRifleActionsWlkFR\n- DivingRifleActionsWlkL\n- DivingRifleActionsWlkR\n- FFV_BaseActions\n- FiringDrillsBinocKneelActions\n- FiringDrillsBinocProneActions\n- FiringDrillsBinocStandActions\n- FiringDrillsCivilKneelActions\n- FiringDrillsCivilKneelActions_inv\n- FiringDrillsCivilProneActions\n- FiringDrillsCivilProneActions_inv\n- FiringDrillsCivilStandActions\n- FiringDrillsCivilStandActions_inv\n- FiringDrillsPistolKneelActions\n- FiringDrillsPistolKneelActions_inv\n- FiringDrillsPistolLowKneelActions\n- FiringDrillsPistolLowKneelActions_inv\n- FiringDrillsPistolLowStandActions\n- FiringDrillsPistolLowStandActions_inv\n- FiringDrillsPistolProneActions\n- FiringDrillsPistolProneActions_inv\n- FiringDrillsPistolStandActions\n- FiringDrillsPistolStandActions_inv\n- FiringDrillsRifleKneelActions\n- FiringDrillsRifleKneelActions_inv\n- FiringDrillsRifleLowKneelActions\n- FiringDrillsRifleLowKneelActions_inv\n- FiringDrillsRifleLowStandActions\n- FiringDrillsRifleLowStandActions_inv\n- FiringDrillsRifleProneActions\n- FiringDrillsRifleProneActions_inv\n- FiringDrillsRifleStandActions\n- FiringDrillsRifleStandActions_inv\n- HealActionBase\n- HealActionBaseDr\n- HealActionsNon\n- HealActionsNonDr\n- HealSelfActionBase\n- HealSelfActionProne\n- HealSelfActionsNon\n- HealSelfCivilActionBase\n- HealSelfCivilActionProne\n- HealSelfLauncherActionBase\n- HealSelfPistolActionBase\n- HealSelfPistolActionProne\n- Heli_Light_Cargo01_Shooting_Actions\n- IncapacitatedAction\n- IncapacitatedPistolAction\n- IncapacitatedRifleAction\n- InjuredManActions\n- InjuredManActionsNon\n- InjuredManActionsNon_healed\n- InjuredManActionsNon_norot\n- InjuredManActionsRfl\n- InjuredManActionsRfl_healed\n- InjuredManActionsRfl_norot\n- InjuredManCarriedActions\n- InjuredManCarriedActionsNon\n- InjuredManCarriedActionsNonStill\n- InjuredManCarriedActionsNonWc\n- InjuredManCarriedActionsRfl\n- InjuredManCarriedActionsRflStill\n- InjuredManCarriedActionsRflWc\n- InjuredManDraggedActions\n- InjuredManDraggedActionsNon\n- InjuredManDraggedActionsRfl\n- InjuredManDraggedDeadActions\n- LadderCivilActions\n- LadderRifleActions\n- LauncherKneelActions\n- LauncherKneelActions_inv\n- LauncherKneelActionsLimpB\n- LauncherKneelActionsLimpF\n- LauncherKneelActionsLimpL\n- LauncherKneelActionsLimpLB\n- LauncherKneelActionsLimpLF\n- LauncherKneelActionsLimpR\n- LauncherKneelActionsLimpRB\n- LauncherKneelActionsLimpRF\n- LauncherKneelActionsRunB\n- LauncherKneelActionsRunBL\n- LauncherKneelActionsRunBR\n- LauncherKneelActionsRunF\n- LauncherKneelActionsRunFL\n- LauncherKneelActionsRunFR\n- LauncherKneelActionsRunL\n- LauncherKneelActionsRunR\n- LauncherKneelActionsTacB\n- LauncherKneelActionsTacBL\n- LauncherKneelActionsTacBR\n- LauncherKneelActionsTacF\n- LauncherKneelActionsTacFL\n- LauncherKneelActionsTacFR\n- LauncherKneelActionsTacL\n- LauncherKneelActionsTacR\n- LauncherKneelActionsWlkB\n- LauncherKneelActionsWlkBL\n- LauncherKneelActionsWlkBR\n- LauncherKneelActionsWlkF\n- LauncherKneelActionsWlkFL\n- LauncherKneelActionsWlkFR\n- LauncherKneelActionsWlkL\n- LauncherKneelActionsWlkR\n- LauncherKneelEvasiveFActions\n- LauncherKneelRunBActions\n- LauncherKneelRunFActions\n- LauncherProneActions\n- LauncherStandActions\n- LauncherStandActions_inv\n- LauncherStandActionsLimpB\n- LauncherStandActionsLimpF\n- LauncherStandActionsLimpL\n- LauncherStandActionsLimpLB\n- LauncherStandActionsLimpLF\n- LauncherStandActionsLimpR\n- LauncherStandActionsLimpRB\n- LauncherStandActionsLimpRF\n- LauncherStandActionsRunB\n- LauncherStandActionsRunBL\n- LauncherStandActionsRunBR\n- LauncherStandActionsRunF\n- LauncherStandActionsRunFL\n- LauncherStandActionsRunFR\n- LauncherStandActionsRunL\n- LauncherStandActionsRunR\n- LauncherStandActionsTacB\n- LauncherStandActionsTacBL\n- LauncherStandActionsTacBR\n- LauncherStandActionsTacF\n- LauncherStandActionsTacFL\n- LauncherStandActionsTacFR\n- LauncherStandActionsTacL\n- LauncherStandActionsTacR\n- LauncherStandActionsWlkB\n- LauncherStandActionsWlkBL\n- LauncherStandActionsWlkBR\n- LauncherStandActionsWlkF\n- LauncherStandActionsWlkFL\n- LauncherStandActionsWlkFR\n- LauncherStandActionsWlkL\n- LauncherStandActionsWlkR\n- LauncherStandLowStpActions\n- LauncherStandRunBActions\n- LauncherStandRunFActions\n- MortarActions\n- MoveWithInjuredMan\n- MoveWithInjuredMan_2Death2\n- MoveWithInjuredMan_helperNon\n- MoveWithInjuredMan_helperNonPst\n- MoveWithInjuredMan_helperRfl\n- MoveWithInjuredMan_release\n- MoveWithInjuredManCarrier\n- MoveWithInjuredManCarrierNon\n- MoveWithInjuredManCarrierNonStill\n- MoveWithInjuredManCarrierNonWc\n- MoveWithInjuredManCarrierPst\n- MoveWithInjuredManCarrierPstStill\n- MoveWithInjuredManCarrierPstWc\n- MoveWithInjuredManCarrierRfl\n- MoveWithInjuredManCarrierRflStill\n- MoveWithInjuredManCarrierRflWc\n- MoveWithInjuredManDragger\n- MoveWithInjuredManDraggerNon\n- MoveWithInjuredManDraggerPst\n- MoveWithInjuredManDraggerRfl\n- NoActions\n- NoActionsLying\n- para_actions\n- ParachuteFreeFall\n- passenger_bench_1Actions\n- passenger_bench_1BinocActions\n- passenger_bench_1BinocPistolActions\n- passenger_bench_1BinocUnarmedActions\n- passenger_bench_1DeadActions\n- passenger_bench_1DeadPistolActions\n- passenger_bench_1IdleActions\n- passenger_bench_1IdlePistolActions\n- passenger_bench_1IdleUnarmedActions\n- passenger_bench_1ObstructedActions\n- passenger_bench_1ObstructedPistolActions\n- passenger_bench_1PistolActions\n- passenger_boat_1Actions\n- passenger_boat_1BinocActions\n- passenger_boat_1BinocPistolActions\n- passenger_boat_1BinocUnarmedActions\n- passenger_boat_1DeadActions\n- passenger_boat_1DeadPistolActions\n- passenger_boat_1IdleActions\n- passenger_boat_1IdlePistolActions\n- passenger_boat_1IdleUnarmedActions\n- passenger_boat_1ObstructedActions\n- passenger_boat_1ObstructedPistolActions\n- passenger_boat_1PistolActions\n- passenger_boat_2Actions\n- passenger_boat_2BinocActions\n- passenger_boat_2BinocPistolActions\n- passenger_boat_2BinocUnarmedActions\n- passenger_boat_2DeadActions\n- passenger_boat_2DeadPistolActions\n- passenger_boat_2IdleActions\n- passenger_boat_2IdlePistolActions\n- passenger_boat_2IdleUnarmedActions\n- passenger_boat_2ObstructedActions\n- passenger_boat_2ObstructedPistolActions\n- passenger_boat_2PistolActions\n- passenger_boat_3Actions\n- passenger_boat_3BinocActions\n- passenger_boat_3BinocPistolActions\n- passenger_boat_3BinocUnarmedActions\n- passenger_boat_3DeadActions\n- passenger_boat_3DeadPistolActions\n- passenger_boat_3IdleActions\n- passenger_boat_3IdlePistolActions\n- passenger_boat_3IdleUnarmedActions\n- passenger_boat_3ObstructedActions\n- passenger_boat_3ObstructedPistolActions\n- passenger_boat_3PistolActions\n- passenger_boat_4Actions\n- passenger_boat_4BinocActions\n- passenger_boat_4BinocPistolActions\n- passenger_boat_4BinocUnarmedActions\n- passenger_boat_4DeadActions\n- passenger_boat_4DeadPistolActions\n- passenger_boat_4IdleActions\n- passenger_boat_4IdlePistolActions\n- passenger_boat_4IdleUnarmedActions\n- passenger_boat_4ObstructedActions\n- passenger_boat_4ObstructedPistolActions\n- passenger_boat_4PistolActions\n- passenger_flatground_1Actions\n- passenger_flatground_1BinocActions\n- passenger_flatground_1BinocPistolActions\n- passenger_flatground_1BinocUnarmedActions\n- passenger_flatground_1DeadActions\n- passenger_flatground_1DeadPistolActions\n- passenger_flatground_1IdleActions\n- passenger_flatground_1IdlePistolActions\n- passenger_flatground_1IdleUnarmedActions\n- passenger_flatground_1ObstructedActions\n- passenger_flatground_1ObstructedPistolActions\n- passenger_flatground_1PistolActions\n- passenger_flatground_2Actions\n- passenger_flatground_2BinocActions\n- passenger_flatground_2BinocPistolActions\n- passenger_flatground_2BinocUnarmedActions\n- passenger_flatground_2DeadActions\n- passenger_flatground_2DeadPistolActions\n- passenger_flatground_2IdleActions\n- passenger_flatground_2IdlePistolActions\n- passenger_flatground_2IdleUnarmedActions\n- passenger_flatground_2ObstructedActions\n- passenger_flatground_2ObstructedPistolActions\n- passenger_flatground_2PistolActions\n- passenger_flatground_3Actions\n- passenger_flatground_3BinocActions\n- passenger_flatground_3BinocPistolActions\n- passenger_flatground_3BinocUnarmedActions\n- passenger_flatground_3DeadActions\n- passenger_flatground_3DeadPistolActions\n- passenger_flatground_3IdleActions\n- passenger_flatground_3IdlePistolActions\n- passenger_flatground_3IdleUnarmedActions\n- passenger_flatground_3ObstructedActions\n- passenger_flatground_3ObstructedPistolActions\n- passenger_flatground_3PistolActions\n- passenger_flatground_4Actions\n- passenger_flatground_4BinocActions\n- passenger_flatground_4BinocPistolActions\n- passenger_flatground_4BinocUnarmedActions\n- passenger_flatground_4DeadActions\n- passenger_flatground_4DeadPistolActions\n- passenger_flatground_4IdleActions\n- passenger_flatground_4IdlePistolActions\n- passenger_flatground_4IdleUnarmedActions\n- passenger_flatground_4ObstructedActions\n- passenger_flatground_4ObstructedPistolActions\n- passenger_flatground_4PistolActions\n- passenger_inside_1Actions\n- passenger_inside_1BinocActions\n- passenger_inside_1BinocPistolActions\n- passenger_inside_1BinocUnarmedActions\n- passenger_inside_1DeadActions\n- passenger_inside_1DeadPistolActions\n- passenger_inside_1IdleActions\n- passenger_inside_1IdlePistolActions\n- passenger_inside_1IdleUnarmedActions\n- passenger_inside_1ObstructedActions\n- passenger_inside_1ObstructedPistolActions\n- passenger_inside_1PistolActions\n- passenger_inside_2Actions\n- passenger_inside_2BinocActions\n- passenger_inside_2BinocPistolActions\n- passenger_inside_2BinocUnarmedActions\n- passenger_inside_2DeadActions\n- passenger_inside_2DeadPistolActions\n- passenger_inside_2IdleActions\n- passenger_inside_2IdlePistolActions\n- passenger_inside_2IdleUnarmedActions\n- passenger_inside_2ObstructedActions\n- passenger_inside_2ObstructedPistolActions\n- passenger_inside_2PistolActions\n- passenger_inside_3Actions\n- passenger_inside_3BinocActions\n- passenger_inside_3BinocPistolActions\n- passenger_inside_3BinocUnarmedActions\n- passenger_inside_3DeadActions\n- passenger_inside_3DeadPistolActions\n- passenger_inside_3IdleActions\n- passenger_inside_3IdlePistolActions\n- passenger_inside_3IdleUnarmedActions\n- passenger_inside_3ObstructedActions\n- passenger_inside_3ObstructedPistolActions\n- passenger_inside_3PistolActions\n- passenger_inside_4Actions\n- passenger_inside_4BinocActions\n- passenger_inside_4BinocPistolActions\n- passenger_inside_4BinocUnarmedActions\n- passenger_inside_4DeadActions\n- passenger_inside_4DeadPistolActions\n- passenger_inside_4IdleActions\n- passenger_inside_4IdlePistolActions\n- passenger_inside_4IdleUnarmedActions\n- passenger_inside_4ObstructedActions\n- passenger_inside_4ObstructedPistolActions\n- passenger_inside_4PistolActions\n- passenger_inside_5Actions\n- passenger_inside_5BinocActions\n- passenger_inside_5BinocPistolActions\n- passenger_inside_5BinocUnarmedActions\n- passenger_inside_5DeadActions\n- passenger_inside_5DeadPistolActions\n- passenger_inside_5IdleActions\n- passenger_inside_5IdlePistolActions\n- passenger_inside_5IdleUnarmedActions\n- passenger_inside_5ObstructedActions\n- passenger_inside_5ObstructedPistolActions\n- passenger_inside_5PistolActions\n- passenger_inside_6Actions\n- passenger_inside_6BinocActions\n- passenger_inside_6BinocPistolActions\n- passenger_inside_6BinocUnarmedActions\n- passenger_inside_6DeadActions\n- passenger_inside_6DeadPistolActions\n- passenger_inside_6IdleActions\n- passenger_inside_6IdlePistolActions\n- passenger_inside_6IdleUnarmedActions\n- passenger_inside_6ObstructedActions\n- passenger_inside_6ObstructedPistolActions\n- passenger_inside_6PistolActions\n- passenger_inside_7Actions\n- passenger_inside_7BinocActions\n- passenger_inside_7BinocPistolActions\n- passenger_inside_7BinocUnarmedActions\n- passenger_inside_7DeadActions\n- passenger_inside_7DeadPistolActions\n- passenger_inside_7IdleActions\n- passenger_inside_7IdlePistolActions\n- passenger_inside_7IdleUnarmedActions\n- passenger_inside_7ObstructedActions\n- passenger_inside_7ObstructedPistolActions\n- passenger_inside_7PistolActions\n- passenger_inside_8Actions\n- passenger_inside_8BinocActions\n- passenger_inside_8BinocPistolActions\n- passenger_inside_8BinocUnarmedActions\n- passenger_inside_8DeadActions\n- passenger_inside_8DeadPistolActions\n- passenger_inside_8IdleActions\n- passenger_inside_8IdlePistolActions\n- passenger_inside_8IdleUnarmedActions\n- passenger_inside_8ObstructedActions\n- passenger_inside_8ObstructedPistolActions\n- passenger_inside_8PistolActions\n- PistolAdjustBKneelActions\n- PistolAdjustBKneelActionsRunB\n- PistolAdjustBKneelActionsRunBL\n- PistolAdjustBKneelActionsRunBR\n- PistolAdjustBKneelActionsRunF\n- PistolAdjustBKneelActionsRunFL\n- PistolAdjustBKneelActionsRunFR\n- PistolAdjustBKneelActionsRunL\n- PistolAdjustBKneelActionsRunR\n- PistolAdjustBKneelActionsTacB\n- PistolAdjustBKneelActionsTacBL\n- PistolAdjustBKneelActionsTacBR\n- PistolAdjustBKneelActionsTacF\n- PistolAdjustBKneelActionsTacFL\n- PistolAdjustBKneelActionsTacFR\n- PistolAdjustBKneelActionsTacL\n- PistolAdjustBKneelActionsTacR\n- PistolAdjustBKneelActionsWlkB\n- PistolAdjustBKneelActionsWlkBL\n- PistolAdjustBKneelActionsWlkBR\n- PistolAdjustBKneelActionsWlkF\n- PistolAdjustBKneelActionsWlkFL\n- PistolAdjustBKneelActionsWlkFR\n- PistolAdjustBKneelActionsWlkL\n- PistolAdjustBKneelActionsWlkR\n- PistolAdjustBKneelEvasiveActionsF\n- PistolAdjustBKneelEvasiveActionsFL\n- PistolAdjustBKneelEvasiveActionsFR\n- PistolAdjustBProneActions\n- PistolAdjustBStandActions\n- PistolAdjustBStandActionsRunB\n- PistolAdjustBStandActionsRunBL\n- PistolAdjustBStandActionsRunBR\n- PistolAdjustBStandActionsRunF\n- PistolAdjustBStandActionsRunFL\n- PistolAdjustBStandActionsRunFR\n- PistolAdjustBStandActionsRunL\n- PistolAdjustBStandActionsRunR\n- PistolAdjustBStandActionsTacB\n- PistolAdjustBStandActionsTacBL\n- PistolAdjustBStandActionsTacBR\n- PistolAdjustBStandActionsTacF\n- PistolAdjustBStandActionsTacFL\n- PistolAdjustBStandActionsTacFR\n- PistolAdjustBStandActionsTacL\n- PistolAdjustBStandActionsTacR\n- PistolAdjustBStandActionsWlkB\n- PistolAdjustBStandActionsWlkBL\n- PistolAdjustBStandActionsWlkBR\n- PistolAdjustBStandActionsWlkF\n- PistolAdjustBStandActionsWlkFL\n- PistolAdjustBStandActionsWlkFR\n- PistolAdjustBStandActionsWlkL\n- PistolAdjustBStandActionsWlkR\n- PistolAdjustBStandEvasiveActionsF\n- PistolAdjustBStandEvasiveActionsFL\n- PistolAdjustBStandEvasiveActionsFR\n- PistolAdjustFKneelActions\n- PistolAdjustFKneelActionsRunB\n- PistolAdjustFKneelActionsRunBL\n- PistolAdjustFKneelActionsRunBR\n- PistolAdjustFKneelActionsRunF\n- PistolAdjustFKneelActionsRunFL\n- PistolAdjustFKneelActionsRunFR\n- PistolAdjustFKneelActionsRunL\n- PistolAdjustFKneelActionsRunR\n- PistolAdjustFKneelActionsTacB\n- PistolAdjustFKneelActionsTacBL\n- PistolAdjustFKneelActionsTacBR\n- PistolAdjustFKneelActionsTacF\n- PistolAdjustFKneelActionsTacFL\n- PistolAdjustFKneelActionsTacFR\n- PistolAdjustFKneelActionsTacL\n- PistolAdjustFKneelActionsTacR\n- PistolAdjustFKneelActionsWlkB\n- PistolAdjustFKneelActionsWlkBL\n- PistolAdjustFKneelActionsWlkBR\n- PistolAdjustFKneelActionsWlkF\n- PistolAdjustFKneelActionsWlkFL\n- PistolAdjustFKneelActionsWlkFR\n- PistolAdjustFKneelActionsWlkL\n- PistolAdjustFKneelActionsWlkR\n- PistolAdjustFKneelEvasiveActionsF\n- PistolAdjustFKneelEvasiveActionsFL\n- PistolAdjustFKneelEvasiveActionsFR\n- PistolAdjustFProneActions\n- PistolAdjustFStandActions\n- PistolAdjustFStandActionsRunB\n- PistolAdjustFStandActionsRunBL\n- PistolAdjustFStandActionsRunBR\n- PistolAdjustFStandActionsRunF\n- PistolAdjustFStandActionsRunFL\n- PistolAdjustFStandActionsRunFR\n- PistolAdjustFStandActionsRunL\n- PistolAdjustFStandActionsRunR\n- PistolAdjustFStandActionsTacB\n- PistolAdjustFStandActionsTacBL\n- PistolAdjustFStandActionsTacBR\n- PistolAdjustFStandActionsTacF\n- PistolAdjustFStandActionsTacFL\n- PistolAdjustFStandActionsTacFR\n- PistolAdjustFStandActionsTacL\n- PistolAdjustFStandActionsTacR\n- PistolAdjustFStandActionsWlkB\n- PistolAdjustFStandActionsWlkBL\n- PistolAdjustFStandActionsWlkBR\n- PistolAdjustFStandActionsWlkF\n- PistolAdjustFStandActionsWlkFL\n- PistolAdjustFStandActionsWlkFR\n- PistolAdjustFStandActionsWlkL\n- PistolAdjustFStandActionsWlkR\n- PistolAdjustFStandEvasiveActionsF\n- PistolAdjustFStandEvasiveActionsFL\n- PistolAdjustFStandEvasiveActionsFR\n- PistolAdjustKneelBaseActions\n- PistolAdjustLKneelActions\n- PistolAdjustLKneelActionsRunB\n- PistolAdjustLKneelActionsRunBL\n- PistolAdjustLKneelActionsRunBR\n- PistolAdjustLKneelActionsRunF\n- PistolAdjustLKneelActionsRunFL\n- PistolAdjustLKneelActionsRunFR\n- PistolAdjustLKneelActionsRunL\n- PistolAdjustLKneelActionsRunR\n- PistolAdjustLKneelActionsTacB\n- PistolAdjustLKneelActionsTacBL\n- PistolAdjustLKneelActionsTacBR\n- PistolAdjustLKneelActionsTacF\n- PistolAdjustLKneelActionsTacFL\n- PistolAdjustLKneelActionsTacFR\n- PistolAdjustLKneelActionsTacL\n- PistolAdjustLKneelActionsTacR\n- PistolAdjustLKneelActionsWlkB\n- PistolAdjustLKneelActionsWlkBL\n- PistolAdjustLKneelActionsWlkBR\n- PistolAdjustLKneelActionsWlkF\n- PistolAdjustLKneelActionsWlkFL\n- PistolAdjustLKneelActionsWlkFR\n- PistolAdjustLKneelActionsWlkL\n- PistolAdjustLKneelActionsWlkR\n- PistolAdjustLKneelEvasiveActionsF\n- PistolAdjustLKneelEvasiveActionsFL\n- PistolAdjustLKneelEvasiveActionsFR\n- PistolAdjustLProneActions\n- PistolAdjustLStandActions\n- PistolAdjustLStandActionsRunB\n- PistolAdjustLStandActionsRunBL\n- PistolAdjustLStandActionsRunBR\n- PistolAdjustLStandActionsRunF\n- PistolAdjustLStandActionsRunFL\n- PistolAdjustLStandActionsRunFR\n- PistolAdjustLStandActionsRunL\n- PistolAdjustLStandActionsRunR\n- PistolAdjustLStandActionsTacB\n- PistolAdjustLStandActionsTacBL\n- PistolAdjustLStandActionsTacBR\n- PistolAdjustLStandActionsTacF\n- PistolAdjustLStandActionsTacFL\n- PistolAdjustLStandActionsTacFR\n- PistolAdjustLStandActionsTacL\n- PistolAdjustLStandActionsTacR\n- PistolAdjustLStandActionsWlkB\n- PistolAdjustLStandActionsWlkBL\n- PistolAdjustLStandActionsWlkBR\n- PistolAdjustLStandActionsWlkF\n- PistolAdjustLStandActionsWlkFL\n- PistolAdjustLStandActionsWlkFR\n- PistolAdjustLStandActionsWlkL\n- PistolAdjustLStandActionsWlkR\n- PistolAdjustLStandEvasiveActionsF\n- PistolAdjustLStandEvasiveActionsFL\n- PistolAdjustLStandEvasiveActionsFR\n- PistolAdjustProneBaseActions\n- PistolAdjustRKneelActions\n- PistolAdjustRKneelActionsRunB\n- PistolAdjustRKneelActionsRunBL\n- PistolAdjustRKneelActionsRunBR\n- PistolAdjustRKneelActionsRunF\n- PistolAdjustRKneelActionsRunFL\n- PistolAdjustRKneelActionsRunFR\n- PistolAdjustRKneelActionsRunL\n- PistolAdjustRKneelActionsRunR\n- PistolAdjustRKneelActionsTacB\n- PistolAdjustRKneelActionsTacBL\n- PistolAdjustRKneelActionsTacBR\n- PistolAdjustRKneelActionsTacF\n- PistolAdjustRKneelActionsTacFL\n- PistolAdjustRKneelActionsTacFR\n- PistolAdjustRKneelActionsTacL\n- PistolAdjustRKneelActionsTacR\n- PistolAdjustRKneelActionsWlkB\n- PistolAdjustRKneelActionsWlkBL\n- PistolAdjustRKneelActionsWlkBR\n- PistolAdjustRKneelActionsWlkF\n- PistolAdjustRKneelActionsWlkFL\n- PistolAdjustRKneelActionsWlkFR\n- PistolAdjustRKneelActionsWlkL\n- PistolAdjustRKneelActionsWlkR\n- PistolAdjustRKneelEvasiveActionsF\n- PistolAdjustRKneelEvasiveActionsFL\n- PistolAdjustRKneelEvasiveActionsFR\n- PistolAdjustRProneActions\n- PistolAdjustRStandActions\n- PistolAdjustRStandActionsRunB\n- PistolAdjustRStandActionsRunBL\n- PistolAdjustRStandActionsRunBR\n- PistolAdjustRStandActionsRunF\n- PistolAdjustRStandActionsRunFL\n- PistolAdjustRStandActionsRunFR\n- PistolAdjustRStandActionsRunL\n- PistolAdjustRStandActionsRunR\n- PistolAdjustRStandActionsTacB\n- PistolAdjustRStandActionsTacBL\n- PistolAdjustRStandActionsTacBR\n- PistolAdjustRStandActionsTacF\n- PistolAdjustRStandActionsTacFL\n- PistolAdjustRStandActionsTacFR\n- PistolAdjustRStandActionsTacL\n- PistolAdjustRStandActionsTacR\n- PistolAdjustRStandActionsWlkB\n- PistolAdjustRStandActionsWlkBL\n- PistolAdjustRStandActionsWlkBR\n- PistolAdjustRStandActionsWlkF\n- PistolAdjustRStandActionsWlkFL\n- PistolAdjustRStandActionsWlkFR\n- PistolAdjustRStandActionsWlkL\n- PistolAdjustRStandActionsWlkR\n- PistolAdjustRStandEvasiveActionsF\n- PistolAdjustRStandEvasiveActionsFL\n- PistolAdjustRStandEvasiveActionsFR\n- PistolAdjustStandBaseActions\n- PistolKneelActions\n- PistolKneelActions_explo\n- PistolKneelActions_gear\n- PistolKneelActions_inv\n- PistolKneelActionsLimpB\n- PistolKneelActionsLimpF\n- PistolKneelActionsLimpL\n- PistolKneelActionsLimpLB\n- PistolKneelActionsLimpLF\n- PistolKneelActionsLimpR\n- PistolKneelActionsLimpRB\n- PistolKneelActionsLimpRF\n- PistolKneelActionsNoAdjust\n- PistolKneelActionsRunB\n- PistolKneelActionsRunBL\n- PistolKneelActionsRunBR\n- PistolKneelActionsRunF\n- PistolKneelActionsRunFL\n- PistolKneelActionsRunFr\n- PistolKneelActionsRunL\n- PistolKneelActionsRunR\n- PistolKneelActionsTacB\n- PistolKneelActionsTacBL\n- PistolKneelActionsTacBR\n- PistolKneelActionsTacF\n- PistolKneelActionsTacFL\n- PistolKneelActionsTacFr\n- PistolKneelActionsTacL\n- PistolKneelActionsTacR\n- PistolKneelActionsWlkB\n- PistolKneelActionsWlkBL\n- PistolKneelActionsWlkBR\n- PistolKneelActionsWlkF\n- PistolKneelActionsWlkFL\n- PistolKneelActionsWlkFR\n- PistolKneelActionsWlkL\n- PistolKneelActionsWlkR\n- PistolKneelEvasiveActionsF\n- PistolKneelEvasiveActionsFL\n- PistolKneelEvasiveActionsFR\n- PistolKneelEvasiveActionsL\n- PistolKneelEvasiveActionsR\n- PistolKneelTakeActions\n- PistolLowKneelActions\n- PistolLowKneelActionsLimpB\n- PistolLowKneelActionsLimpF\n- PistolLowKneelActionsLimpL\n- PistolLowKneelActionsLimpLB\n- PistolLowKneelActionsLimpLF\n- PistolLowKneelActionsLimpR\n- PistolLowKneelActionsLimpRB\n- PistolLowKneelActionsLimpRF\n- PistolLowKneelActionsNoAdjust\n- PistolLowKneelActionsRunB\n- PistolLowKneelActionsRunBL\n- PistolLowKneelActionsRunBR\n- PistolLowKneelActionsRunF\n- PistolLowKneelActionsRunFL\n- PistolLowKneelActionsRunFr\n- PistolLowKneelActionsRunL\n- PistolLowKneelActionsRunR\n- PistolLowKneelActionsTacB\n- PistolLowKneelActionsTacBL\n- PistolLowKneelActionsTacBR\n- PistolLowKneelActionsTacF\n- PistolLowKneelActionsTacFL\n- PistolLowKneelActionsTacFR\n- PistolLowKneelActionsTacL\n- PistolLowKneelActionsTacR\n- PistolLowKneelActionsWlkB\n- PistolLowKneelActionsWlkBL\n- PistolLowKneelActionsWlkBR\n- PistolLowKneelActionsWlkF\n- PistolLowKneelActionsWlkFL\n- PistolLowKneelActionsWlkFR\n- PistolLowKneelActionsWlkL\n- PistolLowKneelActionsWlkR\n- PistolLowKneelEvasiveActionsF\n- PistolLowKneelEvasiveActionsFL\n- PistolLowKneelEvasiveActionsFR\n- PistolLowStandActions\n- PistolLowStandActionsFastF\n- PistolLowStandActionsFastFL\n- PistolLowStandActionsFastFR\n- PistolLowStandActionsLimpB\n- PistolLowStandActionsLimpF\n- PistolLowStandActionsLimpL\n- PistolLowStandActionsLimpLB\n- PistolLowStandActionsLimpLF\n- PistolLowStandActionsLimpR\n- PistolLowStandActionsLimpRB\n- PistolLowStandActionsLimpRF\n- PistolLowStandActionsNoAdjust\n- PistolLowStandActionsRunB\n- PistolLowStandActionsRunBL\n- PistolLowStandActionsRunBR\n- PistolLowStandActionsRunF\n- PistolLowStandActionsRunFL\n- PistolLowStandActionsRunFR\n- PistolLowStandActionsRunL\n- PistolLowStandActionsRunR\n- PistolLowStandActionsTacB\n- PistolLowStandActionsTacBL\n- PistolLowStandActionsTacBR\n- PistolLowStandActionsTacF\n- PistolLowStandActionsTacFL\n- PistolLowStandActionsTacFR\n- PistolLowStandActionsTacL\n- PistolLowStandActionsTacR\n- PistolLowStandActionsWlkB\n- PistolLowStandActionsWlkBL\n- PistolLowStandActionsWlkBR\n- PistolLowStandActionsWlkF\n- PistolLowStandActionsWlkFL\n- PistolLowStandActionsWlkFR\n- PistolLowStandActionsWlkL\n- PistolLowStandActionsWlkR\n- PistolLowStandCutsceneActions\n- PistolLowStandEvasiveActionsF\n- PistolLowStandEvasiveActionsFL\n- PistolLowStandEvasiveActionsFR\n- PistolProneActions\n- PistolProneActions_inv\n- PistolRaisedStandCutsceneActions\n- PistolRunFActions\n- PistolSitActions\n- PistolStandActions\n- PistolStandActions_gear\n- PistolStandActions_inv\n- PistolStandActionsLimpB\n- PistolStandActionsLimpF\n- PistolStandActionsLimpL\n- PistolStandActionsLimpLB\n- PistolStandActionsLimpLF\n- PistolStandActionsLimpR\n- PistolStandActionsLimpRB\n- PistolStandActionsLimpRF\n- PistolStandActionsNoAdjust\n- PistolStandActionsRunB\n- PistolStandActionsRunBL\n- PistolStandActionsRunBR\n- PistolStandActionsRunF\n- PistolStandActionsRunFL\n- PistolStandActionsRunFR\n- PistolStandActionsRunL\n- PistolStandActionsRunR\n- PistolStandActionsTacB\n- PistolStandActionsTacBL\n- PistolStandActionsTacBR\n- PistolStandActionsTacF\n- PistolStandActionsTacFL\n- PistolStandActionsTacFR\n- PistolStandActionsTacL\n- PistolStandActionsTacR\n- PistolStandActionsWlkB\n- PistolStandActionsWlkBL\n- PistolStandActionsWlkBR\n- PistolStandActionsWlkF\n- PistolStandActionsWlkFL\n- PistolStandActionsWlkFR\n- PistolStandActionsWlkL\n- PistolStandActionsWlkR\n- PistolStandEvasiveActionsF\n- PistolStandEvasiveActionsFL\n- PistolStandEvasiveActionsFR\n- PistolStandEvasiveActionsL\n- PistolStandEvasiveActionsR\n- PistolStandSaluteActions\n- PistolStandTakeActions\n- PistolWalkFActions\n- ReviveMedicActions\n- ReviveWoundedActions\n- ReviveWoundedDefaultActions\n- RifleAdjustBKneelActions\n- RifleAdjustBKneelActionsRunB\n- RifleAdjustBKneelActionsRunBL\n- RifleAdjustBKneelActionsRunBR\n- RifleAdjustBKneelActionsRunF\n- RifleAdjustBKneelActionsRunFL\n- RifleAdjustBKneelActionsRunFR\n- RifleAdjustBKneelActionsRunL\n- RifleAdjustBKneelActionsRunR\n- RifleAdjustBKneelActionsTacB\n- RifleAdjustBKneelActionsTacBL\n- RifleAdjustBKneelActionsTacBR\n- RifleAdjustBKneelActionsTacF\n- RifleAdjustBKneelActionsTacFL\n- RifleAdjustBKneelActionsTacFR\n- RifleAdjustBKneelActionsTacL\n- RifleAdjustBKneelActionsTacR\n- RifleAdjustBKneelActionsWlkB\n- RifleAdjustBKneelActionsWlkBL\n- RifleAdjustBKneelActionsWlkBR\n- RifleAdjustBKneelActionsWlkF\n- RifleAdjustBKneelActionsWlkFL\n- RifleAdjustBKneelActionsWlkFR\n- RifleAdjustBKneelActionsWlkL\n- RifleAdjustBKneelActionsWlkR\n- RifleAdjustBKneelEvasiveActionsF\n- RifleAdjustBKneelEvasiveActionsFL\n- RifleAdjustBKneelEvasiveActionsFR\n- RifleAdjustBProneActions\n- RifleAdjustBStandActions\n- RifleAdjustBStandActionsRunB\n- RifleAdjustBStandActionsRunBL\n- RifleAdjustBStandActionsRunBR\n- RifleAdjustBStandActionsRunF\n- RifleAdjustBStandActionsRunFL\n- RifleAdjustBStandActionsRunFR\n- RifleAdjustBStandActionsRunL\n- RifleAdjustBStandActionsRunR\n- RifleAdjustBStandActionsTacB\n- RifleAdjustBStandActionsTacBL\n- RifleAdjustBStandActionsTacBR\n- RifleAdjustBStandActionsTacF\n- RifleAdjustBStandActionsTacFL\n- RifleAdjustBStandActionsTacFR\n- RifleAdjustBStandActionsTacL\n- RifleAdjustBStandActionsTacR\n- RifleAdjustBStandActionsWlkB\n- RifleAdjustBStandActionsWlkBL\n- RifleAdjustBStandActionsWlkBR\n- RifleAdjustBStandActionsWlkF\n- RifleAdjustBStandActionsWlkFL\n- RifleAdjustBStandActionsWlkFR\n- RifleAdjustBStandActionsWlkL\n- RifleAdjustBStandActionsWlkR\n- RifleAdjustBStandEvasiveActionsF\n- RifleAdjustBStandEvasiveActionsFL\n- RifleAdjustBStandEvasiveActionsFR\n- RifleAdjustFKneelActions\n- RifleAdjustFKneelActionsRunB\n- RifleAdjustFKneelActionsRunBL\n- RifleAdjustFKneelActionsRunBR\n- RifleAdjustFKneelActionsRunF\n- RifleAdjustFKneelActionsRunFL\n- RifleAdjustFKneelActionsRunFR\n- RifleAdjustFKneelActionsRunL\n- RifleAdjustFKneelActionsRunR\n- RifleAdjustFKneelActionsTacB\n- RifleAdjustFKneelActionsTacBL\n- RifleAdjustFKneelActionsTacBR\n- RifleAdjustFKneelActionsTacF\n- RifleAdjustFKneelActionsTacFL\n- RifleAdjustFKneelActionsTacFR\n- RifleAdjustFKneelActionsTacL\n- RifleAdjustFKneelActionsTacR\n- RifleAdjustFKneelActionsWlkB\n- RifleAdjustFKneelActionsWlkBL\n- RifleAdjustFKneelActionsWlkBR\n- RifleAdjustFKneelActionsWlkF\n- RifleAdjustFKneelActionsWlkFL\n- RifleAdjustFKneelActionsWlkFR\n- RifleAdjustFKneelActionsWlkL\n- RifleAdjustFKneelActionsWlkR\n- RifleAdjustFKneelEvasiveActionsF\n- RifleAdjustFKneelEvasiveActionsFL\n- RifleAdjustFKneelEvasiveActionsFR\n- RifleAdjustFProneActions\n- RifleAdjustFStandActions\n- RifleAdjustFStandActionsRunB\n- RifleAdjustFStandActionsRunBL\n- RifleAdjustFStandActionsRunBR\n- RifleAdjustFStandActionsRunF\n- RifleAdjustFStandActionsRunFL\n- RifleAdjustFStandActionsRunFR\n- RifleAdjustFStandActionsRunL\n- RifleAdjustFStandActionsRunR\n- RifleAdjustFStandActionsTacB\n- RifleAdjustFStandActionsTacBL\n- RifleAdjustFStandActionsTacBR\n- RifleAdjustFStandActionsTacF\n- RifleAdjustFStandActionsTacFL\n- RifleAdjustFStandActionsTacFR\n- RifleAdjustFStandActionsTacL\n- RifleAdjustFStandActionsTacR\n- RifleAdjustFStandActionsWlkB\n- RifleAdjustFStandActionsWlkBL\n- RifleAdjustFStandActionsWlkBR\n- RifleAdjustFStandActionsWlkF\n- RifleAdjustFStandActionsWlkFL\n- RifleAdjustFStandActionsWlkFR\n- RifleAdjustFStandActionsWlkL\n- RifleAdjustFStandActionsWlkR\n- RifleAdjustFStandEvasiveActionsF\n- RifleAdjustFStandEvasiveActionsFL\n- RifleAdjustFStandEvasiveActionsFR\n- RifleAdjustKneelBaseActions\n- RifleAdjustLKneelActions\n- RifleAdjustLKneelActionsRunB\n- RifleAdjustLKneelActionsRunBL\n- RifleAdjustLKneelActionsRunBR\n- RifleAdjustLKneelActionsRunF\n- RifleAdjustLKneelActionsRunFL\n- RifleAdjustLKneelActionsRunFR\n- RifleAdjustLKneelActionsRunL\n- RifleAdjustLKneelActionsRunR\n- RifleAdjustLKneelActionsTacB\n- RifleAdjustLKneelActionsTacBL\n- RifleAdjustLKneelActionsTacBR\n- RifleAdjustLKneelActionsTacF\n- RifleAdjustLKneelActionsTacFL\n- RifleAdjustLKneelActionsTacFR\n- RifleAdjustLKneelActionsTacL\n- RifleAdjustLKneelActionsTacR\n- RifleAdjustLKneelActionsWlkB\n- RifleAdjustLKneelActionsWlkBL\n- RifleAdjustLKneelActionsWlkBR\n- RifleAdjustLKneelActionsWlkF\n- RifleAdjustLKneelActionsWlkFL\n- RifleAdjustLKneelActionsWlkFR\n- RifleAdjustLKneelActionsWlkL\n- RifleAdjustLKneelActionsWlkR\n- RifleAdjustLKneelEvasiveActionsF\n- RifleAdjustLKneelEvasiveActionsFL\n- RifleAdjustLKneelEvasiveActionsFR\n- RifleAdjustLProneActions\n- RifleAdjustLStandActions\n- RifleAdjustLStandActionsRunB\n- RifleAdjustLStandActionsRunBL\n- RifleAdjustLStandActionsRunBR\n- RifleAdjustLStandActionsRunF\n- RifleAdjustLStandActionsRunFL\n- RifleAdjustLStandActionsRunFR\n- RifleAdjustLStandActionsRunL\n- RifleAdjustLStandActionsRunR\n- RifleAdjustLStandActionsTacB\n- RifleAdjustLStandActionsTacBL\n- RifleAdjustLStandActionsTacBR\n- RifleAdjustLStandActionsTacF\n- RifleAdjustLStandActionsTacFL\n- RifleAdjustLStandActionsTacFR\n- RifleAdjustLStandActionsTacL\n- RifleAdjustLStandActionsTacR\n- RifleAdjustLStandActionsWlkB\n- RifleAdjustLStandActionsWlkBL\n- RifleAdjustLStandActionsWlkBR\n- RifleAdjustLStandActionsWlkF\n- RifleAdjustLStandActionsWlkFL\n- RifleAdjustLStandActionsWlkFR\n- RifleAdjustLStandActionsWlkL\n- RifleAdjustLStandActionsWlkR\n- RifleAdjustLStandEvasiveActionsF\n- RifleAdjustLStandEvasiveActionsFL\n- RifleAdjustLStandEvasiveActionsFR\n- RifleAdjustProneBaseActions\n- RifleAdjustRKneelActions\n- RifleAdjustRKneelActionsRunB\n- RifleAdjustRKneelActionsRunBL\n- RifleAdjustRKneelActionsRunBR\n- RifleAdjustRKneelActionsRunF\n- RifleAdjustRKneelActionsRunFL\n- RifleAdjustRKneelActionsRunFR\n- RifleAdjustRKneelActionsRunL\n- RifleAdjustRKneelActionsRunR\n- RifleAdjustRKneelActionsTacB\n- RifleAdjustRKneelActionsTacBL\n- RifleAdjustRKneelActionsTacBR\n- RifleAdjustRKneelActionsTacF\n- RifleAdjustRKneelActionsTacFL\n- RifleAdjustRKneelActionsTacFR\n- RifleAdjustRKneelActionsTacL\n- RifleAdjustRKneelActionsTacR\n- RifleAdjustRKneelActionsWlkB\n- RifleAdjustRKneelActionsWlkBL\n- RifleAdjustRKneelActionsWlkBR\n- RifleAdjustRKneelActionsWlkF\n- RifleAdjustRKneelActionsWlkFL\n- RifleAdjustRKneelActionsWlkFR\n- RifleAdjustRKneelActionsWlkL\n- RifleAdjustRKneelActionsWlkR\n- RifleAdjustRKneelEvasiveActionsF\n- RifleAdjustRKneelEvasiveActionsFL\n- RifleAdjustRKneelEvasiveActionsFR\n- RifleAdjustRProneActions\n- RifleAdjustRStandActions\n- RifleAdjustRStandActionsRunB\n- RifleAdjustRStandActionsRunBL\n- RifleAdjustRStandActionsRunBR\n- RifleAdjustRStandActionsRunF\n- RifleAdjustRStandActionsRunFL\n- RifleAdjustRStandActionsRunFR\n- RifleAdjustRStandActionsRunL\n- RifleAdjustRStandActionsRunR\n- RifleAdjustRStandActionsTacB\n- RifleAdjustRStandActionsTacBL\n- RifleAdjustRStandActionsTacBR\n- RifleAdjustRStandActionsTacF\n- RifleAdjustRStandActionsTacFL\n- RifleAdjustRStandActionsTacFR\n- RifleAdjustRStandActionsTacL\n- RifleAdjustRStandActionsTacR\n- RifleAdjustRStandActionsWlkB\n- RifleAdjustRStandActionsWlkBL\n- RifleAdjustRStandActionsWlkBR\n- RifleAdjustRStandActionsWlkF\n- RifleAdjustRStandActionsWlkFL\n- RifleAdjustRStandActionsWlkFR\n- RifleAdjustRStandActionsWlkL\n- RifleAdjustRStandActionsWlkR\n- RifleAdjustRStandEvasiveActionsF\n- RifleAdjustRStandEvasiveActionsFL\n- RifleAdjustRStandEvasiveActionsFR\n- RifleAdjustStandBaseActions\n- RifleBaseLowStandActions\n- RifleBaseStandActions\n- RifleCrouchActions\n- RifleKneelActions\n- RifleKneelActions_diary\n- RifleKneelActions_explo\n- RifleKneelActions_gear\n- RifleKneelActions_inv\n- RifleKneelActionsLimpB\n- RifleKneelActionsLimpF\n- RifleKneelActionsLimpL\n- RifleKneelActionsLimpLB\n- RifleKneelActionsLimpLF\n- RifleKneelActionsLimpR\n- RifleKneelActionsLimpRB\n- RifleKneelActionsLimpRF\n- RifleKneelActionsNoAdjust\n- RifleKneelActionsRunB\n- RifleKneelActionsRunBL\n- RifleKneelActionsRunBR\n- RifleKneelActionsRunF\n- RifleKneelActionsRunFL\n- RifleKneelActionsRunFR\n- RifleKneelActionsRunL\n- RifleKneelActionsRunR\n- RifleKneelActionsTacB\n- RifleKneelActionsTacBL\n- RifleKneelActionsTacBR\n- RifleKneelActionsTacF\n- RifleKneelActionsTacFL\n- RifleKneelActionsTacFR\n- RifleKneelActionsTacL\n- RifleKneelActionsTacR\n- RifleKneelActionsWlkB\n- RifleKneelActionsWlkBL\n- RifleKneelActionsWlkBR\n- RifleKneelActionsWlkF\n- RifleKneelActionsWlkFL\n- RifleKneelActionsWlkFR\n- RifleKneelActionsWlkL\n- RifleKneelActionsWlkR\n- RifleKneelEvasiveActionsF\n- RifleKneelEvasiveActionsFL\n- RifleKneelEvasiveActionsFR\n- RifleKneelEvasiveActionsL\n- RifleKneelEvasiveActionsR\n- RifleKneelLowActions\n- RifleKneelLowActions_diary\n- RifleKneelLowActions_explo\n- RifleKneelLowActions_gear\n- RifleKneelLowActions_relax\n- RifleKneelLowActionsNoAdjust\n- RifleKneelLowActionsRunB\n- RifleKneelLowActionsRunBL\n- RifleKneelLowActionsRunBR\n- RifleKneelLowActionsRunF\n- RifleKneelLowActionsRunFL\n- RifleKneelLowActionsRunFR\n- RifleKneelLowActionsRunL\n- RifleKneelLowActionsRunR\n- RifleKneelLowActionsTacB\n- RifleKneelLowActionsTacBL\n- RifleKneelLowActionsTacBR\n- RifleKneelLowActionsTacF\n- RifleKneelLowActionsTacFL\n- RifleKneelLowActionsTacFR\n- RifleKneelLowActionsTacL\n- RifleKneelLowActionsTacR\n- RifleKneelLowActionsWlkB\n- RifleKneelLowActionsWlkBL\n- RifleKneelLowActionsWlkBR\n- RifleKneelLowActionsWlkF\n- RifleKneelLowActionsWlkFL\n- RifleKneelLowActionsWlkFR\n- RifleKneelLowActionsWlkL\n- RifleKneelLowActionsWlkR\n- RifleKneelLowEvasiveActionsF\n- RifleKneelLowEvasiveActionsFL\n- RifleKneelLowEvasiveActionsFR\n- RifleKneelTakeActions\n- RifleLowKneelActionsLimpB\n- RifleLowKneelActionsLimpF\n- RifleLowKneelActionsLimpL\n- RifleLowKneelActionsLimpLB\n- RifleLowKneelActionsLimpLF\n- RifleLowKneelActionsLimpR\n- RifleLowKneelActionsLimpRB\n- RifleLowKneelActionsLimpRF\n- RifleLowSitActions\n- RifleLowStandActions\n- RifleLowStandActions_diary\n- RifleLowStandActions_evasiveActions\n- RifleLowStandActions_gear\n- RifleLowStandActions_talkCalm\n- RifleLowStandActionsLimpB\n- RifleLowStandActionsLimpF\n- RifleLowStandActionsLimpL\n- RifleLowStandActionsLimpLB\n- RifleLowStandActionsLimpLF\n- RifleLowStandActionsLimpR\n- RifleLowStandActionsLimpRB\n- RifleLowStandActionsLimpRF\n- RifleLowStandActionsNoAdjust\n- RifleLowStandActionsRunB\n- RifleLowStandActionsRunBL\n- RifleLowStandActionsRunBR\n- RifleLowStandActionsRunF\n- RifleLowStandActionsRunFL\n- RifleLowStandActionsRunFR\n- RifleLowStandActionsRunL\n- RifleLowStandActionsRunR\n- RifleLowStandActionsTacB\n- RifleLowStandActionsTacBL\n- RifleLowStandActionsTacBR\n- RifleLowStandActionsTacF\n- RifleLowStandActionsTacFL\n- RifleLowStandActionsTacFR\n- RifleLowStandActionsTacL\n- RifleLowStandActionsTacR\n- RifleLowStandActionsWlkB\n- RifleLowStandActionsWlkBL\n- RifleLowStandActionsWlkBR\n- RifleLowStandActionsWlkF\n- RifleLowStandActionsWlkFL\n- RifleLowStandActionsWlkFR\n- RifleLowStandActionsWlkL\n- RifleLowStandActionsWlkR\n- RifleLowStandCutsceneActions\n- RifleLowStandSaluteActions\n- RifleProneActions\n- RifleProneActions_injured\n- RifleProneActions_inv\n- RifleProneActionsEvasiveF\n- RifleProneActionsRunB\n- RifleProneActionsRunF\n- RifleSitActions\n- RifleSitactionTest\n- RifleStandActions\n- RifleStandActions_diary\n- RifleStandActions_gear\n- RifleStandActions_Idle\n- RifleStandActions_inv\n- RifleStandActionsLimpB\n- RifleStandActionsLimpF\n- RifleStandActionsLimpL\n- RifleStandActionsLimpLB\n- RifleStandActionsLimpLF\n- RifleStandActionsLimpR\n- RifleStandActionsLimpRB\n- RifleStandActionsLimpRF\n- RifleStandActionsNoAdjust\n- RifleStandActionsRunB\n- RifleStandActionsRunBL\n- RifleStandActionsRunBR\n- RifleStandActionsRunF\n- RifleStandActionsRunFL\n- RifleStandActionsRunFR\n- RifleStandActionsRunL\n- RifleStandActionsRunR\n- RifleStandActionsTacB\n- RifleStandActionsTacBL\n- RifleStandActionsTacBR\n- RifleStandActionsTacF\n- RifleStandActionsTacFL\n- RifleStandActionsTacFR\n- RifleStandActionsTacL\n- RifleStandActionsTacLnr\n- RifleStandActionsTacR\n- RifleStandActionsWlkB\n- RifleStandActionsWlkBL\n- RifleStandActionsWlkBR\n- RifleStandActionsWlkF\n- RifleStandActionsWlkFL\n- RifleStandActionsWlkFR\n- RifleStandActionsWlkL\n- RifleStandActionsWlkR\n- RifleStandEvasiveActionsF\n- RifleStandEvasiveActionsF_Idle\n- RifleStandEvasiveActionsFL\n- RifleStandEvasiveActionsFR\n- RifleStandEvasiveActionsL\n- RifleStandEvasiveActionsR\n- RifleStandLowEvasiveActionsF\n- RifleStandLowEvasiveActionsFL\n- RifleStandLowEvasiveActionsFR\n- RifleStandSaluteActions\n- RifleStandSaluteActions_Idle\n- RifleStandTakeActions\n- StaticCutsceneLoop\n- StaticCutsceneLoopPlayerWalk\n- StaticCutsceneLoopViper\n- StaticCutsceneLoopViperSgt\n- SurfaceDivingActions\n- SurfaceDivingActionsFastF\n- SurfaceDivingActionsGoingOut\n- SurfaceDivingActionsRunB\n- SurfaceDivingActionsRunBL\n- SurfaceDivingActionsRunBR\n- SurfaceDivingActionsRunF\n- SurfaceDivingActionsRunFL\n- SurfaceDivingActionsRunFR\n- SurfaceDivingActionsRunL\n- SurfaceDivingActionsRunR\n- SurfaceDivingActionsTacB\n- SurfaceDivingActionsTacBL\n- SurfaceDivingActionsTacBR\n- SurfaceDivingActionsTacF\n- SurfaceDivingActionsTacFL\n- SurfaceDivingActionsTacFR\n- SurfaceDivingActionsTacL\n- SurfaceDivingActionsTacR\n- SurfaceDivingActionsWlkB\n- SurfaceDivingActionsWlkBL\n- SurfaceDivingActionsWlkBR\n- SurfaceDivingActionsWlkF\n- SurfaceDivingActionsWlkFL\n- SurfaceDivingActionsWlkFR\n- SurfaceDivingActionsWlkL\n- SurfaceDivingActionsWlkR\n- SurfaceDivingRifleActions\n- SurfaceDivingRifleActionsFastF\n- SurfaceDivingRifleActionsGoingOut\n- SurfaceDivingRifleActionsRunB\n- SurfaceDivingRifleActionsRunBL\n- SurfaceDivingRifleActionsRunBR\n- SurfaceDivingRifleActionsRunF\n- SurfaceDivingRifleActionsRunFL\n- SurfaceDivingRifleActionsRunFR\n- SurfaceDivingRifleActionsRunL\n- SurfaceDivingRifleActionsRunR\n- SurfaceDivingRifleActionsTacB\n- SurfaceDivingRifleActionsTacBL\n- SurfaceDivingRifleActionsTacBR\n- SurfaceDivingRifleActionsTacF\n- SurfaceDivingRifleActionsTacFL\n- SurfaceDivingRifleActionsTacFR\n- SurfaceDivingRifleActionsTacL\n- SurfaceDivingRifleActionsTacR\n- SurfaceDivingRifleActionsWlkB\n- SurfaceDivingRifleActionsWlkBL\n- SurfaceDivingRifleActionsWlkBR\n- SurfaceDivingRifleActionsWlkF\n- SurfaceDivingRifleActionsWlkFL\n- SurfaceDivingRifleActionsWlkFR\n- SurfaceDivingRifleActionsWlkL\n- SurfaceDivingRifleActionsWlkR\n- SurfaceSwimmingActions\n- SurfaceSwimmingActionsFastF\n- SurfaceSwimmingActionsFastFL\n- SurfaceSwimmingActionsFastFR\n- SurfaceSwimmingActionsRunB\n- SurfaceSwimmingActionsRunBL\n- SurfaceSwimmingActionsRunBR\n- SurfaceSwimmingActionsRunF\n- SurfaceSwimmingActionsRunFL\n- SurfaceSwimmingActionsRunFR\n- SurfaceSwimmingActionsRunL\n- SurfaceSwimmingActionsRunR\n- SwimmingActions\n- SwimmingActionsFastF\n- SwimmingActionsFastFL\n- SwimmingActionsFastFR\n- SwimmingActionsRunB\n- SwimmingActionsRunBL\n- SwimmingActionsRunBR\n- SwimmingActionsRunF\n- SwimmingActionsRunFL\n- SwimmingActionsRunFR\n- SwimmingActionsRunL\n- SwimmingActionsRunR\n- ToIncapacitatedAction\n- ToIncapacitatedPistolAction\n- ToIncapacitatedRifleAction\n- vehicle_coshooter_1Actions\n- vehicle_coshooter_1BinocActions\n- vehicle_coshooter_1BinocPistolActions\n- vehicle_coshooter_1BinocUnarmedActions\n- vehicle_coshooter_1DeadActions\n- vehicle_coshooter_1DeadPistolActions\n- vehicle_coshooter_1IdleActions\n- vehicle_coshooter_1IdlePistolActions\n- vehicle_coshooter_1IdleUnarmedActions\n- vehicle_coshooter_1ObstructedActions\n- vehicle_coshooter_1ObstructedPistolActions\n- vehicle_coshooter_1PistolActions\n- vehicle_passenger_stand_1Actions\n- vehicle_passenger_stand_1BinocActions\n- vehicle_passenger_stand_1BinocLauncherActions\n- vehicle_passenger_stand_1BinocPistolActions\n- vehicle_passenger_stand_1BinocUnarmedActions\n- vehicle_passenger_stand_1DeadActions\n- vehicle_passenger_stand_1DeadPistolActions\n- vehicle_passenger_stand_1IdleActions\n- vehicle_passenger_stand_1IdleLauncherActions\n- vehicle_passenger_stand_1IdlePistolActions\n- vehicle_passenger_stand_1IdleUnarmedActions\n- vehicle_passenger_stand_1LauncherActions\n- vehicle_passenger_stand_1ObstructedActions\n- vehicle_passenger_stand_1ObstructedPistolActions\n- vehicle_passenger_stand_1PistolActions\n- vehicle_passenger_stand_2Actions\n- vehicle_passenger_stand_2BinocActions\n- vehicle_passenger_stand_2BinocLauncherActions\n- vehicle_passenger_stand_2BinocPistolActions\n- vehicle_passenger_stand_2BinocUnarmedActions\n- vehicle_passenger_stand_2DeadActions\n- vehicle_passenger_stand_2DeadPistolActions\n- vehicle_passenger_stand_2IdleActions\n- vehicle_passenger_stand_2IdleLauncherActions\n- vehicle_passenger_stand_2IdlePistolActions\n- vehicle_passenger_stand_2IdleUnarmedActions\n- vehicle_passenger_stand_2LauncherActions\n- vehicle_passenger_stand_2ObstructedActions\n- vehicle_passenger_stand_2ObstructedPistolActions\n- vehicle_passenger_stand_2PistolActions\n- vehicle_turnout_1Actions\n- vehicle_turnout_1BinocActions\n- vehicle_turnout_1BinocPistolActions\n- vehicle_turnout_1BinocUnarmedActions\n- vehicle_turnout_1DeadActions\n- vehicle_turnout_1DeadPistolActions\n- vehicle_turnout_1IdleActions\n- vehicle_turnout_1IdlePistolActions\n- vehicle_turnout_1IdleUnarmedActions\n- vehicle_turnout_1ObstructedActions\n- vehicle_turnout_1ObstructedPistolActions\n- vehicle_turnout_1PistolActions\n- vehicle_turnout_2Actions\n- vehicle_turnout_2BinocActions\n- vehicle_turnout_2BinocPistolActions\n- vehicle_turnout_2BinocUnarmedActions\n- vehicle_turnout_2DeadActions\n- vehicle_turnout_2DeadPistolActions\n- vehicle_turnout_2IdleActions\n- vehicle_turnout_2IdlePistolActions\n- vehicle_turnout_2IdleUnarmedActions\n- vehicle_turnout_2ObstructedActions\n- vehicle_turnout_2ObstructedPistolActions\n- vehicle_turnout_2PistolActions\n\n#### States\n\n- AadjPcrhMstpSrasWpstDdown\n- AadjPcrhMstpSrasWpstDDown_AmovPcrhMstpSrasWpstDnon\n- AadjPcrhMstpSrasWpstDleft\n- AadjPcrhMstpSrasWpstDleft_AmovPcrhMstpSrasWpstDnon\n- AadjPcrhMstpSrasWpstDright\n- AadjPcrhMstpSrasWpstDright_AmovPcrhMstpSrasWpstDnon\n- AadjPcrhMstpSrasWpstDup\n- AadjPcrhMstpSrasWpstDup_AmovPcrhMstpSrasWpstDnon\n- AadjPercMevaSrasWpstDf_down\n- AadjPercMevaSrasWpstDf_left\n- AadjPercMevaSrasWpstDf_right\n- AadjPercMevaSrasWpstDf_up\n- AadjPercMevaSrasWpstDfl_down\n- AadjPercMevaSrasWpstDfl_left\n- AadjPercMevaSrasWpstDfl_right\n- AadjPercMevaSrasWpstDfl_up\n- AadjPercMevaSrasWpstDfr_down\n- AadjPercMevaSrasWpstDfr_left\n- AadjPercMevaSrasWpstDfr_right\n- AadjPercMevaSrasWpstDfr_up\n- AadjPercMevaSrasWrflDf_down\n- AadjPercMevaSrasWrflDf_left\n- AadjPercMevaSrasWrflDf_right\n- AadjPercMevaSrasWrflDf_up\n- AadjPercMevaSrasWrflDfl_down\n- AadjPercMevaSrasWrflDfl_left\n- AadjPercMevaSrasWrflDfl_right\n- AadjPercMevaSrasWrflDfl_up\n- AadjPercMevaSrasWrflDfr_down\n- AadjPercMevaSrasWrflDfr_left\n- AadjPercMevaSrasWrflDfr_right\n- AadjPercMevaSrasWrflDfr_up\n- AadjPercMrunSrasWpstDb_down\n- AadjPercMrunSrasWpstDb_left\n- AadjPercMrunSrasWpstDb_right\n- AadjPercMrunSrasWpstDb_up\n- AadjPercMrunSrasWpstDbl_down\n- AadjPercMrunSrasWpstDbl_left\n- AadjPercMrunSrasWpstDbl_right\n- AadjPercMrunSrasWpstDbl_up\n- AadjPercMrunSrasWpstDbr_down\n- AadjPercMrunSrasWpstDbr_left\n- AadjPercMrunSrasWpstDbr_right\n- AadjPercMrunSrasWpstDbr_up\n- AadjPercMrunSrasWpstDf_down\n- AadjPercMrunSrasWpstDf_left\n- AadjPercMrunSrasWpstDf_right\n- AadjPercMrunSrasWpstDf_up\n- AadjPercMrunSrasWpstDfl_down\n- AadjPercMrunSrasWpstDfl_left\n- AadjPercMrunSrasWpstDfl_right\n- AadjPercMrunSrasWpstDfl_up\n- AadjPercMrunSrasWpstDfr_down\n- AadjPercMrunSrasWpstDfr_left\n- AadjPercMrunSrasWpstDfr_right\n- AadjPercMrunSrasWpstDfr_up\n- AadjPercMrunSrasWpstDl_down\n- AadjPercMrunSrasWpstDl_left\n- AadjPercMrunSrasWpstDl_right\n- AadjPercMrunSrasWpstDl_up\n- AadjPercMrunSrasWpstDr_down\n- AadjPercMrunSrasWpstDr_left\n- AadjPercMrunSrasWpstDr_right\n- AadjPercMrunSrasWpstDr_up\n- AadjPercMrunSrasWrflDb_down\n- AadjPercMrunSrasWrflDb_left\n- AadjPercMrunSrasWrflDb_right\n- AadjPercMrunSrasWrflDb_up\n- AadjPercMrunSrasWrflDbl_down\n- AadjPercMrunSrasWrflDbl_left\n- AadjPercMrunSrasWrflDbl_right\n- AadjPercMrunSrasWrflDbl_up\n- AadjPercMrunSrasWrflDbr_down\n- AadjPercMrunSrasWrflDbr_left\n- AadjPercMrunSrasWrflDbr_right\n- AadjPercMrunSrasWrflDbr_up\n- AadjPercMrunSrasWrflDf_down\n- AadjPercMrunSrasWrflDf_left\n- AadjPercMrunSrasWrflDf_right\n- AadjPercMrunSrasWrflDf_up\n- AadjPercMrunSrasWrflDfl_down\n- AadjPercMrunSrasWrflDfl_left\n- AadjPercMrunSrasWrflDfl_right\n- AadjPercMrunSrasWrflDfl_up\n- AadjPercMrunSrasWrflDfr_down\n- AadjPercMrunSrasWrflDfr_left\n- AadjPercMrunSrasWrflDfr_right\n- AadjPercMrunSrasWrflDfr_up\n- AadjPercMrunSrasWrflDl_down\n- AadjPercMrunSrasWrflDl_left\n- AadjPercMrunSrasWrflDl_right\n- AadjPercMrunSrasWrflDl_up\n- AadjPercMrunSrasWrflDr_down\n- AadjPercMrunSrasWrflDr_left\n- AadjPercMrunSrasWrflDr_right\n- AadjPercMrunSrasWrflDr_up\n- AadjPercMstpSrasWpstDdown\n- AadjPercMstpSrasWpstDdown_AadjPknlMstpSrasWpstDdown\n- AadjPercMstpSrasWpstDdown_AadjPknlMstpSrasWpstDup\n- AadjPercMstpSrasWpstDDown_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWpstDleft\n- AadjPercMstpSrasWpstDleft_AadjPknlMstpSrasWpstDleft\n- AadjPercMstpSrasWpstDleft_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWpstDright\n- AadjPercMstpSrasWpstDright_AadjPknlMstpSrasWpstDright\n- AadjPercMstpSrasWpstDright_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWpstDup\n- AadjPercMstpSrasWpstDup_AadjPknlMstpSrasWpstDup\n- AadjPercMstpSrasWpstDup_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWrflDdown\n- AadjPercMstpSrasWrflDdown_AadjPknlMstpSrasWrflDdown\n- AadjPercMstpSrasWrflDdown_AadjPknlMstpSrasWrflDup\n- AadjPercMstpSrasWrflDDown_AmovPercMstpSrasWrflDnon\n- AadjPercMstpSrasWrflDleft\n- AadjPercMstpSrasWrflDleft_AadjPknlMstpSrasWrflDleft\n- AadjPercMstpSrasWrflDleft_AmovPercMstpSrasWrflDnon\n- AadjPercMstpSrasWrflDright\n- AadjPercMstpSrasWrflDright_AadjPknlMstpSrasWrflDright\n- AadjPercMstpSrasWrflDright_AmovPercMstpSrasWrflDnon\n- AadjPercMstpSrasWrflDup\n- AadjPercMstpSrasWrflDup_AadjPknlMstpSrasWrflDup\n- AadjPercMstpSrasWrflDup_AmovPercMstpSrasWrflDnon\n- AadjPercMtacSrasWpstDb_down\n- AadjPercMtacSrasWpstDb_left\n- AadjPercMtacSrasWpstDb_right\n- AadjPercMtacSrasWpstDb_up\n- AadjPercMtacSrasWpstDbl_down\n- AadjPercMtacSrasWpstDbl_left\n- AadjPercMtacSrasWpstDbl_right\n- AadjPercMtacSrasWpstDbl_up\n- AadjPercMtacSrasWpstDbr_down\n- AadjPercMtacSrasWpstDbr_left\n- AadjPercMtacSrasWpstDbr_right\n- AadjPercMtacSrasWpstDbr_up\n- AadjPercMtacSrasWpstDf_down\n- AadjPercMtacSrasWpstDf_left\n- AadjPercMtacSrasWpstDf_right\n- AadjPercMtacSrasWpstDf_up\n- AadjPercMtacSrasWpstDfl_down\n- AadjPercMtacSrasWpstDfl_left\n- AadjPercMtacSrasWpstDfl_right\n- AadjPercMtacSrasWpstDfl_up\n- AadjPercMtacSrasWpstDfr_down\n- AadjPercMtacSrasWpstDfr_left\n- AadjPercMtacSrasWpstDfr_right\n- AadjPercMtacSrasWpstDfr_up\n- AadjPercMtacSrasWpstDl_down\n- AadjPercMtacSrasWpstDl_left\n- AadjPercMtacSrasWpstDl_right\n- AadjPercMtacSrasWpstDl_up\n- AadjPercMtacSrasWpstDr_down\n- AadjPercMtacSrasWpstDr_left\n- AadjPercMtacSrasWpstDr_right\n- AadjPercMtacSrasWpstDr_up\n- AadjPercMtacSrasWrflDb_down\n- AadjPercMtacSrasWrflDb_left\n- AadjPercMtacSrasWrflDb_right\n- AadjPercMtacSrasWrflDb_up\n- AadjPercMtacSrasWrflDbl_down\n- AadjPercMtacSrasWrflDbl_left\n- AadjPercMtacSrasWrflDbl_right\n- AadjPercMtacSrasWrflDbl_up\n- AadjPercMtacSrasWrflDbr_down\n- AadjPercMtacSrasWrflDbr_left\n- AadjPercMtacSrasWrflDbr_right\n- AadjPercMtacSrasWrflDbr_up\n- AadjPercMtacSrasWrflDf_down\n- AadjPercMtacSrasWrflDf_left\n- AadjPercMtacSrasWrflDf_right\n- AadjPercMtacSrasWrflDf_up\n- AadjPercMtacSrasWrflDfl_down\n- AadjPercMtacSrasWrflDfl_left\n- AadjPercMtacSrasWrflDfl_right\n- AadjPercMtacSrasWrflDfl_up\n- AadjPercMtacSrasWrflDfr_down\n- AadjPercMtacSrasWrflDfr_left\n- AadjPercMtacSrasWrflDfr_right\n- AadjPercMtacSrasWrflDfr_up\n- AadjPercMtacSrasWrflDl_down\n- AadjPercMtacSrasWrflDl_left\n- AadjPercMtacSrasWrflDl_right\n- AadjPercMtacSrasWrflDl_up\n- AadjPercMtacSrasWrflDr_down\n- AadjPercMtacSrasWrflDr_left\n- AadjPercMtacSrasWrflDr_right\n- AadjPercMtacSrasWrflDr_up\n- AadjPercMwlkSrasWpstDb_down\n- AadjPercMwlkSrasWpstDb_left\n- AadjPercMwlkSrasWpstDb_right\n- AadjPercMwlkSrasWpstDb_up\n- AadjPercMwlkSrasWpstDbl_down\n- AadjPercMwlkSrasWpstDbl_left\n- AadjPercMwlkSrasWpstDbl_right\n- AadjPercMwlkSrasWpstDbl_up\n- AadjPercMwlkSrasWpstDbr_down\n- AadjPercMwlkSrasWpstDbr_left\n- AadjPercMwlkSrasWpstDbr_right\n- AadjPercMwlkSrasWpstDbr_up\n- AadjPercMwlkSrasWpstDf_down\n- AadjPercMwlkSrasWpstDf_left\n- AadjPercMwlkSrasWpstDf_right\n- AadjPercMwlkSrasWpstDf_up\n- AadjPercMwlkSrasWpstDfl_down\n- AadjPercMwlkSrasWpstDfl_left\n- AadjPercMwlkSrasWpstDfl_right\n- AadjPercMwlkSrasWpstDfl_up\n- AadjPercMwlkSrasWpstDfr_down\n- AadjPercMwlkSrasWpstDfr_left\n- AadjPercMwlkSrasWpstDfr_right\n- AadjPercMwlkSrasWpstDfr_up\n- AadjPercMwlkSrasWpstDl_down\n- AadjPercMwlkSrasWpstDl_left\n- AadjPercMwlkSrasWpstDl_right\n- AadjPercMwlkSrasWpstDl_up\n- AadjPercMwlkSrasWpstDr_down\n- AadjPercMwlkSrasWpstDr_left\n- AadjPercMwlkSrasWpstDr_right\n- AadjPercMwlkSrasWpstDr_up\n- AadjPercMwlkSrasWrflDb_down\n- AadjPercMwlkSrasWrflDb_left\n- AadjPercMwlkSrasWrflDb_right\n- AadjPercMwlkSrasWrflDb_up\n- AadjPercMwlkSrasWrflDbl_down\n- AadjPercMwlkSrasWrflDbl_left\n- AadjPercMwlkSrasWrflDbl_right\n- AadjPercMwlkSrasWrflDbl_up\n- AadjPercMwlkSrasWrflDbr_down\n- AadjPercMwlkSrasWrflDbr_left\n- AadjPercMwlkSrasWrflDbr_right\n- AadjPercMwlkSrasWrflDbr_up\n- AadjPercMwlkSrasWrflDf_down\n- AadjPercMwlkSrasWrflDf_left\n- AadjPercMwlkSrasWrflDf_right\n- AadjPercMwlkSrasWrflDf_up\n- AadjPercMwlkSrasWrflDfl_down\n- AadjPercMwlkSrasWrflDfl_left\n- AadjPercMwlkSrasWrflDfl_right\n- AadjPercMwlkSrasWrflDfl_up\n- AadjPercMwlkSrasWrflDfr_down\n- AadjPercMwlkSrasWrflDfr_left\n- AadjPercMwlkSrasWrflDfr_right\n- AadjPercMwlkSrasWrflDfr_up\n- AadjPercMwlkSrasWrflDl_down\n- AadjPercMwlkSrasWrflDl_left\n- AadjPercMwlkSrasWrflDl_right\n- AadjPercMwlkSrasWrflDl_up\n- AadjPercMwlkSrasWrflDr_down\n- AadjPercMwlkSrasWrflDr_left\n- AadjPercMwlkSrasWrflDr_right\n- AadjPercMwlkSrasWrflDr_up\n- AadjPknlMevaSrasWpstDf_down\n- AadjPknlMevaSrasWpstDf_left\n- AadjPknlMevaSrasWpstDf_right\n- AadjPknlMevaSrasWpstDf_up\n- AadjPknlMevaSrasWpstDfl_down\n- AadjPknlMevaSrasWpstDfl_left\n- AadjPknlMevaSrasWpstDfl_right\n- AadjPknlMevaSrasWpstDfl_up\n- AadjPknlMevaSrasWpstDfr_down\n- AadjPknlMevaSrasWpstDfr_left\n- AadjPknlMevaSrasWpstDfr_right\n- AadjPknlMevaSrasWpstDfr_up\n- AadjPknlMevaSrasWrflDf_down\n- AadjPknlMevaSrasWrflDf_left\n- AadjPknlMevaSrasWrflDf_right\n- AadjPknlMevaSrasWrflDf_up\n- AadjPknlMevaSrasWrflDfl_down\n- AadjPknlMevaSrasWrflDfl_left\n- AadjPknlMevaSrasWrflDfl_right\n- AadjPknlMevaSrasWrflDfl_up\n- AadjPknlMevaSrasWrflDfr_down\n- AadjPknlMevaSrasWrflDfr_left\n- AadjPknlMevaSrasWrflDfr_right\n- AadjPknlMevaSrasWrflDfr_up\n- AadjPknlMrunSrasWpstDb_down\n- AadjPknlMrunSrasWpstDb_left\n- AadjPknlMrunSrasWpstDb_right\n- AadjPknlMrunSrasWpstDb_up\n- AadjPknlMrunSrasWpstDbl_down\n- AadjPknlMrunSrasWpstDbl_left\n- AadjPknlMrunSrasWpstDbl_right\n- AadjPknlMrunSrasWpstDbl_up\n- AadjPknlMrunSrasWpstDbr_down\n- AadjPknlMrunSrasWpstDbr_left\n- AadjPknlMrunSrasWpstDbr_right\n- AadjPknlMrunSrasWpstDbr_up\n- AadjPknlMrunSrasWpstDf_down\n- AadjPknlMrunSrasWpstDf_left\n- AadjPknlMrunSrasWpstDf_right\n- AadjPknlMrunSrasWpstDf_up\n- AadjPknlMrunSrasWpstDfl_down\n- AadjPknlMrunSrasWpstDfl_left\n- AadjPknlMrunSrasWpstDfl_right\n- AadjPknlMrunSrasWpstDfl_up\n- AadjPknlMrunSrasWpstDfr_down\n- AadjPknlMrunSrasWpstDfr_left\n- AadjPknlMrunSrasWpstDfr_right\n- AadjPknlMrunSrasWpstDfr_up\n- AadjPknlMrunSrasWpstDl_down\n- AadjPknlMrunSrasWpstDl_left\n- AadjPknlMrunSrasWpstDl_right\n- AadjPknlMrunSrasWpstDl_up\n- AadjPknlMrunSrasWpstDr_down\n- AadjPknlMrunSrasWpstDr_left\n- AadjPknlMrunSrasWpstDr_right\n- AadjPknlMrunSrasWpstDr_up\n- AadjPknlMrunSrasWrflDb_down\n- AadjPknlMrunSrasWrflDb_left\n- AadjPknlMrunSrasWrflDb_right\n- AadjPknlMrunSrasWrflDb_up\n- AadjPknlMrunSrasWrflDbl_down\n- AadjPknlMrunSrasWrflDbl_left\n- AadjPknlMrunSrasWrflDbl_right\n- AadjPknlMrunSrasWrflDbl_up\n- AadjPknlMrunSrasWrflDbr_down\n- AadjPknlMrunSrasWrflDbr_left\n- AadjPknlMrunSrasWrflDbr_right\n- AadjPknlMrunSrasWrflDbr_up\n- AadjPknlMrunSrasWrflDf_down\n- AadjPknlMrunSrasWrflDf_left\n- AadjPknlMrunSrasWrflDf_right\n- AadjPknlMrunSrasWrflDf_up\n- AadjPknlMrunSrasWrflDfl_down\n- AadjPknlMrunSrasWrflDfl_left\n- AadjPknlMrunSrasWrflDfl_right\n- AadjPknlMrunSrasWrflDfl_up\n- AadjPknlMrunSrasWrflDfr_down\n- AadjPknlMrunSrasWrflDfr_left\n- AadjPknlMrunSrasWrflDfr_right\n- AadjPknlMrunSrasWrflDfr_up\n- AadjPknlMrunSrasWrflDl_down\n- AadjPknlMrunSrasWrflDl_left\n- AadjPknlMrunSrasWrflDl_right\n- AadjPknlMrunSrasWrflDl_up\n- AadjPknlMrunSrasWrflDr_down\n- AadjPknlMrunSrasWrflDr_left\n- AadjPknlMrunSrasWrflDr_right\n- AadjPknlMrunSrasWrflDr_up\n- AadjPknlMstpSrasWpstDdown\n- AadjPknlMstpSrasWpstDdown_AadjPercMstpSrasWpstDdown\n- AadjPknlMstpSrasWpstDdown_AadjPpneMstpSrasWpstDup\n- AadjPknlMstpSrasWpstDDown_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWpstDleft\n- AadjPknlMstpSrasWpstDleft_AadjPercMstpSrasWpstDleft\n- AadjPknlMstpSrasWpstDleft_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWpstDright\n- AadjPknlMstpSrasWpstDright_AadjPercMstpSrasWpstDright\n- AadjPknlMstpSrasWpstDright_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWpstDup\n- AadjPknlMstpSrasWpstDup_AadjPercMstpSrasWpstDdown\n- AadjPknlMstpSrasWpstDup_AadjPercMstpSrasWpstDup\n- AadjPknlMstpSrasWpstDup_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWrflDdown\n- AadjPknlMstpSrasWrflDdown_AadjPercMstpSrasWrflDdown\n- AadjPknlMstpSrasWrflDdown_AadjPpneMstpSrasWrflDup\n- AadjPknlMstpSrasWrflDDown_AmovPknlMstpSrasWrflDnon\n- AadjPknlMstpSrasWrflDleft\n- AadjPknlMstpSrasWrflDleft_AadjPercMstpSrasWrflDleft\n- AadjPknlMstpSrasWrflDleft_AmovPknlMstpSrasWrflDnon\n- AadjPknlMstpSrasWrflDright\n- AadjPknlMstpSrasWrflDright_AadjPercMstpSrasWrflDright\n- AadjPknlMstpSrasWrflDright_AmovPknlMstpSrasWrflDnon\n- AadjPknlMstpSrasWrflDup\n- AadjPknlMstpSrasWrflDup_AadjPercMstpSrasWrflDdown\n- AadjPknlMstpSrasWrflDup_AadjPercMstpSrasWrflDup\n- AadjPknlMstpSrasWrflDup_AmovPknlMstpSrasWrflDnon\n- AadjPknlMtacSrasWpstDb_down\n- AadjPknlMtacSrasWpstDb_left\n- AadjPknlMtacSrasWpstDb_right\n- AadjPknlMtacSrasWpstDb_up\n- AadjPknlMtacSrasWpstDbl_down\n- AadjPknlMtacSrasWpstDbl_left\n- AadjPknlMtacSrasWpstDbl_right\n- AadjPknlMtacSrasWpstDbl_up\n- AadjPknlMtacSrasWpstDbr_down\n- AadjPknlMtacSrasWpstDbr_left\n- AadjPknlMtacSrasWpstDbr_right\n- AadjPknlMtacSrasWpstDbr_up\n- AadjPknlMtacSrasWpstDf_down\n- AadjPknlMtacSrasWpstDf_left\n- AadjPknlMtacSrasWpstDf_right\n- AadjPknlMtacSrasWpstDf_up\n- AadjPknlMtacSrasWpstDfl_down\n- AadjPknlMtacSrasWpstDfl_left\n- AadjPknlMtacSrasWpstDfl_right\n- AadjPknlMtacSrasWpstDfl_up\n- AadjPknlMtacSrasWpstDfr_down\n- AadjPknlMtacSrasWpstDfr_left\n- AadjPknlMtacSrasWpstDfr_right\n- AadjPknlMtacSrasWpstDfr_up\n- AadjPknlMtacSrasWpstDl_down\n- AadjPknlMtacSrasWpstDl_left\n- AadjPknlMtacSrasWpstDl_right\n- AadjPknlMtacSrasWpstDl_up\n- AadjPknlMtacSrasWpstDr_down\n- AadjPknlMtacSrasWpstDr_left\n- AadjPknlMtacSrasWpstDr_right\n- AadjPknlMtacSrasWpstDr_up\n- AadjPknlMtacSrasWrflDb_down\n- AadjPknlMtacSrasWrflDb_left\n- AadjPknlMtacSrasWrflDb_right\n- AadjPknlMtacSrasWrflDb_up\n- AadjPknlMtacSrasWrflDbl_down\n- AadjPknlMtacSrasWrflDbl_left\n- AadjPknlMtacSrasWrflDbl_right\n- AadjPknlMtacSrasWrflDbl_up\n- AadjPknlMtacSrasWrflDbr_down\n- AadjPknlMtacSrasWrflDbr_left\n- AadjPknlMtacSrasWrflDbr_right\n- AadjPknlMtacSrasWrflDbr_up\n- AadjPknlMtacSrasWrflDf_down\n- AadjPknlMtacSrasWrflDf_left\n- AadjPknlMtacSrasWrflDf_right\n- AadjPknlMtacSrasWrflDf_up\n- AadjPknlMtacSrasWrflDfl_down\n- AadjPknlMtacSrasWrflDfl_left\n- AadjPknlMtacSrasWrflDfl_right\n- AadjPknlMtacSrasWrflDfl_up\n- AadjPknlMtacSrasWrflDfr_down\n- AadjPknlMtacSrasWrflDfr_left\n- AadjPknlMtacSrasWrflDfr_right\n- AadjPknlMtacSrasWrflDfr_up\n- AadjPknlMtacSrasWrflDl_down\n- AadjPknlMtacSrasWrflDl_left\n- AadjPknlMtacSrasWrflDl_right\n- AadjPknlMtacSrasWrflDl_up\n- AadjPknlMtacSrasWrflDr_down\n- AadjPknlMtacSrasWrflDr_left\n- AadjPknlMtacSrasWrflDr_right\n- AadjPknlMtacSrasWrflDr_up\n- AadjPknlMwlkSrasWpstDb_down\n- AadjPknlMwlkSrasWpstDb_left\n- AadjPknlMwlkSrasWpstDb_right\n- AadjPknlMwlkSrasWpstDb_up\n- AadjPknlMwlkSrasWpstDbl_down\n- AadjPknlMwlkSrasWpstDbl_left\n- AadjPknlMwlkSrasWpstDbl_right\n- AadjPknlMwlkSrasWpstDbl_up\n- AadjPknlMwlkSrasWpstDbr_down\n- AadjPknlMwlkSrasWpstDbr_left\n- AadjPknlMwlkSrasWpstDbr_right\n- AadjPknlMwlkSrasWpstDbr_up\n- AadjPknlMwlkSrasWpstDf_down\n- AadjPknlMwlkSrasWpstDf_left\n- AadjPknlMwlkSrasWpstDf_right\n- AadjPknlMwlkSrasWpstDf_up\n- AadjPknlMwlkSrasWpstDfl_down\n- AadjPknlMwlkSrasWpstDfl_left\n- AadjPknlMwlkSrasWpstDfl_right\n- AadjPknlMwlkSrasWpstDfl_up\n- AadjPknlMwlkSrasWpstDfr_down\n- AadjPknlMwlkSrasWpstDfr_left\n- AadjPknlMwlkSrasWpstDfr_right\n- AadjPknlMwlkSrasWpstDfr_up\n- AadjPknlMwlkSrasWpstDl_down\n- AadjPknlMwlkSrasWpstDl_left\n- AadjPknlMwlkSrasWpstDl_right\n- AadjPknlMwlkSrasWpstDl_up\n- AadjPknlMwlkSrasWpstDr_down\n- AadjPknlMwlkSrasWpstDr_left\n- AadjPknlMwlkSrasWpstDr_right\n- AadjPknlMwlkSrasWpstDr_up\n- AadjPknlMwlkSrasWrflDb_down\n- AadjPknlMwlkSrasWrflDb_left\n- AadjPknlMwlkSrasWrflDb_right\n- AadjPknlMwlkSrasWrflDb_up\n- AadjPknlMwlkSrasWrflDbl_down\n- AadjPknlMwlkSrasWrflDbl_left\n- AadjPknlMwlkSrasWrflDbl_right\n- AadjPknlMwlkSrasWrflDbl_up\n- AadjPknlMwlkSrasWrflDbr_down\n- AadjPknlMwlkSrasWrflDbr_left\n- AadjPknlMwlkSrasWrflDbr_right\n- AadjPknlMwlkSrasWrflDbr_up\n- AadjPknlMwlkSrasWrflDf_down\n- AadjPknlMwlkSrasWrflDf_left\n- AadjPknlMwlkSrasWrflDf_right\n- AadjPknlMwlkSrasWrflDf_up\n- AadjPknlMwlkSrasWrflDfl_down\n- AadjPknlMwlkSrasWrflDfl_left\n- AadjPknlMwlkSrasWrflDfl_right\n- AadjPknlMwlkSrasWrflDfl_up\n- AadjPknlMwlkSrasWrflDfr_down\n- AadjPknlMwlkSrasWrflDfr_left\n- AadjPknlMwlkSrasWrflDfr_right\n- AadjPknlMwlkSrasWrflDfr_up\n- AadjPknlMwlkSrasWrflDl_down\n- AadjPknlMwlkSrasWrflDl_left\n- AadjPknlMwlkSrasWrflDl_right\n- AadjPknlMwlkSrasWrflDl_up\n- AadjPknlMwlkSrasWrflDr_down\n- AadjPknlMwlkSrasWrflDr_left\n- AadjPknlMwlkSrasWrflDr_right\n- AadjPknlMwlkSrasWrflDr_up\n- AadjPpneMstpSrasWpstDdown\n- AadjPpneMstpSrasWpstDdown_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDdown_turnL\n- AadjPpneMstpSrasWpstDdown_turnR\n- AadjPpneMstpSrasWpstDleft\n- AadjPpneMstpSrasWpstDleft_AmovPercMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDleft_AmovPknlMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDleft_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDright\n- AadjPpneMstpSrasWpstDright_AmovPercMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDright_AmovPknlMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDright_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDup\n- AadjPpneMstpSrasWpstDup_AadjPknlMstpSrasWpstDdown\n- AadjPpneMstpSrasWpstDup_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDup_turnL\n- AadjPpneMstpSrasWpstDup_turnR\n- AadjPpneMstpSrasWrflDdown\n- AadjPpneMstpSrasWrflDDown_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDdown_turnL\n- AadjPpneMstpSrasWrflDdown_turnR\n- AadjPpneMstpSrasWrflDleft\n- AadjPpneMstpSrasWrflDleft_AmovPercMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDleft_AmovPknlMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDleft_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDright\n- AadjPpneMstpSrasWrflDright_AmovPercMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDright_AmovPknlMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDright_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDup\n- AadjPpneMstpSrasWrflDup_AadjPknlMstpSrasWrflDdown\n- AadjPpneMstpSrasWrflDup_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDup_turnL\n- AadjPpneMstpSrasWrflDup_turnR\n- AadjPpneMwlkSrasWpstDleft_b\n- AadjPpneMwlkSrasWpstDleft_f\n- AadjPpneMwlkSrasWpstDleft_l\n- AadjPpneMwlkSrasWpstDleft_r\n- AadjPpneMwlkSrasWpstDright_b\n- AadjPpneMwlkSrasWpstDright_f\n- AadjPpneMwlkSrasWpstDright_l\n- AadjPpneMwlkSrasWpstDright_r\n- AadjPpneMwlkSrasWpstDup_b\n- AadjPpneMwlkSrasWpstDup_bl\n- AadjPpneMwlkSrasWpstDup_br\n- AadjPpneMwlkSrasWpstDup_f\n- AadjPpneMwlkSrasWpstDup_fl\n- AadjPpneMwlkSrasWpstDup_fr\n- AadjPpneMwlkSrasWpstDup_l\n- AadjPpneMwlkSrasWpstDup_r\n- AadjPpneMwlkSrasWrflDleft_b\n- AadjPpneMwlkSrasWrflDleft_f\n- AadjPpneMwlkSrasWrflDleft_l\n- AadjPpneMwlkSrasWrflDleft_r\n- AadjPpneMwlkSrasWrflDright_b\n- AadjPpneMwlkSrasWrflDright_f\n- AadjPpneMwlkSrasWrflDright_l\n- AadjPpneMwlkSrasWrflDright_r\n- AadjPpneMwlkSrasWrflDup_b\n- AadjPpneMwlkSrasWrflDup_bl\n- AadjPpneMwlkSrasWrflDup_br\n- AadjPpneMwlkSrasWrflDup_f\n- AadjPpneMwlkSrasWrflDup_fl\n- AadjPpneMwlkSrasWrflDup_fr\n- AadjPpneMwlkSrasWrflDup_l\n- AadjPpneMwlkSrasWrflDup_r\n- AbdvPercMrunSnonWnonDb\n- AbdvPercMrunSnonWnonDbl\n- AbdvPercMrunSnonWnonDbr\n- AbdvPercMrunSnonWnonDf\n- AbdvPercMrunSnonWnonDfl\n- AbdvPercMrunSnonWnonDfr\n- AbdvPercMrunSnonWnonDl\n- AbdvPercMrunSnonWnonDr\n- AbdvPercMrunSnonWrflDb\n- AbdvPercMrunSnonWrflDbl\n- AbdvPercMrunSnonWrflDbr\n- AbdvPercMrunSnonWrflDf\n- AbdvPercMrunSnonWrflDfl\n- AbdvPercMrunSnonWrflDfr\n- AbdvPercMrunSnonWrflDl\n- AbdvPercMrunSnonWrflDr\n- AbdvPercMsprSnonWnonDf\n- AbdvPercMsprSnonWrflDf\n- AbdvPercMstpSnonWnonDnon\n- AbdvPercMstpSnonWnonDnon_AbdvPercMstpSnonWnonDnon_putDown\n- AbdvPercMstpSnonWnonDnon_AbdvPercMstpSnonWrflDnon\n- AbdvPercMstpSnonWnonDnon_GetInSDV\n- AbdvPercMstpSnonWnonDnon_GetOutSDV\n- AbdvPercMstpSnonWnonDnon_godown\n- AbdvPercMstpSnonWnonDnon_goup\n- AbdvPercMstpSnonWnonDnon_putDown_AbdvPercMstpSnonWnonDnon\n- AbdvPercMstpSnonWnonDnon_relax\n- AbdvPercMstpSnonWnonDnon_turnL\n- AbdvPercMstpSnonWnonDnon_turnR\n- AbdvPercMstpSnonWrflDnon\n- AbdvPercMstpSnonWrflDnon_AbdvPercMstpSnonWnonDnon\n- AbdvPercMstpSnonWrflDnon_AbdvPercMstpSnonWrflDnon_putDown\n- AbdvPercMstpSnonWrflDnon_GetInSDV\n- AbdvPercMstpSnonWrflDnon_GetOutSDV\n- AbdvPercMstpSnonWrflDnon_godown\n- AbdvPercMstpSnonWrflDnon_goup\n- AbdvPercMstpSnonWrflDnon_putDown_AbdvPercMstpSnonWrflDnon\n- AbdvPercMstpSnonWrflDnon_relax\n- AbdvPercMstpSnonWrflDnon_turnL\n- AbdvPercMstpSnonWrflDnon_turnR\n- AbdvPercMtacSnonWnonDb\n- AbdvPercMtacSnonWnonDbl\n- AbdvPercMtacSnonWnonDbr\n- AbdvPercMtacSnonWnonDf\n- AbdvPercMtacSnonWnonDfl\n- AbdvPercMtacSnonWnonDfr\n- AbdvPercMtacSnonWnonDl\n- AbdvPercMtacSnonWnonDr\n- AbdvPercMtacSnonWrflDb\n- AbdvPercMtacSnonWrflDbl\n- AbdvPercMtacSnonWrflDbr\n- AbdvPercMtacSnonWrflDf\n- AbdvPercMtacSnonWrflDfl\n- AbdvPercMtacSnonWrflDfr\n- AbdvPercMtacSnonWrflDl\n- AbdvPercMtacSnonWrflDr\n- AbdvPercMwlkSnonWnonDb\n- AbdvPercMwlkSnonWnonDbl\n- AbdvPercMwlkSnonWnonDbr\n- AbdvPercMwlkSnonWnonDf\n- AbdvPercMwlkSnonWnonDfl\n- AbdvPercMwlkSnonWnonDfr\n- AbdvPercMwlkSnonWnonDl\n- AbdvPercMwlkSnonWnonDr\n- AbdvPercMwlkSnonWrflDb\n- AbdvPercMwlkSnonWrflDbl\n- AbdvPercMwlkSnonWrflDbr\n- AbdvPercMwlkSnonWrflDf\n- AbdvPercMwlkSnonWrflDfl\n- AbdvPercMwlkSnonWrflDfr\n- AbdvPercMwlkSnonWrflDl\n- AbdvPercMwlkSnonWrflDr\n- AbswPercMrunSnonWnonDb\n- AbswPercMrunSnonWnonDf\n- AbswPercMrunSnonWnonDf_AbswPercMstpSnonWnonDnon\n- AbswPercMrunSnonWnonDfl\n- AbswPercMrunSnonWnonDfr\n- AbswPercMrunSnonWnonDl\n- AbswPercMrunSnonWnonDr\n- AbswPercMsprSnonWnonDf\n- AbswPercMsprSnonWnonDFl\n- AbswPercMsprSnonWnonDFr\n- AbswPercMstpSnonWnonDnon\n- AbswPercMstpSnonWnonDnon_AbswPercMrunSnonWnonDf\n- AbswPercMstpSnonWnonDnon_goDown\n- AbswPercMstpSnonWnonDnon_goup\n- AbswPercMstpSnonWnonDnon_putDown\n- AbswPercMstpSnonWnonDnon_relax\n- AbswPercMwlkSnonWnonDb\n- AbswPercMwlkSnonWnonDf\n- AbswPercMwlkSnonWnonDfl\n- AbswPercMwlkSnonWnonDfr\n- AbswPercMwlkSnonWnonDl\n- AbswPercMwlkSnonWnonDr\n- AcinPercMrunSnonWnonDb\n- AcinPercMrunSnonWnonDbl\n- AcinPercMrunSnonWnonDbr\n- AcinPercMrunSnonWnonDf\n- AcinPercMrunSnonWnonDf_agony\n- AcinPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon\n- AcinPercMrunSnonWnonDf_death\n- AcinPercMrunSnonWnonDfl\n- AcinPercMrunSnonWnonDfr\n- AcinPercMrunSnonWnonDl\n- AcinPercMrunSnonWnonDr\n- AcinPercMrunSnonWpstDb\n- AcinPercMrunSnonWpstDbl\n- AcinPercMrunSnonWpstDbr\n- AcinPercMrunSnonWpstDf\n- AcinPercMrunSnonWpstDf_AmovPercMstpSrasWpstDnon\n- AcinPercMrunSnonWpstDfl\n- AcinPercMrunSnonWpstDfr\n- AcinPercMrunSnonWpstDl\n- AcinPercMrunSnonWpstDr\n- AcinPercMrunSrasWrflDb\n- AcinPercMrunSrasWrflDbl\n- AcinPercMrunSrasWrflDbr\n- AcinPercMrunSrasWrflDf\n- AcinPercMrunSrasWrflDf_agony\n- AcinPercMrunSrasWrflDf_AmovPercMstpSlowWrflDnon\n- AcinPercMrunSrasWrflDf_death\n- AcinPercMrunSrasWrflDfl\n- AcinPercMrunSrasWrflDfr\n- AcinPercMrunSrasWrflDl\n- AcinPercMrunSrasWrflDr\n- AcinPercMstpSnonWnonDnon\n- AcinPercMstpSnonWnonDnon_agony\n- AcinPercMstpSnonWpstDnon\n- AcinPercMstpSnonWpstDnon_agony\n- AcinPercMstpSrasWrflDnon\n- AcinPercMstpSrasWrflDnon_agony\n- AcinPknlMstpSnonWnonDnon\n- AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon\n- AcinPknlMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AcinPknlMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AcinPknlMstpSnonWpstDnon\n- AcinPknlMstpSnonWpstDnon_AcinPercMrunSnonWpstDnon\n- AcinPknlMstpSnonWpstDnon_AmovPknlMstpSrasWpstDnon\n- AcinPknlMstpSnonWpstDnon_AmovPpneMstpSrasWpstDnon\n- AcinPknlMstpSrasWrflDnon\n- AcinPknlMstpSrasWrflDnon_AcinPercMrunSrasWrflDnon\n- AcinPknlMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AcinPknlMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AcinPknlMwlkSlowWrflDb_agony\n- AcinPknlMwlkSlowWrflDb_AmovPercMstpSlowWrflDnon\n- AcinPknlMwlkSlowWrflDb_death\n- AcinPknlMwlkSlowWrflDb_death2\n- AcinPknlMwlkSlowWrflDb_still\n- AcinPknlMwlkSnonWnonDb\n- AcinPknlMwlkSnonWnonDb_agony\n- AcinPknlMwlkSnonWnonDb_AmovPercMstpSnonWnonDnon\n- AcinPknlMwlkSnonWnonDb_death\n- AcinPknlMwlkSnonWpstDb\n- AcinPknlMwlkSnonWpstDb_agony\n- AcinPknlMwlkSnonWpstDb_AmovPercMstpSrasWpstDnon\n- AcinPknlMwlkSnonWpstDb_death\n- AcinPknlMwlkSrasWrflDb\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutHigh\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutHighHemtt\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutHighZamak\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutLow\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutMedium\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHigh\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHighHemtt\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHighZamak\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutLow\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutMedium\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHigh\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHighHemtt\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHighZamak\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutLow\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutMedium\n- Act_Alien_Gesture\n- Act_Alien_Gesture_Rifle\n- Acts_A_M01_briefing\n- Acts_A_M02_briefing\n- Acts_A_M03_briefing\n- Acts_A_M04_briefing\n- Acts_A_M05_briefing\n- Acts_A_OUT_briefing\n- Acts_Abuse_abuser\n- Acts_Abuse_abusing\n- Acts_Abuse_Akhanteros\n- Acts_Abuse_Lacey\n- Acts_Abuse_Lacey2\n- Acts_Abuse_Lacey3\n- Acts_Abuse_Lacey4\n- Acts_Abuse_Lacey5\n- Acts_Accessing_Computer_in\n- Acts_Accessing_Computer_Loop\n- Acts_Accessing_Computer_Out_1\n- Acts_Accessing_Computer_Out_2\n- Acts_Accessing_Computer_Out_Short\n- Acts_AidlPercMstpSloWWpstDnon_warmup_1\n- Acts_AidlPercMstpSloWWpstDnon_warmup_1_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_1_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_2\n- Acts_AidlPercMstpSloWWpstDnon_warmup_2_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_2_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_3\n- Acts_AidlPercMstpSloWWpstDnon_warmup_3_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_3_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_4\n- Acts_AidlPercMstpSloWWpstDnon_warmup_4_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_4_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_5\n- Acts_AidlPercMstpSloWWpstDnon_warmup_5_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_5_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_6\n- Acts_AidlPercMstpSloWWpstDnon_warmup_6_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_6_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_7\n- Acts_AidlPercMstpSloWWpstDnon_warmup_7_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_7_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_8\n- Acts_AidlPercMstpSloWWpstDnon_warmup_8_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_8_out\n- Acts_AidlPercMstpSlowWrflDnon_pissing\n- Acts_AidlPercMstpSlowWrflDnon_warmup01\n- Acts_AidlPercMstpSlowWrflDnon_warmup02\n- Acts_AidlPercMstpSlowWrflDnon_warmup03\n- Acts_AidlPercMstpSlowWrflDnon_warmup04\n- Acts_AidlPercMstpSlowWrflDnon_warmup05\n- Acts_AidlPercMstpSloWWrflDnon_warmup_1\n- Acts_AidlPercMstpSloWWrflDnon_warmup_1_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_1_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_2\n- Acts_AidlPercMstpSloWWrflDnon_warmup_2_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_2_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_3\n- Acts_AidlPercMstpSloWWrflDnon_warmup_3_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_3_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_4\n- Acts_AidlPercMstpSloWWrflDnon_warmup_4_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_4_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_5\n- Acts_AidlPercMstpSloWWrflDnon_warmup_5_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_5_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_6\n- Acts_AidlPercMstpSloWWrflDnon_warmup_6_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_6_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_7\n- Acts_AidlPercMstpSloWWrflDnon_warmup_7_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_7_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_8\n- Acts_AidlPercMstpSloWWrflDnon_warmup_8_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_8_out\n- Acts_AidlPercMstpSlowWrflDnon_warmup_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_1\n- Acts_AidlPercMstpSnonWnonDnon_warmup_1_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_1_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_2\n- Acts_AidlPercMstpSnonWnonDnon_warmup_2_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_2_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_3\n- Acts_AidlPercMstpSnonWnonDnon_warmup_3_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_3_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_4\n- Acts_AidlPercMstpSnonWnonDnon_warmup_4_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_4_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_5\n- Acts_AidlPercMstpSnonWnonDnon_warmup_5_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_5_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_6\n- Acts_AidlPercMstpSnonWnonDnon_warmup_6_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_6_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_7\n- Acts_AidlPercMstpSnonWnonDnon_warmup_7_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_7_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_8\n- Acts_AidlPercMstpSnonWnonDnon_warmup_8_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_8_out\n- Acts_AidlPsitMstpSsurWnonDnon01\n- Acts_AidlPsitMstpSsurWnonDnon02\n- Acts_AidlPsitMstpSsurWnonDnon03\n- Acts_AidlPsitMstpSsurWnonDnon04\n- Acts_AidlPsitMstpSsurWnonDnon05\n- Acts_AidlPsitMstpSsurWnonDnon_loop\n- Acts_AidlPsitMstpSsurWnonDnon_out\n- Acts_Ambient_Aggressive\n- Acts_Ambient_Agreeing\n- Acts_Ambient_Approximate\n- Acts_Ambient_Cleaning_Nose\n- Acts_Ambient_Defensive\n- Acts_Ambient_Disagreeing\n- Acts_Ambient_Disagreeing_with_pointing\n- Acts_Ambient_Dismissing\n- Acts_Ambient_Facepalm_1\n- Acts_Ambient_Facepalm_2\n- Acts_Ambient_Gestures_Sneeze\n- Acts_Ambient_Gestures_Tired\n- Acts_Ambient_Gestures_Yawn\n- Acts_Ambient_Huh\n- Acts_Ambient_Picking_Up\n- Acts_Ambient_Relax_1\n- Acts_Ambient_Relax_2\n- Acts_Ambient_Relax_3\n- Acts_Ambient_Relax_4\n- Acts_Ambient_Rifle_Drop\n- Acts_Ambient_Shoelaces\n- Acts_Ambient_Stretching\n- Acts_Arrival_Response\n- Acts_Arriving_Camp\n- Acts_Arriving_Camp_Player\n- Acts_B_briefings\n- Acts_B_hub01_briefing\n- Acts_B_M01_briefing\n- Acts_B_M02_briefing\n- Acts_B_M03_briefing\n- Acts_B_M05_briefing\n- Acts_B_m06_briefing\n- Acts_B_out2_briefing\n- Acts_BoatAttacked01\n- Acts_BoatAttacked02\n- Acts_BoatAttacked03\n- Acts_BoatAttacked04\n- Acts_BoatAttacked05\n- Acts_BootKoreShootingRange_Adams\n- Acts_BootKoreShootingRange_Lacey\n- Acts_BootKoreShootingRange_Lacey1\n- Acts_BootKoreShootingRange_Lacey2\n- Acts_BootKoreShootingRange_Lacey3\n- Acts_BootKoreShootingRange_Lacey4\n- Acts_Breaching_Enemy_A\n- Acts_Breaching_Enemy_B\n- Acts_Breaching_Enemy_C\n- Acts_Breaching_Four\n- Acts_Breaching_Four_FPP\n- Acts_Breaching_Miller\n- Acts_Breaching_One\n- Acts_Breaching_One_FPP\n- Acts_Breaching_Three\n- Acts_Breaching_Three_FPP\n- Acts_Breaching_Two\n- Acts_Breaching_Two_FPP\n- Acts_Breakout_Player\n- Acts_Breakout_Rifleman\n- Acts_Breakout_Rifleman_1\n- Acts_Breakout_Rifleman_2\n- Acts_Breakout_Rifleman_3\n- Acts_Breakout_Rifleman_4\n- Acts_Breakout_Rifleman_5\n- Acts_Breakout_SquadLeader_1\n- Acts_Breakout_SquadLeader_2\n- Acts_Briefing_Intro2_Major_1\n- Acts_Briefing_Intro2_Major_2\n- Acts_Briefing_Intro3_Major_1\n- Acts_Briefing_Intro3_Major_2\n- Acts_Briefing_Intro3_Physicist_1\n- Acts_Briefing_SA_In\n- Acts_Briefing_SA_Loop\n- Acts_Briefing_SA_Out\n- Acts_Briefing_SA_StartLoop\n- Acts_Briefing_SB_In\n- Acts_Briefing_SB_Loop\n- Acts_Briefing_SB_Out\n- Acts_Briefing_SB_StartLoop\n- Acts_Briefing_SC_In\n- Acts_Briefing_SC_Loop\n- Acts_Briefing_SC_Out\n- Acts_Briefing_SC_StartLoop\n- Acts_C_in1_briefing\n- Acts_Calling_Out_Jets\n- Acts_Calling_Out_Jets_action\n- Acts_Calling_Out_Jets_in_loop\n- Acts_Calling_Out_Jets_out_loop\n- Acts_carFixingWheel\n- Acts_CivilHiding_1\n- Acts_CivilHiding_2\n- Acts_CivilIdle_1\n- Acts_CivilIdle_2\n- Acts_CivilInjuredArms_1\n- Acts_CivilInjuredChest_1\n- Acts_CivilInjuredGeneral_1\n- Acts_CivilInjuredHead_1\n- Acts_CivilInjuredLegs_1\n- Acts_CivilListening_1\n- Acts_CivilListening_2\n- Acts_CivilShocked_1\n- Acts_CivilShocked_2\n- Acts_CivilStand_Default\n- Acts_CivilTalking_1\n- Acts_CivilTalking_2\n- Acts_ComingInSpeakingWalkingOut_1\n- Acts_ComingInSpeakingWalkingOut_10\n- Acts_ComingInSpeakingWalkingOut_11\n- Acts_ComingInSpeakingWalkingOut_2\n- Acts_ComingInSpeakingWalkingOut_3\n- Acts_ComingInSpeakingWalkingOut_4\n- Acts_ComingInSpeakingWalkingOut_5\n- Acts_ComingInSpeakingWalkingOut_6\n- Acts_ComingInSpeakingWalkingOut_7\n- Acts_ComingInSpeakingWalkingOut_8\n- Acts_ComingInSpeakingWalkingOut_9\n- Acts_Commenting_On_Fight\n- Acts_Commenting_On_Fight_action\n- Acts_Commenting_On_Fight_in\n- Acts_Commenting_On_Fight_loop\n- Acts_Commenting_On_Fight_out_loop\n- Acts_CrouchGetLowGesture\n- Acts_CrouchingCoveringRifle01\n- Acts_CrouchingFiringLeftRifle01\n- Acts_CrouchingFiringLeftRifle02\n- Acts_CrouchingFiringLeftRifle03\n- Acts_CrouchingFiringLeftRifle04\n- Acts_CrouchingIdleRifle01\n- Acts_CrouchingReloadingRifle01\n- Acts_CrouchingWatchingRifle01\n- Acts_CrouchingWatchingRifle02\n- Acts_Dance_01\n- Acts_Dance_02\n- Acts_Ending_Adams1\n- Acts_Ending_Adams2\n- Acts_Ending_Adams3\n- Acts_Ending_Lacey1\n- Acts_Ending_Lacey2\n- Acts_Ending_Lacey3\n- Acts_EpicSplit\n- Acts_EpicSplit_in\n- Acts_EpicSplit_out\n- Acts_Examining_Device_Player\n- Acts_Executioner_Backhand\n- Acts_Executioner_Forehand\n- Acts_Executioner_Kill\n- Acts_Executioner_Kill_End\n- Acts_Executioner_Squat\n- Acts_Executioner_Squat_End\n- Acts_Executioner_Standing\n- Acts_Executioner_StandingLoop\n- Acts_Executioner_ToPistol\n- Acts_ExecutionVictim_Backhand\n- Acts_ExecutionVictim_Forehand\n- Acts_ExecutionVictim_Kill\n- Acts_ExecutionVictim_Kill_End\n- Acts_ExecutionVictim_KillTerminal\n- Acts_ExecutionVictim_Loop\n- Acts_ExecutionVictim_Unbow\n- Acts_Explaining_EW_Idle\n- Acts_Explaining_EW_Idle01\n- Acts_Explaining_EW_Idle02\n- Acts_Explaining_EW_Idle03\n- Acts_Explaining_EW_In\n- Acts_Explaining_EW_Loop01\n- Acts_Explaining_EW_Loop02\n- Acts_Explaining_EW_Loop03\n- Acts_Explaining_EW_Loop04\n- Acts_Explaining_EW_Loop05\n- Acts_FarmIncident_Adams1\n- Acts_FarmIncident_Adams2\n- Acts_FarmIncident_Adams3\n- Acts_FarmIncident_Commander\n- Acts_FarmIncident_Lacey1\n- Acts_FarmIncident_Lacey2\n- Acts_FarmIncident_Lacey3\n- Acts_FarmIncident_Lacey4\n- Acts_Flashes_Recovery_1\n- Acts_Flashes_Recovery_2\n- Acts_Gallery_Visitor_01\n- Acts_Gallery_Visitor_02\n- Acts_GetAttention_End\n- Acts_GetAttention_End_2\n- Acts_GetAttention_Loop\n- Acts_Getting_Up_Player\n- Acts_Grieving\n- Acts_gunner_MRAP_01_mocap\n- Acts_HeliCargo_in\n- Acts_HeliCargo_loop\n- Acts_HeliCargo_out\n- Acts_HeliCargoHopInSignal\n- Acts_HeliCargoPointing\n- Acts_HeliCargoTalking_in\n- Acts_HeliCargoTalking_loop\n- Acts_HeliCargoTalking_out\n- Acts_Helping_Wake_Up_1\n- Acts_Helping_Wake_Up_2\n- Acts_Helping_Wake_Up_3\n- Acts_HEMTT_Briefing\n- Acts_HEMTT_Casual_Loop\n- Acts_Hilltop_Calibration_Heli_In\n- Acts_Hilltop_Calibration_Heli_Out\n- Acts_Hilltop_Calibration_Loop\n- Acts_Hilltop_Calibration_Pointing_Left\n- Acts_Hilltop_Calibration_Pointing_Right\n- Acts_HUBABriefing\n- Acts_In_Sinkhole\n- Acts_In_Sinkhole_1\n- Acts_In_Sinkhole_2\n- Acts_In_Sinkhole_3\n- Acts_In_Sinkhole_4\n- Acts_In_Sinkhole_loop\n- Acts_Injured_Driver_go\n- Acts_Injured_Driver_Loop\n- Acts_InjuredAngryRifle01\n- Acts_InjuredCoughRifle02\n- Acts_InjuredLookingRifle01\n- Acts_InjuredLookingRifle02\n- Acts_InjuredLookingRifle03\n- Acts_InjuredLookingRifle04\n- Acts_InjuredLookingRifle05\n- Acts_InjuredLyingRifle01\n- Acts_InjuredLyingRifle02\n- Acts_InjuredLyingRifle02_180\n- Acts_InjuredSpeakingRifle01\n- Acts_JetsCrewaidF_idle\n- Acts_JetsCrewaidF_idle2\n- Acts_JetsCrewaidF_idle2_m\n- Acts_JetsCrewaidF_idle_m\n- Acts_JetsCrewaidF_runB\n- Acts_JetsCrewaidF_runB_m\n- Acts_JetsCrewaidF_stillpose\n- Acts_JetsCrewaidF_stillpose_m\n- Acts_JetsCrewaidFCrouch_in\n- Acts_JetsCrewaidFCrouch_in_m\n- Acts_JetsCrewaidFCrouch_loop\n- Acts_JetsCrewaidFCrouch_loop_m\n- Acts_JetsCrewaidFCrouch_out\n- Acts_JetsCrewaidFCrouch_out_m\n- Acts_JetsCrewaidFCrouchThumbup_in\n- Acts_JetsCrewaidFCrouchThumbup_in_m\n- Acts_JetsCrewaidFCrouchThumbup_loop\n- Acts_JetsCrewaidFCrouchThumbup_loop_m\n- Acts_JetsCrewaidFCrouchThumbup_out\n- Acts_JetsCrewaidFCrouchThumbup_out_m\n- Acts_JetsCrewaidL_idle\n- Acts_JetsCrewaidL_idle_m\n- Acts_JetsCrewaidLCrouch_in\n- Acts_JetsCrewaidLCrouch_in_m\n- Acts_JetsCrewaidLCrouch_loop\n- Acts_JetsCrewaidLCrouch_loop_m\n- Acts_JetsCrewaidLCrouch_out\n- Acts_JetsCrewaidLCrouch_out_m\n- Acts_JetsCrewaidLCrouchThumbup_in\n- Acts_JetsCrewaidLCrouchThumbup_in_m\n- Acts_JetsCrewaidLCrouchThumbup_loop\n- Acts_JetsCrewaidLCrouchThumbup_loop_m\n- Acts_JetsCrewaidLCrouchThumbup_out\n- Acts_JetsCrewaidLCrouchThumbup_out_m\n- Acts_JetsCrewaidR_idle\n- Acts_JetsCrewaidR_idle_m\n- Acts_JetsCrewaidRCrouch_in\n- Acts_JetsCrewaidRCrouch_in_m\n- Acts_JetsCrewaidRCrouch_loop\n- Acts_JetsCrewaidRCrouch_loop_m\n- Acts_JetsCrewaidRCrouch_out\n- Acts_JetsCrewaidRCrouch_out_m\n- Acts_JetsCrewaidRCrouchThumbup_in\n- Acts_JetsCrewaidRCrouchThumbup_in_m\n- Acts_JetsCrewaidRCrouchThumbup_loop\n- Acts_JetsCrewaidRCrouchThumbup_loop_m\n- Acts_JetsCrewaidRCrouchThumbup_out\n- Acts_JetsCrewaidRCrouchThumbup_out_m\n- Acts_JetsFlyoverCheering_1\n- Acts_JetsFlyoverCheering_2\n- Acts_JetsMarshallingClear_in\n- Acts_JetsMarshallingClear_loop\n- Acts_JetsMarshallingClear_out\n- Acts_JetsMarshallingEmergencyStop_in\n- Acts_JetsMarshallingEmergencyStop_loop\n- Acts_JetsMarshallingEmergencyStop_out\n- Acts_JetsMarshallingEnginesOff_in\n- Acts_JetsMarshallingEnginesOff_loop\n- Acts_JetsMarshallingEnginesOff_out\n- Acts_JetsMarshallingEnginesOn_in\n- Acts_JetsMarshallingEnginesOn_loop\n- Acts_JetsMarshallingEnginesOn_out\n- Acts_JetsMarshallingLeft_in\n- Acts_JetsMarshallingLeft_loop\n- Acts_JetsMarshallingLeft_out\n- Acts_JetsMarshallingRight_in\n- Acts_JetsMarshallingRight_loop\n- Acts_JetsMarshallingRight_out\n- Acts_JetsMarshallingSlow_in\n- Acts_JetsMarshallingSlow_loop\n- Acts_JetsMarshallingSlow_out\n- Acts_JetsMarshallingStop_in\n- Acts_JetsMarshallingStop_loop\n- Acts_JetsMarshallingStop_out\n- Acts_JetsMarshallingStraight_in\n- Acts_JetsMarshallingStraight_loop\n- Acts_JetsMarshallingStraight_out\n- Acts_JetsOfficerSpilling\n- Acts_JetsPilotThumbsUp\n- Acts_JetsPilotWalking\n- Acts_JetsShooterIdle\n- Acts_JetsShooterIdle2\n- Acts_JetsShooterIdle2_m\n- Acts_JetsShooterIdle_m\n- Acts_JetsShooterIdle_stillpose\n- Acts_JetsShooterIdle_stillpose_m\n- Acts_JetsShooterIdleMoveaway_in\n- Acts_JetsShooterIdleMoveaway_in_m\n- Acts_JetsShooterIdleMoveaway_loop\n- Acts_JetsShooterIdleMoveaway_loop_m\n- Acts_JetsShooterIdleMoveaway_out\n- Acts_JetsShooterIdleMoveaway_out_m\n- Acts_JetsShooterMoveAway_stillpose\n- Acts_JetsShooterMoveAway_stillpose_m\n- Acts_JetsShooterNavigate_in\n- Acts_JetsShooterNavigate_in_m\n- Acts_JetsShooterNavigate_loop\n- Acts_JetsShooterNavigate_loop_m\n- Acts_JetsShooterNavigate_out\n- Acts_JetsShooterNavigate_out_m\n- Acts_JetsShooterNavigate_stop\n- Acts_JetsShooterNavigate_stop_m\n- Acts_JetsShooterShootingLaunch_in\n- Acts_JetsShooterShootingLaunch_in_m\n- Acts_JetsShooterShootingLaunch_loop\n- Acts_JetsShooterShootingLaunch_loop_m\n- Acts_JetsShooterShootingLaunch_out\n- Acts_JetsShooterShootingLaunch_out_m\n- Acts_JetsShooterShootingReady_in\n- Acts_JetsShooterShootingReady_in_m\n- Acts_JetsShooterShootingReady_loop\n- Acts_JetsShooterShootingReady_loop_m\n- Acts_JetsShooterShootingReady_pointing\n- Acts_JetsShooterShootingReady_pointing_m\n- Acts_Kore_IdleNoWeapon_in\n- Acts_Kore_IdleNoWeapon_loop\n- Acts_Kore_IdleNoWeapon_out\n- Acts_Kore_Introducing\n- Acts_Kore_PointingForward\n- Acts_Kore_TalkingOverRadio_in\n- Acts_Kore_TalkingOverRadio_loop\n- Acts_Kore_TalkingOverRadio_out\n- Acts_listeningToRadio_In\n- Acts_listeningToRadio_Loop\n- Acts_listeningToRadio_Out\n- Acts_LyingWounded_loop\n- Acts_LyingWounded_loop1\n- Acts_LyingWounded_loop2\n- Acts_LyingWounded_loop3\n- Acts_Mentor_Freeing_Player\n- Acts_MHCargo_JumpToWater_all\n- Acts_MHCargo_JumpToWater_sittingloop\n- acts_miller_knockout\n- Acts_MillerCamp\n- Acts_millerCamp_A\n- Acts_millerCamp_B\n- Acts_millerCamp_C\n- Acts_millerCamp_D\n- acts_millerChooper_in\n- acts_millerChopper_loop\n- acts_millerChopper_out\n- acts_millerDisarming_deskCrouch_in\n- acts_millerDisarming_deskCrouch_loop\n- acts_millerDisarming_deskCrouch_out\n- acts_millerDisarming_deskLoop\n- acts_millerDisarming_deskOut\n- acts_millerDisarming_runToDesk\n- acts_millerDisarming_runToDesk_extended\n- acts_millerIdle\n- acts_millerPOV\n- Acts_NATOCommanderArrival_Commander_1\n- Acts_NATOCommanderArrival_Commander_2\n- Acts_NATOCommanderArrival_Commander_3\n- Acts_NATOCommanderArrival_Commander_4\n- Acts_NATOCommanderArrival_Commander_5\n- Acts_NATOCommanderArrival_Commander_6\n- Acts_NATOCommanderArrival_Commander_7\n- Acts_NATOCommanderArrival_Commander_8\n- Acts_NATOCommanderArrival_Commander_9\n- Acts_NATOCommanderArrival_Larkin_1\n- Acts_NATOCommanderArrival_Larkin_2\n- Acts_NATOCommanderArrival_Larkin_3\n- Acts_NATOCommanderArrival_Larkin_4\n- Acts_NATOCommanderArrival_Larkin_5\n- Acts_NATOCommanderArrival_Larkin_6\n- Acts_NATOCommanderArrival_Larkin_7\n- Acts_NavigatingChopper_In\n- Acts_NavigatingChopper_Loop\n- Acts_NavigatingChopper_Out\n- Acts_Onchair_Dead\n- Acts_passenger_boat_holdleft\n- Acts_passenger_boat_holdright\n- Acts_passenger_boat_rightrear\n- Acts_passenger_flatground_leanright\n- Acts_Peering_Back\n- Acts_Peering_Down\n- Acts_Peering_Front\n- Acts_Peering_Left\n- Acts_Peering_Right\n- Acts_Peering_Up\n- Acts_PercMstpSlowWrflDnon_handup1\n- Acts_PercMstpSlowWrflDnon_handup1b\n- Acts_PercMstpSlowWrflDnon_handup1c\n- Acts_PercMstpSlowWrflDnon_handup2\n- Acts_PercMstpSlowWrflDnon_handup2b\n- Acts_PercMstpSlowWrflDnon_handup2c\n- Acts_PercMwlkSlowWrflDf\n- Acts_PercMwlkSlowWrflDf2\n- Acts_PistolLowStand_Default\n- Acts_PistolRaisedStand_Default\n- Acts_PknlMstpSlowWrflDnon\n- Acts_Pointing_Back\n- Acts_Pointing_Down\n- Acts_Pointing_Front\n- Acts_Pointing_Left\n- Acts_Pointing_Right\n- Acts_Pointing_Up\n- Acts_PointingLeftUnarmed\n- Acts_Rifle_Operations_Back\n- Acts_Rifle_Operations_Barrel\n- Acts_Rifle_Operations_Checking_Chamber\n- Acts_Rifle_Operations_Default\n- Acts_Rifle_Operations_Front\n- Acts_Rifle_Operations_Left\n- Acts_Rifle_Operations_Right\n- Acts_Rifle_Operations_Zeroing\n- Acts_RifleLowKneel_Default\n- Acts_RifleLowStand_Default\n- Acts_RU_Briefing_Move\n- Acts_RU_Briefing_Overview\n- Acts_RU_Briefing_Point\n- Acts_RU_Briefing_Point_TL\n- Acts_RU_Briefing_Speaking\n- Acts_RU_Briefing_Turn\n- Acts_ShieldFromSun_in\n- Acts_ShieldFromSun_loop\n- Acts_ShieldFromSun_out\n- Acts_Shocked_1_Loop\n- Acts_Shocked_3\n- Acts_Shocked_4_Loop\n- Acts_ShockedUnarmed_2_Loop\n- Acts_ShowingTheRightWay_in\n- Acts_ShowingTheRightWay_loop\n- Acts_ShowingTheRightWay_out\n- Acts_SignalToCheck\n- Acts_SittingJumpingSaluting_in\n- Acts_SittingJumpingSaluting_loop\n- Acts_SittingJumpingSaluting_loop1\n- Acts_SittingJumpingSaluting_loop2\n- Acts_SittingJumpingSaluting_loop3\n- Acts_SittingJumpingSaluting_out\n- Acts_SittingWounded_breath\n- Acts_SittingWounded_in\n- Acts_SittingWounded_loop\n- Acts_SittingWounded_out\n- Acts_SittingWounded_wave\n- Acts_Soldier_Moves_Inside_1\n- Acts_Soldier_Moves_Inside_1b\n- Acts_Soldier_Moves_Inside_2\n- Acts_StandingSpeakingUnarmed\n- Acts_Stargazer\n- Acts_starterPistol_fire\n- Acts_starterPistol_in\n- Acts_starterPistol_loop\n- Acts_starterPistol_out\n- Acts_StaticDeath_01\n- Acts_StaticDeath_02\n- Acts_StaticDeath_03\n- Acts_StaticDeath_04\n- Acts_StaticDeath_05\n- Acts_StaticDeath_06\n- Acts_StaticDeath_07\n- Acts_StaticDeath_08\n- Acts_StaticDeath_09\n- Acts_StaticDeath_10\n- Acts_StaticDeath_11\n- Acts_StaticDeath_12\n- Acts_StaticDeath_13\n- Acts_StaticDeath_base\n- Acts_StaticDeath_Coffin\n- Acts_StaticDeath_Military_Coffin\n- Acts_StaticDeath_Strecher\n- Acts_StaticPose_Base\n- Acts_StaticPose_ContactBoxArt_01\n- Acts_StaticPose_Photo\n- Acts_Stunned_Unconscious\n- Acts_Stunned_Unconscious_end\n- Acts_SupportTeam_Back_FromKneelLoop\n- Acts_SupportTeam_Back_KneelLoop\n- Acts_SupportTeam_Back_Move\n- Acts_SupportTeam_Back_StartMove\n- Acts_SupportTeam_Back_ToKneelLoop\n- Acts_SupportTeam_Front_FromKneelLoop\n- Acts_SupportTeam_Front_KneelLoop\n- Acts_SupportTeam_Front_Move\n- Acts_SupportTeam_Front_ReachedEnd\n- Acts_SupportTeam_Front_StartMove\n- Acts_SupportTeam_Front_ToKneelLoop\n- Acts_SupportTeam_Left_FromKneelLoop\n- Acts_SupportTeam_Left_KneelLoop\n- Acts_SupportTeam_Left_Move\n- Acts_SupportTeam_Left_StartMove\n- Acts_SupportTeam_Left_ToKneelLoop\n- Acts_SupportTeam_Right_FromKneelLoop\n- Acts_SupportTeam_Right_KneelLoop\n- Acts_SupportTeam_Right_Move\n- Acts_SupportTeam_Right_StartMove\n- Acts_SupportTeam_Right_ToKneelLoop\n- Acts_SyndikatAmbush_A\n- Acts_SyndikatAmbush_B\n- Acts_SyndikatAmbush_C\n- Acts_TacopsPoster\n- Acts_Taking_Cover_From_Jets\n- Acts_Taking_Cover_From_Jets_action\n- Acts_Taking_Cover_From_Jets_in_loop\n- Acts_Taking_Cover_From_Jets_in_loop_steady\n- Acts_Taking_Cover_From_Jets_loop\n- Acts_Taking_Cover_From_Jets_out\n- Acts_TerminalOpen\n- Acts_trailer_campCommander\n- Acts_trailer_campScientist\n- Acts_trailer_inspectShock_A\n- Acts_trailer_inspectShock_B\n- Acts_trailer_nodCommander\n- Acts_trailer_nodScientist\n- Acts_trailer_relaxedWalk_B\n- Acts_trailer_relaxedWalk_F\n- Acts_trailer_relaxedWalk_L\n- Acts_trailer_relaxedWalk_R\n- Acts_trailer_sendUGVOff\n- Acts_Training_Reveal_Ambusher_In\n- Acts_Training_Reveal_Ambusher_Loop\n- Acts_Training_Reveal_Ambusher_Out\n- Acts_Training_Reveal_Ambusher_Out_single\n- Acts_TreatingWounded01\n- Acts_TreatingWounded02\n- Acts_TreatingWounded03\n- Acts_TreatingWounded04\n- Acts_TreatingWounded05\n- Acts_TreatingWounded06\n- Acts_TreatingWounded_in\n- Acts_TreatingWounded_loop\n- Acts_TreatingWounded_Out\n- Acts_UGV_Jamming_Loop\n- Acts_UnconsciousStandUp_part1\n- Acts_UnconsciousStandUp_part2\n- Acts_Undead_Coffin\n- acts_ViperAppearing\n- Acts_ViperMeeting_A\n- Acts_ViperMeeting_A_End\n- Acts_ViperMeeting_B\n- Acts_ViperMeeting_C\n- Acts_ViperMeeting_D\n- acts_viperSgtAppearing\n- Acts_Waking_Up_Player\n- Acts_WalkingChecking\n- Acts_WarmupBase\n- Acts_WarmupBaseKneel\n- Acts_Watching_Fire_Loop\n- Acts_welcomeOnHUB01_AIWalk\n- Acts_welcomeOnHUB01_AIWalk_1\n- Acts_welcomeOnHUB01_AIWalk_1b\n- Acts_welcomeOnHUB01_AIWalk_2\n- Acts_welcomeOnHUB01_AIWalk_3\n- Acts_welcomeOnHUB01_AIWalk_4\n- Acts_welcomeOnHUB01_AIWalk_5\n- Acts_welcomeOnHUB01_AIWalk_6\n- Acts_welcomeOnHUB01_PlayerWalk\n- Acts_welcomeOnHUB01_PlayerWalk_1\n- Acts_welcomeOnHUB01_PlayerWalk_2\n- Acts_welcomeOnHUB01_PlayerWalk_3\n- Acts_welcomeOnHUB01_PlayerWalk_4\n- Acts_welcomeOnHUB01_PlayerWalk_5\n- Acts_welcomeOnHUB01_PlayerWalk_6\n- Acts_welcomeOnHUB02_AIWalk\n- Acts_welcomeOnHUB02_AIWalk_2\n- Acts_welcomeOnHUB02_AIWalk_3\n- Acts_welcomeOnHUB02_AIWalk_4\n- Acts_welcomeOnHUB02_AIWalk_5\n- Acts_welcomeOnHUB02_AIWalk_6\n- Acts_welcomeOnHUB02_PlayerWalk\n- Acts_welcomeOnHUB02_PlayerWalk_1\n- Acts_welcomeOnHUB02_PlayerWalk_2\n- Acts_welcomeOnHUB02_PlayerWalk_3\n- Acts_welcomeOnHUB03_AIWalk_1\n- Acts_welcomeOnHUB03_AIWalk_2\n- Acts_welcomeOnHUB03_AIWalk_3\n- Acts_welcomeOnHUB03_AIWalk_4\n- Acts_welcomeOnHUB03_AIWalk_5\n- Acts_welcomeOnHUB03_AIWalk_6\n- Acts_welcomeOnHUB03_PlayerWalk_1\n- Acts_welcomeOnHUB03_PlayerWalk_2\n- Acts_welcomeOnHUB03_PlayerWalk_3\n- Acts_welcomeOnHUB03_PlayerWalk_4\n- Acts_welcomeOnHUB03_PlayerWalk_5\n- Acts_welcomeOnHUB04_AIWalk_1\n- Acts_welcomeOnHUB04_AIWalk_2\n- Acts_welcomeOnHUB04_AIWalk_3\n- Acts_welcomeOnHUB04_AIWalk_4\n- Acts_welcomeOnHUB04_AIWalk_5\n- Acts_welcomeOnHUB04_AIWalk_6\n- Acts_welcomeOnHUB04_PlayerWalk_1\n- Acts_welcomeOnHUB04_PlayerWalk_2\n- Acts_welcomeOnHUB04_PlayerWalk_3\n- Acts_welcomeOnHUB04_PlayerWalk_4\n- Acts_welcomeOnHUB04_PlayerWalk_5\n- Acts_welcomeOnHUB05_AIWalk_1\n- Acts_welcomeOnHUB05_AIWalk_2\n- Acts_welcomeOnHUB05_AIWalk_3\n- Acts_welcomeOnHUB05_AIWalk_4\n- Acts_welcomeOnHUB05_AIWalk_5\n- Acts_welcomeOnHUB05_AIWalk_6\n- Acts_welcomeOnHUB05_PlayerWalk_1\n- Acts_welcomeOnHUB05_PlayerWalk_2\n- Acts_welcomeOnHUB05_PlayerWalk_3\n- Acts_welcomeOnHUB05_PlayerWalk_4\n- Acts_welcomeOnHUB05_PlayerWalk_5\n- Acts_welcomeOnHUB05_PlayerWalk_6\n- Acts_welcomeOnHUB05_PlayerWalk_7\n- ActsPknlMstpSnonWnonDnon_AI\n- AdvePercMrunSnonWnonDb\n- AdvePercMrunSnonWnonDbl\n- AdvePercMrunSnonWnonDbr\n- AdvePercMrunSnonWnonDf\n- AdvePercMrunSnonWnonDfl\n- AdvePercMrunSnonWnonDfr\n- AdvePercMrunSnonWnonDl\n- AdvePercMrunSnonWnonDr\n- AdvePercMrunSnonWrflDb\n- AdvePercMrunSnonWrflDbl\n- AdvePercMrunSnonWrflDbr\n- AdvePercMrunSnonWrflDf\n- AdvePercMrunSnonWrflDfl\n- AdvePercMrunSnonWrflDfr\n- AdvePercMrunSnonWrflDl\n- AdvePercMrunSnonWrflDr\n- AdvePercMsprSnonWnonDf\n- AdvePercMsprSnonWrflDf\n- AdvePercMstpSnonWnonDnon\n- AdvePercMstpSnonWnonDnon_AdvePercMstpSnonWnonDnon_putDown\n- AdvePercMstpSnonWnonDnon_AdvePercMstpSnonWrflDnon\n- AdvePercMstpSnonWnonDnon_GetInSDV\n- AdvePercMstpSnonWnonDnon_GetOutSDV\n- AdvePercMstpSnonWnonDnon_godown\n- AdvePercMstpSnonWnonDnon_goup\n- AdvePercMstpSnonWnonDnon_putDown_AdvePercMstpSnonWnonDnon\n- AdvePercMstpSnonWnonDnon_relax\n- AdvePercMstpSnonWnonDnon_turnL\n- AdvePercMstpSnonWnonDnon_turnR\n- AdvePercMstpSnonWrflDnon\n- AdvePercMstpSnonWrflDnon_AdvePercMstpSnonWnonDnon\n- AdvePercMstpSnonWrflDnon_AdvePercMstpSnonWrflDnon_putDown\n- AdvePercMstpSnonWrflDnon_GetInSDV\n- AdvePercMstpSnonWrflDnon_GetOutSDV\n- AdvePercMstpSnonWrflDnon_godown\n- AdvePercMstpSnonWrflDnon_goup\n- AdvePercMstpSnonWrflDnon_putDown_AdvePercMstpSnonWrflDnon\n- AdvePercMstpSnonWrflDnon_relax\n- AdvePercMstpSnonWrflDnon_turnL\n- AdvePercMstpSnonWrflDnon_turnR\n- AdvePercMtacSnonWnonDb\n- AdvePercMtacSnonWnonDbl\n- AdvePercMtacSnonWnonDbr\n- AdvePercMtacSnonWnonDf\n- AdvePercMtacSnonWnonDfl\n- AdvePercMtacSnonWnonDfr\n- AdvePercMtacSnonWnonDl\n- AdvePercMtacSnonWnonDr\n- AdvePercMtacSnonWrflDb\n- AdvePercMtacSnonWrflDbl\n- AdvePercMtacSnonWrflDbr\n- AdvePercMtacSnonWrflDf\n- AdvePercMtacSnonWrflDfl\n- AdvePercMtacSnonWrflDfr\n- AdvePercMtacSnonWrflDl\n- AdvePercMtacSnonWrflDr\n- AdvePercMwlkSnonWnonDb\n- AdvePercMwlkSnonWnonDbl\n- AdvePercMwlkSnonWnonDbr\n- AdvePercMwlkSnonWnonDf\n- AdvePercMwlkSnonWnonDfl\n- AdvePercMwlkSnonWnonDfr\n- AdvePercMwlkSnonWnonDl\n- AdvePercMwlkSnonWnonDr\n- AdvePercMwlkSnonWrflDb\n- AdvePercMwlkSnonWrflDbl\n- AdvePercMwlkSnonWrflDbr\n- AdvePercMwlkSnonWrflDf\n- AdvePercMwlkSnonWrflDfl\n- AdvePercMwlkSnonWrflDfr\n- AdvePercMwlkSnonWrflDl\n- AdvePercMwlkSnonWrflDr\n- AfalPercMstpSnonWnonDnon\n- AfalPercMstpSrasWlnrDnon\n- AfalPercMstpSrasWpstDnon\n- AfalPercMstpSrasWrflDnon\n- AfalPknlMstpSnonWnonDnon\n- AfalPknlMstpSrasWlnrDnon\n- AfalPknlMstpSrasWpstDnon\n- AfalPknlMstpSrasWrflDnon\n- AfalPpneMstpSnonWnonDnon\n- AfalPpneMstpSrasWpstDnon\n- AfalPpneMstpSrasWrflDnon\n- AfdsPercMstpSlowWpstDnon\n- AfdsPercMstpSlowWpstDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSlowWpstDnon_AfdsPknlMstpSlowWpstDnon\n- AfdsPercMstpSlowWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPercMstpSlowWpstDnon_inv\n- AfdsPercMstpSlowWpstDnon_turnL\n- AfdsPercMstpSlowWpstDnon_turnR\n- AfdsPercMstpSlowWrflDnon\n- AfdsPercMstpSlowWrflDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSlowWrflDnon_AfdsPknlMstpSlowWrflDnon\n- AfdsPercMstpSlowWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPercMstpSlowWrflDnon_inv\n- AfdsPercMstpSlowWrflDnon_turnL\n- AfdsPercMstpSlowWrflDnon_turnR\n- AfdsPercMstpSnonWnonDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPercMstpSrasWpstDnon_end\n- AfdsPercMstpSnonWnonDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPknlMstpSnonWnonDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPpneMstpSnonWnonDnon\n- AfdsPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon\n- AfdsPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon_end\n- AfdsPercMstpSnonWnonDnon_inv\n- AfdsPercMstpSnonWnonDnon_turnL\n- AfdsPercMstpSnonWnonDnon_turnR\n- AfdsPercMstpSoptWbinDnon\n- AfdsPercMstpSoptWbinDnon_AfdsPknlMstpSoptWbinDnon\n- AfdsPercMstpSoptWbinDnon_AfdsPpneMstpSoptWbinDnon\n- AfdsPercMstpSoptWbinDnon_turnL\n- AfdsPercMstpSoptWbinDnon_turnR\n- AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSlowWpstDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSnonWnonDnon_end\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSrasWrflDnon_end\n- AfdsPercMstpSrasWpstDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon\n- AfdsPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon_end\n- AfdsPercMstpSrasWpstDnon_inv\n- AfdsPercMstpSrasWpstDnon_turnL\n- AfdsPercMstpSrasWpstDnon_turnR\n- AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSlowWrflDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSrasWpstDnon_end\n- AfdsPercMstpSrasWrflDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon\n- AfdsPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon_end\n- AfdsPercMstpSrasWrflDnon_inv\n- AfdsPercMstpSrasWrflDnon_turnL\n- AfdsPercMstpSrasWrflDnon_turnR\n- AfdsPknlMstpSlowWpstDnon\n- AfdsPknlMstpSlowWpstDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSlowWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPknlMstpSlowWpstDnon_inv\n- AfdsPknlMstpSlowWpstDnon_turnL\n- AfdsPknlMstpSlowWpstDnon_turnR\n- AfdsPknlMstpSlowWrflDnon\n- AfdsPknlMstpSlowWrflDnon_AfdsPercMstpSlowWrflDnon\n- AfdsPknlMstpSlowWrflDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSlowWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPknlMstpSlowWrflDnon_inv\n- AfdsPknlMstpSlowWrflDnon_turnL\n- AfdsPknlMstpSlowWrflDnon_turnR\n- AfdsPknlMstpSnonWnonDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPknlMstpSrasWpstDnon_end\n- AfdsPknlMstpSnonWnonDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPpneMstpSnonWnonDnon\n- AfdsPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon\n- AfdsPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon_end\n- AfdsPknlMstpSnonWnonDnon_inv\n- AfdsPknlMstpSnonWnonDnon_turnL\n- AfdsPknlMstpSnonWnonDnon_turnR\n- AfdsPknlMstpSoptWbinDnon\n- AfdsPknlMstpSoptWbinDnon_AfdsPercMstpSoptWbinDnon\n- AfdsPknlMstpSoptWbinDnon_AfdsPpneMstpSoptWbinDnon\n- AfdsPknlMstpSoptWbinDnon_turnL\n- AfdsPknlMstpSoptWbinDnon_turnR\n- AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPknlMstpSlowWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPknlMstpSrasWrflDnon_end\n- AfdsPknlMstpSrasWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon\n- AfdsPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon_end\n- AfdsPknlMstpSrasWpstDnon_inv\n- AfdsPknlMstpSrasWpstDnon_turnL\n- AfdsPknlMstpSrasWpstDnon_turnR\n- AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPknlMstpSlowWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPknlMstpSrasWpstDnon_end\n- AfdsPknlMstpSrasWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon\n- AfdsPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon_end\n- AfdsPknlMstpSrasWrflDnon_inv\n- AfdsPknlMstpSrasWrflDnon_turnL\n- AfdsPknlMstpSrasWrflDnon_turnR\n- AfdspPknlMstpSlowWpstDnon_AfdspPercMstpSlowWpstDnon\n- AfdsPpneMstpSnonWnonDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPknlMstpSnonWnonDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPpneMstpSrasWpstDnon_end\n- AfdsPpneMstpSnonWnonDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon\n- AfdsPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon_end\n- AfdsPpneMstpSnonWnonDnon_inv\n- AfdsPpneMstpSnonWnonDnon_turnL\n- AfdsPpneMstpSnonWnonDnon_turnR\n- AfdsPpneMstpSoptWbinDnon\n- AfdsPpneMstpSoptWbinDnon_AfdsPercMstpSoptWbinDnon\n- AfdsPpneMstpSoptWbinDnon_AfdsPknlMstpSoptWbinDnon\n- AfdsPpneMstpSoptWbinDnon_turnL\n- AfdsPpneMstpSoptWbinDnon_turnR\n- AfdsPpneMstpSrasWpstDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPpneMstpSrasWrflDnon_end\n- AfdsPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon\n- AfdsPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon_end\n- AfdsPpneMstpSrasWpstDnon_inv\n- AfdsPpneMstpSrasWpstDnon_turnL\n- AfdsPpneMstpSrasWpstDnon_turnR\n- AfdsPpneMstpSrasWrflDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPpneMstpSrasWpstDnon_end\n- AfdsPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon\n- AfdsPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon_end\n- AfdsPpneMstpSrasWrflDnon_inv\n- AfdsPpneMstpSrasWrflDnon_turnL\n- AfdsPpneMstpSrasWrflDnon_turnR\n- AidlPercMevaSrasWrflDf\n- AidlPercMrunSrasWrflDf\n- AidlPercMstpSlowWpstDnon_AI\n- AidlPercMstpSlowWpstDnon_AmovPercMstpSrasWpstDnon\n- AidlPercMstpSlowWpstDnon_G01\n- AidlPercMstpSlowWpstDnon_G02\n- AidlPercMstpSlowWpstDnon_G03\n- AidlPercMstpSlowWpstDnon_G0S\n- AidlPercMstpSlowWrflDnon_AI\n- AidlPercMstpSlowWrflDnon_G01\n- AidlPercMstpSlowWrflDnon_G01_combat\n- AidlPercMstpSlowWrflDnon_G02\n- AidlPercMstpSlowWrflDnon_G02_combat\n- AidlPercMstpSlowWrflDnon_G03\n- AidlPercMstpSlowWrflDnon_G03_combat\n- AidlPercMstpSlowWrflDnon_G04\n- AidlPercMstpSlowWrflDnon_G04_combat\n- AidlPercMstpSlowWrflDnon_G05\n- AidlPercMstpSlowWrflDnon_G05_combat\n- AidlPercMstpSlowWrflDnon_G0S\n- AidlPercMstpSnonWnonDnon_AI\n- AidlPercMstpSnonWnonDnon_G01\n- AidlPercMstpSnonWnonDnon_G02\n- AidlPercMstpSnonWnonDnon_G03\n- AidlPercMstpSnonWnonDnon_G04\n- AidlPercMstpSnonWnonDnon_G05\n- AidlPercMstpSnonWnonDnon_G06\n- AidlPercMstpSnonWnonDnon_G0S\n- AidlPercMstpSrasWlnrDnon_1\n- AidlPercMstpSrasWlnrDnon_2\n- AidlPercMstpSrasWlnrDnon_3\n- AidlPercMstpSrasWlnrDnon_AI\n- AidlPercMstpSrasWlnrDnon_G01\n- AidlPercMstpSrasWlnrDnon_G02\n- AidlPercMstpSrasWlnrDnon_G0S\n- AidlPercMstpSrasWlnrDnon_S\n- AidlPercMstpSrasWpstDnon_AI\n- AidlPercMstpSrasWpstDnon_G01\n- AidlPercMstpSrasWpstDnon_G01_player\n- AidlPercMstpSrasWpstDnon_G02\n- AidlPercMstpSrasWpstDnon_G02_player\n- AidlPercMstpSrasWpstDnon_G03\n- AidlPercMstpSrasWpstDnon_G03_player\n- AidlPercMstpSrasWpstDnon_G0S\n- AidlPercMstpSrasWrflDnon_AI\n- AidlPercMstpSrasWrflDnon_G01\n- AidlPercMstpSrasWrflDnon_G01_player\n- AidlPercMstpSrasWrflDnon_G02\n- AidlPercMstpSrasWrflDnon_G02_player\n- AidlPercMstpSrasWrflDnon_G03\n- AidlPercMstpSrasWrflDnon_G03_player\n- AidlPercMstpSrasWrflDnon_G04\n- AidlPercMstpSrasWrflDnon_G04_player\n- AidlPercMstpSrasWrflDnon_G0S\n- AidlPercMstpSrasWrflDnon_Salute\n- AidlPercMstpSrasWrflDnon_SaluteIn\n- AidlPercMstpSrasWrflDnon_SaluteOut\n- AidlPercMstpSrasWrflDnon_turnL\n- AidlPercMstpSrasWrflDnon_turnR\n- AidlPercMwlkSrasWrflDb\n- AidlPercMwlkSrasWrflDf\n- AidlPknlMstpSlowWpstDnon_AI\n- AidlPknlMstpSlowWpstDnon_G01\n- AidlPknlMstpSlowWpstDnon_G02\n- AidlPknlMstpSlowWpstDnon_G03\n- AidlPknlMstpSlowWpstDnon_G0S\n- AidlPknlMstpSlowWrflDnon_AI\n- AidlPknlMstpSlowWrflDnon_G01\n- AidlPknlMstpSlowWrflDnon_G01_combat\n- AidlPknlMstpSlowWrflDnon_G02\n- AidlPknlMstpSlowWrflDnon_G02_combat\n- AidlPknlMstpSlowWrflDnon_G03\n- AidlPknlMstpSlowWrflDnon_G03_combat\n- AidlPknlMstpSlowWrflDnon_G0S\n- AidlPknlMstpSnonWnonDnon_AI\n- AidlPknlMstpSnonWnonDnon_G01\n- AidlPknlMstpSnonWnonDnon_G02\n- AidlPknlMstpSnonWnonDnon_G03\n- AidlPknlMstpSnonWnonDnon_G0S\n- AidlPknlMstpSrasWlnrDnon_AI\n- AidlPknlMstpSrasWlnrDnon_G01\n- AidlPknlMstpSrasWlnrDnon_G02\n- AidlPknlMstpSrasWlnrDnon_G03\n- AidlPknlMstpSrasWlnrDnon_G0S\n- AidlPknlMstpSrasWpstDnon_AI\n- AidlPknlMstpSrasWpstDnon_G01\n- AidlPknlMstpSrasWpstDnon_G01_player\n- AidlPknlMstpSrasWpstDnon_G02\n- AidlPknlMstpSrasWpstDnon_G02_player\n- AidlPknlMstpSrasWpstDnon_G03\n- AidlPknlMstpSrasWpstDnon_G03_player\n- AidlPknlMstpSrasWpstDnon_G0S\n- AidlPknlMstpSrasWrflDnon_AI\n- AidlPknlMstpSrasWrflDnon_G01\n- AidlPknlMstpSrasWrflDnon_G01_player\n- AidlPknlMstpSrasWrflDnon_G02\n- AidlPknlMstpSrasWrflDnon_G02_player\n- AidlPknlMstpSrasWrflDnon_G0S\n- AidlPpneMstpSnonWnonDnon_AI\n- AidlPpneMstpSnonWnonDnon_G01\n- AidlPpneMstpSnonWnonDnon_G02\n- AidlPpneMstpSnonWnonDnon_G03\n- AidlPpneMstpSnonWnonDnon_G0S\n- AidlPpneMstpSrasWpstDnon_AI\n- AidlPpneMstpSrasWpstDnon_G01\n- AidlPpneMstpSrasWpstDnon_G01_player\n- AidlPpneMstpSrasWpstDnon_G02\n- AidlPpneMstpSrasWpstDnon_G02_player\n- AidlPpneMstpSrasWpstDnon_G03\n- AidlPpneMstpSrasWpstDnon_G03_player\n- AidlPpneMstpSrasWpstDnon_G0S\n- AidlPpneMstpSrasWrflDnon_AI\n- AidlPpneMstpSrasWrflDnon_G01\n- AidlPpneMstpSrasWrflDnon_G01_player\n- AidlPpneMstpSrasWrflDnon_G02\n- AidlPpneMstpSrasWrflDnon_G02_player\n- AidlPpneMstpSrasWrflDnon_G03\n- AidlPpneMstpSrasWrflDnon_G03_player\n- AidlPpneMstpSrasWrflDnon_G0S\n- AidlPsitMstpSnonWnonDnon_ground00\n- AinjPfalMstpSnonWnonDf_carried\n- AinjPfalMstpSnonWnonDf_carried_dead\n- AinjPfalMstpSnonWnonDf_carried_fall\n- AinjPfalMstpSnonWnonDf_carried_fallwc\n- AinjPfalMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon_injured\n- AinjPfalMstpSnonWnonDnon_carried_Down\n- AinjPfalMstpSnonWnonDnon_carried_still\n- AinjPfalMstpSnonWnonDnon_carried_Up\n- AinjPfalMstpSnonWrflDf_carried\n- AinjPfalMstpSnonWrflDf_carried_dead\n- AinjPfalMstpSnonWrflDf_carried_fall\n- AinjPfalMstpSnonWrflDf_carried_fallwc\n- AinjPfalMstpSnonWrflDnon_AmovPpneMstpSrasWrflDnon_injured\n- AinjPfalMstpSnonWrflDnon_carried_Down\n- AinjPfalMstpSnonWrflDnon_carried_still\n- AinjPfalMstpSnonWrflDnon_carried_Up\n- AinjPpneMrunSnonWnonDb\n- AinjPpneMrunSnonWnonDb_death\n- AinjPpneMrunSnonWnonDb_grab\n- AinjPpneMrunSnonWnonDb_release\n- AinjPpneMrunSnonWnonDb_still\n- AinjPpneMstpSnonWnonDnon\n- AinjPpneMstpSnonWnonDnon_injuredHealed\n- AinjPpneMstpSnonWnonDnon_kneel\n- AinjPpneMstpSnonWnonDnon_rolltoback\n- AinjPpneMstpSnonWnonDnon_rolltofront\n- AinjPpneMstpSnonWrflDb\n- AinjPpneMstpSnonWrflDb_death\n- AinjPpneMstpSnonWrflDb_release\n- AinjPpneMstpSnonWrflDnon\n- AinjPpneMstpSnonWrflDnon_injuredHealed\n- AinjPpneMstpSnonWrflDnon_rolltoback\n- AinjPpneMstpSnonWrflDnon_rolltofront\n- AinvPercMstpSnonWnonDnon\n- AinvPercMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon\n- AinvPercMstpSnonWnonDnon_G01\n- AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon\n- AinvPercMstpSoptWbinDnon_Putdown_AmovPercMstpSoptWbinDnon\n- AinvPercMstpSrasWlnrDnon\n- AinvPercMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AinvPercMstpSrasWlnrDnon_G01\n- AinvPercMstpSrasWlnrDnon_Putdown_AmovPercMstpSrasWlnrDnon\n- AinvPercMstpSrasWpstDnon\n- AinvPercMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon\n- AinvPercMstpSrasWpstDnon_G01\n- AinvPercMstpSrasWpstDnon_Putdown_AmovPercMstpSrasWpstDnon\n- AinvPercMstpSrasWrflDnon\n- AinvPercMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon\n- AinvPercMstpSrasWrflDnon_G01\n- AinvPercMstpSrasWrflDnon_Putdown\n- AinvPercMstpSrasWrflDnon_Putdown_AmovPercMstpSrasWrflDnon\n- AinvPknlMstpSlayWlnrDnon_medicOther\n- AinvPknlMstpSlayWnonDnon_medic\n- AinvPknlMstpSlayWnonDnon_medicIn\n- AinvPknlMstpSlayWnonDnon_medicOther\n- AinvPknlMstpSlayWnonDnon_medicOut\n- AinvPknlMstpSlayWpstDnon_medic\n- AinvPknlMstpSlayWpstDnon_medicIn\n- AinvPknlMstpSlayWpstDnon_medicOther\n- AinvPknlMstpSlayWpstDnon_medicOtherIn\n- AinvPknlMstpSlayWpstDnon_medicOtherOut\n- AinvPknlMstpSlayWpstDnon_medicOut\n- AinvPknlMstpSlayWrflDnon\n- AinvPknlMstpSlayWrflDnon_1\n- AinvPknlMstpSlayWrflDnon_AmovPercMstpSnonWnonDnon\n- AinvPknlMstpSlayWrflDnon_AmovPercMstpSrasWrflDnon\n- AinvPknlMstpSlayWrflDnon_AmovPknlMstpSnonWnonDnon\n- AinvPknlMstpSlayWrflDnon_AmovPknlMstpSrasWrflDnon\n- AinvPknlMstpSlayWrflDnon_healed\n- AinvPknlMstpSlayWrflDnon_healed2\n- AinvPknlMstpSlayWrflDnon_medic\n- AinvPknlMstpSlayWrflDnon_medicDummyEnd\n- AinvPknlMstpSlayWrflDnon_medicOther\n- AinvPknlMstpSnonWnonDnon\n- AinvPknlMstpSnonWnonDnon_1\n- AinvPknlMstpSnonWnonDnon_2\n- AinvPknlMstpSnonWnonDnon_3\n- AinvPknlMstpSnonWnonDnon_4\n- AinvPknlMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon_medic\n- AinvPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon\n- AinvPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_end\n- AinvPknlMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AinvPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon\n- AinvPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon_end\n- AinvPknlMstpSnonWnonDnon_G01\n- AinvPknlMstpSnonWnonDnon_healed_1\n- AinvPknlMstpSnonWnonDnon_healed_2\n- AinvPknlMstpSnonWnonDnon_medic\n- AinvPknlMstpSnonWnonDnon_medic0\n- AinvPknlMstpSnonWnonDnon_medic0S\n- AinvPknlMstpSnonWnonDnon_medic1\n- AinvPknlMstpSnonWnonDnon_medic2\n- AinvPknlMstpSnonWnonDnon_medic3\n- AinvPknlMstpSnonWnonDnon_medic4\n- AinvPknlMstpSnonWnonDnon_medic5\n- AinvPknlMstpSnonWnonDnon_medic_1\n- AinvPknlMstpSnonWnonDnon_medic_2\n- AinvPknlMstpSnonWnonDnon_medicEnd\n- AinvPknlMstpSnonWnonDnon_medicUp\n- AinvPknlMstpSnonWnonDnon_medicUp0\n- AinvPknlMstpSnonWnonDnon_medicUp0S\n- AinvPknlMstpSnonWnonDnon_medicUp1\n- AinvPknlMstpSnonWnonDnon_medicUp2\n- AinvPknlMstpSnonWnonDnon_medicUp3\n- AinvPknlMstpSnonWnonDnon_medicUp4\n- AinvPknlMstpSnonWnonDnon_medicUp5\n- AinvPknlMstpSnonWnonDnon_Putdown_AmovPknlMstpSnonWnonDnon\n- AinvPknlMstpSnonWnonDr_medic0\n- AinvPknlMstpSnonWnonDr_medic0S\n- AinvPknlMstpSnonWnonDr_medic1\n- AinvPknlMstpSnonWnonDr_medic2\n- AinvPknlMstpSnonWnonDr_medic3\n- AinvPknlMstpSnonWnonDr_medic4\n- AinvPknlMstpSnonWnonDr_medic5\n- AinvPknlMstpSnonWnonDr_medicUp0\n- AinvPknlMstpSnonWnonDr_medicUp0S\n- AinvPknlMstpSnonWnonDr_medicUp1\n- AinvPknlMstpSnonWnonDr_medicUp2\n- AinvPknlMstpSnonWnonDr_medicUp3\n- AinvPknlMstpSnonWnonDr_medicUp4\n- AinvPknlMstpSnonWnonDr_medicUp5\n- AinvPknlMstpSnonWrflDnon_AinvPknlMstpSnonWrflDnon_medic\n- AinvPknlMstpSnonWrflDnon_AinvPknlMstpSnonWrflDnon_medic_Launcher\n- AinvPknlMstpSnonWrflDnon_medic\n- AinvPknlMstpSnonWrflDnon_medic0\n- AinvPknlMstpSnonWrflDnon_medic0S\n- AinvPknlMstpSnonWrflDnon_medic1\n- AinvPknlMstpSnonWrflDnon_medic2\n- AinvPknlMstpSnonWrflDnon_medic3\n- AinvPknlMstpSnonWrflDnon_medic4\n- AinvPknlMstpSnonWrflDnon_medic5\n- AinvPknlMstpSnonWrflDnon_medicEnd\n- AinvPknlMstpSnonWrflDnon_medicUp\n- AinvPknlMstpSnonWrflDnon_medicUp0\n- AinvPknlMstpSnonWrflDnon_medicUp0S\n- AinvPknlMstpSnonWrflDnon_medicUp1\n- AinvPknlMstpSnonWrflDnon_medicUp2\n- AinvPknlMstpSnonWrflDnon_medicUp3\n- AinvPknlMstpSnonWrflDnon_medicUp4\n- AinvPknlMstpSnonWrflDnon_medicUp5\n- AinvPknlMstpSnonWrflDr_medic0_old\n- AinvPknlMstpSnonWrflDr_medic0S\n- AinvPknlMstpSnonWrflDr_medic1\n- AinvPknlMstpSnonWrflDr_medic1_old\n- AinvPknlMstpSnonWrflDr_medic2\n- AinvPknlMstpSnonWrflDr_medic2_old\n- AinvPknlMstpSnonWrflDr_medic3\n- AinvPknlMstpSnonWrflDr_medic3_old\n- AinvPknlMstpSnonWrflDr_medic4\n- AinvPknlMstpSnonWrflDr_medic4_old\n- AinvPknlMstpSnonWrflDr_medic5\n- AinvPknlMstpSnonWrflDr_medic5_old\n- AinvPknlMstpSoptWbinDnon_Putdown_AmovPknlMstpSoptWbinDnon\n- AinvPknlMstpSrasWlnrDnon\n- AinvPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon\n- AinvPknlMstpSrasWlnrDnon_G01\n- AinvPknlMstpSrasWlnrDnon_Putdown_AmovPknlMstpSrasWlnrDnon\n- AinvPknlMstpSrasWpstDnon\n- AinvPknlMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon\n- AinvPknlMstpSrasWpstDnon_G01\n- AinvPknlMstpSrasWpstDnon_Putdown_AmovPknlMstpSrasWpstDnon\n- AinvPknlMstpSrasWrflDnon\n- AinvPknlMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AinvPknlMstpSrasWrflDnon_G01\n- AinvPknlMstpSrasWrflDnon_Putdown\n- AinvPknlMstpSrasWrflDnon_Putdown_AmovPknlMstpSrasWrflDnon\n- AinvPpneMstpSlayWnonDnon_medic\n- AinvPpneMstpSlayWnonDnon_medicIn\n- AinvPpneMstpSlayWnonDnon_medicOther\n- AinvPpneMstpSlayWnonDnon_medicOut\n- AinvPpneMstpSlayWpstDnon_medic\n- AinvPpneMstpSlayWpstDnon_medicIn\n- AinvPpneMstpSlayWpstDnon_medicOther\n- AinvPpneMstpSlayWpstDnon_medicOtherIn\n- AinvPpneMstpSlayWpstDnon_medicOtherOut\n- AinvPpneMstpSlayWpstDnon_medicOut\n- AinvPpneMstpSlayWrflDnon_medic\n- AinvPpneMstpSlayWrflDnon_medicDummyEnd\n- AinvPpneMstpSlayWrflDnon_medicOther\n- AinvPpneMstpSnonWnonDnon\n- AinvPpneMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AinvPpneMstpSnonWnonDnon_G01\n- AinvPpneMstpSnonWnonDnon_Putdown_AmovPpneMstpSnonWnonDnon\n- AinvPpneMstpSoptWbinDnon_Putdown_AmovPpneMstpSoptWbinDnon\n- AinvPpneMstpSrasWpstDnon\n- AinvPpneMstpSrasWpstDnon_AmovPpneMstpSrasWpstDnon\n- AinvPpneMstpSrasWpstDnon_G01\n- AinvPpneMstpSrasWpstDnon_Putdown_AmovPpneMstpSrasWpstDnon\n- AinvPpneMstpSrasWrflDnon\n- AinvPpneMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AinvPpneMstpSrasWrflDnon_G01\n- AinvPpneMstpSrasWrflDnon_Putdown\n- AinvPpneMstpSrasWrflDnon_Putdown_AmovPpneMstpSrasWrflDnon\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDdown\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDleft\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDright\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDup\n- AmovPercMevaSlowWlnrDf\n- AmovPercMevaSlowWlnrDfl\n- AmovPercMevaSlowWlnrDfr\n- AmovPercMevaSlowWpstDf\n- AmovPercMevaSlowWpstDfl\n- AmovPercMevaSlowWpstDfr\n- AmovPercMevaSlowWrflDf\n- AmovPercMevaSlowWrflDfl\n- AmovPercMevaSlowWrflDfr\n- AmovPercMevaSnonWbinDf\n- AmovPercMevaSnonWbinDf_lnr\n- AmovPercMevaSnonWbinDf_non\n- AmovPercMevaSnonWbinDf_pst\n- AmovPercMevaSnonWbinDf_rfl\n- AmovPercMevaSnonWbinDfl\n- AmovPercMevaSnonWbinDfl_lnr\n- AmovPercMevaSnonWbinDfl_non\n- AmovPercMevaSnonWbinDfl_pst\n- AmovPercMevaSnonWbinDfl_rfl\n- AmovPercMevaSnonWbinDfr\n- AmovPercMevaSnonWbinDfr_lnr\n- AmovPercMevaSnonWbinDfr_non\n- AmovPercMevaSnonWbinDfr_pst\n- AmovPercMevaSnonWbinDfr_rfl\n- AmovPercMevaSnonWnonDf\n- AmovPercMevaSnonWnonDfl\n- AmovPercMevaSnonWnonDfr\n- AmovPercMevaSrasWpstDf\n- AmovPercMevaSrasWpstDfl\n- AmovPercMevaSrasWpstDfr\n- AmovPercMevaSrasWpstDl\n- AmovPercMevaSrasWpstDr\n- AmovPercMevaSrasWrflDf\n- AmovPercMevaSrasWrflDf_AmovPknlMstpSrasWrflDnon\n- AmovPercMevaSrasWrflDfl\n- AmovPercMevaSrasWrflDfl_AmovPknlMstpSrasWrflDnon\n- AmovPercMevaSrasWrflDfr\n- AmovPercMevaSrasWrflDfr_AmovPknlMstpSrasWrflDnon\n- AmovPercMevaSrasWrflDl\n- AmovPercMevaSrasWrflDr\n- AmovPercMlmpSlowWpstDb\n- AmovPercMlmpSlowWpstDbl\n- AmovPercMlmpSlowWpstDbr\n- AmovPercMlmpSlowWpstDf\n- AmovPercMlmpSlowWpstDfl\n- AmovPercMlmpSlowWpstDfr\n- AmovPercMlmpSlowWpstDl\n- AmovPercMlmpSlowWpstDr\n- AmovPercMlmpSlowWrflDb\n- AmovPercMlmpSlowWrflDbl\n- AmovPercMlmpSlowWrflDbr\n- AmovPercMlmpSlowWrflDf\n- AmovPercMlmpSlowWrflDfl\n- AmovPercMlmpSlowWrflDfr\n- AmovPercMlmpSlowWrflDl\n- AmovPercMlmpSlowWrflDr\n- AmovPercMlmpSnonWnonDb\n- AmovPercMlmpSnonWnonDbl\n- AmovPercMlmpSnonWnonDbr\n- AmovPercMlmpSnonWnonDf\n- AmovPercMlmpSnonWnonDfl\n- AmovPercMlmpSnonWnonDfr\n- AmovPercMlmpSnonWnonDl\n- AmovPercMlmpSnonWnonDr\n- AmovPercMlmpSoptWbinDb\n- AmovPercMlmpSoptWbinDbl\n- AmovPercMlmpSoptWbinDbr\n- AmovPercMlmpSoptWbinDf\n- AmovPercMlmpSoptWbinDfl\n- AmovPercMlmpSoptWbinDfr\n- AmovPercMlmpSoptWbinDl\n- AmovPercMlmpSoptWbinDr\n- AmovPercMlmpSrasWlnrDb\n- AmovPercMlmpSrasWlnrDbl\n- AmovPercMlmpSrasWlnrDbr\n- AmovPercMlmpSrasWlnrDf\n- AmovPercMlmpSrasWlnrDfl\n- AmovPercMlmpSrasWlnrDfr\n- AmovPercMlmpSrasWlnrDl\n- AmovPercMlmpSrasWlnrDr\n- AmovPercMlmpSrasWpstDb\n- AmovPercMlmpSrasWpstDbl\n- AmovPercMlmpSrasWpstDbr\n- AmovPercMlmpSrasWpstDf\n- AmovPercMlmpSrasWpstDfl\n- AmovPercMlmpSrasWpstDfr\n- AmovPercMlmpSrasWpstDl\n- AmovPercMlmpSrasWpstDr\n- AmovPercMlmpSrasWrflDb\n- AmovPercMlmpSrasWrflDbl\n- AmovPercMlmpSrasWrflDbr\n- AmovPercMlmpSrasWrflDf\n- AmovPercMlmpSrasWrflDfl\n- AmovPercMlmpSrasWrflDfr\n- AmovPercMlmpSrasWrflDl\n- AmovPercMlmpSrasWrflDr\n- AmovPercMrunSlowWlnrDb\n- AmovPercMrunSlowWlnrDbl\n- AmovPercMrunSlowWlnrDbr\n- AmovPercMrunSlowWlnrDf\n- AmovPercMrunSlowWlnrDfl\n- AmovPercMrunSlowWlnrDfr\n- AmovPercMrunSlowWlnrDl\n- AmovPercMrunSlowWlnrDr\n- AmovPercMrunSlowWpstDb\n- AmovPercMrunSlowWpstDbl\n- AmovPercMrunSlowWpstDbr\n- AmovPercMrunSlowWpstDf\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthArm\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthEnd\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthStart\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthThrow\n- AmovPercMrunSlowWpstDfl\n- AmovPercMrunSlowWpstDfr\n- AmovPercMrunSlowWpstDl\n- AmovPercMrunSlowWpstDr\n- AmovPercMrunSlowWrflDb\n- AmovPercMrunSlowWrflDbl\n- AmovPercMrunSlowWrflDbr\n- AmovPercMrunSlowWrflDf\n- AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthEnd\n- AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthStart\n- AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthThrow\n- AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon\n- AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon_end\n- AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon_old\n- AmovPercMrunSlowWrflDfl\n- AmovPercMrunSlowWrflDfr\n- AmovPercMrunSlowWrflDl\n- AmovPercMrunSlowWrflDr\n- AmovPercMrunSnonWbinDb\n- AmovPercMrunSnonWbinDb_lnr\n- AmovPercMrunSnonWbinDb_non\n- AmovPercMrunSnonWbinDb_pst\n- AmovPercMrunSnonWbinDb_rfl\n- AmovPercMrunSnonWbinDbl\n- AmovPercMrunSnonWbinDbl_lnr\n- AmovPercMrunSnonWbinDbl_non\n- AmovPercMrunSnonWbinDbl_pst\n- AmovPercMrunSnonWbinDbl_rfl\n- AmovPercMrunSnonWbinDbr\n- AmovPercMrunSnonWbinDbr_lnr\n- AmovPercMrunSnonWbinDbr_non\n- AmovPercMrunSnonWbinDbr_pst\n- AmovPercMrunSnonWbinDbr_rfl\n- AmovPercMrunSnonWbinDf\n- AmovPercMrunSnonWbinDf_lnr\n- AmovPercMrunSnonWbinDf_non\n- AmovPercMrunSnonWbinDf_pst\n- AmovPercMrunSnonWbinDf_rfl\n- AmovPercMrunSnonWbinDfl\n- AmovPercMrunSnonWbinDfl_lnr\n- AmovPercMrunSnonWbinDfl_non\n- AmovPercMrunSnonWbinDfl_pst\n- AmovPercMrunSnonWbinDfl_rfl\n- AmovPercMrunSnonWbinDfr\n- AmovPercMrunSnonWbinDfr_lnr\n- AmovPercMrunSnonWbinDfr_non\n- AmovPercMrunSnonWbinDfr_pst\n- AmovPercMrunSnonWbinDfr_rfl\n- AmovPercMrunSnonWbinDl\n- AmovPercMrunSnonWbinDl_lnr\n- AmovPercMrunSnonWbinDl_non\n- AmovPercMrunSnonWbinDl_pst\n- AmovPercMrunSnonWbinDl_rfl\n- AmovPercMrunSnonWbinDr\n- AmovPercMrunSnonWbinDr_lnr\n- AmovPercMrunSnonWbinDr_non\n- AmovPercMrunSnonWbinDr_pst\n- AmovPercMrunSnonWbinDr_rfl\n- AmovPercMrunSnonWnonDb\n- AmovPercMrunSnonWnonDbl\n- AmovPercMrunSnonWnonDbr\n- AmovPercMrunSnonWnonDf\n- AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthEnd\n- AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthStart\n- AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthThrow\n- AmovPercMrunSnonWnonDfl\n- AmovPercMrunSnonWnonDfr\n- AmovPercMrunSnonWnonDl\n- AmovPercMrunSnonWnonDr\n- AmovPercMrunSrasWlnrDb\n- AmovPercMrunSrasWlnrDbl\n- AmovPercMrunSrasWlnrDbr\n- AmovPercMrunSrasWlnrDf\n- AmovPercMrunSrasWlnrDfl\n- AmovPercMrunSrasWlnrDfr\n- AmovPercMrunSrasWlnrDl\n- AmovPercMrunSrasWlnrDr\n- AmovPercMrunSrasWpstDb\n- AmovPercMrunSrasWpstDbl\n- AmovPercMrunSrasWpstDbr\n- AmovPercMrunSrasWpstDf\n- AmovPercMrunSrasWpstDfl\n- AmovPercMrunSrasWpstDfr\n- AmovPercMrunSrasWpstDl\n- AmovPercMrunSrasWpstDr\n- AmovPercMrunSrasWrflDb\n- AmovPercMrunSrasWrflDb_ldst\n- AmovPercMrunSrasWrflDbl\n- AmovPercMrunSrasWrflDbl_ldst\n- AmovPercMrunSrasWrflDbr\n- AmovPercMrunSrasWrflDbr_ldst\n- AmovPercMrunSrasWrflDf\n- AmovPercMrunSrasWrflDf_AmovPercMrunSrasWrflDfl\n- AmovPercMrunSrasWrflDf_ldst\n- AmovPercMrunSrasWrflDfl\n- AmovPercMrunSrasWrflDfl_AmovPercMrunSrasWrflDf\n- AmovPercMrunSrasWrflDfl_AmovPercMrunSrasWrflDfr\n- AmovPercMrunSrasWrflDfl_ldst\n- AmovPercMrunSrasWrflDfr\n- AmovPercMrunSrasWrflDfr_AmovPercMrunSrasWrflDf\n- AmovPercMrunSrasWrflDfr_AmovPercMrunSrasWrflDfl\n- AmovPercMrunSrasWrflDfr_ldst\n- AmovPercMrunSrasWrflDl\n- AmovPercMrunSrasWrflDl_ldst\n- AmovPercMrunSrasWrflDr\n- AmovPercMrunSrasWrflDr_ldst\n- AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon\n- AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon_2\n- AmovPercMsprSlowWrflDf_AmovPpneMstpSrasWrflDnon\n- AmovPercMsprSlowWrflDf_AmovPpneMstpSrasWrflDnon_2\n- AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon\n- AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon_2\n- AmovPercMstpSlowWlnrDnon\n- AmovPercMstpSlowWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSlowWlnrDnon_turnL\n- AmovPercMstpSlowWlnrDnon_turnR\n- AmovPercMstpSlowWpstDnon\n- AmovPercMstpSlowWpstDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSlowWpstDnon_AmovPknlMstpSlowWpstDnon\n- AmovPercMstpSlowWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPercMstpSlowWpstDnon_turnL\n- AmovPercMstpSlowWpstDnon_turnR\n- AmovPercMstpSlowWrflDnon\n- AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_1\n- AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2\n- AmovPercMstpSlowWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPknlMstpSlowWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPsitMstpSlowWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPsitMstpSrasWrflDnon\n- AmovPercMstpSlowWrflDnon_diary\n- AmovPercMstpSlowWrflDnon_gear\n- AmovPercMstpSlowWrflDnon_Salute\n- AmovPercMstpSlowWrflDnon_SaluteIn\n- AmovPercMstpSlowWrflDnon_SaluteOut\n- AmovPercMstpSlowWrflDnon_turnL\n- AmovPercMstpSlowWrflDnon_turnR\n- AmovPercMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1\n- AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_2\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInHigh\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInLow\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInSDV\n- AmovPercMstpSnonWnonDnon_AinvPercMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AinvPercMstpSnonWnonDnon_Putdown\n- AmovPercMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_end\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPercMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPsitMstpSnonWnonDnon_ground\n- AmovPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSnonWnonDnon_Ease\n- AmovPercMstpSnonWnonDnon_EaseIn\n- AmovPercMstpSnonWnonDnon_EaseOut\n- AmovPercMstpSnonWnonDnon_exerciseKata\n- AmovPercMstpSnonWnonDnon_exercisekneeBendA\n- AmovPercMstpSnonWnonDnon_exercisekneeBendB\n- AmovPercMstpSnonWnonDnon_exercisePushup\n- AmovPercMstpSnonWnonDnon_falling\n- AmovPercMstpSnonWnonDnon_gear\n- AmovPercMstpSnonWnonDnon_Heli_Attack_01Gunner\n- AmovPercMstpSnonWnonDnon_Heli_Attack_01Pilot\n- AmovPercMstpSnonWnonDnon_Salute\n- AmovPercMstpSnonWnonDnon_SaluteIn\n- AmovPercMstpSnonWnonDnon_SaluteOut\n- AmovPercMstpSnonWnonDnon_Scared\n- AmovPercMstpSnonWnonDnon_Scared2\n- AmovPercMstpSnonWnonDnon_turnL\n- AmovPercMstpSnonWnonDnon_turnR\n- AmovPercMstpSnonWpstDnon_AmovPsitMstpSnonWpstDnon_ground\n- AmovPercMstpSoptWbinDnon\n- AmovPercMstpSoptWbinDnon_AinvPercMstpSoptWbinDnon_Putdown\n- AmovPercMstpSoptWbinDnon_AmovPknlMstpSoptWbinDnon\n- AmovPercMstpSoptWbinDnon_AmovPpneMstpSoptWbinDnon\n- AmovPercMstpSoptWbinDnon_turnL\n- AmovPercMstpSoptWbinDnon_turnR\n- AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AinvPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AinvPercMstpSrasWlnrDnon_Putdown\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSlowWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWpstDnon_end\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWrflDnon_end\n- AmovPercMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AmovPpneMstpSnonWnonDnon\n- AmovPercMstpSrasWlnrDnon_AmovPpneMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSrasWlnrDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSrasWlnrDnon_turnL\n- AmovPercMstpSrasWlnrDnon_turnR\n- AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDdown\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDleft\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDright\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDup\n- AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft\n- AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright\n- AmovPercMstpSrasWpstDnon_AcinPknlMwlkSnonWpstDb_1\n- AmovPercMstpSrasWpstDnon_AcinPknlMwlkSnonWpstDb_2\n- AmovPercMstpSrasWpstDnon_AidlPercMstpSlowWpstDnon\n- AmovPercMstpSrasWpstDnon_AinvPercMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AinvPercMstpSrasWpstDnon_Putdown\n- AmovPercMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon\n- AmovPercMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSlowWpstDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSnonWnonDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWlnrDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon_gear\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWrflDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSrasWpstDnon_falling\n- AmovPercMstpSrasWpstDnon_gear\n- AmovPercMstpSrasWpstDnon_gear_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_Salute\n- AmovPercMstpSrasWpstDnon_SaluteIn\n- AmovPercMstpSrasWpstDnon_SaluteIn_end\n- AmovPercMstpSrasWpstDnon_SaluteOut\n- AmovPercMstpSrasWpstDnon_SaluteOut_end\n- AmovPercMstpSrasWpstDnon_turnL\n- AmovPercMstpSrasWpstDnon_turnR\n- AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDdown\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDleft\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDright\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDup\n- AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft\n- AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright\n- AmovPercMstpSrasWrflDnon_AinvPercMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AinvPercMstpSrasWrflDnon_Putdown\n- AmovPercMstpSrasWrflDnon_AinvPknlMstpSlayWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWlnrDnon_end\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWpstDnon_end\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon_gear\n- AmovPercMstpSrasWrflDnon_AmovPknlMstpSlowWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSrasWrflDnon_diary\n- AmovPercMstpSrasWrflDnon_falling\n- AmovPercMstpSrasWrflDnon_gear\n- AmovPercMstpSrasWrflDnon_gear_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_Salute\n- AmovPercMstpSrasWrflDnon_SaluteIn\n- AmovPercMstpSrasWrflDnon_SaluteOut\n- AmovPercMstpSrasWrflDnon_turnL\n- AmovPercMstpSrasWrflDnon_turnR\n- AmovPercMstpSsurWnonDnon\n- AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMtacSlowWpstDb\n- AmovPercMtacSlowWpstDbl\n- AmovPercMtacSlowWpstDbr\n- AmovPercMtacSlowWpstDf\n- AmovPercMtacSlowWpstDfl\n- AmovPercMtacSlowWpstDfr\n- AmovPercMtacSlowWpstDl\n- AmovPercMtacSlowWpstDr\n- AmovPercMtacSlowWrflDb\n- AmovPercMtacSlowWrflDb_ver2\n- AmovPercMtacSlowWrflDbl\n- AmovPercMtacSlowWrflDbl_ver2\n- AmovPercMtacSlowWrflDbr\n- AmovPercMtacSlowWrflDbr_ver2\n- AmovPercMtacSlowWrflDf\n- AmovPercMtacSlowWrflDf_ver2\n- AmovPercMtacSlowWrflDfl\n- AmovPercMtacSlowWrflDfl_ver2\n- AmovPercMtacSlowWrflDfr\n- AmovPercMtacSlowWrflDfr_ver2\n- AmovPercMtacSlowWrflDl\n- AmovPercMtacSlowWrflDl_ver2\n- AmovPercMtacSlowWrflDr\n- AmovPercMtacSlowWrflDr_ver2\n- AmovPercMtacSrasWlnrDb\n- AmovPercMtacSrasWlnrDbl\n- AmovPercMtacSrasWlnrDbr\n- AmovPercMtacSrasWlnrDf\n- AmovPercMtacSrasWlnrDfl\n- AmovPercMtacSrasWlnrDfr\n- AmovPercMtacSrasWlnrDl\n- AmovPercMtacSrasWlnrDr\n- AmovPercMtacSrasWpstDb\n- AmovPercMtacSrasWpstDbl\n- AmovPercMtacSrasWpstDbr\n- AmovPercMtacSrasWpstDf\n- AmovPercMtacSrasWpstDfl\n- AmovPercMtacSrasWpstDfr\n- AmovPercMtacSrasWpstDl\n- AmovPercMtacSrasWpstDr\n- AmovPercMtacSrasWrflDb\n- AmovPercMtacSrasWrflDbl\n- AmovPercMtacSrasWrflDbr\n- AmovPercMtacSrasWrflDf\n- AmovPercMtacSrasWrflDf_AmovPercMtacSrasWlnrDf\n- AmovPercMtacSrasWrflDf_AmovPercMtacSrasWlnrDf_2\n- AmovPercMtacSrasWrflDfl\n- AmovPercMtacSrasWrflDfl_AmovPercMtacSrasWlnrDfl\n- AmovPercMtacSrasWrflDfl_AmovPercMtacSrasWlnrDfl_2\n- AmovPercMtacSrasWrflDfr\n- AmovPercMtacSrasWrflDfr_AmovPercMtacSrasWlnrDfr\n- AmovPercMtacSrasWrflDfr_AmovPercMtacSrasWlnrDfr_2\n- AmovPercMtacSrasWrflDl\n- AmovPercMtacSrasWrflDr\n- AmovPercMwlkSlowWlnrDb\n- AmovPercMwlkSlowWlnrDbl\n- AmovPercMwlkSlowWlnrDbr\n- AmovPercMwlkSlowWlnrDf\n- AmovPercMwlkSlowWlnrDfl\n- AmovPercMwlkSlowWlnrDfr\n- AmovPercMwlkSlowWlnrDl\n- AmovPercMwlkSlowWlnrDr\n- AmovPercMwlkSlowWpstDb\n- AmovPercMwlkSlowWpstDbl\n- AmovPercMwlkSlowWpstDbr\n- AmovPercMwlkSlowWpstDf\n- AmovPercMwlkSlowWpstDfl\n- AmovPercMwlkSlowWpstDfr\n- AmovPercMwlkSlowWpstDl\n- AmovPercMwlkSlowWpstDr\n- AmovPercMwlkSlowWrflDb\n- AmovPercMwlkSlowWrflDb_ver2\n- AmovPercMwlkSlowWrflDbl\n- AmovPercMwlkSlowWrflDbl_ver2\n- AmovPercMwlkSlowWrflDbr\n- AmovPercMwlkSlowWrflDbr_ver2\n- AmovPercMwlkSlowWrflDf\n- AmovPercMwlkSlowWrflDf_v1\n- AmovPercMwlkSlowWrflDf_v2\n- AmovPercMwlkSlowWrflDf_v3\n- AmovPercMwlkSlowWrflDf_ver2\n- AmovPercMwlkSlowWrflDfl\n- AmovPercMwlkSlowWrflDfl_ver2\n- AmovPercMwlkSlowWrflDfr\n- AmovPercMwlkSlowWrflDfr_ver2\n- AmovPercMwlkSlowWrflDl\n- AmovPercMwlkSlowWrflDl_ver2\n- AmovPercMwlkSlowWrflDr\n- AmovPercMwlkSlowWrflDr_ver2\n- AmovPercMwlkSnonWnonDb\n- AmovPercMwlkSnonWnonDbl\n- AmovPercMwlkSnonWnonDbr\n- AmovPercMwlkSnonWnonDf\n- AmovPercMwlkSnonWnonDf_AdvePercMrunSnonWnonDf\n- AmovPercMwlkSnonWnonDfl\n- AmovPercMwlkSnonWnonDfr\n- AmovPercMwlkSnonWnonDl\n- AmovPercMwlkSnonWnonDr\n- AmovPercMwlkSoptWbinDb\n- AmovPercMwlkSoptWbinDb_lnr\n- AmovPercMwlkSoptWbinDb_non\n- AmovPercMwlkSoptWbinDb_pst\n- AmovPercMwlkSoptWbinDb_rfl\n- AmovPercMwlkSoptWbinDbl\n- AmovPercMwlkSoptWbinDbl_lnr\n- AmovPercMwlkSoptWbinDbl_non\n- AmovPercMwlkSoptWbinDbl_pst\n- AmovPercMwlkSoptWbinDbl_rfl\n- AmovPercMwlkSoptWbinDbr\n- AmovPercMwlkSoptWbinDbr_lnr\n- AmovPercMwlkSoptWbinDbr_non\n- AmovPercMwlkSoptWbinDbr_pst\n- AmovPercMwlkSoptWbinDbr_rfl\n- AmovPercMwlkSoptWbinDf\n- AmovPercMwlkSoptWbinDf_lnr\n- AmovPercMwlkSoptWbinDf_non\n- AmovPercMwlkSoptWbinDf_pst\n- AmovPercMwlkSoptWbinDf_rfl\n- AmovPercMwlkSoptWbinDfl\n- AmovPercMwlkSoptWbinDfl_lnr\n- AmovPercMwlkSoptWbinDfl_non\n- AmovPercMwlkSoptWbinDfl_pst\n- AmovPercMwlkSoptWbinDfl_rfl\n- AmovPercMwlkSoptWbinDfr\n- AmovPercMwlkSoptWbinDfr_lnr\n- AmovPercMwlkSoptWbinDfr_non\n- AmovPercMwlkSoptWbinDfr_pst\n- AmovPercMwlkSoptWbinDfr_rfl\n- AmovPercMwlkSoptWbinDl\n- AmovPercMwlkSoptWbinDl_lnr\n- AmovPercMwlkSoptWbinDl_non\n- AmovPercMwlkSoptWbinDl_pst\n- AmovPercMwlkSoptWbinDl_rfl\n- AmovPercMwlkSoptWbinDr\n- AmovPercMwlkSoptWbinDr_lnr\n- AmovPercMwlkSoptWbinDr_non\n- AmovPercMwlkSoptWbinDr_pst\n- AmovPercMwlkSoptWbinDr_rfl\n- AmovPercMwlkSrasWlnrDb\n- AmovPercMwlkSrasWlnrDbl\n- AmovPercMwlkSrasWlnrDbr\n- AmovPercMwlkSrasWlnrDf\n- AmovPercMwlkSrasWlnrDfl\n- AmovPercMwlkSrasWlnrDfr\n- AmovPercMwlkSrasWlnrDl\n- AmovPercMwlkSrasWlnrDr\n- AmovPercMwlkSrasWpstDb\n- AmovPercMwlkSrasWpstDbl\n- AmovPercMwlkSrasWpstDbr\n- AmovPercMwlkSrasWpstDf\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthArm\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthEnd\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthStart\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthThrow\n- AmovPercMwlkSrasWpstDf_AwopPercMrunSgthWnonDf_1\n- AmovPercMwlkSrasWpstDfl\n- AmovPercMwlkSrasWpstDfr\n- AmovPercMwlkSrasWpstDl\n- AmovPercMwlkSrasWpstDr\n- AmovPercMwlkSrasWrflDb\n- AmovPercMwlkSrasWrflDbl\n- AmovPercMwlkSrasWrflDbr\n- AmovPercMwlkSrasWrflDf\n- AmovPercMwlkSrasWrflDf_AdvePercMrunSnonWnonDf\n- AmovPercMwlkSrasWrflDf_AdvePercMrunSnonWrflDf\n- AmovPercMwlkSrasWrflDf_AmovPercMstpSrasWrflDnon_gthEnd\n- AmovPercMwlkSrasWrflDf_AmovPercMstpSrasWrflDnon_gthStart\n- AmovPercMwlkSrasWrflDf_AmovPercMstpSrasWrflDnon_gthThrow\n- AmovPercMwlkSrasWrflDfl\n- AmovPercMwlkSrasWrflDfr\n- AmovPercMwlkSrasWrflDl\n- AmovPercMwlkSrasWrflDr\n- AmovPincMrunSlowWpstDb\n- AmovPincMrunSlowWpstDbl\n- AmovPincMrunSlowWpstDbr\n- AmovPincMrunSlowWpstDf\n- AmovPincMrunSlowWpstDfl\n- AmovPincMrunSlowWpstDfr\n- AmovPincMrunSlowWpstDl\n- AmovPincMrunSlowWpstDr\n- AmovPincMrunSlowWrflDb\n- AmovPincMrunSlowWrflDbl\n- AmovPincMrunSlowWrflDbr\n- AmovPincMrunSlowWrflDf\n- AmovPincMrunSlowWrflDfl\n- AmovPincMrunSlowWrflDfr\n- AmovPincMrunSlowWrflDl\n- AmovPincMrunSlowWrflDr\n- AmovPincMrunSnonWnonDb\n- AmovPincMrunSnonWnonDbl\n- AmovPincMrunSnonWnonDbr\n- AmovPincMrunSnonWnonDf\n- AmovPincMrunSnonWnonDfl\n- AmovPincMrunSnonWnonDfr\n- AmovPincMrunSnonWnonDl\n- AmovPincMrunSnonWnonDr\n- AmovPincMsprSlowWrflDf\n- AmovPincMstpSnonWnonDnon\n- AmovPincMstpSnonWnonDnon_turnL\n- AmovPincMstpSnonWnonDnon_turnR\n- AmovPincMstpSrasWpstDnon\n- AmovPincMstpSrasWpstDnon_turnL\n- AmovPincMstpSrasWpstDnon_turnR\n- AmovPincMstpSrasWrflDnon\n- AmovPincMstpSrasWrflDnon_turnL\n- AmovPincMstpSrasWrflDnon_turnR\n- AmovPknlMevaSlowWlnrDf\n- AmovPknlMevaSlowWlnrDfl\n- AmovPknlMevaSlowWlnrDfr\n- AmovPknlMevaSlowWrflDf\n- AmovPknlMevaSlowWrflDfl\n- AmovPknlMevaSlowWrflDfr\n- AmovPknlMevaSnonWbinDf\n- AmovPknlMevaSnonWbinDf_lnr\n- AmovPknlMevaSnonWbinDf_non\n- AmovPknlMevaSnonWbinDf_pst\n- AmovPknlMevaSnonWbinDf_rfl\n- AmovPknlMevaSnonWbinDfl\n- AmovPknlMevaSnonWbinDfl_lnr\n- AmovPknlMevaSnonWbinDfl_non\n- AmovPknlMevaSnonWbinDfl_pst\n- AmovPknlMevaSnonWbinDfl_rfl\n- AmovPknlMevaSnonWbinDfr\n- AmovPknlMevaSnonWbinDfr_lnr\n- AmovPknlMevaSnonWbinDfr_non\n- AmovPknlMevaSnonWbinDfr_pst\n- AmovPknlMevaSnonWbinDfr_rfl\n- AmovPknlMevaSnonWnonDf\n- AmovPknlMevaSnonWnonDfl\n- AmovPknlMevaSnonWnonDfr\n- AmovPknlMevaSrasWpstDf\n- AmovPknlMevaSrasWpstDfl\n- AmovPknlMevaSrasWpstDfr\n- AmovPknlMevaSrasWpstDl\n- AmovPknlMevaSrasWpstDr\n- AmovPknlMevaSrasWrflDf\n- AmovPknlMevaSrasWrflDfl\n- AmovPknlMevaSrasWrflDfr\n- AmovPknlMevaSrasWrflDl\n- AmovPknlMevaSrasWrflDr\n- AmovPknlMlmpSlowWpstDb\n- AmovPknlMlmpSlowWpstDbl\n- AmovPknlMlmpSlowWpstDbr\n- AmovPknlMlmpSlowWpstDf\n- AmovPknlMlmpSlowWpstDfl\n- AmovPknlMlmpSlowWpstDfr\n- AmovPknlMlmpSlowWpstDl\n- AmovPknlMlmpSlowWpstDr\n- AmovPknlMlmpSlowWrflDb\n- AmovPknlMlmpSlowWrflDbl\n- AmovPknlMlmpSlowWrflDbr\n- AmovPknlMlmpSlowWrflDf\n- AmovPknlMlmpSlowWrflDfl\n- AmovPknlMlmpSlowWrflDfr\n- AmovPknlMlmpSlowWrflDl\n- AmovPknlMlmpSlowWrflDr\n- AmovPknlMlmpSnonWnonDb\n- AmovPknlMlmpSnonWnonDbl\n- AmovPknlMlmpSnonWnonDbr\n- AmovPknlMlmpSnonWnonDf\n- AmovPknlMlmpSnonWnonDfl\n- AmovPknlMlmpSnonWnonDfr\n- AmovPknlMlmpSnonWnonDl\n- AmovPknlMlmpSnonWnonDr\n- AmovPknlMlmpSoptWbinDb\n- AmovPknlMlmpSoptWbinDbl\n- AmovPknlMlmpSoptWbinDbr\n- AmovPknlMlmpSoptWbinDf\n- AmovPknlMlmpSoptWbinDfl\n- AmovPknlMlmpSoptWbinDfr\n- AmovPknlMlmpSoptWbinDl\n- AmovPknlMlmpSoptWbinDr\n- AmovPknlMlmpSrasWlnrDb\n- AmovPknlMlmpSrasWlnrDbl\n- AmovPknlMlmpSrasWlnrDbr\n- AmovPknlMlmpSrasWlnrDf\n- AmovPknlMlmpSrasWlnrDfl\n- AmovPknlMlmpSrasWlnrDfr\n- AmovPknlMlmpSrasWlnrDl\n- AmovPknlMlmpSrasWlnrDr\n- AmovPknlMlmpSrasWpstDb\n- AmovPknlMlmpSrasWpstDbl\n- AmovPknlMlmpSrasWpstDbr\n- AmovPknlMlmpSrasWpstDf\n- AmovPknlMlmpSrasWpstDfl\n- AmovPknlMlmpSrasWpstDfr\n- AmovPknlMlmpSrasWpstDl\n- AmovPknlMlmpSrasWpstDr\n- AmovPknlMlmpSrasWrflDb\n- AmovPknlMlmpSrasWrflDbl\n- AmovPknlMlmpSrasWrflDbr\n- AmovPknlMlmpSrasWrflDf\n- AmovPknlMlmpSrasWrflDfl\n- AmovPknlMlmpSrasWrflDfr\n- AmovPknlMlmpSrasWrflDl\n- AmovPknlMlmpSrasWrflDr\n- AmovPknlMrunSlowWpstDb\n- AmovPknlMrunSlowWpstDbl\n- AmovPknlMrunSlowWpstDbr\n- AmovPknlMrunSlowWpstDf\n- AmovPknlMrunSlowWpstDfl\n- AmovPknlMrunSlowWpstDfr\n- AmovPknlMrunSlowWpstDl\n- AmovPknlMrunSlowWpstDr\n- AmovPknlMrunSlowWrflDb\n- AmovPknlMrunSlowWrflDbl\n- AmovPknlMrunSlowWrflDbr\n- AmovPknlMrunSlowWrflDf\n- AmovPknlMrunSlowWrflDfl\n- AmovPknlMrunSlowWrflDfr\n- AmovPknlMrunSlowWrflDl\n- AmovPknlMrunSlowWrflDr\n- AmovPknlMrunSnonWbinDb\n- AmovPknlMrunSnonWbinDb_lnr\n- AmovPknlMrunSnonWbinDb_non\n- AmovPknlMrunSnonWbinDb_pst\n- AmovPknlMrunSnonWbinDb_rfl\n- AmovPknlMrunSnonWbinDbl\n- AmovPknlMrunSnonWbinDbl_lnr\n- AmovPknlMrunSnonWbinDbl_non\n- AmovPknlMrunSnonWbinDbl_pst\n- AmovPknlMrunSnonWbinDbl_rfl\n- AmovPknlMrunSnonWbinDbr\n- AmovPknlMrunSnonWbinDbr_lnr\n- AmovPknlMrunSnonWbinDbr_non\n- AmovPknlMrunSnonWbinDbr_pst\n- AmovPknlMrunSnonWbinDbr_rfl\n- AmovPknlMrunSnonWbinDf\n- AmovPknlMrunSnonWbinDf_lnr\n- AmovPknlMrunSnonWbinDf_non\n- AmovPknlMrunSnonWbinDf_pst\n- AmovPknlMrunSnonWbinDf_rfl\n- AmovPknlMrunSnonWbinDfl\n- AmovPknlMrunSnonWbinDfl_lnr\n- AmovPknlMrunSnonWbinDfl_non\n- AmovPknlMrunSnonWbinDfl_pst\n- AmovPknlMrunSnonWbinDfl_rfl\n- AmovPknlMrunSnonWbinDfr\n- AmovPknlMrunSnonWbinDfr_lnr\n- AmovPknlMrunSnonWbinDfr_non\n- AmovPknlMrunSnonWbinDfr_pst\n- AmovPknlMrunSnonWbinDfr_rfl\n- AmovPknlMrunSnonWbinDl\n- AmovPknlMrunSnonWbinDl_lnr\n- AmovPknlMrunSnonWbinDl_non\n- AmovPknlMrunSnonWbinDl_pst\n- AmovPknlMrunSnonWbinDl_rfl\n- AmovPknlMrunSnonWbinDr\n- AmovPknlMrunSnonWbinDr_lnr\n- AmovPknlMrunSnonWbinDr_non\n- AmovPknlMrunSnonWbinDr_pst\n- AmovPknlMrunSnonWbinDr_rfl\n- AmovPknlMrunSnonWnonDb\n- AmovPknlMrunSnonWnonDbl\n- AmovPknlMrunSnonWnonDbr\n- AmovPknlMrunSnonWnonDf\n- AmovPknlMrunSnonWnonDfl\n- AmovPknlMrunSnonWnonDfr\n- AmovPknlMrunSnonWnonDl\n- AmovPknlMrunSnonWnonDr\n- AmovPknlMrunSrasWlnrDb\n- AmovPknlMrunSrasWlnrDbl\n- AmovPknlMrunSrasWlnrDbr\n- AmovPknlMrunSrasWlnrDf\n- AmovPknlMrunSrasWlnrDfl\n- AmovPknlMrunSrasWlnrDfr\n- AmovPknlMrunSrasWlnrDl\n- AmovPknlMrunSrasWlnrDr\n- AmovPknlMrunSrasWpstDb\n- AmovPknlMrunSrasWpstDbl\n- AmovPknlMrunSrasWpstDbr\n- AmovPknlMrunSrasWpstDf\n- AmovPknlMrunSrasWpstDfl\n- AmovPknlMrunSrasWpstDfr\n- AmovPknlMrunSrasWpstDl\n- AmovPknlMrunSrasWpstDr\n- AmovPknlMrunSrasWrflDb\n- AmovPknlMrunSrasWrflDb_ldst\n- AmovPknlMrunSrasWrflDbl\n- AmovPknlMrunSrasWrflDbl_ldst\n- AmovPknlMrunSrasWrflDbr\n- AmovPknlMrunSrasWrflDbr_ldst\n- AmovPknlMrunSrasWrflDf\n- AmovPknlMrunSrasWrflDf_ldst\n- AmovPknlMrunSrasWrflDfl\n- AmovPknlMrunSrasWrflDfl_ldst\n- AmovPknlMrunSrasWrflDfr\n- AmovPknlMrunSrasWrflDfr_ldst\n- AmovPknlMrunSrasWrflDl\n- AmovPknlMrunSrasWrflDl_ldst\n- AmovPknlMrunSrasWrflDr\n- AmovPknlMrunSrasWrflDr_ldst\n- AmovPknlMstpSlowWpstDnon\n- AmovPknlMstpSlowWpstDnon_AmovPercMstpSlowWpstDnon\n- AmovPknlMstpSlowWpstDnon_AmovPknlMrunSrasWpstDf\n- AmovPknlMstpSlowWpstDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSlowWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPknlMstpSlowWpstDnon_gear_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSlowWpstDnon_turnL\n- AmovPknlMstpSlowWpstDnon_turnR\n- AmovPknlMstpSlowWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPknlMrunSlowWrflDf\n- AmovPknlMstpSlowWrflDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPknlMstpSlowWrflDnon_diary\n- AmovPknlMstpSlowWrflDnon_explo\n- AmovPknlMstpSlowWrflDnon_gear\n- AmovPknlMstpSlowWrflDnon_relax\n- AmovPknlMstpSlowWrflDnon_turnL\n- AmovPknlMstpSlowWrflDnon_turnR\n- AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon_Putdown\n- AmovPknlMstpSnonWnonDnon_AmovPercMsprSnonWnonDf\n- AmovPknlMstpSnonWnonDnon_AmovPercMsprSnonWnonDf_2\n- AmovPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AmovPknlMrunSnonWnonDf\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon_end\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSnonWnonDnon_explo\n- AmovPknlMstpSnonWnonDnon_gear\n- AmovPknlMstpSnonWnonDnon_gear_trans\n- AmovPknlMstpSnonWnonDnon_relax\n- AmovPknlMstpSnonWnonDnon_turnL\n- AmovPknlMstpSnonWnonDnon_turnR\n- AmovPknlMstpSoptWbinDnon\n- AmovPknlMstpSoptWbinDnon_AinvPknlMstpSoptWbinDnon_Putdown\n- AmovPknlMstpSoptWbinDnon_AmovPercMstpSoptWbinDnon\n- AmovPknlMstpSoptWbinDnon_AmovPpneMstpSoptWbinDnon\n- AmovPknlMstpSoptWbinDnon_turnL\n- AmovPknlMstpSoptWbinDnon_turnR\n- AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWlnrDnon_AinvPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWlnrDnon_AinvPknlMstpSrasWlnrDnon_Putdown\n- AmovPknlMstpSrasWlnrDnon_AmovPercMstpSnonWnonDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWpstDnon_end\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWrflDnon_end\n- AmovPknlMstpSrasWlnrDnon_AmovPpneMstpSnonWnonDnon\n- AmovPknlMstpSrasWlnrDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSrasWlnrDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSrasWlnrDnon_relax\n- AmovPknlMstpSrasWlnrDnon_turnL\n- AmovPknlMstpSrasWlnrDnon_turnR\n- AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDdown\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDleft\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDright\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDup\n- AmovPknlMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft\n- AmovPknlMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon_end\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSrasWpstDnon_Putdown\n- AmovPknlMstpSrasWpstDnon_AmovPercMsprSrasWpstDf\n- AmovPknlMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSlowWpstDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSlowWpstDnon_gear\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSnonWnonDnon_end\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWlnrDnon_end\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon_gear\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWrflDnon_end\n- AmovPknlMstpSrasWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSrasWpstDnon_explo\n- AmovPknlMstpSrasWpstDnon_gear\n- AmovPknlMstpSrasWpstDnon_gear_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_relax\n- AmovPknlMstpSrasWpstDnon_turnL\n- AmovPknlMstpSrasWpstDnon_turnR\n- AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDdown\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDleft\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDright\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDup\n- AmovPknlMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft\n- AmovPknlMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright\n- AmovPknlMstpSrasWrflDnon_AinvPknlMstpSlayWrflDnon\n- AmovPknlMstpSrasWrflDnon_AinvPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AinvPknlMstpSrasWrflDnon_Putdown\n- AmovPknlMstpSrasWrflDnon_AmovPercMsprSrasWrflDf_2\n- AmovPknlMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMevaSrasWrflDr\n- AmovPknlMstpSrasWrflDnon_AmovPknlMrunSlowWrflDf\n- AmovPknlMstpSrasWrflDnon_AmovPknlMsprSrasWrflDf\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSlowWrflDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWlnrDnon_end\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWpstDnon_end\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon_gear\n- AmovPknlMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSrasWrflDnon_diary\n- AmovPknlMstpSrasWrflDnon_explo\n- AmovPknlMstpSrasWrflDnon_gear\n- AmovPknlMstpSrasWrflDnon_gear_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_turnL\n- AmovPknlMstpSrasWrflDnon_turnR\n- AmovPknlMtacSlowWpstDb\n- AmovPknlMtacSlowWpstDbl\n- AmovPknlMtacSlowWpstDbr\n- AmovPknlMtacSlowWpstDf\n- AmovPknlMtacSlowWpstDfl\n- AmovPknlMtacSlowWpstDfr\n- AmovPknlMtacSlowWpstDl\n- AmovPknlMtacSlowWpstDr\n- AmovPknlMtacSlowWrflDb\n- AmovPknlMtacSlowWrflDbl\n- AmovPknlMtacSlowWrflDbr\n- AmovPknlMtacSlowWrflDf\n- AmovPknlMtacSlowWrflDfl\n- AmovPknlMtacSlowWrflDfr\n- AmovPknlMtacSlowWrflDl\n- AmovPknlMtacSlowWrflDr\n- AmovPknlMtacSrasWlnrDb\n- AmovPknlMtacSrasWlnrDbl\n- AmovPknlMtacSrasWlnrDbr\n- AmovPknlMtacSrasWlnrDf\n- AmovPknlMtacSrasWlnrDfl\n- AmovPknlMtacSrasWlnrDfr\n- AmovPknlMtacSrasWlnrDl\n- AmovPknlMtacSrasWlnrDr\n- AmovPknlMtacSrasWpstDb\n- AmovPknlMtacSrasWpstDbl\n- AmovPknlMtacSrasWpstDbr\n- AmovPknlMtacSrasWpstDf\n- AmovPknlMtacSrasWpstDfl\n- AmovPknlMtacSrasWpstDfr\n- AmovPknlMtacSrasWpstDl\n- AmovPknlMtacSrasWpstDr\n- AmovPknlMtacSrasWrflDb\n- AmovPknlMtacSrasWrflDbl\n- AmovPknlMtacSrasWrflDbr\n- AmovPknlMtacSrasWrflDf\n- AmovPknlMtacSrasWrflDfl\n- AmovPknlMtacSrasWrflDfr\n- AmovPknlMtacSrasWrflDl\n- AmovPknlMtacSrasWrflDr\n- AmovPknlMwlkSlowWpstDb\n- AmovPknlMwlkSlowWpstDbl\n- AmovPknlMwlkSlowWpstDbr\n- AmovPknlMwlkSlowWpstDf\n- AmovPknlMwlkSlowWpstDfl\n- AmovPknlMwlkSlowWpstDfr\n- AmovPknlMwlkSlowWpstDl\n- AmovPknlMwlkSlowWpstDr\n- AmovPknlMwlkSlowWrflDb\n- AmovPknlMwlkSlowWrflDbl\n- AmovPknlMwlkSlowWrflDbr\n- AmovPknlMwlkSlowWrflDf\n- AmovPknlMwlkSlowWrflDfl\n- AmovPknlMwlkSlowWrflDfr\n- AmovPknlMwlkSlowWrflDl\n- AmovPknlMwlkSlowWrflDr\n- AmovPknlMwlkSnonWnonDb\n- AmovPknlMwlkSnonWnonDbl\n- AmovPknlMwlkSnonWnonDbr\n- AmovPknlMwlkSnonWnonDf\n- AmovPknlMwlkSnonWnonDfl\n- AmovPknlMwlkSnonWnonDfr\n- AmovPknlMwlkSnonWnonDl\n- AmovPknlMwlkSnonWnonDr\n- AmovPknlMwlkSoptWbinDb\n- AmovPknlMwlkSoptWbinDb_lnr\n- AmovPknlMwlkSoptWbinDb_non\n- AmovPknlMwlkSoptWbinDb_pst\n- AmovPknlMwlkSoptWbinDb_rfl\n- AmovPknlMwlkSoptWbinDbl\n- AmovPknlMwlkSoptWbinDbl_lnr\n- AmovPknlMwlkSoptWbinDbl_non\n- AmovPknlMwlkSoptWbinDbl_pst\n- AmovPknlMwlkSoptWbinDbl_rfl\n- AmovPknlMwlkSoptWbinDbr\n- AmovPknlMwlkSoptWbinDbr_lnr\n- AmovPknlMwlkSoptWbinDbr_non\n- AmovPknlMwlkSoptWbinDbr_pst\n- AmovPknlMwlkSoptWbinDbr_rfl\n- AmovPknlMwlkSoptWbinDf\n- AmovPknlMwlkSoptWbinDf_lnr\n- AmovPknlMwlkSoptWbinDf_non\n- AmovPknlMwlkSoptWbinDf_pst\n- AmovPknlMwlkSoptWbinDf_rfl\n- AmovPknlMwlkSoptWbinDfl\n- AmovPknlMwlkSoptWbinDfl_lnr\n- AmovPknlMwlkSoptWbinDfl_non\n- AmovPknlMwlkSoptWbinDfl_pst\n- AmovPknlMwlkSoptWbinDfl_rfl\n- AmovPknlMwlkSoptWbinDfr\n- AmovPknlMwlkSoptWbinDfr_lnr\n- AmovPknlMwlkSoptWbinDfr_non\n- AmovPknlMwlkSoptWbinDfr_pst\n- AmovPknlMwlkSoptWbinDfr_rfl\n- AmovPknlMwlkSoptWbinDl\n- AmovPknlMwlkSoptWbinDl_lnr\n- AmovPknlMwlkSoptWbinDl_non\n- AmovPknlMwlkSoptWbinDl_pst\n- AmovPknlMwlkSoptWbinDl_rfl\n- AmovPknlMwlkSoptWbinDr\n- AmovPknlMwlkSoptWbinDr_lnr\n- AmovPknlMwlkSoptWbinDr_non\n- AmovPknlMwlkSoptWbinDr_pst\n- AmovPknlMwlkSoptWbinDr_rfl\n- AmovPknlMwlkSrasWlnrDb\n- AmovPknlMwlkSrasWlnrDbl\n- AmovPknlMwlkSrasWlnrDbr\n- AmovPknlMwlkSrasWlnrDf\n- AmovPknlMwlkSrasWlnrDfl\n- AmovPknlMwlkSrasWlnrDfr\n- AmovPknlMwlkSrasWlnrDl\n- AmovPknlMwlkSrasWlnrDr\n- AmovPknlMwlkSrasWpstDb\n- AmovPknlMwlkSrasWpstDbl\n- AmovPknlMwlkSrasWpstDbr\n- AmovPknlMwlkSrasWpstDf\n- AmovPknlMwlkSrasWpstDfl\n- AmovPknlMwlkSrasWpstDfr\n- AmovPknlMwlkSrasWpstDl\n- AmovPknlMwlkSrasWpstDr\n- AmovPknlMwlkSrasWrflDb\n- AmovPknlMwlkSrasWrflDbl\n- AmovPknlMwlkSrasWrflDbr\n- AmovPknlMwlkSrasWrflDf\n- AmovPknlMwlkSrasWrflDfl\n- AmovPknlMwlkSrasWrflDfr\n- AmovPknlMwlkSrasWrflDl\n- AmovPknlMwlkSrasWrflDr\n- AmovPpneMevaSlowWrflDf\n- AmovPpneMevaSnonWbinDf\n- AmovPpneMevaSnonWbinDf_lnr\n- AmovPpneMevaSnonWbinDf_non\n- AmovPpneMevaSnonWbinDf_pst\n- AmovPpneMevaSnonWbinDf_rfl\n- AmovPpneMrunSlowWpstDb\n- AmovPpneMrunSlowWpstDbl\n- AmovPpneMrunSlowWpstDbr\n- AmovPpneMrunSlowWpstDf\n- AmovPpneMrunSlowWpstDfl\n- AmovPpneMrunSlowWpstDfr\n- AmovPpneMrunSlowWpstDl\n- AmovPpneMrunSlowWpstDr\n- AmovPpneMrunSlowWrflDb\n- AmovPpneMrunSlowWrflDbl\n- AmovPpneMrunSlowWrflDbr\n- AmovPpneMrunSlowWrflDf\n- AmovPpneMrunSlowWrflDfl\n- AmovPpneMrunSlowWrflDfr\n- AmovPpneMrunSlowWrflDl\n- AmovPpneMrunSlowWrflDr\n- AmovPpneMrunSnonWbinDb\n- AmovPpneMrunSnonWbinDb_lnr\n- AmovPpneMrunSnonWbinDb_non\n- AmovPpneMrunSnonWbinDb_pst\n- AmovPpneMrunSnonWbinDb_rfl\n- AmovPpneMrunSnonWbinDbl\n- AmovPpneMrunSnonWbinDbl_lnr\n- AmovPpneMrunSnonWbinDbl_non\n- AmovPpneMrunSnonWbinDbl_pst\n- AmovPpneMrunSnonWbinDbl_rfl\n- AmovPpneMrunSnonWbinDbr\n- AmovPpneMrunSnonWbinDbr_lnr\n- AmovPpneMrunSnonWbinDbr_non\n- AmovPpneMrunSnonWbinDbr_pst\n- AmovPpneMrunSnonWbinDbr_rfl\n- AmovPpneMrunSnonWbinDf\n- AmovPpneMrunSnonWbinDf_lnr\n- AmovPpneMrunSnonWbinDf_non\n- AmovPpneMrunSnonWbinDf_pst\n- AmovPpneMrunSnonWbinDf_rfl\n- AmovPpneMrunSnonWbinDfl\n- AmovPpneMrunSnonWbinDfl_lnr\n- AmovPpneMrunSnonWbinDfl_non\n- AmovPpneMrunSnonWbinDfl_pst\n- AmovPpneMrunSnonWbinDfl_rfl\n- AmovPpneMrunSnonWbinDfr\n- AmovPpneMrunSnonWbinDfr_lnr\n- AmovPpneMrunSnonWbinDfr_non\n- AmovPpneMrunSnonWbinDfr_pst\n- AmovPpneMrunSnonWbinDfr_rfl\n- AmovPpneMrunSnonWbinDl\n- AmovPpneMrunSnonWbinDl_lnr\n- AmovPpneMrunSnonWbinDl_non\n- AmovPpneMrunSnonWbinDl_pst\n- AmovPpneMrunSnonWbinDl_rfl\n- AmovPpneMrunSnonWbinDr\n- AmovPpneMrunSnonWbinDr_lnr\n- AmovPpneMrunSnonWbinDr_non\n- AmovPpneMrunSnonWbinDr_pst\n- AmovPpneMrunSnonWbinDr_rfl\n- AmovPpneMrunSnonWnonDb\n- AmovPpneMrunSnonWnonDbl\n- AmovPpneMrunSnonWnonDbr\n- AmovPpneMrunSnonWnonDf\n- AmovPpneMrunSnonWnonDfl\n- AmovPpneMrunSnonWnonDfr\n- AmovPpneMrunSnonWnonDl\n- AmovPpneMrunSnonWnonDr\n- AmovPpneMrunSrasWlnrDb\n- AmovPpneMrunSrasWlnrDbl\n- AmovPpneMrunSrasWlnrDbr\n- AmovPpneMrunSrasWlnrDf\n- AmovPpneMrunSrasWlnrDfl\n- AmovPpneMrunSrasWlnrDfr\n- AmovPpneMrunSrasWlnrDl\n- AmovPpneMrunSrasWlnrDr\n- AmovPpneMsprSlowWpstDf\n- AmovPpneMsprSlowWrflDb\n- AmovPpneMsprSlowWrflDbl\n- AmovPpneMsprSlowWrflDbr\n- AmovPpneMsprSlowWrflDf\n- AmovPpneMsprSlowWrflDf_injured\n- AmovPpneMsprSlowWrflDfl\n- AmovPpneMsprSlowWrflDfr\n- AmovPpneMsprSlowWrflDl\n- AmovPpneMsprSlowWrflDr\n- AmovPpneMsprSnonWnonDf\n- AmovPpneMsprSnonWnonDf_injured\n- AmovPpneMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AinvPpneMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AinvPpneMstpSnonWnonDnon_Putdown\n- AmovPpneMstpSnonWnonDnon_AmovPercMsprSnonWnonDf\n- AmovPpneMstpSnonWnonDnon_AmovPercMsprSnonWnonDf_2\n- AmovPpneMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AmovPpneMevaSnonWnonDl\n- AmovPpneMstpSnonWnonDnon_AmovPpneMevaSnonWnonDr\n- AmovPpneMstpSnonWnonDnon_AmovPpneMstpSrasWpstDnon\n- AmovPpneMstpSnonWnonDnon_AmovPpneMstpSrasWpstDnon_end\n- AmovPpneMstpSnonWnonDnon_AmovPpneMstpSrasWrflDnon\n- AmovPpneMstpSnonWnonDnon_AmovPsitMstpSnonWnonDnon_ground\n- AmovPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon\n- AmovPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon_end\n- AmovPpneMstpSnonWnonDnon_healed\n- AmovPpneMstpSnonWnonDnon_injured\n- AmovPpneMstpSnonWnonDnon_relax\n- AmovPpneMstpSnonWnonDnon_turnL\n- AmovPpneMstpSnonWnonDnon_turnR\n- AmovPpneMstpSnonWpstDnon_injured\n- AmovPpneMstpSoptWbinDnon\n- AmovPpneMstpSoptWbinDnon_AinvPpneMstpSoptWbinDnon_Putdown\n- AmovPpneMstpSoptWbinDnon_AmovPercMstpSoptWbinDnon\n- AmovPpneMstpSoptWbinDnon_AmovPknlMstpSoptWbinDnon\n- AmovPpneMstpSoptWbinDnon_AmovPpneMevaSoptWbinDl\n- AmovPpneMstpSoptWbinDnon_AmovPpneMevaSoptWbinDr\n- AmovPpneMstpSoptWbinDnon_turnL\n- AmovPpneMstpSoptWbinDnon_turnR\n- AmovPpneMstpSrasWlnrDnon\n- AmovPpneMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AmovPpneMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPpneMstpSrasWlnrDnon_turnL\n- AmovPpneMstpSrasWlnrDnon_turnR\n- AmovPpneMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDdown\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDup\n- AmovPpneMstpSrasWpstDnon_AinvPpneMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AinvPpneMstpSrasWpstDnon_Putdown\n- AmovPpneMstpSrasWpstDnon_AmovPercMsprSlowWpstDf\n- AmovPpneMstpSrasWpstDnon_AmovPercMsprSlowWpstDf_2\n- AmovPpneMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AmovPpneMevaSlowWpstDl\n- AmovPpneMstpSrasWpstDnon_AmovPpneMevaSlowWpstDr\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSnonWnonDnon\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSnonWnonDnon_end\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon_end\n- AmovPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon\n- AmovPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon_end\n- AmovPpneMstpSrasWpstDnon_healed\n- AmovPpneMstpSrasWpstDnon_relax\n- AmovPpneMstpSrasWpstDnon_turnL\n- AmovPpneMstpSrasWpstDnon_turnR\n- AmovPpneMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDdown\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDup\n- AmovPpneMstpSrasWrflDnon_AinvPpneMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AinvPpneMstpSrasWrflDnon_Putdown\n- AmovPpneMstpSrasWrflDnon_AmovPercMsprSlowWrflDf\n- AmovPpneMstpSrasWrflDnon_AmovPercMsprSlowWrflDf_2\n- AmovPpneMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDl\n- AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDr\n- AmovPpneMstpSrasWrflDnon_AmovPpneMstpSnonWnonDnon\n- AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon\n- AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon_end\n- AmovPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon\n- AmovPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon_end\n- AmovPpneMstpSrasWrflDnon_healed\n- AmovPpneMstpSrasWrflDnon_injured\n- AmovPpneMstpSrasWrflDnon_injuredHealed\n- AmovPpneMstpSrasWrflDnon_relax\n- AmovPpneMstpSrasWrflDnon_turnL\n- AmovPpneMstpSrasWrflDnon_turnR\n- AmovPpneMwlkSoptWbinDb\n- AmovPpneMwlkSoptWbinDb_lnr\n- AmovPpneMwlkSoptWbinDb_non\n- AmovPpneMwlkSoptWbinDb_pst\n- AmovPpneMwlkSoptWbinDb_rfl\n- AmovPpneMwlkSoptWbinDbl\n- AmovPpneMwlkSoptWbinDbl_lnr\n- AmovPpneMwlkSoptWbinDbl_non\n- AmovPpneMwlkSoptWbinDbl_pst\n- AmovPpneMwlkSoptWbinDbl_rfl\n- AmovPpneMwlkSoptWbinDbr\n- AmovPpneMwlkSoptWbinDbr_lnr\n- AmovPpneMwlkSoptWbinDbr_non\n- AmovPpneMwlkSoptWbinDbr_pst\n- AmovPpneMwlkSoptWbinDbr_rfl\n- AmovPpneMwlkSoptWbinDf\n- AmovPpneMwlkSoptWbinDf_lnr\n- AmovPpneMwlkSoptWbinDf_non\n- AmovPpneMwlkSoptWbinDf_pst\n- AmovPpneMwlkSoptWbinDf_rfl\n- AmovPpneMwlkSoptWbinDfl\n- AmovPpneMwlkSoptWbinDfl_lnr\n- AmovPpneMwlkSoptWbinDfl_non\n- AmovPpneMwlkSoptWbinDfl_pst\n- AmovPpneMwlkSoptWbinDfl_rfl\n- AmovPpneMwlkSoptWbinDfr\n- AmovPpneMwlkSoptWbinDfr_lnr\n- AmovPpneMwlkSoptWbinDfr_non\n- AmovPpneMwlkSoptWbinDfr_pst\n- AmovPpneMwlkSoptWbinDfr_rfl\n- AmovPpneMwlkSoptWbinDl\n- AmovPpneMwlkSoptWbinDl_lnr\n- AmovPpneMwlkSoptWbinDl_non\n- AmovPpneMwlkSoptWbinDl_pst\n- AmovPpneMwlkSoptWbinDl_rfl\n- AmovPpneMwlkSoptWbinDr\n- AmovPpneMwlkSoptWbinDr_lnr\n- AmovPpneMwlkSoptWbinDr_non\n- AmovPpneMwlkSoptWbinDr_pst\n- AmovPpneMwlkSoptWbinDr_rfl\n- AmovPsitMstpSlowWrflDnon\n- AmovPsitMstpSlowWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPsitMstpSlowWrflDnon_Smoking\n- AmovPsitMstpSlowWrflDnon_WeaponCheck1\n- AmovPsitMstpSlowWrflDnon_WeaponCheck2\n- AmovPsitMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_ground\n- AmovPsitMstpSnonWnonDnon_ground\n- AmovPsitMstpSnonWnonDnon_ground_AmovPpneMstpSnonWnonDnon\n- AmovPsitMstpSnonWnonDnon_smoking\n- AmovPsitMstpSnonWnonDnon_smoking_trans\n- AmovPsitMstpSnonWpstDnon_AmovPercMstpSnonWpstDnon_ground\n- AmovPsitMstpSnonWpstDnon_ground\n- AmovPsitMstpSnonWpstDnon_smoking\n- AmovPsitMstpSrasWrflDnon\n- AmovPsitMstpSrasWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPsitMstpSrasWrflDnon_Smoking\n- AmovPsitMstpSrasWrflDnon_trans\n- AmovPsitMstpSrasWrflDnon_WeaponCheck1\n- AmovPsitMstpSrasWrflDnon_WeaponCheck2\n- AovrPercMrunSrasWrflDf\n- AovrPercMstpSlowWlnrDf\n- AovrPercMstpSlowWpstDf\n- AovrPercMstpSlowWrflDf\n- AovrPercMstpSnonWnonDf\n- AovrPercMstpSoptWbinDf\n- AovrPercMstpSrasWlnrDf\n- AovrPercMstpSrasWpstDf\n- AovrPercMstpSrasWrflDf\n- ApanPercMrunSnonWnonDb\n- ApanPercMrunSnonWnonDbl\n- ApanPercMrunSnonWnonDbr\n- ApanPercMrunSnonWnonDf\n- ApanPercMrunSnonWnonDfl\n- ApanPercMrunSnonWnonDfr\n- ApanPercMrunSnonWnonDl\n- ApanPercMrunSnonWnonDr\n- ApanPercMsprSnonWnonDf\n- ApanPercMsprSnonWnonDfl\n- ApanPercMsprSnonWnonDfr\n- ApanPercMstpSlowWrflDnon_ApanPsitMstpSlowWrflDnon\n- ApanPercMstpSnonWnonDnon\n- ApanPercMstpSnonWnonDnon_ApanPknlMstpSnonWnonDnon\n- ApanPercMstpSnonWnonDnon_ApanPpneMstpSnonWnonDnon\n- ApanPercMstpSnonWnonDnon_G01\n- ApanPercMstpSnonWnonDnon_G02\n- ApanPercMstpSnonWnonDnon_G03\n- ApanPercMwlkSnonWnonDb\n- ApanPercMwlkSnonWnonDbl\n- ApanPercMwlkSnonWnonDbr\n- ApanPercMwlkSnonWnonDf\n- ApanPercMwlkSnonWnonDfl\n- ApanPercMwlkSnonWnonDfr\n- ApanPercMwlkSnonWnonDl\n- ApanPercMwlkSnonWnonDr\n- ApanPknlMrunSnonWnonDb\n- ApanPknlMrunSnonWnonDbl\n- ApanPknlMrunSnonWnonDbr\n- ApanPknlMrunSnonWnonDf\n- ApanPknlMrunSnonWnonDfl\n- ApanPknlMrunSnonWnonDfr\n- ApanPknlMrunSnonWnonDl\n- ApanPknlMrunSnonWnonDr\n- ApanPknlMsprSnonWnonDf\n- ApanPknlMsprSnonWnonDfl\n- ApanPknlMsprSnonWnonDfr\n- ApanPknlMstpSnonWnonDnon\n- ApanPknlMstpSnonWnonDnon_ApanPercMstpSnonWnonDnon\n- ApanPknlMstpSnonWnonDnon_ApanPpneMstpSnonWnonDnon\n- ApanPknlMstpSnonWnonDnon_G01\n- ApanPknlMstpSnonWnonDnon_G02\n- ApanPknlMstpSnonWnonDnon_G03\n- ApanPknlMwlkSnonWnonDb\n- ApanPknlMwlkSnonWnonDbl\n- ApanPknlMwlkSnonWnonDbr\n- ApanPknlMwlkSnonWnonDf\n- ApanPknlMwlkSnonWnonDfl\n- ApanPknlMwlkSnonWnonDfr\n- ApanPknlMwlkSnonWnonDl\n- ApanPknlMwlkSnonWnonDr\n- ApanPpneMrunSnonWnonDb\n- ApanPpneMrunSnonWnonDbl\n- ApanPpneMrunSnonWnonDbr\n- ApanPpneMrunSnonWnonDf\n- ApanPpneMrunSnonWnonDfl\n- ApanPpneMrunSnonWnonDfr\n- ApanPpneMrunSnonWnonDl\n- ApanPpneMrunSnonWnonDr\n- ApanPpneMsprSnonWnonDf\n- ApanPpneMstpSnonWnonDnon\n- ApanPpneMstpSnonWnonDnon_ApanPercMstpSnonWnonDnon\n- ApanPpneMstpSnonWnonDnon_ApanPknlMstpSnonWnonDnon\n- ApanPpneMstpSnonWnonDnon_G01\n- ApanPpneMstpSnonWnonDnon_G02\n- ApanPpneMstpSnonWnonDnon_G03\n- AparPercMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- apctracked2_slot1_in\n- apctracked2_slot1_out\n- apctracked2_slot1_out_settlein\n- apctracked2_slot2_in\n- apctracked2_slot2_out\n- apctracked2_slot2_out_settlein\n- apcwheeled3_slot1_in\n- apcwheeled3_slot1_out\n- apcwheeled3_slot1_out_settlein\n- AsdvPercMrunSnonWnonDb\n- AsdvPercMrunSnonWnonDbl\n- AsdvPercMrunSnonWnonDbr\n- AsdvPercMrunSnonWnonDf\n- AsdvPercMrunSnonWnonDfl\n- AsdvPercMrunSnonWnonDfr\n- AsdvPercMrunSnonWnonDl\n- AsdvPercMrunSnonWnonDr\n- AsdvPercMrunSnonWrflDb\n- AsdvPercMrunSnonWrflDbl\n- AsdvPercMrunSnonWrflDbr\n- AsdvPercMrunSnonWrflDf\n- AsdvPercMrunSnonWrflDfl\n- AsdvPercMrunSnonWrflDfr\n- AsdvPercMrunSnonWrflDl\n- AsdvPercMrunSnonWrflDr\n- AsdvPercMsprSnonWnonDf\n- AsdvPercMsprSnonWrflDf\n- AsdvPercMstpSnonWnonDnon\n- AsdvPercMstpSnonWnonDnon_AsdvPercMstpSnonWnonDnon_putDown\n- AsdvPercMstpSnonWnonDnon_AsdvPercMstpSnonWrflDnon\n- AsdvPercMstpSnonWnonDnon_GetInSDV\n- AsdvPercMstpSnonWnonDnon_GetOutSDV\n- AsdvPercMstpSnonWnonDnon_godown\n- AsdvPercMstpSnonWnonDnon_goup\n- AsdvPercMstpSnonWnonDnon_putDown_AsdvPercMstpSnonWnonDnon\n- AsdvPercMstpSnonWnonDnon_relax\n- AsdvPercMstpSnonWnonDnon_turnL\n- AsdvPercMstpSnonWnonDnon_turnR\n- AsdvPercMstpSnonWrflDnon\n- AsdvPercMstpSnonWrflDnon_AsdvPercMstpSnonWnonDnon\n- AsdvPercMstpSnonWrflDnon_AsdvPercMstpSnonWrflDnon_putDown\n- AsdvPercMstpSnonWrflDnon_GetInSDV\n- AsdvPercMstpSnonWrflDnon_GetOutSDV\n- AsdvPercMstpSnonWrflDnon_godown\n- AsdvPercMstpSnonWrflDnon_goup\n- AsdvPercMstpSnonWrflDnon_putDown_AsdvPercMstpSnonWrflDnon\n- AsdvPercMstpSnonWrflDnon_relax\n- AsdvPercMstpSnonWrflDnon_turnL\n- AsdvPercMstpSnonWrflDnon_turnR\n- AsdvPercMtacSnonWnonDb\n- AsdvPercMtacSnonWnonDbl\n- AsdvPercMtacSnonWnonDbr\n- AsdvPercMtacSnonWnonDf\n- AsdvPercMtacSnonWnonDfl\n- AsdvPercMtacSnonWnonDfr\n- AsdvPercMtacSnonWnonDl\n- AsdvPercMtacSnonWnonDr\n- AsdvPercMtacSnonWrflDb\n- AsdvPercMtacSnonWrflDbl\n- AsdvPercMtacSnonWrflDbr\n- AsdvPercMtacSnonWrflDf\n- AsdvPercMtacSnonWrflDfl\n- AsdvPercMtacSnonWrflDfr\n- AsdvPercMtacSnonWrflDl\n- AsdvPercMtacSnonWrflDr\n- AsdvPercMwlkSnonWnonDb\n- AsdvPercMwlkSnonWnonDbl\n- AsdvPercMwlkSnonWnonDbr\n- AsdvPercMwlkSnonWnonDf\n- AsdvPercMwlkSnonWnonDfl\n- AsdvPercMwlkSnonWnonDfr\n- AsdvPercMwlkSnonWnonDl\n- AsdvPercMwlkSnonWnonDr\n- AsdvPercMwlkSnonWrflDb\n- AsdvPercMwlkSnonWrflDbl\n- AsdvPercMwlkSnonWrflDbr\n- AsdvPercMwlkSnonWrflDf\n- AsdvPercMwlkSnonWrflDfl\n- AsdvPercMwlkSnonWrflDfr\n- AsdvPercMwlkSnonWrflDl\n- AsdvPercMwlkSnonWrflDr\n- AsswPercMrunSnonWnonDb\n- AsswPercMrunSnonWnonDf\n- AsswPercMrunSnonWnonDf_AsswPercMstpSnonWnonDnon\n- AsswPercMrunSnonWnonDfl\n- AsswPercMrunSnonWnonDfr\n- AsswPercMrunSnonWnonDl\n- AsswPercMrunSnonWnonDr\n- AsswPercMsprSnonWnonDf\n- AsswPercMsprSnonWnonDFl\n- AsswPercMsprSnonWnonDFr\n- AsswPercMstpSnonWnonDnon\n- AsswPercMstpSnonWnonDnon_AsswPercMrunSnonWnonDf\n- AsswPercMstpSnonWnonDnon_goDown\n- AsswPercMstpSnonWnonDnon_goup\n- AsswPercMstpSnonWnonDnon_putDown\n- AsswPercMstpSnonWnonDnon_relax\n- AsswPercMwlkSnonWnonDb\n- AsswPercMwlkSnonWnonDf\n- AsswPercMwlkSnonWnonDfl\n- AsswPercMwlkSnonWnonDfr\n- AsswPercMwlkSnonWnonDl\n- AsswPercMwlkSnonWnonDr\n- AswmPercMrunSnonWnonDb\n- AswmPercMrunSnonWnonDf\n- AswmPercMrunSnonWnonDf_AswmPercMstpSnonWnonDnon\n- AswmPercMrunSnonWnonDfl\n- AswmPercMrunSnonWnonDfr\n- AswmPercMrunSnonWnonDl\n- AswmPercMrunSnonWnonDr\n- AswmPercMsprSnonWnonDf\n- AswmPercMsprSnonWnonDFl\n- AswmPercMsprSnonWnonDFr\n- AswmPercMstpSnonWnonDnon\n- AswmPercMstpSnonWnonDnon_AswmPercMrunSnonWnonDf\n- AswmPercMstpSnonWnonDnon_AswmPercMstpSnonWnonDnon_putDown\n- AswmPercMstpSnonWnonDnon_godown\n- AswmPercMstpSnonWnonDnon_goup\n- AswmPercMstpSnonWnonDnon_putDown\n- AswmPercMstpSnonWnonDnon_putDown_AswmPercMstpSnonWnonDnon\n- AswmPercMstpSnonWnonDnon_relax\n- AswmPercMwlkSnonWnonDb\n- AswmPercMwlkSnonWnonDf\n- AswmPercMwlkSnonWnonDfl\n- AswmPercMwlkSnonWnonDfr\n- AswmPercMwlkSnonWnonDl\n- AswmPercMwlkSnonWnonDr\n- AwopPercMstpSgthWnonDnon_end\n- AwopPercMstpSgthWnonDnon_start\n- AwopPercMstpSgthWnonDnon_throw\n- AwopPercMstpSgthWpstDnon_Part1\n- AwopPercMstpSgthWpstDnon_Part2\n- AwopPercMstpSgthWpstDnon_Part3\n- AwopPercMstpSgthWpstDnon_Part4\n- AwopPercMstpSgthWpstDnon_Part5\n- AwopPercMstpSgthWrflDnon_End1\n- AwopPercMstpSgthWrflDnon_End2\n- AwopPercMstpSgthWrflDnon_Start1\n- AwopPercMstpSgthWrflDnon_Start2\n- AwopPercMstpSgthWrflDnon_Throw1\n- AwopPercMstpSgthWrflDnon_Throw2\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSnonWnonDnon\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSnonWnonDnon_end\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWpstDnon\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWpstDnon_end\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWrflDnon\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWrflDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSnonWnonDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSnonWnonDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWlnrDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWlnrDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWpstDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWpstDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWrflDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWrflDnon_end\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_launcher\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_non\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_pistol\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_rifle\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_launcher\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_non\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_pistol\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_rifle\n- AwopPercMstpSoptWbinDnon_lnr\n- AwopPercMstpSoptWbinDnon_lnr_turnL\n- AwopPercMstpSoptWbinDnon_lnr_turnR\n- AwopPercMstpSoptWbinDnon_non\n- AwopPercMstpSoptWbinDnon_non_turnL\n- AwopPercMstpSoptWbinDnon_non_turnR\n- AwopPercMstpSoptWbinDnon_pst\n- AwopPercMstpSoptWbinDnon_pst_turnL\n- AwopPercMstpSoptWbinDnon_pst_turnR\n- AwopPercMstpSoptWbinDnon_rfl\n- AwopPercMstpSoptWbinDnon_rfl_turnL\n- AwopPercMstpSoptWbinDnon_rfl_turnR\n- AwopPknlMstpSgthWpstDnon_Part1\n- AwopPknlMstpSgthWpstDnon_Part2\n- AwopPknlMstpSgthWpstDnon_Part3\n- AwopPknlMstpSgthWpstDnon_Part4\n- AwopPknlMstpSgthWpstDnon_Part5\n- AwopPknlMstpSgthWrflDnon_End\n- AwopPknlMstpSgthWrflDnon_Start\n- AwopPknlMstpSgthWrflDnon_Throw\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSnonWnonDnon\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSnonWnonDnon_end\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWpstDnon\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWpstDnon_end\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWrflDnon\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWrflDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSnonWnonDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSnonWnonDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWlnrDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWlnrDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWpstDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWpstDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWrflDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWrflDnon_end\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_launcher\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_non\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_pistol\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_rifle\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_launcher\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_non\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_pistol\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_rifle\n- AwopPknlMstpSoptWbinDnon_lnr\n- AwopPknlMstpSoptWbinDnon_lnr_turnL\n- AwopPknlMstpSoptWbinDnon_lnr_turnR\n- AwopPknlMstpSoptWbinDnon_non\n- AwopPknlMstpSoptWbinDnon_non_turnL\n- AwopPknlMstpSoptWbinDnon_non_turnR\n- AwopPknlMstpSoptWbinDnon_pst\n- AwopPknlMstpSoptWbinDnon_pst_turnL\n- AwopPknlMstpSoptWbinDnon_pst_turnR\n- AwopPknlMstpSoptWbinDnon_rfl\n- AwopPknlMstpSoptWbinDnon_rfl_turnL\n- AwopPknlMstpSoptWbinDnon_rfl_turnR\n- AwopPpneMstpSgthWnonDnon_end\n- AwopPpneMstpSgthWnonDnon_Fast_End\n- AwopPpneMstpSgthWnonDnon_Fast_Start\n- AwopPpneMstpSgthWnonDnon_start\n- AwopPpneMstpSgthWnonDnon_throw\n- AwopPpneMstpSgthWpstDnon_Fast_End\n- AwopPpneMstpSgthWpstDnon_Fast_End_1\n- AwopPpneMstpSgthWpstDnon_Fast_Start\n- AwopPpneMstpSgthWpstDnon_Fast_Start_1\n- AwopPpneMstpSgthWpstDnon_Part1\n- AwopPpneMstpSgthWpstDnon_Part2\n- AwopPpneMstpSgthWpstDnon_Part3\n- AwopPpneMstpSgthWpstDnon_Part4\n- AwopPpneMstpSgthWpstDnon_Part5\n- AwopPpneMstpSgthWrflDnon_End\n- AwopPpneMstpSgthWrflDnon_Fast_End\n- AwopPpneMstpSgthWrflDnon_Fast_Start\n- AwopPpneMstpSgthWrflDnon_Start\n- AwopPpneMstpSgthWrflDnon_Throw\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSnonWnonDnon\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSnonWnonDnon_end\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWpstDnon\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWpstDnon_end\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWrflDnon\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWrflDnon_end\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSnonWnonDnon\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSnonWnonDnon_end\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWpstDnon\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWpstDnon_end\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWrflDnon\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWrflDnon_end\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_launcher\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_non\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_pistol\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_rifle\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_launcher\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_non\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_pistol\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_rifle\n- AwopPpneMstpSoptWbinDnon_lnr\n- AwopPpneMstpSoptWbinDnon_lnr_turnL\n- AwopPpneMstpSoptWbinDnon_lnr_turnR\n- AwopPpneMstpSoptWbinDnon_non\n- AwopPpneMstpSoptWbinDnon_non_turnL\n- AwopPpneMstpSoptWbinDnon_non_turnR\n- AwopPpneMstpSoptWbinDnon_pst\n- AwopPpneMstpSoptWbinDnon_pst_turnL\n- AwopPpneMstpSoptWbinDnon_pst_turnR\n- AwopPpneMstpSoptWbinDnon_rfl\n- AwopPpneMstpSoptWbinDnon_rfl_turnL\n- AwopPpneMstpSoptWbinDnon_rfl_turnR\n- BasicDriver\n- BasicDriverDead\n- BasicDriverDying\n- BasicDriverOut\n- BasicDriverOutDead\n- BasicDriverOutDying\n- BasicSittingGunner\n- BasicSittingGunner_Dead\n- bench_Heli_Light_01_get_in\n- bench_Heli_Light_01_get_out\n- Bipod_100_BottomLeft\n- Bipod_100_BottomRight\n- Bipod_100_CenterLeft\n- Bipod_100_CenterRight\n- Bipod_100_TopLeft\n- Bipod_100_TopRight\n- Bipod_110_BottomLeft\n- Bipod_110_BottomRight\n- Bipod_110_CenterLeft\n- Bipod_110_CenterRight\n- Bipod_110_TopLeft\n- Bipod_110_TopRight\n- Bipod_120_BottomLeft\n- Bipod_120_BottomRight\n- Bipod_120_CenterLeft\n- Bipod_120_CenterRight\n- Bipod_120_TopLeft\n- Bipod_120_TopRight\n- Bipod_130_BottomLeft\n- Bipod_130_BottomRight\n- Bipod_130_CenterLeft\n- Bipod_130_CenterRight\n- Bipod_130_TopLeft\n- Bipod_130_TopRight\n- Bipod_140_BottomLeft\n- Bipod_140_BottomRight\n- Bipod_140_CenterLeft\n- Bipod_140_CenterRight\n- Bipod_140_TopLeft\n- Bipod_140_TopRight\n- Bipod_150_BottomLeft\n- Bipod_150_BottomRight\n- Bipod_150_CenterLeft\n- Bipod_150_CenterRight\n- Bipod_150_TopLeft\n- Bipod_150_TopRight\n- Bipod_60_BottomLeft\n- Bipod_60_BottomRight\n- Bipod_60_CenterLeft\n- Bipod_60_CenterRight\n- Bipod_60_TopLeft\n- Bipod_60_TopRight\n- Bipod_80_BottomLeft\n- Bipod_80_BottomRight\n- Bipod_80_CenterLeft\n- Bipod_80_CenterRight\n- Bipod_80_TopLeft\n- Bipod_80_TopRight\n- Bipod_90_BottomLeft\n- Bipod_90_BottomRight\n- Bipod_90_CenterLeft\n- Bipod_90_CenterRight\n- Bipod_90_TopLeft\n- Bipod_90_TopRight\n- c4coming2cDf_genericstani1\n- c4coming2cDf_genericstani2\n- c4coming2cDf_genericstani4\n- c5efe_HonzaLoop\n- c5efe_MichalLoop\n- Campaign_Base\n- cargo_base\n- cargo_base_idle\n- cargo_base_idle_pistol\n- cargo_basebinoc\n- cargo_basepistol\n- cargo_marksman\n- ChopperHeavy_L_GetIn_H\n- ChopperHeavy_L_GetOut_H\n- ChopperHeavy_L_Static_H\n- ChopperHeavy_LP_Static_H\n- ChopperHeavy_Lux_GetIn_H\n- ChopperHeavy_Lux_GetOut_H\n- ChopperHeavy_R_GetIn_H\n- ChopperHeavy_R_GetOut_H\n- ChopperHeavy_R_Static_H\n- ChopperLight_C_L_idleA_H\n- ChopperLight_C_L_idleB_H\n- ChopperLight_C_L_idleC_H\n- ChopperLight_C_L_idleD_H\n- ChopperLight_C_L_static_H\n- ChopperLight_C_L_wmn_static_H\n- ChopperLight_C_LIn_H\n- ChopperLight_C_LOut_H\n- ChopperLight_C_R_idleA_H\n- ChopperLight_C_R_idleB_H\n- ChopperLight_C_R_idleC_H\n- ChopperLight_C_R_idleD_H\n- ChopperLight_C_R_static_H\n- ChopperLight_C_R_wmn_static_H\n- ChopperLight_C_Rin_H\n- ChopperLight_C_Rout_H\n- ChopperLight_CB_idle1shaky_H\n- ChopperLight_CB_idle1stable_H\n- ChopperLight_CB_idle2lookleft_H\n- ChopperLight_CB_idle3lookright_H\n- ChopperLight_CB_idle4_H\n- ChopperLight_CB_idle5lookdown_H\n- ChopperLight_CB_idle6pointing_H\n- ChopperLight_CB_idle7lookaround_H\n- ChopperLight_CB_Static_H\n- ChopperLight_L_In_H\n- ChopperLight_L_Out_H\n- ChopperLight_L_static_H\n- ChopperLight_L_static_H_getin\n- ChopperLight_L_wmn_static_H\n- Chopperlight_R_In_H\n- Chopperlight_R_Out_H\n- ChopperLight_R_static_H\n- ChopperLight_RP_idleA_H\n- ChopperLight_RP_idleBored_H\n- ChopperLight_RP_idleBoredB_H\n- ChopperLight_RP_idleCtalk_H\n- ChopperLight_RP_idleDtalk_H\n- ChopperLight_RP_idleE_H\n- ChopperLight_RP_idleF_H\n- ChopperLight_RP_idleG_H\n- ChopperLight_RP_idleH_H\n- ChopperLight_RP_idleI_H\n- ChopperLight_RP_static_H\n- ChopperLight_RP_wmn_static_H\n- CoDriver_Van_02\n- CoDriver_Van_02_SettleIn\n- Commander_AFV_Wheeled_01_in\n- Commander_AFV_Wheeled_01_out\n- Commander_AFV_Wheeled_01_settlein\n- Commander_APC_tracked_01_aa_F_in\n- Commander_APC_tracked_01_aa_F_out\n- Commander_APC_tracked_01_aa_F_settlein\n- Commander_APC_tracked_01_crv_in\n- Commander_APC_tracked_01_crv_out\n- Commander_APC_tracked_02_aa_F_in\n- Commander_APC_tracked_02_aa_F_out\n- Commander_APC_tracked_02_aa_F_out_settlein\n- Commander_APC_tracked_02_cannon_F_in\n- Commander_APC_tracked_02_cannon_F_out\n- Commander_APC_tracked_02_cannon_F_out_settlein\n- Commander_APC_tracked_03_cannon_F_in\n- Commander_APC_tracked_03_cannon_F_out\n- Commander_APC_tracked_03_cannon_F_settlein\n- Commander_APC_Wheeled_01_in\n- Commander_APC_Wheeled_01_out\n- Commander_APC_Wheeled_02_rcws_F_in\n- Commander_APC_Wheeled_02_rcws_F_out\n- Commander_APC_Wheeled_03_cannon_F_in\n- Commander_APC_Wheeled_03_cannon_F_out\n- Commander_APC_Wheeled_03_cannon_F_out_settlein\n- commander_apctracked1_in\n- commander_apctracked1_out\n- commander_apctracked1_out_settlein\n- commander_apctracked1aa_in\n- commander_apctracked1aa_out\n- commander_apctracked1aa_out_settlein\n- commander_apctracked1rcws_out\n- commander_apctracked1rcws_out_settlein\n- commander_apctracked3_in\n- commander_apctracked3_out\n- commander_apctracked3_out_settlein\n- commander_apcwheeled1_in\n- commander_apcwheeled1_out\n- commander_apcwheeled1_out_settlein\n- commander_apcwheeled2_in\n- commander_apcwheeled2_out\n- commander_apcwheeled2_out_settlein\n- commander_apcwheeled2hi_in\n- commander_apcwheeled2hi_out\n- commander_apcwheeled2hi_out_settlein\n- Commander_LT_01_AT_F_in\n- Commander_LT_01_AT_F_out\n- Commander_LT_01_AT_F_out_settlein\n- commander_mbt3_in\n- commander_mbt3_out\n- commander_mbt3_out_settlein\n- Commander_MBT_01_arty_F_in\n- Commander_MBT_01_arty_F_out\n- Commander_MBT_01_cannon_F_in\n- Commander_MBT_01_cannon_F_out\n- Commander_MBT_01_cannon_F_out_settlein\n- Commander_MBT_02_arty_F_in\n- Commander_MBT_02_cannon_F_in\n- Commander_MBT_02_cannon_F_out\n- Commander_MBT_02_cannon_F_settlein\n- Commander_MBT_03_cannon_F_in\n- Commander_MBT_03_cannon_F_out\n- Commander_MBT_04_in\n- Commander_MBT_04_out\n- Commander_MBT_04_out_settlein\n- commander_MRAP_03\n- commander_MRAP_03_settlein\n- commander_sdv\n- copilot_Heli_Light_02\n- copilot_Heli_Light_02_Enter\n- copilot_Heli_Light_02_Exit\n- copilot_Heli_Light_02_KIA\n- copilot_Heli_Light_03\n- copilot_Heli_Light_03_Enter\n- copilot_Heli_Light_03_Exit\n- copilot_Heli_Light_03_KIA\n- Copilot_Plane_Civil_01\n- Copilot_Plane_Civil_01_GetIn\n- Copilot_Plane_Civil_01_GetOut\n- copilot_vtol01_armed\n- copilot_vtol01_armed_kia\n- copilot_vtol01_armed_settlein\n- Crew\n- Crew\n- Crew\n- Crew\n- crew_tank01_in\n- crew_tank01_out\n- CutSceneAnimationBase\n- CutSceneAnimationBaseAbuse\n- CutSceneAnimationBaseSit\n- CutSceneAnimationBaseZoZo\n- CutSceneAnimationSmk\n- DeadState\n- DefaultDieA3\n- DefaultDriver\n- DefaultPassenger\n- DefaultSettleIn\n- DismountOptic\n- DismountOpticProne\n- DismountSide\n- DismountSideProne\n- DraggerBase\n- DraggerBasenon\n- DraggerBaseRfl\n- Driver_AFV_Wheeled_01_in\n- Driver_AFV_Wheeled_01_out\n- Driver_APC_tracked_01_crv_in\n- Driver_APC_tracked_02_cannon_F_in\n- Driver_APC_tracked_02_cannon_F_out\n- Driver_APC_tracked_03_cannon_F_in\n- Driver_APC_tracked_03_cannon_F_out\n- Driver_APC_Wheeled_01_in\n- Driver_APC_Wheeled_01_out\n- Driver_APC_Wheeled_02_rcws_F_in\n- Driver_APC_Wheeled_02_rcws_F_out\n- Driver_APC_Wheeled_03_cannon_F_in\n- Driver_APC_Wheeled_03_cannon_F_out\n- driver_apctracked3_in\n- driver_apctracked3_out\n- driver_apctracked3_out_settlein\n- driver_apcwheeled1_out\n- driver_apcwheeled2_in\n- driver_apcwheeled2_out\n- driver_apcwheeled2_out_settlein\n- driver_apcwheeled3_in\n- driver_boat01\n- driver_boat01_settlein\n- driver_boat_transport_02\n- driver_boat_transport_02_settlein\n- driver_hemtt\n- Driver_High01\n- Driver_low01\n- driver_lsv01_kia\n- driver_lsv02_kia\n- driver_lsv_01\n- driver_lsv_01_settlein\n- driver_lsv_02\n- driver_lsv_02_settlein\n- Driver_LT_01_AT_F_in\n- Driver_LT_01_AT_F_out\n- driver_mantis\n- driver_mantis_settlein\n- Driver_MBT_01_cannon_F_in\n- Driver_MBT_02_F_in\n- Driver_MBT_03_cannon_F_in\n- Driver_MBT_03_cannon_F_out\n- Driver_MBT_04_in\n- Driver_MBT_04_out\n- Driver_mid01\n- driver_mid01_idlebreathing\n- driver_MRAP_01\n- driver_MRAP_01_settlein\n- driver_MRAP_03\n- driver_offroad01\n- driver_offroad01_settlein\n- driver_Quadbike\n- driver_scooter_01\n- driver_scooter_01_settlein\n- driver_sdv\n- driver_sdv_settlein\n- driver_tractor\n- driver_tractor_settlein\n- driver_Truck_02\n- driver_Truck_03\n- driver_Truck_03_settlein\n- driver_ugv_01\n- driver_Van_01\n- driver_Van_01_settlein\n- Driver_Van_02\n- Driver_Van_02_SettleIn\n- frontGunner_lsv01_kia\n- frontGunner_lsv_01\n- frontGunner_lsv_01_settlein\n- GetIn_Vertical_Pistol\n- GetIn_Vertical_Rifle\n- GetIn_Vertical_Unarmed\n- GetInAMV_cargo\n- GetInAssaultBoat\n- GetInHeli_Light_01bench\n- GetInHeli_Transport_01Cargo\n- GetInHeli_Transport_02Cargo\n- GetInHelicopterCargo\n- GetInHelicopterCargoPst\n- GetInHelicopterCargoRfl\n- GetInHemttBack\n- GetInMantis\n- GetInMortar\n- GetInMRAP_01\n- GetInMRAP_01_cargo\n- GetInMRAP_01_cargoPst\n- GetInMRAP_01_cargoRfl\n- GetInMRAP_01Pst\n- GetInMRAP_01Rfl\n- GetInMRAP_03\n- GetInOffroad\n- GetInOffroadBack\n- GetInOffroadCargo\n- GetInQuadbike\n- GetInQuadbike_cargo\n- GetInSpeedboat\n- GetOutAssaultBoat\n- GetOutHeli_Light_01bench\n- GetOutHelicopterCargo\n- GetOutHelicopterCargoPst\n- GetOutHelicopterCargoRfl\n- GetOutMantis\n- GetOutMortar\n- GetOutMRAP_01\n- GetOutMRAP_01_cargo\n- GetOutMRAP_01_cargoPst\n- GetOutMRAP_01_cargoRfl\n- GetOutMRAP_01Pst\n- GetOutMRAP_01Rfl\n- GetOutPara\n- GetOutQuadbike\n- GetOutQuadbike_cargo\n- GetOutSpeedboat\n- Grad_Gunner\n- Grad_Gunner\n- Grad_Gunner\n- gunner01_vtol01_armed\n- gunner01_vtol01_armed_kia\n- gunner01_vtol01_armed_settlein\n- gunner01_vtol01_vehicle\n- gunner01_vtol01_vehicle_kia\n- gunner01_vtol01_vehicle_settlein\n- gunner01_vtol02_vehicle\n- gunner01_vtol02_vehicle_kia\n- gunner01_vtol02_vehicle_settlein\n- gunner02_vtol01_armed\n- gunner02_vtol01_armed_kia\n- gunner02_vtol01_armed_settlein\n- gunner02_vtol01_vehicle\n- gunner02_vtol01_vehicle_kia\n- gunner02_vtol01_vehicle_settlein\n- Gunner_AFV_Wheeled_01_in\n- Gunner_AFV_Wheeled_01_out\n- Gunner_AFV_Wheeled_01_settlein\n- Gunner_APC_tracked_01_aa_F_in\n- Gunner_APC_tracked_01_aa_F_out\n- Gunner_APC_tracked_01_aa_F_settlein\n- Gunner_APC_tracked_01_crv_in\n- Gunner_APC_tracked_02_aa_F_in\n- Gunner_APC_tracked_02_aa_F_out\n- Gunner_APC_tracked_02_aa_F_out_settlein\n- Gunner_APC_tracked_02_cannon_F_in\n- Gunner_APC_tracked_02_cannon_F_out\n- Gunner_APC_tracked_02_cannon_F_out_settlein\n- Gunner_APC_tracked_03_cannon_F_in\n- Gunner_APC_tracked_03_cannon_F_out\n- Gunner_APC_tracked_03_cannon_F_settlein\n- Gunner_APC_Wheeled_01_in\n- Gunner_APC_Wheeled_01_out\n- Gunner_APC_Wheeled_03_cannon_F_in\n- gunner_apctracked1aa_in\n- gunner_apctracked1aa_out\n- gunner_apctracked1aa_out_settlein\n- gunner_apctracked3_in\n- gunner_apctracked3_out\n- gunner_apctracked3_out_settlein\n- gunner_apcwheeled1_in\n- gunner_apcwheeled1_out\n- gunner_apcwheeled1_out_settlein\n- gunner_apcwheeled3_in\n- gunner_Heli_Transport_01\n- gunner_Heli_Transport_01_hands\n- Gunner_HeliTransport3_1\n- Gunner_HeliTransport3_2\n- gunner_hmg02_low\n- gunner_hmg02_standing\n- gunner_lsv01_kia\n- gunner_lsv02_kia\n- gunner_lsv_01\n- Gunner_LSV_01_AT_F\n- gunner_lsv_01_settlein\n- gunner_lsv_02\n- Gunner_LSV_02_AT_F\n- gunner_lsv_02_settlein\n- gunner_mbt3_in\n- gunner_mbt3_out\n- gunner_mbt3_out_settlein\n- Gunner_MBT_01_arty_F_in\n- Gunner_MBT_01_arty_F_out\n- Gunner_MBT_01_arty_F_settlein\n- Gunner_MBT_01_cannon_F_in\n- Gunner_MBT_01_mlrs_F_in\n- Gunner_MBT_02_arty_F_in\n- Gunner_MBT_02_arty_F_out\n- Gunner_MBT_02_arty_F_settlein\n- Gunner_MBT_02_cannon_F_in\n- Gunner_MBT_02_cannon_F_out\n- Gunner_MBT_02_cannon_F_settlein\n- Gunner_MBT_03_cannon_F_in\n- Gunner_MBT_03_cannon_F_out\n- Gunner_MBT_04_in\n- gunner_mortar\n- gunner_MRAP_01\n- gunner_MRAP_01_settlein\n- gunner_MRAP_03\n- gunner_MRAP_03_lookingatmonitor\n- gunner_MRAP_03_settlein\n- gunner_offroad01\n- Gunner_Offroad_01_AT_F\n- Gunner_Offroad_02_AT_F\n- Gunner_Offroad_02_LMG_F\n- gunner_standup01\n- gunner_standup01_minigun\n- gunner_static_low01\n- gunner_staticlauncher\n- HaloFreeFall_B\n- HaloFreeFall_BL\n- HaloFreeFall_BR\n- HaloFreeFall_F\n- HaloFreeFall_FL\n- HaloFreeFall_FR\n- HaloFreeFall_L\n- HaloFreeFall_non\n- HaloFreeFall_non_HaloFreeFall_B\n- HaloFreeFall_non_HaloFreeFall_BL\n- HaloFreeFall_non_HaloFreeFall_BR\n- HaloFreeFall_non_HaloFreeFall_F\n- HaloFreeFall_non_HaloFreeFall_FL\n- HaloFreeFall_non_HaloFreeFall_FR\n- HaloFreeFall_non_HaloFreeFall_L\n- HaloFreeFall_non_HaloFreeFall_R\n- HaloFreeFall_R\n- Heli_Attack_01_Gunner\n- Heli_Attack_01_Gunner_getin\n- Heli_Attack_01_Gunner_getout\n- Heli_Attack_01_Pilot\n- Heli_Attack_01_Pilot_getin\n- Heli_Attack_01_Pilot_getout\n- Heli_Attack_01Gunner_AmovPercMstpSlowWrflDnon\n- Heli_Attack_01Pilot_AmovPercMstpSlowWrflDnon\n- Heli_Attack_02_Cargo\n- Heli_Attack_02_Gunner\n- Heli_Attack_02_Gunner_settlein\n- Heli_Attack_02_Pilot\n- Heli_Light_02_Cargo\n- Heli_Light_02_Gunner\n- Heli_Light_02_Pilot\n- Helper_InjuredRfl\n- Helper_SwitchToCarrynon\n- Helper_SwitchToCarrynon_pst\n- Helper_SwitchToCarryRfl\n- Hepler_InjuredNon\n- HubBriefing_ext\n- HubBriefing_ext_Contact\n- HubBriefing_lookAround1\n- HubBriefing_lookAround2\n- HubBriefing_loop\n- HubBriefing_pointAtTable\n- HubBriefing_pointLeft\n- HubBriefing_pointRight\n- HubBriefing_scratch\n- HubBriefing_stretch\n- HubBriefing_talkAround\n- HubBriefing_think\n- HubFixingVehicleProne_idle1\n- HubShootingRange_base\n- HubShootingRangeKneel_HubShootingRangeStand\n- HubShootingRangeKneel_move1\n- HubShootingRangeKneel_move2\n- HubShootingRangeKneel_move3\n- HubShootingRangeKneel_shoot\n- HubShootingRangeProne_move1\n- HubShootingRangeProne_move2\n- HubShootingRangeProne_move3\n- HubShootingRangeProne_shoot\n- HubShootingRangeStand_HubShootingRangeKneel\n- HubShootingRangeStand_move1\n- HubShootingRangeStand_move2\n- HubShootingRangeStand_move3\n- HubShootingRangeStand_move4\n- HubShootingRangeStand_shoot\n- HubSittingAtTableU_idle1\n- HubSittingAtTableU_idle2\n- HubSittingAtTableU_idle3\n- HubSittingChairA_idle1\n- HubSittingChairA_idle2\n- HubSittingChairA_idle3\n- HubSittingChairA_move1\n- HubSittingChairB_idle1\n- HubSittingChairB_idle2\n- HubSittingChairB_idle3\n- HubSittingChairB_move1\n- HubSittingChairC_idle1\n- HubSittingChairC_idle2\n- HubSittingChairC_idle3\n- HubSittingChairC_move1\n- HubSittingChairUA_idle1\n- HubSittingChairUA_idle2\n- HubSittingChairUA_idle3\n- HubSittingChairUA_move1\n- HubSittingChairUB_idle1\n- HubSittingChairUB_idle2\n- HubSittingChairUB_idle3\n- HubSittingChairUB_move1\n- HubSittingChairUC_idle1\n- HubSittingChairUC_idle2\n- HubSittingChairUC_idle3\n- HubSittingChairUC_move1\n- HubSittingHighA_idle1\n- HubSittingHighB_idle1\n- HubSittingHighB_idle2\n- HubSittingHighB_idle3\n- HubSittingHighB_in\n- HubSittingHighB_move1\n- HubSittingHighB_out\n- HubSittingHighB_outSalute\n- HubSpectator_stand\n- HubSpectator_stand_Contact\n- HubSpectator_standU\n- HubSpectator_walk\n- HubSpectator_walkU\n- HubStanding_idle1\n- HubStanding_idle2\n- HubStanding_idle3\n- HubStandingUA_idle1\n- HubStandingUA_idle2\n- HubStandingUA_idle3\n- HubStandingUA_move1\n- HubStandingUA_move2\n- HubStandingUB_idle1\n- HubStandingUB_idle2\n- HubStandingUB_idle3\n- HubStandingUB_move1\n- HubStandingUC_idle1\n- HubStandingUC_idle2\n- HubStandingUC_idle3\n- HubStandingUC_move1\n- HubStandingUC_move2\n- HubTemplate\n- HubTemplate_Briefing\n- HubTemplateU\n- HubWave_move1\n- HubWave_move2\n- HubWoundedProne_idle1\n- HubWoundedProne_idle2\n- InBaseMoves_assemblingVehicleErc\n- InBaseMoves_HandsBehindBack1\n- InBaseMoves_HandsBehindBack2\n- InBaseMoves_holdleft_idle1\n- InBaseMoves_Lean1\n- InBaseMoves_patrolling1\n- InBaseMoves_patrolling2\n- InBaseMoves_repairVehicleKnl\n- InBaseMoves_repairVehiclePne\n- InBaseMoves_sitHighUp1\n- InBaseMoves_SittingRifle1\n- InBaseMoves_SittingRifle2\n- InBaseMoves_table1\n- Incapacitated\n- IncapacitatedPistol\n- IncapacitatedRifle\n- IncapacitatedRifle_AmovPpneMstpSrasWrflDnon\n- Kart_driver\n- Kart_driver_KIA\n- KIA_chopperHeavy_L_01_H\n- KIA_chopperHeavy_L_02_H\n- KIA_chopperHeavy_LP_01_H\n- KIA_chopperHeavy_LP_02_H\n- KIA_chopperHeavy_LP_03_H\n- KIA_ChopperHeavy_R_01_H\n- KIA_chopperHeavy_R_02_H\n- KIA_chopperHeavy_R_03_H\n- KIA_chopperLight_C_L01_H\n- KIA_chopperLight_C_L02_H\n- KIA_chopperLight_C_L_wmn_H\n- KIA_chopperLight_C_R01_H\n- KIA_chopperLight_C_R02_H\n- KIA_chopperLight_C_R_wmn_H\n- KIA_chopperLight_CB_01_H\n- KIA_chopperLight_CB_02_H\n- KIA_chopperLight_L_01_H\n- KIA_chopperLight_L_02_H\n- KIA_chopperLight_L_03_H\n- KIA_chopperLight_L_wmn_H\n- KIA_chopperLight_R_01_H\n- KIA_chopperLight_R_02_H\n- KIA_chopperLight_RP_01_H\n- KIA_chopperLight_RP_02_H\n- KIA_chopperLight_RP_03_H\n- KIA_chopperLight_RP_wmn_H\n- KIA_CoDriver_Van_02\n- KIA_Commander_AFV_Wheeled_01\n- KIA_Commander_APC_tracked_01_aa_F\n- KIA_Commander_APC_tracked_01_crv\n- KIA_Commander_APC_tracked_02_aa_F\n- KIA_Commander_APC_tracked_02_cannon_F\n- KIA_Commander_APC_tracked_03_cannon_F\n- KIA_Commander_APC_Wheeled_01\n- KIA_Commander_APC_Wheeled_02_rcws_F\n- KIA_Commander_APC_Wheeled_03_cannon_F\n- KIA_Commander_LT_01_AT_F\n- KIA_Commander_MBT_01_arty_F\n- KIA_Commander_MBT_01_cannon_F\n- KIA_Commander_MBT_02_arty_F\n- KIA_Commander_MBT_02_cannon_F\n- KIA_Commander_MBT_03_cannon_F\n- KIA_Commander_MBT_04\n- KIA_commander_MRAP_03\n- KIA_commander_sdv\n- KIA_Copilot_Plane_Civil_01\n- KIA_crew_tank01\n- KIA_Driver_AFV_Wheeled_01\n- KIA_Driver_APC_tracked_01_crv\n- KIA_Driver_APC_tracked_02_cannon_F\n- KIA_Driver_APC_tracked_03_cannon_F\n- KIA_Driver_APC_Wheeled_01\n- KIA_Driver_APC_Wheeled_02_rcws_F\n- KIA_Driver_APC_Wheeled_03_cannon_F\n- KIA_driver_boat01\n- KIA_driver_boat_transport_02\n- KIA_driver_hemtt\n- KIA_Driver_High01\n- KIA_Driver_low01\n- KIA_Driver_LT_01_AT_F\n- KIA_driver_mantis\n- KIA_Driver_MBT_01_cannon_F\n- KIA_Driver_MBT_02_F\n- KIA_Driver_MBT_03_cannon_F\n- KIA_Driver_MBT_04\n- KIA_Driver_mid01\n- KIA_driver_MRAP_03\n- KIA_driver_scooter_01\n- KIA_driver_sdv\n- KIA_driver_tractor\n- KIA_driver_Truck_02\n- KIA_driver_Truck_03\n- KIA_driver_ugv_01\n- KIA_driver_Van_01\n- KIA_Driver_Van_02\n- KIA_Gunner_AFV_Wheeled_01\n- KIA_Gunner_APC_tracked_01_aa_F\n- KIA_Gunner_APC_tracked_01_crv\n- KIA_Gunner_APC_tracked_02_aa_F\n- KIA_Gunner_APC_tracked_02_cannon_F\n- KIA_Gunner_APC_tracked_03_cannon_F\n- KIA_Gunner_APC_Wheeled_01\n- KIA_Gunner_APC_Wheeled_03_cannon_F\n- KIA_gunner_apcwheeled3_in\n- KIA_gunner_Heli_Transport_01\n- KIA_gunner_Heli_Transport_01_hands\n- KIA_Gunner_MBT_01_arty_F\n- KIA_Gunner_MBT_01_cannon_F\n- KIA_Gunner_MBT_01_mlrs_F\n- KIA_Gunner_MBT_02_arty_F\n- KIA_Gunner_MBT_02_cannon_F\n- KIA_Gunner_MBT_03_cannon_F\n- KIA_Gunner_MBT_04\n- KIA_gunner_mortar\n- KIA_gunner_MRAP_01\n- KIA_gunner_MRAP_03\n- KIA_Gunner_Offroad_02_AT_F\n- KIA_Gunner_Offroad_02_LMG_F\n- KIA_gunner_standup01\n- KIA_gunner_static_low01\n- KIA_gunner_staticlauncher\n- KIA_Heli_Attack_01_Gunner\n- KIA_Heli_Attack_01_Pilot\n- KIA_Heli_Attack_02_Cargo\n- KIA_Heli_Attack_02_Gunner\n- KIA_Heli_Attack_02_Pilot\n- KIA_Heli_Light_02_Cargo\n- KIA_Heli_Light_02_Gunner\n- KIA_Heli_Light_02_Pilot\n- KIA_Para_Pilot\n- KIA_passenger_apc_generic01\n- KIA_passenger_apc_generic02\n- KIA_passenger_apc_generic03\n- KIA_passenger_apc_generic04\n- KIA_passenger_apc_narrow_generic01\n- KIA_passenger_apc_narrow_generic02\n- KIA_passenger_apc_narrow_generic03\n- KIA_passenger_boat_holdleft\n- KIA_passenger_boat_holdleft2\n- KIA_passenger_boat_holdright\n- KIA_passenger_boat_holdright2\n- KIA_passenger_boat_rightrear\n- KIA_passenger_flatground\n- KIA_passenger_flatground_generic\n- KIA_passenger_flatground_leanleft\n- KIA_passenger_flatground_leanright\n- KIA_passenger_generic01\n- KIA_passenger_generic02\n- KIA_passenger_injured_medevac_truck01\n- KIA_passenger_injured_medevac_truck02\n- KIA_passenger_injured_medevac_truck03\n- KIA_passenger_low01\n- KIA_passenger_mantisrear\n- KIA_passenger_MRAP_01_back\n- KIA_passenger_MRAP_01_front\n- KIA_passenger_MRAP_03exgunner\n- KIA_Passenger_Plane_Civil_01_L\n- KIA_Passenger_Plane_Civil_01_R\n- KIA_passenger_quadbike\n- KIA_passenger_scooter_01\n- KIA_passenger_scooter_02\n- KIA_passenger_sdv\n- KIA_Passenger_Van_02_Medevac_Back\n- KIA_Passenger_Van_02_Medevac_Front\n- KIA_passenger_VAN_codriver01\n- KIA_passenger_VAN_codriver02\n- KIA_Patient_Van_02_Medevac_Back\n- KIA_Patient_Van_02_Medevac_Front\n- KIA_pilot_Heli_Attack_01\n- KIA_pilot_Heli_Transport_01\n- KIA_pilot_Heli_Transport_03\n- KIA_pilot_Heli_Transport_04\n- KIA_pilot_plane_cas_01\n- KIA_pilot_plane_cas_02\n- KIA_Pilot_Plane_Civil_01\n- KIA_Pilot_Plane_Fighter\n- KIA_Pilot_Plane_Fighter_Ejection\n- KIA_Plane_Fighter_03_Pilot\n- KIA_RHIB_Cargo\n- KIA_RHIB_Driver\n- KIA_Truck_02_Driver\n- KIA_Truck_02_Driver\n- KIA_Truck_02_Driver\n- KIA_truck_02_mrl_gunner\n- KIA_Truck_Cargo01\n- KIA_Truck_Cargo01\n- KIA_Truck_Cargo01\n- KIA_Truck_Cargo02\n- KIA_Truck_Cargo02\n- KIA_Truck_Cargo02\n- KIA_Truck_Cargo03\n- KIA_Truck_Cargo03\n- KIA_Truck_Cargo03\n- KIA_Truck_Cargo04\n- KIA_Truck_Cargo04\n- KIA_Truck_Cargo04\n- KIA_Truck_Driver\n- KIA_Truck_Driver\n- KIA_Truck_Driver\n- KIA_Zodiac_Cargo_1\n- KIA_Zodiac_Cargo_2\n- KIA_Zodiac_Cargo_3\n- KIA_Zodiac_Cargo_4\n- KIA_Zodiac_Driver\n- LaceyTest1a\n- LaceyTest1b\n- LaceyTest2a\n- LaceyTest2b\n- LadderCivilDownLoop\n- LadderCivilDownOff\n- LadderCivilOn_Bottom\n- LadderCivilOn_Top\n- LadderCivilStatic\n- LadderCivilTopOff\n- LadderCivilUpLoop\n- LadderRifleDownLoop\n- LadderRifleDownOff\n- LadderRifleOn\n- LadderRifleStatic\n- LadderRifleTopOff\n- LadderRifleUpLoop\n- LauncherReloadKneel\n- LauncherReloadStand\n- LHD_krajPaluby\n- mbt1_slot1_in\n- mbt1_slot1_out\n- mbt1_slot1_out_settlein\n- mbt1_slot2_in\n- mbt1_slot2_out\n- mbt1_slot2_out_settlein\n- mbt1c_slot2_in\n- mbt1c_slot2_out\n- mbt1c_slot2_out_settlein\n- mbt2_slot1_in\n- mbt2_slot1_out\n- mbt2_slot1_out_settlein\n- mbt2_slot2_in\n- mbt2_slot2_out\n- mbt2_slot2_out_settlein\n- mbt2_slot2a_in\n- mbt2_slot2a_out\n- mbt2_slot2a_out_settlein\n- mbt2_slot2b_in\n- mbt2_slot2b_out\n- mbt2_slot2b_out_settlein\n- Mk201_Dead\n- Mk201_Turret\n- Mk34_Dead\n- Mk34_Turret\n- Mortar_01_F_Dead\n- Mortar_01_F_Turret\n- Mortar_Gunner\n- MountOptic\n- MountOpticProne\n- MountSide\n- MountSideProne\n- Para_Pilot\n- passenger_apc_generic01\n- passenger_apc_generic01_settlein\n- passenger_apc_generic02\n- passenger_apc_generic02_settlein\n- passenger_apc_generic02b\n- passenger_apc_generic02b_settlein\n- passenger_apc_generic03\n- passenger_apc_generic03_low\n- passenger_apc_generic03_low_settlein\n- passenger_apc_generic03_settlein\n- passenger_apc_generic04\n- passenger_apc_generic04_settlein\n- passenger_apc_generic04still\n- passenger_apc_narrow_generic01\n- passenger_apc_narrow_generic01_low\n- passenger_apc_narrow_generic01_low_settlein\n- passenger_apc_narrow_generic01_settlein\n- passenger_apc_narrow_generic02\n- passenger_apc_narrow_generic02_low\n- passenger_apc_narrow_generic02_low_settlein\n- passenger_apc_narrow_generic02_settlein\n- passenger_apc_narrow_generic03\n- passenger_apc_narrow_generic03_low\n- passenger_apc_narrow_generic03_low_settlein\n- passenger_apc_narrow_generic03_settlein\n- passenger_apc_narrow_generic03still\n- passenger_apc_narrow_generic03still_settlein\n- passenger_bench_1_Aim\n- passenger_bench_1_Aim_Binoc\n- passenger_bench_1_Aim_FromBinoc\n- passenger_bench_1_Aim_FromBinoc_End\n- passenger_bench_1_Aim_FromPistol\n- passenger_bench_1_Aim_FromPistol_End\n- passenger_bench_1_Aim_Idling\n- passenger_bench_1_Aim_Pistol\n- passenger_bench_1_Aim_Pistol_Binoc\n- passenger_bench_1_Aim_Pistol_FromBinoc\n- passenger_bench_1_Aim_Pistol_FromBinoc_End\n- passenger_bench_1_Aim_Pistol_Idling\n- passenger_bench_1_Aim_Pistol_ToBinoc\n- passenger_bench_1_Aim_Pistol_ToBinoc_End\n- passenger_bench_1_Aim_ToBinoc\n- passenger_bench_1_Aim_ToBinoc_End\n- passenger_bench_1_Aim_ToPistol\n- passenger_bench_1_Aim_ToPistol_End\n- passenger_bench_1_Aim_Unarmed_Binoc\n- passenger_bench_1_Aim_Unarmed_FromBinoc\n- passenger_bench_1_Aim_Unarmed_FromBinoc_End\n- passenger_bench_1_Aim_Unarmed_ToBinoc\n- passenger_bench_1_Aim_Unarmed_ToBinoc_End\n- passenger_bench_1_Die\n- passenger_bench_1_Die_Pistol\n- passenger_bench_1_fromObstructed\n- passenger_bench_1_fromObstructed_Pistol\n- passenger_bench_1_Idle\n- passenger_bench_1_Idle_Idling\n- passenger_bench_1_Idle_Pistol\n- passenger_bench_1_Idle_Pistol_Idling\n- passenger_bench_1_Idle_Unarmed\n- passenger_bench_1_Idle_Unarmed_Idling\n- passenger_bench_1_Obstructed\n- passenger_bench_1_Obstructed_Pistol\n- passenger_bench_1_toObstructed\n- passenger_bench_1_toObstructed_Pistol\n- passenger_boat_1_Aim\n- passenger_boat_1_Aim_Binoc\n- passenger_boat_1_Aim_FromBinoc\n- passenger_boat_1_Aim_FromBinoc_End\n- passenger_boat_1_Aim_FromPistol\n- passenger_boat_1_Aim_FromPistol_End\n- passenger_boat_1_Aim_Idling\n- passenger_boat_1_Aim_Pistol\n- passenger_boat_1_Aim_Pistol_Binoc\n- passenger_boat_1_Aim_Pistol_FromBinoc\n- passenger_boat_1_Aim_Pistol_FromBinoc_End\n- passenger_boat_1_Aim_Pistol_Idling\n- passenger_boat_1_Aim_Pistol_ToBinoc\n- passenger_boat_1_Aim_Pistol_ToBinoc_End\n- passenger_boat_1_Aim_ToBinoc\n- passenger_boat_1_Aim_ToBinoc_End\n- passenger_boat_1_Aim_ToPistol\n- passenger_boat_1_Aim_ToPistol_End\n- passenger_boat_1_Aim_Unarmed_Binoc\n- passenger_boat_1_Aim_Unarmed_FromBinoc\n- passenger_boat_1_Aim_Unarmed_FromBinoc_End\n- passenger_boat_1_Aim_Unarmed_ToBinoc\n- passenger_boat_1_Aim_Unarmed_ToBinoc_End\n- passenger_boat_1_Die\n- passenger_boat_1_Die_Pistol\n- passenger_boat_1_fromObstructed\n- passenger_boat_1_fromObstructed_Pistol\n- passenger_boat_1_Idle\n- passenger_boat_1_Idle_Idling\n- passenger_boat_1_Idle_Pistol\n- passenger_boat_1_Idle_Pistol_Idling\n- passenger_boat_1_Idle_Unarmed\n- passenger_boat_1_Idle_Unarmed_Idling\n- passenger_boat_1_Obstructed\n- passenger_boat_1_Obstructed_Pistol\n- passenger_boat_1_toObstructed\n- passenger_boat_1_toObstructed_Pistol\n- passenger_boat_2_Aim\n- passenger_boat_2_Aim_Binoc\n- passenger_boat_2_Aim_FromBinoc\n- passenger_boat_2_Aim_FromBinoc_End\n- passenger_boat_2_Aim_FromPistol\n- passenger_boat_2_Aim_FromPistol_End\n- passenger_boat_2_Aim_Idling\n- passenger_boat_2_Aim_Pistol\n- passenger_boat_2_Aim_Pistol_Binoc\n- passenger_boat_2_Aim_Pistol_FromBinoc\n- passenger_boat_2_Aim_Pistol_FromBinoc_End\n- passenger_boat_2_Aim_Pistol_Idling\n- passenger_boat_2_Aim_Pistol_ToBinoc\n- passenger_boat_2_Aim_Pistol_ToBinoc_End\n- passenger_boat_2_Aim_ToBinoc\n- passenger_boat_2_Aim_ToBinoc_End\n- passenger_boat_2_Aim_ToPistol\n- passenger_boat_2_Aim_ToPistol_End\n- passenger_boat_2_Aim_Unarmed_Binoc\n- passenger_boat_2_Aim_Unarmed_FromBinoc\n- passenger_boat_2_Aim_Unarmed_FromBinoc_End\n- passenger_boat_2_Aim_Unarmed_ToBinoc\n- passenger_boat_2_Aim_Unarmed_ToBinoc_End\n- passenger_boat_2_Die\n- passenger_boat_2_Die_Pistol\n- passenger_boat_2_fromObstructed\n- passenger_boat_2_fromObstructed_Pistol\n- passenger_boat_2_Idle\n- passenger_boat_2_Idle_Idling\n- passenger_boat_2_Idle_Pistol\n- passenger_boat_2_Idle_Pistol_Idling\n- passenger_boat_2_Idle_Unarmed\n- passenger_boat_2_Idle_Unarmed_Idling\n- passenger_boat_2_Obstructed\n- passenger_boat_2_Obstructed_Pistol\n- passenger_boat_2_toObstructed\n- passenger_boat_2_toObstructed_Pistol\n- passenger_boat_3_Aim\n- passenger_boat_3_Aim_Binoc\n- passenger_boat_3_Aim_FromBinoc\n- passenger_boat_3_Aim_FromBinoc_End\n- passenger_boat_3_Aim_FromPistol\n- passenger_boat_3_Aim_FromPistol_End\n- passenger_boat_3_Aim_Idling\n- passenger_boat_3_Aim_Pistol\n- passenger_boat_3_Aim_Pistol_Binoc\n- passenger_boat_3_Aim_Pistol_FromBinoc\n- passenger_boat_3_Aim_Pistol_FromBinoc_End\n- passenger_boat_3_Aim_Pistol_Idling\n- passenger_boat_3_Aim_Pistol_ToBinoc\n- passenger_boat_3_Aim_Pistol_ToBinoc_End\n- passenger_boat_3_Aim_ToBinoc\n- passenger_boat_3_Aim_ToBinoc_End\n- passenger_boat_3_Aim_ToPistol\n- passenger_boat_3_Aim_ToPistol_End\n- passenger_boat_3_Aim_Unarmed_Binoc\n- passenger_boat_3_Aim_Unarmed_FromBinoc\n- passenger_boat_3_Aim_Unarmed_FromBinoc_End\n- passenger_boat_3_Aim_Unarmed_ToBinoc\n- passenger_boat_3_Aim_Unarmed_ToBinoc_End\n- passenger_boat_3_Die\n- passenger_boat_3_Die_Pistol\n- passenger_boat_3_fromObstructed\n- passenger_boat_3_fromObstructed_Pistol\n- passenger_boat_3_Idle\n- passenger_boat_3_Idle_Idling\n- passenger_boat_3_Idle_Pistol\n- passenger_boat_3_Idle_Pistol_Idling\n- passenger_boat_3_Idle_Unarmed\n- passenger_boat_3_Idle_Unarmed_Idling\n- passenger_boat_3_Obstructed\n- passenger_boat_3_Obstructed_Pistol\n- passenger_boat_3_toObstructed\n- passenger_boat_3_toObstructed_Pistol\n- passenger_boat_4_Aim\n- passenger_boat_4_Aim_Binoc\n- passenger_boat_4_Aim_FromBinoc\n- passenger_boat_4_Aim_FromBinoc_End\n- passenger_boat_4_Aim_FromPistol\n- passenger_boat_4_Aim_FromPistol_End\n- passenger_boat_4_Aim_Idling\n- passenger_boat_4_Aim_Pistol\n- passenger_boat_4_Aim_Pistol_Binoc\n- passenger_boat_4_Aim_Pistol_FromBinoc\n- passenger_boat_4_Aim_Pistol_FromBinoc_End\n- passenger_boat_4_Aim_Pistol_Idling\n- passenger_boat_4_Aim_Pistol_ToBinoc\n- passenger_boat_4_Aim_Pistol_ToBinoc_End\n- passenger_boat_4_Aim_ToBinoc\n- passenger_boat_4_Aim_ToBinoc_End\n- passenger_boat_4_Aim_ToPistol\n- passenger_boat_4_Aim_ToPistol_End\n- passenger_boat_4_Aim_Unarmed_Binoc\n- passenger_boat_4_Aim_Unarmed_FromBinoc\n- passenger_boat_4_Aim_Unarmed_FromBinoc_End\n- passenger_boat_4_Aim_Unarmed_ToBinoc\n- passenger_boat_4_Aim_Unarmed_ToBinoc_End\n- passenger_boat_4_Die\n- passenger_boat_4_Die_Pistol\n- passenger_boat_4_fromObstructed\n- passenger_boat_4_fromObstructed_Pistol\n- passenger_boat_4_Idle\n- passenger_boat_4_Idle_Idling\n- passenger_boat_4_Idle_Pistol\n- passenger_boat_4_Idle_Pistol_Idling\n- passenger_boat_4_Idle_Unarmed\n- passenger_boat_4_Idle_Unarmed_Idling\n- passenger_boat_4_Obstructed\n- passenger_boat_4_Obstructed_Pistol\n- passenger_boat_4_toObstructed\n- passenger_boat_4_toObstructed_Pistol\n- passenger_boat_holdleft\n- passenger_boat_holdleft2\n- passenger_boat_holdright\n- passenger_boat_holdright2\n- passenger_boat_rightrear\n- passenger_boat_rightrear_settlein\n- passenger_flatground_1_Aim\n- passenger_flatground_1_Aim_Binoc\n- passenger_flatground_1_Aim_FromBinoc\n- passenger_flatground_1_Aim_FromBinoc_End\n- passenger_flatground_1_Aim_FromPistol\n- passenger_flatground_1_Aim_FromPistol_End\n- passenger_flatground_1_Aim_Idling\n- passenger_flatground_1_Aim_Pistol\n- passenger_flatground_1_Aim_Pistol_Binoc\n- passenger_flatground_1_Aim_Pistol_FromBinoc\n- passenger_flatground_1_Aim_Pistol_FromBinoc_End\n- passenger_flatground_1_Aim_Pistol_Idling\n- passenger_flatground_1_Aim_Pistol_ToBinoc\n- passenger_flatground_1_Aim_Pistol_ToBinoc_End\n- passenger_flatground_1_Aim_ToBinoc\n- passenger_flatground_1_Aim_ToBinoc_End\n- passenger_flatground_1_Aim_ToPistol\n- passenger_flatground_1_Aim_ToPistol_End\n- passenger_flatground_1_Aim_Unarmed_Binoc\n- passenger_flatground_1_Aim_Unarmed_FromBinoc\n- passenger_flatground_1_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_1_Aim_Unarmed_ToBinoc\n- passenger_flatground_1_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_1_Die\n- passenger_flatground_1_Die_Pistol\n- passenger_flatground_1_fromObstructed\n- passenger_flatground_1_fromObstructed_Pistol\n- passenger_flatground_1_Idle\n- passenger_flatground_1_Idle_Idling\n- passenger_flatground_1_Idle_Pistol\n- passenger_flatground_1_Idle_Pistol_Idling\n- passenger_flatground_1_Idle_Unarmed\n- passenger_flatground_1_Idle_Unarmed_Idling\n- passenger_flatground_1_Obstructed\n- passenger_flatground_1_Obstructed_Pistol\n- passenger_flatground_1_toObstructed\n- passenger_flatground_1_toObstructed_Pistol\n- passenger_flatground_2_Aim\n- passenger_flatground_2_Aim_Binoc\n- passenger_flatground_2_Aim_FromBinoc\n- passenger_flatground_2_Aim_FromBinoc_End\n- passenger_flatground_2_Aim_FromPistol\n- passenger_flatground_2_Aim_FromPistol_End\n- passenger_flatground_2_Aim_Idling\n- passenger_flatground_2_Aim_Pistol\n- passenger_flatground_2_Aim_Pistol_Binoc\n- passenger_flatground_2_Aim_Pistol_FromBinoc\n- passenger_flatground_2_Aim_Pistol_FromBinoc_End\n- passenger_flatground_2_Aim_Pistol_Idling\n- passenger_flatground_2_Aim_Pistol_ToBinoc\n- passenger_flatground_2_Aim_Pistol_ToBinoc_End\n- passenger_flatground_2_Aim_ToBinoc\n- passenger_flatground_2_Aim_ToBinoc_End\n- passenger_flatground_2_Aim_ToPistol\n- passenger_flatground_2_Aim_ToPistol_End\n- passenger_flatground_2_Aim_Unarmed_Binoc\n- passenger_flatground_2_Aim_Unarmed_FromBinoc\n- passenger_flatground_2_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_2_Aim_Unarmed_ToBinoc\n- passenger_flatground_2_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_2_Die\n- passenger_flatground_2_Die_Pistol\n- passenger_flatground_2_fromObstructed\n- passenger_flatground_2_fromObstructed_Pistol\n- passenger_flatground_2_Idle\n- passenger_flatground_2_Idle_Idling\n- passenger_flatground_2_Idle_Pistol\n- passenger_flatground_2_Idle_Pistol_Idling\n- passenger_flatground_2_Idle_Unarmed\n- passenger_flatground_2_Idle_Unarmed_Idling\n- passenger_flatground_2_Obstructed\n- passenger_flatground_2_Obstructed_Pistol\n- passenger_flatground_2_toObstructed\n- passenger_flatground_2_toObstructed_Pistol\n- passenger_flatground_3_Aim\n- passenger_flatground_3_Aim_Binoc\n- passenger_flatground_3_Aim_FromBinoc\n- passenger_flatground_3_Aim_FromBinoc_End\n- passenger_flatground_3_Aim_FromPistol\n- passenger_flatground_3_Aim_FromPistol_End\n- passenger_flatground_3_Aim_Idling\n- passenger_flatground_3_Aim_Pistol\n- passenger_flatground_3_Aim_Pistol_Binoc\n- passenger_flatground_3_Aim_Pistol_FromBinoc\n- passenger_flatground_3_Aim_Pistol_FromBinoc_End\n- passenger_flatground_3_Aim_Pistol_Idling\n- passenger_flatground_3_Aim_Pistol_ToBinoc\n- passenger_flatground_3_Aim_Pistol_ToBinoc_End\n- passenger_flatground_3_Aim_ToBinoc\n- passenger_flatground_3_Aim_ToBinoc_End\n- passenger_flatground_3_Aim_ToPistol\n- passenger_flatground_3_Aim_ToPistol_End\n- passenger_flatground_3_Aim_Unarmed_Binoc\n- passenger_flatground_3_Aim_Unarmed_FromBinoc\n- passenger_flatground_3_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_3_Aim_Unarmed_ToBinoc\n- passenger_flatground_3_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_3_Die\n- passenger_flatground_3_Die_Pistol\n- passenger_flatground_3_fromObstructed\n- passenger_flatground_3_fromObstructed_Pistol\n- passenger_flatground_3_Idle\n- passenger_flatground_3_Idle_Idling\n- passenger_flatground_3_Idle_Pistol\n- passenger_flatground_3_Idle_Pistol_Idling\n- passenger_flatground_3_Idle_Unarmed\n- passenger_flatground_3_Idle_Unarmed_Idling\n- passenger_flatground_3_Obstructed\n- passenger_flatground_3_Obstructed_Pistol\n- passenger_flatground_3_toObstructed\n- passenger_flatground_3_toObstructed_Pistol\n- passenger_flatground_4_Aim\n- passenger_flatground_4_Aim_Binoc\n- passenger_flatground_4_Aim_FromBinoc\n- passenger_flatground_4_Aim_FromBinoc_End\n- passenger_flatground_4_Aim_FromPistol\n- passenger_flatground_4_Aim_FromPistol_End\n- passenger_flatground_4_Aim_Idling\n- passenger_flatground_4_Aim_Pistol\n- passenger_flatground_4_Aim_Pistol_Binoc\n- passenger_flatground_4_Aim_Pistol_FromBinoc\n- passenger_flatground_4_Aim_Pistol_FromBinoc_End\n- passenger_flatground_4_Aim_Pistol_Idling\n- passenger_flatground_4_Aim_Pistol_ToBinoc\n- passenger_flatground_4_Aim_Pistol_ToBinoc_End\n- passenger_flatground_4_Aim_ToBinoc\n- passenger_flatground_4_Aim_ToBinoc_End\n- passenger_flatground_4_Aim_ToPistol\n- passenger_flatground_4_Aim_ToPistol_End\n- passenger_flatground_4_Aim_Unarmed_Binoc\n- passenger_flatground_4_Aim_Unarmed_FromBinoc\n- passenger_flatground_4_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_4_Aim_Unarmed_ToBinoc\n- passenger_flatground_4_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_4_Aim_vehicle_passenger_stand_1_Aim\n- passenger_flatground_4_Die\n- passenger_flatground_4_Die_Pistol\n- passenger_flatground_4_fromObstructed\n- passenger_flatground_4_fromObstructed_Pistol\n- passenger_flatground_4_Idle\n- passenger_flatground_4_Idle_Idling\n- passenger_flatground_4_Idle_Pistol\n- passenger_flatground_4_Idle_Pistol_Idling\n- passenger_flatground_4_Idle_Unarmed\n- passenger_flatground_4_Idle_Unarmed_Idling\n- passenger_flatground_4_Obstructed\n- passenger_flatground_4_Obstructed_Pistol\n- passenger_flatground_4_toObstructed\n- passenger_flatground_4_toObstructed_Pistol\n- passenger_flatground_crosslegs\n- passenger_flatground_crosslegs_settlein\n- passenger_flatground_generic01\n- passenger_flatground_generic01_settlein\n- passenger_flatground_generic02\n- passenger_flatground_generic02_settlein\n- passenger_flatground_generic03\n- passenger_flatground_generic03_settlein\n- passenger_flatground_generic04\n- passenger_flatground_generic04_settlein\n- passenger_flatground_generic05\n- passenger_flatground_generic05_settlein\n- passenger_flatground_leanleft\n- passenger_flatground_leanleft_settlein\n- passenger_flatground_leanright\n- passenger_flatground_leanright_settlein\n- passenger_generic01_foldhands\n- passenger_generic01_foldhands_settlein\n- passenger_generic01_leanleft\n- passenger_generic01_leanleft_settlein\n- passenger_generic01_leanright\n- passenger_generic01_leanright_settlein\n- passenger_generic02_foldhands\n- passenger_generic02_foldhands_settlein\n- passenger_injured_medevac_truck01\n- passenger_injured_medevac_truck02\n- passenger_injured_medevac_truck03\n- passenger_inside_1_Aim\n- passenger_inside_1_Aim_Binoc\n- passenger_inside_1_Aim_FromBinoc\n- passenger_inside_1_Aim_FromBinoc_End\n- passenger_inside_1_Aim_FromPistol\n- passenger_inside_1_Aim_FromPistol_End\n- passenger_inside_1_Aim_Idling\n- passenger_inside_1_Aim_Pistol\n- passenger_inside_1_Aim_Pistol_Binoc\n- passenger_inside_1_Aim_Pistol_FromBinoc\n- passenger_inside_1_Aim_Pistol_FromBinoc_End\n- passenger_inside_1_Aim_Pistol_Idling\n- passenger_inside_1_Aim_Pistol_ToBinoc\n- passenger_inside_1_Aim_Pistol_ToBinoc_End\n- passenger_inside_1_Aim_ToBinoc\n- passenger_inside_1_Aim_ToBinoc_End\n- passenger_inside_1_Aim_ToPistol\n- passenger_inside_1_Aim_ToPistol_End\n- passenger_inside_1_Aim_Unarmed_Binoc\n- passenger_inside_1_Aim_Unarmed_FromBinoc\n- passenger_inside_1_Aim_Unarmed_FromBinoc_End\n- passenger_inside_1_Aim_Unarmed_ToBinoc\n- passenger_inside_1_Aim_Unarmed_ToBinoc_End\n- passenger_inside_1_Die\n- passenger_inside_1_Die_Pistol\n- passenger_inside_1_fromObstructed\n- passenger_inside_1_fromObstructed_Pistol\n- passenger_inside_1_Idle\n- passenger_inside_1_Idle_Idling\n- passenger_inside_1_Idle_Pistol\n- passenger_inside_1_Idle_Pistol_Idling\n- passenger_inside_1_Idle_Unarmed\n- passenger_inside_1_Idle_Unarmed_Idling\n- passenger_inside_1_Obstructed\n- passenger_inside_1_Obstructed_Pistol\n- passenger_inside_1_toObstructed\n- passenger_inside_1_toObstructed_Pistol\n- passenger_inside_2_Aim\n- passenger_inside_2_Aim_Binoc\n- passenger_inside_2_Aim_FromBinoc\n- passenger_inside_2_Aim_FromBinoc_End\n- passenger_inside_2_Aim_FromPistol\n- passenger_inside_2_Aim_FromPistol_End\n- passenger_inside_2_Aim_Idling\n- passenger_inside_2_Aim_Pistol\n- passenger_inside_2_Aim_Pistol_Binoc\n- passenger_inside_2_Aim_Pistol_FromBinoc\n- passenger_inside_2_Aim_Pistol_FromBinoc_End\n- passenger_inside_2_Aim_Pistol_Idling\n- passenger_inside_2_Aim_Pistol_ToBinoc\n- passenger_inside_2_Aim_Pistol_ToBinoc_End\n- passenger_inside_2_Aim_ToBinoc\n- passenger_inside_2_Aim_ToBinoc_End\n- passenger_inside_2_Aim_ToPistol\n- passenger_inside_2_Aim_ToPistol_End\n- passenger_inside_2_Aim_Unarmed_Binoc\n- passenger_inside_2_Aim_Unarmed_FromBinoc\n- passenger_inside_2_Aim_Unarmed_FromBinoc_End\n- passenger_inside_2_Aim_Unarmed_ToBinoc\n- passenger_inside_2_Aim_Unarmed_ToBinoc_End\n- passenger_inside_2_Die\n- passenger_inside_2_Die_Pistol\n- passenger_inside_2_fromObstructed\n- passenger_inside_2_fromObstructed_Pistol\n- passenger_inside_2_Idle\n- passenger_inside_2_Idle_Idling\n- passenger_inside_2_Idle_Pistol\n- passenger_inside_2_Idle_Pistol_Idling\n- passenger_inside_2_Idle_Unarmed\n- passenger_inside_2_Idle_Unarmed_Idling\n- passenger_inside_2_Obstructed\n- passenger_inside_2_Obstructed_Pistol\n- passenger_inside_2_toObstructed\n- passenger_inside_2_toObstructed_Pistol\n- passenger_inside_3_Aim\n- passenger_inside_3_Aim_Binoc\n- passenger_inside_3_Aim_FromBinoc\n- passenger_inside_3_Aim_FromBinoc_End\n- passenger_inside_3_Aim_FromPistol\n- passenger_inside_3_Aim_FromPistol_End\n- passenger_inside_3_Aim_Idling\n- passenger_inside_3_Aim_Pistol\n- passenger_inside_3_Aim_Pistol_Binoc\n- passenger_inside_3_Aim_Pistol_FromBinoc\n- passenger_inside_3_Aim_Pistol_FromBinoc_End\n- passenger_inside_3_Aim_Pistol_Idling\n- passenger_inside_3_Aim_Pistol_ToBinoc\n- passenger_inside_3_Aim_Pistol_ToBinoc_End\n- passenger_inside_3_Aim_ToBinoc\n- passenger_inside_3_Aim_ToBinoc_End\n- passenger_inside_3_Aim_ToPistol\n- passenger_inside_3_Aim_ToPistol_End\n- passenger_inside_3_Aim_Unarmed_Binoc\n- passenger_inside_3_Aim_Unarmed_FromBinoc\n- passenger_inside_3_Aim_Unarmed_FromBinoc_End\n- passenger_inside_3_Aim_Unarmed_ToBinoc\n- passenger_inside_3_Aim_Unarmed_ToBinoc_End\n- passenger_inside_3_Die\n- passenger_inside_3_Die_Pistol\n- passenger_inside_3_fromObstructed\n- passenger_inside_3_fromObstructed_Pistol\n- passenger_inside_3_Idle\n- passenger_inside_3_Idle_Idling\n- passenger_inside_3_Idle_Pistol\n- passenger_inside_3_Idle_Pistol_Idling\n- passenger_inside_3_Idle_Unarmed\n- passenger_inside_3_Idle_Unarmed_Idling\n- passenger_inside_3_Obstructed\n- passenger_inside_3_Obstructed_Pistol\n- passenger_inside_3_toObstructed\n- passenger_inside_3_toObstructed_Pistol\n- passenger_inside_4_Aim\n- passenger_inside_4_Aim_Binoc\n- passenger_inside_4_Aim_FromBinoc\n- passenger_inside_4_Aim_FromBinoc_End\n- passenger_inside_4_Aim_FromPistol\n- passenger_inside_4_Aim_FromPistol_End\n- passenger_inside_4_Aim_Idling\n- passenger_inside_4_Aim_Pistol\n- passenger_inside_4_Aim_Pistol_Binoc\n- passenger_inside_4_Aim_Pistol_FromBinoc\n- passenger_inside_4_Aim_Pistol_FromBinoc_End\n- passenger_inside_4_Aim_Pistol_Idling\n- passenger_inside_4_Aim_Pistol_ToBinoc\n- passenger_inside_4_Aim_Pistol_ToBinoc_End\n- passenger_inside_4_Aim_ToBinoc\n- passenger_inside_4_Aim_ToBinoc_End\n- passenger_inside_4_Aim_ToPistol\n- passenger_inside_4_Aim_ToPistol_End\n- passenger_inside_4_Aim_Unarmed_Binoc\n- passenger_inside_4_Aim_Unarmed_FromBinoc\n- passenger_inside_4_Aim_Unarmed_FromBinoc_End\n- passenger_inside_4_Aim_Unarmed_ToBinoc\n- passenger_inside_4_Aim_Unarmed_ToBinoc_End\n- passenger_inside_4_Die\n- passenger_inside_4_Die_Pistol\n- passenger_inside_4_fromObstructed\n- passenger_inside_4_fromObstructed_Pistol\n- passenger_inside_4_Idle\n- passenger_inside_4_Idle_Idling\n- passenger_inside_4_Idle_Pistol\n- passenger_inside_4_Idle_Pistol_Idling\n- passenger_inside_4_Idle_Unarmed\n- passenger_inside_4_Idle_Unarmed_Idling\n- passenger_inside_4_Obstructed\n- passenger_inside_4_Obstructed_Pistol\n- passenger_inside_4_toObstructed\n- passenger_inside_4_toObstructed_Pistol\n- passenger_inside_5_Aim\n- passenger_inside_5_Aim_Binoc\n- passenger_inside_5_Aim_FromBinoc\n- passenger_inside_5_Aim_FromBinoc_End\n- passenger_inside_5_Aim_FromPistol\n- passenger_inside_5_Aim_FromPistol_End\n- passenger_inside_5_Aim_Idling\n- passenger_inside_5_Aim_Pistol\n- passenger_inside_5_Aim_Pistol_Binoc\n- passenger_inside_5_Aim_Pistol_FromBinoc\n- passenger_inside_5_Aim_Pistol_FromBinoc_End\n- passenger_inside_5_Aim_Pistol_Idling\n- passenger_inside_5_Aim_Pistol_ToBinoc\n- passenger_inside_5_Aim_Pistol_ToBinoc_End\n- passenger_inside_5_Aim_ToBinoc\n- passenger_inside_5_Aim_ToBinoc_End\n- passenger_inside_5_Aim_ToPistol\n- passenger_inside_5_Aim_ToPistol_End\n- passenger_inside_5_Aim_Unarmed_Binoc\n- passenger_inside_5_Aim_Unarmed_FromBinoc\n- passenger_inside_5_Aim_Unarmed_FromBinoc_End\n- passenger_inside_5_Aim_Unarmed_ToBinoc\n- passenger_inside_5_Aim_Unarmed_ToBinoc_End\n- passenger_inside_5_Die\n- passenger_inside_5_Die_Pistol\n- passenger_inside_5_fromObstructed\n- passenger_inside_5_fromObstructed_Pistol\n- passenger_inside_5_Idle\n- passenger_inside_5_Idle_Idling\n- passenger_inside_5_Idle_Pistol\n- passenger_inside_5_Idle_Pistol_Idling\n- passenger_inside_5_Idle_Unarmed\n- passenger_inside_5_Idle_Unarmed_Idling\n- passenger_inside_5_Obstructed\n- passenger_inside_5_Obstructed_Pistol\n- passenger_inside_5_toObstructed\n- passenger_inside_5_toObstructed_Pistol\n- passenger_inside_6_Aim\n- passenger_inside_6_Aim_Binoc\n- passenger_inside_6_Aim_FromBinoc\n- passenger_inside_6_Aim_FromBinoc_End\n- passenger_inside_6_Aim_FromPistol\n- passenger_inside_6_Aim_FromPistol_End\n- passenger_inside_6_Aim_Idling\n- passenger_inside_6_Aim_Pistol\n- passenger_inside_6_Aim_Pistol_Binoc\n- passenger_inside_6_Aim_Pistol_FromBinoc\n- passenger_inside_6_Aim_Pistol_FromBinoc_End\n- passenger_inside_6_Aim_Pistol_Idling\n- passenger_inside_6_Aim_Pistol_ToBinoc\n- passenger_inside_6_Aim_Pistol_ToBinoc_End\n- passenger_inside_6_Aim_ToBinoc\n- passenger_inside_6_Aim_ToBinoc_End\n- passenger_inside_6_Aim_ToPistol\n- passenger_inside_6_Aim_ToPistol_End\n- passenger_inside_6_Aim_Unarmed_Binoc\n- passenger_inside_6_Aim_Unarmed_FromBinoc\n- passenger_inside_6_Aim_Unarmed_FromBinoc_End\n- passenger_inside_6_Aim_Unarmed_ToBinoc\n- passenger_inside_6_Aim_Unarmed_ToBinoc_End\n- passenger_inside_6_Die\n- passenger_inside_6_Die_Pistol\n- passenger_inside_6_fromObstructed\n- passenger_inside_6_fromObstructed_Pistol\n- passenger_inside_6_Idle\n- passenger_inside_6_Idle_Idling\n- passenger_inside_6_Idle_Pistol\n- passenger_inside_6_Idle_Pistol_Idling\n- passenger_inside_6_Idle_Unarmed\n- passenger_inside_6_Idle_Unarmed_Idling\n- passenger_inside_6_Obstructed\n- passenger_inside_6_Obstructed_Pistol\n- passenger_inside_6_toObstructed\n- passenger_inside_6_toObstructed_Pistol\n- passenger_inside_7_Aim\n- passenger_inside_7_Aim_Binoc\n- passenger_inside_7_Aim_FromBinoc\n- passenger_inside_7_Aim_FromBinoc_End\n- passenger_inside_7_Aim_FromPistol\n- passenger_inside_7_Aim_FromPistol_End\n- passenger_inside_7_Aim_Idling\n- passenger_inside_7_Aim_Pistol\n- passenger_inside_7_Aim_Pistol_Binoc\n- passenger_inside_7_Aim_Pistol_FromBinoc\n- passenger_inside_7_Aim_Pistol_FromBinoc_End\n- passenger_inside_7_Aim_Pistol_Idling\n- passenger_inside_7_Aim_Pistol_ToBinoc\n- passenger_inside_7_Aim_Pistol_ToBinoc_End\n- passenger_inside_7_Aim_ToBinoc\n- passenger_inside_7_Aim_ToBinoc_End\n- passenger_inside_7_Aim_ToPistol\n- passenger_inside_7_Aim_ToPistol_End\n- passenger_inside_7_Aim_Unarmed_Binoc\n- passenger_inside_7_Aim_Unarmed_FromBinoc\n- passenger_inside_7_Aim_Unarmed_FromBinoc_End\n- passenger_inside_7_Aim_Unarmed_ToBinoc\n- passenger_inside_7_Aim_Unarmed_ToBinoc_End\n- passenger_inside_7_Die\n- passenger_inside_7_Die_Pistol\n- passenger_inside_7_fromObstructed\n- passenger_inside_7_fromObstructed_Pistol\n- passenger_inside_7_Idle\n- passenger_inside_7_Idle_Idling\n- passenger_inside_7_Idle_Pistol\n- passenger_inside_7_Idle_Pistol_Idling\n- passenger_inside_7_Idle_Unarmed\n- passenger_inside_7_Idle_Unarmed_Idling\n- passenger_inside_7_Obstructed\n- passenger_inside_7_Obstructed_Pistol\n- passenger_inside_7_toObstructed\n- passenger_inside_7_toObstructed_Pistol\n- passenger_inside_8_Aim\n- passenger_inside_8_Aim_Binoc\n- passenger_inside_8_Aim_FromBinoc\n- passenger_inside_8_Aim_FromBinoc_End\n- passenger_inside_8_Aim_FromPistol\n- passenger_inside_8_Aim_FromPistol_End\n- passenger_inside_8_Aim_Idling\n- passenger_inside_8_Aim_Pistol\n- passenger_inside_8_Aim_Pistol_Binoc\n- passenger_inside_8_Aim_Pistol_FromBinoc\n- passenger_inside_8_Aim_Pistol_FromBinoc_End\n- passenger_inside_8_Aim_Pistol_Idling\n- passenger_inside_8_Aim_Pistol_ToBinoc\n- passenger_inside_8_Aim_Pistol_ToBinoc_End\n- passenger_inside_8_Aim_ToBinoc\n- passenger_inside_8_Aim_ToBinoc_End\n- passenger_inside_8_Aim_ToPistol\n- passenger_inside_8_Aim_ToPistol_End\n- passenger_inside_8_Aim_Unarmed_Binoc\n- passenger_inside_8_Aim_Unarmed_FromBinoc\n- passenger_inside_8_Aim_Unarmed_FromBinoc_End\n- passenger_inside_8_Aim_Unarmed_ToBinoc\n- passenger_inside_8_Aim_Unarmed_ToBinoc_End\n- passenger_inside_8_Die\n- passenger_inside_8_Die_Pistol\n- passenger_inside_8_fromObstructed\n- passenger_inside_8_fromObstructed_Pistol\n- passenger_inside_8_Idle\n- passenger_inside_8_Idle_Idling\n- passenger_inside_8_Idle_Pistol\n- passenger_inside_8_Idle_Pistol_Idling\n- passenger_inside_8_Idle_Unarmed\n- passenger_inside_8_Idle_Unarmed_Idling\n- passenger_inside_8_Obstructed\n- passenger_inside_8_Obstructed_Pistol\n- passenger_inside_8_toObstructed\n- passenger_inside_8_toObstructed_Pistol\n- passenger_low01\n- passenger_low01_settlein\n- passenger_mantisrear\n- passenger_MRAP_01_back\n- passenger_MRAP_01_back_settlein\n- passenger_MRAP_01_front\n- passenger_MRAP_01_front_settlein\n- passenger_MRAP_03exgunner\n- passenger_MRAP_03exgunner_settlein\n- Passenger_Plane_Civil_01_L\n- Passenger_Plane_Civil_01_R\n- passenger_Quadbike\n- passenger_scooter_01\n- passenger_scooter_01_settlein\n- passenger_scooter_02\n- passenger_scooter_02_settlein\n- passenger_sdv\n- passenger_sdv_settlein\n- Passenger_Van_02_Medevac_Back\n- Passenger_Van_02_Medevac_Front\n- Passenger_Van_02_Transport_Left_1\n- Passenger_Van_02_Transport_Left_1_settleIn\n- Passenger_Van_02_Transport_Left_2\n- Passenger_Van_02_Transport_Left_2_settleIn\n- Passenger_Van_02_Transport_Left_3\n- Passenger_Van_02_Transport_Left_3_settleIn\n- Passenger_Van_02_Transport_Middle_3\n- Passenger_Van_02_Transport_Middle_3_settleIn\n- Passenger_Van_02_Transport_Right_1\n- Passenger_Van_02_Transport_Right_1_settleIn\n- Passenger_Van_02_Transport_Right_2\n- Passenger_Van_02_Transport_Right_2_settleIn\n- Passenger_Van_02_Transport_Right_3\n- Passenger_Van_02_Transport_Right_3_settleIn\n- passenger_VAN_codriver01\n- passenger_VAN_codriver01_settlein\n- passenger_VAN_codriver02\n- passenger_VAN_codriver02_settlein\n- Patient_Van_02_Medevac_Back\n- Patient_Van_02_Medevac_Front\n- PBX_Cargo01\n- PBX_Cargo02\n- PBX_Cargo03\n- PBX_Driver\n- pilot_Heli_Attack_01\n- pilot_Heli_Attack_01_settlein\n- pilot_Heli_Light_02\n- pilot_Heli_Light_02_Enter\n- pilot_Heli_Light_02_Exit\n- pilot_Heli_Light_02_KIA\n- pilot_Heli_Light_03\n- pilot_Heli_Light_03_Enter\n- pilot_Heli_Light_03_Exit\n- pilot_Heli_Light_03_KIA\n- pilot_Heli_Transport_01\n- pilot_Heli_Transport_03\n- pilot_Heli_Transport_03_idle\n- pilot_Heli_Transport_04\n- pilot_Heli_Transport_04_idle\n- pilot_plane_cas_01\n- pilot_plane_cas_01_getin\n- pilot_plane_cas_01_getout\n- pilot_plane_cas_02\n- pilot_plane_cas_02_getin\n- pilot_plane_cas_02_getout\n- Pilot_Plane_Civil_01\n- Pilot_Plane_Civil_01_GetIn\n- Pilot_Plane_Civil_01_GetOut\n- Pilot_Plane_Fighter_01\n- Pilot_Plane_Fighter_01_GetIn\n- Pilot_Plane_Fighter_01_GetOut\n- Pilot_Plane_Fighter_01_SettleIn\n- Pilot_Plane_Fighter_02\n- Pilot_Plane_Fighter_02_GetIn\n- Pilot_Plane_Fighter_02_GetOut\n- Pilot_Plane_Fighter_02_SettleIn\n- Pilot_Plane_Fighter_04\n- Pilot_Plane_Fighter_04_GetIn\n- Pilot_Plane_Fighter_04_GetOut\n- Pilot_Plane_Fighter_04_SettleIn\n- Pilot_Plane_Fighter_Ejection\n- pilot_vtol01_armed\n- pilot_vtol01_armed_kia\n- pilot_vtol01_armed_settlein\n- pilot_vtol02_vehicle\n- pilot_vtol02_vehicle_kia\n- pilot_vtol02_vehicle_settlein\n- PistolHeavy02ReloadProne\n- PistolMagazineReloadKneel\n- PistolMagazineReloadProne\n- PistolMagazineReloadStand\n- PistolReloadProne\n- PistolReloadProneBase\n- PistolReloadProneFlaregun\n- Plane_Fighter_03_Pilot\n- Poster_pose_01\n- Poster_pose_02\n- PreciseCrew\n- ProneBipod_BottomLeft\n- ProneBipod_BottomRight\n- ProneBipod_CenterLeft\n- ProneBipod_CenterRight\n- ProneBipod_TopLeft\n- ProneBipod_TopRight\n- ReloadGM6\n- ReloadGM6Prone\n- ReloadRPG\n- ReloadRPG7V\n- ReloadRPG7VKneel\n- ReloadRPGKneel\n- revive_secured\n- RHIB_Cargo\n- RHIB_Driver\n- RHIB_Gunner\n- RifleReloadProne_smg_03\n- RifleReloadProneAKM\n- RifleReloadProneAKS\n- RifleReloadProneARX\n- RifleReloadProneARX2\n- RifleReloadProneBase\n- RifleReloadProneCTAR\n- RifleReloadProneDMR\n- RifleReloadProneDMR02\n- RifleReloadProneDMR03\n- RifleReloadProneDMR04\n- RifleReloadProneDMR05\n- RifleReloadProneDMR06\n- RifleReloadProneDMR07\n- RifleReloadProneEBR\n- RifleReloadProneGM6\n- RifleReloadProneKatiba\n- RifleReloadProneKatibaUGL\n- RifleReloadProneLIM\n- RifleReloadProneLRR\n- RifleReloadProneM200\n- RifleReloadProneM4SSAS\n- RifleReloadProneMk20\n- RifleReloadProneMk20UGL\n- RifleReloadProneMMG01\n- RifleReloadProneMMG02\n- RifleReloadProneMX\n- RifleReloadProneMXCompact\n- RifleReloadProneMXSniper\n- RifleReloadProneMXUGL\n- RifleReloadProneSDAR\n- RifleReloadProneSMG_01\n- RifleReloadProneSMG_02\n- RifleReloadProneSMG_03\n- RifleReloadProneSMG_05\n- RifleReloadProneSPAR_01\n- RifleReloadProneSPAR_02\n- RifleReloadProneSPARUGL\n- RifleReloadProneTRG\n- RifleReloadProneTRGUGL\n- sitTableRfl_listening\n- SprintBaseDf\n- SprintBaseDfl\n- SprintBaseDfr\n- SprintCivilBaseDf\n- SprintCivilBaseDfl\n- SprintCivilBaseDfr\n- Static_Dead\n- Static_Turret\n- TestDance\n- TestSurrender\n- TransAnimBase\n- TransAnimBase_noIK\n- Truck_02_Driver\n- Truck_02_Driver\n- Truck_02_Driver\n- truck_02_mrl_gunner\n- Truck_Cargo01\n- Truck_Cargo01\n- Truck_Cargo01\n- Truck_Cargo02\n- Truck_Cargo02\n- Truck_Cargo02\n- Truck_Cargo02_V1\n- Truck_Cargo02_V1\n- Truck_Cargo02_V1\n- Truck_Cargo02_V2\n- Truck_Cargo02_V2\n- Truck_Cargo02_V2\n- Truck_Cargo02_V3\n- Truck_Cargo02_V3\n- Truck_Cargo02_V3\n- Truck_Cargo02_V4\n- Truck_Cargo02_V4\n- Truck_Cargo02_V4\n- Truck_Cargo03\n- Truck_Cargo03\n- Truck_Cargo03\n- Truck_Cargo03_V1\n- Truck_Cargo03_V1\n- Truck_Cargo03_V1\n- Truck_Cargo03_V2\n- Truck_Cargo03_V2\n- Truck_Cargo03_V2\n- Truck_Cargo04\n- Truck_Cargo04\n- Truck_Cargo04\n- Truck_Cargo04_V1\n- Truck_Cargo04_V1\n- Truck_Cargo04_V1\n- Truck_Cargo04_V2\n- Truck_Cargo04_V2\n- Truck_Cargo04_V2\n- Truck_Cargo04_V3\n- Truck_Cargo04_V3\n- Truck_Cargo04_V3\n- Truck_Driver\n- Truck_Driver\n- Truck_Driver\n- UnaErcPoslechVelitele1\n- UnaErcPoslechVelitele2\n- UnaErcPoslechVelitele3\n- UnaErcPoslechVelitele4\n- Unconscious\n- UnconsciousFaceDown\n- UnconsciousFaceLeft\n- UnconsciousFaceRight\n- UnconsciousFaceUp\n- UnconsciousMedicFromBinoc\n- UnconsciousMedicFromBinocKneel\n- UnconsciousMedicFromLauncher\n- UnconsciousMedicFromLauncherKneel\n- UnconsciousMedicFromPistol\n- UnconsciousMedicFromPistolKneel\n- UnconsciousMedicFromRifle\n- UnconsciousMedicFromRifleKneel\n- UnconsciousMedicFromUnarmed\n- UnconsciousMedicFromUnarmedKneel\n- UnconsciousMedicOut\n- UnconsciousMedicOutBinoc\n- UnconsciousMedicOutLauncher\n- UnconsciousMedicOutPistol\n- UnconsciousMedicOutRifle\n- UnconsciousOutKneelLauncher\n- UnconsciousOutProne\n- UnconsciousReviveArms\n- UnconsciousReviveArms_A\n- UnconsciousReviveArms_B\n- UnconsciousReviveArms_Base\n- UnconsciousReviveArms_C\n- UnconsciousReviveBody\n- UnconsciousReviveBody_A\n- UnconsciousReviveBody_B\n- UnconsciousReviveBody_Base\n- UnconsciousReviveDefault\n- UnconsciousReviveDefault_A\n- UnconsciousReviveDefault_B\n- UnconsciousReviveDefault_Base\n- UnconsciousReviveDefault_C\n- UnconsciousReviveHead\n- UnconsciousReviveHead_A\n- UnconsciousReviveHead_B\n- UnconsciousReviveHead_Base\n- UnconsciousReviveHead_C\n- UnconsciousReviveLegs\n- UnconsciousReviveLegs_A\n- UnconsciousReviveLegs_B\n- UnconsciousReviveLegs_Base\n- UnconsciousReviveMedic\n- UnconsciousReviveMedic_A\n- UnconsciousReviveMedic_B\n- UnconsciousReviveMedic_Base\n- vehicle_coshooter_1_Aim\n- vehicle_coshooter_1_Aim_Binoc\n- vehicle_coshooter_1_Aim_FromBinoc\n- vehicle_coshooter_1_Aim_FromBinoc_End\n- vehicle_coshooter_1_Aim_FromPistol\n- vehicle_coshooter_1_Aim_FromPistol_End\n- vehicle_coshooter_1_Aim_Idling\n- vehicle_coshooter_1_Aim_Pistol\n- vehicle_coshooter_1_Aim_Pistol_Binoc\n- vehicle_coshooter_1_Aim_Pistol_FromBinoc\n- vehicle_coshooter_1_Aim_Pistol_FromBinoc_End\n- vehicle_coshooter_1_Aim_Pistol_Idling\n- vehicle_coshooter_1_Aim_Pistol_ToBinoc\n- vehicle_coshooter_1_Aim_Pistol_ToBinoc_End\n- vehicle_coshooter_1_Aim_ToBinoc\n- vehicle_coshooter_1_Aim_ToBinoc_End\n- vehicle_coshooter_1_Aim_ToPistol\n- vehicle_coshooter_1_Aim_ToPistol_End\n- vehicle_coshooter_1_Aim_Unarmed_Binoc\n- vehicle_coshooter_1_Aim_Unarmed_FromBinoc\n- vehicle_coshooter_1_Aim_Unarmed_FromBinoc_End\n- vehicle_coshooter_1_Aim_Unarmed_ToBinoc\n- vehicle_coshooter_1_Aim_Unarmed_ToBinoc_End\n- vehicle_coshooter_1_Die\n- vehicle_coshooter_1_Die_Pistol\n- vehicle_coshooter_1_fromObstructed\n- vehicle_coshooter_1_fromObstructed_Pistol\n- vehicle_coshooter_1_Idle\n- vehicle_coshooter_1_Idle_Idling\n- vehicle_coshooter_1_Idle_Pistol\n- vehicle_coshooter_1_Idle_Pistol_Idling\n- vehicle_coshooter_1_Idle_Unarmed\n- vehicle_coshooter_1_Idle_Unarmed_Idling\n- vehicle_coshooter_1_Obstructed\n- vehicle_coshooter_1_Obstructed_Pistol\n- vehicle_coshooter_1_toObstructed\n- vehicle_coshooter_1_toObstructed_Pistol\n- vehicle_passenger_stand_1_Aim\n- vehicle_passenger_stand_1_Aim_Binoc\n- vehicle_passenger_stand_1_Aim_FromBinoc\n- vehicle_passenger_stand_1_Aim_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_FromLauncher\n- vehicle_passenger_stand_1_Aim_FromLauncher_End\n- vehicle_passenger_stand_1_Aim_FromPistol\n- vehicle_passenger_stand_1_Aim_FromPistol_End\n- vehicle_passenger_stand_1_Aim_Idling\n- vehicle_passenger_stand_1_Aim_Launcher\n- vehicle_passenger_stand_1_Aim_Launcher_Binoc\n- vehicle_passenger_stand_1_Aim_Launcher_FromBinoc\n- vehicle_passenger_stand_1_Aim_Launcher_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_Launcher_Idling\n- vehicle_passenger_stand_1_Aim_Launcher_Reload\n- vehicle_passenger_stand_1_Aim_Launcher_ToBinoc\n- vehicle_passenger_stand_1_Aim_Launcher_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_passenger_flatground_4_Aim\n- vehicle_passenger_stand_1_Aim_Pistol\n- vehicle_passenger_stand_1_Aim_Pistol_Binoc\n- vehicle_passenger_stand_1_Aim_Pistol_FromBinoc\n- vehicle_passenger_stand_1_Aim_Pistol_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_Pistol_FromLauncher\n- vehicle_passenger_stand_1_Aim_Pistol_FromLauncher_End\n- vehicle_passenger_stand_1_Aim_Pistol_Idling\n- vehicle_passenger_stand_1_Aim_Pistol_ToBinoc\n- vehicle_passenger_stand_1_Aim_Pistol_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_Pistol_ToLauncher\n- vehicle_passenger_stand_1_Aim_Pistol_ToLauncher_End\n- vehicle_passenger_stand_1_Aim_ToBinoc\n- vehicle_passenger_stand_1_Aim_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_ToLauncher\n- vehicle_passenger_stand_1_Aim_ToLauncher_End\n- vehicle_passenger_stand_1_Aim_ToPistol\n- vehicle_passenger_stand_1_Aim_ToPistol_End\n- vehicle_passenger_stand_1_Aim_Unarmed_Binoc\n- vehicle_passenger_stand_1_Aim_Unarmed_FromBinoc\n- vehicle_passenger_stand_1_Aim_Unarmed_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_Unarmed_FromLauncher\n- vehicle_passenger_stand_1_Aim_Unarmed_ToBinoc\n- vehicle_passenger_stand_1_Aim_Unarmed_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_Unarmed_ToLauncher\n- vehicle_passenger_stand_1_Die\n- vehicle_passenger_stand_1_Die_Pistol\n- vehicle_passenger_stand_1_fromObstructed\n- vehicle_passenger_stand_1_fromObstructed_Pistol\n- vehicle_passenger_stand_1_Idle\n- vehicle_passenger_stand_1_Idle_Idling\n- vehicle_passenger_stand_1_Idle_Launcher\n- vehicle_passenger_stand_1_Idle_Launcher_Idling\n- vehicle_passenger_stand_1_Idle_Pistol\n- vehicle_passenger_stand_1_Idle_Pistol_Idling\n- vehicle_passenger_stand_1_Idle_Unarmed\n- vehicle_passenger_stand_1_Idle_Unarmed_Idling\n- vehicle_passenger_stand_1_Obstructed\n- vehicle_passenger_stand_1_Obstructed_Pistol\n- vehicle_passenger_stand_1_toObstructed\n- vehicle_passenger_stand_1_toObstructed_Pistol\n- vehicle_passenger_stand_2_Aim\n- vehicle_passenger_stand_2_Aim_Binoc\n- vehicle_passenger_stand_2_Aim_FromBinoc\n- vehicle_passenger_stand_2_Aim_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_FromLauncher\n- vehicle_passenger_stand_2_Aim_FromLauncher_End\n- vehicle_passenger_stand_2_Aim_FromPistol\n- vehicle_passenger_stand_2_Aim_FromPistol_End\n- vehicle_passenger_stand_2_Aim_Idling\n- vehicle_passenger_stand_2_Aim_Launcher\n- vehicle_passenger_stand_2_Aim_Launcher_Binoc\n- vehicle_passenger_stand_2_Aim_Launcher_FromBinoc\n- vehicle_passenger_stand_2_Aim_Launcher_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_Launcher_Idling\n- vehicle_passenger_stand_2_Aim_Launcher_Reload\n- vehicle_passenger_stand_2_Aim_Launcher_ToBinoc\n- vehicle_passenger_stand_2_Aim_Launcher_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_Pistol\n- vehicle_passenger_stand_2_Aim_Pistol_Binoc\n- vehicle_passenger_stand_2_Aim_Pistol_FromBinoc\n- vehicle_passenger_stand_2_Aim_Pistol_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_Pistol_FromLauncher\n- vehicle_passenger_stand_2_Aim_Pistol_FromLauncher_End\n- vehicle_passenger_stand_2_Aim_Pistol_Idling\n- vehicle_passenger_stand_2_Aim_Pistol_ToBinoc\n- vehicle_passenger_stand_2_Aim_Pistol_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_Pistol_ToLauncher\n- vehicle_passenger_stand_2_Aim_Pistol_ToLauncher_End\n- vehicle_passenger_stand_2_Aim_ToBinoc\n- vehicle_passenger_stand_2_Aim_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_ToLauncher\n- vehicle_passenger_stand_2_Aim_ToLauncher_End\n- vehicle_passenger_stand_2_Aim_ToPistol\n- vehicle_passenger_stand_2_Aim_ToPistol_End\n- vehicle_passenger_stand_2_Aim_Unarmed_Binoc\n- vehicle_passenger_stand_2_Aim_Unarmed_FromBinoc\n- vehicle_passenger_stand_2_Aim_Unarmed_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_Unarmed_FromLauncher\n- vehicle_passenger_stand_2_Aim_Unarmed_ToBinoc\n- vehicle_passenger_stand_2_Aim_Unarmed_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_Unarmed_ToLauncher\n- vehicle_passenger_stand_2_Die\n- vehicle_passenger_stand_2_Die_Pistol\n- vehicle_passenger_stand_2_fromObstructed\n- vehicle_passenger_stand_2_fromObstructed_Pistol\n- vehicle_passenger_stand_2_Idle\n- vehicle_passenger_stand_2_Idle_Idling\n- vehicle_passenger_stand_2_Idle_Launcher\n- vehicle_passenger_stand_2_Idle_Launcher_Idling\n- vehicle_passenger_stand_2_Idle_Pistol\n- vehicle_passenger_stand_2_Idle_Pistol_Idling\n- vehicle_passenger_stand_2_Idle_Unarmed\n- vehicle_passenger_stand_2_Idle_Unarmed_Idling\n- vehicle_passenger_stand_2_Obstructed\n- vehicle_passenger_stand_2_Obstructed_Pistol\n- vehicle_passenger_stand_2_toObstructed\n- vehicle_passenger_stand_2_toObstructed_Pistol\n- vehicle_turnout_1_Aim\n- vehicle_turnout_1_Aim_Binoc\n- vehicle_turnout_1_Aim_FromBinoc\n- vehicle_turnout_1_Aim_FromBinoc_End\n- vehicle_turnout_1_Aim_FromPistol\n- vehicle_turnout_1_Aim_FromPistol_End\n- vehicle_turnout_1_Aim_Idling\n- vehicle_turnout_1_Aim_Pistol\n- vehicle_turnout_1_Aim_Pistol_Binoc\n- vehicle_turnout_1_Aim_Pistol_FromBinoc\n- vehicle_turnout_1_Aim_Pistol_FromBinoc_End\n- vehicle_turnout_1_Aim_Pistol_Idling\n- vehicle_turnout_1_Aim_Pistol_ToBinoc\n- vehicle_turnout_1_Aim_Pistol_ToBinoc_End\n- vehicle_turnout_1_Aim_ToBinoc\n- vehicle_turnout_1_Aim_ToBinoc_End\n- vehicle_turnout_1_Aim_ToPistol\n- vehicle_turnout_1_Aim_ToPistol_End\n- vehicle_turnout_1_Aim_Unarmed_Binoc\n- vehicle_turnout_1_Aim_Unarmed_FromBinoc\n- vehicle_turnout_1_Aim_Unarmed_FromBinoc_End\n- vehicle_turnout_1_Aim_Unarmed_ToBinoc\n- vehicle_turnout_1_Aim_Unarmed_ToBinoc_End\n- vehicle_turnout_1_Die\n- vehicle_turnout_1_Die_Pistol\n- vehicle_turnout_1_fromObstructed\n- vehicle_turnout_1_fromObstructed_Pistol\n- vehicle_turnout_1_Idle\n- vehicle_turnout_1_Idle_Idling\n- vehicle_turnout_1_Idle_Pistol\n- vehicle_turnout_1_Idle_Pistol_Idling\n- vehicle_turnout_1_Idle_Unarmed\n- vehicle_turnout_1_Idle_Unarmed_Idling\n- vehicle_turnout_1_Obstructed\n- vehicle_turnout_1_Obstructed_Pistol\n- vehicle_turnout_1_toObstructed\n- vehicle_turnout_1_toObstructed_Pistol\n- vehicle_turnout_2_Aim\n- vehicle_turnout_2_Aim_Binoc\n- vehicle_turnout_2_Aim_FromBinoc\n- vehicle_turnout_2_Aim_FromBinoc_End\n- vehicle_turnout_2_Aim_FromPistol\n- vehicle_turnout_2_Aim_FromPistol_End\n- vehicle_turnout_2_Aim_Idling\n- vehicle_turnout_2_Aim_Pistol\n- vehicle_turnout_2_Aim_Pistol_Binoc\n- vehicle_turnout_2_Aim_Pistol_FromBinoc\n- vehicle_turnout_2_Aim_Pistol_FromBinoc_End\n- vehicle_turnout_2_Aim_Pistol_Idling\n- vehicle_turnout_2_Aim_Pistol_ToBinoc\n- vehicle_turnout_2_Aim_Pistol_ToBinoc_End\n- vehicle_turnout_2_Aim_ToBinoc\n- vehicle_turnout_2_Aim_ToBinoc_End\n- vehicle_turnout_2_Aim_ToPistol\n- vehicle_turnout_2_Aim_ToPistol_End\n- vehicle_turnout_2_Aim_Unarmed_Binoc\n- vehicle_turnout_2_Aim_Unarmed_FromBinoc\n- vehicle_turnout_2_Aim_Unarmed_FromBinoc_End\n- vehicle_turnout_2_Aim_Unarmed_ToBinoc\n- vehicle_turnout_2_Aim_Unarmed_ToBinoc_End\n- vehicle_turnout_2_Die\n- vehicle_turnout_2_Die_Pistol\n- vehicle_turnout_2_fromObstructed\n- vehicle_turnout_2_fromObstructed_Pistol\n- vehicle_turnout_2_Idle\n- vehicle_turnout_2_Idle_Idling\n- vehicle_turnout_2_Idle_Pistol\n- vehicle_turnout_2_Idle_Pistol_Idling\n- vehicle_turnout_2_Idle_Unarmed\n- vehicle_turnout_2_Idle_Unarmed_Idling\n- vehicle_turnout_2_Obstructed\n- vehicle_turnout_2_Obstructed_Pistol\n- vehicle_turnout_2_toObstructed\n- vehicle_turnout_2_toObstructed_Pistol\n- viper_crouchIn\n- viper_crouchLoop\n- viper_crouchOut\n- viper_runLoop\n- viperSgt_crouchIn\n- viperSgt_crouchLoop\n- viperSgt_crouchOut\n- viperSgt_runLoop\n- WeaponMagazineReloadKneel\n- WeaponMagazineReloadProne\n- WeaponMagazineReloadStand\n- Zodiac_Cargo01\n- Zodiac_Cargo02\n- Zodiac_Cargo03\n- Zodiac_Cargo04\n- Zodiac_Dead\n- Zodiac_Driver\n\n### All Animations\n\n#### CfgMovesBasic\n\n##### Actions\n\n- Acts_Accessing_Computer\n- Acts_CarFixingWheel_actions\n- Acts_Commenting_On_Fight_Actions\n- Acts_Helicargo_actions\n- Acts_HelicargoTalking_actions\n- Acts_Helping_Wake_Up_Actions\n- Acts_Hilltop_Calibration_Actions\n- Acts_In_Sinkhole_actions\n- Acts_Injured_Driver_Actions\n- Acts_JetsCrewaidFCrouch_actions\n- Acts_JetsCrewaidFCrouch_actions_m\n- Acts_JetsCrewaidFIdle2_actions\n- Acts_JetsCrewaidFIdle2_actions_m\n- Acts_JetsCrewaidFIdle_actions\n- Acts_JetsCrewaidFIdle_actions_m\n- Acts_JetsCrewaidFThumbup_actions\n- Acts_JetsCrewaidFThumbup_actions_m\n- Acts_JetsCrewaidLCrouch_actions\n- Acts_JetsCrewaidLCrouch_actions_m\n- Acts_JetsCrewaidLIdle_actions\n- Acts_JetsCrewaidLIdle_actions_m\n- Acts_JetsCrewaidLThumbup_actions\n- Acts_JetsCrewaidLThumbup_actions_m\n- Acts_JetsCrewaidRCrouch_actions\n- Acts_JetsCrewaidRCrouch_actions_m\n- Acts_JetsCrewaidRIdle_actions\n- Acts_JetsCrewaidRIdle_actions_m\n- Acts_JetsCrewaidRThumbup_actions\n- Acts_JetsCrewaidRThumbup_actions_m\n- Acts_JetsMarshallingClear_actions\n- Acts_JetsMarshallingEmergencyStop_actions\n- Acts_JetsMarshallingEnginesOff_actions\n- Acts_JetsMarshallingEnginesOn_actions\n- Acts_JetsMarshallingLeft_actions\n- Acts_JetsMarshallingRight_actions\n- Acts_JetsMarshallingSlow_actions\n- Acts_JetsMarshallingStop_actions\n- Acts_JetsMarshallingStraight_actions\n- Acts_JetsShooterIdle2_actions\n- Acts_JetsShooterIdle2_actions_m\n- Acts_JetsShooterIdle_actions\n- Acts_JetsShooterIdle_actions_m\n- Acts_JetsShooterIdleMoveaway_actions\n- Acts_JetsShooterIdleMoveaway_actions_m\n- Acts_JetsShooterLaunch_actions\n- Acts_JetsShooterLaunch_actions_m\n- Acts_JetsShooterNavLoop_actions\n- Acts_JetsShooterNavLoop_actions_m\n- Acts_JetsShooterNavStop_actions\n- Acts_JetsShooterNavStop_actions_m\n- Acts_JetsShooterReady_actions\n- Acts_JetsShooterReady_actions_m\n- Acts_Kore_IdleNoWeapon_actions\n- Acts_Kore_TalkingOverRadio_actions\n- Acts_listeningToRadio_actions\n- Acts_LyingWounded_actions\n- Acts_NavigatingChopper_Actions\n- Acts_RU_Briefing_Actions\n- Acts_ShieldFromSun_actions\n- Acts_ShowingTheRightWay_actions\n- Acts_SittingJumpingSaluting2_actions\n- Acts_SittingJumpingSaluting_actions\n- Acts_SittingTiedHands_actions\n- Acts_SittingWounded_actions\n- Acts_Soldier_Moves_Inside_Actions\n- Acts_starterPistol_loop\n- Acts_Stunned_Unconscious_Actions\n- Acts_TacopsPoster_actions\n- Acts_Taking_Calling_Out_Jets_Actions\n- Acts_Taking_Cover_From_Jets_Actions\n- Acts_Training_Reveal_Ambusher\n- Acts_TreatingWounded_actions\n- Acts_UnconsciousStandUp_Actions\n- Acts_Waking_Up_Player_action\n- Acts_WarmUp_actions\n- ActsRifleOperationsActions\n- BinocKneelActions\n- BinocKneelActionsEvasiveF\n- BinocKneelActionsEvasiveFL\n- BinocKneelActionsEvasiveFR\n- BinocKneelActionsLimpB\n- BinocKneelActionsLimpF\n- BinocKneelActionsLimpL\n- BinocKneelActionsLimpLB\n- BinocKneelActionsLimpLF\n- BinocKneelActionsLimpR\n- BinocKneelActionsLimpRB\n- BinocKneelActionsLimpRF\n- BinocKneelActionsRunB\n- BinocKneelActionsRunBL\n- BinocKneelActionsRunBR\n- BinocKneelActionsRunF\n- BinocKneelActionsRunFL\n- BinocKneelActionsRunFR\n- BinocKneelActionsRunL\n- BinocKneelActionsRunR\n- BinocKneelActionsWlkB\n- BinocKneelActionsWlkBL\n- BinocKneelActionsWlkBR\n- BinocKneelActionsWlkF\n- BinocKneelActionsWlkFL\n- BinocKneelActionsWlkFR\n- BinocKneelActionsWlkL\n- BinocKneelActionsWlkR\n- BinocKneelCivilActions\n- BinocKneelCivilActionsEvasiveF\n- BinocKneelCivilActionsEvasiveFL\n- BinocKneelCivilActionsEvasiveFR\n- BinocKneelCivilActionsRunB\n- BinocKneelCivilActionsRunBL\n- BinocKneelCivilActionsRunBR\n- BinocKneelCivilActionsRunF\n- BinocKneelCivilActionsRunFL\n- BinocKneelCivilActionsRunFR\n- BinocKneelCivilActionsRunL\n- BinocKneelCivilActionsRunR\n- BinocKneelCivilActionsWlkB\n- BinocKneelCivilActionsWlkBL\n- BinocKneelCivilActionsWlkBR\n- BinocKneelCivilActionsWlkF\n- BinocKneelCivilActionsWlkFL\n- BinocKneelCivilActionsWlkFR\n- BinocKneelCivilActionsWlkL\n- BinocKneelCivilActionsWlkR\n- BinocKneelLnrActions\n- BinocKneelLnrActionsEvasiveF\n- BinocKneelLnrActionsEvasiveFL\n- BinocKneelLnrActionsEvasiveFR\n- BinocKneelLnrActionsRunB\n- BinocKneelLnrActionsRunBL\n- BinocKneelLnrActionsRunBR\n- BinocKneelLnrActionsRunF\n- BinocKneelLnrActionsRunFL\n- BinocKneelLnrActionsRunFR\n- BinocKneelLnrActionsRunL\n- BinocKneelLnrActionsRunR\n- BinocKneelLnrActionsWlkB\n- BinocKneelLnrActionsWlkBL\n- BinocKneelLnrActionsWlkBR\n- BinocKneelLnrActionsWlkF\n- BinocKneelLnrActionsWlkFL\n- BinocKneelLnrActionsWlkFR\n- BinocKneelLnrActionsWlkL\n- BinocKneelLnrActionsWlkR\n- BinocKneelPstActions\n- BinocKneelPstActionsEvasiveF\n- BinocKneelPstActionsEvasiveFL\n- BinocKneelPstActionsEvasiveFR\n- BinocKneelPstActionsRunB\n- BinocKneelPstActionsRunBL\n- BinocKneelPstActionsRunBR\n- BinocKneelPstActionsRunF\n- BinocKneelPstActionsRunFL\n- BinocKneelPstActionsRunFR\n- BinocKneelPstActionsRunL\n- BinocKneelPstActionsRunR\n- BinocKneelPstActionsWlkB\n- BinocKneelPstActionsWlkBL\n- BinocKneelPstActionsWlkBR\n- BinocKneelPstActionsWlkF\n- BinocKneelPstActionsWlkFL\n- BinocKneelPstActionsWlkFR\n- BinocKneelPstActionsWlkL\n- BinocKneelPstActionsWlkR\n- BinocKneelRflActions\n- BinocKneelRflActionsEvasiveF\n- BinocKneelRflActionsEvasiveFL\n- BinocKneelRflActionsEvasiveFR\n- BinocKneelRflActionsRunB\n- BinocKneelRflActionsRunBL\n- BinocKneelRflActionsRunBR\n- BinocKneelRflActionsRunF\n- BinocKneelRflActionsRunFL\n- BinocKneelRflActionsRunFR\n- BinocKneelRflActionsRunL\n- BinocKneelRflActionsRunR\n- BinocKneelRflActionsWlkB\n- BinocKneelRflActionsWlkBL\n- BinocKneelRflActionsWlkBR\n- BinocKneelRflActionsWlkF\n- BinocKneelRflActionsWlkFL\n- BinocKneelRflActionsWlkFR\n- BinocKneelRflActionsWlkL\n- BinocKneelRflActionsWlkR\n- BinocProneActions\n- BinocProneActionsEvasiveF\n- BinocProneActionsRunB\n- BinocProneActionsRunBL\n- BinocProneActionsRunBR\n- BinocProneActionsRunF\n- BinocProneActionsRunFL\n- BinocProneActionsRunFR\n- BinocProneActionsRunL\n- BinocProneActionsRunR\n- BinocProneActionsWlkB\n- BinocProneActionsWlkBL\n- BinocProneActionsWlkBR\n- BinocProneActionsWlkF\n- BinocProneActionsWlkFL\n- BinocProneActionsWlkFR\n- BinocProneActionsWlkL\n- BinocProneActionsWlkR\n- BinocProneCivilActions\n- BinocProneCivilActionsEvasiveF\n- BinocProneCivilActionsRunB\n- BinocProneCivilActionsRunBL\n- BinocProneCivilActionsRunBR\n- BinocProneCivilActionsRunF\n- BinocProneCivilActionsRunFL\n- BinocProneCivilActionsRunFR\n- BinocProneCivilActionsRunL\n- BinocProneCivilActionsRunR\n- BinocProneCivilActionsWlkB\n- BinocProneCivilActionsWlkBL\n- BinocProneCivilActionsWlkBR\n- BinocProneCivilActionsWlkF\n- BinocProneCivilActionsWlkFL\n- BinocProneCivilActionsWlkFR\n- BinocProneCivilActionsWlkL\n- BinocProneCivilActionsWlkR\n- BinocProneLnrActions\n- BinocProneLnrActionsEvasiveF\n- BinocProneLnrActionsRunB\n- BinocProneLnrActionsRunBL\n- BinocProneLnrActionsRunBR\n- BinocProneLnrActionsRunF\n- BinocProneLnrActionsRunFL\n- BinocProneLnrActionsRunFR\n- BinocProneLnrActionsRunL\n- BinocProneLnrActionsRunR\n- BinocProneLnrActionsWlkB\n- BinocProneLnrActionsWlkBL\n- BinocProneLnrActionsWlkBR\n- BinocProneLnrActionsWlkF\n- BinocProneLnrActionsWlkFL\n- BinocProneLnrActionsWlkFR\n- BinocProneLnrActionsWlkL\n- BinocProneLnrActionsWlkR\n- BinocPronePstActions\n- BinocPronePstActionsEvasiveF\n- BinocPronePstActionsRunB\n- BinocPronePstActionsRunBL\n- BinocPronePstActionsRunBR\n- BinocPronePstActionsRunF\n- BinocPronePstActionsRunFL\n- BinocPronePstActionsRunFR\n- BinocPronePstActionsRunL\n- BinocPronePstActionsRunR\n- BinocPronePstActionsWlkB\n- BinocPronePstActionsWlkBL\n- BinocPronePstActionsWlkBR\n- BinocPronePstActionsWlkF\n- BinocPronePstActionsWlkFL\n- BinocPronePstActionsWlkFR\n- BinocPronePstActionsWlkL\n- BinocPronePstActionsWlkR\n- BinocProneRflActions\n- BinocProneRflActionsEvasiveF\n- BinocProneRflActionsRunB\n- BinocProneRflActionsRunBL\n- BinocProneRflActionsRunBR\n- BinocProneRflActionsRunF\n- BinocProneRflActionsRunFL\n- BinocProneRflActionsRunFR\n- BinocProneRflActionsRunL\n- BinocProneRflActionsRunR\n- BinocProneRflActionsWlkB\n- BinocProneRflActionsWlkBL\n- BinocProneRflActionsWlkBR\n- BinocProneRflActionsWlkF\n- BinocProneRflActionsWlkFL\n- BinocProneRflActionsWlkFR\n- BinocProneRflActionsWlkL\n- BinocProneRflActionsWlkR\n- BinocStandActions\n- BinocStandActionsEvasiveF\n- BinocStandActionsEvasiveFL\n- BinocStandActionsEvasiveFR\n- BinocStandActionsLimpB\n- BinocStandActionsLimpF\n- BinocStandActionsLimpL\n- BinocStandActionsLimpLB\n- BinocStandActionsLimpLF\n- BinocStandActionsLimpR\n- BinocStandActionsLimpRB\n- BinocStandActionsLimpRF\n- BinocStandActionsRunB\n- BinocStandActionsRunBL\n- BinocStandActionsRunBR\n- BinocStandActionsRunF\n- BinocStandActionsRunFL\n- BinocStandActionsRunFR\n- BinocStandActionsRunL\n- BinocStandActionsRunR\n- BinocStandActionsWlkB\n- BinocStandActionsWlkBL\n- BinocStandActionsWlkBR\n- BinocStandActionsWlkF\n- BinocStandActionsWlkFL\n- BinocStandActionsWlkFR\n- BinocStandActionsWlkL\n- BinocStandActionsWlkR\n- BinocStandCivilActions\n- BinocStandCivilActionsEvasiveF\n- BinocStandCivilActionsEvasiveFL\n- BinocStandCivilActionsEvasiveFR\n- BinocStandCivilActionsRunB\n- BinocStandCivilActionsRunBL\n- BinocStandCivilActionsRunBR\n- BinocStandCivilActionsRunF\n- BinocStandCivilActionsRunFL\n- BinocStandCivilActionsRunFR\n- BinocStandCivilActionsRunL\n- BinocStandCivilActionsRunR\n- BinocStandCivilActionsWlkB\n- BinocStandCivilActionsWlkBL\n- BinocStandCivilActionsWlkBR\n- BinocStandCivilActionsWlkF\n- BinocStandCivilActionsWlkFL\n- BinocStandCivilActionsWlkFR\n- BinocStandCivilActionsWlkL\n- BinocStandCivilActionsWlkR\n- BinocStandLnrActions\n- BinocStandLnrActionsEvasiveF\n- BinocStandLnrActionsEvasiveFL\n- BinocStandLnrActionsEvasiveFR\n- BinocStandLnrActionsRunB\n- BinocStandLnrActionsRunBL\n- BinocStandLnrActionsRunBR\n- BinocStandLnrActionsRunF\n- BinocStandLnrActionsRunFL\n- BinocStandLnrActionsRunFR\n- BinocStandLnrActionsRunL\n- BinocStandLnrActionsRunR\n- BinocStandLnrActionsWlkB\n- BinocStandLnrActionsWlkBL\n- BinocStandLnrActionsWlkBR\n- BinocStandLnrActionsWlkF\n- BinocStandLnrActionsWlkFL\n- BinocStandLnrActionsWlkFR\n- BinocStandLnrActionsWlkL\n- BinocStandLnrActionsWlkR\n- BinocStandPstActions\n- BinocStandPstActionsEvasiveF\n- BinocStandPstActionsEvasiveFL\n- BinocStandPstActionsEvasiveFR\n- BinocStandPstActionsRunB\n- BinocStandPstActionsRunBL\n- BinocStandPstActionsRunBR\n- BinocStandPstActionsRunF\n- BinocStandPstActionsRunFL\n- BinocStandPstActionsRunFR\n- BinocStandPstActionsRunL\n- BinocStandPstActionsRunR\n- BinocStandPstActionsWlkB\n- BinocStandPstActionsWlkBL\n- BinocStandPstActionsWlkBR\n- BinocStandPstActionsWlkF\n- BinocStandPstActionsWlkFL\n- BinocStandPstActionsWlkFR\n- BinocStandPstActionsWlkL\n- BinocStandPstActionsWlkR\n- BinocStandRflActions\n- BinocStandRflActionsEvasiveF\n- BinocStandRflActionsEvasiveFL\n- BinocStandRflActionsEvasiveFR\n- BinocStandRflActionsRunB\n- BinocStandRflActionsRunBL\n- BinocStandRflActionsRunBR\n- BinocStandRflActionsRunF\n- BinocStandRflActionsRunFL\n- BinocStandRflActionsRunFR\n- BinocStandRflActionsRunL\n- BinocStandRflActionsRunR\n- BinocStandRflActionsWlkB\n- BinocStandRflActionsWlkBL\n- BinocStandRflActionsWlkBR\n- BinocStandRflActionsWlkF\n- BinocStandRflActionsWlkFL\n- BinocStandRflActionsWlkFR\n- BinocStandRflActionsWlkL\n- BinocStandRflActionsWlkR\n- BottomDivingActions\n- BottomDivingActionsFastF\n- BottomDivingActionsGoingOut\n- BottomDivingActionsRunB\n- BottomDivingActionsRunBL\n- BottomDivingActionsRunBR\n- BottomDivingActionsRunF\n- BottomDivingActionsRunFL\n- BottomDivingActionsRunFR\n- BottomDivingActionsRunL\n- BottomDivingActionsRunR\n- BottomDivingActionsTacB\n- BottomDivingActionsTacBL\n- BottomDivingActionsTacBR\n- BottomDivingActionsTacF\n- BottomDivingActionsTacFL\n- BottomDivingActionsTacFR\n- BottomDivingActionsTacL\n- BottomDivingActionsTacR\n- BottomDivingActionsWlkB\n- BottomDivingActionsWlkBL\n- BottomDivingActionsWlkBR\n- BottomDivingActionsWlkF\n- BottomDivingActionsWlkFL\n- BottomDivingActionsWlkFR\n- BottomDivingActionsWlkL\n- BottomDivingActionsWlkR\n- BottomDivingRifleActions\n- BottomDivingRifleActionsFastF\n- BottomDivingRifleActionsGoingOut\n- BottomDivingRifleActionsRunB\n- BottomDivingRifleActionsRunBL\n- BottomDivingRifleActionsRunBR\n- BottomDivingRifleActionsRunF\n- BottomDivingRifleActionsRunFL\n- BottomDivingRifleActionsRunFR\n- BottomDivingRifleActionsRunL\n- BottomDivingRifleActionsRunR\n- BottomDivingRifleActionsTacB\n- BottomDivingRifleActionsTacBL\n- BottomDivingRifleActionsTacBR\n- BottomDivingRifleActionsTacF\n- BottomDivingRifleActionsTacFL\n- BottomDivingRifleActionsTacFR\n- BottomDivingRifleActionsTacL\n- BottomDivingRifleActionsTacR\n- BottomDivingRifleActionsWlkB\n- BottomDivingRifleActionsWlkBL\n- BottomDivingRifleActionsWlkBR\n- BottomDivingRifleActionsWlkF\n- BottomDivingRifleActionsWlkFL\n- BottomDivingRifleActionsWlkFR\n- BottomDivingRifleActionsWlkL\n- BottomDivingRifleActionsWlkR\n- BottomSwimmingActions\n- BottomSwimmingActionsFastF\n- BottomSwimmingActionsFastFL\n- BottomSwimmingActionsFastFR\n- BottomSwimmingActionsRunB\n- BottomSwimmingActionsRunBL\n- BottomSwimmingActionsRunBR\n- BottomSwimmingActionsRunF\n- BottomSwimmingActionsRunFL\n- BottomSwimmingActionsRunFR\n- BottomSwimmingActionsRunL\n- BottomSwimmingActionsRunR\n- CargoActions\n- CivilEvasiveActions\n- CivilEvasiveKneelActions\n- CivilExerciseActions\n- CivilKneelActions\n- CivilKneelActions_explo\n- CivilKneelActions_fixing\n- CivilKneelActions_gear\n- CivilKneelActions_inv\n- CivilKneelActionsLimpB\n- CivilKneelActionsLimpF\n- CivilKneelActionsLimpL\n- CivilKneelActionsLimpLB\n- CivilKneelActionsLimpLF\n- CivilKneelActionsLimpR\n- CivilKneelActionsLimpRB\n- CivilKneelActionsLimpRF\n- CivilKneelActionsRunB\n- CivilKneelActionsRunBL\n- CivilKneelActionsRunBR\n- CivilKneelActionsRunF\n- CivilKneelActionsRunFl\n- CivilKneelActionsRunFR\n- CivilKneelActionsRunL\n- CivilKneelActionsRunR\n- CivilKneelActionsWlkB\n- CivilKneelActionsWlkBL\n- CivilKneelActionsWlkBR\n- CivilKneelActionsWlkF\n- CivilKneelActionsWlkFL\n- CivilKneelActionsWlkFR\n- CivilKneelActionsWlkL\n- CivilKneelActionsWlkR\n- CivilKneelTakeActions\n- CivilPanicKneelActions\n- CivilPanicProneActions\n- CivilPanicStandActions\n- CivilProneActions\n- CivilProneActions_inv\n- CivilRunActions\n- CivilRunActionsB\n- CivilRunActionsBL\n- CivilRunActionsBR\n- CivilRunActionsF\n- CivilRunActionsFL\n- CivilRunActionsFR\n- CivilRunActionsL\n- CivilRunActionsR\n- CivilSitActions\n- CivilStandActions\n- CivilStandActions_inv\n- CivilStandActions_noSalute\n- CivilStandActionsLimpB\n- CivilStandActionsLimpF\n- CivilStandActionsLimpL\n- CivilStandActionsLimpLB\n- CivilStandActionsLimpLF\n- CivilStandActionsLimpR\n- CivilStandActionsLimpRB\n- CivilStandActionsLimpRF\n- CivilStandCutsceneActions\n- CivilStandSaluteActions\n- CivilStandSurrenderActions\n- CivilStandTakeActions\n- CivilWlkActionsB\n- CivilWlkActionsBL\n- CivilWlkActionsBR\n- CivilWlkActionsF\n- CivilWlkActionsFL\n- CivilWlkActionsFR\n- CivilWlkActionsL\n- CivilWlkActionsR\n- CutsceneBreachingFour\n- CutsceneBreachingThree\n- CutsceneBreachingTwo\n- CutsceneBriefingSA\n- CutsceneBriefingSA_StartingLoop\n- CutsceneBriefingSB\n- CutsceneBriefingSB_StartingLoop\n- CutsceneBriefingSC\n- CutsceneBriefingSC_StartingLoop\n- CutsceneExecutioner\n- CutsceneExecutionVictim\n- CutsceneExecutionVictimDead\n- CutsceneLeaveCivilStand\n- CutsceneLoop\n- CutsceneMillerChopperLoop\n- CutsceneMillerDeskCrouchLoop\n- CutsceneMillerDeskLoop\n- CutsceneMillerIdle\n- CutsceneSupportBack\n- CutsceneSupportFront\n- CutsceneSupportLeft\n- CutsceneSupportRight\n- DeadActions\n- DeployedProneActions\n- DivingActions\n- DivingActionsFastF\n- DivingActionsGoingOut\n- DivingActionsRunB\n- DivingActionsRunBL\n- DivingActionsRunBR\n- DivingActionsRunF\n- DivingActionsRunFL\n- DivingActionsRunFR\n- DivingActionsRunL\n- DivingActionsRunR\n- DivingActionsTacB\n- DivingActionsTacBL\n- DivingActionsTacBR\n- DivingActionsTacF\n- DivingActionsTacFL\n- DivingActionsTacFR\n- DivingActionsTacL\n- DivingActionsTacR\n- DivingActionsWlkB\n- DivingActionsWlkBL\n- DivingActionsWlkBR\n- DivingActionsWlkF\n- DivingActionsWlkFL\n- DivingActionsWlkFR\n- DivingActionsWlkL\n- DivingActionsWlkR\n- DivingRifleActions\n- DivingRifleActionsFastF\n- DivingRifleActionsGoingOut\n- DivingRifleActionsRunB\n- DivingRifleActionsRunBL\n- DivingRifleActionsRunBR\n- DivingRifleActionsRunF\n- DivingRifleActionsRunFL\n- DivingRifleActionsRunFR\n- DivingRifleActionsRunL\n- DivingRifleActionsRunR\n- DivingRifleActionsTacB\n- DivingRifleActionsTacBL\n- DivingRifleActionsTacBR\n- DivingRifleActionsTacF\n- DivingRifleActionsTacFL\n- DivingRifleActionsTacFR\n- DivingRifleActionsTacL\n- DivingRifleActionsTacR\n- DivingRifleActionsWlkB\n- DivingRifleActionsWlkBL\n- DivingRifleActionsWlkBR\n- DivingRifleActionsWlkF\n- DivingRifleActionsWlkFL\n- DivingRifleActionsWlkFR\n- DivingRifleActionsWlkL\n- DivingRifleActionsWlkR\n- FFV_BaseActions\n- FiringDrillsBinocKneelActions\n- FiringDrillsBinocProneActions\n- FiringDrillsBinocStandActions\n- FiringDrillsCivilKneelActions\n- FiringDrillsCivilKneelActions_inv\n- FiringDrillsCivilProneActions\n- FiringDrillsCivilProneActions_inv\n- FiringDrillsCivilStandActions\n- FiringDrillsCivilStandActions_inv\n- FiringDrillsPistolKneelActions\n- FiringDrillsPistolKneelActions_inv\n- FiringDrillsPistolLowKneelActions\n- FiringDrillsPistolLowKneelActions_inv\n- FiringDrillsPistolLowStandActions\n- FiringDrillsPistolLowStandActions_inv\n- FiringDrillsPistolProneActions\n- FiringDrillsPistolProneActions_inv\n- FiringDrillsPistolStandActions\n- FiringDrillsPistolStandActions_inv\n- FiringDrillsRifleKneelActions\n- FiringDrillsRifleKneelActions_inv\n- FiringDrillsRifleLowKneelActions\n- FiringDrillsRifleLowKneelActions_inv\n- FiringDrillsRifleLowStandActions\n- FiringDrillsRifleLowStandActions_inv\n- FiringDrillsRifleProneActions\n- FiringDrillsRifleProneActions_inv\n- FiringDrillsRifleStandActions\n- FiringDrillsRifleStandActions_inv\n- HealActionBase\n- HealActionBaseDr\n- HealActionsNon\n- HealActionsNonDr\n- HealSelfActionBase\n- HealSelfActionProne\n- HealSelfActionsNon\n- HealSelfCivilActionBase\n- HealSelfCivilActionProne\n- HealSelfLauncherActionBase\n- HealSelfPistolActionBase\n- HealSelfPistolActionProne\n- Heli_Light_Cargo01_Shooting_Actions\n- IncapacitatedAction\n- IncapacitatedPistolAction\n- IncapacitatedRifleAction\n- InjuredManActions\n- InjuredManActionsNon\n- InjuredManActionsNon_healed\n- InjuredManActionsNon_norot\n- InjuredManActionsRfl\n- InjuredManActionsRfl_healed\n- InjuredManActionsRfl_norot\n- InjuredManCarriedActions\n- InjuredManCarriedActionsNon\n- InjuredManCarriedActionsNonStill\n- InjuredManCarriedActionsNonWc\n- InjuredManCarriedActionsRfl\n- InjuredManCarriedActionsRflStill\n- InjuredManCarriedActionsRflWc\n- InjuredManDraggedActions\n- InjuredManDraggedActionsNon\n- InjuredManDraggedActionsRfl\n- InjuredManDraggedDeadActions\n- LadderCivilActions\n- LadderRifleActions\n- LauncherKneelActions\n- LauncherKneelActions_inv\n- LauncherKneelActionsLimpB\n- LauncherKneelActionsLimpF\n- LauncherKneelActionsLimpL\n- LauncherKneelActionsLimpLB\n- LauncherKneelActionsLimpLF\n- LauncherKneelActionsLimpR\n- LauncherKneelActionsLimpRB\n- LauncherKneelActionsLimpRF\n- LauncherKneelActionsRunB\n- LauncherKneelActionsRunBL\n- LauncherKneelActionsRunBR\n- LauncherKneelActionsRunF\n- LauncherKneelActionsRunFL\n- LauncherKneelActionsRunFR\n- LauncherKneelActionsRunL\n- LauncherKneelActionsRunR\n- LauncherKneelActionsTacB\n- LauncherKneelActionsTacBL\n- LauncherKneelActionsTacBR\n- LauncherKneelActionsTacF\n- LauncherKneelActionsTacFL\n- LauncherKneelActionsTacFR\n- LauncherKneelActionsTacL\n- LauncherKneelActionsTacR\n- LauncherKneelActionsWlkB\n- LauncherKneelActionsWlkBL\n- LauncherKneelActionsWlkBR\n- LauncherKneelActionsWlkF\n- LauncherKneelActionsWlkFL\n- LauncherKneelActionsWlkFR\n- LauncherKneelActionsWlkL\n- LauncherKneelActionsWlkR\n- LauncherKneelEvasiveFActions\n- LauncherKneelRunBActions\n- LauncherKneelRunFActions\n- LauncherProneActions\n- LauncherStandActions\n- LauncherStandActions_inv\n- LauncherStandActionsLimpB\n- LauncherStandActionsLimpF\n- LauncherStandActionsLimpL\n- LauncherStandActionsLimpLB\n- LauncherStandActionsLimpLF\n- LauncherStandActionsLimpR\n- LauncherStandActionsLimpRB\n- LauncherStandActionsLimpRF\n- LauncherStandActionsRunB\n- LauncherStandActionsRunBL\n- LauncherStandActionsRunBR\n- LauncherStandActionsRunF\n- LauncherStandActionsRunFL\n- LauncherStandActionsRunFR\n- LauncherStandActionsRunL\n- LauncherStandActionsRunR\n- LauncherStandActionsTacB\n- LauncherStandActionsTacBL\n- LauncherStandActionsTacBR\n- LauncherStandActionsTacF\n- LauncherStandActionsTacFL\n- LauncherStandActionsTacFR\n- LauncherStandActionsTacL\n- LauncherStandActionsTacR\n- LauncherStandActionsWlkB\n- LauncherStandActionsWlkBL\n- LauncherStandActionsWlkBR\n- LauncherStandActionsWlkF\n- LauncherStandActionsWlkFL\n- LauncherStandActionsWlkFR\n- LauncherStandActionsWlkL\n- LauncherStandActionsWlkR\n- LauncherStandLowStpActions\n- LauncherStandRunBActions\n- LauncherStandRunFActions\n- MortarActions\n- MoveWithInjuredMan\n- MoveWithInjuredMan_2Death2\n- MoveWithInjuredMan_helperNon\n- MoveWithInjuredMan_helperNonPst\n- MoveWithInjuredMan_helperRfl\n- MoveWithInjuredMan_release\n- MoveWithInjuredManCarrier\n- MoveWithInjuredManCarrierNon\n- MoveWithInjuredManCarrierNonStill\n- MoveWithInjuredManCarrierNonWc\n- MoveWithInjuredManCarrierPst\n- MoveWithInjuredManCarrierPstStill\n- MoveWithInjuredManCarrierPstWc\n- MoveWithInjuredManCarrierRfl\n- MoveWithInjuredManCarrierRflStill\n- MoveWithInjuredManCarrierRflWc\n- MoveWithInjuredManDragger\n- MoveWithInjuredManDraggerNon\n- MoveWithInjuredManDraggerPst\n- MoveWithInjuredManDraggerRfl\n- NoActions\n- NoActionsLying\n- para_actions\n- ParachuteFreeFall\n- passenger_bench_1Actions\n- passenger_bench_1BinocActions\n- passenger_bench_1BinocPistolActions\n- passenger_bench_1BinocUnarmedActions\n- passenger_bench_1DeadActions\n- passenger_bench_1DeadPistolActions\n- passenger_bench_1IdleActions\n- passenger_bench_1IdlePistolActions\n- passenger_bench_1IdleUnarmedActions\n- passenger_bench_1ObstructedActions\n- passenger_bench_1ObstructedPistolActions\n- passenger_bench_1PistolActions\n- passenger_boat_1Actions\n- passenger_boat_1BinocActions\n- passenger_boat_1BinocPistolActions\n- passenger_boat_1BinocUnarmedActions\n- passenger_boat_1DeadActions\n- passenger_boat_1DeadPistolActions\n- passenger_boat_1IdleActions\n- passenger_boat_1IdlePistolActions\n- passenger_boat_1IdleUnarmedActions\n- passenger_boat_1ObstructedActions\n- passenger_boat_1ObstructedPistolActions\n- passenger_boat_1PistolActions\n- passenger_boat_2Actions\n- passenger_boat_2BinocActions\n- passenger_boat_2BinocPistolActions\n- passenger_boat_2BinocUnarmedActions\n- passenger_boat_2DeadActions\n- passenger_boat_2DeadPistolActions\n- passenger_boat_2IdleActions\n- passenger_boat_2IdlePistolActions\n- passenger_boat_2IdleUnarmedActions\n- passenger_boat_2ObstructedActions\n- passenger_boat_2ObstructedPistolActions\n- passenger_boat_2PistolActions\n- passenger_boat_3Actions\n- passenger_boat_3BinocActions\n- passenger_boat_3BinocPistolActions\n- passenger_boat_3BinocUnarmedActions\n- passenger_boat_3DeadActions\n- passenger_boat_3DeadPistolActions\n- passenger_boat_3IdleActions\n- passenger_boat_3IdlePistolActions\n- passenger_boat_3IdleUnarmedActions\n- passenger_boat_3ObstructedActions\n- passenger_boat_3ObstructedPistolActions\n- passenger_boat_3PistolActions\n- passenger_boat_4Actions\n- passenger_boat_4BinocActions\n- passenger_boat_4BinocPistolActions\n- passenger_boat_4BinocUnarmedActions\n- passenger_boat_4DeadActions\n- passenger_boat_4DeadPistolActions\n- passenger_boat_4IdleActions\n- passenger_boat_4IdlePistolActions\n- passenger_boat_4IdleUnarmedActions\n- passenger_boat_4ObstructedActions\n- passenger_boat_4ObstructedPistolActions\n- passenger_boat_4PistolActions\n- passenger_flatground_1Actions\n- passenger_flatground_1BinocActions\n- passenger_flatground_1BinocPistolActions\n- passenger_flatground_1BinocUnarmedActions\n- passenger_flatground_1DeadActions\n- passenger_flatground_1DeadPistolActions\n- passenger_flatground_1IdleActions\n- passenger_flatground_1IdlePistolActions\n- passenger_flatground_1IdleUnarmedActions\n- passenger_flatground_1ObstructedActions\n- passenger_flatground_1ObstructedPistolActions\n- passenger_flatground_1PistolActions\n- passenger_flatground_2Actions\n- passenger_flatground_2BinocActions\n- passenger_flatground_2BinocPistolActions\n- passenger_flatground_2BinocUnarmedActions\n- passenger_flatground_2DeadActions\n- passenger_flatground_2DeadPistolActions\n- passenger_flatground_2IdleActions\n- passenger_flatground_2IdlePistolActions\n- passenger_flatground_2IdleUnarmedActions\n- passenger_flatground_2ObstructedActions\n- passenger_flatground_2ObstructedPistolActions\n- passenger_flatground_2PistolActions\n- passenger_flatground_3Actions\n- passenger_flatground_3BinocActions\n- passenger_flatground_3BinocPistolActions\n- passenger_flatground_3BinocUnarmedActions\n- passenger_flatground_3DeadActions\n- passenger_flatground_3DeadPistolActions\n- passenger_flatground_3IdleActions\n- passenger_flatground_3IdlePistolActions\n- passenger_flatground_3IdleUnarmedActions\n- passenger_flatground_3ObstructedActions\n- passenger_flatground_3ObstructedPistolActions\n- passenger_flatground_3PistolActions\n- passenger_flatground_4Actions\n- passenger_flatground_4BinocActions\n- passenger_flatground_4BinocPistolActions\n- passenger_flatground_4BinocUnarmedActions\n- passenger_flatground_4DeadActions\n- passenger_flatground_4DeadPistolActions\n- passenger_flatground_4IdleActions\n- passenger_flatground_4IdlePistolActions\n- passenger_flatground_4IdleUnarmedActions\n- passenger_flatground_4ObstructedActions\n- passenger_flatground_4ObstructedPistolActions\n- passenger_flatground_4PistolActions\n- passenger_inside_1Actions\n- passenger_inside_1BinocActions\n- passenger_inside_1BinocPistolActions\n- passenger_inside_1BinocUnarmedActions\n- passenger_inside_1DeadActions\n- passenger_inside_1DeadPistolActions\n- passenger_inside_1IdleActions\n- passenger_inside_1IdlePistolActions\n- passenger_inside_1IdleUnarmedActions\n- passenger_inside_1ObstructedActions\n- passenger_inside_1ObstructedPistolActions\n- passenger_inside_1PistolActions\n- passenger_inside_2Actions\n- passenger_inside_2BinocActions\n- passenger_inside_2BinocPistolActions\n- passenger_inside_2BinocUnarmedActions\n- passenger_inside_2DeadActions\n- passenger_inside_2DeadPistolActions\n- passenger_inside_2IdleActions\n- passenger_inside_2IdlePistolActions\n- passenger_inside_2IdleUnarmedActions\n- passenger_inside_2ObstructedActions\n- passenger_inside_2ObstructedPistolActions\n- passenger_inside_2PistolActions\n- passenger_inside_3Actions\n- passenger_inside_3BinocActions\n- passenger_inside_3BinocPistolActions\n- passenger_inside_3BinocUnarmedActions\n- passenger_inside_3DeadActions\n- passenger_inside_3DeadPistolActions\n- passenger_inside_3IdleActions\n- passenger_inside_3IdlePistolActions\n- passenger_inside_3IdleUnarmedActions\n- passenger_inside_3ObstructedActions\n- passenger_inside_3ObstructedPistolActions\n- passenger_inside_3PistolActions\n- passenger_inside_4Actions\n- passenger_inside_4BinocActions\n- passenger_inside_4BinocPistolActions\n- passenger_inside_4BinocUnarmedActions\n- passenger_inside_4DeadActions\n- passenger_inside_4DeadPistolActions\n- passenger_inside_4IdleActions\n- passenger_inside_4IdlePistolActions\n- passenger_inside_4IdleUnarmedActions\n- passenger_inside_4ObstructedActions\n- passenger_inside_4ObstructedPistolActions\n- passenger_inside_4PistolActions\n- passenger_inside_5Actions\n- passenger_inside_5BinocActions\n- passenger_inside_5BinocPistolActions\n- passenger_inside_5BinocUnarmedActions\n- passenger_inside_5DeadActions\n- passenger_inside_5DeadPistolActions\n- passenger_inside_5IdleActions\n- passenger_inside_5IdlePistolActions\n- passenger_inside_5IdleUnarmedActions\n- passenger_inside_5ObstructedActions\n- passenger_inside_5ObstructedPistolActions\n- passenger_inside_5PistolActions\n- passenger_inside_6Actions\n- passenger_inside_6BinocActions\n- passenger_inside_6BinocPistolActions\n- passenger_inside_6BinocUnarmedActions\n- passenger_inside_6DeadActions\n- passenger_inside_6DeadPistolActions\n- passenger_inside_6IdleActions\n- passenger_inside_6IdlePistolActions\n- passenger_inside_6IdleUnarmedActions\n- passenger_inside_6ObstructedActions\n- passenger_inside_6ObstructedPistolActions\n- passenger_inside_6PistolActions\n- passenger_inside_7Actions\n- passenger_inside_7BinocActions\n- passenger_inside_7BinocPistolActions\n- passenger_inside_7BinocUnarmedActions\n- passenger_inside_7DeadActions\n- passenger_inside_7DeadPistolActions\n- passenger_inside_7IdleActions\n- passenger_inside_7IdlePistolActions\n- passenger_inside_7IdleUnarmedActions\n- passenger_inside_7ObstructedActions\n- passenger_inside_7ObstructedPistolActions\n- passenger_inside_7PistolActions\n- passenger_inside_8Actions\n- passenger_inside_8BinocActions\n- passenger_inside_8BinocPistolActions\n- passenger_inside_8BinocUnarmedActions\n- passenger_inside_8DeadActions\n- passenger_inside_8DeadPistolActions\n- passenger_inside_8IdleActions\n- passenger_inside_8IdlePistolActions\n- passenger_inside_8IdleUnarmedActions\n- passenger_inside_8ObstructedActions\n- passenger_inside_8ObstructedPistolActions\n- passenger_inside_8PistolActions\n- PistolAdjustBKneelActions\n- PistolAdjustBKneelActionsRunB\n- PistolAdjustBKneelActionsRunBL\n- PistolAdjustBKneelActionsRunBR\n- PistolAdjustBKneelActionsRunF\n- PistolAdjustBKneelActionsRunFL\n- PistolAdjustBKneelActionsRunFR\n- PistolAdjustBKneelActionsRunL\n- PistolAdjustBKneelActionsRunR\n- PistolAdjustBKneelActionsTacB\n- PistolAdjustBKneelActionsTacBL\n- PistolAdjustBKneelActionsTacBR\n- PistolAdjustBKneelActionsTacF\n- PistolAdjustBKneelActionsTacFL\n- PistolAdjustBKneelActionsTacFR\n- PistolAdjustBKneelActionsTacL\n- PistolAdjustBKneelActionsTacR\n- PistolAdjustBKneelActionsWlkB\n- PistolAdjustBKneelActionsWlkBL\n- PistolAdjustBKneelActionsWlkBR\n- PistolAdjustBKneelActionsWlkF\n- PistolAdjustBKneelActionsWlkFL\n- PistolAdjustBKneelActionsWlkFR\n- PistolAdjustBKneelActionsWlkL\n- PistolAdjustBKneelActionsWlkR\n- PistolAdjustBKneelEvasiveActionsF\n- PistolAdjustBKneelEvasiveActionsFL\n- PistolAdjustBKneelEvasiveActionsFR\n- PistolAdjustBProneActions\n- PistolAdjustBStandActions\n- PistolAdjustBStandActionsRunB\n- PistolAdjustBStandActionsRunBL\n- PistolAdjustBStandActionsRunBR\n- PistolAdjustBStandActionsRunF\n- PistolAdjustBStandActionsRunFL\n- PistolAdjustBStandActionsRunFR\n- PistolAdjustBStandActionsRunL\n- PistolAdjustBStandActionsRunR\n- PistolAdjustBStandActionsTacB\n- PistolAdjustBStandActionsTacBL\n- PistolAdjustBStandActionsTacBR\n- PistolAdjustBStandActionsTacF\n- PistolAdjustBStandActionsTacFL\n- PistolAdjustBStandActionsTacFR\n- PistolAdjustBStandActionsTacL\n- PistolAdjustBStandActionsTacR\n- PistolAdjustBStandActionsWlkB\n- PistolAdjustBStandActionsWlkBL\n- PistolAdjustBStandActionsWlkBR\n- PistolAdjustBStandActionsWlkF\n- PistolAdjustBStandActionsWlkFL\n- PistolAdjustBStandActionsWlkFR\n- PistolAdjustBStandActionsWlkL\n- PistolAdjustBStandActionsWlkR\n- PistolAdjustBStandEvasiveActionsF\n- PistolAdjustBStandEvasiveActionsFL\n- PistolAdjustBStandEvasiveActionsFR\n- PistolAdjustFKneelActions\n- PistolAdjustFKneelActionsRunB\n- PistolAdjustFKneelActionsRunBL\n- PistolAdjustFKneelActionsRunBR\n- PistolAdjustFKneelActionsRunF\n- PistolAdjustFKneelActionsRunFL\n- PistolAdjustFKneelActionsRunFR\n- PistolAdjustFKneelActionsRunL\n- PistolAdjustFKneelActionsRunR\n- PistolAdjustFKneelActionsTacB\n- PistolAdjustFKneelActionsTacBL\n- PistolAdjustFKneelActionsTacBR\n- PistolAdjustFKneelActionsTacF\n- PistolAdjustFKneelActionsTacFL\n- PistolAdjustFKneelActionsTacFR\n- PistolAdjustFKneelActionsTacL\n- PistolAdjustFKneelActionsTacR\n- PistolAdjustFKneelActionsWlkB\n- PistolAdjustFKneelActionsWlkBL\n- PistolAdjustFKneelActionsWlkBR\n- PistolAdjustFKneelActionsWlkF\n- PistolAdjustFKneelActionsWlkFL\n- PistolAdjustFKneelActionsWlkFR\n- PistolAdjustFKneelActionsWlkL\n- PistolAdjustFKneelActionsWlkR\n- PistolAdjustFKneelEvasiveActionsF\n- PistolAdjustFKneelEvasiveActionsFL\n- PistolAdjustFKneelEvasiveActionsFR\n- PistolAdjustFProneActions\n- PistolAdjustFStandActions\n- PistolAdjustFStandActionsRunB\n- PistolAdjustFStandActionsRunBL\n- PistolAdjustFStandActionsRunBR\n- PistolAdjustFStandActionsRunF\n- PistolAdjustFStandActionsRunFL\n- PistolAdjustFStandActionsRunFR\n- PistolAdjustFStandActionsRunL\n- PistolAdjustFStandActionsRunR\n- PistolAdjustFStandActionsTacB\n- PistolAdjustFStandActionsTacBL\n- PistolAdjustFStandActionsTacBR\n- PistolAdjustFStandActionsTacF\n- PistolAdjustFStandActionsTacFL\n- PistolAdjustFStandActionsTacFR\n- PistolAdjustFStandActionsTacL\n- PistolAdjustFStandActionsTacR\n- PistolAdjustFStandActionsWlkB\n- PistolAdjustFStandActionsWlkBL\n- PistolAdjustFStandActionsWlkBR\n- PistolAdjustFStandActionsWlkF\n- PistolAdjustFStandActionsWlkFL\n- PistolAdjustFStandActionsWlkFR\n- PistolAdjustFStandActionsWlkL\n- PistolAdjustFStandActionsWlkR\n- PistolAdjustFStandEvasiveActionsF\n- PistolAdjustFStandEvasiveActionsFL\n- PistolAdjustFStandEvasiveActionsFR\n- PistolAdjustKneelBaseActions\n- PistolAdjustLKneelActions\n- PistolAdjustLKneelActionsRunB\n- PistolAdjustLKneelActionsRunBL\n- PistolAdjustLKneelActionsRunBR\n- PistolAdjustLKneelActionsRunF\n- PistolAdjustLKneelActionsRunFL\n- PistolAdjustLKneelActionsRunFR\n- PistolAdjustLKneelActionsRunL\n- PistolAdjustLKneelActionsRunR\n- PistolAdjustLKneelActionsTacB\n- PistolAdjustLKneelActionsTacBL\n- PistolAdjustLKneelActionsTacBR\n- PistolAdjustLKneelActionsTacF\n- PistolAdjustLKneelActionsTacFL\n- PistolAdjustLKneelActionsTacFR\n- PistolAdjustLKneelActionsTacL\n- PistolAdjustLKneelActionsTacR\n- PistolAdjustLKneelActionsWlkB\n- PistolAdjustLKneelActionsWlkBL\n- PistolAdjustLKneelActionsWlkBR\n- PistolAdjustLKneelActionsWlkF\n- PistolAdjustLKneelActionsWlkFL\n- PistolAdjustLKneelActionsWlkFR\n- PistolAdjustLKneelActionsWlkL\n- PistolAdjustLKneelActionsWlkR\n- PistolAdjustLKneelEvasiveActionsF\n- PistolAdjustLKneelEvasiveActionsFL\n- PistolAdjustLKneelEvasiveActionsFR\n- PistolAdjustLProneActions\n- PistolAdjustLStandActions\n- PistolAdjustLStandActionsRunB\n- PistolAdjustLStandActionsRunBL\n- PistolAdjustLStandActionsRunBR\n- PistolAdjustLStandActionsRunF\n- PistolAdjustLStandActionsRunFL\n- PistolAdjustLStandActionsRunFR\n- PistolAdjustLStandActionsRunL\n- PistolAdjustLStandActionsRunR\n- PistolAdjustLStandActionsTacB\n- PistolAdjustLStandActionsTacBL\n- PistolAdjustLStandActionsTacBR\n- PistolAdjustLStandActionsTacF\n- PistolAdjustLStandActionsTacFL\n- PistolAdjustLStandActionsTacFR\n- PistolAdjustLStandActionsTacL\n- PistolAdjustLStandActionsTacR\n- PistolAdjustLStandActionsWlkB\n- PistolAdjustLStandActionsWlkBL\n- PistolAdjustLStandActionsWlkBR\n- PistolAdjustLStandActionsWlkF\n- PistolAdjustLStandActionsWlkFL\n- PistolAdjustLStandActionsWlkFR\n- PistolAdjustLStandActionsWlkL\n- PistolAdjustLStandActionsWlkR\n- PistolAdjustLStandEvasiveActionsF\n- PistolAdjustLStandEvasiveActionsFL\n- PistolAdjustLStandEvasiveActionsFR\n- PistolAdjustProneBaseActions\n- PistolAdjustRKneelActions\n- PistolAdjustRKneelActionsRunB\n- PistolAdjustRKneelActionsRunBL\n- PistolAdjustRKneelActionsRunBR\n- PistolAdjustRKneelActionsRunF\n- PistolAdjustRKneelActionsRunFL\n- PistolAdjustRKneelActionsRunFR\n- PistolAdjustRKneelActionsRunL\n- PistolAdjustRKneelActionsRunR\n- PistolAdjustRKneelActionsTacB\n- PistolAdjustRKneelActionsTacBL\n- PistolAdjustRKneelActionsTacBR\n- PistolAdjustRKneelActionsTacF\n- PistolAdjustRKneelActionsTacFL\n- PistolAdjustRKneelActionsTacFR\n- PistolAdjustRKneelActionsTacL\n- PistolAdjustRKneelActionsTacR\n- PistolAdjustRKneelActionsWlkB\n- PistolAdjustRKneelActionsWlkBL\n- PistolAdjustRKneelActionsWlkBR\n- PistolAdjustRKneelActionsWlkF\n- PistolAdjustRKneelActionsWlkFL\n- PistolAdjustRKneelActionsWlkFR\n- PistolAdjustRKneelActionsWlkL\n- PistolAdjustRKneelActionsWlkR\n- PistolAdjustRKneelEvasiveActionsF\n- PistolAdjustRKneelEvasiveActionsFL\n- PistolAdjustRKneelEvasiveActionsFR\n- PistolAdjustRProneActions\n- PistolAdjustRStandActions\n- PistolAdjustRStandActionsRunB\n- PistolAdjustRStandActionsRunBL\n- PistolAdjustRStandActionsRunBR\n- PistolAdjustRStandActionsRunF\n- PistolAdjustRStandActionsRunFL\n- PistolAdjustRStandActionsRunFR\n- PistolAdjustRStandActionsRunL\n- PistolAdjustRStandActionsRunR\n- PistolAdjustRStandActionsTacB\n- PistolAdjustRStandActionsTacBL\n- PistolAdjustRStandActionsTacBR\n- PistolAdjustRStandActionsTacF\n- PistolAdjustRStandActionsTacFL\n- PistolAdjustRStandActionsTacFR\n- PistolAdjustRStandActionsTacL\n- PistolAdjustRStandActionsTacR\n- PistolAdjustRStandActionsWlkB\n- PistolAdjustRStandActionsWlkBL\n- PistolAdjustRStandActionsWlkBR\n- PistolAdjustRStandActionsWlkF\n- PistolAdjustRStandActionsWlkFL\n- PistolAdjustRStandActionsWlkFR\n- PistolAdjustRStandActionsWlkL\n- PistolAdjustRStandActionsWlkR\n- PistolAdjustRStandEvasiveActionsF\n- PistolAdjustRStandEvasiveActionsFL\n- PistolAdjustRStandEvasiveActionsFR\n- PistolAdjustStandBaseActions\n- PistolKneelActions\n- PistolKneelActions_explo\n- PistolKneelActions_gear\n- PistolKneelActions_inv\n- PistolKneelActionsLimpB\n- PistolKneelActionsLimpF\n- PistolKneelActionsLimpL\n- PistolKneelActionsLimpLB\n- PistolKneelActionsLimpLF\n- PistolKneelActionsLimpR\n- PistolKneelActionsLimpRB\n- PistolKneelActionsLimpRF\n- PistolKneelActionsNoAdjust\n- PistolKneelActionsRunB\n- PistolKneelActionsRunBL\n- PistolKneelActionsRunBR\n- PistolKneelActionsRunF\n- PistolKneelActionsRunFL\n- PistolKneelActionsRunFr\n- PistolKneelActionsRunL\n- PistolKneelActionsRunR\n- PistolKneelActionsTacB\n- PistolKneelActionsTacBL\n- PistolKneelActionsTacBR\n- PistolKneelActionsTacF\n- PistolKneelActionsTacFL\n- PistolKneelActionsTacFr\n- PistolKneelActionsTacL\n- PistolKneelActionsTacR\n- PistolKneelActionsWlkB\n- PistolKneelActionsWlkBL\n- PistolKneelActionsWlkBR\n- PistolKneelActionsWlkF\n- PistolKneelActionsWlkFL\n- PistolKneelActionsWlkFR\n- PistolKneelActionsWlkL\n- PistolKneelActionsWlkR\n- PistolKneelEvasiveActionsF\n- PistolKneelEvasiveActionsFL\n- PistolKneelEvasiveActionsFR\n- PistolKneelEvasiveActionsL\n- PistolKneelEvasiveActionsR\n- PistolKneelTakeActions\n- PistolLowKneelActions\n- PistolLowKneelActionsLimpB\n- PistolLowKneelActionsLimpF\n- PistolLowKneelActionsLimpL\n- PistolLowKneelActionsLimpLB\n- PistolLowKneelActionsLimpLF\n- PistolLowKneelActionsLimpR\n- PistolLowKneelActionsLimpRB\n- PistolLowKneelActionsLimpRF\n- PistolLowKneelActionsNoAdjust\n- PistolLowKneelActionsRunB\n- PistolLowKneelActionsRunBL\n- PistolLowKneelActionsRunBR\n- PistolLowKneelActionsRunF\n- PistolLowKneelActionsRunFL\n- PistolLowKneelActionsRunFr\n- PistolLowKneelActionsRunL\n- PistolLowKneelActionsRunR\n- PistolLowKneelActionsTacB\n- PistolLowKneelActionsTacBL\n- PistolLowKneelActionsTacBR\n- PistolLowKneelActionsTacF\n- PistolLowKneelActionsTacFL\n- PistolLowKneelActionsTacFR\n- PistolLowKneelActionsTacL\n- PistolLowKneelActionsTacR\n- PistolLowKneelActionsWlkB\n- PistolLowKneelActionsWlkBL\n- PistolLowKneelActionsWlkBR\n- PistolLowKneelActionsWlkF\n- PistolLowKneelActionsWlkFL\n- PistolLowKneelActionsWlkFR\n- PistolLowKneelActionsWlkL\n- PistolLowKneelActionsWlkR\n- PistolLowKneelEvasiveActionsF\n- PistolLowKneelEvasiveActionsFL\n- PistolLowKneelEvasiveActionsFR\n- PistolLowStandActions\n- PistolLowStandActionsFastF\n- PistolLowStandActionsFastFL\n- PistolLowStandActionsFastFR\n- PistolLowStandActionsLimpB\n- PistolLowStandActionsLimpF\n- PistolLowStandActionsLimpL\n- PistolLowStandActionsLimpLB\n- PistolLowStandActionsLimpLF\n- PistolLowStandActionsLimpR\n- PistolLowStandActionsLimpRB\n- PistolLowStandActionsLimpRF\n- PistolLowStandActionsNoAdjust\n- PistolLowStandActionsRunB\n- PistolLowStandActionsRunBL\n- PistolLowStandActionsRunBR\n- PistolLowStandActionsRunF\n- PistolLowStandActionsRunFL\n- PistolLowStandActionsRunFR\n- PistolLowStandActionsRunL\n- PistolLowStandActionsRunR\n- PistolLowStandActionsTacB\n- PistolLowStandActionsTacBL\n- PistolLowStandActionsTacBR\n- PistolLowStandActionsTacF\n- PistolLowStandActionsTacFL\n- PistolLowStandActionsTacFR\n- PistolLowStandActionsTacL\n- PistolLowStandActionsTacR\n- PistolLowStandActionsWlkB\n- PistolLowStandActionsWlkBL\n- PistolLowStandActionsWlkBR\n- PistolLowStandActionsWlkF\n- PistolLowStandActionsWlkFL\n- PistolLowStandActionsWlkFR\n- PistolLowStandActionsWlkL\n- PistolLowStandActionsWlkR\n- PistolLowStandCutsceneActions\n- PistolLowStandEvasiveActionsF\n- PistolLowStandEvasiveActionsFL\n- PistolLowStandEvasiveActionsFR\n- PistolProneActions\n- PistolProneActions_inv\n- PistolRaisedStandCutsceneActions\n- PistolRunFActions\n- PistolSitActions\n- PistolStandActions\n- PistolStandActions_gear\n- PistolStandActions_inv\n- PistolStandActionsLimpB\n- PistolStandActionsLimpF\n- PistolStandActionsLimpL\n- PistolStandActionsLimpLB\n- PistolStandActionsLimpLF\n- PistolStandActionsLimpR\n- PistolStandActionsLimpRB\n- PistolStandActionsLimpRF\n- PistolStandActionsNoAdjust\n- PistolStandActionsRunB\n- PistolStandActionsRunBL\n- PistolStandActionsRunBR\n- PistolStandActionsRunF\n- PistolStandActionsRunFL\n- PistolStandActionsRunFR\n- PistolStandActionsRunL\n- PistolStandActionsRunR\n- PistolStandActionsTacB\n- PistolStandActionsTacBL\n- PistolStandActionsTacBR\n- PistolStandActionsTacF\n- PistolStandActionsTacFL\n- PistolStandActionsTacFR\n- PistolStandActionsTacL\n- PistolStandActionsTacR\n- PistolStandActionsWlkB\n- PistolStandActionsWlkBL\n- PistolStandActionsWlkBR\n- PistolStandActionsWlkF\n- PistolStandActionsWlkFL\n- PistolStandActionsWlkFR\n- PistolStandActionsWlkL\n- PistolStandActionsWlkR\n- PistolStandEvasiveActionsF\n- PistolStandEvasiveActionsFL\n- PistolStandEvasiveActionsFR\n- PistolStandEvasiveActionsL\n- PistolStandEvasiveActionsR\n- PistolStandSaluteActions\n- PistolStandTakeActions\n- PistolWalkFActions\n- ReviveMedicActions\n- ReviveWoundedActions\n- ReviveWoundedDefaultActions\n- RifleAdjustBKneelActions\n- RifleAdjustBKneelActionsRunB\n- RifleAdjustBKneelActionsRunBL\n- RifleAdjustBKneelActionsRunBR\n- RifleAdjustBKneelActionsRunF\n- RifleAdjustBKneelActionsRunFL\n- RifleAdjustBKneelActionsRunFR\n- RifleAdjustBKneelActionsRunL\n- RifleAdjustBKneelActionsRunR\n- RifleAdjustBKneelActionsTacB\n- RifleAdjustBKneelActionsTacBL\n- RifleAdjustBKneelActionsTacBR\n- RifleAdjustBKneelActionsTacF\n- RifleAdjustBKneelActionsTacFL\n- RifleAdjustBKneelActionsTacFR\n- RifleAdjustBKneelActionsTacL\n- RifleAdjustBKneelActionsTacR\n- RifleAdjustBKneelActionsWlkB\n- RifleAdjustBKneelActionsWlkBL\n- RifleAdjustBKneelActionsWlkBR\n- RifleAdjustBKneelActionsWlkF\n- RifleAdjustBKneelActionsWlkFL\n- RifleAdjustBKneelActionsWlkFR\n- RifleAdjustBKneelActionsWlkL\n- RifleAdjustBKneelActionsWlkR\n- RifleAdjustBKneelEvasiveActionsF\n- RifleAdjustBKneelEvasiveActionsFL\n- RifleAdjustBKneelEvasiveActionsFR\n- RifleAdjustBProneActions\n- RifleAdjustBStandActions\n- RifleAdjustBStandActionsRunB\n- RifleAdjustBStandActionsRunBL\n- RifleAdjustBStandActionsRunBR\n- RifleAdjustBStandActionsRunF\n- RifleAdjustBStandActionsRunFL\n- RifleAdjustBStandActionsRunFR\n- RifleAdjustBStandActionsRunL\n- RifleAdjustBStandActionsRunR\n- RifleAdjustBStandActionsTacB\n- RifleAdjustBStandActionsTacBL\n- RifleAdjustBStandActionsTacBR\n- RifleAdjustBStandActionsTacF\n- RifleAdjustBStandActionsTacFL\n- RifleAdjustBStandActionsTacFR\n- RifleAdjustBStandActionsTacL\n- RifleAdjustBStandActionsTacR\n- RifleAdjustBStandActionsWlkB\n- RifleAdjustBStandActionsWlkBL\n- RifleAdjustBStandActionsWlkBR\n- RifleAdjustBStandActionsWlkF\n- RifleAdjustBStandActionsWlkFL\n- RifleAdjustBStandActionsWlkFR\n- RifleAdjustBStandActionsWlkL\n- RifleAdjustBStandActionsWlkR\n- RifleAdjustBStandEvasiveActionsF\n- RifleAdjustBStandEvasiveActionsFL\n- RifleAdjustBStandEvasiveActionsFR\n- RifleAdjustFKneelActions\n- RifleAdjustFKneelActionsRunB\n- RifleAdjustFKneelActionsRunBL\n- RifleAdjustFKneelActionsRunBR\n- RifleAdjustFKneelActionsRunF\n- RifleAdjustFKneelActionsRunFL\n- RifleAdjustFKneelActionsRunFR\n- RifleAdjustFKneelActionsRunL\n- RifleAdjustFKneelActionsRunR\n- RifleAdjustFKneelActionsTacB\n- RifleAdjustFKneelActionsTacBL\n- RifleAdjustFKneelActionsTacBR\n- RifleAdjustFKneelActionsTacF\n- RifleAdjustFKneelActionsTacFL\n- RifleAdjustFKneelActionsTacFR\n- RifleAdjustFKneelActionsTacL\n- RifleAdjustFKneelActionsTacR\n- RifleAdjustFKneelActionsWlkB\n- RifleAdjustFKneelActionsWlkBL\n- RifleAdjustFKneelActionsWlkBR\n- RifleAdjustFKneelActionsWlkF\n- RifleAdjustFKneelActionsWlkFL\n- RifleAdjustFKneelActionsWlkFR\n- RifleAdjustFKneelActionsWlkL\n- RifleAdjustFKneelActionsWlkR\n- RifleAdjustFKneelEvasiveActionsF\n- RifleAdjustFKneelEvasiveActionsFL\n- RifleAdjustFKneelEvasiveActionsFR\n- RifleAdjustFProneActions\n- RifleAdjustFStandActions\n- RifleAdjustFStandActionsRunB\n- RifleAdjustFStandActionsRunBL\n- RifleAdjustFStandActionsRunBR\n- RifleAdjustFStandActionsRunF\n- RifleAdjustFStandActionsRunFL\n- RifleAdjustFStandActionsRunFR\n- RifleAdjustFStandActionsRunL\n- RifleAdjustFStandActionsRunR\n- RifleAdjustFStandActionsTacB\n- RifleAdjustFStandActionsTacBL\n- RifleAdjustFStandActionsTacBR\n- RifleAdjustFStandActionsTacF\n- RifleAdjustFStandActionsTacFL\n- RifleAdjustFStandActionsTacFR\n- RifleAdjustFStandActionsTacL\n- RifleAdjustFStandActionsTacR\n- RifleAdjustFStandActionsWlkB\n- RifleAdjustFStandActionsWlkBL\n- RifleAdjustFStandActionsWlkBR\n- RifleAdjustFStandActionsWlkF\n- RifleAdjustFStandActionsWlkFL\n- RifleAdjustFStandActionsWlkFR\n- RifleAdjustFStandActionsWlkL\n- RifleAdjustFStandActionsWlkR\n- RifleAdjustFStandEvasiveActionsF\n- RifleAdjustFStandEvasiveActionsFL\n- RifleAdjustFStandEvasiveActionsFR\n- RifleAdjustKneelBaseActions\n- RifleAdjustLKneelActions\n- RifleAdjustLKneelActionsRunB\n- RifleAdjustLKneelActionsRunBL\n- RifleAdjustLKneelActionsRunBR\n- RifleAdjustLKneelActionsRunF\n- RifleAdjustLKneelActionsRunFL\n- RifleAdjustLKneelActionsRunFR\n- RifleAdjustLKneelActionsRunL\n- RifleAdjustLKneelActionsRunR\n- RifleAdjustLKneelActionsTacB\n- RifleAdjustLKneelActionsTacBL\n- RifleAdjustLKneelActionsTacBR\n- RifleAdjustLKneelActionsTacF\n- RifleAdjustLKneelActionsTacFL\n- RifleAdjustLKneelActionsTacFR\n- RifleAdjustLKneelActionsTacL\n- RifleAdjustLKneelActionsTacR\n- RifleAdjustLKneelActionsWlkB\n- RifleAdjustLKneelActionsWlkBL\n- RifleAdjustLKneelActionsWlkBR\n- RifleAdjustLKneelActionsWlkF\n- RifleAdjustLKneelActionsWlkFL\n- RifleAdjustLKneelActionsWlkFR\n- RifleAdjustLKneelActionsWlkL\n- RifleAdjustLKneelActionsWlkR\n- RifleAdjustLKneelEvasiveActionsF\n- RifleAdjustLKneelEvasiveActionsFL\n- RifleAdjustLKneelEvasiveActionsFR\n- RifleAdjustLProneActions\n- RifleAdjustLStandActions\n- RifleAdjustLStandActionsRunB\n- RifleAdjustLStandActionsRunBL\n- RifleAdjustLStandActionsRunBR\n- RifleAdjustLStandActionsRunF\n- RifleAdjustLStandActionsRunFL\n- RifleAdjustLStandActionsRunFR\n- RifleAdjustLStandActionsRunL\n- RifleAdjustLStandActionsRunR\n- RifleAdjustLStandActionsTacB\n- RifleAdjustLStandActionsTacBL\n- RifleAdjustLStandActionsTacBR\n- RifleAdjustLStandActionsTacF\n- RifleAdjustLStandActionsTacFL\n- RifleAdjustLStandActionsTacFR\n- RifleAdjustLStandActionsTacL\n- RifleAdjustLStandActionsTacR\n- RifleAdjustLStandActionsWlkB\n- RifleAdjustLStandActionsWlkBL\n- RifleAdjustLStandActionsWlkBR\n- RifleAdjustLStandActionsWlkF\n- RifleAdjustLStandActionsWlkFL\n- RifleAdjustLStandActionsWlkFR\n- RifleAdjustLStandActionsWlkL\n- RifleAdjustLStandActionsWlkR\n- RifleAdjustLStandEvasiveActionsF\n- RifleAdjustLStandEvasiveActionsFL\n- RifleAdjustLStandEvasiveActionsFR\n- RifleAdjustProneBaseActions\n- RifleAdjustRKneelActions\n- RifleAdjustRKneelActionsRunB\n- RifleAdjustRKneelActionsRunBL\n- RifleAdjustRKneelActionsRunBR\n- RifleAdjustRKneelActionsRunF\n- RifleAdjustRKneelActionsRunFL\n- RifleAdjustRKneelActionsRunFR\n- RifleAdjustRKneelActionsRunL\n- RifleAdjustRKneelActionsRunR\n- RifleAdjustRKneelActionsTacB\n- RifleAdjustRKneelActionsTacBL\n- RifleAdjustRKneelActionsTacBR\n- RifleAdjustRKneelActionsTacF\n- RifleAdjustRKneelActionsTacFL\n- RifleAdjustRKneelActionsTacFR\n- RifleAdjustRKneelActionsTacL\n- RifleAdjustRKneelActionsTacR\n- RifleAdjustRKneelActionsWlkB\n- RifleAdjustRKneelActionsWlkBL\n- RifleAdjustRKneelActionsWlkBR\n- RifleAdjustRKneelActionsWlkF\n- RifleAdjustRKneelActionsWlkFL\n- RifleAdjustRKneelActionsWlkFR\n- RifleAdjustRKneelActionsWlkL\n- RifleAdjustRKneelActionsWlkR\n- RifleAdjustRKneelEvasiveActionsF\n- RifleAdjustRKneelEvasiveActionsFL\n- RifleAdjustRKneelEvasiveActionsFR\n- RifleAdjustRProneActions\n- RifleAdjustRStandActions\n- RifleAdjustRStandActionsRunB\n- RifleAdjustRStandActionsRunBL\n- RifleAdjustRStandActionsRunBR\n- RifleAdjustRStandActionsRunF\n- RifleAdjustRStandActionsRunFL\n- RifleAdjustRStandActionsRunFR\n- RifleAdjustRStandActionsRunL\n- RifleAdjustRStandActionsRunR\n- RifleAdjustRStandActionsTacB\n- RifleAdjustRStandActionsTacBL\n- RifleAdjustRStandActionsTacBR\n- RifleAdjustRStandActionsTacF\n- RifleAdjustRStandActionsTacFL\n- RifleAdjustRStandActionsTacFR\n- RifleAdjustRStandActionsTacL\n- RifleAdjustRStandActionsTacR\n- RifleAdjustRStandActionsWlkB\n- RifleAdjustRStandActionsWlkBL\n- RifleAdjustRStandActionsWlkBR\n- RifleAdjustRStandActionsWlkF\n- RifleAdjustRStandActionsWlkFL\n- RifleAdjustRStandActionsWlkFR\n- RifleAdjustRStandActionsWlkL\n- RifleAdjustRStandActionsWlkR\n- RifleAdjustRStandEvasiveActionsF\n- RifleAdjustRStandEvasiveActionsFL\n- RifleAdjustRStandEvasiveActionsFR\n- RifleAdjustStandBaseActions\n- RifleBaseLowStandActions\n- RifleBaseStandActions\n- RifleCrouchActions\n- RifleKneelActions\n- RifleKneelActions_diary\n- RifleKneelActions_explo\n- RifleKneelActions_gear\n- RifleKneelActions_inv\n- RifleKneelActionsLimpB\n- RifleKneelActionsLimpF\n- RifleKneelActionsLimpL\n- RifleKneelActionsLimpLB\n- RifleKneelActionsLimpLF\n- RifleKneelActionsLimpR\n- RifleKneelActionsLimpRB\n- RifleKneelActionsLimpRF\n- RifleKneelActionsNoAdjust\n- RifleKneelActionsRunB\n- RifleKneelActionsRunBL\n- RifleKneelActionsRunBR\n- RifleKneelActionsRunF\n- RifleKneelActionsRunFL\n- RifleKneelActionsRunFR\n- RifleKneelActionsRunL\n- RifleKneelActionsRunR\n- RifleKneelActionsTacB\n- RifleKneelActionsTacBL\n- RifleKneelActionsTacBR\n- RifleKneelActionsTacF\n- RifleKneelActionsTacFL\n- RifleKneelActionsTacFR\n- RifleKneelActionsTacL\n- RifleKneelActionsTacR\n- RifleKneelActionsWlkB\n- RifleKneelActionsWlkBL\n- RifleKneelActionsWlkBR\n- RifleKneelActionsWlkF\n- RifleKneelActionsWlkFL\n- RifleKneelActionsWlkFR\n- RifleKneelActionsWlkL\n- RifleKneelActionsWlkR\n- RifleKneelEvasiveActionsF\n- RifleKneelEvasiveActionsFL\n- RifleKneelEvasiveActionsFR\n- RifleKneelEvasiveActionsL\n- RifleKneelEvasiveActionsR\n- RifleKneelLowActions\n- RifleKneelLowActions_diary\n- RifleKneelLowActions_explo\n- RifleKneelLowActions_gear\n- RifleKneelLowActions_relax\n- RifleKneelLowActionsNoAdjust\n- RifleKneelLowActionsRunB\n- RifleKneelLowActionsRunBL\n- RifleKneelLowActionsRunBR\n- RifleKneelLowActionsRunF\n- RifleKneelLowActionsRunFL\n- RifleKneelLowActionsRunFR\n- RifleKneelLowActionsRunL\n- RifleKneelLowActionsRunR\n- RifleKneelLowActionsTacB\n- RifleKneelLowActionsTacBL\n- RifleKneelLowActionsTacBR\n- RifleKneelLowActionsTacF\n- RifleKneelLowActionsTacFL\n- RifleKneelLowActionsTacFR\n- RifleKneelLowActionsTacL\n- RifleKneelLowActionsTacR\n- RifleKneelLowActionsWlkB\n- RifleKneelLowActionsWlkBL\n- RifleKneelLowActionsWlkBR\n- RifleKneelLowActionsWlkF\n- RifleKneelLowActionsWlkFL\n- RifleKneelLowActionsWlkFR\n- RifleKneelLowActionsWlkL\n- RifleKneelLowActionsWlkR\n- RifleKneelLowEvasiveActionsF\n- RifleKneelLowEvasiveActionsFL\n- RifleKneelLowEvasiveActionsFR\n- RifleKneelTakeActions\n- RifleLowKneelActionsLimpB\n- RifleLowKneelActionsLimpF\n- RifleLowKneelActionsLimpL\n- RifleLowKneelActionsLimpLB\n- RifleLowKneelActionsLimpLF\n- RifleLowKneelActionsLimpR\n- RifleLowKneelActionsLimpRB\n- RifleLowKneelActionsLimpRF\n- RifleLowSitActions\n- RifleLowStandActions\n- RifleLowStandActions_diary\n- RifleLowStandActions_evasiveActions\n- RifleLowStandActions_gear\n- RifleLowStandActions_talkCalm\n- RifleLowStandActionsLimpB\n- RifleLowStandActionsLimpF\n- RifleLowStandActionsLimpL\n- RifleLowStandActionsLimpLB\n- RifleLowStandActionsLimpLF\n- RifleLowStandActionsLimpR\n- RifleLowStandActionsLimpRB\n- RifleLowStandActionsLimpRF\n- RifleLowStandActionsNoAdjust\n- RifleLowStandActionsRunB\n- RifleLowStandActionsRunBL\n- RifleLowStandActionsRunBR\n- RifleLowStandActionsRunF\n- RifleLowStandActionsRunFL\n- RifleLowStandActionsRunFR\n- RifleLowStandActionsRunL\n- RifleLowStandActionsRunR\n- RifleLowStandActionsTacB\n- RifleLowStandActionsTacBL\n- RifleLowStandActionsTacBR\n- RifleLowStandActionsTacF\n- RifleLowStandActionsTacFL\n- RifleLowStandActionsTacFR\n- RifleLowStandActionsTacL\n- RifleLowStandActionsTacR\n- RifleLowStandActionsWlkB\n- RifleLowStandActionsWlkBL\n- RifleLowStandActionsWlkBR\n- RifleLowStandActionsWlkF\n- RifleLowStandActionsWlkFL\n- RifleLowStandActionsWlkFR\n- RifleLowStandActionsWlkL\n- RifleLowStandActionsWlkR\n- RifleLowStandCutsceneActions\n- RifleLowStandSaluteActions\n- RifleProneActions\n- RifleProneActions_injured\n- RifleProneActions_inv\n- RifleProneActionsEvasiveF\n- RifleProneActionsRunB\n- RifleProneActionsRunF\n- RifleSitActions\n- RifleSitactionTest\n- RifleStandActions\n- RifleStandActions_diary\n- RifleStandActions_gear\n- RifleStandActions_Idle\n- RifleStandActions_inv\n- RifleStandActionsLimpB\n- RifleStandActionsLimpF\n- RifleStandActionsLimpL\n- RifleStandActionsLimpLB\n- RifleStandActionsLimpLF\n- RifleStandActionsLimpR\n- RifleStandActionsLimpRB\n- RifleStandActionsLimpRF\n- RifleStandActionsNoAdjust\n- RifleStandActionsRunB\n- RifleStandActionsRunBL\n- RifleStandActionsRunBR\n- RifleStandActionsRunF\n- RifleStandActionsRunFL\n- RifleStandActionsRunFR\n- RifleStandActionsRunL\n- RifleStandActionsRunR\n- RifleStandActionsTacB\n- RifleStandActionsTacBL\n- RifleStandActionsTacBR\n- RifleStandActionsTacF\n- RifleStandActionsTacFL\n- RifleStandActionsTacFR\n- RifleStandActionsTacL\n- RifleStandActionsTacLnr\n- RifleStandActionsTacR\n- RifleStandActionsWlkB\n- RifleStandActionsWlkBL\n- RifleStandActionsWlkBR\n- RifleStandActionsWlkF\n- RifleStandActionsWlkFL\n- RifleStandActionsWlkFR\n- RifleStandActionsWlkL\n- RifleStandActionsWlkR\n- RifleStandEvasiveActionsF\n- RifleStandEvasiveActionsF_Idle\n- RifleStandEvasiveActionsFL\n- RifleStandEvasiveActionsFR\n- RifleStandEvasiveActionsL\n- RifleStandEvasiveActionsR\n- RifleStandLowEvasiveActionsF\n- RifleStandLowEvasiveActionsFL\n- RifleStandLowEvasiveActionsFR\n- RifleStandSaluteActions\n- RifleStandSaluteActions_Idle\n- RifleStandTakeActions\n- StaticCutsceneLoop\n- StaticCutsceneLoopPlayerWalk\n- StaticCutsceneLoopViper\n- StaticCutsceneLoopViperSgt\n- SurfaceDivingActions\n- SurfaceDivingActionsFastF\n- SurfaceDivingActionsGoingOut\n- SurfaceDivingActionsRunB\n- SurfaceDivingActionsRunBL\n- SurfaceDivingActionsRunBR\n- SurfaceDivingActionsRunF\n- SurfaceDivingActionsRunFL\n- SurfaceDivingActionsRunFR\n- SurfaceDivingActionsRunL\n- SurfaceDivingActionsRunR\n- SurfaceDivingActionsTacB\n- SurfaceDivingActionsTacBL\n- SurfaceDivingActionsTacBR\n- SurfaceDivingActionsTacF\n- SurfaceDivingActionsTacFL\n- SurfaceDivingActionsTacFR\n- SurfaceDivingActionsTacL\n- SurfaceDivingActionsTacR\n- SurfaceDivingActionsWlkB\n- SurfaceDivingActionsWlkBL\n- SurfaceDivingActionsWlkBR\n- SurfaceDivingActionsWlkF\n- SurfaceDivingActionsWlkFL\n- SurfaceDivingActionsWlkFR\n- SurfaceDivingActionsWlkL\n- SurfaceDivingActionsWlkR\n- SurfaceDivingRifleActions\n- SurfaceDivingRifleActionsFastF\n- SurfaceDivingRifleActionsGoingOut\n- SurfaceDivingRifleActionsRunB\n- SurfaceDivingRifleActionsRunBL\n- SurfaceDivingRifleActionsRunBR\n- SurfaceDivingRifleActionsRunF\n- SurfaceDivingRifleActionsRunFL\n- SurfaceDivingRifleActionsRunFR\n- SurfaceDivingRifleActionsRunL\n- SurfaceDivingRifleActionsRunR\n- SurfaceDivingRifleActionsTacB\n- SurfaceDivingRifleActionsTacBL\n- SurfaceDivingRifleActionsTacBR\n- SurfaceDivingRifleActionsTacF\n- SurfaceDivingRifleActionsTacFL\n- SurfaceDivingRifleActionsTacFR\n- SurfaceDivingRifleActionsTacL\n- SurfaceDivingRifleActionsTacR\n- SurfaceDivingRifleActionsWlkB\n- SurfaceDivingRifleActionsWlkBL\n- SurfaceDivingRifleActionsWlkBR\n- SurfaceDivingRifleActionsWlkF\n- SurfaceDivingRifleActionsWlkFL\n- SurfaceDivingRifleActionsWlkFR\n- SurfaceDivingRifleActionsWlkL\n- SurfaceDivingRifleActionsWlkR\n- SurfaceSwimmingActions\n- SurfaceSwimmingActionsFastF\n- SurfaceSwimmingActionsFastFL\n- SurfaceSwimmingActionsFastFR\n- SurfaceSwimmingActionsRunB\n- SurfaceSwimmingActionsRunBL\n- SurfaceSwimmingActionsRunBR\n- SurfaceSwimmingActionsRunF\n- SurfaceSwimmingActionsRunFL\n- SurfaceSwimmingActionsRunFR\n- SurfaceSwimmingActionsRunL\n- SurfaceSwimmingActionsRunR\n- SwimmingActions\n- SwimmingActionsFastF\n- SwimmingActionsFastFL\n- SwimmingActionsFastFR\n- SwimmingActionsRunB\n- SwimmingActionsRunBL\n- SwimmingActionsRunBR\n- SwimmingActionsRunF\n- SwimmingActionsRunFL\n- SwimmingActionsRunFR\n- SwimmingActionsRunL\n- SwimmingActionsRunR\n- ToIncapacitatedAction\n- ToIncapacitatedPistolAction\n- ToIncapacitatedRifleAction\n- vehicle_coshooter_1Actions\n- vehicle_coshooter_1BinocActions\n- vehicle_coshooter_1BinocPistolActions\n- vehicle_coshooter_1BinocUnarmedActions\n- vehicle_coshooter_1DeadActions\n- vehicle_coshooter_1DeadPistolActions\n- vehicle_coshooter_1IdleActions\n- vehicle_coshooter_1IdlePistolActions\n- vehicle_coshooter_1IdleUnarmedActions\n- vehicle_coshooter_1ObstructedActions\n- vehicle_coshooter_1ObstructedPistolActions\n- vehicle_coshooter_1PistolActions\n- vehicle_passenger_stand_1Actions\n- vehicle_passenger_stand_1BinocActions\n- vehicle_passenger_stand_1BinocLauncherActions\n- vehicle_passenger_stand_1BinocPistolActions\n- vehicle_passenger_stand_1BinocUnarmedActions\n- vehicle_passenger_stand_1DeadActions\n- vehicle_passenger_stand_1DeadPistolActions\n- vehicle_passenger_stand_1IdleActions\n- vehicle_passenger_stand_1IdleLauncherActions\n- vehicle_passenger_stand_1IdlePistolActions\n- vehicle_passenger_stand_1IdleUnarmedActions\n- vehicle_passenger_stand_1LauncherActions\n- vehicle_passenger_stand_1ObstructedActions\n- vehicle_passenger_stand_1ObstructedPistolActions\n- vehicle_passenger_stand_1PistolActions\n- vehicle_passenger_stand_2Actions\n- vehicle_passenger_stand_2BinocActions\n- vehicle_passenger_stand_2BinocLauncherActions\n- vehicle_passenger_stand_2BinocPistolActions\n- vehicle_passenger_stand_2BinocUnarmedActions\n- vehicle_passenger_stand_2DeadActions\n- vehicle_passenger_stand_2DeadPistolActions\n- vehicle_passenger_stand_2IdleActions\n- vehicle_passenger_stand_2IdleLauncherActions\n- vehicle_passenger_stand_2IdlePistolActions\n- vehicle_passenger_stand_2IdleUnarmedActions\n- vehicle_passenger_stand_2LauncherActions\n- vehicle_passenger_stand_2ObstructedActions\n- vehicle_passenger_stand_2ObstructedPistolActions\n- vehicle_passenger_stand_2PistolActions\n- vehicle_turnout_1Actions\n- vehicle_turnout_1BinocActions\n- vehicle_turnout_1BinocPistolActions\n- vehicle_turnout_1BinocUnarmedActions\n- vehicle_turnout_1DeadActions\n- vehicle_turnout_1DeadPistolActions\n- vehicle_turnout_1IdleActions\n- vehicle_turnout_1IdlePistolActions\n- vehicle_turnout_1IdleUnarmedActions\n- vehicle_turnout_1ObstructedActions\n- vehicle_turnout_1ObstructedPistolActions\n- vehicle_turnout_1PistolActions\n- vehicle_turnout_2Actions\n- vehicle_turnout_2BinocActions\n- vehicle_turnout_2BinocPistolActions\n- vehicle_turnout_2BinocUnarmedActions\n- vehicle_turnout_2DeadActions\n- vehicle_turnout_2DeadPistolActions\n- vehicle_turnout_2IdleActions\n- vehicle_turnout_2IdlePistolActions\n- vehicle_turnout_2IdleUnarmedActions\n- vehicle_turnout_2ObstructedActions\n- vehicle_turnout_2ObstructedPistolActions\n- vehicle_turnout_2PistolActions\n\n#### CfgMovesButterfly\n\n##### Actions\n\n- DefaultActions\n- NoActions\n\n##### States\n\n- Fly\n- Open\n\n#### CfgMovesBird\n\n##### Actions\n\n- DefaultActions\n- NoActions\n\n##### States\n\n- Fly\n- Open\n\n#### CfgMovesAnimal_Base_F\n\n##### Actions\n\n- NoActions\n\n#### CfgMovesFishes_F\n\n##### Actions\n\n- FishesActions\n- NoActions\n\n##### States\n\n- Fishes_Die\n- Fishes_Die2\n- Fishes_Stop\n- Fishes_Swim\n- Fishes_Swim_S1\n- Fishes_Swim_S2\n- Fishes_Swim_S3\n\n#### CfgMovesSharks_F\n\n##### Actions\n\n- NoActions\n- SharksActions\n\n##### States\n\n- Sharks_Die\n- Sharks_Die2\n- Sharks_Stop\n- Sharks_Swim\n- Sharks_Swim_S1\n- Sharks_Swim_S2\n- Sharks_Swim_S3\n\n#### CfgMovesRabbit_F\n\n##### Actions\n\n- NoActions\n- RabbitActions\n- RabbitForceHop\n- RabbitForceStop\n\n##### States\n\n- Rabbit_Die\n- Rabbit_Die3\n- Rabbit_Hop\n- Rabbit_Idle_Hop\n- Rabbit_Idle_Run\n- Rabbit_Idle_Sprint\n- Rabbit_Idle_Stop\n- Rabbit_Idle_StopV1\n- Rabbit_Stop\n\n#### CfgMovesSnakes_F\n\n##### Actions\n\n- NoActions\n- SnakesActions\n- SnakesForceMove\n- SnakesForceStop\n\n##### States\n\n- Snakes_Idle_Move\n- Snakes_Idle_Move_S1\n- Snakes_Idle_Move_S2\n- Snakes_Idle_Stop\n- Snakes_Move\n- Snakes_Stop\n- Snakes_TurnL\n- Snakes_TurnR\n\n#### CfgMovesTurtle_F\n\n##### Actions\n\n- NoActions\n- Turtle_swim_Actions\n- Turtle_walk_Actions\n\n##### States\n\n- Turtle_Die\n- Turtle_Stop\n- Turtle_Stop_swim\n- Turtle_Swim\n- Turtle_Swim_S1\n- Turtle_Swim_S2\n- Turtle_Swim_S3\n- turtle_TurnL\n- turtle_TurnR\n- Turtle_walk\n- Turtle_walk_S1\n- Turtle_walk_S2\n- Turtle_walk_S3\n\n#### CfgMovesHen_F\n\n##### Actions\n\n- HenActions\n- HenForceStop\n- HenForceWalk\n- NoActions\n\n##### States\n\n- Hen_Die\n- Hen_Idle_Eat\n- Hen_Idle_Eat_Down_Pose\n- Hen_Idle_Stop\n- Hen_Idle_Walk\n- Hen_Stop\n- Hen_Walk\n\n#### CfgMovesCock_F\n\n##### Actions\n\n- CockActions\n- CockForceRun\n- CockForceStop\n- CockForceWalk\n- NoActions\n\n##### States\n\n- Cock_Die\n- Cock_Idle_Eat\n- Cock_Idle_Run\n- Cock_Idle_Stop\n- Cock_Idle_Walk\n- Cock_Idle_Walk_Wings\n- Cock_Idle_Wings\n- Cock_Run\n- Cock_Stop\n- Cock_Walk\n\n#### CfgMovesDog_F\n\n##### Actions\n\n- FinActions\n- FinForceRun\n- FinForceSit\n- FinForceSprint\n- FinForceStop\n- FinForceWalk\n- FinRun\n- FinSit\n- FinSprint\n- NoActions\n\n##### States\n\n- Dog_Die\n- Dog_Die_Run\n- Dog_Die_Sit\n- Dog_Die_Sprint\n- Dog_Idle_01\n- Dog_Idle_02\n- Dog_Idle_03\n- Dog_Idle_04\n- Dog_Idle_05\n- Dog_Idle_06\n- Dog_Idle_07\n- Dog_Idle_08\n- Dog_Idle_09\n- Dog_Idle_10\n- Dog_Idle_Bark\n- Dog_Idle_Growl\n- Dog_Idle_Run\n- Dog_Idle_Sit01\n- Dog_Idle_Sit02\n- Dog_Idle_Sit03\n- Dog_Idle_Sit04\n- Dog_Idle_Sit05\n- Dog_Idle_Sit06\n- Dog_Idle_Sit07\n- Dog_Idle_Sit08\n- Dog_Idle_Sitting\n- Dog_Idle_Sprint\n- Dog_Idle_Stop\n- Dog_Idle_Walk\n- Dog_Idling\n- Dog_Run\n- Dog_Sit\n- Dog_Sprint\n- Dog_Stop\n- Dog_TurnL\n- Dog_TurnR\n- Dog_Walk\n\n#### CfgMovesGoat_F\n\n##### Actions\n\n- GoatActions\n- GoatForceRun\n- GoatForceStop\n- GoatForceWalk\n- NoActions\n\n##### States\n\n- Goat_Die\n- Goat_Idle_Eat\n- Goat_Idle_Run\n- Goat_Idle_Stop\n- Goat_Idle_Walk\n- Goat_Run\n- Goat_Stop\n- Goat_TurnL\n- Goat_TurnR\n- Goat_Walk\n\n#### CfgMovesSheep_F\n\n##### Actions\n\n- NoActions\n- SheepActions\n- SheepForceRun\n- SheepForceStop\n- SheepForceWalk\n\n##### States\n\n- Sheep_Die\n- Sheep_Idle_Eat\n- Sheep_Idle_Run\n- Sheep_Idle_Stop\n- Sheep_Idle_Walk\n- Sheep_Run\n- Sheep_Stop\n- Sheep_TurnL\n- Sheep_TurnR\n- Sheep_Walk\n\n#### CfgMovesMaleSdr\n\n##### Actions\n\n- Acts_WarmUp_1_actions\n- Acts_WarmUp_2_actions\n- Acts_WarmUp_3_actions\n- Acts_WarmUp_4_actions\n- Acts_WarmUp_5_actions\n- Acts_WarmUp_6_actions\n- Acts_WarmUp_7_actions\n- Acts_WarmUp_8_actions\n- Acts_WarmUp_Civil_1_actions\n- Acts_WarmUp_Civil_2_actions\n- Acts_WarmUp_Civil_3_actions\n- Acts_WarmUp_Civil_4_actions\n- Acts_WarmUp_Civil_5_actions\n- Acts_WarmUp_Civil_6_actions\n- Acts_WarmUp_Civil_7_actions\n- Acts_WarmUp_Civil_8_actions\n- Acts_WarmUp_Pst_1_actions\n- Acts_WarmUp_Pst_2_actions\n- Acts_WarmUp_Pst_3_actions\n- Acts_WarmUp_Pst_4_actions\n- Acts_WarmUp_Pst_5_actions\n- Acts_WarmUp_Pst_6_actions\n- Acts_WarmUp_Pst_7_actions\n- Acts_WarmUp_Pst_8_actions\n\n##### States\n\n- AadjPcrhMstpSrasWpstDdown\n- AadjPcrhMstpSrasWpstDDown_AmovPcrhMstpSrasWpstDnon\n- AadjPcrhMstpSrasWpstDleft\n- AadjPcrhMstpSrasWpstDleft_AmovPcrhMstpSrasWpstDnon\n- AadjPcrhMstpSrasWpstDright\n- AadjPcrhMstpSrasWpstDright_AmovPcrhMstpSrasWpstDnon\n- AadjPcrhMstpSrasWpstDup\n- AadjPcrhMstpSrasWpstDup_AmovPcrhMstpSrasWpstDnon\n- AadjPercMevaSrasWpstDf_down\n- AadjPercMevaSrasWpstDf_left\n- AadjPercMevaSrasWpstDf_right\n- AadjPercMevaSrasWpstDf_up\n- AadjPercMevaSrasWpstDfl_down\n- AadjPercMevaSrasWpstDfl_left\n- AadjPercMevaSrasWpstDfl_right\n- AadjPercMevaSrasWpstDfl_up\n- AadjPercMevaSrasWpstDfr_down\n- AadjPercMevaSrasWpstDfr_left\n- AadjPercMevaSrasWpstDfr_right\n- AadjPercMevaSrasWpstDfr_up\n- AadjPercMevaSrasWrflDf_down\n- AadjPercMevaSrasWrflDf_left\n- AadjPercMevaSrasWrflDf_right\n- AadjPercMevaSrasWrflDf_up\n- AadjPercMevaSrasWrflDfl_down\n- AadjPercMevaSrasWrflDfl_left\n- AadjPercMevaSrasWrflDfl_right\n- AadjPercMevaSrasWrflDfl_up\n- AadjPercMevaSrasWrflDfr_down\n- AadjPercMevaSrasWrflDfr_left\n- AadjPercMevaSrasWrflDfr_right\n- AadjPercMevaSrasWrflDfr_up\n- AadjPercMrunSrasWpstDb_down\n- AadjPercMrunSrasWpstDb_left\n- AadjPercMrunSrasWpstDb_right\n- AadjPercMrunSrasWpstDb_up\n- AadjPercMrunSrasWpstDbl_down\n- AadjPercMrunSrasWpstDbl_left\n- AadjPercMrunSrasWpstDbl_right\n- AadjPercMrunSrasWpstDbl_up\n- AadjPercMrunSrasWpstDbr_down\n- AadjPercMrunSrasWpstDbr_left\n- AadjPercMrunSrasWpstDbr_right\n- AadjPercMrunSrasWpstDbr_up\n- AadjPercMrunSrasWpstDf_down\n- AadjPercMrunSrasWpstDf_left\n- AadjPercMrunSrasWpstDf_right\n- AadjPercMrunSrasWpstDf_up\n- AadjPercMrunSrasWpstDfl_down\n- AadjPercMrunSrasWpstDfl_left\n- AadjPercMrunSrasWpstDfl_right\n- AadjPercMrunSrasWpstDfl_up\n- AadjPercMrunSrasWpstDfr_down\n- AadjPercMrunSrasWpstDfr_left\n- AadjPercMrunSrasWpstDfr_right\n- AadjPercMrunSrasWpstDfr_up\n- AadjPercMrunSrasWpstDl_down\n- AadjPercMrunSrasWpstDl_left\n- AadjPercMrunSrasWpstDl_right\n- AadjPercMrunSrasWpstDl_up\n- AadjPercMrunSrasWpstDr_down\n- AadjPercMrunSrasWpstDr_left\n- AadjPercMrunSrasWpstDr_right\n- AadjPercMrunSrasWpstDr_up\n- AadjPercMrunSrasWrflDb_down\n- AadjPercMrunSrasWrflDb_left\n- AadjPercMrunSrasWrflDb_right\n- AadjPercMrunSrasWrflDb_up\n- AadjPercMrunSrasWrflDbl_down\n- AadjPercMrunSrasWrflDbl_left\n- AadjPercMrunSrasWrflDbl_right\n- AadjPercMrunSrasWrflDbl_up\n- AadjPercMrunSrasWrflDbr_down\n- AadjPercMrunSrasWrflDbr_left\n- AadjPercMrunSrasWrflDbr_right\n- AadjPercMrunSrasWrflDbr_up\n- AadjPercMrunSrasWrflDf_down\n- AadjPercMrunSrasWrflDf_left\n- AadjPercMrunSrasWrflDf_right\n- AadjPercMrunSrasWrflDf_up\n- AadjPercMrunSrasWrflDfl_down\n- AadjPercMrunSrasWrflDfl_left\n- AadjPercMrunSrasWrflDfl_right\n- AadjPercMrunSrasWrflDfl_up\n- AadjPercMrunSrasWrflDfr_down\n- AadjPercMrunSrasWrflDfr_left\n- AadjPercMrunSrasWrflDfr_right\n- AadjPercMrunSrasWrflDfr_up\n- AadjPercMrunSrasWrflDl_down\n- AadjPercMrunSrasWrflDl_left\n- AadjPercMrunSrasWrflDl_right\n- AadjPercMrunSrasWrflDl_up\n- AadjPercMrunSrasWrflDr_down\n- AadjPercMrunSrasWrflDr_left\n- AadjPercMrunSrasWrflDr_right\n- AadjPercMrunSrasWrflDr_up\n- AadjPercMstpSrasWpstDdown\n- AadjPercMstpSrasWpstDdown_AadjPknlMstpSrasWpstDdown\n- AadjPercMstpSrasWpstDdown_AadjPknlMstpSrasWpstDup\n- AadjPercMstpSrasWpstDDown_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWpstDleft\n- AadjPercMstpSrasWpstDleft_AadjPknlMstpSrasWpstDleft\n- AadjPercMstpSrasWpstDleft_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWpstDright\n- AadjPercMstpSrasWpstDright_AadjPknlMstpSrasWpstDright\n- AadjPercMstpSrasWpstDright_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWpstDup\n- AadjPercMstpSrasWpstDup_AadjPknlMstpSrasWpstDup\n- AadjPercMstpSrasWpstDup_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWrflDdown\n- AadjPercMstpSrasWrflDdown_AadjPknlMstpSrasWrflDdown\n- AadjPercMstpSrasWrflDdown_AadjPknlMstpSrasWrflDup\n- AadjPercMstpSrasWrflDDown_AmovPercMstpSrasWrflDnon\n- AadjPercMstpSrasWrflDleft\n- AadjPercMstpSrasWrflDleft_AadjPknlMstpSrasWrflDleft\n- AadjPercMstpSrasWrflDleft_AmovPercMstpSrasWrflDnon\n- AadjPercMstpSrasWrflDright\n- AadjPercMstpSrasWrflDright_AadjPknlMstpSrasWrflDright\n- AadjPercMstpSrasWrflDright_AmovPercMstpSrasWrflDnon\n- AadjPercMstpSrasWrflDup\n- AadjPercMstpSrasWrflDup_AadjPknlMstpSrasWrflDup\n- AadjPercMstpSrasWrflDup_AmovPercMstpSrasWrflDnon\n- AadjPercMtacSrasWpstDb_down\n- AadjPercMtacSrasWpstDb_left\n- AadjPercMtacSrasWpstDb_right\n- AadjPercMtacSrasWpstDb_up\n- AadjPercMtacSrasWpstDbl_down\n- AadjPercMtacSrasWpstDbl_left\n- AadjPercMtacSrasWpstDbl_right\n- AadjPercMtacSrasWpstDbl_up\n- AadjPercMtacSrasWpstDbr_down\n- AadjPercMtacSrasWpstDbr_left\n- AadjPercMtacSrasWpstDbr_right\n- AadjPercMtacSrasWpstDbr_up\n- AadjPercMtacSrasWpstDf_down\n- AadjPercMtacSrasWpstDf_left\n- AadjPercMtacSrasWpstDf_right\n- AadjPercMtacSrasWpstDf_up\n- AadjPercMtacSrasWpstDfl_down\n- AadjPercMtacSrasWpstDfl_left\n- AadjPercMtacSrasWpstDfl_right\n- AadjPercMtacSrasWpstDfl_up\n- AadjPercMtacSrasWpstDfr_down\n- AadjPercMtacSrasWpstDfr_left\n- AadjPercMtacSrasWpstDfr_right\n- AadjPercMtacSrasWpstDfr_up\n- AadjPercMtacSrasWpstDl_down\n- AadjPercMtacSrasWpstDl_left\n- AadjPercMtacSrasWpstDl_right\n- AadjPercMtacSrasWpstDl_up\n- AadjPercMtacSrasWpstDr_down\n- AadjPercMtacSrasWpstDr_left\n- AadjPercMtacSrasWpstDr_right\n- AadjPercMtacSrasWpstDr_up\n- AadjPercMtacSrasWrflDb_down\n- AadjPercMtacSrasWrflDb_left\n- AadjPercMtacSrasWrflDb_right\n- AadjPercMtacSrasWrflDb_up\n- AadjPercMtacSrasWrflDbl_down\n- AadjPercMtacSrasWrflDbl_left\n- AadjPercMtacSrasWrflDbl_right\n- AadjPercMtacSrasWrflDbl_up\n- AadjPercMtacSrasWrflDbr_down\n- AadjPercMtacSrasWrflDbr_left\n- AadjPercMtacSrasWrflDbr_right\n- AadjPercMtacSrasWrflDbr_up\n- AadjPercMtacSrasWrflDf_down\n- AadjPercMtacSrasWrflDf_left\n- AadjPercMtacSrasWrflDf_right\n- AadjPercMtacSrasWrflDf_up\n- AadjPercMtacSrasWrflDfl_down\n- AadjPercMtacSrasWrflDfl_left\n- AadjPercMtacSrasWrflDfl_right\n- AadjPercMtacSrasWrflDfl_up\n- AadjPercMtacSrasWrflDfr_down\n- AadjPercMtacSrasWrflDfr_left\n- AadjPercMtacSrasWrflDfr_right\n- AadjPercMtacSrasWrflDfr_up\n- AadjPercMtacSrasWrflDl_down\n- AadjPercMtacSrasWrflDl_left\n- AadjPercMtacSrasWrflDl_right\n- AadjPercMtacSrasWrflDl_up\n- AadjPercMtacSrasWrflDr_down\n- AadjPercMtacSrasWrflDr_left\n- AadjPercMtacSrasWrflDr_right\n- AadjPercMtacSrasWrflDr_up\n- AadjPercMwlkSrasWpstDb_down\n- AadjPercMwlkSrasWpstDb_left\n- AadjPercMwlkSrasWpstDb_right\n- AadjPercMwlkSrasWpstDb_up\n- AadjPercMwlkSrasWpstDbl_down\n- AadjPercMwlkSrasWpstDbl_left\n- AadjPercMwlkSrasWpstDbl_right\n- AadjPercMwlkSrasWpstDbl_up\n- AadjPercMwlkSrasWpstDbr_down\n- AadjPercMwlkSrasWpstDbr_left\n- AadjPercMwlkSrasWpstDbr_right\n- AadjPercMwlkSrasWpstDbr_up\n- AadjPercMwlkSrasWpstDf_down\n- AadjPercMwlkSrasWpstDf_left\n- AadjPercMwlkSrasWpstDf_right\n- AadjPercMwlkSrasWpstDf_up\n- AadjPercMwlkSrasWpstDfl_down\n- AadjPercMwlkSrasWpstDfl_left\n- AadjPercMwlkSrasWpstDfl_right\n- AadjPercMwlkSrasWpstDfl_up\n- AadjPercMwlkSrasWpstDfr_down\n- AadjPercMwlkSrasWpstDfr_left\n- AadjPercMwlkSrasWpstDfr_right\n- AadjPercMwlkSrasWpstDfr_up\n- AadjPercMwlkSrasWpstDl_down\n- AadjPercMwlkSrasWpstDl_left\n- AadjPercMwlkSrasWpstDl_right\n- AadjPercMwlkSrasWpstDl_up\n- AadjPercMwlkSrasWpstDr_down\n- AadjPercMwlkSrasWpstDr_left\n- AadjPercMwlkSrasWpstDr_right\n- AadjPercMwlkSrasWpstDr_up\n- AadjPercMwlkSrasWrflDb_down\n- AadjPercMwlkSrasWrflDb_left\n- AadjPercMwlkSrasWrflDb_right\n- AadjPercMwlkSrasWrflDb_up\n- AadjPercMwlkSrasWrflDbl_down\n- AadjPercMwlkSrasWrflDbl_left\n- AadjPercMwlkSrasWrflDbl_right\n- AadjPercMwlkSrasWrflDbl_up\n- AadjPercMwlkSrasWrflDbr_down\n- AadjPercMwlkSrasWrflDbr_left\n- AadjPercMwlkSrasWrflDbr_right\n- AadjPercMwlkSrasWrflDbr_up\n- AadjPercMwlkSrasWrflDf_down\n- AadjPercMwlkSrasWrflDf_left\n- AadjPercMwlkSrasWrflDf_right\n- AadjPercMwlkSrasWrflDf_up\n- AadjPercMwlkSrasWrflDfl_down\n- AadjPercMwlkSrasWrflDfl_left\n- AadjPercMwlkSrasWrflDfl_right\n- AadjPercMwlkSrasWrflDfl_up\n- AadjPercMwlkSrasWrflDfr_down\n- AadjPercMwlkSrasWrflDfr_left\n- AadjPercMwlkSrasWrflDfr_right\n- AadjPercMwlkSrasWrflDfr_up\n- AadjPercMwlkSrasWrflDl_down\n- AadjPercMwlkSrasWrflDl_left\n- AadjPercMwlkSrasWrflDl_right\n- AadjPercMwlkSrasWrflDl_up\n- AadjPercMwlkSrasWrflDr_down\n- AadjPercMwlkSrasWrflDr_left\n- AadjPercMwlkSrasWrflDr_right\n- AadjPercMwlkSrasWrflDr_up\n- AadjPknlMevaSrasWpstDf_down\n- AadjPknlMevaSrasWpstDf_left\n- AadjPknlMevaSrasWpstDf_right\n- AadjPknlMevaSrasWpstDf_up\n- AadjPknlMevaSrasWpstDfl_down\n- AadjPknlMevaSrasWpstDfl_left\n- AadjPknlMevaSrasWpstDfl_right\n- AadjPknlMevaSrasWpstDfl_up\n- AadjPknlMevaSrasWpstDfr_down\n- AadjPknlMevaSrasWpstDfr_left\n- AadjPknlMevaSrasWpstDfr_right\n- AadjPknlMevaSrasWpstDfr_up\n- AadjPknlMevaSrasWrflDf_down\n- AadjPknlMevaSrasWrflDf_left\n- AadjPknlMevaSrasWrflDf_right\n- AadjPknlMevaSrasWrflDf_up\n- AadjPknlMevaSrasWrflDfl_down\n- AadjPknlMevaSrasWrflDfl_left\n- AadjPknlMevaSrasWrflDfl_right\n- AadjPknlMevaSrasWrflDfl_up\n- AadjPknlMevaSrasWrflDfr_down\n- AadjPknlMevaSrasWrflDfr_left\n- AadjPknlMevaSrasWrflDfr_right\n- AadjPknlMevaSrasWrflDfr_up\n- AadjPknlMrunSrasWpstDb_down\n- AadjPknlMrunSrasWpstDb_left\n- AadjPknlMrunSrasWpstDb_right\n- AadjPknlMrunSrasWpstDb_up\n- AadjPknlMrunSrasWpstDbl_down\n- AadjPknlMrunSrasWpstDbl_left\n- AadjPknlMrunSrasWpstDbl_right\n- AadjPknlMrunSrasWpstDbl_up\n- AadjPknlMrunSrasWpstDbr_down\n- AadjPknlMrunSrasWpstDbr_left\n- AadjPknlMrunSrasWpstDbr_right\n- AadjPknlMrunSrasWpstDbr_up\n- AadjPknlMrunSrasWpstDf_down\n- AadjPknlMrunSrasWpstDf_left\n- AadjPknlMrunSrasWpstDf_right\n- AadjPknlMrunSrasWpstDf_up\n- AadjPknlMrunSrasWpstDfl_down\n- AadjPknlMrunSrasWpstDfl_left\n- AadjPknlMrunSrasWpstDfl_right\n- AadjPknlMrunSrasWpstDfl_up\n- AadjPknlMrunSrasWpstDfr_down\n- AadjPknlMrunSrasWpstDfr_left\n- AadjPknlMrunSrasWpstDfr_right\n- AadjPknlMrunSrasWpstDfr_up\n- AadjPknlMrunSrasWpstDl_down\n- AadjPknlMrunSrasWpstDl_left\n- AadjPknlMrunSrasWpstDl_right\n- AadjPknlMrunSrasWpstDl_up\n- AadjPknlMrunSrasWpstDr_down\n- AadjPknlMrunSrasWpstDr_left\n- AadjPknlMrunSrasWpstDr_right\n- AadjPknlMrunSrasWpstDr_up\n- AadjPknlMrunSrasWrflDb_down\n- AadjPknlMrunSrasWrflDb_left\n- AadjPknlMrunSrasWrflDb_right\n- AadjPknlMrunSrasWrflDb_up\n- AadjPknlMrunSrasWrflDbl_down\n- AadjPknlMrunSrasWrflDbl_left\n- AadjPknlMrunSrasWrflDbl_right\n- AadjPknlMrunSrasWrflDbl_up\n- AadjPknlMrunSrasWrflDbr_down\n- AadjPknlMrunSrasWrflDbr_left\n- AadjPknlMrunSrasWrflDbr_right\n- AadjPknlMrunSrasWrflDbr_up\n- AadjPknlMrunSrasWrflDf_down\n- AadjPknlMrunSrasWrflDf_left\n- AadjPknlMrunSrasWrflDf_right\n- AadjPknlMrunSrasWrflDf_up\n- AadjPknlMrunSrasWrflDfl_down\n- AadjPknlMrunSrasWrflDfl_left\n- AadjPknlMrunSrasWrflDfl_right\n- AadjPknlMrunSrasWrflDfl_up\n- AadjPknlMrunSrasWrflDfr_down\n- AadjPknlMrunSrasWrflDfr_left\n- AadjPknlMrunSrasWrflDfr_right\n- AadjPknlMrunSrasWrflDfr_up\n- AadjPknlMrunSrasWrflDl_down\n- AadjPknlMrunSrasWrflDl_left\n- AadjPknlMrunSrasWrflDl_right\n- AadjPknlMrunSrasWrflDl_up\n- AadjPknlMrunSrasWrflDr_down\n- AadjPknlMrunSrasWrflDr_left\n- AadjPknlMrunSrasWrflDr_right\n- AadjPknlMrunSrasWrflDr_up\n- AadjPknlMstpSrasWpstDdown\n- AadjPknlMstpSrasWpstDdown_AadjPercMstpSrasWpstDdown\n- AadjPknlMstpSrasWpstDdown_AadjPpneMstpSrasWpstDup\n- AadjPknlMstpSrasWpstDDown_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWpstDleft\n- AadjPknlMstpSrasWpstDleft_AadjPercMstpSrasWpstDleft\n- AadjPknlMstpSrasWpstDleft_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWpstDright\n- AadjPknlMstpSrasWpstDright_AadjPercMstpSrasWpstDright\n- AadjPknlMstpSrasWpstDright_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWpstDup\n- AadjPknlMstpSrasWpstDup_AadjPercMstpSrasWpstDdown\n- AadjPknlMstpSrasWpstDup_AadjPercMstpSrasWpstDup\n- AadjPknlMstpSrasWpstDup_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWrflDdown\n- AadjPknlMstpSrasWrflDdown_AadjPercMstpSrasWrflDdown\n- AadjPknlMstpSrasWrflDdown_AadjPpneMstpSrasWrflDup\n- AadjPknlMstpSrasWrflDDown_AmovPknlMstpSrasWrflDnon\n- AadjPknlMstpSrasWrflDleft\n- AadjPknlMstpSrasWrflDleft_AadjPercMstpSrasWrflDleft\n- AadjPknlMstpSrasWrflDleft_AmovPknlMstpSrasWrflDnon\n- AadjPknlMstpSrasWrflDright\n- AadjPknlMstpSrasWrflDright_AadjPercMstpSrasWrflDright\n- AadjPknlMstpSrasWrflDright_AmovPknlMstpSrasWrflDnon\n- AadjPknlMstpSrasWrflDup\n- AadjPknlMstpSrasWrflDup_AadjPercMstpSrasWrflDdown\n- AadjPknlMstpSrasWrflDup_AadjPercMstpSrasWrflDup\n- AadjPknlMstpSrasWrflDup_AmovPknlMstpSrasWrflDnon\n- AadjPknlMtacSrasWpstDb_down\n- AadjPknlMtacSrasWpstDb_left\n- AadjPknlMtacSrasWpstDb_right\n- AadjPknlMtacSrasWpstDb_up\n- AadjPknlMtacSrasWpstDbl_down\n- AadjPknlMtacSrasWpstDbl_left\n- AadjPknlMtacSrasWpstDbl_right\n- AadjPknlMtacSrasWpstDbl_up\n- AadjPknlMtacSrasWpstDbr_down\n- AadjPknlMtacSrasWpstDbr_left\n- AadjPknlMtacSrasWpstDbr_right\n- AadjPknlMtacSrasWpstDbr_up\n- AadjPknlMtacSrasWpstDf_down\n- AadjPknlMtacSrasWpstDf_left\n- AadjPknlMtacSrasWpstDf_right\n- AadjPknlMtacSrasWpstDf_up\n- AadjPknlMtacSrasWpstDfl_down\n- AadjPknlMtacSrasWpstDfl_left\n- AadjPknlMtacSrasWpstDfl_right\n- AadjPknlMtacSrasWpstDfl_up\n- AadjPknlMtacSrasWpstDfr_down\n- AadjPknlMtacSrasWpstDfr_left\n- AadjPknlMtacSrasWpstDfr_right\n- AadjPknlMtacSrasWpstDfr_up\n- AadjPknlMtacSrasWpstDl_down\n- AadjPknlMtacSrasWpstDl_left\n- AadjPknlMtacSrasWpstDl_right\n- AadjPknlMtacSrasWpstDl_up\n- AadjPknlMtacSrasWpstDr_down\n- AadjPknlMtacSrasWpstDr_left\n- AadjPknlMtacSrasWpstDr_right\n- AadjPknlMtacSrasWpstDr_up\n- AadjPknlMtacSrasWrflDb_down\n- AadjPknlMtacSrasWrflDb_left\n- AadjPknlMtacSrasWrflDb_right\n- AadjPknlMtacSrasWrflDb_up\n- AadjPknlMtacSrasWrflDbl_down\n- AadjPknlMtacSrasWrflDbl_left\n- AadjPknlMtacSrasWrflDbl_right\n- AadjPknlMtacSrasWrflDbl_up\n- AadjPknlMtacSrasWrflDbr_down\n- AadjPknlMtacSrasWrflDbr_left\n- AadjPknlMtacSrasWrflDbr_right\n- AadjPknlMtacSrasWrflDbr_up\n- AadjPknlMtacSrasWrflDf_down\n- AadjPknlMtacSrasWrflDf_left\n- AadjPknlMtacSrasWrflDf_right\n- AadjPknlMtacSrasWrflDf_up\n- AadjPknlMtacSrasWrflDfl_down\n- AadjPknlMtacSrasWrflDfl_left\n- AadjPknlMtacSrasWrflDfl_right\n- AadjPknlMtacSrasWrflDfl_up\n- AadjPknlMtacSrasWrflDfr_down\n- AadjPknlMtacSrasWrflDfr_left\n- AadjPknlMtacSrasWrflDfr_right\n- AadjPknlMtacSrasWrflDfr_up\n- AadjPknlMtacSrasWrflDl_down\n- AadjPknlMtacSrasWrflDl_left\n- AadjPknlMtacSrasWrflDl_right\n- AadjPknlMtacSrasWrflDl_up\n- AadjPknlMtacSrasWrflDr_down\n- AadjPknlMtacSrasWrflDr_left\n- AadjPknlMtacSrasWrflDr_right\n- AadjPknlMtacSrasWrflDr_up\n- AadjPknlMwlkSrasWpstDb_down\n- AadjPknlMwlkSrasWpstDb_left\n- AadjPknlMwlkSrasWpstDb_right\n- AadjPknlMwlkSrasWpstDb_up\n- AadjPknlMwlkSrasWpstDbl_down\n- AadjPknlMwlkSrasWpstDbl_left\n- AadjPknlMwlkSrasWpstDbl_right\n- AadjPknlMwlkSrasWpstDbl_up\n- AadjPknlMwlkSrasWpstDbr_down\n- AadjPknlMwlkSrasWpstDbr_left\n- AadjPknlMwlkSrasWpstDbr_right\n- AadjPknlMwlkSrasWpstDbr_up\n- AadjPknlMwlkSrasWpstDf_down\n- AadjPknlMwlkSrasWpstDf_left\n- AadjPknlMwlkSrasWpstDf_right\n- AadjPknlMwlkSrasWpstDf_up\n- AadjPknlMwlkSrasWpstDfl_down\n- AadjPknlMwlkSrasWpstDfl_left\n- AadjPknlMwlkSrasWpstDfl_right\n- AadjPknlMwlkSrasWpstDfl_up\n- AadjPknlMwlkSrasWpstDfr_down\n- AadjPknlMwlkSrasWpstDfr_left\n- AadjPknlMwlkSrasWpstDfr_right\n- AadjPknlMwlkSrasWpstDfr_up\n- AadjPknlMwlkSrasWpstDl_down\n- AadjPknlMwlkSrasWpstDl_left\n- AadjPknlMwlkSrasWpstDl_right\n- AadjPknlMwlkSrasWpstDl_up\n- AadjPknlMwlkSrasWpstDr_down\n- AadjPknlMwlkSrasWpstDr_left\n- AadjPknlMwlkSrasWpstDr_right\n- AadjPknlMwlkSrasWpstDr_up\n- AadjPknlMwlkSrasWrflDb_down\n- AadjPknlMwlkSrasWrflDb_left\n- AadjPknlMwlkSrasWrflDb_right\n- AadjPknlMwlkSrasWrflDb_up\n- AadjPknlMwlkSrasWrflDbl_down\n- AadjPknlMwlkSrasWrflDbl_left\n- AadjPknlMwlkSrasWrflDbl_right\n- AadjPknlMwlkSrasWrflDbl_up\n- AadjPknlMwlkSrasWrflDbr_down\n- AadjPknlMwlkSrasWrflDbr_left\n- AadjPknlMwlkSrasWrflDbr_right\n- AadjPknlMwlkSrasWrflDbr_up\n- AadjPknlMwlkSrasWrflDf_down\n- AadjPknlMwlkSrasWrflDf_left\n- AadjPknlMwlkSrasWrflDf_right\n- AadjPknlMwlkSrasWrflDf_up\n- AadjPknlMwlkSrasWrflDfl_down\n- AadjPknlMwlkSrasWrflDfl_left\n- AadjPknlMwlkSrasWrflDfl_right\n- AadjPknlMwlkSrasWrflDfl_up\n- AadjPknlMwlkSrasWrflDfr_down\n- AadjPknlMwlkSrasWrflDfr_left\n- AadjPknlMwlkSrasWrflDfr_right\n- AadjPknlMwlkSrasWrflDfr_up\n- AadjPknlMwlkSrasWrflDl_down\n- AadjPknlMwlkSrasWrflDl_left\n- AadjPknlMwlkSrasWrflDl_right\n- AadjPknlMwlkSrasWrflDl_up\n- AadjPknlMwlkSrasWrflDr_down\n- AadjPknlMwlkSrasWrflDr_left\n- AadjPknlMwlkSrasWrflDr_right\n- AadjPknlMwlkSrasWrflDr_up\n- AadjPpneMstpSrasWpstDdown\n- AadjPpneMstpSrasWpstDdown_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDdown_turnL\n- AadjPpneMstpSrasWpstDdown_turnR\n- AadjPpneMstpSrasWpstDleft\n- AadjPpneMstpSrasWpstDleft_AmovPercMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDleft_AmovPknlMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDleft_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDright\n- AadjPpneMstpSrasWpstDright_AmovPercMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDright_AmovPknlMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDright_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDup\n- AadjPpneMstpSrasWpstDup_AadjPknlMstpSrasWpstDdown\n- AadjPpneMstpSrasWpstDup_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDup_turnL\n- AadjPpneMstpSrasWpstDup_turnR\n- AadjPpneMstpSrasWrflDdown\n- AadjPpneMstpSrasWrflDDown_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDdown_turnL\n- AadjPpneMstpSrasWrflDdown_turnR\n- AadjPpneMstpSrasWrflDleft\n- AadjPpneMstpSrasWrflDleft_AmovPercMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDleft_AmovPknlMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDleft_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDright\n- AadjPpneMstpSrasWrflDright_AmovPercMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDright_AmovPknlMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDright_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDup\n- AadjPpneMstpSrasWrflDup_AadjPknlMstpSrasWrflDdown\n- AadjPpneMstpSrasWrflDup_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDup_turnL\n- AadjPpneMstpSrasWrflDup_turnR\n- AadjPpneMwlkSrasWpstDleft_b\n- AadjPpneMwlkSrasWpstDleft_f\n- AadjPpneMwlkSrasWpstDleft_l\n- AadjPpneMwlkSrasWpstDleft_r\n- AadjPpneMwlkSrasWpstDright_b\n- AadjPpneMwlkSrasWpstDright_f\n- AadjPpneMwlkSrasWpstDright_l\n- AadjPpneMwlkSrasWpstDright_r\n- AadjPpneMwlkSrasWpstDup_b\n- AadjPpneMwlkSrasWpstDup_bl\n- AadjPpneMwlkSrasWpstDup_br\n- AadjPpneMwlkSrasWpstDup_f\n- AadjPpneMwlkSrasWpstDup_fl\n- AadjPpneMwlkSrasWpstDup_fr\n- AadjPpneMwlkSrasWpstDup_l\n- AadjPpneMwlkSrasWpstDup_r\n- AadjPpneMwlkSrasWrflDleft_b\n- AadjPpneMwlkSrasWrflDleft_f\n- AadjPpneMwlkSrasWrflDleft_l\n- AadjPpneMwlkSrasWrflDleft_r\n- AadjPpneMwlkSrasWrflDright_b\n- AadjPpneMwlkSrasWrflDright_f\n- AadjPpneMwlkSrasWrflDright_l\n- AadjPpneMwlkSrasWrflDright_r\n- AadjPpneMwlkSrasWrflDup_b\n- AadjPpneMwlkSrasWrflDup_bl\n- AadjPpneMwlkSrasWrflDup_br\n- AadjPpneMwlkSrasWrflDup_f\n- AadjPpneMwlkSrasWrflDup_fl\n- AadjPpneMwlkSrasWrflDup_fr\n- AadjPpneMwlkSrasWrflDup_l\n- AadjPpneMwlkSrasWrflDup_r\n- AbdvPercMrunSnonWnonDb\n- AbdvPercMrunSnonWnonDbl\n- AbdvPercMrunSnonWnonDbr\n- AbdvPercMrunSnonWnonDf\n- AbdvPercMrunSnonWnonDfl\n- AbdvPercMrunSnonWnonDfr\n- AbdvPercMrunSnonWnonDl\n- AbdvPercMrunSnonWnonDr\n- AbdvPercMrunSnonWrflDb\n- AbdvPercMrunSnonWrflDbl\n- AbdvPercMrunSnonWrflDbr\n- AbdvPercMrunSnonWrflDf\n- AbdvPercMrunSnonWrflDfl\n- AbdvPercMrunSnonWrflDfr\n- AbdvPercMrunSnonWrflDl\n- AbdvPercMrunSnonWrflDr\n- AbdvPercMsprSnonWnonDf\n- AbdvPercMsprSnonWrflDf\n- AbdvPercMstpSnonWnonDnon\n- AbdvPercMstpSnonWnonDnon_AbdvPercMstpSnonWnonDnon_putDown\n- AbdvPercMstpSnonWnonDnon_AbdvPercMstpSnonWrflDnon\n- AbdvPercMstpSnonWnonDnon_GetInSDV\n- AbdvPercMstpSnonWnonDnon_GetOutSDV\n- AbdvPercMstpSnonWnonDnon_godown\n- AbdvPercMstpSnonWnonDnon_goup\n- AbdvPercMstpSnonWnonDnon_putDown_AbdvPercMstpSnonWnonDnon\n- AbdvPercMstpSnonWnonDnon_relax\n- AbdvPercMstpSnonWnonDnon_turnL\n- AbdvPercMstpSnonWnonDnon_turnR\n- AbdvPercMstpSnonWrflDnon\n- AbdvPercMstpSnonWrflDnon_AbdvPercMstpSnonWnonDnon\n- AbdvPercMstpSnonWrflDnon_AbdvPercMstpSnonWrflDnon_putDown\n- AbdvPercMstpSnonWrflDnon_GetInSDV\n- AbdvPercMstpSnonWrflDnon_GetOutSDV\n- AbdvPercMstpSnonWrflDnon_godown\n- AbdvPercMstpSnonWrflDnon_goup\n- AbdvPercMstpSnonWrflDnon_putDown_AbdvPercMstpSnonWrflDnon\n- AbdvPercMstpSnonWrflDnon_relax\n- AbdvPercMstpSnonWrflDnon_turnL\n- AbdvPercMstpSnonWrflDnon_turnR\n- AbdvPercMtacSnonWnonDb\n- AbdvPercMtacSnonWnonDbl\n- AbdvPercMtacSnonWnonDbr\n- AbdvPercMtacSnonWnonDf\n- AbdvPercMtacSnonWnonDfl\n- AbdvPercMtacSnonWnonDfr\n- AbdvPercMtacSnonWnonDl\n- AbdvPercMtacSnonWnonDr\n- AbdvPercMtacSnonWrflDb\n- AbdvPercMtacSnonWrflDbl\n- AbdvPercMtacSnonWrflDbr\n- AbdvPercMtacSnonWrflDf\n- AbdvPercMtacSnonWrflDfl\n- AbdvPercMtacSnonWrflDfr\n- AbdvPercMtacSnonWrflDl\n- AbdvPercMtacSnonWrflDr\n- AbdvPercMwlkSnonWnonDb\n- AbdvPercMwlkSnonWnonDbl\n- AbdvPercMwlkSnonWnonDbr\n- AbdvPercMwlkSnonWnonDf\n- AbdvPercMwlkSnonWnonDfl\n- AbdvPercMwlkSnonWnonDfr\n- AbdvPercMwlkSnonWnonDl\n- AbdvPercMwlkSnonWnonDr\n- AbdvPercMwlkSnonWrflDb\n- AbdvPercMwlkSnonWrflDbl\n- AbdvPercMwlkSnonWrflDbr\n- AbdvPercMwlkSnonWrflDf\n- AbdvPercMwlkSnonWrflDfl\n- AbdvPercMwlkSnonWrflDfr\n- AbdvPercMwlkSnonWrflDl\n- AbdvPercMwlkSnonWrflDr\n- AbswPercMrunSnonWnonDb\n- AbswPercMrunSnonWnonDf\n- AbswPercMrunSnonWnonDf_AbswPercMstpSnonWnonDnon\n- AbswPercMrunSnonWnonDfl\n- AbswPercMrunSnonWnonDfr\n- AbswPercMrunSnonWnonDl\n- AbswPercMrunSnonWnonDr\n- AbswPercMsprSnonWnonDf\n- AbswPercMsprSnonWnonDFl\n- AbswPercMsprSnonWnonDFr\n- AbswPercMstpSnonWnonDnon\n- AbswPercMstpSnonWnonDnon_AbswPercMrunSnonWnonDf\n- AbswPercMstpSnonWnonDnon_goDown\n- AbswPercMstpSnonWnonDnon_goup\n- AbswPercMstpSnonWnonDnon_putDown\n- AbswPercMstpSnonWnonDnon_relax\n- AbswPercMwlkSnonWnonDb\n- AbswPercMwlkSnonWnonDf\n- AbswPercMwlkSnonWnonDfl\n- AbswPercMwlkSnonWnonDfr\n- AbswPercMwlkSnonWnonDl\n- AbswPercMwlkSnonWnonDr\n- AcinPercMrunSnonWnonDb\n- AcinPercMrunSnonWnonDbl\n- AcinPercMrunSnonWnonDbr\n- AcinPercMrunSnonWnonDf\n- AcinPercMrunSnonWnonDf_agony\n- AcinPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon\n- AcinPercMrunSnonWnonDf_death\n- AcinPercMrunSnonWnonDfl\n- AcinPercMrunSnonWnonDfr\n- AcinPercMrunSnonWnonDl\n- AcinPercMrunSnonWnonDr\n- AcinPercMrunSnonWpstDb\n- AcinPercMrunSnonWpstDbl\n- AcinPercMrunSnonWpstDbr\n- AcinPercMrunSnonWpstDf\n- AcinPercMrunSnonWpstDf_AmovPercMstpSrasWpstDnon\n- AcinPercMrunSnonWpstDfl\n- AcinPercMrunSnonWpstDfr\n- AcinPercMrunSnonWpstDl\n- AcinPercMrunSnonWpstDr\n- AcinPercMrunSrasWrflDb\n- AcinPercMrunSrasWrflDbl\n- AcinPercMrunSrasWrflDbr\n- AcinPercMrunSrasWrflDf\n- AcinPercMrunSrasWrflDf_agony\n- AcinPercMrunSrasWrflDf_AmovPercMstpSlowWrflDnon\n- AcinPercMrunSrasWrflDf_death\n- AcinPercMrunSrasWrflDfl\n- AcinPercMrunSrasWrflDfr\n- AcinPercMrunSrasWrflDl\n- AcinPercMrunSrasWrflDr\n- AcinPercMstpSnonWnonDnon\n- AcinPercMstpSnonWnonDnon_agony\n- AcinPercMstpSnonWpstDnon\n- AcinPercMstpSnonWpstDnon_agony\n- AcinPercMstpSrasWrflDnon\n- AcinPercMstpSrasWrflDnon_agony\n- AcinPknlMstpSnonWnonDnon\n- AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon\n- AcinPknlMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AcinPknlMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AcinPknlMstpSnonWpstDnon\n- AcinPknlMstpSnonWpstDnon_AcinPercMrunSnonWpstDnon\n- AcinPknlMstpSnonWpstDnon_AmovPknlMstpSrasWpstDnon\n- AcinPknlMstpSnonWpstDnon_AmovPpneMstpSrasWpstDnon\n- AcinPknlMstpSrasWrflDnon\n- AcinPknlMstpSrasWrflDnon_AcinPercMrunSrasWrflDnon\n- AcinPknlMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AcinPknlMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AcinPknlMwlkSlowWrflDb_agony\n- AcinPknlMwlkSlowWrflDb_AmovPercMstpSlowWrflDnon\n- AcinPknlMwlkSlowWrflDb_death\n- AcinPknlMwlkSlowWrflDb_death2\n- AcinPknlMwlkSlowWrflDb_still\n- AcinPknlMwlkSnonWnonDb\n- AcinPknlMwlkSnonWnonDb_agony\n- AcinPknlMwlkSnonWnonDb_AmovPercMstpSnonWnonDnon\n- AcinPknlMwlkSnonWnonDb_death\n- AcinPknlMwlkSnonWpstDb\n- AcinPknlMwlkSnonWpstDb_agony\n- AcinPknlMwlkSnonWpstDb_AmovPercMstpSrasWpstDnon\n- AcinPknlMwlkSnonWpstDb_death\n- AcinPknlMwlkSrasWrflDb\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutHigh\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutHighHemtt\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutHighZamak\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutLow\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutMedium\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHigh\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHighHemtt\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHighZamak\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutLow\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutMedium\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHigh\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHighHemtt\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHighZamak\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutLow\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutMedium\n- Act_Alien_Gesture\n- Act_Alien_Gesture_Rifle\n- Acts_A_M01_briefing\n- Acts_A_M02_briefing\n- Acts_A_M03_briefing\n- Acts_A_M04_briefing\n- Acts_A_M05_briefing\n- Acts_A_OUT_briefing\n- Acts_Abuse_abuser\n- Acts_Abuse_abusing\n- Acts_Abuse_Akhanteros\n- Acts_Abuse_Lacey\n- Acts_Abuse_Lacey2\n- Acts_Abuse_Lacey3\n- Acts_Abuse_Lacey4\n- Acts_Abuse_Lacey5\n- Acts_Accessing_Computer_in\n- Acts_Accessing_Computer_Loop\n- Acts_Accessing_Computer_Out_1\n- Acts_Accessing_Computer_Out_2\n- Acts_Accessing_Computer_Out_Short\n- Acts_AidlPercMstpSloWWpstDnon_warmup_1\n- Acts_AidlPercMstpSloWWpstDnon_warmup_1_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_1_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_2\n- Acts_AidlPercMstpSloWWpstDnon_warmup_2_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_2_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_3\n- Acts_AidlPercMstpSloWWpstDnon_warmup_3_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_3_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_4\n- Acts_AidlPercMstpSloWWpstDnon_warmup_4_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_4_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_5\n- Acts_AidlPercMstpSloWWpstDnon_warmup_5_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_5_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_6\n- Acts_AidlPercMstpSloWWpstDnon_warmup_6_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_6_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_7\n- Acts_AidlPercMstpSloWWpstDnon_warmup_7_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_7_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_8\n- Acts_AidlPercMstpSloWWpstDnon_warmup_8_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_8_out\n- Acts_AidlPercMstpSlowWrflDnon_pissing\n- Acts_AidlPercMstpSlowWrflDnon_warmup01\n- Acts_AidlPercMstpSlowWrflDnon_warmup02\n- Acts_AidlPercMstpSlowWrflDnon_warmup03\n- Acts_AidlPercMstpSlowWrflDnon_warmup04\n- Acts_AidlPercMstpSlowWrflDnon_warmup05\n- Acts_AidlPercMstpSloWWrflDnon_warmup_1\n- Acts_AidlPercMstpSloWWrflDnon_warmup_1_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_1_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_2\n- Acts_AidlPercMstpSloWWrflDnon_warmup_2_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_2_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_3\n- Acts_AidlPercMstpSloWWrflDnon_warmup_3_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_3_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_4\n- Acts_AidlPercMstpSloWWrflDnon_warmup_4_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_4_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_5\n- Acts_AidlPercMstpSloWWrflDnon_warmup_5_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_5_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_6\n- Acts_AidlPercMstpSloWWrflDnon_warmup_6_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_6_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_7\n- Acts_AidlPercMstpSloWWrflDnon_warmup_7_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_7_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_8\n- Acts_AidlPercMstpSloWWrflDnon_warmup_8_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_8_out\n- Acts_AidlPercMstpSlowWrflDnon_warmup_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_1\n- Acts_AidlPercMstpSnonWnonDnon_warmup_1_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_1_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_2\n- Acts_AidlPercMstpSnonWnonDnon_warmup_2_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_2_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_3\n- Acts_AidlPercMstpSnonWnonDnon_warmup_3_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_3_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_4\n- Acts_AidlPercMstpSnonWnonDnon_warmup_4_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_4_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_5\n- Acts_AidlPercMstpSnonWnonDnon_warmup_5_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_5_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_6\n- Acts_AidlPercMstpSnonWnonDnon_warmup_6_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_6_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_7\n- Acts_AidlPercMstpSnonWnonDnon_warmup_7_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_7_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_8\n- Acts_AidlPercMstpSnonWnonDnon_warmup_8_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_8_out\n- Acts_AidlPsitMstpSsurWnonDnon01\n- Acts_AidlPsitMstpSsurWnonDnon02\n- Acts_AidlPsitMstpSsurWnonDnon03\n- Acts_AidlPsitMstpSsurWnonDnon04\n- Acts_AidlPsitMstpSsurWnonDnon05\n- Acts_AidlPsitMstpSsurWnonDnon_loop\n- Acts_AidlPsitMstpSsurWnonDnon_out\n- Acts_Ambient_Aggressive\n- Acts_Ambient_Agreeing\n- Acts_Ambient_Approximate\n- Acts_Ambient_Cleaning_Nose\n- Acts_Ambient_Defensive\n- Acts_Ambient_Disagreeing\n- Acts_Ambient_Disagreeing_with_pointing\n- Acts_Ambient_Dismissing\n- Acts_Ambient_Facepalm_1\n- Acts_Ambient_Facepalm_2\n- Acts_Ambient_Gestures_Sneeze\n- Acts_Ambient_Gestures_Tired\n- Acts_Ambient_Gestures_Yawn\n- Acts_Ambient_Huh\n- Acts_Ambient_Picking_Up\n- Acts_Ambient_Relax_1\n- Acts_Ambient_Relax_2\n- Acts_Ambient_Relax_3\n- Acts_Ambient_Relax_4\n- Acts_Ambient_Rifle_Drop\n- Acts_Ambient_Shoelaces\n- Acts_Ambient_Stretching\n- Acts_Arrival_Response\n- Acts_Arriving_Camp\n- Acts_Arriving_Camp_Player\n- Acts_B_briefings\n- Acts_B_hub01_briefing\n- Acts_B_M01_briefing\n- Acts_B_M02_briefing\n- Acts_B_M03_briefing\n- Acts_B_M05_briefing\n- Acts_B_m06_briefing\n- Acts_B_out2_briefing\n- Acts_BoatAttacked01\n- Acts_BoatAttacked02\n- Acts_BoatAttacked03\n- Acts_BoatAttacked04\n- Acts_BoatAttacked05\n- Acts_BootKoreShootingRange_Adams\n- Acts_BootKoreShootingRange_Lacey\n- Acts_BootKoreShootingRange_Lacey1\n- Acts_BootKoreShootingRange_Lacey2\n- Acts_BootKoreShootingRange_Lacey3\n- Acts_BootKoreShootingRange_Lacey4\n- Acts_Breaching_Enemy_A\n- Acts_Breaching_Enemy_B\n- Acts_Breaching_Enemy_C\n- Acts_Breaching_Four\n- Acts_Breaching_Four_FPP\n- Acts_Breaching_Miller\n- Acts_Breaching_One\n- Acts_Breaching_One_FPP\n- Acts_Breaching_Three\n- Acts_Breaching_Three_FPP\n- Acts_Breaching_Two\n- Acts_Breaching_Two_FPP\n- Acts_Breakout_Player\n- Acts_Breakout_Rifleman\n- Acts_Breakout_Rifleman_1\n- Acts_Breakout_Rifleman_2\n- Acts_Breakout_Rifleman_3\n- Acts_Breakout_Rifleman_4\n- Acts_Breakout_Rifleman_5\n- Acts_Breakout_SquadLeader_1\n- Acts_Breakout_SquadLeader_2\n- Acts_Briefing_Intro2_Major_1\n- Acts_Briefing_Intro2_Major_2\n- Acts_Briefing_Intro3_Major_1\n- Acts_Briefing_Intro3_Major_2\n- Acts_Briefing_Intro3_Physicist_1\n- Acts_Briefing_SA_In\n- Acts_Briefing_SA_Loop\n- Acts_Briefing_SA_Out\n- Acts_Briefing_SA_StartLoop\n- Acts_Briefing_SB_In\n- Acts_Briefing_SB_Loop\n- Acts_Briefing_SB_Out\n- Acts_Briefing_SB_StartLoop\n- Acts_Briefing_SC_In\n- Acts_Briefing_SC_Loop\n- Acts_Briefing_SC_Out\n- Acts_Briefing_SC_StartLoop\n- Acts_C_in1_briefing\n- Acts_Calling_Out_Jets\n- Acts_Calling_Out_Jets_action\n- Acts_Calling_Out_Jets_in_loop\n- Acts_Calling_Out_Jets_out_loop\n- Acts_carFixingWheel\n- Acts_CivilHiding_1\n- Acts_CivilHiding_2\n- Acts_CivilIdle_1\n- Acts_CivilIdle_2\n- Acts_CivilInjuredArms_1\n- Acts_CivilInjuredChest_1\n- Acts_CivilInjuredGeneral_1\n- Acts_CivilInjuredHead_1\n- Acts_CivilInjuredLegs_1\n- Acts_CivilListening_1\n- Acts_CivilListening_2\n- Acts_CivilShocked_1\n- Acts_CivilShocked_2\n- Acts_CivilStand_Default\n- Acts_CivilTalking_1\n- Acts_CivilTalking_2\n- Acts_ComingInSpeakingWalkingOut_1\n- Acts_ComingInSpeakingWalkingOut_10\n- Acts_ComingInSpeakingWalkingOut_11\n- Acts_ComingInSpeakingWalkingOut_2\n- Acts_ComingInSpeakingWalkingOut_3\n- Acts_ComingInSpeakingWalkingOut_4\n- Acts_ComingInSpeakingWalkingOut_5\n- Acts_ComingInSpeakingWalkingOut_6\n- Acts_ComingInSpeakingWalkingOut_7\n- Acts_ComingInSpeakingWalkingOut_8\n- Acts_ComingInSpeakingWalkingOut_9\n- Acts_Commenting_On_Fight\n- Acts_Commenting_On_Fight_action\n- Acts_Commenting_On_Fight_in\n- Acts_Commenting_On_Fight_loop\n- Acts_Commenting_On_Fight_out_loop\n- Acts_CrouchGetLowGesture\n- Acts_CrouchingCoveringRifle01\n- Acts_CrouchingFiringLeftRifle01\n- Acts_CrouchingFiringLeftRifle02\n- Acts_CrouchingFiringLeftRifle03\n- Acts_CrouchingFiringLeftRifle04\n- Acts_CrouchingIdleRifle01\n- Acts_CrouchingReloadingRifle01\n- Acts_CrouchingWatchingRifle01\n- Acts_CrouchingWatchingRifle02\n- Acts_Dance_01\n- Acts_Dance_02\n- Acts_Ending_Adams1\n- Acts_Ending_Adams2\n- Acts_Ending_Adams3\n- Acts_Ending_Lacey1\n- Acts_Ending_Lacey2\n- Acts_Ending_Lacey3\n- Acts_EpicSplit\n- Acts_EpicSplit_in\n- Acts_EpicSplit_out\n- Acts_Examining_Device_Player\n- Acts_Executioner_Backhand\n- Acts_Executioner_Forehand\n- Acts_Executioner_Kill\n- Acts_Executioner_Kill_End\n- Acts_Executioner_Squat\n- Acts_Executioner_Squat_End\n- Acts_Executioner_Standing\n- Acts_Executioner_StandingLoop\n- Acts_Executioner_ToPistol\n- Acts_ExecutionVictim_Backhand\n- Acts_ExecutionVictim_Forehand\n- Acts_ExecutionVictim_Kill\n- Acts_ExecutionVictim_Kill_End\n- Acts_ExecutionVictim_KillTerminal\n- Acts_ExecutionVictim_Loop\n- Acts_ExecutionVictim_Unbow\n- Acts_Explaining_EW_Idle\n- Acts_Explaining_EW_Idle01\n- Acts_Explaining_EW_Idle02\n- Acts_Explaining_EW_Idle03\n- Acts_Explaining_EW_In\n- Acts_Explaining_EW_Loop01\n- Acts_Explaining_EW_Loop02\n- Acts_Explaining_EW_Loop03\n- Acts_Explaining_EW_Loop04\n- Acts_Explaining_EW_Loop05\n- Acts_FarmIncident_Adams1\n- Acts_FarmIncident_Adams2\n- Acts_FarmIncident_Adams3\n- Acts_FarmIncident_Commander\n- Acts_FarmIncident_Lacey1\n- Acts_FarmIncident_Lacey2\n- Acts_FarmIncident_Lacey3\n- Acts_FarmIncident_Lacey4\n- Acts_Flashes_Recovery_1\n- Acts_Flashes_Recovery_2\n- Acts_Gallery_Visitor_01\n- Acts_Gallery_Visitor_02\n- Acts_GetAttention_End\n- Acts_GetAttention_End_2\n- Acts_GetAttention_Loop\n- Acts_Getting_Up_Player\n- Acts_Grieving\n- Acts_gunner_MRAP_01_mocap\n- Acts_HeliCargo_in\n- Acts_HeliCargo_loop\n- Acts_HeliCargo_out\n- Acts_HeliCargoHopInSignal\n- Acts_HeliCargoPointing\n- Acts_HeliCargoTalking_in\n- Acts_HeliCargoTalking_loop\n- Acts_HeliCargoTalking_out\n- Acts_Helping_Wake_Up_1\n- Acts_Helping_Wake_Up_2\n- Acts_Helping_Wake_Up_3\n- Acts_HEMTT_Briefing\n- Acts_HEMTT_Casual_Loop\n- Acts_Hilltop_Calibration_Heli_In\n- Acts_Hilltop_Calibration_Heli_Out\n- Acts_Hilltop_Calibration_Loop\n- Acts_Hilltop_Calibration_Pointing_Left\n- Acts_Hilltop_Calibration_Pointing_Right\n- Acts_HUBABriefing\n- Acts_In_Sinkhole\n- Acts_In_Sinkhole_1\n- Acts_In_Sinkhole_2\n- Acts_In_Sinkhole_3\n- Acts_In_Sinkhole_4\n- Acts_In_Sinkhole_loop\n- Acts_Injured_Driver_go\n- Acts_Injured_Driver_Loop\n- Acts_InjuredAngryRifle01\n- Acts_InjuredCoughRifle02\n- Acts_InjuredLookingRifle01\n- Acts_InjuredLookingRifle02\n- Acts_InjuredLookingRifle03\n- Acts_InjuredLookingRifle04\n- Acts_InjuredLookingRifle05\n- Acts_InjuredLyingRifle01\n- Acts_InjuredLyingRifle02\n- Acts_InjuredLyingRifle02_180\n- Acts_InjuredSpeakingRifle01\n- Acts_JetsCrewaidF_idle\n- Acts_JetsCrewaidF_idle2\n- Acts_JetsCrewaidF_idle2_m\n- Acts_JetsCrewaidF_idle_m\n- Acts_JetsCrewaidF_runB\n- Acts_JetsCrewaidF_runB_m\n- Acts_JetsCrewaidF_stillpose\n- Acts_JetsCrewaidF_stillpose_m\n- Acts_JetsCrewaidFCrouch_in\n- Acts_JetsCrewaidFCrouch_in_m\n- Acts_JetsCrewaidFCrouch_loop\n- Acts_JetsCrewaidFCrouch_loop_m\n- Acts_JetsCrewaidFCrouch_out\n- Acts_JetsCrewaidFCrouch_out_m\n- Acts_JetsCrewaidFCrouchThumbup_in\n- Acts_JetsCrewaidFCrouchThumbup_in_m\n- Acts_JetsCrewaidFCrouchThumbup_loop\n- Acts_JetsCrewaidFCrouchThumbup_loop_m\n- Acts_JetsCrewaidFCrouchThumbup_out\n- Acts_JetsCrewaidFCrouchThumbup_out_m\n- Acts_JetsCrewaidL_idle\n- Acts_JetsCrewaidL_idle_m\n- Acts_JetsCrewaidLCrouch_in\n- Acts_JetsCrewaidLCrouch_in_m\n- Acts_JetsCrewaidLCrouch_loop\n- Acts_JetsCrewaidLCrouch_loop_m\n- Acts_JetsCrewaidLCrouch_out\n- Acts_JetsCrewaidLCrouch_out_m\n- Acts_JetsCrewaidLCrouchThumbup_in\n- Acts_JetsCrewaidLCrouchThumbup_in_m\n- Acts_JetsCrewaidLCrouchThumbup_loop\n- Acts_JetsCrewaidLCrouchThumbup_loop_m\n- Acts_JetsCrewaidLCrouchThumbup_out\n- Acts_JetsCrewaidLCrouchThumbup_out_m\n- Acts_JetsCrewaidR_idle\n- Acts_JetsCrewaidR_idle_m\n- Acts_JetsCrewaidRCrouch_in\n- Acts_JetsCrewaidRCrouch_in_m\n- Acts_JetsCrewaidRCrouch_loop\n- Acts_JetsCrewaidRCrouch_loop_m\n- Acts_JetsCrewaidRCrouch_out\n- Acts_JetsCrewaidRCrouch_out_m\n- Acts_JetsCrewaidRCrouchThumbup_in\n- Acts_JetsCrewaidRCrouchThumbup_in_m\n- Acts_JetsCrewaidRCrouchThumbup_loop\n- Acts_JetsCrewaidRCrouchThumbup_loop_m\n- Acts_JetsCrewaidRCrouchThumbup_out\n- Acts_JetsCrewaidRCrouchThumbup_out_m\n- Acts_JetsFlyoverCheering_1\n- Acts_JetsFlyoverCheering_2\n- Acts_JetsMarshallingClear_in\n- Acts_JetsMarshallingClear_loop\n- Acts_JetsMarshallingClear_out\n- Acts_JetsMarshallingEmergencyStop_in\n- Acts_JetsMarshallingEmergencyStop_loop\n- Acts_JetsMarshallingEmergencyStop_out\n- Acts_JetsMarshallingEnginesOff_in\n- Acts_JetsMarshallingEnginesOff_loop\n- Acts_JetsMarshallingEnginesOff_out\n- Acts_JetsMarshallingEnginesOn_in\n- Acts_JetsMarshallingEnginesOn_loop\n- Acts_JetsMarshallingEnginesOn_out\n- Acts_JetsMarshallingLeft_in\n- Acts_JetsMarshallingLeft_loop\n- Acts_JetsMarshallingLeft_out\n- Acts_JetsMarshallingRight_in\n- Acts_JetsMarshallingRight_loop\n- Acts_JetsMarshallingRight_out\n- Acts_JetsMarshallingSlow_in\n- Acts_JetsMarshallingSlow_loop\n- Acts_JetsMarshallingSlow_out\n- Acts_JetsMarshallingStop_in\n- Acts_JetsMarshallingStop_loop\n- Acts_JetsMarshallingStop_out\n- Acts_JetsMarshallingStraight_in\n- Acts_JetsMarshallingStraight_loop\n- Acts_JetsMarshallingStraight_out\n- Acts_JetsOfficerSpilling\n- Acts_JetsPilotThumbsUp\n- Acts_JetsPilotWalking\n- Acts_JetsShooterIdle\n- Acts_JetsShooterIdle2\n- Acts_JetsShooterIdle2_m\n- Acts_JetsShooterIdle_m\n- Acts_JetsShooterIdle_stillpose\n- Acts_JetsShooterIdle_stillpose_m\n- Acts_JetsShooterIdleMoveaway_in\n- Acts_JetsShooterIdleMoveaway_in_m\n- Acts_JetsShooterIdleMoveaway_loop\n- Acts_JetsShooterIdleMoveaway_loop_m\n- Acts_JetsShooterIdleMoveaway_out\n- Acts_JetsShooterIdleMoveaway_out_m\n- Acts_JetsShooterMoveAway_stillpose\n- Acts_JetsShooterMoveAway_stillpose_m\n- Acts_JetsShooterNavigate_in\n- Acts_JetsShooterNavigate_in_m\n- Acts_JetsShooterNavigate_loop\n- Acts_JetsShooterNavigate_loop_m\n- Acts_JetsShooterNavigate_out\n- Acts_JetsShooterNavigate_out_m\n- Acts_JetsShooterNavigate_stop\n- Acts_JetsShooterNavigate_stop_m\n- Acts_JetsShooterShootingLaunch_in\n- Acts_JetsShooterShootingLaunch_in_m\n- Acts_JetsShooterShootingLaunch_loop\n- Acts_JetsShooterShootingLaunch_loop_m\n- Acts_JetsShooterShootingLaunch_out\n- Acts_JetsShooterShootingLaunch_out_m\n- Acts_JetsShooterShootingReady_in\n- Acts_JetsShooterShootingReady_in_m\n- Acts_JetsShooterShootingReady_loop\n- Acts_JetsShooterShootingReady_loop_m\n- Acts_JetsShooterShootingReady_pointing\n- Acts_JetsShooterShootingReady_pointing_m\n- Acts_Kore_IdleNoWeapon_in\n- Acts_Kore_IdleNoWeapon_loop\n- Acts_Kore_IdleNoWeapon_out\n- Acts_Kore_Introducing\n- Acts_Kore_PointingForward\n- Acts_Kore_TalkingOverRadio_in\n- Acts_Kore_TalkingOverRadio_loop\n- Acts_Kore_TalkingOverRadio_out\n- Acts_listeningToRadio_In\n- Acts_listeningToRadio_Loop\n- Acts_listeningToRadio_Out\n- Acts_LyingWounded_loop\n- Acts_LyingWounded_loop1\n- Acts_LyingWounded_loop2\n- Acts_LyingWounded_loop3\n- Acts_Mentor_Freeing_Player\n- Acts_MHCargo_JumpToWater_all\n- Acts_MHCargo_JumpToWater_sittingloop\n- acts_miller_knockout\n- Acts_MillerCamp\n- Acts_millerCamp_A\n- Acts_millerCamp_B\n- Acts_millerCamp_C\n- Acts_millerCamp_D\n- acts_millerChooper_in\n- acts_millerChopper_loop\n- acts_millerChopper_out\n- acts_millerDisarming_deskCrouch_in\n- acts_millerDisarming_deskCrouch_loop\n- acts_millerDisarming_deskCrouch_out\n- acts_millerDisarming_deskLoop\n- acts_millerDisarming_deskOut\n- acts_millerDisarming_runToDesk\n- acts_millerDisarming_runToDesk_extended\n- acts_millerIdle\n- acts_millerPOV\n- Acts_NATOCommanderArrival_Commander_1\n- Acts_NATOCommanderArrival_Commander_2\n- Acts_NATOCommanderArrival_Commander_3\n- Acts_NATOCommanderArrival_Commander_4\n- Acts_NATOCommanderArrival_Commander_5\n- Acts_NATOCommanderArrival_Commander_6\n- Acts_NATOCommanderArrival_Commander_7\n- Acts_NATOCommanderArrival_Commander_8\n- Acts_NATOCommanderArrival_Commander_9\n- Acts_NATOCommanderArrival_Larkin_1\n- Acts_NATOCommanderArrival_Larkin_2\n- Acts_NATOCommanderArrival_Larkin_3\n- Acts_NATOCommanderArrival_Larkin_4\n- Acts_NATOCommanderArrival_Larkin_5\n- Acts_NATOCommanderArrival_Larkin_6\n- Acts_NATOCommanderArrival_Larkin_7\n- Acts_NavigatingChopper_In\n- Acts_NavigatingChopper_Loop\n- Acts_NavigatingChopper_Out\n- Acts_Onchair_Dead\n- Acts_passenger_boat_holdleft\n- Acts_passenger_boat_holdright\n- Acts_passenger_boat_rightrear\n- Acts_passenger_flatground_leanright\n- Acts_Peering_Back\n- Acts_Peering_Down\n- Acts_Peering_Front\n- Acts_Peering_Left\n- Acts_Peering_Right\n- Acts_Peering_Up\n- Acts_PercMstpSlowWrflDnon_handup1\n- Acts_PercMstpSlowWrflDnon_handup1b\n- Acts_PercMstpSlowWrflDnon_handup1c\n- Acts_PercMstpSlowWrflDnon_handup2\n- Acts_PercMstpSlowWrflDnon_handup2b\n- Acts_PercMstpSlowWrflDnon_handup2c\n- Acts_PercMwlkSlowWrflDf\n- Acts_PercMwlkSlowWrflDf2\n- Acts_PistolLowStand_Default\n- Acts_PistolRaisedStand_Default\n- Acts_PknlMstpSlowWrflDnon\n- Acts_Pointing_Back\n- Acts_Pointing_Down\n- Acts_Pointing_Front\n- Acts_Pointing_Left\n- Acts_Pointing_Right\n- Acts_Pointing_Up\n- Acts_PointingLeftUnarmed\n- Acts_Rifle_Operations_Back\n- Acts_Rifle_Operations_Barrel\n- Acts_Rifle_Operations_Checking_Chamber\n- Acts_Rifle_Operations_Default\n- Acts_Rifle_Operations_Front\n- Acts_Rifle_Operations_Left\n- Acts_Rifle_Operations_Right\n- Acts_Rifle_Operations_Zeroing\n- Acts_RifleLowKneel_Default\n- Acts_RifleLowStand_Default\n- Acts_RU_Briefing_Move\n- Acts_RU_Briefing_Overview\n- Acts_RU_Briefing_Point\n- Acts_RU_Briefing_Point_TL\n- Acts_RU_Briefing_Speaking\n- Acts_RU_Briefing_Turn\n- Acts_ShieldFromSun_in\n- Acts_ShieldFromSun_loop\n- Acts_ShieldFromSun_out\n- Acts_Shocked_1_Loop\n- Acts_Shocked_3\n- Acts_Shocked_4_Loop\n- Acts_ShockedUnarmed_2_Loop\n- Acts_ShowingTheRightWay_in\n- Acts_ShowingTheRightWay_loop\n- Acts_ShowingTheRightWay_out\n- Acts_SignalToCheck\n- Acts_SittingJumpingSaluting_in\n- Acts_SittingJumpingSaluting_loop\n- Acts_SittingJumpingSaluting_loop1\n- Acts_SittingJumpingSaluting_loop2\n- Acts_SittingJumpingSaluting_loop3\n- Acts_SittingJumpingSaluting_out\n- Acts_SittingWounded_breath\n- Acts_SittingWounded_in\n- Acts_SittingWounded_loop\n- Acts_SittingWounded_out\n- Acts_SittingWounded_wave\n- Acts_Soldier_Moves_Inside_1\n- Acts_Soldier_Moves_Inside_1b\n- Acts_Soldier_Moves_Inside_2\n- Acts_StandingSpeakingUnarmed\n- Acts_Stargazer\n- Acts_starterPistol_fire\n- Acts_starterPistol_in\n- Acts_starterPistol_loop\n- Acts_starterPistol_out\n- Acts_StaticDeath_01\n- Acts_StaticDeath_02\n- Acts_StaticDeath_03\n- Acts_StaticDeath_04\n- Acts_StaticDeath_05\n- Acts_StaticDeath_06\n- Acts_StaticDeath_07\n- Acts_StaticDeath_08\n- Acts_StaticDeath_09\n- Acts_StaticDeath_10\n- Acts_StaticDeath_11\n- Acts_StaticDeath_12\n- Acts_StaticDeath_13\n- Acts_StaticDeath_base\n- Acts_StaticDeath_Coffin\n- Acts_StaticDeath_Military_Coffin\n- Acts_StaticDeath_Strecher\n- Acts_StaticPose_Base\n- Acts_StaticPose_ContactBoxArt_01\n- Acts_StaticPose_Photo\n- Acts_Stunned_Unconscious\n- Acts_Stunned_Unconscious_end\n- Acts_SupportTeam_Back_FromKneelLoop\n- Acts_SupportTeam_Back_KneelLoop\n- Acts_SupportTeam_Back_Move\n- Acts_SupportTeam_Back_StartMove\n- Acts_SupportTeam_Back_ToKneelLoop\n- Acts_SupportTeam_Front_FromKneelLoop\n- Acts_SupportTeam_Front_KneelLoop\n- Acts_SupportTeam_Front_Move\n- Acts_SupportTeam_Front_ReachedEnd\n- Acts_SupportTeam_Front_StartMove\n- Acts_SupportTeam_Front_ToKneelLoop\n- Acts_SupportTeam_Left_FromKneelLoop\n- Acts_SupportTeam_Left_KneelLoop\n- Acts_SupportTeam_Left_Move\n- Acts_SupportTeam_Left_StartMove\n- Acts_SupportTeam_Left_ToKneelLoop\n- Acts_SupportTeam_Right_FromKneelLoop\n- Acts_SupportTeam_Right_KneelLoop\n- Acts_SupportTeam_Right_Move\n- Acts_SupportTeam_Right_StartMove\n- Acts_SupportTeam_Right_ToKneelLoop\n- Acts_SyndikatAmbush_A\n- Acts_SyndikatAmbush_B\n- Acts_SyndikatAmbush_C\n- Acts_TacopsPoster\n- Acts_Taking_Cover_From_Jets\n- Acts_Taking_Cover_From_Jets_action\n- Acts_Taking_Cover_From_Jets_in_loop\n- Acts_Taking_Cover_From_Jets_in_loop_steady\n- Acts_Taking_Cover_From_Jets_loop\n- Acts_Taking_Cover_From_Jets_out\n- Acts_TerminalOpen\n- Acts_trailer_campCommander\n- Acts_trailer_campScientist\n- Acts_trailer_inspectShock_A\n- Acts_trailer_inspectShock_B\n- Acts_trailer_nodCommander\n- Acts_trailer_nodScientist\n- Acts_trailer_relaxedWalk_B\n- Acts_trailer_relaxedWalk_F\n- Acts_trailer_relaxedWalk_L\n- Acts_trailer_relaxedWalk_R\n- Acts_trailer_sendUGVOff\n- Acts_Training_Reveal_Ambusher_In\n- Acts_Training_Reveal_Ambusher_Loop\n- Acts_Training_Reveal_Ambusher_Out\n- Acts_Training_Reveal_Ambusher_Out_single\n- Acts_TreatingWounded01\n- Acts_TreatingWounded02\n- Acts_TreatingWounded03\n- Acts_TreatingWounded04\n- Acts_TreatingWounded05\n- Acts_TreatingWounded06\n- Acts_TreatingWounded_in\n- Acts_TreatingWounded_loop\n- Acts_TreatingWounded_Out\n- Acts_UGV_Jamming_Loop\n- Acts_UnconsciousStandUp_part1\n- Acts_UnconsciousStandUp_part2\n- Acts_Undead_Coffin\n- acts_ViperAppearing\n- Acts_ViperMeeting_A\n- Acts_ViperMeeting_A_End\n- Acts_ViperMeeting_B\n- Acts_ViperMeeting_C\n- Acts_ViperMeeting_D\n- acts_viperSgtAppearing\n- Acts_Waking_Up_Player\n- Acts_WalkingChecking\n- Acts_WarmupBase\n- Acts_WarmupBaseKneel\n- Acts_Watching_Fire_Loop\n- Acts_welcomeOnHUB01_AIWalk\n- Acts_welcomeOnHUB01_AIWalk_1\n- Acts_welcomeOnHUB01_AIWalk_1b\n- Acts_welcomeOnHUB01_AIWalk_2\n- Acts_welcomeOnHUB01_AIWalk_3\n- Acts_welcomeOnHUB01_AIWalk_4\n- Acts_welcomeOnHUB01_AIWalk_5\n- Acts_welcomeOnHUB01_AIWalk_6\n- Acts_welcomeOnHUB01_PlayerWalk\n- Acts_welcomeOnHUB01_PlayerWalk_1\n- Acts_welcomeOnHUB01_PlayerWalk_2\n- Acts_welcomeOnHUB01_PlayerWalk_3\n- Acts_welcomeOnHUB01_PlayerWalk_4\n- Acts_welcomeOnHUB01_PlayerWalk_5\n- Acts_welcomeOnHUB01_PlayerWalk_6\n- Acts_welcomeOnHUB02_AIWalk\n- Acts_welcomeOnHUB02_AIWalk_2\n- Acts_welcomeOnHUB02_AIWalk_3\n- Acts_welcomeOnHUB02_AIWalk_4\n- Acts_welcomeOnHUB02_AIWalk_5\n- Acts_welcomeOnHUB02_AIWalk_6\n- Acts_welcomeOnHUB02_PlayerWalk\n- Acts_welcomeOnHUB02_PlayerWalk_1\n- Acts_welcomeOnHUB02_PlayerWalk_2\n- Acts_welcomeOnHUB02_PlayerWalk_3\n- Acts_welcomeOnHUB03_AIWalk_1\n- Acts_welcomeOnHUB03_AIWalk_2\n- Acts_welcomeOnHUB03_AIWalk_3\n- Acts_welcomeOnHUB03_AIWalk_4\n- Acts_welcomeOnHUB03_AIWalk_5\n- Acts_welcomeOnHUB03_AIWalk_6\n- Acts_welcomeOnHUB03_PlayerWalk_1\n- Acts_welcomeOnHUB03_PlayerWalk_2\n- Acts_welcomeOnHUB03_PlayerWalk_3\n- Acts_welcomeOnHUB03_PlayerWalk_4\n- Acts_welcomeOnHUB03_PlayerWalk_5\n- Acts_welcomeOnHUB04_AIWalk_1\n- Acts_welcomeOnHUB04_AIWalk_2\n- Acts_welcomeOnHUB04_AIWalk_3\n- Acts_welcomeOnHUB04_AIWalk_4\n- Acts_welcomeOnHUB04_AIWalk_5\n- Acts_welcomeOnHUB04_AIWalk_6\n- Acts_welcomeOnHUB04_PlayerWalk_1\n- Acts_welcomeOnHUB04_PlayerWalk_2\n- Acts_welcomeOnHUB04_PlayerWalk_3\n- Acts_welcomeOnHUB04_PlayerWalk_4\n- Acts_welcomeOnHUB04_PlayerWalk_5\n- Acts_welcomeOnHUB05_AIWalk_1\n- Acts_welcomeOnHUB05_AIWalk_2\n- Acts_welcomeOnHUB05_AIWalk_3\n- Acts_welcomeOnHUB05_AIWalk_4\n- Acts_welcomeOnHUB05_AIWalk_5\n- Acts_welcomeOnHUB05_AIWalk_6\n- Acts_welcomeOnHUB05_PlayerWalk_1\n- Acts_welcomeOnHUB05_PlayerWalk_2\n- Acts_welcomeOnHUB05_PlayerWalk_3\n- Acts_welcomeOnHUB05_PlayerWalk_4\n- Acts_welcomeOnHUB05_PlayerWalk_5\n- Acts_welcomeOnHUB05_PlayerWalk_6\n- Acts_welcomeOnHUB05_PlayerWalk_7\n- ActsPknlMstpSnonWnonDnon_AI\n- AdvePercMrunSnonWnonDb\n- AdvePercMrunSnonWnonDbl\n- AdvePercMrunSnonWnonDbr\n- AdvePercMrunSnonWnonDf\n- AdvePercMrunSnonWnonDfl\n- AdvePercMrunSnonWnonDfr\n- AdvePercMrunSnonWnonDl\n- AdvePercMrunSnonWnonDr\n- AdvePercMrunSnonWrflDb\n- AdvePercMrunSnonWrflDbl\n- AdvePercMrunSnonWrflDbr\n- AdvePercMrunSnonWrflDf\n- AdvePercMrunSnonWrflDfl\n- AdvePercMrunSnonWrflDfr\n- AdvePercMrunSnonWrflDl\n- AdvePercMrunSnonWrflDr\n- AdvePercMsprSnonWnonDf\n- AdvePercMsprSnonWrflDf\n- AdvePercMstpSnonWnonDnon\n- AdvePercMstpSnonWnonDnon_AdvePercMstpSnonWnonDnon_putDown\n- AdvePercMstpSnonWnonDnon_AdvePercMstpSnonWrflDnon\n- AdvePercMstpSnonWnonDnon_GetInSDV\n- AdvePercMstpSnonWnonDnon_GetOutSDV\n- AdvePercMstpSnonWnonDnon_godown\n- AdvePercMstpSnonWnonDnon_goup\n- AdvePercMstpSnonWnonDnon_putDown_AdvePercMstpSnonWnonDnon\n- AdvePercMstpSnonWnonDnon_relax\n- AdvePercMstpSnonWnonDnon_turnL\n- AdvePercMstpSnonWnonDnon_turnR\n- AdvePercMstpSnonWrflDnon\n- AdvePercMstpSnonWrflDnon_AdvePercMstpSnonWnonDnon\n- AdvePercMstpSnonWrflDnon_AdvePercMstpSnonWrflDnon_putDown\n- AdvePercMstpSnonWrflDnon_GetInSDV\n- AdvePercMstpSnonWrflDnon_GetOutSDV\n- AdvePercMstpSnonWrflDnon_godown\n- AdvePercMstpSnonWrflDnon_goup\n- AdvePercMstpSnonWrflDnon_putDown_AdvePercMstpSnonWrflDnon\n- AdvePercMstpSnonWrflDnon_relax\n- AdvePercMstpSnonWrflDnon_turnL\n- AdvePercMstpSnonWrflDnon_turnR\n- AdvePercMtacSnonWnonDb\n- AdvePercMtacSnonWnonDbl\n- AdvePercMtacSnonWnonDbr\n- AdvePercMtacSnonWnonDf\n- AdvePercMtacSnonWnonDfl\n- AdvePercMtacSnonWnonDfr\n- AdvePercMtacSnonWnonDl\n- AdvePercMtacSnonWnonDr\n- AdvePercMtacSnonWrflDb\n- AdvePercMtacSnonWrflDbl\n- AdvePercMtacSnonWrflDbr\n- AdvePercMtacSnonWrflDf\n- AdvePercMtacSnonWrflDfl\n- AdvePercMtacSnonWrflDfr\n- AdvePercMtacSnonWrflDl\n- AdvePercMtacSnonWrflDr\n- AdvePercMwlkSnonWnonDb\n- AdvePercMwlkSnonWnonDbl\n- AdvePercMwlkSnonWnonDbr\n- AdvePercMwlkSnonWnonDf\n- AdvePercMwlkSnonWnonDfl\n- AdvePercMwlkSnonWnonDfr\n- AdvePercMwlkSnonWnonDl\n- AdvePercMwlkSnonWnonDr\n- AdvePercMwlkSnonWrflDb\n- AdvePercMwlkSnonWrflDbl\n- AdvePercMwlkSnonWrflDbr\n- AdvePercMwlkSnonWrflDf\n- AdvePercMwlkSnonWrflDfl\n- AdvePercMwlkSnonWrflDfr\n- AdvePercMwlkSnonWrflDl\n- AdvePercMwlkSnonWrflDr\n- AfalPercMstpSnonWnonDnon\n- AfalPercMstpSrasWlnrDnon\n- AfalPercMstpSrasWpstDnon\n- AfalPercMstpSrasWrflDnon\n- AfalPknlMstpSnonWnonDnon\n- AfalPknlMstpSrasWlnrDnon\n- AfalPknlMstpSrasWpstDnon\n- AfalPknlMstpSrasWrflDnon\n- AfalPpneMstpSnonWnonDnon\n- AfalPpneMstpSrasWpstDnon\n- AfalPpneMstpSrasWrflDnon\n- AfdsPercMstpSlowWpstDnon\n- AfdsPercMstpSlowWpstDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSlowWpstDnon_AfdsPknlMstpSlowWpstDnon\n- AfdsPercMstpSlowWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPercMstpSlowWpstDnon_inv\n- AfdsPercMstpSlowWpstDnon_turnL\n- AfdsPercMstpSlowWpstDnon_turnR\n- AfdsPercMstpSlowWrflDnon\n- AfdsPercMstpSlowWrflDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSlowWrflDnon_AfdsPknlMstpSlowWrflDnon\n- AfdsPercMstpSlowWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPercMstpSlowWrflDnon_inv\n- AfdsPercMstpSlowWrflDnon_turnL\n- AfdsPercMstpSlowWrflDnon_turnR\n- AfdsPercMstpSnonWnonDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPercMstpSrasWpstDnon_end\n- AfdsPercMstpSnonWnonDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPknlMstpSnonWnonDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPpneMstpSnonWnonDnon\n- AfdsPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon\n- AfdsPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon_end\n- AfdsPercMstpSnonWnonDnon_inv\n- AfdsPercMstpSnonWnonDnon_turnL\n- AfdsPercMstpSnonWnonDnon_turnR\n- AfdsPercMstpSoptWbinDnon\n- AfdsPercMstpSoptWbinDnon_AfdsPknlMstpSoptWbinDnon\n- AfdsPercMstpSoptWbinDnon_AfdsPpneMstpSoptWbinDnon\n- AfdsPercMstpSoptWbinDnon_turnL\n- AfdsPercMstpSoptWbinDnon_turnR\n- AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSlowWpstDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSnonWnonDnon_end\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSrasWrflDnon_end\n- AfdsPercMstpSrasWpstDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon\n- AfdsPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon_end\n- AfdsPercMstpSrasWpstDnon_inv\n- AfdsPercMstpSrasWpstDnon_turnL\n- AfdsPercMstpSrasWpstDnon_turnR\n- AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSlowWrflDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSrasWpstDnon_end\n- AfdsPercMstpSrasWrflDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon\n- AfdsPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon_end\n- AfdsPercMstpSrasWrflDnon_inv\n- AfdsPercMstpSrasWrflDnon_turnL\n- AfdsPercMstpSrasWrflDnon_turnR\n- AfdsPknlMstpSlowWpstDnon\n- AfdsPknlMstpSlowWpstDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSlowWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPknlMstpSlowWpstDnon_inv\n- AfdsPknlMstpSlowWpstDnon_turnL\n- AfdsPknlMstpSlowWpstDnon_turnR\n- AfdsPknlMstpSlowWrflDnon\n- AfdsPknlMstpSlowWrflDnon_AfdsPercMstpSlowWrflDnon\n- AfdsPknlMstpSlowWrflDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSlowWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPknlMstpSlowWrflDnon_inv\n- AfdsPknlMstpSlowWrflDnon_turnL\n- AfdsPknlMstpSlowWrflDnon_turnR\n- AfdsPknlMstpSnonWnonDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPknlMstpSrasWpstDnon_end\n- AfdsPknlMstpSnonWnonDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPpneMstpSnonWnonDnon\n- AfdsPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon\n- AfdsPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon_end\n- AfdsPknlMstpSnonWnonDnon_inv\n- AfdsPknlMstpSnonWnonDnon_turnL\n- AfdsPknlMstpSnonWnonDnon_turnR\n- AfdsPknlMstpSoptWbinDnon\n- AfdsPknlMstpSoptWbinDnon_AfdsPercMstpSoptWbinDnon\n- AfdsPknlMstpSoptWbinDnon_AfdsPpneMstpSoptWbinDnon\n- AfdsPknlMstpSoptWbinDnon_turnL\n- AfdsPknlMstpSoptWbinDnon_turnR\n- AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPknlMstpSlowWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPknlMstpSrasWrflDnon_end\n- AfdsPknlMstpSrasWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon\n- AfdsPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon_end\n- AfdsPknlMstpSrasWpstDnon_inv\n- AfdsPknlMstpSrasWpstDnon_turnL\n- AfdsPknlMstpSrasWpstDnon_turnR\n- AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPknlMstpSlowWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPknlMstpSrasWpstDnon_end\n- AfdsPknlMstpSrasWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon\n- AfdsPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon_end\n- AfdsPknlMstpSrasWrflDnon_inv\n- AfdsPknlMstpSrasWrflDnon_turnL\n- AfdsPknlMstpSrasWrflDnon_turnR\n- AfdspPknlMstpSlowWpstDnon_AfdspPercMstpSlowWpstDnon\n- AfdsPpneMstpSnonWnonDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPknlMstpSnonWnonDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPpneMstpSrasWpstDnon_end\n- AfdsPpneMstpSnonWnonDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon\n- AfdsPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon_end\n- AfdsPpneMstpSnonWnonDnon_inv\n- AfdsPpneMstpSnonWnonDnon_turnL\n- AfdsPpneMstpSnonWnonDnon_turnR\n- AfdsPpneMstpSoptWbinDnon\n- AfdsPpneMstpSoptWbinDnon_AfdsPercMstpSoptWbinDnon\n- AfdsPpneMstpSoptWbinDnon_AfdsPknlMstpSoptWbinDnon\n- AfdsPpneMstpSoptWbinDnon_turnL\n- AfdsPpneMstpSoptWbinDnon_turnR\n- AfdsPpneMstpSrasWpstDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPpneMstpSrasWrflDnon_end\n- AfdsPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon\n- AfdsPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon_end\n- AfdsPpneMstpSrasWpstDnon_inv\n- AfdsPpneMstpSrasWpstDnon_turnL\n- AfdsPpneMstpSrasWpstDnon_turnR\n- AfdsPpneMstpSrasWrflDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPpneMstpSrasWpstDnon_end\n- AfdsPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon\n- AfdsPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon_end\n- AfdsPpneMstpSrasWrflDnon_inv\n- AfdsPpneMstpSrasWrflDnon_turnL\n- AfdsPpneMstpSrasWrflDnon_turnR\n- AidlPercMevaSrasWrflDf\n- AidlPercMrunSrasWrflDf\n- AidlPercMstpSlowWpstDnon_AI\n- AidlPercMstpSlowWpstDnon_AmovPercMstpSrasWpstDnon\n- AidlPercMstpSlowWpstDnon_G01\n- AidlPercMstpSlowWpstDnon_G02\n- AidlPercMstpSlowWpstDnon_G03\n- AidlPercMstpSlowWpstDnon_G0S\n- AidlPercMstpSlowWrflDnon_AI\n- AidlPercMstpSlowWrflDnon_G01\n- AidlPercMstpSlowWrflDnon_G01_combat\n- AidlPercMstpSlowWrflDnon_G02\n- AidlPercMstpSlowWrflDnon_G02_combat\n- AidlPercMstpSlowWrflDnon_G03\n- AidlPercMstpSlowWrflDnon_G03_combat\n- AidlPercMstpSlowWrflDnon_G04\n- AidlPercMstpSlowWrflDnon_G04_combat\n- AidlPercMstpSlowWrflDnon_G05\n- AidlPercMstpSlowWrflDnon_G05_combat\n- AidlPercMstpSlowWrflDnon_G0S\n- AidlPercMstpSnonWnonDnon_AI\n- AidlPercMstpSnonWnonDnon_G01\n- AidlPercMstpSnonWnonDnon_G02\n- AidlPercMstpSnonWnonDnon_G03\n- AidlPercMstpSnonWnonDnon_G04\n- AidlPercMstpSnonWnonDnon_G05\n- AidlPercMstpSnonWnonDnon_G06\n- AidlPercMstpSnonWnonDnon_G0S\n- AidlPercMstpSrasWlnrDnon_1\n- AidlPercMstpSrasWlnrDnon_2\n- AidlPercMstpSrasWlnrDnon_3\n- AidlPercMstpSrasWlnrDnon_AI\n- AidlPercMstpSrasWlnrDnon_G01\n- AidlPercMstpSrasWlnrDnon_G02\n- AidlPercMstpSrasWlnrDnon_G0S\n- AidlPercMstpSrasWlnrDnon_S\n- AidlPercMstpSrasWpstDnon_AI\n- AidlPercMstpSrasWpstDnon_G01\n- AidlPercMstpSrasWpstDnon_G01_player\n- AidlPercMstpSrasWpstDnon_G02\n- AidlPercMstpSrasWpstDnon_G02_player\n- AidlPercMstpSrasWpstDnon_G03\n- AidlPercMstpSrasWpstDnon_G03_player\n- AidlPercMstpSrasWpstDnon_G0S\n- AidlPercMstpSrasWrflDnon_AI\n- AidlPercMstpSrasWrflDnon_G01\n- AidlPercMstpSrasWrflDnon_G01_player\n- AidlPercMstpSrasWrflDnon_G02\n- AidlPercMstpSrasWrflDnon_G02_player\n- AidlPercMstpSrasWrflDnon_G03\n- AidlPercMstpSrasWrflDnon_G03_player\n- AidlPercMstpSrasWrflDnon_G04\n- AidlPercMstpSrasWrflDnon_G04_player\n- AidlPercMstpSrasWrflDnon_G0S\n- AidlPercMstpSrasWrflDnon_Salute\n- AidlPercMstpSrasWrflDnon_SaluteIn\n- AidlPercMstpSrasWrflDnon_SaluteOut\n- AidlPercMstpSrasWrflDnon_turnL\n- AidlPercMstpSrasWrflDnon_turnR\n- AidlPercMwlkSrasWrflDb\n- AidlPercMwlkSrasWrflDf\n- AidlPknlMstpSlowWpstDnon_AI\n- AidlPknlMstpSlowWpstDnon_G01\n- AidlPknlMstpSlowWpstDnon_G02\n- AidlPknlMstpSlowWpstDnon_G03\n- AidlPknlMstpSlowWpstDnon_G0S\n- AidlPknlMstpSlowWrflDnon_AI\n- AidlPknlMstpSlowWrflDnon_G01\n- AidlPknlMstpSlowWrflDnon_G01_combat\n- AidlPknlMstpSlowWrflDnon_G02\n- AidlPknlMstpSlowWrflDnon_G02_combat\n- AidlPknlMstpSlowWrflDnon_G03\n- AidlPknlMstpSlowWrflDnon_G03_combat\n- AidlPknlMstpSlowWrflDnon_G0S\n- AidlPknlMstpSnonWnonDnon_AI\n- AidlPknlMstpSnonWnonDnon_G01\n- AidlPknlMstpSnonWnonDnon_G02\n- AidlPknlMstpSnonWnonDnon_G03\n- AidlPknlMstpSnonWnonDnon_G0S\n- AidlPknlMstpSrasWlnrDnon_AI\n- AidlPknlMstpSrasWlnrDnon_G01\n- AidlPknlMstpSrasWlnrDnon_G02\n- AidlPknlMstpSrasWlnrDnon_G03\n- AidlPknlMstpSrasWlnrDnon_G0S\n- AidlPknlMstpSrasWpstDnon_AI\n- AidlPknlMstpSrasWpstDnon_G01\n- AidlPknlMstpSrasWpstDnon_G01_player\n- AidlPknlMstpSrasWpstDnon_G02\n- AidlPknlMstpSrasWpstDnon_G02_player\n- AidlPknlMstpSrasWpstDnon_G03\n- AidlPknlMstpSrasWpstDnon_G03_player\n- AidlPknlMstpSrasWpstDnon_G0S\n- AidlPknlMstpSrasWrflDnon_AI\n- AidlPknlMstpSrasWrflDnon_G01\n- AidlPknlMstpSrasWrflDnon_G01_player\n- AidlPknlMstpSrasWrflDnon_G02\n- AidlPknlMstpSrasWrflDnon_G02_player\n- AidlPknlMstpSrasWrflDnon_G0S\n- AidlPpneMstpSnonWnonDnon_AI\n- AidlPpneMstpSnonWnonDnon_G01\n- AidlPpneMstpSnonWnonDnon_G02\n- AidlPpneMstpSnonWnonDnon_G03\n- AidlPpneMstpSnonWnonDnon_G0S\n- AidlPpneMstpSrasWpstDnon_AI\n- AidlPpneMstpSrasWpstDnon_G01\n- AidlPpneMstpSrasWpstDnon_G01_player\n- AidlPpneMstpSrasWpstDnon_G02\n- AidlPpneMstpSrasWpstDnon_G02_player\n- AidlPpneMstpSrasWpstDnon_G03\n- AidlPpneMstpSrasWpstDnon_G03_player\n- AidlPpneMstpSrasWpstDnon_G0S\n- AidlPpneMstpSrasWrflDnon_AI\n- AidlPpneMstpSrasWrflDnon_G01\n- AidlPpneMstpSrasWrflDnon_G01_player\n- AidlPpneMstpSrasWrflDnon_G02\n- AidlPpneMstpSrasWrflDnon_G02_player\n- AidlPpneMstpSrasWrflDnon_G03\n- AidlPpneMstpSrasWrflDnon_G03_player\n- AidlPpneMstpSrasWrflDnon_G0S\n- AidlPsitMstpSnonWnonDnon_ground00\n- AinjPfalMstpSnonWnonDf_carried\n- AinjPfalMstpSnonWnonDf_carried_dead\n- AinjPfalMstpSnonWnonDf_carried_fall\n- AinjPfalMstpSnonWnonDf_carried_fallwc\n- AinjPfalMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon_injured\n- AinjPfalMstpSnonWnonDnon_carried_Down\n- AinjPfalMstpSnonWnonDnon_carried_still\n- AinjPfalMstpSnonWnonDnon_carried_Up\n- AinjPfalMstpSnonWrflDf_carried\n- AinjPfalMstpSnonWrflDf_carried_dead\n- AinjPfalMstpSnonWrflDf_carried_fall\n- AinjPfalMstpSnonWrflDf_carried_fallwc\n- AinjPfalMstpSnonWrflDnon_AmovPpneMstpSrasWrflDnon_injured\n- AinjPfalMstpSnonWrflDnon_carried_Down\n- AinjPfalMstpSnonWrflDnon_carried_still\n- AinjPfalMstpSnonWrflDnon_carried_Up\n- AinjPpneMrunSnonWnonDb\n- AinjPpneMrunSnonWnonDb_death\n- AinjPpneMrunSnonWnonDb_grab\n- AinjPpneMrunSnonWnonDb_release\n- AinjPpneMrunSnonWnonDb_still\n- AinjPpneMstpSnonWnonDnon\n- AinjPpneMstpSnonWnonDnon_injuredHealed\n- AinjPpneMstpSnonWnonDnon_kneel\n- AinjPpneMstpSnonWnonDnon_rolltoback\n- AinjPpneMstpSnonWnonDnon_rolltofront\n- AinjPpneMstpSnonWrflDb\n- AinjPpneMstpSnonWrflDb_death\n- AinjPpneMstpSnonWrflDb_release\n- AinjPpneMstpSnonWrflDnon\n- AinjPpneMstpSnonWrflDnon_injuredHealed\n- AinjPpneMstpSnonWrflDnon_rolltoback\n- AinjPpneMstpSnonWrflDnon_rolltofront\n- AinvPercMstpSnonWnonDnon\n- AinvPercMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon\n- AinvPercMstpSnonWnonDnon_G01\n- AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon\n- AinvPercMstpSoptWbinDnon_Putdown_AmovPercMstpSoptWbinDnon\n- AinvPercMstpSrasWlnrDnon\n- AinvPercMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AinvPercMstpSrasWlnrDnon_G01\n- AinvPercMstpSrasWlnrDnon_Putdown_AmovPercMstpSrasWlnrDnon\n- AinvPercMstpSrasWpstDnon\n- AinvPercMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon\n- AinvPercMstpSrasWpstDnon_G01\n- AinvPercMstpSrasWpstDnon_Putdown_AmovPercMstpSrasWpstDnon\n- AinvPercMstpSrasWrflDnon\n- AinvPercMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon\n- AinvPercMstpSrasWrflDnon_G01\n- AinvPercMstpSrasWrflDnon_Putdown\n- AinvPercMstpSrasWrflDnon_Putdown_AmovPercMstpSrasWrflDnon\n- AinvPknlMstpSlayWlnrDnon_medicOther\n- AinvPknlMstpSlayWnonDnon_medic\n- AinvPknlMstpSlayWnonDnon_medicIn\n- AinvPknlMstpSlayWnonDnon_medicOther\n- AinvPknlMstpSlayWnonDnon_medicOut\n- AinvPknlMstpSlayWpstDnon_medic\n- AinvPknlMstpSlayWpstDnon_medicIn\n- AinvPknlMstpSlayWpstDnon_medicOther\n- AinvPknlMstpSlayWpstDnon_medicOtherIn\n- AinvPknlMstpSlayWpstDnon_medicOtherOut\n- AinvPknlMstpSlayWpstDnon_medicOut\n- AinvPknlMstpSlayWrflDnon\n- AinvPknlMstpSlayWrflDnon_1\n- AinvPknlMstpSlayWrflDnon_AmovPercMstpSnonWnonDnon\n- AinvPknlMstpSlayWrflDnon_AmovPercMstpSrasWrflDnon\n- AinvPknlMstpSlayWrflDnon_AmovPknlMstpSnonWnonDnon\n- AinvPknlMstpSlayWrflDnon_AmovPknlMstpSrasWrflDnon\n- AinvPknlMstpSlayWrflDnon_healed\n- AinvPknlMstpSlayWrflDnon_healed2\n- AinvPknlMstpSlayWrflDnon_medic\n- AinvPknlMstpSlayWrflDnon_medicDummyEnd\n- AinvPknlMstpSlayWrflDnon_medicOther\n- AinvPknlMstpSnonWnonDnon\n- AinvPknlMstpSnonWnonDnon_1\n- AinvPknlMstpSnonWnonDnon_2\n- AinvPknlMstpSnonWnonDnon_3\n- AinvPknlMstpSnonWnonDnon_4\n- AinvPknlMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon_medic\n- AinvPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon\n- AinvPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_end\n- AinvPknlMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AinvPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon\n- AinvPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon_end\n- AinvPknlMstpSnonWnonDnon_G01\n- AinvPknlMstpSnonWnonDnon_healed_1\n- AinvPknlMstpSnonWnonDnon_healed_2\n- AinvPknlMstpSnonWnonDnon_medic\n- AinvPknlMstpSnonWnonDnon_medic0\n- AinvPknlMstpSnonWnonDnon_medic0S\n- AinvPknlMstpSnonWnonDnon_medic1\n- AinvPknlMstpSnonWnonDnon_medic2\n- AinvPknlMstpSnonWnonDnon_medic3\n- AinvPknlMstpSnonWnonDnon_medic4\n- AinvPknlMstpSnonWnonDnon_medic5\n- AinvPknlMstpSnonWnonDnon_medic_1\n- AinvPknlMstpSnonWnonDnon_medic_2\n- AinvPknlMstpSnonWnonDnon_medicEnd\n- AinvPknlMstpSnonWnonDnon_medicUp\n- AinvPknlMstpSnonWnonDnon_medicUp0\n- AinvPknlMstpSnonWnonDnon_medicUp0S\n- AinvPknlMstpSnonWnonDnon_medicUp1\n- AinvPknlMstpSnonWnonDnon_medicUp2\n- AinvPknlMstpSnonWnonDnon_medicUp3\n- AinvPknlMstpSnonWnonDnon_medicUp4\n- AinvPknlMstpSnonWnonDnon_medicUp5\n- AinvPknlMstpSnonWnonDnon_Putdown_AmovPknlMstpSnonWnonDnon\n- AinvPknlMstpSnonWnonDr_medic0\n- AinvPknlMstpSnonWnonDr_medic0S\n- AinvPknlMstpSnonWnonDr_medic1\n- AinvPknlMstpSnonWnonDr_medic2\n- AinvPknlMstpSnonWnonDr_medic3\n- AinvPknlMstpSnonWnonDr_medic4\n- AinvPknlMstpSnonWnonDr_medic5\n- AinvPknlMstpSnonWnonDr_medicUp0\n- AinvPknlMstpSnonWnonDr_medicUp0S\n- AinvPknlMstpSnonWnonDr_medicUp1\n- AinvPknlMstpSnonWnonDr_medicUp2\n- AinvPknlMstpSnonWnonDr_medicUp3\n- AinvPknlMstpSnonWnonDr_medicUp4\n- AinvPknlMstpSnonWnonDr_medicUp5\n- AinvPknlMstpSnonWrflDnon_AinvPknlMstpSnonWrflDnon_medic\n- AinvPknlMstpSnonWrflDnon_AinvPknlMstpSnonWrflDnon_medic_Launcher\n- AinvPknlMstpSnonWrflDnon_medic\n- AinvPknlMstpSnonWrflDnon_medic0\n- AinvPknlMstpSnonWrflDnon_medic0S\n- AinvPknlMstpSnonWrflDnon_medic1\n- AinvPknlMstpSnonWrflDnon_medic2\n- AinvPknlMstpSnonWrflDnon_medic3\n- AinvPknlMstpSnonWrflDnon_medic4\n- AinvPknlMstpSnonWrflDnon_medic5\n- AinvPknlMstpSnonWrflDnon_medicEnd\n- AinvPknlMstpSnonWrflDnon_medicUp\n- AinvPknlMstpSnonWrflDnon_medicUp0\n- AinvPknlMstpSnonWrflDnon_medicUp0S\n- AinvPknlMstpSnonWrflDnon_medicUp1\n- AinvPknlMstpSnonWrflDnon_medicUp2\n- AinvPknlMstpSnonWrflDnon_medicUp3\n- AinvPknlMstpSnonWrflDnon_medicUp4\n- AinvPknlMstpSnonWrflDnon_medicUp5\n- AinvPknlMstpSnonWrflDr_medic0_old\n- AinvPknlMstpSnonWrflDr_medic0S\n- AinvPknlMstpSnonWrflDr_medic1\n- AinvPknlMstpSnonWrflDr_medic1_old\n- AinvPknlMstpSnonWrflDr_medic2\n- AinvPknlMstpSnonWrflDr_medic2_old\n- AinvPknlMstpSnonWrflDr_medic3\n- AinvPknlMstpSnonWrflDr_medic3_old\n- AinvPknlMstpSnonWrflDr_medic4\n- AinvPknlMstpSnonWrflDr_medic4_old\n- AinvPknlMstpSnonWrflDr_medic5\n- AinvPknlMstpSnonWrflDr_medic5_old\n- AinvPknlMstpSoptWbinDnon_Putdown_AmovPknlMstpSoptWbinDnon\n- AinvPknlMstpSrasWlnrDnon\n- AinvPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon\n- AinvPknlMstpSrasWlnrDnon_G01\n- AinvPknlMstpSrasWlnrDnon_Putdown_AmovPknlMstpSrasWlnrDnon\n- AinvPknlMstpSrasWpstDnon\n- AinvPknlMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon\n- AinvPknlMstpSrasWpstDnon_G01\n- AinvPknlMstpSrasWpstDnon_Putdown_AmovPknlMstpSrasWpstDnon\n- AinvPknlMstpSrasWrflDnon\n- AinvPknlMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AinvPknlMstpSrasWrflDnon_G01\n- AinvPknlMstpSrasWrflDnon_Putdown\n- AinvPknlMstpSrasWrflDnon_Putdown_AmovPknlMstpSrasWrflDnon\n- AinvPpneMstpSlayWnonDnon_medic\n- AinvPpneMstpSlayWnonDnon_medicIn\n- AinvPpneMstpSlayWnonDnon_medicOther\n- AinvPpneMstpSlayWnonDnon_medicOut\n- AinvPpneMstpSlayWpstDnon_medic\n- AinvPpneMstpSlayWpstDnon_medicIn\n- AinvPpneMstpSlayWpstDnon_medicOther\n- AinvPpneMstpSlayWpstDnon_medicOtherIn\n- AinvPpneMstpSlayWpstDnon_medicOtherOut\n- AinvPpneMstpSlayWpstDnon_medicOut\n- AinvPpneMstpSlayWrflDnon_medic\n- AinvPpneMstpSlayWrflDnon_medicDummyEnd\n- AinvPpneMstpSlayWrflDnon_medicOther\n- AinvPpneMstpSnonWnonDnon\n- AinvPpneMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AinvPpneMstpSnonWnonDnon_G01\n- AinvPpneMstpSnonWnonDnon_Putdown_AmovPpneMstpSnonWnonDnon\n- AinvPpneMstpSoptWbinDnon_Putdown_AmovPpneMstpSoptWbinDnon\n- AinvPpneMstpSrasWpstDnon\n- AinvPpneMstpSrasWpstDnon_AmovPpneMstpSrasWpstDnon\n- AinvPpneMstpSrasWpstDnon_G01\n- AinvPpneMstpSrasWpstDnon_Putdown_AmovPpneMstpSrasWpstDnon\n- AinvPpneMstpSrasWrflDnon\n- AinvPpneMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AinvPpneMstpSrasWrflDnon_G01\n- AinvPpneMstpSrasWrflDnon_Putdown\n- AinvPpneMstpSrasWrflDnon_Putdown_AmovPpneMstpSrasWrflDnon\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDdown\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDleft\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDright\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDup\n- AmovPercMevaSlowWlnrDf\n- AmovPercMevaSlowWlnrDfl\n- AmovPercMevaSlowWlnrDfr\n- AmovPercMevaSlowWpstDf\n- AmovPercMevaSlowWpstDfl\n- AmovPercMevaSlowWpstDfr\n- AmovPercMevaSlowWrflDf\n- AmovPercMevaSlowWrflDfl\n- AmovPercMevaSlowWrflDfr\n- AmovPercMevaSnonWbinDf\n- AmovPercMevaSnonWbinDf_lnr\n- AmovPercMevaSnonWbinDf_non\n- AmovPercMevaSnonWbinDf_pst\n- AmovPercMevaSnonWbinDf_rfl\n- AmovPercMevaSnonWbinDfl\n- AmovPercMevaSnonWbinDfl_lnr\n- AmovPercMevaSnonWbinDfl_non\n- AmovPercMevaSnonWbinDfl_pst\n- AmovPercMevaSnonWbinDfl_rfl\n- AmovPercMevaSnonWbinDfr\n- AmovPercMevaSnonWbinDfr_lnr\n- AmovPercMevaSnonWbinDfr_non\n- AmovPercMevaSnonWbinDfr_pst\n- AmovPercMevaSnonWbinDfr_rfl\n- AmovPercMevaSnonWnonDf\n- AmovPercMevaSnonWnonDfl\n- AmovPercMevaSnonWnonDfr\n- AmovPercMevaSrasWpstDf\n- AmovPercMevaSrasWpstDfl\n- AmovPercMevaSrasWpstDfr\n- AmovPercMevaSrasWpstDl\n- AmovPercMevaSrasWpstDr\n- AmovPercMevaSrasWrflDf\n- AmovPercMevaSrasWrflDf_AmovPknlMstpSrasWrflDnon\n- AmovPercMevaSrasWrflDfl\n- AmovPercMevaSrasWrflDfl_AmovPknlMstpSrasWrflDnon\n- AmovPercMevaSrasWrflDfr\n- AmovPercMevaSrasWrflDfr_AmovPknlMstpSrasWrflDnon\n- AmovPercMevaSrasWrflDl\n- AmovPercMevaSrasWrflDr\n- AmovPercMlmpSlowWpstDb\n- AmovPercMlmpSlowWpstDbl\n- AmovPercMlmpSlowWpstDbr\n- AmovPercMlmpSlowWpstDf\n- AmovPercMlmpSlowWpstDfl\n- AmovPercMlmpSlowWpstDfr\n- AmovPercMlmpSlowWpstDl\n- AmovPercMlmpSlowWpstDr\n- AmovPercMlmpSlowWrflDb\n- AmovPercMlmpSlowWrflDbl\n- AmovPercMlmpSlowWrflDbr\n- AmovPercMlmpSlowWrflDf\n- AmovPercMlmpSlowWrflDfl\n- AmovPercMlmpSlowWrflDfr\n- AmovPercMlmpSlowWrflDl\n- AmovPercMlmpSlowWrflDr\n- AmovPercMlmpSnonWnonDb\n- AmovPercMlmpSnonWnonDbl\n- AmovPercMlmpSnonWnonDbr\n- AmovPercMlmpSnonWnonDf\n- AmovPercMlmpSnonWnonDfl\n- AmovPercMlmpSnonWnonDfr\n- AmovPercMlmpSnonWnonDl\n- AmovPercMlmpSnonWnonDr\n- AmovPercMlmpSoptWbinDb\n- AmovPercMlmpSoptWbinDbl\n- AmovPercMlmpSoptWbinDbr\n- AmovPercMlmpSoptWbinDf\n- AmovPercMlmpSoptWbinDfl\n- AmovPercMlmpSoptWbinDfr\n- AmovPercMlmpSoptWbinDl\n- AmovPercMlmpSoptWbinDr\n- AmovPercMlmpSrasWlnrDb\n- AmovPercMlmpSrasWlnrDbl\n- AmovPercMlmpSrasWlnrDbr\n- AmovPercMlmpSrasWlnrDf\n- AmovPercMlmpSrasWlnrDfl\n- AmovPercMlmpSrasWlnrDfr\n- AmovPercMlmpSrasWlnrDl\n- AmovPercMlmpSrasWlnrDr\n- AmovPercMlmpSrasWpstDb\n- AmovPercMlmpSrasWpstDbl\n- AmovPercMlmpSrasWpstDbr\n- AmovPercMlmpSrasWpstDf\n- AmovPercMlmpSrasWpstDfl\n- AmovPercMlmpSrasWpstDfr\n- AmovPercMlmpSrasWpstDl\n- AmovPercMlmpSrasWpstDr\n- AmovPercMlmpSrasWrflDb\n- AmovPercMlmpSrasWrflDbl\n- AmovPercMlmpSrasWrflDbr\n- AmovPercMlmpSrasWrflDf\n- AmovPercMlmpSrasWrflDfl\n- AmovPercMlmpSrasWrflDfr\n- AmovPercMlmpSrasWrflDl\n- AmovPercMlmpSrasWrflDr\n- AmovPercMrunSlowWlnrDb\n- AmovPercMrunSlowWlnrDbl\n- AmovPercMrunSlowWlnrDbr\n- AmovPercMrunSlowWlnrDf\n- AmovPercMrunSlowWlnrDfl\n- AmovPercMrunSlowWlnrDfr\n- AmovPercMrunSlowWlnrDl\n- AmovPercMrunSlowWlnrDr\n- AmovPercMrunSlowWpstDb\n- AmovPercMrunSlowWpstDbl\n- AmovPercMrunSlowWpstDbr\n- AmovPercMrunSlowWpstDf\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthArm\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthEnd\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthStart\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthThrow\n- AmovPercMrunSlowWpstDfl\n- AmovPercMrunSlowWpstDfr\n- AmovPercMrunSlowWpstDl\n- AmovPercMrunSlowWpstDr\n- AmovPercMrunSlowWrflDb\n- AmovPercMrunSlowWrflDbl\n- AmovPercMrunSlowWrflDbr\n- AmovPercMrunSlowWrflDf\n- AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthEnd\n- AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthStart\n- AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthThrow\n- AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon\n- AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon_end\n- AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon_old\n- AmovPercMrunSlowWrflDfl\n- AmovPercMrunSlowWrflDfr\n- AmovPercMrunSlowWrflDl\n- AmovPercMrunSlowWrflDr\n- AmovPercMrunSnonWbinDb\n- AmovPercMrunSnonWbinDb_lnr\n- AmovPercMrunSnonWbinDb_non\n- AmovPercMrunSnonWbinDb_pst\n- AmovPercMrunSnonWbinDb_rfl\n- AmovPercMrunSnonWbinDbl\n- AmovPercMrunSnonWbinDbl_lnr\n- AmovPercMrunSnonWbinDbl_non\n- AmovPercMrunSnonWbinDbl_pst\n- AmovPercMrunSnonWbinDbl_rfl\n- AmovPercMrunSnonWbinDbr\n- AmovPercMrunSnonWbinDbr_lnr\n- AmovPercMrunSnonWbinDbr_non\n- AmovPercMrunSnonWbinDbr_pst\n- AmovPercMrunSnonWbinDbr_rfl\n- AmovPercMrunSnonWbinDf\n- AmovPercMrunSnonWbinDf_lnr\n- AmovPercMrunSnonWbinDf_non\n- AmovPercMrunSnonWbinDf_pst\n- AmovPercMrunSnonWbinDf_rfl\n- AmovPercMrunSnonWbinDfl\n- AmovPercMrunSnonWbinDfl_lnr\n- AmovPercMrunSnonWbinDfl_non\n- AmovPercMrunSnonWbinDfl_pst\n- AmovPercMrunSnonWbinDfl_rfl\n- AmovPercMrunSnonWbinDfr\n- AmovPercMrunSnonWbinDfr_lnr\n- AmovPercMrunSnonWbinDfr_non\n- AmovPercMrunSnonWbinDfr_pst\n- AmovPercMrunSnonWbinDfr_rfl\n- AmovPercMrunSnonWbinDl\n- AmovPercMrunSnonWbinDl_lnr\n- AmovPercMrunSnonWbinDl_non\n- AmovPercMrunSnonWbinDl_pst\n- AmovPercMrunSnonWbinDl_rfl\n- AmovPercMrunSnonWbinDr\n- AmovPercMrunSnonWbinDr_lnr\n- AmovPercMrunSnonWbinDr_non\n- AmovPercMrunSnonWbinDr_pst\n- AmovPercMrunSnonWbinDr_rfl\n- AmovPercMrunSnonWnonDb\n- AmovPercMrunSnonWnonDbl\n- AmovPercMrunSnonWnonDbr\n- AmovPercMrunSnonWnonDf\n- AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthEnd\n- AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthStart\n- AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthThrow\n- AmovPercMrunSnonWnonDfl\n- AmovPercMrunSnonWnonDfr\n- AmovPercMrunSnonWnonDl\n- AmovPercMrunSnonWnonDr\n- AmovPercMrunSrasWlnrDb\n- AmovPercMrunSrasWlnrDbl\n- AmovPercMrunSrasWlnrDbr\n- AmovPercMrunSrasWlnrDf\n- AmovPercMrunSrasWlnrDfl\n- AmovPercMrunSrasWlnrDfr\n- AmovPercMrunSrasWlnrDl\n- AmovPercMrunSrasWlnrDr\n- AmovPercMrunSrasWpstDb\n- AmovPercMrunSrasWpstDbl\n- AmovPercMrunSrasWpstDbr\n- AmovPercMrunSrasWpstDf\n- AmovPercMrunSrasWpstDfl\n- AmovPercMrunSrasWpstDfr\n- AmovPercMrunSrasWpstDl\n- AmovPercMrunSrasWpstDr\n- AmovPercMrunSrasWrflDb\n- AmovPercMrunSrasWrflDb_ldst\n- AmovPercMrunSrasWrflDbl\n- AmovPercMrunSrasWrflDbl_ldst\n- AmovPercMrunSrasWrflDbr\n- AmovPercMrunSrasWrflDbr_ldst\n- AmovPercMrunSrasWrflDf\n- AmovPercMrunSrasWrflDf_AmovPercMrunSrasWrflDfl\n- AmovPercMrunSrasWrflDf_ldst\n- AmovPercMrunSrasWrflDfl\n- AmovPercMrunSrasWrflDfl_AmovPercMrunSrasWrflDf\n- AmovPercMrunSrasWrflDfl_AmovPercMrunSrasWrflDfr\n- AmovPercMrunSrasWrflDfl_ldst\n- AmovPercMrunSrasWrflDfr\n- AmovPercMrunSrasWrflDfr_AmovPercMrunSrasWrflDf\n- AmovPercMrunSrasWrflDfr_AmovPercMrunSrasWrflDfl\n- AmovPercMrunSrasWrflDfr_ldst\n- AmovPercMrunSrasWrflDl\n- AmovPercMrunSrasWrflDl_ldst\n- AmovPercMrunSrasWrflDr\n- AmovPercMrunSrasWrflDr_ldst\n- AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon\n- AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon_2\n- AmovPercMsprSlowWrflDf_AmovPpneMstpSrasWrflDnon\n- AmovPercMsprSlowWrflDf_AmovPpneMstpSrasWrflDnon_2\n- AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon\n- AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon_2\n- AmovPercMstpSlowWlnrDnon\n- AmovPercMstpSlowWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSlowWlnrDnon_turnL\n- AmovPercMstpSlowWlnrDnon_turnR\n- AmovPercMstpSlowWpstDnon\n- AmovPercMstpSlowWpstDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSlowWpstDnon_AmovPknlMstpSlowWpstDnon\n- AmovPercMstpSlowWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPercMstpSlowWpstDnon_turnL\n- AmovPercMstpSlowWpstDnon_turnR\n- AmovPercMstpSlowWrflDnon\n- AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_1\n- AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2\n- AmovPercMstpSlowWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPknlMstpSlowWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPsitMstpSlowWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPsitMstpSrasWrflDnon\n- AmovPercMstpSlowWrflDnon_diary\n- AmovPercMstpSlowWrflDnon_gear\n- AmovPercMstpSlowWrflDnon_Salute\n- AmovPercMstpSlowWrflDnon_SaluteIn\n- AmovPercMstpSlowWrflDnon_SaluteOut\n- AmovPercMstpSlowWrflDnon_turnL\n- AmovPercMstpSlowWrflDnon_turnR\n- AmovPercMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1\n- AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_2\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInHigh\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInLow\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInSDV\n- AmovPercMstpSnonWnonDnon_AinvPercMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AinvPercMstpSnonWnonDnon_Putdown\n- AmovPercMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_end\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPercMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPsitMstpSnonWnonDnon_ground\n- AmovPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSnonWnonDnon_Ease\n- AmovPercMstpSnonWnonDnon_EaseIn\n- AmovPercMstpSnonWnonDnon_EaseOut\n- AmovPercMstpSnonWnonDnon_exerciseKata\n- AmovPercMstpSnonWnonDnon_exercisekneeBendA\n- AmovPercMstpSnonWnonDnon_exercisekneeBendB\n- AmovPercMstpSnonWnonDnon_exercisePushup\n- AmovPercMstpSnonWnonDnon_falling\n- AmovPercMstpSnonWnonDnon_gear\n- AmovPercMstpSnonWnonDnon_Heli_Attack_01Gunner\n- AmovPercMstpSnonWnonDnon_Heli_Attack_01Pilot\n- AmovPercMstpSnonWnonDnon_Salute\n- AmovPercMstpSnonWnonDnon_SaluteIn\n- AmovPercMstpSnonWnonDnon_SaluteOut\n- AmovPercMstpSnonWnonDnon_Scared\n- AmovPercMstpSnonWnonDnon_Scared2\n- AmovPercMstpSnonWnonDnon_turnL\n- AmovPercMstpSnonWnonDnon_turnR\n- AmovPercMstpSnonWpstDnon_AmovPsitMstpSnonWpstDnon_ground\n- AmovPercMstpSoptWbinDnon\n- AmovPercMstpSoptWbinDnon_AinvPercMstpSoptWbinDnon_Putdown\n- AmovPercMstpSoptWbinDnon_AmovPknlMstpSoptWbinDnon\n- AmovPercMstpSoptWbinDnon_AmovPpneMstpSoptWbinDnon\n- AmovPercMstpSoptWbinDnon_turnL\n- AmovPercMstpSoptWbinDnon_turnR\n- AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AinvPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AinvPercMstpSrasWlnrDnon_Putdown\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSlowWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWpstDnon_end\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWrflDnon_end\n- AmovPercMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AmovPpneMstpSnonWnonDnon\n- AmovPercMstpSrasWlnrDnon_AmovPpneMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSrasWlnrDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSrasWlnrDnon_turnL\n- AmovPercMstpSrasWlnrDnon_turnR\n- AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDdown\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDleft\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDright\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDup\n- AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft\n- AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright\n- AmovPercMstpSrasWpstDnon_AcinPknlMwlkSnonWpstDb_1\n- AmovPercMstpSrasWpstDnon_AcinPknlMwlkSnonWpstDb_2\n- AmovPercMstpSrasWpstDnon_AidlPercMstpSlowWpstDnon\n- AmovPercMstpSrasWpstDnon_AinvPercMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AinvPercMstpSrasWpstDnon_Putdown\n- AmovPercMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon\n- AmovPercMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSlowWpstDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSnonWnonDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWlnrDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon_gear\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWrflDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSrasWpstDnon_falling\n- AmovPercMstpSrasWpstDnon_gear\n- AmovPercMstpSrasWpstDnon_gear_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_Salute\n- AmovPercMstpSrasWpstDnon_SaluteIn\n- AmovPercMstpSrasWpstDnon_SaluteIn_end\n- AmovPercMstpSrasWpstDnon_SaluteOut\n- AmovPercMstpSrasWpstDnon_SaluteOut_end\n- AmovPercMstpSrasWpstDnon_turnL\n- AmovPercMstpSrasWpstDnon_turnR\n- AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDdown\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDleft\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDright\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDup\n- AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft\n- AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright\n- AmovPercMstpSrasWrflDnon_AinvPercMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AinvPercMstpSrasWrflDnon_Putdown\n- AmovPercMstpSrasWrflDnon_AinvPknlMstpSlayWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWlnrDnon_end\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWpstDnon_end\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon_gear\n- AmovPercMstpSrasWrflDnon_AmovPknlMstpSlowWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSrasWrflDnon_diary\n- AmovPercMstpSrasWrflDnon_falling\n- AmovPercMstpSrasWrflDnon_gear\n- AmovPercMstpSrasWrflDnon_gear_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_Salute\n- AmovPercMstpSrasWrflDnon_SaluteIn\n- AmovPercMstpSrasWrflDnon_SaluteOut\n- AmovPercMstpSrasWrflDnon_turnL\n- AmovPercMstpSrasWrflDnon_turnR\n- AmovPercMstpSsurWnonDnon\n- AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMtacSlowWpstDb\n- AmovPercMtacSlowWpstDbl\n- AmovPercMtacSlowWpstDbr\n- AmovPercMtacSlowWpstDf\n- AmovPercMtacSlowWpstDfl\n- AmovPercMtacSlowWpstDfr\n- AmovPercMtacSlowWpstDl\n- AmovPercMtacSlowWpstDr\n- AmovPercMtacSlowWrflDb\n- AmovPercMtacSlowWrflDb_ver2\n- AmovPercMtacSlowWrflDbl\n- AmovPercMtacSlowWrflDbl_ver2\n- AmovPercMtacSlowWrflDbr\n- AmovPercMtacSlowWrflDbr_ver2\n- AmovPercMtacSlowWrflDf\n- AmovPercMtacSlowWrflDf_ver2\n- AmovPercMtacSlowWrflDfl\n- AmovPercMtacSlowWrflDfl_ver2\n- AmovPercMtacSlowWrflDfr\n- AmovPercMtacSlowWrflDfr_ver2\n- AmovPercMtacSlowWrflDl\n- AmovPercMtacSlowWrflDl_ver2\n- AmovPercMtacSlowWrflDr\n- AmovPercMtacSlowWrflDr_ver2\n- AmovPercMtacSrasWlnrDb\n- AmovPercMtacSrasWlnrDbl\n- AmovPercMtacSrasWlnrDbr\n- AmovPercMtacSrasWlnrDf\n- AmovPercMtacSrasWlnrDfl\n- AmovPercMtacSrasWlnrDfr\n- AmovPercMtacSrasWlnrDl\n- AmovPercMtacSrasWlnrDr\n- AmovPercMtacSrasWpstDb\n- AmovPercMtacSrasWpstDbl\n- AmovPercMtacSrasWpstDbr\n- AmovPercMtacSrasWpstDf\n- AmovPercMtacSrasWpstDfl\n- AmovPercMtacSrasWpstDfr\n- AmovPercMtacSrasWpstDl\n- AmovPercMtacSrasWpstDr\n- AmovPercMtacSrasWrflDb\n- AmovPercMtacSrasWrflDbl\n- AmovPercMtacSrasWrflDbr\n- AmovPercMtacSrasWrflDf\n- AmovPercMtacSrasWrflDf_AmovPercMtacSrasWlnrDf\n- AmovPercMtacSrasWrflDf_AmovPercMtacSrasWlnrDf_2\n- AmovPercMtacSrasWrflDfl\n- AmovPercMtacSrasWrflDfl_AmovPercMtacSrasWlnrDfl\n- AmovPercMtacSrasWrflDfl_AmovPercMtacSrasWlnrDfl_2\n- AmovPercMtacSrasWrflDfr\n- AmovPercMtacSrasWrflDfr_AmovPercMtacSrasWlnrDfr\n- AmovPercMtacSrasWrflDfr_AmovPercMtacSrasWlnrDfr_2\n- AmovPercMtacSrasWrflDl\n- AmovPercMtacSrasWrflDr\n- AmovPercMwlkSlowWlnrDb\n- AmovPercMwlkSlowWlnrDbl\n- AmovPercMwlkSlowWlnrDbr\n- AmovPercMwlkSlowWlnrDf\n- AmovPercMwlkSlowWlnrDfl\n- AmovPercMwlkSlowWlnrDfr\n- AmovPercMwlkSlowWlnrDl\n- AmovPercMwlkSlowWlnrDr\n- AmovPercMwlkSlowWpstDb\n- AmovPercMwlkSlowWpstDbl\n- AmovPercMwlkSlowWpstDbr\n- AmovPercMwlkSlowWpstDf\n- AmovPercMwlkSlowWpstDfl\n- AmovPercMwlkSlowWpstDfr\n- AmovPercMwlkSlowWpstDl\n- AmovPercMwlkSlowWpstDr\n- AmovPercMwlkSlowWrflDb\n- AmovPercMwlkSlowWrflDb_ver2\n- AmovPercMwlkSlowWrflDbl\n- AmovPercMwlkSlowWrflDbl_ver2\n- AmovPercMwlkSlowWrflDbr\n- AmovPercMwlkSlowWrflDbr_ver2\n- AmovPercMwlkSlowWrflDf\n- AmovPercMwlkSlowWrflDf_v1\n- AmovPercMwlkSlowWrflDf_v2\n- AmovPercMwlkSlowWrflDf_v3\n- AmovPercMwlkSlowWrflDf_ver2\n- AmovPercMwlkSlowWrflDfl\n- AmovPercMwlkSlowWrflDfl_ver2\n- AmovPercMwlkSlowWrflDfr\n- AmovPercMwlkSlowWrflDfr_ver2\n- AmovPercMwlkSlowWrflDl\n- AmovPercMwlkSlowWrflDl_ver2\n- AmovPercMwlkSlowWrflDr\n- AmovPercMwlkSlowWrflDr_ver2\n- AmovPercMwlkSnonWnonDb\n- AmovPercMwlkSnonWnonDbl\n- AmovPercMwlkSnonWnonDbr\n- AmovPercMwlkSnonWnonDf\n- AmovPercMwlkSnonWnonDf_AdvePercMrunSnonWnonDf\n- AmovPercMwlkSnonWnonDfl\n- AmovPercMwlkSnonWnonDfr\n- AmovPercMwlkSnonWnonDl\n- AmovPercMwlkSnonWnonDr\n- AmovPercMwlkSoptWbinDb\n- AmovPercMwlkSoptWbinDb_lnr\n- AmovPercMwlkSoptWbinDb_non\n- AmovPercMwlkSoptWbinDb_pst\n- AmovPercMwlkSoptWbinDb_rfl\n- AmovPercMwlkSoptWbinDbl\n- AmovPercMwlkSoptWbinDbl_lnr\n- AmovPercMwlkSoptWbinDbl_non\n- AmovPercMwlkSoptWbinDbl_pst\n- AmovPercMwlkSoptWbinDbl_rfl\n- AmovPercMwlkSoptWbinDbr\n- AmovPercMwlkSoptWbinDbr_lnr\n- AmovPercMwlkSoptWbinDbr_non\n- AmovPercMwlkSoptWbinDbr_pst\n- AmovPercMwlkSoptWbinDbr_rfl\n- AmovPercMwlkSoptWbinDf\n- AmovPercMwlkSoptWbinDf_lnr\n- AmovPercMwlkSoptWbinDf_non\n- AmovPercMwlkSoptWbinDf_pst\n- AmovPercMwlkSoptWbinDf_rfl\n- AmovPercMwlkSoptWbinDfl\n- AmovPercMwlkSoptWbinDfl_lnr\n- AmovPercMwlkSoptWbinDfl_non\n- AmovPercMwlkSoptWbinDfl_pst\n- AmovPercMwlkSoptWbinDfl_rfl\n- AmovPercMwlkSoptWbinDfr\n- AmovPercMwlkSoptWbinDfr_lnr\n- AmovPercMwlkSoptWbinDfr_non\n- AmovPercMwlkSoptWbinDfr_pst\n- AmovPercMwlkSoptWbinDfr_rfl\n- AmovPercMwlkSoptWbinDl\n- AmovPercMwlkSoptWbinDl_lnr\n- AmovPercMwlkSoptWbinDl_non\n- AmovPercMwlkSoptWbinDl_pst\n- AmovPercMwlkSoptWbinDl_rfl\n- AmovPercMwlkSoptWbinDr\n- AmovPercMwlkSoptWbinDr_lnr\n- AmovPercMwlkSoptWbinDr_non\n- AmovPercMwlkSoptWbinDr_pst\n- AmovPercMwlkSoptWbinDr_rfl\n- AmovPercMwlkSrasWlnrDb\n- AmovPercMwlkSrasWlnrDbl\n- AmovPercMwlkSrasWlnrDbr\n- AmovPercMwlkSrasWlnrDf\n- AmovPercMwlkSrasWlnrDfl\n- AmovPercMwlkSrasWlnrDfr\n- AmovPercMwlkSrasWlnrDl\n- AmovPercMwlkSrasWlnrDr\n- AmovPercMwlkSrasWpstDb\n- AmovPercMwlkSrasWpstDbl\n- AmovPercMwlkSrasWpstDbr\n- AmovPercMwlkSrasWpstDf\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthArm\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthEnd\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthStart\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthThrow\n- AmovPercMwlkSrasWpstDf_AwopPercMrunSgthWnonDf_1\n- AmovPercMwlkSrasWpstDfl\n- AmovPercMwlkSrasWpstDfr\n- AmovPercMwlkSrasWpstDl\n- AmovPercMwlkSrasWpstDr\n- AmovPercMwlkSrasWrflDb\n- AmovPercMwlkSrasWrflDbl\n- AmovPercMwlkSrasWrflDbr\n- AmovPercMwlkSrasWrflDf\n- AmovPercMwlkSrasWrflDf_AdvePercMrunSnonWnonDf\n- AmovPercMwlkSrasWrflDf_AdvePercMrunSnonWrflDf\n- AmovPercMwlkSrasWrflDf_AmovPercMstpSrasWrflDnon_gthEnd\n- AmovPercMwlkSrasWrflDf_AmovPercMstpSrasWrflDnon_gthStart\n- AmovPercMwlkSrasWrflDf_AmovPercMstpSrasWrflDnon_gthThrow\n- AmovPercMwlkSrasWrflDfl\n- AmovPercMwlkSrasWrflDfr\n- AmovPercMwlkSrasWrflDl\n- AmovPercMwlkSrasWrflDr\n- AmovPincMrunSlowWpstDb\n- AmovPincMrunSlowWpstDbl\n- AmovPincMrunSlowWpstDbr\n- AmovPincMrunSlowWpstDf\n- AmovPincMrunSlowWpstDfl\n- AmovPincMrunSlowWpstDfr\n- AmovPincMrunSlowWpstDl\n- AmovPincMrunSlowWpstDr\n- AmovPincMrunSlowWrflDb\n- AmovPincMrunSlowWrflDbl\n- AmovPincMrunSlowWrflDbr\n- AmovPincMrunSlowWrflDf\n- AmovPincMrunSlowWrflDfl\n- AmovPincMrunSlowWrflDfr\n- AmovPincMrunSlowWrflDl\n- AmovPincMrunSlowWrflDr\n- AmovPincMrunSnonWnonDb\n- AmovPincMrunSnonWnonDbl\n- AmovPincMrunSnonWnonDbr\n- AmovPincMrunSnonWnonDf\n- AmovPincMrunSnonWnonDfl\n- AmovPincMrunSnonWnonDfr\n- AmovPincMrunSnonWnonDl\n- AmovPincMrunSnonWnonDr\n- AmovPincMsprSlowWrflDf\n- AmovPincMstpSnonWnonDnon\n- AmovPincMstpSnonWnonDnon_turnL\n- AmovPincMstpSnonWnonDnon_turnR\n- AmovPincMstpSrasWpstDnon\n- AmovPincMstpSrasWpstDnon_turnL\n- AmovPincMstpSrasWpstDnon_turnR\n- AmovPincMstpSrasWrflDnon\n- AmovPincMstpSrasWrflDnon_turnL\n- AmovPincMstpSrasWrflDnon_turnR\n- AmovPknlMevaSlowWlnrDf\n- AmovPknlMevaSlowWlnrDfl\n- AmovPknlMevaSlowWlnrDfr\n- AmovPknlMevaSlowWrflDf\n- AmovPknlMevaSlowWrflDfl\n- AmovPknlMevaSlowWrflDfr\n- AmovPknlMevaSnonWbinDf\n- AmovPknlMevaSnonWbinDf_lnr\n- AmovPknlMevaSnonWbinDf_non\n- AmovPknlMevaSnonWbinDf_pst\n- AmovPknlMevaSnonWbinDf_rfl\n- AmovPknlMevaSnonWbinDfl\n- AmovPknlMevaSnonWbinDfl_lnr\n- AmovPknlMevaSnonWbinDfl_non\n- AmovPknlMevaSnonWbinDfl_pst\n- AmovPknlMevaSnonWbinDfl_rfl\n- AmovPknlMevaSnonWbinDfr\n- AmovPknlMevaSnonWbinDfr_lnr\n- AmovPknlMevaSnonWbinDfr_non\n- AmovPknlMevaSnonWbinDfr_pst\n- AmovPknlMevaSnonWbinDfr_rfl\n- AmovPknlMevaSnonWnonDf\n- AmovPknlMevaSnonWnonDfl\n- AmovPknlMevaSnonWnonDfr\n- AmovPknlMevaSrasWpstDf\n- AmovPknlMevaSrasWpstDfl\n- AmovPknlMevaSrasWpstDfr\n- AmovPknlMevaSrasWpstDl\n- AmovPknlMevaSrasWpstDr\n- AmovPknlMevaSrasWrflDf\n- AmovPknlMevaSrasWrflDfl\n- AmovPknlMevaSrasWrflDfr\n- AmovPknlMevaSrasWrflDl\n- AmovPknlMevaSrasWrflDr\n- AmovPknlMlmpSlowWpstDb\n- AmovPknlMlmpSlowWpstDbl\n- AmovPknlMlmpSlowWpstDbr\n- AmovPknlMlmpSlowWpstDf\n- AmovPknlMlmpSlowWpstDfl\n- AmovPknlMlmpSlowWpstDfr\n- AmovPknlMlmpSlowWpstDl\n- AmovPknlMlmpSlowWpstDr\n- AmovPknlMlmpSlowWrflDb\n- AmovPknlMlmpSlowWrflDbl\n- AmovPknlMlmpSlowWrflDbr\n- AmovPknlMlmpSlowWrflDf\n- AmovPknlMlmpSlowWrflDfl\n- AmovPknlMlmpSlowWrflDfr\n- AmovPknlMlmpSlowWrflDl\n- AmovPknlMlmpSlowWrflDr\n- AmovPknlMlmpSnonWnonDb\n- AmovPknlMlmpSnonWnonDbl\n- AmovPknlMlmpSnonWnonDbr\n- AmovPknlMlmpSnonWnonDf\n- AmovPknlMlmpSnonWnonDfl\n- AmovPknlMlmpSnonWnonDfr\n- AmovPknlMlmpSnonWnonDl\n- AmovPknlMlmpSnonWnonDr\n- AmovPknlMlmpSoptWbinDb\n- AmovPknlMlmpSoptWbinDbl\n- AmovPknlMlmpSoptWbinDbr\n- AmovPknlMlmpSoptWbinDf\n- AmovPknlMlmpSoptWbinDfl\n- AmovPknlMlmpSoptWbinDfr\n- AmovPknlMlmpSoptWbinDl\n- AmovPknlMlmpSoptWbinDr\n- AmovPknlMlmpSrasWlnrDb\n- AmovPknlMlmpSrasWlnrDbl\n- AmovPknlMlmpSrasWlnrDbr\n- AmovPknlMlmpSrasWlnrDf\n- AmovPknlMlmpSrasWlnrDfl\n- AmovPknlMlmpSrasWlnrDfr\n- AmovPknlMlmpSrasWlnrDl\n- AmovPknlMlmpSrasWlnrDr\n- AmovPknlMlmpSrasWpstDb\n- AmovPknlMlmpSrasWpstDbl\n- AmovPknlMlmpSrasWpstDbr\n- AmovPknlMlmpSrasWpstDf\n- AmovPknlMlmpSrasWpstDfl\n- AmovPknlMlmpSrasWpstDfr\n- AmovPknlMlmpSrasWpstDl\n- AmovPknlMlmpSrasWpstDr\n- AmovPknlMlmpSrasWrflDb\n- AmovPknlMlmpSrasWrflDbl\n- AmovPknlMlmpSrasWrflDbr\n- AmovPknlMlmpSrasWrflDf\n- AmovPknlMlmpSrasWrflDfl\n- AmovPknlMlmpSrasWrflDfr\n- AmovPknlMlmpSrasWrflDl\n- AmovPknlMlmpSrasWrflDr\n- AmovPknlMrunSlowWpstDb\n- AmovPknlMrunSlowWpstDbl\n- AmovPknlMrunSlowWpstDbr\n- AmovPknlMrunSlowWpstDf\n- AmovPknlMrunSlowWpstDfl\n- AmovPknlMrunSlowWpstDfr\n- AmovPknlMrunSlowWpstDl\n- AmovPknlMrunSlowWpstDr\n- AmovPknlMrunSlowWrflDb\n- AmovPknlMrunSlowWrflDbl\n- AmovPknlMrunSlowWrflDbr\n- AmovPknlMrunSlowWrflDf\n- AmovPknlMrunSlowWrflDfl\n- AmovPknlMrunSlowWrflDfr\n- AmovPknlMrunSlowWrflDl\n- AmovPknlMrunSlowWrflDr\n- AmovPknlMrunSnonWbinDb\n- AmovPknlMrunSnonWbinDb_lnr\n- AmovPknlMrunSnonWbinDb_non\n- AmovPknlMrunSnonWbinDb_pst\n- AmovPknlMrunSnonWbinDb_rfl\n- AmovPknlMrunSnonWbinDbl\n- AmovPknlMrunSnonWbinDbl_lnr\n- AmovPknlMrunSnonWbinDbl_non\n- AmovPknlMrunSnonWbinDbl_pst\n- AmovPknlMrunSnonWbinDbl_rfl\n- AmovPknlMrunSnonWbinDbr\n- AmovPknlMrunSnonWbinDbr_lnr\n- AmovPknlMrunSnonWbinDbr_non\n- AmovPknlMrunSnonWbinDbr_pst\n- AmovPknlMrunSnonWbinDbr_rfl\n- AmovPknlMrunSnonWbinDf\n- AmovPknlMrunSnonWbinDf_lnr\n- AmovPknlMrunSnonWbinDf_non\n- AmovPknlMrunSnonWbinDf_pst\n- AmovPknlMrunSnonWbinDf_rfl\n- AmovPknlMrunSnonWbinDfl\n- AmovPknlMrunSnonWbinDfl_lnr\n- AmovPknlMrunSnonWbinDfl_non\n- AmovPknlMrunSnonWbinDfl_pst\n- AmovPknlMrunSnonWbinDfl_rfl\n- AmovPknlMrunSnonWbinDfr\n- AmovPknlMrunSnonWbinDfr_lnr\n- AmovPknlMrunSnonWbinDfr_non\n- AmovPknlMrunSnonWbinDfr_pst\n- AmovPknlMrunSnonWbinDfr_rfl\n- AmovPknlMrunSnonWbinDl\n- AmovPknlMrunSnonWbinDl_lnr\n- AmovPknlMrunSnonWbinDl_non\n- AmovPknlMrunSnonWbinDl_pst\n- AmovPknlMrunSnonWbinDl_rfl\n- AmovPknlMrunSnonWbinDr\n- AmovPknlMrunSnonWbinDr_lnr\n- AmovPknlMrunSnonWbinDr_non\n- AmovPknlMrunSnonWbinDr_pst\n- AmovPknlMrunSnonWbinDr_rfl\n- AmovPknlMrunSnonWnonDb\n- AmovPknlMrunSnonWnonDbl\n- AmovPknlMrunSnonWnonDbr\n- AmovPknlMrunSnonWnonDf\n- AmovPknlMrunSnonWnonDfl\n- AmovPknlMrunSnonWnonDfr\n- AmovPknlMrunSnonWnonDl\n- AmovPknlMrunSnonWnonDr\n- AmovPknlMrunSrasWlnrDb\n- AmovPknlMrunSrasWlnrDbl\n- AmovPknlMrunSrasWlnrDbr\n- AmovPknlMrunSrasWlnrDf\n- AmovPknlMrunSrasWlnrDfl\n- AmovPknlMrunSrasWlnrDfr\n- AmovPknlMrunSrasWlnrDl\n- AmovPknlMrunSrasWlnrDr\n- AmovPknlMrunSrasWpstDb\n- AmovPknlMrunSrasWpstDbl\n- AmovPknlMrunSrasWpstDbr\n- AmovPknlMrunSrasWpstDf\n- AmovPknlMrunSrasWpstDfl\n- AmovPknlMrunSrasWpstDfr\n- AmovPknlMrunSrasWpstDl\n- AmovPknlMrunSrasWpstDr\n- AmovPknlMrunSrasWrflDb\n- AmovPknlMrunSrasWrflDb_ldst\n- AmovPknlMrunSrasWrflDbl\n- AmovPknlMrunSrasWrflDbl_ldst\n- AmovPknlMrunSrasWrflDbr\n- AmovPknlMrunSrasWrflDbr_ldst\n- AmovPknlMrunSrasWrflDf\n- AmovPknlMrunSrasWrflDf_ldst\n- AmovPknlMrunSrasWrflDfl\n- AmovPknlMrunSrasWrflDfl_ldst\n- AmovPknlMrunSrasWrflDfr\n- AmovPknlMrunSrasWrflDfr_ldst\n- AmovPknlMrunSrasWrflDl\n- AmovPknlMrunSrasWrflDl_ldst\n- AmovPknlMrunSrasWrflDr\n- AmovPknlMrunSrasWrflDr_ldst\n- AmovPknlMstpSlowWpstDnon\n- AmovPknlMstpSlowWpstDnon_AmovPercMstpSlowWpstDnon\n- AmovPknlMstpSlowWpstDnon_AmovPknlMrunSrasWpstDf\n- AmovPknlMstpSlowWpstDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSlowWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPknlMstpSlowWpstDnon_gear_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSlowWpstDnon_turnL\n- AmovPknlMstpSlowWpstDnon_turnR\n- AmovPknlMstpSlowWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPknlMrunSlowWrflDf\n- AmovPknlMstpSlowWrflDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPknlMstpSlowWrflDnon_diary\n- AmovPknlMstpSlowWrflDnon_explo\n- AmovPknlMstpSlowWrflDnon_gear\n- AmovPknlMstpSlowWrflDnon_relax\n- AmovPknlMstpSlowWrflDnon_turnL\n- AmovPknlMstpSlowWrflDnon_turnR\n- AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon_Putdown\n- AmovPknlMstpSnonWnonDnon_AmovPercMsprSnonWnonDf\n- AmovPknlMstpSnonWnonDnon_AmovPercMsprSnonWnonDf_2\n- AmovPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AmovPknlMrunSnonWnonDf\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon_end\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSnonWnonDnon_explo\n- AmovPknlMstpSnonWnonDnon_gear\n- AmovPknlMstpSnonWnonDnon_gear_trans\n- AmovPknlMstpSnonWnonDnon_relax\n- AmovPknlMstpSnonWnonDnon_turnL\n- AmovPknlMstpSnonWnonDnon_turnR\n- AmovPknlMstpSoptWbinDnon\n- AmovPknlMstpSoptWbinDnon_AinvPknlMstpSoptWbinDnon_Putdown\n- AmovPknlMstpSoptWbinDnon_AmovPercMstpSoptWbinDnon\n- AmovPknlMstpSoptWbinDnon_AmovPpneMstpSoptWbinDnon\n- AmovPknlMstpSoptWbinDnon_turnL\n- AmovPknlMstpSoptWbinDnon_turnR\n- AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWlnrDnon_AinvPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWlnrDnon_AinvPknlMstpSrasWlnrDnon_Putdown\n- AmovPknlMstpSrasWlnrDnon_AmovPercMstpSnonWnonDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWpstDnon_end\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWrflDnon_end\n- AmovPknlMstpSrasWlnrDnon_AmovPpneMstpSnonWnonDnon\n- AmovPknlMstpSrasWlnrDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSrasWlnrDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSrasWlnrDnon_relax\n- AmovPknlMstpSrasWlnrDnon_turnL\n- AmovPknlMstpSrasWlnrDnon_turnR\n- AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDdown\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDleft\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDright\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDup\n- AmovPknlMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft\n- AmovPknlMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon_end\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSrasWpstDnon_Putdown\n- AmovPknlMstpSrasWpstDnon_AmovPercMsprSrasWpstDf\n- AmovPknlMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSlowWpstDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSlowWpstDnon_gear\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSnonWnonDnon_end\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWlnrDnon_end\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon_gear\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWrflDnon_end\n- AmovPknlMstpSrasWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSrasWpstDnon_explo\n- AmovPknlMstpSrasWpstDnon_gear\n- AmovPknlMstpSrasWpstDnon_gear_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_relax\n- AmovPknlMstpSrasWpstDnon_turnL\n- AmovPknlMstpSrasWpstDnon_turnR\n- AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDdown\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDleft\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDright\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDup\n- AmovPknlMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft\n- AmovPknlMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright\n- AmovPknlMstpSrasWrflDnon_AinvPknlMstpSlayWrflDnon\n- AmovPknlMstpSrasWrflDnon_AinvPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AinvPknlMstpSrasWrflDnon_Putdown\n- AmovPknlMstpSrasWrflDnon_AmovPercMsprSrasWrflDf_2\n- AmovPknlMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMevaSrasWrflDr\n- AmovPknlMstpSrasWrflDnon_AmovPknlMrunSlowWrflDf\n- AmovPknlMstpSrasWrflDnon_AmovPknlMsprSrasWrflDf\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSlowWrflDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWlnrDnon_end\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWpstDnon_end\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon_gear\n- AmovPknlMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSrasWrflDnon_diary\n- AmovPknlMstpSrasWrflDnon_explo\n- AmovPknlMstpSrasWrflDnon_gear\n- AmovPknlMstpSrasWrflDnon_gear_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_turnL\n- AmovPknlMstpSrasWrflDnon_turnR\n- AmovPknlMtacSlowWpstDb\n- AmovPknlMtacSlowWpstDbl\n- AmovPknlMtacSlowWpstDbr\n- AmovPknlMtacSlowWpstDf\n- AmovPknlMtacSlowWpstDfl\n- AmovPknlMtacSlowWpstDfr\n- AmovPknlMtacSlowWpstDl\n- AmovPknlMtacSlowWpstDr\n- AmovPknlMtacSlowWrflDb\n- AmovPknlMtacSlowWrflDbl\n- AmovPknlMtacSlowWrflDbr\n- AmovPknlMtacSlowWrflDf\n- AmovPknlMtacSlowWrflDfl\n- AmovPknlMtacSlowWrflDfr\n- AmovPknlMtacSlowWrflDl\n- AmovPknlMtacSlowWrflDr\n- AmovPknlMtacSrasWlnrDb\n- AmovPknlMtacSrasWlnrDbl\n- AmovPknlMtacSrasWlnrDbr\n- AmovPknlMtacSrasWlnrDf\n- AmovPknlMtacSrasWlnrDfl\n- AmovPknlMtacSrasWlnrDfr\n- AmovPknlMtacSrasWlnrDl\n- AmovPknlMtacSrasWlnrDr\n- AmovPknlMtacSrasWpstDb\n- AmovPknlMtacSrasWpstDbl\n- AmovPknlMtacSrasWpstDbr\n- AmovPknlMtacSrasWpstDf\n- AmovPknlMtacSrasWpstDfl\n- AmovPknlMtacSrasWpstDfr\n- AmovPknlMtacSrasWpstDl\n- AmovPknlMtacSrasWpstDr\n- AmovPknlMtacSrasWrflDb\n- AmovPknlMtacSrasWrflDbl\n- AmovPknlMtacSrasWrflDbr\n- AmovPknlMtacSrasWrflDf\n- AmovPknlMtacSrasWrflDfl\n- AmovPknlMtacSrasWrflDfr\n- AmovPknlMtacSrasWrflDl\n- AmovPknlMtacSrasWrflDr\n- AmovPknlMwlkSlowWpstDb\n- AmovPknlMwlkSlowWpstDbl\n- AmovPknlMwlkSlowWpstDbr\n- AmovPknlMwlkSlowWpstDf\n- AmovPknlMwlkSlowWpstDfl\n- AmovPknlMwlkSlowWpstDfr\n- AmovPknlMwlkSlowWpstDl\n- AmovPknlMwlkSlowWpstDr\n- AmovPknlMwlkSlowWrflDb\n- AmovPknlMwlkSlowWrflDbl\n- AmovPknlMwlkSlowWrflDbr\n- AmovPknlMwlkSlowWrflDf\n- AmovPknlMwlkSlowWrflDfl\n- AmovPknlMwlkSlowWrflDfr\n- AmovPknlMwlkSlowWrflDl\n- AmovPknlMwlkSlowWrflDr\n- AmovPknlMwlkSnonWnonDb\n- AmovPknlMwlkSnonWnonDbl\n- AmovPknlMwlkSnonWnonDbr\n- AmovPknlMwlkSnonWnonDf\n- AmovPknlMwlkSnonWnonDfl\n- AmovPknlMwlkSnonWnonDfr\n- AmovPknlMwlkSnonWnonDl\n- AmovPknlMwlkSnonWnonDr\n- AmovPknlMwlkSoptWbinDb\n- AmovPknlMwlkSoptWbinDb_lnr\n- AmovPknlMwlkSoptWbinDb_non\n- AmovPknlMwlkSoptWbinDb_pst\n- AmovPknlMwlkSoptWbinDb_rfl\n- AmovPknlMwlkSoptWbinDbl\n- AmovPknlMwlkSoptWbinDbl_lnr\n- AmovPknlMwlkSoptWbinDbl_non\n- AmovPknlMwlkSoptWbinDbl_pst\n- AmovPknlMwlkSoptWbinDbl_rfl\n- AmovPknlMwlkSoptWbinDbr\n- AmovPknlMwlkSoptWbinDbr_lnr\n- AmovPknlMwlkSoptWbinDbr_non\n- AmovPknlMwlkSoptWbinDbr_pst\n- AmovPknlMwlkSoptWbinDbr_rfl\n- AmovPknlMwlkSoptWbinDf\n- AmovPknlMwlkSoptWbinDf_lnr\n- AmovPknlMwlkSoptWbinDf_non\n- AmovPknlMwlkSoptWbinDf_pst\n- AmovPknlMwlkSoptWbinDf_rfl\n- AmovPknlMwlkSoptWbinDfl\n- AmovPknlMwlkSoptWbinDfl_lnr\n- AmovPknlMwlkSoptWbinDfl_non\n- AmovPknlMwlkSoptWbinDfl_pst\n- AmovPknlMwlkSoptWbinDfl_rfl\n- AmovPknlMwlkSoptWbinDfr\n- AmovPknlMwlkSoptWbinDfr_lnr\n- AmovPknlMwlkSoptWbinDfr_non\n- AmovPknlMwlkSoptWbinDfr_pst\n- AmovPknlMwlkSoptWbinDfr_rfl\n- AmovPknlMwlkSoptWbinDl\n- AmovPknlMwlkSoptWbinDl_lnr\n- AmovPknlMwlkSoptWbinDl_non\n- AmovPknlMwlkSoptWbinDl_pst\n- AmovPknlMwlkSoptWbinDl_rfl\n- AmovPknlMwlkSoptWbinDr\n- AmovPknlMwlkSoptWbinDr_lnr\n- AmovPknlMwlkSoptWbinDr_non\n- AmovPknlMwlkSoptWbinDr_pst\n- AmovPknlMwlkSoptWbinDr_rfl\n- AmovPknlMwlkSrasWlnrDb\n- AmovPknlMwlkSrasWlnrDbl\n- AmovPknlMwlkSrasWlnrDbr\n- AmovPknlMwlkSrasWlnrDf\n- AmovPknlMwlkSrasWlnrDfl\n- AmovPknlMwlkSrasWlnrDfr\n- AmovPknlMwlkSrasWlnrDl\n- AmovPknlMwlkSrasWlnrDr\n- AmovPknlMwlkSrasWpstDb\n- AmovPknlMwlkSrasWpstDbl\n- AmovPknlMwlkSrasWpstDbr\n- AmovPknlMwlkSrasWpstDf\n- AmovPknlMwlkSrasWpstDfl\n- AmovPknlMwlkSrasWpstDfr\n- AmovPknlMwlkSrasWpstDl\n- AmovPknlMwlkSrasWpstDr\n- AmovPknlMwlkSrasWrflDb\n- AmovPknlMwlkSrasWrflDbl\n- AmovPknlMwlkSrasWrflDbr\n- AmovPknlMwlkSrasWrflDf\n- AmovPknlMwlkSrasWrflDfl\n- AmovPknlMwlkSrasWrflDfr\n- AmovPknlMwlkSrasWrflDl\n- AmovPknlMwlkSrasWrflDr\n- AmovPpneMevaSlowWrflDf\n- AmovPpneMevaSnonWbinDf\n- AmovPpneMevaSnonWbinDf_lnr\n- AmovPpneMevaSnonWbinDf_non\n- AmovPpneMevaSnonWbinDf_pst\n- AmovPpneMevaSnonWbinDf_rfl\n- AmovPpneMrunSlowWpstDb\n- AmovPpneMrunSlowWpstDbl\n- AmovPpneMrunSlowWpstDbr\n- AmovPpneMrunSlowWpstDf\n- AmovPpneMrunSlowWpstDfl\n- AmovPpneMrunSlowWpstDfr\n- AmovPpneMrunSlowWpstDl\n- AmovPpneMrunSlowWpstDr\n- AmovPpneMrunSlowWrflDb\n- AmovPpneMrunSlowWrflDbl\n- AmovPpneMrunSlowWrflDbr\n- AmovPpneMrunSlowWrflDf\n- AmovPpneMrunSlowWrflDfl\n- AmovPpneMrunSlowWrflDfr\n- AmovPpneMrunSlowWrflDl\n- AmovPpneMrunSlowWrflDr\n- AmovPpneMrunSnonWbinDb\n- AmovPpneMrunSnonWbinDb_lnr\n- AmovPpneMrunSnonWbinDb_non\n- AmovPpneMrunSnonWbinDb_pst\n- AmovPpneMrunSnonWbinDb_rfl\n- AmovPpneMrunSnonWbinDbl\n- AmovPpneMrunSnonWbinDbl_lnr\n- AmovPpneMrunSnonWbinDbl_non\n- AmovPpneMrunSnonWbinDbl_pst\n- AmovPpneMrunSnonWbinDbl_rfl\n- AmovPpneMrunSnonWbinDbr\n- AmovPpneMrunSnonWbinDbr_lnr\n- AmovPpneMrunSnonWbinDbr_non\n- AmovPpneMrunSnonWbinDbr_pst\n- AmovPpneMrunSnonWbinDbr_rfl\n- AmovPpneMrunSnonWbinDf\n- AmovPpneMrunSnonWbinDf_lnr\n- AmovPpneMrunSnonWbinDf_non\n- AmovPpneMrunSnonWbinDf_pst\n- AmovPpneMrunSnonWbinDf_rfl\n- AmovPpneMrunSnonWbinDfl\n- AmovPpneMrunSnonWbinDfl_lnr\n- AmovPpneMrunSnonWbinDfl_non\n- AmovPpneMrunSnonWbinDfl_pst\n- AmovPpneMrunSnonWbinDfl_rfl\n- AmovPpneMrunSnonWbinDfr\n- AmovPpneMrunSnonWbinDfr_lnr\n- AmovPpneMrunSnonWbinDfr_non\n- AmovPpneMrunSnonWbinDfr_pst\n- AmovPpneMrunSnonWbinDfr_rfl\n- AmovPpneMrunSnonWbinDl\n- AmovPpneMrunSnonWbinDl_lnr\n- AmovPpneMrunSnonWbinDl_non\n- AmovPpneMrunSnonWbinDl_pst\n- AmovPpneMrunSnonWbinDl_rfl\n- AmovPpneMrunSnonWbinDr\n- AmovPpneMrunSnonWbinDr_lnr\n- AmovPpneMrunSnonWbinDr_non\n- AmovPpneMrunSnonWbinDr_pst\n- AmovPpneMrunSnonWbinDr_rfl\n- AmovPpneMrunSnonWnonDb\n- AmovPpneMrunSnonWnonDbl\n- AmovPpneMrunSnonWnonDbr\n- AmovPpneMrunSnonWnonDf\n- AmovPpneMrunSnonWnonDfl\n- AmovPpneMrunSnonWnonDfr\n- AmovPpneMrunSnonWnonDl\n- AmovPpneMrunSnonWnonDr\n- AmovPpneMrunSrasWlnrDb\n- AmovPpneMrunSrasWlnrDbl\n- AmovPpneMrunSrasWlnrDbr\n- AmovPpneMrunSrasWlnrDf\n- AmovPpneMrunSrasWlnrDfl\n- AmovPpneMrunSrasWlnrDfr\n- AmovPpneMrunSrasWlnrDl\n- AmovPpneMrunSrasWlnrDr\n- AmovPpneMsprSlowWpstDf\n- AmovPpneMsprSlowWrflDb\n- AmovPpneMsprSlowWrflDbl\n- AmovPpneMsprSlowWrflDbr\n- AmovPpneMsprSlowWrflDf\n- AmovPpneMsprSlowWrflDf_injured\n- AmovPpneMsprSlowWrflDfl\n- AmovPpneMsprSlowWrflDfr\n- AmovPpneMsprSlowWrflDl\n- AmovPpneMsprSlowWrflDr\n- AmovPpneMsprSnonWnonDf\n- AmovPpneMsprSnonWnonDf_injured\n- AmovPpneMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AinvPpneMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AinvPpneMstpSnonWnonDnon_Putdown\n- AmovPpneMstpSnonWnonDnon_AmovPercMsprSnonWnonDf\n- AmovPpneMstpSnonWnonDnon_AmovPercMsprSnonWnonDf_2\n- AmovPpneMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AmovPpneMevaSnonWnonDl\n- AmovPpneMstpSnonWnonDnon_AmovPpneMevaSnonWnonDr\n- AmovPpneMstpSnonWnonDnon_AmovPpneMstpSrasWpstDnon\n- AmovPpneMstpSnonWnonDnon_AmovPpneMstpSrasWpstDnon_end\n- AmovPpneMstpSnonWnonDnon_AmovPpneMstpSrasWrflDnon\n- AmovPpneMstpSnonWnonDnon_AmovPsitMstpSnonWnonDnon_ground\n- AmovPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon\n- AmovPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon_end\n- AmovPpneMstpSnonWnonDnon_healed\n- AmovPpneMstpSnonWnonDnon_injured\n- AmovPpneMstpSnonWnonDnon_relax\n- AmovPpneMstpSnonWnonDnon_turnL\n- AmovPpneMstpSnonWnonDnon_turnR\n- AmovPpneMstpSnonWpstDnon_injured\n- AmovPpneMstpSoptWbinDnon\n- AmovPpneMstpSoptWbinDnon_AinvPpneMstpSoptWbinDnon_Putdown\n- AmovPpneMstpSoptWbinDnon_AmovPercMstpSoptWbinDnon\n- AmovPpneMstpSoptWbinDnon_AmovPknlMstpSoptWbinDnon\n- AmovPpneMstpSoptWbinDnon_AmovPpneMevaSoptWbinDl\n- AmovPpneMstpSoptWbinDnon_AmovPpneMevaSoptWbinDr\n- AmovPpneMstpSoptWbinDnon_turnL\n- AmovPpneMstpSoptWbinDnon_turnR\n- AmovPpneMstpSrasWlnrDnon\n- AmovPpneMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AmovPpneMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPpneMstpSrasWlnrDnon_turnL\n- AmovPpneMstpSrasWlnrDnon_turnR\n- AmovPpneMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDdown\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDup\n- AmovPpneMstpSrasWpstDnon_AinvPpneMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AinvPpneMstpSrasWpstDnon_Putdown\n- AmovPpneMstpSrasWpstDnon_AmovPercMsprSlowWpstDf\n- AmovPpneMstpSrasWpstDnon_AmovPercMsprSlowWpstDf_2\n- AmovPpneMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AmovPpneMevaSlowWpstDl\n- AmovPpneMstpSrasWpstDnon_AmovPpneMevaSlowWpstDr\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSnonWnonDnon\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSnonWnonDnon_end\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon_end\n- AmovPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon\n- AmovPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon_end\n- AmovPpneMstpSrasWpstDnon_healed\n- AmovPpneMstpSrasWpstDnon_relax\n- AmovPpneMstpSrasWpstDnon_turnL\n- AmovPpneMstpSrasWpstDnon_turnR\n- AmovPpneMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDdown\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDup\n- AmovPpneMstpSrasWrflDnon_AinvPpneMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AinvPpneMstpSrasWrflDnon_Putdown\n- AmovPpneMstpSrasWrflDnon_AmovPercMsprSlowWrflDf\n- AmovPpneMstpSrasWrflDnon_AmovPercMsprSlowWrflDf_2\n- AmovPpneMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDl\n- AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDr\n- AmovPpneMstpSrasWrflDnon_AmovPpneMstpSnonWnonDnon\n- AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon\n- AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon_end\n- AmovPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon\n- AmovPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon_end\n- AmovPpneMstpSrasWrflDnon_healed\n- AmovPpneMstpSrasWrflDnon_injured\n- AmovPpneMstpSrasWrflDnon_injuredHealed\n- AmovPpneMstpSrasWrflDnon_relax\n- AmovPpneMstpSrasWrflDnon_turnL\n- AmovPpneMstpSrasWrflDnon_turnR\n- AmovPpneMwlkSoptWbinDb\n- AmovPpneMwlkSoptWbinDb_lnr\n- AmovPpneMwlkSoptWbinDb_non\n- AmovPpneMwlkSoptWbinDb_pst\n- AmovPpneMwlkSoptWbinDb_rfl\n- AmovPpneMwlkSoptWbinDbl\n- AmovPpneMwlkSoptWbinDbl_lnr\n- AmovPpneMwlkSoptWbinDbl_non\n- AmovPpneMwlkSoptWbinDbl_pst\n- AmovPpneMwlkSoptWbinDbl_rfl\n- AmovPpneMwlkSoptWbinDbr\n- AmovPpneMwlkSoptWbinDbr_lnr\n- AmovPpneMwlkSoptWbinDbr_non\n- AmovPpneMwlkSoptWbinDbr_pst\n- AmovPpneMwlkSoptWbinDbr_rfl\n- AmovPpneMwlkSoptWbinDf\n- AmovPpneMwlkSoptWbinDf_lnr\n- AmovPpneMwlkSoptWbinDf_non\n- AmovPpneMwlkSoptWbinDf_pst\n- AmovPpneMwlkSoptWbinDf_rfl\n- AmovPpneMwlkSoptWbinDfl\n- AmovPpneMwlkSoptWbinDfl_lnr\n- AmovPpneMwlkSoptWbinDfl_non\n- AmovPpneMwlkSoptWbinDfl_pst\n- AmovPpneMwlkSoptWbinDfl_rfl\n- AmovPpneMwlkSoptWbinDfr\n- AmovPpneMwlkSoptWbinDfr_lnr\n- AmovPpneMwlkSoptWbinDfr_non\n- AmovPpneMwlkSoptWbinDfr_pst\n- AmovPpneMwlkSoptWbinDfr_rfl\n- AmovPpneMwlkSoptWbinDl\n- AmovPpneMwlkSoptWbinDl_lnr\n- AmovPpneMwlkSoptWbinDl_non\n- AmovPpneMwlkSoptWbinDl_pst\n- AmovPpneMwlkSoptWbinDl_rfl\n- AmovPpneMwlkSoptWbinDr\n- AmovPpneMwlkSoptWbinDr_lnr\n- AmovPpneMwlkSoptWbinDr_non\n- AmovPpneMwlkSoptWbinDr_pst\n- AmovPpneMwlkSoptWbinDr_rfl\n- AmovPsitMstpSlowWrflDnon\n- AmovPsitMstpSlowWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPsitMstpSlowWrflDnon_Smoking\n- AmovPsitMstpSlowWrflDnon_WeaponCheck1\n- AmovPsitMstpSlowWrflDnon_WeaponCheck2\n- AmovPsitMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_ground\n- AmovPsitMstpSnonWnonDnon_ground\n- AmovPsitMstpSnonWnonDnon_ground_AmovPpneMstpSnonWnonDnon\n- AmovPsitMstpSnonWnonDnon_smoking\n- AmovPsitMstpSnonWnonDnon_smoking_trans\n- AmovPsitMstpSnonWpstDnon_AmovPercMstpSnonWpstDnon_ground\n- AmovPsitMstpSnonWpstDnon_ground\n- AmovPsitMstpSnonWpstDnon_smoking\n- AmovPsitMstpSrasWrflDnon\n- AmovPsitMstpSrasWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPsitMstpSrasWrflDnon_Smoking\n- AmovPsitMstpSrasWrflDnon_trans\n- AmovPsitMstpSrasWrflDnon_WeaponCheck1\n- AmovPsitMstpSrasWrflDnon_WeaponCheck2\n- AovrPercMrunSrasWrflDf\n- AovrPercMstpSlowWlnrDf\n- AovrPercMstpSlowWpstDf\n- AovrPercMstpSlowWrflDf\n- AovrPercMstpSnonWnonDf\n- AovrPercMstpSoptWbinDf\n- AovrPercMstpSrasWlnrDf\n- AovrPercMstpSrasWpstDf\n- AovrPercMstpSrasWrflDf\n- ApanPercMrunSnonWnonDb\n- ApanPercMrunSnonWnonDbl\n- ApanPercMrunSnonWnonDbr\n- ApanPercMrunSnonWnonDf\n- ApanPercMrunSnonWnonDfl\n- ApanPercMrunSnonWnonDfr\n- ApanPercMrunSnonWnonDl\n- ApanPercMrunSnonWnonDr\n- ApanPercMsprSnonWnonDf\n- ApanPercMsprSnonWnonDfl\n- ApanPercMsprSnonWnonDfr\n- ApanPercMstpSlowWrflDnon_ApanPsitMstpSlowWrflDnon\n- ApanPercMstpSnonWnonDnon\n- ApanPercMstpSnonWnonDnon_ApanPknlMstpSnonWnonDnon\n- ApanPercMstpSnonWnonDnon_ApanPpneMstpSnonWnonDnon\n- ApanPercMstpSnonWnonDnon_G01\n- ApanPercMstpSnonWnonDnon_G02\n- ApanPercMstpSnonWnonDnon_G03\n- ApanPercMwlkSnonWnonDb\n- ApanPercMwlkSnonWnonDbl\n- ApanPercMwlkSnonWnonDbr\n- ApanPercMwlkSnonWnonDf\n- ApanPercMwlkSnonWnonDfl\n- ApanPercMwlkSnonWnonDfr\n- ApanPercMwlkSnonWnonDl\n- ApanPercMwlkSnonWnonDr\n- ApanPknlMrunSnonWnonDb\n- ApanPknlMrunSnonWnonDbl\n- ApanPknlMrunSnonWnonDbr\n- ApanPknlMrunSnonWnonDf\n- ApanPknlMrunSnonWnonDfl\n- ApanPknlMrunSnonWnonDfr\n- ApanPknlMrunSnonWnonDl\n- ApanPknlMrunSnonWnonDr\n- ApanPknlMsprSnonWnonDf\n- ApanPknlMsprSnonWnonDfl\n- ApanPknlMsprSnonWnonDfr\n- ApanPknlMstpSnonWnonDnon\n- ApanPknlMstpSnonWnonDnon_ApanPercMstpSnonWnonDnon\n- ApanPknlMstpSnonWnonDnon_ApanPpneMstpSnonWnonDnon\n- ApanPknlMstpSnonWnonDnon_G01\n- ApanPknlMstpSnonWnonDnon_G02\n- ApanPknlMstpSnonWnonDnon_G03\n- ApanPknlMwlkSnonWnonDb\n- ApanPknlMwlkSnonWnonDbl\n- ApanPknlMwlkSnonWnonDbr\n- ApanPknlMwlkSnonWnonDf\n- ApanPknlMwlkSnonWnonDfl\n- ApanPknlMwlkSnonWnonDfr\n- ApanPknlMwlkSnonWnonDl\n- ApanPknlMwlkSnonWnonDr\n- ApanPpneMrunSnonWnonDb\n- ApanPpneMrunSnonWnonDbl\n- ApanPpneMrunSnonWnonDbr\n- ApanPpneMrunSnonWnonDf\n- ApanPpneMrunSnonWnonDfl\n- ApanPpneMrunSnonWnonDfr\n- ApanPpneMrunSnonWnonDl\n- ApanPpneMrunSnonWnonDr\n- ApanPpneMsprSnonWnonDf\n- ApanPpneMstpSnonWnonDnon\n- ApanPpneMstpSnonWnonDnon_ApanPercMstpSnonWnonDnon\n- ApanPpneMstpSnonWnonDnon_ApanPknlMstpSnonWnonDnon\n- ApanPpneMstpSnonWnonDnon_G01\n- ApanPpneMstpSnonWnonDnon_G02\n- ApanPpneMstpSnonWnonDnon_G03\n- AparPercMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- apctracked2_slot1_in\n- apctracked2_slot1_out\n- apctracked2_slot1_out_settlein\n- apctracked2_slot2_in\n- apctracked2_slot2_out\n- apctracked2_slot2_out_settlein\n- apcwheeled3_slot1_in\n- apcwheeled3_slot1_out\n- apcwheeled3_slot1_out_settlein\n- AsdvPercMrunSnonWnonDb\n- AsdvPercMrunSnonWnonDbl\n- AsdvPercMrunSnonWnonDbr\n- AsdvPercMrunSnonWnonDf\n- AsdvPercMrunSnonWnonDfl\n- AsdvPercMrunSnonWnonDfr\n- AsdvPercMrunSnonWnonDl\n- AsdvPercMrunSnonWnonDr\n- AsdvPercMrunSnonWrflDb\n- AsdvPercMrunSnonWrflDbl\n- AsdvPercMrunSnonWrflDbr\n- AsdvPercMrunSnonWrflDf\n- AsdvPercMrunSnonWrflDfl\n- AsdvPercMrunSnonWrflDfr\n- AsdvPercMrunSnonWrflDl\n- AsdvPercMrunSnonWrflDr\n- AsdvPercMsprSnonWnonDf\n- AsdvPercMsprSnonWrflDf\n- AsdvPercMstpSnonWnonDnon\n- AsdvPercMstpSnonWnonDnon_AsdvPercMstpSnonWnonDnon_putDown\n- AsdvPercMstpSnonWnonDnon_AsdvPercMstpSnonWrflDnon\n- AsdvPercMstpSnonWnonDnon_GetInSDV\n- AsdvPercMstpSnonWnonDnon_GetOutSDV\n- AsdvPercMstpSnonWnonDnon_godown\n- AsdvPercMstpSnonWnonDnon_goup\n- AsdvPercMstpSnonWnonDnon_putDown_AsdvPercMstpSnonWnonDnon\n- AsdvPercMstpSnonWnonDnon_relax\n- AsdvPercMstpSnonWnonDnon_turnL\n- AsdvPercMstpSnonWnonDnon_turnR\n- AsdvPercMstpSnonWrflDnon\n- AsdvPercMstpSnonWrflDnon_AsdvPercMstpSnonWnonDnon\n- AsdvPercMstpSnonWrflDnon_AsdvPercMstpSnonWrflDnon_putDown\n- AsdvPercMstpSnonWrflDnon_GetInSDV\n- AsdvPercMstpSnonWrflDnon_GetOutSDV\n- AsdvPercMstpSnonWrflDnon_godown\n- AsdvPercMstpSnonWrflDnon_goup\n- AsdvPercMstpSnonWrflDnon_putDown_AsdvPercMstpSnonWrflDnon\n- AsdvPercMstpSnonWrflDnon_relax\n- AsdvPercMstpSnonWrflDnon_turnL\n- AsdvPercMstpSnonWrflDnon_turnR\n- AsdvPercMtacSnonWnonDb\n- AsdvPercMtacSnonWnonDbl\n- AsdvPercMtacSnonWnonDbr\n- AsdvPercMtacSnonWnonDf\n- AsdvPercMtacSnonWnonDfl\n- AsdvPercMtacSnonWnonDfr\n- AsdvPercMtacSnonWnonDl\n- AsdvPercMtacSnonWnonDr\n- AsdvPercMtacSnonWrflDb\n- AsdvPercMtacSnonWrflDbl\n- AsdvPercMtacSnonWrflDbr\n- AsdvPercMtacSnonWrflDf\n- AsdvPercMtacSnonWrflDfl\n- AsdvPercMtacSnonWrflDfr\n- AsdvPercMtacSnonWrflDl\n- AsdvPercMtacSnonWrflDr\n- AsdvPercMwlkSnonWnonDb\n- AsdvPercMwlkSnonWnonDbl\n- AsdvPercMwlkSnonWnonDbr\n- AsdvPercMwlkSnonWnonDf\n- AsdvPercMwlkSnonWnonDfl\n- AsdvPercMwlkSnonWnonDfr\n- AsdvPercMwlkSnonWnonDl\n- AsdvPercMwlkSnonWnonDr\n- AsdvPercMwlkSnonWrflDb\n- AsdvPercMwlkSnonWrflDbl\n- AsdvPercMwlkSnonWrflDbr\n- AsdvPercMwlkSnonWrflDf\n- AsdvPercMwlkSnonWrflDfl\n- AsdvPercMwlkSnonWrflDfr\n- AsdvPercMwlkSnonWrflDl\n- AsdvPercMwlkSnonWrflDr\n- AsswPercMrunSnonWnonDb\n- AsswPercMrunSnonWnonDf\n- AsswPercMrunSnonWnonDf_AsswPercMstpSnonWnonDnon\n- AsswPercMrunSnonWnonDfl\n- AsswPercMrunSnonWnonDfr\n- AsswPercMrunSnonWnonDl\n- AsswPercMrunSnonWnonDr\n- AsswPercMsprSnonWnonDf\n- AsswPercMsprSnonWnonDFl\n- AsswPercMsprSnonWnonDFr\n- AsswPercMstpSnonWnonDnon\n- AsswPercMstpSnonWnonDnon_AsswPercMrunSnonWnonDf\n- AsswPercMstpSnonWnonDnon_goDown\n- AsswPercMstpSnonWnonDnon_goup\n- AsswPercMstpSnonWnonDnon_putDown\n- AsswPercMstpSnonWnonDnon_relax\n- AsswPercMwlkSnonWnonDb\n- AsswPercMwlkSnonWnonDf\n- AsswPercMwlkSnonWnonDfl\n- AsswPercMwlkSnonWnonDfr\n- AsswPercMwlkSnonWnonDl\n- AsswPercMwlkSnonWnonDr\n- AswmPercMrunSnonWnonDb\n- AswmPercMrunSnonWnonDf\n- AswmPercMrunSnonWnonDf_AswmPercMstpSnonWnonDnon\n- AswmPercMrunSnonWnonDfl\n- AswmPercMrunSnonWnonDfr\n- AswmPercMrunSnonWnonDl\n- AswmPercMrunSnonWnonDr\n- AswmPercMsprSnonWnonDf\n- AswmPercMsprSnonWnonDFl\n- AswmPercMsprSnonWnonDFr\n- AswmPercMstpSnonWnonDnon\n- AswmPercMstpSnonWnonDnon_AswmPercMrunSnonWnonDf\n- AswmPercMstpSnonWnonDnon_AswmPercMstpSnonWnonDnon_putDown\n- AswmPercMstpSnonWnonDnon_godown\n- AswmPercMstpSnonWnonDnon_goup\n- AswmPercMstpSnonWnonDnon_putDown\n- AswmPercMstpSnonWnonDnon_putDown_AswmPercMstpSnonWnonDnon\n- AswmPercMstpSnonWnonDnon_relax\n- AswmPercMwlkSnonWnonDb\n- AswmPercMwlkSnonWnonDf\n- AswmPercMwlkSnonWnonDfl\n- AswmPercMwlkSnonWnonDfr\n- AswmPercMwlkSnonWnonDl\n- AswmPercMwlkSnonWnonDr\n- AwopPercMstpSgthWnonDnon_end\n- AwopPercMstpSgthWnonDnon_start\n- AwopPercMstpSgthWnonDnon_throw\n- AwopPercMstpSgthWpstDnon_Part1\n- AwopPercMstpSgthWpstDnon_Part2\n- AwopPercMstpSgthWpstDnon_Part3\n- AwopPercMstpSgthWpstDnon_Part4\n- AwopPercMstpSgthWpstDnon_Part5\n- AwopPercMstpSgthWrflDnon_End1\n- AwopPercMstpSgthWrflDnon_End2\n- AwopPercMstpSgthWrflDnon_Start1\n- AwopPercMstpSgthWrflDnon_Start2\n- AwopPercMstpSgthWrflDnon_Throw1\n- AwopPercMstpSgthWrflDnon_Throw2\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSnonWnonDnon\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSnonWnonDnon_end\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWpstDnon\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWpstDnon_end\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWrflDnon\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWrflDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSnonWnonDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSnonWnonDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWlnrDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWlnrDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWpstDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWpstDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWrflDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWrflDnon_end\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_launcher\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_non\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_pistol\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_rifle\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_launcher\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_non\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_pistol\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_rifle\n- AwopPercMstpSoptWbinDnon_lnr\n- AwopPercMstpSoptWbinDnon_lnr_turnL\n- AwopPercMstpSoptWbinDnon_lnr_turnR\n- AwopPercMstpSoptWbinDnon_non\n- AwopPercMstpSoptWbinDnon_non_turnL\n- AwopPercMstpSoptWbinDnon_non_turnR\n- AwopPercMstpSoptWbinDnon_pst\n- AwopPercMstpSoptWbinDnon_pst_turnL\n- AwopPercMstpSoptWbinDnon_pst_turnR\n- AwopPercMstpSoptWbinDnon_rfl\n- AwopPercMstpSoptWbinDnon_rfl_turnL\n- AwopPercMstpSoptWbinDnon_rfl_turnR\n- AwopPknlMstpSgthWpstDnon_Part1\n- AwopPknlMstpSgthWpstDnon_Part2\n- AwopPknlMstpSgthWpstDnon_Part3\n- AwopPknlMstpSgthWpstDnon_Part4\n- AwopPknlMstpSgthWpstDnon_Part5\n- AwopPknlMstpSgthWrflDnon_End\n- AwopPknlMstpSgthWrflDnon_Start\n- AwopPknlMstpSgthWrflDnon_Throw\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSnonWnonDnon\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSnonWnonDnon_end\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWpstDnon\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWpstDnon_end\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWrflDnon\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWrflDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSnonWnonDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSnonWnonDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWlnrDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWlnrDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWpstDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWpstDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWrflDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWrflDnon_end\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_launcher\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_non\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_pistol\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_rifle\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_launcher\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_non\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_pistol\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_rifle\n- AwopPknlMstpSoptWbinDnon_lnr\n- AwopPknlMstpSoptWbinDnon_lnr_turnL\n- AwopPknlMstpSoptWbinDnon_lnr_turnR\n- AwopPknlMstpSoptWbinDnon_non\n- AwopPknlMstpSoptWbinDnon_non_turnL\n- AwopPknlMstpSoptWbinDnon_non_turnR\n- AwopPknlMstpSoptWbinDnon_pst\n- AwopPknlMstpSoptWbinDnon_pst_turnL\n- AwopPknlMstpSoptWbinDnon_pst_turnR\n- AwopPknlMstpSoptWbinDnon_rfl\n- AwopPknlMstpSoptWbinDnon_rfl_turnL\n- AwopPknlMstpSoptWbinDnon_rfl_turnR\n- AwopPpneMstpSgthWnonDnon_end\n- AwopPpneMstpSgthWnonDnon_Fast_End\n- AwopPpneMstpSgthWnonDnon_Fast_Start\n- AwopPpneMstpSgthWnonDnon_start\n- AwopPpneMstpSgthWnonDnon_throw\n- AwopPpneMstpSgthWpstDnon_Fast_End\n- AwopPpneMstpSgthWpstDnon_Fast_End_1\n- AwopPpneMstpSgthWpstDnon_Fast_Start\n- AwopPpneMstpSgthWpstDnon_Fast_Start_1\n- AwopPpneMstpSgthWpstDnon_Part1\n- AwopPpneMstpSgthWpstDnon_Part2\n- AwopPpneMstpSgthWpstDnon_Part3\n- AwopPpneMstpSgthWpstDnon_Part4\n- AwopPpneMstpSgthWpstDnon_Part5\n- AwopPpneMstpSgthWrflDnon_End\n- AwopPpneMstpSgthWrflDnon_Fast_End\n- AwopPpneMstpSgthWrflDnon_Fast_Start\n- AwopPpneMstpSgthWrflDnon_Start\n- AwopPpneMstpSgthWrflDnon_Throw\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSnonWnonDnon\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSnonWnonDnon_end\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWpstDnon\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWpstDnon_end\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWrflDnon\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWrflDnon_end\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSnonWnonDnon\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSnonWnonDnon_end\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWpstDnon\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWpstDnon_end\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWrflDnon\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWrflDnon_end\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_launcher\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_non\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_pistol\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_rifle\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_launcher\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_non\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_pistol\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_rifle\n- AwopPpneMstpSoptWbinDnon_lnr\n- AwopPpneMstpSoptWbinDnon_lnr_turnL\n- AwopPpneMstpSoptWbinDnon_lnr_turnR\n- AwopPpneMstpSoptWbinDnon_non\n- AwopPpneMstpSoptWbinDnon_non_turnL\n- AwopPpneMstpSoptWbinDnon_non_turnR\n- AwopPpneMstpSoptWbinDnon_pst\n- AwopPpneMstpSoptWbinDnon_pst_turnL\n- AwopPpneMstpSoptWbinDnon_pst_turnR\n- AwopPpneMstpSoptWbinDnon_rfl\n- AwopPpneMstpSoptWbinDnon_rfl_turnL\n- AwopPpneMstpSoptWbinDnon_rfl_turnR\n- BasicDriver\n- BasicDriverDead\n- BasicDriverDying\n- BasicDriverOut\n- BasicDriverOutDead\n- BasicDriverOutDying\n- BasicSittingGunner\n- BasicSittingGunner_Dead\n- bench_Heli_Light_01_get_in\n- bench_Heli_Light_01_get_out\n- Bipod_100_BottomLeft\n- Bipod_100_BottomRight\n- Bipod_100_CenterLeft\n- Bipod_100_CenterRight\n- Bipod_100_TopLeft\n- Bipod_100_TopRight\n- Bipod_110_BottomLeft\n- Bipod_110_BottomRight\n- Bipod_110_CenterLeft\n- Bipod_110_CenterRight\n- Bipod_110_TopLeft\n- Bipod_110_TopRight\n- Bipod_120_BottomLeft\n- Bipod_120_BottomRight\n- Bipod_120_CenterLeft\n- Bipod_120_CenterRight\n- Bipod_120_TopLeft\n- Bipod_120_TopRight\n- Bipod_130_BottomLeft\n- Bipod_130_BottomRight\n- Bipod_130_CenterLeft\n- Bipod_130_CenterRight\n- Bipod_130_TopLeft\n- Bipod_130_TopRight\n- Bipod_140_BottomLeft\n- Bipod_140_BottomRight\n- Bipod_140_CenterLeft\n- Bipod_140_CenterRight\n- Bipod_140_TopLeft\n- Bipod_140_TopRight\n- Bipod_150_BottomLeft\n- Bipod_150_BottomRight\n- Bipod_150_CenterLeft\n- Bipod_150_CenterRight\n- Bipod_150_TopLeft\n- Bipod_150_TopRight\n- Bipod_60_BottomLeft\n- Bipod_60_BottomRight\n- Bipod_60_CenterLeft\n- Bipod_60_CenterRight\n- Bipod_60_TopLeft\n- Bipod_60_TopRight\n- Bipod_80_BottomLeft\n- Bipod_80_BottomRight\n- Bipod_80_CenterLeft\n- Bipod_80_CenterRight\n- Bipod_80_TopLeft\n- Bipod_80_TopRight\n- Bipod_90_BottomLeft\n- Bipod_90_BottomRight\n- Bipod_90_CenterLeft\n- Bipod_90_CenterRight\n- Bipod_90_TopLeft\n- Bipod_90_TopRight\n- c4coming2cDf_genericstani1\n- c4coming2cDf_genericstani2\n- c4coming2cDf_genericstani4\n- c5efe_HonzaLoop\n- c5efe_MichalLoop\n- Campaign_Base\n- cargo_base\n- cargo_base_idle\n- cargo_base_idle_pistol\n- cargo_basebinoc\n- cargo_basepistol\n- cargo_marksman\n- ChopperHeavy_L_GetIn_H\n- ChopperHeavy_L_GetOut_H\n- ChopperHeavy_L_Static_H\n- ChopperHeavy_LP_Static_H\n- ChopperHeavy_Lux_GetIn_H\n- ChopperHeavy_Lux_GetOut_H\n- ChopperHeavy_R_GetIn_H\n- ChopperHeavy_R_GetOut_H\n- ChopperHeavy_R_Static_H\n- ChopperLight_C_L_idleA_H\n- ChopperLight_C_L_idleB_H\n- ChopperLight_C_L_idleC_H\n- ChopperLight_C_L_idleD_H\n- ChopperLight_C_L_static_H\n- ChopperLight_C_LIn_H\n- ChopperLight_C_LOut_H\n- ChopperLight_C_R_idleA_H\n- ChopperLight_C_R_idleB_H\n- ChopperLight_C_R_idleC_H\n- ChopperLight_C_R_idleD_H\n- ChopperLight_C_R_static_H\n- ChopperLight_C_Rin_H\n- ChopperLight_C_Rout_H\n- ChopperLight_CB_idle1shaky_H\n- ChopperLight_CB_idle1stable_H\n- ChopperLight_CB_idle2lookleft_H\n- ChopperLight_CB_idle3lookright_H\n- ChopperLight_CB_idle4_H\n- ChopperLight_CB_idle5lookdown_H\n- ChopperLight_CB_idle6pointing_H\n- ChopperLight_CB_idle7lookaround_H\n- ChopperLight_CB_Static_H\n- ChopperLight_L_In_H\n- ChopperLight_L_Out_H\n- ChopperLight_L_static_H\n- ChopperLight_L_static_H_getin\n- Chopperlight_R_In_H\n- Chopperlight_R_Out_H\n- ChopperLight_R_static_H\n- ChopperLight_RP_idleA_H\n- ChopperLight_RP_idleBored_H\n- ChopperLight_RP_idleBoredB_H\n- ChopperLight_RP_idleCtalk_H\n- ChopperLight_RP_idleDtalk_H\n- ChopperLight_RP_idleE_H\n- ChopperLight_RP_idleF_H\n- ChopperLight_RP_idleG_H\n- ChopperLight_RP_idleH_H\n- ChopperLight_RP_idleI_H\n- ChopperLight_RP_static_H\n- CoDriver_Van_02\n- CoDriver_Van_02_SettleIn\n- Commander_AFV_Wheeled_01_in\n- Commander_AFV_Wheeled_01_out\n- Commander_AFV_Wheeled_01_settlein\n- Commander_APC_tracked_01_aa_F_in\n- Commander_APC_tracked_01_aa_F_out\n- Commander_APC_tracked_01_aa_F_settlein\n- Commander_APC_tracked_01_crv_in\n- Commander_APC_tracked_01_crv_out\n- Commander_APC_tracked_02_aa_F_in\n- Commander_APC_tracked_02_aa_F_out\n- Commander_APC_tracked_02_aa_F_out_settlein\n- Commander_APC_tracked_02_cannon_F_in\n- Commander_APC_tracked_02_cannon_F_out\n- Commander_APC_tracked_02_cannon_F_out_settlein\n- Commander_APC_tracked_03_cannon_F_in\n- Commander_APC_tracked_03_cannon_F_out\n- Commander_APC_tracked_03_cannon_F_settlein\n- Commander_APC_Wheeled_01_in\n- Commander_APC_Wheeled_01_out\n- Commander_APC_Wheeled_02_rcws_F_in\n- Commander_APC_Wheeled_02_rcws_F_out\n- Commander_APC_Wheeled_03_cannon_F_in\n- Commander_APC_Wheeled_03_cannon_F_out\n- Commander_APC_Wheeled_03_cannon_F_out_settlein\n- commander_apctracked1_in\n- commander_apctracked1_out\n- commander_apctracked1_out_settlein\n- commander_apctracked1aa_in\n- commander_apctracked1aa_out\n- commander_apctracked1aa_out_settlein\n- commander_apctracked1rcws_out\n- commander_apctracked1rcws_out_settlein\n- commander_apctracked3_in\n- commander_apctracked3_out\n- commander_apctracked3_out_settlein\n- commander_apcwheeled1_in\n- commander_apcwheeled1_out\n- commander_apcwheeled1_out_settlein\n- commander_apcwheeled2_in\n- commander_apcwheeled2_out\n- commander_apcwheeled2_out_settlein\n- commander_apcwheeled2hi_in\n- commander_apcwheeled2hi_out\n- commander_apcwheeled2hi_out_settlein\n- Commander_LT_01_AT_F_in\n- Commander_LT_01_AT_F_out\n- Commander_LT_01_AT_F_out_settlein\n- commander_mbt3_in\n- commander_mbt3_out\n- commander_mbt3_out_settlein\n- Commander_MBT_01_arty_F_in\n- Commander_MBT_01_arty_F_out\n- Commander_MBT_01_cannon_F_in\n- Commander_MBT_01_cannon_F_out\n- Commander_MBT_01_cannon_F_out_settlein\n- Commander_MBT_02_arty_F_in\n- Commander_MBT_02_cannon_F_in\n- Commander_MBT_02_cannon_F_out\n- Commander_MBT_02_cannon_F_settlein\n- Commander_MBT_03_cannon_F_in\n- Commander_MBT_03_cannon_F_out\n- Commander_MBT_04_in\n- Commander_MBT_04_out\n- Commander_MBT_04_out_settlein\n- commander_MRAP_03\n- commander_MRAP_03_settlein\n- commander_sdv\n- copilot_Heli_Light_02\n- copilot_Heli_Light_02_Enter\n- copilot_Heli_Light_02_Exit\n- copilot_Heli_Light_02_KIA\n- copilot_Heli_Light_03\n- copilot_Heli_Light_03_Enter\n- copilot_Heli_Light_03_Exit\n- copilot_Heli_Light_03_KIA\n- Copilot_Plane_Civil_01\n- Copilot_Plane_Civil_01_GetIn\n- Copilot_Plane_Civil_01_GetOut\n- copilot_vtol01_armed\n- copilot_vtol01_armed_kia\n- copilot_vtol01_armed_settlein\n- Crew\n- crew_tank01_in\n- crew_tank01_out\n- CutSceneAnimationBase\n- CutSceneAnimationBaseAbuse\n- CutSceneAnimationBaseSit\n- CutSceneAnimationBaseZoZo\n- CutSceneAnimationSmk\n- DeadState\n- DefaultDieA3\n- DefaultDriver\n- DefaultPassenger\n- DefaultSettleIn\n- DismountOptic\n- DismountOpticProne\n- DismountSide\n- DismountSideProne\n- DraggerBase\n- DraggerBasenon\n- DraggerBaseRfl\n- Driver_AFV_Wheeled_01_in\n- Driver_AFV_Wheeled_01_out\n- Driver_APC_tracked_01_crv_in\n- Driver_APC_tracked_02_cannon_F_in\n- Driver_APC_tracked_02_cannon_F_out\n- Driver_APC_tracked_03_cannon_F_in\n- Driver_APC_tracked_03_cannon_F_out\n- Driver_APC_Wheeled_01_in\n- Driver_APC_Wheeled_01_out\n- Driver_APC_Wheeled_02_rcws_F_in\n- Driver_APC_Wheeled_02_rcws_F_out\n- Driver_APC_Wheeled_03_cannon_F_in\n- Driver_APC_Wheeled_03_cannon_F_out\n- driver_apctracked3_in\n- driver_apctracked3_out\n- driver_apctracked3_out_settlein\n- driver_apcwheeled1_out\n- driver_apcwheeled2_in\n- driver_apcwheeled2_out\n- driver_apcwheeled2_out_settlein\n- driver_apcwheeled3_in\n- driver_boat01\n- driver_boat01_settlein\n- driver_boat_transport_02\n- driver_boat_transport_02_settlein\n- driver_hemtt\n- Driver_High01\n- Driver_low01\n- driver_lsv01_kia\n- driver_lsv02_kia\n- driver_lsv_01\n- driver_lsv_01_settlein\n- driver_lsv_02\n- driver_lsv_02_settlein\n- Driver_LT_01_AT_F_in\n- Driver_LT_01_AT_F_out\n- driver_mantis\n- driver_mantis_settlein\n- Driver_MBT_01_cannon_F_in\n- Driver_MBT_02_F_in\n- Driver_MBT_03_cannon_F_in\n- Driver_MBT_03_cannon_F_out\n- Driver_MBT_04_in\n- Driver_MBT_04_out\n- Driver_mid01\n- driver_mid01_idlebreathing\n- driver_MRAP_01\n- driver_MRAP_01_settlein\n- driver_MRAP_03\n- driver_offroad01\n- driver_offroad01_settlein\n- driver_Quadbike\n- driver_scooter_01\n- driver_scooter_01_settlein\n- driver_sdv\n- driver_sdv_settlein\n- driver_tractor\n- driver_tractor_settlein\n- driver_Truck_02\n- driver_Truck_03\n- driver_Truck_03_settlein\n- driver_ugv_01\n- driver_Van_01\n- driver_Van_01_settlein\n- Driver_Van_02\n- Driver_Van_02_SettleIn\n- frontGunner_lsv01_kia\n- frontGunner_lsv_01\n- frontGunner_lsv_01_settlein\n- GetIn_Vertical_Pistol\n- GetIn_Vertical_Rifle\n- GetIn_Vertical_Unarmed\n- GetInAMV_cargo\n- GetInAssaultBoat\n- GetInHeli_Light_01bench\n- GetInHeli_Transport_01Cargo\n- GetInHeli_Transport_02Cargo\n- GetInHelicopterCargo\n- GetInHelicopterCargoPst\n- GetInHelicopterCargoRfl\n- GetInHemttBack\n- GetInMantis\n- GetInMortar\n- GetInMRAP_01\n- GetInMRAP_01_cargo\n- GetInMRAP_01_cargoPst\n- GetInMRAP_01_cargoRfl\n- GetInMRAP_01Pst\n- GetInMRAP_01Rfl\n- GetInMRAP_03\n- GetInOffroad\n- GetInOffroadBack\n- GetInOffroadCargo\n- GetInQuadbike\n- GetInQuadbike_cargo\n- GetInSpeedboat\n- GetOutAssaultBoat\n- GetOutHeli_Light_01bench\n- GetOutHelicopterCargo\n- GetOutHelicopterCargoPst\n- GetOutHelicopterCargoRfl\n- GetOutMantis\n- GetOutMortar\n- GetOutMRAP_01\n- GetOutMRAP_01_cargo\n- GetOutMRAP_01_cargoPst\n- GetOutMRAP_01_cargoRfl\n- GetOutMRAP_01Pst\n- GetOutMRAP_01Rfl\n- GetOutPara\n- GetOutQuadbike\n- GetOutQuadbike_cargo\n- GetOutSpeedboat\n- Grad_Gunner\n- gunner01_vtol01_armed\n- gunner01_vtol01_armed_kia\n- gunner01_vtol01_armed_settlein\n- gunner01_vtol01_vehicle\n- gunner01_vtol01_vehicle_kia\n- gunner01_vtol01_vehicle_settlein\n- gunner01_vtol02_vehicle\n- gunner01_vtol02_vehicle_kia\n- gunner01_vtol02_vehicle_settlein\n- gunner02_vtol01_armed\n- gunner02_vtol01_armed_kia\n- gunner02_vtol01_armed_settlein\n- gunner02_vtol01_vehicle\n- gunner02_vtol01_vehicle_kia\n- gunner02_vtol01_vehicle_settlein\n- Gunner_AFV_Wheeled_01_in\n- Gunner_AFV_Wheeled_01_out\n- Gunner_AFV_Wheeled_01_settlein\n- Gunner_APC_tracked_01_aa_F_in\n- Gunner_APC_tracked_01_aa_F_out\n- Gunner_APC_tracked_01_aa_F_settlein\n- Gunner_APC_tracked_01_crv_in\n- Gunner_APC_tracked_02_aa_F_in\n- Gunner_APC_tracked_02_aa_F_out\n- Gunner_APC_tracked_02_aa_F_out_settlein\n- Gunner_APC_tracked_02_cannon_F_in\n- Gunner_APC_tracked_02_cannon_F_out\n- Gunner_APC_tracked_02_cannon_F_out_settlein\n- Gunner_APC_tracked_03_cannon_F_in\n- Gunner_APC_tracked_03_cannon_F_out\n- Gunner_APC_tracked_03_cannon_F_settlein\n- Gunner_APC_Wheeled_01_in\n- Gunner_APC_Wheeled_01_out\n- Gunner_APC_Wheeled_03_cannon_F_in\n- gunner_apctracked1aa_in\n- gunner_apctracked1aa_out\n- gunner_apctracked1aa_out_settlein\n- gunner_apctracked3_in\n- gunner_apctracked3_out\n- gunner_apctracked3_out_settlein\n- gunner_apcwheeled1_in\n- gunner_apcwheeled1_out\n- gunner_apcwheeled1_out_settlein\n- gunner_apcwheeled3_in\n- gunner_Heli_Transport_01\n- gunner_Heli_Transport_01_hands\n- Gunner_HeliTransport3_1\n- Gunner_HeliTransport3_2\n- gunner_hmg02_low\n- gunner_hmg02_standing\n- gunner_lsv01_kia\n- gunner_lsv02_kia\n- gunner_lsv_01\n- Gunner_LSV_01_AT_F\n- gunner_lsv_01_settlein\n- gunner_lsv_02\n- Gunner_LSV_02_AT_F\n- gunner_lsv_02_settlein\n- gunner_mbt3_in\n- gunner_mbt3_out\n- gunner_mbt3_out_settlein\n- Gunner_MBT_01_arty_F_in\n- Gunner_MBT_01_arty_F_out\n- Gunner_MBT_01_arty_F_settlein\n- Gunner_MBT_01_cannon_F_in\n- Gunner_MBT_01_mlrs_F_in\n- Gunner_MBT_02_arty_F_in\n- Gunner_MBT_02_arty_F_out\n- Gunner_MBT_02_arty_F_settlein\n- Gunner_MBT_02_cannon_F_in\n- Gunner_MBT_02_cannon_F_out\n- Gunner_MBT_02_cannon_F_settlein\n- Gunner_MBT_03_cannon_F_in\n- Gunner_MBT_03_cannon_F_out\n- Gunner_MBT_04_in\n- gunner_mortar\n- gunner_MRAP_01\n- gunner_MRAP_01_settlein\n- gunner_MRAP_03\n- gunner_MRAP_03_lookingatmonitor\n- gunner_MRAP_03_settlein\n- gunner_offroad01\n- Gunner_Offroad_01_AT_F\n- Gunner_Offroad_02_AT_F\n- Gunner_Offroad_02_LMG_F\n- gunner_standup01\n- gunner_standup01_minigun\n- gunner_static_low01\n- gunner_staticlauncher\n- HaloFreeFall_B\n- HaloFreeFall_BL\n- HaloFreeFall_BR\n- HaloFreeFall_F\n- HaloFreeFall_FL\n- HaloFreeFall_FR\n- HaloFreeFall_L\n- HaloFreeFall_non\n- HaloFreeFall_non_HaloFreeFall_B\n- HaloFreeFall_non_HaloFreeFall_BL\n- HaloFreeFall_non_HaloFreeFall_BR\n- HaloFreeFall_non_HaloFreeFall_F\n- HaloFreeFall_non_HaloFreeFall_FL\n- HaloFreeFall_non_HaloFreeFall_FR\n- HaloFreeFall_non_HaloFreeFall_L\n- HaloFreeFall_non_HaloFreeFall_R\n- HaloFreeFall_R\n- Heli_Attack_01_Gunner\n- Heli_Attack_01_Gunner_getin\n- Heli_Attack_01_Gunner_getout\n- Heli_Attack_01_Pilot\n- Heli_Attack_01_Pilot_getin\n- Heli_Attack_01_Pilot_getout\n- Heli_Attack_01Gunner_AmovPercMstpSlowWrflDnon\n- Heli_Attack_01Pilot_AmovPercMstpSlowWrflDnon\n- Heli_Attack_02_Cargo\n- Heli_Attack_02_Gunner\n- Heli_Attack_02_Gunner_settlein\n- Heli_Attack_02_Pilot\n- Heli_Light_02_Cargo\n- Heli_Light_02_Gunner\n- Heli_Light_02_Pilot\n- Helper_InjuredRfl\n- Helper_SwitchToCarrynon\n- Helper_SwitchToCarrynon_pst\n- Helper_SwitchToCarryRfl\n- Hepler_InjuredNon\n- HubBriefing_ext\n- HubBriefing_ext_Contact\n- HubBriefing_lookAround1\n- HubBriefing_lookAround2\n- HubBriefing_loop\n- HubBriefing_pointAtTable\n- HubBriefing_pointLeft\n- HubBriefing_pointRight\n- HubBriefing_scratch\n- HubBriefing_stretch\n- HubBriefing_talkAround\n- HubBriefing_think\n- HubFixingVehicleProne_idle1\n- HubShootingRange_base\n- HubShootingRangeKneel_HubShootingRangeStand\n- HubShootingRangeKneel_move1\n- HubShootingRangeKneel_move2\n- HubShootingRangeKneel_move3\n- HubShootingRangeKneel_shoot\n- HubShootingRangeProne_move1\n- HubShootingRangeProne_move2\n- HubShootingRangeProne_move3\n- HubShootingRangeProne_shoot\n- HubShootingRangeStand_HubShootingRangeKneel\n- HubShootingRangeStand_move1\n- HubShootingRangeStand_move2\n- HubShootingRangeStand_move3\n- HubShootingRangeStand_move4\n- HubShootingRangeStand_shoot\n- HubSittingAtTableU_idle1\n- HubSittingAtTableU_idle2\n- HubSittingAtTableU_idle3\n- HubSittingChairA_idle1\n- HubSittingChairA_idle2\n- HubSittingChairA_idle3\n- HubSittingChairA_move1\n- HubSittingChairB_idle1\n- HubSittingChairB_idle2\n- HubSittingChairB_idle3\n- HubSittingChairB_move1\n- HubSittingChairC_idle1\n- HubSittingChairC_idle2\n- HubSittingChairC_idle3\n- HubSittingChairC_move1\n- HubSittingChairUA_idle1\n- HubSittingChairUA_idle2\n- HubSittingChairUA_idle3\n- HubSittingChairUA_move1\n- HubSittingChairUB_idle1\n- HubSittingChairUB_idle2\n- HubSittingChairUB_idle3\n- HubSittingChairUB_move1\n- HubSittingChairUC_idle1\n- HubSittingChairUC_idle2\n- HubSittingChairUC_idle3\n- HubSittingChairUC_move1\n- HubSittingHighA_idle1\n- HubSittingHighB_idle1\n- HubSittingHighB_idle2\n- HubSittingHighB_idle3\n- HubSittingHighB_in\n- HubSittingHighB_move1\n- HubSittingHighB_out\n- HubSittingHighB_outSalute\n- HubSpectator_stand\n- HubSpectator_stand_Contact\n- HubSpectator_standU\n- HubSpectator_walk\n- HubSpectator_walkU\n- HubStanding_idle1\n- HubStanding_idle2\n- HubStanding_idle3\n- HubStandingUA_idle1\n- HubStandingUA_idle2\n- HubStandingUA_idle3\n- HubStandingUA_move1\n- HubStandingUA_move2\n- HubStandingUB_idle1\n- HubStandingUB_idle2\n- HubStandingUB_idle3\n- HubStandingUB_move1\n- HubStandingUC_idle1\n- HubStandingUC_idle2\n- HubStandingUC_idle3\n- HubStandingUC_move1\n- HubStandingUC_move2\n- HubTemplate\n- HubTemplate_Briefing\n- HubTemplateU\n- HubWave_move1\n- HubWave_move2\n- HubWoundedProne_idle1\n- HubWoundedProne_idle2\n- InBaseMoves_assemblingVehicleErc\n- InBaseMoves_HandsBehindBack1\n- InBaseMoves_HandsBehindBack2\n- InBaseMoves_holdleft_idle1\n- InBaseMoves_Lean1\n- InBaseMoves_patrolling1\n- InBaseMoves_patrolling2\n- InBaseMoves_repairVehicleKnl\n- InBaseMoves_repairVehiclePne\n- InBaseMoves_sitHighUp1\n- InBaseMoves_SittingRifle1\n- InBaseMoves_SittingRifle2\n- InBaseMoves_table1\n- Incapacitated\n- IncapacitatedPistol\n- IncapacitatedRifle\n- IncapacitatedRifle_AmovPpneMstpSrasWrflDnon\n- Kart_driver\n- Kart_driver_KIA\n- KIA_chopperHeavy_L_01_H\n- KIA_chopperHeavy_L_02_H\n- KIA_chopperHeavy_LP_01_H\n- KIA_chopperHeavy_LP_02_H\n- KIA_chopperHeavy_LP_03_H\n- KIA_ChopperHeavy_R_01_H\n- KIA_chopperHeavy_R_02_H\n- KIA_chopperHeavy_R_03_H\n- KIA_chopperLight_C_L01_H\n- KIA_chopperLight_C_L02_H\n- KIA_chopperLight_C_R01_H\n- KIA_chopperLight_C_R02_H\n- KIA_chopperLight_CB_01_H\n- KIA_chopperLight_CB_02_H\n- KIA_chopperLight_L_01_H\n- KIA_chopperLight_L_02_H\n- KIA_chopperLight_L_03_H\n- KIA_chopperLight_R_01_H\n- KIA_chopperLight_R_02_H\n- KIA_chopperLight_RP_01_H\n- KIA_chopperLight_RP_02_H\n- KIA_chopperLight_RP_03_H\n- KIA_CoDriver_Van_02\n- KIA_Commander_AFV_Wheeled_01\n- KIA_Commander_APC_tracked_01_aa_F\n- KIA_Commander_APC_tracked_01_crv\n- KIA_Commander_APC_tracked_02_aa_F\n- KIA_Commander_APC_tracked_02_cannon_F\n- KIA_Commander_APC_tracked_03_cannon_F\n- KIA_Commander_APC_Wheeled_01\n- KIA_Commander_APC_Wheeled_02_rcws_F\n- KIA_Commander_APC_Wheeled_03_cannon_F\n- KIA_Commander_LT_01_AT_F\n- KIA_Commander_MBT_01_arty_F\n- KIA_Commander_MBT_01_cannon_F\n- KIA_Commander_MBT_02_arty_F\n- KIA_Commander_MBT_02_cannon_F\n- KIA_Commander_MBT_03_cannon_F\n- KIA_Commander_MBT_04\n- KIA_commander_MRAP_03\n- KIA_commander_sdv\n- KIA_Copilot_Plane_Civil_01\n- KIA_crew_tank01\n- KIA_Driver_AFV_Wheeled_01\n- KIA_Driver_APC_tracked_01_crv\n- KIA_Driver_APC_tracked_02_cannon_F\n- KIA_Driver_APC_tracked_03_cannon_F\n- KIA_Driver_APC_Wheeled_01\n- KIA_Driver_APC_Wheeled_02_rcws_F\n- KIA_Driver_APC_Wheeled_03_cannon_F\n- KIA_driver_boat01\n- KIA_driver_boat_transport_02\n- KIA_driver_hemtt\n- KIA_Driver_High01\n- KIA_Driver_low01\n- KIA_Driver_LT_01_AT_F\n- KIA_driver_mantis\n- KIA_Driver_MBT_01_cannon_F\n- KIA_Driver_MBT_02_F\n- KIA_Driver_MBT_03_cannon_F\n- KIA_Driver_MBT_04\n- KIA_Driver_mid01\n- KIA_driver_MRAP_03\n- KIA_driver_scooter_01\n- KIA_driver_sdv\n- KIA_driver_tractor\n- KIA_driver_Truck_02\n- KIA_driver_Truck_03\n- KIA_driver_ugv_01\n- KIA_driver_Van_01\n- KIA_Driver_Van_02\n- KIA_Gunner_AFV_Wheeled_01\n- KIA_Gunner_APC_tracked_01_aa_F\n- KIA_Gunner_APC_tracked_01_crv\n- KIA_Gunner_APC_tracked_02_aa_F\n- KIA_Gunner_APC_tracked_02_cannon_F\n- KIA_Gunner_APC_tracked_03_cannon_F\n- KIA_Gunner_APC_Wheeled_01\n- KIA_Gunner_APC_Wheeled_03_cannon_F\n- KIA_gunner_apcwheeled3_in\n- KIA_gunner_Heli_Transport_01\n- KIA_gunner_Heli_Transport_01_hands\n- KIA_Gunner_MBT_01_arty_F\n- KIA_Gunner_MBT_01_cannon_F\n- KIA_Gunner_MBT_01_mlrs_F\n- KIA_Gunner_MBT_02_arty_F\n- KIA_Gunner_MBT_02_cannon_F\n- KIA_Gunner_MBT_03_cannon_F\n- KIA_Gunner_MBT_04\n- KIA_gunner_mortar\n- KIA_gunner_MRAP_01\n- KIA_gunner_MRAP_03\n- KIA_Gunner_Offroad_02_AT_F\n- KIA_Gunner_Offroad_02_LMG_F\n- KIA_gunner_standup01\n- KIA_gunner_static_low01\n- KIA_gunner_staticlauncher\n- KIA_Heli_Attack_01_Gunner\n- KIA_Heli_Attack_01_Pilot\n- KIA_Heli_Attack_02_Cargo\n- KIA_Heli_Attack_02_Gunner\n- KIA_Heli_Attack_02_Pilot\n- KIA_Heli_Light_02_Cargo\n- KIA_Heli_Light_02_Gunner\n- KIA_Heli_Light_02_Pilot\n- KIA_Para_Pilot\n- KIA_passenger_apc_generic01\n- KIA_passenger_apc_generic02\n- KIA_passenger_apc_generic03\n- KIA_passenger_apc_generic04\n- KIA_passenger_apc_narrow_generic01\n- KIA_passenger_apc_narrow_generic02\n- KIA_passenger_apc_narrow_generic03\n- KIA_passenger_boat_holdleft\n- KIA_passenger_boat_holdleft2\n- KIA_passenger_boat_holdright\n- KIA_passenger_boat_holdright2\n- KIA_passenger_boat_rightrear\n- KIA_passenger_flatground\n- KIA_passenger_flatground_generic\n- KIA_passenger_flatground_leanleft\n- KIA_passenger_flatground_leanright\n- KIA_passenger_generic01\n- KIA_passenger_generic02\n- KIA_passenger_injured_medevac_truck01\n- KIA_passenger_injured_medevac_truck02\n- KIA_passenger_injured_medevac_truck03\n- KIA_passenger_low01\n- KIA_passenger_mantisrear\n- KIA_passenger_MRAP_01_back\n- KIA_passenger_MRAP_01_front\n- KIA_passenger_MRAP_03exgunner\n- KIA_Passenger_Plane_Civil_01_L\n- KIA_Passenger_Plane_Civil_01_R\n- KIA_passenger_quadbike\n- KIA_passenger_scooter_01\n- KIA_passenger_scooter_02\n- KIA_passenger_sdv\n- KIA_Passenger_Van_02_Medevac_Back\n- KIA_Passenger_Van_02_Medevac_Front\n- KIA_passenger_VAN_codriver01\n- KIA_passenger_VAN_codriver02\n- KIA_Patient_Van_02_Medevac_Back\n- KIA_Patient_Van_02_Medevac_Front\n- KIA_pilot_Heli_Attack_01\n- KIA_pilot_Heli_Transport_01\n- KIA_pilot_Heli_Transport_03\n- KIA_pilot_Heli_Transport_04\n- KIA_pilot_plane_cas_01\n- KIA_pilot_plane_cas_02\n- KIA_Pilot_Plane_Civil_01\n- KIA_Pilot_Plane_Fighter\n- KIA_Pilot_Plane_Fighter_Ejection\n- KIA_Plane_Fighter_03_Pilot\n- KIA_RHIB_Cargo\n- KIA_RHIB_Driver\n- KIA_Truck_02_Driver\n- KIA_truck_02_mrl_gunner\n- KIA_Truck_Cargo01\n- KIA_Truck_Cargo02\n- KIA_Truck_Cargo03\n- KIA_Truck_Cargo04\n- KIA_Truck_Driver\n- KIA_Zodiac_Cargo_1\n- KIA_Zodiac_Cargo_2\n- KIA_Zodiac_Cargo_3\n- KIA_Zodiac_Cargo_4\n- KIA_Zodiac_Driver\n- LaceyTest1a\n- LaceyTest1b\n- LaceyTest2a\n- LaceyTest2b\n- LadderCivilDownLoop\n- LadderCivilDownOff\n- LadderCivilOn_Bottom\n- LadderCivilOn_Top\n- LadderCivilStatic\n- LadderCivilTopOff\n- LadderCivilUpLoop\n- LadderRifleDownLoop\n- LadderRifleDownOff\n- LadderRifleOn\n- LadderRifleStatic\n- LadderRifleTopOff\n- LadderRifleUpLoop\n- LauncherReloadKneel\n- LauncherReloadStand\n- LHD_krajPaluby\n- mbt1_slot1_in\n- mbt1_slot1_out\n- mbt1_slot1_out_settlein\n- mbt1_slot2_in\n- mbt1_slot2_out\n- mbt1_slot2_out_settlein\n- mbt1c_slot2_in\n- mbt1c_slot2_out\n- mbt1c_slot2_out_settlein\n- mbt2_slot1_in\n- mbt2_slot1_out\n- mbt2_slot1_out_settlein\n- mbt2_slot2_in\n- mbt2_slot2_out\n- mbt2_slot2_out_settlein\n- mbt2_slot2a_in\n- mbt2_slot2a_out\n- mbt2_slot2a_out_settlein\n- mbt2_slot2b_in\n- mbt2_slot2b_out\n- mbt2_slot2b_out_settlein\n- Mk201_Dead\n- Mk201_Turret\n- Mk34_Dead\n- Mk34_Turret\n- Mortar_01_F_Dead\n- Mortar_01_F_Turret\n- Mortar_Gunner\n- MountOptic\n- MountOpticProne\n- MountSide\n- MountSideProne\n- Para_Pilot\n- passenger_apc_generic01\n- passenger_apc_generic01_settlein\n- passenger_apc_generic02\n- passenger_apc_generic02_settlein\n- passenger_apc_generic02b\n- passenger_apc_generic02b_settlein\n- passenger_apc_generic03\n- passenger_apc_generic03_low\n- passenger_apc_generic03_low_settlein\n- passenger_apc_generic03_settlein\n- passenger_apc_generic04\n- passenger_apc_generic04_settlein\n- passenger_apc_generic04still\n- passenger_apc_narrow_generic01\n- passenger_apc_narrow_generic01_low\n- passenger_apc_narrow_generic01_low_settlein\n- passenger_apc_narrow_generic01_settlein\n- passenger_apc_narrow_generic02\n- passenger_apc_narrow_generic02_low\n- passenger_apc_narrow_generic02_low_settlein\n- passenger_apc_narrow_generic02_settlein\n- passenger_apc_narrow_generic03\n- passenger_apc_narrow_generic03_low\n- passenger_apc_narrow_generic03_low_settlein\n- passenger_apc_narrow_generic03_settlein\n- passenger_apc_narrow_generic03still\n- passenger_apc_narrow_generic03still_settlein\n- passenger_bench_1_Aim\n- passenger_bench_1_Aim_Binoc\n- passenger_bench_1_Aim_FromBinoc\n- passenger_bench_1_Aim_FromBinoc_End\n- passenger_bench_1_Aim_FromPistol\n- passenger_bench_1_Aim_FromPistol_End\n- passenger_bench_1_Aim_Idling\n- passenger_bench_1_Aim_Pistol\n- passenger_bench_1_Aim_Pistol_Binoc\n- passenger_bench_1_Aim_Pistol_FromBinoc\n- passenger_bench_1_Aim_Pistol_FromBinoc_End\n- passenger_bench_1_Aim_Pistol_Idling\n- passenger_bench_1_Aim_Pistol_ToBinoc\n- passenger_bench_1_Aim_Pistol_ToBinoc_End\n- passenger_bench_1_Aim_ToBinoc\n- passenger_bench_1_Aim_ToBinoc_End\n- passenger_bench_1_Aim_ToPistol\n- passenger_bench_1_Aim_ToPistol_End\n- passenger_bench_1_Aim_Unarmed_Binoc\n- passenger_bench_1_Aim_Unarmed_FromBinoc\n- passenger_bench_1_Aim_Unarmed_FromBinoc_End\n- passenger_bench_1_Aim_Unarmed_ToBinoc\n- passenger_bench_1_Aim_Unarmed_ToBinoc_End\n- passenger_bench_1_Die\n- passenger_bench_1_Die_Pistol\n- passenger_bench_1_fromObstructed\n- passenger_bench_1_fromObstructed_Pistol\n- passenger_bench_1_Idle\n- passenger_bench_1_Idle_Idling\n- passenger_bench_1_Idle_Pistol\n- passenger_bench_1_Idle_Pistol_Idling\n- passenger_bench_1_Idle_Unarmed\n- passenger_bench_1_Idle_Unarmed_Idling\n- passenger_bench_1_Obstructed\n- passenger_bench_1_Obstructed_Pistol\n- passenger_bench_1_toObstructed\n- passenger_bench_1_toObstructed_Pistol\n- passenger_boat_1_Aim\n- passenger_boat_1_Aim_Binoc\n- passenger_boat_1_Aim_FromBinoc\n- passenger_boat_1_Aim_FromBinoc_End\n- passenger_boat_1_Aim_FromPistol\n- passenger_boat_1_Aim_FromPistol_End\n- passenger_boat_1_Aim_Idling\n- passenger_boat_1_Aim_Pistol\n- passenger_boat_1_Aim_Pistol_Binoc\n- passenger_boat_1_Aim_Pistol_FromBinoc\n- passenger_boat_1_Aim_Pistol_FromBinoc_End\n- passenger_boat_1_Aim_Pistol_Idling\n- passenger_boat_1_Aim_Pistol_ToBinoc\n- passenger_boat_1_Aim_Pistol_ToBinoc_End\n- passenger_boat_1_Aim_ToBinoc\n- passenger_boat_1_Aim_ToBinoc_End\n- passenger_boat_1_Aim_ToPistol\n- passenger_boat_1_Aim_ToPistol_End\n- passenger_boat_1_Aim_Unarmed_Binoc\n- passenger_boat_1_Aim_Unarmed_FromBinoc\n- passenger_boat_1_Aim_Unarmed_FromBinoc_End\n- passenger_boat_1_Aim_Unarmed_ToBinoc\n- passenger_boat_1_Aim_Unarmed_ToBinoc_End\n- passenger_boat_1_Die\n- passenger_boat_1_Die_Pistol\n- passenger_boat_1_fromObstructed\n- passenger_boat_1_fromObstructed_Pistol\n- passenger_boat_1_Idle\n- passenger_boat_1_Idle_Idling\n- passenger_boat_1_Idle_Pistol\n- passenger_boat_1_Idle_Pistol_Idling\n- passenger_boat_1_Idle_Unarmed\n- passenger_boat_1_Idle_Unarmed_Idling\n- passenger_boat_1_Obstructed\n- passenger_boat_1_Obstructed_Pistol\n- passenger_boat_1_toObstructed\n- passenger_boat_1_toObstructed_Pistol\n- passenger_boat_2_Aim\n- passenger_boat_2_Aim_Binoc\n- passenger_boat_2_Aim_FromBinoc\n- passenger_boat_2_Aim_FromBinoc_End\n- passenger_boat_2_Aim_FromPistol\n- passenger_boat_2_Aim_FromPistol_End\n- passenger_boat_2_Aim_Idling\n- passenger_boat_2_Aim_Pistol\n- passenger_boat_2_Aim_Pistol_Binoc\n- passenger_boat_2_Aim_Pistol_FromBinoc\n- passenger_boat_2_Aim_Pistol_FromBinoc_End\n- passenger_boat_2_Aim_Pistol_Idling\n- passenger_boat_2_Aim_Pistol_ToBinoc\n- passenger_boat_2_Aim_Pistol_ToBinoc_End\n- passenger_boat_2_Aim_ToBinoc\n- passenger_boat_2_Aim_ToBinoc_End\n- passenger_boat_2_Aim_ToPistol\n- passenger_boat_2_Aim_ToPistol_End\n- passenger_boat_2_Aim_Unarmed_Binoc\n- passenger_boat_2_Aim_Unarmed_FromBinoc\n- passenger_boat_2_Aim_Unarmed_FromBinoc_End\n- passenger_boat_2_Aim_Unarmed_ToBinoc\n- passenger_boat_2_Aim_Unarmed_ToBinoc_End\n- passenger_boat_2_Die\n- passenger_boat_2_Die_Pistol\n- passenger_boat_2_fromObstructed\n- passenger_boat_2_fromObstructed_Pistol\n- passenger_boat_2_Idle\n- passenger_boat_2_Idle_Idling\n- passenger_boat_2_Idle_Pistol\n- passenger_boat_2_Idle_Pistol_Idling\n- passenger_boat_2_Idle_Unarmed\n- passenger_boat_2_Idle_Unarmed_Idling\n- passenger_boat_2_Obstructed\n- passenger_boat_2_Obstructed_Pistol\n- passenger_boat_2_toObstructed\n- passenger_boat_2_toObstructed_Pistol\n- passenger_boat_3_Aim\n- passenger_boat_3_Aim_Binoc\n- passenger_boat_3_Aim_FromBinoc\n- passenger_boat_3_Aim_FromBinoc_End\n- passenger_boat_3_Aim_FromPistol\n- passenger_boat_3_Aim_FromPistol_End\n- passenger_boat_3_Aim_Idling\n- passenger_boat_3_Aim_Pistol\n- passenger_boat_3_Aim_Pistol_Binoc\n- passenger_boat_3_Aim_Pistol_FromBinoc\n- passenger_boat_3_Aim_Pistol_FromBinoc_End\n- passenger_boat_3_Aim_Pistol_Idling\n- passenger_boat_3_Aim_Pistol_ToBinoc\n- passenger_boat_3_Aim_Pistol_ToBinoc_End\n- passenger_boat_3_Aim_ToBinoc\n- passenger_boat_3_Aim_ToBinoc_End\n- passenger_boat_3_Aim_ToPistol\n- passenger_boat_3_Aim_ToPistol_End\n- passenger_boat_3_Aim_Unarmed_Binoc\n- passenger_boat_3_Aim_Unarmed_FromBinoc\n- passenger_boat_3_Aim_Unarmed_FromBinoc_End\n- passenger_boat_3_Aim_Unarmed_ToBinoc\n- passenger_boat_3_Aim_Unarmed_ToBinoc_End\n- passenger_boat_3_Die\n- passenger_boat_3_Die_Pistol\n- passenger_boat_3_fromObstructed\n- passenger_boat_3_fromObstructed_Pistol\n- passenger_boat_3_Idle\n- passenger_boat_3_Idle_Idling\n- passenger_boat_3_Idle_Pistol\n- passenger_boat_3_Idle_Pistol_Idling\n- passenger_boat_3_Idle_Unarmed\n- passenger_boat_3_Idle_Unarmed_Idling\n- passenger_boat_3_Obstructed\n- passenger_boat_3_Obstructed_Pistol\n- passenger_boat_3_toObstructed\n- passenger_boat_3_toObstructed_Pistol\n- passenger_boat_4_Aim\n- passenger_boat_4_Aim_Binoc\n- passenger_boat_4_Aim_FromBinoc\n- passenger_boat_4_Aim_FromBinoc_End\n- passenger_boat_4_Aim_FromPistol\n- passenger_boat_4_Aim_FromPistol_End\n- passenger_boat_4_Aim_Idling\n- passenger_boat_4_Aim_Pistol\n- passenger_boat_4_Aim_Pistol_Binoc\n- passenger_boat_4_Aim_Pistol_FromBinoc\n- passenger_boat_4_Aim_Pistol_FromBinoc_End\n- passenger_boat_4_Aim_Pistol_Idling\n- passenger_boat_4_Aim_Pistol_ToBinoc\n- passenger_boat_4_Aim_Pistol_ToBinoc_End\n- passenger_boat_4_Aim_ToBinoc\n- passenger_boat_4_Aim_ToBinoc_End\n- passenger_boat_4_Aim_ToPistol\n- passenger_boat_4_Aim_ToPistol_End\n- passenger_boat_4_Aim_Unarmed_Binoc\n- passenger_boat_4_Aim_Unarmed_FromBinoc\n- passenger_boat_4_Aim_Unarmed_FromBinoc_End\n- passenger_boat_4_Aim_Unarmed_ToBinoc\n- passenger_boat_4_Aim_Unarmed_ToBinoc_End\n- passenger_boat_4_Die\n- passenger_boat_4_Die_Pistol\n- passenger_boat_4_fromObstructed\n- passenger_boat_4_fromObstructed_Pistol\n- passenger_boat_4_Idle\n- passenger_boat_4_Idle_Idling\n- passenger_boat_4_Idle_Pistol\n- passenger_boat_4_Idle_Pistol_Idling\n- passenger_boat_4_Idle_Unarmed\n- passenger_boat_4_Idle_Unarmed_Idling\n- passenger_boat_4_Obstructed\n- passenger_boat_4_Obstructed_Pistol\n- passenger_boat_4_toObstructed\n- passenger_boat_4_toObstructed_Pistol\n- passenger_boat_holdleft\n- passenger_boat_holdleft2\n- passenger_boat_holdright\n- passenger_boat_holdright2\n- passenger_boat_rightrear\n- passenger_boat_rightrear_settlein\n- passenger_flatground_1_Aim\n- passenger_flatground_1_Aim_Binoc\n- passenger_flatground_1_Aim_FromBinoc\n- passenger_flatground_1_Aim_FromBinoc_End\n- passenger_flatground_1_Aim_FromPistol\n- passenger_flatground_1_Aim_FromPistol_End\n- passenger_flatground_1_Aim_Idling\n- passenger_flatground_1_Aim_Pistol\n- passenger_flatground_1_Aim_Pistol_Binoc\n- passenger_flatground_1_Aim_Pistol_FromBinoc\n- passenger_flatground_1_Aim_Pistol_FromBinoc_End\n- passenger_flatground_1_Aim_Pistol_Idling\n- passenger_flatground_1_Aim_Pistol_ToBinoc\n- passenger_flatground_1_Aim_Pistol_ToBinoc_End\n- passenger_flatground_1_Aim_ToBinoc\n- passenger_flatground_1_Aim_ToBinoc_End\n- passenger_flatground_1_Aim_ToPistol\n- passenger_flatground_1_Aim_ToPistol_End\n- passenger_flatground_1_Aim_Unarmed_Binoc\n- passenger_flatground_1_Aim_Unarmed_FromBinoc\n- passenger_flatground_1_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_1_Aim_Unarmed_ToBinoc\n- passenger_flatground_1_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_1_Die\n- passenger_flatground_1_Die_Pistol\n- passenger_flatground_1_fromObstructed\n- passenger_flatground_1_fromObstructed_Pistol\n- passenger_flatground_1_Idle\n- passenger_flatground_1_Idle_Idling\n- passenger_flatground_1_Idle_Pistol\n- passenger_flatground_1_Idle_Pistol_Idling\n- passenger_flatground_1_Idle_Unarmed\n- passenger_flatground_1_Idle_Unarmed_Idling\n- passenger_flatground_1_Obstructed\n- passenger_flatground_1_Obstructed_Pistol\n- passenger_flatground_1_toObstructed\n- passenger_flatground_1_toObstructed_Pistol\n- passenger_flatground_2_Aim\n- passenger_flatground_2_Aim_Binoc\n- passenger_flatground_2_Aim_FromBinoc\n- passenger_flatground_2_Aim_FromBinoc_End\n- passenger_flatground_2_Aim_FromPistol\n- passenger_flatground_2_Aim_FromPistol_End\n- passenger_flatground_2_Aim_Idling\n- passenger_flatground_2_Aim_Pistol\n- passenger_flatground_2_Aim_Pistol_Binoc\n- passenger_flatground_2_Aim_Pistol_FromBinoc\n- passenger_flatground_2_Aim_Pistol_FromBinoc_End\n- passenger_flatground_2_Aim_Pistol_Idling\n- passenger_flatground_2_Aim_Pistol_ToBinoc\n- passenger_flatground_2_Aim_Pistol_ToBinoc_End\n- passenger_flatground_2_Aim_ToBinoc\n- passenger_flatground_2_Aim_ToBinoc_End\n- passenger_flatground_2_Aim_ToPistol\n- passenger_flatground_2_Aim_ToPistol_End\n- passenger_flatground_2_Aim_Unarmed_Binoc\n- passenger_flatground_2_Aim_Unarmed_FromBinoc\n- passenger_flatground_2_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_2_Aim_Unarmed_ToBinoc\n- passenger_flatground_2_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_2_Die\n- passenger_flatground_2_Die_Pistol\n- passenger_flatground_2_fromObstructed\n- passenger_flatground_2_fromObstructed_Pistol\n- passenger_flatground_2_Idle\n- passenger_flatground_2_Idle_Idling\n- passenger_flatground_2_Idle_Pistol\n- passenger_flatground_2_Idle_Pistol_Idling\n- passenger_flatground_2_Idle_Unarmed\n- passenger_flatground_2_Idle_Unarmed_Idling\n- passenger_flatground_2_Obstructed\n- passenger_flatground_2_Obstructed_Pistol\n- passenger_flatground_2_toObstructed\n- passenger_flatground_2_toObstructed_Pistol\n- passenger_flatground_3_Aim\n- passenger_flatground_3_Aim_Binoc\n- passenger_flatground_3_Aim_FromBinoc\n- passenger_flatground_3_Aim_FromBinoc_End\n- passenger_flatground_3_Aim_FromPistol\n- passenger_flatground_3_Aim_FromPistol_End\n- passenger_flatground_3_Aim_Idling\n- passenger_flatground_3_Aim_Pistol\n- passenger_flatground_3_Aim_Pistol_Binoc\n- passenger_flatground_3_Aim_Pistol_FromBinoc\n- passenger_flatground_3_Aim_Pistol_FromBinoc_End\n- passenger_flatground_3_Aim_Pistol_Idling\n- passenger_flatground_3_Aim_Pistol_ToBinoc\n- passenger_flatground_3_Aim_Pistol_ToBinoc_End\n- passenger_flatground_3_Aim_ToBinoc\n- passenger_flatground_3_Aim_ToBinoc_End\n- passenger_flatground_3_Aim_ToPistol\n- passenger_flatground_3_Aim_ToPistol_End\n- passenger_flatground_3_Aim_Unarmed_Binoc\n- passenger_flatground_3_Aim_Unarmed_FromBinoc\n- passenger_flatground_3_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_3_Aim_Unarmed_ToBinoc\n- passenger_flatground_3_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_3_Die\n- passenger_flatground_3_Die_Pistol\n- passenger_flatground_3_fromObstructed\n- passenger_flatground_3_fromObstructed_Pistol\n- passenger_flatground_3_Idle\n- passenger_flatground_3_Idle_Idling\n- passenger_flatground_3_Idle_Pistol\n- passenger_flatground_3_Idle_Pistol_Idling\n- passenger_flatground_3_Idle_Unarmed\n- passenger_flatground_3_Idle_Unarmed_Idling\n- passenger_flatground_3_Obstructed\n- passenger_flatground_3_Obstructed_Pistol\n- passenger_flatground_3_toObstructed\n- passenger_flatground_3_toObstructed_Pistol\n- passenger_flatground_4_Aim\n- passenger_flatground_4_Aim_Binoc\n- passenger_flatground_4_Aim_FromBinoc\n- passenger_flatground_4_Aim_FromBinoc_End\n- passenger_flatground_4_Aim_FromPistol\n- passenger_flatground_4_Aim_FromPistol_End\n- passenger_flatground_4_Aim_Idling\n- passenger_flatground_4_Aim_Pistol\n- passenger_flatground_4_Aim_Pistol_Binoc\n- passenger_flatground_4_Aim_Pistol_FromBinoc\n- passenger_flatground_4_Aim_Pistol_FromBinoc_End\n- passenger_flatground_4_Aim_Pistol_Idling\n- passenger_flatground_4_Aim_Pistol_ToBinoc\n- passenger_flatground_4_Aim_Pistol_ToBinoc_End\n- passenger_flatground_4_Aim_ToBinoc\n- passenger_flatground_4_Aim_ToBinoc_End\n- passenger_flatground_4_Aim_ToPistol\n- passenger_flatground_4_Aim_ToPistol_End\n- passenger_flatground_4_Aim_Unarmed_Binoc\n- passenger_flatground_4_Aim_Unarmed_FromBinoc\n- passenger_flatground_4_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_4_Aim_Unarmed_ToBinoc\n- passenger_flatground_4_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_4_Aim_vehicle_passenger_stand_1_Aim\n- passenger_flatground_4_Die\n- passenger_flatground_4_Die_Pistol\n- passenger_flatground_4_fromObstructed\n- passenger_flatground_4_fromObstructed_Pistol\n- passenger_flatground_4_Idle\n- passenger_flatground_4_Idle_Idling\n- passenger_flatground_4_Idle_Pistol\n- passenger_flatground_4_Idle_Pistol_Idling\n- passenger_flatground_4_Idle_Unarmed\n- passenger_flatground_4_Idle_Unarmed_Idling\n- passenger_flatground_4_Obstructed\n- passenger_flatground_4_Obstructed_Pistol\n- passenger_flatground_4_toObstructed\n- passenger_flatground_4_toObstructed_Pistol\n- passenger_flatground_crosslegs\n- passenger_flatground_crosslegs_settlein\n- passenger_flatground_generic01\n- passenger_flatground_generic01_settlein\n- passenger_flatground_generic02\n- passenger_flatground_generic02_settlein\n- passenger_flatground_generic03\n- passenger_flatground_generic03_settlein\n- passenger_flatground_generic04\n- passenger_flatground_generic04_settlein\n- passenger_flatground_generic05\n- passenger_flatground_generic05_settlein\n- passenger_flatground_leanleft\n- passenger_flatground_leanleft_settlein\n- passenger_flatground_leanright\n- passenger_flatground_leanright_settlein\n- passenger_generic01_foldhands\n- passenger_generic01_foldhands_settlein\n- passenger_generic01_leanleft\n- passenger_generic01_leanleft_settlein\n- passenger_generic01_leanright\n- passenger_generic01_leanright_settlein\n- passenger_generic02_foldhands\n- passenger_generic02_foldhands_settlein\n- passenger_injured_medevac_truck01\n- passenger_injured_medevac_truck02\n- passenger_injured_medevac_truck03\n- passenger_inside_1_Aim\n- passenger_inside_1_Aim_Binoc\n- passenger_inside_1_Aim_FromBinoc\n- passenger_inside_1_Aim_FromBinoc_End\n- passenger_inside_1_Aim_FromPistol\n- passenger_inside_1_Aim_FromPistol_End\n- passenger_inside_1_Aim_Idling\n- passenger_inside_1_Aim_Pistol\n- passenger_inside_1_Aim_Pistol_Binoc\n- passenger_inside_1_Aim_Pistol_FromBinoc\n- passenger_inside_1_Aim_Pistol_FromBinoc_End\n- passenger_inside_1_Aim_Pistol_Idling\n- passenger_inside_1_Aim_Pistol_ToBinoc\n- passenger_inside_1_Aim_Pistol_ToBinoc_End\n- passenger_inside_1_Aim_ToBinoc\n- passenger_inside_1_Aim_ToBinoc_End\n- passenger_inside_1_Aim_ToPistol\n- passenger_inside_1_Aim_ToPistol_End\n- passenger_inside_1_Aim_Unarmed_Binoc\n- passenger_inside_1_Aim_Unarmed_FromBinoc\n- passenger_inside_1_Aim_Unarmed_FromBinoc_End\n- passenger_inside_1_Aim_Unarmed_ToBinoc\n- passenger_inside_1_Aim_Unarmed_ToBinoc_End\n- passenger_inside_1_Die\n- passenger_inside_1_Die_Pistol\n- passenger_inside_1_fromObstructed\n- passenger_inside_1_fromObstructed_Pistol\n- passenger_inside_1_Idle\n- passenger_inside_1_Idle_Idling\n- passenger_inside_1_Idle_Pistol\n- passenger_inside_1_Idle_Pistol_Idling\n- passenger_inside_1_Idle_Unarmed\n- passenger_inside_1_Idle_Unarmed_Idling\n- passenger_inside_1_Obstructed\n- passenger_inside_1_Obstructed_Pistol\n- passenger_inside_1_toObstructed\n- passenger_inside_1_toObstructed_Pistol\n- passenger_inside_2_Aim\n- passenger_inside_2_Aim_Binoc\n- passenger_inside_2_Aim_FromBinoc\n- passenger_inside_2_Aim_FromBinoc_End\n- passenger_inside_2_Aim_FromPistol\n- passenger_inside_2_Aim_FromPistol_End\n- passenger_inside_2_Aim_Idling\n- passenger_inside_2_Aim_Pistol\n- passenger_inside_2_Aim_Pistol_Binoc\n- passenger_inside_2_Aim_Pistol_FromBinoc\n- passenger_inside_2_Aim_Pistol_FromBinoc_End\n- passenger_inside_2_Aim_Pistol_Idling\n- passenger_inside_2_Aim_Pistol_ToBinoc\n- passenger_inside_2_Aim_Pistol_ToBinoc_End\n- passenger_inside_2_Aim_ToBinoc\n- passenger_inside_2_Aim_ToBinoc_End\n- passenger_inside_2_Aim_ToPistol\n- passenger_inside_2_Aim_ToPistol_End\n- passenger_inside_2_Aim_Unarmed_Binoc\n- passenger_inside_2_Aim_Unarmed_FromBinoc\n- passenger_inside_2_Aim_Unarmed_FromBinoc_End\n- passenger_inside_2_Aim_Unarmed_ToBinoc\n- passenger_inside_2_Aim_Unarmed_ToBinoc_End\n- passenger_inside_2_Die\n- passenger_inside_2_Die_Pistol\n- passenger_inside_2_fromObstructed\n- passenger_inside_2_fromObstructed_Pistol\n- passenger_inside_2_Idle\n- passenger_inside_2_Idle_Idling\n- passenger_inside_2_Idle_Pistol\n- passenger_inside_2_Idle_Pistol_Idling\n- passenger_inside_2_Idle_Unarmed\n- passenger_inside_2_Idle_Unarmed_Idling\n- passenger_inside_2_Obstructed\n- passenger_inside_2_Obstructed_Pistol\n- passenger_inside_2_toObstructed\n- passenger_inside_2_toObstructed_Pistol\n- passenger_inside_3_Aim\n- passenger_inside_3_Aim_Binoc\n- passenger_inside_3_Aim_FromBinoc\n- passenger_inside_3_Aim_FromBinoc_End\n- passenger_inside_3_Aim_FromPistol\n- passenger_inside_3_Aim_FromPistol_End\n- passenger_inside_3_Aim_Idling\n- passenger_inside_3_Aim_Pistol\n- passenger_inside_3_Aim_Pistol_Binoc\n- passenger_inside_3_Aim_Pistol_FromBinoc\n- passenger_inside_3_Aim_Pistol_FromBinoc_End\n- passenger_inside_3_Aim_Pistol_Idling\n- passenger_inside_3_Aim_Pistol_ToBinoc\n- passenger_inside_3_Aim_Pistol_ToBinoc_End\n- passenger_inside_3_Aim_ToBinoc\n- passenger_inside_3_Aim_ToBinoc_End\n- passenger_inside_3_Aim_ToPistol\n- passenger_inside_3_Aim_ToPistol_End\n- passenger_inside_3_Aim_Unarmed_Binoc\n- passenger_inside_3_Aim_Unarmed_FromBinoc\n- passenger_inside_3_Aim_Unarmed_FromBinoc_End\n- passenger_inside_3_Aim_Unarmed_ToBinoc\n- passenger_inside_3_Aim_Unarmed_ToBinoc_End\n- passenger_inside_3_Die\n- passenger_inside_3_Die_Pistol\n- passenger_inside_3_fromObstructed\n- passenger_inside_3_fromObstructed_Pistol\n- passenger_inside_3_Idle\n- passenger_inside_3_Idle_Idling\n- passenger_inside_3_Idle_Pistol\n- passenger_inside_3_Idle_Pistol_Idling\n- passenger_inside_3_Idle_Unarmed\n- passenger_inside_3_Idle_Unarmed_Idling\n- passenger_inside_3_Obstructed\n- passenger_inside_3_Obstructed_Pistol\n- passenger_inside_3_toObstructed\n- passenger_inside_3_toObstructed_Pistol\n- passenger_inside_4_Aim\n- passenger_inside_4_Aim_Binoc\n- passenger_inside_4_Aim_FromBinoc\n- passenger_inside_4_Aim_FromBinoc_End\n- passenger_inside_4_Aim_FromPistol\n- passenger_inside_4_Aim_FromPistol_End\n- passenger_inside_4_Aim_Idling\n- passenger_inside_4_Aim_Pistol\n- passenger_inside_4_Aim_Pistol_Binoc\n- passenger_inside_4_Aim_Pistol_FromBinoc\n- passenger_inside_4_Aim_Pistol_FromBinoc_End\n- passenger_inside_4_Aim_Pistol_Idling\n- passenger_inside_4_Aim_Pistol_ToBinoc\n- passenger_inside_4_Aim_Pistol_ToBinoc_End\n- passenger_inside_4_Aim_ToBinoc\n- passenger_inside_4_Aim_ToBinoc_End\n- passenger_inside_4_Aim_ToPistol\n- passenger_inside_4_Aim_ToPistol_End\n- passenger_inside_4_Aim_Unarmed_Binoc\n- passenger_inside_4_Aim_Unarmed_FromBinoc\n- passenger_inside_4_Aim_Unarmed_FromBinoc_End\n- passenger_inside_4_Aim_Unarmed_ToBinoc\n- passenger_inside_4_Aim_Unarmed_ToBinoc_End\n- passenger_inside_4_Die\n- passenger_inside_4_Die_Pistol\n- passenger_inside_4_fromObstructed\n- passenger_inside_4_fromObstructed_Pistol\n- passenger_inside_4_Idle\n- passenger_inside_4_Idle_Idling\n- passenger_inside_4_Idle_Pistol\n- passenger_inside_4_Idle_Pistol_Idling\n- passenger_inside_4_Idle_Unarmed\n- passenger_inside_4_Idle_Unarmed_Idling\n- passenger_inside_4_Obstructed\n- passenger_inside_4_Obstructed_Pistol\n- passenger_inside_4_toObstructed\n- passenger_inside_4_toObstructed_Pistol\n- passenger_inside_5_Aim\n- passenger_inside_5_Aim_Binoc\n- passenger_inside_5_Aim_FromBinoc\n- passenger_inside_5_Aim_FromBinoc_End\n- passenger_inside_5_Aim_FromPistol\n- passenger_inside_5_Aim_FromPistol_End\n- passenger_inside_5_Aim_Idling\n- passenger_inside_5_Aim_Pistol\n- passenger_inside_5_Aim_Pistol_Binoc\n- passenger_inside_5_Aim_Pistol_FromBinoc\n- passenger_inside_5_Aim_Pistol_FromBinoc_End\n- passenger_inside_5_Aim_Pistol_Idling\n- passenger_inside_5_Aim_Pistol_ToBinoc\n- passenger_inside_5_Aim_Pistol_ToBinoc_End\n- passenger_inside_5_Aim_ToBinoc\n- passenger_inside_5_Aim_ToBinoc_End\n- passenger_inside_5_Aim_ToPistol\n- passenger_inside_5_Aim_ToPistol_End\n- passenger_inside_5_Aim_Unarmed_Binoc\n- passenger_inside_5_Aim_Unarmed_FromBinoc\n- passenger_inside_5_Aim_Unarmed_FromBinoc_End\n- passenger_inside_5_Aim_Unarmed_ToBinoc\n- passenger_inside_5_Aim_Unarmed_ToBinoc_End\n- passenger_inside_5_Die\n- passenger_inside_5_Die_Pistol\n- passenger_inside_5_fromObstructed\n- passenger_inside_5_fromObstructed_Pistol\n- passenger_inside_5_Idle\n- passenger_inside_5_Idle_Idling\n- passenger_inside_5_Idle_Pistol\n- passenger_inside_5_Idle_Pistol_Idling\n- passenger_inside_5_Idle_Unarmed\n- passenger_inside_5_Idle_Unarmed_Idling\n- passenger_inside_5_Obstructed\n- passenger_inside_5_Obstructed_Pistol\n- passenger_inside_5_toObstructed\n- passenger_inside_5_toObstructed_Pistol\n- passenger_inside_6_Aim\n- passenger_inside_6_Aim_Binoc\n- passenger_inside_6_Aim_FromBinoc\n- passenger_inside_6_Aim_FromBinoc_End\n- passenger_inside_6_Aim_FromPistol\n- passenger_inside_6_Aim_FromPistol_End\n- passenger_inside_6_Aim_Idling\n- passenger_inside_6_Aim_Pistol\n- passenger_inside_6_Aim_Pistol_Binoc\n- passenger_inside_6_Aim_Pistol_FromBinoc\n- passenger_inside_6_Aim_Pistol_FromBinoc_End\n- passenger_inside_6_Aim_Pistol_Idling\n- passenger_inside_6_Aim_Pistol_ToBinoc\n- passenger_inside_6_Aim_Pistol_ToBinoc_End\n- passenger_inside_6_Aim_ToBinoc\n- passenger_inside_6_Aim_ToBinoc_End\n- passenger_inside_6_Aim_ToPistol\n- passenger_inside_6_Aim_ToPistol_End\n- passenger_inside_6_Aim_Unarmed_Binoc\n- passenger_inside_6_Aim_Unarmed_FromBinoc\n- passenger_inside_6_Aim_Unarmed_FromBinoc_End\n- passenger_inside_6_Aim_Unarmed_ToBinoc\n- passenger_inside_6_Aim_Unarmed_ToBinoc_End\n- passenger_inside_6_Die\n- passenger_inside_6_Die_Pistol\n- passenger_inside_6_fromObstructed\n- passenger_inside_6_fromObstructed_Pistol\n- passenger_inside_6_Idle\n- passenger_inside_6_Idle_Idling\n- passenger_inside_6_Idle_Pistol\n- passenger_inside_6_Idle_Pistol_Idling\n- passenger_inside_6_Idle_Unarmed\n- passenger_inside_6_Idle_Unarmed_Idling\n- passenger_inside_6_Obstructed\n- passenger_inside_6_Obstructed_Pistol\n- passenger_inside_6_toObstructed\n- passenger_inside_6_toObstructed_Pistol\n- passenger_inside_7_Aim\n- passenger_inside_7_Aim_Binoc\n- passenger_inside_7_Aim_FromBinoc\n- passenger_inside_7_Aim_FromBinoc_End\n- passenger_inside_7_Aim_FromPistol\n- passenger_inside_7_Aim_FromPistol_End\n- passenger_inside_7_Aim_Idling\n- passenger_inside_7_Aim_Pistol\n- passenger_inside_7_Aim_Pistol_Binoc\n- passenger_inside_7_Aim_Pistol_FromBinoc\n- passenger_inside_7_Aim_Pistol_FromBinoc_End\n- passenger_inside_7_Aim_Pistol_Idling\n- passenger_inside_7_Aim_Pistol_ToBinoc\n- passenger_inside_7_Aim_Pistol_ToBinoc_End\n- passenger_inside_7_Aim_ToBinoc\n- passenger_inside_7_Aim_ToBinoc_End\n- passenger_inside_7_Aim_ToPistol\n- passenger_inside_7_Aim_ToPistol_End\n- passenger_inside_7_Aim_Unarmed_Binoc\n- passenger_inside_7_Aim_Unarmed_FromBinoc\n- passenger_inside_7_Aim_Unarmed_FromBinoc_End\n- passenger_inside_7_Aim_Unarmed_ToBinoc\n- passenger_inside_7_Aim_Unarmed_ToBinoc_End\n- passenger_inside_7_Die\n- passenger_inside_7_Die_Pistol\n- passenger_inside_7_fromObstructed\n- passenger_inside_7_fromObstructed_Pistol\n- passenger_inside_7_Idle\n- passenger_inside_7_Idle_Idling\n- passenger_inside_7_Idle_Pistol\n- passenger_inside_7_Idle_Pistol_Idling\n- passenger_inside_7_Idle_Unarmed\n- passenger_inside_7_Idle_Unarmed_Idling\n- passenger_inside_7_Obstructed\n- passenger_inside_7_Obstructed_Pistol\n- passenger_inside_7_toObstructed\n- passenger_inside_7_toObstructed_Pistol\n- passenger_inside_8_Aim\n- passenger_inside_8_Aim_Binoc\n- passenger_inside_8_Aim_FromBinoc\n- passenger_inside_8_Aim_FromBinoc_End\n- passenger_inside_8_Aim_FromPistol\n- passenger_inside_8_Aim_FromPistol_End\n- passenger_inside_8_Aim_Idling\n- passenger_inside_8_Aim_Pistol\n- passenger_inside_8_Aim_Pistol_Binoc\n- passenger_inside_8_Aim_Pistol_FromBinoc\n- passenger_inside_8_Aim_Pistol_FromBinoc_End\n- passenger_inside_8_Aim_Pistol_Idling\n- passenger_inside_8_Aim_Pistol_ToBinoc\n- passenger_inside_8_Aim_Pistol_ToBinoc_End\n- passenger_inside_8_Aim_ToBinoc\n- passenger_inside_8_Aim_ToBinoc_End\n- passenger_inside_8_Aim_ToPistol\n- passenger_inside_8_Aim_ToPistol_End\n- passenger_inside_8_Aim_Unarmed_Binoc\n- passenger_inside_8_Aim_Unarmed_FromBinoc\n- passenger_inside_8_Aim_Unarmed_FromBinoc_End\n- passenger_inside_8_Aim_Unarmed_ToBinoc\n- passenger_inside_8_Aim_Unarmed_ToBinoc_End\n- passenger_inside_8_Die\n- passenger_inside_8_Die_Pistol\n- passenger_inside_8_fromObstructed\n- passenger_inside_8_fromObstructed_Pistol\n- passenger_inside_8_Idle\n- passenger_inside_8_Idle_Idling\n- passenger_inside_8_Idle_Pistol\n- passenger_inside_8_Idle_Pistol_Idling\n- passenger_inside_8_Idle_Unarmed\n- passenger_inside_8_Idle_Unarmed_Idling\n- passenger_inside_8_Obstructed\n- passenger_inside_8_Obstructed_Pistol\n- passenger_inside_8_toObstructed\n- passenger_inside_8_toObstructed_Pistol\n- passenger_low01\n- passenger_low01_settlein\n- passenger_mantisrear\n- passenger_MRAP_01_back\n- passenger_MRAP_01_back_settlein\n- passenger_MRAP_01_front\n- passenger_MRAP_01_front_settlein\n- passenger_MRAP_03exgunner\n- passenger_MRAP_03exgunner_settlein\n- Passenger_Plane_Civil_01_L\n- Passenger_Plane_Civil_01_R\n- passenger_Quadbike\n- passenger_scooter_01\n- passenger_scooter_01_settlein\n- passenger_scooter_02\n- passenger_scooter_02_settlein\n- passenger_sdv\n- passenger_sdv_settlein\n- Passenger_Van_02_Medevac_Back\n- Passenger_Van_02_Medevac_Front\n- Passenger_Van_02_Transport_Left_1\n- Passenger_Van_02_Transport_Left_1_settleIn\n- Passenger_Van_02_Transport_Left_2\n- Passenger_Van_02_Transport_Left_2_settleIn\n- Passenger_Van_02_Transport_Left_3\n- Passenger_Van_02_Transport_Left_3_settleIn\n- Passenger_Van_02_Transport_Middle_3\n- Passenger_Van_02_Transport_Middle_3_settleIn\n- Passenger_Van_02_Transport_Right_1\n- Passenger_Van_02_Transport_Right_1_settleIn\n- Passenger_Van_02_Transport_Right_2\n- Passenger_Van_02_Transport_Right_2_settleIn\n- Passenger_Van_02_Transport_Right_3\n- Passenger_Van_02_Transport_Right_3_settleIn\n- passenger_VAN_codriver01\n- passenger_VAN_codriver01_settlein\n- passenger_VAN_codriver02\n- passenger_VAN_codriver02_settlein\n- Patient_Van_02_Medevac_Back\n- Patient_Van_02_Medevac_Front\n- PBX_Cargo01\n- PBX_Cargo02\n- PBX_Cargo03\n- PBX_Driver\n- pilot_Heli_Attack_01\n- pilot_Heli_Attack_01_settlein\n- pilot_Heli_Light_02\n- pilot_Heli_Light_02_Enter\n- pilot_Heli_Light_02_Exit\n- pilot_Heli_Light_02_KIA\n- pilot_Heli_Light_03\n- pilot_Heli_Light_03_Enter\n- pilot_Heli_Light_03_Exit\n- pilot_Heli_Light_03_KIA\n- pilot_Heli_Transport_01\n- pilot_Heli_Transport_03\n- pilot_Heli_Transport_03_idle\n- pilot_Heli_Transport_04\n- pilot_Heli_Transport_04_idle\n- pilot_plane_cas_01\n- pilot_plane_cas_01_getin\n- pilot_plane_cas_01_getout\n- pilot_plane_cas_02\n- pilot_plane_cas_02_getin\n- pilot_plane_cas_02_getout\n- Pilot_Plane_Civil_01\n- Pilot_Plane_Civil_01_GetIn\n- Pilot_Plane_Civil_01_GetOut\n- Pilot_Plane_Fighter_01\n- Pilot_Plane_Fighter_01_GetIn\n- Pilot_Plane_Fighter_01_GetOut\n- Pilot_Plane_Fighter_01_SettleIn\n- Pilot_Plane_Fighter_02\n- Pilot_Plane_Fighter_02_GetIn\n- Pilot_Plane_Fighter_02_GetOut\n- Pilot_Plane_Fighter_02_SettleIn\n- Pilot_Plane_Fighter_04\n- Pilot_Plane_Fighter_04_GetIn\n- Pilot_Plane_Fighter_04_GetOut\n- Pilot_Plane_Fighter_04_SettleIn\n- Pilot_Plane_Fighter_Ejection\n- pilot_vtol01_armed\n- pilot_vtol01_armed_kia\n- pilot_vtol01_armed_settlein\n- pilot_vtol02_vehicle\n- pilot_vtol02_vehicle_kia\n- pilot_vtol02_vehicle_settlein\n- PistolHeavy02ReloadProne\n- PistolMagazineReloadKneel\n- PistolMagazineReloadProne\n- PistolMagazineReloadStand\n- PistolReloadProne\n- PistolReloadProneBase\n- PistolReloadProneFlaregun\n- Plane_Fighter_03_Pilot\n- Poster_pose_01\n- Poster_pose_02\n- PreciseCrew\n- ProneBipod_BottomLeft\n- ProneBipod_BottomRight\n- ProneBipod_CenterLeft\n- ProneBipod_CenterRight\n- ProneBipod_TopLeft\n- ProneBipod_TopRight\n- ReloadGM6\n- ReloadGM6Prone\n- ReloadRPG\n- ReloadRPG7V\n- ReloadRPG7VKneel\n- ReloadRPGKneel\n- revive_secured\n- RHIB_Cargo\n- RHIB_Driver\n- RHIB_Gunner\n- RifleReloadProne_smg_03\n- RifleReloadProneAKM\n- RifleReloadProneAKS\n- RifleReloadProneARX\n- RifleReloadProneARX2\n- RifleReloadProneBase\n- RifleReloadProneCTAR\n- RifleReloadProneDMR\n- RifleReloadProneDMR02\n- RifleReloadProneDMR03\n- RifleReloadProneDMR04\n- RifleReloadProneDMR05\n- RifleReloadProneDMR06\n- RifleReloadProneDMR07\n- RifleReloadProneEBR\n- RifleReloadProneGM6\n- RifleReloadProneKatiba\n- RifleReloadProneKatibaUGL\n- RifleReloadProneLIM\n- RifleReloadProneLRR\n- RifleReloadProneM200\n- RifleReloadProneM4SSAS\n- RifleReloadProneMk20\n- RifleReloadProneMk20UGL\n- RifleReloadProneMMG01\n- RifleReloadProneMMG02\n- RifleReloadProneMX\n- RifleReloadProneMXCompact\n- RifleReloadProneMXSniper\n- RifleReloadProneMXUGL\n- RifleReloadProneSDAR\n- RifleReloadProneSMG_01\n- RifleReloadProneSMG_02\n- RifleReloadProneSMG_03\n- RifleReloadProneSMG_05\n- RifleReloadProneSPAR_01\n- RifleReloadProneSPAR_02\n- RifleReloadProneSPARUGL\n- RifleReloadProneTRG\n- RifleReloadProneTRGUGL\n- sitTableRfl_listening\n- SprintBaseDf\n- SprintBaseDfl\n- SprintBaseDfr\n- SprintCivilBaseDf\n- SprintCivilBaseDfl\n- SprintCivilBaseDfr\n- Static_Dead\n- Static_Turret\n- TestDance\n- TestSurrender\n- TransAnimBase\n- TransAnimBase_noIK\n- Truck_02_Driver\n- truck_02_mrl_gunner\n- Truck_Cargo01\n- Truck_Cargo02\n- Truck_Cargo02_V1\n- Truck_Cargo02_V2\n- Truck_Cargo02_V3\n- Truck_Cargo02_V4\n- Truck_Cargo03\n- Truck_Cargo03_V1\n- Truck_Cargo03_V2\n- Truck_Cargo04\n- Truck_Cargo04_V1\n- Truck_Cargo04_V2\n- Truck_Cargo04_V3\n- Truck_Driver\n- UnaErcPoslechVelitele1\n- UnaErcPoslechVelitele2\n- UnaErcPoslechVelitele3\n- UnaErcPoslechVelitele4\n- Unconscious\n- UnconsciousFaceDown\n- UnconsciousFaceLeft\n- UnconsciousFaceRight\n- UnconsciousFaceUp\n- UnconsciousMedicFromBinoc\n- UnconsciousMedicFromBinocKneel\n- UnconsciousMedicFromLauncher\n- UnconsciousMedicFromLauncherKneel\n- UnconsciousMedicFromPistol\n- UnconsciousMedicFromPistolKneel\n- UnconsciousMedicFromRifle\n- UnconsciousMedicFromRifleKneel\n- UnconsciousMedicFromUnarmed\n- UnconsciousMedicFromUnarmedKneel\n- UnconsciousMedicOut\n- UnconsciousMedicOutBinoc\n- UnconsciousMedicOutLauncher\n- UnconsciousMedicOutPistol\n- UnconsciousMedicOutRifle\n- UnconsciousOutKneelLauncher\n- UnconsciousOutProne\n- UnconsciousReviveArms\n- UnconsciousReviveArms_A\n- UnconsciousReviveArms_B\n- UnconsciousReviveArms_Base\n- UnconsciousReviveArms_C\n- UnconsciousReviveBody\n- UnconsciousReviveBody_A\n- UnconsciousReviveBody_B\n- UnconsciousReviveBody_Base\n- UnconsciousReviveDefault\n- UnconsciousReviveDefault_A\n- UnconsciousReviveDefault_B\n- UnconsciousReviveDefault_Base\n- UnconsciousReviveDefault_C\n- UnconsciousReviveHead\n- UnconsciousReviveHead_A\n- UnconsciousReviveHead_B\n- UnconsciousReviveHead_Base\n- UnconsciousReviveHead_C\n- UnconsciousReviveLegs\n- UnconsciousReviveLegs_A\n- UnconsciousReviveLegs_B\n- UnconsciousReviveLegs_Base\n- UnconsciousReviveMedic\n- UnconsciousReviveMedic_A\n- UnconsciousReviveMedic_B\n- UnconsciousReviveMedic_Base\n- vehicle_coshooter_1_Aim\n- vehicle_coshooter_1_Aim_Binoc\n- vehicle_coshooter_1_Aim_FromBinoc\n- vehicle_coshooter_1_Aim_FromBinoc_End\n- vehicle_coshooter_1_Aim_FromPistol\n- vehicle_coshooter_1_Aim_FromPistol_End\n- vehicle_coshooter_1_Aim_Idling\n- vehicle_coshooter_1_Aim_Pistol\n- vehicle_coshooter_1_Aim_Pistol_Binoc\n- vehicle_coshooter_1_Aim_Pistol_FromBinoc\n- vehicle_coshooter_1_Aim_Pistol_FromBinoc_End\n- vehicle_coshooter_1_Aim_Pistol_Idling\n- vehicle_coshooter_1_Aim_Pistol_ToBinoc\n- vehicle_coshooter_1_Aim_Pistol_ToBinoc_End\n- vehicle_coshooter_1_Aim_ToBinoc\n- vehicle_coshooter_1_Aim_ToBinoc_End\n- vehicle_coshooter_1_Aim_ToPistol\n- vehicle_coshooter_1_Aim_ToPistol_End\n- vehicle_coshooter_1_Aim_Unarmed_Binoc\n- vehicle_coshooter_1_Aim_Unarmed_FromBinoc\n- vehicle_coshooter_1_Aim_Unarmed_FromBinoc_End\n- vehicle_coshooter_1_Aim_Unarmed_ToBinoc\n- vehicle_coshooter_1_Aim_Unarmed_ToBinoc_End\n- vehicle_coshooter_1_Die\n- vehicle_coshooter_1_Die_Pistol\n- vehicle_coshooter_1_fromObstructed\n- vehicle_coshooter_1_fromObstructed_Pistol\n- vehicle_coshooter_1_Idle\n- vehicle_coshooter_1_Idle_Idling\n- vehicle_coshooter_1_Idle_Pistol\n- vehicle_coshooter_1_Idle_Pistol_Idling\n- vehicle_coshooter_1_Idle_Unarmed\n- vehicle_coshooter_1_Idle_Unarmed_Idling\n- vehicle_coshooter_1_Obstructed\n- vehicle_coshooter_1_Obstructed_Pistol\n- vehicle_coshooter_1_toObstructed\n- vehicle_coshooter_1_toObstructed_Pistol\n- vehicle_passenger_stand_1_Aim\n- vehicle_passenger_stand_1_Aim_Binoc\n- vehicle_passenger_stand_1_Aim_FromBinoc\n- vehicle_passenger_stand_1_Aim_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_FromLauncher\n- vehicle_passenger_stand_1_Aim_FromLauncher_End\n- vehicle_passenger_stand_1_Aim_FromPistol\n- vehicle_passenger_stand_1_Aim_FromPistol_End\n- vehicle_passenger_stand_1_Aim_Idling\n- vehicle_passenger_stand_1_Aim_Launcher\n- vehicle_passenger_stand_1_Aim_Launcher_Binoc\n- vehicle_passenger_stand_1_Aim_Launcher_FromBinoc\n- vehicle_passenger_stand_1_Aim_Launcher_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_Launcher_Idling\n- vehicle_passenger_stand_1_Aim_Launcher_Reload\n- vehicle_passenger_stand_1_Aim_Launcher_ToBinoc\n- vehicle_passenger_stand_1_Aim_Launcher_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_passenger_flatground_4_Aim\n- vehicle_passenger_stand_1_Aim_Pistol\n- vehicle_passenger_stand_1_Aim_Pistol_Binoc\n- vehicle_passenger_stand_1_Aim_Pistol_FromBinoc\n- vehicle_passenger_stand_1_Aim_Pistol_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_Pistol_FromLauncher\n- vehicle_passenger_stand_1_Aim_Pistol_FromLauncher_End\n- vehicle_passenger_stand_1_Aim_Pistol_Idling\n- vehicle_passenger_stand_1_Aim_Pistol_ToBinoc\n- vehicle_passenger_stand_1_Aim_Pistol_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_Pistol_ToLauncher\n- vehicle_passenger_stand_1_Aim_Pistol_ToLauncher_End\n- vehicle_passenger_stand_1_Aim_ToBinoc\n- vehicle_passenger_stand_1_Aim_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_ToLauncher\n- vehicle_passenger_stand_1_Aim_ToLauncher_End\n- vehicle_passenger_stand_1_Aim_ToPistol\n- vehicle_passenger_stand_1_Aim_ToPistol_End\n- vehicle_passenger_stand_1_Aim_Unarmed_Binoc\n- vehicle_passenger_stand_1_Aim_Unarmed_FromBinoc\n- vehicle_passenger_stand_1_Aim_Unarmed_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_Unarmed_FromLauncher\n- vehicle_passenger_stand_1_Aim_Unarmed_ToBinoc\n- vehicle_passenger_stand_1_Aim_Unarmed_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_Unarmed_ToLauncher\n- vehicle_passenger_stand_1_Die\n- vehicle_passenger_stand_1_Die_Pistol\n- vehicle_passenger_stand_1_fromObstructed\n- vehicle_passenger_stand_1_fromObstructed_Pistol\n- vehicle_passenger_stand_1_Idle\n- vehicle_passenger_stand_1_Idle_Idling\n- vehicle_passenger_stand_1_Idle_Launcher\n- vehicle_passenger_stand_1_Idle_Launcher_Idling\n- vehicle_passenger_stand_1_Idle_Pistol\n- vehicle_passenger_stand_1_Idle_Pistol_Idling\n- vehicle_passenger_stand_1_Idle_Unarmed\n- vehicle_passenger_stand_1_Idle_Unarmed_Idling\n- vehicle_passenger_stand_1_Obstructed\n- vehicle_passenger_stand_1_Obstructed_Pistol\n- vehicle_passenger_stand_1_toObstructed\n- vehicle_passenger_stand_1_toObstructed_Pistol\n- vehicle_passenger_stand_2_Aim\n- vehicle_passenger_stand_2_Aim_Binoc\n- vehicle_passenger_stand_2_Aim_FromBinoc\n- vehicle_passenger_stand_2_Aim_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_FromLauncher\n- vehicle_passenger_stand_2_Aim_FromLauncher_End\n- vehicle_passenger_stand_2_Aim_FromPistol\n- vehicle_passenger_stand_2_Aim_FromPistol_End\n- vehicle_passenger_stand_2_Aim_Idling\n- vehicle_passenger_stand_2_Aim_Launcher\n- vehicle_passenger_stand_2_Aim_Launcher_Binoc\n- vehicle_passenger_stand_2_Aim_Launcher_FromBinoc\n- vehicle_passenger_stand_2_Aim_Launcher_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_Launcher_Idling\n- vehicle_passenger_stand_2_Aim_Launcher_Reload\n- vehicle_passenger_stand_2_Aim_Launcher_ToBinoc\n- vehicle_passenger_stand_2_Aim_Launcher_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_Pistol\n- vehicle_passenger_stand_2_Aim_Pistol_Binoc\n- vehicle_passenger_stand_2_Aim_Pistol_FromBinoc\n- vehicle_passenger_stand_2_Aim_Pistol_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_Pistol_FromLauncher\n- vehicle_passenger_stand_2_Aim_Pistol_FromLauncher_End\n- vehicle_passenger_stand_2_Aim_Pistol_Idling\n- vehicle_passenger_stand_2_Aim_Pistol_ToBinoc\n- vehicle_passenger_stand_2_Aim_Pistol_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_Pistol_ToLauncher\n- vehicle_passenger_stand_2_Aim_Pistol_ToLauncher_End\n- vehicle_passenger_stand_2_Aim_ToBinoc\n- vehicle_passenger_stand_2_Aim_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_ToLauncher\n- vehicle_passenger_stand_2_Aim_ToLauncher_End\n- vehicle_passenger_stand_2_Aim_ToPistol\n- vehicle_passenger_stand_2_Aim_ToPistol_End\n- vehicle_passenger_stand_2_Aim_Unarmed_Binoc\n- vehicle_passenger_stand_2_Aim_Unarmed_FromBinoc\n- vehicle_passenger_stand_2_Aim_Unarmed_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_Unarmed_FromLauncher\n- vehicle_passenger_stand_2_Aim_Unarmed_ToBinoc\n- vehicle_passenger_stand_2_Aim_Unarmed_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_Unarmed_ToLauncher\n- vehicle_passenger_stand_2_Die\n- vehicle_passenger_stand_2_Die_Pistol\n- vehicle_passenger_stand_2_fromObstructed\n- vehicle_passenger_stand_2_fromObstructed_Pistol\n- vehicle_passenger_stand_2_Idle\n- vehicle_passenger_stand_2_Idle_Idling\n- vehicle_passenger_stand_2_Idle_Launcher\n- vehicle_passenger_stand_2_Idle_Launcher_Idling\n- vehicle_passenger_stand_2_Idle_Pistol\n- vehicle_passenger_stand_2_Idle_Pistol_Idling\n- vehicle_passenger_stand_2_Idle_Unarmed\n- vehicle_passenger_stand_2_Idle_Unarmed_Idling\n- vehicle_passenger_stand_2_Obstructed\n- vehicle_passenger_stand_2_Obstructed_Pistol\n- vehicle_passenger_stand_2_toObstructed\n- vehicle_passenger_stand_2_toObstructed_Pistol\n- vehicle_turnout_1_Aim\n- vehicle_turnout_1_Aim_Binoc\n- vehicle_turnout_1_Aim_FromBinoc\n- vehicle_turnout_1_Aim_FromBinoc_End\n- vehicle_turnout_1_Aim_FromPistol\n- vehicle_turnout_1_Aim_FromPistol_End\n- vehicle_turnout_1_Aim_Idling\n- vehicle_turnout_1_Aim_Pistol\n- vehicle_turnout_1_Aim_Pistol_Binoc\n- vehicle_turnout_1_Aim_Pistol_FromBinoc\n- vehicle_turnout_1_Aim_Pistol_FromBinoc_End\n- vehicle_turnout_1_Aim_Pistol_Idling\n- vehicle_turnout_1_Aim_Pistol_ToBinoc\n- vehicle_turnout_1_Aim_Pistol_ToBinoc_End\n- vehicle_turnout_1_Aim_ToBinoc\n- vehicle_turnout_1_Aim_ToBinoc_End\n- vehicle_turnout_1_Aim_ToPistol\n- vehicle_turnout_1_Aim_ToPistol_End\n- vehicle_turnout_1_Aim_Unarmed_Binoc\n- vehicle_turnout_1_Aim_Unarmed_FromBinoc\n- vehicle_turnout_1_Aim_Unarmed_FromBinoc_End\n- vehicle_turnout_1_Aim_Unarmed_ToBinoc\n- vehicle_turnout_1_Aim_Unarmed_ToBinoc_End\n- vehicle_turnout_1_Die\n- vehicle_turnout_1_Die_Pistol\n- vehicle_turnout_1_fromObstructed\n- vehicle_turnout_1_fromObstructed_Pistol\n- vehicle_turnout_1_Idle\n- vehicle_turnout_1_Idle_Idling\n- vehicle_turnout_1_Idle_Pistol\n- vehicle_turnout_1_Idle_Pistol_Idling\n- vehicle_turnout_1_Idle_Unarmed\n- vehicle_turnout_1_Idle_Unarmed_Idling\n- vehicle_turnout_1_Obstructed\n- vehicle_turnout_1_Obstructed_Pistol\n- vehicle_turnout_1_toObstructed\n- vehicle_turnout_1_toObstructed_Pistol\n- vehicle_turnout_2_Aim\n- vehicle_turnout_2_Aim_Binoc\n- vehicle_turnout_2_Aim_FromBinoc\n- vehicle_turnout_2_Aim_FromBinoc_End\n- vehicle_turnout_2_Aim_FromPistol\n- vehicle_turnout_2_Aim_FromPistol_End\n- vehicle_turnout_2_Aim_Idling\n- vehicle_turnout_2_Aim_Pistol\n- vehicle_turnout_2_Aim_Pistol_Binoc\n- vehicle_turnout_2_Aim_Pistol_FromBinoc\n- vehicle_turnout_2_Aim_Pistol_FromBinoc_End\n- vehicle_turnout_2_Aim_Pistol_Idling\n- vehicle_turnout_2_Aim_Pistol_ToBinoc\n- vehicle_turnout_2_Aim_Pistol_ToBinoc_End\n- vehicle_turnout_2_Aim_ToBinoc\n- vehicle_turnout_2_Aim_ToBinoc_End\n- vehicle_turnout_2_Aim_ToPistol\n- vehicle_turnout_2_Aim_ToPistol_End\n- vehicle_turnout_2_Aim_Unarmed_Binoc\n- vehicle_turnout_2_Aim_Unarmed_FromBinoc\n- vehicle_turnout_2_Aim_Unarmed_FromBinoc_End\n- vehicle_turnout_2_Aim_Unarmed_ToBinoc\n- vehicle_turnout_2_Aim_Unarmed_ToBinoc_End\n- vehicle_turnout_2_Die\n- vehicle_turnout_2_Die_Pistol\n- vehicle_turnout_2_fromObstructed\n- vehicle_turnout_2_fromObstructed_Pistol\n- vehicle_turnout_2_Idle\n- vehicle_turnout_2_Idle_Idling\n- vehicle_turnout_2_Idle_Pistol\n- vehicle_turnout_2_Idle_Pistol_Idling\n- vehicle_turnout_2_Idle_Unarmed\n- vehicle_turnout_2_Idle_Unarmed_Idling\n- vehicle_turnout_2_Obstructed\n- vehicle_turnout_2_Obstructed_Pistol\n- vehicle_turnout_2_toObstructed\n- vehicle_turnout_2_toObstructed_Pistol\n- viper_crouchIn\n- viper_crouchLoop\n- viper_crouchOut\n- viper_runLoop\n- viperSgt_crouchIn\n- viperSgt_crouchLoop\n- viperSgt_crouchOut\n- viperSgt_runLoop\n- WeaponMagazineReloadKneel\n- WeaponMagazineReloadProne\n- WeaponMagazineReloadStand\n- Zodiac_Cargo01\n- Zodiac_Cargo02\n- Zodiac_Cargo03\n- Zodiac_Cargo04\n- Zodiac_Dead\n- Zodiac_Driver\n\n#### CfgMovesWomen\n\n##### Actions\n\n- Acts_Accessing_Computer\n- Acts_CarFixingWheel_actions\n- Acts_Commenting_On_Fight_Actions\n- Acts_Helicargo_actions\n- Acts_HelicargoTalking_actions\n- Acts_Helping_Wake_Up_Actions\n- Acts_Hilltop_Calibration_Actions\n- Acts_In_Sinkhole_actions\n- Acts_Injured_Driver_Actions\n- Acts_JetsCrewaidFCrouch_actions\n- Acts_JetsCrewaidFCrouch_actions_m\n- Acts_JetsCrewaidFIdle2_actions\n- Acts_JetsCrewaidFIdle2_actions_m\n- Acts_JetsCrewaidFIdle_actions\n- Acts_JetsCrewaidFIdle_actions_m\n- Acts_JetsCrewaidFThumbup_actions\n- Acts_JetsCrewaidFThumbup_actions_m\n- Acts_JetsCrewaidLCrouch_actions\n- Acts_JetsCrewaidLCrouch_actions_m\n- Acts_JetsCrewaidLIdle_actions\n- Acts_JetsCrewaidLIdle_actions_m\n- Acts_JetsCrewaidLThumbup_actions\n- Acts_JetsCrewaidLThumbup_actions_m\n- Acts_JetsCrewaidRCrouch_actions\n- Acts_JetsCrewaidRCrouch_actions_m\n- Acts_JetsCrewaidRIdle_actions\n- Acts_JetsCrewaidRIdle_actions_m\n- Acts_JetsCrewaidRThumbup_actions\n- Acts_JetsCrewaidRThumbup_actions_m\n- Acts_JetsMarshallingClear_actions\n- Acts_JetsMarshallingEmergencyStop_actions\n- Acts_JetsMarshallingEnginesOff_actions\n- Acts_JetsMarshallingEnginesOn_actions\n- Acts_JetsMarshallingLeft_actions\n- Acts_JetsMarshallingRight_actions\n- Acts_JetsMarshallingSlow_actions\n- Acts_JetsMarshallingStop_actions\n- Acts_JetsMarshallingStraight_actions\n- Acts_JetsShooterIdle2_actions\n- Acts_JetsShooterIdle2_actions_m\n- Acts_JetsShooterIdle_actions\n- Acts_JetsShooterIdle_actions_m\n- Acts_JetsShooterIdleMoveaway_actions\n- Acts_JetsShooterIdleMoveaway_actions_m\n- Acts_JetsShooterLaunch_actions\n- Acts_JetsShooterLaunch_actions_m\n- Acts_JetsShooterNavLoop_actions\n- Acts_JetsShooterNavLoop_actions_m\n- Acts_JetsShooterNavStop_actions\n- Acts_JetsShooterNavStop_actions_m\n- Acts_JetsShooterReady_actions\n- Acts_JetsShooterReady_actions_m\n- Acts_Kore_IdleNoWeapon_actions\n- Acts_Kore_TalkingOverRadio_actions\n- Acts_listeningToRadio_actions\n- Acts_LyingWounded_actions\n- Acts_NavigatingChopper_Actions\n- Acts_RU_Briefing_Actions\n- Acts_ShieldFromSun_actions\n- Acts_ShowingTheRightWay_actions\n- Acts_SittingJumpingSaluting2_actions\n- Acts_SittingJumpingSaluting_actions\n- Acts_SittingTiedHands_actions\n- Acts_SittingWounded_actions\n- Acts_Soldier_Moves_Inside_Actions\n- Acts_starterPistol_loop\n- Acts_Stunned_Unconscious_Actions\n- Acts_TacopsPoster_actions\n- Acts_Taking_Calling_Out_Jets_Actions\n- Acts_Taking_Cover_From_Jets_Actions\n- Acts_Training_Reveal_Ambusher\n- Acts_TreatingWounded_actions\n- Acts_UnconsciousStandUp_Actions\n- Acts_Waking_Up_Player_action\n- Acts_WarmUp_actions\n- ActsRifleOperationsActions\n- BinocKneelActions\n- BinocKneelActionsEvasiveF\n- BinocKneelActionsEvasiveFL\n- BinocKneelActionsEvasiveFR\n- BinocKneelActionsLimpB\n- BinocKneelActionsLimpF\n- BinocKneelActionsLimpL\n- BinocKneelActionsLimpLB\n- BinocKneelActionsLimpLF\n- BinocKneelActionsLimpR\n- BinocKneelActionsLimpRB\n- BinocKneelActionsLimpRF\n- BinocKneelActionsRunB\n- BinocKneelActionsRunBL\n- BinocKneelActionsRunBR\n- BinocKneelActionsRunF\n- BinocKneelActionsRunFL\n- BinocKneelActionsRunFR\n- BinocKneelActionsRunL\n- BinocKneelActionsRunR\n- BinocKneelActionsWlkB\n- BinocKneelActionsWlkBL\n- BinocKneelActionsWlkBR\n- BinocKneelActionsWlkF\n- BinocKneelActionsWlkFL\n- BinocKneelActionsWlkFR\n- BinocKneelActionsWlkL\n- BinocKneelActionsWlkR\n- BinocKneelCivilActions\n- BinocKneelCivilActionsEvasiveF\n- BinocKneelCivilActionsEvasiveFL\n- BinocKneelCivilActionsEvasiveFR\n- BinocKneelCivilActionsRunB\n- BinocKneelCivilActionsRunBL\n- BinocKneelCivilActionsRunBR\n- BinocKneelCivilActionsRunF\n- BinocKneelCivilActionsRunFL\n- BinocKneelCivilActionsRunFR\n- BinocKneelCivilActionsRunL\n- BinocKneelCivilActionsRunR\n- BinocKneelCivilActionsWlkB\n- BinocKneelCivilActionsWlkBL\n- BinocKneelCivilActionsWlkBR\n- BinocKneelCivilActionsWlkF\n- BinocKneelCivilActionsWlkFL\n- BinocKneelCivilActionsWlkFR\n- BinocKneelCivilActionsWlkL\n- BinocKneelCivilActionsWlkR\n- BinocKneelLnrActions\n- BinocKneelLnrActionsEvasiveF\n- BinocKneelLnrActionsEvasiveFL\n- BinocKneelLnrActionsEvasiveFR\n- BinocKneelLnrActionsRunB\n- BinocKneelLnrActionsRunBL\n- BinocKneelLnrActionsRunBR\n- BinocKneelLnrActionsRunF\n- BinocKneelLnrActionsRunFL\n- BinocKneelLnrActionsRunFR\n- BinocKneelLnrActionsRunL\n- BinocKneelLnrActionsRunR\n- BinocKneelLnrActionsWlkB\n- BinocKneelLnrActionsWlkBL\n- BinocKneelLnrActionsWlkBR\n- BinocKneelLnrActionsWlkF\n- BinocKneelLnrActionsWlkFL\n- BinocKneelLnrActionsWlkFR\n- BinocKneelLnrActionsWlkL\n- BinocKneelLnrActionsWlkR\n- BinocKneelPstActions\n- BinocKneelPstActionsEvasiveF\n- BinocKneelPstActionsEvasiveFL\n- BinocKneelPstActionsEvasiveFR\n- BinocKneelPstActionsRunB\n- BinocKneelPstActionsRunBL\n- BinocKneelPstActionsRunBR\n- BinocKneelPstActionsRunF\n- BinocKneelPstActionsRunFL\n- BinocKneelPstActionsRunFR\n- BinocKneelPstActionsRunL\n- BinocKneelPstActionsRunR\n- BinocKneelPstActionsWlkB\n- BinocKneelPstActionsWlkBL\n- BinocKneelPstActionsWlkBR\n- BinocKneelPstActionsWlkF\n- BinocKneelPstActionsWlkFL\n- BinocKneelPstActionsWlkFR\n- BinocKneelPstActionsWlkL\n- BinocKneelPstActionsWlkR\n- BinocKneelRflActions\n- BinocKneelRflActionsEvasiveF\n- BinocKneelRflActionsEvasiveFL\n- BinocKneelRflActionsEvasiveFR\n- BinocKneelRflActionsRunB\n- BinocKneelRflActionsRunBL\n- BinocKneelRflActionsRunBR\n- BinocKneelRflActionsRunF\n- BinocKneelRflActionsRunFL\n- BinocKneelRflActionsRunFR\n- BinocKneelRflActionsRunL\n- BinocKneelRflActionsRunR\n- BinocKneelRflActionsWlkB\n- BinocKneelRflActionsWlkBL\n- BinocKneelRflActionsWlkBR\n- BinocKneelRflActionsWlkF\n- BinocKneelRflActionsWlkFL\n- BinocKneelRflActionsWlkFR\n- BinocKneelRflActionsWlkL\n- BinocKneelRflActionsWlkR\n- BinocProneActions\n- BinocProneActionsEvasiveF\n- BinocProneActionsRunB\n- BinocProneActionsRunBL\n- BinocProneActionsRunBR\n- BinocProneActionsRunF\n- BinocProneActionsRunFL\n- BinocProneActionsRunFR\n- BinocProneActionsRunL\n- BinocProneActionsRunR\n- BinocProneActionsWlkB\n- BinocProneActionsWlkBL\n- BinocProneActionsWlkBR\n- BinocProneActionsWlkF\n- BinocProneActionsWlkFL\n- BinocProneActionsWlkFR\n- BinocProneActionsWlkL\n- BinocProneActionsWlkR\n- BinocProneCivilActions\n- BinocProneCivilActionsEvasiveF\n- BinocProneCivilActionsRunB\n- BinocProneCivilActionsRunBL\n- BinocProneCivilActionsRunBR\n- BinocProneCivilActionsRunF\n- BinocProneCivilActionsRunFL\n- BinocProneCivilActionsRunFR\n- BinocProneCivilActionsRunL\n- BinocProneCivilActionsRunR\n- BinocProneCivilActionsWlkB\n- BinocProneCivilActionsWlkBL\n- BinocProneCivilActionsWlkBR\n- BinocProneCivilActionsWlkF\n- BinocProneCivilActionsWlkFL\n- BinocProneCivilActionsWlkFR\n- BinocProneCivilActionsWlkL\n- BinocProneCivilActionsWlkR\n- BinocProneLnrActions\n- BinocProneLnrActionsEvasiveF\n- BinocProneLnrActionsRunB\n- BinocProneLnrActionsRunBL\n- BinocProneLnrActionsRunBR\n- BinocProneLnrActionsRunF\n- BinocProneLnrActionsRunFL\n- BinocProneLnrActionsRunFR\n- BinocProneLnrActionsRunL\n- BinocProneLnrActionsRunR\n- BinocProneLnrActionsWlkB\n- BinocProneLnrActionsWlkBL\n- BinocProneLnrActionsWlkBR\n- BinocProneLnrActionsWlkF\n- BinocProneLnrActionsWlkFL\n- BinocProneLnrActionsWlkFR\n- BinocProneLnrActionsWlkL\n- BinocProneLnrActionsWlkR\n- BinocPronePstActions\n- BinocPronePstActionsEvasiveF\n- BinocPronePstActionsRunB\n- BinocPronePstActionsRunBL\n- BinocPronePstActionsRunBR\n- BinocPronePstActionsRunF\n- BinocPronePstActionsRunFL\n- BinocPronePstActionsRunFR\n- BinocPronePstActionsRunL\n- BinocPronePstActionsRunR\n- BinocPronePstActionsWlkB\n- BinocPronePstActionsWlkBL\n- BinocPronePstActionsWlkBR\n- BinocPronePstActionsWlkF\n- BinocPronePstActionsWlkFL\n- BinocPronePstActionsWlkFR\n- BinocPronePstActionsWlkL\n- BinocPronePstActionsWlkR\n- BinocProneRflActions\n- BinocProneRflActionsEvasiveF\n- BinocProneRflActionsRunB\n- BinocProneRflActionsRunBL\n- BinocProneRflActionsRunBR\n- BinocProneRflActionsRunF\n- BinocProneRflActionsRunFL\n- BinocProneRflActionsRunFR\n- BinocProneRflActionsRunL\n- BinocProneRflActionsRunR\n- BinocProneRflActionsWlkB\n- BinocProneRflActionsWlkBL\n- BinocProneRflActionsWlkBR\n- BinocProneRflActionsWlkF\n- BinocProneRflActionsWlkFL\n- BinocProneRflActionsWlkFR\n- BinocProneRflActionsWlkL\n- BinocProneRflActionsWlkR\n- BinocStandActions\n- BinocStandActionsEvasiveF\n- BinocStandActionsEvasiveFL\n- BinocStandActionsEvasiveFR\n- BinocStandActionsLimpB\n- BinocStandActionsLimpF\n- BinocStandActionsLimpL\n- BinocStandActionsLimpLB\n- BinocStandActionsLimpLF\n- BinocStandActionsLimpR\n- BinocStandActionsLimpRB\n- BinocStandActionsLimpRF\n- BinocStandActionsRunB\n- BinocStandActionsRunBL\n- BinocStandActionsRunBR\n- BinocStandActionsRunF\n- BinocStandActionsRunFL\n- BinocStandActionsRunFR\n- BinocStandActionsRunL\n- BinocStandActionsRunR\n- BinocStandActionsWlkB\n- BinocStandActionsWlkBL\n- BinocStandActionsWlkBR\n- BinocStandActionsWlkF\n- BinocStandActionsWlkFL\n- BinocStandActionsWlkFR\n- BinocStandActionsWlkL\n- BinocStandActionsWlkR\n- BinocStandCivilActions\n- BinocStandCivilActionsEvasiveF\n- BinocStandCivilActionsEvasiveFL\n- BinocStandCivilActionsEvasiveFR\n- BinocStandCivilActionsRunB\n- BinocStandCivilActionsRunBL\n- BinocStandCivilActionsRunBR\n- BinocStandCivilActionsRunF\n- BinocStandCivilActionsRunFL\n- BinocStandCivilActionsRunFR\n- BinocStandCivilActionsRunL\n- BinocStandCivilActionsRunR\n- BinocStandCivilActionsWlkB\n- BinocStandCivilActionsWlkBL\n- BinocStandCivilActionsWlkBR\n- BinocStandCivilActionsWlkF\n- BinocStandCivilActionsWlkFL\n- BinocStandCivilActionsWlkFR\n- BinocStandCivilActionsWlkL\n- BinocStandCivilActionsWlkR\n- BinocStandLnrActions\n- BinocStandLnrActionsEvasiveF\n- BinocStandLnrActionsEvasiveFL\n- BinocStandLnrActionsEvasiveFR\n- BinocStandLnrActionsRunB\n- BinocStandLnrActionsRunBL\n- BinocStandLnrActionsRunBR\n- BinocStandLnrActionsRunF\n- BinocStandLnrActionsRunFL\n- BinocStandLnrActionsRunFR\n- BinocStandLnrActionsRunL\n- BinocStandLnrActionsRunR\n- BinocStandLnrActionsWlkB\n- BinocStandLnrActionsWlkBL\n- BinocStandLnrActionsWlkBR\n- BinocStandLnrActionsWlkF\n- BinocStandLnrActionsWlkFL\n- BinocStandLnrActionsWlkFR\n- BinocStandLnrActionsWlkL\n- BinocStandLnrActionsWlkR\n- BinocStandPstActions\n- BinocStandPstActionsEvasiveF\n- BinocStandPstActionsEvasiveFL\n- BinocStandPstActionsEvasiveFR\n- BinocStandPstActionsRunB\n- BinocStandPstActionsRunBL\n- BinocStandPstActionsRunBR\n- BinocStandPstActionsRunF\n- BinocStandPstActionsRunFL\n- BinocStandPstActionsRunFR\n- BinocStandPstActionsRunL\n- BinocStandPstActionsRunR\n- BinocStandPstActionsWlkB\n- BinocStandPstActionsWlkBL\n- BinocStandPstActionsWlkBR\n- BinocStandPstActionsWlkF\n- BinocStandPstActionsWlkFL\n- BinocStandPstActionsWlkFR\n- BinocStandPstActionsWlkL\n- BinocStandPstActionsWlkR\n- BinocStandRflActions\n- BinocStandRflActionsEvasiveF\n- BinocStandRflActionsEvasiveFL\n- BinocStandRflActionsEvasiveFR\n- BinocStandRflActionsRunB\n- BinocStandRflActionsRunBL\n- BinocStandRflActionsRunBR\n- BinocStandRflActionsRunF\n- BinocStandRflActionsRunFL\n- BinocStandRflActionsRunFR\n- BinocStandRflActionsRunL\n- BinocStandRflActionsRunR\n- BinocStandRflActionsWlkB\n- BinocStandRflActionsWlkBL\n- BinocStandRflActionsWlkBR\n- BinocStandRflActionsWlkF\n- BinocStandRflActionsWlkFL\n- BinocStandRflActionsWlkFR\n- BinocStandRflActionsWlkL\n- BinocStandRflActionsWlkR\n- BottomDivingActions\n- BottomDivingActionsFastF\n- BottomDivingActionsGoingOut\n- BottomDivingActionsRunB\n- BottomDivingActionsRunBL\n- BottomDivingActionsRunBR\n- BottomDivingActionsRunF\n- BottomDivingActionsRunFL\n- BottomDivingActionsRunFR\n- BottomDivingActionsRunL\n- BottomDivingActionsRunR\n- BottomDivingActionsTacB\n- BottomDivingActionsTacBL\n- BottomDivingActionsTacBR\n- BottomDivingActionsTacF\n- BottomDivingActionsTacFL\n- BottomDivingActionsTacFR\n- BottomDivingActionsTacL\n- BottomDivingActionsTacR\n- BottomDivingActionsWlkB\n- BottomDivingActionsWlkBL\n- BottomDivingActionsWlkBR\n- BottomDivingActionsWlkF\n- BottomDivingActionsWlkFL\n- BottomDivingActionsWlkFR\n- BottomDivingActionsWlkL\n- BottomDivingActionsWlkR\n- BottomDivingRifleActions\n- BottomDivingRifleActionsFastF\n- BottomDivingRifleActionsGoingOut\n- BottomDivingRifleActionsRunB\n- BottomDivingRifleActionsRunBL\n- BottomDivingRifleActionsRunBR\n- BottomDivingRifleActionsRunF\n- BottomDivingRifleActionsRunFL\n- BottomDivingRifleActionsRunFR\n- BottomDivingRifleActionsRunL\n- BottomDivingRifleActionsRunR\n- BottomDivingRifleActionsTacB\n- BottomDivingRifleActionsTacBL\n- BottomDivingRifleActionsTacBR\n- BottomDivingRifleActionsTacF\n- BottomDivingRifleActionsTacFL\n- BottomDivingRifleActionsTacFR\n- BottomDivingRifleActionsTacL\n- BottomDivingRifleActionsTacR\n- BottomDivingRifleActionsWlkB\n- BottomDivingRifleActionsWlkBL\n- BottomDivingRifleActionsWlkBR\n- BottomDivingRifleActionsWlkF\n- BottomDivingRifleActionsWlkFL\n- BottomDivingRifleActionsWlkFR\n- BottomDivingRifleActionsWlkL\n- BottomDivingRifleActionsWlkR\n- BottomSwimmingActions\n- BottomSwimmingActionsFastF\n- BottomSwimmingActionsFastFL\n- BottomSwimmingActionsFastFR\n- BottomSwimmingActionsRunB\n- BottomSwimmingActionsRunBL\n- BottomSwimmingActionsRunBR\n- BottomSwimmingActionsRunF\n- BottomSwimmingActionsRunFL\n- BottomSwimmingActionsRunFR\n- BottomSwimmingActionsRunL\n- BottomSwimmingActionsRunR\n- CargoActions\n- CivilEvasiveActions\n- CivilEvasiveKneelActions\n- CivilExerciseActions\n- CivilKneelActions\n- CivilKneelActions_explo\n- CivilKneelActions_fixing\n- CivilKneelActions_gear\n- CivilKneelActions_inv\n- CivilKneelActionsLimpB\n- CivilKneelActionsLimpF\n- CivilKneelActionsLimpL\n- CivilKneelActionsLimpLB\n- CivilKneelActionsLimpLF\n- CivilKneelActionsLimpR\n- CivilKneelActionsLimpRB\n- CivilKneelActionsLimpRF\n- CivilKneelActionsRunB\n- CivilKneelActionsRunBL\n- CivilKneelActionsRunBR\n- CivilKneelActionsRunF\n- CivilKneelActionsRunFl\n- CivilKneelActionsRunFR\n- CivilKneelActionsRunL\n- CivilKneelActionsRunR\n- CivilKneelActionsWlkB\n- CivilKneelActionsWlkBL\n- CivilKneelActionsWlkBR\n- CivilKneelActionsWlkF\n- CivilKneelActionsWlkFL\n- CivilKneelActionsWlkFR\n- CivilKneelActionsWlkL\n- CivilKneelActionsWlkR\n- CivilKneelTakeActions\n- CivilPanicKneelActions\n- CivilPanicProneActions\n- CivilPanicStandActions\n- CivilProneActions\n- CivilProneActions_inv\n- CivilRunActions\n- CivilRunActionsB\n- CivilRunActionsBL\n- CivilRunActionsBR\n- CivilRunActionsF\n- CivilRunActionsFL\n- CivilRunActionsFR\n- CivilRunActionsL\n- CivilRunActionsR\n- CivilSitActions\n- CivilStandActions\n- CivilStandActions_inv\n- CivilStandActions_noSalute\n- CivilStandActionsLimpB\n- CivilStandActionsLimpF\n- CivilStandActionsLimpL\n- CivilStandActionsLimpLB\n- CivilStandActionsLimpLF\n- CivilStandActionsLimpR\n- CivilStandActionsLimpRB\n- CivilStandActionsLimpRF\n- CivilStandCutsceneActions\n- CivilStandSaluteActions\n- CivilStandSurrenderActions\n- CivilStandTakeActions\n- CivilWlkActionsB\n- CivilWlkActionsBL\n- CivilWlkActionsBR\n- CivilWlkActionsF\n- CivilWlkActionsFL\n- CivilWlkActionsFR\n- CivilWlkActionsL\n- CivilWlkActionsR\n- CutsceneBreachingFour\n- CutsceneBreachingThree\n- CutsceneBreachingTwo\n- CutsceneBriefingSA\n- CutsceneBriefingSA_StartingLoop\n- CutsceneBriefingSB\n- CutsceneBriefingSB_StartingLoop\n- CutsceneBriefingSC\n- CutsceneBriefingSC_StartingLoop\n- CutsceneExecutioner\n- CutsceneExecutionVictim\n- CutsceneExecutionVictimDead\n- CutsceneLeaveCivilStand\n- CutsceneLoop\n- CutsceneMillerChopperLoop\n- CutsceneMillerDeskCrouchLoop\n- CutsceneMillerDeskLoop\n- CutsceneMillerIdle\n- CutsceneSupportBack\n- CutsceneSupportFront\n- CutsceneSupportLeft\n- CutsceneSupportRight\n- DeadActions\n- DeployedProneActions\n- DivingActions\n- DivingActionsFastF\n- DivingActionsGoingOut\n- DivingActionsRunB\n- DivingActionsRunBL\n- DivingActionsRunBR\n- DivingActionsRunF\n- DivingActionsRunFL\n- DivingActionsRunFR\n- DivingActionsRunL\n- DivingActionsRunR\n- DivingActionsTacB\n- DivingActionsTacBL\n- DivingActionsTacBR\n- DivingActionsTacF\n- DivingActionsTacFL\n- DivingActionsTacFR\n- DivingActionsTacL\n- DivingActionsTacR\n- DivingActionsWlkB\n- DivingActionsWlkBL\n- DivingActionsWlkBR\n- DivingActionsWlkF\n- DivingActionsWlkFL\n- DivingActionsWlkFR\n- DivingActionsWlkL\n- DivingActionsWlkR\n- DivingRifleActions\n- DivingRifleActionsFastF\n- DivingRifleActionsGoingOut\n- DivingRifleActionsRunB\n- DivingRifleActionsRunBL\n- DivingRifleActionsRunBR\n- DivingRifleActionsRunF\n- DivingRifleActionsRunFL\n- DivingRifleActionsRunFR\n- DivingRifleActionsRunL\n- DivingRifleActionsRunR\n- DivingRifleActionsTacB\n- DivingRifleActionsTacBL\n- DivingRifleActionsTacBR\n- DivingRifleActionsTacF\n- DivingRifleActionsTacFL\n- DivingRifleActionsTacFR\n- DivingRifleActionsTacL\n- DivingRifleActionsTacR\n- DivingRifleActionsWlkB\n- DivingRifleActionsWlkBL\n- DivingRifleActionsWlkBR\n- DivingRifleActionsWlkF\n- DivingRifleActionsWlkFL\n- DivingRifleActionsWlkFR\n- DivingRifleActionsWlkL\n- DivingRifleActionsWlkR\n- FFV_BaseActions\n- FiringDrillsBinocKneelActions\n- FiringDrillsBinocProneActions\n- FiringDrillsBinocStandActions\n- FiringDrillsCivilKneelActions\n- FiringDrillsCivilKneelActions_inv\n- FiringDrillsCivilProneActions\n- FiringDrillsCivilProneActions_inv\n- FiringDrillsCivilStandActions\n- FiringDrillsCivilStandActions_inv\n- FiringDrillsPistolKneelActions\n- FiringDrillsPistolKneelActions_inv\n- FiringDrillsPistolLowKneelActions\n- FiringDrillsPistolLowKneelActions_inv\n- FiringDrillsPistolLowStandActions\n- FiringDrillsPistolLowStandActions_inv\n- FiringDrillsPistolProneActions\n- FiringDrillsPistolProneActions_inv\n- FiringDrillsPistolStandActions\n- FiringDrillsPistolStandActions_inv\n- FiringDrillsRifleKneelActions\n- FiringDrillsRifleKneelActions_inv\n- FiringDrillsRifleLowKneelActions\n- FiringDrillsRifleLowKneelActions_inv\n- FiringDrillsRifleLowStandActions\n- FiringDrillsRifleLowStandActions_inv\n- FiringDrillsRifleProneActions\n- FiringDrillsRifleProneActions_inv\n- FiringDrillsRifleStandActions\n- FiringDrillsRifleStandActions_inv\n- HealActionBase\n- HealActionBaseDr\n- HealActionsNon\n- HealActionsNonDr\n- HealSelfActionBase\n- HealSelfActionProne\n- HealSelfActionsNon\n- HealSelfCivilActionBase\n- HealSelfCivilActionProne\n- HealSelfLauncherActionBase\n- HealSelfPistolActionBase\n- HealSelfPistolActionProne\n- Heli_Light_Cargo01_Shooting_Actions\n- IncapacitatedAction\n- IncapacitatedPistolAction\n- IncapacitatedRifleAction\n- InjuredManActions\n- InjuredManActionsNon\n- InjuredManActionsNon_healed\n- InjuredManActionsNon_norot\n- InjuredManActionsRfl\n- InjuredManActionsRfl_healed\n- InjuredManActionsRfl_norot\n- InjuredManCarriedActions\n- InjuredManCarriedActionsNon\n- InjuredManCarriedActionsNonStill\n- InjuredManCarriedActionsNonWc\n- InjuredManCarriedActionsRfl\n- InjuredManCarriedActionsRflStill\n- InjuredManCarriedActionsRflWc\n- InjuredManDraggedActions\n- InjuredManDraggedActionsNon\n- InjuredManDraggedActionsRfl\n- InjuredManDraggedDeadActions\n- LadderCivilActions\n- LadderRifleActions\n- LauncherKneelActions\n- LauncherKneelActions_inv\n- LauncherKneelActionsLimpB\n- LauncherKneelActionsLimpF\n- LauncherKneelActionsLimpL\n- LauncherKneelActionsLimpLB\n- LauncherKneelActionsLimpLF\n- LauncherKneelActionsLimpR\n- LauncherKneelActionsLimpRB\n- LauncherKneelActionsLimpRF\n- LauncherKneelActionsRunB\n- LauncherKneelActionsRunBL\n- LauncherKneelActionsRunBR\n- LauncherKneelActionsRunF\n- LauncherKneelActionsRunFL\n- LauncherKneelActionsRunFR\n- LauncherKneelActionsRunL\n- LauncherKneelActionsRunR\n- LauncherKneelActionsTacB\n- LauncherKneelActionsTacBL\n- LauncherKneelActionsTacBR\n- LauncherKneelActionsTacF\n- LauncherKneelActionsTacFL\n- LauncherKneelActionsTacFR\n- LauncherKneelActionsTacL\n- LauncherKneelActionsTacR\n- LauncherKneelActionsWlkB\n- LauncherKneelActionsWlkBL\n- LauncherKneelActionsWlkBR\n- LauncherKneelActionsWlkF\n- LauncherKneelActionsWlkFL\n- LauncherKneelActionsWlkFR\n- LauncherKneelActionsWlkL\n- LauncherKneelActionsWlkR\n- LauncherKneelEvasiveFActions\n- LauncherKneelRunBActions\n- LauncherKneelRunFActions\n- LauncherProneActions\n- LauncherStandActions\n- LauncherStandActions_inv\n- LauncherStandActionsLimpB\n- LauncherStandActionsLimpF\n- LauncherStandActionsLimpL\n- LauncherStandActionsLimpLB\n- LauncherStandActionsLimpLF\n- LauncherStandActionsLimpR\n- LauncherStandActionsLimpRB\n- LauncherStandActionsLimpRF\n- LauncherStandActionsRunB\n- LauncherStandActionsRunBL\n- LauncherStandActionsRunBR\n- LauncherStandActionsRunF\n- LauncherStandActionsRunFL\n- LauncherStandActionsRunFR\n- LauncherStandActionsRunL\n- LauncherStandActionsRunR\n- LauncherStandActionsTacB\n- LauncherStandActionsTacBL\n- LauncherStandActionsTacBR\n- LauncherStandActionsTacF\n- LauncherStandActionsTacFL\n- LauncherStandActionsTacFR\n- LauncherStandActionsTacL\n- LauncherStandActionsTacR\n- LauncherStandActionsWlkB\n- LauncherStandActionsWlkBL\n- LauncherStandActionsWlkBR\n- LauncherStandActionsWlkF\n- LauncherStandActionsWlkFL\n- LauncherStandActionsWlkFR\n- LauncherStandActionsWlkL\n- LauncherStandActionsWlkR\n- LauncherStandLowStpActions\n- LauncherStandRunBActions\n- LauncherStandRunFActions\n- MortarActions\n- MoveWithInjuredMan\n- MoveWithInjuredMan_2Death2\n- MoveWithInjuredMan_helperNon\n- MoveWithInjuredMan_helperNonPst\n- MoveWithInjuredMan_helperRfl\n- MoveWithInjuredMan_release\n- MoveWithInjuredManCarrier\n- MoveWithInjuredManCarrierNon\n- MoveWithInjuredManCarrierNonStill\n- MoveWithInjuredManCarrierNonWc\n- MoveWithInjuredManCarrierPst\n- MoveWithInjuredManCarrierPstStill\n- MoveWithInjuredManCarrierPstWc\n- MoveWithInjuredManCarrierRfl\n- MoveWithInjuredManCarrierRflStill\n- MoveWithInjuredManCarrierRflWc\n- MoveWithInjuredManDragger\n- MoveWithInjuredManDraggerNon\n- MoveWithInjuredManDraggerPst\n- MoveWithInjuredManDraggerRfl\n- NoActions\n- NoActionsLying\n- para_actions\n- ParachuteFreeFall\n- passenger_bench_1Actions\n- passenger_bench_1BinocActions\n- passenger_bench_1BinocPistolActions\n- passenger_bench_1BinocUnarmedActions\n- passenger_bench_1DeadActions\n- passenger_bench_1DeadPistolActions\n- passenger_bench_1IdleActions\n- passenger_bench_1IdlePistolActions\n- passenger_bench_1IdleUnarmedActions\n- passenger_bench_1ObstructedActions\n- passenger_bench_1ObstructedPistolActions\n- passenger_bench_1PistolActions\n- passenger_boat_1Actions\n- passenger_boat_1BinocActions\n- passenger_boat_1BinocPistolActions\n- passenger_boat_1BinocUnarmedActions\n- passenger_boat_1DeadActions\n- passenger_boat_1DeadPistolActions\n- passenger_boat_1IdleActions\n- passenger_boat_1IdlePistolActions\n- passenger_boat_1IdleUnarmedActions\n- passenger_boat_1ObstructedActions\n- passenger_boat_1ObstructedPistolActions\n- passenger_boat_1PistolActions\n- passenger_boat_2Actions\n- passenger_boat_2BinocActions\n- passenger_boat_2BinocPistolActions\n- passenger_boat_2BinocUnarmedActions\n- passenger_boat_2DeadActions\n- passenger_boat_2DeadPistolActions\n- passenger_boat_2IdleActions\n- passenger_boat_2IdlePistolActions\n- passenger_boat_2IdleUnarmedActions\n- passenger_boat_2ObstructedActions\n- passenger_boat_2ObstructedPistolActions\n- passenger_boat_2PistolActions\n- passenger_boat_3Actions\n- passenger_boat_3BinocActions\n- passenger_boat_3BinocPistolActions\n- passenger_boat_3BinocUnarmedActions\n- passenger_boat_3DeadActions\n- passenger_boat_3DeadPistolActions\n- passenger_boat_3IdleActions\n- passenger_boat_3IdlePistolActions\n- passenger_boat_3IdleUnarmedActions\n- passenger_boat_3ObstructedActions\n- passenger_boat_3ObstructedPistolActions\n- passenger_boat_3PistolActions\n- passenger_boat_4Actions\n- passenger_boat_4BinocActions\n- passenger_boat_4BinocPistolActions\n- passenger_boat_4BinocUnarmedActions\n- passenger_boat_4DeadActions\n- passenger_boat_4DeadPistolActions\n- passenger_boat_4IdleActions\n- passenger_boat_4IdlePistolActions\n- passenger_boat_4IdleUnarmedActions\n- passenger_boat_4ObstructedActions\n- passenger_boat_4ObstructedPistolActions\n- passenger_boat_4PistolActions\n- passenger_flatground_1Actions\n- passenger_flatground_1BinocActions\n- passenger_flatground_1BinocPistolActions\n- passenger_flatground_1BinocUnarmedActions\n- passenger_flatground_1DeadActions\n- passenger_flatground_1DeadPistolActions\n- passenger_flatground_1IdleActions\n- passenger_flatground_1IdlePistolActions\n- passenger_flatground_1IdleUnarmedActions\n- passenger_flatground_1ObstructedActions\n- passenger_flatground_1ObstructedPistolActions\n- passenger_flatground_1PistolActions\n- passenger_flatground_2Actions\n- passenger_flatground_2BinocActions\n- passenger_flatground_2BinocPistolActions\n- passenger_flatground_2BinocUnarmedActions\n- passenger_flatground_2DeadActions\n- passenger_flatground_2DeadPistolActions\n- passenger_flatground_2IdleActions\n- passenger_flatground_2IdlePistolActions\n- passenger_flatground_2IdleUnarmedActions\n- passenger_flatground_2ObstructedActions\n- passenger_flatground_2ObstructedPistolActions\n- passenger_flatground_2PistolActions\n- passenger_flatground_3Actions\n- passenger_flatground_3BinocActions\n- passenger_flatground_3BinocPistolActions\n- passenger_flatground_3BinocUnarmedActions\n- passenger_flatground_3DeadActions\n- passenger_flatground_3DeadPistolActions\n- passenger_flatground_3IdleActions\n- passenger_flatground_3IdlePistolActions\n- passenger_flatground_3IdleUnarmedActions\n- passenger_flatground_3ObstructedActions\n- passenger_flatground_3ObstructedPistolActions\n- passenger_flatground_3PistolActions\n- passenger_flatground_4Actions\n- passenger_flatground_4BinocActions\n- passenger_flatground_4BinocPistolActions\n- passenger_flatground_4BinocUnarmedActions\n- passenger_flatground_4DeadActions\n- passenger_flatground_4DeadPistolActions\n- passenger_flatground_4IdleActions\n- passenger_flatground_4IdlePistolActions\n- passenger_flatground_4IdleUnarmedActions\n- passenger_flatground_4ObstructedActions\n- passenger_flatground_4ObstructedPistolActions\n- passenger_flatground_4PistolActions\n- passenger_inside_1Actions\n- passenger_inside_1BinocActions\n- passenger_inside_1BinocPistolActions\n- passenger_inside_1BinocUnarmedActions\n- passenger_inside_1DeadActions\n- passenger_inside_1DeadPistolActions\n- passenger_inside_1IdleActions\n- passenger_inside_1IdlePistolActions\n- passenger_inside_1IdleUnarmedActions\n- passenger_inside_1ObstructedActions\n- passenger_inside_1ObstructedPistolActions\n- passenger_inside_1PistolActions\n- passenger_inside_2Actions\n- passenger_inside_2BinocActions\n- passenger_inside_2BinocPistolActions\n- passenger_inside_2BinocUnarmedActions\n- passenger_inside_2DeadActions\n- passenger_inside_2DeadPistolActions\n- passenger_inside_2IdleActions\n- passenger_inside_2IdlePistolActions\n- passenger_inside_2IdleUnarmedActions\n- passenger_inside_2ObstructedActions\n- passenger_inside_2ObstructedPistolActions\n- passenger_inside_2PistolActions\n- passenger_inside_3Actions\n- passenger_inside_3BinocActions\n- passenger_inside_3BinocPistolActions\n- passenger_inside_3BinocUnarmedActions\n- passenger_inside_3DeadActions\n- passenger_inside_3DeadPistolActions\n- passenger_inside_3IdleActions\n- passenger_inside_3IdlePistolActions\n- passenger_inside_3IdleUnarmedActions\n- passenger_inside_3ObstructedActions\n- passenger_inside_3ObstructedPistolActions\n- passenger_inside_3PistolActions\n- passenger_inside_4Actions\n- passenger_inside_4BinocActions\n- passenger_inside_4BinocPistolActions\n- passenger_inside_4BinocUnarmedActions\n- passenger_inside_4DeadActions\n- passenger_inside_4DeadPistolActions\n- passenger_inside_4IdleActions\n- passenger_inside_4IdlePistolActions\n- passenger_inside_4IdleUnarmedActions\n- passenger_inside_4ObstructedActions\n- passenger_inside_4ObstructedPistolActions\n- passenger_inside_4PistolActions\n- passenger_inside_5Actions\n- passenger_inside_5BinocActions\n- passenger_inside_5BinocPistolActions\n- passenger_inside_5BinocUnarmedActions\n- passenger_inside_5DeadActions\n- passenger_inside_5DeadPistolActions\n- passenger_inside_5IdleActions\n- passenger_inside_5IdlePistolActions\n- passenger_inside_5IdleUnarmedActions\n- passenger_inside_5ObstructedActions\n- passenger_inside_5ObstructedPistolActions\n- passenger_inside_5PistolActions\n- passenger_inside_6Actions\n- passenger_inside_6BinocActions\n- passenger_inside_6BinocPistolActions\n- passenger_inside_6BinocUnarmedActions\n- passenger_inside_6DeadActions\n- passenger_inside_6DeadPistolActions\n- passenger_inside_6IdleActions\n- passenger_inside_6IdlePistolActions\n- passenger_inside_6IdleUnarmedActions\n- passenger_inside_6ObstructedActions\n- passenger_inside_6ObstructedPistolActions\n- passenger_inside_6PistolActions\n- passenger_inside_7Actions\n- passenger_inside_7BinocActions\n- passenger_inside_7BinocPistolActions\n- passenger_inside_7BinocUnarmedActions\n- passenger_inside_7DeadActions\n- passenger_inside_7DeadPistolActions\n- passenger_inside_7IdleActions\n- passenger_inside_7IdlePistolActions\n- passenger_inside_7IdleUnarmedActions\n- passenger_inside_7ObstructedActions\n- passenger_inside_7ObstructedPistolActions\n- passenger_inside_7PistolActions\n- passenger_inside_8Actions\n- passenger_inside_8BinocActions\n- passenger_inside_8BinocPistolActions\n- passenger_inside_8BinocUnarmedActions\n- passenger_inside_8DeadActions\n- passenger_inside_8DeadPistolActions\n- passenger_inside_8IdleActions\n- passenger_inside_8IdlePistolActions\n- passenger_inside_8IdleUnarmedActions\n- passenger_inside_8ObstructedActions\n- passenger_inside_8ObstructedPistolActions\n- passenger_inside_8PistolActions\n- PistolAdjustBKneelActions\n- PistolAdjustBKneelActionsRunB\n- PistolAdjustBKneelActionsRunBL\n- PistolAdjustBKneelActionsRunBR\n- PistolAdjustBKneelActionsRunF\n- PistolAdjustBKneelActionsRunFL\n- PistolAdjustBKneelActionsRunFR\n- PistolAdjustBKneelActionsRunL\n- PistolAdjustBKneelActionsRunR\n- PistolAdjustBKneelActionsTacB\n- PistolAdjustBKneelActionsTacBL\n- PistolAdjustBKneelActionsTacBR\n- PistolAdjustBKneelActionsTacF\n- PistolAdjustBKneelActionsTacFL\n- PistolAdjustBKneelActionsTacFR\n- PistolAdjustBKneelActionsTacL\n- PistolAdjustBKneelActionsTacR\n- PistolAdjustBKneelActionsWlkB\n- PistolAdjustBKneelActionsWlkBL\n- PistolAdjustBKneelActionsWlkBR\n- PistolAdjustBKneelActionsWlkF\n- PistolAdjustBKneelActionsWlkFL\n- PistolAdjustBKneelActionsWlkFR\n- PistolAdjustBKneelActionsWlkL\n- PistolAdjustBKneelActionsWlkR\n- PistolAdjustBKneelEvasiveActionsF\n- PistolAdjustBKneelEvasiveActionsFL\n- PistolAdjustBKneelEvasiveActionsFR\n- PistolAdjustBProneActions\n- PistolAdjustBStandActions\n- PistolAdjustBStandActionsRunB\n- PistolAdjustBStandActionsRunBL\n- PistolAdjustBStandActionsRunBR\n- PistolAdjustBStandActionsRunF\n- PistolAdjustBStandActionsRunFL\n- PistolAdjustBStandActionsRunFR\n- PistolAdjustBStandActionsRunL\n- PistolAdjustBStandActionsRunR\n- PistolAdjustBStandActionsTacB\n- PistolAdjustBStandActionsTacBL\n- PistolAdjustBStandActionsTacBR\n- PistolAdjustBStandActionsTacF\n- PistolAdjustBStandActionsTacFL\n- PistolAdjustBStandActionsTacFR\n- PistolAdjustBStandActionsTacL\n- PistolAdjustBStandActionsTacR\n- PistolAdjustBStandActionsWlkB\n- PistolAdjustBStandActionsWlkBL\n- PistolAdjustBStandActionsWlkBR\n- PistolAdjustBStandActionsWlkF\n- PistolAdjustBStandActionsWlkFL\n- PistolAdjustBStandActionsWlkFR\n- PistolAdjustBStandActionsWlkL\n- PistolAdjustBStandActionsWlkR\n- PistolAdjustBStandEvasiveActionsF\n- PistolAdjustBStandEvasiveActionsFL\n- PistolAdjustBStandEvasiveActionsFR\n- PistolAdjustFKneelActions\n- PistolAdjustFKneelActionsRunB\n- PistolAdjustFKneelActionsRunBL\n- PistolAdjustFKneelActionsRunBR\n- PistolAdjustFKneelActionsRunF\n- PistolAdjustFKneelActionsRunFL\n- PistolAdjustFKneelActionsRunFR\n- PistolAdjustFKneelActionsRunL\n- PistolAdjustFKneelActionsRunR\n- PistolAdjustFKneelActionsTacB\n- PistolAdjustFKneelActionsTacBL\n- PistolAdjustFKneelActionsTacBR\n- PistolAdjustFKneelActionsTacF\n- PistolAdjustFKneelActionsTacFL\n- PistolAdjustFKneelActionsTacFR\n- PistolAdjustFKneelActionsTacL\n- PistolAdjustFKneelActionsTacR\n- PistolAdjustFKneelActionsWlkB\n- PistolAdjustFKneelActionsWlkBL\n- PistolAdjustFKneelActionsWlkBR\n- PistolAdjustFKneelActionsWlkF\n- PistolAdjustFKneelActionsWlkFL\n- PistolAdjustFKneelActionsWlkFR\n- PistolAdjustFKneelActionsWlkL\n- PistolAdjustFKneelActionsWlkR\n- PistolAdjustFKneelEvasiveActionsF\n- PistolAdjustFKneelEvasiveActionsFL\n- PistolAdjustFKneelEvasiveActionsFR\n- PistolAdjustFProneActions\n- PistolAdjustFStandActions\n- PistolAdjustFStandActionsRunB\n- PistolAdjustFStandActionsRunBL\n- PistolAdjustFStandActionsRunBR\n- PistolAdjustFStandActionsRunF\n- PistolAdjustFStandActionsRunFL\n- PistolAdjustFStandActionsRunFR\n- PistolAdjustFStandActionsRunL\n- PistolAdjustFStandActionsRunR\n- PistolAdjustFStandActionsTacB\n- PistolAdjustFStandActionsTacBL\n- PistolAdjustFStandActionsTacBR\n- PistolAdjustFStandActionsTacF\n- PistolAdjustFStandActionsTacFL\n- PistolAdjustFStandActionsTacFR\n- PistolAdjustFStandActionsTacL\n- PistolAdjustFStandActionsTacR\n- PistolAdjustFStandActionsWlkB\n- PistolAdjustFStandActionsWlkBL\n- PistolAdjustFStandActionsWlkBR\n- PistolAdjustFStandActionsWlkF\n- PistolAdjustFStandActionsWlkFL\n- PistolAdjustFStandActionsWlkFR\n- PistolAdjustFStandActionsWlkL\n- PistolAdjustFStandActionsWlkR\n- PistolAdjustFStandEvasiveActionsF\n- PistolAdjustFStandEvasiveActionsFL\n- PistolAdjustFStandEvasiveActionsFR\n- PistolAdjustKneelBaseActions\n- PistolAdjustLKneelActions\n- PistolAdjustLKneelActionsRunB\n- PistolAdjustLKneelActionsRunBL\n- PistolAdjustLKneelActionsRunBR\n- PistolAdjustLKneelActionsRunF\n- PistolAdjustLKneelActionsRunFL\n- PistolAdjustLKneelActionsRunFR\n- PistolAdjustLKneelActionsRunL\n- PistolAdjustLKneelActionsRunR\n- PistolAdjustLKneelActionsTacB\n- PistolAdjustLKneelActionsTacBL\n- PistolAdjustLKneelActionsTacBR\n- PistolAdjustLKneelActionsTacF\n- PistolAdjustLKneelActionsTacFL\n- PistolAdjustLKneelActionsTacFR\n- PistolAdjustLKneelActionsTacL\n- PistolAdjustLKneelActionsTacR\n- PistolAdjustLKneelActionsWlkB\n- PistolAdjustLKneelActionsWlkBL\n- PistolAdjustLKneelActionsWlkBR\n- PistolAdjustLKneelActionsWlkF\n- PistolAdjustLKneelActionsWlkFL\n- PistolAdjustLKneelActionsWlkFR\n- PistolAdjustLKneelActionsWlkL\n- PistolAdjustLKneelActionsWlkR\n- PistolAdjustLKneelEvasiveActionsF\n- PistolAdjustLKneelEvasiveActionsFL\n- PistolAdjustLKneelEvasiveActionsFR\n- PistolAdjustLProneActions\n- PistolAdjustLStandActions\n- PistolAdjustLStandActionsRunB\n- PistolAdjustLStandActionsRunBL\n- PistolAdjustLStandActionsRunBR\n- PistolAdjustLStandActionsRunF\n- PistolAdjustLStandActionsRunFL\n- PistolAdjustLStandActionsRunFR\n- PistolAdjustLStandActionsRunL\n- PistolAdjustLStandActionsRunR\n- PistolAdjustLStandActionsTacB\n- PistolAdjustLStandActionsTacBL\n- PistolAdjustLStandActionsTacBR\n- PistolAdjustLStandActionsTacF\n- PistolAdjustLStandActionsTacFL\n- PistolAdjustLStandActionsTacFR\n- PistolAdjustLStandActionsTacL\n- PistolAdjustLStandActionsTacR\n- PistolAdjustLStandActionsWlkB\n- PistolAdjustLStandActionsWlkBL\n- PistolAdjustLStandActionsWlkBR\n- PistolAdjustLStandActionsWlkF\n- PistolAdjustLStandActionsWlkFL\n- PistolAdjustLStandActionsWlkFR\n- PistolAdjustLStandActionsWlkL\n- PistolAdjustLStandActionsWlkR\n- PistolAdjustLStandEvasiveActionsF\n- PistolAdjustLStandEvasiveActionsFL\n- PistolAdjustLStandEvasiveActionsFR\n- PistolAdjustProneBaseActions\n- PistolAdjustRKneelActions\n- PistolAdjustRKneelActionsRunB\n- PistolAdjustRKneelActionsRunBL\n- PistolAdjustRKneelActionsRunBR\n- PistolAdjustRKneelActionsRunF\n- PistolAdjustRKneelActionsRunFL\n- PistolAdjustRKneelActionsRunFR\n- PistolAdjustRKneelActionsRunL\n- PistolAdjustRKneelActionsRunR\n- PistolAdjustRKneelActionsTacB\n- PistolAdjustRKneelActionsTacBL\n- PistolAdjustRKneelActionsTacBR\n- PistolAdjustRKneelActionsTacF\n- PistolAdjustRKneelActionsTacFL\n- PistolAdjustRKneelActionsTacFR\n- PistolAdjustRKneelActionsTacL\n- PistolAdjustRKneelActionsTacR\n- PistolAdjustRKneelActionsWlkB\n- PistolAdjustRKneelActionsWlkBL\n- PistolAdjustRKneelActionsWlkBR\n- PistolAdjustRKneelActionsWlkF\n- PistolAdjustRKneelActionsWlkFL\n- PistolAdjustRKneelActionsWlkFR\n- PistolAdjustRKneelActionsWlkL\n- PistolAdjustRKneelActionsWlkR\n- PistolAdjustRKneelEvasiveActionsF\n- PistolAdjustRKneelEvasiveActionsFL\n- PistolAdjustRKneelEvasiveActionsFR\n- PistolAdjustRProneActions\n- PistolAdjustRStandActions\n- PistolAdjustRStandActionsRunB\n- PistolAdjustRStandActionsRunBL\n- PistolAdjustRStandActionsRunBR\n- PistolAdjustRStandActionsRunF\n- PistolAdjustRStandActionsRunFL\n- PistolAdjustRStandActionsRunFR\n- PistolAdjustRStandActionsRunL\n- PistolAdjustRStandActionsRunR\n- PistolAdjustRStandActionsTacB\n- PistolAdjustRStandActionsTacBL\n- PistolAdjustRStandActionsTacBR\n- PistolAdjustRStandActionsTacF\n- PistolAdjustRStandActionsTacFL\n- PistolAdjustRStandActionsTacFR\n- PistolAdjustRStandActionsTacL\n- PistolAdjustRStandActionsTacR\n- PistolAdjustRStandActionsWlkB\n- PistolAdjustRStandActionsWlkBL\n- PistolAdjustRStandActionsWlkBR\n- PistolAdjustRStandActionsWlkF\n- PistolAdjustRStandActionsWlkFL\n- PistolAdjustRStandActionsWlkFR\n- PistolAdjustRStandActionsWlkL\n- PistolAdjustRStandActionsWlkR\n- PistolAdjustRStandEvasiveActionsF\n- PistolAdjustRStandEvasiveActionsFL\n- PistolAdjustRStandEvasiveActionsFR\n- PistolAdjustStandBaseActions\n- PistolKneelActions\n- PistolKneelActions_explo\n- PistolKneelActions_gear\n- PistolKneelActions_inv\n- PistolKneelActionsLimpB\n- PistolKneelActionsLimpF\n- PistolKneelActionsLimpL\n- PistolKneelActionsLimpLB\n- PistolKneelActionsLimpLF\n- PistolKneelActionsLimpR\n- PistolKneelActionsLimpRB\n- PistolKneelActionsLimpRF\n- PistolKneelActionsNoAdjust\n- PistolKneelActionsRunB\n- PistolKneelActionsRunBL\n- PistolKneelActionsRunBR\n- PistolKneelActionsRunF\n- PistolKneelActionsRunFL\n- PistolKneelActionsRunFr\n- PistolKneelActionsRunL\n- PistolKneelActionsRunR\n- PistolKneelActionsTacB\n- PistolKneelActionsTacBL\n- PistolKneelActionsTacBR\n- PistolKneelActionsTacF\n- PistolKneelActionsTacFL\n- PistolKneelActionsTacFr\n- PistolKneelActionsTacL\n- PistolKneelActionsTacR\n- PistolKneelActionsWlkB\n- PistolKneelActionsWlkBL\n- PistolKneelActionsWlkBR\n- PistolKneelActionsWlkF\n- PistolKneelActionsWlkFL\n- PistolKneelActionsWlkFR\n- PistolKneelActionsWlkL\n- PistolKneelActionsWlkR\n- PistolKneelEvasiveActionsF\n- PistolKneelEvasiveActionsFL\n- PistolKneelEvasiveActionsFR\n- PistolKneelEvasiveActionsL\n- PistolKneelEvasiveActionsR\n- PistolKneelTakeActions\n- PistolLowKneelActions\n- PistolLowKneelActionsLimpB\n- PistolLowKneelActionsLimpF\n- PistolLowKneelActionsLimpL\n- PistolLowKneelActionsLimpLB\n- PistolLowKneelActionsLimpLF\n- PistolLowKneelActionsLimpR\n- PistolLowKneelActionsLimpRB\n- PistolLowKneelActionsLimpRF\n- PistolLowKneelActionsNoAdjust\n- PistolLowKneelActionsRunB\n- PistolLowKneelActionsRunBL\n- PistolLowKneelActionsRunBR\n- PistolLowKneelActionsRunF\n- PistolLowKneelActionsRunFL\n- PistolLowKneelActionsRunFr\n- PistolLowKneelActionsRunL\n- PistolLowKneelActionsRunR\n- PistolLowKneelActionsTacB\n- PistolLowKneelActionsTacBL\n- PistolLowKneelActionsTacBR\n- PistolLowKneelActionsTacF\n- PistolLowKneelActionsTacFL\n- PistolLowKneelActionsTacFR\n- PistolLowKneelActionsTacL\n- PistolLowKneelActionsTacR\n- PistolLowKneelActionsWlkB\n- PistolLowKneelActionsWlkBL\n- PistolLowKneelActionsWlkBR\n- PistolLowKneelActionsWlkF\n- PistolLowKneelActionsWlkFL\n- PistolLowKneelActionsWlkFR\n- PistolLowKneelActionsWlkL\n- PistolLowKneelActionsWlkR\n- PistolLowKneelEvasiveActionsF\n- PistolLowKneelEvasiveActionsFL\n- PistolLowKneelEvasiveActionsFR\n- PistolLowStandActions\n- PistolLowStandActionsFastF\n- PistolLowStandActionsFastFL\n- PistolLowStandActionsFastFR\n- PistolLowStandActionsLimpB\n- PistolLowStandActionsLimpF\n- PistolLowStandActionsLimpL\n- PistolLowStandActionsLimpLB\n- PistolLowStandActionsLimpLF\n- PistolLowStandActionsLimpR\n- PistolLowStandActionsLimpRB\n- PistolLowStandActionsLimpRF\n- PistolLowStandActionsNoAdjust\n- PistolLowStandActionsRunB\n- PistolLowStandActionsRunBL\n- PistolLowStandActionsRunBR\n- PistolLowStandActionsRunF\n- PistolLowStandActionsRunFL\n- PistolLowStandActionsRunFR\n- PistolLowStandActionsRunL\n- PistolLowStandActionsRunR\n- PistolLowStandActionsTacB\n- PistolLowStandActionsTacBL\n- PistolLowStandActionsTacBR\n- PistolLowStandActionsTacF\n- PistolLowStandActionsTacFL\n- PistolLowStandActionsTacFR\n- PistolLowStandActionsTacL\n- PistolLowStandActionsTacR\n- PistolLowStandActionsWlkB\n- PistolLowStandActionsWlkBL\n- PistolLowStandActionsWlkBR\n- PistolLowStandActionsWlkF\n- PistolLowStandActionsWlkFL\n- PistolLowStandActionsWlkFR\n- PistolLowStandActionsWlkL\n- PistolLowStandActionsWlkR\n- PistolLowStandCutsceneActions\n- PistolLowStandEvasiveActionsF\n- PistolLowStandEvasiveActionsFL\n- PistolLowStandEvasiveActionsFR\n- PistolProneActions\n- PistolProneActions_inv\n- PistolRaisedStandCutsceneActions\n- PistolRunFActions\n- PistolSitActions\n- PistolStandActions\n- PistolStandActions_gear\n- PistolStandActions_inv\n- PistolStandActionsLimpB\n- PistolStandActionsLimpF\n- PistolStandActionsLimpL\n- PistolStandActionsLimpLB\n- PistolStandActionsLimpLF\n- PistolStandActionsLimpR\n- PistolStandActionsLimpRB\n- PistolStandActionsLimpRF\n- PistolStandActionsNoAdjust\n- PistolStandActionsRunB\n- PistolStandActionsRunBL\n- PistolStandActionsRunBR\n- PistolStandActionsRunF\n- PistolStandActionsRunFL\n- PistolStandActionsRunFR\n- PistolStandActionsRunL\n- PistolStandActionsRunR\n- PistolStandActionsTacB\n- PistolStandActionsTacBL\n- PistolStandActionsTacBR\n- PistolStandActionsTacF\n- PistolStandActionsTacFL\n- PistolStandActionsTacFR\n- PistolStandActionsTacL\n- PistolStandActionsTacR\n- PistolStandActionsWlkB\n- PistolStandActionsWlkBL\n- PistolStandActionsWlkBR\n- PistolStandActionsWlkF\n- PistolStandActionsWlkFL\n- PistolStandActionsWlkFR\n- PistolStandActionsWlkL\n- PistolStandActionsWlkR\n- PistolStandEvasiveActionsF\n- PistolStandEvasiveActionsFL\n- PistolStandEvasiveActionsFR\n- PistolStandEvasiveActionsL\n- PistolStandEvasiveActionsR\n- PistolStandSaluteActions\n- PistolStandTakeActions\n- PistolWalkFActions\n- ReviveMedicActions\n- ReviveWoundedActions\n- ReviveWoundedDefaultActions\n- RifleAdjustBKneelActions\n- RifleAdjustBKneelActionsRunB\n- RifleAdjustBKneelActionsRunBL\n- RifleAdjustBKneelActionsRunBR\n- RifleAdjustBKneelActionsRunF\n- RifleAdjustBKneelActionsRunFL\n- RifleAdjustBKneelActionsRunFR\n- RifleAdjustBKneelActionsRunL\n- RifleAdjustBKneelActionsRunR\n- RifleAdjustBKneelActionsTacB\n- RifleAdjustBKneelActionsTacBL\n- RifleAdjustBKneelActionsTacBR\n- RifleAdjustBKneelActionsTacF\n- RifleAdjustBKneelActionsTacFL\n- RifleAdjustBKneelActionsTacFR\n- RifleAdjustBKneelActionsTacL\n- RifleAdjustBKneelActionsTacR\n- RifleAdjustBKneelActionsWlkB\n- RifleAdjustBKneelActionsWlkBL\n- RifleAdjustBKneelActionsWlkBR\n- RifleAdjustBKneelActionsWlkF\n- RifleAdjustBKneelActionsWlkFL\n- RifleAdjustBKneelActionsWlkFR\n- RifleAdjustBKneelActionsWlkL\n- RifleAdjustBKneelActionsWlkR\n- RifleAdjustBKneelEvasiveActionsF\n- RifleAdjustBKneelEvasiveActionsFL\n- RifleAdjustBKneelEvasiveActionsFR\n- RifleAdjustBProneActions\n- RifleAdjustBStandActions\n- RifleAdjustBStandActionsRunB\n- RifleAdjustBStandActionsRunBL\n- RifleAdjustBStandActionsRunBR\n- RifleAdjustBStandActionsRunF\n- RifleAdjustBStandActionsRunFL\n- RifleAdjustBStandActionsRunFR\n- RifleAdjustBStandActionsRunL\n- RifleAdjustBStandActionsRunR\n- RifleAdjustBStandActionsTacB\n- RifleAdjustBStandActionsTacBL\n- RifleAdjustBStandActionsTacBR\n- RifleAdjustBStandActionsTacF\n- RifleAdjustBStandActionsTacFL\n- RifleAdjustBStandActionsTacFR\n- RifleAdjustBStandActionsTacL\n- RifleAdjustBStandActionsTacR\n- RifleAdjustBStandActionsWlkB\n- RifleAdjustBStandActionsWlkBL\n- RifleAdjustBStandActionsWlkBR\n- RifleAdjustBStandActionsWlkF\n- RifleAdjustBStandActionsWlkFL\n- RifleAdjustBStandActionsWlkFR\n- RifleAdjustBStandActionsWlkL\n- RifleAdjustBStandActionsWlkR\n- RifleAdjustBStandEvasiveActionsF\n- RifleAdjustBStandEvasiveActionsFL\n- RifleAdjustBStandEvasiveActionsFR\n- RifleAdjustFKneelActions\n- RifleAdjustFKneelActionsRunB\n- RifleAdjustFKneelActionsRunBL\n- RifleAdjustFKneelActionsRunBR\n- RifleAdjustFKneelActionsRunF\n- RifleAdjustFKneelActionsRunFL\n- RifleAdjustFKneelActionsRunFR\n- RifleAdjustFKneelActionsRunL\n- RifleAdjustFKneelActionsRunR\n- RifleAdjustFKneelActionsTacB\n- RifleAdjustFKneelActionsTacBL\n- RifleAdjustFKneelActionsTacBR\n- RifleAdjustFKneelActionsTacF\n- RifleAdjustFKneelActionsTacFL\n- RifleAdjustFKneelActionsTacFR\n- RifleAdjustFKneelActionsTacL\n- RifleAdjustFKneelActionsTacR\n- RifleAdjustFKneelActionsWlkB\n- RifleAdjustFKneelActionsWlkBL\n- RifleAdjustFKneelActionsWlkBR\n- RifleAdjustFKneelActionsWlkF\n- RifleAdjustFKneelActionsWlkFL\n- RifleAdjustFKneelActionsWlkFR\n- RifleAdjustFKneelActionsWlkL\n- RifleAdjustFKneelActionsWlkR\n- RifleAdjustFKneelEvasiveActionsF\n- RifleAdjustFKneelEvasiveActionsFL\n- RifleAdjustFKneelEvasiveActionsFR\n- RifleAdjustFProneActions\n- RifleAdjustFStandActions\n- RifleAdjustFStandActionsRunB\n- RifleAdjustFStandActionsRunBL\n- RifleAdjustFStandActionsRunBR\n- RifleAdjustFStandActionsRunF\n- RifleAdjustFStandActionsRunFL\n- RifleAdjustFStandActionsRunFR\n- RifleAdjustFStandActionsRunL\n- RifleAdjustFStandActionsRunR\n- RifleAdjustFStandActionsTacB\n- RifleAdjustFStandActionsTacBL\n- RifleAdjustFStandActionsTacBR\n- RifleAdjustFStandActionsTacF\n- RifleAdjustFStandActionsTacFL\n- RifleAdjustFStandActionsTacFR\n- RifleAdjustFStandActionsTacL\n- RifleAdjustFStandActionsTacR\n- RifleAdjustFStandActionsWlkB\n- RifleAdjustFStandActionsWlkBL\n- RifleAdjustFStandActionsWlkBR\n- RifleAdjustFStandActionsWlkF\n- RifleAdjustFStandActionsWlkFL\n- RifleAdjustFStandActionsWlkFR\n- RifleAdjustFStandActionsWlkL\n- RifleAdjustFStandActionsWlkR\n- RifleAdjustFStandEvasiveActionsF\n- RifleAdjustFStandEvasiveActionsFL\n- RifleAdjustFStandEvasiveActionsFR\n- RifleAdjustKneelBaseActions\n- RifleAdjustLKneelActions\n- RifleAdjustLKneelActionsRunB\n- RifleAdjustLKneelActionsRunBL\n- RifleAdjustLKneelActionsRunBR\n- RifleAdjustLKneelActionsRunF\n- RifleAdjustLKneelActionsRunFL\n- RifleAdjustLKneelActionsRunFR\n- RifleAdjustLKneelActionsRunL\n- RifleAdjustLKneelActionsRunR\n- RifleAdjustLKneelActionsTacB\n- RifleAdjustLKneelActionsTacBL\n- RifleAdjustLKneelActionsTacBR\n- RifleAdjustLKneelActionsTacF\n- RifleAdjustLKneelActionsTacFL\n- RifleAdjustLKneelActionsTacFR\n- RifleAdjustLKneelActionsTacL\n- RifleAdjustLKneelActionsTacR\n- RifleAdjustLKneelActionsWlkB\n- RifleAdjustLKneelActionsWlkBL\n- RifleAdjustLKneelActionsWlkBR\n- RifleAdjustLKneelActionsWlkF\n- RifleAdjustLKneelActionsWlkFL\n- RifleAdjustLKneelActionsWlkFR\n- RifleAdjustLKneelActionsWlkL\n- RifleAdjustLKneelActionsWlkR\n- RifleAdjustLKneelEvasiveActionsF\n- RifleAdjustLKneelEvasiveActionsFL\n- RifleAdjustLKneelEvasiveActionsFR\n- RifleAdjustLProneActions\n- RifleAdjustLStandActions\n- RifleAdjustLStandActionsRunB\n- RifleAdjustLStandActionsRunBL\n- RifleAdjustLStandActionsRunBR\n- RifleAdjustLStandActionsRunF\n- RifleAdjustLStandActionsRunFL\n- RifleAdjustLStandActionsRunFR\n- RifleAdjustLStandActionsRunL\n- RifleAdjustLStandActionsRunR\n- RifleAdjustLStandActionsTacB\n- RifleAdjustLStandActionsTacBL\n- RifleAdjustLStandActionsTacBR\n- RifleAdjustLStandActionsTacF\n- RifleAdjustLStandActionsTacFL\n- RifleAdjustLStandActionsTacFR\n- RifleAdjustLStandActionsTacL\n- RifleAdjustLStandActionsTacR\n- RifleAdjustLStandActionsWlkB\n- RifleAdjustLStandActionsWlkBL\n- RifleAdjustLStandActionsWlkBR\n- RifleAdjustLStandActionsWlkF\n- RifleAdjustLStandActionsWlkFL\n- RifleAdjustLStandActionsWlkFR\n- RifleAdjustLStandActionsWlkL\n- RifleAdjustLStandActionsWlkR\n- RifleAdjustLStandEvasiveActionsF\n- RifleAdjustLStandEvasiveActionsFL\n- RifleAdjustLStandEvasiveActionsFR\n- RifleAdjustProneBaseActions\n- RifleAdjustRKneelActions\n- RifleAdjustRKneelActionsRunB\n- RifleAdjustRKneelActionsRunBL\n- RifleAdjustRKneelActionsRunBR\n- RifleAdjustRKneelActionsRunF\n- RifleAdjustRKneelActionsRunFL\n- RifleAdjustRKneelActionsRunFR\n- RifleAdjustRKneelActionsRunL\n- RifleAdjustRKneelActionsRunR\n- RifleAdjustRKneelActionsTacB\n- RifleAdjustRKneelActionsTacBL\n- RifleAdjustRKneelActionsTacBR\n- RifleAdjustRKneelActionsTacF\n- RifleAdjustRKneelActionsTacFL\n- RifleAdjustRKneelActionsTacFR\n- RifleAdjustRKneelActionsTacL\n- RifleAdjustRKneelActionsTacR\n- RifleAdjustRKneelActionsWlkB\n- RifleAdjustRKneelActionsWlkBL\n- RifleAdjustRKneelActionsWlkBR\n- RifleAdjustRKneelActionsWlkF\n- RifleAdjustRKneelActionsWlkFL\n- RifleAdjustRKneelActionsWlkFR\n- RifleAdjustRKneelActionsWlkL\n- RifleAdjustRKneelActionsWlkR\n- RifleAdjustRKneelEvasiveActionsF\n- RifleAdjustRKneelEvasiveActionsFL\n- RifleAdjustRKneelEvasiveActionsFR\n- RifleAdjustRProneActions\n- RifleAdjustRStandActions\n- RifleAdjustRStandActionsRunB\n- RifleAdjustRStandActionsRunBL\n- RifleAdjustRStandActionsRunBR\n- RifleAdjustRStandActionsRunF\n- RifleAdjustRStandActionsRunFL\n- RifleAdjustRStandActionsRunFR\n- RifleAdjustRStandActionsRunL\n- RifleAdjustRStandActionsRunR\n- RifleAdjustRStandActionsTacB\n- RifleAdjustRStandActionsTacBL\n- RifleAdjustRStandActionsTacBR\n- RifleAdjustRStandActionsTacF\n- RifleAdjustRStandActionsTacFL\n- RifleAdjustRStandActionsTacFR\n- RifleAdjustRStandActionsTacL\n- RifleAdjustRStandActionsTacR\n- RifleAdjustRStandActionsWlkB\n- RifleAdjustRStandActionsWlkBL\n- RifleAdjustRStandActionsWlkBR\n- RifleAdjustRStandActionsWlkF\n- RifleAdjustRStandActionsWlkFL\n- RifleAdjustRStandActionsWlkFR\n- RifleAdjustRStandActionsWlkL\n- RifleAdjustRStandActionsWlkR\n- RifleAdjustRStandEvasiveActionsF\n- RifleAdjustRStandEvasiveActionsFL\n- RifleAdjustRStandEvasiveActionsFR\n- RifleAdjustStandBaseActions\n- RifleBaseLowStandActions\n- RifleBaseStandActions\n- RifleCrouchActions\n- RifleKneelActions\n- RifleKneelActions_diary\n- RifleKneelActions_explo\n- RifleKneelActions_gear\n- RifleKneelActions_inv\n- RifleKneelActionsLimpB\n- RifleKneelActionsLimpF\n- RifleKneelActionsLimpL\n- RifleKneelActionsLimpLB\n- RifleKneelActionsLimpLF\n- RifleKneelActionsLimpR\n- RifleKneelActionsLimpRB\n- RifleKneelActionsLimpRF\n- RifleKneelActionsNoAdjust\n- RifleKneelActionsRunB\n- RifleKneelActionsRunBL\n- RifleKneelActionsRunBR\n- RifleKneelActionsRunF\n- RifleKneelActionsRunFL\n- RifleKneelActionsRunFR\n- RifleKneelActionsRunL\n- RifleKneelActionsRunR\n- RifleKneelActionsTacB\n- RifleKneelActionsTacBL\n- RifleKneelActionsTacBR\n- RifleKneelActionsTacF\n- RifleKneelActionsTacFL\n- RifleKneelActionsTacFR\n- RifleKneelActionsTacL\n- RifleKneelActionsTacR\n- RifleKneelActionsWlkB\n- RifleKneelActionsWlkBL\n- RifleKneelActionsWlkBR\n- RifleKneelActionsWlkF\n- RifleKneelActionsWlkFL\n- RifleKneelActionsWlkFR\n- RifleKneelActionsWlkL\n- RifleKneelActionsWlkR\n- RifleKneelEvasiveActionsF\n- RifleKneelEvasiveActionsFL\n- RifleKneelEvasiveActionsFR\n- RifleKneelEvasiveActionsL\n- RifleKneelEvasiveActionsR\n- RifleKneelLowActions\n- RifleKneelLowActions_diary\n- RifleKneelLowActions_explo\n- RifleKneelLowActions_gear\n- RifleKneelLowActions_relax\n- RifleKneelLowActionsNoAdjust\n- RifleKneelLowActionsRunB\n- RifleKneelLowActionsRunBL\n- RifleKneelLowActionsRunBR\n- RifleKneelLowActionsRunF\n- RifleKneelLowActionsRunFL\n- RifleKneelLowActionsRunFR\n- RifleKneelLowActionsRunL\n- RifleKneelLowActionsRunR\n- RifleKneelLowActionsTacB\n- RifleKneelLowActionsTacBL\n- RifleKneelLowActionsTacBR\n- RifleKneelLowActionsTacF\n- RifleKneelLowActionsTacFL\n- RifleKneelLowActionsTacFR\n- RifleKneelLowActionsTacL\n- RifleKneelLowActionsTacR\n- RifleKneelLowActionsWlkB\n- RifleKneelLowActionsWlkBL\n- RifleKneelLowActionsWlkBR\n- RifleKneelLowActionsWlkF\n- RifleKneelLowActionsWlkFL\n- RifleKneelLowActionsWlkFR\n- RifleKneelLowActionsWlkL\n- RifleKneelLowActionsWlkR\n- RifleKneelLowEvasiveActionsF\n- RifleKneelLowEvasiveActionsFL\n- RifleKneelLowEvasiveActionsFR\n- RifleKneelTakeActions\n- RifleLowKneelActionsLimpB\n- RifleLowKneelActionsLimpF\n- RifleLowKneelActionsLimpL\n- RifleLowKneelActionsLimpLB\n- RifleLowKneelActionsLimpLF\n- RifleLowKneelActionsLimpR\n- RifleLowKneelActionsLimpRB\n- RifleLowKneelActionsLimpRF\n- RifleLowSitActions\n- RifleLowStandActions\n- RifleLowStandActions_diary\n- RifleLowStandActions_evasiveActions\n- RifleLowStandActions_gear\n- RifleLowStandActions_talkCalm\n- RifleLowStandActionsLimpB\n- RifleLowStandActionsLimpF\n- RifleLowStandActionsLimpL\n- RifleLowStandActionsLimpLB\n- RifleLowStandActionsLimpLF\n- RifleLowStandActionsLimpR\n- RifleLowStandActionsLimpRB\n- RifleLowStandActionsLimpRF\n- RifleLowStandActionsNoAdjust\n- RifleLowStandActionsRunB\n- RifleLowStandActionsRunBL\n- RifleLowStandActionsRunBR\n- RifleLowStandActionsRunF\n- RifleLowStandActionsRunFL\n- RifleLowStandActionsRunFR\n- RifleLowStandActionsRunL\n- RifleLowStandActionsRunR\n- RifleLowStandActionsTacB\n- RifleLowStandActionsTacBL\n- RifleLowStandActionsTacBR\n- RifleLowStandActionsTacF\n- RifleLowStandActionsTacFL\n- RifleLowStandActionsTacFR\n- RifleLowStandActionsTacL\n- RifleLowStandActionsTacR\n- RifleLowStandActionsWlkB\n- RifleLowStandActionsWlkBL\n- RifleLowStandActionsWlkBR\n- RifleLowStandActionsWlkF\n- RifleLowStandActionsWlkFL\n- RifleLowStandActionsWlkFR\n- RifleLowStandActionsWlkL\n- RifleLowStandActionsWlkR\n- RifleLowStandCutsceneActions\n- RifleLowStandSaluteActions\n- RifleProneActions\n- RifleProneActions_injured\n- RifleProneActions_inv\n- RifleProneActionsEvasiveF\n- RifleProneActionsRunB\n- RifleProneActionsRunF\n- RifleSitActions\n- RifleSitactionTest\n- RifleStandActions\n- RifleStandActions_diary\n- RifleStandActions_gear\n- RifleStandActions_Idle\n- RifleStandActions_inv\n- RifleStandActionsLimpB\n- RifleStandActionsLimpF\n- RifleStandActionsLimpL\n- RifleStandActionsLimpLB\n- RifleStandActionsLimpLF\n- RifleStandActionsLimpR\n- RifleStandActionsLimpRB\n- RifleStandActionsLimpRF\n- RifleStandActionsNoAdjust\n- RifleStandActionsRunB\n- RifleStandActionsRunBL\n- RifleStandActionsRunBR\n- RifleStandActionsRunF\n- RifleStandActionsRunFL\n- RifleStandActionsRunFR\n- RifleStandActionsRunL\n- RifleStandActionsRunR\n- RifleStandActionsTacB\n- RifleStandActionsTacBL\n- RifleStandActionsTacBR\n- RifleStandActionsTacF\n- RifleStandActionsTacFL\n- RifleStandActionsTacFR\n- RifleStandActionsTacL\n- RifleStandActionsTacLnr\n- RifleStandActionsTacR\n- RifleStandActionsWlkB\n- RifleStandActionsWlkBL\n- RifleStandActionsWlkBR\n- RifleStandActionsWlkF\n- RifleStandActionsWlkFL\n- RifleStandActionsWlkFR\n- RifleStandActionsWlkL\n- RifleStandActionsWlkR\n- RifleStandEvasiveActionsF\n- RifleStandEvasiveActionsF_Idle\n- RifleStandEvasiveActionsFL\n- RifleStandEvasiveActionsFR\n- RifleStandEvasiveActionsL\n- RifleStandEvasiveActionsR\n- RifleStandLowEvasiveActionsF\n- RifleStandLowEvasiveActionsFL\n- RifleStandLowEvasiveActionsFR\n- RifleStandSaluteActions\n- RifleStandSaluteActions_Idle\n- RifleStandTakeActions\n- StaticCutsceneLoop\n- StaticCutsceneLoopPlayerWalk\n- StaticCutsceneLoopViper\n- StaticCutsceneLoopViperSgt\n- SurfaceDivingActions\n- SurfaceDivingActionsFastF\n- SurfaceDivingActionsGoingOut\n- SurfaceDivingActionsRunB\n- SurfaceDivingActionsRunBL\n- SurfaceDivingActionsRunBR\n- SurfaceDivingActionsRunF\n- SurfaceDivingActionsRunFL\n- SurfaceDivingActionsRunFR\n- SurfaceDivingActionsRunL\n- SurfaceDivingActionsRunR\n- SurfaceDivingActionsTacB\n- SurfaceDivingActionsTacBL\n- SurfaceDivingActionsTacBR\n- SurfaceDivingActionsTacF\n- SurfaceDivingActionsTacFL\n- SurfaceDivingActionsTacFR\n- SurfaceDivingActionsTacL\n- SurfaceDivingActionsTacR\n- SurfaceDivingActionsWlkB\n- SurfaceDivingActionsWlkBL\n- SurfaceDivingActionsWlkBR\n- SurfaceDivingActionsWlkF\n- SurfaceDivingActionsWlkFL\n- SurfaceDivingActionsWlkFR\n- SurfaceDivingActionsWlkL\n- SurfaceDivingActionsWlkR\n- SurfaceDivingRifleActions\n- SurfaceDivingRifleActionsFastF\n- SurfaceDivingRifleActionsGoingOut\n- SurfaceDivingRifleActionsRunB\n- SurfaceDivingRifleActionsRunBL\n- SurfaceDivingRifleActionsRunBR\n- SurfaceDivingRifleActionsRunF\n- SurfaceDivingRifleActionsRunFL\n- SurfaceDivingRifleActionsRunFR\n- SurfaceDivingRifleActionsRunL\n- SurfaceDivingRifleActionsRunR\n- SurfaceDivingRifleActionsTacB\n- SurfaceDivingRifleActionsTacBL\n- SurfaceDivingRifleActionsTacBR\n- SurfaceDivingRifleActionsTacF\n- SurfaceDivingRifleActionsTacFL\n- SurfaceDivingRifleActionsTacFR\n- SurfaceDivingRifleActionsTacL\n- SurfaceDivingRifleActionsTacR\n- SurfaceDivingRifleActionsWlkB\n- SurfaceDivingRifleActionsWlkBL\n- SurfaceDivingRifleActionsWlkBR\n- SurfaceDivingRifleActionsWlkF\n- SurfaceDivingRifleActionsWlkFL\n- SurfaceDivingRifleActionsWlkFR\n- SurfaceDivingRifleActionsWlkL\n- SurfaceDivingRifleActionsWlkR\n- SurfaceSwimmingActions\n- SurfaceSwimmingActionsFastF\n- SurfaceSwimmingActionsFastFL\n- SurfaceSwimmingActionsFastFR\n- SurfaceSwimmingActionsRunB\n- SurfaceSwimmingActionsRunBL\n- SurfaceSwimmingActionsRunBR\n- SurfaceSwimmingActionsRunF\n- SurfaceSwimmingActionsRunFL\n- SurfaceSwimmingActionsRunFR\n- SurfaceSwimmingActionsRunL\n- SurfaceSwimmingActionsRunR\n- SwimmingActions\n- SwimmingActionsFastF\n- SwimmingActionsFastFL\n- SwimmingActionsFastFR\n- SwimmingActionsRunB\n- SwimmingActionsRunBL\n- SwimmingActionsRunBR\n- SwimmingActionsRunF\n- SwimmingActionsRunFL\n- SwimmingActionsRunFR\n- SwimmingActionsRunL\n- SwimmingActionsRunR\n- ToIncapacitatedAction\n- ToIncapacitatedPistolAction\n- ToIncapacitatedRifleAction\n- vehicle_coshooter_1Actions\n- vehicle_coshooter_1BinocActions\n- vehicle_coshooter_1BinocPistolActions\n- vehicle_coshooter_1BinocUnarmedActions\n- vehicle_coshooter_1DeadActions\n- vehicle_coshooter_1DeadPistolActions\n- vehicle_coshooter_1IdleActions\n- vehicle_coshooter_1IdlePistolActions\n- vehicle_coshooter_1IdleUnarmedActions\n- vehicle_coshooter_1ObstructedActions\n- vehicle_coshooter_1ObstructedPistolActions\n- vehicle_coshooter_1PistolActions\n- vehicle_passenger_stand_1Actions\n- vehicle_passenger_stand_1BinocActions\n- vehicle_passenger_stand_1BinocLauncherActions\n- vehicle_passenger_stand_1BinocPistolActions\n- vehicle_passenger_stand_1BinocUnarmedActions\n- vehicle_passenger_stand_1DeadActions\n- vehicle_passenger_stand_1DeadPistolActions\n- vehicle_passenger_stand_1IdleActions\n- vehicle_passenger_stand_1IdleLauncherActions\n- vehicle_passenger_stand_1IdlePistolActions\n- vehicle_passenger_stand_1IdleUnarmedActions\n- vehicle_passenger_stand_1LauncherActions\n- vehicle_passenger_stand_1ObstructedActions\n- vehicle_passenger_stand_1ObstructedPistolActions\n- vehicle_passenger_stand_1PistolActions\n- vehicle_passenger_stand_2Actions\n- vehicle_passenger_stand_2BinocActions\n- vehicle_passenger_stand_2BinocLauncherActions\n- vehicle_passenger_stand_2BinocPistolActions\n- vehicle_passenger_stand_2BinocUnarmedActions\n- vehicle_passenger_stand_2DeadActions\n- vehicle_passenger_stand_2DeadPistolActions\n- vehicle_passenger_stand_2IdleActions\n- vehicle_passenger_stand_2IdleLauncherActions\n- vehicle_passenger_stand_2IdlePistolActions\n- vehicle_passenger_stand_2IdleUnarmedActions\n- vehicle_passenger_stand_2LauncherActions\n- vehicle_passenger_stand_2ObstructedActions\n- vehicle_passenger_stand_2ObstructedPistolActions\n- vehicle_passenger_stand_2PistolActions\n- vehicle_turnout_1Actions\n- vehicle_turnout_1BinocActions\n- vehicle_turnout_1BinocPistolActions\n- vehicle_turnout_1BinocUnarmedActions\n- vehicle_turnout_1DeadActions\n- vehicle_turnout_1DeadPistolActions\n- vehicle_turnout_1IdleActions\n- vehicle_turnout_1IdlePistolActions\n- vehicle_turnout_1IdleUnarmedActions\n- vehicle_turnout_1ObstructedActions\n- vehicle_turnout_1ObstructedPistolActions\n- vehicle_turnout_1PistolActions\n- vehicle_turnout_2Actions\n- vehicle_turnout_2BinocActions\n- vehicle_turnout_2BinocPistolActions\n- vehicle_turnout_2BinocUnarmedActions\n- vehicle_turnout_2DeadActions\n- vehicle_turnout_2DeadPistolActions\n- vehicle_turnout_2IdleActions\n- vehicle_turnout_2IdlePistolActions\n- vehicle_turnout_2IdleUnarmedActions\n- vehicle_turnout_2ObstructedActions\n- vehicle_turnout_2ObstructedPistolActions\n- vehicle_turnout_2PistolActions\n\n##### States\n\n- ChopperLight_C_L_wmn_static_H\n- ChopperLight_C_R_wmn_static_H\n- ChopperLight_L_wmn_static_H\n- ChopperLight_RP_wmn_static_H\n- Crew\n- KIA_chopperLight_C_L_wmn_H\n- KIA_chopperLight_C_R_wmn_H\n- KIA_chopperLight_L_wmn_H\n- KIA_chopperLight_RP_wmn_H\n\n#### CfgMovesMaleSdr_TC3\n\n##### Actions\n\n- Acts_WarmUp_1_actions\n- Acts_WarmUp_2_actions\n- Acts_WarmUp_3_actions\n- Acts_WarmUp_4_actions\n- Acts_WarmUp_5_actions\n- Acts_WarmUp_6_actions\n- Acts_WarmUp_7_actions\n- Acts_WarmUp_8_actions\n- Acts_WarmUp_Civil_1_actions\n- Acts_WarmUp_Civil_2_actions\n- Acts_WarmUp_Civil_3_actions\n- Acts_WarmUp_Civil_4_actions\n- Acts_WarmUp_Civil_5_actions\n- Acts_WarmUp_Civil_6_actions\n- Acts_WarmUp_Civil_7_actions\n- Acts_WarmUp_Civil_8_actions\n- Acts_WarmUp_Pst_1_actions\n- Acts_WarmUp_Pst_2_actions\n- Acts_WarmUp_Pst_3_actions\n- Acts_WarmUp_Pst_4_actions\n- Acts_WarmUp_Pst_5_actions\n- Acts_WarmUp_Pst_6_actions\n- Acts_WarmUp_Pst_7_actions\n- Acts_WarmUp_Pst_8_actions\n\n##### States\n\n- Crew\n- Grad_Gunner\n- KIA_Truck_02_Driver\n- KIA_Truck_Cargo01\n- KIA_Truck_Cargo02\n- KIA_Truck_Cargo03\n- KIA_Truck_Cargo04\n- KIA_Truck_Driver\n- Truck_02_Driver\n- Truck_Cargo01\n- Truck_Cargo02\n- Truck_Cargo02_V1\n- Truck_Cargo02_V2\n- Truck_Cargo02_V3\n- Truck_Cargo02_V4\n- Truck_Cargo03\n- Truck_Cargo03_V1\n- Truck_Cargo03_V2\n- Truck_Cargo04\n- Truck_Cargo04_V1\n- Truck_Cargo04_V2\n- Truck_Cargo04_V3\n- Truck_Driver\n\n#### CfgMovesMaleSdr_TC4\n\n##### Actions\n\n- Acts_WarmUp_1_actions\n- Acts_WarmUp_2_actions\n- Acts_WarmUp_3_actions\n- Acts_WarmUp_4_actions\n- Acts_WarmUp_5_actions\n- Acts_WarmUp_6_actions\n- Acts_WarmUp_7_actions\n- Acts_WarmUp_8_actions\n- Acts_WarmUp_Civil_1_actions\n- Acts_WarmUp_Civil_2_actions\n- Acts_WarmUp_Civil_3_actions\n- Acts_WarmUp_Civil_4_actions\n- Acts_WarmUp_Civil_5_actions\n- Acts_WarmUp_Civil_6_actions\n- Acts_WarmUp_Civil_7_actions\n- Acts_WarmUp_Civil_8_actions\n- Acts_WarmUp_Pst_1_actions\n- Acts_WarmUp_Pst_2_actions\n- Acts_WarmUp_Pst_3_actions\n- Acts_WarmUp_Pst_4_actions\n- Acts_WarmUp_Pst_5_actions\n- Acts_WarmUp_Pst_6_actions\n- Acts_WarmUp_Pst_7_actions\n- Acts_WarmUp_Pst_8_actions\n\n##### States\n\n- Crew\n- Grad_Gunner\n- KIA_Truck_02_Driver\n- KIA_Truck_Cargo01\n- KIA_Truck_Cargo02\n- KIA_Truck_Cargo03\n- KIA_Truck_Cargo04\n- KIA_Truck_Driver\n- Truck_02_Driver\n- Truck_Cargo01\n- Truck_Cargo02\n- Truck_Cargo02_V1\n- Truck_Cargo02_V2\n- Truck_Cargo02_V3\n- Truck_Cargo02_V4\n- Truck_Cargo03\n- Truck_Cargo03_V1\n- Truck_Cargo03_V2\n- Truck_Cargo04\n- Truck_Cargo04_V1\n- Truck_Cargo04_V2\n- Truck_Cargo04_V3\n- Truck_Driver\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.","sections":[{"heading":"All Human Animations","level":3,"markdown":""},{"heading":"Actions","level":4,"markdown":"- Acts_Accessing_Computer\n- Acts_CarFixingWheel_actions\n- Acts_Commenting_On_Fight_Actions\n- Acts_Helicargo_actions\n- Acts_HelicargoTalking_actions\n- Acts_Helping_Wake_Up_Actions\n- Acts_Hilltop_Calibration_Actions\n- Acts_In_Sinkhole_actions\n- Acts_Injured_Driver_Actions\n- Acts_JetsCrewaidFCrouch_actions\n- Acts_JetsCrewaidFCrouch_actions_m\n- Acts_JetsCrewaidFIdle2_actions\n- Acts_JetsCrewaidFIdle2_actions_m\n- Acts_JetsCrewaidFIdle_actions\n- Acts_JetsCrewaidFIdle_actions_m\n- Acts_JetsCrewaidFThumbup_actions\n- Acts_JetsCrewaidFThumbup_actions_m\n- Acts_JetsCrewaidLCrouch_actions\n- Acts_JetsCrewaidLCrouch_actions_m\n- Acts_JetsCrewaidLIdle_actions\n- Acts_JetsCrewaidLIdle_actions_m\n- Acts_JetsCrewaidLThumbup_actions\n- Acts_JetsCrewaidLThumbup_actions_m\n- Acts_JetsCrewaidRCrouch_actions\n- Acts_JetsCrewaidRCrouch_actions_m\n- Acts_JetsCrewaidRIdle_actions\n- Acts_JetsCrewaidRIdle_actions_m\n- Acts_JetsCrewaidRThumbup_actions\n- Acts_JetsCrewaidRThumbup_actions_m\n- Acts_JetsMarshallingClear_actions\n- Acts_JetsMarshallingEmergencyStop_actions\n- Acts_JetsMarshallingEnginesOff_actions\n- Acts_JetsMarshallingEnginesOn_actions\n- Acts_JetsMarshallingLeft_actions\n- Acts_JetsMarshallingRight_actions\n- Acts_JetsMarshallingSlow_actions\n- Acts_JetsMarshallingStop_actions\n- Acts_JetsMarshallingStraight_actions\n- Acts_JetsShooterIdle2_actions\n- Acts_JetsShooterIdle2_actions_m\n- Acts_JetsShooterIdle_actions\n- Acts_JetsShooterIdle_actions_m\n- Acts_JetsShooterIdleMoveaway_actions\n- Acts_JetsShooterIdleMoveaway_actions_m\n- Acts_JetsShooterLaunch_actions\n- Acts_JetsShooterLaunch_actions_m\n- Acts_JetsShooterNavLoop_actions\n- Acts_JetsShooterNavLoop_actions_m\n- Acts_JetsShooterNavStop_actions\n- Acts_JetsShooterNavStop_actions_m\n- Acts_JetsShooterReady_actions\n- Acts_JetsShooterReady_actions_m\n- Acts_Kore_IdleNoWeapon_actions\n- Acts_Kore_TalkingOverRadio_actions\n- Acts_listeningToRadio_actions\n- Acts_LyingWounded_actions\n- Acts_NavigatingChopper_Actions\n- Acts_RU_Briefing_Actions\n- Acts_ShieldFromSun_actions\n- Acts_ShowingTheRightWay_actions\n- Acts_SittingJumpingSaluting2_actions\n- Acts_SittingJumpingSaluting_actions\n- Acts_SittingTiedHands_actions\n- Acts_SittingWounded_actions\n- Acts_Soldier_Moves_Inside_Actions\n- Acts_starterPistol_loop\n- Acts_Stunned_Unconscious_Actions\n- Acts_TacopsPoster_actions\n- Acts_Taking_Calling_Out_Jets_Actions\n- Acts_Taking_Cover_From_Jets_Actions\n- Acts_Training_Reveal_Ambusher\n- Acts_TreatingWounded_actions\n- Acts_UnconsciousStandUp_Actions\n- Acts_Waking_Up_Player_action\n- Acts_WarmUp_1_actions\n- Acts_WarmUp_1_actions\n- Acts_WarmUp_1_actions\n- Acts_WarmUp_2_actions\n- Acts_WarmUp_2_actions\n- Acts_WarmUp_2_actions\n- Acts_WarmUp_3_actions\n- Acts_WarmUp_3_actions\n- Acts_WarmUp_3_actions\n- Acts_WarmUp_4_actions\n- Acts_WarmUp_4_actions\n- Acts_WarmUp_4_actions\n- Acts_WarmUp_5_actions\n- Acts_WarmUp_5_actions\n- Acts_WarmUp_5_actions\n- Acts_WarmUp_6_actions\n- Acts_WarmUp_6_actions\n- Acts_WarmUp_6_actions\n- Acts_WarmUp_7_actions\n- Acts_WarmUp_7_actions\n- Acts_WarmUp_7_actions\n- Acts_WarmUp_8_actions\n- Acts_WarmUp_8_actions\n- Acts_WarmUp_8_actions\n- Acts_WarmUp_actions\n- Acts_WarmUp_Civil_1_actions\n- Acts_WarmUp_Civil_1_actions\n- Acts_WarmUp_Civil_1_actions\n- Acts_WarmUp_Civil_2_actions\n- Acts_WarmUp_Civil_2_actions\n- Acts_WarmUp_Civil_2_actions\n- Acts_WarmUp_Civil_3_actions\n- Acts_WarmUp_Civil_3_actions\n- Acts_WarmUp_Civil_3_actions\n- Acts_WarmUp_Civil_4_actions\n- Acts_WarmUp_Civil_4_actions\n- Acts_WarmUp_Civil_4_actions\n- Acts_WarmUp_Civil_5_actions\n- Acts_WarmUp_Civil_5_actions\n- Acts_WarmUp_Civil_5_actions\n- Acts_WarmUp_Civil_6_actions\n- Acts_WarmUp_Civil_6_actions\n- Acts_WarmUp_Civil_6_actions\n- Acts_WarmUp_Civil_7_actions\n- Acts_WarmUp_Civil_7_actions\n- Acts_WarmUp_Civil_7_actions\n- Acts_WarmUp_Civil_8_actions\n- Acts_WarmUp_Civil_8_actions\n- Acts_WarmUp_Civil_8_actions\n- Acts_WarmUp_Pst_1_actions\n- Acts_WarmUp_Pst_1_actions\n- Acts_WarmUp_Pst_1_actions\n- Acts_WarmUp_Pst_2_actions\n- Acts_WarmUp_Pst_2_actions\n- Acts_WarmUp_Pst_2_actions\n- Acts_WarmUp_Pst_3_actions\n- Acts_WarmUp_Pst_3_actions\n- Acts_WarmUp_Pst_3_actions\n- Acts_WarmUp_Pst_4_actions\n- Acts_WarmUp_Pst_4_actions\n- Acts_WarmUp_Pst_4_actions\n- Acts_WarmUp_Pst_5_actions\n- Acts_WarmUp_Pst_5_actions\n- Acts_WarmUp_Pst_5_actions\n- Acts_WarmUp_Pst_6_actions\n- Acts_WarmUp_Pst_6_actions\n- Acts_WarmUp_Pst_6_actions\n- Acts_WarmUp_Pst_7_actions\n- Acts_WarmUp_Pst_7_actions\n- Acts_WarmUp_Pst_7_actions\n- Acts_WarmUp_Pst_8_actions\n- Acts_WarmUp_Pst_8_actions\n- Acts_WarmUp_Pst_8_actions\n- ActsRifleOperationsActions\n- BinocKneelActions\n- BinocKneelActionsEvasiveF\n- BinocKneelActionsEvasiveFL\n- BinocKneelActionsEvasiveFR\n- BinocKneelActionsLimpB\n- BinocKneelActionsLimpF\n- BinocKneelActionsLimpL\n- BinocKneelActionsLimpLB\n- BinocKneelActionsLimpLF\n- BinocKneelActionsLimpR\n- BinocKneelActionsLimpRB\n- BinocKneelActionsLimpRF\n- BinocKneelActionsRunB\n- BinocKneelActionsRunBL\n- BinocKneelActionsRunBR\n- BinocKneelActionsRunF\n- BinocKneelActionsRunFL\n- BinocKneelActionsRunFR\n- BinocKneelActionsRunL\n- BinocKneelActionsRunR\n- BinocKneelActionsWlkB\n- BinocKneelActionsWlkBL\n- BinocKneelActionsWlkBR\n- BinocKneelActionsWlkF\n- BinocKneelActionsWlkFL\n- BinocKneelActionsWlkFR\n- BinocKneelActionsWlkL\n- BinocKneelActionsWlkR\n- BinocKneelCivilActions\n- BinocKneelCivilActionsEvasiveF\n- BinocKneelCivilActionsEvasiveFL\n- BinocKneelCivilActionsEvasiveFR\n- BinocKneelCivilActionsRunB\n- BinocKneelCivilActionsRunBL\n- BinocKneelCivilActionsRunBR\n- BinocKneelCivilActionsRunF\n- BinocKneelCivilActionsRunFL\n- BinocKneelCivilActionsRunFR\n- BinocKneelCivilActionsRunL\n- BinocKneelCivilActionsRunR\n- BinocKneelCivilActionsWlkB\n- BinocKneelCivilActionsWlkBL\n- BinocKneelCivilActionsWlkBR\n- BinocKneelCivilActionsWlkF\n- BinocKneelCivilActionsWlkFL\n- BinocKneelCivilActionsWlkFR\n- BinocKneelCivilActionsWlkL\n- BinocKneelCivilActionsWlkR\n- BinocKneelLnrActions\n- BinocKneelLnrActionsEvasiveF\n- BinocKneelLnrActionsEvasiveFL\n- BinocKneelLnrActionsEvasiveFR\n- BinocKneelLnrActionsRunB\n- BinocKneelLnrActionsRunBL\n- BinocKneelLnrActionsRunBR\n- BinocKneelLnrActionsRunF\n- BinocKneelLnrActionsRunFL\n- BinocKneelLnrActionsRunFR\n- BinocKneelLnrActionsRunL\n- BinocKneelLnrActionsRunR\n- BinocKneelLnrActionsWlkB\n- BinocKneelLnrActionsWlkBL\n- BinocKneelLnrActionsWlkBR\n- BinocKneelLnrActionsWlkF\n- BinocKneelLnrActionsWlkFL\n- BinocKneelLnrActionsWlkFR\n- BinocKneelLnrActionsWlkL\n- BinocKneelLnrActionsWlkR\n- BinocKneelPstActions\n- BinocKneelPstActionsEvasiveF\n- BinocKneelPstActionsEvasiveFL\n- BinocKneelPstActionsEvasiveFR\n- BinocKneelPstActionsRunB\n- BinocKneelPstActionsRunBL\n- BinocKneelPstActionsRunBR\n- BinocKneelPstActionsRunF\n- BinocKneelPstActionsRunFL\n- BinocKneelPstActionsRunFR\n- BinocKneelPstActionsRunL\n- BinocKneelPstActionsRunR\n- BinocKneelPstActionsWlkB\n- BinocKneelPstActionsWlkBL\n- BinocKneelPstActionsWlkBR\n- BinocKneelPstActionsWlkF\n- BinocKneelPstActionsWlkFL\n- BinocKneelPstActionsWlkFR\n- BinocKneelPstActionsWlkL\n- BinocKneelPstActionsWlkR\n- BinocKneelRflActions\n- BinocKneelRflActionsEvasiveF\n- BinocKneelRflActionsEvasiveFL\n- BinocKneelRflActionsEvasiveFR\n- BinocKneelRflActionsRunB\n- BinocKneelRflActionsRunBL\n- BinocKneelRflActionsRunBR\n- BinocKneelRflActionsRunF\n- BinocKneelRflActionsRunFL\n- BinocKneelRflActionsRunFR\n- BinocKneelRflActionsRunL\n- BinocKneelRflActionsRunR\n- BinocKneelRflActionsWlkB\n- BinocKneelRflActionsWlkBL\n- BinocKneelRflActionsWlkBR\n- BinocKneelRflActionsWlkF\n- BinocKneelRflActionsWlkFL\n- BinocKneelRflActionsWlkFR\n- BinocKneelRflActionsWlkL\n- BinocKneelRflActionsWlkR\n- BinocProneActions\n- BinocProneActionsEvasiveF\n- BinocProneActionsRunB\n- BinocProneActionsRunBL\n- BinocProneActionsRunBR\n- BinocProneActionsRunF\n- BinocProneActionsRunFL\n- BinocProneActionsRunFR\n- BinocProneActionsRunL\n- BinocProneActionsRunR\n- BinocProneActionsWlkB\n- BinocProneActionsWlkBL\n- BinocProneActionsWlkBR\n- BinocProneActionsWlkF\n- BinocProneActionsWlkFL\n- BinocProneActionsWlkFR\n- BinocProneActionsWlkL\n- BinocProneActionsWlkR\n- BinocProneCivilActions\n- BinocProneCivilActionsEvasiveF\n- BinocProneCivilActionsRunB\n- BinocProneCivilActionsRunBL\n- BinocProneCivilActionsRunBR\n- BinocProneCivilActionsRunF\n- BinocProneCivilActionsRunFL\n- BinocProneCivilActionsRunFR\n- BinocProneCivilActionsRunL\n- BinocProneCivilActionsRunR\n- BinocProneCivilActionsWlkB\n- BinocProneCivilActionsWlkBL\n- BinocProneCivilActionsWlkBR\n- BinocProneCivilActionsWlkF\n- BinocProneCivilActionsWlkFL\n- BinocProneCivilActionsWlkFR\n- BinocProneCivilActionsWlkL\n- BinocProneCivilActionsWlkR\n- BinocProneLnrActions\n- BinocProneLnrActionsEvasiveF\n- BinocProneLnrActionsRunB\n- BinocProneLnrActionsRunBL\n- BinocProneLnrActionsRunBR\n- BinocProneLnrActionsRunF\n- BinocProneLnrActionsRunFL\n- BinocProneLnrActionsRunFR\n- BinocProneLnrActionsRunL\n- BinocProneLnrActionsRunR\n- BinocProneLnrActionsWlkB\n- BinocProneLnrActionsWlkBL\n- BinocProneLnrActionsWlkBR\n- BinocProneLnrActionsWlkF\n- BinocProneLnrActionsWlkFL\n- BinocProneLnrActionsWlkFR\n- BinocProneLnrActionsWlkL\n- BinocProneLnrActionsWlkR\n- BinocPronePstActions\n- BinocPronePstActionsEvasiveF\n- BinocPronePstActionsRunB\n- BinocPronePstActionsRunBL\n- BinocPronePstActionsRunBR\n- BinocPronePstActionsRunF\n- BinocPronePstActionsRunFL\n- BinocPronePstActionsRunFR\n- BinocPronePstActionsRunL\n- BinocPronePstActionsRunR\n- BinocPronePstActionsWlkB\n- BinocPronePstActionsWlkBL\n- BinocPronePstActionsWlkBR\n- BinocPronePstActionsWlkF\n- BinocPronePstActionsWlkFL\n- BinocPronePstActionsWlkFR\n- BinocPronePstActionsWlkL\n- BinocPronePstActionsWlkR\n- BinocProneRflActions\n- BinocProneRflActionsEvasiveF\n- BinocProneRflActionsRunB\n- BinocProneRflActionsRunBL\n- BinocProneRflActionsRunBR\n- BinocProneRflActionsRunF\n- BinocProneRflActionsRunFL\n- BinocProneRflActionsRunFR\n- BinocProneRflActionsRunL\n- BinocProneRflActionsRunR\n- BinocProneRflActionsWlkB\n- BinocProneRflActionsWlkBL\n- BinocProneRflActionsWlkBR\n- BinocProneRflActionsWlkF\n- BinocProneRflActionsWlkFL\n- BinocProneRflActionsWlkFR\n- BinocProneRflActionsWlkL\n- BinocProneRflActionsWlkR\n- BinocStandActions\n- BinocStandActionsEvasiveF\n- BinocStandActionsEvasiveFL\n- BinocStandActionsEvasiveFR\n- BinocStandActionsLimpB\n- BinocStandActionsLimpF\n- BinocStandActionsLimpL\n- BinocStandActionsLimpLB\n- BinocStandActionsLimpLF\n- BinocStandActionsLimpR\n- BinocStandActionsLimpRB\n- BinocStandActionsLimpRF\n- BinocStandActionsRunB\n- BinocStandActionsRunBL\n- BinocStandActionsRunBR\n- BinocStandActionsRunF\n- BinocStandActionsRunFL\n- BinocStandActionsRunFR\n- BinocStandActionsRunL\n- BinocStandActionsRunR\n- BinocStandActionsWlkB\n- BinocStandActionsWlkBL\n- BinocStandActionsWlkBR\n- BinocStandActionsWlkF\n- BinocStandActionsWlkFL\n- BinocStandActionsWlkFR\n- BinocStandActionsWlkL\n- BinocStandActionsWlkR\n- BinocStandCivilActions\n- BinocStandCivilActionsEvasiveF\n- BinocStandCivilActionsEvasiveFL\n- BinocStandCivilActionsEvasiveFR\n- BinocStandCivilActionsRunB\n- BinocStandCivilActionsRunBL\n- BinocStandCivilActionsRunBR\n- BinocStandCivilActionsRunF\n- BinocStandCivilActionsRunFL\n- BinocStandCivilActionsRunFR\n- BinocStandCivilActionsRunL\n- BinocStandCivilActionsRunR\n- BinocStandCivilActionsWlkB\n- BinocStandCivilActionsWlkBL\n- BinocStandCivilActionsWlkBR\n- BinocStandCivilActionsWlkF\n- BinocStandCivilActionsWlkFL\n- BinocStandCivilActionsWlkFR\n- BinocStandCivilActionsWlkL\n- BinocStandCivilActionsWlkR\n- BinocStandLnrActions\n- BinocStandLnrActionsEvasiveF\n- BinocStandLnrActionsEvasiveFL\n- BinocStandLnrActionsEvasiveFR\n- BinocStandLnrActionsRunB\n- BinocStandLnrActionsRunBL\n- BinocStandLnrActionsRunBR\n- BinocStandLnrActionsRunF\n- BinocStandLnrActionsRunFL\n- BinocStandLnrActionsRunFR\n- BinocStandLnrActionsRunL\n- BinocStandLnrActionsRunR\n- BinocStandLnrActionsWlkB\n- BinocStandLnrActionsWlkBL\n- BinocStandLnrActionsWlkBR\n- BinocStandLnrActionsWlkF\n- BinocStandLnrActionsWlkFL\n- BinocStandLnrActionsWlkFR\n- BinocStandLnrActionsWlkL\n- BinocStandLnrActionsWlkR\n- BinocStandPstActions\n- BinocStandPstActionsEvasiveF\n- BinocStandPstActionsEvasiveFL\n- BinocStandPstActionsEvasiveFR\n- BinocStandPstActionsRunB\n- BinocStandPstActionsRunBL\n- BinocStandPstActionsRunBR\n- BinocStandPstActionsRunF\n- BinocStandPstActionsRunFL\n- BinocStandPstActionsRunFR\n- BinocStandPstActionsRunL\n- BinocStandPstActionsRunR\n- BinocStandPstActionsWlkB\n- BinocStandPstActionsWlkBL\n- BinocStandPstActionsWlkBR\n- BinocStandPstActionsWlkF\n- BinocStandPstActionsWlkFL\n- BinocStandPstActionsWlkFR\n- BinocStandPstActionsWlkL\n- BinocStandPstActionsWlkR\n- BinocStandRflActions\n- BinocStandRflActionsEvasiveF\n- BinocStandRflActionsEvasiveFL\n- BinocStandRflActionsEvasiveFR\n- BinocStandRflActionsRunB\n- BinocStandRflActionsRunBL\n- BinocStandRflActionsRunBR\n- BinocStandRflActionsRunF\n- BinocStandRflActionsRunFL\n- BinocStandRflActionsRunFR\n- BinocStandRflActionsRunL\n- BinocStandRflActionsRunR\n- BinocStandRflActionsWlkB\n- BinocStandRflActionsWlkBL\n- BinocStandRflActionsWlkBR\n- BinocStandRflActionsWlkF\n- BinocStandRflActionsWlkFL\n- BinocStandRflActionsWlkFR\n- BinocStandRflActionsWlkL\n- BinocStandRflActionsWlkR\n- BottomDivingActions\n- BottomDivingActionsFastF\n- BottomDivingActionsGoingOut\n- BottomDivingActionsRunB\n- BottomDivingActionsRunBL\n- BottomDivingActionsRunBR\n- BottomDivingActionsRunF\n- BottomDivingActionsRunFL\n- BottomDivingActionsRunFR\n- BottomDivingActionsRunL\n- BottomDivingActionsRunR\n- BottomDivingActionsTacB\n- BottomDivingActionsTacBL\n- BottomDivingActionsTacBR\n- BottomDivingActionsTacF\n- BottomDivingActionsTacFL\n- BottomDivingActionsTacFR\n- BottomDivingActionsTacL\n- BottomDivingActionsTacR\n- BottomDivingActionsWlkB\n- BottomDivingActionsWlkBL\n- BottomDivingActionsWlkBR\n- BottomDivingActionsWlkF\n- BottomDivingActionsWlkFL\n- BottomDivingActionsWlkFR\n- BottomDivingActionsWlkL\n- BottomDivingActionsWlkR\n- BottomDivingRifleActions\n- BottomDivingRifleActionsFastF\n- BottomDivingRifleActionsGoingOut\n- BottomDivingRifleActionsRunB\n- BottomDivingRifleActionsRunBL\n- BottomDivingRifleActionsRunBR\n- BottomDivingRifleActionsRunF\n- BottomDivingRifleActionsRunFL\n- BottomDivingRifleActionsRunFR\n- BottomDivingRifleActionsRunL\n- BottomDivingRifleActionsRunR\n- BottomDivingRifleActionsTacB\n- BottomDivingRifleActionsTacBL\n- BottomDivingRifleActionsTacBR\n- BottomDivingRifleActionsTacF\n- BottomDivingRifleActionsTacFL\n- BottomDivingRifleActionsTacFR\n- BottomDivingRifleActionsTacL\n- BottomDivingRifleActionsTacR\n- BottomDivingRifleActionsWlkB\n- BottomDivingRifleActionsWlkBL\n- BottomDivingRifleActionsWlkBR\n- BottomDivingRifleActionsWlkF\n- BottomDivingRifleActionsWlkFL\n- BottomDivingRifleActionsWlkFR\n- BottomDivingRifleActionsWlkL\n- BottomDivingRifleActionsWlkR\n- BottomSwimmingActions\n- BottomSwimmingActionsFastF\n- BottomSwimmingActionsFastFL\n- BottomSwimmingActionsFastFR\n- BottomSwimmingActionsRunB\n- BottomSwimmingActionsRunBL\n- BottomSwimmingActionsRunBR\n- BottomSwimmingActionsRunF\n- BottomSwimmingActionsRunFL\n- BottomSwimmingActionsRunFR\n- BottomSwimmingActionsRunL\n- BottomSwimmingActionsRunR\n- CargoActions\n- CivilEvasiveActions\n- CivilEvasiveKneelActions\n- CivilExerciseActions\n- CivilKneelActions\n- CivilKneelActions_explo\n- CivilKneelActions_fixing\n- CivilKneelActions_gear\n- CivilKneelActions_inv\n- CivilKneelActionsLimpB\n- CivilKneelActionsLimpF\n- CivilKneelActionsLimpL\n- CivilKneelActionsLimpLB\n- CivilKneelActionsLimpLF\n- CivilKneelActionsLimpR\n- CivilKneelActionsLimpRB\n- CivilKneelActionsLimpRF\n- CivilKneelActionsRunB\n- CivilKneelActionsRunBL\n- CivilKneelActionsRunBR\n- CivilKneelActionsRunF\n- CivilKneelActionsRunFl\n- CivilKneelActionsRunFR\n- CivilKneelActionsRunL\n- CivilKneelActionsRunR\n- CivilKneelActionsWlkB\n- CivilKneelActionsWlkBL\n- CivilKneelActionsWlkBR\n- CivilKneelActionsWlkF\n- CivilKneelActionsWlkFL\n- CivilKneelActionsWlkFR\n- CivilKneelActionsWlkL\n- CivilKneelActionsWlkR\n- CivilKneelTakeActions\n- CivilPanicKneelActions\n- CivilPanicProneActions\n- CivilPanicStandActions\n- CivilProneActions\n- CivilProneActions_inv\n- CivilRunActions\n- CivilRunActionsB\n- CivilRunActionsBL\n- CivilRunActionsBR\n- CivilRunActionsF\n- CivilRunActionsFL\n- CivilRunActionsFR\n- CivilRunActionsL\n- CivilRunActionsR\n- CivilSitActions\n- CivilStandActions\n- CivilStandActions_inv\n- CivilStandActions_noSalute\n- CivilStandActionsLimpB\n- CivilStandActionsLimpF\n- CivilStandActionsLimpL\n- CivilStandActionsLimpLB\n- CivilStandActionsLimpLF\n- CivilStandActionsLimpR\n- CivilStandActionsLimpRB\n- CivilStandActionsLimpRF\n- CivilStandCutsceneActions\n- CivilStandSaluteActions\n- CivilStandSurrenderActions\n- CivilStandTakeActions\n- CivilWlkActionsB\n- CivilWlkActionsBL\n- CivilWlkActionsBR\n- CivilWlkActionsF\n- CivilWlkActionsFL\n- CivilWlkActionsFR\n- CivilWlkActionsL\n- CivilWlkActionsR\n- CutsceneBreachingFour\n- CutsceneBreachingThree\n- CutsceneBreachingTwo\n- CutsceneBriefingSA\n- CutsceneBriefingSA_StartingLoop\n- CutsceneBriefingSB\n- CutsceneBriefingSB_StartingLoop\n- CutsceneBriefingSC\n- CutsceneBriefingSC_StartingLoop\n- CutsceneExecutioner\n- CutsceneExecutionVictim\n- CutsceneExecutionVictimDead\n- CutsceneLeaveCivilStand\n- CutsceneLoop\n- CutsceneMillerChopperLoop\n- CutsceneMillerDeskCrouchLoop\n- CutsceneMillerDeskLoop\n- CutsceneMillerIdle\n- CutsceneSupportBack\n- CutsceneSupportFront\n- CutsceneSupportLeft\n- CutsceneSupportRight\n- DeadActions\n- DeployedProneActions\n- DivingActions\n- DivingActionsFastF\n- DivingActionsGoingOut\n- DivingActionsRunB\n- DivingActionsRunBL\n- DivingActionsRunBR\n- DivingActionsRunF\n- DivingActionsRunFL\n- DivingActionsRunFR\n- DivingActionsRunL\n- DivingActionsRunR\n- DivingActionsTacB\n- DivingActionsTacBL\n- DivingActionsTacBR\n- DivingActionsTacF\n- DivingActionsTacFL\n- DivingActionsTacFR\n- DivingActionsTacL\n- DivingActionsTacR\n- DivingActionsWlkB\n- DivingActionsWlkBL\n- DivingActionsWlkBR\n- DivingActionsWlkF\n- DivingActionsWlkFL\n- DivingActionsWlkFR\n- DivingActionsWlkL\n- DivingActionsWlkR\n- DivingRifleActions\n- DivingRifleActionsFastF\n- DivingRifleActionsGoingOut\n- DivingRifleActionsRunB\n- DivingRifleActionsRunBL\n- DivingRifleActionsRunBR\n- DivingRifleActionsRunF\n- DivingRifleActionsRunFL\n- DivingRifleActionsRunFR\n- DivingRifleActionsRunL\n- DivingRifleActionsRunR\n- DivingRifleActionsTacB\n- DivingRifleActionsTacBL\n- DivingRifleActionsTacBR\n- DivingRifleActionsTacF\n- DivingRifleActionsTacFL\n- DivingRifleActionsTacFR\n- DivingRifleActionsTacL\n- DivingRifleActionsTacR\n- DivingRifleActionsWlkB\n- DivingRifleActionsWlkBL\n- DivingRifleActionsWlkBR\n- DivingRifleActionsWlkF\n- DivingRifleActionsWlkFL\n- DivingRifleActionsWlkFR\n- DivingRifleActionsWlkL\n- DivingRifleActionsWlkR\n- FFV_BaseActions\n- FiringDrillsBinocKneelActions\n- FiringDrillsBinocProneActions\n- FiringDrillsBinocStandActions\n- FiringDrillsCivilKneelActions\n- FiringDrillsCivilKneelActions_inv\n- FiringDrillsCivilProneActions\n- FiringDrillsCivilProneActions_inv\n- FiringDrillsCivilStandActions\n- FiringDrillsCivilStandActions_inv\n- FiringDrillsPistolKneelActions\n- FiringDrillsPistolKneelActions_inv\n- FiringDrillsPistolLowKneelActions\n- FiringDrillsPistolLowKneelActions_inv\n- FiringDrillsPistolLowStandActions\n- FiringDrillsPistolLowStandActions_inv\n- FiringDrillsPistolProneActions\n- FiringDrillsPistolProneActions_inv\n- FiringDrillsPistolStandActions\n- FiringDrillsPistolStandActions_inv\n- FiringDrillsRifleKneelActions\n- FiringDrillsRifleKneelActions_inv\n- FiringDrillsRifleLowKneelActions\n- FiringDrillsRifleLowKneelActions_inv\n- FiringDrillsRifleLowStandActions\n- FiringDrillsRifleLowStandActions_inv\n- FiringDrillsRifleProneActions\n- FiringDrillsRifleProneActions_inv\n- FiringDrillsRifleStandActions\n- FiringDrillsRifleStandActions_inv\n- HealActionBase\n- HealActionBaseDr\n- HealActionsNon\n- HealActionsNonDr\n- HealSelfActionBase\n- HealSelfActionProne\n- HealSelfActionsNon\n- HealSelfCivilActionBase\n- HealSelfCivilActionProne\n- HealSelfLauncherActionBase\n- HealSelfPistolActionBase\n- HealSelfPistolActionProne\n- Heli_Light_Cargo01_Shooting_Actions\n- IncapacitatedAction\n- IncapacitatedPistolAction\n- IncapacitatedRifleAction\n- InjuredManActions\n- InjuredManActionsNon\n- InjuredManActionsNon_healed\n- InjuredManActionsNon_norot\n- InjuredManActionsRfl\n- InjuredManActionsRfl_healed\n- InjuredManActionsRfl_norot\n- InjuredManCarriedActions\n- InjuredManCarriedActionsNon\n- InjuredManCarriedActionsNonStill\n- InjuredManCarriedActionsNonWc\n- InjuredManCarriedActionsRfl\n- InjuredManCarriedActionsRflStill\n- InjuredManCarriedActionsRflWc\n- InjuredManDraggedActions\n- InjuredManDraggedActionsNon\n- InjuredManDraggedActionsRfl\n- InjuredManDraggedDeadActions\n- LadderCivilActions\n- LadderRifleActions\n- LauncherKneelActions\n- LauncherKneelActions_inv\n- LauncherKneelActionsLimpB\n- LauncherKneelActionsLimpF\n- LauncherKneelActionsLimpL\n- LauncherKneelActionsLimpLB\n- LauncherKneelActionsLimpLF\n- LauncherKneelActionsLimpR\n- LauncherKneelActionsLimpRB\n- LauncherKneelActionsLimpRF\n- LauncherKneelActionsRunB\n- LauncherKneelActionsRunBL\n- LauncherKneelActionsRunBR\n- LauncherKneelActionsRunF\n- LauncherKneelActionsRunFL\n- LauncherKneelActionsRunFR\n- LauncherKneelActionsRunL\n- LauncherKneelActionsRunR\n- LauncherKneelActionsTacB\n- LauncherKneelActionsTacBL\n- LauncherKneelActionsTacBR\n- LauncherKneelActionsTacF\n- LauncherKneelActionsTacFL\n- LauncherKneelActionsTacFR\n- LauncherKneelActionsTacL\n- LauncherKneelActionsTacR\n- LauncherKneelActionsWlkB\n- LauncherKneelActionsWlkBL\n- LauncherKneelActionsWlkBR\n- LauncherKneelActionsWlkF\n- LauncherKneelActionsWlkFL\n- LauncherKneelActionsWlkFR\n- LauncherKneelActionsWlkL\n- LauncherKneelActionsWlkR\n- LauncherKneelEvasiveFActions\n- LauncherKneelRunBActions\n- LauncherKneelRunFActions\n- LauncherProneActions\n- LauncherStandActions\n- LauncherStandActions_inv\n- LauncherStandActionsLimpB\n- LauncherStandActionsLimpF\n- LauncherStandActionsLimpL\n- LauncherStandActionsLimpLB\n- LauncherStandActionsLimpLF\n- LauncherStandActionsLimpR\n- LauncherStandActionsLimpRB\n- LauncherStandActionsLimpRF\n- LauncherStandActionsRunB\n- LauncherStandActionsRunBL\n- LauncherStandActionsRunBR\n- LauncherStandActionsRunF\n- LauncherStandActionsRunFL\n- LauncherStandActionsRunFR\n- LauncherStandActionsRunL\n- LauncherStandActionsRunR\n- LauncherStandActionsTacB\n- LauncherStandActionsTacBL\n- LauncherStandActionsTacBR\n- LauncherStandActionsTacF\n- LauncherStandActionsTacFL\n- LauncherStandActionsTacFR\n- LauncherStandActionsTacL\n- LauncherStandActionsTacR\n- LauncherStandActionsWlkB\n- LauncherStandActionsWlkBL\n- LauncherStandActionsWlkBR\n- LauncherStandActionsWlkF\n- LauncherStandActionsWlkFL\n- LauncherStandActionsWlkFR\n- LauncherStandActionsWlkL\n- LauncherStandActionsWlkR\n- LauncherStandLowStpActions\n- LauncherStandRunBActions\n- LauncherStandRunFActions\n- MortarActions\n- MoveWithInjuredMan\n- MoveWithInjuredMan_2Death2\n- MoveWithInjuredMan_helperNon\n- MoveWithInjuredMan_helperNonPst\n- MoveWithInjuredMan_helperRfl\n- MoveWithInjuredMan_release\n- MoveWithInjuredManCarrier\n- MoveWithInjuredManCarrierNon\n- MoveWithInjuredManCarrierNonStill\n- MoveWithInjuredManCarrierNonWc\n- MoveWithInjuredManCarrierPst\n- MoveWithInjuredManCarrierPstStill\n- MoveWithInjuredManCarrierPstWc\n- MoveWithInjuredManCarrierRfl\n- MoveWithInjuredManCarrierRflStill\n- MoveWithInjuredManCarrierRflWc\n- MoveWithInjuredManDragger\n- MoveWithInjuredManDraggerNon\n- MoveWithInjuredManDraggerPst\n- MoveWithInjuredManDraggerRfl\n- NoActions\n- NoActionsLying\n- para_actions\n- ParachuteFreeFall\n- passenger_bench_1Actions\n- passenger_bench_1BinocActions\n- passenger_bench_1BinocPistolActions\n- passenger_bench_1BinocUnarmedActions\n- passenger_bench_1DeadActions\n- passenger_bench_1DeadPistolActions\n- passenger_bench_1IdleActions\n- passenger_bench_1IdlePistolActions\n- passenger_bench_1IdleUnarmedActions\n- passenger_bench_1ObstructedActions\n- passenger_bench_1ObstructedPistolActions\n- passenger_bench_1PistolActions\n- passenger_boat_1Actions\n- passenger_boat_1BinocActions\n- passenger_boat_1BinocPistolActions\n- passenger_boat_1BinocUnarmedActions\n- passenger_boat_1DeadActions\n- passenger_boat_1DeadPistolActions\n- passenger_boat_1IdleActions\n- passenger_boat_1IdlePistolActions\n- passenger_boat_1IdleUnarmedActions\n- passenger_boat_1ObstructedActions\n- passenger_boat_1ObstructedPistolActions\n- passenger_boat_1PistolActions\n- passenger_boat_2Actions\n- passenger_boat_2BinocActions\n- passenger_boat_2BinocPistolActions\n- passenger_boat_2BinocUnarmedActions\n- passenger_boat_2DeadActions\n- passenger_boat_2DeadPistolActions\n- passenger_boat_2IdleActions\n- passenger_boat_2IdlePistolActions\n- passenger_boat_2IdleUnarmedActions\n- passenger_boat_2ObstructedActions\n- passenger_boat_2ObstructedPistolActions\n- passenger_boat_2PistolActions\n- passenger_boat_3Actions\n- passenger_boat_3BinocActions\n- passenger_boat_3BinocPistolActions\n- passenger_boat_3BinocUnarmedActions\n- passenger_boat_3DeadActions\n- passenger_boat_3DeadPistolActions\n- passenger_boat_3IdleActions\n- passenger_boat_3IdlePistolActions\n- passenger_boat_3IdleUnarmedActions\n- passenger_boat_3ObstructedActions\n- passenger_boat_3ObstructedPistolActions\n- passenger_boat_3PistolActions\n- passenger_boat_4Actions\n- passenger_boat_4BinocActions\n- passenger_boat_4BinocPistolActions\n- passenger_boat_4BinocUnarmedActions\n- passenger_boat_4DeadActions\n- passenger_boat_4DeadPistolActions\n- passenger_boat_4IdleActions\n- passenger_boat_4IdlePistolActions\n- passenger_boat_4IdleUnarmedActions\n- passenger_boat_4ObstructedActions\n- passenger_boat_4ObstructedPistolActions\n- passenger_boat_4PistolActions\n- passenger_flatground_1Actions\n- passenger_flatground_1BinocActions\n- passenger_flatground_1BinocPistolActions\n- passenger_flatground_1BinocUnarmedActions\n- passenger_flatground_1DeadActions\n- passenger_flatground_1DeadPistolActions\n- passenger_flatground_1IdleActions\n- passenger_flatground_1IdlePistolActions\n- passenger_flatground_1IdleUnarmedActions\n- passenger_flatground_1ObstructedActions\n- passenger_flatground_1ObstructedPistolActions\n- passenger_flatground_1PistolActions\n- passenger_flatground_2Actions\n- passenger_flatground_2BinocActions\n- passenger_flatground_2BinocPistolActions\n- passenger_flatground_2BinocUnarmedActions\n- passenger_flatground_2DeadActions\n- passenger_flatground_2DeadPistolActions\n- passenger_flatground_2IdleActions\n- passenger_flatground_2IdlePistolActions\n- passenger_flatground_2IdleUnarmedActions\n- passenger_flatground_2ObstructedActions\n- passenger_flatground_2ObstructedPistolActions\n- passenger_flatground_2PistolActions\n- passenger_flatground_3Actions\n- passenger_flatground_3BinocActions\n- passenger_flatground_3BinocPistolActions\n- passenger_flatground_3BinocUnarmedActions\n- passenger_flatground_3DeadActions\n- passenger_flatground_3DeadPistolActions\n- passenger_flatground_3IdleActions\n- passenger_flatground_3IdlePistolActions\n- passenger_flatground_3IdleUnarmedActions\n- passenger_flatground_3ObstructedActions\n- passenger_flatground_3ObstructedPistolActions\n- passenger_flatground_3PistolActions\n- passenger_flatground_4Actions\n- passenger_flatground_4BinocActions\n- passenger_flatground_4BinocPistolActions\n- passenger_flatground_4BinocUnarmedActions\n- passenger_flatground_4DeadActions\n- passenger_flatground_4DeadPistolActions\n- passenger_flatground_4IdleActions\n- passenger_flatground_4IdlePistolActions\n- passenger_flatground_4IdleUnarmedActions\n- passenger_flatground_4ObstructedActions\n- passenger_flatground_4ObstructedPistolActions\n- passenger_flatground_4PistolActions\n- passenger_inside_1Actions\n- passenger_inside_1BinocActions\n- passenger_inside_1BinocPistolActions\n- passenger_inside_1BinocUnarmedActions\n- passenger_inside_1DeadActions\n- passenger_inside_1DeadPistolActions\n- passenger_inside_1IdleActions\n- passenger_inside_1IdlePistolActions\n- passenger_inside_1IdleUnarmedActions\n- passenger_inside_1ObstructedActions\n- passenger_inside_1ObstructedPistolActions\n- passenger_inside_1PistolActions\n- passenger_inside_2Actions\n- passenger_inside_2BinocActions\n- passenger_inside_2BinocPistolActions\n- passenger_inside_2BinocUnarmedActions\n- passenger_inside_2DeadActions\n- passenger_inside_2DeadPistolActions\n- passenger_inside_2IdleActions\n- passenger_inside_2IdlePistolActions\n- passenger_inside_2IdleUnarmedActions\n- passenger_inside_2ObstructedActions\n- passenger_inside_2ObstructedPistolActions\n- passenger_inside_2PistolActions\n- passenger_inside_3Actions\n- passenger_inside_3BinocActions\n- passenger_inside_3BinocPistolActions\n- passenger_inside_3BinocUnarmedActions\n- passenger_inside_3DeadActions\n- passenger_inside_3DeadPistolActions\n- passenger_inside_3IdleActions\n- passenger_inside_3IdlePistolActions\n- passenger_inside_3IdleUnarmedActions\n- passenger_inside_3ObstructedActions\n- passenger_inside_3ObstructedPistolActions\n- passenger_inside_3PistolActions\n- passenger_inside_4Actions\n- passenger_inside_4BinocActions\n- passenger_inside_4BinocPistolActions\n- passenger_inside_4BinocUnarmedActions\n- passenger_inside_4DeadActions\n- passenger_inside_4DeadPistolActions\n- passenger_inside_4IdleActions\n- passenger_inside_4IdlePistolActions\n- passenger_inside_4IdleUnarmedActions\n- passenger_inside_4ObstructedActions\n- passenger_inside_4ObstructedPistolActions\n- passenger_inside_4PistolActions\n- passenger_inside_5Actions\n- passenger_inside_5BinocActions\n- passenger_inside_5BinocPistolActions\n- passenger_inside_5BinocUnarmedActions\n- passenger_inside_5DeadActions\n- passenger_inside_5DeadPistolActions\n- passenger_inside_5IdleActions\n- passenger_inside_5IdlePistolActions\n- passenger_inside_5IdleUnarmedActions\n- passenger_inside_5ObstructedActions\n- passenger_inside_5ObstructedPistolActions\n- passenger_inside_5PistolActions\n- passenger_inside_6Actions\n- passenger_inside_6BinocActions\n- passenger_inside_6BinocPistolActions\n- passenger_inside_6BinocUnarmedActions\n- passenger_inside_6DeadActions\n- passenger_inside_6DeadPistolActions\n- passenger_inside_6IdleActions\n- passenger_inside_6IdlePistolActions\n- passenger_inside_6IdleUnarmedActions\n- passenger_inside_6ObstructedActions\n- passenger_inside_6ObstructedPistolActions\n- passenger_inside_6PistolActions\n- passenger_inside_7Actions\n- passenger_inside_7BinocActions\n- passenger_inside_7BinocPistolActions\n- passenger_inside_7BinocUnarmedActions\n- passenger_inside_7DeadActions\n- passenger_inside_7DeadPistolActions\n- passenger_inside_7IdleActions\n- passenger_inside_7IdlePistolActions\n- passenger_inside_7IdleUnarmedActions\n- passenger_inside_7ObstructedActions\n- passenger_inside_7ObstructedPistolActions\n- passenger_inside_7PistolActions\n- passenger_inside_8Actions\n- passenger_inside_8BinocActions\n- passenger_inside_8BinocPistolActions\n- passenger_inside_8BinocUnarmedActions\n- passenger_inside_8DeadActions\n- passenger_inside_8DeadPistolActions\n- passenger_inside_8IdleActions\n- passenger_inside_8IdlePistolActions\n- passenger_inside_8IdleUnarmedActions\n- passenger_inside_8ObstructedActions\n- passenger_inside_8ObstructedPistolActions\n- passenger_inside_8PistolActions\n- PistolAdjustBKneelActions\n- PistolAdjustBKneelActionsRunB\n- PistolAdjustBKneelActionsRunBL\n- PistolAdjustBKneelActionsRunBR\n- PistolAdjustBKneelActionsRunF\n- PistolAdjustBKneelActionsRunFL\n- PistolAdjustBKneelActionsRunFR\n- PistolAdjustBKneelActionsRunL\n- PistolAdjustBKneelActionsRunR\n- PistolAdjustBKneelActionsTacB\n- PistolAdjustBKneelActionsTacBL\n- PistolAdjustBKneelActionsTacBR\n- PistolAdjustBKneelActionsTacF\n- PistolAdjustBKneelActionsTacFL\n- PistolAdjustBKneelActionsTacFR\n- PistolAdjustBKneelActionsTacL\n- PistolAdjustBKneelActionsTacR\n- PistolAdjustBKneelActionsWlkB\n- PistolAdjustBKneelActionsWlkBL\n- PistolAdjustBKneelActionsWlkBR\n- PistolAdjustBKneelActionsWlkF\n- PistolAdjustBKneelActionsWlkFL\n- PistolAdjustBKneelActionsWlkFR\n- PistolAdjustBKneelActionsWlkL\n- PistolAdjustBKneelActionsWlkR\n- PistolAdjustBKneelEvasiveActionsF\n- PistolAdjustBKneelEvasiveActionsFL\n- PistolAdjustBKneelEvasiveActionsFR\n- PistolAdjustBProneActions\n- PistolAdjustBStandActions\n- PistolAdjustBStandActionsRunB\n- PistolAdjustBStandActionsRunBL\n- PistolAdjustBStandActionsRunBR\n- PistolAdjustBStandActionsRunF\n- PistolAdjustBStandActionsRunFL\n- PistolAdjustBStandActionsRunFR\n- PistolAdjustBStandActionsRunL\n- PistolAdjustBStandActionsRunR\n- PistolAdjustBStandActionsTacB\n- PistolAdjustBStandActionsTacBL\n- PistolAdjustBStandActionsTacBR\n- PistolAdjustBStandActionsTacF\n- PistolAdjustBStandActionsTacFL\n- PistolAdjustBStandActionsTacFR\n- PistolAdjustBStandActionsTacL\n- PistolAdjustBStandActionsTacR\n- PistolAdjustBStandActionsWlkB\n- PistolAdjustBStandActionsWlkBL\n- PistolAdjustBStandActionsWlkBR\n- PistolAdjustBStandActionsWlkF\n- PistolAdjustBStandActionsWlkFL\n- PistolAdjustBStandActionsWlkFR\n- PistolAdjustBStandActionsWlkL\n- PistolAdjustBStandActionsWlkR\n- PistolAdjustBStandEvasiveActionsF\n- PistolAdjustBStandEvasiveActionsFL\n- PistolAdjustBStandEvasiveActionsFR\n- PistolAdjustFKneelActions\n- PistolAdjustFKneelActionsRunB\n- PistolAdjustFKneelActionsRunBL\n- PistolAdjustFKneelActionsRunBR\n- PistolAdjustFKneelActionsRunF\n- PistolAdjustFKneelActionsRunFL\n- PistolAdjustFKneelActionsRunFR\n- PistolAdjustFKneelActionsRunL\n- PistolAdjustFKneelActionsRunR\n- PistolAdjustFKneelActionsTacB\n- PistolAdjustFKneelActionsTacBL\n- PistolAdjustFKneelActionsTacBR\n- PistolAdjustFKneelActionsTacF\n- PistolAdjustFKneelActionsTacFL\n- PistolAdjustFKneelActionsTacFR\n- PistolAdjustFKneelActionsTacL\n- PistolAdjustFKneelActionsTacR\n- PistolAdjustFKneelActionsWlkB\n- PistolAdjustFKneelActionsWlkBL\n- PistolAdjustFKneelActionsWlkBR\n- PistolAdjustFKneelActionsWlkF\n- PistolAdjustFKneelActionsWlkFL\n- PistolAdjustFKneelActionsWlkFR\n- PistolAdjustFKneelActionsWlkL\n- PistolAdjustFKneelActionsWlkR\n- PistolAdjustFKneelEvasiveActionsF\n- PistolAdjustFKneelEvasiveActionsFL\n- PistolAdjustFKneelEvasiveActionsFR\n- PistolAdjustFProneActions\n- PistolAdjustFStandActions\n- PistolAdjustFStandActionsRunB\n- PistolAdjustFStandActionsRunBL\n- PistolAdjustFStandActionsRunBR\n- PistolAdjustFStandActionsRunF\n- PistolAdjustFStandActionsRunFL\n- PistolAdjustFStandActionsRunFR\n- PistolAdjustFStandActionsRunL\n- PistolAdjustFStandActionsRunR\n- PistolAdjustFStandActionsTacB\n- PistolAdjustFStandActionsTacBL\n- PistolAdjustFStandActionsTacBR\n- PistolAdjustFStandActionsTacF\n- PistolAdjustFStandActionsTacFL\n- PistolAdjustFStandActionsTacFR\n- PistolAdjustFStandActionsTacL\n- PistolAdjustFStandActionsTacR\n- PistolAdjustFStandActionsWlkB\n- PistolAdjustFStandActionsWlkBL\n- PistolAdjustFStandActionsWlkBR\n- PistolAdjustFStandActionsWlkF\n- PistolAdjustFStandActionsWlkFL\n- PistolAdjustFStandActionsWlkFR\n- PistolAdjustFStandActionsWlkL\n- PistolAdjustFStandActionsWlkR\n- PistolAdjustFStandEvasiveActionsF\n- PistolAdjustFStandEvasiveActionsFL\n- PistolAdjustFStandEvasiveActionsFR\n- PistolAdjustKneelBaseActions\n- PistolAdjustLKneelActions\n- PistolAdjustLKneelActionsRunB\n- PistolAdjustLKneelActionsRunBL\n- PistolAdjustLKneelActionsRunBR\n- PistolAdjustLKneelActionsRunF\n- PistolAdjustLKneelActionsRunFL\n- PistolAdjustLKneelActionsRunFR\n- PistolAdjustLKneelActionsRunL\n- PistolAdjustLKneelActionsRunR\n- PistolAdjustLKneelActionsTacB\n- PistolAdjustLKneelActionsTacBL\n- PistolAdjustLKneelActionsTacBR\n- PistolAdjustLKneelActionsTacF\n- PistolAdjustLKneelActionsTacFL\n- PistolAdjustLKneelActionsTacFR\n- PistolAdjustLKneelActionsTacL\n- PistolAdjustLKneelActionsTacR\n- PistolAdjustLKneelActionsWlkB\n- PistolAdjustLKneelActionsWlkBL\n- PistolAdjustLKneelActionsWlkBR\n- PistolAdjustLKneelActionsWlkF\n- PistolAdjustLKneelActionsWlkFL\n- PistolAdjustLKneelActionsWlkFR\n- PistolAdjustLKneelActionsWlkL\n- PistolAdjustLKneelActionsWlkR\n- PistolAdjustLKneelEvasiveActionsF\n- PistolAdjustLKneelEvasiveActionsFL\n- PistolAdjustLKneelEvasiveActionsFR\n- PistolAdjustLProneActions\n- PistolAdjustLStandActions\n- PistolAdjustLStandActionsRunB\n- PistolAdjustLStandActionsRunBL\n- PistolAdjustLStandActionsRunBR\n- PistolAdjustLStandActionsRunF\n- PistolAdjustLStandActionsRunFL\n- PistolAdjustLStandActionsRunFR\n- PistolAdjustLStandActionsRunL\n- PistolAdjustLStandActionsRunR\n- PistolAdjustLStandActionsTacB\n- PistolAdjustLStandActionsTacBL\n- PistolAdjustLStandActionsTacBR\n- PistolAdjustLStandActionsTacF\n- PistolAdjustLStandActionsTacFL\n- PistolAdjustLStandActionsTacFR\n- PistolAdjustLStandActionsTacL\n- PistolAdjustLStandActionsTacR\n- PistolAdjustLStandActionsWlkB\n- PistolAdjustLStandActionsWlkBL\n- PistolAdjustLStandActionsWlkBR\n- PistolAdjustLStandActionsWlkF\n- PistolAdjustLStandActionsWlkFL\n- PistolAdjustLStandActionsWlkFR\n- PistolAdjustLStandActionsWlkL\n- PistolAdjustLStandActionsWlkR\n- PistolAdjustLStandEvasiveActionsF\n- PistolAdjustLStandEvasiveActionsFL\n- PistolAdjustLStandEvasiveActionsFR\n- PistolAdjustProneBaseActions\n- PistolAdjustRKneelActions\n- PistolAdjustRKneelActionsRunB\n- PistolAdjustRKneelActionsRunBL\n- PistolAdjustRKneelActionsRunBR\n- PistolAdjustRKneelActionsRunF\n- PistolAdjustRKneelActionsRunFL\n- PistolAdjustRKneelActionsRunFR\n- PistolAdjustRKneelActionsRunL\n- PistolAdjustRKneelActionsRunR\n- PistolAdjustRKneelActionsTacB\n- PistolAdjustRKneelActionsTacBL\n- PistolAdjustRKneelActionsTacBR\n- PistolAdjustRKneelActionsTacF\n- PistolAdjustRKneelActionsTacFL\n- PistolAdjustRKneelActionsTacFR\n- PistolAdjustRKneelActionsTacL\n- PistolAdjustRKneelActionsTacR\n- PistolAdjustRKneelActionsWlkB\n- PistolAdjustRKneelActionsWlkBL\n- PistolAdjustRKneelActionsWlkBR\n- PistolAdjustRKneelActionsWlkF\n- PistolAdjustRKneelActionsWlkFL\n- PistolAdjustRKneelActionsWlkFR\n- PistolAdjustRKneelActionsWlkL\n- PistolAdjustRKneelActionsWlkR\n- PistolAdjustRKneelEvasiveActionsF\n- PistolAdjustRKneelEvasiveActionsFL\n- PistolAdjustRKneelEvasiveActionsFR\n- PistolAdjustRProneActions\n- PistolAdjustRStandActions\n- PistolAdjustRStandActionsRunB\n- PistolAdjustRStandActionsRunBL\n- PistolAdjustRStandActionsRunBR\n- PistolAdjustRStandActionsRunF\n- PistolAdjustRStandActionsRunFL\n- PistolAdjustRStandActionsRunFR\n- PistolAdjustRStandActionsRunL\n- PistolAdjustRStandActionsRunR\n- PistolAdjustRStandActionsTacB\n- PistolAdjustRStandActionsTacBL\n- PistolAdjustRStandActionsTacBR\n- PistolAdjustRStandActionsTacF\n- PistolAdjustRStandActionsTacFL\n- PistolAdjustRStandActionsTacFR\n- PistolAdjustRStandActionsTacL\n- PistolAdjustRStandActionsTacR\n- PistolAdjustRStandActionsWlkB\n- PistolAdjustRStandActionsWlkBL\n- PistolAdjustRStandActionsWlkBR\n- PistolAdjustRStandActionsWlkF\n- PistolAdjustRStandActionsWlkFL\n- PistolAdjustRStandActionsWlkFR\n- PistolAdjustRStandActionsWlkL\n- PistolAdjustRStandActionsWlkR\n- PistolAdjustRStandEvasiveActionsF\n- PistolAdjustRStandEvasiveActionsFL\n- PistolAdjustRStandEvasiveActionsFR\n- PistolAdjustStandBaseActions\n- PistolKneelActions\n- PistolKneelActions_explo\n- PistolKneelActions_gear\n- PistolKneelActions_inv\n- PistolKneelActionsLimpB\n- PistolKneelActionsLimpF\n- PistolKneelActionsLimpL\n- PistolKneelActionsLimpLB\n- PistolKneelActionsLimpLF\n- PistolKneelActionsLimpR\n- PistolKneelActionsLimpRB\n- PistolKneelActionsLimpRF\n- PistolKneelActionsNoAdjust\n- PistolKneelActionsRunB\n- PistolKneelActionsRunBL\n- PistolKneelActionsRunBR\n- PistolKneelActionsRunF\n- PistolKneelActionsRunFL\n- PistolKneelActionsRunFr\n- PistolKneelActionsRunL\n- PistolKneelActionsRunR\n- PistolKneelActionsTacB\n- PistolKneelActionsTacBL\n- PistolKneelActionsTacBR\n- PistolKneelActionsTacF\n- PistolKneelActionsTacFL\n- PistolKneelActionsTacFr\n- PistolKneelActionsTacL\n- PistolKneelActionsTacR\n- PistolKneelActionsWlkB\n- PistolKneelActionsWlkBL\n- PistolKneelActionsWlkBR\n- PistolKneelActionsWlkF\n- PistolKneelActionsWlkFL\n- PistolKneelActionsWlkFR\n- PistolKneelActionsWlkL\n- PistolKneelActionsWlkR\n- PistolKneelEvasiveActionsF\n- PistolKneelEvasiveActionsFL\n- PistolKneelEvasiveActionsFR\n- PistolKneelEvasiveActionsL\n- PistolKneelEvasiveActionsR\n- PistolKneelTakeActions\n- PistolLowKneelActions\n- PistolLowKneelActionsLimpB\n- PistolLowKneelActionsLimpF\n- PistolLowKneelActionsLimpL\n- PistolLowKneelActionsLimpLB\n- PistolLowKneelActionsLimpLF\n- PistolLowKneelActionsLimpR\n- PistolLowKneelActionsLimpRB\n- PistolLowKneelActionsLimpRF\n- PistolLowKneelActionsNoAdjust\n- PistolLowKneelActionsRunB\n- PistolLowKneelActionsRunBL\n- PistolLowKneelActionsRunBR\n- PistolLowKneelActionsRunF\n- PistolLowKneelActionsRunFL\n- PistolLowKneelActionsRunFr\n- PistolLowKneelActionsRunL\n- PistolLowKneelActionsRunR\n- PistolLowKneelActionsTacB\n- PistolLowKneelActionsTacBL\n- PistolLowKneelActionsTacBR\n- PistolLowKneelActionsTacF\n- PistolLowKneelActionsTacFL\n- PistolLowKneelActionsTacFR\n- PistolLowKneelActionsTacL\n- PistolLowKneelActionsTacR\n- PistolLowKneelActionsWlkB\n- PistolLowKneelActionsWlkBL\n- PistolLowKneelActionsWlkBR\n- PistolLowKneelActionsWlkF\n- PistolLowKneelActionsWlkFL\n- PistolLowKneelActionsWlkFR\n- PistolLowKneelActionsWlkL\n- PistolLowKneelActionsWlkR\n- PistolLowKneelEvasiveActionsF\n- PistolLowKneelEvasiveActionsFL\n- PistolLowKneelEvasiveActionsFR\n- PistolLowStandActions\n- PistolLowStandActionsFastF\n- PistolLowStandActionsFastFL\n- PistolLowStandActionsFastFR\n- PistolLowStandActionsLimpB\n- PistolLowStandActionsLimpF\n- PistolLowStandActionsLimpL\n- PistolLowStandActionsLimpLB\n- PistolLowStandActionsLimpLF\n- PistolLowStandActionsLimpR\n- PistolLowStandActionsLimpRB\n- PistolLowStandActionsLimpRF\n- PistolLowStandActionsNoAdjust\n- PistolLowStandActionsRunB\n- PistolLowStandActionsRunBL\n- PistolLowStandActionsRunBR\n- PistolLowStandActionsRunF\n- PistolLowStandActionsRunFL\n- PistolLowStandActionsRunFR\n- PistolLowStandActionsRunL\n- PistolLowStandActionsRunR\n- PistolLowStandActionsTacB\n- PistolLowStandActionsTacBL\n- PistolLowStandActionsTacBR\n- PistolLowStandActionsTacF\n- PistolLowStandActionsTacFL\n- PistolLowStandActionsTacFR\n- PistolLowStandActionsTacL\n- PistolLowStandActionsTacR\n- PistolLowStandActionsWlkB\n- PistolLowStandActionsWlkBL\n- PistolLowStandActionsWlkBR\n- PistolLowStandActionsWlkF\n- PistolLowStandActionsWlkFL\n- PistolLowStandActionsWlkFR\n- PistolLowStandActionsWlkL\n- PistolLowStandActionsWlkR\n- PistolLowStandCutsceneActions\n- PistolLowStandEvasiveActionsF\n- PistolLowStandEvasiveActionsFL\n- PistolLowStandEvasiveActionsFR\n- PistolProneActions\n- PistolProneActions_inv\n- PistolRaisedStandCutsceneActions\n- PistolRunFActions\n- PistolSitActions\n- PistolStandActions\n- PistolStandActions_gear\n- PistolStandActions_inv\n- PistolStandActionsLimpB\n- PistolStandActionsLimpF\n- PistolStandActionsLimpL\n- PistolStandActionsLimpLB\n- PistolStandActionsLimpLF\n- PistolStandActionsLimpR\n- PistolStandActionsLimpRB\n- PistolStandActionsLimpRF\n- PistolStandActionsNoAdjust\n- PistolStandActionsRunB\n- PistolStandActionsRunBL\n- PistolStandActionsRunBR\n- PistolStandActionsRunF\n- PistolStandActionsRunFL\n- PistolStandActionsRunFR\n- PistolStandActionsRunL\n- PistolStandActionsRunR\n- PistolStandActionsTacB\n- PistolStandActionsTacBL\n- PistolStandActionsTacBR\n- PistolStandActionsTacF\n- PistolStandActionsTacFL\n- PistolStandActionsTacFR\n- PistolStandActionsTacL\n- PistolStandActionsTacR\n- PistolStandActionsWlkB\n- PistolStandActionsWlkBL\n- PistolStandActionsWlkBR\n- PistolStandActionsWlkF\n- PistolStandActionsWlkFL\n- PistolStandActionsWlkFR\n- PistolStandActionsWlkL\n- PistolStandActionsWlkR\n- PistolStandEvasiveActionsF\n- PistolStandEvasiveActionsFL\n- PistolStandEvasiveActionsFR\n- PistolStandEvasiveActionsL\n- PistolStandEvasiveActionsR\n- PistolStandSaluteActions\n- PistolStandTakeActions\n- PistolWalkFActions\n- ReviveMedicActions\n- ReviveWoundedActions\n- ReviveWoundedDefaultActions\n- RifleAdjustBKneelActions\n- RifleAdjustBKneelActionsRunB\n- RifleAdjustBKneelActionsRunBL\n- RifleAdjustBKneelActionsRunBR\n- RifleAdjustBKneelActionsRunF\n- RifleAdjustBKneelActionsRunFL\n- RifleAdjustBKneelActionsRunFR\n- RifleAdjustBKneelActionsRunL\n- RifleAdjustBKneelActionsRunR\n- RifleAdjustBKneelActionsTacB\n- RifleAdjustBKneelActionsTacBL\n- RifleAdjustBKneelActionsTacBR\n- RifleAdjustBKneelActionsTacF\n- RifleAdjustBKneelActionsTacFL\n- RifleAdjustBKneelActionsTacFR\n- RifleAdjustBKneelActionsTacL\n- RifleAdjustBKneelActionsTacR\n- RifleAdjustBKneelActionsWlkB\n- RifleAdjustBKneelActionsWlkBL\n- RifleAdjustBKneelActionsWlkBR\n- RifleAdjustBKneelActionsWlkF\n- RifleAdjustBKneelActionsWlkFL\n- RifleAdjustBKneelActionsWlkFR\n- RifleAdjustBKneelActionsWlkL\n- RifleAdjustBKneelActionsWlkR\n- RifleAdjustBKneelEvasiveActionsF\n- RifleAdjustBKneelEvasiveActionsFL\n- RifleAdjustBKneelEvasiveActionsFR\n- RifleAdjustBProneActions\n- RifleAdjustBStandActions\n- RifleAdjustBStandActionsRunB\n- RifleAdjustBStandActionsRunBL\n- RifleAdjustBStandActionsRunBR\n- RifleAdjustBStandActionsRunF\n- RifleAdjustBStandActionsRunFL\n- RifleAdjustBStandActionsRunFR\n- RifleAdjustBStandActionsRunL\n- RifleAdjustBStandActionsRunR\n- RifleAdjustBStandActionsTacB\n- RifleAdjustBStandActionsTacBL\n- RifleAdjustBStandActionsTacBR\n- RifleAdjustBStandActionsTacF\n- RifleAdjustBStandActionsTacFL\n- RifleAdjustBStandActionsTacFR\n- RifleAdjustBStandActionsTacL\n- RifleAdjustBStandActionsTacR\n- RifleAdjustBStandActionsWlkB\n- RifleAdjustBStandActionsWlkBL\n- RifleAdjustBStandActionsWlkBR\n- RifleAdjustBStandActionsWlkF\n- RifleAdjustBStandActionsWlkFL\n- RifleAdjustBStandActionsWlkFR\n- RifleAdjustBStandActionsWlkL\n- RifleAdjustBStandActionsWlkR\n- RifleAdjustBStandEvasiveActionsF\n- RifleAdjustBStandEvasiveActionsFL\n- RifleAdjustBStandEvasiveActionsFR\n- RifleAdjustFKneelActions\n- RifleAdjustFKneelActionsRunB\n- RifleAdjustFKneelActionsRunBL\n- RifleAdjustFKneelActionsRunBR\n- RifleAdjustFKneelActionsRunF\n- RifleAdjustFKneelActionsRunFL\n- RifleAdjustFKneelActionsRunFR\n- RifleAdjustFKneelActionsRunL\n- RifleAdjustFKneelActionsRunR\n- RifleAdjustFKneelActionsTacB\n- RifleAdjustFKneelActionsTacBL\n- RifleAdjustFKneelActionsTacBR\n- RifleAdjustFKneelActionsTacF\n- RifleAdjustFKneelActionsTacFL\n- RifleAdjustFKneelActionsTacFR\n- RifleAdjustFKneelActionsTacL\n- RifleAdjustFKneelActionsTacR\n- RifleAdjustFKneelActionsWlkB\n- RifleAdjustFKneelActionsWlkBL\n- RifleAdjustFKneelActionsWlkBR\n- RifleAdjustFKneelActionsWlkF\n- RifleAdjustFKneelActionsWlkFL\n- RifleAdjustFKneelActionsWlkFR\n- RifleAdjustFKneelActionsWlkL\n- RifleAdjustFKneelActionsWlkR\n- RifleAdjustFKneelEvasiveActionsF\n- RifleAdjustFKneelEvasiveActionsFL\n- RifleAdjustFKneelEvasiveActionsFR\n- RifleAdjustFProneActions\n- RifleAdjustFStandActions\n- RifleAdjustFStandActionsRunB\n- RifleAdjustFStandActionsRunBL\n- RifleAdjustFStandActionsRunBR\n- RifleAdjustFStandActionsRunF\n- RifleAdjustFStandActionsRunFL\n- RifleAdjustFStandActionsRunFR\n- RifleAdjustFStandActionsRunL\n- RifleAdjustFStandActionsRunR\n- RifleAdjustFStandActionsTacB\n- RifleAdjustFStandActionsTacBL\n- RifleAdjustFStandActionsTacBR\n- RifleAdjustFStandActionsTacF\n- RifleAdjustFStandActionsTacFL\n- RifleAdjustFStandActionsTacFR\n- RifleAdjustFStandActionsTacL\n- RifleAdjustFStandActionsTacR\n- RifleAdjustFStandActionsWlkB\n- RifleAdjustFStandActionsWlkBL\n- RifleAdjustFStandActionsWlkBR\n- RifleAdjustFStandActionsWlkF\n- RifleAdjustFStandActionsWlkFL\n- RifleAdjustFStandActionsWlkFR\n- RifleAdjustFStandActionsWlkL\n- RifleAdjustFStandActionsWlkR\n- RifleAdjustFStandEvasiveActionsF\n- RifleAdjustFStandEvasiveActionsFL\n- RifleAdjustFStandEvasiveActionsFR\n- RifleAdjustKneelBaseActions\n- RifleAdjustLKneelActions\n- RifleAdjustLKneelActionsRunB\n- RifleAdjustLKneelActionsRunBL\n- RifleAdjustLKneelActionsRunBR\n- RifleAdjustLKneelActionsRunF\n- RifleAdjustLKneelActionsRunFL\n- RifleAdjustLKneelActionsRunFR\n- RifleAdjustLKneelActionsRunL\n- RifleAdjustLKneelActionsRunR\n- RifleAdjustLKneelActionsTacB\n- RifleAdjustLKneelActionsTacBL\n- RifleAdjustLKneelActionsTacBR\n- RifleAdjustLKneelActionsTacF\n- RifleAdjustLKneelActionsTacFL\n- RifleAdjustLKneelActionsTacFR\n- RifleAdjustLKneelActionsTacL\n- RifleAdjustLKneelActionsTacR\n- RifleAdjustLKneelActionsWlkB\n- RifleAdjustLKneelActionsWlkBL\n- RifleAdjustLKneelActionsWlkBR\n- RifleAdjustLKneelActionsWlkF\n- RifleAdjustLKneelActionsWlkFL\n- RifleAdjustLKneelActionsWlkFR\n- RifleAdjustLKneelActionsWlkL\n- RifleAdjustLKneelActionsWlkR\n- RifleAdjustLKneelEvasiveActionsF\n- RifleAdjustLKneelEvasiveActionsFL\n- RifleAdjustLKneelEvasiveActionsFR\n- RifleAdjustLProneActions\n- RifleAdjustLStandActions\n- RifleAdjustLStandActionsRunB\n- RifleAdjustLStandActionsRunBL\n- RifleAdjustLStandActionsRunBR\n- RifleAdjustLStandActionsRunF\n- RifleAdjustLStandActionsRunFL\n- RifleAdjustLStandActionsRunFR\n- RifleAdjustLStandActionsRunL\n- RifleAdjustLStandActionsRunR\n- RifleAdjustLStandActionsTacB\n- RifleAdjustLStandActionsTacBL\n- RifleAdjustLStandActionsTacBR\n- RifleAdjustLStandActionsTacF\n- RifleAdjustLStandActionsTacFL\n- RifleAdjustLStandActionsTacFR\n- RifleAdjustLStandActionsTacL\n- RifleAdjustLStandActionsTacR\n- RifleAdjustLStandActionsWlkB\n- RifleAdjustLStandActionsWlkBL\n- RifleAdjustLStandActionsWlkBR\n- RifleAdjustLStandActionsWlkF\n- RifleAdjustLStandActionsWlkFL\n- RifleAdjustLStandActionsWlkFR\n- RifleAdjustLStandActionsWlkL\n- RifleAdjustLStandActionsWlkR\n- RifleAdjustLStandEvasiveActionsF\n- RifleAdjustLStandEvasiveActionsFL\n- RifleAdjustLStandEvasiveActionsFR\n- RifleAdjustProneBaseActions\n- RifleAdjustRKneelActions\n- RifleAdjustRKneelActionsRunB\n- RifleAdjustRKneelActionsRunBL\n- RifleAdjustRKneelActionsRunBR\n- RifleAdjustRKneelActionsRunF\n- RifleAdjustRKneelActionsRunFL\n- RifleAdjustRKneelActionsRunFR\n- RifleAdjustRKneelActionsRunL\n- RifleAdjustRKneelActionsRunR\n- RifleAdjustRKneelActionsTacB\n- RifleAdjustRKneelActionsTacBL\n- RifleAdjustRKneelActionsTacBR\n- RifleAdjustRKneelActionsTacF\n- RifleAdjustRKneelActionsTacFL\n- RifleAdjustRKneelActionsTacFR\n- RifleAdjustRKneelActionsTacL\n- RifleAdjustRKneelActionsTacR\n- RifleAdjustRKneelActionsWlkB\n- RifleAdjustRKneelActionsWlkBL\n- RifleAdjustRKneelActionsWlkBR\n- RifleAdjustRKneelActionsWlkF\n- RifleAdjustRKneelActionsWlkFL\n- RifleAdjustRKneelActionsWlkFR\n- RifleAdjustRKneelActionsWlkL\n- RifleAdjustRKneelActionsWlkR\n- RifleAdjustRKneelEvasiveActionsF\n- RifleAdjustRKneelEvasiveActionsFL\n- RifleAdjustRKneelEvasiveActionsFR\n- RifleAdjustRProneActions\n- RifleAdjustRStandActions\n- RifleAdjustRStandActionsRunB\n- RifleAdjustRStandActionsRunBL\n- RifleAdjustRStandActionsRunBR\n- RifleAdjustRStandActionsRunF\n- RifleAdjustRStandActionsRunFL\n- RifleAdjustRStandActionsRunFR\n- RifleAdjustRStandActionsRunL\n- RifleAdjustRStandActionsRunR\n- RifleAdjustRStandActionsTacB\n- RifleAdjustRStandActionsTacBL\n- RifleAdjustRStandActionsTacBR\n- RifleAdjustRStandActionsTacF\n- RifleAdjustRStandActionsTacFL\n- RifleAdjustRStandActionsTacFR\n- RifleAdjustRStandActionsTacL\n- RifleAdjustRStandActionsTacR\n- RifleAdjustRStandActionsWlkB\n- RifleAdjustRStandActionsWlkBL\n- RifleAdjustRStandActionsWlkBR\n- RifleAdjustRStandActionsWlkF\n- RifleAdjustRStandActionsWlkFL\n- RifleAdjustRStandActionsWlkFR\n- RifleAdjustRStandActionsWlkL\n- RifleAdjustRStandActionsWlkR\n- RifleAdjustRStandEvasiveActionsF\n- RifleAdjustRStandEvasiveActionsFL\n- RifleAdjustRStandEvasiveActionsFR\n- RifleAdjustStandBaseActions\n- RifleBaseLowStandActions\n- RifleBaseStandActions\n- RifleCrouchActions\n- RifleKneelActions\n- RifleKneelActions_diary\n- RifleKneelActions_explo\n- RifleKneelActions_gear\n- RifleKneelActions_inv\n- RifleKneelActionsLimpB\n- RifleKneelActionsLimpF\n- RifleKneelActionsLimpL\n- RifleKneelActionsLimpLB\n- RifleKneelActionsLimpLF\n- RifleKneelActionsLimpR\n- RifleKneelActionsLimpRB\n- RifleKneelActionsLimpRF\n- RifleKneelActionsNoAdjust\n- RifleKneelActionsRunB\n- RifleKneelActionsRunBL\n- RifleKneelActionsRunBR\n- RifleKneelActionsRunF\n- RifleKneelActionsRunFL\n- RifleKneelActionsRunFR\n- RifleKneelActionsRunL\n- RifleKneelActionsRunR\n- RifleKneelActionsTacB\n- RifleKneelActionsTacBL\n- RifleKneelActionsTacBR\n- RifleKneelActionsTacF\n- RifleKneelActionsTacFL\n- RifleKneelActionsTacFR\n- RifleKneelActionsTacL\n- RifleKneelActionsTacR\n- RifleKneelActionsWlkB\n- RifleKneelActionsWlkBL\n- RifleKneelActionsWlkBR\n- RifleKneelActionsWlkF\n- RifleKneelActionsWlkFL\n- RifleKneelActionsWlkFR\n- RifleKneelActionsWlkL\n- RifleKneelActionsWlkR\n- RifleKneelEvasiveActionsF\n- RifleKneelEvasiveActionsFL\n- RifleKneelEvasiveActionsFR\n- RifleKneelEvasiveActionsL\n- RifleKneelEvasiveActionsR\n- RifleKneelLowActions\n- RifleKneelLowActions_diary\n- RifleKneelLowActions_explo\n- RifleKneelLowActions_gear\n- RifleKneelLowActions_relax\n- RifleKneelLowActionsNoAdjust\n- RifleKneelLowActionsRunB\n- RifleKneelLowActionsRunBL\n- RifleKneelLowActionsRunBR\n- RifleKneelLowActionsRunF\n- RifleKneelLowActionsRunFL\n- RifleKneelLowActionsRunFR\n- RifleKneelLowActionsRunL\n- RifleKneelLowActionsRunR\n- RifleKneelLowActionsTacB\n- RifleKneelLowActionsTacBL\n- RifleKneelLowActionsTacBR\n- RifleKneelLowActionsTacF\n- RifleKneelLowActionsTacFL\n- RifleKneelLowActionsTacFR\n- RifleKneelLowActionsTacL\n- RifleKneelLowActionsTacR\n- RifleKneelLowActionsWlkB\n- RifleKneelLowActionsWlkBL\n- RifleKneelLowActionsWlkBR\n- RifleKneelLowActionsWlkF\n- RifleKneelLowActionsWlkFL\n- RifleKneelLowActionsWlkFR\n- RifleKneelLowActionsWlkL\n- RifleKneelLowActionsWlkR\n- RifleKneelLowEvasiveActionsF\n- RifleKneelLowEvasiveActionsFL\n- RifleKneelLowEvasiveActionsFR\n- RifleKneelTakeActions\n- RifleLowKneelActionsLimpB\n- RifleLowKneelActionsLimpF\n- RifleLowKneelActionsLimpL\n- RifleLowKneelActionsLimpLB\n- RifleLowKneelActionsLimpLF\n- RifleLowKneelActionsLimpR\n- RifleLowKneelActionsLimpRB\n- RifleLowKneelActionsLimpRF\n- RifleLowSitActions\n- RifleLowStandActions\n- RifleLowStandActions_diary\n- RifleLowStandActions_evasiveActions\n- RifleLowStandActions_gear\n- RifleLowStandActions_talkCalm\n- RifleLowStandActionsLimpB\n- RifleLowStandActionsLimpF\n- RifleLowStandActionsLimpL\n- RifleLowStandActionsLimpLB\n- RifleLowStandActionsLimpLF\n- RifleLowStandActionsLimpR\n- RifleLowStandActionsLimpRB\n- RifleLowStandActionsLimpRF\n- RifleLowStandActionsNoAdjust\n- RifleLowStandActionsRunB\n- RifleLowStandActionsRunBL\n- RifleLowStandActionsRunBR\n- RifleLowStandActionsRunF\n- RifleLowStandActionsRunFL\n- RifleLowStandActionsRunFR\n- RifleLowStandActionsRunL\n- RifleLowStandActionsRunR\n- RifleLowStandActionsTacB\n- RifleLowStandActionsTacBL\n- RifleLowStandActionsTacBR\n- RifleLowStandActionsTacF\n- RifleLowStandActionsTacFL\n- RifleLowStandActionsTacFR\n- RifleLowStandActionsTacL\n- RifleLowStandActionsTacR\n- RifleLowStandActionsWlkB\n- RifleLowStandActionsWlkBL\n- RifleLowStandActionsWlkBR\n- RifleLowStandActionsWlkF\n- RifleLowStandActionsWlkFL\n- RifleLowStandActionsWlkFR\n- RifleLowStandActionsWlkL\n- RifleLowStandActionsWlkR\n- RifleLowStandCutsceneActions\n- RifleLowStandSaluteActions\n- RifleProneActions\n- RifleProneActions_injured\n- RifleProneActions_inv\n- RifleProneActionsEvasiveF\n- RifleProneActionsRunB\n- RifleProneActionsRunF\n- RifleSitActions\n- RifleSitactionTest\n- RifleStandActions\n- RifleStandActions_diary\n- RifleStandActions_gear\n- RifleStandActions_Idle\n- RifleStandActions_inv\n- RifleStandActionsLimpB\n- RifleStandActionsLimpF\n- RifleStandActionsLimpL\n- RifleStandActionsLimpLB\n- RifleStandActionsLimpLF\n- RifleStandActionsLimpR\n- RifleStandActionsLimpRB\n- RifleStandActionsLimpRF\n- RifleStandActionsNoAdjust\n- RifleStandActionsRunB\n- RifleStandActionsRunBL\n- RifleStandActionsRunBR\n- RifleStandActionsRunF\n- RifleStandActionsRunFL\n- RifleStandActionsRunFR\n- RifleStandActionsRunL\n- RifleStandActionsRunR\n- RifleStandActionsTacB\n- RifleStandActionsTacBL\n- RifleStandActionsTacBR\n- RifleStandActionsTacF\n- RifleStandActionsTacFL\n- RifleStandActionsTacFR\n- RifleStandActionsTacL\n- RifleStandActionsTacLnr\n- RifleStandActionsTacR\n- RifleStandActionsWlkB\n- RifleStandActionsWlkBL\n- RifleStandActionsWlkBR\n- RifleStandActionsWlkF\n- RifleStandActionsWlkFL\n- RifleStandActionsWlkFR\n- RifleStandActionsWlkL\n- RifleStandActionsWlkR\n- RifleStandEvasiveActionsF\n- RifleStandEvasiveActionsF_Idle\n- RifleStandEvasiveActionsFL\n- RifleStandEvasiveActionsFR\n- RifleStandEvasiveActionsL\n- RifleStandEvasiveActionsR\n- RifleStandLowEvasiveActionsF\n- RifleStandLowEvasiveActionsFL\n- RifleStandLowEvasiveActionsFR\n- RifleStandSaluteActions\n- RifleStandSaluteActions_Idle\n- RifleStandTakeActions\n- StaticCutsceneLoop\n- StaticCutsceneLoopPlayerWalk\n- StaticCutsceneLoopViper\n- StaticCutsceneLoopViperSgt\n- SurfaceDivingActions\n- SurfaceDivingActionsFastF\n- SurfaceDivingActionsGoingOut\n- SurfaceDivingActionsRunB\n- SurfaceDivingActionsRunBL\n- SurfaceDivingActionsRunBR\n- SurfaceDivingActionsRunF\n- SurfaceDivingActionsRunFL\n- SurfaceDivingActionsRunFR\n- SurfaceDivingActionsRunL\n- SurfaceDivingActionsRunR\n- SurfaceDivingActionsTacB\n- SurfaceDivingActionsTacBL\n- SurfaceDivingActionsTacBR\n- SurfaceDivingActionsTacF\n- SurfaceDivingActionsTacFL\n- SurfaceDivingActionsTacFR\n- SurfaceDivingActionsTacL\n- SurfaceDivingActionsTacR\n- SurfaceDivingActionsWlkB\n- SurfaceDivingActionsWlkBL\n- SurfaceDivingActionsWlkBR\n- SurfaceDivingActionsWlkF\n- SurfaceDivingActionsWlkFL\n- SurfaceDivingActionsWlkFR\n- SurfaceDivingActionsWlkL\n- SurfaceDivingActionsWlkR\n- SurfaceDivingRifleActions\n- SurfaceDivingRifleActionsFastF\n- SurfaceDivingRifleActionsGoingOut\n- SurfaceDivingRifleActionsRunB\n- SurfaceDivingRifleActionsRunBL\n- SurfaceDivingRifleActionsRunBR\n- SurfaceDivingRifleActionsRunF\n- SurfaceDivingRifleActionsRunFL\n- SurfaceDivingRifleActionsRunFR\n- SurfaceDivingRifleActionsRunL\n- SurfaceDivingRifleActionsRunR\n- SurfaceDivingRifleActionsTacB\n- SurfaceDivingRifleActionsTacBL\n- SurfaceDivingRifleActionsTacBR\n- SurfaceDivingRifleActionsTacF\n- SurfaceDivingRifleActionsTacFL\n- SurfaceDivingRifleActionsTacFR\n- SurfaceDivingRifleActionsTacL\n- SurfaceDivingRifleActionsTacR\n- SurfaceDivingRifleActionsWlkB\n- SurfaceDivingRifleActionsWlkBL\n- SurfaceDivingRifleActionsWlkBR\n- SurfaceDivingRifleActionsWlkF\n- SurfaceDivingRifleActionsWlkFL\n- SurfaceDivingRifleActionsWlkFR\n- SurfaceDivingRifleActionsWlkL\n- SurfaceDivingRifleActionsWlkR\n- SurfaceSwimmingActions\n- SurfaceSwimmingActionsFastF\n- SurfaceSwimmingActionsFastFL\n- SurfaceSwimmingActionsFastFR\n- SurfaceSwimmingActionsRunB\n- SurfaceSwimmingActionsRunBL\n- SurfaceSwimmingActionsRunBR\n- SurfaceSwimmingActionsRunF\n- SurfaceSwimmingActionsRunFL\n- SurfaceSwimmingActionsRunFR\n- SurfaceSwimmingActionsRunL\n- SurfaceSwimmingActionsRunR\n- SwimmingActions\n- SwimmingActionsFastF\n- SwimmingActionsFastFL\n- SwimmingActionsFastFR\n- SwimmingActionsRunB\n- SwimmingActionsRunBL\n- SwimmingActionsRunBR\n- SwimmingActionsRunF\n- SwimmingActionsRunFL\n- SwimmingActionsRunFR\n- SwimmingActionsRunL\n- SwimmingActionsRunR\n- ToIncapacitatedAction\n- ToIncapacitatedPistolAction\n- ToIncapacitatedRifleAction\n- vehicle_coshooter_1Actions\n- vehicle_coshooter_1BinocActions\n- vehicle_coshooter_1BinocPistolActions\n- vehicle_coshooter_1BinocUnarmedActions\n- vehicle_coshooter_1DeadActions\n- vehicle_coshooter_1DeadPistolActions\n- vehicle_coshooter_1IdleActions\n- vehicle_coshooter_1IdlePistolActions\n- vehicle_coshooter_1IdleUnarmedActions\n- vehicle_coshooter_1ObstructedActions\n- vehicle_coshooter_1ObstructedPistolActions\n- vehicle_coshooter_1PistolActions\n- vehicle_passenger_stand_1Actions\n- vehicle_passenger_stand_1BinocActions\n- vehicle_passenger_stand_1BinocLauncherActions\n- vehicle_passenger_stand_1BinocPistolActions\n- vehicle_passenger_stand_1BinocUnarmedActions\n- vehicle_passenger_stand_1DeadActions\n- vehicle_passenger_stand_1DeadPistolActions\n- vehicle_passenger_stand_1IdleActions\n- vehicle_passenger_stand_1IdleLauncherActions\n- vehicle_passenger_stand_1IdlePistolActions\n- vehicle_passenger_stand_1IdleUnarmedActions\n- vehicle_passenger_stand_1LauncherActions\n- vehicle_passenger_stand_1ObstructedActions\n- vehicle_passenger_stand_1ObstructedPistolActions\n- vehicle_passenger_stand_1PistolActions\n- vehicle_passenger_stand_2Actions\n- vehicle_passenger_stand_2BinocActions\n- vehicle_passenger_stand_2BinocLauncherActions\n- vehicle_passenger_stand_2BinocPistolActions\n- vehicle_passenger_stand_2BinocUnarmedActions\n- vehicle_passenger_stand_2DeadActions\n- vehicle_passenger_stand_2DeadPistolActions\n- vehicle_passenger_stand_2IdleActions\n- vehicle_passenger_stand_2IdleLauncherActions\n- vehicle_passenger_stand_2IdlePistolActions\n- vehicle_passenger_stand_2IdleUnarmedActions\n- vehicle_passenger_stand_2LauncherActions\n- vehicle_passenger_stand_2ObstructedActions\n- vehicle_passenger_stand_2ObstructedPistolActions\n- vehicle_passenger_stand_2PistolActions\n- vehicle_turnout_1Actions\n- vehicle_turnout_1BinocActions\n- vehicle_turnout_1BinocPistolActions\n- vehicle_turnout_1BinocUnarmedActions\n- vehicle_turnout_1DeadActions\n- vehicle_turnout_1DeadPistolActions\n- vehicle_turnout_1IdleActions\n- vehicle_turnout_1IdlePistolActions\n- vehicle_turnout_1IdleUnarmedActions\n- vehicle_turnout_1ObstructedActions\n- vehicle_turnout_1ObstructedPistolActions\n- vehicle_turnout_1PistolActions\n- vehicle_turnout_2Actions\n- vehicle_turnout_2BinocActions\n- vehicle_turnout_2BinocPistolActions\n- vehicle_turnout_2BinocUnarmedActions\n- vehicle_turnout_2DeadActions\n- vehicle_turnout_2DeadPistolActions\n- vehicle_turnout_2IdleActions\n- vehicle_turnout_2IdlePistolActions\n- vehicle_turnout_2IdleUnarmedActions\n- vehicle_turnout_2ObstructedActions\n- vehicle_turnout_2ObstructedPistolActions\n- vehicle_turnout_2PistolActions"},{"heading":"States","level":4,"markdown":"- AadjPcrhMstpSrasWpstDdown\n- AadjPcrhMstpSrasWpstDDown_AmovPcrhMstpSrasWpstDnon\n- AadjPcrhMstpSrasWpstDleft\n- AadjPcrhMstpSrasWpstDleft_AmovPcrhMstpSrasWpstDnon\n- AadjPcrhMstpSrasWpstDright\n- AadjPcrhMstpSrasWpstDright_AmovPcrhMstpSrasWpstDnon\n- AadjPcrhMstpSrasWpstDup\n- AadjPcrhMstpSrasWpstDup_AmovPcrhMstpSrasWpstDnon\n- AadjPercMevaSrasWpstDf_down\n- AadjPercMevaSrasWpstDf_left\n- AadjPercMevaSrasWpstDf_right\n- AadjPercMevaSrasWpstDf_up\n- AadjPercMevaSrasWpstDfl_down\n- AadjPercMevaSrasWpstDfl_left\n- AadjPercMevaSrasWpstDfl_right\n- AadjPercMevaSrasWpstDfl_up\n- AadjPercMevaSrasWpstDfr_down\n- AadjPercMevaSrasWpstDfr_left\n- AadjPercMevaSrasWpstDfr_right\n- AadjPercMevaSrasWpstDfr_up\n- AadjPercMevaSrasWrflDf_down\n- AadjPercMevaSrasWrflDf_left\n- AadjPercMevaSrasWrflDf_right\n- AadjPercMevaSrasWrflDf_up\n- AadjPercMevaSrasWrflDfl_down\n- AadjPercMevaSrasWrflDfl_left\n- AadjPercMevaSrasWrflDfl_right\n- AadjPercMevaSrasWrflDfl_up\n- AadjPercMevaSrasWrflDfr_down\n- AadjPercMevaSrasWrflDfr_left\n- AadjPercMevaSrasWrflDfr_right\n- AadjPercMevaSrasWrflDfr_up\n- AadjPercMrunSrasWpstDb_down\n- AadjPercMrunSrasWpstDb_left\n- AadjPercMrunSrasWpstDb_right\n- AadjPercMrunSrasWpstDb_up\n- AadjPercMrunSrasWpstDbl_down\n- AadjPercMrunSrasWpstDbl_left\n- AadjPercMrunSrasWpstDbl_right\n- AadjPercMrunSrasWpstDbl_up\n- AadjPercMrunSrasWpstDbr_down\n- AadjPercMrunSrasWpstDbr_left\n- AadjPercMrunSrasWpstDbr_right\n- AadjPercMrunSrasWpstDbr_up\n- AadjPercMrunSrasWpstDf_down\n- AadjPercMrunSrasWpstDf_left\n- AadjPercMrunSrasWpstDf_right\n- AadjPercMrunSrasWpstDf_up\n- AadjPercMrunSrasWpstDfl_down\n- AadjPercMrunSrasWpstDfl_left\n- AadjPercMrunSrasWpstDfl_right\n- AadjPercMrunSrasWpstDfl_up\n- AadjPercMrunSrasWpstDfr_down\n- AadjPercMrunSrasWpstDfr_left\n- AadjPercMrunSrasWpstDfr_right\n- AadjPercMrunSrasWpstDfr_up\n- AadjPercMrunSrasWpstDl_down\n- AadjPercMrunSrasWpstDl_left\n- AadjPercMrunSrasWpstDl_right\n- AadjPercMrunSrasWpstDl_up\n- AadjPercMrunSrasWpstDr_down\n- AadjPercMrunSrasWpstDr_left\n- AadjPercMrunSrasWpstDr_right\n- AadjPercMrunSrasWpstDr_up\n- AadjPercMrunSrasWrflDb_down\n- AadjPercMrunSrasWrflDb_left\n- AadjPercMrunSrasWrflDb_right\n- AadjPercMrunSrasWrflDb_up\n- AadjPercMrunSrasWrflDbl_down\n- AadjPercMrunSrasWrflDbl_left\n- AadjPercMrunSrasWrflDbl_right\n- AadjPercMrunSrasWrflDbl_up\n- AadjPercMrunSrasWrflDbr_down\n- AadjPercMrunSrasWrflDbr_left\n- AadjPercMrunSrasWrflDbr_right\n- AadjPercMrunSrasWrflDbr_up\n- AadjPercMrunSrasWrflDf_down\n- AadjPercMrunSrasWrflDf_left\n- AadjPercMrunSrasWrflDf_right\n- AadjPercMrunSrasWrflDf_up\n- AadjPercMrunSrasWrflDfl_down\n- AadjPercMrunSrasWrflDfl_left\n- AadjPercMrunSrasWrflDfl_right\n- AadjPercMrunSrasWrflDfl_up\n- AadjPercMrunSrasWrflDfr_down\n- AadjPercMrunSrasWrflDfr_left\n- AadjPercMrunSrasWrflDfr_right\n- AadjPercMrunSrasWrflDfr_up\n- AadjPercMrunSrasWrflDl_down\n- AadjPercMrunSrasWrflDl_left\n- AadjPercMrunSrasWrflDl_right\n- AadjPercMrunSrasWrflDl_up\n- AadjPercMrunSrasWrflDr_down\n- AadjPercMrunSrasWrflDr_left\n- AadjPercMrunSrasWrflDr_right\n- AadjPercMrunSrasWrflDr_up\n- AadjPercMstpSrasWpstDdown\n- AadjPercMstpSrasWpstDdown_AadjPknlMstpSrasWpstDdown\n- AadjPercMstpSrasWpstDdown_AadjPknlMstpSrasWpstDup\n- AadjPercMstpSrasWpstDDown_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWpstDleft\n- AadjPercMstpSrasWpstDleft_AadjPknlMstpSrasWpstDleft\n- AadjPercMstpSrasWpstDleft_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWpstDright\n- AadjPercMstpSrasWpstDright_AadjPknlMstpSrasWpstDright\n- AadjPercMstpSrasWpstDright_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWpstDup\n- AadjPercMstpSrasWpstDup_AadjPknlMstpSrasWpstDup\n- AadjPercMstpSrasWpstDup_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWrflDdown\n- AadjPercMstpSrasWrflDdown_AadjPknlMstpSrasWrflDdown\n- AadjPercMstpSrasWrflDdown_AadjPknlMstpSrasWrflDup\n- AadjPercMstpSrasWrflDDown_AmovPercMstpSrasWrflDnon\n- AadjPercMstpSrasWrflDleft\n- AadjPercMstpSrasWrflDleft_AadjPknlMstpSrasWrflDleft\n- AadjPercMstpSrasWrflDleft_AmovPercMstpSrasWrflDnon\n- AadjPercMstpSrasWrflDright\n- AadjPercMstpSrasWrflDright_AadjPknlMstpSrasWrflDright\n- AadjPercMstpSrasWrflDright_AmovPercMstpSrasWrflDnon\n- AadjPercMstpSrasWrflDup\n- AadjPercMstpSrasWrflDup_AadjPknlMstpSrasWrflDup\n- AadjPercMstpSrasWrflDup_AmovPercMstpSrasWrflDnon\n- AadjPercMtacSrasWpstDb_down\n- AadjPercMtacSrasWpstDb_left\n- AadjPercMtacSrasWpstDb_right\n- AadjPercMtacSrasWpstDb_up\n- AadjPercMtacSrasWpstDbl_down\n- AadjPercMtacSrasWpstDbl_left\n- AadjPercMtacSrasWpstDbl_right\n- AadjPercMtacSrasWpstDbl_up\n- AadjPercMtacSrasWpstDbr_down\n- AadjPercMtacSrasWpstDbr_left\n- AadjPercMtacSrasWpstDbr_right\n- AadjPercMtacSrasWpstDbr_up\n- AadjPercMtacSrasWpstDf_down\n- AadjPercMtacSrasWpstDf_left\n- AadjPercMtacSrasWpstDf_right\n- AadjPercMtacSrasWpstDf_up\n- AadjPercMtacSrasWpstDfl_down\n- AadjPercMtacSrasWpstDfl_left\n- AadjPercMtacSrasWpstDfl_right\n- AadjPercMtacSrasWpstDfl_up\n- AadjPercMtacSrasWpstDfr_down\n- AadjPercMtacSrasWpstDfr_left\n- AadjPercMtacSrasWpstDfr_right\n- AadjPercMtacSrasWpstDfr_up\n- AadjPercMtacSrasWpstDl_down\n- AadjPercMtacSrasWpstDl_left\n- AadjPercMtacSrasWpstDl_right\n- AadjPercMtacSrasWpstDl_up\n- AadjPercMtacSrasWpstDr_down\n- AadjPercMtacSrasWpstDr_left\n- AadjPercMtacSrasWpstDr_right\n- AadjPercMtacSrasWpstDr_up\n- AadjPercMtacSrasWrflDb_down\n- AadjPercMtacSrasWrflDb_left\n- AadjPercMtacSrasWrflDb_right\n- AadjPercMtacSrasWrflDb_up\n- AadjPercMtacSrasWrflDbl_down\n- AadjPercMtacSrasWrflDbl_left\n- AadjPercMtacSrasWrflDbl_right\n- AadjPercMtacSrasWrflDbl_up\n- AadjPercMtacSrasWrflDbr_down\n- AadjPercMtacSrasWrflDbr_left\n- AadjPercMtacSrasWrflDbr_right\n- AadjPercMtacSrasWrflDbr_up\n- AadjPercMtacSrasWrflDf_down\n- AadjPercMtacSrasWrflDf_left\n- AadjPercMtacSrasWrflDf_right\n- AadjPercMtacSrasWrflDf_up\n- AadjPercMtacSrasWrflDfl_down\n- AadjPercMtacSrasWrflDfl_left\n- AadjPercMtacSrasWrflDfl_right\n- AadjPercMtacSrasWrflDfl_up\n- AadjPercMtacSrasWrflDfr_down\n- AadjPercMtacSrasWrflDfr_left\n- AadjPercMtacSrasWrflDfr_right\n- AadjPercMtacSrasWrflDfr_up\n- AadjPercMtacSrasWrflDl_down\n- AadjPercMtacSrasWrflDl_left\n- AadjPercMtacSrasWrflDl_right\n- AadjPercMtacSrasWrflDl_up\n- AadjPercMtacSrasWrflDr_down\n- AadjPercMtacSrasWrflDr_left\n- AadjPercMtacSrasWrflDr_right\n- AadjPercMtacSrasWrflDr_up\n- AadjPercMwlkSrasWpstDb_down\n- AadjPercMwlkSrasWpstDb_left\n- AadjPercMwlkSrasWpstDb_right\n- AadjPercMwlkSrasWpstDb_up\n- AadjPercMwlkSrasWpstDbl_down\n- AadjPercMwlkSrasWpstDbl_left\n- AadjPercMwlkSrasWpstDbl_right\n- AadjPercMwlkSrasWpstDbl_up\n- AadjPercMwlkSrasWpstDbr_down\n- AadjPercMwlkSrasWpstDbr_left\n- AadjPercMwlkSrasWpstDbr_right\n- AadjPercMwlkSrasWpstDbr_up\n- AadjPercMwlkSrasWpstDf_down\n- AadjPercMwlkSrasWpstDf_left\n- AadjPercMwlkSrasWpstDf_right\n- AadjPercMwlkSrasWpstDf_up\n- AadjPercMwlkSrasWpstDfl_down\n- AadjPercMwlkSrasWpstDfl_left\n- AadjPercMwlkSrasWpstDfl_right\n- AadjPercMwlkSrasWpstDfl_up\n- AadjPercMwlkSrasWpstDfr_down\n- AadjPercMwlkSrasWpstDfr_left\n- AadjPercMwlkSrasWpstDfr_right\n- AadjPercMwlkSrasWpstDfr_up\n- AadjPercMwlkSrasWpstDl_down\n- AadjPercMwlkSrasWpstDl_left\n- AadjPercMwlkSrasWpstDl_right\n- AadjPercMwlkSrasWpstDl_up\n- AadjPercMwlkSrasWpstDr_down\n- AadjPercMwlkSrasWpstDr_left\n- AadjPercMwlkSrasWpstDr_right\n- AadjPercMwlkSrasWpstDr_up\n- AadjPercMwlkSrasWrflDb_down\n- AadjPercMwlkSrasWrflDb_left\n- AadjPercMwlkSrasWrflDb_right\n- AadjPercMwlkSrasWrflDb_up\n- AadjPercMwlkSrasWrflDbl_down\n- AadjPercMwlkSrasWrflDbl_left\n- AadjPercMwlkSrasWrflDbl_right\n- AadjPercMwlkSrasWrflDbl_up\n- AadjPercMwlkSrasWrflDbr_down\n- AadjPercMwlkSrasWrflDbr_left\n- AadjPercMwlkSrasWrflDbr_right\n- AadjPercMwlkSrasWrflDbr_up\n- AadjPercMwlkSrasWrflDf_down\n- AadjPercMwlkSrasWrflDf_left\n- AadjPercMwlkSrasWrflDf_right\n- AadjPercMwlkSrasWrflDf_up\n- AadjPercMwlkSrasWrflDfl_down\n- AadjPercMwlkSrasWrflDfl_left\n- AadjPercMwlkSrasWrflDfl_right\n- AadjPercMwlkSrasWrflDfl_up\n- AadjPercMwlkSrasWrflDfr_down\n- AadjPercMwlkSrasWrflDfr_left\n- AadjPercMwlkSrasWrflDfr_right\n- AadjPercMwlkSrasWrflDfr_up\n- AadjPercMwlkSrasWrflDl_down\n- AadjPercMwlkSrasWrflDl_left\n- AadjPercMwlkSrasWrflDl_right\n- AadjPercMwlkSrasWrflDl_up\n- AadjPercMwlkSrasWrflDr_down\n- AadjPercMwlkSrasWrflDr_left\n- AadjPercMwlkSrasWrflDr_right\n- AadjPercMwlkSrasWrflDr_up\n- AadjPknlMevaSrasWpstDf_down\n- AadjPknlMevaSrasWpstDf_left\n- AadjPknlMevaSrasWpstDf_right\n- AadjPknlMevaSrasWpstDf_up\n- AadjPknlMevaSrasWpstDfl_down\n- AadjPknlMevaSrasWpstDfl_left\n- AadjPknlMevaSrasWpstDfl_right\n- AadjPknlMevaSrasWpstDfl_up\n- AadjPknlMevaSrasWpstDfr_down\n- AadjPknlMevaSrasWpstDfr_left\n- AadjPknlMevaSrasWpstDfr_right\n- AadjPknlMevaSrasWpstDfr_up\n- AadjPknlMevaSrasWrflDf_down\n- AadjPknlMevaSrasWrflDf_left\n- AadjPknlMevaSrasWrflDf_right\n- AadjPknlMevaSrasWrflDf_up\n- AadjPknlMevaSrasWrflDfl_down\n- AadjPknlMevaSrasWrflDfl_left\n- AadjPknlMevaSrasWrflDfl_right\n- AadjPknlMevaSrasWrflDfl_up\n- AadjPknlMevaSrasWrflDfr_down\n- AadjPknlMevaSrasWrflDfr_left\n- AadjPknlMevaSrasWrflDfr_right\n- AadjPknlMevaSrasWrflDfr_up\n- AadjPknlMrunSrasWpstDb_down\n- AadjPknlMrunSrasWpstDb_left\n- AadjPknlMrunSrasWpstDb_right\n- AadjPknlMrunSrasWpstDb_up\n- AadjPknlMrunSrasWpstDbl_down\n- AadjPknlMrunSrasWpstDbl_left\n- AadjPknlMrunSrasWpstDbl_right\n- AadjPknlMrunSrasWpstDbl_up\n- AadjPknlMrunSrasWpstDbr_down\n- AadjPknlMrunSrasWpstDbr_left\n- AadjPknlMrunSrasWpstDbr_right\n- AadjPknlMrunSrasWpstDbr_up\n- AadjPknlMrunSrasWpstDf_down\n- AadjPknlMrunSrasWpstDf_left\n- AadjPknlMrunSrasWpstDf_right\n- AadjPknlMrunSrasWpstDf_up\n- AadjPknlMrunSrasWpstDfl_down\n- AadjPknlMrunSrasWpstDfl_left\n- AadjPknlMrunSrasWpstDfl_right\n- AadjPknlMrunSrasWpstDfl_up\n- AadjPknlMrunSrasWpstDfr_down\n- AadjPknlMrunSrasWpstDfr_left\n- AadjPknlMrunSrasWpstDfr_right\n- AadjPknlMrunSrasWpstDfr_up\n- AadjPknlMrunSrasWpstDl_down\n- AadjPknlMrunSrasWpstDl_left\n- AadjPknlMrunSrasWpstDl_right\n- AadjPknlMrunSrasWpstDl_up\n- AadjPknlMrunSrasWpstDr_down\n- AadjPknlMrunSrasWpstDr_left\n- AadjPknlMrunSrasWpstDr_right\n- AadjPknlMrunSrasWpstDr_up\n- AadjPknlMrunSrasWrflDb_down\n- AadjPknlMrunSrasWrflDb_left\n- AadjPknlMrunSrasWrflDb_right\n- AadjPknlMrunSrasWrflDb_up\n- AadjPknlMrunSrasWrflDbl_down\n- AadjPknlMrunSrasWrflDbl_left\n- AadjPknlMrunSrasWrflDbl_right\n- AadjPknlMrunSrasWrflDbl_up\n- AadjPknlMrunSrasWrflDbr_down\n- AadjPknlMrunSrasWrflDbr_left\n- AadjPknlMrunSrasWrflDbr_right\n- AadjPknlMrunSrasWrflDbr_up\n- AadjPknlMrunSrasWrflDf_down\n- AadjPknlMrunSrasWrflDf_left\n- AadjPknlMrunSrasWrflDf_right\n- AadjPknlMrunSrasWrflDf_up\n- AadjPknlMrunSrasWrflDfl_down\n- AadjPknlMrunSrasWrflDfl_left\n- AadjPknlMrunSrasWrflDfl_right\n- AadjPknlMrunSrasWrflDfl_up\n- AadjPknlMrunSrasWrflDfr_down\n- AadjPknlMrunSrasWrflDfr_left\n- AadjPknlMrunSrasWrflDfr_right\n- AadjPknlMrunSrasWrflDfr_up\n- AadjPknlMrunSrasWrflDl_down\n- AadjPknlMrunSrasWrflDl_left\n- AadjPknlMrunSrasWrflDl_right\n- AadjPknlMrunSrasWrflDl_up\n- AadjPknlMrunSrasWrflDr_down\n- AadjPknlMrunSrasWrflDr_left\n- AadjPknlMrunSrasWrflDr_right\n- AadjPknlMrunSrasWrflDr_up\n- AadjPknlMstpSrasWpstDdown\n- AadjPknlMstpSrasWpstDdown_AadjPercMstpSrasWpstDdown\n- AadjPknlMstpSrasWpstDdown_AadjPpneMstpSrasWpstDup\n- AadjPknlMstpSrasWpstDDown_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWpstDleft\n- AadjPknlMstpSrasWpstDleft_AadjPercMstpSrasWpstDleft\n- AadjPknlMstpSrasWpstDleft_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWpstDright\n- AadjPknlMstpSrasWpstDright_AadjPercMstpSrasWpstDright\n- AadjPknlMstpSrasWpstDright_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWpstDup\n- AadjPknlMstpSrasWpstDup_AadjPercMstpSrasWpstDdown\n- AadjPknlMstpSrasWpstDup_AadjPercMstpSrasWpstDup\n- AadjPknlMstpSrasWpstDup_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWrflDdown\n- AadjPknlMstpSrasWrflDdown_AadjPercMstpSrasWrflDdown\n- AadjPknlMstpSrasWrflDdown_AadjPpneMstpSrasWrflDup\n- AadjPknlMstpSrasWrflDDown_AmovPknlMstpSrasWrflDnon\n- AadjPknlMstpSrasWrflDleft\n- AadjPknlMstpSrasWrflDleft_AadjPercMstpSrasWrflDleft\n- AadjPknlMstpSrasWrflDleft_AmovPknlMstpSrasWrflDnon\n- AadjPknlMstpSrasWrflDright\n- AadjPknlMstpSrasWrflDright_AadjPercMstpSrasWrflDright\n- AadjPknlMstpSrasWrflDright_AmovPknlMstpSrasWrflDnon\n- AadjPknlMstpSrasWrflDup\n- AadjPknlMstpSrasWrflDup_AadjPercMstpSrasWrflDdown\n- AadjPknlMstpSrasWrflDup_AadjPercMstpSrasWrflDup\n- AadjPknlMstpSrasWrflDup_AmovPknlMstpSrasWrflDnon\n- AadjPknlMtacSrasWpstDb_down\n- AadjPknlMtacSrasWpstDb_left\n- AadjPknlMtacSrasWpstDb_right\n- AadjPknlMtacSrasWpstDb_up\n- AadjPknlMtacSrasWpstDbl_down\n- AadjPknlMtacSrasWpstDbl_left\n- AadjPknlMtacSrasWpstDbl_right\n- AadjPknlMtacSrasWpstDbl_up\n- AadjPknlMtacSrasWpstDbr_down\n- AadjPknlMtacSrasWpstDbr_left\n- AadjPknlMtacSrasWpstDbr_right\n- AadjPknlMtacSrasWpstDbr_up\n- AadjPknlMtacSrasWpstDf_down\n- AadjPknlMtacSrasWpstDf_left\n- AadjPknlMtacSrasWpstDf_right\n- AadjPknlMtacSrasWpstDf_up\n- AadjPknlMtacSrasWpstDfl_down\n- AadjPknlMtacSrasWpstDfl_left\n- AadjPknlMtacSrasWpstDfl_right\n- AadjPknlMtacSrasWpstDfl_up\n- AadjPknlMtacSrasWpstDfr_down\n- AadjPknlMtacSrasWpstDfr_left\n- AadjPknlMtacSrasWpstDfr_right\n- AadjPknlMtacSrasWpstDfr_up\n- AadjPknlMtacSrasWpstDl_down\n- AadjPknlMtacSrasWpstDl_left\n- AadjPknlMtacSrasWpstDl_right\n- AadjPknlMtacSrasWpstDl_up\n- AadjPknlMtacSrasWpstDr_down\n- AadjPknlMtacSrasWpstDr_left\n- AadjPknlMtacSrasWpstDr_right\n- AadjPknlMtacSrasWpstDr_up\n- AadjPknlMtacSrasWrflDb_down\n- AadjPknlMtacSrasWrflDb_left\n- AadjPknlMtacSrasWrflDb_right\n- AadjPknlMtacSrasWrflDb_up\n- AadjPknlMtacSrasWrflDbl_down\n- AadjPknlMtacSrasWrflDbl_left\n- AadjPknlMtacSrasWrflDbl_right\n- AadjPknlMtacSrasWrflDbl_up\n- AadjPknlMtacSrasWrflDbr_down\n- AadjPknlMtacSrasWrflDbr_left\n- AadjPknlMtacSrasWrflDbr_right\n- AadjPknlMtacSrasWrflDbr_up\n- AadjPknlMtacSrasWrflDf_down\n- AadjPknlMtacSrasWrflDf_left\n- AadjPknlMtacSrasWrflDf_right\n- AadjPknlMtacSrasWrflDf_up\n- AadjPknlMtacSrasWrflDfl_down\n- AadjPknlMtacSrasWrflDfl_left\n- AadjPknlMtacSrasWrflDfl_right\n- AadjPknlMtacSrasWrflDfl_up\n- AadjPknlMtacSrasWrflDfr_down\n- AadjPknlMtacSrasWrflDfr_left\n- AadjPknlMtacSrasWrflDfr_right\n- AadjPknlMtacSrasWrflDfr_up\n- AadjPknlMtacSrasWrflDl_down\n- AadjPknlMtacSrasWrflDl_left\n- AadjPknlMtacSrasWrflDl_right\n- AadjPknlMtacSrasWrflDl_up\n- AadjPknlMtacSrasWrflDr_down\n- AadjPknlMtacSrasWrflDr_left\n- AadjPknlMtacSrasWrflDr_right\n- AadjPknlMtacSrasWrflDr_up\n- AadjPknlMwlkSrasWpstDb_down\n- AadjPknlMwlkSrasWpstDb_left\n- AadjPknlMwlkSrasWpstDb_right\n- AadjPknlMwlkSrasWpstDb_up\n- AadjPknlMwlkSrasWpstDbl_down\n- AadjPknlMwlkSrasWpstDbl_left\n- AadjPknlMwlkSrasWpstDbl_right\n- AadjPknlMwlkSrasWpstDbl_up\n- AadjPknlMwlkSrasWpstDbr_down\n- AadjPknlMwlkSrasWpstDbr_left\n- AadjPknlMwlkSrasWpstDbr_right\n- AadjPknlMwlkSrasWpstDbr_up\n- AadjPknlMwlkSrasWpstDf_down\n- AadjPknlMwlkSrasWpstDf_left\n- AadjPknlMwlkSrasWpstDf_right\n- AadjPknlMwlkSrasWpstDf_up\n- AadjPknlMwlkSrasWpstDfl_down\n- AadjPknlMwlkSrasWpstDfl_left\n- AadjPknlMwlkSrasWpstDfl_right\n- AadjPknlMwlkSrasWpstDfl_up\n- AadjPknlMwlkSrasWpstDfr_down\n- AadjPknlMwlkSrasWpstDfr_left\n- AadjPknlMwlkSrasWpstDfr_right\n- AadjPknlMwlkSrasWpstDfr_up\n- AadjPknlMwlkSrasWpstDl_down\n- AadjPknlMwlkSrasWpstDl_left\n- AadjPknlMwlkSrasWpstDl_right\n- AadjPknlMwlkSrasWpstDl_up\n- AadjPknlMwlkSrasWpstDr_down\n- AadjPknlMwlkSrasWpstDr_left\n- AadjPknlMwlkSrasWpstDr_right\n- AadjPknlMwlkSrasWpstDr_up\n- AadjPknlMwlkSrasWrflDb_down\n- AadjPknlMwlkSrasWrflDb_left\n- AadjPknlMwlkSrasWrflDb_right\n- AadjPknlMwlkSrasWrflDb_up\n- AadjPknlMwlkSrasWrflDbl_down\n- AadjPknlMwlkSrasWrflDbl_left\n- AadjPknlMwlkSrasWrflDbl_right\n- AadjPknlMwlkSrasWrflDbl_up\n- AadjPknlMwlkSrasWrflDbr_down\n- AadjPknlMwlkSrasWrflDbr_left\n- AadjPknlMwlkSrasWrflDbr_right\n- AadjPknlMwlkSrasWrflDbr_up\n- AadjPknlMwlkSrasWrflDf_down\n- AadjPknlMwlkSrasWrflDf_left\n- AadjPknlMwlkSrasWrflDf_right\n- AadjPknlMwlkSrasWrflDf_up\n- AadjPknlMwlkSrasWrflDfl_down\n- AadjPknlMwlkSrasWrflDfl_left\n- AadjPknlMwlkSrasWrflDfl_right\n- AadjPknlMwlkSrasWrflDfl_up\n- AadjPknlMwlkSrasWrflDfr_down\n- AadjPknlMwlkSrasWrflDfr_left\n- AadjPknlMwlkSrasWrflDfr_right\n- AadjPknlMwlkSrasWrflDfr_up\n- AadjPknlMwlkSrasWrflDl_down\n- AadjPknlMwlkSrasWrflDl_left\n- AadjPknlMwlkSrasWrflDl_right\n- AadjPknlMwlkSrasWrflDl_up\n- AadjPknlMwlkSrasWrflDr_down\n- AadjPknlMwlkSrasWrflDr_left\n- AadjPknlMwlkSrasWrflDr_right\n- AadjPknlMwlkSrasWrflDr_up\n- AadjPpneMstpSrasWpstDdown\n- AadjPpneMstpSrasWpstDdown_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDdown_turnL\n- AadjPpneMstpSrasWpstDdown_turnR\n- AadjPpneMstpSrasWpstDleft\n- AadjPpneMstpSrasWpstDleft_AmovPercMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDleft_AmovPknlMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDleft_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDright\n- AadjPpneMstpSrasWpstDright_AmovPercMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDright_AmovPknlMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDright_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDup\n- AadjPpneMstpSrasWpstDup_AadjPknlMstpSrasWpstDdown\n- AadjPpneMstpSrasWpstDup_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDup_turnL\n- AadjPpneMstpSrasWpstDup_turnR\n- AadjPpneMstpSrasWrflDdown\n- AadjPpneMstpSrasWrflDDown_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDdown_turnL\n- AadjPpneMstpSrasWrflDdown_turnR\n- AadjPpneMstpSrasWrflDleft\n- AadjPpneMstpSrasWrflDleft_AmovPercMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDleft_AmovPknlMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDleft_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDright\n- AadjPpneMstpSrasWrflDright_AmovPercMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDright_AmovPknlMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDright_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDup\n- AadjPpneMstpSrasWrflDup_AadjPknlMstpSrasWrflDdown\n- AadjPpneMstpSrasWrflDup_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDup_turnL\n- AadjPpneMstpSrasWrflDup_turnR\n- AadjPpneMwlkSrasWpstDleft_b\n- AadjPpneMwlkSrasWpstDleft_f\n- AadjPpneMwlkSrasWpstDleft_l\n- AadjPpneMwlkSrasWpstDleft_r\n- AadjPpneMwlkSrasWpstDright_b\n- AadjPpneMwlkSrasWpstDright_f\n- AadjPpneMwlkSrasWpstDright_l\n- AadjPpneMwlkSrasWpstDright_r\n- AadjPpneMwlkSrasWpstDup_b\n- AadjPpneMwlkSrasWpstDup_bl\n- AadjPpneMwlkSrasWpstDup_br\n- AadjPpneMwlkSrasWpstDup_f\n- AadjPpneMwlkSrasWpstDup_fl\n- AadjPpneMwlkSrasWpstDup_fr\n- AadjPpneMwlkSrasWpstDup_l\n- AadjPpneMwlkSrasWpstDup_r\n- AadjPpneMwlkSrasWrflDleft_b\n- AadjPpneMwlkSrasWrflDleft_f\n- AadjPpneMwlkSrasWrflDleft_l\n- AadjPpneMwlkSrasWrflDleft_r\n- AadjPpneMwlkSrasWrflDright_b\n- AadjPpneMwlkSrasWrflDright_f\n- AadjPpneMwlkSrasWrflDright_l\n- AadjPpneMwlkSrasWrflDright_r\n- AadjPpneMwlkSrasWrflDup_b\n- AadjPpneMwlkSrasWrflDup_bl\n- AadjPpneMwlkSrasWrflDup_br\n- AadjPpneMwlkSrasWrflDup_f\n- AadjPpneMwlkSrasWrflDup_fl\n- AadjPpneMwlkSrasWrflDup_fr\n- AadjPpneMwlkSrasWrflDup_l\n- AadjPpneMwlkSrasWrflDup_r\n- AbdvPercMrunSnonWnonDb\n- AbdvPercMrunSnonWnonDbl\n- AbdvPercMrunSnonWnonDbr\n- AbdvPercMrunSnonWnonDf\n- AbdvPercMrunSnonWnonDfl\n- AbdvPercMrunSnonWnonDfr\n- AbdvPercMrunSnonWnonDl\n- AbdvPercMrunSnonWnonDr\n- AbdvPercMrunSnonWrflDb\n- AbdvPercMrunSnonWrflDbl\n- AbdvPercMrunSnonWrflDbr\n- AbdvPercMrunSnonWrflDf\n- AbdvPercMrunSnonWrflDfl\n- AbdvPercMrunSnonWrflDfr\n- AbdvPercMrunSnonWrflDl\n- AbdvPercMrunSnonWrflDr\n- AbdvPercMsprSnonWnonDf\n- AbdvPercMsprSnonWrflDf\n- AbdvPercMstpSnonWnonDnon\n- AbdvPercMstpSnonWnonDnon_AbdvPercMstpSnonWnonDnon_putDown\n- AbdvPercMstpSnonWnonDnon_AbdvPercMstpSnonWrflDnon\n- AbdvPercMstpSnonWnonDnon_GetInSDV\n- AbdvPercMstpSnonWnonDnon_GetOutSDV\n- AbdvPercMstpSnonWnonDnon_godown\n- AbdvPercMstpSnonWnonDnon_goup\n- AbdvPercMstpSnonWnonDnon_putDown_AbdvPercMstpSnonWnonDnon\n- AbdvPercMstpSnonWnonDnon_relax\n- AbdvPercMstpSnonWnonDnon_turnL\n- AbdvPercMstpSnonWnonDnon_turnR\n- AbdvPercMstpSnonWrflDnon\n- AbdvPercMstpSnonWrflDnon_AbdvPercMstpSnonWnonDnon\n- AbdvPercMstpSnonWrflDnon_AbdvPercMstpSnonWrflDnon_putDown\n- AbdvPercMstpSnonWrflDnon_GetInSDV\n- AbdvPercMstpSnonWrflDnon_GetOutSDV\n- AbdvPercMstpSnonWrflDnon_godown\n- AbdvPercMstpSnonWrflDnon_goup\n- AbdvPercMstpSnonWrflDnon_putDown_AbdvPercMstpSnonWrflDnon\n- AbdvPercMstpSnonWrflDnon_relax\n- AbdvPercMstpSnonWrflDnon_turnL\n- AbdvPercMstpSnonWrflDnon_turnR\n- AbdvPercMtacSnonWnonDb\n- AbdvPercMtacSnonWnonDbl\n- AbdvPercMtacSnonWnonDbr\n- AbdvPercMtacSnonWnonDf\n- AbdvPercMtacSnonWnonDfl\n- AbdvPercMtacSnonWnonDfr\n- AbdvPercMtacSnonWnonDl\n- AbdvPercMtacSnonWnonDr\n- AbdvPercMtacSnonWrflDb\n- AbdvPercMtacSnonWrflDbl\n- AbdvPercMtacSnonWrflDbr\n- AbdvPercMtacSnonWrflDf\n- AbdvPercMtacSnonWrflDfl\n- AbdvPercMtacSnonWrflDfr\n- AbdvPercMtacSnonWrflDl\n- AbdvPercMtacSnonWrflDr\n- AbdvPercMwlkSnonWnonDb\n- AbdvPercMwlkSnonWnonDbl\n- AbdvPercMwlkSnonWnonDbr\n- AbdvPercMwlkSnonWnonDf\n- AbdvPercMwlkSnonWnonDfl\n- AbdvPercMwlkSnonWnonDfr\n- AbdvPercMwlkSnonWnonDl\n- AbdvPercMwlkSnonWnonDr\n- AbdvPercMwlkSnonWrflDb\n- AbdvPercMwlkSnonWrflDbl\n- AbdvPercMwlkSnonWrflDbr\n- AbdvPercMwlkSnonWrflDf\n- AbdvPercMwlkSnonWrflDfl\n- AbdvPercMwlkSnonWrflDfr\n- AbdvPercMwlkSnonWrflDl\n- AbdvPercMwlkSnonWrflDr\n- AbswPercMrunSnonWnonDb\n- AbswPercMrunSnonWnonDf\n- AbswPercMrunSnonWnonDf_AbswPercMstpSnonWnonDnon\n- AbswPercMrunSnonWnonDfl\n- AbswPercMrunSnonWnonDfr\n- AbswPercMrunSnonWnonDl\n- AbswPercMrunSnonWnonDr\n- AbswPercMsprSnonWnonDf\n- AbswPercMsprSnonWnonDFl\n- AbswPercMsprSnonWnonDFr\n- AbswPercMstpSnonWnonDnon\n- AbswPercMstpSnonWnonDnon_AbswPercMrunSnonWnonDf\n- AbswPercMstpSnonWnonDnon_goDown\n- AbswPercMstpSnonWnonDnon_goup\n- AbswPercMstpSnonWnonDnon_putDown\n- AbswPercMstpSnonWnonDnon_relax\n- AbswPercMwlkSnonWnonDb\n- AbswPercMwlkSnonWnonDf\n- AbswPercMwlkSnonWnonDfl\n- AbswPercMwlkSnonWnonDfr\n- AbswPercMwlkSnonWnonDl\n- AbswPercMwlkSnonWnonDr\n- AcinPercMrunSnonWnonDb\n- AcinPercMrunSnonWnonDbl\n- AcinPercMrunSnonWnonDbr\n- AcinPercMrunSnonWnonDf\n- AcinPercMrunSnonWnonDf_agony\n- AcinPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon\n- AcinPercMrunSnonWnonDf_death\n- AcinPercMrunSnonWnonDfl\n- AcinPercMrunSnonWnonDfr\n- AcinPercMrunSnonWnonDl\n- AcinPercMrunSnonWnonDr\n- AcinPercMrunSnonWpstDb\n- AcinPercMrunSnonWpstDbl\n- AcinPercMrunSnonWpstDbr\n- AcinPercMrunSnonWpstDf\n- AcinPercMrunSnonWpstDf_AmovPercMstpSrasWpstDnon\n- AcinPercMrunSnonWpstDfl\n- AcinPercMrunSnonWpstDfr\n- AcinPercMrunSnonWpstDl\n- AcinPercMrunSnonWpstDr\n- AcinPercMrunSrasWrflDb\n- AcinPercMrunSrasWrflDbl\n- AcinPercMrunSrasWrflDbr\n- AcinPercMrunSrasWrflDf\n- AcinPercMrunSrasWrflDf_agony\n- AcinPercMrunSrasWrflDf_AmovPercMstpSlowWrflDnon\n- AcinPercMrunSrasWrflDf_death\n- AcinPercMrunSrasWrflDfl\n- AcinPercMrunSrasWrflDfr\n- AcinPercMrunSrasWrflDl\n- AcinPercMrunSrasWrflDr\n- AcinPercMstpSnonWnonDnon\n- AcinPercMstpSnonWnonDnon_agony\n- AcinPercMstpSnonWpstDnon\n- AcinPercMstpSnonWpstDnon_agony\n- AcinPercMstpSrasWrflDnon\n- AcinPercMstpSrasWrflDnon_agony\n- AcinPknlMstpSnonWnonDnon\n- AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon\n- AcinPknlMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AcinPknlMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AcinPknlMstpSnonWpstDnon\n- AcinPknlMstpSnonWpstDnon_AcinPercMrunSnonWpstDnon\n- AcinPknlMstpSnonWpstDnon_AmovPknlMstpSrasWpstDnon\n- AcinPknlMstpSnonWpstDnon_AmovPpneMstpSrasWpstDnon\n- AcinPknlMstpSrasWrflDnon\n- AcinPknlMstpSrasWrflDnon_AcinPercMrunSrasWrflDnon\n- AcinPknlMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AcinPknlMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AcinPknlMwlkSlowWrflDb_agony\n- AcinPknlMwlkSlowWrflDb_AmovPercMstpSlowWrflDnon\n- AcinPknlMwlkSlowWrflDb_death\n- AcinPknlMwlkSlowWrflDb_death2\n- AcinPknlMwlkSlowWrflDb_still\n- AcinPknlMwlkSnonWnonDb\n- AcinPknlMwlkSnonWnonDb_agony\n- AcinPknlMwlkSnonWnonDb_AmovPercMstpSnonWnonDnon\n- AcinPknlMwlkSnonWnonDb_death\n- AcinPknlMwlkSnonWpstDb\n- AcinPknlMwlkSnonWpstDb_agony\n- AcinPknlMwlkSnonWpstDb_AmovPercMstpSrasWpstDnon\n- AcinPknlMwlkSnonWpstDb_death\n- AcinPknlMwlkSrasWrflDb\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutHigh\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutHighHemtt\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutHighZamak\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutLow\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutMedium\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHigh\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHighHemtt\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHighZamak\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutLow\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutMedium\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHigh\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHighHemtt\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHighZamak\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutLow\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutMedium\n- Act_Alien_Gesture\n- Act_Alien_Gesture_Rifle\n- Acts_A_M01_briefing\n- Acts_A_M02_briefing\n- Acts_A_M03_briefing\n- Acts_A_M04_briefing\n- Acts_A_M05_briefing\n- Acts_A_OUT_briefing\n- Acts_Abuse_abuser\n- Acts_Abuse_abusing\n- Acts_Abuse_Akhanteros\n- Acts_Abuse_Lacey\n- Acts_Abuse_Lacey2\n- Acts_Abuse_Lacey3\n- Acts_Abuse_Lacey4\n- Acts_Abuse_Lacey5\n- Acts_Accessing_Computer_in\n- Acts_Accessing_Computer_Loop\n- Acts_Accessing_Computer_Out_1\n- Acts_Accessing_Computer_Out_2\n- Acts_Accessing_Computer_Out_Short\n- Acts_AidlPercMstpSloWWpstDnon_warmup_1\n- Acts_AidlPercMstpSloWWpstDnon_warmup_1_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_1_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_2\n- Acts_AidlPercMstpSloWWpstDnon_warmup_2_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_2_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_3\n- Acts_AidlPercMstpSloWWpstDnon_warmup_3_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_3_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_4\n- Acts_AidlPercMstpSloWWpstDnon_warmup_4_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_4_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_5\n- Acts_AidlPercMstpSloWWpstDnon_warmup_5_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_5_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_6\n- Acts_AidlPercMstpSloWWpstDnon_warmup_6_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_6_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_7\n- Acts_AidlPercMstpSloWWpstDnon_warmup_7_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_7_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_8\n- Acts_AidlPercMstpSloWWpstDnon_warmup_8_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_8_out\n- Acts_AidlPercMstpSlowWrflDnon_pissing\n- Acts_AidlPercMstpSlowWrflDnon_warmup01\n- Acts_AidlPercMstpSlowWrflDnon_warmup02\n- Acts_AidlPercMstpSlowWrflDnon_warmup03\n- Acts_AidlPercMstpSlowWrflDnon_warmup04\n- Acts_AidlPercMstpSlowWrflDnon_warmup05\n- Acts_AidlPercMstpSloWWrflDnon_warmup_1\n- Acts_AidlPercMstpSloWWrflDnon_warmup_1_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_1_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_2\n- Acts_AidlPercMstpSloWWrflDnon_warmup_2_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_2_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_3\n- Acts_AidlPercMstpSloWWrflDnon_warmup_3_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_3_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_4\n- Acts_AidlPercMstpSloWWrflDnon_warmup_4_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_4_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_5\n- Acts_AidlPercMstpSloWWrflDnon_warmup_5_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_5_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_6\n- Acts_AidlPercMstpSloWWrflDnon_warmup_6_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_6_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_7\n- Acts_AidlPercMstpSloWWrflDnon_warmup_7_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_7_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_8\n- Acts_AidlPercMstpSloWWrflDnon_warmup_8_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_8_out\n- Acts_AidlPercMstpSlowWrflDnon_warmup_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_1\n- Acts_AidlPercMstpSnonWnonDnon_warmup_1_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_1_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_2\n- Acts_AidlPercMstpSnonWnonDnon_warmup_2_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_2_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_3\n- Acts_AidlPercMstpSnonWnonDnon_warmup_3_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_3_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_4\n- Acts_AidlPercMstpSnonWnonDnon_warmup_4_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_4_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_5\n- Acts_AidlPercMstpSnonWnonDnon_warmup_5_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_5_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_6\n- Acts_AidlPercMstpSnonWnonDnon_warmup_6_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_6_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_7\n- Acts_AidlPercMstpSnonWnonDnon_warmup_7_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_7_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_8\n- Acts_AidlPercMstpSnonWnonDnon_warmup_8_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_8_out\n- Acts_AidlPsitMstpSsurWnonDnon01\n- Acts_AidlPsitMstpSsurWnonDnon02\n- Acts_AidlPsitMstpSsurWnonDnon03\n- Acts_AidlPsitMstpSsurWnonDnon04\n- Acts_AidlPsitMstpSsurWnonDnon05\n- Acts_AidlPsitMstpSsurWnonDnon_loop\n- Acts_AidlPsitMstpSsurWnonDnon_out\n- Acts_Ambient_Aggressive\n- Acts_Ambient_Agreeing\n- Acts_Ambient_Approximate\n- Acts_Ambient_Cleaning_Nose\n- Acts_Ambient_Defensive\n- Acts_Ambient_Disagreeing\n- Acts_Ambient_Disagreeing_with_pointing\n- Acts_Ambient_Dismissing\n- Acts_Ambient_Facepalm_1\n- Acts_Ambient_Facepalm_2\n- Acts_Ambient_Gestures_Sneeze\n- Acts_Ambient_Gestures_Tired\n- Acts_Ambient_Gestures_Yawn\n- Acts_Ambient_Huh\n- Acts_Ambient_Picking_Up\n- Acts_Ambient_Relax_1\n- Acts_Ambient_Relax_2\n- Acts_Ambient_Relax_3\n- Acts_Ambient_Relax_4\n- Acts_Ambient_Rifle_Drop\n- Acts_Ambient_Shoelaces\n- Acts_Ambient_Stretching\n- Acts_Arrival_Response\n- Acts_Arriving_Camp\n- Acts_Arriving_Camp_Player\n- Acts_B_briefings\n- Acts_B_hub01_briefing\n- Acts_B_M01_briefing\n- Acts_B_M02_briefing\n- Acts_B_M03_briefing\n- Acts_B_M05_briefing\n- Acts_B_m06_briefing\n- Acts_B_out2_briefing\n- Acts_BoatAttacked01\n- Acts_BoatAttacked02\n- Acts_BoatAttacked03\n- Acts_BoatAttacked04\n- Acts_BoatAttacked05\n- Acts_BootKoreShootingRange_Adams\n- Acts_BootKoreShootingRange_Lacey\n- Acts_BootKoreShootingRange_Lacey1\n- Acts_BootKoreShootingRange_Lacey2\n- Acts_BootKoreShootingRange_Lacey3\n- Acts_BootKoreShootingRange_Lacey4\n- Acts_Breaching_Enemy_A\n- Acts_Breaching_Enemy_B\n- Acts_Breaching_Enemy_C\n- Acts_Breaching_Four\n- Acts_Breaching_Four_FPP\n- Acts_Breaching_Miller\n- Acts_Breaching_One\n- Acts_Breaching_One_FPP\n- Acts_Breaching_Three\n- Acts_Breaching_Three_FPP\n- Acts_Breaching_Two\n- Acts_Breaching_Two_FPP\n- Acts_Breakout_Player\n- Acts_Breakout_Rifleman\n- Acts_Breakout_Rifleman_1\n- Acts_Breakout_Rifleman_2\n- Acts_Breakout_Rifleman_3\n- Acts_Breakout_Rifleman_4\n- Acts_Breakout_Rifleman_5\n- Acts_Breakout_SquadLeader_1\n- Acts_Breakout_SquadLeader_2\n- Acts_Briefing_Intro2_Major_1\n- Acts_Briefing_Intro2_Major_2\n- Acts_Briefing_Intro3_Major_1\n- Acts_Briefing_Intro3_Major_2\n- Acts_Briefing_Intro3_Physicist_1\n- Acts_Briefing_SA_In\n- Acts_Briefing_SA_Loop\n- Acts_Briefing_SA_Out\n- Acts_Briefing_SA_StartLoop\n- Acts_Briefing_SB_In\n- Acts_Briefing_SB_Loop\n- Acts_Briefing_SB_Out\n- Acts_Briefing_SB_StartLoop\n- Acts_Briefing_SC_In\n- Acts_Briefing_SC_Loop\n- Acts_Briefing_SC_Out\n- Acts_Briefing_SC_StartLoop\n- Acts_C_in1_briefing\n- Acts_Calling_Out_Jets\n- Acts_Calling_Out_Jets_action\n- Acts_Calling_Out_Jets_in_loop\n- Acts_Calling_Out_Jets_out_loop\n- Acts_carFixingWheel\n- Acts_CivilHiding_1\n- Acts_CivilHiding_2\n- Acts_CivilIdle_1\n- Acts_CivilIdle_2\n- Acts_CivilInjuredArms_1\n- Acts_CivilInjuredChest_1\n- Acts_CivilInjuredGeneral_1\n- Acts_CivilInjuredHead_1\n- Acts_CivilInjuredLegs_1\n- Acts_CivilListening_1\n- Acts_CivilListening_2\n- Acts_CivilShocked_1\n- Acts_CivilShocked_2\n- Acts_CivilStand_Default\n- Acts_CivilTalking_1\n- Acts_CivilTalking_2\n- Acts_ComingInSpeakingWalkingOut_1\n- Acts_ComingInSpeakingWalkingOut_10\n- Acts_ComingInSpeakingWalkingOut_11\n- Acts_ComingInSpeakingWalkingOut_2\n- Acts_ComingInSpeakingWalkingOut_3\n- Acts_ComingInSpeakingWalkingOut_4\n- Acts_ComingInSpeakingWalkingOut_5\n- Acts_ComingInSpeakingWalkingOut_6\n- Acts_ComingInSpeakingWalkingOut_7\n- Acts_ComingInSpeakingWalkingOut_8\n- Acts_ComingInSpeakingWalkingOut_9\n- Acts_Commenting_On_Fight\n- Acts_Commenting_On_Fight_action\n- Acts_Commenting_On_Fight_in\n- Acts_Commenting_On_Fight_loop\n- Acts_Commenting_On_Fight_out_loop\n- Acts_CrouchGetLowGesture\n- Acts_CrouchingCoveringRifle01\n- Acts_CrouchingFiringLeftRifle01\n- Acts_CrouchingFiringLeftRifle02\n- Acts_CrouchingFiringLeftRifle03\n- Acts_CrouchingFiringLeftRifle04\n- Acts_CrouchingIdleRifle01\n- Acts_CrouchingReloadingRifle01\n- Acts_CrouchingWatchingRifle01\n- Acts_CrouchingWatchingRifle02\n- Acts_Dance_01\n- Acts_Dance_02\n- Acts_Ending_Adams1\n- Acts_Ending_Adams2\n- Acts_Ending_Adams3\n- Acts_Ending_Lacey1\n- Acts_Ending_Lacey2\n- Acts_Ending_Lacey3\n- Acts_EpicSplit\n- Acts_EpicSplit_in\n- Acts_EpicSplit_out\n- Acts_Examining_Device_Player\n- Acts_Executioner_Backhand\n- Acts_Executioner_Forehand\n- Acts_Executioner_Kill\n- Acts_Executioner_Kill_End\n- Acts_Executioner_Squat\n- Acts_Executioner_Squat_End\n- Acts_Executioner_Standing\n- Acts_Executioner_StandingLoop\n- Acts_Executioner_ToPistol\n- Acts_ExecutionVictim_Backhand\n- Acts_ExecutionVictim_Forehand\n- Acts_ExecutionVictim_Kill\n- Acts_ExecutionVictim_Kill_End\n- Acts_ExecutionVictim_KillTerminal\n- Acts_ExecutionVictim_Loop\n- Acts_ExecutionVictim_Unbow\n- Acts_Explaining_EW_Idle\n- Acts_Explaining_EW_Idle01\n- Acts_Explaining_EW_Idle02\n- Acts_Explaining_EW_Idle03\n- Acts_Explaining_EW_In\n- Acts_Explaining_EW_Loop01\n- Acts_Explaining_EW_Loop02\n- Acts_Explaining_EW_Loop03\n- Acts_Explaining_EW_Loop04\n- Acts_Explaining_EW_Loop05\n- Acts_FarmIncident_Adams1\n- Acts_FarmIncident_Adams2\n- Acts_FarmIncident_Adams3\n- Acts_FarmIncident_Commander\n- Acts_FarmIncident_Lacey1\n- Acts_FarmIncident_Lacey2\n- Acts_FarmIncident_Lacey3\n- Acts_FarmIncident_Lacey4\n- Acts_Flashes_Recovery_1\n- Acts_Flashes_Recovery_2\n- Acts_Gallery_Visitor_01\n- Acts_Gallery_Visitor_02\n- Acts_GetAttention_End\n- Acts_GetAttention_End_2\n- Acts_GetAttention_Loop\n- Acts_Getting_Up_Player\n- Acts_Grieving\n- Acts_gunner_MRAP_01_mocap\n- Acts_HeliCargo_in\n- Acts_HeliCargo_loop\n- Acts_HeliCargo_out\n- Acts_HeliCargoHopInSignal\n- Acts_HeliCargoPointing\n- Acts_HeliCargoTalking_in\n- Acts_HeliCargoTalking_loop\n- Acts_HeliCargoTalking_out\n- Acts_Helping_Wake_Up_1\n- Acts_Helping_Wake_Up_2\n- Acts_Helping_Wake_Up_3\n- Acts_HEMTT_Briefing\n- Acts_HEMTT_Casual_Loop\n- Acts_Hilltop_Calibration_Heli_In\n- Acts_Hilltop_Calibration_Heli_Out\n- Acts_Hilltop_Calibration_Loop\n- Acts_Hilltop_Calibration_Pointing_Left\n- Acts_Hilltop_Calibration_Pointing_Right\n- Acts_HUBABriefing\n- Acts_In_Sinkhole\n- Acts_In_Sinkhole_1\n- Acts_In_Sinkhole_2\n- Acts_In_Sinkhole_3\n- Acts_In_Sinkhole_4\n- Acts_In_Sinkhole_loop\n- Acts_Injured_Driver_go\n- Acts_Injured_Driver_Loop\n- Acts_InjuredAngryRifle01\n- Acts_InjuredCoughRifle02\n- Acts_InjuredLookingRifle01\n- Acts_InjuredLookingRifle02\n- Acts_InjuredLookingRifle03\n- Acts_InjuredLookingRifle04\n- Acts_InjuredLookingRifle05\n- Acts_InjuredLyingRifle01\n- Acts_InjuredLyingRifle02\n- Acts_InjuredLyingRifle02_180\n- Acts_InjuredSpeakingRifle01\n- Acts_JetsCrewaidF_idle\n- Acts_JetsCrewaidF_idle2\n- Acts_JetsCrewaidF_idle2_m\n- Acts_JetsCrewaidF_idle_m\n- Acts_JetsCrewaidF_runB\n- Acts_JetsCrewaidF_runB_m\n- Acts_JetsCrewaidF_stillpose\n- Acts_JetsCrewaidF_stillpose_m\n- Acts_JetsCrewaidFCrouch_in\n- Acts_JetsCrewaidFCrouch_in_m\n- Acts_JetsCrewaidFCrouch_loop\n- Acts_JetsCrewaidFCrouch_loop_m\n- Acts_JetsCrewaidFCrouch_out\n- Acts_JetsCrewaidFCrouch_out_m\n- Acts_JetsCrewaidFCrouchThumbup_in\n- Acts_JetsCrewaidFCrouchThumbup_in_m\n- Acts_JetsCrewaidFCrouchThumbup_loop\n- Acts_JetsCrewaidFCrouchThumbup_loop_m\n- Acts_JetsCrewaidFCrouchThumbup_out\n- Acts_JetsCrewaidFCrouchThumbup_out_m\n- Acts_JetsCrewaidL_idle\n- Acts_JetsCrewaidL_idle_m\n- Acts_JetsCrewaidLCrouch_in\n- Acts_JetsCrewaidLCrouch_in_m\n- Acts_JetsCrewaidLCrouch_loop\n- Acts_JetsCrewaidLCrouch_loop_m\n- Acts_JetsCrewaidLCrouch_out\n- Acts_JetsCrewaidLCrouch_out_m\n- Acts_JetsCrewaidLCrouchThumbup_in\n- Acts_JetsCrewaidLCrouchThumbup_in_m\n- Acts_JetsCrewaidLCrouchThumbup_loop\n- Acts_JetsCrewaidLCrouchThumbup_loop_m\n- Acts_JetsCrewaidLCrouchThumbup_out\n- Acts_JetsCrewaidLCrouchThumbup_out_m\n- Acts_JetsCrewaidR_idle\n- Acts_JetsCrewaidR_idle_m\n- Acts_JetsCrewaidRCrouch_in\n- Acts_JetsCrewaidRCrouch_in_m\n- Acts_JetsCrewaidRCrouch_loop\n- Acts_JetsCrewaidRCrouch_loop_m\n- Acts_JetsCrewaidRCrouch_out\n- Acts_JetsCrewaidRCrouch_out_m\n- Acts_JetsCrewaidRCrouchThumbup_in\n- Acts_JetsCrewaidRCrouchThumbup_in_m\n- Acts_JetsCrewaidRCrouchThumbup_loop\n- Acts_JetsCrewaidRCrouchThumbup_loop_m\n- Acts_JetsCrewaidRCrouchThumbup_out\n- Acts_JetsCrewaidRCrouchThumbup_out_m\n- Acts_JetsFlyoverCheering_1\n- Acts_JetsFlyoverCheering_2\n- Acts_JetsMarshallingClear_in\n- Acts_JetsMarshallingClear_loop\n- Acts_JetsMarshallingClear_out\n- Acts_JetsMarshallingEmergencyStop_in\n- Acts_JetsMarshallingEmergencyStop_loop\n- Acts_JetsMarshallingEmergencyStop_out\n- Acts_JetsMarshallingEnginesOff_in\n- Acts_JetsMarshallingEnginesOff_loop\n- Acts_JetsMarshallingEnginesOff_out\n- Acts_JetsMarshallingEnginesOn_in\n- Acts_JetsMarshallingEnginesOn_loop\n- Acts_JetsMarshallingEnginesOn_out\n- Acts_JetsMarshallingLeft_in\n- Acts_JetsMarshallingLeft_loop\n- Acts_JetsMarshallingLeft_out\n- Acts_JetsMarshallingRight_in\n- Acts_JetsMarshallingRight_loop\n- Acts_JetsMarshallingRight_out\n- Acts_JetsMarshallingSlow_in\n- Acts_JetsMarshallingSlow_loop\n- Acts_JetsMarshallingSlow_out\n- Acts_JetsMarshallingStop_in\n- Acts_JetsMarshallingStop_loop\n- Acts_JetsMarshallingStop_out\n- Acts_JetsMarshallingStraight_in\n- Acts_JetsMarshallingStraight_loop\n- Acts_JetsMarshallingStraight_out\n- Acts_JetsOfficerSpilling\n- Acts_JetsPilotThumbsUp\n- Acts_JetsPilotWalking\n- Acts_JetsShooterIdle\n- Acts_JetsShooterIdle2\n- Acts_JetsShooterIdle2_m\n- Acts_JetsShooterIdle_m\n- Acts_JetsShooterIdle_stillpose\n- Acts_JetsShooterIdle_stillpose_m\n- Acts_JetsShooterIdleMoveaway_in\n- Acts_JetsShooterIdleMoveaway_in_m\n- Acts_JetsShooterIdleMoveaway_loop\n- Acts_JetsShooterIdleMoveaway_loop_m\n- Acts_JetsShooterIdleMoveaway_out\n- Acts_JetsShooterIdleMoveaway_out_m\n- Acts_JetsShooterMoveAway_stillpose\n- Acts_JetsShooterMoveAway_stillpose_m\n- Acts_JetsShooterNavigate_in\n- Acts_JetsShooterNavigate_in_m\n- Acts_JetsShooterNavigate_loop\n- Acts_JetsShooterNavigate_loop_m\n- Acts_JetsShooterNavigate_out\n- Acts_JetsShooterNavigate_out_m\n- Acts_JetsShooterNavigate_stop\n- Acts_JetsShooterNavigate_stop_m\n- Acts_JetsShooterShootingLaunch_in\n- Acts_JetsShooterShootingLaunch_in_m\n- Acts_JetsShooterShootingLaunch_loop\n- Acts_JetsShooterShootingLaunch_loop_m\n- Acts_JetsShooterShootingLaunch_out\n- Acts_JetsShooterShootingLaunch_out_m\n- Acts_JetsShooterShootingReady_in\n- Acts_JetsShooterShootingReady_in_m\n- Acts_JetsShooterShootingReady_loop\n- Acts_JetsShooterShootingReady_loop_m\n- Acts_JetsShooterShootingReady_pointing\n- Acts_JetsShooterShootingReady_pointing_m\n- Acts_Kore_IdleNoWeapon_in\n- Acts_Kore_IdleNoWeapon_loop\n- Acts_Kore_IdleNoWeapon_out\n- Acts_Kore_Introducing\n- Acts_Kore_PointingForward\n- Acts_Kore_TalkingOverRadio_in\n- Acts_Kore_TalkingOverRadio_loop\n- Acts_Kore_TalkingOverRadio_out\n- Acts_listeningToRadio_In\n- Acts_listeningToRadio_Loop\n- Acts_listeningToRadio_Out\n- Acts_LyingWounded_loop\n- Acts_LyingWounded_loop1\n- Acts_LyingWounded_loop2\n- Acts_LyingWounded_loop3\n- Acts_Mentor_Freeing_Player\n- Acts_MHCargo_JumpToWater_all\n- Acts_MHCargo_JumpToWater_sittingloop\n- acts_miller_knockout\n- Acts_MillerCamp\n- Acts_millerCamp_A\n- Acts_millerCamp_B\n- Acts_millerCamp_C\n- Acts_millerCamp_D\n- acts_millerChooper_in\n- acts_millerChopper_loop\n- acts_millerChopper_out\n- acts_millerDisarming_deskCrouch_in\n- acts_millerDisarming_deskCrouch_loop\n- acts_millerDisarming_deskCrouch_out\n- acts_millerDisarming_deskLoop\n- acts_millerDisarming_deskOut\n- acts_millerDisarming_runToDesk\n- acts_millerDisarming_runToDesk_extended\n- acts_millerIdle\n- acts_millerPOV\n- Acts_NATOCommanderArrival_Commander_1\n- Acts_NATOCommanderArrival_Commander_2\n- Acts_NATOCommanderArrival_Commander_3\n- Acts_NATOCommanderArrival_Commander_4\n- Acts_NATOCommanderArrival_Commander_5\n- Acts_NATOCommanderArrival_Commander_6\n- Acts_NATOCommanderArrival_Commander_7\n- Acts_NATOCommanderArrival_Commander_8\n- Acts_NATOCommanderArrival_Commander_9\n- Acts_NATOCommanderArrival_Larkin_1\n- Acts_NATOCommanderArrival_Larkin_2\n- Acts_NATOCommanderArrival_Larkin_3\n- Acts_NATOCommanderArrival_Larkin_4\n- Acts_NATOCommanderArrival_Larkin_5\n- Acts_NATOCommanderArrival_Larkin_6\n- Acts_NATOCommanderArrival_Larkin_7\n- Acts_NavigatingChopper_In\n- Acts_NavigatingChopper_Loop\n- Acts_NavigatingChopper_Out\n- Acts_Onchair_Dead\n- Acts_passenger_boat_holdleft\n- Acts_passenger_boat_holdright\n- Acts_passenger_boat_rightrear\n- Acts_passenger_flatground_leanright\n- Acts_Peering_Back\n- Acts_Peering_Down\n- Acts_Peering_Front\n- Acts_Peering_Left\n- Acts_Peering_Right\n- Acts_Peering_Up\n- Acts_PercMstpSlowWrflDnon_handup1\n- Acts_PercMstpSlowWrflDnon_handup1b\n- Acts_PercMstpSlowWrflDnon_handup1c\n- Acts_PercMstpSlowWrflDnon_handup2\n- Acts_PercMstpSlowWrflDnon_handup2b\n- Acts_PercMstpSlowWrflDnon_handup2c\n- Acts_PercMwlkSlowWrflDf\n- Acts_PercMwlkSlowWrflDf2\n- Acts_PistolLowStand_Default\n- Acts_PistolRaisedStand_Default\n- Acts_PknlMstpSlowWrflDnon\n- Acts_Pointing_Back\n- Acts_Pointing_Down\n- Acts_Pointing_Front\n- Acts_Pointing_Left\n- Acts_Pointing_Right\n- Acts_Pointing_Up\n- Acts_PointingLeftUnarmed\n- Acts_Rifle_Operations_Back\n- Acts_Rifle_Operations_Barrel\n- Acts_Rifle_Operations_Checking_Chamber\n- Acts_Rifle_Operations_Default\n- Acts_Rifle_Operations_Front\n- Acts_Rifle_Operations_Left\n- Acts_Rifle_Operations_Right\n- Acts_Rifle_Operations_Zeroing\n- Acts_RifleLowKneel_Default\n- Acts_RifleLowStand_Default\n- Acts_RU_Briefing_Move\n- Acts_RU_Briefing_Overview\n- Acts_RU_Briefing_Point\n- Acts_RU_Briefing_Point_TL\n- Acts_RU_Briefing_Speaking\n- Acts_RU_Briefing_Turn\n- Acts_ShieldFromSun_in\n- Acts_ShieldFromSun_loop\n- Acts_ShieldFromSun_out\n- Acts_Shocked_1_Loop\n- Acts_Shocked_3\n- Acts_Shocked_4_Loop\n- Acts_ShockedUnarmed_2_Loop\n- Acts_ShowingTheRightWay_in\n- Acts_ShowingTheRightWay_loop\n- Acts_ShowingTheRightWay_out\n- Acts_SignalToCheck\n- Acts_SittingJumpingSaluting_in\n- Acts_SittingJumpingSaluting_loop\n- Acts_SittingJumpingSaluting_loop1\n- Acts_SittingJumpingSaluting_loop2\n- Acts_SittingJumpingSaluting_loop3\n- Acts_SittingJumpingSaluting_out\n- Acts_SittingWounded_breath\n- Acts_SittingWounded_in\n- Acts_SittingWounded_loop\n- Acts_SittingWounded_out\n- Acts_SittingWounded_wave\n- Acts_Soldier_Moves_Inside_1\n- Acts_Soldier_Moves_Inside_1b\n- Acts_Soldier_Moves_Inside_2\n- Acts_StandingSpeakingUnarmed\n- Acts_Stargazer\n- Acts_starterPistol_fire\n- Acts_starterPistol_in\n- Acts_starterPistol_loop\n- Acts_starterPistol_out\n- Acts_StaticDeath_01\n- Acts_StaticDeath_02\n- Acts_StaticDeath_03\n- Acts_StaticDeath_04\n- Acts_StaticDeath_05\n- Acts_StaticDeath_06\n- Acts_StaticDeath_07\n- Acts_StaticDeath_08\n- Acts_StaticDeath_09\n- Acts_StaticDeath_10\n- Acts_StaticDeath_11\n- Acts_StaticDeath_12\n- Acts_StaticDeath_13\n- Acts_StaticDeath_base\n- Acts_StaticDeath_Coffin\n- Acts_StaticDeath_Military_Coffin\n- Acts_StaticDeath_Strecher\n- Acts_StaticPose_Base\n- Acts_StaticPose_ContactBoxArt_01\n- Acts_StaticPose_Photo\n- Acts_Stunned_Unconscious\n- Acts_Stunned_Unconscious_end\n- Acts_SupportTeam_Back_FromKneelLoop\n- Acts_SupportTeam_Back_KneelLoop\n- Acts_SupportTeam_Back_Move\n- Acts_SupportTeam_Back_StartMove\n- Acts_SupportTeam_Back_ToKneelLoop\n- Acts_SupportTeam_Front_FromKneelLoop\n- Acts_SupportTeam_Front_KneelLoop\n- Acts_SupportTeam_Front_Move\n- Acts_SupportTeam_Front_ReachedEnd\n- Acts_SupportTeam_Front_StartMove\n- Acts_SupportTeam_Front_ToKneelLoop\n- Acts_SupportTeam_Left_FromKneelLoop\n- Acts_SupportTeam_Left_KneelLoop\n- Acts_SupportTeam_Left_Move\n- Acts_SupportTeam_Left_StartMove\n- Acts_SupportTeam_Left_ToKneelLoop\n- Acts_SupportTeam_Right_FromKneelLoop\n- Acts_SupportTeam_Right_KneelLoop\n- Acts_SupportTeam_Right_Move\n- Acts_SupportTeam_Right_StartMove\n- Acts_SupportTeam_Right_ToKneelLoop\n- Acts_SyndikatAmbush_A\n- Acts_SyndikatAmbush_B\n- Acts_SyndikatAmbush_C\n- Acts_TacopsPoster\n- Acts_Taking_Cover_From_Jets\n- Acts_Taking_Cover_From_Jets_action\n- Acts_Taking_Cover_From_Jets_in_loop\n- Acts_Taking_Cover_From_Jets_in_loop_steady\n- Acts_Taking_Cover_From_Jets_loop\n- Acts_Taking_Cover_From_Jets_out\n- Acts_TerminalOpen\n- Acts_trailer_campCommander\n- Acts_trailer_campScientist\n- Acts_trailer_inspectShock_A\n- Acts_trailer_inspectShock_B\n- Acts_trailer_nodCommander\n- Acts_trailer_nodScientist\n- Acts_trailer_relaxedWalk_B\n- Acts_trailer_relaxedWalk_F\n- Acts_trailer_relaxedWalk_L\n- Acts_trailer_relaxedWalk_R\n- Acts_trailer_sendUGVOff\n- Acts_Training_Reveal_Ambusher_In\n- Acts_Training_Reveal_Ambusher_Loop\n- Acts_Training_Reveal_Ambusher_Out\n- Acts_Training_Reveal_Ambusher_Out_single\n- Acts_TreatingWounded01\n- Acts_TreatingWounded02\n- Acts_TreatingWounded03\n- Acts_TreatingWounded04\n- Acts_TreatingWounded05\n- Acts_TreatingWounded06\n- Acts_TreatingWounded_in\n- Acts_TreatingWounded_loop\n- Acts_TreatingWounded_Out\n- Acts_UGV_Jamming_Loop\n- Acts_UnconsciousStandUp_part1\n- Acts_UnconsciousStandUp_part2\n- Acts_Undead_Coffin\n- acts_ViperAppearing\n- Acts_ViperMeeting_A\n- Acts_ViperMeeting_A_End\n- Acts_ViperMeeting_B\n- Acts_ViperMeeting_C\n- Acts_ViperMeeting_D\n- acts_viperSgtAppearing\n- Acts_Waking_Up_Player\n- Acts_WalkingChecking\n- Acts_WarmupBase\n- Acts_WarmupBaseKneel\n- Acts_Watching_Fire_Loop\n- Acts_welcomeOnHUB01_AIWalk\n- Acts_welcomeOnHUB01_AIWalk_1\n- Acts_welcomeOnHUB01_AIWalk_1b\n- Acts_welcomeOnHUB01_AIWalk_2\n- Acts_welcomeOnHUB01_AIWalk_3\n- Acts_welcomeOnHUB01_AIWalk_4\n- Acts_welcomeOnHUB01_AIWalk_5\n- Acts_welcomeOnHUB01_AIWalk_6\n- Acts_welcomeOnHUB01_PlayerWalk\n- Acts_welcomeOnHUB01_PlayerWalk_1\n- Acts_welcomeOnHUB01_PlayerWalk_2\n- Acts_welcomeOnHUB01_PlayerWalk_3\n- Acts_welcomeOnHUB01_PlayerWalk_4\n- Acts_welcomeOnHUB01_PlayerWalk_5\n- Acts_welcomeOnHUB01_PlayerWalk_6\n- Acts_welcomeOnHUB02_AIWalk\n- Acts_welcomeOnHUB02_AIWalk_2\n- Acts_welcomeOnHUB02_AIWalk_3\n- Acts_welcomeOnHUB02_AIWalk_4\n- Acts_welcomeOnHUB02_AIWalk_5\n- Acts_welcomeOnHUB02_AIWalk_6\n- Acts_welcomeOnHUB02_PlayerWalk\n- Acts_welcomeOnHUB02_PlayerWalk_1\n- Acts_welcomeOnHUB02_PlayerWalk_2\n- Acts_welcomeOnHUB02_PlayerWalk_3\n- Acts_welcomeOnHUB03_AIWalk_1\n- Acts_welcomeOnHUB03_AIWalk_2\n- Acts_welcomeOnHUB03_AIWalk_3\n- Acts_welcomeOnHUB03_AIWalk_4\n- Acts_welcomeOnHUB03_AIWalk_5\n- Acts_welcomeOnHUB03_AIWalk_6\n- Acts_welcomeOnHUB03_PlayerWalk_1\n- Acts_welcomeOnHUB03_PlayerWalk_2\n- Acts_welcomeOnHUB03_PlayerWalk_3\n- Acts_welcomeOnHUB03_PlayerWalk_4\n- Acts_welcomeOnHUB03_PlayerWalk_5\n- Acts_welcomeOnHUB04_AIWalk_1\n- Acts_welcomeOnHUB04_AIWalk_2\n- Acts_welcomeOnHUB04_AIWalk_3\n- Acts_welcomeOnHUB04_AIWalk_4\n- Acts_welcomeOnHUB04_AIWalk_5\n- Acts_welcomeOnHUB04_AIWalk_6\n- Acts_welcomeOnHUB04_PlayerWalk_1\n- Acts_welcomeOnHUB04_PlayerWalk_2\n- Acts_welcomeOnHUB04_PlayerWalk_3\n- Acts_welcomeOnHUB04_PlayerWalk_4\n- Acts_welcomeOnHUB04_PlayerWalk_5\n- Acts_welcomeOnHUB05_AIWalk_1\n- Acts_welcomeOnHUB05_AIWalk_2\n- Acts_welcomeOnHUB05_AIWalk_3\n- Acts_welcomeOnHUB05_AIWalk_4\n- Acts_welcomeOnHUB05_AIWalk_5\n- Acts_welcomeOnHUB05_AIWalk_6\n- Acts_welcomeOnHUB05_PlayerWalk_1\n- Acts_welcomeOnHUB05_PlayerWalk_2\n- Acts_welcomeOnHUB05_PlayerWalk_3\n- Acts_welcomeOnHUB05_PlayerWalk_4\n- Acts_welcomeOnHUB05_PlayerWalk_5\n- Acts_welcomeOnHUB05_PlayerWalk_6\n- Acts_welcomeOnHUB05_PlayerWalk_7\n- ActsPknlMstpSnonWnonDnon_AI\n- AdvePercMrunSnonWnonDb\n- AdvePercMrunSnonWnonDbl\n- AdvePercMrunSnonWnonDbr\n- AdvePercMrunSnonWnonDf\n- AdvePercMrunSnonWnonDfl\n- AdvePercMrunSnonWnonDfr\n- AdvePercMrunSnonWnonDl\n- AdvePercMrunSnonWnonDr\n- AdvePercMrunSnonWrflDb\n- AdvePercMrunSnonWrflDbl\n- AdvePercMrunSnonWrflDbr\n- AdvePercMrunSnonWrflDf\n- AdvePercMrunSnonWrflDfl\n- AdvePercMrunSnonWrflDfr\n- AdvePercMrunSnonWrflDl\n- AdvePercMrunSnonWrflDr\n- AdvePercMsprSnonWnonDf\n- AdvePercMsprSnonWrflDf\n- AdvePercMstpSnonWnonDnon\n- AdvePercMstpSnonWnonDnon_AdvePercMstpSnonWnonDnon_putDown\n- AdvePercMstpSnonWnonDnon_AdvePercMstpSnonWrflDnon\n- AdvePercMstpSnonWnonDnon_GetInSDV\n- AdvePercMstpSnonWnonDnon_GetOutSDV\n- AdvePercMstpSnonWnonDnon_godown\n- AdvePercMstpSnonWnonDnon_goup\n- AdvePercMstpSnonWnonDnon_putDown_AdvePercMstpSnonWnonDnon\n- AdvePercMstpSnonWnonDnon_relax\n- AdvePercMstpSnonWnonDnon_turnL\n- AdvePercMstpSnonWnonDnon_turnR\n- AdvePercMstpSnonWrflDnon\n- AdvePercMstpSnonWrflDnon_AdvePercMstpSnonWnonDnon\n- AdvePercMstpSnonWrflDnon_AdvePercMstpSnonWrflDnon_putDown\n- AdvePercMstpSnonWrflDnon_GetInSDV\n- AdvePercMstpSnonWrflDnon_GetOutSDV\n- AdvePercMstpSnonWrflDnon_godown\n- AdvePercMstpSnonWrflDnon_goup\n- AdvePercMstpSnonWrflDnon_putDown_AdvePercMstpSnonWrflDnon\n- AdvePercMstpSnonWrflDnon_relax\n- AdvePercMstpSnonWrflDnon_turnL\n- AdvePercMstpSnonWrflDnon_turnR\n- AdvePercMtacSnonWnonDb\n- AdvePercMtacSnonWnonDbl\n- AdvePercMtacSnonWnonDbr\n- AdvePercMtacSnonWnonDf\n- AdvePercMtacSnonWnonDfl\n- AdvePercMtacSnonWnonDfr\n- AdvePercMtacSnonWnonDl\n- AdvePercMtacSnonWnonDr\n- AdvePercMtacSnonWrflDb\n- AdvePercMtacSnonWrflDbl\n- AdvePercMtacSnonWrflDbr\n- AdvePercMtacSnonWrflDf\n- AdvePercMtacSnonWrflDfl\n- AdvePercMtacSnonWrflDfr\n- AdvePercMtacSnonWrflDl\n- AdvePercMtacSnonWrflDr\n- AdvePercMwlkSnonWnonDb\n- AdvePercMwlkSnonWnonDbl\n- AdvePercMwlkSnonWnonDbr\n- AdvePercMwlkSnonWnonDf\n- AdvePercMwlkSnonWnonDfl\n- AdvePercMwlkSnonWnonDfr\n- AdvePercMwlkSnonWnonDl\n- AdvePercMwlkSnonWnonDr\n- AdvePercMwlkSnonWrflDb\n- AdvePercMwlkSnonWrflDbl\n- AdvePercMwlkSnonWrflDbr\n- AdvePercMwlkSnonWrflDf\n- AdvePercMwlkSnonWrflDfl\n- AdvePercMwlkSnonWrflDfr\n- AdvePercMwlkSnonWrflDl\n- AdvePercMwlkSnonWrflDr\n- AfalPercMstpSnonWnonDnon\n- AfalPercMstpSrasWlnrDnon\n- AfalPercMstpSrasWpstDnon\n- AfalPercMstpSrasWrflDnon\n- AfalPknlMstpSnonWnonDnon\n- AfalPknlMstpSrasWlnrDnon\n- AfalPknlMstpSrasWpstDnon\n- AfalPknlMstpSrasWrflDnon\n- AfalPpneMstpSnonWnonDnon\n- AfalPpneMstpSrasWpstDnon\n- AfalPpneMstpSrasWrflDnon\n- AfdsPercMstpSlowWpstDnon\n- AfdsPercMstpSlowWpstDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSlowWpstDnon_AfdsPknlMstpSlowWpstDnon\n- AfdsPercMstpSlowWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPercMstpSlowWpstDnon_inv\n- AfdsPercMstpSlowWpstDnon_turnL\n- AfdsPercMstpSlowWpstDnon_turnR\n- AfdsPercMstpSlowWrflDnon\n- AfdsPercMstpSlowWrflDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSlowWrflDnon_AfdsPknlMstpSlowWrflDnon\n- AfdsPercMstpSlowWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPercMstpSlowWrflDnon_inv\n- AfdsPercMstpSlowWrflDnon_turnL\n- AfdsPercMstpSlowWrflDnon_turnR\n- AfdsPercMstpSnonWnonDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPercMstpSrasWpstDnon_end\n- AfdsPercMstpSnonWnonDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPknlMstpSnonWnonDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPpneMstpSnonWnonDnon\n- AfdsPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon\n- AfdsPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon_end\n- AfdsPercMstpSnonWnonDnon_inv\n- AfdsPercMstpSnonWnonDnon_turnL\n- AfdsPercMstpSnonWnonDnon_turnR\n- AfdsPercMstpSoptWbinDnon\n- AfdsPercMstpSoptWbinDnon_AfdsPknlMstpSoptWbinDnon\n- AfdsPercMstpSoptWbinDnon_AfdsPpneMstpSoptWbinDnon\n- AfdsPercMstpSoptWbinDnon_turnL\n- AfdsPercMstpSoptWbinDnon_turnR\n- AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSlowWpstDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSnonWnonDnon_end\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSrasWrflDnon_end\n- AfdsPercMstpSrasWpstDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon\n- AfdsPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon_end\n- AfdsPercMstpSrasWpstDnon_inv\n- AfdsPercMstpSrasWpstDnon_turnL\n- AfdsPercMstpSrasWpstDnon_turnR\n- AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSlowWrflDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSrasWpstDnon_end\n- AfdsPercMstpSrasWrflDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon\n- AfdsPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon_end\n- AfdsPercMstpSrasWrflDnon_inv\n- AfdsPercMstpSrasWrflDnon_turnL\n- AfdsPercMstpSrasWrflDnon_turnR\n- AfdsPknlMstpSlowWpstDnon\n- AfdsPknlMstpSlowWpstDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSlowWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPknlMstpSlowWpstDnon_inv\n- AfdsPknlMstpSlowWpstDnon_turnL\n- AfdsPknlMstpSlowWpstDnon_turnR\n- AfdsPknlMstpSlowWrflDnon\n- AfdsPknlMstpSlowWrflDnon_AfdsPercMstpSlowWrflDnon\n- AfdsPknlMstpSlowWrflDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSlowWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPknlMstpSlowWrflDnon_inv\n- AfdsPknlMstpSlowWrflDnon_turnL\n- AfdsPknlMstpSlowWrflDnon_turnR\n- AfdsPknlMstpSnonWnonDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPknlMstpSrasWpstDnon_end\n- AfdsPknlMstpSnonWnonDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPpneMstpSnonWnonDnon\n- AfdsPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon\n- AfdsPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon_end\n- AfdsPknlMstpSnonWnonDnon_inv\n- AfdsPknlMstpSnonWnonDnon_turnL\n- AfdsPknlMstpSnonWnonDnon_turnR\n- AfdsPknlMstpSoptWbinDnon\n- AfdsPknlMstpSoptWbinDnon_AfdsPercMstpSoptWbinDnon\n- AfdsPknlMstpSoptWbinDnon_AfdsPpneMstpSoptWbinDnon\n- AfdsPknlMstpSoptWbinDnon_turnL\n- AfdsPknlMstpSoptWbinDnon_turnR\n- AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPknlMstpSlowWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPknlMstpSrasWrflDnon_end\n- AfdsPknlMstpSrasWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon\n- AfdsPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon_end\n- AfdsPknlMstpSrasWpstDnon_inv\n- AfdsPknlMstpSrasWpstDnon_turnL\n- AfdsPknlMstpSrasWpstDnon_turnR\n- AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPknlMstpSlowWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPknlMstpSrasWpstDnon_end\n- AfdsPknlMstpSrasWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon\n- AfdsPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon_end\n- AfdsPknlMstpSrasWrflDnon_inv\n- AfdsPknlMstpSrasWrflDnon_turnL\n- AfdsPknlMstpSrasWrflDnon_turnR\n- AfdspPknlMstpSlowWpstDnon_AfdspPercMstpSlowWpstDnon\n- AfdsPpneMstpSnonWnonDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPknlMstpSnonWnonDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPpneMstpSrasWpstDnon_end\n- AfdsPpneMstpSnonWnonDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon\n- AfdsPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon_end\n- AfdsPpneMstpSnonWnonDnon_inv\n- AfdsPpneMstpSnonWnonDnon_turnL\n- AfdsPpneMstpSnonWnonDnon_turnR\n- AfdsPpneMstpSoptWbinDnon\n- AfdsPpneMstpSoptWbinDnon_AfdsPercMstpSoptWbinDnon\n- AfdsPpneMstpSoptWbinDnon_AfdsPknlMstpSoptWbinDnon\n- AfdsPpneMstpSoptWbinDnon_turnL\n- AfdsPpneMstpSoptWbinDnon_turnR\n- AfdsPpneMstpSrasWpstDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPpneMstpSrasWrflDnon_end\n- AfdsPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon\n- AfdsPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon_end\n- AfdsPpneMstpSrasWpstDnon_inv\n- AfdsPpneMstpSrasWpstDnon_turnL\n- AfdsPpneMstpSrasWpstDnon_turnR\n- AfdsPpneMstpSrasWrflDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPpneMstpSrasWpstDnon_end\n- AfdsPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon\n- AfdsPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon_end\n- AfdsPpneMstpSrasWrflDnon_inv\n- AfdsPpneMstpSrasWrflDnon_turnL\n- AfdsPpneMstpSrasWrflDnon_turnR\n- AidlPercMevaSrasWrflDf\n- AidlPercMrunSrasWrflDf\n- AidlPercMstpSlowWpstDnon_AI\n- AidlPercMstpSlowWpstDnon_AmovPercMstpSrasWpstDnon\n- AidlPercMstpSlowWpstDnon_G01\n- AidlPercMstpSlowWpstDnon_G02\n- AidlPercMstpSlowWpstDnon_G03\n- AidlPercMstpSlowWpstDnon_G0S\n- AidlPercMstpSlowWrflDnon_AI\n- AidlPercMstpSlowWrflDnon_G01\n- AidlPercMstpSlowWrflDnon_G01_combat\n- AidlPercMstpSlowWrflDnon_G02\n- AidlPercMstpSlowWrflDnon_G02_combat\n- AidlPercMstpSlowWrflDnon_G03\n- AidlPercMstpSlowWrflDnon_G03_combat\n- AidlPercMstpSlowWrflDnon_G04\n- AidlPercMstpSlowWrflDnon_G04_combat\n- AidlPercMstpSlowWrflDnon_G05\n- AidlPercMstpSlowWrflDnon_G05_combat\n- AidlPercMstpSlowWrflDnon_G0S\n- AidlPercMstpSnonWnonDnon_AI\n- AidlPercMstpSnonWnonDnon_G01\n- AidlPercMstpSnonWnonDnon_G02\n- AidlPercMstpSnonWnonDnon_G03\n- AidlPercMstpSnonWnonDnon_G04\n- AidlPercMstpSnonWnonDnon_G05\n- AidlPercMstpSnonWnonDnon_G06\n- AidlPercMstpSnonWnonDnon_G0S\n- AidlPercMstpSrasWlnrDnon_1\n- AidlPercMstpSrasWlnrDnon_2\n- AidlPercMstpSrasWlnrDnon_3\n- AidlPercMstpSrasWlnrDnon_AI\n- AidlPercMstpSrasWlnrDnon_G01\n- AidlPercMstpSrasWlnrDnon_G02\n- AidlPercMstpSrasWlnrDnon_G0S\n- AidlPercMstpSrasWlnrDnon_S\n- AidlPercMstpSrasWpstDnon_AI\n- AidlPercMstpSrasWpstDnon_G01\n- AidlPercMstpSrasWpstDnon_G01_player\n- AidlPercMstpSrasWpstDnon_G02\n- AidlPercMstpSrasWpstDnon_G02_player\n- AidlPercMstpSrasWpstDnon_G03\n- AidlPercMstpSrasWpstDnon_G03_player\n- AidlPercMstpSrasWpstDnon_G0S\n- AidlPercMstpSrasWrflDnon_AI\n- AidlPercMstpSrasWrflDnon_G01\n- AidlPercMstpSrasWrflDnon_G01_player\n- AidlPercMstpSrasWrflDnon_G02\n- AidlPercMstpSrasWrflDnon_G02_player\n- AidlPercMstpSrasWrflDnon_G03\n- AidlPercMstpSrasWrflDnon_G03_player\n- AidlPercMstpSrasWrflDnon_G04\n- AidlPercMstpSrasWrflDnon_G04_player\n- AidlPercMstpSrasWrflDnon_G0S\n- AidlPercMstpSrasWrflDnon_Salute\n- AidlPercMstpSrasWrflDnon_SaluteIn\n- AidlPercMstpSrasWrflDnon_SaluteOut\n- AidlPercMstpSrasWrflDnon_turnL\n- AidlPercMstpSrasWrflDnon_turnR\n- AidlPercMwlkSrasWrflDb\n- AidlPercMwlkSrasWrflDf\n- AidlPknlMstpSlowWpstDnon_AI\n- AidlPknlMstpSlowWpstDnon_G01\n- AidlPknlMstpSlowWpstDnon_G02\n- AidlPknlMstpSlowWpstDnon_G03\n- AidlPknlMstpSlowWpstDnon_G0S\n- AidlPknlMstpSlowWrflDnon_AI\n- AidlPknlMstpSlowWrflDnon_G01\n- AidlPknlMstpSlowWrflDnon_G01_combat\n- AidlPknlMstpSlowWrflDnon_G02\n- AidlPknlMstpSlowWrflDnon_G02_combat\n- AidlPknlMstpSlowWrflDnon_G03\n- AidlPknlMstpSlowWrflDnon_G03_combat\n- AidlPknlMstpSlowWrflDnon_G0S\n- AidlPknlMstpSnonWnonDnon_AI\n- AidlPknlMstpSnonWnonDnon_G01\n- AidlPknlMstpSnonWnonDnon_G02\n- AidlPknlMstpSnonWnonDnon_G03\n- AidlPknlMstpSnonWnonDnon_G0S\n- AidlPknlMstpSrasWlnrDnon_AI\n- AidlPknlMstpSrasWlnrDnon_G01\n- AidlPknlMstpSrasWlnrDnon_G02\n- AidlPknlMstpSrasWlnrDnon_G03\n- AidlPknlMstpSrasWlnrDnon_G0S\n- AidlPknlMstpSrasWpstDnon_AI\n- AidlPknlMstpSrasWpstDnon_G01\n- AidlPknlMstpSrasWpstDnon_G01_player\n- AidlPknlMstpSrasWpstDnon_G02\n- AidlPknlMstpSrasWpstDnon_G02_player\n- AidlPknlMstpSrasWpstDnon_G03\n- AidlPknlMstpSrasWpstDnon_G03_player\n- AidlPknlMstpSrasWpstDnon_G0S\n- AidlPknlMstpSrasWrflDnon_AI\n- AidlPknlMstpSrasWrflDnon_G01\n- AidlPknlMstpSrasWrflDnon_G01_player\n- AidlPknlMstpSrasWrflDnon_G02\n- AidlPknlMstpSrasWrflDnon_G02_player\n- AidlPknlMstpSrasWrflDnon_G0S\n- AidlPpneMstpSnonWnonDnon_AI\n- AidlPpneMstpSnonWnonDnon_G01\n- AidlPpneMstpSnonWnonDnon_G02\n- AidlPpneMstpSnonWnonDnon_G03\n- AidlPpneMstpSnonWnonDnon_G0S\n- AidlPpneMstpSrasWpstDnon_AI\n- AidlPpneMstpSrasWpstDnon_G01\n- AidlPpneMstpSrasWpstDnon_G01_player\n- AidlPpneMstpSrasWpstDnon_G02\n- AidlPpneMstpSrasWpstDnon_G02_player\n- AidlPpneMstpSrasWpstDnon_G03\n- AidlPpneMstpSrasWpstDnon_G03_player\n- AidlPpneMstpSrasWpstDnon_G0S\n- AidlPpneMstpSrasWrflDnon_AI\n- AidlPpneMstpSrasWrflDnon_G01\n- AidlPpneMstpSrasWrflDnon_G01_player\n- AidlPpneMstpSrasWrflDnon_G02\n- AidlPpneMstpSrasWrflDnon_G02_player\n- AidlPpneMstpSrasWrflDnon_G03\n- AidlPpneMstpSrasWrflDnon_G03_player\n- AidlPpneMstpSrasWrflDnon_G0S\n- AidlPsitMstpSnonWnonDnon_ground00\n- AinjPfalMstpSnonWnonDf_carried\n- AinjPfalMstpSnonWnonDf_carried_dead\n- AinjPfalMstpSnonWnonDf_carried_fall\n- AinjPfalMstpSnonWnonDf_carried_fallwc\n- AinjPfalMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon_injured\n- AinjPfalMstpSnonWnonDnon_carried_Down\n- AinjPfalMstpSnonWnonDnon_carried_still\n- AinjPfalMstpSnonWnonDnon_carried_Up\n- AinjPfalMstpSnonWrflDf_carried\n- AinjPfalMstpSnonWrflDf_carried_dead\n- AinjPfalMstpSnonWrflDf_carried_fall\n- AinjPfalMstpSnonWrflDf_carried_fallwc\n- AinjPfalMstpSnonWrflDnon_AmovPpneMstpSrasWrflDnon_injured\n- AinjPfalMstpSnonWrflDnon_carried_Down\n- AinjPfalMstpSnonWrflDnon_carried_still\n- AinjPfalMstpSnonWrflDnon_carried_Up\n- AinjPpneMrunSnonWnonDb\n- AinjPpneMrunSnonWnonDb_death\n- AinjPpneMrunSnonWnonDb_grab\n- AinjPpneMrunSnonWnonDb_release\n- AinjPpneMrunSnonWnonDb_still\n- AinjPpneMstpSnonWnonDnon\n- AinjPpneMstpSnonWnonDnon_injuredHealed\n- AinjPpneMstpSnonWnonDnon_kneel\n- AinjPpneMstpSnonWnonDnon_rolltoback\n- AinjPpneMstpSnonWnonDnon_rolltofront\n- AinjPpneMstpSnonWrflDb\n- AinjPpneMstpSnonWrflDb_death\n- AinjPpneMstpSnonWrflDb_release\n- AinjPpneMstpSnonWrflDnon\n- AinjPpneMstpSnonWrflDnon_injuredHealed\n- AinjPpneMstpSnonWrflDnon_rolltoback\n- AinjPpneMstpSnonWrflDnon_rolltofront\n- AinvPercMstpSnonWnonDnon\n- AinvPercMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon\n- AinvPercMstpSnonWnonDnon_G01\n- AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon\n- AinvPercMstpSoptWbinDnon_Putdown_AmovPercMstpSoptWbinDnon\n- AinvPercMstpSrasWlnrDnon\n- AinvPercMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AinvPercMstpSrasWlnrDnon_G01\n- AinvPercMstpSrasWlnrDnon_Putdown_AmovPercMstpSrasWlnrDnon\n- AinvPercMstpSrasWpstDnon\n- AinvPercMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon\n- AinvPercMstpSrasWpstDnon_G01\n- AinvPercMstpSrasWpstDnon_Putdown_AmovPercMstpSrasWpstDnon\n- AinvPercMstpSrasWrflDnon\n- AinvPercMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon\n- AinvPercMstpSrasWrflDnon_G01\n- AinvPercMstpSrasWrflDnon_Putdown\n- AinvPercMstpSrasWrflDnon_Putdown_AmovPercMstpSrasWrflDnon\n- AinvPknlMstpSlayWlnrDnon_medicOther\n- AinvPknlMstpSlayWnonDnon_medic\n- AinvPknlMstpSlayWnonDnon_medicIn\n- AinvPknlMstpSlayWnonDnon_medicOther\n- AinvPknlMstpSlayWnonDnon_medicOut\n- AinvPknlMstpSlayWpstDnon_medic\n- AinvPknlMstpSlayWpstDnon_medicIn\n- AinvPknlMstpSlayWpstDnon_medicOther\n- AinvPknlMstpSlayWpstDnon_medicOtherIn\n- AinvPknlMstpSlayWpstDnon_medicOtherOut\n- AinvPknlMstpSlayWpstDnon_medicOut\n- AinvPknlMstpSlayWrflDnon\n- AinvPknlMstpSlayWrflDnon_1\n- AinvPknlMstpSlayWrflDnon_AmovPercMstpSnonWnonDnon\n- AinvPknlMstpSlayWrflDnon_AmovPercMstpSrasWrflDnon\n- AinvPknlMstpSlayWrflDnon_AmovPknlMstpSnonWnonDnon\n- AinvPknlMstpSlayWrflDnon_AmovPknlMstpSrasWrflDnon\n- AinvPknlMstpSlayWrflDnon_healed\n- AinvPknlMstpSlayWrflDnon_healed2\n- AinvPknlMstpSlayWrflDnon_medic\n- AinvPknlMstpSlayWrflDnon_medicDummyEnd\n- AinvPknlMstpSlayWrflDnon_medicOther\n- AinvPknlMstpSnonWnonDnon\n- AinvPknlMstpSnonWnonDnon_1\n- AinvPknlMstpSnonWnonDnon_2\n- AinvPknlMstpSnonWnonDnon_3\n- AinvPknlMstpSnonWnonDnon_4\n- AinvPknlMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon_medic\n- AinvPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon\n- AinvPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_end\n- AinvPknlMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AinvPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon\n- AinvPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon_end\n- AinvPknlMstpSnonWnonDnon_G01\n- AinvPknlMstpSnonWnonDnon_healed_1\n- AinvPknlMstpSnonWnonDnon_healed_2\n- AinvPknlMstpSnonWnonDnon_medic\n- AinvPknlMstpSnonWnonDnon_medic0\n- AinvPknlMstpSnonWnonDnon_medic0S\n- AinvPknlMstpSnonWnonDnon_medic1\n- AinvPknlMstpSnonWnonDnon_medic2\n- AinvPknlMstpSnonWnonDnon_medic3\n- AinvPknlMstpSnonWnonDnon_medic4\n- AinvPknlMstpSnonWnonDnon_medic5\n- AinvPknlMstpSnonWnonDnon_medic_1\n- AinvPknlMstpSnonWnonDnon_medic_2\n- AinvPknlMstpSnonWnonDnon_medicEnd\n- AinvPknlMstpSnonWnonDnon_medicUp\n- AinvPknlMstpSnonWnonDnon_medicUp0\n- AinvPknlMstpSnonWnonDnon_medicUp0S\n- AinvPknlMstpSnonWnonDnon_medicUp1\n- AinvPknlMstpSnonWnonDnon_medicUp2\n- AinvPknlMstpSnonWnonDnon_medicUp3\n- AinvPknlMstpSnonWnonDnon_medicUp4\n- AinvPknlMstpSnonWnonDnon_medicUp5\n- AinvPknlMstpSnonWnonDnon_Putdown_AmovPknlMstpSnonWnonDnon\n- AinvPknlMstpSnonWnonDr_medic0\n- AinvPknlMstpSnonWnonDr_medic0S\n- AinvPknlMstpSnonWnonDr_medic1\n- AinvPknlMstpSnonWnonDr_medic2\n- AinvPknlMstpSnonWnonDr_medic3\n- AinvPknlMstpSnonWnonDr_medic4\n- AinvPknlMstpSnonWnonDr_medic5\n- AinvPknlMstpSnonWnonDr_medicUp0\n- AinvPknlMstpSnonWnonDr_medicUp0S\n- AinvPknlMstpSnonWnonDr_medicUp1\n- AinvPknlMstpSnonWnonDr_medicUp2\n- AinvPknlMstpSnonWnonDr_medicUp3\n- AinvPknlMstpSnonWnonDr_medicUp4\n- AinvPknlMstpSnonWnonDr_medicUp5\n- AinvPknlMstpSnonWrflDnon_AinvPknlMstpSnonWrflDnon_medic\n- AinvPknlMstpSnonWrflDnon_AinvPknlMstpSnonWrflDnon_medic_Launcher\n- AinvPknlMstpSnonWrflDnon_medic\n- AinvPknlMstpSnonWrflDnon_medic0\n- AinvPknlMstpSnonWrflDnon_medic0S\n- AinvPknlMstpSnonWrflDnon_medic1\n- AinvPknlMstpSnonWrflDnon_medic2\n- AinvPknlMstpSnonWrflDnon_medic3\n- AinvPknlMstpSnonWrflDnon_medic4\n- AinvPknlMstpSnonWrflDnon_medic5\n- AinvPknlMstpSnonWrflDnon_medicEnd\n- AinvPknlMstpSnonWrflDnon_medicUp\n- AinvPknlMstpSnonWrflDnon_medicUp0\n- AinvPknlMstpSnonWrflDnon_medicUp0S\n- AinvPknlMstpSnonWrflDnon_medicUp1\n- AinvPknlMstpSnonWrflDnon_medicUp2\n- AinvPknlMstpSnonWrflDnon_medicUp3\n- AinvPknlMstpSnonWrflDnon_medicUp4\n- AinvPknlMstpSnonWrflDnon_medicUp5\n- AinvPknlMstpSnonWrflDr_medic0_old\n- AinvPknlMstpSnonWrflDr_medic0S\n- AinvPknlMstpSnonWrflDr_medic1\n- AinvPknlMstpSnonWrflDr_medic1_old\n- AinvPknlMstpSnonWrflDr_medic2\n- AinvPknlMstpSnonWrflDr_medic2_old\n- AinvPknlMstpSnonWrflDr_medic3\n- AinvPknlMstpSnonWrflDr_medic3_old\n- AinvPknlMstpSnonWrflDr_medic4\n- AinvPknlMstpSnonWrflDr_medic4_old\n- AinvPknlMstpSnonWrflDr_medic5\n- AinvPknlMstpSnonWrflDr_medic5_old\n- AinvPknlMstpSoptWbinDnon_Putdown_AmovPknlMstpSoptWbinDnon\n- AinvPknlMstpSrasWlnrDnon\n- AinvPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon\n- AinvPknlMstpSrasWlnrDnon_G01\n- AinvPknlMstpSrasWlnrDnon_Putdown_AmovPknlMstpSrasWlnrDnon\n- AinvPknlMstpSrasWpstDnon\n- AinvPknlMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon\n- AinvPknlMstpSrasWpstDnon_G01\n- AinvPknlMstpSrasWpstDnon_Putdown_AmovPknlMstpSrasWpstDnon\n- AinvPknlMstpSrasWrflDnon\n- AinvPknlMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AinvPknlMstpSrasWrflDnon_G01\n- AinvPknlMstpSrasWrflDnon_Putdown\n- AinvPknlMstpSrasWrflDnon_Putdown_AmovPknlMstpSrasWrflDnon\n- AinvPpneMstpSlayWnonDnon_medic\n- AinvPpneMstpSlayWnonDnon_medicIn\n- AinvPpneMstpSlayWnonDnon_medicOther\n- AinvPpneMstpSlayWnonDnon_medicOut\n- AinvPpneMstpSlayWpstDnon_medic\n- AinvPpneMstpSlayWpstDnon_medicIn\n- AinvPpneMstpSlayWpstDnon_medicOther\n- AinvPpneMstpSlayWpstDnon_medicOtherIn\n- AinvPpneMstpSlayWpstDnon_medicOtherOut\n- AinvPpneMstpSlayWpstDnon_medicOut\n- AinvPpneMstpSlayWrflDnon_medic\n- AinvPpneMstpSlayWrflDnon_medicDummyEnd\n- AinvPpneMstpSlayWrflDnon_medicOther\n- AinvPpneMstpSnonWnonDnon\n- AinvPpneMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AinvPpneMstpSnonWnonDnon_G01\n- AinvPpneMstpSnonWnonDnon_Putdown_AmovPpneMstpSnonWnonDnon\n- AinvPpneMstpSoptWbinDnon_Putdown_AmovPpneMstpSoptWbinDnon\n- AinvPpneMstpSrasWpstDnon\n- AinvPpneMstpSrasWpstDnon_AmovPpneMstpSrasWpstDnon\n- AinvPpneMstpSrasWpstDnon_G01\n- AinvPpneMstpSrasWpstDnon_Putdown_AmovPpneMstpSrasWpstDnon\n- AinvPpneMstpSrasWrflDnon\n- AinvPpneMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AinvPpneMstpSrasWrflDnon_G01\n- AinvPpneMstpSrasWrflDnon_Putdown\n- AinvPpneMstpSrasWrflDnon_Putdown_AmovPpneMstpSrasWrflDnon\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDdown\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDleft\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDright\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDup\n- AmovPercMevaSlowWlnrDf\n- AmovPercMevaSlowWlnrDfl\n- AmovPercMevaSlowWlnrDfr\n- AmovPercMevaSlowWpstDf\n- AmovPercMevaSlowWpstDfl\n- AmovPercMevaSlowWpstDfr\n- AmovPercMevaSlowWrflDf\n- AmovPercMevaSlowWrflDfl\n- AmovPercMevaSlowWrflDfr\n- AmovPercMevaSnonWbinDf\n- AmovPercMevaSnonWbinDf_lnr\n- AmovPercMevaSnonWbinDf_non\n- AmovPercMevaSnonWbinDf_pst\n- AmovPercMevaSnonWbinDf_rfl\n- AmovPercMevaSnonWbinDfl\n- AmovPercMevaSnonWbinDfl_lnr\n- AmovPercMevaSnonWbinDfl_non\n- AmovPercMevaSnonWbinDfl_pst\n- AmovPercMevaSnonWbinDfl_rfl\n- AmovPercMevaSnonWbinDfr\n- AmovPercMevaSnonWbinDfr_lnr\n- AmovPercMevaSnonWbinDfr_non\n- AmovPercMevaSnonWbinDfr_pst\n- AmovPercMevaSnonWbinDfr_rfl\n- AmovPercMevaSnonWnonDf\n- AmovPercMevaSnonWnonDfl\n- AmovPercMevaSnonWnonDfr\n- AmovPercMevaSrasWpstDf\n- AmovPercMevaSrasWpstDfl\n- AmovPercMevaSrasWpstDfr\n- AmovPercMevaSrasWpstDl\n- AmovPercMevaSrasWpstDr\n- AmovPercMevaSrasWrflDf\n- AmovPercMevaSrasWrflDf_AmovPknlMstpSrasWrflDnon\n- AmovPercMevaSrasWrflDfl\n- AmovPercMevaSrasWrflDfl_AmovPknlMstpSrasWrflDnon\n- AmovPercMevaSrasWrflDfr\n- AmovPercMevaSrasWrflDfr_AmovPknlMstpSrasWrflDnon\n- AmovPercMevaSrasWrflDl\n- AmovPercMevaSrasWrflDr\n- AmovPercMlmpSlowWpstDb\n- AmovPercMlmpSlowWpstDbl\n- AmovPercMlmpSlowWpstDbr\n- AmovPercMlmpSlowWpstDf\n- AmovPercMlmpSlowWpstDfl\n- AmovPercMlmpSlowWpstDfr\n- AmovPercMlmpSlowWpstDl\n- AmovPercMlmpSlowWpstDr\n- AmovPercMlmpSlowWrflDb\n- AmovPercMlmpSlowWrflDbl\n- AmovPercMlmpSlowWrflDbr\n- AmovPercMlmpSlowWrflDf\n- AmovPercMlmpSlowWrflDfl\n- AmovPercMlmpSlowWrflDfr\n- AmovPercMlmpSlowWrflDl\n- AmovPercMlmpSlowWrflDr\n- AmovPercMlmpSnonWnonDb\n- AmovPercMlmpSnonWnonDbl\n- AmovPercMlmpSnonWnonDbr\n- AmovPercMlmpSnonWnonDf\n- AmovPercMlmpSnonWnonDfl\n- AmovPercMlmpSnonWnonDfr\n- AmovPercMlmpSnonWnonDl\n- AmovPercMlmpSnonWnonDr\n- AmovPercMlmpSoptWbinDb\n- AmovPercMlmpSoptWbinDbl\n- AmovPercMlmpSoptWbinDbr\n- AmovPercMlmpSoptWbinDf\n- AmovPercMlmpSoptWbinDfl\n- AmovPercMlmpSoptWbinDfr\n- AmovPercMlmpSoptWbinDl\n- AmovPercMlmpSoptWbinDr\n- AmovPercMlmpSrasWlnrDb\n- AmovPercMlmpSrasWlnrDbl\n- AmovPercMlmpSrasWlnrDbr\n- AmovPercMlmpSrasWlnrDf\n- AmovPercMlmpSrasWlnrDfl\n- AmovPercMlmpSrasWlnrDfr\n- AmovPercMlmpSrasWlnrDl\n- AmovPercMlmpSrasWlnrDr\n- AmovPercMlmpSrasWpstDb\n- AmovPercMlmpSrasWpstDbl\n- AmovPercMlmpSrasWpstDbr\n- AmovPercMlmpSrasWpstDf\n- AmovPercMlmpSrasWpstDfl\n- AmovPercMlmpSrasWpstDfr\n- AmovPercMlmpSrasWpstDl\n- AmovPercMlmpSrasWpstDr\n- AmovPercMlmpSrasWrflDb\n- AmovPercMlmpSrasWrflDbl\n- AmovPercMlmpSrasWrflDbr\n- AmovPercMlmpSrasWrflDf\n- AmovPercMlmpSrasWrflDfl\n- AmovPercMlmpSrasWrflDfr\n- AmovPercMlmpSrasWrflDl\n- AmovPercMlmpSrasWrflDr\n- AmovPercMrunSlowWlnrDb\n- AmovPercMrunSlowWlnrDbl\n- AmovPercMrunSlowWlnrDbr\n- AmovPercMrunSlowWlnrDf\n- AmovPercMrunSlowWlnrDfl\n- AmovPercMrunSlowWlnrDfr\n- AmovPercMrunSlowWlnrDl\n- AmovPercMrunSlowWlnrDr\n- AmovPercMrunSlowWpstDb\n- AmovPercMrunSlowWpstDbl\n- AmovPercMrunSlowWpstDbr\n- AmovPercMrunSlowWpstDf\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthArm\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthEnd\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthStart\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthThrow\n- AmovPercMrunSlowWpstDfl\n- AmovPercMrunSlowWpstDfr\n- AmovPercMrunSlowWpstDl\n- AmovPercMrunSlowWpstDr\n- AmovPercMrunSlowWrflDb\n- AmovPercMrunSlowWrflDbl\n- AmovPercMrunSlowWrflDbr\n- AmovPercMrunSlowWrflDf\n- AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthEnd\n- AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthStart\n- AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthThrow\n- AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon\n- AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon_end\n- AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon_old\n- AmovPercMrunSlowWrflDfl\n- AmovPercMrunSlowWrflDfr\n- AmovPercMrunSlowWrflDl\n- AmovPercMrunSlowWrflDr\n- AmovPercMrunSnonWbinDb\n- AmovPercMrunSnonWbinDb_lnr\n- AmovPercMrunSnonWbinDb_non\n- AmovPercMrunSnonWbinDb_pst\n- AmovPercMrunSnonWbinDb_rfl\n- AmovPercMrunSnonWbinDbl\n- AmovPercMrunSnonWbinDbl_lnr\n- AmovPercMrunSnonWbinDbl_non\n- AmovPercMrunSnonWbinDbl_pst\n- AmovPercMrunSnonWbinDbl_rfl\n- AmovPercMrunSnonWbinDbr\n- AmovPercMrunSnonWbinDbr_lnr\n- AmovPercMrunSnonWbinDbr_non\n- AmovPercMrunSnonWbinDbr_pst\n- AmovPercMrunSnonWbinDbr_rfl\n- AmovPercMrunSnonWbinDf\n- AmovPercMrunSnonWbinDf_lnr\n- AmovPercMrunSnonWbinDf_non\n- AmovPercMrunSnonWbinDf_pst\n- AmovPercMrunSnonWbinDf_rfl\n- AmovPercMrunSnonWbinDfl\n- AmovPercMrunSnonWbinDfl_lnr\n- AmovPercMrunSnonWbinDfl_non\n- AmovPercMrunSnonWbinDfl_pst\n- AmovPercMrunSnonWbinDfl_rfl\n- AmovPercMrunSnonWbinDfr\n- AmovPercMrunSnonWbinDfr_lnr\n- AmovPercMrunSnonWbinDfr_non\n- AmovPercMrunSnonWbinDfr_pst\n- AmovPercMrunSnonWbinDfr_rfl\n- AmovPercMrunSnonWbinDl\n- AmovPercMrunSnonWbinDl_lnr\n- AmovPercMrunSnonWbinDl_non\n- AmovPercMrunSnonWbinDl_pst\n- AmovPercMrunSnonWbinDl_rfl\n- AmovPercMrunSnonWbinDr\n- AmovPercMrunSnonWbinDr_lnr\n- AmovPercMrunSnonWbinDr_non\n- AmovPercMrunSnonWbinDr_pst\n- AmovPercMrunSnonWbinDr_rfl\n- AmovPercMrunSnonWnonDb\n- AmovPercMrunSnonWnonDbl\n- AmovPercMrunSnonWnonDbr\n- AmovPercMrunSnonWnonDf\n- AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthEnd\n- AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthStart\n- AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthThrow\n- AmovPercMrunSnonWnonDfl\n- AmovPercMrunSnonWnonDfr\n- AmovPercMrunSnonWnonDl\n- AmovPercMrunSnonWnonDr\n- AmovPercMrunSrasWlnrDb\n- AmovPercMrunSrasWlnrDbl\n- AmovPercMrunSrasWlnrDbr\n- AmovPercMrunSrasWlnrDf\n- AmovPercMrunSrasWlnrDfl\n- AmovPercMrunSrasWlnrDfr\n- AmovPercMrunSrasWlnrDl\n- AmovPercMrunSrasWlnrDr\n- AmovPercMrunSrasWpstDb\n- AmovPercMrunSrasWpstDbl\n- AmovPercMrunSrasWpstDbr\n- AmovPercMrunSrasWpstDf\n- AmovPercMrunSrasWpstDfl\n- AmovPercMrunSrasWpstDfr\n- AmovPercMrunSrasWpstDl\n- AmovPercMrunSrasWpstDr\n- AmovPercMrunSrasWrflDb\n- AmovPercMrunSrasWrflDb_ldst\n- AmovPercMrunSrasWrflDbl\n- AmovPercMrunSrasWrflDbl_ldst\n- AmovPercMrunSrasWrflDbr\n- AmovPercMrunSrasWrflDbr_ldst\n- AmovPercMrunSrasWrflDf\n- AmovPercMrunSrasWrflDf_AmovPercMrunSrasWrflDfl\n- AmovPercMrunSrasWrflDf_ldst\n- AmovPercMrunSrasWrflDfl\n- AmovPercMrunSrasWrflDfl_AmovPercMrunSrasWrflDf\n- AmovPercMrunSrasWrflDfl_AmovPercMrunSrasWrflDfr\n- AmovPercMrunSrasWrflDfl_ldst\n- AmovPercMrunSrasWrflDfr\n- AmovPercMrunSrasWrflDfr_AmovPercMrunSrasWrflDf\n- AmovPercMrunSrasWrflDfr_AmovPercMrunSrasWrflDfl\n- AmovPercMrunSrasWrflDfr_ldst\n- AmovPercMrunSrasWrflDl\n- AmovPercMrunSrasWrflDl_ldst\n- AmovPercMrunSrasWrflDr\n- AmovPercMrunSrasWrflDr_ldst\n- AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon\n- AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon_2\n- AmovPercMsprSlowWrflDf_AmovPpneMstpSrasWrflDnon\n- AmovPercMsprSlowWrflDf_AmovPpneMstpSrasWrflDnon_2\n- AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon\n- AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon_2\n- AmovPercMstpSlowWlnrDnon\n- AmovPercMstpSlowWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSlowWlnrDnon_turnL\n- AmovPercMstpSlowWlnrDnon_turnR\n- AmovPercMstpSlowWpstDnon\n- AmovPercMstpSlowWpstDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSlowWpstDnon_AmovPknlMstpSlowWpstDnon\n- AmovPercMstpSlowWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPercMstpSlowWpstDnon_turnL\n- AmovPercMstpSlowWpstDnon_turnR\n- AmovPercMstpSlowWrflDnon\n- AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_1\n- AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2\n- AmovPercMstpSlowWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPknlMstpSlowWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPsitMstpSlowWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPsitMstpSrasWrflDnon\n- AmovPercMstpSlowWrflDnon_diary\n- AmovPercMstpSlowWrflDnon_gear\n- AmovPercMstpSlowWrflDnon_Salute\n- AmovPercMstpSlowWrflDnon_SaluteIn\n- AmovPercMstpSlowWrflDnon_SaluteOut\n- AmovPercMstpSlowWrflDnon_turnL\n- AmovPercMstpSlowWrflDnon_turnR\n- AmovPercMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1\n- AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_2\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInHigh\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInLow\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInSDV\n- AmovPercMstpSnonWnonDnon_AinvPercMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AinvPercMstpSnonWnonDnon_Putdown\n- AmovPercMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_end\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPercMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPsitMstpSnonWnonDnon_ground\n- AmovPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSnonWnonDnon_Ease\n- AmovPercMstpSnonWnonDnon_EaseIn\n- AmovPercMstpSnonWnonDnon_EaseOut\n- AmovPercMstpSnonWnonDnon_exerciseKata\n- AmovPercMstpSnonWnonDnon_exercisekneeBendA\n- AmovPercMstpSnonWnonDnon_exercisekneeBendB\n- AmovPercMstpSnonWnonDnon_exercisePushup\n- AmovPercMstpSnonWnonDnon_falling\n- AmovPercMstpSnonWnonDnon_gear\n- AmovPercMstpSnonWnonDnon_Heli_Attack_01Gunner\n- AmovPercMstpSnonWnonDnon_Heli_Attack_01Pilot\n- AmovPercMstpSnonWnonDnon_Salute\n- AmovPercMstpSnonWnonDnon_SaluteIn\n- AmovPercMstpSnonWnonDnon_SaluteOut\n- AmovPercMstpSnonWnonDnon_Scared\n- AmovPercMstpSnonWnonDnon_Scared2\n- AmovPercMstpSnonWnonDnon_turnL\n- AmovPercMstpSnonWnonDnon_turnR\n- AmovPercMstpSnonWpstDnon_AmovPsitMstpSnonWpstDnon_ground\n- AmovPercMstpSoptWbinDnon\n- AmovPercMstpSoptWbinDnon_AinvPercMstpSoptWbinDnon_Putdown\n- AmovPercMstpSoptWbinDnon_AmovPknlMstpSoptWbinDnon\n- AmovPercMstpSoptWbinDnon_AmovPpneMstpSoptWbinDnon\n- AmovPercMstpSoptWbinDnon_turnL\n- AmovPercMstpSoptWbinDnon_turnR\n- AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AinvPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AinvPercMstpSrasWlnrDnon_Putdown\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSlowWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWpstDnon_end\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWrflDnon_end\n- AmovPercMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AmovPpneMstpSnonWnonDnon\n- AmovPercMstpSrasWlnrDnon_AmovPpneMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSrasWlnrDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSrasWlnrDnon_turnL\n- AmovPercMstpSrasWlnrDnon_turnR\n- AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDdown\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDleft\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDright\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDup\n- AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft\n- AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright\n- AmovPercMstpSrasWpstDnon_AcinPknlMwlkSnonWpstDb_1\n- AmovPercMstpSrasWpstDnon_AcinPknlMwlkSnonWpstDb_2\n- AmovPercMstpSrasWpstDnon_AidlPercMstpSlowWpstDnon\n- AmovPercMstpSrasWpstDnon_AinvPercMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AinvPercMstpSrasWpstDnon_Putdown\n- AmovPercMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon\n- AmovPercMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSlowWpstDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSnonWnonDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWlnrDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon_gear\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWrflDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSrasWpstDnon_falling\n- AmovPercMstpSrasWpstDnon_gear\n- AmovPercMstpSrasWpstDnon_gear_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_Salute\n- AmovPercMstpSrasWpstDnon_SaluteIn\n- AmovPercMstpSrasWpstDnon_SaluteIn_end\n- AmovPercMstpSrasWpstDnon_SaluteOut\n- AmovPercMstpSrasWpstDnon_SaluteOut_end\n- AmovPercMstpSrasWpstDnon_turnL\n- AmovPercMstpSrasWpstDnon_turnR\n- AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDdown\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDleft\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDright\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDup\n- AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft\n- AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright\n- AmovPercMstpSrasWrflDnon_AinvPercMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AinvPercMstpSrasWrflDnon_Putdown\n- AmovPercMstpSrasWrflDnon_AinvPknlMstpSlayWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWlnrDnon_end\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWpstDnon_end\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon_gear\n- AmovPercMstpSrasWrflDnon_AmovPknlMstpSlowWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSrasWrflDnon_diary\n- AmovPercMstpSrasWrflDnon_falling\n- AmovPercMstpSrasWrflDnon_gear\n- AmovPercMstpSrasWrflDnon_gear_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_Salute\n- AmovPercMstpSrasWrflDnon_SaluteIn\n- AmovPercMstpSrasWrflDnon_SaluteOut\n- AmovPercMstpSrasWrflDnon_turnL\n- AmovPercMstpSrasWrflDnon_turnR\n- AmovPercMstpSsurWnonDnon\n- AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMtacSlowWpstDb\n- AmovPercMtacSlowWpstDbl\n- AmovPercMtacSlowWpstDbr\n- AmovPercMtacSlowWpstDf\n- AmovPercMtacSlowWpstDfl\n- AmovPercMtacSlowWpstDfr\n- AmovPercMtacSlowWpstDl\n- AmovPercMtacSlowWpstDr\n- AmovPercMtacSlowWrflDb\n- AmovPercMtacSlowWrflDb_ver2\n- AmovPercMtacSlowWrflDbl\n- AmovPercMtacSlowWrflDbl_ver2\n- AmovPercMtacSlowWrflDbr\n- AmovPercMtacSlowWrflDbr_ver2\n- AmovPercMtacSlowWrflDf\n- AmovPercMtacSlowWrflDf_ver2\n- AmovPercMtacSlowWrflDfl\n- AmovPercMtacSlowWrflDfl_ver2\n- AmovPercMtacSlowWrflDfr\n- AmovPercMtacSlowWrflDfr_ver2\n- AmovPercMtacSlowWrflDl\n- AmovPercMtacSlowWrflDl_ver2\n- AmovPercMtacSlowWrflDr\n- AmovPercMtacSlowWrflDr_ver2\n- AmovPercMtacSrasWlnrDb\n- AmovPercMtacSrasWlnrDbl\n- AmovPercMtacSrasWlnrDbr\n- AmovPercMtacSrasWlnrDf\n- AmovPercMtacSrasWlnrDfl\n- AmovPercMtacSrasWlnrDfr\n- AmovPercMtacSrasWlnrDl\n- AmovPercMtacSrasWlnrDr\n- AmovPercMtacSrasWpstDb\n- AmovPercMtacSrasWpstDbl\n- AmovPercMtacSrasWpstDbr\n- AmovPercMtacSrasWpstDf\n- AmovPercMtacSrasWpstDfl\n- AmovPercMtacSrasWpstDfr\n- AmovPercMtacSrasWpstDl\n- AmovPercMtacSrasWpstDr\n- AmovPercMtacSrasWrflDb\n- AmovPercMtacSrasWrflDbl\n- AmovPercMtacSrasWrflDbr\n- AmovPercMtacSrasWrflDf\n- AmovPercMtacSrasWrflDf_AmovPercMtacSrasWlnrDf\n- AmovPercMtacSrasWrflDf_AmovPercMtacSrasWlnrDf_2\n- AmovPercMtacSrasWrflDfl\n- AmovPercMtacSrasWrflDfl_AmovPercMtacSrasWlnrDfl\n- AmovPercMtacSrasWrflDfl_AmovPercMtacSrasWlnrDfl_2\n- AmovPercMtacSrasWrflDfr\n- AmovPercMtacSrasWrflDfr_AmovPercMtacSrasWlnrDfr\n- AmovPercMtacSrasWrflDfr_AmovPercMtacSrasWlnrDfr_2\n- AmovPercMtacSrasWrflDl\n- AmovPercMtacSrasWrflDr\n- AmovPercMwlkSlowWlnrDb\n- AmovPercMwlkSlowWlnrDbl\n- AmovPercMwlkSlowWlnrDbr\n- AmovPercMwlkSlowWlnrDf\n- AmovPercMwlkSlowWlnrDfl\n- AmovPercMwlkSlowWlnrDfr\n- AmovPercMwlkSlowWlnrDl\n- AmovPercMwlkSlowWlnrDr\n- AmovPercMwlkSlowWpstDb\n- AmovPercMwlkSlowWpstDbl\n- AmovPercMwlkSlowWpstDbr\n- AmovPercMwlkSlowWpstDf\n- AmovPercMwlkSlowWpstDfl\n- AmovPercMwlkSlowWpstDfr\n- AmovPercMwlkSlowWpstDl\n- AmovPercMwlkSlowWpstDr\n- AmovPercMwlkSlowWrflDb\n- AmovPercMwlkSlowWrflDb_ver2\n- AmovPercMwlkSlowWrflDbl\n- AmovPercMwlkSlowWrflDbl_ver2\n- AmovPercMwlkSlowWrflDbr\n- AmovPercMwlkSlowWrflDbr_ver2\n- AmovPercMwlkSlowWrflDf\n- AmovPercMwlkSlowWrflDf_v1\n- AmovPercMwlkSlowWrflDf_v2\n- AmovPercMwlkSlowWrflDf_v3\n- AmovPercMwlkSlowWrflDf_ver2\n- AmovPercMwlkSlowWrflDfl\n- AmovPercMwlkSlowWrflDfl_ver2\n- AmovPercMwlkSlowWrflDfr\n- AmovPercMwlkSlowWrflDfr_ver2\n- AmovPercMwlkSlowWrflDl\n- AmovPercMwlkSlowWrflDl_ver2\n- AmovPercMwlkSlowWrflDr\n- AmovPercMwlkSlowWrflDr_ver2\n- AmovPercMwlkSnonWnonDb\n- AmovPercMwlkSnonWnonDbl\n- AmovPercMwlkSnonWnonDbr\n- AmovPercMwlkSnonWnonDf\n- AmovPercMwlkSnonWnonDf_AdvePercMrunSnonWnonDf\n- AmovPercMwlkSnonWnonDfl\n- AmovPercMwlkSnonWnonDfr\n- AmovPercMwlkSnonWnonDl\n- AmovPercMwlkSnonWnonDr\n- AmovPercMwlkSoptWbinDb\n- AmovPercMwlkSoptWbinDb_lnr\n- AmovPercMwlkSoptWbinDb_non\n- AmovPercMwlkSoptWbinDb_pst\n- AmovPercMwlkSoptWbinDb_rfl\n- AmovPercMwlkSoptWbinDbl\n- AmovPercMwlkSoptWbinDbl_lnr\n- AmovPercMwlkSoptWbinDbl_non\n- AmovPercMwlkSoptWbinDbl_pst\n- AmovPercMwlkSoptWbinDbl_rfl\n- AmovPercMwlkSoptWbinDbr\n- AmovPercMwlkSoptWbinDbr_lnr\n- AmovPercMwlkSoptWbinDbr_non\n- AmovPercMwlkSoptWbinDbr_pst\n- AmovPercMwlkSoptWbinDbr_rfl\n- AmovPercMwlkSoptWbinDf\n- AmovPercMwlkSoptWbinDf_lnr\n- AmovPercMwlkSoptWbinDf_non\n- AmovPercMwlkSoptWbinDf_pst\n- AmovPercMwlkSoptWbinDf_rfl\n- AmovPercMwlkSoptWbinDfl\n- AmovPercMwlkSoptWbinDfl_lnr\n- AmovPercMwlkSoptWbinDfl_non\n- AmovPercMwlkSoptWbinDfl_pst\n- AmovPercMwlkSoptWbinDfl_rfl\n- AmovPercMwlkSoptWbinDfr\n- AmovPercMwlkSoptWbinDfr_lnr\n- AmovPercMwlkSoptWbinDfr_non\n- AmovPercMwlkSoptWbinDfr_pst\n- AmovPercMwlkSoptWbinDfr_rfl\n- AmovPercMwlkSoptWbinDl\n- AmovPercMwlkSoptWbinDl_lnr\n- AmovPercMwlkSoptWbinDl_non\n- AmovPercMwlkSoptWbinDl_pst\n- AmovPercMwlkSoptWbinDl_rfl\n- AmovPercMwlkSoptWbinDr\n- AmovPercMwlkSoptWbinDr_lnr\n- AmovPercMwlkSoptWbinDr_non\n- AmovPercMwlkSoptWbinDr_pst\n- AmovPercMwlkSoptWbinDr_rfl\n- AmovPercMwlkSrasWlnrDb\n- AmovPercMwlkSrasWlnrDbl\n- AmovPercMwlkSrasWlnrDbr\n- AmovPercMwlkSrasWlnrDf\n- AmovPercMwlkSrasWlnrDfl\n- AmovPercMwlkSrasWlnrDfr\n- AmovPercMwlkSrasWlnrDl\n- AmovPercMwlkSrasWlnrDr\n- AmovPercMwlkSrasWpstDb\n- AmovPercMwlkSrasWpstDbl\n- AmovPercMwlkSrasWpstDbr\n- AmovPercMwlkSrasWpstDf\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthArm\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthEnd\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthStart\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthThrow\n- AmovPercMwlkSrasWpstDf_AwopPercMrunSgthWnonDf_1\n- AmovPercMwlkSrasWpstDfl\n- AmovPercMwlkSrasWpstDfr\n- AmovPercMwlkSrasWpstDl\n- AmovPercMwlkSrasWpstDr\n- AmovPercMwlkSrasWrflDb\n- AmovPercMwlkSrasWrflDbl\n- AmovPercMwlkSrasWrflDbr\n- AmovPercMwlkSrasWrflDf\n- AmovPercMwlkSrasWrflDf_AdvePercMrunSnonWnonDf\n- AmovPercMwlkSrasWrflDf_AdvePercMrunSnonWrflDf\n- AmovPercMwlkSrasWrflDf_AmovPercMstpSrasWrflDnon_gthEnd\n- AmovPercMwlkSrasWrflDf_AmovPercMstpSrasWrflDnon_gthStart\n- AmovPercMwlkSrasWrflDf_AmovPercMstpSrasWrflDnon_gthThrow\n- AmovPercMwlkSrasWrflDfl\n- AmovPercMwlkSrasWrflDfr\n- AmovPercMwlkSrasWrflDl\n- AmovPercMwlkSrasWrflDr\n- AmovPincMrunSlowWpstDb\n- AmovPincMrunSlowWpstDbl\n- AmovPincMrunSlowWpstDbr\n- AmovPincMrunSlowWpstDf\n- AmovPincMrunSlowWpstDfl\n- AmovPincMrunSlowWpstDfr\n- AmovPincMrunSlowWpstDl\n- AmovPincMrunSlowWpstDr\n- AmovPincMrunSlowWrflDb\n- AmovPincMrunSlowWrflDbl\n- AmovPincMrunSlowWrflDbr\n- AmovPincMrunSlowWrflDf\n- AmovPincMrunSlowWrflDfl\n- AmovPincMrunSlowWrflDfr\n- AmovPincMrunSlowWrflDl\n- AmovPincMrunSlowWrflDr\n- AmovPincMrunSnonWnonDb\n- AmovPincMrunSnonWnonDbl\n- AmovPincMrunSnonWnonDbr\n- AmovPincMrunSnonWnonDf\n- AmovPincMrunSnonWnonDfl\n- AmovPincMrunSnonWnonDfr\n- AmovPincMrunSnonWnonDl\n- AmovPincMrunSnonWnonDr\n- AmovPincMsprSlowWrflDf\n- AmovPincMstpSnonWnonDnon\n- AmovPincMstpSnonWnonDnon_turnL\n- AmovPincMstpSnonWnonDnon_turnR\n- AmovPincMstpSrasWpstDnon\n- AmovPincMstpSrasWpstDnon_turnL\n- AmovPincMstpSrasWpstDnon_turnR\n- AmovPincMstpSrasWrflDnon\n- AmovPincMstpSrasWrflDnon_turnL\n- AmovPincMstpSrasWrflDnon_turnR\n- AmovPknlMevaSlowWlnrDf\n- AmovPknlMevaSlowWlnrDfl\n- AmovPknlMevaSlowWlnrDfr\n- AmovPknlMevaSlowWrflDf\n- AmovPknlMevaSlowWrflDfl\n- AmovPknlMevaSlowWrflDfr\n- AmovPknlMevaSnonWbinDf\n- AmovPknlMevaSnonWbinDf_lnr\n- AmovPknlMevaSnonWbinDf_non\n- AmovPknlMevaSnonWbinDf_pst\n- AmovPknlMevaSnonWbinDf_rfl\n- AmovPknlMevaSnonWbinDfl\n- AmovPknlMevaSnonWbinDfl_lnr\n- AmovPknlMevaSnonWbinDfl_non\n- AmovPknlMevaSnonWbinDfl_pst\n- AmovPknlMevaSnonWbinDfl_rfl\n- AmovPknlMevaSnonWbinDfr\n- AmovPknlMevaSnonWbinDfr_lnr\n- AmovPknlMevaSnonWbinDfr_non\n- AmovPknlMevaSnonWbinDfr_pst\n- AmovPknlMevaSnonWbinDfr_rfl\n- AmovPknlMevaSnonWnonDf\n- AmovPknlMevaSnonWnonDfl\n- AmovPknlMevaSnonWnonDfr\n- AmovPknlMevaSrasWpstDf\n- AmovPknlMevaSrasWpstDfl\n- AmovPknlMevaSrasWpstDfr\n- AmovPknlMevaSrasWpstDl\n- AmovPknlMevaSrasWpstDr\n- AmovPknlMevaSrasWrflDf\n- AmovPknlMevaSrasWrflDfl\n- AmovPknlMevaSrasWrflDfr\n- AmovPknlMevaSrasWrflDl\n- AmovPknlMevaSrasWrflDr\n- AmovPknlMlmpSlowWpstDb\n- AmovPknlMlmpSlowWpstDbl\n- AmovPknlMlmpSlowWpstDbr\n- AmovPknlMlmpSlowWpstDf\n- AmovPknlMlmpSlowWpstDfl\n- AmovPknlMlmpSlowWpstDfr\n- AmovPknlMlmpSlowWpstDl\n- AmovPknlMlmpSlowWpstDr\n- AmovPknlMlmpSlowWrflDb\n- AmovPknlMlmpSlowWrflDbl\n- AmovPknlMlmpSlowWrflDbr\n- AmovPknlMlmpSlowWrflDf\n- AmovPknlMlmpSlowWrflDfl\n- AmovPknlMlmpSlowWrflDfr\n- AmovPknlMlmpSlowWrflDl\n- AmovPknlMlmpSlowWrflDr\n- AmovPknlMlmpSnonWnonDb\n- AmovPknlMlmpSnonWnonDbl\n- AmovPknlMlmpSnonWnonDbr\n- AmovPknlMlmpSnonWnonDf\n- AmovPknlMlmpSnonWnonDfl\n- AmovPknlMlmpSnonWnonDfr\n- AmovPknlMlmpSnonWnonDl\n- AmovPknlMlmpSnonWnonDr\n- AmovPknlMlmpSoptWbinDb\n- AmovPknlMlmpSoptWbinDbl\n- AmovPknlMlmpSoptWbinDbr\n- AmovPknlMlmpSoptWbinDf\n- AmovPknlMlmpSoptWbinDfl\n- AmovPknlMlmpSoptWbinDfr\n- AmovPknlMlmpSoptWbinDl\n- AmovPknlMlmpSoptWbinDr\n- AmovPknlMlmpSrasWlnrDb\n- AmovPknlMlmpSrasWlnrDbl\n- AmovPknlMlmpSrasWlnrDbr\n- AmovPknlMlmpSrasWlnrDf\n- AmovPknlMlmpSrasWlnrDfl\n- AmovPknlMlmpSrasWlnrDfr\n- AmovPknlMlmpSrasWlnrDl\n- AmovPknlMlmpSrasWlnrDr\n- AmovPknlMlmpSrasWpstDb\n- AmovPknlMlmpSrasWpstDbl\n- AmovPknlMlmpSrasWpstDbr\n- AmovPknlMlmpSrasWpstDf\n- AmovPknlMlmpSrasWpstDfl\n- AmovPknlMlmpSrasWpstDfr\n- AmovPknlMlmpSrasWpstDl\n- AmovPknlMlmpSrasWpstDr\n- AmovPknlMlmpSrasWrflDb\n- AmovPknlMlmpSrasWrflDbl\n- AmovPknlMlmpSrasWrflDbr\n- AmovPknlMlmpSrasWrflDf\n- AmovPknlMlmpSrasWrflDfl\n- AmovPknlMlmpSrasWrflDfr\n- AmovPknlMlmpSrasWrflDl\n- AmovPknlMlmpSrasWrflDr\n- AmovPknlMrunSlowWpstDb\n- AmovPknlMrunSlowWpstDbl\n- AmovPknlMrunSlowWpstDbr\n- AmovPknlMrunSlowWpstDf\n- AmovPknlMrunSlowWpstDfl\n- AmovPknlMrunSlowWpstDfr\n- AmovPknlMrunSlowWpstDl\n- AmovPknlMrunSlowWpstDr\n- AmovPknlMrunSlowWrflDb\n- AmovPknlMrunSlowWrflDbl\n- AmovPknlMrunSlowWrflDbr\n- AmovPknlMrunSlowWrflDf\n- AmovPknlMrunSlowWrflDfl\n- AmovPknlMrunSlowWrflDfr\n- AmovPknlMrunSlowWrflDl\n- AmovPknlMrunSlowWrflDr\n- AmovPknlMrunSnonWbinDb\n- AmovPknlMrunSnonWbinDb_lnr\n- AmovPknlMrunSnonWbinDb_non\n- AmovPknlMrunSnonWbinDb_pst\n- AmovPknlMrunSnonWbinDb_rfl\n- AmovPknlMrunSnonWbinDbl\n- AmovPknlMrunSnonWbinDbl_lnr\n- AmovPknlMrunSnonWbinDbl_non\n- AmovPknlMrunSnonWbinDbl_pst\n- AmovPknlMrunSnonWbinDbl_rfl\n- AmovPknlMrunSnonWbinDbr\n- AmovPknlMrunSnonWbinDbr_lnr\n- AmovPknlMrunSnonWbinDbr_non\n- AmovPknlMrunSnonWbinDbr_pst\n- AmovPknlMrunSnonWbinDbr_rfl\n- AmovPknlMrunSnonWbinDf\n- AmovPknlMrunSnonWbinDf_lnr\n- AmovPknlMrunSnonWbinDf_non\n- AmovPknlMrunSnonWbinDf_pst\n- AmovPknlMrunSnonWbinDf_rfl\n- AmovPknlMrunSnonWbinDfl\n- AmovPknlMrunSnonWbinDfl_lnr\n- AmovPknlMrunSnonWbinDfl_non\n- AmovPknlMrunSnonWbinDfl_pst\n- AmovPknlMrunSnonWbinDfl_rfl\n- AmovPknlMrunSnonWbinDfr\n- AmovPknlMrunSnonWbinDfr_lnr\n- AmovPknlMrunSnonWbinDfr_non\n- AmovPknlMrunSnonWbinDfr_pst\n- AmovPknlMrunSnonWbinDfr_rfl\n- AmovPknlMrunSnonWbinDl\n- AmovPknlMrunSnonWbinDl_lnr\n- AmovPknlMrunSnonWbinDl_non\n- AmovPknlMrunSnonWbinDl_pst\n- AmovPknlMrunSnonWbinDl_rfl\n- AmovPknlMrunSnonWbinDr\n- AmovPknlMrunSnonWbinDr_lnr\n- AmovPknlMrunSnonWbinDr_non\n- AmovPknlMrunSnonWbinDr_pst\n- AmovPknlMrunSnonWbinDr_rfl\n- AmovPknlMrunSnonWnonDb\n- AmovPknlMrunSnonWnonDbl\n- AmovPknlMrunSnonWnonDbr\n- AmovPknlMrunSnonWnonDf\n- AmovPknlMrunSnonWnonDfl\n- AmovPknlMrunSnonWnonDfr\n- AmovPknlMrunSnonWnonDl\n- AmovPknlMrunSnonWnonDr\n- AmovPknlMrunSrasWlnrDb\n- AmovPknlMrunSrasWlnrDbl\n- AmovPknlMrunSrasWlnrDbr\n- AmovPknlMrunSrasWlnrDf\n- AmovPknlMrunSrasWlnrDfl\n- AmovPknlMrunSrasWlnrDfr\n- AmovPknlMrunSrasWlnrDl\n- AmovPknlMrunSrasWlnrDr\n- AmovPknlMrunSrasWpstDb\n- AmovPknlMrunSrasWpstDbl\n- AmovPknlMrunSrasWpstDbr\n- AmovPknlMrunSrasWpstDf\n- AmovPknlMrunSrasWpstDfl\n- AmovPknlMrunSrasWpstDfr\n- AmovPknlMrunSrasWpstDl\n- AmovPknlMrunSrasWpstDr\n- AmovPknlMrunSrasWrflDb\n- AmovPknlMrunSrasWrflDb_ldst\n- AmovPknlMrunSrasWrflDbl\n- AmovPknlMrunSrasWrflDbl_ldst\n- AmovPknlMrunSrasWrflDbr\n- AmovPknlMrunSrasWrflDbr_ldst\n- AmovPknlMrunSrasWrflDf\n- AmovPknlMrunSrasWrflDf_ldst\n- AmovPknlMrunSrasWrflDfl\n- AmovPknlMrunSrasWrflDfl_ldst\n- AmovPknlMrunSrasWrflDfr\n- AmovPknlMrunSrasWrflDfr_ldst\n- AmovPknlMrunSrasWrflDl\n- AmovPknlMrunSrasWrflDl_ldst\n- AmovPknlMrunSrasWrflDr\n- AmovPknlMrunSrasWrflDr_ldst\n- AmovPknlMstpSlowWpstDnon\n- AmovPknlMstpSlowWpstDnon_AmovPercMstpSlowWpstDnon\n- AmovPknlMstpSlowWpstDnon_AmovPknlMrunSrasWpstDf\n- AmovPknlMstpSlowWpstDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSlowWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPknlMstpSlowWpstDnon_gear_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSlowWpstDnon_turnL\n- AmovPknlMstpSlowWpstDnon_turnR\n- AmovPknlMstpSlowWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPknlMrunSlowWrflDf\n- AmovPknlMstpSlowWrflDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPknlMstpSlowWrflDnon_diary\n- AmovPknlMstpSlowWrflDnon_explo\n- AmovPknlMstpSlowWrflDnon_gear\n- AmovPknlMstpSlowWrflDnon_relax\n- AmovPknlMstpSlowWrflDnon_turnL\n- AmovPknlMstpSlowWrflDnon_turnR\n- AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon_Putdown\n- AmovPknlMstpSnonWnonDnon_AmovPercMsprSnonWnonDf\n- AmovPknlMstpSnonWnonDnon_AmovPercMsprSnonWnonDf_2\n- AmovPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AmovPknlMrunSnonWnonDf\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon_end\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSnonWnonDnon_explo\n- AmovPknlMstpSnonWnonDnon_gear\n- AmovPknlMstpSnonWnonDnon_gear_trans\n- AmovPknlMstpSnonWnonDnon_relax\n- AmovPknlMstpSnonWnonDnon_turnL\n- AmovPknlMstpSnonWnonDnon_turnR\n- AmovPknlMstpSoptWbinDnon\n- AmovPknlMstpSoptWbinDnon_AinvPknlMstpSoptWbinDnon_Putdown\n- AmovPknlMstpSoptWbinDnon_AmovPercMstpSoptWbinDnon\n- AmovPknlMstpSoptWbinDnon_AmovPpneMstpSoptWbinDnon\n- AmovPknlMstpSoptWbinDnon_turnL\n- AmovPknlMstpSoptWbinDnon_turnR\n- AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWlnrDnon_AinvPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWlnrDnon_AinvPknlMstpSrasWlnrDnon_Putdown\n- AmovPknlMstpSrasWlnrDnon_AmovPercMstpSnonWnonDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWpstDnon_end\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWrflDnon_end\n- AmovPknlMstpSrasWlnrDnon_AmovPpneMstpSnonWnonDnon\n- AmovPknlMstpSrasWlnrDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSrasWlnrDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSrasWlnrDnon_relax\n- AmovPknlMstpSrasWlnrDnon_turnL\n- AmovPknlMstpSrasWlnrDnon_turnR\n- AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDdown\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDleft\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDright\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDup\n- AmovPknlMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft\n- AmovPknlMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon_end\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSrasWpstDnon_Putdown\n- AmovPknlMstpSrasWpstDnon_AmovPercMsprSrasWpstDf\n- AmovPknlMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSlowWpstDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSlowWpstDnon_gear\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSnonWnonDnon_end\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWlnrDnon_end\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon_gear\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWrflDnon_end\n- AmovPknlMstpSrasWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSrasWpstDnon_explo\n- AmovPknlMstpSrasWpstDnon_gear\n- AmovPknlMstpSrasWpstDnon_gear_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_relax\n- AmovPknlMstpSrasWpstDnon_turnL\n- AmovPknlMstpSrasWpstDnon_turnR\n- AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDdown\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDleft\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDright\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDup\n- AmovPknlMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft\n- AmovPknlMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright\n- AmovPknlMstpSrasWrflDnon_AinvPknlMstpSlayWrflDnon\n- AmovPknlMstpSrasWrflDnon_AinvPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AinvPknlMstpSrasWrflDnon_Putdown\n- AmovPknlMstpSrasWrflDnon_AmovPercMsprSrasWrflDf_2\n- AmovPknlMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMevaSrasWrflDr\n- AmovPknlMstpSrasWrflDnon_AmovPknlMrunSlowWrflDf\n- AmovPknlMstpSrasWrflDnon_AmovPknlMsprSrasWrflDf\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSlowWrflDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWlnrDnon_end\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWpstDnon_end\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon_gear\n- AmovPknlMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSrasWrflDnon_diary\n- AmovPknlMstpSrasWrflDnon_explo\n- AmovPknlMstpSrasWrflDnon_gear\n- AmovPknlMstpSrasWrflDnon_gear_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_turnL\n- AmovPknlMstpSrasWrflDnon_turnR\n- AmovPknlMtacSlowWpstDb\n- AmovPknlMtacSlowWpstDbl\n- AmovPknlMtacSlowWpstDbr\n- AmovPknlMtacSlowWpstDf\n- AmovPknlMtacSlowWpstDfl\n- AmovPknlMtacSlowWpstDfr\n- AmovPknlMtacSlowWpstDl\n- AmovPknlMtacSlowWpstDr\n- AmovPknlMtacSlowWrflDb\n- AmovPknlMtacSlowWrflDbl\n- AmovPknlMtacSlowWrflDbr\n- AmovPknlMtacSlowWrflDf\n- AmovPknlMtacSlowWrflDfl\n- AmovPknlMtacSlowWrflDfr\n- AmovPknlMtacSlowWrflDl\n- AmovPknlMtacSlowWrflDr\n- AmovPknlMtacSrasWlnrDb\n- AmovPknlMtacSrasWlnrDbl\n- AmovPknlMtacSrasWlnrDbr\n- AmovPknlMtacSrasWlnrDf\n- AmovPknlMtacSrasWlnrDfl\n- AmovPknlMtacSrasWlnrDfr\n- AmovPknlMtacSrasWlnrDl\n- AmovPknlMtacSrasWlnrDr\n- AmovPknlMtacSrasWpstDb\n- AmovPknlMtacSrasWpstDbl\n- AmovPknlMtacSrasWpstDbr\n- AmovPknlMtacSrasWpstDf\n- AmovPknlMtacSrasWpstDfl\n- AmovPknlMtacSrasWpstDfr\n- AmovPknlMtacSrasWpstDl\n- AmovPknlMtacSrasWpstDr\n- AmovPknlMtacSrasWrflDb\n- AmovPknlMtacSrasWrflDbl\n- AmovPknlMtacSrasWrflDbr\n- AmovPknlMtacSrasWrflDf\n- AmovPknlMtacSrasWrflDfl\n- AmovPknlMtacSrasWrflDfr\n- AmovPknlMtacSrasWrflDl\n- AmovPknlMtacSrasWrflDr\n- AmovPknlMwlkSlowWpstDb\n- AmovPknlMwlkSlowWpstDbl\n- AmovPknlMwlkSlowWpstDbr\n- AmovPknlMwlkSlowWpstDf\n- AmovPknlMwlkSlowWpstDfl\n- AmovPknlMwlkSlowWpstDfr\n- AmovPknlMwlkSlowWpstDl\n- AmovPknlMwlkSlowWpstDr\n- AmovPknlMwlkSlowWrflDb\n- AmovPknlMwlkSlowWrflDbl\n- AmovPknlMwlkSlowWrflDbr\n- AmovPknlMwlkSlowWrflDf\n- AmovPknlMwlkSlowWrflDfl\n- AmovPknlMwlkSlowWrflDfr\n- AmovPknlMwlkSlowWrflDl\n- AmovPknlMwlkSlowWrflDr\n- AmovPknlMwlkSnonWnonDb\n- AmovPknlMwlkSnonWnonDbl\n- AmovPknlMwlkSnonWnonDbr\n- AmovPknlMwlkSnonWnonDf\n- AmovPknlMwlkSnonWnonDfl\n- AmovPknlMwlkSnonWnonDfr\n- AmovPknlMwlkSnonWnonDl\n- AmovPknlMwlkSnonWnonDr\n- AmovPknlMwlkSoptWbinDb\n- AmovPknlMwlkSoptWbinDb_lnr\n- AmovPknlMwlkSoptWbinDb_non\n- AmovPknlMwlkSoptWbinDb_pst\n- AmovPknlMwlkSoptWbinDb_rfl\n- AmovPknlMwlkSoptWbinDbl\n- AmovPknlMwlkSoptWbinDbl_lnr\n- AmovPknlMwlkSoptWbinDbl_non\n- AmovPknlMwlkSoptWbinDbl_pst\n- AmovPknlMwlkSoptWbinDbl_rfl\n- AmovPknlMwlkSoptWbinDbr\n- AmovPknlMwlkSoptWbinDbr_lnr\n- AmovPknlMwlkSoptWbinDbr_non\n- AmovPknlMwlkSoptWbinDbr_pst\n- AmovPknlMwlkSoptWbinDbr_rfl\n- AmovPknlMwlkSoptWbinDf\n- AmovPknlMwlkSoptWbinDf_lnr\n- AmovPknlMwlkSoptWbinDf_non\n- AmovPknlMwlkSoptWbinDf_pst\n- AmovPknlMwlkSoptWbinDf_rfl\n- AmovPknlMwlkSoptWbinDfl\n- AmovPknlMwlkSoptWbinDfl_lnr\n- AmovPknlMwlkSoptWbinDfl_non\n- AmovPknlMwlkSoptWbinDfl_pst\n- AmovPknlMwlkSoptWbinDfl_rfl\n- AmovPknlMwlkSoptWbinDfr\n- AmovPknlMwlkSoptWbinDfr_lnr\n- AmovPknlMwlkSoptWbinDfr_non\n- AmovPknlMwlkSoptWbinDfr_pst\n- AmovPknlMwlkSoptWbinDfr_rfl\n- AmovPknlMwlkSoptWbinDl\n- AmovPknlMwlkSoptWbinDl_lnr\n- AmovPknlMwlkSoptWbinDl_non\n- AmovPknlMwlkSoptWbinDl_pst\n- AmovPknlMwlkSoptWbinDl_rfl\n- AmovPknlMwlkSoptWbinDr\n- AmovPknlMwlkSoptWbinDr_lnr\n- AmovPknlMwlkSoptWbinDr_non\n- AmovPknlMwlkSoptWbinDr_pst\n- AmovPknlMwlkSoptWbinDr_rfl\n- AmovPknlMwlkSrasWlnrDb\n- AmovPknlMwlkSrasWlnrDbl\n- AmovPknlMwlkSrasWlnrDbr\n- AmovPknlMwlkSrasWlnrDf\n- AmovPknlMwlkSrasWlnrDfl\n- AmovPknlMwlkSrasWlnrDfr\n- AmovPknlMwlkSrasWlnrDl\n- AmovPknlMwlkSrasWlnrDr\n- AmovPknlMwlkSrasWpstDb\n- AmovPknlMwlkSrasWpstDbl\n- AmovPknlMwlkSrasWpstDbr\n- AmovPknlMwlkSrasWpstDf\n- AmovPknlMwlkSrasWpstDfl\n- AmovPknlMwlkSrasWpstDfr\n- AmovPknlMwlkSrasWpstDl\n- AmovPknlMwlkSrasWpstDr\n- AmovPknlMwlkSrasWrflDb\n- AmovPknlMwlkSrasWrflDbl\n- AmovPknlMwlkSrasWrflDbr\n- AmovPknlMwlkSrasWrflDf\n- AmovPknlMwlkSrasWrflDfl\n- AmovPknlMwlkSrasWrflDfr\n- AmovPknlMwlkSrasWrflDl\n- AmovPknlMwlkSrasWrflDr\n- AmovPpneMevaSlowWrflDf\n- AmovPpneMevaSnonWbinDf\n- AmovPpneMevaSnonWbinDf_lnr\n- AmovPpneMevaSnonWbinDf_non\n- AmovPpneMevaSnonWbinDf_pst\n- AmovPpneMevaSnonWbinDf_rfl\n- AmovPpneMrunSlowWpstDb\n- AmovPpneMrunSlowWpstDbl\n- AmovPpneMrunSlowWpstDbr\n- AmovPpneMrunSlowWpstDf\n- AmovPpneMrunSlowWpstDfl\n- AmovPpneMrunSlowWpstDfr\n- AmovPpneMrunSlowWpstDl\n- AmovPpneMrunSlowWpstDr\n- AmovPpneMrunSlowWrflDb\n- AmovPpneMrunSlowWrflDbl\n- AmovPpneMrunSlowWrflDbr\n- AmovPpneMrunSlowWrflDf\n- AmovPpneMrunSlowWrflDfl\n- AmovPpneMrunSlowWrflDfr\n- AmovPpneMrunSlowWrflDl\n- AmovPpneMrunSlowWrflDr\n- AmovPpneMrunSnonWbinDb\n- AmovPpneMrunSnonWbinDb_lnr\n- AmovPpneMrunSnonWbinDb_non\n- AmovPpneMrunSnonWbinDb_pst\n- AmovPpneMrunSnonWbinDb_rfl\n- AmovPpneMrunSnonWbinDbl\n- AmovPpneMrunSnonWbinDbl_lnr\n- AmovPpneMrunSnonWbinDbl_non\n- AmovPpneMrunSnonWbinDbl_pst\n- AmovPpneMrunSnonWbinDbl_rfl\n- AmovPpneMrunSnonWbinDbr\n- AmovPpneMrunSnonWbinDbr_lnr\n- AmovPpneMrunSnonWbinDbr_non\n- AmovPpneMrunSnonWbinDbr_pst\n- AmovPpneMrunSnonWbinDbr_rfl\n- AmovPpneMrunSnonWbinDf\n- AmovPpneMrunSnonWbinDf_lnr\n- AmovPpneMrunSnonWbinDf_non\n- AmovPpneMrunSnonWbinDf_pst\n- AmovPpneMrunSnonWbinDf_rfl\n- AmovPpneMrunSnonWbinDfl\n- AmovPpneMrunSnonWbinDfl_lnr\n- AmovPpneMrunSnonWbinDfl_non\n- AmovPpneMrunSnonWbinDfl_pst\n- AmovPpneMrunSnonWbinDfl_rfl\n- AmovPpneMrunSnonWbinDfr\n- AmovPpneMrunSnonWbinDfr_lnr\n- AmovPpneMrunSnonWbinDfr_non\n- AmovPpneMrunSnonWbinDfr_pst\n- AmovPpneMrunSnonWbinDfr_rfl\n- AmovPpneMrunSnonWbinDl\n- AmovPpneMrunSnonWbinDl_lnr\n- AmovPpneMrunSnonWbinDl_non\n- AmovPpneMrunSnonWbinDl_pst\n- AmovPpneMrunSnonWbinDl_rfl\n- AmovPpneMrunSnonWbinDr\n- AmovPpneMrunSnonWbinDr_lnr\n- AmovPpneMrunSnonWbinDr_non\n- AmovPpneMrunSnonWbinDr_pst\n- AmovPpneMrunSnonWbinDr_rfl\n- AmovPpneMrunSnonWnonDb\n- AmovPpneMrunSnonWnonDbl\n- AmovPpneMrunSnonWnonDbr\n- AmovPpneMrunSnonWnonDf\n- AmovPpneMrunSnonWnonDfl\n- AmovPpneMrunSnonWnonDfr\n- AmovPpneMrunSnonWnonDl\n- AmovPpneMrunSnonWnonDr\n- AmovPpneMrunSrasWlnrDb\n- AmovPpneMrunSrasWlnrDbl\n- AmovPpneMrunSrasWlnrDbr\n- AmovPpneMrunSrasWlnrDf\n- AmovPpneMrunSrasWlnrDfl\n- AmovPpneMrunSrasWlnrDfr\n- AmovPpneMrunSrasWlnrDl\n- AmovPpneMrunSrasWlnrDr\n- AmovPpneMsprSlowWpstDf\n- AmovPpneMsprSlowWrflDb\n- AmovPpneMsprSlowWrflDbl\n- AmovPpneMsprSlowWrflDbr\n- AmovPpneMsprSlowWrflDf\n- AmovPpneMsprSlowWrflDf_injured\n- AmovPpneMsprSlowWrflDfl\n- AmovPpneMsprSlowWrflDfr\n- AmovPpneMsprSlowWrflDl\n- AmovPpneMsprSlowWrflDr\n- AmovPpneMsprSnonWnonDf\n- AmovPpneMsprSnonWnonDf_injured\n- AmovPpneMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AinvPpneMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AinvPpneMstpSnonWnonDnon_Putdown\n- AmovPpneMstpSnonWnonDnon_AmovPercMsprSnonWnonDf\n- AmovPpneMstpSnonWnonDnon_AmovPercMsprSnonWnonDf_2\n- AmovPpneMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AmovPpneMevaSnonWnonDl\n- AmovPpneMstpSnonWnonDnon_AmovPpneMevaSnonWnonDr\n- AmovPpneMstpSnonWnonDnon_AmovPpneMstpSrasWpstDnon\n- AmovPpneMstpSnonWnonDnon_AmovPpneMstpSrasWpstDnon_end\n- AmovPpneMstpSnonWnonDnon_AmovPpneMstpSrasWrflDnon\n- AmovPpneMstpSnonWnonDnon_AmovPsitMstpSnonWnonDnon_ground\n- AmovPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon\n- AmovPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon_end\n- AmovPpneMstpSnonWnonDnon_healed\n- AmovPpneMstpSnonWnonDnon_injured\n- AmovPpneMstpSnonWnonDnon_relax\n- AmovPpneMstpSnonWnonDnon_turnL\n- AmovPpneMstpSnonWnonDnon_turnR\n- AmovPpneMstpSnonWpstDnon_injured\n- AmovPpneMstpSoptWbinDnon\n- AmovPpneMstpSoptWbinDnon_AinvPpneMstpSoptWbinDnon_Putdown\n- AmovPpneMstpSoptWbinDnon_AmovPercMstpSoptWbinDnon\n- AmovPpneMstpSoptWbinDnon_AmovPknlMstpSoptWbinDnon\n- AmovPpneMstpSoptWbinDnon_AmovPpneMevaSoptWbinDl\n- AmovPpneMstpSoptWbinDnon_AmovPpneMevaSoptWbinDr\n- AmovPpneMstpSoptWbinDnon_turnL\n- AmovPpneMstpSoptWbinDnon_turnR\n- AmovPpneMstpSrasWlnrDnon\n- AmovPpneMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AmovPpneMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPpneMstpSrasWlnrDnon_turnL\n- AmovPpneMstpSrasWlnrDnon_turnR\n- AmovPpneMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDdown\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDup\n- AmovPpneMstpSrasWpstDnon_AinvPpneMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AinvPpneMstpSrasWpstDnon_Putdown\n- AmovPpneMstpSrasWpstDnon_AmovPercMsprSlowWpstDf\n- AmovPpneMstpSrasWpstDnon_AmovPercMsprSlowWpstDf_2\n- AmovPpneMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AmovPpneMevaSlowWpstDl\n- AmovPpneMstpSrasWpstDnon_AmovPpneMevaSlowWpstDr\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSnonWnonDnon\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSnonWnonDnon_end\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon_end\n- AmovPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon\n- AmovPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon_end\n- AmovPpneMstpSrasWpstDnon_healed\n- AmovPpneMstpSrasWpstDnon_relax\n- AmovPpneMstpSrasWpstDnon_turnL\n- AmovPpneMstpSrasWpstDnon_turnR\n- AmovPpneMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDdown\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDup\n- AmovPpneMstpSrasWrflDnon_AinvPpneMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AinvPpneMstpSrasWrflDnon_Putdown\n- AmovPpneMstpSrasWrflDnon_AmovPercMsprSlowWrflDf\n- AmovPpneMstpSrasWrflDnon_AmovPercMsprSlowWrflDf_2\n- AmovPpneMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDl\n- AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDr\n- AmovPpneMstpSrasWrflDnon_AmovPpneMstpSnonWnonDnon\n- AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon\n- AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon_end\n- AmovPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon\n- AmovPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon_end\n- AmovPpneMstpSrasWrflDnon_healed\n- AmovPpneMstpSrasWrflDnon_injured\n- AmovPpneMstpSrasWrflDnon_injuredHealed\n- AmovPpneMstpSrasWrflDnon_relax\n- AmovPpneMstpSrasWrflDnon_turnL\n- AmovPpneMstpSrasWrflDnon_turnR\n- AmovPpneMwlkSoptWbinDb\n- AmovPpneMwlkSoptWbinDb_lnr\n- AmovPpneMwlkSoptWbinDb_non\n- AmovPpneMwlkSoptWbinDb_pst\n- AmovPpneMwlkSoptWbinDb_rfl\n- AmovPpneMwlkSoptWbinDbl\n- AmovPpneMwlkSoptWbinDbl_lnr\n- AmovPpneMwlkSoptWbinDbl_non\n- AmovPpneMwlkSoptWbinDbl_pst\n- AmovPpneMwlkSoptWbinDbl_rfl\n- AmovPpneMwlkSoptWbinDbr\n- AmovPpneMwlkSoptWbinDbr_lnr\n- AmovPpneMwlkSoptWbinDbr_non\n- AmovPpneMwlkSoptWbinDbr_pst\n- AmovPpneMwlkSoptWbinDbr_rfl\n- AmovPpneMwlkSoptWbinDf\n- AmovPpneMwlkSoptWbinDf_lnr\n- AmovPpneMwlkSoptWbinDf_non\n- AmovPpneMwlkSoptWbinDf_pst\n- AmovPpneMwlkSoptWbinDf_rfl\n- AmovPpneMwlkSoptWbinDfl\n- AmovPpneMwlkSoptWbinDfl_lnr\n- AmovPpneMwlkSoptWbinDfl_non\n- AmovPpneMwlkSoptWbinDfl_pst\n- AmovPpneMwlkSoptWbinDfl_rfl\n- AmovPpneMwlkSoptWbinDfr\n- AmovPpneMwlkSoptWbinDfr_lnr\n- AmovPpneMwlkSoptWbinDfr_non\n- AmovPpneMwlkSoptWbinDfr_pst\n- AmovPpneMwlkSoptWbinDfr_rfl\n- AmovPpneMwlkSoptWbinDl\n- AmovPpneMwlkSoptWbinDl_lnr\n- AmovPpneMwlkSoptWbinDl_non\n- AmovPpneMwlkSoptWbinDl_pst\n- AmovPpneMwlkSoptWbinDl_rfl\n- AmovPpneMwlkSoptWbinDr\n- AmovPpneMwlkSoptWbinDr_lnr\n- AmovPpneMwlkSoptWbinDr_non\n- AmovPpneMwlkSoptWbinDr_pst\n- AmovPpneMwlkSoptWbinDr_rfl\n- AmovPsitMstpSlowWrflDnon\n- AmovPsitMstpSlowWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPsitMstpSlowWrflDnon_Smoking\n- AmovPsitMstpSlowWrflDnon_WeaponCheck1\n- AmovPsitMstpSlowWrflDnon_WeaponCheck2\n- AmovPsitMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_ground\n- AmovPsitMstpSnonWnonDnon_ground\n- AmovPsitMstpSnonWnonDnon_ground_AmovPpneMstpSnonWnonDnon\n- AmovPsitMstpSnonWnonDnon_smoking\n- AmovPsitMstpSnonWnonDnon_smoking_trans\n- AmovPsitMstpSnonWpstDnon_AmovPercMstpSnonWpstDnon_ground\n- AmovPsitMstpSnonWpstDnon_ground\n- AmovPsitMstpSnonWpstDnon_smoking\n- AmovPsitMstpSrasWrflDnon\n- AmovPsitMstpSrasWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPsitMstpSrasWrflDnon_Smoking\n- AmovPsitMstpSrasWrflDnon_trans\n- AmovPsitMstpSrasWrflDnon_WeaponCheck1\n- AmovPsitMstpSrasWrflDnon_WeaponCheck2\n- AovrPercMrunSrasWrflDf\n- AovrPercMstpSlowWlnrDf\n- AovrPercMstpSlowWpstDf\n- AovrPercMstpSlowWrflDf\n- AovrPercMstpSnonWnonDf\n- AovrPercMstpSoptWbinDf\n- AovrPercMstpSrasWlnrDf\n- AovrPercMstpSrasWpstDf\n- AovrPercMstpSrasWrflDf\n- ApanPercMrunSnonWnonDb\n- ApanPercMrunSnonWnonDbl\n- ApanPercMrunSnonWnonDbr\n- ApanPercMrunSnonWnonDf\n- ApanPercMrunSnonWnonDfl\n- ApanPercMrunSnonWnonDfr\n- ApanPercMrunSnonWnonDl\n- ApanPercMrunSnonWnonDr\n- ApanPercMsprSnonWnonDf\n- ApanPercMsprSnonWnonDfl\n- ApanPercMsprSnonWnonDfr\n- ApanPercMstpSlowWrflDnon_ApanPsitMstpSlowWrflDnon\n- ApanPercMstpSnonWnonDnon\n- ApanPercMstpSnonWnonDnon_ApanPknlMstpSnonWnonDnon\n- ApanPercMstpSnonWnonDnon_ApanPpneMstpSnonWnonDnon\n- ApanPercMstpSnonWnonDnon_G01\n- ApanPercMstpSnonWnonDnon_G02\n- ApanPercMstpSnonWnonDnon_G03\n- ApanPercMwlkSnonWnonDb\n- ApanPercMwlkSnonWnonDbl\n- ApanPercMwlkSnonWnonDbr\n- ApanPercMwlkSnonWnonDf\n- ApanPercMwlkSnonWnonDfl\n- ApanPercMwlkSnonWnonDfr\n- ApanPercMwlkSnonWnonDl\n- ApanPercMwlkSnonWnonDr\n- ApanPknlMrunSnonWnonDb\n- ApanPknlMrunSnonWnonDbl\n- ApanPknlMrunSnonWnonDbr\n- ApanPknlMrunSnonWnonDf\n- ApanPknlMrunSnonWnonDfl\n- ApanPknlMrunSnonWnonDfr\n- ApanPknlMrunSnonWnonDl\n- ApanPknlMrunSnonWnonDr\n- ApanPknlMsprSnonWnonDf\n- ApanPknlMsprSnonWnonDfl\n- ApanPknlMsprSnonWnonDfr\n- ApanPknlMstpSnonWnonDnon\n- ApanPknlMstpSnonWnonDnon_ApanPercMstpSnonWnonDnon\n- ApanPknlMstpSnonWnonDnon_ApanPpneMstpSnonWnonDnon\n- ApanPknlMstpSnonWnonDnon_G01\n- ApanPknlMstpSnonWnonDnon_G02\n- ApanPknlMstpSnonWnonDnon_G03\n- ApanPknlMwlkSnonWnonDb\n- ApanPknlMwlkSnonWnonDbl\n- ApanPknlMwlkSnonWnonDbr\n- ApanPknlMwlkSnonWnonDf\n- ApanPknlMwlkSnonWnonDfl\n- ApanPknlMwlkSnonWnonDfr\n- ApanPknlMwlkSnonWnonDl\n- ApanPknlMwlkSnonWnonDr\n- ApanPpneMrunSnonWnonDb\n- ApanPpneMrunSnonWnonDbl\n- ApanPpneMrunSnonWnonDbr\n- ApanPpneMrunSnonWnonDf\n- ApanPpneMrunSnonWnonDfl\n- ApanPpneMrunSnonWnonDfr\n- ApanPpneMrunSnonWnonDl\n- ApanPpneMrunSnonWnonDr\n- ApanPpneMsprSnonWnonDf\n- ApanPpneMstpSnonWnonDnon\n- ApanPpneMstpSnonWnonDnon_ApanPercMstpSnonWnonDnon\n- ApanPpneMstpSnonWnonDnon_ApanPknlMstpSnonWnonDnon\n- ApanPpneMstpSnonWnonDnon_G01\n- ApanPpneMstpSnonWnonDnon_G02\n- ApanPpneMstpSnonWnonDnon_G03\n- AparPercMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- apctracked2_slot1_in\n- apctracked2_slot1_out\n- apctracked2_slot1_out_settlein\n- apctracked2_slot2_in\n- apctracked2_slot2_out\n- apctracked2_slot2_out_settlein\n- apcwheeled3_slot1_in\n- apcwheeled3_slot1_out\n- apcwheeled3_slot1_out_settlein\n- AsdvPercMrunSnonWnonDb\n- AsdvPercMrunSnonWnonDbl\n- AsdvPercMrunSnonWnonDbr\n- AsdvPercMrunSnonWnonDf\n- AsdvPercMrunSnonWnonDfl\n- AsdvPercMrunSnonWnonDfr\n- AsdvPercMrunSnonWnonDl\n- AsdvPercMrunSnonWnonDr\n- AsdvPercMrunSnonWrflDb\n- AsdvPercMrunSnonWrflDbl\n- AsdvPercMrunSnonWrflDbr\n- AsdvPercMrunSnonWrflDf\n- AsdvPercMrunSnonWrflDfl\n- AsdvPercMrunSnonWrflDfr\n- AsdvPercMrunSnonWrflDl\n- AsdvPercMrunSnonWrflDr\n- AsdvPercMsprSnonWnonDf\n- AsdvPercMsprSnonWrflDf\n- AsdvPercMstpSnonWnonDnon\n- AsdvPercMstpSnonWnonDnon_AsdvPercMstpSnonWnonDnon_putDown\n- AsdvPercMstpSnonWnonDnon_AsdvPercMstpSnonWrflDnon\n- AsdvPercMstpSnonWnonDnon_GetInSDV\n- AsdvPercMstpSnonWnonDnon_GetOutSDV\n- AsdvPercMstpSnonWnonDnon_godown\n- AsdvPercMstpSnonWnonDnon_goup\n- AsdvPercMstpSnonWnonDnon_putDown_AsdvPercMstpSnonWnonDnon\n- AsdvPercMstpSnonWnonDnon_relax\n- AsdvPercMstpSnonWnonDnon_turnL\n- AsdvPercMstpSnonWnonDnon_turnR\n- AsdvPercMstpSnonWrflDnon\n- AsdvPercMstpSnonWrflDnon_AsdvPercMstpSnonWnonDnon\n- AsdvPercMstpSnonWrflDnon_AsdvPercMstpSnonWrflDnon_putDown\n- AsdvPercMstpSnonWrflDnon_GetInSDV\n- AsdvPercMstpSnonWrflDnon_GetOutSDV\n- AsdvPercMstpSnonWrflDnon_godown\n- AsdvPercMstpSnonWrflDnon_goup\n- AsdvPercMstpSnonWrflDnon_putDown_AsdvPercMstpSnonWrflDnon\n- AsdvPercMstpSnonWrflDnon_relax\n- AsdvPercMstpSnonWrflDnon_turnL\n- AsdvPercMstpSnonWrflDnon_turnR\n- AsdvPercMtacSnonWnonDb\n- AsdvPercMtacSnonWnonDbl\n- AsdvPercMtacSnonWnonDbr\n- AsdvPercMtacSnonWnonDf\n- AsdvPercMtacSnonWnonDfl\n- AsdvPercMtacSnonWnonDfr\n- AsdvPercMtacSnonWnonDl\n- AsdvPercMtacSnonWnonDr\n- AsdvPercMtacSnonWrflDb\n- AsdvPercMtacSnonWrflDbl\n- AsdvPercMtacSnonWrflDbr\n- AsdvPercMtacSnonWrflDf\n- AsdvPercMtacSnonWrflDfl\n- AsdvPercMtacSnonWrflDfr\n- AsdvPercMtacSnonWrflDl\n- AsdvPercMtacSnonWrflDr\n- AsdvPercMwlkSnonWnonDb\n- AsdvPercMwlkSnonWnonDbl\n- AsdvPercMwlkSnonWnonDbr\n- AsdvPercMwlkSnonWnonDf\n- AsdvPercMwlkSnonWnonDfl\n- AsdvPercMwlkSnonWnonDfr\n- AsdvPercMwlkSnonWnonDl\n- AsdvPercMwlkSnonWnonDr\n- AsdvPercMwlkSnonWrflDb\n- AsdvPercMwlkSnonWrflDbl\n- AsdvPercMwlkSnonWrflDbr\n- AsdvPercMwlkSnonWrflDf\n- AsdvPercMwlkSnonWrflDfl\n- AsdvPercMwlkSnonWrflDfr\n- AsdvPercMwlkSnonWrflDl\n- AsdvPercMwlkSnonWrflDr\n- AsswPercMrunSnonWnonDb\n- AsswPercMrunSnonWnonDf\n- AsswPercMrunSnonWnonDf_AsswPercMstpSnonWnonDnon\n- AsswPercMrunSnonWnonDfl\n- AsswPercMrunSnonWnonDfr\n- AsswPercMrunSnonWnonDl\n- AsswPercMrunSnonWnonDr\n- AsswPercMsprSnonWnonDf\n- AsswPercMsprSnonWnonDFl\n- AsswPercMsprSnonWnonDFr\n- AsswPercMstpSnonWnonDnon\n- AsswPercMstpSnonWnonDnon_AsswPercMrunSnonWnonDf\n- AsswPercMstpSnonWnonDnon_goDown\n- AsswPercMstpSnonWnonDnon_goup\n- AsswPercMstpSnonWnonDnon_putDown\n- AsswPercMstpSnonWnonDnon_relax\n- AsswPercMwlkSnonWnonDb\n- AsswPercMwlkSnonWnonDf\n- AsswPercMwlkSnonWnonDfl\n- AsswPercMwlkSnonWnonDfr\n- AsswPercMwlkSnonWnonDl\n- AsswPercMwlkSnonWnonDr\n- AswmPercMrunSnonWnonDb\n- AswmPercMrunSnonWnonDf\n- AswmPercMrunSnonWnonDf_AswmPercMstpSnonWnonDnon\n- AswmPercMrunSnonWnonDfl\n- AswmPercMrunSnonWnonDfr\n- AswmPercMrunSnonWnonDl\n- AswmPercMrunSnonWnonDr\n- AswmPercMsprSnonWnonDf\n- AswmPercMsprSnonWnonDFl\n- AswmPercMsprSnonWnonDFr\n- AswmPercMstpSnonWnonDnon\n- AswmPercMstpSnonWnonDnon_AswmPercMrunSnonWnonDf\n- AswmPercMstpSnonWnonDnon_AswmPercMstpSnonWnonDnon_putDown\n- AswmPercMstpSnonWnonDnon_godown\n- AswmPercMstpSnonWnonDnon_goup\n- AswmPercMstpSnonWnonDnon_putDown\n- AswmPercMstpSnonWnonDnon_putDown_AswmPercMstpSnonWnonDnon\n- AswmPercMstpSnonWnonDnon_relax\n- AswmPercMwlkSnonWnonDb\n- AswmPercMwlkSnonWnonDf\n- AswmPercMwlkSnonWnonDfl\n- AswmPercMwlkSnonWnonDfr\n- AswmPercMwlkSnonWnonDl\n- AswmPercMwlkSnonWnonDr\n- AwopPercMstpSgthWnonDnon_end\n- AwopPercMstpSgthWnonDnon_start\n- AwopPercMstpSgthWnonDnon_throw\n- AwopPercMstpSgthWpstDnon_Part1\n- AwopPercMstpSgthWpstDnon_Part2\n- AwopPercMstpSgthWpstDnon_Part3\n- AwopPercMstpSgthWpstDnon_Part4\n- AwopPercMstpSgthWpstDnon_Part5\n- AwopPercMstpSgthWrflDnon_End1\n- AwopPercMstpSgthWrflDnon_End2\n- AwopPercMstpSgthWrflDnon_Start1\n- AwopPercMstpSgthWrflDnon_Start2\n- AwopPercMstpSgthWrflDnon_Throw1\n- AwopPercMstpSgthWrflDnon_Throw2\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSnonWnonDnon\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSnonWnonDnon_end\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWpstDnon\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWpstDnon_end\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWrflDnon\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWrflDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSnonWnonDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSnonWnonDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWlnrDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWlnrDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWpstDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWpstDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWrflDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWrflDnon_end\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_launcher\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_non\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_pistol\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_rifle\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_launcher\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_non\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_pistol\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_rifle\n- AwopPercMstpSoptWbinDnon_lnr\n- AwopPercMstpSoptWbinDnon_lnr_turnL\n- AwopPercMstpSoptWbinDnon_lnr_turnR\n- AwopPercMstpSoptWbinDnon_non\n- AwopPercMstpSoptWbinDnon_non_turnL\n- AwopPercMstpSoptWbinDnon_non_turnR\n- AwopPercMstpSoptWbinDnon_pst\n- AwopPercMstpSoptWbinDnon_pst_turnL\n- AwopPercMstpSoptWbinDnon_pst_turnR\n- AwopPercMstpSoptWbinDnon_rfl\n- AwopPercMstpSoptWbinDnon_rfl_turnL\n- AwopPercMstpSoptWbinDnon_rfl_turnR\n- AwopPknlMstpSgthWpstDnon_Part1\n- AwopPknlMstpSgthWpstDnon_Part2\n- AwopPknlMstpSgthWpstDnon_Part3\n- AwopPknlMstpSgthWpstDnon_Part4\n- AwopPknlMstpSgthWpstDnon_Part5\n- AwopPknlMstpSgthWrflDnon_End\n- AwopPknlMstpSgthWrflDnon_Start\n- AwopPknlMstpSgthWrflDnon_Throw\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSnonWnonDnon\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSnonWnonDnon_end\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWpstDnon\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWpstDnon_end\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWrflDnon\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWrflDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSnonWnonDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSnonWnonDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWlnrDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWlnrDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWpstDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWpstDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWrflDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWrflDnon_end\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_launcher\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_non\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_pistol\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_rifle\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_launcher\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_non\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_pistol\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_rifle\n- AwopPknlMstpSoptWbinDnon_lnr\n- AwopPknlMstpSoptWbinDnon_lnr_turnL\n- AwopPknlMstpSoptWbinDnon_lnr_turnR\n- AwopPknlMstpSoptWbinDnon_non\n- AwopPknlMstpSoptWbinDnon_non_turnL\n- AwopPknlMstpSoptWbinDnon_non_turnR\n- AwopPknlMstpSoptWbinDnon_pst\n- AwopPknlMstpSoptWbinDnon_pst_turnL\n- AwopPknlMstpSoptWbinDnon_pst_turnR\n- AwopPknlMstpSoptWbinDnon_rfl\n- AwopPknlMstpSoptWbinDnon_rfl_turnL\n- AwopPknlMstpSoptWbinDnon_rfl_turnR\n- AwopPpneMstpSgthWnonDnon_end\n- AwopPpneMstpSgthWnonDnon_Fast_End\n- AwopPpneMstpSgthWnonDnon_Fast_Start\n- AwopPpneMstpSgthWnonDnon_start\n- AwopPpneMstpSgthWnonDnon_throw\n- AwopPpneMstpSgthWpstDnon_Fast_End\n- AwopPpneMstpSgthWpstDnon_Fast_End_1\n- AwopPpneMstpSgthWpstDnon_Fast_Start\n- AwopPpneMstpSgthWpstDnon_Fast_Start_1\n- AwopPpneMstpSgthWpstDnon_Part1\n- AwopPpneMstpSgthWpstDnon_Part2\n- AwopPpneMstpSgthWpstDnon_Part3\n- AwopPpneMstpSgthWpstDnon_Part4\n- AwopPpneMstpSgthWpstDnon_Part5\n- AwopPpneMstpSgthWrflDnon_End\n- AwopPpneMstpSgthWrflDnon_Fast_End\n- AwopPpneMstpSgthWrflDnon_Fast_Start\n- AwopPpneMstpSgthWrflDnon_Start\n- AwopPpneMstpSgthWrflDnon_Throw\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSnonWnonDnon\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSnonWnonDnon_end\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWpstDnon\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWpstDnon_end\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWrflDnon\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWrflDnon_end\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSnonWnonDnon\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSnonWnonDnon_end\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWpstDnon\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWpstDnon_end\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWrflDnon\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWrflDnon_end\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_launcher\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_non\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_pistol\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_rifle\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_launcher\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_non\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_pistol\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_rifle\n- AwopPpneMstpSoptWbinDnon_lnr\n- AwopPpneMstpSoptWbinDnon_lnr_turnL\n- AwopPpneMstpSoptWbinDnon_lnr_turnR\n- AwopPpneMstpSoptWbinDnon_non\n- AwopPpneMstpSoptWbinDnon_non_turnL\n- AwopPpneMstpSoptWbinDnon_non_turnR\n- AwopPpneMstpSoptWbinDnon_pst\n- AwopPpneMstpSoptWbinDnon_pst_turnL\n- AwopPpneMstpSoptWbinDnon_pst_turnR\n- AwopPpneMstpSoptWbinDnon_rfl\n- AwopPpneMstpSoptWbinDnon_rfl_turnL\n- AwopPpneMstpSoptWbinDnon_rfl_turnR\n- BasicDriver\n- BasicDriverDead\n- BasicDriverDying\n- BasicDriverOut\n- BasicDriverOutDead\n- BasicDriverOutDying\n- BasicSittingGunner\n- BasicSittingGunner_Dead\n- bench_Heli_Light_01_get_in\n- bench_Heli_Light_01_get_out\n- Bipod_100_BottomLeft\n- Bipod_100_BottomRight\n- Bipod_100_CenterLeft\n- Bipod_100_CenterRight\n- Bipod_100_TopLeft\n- Bipod_100_TopRight\n- Bipod_110_BottomLeft\n- Bipod_110_BottomRight\n- Bipod_110_CenterLeft\n- Bipod_110_CenterRight\n- Bipod_110_TopLeft\n- Bipod_110_TopRight\n- Bipod_120_BottomLeft\n- Bipod_120_BottomRight\n- Bipod_120_CenterLeft\n- Bipod_120_CenterRight\n- Bipod_120_TopLeft\n- Bipod_120_TopRight\n- Bipod_130_BottomLeft\n- Bipod_130_BottomRight\n- Bipod_130_CenterLeft\n- Bipod_130_CenterRight\n- Bipod_130_TopLeft\n- Bipod_130_TopRight\n- Bipod_140_BottomLeft\n- Bipod_140_BottomRight\n- Bipod_140_CenterLeft\n- Bipod_140_CenterRight\n- Bipod_140_TopLeft\n- Bipod_140_TopRight\n- Bipod_150_BottomLeft\n- Bipod_150_BottomRight\n- Bipod_150_CenterLeft\n- Bipod_150_CenterRight\n- Bipod_150_TopLeft\n- Bipod_150_TopRight\n- Bipod_60_BottomLeft\n- Bipod_60_BottomRight\n- Bipod_60_CenterLeft\n- Bipod_60_CenterRight\n- Bipod_60_TopLeft\n- Bipod_60_TopRight\n- Bipod_80_BottomLeft\n- Bipod_80_BottomRight\n- Bipod_80_CenterLeft\n- Bipod_80_CenterRight\n- Bipod_80_TopLeft\n- Bipod_80_TopRight\n- Bipod_90_BottomLeft\n- Bipod_90_BottomRight\n- Bipod_90_CenterLeft\n- Bipod_90_CenterRight\n- Bipod_90_TopLeft\n- Bipod_90_TopRight\n- c4coming2cDf_genericstani1\n- c4coming2cDf_genericstani2\n- c4coming2cDf_genericstani4\n- c5efe_HonzaLoop\n- c5efe_MichalLoop\n- Campaign_Base\n- cargo_base\n- cargo_base_idle\n- cargo_base_idle_pistol\n- cargo_basebinoc\n- cargo_basepistol\n- cargo_marksman\n- ChopperHeavy_L_GetIn_H\n- ChopperHeavy_L_GetOut_H\n- ChopperHeavy_L_Static_H\n- ChopperHeavy_LP_Static_H\n- ChopperHeavy_Lux_GetIn_H\n- ChopperHeavy_Lux_GetOut_H\n- ChopperHeavy_R_GetIn_H\n- ChopperHeavy_R_GetOut_H\n- ChopperHeavy_R_Static_H\n- ChopperLight_C_L_idleA_H\n- ChopperLight_C_L_idleB_H\n- ChopperLight_C_L_idleC_H\n- ChopperLight_C_L_idleD_H\n- ChopperLight_C_L_static_H\n- ChopperLight_C_L_wmn_static_H\n- ChopperLight_C_LIn_H\n- ChopperLight_C_LOut_H\n- ChopperLight_C_R_idleA_H\n- ChopperLight_C_R_idleB_H\n- ChopperLight_C_R_idleC_H\n- ChopperLight_C_R_idleD_H\n- ChopperLight_C_R_static_H\n- ChopperLight_C_R_wmn_static_H\n- ChopperLight_C_Rin_H\n- ChopperLight_C_Rout_H\n- ChopperLight_CB_idle1shaky_H\n- ChopperLight_CB_idle1stable_H\n- ChopperLight_CB_idle2lookleft_H\n- ChopperLight_CB_idle3lookright_H\n- ChopperLight_CB_idle4_H\n- ChopperLight_CB_idle5lookdown_H\n- ChopperLight_CB_idle6pointing_H\n- ChopperLight_CB_idle7lookaround_H\n- ChopperLight_CB_Static_H\n- ChopperLight_L_In_H\n- ChopperLight_L_Out_H\n- ChopperLight_L_static_H\n- ChopperLight_L_static_H_getin\n- ChopperLight_L_wmn_static_H\n- Chopperlight_R_In_H\n- Chopperlight_R_Out_H\n- ChopperLight_R_static_H\n- ChopperLight_RP_idleA_H\n- ChopperLight_RP_idleBored_H\n- ChopperLight_RP_idleBoredB_H\n- ChopperLight_RP_idleCtalk_H\n- ChopperLight_RP_idleDtalk_H\n- ChopperLight_RP_idleE_H\n- ChopperLight_RP_idleF_H\n- ChopperLight_RP_idleG_H\n- ChopperLight_RP_idleH_H\n- ChopperLight_RP_idleI_H\n- ChopperLight_RP_static_H\n- ChopperLight_RP_wmn_static_H\n- CoDriver_Van_02\n- CoDriver_Van_02_SettleIn\n- Commander_AFV_Wheeled_01_in\n- Commander_AFV_Wheeled_01_out\n- Commander_AFV_Wheeled_01_settlein\n- Commander_APC_tracked_01_aa_F_in\n- Commander_APC_tracked_01_aa_F_out\n- Commander_APC_tracked_01_aa_F_settlein\n- Commander_APC_tracked_01_crv_in\n- Commander_APC_tracked_01_crv_out\n- Commander_APC_tracked_02_aa_F_in\n- Commander_APC_tracked_02_aa_F_out\n- Commander_APC_tracked_02_aa_F_out_settlein\n- Commander_APC_tracked_02_cannon_F_in\n- Commander_APC_tracked_02_cannon_F_out\n- Commander_APC_tracked_02_cannon_F_out_settlein\n- Commander_APC_tracked_03_cannon_F_in\n- Commander_APC_tracked_03_cannon_F_out\n- Commander_APC_tracked_03_cannon_F_settlein\n- Commander_APC_Wheeled_01_in\n- Commander_APC_Wheeled_01_out\n- Commander_APC_Wheeled_02_rcws_F_in\n- Commander_APC_Wheeled_02_rcws_F_out\n- Commander_APC_Wheeled_03_cannon_F_in\n- Commander_APC_Wheeled_03_cannon_F_out\n- Commander_APC_Wheeled_03_cannon_F_out_settlein\n- commander_apctracked1_in\n- commander_apctracked1_out\n- commander_apctracked1_out_settlein\n- commander_apctracked1aa_in\n- commander_apctracked1aa_out\n- commander_apctracked1aa_out_settlein\n- commander_apctracked1rcws_out\n- commander_apctracked1rcws_out_settlein\n- commander_apctracked3_in\n- commander_apctracked3_out\n- commander_apctracked3_out_settlein\n- commander_apcwheeled1_in\n- commander_apcwheeled1_out\n- commander_apcwheeled1_out_settlein\n- commander_apcwheeled2_in\n- commander_apcwheeled2_out\n- commander_apcwheeled2_out_settlein\n- commander_apcwheeled2hi_in\n- commander_apcwheeled2hi_out\n- commander_apcwheeled2hi_out_settlein\n- Commander_LT_01_AT_F_in\n- Commander_LT_01_AT_F_out\n- Commander_LT_01_AT_F_out_settlein\n- commander_mbt3_in\n- commander_mbt3_out\n- commander_mbt3_out_settlein\n- Commander_MBT_01_arty_F_in\n- Commander_MBT_01_arty_F_out\n- Commander_MBT_01_cannon_F_in\n- Commander_MBT_01_cannon_F_out\n- Commander_MBT_01_cannon_F_out_settlein\n- Commander_MBT_02_arty_F_in\n- Commander_MBT_02_cannon_F_in\n- Commander_MBT_02_cannon_F_out\n- Commander_MBT_02_cannon_F_settlein\n- Commander_MBT_03_cannon_F_in\n- Commander_MBT_03_cannon_F_out\n- Commander_MBT_04_in\n- Commander_MBT_04_out\n- Commander_MBT_04_out_settlein\n- commander_MRAP_03\n- commander_MRAP_03_settlein\n- commander_sdv\n- copilot_Heli_Light_02\n- copilot_Heli_Light_02_Enter\n- copilot_Heli_Light_02_Exit\n- copilot_Heli_Light_02_KIA\n- copilot_Heli_Light_03\n- copilot_Heli_Light_03_Enter\n- copilot_Heli_Light_03_Exit\n- copilot_Heli_Light_03_KIA\n- Copilot_Plane_Civil_01\n- Copilot_Plane_Civil_01_GetIn\n- Copilot_Plane_Civil_01_GetOut\n- copilot_vtol01_armed\n- copilot_vtol01_armed_kia\n- copilot_vtol01_armed_settlein\n- Crew\n- Crew\n- Crew\n- Crew\n- crew_tank01_in\n- crew_tank01_out\n- CutSceneAnimationBase\n- CutSceneAnimationBaseAbuse\n- CutSceneAnimationBaseSit\n- CutSceneAnimationBaseZoZo\n- CutSceneAnimationSmk\n- DeadState\n- DefaultDieA3\n- DefaultDriver\n- DefaultPassenger\n- DefaultSettleIn\n- DismountOptic\n- DismountOpticProne\n- DismountSide\n- DismountSideProne\n- DraggerBase\n- DraggerBasenon\n- DraggerBaseRfl\n- Driver_AFV_Wheeled_01_in\n- Driver_AFV_Wheeled_01_out\n- Driver_APC_tracked_01_crv_in\n- Driver_APC_tracked_02_cannon_F_in\n- Driver_APC_tracked_02_cannon_F_out\n- Driver_APC_tracked_03_cannon_F_in\n- Driver_APC_tracked_03_cannon_F_out\n- Driver_APC_Wheeled_01_in\n- Driver_APC_Wheeled_01_out\n- Driver_APC_Wheeled_02_rcws_F_in\n- Driver_APC_Wheeled_02_rcws_F_out\n- Driver_APC_Wheeled_03_cannon_F_in\n- Driver_APC_Wheeled_03_cannon_F_out\n- driver_apctracked3_in\n- driver_apctracked3_out\n- driver_apctracked3_out_settlein\n- driver_apcwheeled1_out\n- driver_apcwheeled2_in\n- driver_apcwheeled2_out\n- driver_apcwheeled2_out_settlein\n- driver_apcwheeled3_in\n- driver_boat01\n- driver_boat01_settlein\n- driver_boat_transport_02\n- driver_boat_transport_02_settlein\n- driver_hemtt\n- Driver_High01\n- Driver_low01\n- driver_lsv01_kia\n- driver_lsv02_kia\n- driver_lsv_01\n- driver_lsv_01_settlein\n- driver_lsv_02\n- driver_lsv_02_settlein\n- Driver_LT_01_AT_F_in\n- Driver_LT_01_AT_F_out\n- driver_mantis\n- driver_mantis_settlein\n- Driver_MBT_01_cannon_F_in\n- Driver_MBT_02_F_in\n- Driver_MBT_03_cannon_F_in\n- Driver_MBT_03_cannon_F_out\n- Driver_MBT_04_in\n- Driver_MBT_04_out\n- Driver_mid01\n- driver_mid01_idlebreathing\n- driver_MRAP_01\n- driver_MRAP_01_settlein\n- driver_MRAP_03\n- driver_offroad01\n- driver_offroad01_settlein\n- driver_Quadbike\n- driver_scooter_01\n- driver_scooter_01_settlein\n- driver_sdv\n- driver_sdv_settlein\n- driver_tractor\n- driver_tractor_settlein\n- driver_Truck_02\n- driver_Truck_03\n- driver_Truck_03_settlein\n- driver_ugv_01\n- driver_Van_01\n- driver_Van_01_settlein\n- Driver_Van_02\n- Driver_Van_02_SettleIn\n- frontGunner_lsv01_kia\n- frontGunner_lsv_01\n- frontGunner_lsv_01_settlein\n- GetIn_Vertical_Pistol\n- GetIn_Vertical_Rifle\n- GetIn_Vertical_Unarmed\n- GetInAMV_cargo\n- GetInAssaultBoat\n- GetInHeli_Light_01bench\n- GetInHeli_Transport_01Cargo\n- GetInHeli_Transport_02Cargo\n- GetInHelicopterCargo\n- GetInHelicopterCargoPst\n- GetInHelicopterCargoRfl\n- GetInHemttBack\n- GetInMantis\n- GetInMortar\n- GetInMRAP_01\n- GetInMRAP_01_cargo\n- GetInMRAP_01_cargoPst\n- GetInMRAP_01_cargoRfl\n- GetInMRAP_01Pst\n- GetInMRAP_01Rfl\n- GetInMRAP_03\n- GetInOffroad\n- GetInOffroadBack\n- GetInOffroadCargo\n- GetInQuadbike\n- GetInQuadbike_cargo\n- GetInSpeedboat\n- GetOutAssaultBoat\n- GetOutHeli_Light_01bench\n- GetOutHelicopterCargo\n- GetOutHelicopterCargoPst\n- GetOutHelicopterCargoRfl\n- GetOutMantis\n- GetOutMortar\n- GetOutMRAP_01\n- GetOutMRAP_01_cargo\n- GetOutMRAP_01_cargoPst\n- GetOutMRAP_01_cargoRfl\n- GetOutMRAP_01Pst\n- GetOutMRAP_01Rfl\n- GetOutPara\n- GetOutQuadbike\n- GetOutQuadbike_cargo\n- GetOutSpeedboat\n- Grad_Gunner\n- Grad_Gunner\n- Grad_Gunner\n- gunner01_vtol01_armed\n- gunner01_vtol01_armed_kia\n- gunner01_vtol01_armed_settlein\n- gunner01_vtol01_vehicle\n- gunner01_vtol01_vehicle_kia\n- gunner01_vtol01_vehicle_settlein\n- gunner01_vtol02_vehicle\n- gunner01_vtol02_vehicle_kia\n- gunner01_vtol02_vehicle_settlein\n- gunner02_vtol01_armed\n- gunner02_vtol01_armed_kia\n- gunner02_vtol01_armed_settlein\n- gunner02_vtol01_vehicle\n- gunner02_vtol01_vehicle_kia\n- gunner02_vtol01_vehicle_settlein\n- Gunner_AFV_Wheeled_01_in\n- Gunner_AFV_Wheeled_01_out\n- Gunner_AFV_Wheeled_01_settlein\n- Gunner_APC_tracked_01_aa_F_in\n- Gunner_APC_tracked_01_aa_F_out\n- Gunner_APC_tracked_01_aa_F_settlein\n- Gunner_APC_tracked_01_crv_in\n- Gunner_APC_tracked_02_aa_F_in\n- Gunner_APC_tracked_02_aa_F_out\n- Gunner_APC_tracked_02_aa_F_out_settlein\n- Gunner_APC_tracked_02_cannon_F_in\n- Gunner_APC_tracked_02_cannon_F_out\n- Gunner_APC_tracked_02_cannon_F_out_settlein\n- Gunner_APC_tracked_03_cannon_F_in\n- Gunner_APC_tracked_03_cannon_F_out\n- Gunner_APC_tracked_03_cannon_F_settlein\n- Gunner_APC_Wheeled_01_in\n- Gunner_APC_Wheeled_01_out\n- Gunner_APC_Wheeled_03_cannon_F_in\n- gunner_apctracked1aa_in\n- gunner_apctracked1aa_out\n- gunner_apctracked1aa_out_settlein\n- gunner_apctracked3_in\n- gunner_apctracked3_out\n- gunner_apctracked3_out_settlein\n- gunner_apcwheeled1_in\n- gunner_apcwheeled1_out\n- gunner_apcwheeled1_out_settlein\n- gunner_apcwheeled3_in\n- gunner_Heli_Transport_01\n- gunner_Heli_Transport_01_hands\n- Gunner_HeliTransport3_1\n- Gunner_HeliTransport3_2\n- gunner_hmg02_low\n- gunner_hmg02_standing\n- gunner_lsv01_kia\n- gunner_lsv02_kia\n- gunner_lsv_01\n- Gunner_LSV_01_AT_F\n- gunner_lsv_01_settlein\n- gunner_lsv_02\n- Gunner_LSV_02_AT_F\n- gunner_lsv_02_settlein\n- gunner_mbt3_in\n- gunner_mbt3_out\n- gunner_mbt3_out_settlein\n- Gunner_MBT_01_arty_F_in\n- Gunner_MBT_01_arty_F_out\n- Gunner_MBT_01_arty_F_settlein\n- Gunner_MBT_01_cannon_F_in\n- Gunner_MBT_01_mlrs_F_in\n- Gunner_MBT_02_arty_F_in\n- Gunner_MBT_02_arty_F_out\n- Gunner_MBT_02_arty_F_settlein\n- Gunner_MBT_02_cannon_F_in\n- Gunner_MBT_02_cannon_F_out\n- Gunner_MBT_02_cannon_F_settlein\n- Gunner_MBT_03_cannon_F_in\n- Gunner_MBT_03_cannon_F_out\n- Gunner_MBT_04_in\n- gunner_mortar\n- gunner_MRAP_01\n- gunner_MRAP_01_settlein\n- gunner_MRAP_03\n- gunner_MRAP_03_lookingatmonitor\n- gunner_MRAP_03_settlein\n- gunner_offroad01\n- Gunner_Offroad_01_AT_F\n- Gunner_Offroad_02_AT_F\n- Gunner_Offroad_02_LMG_F\n- gunner_standup01\n- gunner_standup01_minigun\n- gunner_static_low01\n- gunner_staticlauncher\n- HaloFreeFall_B\n- HaloFreeFall_BL\n- HaloFreeFall_BR\n- HaloFreeFall_F\n- HaloFreeFall_FL\n- HaloFreeFall_FR\n- HaloFreeFall_L\n- HaloFreeFall_non\n- HaloFreeFall_non_HaloFreeFall_B\n- HaloFreeFall_non_HaloFreeFall_BL\n- HaloFreeFall_non_HaloFreeFall_BR\n- HaloFreeFall_non_HaloFreeFall_F\n- HaloFreeFall_non_HaloFreeFall_FL\n- HaloFreeFall_non_HaloFreeFall_FR\n- HaloFreeFall_non_HaloFreeFall_L\n- HaloFreeFall_non_HaloFreeFall_R\n- HaloFreeFall_R\n- Heli_Attack_01_Gunner\n- Heli_Attack_01_Gunner_getin\n- Heli_Attack_01_Gunner_getout\n- Heli_Attack_01_Pilot\n- Heli_Attack_01_Pilot_getin\n- Heli_Attack_01_Pilot_getout\n- Heli_Attack_01Gunner_AmovPercMstpSlowWrflDnon\n- Heli_Attack_01Pilot_AmovPercMstpSlowWrflDnon\n- Heli_Attack_02_Cargo\n- Heli_Attack_02_Gunner\n- Heli_Attack_02_Gunner_settlein\n- Heli_Attack_02_Pilot\n- Heli_Light_02_Cargo\n- Heli_Light_02_Gunner\n- Heli_Light_02_Pilot\n- Helper_InjuredRfl\n- Helper_SwitchToCarrynon\n- Helper_SwitchToCarrynon_pst\n- Helper_SwitchToCarryRfl\n- Hepler_InjuredNon\n- HubBriefing_ext\n- HubBriefing_ext_Contact\n- HubBriefing_lookAround1\n- HubBriefing_lookAround2\n- HubBriefing_loop\n- HubBriefing_pointAtTable\n- HubBriefing_pointLeft\n- HubBriefing_pointRight\n- HubBriefing_scratch\n- HubBriefing_stretch\n- HubBriefing_talkAround\n- HubBriefing_think\n- HubFixingVehicleProne_idle1\n- HubShootingRange_base\n- HubShootingRangeKneel_HubShootingRangeStand\n- HubShootingRangeKneel_move1\n- HubShootingRangeKneel_move2\n- HubShootingRangeKneel_move3\n- HubShootingRangeKneel_shoot\n- HubShootingRangeProne_move1\n- HubShootingRangeProne_move2\n- HubShootingRangeProne_move3\n- HubShootingRangeProne_shoot\n- HubShootingRangeStand_HubShootingRangeKneel\n- HubShootingRangeStand_move1\n- HubShootingRangeStand_move2\n- HubShootingRangeStand_move3\n- HubShootingRangeStand_move4\n- HubShootingRangeStand_shoot\n- HubSittingAtTableU_idle1\n- HubSittingAtTableU_idle2\n- HubSittingAtTableU_idle3\n- HubSittingChairA_idle1\n- HubSittingChairA_idle2\n- HubSittingChairA_idle3\n- HubSittingChairA_move1\n- HubSittingChairB_idle1\n- HubSittingChairB_idle2\n- HubSittingChairB_idle3\n- HubSittingChairB_move1\n- HubSittingChairC_idle1\n- HubSittingChairC_idle2\n- HubSittingChairC_idle3\n- HubSittingChairC_move1\n- HubSittingChairUA_idle1\n- HubSittingChairUA_idle2\n- HubSittingChairUA_idle3\n- HubSittingChairUA_move1\n- HubSittingChairUB_idle1\n- HubSittingChairUB_idle2\n- HubSittingChairUB_idle3\n- HubSittingChairUB_move1\n- HubSittingChairUC_idle1\n- HubSittingChairUC_idle2\n- HubSittingChairUC_idle3\n- HubSittingChairUC_move1\n- HubSittingHighA_idle1\n- HubSittingHighB_idle1\n- HubSittingHighB_idle2\n- HubSittingHighB_idle3\n- HubSittingHighB_in\n- HubSittingHighB_move1\n- HubSittingHighB_out\n- HubSittingHighB_outSalute\n- HubSpectator_stand\n- HubSpectator_stand_Contact\n- HubSpectator_standU\n- HubSpectator_walk\n- HubSpectator_walkU\n- HubStanding_idle1\n- HubStanding_idle2\n- HubStanding_idle3\n- HubStandingUA_idle1\n- HubStandingUA_idle2\n- HubStandingUA_idle3\n- HubStandingUA_move1\n- HubStandingUA_move2\n- HubStandingUB_idle1\n- HubStandingUB_idle2\n- HubStandingUB_idle3\n- HubStandingUB_move1\n- HubStandingUC_idle1\n- HubStandingUC_idle2\n- HubStandingUC_idle3\n- HubStandingUC_move1\n- HubStandingUC_move2\n- HubTemplate\n- HubTemplate_Briefing\n- HubTemplateU\n- HubWave_move1\n- HubWave_move2\n- HubWoundedProne_idle1\n- HubWoundedProne_idle2\n- InBaseMoves_assemblingVehicleErc\n- InBaseMoves_HandsBehindBack1\n- InBaseMoves_HandsBehindBack2\n- InBaseMoves_holdleft_idle1\n- InBaseMoves_Lean1\n- InBaseMoves_patrolling1\n- InBaseMoves_patrolling2\n- InBaseMoves_repairVehicleKnl\n- InBaseMoves_repairVehiclePne\n- InBaseMoves_sitHighUp1\n- InBaseMoves_SittingRifle1\n- InBaseMoves_SittingRifle2\n- InBaseMoves_table1\n- Incapacitated\n- IncapacitatedPistol\n- IncapacitatedRifle\n- IncapacitatedRifle_AmovPpneMstpSrasWrflDnon\n- Kart_driver\n- Kart_driver_KIA\n- KIA_chopperHeavy_L_01_H\n- KIA_chopperHeavy_L_02_H\n- KIA_chopperHeavy_LP_01_H\n- KIA_chopperHeavy_LP_02_H\n- KIA_chopperHeavy_LP_03_H\n- KIA_ChopperHeavy_R_01_H\n- KIA_chopperHeavy_R_02_H\n- KIA_chopperHeavy_R_03_H\n- KIA_chopperLight_C_L01_H\n- KIA_chopperLight_C_L02_H\n- KIA_chopperLight_C_L_wmn_H\n- KIA_chopperLight_C_R01_H\n- KIA_chopperLight_C_R02_H\n- KIA_chopperLight_C_R_wmn_H\n- KIA_chopperLight_CB_01_H\n- KIA_chopperLight_CB_02_H\n- KIA_chopperLight_L_01_H\n- KIA_chopperLight_L_02_H\n- KIA_chopperLight_L_03_H\n- KIA_chopperLight_L_wmn_H\n- KIA_chopperLight_R_01_H\n- KIA_chopperLight_R_02_H\n- KIA_chopperLight_RP_01_H\n- KIA_chopperLight_RP_02_H\n- KIA_chopperLight_RP_03_H\n- KIA_chopperLight_RP_wmn_H\n- KIA_CoDriver_Van_02\n- KIA_Commander_AFV_Wheeled_01\n- KIA_Commander_APC_tracked_01_aa_F\n- KIA_Commander_APC_tracked_01_crv\n- KIA_Commander_APC_tracked_02_aa_F\n- KIA_Commander_APC_tracked_02_cannon_F\n- KIA_Commander_APC_tracked_03_cannon_F\n- KIA_Commander_APC_Wheeled_01\n- KIA_Commander_APC_Wheeled_02_rcws_F\n- KIA_Commander_APC_Wheeled_03_cannon_F\n- KIA_Commander_LT_01_AT_F\n- KIA_Commander_MBT_01_arty_F\n- KIA_Commander_MBT_01_cannon_F\n- KIA_Commander_MBT_02_arty_F\n- KIA_Commander_MBT_02_cannon_F\n- KIA_Commander_MBT_03_cannon_F\n- KIA_Commander_MBT_04\n- KIA_commander_MRAP_03\n- KIA_commander_sdv\n- KIA_Copilot_Plane_Civil_01\n- KIA_crew_tank01\n- KIA_Driver_AFV_Wheeled_01\n- KIA_Driver_APC_tracked_01_crv\n- KIA_Driver_APC_tracked_02_cannon_F\n- KIA_Driver_APC_tracked_03_cannon_F\n- KIA_Driver_APC_Wheeled_01\n- KIA_Driver_APC_Wheeled_02_rcws_F\n- KIA_Driver_APC_Wheeled_03_cannon_F\n- KIA_driver_boat01\n- KIA_driver_boat_transport_02\n- KIA_driver_hemtt\n- KIA_Driver_High01\n- KIA_Driver_low01\n- KIA_Driver_LT_01_AT_F\n- KIA_driver_mantis\n- KIA_Driver_MBT_01_cannon_F\n- KIA_Driver_MBT_02_F\n- KIA_Driver_MBT_03_cannon_F\n- KIA_Driver_MBT_04\n- KIA_Driver_mid01\n- KIA_driver_MRAP_03\n- KIA_driver_scooter_01\n- KIA_driver_sdv\n- KIA_driver_tractor\n- KIA_driver_Truck_02\n- KIA_driver_Truck_03\n- KIA_driver_ugv_01\n- KIA_driver_Van_01\n- KIA_Driver_Van_02\n- KIA_Gunner_AFV_Wheeled_01\n- KIA_Gunner_APC_tracked_01_aa_F\n- KIA_Gunner_APC_tracked_01_crv\n- KIA_Gunner_APC_tracked_02_aa_F\n- KIA_Gunner_APC_tracked_02_cannon_F\n- KIA_Gunner_APC_tracked_03_cannon_F\n- KIA_Gunner_APC_Wheeled_01\n- KIA_Gunner_APC_Wheeled_03_cannon_F\n- KIA_gunner_apcwheeled3_in\n- KIA_gunner_Heli_Transport_01\n- KIA_gunner_Heli_Transport_01_hands\n- KIA_Gunner_MBT_01_arty_F\n- KIA_Gunner_MBT_01_cannon_F\n- KIA_Gunner_MBT_01_mlrs_F\n- KIA_Gunner_MBT_02_arty_F\n- KIA_Gunner_MBT_02_cannon_F\n- KIA_Gunner_MBT_03_cannon_F\n- KIA_Gunner_MBT_04\n- KIA_gunner_mortar\n- KIA_gunner_MRAP_01\n- KIA_gunner_MRAP_03\n- KIA_Gunner_Offroad_02_AT_F\n- KIA_Gunner_Offroad_02_LMG_F\n- KIA_gunner_standup01\n- KIA_gunner_static_low01\n- KIA_gunner_staticlauncher\n- KIA_Heli_Attack_01_Gunner\n- KIA_Heli_Attack_01_Pilot\n- KIA_Heli_Attack_02_Cargo\n- KIA_Heli_Attack_02_Gunner\n- KIA_Heli_Attack_02_Pilot\n- KIA_Heli_Light_02_Cargo\n- KIA_Heli_Light_02_Gunner\n- KIA_Heli_Light_02_Pilot\n- KIA_Para_Pilot\n- KIA_passenger_apc_generic01\n- KIA_passenger_apc_generic02\n- KIA_passenger_apc_generic03\n- KIA_passenger_apc_generic04\n- KIA_passenger_apc_narrow_generic01\n- KIA_passenger_apc_narrow_generic02\n- KIA_passenger_apc_narrow_generic03\n- KIA_passenger_boat_holdleft\n- KIA_passenger_boat_holdleft2\n- KIA_passenger_boat_holdright\n- KIA_passenger_boat_holdright2\n- KIA_passenger_boat_rightrear\n- KIA_passenger_flatground\n- KIA_passenger_flatground_generic\n- KIA_passenger_flatground_leanleft\n- KIA_passenger_flatground_leanright\n- KIA_passenger_generic01\n- KIA_passenger_generic02\n- KIA_passenger_injured_medevac_truck01\n- KIA_passenger_injured_medevac_truck02\n- KIA_passenger_injured_medevac_truck03\n- KIA_passenger_low01\n- KIA_passenger_mantisrear\n- KIA_passenger_MRAP_01_back\n- KIA_passenger_MRAP_01_front\n- KIA_passenger_MRAP_03exgunner\n- KIA_Passenger_Plane_Civil_01_L\n- KIA_Passenger_Plane_Civil_01_R\n- KIA_passenger_quadbike\n- KIA_passenger_scooter_01\n- KIA_passenger_scooter_02\n- KIA_passenger_sdv\n- KIA_Passenger_Van_02_Medevac_Back\n- KIA_Passenger_Van_02_Medevac_Front\n- KIA_passenger_VAN_codriver01\n- KIA_passenger_VAN_codriver02\n- KIA_Patient_Van_02_Medevac_Back\n- KIA_Patient_Van_02_Medevac_Front\n- KIA_pilot_Heli_Attack_01\n- KIA_pilot_Heli_Transport_01\n- KIA_pilot_Heli_Transport_03\n- KIA_pilot_Heli_Transport_04\n- KIA_pilot_plane_cas_01\n- KIA_pilot_plane_cas_02\n- KIA_Pilot_Plane_Civil_01\n- KIA_Pilot_Plane_Fighter\n- KIA_Pilot_Plane_Fighter_Ejection\n- KIA_Plane_Fighter_03_Pilot\n- KIA_RHIB_Cargo\n- KIA_RHIB_Driver\n- KIA_Truck_02_Driver\n- KIA_Truck_02_Driver\n- KIA_Truck_02_Driver\n- KIA_truck_02_mrl_gunner\n- KIA_Truck_Cargo01\n- KIA_Truck_Cargo01\n- KIA_Truck_Cargo01\n- KIA_Truck_Cargo02\n- KIA_Truck_Cargo02\n- KIA_Truck_Cargo02\n- KIA_Truck_Cargo03\n- KIA_Truck_Cargo03\n- KIA_Truck_Cargo03\n- KIA_Truck_Cargo04\n- KIA_Truck_Cargo04\n- KIA_Truck_Cargo04\n- KIA_Truck_Driver\n- KIA_Truck_Driver\n- KIA_Truck_Driver\n- KIA_Zodiac_Cargo_1\n- KIA_Zodiac_Cargo_2\n- KIA_Zodiac_Cargo_3\n- KIA_Zodiac_Cargo_4\n- KIA_Zodiac_Driver\n- LaceyTest1a\n- LaceyTest1b\n- LaceyTest2a\n- LaceyTest2b\n- LadderCivilDownLoop\n- LadderCivilDownOff\n- LadderCivilOn_Bottom\n- LadderCivilOn_Top\n- LadderCivilStatic\n- LadderCivilTopOff\n- LadderCivilUpLoop\n- LadderRifleDownLoop\n- LadderRifleDownOff\n- LadderRifleOn\n- LadderRifleStatic\n- LadderRifleTopOff\n- LadderRifleUpLoop\n- LauncherReloadKneel\n- LauncherReloadStand\n- LHD_krajPaluby\n- mbt1_slot1_in\n- mbt1_slot1_out\n- mbt1_slot1_out_settlein\n- mbt1_slot2_in\n- mbt1_slot2_out\n- mbt1_slot2_out_settlein\n- mbt1c_slot2_in\n- mbt1c_slot2_out\n- mbt1c_slot2_out_settlein\n- mbt2_slot1_in\n- mbt2_slot1_out\n- mbt2_slot1_out_settlein\n- mbt2_slot2_in\n- mbt2_slot2_out\n- mbt2_slot2_out_settlein\n- mbt2_slot2a_in\n- mbt2_slot2a_out\n- mbt2_slot2a_out_settlein\n- mbt2_slot2b_in\n- mbt2_slot2b_out\n- mbt2_slot2b_out_settlein\n- Mk201_Dead\n- Mk201_Turret\n- Mk34_Dead\n- Mk34_Turret\n- Mortar_01_F_Dead\n- Mortar_01_F_Turret\n- Mortar_Gunner\n- MountOptic\n- MountOpticProne\n- MountSide\n- MountSideProne\n- Para_Pilot\n- passenger_apc_generic01\n- passenger_apc_generic01_settlein\n- passenger_apc_generic02\n- passenger_apc_generic02_settlein\n- passenger_apc_generic02b\n- passenger_apc_generic02b_settlein\n- passenger_apc_generic03\n- passenger_apc_generic03_low\n- passenger_apc_generic03_low_settlein\n- passenger_apc_generic03_settlein\n- passenger_apc_generic04\n- passenger_apc_generic04_settlein\n- passenger_apc_generic04still\n- passenger_apc_narrow_generic01\n- passenger_apc_narrow_generic01_low\n- passenger_apc_narrow_generic01_low_settlein\n- passenger_apc_narrow_generic01_settlein\n- passenger_apc_narrow_generic02\n- passenger_apc_narrow_generic02_low\n- passenger_apc_narrow_generic02_low_settlein\n- passenger_apc_narrow_generic02_settlein\n- passenger_apc_narrow_generic03\n- passenger_apc_narrow_generic03_low\n- passenger_apc_narrow_generic03_low_settlein\n- passenger_apc_narrow_generic03_settlein\n- passenger_apc_narrow_generic03still\n- passenger_apc_narrow_generic03still_settlein\n- passenger_bench_1_Aim\n- passenger_bench_1_Aim_Binoc\n- passenger_bench_1_Aim_FromBinoc\n- passenger_bench_1_Aim_FromBinoc_End\n- passenger_bench_1_Aim_FromPistol\n- passenger_bench_1_Aim_FromPistol_End\n- passenger_bench_1_Aim_Idling\n- passenger_bench_1_Aim_Pistol\n- passenger_bench_1_Aim_Pistol_Binoc\n- passenger_bench_1_Aim_Pistol_FromBinoc\n- passenger_bench_1_Aim_Pistol_FromBinoc_End\n- passenger_bench_1_Aim_Pistol_Idling\n- passenger_bench_1_Aim_Pistol_ToBinoc\n- passenger_bench_1_Aim_Pistol_ToBinoc_End\n- passenger_bench_1_Aim_ToBinoc\n- passenger_bench_1_Aim_ToBinoc_End\n- passenger_bench_1_Aim_ToPistol\n- passenger_bench_1_Aim_ToPistol_End\n- passenger_bench_1_Aim_Unarmed_Binoc\n- passenger_bench_1_Aim_Unarmed_FromBinoc\n- passenger_bench_1_Aim_Unarmed_FromBinoc_End\n- passenger_bench_1_Aim_Unarmed_ToBinoc\n- passenger_bench_1_Aim_Unarmed_ToBinoc_End\n- passenger_bench_1_Die\n- passenger_bench_1_Die_Pistol\n- passenger_bench_1_fromObstructed\n- passenger_bench_1_fromObstructed_Pistol\n- passenger_bench_1_Idle\n- passenger_bench_1_Idle_Idling\n- passenger_bench_1_Idle_Pistol\n- passenger_bench_1_Idle_Pistol_Idling\n- passenger_bench_1_Idle_Unarmed\n- passenger_bench_1_Idle_Unarmed_Idling\n- passenger_bench_1_Obstructed\n- passenger_bench_1_Obstructed_Pistol\n- passenger_bench_1_toObstructed\n- passenger_bench_1_toObstructed_Pistol\n- passenger_boat_1_Aim\n- passenger_boat_1_Aim_Binoc\n- passenger_boat_1_Aim_FromBinoc\n- passenger_boat_1_Aim_FromBinoc_End\n- passenger_boat_1_Aim_FromPistol\n- passenger_boat_1_Aim_FromPistol_End\n- passenger_boat_1_Aim_Idling\n- passenger_boat_1_Aim_Pistol\n- passenger_boat_1_Aim_Pistol_Binoc\n- passenger_boat_1_Aim_Pistol_FromBinoc\n- passenger_boat_1_Aim_Pistol_FromBinoc_End\n- passenger_boat_1_Aim_Pistol_Idling\n- passenger_boat_1_Aim_Pistol_ToBinoc\n- passenger_boat_1_Aim_Pistol_ToBinoc_End\n- passenger_boat_1_Aim_ToBinoc\n- passenger_boat_1_Aim_ToBinoc_End\n- passenger_boat_1_Aim_ToPistol\n- passenger_boat_1_Aim_ToPistol_End\n- passenger_boat_1_Aim_Unarmed_Binoc\n- passenger_boat_1_Aim_Unarmed_FromBinoc\n- passenger_boat_1_Aim_Unarmed_FromBinoc_End\n- passenger_boat_1_Aim_Unarmed_ToBinoc\n- passenger_boat_1_Aim_Unarmed_ToBinoc_End\n- passenger_boat_1_Die\n- passenger_boat_1_Die_Pistol\n- passenger_boat_1_fromObstructed\n- passenger_boat_1_fromObstructed_Pistol\n- passenger_boat_1_Idle\n- passenger_boat_1_Idle_Idling\n- passenger_boat_1_Idle_Pistol\n- passenger_boat_1_Idle_Pistol_Idling\n- passenger_boat_1_Idle_Unarmed\n- passenger_boat_1_Idle_Unarmed_Idling\n- passenger_boat_1_Obstructed\n- passenger_boat_1_Obstructed_Pistol\n- passenger_boat_1_toObstructed\n- passenger_boat_1_toObstructed_Pistol\n- passenger_boat_2_Aim\n- passenger_boat_2_Aim_Binoc\n- passenger_boat_2_Aim_FromBinoc\n- passenger_boat_2_Aim_FromBinoc_End\n- passenger_boat_2_Aim_FromPistol\n- passenger_boat_2_Aim_FromPistol_End\n- passenger_boat_2_Aim_Idling\n- passenger_boat_2_Aim_Pistol\n- passenger_boat_2_Aim_Pistol_Binoc\n- passenger_boat_2_Aim_Pistol_FromBinoc\n- passenger_boat_2_Aim_Pistol_FromBinoc_End\n- passenger_boat_2_Aim_Pistol_Idling\n- passenger_boat_2_Aim_Pistol_ToBinoc\n- passenger_boat_2_Aim_Pistol_ToBinoc_End\n- passenger_boat_2_Aim_ToBinoc\n- passenger_boat_2_Aim_ToBinoc_End\n- passenger_boat_2_Aim_ToPistol\n- passenger_boat_2_Aim_ToPistol_End\n- passenger_boat_2_Aim_Unarmed_Binoc\n- passenger_boat_2_Aim_Unarmed_FromBinoc\n- passenger_boat_2_Aim_Unarmed_FromBinoc_End\n- passenger_boat_2_Aim_Unarmed_ToBinoc\n- passenger_boat_2_Aim_Unarmed_ToBinoc_End\n- passenger_boat_2_Die\n- passenger_boat_2_Die_Pistol\n- passenger_boat_2_fromObstructed\n- passenger_boat_2_fromObstructed_Pistol\n- passenger_boat_2_Idle\n- passenger_boat_2_Idle_Idling\n- passenger_boat_2_Idle_Pistol\n- passenger_boat_2_Idle_Pistol_Idling\n- passenger_boat_2_Idle_Unarmed\n- passenger_boat_2_Idle_Unarmed_Idling\n- passenger_boat_2_Obstructed\n- passenger_boat_2_Obstructed_Pistol\n- passenger_boat_2_toObstructed\n- passenger_boat_2_toObstructed_Pistol\n- passenger_boat_3_Aim\n- passenger_boat_3_Aim_Binoc\n- passenger_boat_3_Aim_FromBinoc\n- passenger_boat_3_Aim_FromBinoc_End\n- passenger_boat_3_Aim_FromPistol\n- passenger_boat_3_Aim_FromPistol_End\n- passenger_boat_3_Aim_Idling\n- passenger_boat_3_Aim_Pistol\n- passenger_boat_3_Aim_Pistol_Binoc\n- passenger_boat_3_Aim_Pistol_FromBinoc\n- passenger_boat_3_Aim_Pistol_FromBinoc_End\n- passenger_boat_3_Aim_Pistol_Idling\n- passenger_boat_3_Aim_Pistol_ToBinoc\n- passenger_boat_3_Aim_Pistol_ToBinoc_End\n- passenger_boat_3_Aim_ToBinoc\n- passenger_boat_3_Aim_ToBinoc_End\n- passenger_boat_3_Aim_ToPistol\n- passenger_boat_3_Aim_ToPistol_End\n- passenger_boat_3_Aim_Unarmed_Binoc\n- passenger_boat_3_Aim_Unarmed_FromBinoc\n- passenger_boat_3_Aim_Unarmed_FromBinoc_End\n- passenger_boat_3_Aim_Unarmed_ToBinoc\n- passenger_boat_3_Aim_Unarmed_ToBinoc_End\n- passenger_boat_3_Die\n- passenger_boat_3_Die_Pistol\n- passenger_boat_3_fromObstructed\n- passenger_boat_3_fromObstructed_Pistol\n- passenger_boat_3_Idle\n- passenger_boat_3_Idle_Idling\n- passenger_boat_3_Idle_Pistol\n- passenger_boat_3_Idle_Pistol_Idling\n- passenger_boat_3_Idle_Unarmed\n- passenger_boat_3_Idle_Unarmed_Idling\n- passenger_boat_3_Obstructed\n- passenger_boat_3_Obstructed_Pistol\n- passenger_boat_3_toObstructed\n- passenger_boat_3_toObstructed_Pistol\n- passenger_boat_4_Aim\n- passenger_boat_4_Aim_Binoc\n- passenger_boat_4_Aim_FromBinoc\n- passenger_boat_4_Aim_FromBinoc_End\n- passenger_boat_4_Aim_FromPistol\n- passenger_boat_4_Aim_FromPistol_End\n- passenger_boat_4_Aim_Idling\n- passenger_boat_4_Aim_Pistol\n- passenger_boat_4_Aim_Pistol_Binoc\n- passenger_boat_4_Aim_Pistol_FromBinoc\n- passenger_boat_4_Aim_Pistol_FromBinoc_End\n- passenger_boat_4_Aim_Pistol_Idling\n- passenger_boat_4_Aim_Pistol_ToBinoc\n- passenger_boat_4_Aim_Pistol_ToBinoc_End\n- passenger_boat_4_Aim_ToBinoc\n- passenger_boat_4_Aim_ToBinoc_End\n- passenger_boat_4_Aim_ToPistol\n- passenger_boat_4_Aim_ToPistol_End\n- passenger_boat_4_Aim_Unarmed_Binoc\n- passenger_boat_4_Aim_Unarmed_FromBinoc\n- passenger_boat_4_Aim_Unarmed_FromBinoc_End\n- passenger_boat_4_Aim_Unarmed_ToBinoc\n- passenger_boat_4_Aim_Unarmed_ToBinoc_End\n- passenger_boat_4_Die\n- passenger_boat_4_Die_Pistol\n- passenger_boat_4_fromObstructed\n- passenger_boat_4_fromObstructed_Pistol\n- passenger_boat_4_Idle\n- passenger_boat_4_Idle_Idling\n- passenger_boat_4_Idle_Pistol\n- passenger_boat_4_Idle_Pistol_Idling\n- passenger_boat_4_Idle_Unarmed\n- passenger_boat_4_Idle_Unarmed_Idling\n- passenger_boat_4_Obstructed\n- passenger_boat_4_Obstructed_Pistol\n- passenger_boat_4_toObstructed\n- passenger_boat_4_toObstructed_Pistol\n- passenger_boat_holdleft\n- passenger_boat_holdleft2\n- passenger_boat_holdright\n- passenger_boat_holdright2\n- passenger_boat_rightrear\n- passenger_boat_rightrear_settlein\n- passenger_flatground_1_Aim\n- passenger_flatground_1_Aim_Binoc\n- passenger_flatground_1_Aim_FromBinoc\n- passenger_flatground_1_Aim_FromBinoc_End\n- passenger_flatground_1_Aim_FromPistol\n- passenger_flatground_1_Aim_FromPistol_End\n- passenger_flatground_1_Aim_Idling\n- passenger_flatground_1_Aim_Pistol\n- passenger_flatground_1_Aim_Pistol_Binoc\n- passenger_flatground_1_Aim_Pistol_FromBinoc\n- passenger_flatground_1_Aim_Pistol_FromBinoc_End\n- passenger_flatground_1_Aim_Pistol_Idling\n- passenger_flatground_1_Aim_Pistol_ToBinoc\n- passenger_flatground_1_Aim_Pistol_ToBinoc_End\n- passenger_flatground_1_Aim_ToBinoc\n- passenger_flatground_1_Aim_ToBinoc_End\n- passenger_flatground_1_Aim_ToPistol\n- passenger_flatground_1_Aim_ToPistol_End\n- passenger_flatground_1_Aim_Unarmed_Binoc\n- passenger_flatground_1_Aim_Unarmed_FromBinoc\n- passenger_flatground_1_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_1_Aim_Unarmed_ToBinoc\n- passenger_flatground_1_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_1_Die\n- passenger_flatground_1_Die_Pistol\n- passenger_flatground_1_fromObstructed\n- passenger_flatground_1_fromObstructed_Pistol\n- passenger_flatground_1_Idle\n- passenger_flatground_1_Idle_Idling\n- passenger_flatground_1_Idle_Pistol\n- passenger_flatground_1_Idle_Pistol_Idling\n- passenger_flatground_1_Idle_Unarmed\n- passenger_flatground_1_Idle_Unarmed_Idling\n- passenger_flatground_1_Obstructed\n- passenger_flatground_1_Obstructed_Pistol\n- passenger_flatground_1_toObstructed\n- passenger_flatground_1_toObstructed_Pistol\n- passenger_flatground_2_Aim\n- passenger_flatground_2_Aim_Binoc\n- passenger_flatground_2_Aim_FromBinoc\n- passenger_flatground_2_Aim_FromBinoc_End\n- passenger_flatground_2_Aim_FromPistol\n- passenger_flatground_2_Aim_FromPistol_End\n- passenger_flatground_2_Aim_Idling\n- passenger_flatground_2_Aim_Pistol\n- passenger_flatground_2_Aim_Pistol_Binoc\n- passenger_flatground_2_Aim_Pistol_FromBinoc\n- passenger_flatground_2_Aim_Pistol_FromBinoc_End\n- passenger_flatground_2_Aim_Pistol_Idling\n- passenger_flatground_2_Aim_Pistol_ToBinoc\n- passenger_flatground_2_Aim_Pistol_ToBinoc_End\n- passenger_flatground_2_Aim_ToBinoc\n- passenger_flatground_2_Aim_ToBinoc_End\n- passenger_flatground_2_Aim_ToPistol\n- passenger_flatground_2_Aim_ToPistol_End\n- passenger_flatground_2_Aim_Unarmed_Binoc\n- passenger_flatground_2_Aim_Unarmed_FromBinoc\n- passenger_flatground_2_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_2_Aim_Unarmed_ToBinoc\n- passenger_flatground_2_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_2_Die\n- passenger_flatground_2_Die_Pistol\n- passenger_flatground_2_fromObstructed\n- passenger_flatground_2_fromObstructed_Pistol\n- passenger_flatground_2_Idle\n- passenger_flatground_2_Idle_Idling\n- passenger_flatground_2_Idle_Pistol\n- passenger_flatground_2_Idle_Pistol_Idling\n- passenger_flatground_2_Idle_Unarmed\n- passenger_flatground_2_Idle_Unarmed_Idling\n- passenger_flatground_2_Obstructed\n- passenger_flatground_2_Obstructed_Pistol\n- passenger_flatground_2_toObstructed\n- passenger_flatground_2_toObstructed_Pistol\n- passenger_flatground_3_Aim\n- passenger_flatground_3_Aim_Binoc\n- passenger_flatground_3_Aim_FromBinoc\n- passenger_flatground_3_Aim_FromBinoc_End\n- passenger_flatground_3_Aim_FromPistol\n- passenger_flatground_3_Aim_FromPistol_End\n- passenger_flatground_3_Aim_Idling\n- passenger_flatground_3_Aim_Pistol\n- passenger_flatground_3_Aim_Pistol_Binoc\n- passenger_flatground_3_Aim_Pistol_FromBinoc\n- passenger_flatground_3_Aim_Pistol_FromBinoc_End\n- passenger_flatground_3_Aim_Pistol_Idling\n- passenger_flatground_3_Aim_Pistol_ToBinoc\n- passenger_flatground_3_Aim_Pistol_ToBinoc_End\n- passenger_flatground_3_Aim_ToBinoc\n- passenger_flatground_3_Aim_ToBinoc_End\n- passenger_flatground_3_Aim_ToPistol\n- passenger_flatground_3_Aim_ToPistol_End\n- passenger_flatground_3_Aim_Unarmed_Binoc\n- passenger_flatground_3_Aim_Unarmed_FromBinoc\n- passenger_flatground_3_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_3_Aim_Unarmed_ToBinoc\n- passenger_flatground_3_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_3_Die\n- passenger_flatground_3_Die_Pistol\n- passenger_flatground_3_fromObstructed\n- passenger_flatground_3_fromObstructed_Pistol\n- passenger_flatground_3_Idle\n- passenger_flatground_3_Idle_Idling\n- passenger_flatground_3_Idle_Pistol\n- passenger_flatground_3_Idle_Pistol_Idling\n- passenger_flatground_3_Idle_Unarmed\n- passenger_flatground_3_Idle_Unarmed_Idling\n- passenger_flatground_3_Obstructed\n- passenger_flatground_3_Obstructed_Pistol\n- passenger_flatground_3_toObstructed\n- passenger_flatground_3_toObstructed_Pistol\n- passenger_flatground_4_Aim\n- passenger_flatground_4_Aim_Binoc\n- passenger_flatground_4_Aim_FromBinoc\n- passenger_flatground_4_Aim_FromBinoc_End\n- passenger_flatground_4_Aim_FromPistol\n- passenger_flatground_4_Aim_FromPistol_End\n- passenger_flatground_4_Aim_Idling\n- passenger_flatground_4_Aim_Pistol\n- passenger_flatground_4_Aim_Pistol_Binoc\n- passenger_flatground_4_Aim_Pistol_FromBinoc\n- passenger_flatground_4_Aim_Pistol_FromBinoc_End\n- passenger_flatground_4_Aim_Pistol_Idling\n- passenger_flatground_4_Aim_Pistol_ToBinoc\n- passenger_flatground_4_Aim_Pistol_ToBinoc_End\n- passenger_flatground_4_Aim_ToBinoc\n- passenger_flatground_4_Aim_ToBinoc_End\n- passenger_flatground_4_Aim_ToPistol\n- passenger_flatground_4_Aim_ToPistol_End\n- passenger_flatground_4_Aim_Unarmed_Binoc\n- passenger_flatground_4_Aim_Unarmed_FromBinoc\n- passenger_flatground_4_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_4_Aim_Unarmed_ToBinoc\n- passenger_flatground_4_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_4_Aim_vehicle_passenger_stand_1_Aim\n- passenger_flatground_4_Die\n- passenger_flatground_4_Die_Pistol\n- passenger_flatground_4_fromObstructed\n- passenger_flatground_4_fromObstructed_Pistol\n- passenger_flatground_4_Idle\n- passenger_flatground_4_Idle_Idling\n- passenger_flatground_4_Idle_Pistol\n- passenger_flatground_4_Idle_Pistol_Idling\n- passenger_flatground_4_Idle_Unarmed\n- passenger_flatground_4_Idle_Unarmed_Idling\n- passenger_flatground_4_Obstructed\n- passenger_flatground_4_Obstructed_Pistol\n- passenger_flatground_4_toObstructed\n- passenger_flatground_4_toObstructed_Pistol\n- passenger_flatground_crosslegs\n- passenger_flatground_crosslegs_settlein\n- passenger_flatground_generic01\n- passenger_flatground_generic01_settlein\n- passenger_flatground_generic02\n- passenger_flatground_generic02_settlein\n- passenger_flatground_generic03\n- passenger_flatground_generic03_settlein\n- passenger_flatground_generic04\n- passenger_flatground_generic04_settlein\n- passenger_flatground_generic05\n- passenger_flatground_generic05_settlein\n- passenger_flatground_leanleft\n- passenger_flatground_leanleft_settlein\n- passenger_flatground_leanright\n- passenger_flatground_leanright_settlein\n- passenger_generic01_foldhands\n- passenger_generic01_foldhands_settlein\n- passenger_generic01_leanleft\n- passenger_generic01_leanleft_settlein\n- passenger_generic01_leanright\n- passenger_generic01_leanright_settlein\n- passenger_generic02_foldhands\n- passenger_generic02_foldhands_settlein\n- passenger_injured_medevac_truck01\n- passenger_injured_medevac_truck02\n- passenger_injured_medevac_truck03\n- passenger_inside_1_Aim\n- passenger_inside_1_Aim_Binoc\n- passenger_inside_1_Aim_FromBinoc\n- passenger_inside_1_Aim_FromBinoc_End\n- passenger_inside_1_Aim_FromPistol\n- passenger_inside_1_Aim_FromPistol_End\n- passenger_inside_1_Aim_Idling\n- passenger_inside_1_Aim_Pistol\n- passenger_inside_1_Aim_Pistol_Binoc\n- passenger_inside_1_Aim_Pistol_FromBinoc\n- passenger_inside_1_Aim_Pistol_FromBinoc_End\n- passenger_inside_1_Aim_Pistol_Idling\n- passenger_inside_1_Aim_Pistol_ToBinoc\n- passenger_inside_1_Aim_Pistol_ToBinoc_End\n- passenger_inside_1_Aim_ToBinoc\n- passenger_inside_1_Aim_ToBinoc_End\n- passenger_inside_1_Aim_ToPistol\n- passenger_inside_1_Aim_ToPistol_End\n- passenger_inside_1_Aim_Unarmed_Binoc\n- passenger_inside_1_Aim_Unarmed_FromBinoc\n- passenger_inside_1_Aim_Unarmed_FromBinoc_End\n- passenger_inside_1_Aim_Unarmed_ToBinoc\n- passenger_inside_1_Aim_Unarmed_ToBinoc_End\n- passenger_inside_1_Die\n- passenger_inside_1_Die_Pistol\n- passenger_inside_1_fromObstructed\n- passenger_inside_1_fromObstructed_Pistol\n- passenger_inside_1_Idle\n- passenger_inside_1_Idle_Idling\n- passenger_inside_1_Idle_Pistol\n- passenger_inside_1_Idle_Pistol_Idling\n- passenger_inside_1_Idle_Unarmed\n- passenger_inside_1_Idle_Unarmed_Idling\n- passenger_inside_1_Obstructed\n- passenger_inside_1_Obstructed_Pistol\n- passenger_inside_1_toObstructed\n- passenger_inside_1_toObstructed_Pistol\n- passenger_inside_2_Aim\n- passenger_inside_2_Aim_Binoc\n- passenger_inside_2_Aim_FromBinoc\n- passenger_inside_2_Aim_FromBinoc_End\n- passenger_inside_2_Aim_FromPistol\n- passenger_inside_2_Aim_FromPistol_End\n- passenger_inside_2_Aim_Idling\n- passenger_inside_2_Aim_Pistol\n- passenger_inside_2_Aim_Pistol_Binoc\n- passenger_inside_2_Aim_Pistol_FromBinoc\n- passenger_inside_2_Aim_Pistol_FromBinoc_End\n- passenger_inside_2_Aim_Pistol_Idling\n- passenger_inside_2_Aim_Pistol_ToBinoc\n- passenger_inside_2_Aim_Pistol_ToBinoc_End\n- passenger_inside_2_Aim_ToBinoc\n- passenger_inside_2_Aim_ToBinoc_End\n- passenger_inside_2_Aim_ToPistol\n- passenger_inside_2_Aim_ToPistol_End\n- passenger_inside_2_Aim_Unarmed_Binoc\n- passenger_inside_2_Aim_Unarmed_FromBinoc\n- passenger_inside_2_Aim_Unarmed_FromBinoc_End\n- passenger_inside_2_Aim_Unarmed_ToBinoc\n- passenger_inside_2_Aim_Unarmed_ToBinoc_End\n- passenger_inside_2_Die\n- passenger_inside_2_Die_Pistol\n- passenger_inside_2_fromObstructed\n- passenger_inside_2_fromObstructed_Pistol\n- passenger_inside_2_Idle\n- passenger_inside_2_Idle_Idling\n- passenger_inside_2_Idle_Pistol\n- passenger_inside_2_Idle_Pistol_Idling\n- passenger_inside_2_Idle_Unarmed\n- passenger_inside_2_Idle_Unarmed_Idling\n- passenger_inside_2_Obstructed\n- passenger_inside_2_Obstructed_Pistol\n- passenger_inside_2_toObstructed\n- passenger_inside_2_toObstructed_Pistol\n- passenger_inside_3_Aim\n- passenger_inside_3_Aim_Binoc\n- passenger_inside_3_Aim_FromBinoc\n- passenger_inside_3_Aim_FromBinoc_End\n- passenger_inside_3_Aim_FromPistol\n- passenger_inside_3_Aim_FromPistol_End\n- passenger_inside_3_Aim_Idling\n- passenger_inside_3_Aim_Pistol\n- passenger_inside_3_Aim_Pistol_Binoc\n- passenger_inside_3_Aim_Pistol_FromBinoc\n- passenger_inside_3_Aim_Pistol_FromBinoc_End\n- passenger_inside_3_Aim_Pistol_Idling\n- passenger_inside_3_Aim_Pistol_ToBinoc\n- passenger_inside_3_Aim_Pistol_ToBinoc_End\n- passenger_inside_3_Aim_ToBinoc\n- passenger_inside_3_Aim_ToBinoc_End\n- passenger_inside_3_Aim_ToPistol\n- passenger_inside_3_Aim_ToPistol_End\n- passenger_inside_3_Aim_Unarmed_Binoc\n- passenger_inside_3_Aim_Unarmed_FromBinoc\n- passenger_inside_3_Aim_Unarmed_FromBinoc_End\n- passenger_inside_3_Aim_Unarmed_ToBinoc\n- passenger_inside_3_Aim_Unarmed_ToBinoc_End\n- passenger_inside_3_Die\n- passenger_inside_3_Die_Pistol\n- passenger_inside_3_fromObstructed\n- passenger_inside_3_fromObstructed_Pistol\n- passenger_inside_3_Idle\n- passenger_inside_3_Idle_Idling\n- passenger_inside_3_Idle_Pistol\n- passenger_inside_3_Idle_Pistol_Idling\n- passenger_inside_3_Idle_Unarmed\n- passenger_inside_3_Idle_Unarmed_Idling\n- passenger_inside_3_Obstructed\n- passenger_inside_3_Obstructed_Pistol\n- passenger_inside_3_toObstructed\n- passenger_inside_3_toObstructed_Pistol\n- passenger_inside_4_Aim\n- passenger_inside_4_Aim_Binoc\n- passenger_inside_4_Aim_FromBinoc\n- passenger_inside_4_Aim_FromBinoc_End\n- passenger_inside_4_Aim_FromPistol\n- passenger_inside_4_Aim_FromPistol_End\n- passenger_inside_4_Aim_Idling\n- passenger_inside_4_Aim_Pistol\n- passenger_inside_4_Aim_Pistol_Binoc\n- passenger_inside_4_Aim_Pistol_FromBinoc\n- passenger_inside_4_Aim_Pistol_FromBinoc_End\n- passenger_inside_4_Aim_Pistol_Idling\n- passenger_inside_4_Aim_Pistol_ToBinoc\n- passenger_inside_4_Aim_Pistol_ToBinoc_End\n- passenger_inside_4_Aim_ToBinoc\n- passenger_inside_4_Aim_ToBinoc_End\n- passenger_inside_4_Aim_ToPistol\n- passenger_inside_4_Aim_ToPistol_End\n- passenger_inside_4_Aim_Unarmed_Binoc\n- passenger_inside_4_Aim_Unarmed_FromBinoc\n- passenger_inside_4_Aim_Unarmed_FromBinoc_End\n- passenger_inside_4_Aim_Unarmed_ToBinoc\n- passenger_inside_4_Aim_Unarmed_ToBinoc_End\n- passenger_inside_4_Die\n- passenger_inside_4_Die_Pistol\n- passenger_inside_4_fromObstructed\n- passenger_inside_4_fromObstructed_Pistol\n- passenger_inside_4_Idle\n- passenger_inside_4_Idle_Idling\n- passenger_inside_4_Idle_Pistol\n- passenger_inside_4_Idle_Pistol_Idling\n- passenger_inside_4_Idle_Unarmed\n- passenger_inside_4_Idle_Unarmed_Idling\n- passenger_inside_4_Obstructed\n- passenger_inside_4_Obstructed_Pistol\n- passenger_inside_4_toObstructed\n- passenger_inside_4_toObstructed_Pistol\n- passenger_inside_5_Aim\n- passenger_inside_5_Aim_Binoc\n- passenger_inside_5_Aim_FromBinoc\n- passenger_inside_5_Aim_FromBinoc_End\n- passenger_inside_5_Aim_FromPistol\n- passenger_inside_5_Aim_FromPistol_End\n- passenger_inside_5_Aim_Idling\n- passenger_inside_5_Aim_Pistol\n- passenger_inside_5_Aim_Pistol_Binoc\n- passenger_inside_5_Aim_Pistol_FromBinoc\n- passenger_inside_5_Aim_Pistol_FromBinoc_End\n- passenger_inside_5_Aim_Pistol_Idling\n- passenger_inside_5_Aim_Pistol_ToBinoc\n- passenger_inside_5_Aim_Pistol_ToBinoc_End\n- passenger_inside_5_Aim_ToBinoc\n- passenger_inside_5_Aim_ToBinoc_End\n- passenger_inside_5_Aim_ToPistol\n- passenger_inside_5_Aim_ToPistol_End\n- passenger_inside_5_Aim_Unarmed_Binoc\n- passenger_inside_5_Aim_Unarmed_FromBinoc\n- passenger_inside_5_Aim_Unarmed_FromBinoc_End\n- passenger_inside_5_Aim_Unarmed_ToBinoc\n- passenger_inside_5_Aim_Unarmed_ToBinoc_End\n- passenger_inside_5_Die\n- passenger_inside_5_Die_Pistol\n- passenger_inside_5_fromObstructed\n- passenger_inside_5_fromObstructed_Pistol\n- passenger_inside_5_Idle\n- passenger_inside_5_Idle_Idling\n- passenger_inside_5_Idle_Pistol\n- passenger_inside_5_Idle_Pistol_Idling\n- passenger_inside_5_Idle_Unarmed\n- passenger_inside_5_Idle_Unarmed_Idling\n- passenger_inside_5_Obstructed\n- passenger_inside_5_Obstructed_Pistol\n- passenger_inside_5_toObstructed\n- passenger_inside_5_toObstructed_Pistol\n- passenger_inside_6_Aim\n- passenger_inside_6_Aim_Binoc\n- passenger_inside_6_Aim_FromBinoc\n- passenger_inside_6_Aim_FromBinoc_End\n- passenger_inside_6_Aim_FromPistol\n- passenger_inside_6_Aim_FromPistol_End\n- passenger_inside_6_Aim_Idling\n- passenger_inside_6_Aim_Pistol\n- passenger_inside_6_Aim_Pistol_Binoc\n- passenger_inside_6_Aim_Pistol_FromBinoc\n- passenger_inside_6_Aim_Pistol_FromBinoc_End\n- passenger_inside_6_Aim_Pistol_Idling\n- passenger_inside_6_Aim_Pistol_ToBinoc\n- passenger_inside_6_Aim_Pistol_ToBinoc_End\n- passenger_inside_6_Aim_ToBinoc\n- passenger_inside_6_Aim_ToBinoc_End\n- passenger_inside_6_Aim_ToPistol\n- passenger_inside_6_Aim_ToPistol_End\n- passenger_inside_6_Aim_Unarmed_Binoc\n- passenger_inside_6_Aim_Unarmed_FromBinoc\n- passenger_inside_6_Aim_Unarmed_FromBinoc_End\n- passenger_inside_6_Aim_Unarmed_ToBinoc\n- passenger_inside_6_Aim_Unarmed_ToBinoc_End\n- passenger_inside_6_Die\n- passenger_inside_6_Die_Pistol\n- passenger_inside_6_fromObstructed\n- passenger_inside_6_fromObstructed_Pistol\n- passenger_inside_6_Idle\n- passenger_inside_6_Idle_Idling\n- passenger_inside_6_Idle_Pistol\n- passenger_inside_6_Idle_Pistol_Idling\n- passenger_inside_6_Idle_Unarmed\n- passenger_inside_6_Idle_Unarmed_Idling\n- passenger_inside_6_Obstructed\n- passenger_inside_6_Obstructed_Pistol\n- passenger_inside_6_toObstructed\n- passenger_inside_6_toObstructed_Pistol\n- passenger_inside_7_Aim\n- passenger_inside_7_Aim_Binoc\n- passenger_inside_7_Aim_FromBinoc\n- passenger_inside_7_Aim_FromBinoc_End\n- passenger_inside_7_Aim_FromPistol\n- passenger_inside_7_Aim_FromPistol_End\n- passenger_inside_7_Aim_Idling\n- passenger_inside_7_Aim_Pistol\n- passenger_inside_7_Aim_Pistol_Binoc\n- passenger_inside_7_Aim_Pistol_FromBinoc\n- passenger_inside_7_Aim_Pistol_FromBinoc_End\n- passenger_inside_7_Aim_Pistol_Idling\n- passenger_inside_7_Aim_Pistol_ToBinoc\n- passenger_inside_7_Aim_Pistol_ToBinoc_End\n- passenger_inside_7_Aim_ToBinoc\n- passenger_inside_7_Aim_ToBinoc_End\n- passenger_inside_7_Aim_ToPistol\n- passenger_inside_7_Aim_ToPistol_End\n- passenger_inside_7_Aim_Unarmed_Binoc\n- passenger_inside_7_Aim_Unarmed_FromBinoc\n- passenger_inside_7_Aim_Unarmed_FromBinoc_End\n- passenger_inside_7_Aim_Unarmed_ToBinoc\n- passenger_inside_7_Aim_Unarmed_ToBinoc_End\n- passenger_inside_7_Die\n- passenger_inside_7_Die_Pistol\n- passenger_inside_7_fromObstructed\n- passenger_inside_7_fromObstructed_Pistol\n- passenger_inside_7_Idle\n- passenger_inside_7_Idle_Idling\n- passenger_inside_7_Idle_Pistol\n- passenger_inside_7_Idle_Pistol_Idling\n- passenger_inside_7_Idle_Unarmed\n- passenger_inside_7_Idle_Unarmed_Idling\n- passenger_inside_7_Obstructed\n- passenger_inside_7_Obstructed_Pistol\n- passenger_inside_7_toObstructed\n- passenger_inside_7_toObstructed_Pistol\n- passenger_inside_8_Aim\n- passenger_inside_8_Aim_Binoc\n- passenger_inside_8_Aim_FromBinoc\n- passenger_inside_8_Aim_FromBinoc_End\n- passenger_inside_8_Aim_FromPistol\n- passenger_inside_8_Aim_FromPistol_End\n- passenger_inside_8_Aim_Idling\n- passenger_inside_8_Aim_Pistol\n- passenger_inside_8_Aim_Pistol_Binoc\n- passenger_inside_8_Aim_Pistol_FromBinoc\n- passenger_inside_8_Aim_Pistol_FromBinoc_End\n- passenger_inside_8_Aim_Pistol_Idling\n- passenger_inside_8_Aim_Pistol_ToBinoc\n- passenger_inside_8_Aim_Pistol_ToBinoc_End\n- passenger_inside_8_Aim_ToBinoc\n- passenger_inside_8_Aim_ToBinoc_End\n- passenger_inside_8_Aim_ToPistol\n- passenger_inside_8_Aim_ToPistol_End\n- passenger_inside_8_Aim_Unarmed_Binoc\n- passenger_inside_8_Aim_Unarmed_FromBinoc\n- passenger_inside_8_Aim_Unarmed_FromBinoc_End\n- passenger_inside_8_Aim_Unarmed_ToBinoc\n- passenger_inside_8_Aim_Unarmed_ToBinoc_End\n- passenger_inside_8_Die\n- passenger_inside_8_Die_Pistol\n- passenger_inside_8_fromObstructed\n- passenger_inside_8_fromObstructed_Pistol\n- passenger_inside_8_Idle\n- passenger_inside_8_Idle_Idling\n- passenger_inside_8_Idle_Pistol\n- passenger_inside_8_Idle_Pistol_Idling\n- passenger_inside_8_Idle_Unarmed\n- passenger_inside_8_Idle_Unarmed_Idling\n- passenger_inside_8_Obstructed\n- passenger_inside_8_Obstructed_Pistol\n- passenger_inside_8_toObstructed\n- passenger_inside_8_toObstructed_Pistol\n- passenger_low01\n- passenger_low01_settlein\n- passenger_mantisrear\n- passenger_MRAP_01_back\n- passenger_MRAP_01_back_settlein\n- passenger_MRAP_01_front\n- passenger_MRAP_01_front_settlein\n- passenger_MRAP_03exgunner\n- passenger_MRAP_03exgunner_settlein\n- Passenger_Plane_Civil_01_L\n- Passenger_Plane_Civil_01_R\n- passenger_Quadbike\n- passenger_scooter_01\n- passenger_scooter_01_settlein\n- passenger_scooter_02\n- passenger_scooter_02_settlein\n- passenger_sdv\n- passenger_sdv_settlein\n- Passenger_Van_02_Medevac_Back\n- Passenger_Van_02_Medevac_Front\n- Passenger_Van_02_Transport_Left_1\n- Passenger_Van_02_Transport_Left_1_settleIn\n- Passenger_Van_02_Transport_Left_2\n- Passenger_Van_02_Transport_Left_2_settleIn\n- Passenger_Van_02_Transport_Left_3\n- Passenger_Van_02_Transport_Left_3_settleIn\n- Passenger_Van_02_Transport_Middle_3\n- Passenger_Van_02_Transport_Middle_3_settleIn\n- Passenger_Van_02_Transport_Right_1\n- Passenger_Van_02_Transport_Right_1_settleIn\n- Passenger_Van_02_Transport_Right_2\n- Passenger_Van_02_Transport_Right_2_settleIn\n- Passenger_Van_02_Transport_Right_3\n- Passenger_Van_02_Transport_Right_3_settleIn\n- passenger_VAN_codriver01\n- passenger_VAN_codriver01_settlein\n- passenger_VAN_codriver02\n- passenger_VAN_codriver02_settlein\n- Patient_Van_02_Medevac_Back\n- Patient_Van_02_Medevac_Front\n- PBX_Cargo01\n- PBX_Cargo02\n- PBX_Cargo03\n- PBX_Driver\n- pilot_Heli_Attack_01\n- pilot_Heli_Attack_01_settlein\n- pilot_Heli_Light_02\n- pilot_Heli_Light_02_Enter\n- pilot_Heli_Light_02_Exit\n- pilot_Heli_Light_02_KIA\n- pilot_Heli_Light_03\n- pilot_Heli_Light_03_Enter\n- pilot_Heli_Light_03_Exit\n- pilot_Heli_Light_03_KIA\n- pilot_Heli_Transport_01\n- pilot_Heli_Transport_03\n- pilot_Heli_Transport_03_idle\n- pilot_Heli_Transport_04\n- pilot_Heli_Transport_04_idle\n- pilot_plane_cas_01\n- pilot_plane_cas_01_getin\n- pilot_plane_cas_01_getout\n- pilot_plane_cas_02\n- pilot_plane_cas_02_getin\n- pilot_plane_cas_02_getout\n- Pilot_Plane_Civil_01\n- Pilot_Plane_Civil_01_GetIn\n- Pilot_Plane_Civil_01_GetOut\n- Pilot_Plane_Fighter_01\n- Pilot_Plane_Fighter_01_GetIn\n- Pilot_Plane_Fighter_01_GetOut\n- Pilot_Plane_Fighter_01_SettleIn\n- Pilot_Plane_Fighter_02\n- Pilot_Plane_Fighter_02_GetIn\n- Pilot_Plane_Fighter_02_GetOut\n- Pilot_Plane_Fighter_02_SettleIn\n- Pilot_Plane_Fighter_04\n- Pilot_Plane_Fighter_04_GetIn\n- Pilot_Plane_Fighter_04_GetOut\n- Pilot_Plane_Fighter_04_SettleIn\n- Pilot_Plane_Fighter_Ejection\n- pilot_vtol01_armed\n- pilot_vtol01_armed_kia\n- pilot_vtol01_armed_settlein\n- pilot_vtol02_vehicle\n- pilot_vtol02_vehicle_kia\n- pilot_vtol02_vehicle_settlein\n- PistolHeavy02ReloadProne\n- PistolMagazineReloadKneel\n- PistolMagazineReloadProne\n- PistolMagazineReloadStand\n- PistolReloadProne\n- PistolReloadProneBase\n- PistolReloadProneFlaregun\n- Plane_Fighter_03_Pilot\n- Poster_pose_01\n- Poster_pose_02\n- PreciseCrew\n- ProneBipod_BottomLeft\n- ProneBipod_BottomRight\n- ProneBipod_CenterLeft\n- ProneBipod_CenterRight\n- ProneBipod_TopLeft\n- ProneBipod_TopRight\n- ReloadGM6\n- ReloadGM6Prone\n- ReloadRPG\n- ReloadRPG7V\n- ReloadRPG7VKneel\n- ReloadRPGKneel\n- revive_secured\n- RHIB_Cargo\n- RHIB_Driver\n- RHIB_Gunner\n- RifleReloadProne_smg_03\n- RifleReloadProneAKM\n- RifleReloadProneAKS\n- RifleReloadProneARX\n- RifleReloadProneARX2\n- RifleReloadProneBase\n- RifleReloadProneCTAR\n- RifleReloadProneDMR\n- RifleReloadProneDMR02\n- RifleReloadProneDMR03\n- RifleReloadProneDMR04\n- RifleReloadProneDMR05\n- RifleReloadProneDMR06\n- RifleReloadProneDMR07\n- RifleReloadProneEBR\n- RifleReloadProneGM6\n- RifleReloadProneKatiba\n- RifleReloadProneKatibaUGL\n- RifleReloadProneLIM\n- RifleReloadProneLRR\n- RifleReloadProneM200\n- RifleReloadProneM4SSAS\n- RifleReloadProneMk20\n- RifleReloadProneMk20UGL\n- RifleReloadProneMMG01\n- RifleReloadProneMMG02\n- RifleReloadProneMX\n- RifleReloadProneMXCompact\n- RifleReloadProneMXSniper\n- RifleReloadProneMXUGL\n- RifleReloadProneSDAR\n- RifleReloadProneSMG_01\n- RifleReloadProneSMG_02\n- RifleReloadProneSMG_03\n- RifleReloadProneSMG_05\n- RifleReloadProneSPAR_01\n- RifleReloadProneSPAR_02\n- RifleReloadProneSPARUGL\n- RifleReloadProneTRG\n- RifleReloadProneTRGUGL\n- sitTableRfl_listening\n- SprintBaseDf\n- SprintBaseDfl\n- SprintBaseDfr\n- SprintCivilBaseDf\n- SprintCivilBaseDfl\n- SprintCivilBaseDfr\n- Static_Dead\n- Static_Turret\n- TestDance\n- TestSurrender\n- TransAnimBase\n- TransAnimBase_noIK\n- Truck_02_Driver\n- Truck_02_Driver\n- Truck_02_Driver\n- truck_02_mrl_gunner\n- Truck_Cargo01\n- Truck_Cargo01\n- Truck_Cargo01\n- Truck_Cargo02\n- Truck_Cargo02\n- Truck_Cargo02\n- Truck_Cargo02_V1\n- Truck_Cargo02_V1\n- Truck_Cargo02_V1\n- Truck_Cargo02_V2\n- Truck_Cargo02_V2\n- Truck_Cargo02_V2\n- Truck_Cargo02_V3\n- Truck_Cargo02_V3\n- Truck_Cargo02_V3\n- Truck_Cargo02_V4\n- Truck_Cargo02_V4\n- Truck_Cargo02_V4\n- Truck_Cargo03\n- Truck_Cargo03\n- Truck_Cargo03\n- Truck_Cargo03_V1\n- Truck_Cargo03_V1\n- Truck_Cargo03_V1\n- Truck_Cargo03_V2\n- Truck_Cargo03_V2\n- Truck_Cargo03_V2\n- Truck_Cargo04\n- Truck_Cargo04\n- Truck_Cargo04\n- Truck_Cargo04_V1\n- Truck_Cargo04_V1\n- Truck_Cargo04_V1\n- Truck_Cargo04_V2\n- Truck_Cargo04_V2\n- Truck_Cargo04_V2\n- Truck_Cargo04_V3\n- Truck_Cargo04_V3\n- Truck_Cargo04_V3\n- Truck_Driver\n- Truck_Driver\n- Truck_Driver\n- UnaErcPoslechVelitele1\n- UnaErcPoslechVelitele2\n- UnaErcPoslechVelitele3\n- UnaErcPoslechVelitele4\n- Unconscious\n- UnconsciousFaceDown\n- UnconsciousFaceLeft\n- UnconsciousFaceRight\n- UnconsciousFaceUp\n- UnconsciousMedicFromBinoc\n- UnconsciousMedicFromBinocKneel\n- UnconsciousMedicFromLauncher\n- UnconsciousMedicFromLauncherKneel\n- UnconsciousMedicFromPistol\n- UnconsciousMedicFromPistolKneel\n- UnconsciousMedicFromRifle\n- UnconsciousMedicFromRifleKneel\n- UnconsciousMedicFromUnarmed\n- UnconsciousMedicFromUnarmedKneel\n- UnconsciousMedicOut\n- UnconsciousMedicOutBinoc\n- UnconsciousMedicOutLauncher\n- UnconsciousMedicOutPistol\n- UnconsciousMedicOutRifle\n- UnconsciousOutKneelLauncher\n- UnconsciousOutProne\n- UnconsciousReviveArms\n- UnconsciousReviveArms_A\n- UnconsciousReviveArms_B\n- UnconsciousReviveArms_Base\n- UnconsciousReviveArms_C\n- UnconsciousReviveBody\n- UnconsciousReviveBody_A\n- UnconsciousReviveBody_B\n- UnconsciousReviveBody_Base\n- UnconsciousReviveDefault\n- UnconsciousReviveDefault_A\n- UnconsciousReviveDefault_B\n- UnconsciousReviveDefault_Base\n- UnconsciousReviveDefault_C\n- UnconsciousReviveHead\n- UnconsciousReviveHead_A\n- UnconsciousReviveHead_B\n- UnconsciousReviveHead_Base\n- UnconsciousReviveHead_C\n- UnconsciousReviveLegs\n- UnconsciousReviveLegs_A\n- UnconsciousReviveLegs_B\n- UnconsciousReviveLegs_Base\n- UnconsciousReviveMedic\n- UnconsciousReviveMedic_A\n- UnconsciousReviveMedic_B\n- UnconsciousReviveMedic_Base\n- vehicle_coshooter_1_Aim\n- vehicle_coshooter_1_Aim_Binoc\n- vehicle_coshooter_1_Aim_FromBinoc\n- vehicle_coshooter_1_Aim_FromBinoc_End\n- vehicle_coshooter_1_Aim_FromPistol\n- vehicle_coshooter_1_Aim_FromPistol_End\n- vehicle_coshooter_1_Aim_Idling\n- vehicle_coshooter_1_Aim_Pistol\n- vehicle_coshooter_1_Aim_Pistol_Binoc\n- vehicle_coshooter_1_Aim_Pistol_FromBinoc\n- vehicle_coshooter_1_Aim_Pistol_FromBinoc_End\n- vehicle_coshooter_1_Aim_Pistol_Idling\n- vehicle_coshooter_1_Aim_Pistol_ToBinoc\n- vehicle_coshooter_1_Aim_Pistol_ToBinoc_End\n- vehicle_coshooter_1_Aim_ToBinoc\n- vehicle_coshooter_1_Aim_ToBinoc_End\n- vehicle_coshooter_1_Aim_ToPistol\n- vehicle_coshooter_1_Aim_ToPistol_End\n- vehicle_coshooter_1_Aim_Unarmed_Binoc\n- vehicle_coshooter_1_Aim_Unarmed_FromBinoc\n- vehicle_coshooter_1_Aim_Unarmed_FromBinoc_End\n- vehicle_coshooter_1_Aim_Unarmed_ToBinoc\n- vehicle_coshooter_1_Aim_Unarmed_ToBinoc_End\n- vehicle_coshooter_1_Die\n- vehicle_coshooter_1_Die_Pistol\n- vehicle_coshooter_1_fromObstructed\n- vehicle_coshooter_1_fromObstructed_Pistol\n- vehicle_coshooter_1_Idle\n- vehicle_coshooter_1_Idle_Idling\n- vehicle_coshooter_1_Idle_Pistol\n- vehicle_coshooter_1_Idle_Pistol_Idling\n- vehicle_coshooter_1_Idle_Unarmed\n- vehicle_coshooter_1_Idle_Unarmed_Idling\n- vehicle_coshooter_1_Obstructed\n- vehicle_coshooter_1_Obstructed_Pistol\n- vehicle_coshooter_1_toObstructed\n- vehicle_coshooter_1_toObstructed_Pistol\n- vehicle_passenger_stand_1_Aim\n- vehicle_passenger_stand_1_Aim_Binoc\n- vehicle_passenger_stand_1_Aim_FromBinoc\n- vehicle_passenger_stand_1_Aim_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_FromLauncher\n- vehicle_passenger_stand_1_Aim_FromLauncher_End\n- vehicle_passenger_stand_1_Aim_FromPistol\n- vehicle_passenger_stand_1_Aim_FromPistol_End\n- vehicle_passenger_stand_1_Aim_Idling\n- vehicle_passenger_stand_1_Aim_Launcher\n- vehicle_passenger_stand_1_Aim_Launcher_Binoc\n- vehicle_passenger_stand_1_Aim_Launcher_FromBinoc\n- vehicle_passenger_stand_1_Aim_Launcher_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_Launcher_Idling\n- vehicle_passenger_stand_1_Aim_Launcher_Reload\n- vehicle_passenger_stand_1_Aim_Launcher_ToBinoc\n- vehicle_passenger_stand_1_Aim_Launcher_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_passenger_flatground_4_Aim\n- vehicle_passenger_stand_1_Aim_Pistol\n- vehicle_passenger_stand_1_Aim_Pistol_Binoc\n- vehicle_passenger_stand_1_Aim_Pistol_FromBinoc\n- vehicle_passenger_stand_1_Aim_Pistol_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_Pistol_FromLauncher\n- vehicle_passenger_stand_1_Aim_Pistol_FromLauncher_End\n- vehicle_passenger_stand_1_Aim_Pistol_Idling\n- vehicle_passenger_stand_1_Aim_Pistol_ToBinoc\n- vehicle_passenger_stand_1_Aim_Pistol_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_Pistol_ToLauncher\n- vehicle_passenger_stand_1_Aim_Pistol_ToLauncher_End\n- vehicle_passenger_stand_1_Aim_ToBinoc\n- vehicle_passenger_stand_1_Aim_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_ToLauncher\n- vehicle_passenger_stand_1_Aim_ToLauncher_End\n- vehicle_passenger_stand_1_Aim_ToPistol\n- vehicle_passenger_stand_1_Aim_ToPistol_End\n- vehicle_passenger_stand_1_Aim_Unarmed_Binoc\n- vehicle_passenger_stand_1_Aim_Unarmed_FromBinoc\n- vehicle_passenger_stand_1_Aim_Unarmed_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_Unarmed_FromLauncher\n- vehicle_passenger_stand_1_Aim_Unarmed_ToBinoc\n- vehicle_passenger_stand_1_Aim_Unarmed_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_Unarmed_ToLauncher\n- vehicle_passenger_stand_1_Die\n- vehicle_passenger_stand_1_Die_Pistol\n- vehicle_passenger_stand_1_fromObstructed\n- vehicle_passenger_stand_1_fromObstructed_Pistol\n- vehicle_passenger_stand_1_Idle\n- vehicle_passenger_stand_1_Idle_Idling\n- vehicle_passenger_stand_1_Idle_Launcher\n- vehicle_passenger_stand_1_Idle_Launcher_Idling\n- vehicle_passenger_stand_1_Idle_Pistol\n- vehicle_passenger_stand_1_Idle_Pistol_Idling\n- vehicle_passenger_stand_1_Idle_Unarmed\n- vehicle_passenger_stand_1_Idle_Unarmed_Idling\n- vehicle_passenger_stand_1_Obstructed\n- vehicle_passenger_stand_1_Obstructed_Pistol\n- vehicle_passenger_stand_1_toObstructed\n- vehicle_passenger_stand_1_toObstructed_Pistol\n- vehicle_passenger_stand_2_Aim\n- vehicle_passenger_stand_2_Aim_Binoc\n- vehicle_passenger_stand_2_Aim_FromBinoc\n- vehicle_passenger_stand_2_Aim_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_FromLauncher\n- vehicle_passenger_stand_2_Aim_FromLauncher_End\n- vehicle_passenger_stand_2_Aim_FromPistol\n- vehicle_passenger_stand_2_Aim_FromPistol_End\n- vehicle_passenger_stand_2_Aim_Idling\n- vehicle_passenger_stand_2_Aim_Launcher\n- vehicle_passenger_stand_2_Aim_Launcher_Binoc\n- vehicle_passenger_stand_2_Aim_Launcher_FromBinoc\n- vehicle_passenger_stand_2_Aim_Launcher_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_Launcher_Idling\n- vehicle_passenger_stand_2_Aim_Launcher_Reload\n- vehicle_passenger_stand_2_Aim_Launcher_ToBinoc\n- vehicle_passenger_stand_2_Aim_Launcher_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_Pistol\n- vehicle_passenger_stand_2_Aim_Pistol_Binoc\n- vehicle_passenger_stand_2_Aim_Pistol_FromBinoc\n- vehicle_passenger_stand_2_Aim_Pistol_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_Pistol_FromLauncher\n- vehicle_passenger_stand_2_Aim_Pistol_FromLauncher_End\n- vehicle_passenger_stand_2_Aim_Pistol_Idling\n- vehicle_passenger_stand_2_Aim_Pistol_ToBinoc\n- vehicle_passenger_stand_2_Aim_Pistol_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_Pistol_ToLauncher\n- vehicle_passenger_stand_2_Aim_Pistol_ToLauncher_End\n- vehicle_passenger_stand_2_Aim_ToBinoc\n- vehicle_passenger_stand_2_Aim_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_ToLauncher\n- vehicle_passenger_stand_2_Aim_ToLauncher_End\n- vehicle_passenger_stand_2_Aim_ToPistol\n- vehicle_passenger_stand_2_Aim_ToPistol_End\n- vehicle_passenger_stand_2_Aim_Unarmed_Binoc\n- vehicle_passenger_stand_2_Aim_Unarmed_FromBinoc\n- vehicle_passenger_stand_2_Aim_Unarmed_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_Unarmed_FromLauncher\n- vehicle_passenger_stand_2_Aim_Unarmed_ToBinoc\n- vehicle_passenger_stand_2_Aim_Unarmed_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_Unarmed_ToLauncher\n- vehicle_passenger_stand_2_Die\n- vehicle_passenger_stand_2_Die_Pistol\n- vehicle_passenger_stand_2_fromObstructed\n- vehicle_passenger_stand_2_fromObstructed_Pistol\n- vehicle_passenger_stand_2_Idle\n- vehicle_passenger_stand_2_Idle_Idling\n- vehicle_passenger_stand_2_Idle_Launcher\n- vehicle_passenger_stand_2_Idle_Launcher_Idling\n- vehicle_passenger_stand_2_Idle_Pistol\n- vehicle_passenger_stand_2_Idle_Pistol_Idling\n- vehicle_passenger_stand_2_Idle_Unarmed\n- vehicle_passenger_stand_2_Idle_Unarmed_Idling\n- vehicle_passenger_stand_2_Obstructed\n- vehicle_passenger_stand_2_Obstructed_Pistol\n- vehicle_passenger_stand_2_toObstructed\n- vehicle_passenger_stand_2_toObstructed_Pistol\n- vehicle_turnout_1_Aim\n- vehicle_turnout_1_Aim_Binoc\n- vehicle_turnout_1_Aim_FromBinoc\n- vehicle_turnout_1_Aim_FromBinoc_End\n- vehicle_turnout_1_Aim_FromPistol\n- vehicle_turnout_1_Aim_FromPistol_End\n- vehicle_turnout_1_Aim_Idling\n- vehicle_turnout_1_Aim_Pistol\n- vehicle_turnout_1_Aim_Pistol_Binoc\n- vehicle_turnout_1_Aim_Pistol_FromBinoc\n- vehicle_turnout_1_Aim_Pistol_FromBinoc_End\n- vehicle_turnout_1_Aim_Pistol_Idling\n- vehicle_turnout_1_Aim_Pistol_ToBinoc\n- vehicle_turnout_1_Aim_Pistol_ToBinoc_End\n- vehicle_turnout_1_Aim_ToBinoc\n- vehicle_turnout_1_Aim_ToBinoc_End\n- vehicle_turnout_1_Aim_ToPistol\n- vehicle_turnout_1_Aim_ToPistol_End\n- vehicle_turnout_1_Aim_Unarmed_Binoc\n- vehicle_turnout_1_Aim_Unarmed_FromBinoc\n- vehicle_turnout_1_Aim_Unarmed_FromBinoc_End\n- vehicle_turnout_1_Aim_Unarmed_ToBinoc\n- vehicle_turnout_1_Aim_Unarmed_ToBinoc_End\n- vehicle_turnout_1_Die\n- vehicle_turnout_1_Die_Pistol\n- vehicle_turnout_1_fromObstructed\n- vehicle_turnout_1_fromObstructed_Pistol\n- vehicle_turnout_1_Idle\n- vehicle_turnout_1_Idle_Idling\n- vehicle_turnout_1_Idle_Pistol\n- vehicle_turnout_1_Idle_Pistol_Idling\n- vehicle_turnout_1_Idle_Unarmed\n- vehicle_turnout_1_Idle_Unarmed_Idling\n- vehicle_turnout_1_Obstructed\n- vehicle_turnout_1_Obstructed_Pistol\n- vehicle_turnout_1_toObstructed\n- vehicle_turnout_1_toObstructed_Pistol\n- vehicle_turnout_2_Aim\n- vehicle_turnout_2_Aim_Binoc\n- vehicle_turnout_2_Aim_FromBinoc\n- vehicle_turnout_2_Aim_FromBinoc_End\n- vehicle_turnout_2_Aim_FromPistol\n- vehicle_turnout_2_Aim_FromPistol_End\n- vehicle_turnout_2_Aim_Idling\n- vehicle_turnout_2_Aim_Pistol\n- vehicle_turnout_2_Aim_Pistol_Binoc\n- vehicle_turnout_2_Aim_Pistol_FromBinoc\n- vehicle_turnout_2_Aim_Pistol_FromBinoc_End\n- vehicle_turnout_2_Aim_Pistol_Idling\n- vehicle_turnout_2_Aim_Pistol_ToBinoc\n- vehicle_turnout_2_Aim_Pistol_ToBinoc_End\n- vehicle_turnout_2_Aim_ToBinoc\n- vehicle_turnout_2_Aim_ToBinoc_End\n- vehicle_turnout_2_Aim_ToPistol\n- vehicle_turnout_2_Aim_ToPistol_End\n- vehicle_turnout_2_Aim_Unarmed_Binoc\n- vehicle_turnout_2_Aim_Unarmed_FromBinoc\n- vehicle_turnout_2_Aim_Unarmed_FromBinoc_End\n- vehicle_turnout_2_Aim_Unarmed_ToBinoc\n- vehicle_turnout_2_Aim_Unarmed_ToBinoc_End\n- vehicle_turnout_2_Die\n- vehicle_turnout_2_Die_Pistol\n- vehicle_turnout_2_fromObstructed\n- vehicle_turnout_2_fromObstructed_Pistol\n- vehicle_turnout_2_Idle\n- vehicle_turnout_2_Idle_Idling\n- vehicle_turnout_2_Idle_Pistol\n- vehicle_turnout_2_Idle_Pistol_Idling\n- vehicle_turnout_2_Idle_Unarmed\n- vehicle_turnout_2_Idle_Unarmed_Idling\n- vehicle_turnout_2_Obstructed\n- vehicle_turnout_2_Obstructed_Pistol\n- vehicle_turnout_2_toObstructed\n- vehicle_turnout_2_toObstructed_Pistol\n- viper_crouchIn\n- viper_crouchLoop\n- viper_crouchOut\n- viper_runLoop\n- viperSgt_crouchIn\n- viperSgt_crouchLoop\n- viperSgt_crouchOut\n- viperSgt_runLoop\n- WeaponMagazineReloadKneel\n- WeaponMagazineReloadProne\n- WeaponMagazineReloadStand\n- Zodiac_Cargo01\n- Zodiac_Cargo02\n- Zodiac_Cargo03\n- Zodiac_Cargo04\n- Zodiac_Dead\n- Zodiac_Driver"},{"heading":"All Animations","level":3,"markdown":""},{"heading":"CfgMovesBasic","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- Acts_Accessing_Computer\n- Acts_CarFixingWheel_actions\n- Acts_Commenting_On_Fight_Actions\n- Acts_Helicargo_actions\n- Acts_HelicargoTalking_actions\n- Acts_Helping_Wake_Up_Actions\n- Acts_Hilltop_Calibration_Actions\n- Acts_In_Sinkhole_actions\n- Acts_Injured_Driver_Actions\n- Acts_JetsCrewaidFCrouch_actions\n- Acts_JetsCrewaidFCrouch_actions_m\n- Acts_JetsCrewaidFIdle2_actions\n- Acts_JetsCrewaidFIdle2_actions_m\n- Acts_JetsCrewaidFIdle_actions\n- Acts_JetsCrewaidFIdle_actions_m\n- Acts_JetsCrewaidFThumbup_actions\n- Acts_JetsCrewaidFThumbup_actions_m\n- Acts_JetsCrewaidLCrouch_actions\n- Acts_JetsCrewaidLCrouch_actions_m\n- Acts_JetsCrewaidLIdle_actions\n- Acts_JetsCrewaidLIdle_actions_m\n- Acts_JetsCrewaidLThumbup_actions\n- Acts_JetsCrewaidLThumbup_actions_m\n- Acts_JetsCrewaidRCrouch_actions\n- Acts_JetsCrewaidRCrouch_actions_m\n- Acts_JetsCrewaidRIdle_actions\n- Acts_JetsCrewaidRIdle_actions_m\n- Acts_JetsCrewaidRThumbup_actions\n- Acts_JetsCrewaidRThumbup_actions_m\n- Acts_JetsMarshallingClear_actions\n- Acts_JetsMarshallingEmergencyStop_actions\n- Acts_JetsMarshallingEnginesOff_actions\n- Acts_JetsMarshallingEnginesOn_actions\n- Acts_JetsMarshallingLeft_actions\n- Acts_JetsMarshallingRight_actions\n- Acts_JetsMarshallingSlow_actions\n- Acts_JetsMarshallingStop_actions\n- Acts_JetsMarshallingStraight_actions\n- Acts_JetsShooterIdle2_actions\n- Acts_JetsShooterIdle2_actions_m\n- Acts_JetsShooterIdle_actions\n- Acts_JetsShooterIdle_actions_m\n- Acts_JetsShooterIdleMoveaway_actions\n- Acts_JetsShooterIdleMoveaway_actions_m\n- Acts_JetsShooterLaunch_actions\n- Acts_JetsShooterLaunch_actions_m\n- Acts_JetsShooterNavLoop_actions\n- Acts_JetsShooterNavLoop_actions_m\n- Acts_JetsShooterNavStop_actions\n- Acts_JetsShooterNavStop_actions_m\n- Acts_JetsShooterReady_actions\n- Acts_JetsShooterReady_actions_m\n- Acts_Kore_IdleNoWeapon_actions\n- Acts_Kore_TalkingOverRadio_actions\n- Acts_listeningToRadio_actions\n- Acts_LyingWounded_actions\n- Acts_NavigatingChopper_Actions\n- Acts_RU_Briefing_Actions\n- Acts_ShieldFromSun_actions\n- Acts_ShowingTheRightWay_actions\n- Acts_SittingJumpingSaluting2_actions\n- Acts_SittingJumpingSaluting_actions\n- Acts_SittingTiedHands_actions\n- Acts_SittingWounded_actions\n- Acts_Soldier_Moves_Inside_Actions\n- Acts_starterPistol_loop\n- Acts_Stunned_Unconscious_Actions\n- Acts_TacopsPoster_actions\n- Acts_Taking_Calling_Out_Jets_Actions\n- Acts_Taking_Cover_From_Jets_Actions\n- Acts_Training_Reveal_Ambusher\n- Acts_TreatingWounded_actions\n- Acts_UnconsciousStandUp_Actions\n- Acts_Waking_Up_Player_action\n- Acts_WarmUp_actions\n- ActsRifleOperationsActions\n- BinocKneelActions\n- BinocKneelActionsEvasiveF\n- BinocKneelActionsEvasiveFL\n- BinocKneelActionsEvasiveFR\n- BinocKneelActionsLimpB\n- BinocKneelActionsLimpF\n- BinocKneelActionsLimpL\n- BinocKneelActionsLimpLB\n- BinocKneelActionsLimpLF\n- BinocKneelActionsLimpR\n- BinocKneelActionsLimpRB\n- BinocKneelActionsLimpRF\n- BinocKneelActionsRunB\n- BinocKneelActionsRunBL\n- BinocKneelActionsRunBR\n- BinocKneelActionsRunF\n- BinocKneelActionsRunFL\n- BinocKneelActionsRunFR\n- BinocKneelActionsRunL\n- BinocKneelActionsRunR\n- BinocKneelActionsWlkB\n- BinocKneelActionsWlkBL\n- BinocKneelActionsWlkBR\n- BinocKneelActionsWlkF\n- BinocKneelActionsWlkFL\n- BinocKneelActionsWlkFR\n- BinocKneelActionsWlkL\n- BinocKneelActionsWlkR\n- BinocKneelCivilActions\n- BinocKneelCivilActionsEvasiveF\n- BinocKneelCivilActionsEvasiveFL\n- BinocKneelCivilActionsEvasiveFR\n- BinocKneelCivilActionsRunB\n- BinocKneelCivilActionsRunBL\n- BinocKneelCivilActionsRunBR\n- BinocKneelCivilActionsRunF\n- BinocKneelCivilActionsRunFL\n- BinocKneelCivilActionsRunFR\n- BinocKneelCivilActionsRunL\n- BinocKneelCivilActionsRunR\n- BinocKneelCivilActionsWlkB\n- BinocKneelCivilActionsWlkBL\n- BinocKneelCivilActionsWlkBR\n- BinocKneelCivilActionsWlkF\n- BinocKneelCivilActionsWlkFL\n- BinocKneelCivilActionsWlkFR\n- BinocKneelCivilActionsWlkL\n- BinocKneelCivilActionsWlkR\n- BinocKneelLnrActions\n- BinocKneelLnrActionsEvasiveF\n- BinocKneelLnrActionsEvasiveFL\n- BinocKneelLnrActionsEvasiveFR\n- BinocKneelLnrActionsRunB\n- BinocKneelLnrActionsRunBL\n- BinocKneelLnrActionsRunBR\n- BinocKneelLnrActionsRunF\n- BinocKneelLnrActionsRunFL\n- BinocKneelLnrActionsRunFR\n- BinocKneelLnrActionsRunL\n- BinocKneelLnrActionsRunR\n- BinocKneelLnrActionsWlkB\n- BinocKneelLnrActionsWlkBL\n- BinocKneelLnrActionsWlkBR\n- BinocKneelLnrActionsWlkF\n- BinocKneelLnrActionsWlkFL\n- BinocKneelLnrActionsWlkFR\n- BinocKneelLnrActionsWlkL\n- BinocKneelLnrActionsWlkR\n- BinocKneelPstActions\n- BinocKneelPstActionsEvasiveF\n- BinocKneelPstActionsEvasiveFL\n- BinocKneelPstActionsEvasiveFR\n- BinocKneelPstActionsRunB\n- BinocKneelPstActionsRunBL\n- BinocKneelPstActionsRunBR\n- BinocKneelPstActionsRunF\n- BinocKneelPstActionsRunFL\n- BinocKneelPstActionsRunFR\n- BinocKneelPstActionsRunL\n- BinocKneelPstActionsRunR\n- BinocKneelPstActionsWlkB\n- BinocKneelPstActionsWlkBL\n- BinocKneelPstActionsWlkBR\n- BinocKneelPstActionsWlkF\n- BinocKneelPstActionsWlkFL\n- BinocKneelPstActionsWlkFR\n- BinocKneelPstActionsWlkL\n- BinocKneelPstActionsWlkR\n- BinocKneelRflActions\n- BinocKneelRflActionsEvasiveF\n- BinocKneelRflActionsEvasiveFL\n- BinocKneelRflActionsEvasiveFR\n- BinocKneelRflActionsRunB\n- BinocKneelRflActionsRunBL\n- BinocKneelRflActionsRunBR\n- BinocKneelRflActionsRunF\n- BinocKneelRflActionsRunFL\n- BinocKneelRflActionsRunFR\n- BinocKneelRflActionsRunL\n- BinocKneelRflActionsRunR\n- BinocKneelRflActionsWlkB\n- BinocKneelRflActionsWlkBL\n- BinocKneelRflActionsWlkBR\n- BinocKneelRflActionsWlkF\n- BinocKneelRflActionsWlkFL\n- BinocKneelRflActionsWlkFR\n- BinocKneelRflActionsWlkL\n- BinocKneelRflActionsWlkR\n- BinocProneActions\n- BinocProneActionsEvasiveF\n- BinocProneActionsRunB\n- BinocProneActionsRunBL\n- BinocProneActionsRunBR\n- BinocProneActionsRunF\n- BinocProneActionsRunFL\n- BinocProneActionsRunFR\n- BinocProneActionsRunL\n- BinocProneActionsRunR\n- BinocProneActionsWlkB\n- BinocProneActionsWlkBL\n- BinocProneActionsWlkBR\n- BinocProneActionsWlkF\n- BinocProneActionsWlkFL\n- BinocProneActionsWlkFR\n- BinocProneActionsWlkL\n- BinocProneActionsWlkR\n- BinocProneCivilActions\n- BinocProneCivilActionsEvasiveF\n- BinocProneCivilActionsRunB\n- BinocProneCivilActionsRunBL\n- BinocProneCivilActionsRunBR\n- BinocProneCivilActionsRunF\n- BinocProneCivilActionsRunFL\n- BinocProneCivilActionsRunFR\n- BinocProneCivilActionsRunL\n- BinocProneCivilActionsRunR\n- BinocProneCivilActionsWlkB\n- BinocProneCivilActionsWlkBL\n- BinocProneCivilActionsWlkBR\n- BinocProneCivilActionsWlkF\n- BinocProneCivilActionsWlkFL\n- BinocProneCivilActionsWlkFR\n- BinocProneCivilActionsWlkL\n- BinocProneCivilActionsWlkR\n- BinocProneLnrActions\n- BinocProneLnrActionsEvasiveF\n- BinocProneLnrActionsRunB\n- BinocProneLnrActionsRunBL\n- BinocProneLnrActionsRunBR\n- BinocProneLnrActionsRunF\n- BinocProneLnrActionsRunFL\n- BinocProneLnrActionsRunFR\n- BinocProneLnrActionsRunL\n- BinocProneLnrActionsRunR\n- BinocProneLnrActionsWlkB\n- BinocProneLnrActionsWlkBL\n- BinocProneLnrActionsWlkBR\n- BinocProneLnrActionsWlkF\n- BinocProneLnrActionsWlkFL\n- BinocProneLnrActionsWlkFR\n- BinocProneLnrActionsWlkL\n- BinocProneLnrActionsWlkR\n- BinocPronePstActions\n- BinocPronePstActionsEvasiveF\n- BinocPronePstActionsRunB\n- BinocPronePstActionsRunBL\n- BinocPronePstActionsRunBR\n- BinocPronePstActionsRunF\n- BinocPronePstActionsRunFL\n- BinocPronePstActionsRunFR\n- BinocPronePstActionsRunL\n- BinocPronePstActionsRunR\n- BinocPronePstActionsWlkB\n- BinocPronePstActionsWlkBL\n- BinocPronePstActionsWlkBR\n- BinocPronePstActionsWlkF\n- BinocPronePstActionsWlkFL\n- BinocPronePstActionsWlkFR\n- BinocPronePstActionsWlkL\n- BinocPronePstActionsWlkR\n- BinocProneRflActions\n- BinocProneRflActionsEvasiveF\n- BinocProneRflActionsRunB\n- BinocProneRflActionsRunBL\n- BinocProneRflActionsRunBR\n- BinocProneRflActionsRunF\n- BinocProneRflActionsRunFL\n- BinocProneRflActionsRunFR\n- BinocProneRflActionsRunL\n- BinocProneRflActionsRunR\n- BinocProneRflActionsWlkB\n- BinocProneRflActionsWlkBL\n- BinocProneRflActionsWlkBR\n- BinocProneRflActionsWlkF\n- BinocProneRflActionsWlkFL\n- BinocProneRflActionsWlkFR\n- BinocProneRflActionsWlkL\n- BinocProneRflActionsWlkR\n- BinocStandActions\n- BinocStandActionsEvasiveF\n- BinocStandActionsEvasiveFL\n- BinocStandActionsEvasiveFR\n- BinocStandActionsLimpB\n- BinocStandActionsLimpF\n- BinocStandActionsLimpL\n- BinocStandActionsLimpLB\n- BinocStandActionsLimpLF\n- BinocStandActionsLimpR\n- BinocStandActionsLimpRB\n- BinocStandActionsLimpRF\n- BinocStandActionsRunB\n- BinocStandActionsRunBL\n- BinocStandActionsRunBR\n- BinocStandActionsRunF\n- BinocStandActionsRunFL\n- BinocStandActionsRunFR\n- BinocStandActionsRunL\n- BinocStandActionsRunR\n- BinocStandActionsWlkB\n- BinocStandActionsWlkBL\n- BinocStandActionsWlkBR\n- BinocStandActionsWlkF\n- BinocStandActionsWlkFL\n- BinocStandActionsWlkFR\n- BinocStandActionsWlkL\n- BinocStandActionsWlkR\n- BinocStandCivilActions\n- BinocStandCivilActionsEvasiveF\n- BinocStandCivilActionsEvasiveFL\n- BinocStandCivilActionsEvasiveFR\n- BinocStandCivilActionsRunB\n- BinocStandCivilActionsRunBL\n- BinocStandCivilActionsRunBR\n- BinocStandCivilActionsRunF\n- BinocStandCivilActionsRunFL\n- BinocStandCivilActionsRunFR\n- BinocStandCivilActionsRunL\n- BinocStandCivilActionsRunR\n- BinocStandCivilActionsWlkB\n- BinocStandCivilActionsWlkBL\n- BinocStandCivilActionsWlkBR\n- BinocStandCivilActionsWlkF\n- BinocStandCivilActionsWlkFL\n- BinocStandCivilActionsWlkFR\n- BinocStandCivilActionsWlkL\n- BinocStandCivilActionsWlkR\n- BinocStandLnrActions\n- BinocStandLnrActionsEvasiveF\n- BinocStandLnrActionsEvasiveFL\n- BinocStandLnrActionsEvasiveFR\n- BinocStandLnrActionsRunB\n- BinocStandLnrActionsRunBL\n- BinocStandLnrActionsRunBR\n- BinocStandLnrActionsRunF\n- BinocStandLnrActionsRunFL\n- BinocStandLnrActionsRunFR\n- BinocStandLnrActionsRunL\n- BinocStandLnrActionsRunR\n- BinocStandLnrActionsWlkB\n- BinocStandLnrActionsWlkBL\n- BinocStandLnrActionsWlkBR\n- BinocStandLnrActionsWlkF\n- BinocStandLnrActionsWlkFL\n- BinocStandLnrActionsWlkFR\n- BinocStandLnrActionsWlkL\n- BinocStandLnrActionsWlkR\n- BinocStandPstActions\n- BinocStandPstActionsEvasiveF\n- BinocStandPstActionsEvasiveFL\n- BinocStandPstActionsEvasiveFR\n- BinocStandPstActionsRunB\n- BinocStandPstActionsRunBL\n- BinocStandPstActionsRunBR\n- BinocStandPstActionsRunF\n- BinocStandPstActionsRunFL\n- BinocStandPstActionsRunFR\n- BinocStandPstActionsRunL\n- BinocStandPstActionsRunR\n- BinocStandPstActionsWlkB\n- BinocStandPstActionsWlkBL\n- BinocStandPstActionsWlkBR\n- BinocStandPstActionsWlkF\n- BinocStandPstActionsWlkFL\n- BinocStandPstActionsWlkFR\n- BinocStandPstActionsWlkL\n- BinocStandPstActionsWlkR\n- BinocStandRflActions\n- BinocStandRflActionsEvasiveF\n- BinocStandRflActionsEvasiveFL\n- BinocStandRflActionsEvasiveFR\n- BinocStandRflActionsRunB\n- BinocStandRflActionsRunBL\n- BinocStandRflActionsRunBR\n- BinocStandRflActionsRunF\n- BinocStandRflActionsRunFL\n- BinocStandRflActionsRunFR\n- BinocStandRflActionsRunL\n- BinocStandRflActionsRunR\n- BinocStandRflActionsWlkB\n- BinocStandRflActionsWlkBL\n- BinocStandRflActionsWlkBR\n- BinocStandRflActionsWlkF\n- BinocStandRflActionsWlkFL\n- BinocStandRflActionsWlkFR\n- BinocStandRflActionsWlkL\n- BinocStandRflActionsWlkR\n- BottomDivingActions\n- BottomDivingActionsFastF\n- BottomDivingActionsGoingOut\n- BottomDivingActionsRunB\n- BottomDivingActionsRunBL\n- BottomDivingActionsRunBR\n- BottomDivingActionsRunF\n- BottomDivingActionsRunFL\n- BottomDivingActionsRunFR\n- BottomDivingActionsRunL\n- BottomDivingActionsRunR\n- BottomDivingActionsTacB\n- BottomDivingActionsTacBL\n- BottomDivingActionsTacBR\n- BottomDivingActionsTacF\n- BottomDivingActionsTacFL\n- BottomDivingActionsTacFR\n- BottomDivingActionsTacL\n- BottomDivingActionsTacR\n- BottomDivingActionsWlkB\n- BottomDivingActionsWlkBL\n- BottomDivingActionsWlkBR\n- BottomDivingActionsWlkF\n- BottomDivingActionsWlkFL\n- BottomDivingActionsWlkFR\n- BottomDivingActionsWlkL\n- BottomDivingActionsWlkR\n- BottomDivingRifleActions\n- BottomDivingRifleActionsFastF\n- BottomDivingRifleActionsGoingOut\n- BottomDivingRifleActionsRunB\n- BottomDivingRifleActionsRunBL\n- BottomDivingRifleActionsRunBR\n- BottomDivingRifleActionsRunF\n- BottomDivingRifleActionsRunFL\n- BottomDivingRifleActionsRunFR\n- BottomDivingRifleActionsRunL\n- BottomDivingRifleActionsRunR\n- BottomDivingRifleActionsTacB\n- BottomDivingRifleActionsTacBL\n- BottomDivingRifleActionsTacBR\n- BottomDivingRifleActionsTacF\n- BottomDivingRifleActionsTacFL\n- BottomDivingRifleActionsTacFR\n- BottomDivingRifleActionsTacL\n- BottomDivingRifleActionsTacR\n- BottomDivingRifleActionsWlkB\n- BottomDivingRifleActionsWlkBL\n- BottomDivingRifleActionsWlkBR\n- BottomDivingRifleActionsWlkF\n- BottomDivingRifleActionsWlkFL\n- BottomDivingRifleActionsWlkFR\n- BottomDivingRifleActionsWlkL\n- BottomDivingRifleActionsWlkR\n- BottomSwimmingActions\n- BottomSwimmingActionsFastF\n- BottomSwimmingActionsFastFL\n- BottomSwimmingActionsFastFR\n- BottomSwimmingActionsRunB\n- BottomSwimmingActionsRunBL\n- BottomSwimmingActionsRunBR\n- BottomSwimmingActionsRunF\n- BottomSwimmingActionsRunFL\n- BottomSwimmingActionsRunFR\n- BottomSwimmingActionsRunL\n- BottomSwimmingActionsRunR\n- CargoActions\n- CivilEvasiveActions\n- CivilEvasiveKneelActions\n- CivilExerciseActions\n- CivilKneelActions\n- CivilKneelActions_explo\n- CivilKneelActions_fixing\n- CivilKneelActions_gear\n- CivilKneelActions_inv\n- CivilKneelActionsLimpB\n- CivilKneelActionsLimpF\n- CivilKneelActionsLimpL\n- CivilKneelActionsLimpLB\n- CivilKneelActionsLimpLF\n- CivilKneelActionsLimpR\n- CivilKneelActionsLimpRB\n- CivilKneelActionsLimpRF\n- CivilKneelActionsRunB\n- CivilKneelActionsRunBL\n- CivilKneelActionsRunBR\n- CivilKneelActionsRunF\n- CivilKneelActionsRunFl\n- CivilKneelActionsRunFR\n- CivilKneelActionsRunL\n- CivilKneelActionsRunR\n- CivilKneelActionsWlkB\n- CivilKneelActionsWlkBL\n- CivilKneelActionsWlkBR\n- CivilKneelActionsWlkF\n- CivilKneelActionsWlkFL\n- CivilKneelActionsWlkFR\n- CivilKneelActionsWlkL\n- CivilKneelActionsWlkR\n- CivilKneelTakeActions\n- CivilPanicKneelActions\n- CivilPanicProneActions\n- CivilPanicStandActions\n- CivilProneActions\n- CivilProneActions_inv\n- CivilRunActions\n- CivilRunActionsB\n- CivilRunActionsBL\n- CivilRunActionsBR\n- CivilRunActionsF\n- CivilRunActionsFL\n- CivilRunActionsFR\n- CivilRunActionsL\n- CivilRunActionsR\n- CivilSitActions\n- CivilStandActions\n- CivilStandActions_inv\n- CivilStandActions_noSalute\n- CivilStandActionsLimpB\n- CivilStandActionsLimpF\n- CivilStandActionsLimpL\n- CivilStandActionsLimpLB\n- CivilStandActionsLimpLF\n- CivilStandActionsLimpR\n- CivilStandActionsLimpRB\n- CivilStandActionsLimpRF\n- CivilStandCutsceneActions\n- CivilStandSaluteActions\n- CivilStandSurrenderActions\n- CivilStandTakeActions\n- CivilWlkActionsB\n- CivilWlkActionsBL\n- CivilWlkActionsBR\n- CivilWlkActionsF\n- CivilWlkActionsFL\n- CivilWlkActionsFR\n- CivilWlkActionsL\n- CivilWlkActionsR\n- CutsceneBreachingFour\n- CutsceneBreachingThree\n- CutsceneBreachingTwo\n- CutsceneBriefingSA\n- CutsceneBriefingSA_StartingLoop\n- CutsceneBriefingSB\n- CutsceneBriefingSB_StartingLoop\n- CutsceneBriefingSC\n- CutsceneBriefingSC_StartingLoop\n- CutsceneExecutioner\n- CutsceneExecutionVictim\n- CutsceneExecutionVictimDead\n- CutsceneLeaveCivilStand\n- CutsceneLoop\n- CutsceneMillerChopperLoop\n- CutsceneMillerDeskCrouchLoop\n- CutsceneMillerDeskLoop\n- CutsceneMillerIdle\n- CutsceneSupportBack\n- CutsceneSupportFront\n- CutsceneSupportLeft\n- CutsceneSupportRight\n- DeadActions\n- DeployedProneActions\n- DivingActions\n- DivingActionsFastF\n- DivingActionsGoingOut\n- DivingActionsRunB\n- DivingActionsRunBL\n- DivingActionsRunBR\n- DivingActionsRunF\n- DivingActionsRunFL\n- DivingActionsRunFR\n- DivingActionsRunL\n- DivingActionsRunR\n- DivingActionsTacB\n- DivingActionsTacBL\n- DivingActionsTacBR\n- DivingActionsTacF\n- DivingActionsTacFL\n- DivingActionsTacFR\n- DivingActionsTacL\n- DivingActionsTacR\n- DivingActionsWlkB\n- DivingActionsWlkBL\n- DivingActionsWlkBR\n- DivingActionsWlkF\n- DivingActionsWlkFL\n- DivingActionsWlkFR\n- DivingActionsWlkL\n- DivingActionsWlkR\n- DivingRifleActions\n- DivingRifleActionsFastF\n- DivingRifleActionsGoingOut\n- DivingRifleActionsRunB\n- DivingRifleActionsRunBL\n- DivingRifleActionsRunBR\n- DivingRifleActionsRunF\n- DivingRifleActionsRunFL\n- DivingRifleActionsRunFR\n- DivingRifleActionsRunL\n- DivingRifleActionsRunR\n- DivingRifleActionsTacB\n- DivingRifleActionsTacBL\n- DivingRifleActionsTacBR\n- DivingRifleActionsTacF\n- DivingRifleActionsTacFL\n- DivingRifleActionsTacFR\n- DivingRifleActionsTacL\n- DivingRifleActionsTacR\n- DivingRifleActionsWlkB\n- DivingRifleActionsWlkBL\n- DivingRifleActionsWlkBR\n- DivingRifleActionsWlkF\n- DivingRifleActionsWlkFL\n- DivingRifleActionsWlkFR\n- DivingRifleActionsWlkL\n- DivingRifleActionsWlkR\n- FFV_BaseActions\n- FiringDrillsBinocKneelActions\n- FiringDrillsBinocProneActions\n- FiringDrillsBinocStandActions\n- FiringDrillsCivilKneelActions\n- FiringDrillsCivilKneelActions_inv\n- FiringDrillsCivilProneActions\n- FiringDrillsCivilProneActions_inv\n- FiringDrillsCivilStandActions\n- FiringDrillsCivilStandActions_inv\n- FiringDrillsPistolKneelActions\n- FiringDrillsPistolKneelActions_inv\n- FiringDrillsPistolLowKneelActions\n- FiringDrillsPistolLowKneelActions_inv\n- FiringDrillsPistolLowStandActions\n- FiringDrillsPistolLowStandActions_inv\n- FiringDrillsPistolProneActions\n- FiringDrillsPistolProneActions_inv\n- FiringDrillsPistolStandActions\n- FiringDrillsPistolStandActions_inv\n- FiringDrillsRifleKneelActions\n- FiringDrillsRifleKneelActions_inv\n- FiringDrillsRifleLowKneelActions\n- FiringDrillsRifleLowKneelActions_inv\n- FiringDrillsRifleLowStandActions\n- FiringDrillsRifleLowStandActions_inv\n- FiringDrillsRifleProneActions\n- FiringDrillsRifleProneActions_inv\n- FiringDrillsRifleStandActions\n- FiringDrillsRifleStandActions_inv\n- HealActionBase\n- HealActionBaseDr\n- HealActionsNon\n- HealActionsNonDr\n- HealSelfActionBase\n- HealSelfActionProne\n- HealSelfActionsNon\n- HealSelfCivilActionBase\n- HealSelfCivilActionProne\n- HealSelfLauncherActionBase\n- HealSelfPistolActionBase\n- HealSelfPistolActionProne\n- Heli_Light_Cargo01_Shooting_Actions\n- IncapacitatedAction\n- IncapacitatedPistolAction\n- IncapacitatedRifleAction\n- InjuredManActions\n- InjuredManActionsNon\n- InjuredManActionsNon_healed\n- InjuredManActionsNon_norot\n- InjuredManActionsRfl\n- InjuredManActionsRfl_healed\n- InjuredManActionsRfl_norot\n- InjuredManCarriedActions\n- InjuredManCarriedActionsNon\n- InjuredManCarriedActionsNonStill\n- InjuredManCarriedActionsNonWc\n- InjuredManCarriedActionsRfl\n- InjuredManCarriedActionsRflStill\n- InjuredManCarriedActionsRflWc\n- InjuredManDraggedActions\n- InjuredManDraggedActionsNon\n- InjuredManDraggedActionsRfl\n- InjuredManDraggedDeadActions\n- LadderCivilActions\n- LadderRifleActions\n- LauncherKneelActions\n- LauncherKneelActions_inv\n- LauncherKneelActionsLimpB\n- LauncherKneelActionsLimpF\n- LauncherKneelActionsLimpL\n- LauncherKneelActionsLimpLB\n- LauncherKneelActionsLimpLF\n- LauncherKneelActionsLimpR\n- LauncherKneelActionsLimpRB\n- LauncherKneelActionsLimpRF\n- LauncherKneelActionsRunB\n- LauncherKneelActionsRunBL\n- LauncherKneelActionsRunBR\n- LauncherKneelActionsRunF\n- LauncherKneelActionsRunFL\n- LauncherKneelActionsRunFR\n- LauncherKneelActionsRunL\n- LauncherKneelActionsRunR\n- LauncherKneelActionsTacB\n- LauncherKneelActionsTacBL\n- LauncherKneelActionsTacBR\n- LauncherKneelActionsTacF\n- LauncherKneelActionsTacFL\n- LauncherKneelActionsTacFR\n- LauncherKneelActionsTacL\n- LauncherKneelActionsTacR\n- LauncherKneelActionsWlkB\n- LauncherKneelActionsWlkBL\n- LauncherKneelActionsWlkBR\n- LauncherKneelActionsWlkF\n- LauncherKneelActionsWlkFL\n- LauncherKneelActionsWlkFR\n- LauncherKneelActionsWlkL\n- LauncherKneelActionsWlkR\n- LauncherKneelEvasiveFActions\n- LauncherKneelRunBActions\n- LauncherKneelRunFActions\n- LauncherProneActions\n- LauncherStandActions\n- LauncherStandActions_inv\n- LauncherStandActionsLimpB\n- LauncherStandActionsLimpF\n- LauncherStandActionsLimpL\n- LauncherStandActionsLimpLB\n- LauncherStandActionsLimpLF\n- LauncherStandActionsLimpR\n- LauncherStandActionsLimpRB\n- LauncherStandActionsLimpRF\n- LauncherStandActionsRunB\n- LauncherStandActionsRunBL\n- LauncherStandActionsRunBR\n- LauncherStandActionsRunF\n- LauncherStandActionsRunFL\n- LauncherStandActionsRunFR\n- LauncherStandActionsRunL\n- LauncherStandActionsRunR\n- LauncherStandActionsTacB\n- LauncherStandActionsTacBL\n- LauncherStandActionsTacBR\n- LauncherStandActionsTacF\n- LauncherStandActionsTacFL\n- LauncherStandActionsTacFR\n- LauncherStandActionsTacL\n- LauncherStandActionsTacR\n- LauncherStandActionsWlkB\n- LauncherStandActionsWlkBL\n- LauncherStandActionsWlkBR\n- LauncherStandActionsWlkF\n- LauncherStandActionsWlkFL\n- LauncherStandActionsWlkFR\n- LauncherStandActionsWlkL\n- LauncherStandActionsWlkR\n- LauncherStandLowStpActions\n- LauncherStandRunBActions\n- LauncherStandRunFActions\n- MortarActions\n- MoveWithInjuredMan\n- MoveWithInjuredMan_2Death2\n- MoveWithInjuredMan_helperNon\n- MoveWithInjuredMan_helperNonPst\n- MoveWithInjuredMan_helperRfl\n- MoveWithInjuredMan_release\n- MoveWithInjuredManCarrier\n- MoveWithInjuredManCarrierNon\n- MoveWithInjuredManCarrierNonStill\n- MoveWithInjuredManCarrierNonWc\n- MoveWithInjuredManCarrierPst\n- MoveWithInjuredManCarrierPstStill\n- MoveWithInjuredManCarrierPstWc\n- MoveWithInjuredManCarrierRfl\n- MoveWithInjuredManCarrierRflStill\n- MoveWithInjuredManCarrierRflWc\n- MoveWithInjuredManDragger\n- MoveWithInjuredManDraggerNon\n- MoveWithInjuredManDraggerPst\n- MoveWithInjuredManDraggerRfl\n- NoActions\n- NoActionsLying\n- para_actions\n- ParachuteFreeFall\n- passenger_bench_1Actions\n- passenger_bench_1BinocActions\n- passenger_bench_1BinocPistolActions\n- passenger_bench_1BinocUnarmedActions\n- passenger_bench_1DeadActions\n- passenger_bench_1DeadPistolActions\n- passenger_bench_1IdleActions\n- passenger_bench_1IdlePistolActions\n- passenger_bench_1IdleUnarmedActions\n- passenger_bench_1ObstructedActions\n- passenger_bench_1ObstructedPistolActions\n- passenger_bench_1PistolActions\n- passenger_boat_1Actions\n- passenger_boat_1BinocActions\n- passenger_boat_1BinocPistolActions\n- passenger_boat_1BinocUnarmedActions\n- passenger_boat_1DeadActions\n- passenger_boat_1DeadPistolActions\n- passenger_boat_1IdleActions\n- passenger_boat_1IdlePistolActions\n- passenger_boat_1IdleUnarmedActions\n- passenger_boat_1ObstructedActions\n- passenger_boat_1ObstructedPistolActions\n- passenger_boat_1PistolActions\n- passenger_boat_2Actions\n- passenger_boat_2BinocActions\n- passenger_boat_2BinocPistolActions\n- passenger_boat_2BinocUnarmedActions\n- passenger_boat_2DeadActions\n- passenger_boat_2DeadPistolActions\n- passenger_boat_2IdleActions\n- passenger_boat_2IdlePistolActions\n- passenger_boat_2IdleUnarmedActions\n- passenger_boat_2ObstructedActions\n- passenger_boat_2ObstructedPistolActions\n- passenger_boat_2PistolActions\n- passenger_boat_3Actions\n- passenger_boat_3BinocActions\n- passenger_boat_3BinocPistolActions\n- passenger_boat_3BinocUnarmedActions\n- passenger_boat_3DeadActions\n- passenger_boat_3DeadPistolActions\n- passenger_boat_3IdleActions\n- passenger_boat_3IdlePistolActions\n- passenger_boat_3IdleUnarmedActions\n- passenger_boat_3ObstructedActions\n- passenger_boat_3ObstructedPistolActions\n- passenger_boat_3PistolActions\n- passenger_boat_4Actions\n- passenger_boat_4BinocActions\n- passenger_boat_4BinocPistolActions\n- passenger_boat_4BinocUnarmedActions\n- passenger_boat_4DeadActions\n- passenger_boat_4DeadPistolActions\n- passenger_boat_4IdleActions\n- passenger_boat_4IdlePistolActions\n- passenger_boat_4IdleUnarmedActions\n- passenger_boat_4ObstructedActions\n- passenger_boat_4ObstructedPistolActions\n- passenger_boat_4PistolActions\n- passenger_flatground_1Actions\n- passenger_flatground_1BinocActions\n- passenger_flatground_1BinocPistolActions\n- passenger_flatground_1BinocUnarmedActions\n- passenger_flatground_1DeadActions\n- passenger_flatground_1DeadPistolActions\n- passenger_flatground_1IdleActions\n- passenger_flatground_1IdlePistolActions\n- passenger_flatground_1IdleUnarmedActions\n- passenger_flatground_1ObstructedActions\n- passenger_flatground_1ObstructedPistolActions\n- passenger_flatground_1PistolActions\n- passenger_flatground_2Actions\n- passenger_flatground_2BinocActions\n- passenger_flatground_2BinocPistolActions\n- passenger_flatground_2BinocUnarmedActions\n- passenger_flatground_2DeadActions\n- passenger_flatground_2DeadPistolActions\n- passenger_flatground_2IdleActions\n- passenger_flatground_2IdlePistolActions\n- passenger_flatground_2IdleUnarmedActions\n- passenger_flatground_2ObstructedActions\n- passenger_flatground_2ObstructedPistolActions\n- passenger_flatground_2PistolActions\n- passenger_flatground_3Actions\n- passenger_flatground_3BinocActions\n- passenger_flatground_3BinocPistolActions\n- passenger_flatground_3BinocUnarmedActions\n- passenger_flatground_3DeadActions\n- passenger_flatground_3DeadPistolActions\n- passenger_flatground_3IdleActions\n- passenger_flatground_3IdlePistolActions\n- passenger_flatground_3IdleUnarmedActions\n- passenger_flatground_3ObstructedActions\n- passenger_flatground_3ObstructedPistolActions\n- passenger_flatground_3PistolActions\n- passenger_flatground_4Actions\n- passenger_flatground_4BinocActions\n- passenger_flatground_4BinocPistolActions\n- passenger_flatground_4BinocUnarmedActions\n- passenger_flatground_4DeadActions\n- passenger_flatground_4DeadPistolActions\n- passenger_flatground_4IdleActions\n- passenger_flatground_4IdlePistolActions\n- passenger_flatground_4IdleUnarmedActions\n- passenger_flatground_4ObstructedActions\n- passenger_flatground_4ObstructedPistolActions\n- passenger_flatground_4PistolActions\n- passenger_inside_1Actions\n- passenger_inside_1BinocActions\n- passenger_inside_1BinocPistolActions\n- passenger_inside_1BinocUnarmedActions\n- passenger_inside_1DeadActions\n- passenger_inside_1DeadPistolActions\n- passenger_inside_1IdleActions\n- passenger_inside_1IdlePistolActions\n- passenger_inside_1IdleUnarmedActions\n- passenger_inside_1ObstructedActions\n- passenger_inside_1ObstructedPistolActions\n- passenger_inside_1PistolActions\n- passenger_inside_2Actions\n- passenger_inside_2BinocActions\n- passenger_inside_2BinocPistolActions\n- passenger_inside_2BinocUnarmedActions\n- passenger_inside_2DeadActions\n- passenger_inside_2DeadPistolActions\n- passenger_inside_2IdleActions\n- passenger_inside_2IdlePistolActions\n- passenger_inside_2IdleUnarmedActions\n- passenger_inside_2ObstructedActions\n- passenger_inside_2ObstructedPistolActions\n- passenger_inside_2PistolActions\n- passenger_inside_3Actions\n- passenger_inside_3BinocActions\n- passenger_inside_3BinocPistolActions\n- passenger_inside_3BinocUnarmedActions\n- passenger_inside_3DeadActions\n- passenger_inside_3DeadPistolActions\n- passenger_inside_3IdleActions\n- passenger_inside_3IdlePistolActions\n- passenger_inside_3IdleUnarmedActions\n- passenger_inside_3ObstructedActions\n- passenger_inside_3ObstructedPistolActions\n- passenger_inside_3PistolActions\n- passenger_inside_4Actions\n- passenger_inside_4BinocActions\n- passenger_inside_4BinocPistolActions\n- passenger_inside_4BinocUnarmedActions\n- passenger_inside_4DeadActions\n- passenger_inside_4DeadPistolActions\n- passenger_inside_4IdleActions\n- passenger_inside_4IdlePistolActions\n- passenger_inside_4IdleUnarmedActions\n- passenger_inside_4ObstructedActions\n- passenger_inside_4ObstructedPistolActions\n- passenger_inside_4PistolActions\n- passenger_inside_5Actions\n- passenger_inside_5BinocActions\n- passenger_inside_5BinocPistolActions\n- passenger_inside_5BinocUnarmedActions\n- passenger_inside_5DeadActions\n- passenger_inside_5DeadPistolActions\n- passenger_inside_5IdleActions\n- passenger_inside_5IdlePistolActions\n- passenger_inside_5IdleUnarmedActions\n- passenger_inside_5ObstructedActions\n- passenger_inside_5ObstructedPistolActions\n- passenger_inside_5PistolActions\n- passenger_inside_6Actions\n- passenger_inside_6BinocActions\n- passenger_inside_6BinocPistolActions\n- passenger_inside_6BinocUnarmedActions\n- passenger_inside_6DeadActions\n- passenger_inside_6DeadPistolActions\n- passenger_inside_6IdleActions\n- passenger_inside_6IdlePistolActions\n- passenger_inside_6IdleUnarmedActions\n- passenger_inside_6ObstructedActions\n- passenger_inside_6ObstructedPistolActions\n- passenger_inside_6PistolActions\n- passenger_inside_7Actions\n- passenger_inside_7BinocActions\n- passenger_inside_7BinocPistolActions\n- passenger_inside_7BinocUnarmedActions\n- passenger_inside_7DeadActions\n- passenger_inside_7DeadPistolActions\n- passenger_inside_7IdleActions\n- passenger_inside_7IdlePistolActions\n- passenger_inside_7IdleUnarmedActions\n- passenger_inside_7ObstructedActions\n- passenger_inside_7ObstructedPistolActions\n- passenger_inside_7PistolActions\n- passenger_inside_8Actions\n- passenger_inside_8BinocActions\n- passenger_inside_8BinocPistolActions\n- passenger_inside_8BinocUnarmedActions\n- passenger_inside_8DeadActions\n- passenger_inside_8DeadPistolActions\n- passenger_inside_8IdleActions\n- passenger_inside_8IdlePistolActions\n- passenger_inside_8IdleUnarmedActions\n- passenger_inside_8ObstructedActions\n- passenger_inside_8ObstructedPistolActions\n- passenger_inside_8PistolActions\n- PistolAdjustBKneelActions\n- PistolAdjustBKneelActionsRunB\n- PistolAdjustBKneelActionsRunBL\n- PistolAdjustBKneelActionsRunBR\n- PistolAdjustBKneelActionsRunF\n- PistolAdjustBKneelActionsRunFL\n- PistolAdjustBKneelActionsRunFR\n- PistolAdjustBKneelActionsRunL\n- PistolAdjustBKneelActionsRunR\n- PistolAdjustBKneelActionsTacB\n- PistolAdjustBKneelActionsTacBL\n- PistolAdjustBKneelActionsTacBR\n- PistolAdjustBKneelActionsTacF\n- PistolAdjustBKneelActionsTacFL\n- PistolAdjustBKneelActionsTacFR\n- PistolAdjustBKneelActionsTacL\n- PistolAdjustBKneelActionsTacR\n- PistolAdjustBKneelActionsWlkB\n- PistolAdjustBKneelActionsWlkBL\n- PistolAdjustBKneelActionsWlkBR\n- PistolAdjustBKneelActionsWlkF\n- PistolAdjustBKneelActionsWlkFL\n- PistolAdjustBKneelActionsWlkFR\n- PistolAdjustBKneelActionsWlkL\n- PistolAdjustBKneelActionsWlkR\n- PistolAdjustBKneelEvasiveActionsF\n- PistolAdjustBKneelEvasiveActionsFL\n- PistolAdjustBKneelEvasiveActionsFR\n- PistolAdjustBProneActions\n- PistolAdjustBStandActions\n- PistolAdjustBStandActionsRunB\n- PistolAdjustBStandActionsRunBL\n- PistolAdjustBStandActionsRunBR\n- PistolAdjustBStandActionsRunF\n- PistolAdjustBStandActionsRunFL\n- PistolAdjustBStandActionsRunFR\n- PistolAdjustBStandActionsRunL\n- PistolAdjustBStandActionsRunR\n- PistolAdjustBStandActionsTacB\n- PistolAdjustBStandActionsTacBL\n- PistolAdjustBStandActionsTacBR\n- PistolAdjustBStandActionsTacF\n- PistolAdjustBStandActionsTacFL\n- PistolAdjustBStandActionsTacFR\n- PistolAdjustBStandActionsTacL\n- PistolAdjustBStandActionsTacR\n- PistolAdjustBStandActionsWlkB\n- PistolAdjustBStandActionsWlkBL\n- PistolAdjustBStandActionsWlkBR\n- PistolAdjustBStandActionsWlkF\n- PistolAdjustBStandActionsWlkFL\n- PistolAdjustBStandActionsWlkFR\n- PistolAdjustBStandActionsWlkL\n- PistolAdjustBStandActionsWlkR\n- PistolAdjustBStandEvasiveActionsF\n- PistolAdjustBStandEvasiveActionsFL\n- PistolAdjustBStandEvasiveActionsFR\n- PistolAdjustFKneelActions\n- PistolAdjustFKneelActionsRunB\n- PistolAdjustFKneelActionsRunBL\n- PistolAdjustFKneelActionsRunBR\n- PistolAdjustFKneelActionsRunF\n- PistolAdjustFKneelActionsRunFL\n- PistolAdjustFKneelActionsRunFR\n- PistolAdjustFKneelActionsRunL\n- PistolAdjustFKneelActionsRunR\n- PistolAdjustFKneelActionsTacB\n- PistolAdjustFKneelActionsTacBL\n- PistolAdjustFKneelActionsTacBR\n- PistolAdjustFKneelActionsTacF\n- PistolAdjustFKneelActionsTacFL\n- PistolAdjustFKneelActionsTacFR\n- PistolAdjustFKneelActionsTacL\n- PistolAdjustFKneelActionsTacR\n- PistolAdjustFKneelActionsWlkB\n- PistolAdjustFKneelActionsWlkBL\n- PistolAdjustFKneelActionsWlkBR\n- PistolAdjustFKneelActionsWlkF\n- PistolAdjustFKneelActionsWlkFL\n- PistolAdjustFKneelActionsWlkFR\n- PistolAdjustFKneelActionsWlkL\n- PistolAdjustFKneelActionsWlkR\n- PistolAdjustFKneelEvasiveActionsF\n- PistolAdjustFKneelEvasiveActionsFL\n- PistolAdjustFKneelEvasiveActionsFR\n- PistolAdjustFProneActions\n- PistolAdjustFStandActions\n- PistolAdjustFStandActionsRunB\n- PistolAdjustFStandActionsRunBL\n- PistolAdjustFStandActionsRunBR\n- PistolAdjustFStandActionsRunF\n- PistolAdjustFStandActionsRunFL\n- PistolAdjustFStandActionsRunFR\n- PistolAdjustFStandActionsRunL\n- PistolAdjustFStandActionsRunR\n- PistolAdjustFStandActionsTacB\n- PistolAdjustFStandActionsTacBL\n- PistolAdjustFStandActionsTacBR\n- PistolAdjustFStandActionsTacF\n- PistolAdjustFStandActionsTacFL\n- PistolAdjustFStandActionsTacFR\n- PistolAdjustFStandActionsTacL\n- PistolAdjustFStandActionsTacR\n- PistolAdjustFStandActionsWlkB\n- PistolAdjustFStandActionsWlkBL\n- PistolAdjustFStandActionsWlkBR\n- PistolAdjustFStandActionsWlkF\n- PistolAdjustFStandActionsWlkFL\n- PistolAdjustFStandActionsWlkFR\n- PistolAdjustFStandActionsWlkL\n- PistolAdjustFStandActionsWlkR\n- PistolAdjustFStandEvasiveActionsF\n- PistolAdjustFStandEvasiveActionsFL\n- PistolAdjustFStandEvasiveActionsFR\n- PistolAdjustKneelBaseActions\n- PistolAdjustLKneelActions\n- PistolAdjustLKneelActionsRunB\n- PistolAdjustLKneelActionsRunBL\n- PistolAdjustLKneelActionsRunBR\n- PistolAdjustLKneelActionsRunF\n- PistolAdjustLKneelActionsRunFL\n- PistolAdjustLKneelActionsRunFR\n- PistolAdjustLKneelActionsRunL\n- PistolAdjustLKneelActionsRunR\n- PistolAdjustLKneelActionsTacB\n- PistolAdjustLKneelActionsTacBL\n- PistolAdjustLKneelActionsTacBR\n- PistolAdjustLKneelActionsTacF\n- PistolAdjustLKneelActionsTacFL\n- PistolAdjustLKneelActionsTacFR\n- PistolAdjustLKneelActionsTacL\n- PistolAdjustLKneelActionsTacR\n- PistolAdjustLKneelActionsWlkB\n- PistolAdjustLKneelActionsWlkBL\n- PistolAdjustLKneelActionsWlkBR\n- PistolAdjustLKneelActionsWlkF\n- PistolAdjustLKneelActionsWlkFL\n- PistolAdjustLKneelActionsWlkFR\n- PistolAdjustLKneelActionsWlkL\n- PistolAdjustLKneelActionsWlkR\n- PistolAdjustLKneelEvasiveActionsF\n- PistolAdjustLKneelEvasiveActionsFL\n- PistolAdjustLKneelEvasiveActionsFR\n- PistolAdjustLProneActions\n- PistolAdjustLStandActions\n- PistolAdjustLStandActionsRunB\n- PistolAdjustLStandActionsRunBL\n- PistolAdjustLStandActionsRunBR\n- PistolAdjustLStandActionsRunF\n- PistolAdjustLStandActionsRunFL\n- PistolAdjustLStandActionsRunFR\n- PistolAdjustLStandActionsRunL\n- PistolAdjustLStandActionsRunR\n- PistolAdjustLStandActionsTacB\n- PistolAdjustLStandActionsTacBL\n- PistolAdjustLStandActionsTacBR\n- PistolAdjustLStandActionsTacF\n- PistolAdjustLStandActionsTacFL\n- PistolAdjustLStandActionsTacFR\n- PistolAdjustLStandActionsTacL\n- PistolAdjustLStandActionsTacR\n- PistolAdjustLStandActionsWlkB\n- PistolAdjustLStandActionsWlkBL\n- PistolAdjustLStandActionsWlkBR\n- PistolAdjustLStandActionsWlkF\n- PistolAdjustLStandActionsWlkFL\n- PistolAdjustLStandActionsWlkFR\n- PistolAdjustLStandActionsWlkL\n- PistolAdjustLStandActionsWlkR\n- PistolAdjustLStandEvasiveActionsF\n- PistolAdjustLStandEvasiveActionsFL\n- PistolAdjustLStandEvasiveActionsFR\n- PistolAdjustProneBaseActions\n- PistolAdjustRKneelActions\n- PistolAdjustRKneelActionsRunB\n- PistolAdjustRKneelActionsRunBL\n- PistolAdjustRKneelActionsRunBR\n- PistolAdjustRKneelActionsRunF\n- PistolAdjustRKneelActionsRunFL\n- PistolAdjustRKneelActionsRunFR\n- PistolAdjustRKneelActionsRunL\n- PistolAdjustRKneelActionsRunR\n- PistolAdjustRKneelActionsTacB\n- PistolAdjustRKneelActionsTacBL\n- PistolAdjustRKneelActionsTacBR\n- PistolAdjustRKneelActionsTacF\n- PistolAdjustRKneelActionsTacFL\n- PistolAdjustRKneelActionsTacFR\n- PistolAdjustRKneelActionsTacL\n- PistolAdjustRKneelActionsTacR\n- PistolAdjustRKneelActionsWlkB\n- PistolAdjustRKneelActionsWlkBL\n- PistolAdjustRKneelActionsWlkBR\n- PistolAdjustRKneelActionsWlkF\n- PistolAdjustRKneelActionsWlkFL\n- PistolAdjustRKneelActionsWlkFR\n- PistolAdjustRKneelActionsWlkL\n- PistolAdjustRKneelActionsWlkR\n- PistolAdjustRKneelEvasiveActionsF\n- PistolAdjustRKneelEvasiveActionsFL\n- PistolAdjustRKneelEvasiveActionsFR\n- PistolAdjustRProneActions\n- PistolAdjustRStandActions\n- PistolAdjustRStandActionsRunB\n- PistolAdjustRStandActionsRunBL\n- PistolAdjustRStandActionsRunBR\n- PistolAdjustRStandActionsRunF\n- PistolAdjustRStandActionsRunFL\n- PistolAdjustRStandActionsRunFR\n- PistolAdjustRStandActionsRunL\n- PistolAdjustRStandActionsRunR\n- PistolAdjustRStandActionsTacB\n- PistolAdjustRStandActionsTacBL\n- PistolAdjustRStandActionsTacBR\n- PistolAdjustRStandActionsTacF\n- PistolAdjustRStandActionsTacFL\n- PistolAdjustRStandActionsTacFR\n- PistolAdjustRStandActionsTacL\n- PistolAdjustRStandActionsTacR\n- PistolAdjustRStandActionsWlkB\n- PistolAdjustRStandActionsWlkBL\n- PistolAdjustRStandActionsWlkBR\n- PistolAdjustRStandActionsWlkF\n- PistolAdjustRStandActionsWlkFL\n- PistolAdjustRStandActionsWlkFR\n- PistolAdjustRStandActionsWlkL\n- PistolAdjustRStandActionsWlkR\n- PistolAdjustRStandEvasiveActionsF\n- PistolAdjustRStandEvasiveActionsFL\n- PistolAdjustRStandEvasiveActionsFR\n- PistolAdjustStandBaseActions\n- PistolKneelActions\n- PistolKneelActions_explo\n- PistolKneelActions_gear\n- PistolKneelActions_inv\n- PistolKneelActionsLimpB\n- PistolKneelActionsLimpF\n- PistolKneelActionsLimpL\n- PistolKneelActionsLimpLB\n- PistolKneelActionsLimpLF\n- PistolKneelActionsLimpR\n- PistolKneelActionsLimpRB\n- PistolKneelActionsLimpRF\n- PistolKneelActionsNoAdjust\n- PistolKneelActionsRunB\n- PistolKneelActionsRunBL\n- PistolKneelActionsRunBR\n- PistolKneelActionsRunF\n- PistolKneelActionsRunFL\n- PistolKneelActionsRunFr\n- PistolKneelActionsRunL\n- PistolKneelActionsRunR\n- PistolKneelActionsTacB\n- PistolKneelActionsTacBL\n- PistolKneelActionsTacBR\n- PistolKneelActionsTacF\n- PistolKneelActionsTacFL\n- PistolKneelActionsTacFr\n- PistolKneelActionsTacL\n- PistolKneelActionsTacR\n- PistolKneelActionsWlkB\n- PistolKneelActionsWlkBL\n- PistolKneelActionsWlkBR\n- PistolKneelActionsWlkF\n- PistolKneelActionsWlkFL\n- PistolKneelActionsWlkFR\n- PistolKneelActionsWlkL\n- PistolKneelActionsWlkR\n- PistolKneelEvasiveActionsF\n- PistolKneelEvasiveActionsFL\n- PistolKneelEvasiveActionsFR\n- PistolKneelEvasiveActionsL\n- PistolKneelEvasiveActionsR\n- PistolKneelTakeActions\n- PistolLowKneelActions\n- PistolLowKneelActionsLimpB\n- PistolLowKneelActionsLimpF\n- PistolLowKneelActionsLimpL\n- PistolLowKneelActionsLimpLB\n- PistolLowKneelActionsLimpLF\n- PistolLowKneelActionsLimpR\n- PistolLowKneelActionsLimpRB\n- PistolLowKneelActionsLimpRF\n- PistolLowKneelActionsNoAdjust\n- PistolLowKneelActionsRunB\n- PistolLowKneelActionsRunBL\n- PistolLowKneelActionsRunBR\n- PistolLowKneelActionsRunF\n- PistolLowKneelActionsRunFL\n- PistolLowKneelActionsRunFr\n- PistolLowKneelActionsRunL\n- PistolLowKneelActionsRunR\n- PistolLowKneelActionsTacB\n- PistolLowKneelActionsTacBL\n- PistolLowKneelActionsTacBR\n- PistolLowKneelActionsTacF\n- PistolLowKneelActionsTacFL\n- PistolLowKneelActionsTacFR\n- PistolLowKneelActionsTacL\n- PistolLowKneelActionsTacR\n- PistolLowKneelActionsWlkB\n- PistolLowKneelActionsWlkBL\n- PistolLowKneelActionsWlkBR\n- PistolLowKneelActionsWlkF\n- PistolLowKneelActionsWlkFL\n- PistolLowKneelActionsWlkFR\n- PistolLowKneelActionsWlkL\n- PistolLowKneelActionsWlkR\n- PistolLowKneelEvasiveActionsF\n- PistolLowKneelEvasiveActionsFL\n- PistolLowKneelEvasiveActionsFR\n- PistolLowStandActions\n- PistolLowStandActionsFastF\n- PistolLowStandActionsFastFL\n- PistolLowStandActionsFastFR\n- PistolLowStandActionsLimpB\n- PistolLowStandActionsLimpF\n- PistolLowStandActionsLimpL\n- PistolLowStandActionsLimpLB\n- PistolLowStandActionsLimpLF\n- PistolLowStandActionsLimpR\n- PistolLowStandActionsLimpRB\n- PistolLowStandActionsLimpRF\n- PistolLowStandActionsNoAdjust\n- PistolLowStandActionsRunB\n- PistolLowStandActionsRunBL\n- PistolLowStandActionsRunBR\n- PistolLowStandActionsRunF\n- PistolLowStandActionsRunFL\n- PistolLowStandActionsRunFR\n- PistolLowStandActionsRunL\n- PistolLowStandActionsRunR\n- PistolLowStandActionsTacB\n- PistolLowStandActionsTacBL\n- PistolLowStandActionsTacBR\n- PistolLowStandActionsTacF\n- PistolLowStandActionsTacFL\n- PistolLowStandActionsTacFR\n- PistolLowStandActionsTacL\n- PistolLowStandActionsTacR\n- PistolLowStandActionsWlkB\n- PistolLowStandActionsWlkBL\n- PistolLowStandActionsWlkBR\n- PistolLowStandActionsWlkF\n- PistolLowStandActionsWlkFL\n- PistolLowStandActionsWlkFR\n- PistolLowStandActionsWlkL\n- PistolLowStandActionsWlkR\n- PistolLowStandCutsceneActions\n- PistolLowStandEvasiveActionsF\n- PistolLowStandEvasiveActionsFL\n- PistolLowStandEvasiveActionsFR\n- PistolProneActions\n- PistolProneActions_inv\n- PistolRaisedStandCutsceneActions\n- PistolRunFActions\n- PistolSitActions\n- PistolStandActions\n- PistolStandActions_gear\n- PistolStandActions_inv\n- PistolStandActionsLimpB\n- PistolStandActionsLimpF\n- PistolStandActionsLimpL\n- PistolStandActionsLimpLB\n- PistolStandActionsLimpLF\n- PistolStandActionsLimpR\n- PistolStandActionsLimpRB\n- PistolStandActionsLimpRF\n- PistolStandActionsNoAdjust\n- PistolStandActionsRunB\n- PistolStandActionsRunBL\n- PistolStandActionsRunBR\n- PistolStandActionsRunF\n- PistolStandActionsRunFL\n- PistolStandActionsRunFR\n- PistolStandActionsRunL\n- PistolStandActionsRunR\n- PistolStandActionsTacB\n- PistolStandActionsTacBL\n- PistolStandActionsTacBR\n- PistolStandActionsTacF\n- PistolStandActionsTacFL\n- PistolStandActionsTacFR\n- PistolStandActionsTacL\n- PistolStandActionsTacR\n- PistolStandActionsWlkB\n- PistolStandActionsWlkBL\n- PistolStandActionsWlkBR\n- PistolStandActionsWlkF\n- PistolStandActionsWlkFL\n- PistolStandActionsWlkFR\n- PistolStandActionsWlkL\n- PistolStandActionsWlkR\n- PistolStandEvasiveActionsF\n- PistolStandEvasiveActionsFL\n- PistolStandEvasiveActionsFR\n- PistolStandEvasiveActionsL\n- PistolStandEvasiveActionsR\n- PistolStandSaluteActions\n- PistolStandTakeActions\n- PistolWalkFActions\n- ReviveMedicActions\n- ReviveWoundedActions\n- ReviveWoundedDefaultActions\n- RifleAdjustBKneelActions\n- RifleAdjustBKneelActionsRunB\n- RifleAdjustBKneelActionsRunBL\n- RifleAdjustBKneelActionsRunBR\n- RifleAdjustBKneelActionsRunF\n- RifleAdjustBKneelActionsRunFL\n- RifleAdjustBKneelActionsRunFR\n- RifleAdjustBKneelActionsRunL\n- RifleAdjustBKneelActionsRunR\n- RifleAdjustBKneelActionsTacB\n- RifleAdjustBKneelActionsTacBL\n- RifleAdjustBKneelActionsTacBR\n- RifleAdjustBKneelActionsTacF\n- RifleAdjustBKneelActionsTacFL\n- RifleAdjustBKneelActionsTacFR\n- RifleAdjustBKneelActionsTacL\n- RifleAdjustBKneelActionsTacR\n- RifleAdjustBKneelActionsWlkB\n- RifleAdjustBKneelActionsWlkBL\n- RifleAdjustBKneelActionsWlkBR\n- RifleAdjustBKneelActionsWlkF\n- RifleAdjustBKneelActionsWlkFL\n- RifleAdjustBKneelActionsWlkFR\n- RifleAdjustBKneelActionsWlkL\n- RifleAdjustBKneelActionsWlkR\n- RifleAdjustBKneelEvasiveActionsF\n- RifleAdjustBKneelEvasiveActionsFL\n- RifleAdjustBKneelEvasiveActionsFR\n- RifleAdjustBProneActions\n- RifleAdjustBStandActions\n- RifleAdjustBStandActionsRunB\n- RifleAdjustBStandActionsRunBL\n- RifleAdjustBStandActionsRunBR\n- RifleAdjustBStandActionsRunF\n- RifleAdjustBStandActionsRunFL\n- RifleAdjustBStandActionsRunFR\n- RifleAdjustBStandActionsRunL\n- RifleAdjustBStandActionsRunR\n- RifleAdjustBStandActionsTacB\n- RifleAdjustBStandActionsTacBL\n- RifleAdjustBStandActionsTacBR\n- RifleAdjustBStandActionsTacF\n- RifleAdjustBStandActionsTacFL\n- RifleAdjustBStandActionsTacFR\n- RifleAdjustBStandActionsTacL\n- RifleAdjustBStandActionsTacR\n- RifleAdjustBStandActionsWlkB\n- RifleAdjustBStandActionsWlkBL\n- RifleAdjustBStandActionsWlkBR\n- RifleAdjustBStandActionsWlkF\n- RifleAdjustBStandActionsWlkFL\n- RifleAdjustBStandActionsWlkFR\n- RifleAdjustBStandActionsWlkL\n- RifleAdjustBStandActionsWlkR\n- RifleAdjustBStandEvasiveActionsF\n- RifleAdjustBStandEvasiveActionsFL\n- RifleAdjustBStandEvasiveActionsFR\n- RifleAdjustFKneelActions\n- RifleAdjustFKneelActionsRunB\n- RifleAdjustFKneelActionsRunBL\n- RifleAdjustFKneelActionsRunBR\n- RifleAdjustFKneelActionsRunF\n- RifleAdjustFKneelActionsRunFL\n- RifleAdjustFKneelActionsRunFR\n- RifleAdjustFKneelActionsRunL\n- RifleAdjustFKneelActionsRunR\n- RifleAdjustFKneelActionsTacB\n- RifleAdjustFKneelActionsTacBL\n- RifleAdjustFKneelActionsTacBR\n- RifleAdjustFKneelActionsTacF\n- RifleAdjustFKneelActionsTacFL\n- RifleAdjustFKneelActionsTacFR\n- RifleAdjustFKneelActionsTacL\n- RifleAdjustFKneelActionsTacR\n- RifleAdjustFKneelActionsWlkB\n- RifleAdjustFKneelActionsWlkBL\n- RifleAdjustFKneelActionsWlkBR\n- RifleAdjustFKneelActionsWlkF\n- RifleAdjustFKneelActionsWlkFL\n- RifleAdjustFKneelActionsWlkFR\n- RifleAdjustFKneelActionsWlkL\n- RifleAdjustFKneelActionsWlkR\n- RifleAdjustFKneelEvasiveActionsF\n- RifleAdjustFKneelEvasiveActionsFL\n- RifleAdjustFKneelEvasiveActionsFR\n- RifleAdjustFProneActions\n- RifleAdjustFStandActions\n- RifleAdjustFStandActionsRunB\n- RifleAdjustFStandActionsRunBL\n- RifleAdjustFStandActionsRunBR\n- RifleAdjustFStandActionsRunF\n- RifleAdjustFStandActionsRunFL\n- RifleAdjustFStandActionsRunFR\n- RifleAdjustFStandActionsRunL\n- RifleAdjustFStandActionsRunR\n- RifleAdjustFStandActionsTacB\n- RifleAdjustFStandActionsTacBL\n- RifleAdjustFStandActionsTacBR\n- RifleAdjustFStandActionsTacF\n- RifleAdjustFStandActionsTacFL\n- RifleAdjustFStandActionsTacFR\n- RifleAdjustFStandActionsTacL\n- RifleAdjustFStandActionsTacR\n- RifleAdjustFStandActionsWlkB\n- RifleAdjustFStandActionsWlkBL\n- RifleAdjustFStandActionsWlkBR\n- RifleAdjustFStandActionsWlkF\n- RifleAdjustFStandActionsWlkFL\n- RifleAdjustFStandActionsWlkFR\n- RifleAdjustFStandActionsWlkL\n- RifleAdjustFStandActionsWlkR\n- RifleAdjustFStandEvasiveActionsF\n- RifleAdjustFStandEvasiveActionsFL\n- RifleAdjustFStandEvasiveActionsFR\n- RifleAdjustKneelBaseActions\n- RifleAdjustLKneelActions\n- RifleAdjustLKneelActionsRunB\n- RifleAdjustLKneelActionsRunBL\n- RifleAdjustLKneelActionsRunBR\n- RifleAdjustLKneelActionsRunF\n- RifleAdjustLKneelActionsRunFL\n- RifleAdjustLKneelActionsRunFR\n- RifleAdjustLKneelActionsRunL\n- RifleAdjustLKneelActionsRunR\n- RifleAdjustLKneelActionsTacB\n- RifleAdjustLKneelActionsTacBL\n- RifleAdjustLKneelActionsTacBR\n- RifleAdjustLKneelActionsTacF\n- RifleAdjustLKneelActionsTacFL\n- RifleAdjustLKneelActionsTacFR\n- RifleAdjustLKneelActionsTacL\n- RifleAdjustLKneelActionsTacR\n- RifleAdjustLKneelActionsWlkB\n- RifleAdjustLKneelActionsWlkBL\n- RifleAdjustLKneelActionsWlkBR\n- RifleAdjustLKneelActionsWlkF\n- RifleAdjustLKneelActionsWlkFL\n- RifleAdjustLKneelActionsWlkFR\n- RifleAdjustLKneelActionsWlkL\n- RifleAdjustLKneelActionsWlkR\n- RifleAdjustLKneelEvasiveActionsF\n- RifleAdjustLKneelEvasiveActionsFL\n- RifleAdjustLKneelEvasiveActionsFR\n- RifleAdjustLProneActions\n- RifleAdjustLStandActions\n- RifleAdjustLStandActionsRunB\n- RifleAdjustLStandActionsRunBL\n- RifleAdjustLStandActionsRunBR\n- RifleAdjustLStandActionsRunF\n- RifleAdjustLStandActionsRunFL\n- RifleAdjustLStandActionsRunFR\n- RifleAdjustLStandActionsRunL\n- RifleAdjustLStandActionsRunR\n- RifleAdjustLStandActionsTacB\n- RifleAdjustLStandActionsTacBL\n- RifleAdjustLStandActionsTacBR\n- RifleAdjustLStandActionsTacF\n- RifleAdjustLStandActionsTacFL\n- RifleAdjustLStandActionsTacFR\n- RifleAdjustLStandActionsTacL\n- RifleAdjustLStandActionsTacR\n- RifleAdjustLStandActionsWlkB\n- RifleAdjustLStandActionsWlkBL\n- RifleAdjustLStandActionsWlkBR\n- RifleAdjustLStandActionsWlkF\n- RifleAdjustLStandActionsWlkFL\n- RifleAdjustLStandActionsWlkFR\n- RifleAdjustLStandActionsWlkL\n- RifleAdjustLStandActionsWlkR\n- RifleAdjustLStandEvasiveActionsF\n- RifleAdjustLStandEvasiveActionsFL\n- RifleAdjustLStandEvasiveActionsFR\n- RifleAdjustProneBaseActions\n- RifleAdjustRKneelActions\n- RifleAdjustRKneelActionsRunB\n- RifleAdjustRKneelActionsRunBL\n- RifleAdjustRKneelActionsRunBR\n- RifleAdjustRKneelActionsRunF\n- RifleAdjustRKneelActionsRunFL\n- RifleAdjustRKneelActionsRunFR\n- RifleAdjustRKneelActionsRunL\n- RifleAdjustRKneelActionsRunR\n- RifleAdjustRKneelActionsTacB\n- RifleAdjustRKneelActionsTacBL\n- RifleAdjustRKneelActionsTacBR\n- RifleAdjustRKneelActionsTacF\n- RifleAdjustRKneelActionsTacFL\n- RifleAdjustRKneelActionsTacFR\n- RifleAdjustRKneelActionsTacL\n- RifleAdjustRKneelActionsTacR\n- RifleAdjustRKneelActionsWlkB\n- RifleAdjustRKneelActionsWlkBL\n- RifleAdjustRKneelActionsWlkBR\n- RifleAdjustRKneelActionsWlkF\n- RifleAdjustRKneelActionsWlkFL\n- RifleAdjustRKneelActionsWlkFR\n- RifleAdjustRKneelActionsWlkL\n- RifleAdjustRKneelActionsWlkR\n- RifleAdjustRKneelEvasiveActionsF\n- RifleAdjustRKneelEvasiveActionsFL\n- RifleAdjustRKneelEvasiveActionsFR\n- RifleAdjustRProneActions\n- RifleAdjustRStandActions\n- RifleAdjustRStandActionsRunB\n- RifleAdjustRStandActionsRunBL\n- RifleAdjustRStandActionsRunBR\n- RifleAdjustRStandActionsRunF\n- RifleAdjustRStandActionsRunFL\n- RifleAdjustRStandActionsRunFR\n- RifleAdjustRStandActionsRunL\n- RifleAdjustRStandActionsRunR\n- RifleAdjustRStandActionsTacB\n- RifleAdjustRStandActionsTacBL\n- RifleAdjustRStandActionsTacBR\n- RifleAdjustRStandActionsTacF\n- RifleAdjustRStandActionsTacFL\n- RifleAdjustRStandActionsTacFR\n- RifleAdjustRStandActionsTacL\n- RifleAdjustRStandActionsTacR\n- RifleAdjustRStandActionsWlkB\n- RifleAdjustRStandActionsWlkBL\n- RifleAdjustRStandActionsWlkBR\n- RifleAdjustRStandActionsWlkF\n- RifleAdjustRStandActionsWlkFL\n- RifleAdjustRStandActionsWlkFR\n- RifleAdjustRStandActionsWlkL\n- RifleAdjustRStandActionsWlkR\n- RifleAdjustRStandEvasiveActionsF\n- RifleAdjustRStandEvasiveActionsFL\n- RifleAdjustRStandEvasiveActionsFR\n- RifleAdjustStandBaseActions\n- RifleBaseLowStandActions\n- RifleBaseStandActions\n- RifleCrouchActions\n- RifleKneelActions\n- RifleKneelActions_diary\n- RifleKneelActions_explo\n- RifleKneelActions_gear\n- RifleKneelActions_inv\n- RifleKneelActionsLimpB\n- RifleKneelActionsLimpF\n- RifleKneelActionsLimpL\n- RifleKneelActionsLimpLB\n- RifleKneelActionsLimpLF\n- RifleKneelActionsLimpR\n- RifleKneelActionsLimpRB\n- RifleKneelActionsLimpRF\n- RifleKneelActionsNoAdjust\n- RifleKneelActionsRunB\n- RifleKneelActionsRunBL\n- RifleKneelActionsRunBR\n- RifleKneelActionsRunF\n- RifleKneelActionsRunFL\n- RifleKneelActionsRunFR\n- RifleKneelActionsRunL\n- RifleKneelActionsRunR\n- RifleKneelActionsTacB\n- RifleKneelActionsTacBL\n- RifleKneelActionsTacBR\n- RifleKneelActionsTacF\n- RifleKneelActionsTacFL\n- RifleKneelActionsTacFR\n- RifleKneelActionsTacL\n- RifleKneelActionsTacR\n- RifleKneelActionsWlkB\n- RifleKneelActionsWlkBL\n- RifleKneelActionsWlkBR\n- RifleKneelActionsWlkF\n- RifleKneelActionsWlkFL\n- RifleKneelActionsWlkFR\n- RifleKneelActionsWlkL\n- RifleKneelActionsWlkR\n- RifleKneelEvasiveActionsF\n- RifleKneelEvasiveActionsFL\n- RifleKneelEvasiveActionsFR\n- RifleKneelEvasiveActionsL\n- RifleKneelEvasiveActionsR\n- RifleKneelLowActions\n- RifleKneelLowActions_diary\n- RifleKneelLowActions_explo\n- RifleKneelLowActions_gear\n- RifleKneelLowActions_relax\n- RifleKneelLowActionsNoAdjust\n- RifleKneelLowActionsRunB\n- RifleKneelLowActionsRunBL\n- RifleKneelLowActionsRunBR\n- RifleKneelLowActionsRunF\n- RifleKneelLowActionsRunFL\n- RifleKneelLowActionsRunFR\n- RifleKneelLowActionsRunL\n- RifleKneelLowActionsRunR\n- RifleKneelLowActionsTacB\n- RifleKneelLowActionsTacBL\n- RifleKneelLowActionsTacBR\n- RifleKneelLowActionsTacF\n- RifleKneelLowActionsTacFL\n- RifleKneelLowActionsTacFR\n- RifleKneelLowActionsTacL\n- RifleKneelLowActionsTacR\n- RifleKneelLowActionsWlkB\n- RifleKneelLowActionsWlkBL\n- RifleKneelLowActionsWlkBR\n- RifleKneelLowActionsWlkF\n- RifleKneelLowActionsWlkFL\n- RifleKneelLowActionsWlkFR\n- RifleKneelLowActionsWlkL\n- RifleKneelLowActionsWlkR\n- RifleKneelLowEvasiveActionsF\n- RifleKneelLowEvasiveActionsFL\n- RifleKneelLowEvasiveActionsFR\n- RifleKneelTakeActions\n- RifleLowKneelActionsLimpB\n- RifleLowKneelActionsLimpF\n- RifleLowKneelActionsLimpL\n- RifleLowKneelActionsLimpLB\n- RifleLowKneelActionsLimpLF\n- RifleLowKneelActionsLimpR\n- RifleLowKneelActionsLimpRB\n- RifleLowKneelActionsLimpRF\n- RifleLowSitActions\n- RifleLowStandActions\n- RifleLowStandActions_diary\n- RifleLowStandActions_evasiveActions\n- RifleLowStandActions_gear\n- RifleLowStandActions_talkCalm\n- RifleLowStandActionsLimpB\n- RifleLowStandActionsLimpF\n- RifleLowStandActionsLimpL\n- RifleLowStandActionsLimpLB\n- RifleLowStandActionsLimpLF\n- RifleLowStandActionsLimpR\n- RifleLowStandActionsLimpRB\n- RifleLowStandActionsLimpRF\n- RifleLowStandActionsNoAdjust\n- RifleLowStandActionsRunB\n- RifleLowStandActionsRunBL\n- RifleLowStandActionsRunBR\n- RifleLowStandActionsRunF\n- RifleLowStandActionsRunFL\n- RifleLowStandActionsRunFR\n- RifleLowStandActionsRunL\n- RifleLowStandActionsRunR\n- RifleLowStandActionsTacB\n- RifleLowStandActionsTacBL\n- RifleLowStandActionsTacBR\n- RifleLowStandActionsTacF\n- RifleLowStandActionsTacFL\n- RifleLowStandActionsTacFR\n- RifleLowStandActionsTacL\n- RifleLowStandActionsTacR\n- RifleLowStandActionsWlkB\n- RifleLowStandActionsWlkBL\n- RifleLowStandActionsWlkBR\n- RifleLowStandActionsWlkF\n- RifleLowStandActionsWlkFL\n- RifleLowStandActionsWlkFR\n- RifleLowStandActionsWlkL\n- RifleLowStandActionsWlkR\n- RifleLowStandCutsceneActions\n- RifleLowStandSaluteActions\n- RifleProneActions\n- RifleProneActions_injured\n- RifleProneActions_inv\n- RifleProneActionsEvasiveF\n- RifleProneActionsRunB\n- RifleProneActionsRunF\n- RifleSitActions\n- RifleSitactionTest\n- RifleStandActions\n- RifleStandActions_diary\n- RifleStandActions_gear\n- RifleStandActions_Idle\n- RifleStandActions_inv\n- RifleStandActionsLimpB\n- RifleStandActionsLimpF\n- RifleStandActionsLimpL\n- RifleStandActionsLimpLB\n- RifleStandActionsLimpLF\n- RifleStandActionsLimpR\n- RifleStandActionsLimpRB\n- RifleStandActionsLimpRF\n- RifleStandActionsNoAdjust\n- RifleStandActionsRunB\n- RifleStandActionsRunBL\n- RifleStandActionsRunBR\n- RifleStandActionsRunF\n- RifleStandActionsRunFL\n- RifleStandActionsRunFR\n- RifleStandActionsRunL\n- RifleStandActionsRunR\n- RifleStandActionsTacB\n- RifleStandActionsTacBL\n- RifleStandActionsTacBR\n- RifleStandActionsTacF\n- RifleStandActionsTacFL\n- RifleStandActionsTacFR\n- RifleStandActionsTacL\n- RifleStandActionsTacLnr\n- RifleStandActionsTacR\n- RifleStandActionsWlkB\n- RifleStandActionsWlkBL\n- RifleStandActionsWlkBR\n- RifleStandActionsWlkF\n- RifleStandActionsWlkFL\n- RifleStandActionsWlkFR\n- RifleStandActionsWlkL\n- RifleStandActionsWlkR\n- RifleStandEvasiveActionsF\n- RifleStandEvasiveActionsF_Idle\n- RifleStandEvasiveActionsFL\n- RifleStandEvasiveActionsFR\n- RifleStandEvasiveActionsL\n- RifleStandEvasiveActionsR\n- RifleStandLowEvasiveActionsF\n- RifleStandLowEvasiveActionsFL\n- RifleStandLowEvasiveActionsFR\n- RifleStandSaluteActions\n- RifleStandSaluteActions_Idle\n- RifleStandTakeActions\n- StaticCutsceneLoop\n- StaticCutsceneLoopPlayerWalk\n- StaticCutsceneLoopViper\n- StaticCutsceneLoopViperSgt\n- SurfaceDivingActions\n- SurfaceDivingActionsFastF\n- SurfaceDivingActionsGoingOut\n- SurfaceDivingActionsRunB\n- SurfaceDivingActionsRunBL\n- SurfaceDivingActionsRunBR\n- SurfaceDivingActionsRunF\n- SurfaceDivingActionsRunFL\n- SurfaceDivingActionsRunFR\n- SurfaceDivingActionsRunL\n- SurfaceDivingActionsRunR\n- SurfaceDivingActionsTacB\n- SurfaceDivingActionsTacBL\n- SurfaceDivingActionsTacBR\n- SurfaceDivingActionsTacF\n- SurfaceDivingActionsTacFL\n- SurfaceDivingActionsTacFR\n- SurfaceDivingActionsTacL\n- SurfaceDivingActionsTacR\n- SurfaceDivingActionsWlkB\n- SurfaceDivingActionsWlkBL\n- SurfaceDivingActionsWlkBR\n- SurfaceDivingActionsWlkF\n- SurfaceDivingActionsWlkFL\n- SurfaceDivingActionsWlkFR\n- SurfaceDivingActionsWlkL\n- SurfaceDivingActionsWlkR\n- SurfaceDivingRifleActions\n- SurfaceDivingRifleActionsFastF\n- SurfaceDivingRifleActionsGoingOut\n- SurfaceDivingRifleActionsRunB\n- SurfaceDivingRifleActionsRunBL\n- SurfaceDivingRifleActionsRunBR\n- SurfaceDivingRifleActionsRunF\n- SurfaceDivingRifleActionsRunFL\n- SurfaceDivingRifleActionsRunFR\n- SurfaceDivingRifleActionsRunL\n- SurfaceDivingRifleActionsRunR\n- SurfaceDivingRifleActionsTacB\n- SurfaceDivingRifleActionsTacBL\n- SurfaceDivingRifleActionsTacBR\n- SurfaceDivingRifleActionsTacF\n- SurfaceDivingRifleActionsTacFL\n- SurfaceDivingRifleActionsTacFR\n- SurfaceDivingRifleActionsTacL\n- SurfaceDivingRifleActionsTacR\n- SurfaceDivingRifleActionsWlkB\n- SurfaceDivingRifleActionsWlkBL\n- SurfaceDivingRifleActionsWlkBR\n- SurfaceDivingRifleActionsWlkF\n- SurfaceDivingRifleActionsWlkFL\n- SurfaceDivingRifleActionsWlkFR\n- SurfaceDivingRifleActionsWlkL\n- SurfaceDivingRifleActionsWlkR\n- SurfaceSwimmingActions\n- SurfaceSwimmingActionsFastF\n- SurfaceSwimmingActionsFastFL\n- SurfaceSwimmingActionsFastFR\n- SurfaceSwimmingActionsRunB\n- SurfaceSwimmingActionsRunBL\n- SurfaceSwimmingActionsRunBR\n- SurfaceSwimmingActionsRunF\n- SurfaceSwimmingActionsRunFL\n- SurfaceSwimmingActionsRunFR\n- SurfaceSwimmingActionsRunL\n- SurfaceSwimmingActionsRunR\n- SwimmingActions\n- SwimmingActionsFastF\n- SwimmingActionsFastFL\n- SwimmingActionsFastFR\n- SwimmingActionsRunB\n- SwimmingActionsRunBL\n- SwimmingActionsRunBR\n- SwimmingActionsRunF\n- SwimmingActionsRunFL\n- SwimmingActionsRunFR\n- SwimmingActionsRunL\n- SwimmingActionsRunR\n- ToIncapacitatedAction\n- ToIncapacitatedPistolAction\n- ToIncapacitatedRifleAction\n- vehicle_coshooter_1Actions\n- vehicle_coshooter_1BinocActions\n- vehicle_coshooter_1BinocPistolActions\n- vehicle_coshooter_1BinocUnarmedActions\n- vehicle_coshooter_1DeadActions\n- vehicle_coshooter_1DeadPistolActions\n- vehicle_coshooter_1IdleActions\n- vehicle_coshooter_1IdlePistolActions\n- vehicle_coshooter_1IdleUnarmedActions\n- vehicle_coshooter_1ObstructedActions\n- vehicle_coshooter_1ObstructedPistolActions\n- vehicle_coshooter_1PistolActions\n- vehicle_passenger_stand_1Actions\n- vehicle_passenger_stand_1BinocActions\n- vehicle_passenger_stand_1BinocLauncherActions\n- vehicle_passenger_stand_1BinocPistolActions\n- vehicle_passenger_stand_1BinocUnarmedActions\n- vehicle_passenger_stand_1DeadActions\n- vehicle_passenger_stand_1DeadPistolActions\n- vehicle_passenger_stand_1IdleActions\n- vehicle_passenger_stand_1IdleLauncherActions\n- vehicle_passenger_stand_1IdlePistolActions\n- vehicle_passenger_stand_1IdleUnarmedActions\n- vehicle_passenger_stand_1LauncherActions\n- vehicle_passenger_stand_1ObstructedActions\n- vehicle_passenger_stand_1ObstructedPistolActions\n- vehicle_passenger_stand_1PistolActions\n- vehicle_passenger_stand_2Actions\n- vehicle_passenger_stand_2BinocActions\n- vehicle_passenger_stand_2BinocLauncherActions\n- vehicle_passenger_stand_2BinocPistolActions\n- vehicle_passenger_stand_2BinocUnarmedActions\n- vehicle_passenger_stand_2DeadActions\n- vehicle_passenger_stand_2DeadPistolActions\n- vehicle_passenger_stand_2IdleActions\n- vehicle_passenger_stand_2IdleLauncherActions\n- vehicle_passenger_stand_2IdlePistolActions\n- vehicle_passenger_stand_2IdleUnarmedActions\n- vehicle_passenger_stand_2LauncherActions\n- vehicle_passenger_stand_2ObstructedActions\n- vehicle_passenger_stand_2ObstructedPistolActions\n- vehicle_passenger_stand_2PistolActions\n- vehicle_turnout_1Actions\n- vehicle_turnout_1BinocActions\n- vehicle_turnout_1BinocPistolActions\n- vehicle_turnout_1BinocUnarmedActions\n- vehicle_turnout_1DeadActions\n- vehicle_turnout_1DeadPistolActions\n- vehicle_turnout_1IdleActions\n- vehicle_turnout_1IdlePistolActions\n- vehicle_turnout_1IdleUnarmedActions\n- vehicle_turnout_1ObstructedActions\n- vehicle_turnout_1ObstructedPistolActions\n- vehicle_turnout_1PistolActions\n- vehicle_turnout_2Actions\n- vehicle_turnout_2BinocActions\n- vehicle_turnout_2BinocPistolActions\n- vehicle_turnout_2BinocUnarmedActions\n- vehicle_turnout_2DeadActions\n- vehicle_turnout_2DeadPistolActions\n- vehicle_turnout_2IdleActions\n- vehicle_turnout_2IdlePistolActions\n- vehicle_turnout_2IdleUnarmedActions\n- vehicle_turnout_2ObstructedActions\n- vehicle_turnout_2ObstructedPistolActions\n- vehicle_turnout_2PistolActions"},{"heading":"CfgMovesButterfly","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- DefaultActions\n- NoActions"},{"heading":"States","level":5,"markdown":"- Fly\n- Open"},{"heading":"CfgMovesBird","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- DefaultActions\n- NoActions"},{"heading":"States","level":5,"markdown":"- Fly\n- Open"},{"heading":"CfgMovesAnimal_Base_F","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- NoActions"},{"heading":"CfgMovesFishes_F","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- FishesActions\n- NoActions"},{"heading":"States","level":5,"markdown":"- Fishes_Die\n- Fishes_Die2\n- Fishes_Stop\n- Fishes_Swim\n- Fishes_Swim_S1\n- Fishes_Swim_S2\n- Fishes_Swim_S3"},{"heading":"CfgMovesSharks_F","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- NoActions\n- SharksActions"},{"heading":"States","level":5,"markdown":"- Sharks_Die\n- Sharks_Die2\n- Sharks_Stop\n- Sharks_Swim\n- Sharks_Swim_S1\n- Sharks_Swim_S2\n- Sharks_Swim_S3"},{"heading":"CfgMovesRabbit_F","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- NoActions\n- RabbitActions\n- RabbitForceHop\n- RabbitForceStop"},{"heading":"States","level":5,"markdown":"- Rabbit_Die\n- Rabbit_Die3\n- Rabbit_Hop\n- Rabbit_Idle_Hop\n- Rabbit_Idle_Run\n- Rabbit_Idle_Sprint\n- Rabbit_Idle_Stop\n- Rabbit_Idle_StopV1\n- Rabbit_Stop"},{"heading":"CfgMovesSnakes_F","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- NoActions\n- SnakesActions\n- SnakesForceMove\n- SnakesForceStop"},{"heading":"States","level":5,"markdown":"- Snakes_Idle_Move\n- Snakes_Idle_Move_S1\n- Snakes_Idle_Move_S2\n- Snakes_Idle_Stop\n- Snakes_Move\n- Snakes_Stop\n- Snakes_TurnL\n- Snakes_TurnR"},{"heading":"CfgMovesTurtle_F","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- NoActions\n- Turtle_swim_Actions\n- Turtle_walk_Actions"},{"heading":"States","level":5,"markdown":"- Turtle_Die\n- Turtle_Stop\n- Turtle_Stop_swim\n- Turtle_Swim\n- Turtle_Swim_S1\n- Turtle_Swim_S2\n- Turtle_Swim_S3\n- turtle_TurnL\n- turtle_TurnR\n- Turtle_walk\n- Turtle_walk_S1\n- Turtle_walk_S2\n- Turtle_walk_S3"},{"heading":"CfgMovesHen_F","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- HenActions\n- HenForceStop\n- HenForceWalk\n- NoActions"},{"heading":"States","level":5,"markdown":"- Hen_Die\n- Hen_Idle_Eat\n- Hen_Idle_Eat_Down_Pose\n- Hen_Idle_Stop\n- Hen_Idle_Walk\n- Hen_Stop\n- Hen_Walk"},{"heading":"CfgMovesCock_F","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- CockActions\n- CockForceRun\n- CockForceStop\n- CockForceWalk\n- NoActions"},{"heading":"States","level":5,"markdown":"- Cock_Die\n- Cock_Idle_Eat\n- Cock_Idle_Run\n- Cock_Idle_Stop\n- Cock_Idle_Walk\n- Cock_Idle_Walk_Wings\n- Cock_Idle_Wings\n- Cock_Run\n- Cock_Stop\n- Cock_Walk"},{"heading":"CfgMovesDog_F","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- FinActions\n- FinForceRun\n- FinForceSit\n- FinForceSprint\n- FinForceStop\n- FinForceWalk\n- FinRun\n- FinSit\n- FinSprint\n- NoActions"},{"heading":"States","level":5,"markdown":"- Dog_Die\n- Dog_Die_Run\n- Dog_Die_Sit\n- Dog_Die_Sprint\n- Dog_Idle_01\n- Dog_Idle_02\n- Dog_Idle_03\n- Dog_Idle_04\n- Dog_Idle_05\n- Dog_Idle_06\n- Dog_Idle_07\n- Dog_Idle_08\n- Dog_Idle_09\n- Dog_Idle_10\n- Dog_Idle_Bark\n- Dog_Idle_Growl\n- Dog_Idle_Run\n- Dog_Idle_Sit01\n- Dog_Idle_Sit02\n- Dog_Idle_Sit03\n- Dog_Idle_Sit04\n- Dog_Idle_Sit05\n- Dog_Idle_Sit06\n- Dog_Idle_Sit07\n- Dog_Idle_Sit08\n- Dog_Idle_Sitting\n- Dog_Idle_Sprint\n- Dog_Idle_Stop\n- Dog_Idle_Walk\n- Dog_Idling\n- Dog_Run\n- Dog_Sit\n- Dog_Sprint\n- Dog_Stop\n- Dog_TurnL\n- Dog_TurnR\n- Dog_Walk"},{"heading":"CfgMovesGoat_F","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- GoatActions\n- GoatForceRun\n- GoatForceStop\n- GoatForceWalk\n- NoActions"},{"heading":"States","level":5,"markdown":"- Goat_Die\n- Goat_Idle_Eat\n- Goat_Idle_Run\n- Goat_Idle_Stop\n- Goat_Idle_Walk\n- Goat_Run\n- Goat_Stop\n- Goat_TurnL\n- Goat_TurnR\n- Goat_Walk"},{"heading":"CfgMovesSheep_F","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- NoActions\n- SheepActions\n- SheepForceRun\n- SheepForceStop\n- SheepForceWalk"},{"heading":"States","level":5,"markdown":"- Sheep_Die\n- Sheep_Idle_Eat\n- Sheep_Idle_Run\n- Sheep_Idle_Stop\n- Sheep_Idle_Walk\n- Sheep_Run\n- Sheep_Stop\n- Sheep_TurnL\n- Sheep_TurnR\n- Sheep_Walk"},{"heading":"CfgMovesMaleSdr","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- Acts_WarmUp_1_actions\n- Acts_WarmUp_2_actions\n- Acts_WarmUp_3_actions\n- Acts_WarmUp_4_actions\n- Acts_WarmUp_5_actions\n- Acts_WarmUp_6_actions\n- Acts_WarmUp_7_actions\n- Acts_WarmUp_8_actions\n- Acts_WarmUp_Civil_1_actions\n- Acts_WarmUp_Civil_2_actions\n- Acts_WarmUp_Civil_3_actions\n- Acts_WarmUp_Civil_4_actions\n- Acts_WarmUp_Civil_5_actions\n- Acts_WarmUp_Civil_6_actions\n- Acts_WarmUp_Civil_7_actions\n- Acts_WarmUp_Civil_8_actions\n- Acts_WarmUp_Pst_1_actions\n- Acts_WarmUp_Pst_2_actions\n- Acts_WarmUp_Pst_3_actions\n- Acts_WarmUp_Pst_4_actions\n- Acts_WarmUp_Pst_5_actions\n- Acts_WarmUp_Pst_6_actions\n- Acts_WarmUp_Pst_7_actions\n- Acts_WarmUp_Pst_8_actions"},{"heading":"States","level":5,"markdown":"- AadjPcrhMstpSrasWpstDdown\n- AadjPcrhMstpSrasWpstDDown_AmovPcrhMstpSrasWpstDnon\n- AadjPcrhMstpSrasWpstDleft\n- AadjPcrhMstpSrasWpstDleft_AmovPcrhMstpSrasWpstDnon\n- AadjPcrhMstpSrasWpstDright\n- AadjPcrhMstpSrasWpstDright_AmovPcrhMstpSrasWpstDnon\n- AadjPcrhMstpSrasWpstDup\n- AadjPcrhMstpSrasWpstDup_AmovPcrhMstpSrasWpstDnon\n- AadjPercMevaSrasWpstDf_down\n- AadjPercMevaSrasWpstDf_left\n- AadjPercMevaSrasWpstDf_right\n- AadjPercMevaSrasWpstDf_up\n- AadjPercMevaSrasWpstDfl_down\n- AadjPercMevaSrasWpstDfl_left\n- AadjPercMevaSrasWpstDfl_right\n- AadjPercMevaSrasWpstDfl_up\n- AadjPercMevaSrasWpstDfr_down\n- AadjPercMevaSrasWpstDfr_left\n- AadjPercMevaSrasWpstDfr_right\n- AadjPercMevaSrasWpstDfr_up\n- AadjPercMevaSrasWrflDf_down\n- AadjPercMevaSrasWrflDf_left\n- AadjPercMevaSrasWrflDf_right\n- AadjPercMevaSrasWrflDf_up\n- AadjPercMevaSrasWrflDfl_down\n- AadjPercMevaSrasWrflDfl_left\n- AadjPercMevaSrasWrflDfl_right\n- AadjPercMevaSrasWrflDfl_up\n- AadjPercMevaSrasWrflDfr_down\n- AadjPercMevaSrasWrflDfr_left\n- AadjPercMevaSrasWrflDfr_right\n- AadjPercMevaSrasWrflDfr_up\n- AadjPercMrunSrasWpstDb_down\n- AadjPercMrunSrasWpstDb_left\n- AadjPercMrunSrasWpstDb_right\n- AadjPercMrunSrasWpstDb_up\n- AadjPercMrunSrasWpstDbl_down\n- AadjPercMrunSrasWpstDbl_left\n- AadjPercMrunSrasWpstDbl_right\n- AadjPercMrunSrasWpstDbl_up\n- AadjPercMrunSrasWpstDbr_down\n- AadjPercMrunSrasWpstDbr_left\n- AadjPercMrunSrasWpstDbr_right\n- AadjPercMrunSrasWpstDbr_up\n- AadjPercMrunSrasWpstDf_down\n- AadjPercMrunSrasWpstDf_left\n- AadjPercMrunSrasWpstDf_right\n- AadjPercMrunSrasWpstDf_up\n- AadjPercMrunSrasWpstDfl_down\n- AadjPercMrunSrasWpstDfl_left\n- AadjPercMrunSrasWpstDfl_right\n- AadjPercMrunSrasWpstDfl_up\n- AadjPercMrunSrasWpstDfr_down\n- AadjPercMrunSrasWpstDfr_left\n- AadjPercMrunSrasWpstDfr_right\n- AadjPercMrunSrasWpstDfr_up\n- AadjPercMrunSrasWpstDl_down\n- AadjPercMrunSrasWpstDl_left\n- AadjPercMrunSrasWpstDl_right\n- AadjPercMrunSrasWpstDl_up\n- AadjPercMrunSrasWpstDr_down\n- AadjPercMrunSrasWpstDr_left\n- AadjPercMrunSrasWpstDr_right\n- AadjPercMrunSrasWpstDr_up\n- AadjPercMrunSrasWrflDb_down\n- AadjPercMrunSrasWrflDb_left\n- AadjPercMrunSrasWrflDb_right\n- AadjPercMrunSrasWrflDb_up\n- AadjPercMrunSrasWrflDbl_down\n- AadjPercMrunSrasWrflDbl_left\n- AadjPercMrunSrasWrflDbl_right\n- AadjPercMrunSrasWrflDbl_up\n- AadjPercMrunSrasWrflDbr_down\n- AadjPercMrunSrasWrflDbr_left\n- AadjPercMrunSrasWrflDbr_right\n- AadjPercMrunSrasWrflDbr_up\n- AadjPercMrunSrasWrflDf_down\n- AadjPercMrunSrasWrflDf_left\n- AadjPercMrunSrasWrflDf_right\n- AadjPercMrunSrasWrflDf_up\n- AadjPercMrunSrasWrflDfl_down\n- AadjPercMrunSrasWrflDfl_left\n- AadjPercMrunSrasWrflDfl_right\n- AadjPercMrunSrasWrflDfl_up\n- AadjPercMrunSrasWrflDfr_down\n- AadjPercMrunSrasWrflDfr_left\n- AadjPercMrunSrasWrflDfr_right\n- AadjPercMrunSrasWrflDfr_up\n- AadjPercMrunSrasWrflDl_down\n- AadjPercMrunSrasWrflDl_left\n- AadjPercMrunSrasWrflDl_right\n- AadjPercMrunSrasWrflDl_up\n- AadjPercMrunSrasWrflDr_down\n- AadjPercMrunSrasWrflDr_left\n- AadjPercMrunSrasWrflDr_right\n- AadjPercMrunSrasWrflDr_up\n- AadjPercMstpSrasWpstDdown\n- AadjPercMstpSrasWpstDdown_AadjPknlMstpSrasWpstDdown\n- AadjPercMstpSrasWpstDdown_AadjPknlMstpSrasWpstDup\n- AadjPercMstpSrasWpstDDown_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWpstDleft\n- AadjPercMstpSrasWpstDleft_AadjPknlMstpSrasWpstDleft\n- AadjPercMstpSrasWpstDleft_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWpstDright\n- AadjPercMstpSrasWpstDright_AadjPknlMstpSrasWpstDright\n- AadjPercMstpSrasWpstDright_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWpstDup\n- AadjPercMstpSrasWpstDup_AadjPknlMstpSrasWpstDup\n- AadjPercMstpSrasWpstDup_AmovPercMstpSrasWpstDnon\n- AadjPercMstpSrasWrflDdown\n- AadjPercMstpSrasWrflDdown_AadjPknlMstpSrasWrflDdown\n- AadjPercMstpSrasWrflDdown_AadjPknlMstpSrasWrflDup\n- AadjPercMstpSrasWrflDDown_AmovPercMstpSrasWrflDnon\n- AadjPercMstpSrasWrflDleft\n- AadjPercMstpSrasWrflDleft_AadjPknlMstpSrasWrflDleft\n- AadjPercMstpSrasWrflDleft_AmovPercMstpSrasWrflDnon\n- AadjPercMstpSrasWrflDright\n- AadjPercMstpSrasWrflDright_AadjPknlMstpSrasWrflDright\n- AadjPercMstpSrasWrflDright_AmovPercMstpSrasWrflDnon\n- AadjPercMstpSrasWrflDup\n- AadjPercMstpSrasWrflDup_AadjPknlMstpSrasWrflDup\n- AadjPercMstpSrasWrflDup_AmovPercMstpSrasWrflDnon\n- AadjPercMtacSrasWpstDb_down\n- AadjPercMtacSrasWpstDb_left\n- AadjPercMtacSrasWpstDb_right\n- AadjPercMtacSrasWpstDb_up\n- AadjPercMtacSrasWpstDbl_down\n- AadjPercMtacSrasWpstDbl_left\n- AadjPercMtacSrasWpstDbl_right\n- AadjPercMtacSrasWpstDbl_up\n- AadjPercMtacSrasWpstDbr_down\n- AadjPercMtacSrasWpstDbr_left\n- AadjPercMtacSrasWpstDbr_right\n- AadjPercMtacSrasWpstDbr_up\n- AadjPercMtacSrasWpstDf_down\n- AadjPercMtacSrasWpstDf_left\n- AadjPercMtacSrasWpstDf_right\n- AadjPercMtacSrasWpstDf_up\n- AadjPercMtacSrasWpstDfl_down\n- AadjPercMtacSrasWpstDfl_left\n- AadjPercMtacSrasWpstDfl_right\n- AadjPercMtacSrasWpstDfl_up\n- AadjPercMtacSrasWpstDfr_down\n- AadjPercMtacSrasWpstDfr_left\n- AadjPercMtacSrasWpstDfr_right\n- AadjPercMtacSrasWpstDfr_up\n- AadjPercMtacSrasWpstDl_down\n- AadjPercMtacSrasWpstDl_left\n- AadjPercMtacSrasWpstDl_right\n- AadjPercMtacSrasWpstDl_up\n- AadjPercMtacSrasWpstDr_down\n- AadjPercMtacSrasWpstDr_left\n- AadjPercMtacSrasWpstDr_right\n- AadjPercMtacSrasWpstDr_up\n- AadjPercMtacSrasWrflDb_down\n- AadjPercMtacSrasWrflDb_left\n- AadjPercMtacSrasWrflDb_right\n- AadjPercMtacSrasWrflDb_up\n- AadjPercMtacSrasWrflDbl_down\n- AadjPercMtacSrasWrflDbl_left\n- AadjPercMtacSrasWrflDbl_right\n- AadjPercMtacSrasWrflDbl_up\n- AadjPercMtacSrasWrflDbr_down\n- AadjPercMtacSrasWrflDbr_left\n- AadjPercMtacSrasWrflDbr_right\n- AadjPercMtacSrasWrflDbr_up\n- AadjPercMtacSrasWrflDf_down\n- AadjPercMtacSrasWrflDf_left\n- AadjPercMtacSrasWrflDf_right\n- AadjPercMtacSrasWrflDf_up\n- AadjPercMtacSrasWrflDfl_down\n- AadjPercMtacSrasWrflDfl_left\n- AadjPercMtacSrasWrflDfl_right\n- AadjPercMtacSrasWrflDfl_up\n- AadjPercMtacSrasWrflDfr_down\n- AadjPercMtacSrasWrflDfr_left\n- AadjPercMtacSrasWrflDfr_right\n- AadjPercMtacSrasWrflDfr_up\n- AadjPercMtacSrasWrflDl_down\n- AadjPercMtacSrasWrflDl_left\n- AadjPercMtacSrasWrflDl_right\n- AadjPercMtacSrasWrflDl_up\n- AadjPercMtacSrasWrflDr_down\n- AadjPercMtacSrasWrflDr_left\n- AadjPercMtacSrasWrflDr_right\n- AadjPercMtacSrasWrflDr_up\n- AadjPercMwlkSrasWpstDb_down\n- AadjPercMwlkSrasWpstDb_left\n- AadjPercMwlkSrasWpstDb_right\n- AadjPercMwlkSrasWpstDb_up\n- AadjPercMwlkSrasWpstDbl_down\n- AadjPercMwlkSrasWpstDbl_left\n- AadjPercMwlkSrasWpstDbl_right\n- AadjPercMwlkSrasWpstDbl_up\n- AadjPercMwlkSrasWpstDbr_down\n- AadjPercMwlkSrasWpstDbr_left\n- AadjPercMwlkSrasWpstDbr_right\n- AadjPercMwlkSrasWpstDbr_up\n- AadjPercMwlkSrasWpstDf_down\n- AadjPercMwlkSrasWpstDf_left\n- AadjPercMwlkSrasWpstDf_right\n- AadjPercMwlkSrasWpstDf_up\n- AadjPercMwlkSrasWpstDfl_down\n- AadjPercMwlkSrasWpstDfl_left\n- AadjPercMwlkSrasWpstDfl_right\n- AadjPercMwlkSrasWpstDfl_up\n- AadjPercMwlkSrasWpstDfr_down\n- AadjPercMwlkSrasWpstDfr_left\n- AadjPercMwlkSrasWpstDfr_right\n- AadjPercMwlkSrasWpstDfr_up\n- AadjPercMwlkSrasWpstDl_down\n- AadjPercMwlkSrasWpstDl_left\n- AadjPercMwlkSrasWpstDl_right\n- AadjPercMwlkSrasWpstDl_up\n- AadjPercMwlkSrasWpstDr_down\n- AadjPercMwlkSrasWpstDr_left\n- AadjPercMwlkSrasWpstDr_right\n- AadjPercMwlkSrasWpstDr_up\n- AadjPercMwlkSrasWrflDb_down\n- AadjPercMwlkSrasWrflDb_left\n- AadjPercMwlkSrasWrflDb_right\n- AadjPercMwlkSrasWrflDb_up\n- AadjPercMwlkSrasWrflDbl_down\n- AadjPercMwlkSrasWrflDbl_left\n- AadjPercMwlkSrasWrflDbl_right\n- AadjPercMwlkSrasWrflDbl_up\n- AadjPercMwlkSrasWrflDbr_down\n- AadjPercMwlkSrasWrflDbr_left\n- AadjPercMwlkSrasWrflDbr_right\n- AadjPercMwlkSrasWrflDbr_up\n- AadjPercMwlkSrasWrflDf_down\n- AadjPercMwlkSrasWrflDf_left\n- AadjPercMwlkSrasWrflDf_right\n- AadjPercMwlkSrasWrflDf_up\n- AadjPercMwlkSrasWrflDfl_down\n- AadjPercMwlkSrasWrflDfl_left\n- AadjPercMwlkSrasWrflDfl_right\n- AadjPercMwlkSrasWrflDfl_up\n- AadjPercMwlkSrasWrflDfr_down\n- AadjPercMwlkSrasWrflDfr_left\n- AadjPercMwlkSrasWrflDfr_right\n- AadjPercMwlkSrasWrflDfr_up\n- AadjPercMwlkSrasWrflDl_down\n- AadjPercMwlkSrasWrflDl_left\n- AadjPercMwlkSrasWrflDl_right\n- AadjPercMwlkSrasWrflDl_up\n- AadjPercMwlkSrasWrflDr_down\n- AadjPercMwlkSrasWrflDr_left\n- AadjPercMwlkSrasWrflDr_right\n- AadjPercMwlkSrasWrflDr_up\n- AadjPknlMevaSrasWpstDf_down\n- AadjPknlMevaSrasWpstDf_left\n- AadjPknlMevaSrasWpstDf_right\n- AadjPknlMevaSrasWpstDf_up\n- AadjPknlMevaSrasWpstDfl_down\n- AadjPknlMevaSrasWpstDfl_left\n- AadjPknlMevaSrasWpstDfl_right\n- AadjPknlMevaSrasWpstDfl_up\n- AadjPknlMevaSrasWpstDfr_down\n- AadjPknlMevaSrasWpstDfr_left\n- AadjPknlMevaSrasWpstDfr_right\n- AadjPknlMevaSrasWpstDfr_up\n- AadjPknlMevaSrasWrflDf_down\n- AadjPknlMevaSrasWrflDf_left\n- AadjPknlMevaSrasWrflDf_right\n- AadjPknlMevaSrasWrflDf_up\n- AadjPknlMevaSrasWrflDfl_down\n- AadjPknlMevaSrasWrflDfl_left\n- AadjPknlMevaSrasWrflDfl_right\n- AadjPknlMevaSrasWrflDfl_up\n- AadjPknlMevaSrasWrflDfr_down\n- AadjPknlMevaSrasWrflDfr_left\n- AadjPknlMevaSrasWrflDfr_right\n- AadjPknlMevaSrasWrflDfr_up\n- AadjPknlMrunSrasWpstDb_down\n- AadjPknlMrunSrasWpstDb_left\n- AadjPknlMrunSrasWpstDb_right\n- AadjPknlMrunSrasWpstDb_up\n- AadjPknlMrunSrasWpstDbl_down\n- AadjPknlMrunSrasWpstDbl_left\n- AadjPknlMrunSrasWpstDbl_right\n- AadjPknlMrunSrasWpstDbl_up\n- AadjPknlMrunSrasWpstDbr_down\n- AadjPknlMrunSrasWpstDbr_left\n- AadjPknlMrunSrasWpstDbr_right\n- AadjPknlMrunSrasWpstDbr_up\n- AadjPknlMrunSrasWpstDf_down\n- AadjPknlMrunSrasWpstDf_left\n- AadjPknlMrunSrasWpstDf_right\n- AadjPknlMrunSrasWpstDf_up\n- AadjPknlMrunSrasWpstDfl_down\n- AadjPknlMrunSrasWpstDfl_left\n- AadjPknlMrunSrasWpstDfl_right\n- AadjPknlMrunSrasWpstDfl_up\n- AadjPknlMrunSrasWpstDfr_down\n- AadjPknlMrunSrasWpstDfr_left\n- AadjPknlMrunSrasWpstDfr_right\n- AadjPknlMrunSrasWpstDfr_up\n- AadjPknlMrunSrasWpstDl_down\n- AadjPknlMrunSrasWpstDl_left\n- AadjPknlMrunSrasWpstDl_right\n- AadjPknlMrunSrasWpstDl_up\n- AadjPknlMrunSrasWpstDr_down\n- AadjPknlMrunSrasWpstDr_left\n- AadjPknlMrunSrasWpstDr_right\n- AadjPknlMrunSrasWpstDr_up\n- AadjPknlMrunSrasWrflDb_down\n- AadjPknlMrunSrasWrflDb_left\n- AadjPknlMrunSrasWrflDb_right\n- AadjPknlMrunSrasWrflDb_up\n- AadjPknlMrunSrasWrflDbl_down\n- AadjPknlMrunSrasWrflDbl_left\n- AadjPknlMrunSrasWrflDbl_right\n- AadjPknlMrunSrasWrflDbl_up\n- AadjPknlMrunSrasWrflDbr_down\n- AadjPknlMrunSrasWrflDbr_left\n- AadjPknlMrunSrasWrflDbr_right\n- AadjPknlMrunSrasWrflDbr_up\n- AadjPknlMrunSrasWrflDf_down\n- AadjPknlMrunSrasWrflDf_left\n- AadjPknlMrunSrasWrflDf_right\n- AadjPknlMrunSrasWrflDf_up\n- AadjPknlMrunSrasWrflDfl_down\n- AadjPknlMrunSrasWrflDfl_left\n- AadjPknlMrunSrasWrflDfl_right\n- AadjPknlMrunSrasWrflDfl_up\n- AadjPknlMrunSrasWrflDfr_down\n- AadjPknlMrunSrasWrflDfr_left\n- AadjPknlMrunSrasWrflDfr_right\n- AadjPknlMrunSrasWrflDfr_up\n- AadjPknlMrunSrasWrflDl_down\n- AadjPknlMrunSrasWrflDl_left\n- AadjPknlMrunSrasWrflDl_right\n- AadjPknlMrunSrasWrflDl_up\n- AadjPknlMrunSrasWrflDr_down\n- AadjPknlMrunSrasWrflDr_left\n- AadjPknlMrunSrasWrflDr_right\n- AadjPknlMrunSrasWrflDr_up\n- AadjPknlMstpSrasWpstDdown\n- AadjPknlMstpSrasWpstDdown_AadjPercMstpSrasWpstDdown\n- AadjPknlMstpSrasWpstDdown_AadjPpneMstpSrasWpstDup\n- AadjPknlMstpSrasWpstDDown_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWpstDleft\n- AadjPknlMstpSrasWpstDleft_AadjPercMstpSrasWpstDleft\n- AadjPknlMstpSrasWpstDleft_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWpstDright\n- AadjPknlMstpSrasWpstDright_AadjPercMstpSrasWpstDright\n- AadjPknlMstpSrasWpstDright_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWpstDup\n- AadjPknlMstpSrasWpstDup_AadjPercMstpSrasWpstDdown\n- AadjPknlMstpSrasWpstDup_AadjPercMstpSrasWpstDup\n- AadjPknlMstpSrasWpstDup_AmovPknlMstpSrasWpstDnon\n- AadjPknlMstpSrasWrflDdown\n- AadjPknlMstpSrasWrflDdown_AadjPercMstpSrasWrflDdown\n- AadjPknlMstpSrasWrflDdown_AadjPpneMstpSrasWrflDup\n- AadjPknlMstpSrasWrflDDown_AmovPknlMstpSrasWrflDnon\n- AadjPknlMstpSrasWrflDleft\n- AadjPknlMstpSrasWrflDleft_AadjPercMstpSrasWrflDleft\n- AadjPknlMstpSrasWrflDleft_AmovPknlMstpSrasWrflDnon\n- AadjPknlMstpSrasWrflDright\n- AadjPknlMstpSrasWrflDright_AadjPercMstpSrasWrflDright\n- AadjPknlMstpSrasWrflDright_AmovPknlMstpSrasWrflDnon\n- AadjPknlMstpSrasWrflDup\n- AadjPknlMstpSrasWrflDup_AadjPercMstpSrasWrflDdown\n- AadjPknlMstpSrasWrflDup_AadjPercMstpSrasWrflDup\n- AadjPknlMstpSrasWrflDup_AmovPknlMstpSrasWrflDnon\n- AadjPknlMtacSrasWpstDb_down\n- AadjPknlMtacSrasWpstDb_left\n- AadjPknlMtacSrasWpstDb_right\n- AadjPknlMtacSrasWpstDb_up\n- AadjPknlMtacSrasWpstDbl_down\n- AadjPknlMtacSrasWpstDbl_left\n- AadjPknlMtacSrasWpstDbl_right\n- AadjPknlMtacSrasWpstDbl_up\n- AadjPknlMtacSrasWpstDbr_down\n- AadjPknlMtacSrasWpstDbr_left\n- AadjPknlMtacSrasWpstDbr_right\n- AadjPknlMtacSrasWpstDbr_up\n- AadjPknlMtacSrasWpstDf_down\n- AadjPknlMtacSrasWpstDf_left\n- AadjPknlMtacSrasWpstDf_right\n- AadjPknlMtacSrasWpstDf_up\n- AadjPknlMtacSrasWpstDfl_down\n- AadjPknlMtacSrasWpstDfl_left\n- AadjPknlMtacSrasWpstDfl_right\n- AadjPknlMtacSrasWpstDfl_up\n- AadjPknlMtacSrasWpstDfr_down\n- AadjPknlMtacSrasWpstDfr_left\n- AadjPknlMtacSrasWpstDfr_right\n- AadjPknlMtacSrasWpstDfr_up\n- AadjPknlMtacSrasWpstDl_down\n- AadjPknlMtacSrasWpstDl_left\n- AadjPknlMtacSrasWpstDl_right\n- AadjPknlMtacSrasWpstDl_up\n- AadjPknlMtacSrasWpstDr_down\n- AadjPknlMtacSrasWpstDr_left\n- AadjPknlMtacSrasWpstDr_right\n- AadjPknlMtacSrasWpstDr_up\n- AadjPknlMtacSrasWrflDb_down\n- AadjPknlMtacSrasWrflDb_left\n- AadjPknlMtacSrasWrflDb_right\n- AadjPknlMtacSrasWrflDb_up\n- AadjPknlMtacSrasWrflDbl_down\n- AadjPknlMtacSrasWrflDbl_left\n- AadjPknlMtacSrasWrflDbl_right\n- AadjPknlMtacSrasWrflDbl_up\n- AadjPknlMtacSrasWrflDbr_down\n- AadjPknlMtacSrasWrflDbr_left\n- AadjPknlMtacSrasWrflDbr_right\n- AadjPknlMtacSrasWrflDbr_up\n- AadjPknlMtacSrasWrflDf_down\n- AadjPknlMtacSrasWrflDf_left\n- AadjPknlMtacSrasWrflDf_right\n- AadjPknlMtacSrasWrflDf_up\n- AadjPknlMtacSrasWrflDfl_down\n- AadjPknlMtacSrasWrflDfl_left\n- AadjPknlMtacSrasWrflDfl_right\n- AadjPknlMtacSrasWrflDfl_up\n- AadjPknlMtacSrasWrflDfr_down\n- AadjPknlMtacSrasWrflDfr_left\n- AadjPknlMtacSrasWrflDfr_right\n- AadjPknlMtacSrasWrflDfr_up\n- AadjPknlMtacSrasWrflDl_down\n- AadjPknlMtacSrasWrflDl_left\n- AadjPknlMtacSrasWrflDl_right\n- AadjPknlMtacSrasWrflDl_up\n- AadjPknlMtacSrasWrflDr_down\n- AadjPknlMtacSrasWrflDr_left\n- AadjPknlMtacSrasWrflDr_right\n- AadjPknlMtacSrasWrflDr_up\n- AadjPknlMwlkSrasWpstDb_down\n- AadjPknlMwlkSrasWpstDb_left\n- AadjPknlMwlkSrasWpstDb_right\n- AadjPknlMwlkSrasWpstDb_up\n- AadjPknlMwlkSrasWpstDbl_down\n- AadjPknlMwlkSrasWpstDbl_left\n- AadjPknlMwlkSrasWpstDbl_right\n- AadjPknlMwlkSrasWpstDbl_up\n- AadjPknlMwlkSrasWpstDbr_down\n- AadjPknlMwlkSrasWpstDbr_left\n- AadjPknlMwlkSrasWpstDbr_right\n- AadjPknlMwlkSrasWpstDbr_up\n- AadjPknlMwlkSrasWpstDf_down\n- AadjPknlMwlkSrasWpstDf_left\n- AadjPknlMwlkSrasWpstDf_right\n- AadjPknlMwlkSrasWpstDf_up\n- AadjPknlMwlkSrasWpstDfl_down\n- AadjPknlMwlkSrasWpstDfl_left\n- AadjPknlMwlkSrasWpstDfl_right\n- AadjPknlMwlkSrasWpstDfl_up\n- AadjPknlMwlkSrasWpstDfr_down\n- AadjPknlMwlkSrasWpstDfr_left\n- AadjPknlMwlkSrasWpstDfr_right\n- AadjPknlMwlkSrasWpstDfr_up\n- AadjPknlMwlkSrasWpstDl_down\n- AadjPknlMwlkSrasWpstDl_left\n- AadjPknlMwlkSrasWpstDl_right\n- AadjPknlMwlkSrasWpstDl_up\n- AadjPknlMwlkSrasWpstDr_down\n- AadjPknlMwlkSrasWpstDr_left\n- AadjPknlMwlkSrasWpstDr_right\n- AadjPknlMwlkSrasWpstDr_up\n- AadjPknlMwlkSrasWrflDb_down\n- AadjPknlMwlkSrasWrflDb_left\n- AadjPknlMwlkSrasWrflDb_right\n- AadjPknlMwlkSrasWrflDb_up\n- AadjPknlMwlkSrasWrflDbl_down\n- AadjPknlMwlkSrasWrflDbl_left\n- AadjPknlMwlkSrasWrflDbl_right\n- AadjPknlMwlkSrasWrflDbl_up\n- AadjPknlMwlkSrasWrflDbr_down\n- AadjPknlMwlkSrasWrflDbr_left\n- AadjPknlMwlkSrasWrflDbr_right\n- AadjPknlMwlkSrasWrflDbr_up\n- AadjPknlMwlkSrasWrflDf_down\n- AadjPknlMwlkSrasWrflDf_left\n- AadjPknlMwlkSrasWrflDf_right\n- AadjPknlMwlkSrasWrflDf_up\n- AadjPknlMwlkSrasWrflDfl_down\n- AadjPknlMwlkSrasWrflDfl_left\n- AadjPknlMwlkSrasWrflDfl_right\n- AadjPknlMwlkSrasWrflDfl_up\n- AadjPknlMwlkSrasWrflDfr_down\n- AadjPknlMwlkSrasWrflDfr_left\n- AadjPknlMwlkSrasWrflDfr_right\n- AadjPknlMwlkSrasWrflDfr_up\n- AadjPknlMwlkSrasWrflDl_down\n- AadjPknlMwlkSrasWrflDl_left\n- AadjPknlMwlkSrasWrflDl_right\n- AadjPknlMwlkSrasWrflDl_up\n- AadjPknlMwlkSrasWrflDr_down\n- AadjPknlMwlkSrasWrflDr_left\n- AadjPknlMwlkSrasWrflDr_right\n- AadjPknlMwlkSrasWrflDr_up\n- AadjPpneMstpSrasWpstDdown\n- AadjPpneMstpSrasWpstDdown_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDdown_turnL\n- AadjPpneMstpSrasWpstDdown_turnR\n- AadjPpneMstpSrasWpstDleft\n- AadjPpneMstpSrasWpstDleft_AmovPercMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDleft_AmovPknlMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDleft_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDright\n- AadjPpneMstpSrasWpstDright_AmovPercMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDright_AmovPknlMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDright_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDup\n- AadjPpneMstpSrasWpstDup_AadjPknlMstpSrasWpstDdown\n- AadjPpneMstpSrasWpstDup_AmovPpneMstpSrasWpstDnon\n- AadjPpneMstpSrasWpstDup_turnL\n- AadjPpneMstpSrasWpstDup_turnR\n- AadjPpneMstpSrasWrflDdown\n- AadjPpneMstpSrasWrflDDown_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDdown_turnL\n- AadjPpneMstpSrasWrflDdown_turnR\n- AadjPpneMstpSrasWrflDleft\n- AadjPpneMstpSrasWrflDleft_AmovPercMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDleft_AmovPknlMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDleft_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDright\n- AadjPpneMstpSrasWrflDright_AmovPercMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDright_AmovPknlMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDright_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDup\n- AadjPpneMstpSrasWrflDup_AadjPknlMstpSrasWrflDdown\n- AadjPpneMstpSrasWrflDup_AmovPpneMstpSrasWrflDnon\n- AadjPpneMstpSrasWrflDup_turnL\n- AadjPpneMstpSrasWrflDup_turnR\n- AadjPpneMwlkSrasWpstDleft_b\n- AadjPpneMwlkSrasWpstDleft_f\n- AadjPpneMwlkSrasWpstDleft_l\n- AadjPpneMwlkSrasWpstDleft_r\n- AadjPpneMwlkSrasWpstDright_b\n- AadjPpneMwlkSrasWpstDright_f\n- AadjPpneMwlkSrasWpstDright_l\n- AadjPpneMwlkSrasWpstDright_r\n- AadjPpneMwlkSrasWpstDup_b\n- AadjPpneMwlkSrasWpstDup_bl\n- AadjPpneMwlkSrasWpstDup_br\n- AadjPpneMwlkSrasWpstDup_f\n- AadjPpneMwlkSrasWpstDup_fl\n- AadjPpneMwlkSrasWpstDup_fr\n- AadjPpneMwlkSrasWpstDup_l\n- AadjPpneMwlkSrasWpstDup_r\n- AadjPpneMwlkSrasWrflDleft_b\n- AadjPpneMwlkSrasWrflDleft_f\n- AadjPpneMwlkSrasWrflDleft_l\n- AadjPpneMwlkSrasWrflDleft_r\n- AadjPpneMwlkSrasWrflDright_b\n- AadjPpneMwlkSrasWrflDright_f\n- AadjPpneMwlkSrasWrflDright_l\n- AadjPpneMwlkSrasWrflDright_r\n- AadjPpneMwlkSrasWrflDup_b\n- AadjPpneMwlkSrasWrflDup_bl\n- AadjPpneMwlkSrasWrflDup_br\n- AadjPpneMwlkSrasWrflDup_f\n- AadjPpneMwlkSrasWrflDup_fl\n- AadjPpneMwlkSrasWrflDup_fr\n- AadjPpneMwlkSrasWrflDup_l\n- AadjPpneMwlkSrasWrflDup_r\n- AbdvPercMrunSnonWnonDb\n- AbdvPercMrunSnonWnonDbl\n- AbdvPercMrunSnonWnonDbr\n- AbdvPercMrunSnonWnonDf\n- AbdvPercMrunSnonWnonDfl\n- AbdvPercMrunSnonWnonDfr\n- AbdvPercMrunSnonWnonDl\n- AbdvPercMrunSnonWnonDr\n- AbdvPercMrunSnonWrflDb\n- AbdvPercMrunSnonWrflDbl\n- AbdvPercMrunSnonWrflDbr\n- AbdvPercMrunSnonWrflDf\n- AbdvPercMrunSnonWrflDfl\n- AbdvPercMrunSnonWrflDfr\n- AbdvPercMrunSnonWrflDl\n- AbdvPercMrunSnonWrflDr\n- AbdvPercMsprSnonWnonDf\n- AbdvPercMsprSnonWrflDf\n- AbdvPercMstpSnonWnonDnon\n- AbdvPercMstpSnonWnonDnon_AbdvPercMstpSnonWnonDnon_putDown\n- AbdvPercMstpSnonWnonDnon_AbdvPercMstpSnonWrflDnon\n- AbdvPercMstpSnonWnonDnon_GetInSDV\n- AbdvPercMstpSnonWnonDnon_GetOutSDV\n- AbdvPercMstpSnonWnonDnon_godown\n- AbdvPercMstpSnonWnonDnon_goup\n- AbdvPercMstpSnonWnonDnon_putDown_AbdvPercMstpSnonWnonDnon\n- AbdvPercMstpSnonWnonDnon_relax\n- AbdvPercMstpSnonWnonDnon_turnL\n- AbdvPercMstpSnonWnonDnon_turnR\n- AbdvPercMstpSnonWrflDnon\n- AbdvPercMstpSnonWrflDnon_AbdvPercMstpSnonWnonDnon\n- AbdvPercMstpSnonWrflDnon_AbdvPercMstpSnonWrflDnon_putDown\n- AbdvPercMstpSnonWrflDnon_GetInSDV\n- AbdvPercMstpSnonWrflDnon_GetOutSDV\n- AbdvPercMstpSnonWrflDnon_godown\n- AbdvPercMstpSnonWrflDnon_goup\n- AbdvPercMstpSnonWrflDnon_putDown_AbdvPercMstpSnonWrflDnon\n- AbdvPercMstpSnonWrflDnon_relax\n- AbdvPercMstpSnonWrflDnon_turnL\n- AbdvPercMstpSnonWrflDnon_turnR\n- AbdvPercMtacSnonWnonDb\n- AbdvPercMtacSnonWnonDbl\n- AbdvPercMtacSnonWnonDbr\n- AbdvPercMtacSnonWnonDf\n- AbdvPercMtacSnonWnonDfl\n- AbdvPercMtacSnonWnonDfr\n- AbdvPercMtacSnonWnonDl\n- AbdvPercMtacSnonWnonDr\n- AbdvPercMtacSnonWrflDb\n- AbdvPercMtacSnonWrflDbl\n- AbdvPercMtacSnonWrflDbr\n- AbdvPercMtacSnonWrflDf\n- AbdvPercMtacSnonWrflDfl\n- AbdvPercMtacSnonWrflDfr\n- AbdvPercMtacSnonWrflDl\n- AbdvPercMtacSnonWrflDr\n- AbdvPercMwlkSnonWnonDb\n- AbdvPercMwlkSnonWnonDbl\n- AbdvPercMwlkSnonWnonDbr\n- AbdvPercMwlkSnonWnonDf\n- AbdvPercMwlkSnonWnonDfl\n- AbdvPercMwlkSnonWnonDfr\n- AbdvPercMwlkSnonWnonDl\n- AbdvPercMwlkSnonWnonDr\n- AbdvPercMwlkSnonWrflDb\n- AbdvPercMwlkSnonWrflDbl\n- AbdvPercMwlkSnonWrflDbr\n- AbdvPercMwlkSnonWrflDf\n- AbdvPercMwlkSnonWrflDfl\n- AbdvPercMwlkSnonWrflDfr\n- AbdvPercMwlkSnonWrflDl\n- AbdvPercMwlkSnonWrflDr\n- AbswPercMrunSnonWnonDb\n- AbswPercMrunSnonWnonDf\n- AbswPercMrunSnonWnonDf_AbswPercMstpSnonWnonDnon\n- AbswPercMrunSnonWnonDfl\n- AbswPercMrunSnonWnonDfr\n- AbswPercMrunSnonWnonDl\n- AbswPercMrunSnonWnonDr\n- AbswPercMsprSnonWnonDf\n- AbswPercMsprSnonWnonDFl\n- AbswPercMsprSnonWnonDFr\n- AbswPercMstpSnonWnonDnon\n- AbswPercMstpSnonWnonDnon_AbswPercMrunSnonWnonDf\n- AbswPercMstpSnonWnonDnon_goDown\n- AbswPercMstpSnonWnonDnon_goup\n- AbswPercMstpSnonWnonDnon_putDown\n- AbswPercMstpSnonWnonDnon_relax\n- AbswPercMwlkSnonWnonDb\n- AbswPercMwlkSnonWnonDf\n- AbswPercMwlkSnonWnonDfl\n- AbswPercMwlkSnonWnonDfr\n- AbswPercMwlkSnonWnonDl\n- AbswPercMwlkSnonWnonDr\n- AcinPercMrunSnonWnonDb\n- AcinPercMrunSnonWnonDbl\n- AcinPercMrunSnonWnonDbr\n- AcinPercMrunSnonWnonDf\n- AcinPercMrunSnonWnonDf_agony\n- AcinPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon\n- AcinPercMrunSnonWnonDf_death\n- AcinPercMrunSnonWnonDfl\n- AcinPercMrunSnonWnonDfr\n- AcinPercMrunSnonWnonDl\n- AcinPercMrunSnonWnonDr\n- AcinPercMrunSnonWpstDb\n- AcinPercMrunSnonWpstDbl\n- AcinPercMrunSnonWpstDbr\n- AcinPercMrunSnonWpstDf\n- AcinPercMrunSnonWpstDf_AmovPercMstpSrasWpstDnon\n- AcinPercMrunSnonWpstDfl\n- AcinPercMrunSnonWpstDfr\n- AcinPercMrunSnonWpstDl\n- AcinPercMrunSnonWpstDr\n- AcinPercMrunSrasWrflDb\n- AcinPercMrunSrasWrflDbl\n- AcinPercMrunSrasWrflDbr\n- AcinPercMrunSrasWrflDf\n- AcinPercMrunSrasWrflDf_agony\n- AcinPercMrunSrasWrflDf_AmovPercMstpSlowWrflDnon\n- AcinPercMrunSrasWrflDf_death\n- AcinPercMrunSrasWrflDfl\n- AcinPercMrunSrasWrflDfr\n- AcinPercMrunSrasWrflDl\n- AcinPercMrunSrasWrflDr\n- AcinPercMstpSnonWnonDnon\n- AcinPercMstpSnonWnonDnon_agony\n- AcinPercMstpSnonWpstDnon\n- AcinPercMstpSnonWpstDnon_agony\n- AcinPercMstpSrasWrflDnon\n- AcinPercMstpSrasWrflDnon_agony\n- AcinPknlMstpSnonWnonDnon\n- AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon\n- AcinPknlMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AcinPknlMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AcinPknlMstpSnonWpstDnon\n- AcinPknlMstpSnonWpstDnon_AcinPercMrunSnonWpstDnon\n- AcinPknlMstpSnonWpstDnon_AmovPknlMstpSrasWpstDnon\n- AcinPknlMstpSnonWpstDnon_AmovPpneMstpSrasWpstDnon\n- AcinPknlMstpSrasWrflDnon\n- AcinPknlMstpSrasWrflDnon_AcinPercMrunSrasWrflDnon\n- AcinPknlMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AcinPknlMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AcinPknlMwlkSlowWrflDb_agony\n- AcinPknlMwlkSlowWrflDb_AmovPercMstpSlowWrflDnon\n- AcinPknlMwlkSlowWrflDb_death\n- AcinPknlMwlkSlowWrflDb_death2\n- AcinPknlMwlkSlowWrflDb_still\n- AcinPknlMwlkSnonWnonDb\n- AcinPknlMwlkSnonWnonDb_agony\n- AcinPknlMwlkSnonWnonDb_AmovPercMstpSnonWnonDnon\n- AcinPknlMwlkSnonWnonDb_death\n- AcinPknlMwlkSnonWpstDb\n- AcinPknlMwlkSnonWpstDb_agony\n- AcinPknlMwlkSnonWpstDb_AmovPercMstpSrasWpstDnon\n- AcinPknlMwlkSnonWpstDb_death\n- AcinPknlMwlkSrasWrflDb\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutHigh\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutHighHemtt\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutHighZamak\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutLow\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutMedium\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHigh\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHighHemtt\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHighZamak\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutLow\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutMedium\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHigh\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHighHemtt\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHighZamak\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutLow\n- AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutMedium\n- Act_Alien_Gesture\n- Act_Alien_Gesture_Rifle\n- Acts_A_M01_briefing\n- Acts_A_M02_briefing\n- Acts_A_M03_briefing\n- Acts_A_M04_briefing\n- Acts_A_M05_briefing\n- Acts_A_OUT_briefing\n- Acts_Abuse_abuser\n- Acts_Abuse_abusing\n- Acts_Abuse_Akhanteros\n- Acts_Abuse_Lacey\n- Acts_Abuse_Lacey2\n- Acts_Abuse_Lacey3\n- Acts_Abuse_Lacey4\n- Acts_Abuse_Lacey5\n- Acts_Accessing_Computer_in\n- Acts_Accessing_Computer_Loop\n- Acts_Accessing_Computer_Out_1\n- Acts_Accessing_Computer_Out_2\n- Acts_Accessing_Computer_Out_Short\n- Acts_AidlPercMstpSloWWpstDnon_warmup_1\n- Acts_AidlPercMstpSloWWpstDnon_warmup_1_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_1_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_2\n- Acts_AidlPercMstpSloWWpstDnon_warmup_2_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_2_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_3\n- Acts_AidlPercMstpSloWWpstDnon_warmup_3_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_3_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_4\n- Acts_AidlPercMstpSloWWpstDnon_warmup_4_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_4_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_5\n- Acts_AidlPercMstpSloWWpstDnon_warmup_5_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_5_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_6\n- Acts_AidlPercMstpSloWWpstDnon_warmup_6_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_6_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_7\n- Acts_AidlPercMstpSloWWpstDnon_warmup_7_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_7_out\n- Acts_AidlPercMstpSloWWpstDnon_warmup_8\n- Acts_AidlPercMstpSloWWpstDnon_warmup_8_loop\n- Acts_AidlPercMstpSlowWpstDnon_warmup_8_out\n- Acts_AidlPercMstpSlowWrflDnon_pissing\n- Acts_AidlPercMstpSlowWrflDnon_warmup01\n- Acts_AidlPercMstpSlowWrflDnon_warmup02\n- Acts_AidlPercMstpSlowWrflDnon_warmup03\n- Acts_AidlPercMstpSlowWrflDnon_warmup04\n- Acts_AidlPercMstpSlowWrflDnon_warmup05\n- Acts_AidlPercMstpSloWWrflDnon_warmup_1\n- Acts_AidlPercMstpSloWWrflDnon_warmup_1_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_1_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_2\n- Acts_AidlPercMstpSloWWrflDnon_warmup_2_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_2_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_3\n- Acts_AidlPercMstpSloWWrflDnon_warmup_3_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_3_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_4\n- Acts_AidlPercMstpSloWWrflDnon_warmup_4_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_4_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_5\n- Acts_AidlPercMstpSloWWrflDnon_warmup_5_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_5_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_6\n- Acts_AidlPercMstpSloWWrflDnon_warmup_6_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_6_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_7\n- Acts_AidlPercMstpSloWWrflDnon_warmup_7_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_7_out\n- Acts_AidlPercMstpSloWWrflDnon_warmup_8\n- Acts_AidlPercMstpSloWWrflDnon_warmup_8_loop\n- Acts_AidlPercMstpSlowWrflDnon_warmup_8_out\n- Acts_AidlPercMstpSlowWrflDnon_warmup_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_1\n- Acts_AidlPercMstpSnonWnonDnon_warmup_1_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_1_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_2\n- Acts_AidlPercMstpSnonWnonDnon_warmup_2_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_2_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_3\n- Acts_AidlPercMstpSnonWnonDnon_warmup_3_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_3_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_4\n- Acts_AidlPercMstpSnonWnonDnon_warmup_4_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_4_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_5\n- Acts_AidlPercMstpSnonWnonDnon_warmup_5_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_5_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_6\n- Acts_AidlPercMstpSnonWnonDnon_warmup_6_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_6_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_7\n- Acts_AidlPercMstpSnonWnonDnon_warmup_7_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_7_out\n- Acts_AidlPercMstpSnonWnonDnon_warmup_8\n- Acts_AidlPercMstpSnonWnonDnon_warmup_8_loop\n- Acts_AidlPercMstpSnonWnonDnon_warmup_8_out\n- Acts_AidlPsitMstpSsurWnonDnon01\n- Acts_AidlPsitMstpSsurWnonDnon02\n- Acts_AidlPsitMstpSsurWnonDnon03\n- Acts_AidlPsitMstpSsurWnonDnon04\n- Acts_AidlPsitMstpSsurWnonDnon05\n- Acts_AidlPsitMstpSsurWnonDnon_loop\n- Acts_AidlPsitMstpSsurWnonDnon_out\n- Acts_Ambient_Aggressive\n- Acts_Ambient_Agreeing\n- Acts_Ambient_Approximate\n- Acts_Ambient_Cleaning_Nose\n- Acts_Ambient_Defensive\n- Acts_Ambient_Disagreeing\n- Acts_Ambient_Disagreeing_with_pointing\n- Acts_Ambient_Dismissing\n- Acts_Ambient_Facepalm_1\n- Acts_Ambient_Facepalm_2\n- Acts_Ambient_Gestures_Sneeze\n- Acts_Ambient_Gestures_Tired\n- Acts_Ambient_Gestures_Yawn\n- Acts_Ambient_Huh\n- Acts_Ambient_Picking_Up\n- Acts_Ambient_Relax_1\n- Acts_Ambient_Relax_2\n- Acts_Ambient_Relax_3\n- Acts_Ambient_Relax_4\n- Acts_Ambient_Rifle_Drop\n- Acts_Ambient_Shoelaces\n- Acts_Ambient_Stretching\n- Acts_Arrival_Response\n- Acts_Arriving_Camp\n- Acts_Arriving_Camp_Player\n- Acts_B_briefings\n- Acts_B_hub01_briefing\n- Acts_B_M01_briefing\n- Acts_B_M02_briefing\n- Acts_B_M03_briefing\n- Acts_B_M05_briefing\n- Acts_B_m06_briefing\n- Acts_B_out2_briefing\n- Acts_BoatAttacked01\n- Acts_BoatAttacked02\n- Acts_BoatAttacked03\n- Acts_BoatAttacked04\n- Acts_BoatAttacked05\n- Acts_BootKoreShootingRange_Adams\n- Acts_BootKoreShootingRange_Lacey\n- Acts_BootKoreShootingRange_Lacey1\n- Acts_BootKoreShootingRange_Lacey2\n- Acts_BootKoreShootingRange_Lacey3\n- Acts_BootKoreShootingRange_Lacey4\n- Acts_Breaching_Enemy_A\n- Acts_Breaching_Enemy_B\n- Acts_Breaching_Enemy_C\n- Acts_Breaching_Four\n- Acts_Breaching_Four_FPP\n- Acts_Breaching_Miller\n- Acts_Breaching_One\n- Acts_Breaching_One_FPP\n- Acts_Breaching_Three\n- Acts_Breaching_Three_FPP\n- Acts_Breaching_Two\n- Acts_Breaching_Two_FPP\n- Acts_Breakout_Player\n- Acts_Breakout_Rifleman\n- Acts_Breakout_Rifleman_1\n- Acts_Breakout_Rifleman_2\n- Acts_Breakout_Rifleman_3\n- Acts_Breakout_Rifleman_4\n- Acts_Breakout_Rifleman_5\n- Acts_Breakout_SquadLeader_1\n- Acts_Breakout_SquadLeader_2\n- Acts_Briefing_Intro2_Major_1\n- Acts_Briefing_Intro2_Major_2\n- Acts_Briefing_Intro3_Major_1\n- Acts_Briefing_Intro3_Major_2\n- Acts_Briefing_Intro3_Physicist_1\n- Acts_Briefing_SA_In\n- Acts_Briefing_SA_Loop\n- Acts_Briefing_SA_Out\n- Acts_Briefing_SA_StartLoop\n- Acts_Briefing_SB_In\n- Acts_Briefing_SB_Loop\n- Acts_Briefing_SB_Out\n- Acts_Briefing_SB_StartLoop\n- Acts_Briefing_SC_In\n- Acts_Briefing_SC_Loop\n- Acts_Briefing_SC_Out\n- Acts_Briefing_SC_StartLoop\n- Acts_C_in1_briefing\n- Acts_Calling_Out_Jets\n- Acts_Calling_Out_Jets_action\n- Acts_Calling_Out_Jets_in_loop\n- Acts_Calling_Out_Jets_out_loop\n- Acts_carFixingWheel\n- Acts_CivilHiding_1\n- Acts_CivilHiding_2\n- Acts_CivilIdle_1\n- Acts_CivilIdle_2\n- Acts_CivilInjuredArms_1\n- Acts_CivilInjuredChest_1\n- Acts_CivilInjuredGeneral_1\n- Acts_CivilInjuredHead_1\n- Acts_CivilInjuredLegs_1\n- Acts_CivilListening_1\n- Acts_CivilListening_2\n- Acts_CivilShocked_1\n- Acts_CivilShocked_2\n- Acts_CivilStand_Default\n- Acts_CivilTalking_1\n- Acts_CivilTalking_2\n- Acts_ComingInSpeakingWalkingOut_1\n- Acts_ComingInSpeakingWalkingOut_10\n- Acts_ComingInSpeakingWalkingOut_11\n- Acts_ComingInSpeakingWalkingOut_2\n- Acts_ComingInSpeakingWalkingOut_3\n- Acts_ComingInSpeakingWalkingOut_4\n- Acts_ComingInSpeakingWalkingOut_5\n- Acts_ComingInSpeakingWalkingOut_6\n- Acts_ComingInSpeakingWalkingOut_7\n- Acts_ComingInSpeakingWalkingOut_8\n- Acts_ComingInSpeakingWalkingOut_9\n- Acts_Commenting_On_Fight\n- Acts_Commenting_On_Fight_action\n- Acts_Commenting_On_Fight_in\n- Acts_Commenting_On_Fight_loop\n- Acts_Commenting_On_Fight_out_loop\n- Acts_CrouchGetLowGesture\n- Acts_CrouchingCoveringRifle01\n- Acts_CrouchingFiringLeftRifle01\n- Acts_CrouchingFiringLeftRifle02\n- Acts_CrouchingFiringLeftRifle03\n- Acts_CrouchingFiringLeftRifle04\n- Acts_CrouchingIdleRifle01\n- Acts_CrouchingReloadingRifle01\n- Acts_CrouchingWatchingRifle01\n- Acts_CrouchingWatchingRifle02\n- Acts_Dance_01\n- Acts_Dance_02\n- Acts_Ending_Adams1\n- Acts_Ending_Adams2\n- Acts_Ending_Adams3\n- Acts_Ending_Lacey1\n- Acts_Ending_Lacey2\n- Acts_Ending_Lacey3\n- Acts_EpicSplit\n- Acts_EpicSplit_in\n- Acts_EpicSplit_out\n- Acts_Examining_Device_Player\n- Acts_Executioner_Backhand\n- Acts_Executioner_Forehand\n- Acts_Executioner_Kill\n- Acts_Executioner_Kill_End\n- Acts_Executioner_Squat\n- Acts_Executioner_Squat_End\n- Acts_Executioner_Standing\n- Acts_Executioner_StandingLoop\n- Acts_Executioner_ToPistol\n- Acts_ExecutionVictim_Backhand\n- Acts_ExecutionVictim_Forehand\n- Acts_ExecutionVictim_Kill\n- Acts_ExecutionVictim_Kill_End\n- Acts_ExecutionVictim_KillTerminal\n- Acts_ExecutionVictim_Loop\n- Acts_ExecutionVictim_Unbow\n- Acts_Explaining_EW_Idle\n- Acts_Explaining_EW_Idle01\n- Acts_Explaining_EW_Idle02\n- Acts_Explaining_EW_Idle03\n- Acts_Explaining_EW_In\n- Acts_Explaining_EW_Loop01\n- Acts_Explaining_EW_Loop02\n- Acts_Explaining_EW_Loop03\n- Acts_Explaining_EW_Loop04\n- Acts_Explaining_EW_Loop05\n- Acts_FarmIncident_Adams1\n- Acts_FarmIncident_Adams2\n- Acts_FarmIncident_Adams3\n- Acts_FarmIncident_Commander\n- Acts_FarmIncident_Lacey1\n- Acts_FarmIncident_Lacey2\n- Acts_FarmIncident_Lacey3\n- Acts_FarmIncident_Lacey4\n- Acts_Flashes_Recovery_1\n- Acts_Flashes_Recovery_2\n- Acts_Gallery_Visitor_01\n- Acts_Gallery_Visitor_02\n- Acts_GetAttention_End\n- Acts_GetAttention_End_2\n- Acts_GetAttention_Loop\n- Acts_Getting_Up_Player\n- Acts_Grieving\n- Acts_gunner_MRAP_01_mocap\n- Acts_HeliCargo_in\n- Acts_HeliCargo_loop\n- Acts_HeliCargo_out\n- Acts_HeliCargoHopInSignal\n- Acts_HeliCargoPointing\n- Acts_HeliCargoTalking_in\n- Acts_HeliCargoTalking_loop\n- Acts_HeliCargoTalking_out\n- Acts_Helping_Wake_Up_1\n- Acts_Helping_Wake_Up_2\n- Acts_Helping_Wake_Up_3\n- Acts_HEMTT_Briefing\n- Acts_HEMTT_Casual_Loop\n- Acts_Hilltop_Calibration_Heli_In\n- Acts_Hilltop_Calibration_Heli_Out\n- Acts_Hilltop_Calibration_Loop\n- Acts_Hilltop_Calibration_Pointing_Left\n- Acts_Hilltop_Calibration_Pointing_Right\n- Acts_HUBABriefing\n- Acts_In_Sinkhole\n- Acts_In_Sinkhole_1\n- Acts_In_Sinkhole_2\n- Acts_In_Sinkhole_3\n- Acts_In_Sinkhole_4\n- Acts_In_Sinkhole_loop\n- Acts_Injured_Driver_go\n- Acts_Injured_Driver_Loop\n- Acts_InjuredAngryRifle01\n- Acts_InjuredCoughRifle02\n- Acts_InjuredLookingRifle01\n- Acts_InjuredLookingRifle02\n- Acts_InjuredLookingRifle03\n- Acts_InjuredLookingRifle04\n- Acts_InjuredLookingRifle05\n- Acts_InjuredLyingRifle01\n- Acts_InjuredLyingRifle02\n- Acts_InjuredLyingRifle02_180\n- Acts_InjuredSpeakingRifle01\n- Acts_JetsCrewaidF_idle\n- Acts_JetsCrewaidF_idle2\n- Acts_JetsCrewaidF_idle2_m\n- Acts_JetsCrewaidF_idle_m\n- Acts_JetsCrewaidF_runB\n- Acts_JetsCrewaidF_runB_m\n- Acts_JetsCrewaidF_stillpose\n- Acts_JetsCrewaidF_stillpose_m\n- Acts_JetsCrewaidFCrouch_in\n- Acts_JetsCrewaidFCrouch_in_m\n- Acts_JetsCrewaidFCrouch_loop\n- Acts_JetsCrewaidFCrouch_loop_m\n- Acts_JetsCrewaidFCrouch_out\n- Acts_JetsCrewaidFCrouch_out_m\n- Acts_JetsCrewaidFCrouchThumbup_in\n- Acts_JetsCrewaidFCrouchThumbup_in_m\n- Acts_JetsCrewaidFCrouchThumbup_loop\n- Acts_JetsCrewaidFCrouchThumbup_loop_m\n- Acts_JetsCrewaidFCrouchThumbup_out\n- Acts_JetsCrewaidFCrouchThumbup_out_m\n- Acts_JetsCrewaidL_idle\n- Acts_JetsCrewaidL_idle_m\n- Acts_JetsCrewaidLCrouch_in\n- Acts_JetsCrewaidLCrouch_in_m\n- Acts_JetsCrewaidLCrouch_loop\n- Acts_JetsCrewaidLCrouch_loop_m\n- Acts_JetsCrewaidLCrouch_out\n- Acts_JetsCrewaidLCrouch_out_m\n- Acts_JetsCrewaidLCrouchThumbup_in\n- Acts_JetsCrewaidLCrouchThumbup_in_m\n- Acts_JetsCrewaidLCrouchThumbup_loop\n- Acts_JetsCrewaidLCrouchThumbup_loop_m\n- Acts_JetsCrewaidLCrouchThumbup_out\n- Acts_JetsCrewaidLCrouchThumbup_out_m\n- Acts_JetsCrewaidR_idle\n- Acts_JetsCrewaidR_idle_m\n- Acts_JetsCrewaidRCrouch_in\n- Acts_JetsCrewaidRCrouch_in_m\n- Acts_JetsCrewaidRCrouch_loop\n- Acts_JetsCrewaidRCrouch_loop_m\n- Acts_JetsCrewaidRCrouch_out\n- Acts_JetsCrewaidRCrouch_out_m\n- Acts_JetsCrewaidRCrouchThumbup_in\n- Acts_JetsCrewaidRCrouchThumbup_in_m\n- Acts_JetsCrewaidRCrouchThumbup_loop\n- Acts_JetsCrewaidRCrouchThumbup_loop_m\n- Acts_JetsCrewaidRCrouchThumbup_out\n- Acts_JetsCrewaidRCrouchThumbup_out_m\n- Acts_JetsFlyoverCheering_1\n- Acts_JetsFlyoverCheering_2\n- Acts_JetsMarshallingClear_in\n- Acts_JetsMarshallingClear_loop\n- Acts_JetsMarshallingClear_out\n- Acts_JetsMarshallingEmergencyStop_in\n- Acts_JetsMarshallingEmergencyStop_loop\n- Acts_JetsMarshallingEmergencyStop_out\n- Acts_JetsMarshallingEnginesOff_in\n- Acts_JetsMarshallingEnginesOff_loop\n- Acts_JetsMarshallingEnginesOff_out\n- Acts_JetsMarshallingEnginesOn_in\n- Acts_JetsMarshallingEnginesOn_loop\n- Acts_JetsMarshallingEnginesOn_out\n- Acts_JetsMarshallingLeft_in\n- Acts_JetsMarshallingLeft_loop\n- Acts_JetsMarshallingLeft_out\n- Acts_JetsMarshallingRight_in\n- Acts_JetsMarshallingRight_loop\n- Acts_JetsMarshallingRight_out\n- Acts_JetsMarshallingSlow_in\n- Acts_JetsMarshallingSlow_loop\n- Acts_JetsMarshallingSlow_out\n- Acts_JetsMarshallingStop_in\n- Acts_JetsMarshallingStop_loop\n- Acts_JetsMarshallingStop_out\n- Acts_JetsMarshallingStraight_in\n- Acts_JetsMarshallingStraight_loop\n- Acts_JetsMarshallingStraight_out\n- Acts_JetsOfficerSpilling\n- Acts_JetsPilotThumbsUp\n- Acts_JetsPilotWalking\n- Acts_JetsShooterIdle\n- Acts_JetsShooterIdle2\n- Acts_JetsShooterIdle2_m\n- Acts_JetsShooterIdle_m\n- Acts_JetsShooterIdle_stillpose\n- Acts_JetsShooterIdle_stillpose_m\n- Acts_JetsShooterIdleMoveaway_in\n- Acts_JetsShooterIdleMoveaway_in_m\n- Acts_JetsShooterIdleMoveaway_loop\n- Acts_JetsShooterIdleMoveaway_loop_m\n- Acts_JetsShooterIdleMoveaway_out\n- Acts_JetsShooterIdleMoveaway_out_m\n- Acts_JetsShooterMoveAway_stillpose\n- Acts_JetsShooterMoveAway_stillpose_m\n- Acts_JetsShooterNavigate_in\n- Acts_JetsShooterNavigate_in_m\n- Acts_JetsShooterNavigate_loop\n- Acts_JetsShooterNavigate_loop_m\n- Acts_JetsShooterNavigate_out\n- Acts_JetsShooterNavigate_out_m\n- Acts_JetsShooterNavigate_stop\n- Acts_JetsShooterNavigate_stop_m\n- Acts_JetsShooterShootingLaunch_in\n- Acts_JetsShooterShootingLaunch_in_m\n- Acts_JetsShooterShootingLaunch_loop\n- Acts_JetsShooterShootingLaunch_loop_m\n- Acts_JetsShooterShootingLaunch_out\n- Acts_JetsShooterShootingLaunch_out_m\n- Acts_JetsShooterShootingReady_in\n- Acts_JetsShooterShootingReady_in_m\n- Acts_JetsShooterShootingReady_loop\n- Acts_JetsShooterShootingReady_loop_m\n- Acts_JetsShooterShootingReady_pointing\n- Acts_JetsShooterShootingReady_pointing_m\n- Acts_Kore_IdleNoWeapon_in\n- Acts_Kore_IdleNoWeapon_loop\n- Acts_Kore_IdleNoWeapon_out\n- Acts_Kore_Introducing\n- Acts_Kore_PointingForward\n- Acts_Kore_TalkingOverRadio_in\n- Acts_Kore_TalkingOverRadio_loop\n- Acts_Kore_TalkingOverRadio_out\n- Acts_listeningToRadio_In\n- Acts_listeningToRadio_Loop\n- Acts_listeningToRadio_Out\n- Acts_LyingWounded_loop\n- Acts_LyingWounded_loop1\n- Acts_LyingWounded_loop2\n- Acts_LyingWounded_loop3\n- Acts_Mentor_Freeing_Player\n- Acts_MHCargo_JumpToWater_all\n- Acts_MHCargo_JumpToWater_sittingloop\n- acts_miller_knockout\n- Acts_MillerCamp\n- Acts_millerCamp_A\n- Acts_millerCamp_B\n- Acts_millerCamp_C\n- Acts_millerCamp_D\n- acts_millerChooper_in\n- acts_millerChopper_loop\n- acts_millerChopper_out\n- acts_millerDisarming_deskCrouch_in\n- acts_millerDisarming_deskCrouch_loop\n- acts_millerDisarming_deskCrouch_out\n- acts_millerDisarming_deskLoop\n- acts_millerDisarming_deskOut\n- acts_millerDisarming_runToDesk\n- acts_millerDisarming_runToDesk_extended\n- acts_millerIdle\n- acts_millerPOV\n- Acts_NATOCommanderArrival_Commander_1\n- Acts_NATOCommanderArrival_Commander_2\n- Acts_NATOCommanderArrival_Commander_3\n- Acts_NATOCommanderArrival_Commander_4\n- Acts_NATOCommanderArrival_Commander_5\n- Acts_NATOCommanderArrival_Commander_6\n- Acts_NATOCommanderArrival_Commander_7\n- Acts_NATOCommanderArrival_Commander_8\n- Acts_NATOCommanderArrival_Commander_9\n- Acts_NATOCommanderArrival_Larkin_1\n- Acts_NATOCommanderArrival_Larkin_2\n- Acts_NATOCommanderArrival_Larkin_3\n- Acts_NATOCommanderArrival_Larkin_4\n- Acts_NATOCommanderArrival_Larkin_5\n- Acts_NATOCommanderArrival_Larkin_6\n- Acts_NATOCommanderArrival_Larkin_7\n- Acts_NavigatingChopper_In\n- Acts_NavigatingChopper_Loop\n- Acts_NavigatingChopper_Out\n- Acts_Onchair_Dead\n- Acts_passenger_boat_holdleft\n- Acts_passenger_boat_holdright\n- Acts_passenger_boat_rightrear\n- Acts_passenger_flatground_leanright\n- Acts_Peering_Back\n- Acts_Peering_Down\n- Acts_Peering_Front\n- Acts_Peering_Left\n- Acts_Peering_Right\n- Acts_Peering_Up\n- Acts_PercMstpSlowWrflDnon_handup1\n- Acts_PercMstpSlowWrflDnon_handup1b\n- Acts_PercMstpSlowWrflDnon_handup1c\n- Acts_PercMstpSlowWrflDnon_handup2\n- Acts_PercMstpSlowWrflDnon_handup2b\n- Acts_PercMstpSlowWrflDnon_handup2c\n- Acts_PercMwlkSlowWrflDf\n- Acts_PercMwlkSlowWrflDf2\n- Acts_PistolLowStand_Default\n- Acts_PistolRaisedStand_Default\n- Acts_PknlMstpSlowWrflDnon\n- Acts_Pointing_Back\n- Acts_Pointing_Down\n- Acts_Pointing_Front\n- Acts_Pointing_Left\n- Acts_Pointing_Right\n- Acts_Pointing_Up\n- Acts_PointingLeftUnarmed\n- Acts_Rifle_Operations_Back\n- Acts_Rifle_Operations_Barrel\n- Acts_Rifle_Operations_Checking_Chamber\n- Acts_Rifle_Operations_Default\n- Acts_Rifle_Operations_Front\n- Acts_Rifle_Operations_Left\n- Acts_Rifle_Operations_Right\n- Acts_Rifle_Operations_Zeroing\n- Acts_RifleLowKneel_Default\n- Acts_RifleLowStand_Default\n- Acts_RU_Briefing_Move\n- Acts_RU_Briefing_Overview\n- Acts_RU_Briefing_Point\n- Acts_RU_Briefing_Point_TL\n- Acts_RU_Briefing_Speaking\n- Acts_RU_Briefing_Turn\n- Acts_ShieldFromSun_in\n- Acts_ShieldFromSun_loop\n- Acts_ShieldFromSun_out\n- Acts_Shocked_1_Loop\n- Acts_Shocked_3\n- Acts_Shocked_4_Loop\n- Acts_ShockedUnarmed_2_Loop\n- Acts_ShowingTheRightWay_in\n- Acts_ShowingTheRightWay_loop\n- Acts_ShowingTheRightWay_out\n- Acts_SignalToCheck\n- Acts_SittingJumpingSaluting_in\n- Acts_SittingJumpingSaluting_loop\n- Acts_SittingJumpingSaluting_loop1\n- Acts_SittingJumpingSaluting_loop2\n- Acts_SittingJumpingSaluting_loop3\n- Acts_SittingJumpingSaluting_out\n- Acts_SittingWounded_breath\n- Acts_SittingWounded_in\n- Acts_SittingWounded_loop\n- Acts_SittingWounded_out\n- Acts_SittingWounded_wave\n- Acts_Soldier_Moves_Inside_1\n- Acts_Soldier_Moves_Inside_1b\n- Acts_Soldier_Moves_Inside_2\n- Acts_StandingSpeakingUnarmed\n- Acts_Stargazer\n- Acts_starterPistol_fire\n- Acts_starterPistol_in\n- Acts_starterPistol_loop\n- Acts_starterPistol_out\n- Acts_StaticDeath_01\n- Acts_StaticDeath_02\n- Acts_StaticDeath_03\n- Acts_StaticDeath_04\n- Acts_StaticDeath_05\n- Acts_StaticDeath_06\n- Acts_StaticDeath_07\n- Acts_StaticDeath_08\n- Acts_StaticDeath_09\n- Acts_StaticDeath_10\n- Acts_StaticDeath_11\n- Acts_StaticDeath_12\n- Acts_StaticDeath_13\n- Acts_StaticDeath_base\n- Acts_StaticDeath_Coffin\n- Acts_StaticDeath_Military_Coffin\n- Acts_StaticDeath_Strecher\n- Acts_StaticPose_Base\n- Acts_StaticPose_ContactBoxArt_01\n- Acts_StaticPose_Photo\n- Acts_Stunned_Unconscious\n- Acts_Stunned_Unconscious_end\n- Acts_SupportTeam_Back_FromKneelLoop\n- Acts_SupportTeam_Back_KneelLoop\n- Acts_SupportTeam_Back_Move\n- Acts_SupportTeam_Back_StartMove\n- Acts_SupportTeam_Back_ToKneelLoop\n- Acts_SupportTeam_Front_FromKneelLoop\n- Acts_SupportTeam_Front_KneelLoop\n- Acts_SupportTeam_Front_Move\n- Acts_SupportTeam_Front_ReachedEnd\n- Acts_SupportTeam_Front_StartMove\n- Acts_SupportTeam_Front_ToKneelLoop\n- Acts_SupportTeam_Left_FromKneelLoop\n- Acts_SupportTeam_Left_KneelLoop\n- Acts_SupportTeam_Left_Move\n- Acts_SupportTeam_Left_StartMove\n- Acts_SupportTeam_Left_ToKneelLoop\n- Acts_SupportTeam_Right_FromKneelLoop\n- Acts_SupportTeam_Right_KneelLoop\n- Acts_SupportTeam_Right_Move\n- Acts_SupportTeam_Right_StartMove\n- Acts_SupportTeam_Right_ToKneelLoop\n- Acts_SyndikatAmbush_A\n- Acts_SyndikatAmbush_B\n- Acts_SyndikatAmbush_C\n- Acts_TacopsPoster\n- Acts_Taking_Cover_From_Jets\n- Acts_Taking_Cover_From_Jets_action\n- Acts_Taking_Cover_From_Jets_in_loop\n- Acts_Taking_Cover_From_Jets_in_loop_steady\n- Acts_Taking_Cover_From_Jets_loop\n- Acts_Taking_Cover_From_Jets_out\n- Acts_TerminalOpen\n- Acts_trailer_campCommander\n- Acts_trailer_campScientist\n- Acts_trailer_inspectShock_A\n- Acts_trailer_inspectShock_B\n- Acts_trailer_nodCommander\n- Acts_trailer_nodScientist\n- Acts_trailer_relaxedWalk_B\n- Acts_trailer_relaxedWalk_F\n- Acts_trailer_relaxedWalk_L\n- Acts_trailer_relaxedWalk_R\n- Acts_trailer_sendUGVOff\n- Acts_Training_Reveal_Ambusher_In\n- Acts_Training_Reveal_Ambusher_Loop\n- Acts_Training_Reveal_Ambusher_Out\n- Acts_Training_Reveal_Ambusher_Out_single\n- Acts_TreatingWounded01\n- Acts_TreatingWounded02\n- Acts_TreatingWounded03\n- Acts_TreatingWounded04\n- Acts_TreatingWounded05\n- Acts_TreatingWounded06\n- Acts_TreatingWounded_in\n- Acts_TreatingWounded_loop\n- Acts_TreatingWounded_Out\n- Acts_UGV_Jamming_Loop\n- Acts_UnconsciousStandUp_part1\n- Acts_UnconsciousStandUp_part2\n- Acts_Undead_Coffin\n- acts_ViperAppearing\n- Acts_ViperMeeting_A\n- Acts_ViperMeeting_A_End\n- Acts_ViperMeeting_B\n- Acts_ViperMeeting_C\n- Acts_ViperMeeting_D\n- acts_viperSgtAppearing\n- Acts_Waking_Up_Player\n- Acts_WalkingChecking\n- Acts_WarmupBase\n- Acts_WarmupBaseKneel\n- Acts_Watching_Fire_Loop\n- Acts_welcomeOnHUB01_AIWalk\n- Acts_welcomeOnHUB01_AIWalk_1\n- Acts_welcomeOnHUB01_AIWalk_1b\n- Acts_welcomeOnHUB01_AIWalk_2\n- Acts_welcomeOnHUB01_AIWalk_3\n- Acts_welcomeOnHUB01_AIWalk_4\n- Acts_welcomeOnHUB01_AIWalk_5\n- Acts_welcomeOnHUB01_AIWalk_6\n- Acts_welcomeOnHUB01_PlayerWalk\n- Acts_welcomeOnHUB01_PlayerWalk_1\n- Acts_welcomeOnHUB01_PlayerWalk_2\n- Acts_welcomeOnHUB01_PlayerWalk_3\n- Acts_welcomeOnHUB01_PlayerWalk_4\n- Acts_welcomeOnHUB01_PlayerWalk_5\n- Acts_welcomeOnHUB01_PlayerWalk_6\n- Acts_welcomeOnHUB02_AIWalk\n- Acts_welcomeOnHUB02_AIWalk_2\n- Acts_welcomeOnHUB02_AIWalk_3\n- Acts_welcomeOnHUB02_AIWalk_4\n- Acts_welcomeOnHUB02_AIWalk_5\n- Acts_welcomeOnHUB02_AIWalk_6\n- Acts_welcomeOnHUB02_PlayerWalk\n- Acts_welcomeOnHUB02_PlayerWalk_1\n- Acts_welcomeOnHUB02_PlayerWalk_2\n- Acts_welcomeOnHUB02_PlayerWalk_3\n- Acts_welcomeOnHUB03_AIWalk_1\n- Acts_welcomeOnHUB03_AIWalk_2\n- Acts_welcomeOnHUB03_AIWalk_3\n- Acts_welcomeOnHUB03_AIWalk_4\n- Acts_welcomeOnHUB03_AIWalk_5\n- Acts_welcomeOnHUB03_AIWalk_6\n- Acts_welcomeOnHUB03_PlayerWalk_1\n- Acts_welcomeOnHUB03_PlayerWalk_2\n- Acts_welcomeOnHUB03_PlayerWalk_3\n- Acts_welcomeOnHUB03_PlayerWalk_4\n- Acts_welcomeOnHUB03_PlayerWalk_5\n- Acts_welcomeOnHUB04_AIWalk_1\n- Acts_welcomeOnHUB04_AIWalk_2\n- Acts_welcomeOnHUB04_AIWalk_3\n- Acts_welcomeOnHUB04_AIWalk_4\n- Acts_welcomeOnHUB04_AIWalk_5\n- Acts_welcomeOnHUB04_AIWalk_6\n- Acts_welcomeOnHUB04_PlayerWalk_1\n- Acts_welcomeOnHUB04_PlayerWalk_2\n- Acts_welcomeOnHUB04_PlayerWalk_3\n- Acts_welcomeOnHUB04_PlayerWalk_4\n- Acts_welcomeOnHUB04_PlayerWalk_5\n- Acts_welcomeOnHUB05_AIWalk_1\n- Acts_welcomeOnHUB05_AIWalk_2\n- Acts_welcomeOnHUB05_AIWalk_3\n- Acts_welcomeOnHUB05_AIWalk_4\n- Acts_welcomeOnHUB05_AIWalk_5\n- Acts_welcomeOnHUB05_AIWalk_6\n- Acts_welcomeOnHUB05_PlayerWalk_1\n- Acts_welcomeOnHUB05_PlayerWalk_2\n- Acts_welcomeOnHUB05_PlayerWalk_3\n- Acts_welcomeOnHUB05_PlayerWalk_4\n- Acts_welcomeOnHUB05_PlayerWalk_5\n- Acts_welcomeOnHUB05_PlayerWalk_6\n- Acts_welcomeOnHUB05_PlayerWalk_7\n- ActsPknlMstpSnonWnonDnon_AI\n- AdvePercMrunSnonWnonDb\n- AdvePercMrunSnonWnonDbl\n- AdvePercMrunSnonWnonDbr\n- AdvePercMrunSnonWnonDf\n- AdvePercMrunSnonWnonDfl\n- AdvePercMrunSnonWnonDfr\n- AdvePercMrunSnonWnonDl\n- AdvePercMrunSnonWnonDr\n- AdvePercMrunSnonWrflDb\n- AdvePercMrunSnonWrflDbl\n- AdvePercMrunSnonWrflDbr\n- AdvePercMrunSnonWrflDf\n- AdvePercMrunSnonWrflDfl\n- AdvePercMrunSnonWrflDfr\n- AdvePercMrunSnonWrflDl\n- AdvePercMrunSnonWrflDr\n- AdvePercMsprSnonWnonDf\n- AdvePercMsprSnonWrflDf\n- AdvePercMstpSnonWnonDnon\n- AdvePercMstpSnonWnonDnon_AdvePercMstpSnonWnonDnon_putDown\n- AdvePercMstpSnonWnonDnon_AdvePercMstpSnonWrflDnon\n- AdvePercMstpSnonWnonDnon_GetInSDV\n- AdvePercMstpSnonWnonDnon_GetOutSDV\n- AdvePercMstpSnonWnonDnon_godown\n- AdvePercMstpSnonWnonDnon_goup\n- AdvePercMstpSnonWnonDnon_putDown_AdvePercMstpSnonWnonDnon\n- AdvePercMstpSnonWnonDnon_relax\n- AdvePercMstpSnonWnonDnon_turnL\n- AdvePercMstpSnonWnonDnon_turnR\n- AdvePercMstpSnonWrflDnon\n- AdvePercMstpSnonWrflDnon_AdvePercMstpSnonWnonDnon\n- AdvePercMstpSnonWrflDnon_AdvePercMstpSnonWrflDnon_putDown\n- AdvePercMstpSnonWrflDnon_GetInSDV\n- AdvePercMstpSnonWrflDnon_GetOutSDV\n- AdvePercMstpSnonWrflDnon_godown\n- AdvePercMstpSnonWrflDnon_goup\n- AdvePercMstpSnonWrflDnon_putDown_AdvePercMstpSnonWrflDnon\n- AdvePercMstpSnonWrflDnon_relax\n- AdvePercMstpSnonWrflDnon_turnL\n- AdvePercMstpSnonWrflDnon_turnR\n- AdvePercMtacSnonWnonDb\n- AdvePercMtacSnonWnonDbl\n- AdvePercMtacSnonWnonDbr\n- AdvePercMtacSnonWnonDf\n- AdvePercMtacSnonWnonDfl\n- AdvePercMtacSnonWnonDfr\n- AdvePercMtacSnonWnonDl\n- AdvePercMtacSnonWnonDr\n- AdvePercMtacSnonWrflDb\n- AdvePercMtacSnonWrflDbl\n- AdvePercMtacSnonWrflDbr\n- AdvePercMtacSnonWrflDf\n- AdvePercMtacSnonWrflDfl\n- AdvePercMtacSnonWrflDfr\n- AdvePercMtacSnonWrflDl\n- AdvePercMtacSnonWrflDr\n- AdvePercMwlkSnonWnonDb\n- AdvePercMwlkSnonWnonDbl\n- AdvePercMwlkSnonWnonDbr\n- AdvePercMwlkSnonWnonDf\n- AdvePercMwlkSnonWnonDfl\n- AdvePercMwlkSnonWnonDfr\n- AdvePercMwlkSnonWnonDl\n- AdvePercMwlkSnonWnonDr\n- AdvePercMwlkSnonWrflDb\n- AdvePercMwlkSnonWrflDbl\n- AdvePercMwlkSnonWrflDbr\n- AdvePercMwlkSnonWrflDf\n- AdvePercMwlkSnonWrflDfl\n- AdvePercMwlkSnonWrflDfr\n- AdvePercMwlkSnonWrflDl\n- AdvePercMwlkSnonWrflDr\n- AfalPercMstpSnonWnonDnon\n- AfalPercMstpSrasWlnrDnon\n- AfalPercMstpSrasWpstDnon\n- AfalPercMstpSrasWrflDnon\n- AfalPknlMstpSnonWnonDnon\n- AfalPknlMstpSrasWlnrDnon\n- AfalPknlMstpSrasWpstDnon\n- AfalPknlMstpSrasWrflDnon\n- AfalPpneMstpSnonWnonDnon\n- AfalPpneMstpSrasWpstDnon\n- AfalPpneMstpSrasWrflDnon\n- AfdsPercMstpSlowWpstDnon\n- AfdsPercMstpSlowWpstDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSlowWpstDnon_AfdsPknlMstpSlowWpstDnon\n- AfdsPercMstpSlowWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPercMstpSlowWpstDnon_inv\n- AfdsPercMstpSlowWpstDnon_turnL\n- AfdsPercMstpSlowWpstDnon_turnR\n- AfdsPercMstpSlowWrflDnon\n- AfdsPercMstpSlowWrflDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSlowWrflDnon_AfdsPknlMstpSlowWrflDnon\n- AfdsPercMstpSlowWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPercMstpSlowWrflDnon_inv\n- AfdsPercMstpSlowWrflDnon_turnL\n- AfdsPercMstpSlowWrflDnon_turnR\n- AfdsPercMstpSnonWnonDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPercMstpSrasWpstDnon_end\n- AfdsPercMstpSnonWnonDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPknlMstpSnonWnonDnon\n- AfdsPercMstpSnonWnonDnon_AfdsPpneMstpSnonWnonDnon\n- AfdsPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon\n- AfdsPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon_end\n- AfdsPercMstpSnonWnonDnon_inv\n- AfdsPercMstpSnonWnonDnon_turnL\n- AfdsPercMstpSnonWnonDnon_turnR\n- AfdsPercMstpSoptWbinDnon\n- AfdsPercMstpSoptWbinDnon_AfdsPknlMstpSoptWbinDnon\n- AfdsPercMstpSoptWbinDnon_AfdsPpneMstpSoptWbinDnon\n- AfdsPercMstpSoptWbinDnon_turnL\n- AfdsPercMstpSoptWbinDnon_turnR\n- AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSlowWpstDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSnonWnonDnon_end\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPercMstpSrasWrflDnon_end\n- AfdsPercMstpSrasWpstDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPercMstpSrasWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon\n- AfdsPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon_end\n- AfdsPercMstpSrasWpstDnon_inv\n- AfdsPercMstpSrasWpstDnon_turnL\n- AfdsPercMstpSrasWpstDnon_turnR\n- AfdsPercMstpSrasWrflDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSlowWrflDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPercMstpSrasWpstDnon_end\n- AfdsPercMstpSrasWrflDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPercMstpSrasWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon\n- AfdsPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon_end\n- AfdsPercMstpSrasWrflDnon_inv\n- AfdsPercMstpSrasWrflDnon_turnL\n- AfdsPercMstpSrasWrflDnon_turnR\n- AfdsPknlMstpSlowWpstDnon\n- AfdsPknlMstpSlowWpstDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSlowWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPknlMstpSlowWpstDnon_inv\n- AfdsPknlMstpSlowWpstDnon_turnL\n- AfdsPknlMstpSlowWpstDnon_turnR\n- AfdsPknlMstpSlowWrflDnon\n- AfdsPknlMstpSlowWrflDnon_AfdsPercMstpSlowWrflDnon\n- AfdsPknlMstpSlowWrflDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSlowWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPknlMstpSlowWrflDnon_inv\n- AfdsPknlMstpSlowWrflDnon_turnL\n- AfdsPknlMstpSlowWrflDnon_turnR\n- AfdsPknlMstpSnonWnonDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPknlMstpSrasWpstDnon_end\n- AfdsPknlMstpSnonWnonDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSnonWnonDnon_AfdsPpneMstpSnonWnonDnon\n- AfdsPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon\n- AfdsPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon_end\n- AfdsPknlMstpSnonWnonDnon_inv\n- AfdsPknlMstpSnonWnonDnon_turnL\n- AfdsPknlMstpSnonWnonDnon_turnR\n- AfdsPknlMstpSoptWbinDnon\n- AfdsPknlMstpSoptWbinDnon_AfdsPercMstpSoptWbinDnon\n- AfdsPknlMstpSoptWbinDnon_AfdsPpneMstpSoptWbinDnon\n- AfdsPknlMstpSoptWbinDnon_turnL\n- AfdsPknlMstpSoptWbinDnon_turnR\n- AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPknlMstpSlowWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSrasWpstDnon_AfdsPknlMstpSrasWrflDnon_end\n- AfdsPknlMstpSrasWpstDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon\n- AfdsPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon_end\n- AfdsPknlMstpSrasWpstDnon_inv\n- AfdsPknlMstpSrasWpstDnon_turnL\n- AfdsPknlMstpSrasWpstDnon_turnR\n- AfdsPknlMstpSrasWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPknlMstpSlowWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPknlMstpSrasWrflDnon_AfdsPknlMstpSrasWpstDnon_end\n- AfdsPknlMstpSrasWrflDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon\n- AfdsPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon_end\n- AfdsPknlMstpSrasWrflDnon_inv\n- AfdsPknlMstpSrasWrflDnon_turnL\n- AfdsPknlMstpSrasWrflDnon_turnR\n- AfdspPknlMstpSlowWpstDnon_AfdspPercMstpSlowWpstDnon\n- AfdsPpneMstpSnonWnonDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPercMstpSnonWnonDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPknlMstpSnonWnonDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPpneMstpSnonWnonDnon_AfdsPpneMstpSrasWpstDnon_end\n- AfdsPpneMstpSnonWnonDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon\n- AfdsPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon_end\n- AfdsPpneMstpSnonWnonDnon_inv\n- AfdsPpneMstpSnonWnonDnon_turnL\n- AfdsPpneMstpSnonWnonDnon_turnR\n- AfdsPpneMstpSoptWbinDnon\n- AfdsPpneMstpSoptWbinDnon_AfdsPercMstpSoptWbinDnon\n- AfdsPpneMstpSoptWbinDnon_AfdsPknlMstpSoptWbinDnon\n- AfdsPpneMstpSoptWbinDnon_turnL\n- AfdsPpneMstpSoptWbinDnon_turnR\n- AfdsPpneMstpSrasWpstDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPercMstpSrasWpstDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPknlMstpSrasWpstDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPpneMstpSrasWrflDnon\n- AfdsPpneMstpSrasWpstDnon_AfdsPpneMstpSrasWrflDnon_end\n- AfdsPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon\n- AfdsPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon_end\n- AfdsPpneMstpSrasWpstDnon_inv\n- AfdsPpneMstpSrasWpstDnon_turnL\n- AfdsPpneMstpSrasWpstDnon_turnR\n- AfdsPpneMstpSrasWrflDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPercMstpSrasWrflDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPknlMstpSrasWrflDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPpneMstpSrasWpstDnon\n- AfdsPpneMstpSrasWrflDnon_AfdsPpneMstpSrasWpstDnon_end\n- AfdsPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon\n- AfdsPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon_end\n- AfdsPpneMstpSrasWrflDnon_inv\n- AfdsPpneMstpSrasWrflDnon_turnL\n- AfdsPpneMstpSrasWrflDnon_turnR\n- AidlPercMevaSrasWrflDf\n- AidlPercMrunSrasWrflDf\n- AidlPercMstpSlowWpstDnon_AI\n- AidlPercMstpSlowWpstDnon_AmovPercMstpSrasWpstDnon\n- AidlPercMstpSlowWpstDnon_G01\n- AidlPercMstpSlowWpstDnon_G02\n- AidlPercMstpSlowWpstDnon_G03\n- AidlPercMstpSlowWpstDnon_G0S\n- AidlPercMstpSlowWrflDnon_AI\n- AidlPercMstpSlowWrflDnon_G01\n- AidlPercMstpSlowWrflDnon_G01_combat\n- AidlPercMstpSlowWrflDnon_G02\n- AidlPercMstpSlowWrflDnon_G02_combat\n- AidlPercMstpSlowWrflDnon_G03\n- AidlPercMstpSlowWrflDnon_G03_combat\n- AidlPercMstpSlowWrflDnon_G04\n- AidlPercMstpSlowWrflDnon_G04_combat\n- AidlPercMstpSlowWrflDnon_G05\n- AidlPercMstpSlowWrflDnon_G05_combat\n- AidlPercMstpSlowWrflDnon_G0S\n- AidlPercMstpSnonWnonDnon_AI\n- AidlPercMstpSnonWnonDnon_G01\n- AidlPercMstpSnonWnonDnon_G02\n- AidlPercMstpSnonWnonDnon_G03\n- AidlPercMstpSnonWnonDnon_G04\n- AidlPercMstpSnonWnonDnon_G05\n- AidlPercMstpSnonWnonDnon_G06\n- AidlPercMstpSnonWnonDnon_G0S\n- AidlPercMstpSrasWlnrDnon_1\n- AidlPercMstpSrasWlnrDnon_2\n- AidlPercMstpSrasWlnrDnon_3\n- AidlPercMstpSrasWlnrDnon_AI\n- AidlPercMstpSrasWlnrDnon_G01\n- AidlPercMstpSrasWlnrDnon_G02\n- AidlPercMstpSrasWlnrDnon_G0S\n- AidlPercMstpSrasWlnrDnon_S\n- AidlPercMstpSrasWpstDnon_AI\n- AidlPercMstpSrasWpstDnon_G01\n- AidlPercMstpSrasWpstDnon_G01_player\n- AidlPercMstpSrasWpstDnon_G02\n- AidlPercMstpSrasWpstDnon_G02_player\n- AidlPercMstpSrasWpstDnon_G03\n- AidlPercMstpSrasWpstDnon_G03_player\n- AidlPercMstpSrasWpstDnon_G0S\n- AidlPercMstpSrasWrflDnon_AI\n- AidlPercMstpSrasWrflDnon_G01\n- AidlPercMstpSrasWrflDnon_G01_player\n- AidlPercMstpSrasWrflDnon_G02\n- AidlPercMstpSrasWrflDnon_G02_player\n- AidlPercMstpSrasWrflDnon_G03\n- AidlPercMstpSrasWrflDnon_G03_player\n- AidlPercMstpSrasWrflDnon_G04\n- AidlPercMstpSrasWrflDnon_G04_player\n- AidlPercMstpSrasWrflDnon_G0S\n- AidlPercMstpSrasWrflDnon_Salute\n- AidlPercMstpSrasWrflDnon_SaluteIn\n- AidlPercMstpSrasWrflDnon_SaluteOut\n- AidlPercMstpSrasWrflDnon_turnL\n- AidlPercMstpSrasWrflDnon_turnR\n- AidlPercMwlkSrasWrflDb\n- AidlPercMwlkSrasWrflDf\n- AidlPknlMstpSlowWpstDnon_AI\n- AidlPknlMstpSlowWpstDnon_G01\n- AidlPknlMstpSlowWpstDnon_G02\n- AidlPknlMstpSlowWpstDnon_G03\n- AidlPknlMstpSlowWpstDnon_G0S\n- AidlPknlMstpSlowWrflDnon_AI\n- AidlPknlMstpSlowWrflDnon_G01\n- AidlPknlMstpSlowWrflDnon_G01_combat\n- AidlPknlMstpSlowWrflDnon_G02\n- AidlPknlMstpSlowWrflDnon_G02_combat\n- AidlPknlMstpSlowWrflDnon_G03\n- AidlPknlMstpSlowWrflDnon_G03_combat\n- AidlPknlMstpSlowWrflDnon_G0S\n- AidlPknlMstpSnonWnonDnon_AI\n- AidlPknlMstpSnonWnonDnon_G01\n- AidlPknlMstpSnonWnonDnon_G02\n- AidlPknlMstpSnonWnonDnon_G03\n- AidlPknlMstpSnonWnonDnon_G0S\n- AidlPknlMstpSrasWlnrDnon_AI\n- AidlPknlMstpSrasWlnrDnon_G01\n- AidlPknlMstpSrasWlnrDnon_G02\n- AidlPknlMstpSrasWlnrDnon_G03\n- AidlPknlMstpSrasWlnrDnon_G0S\n- AidlPknlMstpSrasWpstDnon_AI\n- AidlPknlMstpSrasWpstDnon_G01\n- AidlPknlMstpSrasWpstDnon_G01_player\n- AidlPknlMstpSrasWpstDnon_G02\n- AidlPknlMstpSrasWpstDnon_G02_player\n- AidlPknlMstpSrasWpstDnon_G03\n- AidlPknlMstpSrasWpstDnon_G03_player\n- AidlPknlMstpSrasWpstDnon_G0S\n- AidlPknlMstpSrasWrflDnon_AI\n- AidlPknlMstpSrasWrflDnon_G01\n- AidlPknlMstpSrasWrflDnon_G01_player\n- AidlPknlMstpSrasWrflDnon_G02\n- AidlPknlMstpSrasWrflDnon_G02_player\n- AidlPknlMstpSrasWrflDnon_G0S\n- AidlPpneMstpSnonWnonDnon_AI\n- AidlPpneMstpSnonWnonDnon_G01\n- AidlPpneMstpSnonWnonDnon_G02\n- AidlPpneMstpSnonWnonDnon_G03\n- AidlPpneMstpSnonWnonDnon_G0S\n- AidlPpneMstpSrasWpstDnon_AI\n- AidlPpneMstpSrasWpstDnon_G01\n- AidlPpneMstpSrasWpstDnon_G01_player\n- AidlPpneMstpSrasWpstDnon_G02\n- AidlPpneMstpSrasWpstDnon_G02_player\n- AidlPpneMstpSrasWpstDnon_G03\n- AidlPpneMstpSrasWpstDnon_G03_player\n- AidlPpneMstpSrasWpstDnon_G0S\n- AidlPpneMstpSrasWrflDnon_AI\n- AidlPpneMstpSrasWrflDnon_G01\n- AidlPpneMstpSrasWrflDnon_G01_player\n- AidlPpneMstpSrasWrflDnon_G02\n- AidlPpneMstpSrasWrflDnon_G02_player\n- AidlPpneMstpSrasWrflDnon_G03\n- AidlPpneMstpSrasWrflDnon_G03_player\n- AidlPpneMstpSrasWrflDnon_G0S\n- AidlPsitMstpSnonWnonDnon_ground00\n- AinjPfalMstpSnonWnonDf_carried\n- AinjPfalMstpSnonWnonDf_carried_dead\n- AinjPfalMstpSnonWnonDf_carried_fall\n- AinjPfalMstpSnonWnonDf_carried_fallwc\n- AinjPfalMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon_injured\n- AinjPfalMstpSnonWnonDnon_carried_Down\n- AinjPfalMstpSnonWnonDnon_carried_still\n- AinjPfalMstpSnonWnonDnon_carried_Up\n- AinjPfalMstpSnonWrflDf_carried\n- AinjPfalMstpSnonWrflDf_carried_dead\n- AinjPfalMstpSnonWrflDf_carried_fall\n- AinjPfalMstpSnonWrflDf_carried_fallwc\n- AinjPfalMstpSnonWrflDnon_AmovPpneMstpSrasWrflDnon_injured\n- AinjPfalMstpSnonWrflDnon_carried_Down\n- AinjPfalMstpSnonWrflDnon_carried_still\n- AinjPfalMstpSnonWrflDnon_carried_Up\n- AinjPpneMrunSnonWnonDb\n- AinjPpneMrunSnonWnonDb_death\n- AinjPpneMrunSnonWnonDb_grab\n- AinjPpneMrunSnonWnonDb_release\n- AinjPpneMrunSnonWnonDb_still\n- AinjPpneMstpSnonWnonDnon\n- AinjPpneMstpSnonWnonDnon_injuredHealed\n- AinjPpneMstpSnonWnonDnon_kneel\n- AinjPpneMstpSnonWnonDnon_rolltoback\n- AinjPpneMstpSnonWnonDnon_rolltofront\n- AinjPpneMstpSnonWrflDb\n- AinjPpneMstpSnonWrflDb_death\n- AinjPpneMstpSnonWrflDb_release\n- AinjPpneMstpSnonWrflDnon\n- AinjPpneMstpSnonWrflDnon_injuredHealed\n- AinjPpneMstpSnonWrflDnon_rolltoback\n- AinjPpneMstpSnonWrflDnon_rolltofront\n- AinvPercMstpSnonWnonDnon\n- AinvPercMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon\n- AinvPercMstpSnonWnonDnon_G01\n- AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon\n- AinvPercMstpSoptWbinDnon_Putdown_AmovPercMstpSoptWbinDnon\n- AinvPercMstpSrasWlnrDnon\n- AinvPercMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AinvPercMstpSrasWlnrDnon_G01\n- AinvPercMstpSrasWlnrDnon_Putdown_AmovPercMstpSrasWlnrDnon\n- AinvPercMstpSrasWpstDnon\n- AinvPercMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon\n- AinvPercMstpSrasWpstDnon_G01\n- AinvPercMstpSrasWpstDnon_Putdown_AmovPercMstpSrasWpstDnon\n- AinvPercMstpSrasWrflDnon\n- AinvPercMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon\n- AinvPercMstpSrasWrflDnon_G01\n- AinvPercMstpSrasWrflDnon_Putdown\n- AinvPercMstpSrasWrflDnon_Putdown_AmovPercMstpSrasWrflDnon\n- AinvPknlMstpSlayWlnrDnon_medicOther\n- AinvPknlMstpSlayWnonDnon_medic\n- AinvPknlMstpSlayWnonDnon_medicIn\n- AinvPknlMstpSlayWnonDnon_medicOther\n- AinvPknlMstpSlayWnonDnon_medicOut\n- AinvPknlMstpSlayWpstDnon_medic\n- AinvPknlMstpSlayWpstDnon_medicIn\n- AinvPknlMstpSlayWpstDnon_medicOther\n- AinvPknlMstpSlayWpstDnon_medicOtherIn\n- AinvPknlMstpSlayWpstDnon_medicOtherOut\n- AinvPknlMstpSlayWpstDnon_medicOut\n- AinvPknlMstpSlayWrflDnon\n- AinvPknlMstpSlayWrflDnon_1\n- AinvPknlMstpSlayWrflDnon_AmovPercMstpSnonWnonDnon\n- AinvPknlMstpSlayWrflDnon_AmovPercMstpSrasWrflDnon\n- AinvPknlMstpSlayWrflDnon_AmovPknlMstpSnonWnonDnon\n- AinvPknlMstpSlayWrflDnon_AmovPknlMstpSrasWrflDnon\n- AinvPknlMstpSlayWrflDnon_healed\n- AinvPknlMstpSlayWrflDnon_healed2\n- AinvPknlMstpSlayWrflDnon_medic\n- AinvPknlMstpSlayWrflDnon_medicDummyEnd\n- AinvPknlMstpSlayWrflDnon_medicOther\n- AinvPknlMstpSnonWnonDnon\n- AinvPknlMstpSnonWnonDnon_1\n- AinvPknlMstpSnonWnonDnon_2\n- AinvPknlMstpSnonWnonDnon_3\n- AinvPknlMstpSnonWnonDnon_4\n- AinvPknlMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon_medic\n- AinvPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon\n- AinvPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_end\n- AinvPknlMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AinvPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon\n- AinvPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon_end\n- AinvPknlMstpSnonWnonDnon_G01\n- AinvPknlMstpSnonWnonDnon_healed_1\n- AinvPknlMstpSnonWnonDnon_healed_2\n- AinvPknlMstpSnonWnonDnon_medic\n- AinvPknlMstpSnonWnonDnon_medic0\n- AinvPknlMstpSnonWnonDnon_medic0S\n- AinvPknlMstpSnonWnonDnon_medic1\n- AinvPknlMstpSnonWnonDnon_medic2\n- AinvPknlMstpSnonWnonDnon_medic3\n- AinvPknlMstpSnonWnonDnon_medic4\n- AinvPknlMstpSnonWnonDnon_medic5\n- AinvPknlMstpSnonWnonDnon_medic_1\n- AinvPknlMstpSnonWnonDnon_medic_2\n- AinvPknlMstpSnonWnonDnon_medicEnd\n- AinvPknlMstpSnonWnonDnon_medicUp\n- AinvPknlMstpSnonWnonDnon_medicUp0\n- AinvPknlMstpSnonWnonDnon_medicUp0S\n- AinvPknlMstpSnonWnonDnon_medicUp1\n- AinvPknlMstpSnonWnonDnon_medicUp2\n- AinvPknlMstpSnonWnonDnon_medicUp3\n- AinvPknlMstpSnonWnonDnon_medicUp4\n- AinvPknlMstpSnonWnonDnon_medicUp5\n- AinvPknlMstpSnonWnonDnon_Putdown_AmovPknlMstpSnonWnonDnon\n- AinvPknlMstpSnonWnonDr_medic0\n- AinvPknlMstpSnonWnonDr_medic0S\n- AinvPknlMstpSnonWnonDr_medic1\n- AinvPknlMstpSnonWnonDr_medic2\n- AinvPknlMstpSnonWnonDr_medic3\n- AinvPknlMstpSnonWnonDr_medic4\n- AinvPknlMstpSnonWnonDr_medic5\n- AinvPknlMstpSnonWnonDr_medicUp0\n- AinvPknlMstpSnonWnonDr_medicUp0S\n- AinvPknlMstpSnonWnonDr_medicUp1\n- AinvPknlMstpSnonWnonDr_medicUp2\n- AinvPknlMstpSnonWnonDr_medicUp3\n- AinvPknlMstpSnonWnonDr_medicUp4\n- AinvPknlMstpSnonWnonDr_medicUp5\n- AinvPknlMstpSnonWrflDnon_AinvPknlMstpSnonWrflDnon_medic\n- AinvPknlMstpSnonWrflDnon_AinvPknlMstpSnonWrflDnon_medic_Launcher\n- AinvPknlMstpSnonWrflDnon_medic\n- AinvPknlMstpSnonWrflDnon_medic0\n- AinvPknlMstpSnonWrflDnon_medic0S\n- AinvPknlMstpSnonWrflDnon_medic1\n- AinvPknlMstpSnonWrflDnon_medic2\n- AinvPknlMstpSnonWrflDnon_medic3\n- AinvPknlMstpSnonWrflDnon_medic4\n- AinvPknlMstpSnonWrflDnon_medic5\n- AinvPknlMstpSnonWrflDnon_medicEnd\n- AinvPknlMstpSnonWrflDnon_medicUp\n- AinvPknlMstpSnonWrflDnon_medicUp0\n- AinvPknlMstpSnonWrflDnon_medicUp0S\n- AinvPknlMstpSnonWrflDnon_medicUp1\n- AinvPknlMstpSnonWrflDnon_medicUp2\n- AinvPknlMstpSnonWrflDnon_medicUp3\n- AinvPknlMstpSnonWrflDnon_medicUp4\n- AinvPknlMstpSnonWrflDnon_medicUp5\n- AinvPknlMstpSnonWrflDr_medic0_old\n- AinvPknlMstpSnonWrflDr_medic0S\n- AinvPknlMstpSnonWrflDr_medic1\n- AinvPknlMstpSnonWrflDr_medic1_old\n- AinvPknlMstpSnonWrflDr_medic2\n- AinvPknlMstpSnonWrflDr_medic2_old\n- AinvPknlMstpSnonWrflDr_medic3\n- AinvPknlMstpSnonWrflDr_medic3_old\n- AinvPknlMstpSnonWrflDr_medic4\n- AinvPknlMstpSnonWrflDr_medic4_old\n- AinvPknlMstpSnonWrflDr_medic5\n- AinvPknlMstpSnonWrflDr_medic5_old\n- AinvPknlMstpSoptWbinDnon_Putdown_AmovPknlMstpSoptWbinDnon\n- AinvPknlMstpSrasWlnrDnon\n- AinvPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon\n- AinvPknlMstpSrasWlnrDnon_G01\n- AinvPknlMstpSrasWlnrDnon_Putdown_AmovPknlMstpSrasWlnrDnon\n- AinvPknlMstpSrasWpstDnon\n- AinvPknlMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon\n- AinvPknlMstpSrasWpstDnon_G01\n- AinvPknlMstpSrasWpstDnon_Putdown_AmovPknlMstpSrasWpstDnon\n- AinvPknlMstpSrasWrflDnon\n- AinvPknlMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AinvPknlMstpSrasWrflDnon_G01\n- AinvPknlMstpSrasWrflDnon_Putdown\n- AinvPknlMstpSrasWrflDnon_Putdown_AmovPknlMstpSrasWrflDnon\n- AinvPpneMstpSlayWnonDnon_medic\n- AinvPpneMstpSlayWnonDnon_medicIn\n- AinvPpneMstpSlayWnonDnon_medicOther\n- AinvPpneMstpSlayWnonDnon_medicOut\n- AinvPpneMstpSlayWpstDnon_medic\n- AinvPpneMstpSlayWpstDnon_medicIn\n- AinvPpneMstpSlayWpstDnon_medicOther\n- AinvPpneMstpSlayWpstDnon_medicOtherIn\n- AinvPpneMstpSlayWpstDnon_medicOtherOut\n- AinvPpneMstpSlayWpstDnon_medicOut\n- AinvPpneMstpSlayWrflDnon_medic\n- AinvPpneMstpSlayWrflDnon_medicDummyEnd\n- AinvPpneMstpSlayWrflDnon_medicOther\n- AinvPpneMstpSnonWnonDnon\n- AinvPpneMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AinvPpneMstpSnonWnonDnon_G01\n- AinvPpneMstpSnonWnonDnon_Putdown_AmovPpneMstpSnonWnonDnon\n- AinvPpneMstpSoptWbinDnon_Putdown_AmovPpneMstpSoptWbinDnon\n- AinvPpneMstpSrasWpstDnon\n- AinvPpneMstpSrasWpstDnon_AmovPpneMstpSrasWpstDnon\n- AinvPpneMstpSrasWpstDnon_G01\n- AinvPpneMstpSrasWpstDnon_Putdown_AmovPpneMstpSrasWpstDnon\n- AinvPpneMstpSrasWrflDnon\n- AinvPpneMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AinvPpneMstpSrasWrflDnon_G01\n- AinvPpneMstpSrasWrflDnon_Putdown\n- AinvPpneMstpSrasWrflDnon_Putdown_AmovPpneMstpSrasWrflDnon\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDdown\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDleft\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDright\n- AmovPcrhMstpSrasWpstDnon_AadjPcrhMstpSrasWpstDup\n- AmovPercMevaSlowWlnrDf\n- AmovPercMevaSlowWlnrDfl\n- AmovPercMevaSlowWlnrDfr\n- AmovPercMevaSlowWpstDf\n- AmovPercMevaSlowWpstDfl\n- AmovPercMevaSlowWpstDfr\n- AmovPercMevaSlowWrflDf\n- AmovPercMevaSlowWrflDfl\n- AmovPercMevaSlowWrflDfr\n- AmovPercMevaSnonWbinDf\n- AmovPercMevaSnonWbinDf_lnr\n- AmovPercMevaSnonWbinDf_non\n- AmovPercMevaSnonWbinDf_pst\n- AmovPercMevaSnonWbinDf_rfl\n- AmovPercMevaSnonWbinDfl\n- AmovPercMevaSnonWbinDfl_lnr\n- AmovPercMevaSnonWbinDfl_non\n- AmovPercMevaSnonWbinDfl_pst\n- AmovPercMevaSnonWbinDfl_rfl\n- AmovPercMevaSnonWbinDfr\n- AmovPercMevaSnonWbinDfr_lnr\n- AmovPercMevaSnonWbinDfr_non\n- AmovPercMevaSnonWbinDfr_pst\n- AmovPercMevaSnonWbinDfr_rfl\n- AmovPercMevaSnonWnonDf\n- AmovPercMevaSnonWnonDfl\n- AmovPercMevaSnonWnonDfr\n- AmovPercMevaSrasWpstDf\n- AmovPercMevaSrasWpstDfl\n- AmovPercMevaSrasWpstDfr\n- AmovPercMevaSrasWpstDl\n- AmovPercMevaSrasWpstDr\n- AmovPercMevaSrasWrflDf\n- AmovPercMevaSrasWrflDf_AmovPknlMstpSrasWrflDnon\n- AmovPercMevaSrasWrflDfl\n- AmovPercMevaSrasWrflDfl_AmovPknlMstpSrasWrflDnon\n- AmovPercMevaSrasWrflDfr\n- AmovPercMevaSrasWrflDfr_AmovPknlMstpSrasWrflDnon\n- AmovPercMevaSrasWrflDl\n- AmovPercMevaSrasWrflDr\n- AmovPercMlmpSlowWpstDb\n- AmovPercMlmpSlowWpstDbl\n- AmovPercMlmpSlowWpstDbr\n- AmovPercMlmpSlowWpstDf\n- AmovPercMlmpSlowWpstDfl\n- AmovPercMlmpSlowWpstDfr\n- AmovPercMlmpSlowWpstDl\n- AmovPercMlmpSlowWpstDr\n- AmovPercMlmpSlowWrflDb\n- AmovPercMlmpSlowWrflDbl\n- AmovPercMlmpSlowWrflDbr\n- AmovPercMlmpSlowWrflDf\n- AmovPercMlmpSlowWrflDfl\n- AmovPercMlmpSlowWrflDfr\n- AmovPercMlmpSlowWrflDl\n- AmovPercMlmpSlowWrflDr\n- AmovPercMlmpSnonWnonDb\n- AmovPercMlmpSnonWnonDbl\n- AmovPercMlmpSnonWnonDbr\n- AmovPercMlmpSnonWnonDf\n- AmovPercMlmpSnonWnonDfl\n- AmovPercMlmpSnonWnonDfr\n- AmovPercMlmpSnonWnonDl\n- AmovPercMlmpSnonWnonDr\n- AmovPercMlmpSoptWbinDb\n- AmovPercMlmpSoptWbinDbl\n- AmovPercMlmpSoptWbinDbr\n- AmovPercMlmpSoptWbinDf\n- AmovPercMlmpSoptWbinDfl\n- AmovPercMlmpSoptWbinDfr\n- AmovPercMlmpSoptWbinDl\n- AmovPercMlmpSoptWbinDr\n- AmovPercMlmpSrasWlnrDb\n- AmovPercMlmpSrasWlnrDbl\n- AmovPercMlmpSrasWlnrDbr\n- AmovPercMlmpSrasWlnrDf\n- AmovPercMlmpSrasWlnrDfl\n- AmovPercMlmpSrasWlnrDfr\n- AmovPercMlmpSrasWlnrDl\n- AmovPercMlmpSrasWlnrDr\n- AmovPercMlmpSrasWpstDb\n- AmovPercMlmpSrasWpstDbl\n- AmovPercMlmpSrasWpstDbr\n- AmovPercMlmpSrasWpstDf\n- AmovPercMlmpSrasWpstDfl\n- AmovPercMlmpSrasWpstDfr\n- AmovPercMlmpSrasWpstDl\n- AmovPercMlmpSrasWpstDr\n- AmovPercMlmpSrasWrflDb\n- AmovPercMlmpSrasWrflDbl\n- AmovPercMlmpSrasWrflDbr\n- AmovPercMlmpSrasWrflDf\n- AmovPercMlmpSrasWrflDfl\n- AmovPercMlmpSrasWrflDfr\n- AmovPercMlmpSrasWrflDl\n- AmovPercMlmpSrasWrflDr\n- AmovPercMrunSlowWlnrDb\n- AmovPercMrunSlowWlnrDbl\n- AmovPercMrunSlowWlnrDbr\n- AmovPercMrunSlowWlnrDf\n- AmovPercMrunSlowWlnrDfl\n- AmovPercMrunSlowWlnrDfr\n- AmovPercMrunSlowWlnrDl\n- AmovPercMrunSlowWlnrDr\n- AmovPercMrunSlowWpstDb\n- AmovPercMrunSlowWpstDbl\n- AmovPercMrunSlowWpstDbr\n- AmovPercMrunSlowWpstDf\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthArm\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthEnd\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthStart\n- AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthThrow\n- AmovPercMrunSlowWpstDfl\n- AmovPercMrunSlowWpstDfr\n- AmovPercMrunSlowWpstDl\n- AmovPercMrunSlowWpstDr\n- AmovPercMrunSlowWrflDb\n- AmovPercMrunSlowWrflDbl\n- AmovPercMrunSlowWrflDbr\n- AmovPercMrunSlowWrflDf\n- AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthEnd\n- AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthStart\n- AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthThrow\n- AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon\n- AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon_end\n- AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon_old\n- AmovPercMrunSlowWrflDfl\n- AmovPercMrunSlowWrflDfr\n- AmovPercMrunSlowWrflDl\n- AmovPercMrunSlowWrflDr\n- AmovPercMrunSnonWbinDb\n- AmovPercMrunSnonWbinDb_lnr\n- AmovPercMrunSnonWbinDb_non\n- AmovPercMrunSnonWbinDb_pst\n- AmovPercMrunSnonWbinDb_rfl\n- AmovPercMrunSnonWbinDbl\n- AmovPercMrunSnonWbinDbl_lnr\n- AmovPercMrunSnonWbinDbl_non\n- AmovPercMrunSnonWbinDbl_pst\n- AmovPercMrunSnonWbinDbl_rfl\n- AmovPercMrunSnonWbinDbr\n- AmovPercMrunSnonWbinDbr_lnr\n- AmovPercMrunSnonWbinDbr_non\n- AmovPercMrunSnonWbinDbr_pst\n- AmovPercMrunSnonWbinDbr_rfl\n- AmovPercMrunSnonWbinDf\n- AmovPercMrunSnonWbinDf_lnr\n- AmovPercMrunSnonWbinDf_non\n- AmovPercMrunSnonWbinDf_pst\n- AmovPercMrunSnonWbinDf_rfl\n- AmovPercMrunSnonWbinDfl\n- AmovPercMrunSnonWbinDfl_lnr\n- AmovPercMrunSnonWbinDfl_non\n- AmovPercMrunSnonWbinDfl_pst\n- AmovPercMrunSnonWbinDfl_rfl\n- AmovPercMrunSnonWbinDfr\n- AmovPercMrunSnonWbinDfr_lnr\n- AmovPercMrunSnonWbinDfr_non\n- AmovPercMrunSnonWbinDfr_pst\n- AmovPercMrunSnonWbinDfr_rfl\n- AmovPercMrunSnonWbinDl\n- AmovPercMrunSnonWbinDl_lnr\n- AmovPercMrunSnonWbinDl_non\n- AmovPercMrunSnonWbinDl_pst\n- AmovPercMrunSnonWbinDl_rfl\n- AmovPercMrunSnonWbinDr\n- AmovPercMrunSnonWbinDr_lnr\n- AmovPercMrunSnonWbinDr_non\n- AmovPercMrunSnonWbinDr_pst\n- AmovPercMrunSnonWbinDr_rfl\n- AmovPercMrunSnonWnonDb\n- AmovPercMrunSnonWnonDbl\n- AmovPercMrunSnonWnonDbr\n- AmovPercMrunSnonWnonDf\n- AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthEnd\n- AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthStart\n- AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthThrow\n- AmovPercMrunSnonWnonDfl\n- AmovPercMrunSnonWnonDfr\n- AmovPercMrunSnonWnonDl\n- AmovPercMrunSnonWnonDr\n- AmovPercMrunSrasWlnrDb\n- AmovPercMrunSrasWlnrDbl\n- AmovPercMrunSrasWlnrDbr\n- AmovPercMrunSrasWlnrDf\n- AmovPercMrunSrasWlnrDfl\n- AmovPercMrunSrasWlnrDfr\n- AmovPercMrunSrasWlnrDl\n- AmovPercMrunSrasWlnrDr\n- AmovPercMrunSrasWpstDb\n- AmovPercMrunSrasWpstDbl\n- AmovPercMrunSrasWpstDbr\n- AmovPercMrunSrasWpstDf\n- AmovPercMrunSrasWpstDfl\n- AmovPercMrunSrasWpstDfr\n- AmovPercMrunSrasWpstDl\n- AmovPercMrunSrasWpstDr\n- AmovPercMrunSrasWrflDb\n- AmovPercMrunSrasWrflDb_ldst\n- AmovPercMrunSrasWrflDbl\n- AmovPercMrunSrasWrflDbl_ldst\n- AmovPercMrunSrasWrflDbr\n- AmovPercMrunSrasWrflDbr_ldst\n- AmovPercMrunSrasWrflDf\n- AmovPercMrunSrasWrflDf_AmovPercMrunSrasWrflDfl\n- AmovPercMrunSrasWrflDf_ldst\n- AmovPercMrunSrasWrflDfl\n- AmovPercMrunSrasWrflDfl_AmovPercMrunSrasWrflDf\n- AmovPercMrunSrasWrflDfl_AmovPercMrunSrasWrflDfr\n- AmovPercMrunSrasWrflDfl_ldst\n- AmovPercMrunSrasWrflDfr\n- AmovPercMrunSrasWrflDfr_AmovPercMrunSrasWrflDf\n- AmovPercMrunSrasWrflDfr_AmovPercMrunSrasWrflDfl\n- AmovPercMrunSrasWrflDfr_ldst\n- AmovPercMrunSrasWrflDl\n- AmovPercMrunSrasWrflDl_ldst\n- AmovPercMrunSrasWrflDr\n- AmovPercMrunSrasWrflDr_ldst\n- AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon\n- AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon_2\n- AmovPercMsprSlowWrflDf_AmovPpneMstpSrasWrflDnon\n- AmovPercMsprSlowWrflDf_AmovPpneMstpSrasWrflDnon_2\n- AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon\n- AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon_2\n- AmovPercMstpSlowWlnrDnon\n- AmovPercMstpSlowWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSlowWlnrDnon_turnL\n- AmovPercMstpSlowWlnrDnon_turnR\n- AmovPercMstpSlowWpstDnon\n- AmovPercMstpSlowWpstDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSlowWpstDnon_AmovPknlMstpSlowWpstDnon\n- AmovPercMstpSlowWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPercMstpSlowWpstDnon_turnL\n- AmovPercMstpSlowWpstDnon_turnR\n- AmovPercMstpSlowWrflDnon\n- AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_1\n- AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2\n- AmovPercMstpSlowWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPknlMstpSlowWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPsitMstpSlowWrflDnon\n- AmovPercMstpSlowWrflDnon_AmovPsitMstpSrasWrflDnon\n- AmovPercMstpSlowWrflDnon_diary\n- AmovPercMstpSlowWrflDnon_gear\n- AmovPercMstpSlowWrflDnon_Salute\n- AmovPercMstpSlowWrflDnon_SaluteIn\n- AmovPercMstpSlowWrflDnon_SaluteOut\n- AmovPercMstpSlowWrflDnon_turnL\n- AmovPercMstpSlowWrflDnon_turnR\n- AmovPercMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1\n- AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_2\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInHigh\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInLow\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium\n- AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInSDV\n- AmovPercMstpSnonWnonDnon_AinvPercMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AinvPercMstpSnonWnonDnon_Putdown\n- AmovPercMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_end\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPercMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AmovPercMstpSnonWnonDnon_AmovPsitMstpSnonWnonDnon_ground\n- AmovPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSnonWnonDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSnonWnonDnon_Ease\n- AmovPercMstpSnonWnonDnon_EaseIn\n- AmovPercMstpSnonWnonDnon_EaseOut\n- AmovPercMstpSnonWnonDnon_exerciseKata\n- AmovPercMstpSnonWnonDnon_exercisekneeBendA\n- AmovPercMstpSnonWnonDnon_exercisekneeBendB\n- AmovPercMstpSnonWnonDnon_exercisePushup\n- AmovPercMstpSnonWnonDnon_falling\n- AmovPercMstpSnonWnonDnon_gear\n- AmovPercMstpSnonWnonDnon_Heli_Attack_01Gunner\n- AmovPercMstpSnonWnonDnon_Heli_Attack_01Pilot\n- AmovPercMstpSnonWnonDnon_Salute\n- AmovPercMstpSnonWnonDnon_SaluteIn\n- AmovPercMstpSnonWnonDnon_SaluteOut\n- AmovPercMstpSnonWnonDnon_Scared\n- AmovPercMstpSnonWnonDnon_Scared2\n- AmovPercMstpSnonWnonDnon_turnL\n- AmovPercMstpSnonWnonDnon_turnR\n- AmovPercMstpSnonWpstDnon_AmovPsitMstpSnonWpstDnon_ground\n- AmovPercMstpSoptWbinDnon\n- AmovPercMstpSoptWbinDnon_AinvPercMstpSoptWbinDnon_Putdown\n- AmovPercMstpSoptWbinDnon_AmovPknlMstpSoptWbinDnon\n- AmovPercMstpSoptWbinDnon_AmovPpneMstpSoptWbinDnon\n- AmovPercMstpSoptWbinDnon_turnL\n- AmovPercMstpSoptWbinDnon_turnR\n- AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AinvPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AinvPercMstpSrasWlnrDnon_Putdown\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSlowWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWpstDnon_end\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWrflDnon_end\n- AmovPercMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AmovPpneMstpSnonWnonDnon\n- AmovPercMstpSrasWlnrDnon_AmovPpneMstpSrasWlnrDnon\n- AmovPercMstpSrasWlnrDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSrasWlnrDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSrasWlnrDnon_turnL\n- AmovPercMstpSrasWlnrDnon_turnR\n- AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDdown\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDleft\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDright\n- AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDup\n- AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft\n- AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright\n- AmovPercMstpSrasWpstDnon_AcinPknlMwlkSnonWpstDb_1\n- AmovPercMstpSrasWpstDnon_AcinPknlMwlkSnonWpstDb_2\n- AmovPercMstpSrasWpstDnon_AidlPercMstpSlowWpstDnon\n- AmovPercMstpSrasWpstDnon_AinvPercMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AinvPercMstpSrasWpstDnon_Putdown\n- AmovPercMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon\n- AmovPercMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSlowWpstDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSnonWnonDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWlnrDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon_gear\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWrflDnon_end\n- AmovPercMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSrasWpstDnon_falling\n- AmovPercMstpSrasWpstDnon_gear\n- AmovPercMstpSrasWpstDnon_gear_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWpstDnon_Salute\n- AmovPercMstpSrasWpstDnon_SaluteIn\n- AmovPercMstpSrasWpstDnon_SaluteIn_end\n- AmovPercMstpSrasWpstDnon_SaluteOut\n- AmovPercMstpSrasWpstDnon_SaluteOut_end\n- AmovPercMstpSrasWpstDnon_turnL\n- AmovPercMstpSrasWpstDnon_turnR\n- AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDdown\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDleft\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDright\n- AmovPercMstpSrasWrflDnon_AadjPercMstpSrasWrflDup\n- AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft\n- AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright\n- AmovPercMstpSrasWrflDnon_AinvPercMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AinvPercMstpSrasWrflDnon_Putdown\n- AmovPercMstpSrasWrflDnon_AinvPknlMstpSlayWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWlnrDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWlnrDnon_end\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWpstDnon\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWpstDnon_end\n- AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon_gear\n- AmovPercMstpSrasWrflDnon_AmovPknlMstpSlowWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon\n- AmovPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon_end\n- AmovPercMstpSrasWrflDnon_diary\n- AmovPercMstpSrasWrflDnon_falling\n- AmovPercMstpSrasWrflDnon_gear\n- AmovPercMstpSrasWrflDnon_gear_AmovPercMstpSrasWrflDnon\n- AmovPercMstpSrasWrflDnon_Salute\n- AmovPercMstpSrasWrflDnon_SaluteIn\n- AmovPercMstpSrasWrflDnon_SaluteOut\n- AmovPercMstpSrasWrflDnon_turnL\n- AmovPercMstpSrasWrflDnon_turnR\n- AmovPercMstpSsurWnonDnon\n- AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon\n- AmovPercMtacSlowWpstDb\n- AmovPercMtacSlowWpstDbl\n- AmovPercMtacSlowWpstDbr\n- AmovPercMtacSlowWpstDf\n- AmovPercMtacSlowWpstDfl\n- AmovPercMtacSlowWpstDfr\n- AmovPercMtacSlowWpstDl\n- AmovPercMtacSlowWpstDr\n- AmovPercMtacSlowWrflDb\n- AmovPercMtacSlowWrflDb_ver2\n- AmovPercMtacSlowWrflDbl\n- AmovPercMtacSlowWrflDbl_ver2\n- AmovPercMtacSlowWrflDbr\n- AmovPercMtacSlowWrflDbr_ver2\n- AmovPercMtacSlowWrflDf\n- AmovPercMtacSlowWrflDf_ver2\n- AmovPercMtacSlowWrflDfl\n- AmovPercMtacSlowWrflDfl_ver2\n- AmovPercMtacSlowWrflDfr\n- AmovPercMtacSlowWrflDfr_ver2\n- AmovPercMtacSlowWrflDl\n- AmovPercMtacSlowWrflDl_ver2\n- AmovPercMtacSlowWrflDr\n- AmovPercMtacSlowWrflDr_ver2\n- AmovPercMtacSrasWlnrDb\n- AmovPercMtacSrasWlnrDbl\n- AmovPercMtacSrasWlnrDbr\n- AmovPercMtacSrasWlnrDf\n- AmovPercMtacSrasWlnrDfl\n- AmovPercMtacSrasWlnrDfr\n- AmovPercMtacSrasWlnrDl\n- AmovPercMtacSrasWlnrDr\n- AmovPercMtacSrasWpstDb\n- AmovPercMtacSrasWpstDbl\n- AmovPercMtacSrasWpstDbr\n- AmovPercMtacSrasWpstDf\n- AmovPercMtacSrasWpstDfl\n- AmovPercMtacSrasWpstDfr\n- AmovPercMtacSrasWpstDl\n- AmovPercMtacSrasWpstDr\n- AmovPercMtacSrasWrflDb\n- AmovPercMtacSrasWrflDbl\n- AmovPercMtacSrasWrflDbr\n- AmovPercMtacSrasWrflDf\n- AmovPercMtacSrasWrflDf_AmovPercMtacSrasWlnrDf\n- AmovPercMtacSrasWrflDf_AmovPercMtacSrasWlnrDf_2\n- AmovPercMtacSrasWrflDfl\n- AmovPercMtacSrasWrflDfl_AmovPercMtacSrasWlnrDfl\n- AmovPercMtacSrasWrflDfl_AmovPercMtacSrasWlnrDfl_2\n- AmovPercMtacSrasWrflDfr\n- AmovPercMtacSrasWrflDfr_AmovPercMtacSrasWlnrDfr\n- AmovPercMtacSrasWrflDfr_AmovPercMtacSrasWlnrDfr_2\n- AmovPercMtacSrasWrflDl\n- AmovPercMtacSrasWrflDr\n- AmovPercMwlkSlowWlnrDb\n- AmovPercMwlkSlowWlnrDbl\n- AmovPercMwlkSlowWlnrDbr\n- AmovPercMwlkSlowWlnrDf\n- AmovPercMwlkSlowWlnrDfl\n- AmovPercMwlkSlowWlnrDfr\n- AmovPercMwlkSlowWlnrDl\n- AmovPercMwlkSlowWlnrDr\n- AmovPercMwlkSlowWpstDb\n- AmovPercMwlkSlowWpstDbl\n- AmovPercMwlkSlowWpstDbr\n- AmovPercMwlkSlowWpstDf\n- AmovPercMwlkSlowWpstDfl\n- AmovPercMwlkSlowWpstDfr\n- AmovPercMwlkSlowWpstDl\n- AmovPercMwlkSlowWpstDr\n- AmovPercMwlkSlowWrflDb\n- AmovPercMwlkSlowWrflDb_ver2\n- AmovPercMwlkSlowWrflDbl\n- AmovPercMwlkSlowWrflDbl_ver2\n- AmovPercMwlkSlowWrflDbr\n- AmovPercMwlkSlowWrflDbr_ver2\n- AmovPercMwlkSlowWrflDf\n- AmovPercMwlkSlowWrflDf_v1\n- AmovPercMwlkSlowWrflDf_v2\n- AmovPercMwlkSlowWrflDf_v3\n- AmovPercMwlkSlowWrflDf_ver2\n- AmovPercMwlkSlowWrflDfl\n- AmovPercMwlkSlowWrflDfl_ver2\n- AmovPercMwlkSlowWrflDfr\n- AmovPercMwlkSlowWrflDfr_ver2\n- AmovPercMwlkSlowWrflDl\n- AmovPercMwlkSlowWrflDl_ver2\n- AmovPercMwlkSlowWrflDr\n- AmovPercMwlkSlowWrflDr_ver2\n- AmovPercMwlkSnonWnonDb\n- AmovPercMwlkSnonWnonDbl\n- AmovPercMwlkSnonWnonDbr\n- AmovPercMwlkSnonWnonDf\n- AmovPercMwlkSnonWnonDf_AdvePercMrunSnonWnonDf\n- AmovPercMwlkSnonWnonDfl\n- AmovPercMwlkSnonWnonDfr\n- AmovPercMwlkSnonWnonDl\n- AmovPercMwlkSnonWnonDr\n- AmovPercMwlkSoptWbinDb\n- AmovPercMwlkSoptWbinDb_lnr\n- AmovPercMwlkSoptWbinDb_non\n- AmovPercMwlkSoptWbinDb_pst\n- AmovPercMwlkSoptWbinDb_rfl\n- AmovPercMwlkSoptWbinDbl\n- AmovPercMwlkSoptWbinDbl_lnr\n- AmovPercMwlkSoptWbinDbl_non\n- AmovPercMwlkSoptWbinDbl_pst\n- AmovPercMwlkSoptWbinDbl_rfl\n- AmovPercMwlkSoptWbinDbr\n- AmovPercMwlkSoptWbinDbr_lnr\n- AmovPercMwlkSoptWbinDbr_non\n- AmovPercMwlkSoptWbinDbr_pst\n- AmovPercMwlkSoptWbinDbr_rfl\n- AmovPercMwlkSoptWbinDf\n- AmovPercMwlkSoptWbinDf_lnr\n- AmovPercMwlkSoptWbinDf_non\n- AmovPercMwlkSoptWbinDf_pst\n- AmovPercMwlkSoptWbinDf_rfl\n- AmovPercMwlkSoptWbinDfl\n- AmovPercMwlkSoptWbinDfl_lnr\n- AmovPercMwlkSoptWbinDfl_non\n- AmovPercMwlkSoptWbinDfl_pst\n- AmovPercMwlkSoptWbinDfl_rfl\n- AmovPercMwlkSoptWbinDfr\n- AmovPercMwlkSoptWbinDfr_lnr\n- AmovPercMwlkSoptWbinDfr_non\n- AmovPercMwlkSoptWbinDfr_pst\n- AmovPercMwlkSoptWbinDfr_rfl\n- AmovPercMwlkSoptWbinDl\n- AmovPercMwlkSoptWbinDl_lnr\n- AmovPercMwlkSoptWbinDl_non\n- AmovPercMwlkSoptWbinDl_pst\n- AmovPercMwlkSoptWbinDl_rfl\n- AmovPercMwlkSoptWbinDr\n- AmovPercMwlkSoptWbinDr_lnr\n- AmovPercMwlkSoptWbinDr_non\n- AmovPercMwlkSoptWbinDr_pst\n- AmovPercMwlkSoptWbinDr_rfl\n- AmovPercMwlkSrasWlnrDb\n- AmovPercMwlkSrasWlnrDbl\n- AmovPercMwlkSrasWlnrDbr\n- AmovPercMwlkSrasWlnrDf\n- AmovPercMwlkSrasWlnrDfl\n- AmovPercMwlkSrasWlnrDfr\n- AmovPercMwlkSrasWlnrDl\n- AmovPercMwlkSrasWlnrDr\n- AmovPercMwlkSrasWpstDb\n- AmovPercMwlkSrasWpstDbl\n- AmovPercMwlkSrasWpstDbr\n- AmovPercMwlkSrasWpstDf\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthArm\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthEnd\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthStart\n- AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthThrow\n- AmovPercMwlkSrasWpstDf_AwopPercMrunSgthWnonDf_1\n- AmovPercMwlkSrasWpstDfl\n- AmovPercMwlkSrasWpstDfr\n- AmovPercMwlkSrasWpstDl\n- AmovPercMwlkSrasWpstDr\n- AmovPercMwlkSrasWrflDb\n- AmovPercMwlkSrasWrflDbl\n- AmovPercMwlkSrasWrflDbr\n- AmovPercMwlkSrasWrflDf\n- AmovPercMwlkSrasWrflDf_AdvePercMrunSnonWnonDf\n- AmovPercMwlkSrasWrflDf_AdvePercMrunSnonWrflDf\n- AmovPercMwlkSrasWrflDf_AmovPercMstpSrasWrflDnon_gthEnd\n- AmovPercMwlkSrasWrflDf_AmovPercMstpSrasWrflDnon_gthStart\n- AmovPercMwlkSrasWrflDf_AmovPercMstpSrasWrflDnon_gthThrow\n- AmovPercMwlkSrasWrflDfl\n- AmovPercMwlkSrasWrflDfr\n- AmovPercMwlkSrasWrflDl\n- AmovPercMwlkSrasWrflDr\n- AmovPincMrunSlowWpstDb\n- AmovPincMrunSlowWpstDbl\n- AmovPincMrunSlowWpstDbr\n- AmovPincMrunSlowWpstDf\n- AmovPincMrunSlowWpstDfl\n- AmovPincMrunSlowWpstDfr\n- AmovPincMrunSlowWpstDl\n- AmovPincMrunSlowWpstDr\n- AmovPincMrunSlowWrflDb\n- AmovPincMrunSlowWrflDbl\n- AmovPincMrunSlowWrflDbr\n- AmovPincMrunSlowWrflDf\n- AmovPincMrunSlowWrflDfl\n- AmovPincMrunSlowWrflDfr\n- AmovPincMrunSlowWrflDl\n- AmovPincMrunSlowWrflDr\n- AmovPincMrunSnonWnonDb\n- AmovPincMrunSnonWnonDbl\n- AmovPincMrunSnonWnonDbr\n- AmovPincMrunSnonWnonDf\n- AmovPincMrunSnonWnonDfl\n- AmovPincMrunSnonWnonDfr\n- AmovPincMrunSnonWnonDl\n- AmovPincMrunSnonWnonDr\n- AmovPincMsprSlowWrflDf\n- AmovPincMstpSnonWnonDnon\n- AmovPincMstpSnonWnonDnon_turnL\n- AmovPincMstpSnonWnonDnon_turnR\n- AmovPincMstpSrasWpstDnon\n- AmovPincMstpSrasWpstDnon_turnL\n- AmovPincMstpSrasWpstDnon_turnR\n- AmovPincMstpSrasWrflDnon\n- AmovPincMstpSrasWrflDnon_turnL\n- AmovPincMstpSrasWrflDnon_turnR\n- AmovPknlMevaSlowWlnrDf\n- AmovPknlMevaSlowWlnrDfl\n- AmovPknlMevaSlowWlnrDfr\n- AmovPknlMevaSlowWrflDf\n- AmovPknlMevaSlowWrflDfl\n- AmovPknlMevaSlowWrflDfr\n- AmovPknlMevaSnonWbinDf\n- AmovPknlMevaSnonWbinDf_lnr\n- AmovPknlMevaSnonWbinDf_non\n- AmovPknlMevaSnonWbinDf_pst\n- AmovPknlMevaSnonWbinDf_rfl\n- AmovPknlMevaSnonWbinDfl\n- AmovPknlMevaSnonWbinDfl_lnr\n- AmovPknlMevaSnonWbinDfl_non\n- AmovPknlMevaSnonWbinDfl_pst\n- AmovPknlMevaSnonWbinDfl_rfl\n- AmovPknlMevaSnonWbinDfr\n- AmovPknlMevaSnonWbinDfr_lnr\n- AmovPknlMevaSnonWbinDfr_non\n- AmovPknlMevaSnonWbinDfr_pst\n- AmovPknlMevaSnonWbinDfr_rfl\n- AmovPknlMevaSnonWnonDf\n- AmovPknlMevaSnonWnonDfl\n- AmovPknlMevaSnonWnonDfr\n- AmovPknlMevaSrasWpstDf\n- AmovPknlMevaSrasWpstDfl\n- AmovPknlMevaSrasWpstDfr\n- AmovPknlMevaSrasWpstDl\n- AmovPknlMevaSrasWpstDr\n- AmovPknlMevaSrasWrflDf\n- AmovPknlMevaSrasWrflDfl\n- AmovPknlMevaSrasWrflDfr\n- AmovPknlMevaSrasWrflDl\n- AmovPknlMevaSrasWrflDr\n- AmovPknlMlmpSlowWpstDb\n- AmovPknlMlmpSlowWpstDbl\n- AmovPknlMlmpSlowWpstDbr\n- AmovPknlMlmpSlowWpstDf\n- AmovPknlMlmpSlowWpstDfl\n- AmovPknlMlmpSlowWpstDfr\n- AmovPknlMlmpSlowWpstDl\n- AmovPknlMlmpSlowWpstDr\n- AmovPknlMlmpSlowWrflDb\n- AmovPknlMlmpSlowWrflDbl\n- AmovPknlMlmpSlowWrflDbr\n- AmovPknlMlmpSlowWrflDf\n- AmovPknlMlmpSlowWrflDfl\n- AmovPknlMlmpSlowWrflDfr\n- AmovPknlMlmpSlowWrflDl\n- AmovPknlMlmpSlowWrflDr\n- AmovPknlMlmpSnonWnonDb\n- AmovPknlMlmpSnonWnonDbl\n- AmovPknlMlmpSnonWnonDbr\n- AmovPknlMlmpSnonWnonDf\n- AmovPknlMlmpSnonWnonDfl\n- AmovPknlMlmpSnonWnonDfr\n- AmovPknlMlmpSnonWnonDl\n- AmovPknlMlmpSnonWnonDr\n- AmovPknlMlmpSoptWbinDb\n- AmovPknlMlmpSoptWbinDbl\n- AmovPknlMlmpSoptWbinDbr\n- AmovPknlMlmpSoptWbinDf\n- AmovPknlMlmpSoptWbinDfl\n- AmovPknlMlmpSoptWbinDfr\n- AmovPknlMlmpSoptWbinDl\n- AmovPknlMlmpSoptWbinDr\n- AmovPknlMlmpSrasWlnrDb\n- AmovPknlMlmpSrasWlnrDbl\n- AmovPknlMlmpSrasWlnrDbr\n- AmovPknlMlmpSrasWlnrDf\n- AmovPknlMlmpSrasWlnrDfl\n- AmovPknlMlmpSrasWlnrDfr\n- AmovPknlMlmpSrasWlnrDl\n- AmovPknlMlmpSrasWlnrDr\n- AmovPknlMlmpSrasWpstDb\n- AmovPknlMlmpSrasWpstDbl\n- AmovPknlMlmpSrasWpstDbr\n- AmovPknlMlmpSrasWpstDf\n- AmovPknlMlmpSrasWpstDfl\n- AmovPknlMlmpSrasWpstDfr\n- AmovPknlMlmpSrasWpstDl\n- AmovPknlMlmpSrasWpstDr\n- AmovPknlMlmpSrasWrflDb\n- AmovPknlMlmpSrasWrflDbl\n- AmovPknlMlmpSrasWrflDbr\n- AmovPknlMlmpSrasWrflDf\n- AmovPknlMlmpSrasWrflDfl\n- AmovPknlMlmpSrasWrflDfr\n- AmovPknlMlmpSrasWrflDl\n- AmovPknlMlmpSrasWrflDr\n- AmovPknlMrunSlowWpstDb\n- AmovPknlMrunSlowWpstDbl\n- AmovPknlMrunSlowWpstDbr\n- AmovPknlMrunSlowWpstDf\n- AmovPknlMrunSlowWpstDfl\n- AmovPknlMrunSlowWpstDfr\n- AmovPknlMrunSlowWpstDl\n- AmovPknlMrunSlowWpstDr\n- AmovPknlMrunSlowWrflDb\n- AmovPknlMrunSlowWrflDbl\n- AmovPknlMrunSlowWrflDbr\n- AmovPknlMrunSlowWrflDf\n- AmovPknlMrunSlowWrflDfl\n- AmovPknlMrunSlowWrflDfr\n- AmovPknlMrunSlowWrflDl\n- AmovPknlMrunSlowWrflDr\n- AmovPknlMrunSnonWbinDb\n- AmovPknlMrunSnonWbinDb_lnr\n- AmovPknlMrunSnonWbinDb_non\n- AmovPknlMrunSnonWbinDb_pst\n- AmovPknlMrunSnonWbinDb_rfl\n- AmovPknlMrunSnonWbinDbl\n- AmovPknlMrunSnonWbinDbl_lnr\n- AmovPknlMrunSnonWbinDbl_non\n- AmovPknlMrunSnonWbinDbl_pst\n- AmovPknlMrunSnonWbinDbl_rfl\n- AmovPknlMrunSnonWbinDbr\n- AmovPknlMrunSnonWbinDbr_lnr\n- AmovPknlMrunSnonWbinDbr_non\n- AmovPknlMrunSnonWbinDbr_pst\n- AmovPknlMrunSnonWbinDbr_rfl\n- AmovPknlMrunSnonWbinDf\n- AmovPknlMrunSnonWbinDf_lnr\n- AmovPknlMrunSnonWbinDf_non\n- AmovPknlMrunSnonWbinDf_pst\n- AmovPknlMrunSnonWbinDf_rfl\n- AmovPknlMrunSnonWbinDfl\n- AmovPknlMrunSnonWbinDfl_lnr\n- AmovPknlMrunSnonWbinDfl_non\n- AmovPknlMrunSnonWbinDfl_pst\n- AmovPknlMrunSnonWbinDfl_rfl\n- AmovPknlMrunSnonWbinDfr\n- AmovPknlMrunSnonWbinDfr_lnr\n- AmovPknlMrunSnonWbinDfr_non\n- AmovPknlMrunSnonWbinDfr_pst\n- AmovPknlMrunSnonWbinDfr_rfl\n- AmovPknlMrunSnonWbinDl\n- AmovPknlMrunSnonWbinDl_lnr\n- AmovPknlMrunSnonWbinDl_non\n- AmovPknlMrunSnonWbinDl_pst\n- AmovPknlMrunSnonWbinDl_rfl\n- AmovPknlMrunSnonWbinDr\n- AmovPknlMrunSnonWbinDr_lnr\n- AmovPknlMrunSnonWbinDr_non\n- AmovPknlMrunSnonWbinDr_pst\n- AmovPknlMrunSnonWbinDr_rfl\n- AmovPknlMrunSnonWnonDb\n- AmovPknlMrunSnonWnonDbl\n- AmovPknlMrunSnonWnonDbr\n- AmovPknlMrunSnonWnonDf\n- AmovPknlMrunSnonWnonDfl\n- AmovPknlMrunSnonWnonDfr\n- AmovPknlMrunSnonWnonDl\n- AmovPknlMrunSnonWnonDr\n- AmovPknlMrunSrasWlnrDb\n- AmovPknlMrunSrasWlnrDbl\n- AmovPknlMrunSrasWlnrDbr\n- AmovPknlMrunSrasWlnrDf\n- AmovPknlMrunSrasWlnrDfl\n- AmovPknlMrunSrasWlnrDfr\n- AmovPknlMrunSrasWlnrDl\n- AmovPknlMrunSrasWlnrDr\n- AmovPknlMrunSrasWpstDb\n- AmovPknlMrunSrasWpstDbl\n- AmovPknlMrunSrasWpstDbr\n- AmovPknlMrunSrasWpstDf\n- AmovPknlMrunSrasWpstDfl\n- AmovPknlMrunSrasWpstDfr\n- AmovPknlMrunSrasWpstDl\n- AmovPknlMrunSrasWpstDr\n- AmovPknlMrunSrasWrflDb\n- AmovPknlMrunSrasWrflDb_ldst\n- AmovPknlMrunSrasWrflDbl\n- AmovPknlMrunSrasWrflDbl_ldst\n- AmovPknlMrunSrasWrflDbr\n- AmovPknlMrunSrasWrflDbr_ldst\n- AmovPknlMrunSrasWrflDf\n- AmovPknlMrunSrasWrflDf_ldst\n- AmovPknlMrunSrasWrflDfl\n- AmovPknlMrunSrasWrflDfl_ldst\n- AmovPknlMrunSrasWrflDfr\n- AmovPknlMrunSrasWrflDfr_ldst\n- AmovPknlMrunSrasWrflDl\n- AmovPknlMrunSrasWrflDl_ldst\n- AmovPknlMrunSrasWrflDr\n- AmovPknlMrunSrasWrflDr_ldst\n- AmovPknlMstpSlowWpstDnon\n- AmovPknlMstpSlowWpstDnon_AmovPercMstpSlowWpstDnon\n- AmovPknlMstpSlowWpstDnon_AmovPknlMrunSrasWpstDf\n- AmovPknlMstpSlowWpstDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSlowWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPknlMstpSlowWpstDnon_gear_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSlowWpstDnon_turnL\n- AmovPknlMstpSlowWpstDnon_turnR\n- AmovPknlMstpSlowWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPknlMrunSlowWrflDf\n- AmovPknlMstpSlowWrflDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSlowWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPknlMstpSlowWrflDnon_diary\n- AmovPknlMstpSlowWrflDnon_explo\n- AmovPknlMstpSlowWrflDnon_gear\n- AmovPknlMstpSlowWrflDnon_relax\n- AmovPknlMstpSlowWrflDnon_turnL\n- AmovPknlMstpSlowWrflDnon_turnR\n- AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AinvPknlMstpSnonWnonDnon_Putdown\n- AmovPknlMstpSnonWnonDnon_AmovPercMsprSnonWnonDf\n- AmovPknlMstpSnonWnonDnon_AmovPercMsprSnonWnonDf_2\n- AmovPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AmovPknlMrunSnonWnonDf\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon_end\n- AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- AmovPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSnonWnonDnon_explo\n- AmovPknlMstpSnonWnonDnon_gear\n- AmovPknlMstpSnonWnonDnon_gear_trans\n- AmovPknlMstpSnonWnonDnon_relax\n- AmovPknlMstpSnonWnonDnon_turnL\n- AmovPknlMstpSnonWnonDnon_turnR\n- AmovPknlMstpSoptWbinDnon\n- AmovPknlMstpSoptWbinDnon_AinvPknlMstpSoptWbinDnon_Putdown\n- AmovPknlMstpSoptWbinDnon_AmovPercMstpSoptWbinDnon\n- AmovPknlMstpSoptWbinDnon_AmovPpneMstpSoptWbinDnon\n- AmovPknlMstpSoptWbinDnon_turnL\n- AmovPknlMstpSoptWbinDnon_turnR\n- AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWlnrDnon_AinvPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWlnrDnon_AinvPknlMstpSrasWlnrDnon_Putdown\n- AmovPknlMstpSrasWlnrDnon_AmovPercMstpSnonWnonDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWpstDnon_end\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWlnrDnon_AmovPknlMstpSrasWrflDnon_end\n- AmovPknlMstpSrasWlnrDnon_AmovPpneMstpSnonWnonDnon\n- AmovPknlMstpSrasWlnrDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSrasWlnrDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSrasWlnrDnon_relax\n- AmovPknlMstpSrasWlnrDnon_turnL\n- AmovPknlMstpSrasWlnrDnon_turnR\n- AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDdown\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDleft\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDright\n- AmovPknlMstpSrasWpstDnon_AadjPknlMstpSrasWpstDup\n- AmovPknlMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft\n- AmovPknlMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon_end\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AinvPknlMstpSrasWpstDnon_Putdown\n- AmovPknlMstpSrasWpstDnon_AmovPercMsprSrasWpstDf\n- AmovPknlMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSlowWpstDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSlowWpstDnon_gear\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSnonWnonDnon_end\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWlnrDnon_end\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon_gear\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWpstDnon_AmovPknlMstpSrasWrflDnon_end\n- AmovPknlMstpSrasWpstDnon_AmovPpneMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSrasWpstDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSrasWpstDnon_explo\n- AmovPknlMstpSrasWpstDnon_gear\n- AmovPknlMstpSrasWpstDnon_gear_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWpstDnon_relax\n- AmovPknlMstpSrasWpstDnon_turnL\n- AmovPknlMstpSrasWpstDnon_turnR\n- AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDdown\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDleft\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDright\n- AmovPknlMstpSrasWrflDnon_AadjPknlMstpSrasWrflDup\n- AmovPknlMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft\n- AmovPknlMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright\n- AmovPknlMstpSrasWrflDnon_AinvPknlMstpSlayWrflDnon\n- AmovPknlMstpSrasWrflDnon_AinvPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AinvPknlMstpSrasWrflDnon_Putdown\n- AmovPknlMstpSrasWrflDnon_AmovPercMsprSrasWrflDf_2\n- AmovPknlMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMevaSrasWrflDr\n- AmovPknlMstpSrasWrflDnon_AmovPknlMrunSlowWrflDf\n- AmovPknlMstpSrasWrflDnon_AmovPknlMsprSrasWrflDf\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSlowWrflDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSnonWnonDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWlnrDnon_end\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWpstDnon\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWpstDnon_end\n- AmovPknlMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon_gear\n- AmovPknlMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon\n- AmovPknlMstpSrasWrflDnon_AwopPknlMstpSoptWbinDnon_end\n- AmovPknlMstpSrasWrflDnon_diary\n- AmovPknlMstpSrasWrflDnon_explo\n- AmovPknlMstpSrasWrflDnon_gear\n- AmovPknlMstpSrasWrflDnon_gear_AmovPknlMstpSrasWrflDnon\n- AmovPknlMstpSrasWrflDnon_turnL\n- AmovPknlMstpSrasWrflDnon_turnR\n- AmovPknlMtacSlowWpstDb\n- AmovPknlMtacSlowWpstDbl\n- AmovPknlMtacSlowWpstDbr\n- AmovPknlMtacSlowWpstDf\n- AmovPknlMtacSlowWpstDfl\n- AmovPknlMtacSlowWpstDfr\n- AmovPknlMtacSlowWpstDl\n- AmovPknlMtacSlowWpstDr\n- AmovPknlMtacSlowWrflDb\n- AmovPknlMtacSlowWrflDbl\n- AmovPknlMtacSlowWrflDbr\n- AmovPknlMtacSlowWrflDf\n- AmovPknlMtacSlowWrflDfl\n- AmovPknlMtacSlowWrflDfr\n- AmovPknlMtacSlowWrflDl\n- AmovPknlMtacSlowWrflDr\n- AmovPknlMtacSrasWlnrDb\n- AmovPknlMtacSrasWlnrDbl\n- AmovPknlMtacSrasWlnrDbr\n- AmovPknlMtacSrasWlnrDf\n- AmovPknlMtacSrasWlnrDfl\n- AmovPknlMtacSrasWlnrDfr\n- AmovPknlMtacSrasWlnrDl\n- AmovPknlMtacSrasWlnrDr\n- AmovPknlMtacSrasWpstDb\n- AmovPknlMtacSrasWpstDbl\n- AmovPknlMtacSrasWpstDbr\n- AmovPknlMtacSrasWpstDf\n- AmovPknlMtacSrasWpstDfl\n- AmovPknlMtacSrasWpstDfr\n- AmovPknlMtacSrasWpstDl\n- AmovPknlMtacSrasWpstDr\n- AmovPknlMtacSrasWrflDb\n- AmovPknlMtacSrasWrflDbl\n- AmovPknlMtacSrasWrflDbr\n- AmovPknlMtacSrasWrflDf\n- AmovPknlMtacSrasWrflDfl\n- AmovPknlMtacSrasWrflDfr\n- AmovPknlMtacSrasWrflDl\n- AmovPknlMtacSrasWrflDr\n- AmovPknlMwlkSlowWpstDb\n- AmovPknlMwlkSlowWpstDbl\n- AmovPknlMwlkSlowWpstDbr\n- AmovPknlMwlkSlowWpstDf\n- AmovPknlMwlkSlowWpstDfl\n- AmovPknlMwlkSlowWpstDfr\n- AmovPknlMwlkSlowWpstDl\n- AmovPknlMwlkSlowWpstDr\n- AmovPknlMwlkSlowWrflDb\n- AmovPknlMwlkSlowWrflDbl\n- AmovPknlMwlkSlowWrflDbr\n- AmovPknlMwlkSlowWrflDf\n- AmovPknlMwlkSlowWrflDfl\n- AmovPknlMwlkSlowWrflDfr\n- AmovPknlMwlkSlowWrflDl\n- AmovPknlMwlkSlowWrflDr\n- AmovPknlMwlkSnonWnonDb\n- AmovPknlMwlkSnonWnonDbl\n- AmovPknlMwlkSnonWnonDbr\n- AmovPknlMwlkSnonWnonDf\n- AmovPknlMwlkSnonWnonDfl\n- AmovPknlMwlkSnonWnonDfr\n- AmovPknlMwlkSnonWnonDl\n- AmovPknlMwlkSnonWnonDr\n- AmovPknlMwlkSoptWbinDb\n- AmovPknlMwlkSoptWbinDb_lnr\n- AmovPknlMwlkSoptWbinDb_non\n- AmovPknlMwlkSoptWbinDb_pst\n- AmovPknlMwlkSoptWbinDb_rfl\n- AmovPknlMwlkSoptWbinDbl\n- AmovPknlMwlkSoptWbinDbl_lnr\n- AmovPknlMwlkSoptWbinDbl_non\n- AmovPknlMwlkSoptWbinDbl_pst\n- AmovPknlMwlkSoptWbinDbl_rfl\n- AmovPknlMwlkSoptWbinDbr\n- AmovPknlMwlkSoptWbinDbr_lnr\n- AmovPknlMwlkSoptWbinDbr_non\n- AmovPknlMwlkSoptWbinDbr_pst\n- AmovPknlMwlkSoptWbinDbr_rfl\n- AmovPknlMwlkSoptWbinDf\n- AmovPknlMwlkSoptWbinDf_lnr\n- AmovPknlMwlkSoptWbinDf_non\n- AmovPknlMwlkSoptWbinDf_pst\n- AmovPknlMwlkSoptWbinDf_rfl\n- AmovPknlMwlkSoptWbinDfl\n- AmovPknlMwlkSoptWbinDfl_lnr\n- AmovPknlMwlkSoptWbinDfl_non\n- AmovPknlMwlkSoptWbinDfl_pst\n- AmovPknlMwlkSoptWbinDfl_rfl\n- AmovPknlMwlkSoptWbinDfr\n- AmovPknlMwlkSoptWbinDfr_lnr\n- AmovPknlMwlkSoptWbinDfr_non\n- AmovPknlMwlkSoptWbinDfr_pst\n- AmovPknlMwlkSoptWbinDfr_rfl\n- AmovPknlMwlkSoptWbinDl\n- AmovPknlMwlkSoptWbinDl_lnr\n- AmovPknlMwlkSoptWbinDl_non\n- AmovPknlMwlkSoptWbinDl_pst\n- AmovPknlMwlkSoptWbinDl_rfl\n- AmovPknlMwlkSoptWbinDr\n- AmovPknlMwlkSoptWbinDr_lnr\n- AmovPknlMwlkSoptWbinDr_non\n- AmovPknlMwlkSoptWbinDr_pst\n- AmovPknlMwlkSoptWbinDr_rfl\n- AmovPknlMwlkSrasWlnrDb\n- AmovPknlMwlkSrasWlnrDbl\n- AmovPknlMwlkSrasWlnrDbr\n- AmovPknlMwlkSrasWlnrDf\n- AmovPknlMwlkSrasWlnrDfl\n- AmovPknlMwlkSrasWlnrDfr\n- AmovPknlMwlkSrasWlnrDl\n- AmovPknlMwlkSrasWlnrDr\n- AmovPknlMwlkSrasWpstDb\n- AmovPknlMwlkSrasWpstDbl\n- AmovPknlMwlkSrasWpstDbr\n- AmovPknlMwlkSrasWpstDf\n- AmovPknlMwlkSrasWpstDfl\n- AmovPknlMwlkSrasWpstDfr\n- AmovPknlMwlkSrasWpstDl\n- AmovPknlMwlkSrasWpstDr\n- AmovPknlMwlkSrasWrflDb\n- AmovPknlMwlkSrasWrflDbl\n- AmovPknlMwlkSrasWrflDbr\n- AmovPknlMwlkSrasWrflDf\n- AmovPknlMwlkSrasWrflDfl\n- AmovPknlMwlkSrasWrflDfr\n- AmovPknlMwlkSrasWrflDl\n- AmovPknlMwlkSrasWrflDr\n- AmovPpneMevaSlowWrflDf\n- AmovPpneMevaSnonWbinDf\n- AmovPpneMevaSnonWbinDf_lnr\n- AmovPpneMevaSnonWbinDf_non\n- AmovPpneMevaSnonWbinDf_pst\n- AmovPpneMevaSnonWbinDf_rfl\n- AmovPpneMrunSlowWpstDb\n- AmovPpneMrunSlowWpstDbl\n- AmovPpneMrunSlowWpstDbr\n- AmovPpneMrunSlowWpstDf\n- AmovPpneMrunSlowWpstDfl\n- AmovPpneMrunSlowWpstDfr\n- AmovPpneMrunSlowWpstDl\n- AmovPpneMrunSlowWpstDr\n- AmovPpneMrunSlowWrflDb\n- AmovPpneMrunSlowWrflDbl\n- AmovPpneMrunSlowWrflDbr\n- AmovPpneMrunSlowWrflDf\n- AmovPpneMrunSlowWrflDfl\n- AmovPpneMrunSlowWrflDfr\n- AmovPpneMrunSlowWrflDl\n- AmovPpneMrunSlowWrflDr\n- AmovPpneMrunSnonWbinDb\n- AmovPpneMrunSnonWbinDb_lnr\n- AmovPpneMrunSnonWbinDb_non\n- AmovPpneMrunSnonWbinDb_pst\n- AmovPpneMrunSnonWbinDb_rfl\n- AmovPpneMrunSnonWbinDbl\n- AmovPpneMrunSnonWbinDbl_lnr\n- AmovPpneMrunSnonWbinDbl_non\n- AmovPpneMrunSnonWbinDbl_pst\n- AmovPpneMrunSnonWbinDbl_rfl\n- AmovPpneMrunSnonWbinDbr\n- AmovPpneMrunSnonWbinDbr_lnr\n- AmovPpneMrunSnonWbinDbr_non\n- AmovPpneMrunSnonWbinDbr_pst\n- AmovPpneMrunSnonWbinDbr_rfl\n- AmovPpneMrunSnonWbinDf\n- AmovPpneMrunSnonWbinDf_lnr\n- AmovPpneMrunSnonWbinDf_non\n- AmovPpneMrunSnonWbinDf_pst\n- AmovPpneMrunSnonWbinDf_rfl\n- AmovPpneMrunSnonWbinDfl\n- AmovPpneMrunSnonWbinDfl_lnr\n- AmovPpneMrunSnonWbinDfl_non\n- AmovPpneMrunSnonWbinDfl_pst\n- AmovPpneMrunSnonWbinDfl_rfl\n- AmovPpneMrunSnonWbinDfr\n- AmovPpneMrunSnonWbinDfr_lnr\n- AmovPpneMrunSnonWbinDfr_non\n- AmovPpneMrunSnonWbinDfr_pst\n- AmovPpneMrunSnonWbinDfr_rfl\n- AmovPpneMrunSnonWbinDl\n- AmovPpneMrunSnonWbinDl_lnr\n- AmovPpneMrunSnonWbinDl_non\n- AmovPpneMrunSnonWbinDl_pst\n- AmovPpneMrunSnonWbinDl_rfl\n- AmovPpneMrunSnonWbinDr\n- AmovPpneMrunSnonWbinDr_lnr\n- AmovPpneMrunSnonWbinDr_non\n- AmovPpneMrunSnonWbinDr_pst\n- AmovPpneMrunSnonWbinDr_rfl\n- AmovPpneMrunSnonWnonDb\n- AmovPpneMrunSnonWnonDbl\n- AmovPpneMrunSnonWnonDbr\n- AmovPpneMrunSnonWnonDf\n- AmovPpneMrunSnonWnonDfl\n- AmovPpneMrunSnonWnonDfr\n- AmovPpneMrunSnonWnonDl\n- AmovPpneMrunSnonWnonDr\n- AmovPpneMrunSrasWlnrDb\n- AmovPpneMrunSrasWlnrDbl\n- AmovPpneMrunSrasWlnrDbr\n- AmovPpneMrunSrasWlnrDf\n- AmovPpneMrunSrasWlnrDfl\n- AmovPpneMrunSrasWlnrDfr\n- AmovPpneMrunSrasWlnrDl\n- AmovPpneMrunSrasWlnrDr\n- AmovPpneMsprSlowWpstDf\n- AmovPpneMsprSlowWrflDb\n- AmovPpneMsprSlowWrflDbl\n- AmovPpneMsprSlowWrflDbr\n- AmovPpneMsprSlowWrflDf\n- AmovPpneMsprSlowWrflDf_injured\n- AmovPpneMsprSlowWrflDfl\n- AmovPpneMsprSlowWrflDfr\n- AmovPpneMsprSlowWrflDl\n- AmovPpneMsprSlowWrflDr\n- AmovPpneMsprSnonWnonDf\n- AmovPpneMsprSnonWnonDf_injured\n- AmovPpneMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AinvPpneMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AinvPpneMstpSnonWnonDnon_Putdown\n- AmovPpneMstpSnonWnonDnon_AmovPercMsprSnonWnonDf\n- AmovPpneMstpSnonWnonDnon_AmovPercMsprSnonWnonDf_2\n- AmovPpneMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AmovPknlMstpSnonWnonDnon\n- AmovPpneMstpSnonWnonDnon_AmovPpneMevaSnonWnonDl\n- AmovPpneMstpSnonWnonDnon_AmovPpneMevaSnonWnonDr\n- AmovPpneMstpSnonWnonDnon_AmovPpneMstpSrasWpstDnon\n- AmovPpneMstpSnonWnonDnon_AmovPpneMstpSrasWpstDnon_end\n- AmovPpneMstpSnonWnonDnon_AmovPpneMstpSrasWrflDnon\n- AmovPpneMstpSnonWnonDnon_AmovPsitMstpSnonWnonDnon_ground\n- AmovPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon\n- AmovPpneMstpSnonWnonDnon_AwopPpneMstpSoptWbinDnon_end\n- AmovPpneMstpSnonWnonDnon_healed\n- AmovPpneMstpSnonWnonDnon_injured\n- AmovPpneMstpSnonWnonDnon_relax\n- AmovPpneMstpSnonWnonDnon_turnL\n- AmovPpneMstpSnonWnonDnon_turnR\n- AmovPpneMstpSnonWpstDnon_injured\n- AmovPpneMstpSoptWbinDnon\n- AmovPpneMstpSoptWbinDnon_AinvPpneMstpSoptWbinDnon_Putdown\n- AmovPpneMstpSoptWbinDnon_AmovPercMstpSoptWbinDnon\n- AmovPpneMstpSoptWbinDnon_AmovPknlMstpSoptWbinDnon\n- AmovPpneMstpSoptWbinDnon_AmovPpneMevaSoptWbinDl\n- AmovPpneMstpSoptWbinDnon_AmovPpneMevaSoptWbinDr\n- AmovPpneMstpSoptWbinDnon_turnL\n- AmovPpneMstpSoptWbinDnon_turnR\n- AmovPpneMstpSrasWlnrDnon\n- AmovPpneMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon\n- AmovPpneMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon\n- AmovPpneMstpSrasWlnrDnon_turnL\n- AmovPpneMstpSrasWlnrDnon_turnR\n- AmovPpneMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDdown\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright\n- AmovPpneMstpSrasWpstDnon_AadjPpneMstpSrasWpstDup\n- AmovPpneMstpSrasWpstDnon_AinvPpneMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AinvPpneMstpSrasWpstDnon_Putdown\n- AmovPpneMstpSrasWpstDnon_AmovPercMsprSlowWpstDf\n- AmovPpneMstpSrasWpstDnon_AmovPercMsprSlowWpstDf_2\n- AmovPpneMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AmovPknlMstpSrasWpstDnon\n- AmovPpneMstpSrasWpstDnon_AmovPpneMevaSlowWpstDl\n- AmovPpneMstpSrasWpstDnon_AmovPpneMevaSlowWpstDr\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSnonWnonDnon\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSnonWnonDnon_end\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon\n- AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon_end\n- AmovPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon\n- AmovPpneMstpSrasWpstDnon_AwopPpneMstpSoptWbinDnon_end\n- AmovPpneMstpSrasWpstDnon_healed\n- AmovPpneMstpSrasWpstDnon_relax\n- AmovPpneMstpSrasWpstDnon_turnL\n- AmovPpneMstpSrasWpstDnon_turnR\n- AmovPpneMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDdown\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright\n- AmovPpneMstpSrasWrflDnon_AadjPpneMstpSrasWrflDup\n- AmovPpneMstpSrasWrflDnon_AinvPpneMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AinvPpneMstpSrasWrflDnon_Putdown\n- AmovPpneMstpSrasWrflDnon_AmovPercMsprSlowWrflDf\n- AmovPpneMstpSrasWrflDnon_AmovPercMsprSlowWrflDf_2\n- AmovPpneMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AmovPknlMstpSrasWrflDnon\n- AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDl\n- AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDr\n- AmovPpneMstpSrasWrflDnon_AmovPpneMstpSnonWnonDnon\n- AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon\n- AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon_end\n- AmovPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon\n- AmovPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon_end\n- AmovPpneMstpSrasWrflDnon_healed\n- AmovPpneMstpSrasWrflDnon_injured\n- AmovPpneMstpSrasWrflDnon_injuredHealed\n- AmovPpneMstpSrasWrflDnon_relax\n- AmovPpneMstpSrasWrflDnon_turnL\n- AmovPpneMstpSrasWrflDnon_turnR\n- AmovPpneMwlkSoptWbinDb\n- AmovPpneMwlkSoptWbinDb_lnr\n- AmovPpneMwlkSoptWbinDb_non\n- AmovPpneMwlkSoptWbinDb_pst\n- AmovPpneMwlkSoptWbinDb_rfl\n- AmovPpneMwlkSoptWbinDbl\n- AmovPpneMwlkSoptWbinDbl_lnr\n- AmovPpneMwlkSoptWbinDbl_non\n- AmovPpneMwlkSoptWbinDbl_pst\n- AmovPpneMwlkSoptWbinDbl_rfl\n- AmovPpneMwlkSoptWbinDbr\n- AmovPpneMwlkSoptWbinDbr_lnr\n- AmovPpneMwlkSoptWbinDbr_non\n- AmovPpneMwlkSoptWbinDbr_pst\n- AmovPpneMwlkSoptWbinDbr_rfl\n- AmovPpneMwlkSoptWbinDf\n- AmovPpneMwlkSoptWbinDf_lnr\n- AmovPpneMwlkSoptWbinDf_non\n- AmovPpneMwlkSoptWbinDf_pst\n- AmovPpneMwlkSoptWbinDf_rfl\n- AmovPpneMwlkSoptWbinDfl\n- AmovPpneMwlkSoptWbinDfl_lnr\n- AmovPpneMwlkSoptWbinDfl_non\n- AmovPpneMwlkSoptWbinDfl_pst\n- AmovPpneMwlkSoptWbinDfl_rfl\n- AmovPpneMwlkSoptWbinDfr\n- AmovPpneMwlkSoptWbinDfr_lnr\n- AmovPpneMwlkSoptWbinDfr_non\n- AmovPpneMwlkSoptWbinDfr_pst\n- AmovPpneMwlkSoptWbinDfr_rfl\n- AmovPpneMwlkSoptWbinDl\n- AmovPpneMwlkSoptWbinDl_lnr\n- AmovPpneMwlkSoptWbinDl_non\n- AmovPpneMwlkSoptWbinDl_pst\n- AmovPpneMwlkSoptWbinDl_rfl\n- AmovPpneMwlkSoptWbinDr\n- AmovPpneMwlkSoptWbinDr_lnr\n- AmovPpneMwlkSoptWbinDr_non\n- AmovPpneMwlkSoptWbinDr_pst\n- AmovPpneMwlkSoptWbinDr_rfl\n- AmovPsitMstpSlowWrflDnon\n- AmovPsitMstpSlowWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPsitMstpSlowWrflDnon_Smoking\n- AmovPsitMstpSlowWrflDnon_WeaponCheck1\n- AmovPsitMstpSlowWrflDnon_WeaponCheck2\n- AmovPsitMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_ground\n- AmovPsitMstpSnonWnonDnon_ground\n- AmovPsitMstpSnonWnonDnon_ground_AmovPpneMstpSnonWnonDnon\n- AmovPsitMstpSnonWnonDnon_smoking\n- AmovPsitMstpSnonWnonDnon_smoking_trans\n- AmovPsitMstpSnonWpstDnon_AmovPercMstpSnonWpstDnon_ground\n- AmovPsitMstpSnonWpstDnon_ground\n- AmovPsitMstpSnonWpstDnon_smoking\n- AmovPsitMstpSrasWrflDnon\n- AmovPsitMstpSrasWrflDnon_AmovPercMstpSlowWrflDnon\n- AmovPsitMstpSrasWrflDnon_Smoking\n- AmovPsitMstpSrasWrflDnon_trans\n- AmovPsitMstpSrasWrflDnon_WeaponCheck1\n- AmovPsitMstpSrasWrflDnon_WeaponCheck2\n- AovrPercMrunSrasWrflDf\n- AovrPercMstpSlowWlnrDf\n- AovrPercMstpSlowWpstDf\n- AovrPercMstpSlowWrflDf\n- AovrPercMstpSnonWnonDf\n- AovrPercMstpSoptWbinDf\n- AovrPercMstpSrasWlnrDf\n- AovrPercMstpSrasWpstDf\n- AovrPercMstpSrasWrflDf\n- ApanPercMrunSnonWnonDb\n- ApanPercMrunSnonWnonDbl\n- ApanPercMrunSnonWnonDbr\n- ApanPercMrunSnonWnonDf\n- ApanPercMrunSnonWnonDfl\n- ApanPercMrunSnonWnonDfr\n- ApanPercMrunSnonWnonDl\n- ApanPercMrunSnonWnonDr\n- ApanPercMsprSnonWnonDf\n- ApanPercMsprSnonWnonDfl\n- ApanPercMsprSnonWnonDfr\n- ApanPercMstpSlowWrflDnon_ApanPsitMstpSlowWrflDnon\n- ApanPercMstpSnonWnonDnon\n- ApanPercMstpSnonWnonDnon_ApanPknlMstpSnonWnonDnon\n- ApanPercMstpSnonWnonDnon_ApanPpneMstpSnonWnonDnon\n- ApanPercMstpSnonWnonDnon_G01\n- ApanPercMstpSnonWnonDnon_G02\n- ApanPercMstpSnonWnonDnon_G03\n- ApanPercMwlkSnonWnonDb\n- ApanPercMwlkSnonWnonDbl\n- ApanPercMwlkSnonWnonDbr\n- ApanPercMwlkSnonWnonDf\n- ApanPercMwlkSnonWnonDfl\n- ApanPercMwlkSnonWnonDfr\n- ApanPercMwlkSnonWnonDl\n- ApanPercMwlkSnonWnonDr\n- ApanPknlMrunSnonWnonDb\n- ApanPknlMrunSnonWnonDbl\n- ApanPknlMrunSnonWnonDbr\n- ApanPknlMrunSnonWnonDf\n- ApanPknlMrunSnonWnonDfl\n- ApanPknlMrunSnonWnonDfr\n- ApanPknlMrunSnonWnonDl\n- ApanPknlMrunSnonWnonDr\n- ApanPknlMsprSnonWnonDf\n- ApanPknlMsprSnonWnonDfl\n- ApanPknlMsprSnonWnonDfr\n- ApanPknlMstpSnonWnonDnon\n- ApanPknlMstpSnonWnonDnon_ApanPercMstpSnonWnonDnon\n- ApanPknlMstpSnonWnonDnon_ApanPpneMstpSnonWnonDnon\n- ApanPknlMstpSnonWnonDnon_G01\n- ApanPknlMstpSnonWnonDnon_G02\n- ApanPknlMstpSnonWnonDnon_G03\n- ApanPknlMwlkSnonWnonDb\n- ApanPknlMwlkSnonWnonDbl\n- ApanPknlMwlkSnonWnonDbr\n- ApanPknlMwlkSnonWnonDf\n- ApanPknlMwlkSnonWnonDfl\n- ApanPknlMwlkSnonWnonDfr\n- ApanPknlMwlkSnonWnonDl\n- ApanPknlMwlkSnonWnonDr\n- ApanPpneMrunSnonWnonDb\n- ApanPpneMrunSnonWnonDbl\n- ApanPpneMrunSnonWnonDbr\n- ApanPpneMrunSnonWnonDf\n- ApanPpneMrunSnonWnonDfl\n- ApanPpneMrunSnonWnonDfr\n- ApanPpneMrunSnonWnonDl\n- ApanPpneMrunSnonWnonDr\n- ApanPpneMsprSnonWnonDf\n- ApanPpneMstpSnonWnonDnon\n- ApanPpneMstpSnonWnonDnon_ApanPercMstpSnonWnonDnon\n- ApanPpneMstpSnonWnonDnon_ApanPknlMstpSnonWnonDnon\n- ApanPpneMstpSnonWnonDnon_G01\n- ApanPpneMstpSnonWnonDnon_G02\n- ApanPpneMstpSnonWnonDnon_G03\n- AparPercMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon\n- apctracked2_slot1_in\n- apctracked2_slot1_out\n- apctracked2_slot1_out_settlein\n- apctracked2_slot2_in\n- apctracked2_slot2_out\n- apctracked2_slot2_out_settlein\n- apcwheeled3_slot1_in\n- apcwheeled3_slot1_out\n- apcwheeled3_slot1_out_settlein\n- AsdvPercMrunSnonWnonDb\n- AsdvPercMrunSnonWnonDbl\n- AsdvPercMrunSnonWnonDbr\n- AsdvPercMrunSnonWnonDf\n- AsdvPercMrunSnonWnonDfl\n- AsdvPercMrunSnonWnonDfr\n- AsdvPercMrunSnonWnonDl\n- AsdvPercMrunSnonWnonDr\n- AsdvPercMrunSnonWrflDb\n- AsdvPercMrunSnonWrflDbl\n- AsdvPercMrunSnonWrflDbr\n- AsdvPercMrunSnonWrflDf\n- AsdvPercMrunSnonWrflDfl\n- AsdvPercMrunSnonWrflDfr\n- AsdvPercMrunSnonWrflDl\n- AsdvPercMrunSnonWrflDr\n- AsdvPercMsprSnonWnonDf\n- AsdvPercMsprSnonWrflDf\n- AsdvPercMstpSnonWnonDnon\n- AsdvPercMstpSnonWnonDnon_AsdvPercMstpSnonWnonDnon_putDown\n- AsdvPercMstpSnonWnonDnon_AsdvPercMstpSnonWrflDnon\n- AsdvPercMstpSnonWnonDnon_GetInSDV\n- AsdvPercMstpSnonWnonDnon_GetOutSDV\n- AsdvPercMstpSnonWnonDnon_godown\n- AsdvPercMstpSnonWnonDnon_goup\n- AsdvPercMstpSnonWnonDnon_putDown_AsdvPercMstpSnonWnonDnon\n- AsdvPercMstpSnonWnonDnon_relax\n- AsdvPercMstpSnonWnonDnon_turnL\n- AsdvPercMstpSnonWnonDnon_turnR\n- AsdvPercMstpSnonWrflDnon\n- AsdvPercMstpSnonWrflDnon_AsdvPercMstpSnonWnonDnon\n- AsdvPercMstpSnonWrflDnon_AsdvPercMstpSnonWrflDnon_putDown\n- AsdvPercMstpSnonWrflDnon_GetInSDV\n- AsdvPercMstpSnonWrflDnon_GetOutSDV\n- AsdvPercMstpSnonWrflDnon_godown\n- AsdvPercMstpSnonWrflDnon_goup\n- AsdvPercMstpSnonWrflDnon_putDown_AsdvPercMstpSnonWrflDnon\n- AsdvPercMstpSnonWrflDnon_relax\n- AsdvPercMstpSnonWrflDnon_turnL\n- AsdvPercMstpSnonWrflDnon_turnR\n- AsdvPercMtacSnonWnonDb\n- AsdvPercMtacSnonWnonDbl\n- AsdvPercMtacSnonWnonDbr\n- AsdvPercMtacSnonWnonDf\n- AsdvPercMtacSnonWnonDfl\n- AsdvPercMtacSnonWnonDfr\n- AsdvPercMtacSnonWnonDl\n- AsdvPercMtacSnonWnonDr\n- AsdvPercMtacSnonWrflDb\n- AsdvPercMtacSnonWrflDbl\n- AsdvPercMtacSnonWrflDbr\n- AsdvPercMtacSnonWrflDf\n- AsdvPercMtacSnonWrflDfl\n- AsdvPercMtacSnonWrflDfr\n- AsdvPercMtacSnonWrflDl\n- AsdvPercMtacSnonWrflDr\n- AsdvPercMwlkSnonWnonDb\n- AsdvPercMwlkSnonWnonDbl\n- AsdvPercMwlkSnonWnonDbr\n- AsdvPercMwlkSnonWnonDf\n- AsdvPercMwlkSnonWnonDfl\n- AsdvPercMwlkSnonWnonDfr\n- AsdvPercMwlkSnonWnonDl\n- AsdvPercMwlkSnonWnonDr\n- AsdvPercMwlkSnonWrflDb\n- AsdvPercMwlkSnonWrflDbl\n- AsdvPercMwlkSnonWrflDbr\n- AsdvPercMwlkSnonWrflDf\n- AsdvPercMwlkSnonWrflDfl\n- AsdvPercMwlkSnonWrflDfr\n- AsdvPercMwlkSnonWrflDl\n- AsdvPercMwlkSnonWrflDr\n- AsswPercMrunSnonWnonDb\n- AsswPercMrunSnonWnonDf\n- AsswPercMrunSnonWnonDf_AsswPercMstpSnonWnonDnon\n- AsswPercMrunSnonWnonDfl\n- AsswPercMrunSnonWnonDfr\n- AsswPercMrunSnonWnonDl\n- AsswPercMrunSnonWnonDr\n- AsswPercMsprSnonWnonDf\n- AsswPercMsprSnonWnonDFl\n- AsswPercMsprSnonWnonDFr\n- AsswPercMstpSnonWnonDnon\n- AsswPercMstpSnonWnonDnon_AsswPercMrunSnonWnonDf\n- AsswPercMstpSnonWnonDnon_goDown\n- AsswPercMstpSnonWnonDnon_goup\n- AsswPercMstpSnonWnonDnon_putDown\n- AsswPercMstpSnonWnonDnon_relax\n- AsswPercMwlkSnonWnonDb\n- AsswPercMwlkSnonWnonDf\n- AsswPercMwlkSnonWnonDfl\n- AsswPercMwlkSnonWnonDfr\n- AsswPercMwlkSnonWnonDl\n- AsswPercMwlkSnonWnonDr\n- AswmPercMrunSnonWnonDb\n- AswmPercMrunSnonWnonDf\n- AswmPercMrunSnonWnonDf_AswmPercMstpSnonWnonDnon\n- AswmPercMrunSnonWnonDfl\n- AswmPercMrunSnonWnonDfr\n- AswmPercMrunSnonWnonDl\n- AswmPercMrunSnonWnonDr\n- AswmPercMsprSnonWnonDf\n- AswmPercMsprSnonWnonDFl\n- AswmPercMsprSnonWnonDFr\n- AswmPercMstpSnonWnonDnon\n- AswmPercMstpSnonWnonDnon_AswmPercMrunSnonWnonDf\n- AswmPercMstpSnonWnonDnon_AswmPercMstpSnonWnonDnon_putDown\n- AswmPercMstpSnonWnonDnon_godown\n- AswmPercMstpSnonWnonDnon_goup\n- AswmPercMstpSnonWnonDnon_putDown\n- AswmPercMstpSnonWnonDnon_putDown_AswmPercMstpSnonWnonDnon\n- AswmPercMstpSnonWnonDnon_relax\n- AswmPercMwlkSnonWnonDb\n- AswmPercMwlkSnonWnonDf\n- AswmPercMwlkSnonWnonDfl\n- AswmPercMwlkSnonWnonDfr\n- AswmPercMwlkSnonWnonDl\n- AswmPercMwlkSnonWnonDr\n- AwopPercMstpSgthWnonDnon_end\n- AwopPercMstpSgthWnonDnon_start\n- AwopPercMstpSgthWnonDnon_throw\n- AwopPercMstpSgthWpstDnon_Part1\n- AwopPercMstpSgthWpstDnon_Part2\n- AwopPercMstpSgthWpstDnon_Part3\n- AwopPercMstpSgthWpstDnon_Part4\n- AwopPercMstpSgthWpstDnon_Part5\n- AwopPercMstpSgthWrflDnon_End1\n- AwopPercMstpSgthWrflDnon_End2\n- AwopPercMstpSgthWrflDnon_Start1\n- AwopPercMstpSgthWrflDnon_Start2\n- AwopPercMstpSgthWrflDnon_Throw1\n- AwopPercMstpSgthWrflDnon_Throw2\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSnonWnonDnon\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSnonWnonDnon_end\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWpstDnon\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWpstDnon_end\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWrflDnon\n- AwopPercMstpSoptWbinDnon_AfdsPercMstpSrasWrflDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSnonWnonDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSnonWnonDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWlnrDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWlnrDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWpstDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWpstDnon_end\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWrflDnon\n- AwopPercMstpSoptWbinDnon_AmovPercMstpSrasWrflDnon_end\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_launcher\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_non\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_pistol\n- AwopPercMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_rifle\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_launcher\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_non\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_pistol\n- AwopPercMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_rifle\n- AwopPercMstpSoptWbinDnon_lnr\n- AwopPercMstpSoptWbinDnon_lnr_turnL\n- AwopPercMstpSoptWbinDnon_lnr_turnR\n- AwopPercMstpSoptWbinDnon_non\n- AwopPercMstpSoptWbinDnon_non_turnL\n- AwopPercMstpSoptWbinDnon_non_turnR\n- AwopPercMstpSoptWbinDnon_pst\n- AwopPercMstpSoptWbinDnon_pst_turnL\n- AwopPercMstpSoptWbinDnon_pst_turnR\n- AwopPercMstpSoptWbinDnon_rfl\n- AwopPercMstpSoptWbinDnon_rfl_turnL\n- AwopPercMstpSoptWbinDnon_rfl_turnR\n- AwopPknlMstpSgthWpstDnon_Part1\n- AwopPknlMstpSgthWpstDnon_Part2\n- AwopPknlMstpSgthWpstDnon_Part3\n- AwopPknlMstpSgthWpstDnon_Part4\n- AwopPknlMstpSgthWpstDnon_Part5\n- AwopPknlMstpSgthWrflDnon_End\n- AwopPknlMstpSgthWrflDnon_Start\n- AwopPknlMstpSgthWrflDnon_Throw\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSnonWnonDnon\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSnonWnonDnon_end\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWpstDnon\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWpstDnon_end\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWrflDnon\n- AwopPknlMstpSoptWbinDnon_AfdsPknlMstpSrasWrflDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSnonWnonDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSnonWnonDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWlnrDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWlnrDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWpstDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWpstDnon_end\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWrflDnon\n- AwopPknlMstpSoptWbinDnon_AmovPknlMstpSrasWrflDnon_end\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_launcher\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_non\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_pistol\n- AwopPknlMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_rifle\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_launcher\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_non\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_pistol\n- AwopPknlMstpSoptWbinDnon_AwopPpneMstpSoptWbinDnon_rifle\n- AwopPknlMstpSoptWbinDnon_lnr\n- AwopPknlMstpSoptWbinDnon_lnr_turnL\n- AwopPknlMstpSoptWbinDnon_lnr_turnR\n- AwopPknlMstpSoptWbinDnon_non\n- AwopPknlMstpSoptWbinDnon_non_turnL\n- AwopPknlMstpSoptWbinDnon_non_turnR\n- AwopPknlMstpSoptWbinDnon_pst\n- AwopPknlMstpSoptWbinDnon_pst_turnL\n- AwopPknlMstpSoptWbinDnon_pst_turnR\n- AwopPknlMstpSoptWbinDnon_rfl\n- AwopPknlMstpSoptWbinDnon_rfl_turnL\n- AwopPknlMstpSoptWbinDnon_rfl_turnR\n- AwopPpneMstpSgthWnonDnon_end\n- AwopPpneMstpSgthWnonDnon_Fast_End\n- AwopPpneMstpSgthWnonDnon_Fast_Start\n- AwopPpneMstpSgthWnonDnon_start\n- AwopPpneMstpSgthWnonDnon_throw\n- AwopPpneMstpSgthWpstDnon_Fast_End\n- AwopPpneMstpSgthWpstDnon_Fast_End_1\n- AwopPpneMstpSgthWpstDnon_Fast_Start\n- AwopPpneMstpSgthWpstDnon_Fast_Start_1\n- AwopPpneMstpSgthWpstDnon_Part1\n- AwopPpneMstpSgthWpstDnon_Part2\n- AwopPpneMstpSgthWpstDnon_Part3\n- AwopPpneMstpSgthWpstDnon_Part4\n- AwopPpneMstpSgthWpstDnon_Part5\n- AwopPpneMstpSgthWrflDnon_End\n- AwopPpneMstpSgthWrflDnon_Fast_End\n- AwopPpneMstpSgthWrflDnon_Fast_Start\n- AwopPpneMstpSgthWrflDnon_Start\n- AwopPpneMstpSgthWrflDnon_Throw\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSnonWnonDnon\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSnonWnonDnon_end\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWpstDnon\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWpstDnon_end\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWrflDnon\n- AwopPpneMstpSoptWbinDnon_AfdsPpneMstpSrasWrflDnon_end\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSnonWnonDnon\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSnonWnonDnon_end\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWpstDnon\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWpstDnon_end\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWrflDnon\n- AwopPpneMstpSoptWbinDnon_AmovPpneMstpSrasWrflDnon_end\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_launcher\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_non\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_pistol\n- AwopPpneMstpSoptWbinDnon_AwopPercMstpSoptWbinDnon_rifle\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_launcher\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_non\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_pistol\n- AwopPpneMstpSoptWbinDnon_AwopPknlMstpSoptWbinDnon_rifle\n- AwopPpneMstpSoptWbinDnon_lnr\n- AwopPpneMstpSoptWbinDnon_lnr_turnL\n- AwopPpneMstpSoptWbinDnon_lnr_turnR\n- AwopPpneMstpSoptWbinDnon_non\n- AwopPpneMstpSoptWbinDnon_non_turnL\n- AwopPpneMstpSoptWbinDnon_non_turnR\n- AwopPpneMstpSoptWbinDnon_pst\n- AwopPpneMstpSoptWbinDnon_pst_turnL\n- AwopPpneMstpSoptWbinDnon_pst_turnR\n- AwopPpneMstpSoptWbinDnon_rfl\n- AwopPpneMstpSoptWbinDnon_rfl_turnL\n- AwopPpneMstpSoptWbinDnon_rfl_turnR\n- BasicDriver\n- BasicDriverDead\n- BasicDriverDying\n- BasicDriverOut\n- BasicDriverOutDead\n- BasicDriverOutDying\n- BasicSittingGunner\n- BasicSittingGunner_Dead\n- bench_Heli_Light_01_get_in\n- bench_Heli_Light_01_get_out\n- Bipod_100_BottomLeft\n- Bipod_100_BottomRight\n- Bipod_100_CenterLeft\n- Bipod_100_CenterRight\n- Bipod_100_TopLeft\n- Bipod_100_TopRight\n- Bipod_110_BottomLeft\n- Bipod_110_BottomRight\n- Bipod_110_CenterLeft\n- Bipod_110_CenterRight\n- Bipod_110_TopLeft\n- Bipod_110_TopRight\n- Bipod_120_BottomLeft\n- Bipod_120_BottomRight\n- Bipod_120_CenterLeft\n- Bipod_120_CenterRight\n- Bipod_120_TopLeft\n- Bipod_120_TopRight\n- Bipod_130_BottomLeft\n- Bipod_130_BottomRight\n- Bipod_130_CenterLeft\n- Bipod_130_CenterRight\n- Bipod_130_TopLeft\n- Bipod_130_TopRight\n- Bipod_140_BottomLeft\n- Bipod_140_BottomRight\n- Bipod_140_CenterLeft\n- Bipod_140_CenterRight\n- Bipod_140_TopLeft\n- Bipod_140_TopRight\n- Bipod_150_BottomLeft\n- Bipod_150_BottomRight\n- Bipod_150_CenterLeft\n- Bipod_150_CenterRight\n- Bipod_150_TopLeft\n- Bipod_150_TopRight\n- Bipod_60_BottomLeft\n- Bipod_60_BottomRight\n- Bipod_60_CenterLeft\n- Bipod_60_CenterRight\n- Bipod_60_TopLeft\n- Bipod_60_TopRight\n- Bipod_80_BottomLeft\n- Bipod_80_BottomRight\n- Bipod_80_CenterLeft\n- Bipod_80_CenterRight\n- Bipod_80_TopLeft\n- Bipod_80_TopRight\n- Bipod_90_BottomLeft\n- Bipod_90_BottomRight\n- Bipod_90_CenterLeft\n- Bipod_90_CenterRight\n- Bipod_90_TopLeft\n- Bipod_90_TopRight\n- c4coming2cDf_genericstani1\n- c4coming2cDf_genericstani2\n- c4coming2cDf_genericstani4\n- c5efe_HonzaLoop\n- c5efe_MichalLoop\n- Campaign_Base\n- cargo_base\n- cargo_base_idle\n- cargo_base_idle_pistol\n- cargo_basebinoc\n- cargo_basepistol\n- cargo_marksman\n- ChopperHeavy_L_GetIn_H\n- ChopperHeavy_L_GetOut_H\n- ChopperHeavy_L_Static_H\n- ChopperHeavy_LP_Static_H\n- ChopperHeavy_Lux_GetIn_H\n- ChopperHeavy_Lux_GetOut_H\n- ChopperHeavy_R_GetIn_H\n- ChopperHeavy_R_GetOut_H\n- ChopperHeavy_R_Static_H\n- ChopperLight_C_L_idleA_H\n- ChopperLight_C_L_idleB_H\n- ChopperLight_C_L_idleC_H\n- ChopperLight_C_L_idleD_H\n- ChopperLight_C_L_static_H\n- ChopperLight_C_LIn_H\n- ChopperLight_C_LOut_H\n- ChopperLight_C_R_idleA_H\n- ChopperLight_C_R_idleB_H\n- ChopperLight_C_R_idleC_H\n- ChopperLight_C_R_idleD_H\n- ChopperLight_C_R_static_H\n- ChopperLight_C_Rin_H\n- ChopperLight_C_Rout_H\n- ChopperLight_CB_idle1shaky_H\n- ChopperLight_CB_idle1stable_H\n- ChopperLight_CB_idle2lookleft_H\n- ChopperLight_CB_idle3lookright_H\n- ChopperLight_CB_idle4_H\n- ChopperLight_CB_idle5lookdown_H\n- ChopperLight_CB_idle6pointing_H\n- ChopperLight_CB_idle7lookaround_H\n- ChopperLight_CB_Static_H\n- ChopperLight_L_In_H\n- ChopperLight_L_Out_H\n- ChopperLight_L_static_H\n- ChopperLight_L_static_H_getin\n- Chopperlight_R_In_H\n- Chopperlight_R_Out_H\n- ChopperLight_R_static_H\n- ChopperLight_RP_idleA_H\n- ChopperLight_RP_idleBored_H\n- ChopperLight_RP_idleBoredB_H\n- ChopperLight_RP_idleCtalk_H\n- ChopperLight_RP_idleDtalk_H\n- ChopperLight_RP_idleE_H\n- ChopperLight_RP_idleF_H\n- ChopperLight_RP_idleG_H\n- ChopperLight_RP_idleH_H\n- ChopperLight_RP_idleI_H\n- ChopperLight_RP_static_H\n- CoDriver_Van_02\n- CoDriver_Van_02_SettleIn\n- Commander_AFV_Wheeled_01_in\n- Commander_AFV_Wheeled_01_out\n- Commander_AFV_Wheeled_01_settlein\n- Commander_APC_tracked_01_aa_F_in\n- Commander_APC_tracked_01_aa_F_out\n- Commander_APC_tracked_01_aa_F_settlein\n- Commander_APC_tracked_01_crv_in\n- Commander_APC_tracked_01_crv_out\n- Commander_APC_tracked_02_aa_F_in\n- Commander_APC_tracked_02_aa_F_out\n- Commander_APC_tracked_02_aa_F_out_settlein\n- Commander_APC_tracked_02_cannon_F_in\n- Commander_APC_tracked_02_cannon_F_out\n- Commander_APC_tracked_02_cannon_F_out_settlein\n- Commander_APC_tracked_03_cannon_F_in\n- Commander_APC_tracked_03_cannon_F_out\n- Commander_APC_tracked_03_cannon_F_settlein\n- Commander_APC_Wheeled_01_in\n- Commander_APC_Wheeled_01_out\n- Commander_APC_Wheeled_02_rcws_F_in\n- Commander_APC_Wheeled_02_rcws_F_out\n- Commander_APC_Wheeled_03_cannon_F_in\n- Commander_APC_Wheeled_03_cannon_F_out\n- Commander_APC_Wheeled_03_cannon_F_out_settlein\n- commander_apctracked1_in\n- commander_apctracked1_out\n- commander_apctracked1_out_settlein\n- commander_apctracked1aa_in\n- commander_apctracked1aa_out\n- commander_apctracked1aa_out_settlein\n- commander_apctracked1rcws_out\n- commander_apctracked1rcws_out_settlein\n- commander_apctracked3_in\n- commander_apctracked3_out\n- commander_apctracked3_out_settlein\n- commander_apcwheeled1_in\n- commander_apcwheeled1_out\n- commander_apcwheeled1_out_settlein\n- commander_apcwheeled2_in\n- commander_apcwheeled2_out\n- commander_apcwheeled2_out_settlein\n- commander_apcwheeled2hi_in\n- commander_apcwheeled2hi_out\n- commander_apcwheeled2hi_out_settlein\n- Commander_LT_01_AT_F_in\n- Commander_LT_01_AT_F_out\n- Commander_LT_01_AT_F_out_settlein\n- commander_mbt3_in\n- commander_mbt3_out\n- commander_mbt3_out_settlein\n- Commander_MBT_01_arty_F_in\n- Commander_MBT_01_arty_F_out\n- Commander_MBT_01_cannon_F_in\n- Commander_MBT_01_cannon_F_out\n- Commander_MBT_01_cannon_F_out_settlein\n- Commander_MBT_02_arty_F_in\n- Commander_MBT_02_cannon_F_in\n- Commander_MBT_02_cannon_F_out\n- Commander_MBT_02_cannon_F_settlein\n- Commander_MBT_03_cannon_F_in\n- Commander_MBT_03_cannon_F_out\n- Commander_MBT_04_in\n- Commander_MBT_04_out\n- Commander_MBT_04_out_settlein\n- commander_MRAP_03\n- commander_MRAP_03_settlein\n- commander_sdv\n- copilot_Heli_Light_02\n- copilot_Heli_Light_02_Enter\n- copilot_Heli_Light_02_Exit\n- copilot_Heli_Light_02_KIA\n- copilot_Heli_Light_03\n- copilot_Heli_Light_03_Enter\n- copilot_Heli_Light_03_Exit\n- copilot_Heli_Light_03_KIA\n- Copilot_Plane_Civil_01\n- Copilot_Plane_Civil_01_GetIn\n- Copilot_Plane_Civil_01_GetOut\n- copilot_vtol01_armed\n- copilot_vtol01_armed_kia\n- copilot_vtol01_armed_settlein\n- Crew\n- crew_tank01_in\n- crew_tank01_out\n- CutSceneAnimationBase\n- CutSceneAnimationBaseAbuse\n- CutSceneAnimationBaseSit\n- CutSceneAnimationBaseZoZo\n- CutSceneAnimationSmk\n- DeadState\n- DefaultDieA3\n- DefaultDriver\n- DefaultPassenger\n- DefaultSettleIn\n- DismountOptic\n- DismountOpticProne\n- DismountSide\n- DismountSideProne\n- DraggerBase\n- DraggerBasenon\n- DraggerBaseRfl\n- Driver_AFV_Wheeled_01_in\n- Driver_AFV_Wheeled_01_out\n- Driver_APC_tracked_01_crv_in\n- Driver_APC_tracked_02_cannon_F_in\n- Driver_APC_tracked_02_cannon_F_out\n- Driver_APC_tracked_03_cannon_F_in\n- Driver_APC_tracked_03_cannon_F_out\n- Driver_APC_Wheeled_01_in\n- Driver_APC_Wheeled_01_out\n- Driver_APC_Wheeled_02_rcws_F_in\n- Driver_APC_Wheeled_02_rcws_F_out\n- Driver_APC_Wheeled_03_cannon_F_in\n- Driver_APC_Wheeled_03_cannon_F_out\n- driver_apctracked3_in\n- driver_apctracked3_out\n- driver_apctracked3_out_settlein\n- driver_apcwheeled1_out\n- driver_apcwheeled2_in\n- driver_apcwheeled2_out\n- driver_apcwheeled2_out_settlein\n- driver_apcwheeled3_in\n- driver_boat01\n- driver_boat01_settlein\n- driver_boat_transport_02\n- driver_boat_transport_02_settlein\n- driver_hemtt\n- Driver_High01\n- Driver_low01\n- driver_lsv01_kia\n- driver_lsv02_kia\n- driver_lsv_01\n- driver_lsv_01_settlein\n- driver_lsv_02\n- driver_lsv_02_settlein\n- Driver_LT_01_AT_F_in\n- Driver_LT_01_AT_F_out\n- driver_mantis\n- driver_mantis_settlein\n- Driver_MBT_01_cannon_F_in\n- Driver_MBT_02_F_in\n- Driver_MBT_03_cannon_F_in\n- Driver_MBT_03_cannon_F_out\n- Driver_MBT_04_in\n- Driver_MBT_04_out\n- Driver_mid01\n- driver_mid01_idlebreathing\n- driver_MRAP_01\n- driver_MRAP_01_settlein\n- driver_MRAP_03\n- driver_offroad01\n- driver_offroad01_settlein\n- driver_Quadbike\n- driver_scooter_01\n- driver_scooter_01_settlein\n- driver_sdv\n- driver_sdv_settlein\n- driver_tractor\n- driver_tractor_settlein\n- driver_Truck_02\n- driver_Truck_03\n- driver_Truck_03_settlein\n- driver_ugv_01\n- driver_Van_01\n- driver_Van_01_settlein\n- Driver_Van_02\n- Driver_Van_02_SettleIn\n- frontGunner_lsv01_kia\n- frontGunner_lsv_01\n- frontGunner_lsv_01_settlein\n- GetIn_Vertical_Pistol\n- GetIn_Vertical_Rifle\n- GetIn_Vertical_Unarmed\n- GetInAMV_cargo\n- GetInAssaultBoat\n- GetInHeli_Light_01bench\n- GetInHeli_Transport_01Cargo\n- GetInHeli_Transport_02Cargo\n- GetInHelicopterCargo\n- GetInHelicopterCargoPst\n- GetInHelicopterCargoRfl\n- GetInHemttBack\n- GetInMantis\n- GetInMortar\n- GetInMRAP_01\n- GetInMRAP_01_cargo\n- GetInMRAP_01_cargoPst\n- GetInMRAP_01_cargoRfl\n- GetInMRAP_01Pst\n- GetInMRAP_01Rfl\n- GetInMRAP_03\n- GetInOffroad\n- GetInOffroadBack\n- GetInOffroadCargo\n- GetInQuadbike\n- GetInQuadbike_cargo\n- GetInSpeedboat\n- GetOutAssaultBoat\n- GetOutHeli_Light_01bench\n- GetOutHelicopterCargo\n- GetOutHelicopterCargoPst\n- GetOutHelicopterCargoRfl\n- GetOutMantis\n- GetOutMortar\n- GetOutMRAP_01\n- GetOutMRAP_01_cargo\n- GetOutMRAP_01_cargoPst\n- GetOutMRAP_01_cargoRfl\n- GetOutMRAP_01Pst\n- GetOutMRAP_01Rfl\n- GetOutPara\n- GetOutQuadbike\n- GetOutQuadbike_cargo\n- GetOutSpeedboat\n- Grad_Gunner\n- gunner01_vtol01_armed\n- gunner01_vtol01_armed_kia\n- gunner01_vtol01_armed_settlein\n- gunner01_vtol01_vehicle\n- gunner01_vtol01_vehicle_kia\n- gunner01_vtol01_vehicle_settlein\n- gunner01_vtol02_vehicle\n- gunner01_vtol02_vehicle_kia\n- gunner01_vtol02_vehicle_settlein\n- gunner02_vtol01_armed\n- gunner02_vtol01_armed_kia\n- gunner02_vtol01_armed_settlein\n- gunner02_vtol01_vehicle\n- gunner02_vtol01_vehicle_kia\n- gunner02_vtol01_vehicle_settlein\n- Gunner_AFV_Wheeled_01_in\n- Gunner_AFV_Wheeled_01_out\n- Gunner_AFV_Wheeled_01_settlein\n- Gunner_APC_tracked_01_aa_F_in\n- Gunner_APC_tracked_01_aa_F_out\n- Gunner_APC_tracked_01_aa_F_settlein\n- Gunner_APC_tracked_01_crv_in\n- Gunner_APC_tracked_02_aa_F_in\n- Gunner_APC_tracked_02_aa_F_out\n- Gunner_APC_tracked_02_aa_F_out_settlein\n- Gunner_APC_tracked_02_cannon_F_in\n- Gunner_APC_tracked_02_cannon_F_out\n- Gunner_APC_tracked_02_cannon_F_out_settlein\n- Gunner_APC_tracked_03_cannon_F_in\n- Gunner_APC_tracked_03_cannon_F_out\n- Gunner_APC_tracked_03_cannon_F_settlein\n- Gunner_APC_Wheeled_01_in\n- Gunner_APC_Wheeled_01_out\n- Gunner_APC_Wheeled_03_cannon_F_in\n- gunner_apctracked1aa_in\n- gunner_apctracked1aa_out\n- gunner_apctracked1aa_out_settlein\n- gunner_apctracked3_in\n- gunner_apctracked3_out\n- gunner_apctracked3_out_settlein\n- gunner_apcwheeled1_in\n- gunner_apcwheeled1_out\n- gunner_apcwheeled1_out_settlein\n- gunner_apcwheeled3_in\n- gunner_Heli_Transport_01\n- gunner_Heli_Transport_01_hands\n- Gunner_HeliTransport3_1\n- Gunner_HeliTransport3_2\n- gunner_hmg02_low\n- gunner_hmg02_standing\n- gunner_lsv01_kia\n- gunner_lsv02_kia\n- gunner_lsv_01\n- Gunner_LSV_01_AT_F\n- gunner_lsv_01_settlein\n- gunner_lsv_02\n- Gunner_LSV_02_AT_F\n- gunner_lsv_02_settlein\n- gunner_mbt3_in\n- gunner_mbt3_out\n- gunner_mbt3_out_settlein\n- Gunner_MBT_01_arty_F_in\n- Gunner_MBT_01_arty_F_out\n- Gunner_MBT_01_arty_F_settlein\n- Gunner_MBT_01_cannon_F_in\n- Gunner_MBT_01_mlrs_F_in\n- Gunner_MBT_02_arty_F_in\n- Gunner_MBT_02_arty_F_out\n- Gunner_MBT_02_arty_F_settlein\n- Gunner_MBT_02_cannon_F_in\n- Gunner_MBT_02_cannon_F_out\n- Gunner_MBT_02_cannon_F_settlein\n- Gunner_MBT_03_cannon_F_in\n- Gunner_MBT_03_cannon_F_out\n- Gunner_MBT_04_in\n- gunner_mortar\n- gunner_MRAP_01\n- gunner_MRAP_01_settlein\n- gunner_MRAP_03\n- gunner_MRAP_03_lookingatmonitor\n- gunner_MRAP_03_settlein\n- gunner_offroad01\n- Gunner_Offroad_01_AT_F\n- Gunner_Offroad_02_AT_F\n- Gunner_Offroad_02_LMG_F\n- gunner_standup01\n- gunner_standup01_minigun\n- gunner_static_low01\n- gunner_staticlauncher\n- HaloFreeFall_B\n- HaloFreeFall_BL\n- HaloFreeFall_BR\n- HaloFreeFall_F\n- HaloFreeFall_FL\n- HaloFreeFall_FR\n- HaloFreeFall_L\n- HaloFreeFall_non\n- HaloFreeFall_non_HaloFreeFall_B\n- HaloFreeFall_non_HaloFreeFall_BL\n- HaloFreeFall_non_HaloFreeFall_BR\n- HaloFreeFall_non_HaloFreeFall_F\n- HaloFreeFall_non_HaloFreeFall_FL\n- HaloFreeFall_non_HaloFreeFall_FR\n- HaloFreeFall_non_HaloFreeFall_L\n- HaloFreeFall_non_HaloFreeFall_R\n- HaloFreeFall_R\n- Heli_Attack_01_Gunner\n- Heli_Attack_01_Gunner_getin\n- Heli_Attack_01_Gunner_getout\n- Heli_Attack_01_Pilot\n- Heli_Attack_01_Pilot_getin\n- Heli_Attack_01_Pilot_getout\n- Heli_Attack_01Gunner_AmovPercMstpSlowWrflDnon\n- Heli_Attack_01Pilot_AmovPercMstpSlowWrflDnon\n- Heli_Attack_02_Cargo\n- Heli_Attack_02_Gunner\n- Heli_Attack_02_Gunner_settlein\n- Heli_Attack_02_Pilot\n- Heli_Light_02_Cargo\n- Heli_Light_02_Gunner\n- Heli_Light_02_Pilot\n- Helper_InjuredRfl\n- Helper_SwitchToCarrynon\n- Helper_SwitchToCarrynon_pst\n- Helper_SwitchToCarryRfl\n- Hepler_InjuredNon\n- HubBriefing_ext\n- HubBriefing_ext_Contact\n- HubBriefing_lookAround1\n- HubBriefing_lookAround2\n- HubBriefing_loop\n- HubBriefing_pointAtTable\n- HubBriefing_pointLeft\n- HubBriefing_pointRight\n- HubBriefing_scratch\n- HubBriefing_stretch\n- HubBriefing_talkAround\n- HubBriefing_think\n- HubFixingVehicleProne_idle1\n- HubShootingRange_base\n- HubShootingRangeKneel_HubShootingRangeStand\n- HubShootingRangeKneel_move1\n- HubShootingRangeKneel_move2\n- HubShootingRangeKneel_move3\n- HubShootingRangeKneel_shoot\n- HubShootingRangeProne_move1\n- HubShootingRangeProne_move2\n- HubShootingRangeProne_move3\n- HubShootingRangeProne_shoot\n- HubShootingRangeStand_HubShootingRangeKneel\n- HubShootingRangeStand_move1\n- HubShootingRangeStand_move2\n- HubShootingRangeStand_move3\n- HubShootingRangeStand_move4\n- HubShootingRangeStand_shoot\n- HubSittingAtTableU_idle1\n- HubSittingAtTableU_idle2\n- HubSittingAtTableU_idle3\n- HubSittingChairA_idle1\n- HubSittingChairA_idle2\n- HubSittingChairA_idle3\n- HubSittingChairA_move1\n- HubSittingChairB_idle1\n- HubSittingChairB_idle2\n- HubSittingChairB_idle3\n- HubSittingChairB_move1\n- HubSittingChairC_idle1\n- HubSittingChairC_idle2\n- HubSittingChairC_idle3\n- HubSittingChairC_move1\n- HubSittingChairUA_idle1\n- HubSittingChairUA_idle2\n- HubSittingChairUA_idle3\n- HubSittingChairUA_move1\n- HubSittingChairUB_idle1\n- HubSittingChairUB_idle2\n- HubSittingChairUB_idle3\n- HubSittingChairUB_move1\n- HubSittingChairUC_idle1\n- HubSittingChairUC_idle2\n- HubSittingChairUC_idle3\n- HubSittingChairUC_move1\n- HubSittingHighA_idle1\n- HubSittingHighB_idle1\n- HubSittingHighB_idle2\n- HubSittingHighB_idle3\n- HubSittingHighB_in\n- HubSittingHighB_move1\n- HubSittingHighB_out\n- HubSittingHighB_outSalute\n- HubSpectator_stand\n- HubSpectator_stand_Contact\n- HubSpectator_standU\n- HubSpectator_walk\n- HubSpectator_walkU\n- HubStanding_idle1\n- HubStanding_idle2\n- HubStanding_idle3\n- HubStandingUA_idle1\n- HubStandingUA_idle2\n- HubStandingUA_idle3\n- HubStandingUA_move1\n- HubStandingUA_move2\n- HubStandingUB_idle1\n- HubStandingUB_idle2\n- HubStandingUB_idle3\n- HubStandingUB_move1\n- HubStandingUC_idle1\n- HubStandingUC_idle2\n- HubStandingUC_idle3\n- HubStandingUC_move1\n- HubStandingUC_move2\n- HubTemplate\n- HubTemplate_Briefing\n- HubTemplateU\n- HubWave_move1\n- HubWave_move2\n- HubWoundedProne_idle1\n- HubWoundedProne_idle2\n- InBaseMoves_assemblingVehicleErc\n- InBaseMoves_HandsBehindBack1\n- InBaseMoves_HandsBehindBack2\n- InBaseMoves_holdleft_idle1\n- InBaseMoves_Lean1\n- InBaseMoves_patrolling1\n- InBaseMoves_patrolling2\n- InBaseMoves_repairVehicleKnl\n- InBaseMoves_repairVehiclePne\n- InBaseMoves_sitHighUp1\n- InBaseMoves_SittingRifle1\n- InBaseMoves_SittingRifle2\n- InBaseMoves_table1\n- Incapacitated\n- IncapacitatedPistol\n- IncapacitatedRifle\n- IncapacitatedRifle_AmovPpneMstpSrasWrflDnon\n- Kart_driver\n- Kart_driver_KIA\n- KIA_chopperHeavy_L_01_H\n- KIA_chopperHeavy_L_02_H\n- KIA_chopperHeavy_LP_01_H\n- KIA_chopperHeavy_LP_02_H\n- KIA_chopperHeavy_LP_03_H\n- KIA_ChopperHeavy_R_01_H\n- KIA_chopperHeavy_R_02_H\n- KIA_chopperHeavy_R_03_H\n- KIA_chopperLight_C_L01_H\n- KIA_chopperLight_C_L02_H\n- KIA_chopperLight_C_R01_H\n- KIA_chopperLight_C_R02_H\n- KIA_chopperLight_CB_01_H\n- KIA_chopperLight_CB_02_H\n- KIA_chopperLight_L_01_H\n- KIA_chopperLight_L_02_H\n- KIA_chopperLight_L_03_H\n- KIA_chopperLight_R_01_H\n- KIA_chopperLight_R_02_H\n- KIA_chopperLight_RP_01_H\n- KIA_chopperLight_RP_02_H\n- KIA_chopperLight_RP_03_H\n- KIA_CoDriver_Van_02\n- KIA_Commander_AFV_Wheeled_01\n- KIA_Commander_APC_tracked_01_aa_F\n- KIA_Commander_APC_tracked_01_crv\n- KIA_Commander_APC_tracked_02_aa_F\n- KIA_Commander_APC_tracked_02_cannon_F\n- KIA_Commander_APC_tracked_03_cannon_F\n- KIA_Commander_APC_Wheeled_01\n- KIA_Commander_APC_Wheeled_02_rcws_F\n- KIA_Commander_APC_Wheeled_03_cannon_F\n- KIA_Commander_LT_01_AT_F\n- KIA_Commander_MBT_01_arty_F\n- KIA_Commander_MBT_01_cannon_F\n- KIA_Commander_MBT_02_arty_F\n- KIA_Commander_MBT_02_cannon_F\n- KIA_Commander_MBT_03_cannon_F\n- KIA_Commander_MBT_04\n- KIA_commander_MRAP_03\n- KIA_commander_sdv\n- KIA_Copilot_Plane_Civil_01\n- KIA_crew_tank01\n- KIA_Driver_AFV_Wheeled_01\n- KIA_Driver_APC_tracked_01_crv\n- KIA_Driver_APC_tracked_02_cannon_F\n- KIA_Driver_APC_tracked_03_cannon_F\n- KIA_Driver_APC_Wheeled_01\n- KIA_Driver_APC_Wheeled_02_rcws_F\n- KIA_Driver_APC_Wheeled_03_cannon_F\n- KIA_driver_boat01\n- KIA_driver_boat_transport_02\n- KIA_driver_hemtt\n- KIA_Driver_High01\n- KIA_Driver_low01\n- KIA_Driver_LT_01_AT_F\n- KIA_driver_mantis\n- KIA_Driver_MBT_01_cannon_F\n- KIA_Driver_MBT_02_F\n- KIA_Driver_MBT_03_cannon_F\n- KIA_Driver_MBT_04\n- KIA_Driver_mid01\n- KIA_driver_MRAP_03\n- KIA_driver_scooter_01\n- KIA_driver_sdv\n- KIA_driver_tractor\n- KIA_driver_Truck_02\n- KIA_driver_Truck_03\n- KIA_driver_ugv_01\n- KIA_driver_Van_01\n- KIA_Driver_Van_02\n- KIA_Gunner_AFV_Wheeled_01\n- KIA_Gunner_APC_tracked_01_aa_F\n- KIA_Gunner_APC_tracked_01_crv\n- KIA_Gunner_APC_tracked_02_aa_F\n- KIA_Gunner_APC_tracked_02_cannon_F\n- KIA_Gunner_APC_tracked_03_cannon_F\n- KIA_Gunner_APC_Wheeled_01\n- KIA_Gunner_APC_Wheeled_03_cannon_F\n- KIA_gunner_apcwheeled3_in\n- KIA_gunner_Heli_Transport_01\n- KIA_gunner_Heli_Transport_01_hands\n- KIA_Gunner_MBT_01_arty_F\n- KIA_Gunner_MBT_01_cannon_F\n- KIA_Gunner_MBT_01_mlrs_F\n- KIA_Gunner_MBT_02_arty_F\n- KIA_Gunner_MBT_02_cannon_F\n- KIA_Gunner_MBT_03_cannon_F\n- KIA_Gunner_MBT_04\n- KIA_gunner_mortar\n- KIA_gunner_MRAP_01\n- KIA_gunner_MRAP_03\n- KIA_Gunner_Offroad_02_AT_F\n- KIA_Gunner_Offroad_02_LMG_F\n- KIA_gunner_standup01\n- KIA_gunner_static_low01\n- KIA_gunner_staticlauncher\n- KIA_Heli_Attack_01_Gunner\n- KIA_Heli_Attack_01_Pilot\n- KIA_Heli_Attack_02_Cargo\n- KIA_Heli_Attack_02_Gunner\n- KIA_Heli_Attack_02_Pilot\n- KIA_Heli_Light_02_Cargo\n- KIA_Heli_Light_02_Gunner\n- KIA_Heli_Light_02_Pilot\n- KIA_Para_Pilot\n- KIA_passenger_apc_generic01\n- KIA_passenger_apc_generic02\n- KIA_passenger_apc_generic03\n- KIA_passenger_apc_generic04\n- KIA_passenger_apc_narrow_generic01\n- KIA_passenger_apc_narrow_generic02\n- KIA_passenger_apc_narrow_generic03\n- KIA_passenger_boat_holdleft\n- KIA_passenger_boat_holdleft2\n- KIA_passenger_boat_holdright\n- KIA_passenger_boat_holdright2\n- KIA_passenger_boat_rightrear\n- KIA_passenger_flatground\n- KIA_passenger_flatground_generic\n- KIA_passenger_flatground_leanleft\n- KIA_passenger_flatground_leanright\n- KIA_passenger_generic01\n- KIA_passenger_generic02\n- KIA_passenger_injured_medevac_truck01\n- KIA_passenger_injured_medevac_truck02\n- KIA_passenger_injured_medevac_truck03\n- KIA_passenger_low01\n- KIA_passenger_mantisrear\n- KIA_passenger_MRAP_01_back\n- KIA_passenger_MRAP_01_front\n- KIA_passenger_MRAP_03exgunner\n- KIA_Passenger_Plane_Civil_01_L\n- KIA_Passenger_Plane_Civil_01_R\n- KIA_passenger_quadbike\n- KIA_passenger_scooter_01\n- KIA_passenger_scooter_02\n- KIA_passenger_sdv\n- KIA_Passenger_Van_02_Medevac_Back\n- KIA_Passenger_Van_02_Medevac_Front\n- KIA_passenger_VAN_codriver01\n- KIA_passenger_VAN_codriver02\n- KIA_Patient_Van_02_Medevac_Back\n- KIA_Patient_Van_02_Medevac_Front\n- KIA_pilot_Heli_Attack_01\n- KIA_pilot_Heli_Transport_01\n- KIA_pilot_Heli_Transport_03\n- KIA_pilot_Heli_Transport_04\n- KIA_pilot_plane_cas_01\n- KIA_pilot_plane_cas_02\n- KIA_Pilot_Plane_Civil_01\n- KIA_Pilot_Plane_Fighter\n- KIA_Pilot_Plane_Fighter_Ejection\n- KIA_Plane_Fighter_03_Pilot\n- KIA_RHIB_Cargo\n- KIA_RHIB_Driver\n- KIA_Truck_02_Driver\n- KIA_truck_02_mrl_gunner\n- KIA_Truck_Cargo01\n- KIA_Truck_Cargo02\n- KIA_Truck_Cargo03\n- KIA_Truck_Cargo04\n- KIA_Truck_Driver\n- KIA_Zodiac_Cargo_1\n- KIA_Zodiac_Cargo_2\n- KIA_Zodiac_Cargo_3\n- KIA_Zodiac_Cargo_4\n- KIA_Zodiac_Driver\n- LaceyTest1a\n- LaceyTest1b\n- LaceyTest2a\n- LaceyTest2b\n- LadderCivilDownLoop\n- LadderCivilDownOff\n- LadderCivilOn_Bottom\n- LadderCivilOn_Top\n- LadderCivilStatic\n- LadderCivilTopOff\n- LadderCivilUpLoop\n- LadderRifleDownLoop\n- LadderRifleDownOff\n- LadderRifleOn\n- LadderRifleStatic\n- LadderRifleTopOff\n- LadderRifleUpLoop\n- LauncherReloadKneel\n- LauncherReloadStand\n- LHD_krajPaluby\n- mbt1_slot1_in\n- mbt1_slot1_out\n- mbt1_slot1_out_settlein\n- mbt1_slot2_in\n- mbt1_slot2_out\n- mbt1_slot2_out_settlein\n- mbt1c_slot2_in\n- mbt1c_slot2_out\n- mbt1c_slot2_out_settlein\n- mbt2_slot1_in\n- mbt2_slot1_out\n- mbt2_slot1_out_settlein\n- mbt2_slot2_in\n- mbt2_slot2_out\n- mbt2_slot2_out_settlein\n- mbt2_slot2a_in\n- mbt2_slot2a_out\n- mbt2_slot2a_out_settlein\n- mbt2_slot2b_in\n- mbt2_slot2b_out\n- mbt2_slot2b_out_settlein\n- Mk201_Dead\n- Mk201_Turret\n- Mk34_Dead\n- Mk34_Turret\n- Mortar_01_F_Dead\n- Mortar_01_F_Turret\n- Mortar_Gunner\n- MountOptic\n- MountOpticProne\n- MountSide\n- MountSideProne\n- Para_Pilot\n- passenger_apc_generic01\n- passenger_apc_generic01_settlein\n- passenger_apc_generic02\n- passenger_apc_generic02_settlein\n- passenger_apc_generic02b\n- passenger_apc_generic02b_settlein\n- passenger_apc_generic03\n- passenger_apc_generic03_low\n- passenger_apc_generic03_low_settlein\n- passenger_apc_generic03_settlein\n- passenger_apc_generic04\n- passenger_apc_generic04_settlein\n- passenger_apc_generic04still\n- passenger_apc_narrow_generic01\n- passenger_apc_narrow_generic01_low\n- passenger_apc_narrow_generic01_low_settlein\n- passenger_apc_narrow_generic01_settlein\n- passenger_apc_narrow_generic02\n- passenger_apc_narrow_generic02_low\n- passenger_apc_narrow_generic02_low_settlein\n- passenger_apc_narrow_generic02_settlein\n- passenger_apc_narrow_generic03\n- passenger_apc_narrow_generic03_low\n- passenger_apc_narrow_generic03_low_settlein\n- passenger_apc_narrow_generic03_settlein\n- passenger_apc_narrow_generic03still\n- passenger_apc_narrow_generic03still_settlein\n- passenger_bench_1_Aim\n- passenger_bench_1_Aim_Binoc\n- passenger_bench_1_Aim_FromBinoc\n- passenger_bench_1_Aim_FromBinoc_End\n- passenger_bench_1_Aim_FromPistol\n- passenger_bench_1_Aim_FromPistol_End\n- passenger_bench_1_Aim_Idling\n- passenger_bench_1_Aim_Pistol\n- passenger_bench_1_Aim_Pistol_Binoc\n- passenger_bench_1_Aim_Pistol_FromBinoc\n- passenger_bench_1_Aim_Pistol_FromBinoc_End\n- passenger_bench_1_Aim_Pistol_Idling\n- passenger_bench_1_Aim_Pistol_ToBinoc\n- passenger_bench_1_Aim_Pistol_ToBinoc_End\n- passenger_bench_1_Aim_ToBinoc\n- passenger_bench_1_Aim_ToBinoc_End\n- passenger_bench_1_Aim_ToPistol\n- passenger_bench_1_Aim_ToPistol_End\n- passenger_bench_1_Aim_Unarmed_Binoc\n- passenger_bench_1_Aim_Unarmed_FromBinoc\n- passenger_bench_1_Aim_Unarmed_FromBinoc_End\n- passenger_bench_1_Aim_Unarmed_ToBinoc\n- passenger_bench_1_Aim_Unarmed_ToBinoc_End\n- passenger_bench_1_Die\n- passenger_bench_1_Die_Pistol\n- passenger_bench_1_fromObstructed\n- passenger_bench_1_fromObstructed_Pistol\n- passenger_bench_1_Idle\n- passenger_bench_1_Idle_Idling\n- passenger_bench_1_Idle_Pistol\n- passenger_bench_1_Idle_Pistol_Idling\n- passenger_bench_1_Idle_Unarmed\n- passenger_bench_1_Idle_Unarmed_Idling\n- passenger_bench_1_Obstructed\n- passenger_bench_1_Obstructed_Pistol\n- passenger_bench_1_toObstructed\n- passenger_bench_1_toObstructed_Pistol\n- passenger_boat_1_Aim\n- passenger_boat_1_Aim_Binoc\n- passenger_boat_1_Aim_FromBinoc\n- passenger_boat_1_Aim_FromBinoc_End\n- passenger_boat_1_Aim_FromPistol\n- passenger_boat_1_Aim_FromPistol_End\n- passenger_boat_1_Aim_Idling\n- passenger_boat_1_Aim_Pistol\n- passenger_boat_1_Aim_Pistol_Binoc\n- passenger_boat_1_Aim_Pistol_FromBinoc\n- passenger_boat_1_Aim_Pistol_FromBinoc_End\n- passenger_boat_1_Aim_Pistol_Idling\n- passenger_boat_1_Aim_Pistol_ToBinoc\n- passenger_boat_1_Aim_Pistol_ToBinoc_End\n- passenger_boat_1_Aim_ToBinoc\n- passenger_boat_1_Aim_ToBinoc_End\n- passenger_boat_1_Aim_ToPistol\n- passenger_boat_1_Aim_ToPistol_End\n- passenger_boat_1_Aim_Unarmed_Binoc\n- passenger_boat_1_Aim_Unarmed_FromBinoc\n- passenger_boat_1_Aim_Unarmed_FromBinoc_End\n- passenger_boat_1_Aim_Unarmed_ToBinoc\n- passenger_boat_1_Aim_Unarmed_ToBinoc_End\n- passenger_boat_1_Die\n- passenger_boat_1_Die_Pistol\n- passenger_boat_1_fromObstructed\n- passenger_boat_1_fromObstructed_Pistol\n- passenger_boat_1_Idle\n- passenger_boat_1_Idle_Idling\n- passenger_boat_1_Idle_Pistol\n- passenger_boat_1_Idle_Pistol_Idling\n- passenger_boat_1_Idle_Unarmed\n- passenger_boat_1_Idle_Unarmed_Idling\n- passenger_boat_1_Obstructed\n- passenger_boat_1_Obstructed_Pistol\n- passenger_boat_1_toObstructed\n- passenger_boat_1_toObstructed_Pistol\n- passenger_boat_2_Aim\n- passenger_boat_2_Aim_Binoc\n- passenger_boat_2_Aim_FromBinoc\n- passenger_boat_2_Aim_FromBinoc_End\n- passenger_boat_2_Aim_FromPistol\n- passenger_boat_2_Aim_FromPistol_End\n- passenger_boat_2_Aim_Idling\n- passenger_boat_2_Aim_Pistol\n- passenger_boat_2_Aim_Pistol_Binoc\n- passenger_boat_2_Aim_Pistol_FromBinoc\n- passenger_boat_2_Aim_Pistol_FromBinoc_End\n- passenger_boat_2_Aim_Pistol_Idling\n- passenger_boat_2_Aim_Pistol_ToBinoc\n- passenger_boat_2_Aim_Pistol_ToBinoc_End\n- passenger_boat_2_Aim_ToBinoc\n- passenger_boat_2_Aim_ToBinoc_End\n- passenger_boat_2_Aim_ToPistol\n- passenger_boat_2_Aim_ToPistol_End\n- passenger_boat_2_Aim_Unarmed_Binoc\n- passenger_boat_2_Aim_Unarmed_FromBinoc\n- passenger_boat_2_Aim_Unarmed_FromBinoc_End\n- passenger_boat_2_Aim_Unarmed_ToBinoc\n- passenger_boat_2_Aim_Unarmed_ToBinoc_End\n- passenger_boat_2_Die\n- passenger_boat_2_Die_Pistol\n- passenger_boat_2_fromObstructed\n- passenger_boat_2_fromObstructed_Pistol\n- passenger_boat_2_Idle\n- passenger_boat_2_Idle_Idling\n- passenger_boat_2_Idle_Pistol\n- passenger_boat_2_Idle_Pistol_Idling\n- passenger_boat_2_Idle_Unarmed\n- passenger_boat_2_Idle_Unarmed_Idling\n- passenger_boat_2_Obstructed\n- passenger_boat_2_Obstructed_Pistol\n- passenger_boat_2_toObstructed\n- passenger_boat_2_toObstructed_Pistol\n- passenger_boat_3_Aim\n- passenger_boat_3_Aim_Binoc\n- passenger_boat_3_Aim_FromBinoc\n- passenger_boat_3_Aim_FromBinoc_End\n- passenger_boat_3_Aim_FromPistol\n- passenger_boat_3_Aim_FromPistol_End\n- passenger_boat_3_Aim_Idling\n- passenger_boat_3_Aim_Pistol\n- passenger_boat_3_Aim_Pistol_Binoc\n- passenger_boat_3_Aim_Pistol_FromBinoc\n- passenger_boat_3_Aim_Pistol_FromBinoc_End\n- passenger_boat_3_Aim_Pistol_Idling\n- passenger_boat_3_Aim_Pistol_ToBinoc\n- passenger_boat_3_Aim_Pistol_ToBinoc_End\n- passenger_boat_3_Aim_ToBinoc\n- passenger_boat_3_Aim_ToBinoc_End\n- passenger_boat_3_Aim_ToPistol\n- passenger_boat_3_Aim_ToPistol_End\n- passenger_boat_3_Aim_Unarmed_Binoc\n- passenger_boat_3_Aim_Unarmed_FromBinoc\n- passenger_boat_3_Aim_Unarmed_FromBinoc_End\n- passenger_boat_3_Aim_Unarmed_ToBinoc\n- passenger_boat_3_Aim_Unarmed_ToBinoc_End\n- passenger_boat_3_Die\n- passenger_boat_3_Die_Pistol\n- passenger_boat_3_fromObstructed\n- passenger_boat_3_fromObstructed_Pistol\n- passenger_boat_3_Idle\n- passenger_boat_3_Idle_Idling\n- passenger_boat_3_Idle_Pistol\n- passenger_boat_3_Idle_Pistol_Idling\n- passenger_boat_3_Idle_Unarmed\n- passenger_boat_3_Idle_Unarmed_Idling\n- passenger_boat_3_Obstructed\n- passenger_boat_3_Obstructed_Pistol\n- passenger_boat_3_toObstructed\n- passenger_boat_3_toObstructed_Pistol\n- passenger_boat_4_Aim\n- passenger_boat_4_Aim_Binoc\n- passenger_boat_4_Aim_FromBinoc\n- passenger_boat_4_Aim_FromBinoc_End\n- passenger_boat_4_Aim_FromPistol\n- passenger_boat_4_Aim_FromPistol_End\n- passenger_boat_4_Aim_Idling\n- passenger_boat_4_Aim_Pistol\n- passenger_boat_4_Aim_Pistol_Binoc\n- passenger_boat_4_Aim_Pistol_FromBinoc\n- passenger_boat_4_Aim_Pistol_FromBinoc_End\n- passenger_boat_4_Aim_Pistol_Idling\n- passenger_boat_4_Aim_Pistol_ToBinoc\n- passenger_boat_4_Aim_Pistol_ToBinoc_End\n- passenger_boat_4_Aim_ToBinoc\n- passenger_boat_4_Aim_ToBinoc_End\n- passenger_boat_4_Aim_ToPistol\n- passenger_boat_4_Aim_ToPistol_End\n- passenger_boat_4_Aim_Unarmed_Binoc\n- passenger_boat_4_Aim_Unarmed_FromBinoc\n- passenger_boat_4_Aim_Unarmed_FromBinoc_End\n- passenger_boat_4_Aim_Unarmed_ToBinoc\n- passenger_boat_4_Aim_Unarmed_ToBinoc_End\n- passenger_boat_4_Die\n- passenger_boat_4_Die_Pistol\n- passenger_boat_4_fromObstructed\n- passenger_boat_4_fromObstructed_Pistol\n- passenger_boat_4_Idle\n- passenger_boat_4_Idle_Idling\n- passenger_boat_4_Idle_Pistol\n- passenger_boat_4_Idle_Pistol_Idling\n- passenger_boat_4_Idle_Unarmed\n- passenger_boat_4_Idle_Unarmed_Idling\n- passenger_boat_4_Obstructed\n- passenger_boat_4_Obstructed_Pistol\n- passenger_boat_4_toObstructed\n- passenger_boat_4_toObstructed_Pistol\n- passenger_boat_holdleft\n- passenger_boat_holdleft2\n- passenger_boat_holdright\n- passenger_boat_holdright2\n- passenger_boat_rightrear\n- passenger_boat_rightrear_settlein\n- passenger_flatground_1_Aim\n- passenger_flatground_1_Aim_Binoc\n- passenger_flatground_1_Aim_FromBinoc\n- passenger_flatground_1_Aim_FromBinoc_End\n- passenger_flatground_1_Aim_FromPistol\n- passenger_flatground_1_Aim_FromPistol_End\n- passenger_flatground_1_Aim_Idling\n- passenger_flatground_1_Aim_Pistol\n- passenger_flatground_1_Aim_Pistol_Binoc\n- passenger_flatground_1_Aim_Pistol_FromBinoc\n- passenger_flatground_1_Aim_Pistol_FromBinoc_End\n- passenger_flatground_1_Aim_Pistol_Idling\n- passenger_flatground_1_Aim_Pistol_ToBinoc\n- passenger_flatground_1_Aim_Pistol_ToBinoc_End\n- passenger_flatground_1_Aim_ToBinoc\n- passenger_flatground_1_Aim_ToBinoc_End\n- passenger_flatground_1_Aim_ToPistol\n- passenger_flatground_1_Aim_ToPistol_End\n- passenger_flatground_1_Aim_Unarmed_Binoc\n- passenger_flatground_1_Aim_Unarmed_FromBinoc\n- passenger_flatground_1_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_1_Aim_Unarmed_ToBinoc\n- passenger_flatground_1_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_1_Die\n- passenger_flatground_1_Die_Pistol\n- passenger_flatground_1_fromObstructed\n- passenger_flatground_1_fromObstructed_Pistol\n- passenger_flatground_1_Idle\n- passenger_flatground_1_Idle_Idling\n- passenger_flatground_1_Idle_Pistol\n- passenger_flatground_1_Idle_Pistol_Idling\n- passenger_flatground_1_Idle_Unarmed\n- passenger_flatground_1_Idle_Unarmed_Idling\n- passenger_flatground_1_Obstructed\n- passenger_flatground_1_Obstructed_Pistol\n- passenger_flatground_1_toObstructed\n- passenger_flatground_1_toObstructed_Pistol\n- passenger_flatground_2_Aim\n- passenger_flatground_2_Aim_Binoc\n- passenger_flatground_2_Aim_FromBinoc\n- passenger_flatground_2_Aim_FromBinoc_End\n- passenger_flatground_2_Aim_FromPistol\n- passenger_flatground_2_Aim_FromPistol_End\n- passenger_flatground_2_Aim_Idling\n- passenger_flatground_2_Aim_Pistol\n- passenger_flatground_2_Aim_Pistol_Binoc\n- passenger_flatground_2_Aim_Pistol_FromBinoc\n- passenger_flatground_2_Aim_Pistol_FromBinoc_End\n- passenger_flatground_2_Aim_Pistol_Idling\n- passenger_flatground_2_Aim_Pistol_ToBinoc\n- passenger_flatground_2_Aim_Pistol_ToBinoc_End\n- passenger_flatground_2_Aim_ToBinoc\n- passenger_flatground_2_Aim_ToBinoc_End\n- passenger_flatground_2_Aim_ToPistol\n- passenger_flatground_2_Aim_ToPistol_End\n- passenger_flatground_2_Aim_Unarmed_Binoc\n- passenger_flatground_2_Aim_Unarmed_FromBinoc\n- passenger_flatground_2_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_2_Aim_Unarmed_ToBinoc\n- passenger_flatground_2_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_2_Die\n- passenger_flatground_2_Die_Pistol\n- passenger_flatground_2_fromObstructed\n- passenger_flatground_2_fromObstructed_Pistol\n- passenger_flatground_2_Idle\n- passenger_flatground_2_Idle_Idling\n- passenger_flatground_2_Idle_Pistol\n- passenger_flatground_2_Idle_Pistol_Idling\n- passenger_flatground_2_Idle_Unarmed\n- passenger_flatground_2_Idle_Unarmed_Idling\n- passenger_flatground_2_Obstructed\n- passenger_flatground_2_Obstructed_Pistol\n- passenger_flatground_2_toObstructed\n- passenger_flatground_2_toObstructed_Pistol\n- passenger_flatground_3_Aim\n- passenger_flatground_3_Aim_Binoc\n- passenger_flatground_3_Aim_FromBinoc\n- passenger_flatground_3_Aim_FromBinoc_End\n- passenger_flatground_3_Aim_FromPistol\n- passenger_flatground_3_Aim_FromPistol_End\n- passenger_flatground_3_Aim_Idling\n- passenger_flatground_3_Aim_Pistol\n- passenger_flatground_3_Aim_Pistol_Binoc\n- passenger_flatground_3_Aim_Pistol_FromBinoc\n- passenger_flatground_3_Aim_Pistol_FromBinoc_End\n- passenger_flatground_3_Aim_Pistol_Idling\n- passenger_flatground_3_Aim_Pistol_ToBinoc\n- passenger_flatground_3_Aim_Pistol_ToBinoc_End\n- passenger_flatground_3_Aim_ToBinoc\n- passenger_flatground_3_Aim_ToBinoc_End\n- passenger_flatground_3_Aim_ToPistol\n- passenger_flatground_3_Aim_ToPistol_End\n- passenger_flatground_3_Aim_Unarmed_Binoc\n- passenger_flatground_3_Aim_Unarmed_FromBinoc\n- passenger_flatground_3_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_3_Aim_Unarmed_ToBinoc\n- passenger_flatground_3_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_3_Die\n- passenger_flatground_3_Die_Pistol\n- passenger_flatground_3_fromObstructed\n- passenger_flatground_3_fromObstructed_Pistol\n- passenger_flatground_3_Idle\n- passenger_flatground_3_Idle_Idling\n- passenger_flatground_3_Idle_Pistol\n- passenger_flatground_3_Idle_Pistol_Idling\n- passenger_flatground_3_Idle_Unarmed\n- passenger_flatground_3_Idle_Unarmed_Idling\n- passenger_flatground_3_Obstructed\n- passenger_flatground_3_Obstructed_Pistol\n- passenger_flatground_3_toObstructed\n- passenger_flatground_3_toObstructed_Pistol\n- passenger_flatground_4_Aim\n- passenger_flatground_4_Aim_Binoc\n- passenger_flatground_4_Aim_FromBinoc\n- passenger_flatground_4_Aim_FromBinoc_End\n- passenger_flatground_4_Aim_FromPistol\n- passenger_flatground_4_Aim_FromPistol_End\n- passenger_flatground_4_Aim_Idling\n- passenger_flatground_4_Aim_Pistol\n- passenger_flatground_4_Aim_Pistol_Binoc\n- passenger_flatground_4_Aim_Pistol_FromBinoc\n- passenger_flatground_4_Aim_Pistol_FromBinoc_End\n- passenger_flatground_4_Aim_Pistol_Idling\n- passenger_flatground_4_Aim_Pistol_ToBinoc\n- passenger_flatground_4_Aim_Pistol_ToBinoc_End\n- passenger_flatground_4_Aim_ToBinoc\n- passenger_flatground_4_Aim_ToBinoc_End\n- passenger_flatground_4_Aim_ToPistol\n- passenger_flatground_4_Aim_ToPistol_End\n- passenger_flatground_4_Aim_Unarmed_Binoc\n- passenger_flatground_4_Aim_Unarmed_FromBinoc\n- passenger_flatground_4_Aim_Unarmed_FromBinoc_End\n- passenger_flatground_4_Aim_Unarmed_ToBinoc\n- passenger_flatground_4_Aim_Unarmed_ToBinoc_End\n- passenger_flatground_4_Aim_vehicle_passenger_stand_1_Aim\n- passenger_flatground_4_Die\n- passenger_flatground_4_Die_Pistol\n- passenger_flatground_4_fromObstructed\n- passenger_flatground_4_fromObstructed_Pistol\n- passenger_flatground_4_Idle\n- passenger_flatground_4_Idle_Idling\n- passenger_flatground_4_Idle_Pistol\n- passenger_flatground_4_Idle_Pistol_Idling\n- passenger_flatground_4_Idle_Unarmed\n- passenger_flatground_4_Idle_Unarmed_Idling\n- passenger_flatground_4_Obstructed\n- passenger_flatground_4_Obstructed_Pistol\n- passenger_flatground_4_toObstructed\n- passenger_flatground_4_toObstructed_Pistol\n- passenger_flatground_crosslegs\n- passenger_flatground_crosslegs_settlein\n- passenger_flatground_generic01\n- passenger_flatground_generic01_settlein\n- passenger_flatground_generic02\n- passenger_flatground_generic02_settlein\n- passenger_flatground_generic03\n- passenger_flatground_generic03_settlein\n- passenger_flatground_generic04\n- passenger_flatground_generic04_settlein\n- passenger_flatground_generic05\n- passenger_flatground_generic05_settlein\n- passenger_flatground_leanleft\n- passenger_flatground_leanleft_settlein\n- passenger_flatground_leanright\n- passenger_flatground_leanright_settlein\n- passenger_generic01_foldhands\n- passenger_generic01_foldhands_settlein\n- passenger_generic01_leanleft\n- passenger_generic01_leanleft_settlein\n- passenger_generic01_leanright\n- passenger_generic01_leanright_settlein\n- passenger_generic02_foldhands\n- passenger_generic02_foldhands_settlein\n- passenger_injured_medevac_truck01\n- passenger_injured_medevac_truck02\n- passenger_injured_medevac_truck03\n- passenger_inside_1_Aim\n- passenger_inside_1_Aim_Binoc\n- passenger_inside_1_Aim_FromBinoc\n- passenger_inside_1_Aim_FromBinoc_End\n- passenger_inside_1_Aim_FromPistol\n- passenger_inside_1_Aim_FromPistol_End\n- passenger_inside_1_Aim_Idling\n- passenger_inside_1_Aim_Pistol\n- passenger_inside_1_Aim_Pistol_Binoc\n- passenger_inside_1_Aim_Pistol_FromBinoc\n- passenger_inside_1_Aim_Pistol_FromBinoc_End\n- passenger_inside_1_Aim_Pistol_Idling\n- passenger_inside_1_Aim_Pistol_ToBinoc\n- passenger_inside_1_Aim_Pistol_ToBinoc_End\n- passenger_inside_1_Aim_ToBinoc\n- passenger_inside_1_Aim_ToBinoc_End\n- passenger_inside_1_Aim_ToPistol\n- passenger_inside_1_Aim_ToPistol_End\n- passenger_inside_1_Aim_Unarmed_Binoc\n- passenger_inside_1_Aim_Unarmed_FromBinoc\n- passenger_inside_1_Aim_Unarmed_FromBinoc_End\n- passenger_inside_1_Aim_Unarmed_ToBinoc\n- passenger_inside_1_Aim_Unarmed_ToBinoc_End\n- passenger_inside_1_Die\n- passenger_inside_1_Die_Pistol\n- passenger_inside_1_fromObstructed\n- passenger_inside_1_fromObstructed_Pistol\n- passenger_inside_1_Idle\n- passenger_inside_1_Idle_Idling\n- passenger_inside_1_Idle_Pistol\n- passenger_inside_1_Idle_Pistol_Idling\n- passenger_inside_1_Idle_Unarmed\n- passenger_inside_1_Idle_Unarmed_Idling\n- passenger_inside_1_Obstructed\n- passenger_inside_1_Obstructed_Pistol\n- passenger_inside_1_toObstructed\n- passenger_inside_1_toObstructed_Pistol\n- passenger_inside_2_Aim\n- passenger_inside_2_Aim_Binoc\n- passenger_inside_2_Aim_FromBinoc\n- passenger_inside_2_Aim_FromBinoc_End\n- passenger_inside_2_Aim_FromPistol\n- passenger_inside_2_Aim_FromPistol_End\n- passenger_inside_2_Aim_Idling\n- passenger_inside_2_Aim_Pistol\n- passenger_inside_2_Aim_Pistol_Binoc\n- passenger_inside_2_Aim_Pistol_FromBinoc\n- passenger_inside_2_Aim_Pistol_FromBinoc_End\n- passenger_inside_2_Aim_Pistol_Idling\n- passenger_inside_2_Aim_Pistol_ToBinoc\n- passenger_inside_2_Aim_Pistol_ToBinoc_End\n- passenger_inside_2_Aim_ToBinoc\n- passenger_inside_2_Aim_ToBinoc_End\n- passenger_inside_2_Aim_ToPistol\n- passenger_inside_2_Aim_ToPistol_End\n- passenger_inside_2_Aim_Unarmed_Binoc\n- passenger_inside_2_Aim_Unarmed_FromBinoc\n- passenger_inside_2_Aim_Unarmed_FromBinoc_End\n- passenger_inside_2_Aim_Unarmed_ToBinoc\n- passenger_inside_2_Aim_Unarmed_ToBinoc_End\n- passenger_inside_2_Die\n- passenger_inside_2_Die_Pistol\n- passenger_inside_2_fromObstructed\n- passenger_inside_2_fromObstructed_Pistol\n- passenger_inside_2_Idle\n- passenger_inside_2_Idle_Idling\n- passenger_inside_2_Idle_Pistol\n- passenger_inside_2_Idle_Pistol_Idling\n- passenger_inside_2_Idle_Unarmed\n- passenger_inside_2_Idle_Unarmed_Idling\n- passenger_inside_2_Obstructed\n- passenger_inside_2_Obstructed_Pistol\n- passenger_inside_2_toObstructed\n- passenger_inside_2_toObstructed_Pistol\n- passenger_inside_3_Aim\n- passenger_inside_3_Aim_Binoc\n- passenger_inside_3_Aim_FromBinoc\n- passenger_inside_3_Aim_FromBinoc_End\n- passenger_inside_3_Aim_FromPistol\n- passenger_inside_3_Aim_FromPistol_End\n- passenger_inside_3_Aim_Idling\n- passenger_inside_3_Aim_Pistol\n- passenger_inside_3_Aim_Pistol_Binoc\n- passenger_inside_3_Aim_Pistol_FromBinoc\n- passenger_inside_3_Aim_Pistol_FromBinoc_End\n- passenger_inside_3_Aim_Pistol_Idling\n- passenger_inside_3_Aim_Pistol_ToBinoc\n- passenger_inside_3_Aim_Pistol_ToBinoc_End\n- passenger_inside_3_Aim_ToBinoc\n- passenger_inside_3_Aim_ToBinoc_End\n- passenger_inside_3_Aim_ToPistol\n- passenger_inside_3_Aim_ToPistol_End\n- passenger_inside_3_Aim_Unarmed_Binoc\n- passenger_inside_3_Aim_Unarmed_FromBinoc\n- passenger_inside_3_Aim_Unarmed_FromBinoc_End\n- passenger_inside_3_Aim_Unarmed_ToBinoc\n- passenger_inside_3_Aim_Unarmed_ToBinoc_End\n- passenger_inside_3_Die\n- passenger_inside_3_Die_Pistol\n- passenger_inside_3_fromObstructed\n- passenger_inside_3_fromObstructed_Pistol\n- passenger_inside_3_Idle\n- passenger_inside_3_Idle_Idling\n- passenger_inside_3_Idle_Pistol\n- passenger_inside_3_Idle_Pistol_Idling\n- passenger_inside_3_Idle_Unarmed\n- passenger_inside_3_Idle_Unarmed_Idling\n- passenger_inside_3_Obstructed\n- passenger_inside_3_Obstructed_Pistol\n- passenger_inside_3_toObstructed\n- passenger_inside_3_toObstructed_Pistol\n- passenger_inside_4_Aim\n- passenger_inside_4_Aim_Binoc\n- passenger_inside_4_Aim_FromBinoc\n- passenger_inside_4_Aim_FromBinoc_End\n- passenger_inside_4_Aim_FromPistol\n- passenger_inside_4_Aim_FromPistol_End\n- passenger_inside_4_Aim_Idling\n- passenger_inside_4_Aim_Pistol\n- passenger_inside_4_Aim_Pistol_Binoc\n- passenger_inside_4_Aim_Pistol_FromBinoc\n- passenger_inside_4_Aim_Pistol_FromBinoc_End\n- passenger_inside_4_Aim_Pistol_Idling\n- passenger_inside_4_Aim_Pistol_ToBinoc\n- passenger_inside_4_Aim_Pistol_ToBinoc_End\n- passenger_inside_4_Aim_ToBinoc\n- passenger_inside_4_Aim_ToBinoc_End\n- passenger_inside_4_Aim_ToPistol\n- passenger_inside_4_Aim_ToPistol_End\n- passenger_inside_4_Aim_Unarmed_Binoc\n- passenger_inside_4_Aim_Unarmed_FromBinoc\n- passenger_inside_4_Aim_Unarmed_FromBinoc_End\n- passenger_inside_4_Aim_Unarmed_ToBinoc\n- passenger_inside_4_Aim_Unarmed_ToBinoc_End\n- passenger_inside_4_Die\n- passenger_inside_4_Die_Pistol\n- passenger_inside_4_fromObstructed\n- passenger_inside_4_fromObstructed_Pistol\n- passenger_inside_4_Idle\n- passenger_inside_4_Idle_Idling\n- passenger_inside_4_Idle_Pistol\n- passenger_inside_4_Idle_Pistol_Idling\n- passenger_inside_4_Idle_Unarmed\n- passenger_inside_4_Idle_Unarmed_Idling\n- passenger_inside_4_Obstructed\n- passenger_inside_4_Obstructed_Pistol\n- passenger_inside_4_toObstructed\n- passenger_inside_4_toObstructed_Pistol\n- passenger_inside_5_Aim\n- passenger_inside_5_Aim_Binoc\n- passenger_inside_5_Aim_FromBinoc\n- passenger_inside_5_Aim_FromBinoc_End\n- passenger_inside_5_Aim_FromPistol\n- passenger_inside_5_Aim_FromPistol_End\n- passenger_inside_5_Aim_Idling\n- passenger_inside_5_Aim_Pistol\n- passenger_inside_5_Aim_Pistol_Binoc\n- passenger_inside_5_Aim_Pistol_FromBinoc\n- passenger_inside_5_Aim_Pistol_FromBinoc_End\n- passenger_inside_5_Aim_Pistol_Idling\n- passenger_inside_5_Aim_Pistol_ToBinoc\n- passenger_inside_5_Aim_Pistol_ToBinoc_End\n- passenger_inside_5_Aim_ToBinoc\n- passenger_inside_5_Aim_ToBinoc_End\n- passenger_inside_5_Aim_ToPistol\n- passenger_inside_5_Aim_ToPistol_End\n- passenger_inside_5_Aim_Unarmed_Binoc\n- passenger_inside_5_Aim_Unarmed_FromBinoc\n- passenger_inside_5_Aim_Unarmed_FromBinoc_End\n- passenger_inside_5_Aim_Unarmed_ToBinoc\n- passenger_inside_5_Aim_Unarmed_ToBinoc_End\n- passenger_inside_5_Die\n- passenger_inside_5_Die_Pistol\n- passenger_inside_5_fromObstructed\n- passenger_inside_5_fromObstructed_Pistol\n- passenger_inside_5_Idle\n- passenger_inside_5_Idle_Idling\n- passenger_inside_5_Idle_Pistol\n- passenger_inside_5_Idle_Pistol_Idling\n- passenger_inside_5_Idle_Unarmed\n- passenger_inside_5_Idle_Unarmed_Idling\n- passenger_inside_5_Obstructed\n- passenger_inside_5_Obstructed_Pistol\n- passenger_inside_5_toObstructed\n- passenger_inside_5_toObstructed_Pistol\n- passenger_inside_6_Aim\n- passenger_inside_6_Aim_Binoc\n- passenger_inside_6_Aim_FromBinoc\n- passenger_inside_6_Aim_FromBinoc_End\n- passenger_inside_6_Aim_FromPistol\n- passenger_inside_6_Aim_FromPistol_End\n- passenger_inside_6_Aim_Idling\n- passenger_inside_6_Aim_Pistol\n- passenger_inside_6_Aim_Pistol_Binoc\n- passenger_inside_6_Aim_Pistol_FromBinoc\n- passenger_inside_6_Aim_Pistol_FromBinoc_End\n- passenger_inside_6_Aim_Pistol_Idling\n- passenger_inside_6_Aim_Pistol_ToBinoc\n- passenger_inside_6_Aim_Pistol_ToBinoc_End\n- passenger_inside_6_Aim_ToBinoc\n- passenger_inside_6_Aim_ToBinoc_End\n- passenger_inside_6_Aim_ToPistol\n- passenger_inside_6_Aim_ToPistol_End\n- passenger_inside_6_Aim_Unarmed_Binoc\n- passenger_inside_6_Aim_Unarmed_FromBinoc\n- passenger_inside_6_Aim_Unarmed_FromBinoc_End\n- passenger_inside_6_Aim_Unarmed_ToBinoc\n- passenger_inside_6_Aim_Unarmed_ToBinoc_End\n- passenger_inside_6_Die\n- passenger_inside_6_Die_Pistol\n- passenger_inside_6_fromObstructed\n- passenger_inside_6_fromObstructed_Pistol\n- passenger_inside_6_Idle\n- passenger_inside_6_Idle_Idling\n- passenger_inside_6_Idle_Pistol\n- passenger_inside_6_Idle_Pistol_Idling\n- passenger_inside_6_Idle_Unarmed\n- passenger_inside_6_Idle_Unarmed_Idling\n- passenger_inside_6_Obstructed\n- passenger_inside_6_Obstructed_Pistol\n- passenger_inside_6_toObstructed\n- passenger_inside_6_toObstructed_Pistol\n- passenger_inside_7_Aim\n- passenger_inside_7_Aim_Binoc\n- passenger_inside_7_Aim_FromBinoc\n- passenger_inside_7_Aim_FromBinoc_End\n- passenger_inside_7_Aim_FromPistol\n- passenger_inside_7_Aim_FromPistol_End\n- passenger_inside_7_Aim_Idling\n- passenger_inside_7_Aim_Pistol\n- passenger_inside_7_Aim_Pistol_Binoc\n- passenger_inside_7_Aim_Pistol_FromBinoc\n- passenger_inside_7_Aim_Pistol_FromBinoc_End\n- passenger_inside_7_Aim_Pistol_Idling\n- passenger_inside_7_Aim_Pistol_ToBinoc\n- passenger_inside_7_Aim_Pistol_ToBinoc_End\n- passenger_inside_7_Aim_ToBinoc\n- passenger_inside_7_Aim_ToBinoc_End\n- passenger_inside_7_Aim_ToPistol\n- passenger_inside_7_Aim_ToPistol_End\n- passenger_inside_7_Aim_Unarmed_Binoc\n- passenger_inside_7_Aim_Unarmed_FromBinoc\n- passenger_inside_7_Aim_Unarmed_FromBinoc_End\n- passenger_inside_7_Aim_Unarmed_ToBinoc\n- passenger_inside_7_Aim_Unarmed_ToBinoc_End\n- passenger_inside_7_Die\n- passenger_inside_7_Die_Pistol\n- passenger_inside_7_fromObstructed\n- passenger_inside_7_fromObstructed_Pistol\n- passenger_inside_7_Idle\n- passenger_inside_7_Idle_Idling\n- passenger_inside_7_Idle_Pistol\n- passenger_inside_7_Idle_Pistol_Idling\n- passenger_inside_7_Idle_Unarmed\n- passenger_inside_7_Idle_Unarmed_Idling\n- passenger_inside_7_Obstructed\n- passenger_inside_7_Obstructed_Pistol\n- passenger_inside_7_toObstructed\n- passenger_inside_7_toObstructed_Pistol\n- passenger_inside_8_Aim\n- passenger_inside_8_Aim_Binoc\n- passenger_inside_8_Aim_FromBinoc\n- passenger_inside_8_Aim_FromBinoc_End\n- passenger_inside_8_Aim_FromPistol\n- passenger_inside_8_Aim_FromPistol_End\n- passenger_inside_8_Aim_Idling\n- passenger_inside_8_Aim_Pistol\n- passenger_inside_8_Aim_Pistol_Binoc\n- passenger_inside_8_Aim_Pistol_FromBinoc\n- passenger_inside_8_Aim_Pistol_FromBinoc_End\n- passenger_inside_8_Aim_Pistol_Idling\n- passenger_inside_8_Aim_Pistol_ToBinoc\n- passenger_inside_8_Aim_Pistol_ToBinoc_End\n- passenger_inside_8_Aim_ToBinoc\n- passenger_inside_8_Aim_ToBinoc_End\n- passenger_inside_8_Aim_ToPistol\n- passenger_inside_8_Aim_ToPistol_End\n- passenger_inside_8_Aim_Unarmed_Binoc\n- passenger_inside_8_Aim_Unarmed_FromBinoc\n- passenger_inside_8_Aim_Unarmed_FromBinoc_End\n- passenger_inside_8_Aim_Unarmed_ToBinoc\n- passenger_inside_8_Aim_Unarmed_ToBinoc_End\n- passenger_inside_8_Die\n- passenger_inside_8_Die_Pistol\n- passenger_inside_8_fromObstructed\n- passenger_inside_8_fromObstructed_Pistol\n- passenger_inside_8_Idle\n- passenger_inside_8_Idle_Idling\n- passenger_inside_8_Idle_Pistol\n- passenger_inside_8_Idle_Pistol_Idling\n- passenger_inside_8_Idle_Unarmed\n- passenger_inside_8_Idle_Unarmed_Idling\n- passenger_inside_8_Obstructed\n- passenger_inside_8_Obstructed_Pistol\n- passenger_inside_8_toObstructed\n- passenger_inside_8_toObstructed_Pistol\n- passenger_low01\n- passenger_low01_settlein\n- passenger_mantisrear\n- passenger_MRAP_01_back\n- passenger_MRAP_01_back_settlein\n- passenger_MRAP_01_front\n- passenger_MRAP_01_front_settlein\n- passenger_MRAP_03exgunner\n- passenger_MRAP_03exgunner_settlein\n- Passenger_Plane_Civil_01_L\n- Passenger_Plane_Civil_01_R\n- passenger_Quadbike\n- passenger_scooter_01\n- passenger_scooter_01_settlein\n- passenger_scooter_02\n- passenger_scooter_02_settlein\n- passenger_sdv\n- passenger_sdv_settlein\n- Passenger_Van_02_Medevac_Back\n- Passenger_Van_02_Medevac_Front\n- Passenger_Van_02_Transport_Left_1\n- Passenger_Van_02_Transport_Left_1_settleIn\n- Passenger_Van_02_Transport_Left_2\n- Passenger_Van_02_Transport_Left_2_settleIn\n- Passenger_Van_02_Transport_Left_3\n- Passenger_Van_02_Transport_Left_3_settleIn\n- Passenger_Van_02_Transport_Middle_3\n- Passenger_Van_02_Transport_Middle_3_settleIn\n- Passenger_Van_02_Transport_Right_1\n- Passenger_Van_02_Transport_Right_1_settleIn\n- Passenger_Van_02_Transport_Right_2\n- Passenger_Van_02_Transport_Right_2_settleIn\n- Passenger_Van_02_Transport_Right_3\n- Passenger_Van_02_Transport_Right_3_settleIn\n- passenger_VAN_codriver01\n- passenger_VAN_codriver01_settlein\n- passenger_VAN_codriver02\n- passenger_VAN_codriver02_settlein\n- Patient_Van_02_Medevac_Back\n- Patient_Van_02_Medevac_Front\n- PBX_Cargo01\n- PBX_Cargo02\n- PBX_Cargo03\n- PBX_Driver\n- pilot_Heli_Attack_01\n- pilot_Heli_Attack_01_settlein\n- pilot_Heli_Light_02\n- pilot_Heli_Light_02_Enter\n- pilot_Heli_Light_02_Exit\n- pilot_Heli_Light_02_KIA\n- pilot_Heli_Light_03\n- pilot_Heli_Light_03_Enter\n- pilot_Heli_Light_03_Exit\n- pilot_Heli_Light_03_KIA\n- pilot_Heli_Transport_01\n- pilot_Heli_Transport_03\n- pilot_Heli_Transport_03_idle\n- pilot_Heli_Transport_04\n- pilot_Heli_Transport_04_idle\n- pilot_plane_cas_01\n- pilot_plane_cas_01_getin\n- pilot_plane_cas_01_getout\n- pilot_plane_cas_02\n- pilot_plane_cas_02_getin\n- pilot_plane_cas_02_getout\n- Pilot_Plane_Civil_01\n- Pilot_Plane_Civil_01_GetIn\n- Pilot_Plane_Civil_01_GetOut\n- Pilot_Plane_Fighter_01\n- Pilot_Plane_Fighter_01_GetIn\n- Pilot_Plane_Fighter_01_GetOut\n- Pilot_Plane_Fighter_01_SettleIn\n- Pilot_Plane_Fighter_02\n- Pilot_Plane_Fighter_02_GetIn\n- Pilot_Plane_Fighter_02_GetOut\n- Pilot_Plane_Fighter_02_SettleIn\n- Pilot_Plane_Fighter_04\n- Pilot_Plane_Fighter_04_GetIn\n- Pilot_Plane_Fighter_04_GetOut\n- Pilot_Plane_Fighter_04_SettleIn\n- Pilot_Plane_Fighter_Ejection\n- pilot_vtol01_armed\n- pilot_vtol01_armed_kia\n- pilot_vtol01_armed_settlein\n- pilot_vtol02_vehicle\n- pilot_vtol02_vehicle_kia\n- pilot_vtol02_vehicle_settlein\n- PistolHeavy02ReloadProne\n- PistolMagazineReloadKneel\n- PistolMagazineReloadProne\n- PistolMagazineReloadStand\n- PistolReloadProne\n- PistolReloadProneBase\n- PistolReloadProneFlaregun\n- Plane_Fighter_03_Pilot\n- Poster_pose_01\n- Poster_pose_02\n- PreciseCrew\n- ProneBipod_BottomLeft\n- ProneBipod_BottomRight\n- ProneBipod_CenterLeft\n- ProneBipod_CenterRight\n- ProneBipod_TopLeft\n- ProneBipod_TopRight\n- ReloadGM6\n- ReloadGM6Prone\n- ReloadRPG\n- ReloadRPG7V\n- ReloadRPG7VKneel\n- ReloadRPGKneel\n- revive_secured\n- RHIB_Cargo\n- RHIB_Driver\n- RHIB_Gunner\n- RifleReloadProne_smg_03\n- RifleReloadProneAKM\n- RifleReloadProneAKS\n- RifleReloadProneARX\n- RifleReloadProneARX2\n- RifleReloadProneBase\n- RifleReloadProneCTAR\n- RifleReloadProneDMR\n- RifleReloadProneDMR02\n- RifleReloadProneDMR03\n- RifleReloadProneDMR04\n- RifleReloadProneDMR05\n- RifleReloadProneDMR06\n- RifleReloadProneDMR07\n- RifleReloadProneEBR\n- RifleReloadProneGM6\n- RifleReloadProneKatiba\n- RifleReloadProneKatibaUGL\n- RifleReloadProneLIM\n- RifleReloadProneLRR\n- RifleReloadProneM200\n- RifleReloadProneM4SSAS\n- RifleReloadProneMk20\n- RifleReloadProneMk20UGL\n- RifleReloadProneMMG01\n- RifleReloadProneMMG02\n- RifleReloadProneMX\n- RifleReloadProneMXCompact\n- RifleReloadProneMXSniper\n- RifleReloadProneMXUGL\n- RifleReloadProneSDAR\n- RifleReloadProneSMG_01\n- RifleReloadProneSMG_02\n- RifleReloadProneSMG_03\n- RifleReloadProneSMG_05\n- RifleReloadProneSPAR_01\n- RifleReloadProneSPAR_02\n- RifleReloadProneSPARUGL\n- RifleReloadProneTRG\n- RifleReloadProneTRGUGL\n- sitTableRfl_listening\n- SprintBaseDf\n- SprintBaseDfl\n- SprintBaseDfr\n- SprintCivilBaseDf\n- SprintCivilBaseDfl\n- SprintCivilBaseDfr\n- Static_Dead\n- Static_Turret\n- TestDance\n- TestSurrender\n- TransAnimBase\n- TransAnimBase_noIK\n- Truck_02_Driver\n- truck_02_mrl_gunner\n- Truck_Cargo01\n- Truck_Cargo02\n- Truck_Cargo02_V1\n- Truck_Cargo02_V2\n- Truck_Cargo02_V3\n- Truck_Cargo02_V4\n- Truck_Cargo03\n- Truck_Cargo03_V1\n- Truck_Cargo03_V2\n- Truck_Cargo04\n- Truck_Cargo04_V1\n- Truck_Cargo04_V2\n- Truck_Cargo04_V3\n- Truck_Driver\n- UnaErcPoslechVelitele1\n- UnaErcPoslechVelitele2\n- UnaErcPoslechVelitele3\n- UnaErcPoslechVelitele4\n- Unconscious\n- UnconsciousFaceDown\n- UnconsciousFaceLeft\n- UnconsciousFaceRight\n- UnconsciousFaceUp\n- UnconsciousMedicFromBinoc\n- UnconsciousMedicFromBinocKneel\n- UnconsciousMedicFromLauncher\n- UnconsciousMedicFromLauncherKneel\n- UnconsciousMedicFromPistol\n- UnconsciousMedicFromPistolKneel\n- UnconsciousMedicFromRifle\n- UnconsciousMedicFromRifleKneel\n- UnconsciousMedicFromUnarmed\n- UnconsciousMedicFromUnarmedKneel\n- UnconsciousMedicOut\n- UnconsciousMedicOutBinoc\n- UnconsciousMedicOutLauncher\n- UnconsciousMedicOutPistol\n- UnconsciousMedicOutRifle\n- UnconsciousOutKneelLauncher\n- UnconsciousOutProne\n- UnconsciousReviveArms\n- UnconsciousReviveArms_A\n- UnconsciousReviveArms_B\n- UnconsciousReviveArms_Base\n- UnconsciousReviveArms_C\n- UnconsciousReviveBody\n- UnconsciousReviveBody_A\n- UnconsciousReviveBody_B\n- UnconsciousReviveBody_Base\n- UnconsciousReviveDefault\n- UnconsciousReviveDefault_A\n- UnconsciousReviveDefault_B\n- UnconsciousReviveDefault_Base\n- UnconsciousReviveDefault_C\n- UnconsciousReviveHead\n- UnconsciousReviveHead_A\n- UnconsciousReviveHead_B\n- UnconsciousReviveHead_Base\n- UnconsciousReviveHead_C\n- UnconsciousReviveLegs\n- UnconsciousReviveLegs_A\n- UnconsciousReviveLegs_B\n- UnconsciousReviveLegs_Base\n- UnconsciousReviveMedic\n- UnconsciousReviveMedic_A\n- UnconsciousReviveMedic_B\n- UnconsciousReviveMedic_Base\n- vehicle_coshooter_1_Aim\n- vehicle_coshooter_1_Aim_Binoc\n- vehicle_coshooter_1_Aim_FromBinoc\n- vehicle_coshooter_1_Aim_FromBinoc_End\n- vehicle_coshooter_1_Aim_FromPistol\n- vehicle_coshooter_1_Aim_FromPistol_End\n- vehicle_coshooter_1_Aim_Idling\n- vehicle_coshooter_1_Aim_Pistol\n- vehicle_coshooter_1_Aim_Pistol_Binoc\n- vehicle_coshooter_1_Aim_Pistol_FromBinoc\n- vehicle_coshooter_1_Aim_Pistol_FromBinoc_End\n- vehicle_coshooter_1_Aim_Pistol_Idling\n- vehicle_coshooter_1_Aim_Pistol_ToBinoc\n- vehicle_coshooter_1_Aim_Pistol_ToBinoc_End\n- vehicle_coshooter_1_Aim_ToBinoc\n- vehicle_coshooter_1_Aim_ToBinoc_End\n- vehicle_coshooter_1_Aim_ToPistol\n- vehicle_coshooter_1_Aim_ToPistol_End\n- vehicle_coshooter_1_Aim_Unarmed_Binoc\n- vehicle_coshooter_1_Aim_Unarmed_FromBinoc\n- vehicle_coshooter_1_Aim_Unarmed_FromBinoc_End\n- vehicle_coshooter_1_Aim_Unarmed_ToBinoc\n- vehicle_coshooter_1_Aim_Unarmed_ToBinoc_End\n- vehicle_coshooter_1_Die\n- vehicle_coshooter_1_Die_Pistol\n- vehicle_coshooter_1_fromObstructed\n- vehicle_coshooter_1_fromObstructed_Pistol\n- vehicle_coshooter_1_Idle\n- vehicle_coshooter_1_Idle_Idling\n- vehicle_coshooter_1_Idle_Pistol\n- vehicle_coshooter_1_Idle_Pistol_Idling\n- vehicle_coshooter_1_Idle_Unarmed\n- vehicle_coshooter_1_Idle_Unarmed_Idling\n- vehicle_coshooter_1_Obstructed\n- vehicle_coshooter_1_Obstructed_Pistol\n- vehicle_coshooter_1_toObstructed\n- vehicle_coshooter_1_toObstructed_Pistol\n- vehicle_passenger_stand_1_Aim\n- vehicle_passenger_stand_1_Aim_Binoc\n- vehicle_passenger_stand_1_Aim_FromBinoc\n- vehicle_passenger_stand_1_Aim_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_FromLauncher\n- vehicle_passenger_stand_1_Aim_FromLauncher_End\n- vehicle_passenger_stand_1_Aim_FromPistol\n- vehicle_passenger_stand_1_Aim_FromPistol_End\n- vehicle_passenger_stand_1_Aim_Idling\n- vehicle_passenger_stand_1_Aim_Launcher\n- vehicle_passenger_stand_1_Aim_Launcher_Binoc\n- vehicle_passenger_stand_1_Aim_Launcher_FromBinoc\n- vehicle_passenger_stand_1_Aim_Launcher_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_Launcher_Idling\n- vehicle_passenger_stand_1_Aim_Launcher_Reload\n- vehicle_passenger_stand_1_Aim_Launcher_ToBinoc\n- vehicle_passenger_stand_1_Aim_Launcher_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_passenger_flatground_4_Aim\n- vehicle_passenger_stand_1_Aim_Pistol\n- vehicle_passenger_stand_1_Aim_Pistol_Binoc\n- vehicle_passenger_stand_1_Aim_Pistol_FromBinoc\n- vehicle_passenger_stand_1_Aim_Pistol_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_Pistol_FromLauncher\n- vehicle_passenger_stand_1_Aim_Pistol_FromLauncher_End\n- vehicle_passenger_stand_1_Aim_Pistol_Idling\n- vehicle_passenger_stand_1_Aim_Pistol_ToBinoc\n- vehicle_passenger_stand_1_Aim_Pistol_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_Pistol_ToLauncher\n- vehicle_passenger_stand_1_Aim_Pistol_ToLauncher_End\n- vehicle_passenger_stand_1_Aim_ToBinoc\n- vehicle_passenger_stand_1_Aim_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_ToLauncher\n- vehicle_passenger_stand_1_Aim_ToLauncher_End\n- vehicle_passenger_stand_1_Aim_ToPistol\n- vehicle_passenger_stand_1_Aim_ToPistol_End\n- vehicle_passenger_stand_1_Aim_Unarmed_Binoc\n- vehicle_passenger_stand_1_Aim_Unarmed_FromBinoc\n- vehicle_passenger_stand_1_Aim_Unarmed_FromBinoc_End\n- vehicle_passenger_stand_1_Aim_Unarmed_FromLauncher\n- vehicle_passenger_stand_1_Aim_Unarmed_ToBinoc\n- vehicle_passenger_stand_1_Aim_Unarmed_ToBinoc_End\n- vehicle_passenger_stand_1_Aim_Unarmed_ToLauncher\n- vehicle_passenger_stand_1_Die\n- vehicle_passenger_stand_1_Die_Pistol\n- vehicle_passenger_stand_1_fromObstructed\n- vehicle_passenger_stand_1_fromObstructed_Pistol\n- vehicle_passenger_stand_1_Idle\n- vehicle_passenger_stand_1_Idle_Idling\n- vehicle_passenger_stand_1_Idle_Launcher\n- vehicle_passenger_stand_1_Idle_Launcher_Idling\n- vehicle_passenger_stand_1_Idle_Pistol\n- vehicle_passenger_stand_1_Idle_Pistol_Idling\n- vehicle_passenger_stand_1_Idle_Unarmed\n- vehicle_passenger_stand_1_Idle_Unarmed_Idling\n- vehicle_passenger_stand_1_Obstructed\n- vehicle_passenger_stand_1_Obstructed_Pistol\n- vehicle_passenger_stand_1_toObstructed\n- vehicle_passenger_stand_1_toObstructed_Pistol\n- vehicle_passenger_stand_2_Aim\n- vehicle_passenger_stand_2_Aim_Binoc\n- vehicle_passenger_stand_2_Aim_FromBinoc\n- vehicle_passenger_stand_2_Aim_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_FromLauncher\n- vehicle_passenger_stand_2_Aim_FromLauncher_End\n- vehicle_passenger_stand_2_Aim_FromPistol\n- vehicle_passenger_stand_2_Aim_FromPistol_End\n- vehicle_passenger_stand_2_Aim_Idling\n- vehicle_passenger_stand_2_Aim_Launcher\n- vehicle_passenger_stand_2_Aim_Launcher_Binoc\n- vehicle_passenger_stand_2_Aim_Launcher_FromBinoc\n- vehicle_passenger_stand_2_Aim_Launcher_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_Launcher_Idling\n- vehicle_passenger_stand_2_Aim_Launcher_Reload\n- vehicle_passenger_stand_2_Aim_Launcher_ToBinoc\n- vehicle_passenger_stand_2_Aim_Launcher_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_Pistol\n- vehicle_passenger_stand_2_Aim_Pistol_Binoc\n- vehicle_passenger_stand_2_Aim_Pistol_FromBinoc\n- vehicle_passenger_stand_2_Aim_Pistol_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_Pistol_FromLauncher\n- vehicle_passenger_stand_2_Aim_Pistol_FromLauncher_End\n- vehicle_passenger_stand_2_Aim_Pistol_Idling\n- vehicle_passenger_stand_2_Aim_Pistol_ToBinoc\n- vehicle_passenger_stand_2_Aim_Pistol_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_Pistol_ToLauncher\n- vehicle_passenger_stand_2_Aim_Pistol_ToLauncher_End\n- vehicle_passenger_stand_2_Aim_ToBinoc\n- vehicle_passenger_stand_2_Aim_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_ToLauncher\n- vehicle_passenger_stand_2_Aim_ToLauncher_End\n- vehicle_passenger_stand_2_Aim_ToPistol\n- vehicle_passenger_stand_2_Aim_ToPistol_End\n- vehicle_passenger_stand_2_Aim_Unarmed_Binoc\n- vehicle_passenger_stand_2_Aim_Unarmed_FromBinoc\n- vehicle_passenger_stand_2_Aim_Unarmed_FromBinoc_End\n- vehicle_passenger_stand_2_Aim_Unarmed_FromLauncher\n- vehicle_passenger_stand_2_Aim_Unarmed_ToBinoc\n- vehicle_passenger_stand_2_Aim_Unarmed_ToBinoc_End\n- vehicle_passenger_stand_2_Aim_Unarmed_ToLauncher\n- vehicle_passenger_stand_2_Die\n- vehicle_passenger_stand_2_Die_Pistol\n- vehicle_passenger_stand_2_fromObstructed\n- vehicle_passenger_stand_2_fromObstructed_Pistol\n- vehicle_passenger_stand_2_Idle\n- vehicle_passenger_stand_2_Idle_Idling\n- vehicle_passenger_stand_2_Idle_Launcher\n- vehicle_passenger_stand_2_Idle_Launcher_Idling\n- vehicle_passenger_stand_2_Idle_Pistol\n- vehicle_passenger_stand_2_Idle_Pistol_Idling\n- vehicle_passenger_stand_2_Idle_Unarmed\n- vehicle_passenger_stand_2_Idle_Unarmed_Idling\n- vehicle_passenger_stand_2_Obstructed\n- vehicle_passenger_stand_2_Obstructed_Pistol\n- vehicle_passenger_stand_2_toObstructed\n- vehicle_passenger_stand_2_toObstructed_Pistol\n- vehicle_turnout_1_Aim\n- vehicle_turnout_1_Aim_Binoc\n- vehicle_turnout_1_Aim_FromBinoc\n- vehicle_turnout_1_Aim_FromBinoc_End\n- vehicle_turnout_1_Aim_FromPistol\n- vehicle_turnout_1_Aim_FromPistol_End\n- vehicle_turnout_1_Aim_Idling\n- vehicle_turnout_1_Aim_Pistol\n- vehicle_turnout_1_Aim_Pistol_Binoc\n- vehicle_turnout_1_Aim_Pistol_FromBinoc\n- vehicle_turnout_1_Aim_Pistol_FromBinoc_End\n- vehicle_turnout_1_Aim_Pistol_Idling\n- vehicle_turnout_1_Aim_Pistol_ToBinoc\n- vehicle_turnout_1_Aim_Pistol_ToBinoc_End\n- vehicle_turnout_1_Aim_ToBinoc\n- vehicle_turnout_1_Aim_ToBinoc_End\n- vehicle_turnout_1_Aim_ToPistol\n- vehicle_turnout_1_Aim_ToPistol_End\n- vehicle_turnout_1_Aim_Unarmed_Binoc\n- vehicle_turnout_1_Aim_Unarmed_FromBinoc\n- vehicle_turnout_1_Aim_Unarmed_FromBinoc_End\n- vehicle_turnout_1_Aim_Unarmed_ToBinoc\n- vehicle_turnout_1_Aim_Unarmed_ToBinoc_End\n- vehicle_turnout_1_Die\n- vehicle_turnout_1_Die_Pistol\n- vehicle_turnout_1_fromObstructed\n- vehicle_turnout_1_fromObstructed_Pistol\n- vehicle_turnout_1_Idle\n- vehicle_turnout_1_Idle_Idling\n- vehicle_turnout_1_Idle_Pistol\n- vehicle_turnout_1_Idle_Pistol_Idling\n- vehicle_turnout_1_Idle_Unarmed\n- vehicle_turnout_1_Idle_Unarmed_Idling\n- vehicle_turnout_1_Obstructed\n- vehicle_turnout_1_Obstructed_Pistol\n- vehicle_turnout_1_toObstructed\n- vehicle_turnout_1_toObstructed_Pistol\n- vehicle_turnout_2_Aim\n- vehicle_turnout_2_Aim_Binoc\n- vehicle_turnout_2_Aim_FromBinoc\n- vehicle_turnout_2_Aim_FromBinoc_End\n- vehicle_turnout_2_Aim_FromPistol\n- vehicle_turnout_2_Aim_FromPistol_End\n- vehicle_turnout_2_Aim_Idling\n- vehicle_turnout_2_Aim_Pistol\n- vehicle_turnout_2_Aim_Pistol_Binoc\n- vehicle_turnout_2_Aim_Pistol_FromBinoc\n- vehicle_turnout_2_Aim_Pistol_FromBinoc_End\n- vehicle_turnout_2_Aim_Pistol_Idling\n- vehicle_turnout_2_Aim_Pistol_ToBinoc\n- vehicle_turnout_2_Aim_Pistol_ToBinoc_End\n- vehicle_turnout_2_Aim_ToBinoc\n- vehicle_turnout_2_Aim_ToBinoc_End\n- vehicle_turnout_2_Aim_ToPistol\n- vehicle_turnout_2_Aim_ToPistol_End\n- vehicle_turnout_2_Aim_Unarmed_Binoc\n- vehicle_turnout_2_Aim_Unarmed_FromBinoc\n- vehicle_turnout_2_Aim_Unarmed_FromBinoc_End\n- vehicle_turnout_2_Aim_Unarmed_ToBinoc\n- vehicle_turnout_2_Aim_Unarmed_ToBinoc_End\n- vehicle_turnout_2_Die\n- vehicle_turnout_2_Die_Pistol\n- vehicle_turnout_2_fromObstructed\n- vehicle_turnout_2_fromObstructed_Pistol\n- vehicle_turnout_2_Idle\n- vehicle_turnout_2_Idle_Idling\n- vehicle_turnout_2_Idle_Pistol\n- vehicle_turnout_2_Idle_Pistol_Idling\n- vehicle_turnout_2_Idle_Unarmed\n- vehicle_turnout_2_Idle_Unarmed_Idling\n- vehicle_turnout_2_Obstructed\n- vehicle_turnout_2_Obstructed_Pistol\n- vehicle_turnout_2_toObstructed\n- vehicle_turnout_2_toObstructed_Pistol\n- viper_crouchIn\n- viper_crouchLoop\n- viper_crouchOut\n- viper_runLoop\n- viperSgt_crouchIn\n- viperSgt_crouchLoop\n- viperSgt_crouchOut\n- viperSgt_runLoop\n- WeaponMagazineReloadKneel\n- WeaponMagazineReloadProne\n- WeaponMagazineReloadStand\n- Zodiac_Cargo01\n- Zodiac_Cargo02\n- Zodiac_Cargo03\n- Zodiac_Cargo04\n- Zodiac_Dead\n- Zodiac_Driver"},{"heading":"CfgMovesWomen","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- Acts_Accessing_Computer\n- Acts_CarFixingWheel_actions\n- Acts_Commenting_On_Fight_Actions\n- Acts_Helicargo_actions\n- Acts_HelicargoTalking_actions\n- Acts_Helping_Wake_Up_Actions\n- Acts_Hilltop_Calibration_Actions\n- Acts_In_Sinkhole_actions\n- Acts_Injured_Driver_Actions\n- Acts_JetsCrewaidFCrouch_actions\n- Acts_JetsCrewaidFCrouch_actions_m\n- Acts_JetsCrewaidFIdle2_actions\n- Acts_JetsCrewaidFIdle2_actions_m\n- Acts_JetsCrewaidFIdle_actions\n- Acts_JetsCrewaidFIdle_actions_m\n- Acts_JetsCrewaidFThumbup_actions\n- Acts_JetsCrewaidFThumbup_actions_m\n- Acts_JetsCrewaidLCrouch_actions\n- Acts_JetsCrewaidLCrouch_actions_m\n- Acts_JetsCrewaidLIdle_actions\n- Acts_JetsCrewaidLIdle_actions_m\n- Acts_JetsCrewaidLThumbup_actions\n- Acts_JetsCrewaidLThumbup_actions_m\n- Acts_JetsCrewaidRCrouch_actions\n- Acts_JetsCrewaidRCrouch_actions_m\n- Acts_JetsCrewaidRIdle_actions\n- Acts_JetsCrewaidRIdle_actions_m\n- Acts_JetsCrewaidRThumbup_actions\n- Acts_JetsCrewaidRThumbup_actions_m\n- Acts_JetsMarshallingClear_actions\n- Acts_JetsMarshallingEmergencyStop_actions\n- Acts_JetsMarshallingEnginesOff_actions\n- Acts_JetsMarshallingEnginesOn_actions\n- Acts_JetsMarshallingLeft_actions\n- Acts_JetsMarshallingRight_actions\n- Acts_JetsMarshallingSlow_actions\n- Acts_JetsMarshallingStop_actions\n- Acts_JetsMarshallingStraight_actions\n- Acts_JetsShooterIdle2_actions\n- Acts_JetsShooterIdle2_actions_m\n- Acts_JetsShooterIdle_actions\n- Acts_JetsShooterIdle_actions_m\n- Acts_JetsShooterIdleMoveaway_actions\n- Acts_JetsShooterIdleMoveaway_actions_m\n- Acts_JetsShooterLaunch_actions\n- Acts_JetsShooterLaunch_actions_m\n- Acts_JetsShooterNavLoop_actions\n- Acts_JetsShooterNavLoop_actions_m\n- Acts_JetsShooterNavStop_actions\n- Acts_JetsShooterNavStop_actions_m\n- Acts_JetsShooterReady_actions\n- Acts_JetsShooterReady_actions_m\n- Acts_Kore_IdleNoWeapon_actions\n- Acts_Kore_TalkingOverRadio_actions\n- Acts_listeningToRadio_actions\n- Acts_LyingWounded_actions\n- Acts_NavigatingChopper_Actions\n- Acts_RU_Briefing_Actions\n- Acts_ShieldFromSun_actions\n- Acts_ShowingTheRightWay_actions\n- Acts_SittingJumpingSaluting2_actions\n- Acts_SittingJumpingSaluting_actions\n- Acts_SittingTiedHands_actions\n- Acts_SittingWounded_actions\n- Acts_Soldier_Moves_Inside_Actions\n- Acts_starterPistol_loop\n- Acts_Stunned_Unconscious_Actions\n- Acts_TacopsPoster_actions\n- Acts_Taking_Calling_Out_Jets_Actions\n- Acts_Taking_Cover_From_Jets_Actions\n- Acts_Training_Reveal_Ambusher\n- Acts_TreatingWounded_actions\n- Acts_UnconsciousStandUp_Actions\n- Acts_Waking_Up_Player_action\n- Acts_WarmUp_actions\n- ActsRifleOperationsActions\n- BinocKneelActions\n- BinocKneelActionsEvasiveF\n- BinocKneelActionsEvasiveFL\n- BinocKneelActionsEvasiveFR\n- BinocKneelActionsLimpB\n- BinocKneelActionsLimpF\n- BinocKneelActionsLimpL\n- BinocKneelActionsLimpLB\n- BinocKneelActionsLimpLF\n- BinocKneelActionsLimpR\n- BinocKneelActionsLimpRB\n- BinocKneelActionsLimpRF\n- BinocKneelActionsRunB\n- BinocKneelActionsRunBL\n- BinocKneelActionsRunBR\n- BinocKneelActionsRunF\n- BinocKneelActionsRunFL\n- BinocKneelActionsRunFR\n- BinocKneelActionsRunL\n- BinocKneelActionsRunR\n- BinocKneelActionsWlkB\n- BinocKneelActionsWlkBL\n- BinocKneelActionsWlkBR\n- BinocKneelActionsWlkF\n- BinocKneelActionsWlkFL\n- BinocKneelActionsWlkFR\n- BinocKneelActionsWlkL\n- BinocKneelActionsWlkR\n- BinocKneelCivilActions\n- BinocKneelCivilActionsEvasiveF\n- BinocKneelCivilActionsEvasiveFL\n- BinocKneelCivilActionsEvasiveFR\n- BinocKneelCivilActionsRunB\n- BinocKneelCivilActionsRunBL\n- BinocKneelCivilActionsRunBR\n- BinocKneelCivilActionsRunF\n- BinocKneelCivilActionsRunFL\n- BinocKneelCivilActionsRunFR\n- BinocKneelCivilActionsRunL\n- BinocKneelCivilActionsRunR\n- BinocKneelCivilActionsWlkB\n- BinocKneelCivilActionsWlkBL\n- BinocKneelCivilActionsWlkBR\n- BinocKneelCivilActionsWlkF\n- BinocKneelCivilActionsWlkFL\n- BinocKneelCivilActionsWlkFR\n- BinocKneelCivilActionsWlkL\n- BinocKneelCivilActionsWlkR\n- BinocKneelLnrActions\n- BinocKneelLnrActionsEvasiveF\n- BinocKneelLnrActionsEvasiveFL\n- BinocKneelLnrActionsEvasiveFR\n- BinocKneelLnrActionsRunB\n- BinocKneelLnrActionsRunBL\n- BinocKneelLnrActionsRunBR\n- BinocKneelLnrActionsRunF\n- BinocKneelLnrActionsRunFL\n- BinocKneelLnrActionsRunFR\n- BinocKneelLnrActionsRunL\n- BinocKneelLnrActionsRunR\n- BinocKneelLnrActionsWlkB\n- BinocKneelLnrActionsWlkBL\n- BinocKneelLnrActionsWlkBR\n- BinocKneelLnrActionsWlkF\n- BinocKneelLnrActionsWlkFL\n- BinocKneelLnrActionsWlkFR\n- BinocKneelLnrActionsWlkL\n- BinocKneelLnrActionsWlkR\n- BinocKneelPstActions\n- BinocKneelPstActionsEvasiveF\n- BinocKneelPstActionsEvasiveFL\n- BinocKneelPstActionsEvasiveFR\n- BinocKneelPstActionsRunB\n- BinocKneelPstActionsRunBL\n- BinocKneelPstActionsRunBR\n- BinocKneelPstActionsRunF\n- BinocKneelPstActionsRunFL\n- BinocKneelPstActionsRunFR\n- BinocKneelPstActionsRunL\n- BinocKneelPstActionsRunR\n- BinocKneelPstActionsWlkB\n- BinocKneelPstActionsWlkBL\n- BinocKneelPstActionsWlkBR\n- BinocKneelPstActionsWlkF\n- BinocKneelPstActionsWlkFL\n- BinocKneelPstActionsWlkFR\n- BinocKneelPstActionsWlkL\n- BinocKneelPstActionsWlkR\n- BinocKneelRflActions\n- BinocKneelRflActionsEvasiveF\n- BinocKneelRflActionsEvasiveFL\n- BinocKneelRflActionsEvasiveFR\n- BinocKneelRflActionsRunB\n- BinocKneelRflActionsRunBL\n- BinocKneelRflActionsRunBR\n- BinocKneelRflActionsRunF\n- BinocKneelRflActionsRunFL\n- BinocKneelRflActionsRunFR\n- BinocKneelRflActionsRunL\n- BinocKneelRflActionsRunR\n- BinocKneelRflActionsWlkB\n- BinocKneelRflActionsWlkBL\n- BinocKneelRflActionsWlkBR\n- BinocKneelRflActionsWlkF\n- BinocKneelRflActionsWlkFL\n- BinocKneelRflActionsWlkFR\n- BinocKneelRflActionsWlkL\n- BinocKneelRflActionsWlkR\n- BinocProneActions\n- BinocProneActionsEvasiveF\n- BinocProneActionsRunB\n- BinocProneActionsRunBL\n- BinocProneActionsRunBR\n- BinocProneActionsRunF\n- BinocProneActionsRunFL\n- BinocProneActionsRunFR\n- BinocProneActionsRunL\n- BinocProneActionsRunR\n- BinocProneActionsWlkB\n- BinocProneActionsWlkBL\n- BinocProneActionsWlkBR\n- BinocProneActionsWlkF\n- BinocProneActionsWlkFL\n- BinocProneActionsWlkFR\n- BinocProneActionsWlkL\n- BinocProneActionsWlkR\n- BinocProneCivilActions\n- BinocProneCivilActionsEvasiveF\n- BinocProneCivilActionsRunB\n- BinocProneCivilActionsRunBL\n- BinocProneCivilActionsRunBR\n- BinocProneCivilActionsRunF\n- BinocProneCivilActionsRunFL\n- BinocProneCivilActionsRunFR\n- BinocProneCivilActionsRunL\n- BinocProneCivilActionsRunR\n- BinocProneCivilActionsWlkB\n- BinocProneCivilActionsWlkBL\n- BinocProneCivilActionsWlkBR\n- BinocProneCivilActionsWlkF\n- BinocProneCivilActionsWlkFL\n- BinocProneCivilActionsWlkFR\n- BinocProneCivilActionsWlkL\n- BinocProneCivilActionsWlkR\n- BinocProneLnrActions\n- BinocProneLnrActionsEvasiveF\n- BinocProneLnrActionsRunB\n- BinocProneLnrActionsRunBL\n- BinocProneLnrActionsRunBR\n- BinocProneLnrActionsRunF\n- BinocProneLnrActionsRunFL\n- BinocProneLnrActionsRunFR\n- BinocProneLnrActionsRunL\n- BinocProneLnrActionsRunR\n- BinocProneLnrActionsWlkB\n- BinocProneLnrActionsWlkBL\n- BinocProneLnrActionsWlkBR\n- BinocProneLnrActionsWlkF\n- BinocProneLnrActionsWlkFL\n- BinocProneLnrActionsWlkFR\n- BinocProneLnrActionsWlkL\n- BinocProneLnrActionsWlkR\n- BinocPronePstActions\n- BinocPronePstActionsEvasiveF\n- BinocPronePstActionsRunB\n- BinocPronePstActionsRunBL\n- BinocPronePstActionsRunBR\n- BinocPronePstActionsRunF\n- BinocPronePstActionsRunFL\n- BinocPronePstActionsRunFR\n- BinocPronePstActionsRunL\n- BinocPronePstActionsRunR\n- BinocPronePstActionsWlkB\n- BinocPronePstActionsWlkBL\n- BinocPronePstActionsWlkBR\n- BinocPronePstActionsWlkF\n- BinocPronePstActionsWlkFL\n- BinocPronePstActionsWlkFR\n- BinocPronePstActionsWlkL\n- BinocPronePstActionsWlkR\n- BinocProneRflActions\n- BinocProneRflActionsEvasiveF\n- BinocProneRflActionsRunB\n- BinocProneRflActionsRunBL\n- BinocProneRflActionsRunBR\n- BinocProneRflActionsRunF\n- BinocProneRflActionsRunFL\n- BinocProneRflActionsRunFR\n- BinocProneRflActionsRunL\n- BinocProneRflActionsRunR\n- BinocProneRflActionsWlkB\n- BinocProneRflActionsWlkBL\n- BinocProneRflActionsWlkBR\n- BinocProneRflActionsWlkF\n- BinocProneRflActionsWlkFL\n- BinocProneRflActionsWlkFR\n- BinocProneRflActionsWlkL\n- BinocProneRflActionsWlkR\n- BinocStandActions\n- BinocStandActionsEvasiveF\n- BinocStandActionsEvasiveFL\n- BinocStandActionsEvasiveFR\n- BinocStandActionsLimpB\n- BinocStandActionsLimpF\n- BinocStandActionsLimpL\n- BinocStandActionsLimpLB\n- BinocStandActionsLimpLF\n- BinocStandActionsLimpR\n- BinocStandActionsLimpRB\n- BinocStandActionsLimpRF\n- BinocStandActionsRunB\n- BinocStandActionsRunBL\n- BinocStandActionsRunBR\n- BinocStandActionsRunF\n- BinocStandActionsRunFL\n- BinocStandActionsRunFR\n- BinocStandActionsRunL\n- BinocStandActionsRunR\n- BinocStandActionsWlkB\n- BinocStandActionsWlkBL\n- BinocStandActionsWlkBR\n- BinocStandActionsWlkF\n- BinocStandActionsWlkFL\n- BinocStandActionsWlkFR\n- BinocStandActionsWlkL\n- BinocStandActionsWlkR\n- BinocStandCivilActions\n- BinocStandCivilActionsEvasiveF\n- BinocStandCivilActionsEvasiveFL\n- BinocStandCivilActionsEvasiveFR\n- BinocStandCivilActionsRunB\n- BinocStandCivilActionsRunBL\n- BinocStandCivilActionsRunBR\n- BinocStandCivilActionsRunF\n- BinocStandCivilActionsRunFL\n- BinocStandCivilActionsRunFR\n- BinocStandCivilActionsRunL\n- BinocStandCivilActionsRunR\n- BinocStandCivilActionsWlkB\n- BinocStandCivilActionsWlkBL\n- BinocStandCivilActionsWlkBR\n- BinocStandCivilActionsWlkF\n- BinocStandCivilActionsWlkFL\n- BinocStandCivilActionsWlkFR\n- BinocStandCivilActionsWlkL\n- BinocStandCivilActionsWlkR\n- BinocStandLnrActions\n- BinocStandLnrActionsEvasiveF\n- BinocStandLnrActionsEvasiveFL\n- BinocStandLnrActionsEvasiveFR\n- BinocStandLnrActionsRunB\n- BinocStandLnrActionsRunBL\n- BinocStandLnrActionsRunBR\n- BinocStandLnrActionsRunF\n- BinocStandLnrActionsRunFL\n- BinocStandLnrActionsRunFR\n- BinocStandLnrActionsRunL\n- BinocStandLnrActionsRunR\n- BinocStandLnrActionsWlkB\n- BinocStandLnrActionsWlkBL\n- BinocStandLnrActionsWlkBR\n- BinocStandLnrActionsWlkF\n- BinocStandLnrActionsWlkFL\n- BinocStandLnrActionsWlkFR\n- BinocStandLnrActionsWlkL\n- BinocStandLnrActionsWlkR\n- BinocStandPstActions\n- BinocStandPstActionsEvasiveF\n- BinocStandPstActionsEvasiveFL\n- BinocStandPstActionsEvasiveFR\n- BinocStandPstActionsRunB\n- BinocStandPstActionsRunBL\n- BinocStandPstActionsRunBR\n- BinocStandPstActionsRunF\n- BinocStandPstActionsRunFL\n- BinocStandPstActionsRunFR\n- BinocStandPstActionsRunL\n- BinocStandPstActionsRunR\n- BinocStandPstActionsWlkB\n- BinocStandPstActionsWlkBL\n- BinocStandPstActionsWlkBR\n- BinocStandPstActionsWlkF\n- BinocStandPstActionsWlkFL\n- BinocStandPstActionsWlkFR\n- BinocStandPstActionsWlkL\n- BinocStandPstActionsWlkR\n- BinocStandRflActions\n- BinocStandRflActionsEvasiveF\n- BinocStandRflActionsEvasiveFL\n- BinocStandRflActionsEvasiveFR\n- BinocStandRflActionsRunB\n- BinocStandRflActionsRunBL\n- BinocStandRflActionsRunBR\n- BinocStandRflActionsRunF\n- BinocStandRflActionsRunFL\n- BinocStandRflActionsRunFR\n- BinocStandRflActionsRunL\n- BinocStandRflActionsRunR\n- BinocStandRflActionsWlkB\n- BinocStandRflActionsWlkBL\n- BinocStandRflActionsWlkBR\n- BinocStandRflActionsWlkF\n- BinocStandRflActionsWlkFL\n- BinocStandRflActionsWlkFR\n- BinocStandRflActionsWlkL\n- BinocStandRflActionsWlkR\n- BottomDivingActions\n- BottomDivingActionsFastF\n- BottomDivingActionsGoingOut\n- BottomDivingActionsRunB\n- BottomDivingActionsRunBL\n- BottomDivingActionsRunBR\n- BottomDivingActionsRunF\n- BottomDivingActionsRunFL\n- BottomDivingActionsRunFR\n- BottomDivingActionsRunL\n- BottomDivingActionsRunR\n- BottomDivingActionsTacB\n- BottomDivingActionsTacBL\n- BottomDivingActionsTacBR\n- BottomDivingActionsTacF\n- BottomDivingActionsTacFL\n- BottomDivingActionsTacFR\n- BottomDivingActionsTacL\n- BottomDivingActionsTacR\n- BottomDivingActionsWlkB\n- BottomDivingActionsWlkBL\n- BottomDivingActionsWlkBR\n- BottomDivingActionsWlkF\n- BottomDivingActionsWlkFL\n- BottomDivingActionsWlkFR\n- BottomDivingActionsWlkL\n- BottomDivingActionsWlkR\n- BottomDivingRifleActions\n- BottomDivingRifleActionsFastF\n- BottomDivingRifleActionsGoingOut\n- BottomDivingRifleActionsRunB\n- BottomDivingRifleActionsRunBL\n- BottomDivingRifleActionsRunBR\n- BottomDivingRifleActionsRunF\n- BottomDivingRifleActionsRunFL\n- BottomDivingRifleActionsRunFR\n- BottomDivingRifleActionsRunL\n- BottomDivingRifleActionsRunR\n- BottomDivingRifleActionsTacB\n- BottomDivingRifleActionsTacBL\n- BottomDivingRifleActionsTacBR\n- BottomDivingRifleActionsTacF\n- BottomDivingRifleActionsTacFL\n- BottomDivingRifleActionsTacFR\n- BottomDivingRifleActionsTacL\n- BottomDivingRifleActionsTacR\n- BottomDivingRifleActionsWlkB\n- BottomDivingRifleActionsWlkBL\n- BottomDivingRifleActionsWlkBR\n- BottomDivingRifleActionsWlkF\n- BottomDivingRifleActionsWlkFL\n- BottomDivingRifleActionsWlkFR\n- BottomDivingRifleActionsWlkL\n- BottomDivingRifleActionsWlkR\n- BottomSwimmingActions\n- BottomSwimmingActionsFastF\n- BottomSwimmingActionsFastFL\n- BottomSwimmingActionsFastFR\n- BottomSwimmingActionsRunB\n- BottomSwimmingActionsRunBL\n- BottomSwimmingActionsRunBR\n- BottomSwimmingActionsRunF\n- BottomSwimmingActionsRunFL\n- BottomSwimmingActionsRunFR\n- BottomSwimmingActionsRunL\n- BottomSwimmingActionsRunR\n- CargoActions\n- CivilEvasiveActions\n- CivilEvasiveKneelActions\n- CivilExerciseActions\n- CivilKneelActions\n- CivilKneelActions_explo\n- CivilKneelActions_fixing\n- CivilKneelActions_gear\n- CivilKneelActions_inv\n- CivilKneelActionsLimpB\n- CivilKneelActionsLimpF\n- CivilKneelActionsLimpL\n- CivilKneelActionsLimpLB\n- CivilKneelActionsLimpLF\n- CivilKneelActionsLimpR\n- CivilKneelActionsLimpRB\n- CivilKneelActionsLimpRF\n- CivilKneelActionsRunB\n- CivilKneelActionsRunBL\n- CivilKneelActionsRunBR\n- CivilKneelActionsRunF\n- CivilKneelActionsRunFl\n- CivilKneelActionsRunFR\n- CivilKneelActionsRunL\n- CivilKneelActionsRunR\n- CivilKneelActionsWlkB\n- CivilKneelActionsWlkBL\n- CivilKneelActionsWlkBR\n- CivilKneelActionsWlkF\n- CivilKneelActionsWlkFL\n- CivilKneelActionsWlkFR\n- CivilKneelActionsWlkL\n- CivilKneelActionsWlkR\n- CivilKneelTakeActions\n- CivilPanicKneelActions\n- CivilPanicProneActions\n- CivilPanicStandActions\n- CivilProneActions\n- CivilProneActions_inv\n- CivilRunActions\n- CivilRunActionsB\n- CivilRunActionsBL\n- CivilRunActionsBR\n- CivilRunActionsF\n- CivilRunActionsFL\n- CivilRunActionsFR\n- CivilRunActionsL\n- CivilRunActionsR\n- CivilSitActions\n- CivilStandActions\n- CivilStandActions_inv\n- CivilStandActions_noSalute\n- CivilStandActionsLimpB\n- CivilStandActionsLimpF\n- CivilStandActionsLimpL\n- CivilStandActionsLimpLB\n- CivilStandActionsLimpLF\n- CivilStandActionsLimpR\n- CivilStandActionsLimpRB\n- CivilStandActionsLimpRF\n- CivilStandCutsceneActions\n- CivilStandSaluteActions\n- CivilStandSurrenderActions\n- CivilStandTakeActions\n- CivilWlkActionsB\n- CivilWlkActionsBL\n- CivilWlkActionsBR\n- CivilWlkActionsF\n- CivilWlkActionsFL\n- CivilWlkActionsFR\n- CivilWlkActionsL\n- CivilWlkActionsR\n- CutsceneBreachingFour\n- CutsceneBreachingThree\n- CutsceneBreachingTwo\n- CutsceneBriefingSA\n- CutsceneBriefingSA_StartingLoop\n- CutsceneBriefingSB\n- CutsceneBriefingSB_StartingLoop\n- CutsceneBriefingSC\n- CutsceneBriefingSC_StartingLoop\n- CutsceneExecutioner\n- CutsceneExecutionVictim\n- CutsceneExecutionVictimDead\n- CutsceneLeaveCivilStand\n- CutsceneLoop\n- CutsceneMillerChopperLoop\n- CutsceneMillerDeskCrouchLoop\n- CutsceneMillerDeskLoop\n- CutsceneMillerIdle\n- CutsceneSupportBack\n- CutsceneSupportFront\n- CutsceneSupportLeft\n- CutsceneSupportRight\n- DeadActions\n- DeployedProneActions\n- DivingActions\n- DivingActionsFastF\n- DivingActionsGoingOut\n- DivingActionsRunB\n- DivingActionsRunBL\n- DivingActionsRunBR\n- DivingActionsRunF\n- DivingActionsRunFL\n- DivingActionsRunFR\n- DivingActionsRunL\n- DivingActionsRunR\n- DivingActionsTacB\n- DivingActionsTacBL\n- DivingActionsTacBR\n- DivingActionsTacF\n- DivingActionsTacFL\n- DivingActionsTacFR\n- DivingActionsTacL\n- DivingActionsTacR\n- DivingActionsWlkB\n- DivingActionsWlkBL\n- DivingActionsWlkBR\n- DivingActionsWlkF\n- DivingActionsWlkFL\n- DivingActionsWlkFR\n- DivingActionsWlkL\n- DivingActionsWlkR\n- DivingRifleActions\n- DivingRifleActionsFastF\n- DivingRifleActionsGoingOut\n- DivingRifleActionsRunB\n- DivingRifleActionsRunBL\n- DivingRifleActionsRunBR\n- DivingRifleActionsRunF\n- DivingRifleActionsRunFL\n- DivingRifleActionsRunFR\n- DivingRifleActionsRunL\n- DivingRifleActionsRunR\n- DivingRifleActionsTacB\n- DivingRifleActionsTacBL\n- DivingRifleActionsTacBR\n- DivingRifleActionsTacF\n- DivingRifleActionsTacFL\n- DivingRifleActionsTacFR\n- DivingRifleActionsTacL\n- DivingRifleActionsTacR\n- DivingRifleActionsWlkB\n- DivingRifleActionsWlkBL\n- DivingRifleActionsWlkBR\n- DivingRifleActionsWlkF\n- DivingRifleActionsWlkFL\n- DivingRifleActionsWlkFR\n- DivingRifleActionsWlkL\n- DivingRifleActionsWlkR\n- FFV_BaseActions\n- FiringDrillsBinocKneelActions\n- FiringDrillsBinocProneActions\n- FiringDrillsBinocStandActions\n- FiringDrillsCivilKneelActions\n- FiringDrillsCivilKneelActions_inv\n- FiringDrillsCivilProneActions\n- FiringDrillsCivilProneActions_inv\n- FiringDrillsCivilStandActions\n- FiringDrillsCivilStandActions_inv\n- FiringDrillsPistolKneelActions\n- FiringDrillsPistolKneelActions_inv\n- FiringDrillsPistolLowKneelActions\n- FiringDrillsPistolLowKneelActions_inv\n- FiringDrillsPistolLowStandActions\n- FiringDrillsPistolLowStandActions_inv\n- FiringDrillsPistolProneActions\n- FiringDrillsPistolProneActions_inv\n- FiringDrillsPistolStandActions\n- FiringDrillsPistolStandActions_inv\n- FiringDrillsRifleKneelActions\n- FiringDrillsRifleKneelActions_inv\n- FiringDrillsRifleLowKneelActions\n- FiringDrillsRifleLowKneelActions_inv\n- FiringDrillsRifleLowStandActions\n- FiringDrillsRifleLowStandActions_inv\n- FiringDrillsRifleProneActions\n- FiringDrillsRifleProneActions_inv\n- FiringDrillsRifleStandActions\n- FiringDrillsRifleStandActions_inv\n- HealActionBase\n- HealActionBaseDr\n- HealActionsNon\n- HealActionsNonDr\n- HealSelfActionBase\n- HealSelfActionProne\n- HealSelfActionsNon\n- HealSelfCivilActionBase\n- HealSelfCivilActionProne\n- HealSelfLauncherActionBase\n- HealSelfPistolActionBase\n- HealSelfPistolActionProne\n- Heli_Light_Cargo01_Shooting_Actions\n- IncapacitatedAction\n- IncapacitatedPistolAction\n- IncapacitatedRifleAction\n- InjuredManActions\n- InjuredManActionsNon\n- InjuredManActionsNon_healed\n- InjuredManActionsNon_norot\n- InjuredManActionsRfl\n- InjuredManActionsRfl_healed\n- InjuredManActionsRfl_norot\n- InjuredManCarriedActions\n- InjuredManCarriedActionsNon\n- InjuredManCarriedActionsNonStill\n- InjuredManCarriedActionsNonWc\n- InjuredManCarriedActionsRfl\n- InjuredManCarriedActionsRflStill\n- InjuredManCarriedActionsRflWc\n- InjuredManDraggedActions\n- InjuredManDraggedActionsNon\n- InjuredManDraggedActionsRfl\n- InjuredManDraggedDeadActions\n- LadderCivilActions\n- LadderRifleActions\n- LauncherKneelActions\n- LauncherKneelActions_inv\n- LauncherKneelActionsLimpB\n- LauncherKneelActionsLimpF\n- LauncherKneelActionsLimpL\n- LauncherKneelActionsLimpLB\n- LauncherKneelActionsLimpLF\n- LauncherKneelActionsLimpR\n- LauncherKneelActionsLimpRB\n- LauncherKneelActionsLimpRF\n- LauncherKneelActionsRunB\n- LauncherKneelActionsRunBL\n- LauncherKneelActionsRunBR\n- LauncherKneelActionsRunF\n- LauncherKneelActionsRunFL\n- LauncherKneelActionsRunFR\n- LauncherKneelActionsRunL\n- LauncherKneelActionsRunR\n- LauncherKneelActionsTacB\n- LauncherKneelActionsTacBL\n- LauncherKneelActionsTacBR\n- LauncherKneelActionsTacF\n- LauncherKneelActionsTacFL\n- LauncherKneelActionsTacFR\n- LauncherKneelActionsTacL\n- LauncherKneelActionsTacR\n- LauncherKneelActionsWlkB\n- LauncherKneelActionsWlkBL\n- LauncherKneelActionsWlkBR\n- LauncherKneelActionsWlkF\n- LauncherKneelActionsWlkFL\n- LauncherKneelActionsWlkFR\n- LauncherKneelActionsWlkL\n- LauncherKneelActionsWlkR\n- LauncherKneelEvasiveFActions\n- LauncherKneelRunBActions\n- LauncherKneelRunFActions\n- LauncherProneActions\n- LauncherStandActions\n- LauncherStandActions_inv\n- LauncherStandActionsLimpB\n- LauncherStandActionsLimpF\n- LauncherStandActionsLimpL\n- LauncherStandActionsLimpLB\n- LauncherStandActionsLimpLF\n- LauncherStandActionsLimpR\n- LauncherStandActionsLimpRB\n- LauncherStandActionsLimpRF\n- LauncherStandActionsRunB\n- LauncherStandActionsRunBL\n- LauncherStandActionsRunBR\n- LauncherStandActionsRunF\n- LauncherStandActionsRunFL\n- LauncherStandActionsRunFR\n- LauncherStandActionsRunL\n- LauncherStandActionsRunR\n- LauncherStandActionsTacB\n- LauncherStandActionsTacBL\n- LauncherStandActionsTacBR\n- LauncherStandActionsTacF\n- LauncherStandActionsTacFL\n- LauncherStandActionsTacFR\n- LauncherStandActionsTacL\n- LauncherStandActionsTacR\n- LauncherStandActionsWlkB\n- LauncherStandActionsWlkBL\n- LauncherStandActionsWlkBR\n- LauncherStandActionsWlkF\n- LauncherStandActionsWlkFL\n- LauncherStandActionsWlkFR\n- LauncherStandActionsWlkL\n- LauncherStandActionsWlkR\n- LauncherStandLowStpActions\n- LauncherStandRunBActions\n- LauncherStandRunFActions\n- MortarActions\n- MoveWithInjuredMan\n- MoveWithInjuredMan_2Death2\n- MoveWithInjuredMan_helperNon\n- MoveWithInjuredMan_helperNonPst\n- MoveWithInjuredMan_helperRfl\n- MoveWithInjuredMan_release\n- MoveWithInjuredManCarrier\n- MoveWithInjuredManCarrierNon\n- MoveWithInjuredManCarrierNonStill\n- MoveWithInjuredManCarrierNonWc\n- MoveWithInjuredManCarrierPst\n- MoveWithInjuredManCarrierPstStill\n- MoveWithInjuredManCarrierPstWc\n- MoveWithInjuredManCarrierRfl\n- MoveWithInjuredManCarrierRflStill\n- MoveWithInjuredManCarrierRflWc\n- MoveWithInjuredManDragger\n- MoveWithInjuredManDraggerNon\n- MoveWithInjuredManDraggerPst\n- MoveWithInjuredManDraggerRfl\n- NoActions\n- NoActionsLying\n- para_actions\n- ParachuteFreeFall\n- passenger_bench_1Actions\n- passenger_bench_1BinocActions\n- passenger_bench_1BinocPistolActions\n- passenger_bench_1BinocUnarmedActions\n- passenger_bench_1DeadActions\n- passenger_bench_1DeadPistolActions\n- passenger_bench_1IdleActions\n- passenger_bench_1IdlePistolActions\n- passenger_bench_1IdleUnarmedActions\n- passenger_bench_1ObstructedActions\n- passenger_bench_1ObstructedPistolActions\n- passenger_bench_1PistolActions\n- passenger_boat_1Actions\n- passenger_boat_1BinocActions\n- passenger_boat_1BinocPistolActions\n- passenger_boat_1BinocUnarmedActions\n- passenger_boat_1DeadActions\n- passenger_boat_1DeadPistolActions\n- passenger_boat_1IdleActions\n- passenger_boat_1IdlePistolActions\n- passenger_boat_1IdleUnarmedActions\n- passenger_boat_1ObstructedActions\n- passenger_boat_1ObstructedPistolActions\n- passenger_boat_1PistolActions\n- passenger_boat_2Actions\n- passenger_boat_2BinocActions\n- passenger_boat_2BinocPistolActions\n- passenger_boat_2BinocUnarmedActions\n- passenger_boat_2DeadActions\n- passenger_boat_2DeadPistolActions\n- passenger_boat_2IdleActions\n- passenger_boat_2IdlePistolActions\n- passenger_boat_2IdleUnarmedActions\n- passenger_boat_2ObstructedActions\n- passenger_boat_2ObstructedPistolActions\n- passenger_boat_2PistolActions\n- passenger_boat_3Actions\n- passenger_boat_3BinocActions\n- passenger_boat_3BinocPistolActions\n- passenger_boat_3BinocUnarmedActions\n- passenger_boat_3DeadActions\n- passenger_boat_3DeadPistolActions\n- passenger_boat_3IdleActions\n- passenger_boat_3IdlePistolActions\n- passenger_boat_3IdleUnarmedActions\n- passenger_boat_3ObstructedActions\n- passenger_boat_3ObstructedPistolActions\n- passenger_boat_3PistolActions\n- passenger_boat_4Actions\n- passenger_boat_4BinocActions\n- passenger_boat_4BinocPistolActions\n- passenger_boat_4BinocUnarmedActions\n- passenger_boat_4DeadActions\n- passenger_boat_4DeadPistolActions\n- passenger_boat_4IdleActions\n- passenger_boat_4IdlePistolActions\n- passenger_boat_4IdleUnarmedActions\n- passenger_boat_4ObstructedActions\n- passenger_boat_4ObstructedPistolActions\n- passenger_boat_4PistolActions\n- passenger_flatground_1Actions\n- passenger_flatground_1BinocActions\n- passenger_flatground_1BinocPistolActions\n- passenger_flatground_1BinocUnarmedActions\n- passenger_flatground_1DeadActions\n- passenger_flatground_1DeadPistolActions\n- passenger_flatground_1IdleActions\n- passenger_flatground_1IdlePistolActions\n- passenger_flatground_1IdleUnarmedActions\n- passenger_flatground_1ObstructedActions\n- passenger_flatground_1ObstructedPistolActions\n- passenger_flatground_1PistolActions\n- passenger_flatground_2Actions\n- passenger_flatground_2BinocActions\n- passenger_flatground_2BinocPistolActions\n- passenger_flatground_2BinocUnarmedActions\n- passenger_flatground_2DeadActions\n- passenger_flatground_2DeadPistolActions\n- passenger_flatground_2IdleActions\n- passenger_flatground_2IdlePistolActions\n- passenger_flatground_2IdleUnarmedActions\n- passenger_flatground_2ObstructedActions\n- passenger_flatground_2ObstructedPistolActions\n- passenger_flatground_2PistolActions\n- passenger_flatground_3Actions\n- passenger_flatground_3BinocActions\n- passenger_flatground_3BinocPistolActions\n- passenger_flatground_3BinocUnarmedActions\n- passenger_flatground_3DeadActions\n- passenger_flatground_3DeadPistolActions\n- passenger_flatground_3IdleActions\n- passenger_flatground_3IdlePistolActions\n- passenger_flatground_3IdleUnarmedActions\n- passenger_flatground_3ObstructedActions\n- passenger_flatground_3ObstructedPistolActions\n- passenger_flatground_3PistolActions\n- passenger_flatground_4Actions\n- passenger_flatground_4BinocActions\n- passenger_flatground_4BinocPistolActions\n- passenger_flatground_4BinocUnarmedActions\n- passenger_flatground_4DeadActions\n- passenger_flatground_4DeadPistolActions\n- passenger_flatground_4IdleActions\n- passenger_flatground_4IdlePistolActions\n- passenger_flatground_4IdleUnarmedActions\n- passenger_flatground_4ObstructedActions\n- passenger_flatground_4ObstructedPistolActions\n- passenger_flatground_4PistolActions\n- passenger_inside_1Actions\n- passenger_inside_1BinocActions\n- passenger_inside_1BinocPistolActions\n- passenger_inside_1BinocUnarmedActions\n- passenger_inside_1DeadActions\n- passenger_inside_1DeadPistolActions\n- passenger_inside_1IdleActions\n- passenger_inside_1IdlePistolActions\n- passenger_inside_1IdleUnarmedActions\n- passenger_inside_1ObstructedActions\n- passenger_inside_1ObstructedPistolActions\n- passenger_inside_1PistolActions\n- passenger_inside_2Actions\n- passenger_inside_2BinocActions\n- passenger_inside_2BinocPistolActions\n- passenger_inside_2BinocUnarmedActions\n- passenger_inside_2DeadActions\n- passenger_inside_2DeadPistolActions\n- passenger_inside_2IdleActions\n- passenger_inside_2IdlePistolActions\n- passenger_inside_2IdleUnarmedActions\n- passenger_inside_2ObstructedActions\n- passenger_inside_2ObstructedPistolActions\n- passenger_inside_2PistolActions\n- passenger_inside_3Actions\n- passenger_inside_3BinocActions\n- passenger_inside_3BinocPistolActions\n- passenger_inside_3BinocUnarmedActions\n- passenger_inside_3DeadActions\n- passenger_inside_3DeadPistolActions\n- passenger_inside_3IdleActions\n- passenger_inside_3IdlePistolActions\n- passenger_inside_3IdleUnarmedActions\n- passenger_inside_3ObstructedActions\n- passenger_inside_3ObstructedPistolActions\n- passenger_inside_3PistolActions\n- passenger_inside_4Actions\n- passenger_inside_4BinocActions\n- passenger_inside_4BinocPistolActions\n- passenger_inside_4BinocUnarmedActions\n- passenger_inside_4DeadActions\n- passenger_inside_4DeadPistolActions\n- passenger_inside_4IdleActions\n- passenger_inside_4IdlePistolActions\n- passenger_inside_4IdleUnarmedActions\n- passenger_inside_4ObstructedActions\n- passenger_inside_4ObstructedPistolActions\n- passenger_inside_4PistolActions\n- passenger_inside_5Actions\n- passenger_inside_5BinocActions\n- passenger_inside_5BinocPistolActions\n- passenger_inside_5BinocUnarmedActions\n- passenger_inside_5DeadActions\n- passenger_inside_5DeadPistolActions\n- passenger_inside_5IdleActions\n- passenger_inside_5IdlePistolActions\n- passenger_inside_5IdleUnarmedActions\n- passenger_inside_5ObstructedActions\n- passenger_inside_5ObstructedPistolActions\n- passenger_inside_5PistolActions\n- passenger_inside_6Actions\n- passenger_inside_6BinocActions\n- passenger_inside_6BinocPistolActions\n- passenger_inside_6BinocUnarmedActions\n- passenger_inside_6DeadActions\n- passenger_inside_6DeadPistolActions\n- passenger_inside_6IdleActions\n- passenger_inside_6IdlePistolActions\n- passenger_inside_6IdleUnarmedActions\n- passenger_inside_6ObstructedActions\n- passenger_inside_6ObstructedPistolActions\n- passenger_inside_6PistolActions\n- passenger_inside_7Actions\n- passenger_inside_7BinocActions\n- passenger_inside_7BinocPistolActions\n- passenger_inside_7BinocUnarmedActions\n- passenger_inside_7DeadActions\n- passenger_inside_7DeadPistolActions\n- passenger_inside_7IdleActions\n- passenger_inside_7IdlePistolActions\n- passenger_inside_7IdleUnarmedActions\n- passenger_inside_7ObstructedActions\n- passenger_inside_7ObstructedPistolActions\n- passenger_inside_7PistolActions\n- passenger_inside_8Actions\n- passenger_inside_8BinocActions\n- passenger_inside_8BinocPistolActions\n- passenger_inside_8BinocUnarmedActions\n- passenger_inside_8DeadActions\n- passenger_inside_8DeadPistolActions\n- passenger_inside_8IdleActions\n- passenger_inside_8IdlePistolActions\n- passenger_inside_8IdleUnarmedActions\n- passenger_inside_8ObstructedActions\n- passenger_inside_8ObstructedPistolActions\n- passenger_inside_8PistolActions\n- PistolAdjustBKneelActions\n- PistolAdjustBKneelActionsRunB\n- PistolAdjustBKneelActionsRunBL\n- PistolAdjustBKneelActionsRunBR\n- PistolAdjustBKneelActionsRunF\n- PistolAdjustBKneelActionsRunFL\n- PistolAdjustBKneelActionsRunFR\n- PistolAdjustBKneelActionsRunL\n- PistolAdjustBKneelActionsRunR\n- PistolAdjustBKneelActionsTacB\n- PistolAdjustBKneelActionsTacBL\n- PistolAdjustBKneelActionsTacBR\n- PistolAdjustBKneelActionsTacF\n- PistolAdjustBKneelActionsTacFL\n- PistolAdjustBKneelActionsTacFR\n- PistolAdjustBKneelActionsTacL\n- PistolAdjustBKneelActionsTacR\n- PistolAdjustBKneelActionsWlkB\n- PistolAdjustBKneelActionsWlkBL\n- PistolAdjustBKneelActionsWlkBR\n- PistolAdjustBKneelActionsWlkF\n- PistolAdjustBKneelActionsWlkFL\n- PistolAdjustBKneelActionsWlkFR\n- PistolAdjustBKneelActionsWlkL\n- PistolAdjustBKneelActionsWlkR\n- PistolAdjustBKneelEvasiveActionsF\n- PistolAdjustBKneelEvasiveActionsFL\n- PistolAdjustBKneelEvasiveActionsFR\n- PistolAdjustBProneActions\n- PistolAdjustBStandActions\n- PistolAdjustBStandActionsRunB\n- PistolAdjustBStandActionsRunBL\n- PistolAdjustBStandActionsRunBR\n- PistolAdjustBStandActionsRunF\n- PistolAdjustBStandActionsRunFL\n- PistolAdjustBStandActionsRunFR\n- PistolAdjustBStandActionsRunL\n- PistolAdjustBStandActionsRunR\n- PistolAdjustBStandActionsTacB\n- PistolAdjustBStandActionsTacBL\n- PistolAdjustBStandActionsTacBR\n- PistolAdjustBStandActionsTacF\n- PistolAdjustBStandActionsTacFL\n- PistolAdjustBStandActionsTacFR\n- PistolAdjustBStandActionsTacL\n- PistolAdjustBStandActionsTacR\n- PistolAdjustBStandActionsWlkB\n- PistolAdjustBStandActionsWlkBL\n- PistolAdjustBStandActionsWlkBR\n- PistolAdjustBStandActionsWlkF\n- PistolAdjustBStandActionsWlkFL\n- PistolAdjustBStandActionsWlkFR\n- PistolAdjustBStandActionsWlkL\n- PistolAdjustBStandActionsWlkR\n- PistolAdjustBStandEvasiveActionsF\n- PistolAdjustBStandEvasiveActionsFL\n- PistolAdjustBStandEvasiveActionsFR\n- PistolAdjustFKneelActions\n- PistolAdjustFKneelActionsRunB\n- PistolAdjustFKneelActionsRunBL\n- PistolAdjustFKneelActionsRunBR\n- PistolAdjustFKneelActionsRunF\n- PistolAdjustFKneelActionsRunFL\n- PistolAdjustFKneelActionsRunFR\n- PistolAdjustFKneelActionsRunL\n- PistolAdjustFKneelActionsRunR\n- PistolAdjustFKneelActionsTacB\n- PistolAdjustFKneelActionsTacBL\n- PistolAdjustFKneelActionsTacBR\n- PistolAdjustFKneelActionsTacF\n- PistolAdjustFKneelActionsTacFL\n- PistolAdjustFKneelActionsTacFR\n- PistolAdjustFKneelActionsTacL\n- PistolAdjustFKneelActionsTacR\n- PistolAdjustFKneelActionsWlkB\n- PistolAdjustFKneelActionsWlkBL\n- PistolAdjustFKneelActionsWlkBR\n- PistolAdjustFKneelActionsWlkF\n- PistolAdjustFKneelActionsWlkFL\n- PistolAdjustFKneelActionsWlkFR\n- PistolAdjustFKneelActionsWlkL\n- PistolAdjustFKneelActionsWlkR\n- PistolAdjustFKneelEvasiveActionsF\n- PistolAdjustFKneelEvasiveActionsFL\n- PistolAdjustFKneelEvasiveActionsFR\n- PistolAdjustFProneActions\n- PistolAdjustFStandActions\n- PistolAdjustFStandActionsRunB\n- PistolAdjustFStandActionsRunBL\n- PistolAdjustFStandActionsRunBR\n- PistolAdjustFStandActionsRunF\n- PistolAdjustFStandActionsRunFL\n- PistolAdjustFStandActionsRunFR\n- PistolAdjustFStandActionsRunL\n- PistolAdjustFStandActionsRunR\n- PistolAdjustFStandActionsTacB\n- PistolAdjustFStandActionsTacBL\n- PistolAdjustFStandActionsTacBR\n- PistolAdjustFStandActionsTacF\n- PistolAdjustFStandActionsTacFL\n- PistolAdjustFStandActionsTacFR\n- PistolAdjustFStandActionsTacL\n- PistolAdjustFStandActionsTacR\n- PistolAdjustFStandActionsWlkB\n- PistolAdjustFStandActionsWlkBL\n- PistolAdjustFStandActionsWlkBR\n- PistolAdjustFStandActionsWlkF\n- PistolAdjustFStandActionsWlkFL\n- PistolAdjustFStandActionsWlkFR\n- PistolAdjustFStandActionsWlkL\n- PistolAdjustFStandActionsWlkR\n- PistolAdjustFStandEvasiveActionsF\n- PistolAdjustFStandEvasiveActionsFL\n- PistolAdjustFStandEvasiveActionsFR\n- PistolAdjustKneelBaseActions\n- PistolAdjustLKneelActions\n- PistolAdjustLKneelActionsRunB\n- PistolAdjustLKneelActionsRunBL\n- PistolAdjustLKneelActionsRunBR\n- PistolAdjustLKneelActionsRunF\n- PistolAdjustLKneelActionsRunFL\n- PistolAdjustLKneelActionsRunFR\n- PistolAdjustLKneelActionsRunL\n- PistolAdjustLKneelActionsRunR\n- PistolAdjustLKneelActionsTacB\n- PistolAdjustLKneelActionsTacBL\n- PistolAdjustLKneelActionsTacBR\n- PistolAdjustLKneelActionsTacF\n- PistolAdjustLKneelActionsTacFL\n- PistolAdjustLKneelActionsTacFR\n- PistolAdjustLKneelActionsTacL\n- PistolAdjustLKneelActionsTacR\n- PistolAdjustLKneelActionsWlkB\n- PistolAdjustLKneelActionsWlkBL\n- PistolAdjustLKneelActionsWlkBR\n- PistolAdjustLKneelActionsWlkF\n- PistolAdjustLKneelActionsWlkFL\n- PistolAdjustLKneelActionsWlkFR\n- PistolAdjustLKneelActionsWlkL\n- PistolAdjustLKneelActionsWlkR\n- PistolAdjustLKneelEvasiveActionsF\n- PistolAdjustLKneelEvasiveActionsFL\n- PistolAdjustLKneelEvasiveActionsFR\n- PistolAdjustLProneActions\n- PistolAdjustLStandActions\n- PistolAdjustLStandActionsRunB\n- PistolAdjustLStandActionsRunBL\n- PistolAdjustLStandActionsRunBR\n- PistolAdjustLStandActionsRunF\n- PistolAdjustLStandActionsRunFL\n- PistolAdjustLStandActionsRunFR\n- PistolAdjustLStandActionsRunL\n- PistolAdjustLStandActionsRunR\n- PistolAdjustLStandActionsTacB\n- PistolAdjustLStandActionsTacBL\n- PistolAdjustLStandActionsTacBR\n- PistolAdjustLStandActionsTacF\n- PistolAdjustLStandActionsTacFL\n- PistolAdjustLStandActionsTacFR\n- PistolAdjustLStandActionsTacL\n- PistolAdjustLStandActionsTacR\n- PistolAdjustLStandActionsWlkB\n- PistolAdjustLStandActionsWlkBL\n- PistolAdjustLStandActionsWlkBR\n- PistolAdjustLStandActionsWlkF\n- PistolAdjustLStandActionsWlkFL\n- PistolAdjustLStandActionsWlkFR\n- PistolAdjustLStandActionsWlkL\n- PistolAdjustLStandActionsWlkR\n- PistolAdjustLStandEvasiveActionsF\n- PistolAdjustLStandEvasiveActionsFL\n- PistolAdjustLStandEvasiveActionsFR\n- PistolAdjustProneBaseActions\n- PistolAdjustRKneelActions\n- PistolAdjustRKneelActionsRunB\n- PistolAdjustRKneelActionsRunBL\n- PistolAdjustRKneelActionsRunBR\n- PistolAdjustRKneelActionsRunF\n- PistolAdjustRKneelActionsRunFL\n- PistolAdjustRKneelActionsRunFR\n- PistolAdjustRKneelActionsRunL\n- PistolAdjustRKneelActionsRunR\n- PistolAdjustRKneelActionsTacB\n- PistolAdjustRKneelActionsTacBL\n- PistolAdjustRKneelActionsTacBR\n- PistolAdjustRKneelActionsTacF\n- PistolAdjustRKneelActionsTacFL\n- PistolAdjustRKneelActionsTacFR\n- PistolAdjustRKneelActionsTacL\n- PistolAdjustRKneelActionsTacR\n- PistolAdjustRKneelActionsWlkB\n- PistolAdjustRKneelActionsWlkBL\n- PistolAdjustRKneelActionsWlkBR\n- PistolAdjustRKneelActionsWlkF\n- PistolAdjustRKneelActionsWlkFL\n- PistolAdjustRKneelActionsWlkFR\n- PistolAdjustRKneelActionsWlkL\n- PistolAdjustRKneelActionsWlkR\n- PistolAdjustRKneelEvasiveActionsF\n- PistolAdjustRKneelEvasiveActionsFL\n- PistolAdjustRKneelEvasiveActionsFR\n- PistolAdjustRProneActions\n- PistolAdjustRStandActions\n- PistolAdjustRStandActionsRunB\n- PistolAdjustRStandActionsRunBL\n- PistolAdjustRStandActionsRunBR\n- PistolAdjustRStandActionsRunF\n- PistolAdjustRStandActionsRunFL\n- PistolAdjustRStandActionsRunFR\n- PistolAdjustRStandActionsRunL\n- PistolAdjustRStandActionsRunR\n- PistolAdjustRStandActionsTacB\n- PistolAdjustRStandActionsTacBL\n- PistolAdjustRStandActionsTacBR\n- PistolAdjustRStandActionsTacF\n- PistolAdjustRStandActionsTacFL\n- PistolAdjustRStandActionsTacFR\n- PistolAdjustRStandActionsTacL\n- PistolAdjustRStandActionsTacR\n- PistolAdjustRStandActionsWlkB\n- PistolAdjustRStandActionsWlkBL\n- PistolAdjustRStandActionsWlkBR\n- PistolAdjustRStandActionsWlkF\n- PistolAdjustRStandActionsWlkFL\n- PistolAdjustRStandActionsWlkFR\n- PistolAdjustRStandActionsWlkL\n- PistolAdjustRStandActionsWlkR\n- PistolAdjustRStandEvasiveActionsF\n- PistolAdjustRStandEvasiveActionsFL\n- PistolAdjustRStandEvasiveActionsFR\n- PistolAdjustStandBaseActions\n- PistolKneelActions\n- PistolKneelActions_explo\n- PistolKneelActions_gear\n- PistolKneelActions_inv\n- PistolKneelActionsLimpB\n- PistolKneelActionsLimpF\n- PistolKneelActionsLimpL\n- PistolKneelActionsLimpLB\n- PistolKneelActionsLimpLF\n- PistolKneelActionsLimpR\n- PistolKneelActionsLimpRB\n- PistolKneelActionsLimpRF\n- PistolKneelActionsNoAdjust\n- PistolKneelActionsRunB\n- PistolKneelActionsRunBL\n- PistolKneelActionsRunBR\n- PistolKneelActionsRunF\n- PistolKneelActionsRunFL\n- PistolKneelActionsRunFr\n- PistolKneelActionsRunL\n- PistolKneelActionsRunR\n- PistolKneelActionsTacB\n- PistolKneelActionsTacBL\n- PistolKneelActionsTacBR\n- PistolKneelActionsTacF\n- PistolKneelActionsTacFL\n- PistolKneelActionsTacFr\n- PistolKneelActionsTacL\n- PistolKneelActionsTacR\n- PistolKneelActionsWlkB\n- PistolKneelActionsWlkBL\n- PistolKneelActionsWlkBR\n- PistolKneelActionsWlkF\n- PistolKneelActionsWlkFL\n- PistolKneelActionsWlkFR\n- PistolKneelActionsWlkL\n- PistolKneelActionsWlkR\n- PistolKneelEvasiveActionsF\n- PistolKneelEvasiveActionsFL\n- PistolKneelEvasiveActionsFR\n- PistolKneelEvasiveActionsL\n- PistolKneelEvasiveActionsR\n- PistolKneelTakeActions\n- PistolLowKneelActions\n- PistolLowKneelActionsLimpB\n- PistolLowKneelActionsLimpF\n- PistolLowKneelActionsLimpL\n- PistolLowKneelActionsLimpLB\n- PistolLowKneelActionsLimpLF\n- PistolLowKneelActionsLimpR\n- PistolLowKneelActionsLimpRB\n- PistolLowKneelActionsLimpRF\n- PistolLowKneelActionsNoAdjust\n- PistolLowKneelActionsRunB\n- PistolLowKneelActionsRunBL\n- PistolLowKneelActionsRunBR\n- PistolLowKneelActionsRunF\n- PistolLowKneelActionsRunFL\n- PistolLowKneelActionsRunFr\n- PistolLowKneelActionsRunL\n- PistolLowKneelActionsRunR\n- PistolLowKneelActionsTacB\n- PistolLowKneelActionsTacBL\n- PistolLowKneelActionsTacBR\n- PistolLowKneelActionsTacF\n- PistolLowKneelActionsTacFL\n- PistolLowKneelActionsTacFR\n- PistolLowKneelActionsTacL\n- PistolLowKneelActionsTacR\n- PistolLowKneelActionsWlkB\n- PistolLowKneelActionsWlkBL\n- PistolLowKneelActionsWlkBR\n- PistolLowKneelActionsWlkF\n- PistolLowKneelActionsWlkFL\n- PistolLowKneelActionsWlkFR\n- PistolLowKneelActionsWlkL\n- PistolLowKneelActionsWlkR\n- PistolLowKneelEvasiveActionsF\n- PistolLowKneelEvasiveActionsFL\n- PistolLowKneelEvasiveActionsFR\n- PistolLowStandActions\n- PistolLowStandActionsFastF\n- PistolLowStandActionsFastFL\n- PistolLowStandActionsFastFR\n- PistolLowStandActionsLimpB\n- PistolLowStandActionsLimpF\n- PistolLowStandActionsLimpL\n- PistolLowStandActionsLimpLB\n- PistolLowStandActionsLimpLF\n- PistolLowStandActionsLimpR\n- PistolLowStandActionsLimpRB\n- PistolLowStandActionsLimpRF\n- PistolLowStandActionsNoAdjust\n- PistolLowStandActionsRunB\n- PistolLowStandActionsRunBL\n- PistolLowStandActionsRunBR\n- PistolLowStandActionsRunF\n- PistolLowStandActionsRunFL\n- PistolLowStandActionsRunFR\n- PistolLowStandActionsRunL\n- PistolLowStandActionsRunR\n- PistolLowStandActionsTacB\n- PistolLowStandActionsTacBL\n- PistolLowStandActionsTacBR\n- PistolLowStandActionsTacF\n- PistolLowStandActionsTacFL\n- PistolLowStandActionsTacFR\n- PistolLowStandActionsTacL\n- PistolLowStandActionsTacR\n- PistolLowStandActionsWlkB\n- PistolLowStandActionsWlkBL\n- PistolLowStandActionsWlkBR\n- PistolLowStandActionsWlkF\n- PistolLowStandActionsWlkFL\n- PistolLowStandActionsWlkFR\n- PistolLowStandActionsWlkL\n- PistolLowStandActionsWlkR\n- PistolLowStandCutsceneActions\n- PistolLowStandEvasiveActionsF\n- PistolLowStandEvasiveActionsFL\n- PistolLowStandEvasiveActionsFR\n- PistolProneActions\n- PistolProneActions_inv\n- PistolRaisedStandCutsceneActions\n- PistolRunFActions\n- PistolSitActions\n- PistolStandActions\n- PistolStandActions_gear\n- PistolStandActions_inv\n- PistolStandActionsLimpB\n- PistolStandActionsLimpF\n- PistolStandActionsLimpL\n- PistolStandActionsLimpLB\n- PistolStandActionsLimpLF\n- PistolStandActionsLimpR\n- PistolStandActionsLimpRB\n- PistolStandActionsLimpRF\n- PistolStandActionsNoAdjust\n- PistolStandActionsRunB\n- PistolStandActionsRunBL\n- PistolStandActionsRunBR\n- PistolStandActionsRunF\n- PistolStandActionsRunFL\n- PistolStandActionsRunFR\n- PistolStandActionsRunL\n- PistolStandActionsRunR\n- PistolStandActionsTacB\n- PistolStandActionsTacBL\n- PistolStandActionsTacBR\n- PistolStandActionsTacF\n- PistolStandActionsTacFL\n- PistolStandActionsTacFR\n- PistolStandActionsTacL\n- PistolStandActionsTacR\n- PistolStandActionsWlkB\n- PistolStandActionsWlkBL\n- PistolStandActionsWlkBR\n- PistolStandActionsWlkF\n- PistolStandActionsWlkFL\n- PistolStandActionsWlkFR\n- PistolStandActionsWlkL\n- PistolStandActionsWlkR\n- PistolStandEvasiveActionsF\n- PistolStandEvasiveActionsFL\n- PistolStandEvasiveActionsFR\n- PistolStandEvasiveActionsL\n- PistolStandEvasiveActionsR\n- PistolStandSaluteActions\n- PistolStandTakeActions\n- PistolWalkFActions\n- ReviveMedicActions\n- ReviveWoundedActions\n- ReviveWoundedDefaultActions\n- RifleAdjustBKneelActions\n- RifleAdjustBKneelActionsRunB\n- RifleAdjustBKneelActionsRunBL\n- RifleAdjustBKneelActionsRunBR\n- RifleAdjustBKneelActionsRunF\n- RifleAdjustBKneelActionsRunFL\n- RifleAdjustBKneelActionsRunFR\n- RifleAdjustBKneelActionsRunL\n- RifleAdjustBKneelActionsRunR\n- RifleAdjustBKneelActionsTacB\n- RifleAdjustBKneelActionsTacBL\n- RifleAdjustBKneelActionsTacBR\n- RifleAdjustBKneelActionsTacF\n- RifleAdjustBKneelActionsTacFL\n- RifleAdjustBKneelActionsTacFR\n- RifleAdjustBKneelActionsTacL\n- RifleAdjustBKneelActionsTacR\n- RifleAdjustBKneelActionsWlkB\n- RifleAdjustBKneelActionsWlkBL\n- RifleAdjustBKneelActionsWlkBR\n- RifleAdjustBKneelActionsWlkF\n- RifleAdjustBKneelActionsWlkFL\n- RifleAdjustBKneelActionsWlkFR\n- RifleAdjustBKneelActionsWlkL\n- RifleAdjustBKneelActionsWlkR\n- RifleAdjustBKneelEvasiveActionsF\n- RifleAdjustBKneelEvasiveActionsFL\n- RifleAdjustBKneelEvasiveActionsFR\n- RifleAdjustBProneActions\n- RifleAdjustBStandActions\n- RifleAdjustBStandActionsRunB\n- RifleAdjustBStandActionsRunBL\n- RifleAdjustBStandActionsRunBR\n- RifleAdjustBStandActionsRunF\n- RifleAdjustBStandActionsRunFL\n- RifleAdjustBStandActionsRunFR\n- RifleAdjustBStandActionsRunL\n- RifleAdjustBStandActionsRunR\n- RifleAdjustBStandActionsTacB\n- RifleAdjustBStandActionsTacBL\n- RifleAdjustBStandActionsTacBR\n- RifleAdjustBStandActionsTacF\n- RifleAdjustBStandActionsTacFL\n- RifleAdjustBStandActionsTacFR\n- RifleAdjustBStandActionsTacL\n- RifleAdjustBStandActionsTacR\n- RifleAdjustBStandActionsWlkB\n- RifleAdjustBStandActionsWlkBL\n- RifleAdjustBStandActionsWlkBR\n- RifleAdjustBStandActionsWlkF\n- RifleAdjustBStandActionsWlkFL\n- RifleAdjustBStandActionsWlkFR\n- RifleAdjustBStandActionsWlkL\n- RifleAdjustBStandActionsWlkR\n- RifleAdjustBStandEvasiveActionsF\n- RifleAdjustBStandEvasiveActionsFL\n- RifleAdjustBStandEvasiveActionsFR\n- RifleAdjustFKneelActions\n- RifleAdjustFKneelActionsRunB\n- RifleAdjustFKneelActionsRunBL\n- RifleAdjustFKneelActionsRunBR\n- RifleAdjustFKneelActionsRunF\n- RifleAdjustFKneelActionsRunFL\n- RifleAdjustFKneelActionsRunFR\n- RifleAdjustFKneelActionsRunL\n- RifleAdjustFKneelActionsRunR\n- RifleAdjustFKneelActionsTacB\n- RifleAdjustFKneelActionsTacBL\n- RifleAdjustFKneelActionsTacBR\n- RifleAdjustFKneelActionsTacF\n- RifleAdjustFKneelActionsTacFL\n- RifleAdjustFKneelActionsTacFR\n- RifleAdjustFKneelActionsTacL\n- RifleAdjustFKneelActionsTacR\n- RifleAdjustFKneelActionsWlkB\n- RifleAdjustFKneelActionsWlkBL\n- RifleAdjustFKneelActionsWlkBR\n- RifleAdjustFKneelActionsWlkF\n- RifleAdjustFKneelActionsWlkFL\n- RifleAdjustFKneelActionsWlkFR\n- RifleAdjustFKneelActionsWlkL\n- RifleAdjustFKneelActionsWlkR\n- RifleAdjustFKneelEvasiveActionsF\n- RifleAdjustFKneelEvasiveActionsFL\n- RifleAdjustFKneelEvasiveActionsFR\n- RifleAdjustFProneActions\n- RifleAdjustFStandActions\n- RifleAdjustFStandActionsRunB\n- RifleAdjustFStandActionsRunBL\n- RifleAdjustFStandActionsRunBR\n- RifleAdjustFStandActionsRunF\n- RifleAdjustFStandActionsRunFL\n- RifleAdjustFStandActionsRunFR\n- RifleAdjustFStandActionsRunL\n- RifleAdjustFStandActionsRunR\n- RifleAdjustFStandActionsTacB\n- RifleAdjustFStandActionsTacBL\n- RifleAdjustFStandActionsTacBR\n- RifleAdjustFStandActionsTacF\n- RifleAdjustFStandActionsTacFL\n- RifleAdjustFStandActionsTacFR\n- RifleAdjustFStandActionsTacL\n- RifleAdjustFStandActionsTacR\n- RifleAdjustFStandActionsWlkB\n- RifleAdjustFStandActionsWlkBL\n- RifleAdjustFStandActionsWlkBR\n- RifleAdjustFStandActionsWlkF\n- RifleAdjustFStandActionsWlkFL\n- RifleAdjustFStandActionsWlkFR\n- RifleAdjustFStandActionsWlkL\n- RifleAdjustFStandActionsWlkR\n- RifleAdjustFStandEvasiveActionsF\n- RifleAdjustFStandEvasiveActionsFL\n- RifleAdjustFStandEvasiveActionsFR\n- RifleAdjustKneelBaseActions\n- RifleAdjustLKneelActions\n- RifleAdjustLKneelActionsRunB\n- RifleAdjustLKneelActionsRunBL\n- RifleAdjustLKneelActionsRunBR\n- RifleAdjustLKneelActionsRunF\n- RifleAdjustLKneelActionsRunFL\n- RifleAdjustLKneelActionsRunFR\n- RifleAdjustLKneelActionsRunL\n- RifleAdjustLKneelActionsRunR\n- RifleAdjustLKneelActionsTacB\n- RifleAdjustLKneelActionsTacBL\n- RifleAdjustLKneelActionsTacBR\n- RifleAdjustLKneelActionsTacF\n- RifleAdjustLKneelActionsTacFL\n- RifleAdjustLKneelActionsTacFR\n- RifleAdjustLKneelActionsTacL\n- RifleAdjustLKneelActionsTacR\n- RifleAdjustLKneelActionsWlkB\n- RifleAdjustLKneelActionsWlkBL\n- RifleAdjustLKneelActionsWlkBR\n- RifleAdjustLKneelActionsWlkF\n- RifleAdjustLKneelActionsWlkFL\n- RifleAdjustLKneelActionsWlkFR\n- RifleAdjustLKneelActionsWlkL\n- RifleAdjustLKneelActionsWlkR\n- RifleAdjustLKneelEvasiveActionsF\n- RifleAdjustLKneelEvasiveActionsFL\n- RifleAdjustLKneelEvasiveActionsFR\n- RifleAdjustLProneActions\n- RifleAdjustLStandActions\n- RifleAdjustLStandActionsRunB\n- RifleAdjustLStandActionsRunBL\n- RifleAdjustLStandActionsRunBR\n- RifleAdjustLStandActionsRunF\n- RifleAdjustLStandActionsRunFL\n- RifleAdjustLStandActionsRunFR\n- RifleAdjustLStandActionsRunL\n- RifleAdjustLStandActionsRunR\n- RifleAdjustLStandActionsTacB\n- RifleAdjustLStandActionsTacBL\n- RifleAdjustLStandActionsTacBR\n- RifleAdjustLStandActionsTacF\n- RifleAdjustLStandActionsTacFL\n- RifleAdjustLStandActionsTacFR\n- RifleAdjustLStandActionsTacL\n- RifleAdjustLStandActionsTacR\n- RifleAdjustLStandActionsWlkB\n- RifleAdjustLStandActionsWlkBL\n- RifleAdjustLStandActionsWlkBR\n- RifleAdjustLStandActionsWlkF\n- RifleAdjustLStandActionsWlkFL\n- RifleAdjustLStandActionsWlkFR\n- RifleAdjustLStandActionsWlkL\n- RifleAdjustLStandActionsWlkR\n- RifleAdjustLStandEvasiveActionsF\n- RifleAdjustLStandEvasiveActionsFL\n- RifleAdjustLStandEvasiveActionsFR\n- RifleAdjustProneBaseActions\n- RifleAdjustRKneelActions\n- RifleAdjustRKneelActionsRunB\n- RifleAdjustRKneelActionsRunBL\n- RifleAdjustRKneelActionsRunBR\n- RifleAdjustRKneelActionsRunF\n- RifleAdjustRKneelActionsRunFL\n- RifleAdjustRKneelActionsRunFR\n- RifleAdjustRKneelActionsRunL\n- RifleAdjustRKneelActionsRunR\n- RifleAdjustRKneelActionsTacB\n- RifleAdjustRKneelActionsTacBL\n- RifleAdjustRKneelActionsTacBR\n- RifleAdjustRKneelActionsTacF\n- RifleAdjustRKneelActionsTacFL\n- RifleAdjustRKneelActionsTacFR\n- RifleAdjustRKneelActionsTacL\n- RifleAdjustRKneelActionsTacR\n- RifleAdjustRKneelActionsWlkB\n- RifleAdjustRKneelActionsWlkBL\n- RifleAdjustRKneelActionsWlkBR\n- RifleAdjustRKneelActionsWlkF\n- RifleAdjustRKneelActionsWlkFL\n- RifleAdjustRKneelActionsWlkFR\n- RifleAdjustRKneelActionsWlkL\n- RifleAdjustRKneelActionsWlkR\n- RifleAdjustRKneelEvasiveActionsF\n- RifleAdjustRKneelEvasiveActionsFL\n- RifleAdjustRKneelEvasiveActionsFR\n- RifleAdjustRProneActions\n- RifleAdjustRStandActions\n- RifleAdjustRStandActionsRunB\n- RifleAdjustRStandActionsRunBL\n- RifleAdjustRStandActionsRunBR\n- RifleAdjustRStandActionsRunF\n- RifleAdjustRStandActionsRunFL\n- RifleAdjustRStandActionsRunFR\n- RifleAdjustRStandActionsRunL\n- RifleAdjustRStandActionsRunR\n- RifleAdjustRStandActionsTacB\n- RifleAdjustRStandActionsTacBL\n- RifleAdjustRStandActionsTacBR\n- RifleAdjustRStandActionsTacF\n- RifleAdjustRStandActionsTacFL\n- RifleAdjustRStandActionsTacFR\n- RifleAdjustRStandActionsTacL\n- RifleAdjustRStandActionsTacR\n- RifleAdjustRStandActionsWlkB\n- RifleAdjustRStandActionsWlkBL\n- RifleAdjustRStandActionsWlkBR\n- RifleAdjustRStandActionsWlkF\n- RifleAdjustRStandActionsWlkFL\n- RifleAdjustRStandActionsWlkFR\n- RifleAdjustRStandActionsWlkL\n- RifleAdjustRStandActionsWlkR\n- RifleAdjustRStandEvasiveActionsF\n- RifleAdjustRStandEvasiveActionsFL\n- RifleAdjustRStandEvasiveActionsFR\n- RifleAdjustStandBaseActions\n- RifleBaseLowStandActions\n- RifleBaseStandActions\n- RifleCrouchActions\n- RifleKneelActions\n- RifleKneelActions_diary\n- RifleKneelActions_explo\n- RifleKneelActions_gear\n- RifleKneelActions_inv\n- RifleKneelActionsLimpB\n- RifleKneelActionsLimpF\n- RifleKneelActionsLimpL\n- RifleKneelActionsLimpLB\n- RifleKneelActionsLimpLF\n- RifleKneelActionsLimpR\n- RifleKneelActionsLimpRB\n- RifleKneelActionsLimpRF\n- RifleKneelActionsNoAdjust\n- RifleKneelActionsRunB\n- RifleKneelActionsRunBL\n- RifleKneelActionsRunBR\n- RifleKneelActionsRunF\n- RifleKneelActionsRunFL\n- RifleKneelActionsRunFR\n- RifleKneelActionsRunL\n- RifleKneelActionsRunR\n- RifleKneelActionsTacB\n- RifleKneelActionsTacBL\n- RifleKneelActionsTacBR\n- RifleKneelActionsTacF\n- RifleKneelActionsTacFL\n- RifleKneelActionsTacFR\n- RifleKneelActionsTacL\n- RifleKneelActionsTacR\n- RifleKneelActionsWlkB\n- RifleKneelActionsWlkBL\n- RifleKneelActionsWlkBR\n- RifleKneelActionsWlkF\n- RifleKneelActionsWlkFL\n- RifleKneelActionsWlkFR\n- RifleKneelActionsWlkL\n- RifleKneelActionsWlkR\n- RifleKneelEvasiveActionsF\n- RifleKneelEvasiveActionsFL\n- RifleKneelEvasiveActionsFR\n- RifleKneelEvasiveActionsL\n- RifleKneelEvasiveActionsR\n- RifleKneelLowActions\n- RifleKneelLowActions_diary\n- RifleKneelLowActions_explo\n- RifleKneelLowActions_gear\n- RifleKneelLowActions_relax\n- RifleKneelLowActionsNoAdjust\n- RifleKneelLowActionsRunB\n- RifleKneelLowActionsRunBL\n- RifleKneelLowActionsRunBR\n- RifleKneelLowActionsRunF\n- RifleKneelLowActionsRunFL\n- RifleKneelLowActionsRunFR\n- RifleKneelLowActionsRunL\n- RifleKneelLowActionsRunR\n- RifleKneelLowActionsTacB\n- RifleKneelLowActionsTacBL\n- RifleKneelLowActionsTacBR\n- RifleKneelLowActionsTacF\n- RifleKneelLowActionsTacFL\n- RifleKneelLowActionsTacFR\n- RifleKneelLowActionsTacL\n- RifleKneelLowActionsTacR\n- RifleKneelLowActionsWlkB\n- RifleKneelLowActionsWlkBL\n- RifleKneelLowActionsWlkBR\n- RifleKneelLowActionsWlkF\n- RifleKneelLowActionsWlkFL\n- RifleKneelLowActionsWlkFR\n- RifleKneelLowActionsWlkL\n- RifleKneelLowActionsWlkR\n- RifleKneelLowEvasiveActionsF\n- RifleKneelLowEvasiveActionsFL\n- RifleKneelLowEvasiveActionsFR\n- RifleKneelTakeActions\n- RifleLowKneelActionsLimpB\n- RifleLowKneelActionsLimpF\n- RifleLowKneelActionsLimpL\n- RifleLowKneelActionsLimpLB\n- RifleLowKneelActionsLimpLF\n- RifleLowKneelActionsLimpR\n- RifleLowKneelActionsLimpRB\n- RifleLowKneelActionsLimpRF\n- RifleLowSitActions\n- RifleLowStandActions\n- RifleLowStandActions_diary\n- RifleLowStandActions_evasiveActions\n- RifleLowStandActions_gear\n- RifleLowStandActions_talkCalm\n- RifleLowStandActionsLimpB\n- RifleLowStandActionsLimpF\n- RifleLowStandActionsLimpL\n- RifleLowStandActionsLimpLB\n- RifleLowStandActionsLimpLF\n- RifleLowStandActionsLimpR\n- RifleLowStandActionsLimpRB\n- RifleLowStandActionsLimpRF\n- RifleLowStandActionsNoAdjust\n- RifleLowStandActionsRunB\n- RifleLowStandActionsRunBL\n- RifleLowStandActionsRunBR\n- RifleLowStandActionsRunF\n- RifleLowStandActionsRunFL\n- RifleLowStandActionsRunFR\n- RifleLowStandActionsRunL\n- RifleLowStandActionsRunR\n- RifleLowStandActionsTacB\n- RifleLowStandActionsTacBL\n- RifleLowStandActionsTacBR\n- RifleLowStandActionsTacF\n- RifleLowStandActionsTacFL\n- RifleLowStandActionsTacFR\n- RifleLowStandActionsTacL\n- RifleLowStandActionsTacR\n- RifleLowStandActionsWlkB\n- RifleLowStandActionsWlkBL\n- RifleLowStandActionsWlkBR\n- RifleLowStandActionsWlkF\n- RifleLowStandActionsWlkFL\n- RifleLowStandActionsWlkFR\n- RifleLowStandActionsWlkL\n- RifleLowStandActionsWlkR\n- RifleLowStandCutsceneActions\n- RifleLowStandSaluteActions\n- RifleProneActions\n- RifleProneActions_injured\n- RifleProneActions_inv\n- RifleProneActionsEvasiveF\n- RifleProneActionsRunB\n- RifleProneActionsRunF\n- RifleSitActions\n- RifleSitactionTest\n- RifleStandActions\n- RifleStandActions_diary\n- RifleStandActions_gear\n- RifleStandActions_Idle\n- RifleStandActions_inv\n- RifleStandActionsLimpB\n- RifleStandActionsLimpF\n- RifleStandActionsLimpL\n- RifleStandActionsLimpLB\n- RifleStandActionsLimpLF\n- RifleStandActionsLimpR\n- RifleStandActionsLimpRB\n- RifleStandActionsLimpRF\n- RifleStandActionsNoAdjust\n- RifleStandActionsRunB\n- RifleStandActionsRunBL\n- RifleStandActionsRunBR\n- RifleStandActionsRunF\n- RifleStandActionsRunFL\n- RifleStandActionsRunFR\n- RifleStandActionsRunL\n- RifleStandActionsRunR\n- RifleStandActionsTacB\n- RifleStandActionsTacBL\n- RifleStandActionsTacBR\n- RifleStandActionsTacF\n- RifleStandActionsTacFL\n- RifleStandActionsTacFR\n- RifleStandActionsTacL\n- RifleStandActionsTacLnr\n- RifleStandActionsTacR\n- RifleStandActionsWlkB\n- RifleStandActionsWlkBL\n- RifleStandActionsWlkBR\n- RifleStandActionsWlkF\n- RifleStandActionsWlkFL\n- RifleStandActionsWlkFR\n- RifleStandActionsWlkL\n- RifleStandActionsWlkR\n- RifleStandEvasiveActionsF\n- RifleStandEvasiveActionsF_Idle\n- RifleStandEvasiveActionsFL\n- RifleStandEvasiveActionsFR\n- RifleStandEvasiveActionsL\n- RifleStandEvasiveActionsR\n- RifleStandLowEvasiveActionsF\n- RifleStandLowEvasiveActionsFL\n- RifleStandLowEvasiveActionsFR\n- RifleStandSaluteActions\n- RifleStandSaluteActions_Idle\n- RifleStandTakeActions\n- StaticCutsceneLoop\n- StaticCutsceneLoopPlayerWalk\n- StaticCutsceneLoopViper\n- StaticCutsceneLoopViperSgt\n- SurfaceDivingActions\n- SurfaceDivingActionsFastF\n- SurfaceDivingActionsGoingOut\n- SurfaceDivingActionsRunB\n- SurfaceDivingActionsRunBL\n- SurfaceDivingActionsRunBR\n- SurfaceDivingActionsRunF\n- SurfaceDivingActionsRunFL\n- SurfaceDivingActionsRunFR\n- SurfaceDivingActionsRunL\n- SurfaceDivingActionsRunR\n- SurfaceDivingActionsTacB\n- SurfaceDivingActionsTacBL\n- SurfaceDivingActionsTacBR\n- SurfaceDivingActionsTacF\n- SurfaceDivingActionsTacFL\n- SurfaceDivingActionsTacFR\n- SurfaceDivingActionsTacL\n- SurfaceDivingActionsTacR\n- SurfaceDivingActionsWlkB\n- SurfaceDivingActionsWlkBL\n- SurfaceDivingActionsWlkBR\n- SurfaceDivingActionsWlkF\n- SurfaceDivingActionsWlkFL\n- SurfaceDivingActionsWlkFR\n- SurfaceDivingActionsWlkL\n- SurfaceDivingActionsWlkR\n- SurfaceDivingRifleActions\n- SurfaceDivingRifleActionsFastF\n- SurfaceDivingRifleActionsGoingOut\n- SurfaceDivingRifleActionsRunB\n- SurfaceDivingRifleActionsRunBL\n- SurfaceDivingRifleActionsRunBR\n- SurfaceDivingRifleActionsRunF\n- SurfaceDivingRifleActionsRunFL\n- SurfaceDivingRifleActionsRunFR\n- SurfaceDivingRifleActionsRunL\n- SurfaceDivingRifleActionsRunR\n- SurfaceDivingRifleActionsTacB\n- SurfaceDivingRifleActionsTacBL\n- SurfaceDivingRifleActionsTacBR\n- SurfaceDivingRifleActionsTacF\n- SurfaceDivingRifleActionsTacFL\n- SurfaceDivingRifleActionsTacFR\n- SurfaceDivingRifleActionsTacL\n- SurfaceDivingRifleActionsTacR\n- SurfaceDivingRifleActionsWlkB\n- SurfaceDivingRifleActionsWlkBL\n- SurfaceDivingRifleActionsWlkBR\n- SurfaceDivingRifleActionsWlkF\n- SurfaceDivingRifleActionsWlkFL\n- SurfaceDivingRifleActionsWlkFR\n- SurfaceDivingRifleActionsWlkL\n- SurfaceDivingRifleActionsWlkR\n- SurfaceSwimmingActions\n- SurfaceSwimmingActionsFastF\n- SurfaceSwimmingActionsFastFL\n- SurfaceSwimmingActionsFastFR\n- SurfaceSwimmingActionsRunB\n- SurfaceSwimmingActionsRunBL\n- SurfaceSwimmingActionsRunBR\n- SurfaceSwimmingActionsRunF\n- SurfaceSwimmingActionsRunFL\n- SurfaceSwimmingActionsRunFR\n- SurfaceSwimmingActionsRunL\n- SurfaceSwimmingActionsRunR\n- SwimmingActions\n- SwimmingActionsFastF\n- SwimmingActionsFastFL\n- SwimmingActionsFastFR\n- SwimmingActionsRunB\n- SwimmingActionsRunBL\n- SwimmingActionsRunBR\n- SwimmingActionsRunF\n- SwimmingActionsRunFL\n- SwimmingActionsRunFR\n- SwimmingActionsRunL\n- SwimmingActionsRunR\n- ToIncapacitatedAction\n- ToIncapacitatedPistolAction\n- ToIncapacitatedRifleAction\n- vehicle_coshooter_1Actions\n- vehicle_coshooter_1BinocActions\n- vehicle_coshooter_1BinocPistolActions\n- vehicle_coshooter_1BinocUnarmedActions\n- vehicle_coshooter_1DeadActions\n- vehicle_coshooter_1DeadPistolActions\n- vehicle_coshooter_1IdleActions\n- vehicle_coshooter_1IdlePistolActions\n- vehicle_coshooter_1IdleUnarmedActions\n- vehicle_coshooter_1ObstructedActions\n- vehicle_coshooter_1ObstructedPistolActions\n- vehicle_coshooter_1PistolActions\n- vehicle_passenger_stand_1Actions\n- vehicle_passenger_stand_1BinocActions\n- vehicle_passenger_stand_1BinocLauncherActions\n- vehicle_passenger_stand_1BinocPistolActions\n- vehicle_passenger_stand_1BinocUnarmedActions\n- vehicle_passenger_stand_1DeadActions\n- vehicle_passenger_stand_1DeadPistolActions\n- vehicle_passenger_stand_1IdleActions\n- vehicle_passenger_stand_1IdleLauncherActions\n- vehicle_passenger_stand_1IdlePistolActions\n- vehicle_passenger_stand_1IdleUnarmedActions\n- vehicle_passenger_stand_1LauncherActions\n- vehicle_passenger_stand_1ObstructedActions\n- vehicle_passenger_stand_1ObstructedPistolActions\n- vehicle_passenger_stand_1PistolActions\n- vehicle_passenger_stand_2Actions\n- vehicle_passenger_stand_2BinocActions\n- vehicle_passenger_stand_2BinocLauncherActions\n- vehicle_passenger_stand_2BinocPistolActions\n- vehicle_passenger_stand_2BinocUnarmedActions\n- vehicle_passenger_stand_2DeadActions\n- vehicle_passenger_stand_2DeadPistolActions\n- vehicle_passenger_stand_2IdleActions\n- vehicle_passenger_stand_2IdleLauncherActions\n- vehicle_passenger_stand_2IdlePistolActions\n- vehicle_passenger_stand_2IdleUnarmedActions\n- vehicle_passenger_stand_2LauncherActions\n- vehicle_passenger_stand_2ObstructedActions\n- vehicle_passenger_stand_2ObstructedPistolActions\n- vehicle_passenger_stand_2PistolActions\n- vehicle_turnout_1Actions\n- vehicle_turnout_1BinocActions\n- vehicle_turnout_1BinocPistolActions\n- vehicle_turnout_1BinocUnarmedActions\n- vehicle_turnout_1DeadActions\n- vehicle_turnout_1DeadPistolActions\n- vehicle_turnout_1IdleActions\n- vehicle_turnout_1IdlePistolActions\n- vehicle_turnout_1IdleUnarmedActions\n- vehicle_turnout_1ObstructedActions\n- vehicle_turnout_1ObstructedPistolActions\n- vehicle_turnout_1PistolActions\n- vehicle_turnout_2Actions\n- vehicle_turnout_2BinocActions\n- vehicle_turnout_2BinocPistolActions\n- vehicle_turnout_2BinocUnarmedActions\n- vehicle_turnout_2DeadActions\n- vehicle_turnout_2DeadPistolActions\n- vehicle_turnout_2IdleActions\n- vehicle_turnout_2IdlePistolActions\n- vehicle_turnout_2IdleUnarmedActions\n- vehicle_turnout_2ObstructedActions\n- vehicle_turnout_2ObstructedPistolActions\n- vehicle_turnout_2PistolActions"},{"heading":"States","level":5,"markdown":"- ChopperLight_C_L_wmn_static_H\n- ChopperLight_C_R_wmn_static_H\n- ChopperLight_L_wmn_static_H\n- ChopperLight_RP_wmn_static_H\n- Crew\n- KIA_chopperLight_C_L_wmn_H\n- KIA_chopperLight_C_R_wmn_H\n- KIA_chopperLight_L_wmn_H\n- KIA_chopperLight_RP_wmn_H"},{"heading":"CfgMovesMaleSdr_TC3","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- Acts_WarmUp_1_actions\n- Acts_WarmUp_2_actions\n- Acts_WarmUp_3_actions\n- Acts_WarmUp_4_actions\n- Acts_WarmUp_5_actions\n- Acts_WarmUp_6_actions\n- Acts_WarmUp_7_actions\n- Acts_WarmUp_8_actions\n- Acts_WarmUp_Civil_1_actions\n- Acts_WarmUp_Civil_2_actions\n- Acts_WarmUp_Civil_3_actions\n- Acts_WarmUp_Civil_4_actions\n- Acts_WarmUp_Civil_5_actions\n- Acts_WarmUp_Civil_6_actions\n- Acts_WarmUp_Civil_7_actions\n- Acts_WarmUp_Civil_8_actions\n- Acts_WarmUp_Pst_1_actions\n- Acts_WarmUp_Pst_2_actions\n- Acts_WarmUp_Pst_3_actions\n- Acts_WarmUp_Pst_4_actions\n- Acts_WarmUp_Pst_5_actions\n- Acts_WarmUp_Pst_6_actions\n- Acts_WarmUp_Pst_7_actions\n- Acts_WarmUp_Pst_8_actions"},{"heading":"States","level":5,"markdown":"- Crew\n- Grad_Gunner\n- KIA_Truck_02_Driver\n- KIA_Truck_Cargo01\n- KIA_Truck_Cargo02\n- KIA_Truck_Cargo03\n- KIA_Truck_Cargo04\n- KIA_Truck_Driver\n- Truck_02_Driver\n- Truck_Cargo01\n- Truck_Cargo02\n- Truck_Cargo02_V1\n- Truck_Cargo02_V2\n- Truck_Cargo02_V3\n- Truck_Cargo02_V4\n- Truck_Cargo03\n- Truck_Cargo03_V1\n- Truck_Cargo03_V2\n- Truck_Cargo04\n- Truck_Cargo04_V1\n- Truck_Cargo04_V2\n- Truck_Cargo04_V3\n- Truck_Driver"},{"heading":"CfgMovesMaleSdr_TC4","level":4,"markdown":""},{"heading":"Actions","level":5,"markdown":"- Acts_WarmUp_1_actions\n- Acts_WarmUp_2_actions\n- Acts_WarmUp_3_actions\n- Acts_WarmUp_4_actions\n- Acts_WarmUp_5_actions\n- Acts_WarmUp_6_actions\n- Acts_WarmUp_7_actions\n- Acts_WarmUp_8_actions\n- Acts_WarmUp_Civil_1_actions\n- Acts_WarmUp_Civil_2_actions\n- Acts_WarmUp_Civil_3_actions\n- Acts_WarmUp_Civil_4_actions\n- Acts_WarmUp_Civil_5_actions\n- Acts_WarmUp_Civil_6_actions\n- Acts_WarmUp_Civil_7_actions\n- Acts_WarmUp_Civil_8_actions\n- Acts_WarmUp_Pst_1_actions\n- Acts_WarmUp_Pst_2_actions\n- Acts_WarmUp_Pst_3_actions\n- Acts_WarmUp_Pst_4_actions\n- Acts_WarmUp_Pst_5_actions\n- Acts_WarmUp_Pst_6_actions\n- Acts_WarmUp_Pst_7_actions\n- Acts_WarmUp_Pst_8_actions"},{"heading":"States","level":5,"markdown":"- Crew\n- Grad_Gunner\n- KIA_Truck_02_Driver\n- KIA_Truck_Cargo01\n- KIA_Truck_Cargo02\n- KIA_Truck_Cargo03\n- KIA_Truck_Cargo04\n- KIA_Truck_Driver\n- Truck_02_Driver\n- Truck_Cargo01\n- Truck_Cargo02\n- Truck_Cargo02_V1\n- Truck_Cargo02_V2\n- Truck_Cargo02_V3\n- Truck_Cargo02_V4\n- Truck_Cargo03\n- Truck_Cargo03_V1\n- Truck_Cargo03_V2\n- Truck_Cargo04\n- Truck_Cargo04_V1\n- Truck_Cargo04_V2\n- Truck_Cargo04_V3\n- Truck_Driver\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."}],"categories":["Arma 3: Reference Lists","Moves"],"groups":["Reference Lists"]},{"name":"Arma 3: MP Combat Patrol","title":"Arma 3: MP Combat Patrol","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_MP_Combat_Patrol","revid":341785,"updated":"2023-06-23T12:36:41Z","aliases":["Arma 3 MP Combat Patrol","MP Combat Patrol"],"markdown":"Arma 3 v1.72\n\n**Combat Patrol** is a game mode which can be easily set up on any map and offers short, randomized CQB scenarios on a location selected by the players. The system scans for any predefined map locations like towns or villages and allows players to vote for them. Custom locations can also be added.\n\n### Creating custom scenarios\n\n> [!NOTE]\n> While it is technically possible to play Combat Patrol in singleplayer, it is recommended to set up a multiplayer scenario instead, mainly due to respawn.\n\n1. Open the mission editor.\n1. Set respawn setting to Custom Position (Attributes > Multiplayer > Respawn > Respawn on Custom Position). Set the Respawn Delay in the same window to any wanted value, preferably > 0 seconds.\n1. In the Rulesets directly below, check \"Show respawn counter\" and \"Substract respawn tickets\".\n1. (Optional) Enable Revive.\n1. (Optional) Uncheck \"Enable AI\" in the Lobby section.\n1. Place playable units (the team conducting the patrol) somewhere far from any possible target locations. Make sure they are all in the same group. As of build 1.94, full support for all factions is available.\n1. Place the Combat Patrol Init module. It can be found under Systems (F5) > Combat Patrol.\n1. Save the scenario in MPMissions.\n\nNow the scenario is ready to be played - see below for further scenario customisation possibilities.\n\n### Combat Patrol modules description\n\nApart from the aforementioned Combat Patrol Init, here are other modules that can be used:\n\n- **Combat Patrol Azimuth Blacklist:** Blacklists the nearest location's (1000m radius) azimuth range so it can't be used for the starting / ending position or reinforcements spawning points. Imagine a location that has very steep hills to the North - climbing up while exfiltrating or see enemy reinforcements trying to find their way down is not desired, it is therefore possible to place this module near this location and blacklist North using azimuth arrays. In this case that would be [[330,30]].\n- **Combat Patrol Location Add:** Adds a new selectable location to the map. Its name and relative size (which is used to determine how big the AO is and how many units are stationed inside) can be customised.\n- **Combat Patrol Location Remove:** Removes the nearest (1000m radius) location from the selection screen.\n- **Combat Patrol Location Reposition:** Moves the nearest (1000m radius) location to this module's position. The location keypoints are sometimes placed quite far from the actual location center so the name is properly visible in the map; this module allows to fix such cases.\n\n### Using Scenario Parameters\n\nParameters are editable in the MP lobby and offer even more control over various scenario rules. To be able to use them in a scenario, find the scenario directory (usually in `Documents\\Arma 3\\MPMissions`) and create a new file inside it. Name this file `description.ext` and put this inside:\n\n```cpp\nclass Params\n{\n    class BIS_CP_startingDaytime\n    {\n        title = \"$STR_A3_CombatPatrol_params_1\";\n        values[] = { -1, 0, 1, 2, 3, 4 };\n        texts[] = {\n            \"$STR_A3_BIS_fnc_RespawnMenuPosition_random\",\n            \"$STR_A3_CombatPatrol_params_2\",\n            \"$STR_A3_CombatPatrol_params_3\",\n            \"$STR_A3_CombatPatrol_params_4\",\n            \"$STR_A3_CombatPatrol_params_5\",\n            \"$STR_A3_CombatPatrol_params_6\"\n        };\n\n        default = 1;\n    };\n\n    class BIS_CP_weather\n    {\n        title = \"$STR_A3_rscattributeovercast_title\";\n        values[] = { -1, 0, 1, 2, 3 };\n        texts[] = { \"$STR_A3_BIS_fnc_RespawnMenuPosition_random\", \"$STR_A3_CombatPatrol_params_7\", \"$STR_A3_CombatPatrol_params_8\", \"$STR_A3_CombatPatrol_params_9\", \"$STR_A3_CombatPatrol_params_10\" };\n        default = 1;\n    };\n\n    class BIS_CP_garrison\n    {\n        title = \"$STR_A3_CombatPatrol_params_11\";\n        values[] = { 0, 1, 2 };\n        texts[] = { \"$STR_A3_CombatPatrol_params_12\", \"$STR_A3_CombatPatrol_params_13\", \"$STR_A3_CombatPatrol_params_14\" };\n        default = 0;\n    };\n\n    class BIS_CP_reinforcements\n    {\n        title = \"$STR_A3_CombatPatrol_params_15\";\n        values[] = { 0, 1, 2 };\n        texts[] = { \"$STR_A3_CombatPatrol_params_12\", \"$STR_A3_CombatPatrol_params_13\", \"$STR_A3_CombatPatrol_params_16\" };\n        default = 0;\n    };\n\n    class BIS_CP_showInsertion\n    {\n        title = \"$STR_A3_CombatPatrol_params_17\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_A3_CfgVehicles_ModuleStrategicMapImage_f_arguments_shadow_values_yes_0\", \"$STR_A3_CfgVehicles_ModuleStrategicMapImage_f_arguments_shadow_values_no_0\" };\n        default = 0;\n    };\n\n    class BIS_CP_tickets\n    {\n        title = \"$STR_A3_CombatPatrol_params_18\";\n        values[] = { 5, 10, 20, 50, 100 };\n        texts[] = { \"5\", \"10\", \"20\", \"50\", \"100\" };\n        default = 20;\n    };\n\n    class BIS_CP_enemyFaction\n    {\n        title = \"$STR_A3_CombatPatrol_params_19\";\n        values[] = { 0, 1, 2 };\n        texts[] = { \"$STR_A3_CfgFactionClasses_OPF_f0\", \"$STR_A3_CfgFactionClasses_IND_f0\", \"$STR_A3_BIS_fnc_RespawnMenuPosition_random\" };\n        default = 2;\n    };\n\n    class BIS_CP_locationSelection\n    {\n        title = \"$STR_A3_CombatPatrol_params_20\";\n        values[] = { 0, 1 };\n        texts[] = { \"$STR_A3_CombatPatrol_params_21\", \"$STR_A3_BIS_fnc_RespawnMenuPosition_random\" };\n        default = 0;\n    };\n\n    class BIS_CP_objective\n    {\n        title = \"$STR_A3_CombatPatrol_params_22\";\n        values[] = {-1, 1, 2, 3 };\n        texts[] = { \"$STR_A3_BIS_fnc_RespawnMenuPosition_random\", \"$STR_A3_CombatPatrol_params_26\", \"$STR_A3_CombatPatrol_params_27\", \"$STR_A3_CombatPatrol_params_28\" };\n        default = -1;\n    };\n};\n```\n\nNot all of the settings have to be used; check in-game to see what they offer and feel free to add/remove the wanted ones.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.72\n\n**Combat Patrol** is a game mode which can be easily set up on any map and offers short, randomized CQB scenarios on a location selected by the players. The system scans for any predefined map locations like towns or villages and allows players to vote for them. Custom locations can also be added."},{"heading":"Creating custom scenarios","level":3,"markdown":"> [!NOTE]\n> While it is technically possible to play Combat Patrol in singleplayer, it is recommended to set up a multiplayer scenario instead, mainly due to respawn.\n\n1. Open the mission editor.\n1. Set respawn setting to Custom Position (Attributes > Multiplayer > Respawn > Respawn on Custom Position). Set the Respawn Delay in the same window to any wanted value, preferably > 0 seconds.\n1. In the Rulesets directly below, check \"Show respawn counter\" and \"Substract respawn tickets\".\n1. (Optional) Enable Revive.\n1. (Optional) Uncheck \"Enable AI\" in the Lobby section.\n1. Place playable units (the team conducting the patrol) somewhere far from any possible target locations. Make sure they are all in the same group. As of build 1.94, full support for all factions is available.\n1. Place the Combat Patrol Init module. It can be found under Systems (F5) > Combat Patrol.\n1. Save the scenario in MPMissions.\n\nNow the scenario is ready to be played - see below for further scenario customisation possibilities."},{"heading":"Combat Patrol modules description","level":3,"markdown":"Apart from the aforementioned Combat Patrol Init, here are other modules that can be used:\n\n- **Combat Patrol Azimuth Blacklist:** Blacklists the nearest location's (1000m radius) azimuth range so it can't be used for the starting / ending position or reinforcements spawning points. Imagine a location that has very steep hills to the North - climbing up while exfiltrating or see enemy reinforcements trying to find their way down is not desired, it is therefore possible to place this module near this location and blacklist North using azimuth arrays. In this case that would be [[330,30]].\n- **Combat Patrol Location Add:** Adds a new selectable location to the map. Its name and relative size (which is used to determine how big the AO is and how many units are stationed inside) can be customised.\n- **Combat Patrol Location Remove:** Removes the nearest (1000m radius) location from the selection screen.\n- **Combat Patrol Location Reposition:** Moves the nearest (1000m radius) location to this module's position. The location keypoints are sometimes placed quite far from the actual location center so the name is properly visible in the map; this module allows to fix such cases."},{"heading":"Using Scenario Parameters","level":3,"markdown":"Parameters are editable in the MP lobby and offer even more control over various scenario rules. To be able to use them in a scenario, find the scenario directory (usually in `Documents\\Arma 3\\MPMissions`) and create a new file inside it. Name this file `description.ext` and put this inside:\n\n```cpp\nclass Params\n{\n    class BIS_CP_startingDaytime\n    {\n        title = \"$STR_A3_CombatPatrol_params_1\";\n        values[] = { -1, 0, 1, 2, 3, 4 };\n        texts[] = {\n            \"$STR_A3_BIS_fnc_RespawnMenuPosition_random\",\n            \"$STR_A3_CombatPatrol_params_2\",\n            \"$STR_A3_CombatPatrol_params_3\",\n            \"$STR_A3_CombatPatrol_params_4\",\n            \"$STR_A3_CombatPatrol_params_5\",\n            \"$STR_A3_CombatPatrol_params_6\"\n        };\n\n        default = 1;\n    };\n\n    class BIS_CP_weather\n    {\n        title = \"$STR_A3_rscattributeovercast_title\";\n        values[] = { -1, 0, 1, 2, 3 };\n        texts[] = { \"$STR_A3_BIS_fnc_RespawnMenuPosition_random\", \"$STR_A3_CombatPatrol_params_7\", \"$STR_A3_CombatPatrol_params_8\", \"$STR_A3_CombatPatrol_params_9\", \"$STR_A3_CombatPatrol_params_10\" };\n        default = 1;\n    };\n\n    class BIS_CP_garrison\n    {\n        title = \"$STR_A3_CombatPatrol_params_11\";\n        values[] = { 0, 1, 2 };\n        texts[] = { \"$STR_A3_CombatPatrol_params_12\", \"$STR_A3_CombatPatrol_params_13\", \"$STR_A3_CombatPatrol_params_14\" };\n        default = 0;\n    };\n\n    class BIS_CP_reinforcements\n    {\n        title = \"$STR_A3_CombatPatrol_params_15\";\n        values[] = { 0, 1, 2 };\n        texts[] = { \"$STR_A3_CombatPatrol_params_12\", \"$STR_A3_CombatPatrol_params_13\", \"$STR_A3_CombatPatrol_params_16\" };\n        default = 0;\n    };\n\n    class BIS_CP_showInsertion\n    {\n        title = \"$STR_A3_CombatPatrol_params_17\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_A3_CfgVehicles_ModuleStrategicMapImage_f_arguments_shadow_values_yes_0\", \"$STR_A3_CfgVehicles_ModuleStrategicMapImage_f_arguments_shadow_values_no_0\" };\n        default = 0;\n    };\n\n    class BIS_CP_tickets\n    {\n        title = \"$STR_A3_CombatPatrol_params_18\";\n        values[] = { 5, 10, 20, 50, 100 };\n        texts[] = { \"5\", \"10\", \"20\", \"50\", \"100\" };\n        default = 20;\n    };\n\n    class BIS_CP_enemyFaction\n    {\n        title = \"$STR_A3_CombatPatrol_params_19\";\n        values[] = { 0, 1, 2 };\n        texts[] = { \"$STR_A3_CfgFactionClasses_OPF_f0\", \"$STR_A3_CfgFactionClasses_IND_f0\", \"$STR_A3_BIS_fnc_RespawnMenuPosition_random\" };\n        default = 2;\n    };\n\n    class BIS_CP_locationSelection\n    {\n        title = \"$STR_A3_CombatPatrol_params_20\";\n        values[] = { 0, 1 };\n        texts[] = { \"$STR_A3_CombatPatrol_params_21\", \"$STR_A3_BIS_fnc_RespawnMenuPosition_random\" };\n        default = 0;\n    };\n\n    class BIS_CP_objective\n    {\n        title = \"$STR_A3_CombatPatrol_params_22\";\n        values[] = {-1, 1, 2, 3 };\n        texts[] = { \"$STR_A3_BIS_fnc_RespawnMenuPosition_random\", \"$STR_A3_CombatPatrol_params_26\", \"$STR_A3_CombatPatrol_params_27\", \"$STR_A3_CombatPatrol_params_28\" };\n        default = -1;\n    };\n};\n```\n\nNot all of the settings have to be used; check in-game to see what they offer and feel free to add/remove the wanted ones."}],"categories":["Arma 3: MP Modes","Introduced with Arma 3 version 1.72"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: MP End Game","title":"Arma 3: MP End Game","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_MP_End_Game","revid":364250,"updated":"2024-05-06T09:38:19Z","aliases":["Arma 3 MP End Game","MP End Game"],"markdown":"Arma 3 v1.42\n\n## End Game - Scenario Guideline\n\n> [!NOTE]\n> Here you can find information on how to create your own **[End Game](http://dev.arma3.com/post/oprep-end-game)** scenarios.\n> Be introduced to the individual system components, how they work together, and finally learn how to set up the **End Game** scenario.\n\n> [!IMPORTANT]\n> The current issues and limitations are:\n>\n> - **West vs East vs Resistance**\n>   - Currently, the only supported playable sides are *west* (BLUFOR) and *east* (OPFOR), and the common enemy is *resistance* (Independent)*,* which is AI controlled.\n>   - The plan is to re-factor the related code to support all kinds of side combinations.\n\nA sample is available in Arma 3 Tools.\n\n### How to access modules and logics\n\n#### Modules\n\nWhen inside the Editor, navigate to **Modules (F7)** and double click on the map. The modules selection window will appear.\nSet the *Category* to **Objectives,** and here you can see all **End Game Modules** listed.\n\n#### Logics\n\nWhen inside the Editor, navigate to **Units (F1)** and double click on the map. The unit selection window will appear.\nSet the *side* to **Game Logic** (note this is only possible after placing a player unit) and the *class* to **Objects**. Here you will find **End Game** specific **Game Logics.**\n\n### Objectives Instance\n\n#### Objectives Instance\n\nThe **End Game Objectives Instance** is what controls the flow of the whole End Game scenario. It decides when and which objectives should be visible and handles changes in their state.\n\nThe **Objectives Instance** is also responsible for the stage progression / selection, and only one instance may be placed per scenario, otherwise an error will be triggered.\n\n### Objective Types\n\n#### Start Game Objective\n\nThe *Start Game Objective* handles the initial phase of the **End Game** by requiring players to **Establish FOB**.\nThe succeed radius tells the objective the distance from its location that no enemy is within, so the objective can succeed. So, when attacking the enemy location to establish the FOB, players are required to eliminate all the enemies within the given radius.\n\n#### Middle Game Objective\n\nThe *Middle Game Objective* is part of the second phase of **End Game** and requires players to move to a location and download Intel from an electronic device.\n\n#### End Game Objective\n\nThe *End Game Objective* handles the last phase of **End Game** by requiring players to pick up important schematics from a location and upload them to their HQ.\nThe team which is able to complete the upload will win the match.\n\n### Game Logic Types\n\n#### Objective Randomizer\n\nThe **Randomizer Game Logic** allows for objective randomization. If two or more objectives are synced to a **Randomizer** that in turn is synced with the **End Game Objectives Instance** module, one of those objectives will be selected at random on mission start.\n\nThe objectives that are not selected, are cleared and all related objects are deleted.\n\nIn the example on the right, both **Objective 1** and **Objective 2** have a **50%** chance to be selected. The one which is not selected at mission start, will be **deleted** along with its related objects.\n\n### Scenario Configuration\n\n#### Intel\n\nWhen inside the **Editor**, enter the **Intel** properties. Here you are able to set mission parameters such as the mission **Name**, mission **Description**, the initial **Time of Day** and **Weather**.\n\nAdd a mission **name** and **description**. Also, make sure **Independent** is friendly to **Nobody**. This will make the Independent side the common enemy for players.\n\n#### Revive and Respawn\n\n**End Game** was made with group respawn in mind, and although you are free to try different respawn types, the following configuration is the suggested one. You will need to add a few lines to your **description.ext**.\n\n**Description.ext**\n\n```\nrespawn = 3;\nrespawnDelay = 30;\nrespawnVehicleDelay = 0;\nrespawnTemplates[] = {\"Revive\", \"MenuPosition\"}; // Enable Revive and Respawn Menu\nrespawnOnStart = -1;\nrespawnDialog = 1;\ndisabledAI = 1;\n```\n\n#### Shared Objectives\n\nTo enable the **Shared Objectives** you'll need to add a few lines to your **description.ext**.\n\n**Description.ext**\n\n```cpp\nclass CfgTaskEnhancements\n{\n    enable        = 1;        // 0: disable new task features (default), 1: enable new task features & add new task markers and task widgets into the map\n    3d            = 1;        // 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers\n    3dDrawDist    = 10000;    // 3D marker draw distance (default: 2000)\n    share        = 1;        // 0: do not count assigned players (default), 1: count how many players have the task assigned\n    propagate    = 1;        // 0: do not propagate (default), 1: propagate shared tasks to subordinates\n};\n```\n\n#### Garbage Manager\n\nIn order to keep the game from slowing down because of dozens of destroyed vehicles and hundreds of bodies, you may enable and configure the **Garbage Manager** within your **description.ext**.\n\n**Description.ext**\n\n```\ncorpseManagerMode = 1; //Type of removed bodies: 0 - none, 1 - all, 2 - only respawnable, 3 - only non-respawnable\ncorpseLimit = 10; //Max number of bodies which can be available at the same time. When exceeded, start deleting immediately.\ncorpseRemovalMinTime = 120; //Minimal time in seconds a body stays in the scene (can't be removed sooner).\ncorpseRemovalMaxTime = 240; //Maximal time in seconds after which a dead body is removed (can't stay longer)\n\nwreckManagerMode = 1; //Type of removed wrecks: 0 - none, 1 - all, 2 - only respawnable, 3 - only non-respawnable\nwreckLimit = 5; //Max number of wrecks which can be available at the same time. When exceeded, start deleting immediately.\nwreckRemovalMinTime = 120; //Minimal time in seconds a wreck stays in the scene (can't be removed sooner).\nwreckRemovalMaxTime = 240; //Maximal time in seconds after which a wreck is removed (can't stay longer)\n```\n\n#### Header and Missions Parameters\n\nTo wrap up the description.ext configuration, you may set a few parameters such as scenario author, how many players the scenario supports, and even what parameters will be available in the lobby.\n\n**Description.ext**\n\n```\nauthor = \"Author\";\nonLoadName = \"On Load Name\";\nbriefingName = \"Briefing Name\";\nonLoadMission = \"On Load Mission\";\noverviewText = \"Overview Text\";\noverviewPicture = \"\\a3\\Missions_F_MP_Mark\\Data\\Marksmen_scenario01_overview_CA.paa\";\nclass Header\n{\n    gameType = CTF;\n    minPlayers = 1;\n    maxPlayers = 16;\n};\nclass Params\n{\n    #define DAYTIMEHOUR_DEFAULT 12\n    #define WEATHER_DEFAULT  25\n    #define DEBUGCONSOLE_DEFAULT   0\n\n    #define TIMEACCELERATION_DEFAULT  10\n    #include \"\\a3\\functions_f\\Params\\paramDaytimeHour.hpp\"\n    #include \"\\a3\\functions_f\\Params\\paramWeather.hpp\"\n    #include \"\\a3\\functions_f\\Params\\paramDebugConsole.hpp\"\n\n    #include \"\\a3\\Functions_F_MP_Mark\\Params\\paramTimeAcceleration.hpp\"\n};\n```\n\nPlease note that Param templates currently don't work with PBO missions manually copied to MPMissions folder.\nUnpacked missions, Steam missions and missions which are part of an addon work correctly.\nSee Mission Parameters for more info.\n\n### Scenario Setup\n\n#### Placing Player Slots\n\nPlace your playable units for both **BLUFOR** and **OPFOR**. Again, please note the current limitations, only BLUFOR and OPFOR can be player-controlled.\n\n#### Respawn Markers\n\nPlace a **Marker** at the players' initial position that will assign the initial respawn position.\nThen make sure to call it **respawn_west** and **respawn_east** depending whether for **WEST** (BLUFOR) or **EAST** (OPFOR).\n\n#### Headquarters Entity\n\nThe **Headquarters Entity** serves as the speaker for the side.\nThis entity is the HQ which gives players hints on how or what they have to do during the mission.\nMake sure to place a **Headquarters Entity** by selecting **Modules (F7)** and navigating to the **Intel** category.\nAlso, **make sure to name this module**. Its name will be used later so we can reference this entity.\nFor the *west* entity name it **BIS_west_speaker** and for the *east* entity name it **BIS_east_speaker**. Make sure to set the correct side of the HQ entity within the module.\n\n#### Objectives Instance\n\nSelect **Modules (F7)** and navigate to the **Objectives** category. Place the **End Game Objectives Instance** module.\nThis will tell the game to initialize the End Game systems on mission start.\nThe module has one property, the **End Game Threshold**, which tells the system how many Intel packages a side must download for the last phase to start, during the middle game stage, or **Stage 2**.\n\n**End Game Threshold** - The amount of retrieve intel tasks a side must complete in order to succeed the 2nd stage and move to the 3th and final stage.\n**Warmup Delay** - The amount of time in seconds players are locked in the warmup phase at the start of the scenario.\n\n#### Start Game Objectives\n\nSo now, let's place our our first objectives. These will be the **Start Game Objective**, and each playable side must have their own unique one.\nSo select **Modules (F7)** and double click on the map. After the modules selection window appears, navigate to the **Objectives** category and, for each side, place a **EndGame Start Game Objective** where you want the side to Establish their FOB.\nWithin the module itself, you **must** set the side which will be tasked with this objective.\nEvery Start Game Objective modules must be synchronized with the Objectives Instance module.\n\n> [!NOTE]\n> Do not forget to add at least one for each of the playable sides.\n\n- **Attacking Side** - The side which will be tasked to this objective\n- **Succeed Radius** - The radius in which at least one player of the side doing this objective must be and the radius in which no enemy units can be\n- **Restriction Radius** - The radius in which players are confined until they complete this objective\n\n#### Middle Game Objective\n\nA **Middle Game Objective (MGO)** is what could be called a **Retrieve Intel** objective.\nThese are the objectives which require players to move to their location and *download some intel* from the object connected to the *objective module*.\n\nTo place a Middle Game Objective select **Modules (F7)** and double click on the map. Once the modules window appears, navigate to the **Objectives** category and select the **EndGame Simple Objective**.\nEach **MGO** requires an object which is used to download Intel from, for example a car, UAV or a computer.\nGo ahead and place any object you would like, then name it, for example, *BIS_downloadPoint_1* and put this exact name in the module's **\"Downloadable Object\"** field.\nEvery Middle Game Objective modules must be synchronized with the Objectives Instance module.\n\nAny **triggers** connected to the module defines the mission objects' relation with the connected objective.\nFor example, if you have a trigger connected to the module, any mission objects inside it will be set as **owned by the objective** and will be hidden / deleted when the object is.\n\n**Note that the object to be downloaded from will be indestructible until one of the competing sides downloads intel from it.**\nIt is also good practice to lock vehicles (if used as download object) so players can't board and drive it away.\n\n- **Downloadable Object** - The name of the object to use as download source\n- **Download Radius** - The radius in which download will be available (Non-Functional)\n- **Task Description** - The description of this objective, for example, \"Download intel from UAV\"\n- **Instant Download** - Whether the download should be instant, if so, download is succeeded after interaction with object\n\n#### Randomizer Logic\n\n**Randomizer** logics can be used to randomize **Middle Game Objectives**, so if more then one objective is connected to a randomizer, one at random will be selected at **mission start**.\nThe objectives not selected **will be deleted**, along with their **owned objects**.\n\n#### End Game Objective\n\nThe **End Game Objective** is the objective which handles the last phase of the game mode. It defines the possible **pickup / upload** locations and how long the match can take when in the last phase.\n\nSo start by selecting **Modules (F7)**, navigate to the **Objectives** category and place a **EndGame End Game Objective**.\nAfter placing our module, let's place one **Pickup** and at least two **Upload** objects.\nA pickup object is the object that is referred to as **Schematics**, and it is the object players need to pick up and use to upload the data.\nThe upload objects are the objects used to upload the **Schematics** to HQ.\nEvery End Game Objective modules must be synchronized with the Objectives Instance module.\n\n> [!NOTE]\n> One Pickup object and at least two upload objects are needed, if more are provided, these will be randomized.\n\n- **Time Limit** - The time limit for the 3th phase, if time limit is reached before one of the sides winning, the mission will end as a draw\n- **Pickup Objects** - List of all available pickup objects\n- **Upload Objects** - List of all upload objects (At least 2 are required, one per side or more)\n- **Note that the objects used as Schematics will be indestructible.**\n\n#### Resulting Layout\n\nYou should get something similar to the picture on the right.\n\n#### Respawn Points\n\nYou can add positions which are turned into respawn points after an event. For example, a player of a side entering an objective area will unlock any respawn points available for that objective.\nThe system handles 3 kinds of respawn points:\n\n- **Respawn Point logic** connected to the **Start Game Objective**\n  - It is unlocked when the owner side establishes their FOB.\n- **BLUFOR / OPFOR game logics** connected to a **Simple Objective**\n  - These are unlocked when a player of a side enters an objective area.\n- **Respawn Point logic** connected to an Upload object which is used by the **End Game Objective**\n  - It is unlocked when the last phase starts and serves as a position for the upload defenders to respawn at.\n\nWhere to find the logics?\n\n- **BLUFOR / OPFOR game logics** can be found under **Units (F1) > Game Logics > Sides**.\n- **Respawn Point logics** can be found under **Units (F1) > Game Logics > Positions**.\n\n#### Vehicle Respawn Modules\n\nFor any placed vehicles in the scenario, you may add a respawn module synchronized to them, making them respawn after being destroyed, damaged and/or abandoned.\nSuch module can be found under **Modules (F7) > Multiplayer > Vehicle Respawn**.\n\n#### Final Notes\n\n> [!IMPORTANT]\n> If one of the competing sides has no players at the moment when the third and last phase starts, the match will end with the side with players being the winner.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.42"},{"heading":"End Game - Scenario Guideline","level":2,"markdown":"> [!NOTE]\n> Here you can find information on how to create your own **[End Game](http://dev.arma3.com/post/oprep-end-game)** scenarios.\n> Be introduced to the individual system components, how they work together, and finally learn how to set up the **End Game** scenario.\n\n> [!IMPORTANT]\n> The current issues and limitations are:\n>\n> - **West vs East vs Resistance**\n>   - Currently, the only supported playable sides are *west* (BLUFOR) and *east* (OPFOR), and the common enemy is *resistance* (Independent)*,* which is AI controlled.\n>   - The plan is to re-factor the related code to support all kinds of side combinations.\n\nA sample is available in Arma 3 Tools."},{"heading":"How to access modules and logics","level":3,"markdown":""},{"heading":"Modules","level":4,"markdown":"When inside the Editor, navigate to **Modules (F7)** and double click on the map. The modules selection window will appear.\nSet the *Category* to **Objectives,** and here you can see all **End Game Modules** listed."},{"heading":"Logics","level":4,"markdown":"When inside the Editor, navigate to **Units (F1)** and double click on the map. The unit selection window will appear.\nSet the *side* to **Game Logic** (note this is only possible after placing a player unit) and the *class* to **Objects**. Here you will find **End Game** specific **Game Logics.**"},{"heading":"Objectives Instance","level":3,"markdown":""},{"heading":"Objectives Instance","level":4,"markdown":"The **End Game Objectives Instance** is what controls the flow of the whole End Game scenario. It decides when and which objectives should be visible and handles changes in their state.\n\nThe **Objectives Instance** is also responsible for the stage progression / selection, and only one instance may be placed per scenario, otherwise an error will be triggered."},{"heading":"Objective Types","level":3,"markdown":""},{"heading":"Start Game Objective","level":4,"markdown":"The *Start Game Objective* handles the initial phase of the **End Game** by requiring players to **Establish FOB**.\nThe succeed radius tells the objective the distance from its location that no enemy is within, so the objective can succeed. So, when attacking the enemy location to establish the FOB, players are required to eliminate all the enemies within the given radius."},{"heading":"Middle Game Objective","level":4,"markdown":"The *Middle Game Objective* is part of the second phase of **End Game** and requires players to move to a location and download Intel from an electronic device."},{"heading":"End Game Objective","level":4,"markdown":"The *End Game Objective* handles the last phase of **End Game** by requiring players to pick up important schematics from a location and upload them to their HQ.\nThe team which is able to complete the upload will win the match."},{"heading":"Game Logic Types","level":3,"markdown":""},{"heading":"Objective Randomizer","level":4,"markdown":"The **Randomizer Game Logic** allows for objective randomization. If two or more objectives are synced to a **Randomizer** that in turn is synced with the **End Game Objectives Instance** module, one of those objectives will be selected at random on mission start.\n\nThe objectives that are not selected, are cleared and all related objects are deleted.\n\nIn the example on the right, both **Objective 1** and **Objective 2** have a **50%** chance to be selected. The one which is not selected at mission start, will be **deleted** along with its related objects."},{"heading":"Scenario Configuration","level":3,"markdown":""},{"heading":"Intel","level":4,"markdown":"When inside the **Editor**, enter the **Intel** properties. Here you are able to set mission parameters such as the mission **Name**, mission **Description**, the initial **Time of Day** and **Weather**.\n\nAdd a mission **name** and **description**. Also, make sure **Independent** is friendly to **Nobody**. This will make the Independent side the common enemy for players."},{"heading":"Revive and Respawn","level":4,"markdown":"**End Game** was made with group respawn in mind, and although you are free to try different respawn types, the following configuration is the suggested one. You will need to add a few lines to your **description.ext**.\n\n**Description.ext**\n\n```\nrespawn = 3;\nrespawnDelay = 30;\nrespawnVehicleDelay = 0;\nrespawnTemplates[] = {\"Revive\", \"MenuPosition\"}; // Enable Revive and Respawn Menu\nrespawnOnStart = -1;\nrespawnDialog = 1;\ndisabledAI = 1;\n```"},{"heading":"Shared Objectives","level":4,"markdown":"To enable the **Shared Objectives** you'll need to add a few lines to your **description.ext**.\n\n**Description.ext**\n\n```cpp\nclass CfgTaskEnhancements\n{\n    enable        = 1;        // 0: disable new task features (default), 1: enable new task features & add new task markers and task widgets into the map\n    3d            = 1;        // 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers\n    3dDrawDist    = 10000;    // 3D marker draw distance (default: 2000)\n    share        = 1;        // 0: do not count assigned players (default), 1: count how many players have the task assigned\n    propagate    = 1;        // 0: do not propagate (default), 1: propagate shared tasks to subordinates\n};\n```"},{"heading":"Garbage Manager","level":4,"markdown":"In order to keep the game from slowing down because of dozens of destroyed vehicles and hundreds of bodies, you may enable and configure the **Garbage Manager** within your **description.ext**.\n\n**Description.ext**\n\n```\ncorpseManagerMode = 1; //Type of removed bodies: 0 - none, 1 - all, 2 - only respawnable, 3 - only non-respawnable\ncorpseLimit = 10; //Max number of bodies which can be available at the same time. When exceeded, start deleting immediately.\ncorpseRemovalMinTime = 120; //Minimal time in seconds a body stays in the scene (can't be removed sooner).\ncorpseRemovalMaxTime = 240; //Maximal time in seconds after which a dead body is removed (can't stay longer)\n\nwreckManagerMode = 1; //Type of removed wrecks: 0 - none, 1 - all, 2 - only respawnable, 3 - only non-respawnable\nwreckLimit = 5; //Max number of wrecks which can be available at the same time. When exceeded, start deleting immediately.\nwreckRemovalMinTime = 120; //Minimal time in seconds a wreck stays in the scene (can't be removed sooner).\nwreckRemovalMaxTime = 240; //Maximal time in seconds after which a wreck is removed (can't stay longer)\n```"},{"heading":"Header and Missions Parameters","level":4,"markdown":"To wrap up the description.ext configuration, you may set a few parameters such as scenario author, how many players the scenario supports, and even what parameters will be available in the lobby.\n\n**Description.ext**\n\n```\nauthor = \"Author\";\nonLoadName = \"On Load Name\";\nbriefingName = \"Briefing Name\";\nonLoadMission = \"On Load Mission\";\noverviewText = \"Overview Text\";\noverviewPicture = \"\\a3\\Missions_F_MP_Mark\\Data\\Marksmen_scenario01_overview_CA.paa\";\nclass Header\n{\n    gameType = CTF;\n    minPlayers = 1;\n    maxPlayers = 16;\n};\nclass Params\n{\n    #define DAYTIMEHOUR_DEFAULT 12\n    #define WEATHER_DEFAULT  25\n    #define DEBUGCONSOLE_DEFAULT   0\n\n    #define TIMEACCELERATION_DEFAULT  10\n    #include \"\\a3\\functions_f\\Params\\paramDaytimeHour.hpp\"\n    #include \"\\a3\\functions_f\\Params\\paramWeather.hpp\"\n    #include \"\\a3\\functions_f\\Params\\paramDebugConsole.hpp\"\n\n    #include \"\\a3\\Functions_F_MP_Mark\\Params\\paramTimeAcceleration.hpp\"\n};\n```\n\nPlease note that Param templates currently don't work with PBO missions manually copied to MPMissions folder.\nUnpacked missions, Steam missions and missions which are part of an addon work correctly.\nSee Mission Parameters for more info."},{"heading":"Scenario Setup","level":3,"markdown":""},{"heading":"Placing Player Slots","level":4,"markdown":"Place your playable units for both **BLUFOR** and **OPFOR**. Again, please note the current limitations, only BLUFOR and OPFOR can be player-controlled."},{"heading":"Respawn Markers","level":4,"markdown":"Place a **Marker** at the players' initial position that will assign the initial respawn position.\nThen make sure to call it **respawn_west** and **respawn_east** depending whether for **WEST** (BLUFOR) or **EAST** (OPFOR)."},{"heading":"Headquarters Entity","level":4,"markdown":"The **Headquarters Entity** serves as the speaker for the side.\nThis entity is the HQ which gives players hints on how or what they have to do during the mission.\nMake sure to place a **Headquarters Entity** by selecting **Modules (F7)** and navigating to the **Intel** category.\nAlso, **make sure to name this module**. Its name will be used later so we can reference this entity.\nFor the *west* entity name it **BIS_west_speaker** and for the *east* entity name it **BIS_east_speaker**. Make sure to set the correct side of the HQ entity within the module."},{"heading":"Objectives Instance","level":4,"markdown":"Select **Modules (F7)** and navigate to the **Objectives** category. Place the **End Game Objectives Instance** module.\nThis will tell the game to initialize the End Game systems on mission start.\nThe module has one property, the **End Game Threshold**, which tells the system how many Intel packages a side must download for the last phase to start, during the middle game stage, or **Stage 2**.\n\n**End Game Threshold** - The amount of retrieve intel tasks a side must complete in order to succeed the 2nd stage and move to the 3th and final stage.\n**Warmup Delay** - The amount of time in seconds players are locked in the warmup phase at the start of the scenario."},{"heading":"Start Game Objectives","level":4,"markdown":"So now, let's place our our first objectives. These will be the **Start Game Objective**, and each playable side must have their own unique one.\nSo select **Modules (F7)** and double click on the map. After the modules selection window appears, navigate to the **Objectives** category and, for each side, place a **EndGame Start Game Objective** where you want the side to Establish their FOB.\nWithin the module itself, you **must** set the side which will be tasked with this objective.\nEvery Start Game Objective modules must be synchronized with the Objectives Instance module.\n\n> [!NOTE]\n> Do not forget to add at least one for each of the playable sides.\n\n- **Attacking Side** - The side which will be tasked to this objective\n- **Succeed Radius** - The radius in which at least one player of the side doing this objective must be and the radius in which no enemy units can be\n- **Restriction Radius** - The radius in which players are confined until they complete this objective"},{"heading":"Middle Game Objective","level":4,"markdown":"A **Middle Game Objective (MGO)** is what could be called a **Retrieve Intel** objective.\nThese are the objectives which require players to move to their location and *download some intel* from the object connected to the *objective module*.\n\nTo place a Middle Game Objective select **Modules (F7)** and double click on the map. Once the modules window appears, navigate to the **Objectives** category and select the **EndGame Simple Objective**.\nEach **MGO** requires an object which is used to download Intel from, for example a car, UAV or a computer.\nGo ahead and place any object you would like, then name it, for example, *BIS_downloadPoint_1* and put this exact name in the module's **\"Downloadable Object\"** field.\nEvery Middle Game Objective modules must be synchronized with the Objectives Instance module.\n\nAny **triggers** connected to the module defines the mission objects' relation with the connected objective.\nFor example, if you have a trigger connected to the module, any mission objects inside it will be set as **owned by the objective** and will be hidden / deleted when the object is.\n\n**Note that the object to be downloaded from will be indestructible until one of the competing sides downloads intel from it.**\nIt is also good practice to lock vehicles (if used as download object) so players can't board and drive it away.\n\n- **Downloadable Object** - The name of the object to use as download source\n- **Download Radius** - The radius in which download will be available (Non-Functional)\n- **Task Description** - The description of this objective, for example, \"Download intel from UAV\"\n- **Instant Download** - Whether the download should be instant, if so, download is succeeded after interaction with object"},{"heading":"Randomizer Logic","level":4,"markdown":"**Randomizer** logics can be used to randomize **Middle Game Objectives**, so if more then one objective is connected to a randomizer, one at random will be selected at **mission start**.\nThe objectives not selected **will be deleted**, along with their **owned objects**."},{"heading":"End Game Objective","level":4,"markdown":"The **End Game Objective** is the objective which handles the last phase of the game mode. It defines the possible **pickup / upload** locations and how long the match can take when in the last phase.\n\nSo start by selecting **Modules (F7)**, navigate to the **Objectives** category and place a **EndGame End Game Objective**.\nAfter placing our module, let's place one **Pickup** and at least two **Upload** objects.\nA pickup object is the object that is referred to as **Schematics**, and it is the object players need to pick up and use to upload the data.\nThe upload objects are the objects used to upload the **Schematics** to HQ.\nEvery End Game Objective modules must be synchronized with the Objectives Instance module.\n\n> [!NOTE]\n> One Pickup object and at least two upload objects are needed, if more are provided, these will be randomized.\n\n- **Time Limit** - The time limit for the 3th phase, if time limit is reached before one of the sides winning, the mission will end as a draw\n- **Pickup Objects** - List of all available pickup objects\n- **Upload Objects** - List of all upload objects (At least 2 are required, one per side or more)\n- **Note that the objects used as Schematics will be indestructible.**"},{"heading":"Resulting Layout","level":4,"markdown":"You should get something similar to the picture on the right."},{"heading":"Respawn Points","level":4,"markdown":"You can add positions which are turned into respawn points after an event. For example, a player of a side entering an objective area will unlock any respawn points available for that objective.\nThe system handles 3 kinds of respawn points:\n\n- **Respawn Point logic** connected to the **Start Game Objective**\n  - It is unlocked when the owner side establishes their FOB.\n- **BLUFOR / OPFOR game logics** connected to a **Simple Objective**\n  - These are unlocked when a player of a side enters an objective area.\n- **Respawn Point logic** connected to an Upload object which is used by the **End Game Objective**\n  - It is unlocked when the last phase starts and serves as a position for the upload defenders to respawn at.\n\nWhere to find the logics?\n\n- **BLUFOR / OPFOR game logics** can be found under **Units (F1) > Game Logics > Sides**.\n- **Respawn Point logics** can be found under **Units (F1) > Game Logics > Positions**."},{"heading":"Vehicle Respawn Modules","level":4,"markdown":"For any placed vehicles in the scenario, you may add a respawn module synchronized to them, making them respawn after being destroyed, damaged and/or abandoned.\nSuch module can be found under **Modules (F7) > Multiplayer > Vehicle Respawn**."},{"heading":"Final Notes","level":4,"markdown":"> [!IMPORTANT]\n> If one of the competing sides has no players at the moment when the third and last phase starts, the match will end with the side with players being the winner."}],"categories":["Arma 3: MP Modes","Introduced with Arma 3 version 1.42"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: MP Mission Names","title":"Arma 3: MP Mission Names","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_MP_Mission_Names","revid":364565,"updated":"2024-05-17T12:36:06Z","aliases":["Arma 3 MP Mission Names"],"markdown":"Format is PBO file name (for server config mission whitelisting) followed by the in-game name.\n\n### Vanilla\n\n- `\"MP_Bootcamp_01.Altis\"`: ZGM 4+1 Bootcamp\n- `\"MP_COOP_m01.Stratis\"`: COOP 10 Escape From Stratis\n- `\"MP_COOP_m02.Stratis\"`: COOP 07 Headhunters\n- `\"MP_COOP_m03.Altis\"`: COOP 10 Escape From Altis\n- `\"MP_COOP_m04.Stratis\"`: ZvP 10+1 Defend Kamino\n- `\"MP_COOP_m05.Altis\"`: ZvP 10+1 Defend Syrta\n- `\"MP_COOP_m06.Altis\"`: ZvP 10+1 Seize Edoris\n- `\"MP_COOP_m07.Altis\"`: ZvP 10+1 Seize Feres\n- `\"MP_COOP_m08.Altis\"`: COOP 12 Tanks\n- `\"MP_End_Game_02.Altis\"`: CTF 32 End Game Feres\n- `\"MP_End_Game_03.Altis\"`: CTF 16 End Game Zaros\n- `\"MP_GroundSupport01.Altis\"`: SC 06 Support Katalaki\n- `\"MP_GroundSupport02.Altis\"`: SC 08 Support Sofia\n- `\"MP_GroundSupport03.Altis\"`: SC 08 Support Pyrgos\n- `\"MP_GroundSupport04.Altis\"`: COOP 04 Support Rodopoli\n- `\"MP_GroundSupport05.Stratis\"`: COOP 05 Support Stratis\n- `\"MP_Marksmen_01.Altis\"`: CTF 16 End Game Kavala\n- `\"MP_ZGM_m11.Altis\"`: ZGM 48+2 Master Altis\n- `\"MP_ZGM_m11_EAST.Altis\"`: ZGM 16+2 Master Altis (CSAT)\n- `\"MP_ZGM_m11_GUER.Altis\"`: ZGM 16+2 Master Altis (AAF)\n- `\"MP_ZGM_m11_WEST.Altis\"`: ZGM 16+2 Master Altis (NATO)\n- `\"MP_ZGM_m12.Stratis\"`: ZGM 48+2 Master Stratis\n- `\"MP_ZGM_m12_EAST.Stratis\"`: ZGM 16+2 Master Stratis (CSAT)\n- `\"MP_ZGM_m12_GUER.Stratis\"`: ZGM 16+2 Master Stratis (AAF)\n- `\"MP_ZGM_m12_WEST.Stratis\"`: ZGM 16+2 Master Stratis (NATO)\n- `\"MP_ZGM_m13.VR\"`: ZGM 48+2 Master Virtual Reality\n- `\"MP_ZGM_m13_EAST.VR\"`: ZGM 16+2 Master Virtual Reality (CSAT)\n- `\"MP_ZGM_m13_GUER.VR\"`: ZGM 16+2 Master Virtual Reality (AAF)\n- `\"MP_ZGM_m13_WEST.VR\"`: ZGM 16+2 Master Virtual Reality (NATO)\n- `\"MP_ZR_8_Karts01.Altis\"`,: ZR 8+1 Race on Altis (Karts)\n- `\"MP_ZR_8_Karts02.Stratis\"`: ZR 8+1 Race on Stratis (Karts)\n- `\"MP_ZSC_m10.Altis\"`: ZSC 32+2 Control Edessa\n- `\"Showcase_Combined_arms.Stratis\"`: COOP 08 Combined Arms\n- `\"Showcase_FiringFromVehicles.Altis\"`: COOP 04 Firing From Vehicles\n- `\"MP_CombatPatrol_01.Altis\"`: COOP 12 Combat Patrol\n- `\"MP_CombatPatrol_02.Stratis\"`: COOP 12 Combat Patrol\n- `\"MP_Warlords_01.Altis\"`: SC 32 Warlords (Whole Island)\n- `\"MP_Warlords_01_large.Altis\"`: SC 64 Warlords (Whole Island)\n- `\"MP_Warlords_01_large_ver2.Altis\"`: SC 48 Warlords (Whole Island)\n- `\"MP_Warlords_01a.Altis\"`: SC 16 Warlords (Central)\n- `\"MP_Warlords_01b.Altis\"`: SC 16 Warlords (Pyrgos Gulf)\n- `\"MP_Warlords_02.Stratis\"`: SC 16 Warlords\n- `\"MP_Warlords_02_large.Stratis\"`: SC 32 Warlords\n\n#### Malden\n\n- `\"MP_CombatPatrol_04.Malden\"`: COOP 12 Combat Patrol\n- `\"MP_EscapeFromMalden.Malden\"`: Escape 10 Malden\n- `\"mp_zgm_m15.Malden\"`: Zeus 48+2 Master Malden\n- `\"mp_zgm_m15_east.Malden\"`: Zeus 16+2 Master Malden (CSAT)\n- `\"mp_zgm_m15_west.Malden\"`: Zeus 16+2 Master Malden (NATO)\n- `\"mp_zgm_m15_guer.Malden\"`: Zeus 16+2 Master Malden (AAF)\n- `\"MP_Vanguard_LV_Chapoi.Malden\"`: Vanguard 30 Chapoi\n- `\"MP_Warlords_04.Malden\"`: SC 16 Warlords\n- `\"MP_Warlords_04_large.Malden\"`: SC 32 Warlords\n\n### APEX\n\n- `\"EXP_m01.Tanoa\"`: 01 Keystone\n- `\"EXP_m02.Tanoa\"`: 02 Warm Welcome\n- `\"EXP_m03.Tanoa\"`: 03 Firestarter\n- `\"EXP_m04.Tanoa\"`: 04 Heart of Darkness\n- `\"EXP_m05.Tanoa\"`: 05 Extraction\n- `\"EXP_m06.Tanoa\"`: 06 Apex Protocol\n- `\"EXP_m07.Tanoa\"`: 07 End Game\n- `\"MP_End_Game_04.Tanoa\"`: End Game 24 Balavu\n- `\"MP_End_Game_05.Tanoa\"`: End Game 16 Moddergat\n- `\"MP_ZGM_m14.Tanoa\"`: ZGM 48+2 Master Tanoa\n- `\"MP_ZGM_m14_EAST.Tanoa\"`: ZGM 16+2 Master Tanoa (CSAT)\n- `\"MP_ZGM_m14_GUER.Tanoa\"`: ZGM 16+2 Master Tanoa (Syndikat)\n- `\"MP_ZGM_m14_WEST.Tanoa\"`: ZGM 16+2 Master Tanoa (NATO)\n- `\"MP_EscapeFromTanoa.Tanoa\"`: Escape 10 Tanoa\n- `\"MP_CombatPatrol_03.Tanoa\"`: COOP 12 Combat Patrol\n- `\"MP_Vanguard_APC_Airport.Tanoa\"`: Vanguard 50 Power Plant\n- `\"MP_Warlords_03.Tanoa\"`: SC 16 Warlords (West)\n- `\"MP_Warlords_03a.Tanoa\"`: SC 16 Warlords (South)\n\n### Contact\n\n- `\"MP_ZGM_m16.Enoch\"`: Zeus 48+2 Master Livonia\n- `\"MP_ZGM_m16_east.Enoch\"`: Zeus 16+2 Master Livonia (CSAT)\n- `\"MP_ZGM_m16_west.Enoch\"`: Zeus 16+2 Master Livonia (NATO)\n- `\"MP_ZGM_m16_guer.Enoch\"`: Zeus 16+2 Master Livonia (LDF)\n- `\"WarlordsEnoch.Enoch\"`: SC 24 Warlords\n- `\"combatPatrolEnoch.Enoch\"`: COOP 12 Combat Patrol","sections":[{"heading":null,"level":1,"markdown":"Format is PBO file name (for server config mission whitelisting) followed by the in-game name."},{"heading":"Vanilla","level":3,"markdown":"- `\"MP_Bootcamp_01.Altis\"`: ZGM 4+1 Bootcamp\n- `\"MP_COOP_m01.Stratis\"`: COOP 10 Escape From Stratis\n- `\"MP_COOP_m02.Stratis\"`: COOP 07 Headhunters\n- `\"MP_COOP_m03.Altis\"`: COOP 10 Escape From Altis\n- `\"MP_COOP_m04.Stratis\"`: ZvP 10+1 Defend Kamino\n- `\"MP_COOP_m05.Altis\"`: ZvP 10+1 Defend Syrta\n- `\"MP_COOP_m06.Altis\"`: ZvP 10+1 Seize Edoris\n- `\"MP_COOP_m07.Altis\"`: ZvP 10+1 Seize Feres\n- `\"MP_COOP_m08.Altis\"`: COOP 12 Tanks\n- `\"MP_End_Game_02.Altis\"`: CTF 32 End Game Feres\n- `\"MP_End_Game_03.Altis\"`: CTF 16 End Game Zaros\n- `\"MP_GroundSupport01.Altis\"`: SC 06 Support Katalaki\n- `\"MP_GroundSupport02.Altis\"`: SC 08 Support Sofia\n- `\"MP_GroundSupport03.Altis\"`: SC 08 Support Pyrgos\n- `\"MP_GroundSupport04.Altis\"`: COOP 04 Support Rodopoli\n- `\"MP_GroundSupport05.Stratis\"`: COOP 05 Support Stratis\n- `\"MP_Marksmen_01.Altis\"`: CTF 16 End Game Kavala\n- `\"MP_ZGM_m11.Altis\"`: ZGM 48+2 Master Altis\n- `\"MP_ZGM_m11_EAST.Altis\"`: ZGM 16+2 Master Altis (CSAT)\n- `\"MP_ZGM_m11_GUER.Altis\"`: ZGM 16+2 Master Altis (AAF)\n- `\"MP_ZGM_m11_WEST.Altis\"`: ZGM 16+2 Master Altis (NATO)\n- `\"MP_ZGM_m12.Stratis\"`: ZGM 48+2 Master Stratis\n- `\"MP_ZGM_m12_EAST.Stratis\"`: ZGM 16+2 Master Stratis (CSAT)\n- `\"MP_ZGM_m12_GUER.Stratis\"`: ZGM 16+2 Master Stratis (AAF)\n- `\"MP_ZGM_m12_WEST.Stratis\"`: ZGM 16+2 Master Stratis (NATO)\n- `\"MP_ZGM_m13.VR\"`: ZGM 48+2 Master Virtual Reality\n- `\"MP_ZGM_m13_EAST.VR\"`: ZGM 16+2 Master Virtual Reality (CSAT)\n- `\"MP_ZGM_m13_GUER.VR\"`: ZGM 16+2 Master Virtual Reality (AAF)\n- `\"MP_ZGM_m13_WEST.VR\"`: ZGM 16+2 Master Virtual Reality (NATO)\n- `\"MP_ZR_8_Karts01.Altis\"`,: ZR 8+1 Race on Altis (Karts)\n- `\"MP_ZR_8_Karts02.Stratis\"`: ZR 8+1 Race on Stratis (Karts)\n- `\"MP_ZSC_m10.Altis\"`: ZSC 32+2 Control Edessa\n- `\"Showcase_Combined_arms.Stratis\"`: COOP 08 Combined Arms\n- `\"Showcase_FiringFromVehicles.Altis\"`: COOP 04 Firing From Vehicles\n- `\"MP_CombatPatrol_01.Altis\"`: COOP 12 Combat Patrol\n- `\"MP_CombatPatrol_02.Stratis\"`: COOP 12 Combat Patrol\n- `\"MP_Warlords_01.Altis\"`: SC 32 Warlords (Whole Island)\n- `\"MP_Warlords_01_large.Altis\"`: SC 64 Warlords (Whole Island)\n- `\"MP_Warlords_01_large_ver2.Altis\"`: SC 48 Warlords (Whole Island)\n- `\"MP_Warlords_01a.Altis\"`: SC 16 Warlords (Central)\n- `\"MP_Warlords_01b.Altis\"`: SC 16 Warlords (Pyrgos Gulf)\n- `\"MP_Warlords_02.Stratis\"`: SC 16 Warlords\n- `\"MP_Warlords_02_large.Stratis\"`: SC 32 Warlords"},{"heading":"Malden","level":4,"markdown":"- `\"MP_CombatPatrol_04.Malden\"`: COOP 12 Combat Patrol\n- `\"MP_EscapeFromMalden.Malden\"`: Escape 10 Malden\n- `\"mp_zgm_m15.Malden\"`: Zeus 48+2 Master Malden\n- `\"mp_zgm_m15_east.Malden\"`: Zeus 16+2 Master Malden (CSAT)\n- `\"mp_zgm_m15_west.Malden\"`: Zeus 16+2 Master Malden (NATO)\n- `\"mp_zgm_m15_guer.Malden\"`: Zeus 16+2 Master Malden (AAF)\n- `\"MP_Vanguard_LV_Chapoi.Malden\"`: Vanguard 30 Chapoi\n- `\"MP_Warlords_04.Malden\"`: SC 16 Warlords\n- `\"MP_Warlords_04_large.Malden\"`: SC 32 Warlords"},{"heading":"APEX","level":3,"markdown":"- `\"EXP_m01.Tanoa\"`: 01 Keystone\n- `\"EXP_m02.Tanoa\"`: 02 Warm Welcome\n- `\"EXP_m03.Tanoa\"`: 03 Firestarter\n- `\"EXP_m04.Tanoa\"`: 04 Heart of Darkness\n- `\"EXP_m05.Tanoa\"`: 05 Extraction\n- `\"EXP_m06.Tanoa\"`: 06 Apex Protocol\n- `\"EXP_m07.Tanoa\"`: 07 End Game\n- `\"MP_End_Game_04.Tanoa\"`: End Game 24 Balavu\n- `\"MP_End_Game_05.Tanoa\"`: End Game 16 Moddergat\n- `\"MP_ZGM_m14.Tanoa\"`: ZGM 48+2 Master Tanoa\n- `\"MP_ZGM_m14_EAST.Tanoa\"`: ZGM 16+2 Master Tanoa (CSAT)\n- `\"MP_ZGM_m14_GUER.Tanoa\"`: ZGM 16+2 Master Tanoa (Syndikat)\n- `\"MP_ZGM_m14_WEST.Tanoa\"`: ZGM 16+2 Master Tanoa (NATO)\n- `\"MP_EscapeFromTanoa.Tanoa\"`: Escape 10 Tanoa\n- `\"MP_CombatPatrol_03.Tanoa\"`: COOP 12 Combat Patrol\n- `\"MP_Vanguard_APC_Airport.Tanoa\"`: Vanguard 50 Power Plant\n- `\"MP_Warlords_03.Tanoa\"`: SC 16 Warlords (West)\n- `\"MP_Warlords_03a.Tanoa\"`: SC 16 Warlords (South)"},{"heading":"Contact","level":3,"markdown":"- `\"MP_ZGM_m16.Enoch\"`: Zeus 48+2 Master Livonia\n- `\"MP_ZGM_m16_east.Enoch\"`: Zeus 16+2 Master Livonia (CSAT)\n- `\"MP_ZGM_m16_west.Enoch\"`: Zeus 16+2 Master Livonia (NATO)\n- `\"MP_ZGM_m16_guer.Enoch\"`: Zeus 16+2 Master Livonia (LDF)\n- `\"WarlordsEnoch.Enoch\"`: SC 24 Warlords\n- `\"combatPatrolEnoch.Enoch\"`: COOP 12 Combat Patrol"}],"categories":["Arma 3"],"groups":["General"]},{"name":"Arma 3: MP Support Guideline","title":"Arma 3: MP Support Guideline","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_MP_Support_Guideline","revid":255773,"updated":"2021-04-24T18:48:26Z","aliases":["Arma 3 MP Support Guideline","MP Support Guideline"],"markdown":"### Info\n\nMost of the work involved in creating your own Support mission consists of simply inserting and synchronizing several modules and game logics in the Editor. We'll take a look at how it is done in this step-by-step guide.\n\nFor easier orientation, **Modules** (*F7*), **Synchronizing** (*F5*) **Triggers** (*F3*) and **Units** (*F1*) will be highlighted as such.\n\nTo enable respawning, you also need to include a description.ext file with respawn definitions in your mission folder. You can download an example file here.\n\n#### Example\n\nYou can find the example in the **Arma 3 Tools** (accessible from Steam):\n\n*\\Steam\\steamapps\\common\\Arma 3 Tools\\Samples_F\\Example_Supports_Mission\\MP_GroundSupport01.Altis\\*\n\n### Basic settings\n\nOnce you've finished with the basics - inserting playable units, naming and saving the mission, setting the time of day, etc. - you have to add the core of the Support game type.\n\n- Insert the **Support** module (*Modules > Gameplay Modes > Support*)\n\nNow you have to define the **2** sides that will be fighting each other.\n\n- Insert the respective **Game Logics** (*Units > Game Logic > Sides > **BLUFOR/OPFOR/INDEPENDENT***) of your chosen sides and **synchronize** them with **your Support** module\n\nYou then need to set the number of tickets for each side and the conditions and quantity of the ticket bleeding.\n\n- Insert the **Respawn Tickets** module (*Modules > Scenario Flow > Respawn Tickets*) and set the desired number of tickets for both sides.\n- You can also set the minimum, maximum and default amount of tickets in the description.ext. This will allow you to change the number of the tickets on the server before each game.\n\n- Next, insert the **Bleed Tickets** module (*Modules > Scenario Flow > Bleed Tickets*) and adjust your settings accordingly.\n\nAs HQ will be giving you regular updates on the situation, you need to insert an HQ module for all 3 possible sides. Don't worry about your mission only using 2 sides, the system simply needs all 3 HQ modules in order to work properly.\n\n- Insert the **Headquarters Entity** module (*Modules > Intel > Headquarters Entity*) for each side (*BLUFOR, OPFOR and Independent*).\n- Set the Name of the HQ module depending on its side: BIS_hqWest, BIS_hqEast, BIS_hqGuer\n\n**Base Icon:** To assist with situational awareness, an icon (*similar to sector icons*) will be displayed above a side's flagpole positioned within their base.\n\n- Place a **flag** (*Empty > Objects (Flags*) > Flag NATO/CSAT/AAF) within both side's bases.\n- If you do not place a flag object within the base's radius, one will be created and positioned automatically.\n\n**Group Icons:** All friendly groups have their icon displayed in the 3D world and on the map (*the 3D world icons can be toggled on and off by pressing \"U\"*).\n\n### Creating sectors\n\nThen you need to define the sectors that can be captured - just like your typical \"Sector Control\" game type.\n\n- Insert the **Sector module** (*Modules > Multiplayer > Sector*) onto the map. You can set its name and adjust other settings\n- **Synchronize** the sector to the **Support module**\n\nNow you need to define the sector's area.\n\n- Insert the **Area** logic (*Units > Game Logic > Locations > Area*)\n- **Synchronize** it to the **Sector module**\n- Insert an empty **Trigger** onto the map and set its position, direction and size to represent the properties of your sector\n- **Synchronize** the **Trigger** to the **Area** logic\n\n- You can also give each sector a unique name (*which will be used for the mission's Tasks*), either naming it based on its location (*Pyrgos, Molos airfield etc.*) or by giving it a codename of your choice (*Checkpoint Alpha, Point Victor etc.*).\n\nThis way you can set as many sectors as you wish.\n\n### Setting Bases\n\nEach side needs a base where the players will respawn.\n\n- Insert the **Support: Base** module (*Modules > Gameplay Modes > Support: Base*) and set its side accordingly. All playable units, and most of the objects in the base, need to be synchronized to this module in order for the system to function correctly.\n- The position of the module is important as it is used to determine the center of the base area.\n\n- Insert the **Respawn Position** module (*Modules > Multiplayer > Respawn Position*) at each base and adjust its settings: Side: BLUFOR/OPFOR/INDEPENDENT, Type: Infantry\n\nNow you also need to place your helicopters and set their respective respawn positions. To avoid potential conflicts, the Respawn Point game logic is used here instead of the Respawn module.\n\n- Insert **empty helicopters** for each side at their respective bases and **synchronize** them with their **Base modules**\n- Create **Respawn Points** (*Units > Game logic > Locations > Respawn Point*) for each **helicopter** (*or more, to avoid possible respawn issues*) and **synchronize** them with the **Base modules**. Set their azimuth according to how you want the helicopter to spawn.\n\nTo allow the resupplying, rearming, and replacing of dead crew, you need to place **Resupply Point**s.\n\n- Insert **Resupply Point** game logics (*Units > Game Logic > Locations > **Resupply Point***) and **synchronize** it with the **Base module**.\n- To mark the resupply points for players you should place the appropriate **helipad** object on top of every **Resupply Point**.\n  - We couldn't do that automatically as in some situations there could be a **helipad** already in the map and you would end up with 2 overlapping helipad textures.\n  - Additionally, a helipad light will spawned automatically on every **Resupply Point** so that the point is visible even if playing at night.\n\nFor greater authenticity, we recommend you add some resupply vehicles nearby. Synchronizing them to the module will remove their own supplies and will leave the maintenance functionality to the **Resupply Point**. They will also become indestructible.\n\n- Insert your **supply vehicles** (*Units > Empty > Supports >* ) and synchronize them to the **Resupply Points**.\n  - Placing them is purely optional but, if you use them, synchronizing is highly recommended.\n\nYou also need to set an Evac Point to have a place where injured units - those requesting Medevac - need to be transported.\n\n- Insert an **Evac Point** game logic (*Units > Game Logic > Locations > Evac Point*) and **synchronize** it with the Base module.\n- To mark the evac points for players you should place the appropriate helipad object on top of each **Evac Point**.\n  - We couldn't do that automatically as in some situations there could be a helipad already in the map and you would end up with 2 overlapping helipad textures.\n  - Additionally, a helipad light will spawned automatically on every **Evac Point** so that the point is visible even if playing at night.\n\nAs the units taken to the base must be treated (*and deleted afterwards*), you need to place a empty medical truck nearby (*technically, any vehicle can be used, but we recommend a medical one*).\n\n- Create **medical truck** nearby and **synchronize** it with the **Evac Point**.\n  - Unlike resupply, this vehicle is required for medevac tasks and automatic unit garbage collection to work correctly!\n\nNow you have a fully functional base. You can also insert **helipads** (*Units > Empty > Objects (signs*) > Helipad variants), **Smoke shell modules**, **Chemlight modules** (*Modules > Effects >* ) to mark them.\n\nA simple base for two players should now look something like the picture below.\n\n### AI Spawnings and Tactics\n\nNow we need to set up the AI, their respawn positions, and insert the module that will control their behavior. Each side will have its own **Spawn AI** and **Spawn AI: Spawnpoint** modules, where you need to define the rate and maximum cap of units that can be spawned, and the chance of spawning each unit type (*infantry, motorized, mechanized and armored*). After you insert the Spawn AI: Sector Tactics module, the AI will start capturing nearby sectors and, if they're infantry, will board your helicopter if you land close enough to them. Delivering units to sectors will decrease the time it takes to capture them.\n\n- Insert your Spawn AI modules (*Modules > Mics > Spawn AI*) and set their correct sides, manpower caps and respawn delays.\n- The unit manpower cost measures how dangerous and tough the unit is.\n- To get a very rough idea of the costs of units, here are a few examples:\n  - a rifleman costs about 0.5\n  - an AA/AT soldier about 6\n  - a MRAP about 6\n  - an APC about 12\n  - a tank about 27\n- All the values are calculated using the cost and threat values defined in the unit's config. As long as those values are accurate, the resulting manpower cost should be correct.\n\nThis module serves as a base for unit respawning. You can leave the unit type ratios at 0 (*the next module is designed specifically for this*). What you need to concern yourself with the most is the manpower cap limit - the modules will spawn units at a given rate at random spawnpoints until this cap is reached. You can also blacklist groups (*as defined in the Config Viewer under cfgGroups*) you don't want to use (*AA, tank platoon etc.*).\nNow it is time to insert modules for group respawns, in which you'll set the weighted ratio of unit types.\n\n- Insert your **Spawn AI: Spawnpoint** modules (*Modules > Mics > Spawn AI: Spawnpoint*) wherever you want AI groups to spawn\n\nSet the weighted ratio of each module - infantry, motorized, mechanized or armor - and **synchronize** it with the **Spawn AI** module. The maximum manpower cap set in the Spawn AI module applies to all synchronized Spawnpoints. This way, you can have several completely different types of unit spawns.\n\nAs the battlefield would otherwise be empty at the start, you can also insert some groups yourself in the Editor. If you **synchronize** them with the Spawn AI module, they will be added to the manpower cap, preventing there from being too many AI on the battlefield at the same time.\n\nNow for their **tactics** - each group, no matter their type, will check for the nearest sector and try to capture it. However, as you also have some transport helicopters at you disposal, you can transport the infantry groups closer to the sectors. Just land nearby, let them in, take off and land near one of the sectors - they will get out and try to capture the sector. Please note that if the group is within 500m of their objective, or is fighting in a sector, they will not board your helicopter.\n\n- Insert the **Spawn AI: Sector Tactics** module (*Modules > Mics > Spawn AI: Sector Tactics*). No synchronization needed\n\nNow you have a fully playable scenario.","sections":[{"heading":"Info","level":3,"markdown":"Most of the work involved in creating your own Support mission consists of simply inserting and synchronizing several modules and game logics in the Editor. We'll take a look at how it is done in this step-by-step guide.\n\nFor easier orientation, **Modules** (*F7*), **Synchronizing** (*F5*) **Triggers** (*F3*) and **Units** (*F1*) will be highlighted as such.\n\nTo enable respawning, you also need to include a description.ext file with respawn definitions in your mission folder. You can download an example file here."},{"heading":"Example","level":4,"markdown":"You can find the example in the **Arma 3 Tools** (accessible from Steam):\n\n*\\Steam\\steamapps\\common\\Arma 3 Tools\\Samples_F\\Example_Supports_Mission\\MP_GroundSupport01.Altis\\*"},{"heading":"Basic settings","level":3,"markdown":"Once you've finished with the basics - inserting playable units, naming and saving the mission, setting the time of day, etc. - you have to add the core of the Support game type.\n\n- Insert the **Support** module (*Modules > Gameplay Modes > Support*)\n\nNow you have to define the **2** sides that will be fighting each other.\n\n- Insert the respective **Game Logics** (*Units > Game Logic > Sides > **BLUFOR/OPFOR/INDEPENDENT***) of your chosen sides and **synchronize** them with **your Support** module\n\nYou then need to set the number of tickets for each side and the conditions and quantity of the ticket bleeding.\n\n- Insert the **Respawn Tickets** module (*Modules > Scenario Flow > Respawn Tickets*) and set the desired number of tickets for both sides.\n- You can also set the minimum, maximum and default amount of tickets in the description.ext. This will allow you to change the number of the tickets on the server before each game.\n\n- Next, insert the **Bleed Tickets** module (*Modules > Scenario Flow > Bleed Tickets*) and adjust your settings accordingly.\n\nAs HQ will be giving you regular updates on the situation, you need to insert an HQ module for all 3 possible sides. Don't worry about your mission only using 2 sides, the system simply needs all 3 HQ modules in order to work properly.\n\n- Insert the **Headquarters Entity** module (*Modules > Intel > Headquarters Entity*) for each side (*BLUFOR, OPFOR and Independent*).\n- Set the Name of the HQ module depending on its side: BIS_hqWest, BIS_hqEast, BIS_hqGuer\n\n**Base Icon:** To assist with situational awareness, an icon (*similar to sector icons*) will be displayed above a side's flagpole positioned within their base.\n\n- Place a **flag** (*Empty > Objects (Flags*) > Flag NATO/CSAT/AAF) within both side's bases.\n- If you do not place a flag object within the base's radius, one will be created and positioned automatically.\n\n**Group Icons:** All friendly groups have their icon displayed in the 3D world and on the map (*the 3D world icons can be toggled on and off by pressing \"U\"*)."},{"heading":"Creating sectors","level":3,"markdown":"Then you need to define the sectors that can be captured - just like your typical \"Sector Control\" game type.\n\n- Insert the **Sector module** (*Modules > Multiplayer > Sector*) onto the map. You can set its name and adjust other settings\n- **Synchronize** the sector to the **Support module**\n\nNow you need to define the sector's area.\n\n- Insert the **Area** logic (*Units > Game Logic > Locations > Area*)\n- **Synchronize** it to the **Sector module**\n- Insert an empty **Trigger** onto the map and set its position, direction and size to represent the properties of your sector\n- **Synchronize** the **Trigger** to the **Area** logic\n\n- You can also give each sector a unique name (*which will be used for the mission's Tasks*), either naming it based on its location (*Pyrgos, Molos airfield etc.*) or by giving it a codename of your choice (*Checkpoint Alpha, Point Victor etc.*).\n\nThis way you can set as many sectors as you wish."},{"heading":"Setting Bases","level":3,"markdown":"Each side needs a base where the players will respawn.\n\n- Insert the **Support: Base** module (*Modules > Gameplay Modes > Support: Base*) and set its side accordingly. All playable units, and most of the objects in the base, need to be synchronized to this module in order for the system to function correctly.\n- The position of the module is important as it is used to determine the center of the base area.\n\n- Insert the **Respawn Position** module (*Modules > Multiplayer > Respawn Position*) at each base and adjust its settings: Side: BLUFOR/OPFOR/INDEPENDENT, Type: Infantry\n\nNow you also need to place your helicopters and set their respective respawn positions. To avoid potential conflicts, the Respawn Point game logic is used here instead of the Respawn module.\n\n- Insert **empty helicopters** for each side at their respective bases and **synchronize** them with their **Base modules**\n- Create **Respawn Points** (*Units > Game logic > Locations > Respawn Point*) for each **helicopter** (*or more, to avoid possible respawn issues*) and **synchronize** them with the **Base modules**. Set their azimuth according to how you want the helicopter to spawn.\n\nTo allow the resupplying, rearming, and replacing of dead crew, you need to place **Resupply Point**s.\n\n- Insert **Resupply Point** game logics (*Units > Game Logic > Locations > **Resupply Point***) and **synchronize** it with the **Base module**.\n- To mark the resupply points for players you should place the appropriate **helipad** object on top of every **Resupply Point**.\n  - We couldn't do that automatically as in some situations there could be a **helipad** already in the map and you would end up with 2 overlapping helipad textures.\n  - Additionally, a helipad light will spawned automatically on every **Resupply Point** so that the point is visible even if playing at night.\n\nFor greater authenticity, we recommend you add some resupply vehicles nearby. Synchronizing them to the module will remove their own supplies and will leave the maintenance functionality to the **Resupply Point**. They will also become indestructible.\n\n- Insert your **supply vehicles** (*Units > Empty > Supports >* ) and synchronize them to the **Resupply Points**.\n  - Placing them is purely optional but, if you use them, synchronizing is highly recommended.\n\nYou also need to set an Evac Point to have a place where injured units - those requesting Medevac - need to be transported.\n\n- Insert an **Evac Point** game logic (*Units > Game Logic > Locations > Evac Point*) and **synchronize** it with the Base module.\n- To mark the evac points for players you should place the appropriate helipad object on top of each **Evac Point**.\n  - We couldn't do that automatically as in some situations there could be a helipad already in the map and you would end up with 2 overlapping helipad textures.\n  - Additionally, a helipad light will spawned automatically on every **Evac Point** so that the point is visible even if playing at night.\n\nAs the units taken to the base must be treated (*and deleted afterwards*), you need to place a empty medical truck nearby (*technically, any vehicle can be used, but we recommend a medical one*).\n\n- Create **medical truck** nearby and **synchronize** it with the **Evac Point**.\n  - Unlike resupply, this vehicle is required for medevac tasks and automatic unit garbage collection to work correctly!\n\nNow you have a fully functional base. You can also insert **helipads** (*Units > Empty > Objects (signs*) > Helipad variants), **Smoke shell modules**, **Chemlight modules** (*Modules > Effects >* ) to mark them.\n\nA simple base for two players should now look something like the picture below."},{"heading":"AI Spawnings and Tactics","level":3,"markdown":"Now we need to set up the AI, their respawn positions, and insert the module that will control their behavior. Each side will have its own **Spawn AI** and **Spawn AI: Spawnpoint** modules, where you need to define the rate and maximum cap of units that can be spawned, and the chance of spawning each unit type (*infantry, motorized, mechanized and armored*). After you insert the Spawn AI: Sector Tactics module, the AI will start capturing nearby sectors and, if they're infantry, will board your helicopter if you land close enough to them. Delivering units to sectors will decrease the time it takes to capture them.\n\n- Insert your Spawn AI modules (*Modules > Mics > Spawn AI*) and set their correct sides, manpower caps and respawn delays.\n- The unit manpower cost measures how dangerous and tough the unit is.\n- To get a very rough idea of the costs of units, here are a few examples:\n  - a rifleman costs about 0.5\n  - an AA/AT soldier about 6\n  - a MRAP about 6\n  - an APC about 12\n  - a tank about 27\n- All the values are calculated using the cost and threat values defined in the unit's config. As long as those values are accurate, the resulting manpower cost should be correct.\n\nThis module serves as a base for unit respawning. You can leave the unit type ratios at 0 (*the next module is designed specifically for this*). What you need to concern yourself with the most is the manpower cap limit - the modules will spawn units at a given rate at random spawnpoints until this cap is reached. You can also blacklist groups (*as defined in the Config Viewer under cfgGroups*) you don't want to use (*AA, tank platoon etc.*).\nNow it is time to insert modules for group respawns, in which you'll set the weighted ratio of unit types.\n\n- Insert your **Spawn AI: Spawnpoint** modules (*Modules > Mics > Spawn AI: Spawnpoint*) wherever you want AI groups to spawn\n\nSet the weighted ratio of each module - infantry, motorized, mechanized or armor - and **synchronize** it with the **Spawn AI** module. The maximum manpower cap set in the Spawn AI module applies to all synchronized Spawnpoints. This way, you can have several completely different types of unit spawns.\n\nAs the battlefield would otherwise be empty at the start, you can also insert some groups yourself in the Editor. If you **synchronize** them with the Spawn AI module, they will be added to the manpower cap, preventing there from being too many AI on the battlefield at the same time.\n\nNow for their **tactics** - each group, no matter their type, will check for the nearest sector and try to capture it. However, as you also have some transport helicopters at you disposal, you can transport the infantry groups closer to the sectors. Just land nearby, let them in, take off and land near one of the sectors - they will get out and try to capture the sector. Please note that if the group is within 500m of their objective, or is fighting in a sector, they will not board your helicopter.\n\n- Insert the **Spawn AI: Sector Tactics** module (*Modules > Mics > Spawn AI: Sector Tactics*). No synchronization needed\n\nNow you have a fully playable scenario."}],"categories":["Arma 3: MP Modes","Arma 3: Tutorials"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: MP Vanguard","title":"Arma 3: MP Vanguard","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_MP_Vanguard","revid":350042,"updated":"2023-11-20T22:12:06Z","aliases":["Arma 3 MP Vanguard","Vanguard MP"],"markdown":"In these combined arms scenarios, we're paradropping an important device over a random area on the map, and three teams need to compete by picking up the device and taking it back to their base.\n\nThis is a setup guide for Vanguard MP mode. It serves for documenting all possibilities in creating new Vanguard scenarios or modding the mode.\n\n> [!NOTE]\n> Most features can be tweaked from the module or in the server lobby. The server lobby overwrites parameters set up in the mission.\n\n### Setting up new scenario\n\nTo successfully set up a new scenario, you need to go through several steps. All specific settings are documented below in the modules and Server params.\n\n1. Find Vanguard modules under Systems->Gameplay Modes\n1. Create and set up Vanguard: Objective area.\n1. Create 2 or 3 Starting Areas.\n1. Fill them with vehicles of your choosing and correct side.\n1. Create playable characters (in any position, they will be repositioned on start).\n1. Save mission, and create file description.ext into the mission folder. Write this line into the file: It will include all parameters for server lobby setup, and revive parameters.\n\n   ```cpp\n   #include \"\\a3\\Missions_F_Tank\\MPTypes\\Vanguard\\commonDescription.inc\"\n   ```\n1. You are ready to go. Try the mission in single player or MP and see how it works.\n\n### Modules\n\n#### Vanguard: Objective Area\n\nThis is the main module, which controls most of the parameters of the game mode. Many of these parameters can be overloaded from the server lobby.\n\n- **Module size**: This will affect the size of the area. It highly affects the tempo of the match. Too small a zone, in too highly occupied an area, might result in the Device being unable to find a safe place to land outside the module area, on the nearest reasonable position.\n- **Number of Zone Changes**:How many times the zone will shrink before the Device is dropped.\n- **Briefing, Zone interval, end game timers**: Timers explained above.\n- **Number of spawned trucks**: Describes density (spacing) of spawned trucks.\n  - None: No trucks spawned.\n  - Few: 300 meters distances.\n  - Medium (default): 500 meters distances.\n  - Dense: 800 meters distances.\n- **Disable thermal optics**: Removing thermal mode from all turrets in selected vehicles.\n  - None: No changes on vehicles\n  - Combat Vehicles (default): Combat vehicles with guns have thermal optics disabled, but unarmed vehicles (like the unarmed Strider), still have their thermals to serve as mobile spotting platforms.\n  - All vehicles: No vehicles can have thermals.\n- **Respawn**: This parameter handles respawn mechanics, although in neither case is it typical revive, because this mechanic doesn’t fit well into the mode.\n  - None: No respawn allowed.\n  - Revive (default): Revive allowed, in current implementation the reviving member consumes one first aid kit.\n  - Into AI members: Experimental feature, which will give a certain amount of AI soldiers divided for a side, to ensure that 10 units (players and AI) by default. They are divided into equal sized groups for the player on the side. If the player dies, he will respawn into one of his AI members.\n    - This functionality also enables players to Join in Progress, as they will replace an AI member in one of the groups.\n\n#### Vanguard: Starting Area\n\nThis is the starting area for each side.\n\n- **Module Size**: Marks area that counts as the base\n  - All vehicles registered into the area are part of the base.\n  - The area does not affect the size of the area into which the Device is needed to be delivered, that is a fixed 100 meters diameter.\n  - Vehicles can be marked as part of the base also by synchronizing them with the module, but having them as part of the area is more convenient.\n- **Side**: Side of the starting area.\n  - There cannot be 2 or more bases of one side.\n  - There can be either 2 bases for sufficient setup of the scenario, or 3.\n  - Starting areas can be randomized, and composition in the starting area will be removed to two-columns layout, with units spawning in the middle. This randomization can be set up only in server lobby params.\n\n### Server lobby params\n\nThere are multiple server lobby params done for wide customization of the scenario. They often serve for rewriting the basic settings of the game made in modules.\n\n- **Hour**: Set up time of the scenario.\n- **Weather**: Set up weather.\n- **Briefing time**: Overwrite length of Briefing time.\n- **Zone interval time**: Overwrite length of Zone interval time.\n- **End game time**: Overwrite length of End game time.\n- **Respawn**: Set up if you want to play without any respawn, with revive, or add AI reinforcements to each side, which you can command.\n- **Fill Positions with AI** (if used): If you use AI as \"respawn\", set their amount.\n- **Randomization of Starting position**: Switch sides of set up bases. Vehicles in those bases will be moved into correct positions.\n- **Name Tags**: Toggle Vanguard name tags that you can see in 3D.\n\n### Modding possibilities\n\nVanguard is designed to be as customizable and moddable as possible. Yet there are several restrictions to count with.\n\n#### What can be modded\n\n- **Playable characters**: Any characters you place as playable will work out of the box.\n- **Vehicles on bases**: Vehicles on bases will work as well.\n\n#### Not moddable\n\n- **Truck for carrying device**: Because the device has to be attached with a specific offset to each truck, only default trucks are supported now.\n- **AI team members**: AI team members are detected from the player's faction, and AI units are detected accordingly. Factions supported: NATO, CSAT, AAF, Syndikat, FIA for all 3 sides.","sections":[{"heading":null,"level":1,"markdown":"In these combined arms scenarios, we're paradropping an important device over a random area on the map, and three teams need to compete by picking up the device and taking it back to their base.\n\nThis is a setup guide for Vanguard MP mode. It serves for documenting all possibilities in creating new Vanguard scenarios or modding the mode.\n\n> [!NOTE]\n> Most features can be tweaked from the module or in the server lobby. The server lobby overwrites parameters set up in the mission."},{"heading":"Setting up new scenario","level":3,"markdown":"To successfully set up a new scenario, you need to go through several steps. All specific settings are documented below in the modules and Server params.\n\n1. Find Vanguard modules under Systems->Gameplay Modes\n1. Create and set up Vanguard: Objective area.\n1. Create 2 or 3 Starting Areas.\n1. Fill them with vehicles of your choosing and correct side.\n1. Create playable characters (in any position, they will be repositioned on start).\n1. Save mission, and create file description.ext into the mission folder. Write this line into the file: It will include all parameters for server lobby setup, and revive parameters.\n\n   ```cpp\n   #include \"\\a3\\Missions_F_Tank\\MPTypes\\Vanguard\\commonDescription.inc\"\n   ```\n1. You are ready to go. Try the mission in single player or MP and see how it works."},{"heading":"Modules","level":3,"markdown":""},{"heading":"Vanguard: Objective Area","level":4,"markdown":"This is the main module, which controls most of the parameters of the game mode. Many of these parameters can be overloaded from the server lobby.\n\n- **Module size**: This will affect the size of the area. It highly affects the tempo of the match. Too small a zone, in too highly occupied an area, might result in the Device being unable to find a safe place to land outside the module area, on the nearest reasonable position.\n- **Number of Zone Changes**:How many times the zone will shrink before the Device is dropped.\n- **Briefing, Zone interval, end game timers**: Timers explained above.\n- **Number of spawned trucks**: Describes density (spacing) of spawned trucks.\n  - None: No trucks spawned.\n  - Few: 300 meters distances.\n  - Medium (default): 500 meters distances.\n  - Dense: 800 meters distances.\n- **Disable thermal optics**: Removing thermal mode from all turrets in selected vehicles.\n  - None: No changes on vehicles\n  - Combat Vehicles (default): Combat vehicles with guns have thermal optics disabled, but unarmed vehicles (like the unarmed Strider), still have their thermals to serve as mobile spotting platforms.\n  - All vehicles: No vehicles can have thermals.\n- **Respawn**: This parameter handles respawn mechanics, although in neither case is it typical revive, because this mechanic doesn’t fit well into the mode.\n  - None: No respawn allowed.\n  - Revive (default): Revive allowed, in current implementation the reviving member consumes one first aid kit.\n  - Into AI members: Experimental feature, which will give a certain amount of AI soldiers divided for a side, to ensure that 10 units (players and AI) by default. They are divided into equal sized groups for the player on the side. If the player dies, he will respawn into one of his AI members.\n    - This functionality also enables players to Join in Progress, as they will replace an AI member in one of the groups."},{"heading":"Vanguard: Starting Area","level":4,"markdown":"This is the starting area for each side.\n\n- **Module Size**: Marks area that counts as the base\n  - All vehicles registered into the area are part of the base.\n  - The area does not affect the size of the area into which the Device is needed to be delivered, that is a fixed 100 meters diameter.\n  - Vehicles can be marked as part of the base also by synchronizing them with the module, but having them as part of the area is more convenient.\n- **Side**: Side of the starting area.\n  - There cannot be 2 or more bases of one side.\n  - There can be either 2 bases for sufficient setup of the scenario, or 3.\n  - Starting areas can be randomized, and composition in the starting area will be removed to two-columns layout, with units spawning in the middle. This randomization can be set up only in server lobby params."},{"heading":"Server lobby params","level":3,"markdown":"There are multiple server lobby params done for wide customization of the scenario. They often serve for rewriting the basic settings of the game made in modules.\n\n- **Hour**: Set up time of the scenario.\n- **Weather**: Set up weather.\n- **Briefing time**: Overwrite length of Briefing time.\n- **Zone interval time**: Overwrite length of Zone interval time.\n- **End game time**: Overwrite length of End game time.\n- **Respawn**: Set up if you want to play without any respawn, with revive, or add AI reinforcements to each side, which you can command.\n- **Fill Positions with AI** (if used): If you use AI as \"respawn\", set their amount.\n- **Randomization of Starting position**: Switch sides of set up bases. Vehicles in those bases will be moved into correct positions.\n- **Name Tags**: Toggle Vanguard name tags that you can see in 3D."},{"heading":"Modding possibilities","level":3,"markdown":"Vanguard is designed to be as customizable and moddable as possible. Yet there are several restrictions to count with."},{"heading":"What can be modded","level":4,"markdown":"- **Playable characters**: Any characters you place as playable will work out of the box.\n- **Vehicles on bases**: Vehicles on bases will work as well."},{"heading":"Not moddable","level":4,"markdown":"- **Truck for carrying device**: Because the device has to be attached with a specific offset to each truck, only default trucks are supported now.\n- **AI team members**: AI team members are detected from the player's faction, and AI units are detected accordingly. Factions supported: NATO, CSAT, AAF, Syndikat, FIA for all 3 sides."}],"categories":["Arma 3: MP Modes"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: MP Warlords","title":"Arma 3: MP Warlords","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_MP_Warlords","revid":363816,"updated":"2024-04-22T19:17:58Z","aliases":["Arma 3 MP Warlords","MP Warlords"],"markdown":"Arma 3 v1.86\n\nWarlords for Arma 3 is a multiplayer mode set up as a sort of Sector Control / CTI hybrid supporting TvT, PvP as well as COOP and even solo play against the AI.\n\n> [!NOTE]\n> This page will provide you with information required to set up your own Warlords scenario.\n\n### Eden editor\n\nHere you will find the summary of work that needs to be done in the scenario editor.\n\n#### 1. Place Warlords modules\n\n- All Warlords modules can be found under *Systems > Warlords*.\n\n- Place the **Warlords Init** module anywhere on the map (its position is irrelevant).\n  - Feel free to tweak the settings in the module window (you open this window by double clicking on a placed module icon). Check the tooltips for each parameter.\n- Place two **Warlords Base** modules (one for each faction) on the locations you want to have the starting faction bases.\n  - Don't forget to properly set up the *side* parameter in the module window!\n\n- Place **Warlords Sector** modules on desired sector locations.\n  - You can change various parameters for individual sectors and bases in their module windows.\n- Connect the bases and the sectors by right clicking on any of them, selecting \"Connect > Sync to\" and left clicking on the sector or base you want to connect.\n  - Connecting sectors defines which sectors need to be captured before unlocking a new sector.\n\n- Repeat this for other sectors until you've got all the sectors and bases linked in a reasonable way.\n\n- If you don't want to rely on random spawn positions, you can use **Warlords Spawn Point** modules.\n  - You can also use empty triggers in the same way (in case you reach maximum group limit).\n- Feel free to experiment with the other Warlords modules as well, you will find details on how to use them in their module windows.\n\n#### 2. Place playable units\n\n- You should place the playable units inside their respective faction bases.\n- The type or number of playable units is up to you.\n- Make sure all of them are set as *Player* or *Playable*.\n- Make sure that all playable units are in separate groups.\n\n#### 3. Set up multiplayer rules\n\n- You will find these settings under *Attributes > Multiplayer...* in the toolbar at the top of the screen.\n\n- You can set most of these to your liking, however there is one attribute that needs to be set up specifically in order for the mode to work properly:\n  - **Respawn** has to be set to **Respawn on Custom Position**\n  - **Respawn delay** is up to you, the default used in all official missions is 20 seconds.\n\n#### 4. (OPTIONAL) Set up vehicles\n\nBy default, the sectors spawn only infantry garrison. If you want the independent faction to utilize vehicles as well, you can easily set it up in the editor:\n\n- Place the vehicle (with crew) you want to be spawned inside an independent sector. The vehicle will be spawned at the location you placed it on once this sector is targeted by one of the playable factions.\n- You can also assign some waypoints to this vehicle.\n- Connect the vehicle to the sector in the same way you linked sectors together (via Connect > Sync to).\n\n#### 5. Done!\n\nCongratulations, your scenario is ready! These were all steps required to have a fully working Warlords mission. Following are some more in-depth customization options.\n\n### Additional options\n\nHere you will learn how to enable Warlords parameters in the multiplayer lobby, and how to use your custom assets in the in-game Request menu.\n\n#### 1. Parameters\n\n- If you enable these Parameters in your scenario, players will be able to tweak and override the scenario rules set up in the Init module.\n- Save your scenario via *Scenario > Save As...* from the toolbar at the top of the screen.\n- Name the scenario, select the **MPMissions** folder and hit *Save*.\n- Switch to your desktop and open your scenario folder. You can find it in *Documents\\Arma 3\\MPMissions\\* (you should see a file called **mission.sqm** here).\n- Inside this folder, create a file called *description.ext*.\n- Copy/paste this text into the file and save it:\n\n```cpp\nclass Params\n{\n    class BIS_WLStartingDaytime\n    {\n        title = \"$STR_A3_combatpatrol_params_1\";\n        values[] = { 100, -6, 0, 6, -12 };\n        texts[] = { \"$STR_A3_WL_param37_value1\", \"$STR_A3_combatpatrol_params_3\", \"$STR_A3_MP_COOP_m03_noon\", \"$STR_A3_MP_COOP_m03_evening\", \"$STR_A3_combatpatrol_params_6\" };\n        default = 100;\n    };\n    class BIS_WLTimeAcceleration\n    {\n        title = \"$STR_A3_WL_param2_title\";\n        values[] = { 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24 };\n        texts[] = { \"$STR_special_none\", \"x2\", \"x4\", \"x6\", \"x8\", \"x10\", \"x12\", \"x14\", \"x16\", \"x18\", \"x20\", \"x22\", \"x24\" };\n        default = 1;\n    };\n    class BIS_WLProgress\n    {\n        title = \"$STR_A3_WL_param1_title\";\n        values[] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13 };\n        texts[] = {\n            \"$STR_special_none\",\n            \"$STR_A3_WL_forcedProgress_perc_1\",\n            \"$STR_A3_WL_forcedProgress_perc_2\",\n            \"$STR_A3_WL_forcedProgress_perc_3\",\n            \"$STR_A3_WL_forcedProgress_perc_4\",\n            \"$STR_A3_WL_forcedProgress_perc_5\",\n            \"$STR_A3_WL_forcedProgress_perc_6\",\n            \"$STR_A3_WL_forcedProgress_perc_7\",\n            \"$STR_A3_WL_forcedProgress_perc_8\",\n            \"$STR_A3_WL_forcedProgress_perc_9\",\n            \"$STR_A3_WL_forcedProgress_perc_10\",\n            \"$STR_A3_WL_forcedProgress_perc_11\",\n            \"$STR_A3_WL_forcedProgress_perc_12\"\n        };\n\n        default = 1;\n    };\n\n    class BIS_WLFTEnabled\n    {\n        title = \"$STR_A3_fastravel1\";\n        values[] = {1, 0, 2, 3, 4};\n        texts[] = { \"$STR_A3_WL_param3_value1\", \"$STR_A3_WL_param3_value2\", \"$STR_A3_WL_param3_value3\", \"$STR_A3_WL_param3_value4\", \"$STR_A3_WL_param3_value5\" };\n        default = 1;\n    };\n\n    class BIS_WLScanEnabled\n    {\n        title = \"$STR_A3_WL_param4_title\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_DISP_OPT_ENABLED\", \"$STR_DISP_OPT_DISABLED\" };\n        default = 1;\n    };\n\n    class BIS_WLVotingResetEnabled\n    {\n        title = \"$STR_A3_WL_menu_resetvoting\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_DISP_OPT_ENABLED\", \"$STR_DISP_OPT_DISABLED\" };\n        default = 1;\n    };\n\n    class BIS_WLAIVoting\n    {\n        title = \"$STR_A3_WL_param5_title\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_DISP_OPT_ENABLED\", \"$STR_DISP_OPT_DISABLED\" };\n        default = 0;\n    };\n\n    class BIS_WLArsenalEnabled\n    {\n        title = \"$STR_A3_Arsenal\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_DISP_OPT_ENABLED\", \"$STR_DISP_OPT_DISABLED\" };\n        default = 1;\n    };\n\n    class BIS_WLMarkersTransparency\n    {\n        title = \"$STR_A3_WL_param7_title\";\n        values[] = { 4, 3, 2, 1, 0 };\n        texts[] = { \"$STR_A3_WL_param7_value1\", \"$STR_A3_WL_markerAlpha_perc_1\", \"$STR_A3_WL_markerAlpha_perc_2\", \"$STR_A3_WL_markerAlpha_perc_3\", \"$STR_A3_WL_param7_value2\" };\n        default = 2;\n    };\n\n    class BIS_WLPlayersTransparency\n    {\n        title = \"$STR_A3_WL_param8_title\";\n        values[] = { 4, 3, 2, 1, 0 };\n        texts[] = { \"$STR_A3_WL_param7_value1\", \"$STR_A3_WL_markerAlpha_perc_1\", \"$STR_A3_WL_markerAlpha_perc_2\", \"$STR_A3_WL_markerAlpha_perc_3\", \"$STR_A3_WL_param7_value2\" };\n        default = 2;\n    };\n\n    class BIS_WLFatigueEnabled\n    {\n        title = \"$STR_A3_fatigue1\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_DISP_OPT_ENABLED\", \"$STR_DISP_OPT_DISABLED\" };\n        default = 1;\n    };\n\n    class BIS_WLMusic\n    {\n        title = \"$STR_A3_rscattributemusic_title\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_DISP_OPT_ENABLED\", \"$STR_DISP_OPT_DISABLED\" };\n        default = 1;\n    };\n\n    class BIS_WLVoice\n    {\n        title = \"$STR_A3_orange_faction_idap_cfgidentities_expo_name\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_DISP_OPT_ENABLED\", \"$STR_DISP_OPT_DISABLED\" };\n        default = 1;\n    };\n\n    class BIS_WLStartCP\n    {\n        title = \"$STR_A3_WL_param12_title\";\n        values[] = { 0, 100, 250, 500, 1000, 2500, 5000 };\n        texts[] = { \"0\", \"100\", \"250\", \"500\", \"1000\", \"2500\", \"5000\" };\n        default = 500;\n    };\n\n    class BIS_WLCPMultiplier\n    {\n        title = \"$STR_A3_WL_param13_title\";\n        values[] = { 1, 2, 3, 4, 5 };\n        texts[] = { \"1x\", \"2x\", \"3x\", \"4x\", \"5x\" };\n        default = 1;\n    };\n\n    class BIS_WLVotingTimeout\n    {\n        title = \"$STR_A3_WL_param14_title\";\n        values[] = { 5, 10, 15, 20, 25, 30 };\n        texts[] = { \"5\", \"10\", \"15\", \"20\", \"25\", \"30\" };\n        default = 15;\n    };\n\n    class BIS_WLVehicleSpan\n    {\n        title = \"$STR_A3_WL_param15_title\";\n        values[] = { 900, 1800, 3600, 5400, 7200, 1000000 };\n        texts[] = { \"15\", \"30\", \"60\", \"90\", \"120\", \"$STR_A3_WL_param15_value1\" };\n        default = 3600;\n    };\n};\n```\n\n#### 2. Custom asset lists\n\n- Assets available in the Request menu can be customized by creating new class in *CfgWLRequisitionPresets*.\n- You can have the config entry in an addon or put it directly into your mission's *description.ext* file which we covered in the previous section. Syntax is as follows:\n\n  ```cpp\n  class CfgWLRequisitionPresets\n  {\n      class MyWLAssetList // --- class name used in the Init module\n      {\n          class WEST // --- assets available for BLUFOR\n          {\n              class Infantry\n              {\n                  class B_Soldier_F // --- must be asset class name\n                  {\n                      cost = 100; // --- Command Points required\n                      requirements[] = {}; // --- dispositions required (\"A\" = airstrip, \"H\" = helipad, \"W\" = water (harbor))\n                  };\n              };\n\n              class Vehicles\n              {\n                  class B_Quadbike_01_F\n                  {\n                      cost = 50;\n                      requirements[] = {};\n                  };\n              };\n\n              class Aircraft\n              {\n                  class B_Plane_CAS_01_F\n                  {\n                      cost = 7500;\n                      requirements[] = { \"A\" };\n                  };\n              };\n\n              class Naval\n              {\n                  class O_Boat_Armed_01_hmg_F\n                  {\n                      cost = 500;\n                      requirements[] = { \"W\" };\n                  };\n              };\n\n              class Gear\n              {\n                  class Box_NATO_Ammo_F\n                  {\n                      cost = 200;\n                      requirements[] = {};\n                  };\n              };\n\n              class Defences\n              {\n                  class B_HMG_01_F\n                  {\n                      cost = 250;\n                      requirements[] = {};\n                      offset[] = { 0, 5.3, 0 }; // --- custom offset (optional)\n                  };\n              };\n          };\n\n          class EAST // --- assets available for OPFOR\n          {\n              // --- rest of input\n          };\n      };\n  };\n  ```\n\n- In your scenario's Warlords Init module window, find the parameter called *Asset list*.\n  - If you've been using the default one until now, it should say **['A3DefaultAll']**. Rewrite it to **['MyWLAssetList']** or any other name you've picked for the class name.\n- If you want to use custom assets for the garrison units that get spawned in the scenario automatically, you'll need to change the individual faction class names in the same module window.\n\n#### 3. Custom factions\n\n- Custom factions can be used by changing the BLUFOR / OPFOR / Independent faction config classes in the Warlords Init module window in the editor.\n  - These class names can be find by opening the Config viewer from the editor and navigating to *CfgFactionClasses*.\n- You can further customize the types of units and groups to be spawned by using special class *CfgWLFactionAssets*. See the example below:\n\n```cpp\nclass CfgWLFactionAssets\n{\n    class WEST // --- BLUFOR\n    {\n        class InfantryUnits // --- for BLUFOR and OPFOR, only individual unit classnames are defined as the system doesn't spawn predefined groups\n        {\n            class B_Story_SF_Captain_F {}; // --- asset classname to be added to the spawn list\n        };\n    };\n\n    class EAST // --- OPFOR\n    {\n        class InfantryUnits\n        {\n            class O_V_Soldier_hex_F {};\n            class O_V_Soldier_M_ghex_F {};\n        };\n    };\n\n    class INDEP // --- Independent\n    {\n        class InfantryGroups // --- independent faction uses group configs to spawn garrisons; you can define various group types to be randomly used\n        {\n            groups[] = {\n                \"'Indep' >> 'IND_G_F' >> 'Infantry' >> 'I_G_InfSquad_Assault'\", // --- use this part of the config path found in the Config viewer (CfgGroups)\n                \"'Indep' >> 'IND_C_F' >> 'Infantry' >> 'BanditCombatGroup'\" // --- NOTE THE QUOTATION MARKS AND APOSTROPHES\n            };\n        };\n\n        class MotorizedGroups\n        {\n            groups[] = {\n                //\n            };\n        };\n\n        class MechanizedGroups\n        {\n            groups[] = {\n                //\n            };\n        };\n\n        class ArmoredGroups\n        {\n            groups[] = {\n                //\n            };\n        };\n    };\n};\n```\n\n#### 4. Blacklisting assets from AI purchase lists\n\n- You might want to keep certain assets purchasable only by players. In vanilla, this is utilized for crewmen, pilots etc.\n- Use this syntax in your scenario's *description.ext*:\n\n```cpp\nWLAIRequisitonBlacklist[] = {\n    \"B_crew_F\",\n    \"B_Helipilot_F\",\n    \"B_Pilot_F\",\n    \"O_crew_F\",\n    \"O_Helipilot_F\",\n    \"O_Pilot_F\",\n    \"B_T_crew_F\",\n    \"B_T_Helipilot_F\",\n    \"B_T_Pilot_F\",\n    \"O_T_crew_F\",\n    \"O_T_Helipilot_F\",\n    \"O_T_Pilot_F\"\n};\n```\n\n#### 5. Overriding asset costs\n\n- Below you see an example of changed costs:\n\n```cpp\nclass CfgWLAssetCostOverride\n{\n    B_Soldier_F = 50;        // --- example asset classname\n    Scan = 200;                // --- sector scan\n    Airdrop = 200;            // --- airdrop\n    FastTravel = 200;        // --- fast travel\n    LastLoadout = 200;        // --- last loadout\n    Arsenal = 200;            // --- arsenal\n    FundsTransfer = 200;    // --- funds transfer\n    ResetVoting = 200;        // --- voting reset\n};\n```\n\n### Updating scenarios using the Workshop version of the mode\n\n- All scenarios you've created using the Workshop version should be easy to update to use the new version. Simply remove the *JEZ_* prefix from all module class names and properties in **mission.sqm**.\n\nEasiest way to do this would probably be mass replacing `\"JEZ_ModuleWL` with `\"ModuleWL`.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.86\n\nWarlords for Arma 3 is a multiplayer mode set up as a sort of Sector Control / CTI hybrid supporting TvT, PvP as well as COOP and even solo play against the AI.\n\n> [!NOTE]\n> This page will provide you with information required to set up your own Warlords scenario."},{"heading":"Eden editor","level":3,"markdown":"Here you will find the summary of work that needs to be done in the scenario editor."},{"heading":"1. Place Warlords modules","level":4,"markdown":"- All Warlords modules can be found under *Systems > Warlords*.\n\n- Place the **Warlords Init** module anywhere on the map (its position is irrelevant).\n  - Feel free to tweak the settings in the module window (you open this window by double clicking on a placed module icon). Check the tooltips for each parameter.\n- Place two **Warlords Base** modules (one for each faction) on the locations you want to have the starting faction bases.\n  - Don't forget to properly set up the *side* parameter in the module window!\n\n- Place **Warlords Sector** modules on desired sector locations.\n  - You can change various parameters for individual sectors and bases in their module windows.\n- Connect the bases and the sectors by right clicking on any of them, selecting \"Connect > Sync to\" and left clicking on the sector or base you want to connect.\n  - Connecting sectors defines which sectors need to be captured before unlocking a new sector.\n\n- Repeat this for other sectors until you've got all the sectors and bases linked in a reasonable way.\n\n- If you don't want to rely on random spawn positions, you can use **Warlords Spawn Point** modules.\n  - You can also use empty triggers in the same way (in case you reach maximum group limit).\n- Feel free to experiment with the other Warlords modules as well, you will find details on how to use them in their module windows."},{"heading":"2. Place playable units","level":4,"markdown":"- You should place the playable units inside their respective faction bases.\n- The type or number of playable units is up to you.\n- Make sure all of them are set as *Player* or *Playable*.\n- Make sure that all playable units are in separate groups."},{"heading":"3. Set up multiplayer rules","level":4,"markdown":"- You will find these settings under *Attributes > Multiplayer...* in the toolbar at the top of the screen.\n\n- You can set most of these to your liking, however there is one attribute that needs to be set up specifically in order for the mode to work properly:\n  - **Respawn** has to be set to **Respawn on Custom Position**\n  - **Respawn delay** is up to you, the default used in all official missions is 20 seconds."},{"heading":"4. (OPTIONAL) Set up vehicles","level":4,"markdown":"By default, the sectors spawn only infantry garrison. If you want the independent faction to utilize vehicles as well, you can easily set it up in the editor:\n\n- Place the vehicle (with crew) you want to be spawned inside an independent sector. The vehicle will be spawned at the location you placed it on once this sector is targeted by one of the playable factions.\n- You can also assign some waypoints to this vehicle.\n- Connect the vehicle to the sector in the same way you linked sectors together (via Connect > Sync to)."},{"heading":"5. Done!","level":4,"markdown":"Congratulations, your scenario is ready! These were all steps required to have a fully working Warlords mission. Following are some more in-depth customization options."},{"heading":"Additional options","level":3,"markdown":"Here you will learn how to enable Warlords parameters in the multiplayer lobby, and how to use your custom assets in the in-game Request menu."},{"heading":"1. Parameters","level":4,"markdown":"- If you enable these Parameters in your scenario, players will be able to tweak and override the scenario rules set up in the Init module.\n- Save your scenario via *Scenario > Save As...* from the toolbar at the top of the screen.\n- Name the scenario, select the **MPMissions** folder and hit *Save*.\n- Switch to your desktop and open your scenario folder. You can find it in *Documents\\Arma 3\\MPMissions\\* (you should see a file called **mission.sqm** here).\n- Inside this folder, create a file called *description.ext*.\n- Copy/paste this text into the file and save it:\n\n```cpp\nclass Params\n{\n    class BIS_WLStartingDaytime\n    {\n        title = \"$STR_A3_combatpatrol_params_1\";\n        values[] = { 100, -6, 0, 6, -12 };\n        texts[] = { \"$STR_A3_WL_param37_value1\", \"$STR_A3_combatpatrol_params_3\", \"$STR_A3_MP_COOP_m03_noon\", \"$STR_A3_MP_COOP_m03_evening\", \"$STR_A3_combatpatrol_params_6\" };\n        default = 100;\n    };\n    class BIS_WLTimeAcceleration\n    {\n        title = \"$STR_A3_WL_param2_title\";\n        values[] = { 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24 };\n        texts[] = { \"$STR_special_none\", \"x2\", \"x4\", \"x6\", \"x8\", \"x10\", \"x12\", \"x14\", \"x16\", \"x18\", \"x20\", \"x22\", \"x24\" };\n        default = 1;\n    };\n    class BIS_WLProgress\n    {\n        title = \"$STR_A3_WL_param1_title\";\n        values[] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13 };\n        texts[] = {\n            \"$STR_special_none\",\n            \"$STR_A3_WL_forcedProgress_perc_1\",\n            \"$STR_A3_WL_forcedProgress_perc_2\",\n            \"$STR_A3_WL_forcedProgress_perc_3\",\n            \"$STR_A3_WL_forcedProgress_perc_4\",\n            \"$STR_A3_WL_forcedProgress_perc_5\",\n            \"$STR_A3_WL_forcedProgress_perc_6\",\n            \"$STR_A3_WL_forcedProgress_perc_7\",\n            \"$STR_A3_WL_forcedProgress_perc_8\",\n            \"$STR_A3_WL_forcedProgress_perc_9\",\n            \"$STR_A3_WL_forcedProgress_perc_10\",\n            \"$STR_A3_WL_forcedProgress_perc_11\",\n            \"$STR_A3_WL_forcedProgress_perc_12\"\n        };\n\n        default = 1;\n    };\n\n    class BIS_WLFTEnabled\n    {\n        title = \"$STR_A3_fastravel1\";\n        values[] = {1, 0, 2, 3, 4};\n        texts[] = { \"$STR_A3_WL_param3_value1\", \"$STR_A3_WL_param3_value2\", \"$STR_A3_WL_param3_value3\", \"$STR_A3_WL_param3_value4\", \"$STR_A3_WL_param3_value5\" };\n        default = 1;\n    };\n\n    class BIS_WLScanEnabled\n    {\n        title = \"$STR_A3_WL_param4_title\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_DISP_OPT_ENABLED\", \"$STR_DISP_OPT_DISABLED\" };\n        default = 1;\n    };\n\n    class BIS_WLVotingResetEnabled\n    {\n        title = \"$STR_A3_WL_menu_resetvoting\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_DISP_OPT_ENABLED\", \"$STR_DISP_OPT_DISABLED\" };\n        default = 1;\n    };\n\n    class BIS_WLAIVoting\n    {\n        title = \"$STR_A3_WL_param5_title\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_DISP_OPT_ENABLED\", \"$STR_DISP_OPT_DISABLED\" };\n        default = 0;\n    };\n\n    class BIS_WLArsenalEnabled\n    {\n        title = \"$STR_A3_Arsenal\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_DISP_OPT_ENABLED\", \"$STR_DISP_OPT_DISABLED\" };\n        default = 1;\n    };\n\n    class BIS_WLMarkersTransparency\n    {\n        title = \"$STR_A3_WL_param7_title\";\n        values[] = { 4, 3, 2, 1, 0 };\n        texts[] = { \"$STR_A3_WL_param7_value1\", \"$STR_A3_WL_markerAlpha_perc_1\", \"$STR_A3_WL_markerAlpha_perc_2\", \"$STR_A3_WL_markerAlpha_perc_3\", \"$STR_A3_WL_param7_value2\" };\n        default = 2;\n    };\n\n    class BIS_WLPlayersTransparency\n    {\n        title = \"$STR_A3_WL_param8_title\";\n        values[] = { 4, 3, 2, 1, 0 };\n        texts[] = { \"$STR_A3_WL_param7_value1\", \"$STR_A3_WL_markerAlpha_perc_1\", \"$STR_A3_WL_markerAlpha_perc_2\", \"$STR_A3_WL_markerAlpha_perc_3\", \"$STR_A3_WL_param7_value2\" };\n        default = 2;\n    };\n\n    class BIS_WLFatigueEnabled\n    {\n        title = \"$STR_A3_fatigue1\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_DISP_OPT_ENABLED\", \"$STR_DISP_OPT_DISABLED\" };\n        default = 1;\n    };\n\n    class BIS_WLMusic\n    {\n        title = \"$STR_A3_rscattributemusic_title\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_DISP_OPT_ENABLED\", \"$STR_DISP_OPT_DISABLED\" };\n        default = 1;\n    };\n\n    class BIS_WLVoice\n    {\n        title = \"$STR_A3_orange_faction_idap_cfgidentities_expo_name\";\n        values[] = { 1, 0 };\n        texts[] = { \"$STR_DISP_OPT_ENABLED\", \"$STR_DISP_OPT_DISABLED\" };\n        default = 1;\n    };\n\n    class BIS_WLStartCP\n    {\n        title = \"$STR_A3_WL_param12_title\";\n        values[] = { 0, 100, 250, 500, 1000, 2500, 5000 };\n        texts[] = { \"0\", \"100\", \"250\", \"500\", \"1000\", \"2500\", \"5000\" };\n        default = 500;\n    };\n\n    class BIS_WLCPMultiplier\n    {\n        title = \"$STR_A3_WL_param13_title\";\n        values[] = { 1, 2, 3, 4, 5 };\n        texts[] = { \"1x\", \"2x\", \"3x\", \"4x\", \"5x\" };\n        default = 1;\n    };\n\n    class BIS_WLVotingTimeout\n    {\n        title = \"$STR_A3_WL_param14_title\";\n        values[] = { 5, 10, 15, 20, 25, 30 };\n        texts[] = { \"5\", \"10\", \"15\", \"20\", \"25\", \"30\" };\n        default = 15;\n    };\n\n    class BIS_WLVehicleSpan\n    {\n        title = \"$STR_A3_WL_param15_title\";\n        values[] = { 900, 1800, 3600, 5400, 7200, 1000000 };\n        texts[] = { \"15\", \"30\", \"60\", \"90\", \"120\", \"$STR_A3_WL_param15_value1\" };\n        default = 3600;\n    };\n};\n```"},{"heading":"2. Custom asset lists","level":4,"markdown":"- Assets available in the Request menu can be customized by creating new class in *CfgWLRequisitionPresets*.\n- You can have the config entry in an addon or put it directly into your mission's *description.ext* file which we covered in the previous section. Syntax is as follows:\n\n  ```cpp\n  class CfgWLRequisitionPresets\n  {\n      class MyWLAssetList // --- class name used in the Init module\n      {\n          class WEST // --- assets available for BLUFOR\n          {\n              class Infantry\n              {\n                  class B_Soldier_F // --- must be asset class name\n                  {\n                      cost = 100; // --- Command Points required\n                      requirements[] = {}; // --- dispositions required (\"A\" = airstrip, \"H\" = helipad, \"W\" = water (harbor))\n                  };\n              };\n\n              class Vehicles\n              {\n                  class B_Quadbike_01_F\n                  {\n                      cost = 50;\n                      requirements[] = {};\n                  };\n              };\n\n              class Aircraft\n              {\n                  class B_Plane_CAS_01_F\n                  {\n                      cost = 7500;\n                      requirements[] = { \"A\" };\n                  };\n              };\n\n              class Naval\n              {\n                  class O_Boat_Armed_01_hmg_F\n                  {\n                      cost = 500;\n                      requirements[] = { \"W\" };\n                  };\n              };\n\n              class Gear\n              {\n                  class Box_NATO_Ammo_F\n                  {\n                      cost = 200;\n                      requirements[] = {};\n                  };\n              };\n\n              class Defences\n              {\n                  class B_HMG_01_F\n                  {\n                      cost = 250;\n                      requirements[] = {};\n                      offset[] = { 0, 5.3, 0 }; // --- custom offset (optional)\n                  };\n              };\n          };\n\n          class EAST // --- assets available for OPFOR\n          {\n              // --- rest of input\n          };\n      };\n  };\n  ```\n\n- In your scenario's Warlords Init module window, find the parameter called *Asset list*.\n  - If you've been using the default one until now, it should say **['A3DefaultAll']**. Rewrite it to **['MyWLAssetList']** or any other name you've picked for the class name.\n- If you want to use custom assets for the garrison units that get spawned in the scenario automatically, you'll need to change the individual faction class names in the same module window."},{"heading":"3. Custom factions","level":4,"markdown":"- Custom factions can be used by changing the BLUFOR / OPFOR / Independent faction config classes in the Warlords Init module window in the editor.\n  - These class names can be find by opening the Config viewer from the editor and navigating to *CfgFactionClasses*.\n- You can further customize the types of units and groups to be spawned by using special class *CfgWLFactionAssets*. See the example below:\n\n```cpp\nclass CfgWLFactionAssets\n{\n    class WEST // --- BLUFOR\n    {\n        class InfantryUnits // --- for BLUFOR and OPFOR, only individual unit classnames are defined as the system doesn't spawn predefined groups\n        {\n            class B_Story_SF_Captain_F {}; // --- asset classname to be added to the spawn list\n        };\n    };\n\n    class EAST // --- OPFOR\n    {\n        class InfantryUnits\n        {\n            class O_V_Soldier_hex_F {};\n            class O_V_Soldier_M_ghex_F {};\n        };\n    };\n\n    class INDEP // --- Independent\n    {\n        class InfantryGroups // --- independent faction uses group configs to spawn garrisons; you can define various group types to be randomly used\n        {\n            groups[] = {\n                \"'Indep' >> 'IND_G_F' >> 'Infantry' >> 'I_G_InfSquad_Assault'\", // --- use this part of the config path found in the Config viewer (CfgGroups)\n                \"'Indep' >> 'IND_C_F' >> 'Infantry' >> 'BanditCombatGroup'\" // --- NOTE THE QUOTATION MARKS AND APOSTROPHES\n            };\n        };\n\n        class MotorizedGroups\n        {\n            groups[] = {\n                //\n            };\n        };\n\n        class MechanizedGroups\n        {\n            groups[] = {\n                //\n            };\n        };\n\n        class ArmoredGroups\n        {\n            groups[] = {\n                //\n            };\n        };\n    };\n};\n```"},{"heading":"4. Blacklisting assets from AI purchase lists","level":4,"markdown":"- You might want to keep certain assets purchasable only by players. In vanilla, this is utilized for crewmen, pilots etc.\n- Use this syntax in your scenario's *description.ext*:\n\n```cpp\nWLAIRequisitonBlacklist[] = {\n    \"B_crew_F\",\n    \"B_Helipilot_F\",\n    \"B_Pilot_F\",\n    \"O_crew_F\",\n    \"O_Helipilot_F\",\n    \"O_Pilot_F\",\n    \"B_T_crew_F\",\n    \"B_T_Helipilot_F\",\n    \"B_T_Pilot_F\",\n    \"O_T_crew_F\",\n    \"O_T_Helipilot_F\",\n    \"O_T_Pilot_F\"\n};\n```"},{"heading":"5. Overriding asset costs","level":4,"markdown":"- Below you see an example of changed costs:\n\n```cpp\nclass CfgWLAssetCostOverride\n{\n    B_Soldier_F = 50;        // --- example asset classname\n    Scan = 200;                // --- sector scan\n    Airdrop = 200;            // --- airdrop\n    FastTravel = 200;        // --- fast travel\n    LastLoadout = 200;        // --- last loadout\n    Arsenal = 200;            // --- arsenal\n    FundsTransfer = 200;    // --- funds transfer\n    ResetVoting = 200;        // --- voting reset\n};\n```"},{"heading":"Updating scenarios using the Workshop version of the mode","level":3,"markdown":"- All scenarios you've created using the Workshop version should be easy to update to use the new version. Simply remove the *JEZ_* prefix from all module class names and properties in **mission.sqm**.\n\nEasiest way to do this would probably be mass replacing `\"JEZ_ModuleWL` with `\"ModuleWL`."}],"categories":["Arma 3: MP Modes","Introduced with Arma 3 version 1.86"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: Multi-Function Display (MFD) config reference","title":"Arma 3: Multi-Function Display (MFD) config reference","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Multi-Function_Display_(MFD)_config_reference","revid":373235,"updated":"2025-04-12T22:20:55Z","aliases":["A3 MFD config reference"],"markdown":"**M**ulti-**F**unction **D**isplay (MFD) is implementation of **HUD** (Head-Up Displays) in Arma 3.\nDisplay can be fixed on helmet (move with player head) or cockpit (static position).\n\n## Technical Basics\n\nHUDs are defined in the **MFD** class of the source vehicle.\nThe properties of each HUD are separated by a root class (conventionnally named **AirplaneHUD** in base content), although each new instance will render a new HUD and overlap with the previous.\nThis makes it easier to configure HUDs by modular config (for example, navigation, targeting, etc...).\nAll HUDs are defined through 3 base elements:\n\n- **Bones**: invisible elements used to transform/rotate other, similar to anchors/origins. Defined in the Bones class of any HUD.\n- **Drawn elements**: used to draw graphic elements. Defined in the Draw class of any HUD.\n- **Sources**: if an element displays complex variables or any bone needs to be in specific positions, it uses a source data. Defined in each instance of bone and draw classes when needed.\n\nExample:\n\n```cpp\nclass MFD\n{\n    class AirplaneHUD\n    {\n        globalProperty = ...; // global HUD properties\n        // bones definitions\n        class Bones\n        {\n            class BoneInstance\n            {\n                type = ...;            // type of bone\n                source = ...;        // source for bone transformation\n                properties = ...;    // other bone properties\n            };\n        };\n        // HUD-Elements definitions\n        class Draw\n        {\n            class HUDElemetInstance\n            {\n                type = ...;            // type of HUD-Element\n                source = ...;        // source for display value\n                properties = ...;    // other HUD-Elements properties\n            };\n        };\n    };\n};\n```\n\nSince ARMA 3 version 1.69 it is also possible to define a MFD class in CfgMagazine. This allows for the creation of dynamic MFD screens with info on the screen corresponding to current loadout applied through dynamic loadout system. See PylonIcon for more details.\n\n## Global HUD Properties\n\nThese are defined in each AirplaneHUD instance and affect every sub-sequent element. Some properties can be overwritten in each child element if needed (e.g color) :\n\n- **color** : [r,g,b,a] - color of all elements.\n- **topLeft** : \"string\" - memory point defining the top left position of the HUD and uses it as the absolute origin (0,0,0). Not used if `helmetMountedDisplay = true`.\n- **topRight** : \"string\" - memory point defining the top right position of the HUD and uses it as the far right limit (1,0,0). Not used if `helmetMountedDisplay = true`.\n- **bottomLeft** : \"string\" - memory point defining the bottom left position of the HUD and uses it as the bottom limit (0,1,0). Not used if `helmetMountedDisplay = true`.\n- **borderLeft** : float - adjust position inside of memory points LOD. Not used if `helmetMountedDisplay = true`.\n- **borderRight** : float - adjust position inside of memory points LOD. Not used if `helmetMountedDisplay = true`.\n- **borderTop** : float - adjust position inside of memory points LOD. Not used if `helmetMountedDisplay = true`.\n- **borderBottom** : float - adjust position inside of memory points LOD. Not used if `helmetMountedDisplay = true`.\n- **fontHelicopterHUD** : \"string\" - font used for this HUD instance.\n- **helmetMountedDisplay** : true/false - Defines if the HUD is attached to a fixed point of the aircraft or moves with the head of the pilot.\n- **helmetPosition** : float - ([x, y, z]): position of HUD - for helmet mounted only\n- **helmetRight** : float - ([x, y, z]): right vector of HUD - for helmet mounted only\n- **helmetDown** : float - ([x, y, z]): down vector of HUD - for helmet mounted only\n- **font**: \"string\" font type used for drawing HUD elements\n- **turret**: array[] - define from which turret should animation sources like i.e. impactPoint should get data from. {-2} - default, legacy behaviour, {-1} - remote controlled weapons (means, that it shows driver impact point by default, but changes to remote controlled turret once used) , {} - same as -2, {0} - turret path\n- **material**: allows adjustments to ambient, diffues & emmisive values just like RVMAT\n\nExample:\n\n```cpp\nclass material\n{\n    ambient[]    = { 10, 10, 10, 1 };\n    diffuse[]    = { 10, 10, 10, 1 };\n    emissive[]    = { 40, 20, 20, 1 };\n};\n```\n\n## Bones\n\nA bone defines the position of a graphic element's points. The modification applied by a bone can be changed by a source.\nBones have no hierarchy, hierarchical geometry is available by using a Transformation Chain.\nA bone's type is defined by the type property in bone class (e.g.: `type = fixed;`).\n\n> [!NOTE]\n> **Since Arma 3 v2.20:** Note, Rotational and Linear both inherit from the same base, which adds min/max/sourceScale/sourceIndex.\n>\n> Btw sourceIndex is missing on linear/rotational, user sources (and others using index) can be set there too.\n> Also 'sourceOffset' is not documented here, its also in that baseclass, look at code below for what it does.\n> And also 'refreshRate' can be present in that base class too, also not documented here.\n> Also refresh rate can be good for performance, because it will not re-calculate the source value if the refresh rate timer hasn't finished yet\n>\n> 2.20 new entry in that base (so both rot and linear) is `sourceModulo`\n>\n> The code for the result MFD value is\n>\n> ```cpp\n> float finalResult = (sourceValue * sourceScale + sourceOffset);\n> if (sourceModulo != 0) finalResult = fmod(finalResult, sourceModulo); // This line is new in 2.20\n> if (finalResult < min) finalResult = 0;\n> if (finalResult > max) finalResult = 1;\n> finalResult = (finalResult - min) * (1 / (max - min));\n> ```\n>\n> Default values in that base for the config values\n>\n> ```cpp\n> sourceScale=1.0\n> sourceOffset=0.0\n> refreshRate=0.0\n> sourceIndex=-1\n> sourceModulo=0.0\n> ```\n\n### Fixed\n\nFixed represents a fixed position on HUD plane. It can be use for static HUD-Elements (e.g.: aiming cross). Properties:\n\n- **pos** ([x, y]): position of center (left top corner is [0,0], right bottom corner is [1, 1])\n\n### Linear\n\nLinear represents a linear transformation depend on float source value. It can be used for some linear indicator (e.g.: fuel bar). Properties:\n\n- **source** (string): name of float source value.\n- **min** (float): minimal valid source value. Lower source value will be forced to minimal\n- **max** (float): maximal valid source value. Higher source value will be forced to maximal\n- **sourceScale** (float): multiplier of source value. It is optional, default is 1\n- **minPos** ([x, y]): position for maximal source value (minPos matches max source value - for historical reasons)\n- **maxPos** ([x, y]): position for minimal source value (maxPos matches min source value - for historical reasons)\n\n### Rotational\n\nRotational represents a rotational transformation depend on float source value. It can be used for some rotational indicator (e.g.: analog speedometer). Properties:\n\n- **source** (string): name of float source value.\n- **min** (float): minimal valid source value. Lower source value will be forced to minimal\n- **max** (float): maximal valid source value. Higher source value will be forced to maximal\n- **sourceScale** (float): multiplier of source value. It is optional, default is 1\n- **center** ([x, y]): position of center of rotation\n- **minAngle** (float): angle (in degrees) for minimal source value\n- **maxAngle** (float): angle (in degrees) for maximal source value\n- **aspectRatio** (float): rotation aspect ratio. It is optional, default is 1\n\n### Horizon\n\nHorizon represents a transformation for a horizon indicator. Properties:\n\n- **angle** (float): elevation angle of horizon line (degrees)\n- **pos0** ([x, y]): scene to HUD plane transformation. For more details, see here.\n- **pos10** ([x, y]): scene to HUD plane transformation. For more details, see here.\n\n### HorizonToView\n\nHorizonToView (for HMD only) represents a transformation for a horizon indicator. Properties:\n\n- **angle** (float): elevation angle of horizon line (degrees)\n- **pos0** ([x, y]): scene to HUD plane transformation. For more details, see here.\n- **pos10** ([x, y]): scene to HUD plane transformation. For more details, see here.\n\n### Vector\n\nVector represents a transformation from scene position (depend on source type) to HUD plane. Properties:\n\n- **source** (string): name of 3D Vector source source value.\n- **pos0** ([x, y]): scene to HUD plane transformation. For more details, see here.\n- **pos10** ([x, y]): scene to HUD plane transformation. For more details, see here.\n\n### ILS\n\nILS represents transformation for ILS (Instrument landing system). Properties:\n\n- **pos0** ([x, y]): scene to HUD plane transformation. For more details, see here.\n- **pos3** ([x, y]): scene to HUD plane transformation. For more details, see here.\n\n### Limit\n\nLimit saturates preview vector transformation by box. Properties:\n\n- **limits** ([x0, y0, x1, y1]): bounding box in HUD coordinates 0 -1.\n\n## HUD Elements\n\nA HUD Element represents one graphic entity. It defines what and how will be drawn.\nA HUD Element's type is defined by type property in HUD Element class (e.g.: type = line;).\n\n### Line\n\nLines (or multi-lines - line with more segments) are defined by an array of points.\n\n- **points** (array): An array of points. For more details on how to define a point, see here.\n- **width** (float): width of line segments.\n- **lineType** (float): Set type of line - supported values:\n  - 0 - full line\n  - 1 - dotted line\n  - 2 - dashed line\n  - 3 - dot-dashed line.\n\nOne points array can define one or more lines. Lines must be split by a separator. A separator is an empty array {}. See example below.\n\n```cpp\npoints[] = {\n    // one-segment line\n    { bone, { 0, 0 }, 1 },\n    { bone, { 1, 1 }, 1 },\n    {}, // line separator\n    // rectangle: 4-segments multi-line\n    { bone, { 0, 0 }, 1 },\n    { bone, { 1, 0 }, 1 },\n    { bone, { 1, 1 }, 1 },\n    { bone, { 0, 1 }, 1 },\n    { bone, { 0, 0 }, 1 }\n};\n```\n\n### Text\n\nDraws the value defined as the source in text. Properties:\n\n- **align** (string): text alignment. Valid options: left, right, center.\n- **scale** (float): font size\n- **source** (string): name of string source value. See String sources for more details\n- **sourceScale** (float): multiplier of source value. For non static source only\n- **sourceLength**: format source value: number of characters to draw , rest is filled with \"0\"\n- **sourceIndex**: used with weapon & ammo sources. i.e. `sourceindex = 0;` with `source = \"weapon\";` to get name of first weapon from vehicles `weapons[]` array in config. It also works with ammo.\n- **sourcePrecision**: format source value: number of characters afters decimal dot.\n- **refreshRate**: refresh rate of source ranging from 0 to 1 seconds. Can be used to simulate old MFDs with low FPS\n- **text** (string): static text to draw. For `static` source, or the format specification for the `time` source.\n- **pos** (point): position of text. It is the same as one point in line definition.\n- **right** (point): right direction of text. It is the same as one point in line definition.\n- **down** (point): down direction of text. It is the same as one point in line definition.\n\n### Polygon\n\nDraws a polygon. Accepts 3 or 4 points only. Properties:\n\n- **texture** (string): if present, it will draw selected texture on created polygon.\n- **points** (array) one or more groups of 3 to 4 points for drawing.\n\n> [!WARNING]\n> The drawing of pictures is quite heavy for the game engine. It is recommended to keep the number of textures to around 10-15. Above that value expect a performance impact.\n\n```cpp\nclass PolygonTest\n{\n    color[] = { 0.082, 0.408, 0.039 }; // use to define color\n    class Polygon\n    {\n        type    = \"polygon\";\n        texture = \"a3\\Data_f\\Images\\Mod_Base_logo_ca.paa\"; // only alpha channel will be used for drawing\n        points[] =\n        {\n            // space where texture should be drawn\n            {\n                { { 0, 0.1 }, 1 },\n                { { 1, 0.1 }, 1 },\n                { { 1, 1 }, 1 },\n                { { 0, 1 }, 1 }\n            }\n        };\n    };\n};\n```\n\n### PylonIcon\n\nDraws the MFD definition of a pylon , defined in that pylon's contents' mfdElements definition. Properties:\n\n- **pos** (array): position of pylon icon. It is the same as one point in line definition. For more details, see here.\n- **pylon** (float): index of pylon (start from 1)\n- **name** (string): class name in cfgMagazines/mfdElements\n\n```cpp\nclass CfgMagazines\n{\n    //... some config ...//\n\n    // magazines definition\n    class magazine_Missile_AGM_KH25_x1 : VehicleMagazine\n    {\n        //... some config ...//\n\n        // mfdElements - class where\n        class mfdElements\n        {\n            class Plane_Fighter_02 // unique name that you can later reference in plane MFD\n            {\n                class Bones {};    // bones are supported\n                class Draw\n                {\n                    class BackgroundGroup\n                    {\n                        color[] = { 0.0, 0.0, 0.0 };\n                        // black background\n                        class Background\n                        {\n                            type = polygon;\n                            points[] =\n                            {\n                                {\n                                    { { __EVAL(-0.015 + 0.15), __EVAL(-0.10 + 0.075) }, 1 },\n                                    { { __EVAL(+0.015 + 0.15), __EVAL(-0.10 + 0.075) }, 1 },\n                                    { { __EVAL(+0.015 + 0.15), __EVAL(+0.10 + 0.075) }, 1 },\n                                    { { __EVAL(-0.015 + 0.15), __EVAL(+0.10 + 0.075) }, 1 }\n                                };\n                            };\n                        };\n                    };\n                    class Default\n                    {\n                        condition    = \"PylonAmmoRelative>0+PylonSelected\";\n                        color[]        = {0.94,0.83,0};\n                        alpha        = 0.22;\n                        class Shape\n                        {\n                            type        = line;\n                            width        = 4.0;\n                            points[]    =\n                            {\n                                // some shape\n                            };\n                        };\n                        HUD_TEXT_STATIC(0.00 + 0.15, 0.00 + 0.01, 0.020, 0.025, center, \"I\", PylonText1)\n                        HUD_TEXT_STATIC(0.00 + 0.15, 0.02 + 0.01, 0.020, 0.025, center, \"R\", PylonText2)\n                    };\n                    class Selected : Default\n                    {\n                        condition    = \"(PylonSelected + PylonAmmoRelative) / 2\";\n                        alpha        = 1;\n                        color[]        = { 0, 0.12, 0 };\n\n                        class Shape : Shape {};\n                        class PylonText1 : PylonText1 {};\n                        class PylonText2 : PylonText2 {};\n                    };\n                    class Empty : Selected\n                    {\n                        condition    = \"PylonAmmoRelative <= 0\";\n                        color[]        = { 1.0, 0.0, 0.0, 1.0 };\n                        class Shape : Shape {};\n                        class PylonText1 : PylonText1 {};\n                        class PylonText2 : PylonText2 {};\n                    };\n                };\n            };\n            class Plane_Fighter_03 // unique name that you can later reference in plane MFD\n            {\n                //... some config ...//\n            };\n            // etc.\n        };\n    };\n};\n```\n\n```cpp\nclass CfgVehicles\n{\n    class Plane_Fighter_02_base_F\n    {\n        // ...\n        class MFD\n        {\n            class AirplaneMFD\n            {\n                globalProperty = ...; // global HUD properties\n\n                // bones definitions\n                class Bones\n                {\n                    class Center\n                    {\n                        type    = fixed;\n                        pos[]    = {0.52, 0.29};\n                    };\n                };\n                class Draw\n                {\n                    //...\n                    //...\n\n                    condition = on;\n                    class Pylon1\n                    {\n                        type    = \"pylonicon\";\n                        pos[]    = { Center, { __EVAL(+0.4), 0.00 }, 1 };\n                        pylon    = 1;\n                        name    = \"Plane_Fighter_02\";    // if mfdElements exist with \"Plane_Fighter_02\" class,\n                                                        // in config of magazine that is mounted on 1st pylonmagazine mounted on 1st pylon,\n                                                        // then draw MFD which is defined here\n                    };\n                    class Pylon2 : Pylon1\n                    {\n                        pos[]    = { Center, { __EVAL(-0.4), 0.00 }, 1 };\n                        pylon    = 2;\n                    };\n                    class Pylon3 : Pylon1\n                    {\n                        pos[]    = { Center, { __EVAL(+0.35), 0.47 }, 1 };\n                        pylon    = 3;\n                    };\n                    class Pylon4 : Pylon1\n                    {\n                        pos[]    = { Center, { __EVAL(-0.35), 0.47}, 1 };\n                        pylon    = 4;\n                    };\n                    class Pylon5 : Pylon1\n                    {\n                        pos[]    = { Center, { __EVAL(+0.18), 0.47 }, 1 };\n                        pylon    = 5;\n                    };\n                    class Pylon6 : Pylon1\n                    {\n                        pos[]    = { Center, { __EVAL(-0.18), 0.47 }, 1 };\n                        pylon    = 6;\n                    };\n                };\n            };\n        };\n    };\n};\n```\n\n### Scale\n\nDraws a horizontal or vertical bar indicator. A scale HUD-Element can't use bones for transformation. Properties:\n\n- **align** (string): text alignment. Valid options: left, right, center.\n- **scale** (float): font size\n- **source** (string): name of float source value. See sources for more details\n- **NeverEatSeaWeed** (integer): 1 - will show \"N,E,S,W\", 2 - will show \"N,NE,E,SE,S,SW,W,NW\" in the heading scale\n- **sourceScale** (float): multiplier of source value\n- **horizontal** (bool): true for horizontal bar, false for vertical bar\n- **pos** ([x, y]): position of text item related to top position. It is for text range definition, final position of text will be move to related line.\n- **right** ([x, y]): right direction of text item related to top position.\n- **down** ([x, y]): down direction of text item related to top position.\n- **step** (float): amount of source between two lines.\n- **stepSize** (float): length between two lines.\n- **lineXleft** (float): left/top position of one normal line in vertical/horizontal bar\n- **lineYright** (float): right/bottom position of one normal line in vertical/horizontal bar\n- **lineXleftMajor** (float): left/top position of one major line in vertical/horizontal bar\n- **lineYrightMajor** (float): right/bottom position of one major line in vertical/horizontal bar\n- **top** (float): top position of bar indicator (left for horizontal indicator)\n- **bottom** (float): bottom position of bar indicator (right for horizontal indicator)\n- **center** (float): center position of bar indicator\n- **majorLineEach** (int): granularity of major lines\n- **numberEach** (int): granularity of lines with text value\n- **min** (float): min valid value, lower values will be ignored. min value is already affected by sourceScale\n- **max** (float): max valid value, higher values will be ignored. max value is already affected by sourceScale\n\n### Radar\n\nDraws geometry around entities. Properties:\n\n- **pos0** ([x, y]): scene to HUD plane transformation. For more details, see here.\n- **pos10** ([x, y]): scene to HUD plane transformation. For more details, see here.\n- **points** (array): defines graphics which will be rendered around each entity. For more details, see here.\n\n### RadarToView\n\nUses the same parameters as **Radar**, but for a HMD.\n\n### Turret\n\nIt is uused on a Blackfoot's gunner aim box. Properties:\n\n- **pos0** ([x, y]): scene to HUD plane transformation, in spherical this is offset\n- **pos10** ([x, y]): scene to HUD plane transformation, in spherical pos10 is a scale\n- **projection** (float): defines projection type. Default value is 1. Use 0 for spherical projection.\n\n### TurretToView\n\nUses the same parameters as **Turret**, but for a HMD. Properties:\n\n### Group\n\nAllows for the creation of a HUD-Elements hierarchy. It can change attributes for its child elements. Group elements don't have graphics. Properties:\n\n- **color** ([r, g, b, a]): color of HUD-Elements graphics. Since A3 1.73+ it is possible to use simple expression with day time, \"nvg\" or \"userXX\" values\n- **alpha** (int: 0-255): alpha of HUD-Elements graphics. Since A3 1.73+ it is possible to use simple expression with day time, \"nvg\" or \"userXX\" values\n- **clipTL** ([x, y]): top left corner of clipping area (range is [0, 0] - [1, 1])\n- **clipBR** ([x, y]): bottom right corner of clipping area (range is [0, 0] - [1, 1])\n- **clipTLParallax** ([x, y]): top left corner of clipping area (range is [0, 0] - [1, 1]) - parallaxed\n- **clipBRParallax** ([x, y]): bottom right corner of clipping area (range is [0, 0] - [1, 1]) - parallaxed\n- **blinkingPattern** ([intervals]): define blinking pattern for group HUD elements. combination with condition is possible.\n  - **blinkingStartsOn** (bool): define blinking state at the start.\n- **condition** (string): condition for enable/disable child elements. Since 1.69 it is also possible to use float sources (like \"speed\", \"rpm\", etc.) as a condition, mathematical operators and even simple expressions. Available conditions:\n  - **on**: engine is on\n  - **ils**: ILS system is activated\n  - **mgun**: machine gun is selected\n  - **missile**: missile is activated\n  - **aamissile**: air lock air missile\n  - **atmissile**: air lock ground missile\n  - **rocket**: rocket is selected\n  - **bomb**: bomb is selected\n  - **flaps**: flaps out (for airplanes only)\n  - **lights**: landing lights are on\n  - **collisionlights**: anti-collision lights are on\n  - **stall**: plane stalling (for airplanes only)\n  - **simulArma**: standard helicopter simulation (for helicopters only)\n  - **simulRTD**: advanced helicopter simulation - RTD (for helicopters only)\n  - **incomingmissile**: you are locked by incoming missile\n  - **missilelocking**: locking of your missile is in progress\n  - **missilelocked**: missile is locked\n  - **wpvalid**: unfinished waypoint[s]\n  - **laseron**: laser designator is activated\n  - **activeSensorsOn**: radar is activated\n  - **weaponX**: returns true if X entry from vehicle weapons[] array is selected\n  - **pilotcameralock**: returns targeting pod lock mode - 0 disabled, 1 locked to terrain, 2 locked to objects\n  - **autohover**: returns 1 when auto hover in helicopter is engaged\n  - **user0** : (up to user50): custom condition which can be changed by scripting command setUserMFDValue (Arma 3 v2.20 vehicles can be configured to support more than 50 user sources with \"mfdMaxUserValues = 50;\" entry in CfgVehicles config class. As of 2.20 the limit is 256. It is recommended to configure this also for vehicles that use fewer MFD sources, it improves performance to only set as many as are being used.)\n  - **pylonSelected**: returns 1 if pylon is selected. add number at the end when using outside of magazine mfd (i.e. pylonSelected1)\n  - **pylonEmpty**: returns 1 if there is nothing mounted on designated pylon\n  - **pylonMagazineEmpty:**: returns 1 if magazine is empty on designated pylon\n  - **vtolMode:**: returns vectoring angle (goes from 0 - horizontal, to 1 - vertical mode)\n  - **nvg:**: night vision goggles are used\n\n## Sources\n\nA source represents a value which can modify position of some types of bones (e.g.: angle of analog speedometer pointer) or value of some HUD elements (e.g.: altitude as text, heading bar direction, etc.). Currently there are 3 types of sources: **Float**, **3D Vector** and **String**.\n\nSource types are defined by the **source** property in a bone or HUD Element class (e.g.: `source = speed;`) and some may take in additional parameters as other attributes.\n\n### Float\n\nFloat sources represent a numeric value. They are is used by **Linear** and **Rotational** bones and **Scale** HUD-Elements.\n\nAvailable values:\n\n- **altitudeAGL**: altitude above ground level (m)\n- **altitudeASL**: Altitude above sea level (m)\n- **coordinateX**: X coordinate of plane position in the world (m)\n- **coordinateY**: Y coordinate of plane position in the world (m)\n- **speed**: speed of airplane (m/s)\n- **rpm**: revolutions per minute of engine\n- **vspeed**: vertical speed (m/s)\n- **fuel**: fuel state (0-1)\n- **targetDist**: distance to target (m)\n- **impactDistance**: distance to impact point (m)\n- **heading**: heading of airplane (degrees)\n- **cameraDir**: direction of head (degrees)\n- **horizonBank**: horizon bank of airplane (radians)\n- **horizonDive**: horizon dive of airplane (radians)\n- **windage**: direction of wind (degrees)\n- **throttle**: analogue throttle value (0-1)\n- **rtdCollective**: collective state (0-1) - value is valid for helicopters with advanced RTD simulation only\n- **rtdRotorTorque**: rotor torque state (0-1) - value is valid for helicopters with advanced RTD simulation only\n- **rtdGForce**: actual G-Force value - value is valid for helicopters with advanced RTD simulation only\n- **rtdRpm1**: scaled revolutions per minute of engine #1 - value is valid for helicopters with advanced RTD simulation only\n- **rtdRpm2**: scaled revolutions per minute of engine #2 - value is valid for helicopters with advanced RTD simulation only\n- **rtdRpm3**: scaled revolutions per minute of engine #3 - value is valid for helicopters with advanced RTD simulation only\n- **ClockHour**: time of day on scale (0-1) consistent with clockHour animation source (that means 12 hours cycle)\n- **ClockMinute**: time of hour on scale (0-1) consistent with clockMinute animation source\n- **ClockSecond**: time of minute on scale (0-1) consistent with clockSecond animation source (ClockSecond \"ticks\" in 1 second intervals, there are no sub-1-second values)\n- **WPDist**: distance to current waypoint/steerpoint\n- **WPIndex**: index of next waypoint\n- **MissileFlightTime**: expected time to impact target\n- **AoA**: plane Angle of Attack\n- **gmeter, gmeterX, gmeterY, gmeterZ**: G-forces\n- **gmeterGrav, gmeterXGrav, gmeterYGrav, gmeterZGrav**: G-forces + gravitational force\n- **cmAmmo**: count of current countermeasures\n- **cmWeapon**: names of current countermeasures\n- **vtolvectoring**: current vectoring angle (goes from 0 to 1)\n- **pylonAmmo**: current amount of ammo on pylon. when using outside of magazine mfd (aka mfdElements) add number at the end (i.e. pylonAmmo1) if you want to use it as a condition or use sourceIndex\n- **pylonAmmoRelative**: current amount of ammo on pylon in 0-1 scale. when using outside of magazine mfd (aka mfdElements) add number at the end (i.e. pylonAmmoRelative1) if you want to use it as a condition or use sourceIndex\n- **cameraHeadingDiff**: ​angle between camera and default look direction (from -180 to 180)\n- **cameraHeadingDiffX**: angle between camera and default look direction (from -180 to 180 - only in X axis)\n- **cameraHeadingDiffY**: angle between camera and default look direction (from -180 to 180 - only in Y axis)\n- **targetHeight**: height (ASL) of currently selected target\n- **weaponHeading**: heading of turret in degrees (goes from 0 to 360)\n- **laserDist**: distance to target read from laser range finder\n- **turretworld**: direction of turret in [x,y] format - x is equal to body parameter in turret config while y is equivalent of gun property. Example usage: source = \"[y]turretworld\";\n- **user**: custom value which can be changed by scripting command setUserMFDValue. Index is set using sourceIndex, and can be any index from 0 to 49. (Arma 3 v2.20 vehicles can be configured to support more than 50 user sources with \"mfdMaxUserValues = 50;\" entry in CfgVehicles config class. As of 2.20 the limit is 256. It is recommended to configure this also for vehicles that use fewer MFD sources, it improves performance to only set as many as are being used.)\n- **engineTemp**: Temperature state of the vehicle engine Arma 3 v2.14\n- **wheelsTemp**: Temperature state of the vehicle wheels Arma 3 v2.14\n- **turretGunTemp** : Temperature state of the vehicle turret Arma 3 v2.14\n- **ClockSecondSmooth**: Like ClockSecond, but not rounded to full seconds Arma 3 v2.20\n- **SidePanelRadarRange**: Arma 3 v2.20 Radar range in meters, of the left/right HUD panel display in sensor mode. The greater of the two ranges. sourceIndex can be set to select which radar. sourceIndex==-1 (max of both), sourceIndex==0 (only left panel), sourceIndex==1 (only right panel)\n\n### 3D Vector\n\nThese sources represent a 3D vector value. It is used by **Vector** bone only.\n\n- **velocity**: velocity of airplane\n- **velocityToView**: velocity of airplane transformed to current view (for HMD) - don't combine with forward transformation!\n- **target**: locked target position\n- **targetToView**: locked target position transformed to current view (for HMD) - don't combine with forward transformation!\n- **weapon**: primary gun direction\n- **weaponToView**: primary gun direction transformed to current view (for HMD) - don't combine with forward transformation!\n- **forward**: forward direction of airplane\n- **impactpoint**: position of CCIP (constantly computed impact point)\n- **impactpointtoview**: CCIP for HMD\n- **impactpointweaponRelative**: Impact point calculated at the distance to currently selected target. If there is no target then it is working like regular CCIP. Requires target lead (BCTargetLead aka 4) in ballisticsComputer bitflags list\n- **impactpointtoviewweaponRelative**: Impact point calculated at the distance to currently selected target. If there is no target then it is working like regular CCIP. Requires target lead (BCTargetLead aka 4) in ballisticsComputer bitflags list. HMD Variant\n- **wppoint**: position of next waypoint\n- **wppointtoview**: position of next waypoint (for HMD)\n- **pilotcamera**: Targeting Pod aim direction\n- **pilotcameratoview**: Targeting Pod aim direction - HMD variant\n- **LarTop**: missileLockMaxDistance rounded up to 1000,2000,5000,10000,15000, etc.\n- **LarAmmoMax**: missile lock maximal distance - reading missileLockMaxDistance from cfgAmmo\n- **LarAmmoMin**: missile lock minimal distance - reading missileLockMinDistance from cfgAmmo\n- **LarTargetDist**: relative distance to target\n- **LarTargetSpeed**: relative speed to target\n- **airportCorner1, airportCorner2, airportCorner3, airportCorner4**: airport corners\n- **airportCorner1ToView, airportCorner2ToView, airportCorner3ToView, airportCorner4ToView**: airport corners (for HMD)\n\n### String\n\nThese sources represent numeric values (extended float values) that are converted into a string. It is used by **Text** HUD Element only.\n\n- **altitudeAGL**: altitude above ground level (m)\n- **altitudeASL**: Altitude above sea level (m)\n- **coordinateX**: X coordinate of plane position in the world (m)\n- **coordinateY**: Y coordinate of plane position in the world (m)\n- **speed**: speed of airplane (m/s)\n- **rpm**: revolutions per minute of engine\n- **vspeed**: vertical speed (m/s)\n- **fuel**: fuel state (0-1)\n- **targetDist**: distance to target (m)\n- **heading**: heading of airplane (degrees)\n- **horizonBank**: horizon bank of airplane (radians)\n- **horizonDive**: horizon dive of airplane (radians)\n- **windage**: direction of wind (degrees)\n- **rtdCollective**: collective state (0-1) - value is valid for helicopters with advanced RTD simulation only\n- **rtdRotorTorque**: rotor torque state (0-1) - value is valid for helicopters with advanced RTD simulation only\n- **rtdGForce**: actual G-Force value - value is valid for helicopters with advanced RTD simulation only\n- **rtdRpm1**: scaled revolutions per minute of engine #1 - value is valid for helicopters with advanced RTD simulation only\n- **rtdRpm2**: scaled revolutions per minute of engine #2 - value is valid for helicopters with advanced RTD simulation only\n- **rtdRpm3**: scaled revolutions per minute of engine #3 - value is valid for helicopters with advanced RTD simulation only\n- **weapon**: weapon name\n- **ammo**: amount of ammunition and magazine\n- **static**: static text defined in config by text property\n- **time**: time in c++ format, example use: `source = time; text = \"%X\";` - see http://www.cplusplus.com/reference/ctime/strftime/\n- **pylonMagazineName**: pylon magazine name, use together with sourceIndex if you are using it outside of mfdElements\n- **pylonMagazineNameShort**: pylon short magazine name, use together with sourceIndex if you are using it outside of mfdElements\n- **visionMode**: current optics vision mode\n- **flirMode**: current optics FLIR mode\n- **ammoFormat**: reading ammo from displayNameMFDFormat cfgMagazines property \"displayNameMFDFormat\"\n- **userText**: custom text which can be changed by scripting command SetUserMFDText. Available indexes from 0 to 49, use sourceIndex to pick correct value. Example : source = \"userText\";sourceIndex = 1; (Arma 3 v2.20 vehicles can be configured to support more than 50 user sources with \"mfdMaxUserValues = 50;\" entry in CfgVehicles config class. As of 2.20 the limit is 256. It is recommended to configure this also for vehicles that use fewer MFD sources, it improves performance to only set as many as are being used.)\n\n## Scene To HUD Transformation\n\nTransformation of 3D vector from scene to 2D vector on HUD plane is implemented by two 2D vectors:\n\n- **pos0**: 2D position on HUD plane of ray defined by source (center)\n- **pos10**: 2D position on HUD plane of ray, which have angle to previous ray 10 degrees in axes X and Y\n- **pos3**: the same as pos10, but angle is 3 degrees only. It is used in ILS.\n\nExample:\n\n```cpp\nclass Velocity\n{\n    type    = vector;\n    source    = velocity;\n    pos0[]    = { 0.5, 0.5 }; // center of HUD for source vector\n    pos10[]    = { 0.2, 0.2 }; // 20% offset for 10 degrees vector\n};\n```\n\n## Point Definition\n\nEach point can be transformed by more bones (bones chain). A point is defined as a chain of Triplets. A triplet defines one transformation step for a point:\n\nTriplet components:\n\n- **bone name** (string): name of bone for a point transformation.\n- **offset** ([x, y]): offset applied to transformation.\n- **weight** (float): weight to multiply transformation.\n\nTo construct a valid triplet, there must at least one of the bone names or triplets, and the weight definition. If unnecessary, either the bone name or the offset can be omitted - just not both.\n\nExample triplets:\n\n```cpp\npoints[] =\n{\n    { boneName, { offsetX, offsetY }, weight }, // full definition\n    { { offsetX, offsetY }, weight }, // without bone\n    { boneName, weight }, // without offset\n    { boneName, { [boneName transform only coordinates in this group], 0, 0 }, weight }, // the same as previous one\n    { 1 } // ERROR: weight only\n};\n```\n\n### Transformation Chain\n\nEach point can be transformed by 1 or more triplet. A transformation chain is defined as an array of triplets. The transformation order is from left to right.\n\nExample (without offsets to simplify):\n\n```cpp\npoints[] =\n{\n    { bone, 1 }, // 1 transformation\n    { bone1, 1, bone2, 1 }, // 2 transformations\n    { bone1, 1, bone2, 1, bone3, 1 } // 3 transformations\n    // etc...\n};\n```","sections":[{"heading":null,"level":1,"markdown":"**M**ulti-**F**unction **D**isplay (MFD) is implementation of **HUD** (Head-Up Displays) in Arma 3.\nDisplay can be fixed on helmet (move with player head) or cockpit (static position)."},{"heading":"Technical Basics","level":2,"markdown":"HUDs are defined in the **MFD** class of the source vehicle.\nThe properties of each HUD are separated by a root class (conventionnally named **AirplaneHUD** in base content), although each new instance will render a new HUD and overlap with the previous.\nThis makes it easier to configure HUDs by modular config (for example, navigation, targeting, etc...).\nAll HUDs are defined through 3 base elements:\n\n- **Bones**: invisible elements used to transform/rotate other, similar to anchors/origins. Defined in the Bones class of any HUD.\n- **Drawn elements**: used to draw graphic elements. Defined in the Draw class of any HUD.\n- **Sources**: if an element displays complex variables or any bone needs to be in specific positions, it uses a source data. Defined in each instance of bone and draw classes when needed.\n\nExample:\n\n```cpp\nclass MFD\n{\n    class AirplaneHUD\n    {\n        globalProperty = ...; // global HUD properties\n        // bones definitions\n        class Bones\n        {\n            class BoneInstance\n            {\n                type = ...;            // type of bone\n                source = ...;        // source for bone transformation\n                properties = ...;    // other bone properties\n            };\n        };\n        // HUD-Elements definitions\n        class Draw\n        {\n            class HUDElemetInstance\n            {\n                type = ...;            // type of HUD-Element\n                source = ...;        // source for display value\n                properties = ...;    // other HUD-Elements properties\n            };\n        };\n    };\n};\n```\n\nSince ARMA 3 version 1.69 it is also possible to define a MFD class in CfgMagazine. This allows for the creation of dynamic MFD screens with info on the screen corresponding to current loadout applied through dynamic loadout system. See PylonIcon for more details."},{"heading":"Global HUD Properties","level":2,"markdown":"These are defined in each AirplaneHUD instance and affect every sub-sequent element. Some properties can be overwritten in each child element if needed (e.g color) :\n\n- **color** : [r,g,b,a] - color of all elements.\n- **topLeft** : \"string\" - memory point defining the top left position of the HUD and uses it as the absolute origin (0,0,0). Not used if `helmetMountedDisplay = true`.\n- **topRight** : \"string\" - memory point defining the top right position of the HUD and uses it as the far right limit (1,0,0). Not used if `helmetMountedDisplay = true`.\n- **bottomLeft** : \"string\" - memory point defining the bottom left position of the HUD and uses it as the bottom limit (0,1,0). Not used if `helmetMountedDisplay = true`.\n- **borderLeft** : float - adjust position inside of memory points LOD. Not used if `helmetMountedDisplay = true`.\n- **borderRight** : float - adjust position inside of memory points LOD. Not used if `helmetMountedDisplay = true`.\n- **borderTop** : float - adjust position inside of memory points LOD. Not used if `helmetMountedDisplay = true`.\n- **borderBottom** : float - adjust position inside of memory points LOD. Not used if `helmetMountedDisplay = true`.\n- **fontHelicopterHUD** : \"string\" - font used for this HUD instance.\n- **helmetMountedDisplay** : true/false - Defines if the HUD is attached to a fixed point of the aircraft or moves with the head of the pilot.\n- **helmetPosition** : float - ([x, y, z]): position of HUD - for helmet mounted only\n- **helmetRight** : float - ([x, y, z]): right vector of HUD - for helmet mounted only\n- **helmetDown** : float - ([x, y, z]): down vector of HUD - for helmet mounted only\n- **font**: \"string\" font type used for drawing HUD elements\n- **turret**: array[] - define from which turret should animation sources like i.e. impactPoint should get data from. {-2} - default, legacy behaviour, {-1} - remote controlled weapons (means, that it shows driver impact point by default, but changes to remote controlled turret once used) , {} - same as -2, {0} - turret path\n- **material**: allows adjustments to ambient, diffues & emmisive values just like RVMAT\n\nExample:\n\n```cpp\nclass material\n{\n    ambient[]    = { 10, 10, 10, 1 };\n    diffuse[]    = { 10, 10, 10, 1 };\n    emissive[]    = { 40, 20, 20, 1 };\n};\n```"},{"heading":"Bones","level":2,"markdown":"A bone defines the position of a graphic element's points. The modification applied by a bone can be changed by a source.\nBones have no hierarchy, hierarchical geometry is available by using a Transformation Chain.\nA bone's type is defined by the type property in bone class (e.g.: `type = fixed;`).\n\n> [!NOTE]\n> **Since Arma 3 v2.20:** Note, Rotational and Linear both inherit from the same base, which adds min/max/sourceScale/sourceIndex.\n>\n> Btw sourceIndex is missing on linear/rotational, user sources (and others using index) can be set there too.\n> Also 'sourceOffset' is not documented here, its also in that baseclass, look at code below for what it does.\n> And also 'refreshRate' can be present in that base class too, also not documented here.\n> Also refresh rate can be good for performance, because it will not re-calculate the source value if the refresh rate timer hasn't finished yet\n>\n> 2.20 new entry in that base (so both rot and linear) is `sourceModulo`\n>\n> The code for the result MFD value is\n>\n> ```cpp\n> float finalResult = (sourceValue * sourceScale + sourceOffset);\n> if (sourceModulo != 0) finalResult = fmod(finalResult, sourceModulo); // This line is new in 2.20\n> if (finalResult < min) finalResult = 0;\n> if (finalResult > max) finalResult = 1;\n> finalResult = (finalResult - min) * (1 / (max - min));\n> ```\n>\n> Default values in that base for the config values\n>\n> ```cpp\n> sourceScale=1.0\n> sourceOffset=0.0\n> refreshRate=0.0\n> sourceIndex=-1\n> sourceModulo=0.0\n> ```"},{"heading":"Fixed","level":3,"markdown":"Fixed represents a fixed position on HUD plane. It can be use for static HUD-Elements (e.g.: aiming cross). Properties:\n\n- **pos** ([x, y]): position of center (left top corner is [0,0], right bottom corner is [1, 1])"},{"heading":"Linear","level":3,"markdown":"Linear represents a linear transformation depend on float source value. It can be used for some linear indicator (e.g.: fuel bar). Properties:\n\n- **source** (string): name of float source value.\n- **min** (float): minimal valid source value. Lower source value will be forced to minimal\n- **max** (float): maximal valid source value. Higher source value will be forced to maximal\n- **sourceScale** (float): multiplier of source value. It is optional, default is 1\n- **minPos** ([x, y]): position for maximal source value (minPos matches max source value - for historical reasons)\n- **maxPos** ([x, y]): position for minimal source value (maxPos matches min source value - for historical reasons)"},{"heading":"Rotational","level":3,"markdown":"Rotational represents a rotational transformation depend on float source value. It can be used for some rotational indicator (e.g.: analog speedometer). Properties:\n\n- **source** (string): name of float source value.\n- **min** (float): minimal valid source value. Lower source value will be forced to minimal\n- **max** (float): maximal valid source value. Higher source value will be forced to maximal\n- **sourceScale** (float): multiplier of source value. It is optional, default is 1\n- **center** ([x, y]): position of center of rotation\n- **minAngle** (float): angle (in degrees) for minimal source value\n- **maxAngle** (float): angle (in degrees) for maximal source value\n- **aspectRatio** (float): rotation aspect ratio. It is optional, default is 1"},{"heading":"Horizon","level":3,"markdown":"Horizon represents a transformation for a horizon indicator. Properties:\n\n- **angle** (float): elevation angle of horizon line (degrees)\n- **pos0** ([x, y]): scene to HUD plane transformation. For more details, see here.\n- **pos10** ([x, y]): scene to HUD plane transformation. For more details, see here."},{"heading":"HorizonToView","level":3,"markdown":"HorizonToView (for HMD only) represents a transformation for a horizon indicator. Properties:\n\n- **angle** (float): elevation angle of horizon line (degrees)\n- **pos0** ([x, y]): scene to HUD plane transformation. For more details, see here.\n- **pos10** ([x, y]): scene to HUD plane transformation. For more details, see here."},{"heading":"Vector","level":3,"markdown":"Vector represents a transformation from scene position (depend on source type) to HUD plane. Properties:\n\n- **source** (string): name of 3D Vector source source value.\n- **pos0** ([x, y]): scene to HUD plane transformation. For more details, see here.\n- **pos10** ([x, y]): scene to HUD plane transformation. For more details, see here."},{"heading":"ILS","level":3,"markdown":"ILS represents transformation for ILS (Instrument landing system). Properties:\n\n- **pos0** ([x, y]): scene to HUD plane transformation. For more details, see here.\n- **pos3** ([x, y]): scene to HUD plane transformation. For more details, see here."},{"heading":"Limit","level":3,"markdown":"Limit saturates preview vector transformation by box. Properties:\n\n- **limits** ([x0, y0, x1, y1]): bounding box in HUD coordinates 0 -1."},{"heading":"HUD Elements","level":2,"markdown":"A HUD Element represents one graphic entity. It defines what and how will be drawn.\nA HUD Element's type is defined by type property in HUD Element class (e.g.: type = line;)."},{"heading":"Line","level":3,"markdown":"Lines (or multi-lines - line with more segments) are defined by an array of points.\n\n- **points** (array): An array of points. For more details on how to define a point, see here.\n- **width** (float): width of line segments.\n- **lineType** (float): Set type of line - supported values:\n  - 0 - full line\n  - 1 - dotted line\n  - 2 - dashed line\n  - 3 - dot-dashed line.\n\nOne points array can define one or more lines. Lines must be split by a separator. A separator is an empty array {}. See example below.\n\n```cpp\npoints[] = {\n    // one-segment line\n    { bone, { 0, 0 }, 1 },\n    { bone, { 1, 1 }, 1 },\n    {}, // line separator\n    // rectangle: 4-segments multi-line\n    { bone, { 0, 0 }, 1 },\n    { bone, { 1, 0 }, 1 },\n    { bone, { 1, 1 }, 1 },\n    { bone, { 0, 1 }, 1 },\n    { bone, { 0, 0 }, 1 }\n};\n```"},{"heading":"Text","level":3,"markdown":"Draws the value defined as the source in text. Properties:\n\n- **align** (string): text alignment. Valid options: left, right, center.\n- **scale** (float): font size\n- **source** (string): name of string source value. See String sources for more details\n- **sourceScale** (float): multiplier of source value. For non static source only\n- **sourceLength**: format source value: number of characters to draw , rest is filled with \"0\"\n- **sourceIndex**: used with weapon & ammo sources. i.e. `sourceindex = 0;` with `source = \"weapon\";` to get name of first weapon from vehicles `weapons[]` array in config. It also works with ammo.\n- **sourcePrecision**: format source value: number of characters afters decimal dot.\n- **refreshRate**: refresh rate of source ranging from 0 to 1 seconds. Can be used to simulate old MFDs with low FPS\n- **text** (string): static text to draw. For `static` source, or the format specification for the `time` source.\n- **pos** (point): position of text. It is the same as one point in line definition.\n- **right** (point): right direction of text. It is the same as one point in line definition.\n- **down** (point): down direction of text. It is the same as one point in line definition."},{"heading":"Polygon","level":3,"markdown":"Draws a polygon. Accepts 3 or 4 points only. Properties:\n\n- **texture** (string): if present, it will draw selected texture on created polygon.\n- **points** (array) one or more groups of 3 to 4 points for drawing.\n\n> [!WARNING]\n> The drawing of pictures is quite heavy for the game engine. It is recommended to keep the number of textures to around 10-15. Above that value expect a performance impact.\n\n```cpp\nclass PolygonTest\n{\n    color[] = { 0.082, 0.408, 0.039 }; // use to define color\n    class Polygon\n    {\n        type    = \"polygon\";\n        texture = \"a3\\Data_f\\Images\\Mod_Base_logo_ca.paa\"; // only alpha channel will be used for drawing\n        points[] =\n        {\n            // space where texture should be drawn\n            {\n                { { 0, 0.1 }, 1 },\n                { { 1, 0.1 }, 1 },\n                { { 1, 1 }, 1 },\n                { { 0, 1 }, 1 }\n            }\n        };\n    };\n};\n```"},{"heading":"PylonIcon","level":3,"markdown":"Draws the MFD definition of a pylon , defined in that pylon's contents' mfdElements definition. Properties:\n\n- **pos** (array): position of pylon icon. It is the same as one point in line definition. For more details, see here.\n- **pylon** (float): index of pylon (start from 1)\n- **name** (string): class name in cfgMagazines/mfdElements\n\n```cpp\nclass CfgMagazines\n{\n    //... some config ...//\n\n    // magazines definition\n    class magazine_Missile_AGM_KH25_x1 : VehicleMagazine\n    {\n        //... some config ...//\n\n        // mfdElements - class where\n        class mfdElements\n        {\n            class Plane_Fighter_02 // unique name that you can later reference in plane MFD\n            {\n                class Bones {};    // bones are supported\n                class Draw\n                {\n                    class BackgroundGroup\n                    {\n                        color[] = { 0.0, 0.0, 0.0 };\n                        // black background\n                        class Background\n                        {\n                            type = polygon;\n                            points[] =\n                            {\n                                {\n                                    { { __EVAL(-0.015 + 0.15), __EVAL(-0.10 + 0.075) }, 1 },\n                                    { { __EVAL(+0.015 + 0.15), __EVAL(-0.10 + 0.075) }, 1 },\n                                    { { __EVAL(+0.015 + 0.15), __EVAL(+0.10 + 0.075) }, 1 },\n                                    { { __EVAL(-0.015 + 0.15), __EVAL(+0.10 + 0.075) }, 1 }\n                                };\n                            };\n                        };\n                    };\n                    class Default\n                    {\n                        condition    = \"PylonAmmoRelative>0+PylonSelected\";\n                        color[]        = {0.94,0.83,0};\n                        alpha        = 0.22;\n                        class Shape\n                        {\n                            type        = line;\n                            width        = 4.0;\n                            points[]    =\n                            {\n                                // some shape\n                            };\n                        };\n                        HUD_TEXT_STATIC(0.00 + 0.15, 0.00 + 0.01, 0.020, 0.025, center, \"I\", PylonText1)\n                        HUD_TEXT_STATIC(0.00 + 0.15, 0.02 + 0.01, 0.020, 0.025, center, \"R\", PylonText2)\n                    };\n                    class Selected : Default\n                    {\n                        condition    = \"(PylonSelected + PylonAmmoRelative) / 2\";\n                        alpha        = 1;\n                        color[]        = { 0, 0.12, 0 };\n\n                        class Shape : Shape {};\n                        class PylonText1 : PylonText1 {};\n                        class PylonText2 : PylonText2 {};\n                    };\n                    class Empty : Selected\n                    {\n                        condition    = \"PylonAmmoRelative <= 0\";\n                        color[]        = { 1.0, 0.0, 0.0, 1.0 };\n                        class Shape : Shape {};\n                        class PylonText1 : PylonText1 {};\n                        class PylonText2 : PylonText2 {};\n                    };\n                };\n            };\n            class Plane_Fighter_03 // unique name that you can later reference in plane MFD\n            {\n                //... some config ...//\n            };\n            // etc.\n        };\n    };\n};\n```\n\n```cpp\nclass CfgVehicles\n{\n    class Plane_Fighter_02_base_F\n    {\n        // ...\n        class MFD\n        {\n            class AirplaneMFD\n            {\n                globalProperty = ...; // global HUD properties\n\n                // bones definitions\n                class Bones\n                {\n                    class Center\n                    {\n                        type    = fixed;\n                        pos[]    = {0.52, 0.29};\n                    };\n                };\n                class Draw\n                {\n                    //...\n                    //...\n\n                    condition = on;\n                    class Pylon1\n                    {\n                        type    = \"pylonicon\";\n                        pos[]    = { Center, { __EVAL(+0.4), 0.00 }, 1 };\n                        pylon    = 1;\n                        name    = \"Plane_Fighter_02\";    // if mfdElements exist with \"Plane_Fighter_02\" class,\n                                                        // in config of magazine that is mounted on 1st pylonmagazine mounted on 1st pylon,\n                                                        // then draw MFD which is defined here\n                    };\n                    class Pylon2 : Pylon1\n                    {\n                        pos[]    = { Center, { __EVAL(-0.4), 0.00 }, 1 };\n                        pylon    = 2;\n                    };\n                    class Pylon3 : Pylon1\n                    {\n                        pos[]    = { Center, { __EVAL(+0.35), 0.47 }, 1 };\n                        pylon    = 3;\n                    };\n                    class Pylon4 : Pylon1\n                    {\n                        pos[]    = { Center, { __EVAL(-0.35), 0.47}, 1 };\n                        pylon    = 4;\n                    };\n                    class Pylon5 : Pylon1\n                    {\n                        pos[]    = { Center, { __EVAL(+0.18), 0.47 }, 1 };\n                        pylon    = 5;\n                    };\n                    class Pylon6 : Pylon1\n                    {\n                        pos[]    = { Center, { __EVAL(-0.18), 0.47 }, 1 };\n                        pylon    = 6;\n                    };\n                };\n            };\n        };\n    };\n};\n```"},{"heading":"Scale","level":3,"markdown":"Draws a horizontal or vertical bar indicator. A scale HUD-Element can't use bones for transformation. Properties:\n\n- **align** (string): text alignment. Valid options: left, right, center.\n- **scale** (float): font size\n- **source** (string): name of float source value. See sources for more details\n- **NeverEatSeaWeed** (integer): 1 - will show \"N,E,S,W\", 2 - will show \"N,NE,E,SE,S,SW,W,NW\" in the heading scale\n- **sourceScale** (float): multiplier of source value\n- **horizontal** (bool): true for horizontal bar, false for vertical bar\n- **pos** ([x, y]): position of text item related to top position. It is for text range definition, final position of text will be move to related line.\n- **right** ([x, y]): right direction of text item related to top position.\n- **down** ([x, y]): down direction of text item related to top position.\n- **step** (float): amount of source between two lines.\n- **stepSize** (float): length between two lines.\n- **lineXleft** (float): left/top position of one normal line in vertical/horizontal bar\n- **lineYright** (float): right/bottom position of one normal line in vertical/horizontal bar\n- **lineXleftMajor** (float): left/top position of one major line in vertical/horizontal bar\n- **lineYrightMajor** (float): right/bottom position of one major line in vertical/horizontal bar\n- **top** (float): top position of bar indicator (left for horizontal indicator)\n- **bottom** (float): bottom position of bar indicator (right for horizontal indicator)\n- **center** (float): center position of bar indicator\n- **majorLineEach** (int): granularity of major lines\n- **numberEach** (int): granularity of lines with text value\n- **min** (float): min valid value, lower values will be ignored. min value is already affected by sourceScale\n- **max** (float): max valid value, higher values will be ignored. max value is already affected by sourceScale"},{"heading":"Radar","level":3,"markdown":"Draws geometry around entities. Properties:\n\n- **pos0** ([x, y]): scene to HUD plane transformation. For more details, see here.\n- **pos10** ([x, y]): scene to HUD plane transformation. For more details, see here.\n- **points** (array): defines graphics which will be rendered around each entity. For more details, see here."},{"heading":"RadarToView","level":3,"markdown":"Uses the same parameters as **Radar**, but for a HMD."},{"heading":"Turret","level":3,"markdown":"It is uused on a Blackfoot's gunner aim box. Properties:\n\n- **pos0** ([x, y]): scene to HUD plane transformation, in spherical this is offset\n- **pos10** ([x, y]): scene to HUD plane transformation, in spherical pos10 is a scale\n- **projection** (float): defines projection type. Default value is 1. Use 0 for spherical projection."},{"heading":"TurretToView","level":3,"markdown":"Uses the same parameters as **Turret**, but for a HMD. Properties:"},{"heading":"Group","level":3,"markdown":"Allows for the creation of a HUD-Elements hierarchy. It can change attributes for its child elements. Group elements don't have graphics. Properties:\n\n- **color** ([r, g, b, a]): color of HUD-Elements graphics. Since A3 1.73+ it is possible to use simple expression with day time, \"nvg\" or \"userXX\" values\n- **alpha** (int: 0-255): alpha of HUD-Elements graphics. Since A3 1.73+ it is possible to use simple expression with day time, \"nvg\" or \"userXX\" values\n- **clipTL** ([x, y]): top left corner of clipping area (range is [0, 0] - [1, 1])\n- **clipBR** ([x, y]): bottom right corner of clipping area (range is [0, 0] - [1, 1])\n- **clipTLParallax** ([x, y]): top left corner of clipping area (range is [0, 0] - [1, 1]) - parallaxed\n- **clipBRParallax** ([x, y]): bottom right corner of clipping area (range is [0, 0] - [1, 1]) - parallaxed\n- **blinkingPattern** ([intervals]): define blinking pattern for group HUD elements. combination with condition is possible.\n  - **blinkingStartsOn** (bool): define blinking state at the start.\n- **condition** (string): condition for enable/disable child elements. Since 1.69 it is also possible to use float sources (like \"speed\", \"rpm\", etc.) as a condition, mathematical operators and even simple expressions. Available conditions:\n  - **on**: engine is on\n  - **ils**: ILS system is activated\n  - **mgun**: machine gun is selected\n  - **missile**: missile is activated\n  - **aamissile**: air lock air missile\n  - **atmissile**: air lock ground missile\n  - **rocket**: rocket is selected\n  - **bomb**: bomb is selected\n  - **flaps**: flaps out (for airplanes only)\n  - **lights**: landing lights are on\n  - **collisionlights**: anti-collision lights are on\n  - **stall**: plane stalling (for airplanes only)\n  - **simulArma**: standard helicopter simulation (for helicopters only)\n  - **simulRTD**: advanced helicopter simulation - RTD (for helicopters only)\n  - **incomingmissile**: you are locked by incoming missile\n  - **missilelocking**: locking of your missile is in progress\n  - **missilelocked**: missile is locked\n  - **wpvalid**: unfinished waypoint[s]\n  - **laseron**: laser designator is activated\n  - **activeSensorsOn**: radar is activated\n  - **weaponX**: returns true if X entry from vehicle weapons[] array is selected\n  - **pilotcameralock**: returns targeting pod lock mode - 0 disabled, 1 locked to terrain, 2 locked to objects\n  - **autohover**: returns 1 when auto hover in helicopter is engaged\n  - **user0** : (up to user50): custom condition which can be changed by scripting command setUserMFDValue (Arma 3 v2.20 vehicles can be configured to support more than 50 user sources with \"mfdMaxUserValues = 50;\" entry in CfgVehicles config class. As of 2.20 the limit is 256. It is recommended to configure this also for vehicles that use fewer MFD sources, it improves performance to only set as many as are being used.)\n  - **pylonSelected**: returns 1 if pylon is selected. add number at the end when using outside of magazine mfd (i.e. pylonSelected1)\n  - **pylonEmpty**: returns 1 if there is nothing mounted on designated pylon\n  - **pylonMagazineEmpty:**: returns 1 if magazine is empty on designated pylon\n  - **vtolMode:**: returns vectoring angle (goes from 0 - horizontal, to 1 - vertical mode)\n  - **nvg:**: night vision goggles are used"},{"heading":"Sources","level":2,"markdown":"A source represents a value which can modify position of some types of bones (e.g.: angle of analog speedometer pointer) or value of some HUD elements (e.g.: altitude as text, heading bar direction, etc.). Currently there are 3 types of sources: **Float**, **3D Vector** and **String**.\n\nSource types are defined by the **source** property in a bone or HUD Element class (e.g.: `source = speed;`) and some may take in additional parameters as other attributes."},{"heading":"Float","level":3,"markdown":"Float sources represent a numeric value. They are is used by **Linear** and **Rotational** bones and **Scale** HUD-Elements.\n\nAvailable values:\n\n- **altitudeAGL**: altitude above ground level (m)\n- **altitudeASL**: Altitude above sea level (m)\n- **coordinateX**: X coordinate of plane position in the world (m)\n- **coordinateY**: Y coordinate of plane position in the world (m)\n- **speed**: speed of airplane (m/s)\n- **rpm**: revolutions per minute of engine\n- **vspeed**: vertical speed (m/s)\n- **fuel**: fuel state (0-1)\n- **targetDist**: distance to target (m)\n- **impactDistance**: distance to impact point (m)\n- **heading**: heading of airplane (degrees)\n- **cameraDir**: direction of head (degrees)\n- **horizonBank**: horizon bank of airplane (radians)\n- **horizonDive**: horizon dive of airplane (radians)\n- **windage**: direction of wind (degrees)\n- **throttle**: analogue throttle value (0-1)\n- **rtdCollective**: collective state (0-1) - value is valid for helicopters with advanced RTD simulation only\n- **rtdRotorTorque**: rotor torque state (0-1) - value is valid for helicopters with advanced RTD simulation only\n- **rtdGForce**: actual G-Force value - value is valid for helicopters with advanced RTD simulation only\n- **rtdRpm1**: scaled revolutions per minute of engine #1 - value is valid for helicopters with advanced RTD simulation only\n- **rtdRpm2**: scaled revolutions per minute of engine #2 - value is valid for helicopters with advanced RTD simulation only\n- **rtdRpm3**: scaled revolutions per minute of engine #3 - value is valid for helicopters with advanced RTD simulation only\n- **ClockHour**: time of day on scale (0-1) consistent with clockHour animation source (that means 12 hours cycle)\n- **ClockMinute**: time of hour on scale (0-1) consistent with clockMinute animation source\n- **ClockSecond**: time of minute on scale (0-1) consistent with clockSecond animation source (ClockSecond \"ticks\" in 1 second intervals, there are no sub-1-second values)\n- **WPDist**: distance to current waypoint/steerpoint\n- **WPIndex**: index of next waypoint\n- **MissileFlightTime**: expected time to impact target\n- **AoA**: plane Angle of Attack\n- **gmeter, gmeterX, gmeterY, gmeterZ**: G-forces\n- **gmeterGrav, gmeterXGrav, gmeterYGrav, gmeterZGrav**: G-forces + gravitational force\n- **cmAmmo**: count of current countermeasures\n- **cmWeapon**: names of current countermeasures\n- **vtolvectoring**: current vectoring angle (goes from 0 to 1)\n- **pylonAmmo**: current amount of ammo on pylon. when using outside of magazine mfd (aka mfdElements) add number at the end (i.e. pylonAmmo1) if you want to use it as a condition or use sourceIndex\n- **pylonAmmoRelative**: current amount of ammo on pylon in 0-1 scale. when using outside of magazine mfd (aka mfdElements) add number at the end (i.e. pylonAmmoRelative1) if you want to use it as a condition or use sourceIndex\n- **cameraHeadingDiff**: ​angle between camera and default look direction (from -180 to 180)\n- **cameraHeadingDiffX**: angle between camera and default look direction (from -180 to 180 - only in X axis)\n- **cameraHeadingDiffY**: angle between camera and default look direction (from -180 to 180 - only in Y axis)\n- **targetHeight**: height (ASL) of currently selected target\n- **weaponHeading**: heading of turret in degrees (goes from 0 to 360)\n- **laserDist**: distance to target read from laser range finder\n- **turretworld**: direction of turret in [x,y] format - x is equal to body parameter in turret config while y is equivalent of gun property. Example usage: source = \"[y]turretworld\";\n- **user**: custom value which can be changed by scripting command setUserMFDValue. Index is set using sourceIndex, and can be any index from 0 to 49. (Arma 3 v2.20 vehicles can be configured to support more than 50 user sources with \"mfdMaxUserValues = 50;\" entry in CfgVehicles config class. As of 2.20 the limit is 256. It is recommended to configure this also for vehicles that use fewer MFD sources, it improves performance to only set as many as are being used.)\n- **engineTemp**: Temperature state of the vehicle engine Arma 3 v2.14\n- **wheelsTemp**: Temperature state of the vehicle wheels Arma 3 v2.14\n- **turretGunTemp** : Temperature state of the vehicle turret Arma 3 v2.14\n- **ClockSecondSmooth**: Like ClockSecond, but not rounded to full seconds Arma 3 v2.20\n- **SidePanelRadarRange**: Arma 3 v2.20 Radar range in meters, of the left/right HUD panel display in sensor mode. The greater of the two ranges. sourceIndex can be set to select which radar. sourceIndex==-1 (max of both), sourceIndex==0 (only left panel), sourceIndex==1 (only right panel)"},{"heading":"3D Vector","level":3,"markdown":"These sources represent a 3D vector value. It is used by **Vector** bone only.\n\n- **velocity**: velocity of airplane\n- **velocityToView**: velocity of airplane transformed to current view (for HMD) - don't combine with forward transformation!\n- **target**: locked target position\n- **targetToView**: locked target position transformed to current view (for HMD) - don't combine with forward transformation!\n- **weapon**: primary gun direction\n- **weaponToView**: primary gun direction transformed to current view (for HMD) - don't combine with forward transformation!\n- **forward**: forward direction of airplane\n- **impactpoint**: position of CCIP (constantly computed impact point)\n- **impactpointtoview**: CCIP for HMD\n- **impactpointweaponRelative**: Impact point calculated at the distance to currently selected target. If there is no target then it is working like regular CCIP. Requires target lead (BCTargetLead aka 4) in ballisticsComputer bitflags list\n- **impactpointtoviewweaponRelative**: Impact point calculated at the distance to currently selected target. If there is no target then it is working like regular CCIP. Requires target lead (BCTargetLead aka 4) in ballisticsComputer bitflags list. HMD Variant\n- **wppoint**: position of next waypoint\n- **wppointtoview**: position of next waypoint (for HMD)\n- **pilotcamera**: Targeting Pod aim direction\n- **pilotcameratoview**: Targeting Pod aim direction - HMD variant\n- **LarTop**: missileLockMaxDistance rounded up to 1000,2000,5000,10000,15000, etc.\n- **LarAmmoMax**: missile lock maximal distance - reading missileLockMaxDistance from cfgAmmo\n- **LarAmmoMin**: missile lock minimal distance - reading missileLockMinDistance from cfgAmmo\n- **LarTargetDist**: relative distance to target\n- **LarTargetSpeed**: relative speed to target\n- **airportCorner1, airportCorner2, airportCorner3, airportCorner4**: airport corners\n- **airportCorner1ToView, airportCorner2ToView, airportCorner3ToView, airportCorner4ToView**: airport corners (for HMD)"},{"heading":"String","level":3,"markdown":"These sources represent numeric values (extended float values) that are converted into a string. It is used by **Text** HUD Element only.\n\n- **altitudeAGL**: altitude above ground level (m)\n- **altitudeASL**: Altitude above sea level (m)\n- **coordinateX**: X coordinate of plane position in the world (m)\n- **coordinateY**: Y coordinate of plane position in the world (m)\n- **speed**: speed of airplane (m/s)\n- **rpm**: revolutions per minute of engine\n- **vspeed**: vertical speed (m/s)\n- **fuel**: fuel state (0-1)\n- **targetDist**: distance to target (m)\n- **heading**: heading of airplane (degrees)\n- **horizonBank**: horizon bank of airplane (radians)\n- **horizonDive**: horizon dive of airplane (radians)\n- **windage**: direction of wind (degrees)\n- **rtdCollective**: collective state (0-1) - value is valid for helicopters with advanced RTD simulation only\n- **rtdRotorTorque**: rotor torque state (0-1) - value is valid for helicopters with advanced RTD simulation only\n- **rtdGForce**: actual G-Force value - value is valid for helicopters with advanced RTD simulation only\n- **rtdRpm1**: scaled revolutions per minute of engine #1 - value is valid for helicopters with advanced RTD simulation only\n- **rtdRpm2**: scaled revolutions per minute of engine #2 - value is valid for helicopters with advanced RTD simulation only\n- **rtdRpm3**: scaled revolutions per minute of engine #3 - value is valid for helicopters with advanced RTD simulation only\n- **weapon**: weapon name\n- **ammo**: amount of ammunition and magazine\n- **static**: static text defined in config by text property\n- **time**: time in c++ format, example use: `source = time; text = \"%X\";` - see http://www.cplusplus.com/reference/ctime/strftime/\n- **pylonMagazineName**: pylon magazine name, use together with sourceIndex if you are using it outside of mfdElements\n- **pylonMagazineNameShort**: pylon short magazine name, use together with sourceIndex if you are using it outside of mfdElements\n- **visionMode**: current optics vision mode\n- **flirMode**: current optics FLIR mode\n- **ammoFormat**: reading ammo from displayNameMFDFormat cfgMagazines property \"displayNameMFDFormat\"\n- **userText**: custom text which can be changed by scripting command SetUserMFDText. Available indexes from 0 to 49, use sourceIndex to pick correct value. Example : source = \"userText\";sourceIndex = 1; (Arma 3 v2.20 vehicles can be configured to support more than 50 user sources with \"mfdMaxUserValues = 50;\" entry in CfgVehicles config class. As of 2.20 the limit is 256. It is recommended to configure this also for vehicles that use fewer MFD sources, it improves performance to only set as many as are being used.)"},{"heading":"Scene To HUD Transformation","level":2,"markdown":"Transformation of 3D vector from scene to 2D vector on HUD plane is implemented by two 2D vectors:\n\n- **pos0**: 2D position on HUD plane of ray defined by source (center)\n- **pos10**: 2D position on HUD plane of ray, which have angle to previous ray 10 degrees in axes X and Y\n- **pos3**: the same as pos10, but angle is 3 degrees only. It is used in ILS.\n\nExample:\n\n```cpp\nclass Velocity\n{\n    type    = vector;\n    source    = velocity;\n    pos0[]    = { 0.5, 0.5 }; // center of HUD for source vector\n    pos10[]    = { 0.2, 0.2 }; // 20% offset for 10 degrees vector\n};\n```"},{"heading":"Point Definition","level":2,"markdown":"Each point can be transformed by more bones (bones chain). A point is defined as a chain of Triplets. A triplet defines one transformation step for a point:\n\nTriplet components:\n\n- **bone name** (string): name of bone for a point transformation.\n- **offset** ([x, y]): offset applied to transformation.\n- **weight** (float): weight to multiply transformation.\n\nTo construct a valid triplet, there must at least one of the bone names or triplets, and the weight definition. If unnecessary, either the bone name or the offset can be omitted - just not both.\n\nExample triplets:\n\n```cpp\npoints[] =\n{\n    { boneName, { offsetX, offsetY }, weight }, // full definition\n    { { offsetX, offsetY }, weight }, // without bone\n    { boneName, weight }, // without offset\n    { boneName, { [boneName transform only coordinates in this group], 0, 0 }, weight }, // the same as previous one\n    { 1 } // ERROR: weight only\n};\n```"},{"heading":"Transformation Chain","level":3,"markdown":"Each point can be transformed by 1 or more triplet. A transformation chain is defined as an array of triplets. The transformation order is from left to right.\n\nExample (without offsets to simplify):\n\n```cpp\npoints[] =\n{\n    { bone, 1 }, // 1 transformation\n    { bone1, 1, bone2, 1 }, // 2 transformations\n    { bone1, 1, bone2, 1, bone3, 1 } // 3 transformations\n    // etc...\n};\n```"}],"categories":["Arma 3: Editing","Stubs"],"groups":["Configuration"]},{"name":"Arma 3: Multiplayer Campaign Creation","title":"Arma 3: Multiplayer Campaign Creation","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Multiplayer_Campaign_Creation","revid":368956,"updated":"2024-08-20T22:52:27Z","aliases":[],"markdown":"A multiplayer campaign is a series of interconnected missions that follow a sequential order, creating a storyline that groups of players can enjoy together.\n\nKey things that a multiplayer campaign will include:\n\n- Interconnected sequential missions\n- Centralized location of common mission files to save on storage space\n- Utilises MPCampaignDisplay\n- Missions can be selected in the hosted server mission selection menu\n\nThis article covers setting up a multiplayer campaign back end similar to how the APEX campaign works.\n\n### Mission Creation\n\nIf new to creating missions, it is advised that you ignore concerns about disk space and make each mission independent of the campaign mod.\nWhen you get more comfortable with how the file structure works, and have more confidence in your code, you can then move on to centralising common files.\nDebugging missions within the mod structure is much more annoying, especially if your code is more prone to bugs/errors.\n\nBe sure you structure your missions with multiplayer locality in mind from the start.\nIt is much more time-consuming to convert a single-player mission into a multiplayer mission.\n\n#### Mission Description.ext\n\n> [!NOTE]\n> See Description.ext.\n\nThe following settings need to be present in each mission's description.ext file:\n\n```cpp\nskipLobby = 1;\n```\n\nThese are important for the mission to flow from each mission in a multiplayer setting.\n\nAvoid lobbies so that the missions can flow from one to the next without hangups.\nIf `skipLobby` is disabled, mission01 is finished, the game will bring up mission01's lobby again and will only move to mission02's lobby upon hitting the <kbd>Esc</kbd> key.\n\nThis means that missions should be structured with CfgRespawnInventory rather than using editor unit loadouts.\n\n### File Structure\n\nNow that the missions are created, we can move on to the mod's file structure.\n\n```\nmyModName\n|--addons\n    |--myCampaignAddon\n        |--campaign\n        |  |--missions\n        |  |  |--myMission01.worldName\n        |  |  |--myMission02.worldName\n        |  |  |--myMission03.worldName\n        |  |--description.ext\n        |--data\n        |--functions\n        |--$PBOPREFIX$\n        |--config.cpp\n```\n\nRed highlights indicate required files/folders\n\nGreen highlights indicate optional organization files/folders for shared campaign files\n\n### PBO Prefix\n\n$PBOPREFIX$ is a file that sits in the root folder of an addon. If your mod contains multiple addons, you will need multiple $PBOPREFIX$ files.\n$PBOPREFIX$ is a namespace definition that tells the game the file path to navigate to your addon.\n\nExamples of possible $PBOPREFIX$:\n\n```\nmyModName\\myCampaignAddon    <--- Used for this guide\nz\\myModName\\myCampaignAddon\n```\n\nPlease refer to the documentation on the addon packer of your choice.\n\n- [HEMTT](https://github.com/BrettMayson/HEMTT) (Recommended): for repository-based mods\n- [PBOMan3](https://github.com/winseros/pboman3)\n- Arma 3 - Addon Builder\n\n### Campaign Description.ext\n\n> [!NOTE]\n> See Campaign Description.ext.\n\nLocation: \"\\myModName\\addons\\myCampaignAddon\\campaign\\description.ext\"\n\nThe campaign description file will dictate how the missions are structured within the campaign menus.\nUnlike a single-player campaign, we are going to be ignoring the mission flow aspect of the campaign description file so that the multiplayer campaign menu functions correctly.\n\n```cpp\n/* --------------------------------------------------\n    Defining Templates for Inheriting Later\n-------------------------------------------------- */\n\n// Setting up no endings, cutscenes, or rewards (stuff for single-player campaigns).\n\nclass NoEndings                        // For use in chapter class and class MissionDefault.\n{\n    endDefault = \"\";\n};\n\nclass MissionDefault : NoEndings    // For use in individual mission classes.\n{\n    lives = -1;                        // Not important with/without \"Tickets\" respawn template.\n    cutscene = \"\";\n\n    lost = \"\";\n    end1 = \"\";\n    end2 = \"\";\n    end3 = \"\";\n    end4 = \"\";\n    end5 = \"\";\n    end6 = \"\";\n};\n\n/* --------------------------------------------------\n    Actual Campaign Class\n-------------------------------------------------- */\n\nclass Campaign                                    // Contained inside CfgMissions - Holds other campaign classes such as \"Apex\", \"Bootcamp\", \"EastWind\".\n{\n    firstBattle = \"Missions\";                    // This will point to class Missions below which contains no information on purpose\n                                                // so that the mp campaign menu will load all missions.\n                                                // If info is given, no MPCampaignDisplay will be created.\n    name = \"$STR_CAMPAIGN_TITLE\";\n    briefingName = \"$STR_CAMPAIGN_TITLE\";\n    author = \"Hypoxic\";\n    overviewPicture = \"\\myModName\\myCampaignAddon\\data\\img\\myCampaignOverviewPicture.jpg\";\n    overviewText = \"$STR_CAMPAIGN_DESCRIPTION\";\n    disableMP = 0;                                // Set to 0\n\n    class MyCampaign : NoEndings                // Chapter class - Typically only use one chapter when dealing with MP Campaigns.\n    {\n        firstMission = \"myMission01\";\n        name = \"$STR_CAMPAIGN_TITLE\";\n        cutscene = \"\";\n        end1 = \"\";\n\n        class myMission01 : MissionDefault        // Mission class - Inherits default settings from class MissionDefault above.\n        {\n            // Custom Endings - Defined in mission's CfgDebriefing\n            myCustomEnd = \"myMission02\";\n\n            // Default Endings - end1-6 inherited from MissionDefault class\n            endDefault = \"myMission02\";            // defaults to when no other ending is defined - to prevent game crashing\n            end1 = \"myMission02\";                // can override inherits from MissionDefault\n            lost = \"myMission01\";\n\n            template = \"myMission01.worldName\";\n        };\n\n        class MyMission02 : MissionDefault\n        {\n            endDefault = \"myMission03\";\n            lost = \"MyMission02\";\n            template = \"MyMission02.worldName\";\n        };\n\n        class MyMission03 : MissionDefault\n        {\n            endDefault = \"\";\n            lost = \"MyMission03\";\n            template = \"MyMission03.worldName\";\n        };\n    };\n\n    class Missions                        // This is essentially a class with empty values. Used to invoke MPCampaignDisplay - See firstBattle above.\n    {\n        name = \"$STR_CAMPAIGN_TITLE\";\n        cutscene = \"\";\n        firstMission = \"\";\n        end1 = \"\";\n        end2 = \"\";\n        end3 = \"\";\n        end4 = \"\";\n        end5 = \"\";\n        end6 = \"\";\n        lost = \"\";\n    };\n};\n```\n\n> [!WARNING]\n> An error in campaign's Description.ext WILL crash your game!\n\n### Config.cpp\n\nConfig.cpp will contain all of the top-level classes we want our mod to modify in-game. In our campaign's case, this will mainly be CfgPatches and CfgMissions\n\n**CfgPatches**\n\n```cpp\nclass CfgPatches\n{\n    class MyCampaign\n    {\n        name = \"MyCampaign - A Campaign That Campaigns\";\n        author = \"Hypoxic\";\n        url = \"https://arepublixchickentendersubsonsale.com/\";\n\n        requiredVersion = 2.10;\n        requiredAddons[] = {        // Insert addons that your mod/campaign requires\n            \"A3_Functions_F\"\n        };\n        units[] = {};\n        weapons[] = {};\n    };\n};\n```\n\nIf your campaign addon contains units/weapons/etc, add them to units[] and weapons[], just like you would with a normal mod.\n\n**CfgMissions**\n\n```cpp\nclass CfgMissions\n{\n    class Campaigns\n    {\n        class MyCampaign\n        {\n            directory = \"myModName\\myCampaignAddon\\campaign\";\n        };\n    };\n\n    class MPMissions\n    {\n        class MyCampaign    // Campaign class from above\n        {\n            briefingName = \"$STR_CAMPAIGN_TITLE\";\n\n            class MyMission01\n            {\n                briefingName = \"$STR_M01_MISSION_TITLE\";\n                directory = \"myModName\\myCampaignAddon\\campaign\\missions\\myMission01.worldName\";\n            };\n\n            class MyMission02\n            {\n                briefingName = \"$STR_M02_MISSION_TITLE\";\n                directory = \"myModName\\myCampaignAddon\\campaign\\missions\\myMission02.worldName\";\n            };\n\n            class MyMission03\n            {\n                briefingName = \"$STR_M03_MISSION_TITLE\";\n                directory = \"myModName\\myCampaignAddon\\campaign\\missions\\myMission03.worldName\";\n            };\n        };\n    };\n};\n```\n\n> [!NOTE]\n> Directory must not contain a leading `\\`\n\n### MPCampaign Display\n\n**Defining Values**\n\n1. **Campaign Name** - defined in either:\n   1. CfgMissions.MPMissions.MyCampaign.briefingName\n   1. Campaign description.ext: Campaign.briefingName\n1. **Mission Name** - defined in either:\n   1. CfgMissions.MPMissions.MyMission01.briefingName\n   1. Mission description.ext: briefingName\n1. See #2\n1. **Author** - defined in:\n   1. Campaign description.ext: Campaign.author\n1. **Mission Overview Picture** - defined in:\n   1. Mission description.ext: overviewPicture\n1. **Mission Overview Text** - defined in:\n   1. Mission description.ext: overviewText\n\n> [!IMPORTANT]\n> Although child classes will precede their parents, it is best for the naming to be consistent.","sections":[{"heading":null,"level":1,"markdown":"A multiplayer campaign is a series of interconnected missions that follow a sequential order, creating a storyline that groups of players can enjoy together.\n\nKey things that a multiplayer campaign will include:\n\n- Interconnected sequential missions\n- Centralized location of common mission files to save on storage space\n- Utilises MPCampaignDisplay\n- Missions can be selected in the hosted server mission selection menu\n\nThis article covers setting up a multiplayer campaign back end similar to how the APEX campaign works."},{"heading":"Mission Creation","level":3,"markdown":"If new to creating missions, it is advised that you ignore concerns about disk space and make each mission independent of the campaign mod.\nWhen you get more comfortable with how the file structure works, and have more confidence in your code, you can then move on to centralising common files.\nDebugging missions within the mod structure is much more annoying, especially if your code is more prone to bugs/errors.\n\nBe sure you structure your missions with multiplayer locality in mind from the start.\nIt is much more time-consuming to convert a single-player mission into a multiplayer mission."},{"heading":"Mission Description.ext","level":4,"markdown":"> [!NOTE]\n> See Description.ext.\n\nThe following settings need to be present in each mission's description.ext file:\n\n```cpp\nskipLobby = 1;\n```\n\nThese are important for the mission to flow from each mission in a multiplayer setting.\n\nAvoid lobbies so that the missions can flow from one to the next without hangups.\nIf `skipLobby` is disabled, mission01 is finished, the game will bring up mission01's lobby again and will only move to mission02's lobby upon hitting the <kbd>Esc</kbd> key.\n\nThis means that missions should be structured with CfgRespawnInventory rather than using editor unit loadouts."},{"heading":"File Structure","level":3,"markdown":"Now that the missions are created, we can move on to the mod's file structure.\n\n```\nmyModName\n|--addons\n    |--myCampaignAddon\n        |--campaign\n        |  |--missions\n        |  |  |--myMission01.worldName\n        |  |  |--myMission02.worldName\n        |  |  |--myMission03.worldName\n        |  |--description.ext\n        |--data\n        |--functions\n        |--$PBOPREFIX$\n        |--config.cpp\n```\n\nRed highlights indicate required files/folders\n\nGreen highlights indicate optional organization files/folders for shared campaign files"},{"heading":"PBO Prefix","level":3,"markdown":"$PBOPREFIX$ is a file that sits in the root folder of an addon. If your mod contains multiple addons, you will need multiple $PBOPREFIX$ files.\n$PBOPREFIX$ is a namespace definition that tells the game the file path to navigate to your addon.\n\nExamples of possible $PBOPREFIX$:\n\n```\nmyModName\\myCampaignAddon    <--- Used for this guide\nz\\myModName\\myCampaignAddon\n```\n\nPlease refer to the documentation on the addon packer of your choice.\n\n- [HEMTT](https://github.com/BrettMayson/HEMTT) (Recommended): for repository-based mods\n- [PBOMan3](https://github.com/winseros/pboman3)\n- Arma 3 - Addon Builder"},{"heading":"Campaign Description.ext","level":3,"markdown":"> [!NOTE]\n> See Campaign Description.ext.\n\nLocation: \"\\myModName\\addons\\myCampaignAddon\\campaign\\description.ext\"\n\nThe campaign description file will dictate how the missions are structured within the campaign menus.\nUnlike a single-player campaign, we are going to be ignoring the mission flow aspect of the campaign description file so that the multiplayer campaign menu functions correctly.\n\n```cpp\n/* --------------------------------------------------\n    Defining Templates for Inheriting Later\n-------------------------------------------------- */\n\n// Setting up no endings, cutscenes, or rewards (stuff for single-player campaigns).\n\nclass NoEndings                        // For use in chapter class and class MissionDefault.\n{\n    endDefault = \"\";\n};\n\nclass MissionDefault : NoEndings    // For use in individual mission classes.\n{\n    lives = -1;                        // Not important with/without \"Tickets\" respawn template.\n    cutscene = \"\";\n\n    lost = \"\";\n    end1 = \"\";\n    end2 = \"\";\n    end3 = \"\";\n    end4 = \"\";\n    end5 = \"\";\n    end6 = \"\";\n};\n\n/* --------------------------------------------------\n    Actual Campaign Class\n-------------------------------------------------- */\n\nclass Campaign                                    // Contained inside CfgMissions - Holds other campaign classes such as \"Apex\", \"Bootcamp\", \"EastWind\".\n{\n    firstBattle = \"Missions\";                    // This will point to class Missions below which contains no information on purpose\n                                                // so that the mp campaign menu will load all missions.\n                                                // If info is given, no MPCampaignDisplay will be created.\n    name = \"$STR_CAMPAIGN_TITLE\";\n    briefingName = \"$STR_CAMPAIGN_TITLE\";\n    author = \"Hypoxic\";\n    overviewPicture = \"\\myModName\\myCampaignAddon\\data\\img\\myCampaignOverviewPicture.jpg\";\n    overviewText = \"$STR_CAMPAIGN_DESCRIPTION\";\n    disableMP = 0;                                // Set to 0\n\n    class MyCampaign : NoEndings                // Chapter class - Typically only use one chapter when dealing with MP Campaigns.\n    {\n        firstMission = \"myMission01\";\n        name = \"$STR_CAMPAIGN_TITLE\";\n        cutscene = \"\";\n        end1 = \"\";\n\n        class myMission01 : MissionDefault        // Mission class - Inherits default settings from class MissionDefault above.\n        {\n            // Custom Endings - Defined in mission's CfgDebriefing\n            myCustomEnd = \"myMission02\";\n\n            // Default Endings - end1-6 inherited from MissionDefault class\n            endDefault = \"myMission02\";            // defaults to when no other ending is defined - to prevent game crashing\n            end1 = \"myMission02\";                // can override inherits from MissionDefault\n            lost = \"myMission01\";\n\n            template = \"myMission01.worldName\";\n        };\n\n        class MyMission02 : MissionDefault\n        {\n            endDefault = \"myMission03\";\n            lost = \"MyMission02\";\n            template = \"MyMission02.worldName\";\n        };\n\n        class MyMission03 : MissionDefault\n        {\n            endDefault = \"\";\n            lost = \"MyMission03\";\n            template = \"MyMission03.worldName\";\n        };\n    };\n\n    class Missions                        // This is essentially a class with empty values. Used to invoke MPCampaignDisplay - See firstBattle above.\n    {\n        name = \"$STR_CAMPAIGN_TITLE\";\n        cutscene = \"\";\n        firstMission = \"\";\n        end1 = \"\";\n        end2 = \"\";\n        end3 = \"\";\n        end4 = \"\";\n        end5 = \"\";\n        end6 = \"\";\n        lost = \"\";\n    };\n};\n```\n\n> [!WARNING]\n> An error in campaign's Description.ext WILL crash your game!"},{"heading":"Config.cpp","level":3,"markdown":"Config.cpp will contain all of the top-level classes we want our mod to modify in-game. In our campaign's case, this will mainly be CfgPatches and CfgMissions\n\n**CfgPatches**\n\n```cpp\nclass CfgPatches\n{\n    class MyCampaign\n    {\n        name = \"MyCampaign - A Campaign That Campaigns\";\n        author = \"Hypoxic\";\n        url = \"https://arepublixchickentendersubsonsale.com/\";\n\n        requiredVersion = 2.10;\n        requiredAddons[] = {        // Insert addons that your mod/campaign requires\n            \"A3_Functions_F\"\n        };\n        units[] = {};\n        weapons[] = {};\n    };\n};\n```\n\nIf your campaign addon contains units/weapons/etc, add them to units[] and weapons[], just like you would with a normal mod.\n\n**CfgMissions**\n\n```cpp\nclass CfgMissions\n{\n    class Campaigns\n    {\n        class MyCampaign\n        {\n            directory = \"myModName\\myCampaignAddon\\campaign\";\n        };\n    };\n\n    class MPMissions\n    {\n        class MyCampaign    // Campaign class from above\n        {\n            briefingName = \"$STR_CAMPAIGN_TITLE\";\n\n            class MyMission01\n            {\n                briefingName = \"$STR_M01_MISSION_TITLE\";\n                directory = \"myModName\\myCampaignAddon\\campaign\\missions\\myMission01.worldName\";\n            };\n\n            class MyMission02\n            {\n                briefingName = \"$STR_M02_MISSION_TITLE\";\n                directory = \"myModName\\myCampaignAddon\\campaign\\missions\\myMission02.worldName\";\n            };\n\n            class MyMission03\n            {\n                briefingName = \"$STR_M03_MISSION_TITLE\";\n                directory = \"myModName\\myCampaignAddon\\campaign\\missions\\myMission03.worldName\";\n            };\n        };\n    };\n};\n```\n\n> [!NOTE]\n> Directory must not contain a leading `\\`"},{"heading":"MPCampaign Display","level":3,"markdown":"**Defining Values**\n\n1. **Campaign Name** - defined in either:\n   1. CfgMissions.MPMissions.MyCampaign.briefingName\n   1. Campaign description.ext: Campaign.briefingName\n1. **Mission Name** - defined in either:\n   1. CfgMissions.MPMissions.MyMission01.briefingName\n   1. Mission description.ext: briefingName\n1. See #2\n1. **Author** - defined in:\n   1. Campaign description.ext: Campaign.author\n1. **Mission Overview Picture** - defined in:\n   1. Mission description.ext: overviewPicture\n1. **Mission Overview Text** - defined in:\n   1. Mission description.ext: overviewText\n\n> [!IMPORTANT]\n> Although child classes will precede their parents, it is best for the naming to be consistent."}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Named Pipe","title":"Arma 3: Named Pipe","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Named_Pipe","revid":378557,"updated":"2026-05-06T22:27:03Z","aliases":["Arma 3 Named Pipe"],"markdown":"Arma 3 has a fully working implementation of [named pipe](https://en.wikipedia.org/wiki/Named_pipe) which allows developers to pass several predefined commands to Arma process. The pipe is created only if the command line contains **`-command=`** param which defines the name for the pipe. Works for client and hosting client. Doesn't work for dedicated server.\n\n### Command Line\n\n`-command=name`, where *name* is the unique pipe name and can include any character other than a backslash, including numbers and special characters. The entire pipe name string can be up to 256 characters long. Pipe names are not case sensitive The name of the pipe created will be `\\\\.\\pipe\\name` (See also: [CreateNamedPipe](https://docs.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-createnamedpipea))\n\n### Available Commands\n\n- `shutdown` - closes the game\n- `message some message` - sends message to the systemChat\n- `reply whatever` - echoes back whatever is sent to it\n- `session` - returns JSON string in format:\n\n- `session {\"playerId\":\"uidoftheclient\"`} - If not in session\n- `session {\"playerId\":\"uidoftheclient\",\"hosting\":trueifthehost,\"island\":\"curmapname\",\"mission\":\"curmissionname\"`} - If in session\n- `session {\"playerId\":\"uidoftheclient\",\"hosting\":trueifthehost,\"island\":\"curmapname\",\"mission\":\"curmissionname\",\"host\":\"curservername\",\"hostIP\":\"curserverip:port\"`} - If is user client\n\n- `connect JSONexpr` - Forces the client to connect to a server described as JSON expression: `{\"ip\":\"serveripaddress\", \"port\":serverport, \"password\":\"optionalpassword\"`}. If client is in MP session, nothing happens.\n\n### Misc\n\nPipe created with the following params:\nopenmode: PIPE_ACCESS_DUPLEX, FILE_FLAG_FIRST_PIPE_INSTANCE\npipemode: PIPE_TYPE_MESSAGE, PIPE_READMODE_MESSAGE, PIPE_NOWAIT\nmaxinstances: 1\ninbuffer: 4096\noutbuffer: 4096\ntimeout: 100\n\n### See Also\n\n- Arma 3: Startup Parameters","sections":[{"heading":null,"level":1,"markdown":"Arma 3 has a fully working implementation of [named pipe](https://en.wikipedia.org/wiki/Named_pipe) which allows developers to pass several predefined commands to Arma process. The pipe is created only if the command line contains **`-command=`** param which defines the name for the pipe. Works for client and hosting client. Doesn't work for dedicated server."},{"heading":"Command Line","level":3,"markdown":"`-command=name`, where *name* is the unique pipe name and can include any character other than a backslash, including numbers and special characters. The entire pipe name string can be up to 256 characters long. Pipe names are not case sensitive The name of the pipe created will be `\\\\.\\pipe\\name` (See also: [CreateNamedPipe](https://docs.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-createnamedpipea))"},{"heading":"Available Commands","level":3,"markdown":"- `shutdown` - closes the game\n- `message some message` - sends message to the systemChat\n- `reply whatever` - echoes back whatever is sent to it\n- `session` - returns JSON string in format:\n\n- `session {\"playerId\":\"uidoftheclient\"`} - If not in session\n- `session {\"playerId\":\"uidoftheclient\",\"hosting\":trueifthehost,\"island\":\"curmapname\",\"mission\":\"curmissionname\"`} - If in session\n- `session {\"playerId\":\"uidoftheclient\",\"hosting\":trueifthehost,\"island\":\"curmapname\",\"mission\":\"curmissionname\",\"host\":\"curservername\",\"hostIP\":\"curserverip:port\"`} - If is user client\n\n- `connect JSONexpr` - Forces the client to connect to a server described as JSON expression: `{\"ip\":\"serveripaddress\", \"port\":serverport, \"password\":\"optionalpassword\"`}. If client is in MP session, nothing happens."},{"heading":"Misc","level":3,"markdown":"Pipe created with the following params:\nopenmode: PIPE_ACCESS_DUPLEX, FILE_FLAG_FIRST_PIPE_INSTANCE\npipemode: PIPE_TYPE_MESSAGE, PIPE_READMODE_MESSAGE, PIPE_NOWAIT\nmaxinstances: 1\ninbuffer: 4096\noutbuffer: 4096\ntimeout: 100"},{"heading":"See Also","level":3,"markdown":"- Arma 3: Startup Parameters"}],"categories":["Startup Parameters"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: Named Properties","title":"Arma 3: Named Properties","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Named_Properties","revid":341662,"updated":"2023-06-15T10:31:34Z","aliases":["Arma 3 Named Properties"],"markdown":"> [!NOTE]\n> This page reflects the Arma 3 v1.88 state.\n\n#### See Also\n\n- LOD - very important page to describe the different LOD types\n- Map Symbols - this appears to be an out of date Arma 1 reference doc but still has important info\n\n#### Named Properties\n\nNamed Properties can be set in Object Builder. If you don't see this, you must first active the Named Properties window under -> Window -> Named Properties, or simply press <kbd>Alt</kbd> + <kbd>P</kbd>.\n\nNotes:\n\n- named properties have to be lowercase - however binarize will enforce that. third party tools can cause faulty case though.\n- In case Geometry LOD doesn't exist, all named properties usually defined in Geometry LOD, work also via fallback to the first LOD, which is usually a res LOD.\n- shadowlod, shadowvolumelod, shadowbufferlod , shadowbufferlodvis are valid in all LODS, even though it only makes sense in Resolution LODs. These define the preferred shadowX LOD that belongs to the Resolution LOD.\n\n##### animated\n\nTODO\n\n##### aicovers\n\n| Property | Description | Usage in LODs | Default Value | Possible Values |\n|---|---|---|---|---|\n| aicovers | Disables the object for AI cover search. Only relevant for terrain objects. | Geometry LOD | 1 | 0<br>1 |\n\n##### armor\n\nIt is a coefficient that controls overall structural integrity. The overall boundingbox factors into that.\n\nUsage in LODs:\n\n- Geometry LOD\n\nDefault value: 200\n\nPossible values/Values found in BI A3 models: [1-15000]\n\n##### autocenter\n\nSome model classes are placed according to automatic object center (cars).\n\nThis property sets that position to 0.0.0 from .p3d file will be used. It is often used for proxies.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values:\n\n- 0\n- 1\n\n##### buoyancy\n\nDESC-TODO\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values:\n\n- 0\n- 1\n\n##### cratercolor\n\nDefines what bullet crater/decal will have. By default, objects with class **treehard, treesoft, bushhard or bushsoft** are using brownish craters\n\nexample: cratercolor=deadff00 format: AARRGGBB\n\n##### canbeoccluded\n\nIf it is set to 0, the model will be drawn even if it normally would be culled away by occlusion culling.\nie. the view geometry is completely hidden behind another objects view geometry.\n\n// Enables conclusion via other objects. value 1 is default. value 0 could be used for large objects that also require a lot of resources to load.\n\nUsage LODs:\n\n- Geometry LOD\n- View Geometry LOD\n\nDefault value: TODO\n\nPossible values:\n\n- 0\n- 1\n\n##### canocclude\n\n| Property | Description | Usage in LODs | Default Value | Possible Values |\n|---|---|---|---|---|\n| canocclude | Objects hidden behind view geometry are normally not rendered by engine.<br>Unfortunately, some objects like trees, have many \"holes\" in their body, so if object will not be rendered behind tree, it will disappear and it won't be visible.<br>Using canocclude = 0 property will prevent this undesired effect from happening.<br>// Switches off occlusions, used for objects which cannot act as occluders because their view geometry is not representative of their real shape, like foliage, or are too small to be noticeable occluders. | Geometry LOD View Geometry LOD | TODO | 0<br>1 |\n\n##### class\n\nDerives how an object fits onto, or into, the terrain surface.\n\nclass affects object behavior, simulation, destruction, and namesound. With extra considerations for class=house.\n\nNote: a '*' means that class might require a Land_xxx config class\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- breakablehouseanimated\n- bridge\n\n// There is no geometry lod. class= should be in 1st (and only) resolution LOD of the model.\n\n- building *\n- bushhard\n- bushsoft - for bushes that bend easy in slight wind\n- church - clock\n- clutter\n- forest (Operation Flashpoint only)\n- house *\n\n// Required for *any* animations to work including ladders, doors, and attendant= (cfgVehicles).\n// \"house\" also causes game map to show displayname. Note that this behavior is slightly different to an in-game model.\n// The wrp model does not respect the accuracy= setting of the config and will show the name through to actual game play.\n\n- housesimulated * lights at night *providing* a suitable Land_xxx \"\"cfgVehicles\"\" class has been provided.\n- land_decal\n- man\n- none\n- pond - source: https://twitter.com/BXBX_BI/status/972102443818512385\n- road\n\n// There is no geometry lod. class= should be in 1st (and only) resolution LOD of the model.\n\n- streetlamp * - pre A3 (?) lights at night *providing* a suitable Land_xxx cfg**NonAI**Vehicles class has been provided.\n- thing\n- thingx\n- tower (verify)\n- treehard\n- treesoft - for trees that sway longer in both direction\n- vehicle (verify)\n- wall (verify)\n\nSeems not:\n\n- bunker\n- bush\n- fence *\n- fuelstation\n- ruins\n\n##### damage/dammage\n\nDefines what happens to object after it is destroyed.\n\nPlease note that armor value can be set via config.cpp.\n\nKilled eventhandler defined in config.cpp will also work for map embedded objects.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- building - object will collapse (hidden underground) and get replaced by referenced ruin model\n- engine - object will explode upon destruction\n- no - no visual change will be made when object is destroyed\n- tent - object will collapse\n- tree - object will tilt\n- wall - object will fall over when destroyed\n- wreck - object will get replaced by referenced wreck model\n\nFaulty:\n\n- bunker\n- bush - object will crush\n- house\n- fence - object will fall over when destroyed\n\n##### destroysound\n\nDESC-TODO\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: undef\n\nPossible values/Values found in BI A3 models:\n\n- treebroadleaf\n- treepalm\n\n##### drawimportance\n\nSome objects are more important than others. For example undergrowth in jungle is really important only on near distances.\n\nThis is a simple multiplier of estimated area of the object on the screen.\nWhen using small values, objects disappear sooner, because they are regarded smaller on the screen.\nThis value affects only when object disappear, It does not affect LOD determination.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models: 0.2\n[0.001f, 10000.0f]\n\n##### explosionshielding\n\nDESC-TODO\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models: [0.05 - 0.1 - 3 - 10 - 20 - 100 - 1000]\n\n##### forcenotalpha\n\nSome models with much alpha textures on their surfaces were considered as alpha objects and therefore were rendered in a special pass where it was not possible to cast shadows on them. There is a new named property (in geometry LOD) using which you can force the whole model not to be considered as alpha model and shadows will be cast on it therefore.\n\nNegative impacts of such solution:\nVarious alpha sorting artifacts may appear on alpha blended parts of such models.\nIt will depend on particular situations if the effects will be bearable or not.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 1\n\n##### frequent\n\nMarks objects that are placed in big amount using instancing.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 1\n\n##### keyframe\n\nMarked models that are animated by keyframes stored in .p3d.\n\n// boolean property. To indicate whether the LOD has a key frame animation. Also applies to geo and shadow of course as you could animate them.\n\nUsage LODs:\n\n- Resolution LODs\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 1\n\n##### loddensitycoef\n\nDetermines how fast LODs are being switched.\n0.1 means LODs will be switched very fast, 100 there will be barely no LOD switching.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models: [0.45 - 0.5 - 0.75 - 1.25]\n[0.001f, 10000.0f]\n\n##### lodnoshadow\n\nThis property will force the engine to skip given LODs with this property set to 1, while calculating model shadows.\n\nYou can use it to force the shadow to be cast only by the selected LOD.\nUse it in any LOD with 300+ faces, as they will NOT cast shadow in game anyway (this will speed things up a bit).\n\nUsage LODs:\n\n- Resolution LODs - is valid in all Resolution LODs up to resolution 900.\n\nDefault value: TODO\n\nPossible values:\n\n- 0\n- 1\n\nEverything >0 means true. So technically the other values are valid, but they don't mean anything beyond 1.\n\n##### map\n\nIt declares an appropriate icon to display on the in-game 2d map. Some will also show predefined text or displayName from config on mouseOver. Defines also the default namesound for some (word use in radio protocol).\nOnly relevant to objects (such as structures and vegetation) that are intended to be used/placed in a wrp.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: *undefined*\n\nPossible values/Values found in BI A3 models:\n\ndrawn on map:\n\n- main road\n- road\n- track\n- trail (new/config only/binarize?)\n\n- building - predefined text. namesound obj_building. shows greyish rectangle\n- house - predefined text. namesound obj_house. shows black rectangle\n\n- fence - no mouseover text. no namesound. shows as colored line\n- wall - no mouseover text. no namesound. shows as colored line\n\n- bush - predefined text. namesound obj_bush\n- small tree - predefined text. namesound obj_tree. if more trees in \"forest square\" tha minTreesInForestSquare config value, than draw forest (continuous area) on the map\n- tree - predefined text. namesound obj_tree. if more trees in \"forest square\" tha minTreesInForestSquare config value, than draw forest (continuous area) on the map\n\n- FOREST BORDER (approach used in OFP) - predefined text. namesound obj_forest\n- FOREST SQUARE (approach used in OFP) - predefined text. namesound obj_forest. draw forest (continuous area) on the map\n- FOREST TRIANGLE (approach used in OFP) - predefined text. namesound obj_forest. draw forest (continuous area) on the map\n\n- rock - predefined text. namesound obj_rock\n\ndisplayName and namesound from config\n\n- bunker\n- fortress\n\ndisplayNameand namesound from config\n\n- fuelstation\n- hospital\n- lighthouse\n- quay\n- view-tower\n\n- ruin - No mouseover text. nothing to do with BI's inappropriately named ruins classes, which are rubble, not ruins. This shows a ruin icon.\n\npredefined text:\n\n- busstop - namesound obj_building\n- church - namesound obj_church\n- chapel - namesound obj_church\n- cross - namesound obj_cross\n\nno mouseover text and no namesound:\n\n- fountain\n- power lines - shows as colored line\n- powersolar\n- powerwave\n- powerwind\n- railway - shows as colored line\n- shipwreck\n- stack\n- tourism\n- transmitter\n- watertower\n\n- hide - object will not be displayed on the map, equivalent of not declaring a map= at all. Typical for streetlamps.\n\nGenerated by binarize:\n\n- FOREST\n- FOREST_LOD1 - minRocksInRockSquare\n- FOREST_LOD2 - minTreesInForestSquare\n- ROCKS\n- TOWN_LOD1 - minObjInTownSquare\n\nFrom the config.cpp/cfgWorlds\n\n##### mass\n\nDESC-TODO\n\nUsage LODs:\n\n- TODO\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 0\n- 0.2\n- 0.5\n- 1\n- 5\n- 7\n- 100\n- 2007\n- 92079\n- 100000\n\n##### maxsegments\n\nTODO\n\n##### minsegments\n\nTODO\n\n##### notl\n\nTODO\n\n##### placement\n\nAssigns specific deformation according to the terrain shape map surface\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- slope - the model is SKEWed according to the terrain shape, vertical lines remain vertical. Better than vertex property “Keep height “ in many cases\n- slopez - variants where the transformation counts with landcontact defined points (1-3)\n- slopex - variants where the transformation counts with landcontact defined points (1-3)\n- slopelandcontact\n\nUnclear:\n\n- vertical - added for RADAR station (CHANGELOG 1.05 - 1.06)\n\n##### prefershadowvolume\n\nChoose which shadow casting technique will be used.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: 1\n\nPossible values/Values found in BI A3 models:\n\n- 0 - Shadow Buffer\n- 1 - Shadow Volume\n\n##### reversed\n\nTODO\n\n##### sbsource\n\nWhich LOD will be used for shadowbuffer casting.\nIf it is not set and shadow=hybrid is present, resolution LODs are used.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- explicit - use special SB LODs <11000,11999> (Shadow Buffer?)\n- none - do not render anything\n- shadow\n- shadowvolume - use SV LOD\n- visual - use resolution LODs\n- visualex - use resolution LODs\n\nhttps://github.com/dedmen/armake/blob/66f5646f6ca756a436c474c9e395010c0a4e56e3/src/p3d.cpp#L2613\n\n##### shadow\n\nDESC-TODO\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- hybrid\n\nhttps://github.com/dedmen/armake/blob/66f5646f6ca756a436c474c9e395010c0a4e56e3/src/p3d.cpp#L2619\n\nBasically it is just either \"hybrid\" or whatever else or nothing.\nSo technically everything is valid, things that are not \"hybrid\" just mean undefined.\n\n##### shadowlod\n\nDESC-TODO\n\nUsage LODs:\n\n- Resolution LODs\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- -1 (undefined)\n- 10\n- 100\n\nany 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined.\nThey are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod.\n\n##### shadowvolumelod\n\nDESC-TODO\n\nUsage LODs:\n\n- Resolution LODs\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- -1 (undefined)\n- 10\n\nany 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined.\nThey are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod.\n\n##### shadowbufferlod\n\nDESC-TODO\n\nUsage LODs:\n\n- Resolution LODs\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- -1 (undefined)\n- 1000\n- 1010\n- 1500\n\nany 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined.\nThey are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod.\n\n##### shadowbufferlodvis\n\nDESC-TODO\n\nUsage LODs:\n\n- TODO\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\nany 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined.\nThey are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod.\n\n##### shadowoffset\n\nOffset used to prevent shadow rubber banding when rendering shadow buffers\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: If named property is not present, shadowOffset is calculated automatically depending on size of object. Value goes from 0.02 for 2.5m wide, to 0.1 for 10 meters objects\n\nPossible values/Values found in BI A3 models:\n\n- 0.001\n- 0.02\n\n##### .viewclass\n\nTODO\n\n##### viewdensitycoef\n\nAI - detection through semi transparent objects.\n\nCoef to hardcoded view density:\n\n- default: -2.302585093f\n- hardBush: -4.605170186f\n- ForestPlain: -0.024079456087f\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models: [0.1 - 10 - 10000]\n\n##### xcount\n\nUsed by animated flags - obsolete (verify)\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 6\n\n##### xsize\n\nUsed by animated flags - obsolete (verify)\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 0.6534\n- 0.99\n- 1.3167\n- 1.5\n\n##### xstep\n\nValues for movement settings, they are generated automatically when you optimize animation (exporting .rtm from ObjectBuilder).\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- -0.025455\n- -0.011045\n- -0.000267\n- -0.000161\n- -0.000002\n- -0.000000\n- 0\n- 0.000000\n- 0.000001\n- 0.000020\n- 0.000144\n- 0.001785\n- 0.008392\n- 0.112641\n\n##### ycount\n\nUsed by animated flags - obsolete (verify)\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 5\n\n##### ysize\n\nUsed by animated flags - obsolete (verify)\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 0.34848\n- 0.528\n- 0.70224\n- 0.8","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> This page reflects the Arma 3 v1.88 state."},{"heading":"See Also","level":4,"markdown":"- LOD - very important page to describe the different LOD types\n- Map Symbols - this appears to be an out of date Arma 1 reference doc but still has important info"},{"heading":"Named Properties","level":4,"markdown":"Named Properties can be set in Object Builder. If you don't see this, you must first active the Named Properties window under -> Window -> Named Properties, or simply press <kbd>Alt</kbd> + <kbd>P</kbd>.\n\nNotes:\n\n- named properties have to be lowercase - however binarize will enforce that. third party tools can cause faulty case though.\n- In case Geometry LOD doesn't exist, all named properties usually defined in Geometry LOD, work also via fallback to the first LOD, which is usually a res LOD.\n- shadowlod, shadowvolumelod, shadowbufferlod , shadowbufferlodvis are valid in all LODS, even though it only makes sense in Resolution LODs. These define the preferred shadowX LOD that belongs to the Resolution LOD."},{"heading":"animated","level":5,"markdown":"TODO"},{"heading":"aicovers","level":5,"markdown":"| Property | Description | Usage in LODs | Default Value | Possible Values |\n|---|---|---|---|---|\n| aicovers | Disables the object for AI cover search. Only relevant for terrain objects. | Geometry LOD | 1 | 0<br>1 |"},{"heading":"armor","level":5,"markdown":"It is a coefficient that controls overall structural integrity. The overall boundingbox factors into that.\n\nUsage in LODs:\n\n- Geometry LOD\n\nDefault value: 200\n\nPossible values/Values found in BI A3 models: [1-15000]"},{"heading":"autocenter","level":5,"markdown":"Some model classes are placed according to automatic object center (cars).\n\nThis property sets that position to 0.0.0 from .p3d file will be used. It is often used for proxies.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values:\n\n- 0\n- 1"},{"heading":"buoyancy","level":5,"markdown":"DESC-TODO\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values:\n\n- 0\n- 1"},{"heading":"cratercolor","level":5,"markdown":"Defines what bullet crater/decal will have. By default, objects with class **treehard, treesoft, bushhard or bushsoft** are using brownish craters\n\nexample: cratercolor=deadff00 format: AARRGGBB"},{"heading":"canbeoccluded","level":5,"markdown":"If it is set to 0, the model will be drawn even if it normally would be culled away by occlusion culling.\nie. the view geometry is completely hidden behind another objects view geometry.\n\n// Enables conclusion via other objects. value 1 is default. value 0 could be used for large objects that also require a lot of resources to load.\n\nUsage LODs:\n\n- Geometry LOD\n- View Geometry LOD\n\nDefault value: TODO\n\nPossible values:\n\n- 0\n- 1"},{"heading":"canocclude","level":5,"markdown":"| Property | Description | Usage in LODs | Default Value | Possible Values |\n|---|---|---|---|---|\n| canocclude | Objects hidden behind view geometry are normally not rendered by engine.<br>Unfortunately, some objects like trees, have many \"holes\" in their body, so if object will not be rendered behind tree, it will disappear and it won't be visible.<br>Using canocclude = 0 property will prevent this undesired effect from happening.<br>// Switches off occlusions, used for objects which cannot act as occluders because their view geometry is not representative of their real shape, like foliage, or are too small to be noticeable occluders. | Geometry LOD View Geometry LOD | TODO | 0<br>1 |"},{"heading":"class","level":5,"markdown":"Derives how an object fits onto, or into, the terrain surface.\n\nclass affects object behavior, simulation, destruction, and namesound. With extra considerations for class=house.\n\nNote: a '*' means that class might require a Land_xxx config class\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- breakablehouseanimated\n- bridge\n\n// There is no geometry lod. class= should be in 1st (and only) resolution LOD of the model.\n\n- building *\n- bushhard\n- bushsoft - for bushes that bend easy in slight wind\n- church - clock\n- clutter\n- forest (Operation Flashpoint only)\n- house *\n\n// Required for *any* animations to work including ladders, doors, and attendant= (cfgVehicles).\n// \"house\" also causes game map to show displayname. Note that this behavior is slightly different to an in-game model.\n// The wrp model does not respect the accuracy= setting of the config and will show the name through to actual game play.\n\n- housesimulated * lights at night *providing* a suitable Land_xxx \"\"cfgVehicles\"\" class has been provided.\n- land_decal\n- man\n- none\n- pond - source: https://twitter.com/BXBX_BI/status/972102443818512385\n- road\n\n// There is no geometry lod. class= should be in 1st (and only) resolution LOD of the model.\n\n- streetlamp * - pre A3 (?) lights at night *providing* a suitable Land_xxx cfg**NonAI**Vehicles class has been provided.\n- thing\n- thingx\n- tower (verify)\n- treehard\n- treesoft - for trees that sway longer in both direction\n- vehicle (verify)\n- wall (verify)\n\nSeems not:\n\n- bunker\n- bush\n- fence *\n- fuelstation\n- ruins"},{"heading":"damage/dammage","level":5,"markdown":"Defines what happens to object after it is destroyed.\n\nPlease note that armor value can be set via config.cpp.\n\nKilled eventhandler defined in config.cpp will also work for map embedded objects.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- building - object will collapse (hidden underground) and get replaced by referenced ruin model\n- engine - object will explode upon destruction\n- no - no visual change will be made when object is destroyed\n- tent - object will collapse\n- tree - object will tilt\n- wall - object will fall over when destroyed\n- wreck - object will get replaced by referenced wreck model\n\nFaulty:\n\n- bunker\n- bush - object will crush\n- house\n- fence - object will fall over when destroyed"},{"heading":"destroysound","level":5,"markdown":"DESC-TODO\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: undef\n\nPossible values/Values found in BI A3 models:\n\n- treebroadleaf\n- treepalm"},{"heading":"drawimportance","level":5,"markdown":"Some objects are more important than others. For example undergrowth in jungle is really important only on near distances.\n\nThis is a simple multiplier of estimated area of the object on the screen.\nWhen using small values, objects disappear sooner, because they are regarded smaller on the screen.\nThis value affects only when object disappear, It does not affect LOD determination.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models: 0.2\n[0.001f, 10000.0f]"},{"heading":"explosionshielding","level":5,"markdown":"DESC-TODO\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models: [0.05 - 0.1 - 3 - 10 - 20 - 100 - 1000]"},{"heading":"forcenotalpha","level":5,"markdown":"Some models with much alpha textures on their surfaces were considered as alpha objects and therefore were rendered in a special pass where it was not possible to cast shadows on them. There is a new named property (in geometry LOD) using which you can force the whole model not to be considered as alpha model and shadows will be cast on it therefore.\n\nNegative impacts of such solution:\nVarious alpha sorting artifacts may appear on alpha blended parts of such models.\nIt will depend on particular situations if the effects will be bearable or not.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 1"},{"heading":"frequent","level":5,"markdown":"Marks objects that are placed in big amount using instancing.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 1"},{"heading":"keyframe","level":5,"markdown":"Marked models that are animated by keyframes stored in .p3d.\n\n// boolean property. To indicate whether the LOD has a key frame animation. Also applies to geo and shadow of course as you could animate them.\n\nUsage LODs:\n\n- Resolution LODs\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 1"},{"heading":"loddensitycoef","level":5,"markdown":"Determines how fast LODs are being switched.\n0.1 means LODs will be switched very fast, 100 there will be barely no LOD switching.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models: [0.45 - 0.5 - 0.75 - 1.25]\n[0.001f, 10000.0f]"},{"heading":"lodnoshadow","level":5,"markdown":"This property will force the engine to skip given LODs with this property set to 1, while calculating model shadows.\n\nYou can use it to force the shadow to be cast only by the selected LOD.\nUse it in any LOD with 300+ faces, as they will NOT cast shadow in game anyway (this will speed things up a bit).\n\nUsage LODs:\n\n- Resolution LODs - is valid in all Resolution LODs up to resolution 900.\n\nDefault value: TODO\n\nPossible values:\n\n- 0\n- 1\n\nEverything >0 means true. So technically the other values are valid, but they don't mean anything beyond 1."},{"heading":"map","level":5,"markdown":"It declares an appropriate icon to display on the in-game 2d map. Some will also show predefined text or displayName from config on mouseOver. Defines also the default namesound for some (word use in radio protocol).\nOnly relevant to objects (such as structures and vegetation) that are intended to be used/placed in a wrp.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: *undefined*\n\nPossible values/Values found in BI A3 models:\n\ndrawn on map:\n\n- main road\n- road\n- track\n- trail (new/config only/binarize?)\n\n- building - predefined text. namesound obj_building. shows greyish rectangle\n- house - predefined text. namesound obj_house. shows black rectangle\n\n- fence - no mouseover text. no namesound. shows as colored line\n- wall - no mouseover text. no namesound. shows as colored line\n\n- bush - predefined text. namesound obj_bush\n- small tree - predefined text. namesound obj_tree. if more trees in \"forest square\" tha minTreesInForestSquare config value, than draw forest (continuous area) on the map\n- tree - predefined text. namesound obj_tree. if more trees in \"forest square\" tha minTreesInForestSquare config value, than draw forest (continuous area) on the map\n\n- FOREST BORDER (approach used in OFP) - predefined text. namesound obj_forest\n- FOREST SQUARE (approach used in OFP) - predefined text. namesound obj_forest. draw forest (continuous area) on the map\n- FOREST TRIANGLE (approach used in OFP) - predefined text. namesound obj_forest. draw forest (continuous area) on the map\n\n- rock - predefined text. namesound obj_rock\n\ndisplayName and namesound from config\n\n- bunker\n- fortress\n\ndisplayNameand namesound from config\n\n- fuelstation\n- hospital\n- lighthouse\n- quay\n- view-tower\n\n- ruin - No mouseover text. nothing to do with BI's inappropriately named ruins classes, which are rubble, not ruins. This shows a ruin icon.\n\npredefined text:\n\n- busstop - namesound obj_building\n- church - namesound obj_church\n- chapel - namesound obj_church\n- cross - namesound obj_cross\n\nno mouseover text and no namesound:\n\n- fountain\n- power lines - shows as colored line\n- powersolar\n- powerwave\n- powerwind\n- railway - shows as colored line\n- shipwreck\n- stack\n- tourism\n- transmitter\n- watertower\n\n- hide - object will not be displayed on the map, equivalent of not declaring a map= at all. Typical for streetlamps.\n\nGenerated by binarize:\n\n- FOREST\n- FOREST_LOD1 - minRocksInRockSquare\n- FOREST_LOD2 - minTreesInForestSquare\n- ROCKS\n- TOWN_LOD1 - minObjInTownSquare\n\nFrom the config.cpp/cfgWorlds"},{"heading":"mass","level":5,"markdown":"DESC-TODO\n\nUsage LODs:\n\n- TODO\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 0\n- 0.2\n- 0.5\n- 1\n- 5\n- 7\n- 100\n- 2007\n- 92079\n- 100000"},{"heading":"maxsegments","level":5,"markdown":"TODO"},{"heading":"minsegments","level":5,"markdown":"TODO"},{"heading":"notl","level":5,"markdown":"TODO"},{"heading":"placement","level":5,"markdown":"Assigns specific deformation according to the terrain shape map surface\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- slope - the model is SKEWed according to the terrain shape, vertical lines remain vertical. Better than vertex property “Keep height “ in many cases\n- slopez - variants where the transformation counts with landcontact defined points (1-3)\n- slopex - variants where the transformation counts with landcontact defined points (1-3)\n- slopelandcontact\n\nUnclear:\n\n- vertical - added for RADAR station (CHANGELOG 1.05 - 1.06)"},{"heading":"prefershadowvolume","level":5,"markdown":"Choose which shadow casting technique will be used.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: 1\n\nPossible values/Values found in BI A3 models:\n\n- 0 - Shadow Buffer\n- 1 - Shadow Volume"},{"heading":"reversed","level":5,"markdown":"TODO"},{"heading":"sbsource","level":5,"markdown":"Which LOD will be used for shadowbuffer casting.\nIf it is not set and shadow=hybrid is present, resolution LODs are used.\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- explicit - use special SB LODs <11000,11999> (Shadow Buffer?)\n- none - do not render anything\n- shadow\n- shadowvolume - use SV LOD\n- visual - use resolution LODs\n- visualex - use resolution LODs\n\nhttps://github.com/dedmen/armake/blob/66f5646f6ca756a436c474c9e395010c0a4e56e3/src/p3d.cpp#L2613"},{"heading":"shadow","level":5,"markdown":"DESC-TODO\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- hybrid\n\nhttps://github.com/dedmen/armake/blob/66f5646f6ca756a436c474c9e395010c0a4e56e3/src/p3d.cpp#L2619\n\nBasically it is just either \"hybrid\" or whatever else or nothing.\nSo technically everything is valid, things that are not \"hybrid\" just mean undefined."},{"heading":"shadowlod","level":5,"markdown":"DESC-TODO\n\nUsage LODs:\n\n- Resolution LODs\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- -1 (undefined)\n- 10\n- 100\n\nany 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined.\nThey are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod."},{"heading":"shadowvolumelod","level":5,"markdown":"DESC-TODO\n\nUsage LODs:\n\n- Resolution LODs\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- -1 (undefined)\n- 10\n\nany 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined.\nThey are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod."},{"heading":"shadowbufferlod","level":5,"markdown":"DESC-TODO\n\nUsage LODs:\n\n- Resolution LODs\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- -1 (undefined)\n- 1000\n- 1010\n- 1500\n\nany 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined.\nThey are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod."},{"heading":"shadowbufferlodvis","level":5,"markdown":"DESC-TODO\n\nUsage LODs:\n\n- TODO\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\nany 32bit signed integer. Negative values besides -1 are invalid though. -1 means undefined.\nThey are the numbers of the shadow lod's as a integer. So it should have to match up with a existing shadow lod."},{"heading":"shadowoffset","level":5,"markdown":"Offset used to prevent shadow rubber banding when rendering shadow buffers\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: If named property is not present, shadowOffset is calculated automatically depending on size of object. Value goes from 0.02 for 2.5m wide, to 0.1 for 10 meters objects\n\nPossible values/Values found in BI A3 models:\n\n- 0.001\n- 0.02"},{"heading":".viewclass","level":5,"markdown":"TODO"},{"heading":"viewdensitycoef","level":5,"markdown":"AI - detection through semi transparent objects.\n\nCoef to hardcoded view density:\n\n- default: -2.302585093f\n- hardBush: -4.605170186f\n- ForestPlain: -0.024079456087f\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models: [0.1 - 10 - 10000]"},{"heading":"xcount","level":5,"markdown":"Used by animated flags - obsolete (verify)\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 6"},{"heading":"xsize","level":5,"markdown":"Used by animated flags - obsolete (verify)\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 0.6534\n- 0.99\n- 1.3167\n- 1.5"},{"heading":"xstep","level":5,"markdown":"Values for movement settings, they are generated automatically when you optimize animation (exporting .rtm from ObjectBuilder).\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- -0.025455\n- -0.011045\n- -0.000267\n- -0.000161\n- -0.000002\n- -0.000000\n- 0\n- 0.000000\n- 0.000001\n- 0.000020\n- 0.000144\n- 0.001785\n- 0.008392\n- 0.112641"},{"heading":"ycount","level":5,"markdown":"Used by animated flags - obsolete (verify)\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 5"},{"heading":"ysize","level":5,"markdown":"Used by animated flags - obsolete (verify)\n\nUsage LODs:\n\n- Geometry LOD\n\nDefault value: TODO\n\nPossible values/Values found in BI A3 models:\n\n- 0.34848\n- 0.528\n- 0.70224\n- 0.8"}],"categories":["Arma 3: Editing"],"groups":["Configuration"]},{"name":"Arma 3: NameSound Setup","title":"Arma 3: NameSound Setup","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_NameSound_Setup","revid":337460,"updated":"2023-01-31T13:56:12Z","aliases":["Arma 3 NameSound Setup"],"markdown":"One can assign magazines, weapons or vehicles (units, vehicles, objects, etc) with nameSound a reference to the radio protocol.\nSo when AI, or the player, tries to name an entity via radio chat it determines what sound file is to be played and what text to be shown.\n\n### Relevant Parameters\n\n- `nameSound` in:\n  - CfgMagazines\n  - CfgWeapons\n  - CfgVehicles\n- `textSingular`/`textPlural` in:\n  - CfgVehicles\n\n### Vanilla Setup\n\n#### CfgMagazines\n\n- nameSound = \"\";\n- nameSound = \"cannon\";\n- nameSound = \"Chemlight\";\n- nameSound = \"handgrenade\";\n- nameSound = \"heat\";\n- nameSound = \"laserdesignator\";\n- nameSound = \"magazine\";\n- nameSound = \"mgun\";\n- nameSound = \"mine\";\n- nameSound = \"missiles\";\n- nameSound = \"rockets\";\n- nameSound = \"satchelcharge\";\n- nameSound = \"smokeshell\";\n\n#### CfgWeapons\n\n- nameSound = \"\";\n- nameSound = \"aalauncher\";\n- nameSound = \"atlauncher\";\n- nameSound = \"binoculars\";\n- nameSound = \"cannon\";\n- nameSound = \"CannonCore\";\n- nameSound = \"mgun\";\n- nameSound = \"MissileLauncher\";\n- nameSound = \"nvgoggles\";\n- nameSound = \"Pistol\";\n- nameSound = \"rifle\";\n- nameSound = \"rockets\";\n- nameSound = \"sidearm\";\n\n#### CfgVehicles\n\n##### nameSound\n\n- nameSound = \"Plane\";\n- nameSound = \"unknown\";\n- nameSound = \"veh_air_gunship_s\";\n- nameSound = \"veh_air_helicopter_s\";\n- nameSound = \"veh_air_parachute_s\";\n- nameSound = \"veh_air_plane_s\";\n- nameSound = \"veh_air_UAV_s\";\n- nameSound = \"veh_aircraft\";\n- nameSound = \"veh_animal\";\n- nameSound = \"veh_apc\";\n- nameSound = \"veh_car\";\n- nameSound = \"veh_helicopter_s\";\n- nameSound = \"veh_infantry_AT_s\";\n- nameSound = \"veh_infantry_civilian_s\";\n- nameSound = \"veh_infantry_diver_s\";\n- nameSound = \"veh_infantry_medic_s\";\n- nameSound = \"veh_infantry_MG_s\";\n- nameSound = \"veh_infantry_officer_s\";\n- nameSound = \"veh_infantry_pilot_s\";\n- nameSound = \"veh_infantry_s\";\n- nameSound = \"veh_infantry_SF_s\";\n- nameSound = \"veh_infantry_sniper_s\";\n- nameSound = \"veh_ship_attackBoat_s\";\n- nameSound = \"veh_ship_boat_s\";\n- nameSound = \"veh_ship_s\";\n- nameSound = \"veh_ship_submarine_s\";\n- nameSound = \"veh_static_AA_s\";\n- nameSound = \"veh_static_AT_s\";\n- nameSound = \"veh_static_GL_s\";\n- nameSound = \"veh_static_MG_s\";\n- nameSound = \"veh_static_mortar_s\";\n- nameSound = \"veh_static_s\";\n- nameSound = \"veh_truck\";\n- nameSound = \"veh_vehicle_APC_s\";\n- nameSound = \"veh_vehicle_armedcar_s\";\n- nameSound = \"veh_vehicle_armor_s\";\n- nameSound = \"veh_vehicle_car_s\";\n- nameSound = \"veh_vehicle_MRAP_s\";\n- nameSound = \"veh_vehicle_tank_s\";\n- nameSound = \"veh_vehicle_truck_s\";\n- nameSound = \"veh_vehicle_UGV_s\";\n\n##### textSingular\n\n- textSingular = \"alpha victor (MRAP)\";\n- textSingular = \"APC\";\n- textSingular = \"armor\";\n- textSingular = \"AT soldier\";\n- textSingular = \"attack boat\";\n- textSingular = \"boat\";\n- textSingular = \"car\";\n- textSingular = \"civilian\";\n- textSingular = \"diver\";\n- textSingular = \"fast mover\";\n- textSingular = \"gunship\";\n- textSingular = \"helicopter\";\n- textSingular = \"infantry\";\n- textSingular = \"machinegunner\";\n- textSingular = \"medic\";\n- textSingular = \"mortar\";\n- textSingular = \"MRAP\";\n- textSingular = \"officer\";\n- textSingular = \"parachute\";\n- textSingular = \"pilot\";\n- textSingular = \"SDV\";\n- textSingular = \"ship\";\n- textSingular = \"sniper\";\n- textSingular = \"specop\";\n- textSingular = \"static AA\";\n- textSingular = \"static AT\";\n- textSingular = \"static GL\";\n- textSingular = \"static MG\";\n- textSingular = \"static weapon\";\n- textSingular = \"tank\";\n- textSingular = \"truck\";\n- textSingular = \"UAV\";\n- textSingular = \"UGV\";\n\n##### textPlural\n\n- textPlural = \"alpha victors\";\n- textPlural = \"APCs\";\n- textPlural = \"AT soldiers\";\n- textPlural = \"attack boats\";\n- textPlural = \"boats\";\n- textPlural = \"cars\";\n- textPlural = \"civilians\";\n- textPlural = \"divers\";\n- textPlural = \"fast movers\";\n- textPlural = \"gunships\";\n- textPlural = \"helicopters\";\n- textPlural = \"infantry\";\n- textPlural = \"machinegunners\";\n- textPlural = \"medics\";\n- textPlural = \"mortars\";\n- textPlural = \"MRAPs\";\n- textPlural = \"officers\";\n- textPlural = \"parachutes\";\n- textPlural = \"pilots\";\n- textPlural = \"SDVs\";\n- textPlural = \"ships\";\n- textPlural = \"snipers\";\n- textPlural = \"specops\";\n- textPlural = \"static AAs\";\n- textPlural = \"static ATs\";\n- textPlural = \"static GLs\";\n- textPlural = \"static MGs\";\n- textPlural = \"static weapons\";\n- textPlural = \"tanks\";\n- textPlural = \"trucks\";\n- textPlural = \"UAVs\";\n- textPlural = \"UGVs\";\n\n##### speechSingular\n\n- speechSingular[] = {\"veh_air_gunship_s\"};\n- speechSingular[] = {\"veh_air_helicopter_s\"};\n- speechSingular[] = {\"veh_air_parachute_s\"};\n- speechSingular[] = {\"veh_air_plane_s\"};\n- speechSingular[] = {\"veh_air_UAV_s\"};\n- speechSingular[] = {\"veh_infantry_AT_s\"};\n- speechSingular[] = {\"veh_infantry_civilian_s\"};\n- speechSingular[] = {\"veh_infantry_diver_s\"};\n- speechSingular[] = {\"veh_infantry_medic_s\"};\n- speechSingular[] = {\"veh_infantry_MG_s\"};\n- speechSingular[] = {\"veh_infantry_officer_s\"};\n- speechSingular[] = {\"veh_infantry_pilot_s\"};\n- speechSingular[] = {\"veh_infantry_s\"};\n- speechSingular[] = {\"veh_infantry_SF_s\"};\n- speechSingular[] = {\"veh_infantry_sniper_s\"};\n- speechSingular[] = {\"veh_ship_attackBoat_s\"};\n- speechSingular[] = {\"veh_ship_boat_s\"};\n- speechSingular[] = {\"veh_ship_s\"};\n- speechSingular[] = {\"veh_ship_submarine_s\"};\n- speechSingular[] = {\"veh_static_AA_s\"};\n- speechSingular[] = {\"veh_static_AT_s\"};\n- speechSingular[] = {\"veh_static_GL_s\"};\n- speechSingular[] = {\"veh_static_MG_s\"};\n- speechSingular[] = {\"veh_static_mortar_s\"};\n- speechSingular[] = {\"veh_static_s\"};\n- speechSingular[] = {\"veh_vehicle_APC_s\"};\n- speechSingular[] = {\"veh_vehicle_armedcar_s\"};\n- speechSingular[] = {\"veh_vehicle_armor_s\"};\n- speechSingular[] = {\"veh_vehicle_car_s\"};\n- speechSingular[] = {\"veh_vehicle_MRAP_s\"};\n- speechSingular[] = {\"veh_vehicle_tank_s\"};\n- speechSingular[] = {\"veh_vehicle_truck_s\"};\n- speechSingular[] = {\"veh_vehicle_UGV_s\"};\n\n##### speechPlural\n\n- speechPlural[] = {\"veh_air_gunship_p\"};\n- speechPlural[] = {\"veh_air_helicopter_p\"};\n- speechPlural[] = {\"veh_air_parachute_p\"};\n- speechPlural[] = {\"veh_air_plane_p\"};\n- speechPlural[] = {\"veh_air_UAV_p\"};\n- speechPlural[] = {\"veh_infantry_AT_p\"};\n- speechPlural[] = {\"veh_infantry_civilian_p\"};\n- speechPlural[] = {\"veh_infantry_diver_p\"};\n- speechPlural[] = {\"veh_infantry_medic_p\"};\n- speechPlural[] = {\"veh_infantry_MG_p\"};\n- speechPlural[] = {\"veh_infantry_officer_p\"};\n- speechPlural[] = {\"veh_infantry_p\"};\n- speechPlural[] = {\"veh_infantry_pilot_p\"};\n- speechPlural[] = {\"veh_infantry_SF_p\"};\n- speechPlural[] = {\"veh_infantry_sniper_p\"};\n- speechPlural[] = {\"veh_ship_attackBoat_p\"};\n- speechPlural[] = {\"veh_ship_boat_p\"};\n- speechPlural[] = {\"veh_ship_p\"};\n- speechPlural[] = {\"veh_ship_submarine_p\"};\n- speechPlural[] = {\"veh_static_AA_p\"};\n- speechPlural[] = {\"veh_static_AT_p\"};\n- speechPlural[] = {\"veh_static_GL_p\"};\n- speechPlural[] = {\"veh_static_MG_p\"};\n- speechPlural[] = {\"veh_static_mortar_p\"};\n- speechPlural[] = {\"veh_static_p\"};\n- speechPlural[] = {\"veh_vehicle_APC_p\"};\n- speechPlural[] = {\"veh_vehicle_armedcar_p\"};\n- speechPlural[] = {\"veh_vehicle_armor_p\"};\n- speechPlural[] = {\"veh_vehicle_car_p\"};\n- speechPlural[] = {\"veh_vehicle_MRAP_p\"};\n- speechPlural[] = {\"veh_vehicle_tank_p\"};\n- speechPlural[] = {\"veh_vehicle_truck_p\"};\n- speechPlural[] = {\"veh_vehicle_UGV_p\"};\n\n### See also\n\n- Arma 3: Radio Protocol\n- Radio Protocol Filters","sections":[{"heading":null,"level":1,"markdown":"One can assign magazines, weapons or vehicles (units, vehicles, objects, etc) with nameSound a reference to the radio protocol.\nSo when AI, or the player, tries to name an entity via radio chat it determines what sound file is to be played and what text to be shown."},{"heading":"Relevant Parameters","level":3,"markdown":"- `nameSound` in:\n  - CfgMagazines\n  - CfgWeapons\n  - CfgVehicles\n- `textSingular`/`textPlural` in:\n  - CfgVehicles"},{"heading":"Vanilla Setup","level":3,"markdown":""},{"heading":"CfgMagazines","level":4,"markdown":"- nameSound = \"\";\n- nameSound = \"cannon\";\n- nameSound = \"Chemlight\";\n- nameSound = \"handgrenade\";\n- nameSound = \"heat\";\n- nameSound = \"laserdesignator\";\n- nameSound = \"magazine\";\n- nameSound = \"mgun\";\n- nameSound = \"mine\";\n- nameSound = \"missiles\";\n- nameSound = \"rockets\";\n- nameSound = \"satchelcharge\";\n- nameSound = \"smokeshell\";"},{"heading":"CfgWeapons","level":4,"markdown":"- nameSound = \"\";\n- nameSound = \"aalauncher\";\n- nameSound = \"atlauncher\";\n- nameSound = \"binoculars\";\n- nameSound = \"cannon\";\n- nameSound = \"CannonCore\";\n- nameSound = \"mgun\";\n- nameSound = \"MissileLauncher\";\n- nameSound = \"nvgoggles\";\n- nameSound = \"Pistol\";\n- nameSound = \"rifle\";\n- nameSound = \"rockets\";\n- nameSound = \"sidearm\";"},{"heading":"CfgVehicles","level":4,"markdown":""},{"heading":"nameSound","level":5,"markdown":"- nameSound = \"Plane\";\n- nameSound = \"unknown\";\n- nameSound = \"veh_air_gunship_s\";\n- nameSound = \"veh_air_helicopter_s\";\n- nameSound = \"veh_air_parachute_s\";\n- nameSound = \"veh_air_plane_s\";\n- nameSound = \"veh_air_UAV_s\";\n- nameSound = \"veh_aircraft\";\n- nameSound = \"veh_animal\";\n- nameSound = \"veh_apc\";\n- nameSound = \"veh_car\";\n- nameSound = \"veh_helicopter_s\";\n- nameSound = \"veh_infantry_AT_s\";\n- nameSound = \"veh_infantry_civilian_s\";\n- nameSound = \"veh_infantry_diver_s\";\n- nameSound = \"veh_infantry_medic_s\";\n- nameSound = \"veh_infantry_MG_s\";\n- nameSound = \"veh_infantry_officer_s\";\n- nameSound = \"veh_infantry_pilot_s\";\n- nameSound = \"veh_infantry_s\";\n- nameSound = \"veh_infantry_SF_s\";\n- nameSound = \"veh_infantry_sniper_s\";\n- nameSound = \"veh_ship_attackBoat_s\";\n- nameSound = \"veh_ship_boat_s\";\n- nameSound = \"veh_ship_s\";\n- nameSound = \"veh_ship_submarine_s\";\n- nameSound = \"veh_static_AA_s\";\n- nameSound = \"veh_static_AT_s\";\n- nameSound = \"veh_static_GL_s\";\n- nameSound = \"veh_static_MG_s\";\n- nameSound = \"veh_static_mortar_s\";\n- nameSound = \"veh_static_s\";\n- nameSound = \"veh_truck\";\n- nameSound = \"veh_vehicle_APC_s\";\n- nameSound = \"veh_vehicle_armedcar_s\";\n- nameSound = \"veh_vehicle_armor_s\";\n- nameSound = \"veh_vehicle_car_s\";\n- nameSound = \"veh_vehicle_MRAP_s\";\n- nameSound = \"veh_vehicle_tank_s\";\n- nameSound = \"veh_vehicle_truck_s\";\n- nameSound = \"veh_vehicle_UGV_s\";"},{"heading":"textSingular","level":5,"markdown":"- textSingular = \"alpha victor (MRAP)\";\n- textSingular = \"APC\";\n- textSingular = \"armor\";\n- textSingular = \"AT soldier\";\n- textSingular = \"attack boat\";\n- textSingular = \"boat\";\n- textSingular = \"car\";\n- textSingular = \"civilian\";\n- textSingular = \"diver\";\n- textSingular = \"fast mover\";\n- textSingular = \"gunship\";\n- textSingular = \"helicopter\";\n- textSingular = \"infantry\";\n- textSingular = \"machinegunner\";\n- textSingular = \"medic\";\n- textSingular = \"mortar\";\n- textSingular = \"MRAP\";\n- textSingular = \"officer\";\n- textSingular = \"parachute\";\n- textSingular = \"pilot\";\n- textSingular = \"SDV\";\n- textSingular = \"ship\";\n- textSingular = \"sniper\";\n- textSingular = \"specop\";\n- textSingular = \"static AA\";\n- textSingular = \"static AT\";\n- textSingular = \"static GL\";\n- textSingular = \"static MG\";\n- textSingular = \"static weapon\";\n- textSingular = \"tank\";\n- textSingular = \"truck\";\n- textSingular = \"UAV\";\n- textSingular = \"UGV\";"},{"heading":"textPlural","level":5,"markdown":"- textPlural = \"alpha victors\";\n- textPlural = \"APCs\";\n- textPlural = \"AT soldiers\";\n- textPlural = \"attack boats\";\n- textPlural = \"boats\";\n- textPlural = \"cars\";\n- textPlural = \"civilians\";\n- textPlural = \"divers\";\n- textPlural = \"fast movers\";\n- textPlural = \"gunships\";\n- textPlural = \"helicopters\";\n- textPlural = \"infantry\";\n- textPlural = \"machinegunners\";\n- textPlural = \"medics\";\n- textPlural = \"mortars\";\n- textPlural = \"MRAPs\";\n- textPlural = \"officers\";\n- textPlural = \"parachutes\";\n- textPlural = \"pilots\";\n- textPlural = \"SDVs\";\n- textPlural = \"ships\";\n- textPlural = \"snipers\";\n- textPlural = \"specops\";\n- textPlural = \"static AAs\";\n- textPlural = \"static ATs\";\n- textPlural = \"static GLs\";\n- textPlural = \"static MGs\";\n- textPlural = \"static weapons\";\n- textPlural = \"tanks\";\n- textPlural = \"trucks\";\n- textPlural = \"UAVs\";\n- textPlural = \"UGVs\";"},{"heading":"speechSingular","level":5,"markdown":"- speechSingular[] = {\"veh_air_gunship_s\"};\n- speechSingular[] = {\"veh_air_helicopter_s\"};\n- speechSingular[] = {\"veh_air_parachute_s\"};\n- speechSingular[] = {\"veh_air_plane_s\"};\n- speechSingular[] = {\"veh_air_UAV_s\"};\n- speechSingular[] = {\"veh_infantry_AT_s\"};\n- speechSingular[] = {\"veh_infantry_civilian_s\"};\n- speechSingular[] = {\"veh_infantry_diver_s\"};\n- speechSingular[] = {\"veh_infantry_medic_s\"};\n- speechSingular[] = {\"veh_infantry_MG_s\"};\n- speechSingular[] = {\"veh_infantry_officer_s\"};\n- speechSingular[] = {\"veh_infantry_pilot_s\"};\n- speechSingular[] = {\"veh_infantry_s\"};\n- speechSingular[] = {\"veh_infantry_SF_s\"};\n- speechSingular[] = {\"veh_infantry_sniper_s\"};\n- speechSingular[] = {\"veh_ship_attackBoat_s\"};\n- speechSingular[] = {\"veh_ship_boat_s\"};\n- speechSingular[] = {\"veh_ship_s\"};\n- speechSingular[] = {\"veh_ship_submarine_s\"};\n- speechSingular[] = {\"veh_static_AA_s\"};\n- speechSingular[] = {\"veh_static_AT_s\"};\n- speechSingular[] = {\"veh_static_GL_s\"};\n- speechSingular[] = {\"veh_static_MG_s\"};\n- speechSingular[] = {\"veh_static_mortar_s\"};\n- speechSingular[] = {\"veh_static_s\"};\n- speechSingular[] = {\"veh_vehicle_APC_s\"};\n- speechSingular[] = {\"veh_vehicle_armedcar_s\"};\n- speechSingular[] = {\"veh_vehicle_armor_s\"};\n- speechSingular[] = {\"veh_vehicle_car_s\"};\n- speechSingular[] = {\"veh_vehicle_MRAP_s\"};\n- speechSingular[] = {\"veh_vehicle_tank_s\"};\n- speechSingular[] = {\"veh_vehicle_truck_s\"};\n- speechSingular[] = {\"veh_vehicle_UGV_s\"};"},{"heading":"speechPlural","level":5,"markdown":"- speechPlural[] = {\"veh_air_gunship_p\"};\n- speechPlural[] = {\"veh_air_helicopter_p\"};\n- speechPlural[] = {\"veh_air_parachute_p\"};\n- speechPlural[] = {\"veh_air_plane_p\"};\n- speechPlural[] = {\"veh_air_UAV_p\"};\n- speechPlural[] = {\"veh_infantry_AT_p\"};\n- speechPlural[] = {\"veh_infantry_civilian_p\"};\n- speechPlural[] = {\"veh_infantry_diver_p\"};\n- speechPlural[] = {\"veh_infantry_medic_p\"};\n- speechPlural[] = {\"veh_infantry_MG_p\"};\n- speechPlural[] = {\"veh_infantry_officer_p\"};\n- speechPlural[] = {\"veh_infantry_p\"};\n- speechPlural[] = {\"veh_infantry_pilot_p\"};\n- speechPlural[] = {\"veh_infantry_SF_p\"};\n- speechPlural[] = {\"veh_infantry_sniper_p\"};\n- speechPlural[] = {\"veh_ship_attackBoat_p\"};\n- speechPlural[] = {\"veh_ship_boat_p\"};\n- speechPlural[] = {\"veh_ship_p\"};\n- speechPlural[] = {\"veh_ship_submarine_p\"};\n- speechPlural[] = {\"veh_static_AA_p\"};\n- speechPlural[] = {\"veh_static_AT_p\"};\n- speechPlural[] = {\"veh_static_GL_p\"};\n- speechPlural[] = {\"veh_static_MG_p\"};\n- speechPlural[] = {\"veh_static_mortar_p\"};\n- speechPlural[] = {\"veh_static_p\"};\n- speechPlural[] = {\"veh_vehicle_APC_p\"};\n- speechPlural[] = {\"veh_vehicle_armedcar_p\"};\n- speechPlural[] = {\"veh_vehicle_armor_p\"};\n- speechPlural[] = {\"veh_vehicle_car_p\"};\n- speechPlural[] = {\"veh_vehicle_MRAP_p\"};\n- speechPlural[] = {\"veh_vehicle_tank_p\"};\n- speechPlural[] = {\"veh_vehicle_truck_p\"};\n- speechPlural[] = {\"veh_vehicle_UGV_p\"};"},{"heading":"See also","level":3,"markdown":"- Arma 3: Radio Protocol\n- Radio Protocol Filters"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Notification","title":"Arma 3: Notification","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Notification","revid":338475,"updated":"2023-03-10T10:55:30Z","aliases":["Arma 3 Notification","Notification"],"markdown":"Arma 3 allows to show mission or system notification using BIS_fnc_showNotification function:\n\n```sqf\n[\"TaskSucceeded\", [\"\", \"Disable the nuke\"]] call BIS_fnc_showNotification;\n[\"ScoreAdded\", [\"\", \"Disabled the nuke without triggering an alarm.\", 5]] call BIS_fnc_showNotification;\n```\n\nInstead of defining every single param over and over again in multiple missions, it is possible to reference a template defined in `CfgNotifications` class either in mission / campaign *Description.ext* or in global *config.cpp*.\n\n> [!NOTE]\n> BIS_fnc_showNotification only offers possibility to change:\n>\n> - title\n> - description\n> - iconPicture\n> - iconText\n> - soundRadio\n>\n> The rest is `CfgNotifications`-dependent.\n\n```cpp\nclass CfgNotifications\n{\n    class Default\n    {\n        title = \"\";                // Title displayed as text on black background. Filled by arguments.\n        iconPicture = \"\";        // Small icon displayed in left part. Colored by \"color\", filled by arguments.\n        iconText = \"\";            // Short text displayed over the icon. Colored by \"color\", filled by arguments.\n        description = \"\";        // Brief description displayed as structured text. Colored by \"color\", filled by arguments.\n        color[] = {1,1,1,1};    // Icon and text color\n        duration = 5;            // How many seconds will the notification be displayed\n        priority = 0;            // Priority; higher number = more important; tasks in queue are selected by priority\n        difficulty[] = {};        // Required difficulty settings. All listed difficulties has to be enabled\n    };\n\n    // Example 1\n    class TaskAssigned\n    {\n        title = \"TASK ASSIGNED\";\n        iconPicture = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIcon_ca.paa\";\n        description = \"%1\";\n        priority = 7;\n    };\n\n    // Example 2\n    class ScoreAdded\n    {\n        title = \"Score bonus\";\n        iconText = \"+%2\";\n        description = \"%1\";\n        color[] = {0.5,1,1,1};\n        priority = 0;\n        difficulty[] = {\"netStats\"};\n    };\n};\n```\n\nArma 3 v2.06 Default version:\n\n```cpp\ncolor[] = {\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])\"\n};\ncolorIconPicture[] = {\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])\"\n};\ncolorIconText[] = {\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])\"\n};\ndescription = \"\";\ndifficulty[] = {};\nduration = 3;\niconPicture = \"\";\niconText = \"\";\npriority = 0;\nsound = \"defaultNotification\";                // Sound to be played upon notification is created. (cfgSounds)\nsoundClose = \"defaultNotificationClose\";    // Sound to be played upon notification is collapsed. (cfgSounds)\nsoundRadio = \"\"; // Radio message to be played upon notification is created. HQ entity of player side is used. (cfgRadio)\ntitle = \"\";\n```","sections":[{"heading":null,"level":1,"markdown":"Arma 3 allows to show mission or system notification using BIS_fnc_showNotification function:\n\n```sqf\n[\"TaskSucceeded\", [\"\", \"Disable the nuke\"]] call BIS_fnc_showNotification;\n[\"ScoreAdded\", [\"\", \"Disabled the nuke without triggering an alarm.\", 5]] call BIS_fnc_showNotification;\n```\n\nInstead of defining every single param over and over again in multiple missions, it is possible to reference a template defined in `CfgNotifications` class either in mission / campaign *Description.ext* or in global *config.cpp*.\n\n> [!NOTE]\n> BIS_fnc_showNotification only offers possibility to change:\n>\n> - title\n> - description\n> - iconPicture\n> - iconText\n> - soundRadio\n>\n> The rest is `CfgNotifications`-dependent.\n\n```cpp\nclass CfgNotifications\n{\n    class Default\n    {\n        title = \"\";                // Title displayed as text on black background. Filled by arguments.\n        iconPicture = \"\";        // Small icon displayed in left part. Colored by \"color\", filled by arguments.\n        iconText = \"\";            // Short text displayed over the icon. Colored by \"color\", filled by arguments.\n        description = \"\";        // Brief description displayed as structured text. Colored by \"color\", filled by arguments.\n        color[] = {1,1,1,1};    // Icon and text color\n        duration = 5;            // How many seconds will the notification be displayed\n        priority = 0;            // Priority; higher number = more important; tasks in queue are selected by priority\n        difficulty[] = {};        // Required difficulty settings. All listed difficulties has to be enabled\n    };\n\n    // Example 1\n    class TaskAssigned\n    {\n        title = \"TASK ASSIGNED\";\n        iconPicture = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIcon_ca.paa\";\n        description = \"%1\";\n        priority = 7;\n    };\n\n    // Example 2\n    class ScoreAdded\n    {\n        title = \"Score bonus\";\n        iconText = \"+%2\";\n        description = \"%1\";\n        color[] = {0.5,1,1,1};\n        priority = 0;\n        difficulty[] = {\"netStats\"};\n    };\n};\n```\n\nArma 3 v2.06 Default version:\n\n```cpp\ncolor[] = {\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])\"\n};\ncolorIconPicture[] = {\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])\"\n};\ncolorIconText[] = {\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])\",\n    \"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])\"\n};\ndescription = \"\";\ndifficulty[] = {};\nduration = 3;\niconPicture = \"\";\niconText = \"\";\npriority = 0;\nsound = \"defaultNotification\";                // Sound to be played upon notification is created. (cfgSounds)\nsoundClose = \"defaultNotificationClose\";    // Sound to be played upon notification is collapsed. (cfgSounds)\nsoundRadio = \"\"; // Radio message to be played upon notification is created. HQ entity of player side is used. (cfgRadio)\ntitle = \"\";\n```"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Old Man Systems","title":"Arma 3: Old Man Systems","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Old_Man_Systems","revid":373218,"updated":"2025-04-12T22:20:53Z","aliases":["Arma 3 Old Man Systems"],"markdown":"Arma 3 v1.98\n\n### Minimal Setup\n\nEach scenario using any Old Man systems needs to contain this minimal setup:\n\n- *description.ext* file, with included *commonDescription.inc*\n\n```cpp\n#include \"\\a3\\Missions_F_Oldman\\Systems\\commonDescription.inc\"\n```\n\n- Old Man Init. module (Systems (F5) > Old Man > Old Man Init.)\n\n> [!WARNING]\n> The Old Man systems were created for singleplayer and are not likely to function in multiplayer.\n\n### Old Man Sector\n\nThis module was designed to optimize the performance of the scenario. It handles spawning and despawning of characters, vehicles and objects.\nIt also handles several other functionalities in combination with other Old Man systems.\n\n#### Technical Details\n\n- **Condition** – Code that has to return true to allow the sector to spawn. The default condition is true.\n- **Spawn Distance** – The distance from the player (on foot) to the borders of the sector. If the distance is less than the set value, the sector will be spawned.\n- **Vehicle Spawn Distance** – The distance from the player (on foot) to the borders of the sector. If the distance is less than the set value, vehicles in the sector will be spawned.\n- **Air Spawn Distance** – The distance from the player (in an aerial asset) to the borders of the sector. If the distance is less than the set value, big entities like vehicles, tents and tables are spawned.\n- **Sector Owner** – Defines to which side sector belongs to (it's used in combination with other systems).\n- **AA Sector** – Defines whether the sector should be fully spawned, when the player enters an aircraft.\n- **Can Be Attacked** – Sets whether the sector can be selected as a target of attack in combination with other systems (Insurgent Support and Insurgent Agent).\n- **QRF Enabled** – Defines whether the Quick Reaction Forces can be send into this sector.\n- **Threat Range** – Defines to which distance the player will be considered as a threat.\n- **Threat Rate** – Defines how fast the sector owner will react to the player and consider them hostile in case the sector is set as restricted. A bigger number means a faster reaction.\n- **Used Layer** – If this is filled with a name of a layer defined in Eden Editor, characters and objects in this layer are spawned, instead of units and objects in range of the sector.\n- **On State Change Code** – Sectors have several stages. They can be Despawned / Busy / Spawned / Spawned Vehicles. The code in this field is triggered each time the status is changed.\n- **On Despawn Script** – This code is executed when the sector is fully despawned.\n\n##### General Notes\n\n- Two areas defined by sectors **cannot** overlap. The only exception is if a sector has defined a layer of objects to spawn.\n- If the player enter into a vehicle, this vehicle is removed from the sector and is never spawned again.\n- Be aware of the situation in which the player can enter a vehicle with a gunner in it. The vehicle will be removed from the sector, but the gunner in the vehicle will remain a part of the sector and will be despawned. The gunner can be removed from the sector manually.\n\n##### Script Control\n\nIn some specific cases, you may want to control sector functionality by script. A few of the possible examples follow:\n\n###### Manual Control\n\nTurns on/off manual control of a sector (true - on, false - off)\n\n```sqf\n[nameOfSector, true] call BIS_fnc_sectorSetManualControl;\n```\n\n###### Manual Sector Spawn\n\nForces a sector to spawn. Manual control of a sector needs to be set first.\n\n```sqf\n[nameOfSector] spawn BIS_fnc_OM_sectorActivate;\n```\n\n###### Sector Status Control\n\nReturns true / false based upon a sector having turned on/off manual control.\n\n```sqf\n[nameOfSector] call BIS_fnc_sectorManualControl;\n```\n\n###### Sector Reset\n\nResets a sector back to its original state.\n\n- resetUnits - true / false\n- resetVehicles - true / false\n\n```sqf\n[nameOfSector, resetUnits, resetVehicles] call BIS_fnc_OM_sectorReset;\n```\n\n### Old Man Restricted Area\n\nSometimes you may want to make a whole sector a restricted area. Or it may be just a part of it like a small military outpost or a house. In such cases restricted areas are handy.\n\n#### Technical Details\n\n- **Condition** – The condition for activation of the restricted area. The code has to return true or false.\n- **Area Owner** – Defines to which side the area belongs.\n- **Area Restricted** – Sets whether the restricted area is enabled.\n- **Threat Range** – Defines the distance (inside of the area) in which is the player seen as a threat.\n- **Threat Rate** – Defines how quickly enemies become aggressive.\n\n### Old Man Night\n\nThe Old Man Night module handles Day / Night changes in sectors.\n\n> [!NOTE]\n> - Keep in mind the sector needs to be despawned and spawned again to apply changes.\n> - The Old Man Night module affects the closest Sector to the Old Man Night module position.\n\n#### Technical Details\n\n- **Light Fireplaces** – Turns the light on for all fireplaces in the given sector.\n- **Flashlights** – Soldiers will turn on their flashlights (if they are equipped with them).\n- **Ambient Civilians** – Enables or disables civilians spawned by the Civilians Presence module.\n- **Delete Unlinked Groups** – If set, those characters whose leaders are not synchronized to the module, are deleted.\n\n### Old Man Init. Script\n\nDo not use Init fields of characters to execute any code. This code will not be executed on character spawn. Use the Old Man Init. Script instead.\nThis module can be synchronized with any character, object or module and the code placed in the Sector: Init script is executed every time when this character or object is spawned.\nVariable *_this* refers to the synchronized object. Multiple objects can be synchronized to one Old Man Init. Script module.\n\n### Old Man Relationship\n\nThis module handles the relationship between the player (as a civilian) and other factions in the game.\nThe player character **needs to be** grouped to a soldier with 0% probability of presence on the BLUFOR side (if the potential enemy side is OPFOR) or OPFOR (if it is BLUFOR).\n\n#### Technical Details\n\n- **Side** – The side towards which the relationship is set.\n- **Default Threat Level** – The threat level at the beginning of a scenario.\n- **Minimum Threat Level** – Defines the minimum value of a threat range.\n- **Maximum Threat Level** – Defines the maximum value of a threat range.\n- **Threat Level Threshold** – Defines from which level the player is considered a threat. Soldiers of the defined side start to react to the player. They start aiming at them, and shouting to get out of an area / to stay back.\n- **Enemy Threshold** – Defines from which level the player is considered as an enemy. Soldiers of the defined side open fire on the player and considered them an enemy.\n- **Ally Threshold** – Defines the level at which the player is considered an ally.\n- **Threat Level Stabilization** – How quickly does the threat level diminish over time (points per second)?\n- **Ignore Restricted Zones** – If set and the player is allied with the side, then the player is allowed to enter the restricted zones owned by the specific side.\n\n##### General Notes\n\nRelationships are a quite complex system which is affected by player behavior, equipment and location. The distances, type of weapon and uniform are evaluated too. Some combinations – like complete CSAT Viper uniforms – are less suspicious than just a part of the uniform and enemies react to them slower, because they are not sure who the player is.\n\n##### Script Control\n\nManually adding or lowering a threat:\n\n```sqf\n[side, number] call BIS_fnc_OM_lowerThreat;\n[side, number] call BIS_fnc_OM_lowerThreat;\n```\n\n### Old Man Quest <Type>\n\nThe following descriptions are valid for all quest types introduced in Old Man:\n\n#### Technical Details\n\n- **Show Smart Marker** – If set, a Smart Marker is created on the quest position.\n- **Created at Start** – If set, the quest is created at the beginning of the scenario, but is not assigned to the player. If the player finishes the quest without being tasked, the code in the proper quest state is executed, but without any notification about finishing the quest.\n- **Task Template** – The task template configured in the *CfgQuest* class.\n- **Allowed object class name / type** – (only for Old Man Destroy Quest Objects) – Class name of the object(s), like a house, building, tree, etc.\n- **One object to completion** – (only for Old Man Destroy Quest Objects) – If set, only one object from the selected ones needs to be destroyed to finish the quest (for example one pole in a power line).\n\n##### CfgQuest\n\n```cpp\nclass SpecificQuestClass : QuestType // SpecificQuestClass is filled in the quest module\n// Possible QuestTypes are: FetchQuest, GetQuest, SupportQuest, QuestHoldAction, QuestDefend, SyndikatTeamQuest, DestroyQuest, TransportQuest, TransportPersonQuest, HostageRescueQuest, LocationQuest\n{\n    // Quest description\n    title = \"Quest title\";\n      description[] = { \"Quest description\", _markerName }; // _markerName refers to a Smart Marker created on the quest position\n    markerDescription = \"Custom marker description\";\n    markerPicture = \"\\a3\\Missions_F_Oldman\\Data\\img\\Tooltip\\T_SQ_T_TransportPlane_tooltip.paa\"; // Path to a custom quest picture\n\n    questNPC = \"BIS_Miller\";                 // NPC variable to which items can be delivered (FetchQuest) / NPC to transport (TransportPersonQuest) / NPC to untie (HostageRescueQuest)\n       itemTypes[] = { \"itemType1\", \"itemType2\" }; // itemType, e.g. \"O_NVGoggles_ghex_F\"\n    itemCount = 1;                             // How many items need to be delivered?\n\n    // Only quest type QuestDefend\n    delayToFailSec = 5;                        // Delay for how long can the enemy be present in the defended area before the quest fails\n    timeoutFromStartInMinutes = 3;            // Time in minutes for how long the area needs to be defended\n\n    parentTemplate = QuestParentName;         // Quest can be a child of a parent quest\n    objectVariableName = \"ObjectVariable\";    // Variable for an object which needs to be delivered (TransportQuest only)\n    iconType = \"Default\";                     // Type of marker created in the quest position (can be: Default, Fetch, Distraction, Defend, Support, Transport)\n    className = \"Plane\";                     // Class name of a vehicle which needs to be transported (TransportQuest only)\n    isMandatory = true;                        // If true, this marks the quest as mandatory. The parent quest can be finished only when all its mandatory children are finished. Other open children are canceled.\n\n    // Quest smart marker\n    class QuestSmartMarker : QuestSmartMarker\n    {\n          markerTitle = \"\";                    // Marker title text is shown on the map next to the Smart Marker\n           markerTooltipTitle = \"\";            // Text in the header of the Smart Marker tooltip\n           markerTooltipText = \"\";                // Smart Marker tooltip text\n    };\n\n    class StateModifiers : StateModifiers\n    {\n        // Possible State modifiers are: Created, Assigned, Progressing, Completed, Elapsed, Failed, Canceled\n        class Created : Created\n        {\n            customCondition = \"true\";         // Code which needs to return true to allow execution of the state\n            code = \"\";                         // Any code which is to be executed\n            conversations[] = {};             // A conversation to play\n        };\n    };\n};\n```\n\n##### CfgQuestParents\n\n```cpp\nclass ParentQuestName : ParentQuest    // ParentQuestName is the name of the Parent quest, filled in parentTemplate of each quest\n{\n    title =  \"Parent Quest title\";\n    description[] = { \"Parent Quest description\" };\n    iconType  = \"default\";                    // Icon of the Parent Quest\n    cancelCondition = \"MyCondition\";        // Code which returns true / false. When true is returned, the parent quest with all its children is canceled.\n};\n```\n\n### Module Placement\n\n- **Old Man Destroy Quest Object** – Module snaps to one object of the selected class.\n- **Old Man Destroy Quest Objects** – All objects of the given class in the module range.\n- **Old Man Quest Defend** – The module area defines an area to defend. More modules can be synchronized to the main one with a filled Quest Template. If set this way, all areas need to be defended.\n- **Old Man Quest Fetch** – An item can be delivered into all boxes with inventory space within the defined area.\n- **Old Man Hold Action Quest** – Module placement has no effect.\n- **Old Man Quest Fetch** – Module placement has no effect.\n- **Old Man Quest Get** – Module placement has no effect.\n- **Old Man Quest Hostage Rescue** – Module placement has no effect.\n- **Old Man Quest Location** – The module defines an area where the player needs to get to. More Old Man Quest Location modules can be synchronized with the main one which has a filled quest template. Others remain empty and serve only to define more locations where the quest can be finished.\n- **Old Man Quest Support** – Module placement has no effect.\n- **Old Man Quest Support StartPos** – Synchronized with Old Man Sectors defines spawn points of characters for Old Man Quest Support. Multiple Old Man Quest Support StartPos modules can be synchronized with one Old Man Sector.\n- **Old Man Quest Transport** – Module placement and radius define a location where the vehicle / plane / boat need to be transported.\n- **Old Man Quest Transport Person** – Module placement and radius define a location where the NPC needs to be transported.\n- **Old Man Support Quests Units** – Module placement has no effect.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.98"},{"heading":"Minimal Setup","level":3,"markdown":"Each scenario using any Old Man systems needs to contain this minimal setup:\n\n- *description.ext* file, with included *commonDescription.inc*\n\n```cpp\n#include \"\\a3\\Missions_F_Oldman\\Systems\\commonDescription.inc\"\n```\n\n- Old Man Init. module (Systems (F5) > Old Man > Old Man Init.)\n\n> [!WARNING]\n> The Old Man systems were created for singleplayer and are not likely to function in multiplayer."},{"heading":"Old Man Sector","level":3,"markdown":"This module was designed to optimize the performance of the scenario. It handles spawning and despawning of characters, vehicles and objects.\nIt also handles several other functionalities in combination with other Old Man systems."},{"heading":"Technical Details","level":4,"markdown":"- **Condition** – Code that has to return true to allow the sector to spawn. The default condition is true.\n- **Spawn Distance** – The distance from the player (on foot) to the borders of the sector. If the distance is less than the set value, the sector will be spawned.\n- **Vehicle Spawn Distance** – The distance from the player (on foot) to the borders of the sector. If the distance is less than the set value, vehicles in the sector will be spawned.\n- **Air Spawn Distance** – The distance from the player (in an aerial asset) to the borders of the sector. If the distance is less than the set value, big entities like vehicles, tents and tables are spawned.\n- **Sector Owner** – Defines to which side sector belongs to (it's used in combination with other systems).\n- **AA Sector** – Defines whether the sector should be fully spawned, when the player enters an aircraft.\n- **Can Be Attacked** – Sets whether the sector can be selected as a target of attack in combination with other systems (Insurgent Support and Insurgent Agent).\n- **QRF Enabled** – Defines whether the Quick Reaction Forces can be send into this sector.\n- **Threat Range** – Defines to which distance the player will be considered as a threat.\n- **Threat Rate** – Defines how fast the sector owner will react to the player and consider them hostile in case the sector is set as restricted. A bigger number means a faster reaction.\n- **Used Layer** – If this is filled with a name of a layer defined in Eden Editor, characters and objects in this layer are spawned, instead of units and objects in range of the sector.\n- **On State Change Code** – Sectors have several stages. They can be Despawned / Busy / Spawned / Spawned Vehicles. The code in this field is triggered each time the status is changed.\n- **On Despawn Script** – This code is executed when the sector is fully despawned."},{"heading":"General Notes","level":5,"markdown":"- Two areas defined by sectors **cannot** overlap. The only exception is if a sector has defined a layer of objects to spawn.\n- If the player enter into a vehicle, this vehicle is removed from the sector and is never spawned again.\n- Be aware of the situation in which the player can enter a vehicle with a gunner in it. The vehicle will be removed from the sector, but the gunner in the vehicle will remain a part of the sector and will be despawned. The gunner can be removed from the sector manually."},{"heading":"Script Control","level":5,"markdown":"In some specific cases, you may want to control sector functionality by script. A few of the possible examples follow:"},{"heading":"Manual Control","level":6,"markdown":"Turns on/off manual control of a sector (true - on, false - off)\n\n```sqf\n[nameOfSector, true] call BIS_fnc_sectorSetManualControl;\n```"},{"heading":"Manual Sector Spawn","level":6,"markdown":"Forces a sector to spawn. Manual control of a sector needs to be set first.\n\n```sqf\n[nameOfSector] spawn BIS_fnc_OM_sectorActivate;\n```"},{"heading":"Sector Status Control","level":6,"markdown":"Returns true / false based upon a sector having turned on/off manual control.\n\n```sqf\n[nameOfSector] call BIS_fnc_sectorManualControl;\n```"},{"heading":"Sector Reset","level":6,"markdown":"Resets a sector back to its original state.\n\n- resetUnits - true / false\n- resetVehicles - true / false\n\n```sqf\n[nameOfSector, resetUnits, resetVehicles] call BIS_fnc_OM_sectorReset;\n```"},{"heading":"Old Man Restricted Area","level":3,"markdown":"Sometimes you may want to make a whole sector a restricted area. Or it may be just a part of it like a small military outpost or a house. In such cases restricted areas are handy."},{"heading":"Technical Details","level":4,"markdown":"- **Condition** – The condition for activation of the restricted area. The code has to return true or false.\n- **Area Owner** – Defines to which side the area belongs.\n- **Area Restricted** – Sets whether the restricted area is enabled.\n- **Threat Range** – Defines the distance (inside of the area) in which is the player seen as a threat.\n- **Threat Rate** – Defines how quickly enemies become aggressive."},{"heading":"Old Man Night","level":3,"markdown":"The Old Man Night module handles Day / Night changes in sectors.\n\n> [!NOTE]\n> - Keep in mind the sector needs to be despawned and spawned again to apply changes.\n> - The Old Man Night module affects the closest Sector to the Old Man Night module position."},{"heading":"Technical Details","level":4,"markdown":"- **Light Fireplaces** – Turns the light on for all fireplaces in the given sector.\n- **Flashlights** – Soldiers will turn on their flashlights (if they are equipped with them).\n- **Ambient Civilians** – Enables or disables civilians spawned by the Civilians Presence module.\n- **Delete Unlinked Groups** – If set, those characters whose leaders are not synchronized to the module, are deleted."},{"heading":"Old Man Init. Script","level":3,"markdown":"Do not use Init fields of characters to execute any code. This code will not be executed on character spawn. Use the Old Man Init. Script instead.\nThis module can be synchronized with any character, object or module and the code placed in the Sector: Init script is executed every time when this character or object is spawned.\nVariable *_this* refers to the synchronized object. Multiple objects can be synchronized to one Old Man Init. Script module."},{"heading":"Old Man Relationship","level":3,"markdown":"This module handles the relationship between the player (as a civilian) and other factions in the game.\nThe player character **needs to be** grouped to a soldier with 0% probability of presence on the BLUFOR side (if the potential enemy side is OPFOR) or OPFOR (if it is BLUFOR)."},{"heading":"Technical Details","level":4,"markdown":"- **Side** – The side towards which the relationship is set.\n- **Default Threat Level** – The threat level at the beginning of a scenario.\n- **Minimum Threat Level** – Defines the minimum value of a threat range.\n- **Maximum Threat Level** – Defines the maximum value of a threat range.\n- **Threat Level Threshold** – Defines from which level the player is considered a threat. Soldiers of the defined side start to react to the player. They start aiming at them, and shouting to get out of an area / to stay back.\n- **Enemy Threshold** – Defines from which level the player is considered as an enemy. Soldiers of the defined side open fire on the player and considered them an enemy.\n- **Ally Threshold** – Defines the level at which the player is considered an ally.\n- **Threat Level Stabilization** – How quickly does the threat level diminish over time (points per second)?\n- **Ignore Restricted Zones** – If set and the player is allied with the side, then the player is allowed to enter the restricted zones owned by the specific side."},{"heading":"General Notes","level":5,"markdown":"Relationships are a quite complex system which is affected by player behavior, equipment and location. The distances, type of weapon and uniform are evaluated too. Some combinations – like complete CSAT Viper uniforms – are less suspicious than just a part of the uniform and enemies react to them slower, because they are not sure who the player is."},{"heading":"Script Control","level":5,"markdown":"Manually adding or lowering a threat:\n\n```sqf\n[side, number] call BIS_fnc_OM_lowerThreat;\n[side, number] call BIS_fnc_OM_lowerThreat;\n```"},{"heading":"Old Man Quest <Type>","level":3,"markdown":"The following descriptions are valid for all quest types introduced in Old Man:"},{"heading":"Technical Details","level":4,"markdown":"- **Show Smart Marker** – If set, a Smart Marker is created on the quest position.\n- **Created at Start** – If set, the quest is created at the beginning of the scenario, but is not assigned to the player. If the player finishes the quest without being tasked, the code in the proper quest state is executed, but without any notification about finishing the quest.\n- **Task Template** – The task template configured in the *CfgQuest* class.\n- **Allowed object class name / type** – (only for Old Man Destroy Quest Objects) – Class name of the object(s), like a house, building, tree, etc.\n- **One object to completion** – (only for Old Man Destroy Quest Objects) – If set, only one object from the selected ones needs to be destroyed to finish the quest (for example one pole in a power line)."},{"heading":"CfgQuest","level":5,"markdown":"```cpp\nclass SpecificQuestClass : QuestType // SpecificQuestClass is filled in the quest module\n// Possible QuestTypes are: FetchQuest, GetQuest, SupportQuest, QuestHoldAction, QuestDefend, SyndikatTeamQuest, DestroyQuest, TransportQuest, TransportPersonQuest, HostageRescueQuest, LocationQuest\n{\n    // Quest description\n    title = \"Quest title\";\n      description[] = { \"Quest description\", _markerName }; // _markerName refers to a Smart Marker created on the quest position\n    markerDescription = \"Custom marker description\";\n    markerPicture = \"\\a3\\Missions_F_Oldman\\Data\\img\\Tooltip\\T_SQ_T_TransportPlane_tooltip.paa\"; // Path to a custom quest picture\n\n    questNPC = \"BIS_Miller\";                 // NPC variable to which items can be delivered (FetchQuest) / NPC to transport (TransportPersonQuest) / NPC to untie (HostageRescueQuest)\n       itemTypes[] = { \"itemType1\", \"itemType2\" }; // itemType, e.g. \"O_NVGoggles_ghex_F\"\n    itemCount = 1;                             // How many items need to be delivered?\n\n    // Only quest type QuestDefend\n    delayToFailSec = 5;                        // Delay for how long can the enemy be present in the defended area before the quest fails\n    timeoutFromStartInMinutes = 3;            // Time in minutes for how long the area needs to be defended\n\n    parentTemplate = QuestParentName;         // Quest can be a child of a parent quest\n    objectVariableName = \"ObjectVariable\";    // Variable for an object which needs to be delivered (TransportQuest only)\n    iconType = \"Default\";                     // Type of marker created in the quest position (can be: Default, Fetch, Distraction, Defend, Support, Transport)\n    className = \"Plane\";                     // Class name of a vehicle which needs to be transported (TransportQuest only)\n    isMandatory = true;                        // If true, this marks the quest as mandatory. The parent quest can be finished only when all its mandatory children are finished. Other open children are canceled.\n\n    // Quest smart marker\n    class QuestSmartMarker : QuestSmartMarker\n    {\n          markerTitle = \"\";                    // Marker title text is shown on the map next to the Smart Marker\n           markerTooltipTitle = \"\";            // Text in the header of the Smart Marker tooltip\n           markerTooltipText = \"\";                // Smart Marker tooltip text\n    };\n\n    class StateModifiers : StateModifiers\n    {\n        // Possible State modifiers are: Created, Assigned, Progressing, Completed, Elapsed, Failed, Canceled\n        class Created : Created\n        {\n            customCondition = \"true\";         // Code which needs to return true to allow execution of the state\n            code = \"\";                         // Any code which is to be executed\n            conversations[] = {};             // A conversation to play\n        };\n    };\n};\n```"},{"heading":"CfgQuestParents","level":5,"markdown":"```cpp\nclass ParentQuestName : ParentQuest    // ParentQuestName is the name of the Parent quest, filled in parentTemplate of each quest\n{\n    title =  \"Parent Quest title\";\n    description[] = { \"Parent Quest description\" };\n    iconType  = \"default\";                    // Icon of the Parent Quest\n    cancelCondition = \"MyCondition\";        // Code which returns true / false. When true is returned, the parent quest with all its children is canceled.\n};\n```"},{"heading":"Module Placement","level":3,"markdown":"- **Old Man Destroy Quest Object** – Module snaps to one object of the selected class.\n- **Old Man Destroy Quest Objects** – All objects of the given class in the module range.\n- **Old Man Quest Defend** – The module area defines an area to defend. More modules can be synchronized to the main one with a filled Quest Template. If set this way, all areas need to be defended.\n- **Old Man Quest Fetch** – An item can be delivered into all boxes with inventory space within the defined area.\n- **Old Man Hold Action Quest** – Module placement has no effect.\n- **Old Man Quest Fetch** – Module placement has no effect.\n- **Old Man Quest Get** – Module placement has no effect.\n- **Old Man Quest Hostage Rescue** – Module placement has no effect.\n- **Old Man Quest Location** – The module defines an area where the player needs to get to. More Old Man Quest Location modules can be synchronized with the main one which has a filled quest template. Others remain empty and serve only to define more locations where the quest can be finished.\n- **Old Man Quest Support** – Module placement has no effect.\n- **Old Man Quest Support StartPos** – Synchronized with Old Man Sectors defines spawn points of characters for Old Man Quest Support. Multiple Old Man Quest Support StartPos modules can be synchronized with one Old Man Sector.\n- **Old Man Quest Transport** – Module placement and radius define a location where the vehicle / plane / boat need to be transported.\n- **Old Man Quest Transport Person** – Module placement and radius define a location where the NPC needs to be transported.\n- **Old Man Support Quests Units** – Module placement has no effect."}],"categories":["Arma 3: Editing","Introduced with Arma 3 version 1.98"],"groups":["General"]},{"name":"Arma 3: ORBAT Viewer","title":"Arma 3: ORBAT Viewer","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_ORBAT_Viewer","revid":373543,"updated":"2025-05-21T16:36:09Z","aliases":["Arma 3 ORBAT Viewer","ORBAT Viewer"],"markdown":"The ORBAT Viewer can be used to displayed the hiearchy of troops present in a scenario. Inside the ORBAT Viewer pressing <kbd>H</kbd> will toggle the visibility of the UI.\n\n### Config\n\nCfgORBAT can be defined in configFile or missionConfigFile.\n\n```cpp\nclass CfgORBAT\n{\n    class 7thInfantry\n    {\n        id = 7;                                                // Unit ID\n        idType = 2;                                            // Unit ID type\n        side = \"West\";                                        // Unit side from CfgChainOfCommand >> Sides\n        size = \"Division\";                                    // Unit size from CfgChainOfCommand >> Sizes; displays relevant icon above the Type icon\n        type = \"HQ\";                                        // Unit type from CfgChainOfCommand >> Types\n        insignia = \"a3\\missions_f_epa\\data\\img\\orbat\\b_aegis_ca.paa\";    // Unit insignia, displayed in ORBAT background and in tooltip\n        colorInsignia[] = { 0, 0, 0, 1 };                    // Insignia image color (white default), can be either RGBA array, or class from CfgMarkerColors\n        commander = \"Armstrong\";                            // Name of unit commander - can be either direct name or\n                                                            // class from CfgWorlds >> GenericNames (random name from the list is then selected)\n        commanderRank = \"GENERAL\";                            // Rank of unit commander (by default selected based on unit size)\n        tags[] = { \"BIS\", \"USArmy\", \"Kerry\", \"Hutchison\", \"Larkin\" };    // Group tags. When opening ORBAT viewer, user can define what tags will be accepted\n        text = \"%1 Combat Technology Research %3\";            // Custom text and short text, can still use some arguments when defined:\n        // %1 - ID (e.g. \"7th\")\n        // %2 - Type (e.g. \"Infantry\")\n        // %3 - Size (e.g. \"Division\")\n        textShort = \"%1 CTR %3\";\n        texture = \"a3\\ui_f_orange\\data\\displays\\rscdisplayorangechoice\\faction_nato_ca.paa\";    // Custom texture, will replace icon set by 'type' param.\n        color = \"ColorWest\";                                // Custom texture color for texture displayed on the map and in the ORBAT viewer,\n                                                            // will replace color set by 'side' param\n                                                            // Can be either RGBA array, or class from CfgMarkerColors (e.g. color = \"ColorWEST\";)\n        description = \"All of your text would go here.\";    // A brief description of the group or unit\n        assets[] = {                                        // Will display pictures of all available assets to the unit commander:\n            { \"B_Heli_Transport_03_F\", 5 },\n            { \"B_Heli_Light_01_F\", 3 },\n            { \"B_Heli_Light_01_armed_F\", 4 },\n            \"B_Heli_Transport_01_camo_F\"\n        };\n\n        // Can be an array with format {classname, [int active icons], [int greyed out icons]}, or simply a classname\n        //subordinates[] = { \"1stBCT\", \"2ndBCT\" };            // Subordinates, searched on the same level as this class.\n\n        // When 'subordinates' are missing, child classes will be used. They can have their own subs - number of tiers is not limited.\n        class 1stBCT\n        {\n            id = 1;\n            idType = 2;\n            type = \"Helicopter\";\n            size = \"Squadron\";\n            side = \"West\";\n            commander = \"R3vo\";\n            commanderRank = \"Lieutenant\";\n            description = \"All of your text would go here.\";\n            texture = \"a3\\ui_f_orange\\data\\displays\\rscdisplayorangechoice\\faction_nato_ca.paa\";\n            insignia = \"a3\\missions_f_epa\\data\\img\\orbat\\b_aegis_ca.paa\";\n            assets[] =\n            {\n                { \"B_Heli_Transport_03_F\", 5 }\n            };\n        };\n\n        class 2ndBCT: 1stBCT\n        {\n            id = 2;\n            size = \"Division\";\n            commander = \"NATOMen\";\n            assets[] =\n            {\n                { \"B_Heli_Transport_03_F\", 2 }\n            };\n        };\n    };\n};\n```\n\n### Attributes\n\n#### ID Type\n\n- 0 - Ordinal number, e.g. \"7th\" (default)\n- 1 - Roman numeral, e.g. \"VII\"\n- 2 - NATO phonetical alphabet word, e.g. \"Golf\"\n- 3 - Color, e.g. \"Red\"\n\n#### Side\n\n- West\n- East\n- Resistance\n- Civilian\n- Unknown\n\n#### Size\n\n- Army\n- ArmyGroup\n- Battalion\n- BCT\n- Brigade\n- Company\n- Corps\n- Division\n- FireTeam\n- HBCT\n- IBCT\n- Platoon\n- Regiment\n- Section\n- Squad\n- Squadron\n- Troop\n- Size1..11\n\n> [!NOTE]\n> `Size1`..`Size11` will not display a size-icon indicator, such as Ø.\n\n#### Type\n\n- Airborne\n- Armored\n- Artillery\n- Assault\n- AttackRecon\n- AviationSupport\n- Cavalry\n- CombatAviation\n- Fighter\n- GeneralSupport\n- Helicopter\n- HQ\n- Infantry\n- Maintenance\n- Maritime\n- MechanizedInfantry\n- Medical\n- Mortar\n- MotorizedInfantry\n- Recon\n- Service\n- Support\n- UAV\n- Unknown\n\n#### Rank\n\n- Private\n- Corporal\n- Sergeant\n- Lieutenant\n- Captain\n- Major\n- Colonel\n- General\n\n#### Tags\n\nTags are used by BIS_fnc_ORBATOpen. The function will search and classes with given tags.\n\n### ORBAT Group Module\n\n#### CfgORBAT Path\n\nThe group you want to be display on the map.\n\n**Example:**\n\n```sqf\nmissionConfigFile >> \"CfgORBAT\" >> \"unitClassName\" >> \"subordinateUnitClassName\"\n```\n\n#### CfgORBAT Ceiling\n\nThe highest superior unit to display in the ORBAT Viewer while this group is selected. If blank, the **CfgORBAT Path** unit is displayed as the ceiling.\n\n**Example:**\n\n```sqf\nmissionConfigFile >> \"CfgORBAT\" >> \"unitClassName\"\n```\n\n#### Tags\n\nGroups containing at least on of these tags will be added\n\n#### Max. Tiers\n\nDefines how many tiers are are shown.\n\n#### Working Example\n\n- Place a fire team in Eden Editor\n- Place the **ORBAT Group** module\n- Synchronise the module with the group leader\n- Open the module and fill in the following:\n  - CfgORBAT Path: `configFile >> \"CfgORBAT\" >> \"BIS\" >> \"B_1_A_1_2\"`\n  - CfgORBATCeiling: `configFile >> \"CfgORBAT\" >> \"BIS\" >> \"B_1\"`\n- Leave **Max. Tiers** and **Tags** empty\n- Enter the preview mode and open the map\n\n### Create ORBAT Group during Runtime\n\n```sqf\n//Create ORBAT icon\nif isServer then\n{\n    \"ModuleStrategicMapORBAT_F\" createUnit\n    [\n        getPosWorld player,\n        createGroup sideLogic,\n        toString {\n            this setVariable [\"BIS_fnc_initModules_disableAutoActivation\", false, true];\n            this setVariable [\"\"Path\"\", \"\"missionConfigFile >> 'CfgORBAT' >> 'Support'\"\", true]; // ORBAT class that should be displayed\n        }\n    ];\n};\n```\n\n### Texture in missionConfigFile\n\nAs **texture** is treated as a *new* texture (rather than an image, as icon is), the game needs a direct path to it. Example:\n\n```\n\"C:\\Users\\Kerry\\Documents\\Arma 3\\Kerry\\missions\\MyMission.Stratis\\someDirectory\\SomeImage.paa\"\n\"\\ca\\missions_f\\data\\orbat\\customTexture_ca.paa\"\n```\n\nWriting the direct path is not possible in a `CfgORBAT` defined in Description.ext (as the mission changes path on different computers);\nin that case the path to the texture can be defined with the following:\n\n```cpp\n// converts to e.g \"C:\\Users\\Kerry\\Documents\\Arma 3\\Kerry\\missions\\MyMission.Stratis\\someDirectory\\SomeImage.paa\"\ntexture = __EVAL(getMissionPath \"someDirectory\\SomeImage.paa\");\n```\n\n> [!NOTE]\n> See getMissionPath.\n\n### Functions\n\nListed in \"Strategic\" function group:\n\n- BIS_fnc_ORBATAddGroupOverlay\n- BIS_fnc_ORBATAnimate\n- BIS_fnc_ORBATConfigPreview\n- BIS_fnc_ORBATGetGroupParams\n- BIS_fnc_ORBATOpen\n- BIS_fnc_ORBATRemoveGroupOverlay\n- BIS_fnc_ORBATSetGroupFade\n- BIS_fnc_ORBATSetGroupParams\n- BIS_fnc_ORBATTooltip\n\n### See Also\n\n- [Various information about ORBAT Viewer](https://forums.bohemia.net/forums/topic/159943-request-orbat-tutorial/?page=3)","sections":[{"heading":null,"level":1,"markdown":"The ORBAT Viewer can be used to displayed the hiearchy of troops present in a scenario. Inside the ORBAT Viewer pressing <kbd>H</kbd> will toggle the visibility of the UI."},{"heading":"Config","level":3,"markdown":"CfgORBAT can be defined in configFile or missionConfigFile.\n\n```cpp\nclass CfgORBAT\n{\n    class 7thInfantry\n    {\n        id = 7;                                                // Unit ID\n        idType = 2;                                            // Unit ID type\n        side = \"West\";                                        // Unit side from CfgChainOfCommand >> Sides\n        size = \"Division\";                                    // Unit size from CfgChainOfCommand >> Sizes; displays relevant icon above the Type icon\n        type = \"HQ\";                                        // Unit type from CfgChainOfCommand >> Types\n        insignia = \"a3\\missions_f_epa\\data\\img\\orbat\\b_aegis_ca.paa\";    // Unit insignia, displayed in ORBAT background and in tooltip\n        colorInsignia[] = { 0, 0, 0, 1 };                    // Insignia image color (white default), can be either RGBA array, or class from CfgMarkerColors\n        commander = \"Armstrong\";                            // Name of unit commander - can be either direct name or\n                                                            // class from CfgWorlds >> GenericNames (random name from the list is then selected)\n        commanderRank = \"GENERAL\";                            // Rank of unit commander (by default selected based on unit size)\n        tags[] = { \"BIS\", \"USArmy\", \"Kerry\", \"Hutchison\", \"Larkin\" };    // Group tags. When opening ORBAT viewer, user can define what tags will be accepted\n        text = \"%1 Combat Technology Research %3\";            // Custom text and short text, can still use some arguments when defined:\n        // %1 - ID (e.g. \"7th\")\n        // %2 - Type (e.g. \"Infantry\")\n        // %3 - Size (e.g. \"Division\")\n        textShort = \"%1 CTR %3\";\n        texture = \"a3\\ui_f_orange\\data\\displays\\rscdisplayorangechoice\\faction_nato_ca.paa\";    // Custom texture, will replace icon set by 'type' param.\n        color = \"ColorWest\";                                // Custom texture color for texture displayed on the map and in the ORBAT viewer,\n                                                            // will replace color set by 'side' param\n                                                            // Can be either RGBA array, or class from CfgMarkerColors (e.g. color = \"ColorWEST\";)\n        description = \"All of your text would go here.\";    // A brief description of the group or unit\n        assets[] = {                                        // Will display pictures of all available assets to the unit commander:\n            { \"B_Heli_Transport_03_F\", 5 },\n            { \"B_Heli_Light_01_F\", 3 },\n            { \"B_Heli_Light_01_armed_F\", 4 },\n            \"B_Heli_Transport_01_camo_F\"\n        };\n\n        // Can be an array with format {classname, [int active icons], [int greyed out icons]}, or simply a classname\n        //subordinates[] = { \"1stBCT\", \"2ndBCT\" };            // Subordinates, searched on the same level as this class.\n\n        // When 'subordinates' are missing, child classes will be used. They can have their own subs - number of tiers is not limited.\n        class 1stBCT\n        {\n            id = 1;\n            idType = 2;\n            type = \"Helicopter\";\n            size = \"Squadron\";\n            side = \"West\";\n            commander = \"R3vo\";\n            commanderRank = \"Lieutenant\";\n            description = \"All of your text would go here.\";\n            texture = \"a3\\ui_f_orange\\data\\displays\\rscdisplayorangechoice\\faction_nato_ca.paa\";\n            insignia = \"a3\\missions_f_epa\\data\\img\\orbat\\b_aegis_ca.paa\";\n            assets[] =\n            {\n                { \"B_Heli_Transport_03_F\", 5 }\n            };\n        };\n\n        class 2ndBCT: 1stBCT\n        {\n            id = 2;\n            size = \"Division\";\n            commander = \"NATOMen\";\n            assets[] =\n            {\n                { \"B_Heli_Transport_03_F\", 2 }\n            };\n        };\n    };\n};\n```"},{"heading":"Attributes","level":3,"markdown":""},{"heading":"ID Type","level":4,"markdown":"- 0 - Ordinal number, e.g. \"7th\" (default)\n- 1 - Roman numeral, e.g. \"VII\"\n- 2 - NATO phonetical alphabet word, e.g. \"Golf\"\n- 3 - Color, e.g. \"Red\""},{"heading":"Side","level":4,"markdown":"- West\n- East\n- Resistance\n- Civilian\n- Unknown"},{"heading":"Size","level":4,"markdown":"- Army\n- ArmyGroup\n- Battalion\n- BCT\n- Brigade\n- Company\n- Corps\n- Division\n- FireTeam\n- HBCT\n- IBCT\n- Platoon\n- Regiment\n- Section\n- Squad\n- Squadron\n- Troop\n- Size1..11\n\n> [!NOTE]\n> `Size1`..`Size11` will not display a size-icon indicator, such as Ø."},{"heading":"Type","level":4,"markdown":"- Airborne\n- Armored\n- Artillery\n- Assault\n- AttackRecon\n- AviationSupport\n- Cavalry\n- CombatAviation\n- Fighter\n- GeneralSupport\n- Helicopter\n- HQ\n- Infantry\n- Maintenance\n- Maritime\n- MechanizedInfantry\n- Medical\n- Mortar\n- MotorizedInfantry\n- Recon\n- Service\n- Support\n- UAV\n- Unknown"},{"heading":"Rank","level":4,"markdown":"- Private\n- Corporal\n- Sergeant\n- Lieutenant\n- Captain\n- Major\n- Colonel\n- General"},{"heading":"Tags","level":4,"markdown":"Tags are used by BIS_fnc_ORBATOpen. The function will search and classes with given tags."},{"heading":"ORBAT Group Module","level":3,"markdown":""},{"heading":"CfgORBAT Path","level":4,"markdown":"The group you want to be display on the map.\n\n**Example:**\n\n```sqf\nmissionConfigFile >> \"CfgORBAT\" >> \"unitClassName\" >> \"subordinateUnitClassName\"\n```"},{"heading":"CfgORBAT Ceiling","level":4,"markdown":"The highest superior unit to display in the ORBAT Viewer while this group is selected. If blank, the **CfgORBAT Path** unit is displayed as the ceiling.\n\n**Example:**\n\n```sqf\nmissionConfigFile >> \"CfgORBAT\" >> \"unitClassName\"\n```"},{"heading":"Tags","level":4,"markdown":"Groups containing at least on of these tags will be added"},{"heading":"Max. Tiers","level":4,"markdown":"Defines how many tiers are are shown."},{"heading":"Working Example","level":4,"markdown":"- Place a fire team in Eden Editor\n- Place the **ORBAT Group** module\n- Synchronise the module with the group leader\n- Open the module and fill in the following:\n  - CfgORBAT Path: `configFile >> \"CfgORBAT\" >> \"BIS\" >> \"B_1_A_1_2\"`\n  - CfgORBATCeiling: `configFile >> \"CfgORBAT\" >> \"BIS\" >> \"B_1\"`\n- Leave **Max. Tiers** and **Tags** empty\n- Enter the preview mode and open the map"},{"heading":"Create ORBAT Group during Runtime","level":3,"markdown":"```sqf\n//Create ORBAT icon\nif isServer then\n{\n    \"ModuleStrategicMapORBAT_F\" createUnit\n    [\n        getPosWorld player,\n        createGroup sideLogic,\n        toString {\n            this setVariable [\"BIS_fnc_initModules_disableAutoActivation\", false, true];\n            this setVariable [\"\"Path\"\", \"\"missionConfigFile >> 'CfgORBAT' >> 'Support'\"\", true]; // ORBAT class that should be displayed\n        }\n    ];\n};\n```"},{"heading":"Texture in missionConfigFile","level":3,"markdown":"As **texture** is treated as a *new* texture (rather than an image, as icon is), the game needs a direct path to it. Example:\n\n```\n\"C:\\Users\\Kerry\\Documents\\Arma 3\\Kerry\\missions\\MyMission.Stratis\\someDirectory\\SomeImage.paa\"\n\"\\ca\\missions_f\\data\\orbat\\customTexture_ca.paa\"\n```\n\nWriting the direct path is not possible in a `CfgORBAT` defined in Description.ext (as the mission changes path on different computers);\nin that case the path to the texture can be defined with the following:\n\n```cpp\n// converts to e.g \"C:\\Users\\Kerry\\Documents\\Arma 3\\Kerry\\missions\\MyMission.Stratis\\someDirectory\\SomeImage.paa\"\ntexture = __EVAL(getMissionPath \"someDirectory\\SomeImage.paa\");\n```\n\n> [!NOTE]\n> See getMissionPath."},{"heading":"Functions","level":3,"markdown":"Listed in \"Strategic\" function group:\n\n- BIS_fnc_ORBATAddGroupOverlay\n- BIS_fnc_ORBATAnimate\n- BIS_fnc_ORBATConfigPreview\n- BIS_fnc_ORBATGetGroupParams\n- BIS_fnc_ORBATOpen\n- BIS_fnc_ORBATRemoveGroupOverlay\n- BIS_fnc_ORBATSetGroupFade\n- BIS_fnc_ORBATSetGroupParams\n- BIS_fnc_ORBATTooltip"},{"heading":"See Also","level":3,"markdown":"- [Various information about ORBAT Viewer](https://forums.bohemia.net/forums/topic/159943-request-orbat-tutorial/?page=3)"}],"categories":["Arma 3: Editing"],"groups":["Tools and File Formats"]},{"name":"Arma 3: P3D Encryption","title":"Arma 3: P3D Encryption","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_P3D_Encryption","revid":369655,"updated":"2024-10-01T09:22:53Z","aliases":[],"markdown":"Arma 3 v2.18\n\n> [!NOTE]\n> Due to security reasons, P3D Encryption is currently not documented. Information will be shared with select mod creators via the [Arma Discord Server](https://discord.gg/arma).","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v2.18\n\n> [!NOTE]\n> Due to security reasons, P3D Encryption is currently not documented. Information will be shared with select mod creators via the [Arma Discord Server](https://discord.gg/arma)."}],"categories":[],"groups":["Modding"]},{"name":"Arma 3: Parallax Map","title":"Arma 3: Parallax Map","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Parallax_Map","revid":351623,"updated":"2023-12-11T09:33:17Z","aliases":["Arma 3 Parallax Map"],"markdown":"### Parallax Map for Arma 3\n\nThis page describes changes in parallax technology that are going to go into main branch of Arma 3 with Eden update (estimated Q1 2016), originally written by Pavel Guglava.\nThe technology shouldn't affect vehicles at all, it is for the terrain and its surfaces.\n\n#### Why did we upgraded a ground parallax technology\n\nNew parallax technology:\n\n- Eliminates the ugly artifacts\n- There is a better scale of the effect\n- Bigger range of height / depth of the effect (1:0.0325)\n\n#### How prepare a texture for improved parallax technology\n\nNormal map textures contain different information in RGB and Alpha channels:\n\nNormal map RGB\n\nHeight map Alpha\n\nThe way of making a height map and normal map is similar to the way it was done before. The biggest change is a change of basic level (the mesh surface of ground) in the height map. Basic level means a grade of gray in texture, which is mapped to a model of ground. The other levels are made by shader and its only a fake effect. Attached picture represents it easier than words:\n\nA basic level is middle gray now (procedural) which means, if you work on a surface without bump details, just make procedural normal map with middle gray in an alpha channel.\n\n```\n Procedural nopx texture\n texture=\"#(argb,8,8,3)color(0.5,0.5,1,0.5,nopx)\";\n How height in the game is white or black color in the height map\n```\n\nFor parallax map height of effect is calculated by a coefficient. This coefficient is 1:0.0325, which means if your ground image has size 3 m in the game (3x3 m tile) your parallax will be max 10 cm.\n\n#### How to fix the current parallax map\n\nBecause there is a bigger range of height of parallax effect, your current parallax maps are maybe bigger than you want them to be. The quick fix is using a levels tool in your favorite image editor. As you can see at the picture above, you are able to set the max and min values of height by grade of gray, whether your context of texture is too big in the game, move the darkness pixels closer to middle gray value, and the same process apply to brightness pixels, move them closer to middle gray value.","sections":[{"heading":"Parallax Map for Arma 3","level":3,"markdown":"This page describes changes in parallax technology that are going to go into main branch of Arma 3 with Eden update (estimated Q1 2016), originally written by Pavel Guglava.\nThe technology shouldn't affect vehicles at all, it is for the terrain and its surfaces."},{"heading":"Why did we upgraded a ground parallax technology","level":4,"markdown":"New parallax technology:\n\n- Eliminates the ugly artifacts\n- There is a better scale of the effect\n- Bigger range of height / depth of the effect (1:0.0325)"},{"heading":"How prepare a texture for improved parallax technology","level":4,"markdown":"Normal map textures contain different information in RGB and Alpha channels:\n\nNormal map RGB\n\nHeight map Alpha\n\nThe way of making a height map and normal map is similar to the way it was done before. The biggest change is a change of basic level (the mesh surface of ground) in the height map. Basic level means a grade of gray in texture, which is mapped to a model of ground. The other levels are made by shader and its only a fake effect. Attached picture represents it easier than words:\n\nA basic level is middle gray now (procedural) which means, if you work on a surface without bump details, just make procedural normal map with middle gray in an alpha channel.\n\n```\n Procedural nopx texture\n texture=\"#(argb,8,8,3)color(0.5,0.5,1,0.5,nopx)\";\n How height in the game is white or black color in the height map\n```\n\nFor parallax map height of effect is calculated by a coefficient. This coefficient is 1:0.0325, which means if your ground image has size 3 m in the game (3x3 m tile) your parallax will be max 10 cm."},{"heading":"How to fix the current parallax map","level":4,"markdown":"Because there is a bigger range of height of parallax effect, your current parallax maps are maybe bigger than you want them to be. The quick fix is using a levels tool in your favorite image editor. As you can see at the picture above, you are able to set the max and min values of height by grade of gray, whether your context of texture is too big in the game, move the darkness pixels closer to middle gray value, and the same process apply to brightness pixels, move them closer to middle gray value."}],"categories":["Arma 3: Editing","Arma 3: Tutorials"],"groups":["General"]},{"name":"Arma 3: Particle Effects","title":"Arma 3: Particle Effects","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Particle_Effects","revid":379204,"updated":"2026-10-30T20:33:25Z","aliases":["Arma 3 Particle Effects"],"markdown":"### Definition of effect\n\nThere are two ways how to define particle effect in Arma 3 - script and config. Pros and cons of config-defined effects:\n\n| ✓ Pros | ✗ Cons |\n|---|---|\n| - more parameters (some advanced parameters are present only in config)<br>- better performance (this is not true for each effect)<br>- calling of an effect can be used in a specific engine-supported parameter | - difficult editing (every change in any parameter requires restart of the game)<br>- possibility to change the effect outside of the effect's definition is limited |\n\n> [!NOTE]\n> **Scripted Effects** technology (which is possible to create and edit on-the-fly) is older and already documentated (see the See also part).\n\n#### Config\n\nEach **C**omplex **E**ffect (CE) is created by **P**art-**E**ffects (PE) (defined in `CfgCloudlets`) and light (defined in CfgLights).\n\n##### Definition of complex effect\n\nClass of CE is defined directly in configFile and consists of classes that link PE (or light) to the parent effect.\n\n```cpp\nclass ComplexEffect\n{\n    class Example1\n    {\n        simulation = \"particles\";    // type of simulation - particles or light\n        type = \"Default\";            // name of PE's class defined in CfgCloudlets or light's class defined in CfgLights\n        position[] = { 0, 0, 0 };    // position related to the default position or memorypoint\n        lifeTime = 0.05;            // life time of emitter\n\n        qualityLevel = -1;            // effect is only used when the the particle quality option [[particlesQuality]] in user settings matches this qualityLevel.\n                                    // -1 play everytime, 0 play only on low, 1 play only on normal, 2 play only on high. Default: -1\n\n        start = 1;                    // is used only if the lifeTime parameter is defined, if value is changed from negative to positive then the effect is triggered\n        enabled = 1;                // 1 effect is enabled, -1 effect is disabled\n    };\n};\n```\n\n> [!NOTE]\n> Parameters simulation, type, qualityLevel, enabled, smokeGenMinDist, smokeGenMaxDist, smokeSizeCoef and smokeIntervalCoef are used everytime.\n> Using other parameters depends on calling of the effect (see Calling of effect).\n\n##### Definition of part-effect\n\nClass of PE must be in configFile class CfgCloudlets.\n\n```cpp\n#define true 1\n#define false 0\n\nclass SomeClass\n{\n    interval = \"0.5 * speedSize + 0.5\";    // interval of particle's creation\n    circleRadius = 0;                    // radius around emitter where particles are created\n    circleVelocity[] = { 0, 0, 0 };        // direction and speed of movement of particle's circle\n\n    particleShape = \"\\A3\\data_f\\ParticleEffects\\Universal\\Universal\";    // path and name of file\n    particleFSNtieth = 16;                // How many rows there are in the texture. For example Universal is 16x16, so particleFSNtieth is 16. Default: 1\n    particleFSIndex = 12;                // Row index 0 based, so particleFSIndex 12 will mean 13th row from the top. Default: 0\n    particleFSFrameCount = 8;            // How many frames from the start of the chosen row to animate (particleFSFrameCount 8 means animate frames 1,2,3,4,5,6 and 7 in sequence). Default: 1\n    particleFSLoop = 1;                    // Whether or not to repeat from the beginning when all frames got played (0 - false, 1 - true). If particleFSLoop is 0 animation sequence is played only once. Default: 1\n    animationSpeed[] = { 3, 2, 1 };        // interpolated speed of animation in animation cycles per second.\n                                        // e.g if particleFSFrameCount is 8 and animationSpeed at the time is 0.4 result in 8 * 0.5 = 4 frame changes per second.\n                                        // Value 1000 is a special value but only when combined with particleFSLoop 0;\n                                        // this will instruct the engine to play only the last frame of the given count, so if particleFSFrameCount is 5, animationSpeed[] is {1000} and particleFSLoop is 0 only 5th frame will be played.\n\n    angle = 0;                            // angle of particle\n    angleVar = 0;                        // variability in angle of particle\n    animationName = \"\";\n    particleType = \"Billboard\";            // type of animation (Billboard (2D), Spaceobject (3D))\n    timerPeriod = 1;                    // interval of timer (how often is called script defined in parameter onTimerScript)\n    lifeTime = 1;                        // life time of particle in seconds\n    moveVelocity[] = { 0, 0, 0 };        // direction and speed of movement of particle [x,z,y]\n    rotationVelocity = 0;                // direction and speed of rotation of particle [x,z,y]\n    weight = 1;                            // weight of particle (kg)\n    volume = 1;                            // volume of particle (m3)\n    rubbing = 0.05;                        // how much is particle affected by wind/air resistance\n    size[] = { 1, 1 };                    // size of particle during the life\n    color[] = { { 1, 1, 1, 1 }, { 1, 1, 1, 0 } };    // color of particle during the life (r,g,b,a)\n    randomDirectionPeriod = 0;            // interval of random speed change\n    randomDirectionIntensity = 0;        // intensity of random speed change\n    onTimerScript = \"\";                    // script triggered by timer (in variable \"this\" is stored position of particle)\n    beforeDestroyScript = \"\";            // script triggered before destroying of particle (in variable \"this\" is stored position of particle)\n    lifeTimeVar = 0;                    // variability in lifetime of particle\n    position[] = { 0, 0, 0 };                // defines position of effect\n    positionVar[] = { 0, 0, 0 };            // variability in position of particle (each part of vector has it is own variability)\n    positionVarConst[] = { 0, 0, 0 };        // variability in position of particle (variablity of all parts of vector is the same)\n    moveVelocityVar[] = { 0, 0, 0 };        // variability in direction and speed of particle (each part of vector has it is own variability)\n    moveVelocityVarConst[] = { 0, 0, 0 };    // variability in direction and speed of particle (variablity of all parts of vector is the same)\n    rotationVelocityVar = 0;            // variability in rotation of particle\n    sizeVar = 0;                        // variability in size of particle\n    colorVar[] = { 0, 0, 0, 0 };        // variability in color of particle\n    randomDirectionPeriodVar = 0;        // variability in interval of random speed change\n    randomDirectionIntensityVar = 0;    // variability in intensity of random speed change\n    sizeCoef = 1;                        // size of particle = size parameter value * this coef (works only in some effects)\n    colorCoef[] = { 1, 1, 1, 1 };        // color of particle = color parameter value * this coef (works only in some effects)\n    animationSpeedCoef = 1;                // animation speed of particle = animationSpeed parameter value * this coef (works only in some effects)\n\n    destroyOnWaterSurface = 0;            // particle can exist - only underwater (-1), only above the water (1), everywhere (0)\n    destroyOnWaterSurfaceOffset = 0;    // offset of water surface in destroyOnWaterSurface parameter\n    destroyAfterCrossing = false;        // if true, destroy when the whole particle is on the other side of the water surface. Only when _destroyOnWaterSurfaceOffset is enabled\n    onSurface = true;                    // placing of particle on (water) surface on start of it is existence, default value is true, works only if circleRadius > 0\n    keepOnSurface = false;                // true for particle is stay on water surface - see notes below\n    surfaceOffset = 0;                    // offset of water surface in keepOnSurface parameter\n    bounceOnSurface = 0.6;                // coef of speed's loosing in collision with ground, 0-1 for collisions, -1 disable collision\n    bounceOnSurfaceVar = 0.0;            // variability in speed's loosing in collision with ground\n    postEffects = \"IEDMineFlame\";                // effect triggered before destroying of particle\n    particleEffects = \"ExplosionShardsFire\";    // emitter of effect defined in this parameter is attached to each particle\n    ignoreWind = false;                            // if true, wind will not be applied on the particle\n    blockAIVisibility = true;                    // sets if particles are in the AI visibility tests (default true) - false for better performance but AI is able to see through particles\n    emissiveColor[] = { { 30, 30, 30, 0}, { 0, 0, 0, 0 } };    // sets emissivity of particle, 4th number has no meaning for now\n\n    // --- fire damage related parameters (optional)\n    damageType = \"Fire\";                // damage type, only available option is \"Fire\" so far\n    coreIntensity = 1.25;                // damage coeficient in the center of fire\n    coreDistance = 3.0;                    // how far can unit get damage\n    damageTime = 0.1;                    // how often is unit getting damage\n\n    // --- override of global particle quality params\n    // --- current values are in, for example:\n    // --- getNumber (((configFile >> \"CfgVideoOptions\" >> \"Particles\") select particlesQuality) >> \"smokeGenMinDist\");\n    smokeGenMinDist = 100;                // for more info see \"Changes dependent on distance\"\n    smokeGenMaxDist = 500;                // for more info see \"Changes dependent on distance\"\n    smokeSizeCoef = 2.0;                // for more info see \"Changes dependent on distance\"\n    smokeIntervalCoef = 4.0;            // for more info see \"Changes dependent on distance\"\n};\n```\n\n> [!NOTE]\n> - Ascent/descent of a particle is affected by ratio between particle's density (**weight**/**volume**) and density of air (it's 1.275 kg/m3 in Arma 2/Arma 3).\n> - Parameters ending with \"Coef\" are used only in some effects, see info about Config parameters.\n> - Only 3D particles (`particleType = \"SpaceObject\"`) can use materials.\n> - You can use single frame in middle of line on texture as texture of particle. Just set `particleFSLoop = 0` and `animationSpeed[] = { 1000 }`, then parameter **particleFSFrameCount** is number of frame in given line.\n\n> [!IMPORTANT]\n> All [x,y,z] values have y and z swapped and are {x,z,y} when used in config.\n\n##### Evaluation in definition of part-effect\n\nThere can be inserted string instead of number in most of parameters used in definition of part-effect.\nThis string is evaluated and in this string can be used engine-defined variables from this list.\n\n> [!NOTE]\n> **Operators which can be used in evaluated strings**: Simple Expression.\n>\n> **Parameters which do not support this type of evaluation:**\n>\n> - particleShape\n> - particleFSNtieth\n> - particleFSIndex\n> - particleFSFrameCount\n> - particleFSLoop\n> - angleVar\n> - animationName\n> - particleType\n> - color\n> - onTimerScript\n> - beforeDestroyScript\n> - sizeVar\n> - destroyOnWaterSurface\n> - destroyOnWaterSurfaceOffset\n> - onSurface\n> - keepOnSurface\n> - surfaceOffset\n> - bounceOnSurface\n> - bounceOnSurfaceVar\n> - postEffects\n> - particleEffects\n\n### Behaviour of particles\n\n#### Speed of rotation depends on\n\n- initial rotation speed (parameters *rotationVelocity* and *rotationVelocityVar*)\n- air friction (rotation is slowed more with bigger value of *rubbing*, rotation is slowed less with bigger value of *weight*)\n\n#### Speed and direction of movement depends on\n\n- initial speed of movement (parameters *moveVelocity*, *moveVelocityVar* and *moveVelocityVarConst*)\n- wind/air friction (particle is more affected with bigger *rubbing* value, particle is less affected with bigger *weight* value)\n- buoyancy (ratio between density of air and particle - density of particle = *weight* / *volume*)\n- randomDirection parameters (*randomDirectionPeriod*, *randomDirectionPeriodVar*, *randomDirectionIntensity* and *randomDirectionIntensityVar*)\n- collisions\n\n#### Changes dependent on distance\n\nParticles are simplified with bigger distance between particles and observer.\nParticles have a significant impact on performance and this helps to get better performance, so be careful with any change in the parameters below.\n\n**Parameters:**\n\n- smokeGenMinDist - *defined in Definition of complex effect, default values in config class CfgDefaultSettings*\n- smokeGenMaxDist - *defined in Definition of complex effect, default values in config class CfgDefaultSettings*\n- smokeSizeCoef - *defined in Definition of complex effect, default values in config class CfgDefaultSettings*\n- smokeIntervalCoef - *defined in Definition of complex effect, default values in config class CfgDefaultSettings*\n- dist - *distance between camera and particle emitter, cut to interval <smokeGenMinDist, smokeGenMaxDist>*\n- currentZoom - *zoom currently used*\n- smokeZoomCoef - *defined in config class CfgDefaultSettings*\n\n**Calculations:**\n\n- distCoef = (dist - smokeGenMinDist) / (smokeGenMaxDist - smokeGenMinDist)\n- coef = distCoef * currentZoom * smokeZoomCoef\n  - coef is cut to interval <0,1>\n- sizeCoef = 1.0 + coef * (smokeSizeCoef - 1.0)\n- intervalCoef = 1.0 + coef * (smokeIntervalCoef - 1.0)\n\n**Changes in particles are made according to these coef values:**\n\n- sizeCoef - size of particle is multiplied by this value\n  - value is cut to interval <1, smokeSizeCoef>\n- IntervalCoef - interval (how often is particle created by emitter) is multiplied by this value\n  - value is cut to interval <1, smokeIntervalCoef>\n\n### Calling of effect\n\nThere are two ways how to call a particle effect defined in config.\nYou can use script or one of the engine-provided config parameters.\nUsing of a config parameter (if there is one you can use) is usually recommended,\nbecause of better performance and an efficient use of engine-provided variables in PE definitions (see the list below).\n\n#### Script\n\nThere is script command setParticleClass. This command can use only a class of PE.\nExample:\n\n```sqf\n_source01 = \"#particlesource\" createVehicleLocal _pos01;\n_source01 setParticleClass \"ObjectDestructionFire1Smallx\";\n_source01 attachTo [_object, [0,0,0]];\n```\n\n> [!NOTE]\n> You can use this way of particle definition and then overwrite some parameters by script command setParticleParams.\n> This way you can get some pros of config-defined (access to parameters which are not present in ParticleArray) and scripted (dynamic changes of parameters in script) effects at once.\n\n#### Config parameters\n\nThese engine-provided parameters have already set conditions for using of particle effect.\nFor example parameter for exhaust effect is triggered when the engine of vehicle is running.\nEach parameter has engine-provided variables which can be used in some parts of definition of particle effect.\n\nThere are two types of emitter when you call an effect via config parameter.\nThe type of emitter is specified in the engine for each parameter and behaviour of each emitter type is different:\n\n- **constant emitter** (CE)\n  - variables used in definition of part-effect are evaluated when the emitter is created - they are the same during its entire life\n  - parameters ending with \"Coef\" in definition of part-effect are NOT evaluated\n- **real-time emitter** (RE)\n  - variables in definition of part-effect are evaluated for each single particle\n\n    > [!NOTE]\n    > If more than one particle are created in a single frame, variables are the same for all these particles.\n  - parameters ending with \"Coef\" in definition of part-effect ARE evaluated\n\nSee the list of config parameters for more information.\n\n### Specials\n\n#### Refraction (heat) effect\n\nYou can create refraction effect which simulates movement of hot air (around exhausts, fires, etc.). There is special texture for this purpose.\nHow to create refract effect:\n\n- in config-defined particle effect set:\n\n  ```cpp\n  particleShape = \"\\A3\\data_f\\ParticleEffects\\Universal\\Refract\";\n  particleFSNtieth = 1;\n  particleFSIndex = 0;\n  particleFSFrameCount = 1;\n  particleFSLoop = 0;\n  ```\n- in scripted particle effect set the first item in the ParticleArray (used by script command setParticleParams or drop) to:\n\n  ```sqf\n  [\"\\A3\\data_f\\ParticleEffects\\Universal\\Refract\", 1, 0, 1]\n  ```\n\n> [!IMPORTANT]\n> - First three items (RGB) in color array have no meaning with refract effect, last item (alpha) defines refraction index (basically visibility of effect).\n> - All other parameters have the same meaning as in any other particle effect.\n\n### See also\n\nDefinition of an effect in a script:\n\n- ParticleArray\n- Particles Tutorial (Arma 2 & Arma 3)\n- ParticleTemplates (Armed Assault)","sections":[{"heading":"Definition of effect","level":3,"markdown":"There are two ways how to define particle effect in Arma 3 - script and config. Pros and cons of config-defined effects:\n\n| ✓ Pros | ✗ Cons |\n|---|---|\n| - more parameters (some advanced parameters are present only in config)<br>- better performance (this is not true for each effect)<br>- calling of an effect can be used in a specific engine-supported parameter | - difficult editing (every change in any parameter requires restart of the game)<br>- possibility to change the effect outside of the effect's definition is limited |\n\n> [!NOTE]\n> **Scripted Effects** technology (which is possible to create and edit on-the-fly) is older and already documentated (see the See also part)."},{"heading":"Config","level":4,"markdown":"Each **C**omplex **E**ffect (CE) is created by **P**art-**E**ffects (PE) (defined in `CfgCloudlets`) and light (defined in CfgLights)."},{"heading":"Definition of complex effect","level":5,"markdown":"Class of CE is defined directly in configFile and consists of classes that link PE (or light) to the parent effect.\n\n```cpp\nclass ComplexEffect\n{\n    class Example1\n    {\n        simulation = \"particles\";    // type of simulation - particles or light\n        type = \"Default\";            // name of PE's class defined in CfgCloudlets or light's class defined in CfgLights\n        position[] = { 0, 0, 0 };    // position related to the default position or memorypoint\n        lifeTime = 0.05;            // life time of emitter\n\n        qualityLevel = -1;            // effect is only used when the the particle quality option [[particlesQuality]] in user settings matches this qualityLevel.\n                                    // -1 play everytime, 0 play only on low, 1 play only on normal, 2 play only on high. Default: -1\n\n        start = 1;                    // is used only if the lifeTime parameter is defined, if value is changed from negative to positive then the effect is triggered\n        enabled = 1;                // 1 effect is enabled, -1 effect is disabled\n    };\n};\n```\n\n> [!NOTE]\n> Parameters simulation, type, qualityLevel, enabled, smokeGenMinDist, smokeGenMaxDist, smokeSizeCoef and smokeIntervalCoef are used everytime.\n> Using other parameters depends on calling of the effect (see Calling of effect)."},{"heading":"Definition of part-effect","level":5,"markdown":"Class of PE must be in configFile class CfgCloudlets.\n\n```cpp\n#define true 1\n#define false 0\n\nclass SomeClass\n{\n    interval = \"0.5 * speedSize + 0.5\";    // interval of particle's creation\n    circleRadius = 0;                    // radius around emitter where particles are created\n    circleVelocity[] = { 0, 0, 0 };        // direction and speed of movement of particle's circle\n\n    particleShape = \"\\A3\\data_f\\ParticleEffects\\Universal\\Universal\";    // path and name of file\n    particleFSNtieth = 16;                // How many rows there are in the texture. For example Universal is 16x16, so particleFSNtieth is 16. Default: 1\n    particleFSIndex = 12;                // Row index 0 based, so particleFSIndex 12 will mean 13th row from the top. Default: 0\n    particleFSFrameCount = 8;            // How many frames from the start of the chosen row to animate (particleFSFrameCount 8 means animate frames 1,2,3,4,5,6 and 7 in sequence). Default: 1\n    particleFSLoop = 1;                    // Whether or not to repeat from the beginning when all frames got played (0 - false, 1 - true). If particleFSLoop is 0 animation sequence is played only once. Default: 1\n    animationSpeed[] = { 3, 2, 1 };        // interpolated speed of animation in animation cycles per second.\n                                        // e.g if particleFSFrameCount is 8 and animationSpeed at the time is 0.4 result in 8 * 0.5 = 4 frame changes per second.\n                                        // Value 1000 is a special value but only when combined with particleFSLoop 0;\n                                        // this will instruct the engine to play only the last frame of the given count, so if particleFSFrameCount is 5, animationSpeed[] is {1000} and particleFSLoop is 0 only 5th frame will be played.\n\n    angle = 0;                            // angle of particle\n    angleVar = 0;                        // variability in angle of particle\n    animationName = \"\";\n    particleType = \"Billboard\";            // type of animation (Billboard (2D), Spaceobject (3D))\n    timerPeriod = 1;                    // interval of timer (how often is called script defined in parameter onTimerScript)\n    lifeTime = 1;                        // life time of particle in seconds\n    moveVelocity[] = { 0, 0, 0 };        // direction and speed of movement of particle [x,z,y]\n    rotationVelocity = 0;                // direction and speed of rotation of particle [x,z,y]\n    weight = 1;                            // weight of particle (kg)\n    volume = 1;                            // volume of particle (m3)\n    rubbing = 0.05;                        // how much is particle affected by wind/air resistance\n    size[] = { 1, 1 };                    // size of particle during the life\n    color[] = { { 1, 1, 1, 1 }, { 1, 1, 1, 0 } };    // color of particle during the life (r,g,b,a)\n    randomDirectionPeriod = 0;            // interval of random speed change\n    randomDirectionIntensity = 0;        // intensity of random speed change\n    onTimerScript = \"\";                    // script triggered by timer (in variable \"this\" is stored position of particle)\n    beforeDestroyScript = \"\";            // script triggered before destroying of particle (in variable \"this\" is stored position of particle)\n    lifeTimeVar = 0;                    // variability in lifetime of particle\n    position[] = { 0, 0, 0 };                // defines position of effect\n    positionVar[] = { 0, 0, 0 };            // variability in position of particle (each part of vector has it is own variability)\n    positionVarConst[] = { 0, 0, 0 };        // variability in position of particle (variablity of all parts of vector is the same)\n    moveVelocityVar[] = { 0, 0, 0 };        // variability in direction and speed of particle (each part of vector has it is own variability)\n    moveVelocityVarConst[] = { 0, 0, 0 };    // variability in direction and speed of particle (variablity of all parts of vector is the same)\n    rotationVelocityVar = 0;            // variability in rotation of particle\n    sizeVar = 0;                        // variability in size of particle\n    colorVar[] = { 0, 0, 0, 0 };        // variability in color of particle\n    randomDirectionPeriodVar = 0;        // variability in interval of random speed change\n    randomDirectionIntensityVar = 0;    // variability in intensity of random speed change\n    sizeCoef = 1;                        // size of particle = size parameter value * this coef (works only in some effects)\n    colorCoef[] = { 1, 1, 1, 1 };        // color of particle = color parameter value * this coef (works only in some effects)\n    animationSpeedCoef = 1;                // animation speed of particle = animationSpeed parameter value * this coef (works only in some effects)\n\n    destroyOnWaterSurface = 0;            // particle can exist - only underwater (-1), only above the water (1), everywhere (0)\n    destroyOnWaterSurfaceOffset = 0;    // offset of water surface in destroyOnWaterSurface parameter\n    destroyAfterCrossing = false;        // if true, destroy when the whole particle is on the other side of the water surface. Only when _destroyOnWaterSurfaceOffset is enabled\n    onSurface = true;                    // placing of particle on (water) surface on start of it is existence, default value is true, works only if circleRadius > 0\n    keepOnSurface = false;                // true for particle is stay on water surface - see notes below\n    surfaceOffset = 0;                    // offset of water surface in keepOnSurface parameter\n    bounceOnSurface = 0.6;                // coef of speed's loosing in collision with ground, 0-1 for collisions, -1 disable collision\n    bounceOnSurfaceVar = 0.0;            // variability in speed's loosing in collision with ground\n    postEffects = \"IEDMineFlame\";                // effect triggered before destroying of particle\n    particleEffects = \"ExplosionShardsFire\";    // emitter of effect defined in this parameter is attached to each particle\n    ignoreWind = false;                            // if true, wind will not be applied on the particle\n    blockAIVisibility = true;                    // sets if particles are in the AI visibility tests (default true) - false for better performance but AI is able to see through particles\n    emissiveColor[] = { { 30, 30, 30, 0}, { 0, 0, 0, 0 } };    // sets emissivity of particle, 4th number has no meaning for now\n\n    // --- fire damage related parameters (optional)\n    damageType = \"Fire\";                // damage type, only available option is \"Fire\" so far\n    coreIntensity = 1.25;                // damage coeficient in the center of fire\n    coreDistance = 3.0;                    // how far can unit get damage\n    damageTime = 0.1;                    // how often is unit getting damage\n\n    // --- override of global particle quality params\n    // --- current values are in, for example:\n    // --- getNumber (((configFile >> \"CfgVideoOptions\" >> \"Particles\") select particlesQuality) >> \"smokeGenMinDist\");\n    smokeGenMinDist = 100;                // for more info see \"Changes dependent on distance\"\n    smokeGenMaxDist = 500;                // for more info see \"Changes dependent on distance\"\n    smokeSizeCoef = 2.0;                // for more info see \"Changes dependent on distance\"\n    smokeIntervalCoef = 4.0;            // for more info see \"Changes dependent on distance\"\n};\n```\n\n> [!NOTE]\n> - Ascent/descent of a particle is affected by ratio between particle's density (**weight**/**volume**) and density of air (it's 1.275 kg/m3 in Arma 2/Arma 3).\n> - Parameters ending with \"Coef\" are used only in some effects, see info about Config parameters.\n> - Only 3D particles (`particleType = \"SpaceObject\"`) can use materials.\n> - You can use single frame in middle of line on texture as texture of particle. Just set `particleFSLoop = 0` and `animationSpeed[] = { 1000 }`, then parameter **particleFSFrameCount** is number of frame in given line.\n\n> [!IMPORTANT]\n> All [x,y,z] values have y and z swapped and are {x,z,y} when used in config."},{"heading":"Evaluation in definition of part-effect","level":5,"markdown":"There can be inserted string instead of number in most of parameters used in definition of part-effect.\nThis string is evaluated and in this string can be used engine-defined variables from this list.\n\n> [!NOTE]\n> **Operators which can be used in evaluated strings**: Simple Expression.\n>\n> **Parameters which do not support this type of evaluation:**\n>\n> - particleShape\n> - particleFSNtieth\n> - particleFSIndex\n> - particleFSFrameCount\n> - particleFSLoop\n> - angleVar\n> - animationName\n> - particleType\n> - color\n> - onTimerScript\n> - beforeDestroyScript\n> - sizeVar\n> - destroyOnWaterSurface\n> - destroyOnWaterSurfaceOffset\n> - onSurface\n> - keepOnSurface\n> - surfaceOffset\n> - bounceOnSurface\n> - bounceOnSurfaceVar\n> - postEffects\n> - particleEffects"},{"heading":"Behaviour of particles","level":3,"markdown":""},{"heading":"Speed of rotation depends on","level":4,"markdown":"- initial rotation speed (parameters *rotationVelocity* and *rotationVelocityVar*)\n- air friction (rotation is slowed more with bigger value of *rubbing*, rotation is slowed less with bigger value of *weight*)"},{"heading":"Speed and direction of movement depends on","level":4,"markdown":"- initial speed of movement (parameters *moveVelocity*, *moveVelocityVar* and *moveVelocityVarConst*)\n- wind/air friction (particle is more affected with bigger *rubbing* value, particle is less affected with bigger *weight* value)\n- buoyancy (ratio between density of air and particle - density of particle = *weight* / *volume*)\n- randomDirection parameters (*randomDirectionPeriod*, *randomDirectionPeriodVar*, *randomDirectionIntensity* and *randomDirectionIntensityVar*)\n- collisions"},{"heading":"Changes dependent on distance","level":4,"markdown":"Particles are simplified with bigger distance between particles and observer.\nParticles have a significant impact on performance and this helps to get better performance, so be careful with any change in the parameters below.\n\n**Parameters:**\n\n- smokeGenMinDist - *defined in Definition of complex effect, default values in config class CfgDefaultSettings*\n- smokeGenMaxDist - *defined in Definition of complex effect, default values in config class CfgDefaultSettings*\n- smokeSizeCoef - *defined in Definition of complex effect, default values in config class CfgDefaultSettings*\n- smokeIntervalCoef - *defined in Definition of complex effect, default values in config class CfgDefaultSettings*\n- dist - *distance between camera and particle emitter, cut to interval <smokeGenMinDist, smokeGenMaxDist>*\n- currentZoom - *zoom currently used*\n- smokeZoomCoef - *defined in config class CfgDefaultSettings*\n\n**Calculations:**\n\n- distCoef = (dist - smokeGenMinDist) / (smokeGenMaxDist - smokeGenMinDist)\n- coef = distCoef * currentZoom * smokeZoomCoef\n  - coef is cut to interval <0,1>\n- sizeCoef = 1.0 + coef * (smokeSizeCoef - 1.0)\n- intervalCoef = 1.0 + coef * (smokeIntervalCoef - 1.0)\n\n**Changes in particles are made according to these coef values:**\n\n- sizeCoef - size of particle is multiplied by this value\n  - value is cut to interval <1, smokeSizeCoef>\n- IntervalCoef - interval (how often is particle created by emitter) is multiplied by this value\n  - value is cut to interval <1, smokeIntervalCoef>"},{"heading":"Calling of effect","level":3,"markdown":"There are two ways how to call a particle effect defined in config.\nYou can use script or one of the engine-provided config parameters.\nUsing of a config parameter (if there is one you can use) is usually recommended,\nbecause of better performance and an efficient use of engine-provided variables in PE definitions (see the list below)."},{"heading":"Script","level":4,"markdown":"There is script command setParticleClass. This command can use only a class of PE.\nExample:\n\n```sqf\n_source01 = \"#particlesource\" createVehicleLocal _pos01;\n_source01 setParticleClass \"ObjectDestructionFire1Smallx\";\n_source01 attachTo [_object, [0,0,0]];\n```\n\n> [!NOTE]\n> You can use this way of particle definition and then overwrite some parameters by script command setParticleParams.\n> This way you can get some pros of config-defined (access to parameters which are not present in ParticleArray) and scripted (dynamic changes of parameters in script) effects at once."},{"heading":"Config parameters","level":4,"markdown":"These engine-provided parameters have already set conditions for using of particle effect.\nFor example parameter for exhaust effect is triggered when the engine of vehicle is running.\nEach parameter has engine-provided variables which can be used in some parts of definition of particle effect.\n\nThere are two types of emitter when you call an effect via config parameter.\nThe type of emitter is specified in the engine for each parameter and behaviour of each emitter type is different:\n\n- **constant emitter** (CE)\n  - variables used in definition of part-effect are evaluated when the emitter is created - they are the same during its entire life\n  - parameters ending with \"Coef\" in definition of part-effect are NOT evaluated\n- **real-time emitter** (RE)\n  - variables in definition of part-effect are evaluated for each single particle\n\n    > [!NOTE]\n    > If more than one particle are created in a single frame, variables are the same for all these particles.\n  - parameters ending with \"Coef\" in definition of part-effect ARE evaluated\n\nSee the list of config parameters for more information."},{"heading":"Specials","level":3,"markdown":""},{"heading":"Refraction (heat) effect","level":4,"markdown":"You can create refraction effect which simulates movement of hot air (around exhausts, fires, etc.). There is special texture for this purpose.\nHow to create refract effect:\n\n- in config-defined particle effect set:\n\n  ```cpp\n  particleShape = \"\\A3\\data_f\\ParticleEffects\\Universal\\Refract\";\n  particleFSNtieth = 1;\n  particleFSIndex = 0;\n  particleFSFrameCount = 1;\n  particleFSLoop = 0;\n  ```\n- in scripted particle effect set the first item in the ParticleArray (used by script command setParticleParams or drop) to:\n\n  ```sqf\n  [\"\\A3\\data_f\\ParticleEffects\\Universal\\Refract\", 1, 0, 1]\n  ```\n\n> [!IMPORTANT]\n> - First three items (RGB) in color array have no meaning with refract effect, last item (alpha) defines refraction index (basically visibility of effect).\n> - All other parameters have the same meaning as in any other particle effect."},{"heading":"See also","level":3,"markdown":"Definition of an effect in a script:\n\n- ParticleArray\n- Particles Tutorial (Arma 2 & Arma 3)\n- ParticleTemplates (Armed Assault)"}],"categories":["Particle System"],"groups":["Configuration"]},{"name":"Arma 3: Particle Effects: Config Parameters","title":"Arma 3: Particle Effects: Config Parameters","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Particle_Effects:_Config_Parameters","revid":376917,"updated":"2025-12-28T02:08:46Z","aliases":["Arma 3 Particle Effects: Config Parameters"],"markdown":"The list of config parameters used for calling of particle effects. For more information, see Arma 3: Particle Effects.\n\n### Parameters\n\n#### - (Hit)\n\n- Description: Effect for hit of specified material. Whatever name of parameter is working. Name of parametr must be used in bisurf's parameter *impact*.\n- Path: configFile >> CfgAmmo >> *Ammo_class* >> HitEffects\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level\n\n#### breathingBubblesEffect\n\n- Description: Bubble effect for units who are able to breath underwater.\n- Path: configFile >> CfgVehicles >> *Unit_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - positionX - position of the memorypoint defined in breathingBubblesPoint as vector\n  - positionY - position of the memorypoint defined in breathingBubblesPoint as vector\n  - positionZ - position of the memorypoint defined in breathingBubblesPoint as vector\n  - speedX - direction to the memorypoint defined in breathingBubblesDir as vector\n  - speedY - direction to the memorypoint defined in breathingBubblesDir as vector\n  - speedZ - direction to the memorypoint defined in breathingBubblesDir as vector\n  - speedSize - speed of unit's movement\n- Related parameters:\n  - breathingBubblesInterval - how often unit creates the bubbles (number - seconds)\n  - breathingBubblesPoint - position stored in position variables (string - memorypoint)\n  - breathingBubblesDir - direction stored in speed variables (string - memorypoint)\n\n#### rightDustEffect / leftDustEffect\n\n- Description: Old dust vehicle effect (it is used only if new one is not defined).\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - speed, dustness of surface\n  - dustColor - dustness of surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - localSpeedX - speed of the vehicle as vector in vehicle coord\n  - localSpeedY - speed of the vehicle as vector in vehicle coord\n  - localSpeedZ - speed of the vehicle as vector in vehicle coord\n  - humidity - humidity of the air\n  - dustness - dustness of surface\n  - speedSize - speed of vehicle\n  - acceleration - acceleration of vehicle\n  - turn - turning of vehicle (from -1 to 1, 0 is no turning)\n  - distToWater - vertical distance to sea level\n\n#### rightDustEffects / leftDustEffects\n\n- Description: New dust vehicle effect. Different effect can be defined for each surface type. These parameters are not strings as usual, they are arrays.\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - speed, dustness of surface\n  - dustColor - dustness of surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - localSpeedX - speed of the vehicle as vector in vehicle coord\n  - localSpeedY - speed of the vehicle as vector in vehicle coord\n  - localSpeedZ - speed of the vehicle as vector in vehicle coord\n  - humidity - humidity of the air\n  - dustness - dustness of surface\n  - speedSize - speed of vehicle\n  - acceleration - acceleration of vehicle\n  - turn - turning of vehicle (from -1 to 1, 0 is no turning)\n  - distToWater - vertical distance to sea level\n\n*Example*:\n\n```cpp\nclass CfgVehicles\n{\n    class car\n    {\n        rightDustEffects[] =\n        {\n            {\"GdtStratisConcrete\", \"RDustEffects\"},\n            {\"GdtStratisConcrete\", \"RDirtEffects\"},\n            {\"GdtStratisBeach\", \"RDustEffects\"},\n            {\"GdtStratisBeach\", \"RStonesEffects\"},\n        };\n        leftDustEffects[] =\n        {\n            {\"GdtStratisConcrete\", \"RDustEffects\"},\n            {\"GdtStratisConcrete\", \"RDirtEffects\"},\n            {\"GdtStratisBeach\", \"RDustEffects\"},\n            {\"GdtStratisBeach\", \"RStonesEffects\"},\n        };\n    };\n};\n```\n\n#### damageEffect\n\n- Description: Effect when vehicle is damaged, it is allways simulated (even if vehicle is not damaged).\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - damage - total damage of the vehicle\n  - engineOn - 1 if engine is on, 0 if not\n  - engineDamage\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - speed - speed of the vehicle in world coord\n  - distToWater - distance to water surface under the vehicle\n  - randomValue - random value generated for every emitor (generated when vehicle is created, after that is constant)\n\n#### dustEffect\n\n- Description: Dust effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the ground is under vehicle.\n- Path: configFile >> CfgVehicles >> *Helicopter_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - speed - speed of vehicle\n  - density - depends on thrust, distance to surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - landContact - 1 if vehicle has land contact, 0 if not\n\n#### waterEffect\n\n- Description: Water effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the water is under vehicle.\n- Path: configFile >> CfgVehicles >> *Helicopter_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - speed - speed of vehicle\n  - density - depends on thrust, distance to surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - landContact - 1 if vehicle has land contact, 0 if not\n\n#### impactEffectsSea\n\n- Description: Effect triggered when a collision of the object with the sea surface is detected.\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: constant emitter\n- Variables:\n  - speed - speed of the object\n  - density - radius of bounding sphere of the object\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the object as vector\n  - speedY - speed of the object as vector\n  - speedZ - speed of the object as vector\n  - landContact - 1 if object has land contact, 0 if not\n\n#### collisionEffect\n\n- Description: Effect triggered when a collision of the object and another object is detected.\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: constant emitter\n- Variables:\n  - positionX - position where the collision is detected as vector\n  - positionY - position where the collision is detected as vector\n  - positionZ - position where the collision is detected as vector\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - localSpeedX - speed of the vehicle as vector in vehicle coord\n  - localSpeedY - speed of the vehicle as vector in vehicle coord\n  - localSpeedZ - speed of the vehicle as vector in vehicle coord\n  - forceSize - force size of collision computed by PhysX\n\n#### explosionEffect\n\n- Description: Explosion of the vehicle when the damage reaches 1. Parameter is reference to AmmoType used to calculate damage to objects around when vehicle explodes (if it have a fuel and can explode), default \"FuelExplosion\".\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: constant emitter\n\n#### leftFastWaterEffect / rightFastWaterEffect\n\n- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then \"waterFastEffectSpeed\" (vehicle parameter).\n- Path: configFile >> CfgVehicles >> *Boat_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - depends on thrust and speed\n  - size - for some vehicles it is constant, for some (boats) it depends on speed\n  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speedSize - size of the speed vector\n  - turn - position of the wheel (-1, 1), for boat it is allways 0\n  - thrust - current thrust of the vehicle\n- Related parameters:\n  - waterFastEffectSpeed - effects are simulated when the vehicle speed is more then this value (number)\n  - memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint)\n\n#### leftWaterEffect / rightWaterEffect\n\n- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is less then \"waterFastEffectSpeed\" (vehicle parameter).\n- Path: configFile >> CfgVehicles >> *Boat_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - depends on thrust and speed\n  - size - for some vehicles it is constant, for some (boats) it depends on speed\n  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speedSize - size of the speed vector\n  - turn - position of the wheel (-1, 1), for boat it is allways 0\n  - thrust - current thrust of the vehicle\n- Related parameters:\n  - waterFastEffectSpeed - effects are simulated when the vehicle speed is less then this value (number)\n  - memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint)\n\n#### leftEngineEffect / rightEngineEffect\n\n- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then \"engineEffectSpeed\" (vehicle parameter).\n- Path: configFile >> CfgVehicles >> *Boat_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - depends on thrust and speed\n  - size - for some vehicles it is constant, for some (boats) it depends on speed\n  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speedSize - size of the speed vector\n  - turn - position of the wheel (-1, 1), for boat it is allways 0\n  - thrust - current thrust of the vehicle\n- Related parameters:\n  - engineEffectSpeed - effects are simulated when the vehicle speed is more then this value (number)\n  - memotyPointsLeftEngineEffect/memotyPointsRightEngineEffect - position stored in position variables (string - memorypoint)\n\n#### impactEffectsBlood\n\n- Description: Blood effect, only for Person object (and if blood is enabled).\n- Path: configFile >> CfgVehicles >> *Unit_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level\n\n#### impactEffectsNoBlood\n\n- Description: Blood effect, only for Person object (and if blood is disabled).\n- Path: configFile >> CfgVehicles >> *Unit_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level\n\n#### mineJumpEffects\n\n- Description: Effect when the jumping mine jumps.\n- Path: configFile >> CfgAmmo >> *Explosive_class*\n- Type of emitter: constant emitter\n- Variables:\n  - speed - indirectHit of the mine\n  - positionX - distance from the original position (from where the mine is jumping) as vector\n  - positionY - distance from the original position (from where the mine is jumping) as vector\n  - positionZ - distance from the original position (from where the mine is jumping) as vector\n\n#### craterEffects\n\n- Description: Crater part of explosion of given ammo, it is a parameter of the ammoType of the projectile that creates the crater. This is used for craters above the water.\n- Path: configFile >> CfgAmmo >> *Explosive_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level\n\n#### craterWaterEffects\n\n- Description: Same as „createrEffects“ this is used for craters under water.\n- Path: configFile >> CfgAmmo >> *Explosive_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level\n\n#### effectFlare\n\n- Description: Effect of the Flare projectile.\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - colorR - color defined by parameter \"smokeColor\" in AmmoType\n  - colorG - color defined by parameter \"smokeColor\" in AmmoType\n  - colorB - color defined by parameter \"smokeColor\" in AmmoType\n  - colorA - color defined by parameter \"smokeColor\" in AmmoType\n\n#### effectFly\n\n- Description: Trail effect for flying ammo.\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - hit - hit from AmmoType\n  - speedX - speed of projectile as vector\n  - speedY - speed of projectile as vector\n  - speedZ - speed of projectile as vector\n  - speedSize - size of the speed vector\n  - flyTime - how long the projectile is flying (time since the shot)\n  - distToSurface - distance to surface (under the bullet)\n\n#### effectsMissile\n\n- Description: Trail effect for flying missile.\n- Path: configFile >> CfgAmmo >> *Missile_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - intensity from effect config\n  - interval - interval from effect config\n  - fireIntensity - intensity from effect config\n  - fireInterval - interval from effect config\n  - lifeTime - lifeTime from effect config and thrustTime from AmmoType\n\n#### effectsMissileInit\n\n- Description: Init effect for missile (before the engine of the missile is started).\n- Path: configFile >> CfgAmmo >> *Missile_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - speed - speed of the missile in world coord\n  - density - value that goes from 1.0 to 0.0 according to time (0.0 when time from shot is equal to \"initTime\" ammoType atribute)\n  - speedX - full vector of the speed in world coord\n  - speedY - full vector of the speed in world coord\n  - speedZ - full vector of the speed in world coord\n  - parentSpeedX - speed of parent unit/vehicle that fired the missile as vector\n  - parentSpeedY - speed of parent unit/vehicle that fired the missile as vector\n  - parentSpeedZ - speed of parent unit/vehicle that fired the missile as vector\n  - landContact - 1 if has land contact, 0 otherwise\n\n#### effectsSmoke\n\n- Description: Effect for smoke grenades and countermeasures. Parameters depends on if the projectile is grenade or countermeasure.\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: real-time emitter\n- Variables for smoke grenades:\n  - colorR - color defined by parameter \"smokeColor\" in AmmoType\n  - colorG - color defined by parameter \"smokeColor\" in AmmoType\n  - colorB - color defined by parameter \"smokeColor\" in AmmoType\n  - colorA - color defined by parameter \"smokeColor\" in AmmoType\n- Variables for smoke countermeasure:\n  - time - time since the coutnermeasure has been created\n\n#### explosionEffects\n\n- Description: Effect when explosion should happen (ex. Missile hit).\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level\n\n#### effectName (GunParticles)\n\n- Description: Weapon muzzle effect.\n- Path: configFile >> CfgWeapons >> *Weapon_class* >> GunParticles >> *Random_class_name*\n- Type of emitter: real-time emitter\n- Variables:\n  - positionX - position of the memorypoint defined in parameter positionName as vector\n  - positionY - position of the memorypoint defined in parameter positionName as vector\n  - positionZ - position of the memorypoint defined in parameter positionName as vector\n  - directionX - direction to the memorypoint defined in parameter directionName as vector in world coord\n  - directionY - direction to the memorypoint defined in parameter directionName as vector in world coord\n  - directionZ - direction to the memorypoint defined in parameter directionName as vector in world coord\n  - directionLocalX - direction to the memorypoint defined in parameter directionName as vector in weapon coord\n  - directionLocalY - direction to the memorypoint defined in parameter directionName as vector in weapon coord\n  - directionLocalZ - direction to the memorypoint defined in parameter directionName as vector in weapon coord\n  - vehicleSpeedX - weapon movement as vector in world coord\n  - vehicleSpeedY - weapon movement as vector in world coord\n  - vehicleSpeedZ - weapon movement as vector in world coord\n  - vehicleSpeedSize - speed of weapon movement\n  - vehicleSpeedLocalX - weapon movement as vector in weapon coord\n  - vehicleSpeedLocalY - weapon movement as vector in weapon coord\n  - vehicleSpeedLocalZ - weapon movement as vector in weapon coord\n  - vehicleSpeedLocalSize - speed of weapon movement\n  - isWaterSurface - 1 if the surface under weapon is land, -1 for water\n  - distToSurface - vertical distance between muzzle and surface\n  - dustness - dustness of surface\n  - humidity - humidity of the air (depends on rain)\n- Related parameters:\n  - directionName - direction stored in direction variables (string - memorypoint)\n  - positionName - position stored in position variables (string - memorypoint)\n\n*Example:*\n\n```cpp\nclass CfgWeapons\n{\n    class LMG_Minigun\n    {\n        class gunParticles\n        {\n            class effect1\n            {\n                positionName    = \"machinegun_eject_pos\";\n                directionName    = \"machinegun_eject_dir\";\n                effectName        = \"MachineGunCartridge1\";\n            };\n\n            class effect2\n            {\n                positionName    = \"machinegun_end\";\n                directionName    = \"machinegun_beg\";\n                effectName        = \"MachineGun1\";\n            };\n        };\n    };\n};\n```\n\n#### effect (Exhausts)\n\n- Description: Vehicle's exhaust effects.\n- Path: configFile >> CfgVehicles >> *Vehicle_class* >> Exhausts >> *Random_class_name*\n- Type of emitter: real-time emitter\n- Variables:\n  - intensity\n  - damage - damage of vehicle\n  - positionX - position of the memorypoint defined in parameter position as vector\n  - positionY - position of the memorypoint defined in parameter position as vector\n  - positionZ - position of the memorypoint defined in parameter position as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - vehicleSpeedSize - speed of vehicle as scalar\n  - engineOn - starting (temperature) of engine\n  - distToWater - vertical distance between position memorypoint and sea level\n  - randomValue - generated when the vehicle is created\n- Related parameters:\n  - direction - direction stored in position variables (string - memorypoint)\n  - position - position stored in position variables (string - memorypoint)\n\n*Example:*\n\n```cpp\nclass CfgVehicles\n{\n    class Ifrit_Base\n    {\n        class Exhausts\n        {\n            class Exhaust1\n            {\n                position    = \"exhaust_pos\";\n                direction    = \"exhaust_dir\";\n                effect        = \"ExhaustEffectHTruck\";\n            };\n        };\n    };\n};\n```\n\n#### effectName (WingVortices)\n\n- Description: Wingtip vortices and similar effects on planes.\n- Path: configFile >> CfgVehicles >> *Vehicle_class* >> WingVortices >> *Random_class_name*\n- Type of emitter: real-time emitter\n- Variables:\n  - positionX - position of the memorypoint defined in parameter position as vector\n  - positionY - position of the memorypoint defined in parameter position as vector\n  - positionZ - position of the memorypoint defined in parameter position as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speed - speed of vehicle as scalar\n  - accelX - acceleration of the vehicle as vector\n  - accelY - acceleration of the vehicle as vector\n  - accelZ - acceleration of the vehicle as vector\n  - accel - acceleration of vehicle as scalar\n  - altitude - altitude of the vehicle in meters\n  - humidity - humidity of air\n- Related parameters:\n  - position - position stored in position variables (string - memorypoint)\n\n*Example:*\n\n```cpp\nclass CfgVehicles\n{\n    class Plane_Fighter_03_base_F\n    {\n        class WingVortices\n        {\n            class WingTipLeft\n            {\n                position    = \"body_vapour_L_E\";\n                effectName    = \"WingVortices\";\n            };\n        };\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"The list of config parameters used for calling of particle effects. For more information, see Arma 3: Particle Effects."},{"heading":"Parameters","level":3,"markdown":""},{"heading":"- (Hit)","level":4,"markdown":"- Description: Effect for hit of specified material. Whatever name of parameter is working. Name of parametr must be used in bisurf's parameter *impact*.\n- Path: configFile >> CfgAmmo >> *Ammo_class* >> HitEffects\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level"},{"heading":"breathingBubblesEffect","level":4,"markdown":"- Description: Bubble effect for units who are able to breath underwater.\n- Path: configFile >> CfgVehicles >> *Unit_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - positionX - position of the memorypoint defined in breathingBubblesPoint as vector\n  - positionY - position of the memorypoint defined in breathingBubblesPoint as vector\n  - positionZ - position of the memorypoint defined in breathingBubblesPoint as vector\n  - speedX - direction to the memorypoint defined in breathingBubblesDir as vector\n  - speedY - direction to the memorypoint defined in breathingBubblesDir as vector\n  - speedZ - direction to the memorypoint defined in breathingBubblesDir as vector\n  - speedSize - speed of unit's movement\n- Related parameters:\n  - breathingBubblesInterval - how often unit creates the bubbles (number - seconds)\n  - breathingBubblesPoint - position stored in position variables (string - memorypoint)\n  - breathingBubblesDir - direction stored in speed variables (string - memorypoint)"},{"heading":"rightDustEffect / leftDustEffect","level":4,"markdown":"- Description: Old dust vehicle effect (it is used only if new one is not defined).\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - speed, dustness of surface\n  - dustColor - dustness of surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - localSpeedX - speed of the vehicle as vector in vehicle coord\n  - localSpeedY - speed of the vehicle as vector in vehicle coord\n  - localSpeedZ - speed of the vehicle as vector in vehicle coord\n  - humidity - humidity of the air\n  - dustness - dustness of surface\n  - speedSize - speed of vehicle\n  - acceleration - acceleration of vehicle\n  - turn - turning of vehicle (from -1 to 1, 0 is no turning)\n  - distToWater - vertical distance to sea level"},{"heading":"rightDustEffects / leftDustEffects","level":4,"markdown":"- Description: New dust vehicle effect. Different effect can be defined for each surface type. These parameters are not strings as usual, they are arrays.\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - speed, dustness of surface\n  - dustColor - dustness of surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - localSpeedX - speed of the vehicle as vector in vehicle coord\n  - localSpeedY - speed of the vehicle as vector in vehicle coord\n  - localSpeedZ - speed of the vehicle as vector in vehicle coord\n  - humidity - humidity of the air\n  - dustness - dustness of surface\n  - speedSize - speed of vehicle\n  - acceleration - acceleration of vehicle\n  - turn - turning of vehicle (from -1 to 1, 0 is no turning)\n  - distToWater - vertical distance to sea level\n\n*Example*:\n\n```cpp\nclass CfgVehicles\n{\n    class car\n    {\n        rightDustEffects[] =\n        {\n            {\"GdtStratisConcrete\", \"RDustEffects\"},\n            {\"GdtStratisConcrete\", \"RDirtEffects\"},\n            {\"GdtStratisBeach\", \"RDustEffects\"},\n            {\"GdtStratisBeach\", \"RStonesEffects\"},\n        };\n        leftDustEffects[] =\n        {\n            {\"GdtStratisConcrete\", \"RDustEffects\"},\n            {\"GdtStratisConcrete\", \"RDirtEffects\"},\n            {\"GdtStratisBeach\", \"RDustEffects\"},\n            {\"GdtStratisBeach\", \"RStonesEffects\"},\n        };\n    };\n};\n```"},{"heading":"damageEffect","level":4,"markdown":"- Description: Effect when vehicle is damaged, it is allways simulated (even if vehicle is not damaged).\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - damage - total damage of the vehicle\n  - engineOn - 1 if engine is on, 0 if not\n  - engineDamage\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - speed - speed of the vehicle in world coord\n  - distToWater - distance to water surface under the vehicle\n  - randomValue - random value generated for every emitor (generated when vehicle is created, after that is constant)"},{"heading":"dustEffect","level":4,"markdown":"- Description: Dust effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the ground is under vehicle.\n- Path: configFile >> CfgVehicles >> *Helicopter_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - speed - speed of vehicle\n  - density - depends on thrust, distance to surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - landContact - 1 if vehicle has land contact, 0 if not"},{"heading":"waterEffect","level":4,"markdown":"- Description: Water effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the water is under vehicle.\n- Path: configFile >> CfgVehicles >> *Helicopter_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - speed - speed of vehicle\n  - density - depends on thrust, distance to surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - landContact - 1 if vehicle has land contact, 0 if not"},{"heading":"impactEffectsSea","level":4,"markdown":"- Description: Effect triggered when a collision of the object with the sea surface is detected.\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: constant emitter\n- Variables:\n  - speed - speed of the object\n  - density - radius of bounding sphere of the object\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the object as vector\n  - speedY - speed of the object as vector\n  - speedZ - speed of the object as vector\n  - landContact - 1 if object has land contact, 0 if not"},{"heading":"collisionEffect","level":4,"markdown":"- Description: Effect triggered when a collision of the object and another object is detected.\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: constant emitter\n- Variables:\n  - positionX - position where the collision is detected as vector\n  - positionY - position where the collision is detected as vector\n  - positionZ - position where the collision is detected as vector\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - localSpeedX - speed of the vehicle as vector in vehicle coord\n  - localSpeedY - speed of the vehicle as vector in vehicle coord\n  - localSpeedZ - speed of the vehicle as vector in vehicle coord\n  - forceSize - force size of collision computed by PhysX"},{"heading":"explosionEffect","level":4,"markdown":"- Description: Explosion of the vehicle when the damage reaches 1. Parameter is reference to AmmoType used to calculate damage to objects around when vehicle explodes (if it have a fuel and can explode), default \"FuelExplosion\".\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: constant emitter"},{"heading":"leftFastWaterEffect / rightFastWaterEffect","level":4,"markdown":"- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then \"waterFastEffectSpeed\" (vehicle parameter).\n- Path: configFile >> CfgVehicles >> *Boat_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - depends on thrust and speed\n  - size - for some vehicles it is constant, for some (boats) it depends on speed\n  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speedSize - size of the speed vector\n  - turn - position of the wheel (-1, 1), for boat it is allways 0\n  - thrust - current thrust of the vehicle\n- Related parameters:\n  - waterFastEffectSpeed - effects are simulated when the vehicle speed is more then this value (number)\n  - memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint)"},{"heading":"leftWaterEffect / rightWaterEffect","level":4,"markdown":"- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is less then \"waterFastEffectSpeed\" (vehicle parameter).\n- Path: configFile >> CfgVehicles >> *Boat_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - depends on thrust and speed\n  - size - for some vehicles it is constant, for some (boats) it depends on speed\n  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speedSize - size of the speed vector\n  - turn - position of the wheel (-1, 1), for boat it is allways 0\n  - thrust - current thrust of the vehicle\n- Related parameters:\n  - waterFastEffectSpeed - effects are simulated when the vehicle speed is less then this value (number)\n  - memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint)"},{"heading":"leftEngineEffect / rightEngineEffect","level":4,"markdown":"- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then \"engineEffectSpeed\" (vehicle parameter).\n- Path: configFile >> CfgVehicles >> *Boat_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - depends on thrust and speed\n  - size - for some vehicles it is constant, for some (boats) it depends on speed\n  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speedSize - size of the speed vector\n  - turn - position of the wheel (-1, 1), for boat it is allways 0\n  - thrust - current thrust of the vehicle\n- Related parameters:\n  - engineEffectSpeed - effects are simulated when the vehicle speed is more then this value (number)\n  - memotyPointsLeftEngineEffect/memotyPointsRightEngineEffect - position stored in position variables (string - memorypoint)"},{"heading":"impactEffectsBlood","level":4,"markdown":"- Description: Blood effect, only for Person object (and if blood is enabled).\n- Path: configFile >> CfgVehicles >> *Unit_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level"},{"heading":"impactEffectsNoBlood","level":4,"markdown":"- Description: Blood effect, only for Person object (and if blood is disabled).\n- Path: configFile >> CfgVehicles >> *Unit_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level"},{"heading":"mineJumpEffects","level":4,"markdown":"- Description: Effect when the jumping mine jumps.\n- Path: configFile >> CfgAmmo >> *Explosive_class*\n- Type of emitter: constant emitter\n- Variables:\n  - speed - indirectHit of the mine\n  - positionX - distance from the original position (from where the mine is jumping) as vector\n  - positionY - distance from the original position (from where the mine is jumping) as vector\n  - positionZ - distance from the original position (from where the mine is jumping) as vector"},{"heading":"craterEffects","level":4,"markdown":"- Description: Crater part of explosion of given ammo, it is a parameter of the ammoType of the projectile that creates the crater. This is used for craters above the water.\n- Path: configFile >> CfgAmmo >> *Explosive_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level"},{"heading":"craterWaterEffects","level":4,"markdown":"- Description: Same as „createrEffects“ this is used for craters under water.\n- Path: configFile >> CfgAmmo >> *Explosive_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level"},{"heading":"effectFlare","level":4,"markdown":"- Description: Effect of the Flare projectile.\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - colorR - color defined by parameter \"smokeColor\" in AmmoType\n  - colorG - color defined by parameter \"smokeColor\" in AmmoType\n  - colorB - color defined by parameter \"smokeColor\" in AmmoType\n  - colorA - color defined by parameter \"smokeColor\" in AmmoType"},{"heading":"effectFly","level":4,"markdown":"- Description: Trail effect for flying ammo.\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - hit - hit from AmmoType\n  - speedX - speed of projectile as vector\n  - speedY - speed of projectile as vector\n  - speedZ - speed of projectile as vector\n  - speedSize - size of the speed vector\n  - flyTime - how long the projectile is flying (time since the shot)\n  - distToSurface - distance to surface (under the bullet)"},{"heading":"effectsMissile","level":4,"markdown":"- Description: Trail effect for flying missile.\n- Path: configFile >> CfgAmmo >> *Missile_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - intensity from effect config\n  - interval - interval from effect config\n  - fireIntensity - intensity from effect config\n  - fireInterval - interval from effect config\n  - lifeTime - lifeTime from effect config and thrustTime from AmmoType"},{"heading":"effectsMissileInit","level":4,"markdown":"- Description: Init effect for missile (before the engine of the missile is started).\n- Path: configFile >> CfgAmmo >> *Missile_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - speed - speed of the missile in world coord\n  - density - value that goes from 1.0 to 0.0 according to time (0.0 when time from shot is equal to \"initTime\" ammoType atribute)\n  - speedX - full vector of the speed in world coord\n  - speedY - full vector of the speed in world coord\n  - speedZ - full vector of the speed in world coord\n  - parentSpeedX - speed of parent unit/vehicle that fired the missile as vector\n  - parentSpeedY - speed of parent unit/vehicle that fired the missile as vector\n  - parentSpeedZ - speed of parent unit/vehicle that fired the missile as vector\n  - landContact - 1 if has land contact, 0 otherwise"},{"heading":"effectsSmoke","level":4,"markdown":"- Description: Effect for smoke grenades and countermeasures. Parameters depends on if the projectile is grenade or countermeasure.\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: real-time emitter\n- Variables for smoke grenades:\n  - colorR - color defined by parameter \"smokeColor\" in AmmoType\n  - colorG - color defined by parameter \"smokeColor\" in AmmoType\n  - colorB - color defined by parameter \"smokeColor\" in AmmoType\n  - colorA - color defined by parameter \"smokeColor\" in AmmoType\n- Variables for smoke countermeasure:\n  - time - time since the coutnermeasure has been created"},{"heading":"explosionEffects","level":4,"markdown":"- Description: Effect when explosion should happen (ex. Missile hit).\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level"},{"heading":"effectName (GunParticles)","level":4,"markdown":"- Description: Weapon muzzle effect.\n- Path: configFile >> CfgWeapons >> *Weapon_class* >> GunParticles >> *Random_class_name*\n- Type of emitter: real-time emitter\n- Variables:\n  - positionX - position of the memorypoint defined in parameter positionName as vector\n  - positionY - position of the memorypoint defined in parameter positionName as vector\n  - positionZ - position of the memorypoint defined in parameter positionName as vector\n  - directionX - direction to the memorypoint defined in parameter directionName as vector in world coord\n  - directionY - direction to the memorypoint defined in parameter directionName as vector in world coord\n  - directionZ - direction to the memorypoint defined in parameter directionName as vector in world coord\n  - directionLocalX - direction to the memorypoint defined in parameter directionName as vector in weapon coord\n  - directionLocalY - direction to the memorypoint defined in parameter directionName as vector in weapon coord\n  - directionLocalZ - direction to the memorypoint defined in parameter directionName as vector in weapon coord\n  - vehicleSpeedX - weapon movement as vector in world coord\n  - vehicleSpeedY - weapon movement as vector in world coord\n  - vehicleSpeedZ - weapon movement as vector in world coord\n  - vehicleSpeedSize - speed of weapon movement\n  - vehicleSpeedLocalX - weapon movement as vector in weapon coord\n  - vehicleSpeedLocalY - weapon movement as vector in weapon coord\n  - vehicleSpeedLocalZ - weapon movement as vector in weapon coord\n  - vehicleSpeedLocalSize - speed of weapon movement\n  - isWaterSurface - 1 if the surface under weapon is land, -1 for water\n  - distToSurface - vertical distance between muzzle and surface\n  - dustness - dustness of surface\n  - humidity - humidity of the air (depends on rain)\n- Related parameters:\n  - directionName - direction stored in direction variables (string - memorypoint)\n  - positionName - position stored in position variables (string - memorypoint)\n\n*Example:*\n\n```cpp\nclass CfgWeapons\n{\n    class LMG_Minigun\n    {\n        class gunParticles\n        {\n            class effect1\n            {\n                positionName    = \"machinegun_eject_pos\";\n                directionName    = \"machinegun_eject_dir\";\n                effectName        = \"MachineGunCartridge1\";\n            };\n\n            class effect2\n            {\n                positionName    = \"machinegun_end\";\n                directionName    = \"machinegun_beg\";\n                effectName        = \"MachineGun1\";\n            };\n        };\n    };\n};\n```"},{"heading":"effect (Exhausts)","level":4,"markdown":"- Description: Vehicle's exhaust effects.\n- Path: configFile >> CfgVehicles >> *Vehicle_class* >> Exhausts >> *Random_class_name*\n- Type of emitter: real-time emitter\n- Variables:\n  - intensity\n  - damage - damage of vehicle\n  - positionX - position of the memorypoint defined in parameter position as vector\n  - positionY - position of the memorypoint defined in parameter position as vector\n  - positionZ - position of the memorypoint defined in parameter position as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - vehicleSpeedSize - speed of vehicle as scalar\n  - engineOn - starting (temperature) of engine\n  - distToWater - vertical distance between position memorypoint and sea level\n  - randomValue - generated when the vehicle is created\n- Related parameters:\n  - direction - direction stored in position variables (string - memorypoint)\n  - position - position stored in position variables (string - memorypoint)\n\n*Example:*\n\n```cpp\nclass CfgVehicles\n{\n    class Ifrit_Base\n    {\n        class Exhausts\n        {\n            class Exhaust1\n            {\n                position    = \"exhaust_pos\";\n                direction    = \"exhaust_dir\";\n                effect        = \"ExhaustEffectHTruck\";\n            };\n        };\n    };\n};\n```"},{"heading":"effectName (WingVortices)","level":4,"markdown":"- Description: Wingtip vortices and similar effects on planes.\n- Path: configFile >> CfgVehicles >> *Vehicle_class* >> WingVortices >> *Random_class_name*\n- Type of emitter: real-time emitter\n- Variables:\n  - positionX - position of the memorypoint defined in parameter position as vector\n  - positionY - position of the memorypoint defined in parameter position as vector\n  - positionZ - position of the memorypoint defined in parameter position as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speed - speed of vehicle as scalar\n  - accelX - acceleration of the vehicle as vector\n  - accelY - acceleration of the vehicle as vector\n  - accelZ - acceleration of the vehicle as vector\n  - accel - acceleration of vehicle as scalar\n  - altitude - altitude of the vehicle in meters\n  - humidity - humidity of air\n- Related parameters:\n  - position - position stored in position variables (string - memorypoint)\n\n*Example:*\n\n```cpp\nclass CfgVehicles\n{\n    class Plane_Fighter_03_base_F\n    {\n        class WingVortices\n        {\n            class WingTipLeft\n            {\n                position    = \"body_vapour_L_E\";\n                effectName    = \"WingVortices\";\n            };\n        };\n    };\n};\n```"}],"categories":["Particle System"],"groups":["Configuration"]},{"name":"Arma 3: Performance Optimisation","title":"Arma 3: Performance Optimisation","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Performance_Optimisation","revid":352212,"updated":"2024-02-01T23:26:04Z","aliases":["Arma 3 Performance Optimisation"],"markdown":"Arma 3 performance has always been a great interrogation topic. This page brings light on some aspects of the Video Settings.\n\n### General Guidelines\n\n- **use auto-detection** as a base for other settings - the autodetect button knows best, most of the time\n  - an exception to that being that auto-detection will set the render sampling to *at least* 100% - this is not ideal if one wants to play e.g in 1920×1080 on a 3840×2160 screen.\n- in order to bring some relief to the CPU, play with (terrain/object) view distance\n- to alleviate pressure on the GPU, lower PiP settings and reduce 3D **Sampling**\n- to reduce stutter and greatly improve loading times, it is highly recommended to install Arma 3 on a Solid State Drive (SSD)\n\n> [!IMPORTANT]\n> - **Run tests on a Vanilla (no mods) Arma 3!** Some ill-conceived mods can bring performance down.\n> - **Run tests in a Single Player environment.** If performances in multiplayer are worse than in single player, the server/connection/mission is at fault; nothing can be done on Settings' side.\n\n### Video Options\n\n### Settings Impacts\n\n> [!NOTE]\n> ● means a heavy impact on performance\n> ● means an average impact\n> ● means little to no performance impact.\n\n#### General\n\n| Category | Setting | CPU | GPU | Additional Details |\n|---|---|---|---|---|\n| **Quality** | Sampling | ● | ● | Defines the game's 3D resolution **based on Display's Resolution setting** (in %) - e.g **50%** of 3840×2160 results in a 3D resolution of 1920×1080 (1/4 of the original resolution) |\n| **Quality** | Texture | ● | ● | Defines textures' quality - dependent on the GPU's memory |\n| **Quality** | Objects | ● | ● | Defines object's details and LOD thresholds |\n| **Quality** | Terrain | ● | ● | Defines terrain's geometry details at medium long range (does not affect textures) |\n| **Quality** | Shadow | ● | ● | Defines shadow precision |\n| **Quality** | Particles | ● | ● | Defines quality and the amount of particles (smoke, fire, dust, etc) visible on screen. |\n| **Quality** | Cloud | ● | ● | Defines if **Cloud Simulation** should be used and at which level of detail |\n| **Quality** | PIP | ● | ● | Adds (doubles?) the strain on the CPU - another scene has to be calculated in order to do the render. Quality here means PIP drawing distance |\n| **Visibility** | Overall | ● | ● | Terrain's view distance |\n| **Visibility** | Object | ● | ● | Object's view distance - *The* CPU killer. Set to about 1/3 to 1/2 of terrain's view distance |\n| **Visibility** | Shadow | ● | ● | Shadows' draw distance - range 50..200m |\n| **Lighting** | HDR | ● | ● | Sets HDR quality, 8 or 16 bits |\n| **Lighting** | Dynamic Lights | ● | ● | Sets the maximum number of dynamic lights (light sources that are not the sun or the moon) in the scene |\n| **Lighting** | Water Reflections | ● | ● | Defines quality of water surface reflection |\n\n#### Display\n\n| Category | Setting | CPU | GPU | Additional Details |\n|---|---|---|---|---|\n| **General** | Display Mode | ● | ● | Full Screen can solve some issues, Full Screen Window can fix some others. Windowed is useful for debug purposes |\n| **General** | Resolution | ● | ● | Should be set to the screen's native resolution and use **Sampling** to lower the 3D resolution if needed |\n| **General** | Aspect Ratio | ● | ● | Set to auto or to the screen's aspect ratio. No impact on performance |\n| **General** | VSync | ● | ● | **V**ertical **Sync**hronisation |\n| **General** | Interface Size | ● | ● | No impact on performance |\n| **General** | Brightness | ● | ● | No impact on performance |\n| **General** | Gamma | ● | ● | No impact on performance |\n\n#### AA & PP\n\n| Category | Setting | CPU | GPU | Additional Details |\n|---|---|---|---|---|\n| **PostProcesses** | Bloom | ● | ● |  |\n| **PostProcesses** | Radial Blur | ● | ● | Adds \"speed\" blur to the border of the screen |\n| **PostProcesses** | Rotation Blur | ● | ● | Adds screen blur on fast camera movement |\n| **PostProcesses** | Depth of Field | ● | ● | Adds blur to non-focused background |\n| **PostProcesses** | Sharpen Filter | ● | ● | Makes the image sharper, but can also make it more grainy or too outlined |\n| **PostProcesses** | AO | ● | ● | (Screen Space) **A**mbient **O**cclusion. HBAO stands for Horizon-Based AO (Nvidia), whereas HDAO stands for High Definition AO (AMD). |\n| **PostProcesses** | Caustics | ● | ● | Water surface reflection on the ocean floor |\n| **PostProcess Color Corrections** | Color Preset | ● | ● |  |\n| **PostProcess Color Corrections** | Brightness | ● | ● | *Post-process* image brightness |\n| **PostProcess Color Corrections** | Contrast | ● | ● | *Post-process* image contrast |\n| **PostProcess Color Corrections** | Saturation | ● | ● | Colour saturation - the higher the more colours, the lower the more black & white |\n| **AntiAliasing** | FSAA | ● | ● | **F**ull **S**creen **A**nti-**A**liasing |\n| **AntiAliasing** | AtoC | ● | ● | **A**lpha **to** **C**overage. Requires **FSAA** |\n| **AntiAliasing** | PPAA | ● | ● | **P**ost-**P**rocessing **A**nti-**A**liasing. Less taxing than **FSAA**, with very minor graphical glitches |\n| **AntiAliasing** | Aniso. Filtering | ● | ● | Anisotropic filtering |\n\n### See Also\n\n- Mission Optimisation\n\n### External Links\n\n- [Yet Another Arma Benchmark](https://steamcommunity.com/sharedfiles/filedetails/?id=375092418)","sections":[{"heading":null,"level":1,"markdown":"Arma 3 performance has always been a great interrogation topic. This page brings light on some aspects of the Video Settings."},{"heading":"General Guidelines","level":3,"markdown":"- **use auto-detection** as a base for other settings - the autodetect button knows best, most of the time\n  - an exception to that being that auto-detection will set the render sampling to *at least* 100% - this is not ideal if one wants to play e.g in 1920×1080 on a 3840×2160 screen.\n- in order to bring some relief to the CPU, play with (terrain/object) view distance\n- to alleviate pressure on the GPU, lower PiP settings and reduce 3D **Sampling**\n- to reduce stutter and greatly improve loading times, it is highly recommended to install Arma 3 on a Solid State Drive (SSD)\n\n> [!IMPORTANT]\n> - **Run tests on a Vanilla (no mods) Arma 3!** Some ill-conceived mods can bring performance down.\n> - **Run tests in a Single Player environment.** If performances in multiplayer are worse than in single player, the server/connection/mission is at fault; nothing can be done on Settings' side."},{"heading":"Video Options","level":3,"markdown":""},{"heading":"Settings Impacts","level":3,"markdown":"> [!NOTE]\n> ● means a heavy impact on performance\n> ● means an average impact\n> ● means little to no performance impact."},{"heading":"General","level":4,"markdown":"| Category | Setting | CPU | GPU | Additional Details |\n|---|---|---|---|---|\n| **Quality** | Sampling | ● | ● | Defines the game's 3D resolution **based on Display's Resolution setting** (in %) - e.g **50%** of 3840×2160 results in a 3D resolution of 1920×1080 (1/4 of the original resolution) |\n| **Quality** | Texture | ● | ● | Defines textures' quality - dependent on the GPU's memory |\n| **Quality** | Objects | ● | ● | Defines object's details and LOD thresholds |\n| **Quality** | Terrain | ● | ● | Defines terrain's geometry details at medium long range (does not affect textures) |\n| **Quality** | Shadow | ● | ● | Defines shadow precision |\n| **Quality** | Particles | ● | ● | Defines quality and the amount of particles (smoke, fire, dust, etc) visible on screen. |\n| **Quality** | Cloud | ● | ● | Defines if **Cloud Simulation** should be used and at which level of detail |\n| **Quality** | PIP | ● | ● | Adds (doubles?) the strain on the CPU - another scene has to be calculated in order to do the render. Quality here means PIP drawing distance |\n| **Visibility** | Overall | ● | ● | Terrain's view distance |\n| **Visibility** | Object | ● | ● | Object's view distance - *The* CPU killer. Set to about 1/3 to 1/2 of terrain's view distance |\n| **Visibility** | Shadow | ● | ● | Shadows' draw distance - range 50..200m |\n| **Lighting** | HDR | ● | ● | Sets HDR quality, 8 or 16 bits |\n| **Lighting** | Dynamic Lights | ● | ● | Sets the maximum number of dynamic lights (light sources that are not the sun or the moon) in the scene |\n| **Lighting** | Water Reflections | ● | ● | Defines quality of water surface reflection |"},{"heading":"Display","level":4,"markdown":"| Category | Setting | CPU | GPU | Additional Details |\n|---|---|---|---|---|\n| **General** | Display Mode | ● | ● | Full Screen can solve some issues, Full Screen Window can fix some others. Windowed is useful for debug purposes |\n| **General** | Resolution | ● | ● | Should be set to the screen's native resolution and use **Sampling** to lower the 3D resolution if needed |\n| **General** | Aspect Ratio | ● | ● | Set to auto or to the screen's aspect ratio. No impact on performance |\n| **General** | VSync | ● | ● | **V**ertical **Sync**hronisation |\n| **General** | Interface Size | ● | ● | No impact on performance |\n| **General** | Brightness | ● | ● | No impact on performance |\n| **General** | Gamma | ● | ● | No impact on performance |"},{"heading":"AA & PP","level":4,"markdown":"| Category | Setting | CPU | GPU | Additional Details |\n|---|---|---|---|---|\n| **PostProcesses** | Bloom | ● | ● |  |\n| **PostProcesses** | Radial Blur | ● | ● | Adds \"speed\" blur to the border of the screen |\n| **PostProcesses** | Rotation Blur | ● | ● | Adds screen blur on fast camera movement |\n| **PostProcesses** | Depth of Field | ● | ● | Adds blur to non-focused background |\n| **PostProcesses** | Sharpen Filter | ● | ● | Makes the image sharper, but can also make it more grainy or too outlined |\n| **PostProcesses** | AO | ● | ● | (Screen Space) **A**mbient **O**cclusion. HBAO stands for Horizon-Based AO (Nvidia), whereas HDAO stands for High Definition AO (AMD). |\n| **PostProcesses** | Caustics | ● | ● | Water surface reflection on the ocean floor |\n| **PostProcess Color Corrections** | Color Preset | ● | ● |  |\n| **PostProcess Color Corrections** | Brightness | ● | ● | *Post-process* image brightness |\n| **PostProcess Color Corrections** | Contrast | ● | ● | *Post-process* image contrast |\n| **PostProcess Color Corrections** | Saturation | ● | ● | Colour saturation - the higher the more colours, the lower the more black & white |\n| **AntiAliasing** | FSAA | ● | ● | **F**ull **S**creen **A**nti-**A**liasing |\n| **AntiAliasing** | AtoC | ● | ● | **A**lpha **to** **C**overage. Requires **FSAA** |\n| **AntiAliasing** | PPAA | ● | ● | **P**ost-**P**rocessing **A**nti-**A**liasing. Less taxing than **FSAA**, with very minor graphical glitches |\n| **AntiAliasing** | Aniso. Filtering | ● | ● | Anisotropic filtering |"},{"heading":"See Also","level":3,"markdown":"- Mission Optimisation"},{"heading":"External Links","level":3,"markdown":"- [Yet Another Arma Benchmark](https://steamcommunity.com/sharedfiles/filedetails/?id=375092418)"}],"categories":["Arma 3"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Performance Profiling","title":"Arma 3: Performance Profiling","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Performance_Profiling","revid":369994,"updated":"2024-10-25T16:22:22Z","aliases":[],"markdown":"","sections":[],"categories":["Arma 3: Editing","WIP"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Pixel Grid System","title":"Arma 3: Pixel Grid System","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Pixel_Grid_System","revid":339206,"updated":"2023-04-28T12:38:09Z","aliases":["Arma 3 Pixel Grid System","Pixel Grid System"],"markdown":"Arma 3 v1.60\n\n> [!NOTE]\n> When working with Pixel Grid System the following macros might be of use:\n>\n> - `#include \"\\a3\\3DEN\\UI\\macros.inc\"`\n> - `#include \"\\a3\\3DEN\\UI\\macroexecs.inc\"`\n\nReal Virtuality offers the ability to configure and draw HUD and UI elements, through the use of engine supported control types and configuration parameters.\nHUDs can be designed and implemented to show information relevant to the game, offer the ability to create unique interactive systems, along with some elements capable of being drawn in 3D space, to apply towards spatial or even diegetic UI opportunities.\nUI classes are configured using control types defined in engine.\nThese control types include Text, Images, Combo-boxes, List-boxes, Check-boxes, etc. Control types can be configured with their individual parameters, while being positioned and scaled using the following:\n\n**x** - Horizontal position\n**y** - Vertical position\n**w** - Width\n**h** - Height\n\nThese dictate the position in screenspace coordinates that a control should be; however placing a control in the top-left corner of the screen isn't as easy as setting the control to 0,0.\n\nWhen RV was first developed, it was during a time where 4:3 monitors were the norm.\nOur screen-space coordinate system was then based on this concept, with the origin being the top-left corner of a 4:3 screen, with the entire screen inheriting a 4:3 ratio as default.\nHowever, this meant that upon the introduction of different aspect ratios, with the common being 16:9 for 1080p, the origin now existed part way into the screen.\nNot only this, but as resolutions increase, the size of the UI also needs to scale, as it is not ideal for the same \"percentage\" of the screen to be taken up by the UI at higher resolutions as it is at lower ones.\nThis meant that we had to introduce new script commands, which find the top-left corner origin at any resolution and aspect ratio, safeZoneX and safeZoneY.\nObviously, this also meant that the screen width and height changed, so subsequent commands were added for that also, safeZoneW and safeZoneH.\n\nThe main downside of this system is that UI elements are drawn in arbitrary \"percentage\" values of screen space. For example, at 1080p / 16:9 / Interface Size \"Normal\", the following is true:\n\n```\nsafeZoneX = -0.452381\nsafeZoneY = -0.214286\nsafeZoneW = 1.90476\nsafeZoneH = 1.42857\n```\n\nThis is a downside because it means we turn the number of pixels on the screen into a percentage of available space to utilize.\nAs an example, if we centralise a square in the centre of the screen, we would position it at (0.5,0.5), which never changes, and adjust for the width and height of the square itself.\nThe width and height of the square would be specified as some number, like 0.15 or even an evaluation of some formulated grid system ((safeZoneX + safeZoneW) / desiredMaxGridSize).\nThe problem here is that this number is not in pixels, it is in a percentage.\nThis means the control could be drawn in between two pixels on the screen, which means the engine needs to then \"guess\" which pixel it should draw it in; often being not what the designer wanted.\nThis leads to strange offsets across all controls on the screen, that can lead to crooked positioning, blurry text, perceived artefacts, and generally results in an unprofessional portrayal of the game and visual experience.\n\n### Pixel Accuracy\n\nIn order to offer a potential solution to this problem, we have created some new script commands which offer the infrastructure to start building UI in pixel space.\nThe two main script commands are pixelW and pixelH, which return an accurate size for one pixel width and height, based on the current resolution.\nIt is therefore possible to use these commands to draw in exact pixels.\nTo draw a single dot in the center of the screen, you could configure it like this:\n\n```cpp\nclass RscText\n{\n    x = 0.5;\n    y = 0.5;\n    w = \"pixelW\"; // one pixel width\n    h = \"pixelH\"; // one pixel height\n};\n```\n\nHowever, configuring UI using nothing but precise pixels would be very clumsy, and we also need a way to scale our UI up with resolution, in order to maintain visual screen space.\nTo achieve this, we added the Pixel Grid System.\n\nThe Pixel Grid System uses two base config parameters to determine what pixel grid size should be used:\n**uiScaleMaxGrids**: an integer, which is used to divide the current screen height resolution.\n\n```sqf\ngetNumber (configFile >> \"uiScaleMaxGrids\")\n```\n\n**uiScaleFactor**: the resulting use of uiScaleMaxGrids is then used to find an appropriate grid size, using the closest multiple of uiScaleFactor when factoring in the screen resolution and interface size.\n\n```sqf\ngetNumber (configFile >> \"uiScaleFactor\")\n```\n\nThe following three commands offer different variants of the pixelGrid:\n\n- pixelGridBase - returns grid size based on screen resolution.\n- pixelGridNoUIScale - returns grid size based on screen resolution and configs\n- pixelGrid - returns grid size based on screen resolution, interface size and configs\n\nBy combining the pixelW and pixelH commands with pixelGrid, it is possible to configure displays that will scale correctly with resolutions and interface sizes.\nTo configure a centralized rectangle of 12x6 grids, the following can be used:\n\n```cpp\nclass RscText\n{\n    x = \"0.5 - pixelW * pixelGrid * 6\";    // centre minus half width\n    y = \"0.5 - pixelH * pixelGrid * 3\";    // centre minus half height\n    w = \"pixelW * pixelGrid * 12\";        // 12 Grid Width\n    h = \"pixelH * pixelGrid * 6\";        // 6 Grid Height\n};\n```\n\n> [!IMPORTANT]\n> It is very important to remember that in order to maintain pixel accuracy, developers must only multiply grid sizes which result in a whole number of pixels.\n> To ensure this, it is best to multiply grids by `n / uiScaleFactor`.\n\n### Pixel Configuration and Anchoring\n\nIn order to make life a little easier, macro definitions can be used in place of the script commands for general management of UI construction and configuration.\nThe obvious benefit of being able to quickly mass adjust scale consistency to differentiate UI design templates and for greater config readability.\n\n```cpp\n// pixel grids macros\n#define UI_GRID_W (pixelW * pixelGrid)    // one grid width\n#define UI_GRID_H (pixelH * pixelGrid)    // one grid height\n#define UI_GUTTER_W (pixelW * 2)        // gutter width  of 2 pixels\n#define UI_GUTTER_H (pixelH * 2)        // gutter height of 2 pixels\n\n// sizes for our control\n#define BOX_W (UI_GRID_W * 12) // control is 12 grids wide\n#define BOX_H (UI_GRID_H * 5)  // control is 5 grids high\n\n// create a box in the top right corner, with gutter spacing from the screen edge\nclass RscText\n{\n    x = safeZoneX + safeZoneW - (BOX_W + UI_GUTTER_W);    // right side of screen minus box width and gutter\n    y = safeZoneY + UI_GUTTER_H;                        // top of screen plus gutter\n    w = BOX_W;                                            // width of control\n    h = BOX_H;                                            // height of control\n};\n```\n\nIt is also important to know that as resolution changes, the number of available grids may fluctuate:\n\n```cpp\nuiScaleMaxGrids = 64;\nuiScaleFactor = 4;\n```\n\n**1080p**\n\n```\n1080 / uiScaleMaxGrids = 16.875 (pixelGrid rounds to 16)\n1080 / 16 = 67.5 available grids\n```\n\n**1440p**\n\n```\n1440 / uiScaleMaxGrids = 22.5 (pixelGrid rounds to 24)\n1440 / 24 = 60 available grids\n```\n\n**With this in mind, it is always best to try and configure UI by anchoring to SafeZones based values**.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.60\n\n> [!NOTE]\n> When working with Pixel Grid System the following macros might be of use:\n>\n> - `#include \"\\a3\\3DEN\\UI\\macros.inc\"`\n> - `#include \"\\a3\\3DEN\\UI\\macroexecs.inc\"`\n\nReal Virtuality offers the ability to configure and draw HUD and UI elements, through the use of engine supported control types and configuration parameters.\nHUDs can be designed and implemented to show information relevant to the game, offer the ability to create unique interactive systems, along with some elements capable of being drawn in 3D space, to apply towards spatial or even diegetic UI opportunities.\nUI classes are configured using control types defined in engine.\nThese control types include Text, Images, Combo-boxes, List-boxes, Check-boxes, etc. Control types can be configured with their individual parameters, while being positioned and scaled using the following:\n\n**x** - Horizontal position\n**y** - Vertical position\n**w** - Width\n**h** - Height\n\nThese dictate the position in screenspace coordinates that a control should be; however placing a control in the top-left corner of the screen isn't as easy as setting the control to 0,0.\n\nWhen RV was first developed, it was during a time where 4:3 monitors were the norm.\nOur screen-space coordinate system was then based on this concept, with the origin being the top-left corner of a 4:3 screen, with the entire screen inheriting a 4:3 ratio as default.\nHowever, this meant that upon the introduction of different aspect ratios, with the common being 16:9 for 1080p, the origin now existed part way into the screen.\nNot only this, but as resolutions increase, the size of the UI also needs to scale, as it is not ideal for the same \"percentage\" of the screen to be taken up by the UI at higher resolutions as it is at lower ones.\nThis meant that we had to introduce new script commands, which find the top-left corner origin at any resolution and aspect ratio, safeZoneX and safeZoneY.\nObviously, this also meant that the screen width and height changed, so subsequent commands were added for that also, safeZoneW and safeZoneH.\n\nThe main downside of this system is that UI elements are drawn in arbitrary \"percentage\" values of screen space. For example, at 1080p / 16:9 / Interface Size \"Normal\", the following is true:\n\n```\nsafeZoneX = -0.452381\nsafeZoneY = -0.214286\nsafeZoneW = 1.90476\nsafeZoneH = 1.42857\n```\n\nThis is a downside because it means we turn the number of pixels on the screen into a percentage of available space to utilize.\nAs an example, if we centralise a square in the centre of the screen, we would position it at (0.5,0.5), which never changes, and adjust for the width and height of the square itself.\nThe width and height of the square would be specified as some number, like 0.15 or even an evaluation of some formulated grid system ((safeZoneX + safeZoneW) / desiredMaxGridSize).\nThe problem here is that this number is not in pixels, it is in a percentage.\nThis means the control could be drawn in between two pixels on the screen, which means the engine needs to then \"guess\" which pixel it should draw it in; often being not what the designer wanted.\nThis leads to strange offsets across all controls on the screen, that can lead to crooked positioning, blurry text, perceived artefacts, and generally results in an unprofessional portrayal of the game and visual experience."},{"heading":"Pixel Accuracy","level":3,"markdown":"In order to offer a potential solution to this problem, we have created some new script commands which offer the infrastructure to start building UI in pixel space.\nThe two main script commands are pixelW and pixelH, which return an accurate size for one pixel width and height, based on the current resolution.\nIt is therefore possible to use these commands to draw in exact pixels.\nTo draw a single dot in the center of the screen, you could configure it like this:\n\n```cpp\nclass RscText\n{\n    x = 0.5;\n    y = 0.5;\n    w = \"pixelW\"; // one pixel width\n    h = \"pixelH\"; // one pixel height\n};\n```\n\nHowever, configuring UI using nothing but precise pixels would be very clumsy, and we also need a way to scale our UI up with resolution, in order to maintain visual screen space.\nTo achieve this, we added the Pixel Grid System.\n\nThe Pixel Grid System uses two base config parameters to determine what pixel grid size should be used:\n**uiScaleMaxGrids**: an integer, which is used to divide the current screen height resolution.\n\n```sqf\ngetNumber (configFile >> \"uiScaleMaxGrids\")\n```\n\n**uiScaleFactor**: the resulting use of uiScaleMaxGrids is then used to find an appropriate grid size, using the closest multiple of uiScaleFactor when factoring in the screen resolution and interface size.\n\n```sqf\ngetNumber (configFile >> \"uiScaleFactor\")\n```\n\nThe following three commands offer different variants of the pixelGrid:\n\n- pixelGridBase - returns grid size based on screen resolution.\n- pixelGridNoUIScale - returns grid size based on screen resolution and configs\n- pixelGrid - returns grid size based on screen resolution, interface size and configs\n\nBy combining the pixelW and pixelH commands with pixelGrid, it is possible to configure displays that will scale correctly with resolutions and interface sizes.\nTo configure a centralized rectangle of 12x6 grids, the following can be used:\n\n```cpp\nclass RscText\n{\n    x = \"0.5 - pixelW * pixelGrid * 6\";    // centre minus half width\n    y = \"0.5 - pixelH * pixelGrid * 3\";    // centre minus half height\n    w = \"pixelW * pixelGrid * 12\";        // 12 Grid Width\n    h = \"pixelH * pixelGrid * 6\";        // 6 Grid Height\n};\n```\n\n> [!IMPORTANT]\n> It is very important to remember that in order to maintain pixel accuracy, developers must only multiply grid sizes which result in a whole number of pixels.\n> To ensure this, it is best to multiply grids by `n / uiScaleFactor`."},{"heading":"Pixel Configuration and Anchoring","level":3,"markdown":"In order to make life a little easier, macro definitions can be used in place of the script commands for general management of UI construction and configuration.\nThe obvious benefit of being able to quickly mass adjust scale consistency to differentiate UI design templates and for greater config readability.\n\n```cpp\n// pixel grids macros\n#define UI_GRID_W (pixelW * pixelGrid)    // one grid width\n#define UI_GRID_H (pixelH * pixelGrid)    // one grid height\n#define UI_GUTTER_W (pixelW * 2)        // gutter width  of 2 pixels\n#define UI_GUTTER_H (pixelH * 2)        // gutter height of 2 pixels\n\n// sizes for our control\n#define BOX_W (UI_GRID_W * 12) // control is 12 grids wide\n#define BOX_H (UI_GRID_H * 5)  // control is 5 grids high\n\n// create a box in the top right corner, with gutter spacing from the screen edge\nclass RscText\n{\n    x = safeZoneX + safeZoneW - (BOX_W + UI_GUTTER_W);    // right side of screen minus box width and gutter\n    y = safeZoneY + UI_GUTTER_H;                        // top of screen plus gutter\n    w = BOX_W;                                            // width of control\n    h = BOX_H;                                            // height of control\n};\n```\n\nIt is also important to know that as resolution changes, the number of available grids may fluctuate:\n\n```cpp\nuiScaleMaxGrids = 64;\nuiScaleFactor = 4;\n```\n\n**1080p**\n\n```\n1080 / uiScaleMaxGrids = 16.875 (pixelGrid rounds to 16)\n1080 / 16 = 67.5 available grids\n```\n\n**1440p**\n\n```\n1440 / uiScaleMaxGrids = 22.5 (pixelGrid rounds to 24)\n1440 / 24 = 60 available grids\n```\n\n**With this in mind, it is always best to try and configure UI by anchoring to SafeZones based values**."}],"categories":["GUI Topics","Introduced with Arma 3 version 1.60"],"groups":["GUI"]},{"name":"Arma 3: Play on Linux","title":"Arma 3: Play on Linux","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Play_on_Linux","revid":370841,"updated":"2025-02-14T13:34:29Z","aliases":[],"markdown":"This article covers the basic setup and troubleshooting of Arma 3 on Proton. Using Proton, it is possible to run the latest version of Arma 3 on a Linux client.\nTo setup Arma 3 on a Linux server see Arma 3: Dedicated Server.\n\nNote that Mikero's tools **also** run on Mac and Linux and Arm OS.\n\nProton is a tool that enables compatibility with Windows-exclusive games on Linux.\nOn the [ProtonDB page](https://www.protondb.com/app/107410), Arma 3 is ranked \"Gold\" in compatibility. This means the game requires tweaking on Linux to run smoothly.\n\n> [!NOTE]\n> See also:\n>\n> - Arma 3: Play on Mac\n> - Arma 3: Experimental Ports\n\n### Proton Setup\n\nTo use Proton, it has to be enabled for all Steam library titles.\nOpen Steam client, click on \"Steam\" on the top-left, click on \"Settings\" then click on \"Steam Play\" at the bottom of the list.\nCheck the box for \"Enable Steam Play for all other titles\" and select a version of Proton. Avoid Proton Experimental as that can change overtime.\nA recommended version of Proton is Proton 7.0-1.\n\nTo enable Proton for Arma 3, go to Steam, right-click on Arma 3, and click on \"Properties\" to see the game's properties.\nGo to \"Compatibility\", check the box for \"Force the use of a specific Steam Play compatibility tool\" and select Proton again.\n\n### Launch Options\n\nAt the time of writing, the default Arma 3 game launcher works with Proton, but some glitches may occur.\nTo run the game smoothly, add `-noLauncher` to the Launch Options under \"Properties\" → \"General\".\n\nIt is now possible to run Arma 3 under Proton.\n\n### BattlEye\n\nArma 3 uses BattlEye to secure its servers. By default, Arma 3 on Proton will not work on servers that use BattlEye.\nTo enable BattlEye compatibility, download and install the \"Proton BattlEye Runtime\" tool under the \"Tools\" section in your steam library.\nOnce installed, Arma 3 on Proton will be compatible with BattlEye-secured servers.\n\n### Mods\n\nMost mods will work out of the box for Arma 3 on Proton. TFAR / ACRE2 need extra setup to work.\nSee [ninelore's guide](https://ninelore.org/project/armaonlinux/) on setting up Teamspeak and TFAR / ACRE2 for Arma 3 on Proton.\nAlternative launchers can be used to manage mods and launch options.\nSee for example [muttleyxd's Arma 3 Unix Launcher](https://github.com/muttleyxd/arma3-unix-launcher) or [viktorholk's Mod Manager Console](https://github.com/viktorholk/arma3-mod-manager-console).\n\n### Troubleshooting\n\n> [!IMPORTANT]\n> Note that for every fix using `%command%`, the `-noLauncher` option should be used *after* it in order to be considered.\n\n#### Mouse Escapes Fullscreen Window\n\nIn some cases, the mouse may leave the fullscreen application. This often happens with multi-monitor setups. The solution is to enable \"Automatically capture the mouse in full screen windows\" in winecfg.\nTo open winecfg, run `protontricks 107410 winecfg` in the terminal.\n\n#### Crackling Audio\n\nWhen certain loud sounds play in-game, the audio may crackle. There are several solutions.\n\n- Add `WINEDLLOVERRIDES=\"xaudio2_7=n\" %command%` to the Steam launch options (e.g `WINEDLLOVERRIDES=\"xaudio2_7=n\" %command% -noLauncher`).\n- Run `protontricks 107410 winecfg` in the terminal to configure the game and install xaudio2_7.\n\nSwitch to the performance branch. See Arma 3: Steam Branches.\n\n#### Mission Start Issues\n\nIn some cases, the game may freeze, hang, crash or otherwise fail to progress past the loading screen after mission launch.\nThe possible cause of the issue has to do with how wine handles threads. There are a couple of solutions:\n\n- Disable Proton Esync by adding `PROTON_NO_ESYNC=1 %command%` (e.g `PROTON_NO_ESYNC=1 %command% -noLauncher`). Proton Esync can also be disabled in the Arma 3 Unix Launcher under `Parameters >> Basic >> Proton: Disable esync`.\n- Setting CPU count to 1 may fix the issue. Add `%command% -cpuCount=1` to the launch options (e.g `%command% -cpuCount=1 -noLauncher`). This can also be done in the Arma 3 Unix Launcher under `Parameters >> Advanced >> CPU Count` set to 1.\n\nBoth of these solutions may hinder your performance as they are limiting CPU usage.\n\n### Dedicated Servers\n\n#### Method 1\n\n1. Launch Arma 3 via Steam normally (if you want to run server and client on the same PC).\n1. Find your Arma 3 installation folder by using your right mouse button to click on the game name in Steam's library and go to the Properties click on Local files tab, then click on Browse local files button to open the file browser at that location. You should also put the server.cfg file there. Default installation folder is: `~/.steam/steam/steamapps/common/Arma 3`.\n1. Open Terminal and type in: \"cd 'your Arma 3 path'\" and then press Enter. It should change to your game folder.\n1. Type in and execute: `export LD_LIBRARY_PATH=\"/home/user/.steam/ubuntu12_32\"`\n1. Type in and execute: `./arma3 -server -config=server.cfg`\n\nYour Dedicated Server should run alongside the normal game now.\n\n> [!NOTE]\n> You can skip #4 by entering `export LD_LIBRARY_PATH=\"/home/user/.steam/ubuntu12_32\"` directly into the `~/.bashrc` file.\n\n#### Method 2\n\nArma 3: Dedicated Server - Instructions (Linux o/s)\n\n### See Also\n\n- [Setting up Arma 3 with TFAR / ACRE2](https://ninelore.github.io/project/armaonlinux/) ([German Translation](https://armaworld.de/forum/thread/4992-ger-eng-arma-on-linux-ninelore-s-guide-acre-tfar-working/?postID=39909#post39909))\n- [muttleyxd's Arma 3 Unix Launcher](https://github.com/muttleyxd/arma3-unix-launcher)\n- [viktorholk's Mod Manager Console](https://github.com/viktorholk/arma3-mod-manager-console)","sections":[{"heading":null,"level":1,"markdown":"This article covers the basic setup and troubleshooting of Arma 3 on Proton. Using Proton, it is possible to run the latest version of Arma 3 on a Linux client.\nTo setup Arma 3 on a Linux server see Arma 3: Dedicated Server.\n\nNote that Mikero's tools **also** run on Mac and Linux and Arm OS.\n\nProton is a tool that enables compatibility with Windows-exclusive games on Linux.\nOn the [ProtonDB page](https://www.protondb.com/app/107410), Arma 3 is ranked \"Gold\" in compatibility. This means the game requires tweaking on Linux to run smoothly.\n\n> [!NOTE]\n> See also:\n>\n> - Arma 3: Play on Mac\n> - Arma 3: Experimental Ports"},{"heading":"Proton Setup","level":3,"markdown":"To use Proton, it has to be enabled for all Steam library titles.\nOpen Steam client, click on \"Steam\" on the top-left, click on \"Settings\" then click on \"Steam Play\" at the bottom of the list.\nCheck the box for \"Enable Steam Play for all other titles\" and select a version of Proton. Avoid Proton Experimental as that can change overtime.\nA recommended version of Proton is Proton 7.0-1.\n\nTo enable Proton for Arma 3, go to Steam, right-click on Arma 3, and click on \"Properties\" to see the game's properties.\nGo to \"Compatibility\", check the box for \"Force the use of a specific Steam Play compatibility tool\" and select Proton again."},{"heading":"Launch Options","level":3,"markdown":"At the time of writing, the default Arma 3 game launcher works with Proton, but some glitches may occur.\nTo run the game smoothly, add `-noLauncher` to the Launch Options under \"Properties\" → \"General\".\n\nIt is now possible to run Arma 3 under Proton."},{"heading":"BattlEye","level":3,"markdown":"Arma 3 uses BattlEye to secure its servers. By default, Arma 3 on Proton will not work on servers that use BattlEye.\nTo enable BattlEye compatibility, download and install the \"Proton BattlEye Runtime\" tool under the \"Tools\" section in your steam library.\nOnce installed, Arma 3 on Proton will be compatible with BattlEye-secured servers."},{"heading":"Mods","level":3,"markdown":"Most mods will work out of the box for Arma 3 on Proton. TFAR / ACRE2 need extra setup to work.\nSee [ninelore's guide](https://ninelore.org/project/armaonlinux/) on setting up Teamspeak and TFAR / ACRE2 for Arma 3 on Proton.\nAlternative launchers can be used to manage mods and launch options.\nSee for example [muttleyxd's Arma 3 Unix Launcher](https://github.com/muttleyxd/arma3-unix-launcher) or [viktorholk's Mod Manager Console](https://github.com/viktorholk/arma3-mod-manager-console)."},{"heading":"Troubleshooting","level":3,"markdown":"> [!IMPORTANT]\n> Note that for every fix using `%command%`, the `-noLauncher` option should be used *after* it in order to be considered."},{"heading":"Mouse Escapes Fullscreen Window","level":4,"markdown":"In some cases, the mouse may leave the fullscreen application. This often happens with multi-monitor setups. The solution is to enable \"Automatically capture the mouse in full screen windows\" in winecfg.\nTo open winecfg, run `protontricks 107410 winecfg` in the terminal."},{"heading":"Crackling Audio","level":4,"markdown":"When certain loud sounds play in-game, the audio may crackle. There are several solutions.\n\n- Add `WINEDLLOVERRIDES=\"xaudio2_7=n\" %command%` to the Steam launch options (e.g `WINEDLLOVERRIDES=\"xaudio2_7=n\" %command% -noLauncher`).\n- Run `protontricks 107410 winecfg` in the terminal to configure the game and install xaudio2_7.\n\nSwitch to the performance branch. See Arma 3: Steam Branches."},{"heading":"Mission Start Issues","level":4,"markdown":"In some cases, the game may freeze, hang, crash or otherwise fail to progress past the loading screen after mission launch.\nThe possible cause of the issue has to do with how wine handles threads. There are a couple of solutions:\n\n- Disable Proton Esync by adding `PROTON_NO_ESYNC=1 %command%` (e.g `PROTON_NO_ESYNC=1 %command% -noLauncher`). Proton Esync can also be disabled in the Arma 3 Unix Launcher under `Parameters >> Basic >> Proton: Disable esync`.\n- Setting CPU count to 1 may fix the issue. Add `%command% -cpuCount=1` to the launch options (e.g `%command% -cpuCount=1 -noLauncher`). This can also be done in the Arma 3 Unix Launcher under `Parameters >> Advanced >> CPU Count` set to 1.\n\nBoth of these solutions may hinder your performance as they are limiting CPU usage."},{"heading":"Dedicated Servers","level":3,"markdown":""},{"heading":"Method 1","level":4,"markdown":"1. Launch Arma 3 via Steam normally (if you want to run server and client on the same PC).\n1. Find your Arma 3 installation folder by using your right mouse button to click on the game name in Steam's library and go to the Properties click on Local files tab, then click on Browse local files button to open the file browser at that location. You should also put the server.cfg file there. Default installation folder is: `~/.steam/steam/steamapps/common/Arma 3`.\n1. Open Terminal and type in: \"cd 'your Arma 3 path'\" and then press Enter. It should change to your game folder.\n1. Type in and execute: `export LD_LIBRARY_PATH=\"/home/user/.steam/ubuntu12_32\"`\n1. Type in and execute: `./arma3 -server -config=server.cfg`\n\nYour Dedicated Server should run alongside the normal game now.\n\n> [!NOTE]\n> You can skip #4 by entering `export LD_LIBRARY_PATH=\"/home/user/.steam/ubuntu12_32\"` directly into the `~/.bashrc` file."},{"heading":"Method 2","level":4,"markdown":"Arma 3: Dedicated Server - Instructions (Linux o/s)"},{"heading":"See Also","level":3,"markdown":"- [Setting up Arma 3 with TFAR / ACRE2](https://ninelore.github.io/project/armaonlinux/) ([German Translation](https://armaworld.de/forum/thread/4992-ger-eng-arma-on-linux-ninelore-s-guide-acre-tfar-working/?postID=39909#post39909))\n- [muttleyxd's Arma 3 Unix Launcher](https://github.com/muttleyxd/arma3-unix-launcher)\n- [viktorholk's Mod Manager Console](https://github.com/viktorholk/arma3-mod-manager-console)"}],"categories":["Arma 3: Tutorials"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Play on Mac","title":"Arma 3: Play on Mac","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Play_on_Mac","revid":376842,"updated":"2025-12-03T10:03:15Z","aliases":[],"markdown":"This article covers the basic setup and troubleshooting of Arma 3 on Mac.\n\n> [!NOTE]\n> See also:\n>\n> - Arma 3: Play on Linux\n> - Arma 3: Experimental Ports\n\n### Setup\n\n1. Download and install the Steam client, create an account and purchase the [retail version of Arma 3](http://store.steampowered.com/app/107410/).\n1. Install the game (it will automatically download the data for Mac, depending on the platform you are installing from).\n1. The launch options will offer a choice of the default non-native version, and the more experimental native version.\n   - Select *Play Arma 3* for the default non-native version.\n   - Select *Launch experimental Apple silicon native version* for the experimental native version.\n1. Click Play!\n\n> [!NOTE]\n> In some cases Steam client has difficulties downloading the game or an update on Mac.\n> A solution may be to go into *Settings* > *Privacy & Security* > *App Management*, and to allow Steam client permission to modify executables.\n\n### Known Issues\n\n- If the native version fails to launch and crashes with *E.MetalCachePrecompilation*, it may help to try deleting the pre-existing .DAT file found at *\"~/Library/Application Support/com.vpltd.Arma3/eONprecompiledShaders.dat\"*.\n\n### BattlEye\n\nOnly the non-native version supports BattlEye anti-cheat.\n\n### Mods\n\nIn order to launch Arma 3 with mods, they must be downloaded from the Steam Workshop or another source.\nThe mod directory should be moved into the game directory, then loaded using the game's Steam launch options.\nThere also exists a way to launch the game with mods via Terminal, or by making an Alias with the help of the Apple Script Editor.\n\n> [!IMPORTANT]\n> - Moving the folder will stop the mod from updating via Steam Workshop. If you want the Workshop to update the mods, you must write the whole path to the original folder.\n> - **Keep in mind that you need to start your path with `C:`**\n>\n> Launch Options Example: `-mod=C:/Users/macuser/Desktop/rhs`\n\n> [!IMPORTANT]\n> - Having whitespaces in your path may cause issues with parsing the launch options. You can use escape characters in this case.\n> - Launch Options Example: `-mod=\\\"C:/Users/UserName/Library/Application\\ Support/Steam/steamapps/workshop/content/107410/123456789\\\"`\n\nMost mods will work out of the box for Arma 3 on Mac (this may change in case the Windows version of the game gets updated, but the Mac port does not yet, since mods may rely on new platform features).\n\n> [!NOTE]\n> See [Muttley's Arma 3 Unix Launcher](https://github.com/muttleyxd/arma3-unix-launcher) for an alternative launcher that can be used to manage mods and launch options.\n>\n> It can be installed from the project's \"Releases\" page or in one's respective package repository.\n>\n> See also [viktorholk's Mod Manager Console](https://github.com/viktorholk/arma3-mod-manager-console).\n\n#### Steam\n\n1. Subscribe to and download the mod from the [Steam Workshop](https://steamcommunity.com/app/107410/workshop/).\n1. Locate the folder with mods. Default path: `/Users/macuser/Library/Application Support/Steam/steamapps/workshop/content`\n1. Look for folders with number IDs. Those should be the mods.\n1. Open the game folder. Default path: `/Users/macuser/Library/Application Support/Steam/steamapps/common/Arma 3`\n   You can locate the game folder quickly by using Steam. Press Right Mouse Button on Arma 3 → Manage → Browse local files\n1. Copy (or [symlink](https://en.wikipedia.org/wiki/Symbolic_link)) the mod folder inside the game folder (in our example: 450814997)It is recommended to rename the copied folder to a simpler name (example: mod1)\n\n   > [!IMPORTANT]\n   > **Do not** place it in Addons folder!\n1. Open Steam and go to Arma 3 properties once again.\n1. Find `Launch Options` in the General tab and enter: `-mod=<directoryNameOrFullPath>` (separate multiple mods by a semi-colon `;`)\n   - Example 1: `-mod=mod1;mod2`\n   - Example 2: `-mod=C:/Users/macuser/Desktop/mod1`\n1. Close the properties and launch the game; the game should launch with the mod(s) loaded.\n\n#### Terminal\n\n1. Open the Terminal.\n1. Write the following command: `open -a Arma3 --args -mod=<directoryName or directoryFullPath> -p default -no-remote`\n   - Example 1: `open -a Arma3 --args -mod=rhs -p default -no-remote`\n   - Example 2: `open -a Arma3 --args -mod=C:/Users/macuser/Desktop/rhs -p default -no-remote`\n1. Press Enter to confirm the command.\n1. Press OK on the dialog that appeared; the game should launch with the selected mod(s) loaded.\n\n#### Apple Script Editor\n\n1. Open Script Editor.\n1. Write command: `do shell script \"open -a Arma3 --args -mod=<directoryName or directoryFullPath> -p default -no-remote\"`\n   - Example 1: `do shell script \"open -a Arma3 --args -mod=rhs -p default -no-remote\"`\n   - Example 2: `do shell script \"open -a Arma3 --args -mod=C:/Users/macuser/Desktop/rhs -p default -no-remote\"`\n1. Go to File → Export.\n1. Name the file and choose where it will be created (e.g the desktop) - change the File Format to **Application** and click **Save**.\n1. The new custom-made Application should have now been created - close the Script Editor and open the created Application.\n1. Hit OK on the dialog that appeared; the game should launch with the mod(s) loaded.\n\n### DLCs and CDLCs\n\nHere is a useful list of startup parameters to quickly access (C)DLCs:\n\n| DLC | Command Line |\n|---|---|\n| Arma 3 Contact | `-mod=contact` |\n| CDLC | Command Line |\n| Global Mobilization | `-mod=gm` |\n| S.O.G. Prairie Fire | `-mod=vn` |\n| CSLA Iron Curtain | `-mod=csla` |\n| Western Sahara | `-mod=ws` |\n| Spearhead 1944 | `-mod=spe` |\n| Reaction Forces | `-mod=rf` |\n| Expeditionary Forces | `-mod=ef` |\n\n### Dedicated Server\n\n1. Run the Steam client (if you do not start the normal game first, it will not let you launch after the Dedicated Server is on).\n1. Run Arma 3 and wait for the game to get to the main menu.\n1. Run Terminal.\n1. Change the current directory to the path where the **Arma3.app** is - e.g. `cd ~/Library/Application\\ Support/Steam/SteamApps/common/Arma\\ 3/`.\n1. Run the Dedicated Server by command: `./Arma3.app/Contents/MacOS/Arma3 --args -server -config=Server.cfg`.\n\n### Cross-Platform Windows Compatibility\n\nFor now, the version of the Mac ports and primary Windows version should be compatible, at least until further Windows version updates.\nWhen that happens, players on the Windows platform wishing to keep playing with players on the ports version must use the *legacyports* beta branch, as described below.\n\nHow to revert back to the compatible branch on Windows (not currently necessary):\n\n1. Open the *Properties...* of Arma 3 in the Steam library\n1. Open the *Betas* tab\n1. Enter access code: *Arma3LegacyPorts*. This should unlock *legacyports - Legacy Build (2.20 - ports)*\n1. Download and play together.","sections":[{"heading":null,"level":1,"markdown":"This article covers the basic setup and troubleshooting of Arma 3 on Mac.\n\n> [!NOTE]\n> See also:\n>\n> - Arma 3: Play on Linux\n> - Arma 3: Experimental Ports"},{"heading":"Setup","level":3,"markdown":"1. Download and install the Steam client, create an account and purchase the [retail version of Arma 3](http://store.steampowered.com/app/107410/).\n1. Install the game (it will automatically download the data for Mac, depending on the platform you are installing from).\n1. The launch options will offer a choice of the default non-native version, and the more experimental native version.\n   - Select *Play Arma 3* for the default non-native version.\n   - Select *Launch experimental Apple silicon native version* for the experimental native version.\n1. Click Play!\n\n> [!NOTE]\n> In some cases Steam client has difficulties downloading the game or an update on Mac.\n> A solution may be to go into *Settings* > *Privacy & Security* > *App Management*, and to allow Steam client permission to modify executables."},{"heading":"Known Issues","level":3,"markdown":"- If the native version fails to launch and crashes with *E.MetalCachePrecompilation*, it may help to try deleting the pre-existing .DAT file found at *\"~/Library/Application Support/com.vpltd.Arma3/eONprecompiledShaders.dat\"*."},{"heading":"BattlEye","level":3,"markdown":"Only the non-native version supports BattlEye anti-cheat."},{"heading":"Mods","level":3,"markdown":"In order to launch Arma 3 with mods, they must be downloaded from the Steam Workshop or another source.\nThe mod directory should be moved into the game directory, then loaded using the game's Steam launch options.\nThere also exists a way to launch the game with mods via Terminal, or by making an Alias with the help of the Apple Script Editor.\n\n> [!IMPORTANT]\n> - Moving the folder will stop the mod from updating via Steam Workshop. If you want the Workshop to update the mods, you must write the whole path to the original folder.\n> - **Keep in mind that you need to start your path with `C:`**\n>\n> Launch Options Example: `-mod=C:/Users/macuser/Desktop/rhs`\n\n> [!IMPORTANT]\n> - Having whitespaces in your path may cause issues with parsing the launch options. You can use escape characters in this case.\n> - Launch Options Example: `-mod=\\\"C:/Users/UserName/Library/Application\\ Support/Steam/steamapps/workshop/content/107410/123456789\\\"`\n\nMost mods will work out of the box for Arma 3 on Mac (this may change in case the Windows version of the game gets updated, but the Mac port does not yet, since mods may rely on new platform features).\n\n> [!NOTE]\n> See [Muttley's Arma 3 Unix Launcher](https://github.com/muttleyxd/arma3-unix-launcher) for an alternative launcher that can be used to manage mods and launch options.\n>\n> It can be installed from the project's \"Releases\" page or in one's respective package repository.\n>\n> See also [viktorholk's Mod Manager Console](https://github.com/viktorholk/arma3-mod-manager-console)."},{"heading":"Steam","level":4,"markdown":"1. Subscribe to and download the mod from the [Steam Workshop](https://steamcommunity.com/app/107410/workshop/).\n1. Locate the folder with mods. Default path: `/Users/macuser/Library/Application Support/Steam/steamapps/workshop/content`\n1. Look for folders with number IDs. Those should be the mods.\n1. Open the game folder. Default path: `/Users/macuser/Library/Application Support/Steam/steamapps/common/Arma 3`\n   You can locate the game folder quickly by using Steam. Press Right Mouse Button on Arma 3 → Manage → Browse local files\n1. Copy (or [symlink](https://en.wikipedia.org/wiki/Symbolic_link)) the mod folder inside the game folder (in our example: 450814997)It is recommended to rename the copied folder to a simpler name (example: mod1)\n\n   > [!IMPORTANT]\n   > **Do not** place it in Addons folder!\n1. Open Steam and go to Arma 3 properties once again.\n1. Find `Launch Options` in the General tab and enter: `-mod=<directoryNameOrFullPath>` (separate multiple mods by a semi-colon `;`)\n   - Example 1: `-mod=mod1;mod2`\n   - Example 2: `-mod=C:/Users/macuser/Desktop/mod1`\n1. Close the properties and launch the game; the game should launch with the mod(s) loaded."},{"heading":"Terminal","level":4,"markdown":"1. Open the Terminal.\n1. Write the following command: `open -a Arma3 --args -mod=<directoryName or directoryFullPath> -p default -no-remote`\n   - Example 1: `open -a Arma3 --args -mod=rhs -p default -no-remote`\n   - Example 2: `open -a Arma3 --args -mod=C:/Users/macuser/Desktop/rhs -p default -no-remote`\n1. Press Enter to confirm the command.\n1. Press OK on the dialog that appeared; the game should launch with the selected mod(s) loaded."},{"heading":"Apple Script Editor","level":4,"markdown":"1. Open Script Editor.\n1. Write command: `do shell script \"open -a Arma3 --args -mod=<directoryName or directoryFullPath> -p default -no-remote\"`\n   - Example 1: `do shell script \"open -a Arma3 --args -mod=rhs -p default -no-remote\"`\n   - Example 2: `do shell script \"open -a Arma3 --args -mod=C:/Users/macuser/Desktop/rhs -p default -no-remote\"`\n1. Go to File → Export.\n1. Name the file and choose where it will be created (e.g the desktop) - change the File Format to **Application** and click **Save**.\n1. The new custom-made Application should have now been created - close the Script Editor and open the created Application.\n1. Hit OK on the dialog that appeared; the game should launch with the mod(s) loaded."},{"heading":"DLCs and CDLCs","level":3,"markdown":"Here is a useful list of startup parameters to quickly access (C)DLCs:\n\n| DLC | Command Line |\n|---|---|\n| Arma 3 Contact | `-mod=contact` |\n| CDLC | Command Line |\n| Global Mobilization | `-mod=gm` |\n| S.O.G. Prairie Fire | `-mod=vn` |\n| CSLA Iron Curtain | `-mod=csla` |\n| Western Sahara | `-mod=ws` |\n| Spearhead 1944 | `-mod=spe` |\n| Reaction Forces | `-mod=rf` |\n| Expeditionary Forces | `-mod=ef` |"},{"heading":"Dedicated Server","level":3,"markdown":"1. Run the Steam client (if you do not start the normal game first, it will not let you launch after the Dedicated Server is on).\n1. Run Arma 3 and wait for the game to get to the main menu.\n1. Run Terminal.\n1. Change the current directory to the path where the **Arma3.app** is - e.g. `cd ~/Library/Application\\ Support/Steam/SteamApps/common/Arma\\ 3/`.\n1. Run the Dedicated Server by command: `./Arma3.app/Contents/MacOS/Arma3 --args -server -config=Server.cfg`."},{"heading":"Cross-Platform Windows Compatibility","level":3,"markdown":"For now, the version of the Mac ports and primary Windows version should be compatible, at least until further Windows version updates.\nWhen that happens, players on the Windows platform wishing to keep playing with players on the ports version must use the *legacyports* beta branch, as described below.\n\nHow to revert back to the compatible branch on Windows (not currently necessary):\n\n1. Open the *Properties...* of Arma 3 in the Steam library\n1. Open the *Betas* tab\n1. Enter access code: *Arma3LegacyPorts*. This should unlock *legacyports - Legacy Build (2.20 - ports)*\n1. Download and play together."}],"categories":["Arma 3: Tutorials"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Points of Interest","title":"Arma 3: Points of Interest","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Points_of_Interest","revid":364485,"updated":"2024-05-16T20:41:57Z","aliases":[],"markdown":"> [!NOTE]\n> See also Arma 3: Easter Eggs.\n\n### Altis\n\n#### Atlantis\n\n> « There is a myth that remnants of an ancient civilization lies underwater near the coast of Altis » – Arma 3 loading screen\n\n\"Atlantis\" can be found at **150068** ([source](https://www.youtube.com/watch?v=SUM-N_p3kbc&t=1m14s))\n\n#### Stonehenge\n\nAltis also has its (nicer) Stonehenge with a decorative skull on the top, located in the North-East corner of **144061** at Cape Makrinos.\n\n#### Rocky hideout\n\nA hidden hideout (and what is supposedly its owner's skeleton) can be found at **080094** ([source](https://www.youtube.com/watch?v=SUM-N_p3kbc&t=2m13s))\n\n#### TRPASLIK\n\n**TRPASLIK** is written with rocks on the bottom of the sea at **229061** ([source](https://www.youtube.com/watch?v=SUM-N_p3kbc&t=25s))\n[Trpaslik](https://forums.bohemia.net/profile/826110-trpaslik/) is Altis' Environment Designer ([REPORT IN](https://arma3.com/news/report-in-radim-vitek-petr-sedlacek-environment)).\n\n### Stratis\n\n#### Pirate hideout\n\n> « According to legend, there is a hidden cave somewhere on the coast of Stratis, rumored to contain treasures hidden by the Arabian pirates. » – Arma 3 loading screen\n\nThe mentioned **Pirate Cave** is located at **042073** ([how-to video](https://www.youtube.com/watch?v=a03c1WLZVu8&t=27s))\n\n#### V-22 Osprey wreck\n\nThe **V-22 Osprey** wreck found South of Stratis airport (coordinates **014047**) is a nod to Arma 2's vehicle ([video](https://www.youtube.com/watch?v=a03c1WLZVu8&t=2m01s))\n\n### Malden 2035\n\n#### Stonehenge\n\nSame as in Operation Flashpoint, Malden 2035 has its own [Stonehenge](https://en.wikipedia.org/wiki/Stonehenge), located in the North-West corner of **058101** coordinates.\n\n#### The Bushlurker Monument\n\n> « In the beginning, there was no clutter... Only bushes... »\n\nAt **027074** lays a monument in tribute to [Paul “Bushlurker” Pelosi (1960-2017)](https://forums.bohemia.net/forums/topic/201520-paul-%E2%80%9Cbushlurker%E2%80%9D-pelosi-1960-2017-rest-in-peace/) who has worked on many community terrains, including Malden for CWR2. He passed away some months before Malden 2035's release.\n\n[The statue](https://steamcommunity.com/sharedfiles/filedetails/?id=843661230) itself was made by [Kiory](https://forums.bohemia.net/profile/796144-kiory/) and announced on the [forums](https://forums.bohemia.net/forums/topic/201637-the-bushlurker-monument/), and was later [implemented officially](https://twitter.com/projectargogame/status/867036354617761797).\n\n### See also\n\n- [RedEye Mouse YouTube channel](https://www.youtube.com/channel/UCSOXEwkmxFmBszimTAZwkbg) - source of most of this page's Easter Eggs\n  - [Altis video](https://www.youtube.com/watch?v=SUM-N_p3kbc)\n  - [Stratis & Malden video](https://www.youtube.com/watch?v=a03c1WLZVu8)\n  - [Tanoa video](https://www.youtube.com/watch?v=ZRXMDmLQ68Y)\n  - [Livonia video](https://www.youtube.com/watch?v=55wz_LHH5CQ)\n  - [Contact Easter Egg](https://www.youtube.com/watch?v=O7Lj9ID5G-Y)","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> See also Arma 3: Easter Eggs."},{"heading":"Altis","level":3,"markdown":""},{"heading":"Atlantis","level":4,"markdown":"> « There is a myth that remnants of an ancient civilization lies underwater near the coast of Altis » – Arma 3 loading screen\n\n\"Atlantis\" can be found at **150068** ([source](https://www.youtube.com/watch?v=SUM-N_p3kbc&t=1m14s))"},{"heading":"Stonehenge","level":4,"markdown":"Altis also has its (nicer) Stonehenge with a decorative skull on the top, located in the North-East corner of **144061** at Cape Makrinos."},{"heading":"Rocky hideout","level":4,"markdown":"A hidden hideout (and what is supposedly its owner's skeleton) can be found at **080094** ([source](https://www.youtube.com/watch?v=SUM-N_p3kbc&t=2m13s))"},{"heading":"TRPASLIK","level":4,"markdown":"**TRPASLIK** is written with rocks on the bottom of the sea at **229061** ([source](https://www.youtube.com/watch?v=SUM-N_p3kbc&t=25s))\n[Trpaslik](https://forums.bohemia.net/profile/826110-trpaslik/) is Altis' Environment Designer ([REPORT IN](https://arma3.com/news/report-in-radim-vitek-petr-sedlacek-environment))."},{"heading":"Stratis","level":3,"markdown":""},{"heading":"Pirate hideout","level":4,"markdown":"> « According to legend, there is a hidden cave somewhere on the coast of Stratis, rumored to contain treasures hidden by the Arabian pirates. » – Arma 3 loading screen\n\nThe mentioned **Pirate Cave** is located at **042073** ([how-to video](https://www.youtube.com/watch?v=a03c1WLZVu8&t=27s))"},{"heading":"V-22 Osprey wreck","level":4,"markdown":"The **V-22 Osprey** wreck found South of Stratis airport (coordinates **014047**) is a nod to Arma 2's vehicle ([video](https://www.youtube.com/watch?v=a03c1WLZVu8&t=2m01s))"},{"heading":"Malden 2035","level":3,"markdown":""},{"heading":"Stonehenge","level":4,"markdown":"Same as in Operation Flashpoint, Malden 2035 has its own [Stonehenge](https://en.wikipedia.org/wiki/Stonehenge), located in the North-West corner of **058101** coordinates."},{"heading":"The Bushlurker Monument","level":4,"markdown":"> « In the beginning, there was no clutter... Only bushes... »\n\nAt **027074** lays a monument in tribute to [Paul “Bushlurker” Pelosi (1960-2017)](https://forums.bohemia.net/forums/topic/201520-paul-%E2%80%9Cbushlurker%E2%80%9D-pelosi-1960-2017-rest-in-peace/) who has worked on many community terrains, including Malden for CWR2. He passed away some months before Malden 2035's release.\n\n[The statue](https://steamcommunity.com/sharedfiles/filedetails/?id=843661230) itself was made by [Kiory](https://forums.bohemia.net/profile/796144-kiory/) and announced on the [forums](https://forums.bohemia.net/forums/topic/201637-the-bushlurker-monument/), and was later [implemented officially](https://twitter.com/projectargogame/status/867036354617761797)."},{"heading":"See also","level":3,"markdown":"- [RedEye Mouse YouTube channel](https://www.youtube.com/channel/UCSOXEwkmxFmBszimTAZwkbg) - source of most of this page's Easter Eggs\n  - [Altis video](https://www.youtube.com/watch?v=SUM-N_p3kbc)\n  - [Stratis & Malden video](https://www.youtube.com/watch?v=a03c1WLZVu8)\n  - [Tanoa video](https://www.youtube.com/watch?v=ZRXMDmLQ68Y)\n  - [Livonia video](https://www.youtube.com/watch?v=55wz_LHH5CQ)\n  - [Contact Easter Egg](https://www.youtube.com/watch?v=O7Lj9ID5G-Y)"}],"categories":["Arma 3","Points of Interest","Stubs"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Porting Guidelines Overview","title":"Arma 3: Porting Guidelines Overview","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Porting_Guidelines_Overview","revid":369465,"updated":"2024-09-06T09:28:08Z","aliases":[],"markdown":"### Infantry weapons\n\n- Weapon attachments (add proxies, make WeaponSlotsInfo config definition, Inventory Icons)\n- Adjustable sights (add selections)\n- Reload animations (model.cfg definition, CfgGesturesMale anim definition)\n- 3d optics\n- Muzzle FX (model.cfg + config definition?)\n- Smoke FX\n- Stereo sounds (soundBegin, soundClosure configs definition?)\n- AllowAgainstInfantry (config)\n- AllowedSlots (config)\n- Fatigue system (Mass in config)\n- TextureType (config)\n\n- Arma 2 Weapon to Arma 3\n- Arma 3: Weapon Config Guidelines\n- Arma 3: Weapon Collimator Sights\n- [http://forums.bistudio.com/showthread.php?147718-Bringing-A2-weapon-addons-to-A3](http://forums.bistudio.com/showthread.php?147718-Bringing-A2-weapon-addons-to-A3)\n- [http://forums.bistudio.com/showthread.php?149341-Arma-3-weapons-config-guidlines](http://forums.bistudio.com/showthread.php?149341-Arma-3-weapons-config-guidlines)\n- [http://forums.bistudio.com/showthread.php?184655-Preventing-skeleton-errors-in-rpt-HOW-TO](http://forums.bistudio.com/showthread.php?184655-Preventing-skeleton-errors-in-rpt-HOW-TO)\n- [http://forums.bistudio.com/showthread.php?175379-Weapon-UI-Tool](http://forums.bistudio.com/showthread.php?175379-Weapon-UI-Tool)\n\n### Infantry units\n\n- Clothing (remove from infantry model, make separate models/objects, assign uniform, vest and headgear in configs)\n- New head/faces and sunglasses (replace head model)\n- Injury selections (rename selections)\n- Damage system (adjust HitPoints armor in configs)\n- Engineer (detectSkill and backpack in configs)\n- AA/AT (backpack in configs)\n- Items and NVG (linkedItems in configs)\n- Medic (items and backpack in configs)\n- Command bar (picture in configs)\n\n- Arma 3: Modding Characters\n- [http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial](http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial)\n\n### Vehicles in General\n\n- Reflectors (config)\n- Heat haze effect\n- attenuationEffectType (config) [http://forums.bistudio.com/showthread.php?164073-Echo-issue-when-vehicle-weapons-fired](http://forums.bistudio.com/showthread.php?164073-Echo-issue-when-vehicle-weapons-fired)\n- explosionShielding (in HitPoints in configs)\n- [Olds-Configs-for-Newbs](http://forums.bistudio.com/showthread.php?176585-Olds-Configs-for-Newbs)\n- Sound volume (config) - computation unknown so far\n- Randomised variations\n- Light Volume Proxy for reflectors\n\n### Cars\n\n- Custom Engine, Gearbox and Suspension:\n  - [Tutorial](http://forums.bistudio.com/showthread.php?165390-Tutorial-Creating-Custom-Engine-Gearbox-and-Suspension-Vehicle-config)\n  - [More info](http://forums.bistudio.com/showthread.php?149027-Primer-for-new-vehicle-simulation)\n- Driver and gunner IK (AnimatedDriverHands and AnimatedGunnerHands in configs, something? in the model)\n- Mirrors\n- Engine sounds\n\n- [http://forums.bistudio.com/showthread.php?174673-Tutoria-Importing-ArmA2-vehicles-to-ArmA3](http://forums.bistudio.com/showthread.php?174673-Tutoria-Importing-ArmA2-vehicles-to-ArmA3)\n- Arma 3: Cars Config Guidelines\n- [https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html)\n- [http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm](http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm)\n\n### Tanks\n\n- Custom Engine, Gearbox and Suspension\n- Damage system\n- Engine sounds\n\n- [http://forums.bistudio.com/showthread.php?174301-Tank-porting-tutorial](http://forums.bistudio.com/showthread.php?174301-Tank-porting-tutorial)\n- Arma 3: Tanks Config Guidelines\n- [http://forums.bistudio.com/showthread.php?176585-Olds-Configs-for-Newbs](http://forums.bistudio.com/showthread.php?176585-Olds-Configs-for-Newbs)\n- [http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm](http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm)\n\n### Helicopters\n\n- helicopterX simulation or helicopterRTD for advanced flight model and sling loading\n- Pilot and gunner IK (AnimatedDriverHands and AnimatedGunnerHands in configs, something? in the model)\n- Damage system (add HitFuel in HitPoints and new HitXXX classes in AnimationSources in configs, selections to be defined in the model?)\n\n- [http://forums.bistudio.com/showthread.php?168988-AirplaneX-Sinking-into-ground&p=2565139&viewfull=1#post2565139](http://forums.bistudio.com/showthread.php?168988-AirplaneX-Sinking-into-ground&p=2565139&viewfull=1#post2565139)\n- [http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm](http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm)\n\n### Planes\n\n- airplaneX simulation\n  - [selection for wheels](http://forums.bistudio.com/showthread.php?151050-are-planes-not-possible-in-the-a3-alpha&p=2536167&viewfull=1#post2536167)\n  - Adjusted weight in p3d?\n- WingVortices effects (definition in configs)\n\n- [http://forums.bistudio.com/showthread.php?168988-AirplaneX-Sinking-into-ground&p=2565139&viewfull=1#post2565139](http://forums.bistudio.com/showthread.php?168988-AirplaneX-Sinking-into-ground&p=2565139&viewfull=1#post2565139)\n- [http://forums.bistudio.com/showthread.php?172174-AirplaneX-PhysX&p=2614023&viewfull=1#post2614023](http://forums.bistudio.com/showthread.php?172174-AirplaneX-PhysX&p=2614023&viewfull=1#post2614023)\n- [http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm](http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm)\n\n### Boats and Ships\n\n- ShipX\n- SubmarineX\n- PhysX Geometry Lod\n- Buoyancy Lod\n\n- [http://forums.bistudio.com/showthread.php?185434-Boat-Ship-Builders!-New-wiki-entry](http://forums.bistudio.com/showthread.php?185434-Boat-Ship-Builders!-New-wiki-entry)\n- [http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm](http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm)\n\n### Static weapons\n\nN/A\n\n### Terrains\n\n- Volumetric clouds\n- Improved lighting\n- Ponds\n- Fog\n\n- Arma 3: Improved Fog\n\n### Effects\n\n- Arma 3: Particle Effects\n- Arma 3: Particle Effects: Config Parameters\n- [http://forums.bistudio.com/showthread.php?155866-Arma-3-Particle-Effects-documentation](http://forums.bistudio.com/showthread.php?155866-Arma-3-Particle-Effects-documentation)","sections":[{"heading":"Infantry weapons","level":3,"markdown":"- Weapon attachments (add proxies, make WeaponSlotsInfo config definition, Inventory Icons)\n- Adjustable sights (add selections)\n- Reload animations (model.cfg definition, CfgGesturesMale anim definition)\n- 3d optics\n- Muzzle FX (model.cfg + config definition?)\n- Smoke FX\n- Stereo sounds (soundBegin, soundClosure configs definition?)\n- AllowAgainstInfantry (config)\n- AllowedSlots (config)\n- Fatigue system (Mass in config)\n- TextureType (config)\n\n- Arma 2 Weapon to Arma 3\n- Arma 3: Weapon Config Guidelines\n- Arma 3: Weapon Collimator Sights\n- [http://forums.bistudio.com/showthread.php?147718-Bringing-A2-weapon-addons-to-A3](http://forums.bistudio.com/showthread.php?147718-Bringing-A2-weapon-addons-to-A3)\n- [http://forums.bistudio.com/showthread.php?149341-Arma-3-weapons-config-guidlines](http://forums.bistudio.com/showthread.php?149341-Arma-3-weapons-config-guidlines)\n- [http://forums.bistudio.com/showthread.php?184655-Preventing-skeleton-errors-in-rpt-HOW-TO](http://forums.bistudio.com/showthread.php?184655-Preventing-skeleton-errors-in-rpt-HOW-TO)\n- [http://forums.bistudio.com/showthread.php?175379-Weapon-UI-Tool](http://forums.bistudio.com/showthread.php?175379-Weapon-UI-Tool)"},{"heading":"Infantry units","level":3,"markdown":"- Clothing (remove from infantry model, make separate models/objects, assign uniform, vest and headgear in configs)\n- New head/faces and sunglasses (replace head model)\n- Injury selections (rename selections)\n- Damage system (adjust HitPoints armor in configs)\n- Engineer (detectSkill and backpack in configs)\n- AA/AT (backpack in configs)\n- Items and NVG (linkedItems in configs)\n- Medic (items and backpack in configs)\n- Command bar (picture in configs)\n\n- Arma 3: Modding Characters\n- [http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial](http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial)"},{"heading":"Vehicles in General","level":3,"markdown":"- Reflectors (config)\n- Heat haze effect\n- attenuationEffectType (config) [http://forums.bistudio.com/showthread.php?164073-Echo-issue-when-vehicle-weapons-fired](http://forums.bistudio.com/showthread.php?164073-Echo-issue-when-vehicle-weapons-fired)\n- explosionShielding (in HitPoints in configs)\n- [Olds-Configs-for-Newbs](http://forums.bistudio.com/showthread.php?176585-Olds-Configs-for-Newbs)\n- Sound volume (config) - computation unknown so far\n- Randomised variations\n- Light Volume Proxy for reflectors"},{"heading":"Cars","level":3,"markdown":"- Custom Engine, Gearbox and Suspension:\n  - [Tutorial](http://forums.bistudio.com/showthread.php?165390-Tutorial-Creating-Custom-Engine-Gearbox-and-Suspension-Vehicle-config)\n  - [More info](http://forums.bistudio.com/showthread.php?149027-Primer-for-new-vehicle-simulation)\n- Driver and gunner IK (AnimatedDriverHands and AnimatedGunnerHands in configs, something? in the model)\n- Mirrors\n- Engine sounds\n\n- [http://forums.bistudio.com/showthread.php?174673-Tutoria-Importing-ArmA2-vehicles-to-ArmA3](http://forums.bistudio.com/showthread.php?174673-Tutoria-Importing-ArmA2-vehicles-to-ArmA3)\n- Arma 3: Cars Config Guidelines\n- [https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html)\n- [http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm](http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm)"},{"heading":"Tanks","level":3,"markdown":"- Custom Engine, Gearbox and Suspension\n- Damage system\n- Engine sounds\n\n- [http://forums.bistudio.com/showthread.php?174301-Tank-porting-tutorial](http://forums.bistudio.com/showthread.php?174301-Tank-porting-tutorial)\n- Arma 3: Tanks Config Guidelines\n- [http://forums.bistudio.com/showthread.php?176585-Olds-Configs-for-Newbs](http://forums.bistudio.com/showthread.php?176585-Olds-Configs-for-Newbs)\n- [http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm](http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm)"},{"heading":"Helicopters","level":3,"markdown":"- helicopterX simulation or helicopterRTD for advanced flight model and sling loading\n- Pilot and gunner IK (AnimatedDriverHands and AnimatedGunnerHands in configs, something? in the model)\n- Damage system (add HitFuel in HitPoints and new HitXXX classes in AnimationSources in configs, selections to be defined in the model?)\n\n- [http://forums.bistudio.com/showthread.php?168988-AirplaneX-Sinking-into-ground&p=2565139&viewfull=1#post2565139](http://forums.bistudio.com/showthread.php?168988-AirplaneX-Sinking-into-ground&p=2565139&viewfull=1#post2565139)\n- [http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm](http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm)"},{"heading":"Planes","level":3,"markdown":"- airplaneX simulation\n  - [selection for wheels](http://forums.bistudio.com/showthread.php?151050-are-planes-not-possible-in-the-a3-alpha&p=2536167&viewfull=1#post2536167)\n  - Adjusted weight in p3d?\n- WingVortices effects (definition in configs)\n\n- [http://forums.bistudio.com/showthread.php?168988-AirplaneX-Sinking-into-ground&p=2565139&viewfull=1#post2565139](http://forums.bistudio.com/showthread.php?168988-AirplaneX-Sinking-into-ground&p=2565139&viewfull=1#post2565139)\n- [http://forums.bistudio.com/showthread.php?172174-AirplaneX-PhysX&p=2614023&viewfull=1#post2614023](http://forums.bistudio.com/showthread.php?172174-AirplaneX-PhysX&p=2614023&viewfull=1#post2614023)\n- [http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm](http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm)"},{"heading":"Boats and Ships","level":3,"markdown":"- ShipX\n- SubmarineX\n- PhysX Geometry Lod\n- Buoyancy Lod\n\n- [http://forums.bistudio.com/showthread.php?185434-Boat-Ship-Builders!-New-wiki-entry](http://forums.bistudio.com/showthread.php?185434-Boat-Ship-Builders!-New-wiki-entry)\n- [http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm](http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm)"},{"heading":"Static weapons","level":3,"markdown":"N/A"},{"heading":"Terrains","level":3,"markdown":"- Volumetric clouds\n- Improved lighting\n- Ponds\n- Fog\n\n- Arma 3: Improved Fog"},{"heading":"Effects","level":3,"markdown":"- Arma 3: Particle Effects\n- Arma 3: Particle Effects: Config Parameters\n- [http://forums.bistudio.com/showthread.php?155866-Arma-3-Particle-Effects-documentation](http://forums.bistudio.com/showthread.php?155866-Arma-3-Particle-Effects-documentation)"}],"categories":["Arma 3: Editing"],"groups":["Modding"]},{"name":"Arma 3: Probing Mechanics","title":"Arma 3: Probing Mechanics","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Probing_Mechanics","revid":349873,"updated":"2023-11-20T22:10:48Z","aliases":["Arma 3 Probing Mechanics"],"markdown":"Spoiler Warning\n\n**The following text contains game spoilers such as story details or mission walkthroughs. Read at your own risk!**\nThe potential spoilers concern the following topic: Arma 3 Contact's \"First Contact\" campaign.\n\nArma 3 v1.94\n\n### ED-1E Mini UGV\n\n#### Track Lock Indicator\n\nThe track lock indicator (when the tracks are prevented from moving the vehicle) can be triggered with the following code.\nThis concerns the UI indicator only, actual track locking is done by attaching the Mini UGV to e.g. a game logic in order to stop it.\n\n```sqf\nnameOfVehicle setVariable [\"BIN_ugv_trackLock\", true];\n```\n\n#### Mini UGV MFD Animations\n\nThe following animations can be used with the **animateSource** script command to control the exterior MFD statuses. Most of these animations are hidden by default. In order to unhide them, you have to animate them to 0 phase.\n\n| Animation Name | Functionality | Selection |\n|---|---|---|\n| Detector1Light1_Green | Hiding the green light on the gas detector (top light) | 3 |\n| Detector1Light1_Red | Hiding the red light on the gas detector (top light) | 3 |\n| Detector1Light2_Green | Hiding the green light on the gas detector (bottom light) | 4 |\n| Detector1Light2_Red | Hiding the red light on the gas detector (bottom light) | 4 |\n| Detector2Aux_hide | Hiding the icon for the auxiliary attachment on the side MFD | 1 |\n| Detector2Speaker_Off | Hiding the 'Speakers Off' icon on the side MFD | 2 |\n| Detector2Speaker_On | Hiding the 'Speakers On' icon on the side MFD | 2 |\n| ChemDetectorLight | Hiding the threat detected light on the chemical detector | 6 |\n| ChemDetectorLevel1 | Hiding the chemical detector's 1st status bar | 7 |\n| ChemDetectorLevel2 | Hiding the chemical detector's 2nd status bar | 7 |\n| ChemDetectorLevel3 | Hiding the chemical detector's 3rd status bar | 7 |\n| BiopsyCapacity | Setting the biopsy probe capacity (goes from 1 to 100) | 5 |\n\nExample code to unhide all elements:\n\n```sqf\n{\n    ugv animateSource [_x, 0, true];\n} forEach [\n    \"Detector1Light1_Green\",\n    \"Detector1Light1_Red\",\n    \"Detector1Light2_Green\",\n    \"Detector1Light2_Red\",\n    \"Detector2Aux_hide\",\n    \"Detector2Speaker_Off\",\n    \"Detector2Speaker_On\",\n    \"ChemDetectorLight\",\n    \"ChemDetectorLevel1\",\n    \"ChemDetectorLevel2\",\n    \"ChemDetectorLevel3\"\n];\nugv animateSource [\"BiopsyCapacity\", 100];\n```\n\n### Probing Event Handlers\n\n#### probingStarted\n\nEvent handler returns following information:\n\n- 0. **object**: Object - object which was scanned\n- 1. **material**: String - name of the material\n- 2. **completion**: Number - how much information about that material was gathered (from 0 to 100)\n\n```sqf\nBIN_ProbeEvent_1 = [missionNamespace, \"probingStarted\", {\n    params[\"_object\", \"_data\", \"_completion\"];\n\n    if (_object isEqualTo Probe_2) then\n    {\n        if (_data isEqualTo \"alien\") then\n        {\n            hint \"Probing started, hold left mouse button until the scan is completed.\";\n        } else {\n            hint \"Try pointing at the center of the probe when the cover is open.\";\n        };\n    } else {\n        // ...\n    };\n}] call BIS_fnc_addScriptedEventHandler;\n```\n\n#### probingEnded\n\n- 0. **data**: Array - array containing following information:\n  - 0. **object**: Object - object which was scanned\n  - 1. **material**: String - name of the material\n  - 2. **completion**: Number - how much information about that material was gathered (from 0 to 100)\n- 1. **success**: Boolean - returns true if probing was fully completed (meaning laser probing was not interrupted for example)\n\n```sqf\nBIN_ProbeEvent_2 = [missionNamespace, \"probingEnded\", {\n    params [\"_data\", \"_success\"];\n\n    if (_success && {(_data # 0 == Probe_2) && (_data # 1 == \"ALIEN\")}) then\n    {\n        hint \"Scan completed\";\n\n        player setCurrentTask (simpleTasks player # 2);\n        (simpleTasks player # 1) setTaskState \"Succeeded\";\n        [\"BIN_tskProbe1\", \"SUCCEEDED\"] call BIS_fnc_taskSetState;\n        \"BIN_tskProbe2\" call BIS_fnc_taskSetCurrent;\n        [missionNamespace, \"probingStarted\", BIN_ProbeEvent_1] call BIS_fnc_removeScriptedEventHandler;\n        [missionNamespace, \"probingEnded\",   BIN_ProbeEvent_2] call BIS_fnc_removeScriptedEventHandler;\n    };\n}] call BIS_fnc_addScriptedEventHandler;\n```\n\n### Probe Tip Animations\n\nNote that the Probe is referred to as \"Alien Network\" in the game. Probe tips can be animated with the following function:\n\n```sqf\n[nameOfProbe, state, speedFactor, soundTypes] call BIN_fnc_probeAnim;\n```\n\nParameters:\n\n- **nameOfProbe**: Object - name of the probe you would like to animate\n- **state:** Number - 0 or 1 where 1 means that the inner tissue will be expanded\n- **speedFactor** (*Optional*): Number - animation speed factor (default is 1)\n- **soundTypes** (*Optional*): Number - custom sounds for probe tip animations (default [\"**SoundSetSource_Sfx_Probe_Retract_01**\",\"**SoundSetSource_Sfx_Probe_Expand_01**\"])\n\nExample code:\n\n```sqf\n[nameOfProbe, 1] call BIN_fnc_probeAnim;\n```\n\n### Example Mission\n\n- https://steamcommunity.com/sharedfiles/filedetails/?id=1841970902\n\n### See Also\n\n- Function Group: Probe","sections":[{"heading":null,"level":1,"markdown":"Spoiler Warning\n\n**The following text contains game spoilers such as story details or mission walkthroughs. Read at your own risk!**\nThe potential spoilers concern the following topic: Arma 3 Contact's \"First Contact\" campaign.\n\nArma 3 v1.94"},{"heading":"ED-1E Mini UGV","level":3,"markdown":""},{"heading":"Track Lock Indicator","level":4,"markdown":"The track lock indicator (when the tracks are prevented from moving the vehicle) can be triggered with the following code.\nThis concerns the UI indicator only, actual track locking is done by attaching the Mini UGV to e.g. a game logic in order to stop it.\n\n```sqf\nnameOfVehicle setVariable [\"BIN_ugv_trackLock\", true];\n```"},{"heading":"Mini UGV MFD Animations","level":4,"markdown":"The following animations can be used with the **animateSource** script command to control the exterior MFD statuses. Most of these animations are hidden by default. In order to unhide them, you have to animate them to 0 phase.\n\n| Animation Name | Functionality | Selection |\n|---|---|---|\n| Detector1Light1_Green | Hiding the green light on the gas detector (top light) | 3 |\n| Detector1Light1_Red | Hiding the red light on the gas detector (top light) | 3 |\n| Detector1Light2_Green | Hiding the green light on the gas detector (bottom light) | 4 |\n| Detector1Light2_Red | Hiding the red light on the gas detector (bottom light) | 4 |\n| Detector2Aux_hide | Hiding the icon for the auxiliary attachment on the side MFD | 1 |\n| Detector2Speaker_Off | Hiding the 'Speakers Off' icon on the side MFD | 2 |\n| Detector2Speaker_On | Hiding the 'Speakers On' icon on the side MFD | 2 |\n| ChemDetectorLight | Hiding the threat detected light on the chemical detector | 6 |\n| ChemDetectorLevel1 | Hiding the chemical detector's 1st status bar | 7 |\n| ChemDetectorLevel2 | Hiding the chemical detector's 2nd status bar | 7 |\n| ChemDetectorLevel3 | Hiding the chemical detector's 3rd status bar | 7 |\n| BiopsyCapacity | Setting the biopsy probe capacity (goes from 1 to 100) | 5 |\n\nExample code to unhide all elements:\n\n```sqf\n{\n    ugv animateSource [_x, 0, true];\n} forEach [\n    \"Detector1Light1_Green\",\n    \"Detector1Light1_Red\",\n    \"Detector1Light2_Green\",\n    \"Detector1Light2_Red\",\n    \"Detector2Aux_hide\",\n    \"Detector2Speaker_Off\",\n    \"Detector2Speaker_On\",\n    \"ChemDetectorLight\",\n    \"ChemDetectorLevel1\",\n    \"ChemDetectorLevel2\",\n    \"ChemDetectorLevel3\"\n];\nugv animateSource [\"BiopsyCapacity\", 100];\n```"},{"heading":"Probing Event Handlers","level":3,"markdown":""},{"heading":"probingStarted","level":4,"markdown":"Event handler returns following information:\n\n- 0. **object**: Object - object which was scanned\n- 1. **material**: String - name of the material\n- 2. **completion**: Number - how much information about that material was gathered (from 0 to 100)\n\n```sqf\nBIN_ProbeEvent_1 = [missionNamespace, \"probingStarted\", {\n    params[\"_object\", \"_data\", \"_completion\"];\n\n    if (_object isEqualTo Probe_2) then\n    {\n        if (_data isEqualTo \"alien\") then\n        {\n            hint \"Probing started, hold left mouse button until the scan is completed.\";\n        } else {\n            hint \"Try pointing at the center of the probe when the cover is open.\";\n        };\n    } else {\n        // ...\n    };\n}] call BIS_fnc_addScriptedEventHandler;\n```"},{"heading":"probingEnded","level":4,"markdown":"- 0. **data**: Array - array containing following information:\n  - 0. **object**: Object - object which was scanned\n  - 1. **material**: String - name of the material\n  - 2. **completion**: Number - how much information about that material was gathered (from 0 to 100)\n- 1. **success**: Boolean - returns true if probing was fully completed (meaning laser probing was not interrupted for example)\n\n```sqf\nBIN_ProbeEvent_2 = [missionNamespace, \"probingEnded\", {\n    params [\"_data\", \"_success\"];\n\n    if (_success && {(_data # 0 == Probe_2) && (_data # 1 == \"ALIEN\")}) then\n    {\n        hint \"Scan completed\";\n\n        player setCurrentTask (simpleTasks player # 2);\n        (simpleTasks player # 1) setTaskState \"Succeeded\";\n        [\"BIN_tskProbe1\", \"SUCCEEDED\"] call BIS_fnc_taskSetState;\n        \"BIN_tskProbe2\" call BIS_fnc_taskSetCurrent;\n        [missionNamespace, \"probingStarted\", BIN_ProbeEvent_1] call BIS_fnc_removeScriptedEventHandler;\n        [missionNamespace, \"probingEnded\",   BIN_ProbeEvent_2] call BIS_fnc_removeScriptedEventHandler;\n    };\n}] call BIS_fnc_addScriptedEventHandler;\n```"},{"heading":"Probe Tip Animations","level":3,"markdown":"Note that the Probe is referred to as \"Alien Network\" in the game. Probe tips can be animated with the following function:\n\n```sqf\n[nameOfProbe, state, speedFactor, soundTypes] call BIN_fnc_probeAnim;\n```\n\nParameters:\n\n- **nameOfProbe**: Object - name of the probe you would like to animate\n- **state:** Number - 0 or 1 where 1 means that the inner tissue will be expanded\n- **speedFactor** (*Optional*): Number - animation speed factor (default is 1)\n- **soundTypes** (*Optional*): Number - custom sounds for probe tip animations (default [\"**SoundSetSource_Sfx_Probe_Retract_01**\",\"**SoundSetSource_Sfx_Probe_Expand_01**\"])\n\nExample code:\n\n```sqf\n[nameOfProbe, 1] call BIN_fnc_probeAnim;\n```"},{"heading":"Example Mission","level":3,"markdown":"- https://steamcommunity.com/sharedfiles/filedetails/?id=1841970902"},{"heading":"See Also","level":3,"markdown":"- Function Group: Probe"}],"categories":["Arma 3: Editing","Introduced with Arma 3 version 1.94"],"groups":["General"]},{"name":"Arma 3: Prof-Branch Change Log v2.18","title":"Arma 3: Prof-Branch Change Log v2.18","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Prof-Branch_Change_Log_v2.18","revid":378262,"updated":"2026-03-26T11:57:32Z","aliases":[],"markdown":"> [!NOTE]\n> Changes prior to March 2025 can be found on the [Bohemia Interactive forums](https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-218-profiling-performance-binary-feedback/).\n\n## 19-05-2025\n\n**2.18.152893** new PROFILING branch with PERFORMANCE binaries, **v32**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: -cpuAffinity command line parameter\n- Fixed: Config parsing errors would be reported with wrong line number if the file had empty lines at the start\n- Added: -cpuMainThreadAffinity command line parameter\n- Added: getServerInfo command now forwards \"PublicSettings\" class from server.cfg\n- Added: OnMissionInit/OnMarkerCreated/HandleChatMessage server-side events\n- Added: spawn server-side script command\n\n## 13-05-2025\n\n**2.18.152881** new PROFILING branch with PERFORMANCE binaries, **v31**, server and client, windows 64-bit, linux server 64-bit\n\n- Tweaked: Improved performance of engine closing files (could in some cases cause lag spikes) (Thanks *thegamecracks*)\n- Fixed: Microfreeze when pressing \"Next Target\" key - https://feedback.bistudio.com/T191741\n- Fixed: Potentially fixed sometimes missing particle effects (Please report if it happens again)\n\n## 07-05-2025\n\n**2.18.152860** new PROFILING branch with PERFORMANCE binaries, **v30**, server and client, windows 64-bit, linux server 64-bit\n\n- Tweaked: Improved game start speed\n- Fixed: Multithreading related crash (Thanks *Schaer*)\n- Fixed: Crash while ADS and switching to spectrum device while remote controlling a unit (Thanks *Rook*)\n- Fixed: Animation hitching (Thanks *clbt*)\n\n## 28-04-2025\n\n**2.18.152839** new PROFILING branch with PERFORMANCE binaries, **v29**, server and client, windows 64-bit, linux server 64-bit\n\n- Tweaked: Netcode optimizations (No iterating linked lists, no garbage collect, faster CRC, more efficient retransmission queue, fast-retransmit on packet loss)\n- Fixed: Flare's did not apply the Attenuation config to their light emitter\n- Fixed: Potentially fixed sometimes missing particle effects (Please report if it happens again)\n\n## 09-04-2025\n\n**2.18.152799** new PROFILING branch with PERFORMANCE binaries, **v28**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Listbox sorting is now multithreaded - https://feedback.bistudio.com/T184005\n- Tweaked: Improved efficiency of listbox sorting - https://feedback.bistudio.com/T184005\n- Fixed: Accidental netcode change in v27\n\n## 07-04-2025\n\n**2.18.152785** new PROFILING branch with PERFORMANCE binaries, **v27**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: \"AIThinkOnlyLocal\" to setMissionOptions\n- Added: Some basic.cfg network parameters can now be provided as strings\n- Added: connectToServer command and serverbrowser direct-connect now supports resolving SRV records - https://feedback.bistudio.com/T127943\n- Added: HTTP header support for HTTP mission file downloads\n- Tweaked: Netcode adjustments (Don't send animation updates for objects that have no animations, don't send \"stats\" updates when stats haven't changed)\n- Tweaked: General netcode performance improvements\n- Changed: Networking bandwidth estimation behavior of Min/MaxBandwidth (MinBandwidth is now unused on profiling branch)\n- Fixed: Non-exploding missile hit would do too much damage\n- Fixed: Forced game crash when addon requires addon that was skipped due to 'skipWhenMissingDependencies' (Thanks *Dart*)\n- Fixed: URL encoding for HTTP mission file downloads\n\n## 20-03-2025\n\n**2.18.152744** new PROFILING branch with PERFORMANCE binaries, **v26**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Incorrect laser marker positioning on and around water - https://feedback.bistudio.com/T188547\n- Fixed: Laser target marker would get stuck on objects - https://feedback.bistudio.com/T71322\n- Fixed: Reverted part of AI optimization (cursorTarget now works on static objects again, but only for the player unit)\n- Fixed: Crash when playing a sound more than 255 times at once\n- Fixed: Server would get stuck at \"Waiting for Server...\" if one player did not select a role\n- Fixed: Fired Event Handler in multiplayer would receive the wrong projectile for countermeasures - https://feedback.bistudio.com/T190141","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> Changes prior to March 2025 can be found on the [Bohemia Interactive forums](https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-218-profiling-performance-binary-feedback/)."},{"heading":"19-05-2025","level":2,"markdown":"**2.18.152893** new PROFILING branch with PERFORMANCE binaries, **v32**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: -cpuAffinity command line parameter\n- Fixed: Config parsing errors would be reported with wrong line number if the file had empty lines at the start\n- Added: -cpuMainThreadAffinity command line parameter\n- Added: getServerInfo command now forwards \"PublicSettings\" class from server.cfg\n- Added: OnMissionInit/OnMarkerCreated/HandleChatMessage server-side events\n- Added: spawn server-side script command"},{"heading":"13-05-2025","level":2,"markdown":"**2.18.152881** new PROFILING branch with PERFORMANCE binaries, **v31**, server and client, windows 64-bit, linux server 64-bit\n\n- Tweaked: Improved performance of engine closing files (could in some cases cause lag spikes) (Thanks *thegamecracks*)\n- Fixed: Microfreeze when pressing \"Next Target\" key - https://feedback.bistudio.com/T191741\n- Fixed: Potentially fixed sometimes missing particle effects (Please report if it happens again)"},{"heading":"07-05-2025","level":2,"markdown":"**2.18.152860** new PROFILING branch with PERFORMANCE binaries, **v30**, server and client, windows 64-bit, linux server 64-bit\n\n- Tweaked: Improved game start speed\n- Fixed: Multithreading related crash (Thanks *Schaer*)\n- Fixed: Crash while ADS and switching to spectrum device while remote controlling a unit (Thanks *Rook*)\n- Fixed: Animation hitching (Thanks *clbt*)"},{"heading":"28-04-2025","level":2,"markdown":"**2.18.152839** new PROFILING branch with PERFORMANCE binaries, **v29**, server and client, windows 64-bit, linux server 64-bit\n\n- Tweaked: Netcode optimizations (No iterating linked lists, no garbage collect, faster CRC, more efficient retransmission queue, fast-retransmit on packet loss)\n- Fixed: Flare's did not apply the Attenuation config to their light emitter\n- Fixed: Potentially fixed sometimes missing particle effects (Please report if it happens again)"},{"heading":"09-04-2025","level":2,"markdown":"**2.18.152799** new PROFILING branch with PERFORMANCE binaries, **v28**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Listbox sorting is now multithreaded - https://feedback.bistudio.com/T184005\n- Tweaked: Improved efficiency of listbox sorting - https://feedback.bistudio.com/T184005\n- Fixed: Accidental netcode change in v27"},{"heading":"07-04-2025","level":2,"markdown":"**2.18.152785** new PROFILING branch with PERFORMANCE binaries, **v27**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: \"AIThinkOnlyLocal\" to setMissionOptions\n- Added: Some basic.cfg network parameters can now be provided as strings\n- Added: connectToServer command and serverbrowser direct-connect now supports resolving SRV records - https://feedback.bistudio.com/T127943\n- Added: HTTP header support for HTTP mission file downloads\n- Tweaked: Netcode adjustments (Don't send animation updates for objects that have no animations, don't send \"stats\" updates when stats haven't changed)\n- Tweaked: General netcode performance improvements\n- Changed: Networking bandwidth estimation behavior of Min/MaxBandwidth (MinBandwidth is now unused on profiling branch)\n- Fixed: Non-exploding missile hit would do too much damage\n- Fixed: Forced game crash when addon requires addon that was skipped due to 'skipWhenMissingDependencies' (Thanks *Dart*)\n- Fixed: URL encoding for HTTP mission file downloads"},{"heading":"20-03-2025","level":2,"markdown":"**2.18.152744** new PROFILING branch with PERFORMANCE binaries, **v26**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Incorrect laser marker positioning on and around water - https://feedback.bistudio.com/T188547\n- Fixed: Laser target marker would get stuck on objects - https://feedback.bistudio.com/T71322\n- Fixed: Reverted part of AI optimization (cursorTarget now works on static objects again, but only for the player unit)\n- Fixed: Crash when playing a sound more than 255 times at once\n- Fixed: Server would get stuck at \"Waiting for Server...\" if one player did not select a role\n- Fixed: Fired Event Handler in multiplayer would receive the wrong projectile for countermeasures - https://feedback.bistudio.com/T190141"}],"categories":["Arma 3: Prof-Branch Change Logs"],"groups":["Change Logs"]},{"name":"Arma 3: Prof-Branch Change Log v2.20","title":"Arma 3: Prof-Branch Change Log v2.20","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Prof-Branch_Change_Log_v2.20","revid":378864,"updated":"2026-07-28T12:39:07Z","aliases":[],"markdown":"## 22-07-2026\n\n**2.20.153973** new PROFILING branch with PERFORMANCE binaries, **v78**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: LAN server discovery via mDNS/DNS-SD\n- Added: Multiplayer connections to domains now support multiple A/AAAA/SRV records\n- Added: IPv6 Multiplayer support (no Voice-over-Net support on Profiling branch)\n- Fixed: Hotfix for the linux crashes\n\nNotes:\n\n- Linux Dedicated Server now requires libavahi-common/libavahi-client (which should be installed by default on most distributions)\n\n## 08-07-2026\n\n**2.20.153940** new PROFILING branch with PERFORMANCE binaries, **v77**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Config entry *turretsAvailable* in vehicle pylons, which allows to restrict pylon assignment to specific vehicle seats (only in the Eden Editor pylon attributes UI)\n- Fixed: Linux server crash from v76 (it was same as v75, but the crashing code was copy-pasted in a second spot that was missed)\n- Fixed: Opening Eden Editor pylon attributes would show an incorrect turret assignment\n- Fixed: 3DEN would allow to put units into locked seats, if all other seats were full\n- Fixed: Zeus would allow to put units into locked seats\n- Fixed: moveInAny did not respect get-in ordering on cargo seats (*getInProxyOrder* config entry)\n\n## 02-07-2026\n\n**2.20.153930** new PROFILING branch with PERFORMANCE binaries, **v76**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: addMagazineGlobal was not syncing magazine on the server properly\n- Fixed: Changing pylon loadout in 3DEN could remove default weapons\n- Fixed: Linux server crash from v75\n\n## 26-06-2026\n\n**2.20.153906** new PROFILING branch with PERFORMANCE binaries, **v75**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: PilotCamera \"memoryPointDriverOptics\" now animates its memory point\n- Added: Vehicle pylons attribute in 3DEN, now reads pylon config \"pylonUsableByTurrets\" which is an array of turret classnames allowed to use the pylon (some pylon pods can be limited to only specific turrets)\n- Changed: Various netcode changes that should have no noticeable effect\n- Fixed: Steam +connect/+password parameters would not work\n- Fixed: Vehicle pylons attribute display, would display wrong turret names when switching pylon owner\n\n## 16-06-2026\n\n**2.20.153870** new PROFILING branch with PERFORMANCE binaries, **v74**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: RPT Warning for preprocessor errors with \"too many\" / \"too few\" macro arguments\n- Fixed: Preprocessor not correctly resetting error state when continuing after a silent error\n\n## 15-06-2026\n\n**2.20.153866** new PROFILING branch with PERFORMANCE binaries, **v73**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Better logging for \"Unable to create slotItem from type\"\n- Fixed: Incorrect preprocessor handling of \"..\"\n\n## 09-06-2026\n\n**2.20.153858** new PROFILING branch with PERFORMANCE binaries, **v72**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: All remaining difficulty options to description.ext *DifficultyOverride* (probably requires Profiling branch on client and server)\n- Added: *showBackpack* config entry to vehicle seat 'spec' (*PilotSpec*, *CargoSpec*, next to *showHeadPhones*)\n- Changed: Mystery Preprocessor change (in here for regression tests, please report if you observe preprocessor related issues)\n- Fixed: Height of listbox rows was not matching the mouse cursor since v70\n- Fixed: \"SetConstantColor not supported\" RPT message when drawing IR lasers\n\n## 22-05-2026\n\n**2.20.153799** new PROFILING branch with PERFORMANCE binaries, **v71**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: When a PhysX object repeatedly falls below terrain, it will now be put on top and put to sleep to prevent it from falling again\n- Fixed: Using the -mpmissions= parameter would set a wrong pboprefix on the server-side mission PBO\n\n## 20-05-2026\n\n**2.20.153789** new PROFILING branch with PERFORMANCE binaries, **v70**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Crash related to \"CommandChanged\" Event Handler (thanks Rook)\n- Fixed: VTOL aircraft would not stop and hover after executing forceSpeed 0\n- Added: *timeStampFormatConsole* server config param - https://feedback.bistudio.com/T199089\n- Fixed: Second weapon in dead character's inventory could not be opened - https://feedback.bistudio.com/T198101\n- Fixed: Community Guide YouTube videos would not play in Steam overlay\n- Fixed: Last item in 3DEN Equipment Storage attribute was missing the add/remove buttons if scrolled down using a scrollwheel - https://feedback.bistudio.com/T199272\n\n## 13-05-2026\n\n**2.20.153752** new PROFILING branch with PERFORMANCE binaries, **v69**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: *#mpmissions* BattlEye RCon command to list available missions on the server\n- Added: *idleFPSLimit* server config to limit max FPS while server is empty\n- Added: \"OnAutoSelectRole\" / \"OnPlayerSelectRole\" server-side Event Handlers - https://feedback.bistudio.com/T198797\n- Added: *getRoles* server-side script command - https://feedback.bistudio.com/T198797\n- Tweaked: closeDisplay on a UI2Texture display now instantly closes/unloads the display - https://feedback.bistudio.com/T199098\n- Fixed: Using moveInAny and moveInCargo together on cargo could produce undefined behavior\n- Fixed: Mission loading could fail when using a custom *-mpmissions=* folder and selecting mission with *#missions XX*\n- Fixed: currentVisionMode would always return 2 when local player has thermal vision enabled - https://feedback.bistudio.com/T198952\n- Fixed: get3DENConnections did not return correct syntax for Group/Waypoint connections - https://feedback.bistudio.com/T191578\n- Fixed: Several crashes\n\n## 29-04-2026\n\n**2.20.153725** new PROFILING branch with PERFORMANCE binaries, **v68**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: '-mpmissions=' command line parameter for servers - https://feedback.bistudio.com/T63330\n- Added: Scripted texture support for CT_PROGRESS - https://feedback.bistudio.com/T198806\n- Added: Script error on createMarker if marker already exists (only in -debug)\n- Tweaked: Dead unit's inventory now shows dropped weapons in the 'ground' list - https://feedback.bistudio.com/T198101\n- Changed: Weapon twitching is now suppressed when inventory is opened on a dead unit's weapons\n- Fixed: setVariable with a target in singleplayer did not work as expected - https://feedback.bistudio.com/T198795\n- Fixed: Could not select \"Host new Session\" entry in DisplayMultiplayer\n- Fixed: drawLaser would not show in main view, if a PIP display is visible - https://feedback.bistudio.com/T198779\n- Fixed: GPS display could change position when getting into vehicle\n- Fixed: \"activeSensorsPhase\" animation source no longer animates when the vehicle is dead\n- Fixed: No more wobble when destroying Repair Depot objects (thanks @drebin052)\n\n## 21-04-2026\n\n**2.20.153701** new PROFILING branch with PERFORMANCE binaries, **v67**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Sensor \"animPosition\" property now also supports a memory point (if an animation with the name is not found)\n- Fixed: Refreshing the server browser official servers list multiple times would make it stop updating until game restart - https://feedback.bistudio.com/T195726\n- Fixed: currentZeroing array syntax issues (crashfix, wrong return type, crashfix)\n\n## 17-04-2026\n\n**2.20.153690** new PROFILING branch with PERFORMANCE binaries, **v66**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Server browser LAN/Direct Connect view is no longer limited to only 16 results\n- Fixed: Waypoint activation scripts would not execute since v64\n- Fixed: After using server browser Direct Connect, the LAN tab would stop showing LAN results\n\n## 16-04-2026\n\n**2.20.153687** new PROFILING branch with PERFORMANCE binaries, **v65**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: CfgExtensions pre-load verification eventhandler - https://feedback.bistudio.com/T78558\n- Fixed: *disabledChannels* were reset between server sending them and server mission starting\n- Fixed: 3DEN condition=0 fix from v62 was not always working\n- Fixed: \"Special1\" renderFlag for Refract shader would not take effect if the material is applied with setObjectMaterial\n\n## 14-04-2026\n\n**2.20.153673** new PROFILING branch with PERFORMANCE binaries, **v64**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Refract shader material renderFlag \"Special1\" to disable aberration and time-based normal map UV animation - https://feedback.bistudio.com/T198170\n- Fixed: Many lnb* script commands were missing error messages for invalid arguments - https://feedback.bistudio.com/T198100\n- Fixed: Animal/Man collision test did not account for animation bounding radius correctly, thus collision tests failed early for enlarged soldiers, or animations that moved the unit far from the model space origin - https://feedback.bistudio.com/T198169\n- Fixed: Moving the camera in a Mortar/Artillery would play \"soundServoVertical\" even though the gun did not move, and GunElevUp/Down hotkey would not play the sound\n- Fixed: Placing units into a vehicle in Eden Editor would not respect the get in order, and cause the Xi'an to eject units after filling more than 10 passenger slots - https://feedback.bistudio.com/T162566\n- Fixed: Several crashes (also enabled request for full dump for a couple unsolved crashes)\n- Fixed: currentZeroing returned invalid data while in a FFV turret seat - https://feedback.bistudio.com/T198019\n- Fixed: Eden Editor now displays Module Description for legacy (pre-3DEN) modules - https://feedback.bistudio.com/T197534\n- Fixed: Disabled chat channels would not reset when switching between servers - https://feedback.bistudio.com/T197303\n\n## 02-04-2026\n\n**2.20.153649** new PROFILING branch with PERFORMANCE binaries, **v63**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: \"VehicleCustomization\" attribute being wrongly inserted into missions in v62\n- Fixed: ShipX simulation would not apply gun stabilization - https://feedback.bistudio.com/T186846\n- Fixed: Speedboat/SDV would not have gun stabilization (stabilizedInAxes=4 had camera roll stabilization, but no weapon stabilization) - https://feedback.bistudio.com/T80918\n\n## 01-04-2026\n\n**2.20.153646** new PROFILING branch with PERFORMANCE binaries, **v62**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: 'aiAmmoUsageFlagsStrict' property to ammo config to force strict use of AI ammo usage flags\n- Fixed: isEject in GetOutMan EH was inconsistent when using moveOut script command\n- Fixed: IR laser beamThickness parameter in config didn't affect the beam thickness - https://feedback.bistudio.com/T168103\n- Fixed: VTOL would not land on helipad - https://feedback.bistudio.com/T193098\n- Fixed: Eden Attributes with condition=0 would not show up (Temporary hotfix)\n\n## 26-03-2026\n\n**2.20.153630** new PROFILING branch with PERFORMANCE binaries, **v61**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: 3DEN Action \"CreateTextFile\" to create files in the scenario folder within Eden Editor\n- Added: get3DENEntityID now also works with entities from within scenario preview\n- Added: Special \"$mission\" prefix to addonFiles command to retrieve scenario folder files while in Eden Editor\n- Added: \"OnConnectionAdded\" / \"OnConnectionRemoved\" 3DEN Event Handlers\n- Fixed: 3DEN custom connections were not included in copy-pastes or compositions\n- Fixed: HashMaps did not resolve script handles when loading a save game - https://feedback.bistudio.com/T197940\n- Fixed: Possible fix for map icon drawing crash\n\n## 19-03-2026\n\n**2.20.153620** new PROFILING branch with PERFORMANCE binaries, **v60**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: 3DEN now renders custom connections as an arrow instead of a line (to indicate which is first/second entity)\n- Added: Script conditions to 3DEN Attributes\n- Added: Support for wildcard/RegEx search in 3DEN Create tree\n- Tweaked: 3DEN Create tree search is now multithreaded\n- Fixed: 3DEN Attribute \"condition\" did not apply on object-specific attributes\n- Fixed: Incorrect mouse offset in ContextMenu submenus if hitting the bottom edge of the screen\n- Fixed: Stretched hands for far away characters\n\n## 18-03-2026\n\n**2.20.153615** new PROFILING branch with PERFORMANCE binaries, **v59**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Script conditions to 3DEN custom connections\n- Added: Script conditions to 3DEN context menu items\n- Added: 3DEN custom connection: cursor icon now changes to \"disabled\" when the connection cannot be made\n- Added: Shortcuts now work in 3DEN context menus - https://feedback.bistudio.com/T140938\n- Added: submenuXOffset/submenuYOffset for StructuredMenu (CT_MENU) to specify origin position of submenus\n- Added: \"colorStripBorder\" for MenuStrip control (to separate the strip's border from the opened menu's border)\n- Changed: 3DEN context menu style (this requires the Profiling Branch Companion Mod)\n- Fixed: 3DEN custom connection to markers, would not render the line in 3D view\n- Fixed: 3DEN custom connection expression would not receive marker names (this requires Profiling branch on the server)\n- Fixed: Border rendering in CT_MENU (used to only render 2 of 4 borders, with wrong width)\n\nNotes:\n\n- The Profiling Branch Companion Mod is available on [Steam Workshop](https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036)\n\n## 11-03-2026\n\n**2.20.153601** new PROFILING branch with PERFORMANCE binaries, **v58**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: The crashes of v57\n\n## 10-03-2026\n\n**2.20.153595** new PROFILING branch with PERFORMANCE binaries, **v57**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Entity ID to 3DEN \"OnEditableEntityRemoved\" event\n- Tweaked: Improved performance of AI sensor target visibility checks\n- Fixed: 3DEN event \"OnEditableEntityRemoved\" would not fire for units inside a group, if the whole group is deleted (thanks @Razer)\n- Fixed: 3DEN group icon would not render correctly after undoing deletion of all units inside the group\n- Fixed: Some crashes\n\n## 04-03-2026\n\n**2.20.153586** new PROFILING branch with PERFORMANCE binaries, **v56**, server and client, windows 64-bit, linux server 64-bit\n\n- Tweaked: Increased limitation for prone weapon deployment to catch more edge cases\n- Fixed: Crash when a mortar hitting a tree would try to create a -600x scale crater\n- Fixed: Possible fix for a map drawIcon crash\n\n## 26-02-2026\n\n**2.20.153576** new PROFILING branch with PERFORMANCE binaries, **v55**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Proper time limit for per-frame texture loading, which should smooth out lag spikes due to texture loads\n- Added: getVideoOptions now returns whether rendering modifications like DXVK/ReShade are loaded\n- Fixed: Adjustments to prone weapon deployment to prevent players floating or sinking into the ground\n- Removed: The \"Improved performance of engine closing files\" performance fix (it does not seem to work; lag spikes in server browser will return and stay for now)\n\n## 18-02-2026\n\n**2.20.153560** new PROFILING branch with PERFORMANCE binaries, **v54**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Mimalloc memory allocator\n- Fixed: Attempted performance fix for part of \"Improved performance of engine closing files\"\n\n## 17-02-2026\n\n**2.20.153557** new PROFILING branch with PERFORMANCE binaries, **v53**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Alternate prone weapon deployment behavior (should fix sinking below terrain, but potential negative impacts are unclear. We are evaluating whether this is a usable approach or we might revert it again.)\n- Changed: Reintroduced a part of the \"Improved performance of engine closing files\" change, to further diagnose the lag issue\n\n## 13-02-2026\n\n**2.20.153552** new PROFILING branch with PERFORMANCE binaries, **v52**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Temporarily disabled v1 change \"Improved performance of engine closing files\" to diagnose a lag issue\n- Fixed: diag_exportTerrainSVG was not escaping \"&\" in town names, and removed a superfluous semicolon in the style\n- Fixed: Red-tinted image when enabling the blur PP effect in Thermal Imaging\n\n## 11-02-2026\n\n**2.20.153545** new PROFILING branch with PERFORMANCE binaries, **v51**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Disabled some optimizations to better diagnose remaining crashes\n\n## 09-02-2026\n\n**2.20.153539** new PROFILING branch with PERFORMANCE binaries, **v50**, server and client, windows 64-bit, linux server 64-bit\n\n- Tweaked: Minor optimizations in lineIntersectsSurfaces\n- Fixed: Potential crash with *WebBrowser* texture\n- Fixed: Potential crash when a magazine is in a pylon that does not exist\n- Fixed: Crash AI unit without group\n- Fixed: Possible crash in explosions\n- Fixed: Crash related to local-only missiles\n- Fixed: Possible crash in currentZeroing\n- Fixed: Crash related to pylons\n- Fixed: Crash AI unit without group\n\n## 04-02-2026\n\n**2.20.153533** new PROFILING branch with PERFORMANCE binaries, **v49**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: UAV could not be used by respawned player - https://feedback.bistudio.com/T196936\n- Fixed: Crash on exit (the SOGPF \"Across the Fence\" Eden Editor one)\n- Fixed: Crash on exit (the other one)\n- Tweaked: Possible fix and extra logging for crash related to custom radio channels\n\n## 04-02-2026\n\n**2.20.153530** new PROFILING branch with PERFORMANCE binaries, **v48**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: RPT Mod/DLC lists are now left-aligned - https://feedback.bistudio.com/T196884\n- Fixed: Weather configuration would not be reloaded on terrain change\n- Fixed: \"No entry 'bin\\config.bin/CfgWorlds.'\"\n- Fixed: RPT Logging could get disabled when opening the mission loading dialog in Eden - https://feedback.bistudio.com/T196576\n\n## 15-12-2025\n\n**2.20.153495** new PROFILING branch with PERFORMANCE binaries, **v47**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Vehicle exhaust particle emitter positions can now be animated - https://feedback.bistudio.com/T196146\n\n## 12-12-2025\n\n**2.20.153492** new PROFILING branch with PERFORMANCE binaries, **v46**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Unit reporting for thrown grenade (\"frag out!\") not triggering for hand grenades - https://feedback.bistudio.com/T180926\n- Fixed: Airplane engine state would flicker and spam eventhandler when using analogue throttle with broken engine (Thanks *Jenna*)\n- Fixed: Performance issue when using turret stabilization from pilot camera with many possible targets (thanks *yod*)\n- Fixed: Web Browser control related crash (Thanks *Rook*)\n- Fixed: Freeze if circular reference in \"addonRootClass\" (turned into forced crash, Thanks *Dart*)\n- Fixed: Crash when attachTo with followBoneRotation on an entity that has no bones (Since v45)\n\n## 09-12-2025\n\n**2.20.153471** new PROFILING branch with PERFORMANCE binaries, **v45**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Remote controlled UAV pilot can now control lights and collision lights - https://feedback.bistudio.com/T196161\n- Fixed: Possible crash when using setVehicleAmmoDef script command\n- Fixed: Using setObjectScale on attachedObject could cause jittering\n- Fixed: attachTo with followBoneRotation would not apply Hand IK and Head Mimic animations - https://feedback.bistudio.com/T189084\n- Fixed: Bisign/Bikey files would not be loaded on linux\n- Fixed: CT_WebBrowser would not correctly handle input from non-ascii keyboard layouts - https://feedback.bistudio.com/T196167\n\n## 04-12-2025\n\n**2.20.153463** new PROFILING branch with PERFORMANCE binaries, **v44**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Exit crashes\n\n## 02-12-2025\n\n**2.20.153455** new PROFILING branch with PERFORMANCE binaries, **v43**, server and client, windows 64-bit, linux server 64-bit\n\n- Removed: The answer to life, the universe, and everything\n- Fixed: More AI related crashes\n- Fixed: Crash at shutdown\n\n## 01-12-2025\n\n**2.20.153451** new PROFILING branch with PERFORMANCE binaries, **v42**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: The answer to life, the universe, and everything\n- Fixed: Crash when spawning animal with create3DENEntity\n- Fixed: Several crashes at game exit\n- Fixed: AI multithreading related crash\n- Fixed: Linux server crash on startup (disabled parallel config parsing on linux)\n- Fixed: Multiple AI related crashes\n\n## 27-11-2025\n\n**2.20.153446** new PROFILING branch with PERFORMANCE binaries, **v41**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Potential VoN indicator not displaying due to clash with other speaking players\n- Fixed: Crash due to users being able to select non-existing chat channel\n- Fixed: Freeze when launching Carpe Noctem mission with cpuCount=2 - https://feedback.bistudio.com/T195838\n- Fixed: curatorEditableObjects could accumulate null objects without ability to remove them (Thanks *Andrei Gud*)\n- Fixed: Possible crash (likely at game exit)\n- Fixed: Possible crash in splash screen\n- Fixed: Crash in selectionPosition command if shape geometry is not loaded yet\n\n## 20-11-2025\n\n**2.20.153432** new PROFILING branch with PERFORMANCE binaries, **v40**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Missing model files are now replaced by a default placeholder model (prevent crashes due to missing models)\n- Changed: Linux compiler upgrade; no noticeable changes expected\n- Tweaked: Further custom chat code refactoring and optimization to accommodate large number of custom channels\n- Fixed: Passing invalid channel to radioChannelInfo was returning an empty array\n- Fixed: Possible freeze when opening server browser (Thanks *Mysterypotatoguy*)\n- Fixed: Possible crash related to grass clutter (Thanks *veebs333*)\n\n## 13-11-2025\n\n**2.20.153411** new PROFILING branch with PERFORMANCE binaries, **v39**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Refactoring custom chat channel code (No noticeable change expected)\n- Fixed: Wrong default custom channel label when using radioChannelSetLabel\n- Fixed: setCurrentChannel was not selecting the last custom channel\n- Fixed: Slower file loading since v38\n\n## 11-11-2025\n\n**2.20.153401** new PROFILING branch with PERFORMANCE binaries, **v38**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: \"ts3server:\" as allowed protocol for openable URL's (button/links) - https://feedback.bistudio.com/T195169\n- Tweaked: drawIcon3D will not be added to the draw queue when game is paused - https://feedback.bistudio.com/T167397\n- Fixed: Ampersand in item description name was breaking tooltip in inventory - https://feedback.bistudio.com/T195596\n- Fixed: compatibleMagazines could return duplicate magazines when giving muzzle param - https://feedback.bistudio.com/T195724\n- Fixed: Freeze when opening Eden \"Load Mission\" dialog\n- Fixed: \"Cannot load mipmap\" error at start\n\n## 24-10-2025\n\n**2.20.153368** new PROFILING branch with PERFORMANCE binaries, **v37**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: 8 crashes (Thanks to reports submitted by players)\n- Fixed: Dynamic simulation did not work since v36\n\n## 22-10-2025\n\n**2.20.153363** new PROFILING branch with PERFORMANCE binaries, **v36**, server and client, windows 64-bit, linux server 64-bit\n\n- Tweaked: Improved game startup speed (Parallel config parsing, parallel weather init, spreading I/O load over more time)\n- Changed: The \"Copy Version\" hotkey now also works in camera sequences and multiplayer\n- Fixed: Game freeze when running out of memory (Since v18)\n- Fixed: Texture re-use did not work (Reducing VRAM usage when running low)\n- Fixed: Splash window showing \"Profiling\" text on \"Performance\" binary\n- Fixed: selectLeader could select a leader who is in a different group (Would cause game crash when the unit is deleted while being leader. Now the command does a implicit 'join' into the group)\n- Fixed: Some group eventhandlers could cause game crash if the eventhandler code would re-trigger the event\n- Fixed: lockCameraTo with temporary flag could get stuck if the target is beyond turret limits\n\n## 15-10-2025\n\n**2.20.153351** new PROFILING branch with PERFORMANCE binaries, **v35**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: :egg: :ghost:\n- Added: A config class can now contain \"delete\" and definition of class with same name (To delete&recreate classes for intentional base class change)\n- Added: -noWindowBorder command line parameter to start game in borderless window\n- Changed: More detailed source information in \"Updating base class\" warnings\n- Changed: Silenced \"Updating base class\" warnings if the base was a forward declaration (Except if -debug is set because it still indicates a load order issue)\n- Fixed: Crash caused by malformed script\n- Fixed: Structured text hint color would persist through mission restart and get applied on all hint's\n- Fixed: Config array += did not support appending array values - https://feedback.bistudio.com/T195196\n- Fixed: \"Updating base class\" warnings would show the wrong config as \"original\" if the class had no members\n- Fixed: Crash when a weapon shoots a null projectile since v26\n- Fixed: Player or AI unit on passenger seat would report \"No Fuel\" radio message even though they don't know the fuel status from that seat\n- Fixed: Game failed to extract key out of bisign for ebo files if the bikey is missing from the keys folder (leading to signature check failures) (Thanks *Saint Trinian*)\n\n## 13-10-2025\n\n**2.20.153337** new PROFILING branch with PERFORMANCE binaries, **v34**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: All Experimental features (Startup performance improvement, AI performance improvement, Networking improvements) were accidentally disabled since v23\n\n## 10-10-2025\n\n**2.20.153327** new PROFILING branch with PERFORMANCE binaries, **v33**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Rendering could get stuck for a few seconds when right-clicking the spectrum device in thermal vision\n- Fixed: setShotParents would not assign the Instigator when the Owner was objNull\n- Fixed: Very long loading times for some modpacks\n\n## 08-10-2025\n\n**2.20.153325** new PROFILING branch with PERFORMANCE binaries, **v32**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: server.cfg/AdvancedOptions/logPlayerConnectionStates to log player \"connecting\" progress\n- Fixed: \"Ref to nonnetwork object\" if a vehicle Init script tries to send any network message relating to the vehicle\n\n## 07-10-2025\n\n**2.20.153319** new PROFILING branch with PERFORMANCE binaries, **v31**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Cleaning up MPMissionsCache folder (If above 1GiB, deleting oldest files that are over 50MiB except the 5 newest) - https://feedback.bistudio.com/T195101\n- Added: Scripted post-processing effects are now visible in Thermal Imaging view\n- Changed: Don't calculate scripted actions and cursorTarget on headless client\n- Fixed: Saving game while on map screen would show a gray background on the \"Saving game\" display\n- Fixed: Freeze (or crash on Linux) when the game is low on memory\n\n## 06-10-2025\n\n**2.20.153314** new PROFILING branch with PERFORMANCE binaries, **v30**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: CfgPatches \"skipWhenAnyAddonPresent\" property (Note that this won't work with non-profiling branch clients) - https://feedback.bistudio.com/T195122\n- Changed: \"Cannot find base class\" config error is now a warning, and will try to load anyway without inheriting base class\n- Fixed: Freeze from v29\n- Fixed: Arma would not load mods from a read-only mod folder - https://feedback.bistudio.com/T121694\n- Fixed: Prevented one autopilot change (see v23) from being active while AI is piloting\n\n## 02-10-2025\n\n**2.20.153303** new PROFILING branch with PERFORMANCE binaries, **v29**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Another freeze in v28 when loading scenarios list (from main menu, or by dedicated server)\n- Fixed: HashMap compileFinal did not keep HashMapObject's NoCopy flag - https://feedback.bistudio.com/T194855\n- Fixed: HashMap non-existent values would get replaced by nil values when stored into profileNamespace\n\n## 01-10-2025\n\n**2.20.153299** new PROFILING branch with PERFORMANCE binaries, **v28**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Game Freeze from v27\n\n## 30-09-2025\n\n**2.20.153296** new PROFILING branch with PERFORMANCE binaries, **v27**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Command line parameter -profileGameStart will profile the game start and write to file (Profiling/Diag binary only)\n- Reverted: The setDamage reviving change\n- Tweaked: Minor game startup CPU usage improvements\n\n## 23-09-2025\n\n**2.20.153281** new PROFILING branch with PERFORMANCE binaries, **v26**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: -reportNonNetworkObject command line parameter that automatically reports \"Ref to nonnetwork object\" errors (Windows profiling binary only)\n- Fixed: Several \"Ref to nonnetwork object\" occurences - https://feedback.bistudio.com/T178229 / https://feedback.bistudio.com/T171682\n- Fixed: setDamage 0 would not properly reset the \"alive\" state of most Entities\n\n## 22-09-2025\n\n**2.20.153273** new PROFILING branch with PERFORMANCE binaries, **v25**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Server-side log warning when headless client slot has no assigned name (making it unusable)\n- Fixed: Freeze since v24\n\n## 22-09-2025\n\n**2.20.153271** new PROFILING branch with PERFORMANCE binaries, **v24**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Increased number of RenderTarget's from 8 to 10\n- Tweaked: Refactor for multithreading - no noticeable changes expected\n- Tweaked: Improved game startup time if improperly created mods log many error messages\n- Fixed: Some ThingX entities would get suspended too early when they are un-alived (Shooting target plates not falling down)\n- Fixed: Destroying Streetlights (Any House simulation object with attached lights) while simulation is disabled would leave behind floating light emitters\n- Fixed: Going back from slot selection in a multiplayer campaign would start the next mission instead of showing mission selection\n- Fixed: Mines with Wire trigger did not update their trigger location when teleported/moved - https://feedback.bistudio.com/T193669\n\n## 17-09-2025\n\n**2.20.153249** new PROFILING branch with PERFORMANCE binaries, **v23**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Unable to connect to linux servers since v22\n- Fixed: Aircraft autopilot when loosing input focus would reduce speed to wrong value and change vectoring mode in VTOL (Now keeps speed and vectoring at time of input loss) - https://feedback.bistudio.com/T192405\n- Fixed: Aircraft autopilot when loosing input focus would not be able to catch airplane on too steep dive - https://feedback.bistudio.com/T192405\n\n## 15-09-2025\n\n**2.20.153231** new PROFILING branch with PERFORMANCE binaries, **v22**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Linux compiler upgrade; no noticeable changes expected\n- Fixed: nearSupplies alt syntax did not work\n- Fixed: calculatePath did not work when starting position was too far out of terrain bounds - https://feedback.bistudio.com/T193491\n\n## 10-09-2025\n\n**2.20.153211** new PROFILING branch with PERFORMANCE binaries, **v21**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Freeze when saving game (since v19)\n- Fixed: Crash when saving game (since v19)\n\n## 10-09-2025\n\n**2.20.153209** new PROFILING branch with PERFORMANCE binaries, **v20**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Multithreaded entity simulation for mines - https://feedback.bistudio.com/T194228\n- Tweaked: Mines no longer load terrain objects around them\n- Fixed: Take entity eventhandler did not fire when using the \"Rearm\" action - https://feedback.bistudio.com/T194245\n- Fixed: Creating CYCLE waypoint sometimes crashes the game\n- Fixed: Crash with Pylons when loading savegame or joining MP server (since v19)\n\n## 09-09-2025\n\n**2.20.153200** new PROFILING branch with PERFORMANCE binaries, **v19**, server and client, windows 64-bit, linux server 64-bit\n\n- Tweaked: Amphibious Tank steering in water - https://feedback.bistudio.com/T170421\n- Changed: select command out of bounds error is now actually an out of bounds error (instead of divide by zero)\n- Changed: Internals of vehicle pylon functionality, no noticeable changes expected\n- Fixed: Empty subgroups would not be removed from groups and could trigger errors\n- Fixed: createSoundSource ignored speed of sound - https://feedback.bistudio.com/T177285\n- Fixed: throwables script command return was inconsistent\n- Fixed: Mismatch of shot dispersion in multiplayer - https://feedback.bistudio.com/T194410\n\n## 21-08-2025\n\n**2.20.153169** new PROFILING branch with PERFORMANCE binaries, **v18**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: \"extension\" procedural texture source (Note this requires profiling branch on all clients using it)\n- Fixed: Possible desync caused by setUnitLoadout - https://feedback.bistudio.com/T167015\n- Fixed: Couple dozen potential crashes\n\n## 12-08-2025\n\n**2.20.153137** new PROFILING branch with PERFORMANCE binaries, **v17**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Audio input device selection in audio options (Requires companion mod)\n- Changed: Replaced special internal allocator with main allocator, removes 2GB memory limit on file cache and script values\n- Changed: Increased bitrate of self-hearing while auto-adjusting microphone sensitivity (11.025khz to 44.1khz)\n- Tweaked: Optimization for loading of Car/Tank vehicles, speeds up Editor mission loading and reduces lag spikes when spawning vehicles\n- Fixed: worldName would be lowercased after loading a savegame - https://feedback.bistudio.com/T193597\n- Fixed: Entity config eventhandlers for WeaponChanged/EpeContactStart/EpeContactEnd/EpeContact, did only trigger if there was also a scripted eventhandler of the same type\n- Fixed: Stereo Audio in Proton (Thanks *Madbug*)\n\nNotes:\n\n- To adjust the Audio Input device, the Companion mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036) needs to be loaded.\n\n## 05-08-2025\n\n**2.20.153120** new PROFILING branch with PERFORMANCE binaries, **v16**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Logging of windows version and CPU in RPT header\n- Added: Logging for which audio input device is being used\n- Fixed: Crash when FSM script was terminated (since v8)\n- Fixed: Possible crash when subgroup is created\n- Fixed: isEqualTo scriptNull did not behave the same as scriptDone (since v8)\n- Fixed: Crash when player is kicked due to timeout in self-hosted MP\n- Fixed: Possible crash when drawing polyline on map\n- Fixed: Possible crash when re-assigning units to group in Eden Editor\n- Fixed: Crash if Soldier vegetation collision sound cannot be played\n- Fixed: Crash if Soldier loses its brain during simulation\n- Removed: \"Handle has already been terminated\" warning on the old terminate command syntax\n\n## 01-08-2025\n\n**2.20.153110** new PROFILING branch with PERFORMANCE binaries, **v15**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Crash when initializing VoN and there is no audio input (Caused crashes on Headless clients)\n- Fixed: Crash when VoN transmitting while switching/unplugging audio input device\n\n## 31-07-2025\n\n**2.20.153108** new PROFILING branch with PERFORMANCE binaries, **v14**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Fallback to old Audio input in VoN if the new one fails to initialize\n- Fixed: New Audio input failing to initialize in VoN\n- Fixed: Windows 11 detection (for the stereo sound fix)\n- Fixed: Game Freeze when using VoN\n- Fixed: Crash in a script command\n\n## 20-07-2025\n\n**2.20.153104** new PROFILING branch with PERFORMANCE binaries, **v13**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Audio input is now using Windows Audio Session API (Instead of Windows Multimedia)\n- Fixed: Audio input would get lost when switching the input device, and could not be recovered without game restart (now automatically switches to new device)\n- Fixed: Stereo panning was broken by v12 for Windows 11 users\n\n## 29-07-2025\n\n**2.20.153096** new PROFILING branch with PERFORMANCE binaries, **v12**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Dedicated Server no longer requires XAudio dll files\n- Fixed: Stereo panning of some 3D sounds (since v10)\n\n## 25-07-2025\n\n**2.20.153094** new PROFILING branch with PERFORMANCE binaries, **v11**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Live microphone playback while adjusting sensitivity in audio options\n- Fixed: Could not connect to server for ~10 seconds after startup\n- Fixed: Vehicle \"CustomSoundController1\" did not work since v10\n\n## 24-07-2025\n\n**2.20.153089** new PROFILING branch with PERFORMANCE binaries, **v10**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Updated to XAudio 2.9\n- Fixed: Crash when exiting game via button from main menu\n- Fixed: Dedicated server would keep the config file locked for editing while it was running\n\n## 23-07-2025\n\n**2.20.153085** new PROFILING branch with PERFORMANCE binaries, **v9**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Crash in command line parsing\n- Changed: A model/p3d failing to load is only a fatal error if -debug is set\n\n## 22-07-2025\n\n**2.20.153074** new PROFILING branch with PERFORMANCE binaries, **v8**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: RVExtensionGGetR2TTexture\n- Changed: Several changes to scheduled scripts, should not be noticeable\n- Changed: A model/p3d failing to load is now a fatal error (previously it would be a RPT message, followed by a game crash)\n- Changed: FSM not being found is now a fatal error (same as above)\n- Fixed: Mission eventhandler arguments of type Object/Group/Script would become null after loading a savegame\n- Fixed: Crash at exit after using SVG map export\n- Fixed: Depth of Field post-processing effect could not be applied multiple times\n- Fixed: Executing allDiaryRecords/Subjects after a diary change would block the visual update - https://feedback.bistudio.com/T192777\n- Fixed: CarHorn type weapons did not work for Tank type vehicles\n- Fixed: Server side things (Should hopefully not cause issues with players connecting)\n\n## 09-07-2025\n\n**2.20.153053** new PROFILING branch with PERFORMANCE binaries, **v7**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Linux compiler upgrade; no noticeable changes expected\n- Fixed: When a land waypoint was given above water, the helicopter would attempt to land on water - https://feedback.bistudio.com/T193098\n- Fixed: Crashes related to Thermal Imaging\n- Fixed: Steam Game Recording overrides in description.ext would not apply if the event was triggered before the mission was loaded\n- Fixed: Crash related to cloud simulation\n- Fixed: Multiplayer crash when entity class uses Init Event Handler\n- Fixed: Crash when in Zeus UI without an assigned Zeus logic\n- Fixed: Crash related to AI groups\n- Fixed: Crash related to multithreading attached craters\n\n## 03-07-2025\n\n**2.20.153034** new PROFILING branch with PERFORMANCE binaries, **v6**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Extension \"RVFeature_ArgumentNoEscapeString\" feature flag for more efficient string passing - https://feedback.bistudio.com/T184219\n- Added: Support for ARGB8888 paa textures\n- Added: -keysFolder= command line parameter\n- Tweaked: Minor performance improvement for tree/bush PhysX joints\n- Tweaked: Minor performance improvement in params command (non-array argument fallback code would cause memory allocation even if array argument was provided)\n- Fixed: AI would stop engaging the enemy after it is released from remote control - https://feedback.bistudio.com/T83435\n- Fixed: Possible crash at shutdown\n- Fixed: Crash when assembling backpacks and one doesn't have a shape\n- Fixed: Possible crash during vehicle deletion\n- Fixed: Possible crash when switching in/out of thermal imaging\n- Fixed: Possible crash (Something AI)\n- Fixed: Possible crash in setHit command if the target object has no shape\n- Fixed: Crash on dedicated server when it fails to start (ex. unavailable port)\n- Fixed: Stack overflow crash if Man type does not have a \"pilotPoint\" memory point set\n- Fixed: Possible crash (Something AI)\n- Fixed: Possible crash when dead AI unit has been deleted\n- Fixed: Performance issue with aircraft MFDs\n- Fixed: Crash if grenade has no shape\n\n## 25-06-2025\n\n**2.20.152991** new PROFILING branch with PERFORMANCE binaries, **v5**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Enfusion Crash reporter integration\n- Tweaked: MFD Radar target filtering is now multithreaded\n- Changed: Adjustment to Tree physics, there should be no noticeable change\n- Fixed: Potential game freeze mid-play (it was quite rare)\n\n## 20-06-2025\n\n**2.20.152975** new PROFILING branch with PERFORMANCE binaries, **v4**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Post processing effects Sharpness, Resolution, DepthOfField and Fisheye would get lost when changing video settings (Thanks *Polpox*)\n- Fixed: Helicopter would not land on a helipad placed on an object when using landAt command (Thanks *Ansible2*)\n- Fixed: Multiplayer desync since v1\n\n## 19-06-2025\n\n**2.20.152965** new PROFILING branch with PERFORMANCE binaries, **v3**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Possible crash when AI is repairing a vehicle (Thanks *Emperor*)\n- Fixed: High CPU load and possible freeze at game start after switching mods\n\n## 18-06-2025\n\n**2.20.152960** new PROFILING branch with PERFORMANCE binaries, **v2**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Axeorbitant arboreal aggression from v1\n\n## 18-06-2025\n\n**2.20.152958** new PROFILING branch with PERFORMANCE binaries, **v1**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: All changes from 2.18 v29-v32 (Netcode, Game start speed, affinity parameters, server-side script additions)\n- Changed: HandleChatMessage serverside eventhandler renamed to OnHandleChatMessage\n- Changed: Some aspects of PhysX, there should be no noticeable change in behavior\n- Changed: Increased memory limit for SimpleVM\n- Fixed: Difficulty option checkboxes were not saving correctly - https://feedback.bistudio.com/T192324\n- Fixed: setUnitLoadout being silently ignored when switching weapons (This reintroduces https://feedback.bistudio.com/T167015 )\n- Fixed: stringtable.bin would not fall back to \"Original\"/\"English\"/first language if the desired language is not included in the stringtable (Thanks *thegamecracks*)\n- Fixed: RemoteExec failing when used with #mission restart command - https://feedback.bistudio.com/T190364\n\n## 17-06-2025\n\n**2.20.152945** new PROFILING branch with PERFORMANCE binaries, **v0**, server and client, windows 64-bit, linux server 64-bit\n\n- Sync with 2.20 main branch update\n- Changes from 2.18 v29 and above are not included","sections":[{"heading":"22-07-2026","level":2,"markdown":"**2.20.153973** new PROFILING branch with PERFORMANCE binaries, **v78**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: LAN server discovery via mDNS/DNS-SD\n- Added: Multiplayer connections to domains now support multiple A/AAAA/SRV records\n- Added: IPv6 Multiplayer support (no Voice-over-Net support on Profiling branch)\n- Fixed: Hotfix for the linux crashes\n\nNotes:\n\n- Linux Dedicated Server now requires libavahi-common/libavahi-client (which should be installed by default on most distributions)"},{"heading":"08-07-2026","level":2,"markdown":"**2.20.153940** new PROFILING branch with PERFORMANCE binaries, **v77**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Config entry *turretsAvailable* in vehicle pylons, which allows to restrict pylon assignment to specific vehicle seats (only in the Eden Editor pylon attributes UI)\n- Fixed: Linux server crash from v76 (it was same as v75, but the crashing code was copy-pasted in a second spot that was missed)\n- Fixed: Opening Eden Editor pylon attributes would show an incorrect turret assignment\n- Fixed: 3DEN would allow to put units into locked seats, if all other seats were full\n- Fixed: Zeus would allow to put units into locked seats\n- Fixed: moveInAny did not respect get-in ordering on cargo seats (*getInProxyOrder* config entry)"},{"heading":"02-07-2026","level":2,"markdown":"**2.20.153930** new PROFILING branch with PERFORMANCE binaries, **v76**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: addMagazineGlobal was not syncing magazine on the server properly\n- Fixed: Changing pylon loadout in 3DEN could remove default weapons\n- Fixed: Linux server crash from v75"},{"heading":"26-06-2026","level":2,"markdown":"**2.20.153906** new PROFILING branch with PERFORMANCE binaries, **v75**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: PilotCamera \"memoryPointDriverOptics\" now animates its memory point\n- Added: Vehicle pylons attribute in 3DEN, now reads pylon config \"pylonUsableByTurrets\" which is an array of turret classnames allowed to use the pylon (some pylon pods can be limited to only specific turrets)\n- Changed: Various netcode changes that should have no noticeable effect\n- Fixed: Steam +connect/+password parameters would not work\n- Fixed: Vehicle pylons attribute display, would display wrong turret names when switching pylon owner"},{"heading":"16-06-2026","level":2,"markdown":"**2.20.153870** new PROFILING branch with PERFORMANCE binaries, **v74**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: RPT Warning for preprocessor errors with \"too many\" / \"too few\" macro arguments\n- Fixed: Preprocessor not correctly resetting error state when continuing after a silent error"},{"heading":"15-06-2026","level":2,"markdown":"**2.20.153866** new PROFILING branch with PERFORMANCE binaries, **v73**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Better logging for \"Unable to create slotItem from type\"\n- Fixed: Incorrect preprocessor handling of \"..\""},{"heading":"09-06-2026","level":2,"markdown":"**2.20.153858** new PROFILING branch with PERFORMANCE binaries, **v72**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: All remaining difficulty options to description.ext *DifficultyOverride* (probably requires Profiling branch on client and server)\n- Added: *showBackpack* config entry to vehicle seat 'spec' (*PilotSpec*, *CargoSpec*, next to *showHeadPhones*)\n- Changed: Mystery Preprocessor change (in here for regression tests, please report if you observe preprocessor related issues)\n- Fixed: Height of listbox rows was not matching the mouse cursor since v70\n- Fixed: \"SetConstantColor not supported\" RPT message when drawing IR lasers"},{"heading":"22-05-2026","level":2,"markdown":"**2.20.153799** new PROFILING branch with PERFORMANCE binaries, **v71**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: When a PhysX object repeatedly falls below terrain, it will now be put on top and put to sleep to prevent it from falling again\n- Fixed: Using the -mpmissions= parameter would set a wrong pboprefix on the server-side mission PBO"},{"heading":"20-05-2026","level":2,"markdown":"**2.20.153789** new PROFILING branch with PERFORMANCE binaries, **v70**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Crash related to \"CommandChanged\" Event Handler (thanks Rook)\n- Fixed: VTOL aircraft would not stop and hover after executing forceSpeed 0\n- Added: *timeStampFormatConsole* server config param - https://feedback.bistudio.com/T199089\n- Fixed: Second weapon in dead character's inventory could not be opened - https://feedback.bistudio.com/T198101\n- Fixed: Community Guide YouTube videos would not play in Steam overlay\n- Fixed: Last item in 3DEN Equipment Storage attribute was missing the add/remove buttons if scrolled down using a scrollwheel - https://feedback.bistudio.com/T199272"},{"heading":"13-05-2026","level":2,"markdown":"**2.20.153752** new PROFILING branch with PERFORMANCE binaries, **v69**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: *#mpmissions* BattlEye RCon command to list available missions on the server\n- Added: *idleFPSLimit* server config to limit max FPS while server is empty\n- Added: \"OnAutoSelectRole\" / \"OnPlayerSelectRole\" server-side Event Handlers - https://feedback.bistudio.com/T198797\n- Added: *getRoles* server-side script command - https://feedback.bistudio.com/T198797\n- Tweaked: closeDisplay on a UI2Texture display now instantly closes/unloads the display - https://feedback.bistudio.com/T199098\n- Fixed: Using moveInAny and moveInCargo together on cargo could produce undefined behavior\n- Fixed: Mission loading could fail when using a custom *-mpmissions=* folder and selecting mission with *#missions XX*\n- Fixed: currentVisionMode would always return 2 when local player has thermal vision enabled - https://feedback.bistudio.com/T198952\n- Fixed: get3DENConnections did not return correct syntax for Group/Waypoint connections - https://feedback.bistudio.com/T191578\n- Fixed: Several crashes"},{"heading":"29-04-2026","level":2,"markdown":"**2.20.153725** new PROFILING branch with PERFORMANCE binaries, **v68**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: '-mpmissions=' command line parameter for servers - https://feedback.bistudio.com/T63330\n- Added: Scripted texture support for CT_PROGRESS - https://feedback.bistudio.com/T198806\n- Added: Script error on createMarker if marker already exists (only in -debug)\n- Tweaked: Dead unit's inventory now shows dropped weapons in the 'ground' list - https://feedback.bistudio.com/T198101\n- Changed: Weapon twitching is now suppressed when inventory is opened on a dead unit's weapons\n- Fixed: setVariable with a target in singleplayer did not work as expected - https://feedback.bistudio.com/T198795\n- Fixed: Could not select \"Host new Session\" entry in DisplayMultiplayer\n- Fixed: drawLaser would not show in main view, if a PIP display is visible - https://feedback.bistudio.com/T198779\n- Fixed: GPS display could change position when getting into vehicle\n- Fixed: \"activeSensorsPhase\" animation source no longer animates when the vehicle is dead\n- Fixed: No more wobble when destroying Repair Depot objects (thanks @drebin052)"},{"heading":"21-04-2026","level":2,"markdown":"**2.20.153701** new PROFILING branch with PERFORMANCE binaries, **v67**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Sensor \"animPosition\" property now also supports a memory point (if an animation with the name is not found)\n- Fixed: Refreshing the server browser official servers list multiple times would make it stop updating until game restart - https://feedback.bistudio.com/T195726\n- Fixed: currentZeroing array syntax issues (crashfix, wrong return type, crashfix)"},{"heading":"17-04-2026","level":2,"markdown":"**2.20.153690** new PROFILING branch with PERFORMANCE binaries, **v66**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Server browser LAN/Direct Connect view is no longer limited to only 16 results\n- Fixed: Waypoint activation scripts would not execute since v64\n- Fixed: After using server browser Direct Connect, the LAN tab would stop showing LAN results"},{"heading":"16-04-2026","level":2,"markdown":"**2.20.153687** new PROFILING branch with PERFORMANCE binaries, **v65**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: CfgExtensions pre-load verification eventhandler - https://feedback.bistudio.com/T78558\n- Fixed: *disabledChannels* were reset between server sending them and server mission starting\n- Fixed: 3DEN condition=0 fix from v62 was not always working\n- Fixed: \"Special1\" renderFlag for Refract shader would not take effect if the material is applied with setObjectMaterial"},{"heading":"14-04-2026","level":2,"markdown":"**2.20.153673** new PROFILING branch with PERFORMANCE binaries, **v64**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Refract shader material renderFlag \"Special1\" to disable aberration and time-based normal map UV animation - https://feedback.bistudio.com/T198170\n- Fixed: Many lnb* script commands were missing error messages for invalid arguments - https://feedback.bistudio.com/T198100\n- Fixed: Animal/Man collision test did not account for animation bounding radius correctly, thus collision tests failed early for enlarged soldiers, or animations that moved the unit far from the model space origin - https://feedback.bistudio.com/T198169\n- Fixed: Moving the camera in a Mortar/Artillery would play \"soundServoVertical\" even though the gun did not move, and GunElevUp/Down hotkey would not play the sound\n- Fixed: Placing units into a vehicle in Eden Editor would not respect the get in order, and cause the Xi'an to eject units after filling more than 10 passenger slots - https://feedback.bistudio.com/T162566\n- Fixed: Several crashes (also enabled request for full dump for a couple unsolved crashes)\n- Fixed: currentZeroing returned invalid data while in a FFV turret seat - https://feedback.bistudio.com/T198019\n- Fixed: Eden Editor now displays Module Description for legacy (pre-3DEN) modules - https://feedback.bistudio.com/T197534\n- Fixed: Disabled chat channels would not reset when switching between servers - https://feedback.bistudio.com/T197303"},{"heading":"02-04-2026","level":2,"markdown":"**2.20.153649** new PROFILING branch with PERFORMANCE binaries, **v63**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: \"VehicleCustomization\" attribute being wrongly inserted into missions in v62\n- Fixed: ShipX simulation would not apply gun stabilization - https://feedback.bistudio.com/T186846\n- Fixed: Speedboat/SDV would not have gun stabilization (stabilizedInAxes=4 had camera roll stabilization, but no weapon stabilization) - https://feedback.bistudio.com/T80918"},{"heading":"01-04-2026","level":2,"markdown":"**2.20.153646** new PROFILING branch with PERFORMANCE binaries, **v62**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: 'aiAmmoUsageFlagsStrict' property to ammo config to force strict use of AI ammo usage flags\n- Fixed: isEject in GetOutMan EH was inconsistent when using moveOut script command\n- Fixed: IR laser beamThickness parameter in config didn't affect the beam thickness - https://feedback.bistudio.com/T168103\n- Fixed: VTOL would not land on helipad - https://feedback.bistudio.com/T193098\n- Fixed: Eden Attributes with condition=0 would not show up (Temporary hotfix)"},{"heading":"26-03-2026","level":2,"markdown":"**2.20.153630** new PROFILING branch with PERFORMANCE binaries, **v61**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: 3DEN Action \"CreateTextFile\" to create files in the scenario folder within Eden Editor\n- Added: get3DENEntityID now also works with entities from within scenario preview\n- Added: Special \"$mission\" prefix to addonFiles command to retrieve scenario folder files while in Eden Editor\n- Added: \"OnConnectionAdded\" / \"OnConnectionRemoved\" 3DEN Event Handlers\n- Fixed: 3DEN custom connections were not included in copy-pastes or compositions\n- Fixed: HashMaps did not resolve script handles when loading a save game - https://feedback.bistudio.com/T197940\n- Fixed: Possible fix for map icon drawing crash"},{"heading":"19-03-2026","level":2,"markdown":"**2.20.153620** new PROFILING branch with PERFORMANCE binaries, **v60**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: 3DEN now renders custom connections as an arrow instead of a line (to indicate which is first/second entity)\n- Added: Script conditions to 3DEN Attributes\n- Added: Support for wildcard/RegEx search in 3DEN Create tree\n- Tweaked: 3DEN Create tree search is now multithreaded\n- Fixed: 3DEN Attribute \"condition\" did not apply on object-specific attributes\n- Fixed: Incorrect mouse offset in ContextMenu submenus if hitting the bottom edge of the screen\n- Fixed: Stretched hands for far away characters"},{"heading":"18-03-2026","level":2,"markdown":"**2.20.153615** new PROFILING branch with PERFORMANCE binaries, **v59**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Script conditions to 3DEN custom connections\n- Added: Script conditions to 3DEN context menu items\n- Added: 3DEN custom connection: cursor icon now changes to \"disabled\" when the connection cannot be made\n- Added: Shortcuts now work in 3DEN context menus - https://feedback.bistudio.com/T140938\n- Added: submenuXOffset/submenuYOffset for StructuredMenu (CT_MENU) to specify origin position of submenus\n- Added: \"colorStripBorder\" for MenuStrip control (to separate the strip's border from the opened menu's border)\n- Changed: 3DEN context menu style (this requires the Profiling Branch Companion Mod)\n- Fixed: 3DEN custom connection to markers, would not render the line in 3D view\n- Fixed: 3DEN custom connection expression would not receive marker names (this requires Profiling branch on the server)\n- Fixed: Border rendering in CT_MENU (used to only render 2 of 4 borders, with wrong width)\n\nNotes:\n\n- The Profiling Branch Companion Mod is available on [Steam Workshop](https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036)"},{"heading":"11-03-2026","level":2,"markdown":"**2.20.153601** new PROFILING branch with PERFORMANCE binaries, **v58**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: The crashes of v57"},{"heading":"10-03-2026","level":2,"markdown":"**2.20.153595** new PROFILING branch with PERFORMANCE binaries, **v57**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Entity ID to 3DEN \"OnEditableEntityRemoved\" event\n- Tweaked: Improved performance of AI sensor target visibility checks\n- Fixed: 3DEN event \"OnEditableEntityRemoved\" would not fire for units inside a group, if the whole group is deleted (thanks @Razer)\n- Fixed: 3DEN group icon would not render correctly after undoing deletion of all units inside the group\n- Fixed: Some crashes"},{"heading":"04-03-2026","level":2,"markdown":"**2.20.153586** new PROFILING branch with PERFORMANCE binaries, **v56**, server and client, windows 64-bit, linux server 64-bit\n\n- Tweaked: Increased limitation for prone weapon deployment to catch more edge cases\n- Fixed: Crash when a mortar hitting a tree would try to create a -600x scale crater\n- Fixed: Possible fix for a map drawIcon crash"},{"heading":"26-02-2026","level":2,"markdown":"**2.20.153576** new PROFILING branch with PERFORMANCE binaries, **v55**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Proper time limit for per-frame texture loading, which should smooth out lag spikes due to texture loads\n- Added: getVideoOptions now returns whether rendering modifications like DXVK/ReShade are loaded\n- Fixed: Adjustments to prone weapon deployment to prevent players floating or sinking into the ground\n- Removed: The \"Improved performance of engine closing files\" performance fix (it does not seem to work; lag spikes in server browser will return and stay for now)"},{"heading":"18-02-2026","level":2,"markdown":"**2.20.153560** new PROFILING branch with PERFORMANCE binaries, **v54**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Mimalloc memory allocator\n- Fixed: Attempted performance fix for part of \"Improved performance of engine closing files\""},{"heading":"17-02-2026","level":2,"markdown":"**2.20.153557** new PROFILING branch with PERFORMANCE binaries, **v53**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Alternate prone weapon deployment behavior (should fix sinking below terrain, but potential negative impacts are unclear. We are evaluating whether this is a usable approach or we might revert it again.)\n- Changed: Reintroduced a part of the \"Improved performance of engine closing files\" change, to further diagnose the lag issue"},{"heading":"13-02-2026","level":2,"markdown":"**2.20.153552** new PROFILING branch with PERFORMANCE binaries, **v52**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Temporarily disabled v1 change \"Improved performance of engine closing files\" to diagnose a lag issue\n- Fixed: diag_exportTerrainSVG was not escaping \"&\" in town names, and removed a superfluous semicolon in the style\n- Fixed: Red-tinted image when enabling the blur PP effect in Thermal Imaging"},{"heading":"11-02-2026","level":2,"markdown":"**2.20.153545** new PROFILING branch with PERFORMANCE binaries, **v51**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Disabled some optimizations to better diagnose remaining crashes"},{"heading":"09-02-2026","level":2,"markdown":"**2.20.153539** new PROFILING branch with PERFORMANCE binaries, **v50**, server and client, windows 64-bit, linux server 64-bit\n\n- Tweaked: Minor optimizations in lineIntersectsSurfaces\n- Fixed: Potential crash with *WebBrowser* texture\n- Fixed: Potential crash when a magazine is in a pylon that does not exist\n- Fixed: Crash AI unit without group\n- Fixed: Possible crash in explosions\n- Fixed: Crash related to local-only missiles\n- Fixed: Possible crash in currentZeroing\n- Fixed: Crash related to pylons\n- Fixed: Crash AI unit without group"},{"heading":"04-02-2026","level":2,"markdown":"**2.20.153533** new PROFILING branch with PERFORMANCE binaries, **v49**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: UAV could not be used by respawned player - https://feedback.bistudio.com/T196936\n- Fixed: Crash on exit (the SOGPF \"Across the Fence\" Eden Editor one)\n- Fixed: Crash on exit (the other one)\n- Tweaked: Possible fix and extra logging for crash related to custom radio channels"},{"heading":"04-02-2026","level":2,"markdown":"**2.20.153530** new PROFILING branch with PERFORMANCE binaries, **v48**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: RPT Mod/DLC lists are now left-aligned - https://feedback.bistudio.com/T196884\n- Fixed: Weather configuration would not be reloaded on terrain change\n- Fixed: \"No entry 'bin\\config.bin/CfgWorlds.'\"\n- Fixed: RPT Logging could get disabled when opening the mission loading dialog in Eden - https://feedback.bistudio.com/T196576"},{"heading":"15-12-2025","level":2,"markdown":"**2.20.153495** new PROFILING branch with PERFORMANCE binaries, **v47**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Vehicle exhaust particle emitter positions can now be animated - https://feedback.bistudio.com/T196146"},{"heading":"12-12-2025","level":2,"markdown":"**2.20.153492** new PROFILING branch with PERFORMANCE binaries, **v46**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Unit reporting for thrown grenade (\"frag out!\") not triggering for hand grenades - https://feedback.bistudio.com/T180926\n- Fixed: Airplane engine state would flicker and spam eventhandler when using analogue throttle with broken engine (Thanks *Jenna*)\n- Fixed: Performance issue when using turret stabilization from pilot camera with many possible targets (thanks *yod*)\n- Fixed: Web Browser control related crash (Thanks *Rook*)\n- Fixed: Freeze if circular reference in \"addonRootClass\" (turned into forced crash, Thanks *Dart*)\n- Fixed: Crash when attachTo with followBoneRotation on an entity that has no bones (Since v45)"},{"heading":"09-12-2025","level":2,"markdown":"**2.20.153471** new PROFILING branch with PERFORMANCE binaries, **v45**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Remote controlled UAV pilot can now control lights and collision lights - https://feedback.bistudio.com/T196161\n- Fixed: Possible crash when using setVehicleAmmoDef script command\n- Fixed: Using setObjectScale on attachedObject could cause jittering\n- Fixed: attachTo with followBoneRotation would not apply Hand IK and Head Mimic animations - https://feedback.bistudio.com/T189084\n- Fixed: Bisign/Bikey files would not be loaded on linux\n- Fixed: CT_WebBrowser would not correctly handle input from non-ascii keyboard layouts - https://feedback.bistudio.com/T196167"},{"heading":"04-12-2025","level":2,"markdown":"**2.20.153463** new PROFILING branch with PERFORMANCE binaries, **v44**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Exit crashes"},{"heading":"02-12-2025","level":2,"markdown":"**2.20.153455** new PROFILING branch with PERFORMANCE binaries, **v43**, server and client, windows 64-bit, linux server 64-bit\n\n- Removed: The answer to life, the universe, and everything\n- Fixed: More AI related crashes\n- Fixed: Crash at shutdown"},{"heading":"01-12-2025","level":2,"markdown":"**2.20.153451** new PROFILING branch with PERFORMANCE binaries, **v42**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: The answer to life, the universe, and everything\n- Fixed: Crash when spawning animal with create3DENEntity\n- Fixed: Several crashes at game exit\n- Fixed: AI multithreading related crash\n- Fixed: Linux server crash on startup (disabled parallel config parsing on linux)\n- Fixed: Multiple AI related crashes"},{"heading":"27-11-2025","level":2,"markdown":"**2.20.153446** new PROFILING branch with PERFORMANCE binaries, **v41**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Potential VoN indicator not displaying due to clash with other speaking players\n- Fixed: Crash due to users being able to select non-existing chat channel\n- Fixed: Freeze when launching Carpe Noctem mission with cpuCount=2 - https://feedback.bistudio.com/T195838\n- Fixed: curatorEditableObjects could accumulate null objects without ability to remove them (Thanks *Andrei Gud*)\n- Fixed: Possible crash (likely at game exit)\n- Fixed: Possible crash in splash screen\n- Fixed: Crash in selectionPosition command if shape geometry is not loaded yet"},{"heading":"20-11-2025","level":2,"markdown":"**2.20.153432** new PROFILING branch with PERFORMANCE binaries, **v40**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Missing model files are now replaced by a default placeholder model (prevent crashes due to missing models)\n- Changed: Linux compiler upgrade; no noticeable changes expected\n- Tweaked: Further custom chat code refactoring and optimization to accommodate large number of custom channels\n- Fixed: Passing invalid channel to radioChannelInfo was returning an empty array\n- Fixed: Possible freeze when opening server browser (Thanks *Mysterypotatoguy*)\n- Fixed: Possible crash related to grass clutter (Thanks *veebs333*)"},{"heading":"13-11-2025","level":2,"markdown":"**2.20.153411** new PROFILING branch with PERFORMANCE binaries, **v39**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Refactoring custom chat channel code (No noticeable change expected)\n- Fixed: Wrong default custom channel label when using radioChannelSetLabel\n- Fixed: setCurrentChannel was not selecting the last custom channel\n- Fixed: Slower file loading since v38"},{"heading":"11-11-2025","level":2,"markdown":"**2.20.153401** new PROFILING branch with PERFORMANCE binaries, **v38**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: \"ts3server:\" as allowed protocol for openable URL's (button/links) - https://feedback.bistudio.com/T195169\n- Tweaked: drawIcon3D will not be added to the draw queue when game is paused - https://feedback.bistudio.com/T167397\n- Fixed: Ampersand in item description name was breaking tooltip in inventory - https://feedback.bistudio.com/T195596\n- Fixed: compatibleMagazines could return duplicate magazines when giving muzzle param - https://feedback.bistudio.com/T195724\n- Fixed: Freeze when opening Eden \"Load Mission\" dialog\n- Fixed: \"Cannot load mipmap\" error at start"},{"heading":"24-10-2025","level":2,"markdown":"**2.20.153368** new PROFILING branch with PERFORMANCE binaries, **v37**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: 8 crashes (Thanks to reports submitted by players)\n- Fixed: Dynamic simulation did not work since v36"},{"heading":"22-10-2025","level":2,"markdown":"**2.20.153363** new PROFILING branch with PERFORMANCE binaries, **v36**, server and client, windows 64-bit, linux server 64-bit\n\n- Tweaked: Improved game startup speed (Parallel config parsing, parallel weather init, spreading I/O load over more time)\n- Changed: The \"Copy Version\" hotkey now also works in camera sequences and multiplayer\n- Fixed: Game freeze when running out of memory (Since v18)\n- Fixed: Texture re-use did not work (Reducing VRAM usage when running low)\n- Fixed: Splash window showing \"Profiling\" text on \"Performance\" binary\n- Fixed: selectLeader could select a leader who is in a different group (Would cause game crash when the unit is deleted while being leader. Now the command does a implicit 'join' into the group)\n- Fixed: Some group eventhandlers could cause game crash if the eventhandler code would re-trigger the event\n- Fixed: lockCameraTo with temporary flag could get stuck if the target is beyond turret limits"},{"heading":"15-10-2025","level":2,"markdown":"**2.20.153351** new PROFILING branch with PERFORMANCE binaries, **v35**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: :egg: :ghost:\n- Added: A config class can now contain \"delete\" and definition of class with same name (To delete&recreate classes for intentional base class change)\n- Added: -noWindowBorder command line parameter to start game in borderless window\n- Changed: More detailed source information in \"Updating base class\" warnings\n- Changed: Silenced \"Updating base class\" warnings if the base was a forward declaration (Except if -debug is set because it still indicates a load order issue)\n- Fixed: Crash caused by malformed script\n- Fixed: Structured text hint color would persist through mission restart and get applied on all hint's\n- Fixed: Config array += did not support appending array values - https://feedback.bistudio.com/T195196\n- Fixed: \"Updating base class\" warnings would show the wrong config as \"original\" if the class had no members\n- Fixed: Crash when a weapon shoots a null projectile since v26\n- Fixed: Player or AI unit on passenger seat would report \"No Fuel\" radio message even though they don't know the fuel status from that seat\n- Fixed: Game failed to extract key out of bisign for ebo files if the bikey is missing from the keys folder (leading to signature check failures) (Thanks *Saint Trinian*)"},{"heading":"13-10-2025","level":2,"markdown":"**2.20.153337** new PROFILING branch with PERFORMANCE binaries, **v34**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: All Experimental features (Startup performance improvement, AI performance improvement, Networking improvements) were accidentally disabled since v23"},{"heading":"10-10-2025","level":2,"markdown":"**2.20.153327** new PROFILING branch with PERFORMANCE binaries, **v33**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Rendering could get stuck for a few seconds when right-clicking the spectrum device in thermal vision\n- Fixed: setShotParents would not assign the Instigator when the Owner was objNull\n- Fixed: Very long loading times for some modpacks"},{"heading":"08-10-2025","level":2,"markdown":"**2.20.153325** new PROFILING branch with PERFORMANCE binaries, **v32**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: server.cfg/AdvancedOptions/logPlayerConnectionStates to log player \"connecting\" progress\n- Fixed: \"Ref to nonnetwork object\" if a vehicle Init script tries to send any network message relating to the vehicle"},{"heading":"07-10-2025","level":2,"markdown":"**2.20.153319** new PROFILING branch with PERFORMANCE binaries, **v31**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Cleaning up MPMissionsCache folder (If above 1GiB, deleting oldest files that are over 50MiB except the 5 newest) - https://feedback.bistudio.com/T195101\n- Added: Scripted post-processing effects are now visible in Thermal Imaging view\n- Changed: Don't calculate scripted actions and cursorTarget on headless client\n- Fixed: Saving game while on map screen would show a gray background on the \"Saving game\" display\n- Fixed: Freeze (or crash on Linux) when the game is low on memory"},{"heading":"06-10-2025","level":2,"markdown":"**2.20.153314** new PROFILING branch with PERFORMANCE binaries, **v30**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: CfgPatches \"skipWhenAnyAddonPresent\" property (Note that this won't work with non-profiling branch clients) - https://feedback.bistudio.com/T195122\n- Changed: \"Cannot find base class\" config error is now a warning, and will try to load anyway without inheriting base class\n- Fixed: Freeze from v29\n- Fixed: Arma would not load mods from a read-only mod folder - https://feedback.bistudio.com/T121694\n- Fixed: Prevented one autopilot change (see v23) from being active while AI is piloting"},{"heading":"02-10-2025","level":2,"markdown":"**2.20.153303** new PROFILING branch with PERFORMANCE binaries, **v29**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Another freeze in v28 when loading scenarios list (from main menu, or by dedicated server)\n- Fixed: HashMap compileFinal did not keep HashMapObject's NoCopy flag - https://feedback.bistudio.com/T194855\n- Fixed: HashMap non-existent values would get replaced by nil values when stored into profileNamespace"},{"heading":"01-10-2025","level":2,"markdown":"**2.20.153299** new PROFILING branch with PERFORMANCE binaries, **v28**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Game Freeze from v27"},{"heading":"30-09-2025","level":2,"markdown":"**2.20.153296** new PROFILING branch with PERFORMANCE binaries, **v27**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Command line parameter -profileGameStart will profile the game start and write to file (Profiling/Diag binary only)\n- Reverted: The setDamage reviving change\n- Tweaked: Minor game startup CPU usage improvements"},{"heading":"23-09-2025","level":2,"markdown":"**2.20.153281** new PROFILING branch with PERFORMANCE binaries, **v26**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: -reportNonNetworkObject command line parameter that automatically reports \"Ref to nonnetwork object\" errors (Windows profiling binary only)\n- Fixed: Several \"Ref to nonnetwork object\" occurences - https://feedback.bistudio.com/T178229 / https://feedback.bistudio.com/T171682\n- Fixed: setDamage 0 would not properly reset the \"alive\" state of most Entities"},{"heading":"22-09-2025","level":2,"markdown":"**2.20.153273** new PROFILING branch with PERFORMANCE binaries, **v25**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Server-side log warning when headless client slot has no assigned name (making it unusable)\n- Fixed: Freeze since v24"},{"heading":"22-09-2025","level":2,"markdown":"**2.20.153271** new PROFILING branch with PERFORMANCE binaries, **v24**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Increased number of RenderTarget's from 8 to 10\n- Tweaked: Refactor for multithreading - no noticeable changes expected\n- Tweaked: Improved game startup time if improperly created mods log many error messages\n- Fixed: Some ThingX entities would get suspended too early when they are un-alived (Shooting target plates not falling down)\n- Fixed: Destroying Streetlights (Any House simulation object with attached lights) while simulation is disabled would leave behind floating light emitters\n- Fixed: Going back from slot selection in a multiplayer campaign would start the next mission instead of showing mission selection\n- Fixed: Mines with Wire trigger did not update their trigger location when teleported/moved - https://feedback.bistudio.com/T193669"},{"heading":"17-09-2025","level":2,"markdown":"**2.20.153249** new PROFILING branch with PERFORMANCE binaries, **v23**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Unable to connect to linux servers since v22\n- Fixed: Aircraft autopilot when loosing input focus would reduce speed to wrong value and change vectoring mode in VTOL (Now keeps speed and vectoring at time of input loss) - https://feedback.bistudio.com/T192405\n- Fixed: Aircraft autopilot when loosing input focus would not be able to catch airplane on too steep dive - https://feedback.bistudio.com/T192405"},{"heading":"15-09-2025","level":2,"markdown":"**2.20.153231** new PROFILING branch with PERFORMANCE binaries, **v22**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Linux compiler upgrade; no noticeable changes expected\n- Fixed: nearSupplies alt syntax did not work\n- Fixed: calculatePath did not work when starting position was too far out of terrain bounds - https://feedback.bistudio.com/T193491"},{"heading":"10-09-2025","level":2,"markdown":"**2.20.153211** new PROFILING branch with PERFORMANCE binaries, **v21**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Freeze when saving game (since v19)\n- Fixed: Crash when saving game (since v19)"},{"heading":"10-09-2025","level":2,"markdown":"**2.20.153209** new PROFILING branch with PERFORMANCE binaries, **v20**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Multithreaded entity simulation for mines - https://feedback.bistudio.com/T194228\n- Tweaked: Mines no longer load terrain objects around them\n- Fixed: Take entity eventhandler did not fire when using the \"Rearm\" action - https://feedback.bistudio.com/T194245\n- Fixed: Creating CYCLE waypoint sometimes crashes the game\n- Fixed: Crash with Pylons when loading savegame or joining MP server (since v19)"},{"heading":"09-09-2025","level":2,"markdown":"**2.20.153200** new PROFILING branch with PERFORMANCE binaries, **v19**, server and client, windows 64-bit, linux server 64-bit\n\n- Tweaked: Amphibious Tank steering in water - https://feedback.bistudio.com/T170421\n- Changed: select command out of bounds error is now actually an out of bounds error (instead of divide by zero)\n- Changed: Internals of vehicle pylon functionality, no noticeable changes expected\n- Fixed: Empty subgroups would not be removed from groups and could trigger errors\n- Fixed: createSoundSource ignored speed of sound - https://feedback.bistudio.com/T177285\n- Fixed: throwables script command return was inconsistent\n- Fixed: Mismatch of shot dispersion in multiplayer - https://feedback.bistudio.com/T194410"},{"heading":"21-08-2025","level":2,"markdown":"**2.20.153169** new PROFILING branch with PERFORMANCE binaries, **v18**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: \"extension\" procedural texture source (Note this requires profiling branch on all clients using it)\n- Fixed: Possible desync caused by setUnitLoadout - https://feedback.bistudio.com/T167015\n- Fixed: Couple dozen potential crashes"},{"heading":"12-08-2025","level":2,"markdown":"**2.20.153137** new PROFILING branch with PERFORMANCE binaries, **v17**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Audio input device selection in audio options (Requires companion mod)\n- Changed: Replaced special internal allocator with main allocator, removes 2GB memory limit on file cache and script values\n- Changed: Increased bitrate of self-hearing while auto-adjusting microphone sensitivity (11.025khz to 44.1khz)\n- Tweaked: Optimization for loading of Car/Tank vehicles, speeds up Editor mission loading and reduces lag spikes when spawning vehicles\n- Fixed: worldName would be lowercased after loading a savegame - https://feedback.bistudio.com/T193597\n- Fixed: Entity config eventhandlers for WeaponChanged/EpeContactStart/EpeContactEnd/EpeContact, did only trigger if there was also a scripted eventhandler of the same type\n- Fixed: Stereo Audio in Proton (Thanks *Madbug*)\n\nNotes:\n\n- To adjust the Audio Input device, the Companion mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036) needs to be loaded."},{"heading":"05-08-2025","level":2,"markdown":"**2.20.153120** new PROFILING branch with PERFORMANCE binaries, **v16**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Logging of windows version and CPU in RPT header\n- Added: Logging for which audio input device is being used\n- Fixed: Crash when FSM script was terminated (since v8)\n- Fixed: Possible crash when subgroup is created\n- Fixed: isEqualTo scriptNull did not behave the same as scriptDone (since v8)\n- Fixed: Crash when player is kicked due to timeout in self-hosted MP\n- Fixed: Possible crash when drawing polyline on map\n- Fixed: Possible crash when re-assigning units to group in Eden Editor\n- Fixed: Crash if Soldier vegetation collision sound cannot be played\n- Fixed: Crash if Soldier loses its brain during simulation\n- Removed: \"Handle has already been terminated\" warning on the old terminate command syntax"},{"heading":"01-08-2025","level":2,"markdown":"**2.20.153110** new PROFILING branch with PERFORMANCE binaries, **v15**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Crash when initializing VoN and there is no audio input (Caused crashes on Headless clients)\n- Fixed: Crash when VoN transmitting while switching/unplugging audio input device"},{"heading":"31-07-2025","level":2,"markdown":"**2.20.153108** new PROFILING branch with PERFORMANCE binaries, **v14**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Fallback to old Audio input in VoN if the new one fails to initialize\n- Fixed: New Audio input failing to initialize in VoN\n- Fixed: Windows 11 detection (for the stereo sound fix)\n- Fixed: Game Freeze when using VoN\n- Fixed: Crash in a script command"},{"heading":"20-07-2025","level":2,"markdown":"**2.20.153104** new PROFILING branch with PERFORMANCE binaries, **v13**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Audio input is now using Windows Audio Session API (Instead of Windows Multimedia)\n- Fixed: Audio input would get lost when switching the input device, and could not be recovered without game restart (now automatically switches to new device)\n- Fixed: Stereo panning was broken by v12 for Windows 11 users"},{"heading":"29-07-2025","level":2,"markdown":"**2.20.153096** new PROFILING branch with PERFORMANCE binaries, **v12**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Dedicated Server no longer requires XAudio dll files\n- Fixed: Stereo panning of some 3D sounds (since v10)"},{"heading":"25-07-2025","level":2,"markdown":"**2.20.153094** new PROFILING branch with PERFORMANCE binaries, **v11**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Live microphone playback while adjusting sensitivity in audio options\n- Fixed: Could not connect to server for ~10 seconds after startup\n- Fixed: Vehicle \"CustomSoundController1\" did not work since v10"},{"heading":"24-07-2025","level":2,"markdown":"**2.20.153089** new PROFILING branch with PERFORMANCE binaries, **v10**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Updated to XAudio 2.9\n- Fixed: Crash when exiting game via button from main menu\n- Fixed: Dedicated server would keep the config file locked for editing while it was running"},{"heading":"23-07-2025","level":2,"markdown":"**2.20.153085** new PROFILING branch with PERFORMANCE binaries, **v9**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Crash in command line parsing\n- Changed: A model/p3d failing to load is only a fatal error if -debug is set"},{"heading":"22-07-2025","level":2,"markdown":"**2.20.153074** new PROFILING branch with PERFORMANCE binaries, **v8**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: RVExtensionGGetR2TTexture\n- Changed: Several changes to scheduled scripts, should not be noticeable\n- Changed: A model/p3d failing to load is now a fatal error (previously it would be a RPT message, followed by a game crash)\n- Changed: FSM not being found is now a fatal error (same as above)\n- Fixed: Mission eventhandler arguments of type Object/Group/Script would become null after loading a savegame\n- Fixed: Crash at exit after using SVG map export\n- Fixed: Depth of Field post-processing effect could not be applied multiple times\n- Fixed: Executing allDiaryRecords/Subjects after a diary change would block the visual update - https://feedback.bistudio.com/T192777\n- Fixed: CarHorn type weapons did not work for Tank type vehicles\n- Fixed: Server side things (Should hopefully not cause issues with players connecting)"},{"heading":"09-07-2025","level":2,"markdown":"**2.20.153053** new PROFILING branch with PERFORMANCE binaries, **v7**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Linux compiler upgrade; no noticeable changes expected\n- Fixed: When a land waypoint was given above water, the helicopter would attempt to land on water - https://feedback.bistudio.com/T193098\n- Fixed: Crashes related to Thermal Imaging\n- Fixed: Steam Game Recording overrides in description.ext would not apply if the event was triggered before the mission was loaded\n- Fixed: Crash related to cloud simulation\n- Fixed: Multiplayer crash when entity class uses Init Event Handler\n- Fixed: Crash when in Zeus UI without an assigned Zeus logic\n- Fixed: Crash related to AI groups\n- Fixed: Crash related to multithreading attached craters"},{"heading":"03-07-2025","level":2,"markdown":"**2.20.153034** new PROFILING branch with PERFORMANCE binaries, **v6**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Extension \"RVFeature_ArgumentNoEscapeString\" feature flag for more efficient string passing - https://feedback.bistudio.com/T184219\n- Added: Support for ARGB8888 paa textures\n- Added: -keysFolder= command line parameter\n- Tweaked: Minor performance improvement for tree/bush PhysX joints\n- Tweaked: Minor performance improvement in params command (non-array argument fallback code would cause memory allocation even if array argument was provided)\n- Fixed: AI would stop engaging the enemy after it is released from remote control - https://feedback.bistudio.com/T83435\n- Fixed: Possible crash at shutdown\n- Fixed: Crash when assembling backpacks and one doesn't have a shape\n- Fixed: Possible crash during vehicle deletion\n- Fixed: Possible crash when switching in/out of thermal imaging\n- Fixed: Possible crash (Something AI)\n- Fixed: Possible crash in setHit command if the target object has no shape\n- Fixed: Crash on dedicated server when it fails to start (ex. unavailable port)\n- Fixed: Stack overflow crash if Man type does not have a \"pilotPoint\" memory point set\n- Fixed: Possible crash (Something AI)\n- Fixed: Possible crash when dead AI unit has been deleted\n- Fixed: Performance issue with aircraft MFDs\n- Fixed: Crash if grenade has no shape"},{"heading":"25-06-2025","level":2,"markdown":"**2.20.152991** new PROFILING branch with PERFORMANCE binaries, **v5**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Enfusion Crash reporter integration\n- Tweaked: MFD Radar target filtering is now multithreaded\n- Changed: Adjustment to Tree physics, there should be no noticeable change\n- Fixed: Potential game freeze mid-play (it was quite rare)"},{"heading":"20-06-2025","level":2,"markdown":"**2.20.152975** new PROFILING branch with PERFORMANCE binaries, **v4**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Post processing effects Sharpness, Resolution, DepthOfField and Fisheye would get lost when changing video settings (Thanks *Polpox*)\n- Fixed: Helicopter would not land on a helipad placed on an object when using landAt command (Thanks *Ansible2*)\n- Fixed: Multiplayer desync since v1"},{"heading":"19-06-2025","level":2,"markdown":"**2.20.152965** new PROFILING branch with PERFORMANCE binaries, **v3**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Possible crash when AI is repairing a vehicle (Thanks *Emperor*)\n- Fixed: High CPU load and possible freeze at game start after switching mods"},{"heading":"18-06-2025","level":2,"markdown":"**2.20.152960** new PROFILING branch with PERFORMANCE binaries, **v2**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: Axeorbitant arboreal aggression from v1"},{"heading":"18-06-2025","level":2,"markdown":"**2.20.152958** new PROFILING branch with PERFORMANCE binaries, **v1**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: All changes from 2.18 v29-v32 (Netcode, Game start speed, affinity parameters, server-side script additions)\n- Changed: HandleChatMessage serverside eventhandler renamed to OnHandleChatMessage\n- Changed: Some aspects of PhysX, there should be no noticeable change in behavior\n- Changed: Increased memory limit for SimpleVM\n- Fixed: Difficulty option checkboxes were not saving correctly - https://feedback.bistudio.com/T192324\n- Fixed: setUnitLoadout being silently ignored when switching weapons (This reintroduces https://feedback.bistudio.com/T167015 )\n- Fixed: stringtable.bin would not fall back to \"Original\"/\"English\"/first language if the desired language is not included in the stringtable (Thanks *thegamecracks*)\n- Fixed: RemoteExec failing when used with #mission restart command - https://feedback.bistudio.com/T190364"},{"heading":"17-06-2025","level":2,"markdown":"**2.20.152945** new PROFILING branch with PERFORMANCE binaries, **v0**, server and client, windows 64-bit, linux server 64-bit\n\n- Sync with 2.20 main branch update\n- Changes from 2.18 v29 and above are not included"}],"categories":["Arma 3: Prof-Branch Change Logs"],"groups":["Change Logs"]},{"name":"Arma 3: Prof-Branch Change Log v2.22","title":"Arma 3: Prof-Branch Change Log v2.22","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Prof-Branch_Change_Log_v2.22","revid":379144,"updated":"2026-10-14T14:23:07Z","aliases":[],"markdown":"## 14-10-2026\n\n**2.22.154126** new PROFILING branch with PERFORMANCE binaries, **v10**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: WebBrowser JavaScript API can now retrieve terrain as SVG\n- Added: SQF Bytecode support for HashMap constants\n- Tweaked: Performance optimization for terrain SVG export\n- Tweaked: Improved size of terrain SVG export\n- Fixed: Terrain SVG export would render fences / walls incorrectly\n- Fixed: WebBrowser LoadTexture result would receive a blue tint when loading JPEG files\n- Fixed: LOD loading issues in multiplayer\n- Fixed: Several crashes\n\n## 09-10-2026\n\n**2.22.154103** new PROFILING branch with PERFORMANCE binaries, **v9**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Linux crash reporting\n- Tweaked: Better error messages for SQF compile errors when commands are missing arguments\n- Fixed: Removing a uniform from a VR Entity would not restore its appearance correctly\n\nNotes:\n\n- Older Linux versions (<glibc 2.31) are now no longer supported. Examples: Ubuntu 18 (LTS support ended 2023), Debian 10/Buster (LTS support ended 2024), CentOS 8 (LTS support ended 2021)\n\n## 01-10-2026\n\n**2.22.154095** new PROFILING branch with PERFORMANCE binaries, **v8**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: VoN for stable clients after the Mini-Update\n- Added: Server config option to disable Steam Datagram Relay for Dedicated Servers\n- Added: Server browser friends tab now also lists servers that friends are local-hosting\n- Added: VoN now also works via IPv6 and Steam Datagram Relay connections (if all clients are also on profiling branch)\n\n## 23-09-2026\n\n**2.22.154075** new PROFILING branch with PERFORMANCE binaries, **v7**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Tooltip indicator for the selected throwable - https://report.bistudio.com/issues/A3G-51\n- Fixed: Script error state of unhandled exceptions from scheduled scripts could get stuck - https://feedback.bistudio.com/T143685\n- Fixed: Player's weapon was not restored correctly after swimming (would always switch to primary weapon in single fire mode) - https://report.bistudio.com/issues/A3G-45\n- Fixed: Fire mode of a weapon on the back was still accessible while swimming\n- Fixed: Deselecting binoculars did not restore the previous weapon after going for a swim\n- Fixed: Launcher deselection entering water was switching to the primary weapon animation\n\n## 01-09-2026\n\n**2.22.154049** new PROFILING branch with PERFORMANCE binaries, **v6**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Steam friend invite now sends all network addresses (IPv4, IPv6, Steam Relay)\n- Fixed: Font size calculations were including the sizing of \"fallback\" fonts (which caused spacing issues in the last update), now only \"primary\" font sizing is used\n- Fixed: Script with unterminated quotes would fail to compile, but still \"succeed\" and pass on the half compiled non-working script\n- Fixed: Several crashes\n\n## 21-08-2026\n\n**2.22.154039** new PROFILING branch with PERFORMANCE binaries, **v5**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: -oalsound command-line parameter to switch audio output to OpenAL instead of XAudio2 (this is very much not recommended to use, unless you need it, for example to mitigate audio crackling on Proton)\n- Fixed: Wrong width of font whitespacing since v4\n- Fixed: Several crashes\n\n## 19-08-2026\n\n**2.22.154033** new PROFILING branch with PERFORMANCE binaries, **v4**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: 'weaponInfoType' displays were not destroyed properly resulting in 'onUnload' event not firing for some of them - https://report.bistudio.com/issues/A3G-7\n- Fixed: #monitor and #monitords did not calculate first print data properly and were limited in output frequency (thanks @Fraali)\n- Fixed: getServerInfo showed the wrong value for \"motd\" and several entries were missing\n- Fixed: Crash related to script handles (thanks @thegamecracks)\n- Fixed: Old Man scenario would not create map markers (thanks @Jouklik 'Sabi')\n- Fixed: setPylonLoadout putting incompatible pods on a pylon with the force parameter, did not correctly sync in multiplayer (requires Profiling branch on every user observing the pylon change) (thanks @Rook)\n- Fixed: Flickering in the server browser\n\n## 14-08-2026\n\n**2.22.154020** new PROFILING branch with PERFORMANCE binaries, **v3**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Multiplayer via Steam Datagram Relay (connect directly to friends by direct-connecting to \"[steamuid]\")\n- Fixed: Accidental netcode change in v1 that broke VoN\n\n## 13-08-2026\n\n**2.22.154017** new PROFILING branch with PERFORMANCE binaries, **v2**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Ability to select which weapon magazine to reload via a keyboard action\n- Tweaked: Hiding a terrain object will now hide its map symbol\n- Fixed: Wrong ammo count when having both 1 and 3 rounds HE grenades\n- Fixed: Possible freeze when the video player is shut down (the main menu tile videos)\n- Fixed: Dedicated Server would not load signature keys if a command-line argument with a missing dash was present\n- Fixed: RCON prints were adding extra prefix '(Unknown) Server:' to system messages\n- Fixed: Direct IP connect to IPv6 address did not work\n\n## 12-08-2026\n\n**2.22.154007** new PROFILING branch with PERFORMANCE binaries, **v1**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: IPv6 Multiplayer support (no Voice-over-Net support on Profiling branch)\n- Added: LAN server discovery via mDNS/DNS-SD\n- Added: All remaining difficulty options to description.ext \"DifficultyOverride\" (probably requires Profiling branch on client and server)\n- Added: *showBackpack* config entry to vehicle seat 'Spec' (*PilotSpec*, *CargoSpec*, next to *showHeadPhones*)\n- Added: RPT Warning for Preprocessor errors with \"too many\" / \"too few\" macro arguments\n- Changed: Mystery Preprocessor change (in here for regression test, please report if you observe Preprocessor related issues)\n- Fixed: Height of list box rows was not matching mouse cursor - https://feedback.bistudio.com/T199272\n- Fixed: addMagazineGlobal was not syncing magazine on the server properly - https://feedback.bistudio.com/T200002\n- Fixed: Weapon pylons would be replaced when pilot and gunner are different players and the gunner fires the weapon\n\nNotes:\n\n- Linux Dedicated Server now requires libavahi-common/libavahi-client (which should be installed by default on most distributions)\n- Older Linux versions (<glibc 2.31) are now deprecated. This will be the last version to support them. Examples for unsupported versions: Ubuntu 18 (LTS support ended 2023), Debian 10/Buster (LTS support ended 2024), CentOS 8 (LTS support ended 2021)\n- We also plan to deprecate <glibc 2.36 at a later point, which would include Ubuntu 20 (LTS support ended 2025), Debian 11/Bullseye (LTS Support ending 31.08.2026), CentOS 9 (Support ending May 2027)\n\n## 11-08-2026\n\n**2.22.154003** new PROFILING branch with PERFORMANCE binaries, **v0**, server and client, windows 64-bit, linux server 64-bit\n\n- Sync with 2.22 main branch update\n- Changes from 2.20 v71 and above are not included","sections":[{"heading":"14-10-2026","level":2,"markdown":"**2.22.154126** new PROFILING branch with PERFORMANCE binaries, **v10**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: WebBrowser JavaScript API can now retrieve terrain as SVG\n- Added: SQF Bytecode support for HashMap constants\n- Tweaked: Performance optimization for terrain SVG export\n- Tweaked: Improved size of terrain SVG export\n- Fixed: Terrain SVG export would render fences / walls incorrectly\n- Fixed: WebBrowser LoadTexture result would receive a blue tint when loading JPEG files\n- Fixed: LOD loading issues in multiplayer\n- Fixed: Several crashes"},{"heading":"09-10-2026","level":2,"markdown":"**2.22.154103** new PROFILING branch with PERFORMANCE binaries, **v9**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Linux crash reporting\n- Tweaked: Better error messages for SQF compile errors when commands are missing arguments\n- Fixed: Removing a uniform from a VR Entity would not restore its appearance correctly\n\nNotes:\n\n- Older Linux versions (<glibc 2.31) are now no longer supported. Examples: Ubuntu 18 (LTS support ended 2023), Debian 10/Buster (LTS support ended 2024), CentOS 8 (LTS support ended 2021)"},{"heading":"01-10-2026","level":2,"markdown":"**2.22.154095** new PROFILING branch with PERFORMANCE binaries, **v8**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: VoN for stable clients after the Mini-Update\n- Added: Server config option to disable Steam Datagram Relay for Dedicated Servers\n- Added: Server browser friends tab now also lists servers that friends are local-hosting\n- Added: VoN now also works via IPv6 and Steam Datagram Relay connections (if all clients are also on profiling branch)"},{"heading":"23-09-2026","level":2,"markdown":"**2.22.154075** new PROFILING branch with PERFORMANCE binaries, **v7**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Tooltip indicator for the selected throwable - https://report.bistudio.com/issues/A3G-51\n- Fixed: Script error state of unhandled exceptions from scheduled scripts could get stuck - https://feedback.bistudio.com/T143685\n- Fixed: Player's weapon was not restored correctly after swimming (would always switch to primary weapon in single fire mode) - https://report.bistudio.com/issues/A3G-45\n- Fixed: Fire mode of a weapon on the back was still accessible while swimming\n- Fixed: Deselecting binoculars did not restore the previous weapon after going for a swim\n- Fixed: Launcher deselection entering water was switching to the primary weapon animation"},{"heading":"01-09-2026","level":2,"markdown":"**2.22.154049** new PROFILING branch with PERFORMANCE binaries, **v6**, server and client, windows 64-bit, linux server 64-bit\n\n- Changed: Steam friend invite now sends all network addresses (IPv4, IPv6, Steam Relay)\n- Fixed: Font size calculations were including the sizing of \"fallback\" fonts (which caused spacing issues in the last update), now only \"primary\" font sizing is used\n- Fixed: Script with unterminated quotes would fail to compile, but still \"succeed\" and pass on the half compiled non-working script\n- Fixed: Several crashes"},{"heading":"21-08-2026","level":2,"markdown":"**2.22.154039** new PROFILING branch with PERFORMANCE binaries, **v5**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: -oalsound command-line parameter to switch audio output to OpenAL instead of XAudio2 (this is very much not recommended to use, unless you need it, for example to mitigate audio crackling on Proton)\n- Fixed: Wrong width of font whitespacing since v4\n- Fixed: Several crashes"},{"heading":"19-08-2026","level":2,"markdown":"**2.22.154033** new PROFILING branch with PERFORMANCE binaries, **v4**, server and client, windows 64-bit, linux server 64-bit\n\n- Fixed: 'weaponInfoType' displays were not destroyed properly resulting in 'onUnload' event not firing for some of them - https://report.bistudio.com/issues/A3G-7\n- Fixed: #monitor and #monitords did not calculate first print data properly and were limited in output frequency (thanks @Fraali)\n- Fixed: getServerInfo showed the wrong value for \"motd\" and several entries were missing\n- Fixed: Crash related to script handles (thanks @thegamecracks)\n- Fixed: Old Man scenario would not create map markers (thanks @Jouklik 'Sabi')\n- Fixed: setPylonLoadout putting incompatible pods on a pylon with the force parameter, did not correctly sync in multiplayer (requires Profiling branch on every user observing the pylon change) (thanks @Rook)\n- Fixed: Flickering in the server browser"},{"heading":"14-08-2026","level":2,"markdown":"**2.22.154020** new PROFILING branch with PERFORMANCE binaries, **v3**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Multiplayer via Steam Datagram Relay (connect directly to friends by direct-connecting to \"[steamuid]\")\n- Fixed: Accidental netcode change in v1 that broke VoN"},{"heading":"13-08-2026","level":2,"markdown":"**2.22.154017** new PROFILING branch with PERFORMANCE binaries, **v2**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: Ability to select which weapon magazine to reload via a keyboard action\n- Tweaked: Hiding a terrain object will now hide its map symbol\n- Fixed: Wrong ammo count when having both 1 and 3 rounds HE grenades\n- Fixed: Possible freeze when the video player is shut down (the main menu tile videos)\n- Fixed: Dedicated Server would not load signature keys if a command-line argument with a missing dash was present\n- Fixed: RCON prints were adding extra prefix '(Unknown) Server:' to system messages\n- Fixed: Direct IP connect to IPv6 address did not work"},{"heading":"12-08-2026","level":2,"markdown":"**2.22.154007** new PROFILING branch with PERFORMANCE binaries, **v1**, server and client, windows 64-bit, linux server 64-bit\n\n- Added: IPv6 Multiplayer support (no Voice-over-Net support on Profiling branch)\n- Added: LAN server discovery via mDNS/DNS-SD\n- Added: All remaining difficulty options to description.ext \"DifficultyOverride\" (probably requires Profiling branch on client and server)\n- Added: *showBackpack* config entry to vehicle seat 'Spec' (*PilotSpec*, *CargoSpec*, next to *showHeadPhones*)\n- Added: RPT Warning for Preprocessor errors with \"too many\" / \"too few\" macro arguments\n- Changed: Mystery Preprocessor change (in here for regression test, please report if you observe Preprocessor related issues)\n- Fixed: Height of list box rows was not matching mouse cursor - https://feedback.bistudio.com/T199272\n- Fixed: addMagazineGlobal was not syncing magazine on the server properly - https://feedback.bistudio.com/T200002\n- Fixed: Weapon pylons would be replaced when pilot and gunner are different players and the gunner fires the weapon\n\nNotes:\n\n- Linux Dedicated Server now requires libavahi-common/libavahi-client (which should be installed by default on most distributions)\n- Older Linux versions (<glibc 2.31) are now deprecated. This will be the last version to support them. Examples for unsupported versions: Ubuntu 18 (LTS support ended 2023), Debian 10/Buster (LTS support ended 2024), CentOS 8 (LTS support ended 2021)\n- We also plan to deprecate <glibc 2.36 at a later point, which would include Ubuntu 20 (LTS support ended 2025), Debian 11/Bullseye (LTS Support ending 31.08.2026), CentOS 9 (Support ending May 2027)"},{"heading":"11-08-2026","level":2,"markdown":"**2.22.154003** new PROFILING branch with PERFORMANCE binaries, **v0**, server and client, windows 64-bit, linux server 64-bit\n\n- Sync with 2.22 main branch update\n- Changes from 2.20 v71 and above are not included"}],"categories":["Arma 3: Prof-Branch Change Logs"],"groups":["Change Logs"]},{"name":"Arma 3: Project Directory: Migration","title":"Arma 3: Project Directory: Migration","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Project_Directory:_Migration","revid":364272,"updated":"2024-05-06T09:38:31Z","aliases":["Arma 3 Project Directory: Migration"],"markdown":"This only applies if you are currently using the install directory of Arma 3 Tools as the source for your P drive. Otherwise, there is no need to perform these operations.\n\nSince the update 0.984, unlike the previous behavior (using the install directory of the tools), if **no custom directory** is **defined**, a **default one will be used** in the document folder of the current user (...\\Documents\\Arma 3 Projects). This is done in order to avoid any potential conflict with the updates of the tools.\n\n### Prepare the new destination folder\n\nIf you don't want to use the default directory, you need to find a suitable place and if needed, create the final directory. Once created, from the Arma 3: Tools Launcher, navigate to Preferences, Settings (CTRL+E), Un-check \"Use default\" and click on the folder icon to select where you want to setup your project drive and set your custom path. Work Drive will use this path to perform operations such as the install of Buldozer or the extraction of the game data.\n\n### Prepare the sources\n\nYou first need to identify which directories and/or files belong to your project. It is consist on the folders/files you had created earlier and are usually have the same name as the root of your project prefix. Some of you may have additional directory such as sources, temp etc...\n\nIn the following picture, A3 and CWR3 are the project folders.\n\n### Let's move...\n\nThis step is simple but must be executed carefully. It is recommended to copy the directories and past them to the new project directory. From here, test that everything is working, if not, go back onto the preparation phase, you may have missed something. Once you are absolutely sure that everything is in the same state as it was, you may proceed to the deletion of the original directories from the install directory of the tools.","sections":[{"heading":null,"level":1,"markdown":"This only applies if you are currently using the install directory of Arma 3 Tools as the source for your P drive. Otherwise, there is no need to perform these operations.\n\nSince the update 0.984, unlike the previous behavior (using the install directory of the tools), if **no custom directory** is **defined**, a **default one will be used** in the document folder of the current user (...\\Documents\\Arma 3 Projects). This is done in order to avoid any potential conflict with the updates of the tools."},{"heading":"Prepare the new destination folder","level":3,"markdown":"If you don't want to use the default directory, you need to find a suitable place and if needed, create the final directory. Once created, from the Arma 3: Tools Launcher, navigate to Preferences, Settings (CTRL+E), Un-check \"Use default\" and click on the folder icon to select where you want to setup your project drive and set your custom path. Work Drive will use this path to perform operations such as the install of Buldozer or the extraction of the game data."},{"heading":"Prepare the sources","level":3,"markdown":"You first need to identify which directories and/or files belong to your project. It is consist on the folders/files you had created earlier and are usually have the same name as the root of your project prefix. Some of you may have additional directory such as sources, temp etc...\n\nIn the following picture, A3 and CWR3 are the project folders."},{"heading":"Let's move...","level":3,"markdown":"This step is simple but must be executed carefully. It is recommended to copy the directories and past them to the new project directory. From here, test that everything is working, if not, go back onto the preparation phase, you may have missed something. Once you are absolutely sure that everything is in the same state as it was, you may proceed to the deletion of the original directories from the install directory of the tools."}],"categories":["Arma 3: Official Tools Manual"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Publisher","title":"Arma 3: Publisher","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Publisher","revid":363309,"updated":"2024-03-26T11:43:30Z","aliases":["Arma 3 Publisher"],"markdown":"Arma 3 v1.24\n\nThe purpose of this tools is to publish and manage items in the Steam Workshop. It allows you to upload your mods and change the information that is displayed on their Steam Workshop page.\nPublished mods (and other items) can be then subscribed by other players and loaded to the game by Arma 3: Launcher.\n\nThe official Publisher was launched July 14, 2014 with the Bootcamp update 1.24. http://arma3.com/news/bohemia-interactive-deploys-arma-3-bootcamp-update.\n\n### Publishing User Content (Mods and Campaigns)\n\nTo publish the content to Steam Workshop, you have to have the mod prepared and tested. Start with clicking a button \"SELECT MOD FOLDER\" and selecting the folder that contains your mod.\n\nThen you should name select the name for it (it should be unique and descriptive for users to identify it easily) and select it is type:\n\n- Mod: a game modification, an addon or a new terrain;\n- Campaign: a series of connected missions;\n- Scenario: simple mission are published directly from Eden Editor and can't be published by Publisher.\n\nBased on the selected item type, you can choose from the multiple tags that are used on [Workshop](http://steamcommunity.com/app/107410/workshop/) to filter the items.\nWe recommend to use the tags that the best describes your item. Using misleading tags or all tags will result in Workshop moderators changing them or removal of the entire item from Steam Workshop.\n\nIf you're updating the existing item, you should fill the change notes to let your users know what's new.\n\nBefore the mods is published or updated on Workshop, the structure check is done to ensure that the mod can be loaded by the game.\nFollowing requirements must be met in order to publish the mod:\n\n- `addons` folder needs to be directly in the root (top level) to be loaded in the game;\n- `addons` folder has to contain the PBO files;\n- all signatures need to be in the same folder as their respective PBOs.\n\nPublishing a mod with PBO files outside of `addons` folder (such as an presence of `Optional` folder) will produce a warning, because swapping of files in mods acquired through Steam client is not recommended. (ref: Steam is managing the downloaded files and keeps them synchronized with data uploaded to Workshop. If the users move the files, Steam will revert these changes with next update making the behavior of the mod unpredictable. Also historically this kind of manipulation has broken the Steam and forced re-download of the entire mod.)\n\n### User Interface\n\n#### Published items list\n\nDisplays your new and published items.\n\n- **Unpublished item:** Select this item when you want to publish a new item in the Workshop.\n- **List of published items:** lists all your existing items. Publishing with a selected item on this list will overwrite all data and meta-data on Steam with your local copy. Scenarios published from the game's editor are also listed.\n- **Search field:** allows full-text search in the list\n- **Web:** opens the workshop page of the selected published item. Not available for the *unpublished item*.\n- **Delete:** removes the item from the workshop. Use carefully, does not have undo.\n\n#### Item Metadata\n\n- **Mod content:** Drag and drop a file or a folder onto the box. Remove added items by clicking X.\n  - Included folders automatically include any files or sub-folders\n  - Items can contain multiple files and folders\n  - Item size is not limited\n  - Buttons:\n    - **Add file**, **Add folder**: opens windows dialog to select files or folder\n    - **Clear all** - removes all included files and folders from the mod content box\n  - Behavior\n    - A file or a folder can be included only once (based on its path)\n    - Files of the same name but different size can be included even in the same directory, they will be enumerated (myMod.pbo; myMod.pbo > myMod.pbo; myMod1.pbo)\n    - Tooltip shows the full path and size\n    - Including only one folder will not promote it as root, the input field is the root and will be published as @name\n  - Signatures\n    - signatures are required for multiplayer with mods and can be generated in Addon builder [Addon Builder]\n    - with a multiple files philosophy, signatures can now be included in the workshop items\n    - they should to be in the same folder as the respective PBO\n    - Publisher options now allows auto-including signatures\n\n- **Author:** Reads the author specified in the PBO or from Steam\n- **Name:** Name of the Workshop item.\n- **Size:** Size of the item on Steam or a size of the file to be uploaded (yellow color).\n  - Displays file and folder count for an item to be published.\n- **Published:** For existing items only, the original published date.\n- **Last Update:** For existing items only, the last update time.\n- **Visibility:** There are three options to choose from:\n  - Public - visible to anyone, anyone can subscribe to your item\n  - Friends - visible only to your Steam friends\n  - Private - (Default), visible only to you\n\n#### Description\n\nText field for your description of the published item. Limit: 8000 bytes (~ 8000 characters)\n\n> [!NOTE]\n> If your mod requires other content to run properly (dependency), it is a good practice to list all the required content here including a links how to get it and a proper load order, if necessary.\n>\n> *In addition, required items present in the workshop can be defined from the page of your item (Add/Remove Required Items).*\n\n#### Tags\n\nSteam tags used for categorizing content. Good tags improve content discovery.\n\n> [!NOTE]\n> It is better to tag your content sparsely (with tags from the same category) and use your tag to cover the most prominent qualities or elements. More tags = more confusion for the subscribers.\n\nBy Steam category:\n**Data Type** - specifies data type.\n\n- Mod - for single or multiple PBOs. Needs to be loaded on the game start. Content with tag *Mod* is displayed in Arma 3 Launcher.\n- Server - special server type addon.\n\n> [!NOTE]\n> Mod and Scenario tags are mutually exclusive.\n\n**Mod Type** - specifies mod type based on it is content\n\n- Animation - modifies animations in game\n- Boat - modifies boats in game\n- Campaign - several (connected) missions\n- Character - modifies characters in game\n- Equipment - modifies equipment in game\n- Helicopter - modifies helicopters in game\n- Mechanics - modifies game mechanics, user interface or other similar elements in game (scripts)\n- Plane - modifies planes in game\n- Sound - modifies sounds or music in game\n- Structure - modifies structures (buildings, props) in game\n- Terrain - modifies terrains in game\n- Tracked - modifies tracked vehicles in game\n- Weapon - modifies weapons in game\n- Wheeled - modifies wheeled vehicles in games\n\n**DLC**\n\n- KartsDLC - mod recommends owning Karts DLC\n- HelicopterDLC - mod recommends owning Helicopter DLC\n- MarksmenDLC - mod recommends owning Marksmen DLC\n\n**Meta**\n\n- Dependency - mod requires other user mods\n- Collection - mod created as a part of larger, but not inter-dependent, collection or theme\n\n**Review**\nThese tags are added automatically by Publisher when respective conditions are met. They cannot be removed by the user. Their purpose is to make administering workshop easier.\n\n- *Tag Review* - added when the item has over 7 tags. The aim here is to reduce the number of tags per item to improve discoverability.\n- *Content Review* - added when the item contains a file type that could contain malicious content. Included extensions are .exe, .dll, .cmd, .com, .bat, .py, .ps, .jar, .lib, .src.\n\n#### Change notes\n\nText field, limited to 8000 bytes (~ 8000 characters). Only relevant when updating an existing item with a PBO.\n\n> [!NOTE]\n> When updating an item, provide information what changed so that users feel informed.\n\n#### Image\n\nPreviews an included image to be visible on Steam Workshop.\n\n- **Predefined**: provides a selection of existing images covering main tags.\n- **Browse:** opens file open dialog. Allowed file types are .jpg, .jpeg, .png, .gif, .bmp. Image is downscaled to 0,95 MB to meet the Steam limit.\n\n#### SteamWorks licence\n\nCheckbox - Before publishing, each author must explicitly agree with [SteamWorks license](http://steamcommunity.com/sharedfiles/workshoplegalagreement). The whole text of the license is available online.\nWhen agreement was not confirmed, Publisher provides an error dialog on Publish attempt.\n\n#### Publish\n\nClick this button to publish or update your item with the provided files and/or information.\n\n> [!NOTE]\n> Publishing handles all the data to the Steam Client and displays the progress window.\n> You can track the progress bar, but be aware that there are several steps like compressing and extracting that are handled by the Steam back-end and not communicated over the API - this means the publishing can take longer even on a solid connection.\n\n#### Options\n\n- Temp folder path: define a temporary folder where mods with multiple files are copied and prepared before their publishing. Provide an absolute path or use [...] to open the Open folder dialog. Contents of the folder is deleted after a successful publishing.\n  - Use default: default temporary folder is *user documments dir\\AppData\\Local\\Temp e.g. c:\\Users\\cooper\\AppData\\Local\\Temp\\*\n  - When adding files, a new folder is created in *Temp* with the **Name** of the mod (example: *...\\Temp\\MyFirstMod* ). When such folder already exists, the new folder cannot be created and publishing fails with error. Please, remove such folder manually before retrying.\n\n    > [!NOTE]\n    > Copying large or multiple files between drives can take longer.\n- Auto-include signatures\n  - When a PBO is being added to the mod content, Publisher searches the source folder for a relevant signature (*<pbofilename>.<string>.bisign*) and adds it to the mod content. If more then 1 signature files match the condition, all of them are included.\n  - When a PBO is being removed from the mod content, Publisher automatically removes the matching signature, if present.\n  - Default: **on**\n- Open workshop page after publishing\n  - When publishing is successful, Publisher automatically opens the published item's workshop page. Usable for visual checks and subscribes.\n  - Default: **on**\n- Use Steam Client instead of web browser\n  - When opening workshop pages using the Web button or automatically after publishing, opens the webpage in Steam Client instead of the default web browser\n  - Default: **on** (Steam Client)\n\n##### Other buttons\n\n- [Bohemia Interactive](http://www.bistudio.com/) - opens company page in external web browser\n- [Workshop](http://steamcommunity.com/workshop/browse/?appid=107410) - open Arma 3 workshop page in external browser\n- [Support](http://support.bistudio.com/arma-3) - open Bohemia Interactive support page in external browser\n- [Feedback](http://feedback.arma3.com) - opens feedback tracker, Arma 3's community feedback and issue tracking service in external web browser\n\n### Boring technical stuff\n\n*To be processed later*\n\n- **Publishing process** - Be aware that publishing larger mods can take up a while. Here is what has to happen:\n  - Publisher sends the path to all files and folders in the temp [link] folder to Steam Client\n  - Steam Client archives the files locally into one archive\n  - Steam Client uploads to SteamWorks database\n  - Workshop stores the data and sends Publishing successful callback\n  - Publisher receives the callback and lists the file as published\n\n### Logs\n\nPublisher logs can be found in *steamapps\\common\\Arma 3 Tools\\Logs*\nWhen something goes wrong (in several attempts, because Steam can have a bad moment sometimes :) ), please, create an issue on the [feedback tracker](http://feedback.arma3.com) in *Tools* category and include these logs.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.24\n\nThe purpose of this tools is to publish and manage items in the Steam Workshop. It allows you to upload your mods and change the information that is displayed on their Steam Workshop page.\nPublished mods (and other items) can be then subscribed by other players and loaded to the game by Arma 3: Launcher.\n\nThe official Publisher was launched July 14, 2014 with the Bootcamp update 1.24. http://arma3.com/news/bohemia-interactive-deploys-arma-3-bootcamp-update."},{"heading":"Publishing User Content (Mods and Campaigns)","level":3,"markdown":"To publish the content to Steam Workshop, you have to have the mod prepared and tested. Start with clicking a button \"SELECT MOD FOLDER\" and selecting the folder that contains your mod.\n\nThen you should name select the name for it (it should be unique and descriptive for users to identify it easily) and select it is type:\n\n- Mod: a game modification, an addon or a new terrain;\n- Campaign: a series of connected missions;\n- Scenario: simple mission are published directly from Eden Editor and can't be published by Publisher.\n\nBased on the selected item type, you can choose from the multiple tags that are used on [Workshop](http://steamcommunity.com/app/107410/workshop/) to filter the items.\nWe recommend to use the tags that the best describes your item. Using misleading tags or all tags will result in Workshop moderators changing them or removal of the entire item from Steam Workshop.\n\nIf you're updating the existing item, you should fill the change notes to let your users know what's new.\n\nBefore the mods is published or updated on Workshop, the structure check is done to ensure that the mod can be loaded by the game.\nFollowing requirements must be met in order to publish the mod:\n\n- `addons` folder needs to be directly in the root (top level) to be loaded in the game;\n- `addons` folder has to contain the PBO files;\n- all signatures need to be in the same folder as their respective PBOs.\n\nPublishing a mod with PBO files outside of `addons` folder (such as an presence of `Optional` folder) will produce a warning, because swapping of files in mods acquired through Steam client is not recommended. (ref: Steam is managing the downloaded files and keeps them synchronized with data uploaded to Workshop. If the users move the files, Steam will revert these changes with next update making the behavior of the mod unpredictable. Also historically this kind of manipulation has broken the Steam and forced re-download of the entire mod.)"},{"heading":"User Interface","level":3,"markdown":""},{"heading":"Published items list","level":4,"markdown":"Displays your new and published items.\n\n- **Unpublished item:** Select this item when you want to publish a new item in the Workshop.\n- **List of published items:** lists all your existing items. Publishing with a selected item on this list will overwrite all data and meta-data on Steam with your local copy. Scenarios published from the game's editor are also listed.\n- **Search field:** allows full-text search in the list\n- **Web:** opens the workshop page of the selected published item. Not available for the *unpublished item*.\n- **Delete:** removes the item from the workshop. Use carefully, does not have undo."},{"heading":"Item Metadata","level":4,"markdown":"- **Mod content:** Drag and drop a file or a folder onto the box. Remove added items by clicking X.\n  - Included folders automatically include any files or sub-folders\n  - Items can contain multiple files and folders\n  - Item size is not limited\n  - Buttons:\n    - **Add file**, **Add folder**: opens windows dialog to select files or folder\n    - **Clear all** - removes all included files and folders from the mod content box\n  - Behavior\n    - A file or a folder can be included only once (based on its path)\n    - Files of the same name but different size can be included even in the same directory, they will be enumerated (myMod.pbo; myMod.pbo > myMod.pbo; myMod1.pbo)\n    - Tooltip shows the full path and size\n    - Including only one folder will not promote it as root, the input field is the root and will be published as @name\n  - Signatures\n    - signatures are required for multiplayer with mods and can be generated in Addon builder [Addon Builder]\n    - with a multiple files philosophy, signatures can now be included in the workshop items\n    - they should to be in the same folder as the respective PBO\n    - Publisher options now allows auto-including signatures\n\n- **Author:** Reads the author specified in the PBO or from Steam\n- **Name:** Name of the Workshop item.\n- **Size:** Size of the item on Steam or a size of the file to be uploaded (yellow color).\n  - Displays file and folder count for an item to be published.\n- **Published:** For existing items only, the original published date.\n- **Last Update:** For existing items only, the last update time.\n- **Visibility:** There are three options to choose from:\n  - Public - visible to anyone, anyone can subscribe to your item\n  - Friends - visible only to your Steam friends\n  - Private - (Default), visible only to you"},{"heading":"Description","level":4,"markdown":"Text field for your description of the published item. Limit: 8000 bytes (~ 8000 characters)\n\n> [!NOTE]\n> If your mod requires other content to run properly (dependency), it is a good practice to list all the required content here including a links how to get it and a proper load order, if necessary.\n>\n> *In addition, required items present in the workshop can be defined from the page of your item (Add/Remove Required Items).*"},{"heading":"Tags","level":4,"markdown":"Steam tags used for categorizing content. Good tags improve content discovery.\n\n> [!NOTE]\n> It is better to tag your content sparsely (with tags from the same category) and use your tag to cover the most prominent qualities or elements. More tags = more confusion for the subscribers.\n\nBy Steam category:\n**Data Type** - specifies data type.\n\n- Mod - for single or multiple PBOs. Needs to be loaded on the game start. Content with tag *Mod* is displayed in Arma 3 Launcher.\n- Server - special server type addon.\n\n> [!NOTE]\n> Mod and Scenario tags are mutually exclusive.\n\n**Mod Type** - specifies mod type based on it is content\n\n- Animation - modifies animations in game\n- Boat - modifies boats in game\n- Campaign - several (connected) missions\n- Character - modifies characters in game\n- Equipment - modifies equipment in game\n- Helicopter - modifies helicopters in game\n- Mechanics - modifies game mechanics, user interface or other similar elements in game (scripts)\n- Plane - modifies planes in game\n- Sound - modifies sounds or music in game\n- Structure - modifies structures (buildings, props) in game\n- Terrain - modifies terrains in game\n- Tracked - modifies tracked vehicles in game\n- Weapon - modifies weapons in game\n- Wheeled - modifies wheeled vehicles in games\n\n**DLC**\n\n- KartsDLC - mod recommends owning Karts DLC\n- HelicopterDLC - mod recommends owning Helicopter DLC\n- MarksmenDLC - mod recommends owning Marksmen DLC\n\n**Meta**\n\n- Dependency - mod requires other user mods\n- Collection - mod created as a part of larger, but not inter-dependent, collection or theme\n\n**Review**\nThese tags are added automatically by Publisher when respective conditions are met. They cannot be removed by the user. Their purpose is to make administering workshop easier.\n\n- *Tag Review* - added when the item has over 7 tags. The aim here is to reduce the number of tags per item to improve discoverability.\n- *Content Review* - added when the item contains a file type that could contain malicious content. Included extensions are .exe, .dll, .cmd, .com, .bat, .py, .ps, .jar, .lib, .src."},{"heading":"Change notes","level":4,"markdown":"Text field, limited to 8000 bytes (~ 8000 characters). Only relevant when updating an existing item with a PBO.\n\n> [!NOTE]\n> When updating an item, provide information what changed so that users feel informed."},{"heading":"Image","level":4,"markdown":"Previews an included image to be visible on Steam Workshop.\n\n- **Predefined**: provides a selection of existing images covering main tags.\n- **Browse:** opens file open dialog. Allowed file types are .jpg, .jpeg, .png, .gif, .bmp. Image is downscaled to 0,95 MB to meet the Steam limit."},{"heading":"SteamWorks licence","level":4,"markdown":"Checkbox - Before publishing, each author must explicitly agree with [SteamWorks license](http://steamcommunity.com/sharedfiles/workshoplegalagreement). The whole text of the license is available online.\nWhen agreement was not confirmed, Publisher provides an error dialog on Publish attempt."},{"heading":"Publish","level":4,"markdown":"Click this button to publish or update your item with the provided files and/or information.\n\n> [!NOTE]\n> Publishing handles all the data to the Steam Client and displays the progress window.\n> You can track the progress bar, but be aware that there are several steps like compressing and extracting that are handled by the Steam back-end and not communicated over the API - this means the publishing can take longer even on a solid connection."},{"heading":"Options","level":4,"markdown":"- Temp folder path: define a temporary folder where mods with multiple files are copied and prepared before their publishing. Provide an absolute path or use [...] to open the Open folder dialog. Contents of the folder is deleted after a successful publishing.\n  - Use default: default temporary folder is *user documments dir\\AppData\\Local\\Temp e.g. c:\\Users\\cooper\\AppData\\Local\\Temp\\*\n  - When adding files, a new folder is created in *Temp* with the **Name** of the mod (example: *...\\Temp\\MyFirstMod* ). When such folder already exists, the new folder cannot be created and publishing fails with error. Please, remove such folder manually before retrying.\n\n    > [!NOTE]\n    > Copying large or multiple files between drives can take longer.\n- Auto-include signatures\n  - When a PBO is being added to the mod content, Publisher searches the source folder for a relevant signature (*<pbofilename>.<string>.bisign*) and adds it to the mod content. If more then 1 signature files match the condition, all of them are included.\n  - When a PBO is being removed from the mod content, Publisher automatically removes the matching signature, if present.\n  - Default: **on**\n- Open workshop page after publishing\n  - When publishing is successful, Publisher automatically opens the published item's workshop page. Usable for visual checks and subscribes.\n  - Default: **on**\n- Use Steam Client instead of web browser\n  - When opening workshop pages using the Web button or automatically after publishing, opens the webpage in Steam Client instead of the default web browser\n  - Default: **on** (Steam Client)"},{"heading":"Other buttons","level":5,"markdown":"- [Bohemia Interactive](http://www.bistudio.com/) - opens company page in external web browser\n- [Workshop](http://steamcommunity.com/workshop/browse/?appid=107410) - open Arma 3 workshop page in external browser\n- [Support](http://support.bistudio.com/arma-3) - open Bohemia Interactive support page in external browser\n- [Feedback](http://feedback.arma3.com) - opens feedback tracker, Arma 3's community feedback and issue tracking service in external web browser"},{"heading":"Boring technical stuff","level":3,"markdown":"*To be processed later*\n\n- **Publishing process** - Be aware that publishing larger mods can take up a while. Here is what has to happen:\n  - Publisher sends the path to all files and folders in the temp [link] folder to Steam Client\n  - Steam Client archives the files locally into one archive\n  - Steam Client uploads to SteamWorks database\n  - Workshop stores the data and sends Publishing successful callback\n  - Publisher receives the callback and lists the file as published"},{"heading":"Logs","level":3,"markdown":"Publisher logs can be found in *steamapps\\common\\Arma 3 Tools\\Logs*\nWhen something goes wrong (in several attempts, because Steam can have a bad moment sometimes :) ), please, create an issue on the [feedback tracker](http://feedback.arma3.com) in *Tools* category and include these logs."}],"categories":["Arma 3: Official Tools Manual","Introduced with Arma 3 version 1.24"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Radio Protocol","title":"Arma 3: Radio Protocol","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Radio_Protocol","revid":341348,"updated":"2023-05-22T16:59:43Z","aliases":["Arma 3 Radio Protocol"],"markdown":"Overview of the radio protocol technology.\n\n### Voice\n\n**Units' identities:**\n\n```cpp\nclass CfgVehicles\n{\n    class myVehicleEN\n    {\n        identityTypes[] = { \"myIdentityEN\" };\n    };\n    class myVehicleCZ\n    {\n        identityTypes[] = { \"myIdentityCZ\" };\n    };\n};\n```\n\n**Voices:**\n*Note: In OFP, there were no multiple radio protocols and all definitions (Words, sentences) were placed here. This is reason for some unusual config structures and many obsolete params.*\n\n```\nclass CfgVoice\n{\n    // List of used voices.\n    voices[] = {myVoiceEN, myVoiceCZ};\n    // Words player after every radio message.\n    micOuts[] = {micOut1, micOut2, micOut3};\n    // Sound file played as preview in profile options menu.\n    // When not format is given, *.wss is used.\n    preview = \"EN\\combat\\FireInTheHoleE.ogg\";\n    // Default speaker\n    // When not defined or incorrect, first entry of voices[] is used instead\n    default = \"myVoiceEN\";\n\n    class myVoiceEN\n    {\n        // Protocol class.\n        protocol = RadioProtocolENG;\n        // Path to audio files based on 'singleVoice' param in profile (default 0 selects first entry.)\n        // Second value is obsolete, was once used for limited demo which contained only one voice.\n        directories[] = {\n            \"\\ca\\Dubbing_Radio_F\\RADIO\\myVoiceFolder\\\",\n            \"\\ca\\Dubbing_Radio_F\\RADIO\\myVoiceFolder\\\"\n        };\n        // Filter - what units can use this voice\n        identityTypes[] = {\"myIdentityEN\"};\n        // Availability for CfgVoiceTypes\n        scope = 2;\n\n        // Discontinued.\n        voiceType = \"\";\n        variants[] = {1};\n    };\n    class myVoiceCZ: myVoiceEN\n    {\n    };\n\n    // Discontinued.\n    femaleVoices[] = {};\n    voicePlayer = \"\";\n};\n```\n\n**Profile menu:**\n\n```\nclass CfgVoiceTypes\n{\n    class myProfileVoice\n    {\n        // UI text\n        name = \"James G.\";\n        // Reference to CfgVoice\n        voices[] = {myVoiceEN, myVoiceCZ};\n        // Preview voice played in profile menu.\n        // When not defined or incorrect, first entry of CfgVoice >> voices is used instead\n        preview = \"myVoiceEN\";\n        // Alternative CfgVoiceType class searched after this one (in case some params were wrong)\n        alternative = \"\";\n    };\n    class myProfileVoice2\n    {\n        name = \"David A.\";\n        voices[] = {};\n        preview = \"\";\n        alternative = \"myProfileVoice\";\n    };\n};\n```\n\n### Protocol\n\n- Engine automatically calls predefined sentences\n  - Any newly added sentence has to be either supported by engine or linked by other sentence.\n- Sentence can have two different sets of array params, both of them in format *{class1, probability1, class2, probability2, ..., classN, probabilityN}*\n  - **class**:\n    - *sentences* - class of other sentence.\n    - *variants* - class of version within current sentence.\n  - **probability**\n    - Classes within array are selected randomly, taking into account probability weights. See Simple Expressions section for more info about supported expressions.\n- Sound files are combination of following values:\n  - *[CfgVoice >> myVoice >> directories]* + *[RadioProtocolENG >> Words >> myWord]*\n  - e.g. *\\ca\\Dubbing_Radio_F\\RADIO\\myVoiceFolder\\**stealth\\myWord1.ogg*** (based on examples above and below)\n- *gesture* contains link to action in animation config. Execution is same as using playAction command.\n- Protocol is named in format *RadioProtocolISO*, where *ISO* is [ISO 639-2/B](https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes) language code of the faction to which protocol belongs.\n\n```\nclass RadioProtocolENG\n{\n    class Words\n    {\n        myWord1[] = {\"myWord1.ogg\"};\n        myWord2[] = {\"myWord2.ogg\"};\n\n        class StealthWords\n        {\n            myWord1[] = {\"stealth\\myWord1.ogg\"};\n            myWord2[] = {\"stealth\\myWord2.ogg\"};\n        };\n    };\n    class SelectMySentence\n    {\n        sentences[] =\n        {\n            \"SentMySentenceA\", \"(1 - Stealth)\",\n            \"SentMySentenceB\", \"(Stealth)\"\n        };\n    };\n    class SentMySentenceA\n    {\n        versions[] =\n        {\n            \"Version1\", 0.3,\n            \"Version2\", 0.7\n        };\n        class Version1\n        {\n            text = \"\";\n            speech[] = {myWord1, myWord2};\n            gesture = \"myGesture\";\n        };\n        class Version2\n        {\n            text = \"\";\n            speech[] = darkorange;\n        };\n    };\n    class SentMySentenceB\n    {\n        versions[] =\n        {\n            \"Version1\", 1,\n        };\n        class Version1\n        {\n            text = \"\";\n            wordsClass = \"StealthWords\";\n            speech[] = {%1, myWord2};\n        };\n    };\n};\n```\n\n#### Words\n\nList of words required by engine.\n\n|  |  |  |\n|---|---|---|\n| **Background noise, defined in RadioChannels**<br>`loop`<br>**???**<br>`pause`<br>**Transmit a message to AI**<br>`xmit`<br>**Multiple targets separator**<br>`and`<br>**Numbers (used as units' call-signs)**<br>```<br>zero<br>one<br>two<br>three<br>four<br>five<br>six<br>seven<br>eight<br>nine<br>ten<br>eleven<br>twelve<br>thirteen<br>fourteen<br>fifteen<br>sixteen<br>seventeen<br>eighteen<br>nineteen<br>twenty<br>thirty<br>forty<br>fifty<br>sixty<br>seventy<br>eighty<br>ninety<br>hundred<br>```<br>**Addressing to a group of units**<br>```<br>all<br>allGroup<br>whiteTeam<br>redTeam<br>greenTeam<br>blueTeam<br>yellowTeam<br>``` | **Spelling (digits + phonetic alphabet)**<br>```<br>zero2<br>one2<br>two2<br>three2<br>four2<br>five2<br>six2<br>seven2<br>eight2<br>nine2<br>ten2<br>eleven2<br>twelve2<br>alpha<br>bravo<br>charlie<br>delta<br>echo<br>foxtrot<br>golf<br>hotel<br>india<br>juliet<br>kilo<br>lima<br>mike<br>november<br>oscar<br>papa<br>quebec<br>romeo<br>sierra<br>tango<br>uniform<br>victor<br>whiskey<br>xray<br>yankee<br>zulu<br>```<br>**Target side**<br>Texts in \"STR_WORD_<wordParam>\"<br>```<br>unknown<br>enemy<br>friendly<br>neutral<br>```<br>**Map objects** for movement orders (defined in Object::GetNameSound)<br>```<br>obj_tree<br>obj_bush<br>obj_building<br>obj_house<br>obj_forest<br>obj_church<br>obj_cross<br>obj_rock<br>``` | **Direction**<br>Texts in \"STR_WORD_<wordParam>\"<br>```<br>at10<br>at11<br>at12<br>at1<br>at2<br>at3<br>at4<br>at5<br>at6<br>at7<br>at8<br>at9<br>```<br>**Distances**<br>Texts in \"STR_WORD_<wordParam>\"<br>```<br>dist50<br>dist100<br>dist200<br>dist500<br>dist1000<br>dist2000<br>far<br>``` |\n\n##### Vehicle Words\n\n```\nclass CfgVehicles\n{\n    class myVehicle\n    {\n        textSingular = \"My Vehicle\";\n        textPlural = \"My Vehicles\";\n        speechSingular[] = {};\n        speechPlural[] = {};\n        // SpeechVariants is used only when root speechSingular and speechPlural params are empty.\n        class SpeechVariants\n        {\n            class Default\n            {\n                speechSingular[] = {\"wordMyVehicle\"};\n                speechPlural[] = {\"wordMyVehicles\"};\n            };\n        };\n        // nameSound is still used in some cases.\n        nameSound = \"wordMyVehicle\";\n    };\n};\nclass RadioProtocolENG\n{\n    class Words\n    {\n        wordMyVehicle[] = {\"DEFAULT\\path\\wordMyVehicle.ogg\"};\n        wordMyVehicles[] = {\"DEFAULT\\path\\wordMyVehicles.ogg\"};\n    };\n    class Arguments\n    {\n        class AggrTargets\n        {\n            modes[] = {\"Default\"};\n        };\n    };\n};\n```\n\n##### Weapon Words\n\nProperty *nameSound* defines what word will be used for weapons.\n\n```\nclass CfgWeapons\n{\n    class myWeapon\n    {\n        nameSound = \"wordWeapon\";\n    };\n};\n```\n\nIn protocol, matching word has to be defined\n\n```\nclass RadioProtocolENG\n{\n    class Words\n    {\n        wordWeapon[] = {\"DEFAULT\\path\\wordWeapon.ogg\"};\n    };\n};\n```\n\n*displayName* param of the weapon is displayed in radio message.\n\n##### Location Words\n\nMap locations containing *speech* are evaluated and can be used in position reporting:\n\n```\nclass CfgWords\n{\n    class myWorld\n    {\n        class Names\n        {\n            class myLocation\n            {\n                speech[] = {\"wordMyLocation\"};\n            };\n        };\n    };\n};\n```\n\n```\nclass RadioProtocolENG\n{\n    class Words\n    {\n        wordMyLocation[] = {\"DEFAULT\\path\\wordMyLocation.ogg\"};\n    };\n};\n```\n\nSuch locations can be detected by **DistanceToLocation** expression (see below) and nearestLocationWithDubbing scripting command.\n\n#### Arguments\n\n- **Direction**\n  - %v (%8)\n  - %v.n (%8.2)\n  - %v.m0n (%8.102)\n    - v - variable\n    - m - mode\n      - 0 - *class Relative* (default)\n      - 1 - *class Compass*\n      - 2 - Procedural \"o'clock\" system (e.g., \"2 O'CLOCK\")\n    - n - Arguments ID (default is 1)\n- **Distance**\n  - %v (%7)\n  - %v.n (%7.2)\n  - %v.m0n (%7.101)\n    - v - variable\n    - m - mode\n      - 0 - *class Distance* (default)\n      - >0 - Procedural metres system (e.g., \"100 m\").\n    - n - Arguments ID (default is 1)\n\n```\nclass RadioProtocolENG\n{\n    class Arguments\n    {\n        // Class names corresponds to azimuth (in degrees).\n        class Direction\n        {\n            class Compass1\n            {\n                class 0        {text = \"$STR_Q_NORTH\"; speech[] = {North};};\n                class 45    {text = \"$STR_Q_NORTH_EAST\"; speech[] = {NorthEast};};\n                class 90    {text = \"$STR_Q_EAST\"; speech[] = {East};};\n                class 135    {text = \"$STR_Q_SOUTH_EAST\"; speech[] = {SouthEast};};\n                class 180    {text = \"$STR_Q_SOUTH\"; speech[] = {South};};\n                class 225    {text = \"$STR_Q_SOUTH_WEST\"; speech[] = {SouthWest};};\n                class 270    {text = \"$STR_Q_WEST\"; speech[] = {West};};\n                class 315    {text = \"$STR_Q_NORTH_WEST\"; speech[] = {NorthWest};};\n            };\n            class Relative1\n            {\n                class 0        {text = \"in front of\"; speach[] = {InFrontOf};};\n                class 90    {text = \"right of\"; speach[] = {RightOf};};\n                class 180    {text = \"behind\"; speach[] = {Behind};};\n                class 270    {text = \"left of\"; speach[] = {LeftOf};};\n            };\n        };\n        // Class names corresponds to three possible levels of distance (group territory, effective fight distance, far)\n        class Distance1\n        {\n            class Level0    {text = \"$STR_DISTANCE_DANGER_CLOSE_TO\"; speech[] = {DangerCloseTo};};\n            class Level1    {text = \"$STR_DISTANCE_NOT_FAR_FROM\"; speech[] = {NotFarFrom};};\n            class Level2    {text = \"$STR_DISTANCE_FAR_FROM\"; speech[] = {FarFrom};};\n        };\n        class AggrTargets\n        {\n            modes[] = {\"Default\"};\n        };\n    };\n};\n```\n\n#### Simple Expressions\n\n*Full article about operations - Simple Expression*\n\n|  |  |\n|---|---|\n| **Rank** | 0 when sender is Private, 1 when he is Colonel (see rank). |\n| **Captive** | 1 when sender is captive of unconscious. |\n| **Safe** | 1 when sender is in safe mode. |\n| **Combat** | 1 when sender is in combat mode. |\n| **Stealth** | 1 when sender is in stealth mode. |\n| **Morale** | sender's morale interpolated from interval <-1, 1> to <0, 1>. |\n| **Danger** | perceived danger (ToDo: Find out more, located in *AIBrain::GetSEDanger*). |\n| **UnderWater** | 1 when sender is underwater and has no re-breather. |\n| **GroupCompactness** | 1 if 80% of the group is in formation, 0 otherwise. |\n| **DistanceToUnit** | distance [m] from ordered unit to its issued destination (SelectCmdMoveSentence) or to aggrTargetList (SelectEnemyDetectedSentence). |\n| **DistanceToSender** | distance [m] between sender and aggrTargetList (SelectEnemyDetectedSentence). Always 1 in SelectCmdMoveSentence. |\n| **DistanceToGroup** | distance [m] from group center to issued destination (SelectCmdMoveSentence) or to aggrTargetList (SelectEnemyDetectedSentence). |\n| **DistanceToLocation** | distance [m] from nearest location with *speech* param defined to issued destination (SelectCmdMoveSentence) or to aggrTargetList (SelectEnemyDetectedSentence). |\n| **GroupCoreRadius** | distance [m] between the group formation center and the most distant member of the group. |\n| **UnitDistanceFactor** | distance of the closest unit from the aggrTargetList divided by the distance of the second one. Only for SelectEnemyDetectedSentence. |\n| **InsideLocation** | 1 when inside location with *speech* param defined. \"Inside\" is based on size defined by *radiusA*, *radiusB* and *angle* params of the location. |\n| **MoveToObject** | 1 if the movement target has an Object nearby. In that case parameter %8 of the movement order returns a valid value. Only in SelectCmdMoveSentence. |\n| **DistanceToRecipients** | distance [m] from group center to message recipient. Only in SelectCmdMoveSentence. |\n| **RecipientsRadius** | returns always 1 for single selected unit's movement orders and for several units, theoretically returns the radius of the circle containing most of the recipients in the formation of the affected units. Only in SelectCmdMoveSentence. |\n| **FireBurst** | number of artillery rounds fired by artillery. |\n\n#### Full list of words\n\nAs of Arma 3 v1.98:\n\n| Word | Category | Description |\n|---|---|---|\n| two | Callsign/Name |  |\n| Hardy | Callsign/Name |  |\n| McKay | Callsign/Name |  |\n| James | Callsign/Name |  |\n| veh_unknown_s | Infantry/Vehicle |  |\n| veh_infantry_s | Infantry/Vehicle |  |\n| veh_infantry_AT_s | Infantry/Vehicle |  |\n| veh_infantry_MG_s | Infantry/Vehicle |  |\n| veh_infantry_Sniper_s | Infantry/Vehicle |  |\n| veh_infantry_officer_s | Infantry/Vehicle |  |\n| veh_infantry_SF_s | Infantry/Vehicle |  |\n| veh_infantry_pilot_s | Infantry/Vehicle |  |\n| veh_infantry_civilian_s | Infantry/Vehicle |  |\n| veh_vehicle_s | Infantry/Vehicle |  |\n| veh_vehicle_car_s | Infantry/Vehicle |  |\n| veh_vehicle_armedcar_s | Infantry/Vehicle |  |\n| veh_vehicle_truck_s | Infantry/Vehicle |  |\n| veh_vehicle_armor_s | Infantry/Vehicle |  |\n| veh_vehicle_APC_s | Infantry/Vehicle |  |\n| veh_vehicle_tank_s | Infantry/Vehicle |  |\n| veh_air_s | Infantry/Vehicle |  |\n| veh_air_helicopter_s | Infantry/Vehicle |  |\n| veh_air_gunship_s | Infantry/Vehicle |  |\n| veh_air_plane_s | Infantry/Vehicle |  |\n| veh_air_parachute_s | Infantry/Vehicle |  |\n| veh_ship_s | Infantry/Vehicle |  |\n| veh_ship_boat_s | Infantry/Vehicle |  |\n| veh_ship_attackBoat_s | Infantry/Vehicle |  |\n| veh_ship_submarine_s | Infantry/Vehicle |  |\n| veh_static_s | Infantry/Vehicle |  |\n| veh_Static_MG_s | Infantry/Vehicle |  |\n| veh_static_AA_s | Infantry/Vehicle |  |\n| veh_static_AT_s | Infantry/Vehicle |  |\n| veh_Static_mortar_s | Infantry/Vehicle |  |\n| veh_static_GL_s | Infantry/Vehicle |  |\n| veh_static_cannon_s | Infantry/Vehicle |  |\n| veh_infantry_AA_s | Infantry/Vehicle |  |\n| veh_infantry_medic_s | Infantry/Vehicle |  |\n| veh_infantry_diver_s | Infantry/Vehicle |  |\n| veh_vehicle_ugv_s | Infantry/Vehicle |  |\n| veh_vehicle_mrap_s | Infantry/Vehicle |  |\n| veh_air_uav_s | Infantry/Vehicle |  |\n| Stranger | Callsign/Name |  |\n| at12 | Direction |  |\n| at11 | Direction |  |\n| at10 | Direction |  |\n| at9 | Direction |  |\n| at8 | Direction |  |\n| at7 | Direction |  |\n| at6 | Direction |  |\n| at5 | Direction |  |\n| at4 | Direction |  |\n| at3 | Direction |  |\n| at2 | Direction |  |\n| at1 | Direction |  |\n| front | Direction |  |\n| right | Direction |  |\n| left | Direction |  |\n| back | Direction |  |\n| grid_move_to_zero |  |  |\n| grid_move_to_one |  |  |\n| grid_move_to_two |  |  |\n| grid_move_to_three |  |  |\n| grid_move_to_four |  |  |\n| grid_move_to_five |  |  |\n| grid_move_to_six |  |  |\n| grid_move_to_seven |  |  |\n| grid_move_to_eight |  |  |\n| grid_move_to_nine |  |  |\n| grid_zero |  |  |\n| grid_one |  |  |\n| grid_two |  |  |\n| grid_three |  |  |\n| grid_four |  |  |\n| grid_five |  |  |\n| grid_six |  |  |\n| grid_seven |  |  |\n| grid_eight |  |  |\n| grid_nine |  |  |\n| grid_zero_2 |  |  |\n| grid_one_2 |  |  |\n| grid_two_2 |  |  |\n| grid_three_2 |  |  |\n| grid_four_2 |  |  |\n| grid_five_2 |  |  |\n| grid_six_2 |  |  |\n| grid_seven_2 |  |  |\n| grid_eight_2 |  |  |\n| grid_nine_2 |  |  |\n| grid_zero_3 |  |  |\n| grid_one_3 |  |  |\n| grid_two_3 |  |  |\n| grid_three_3 |  |  |\n| grid_four_3 |  |  |\n| grid_five_3 |  |  |\n| grid_six_3 |  |  |\n| grid_seven_3 |  |  |\n| grid_eight_3 |  |  |\n| grid_nine_3 |  |  |\n| whiteTeam | Sub-team |  |\n| redTeam | Sub-team |  |\n| greenTeam | Sub-team |  |\n| blueTeam | Sub-team |  |\n| yellowTeam | Sub-team |  |\n| zero | Callsign/Name |  |\n| one | Callsign/Name |  |\n| Northgate | Callsign/Name |  |\n| three | Callsign/Name |  |\n| four | Callsign/Name |  |\n| five | Callsign/Name |  |\n| six | Callsign/Name |  |\n| seven | Callsign/Name |  |\n| eight | Callsign/Name |  |\n| nine | Callsign/Name |  |\n| ten | Callsign/Name |  |\n| eleven | Callsign/Name |  |\n| twelve | Callsign/Name |  |\n| thirteen | Callsign/Name |  |\n| fourteen | Callsign/Name |  |\n| fifteen | Callsign/Name |  |\n| sixteen | Callsign/Name |  |\n| seventeen | Callsign/Name |  |\n| eighteen | Callsign/Name |  |\n| nineteen | Callsign/Name |  |\n| twenty | Callsign/Name |  |\n| thirty | Callsign/Name |  |\n| forty | Callsign/Name |  |\n| fifty | Callsign/Name |  |\n| sixty | Callsign/Name |  |\n| seventy | Callsign/Name |  |\n| eighty | Callsign/Name |  |\n| ninety | Callsign/Name |  |\n| hundred | Callsign/Name |  |\n| Reynolds | Callsign/Name |  |\n| Armstrong | Callsign/Name |  |\n| Nichols | Callsign/Name |  |\n| Tanny | Callsign/Name |  |\n| Frost | Callsign/Name |  |\n| Lacey | Callsign/Name |  |\n| Larkin | Callsign/Name |  |\n| Kerry | Callsign/Name |  |\n| Jackson | Callsign/Name |  |\n| Miller | Callsign/Name |  |\n| McKendrick | Callsign/Name |  |\n| Levine | Callsign/Name |  |\n| dist75 | Distance |  |\n| dist100 | Distance |  |\n| dist200 | Distance |  |\n| dist300 | Distance |  |\n| dist400 | Distance |  |\n| dist500 | Distance |  |\n| dist600 | Distance |  |\n| dist700 | Distance |  |\n| dist800 | Distance |  |\n| dist1000 | Distance |  |\n| dist1500 | Distance |  |\n| dist2000 | Distance |  |\n| dist2500 | Distance |  |\n| Korneedler | Callsign/Name |  |\n| Viper | Callsign/Name |  |\n| Fox | Callsign/Name |  |\n| Snake | Callsign/Name |  |\n| Razer | Callsign/Name |  |\n| Jester | Callsign/Name |  |\n| Ghost | Callsign/Name |  |\n| reportFront | Direction |  |\n| reportRight | Direction |  |\n| reportLeft | Direction |  |\n| reportBack | Direction |  |\n| Adams | Callsign/Name |  |\n| Bennett | Callsign/Name |  |\n| Franklin | Callsign/Name |  |\n| Everett | Callsign/Name |  |\n| Dixon | Callsign/Name |  |\n| Campbell | Callsign/Name |  |\n| Givens | Callsign/Name |  |\n| Hawkins | Callsign/Name |  |\n| Lopez | Callsign/Name |  |\n| Martinez | Callsign/Name |  |\n| OConnor | Callsign/Name |  |\n| Ryan | Callsign/Name |  |\n| Patterson | Callsign/Name |  |\n| Sykes | Callsign/Name |  |\n| Taylor | Callsign/Name |  |\n| Walker | Callsign/Name |  |\n| Anthis | Callsign/Name |  |\n| Costa | Callsign/Name |  |\n| Kouris | Callsign/Name |  |\n| Gekas | Callsign/Name |  |\n| Elias | Callsign/Name |  |\n| Dimitirou | Callsign/Name |  |\n| Leventis | Callsign/Name |  |\n| Markos | Callsign/Name |  |\n| Nikas | Callsign/Name |  |\n| Nicolo | Callsign/Name |  |\n| Panas | Callsign/Name |  |\n| Petros | Callsign/Name |  |\n| Rosi | Callsign/Name |  |\n| Samaras | Callsign/Name |  |\n| Stavrou | Callsign/Name |  |\n| Thanos | Callsign/Name |  |\n| Vega | Callsign/Name |  |\n| Amin | Callsign/Name |  |\n| Masood | Callsign/Name |  |\n| Jawadi | Callsign/Name |  |\n| Kushan | Callsign/Name |  |\n| Habibi | Callsign/Name |  |\n| Fahim | Callsign/Name |  |\n| Nazari | Callsign/Name |  |\n| Siddiqi | Callsign/Name |  |\n| Takhtar | Callsign/Name |  |\n| Wardak | Callsign/Name |  |\n| Yousuf | Callsign/Name |  |\n| __1 |  |  |\n| __2 |  |  |\n| __6_CMPS |  |  |\n| EnemyDetected | Situation Report |  |\n| _eGRPDIR_102 |  |  |\n| Clear | Situation Report |  |\n| AreaClear | Situation Report |  |\n| IAmTheNewActual | Situation Report |  |\n| TakingCommand | Situation Report |  |\n| ReadyToFire | Situation Report |  |\n| TargetInSight | Situation Report |  |\n| TargetAcquired | Situation Report |  |\n| EyesOnTarget | Situation Report |  |\n| Ready | Situation Report |  |\n| Waiting | Situation Report |  |\n| StandingBy | Situation Report |  |\n| Negative | Situation Report |  |\n| NoCanDo | Situation Report |  |\n| CantGetThere | Situation Report |  |\n| NegativeCantMakeItThere | Situation Report |  |\n| ScratchOne | Situation Report |  |\n| TargetIsDown | Situation Report |  |\n| TargetEliminated | Situation Report |  |\n| HeIsDown | Situation Report |  |\n| IVeGotHim | Situation Report |  |\n| HostileDown | Situation Report |  |\n| __1_1 |  |  |\n| Sitrep | Leader order - General |  |\n| ReportIn | Leader order - General |  |\n| ReportPosition | Leader order - General |  |\n| WhatIsYourLocationQ | Situation Report |  |\n| SayAgainOver | Situation Report |  |\n| RepeatLastOver | Situation Report |  |\n| Confirmation1 | Situation Report |  |\n| Confirmation2 | Situation Report |  |\n| Supporting | Situation Report |  |\n| OnTheWay | Situation Report |  |\n| CannotFire | Situation Report |  |\n| CopyIAmOnHim | Situation Report |  |\n| Engaging | Situation Report |  |\n| EngagingTarget | Situation Report |  |\n| Attacking | Situation Report |  |\n| HealthInjured | Situation Report |  |\n| HealthSomebodyHelpMe | Situation Report |  |\n| HealthNeedHelp | Situation Report |  |\n| HealthWounded | Situation Report |  |\n| HealthMedic | Situation Report |  |\n| CriticalDamage | Situation Report |  |\n| FuelCritical | Situation Report |  |\n| FuelLow | Situation Report |  |\n| AmmoCritical | Situation Report |  |\n| AmmoLow | Situation Report |  |\n| OutOfFirstAidKits | Situation Report |  |\n| ManDownE | Situation Report |  |\n| WeLostOneE | Situation Report |  |\n| WeGotAManDownE | Situation Report |  |\n| IAmReady | Situation Report |  |\n| ReadyForOrders | Situation Report |  |\n| AwaitingOrders | Situation Report |  |\n| HealthINeedHelpNow | Situation Report |  |\n| HealthIAmBadlyHurt | Situation Report |  |\n| HealthINeedSomeHelpHere | Situation Report |  |\n| HealthNeedMedicNow | Situation Report |  |\n| HealthIAmWounded | Situation Report |  |\n| HeIsHitE |  |  |\n| Fire | Leader order - General |  |\n| GetInThatVehicle | Leader order - General |  |\n| _mGRPDIS_300 |  |  |\n| FallBack | Leader order - General |  |\n| MineDetected | Situation Report |  |\n| BombDetected | Situation Report |  |\n| ExplosiveDetected | Situation Report |  |\n| TargetIsNeutralized | Situation Report |  |\n| RepairThatVehicle | Leader order - Action |  |\n| HealThatSoldier | Leader order - Action |  |\n| PatchYourself | Leader order - Action |  |\n| RequestingSupport |  |  |\n| HeIsDeadE |  |  |\n| OnTheMove | Situation Report |  |\n| HelpThatSoldier | Leader order - Action |  |\n| CarryThatSoldier | Leader order - Action |  |\n| OpenThatDoor | Leader order - Action |  |\n| LightThatFire | Leader order - Action |  |\n| PutOutThatFire | Leader order - Action |  |\n| CloseThatDoor | Leader order - Action |  |\n| DropTheWeapon | Leader order - Action |  |\n| DropThatMagazine | Leader order - Action |  |\n| TakeThatWeapon | Leader order - Action |  |\n| TakeThatMagazine | Leader order - Action |  |\n| SetCharge | Leader order - Action |  |\n| DetonateCharge | Leader order - Action |  |\n| SetTheTimer | Leader order - Action |  |\n| DeactivateCharge | Leader order - Action |  |\n| DisarmThatMine | Leader order - Action |  |\n| TakeThatMine | Leader order - Action |  |\n| GoToThatMedic | Leader order - Action |  |\n| RefuelThatVehicle | Leader order - Action |  |\n| Rearm | Leader order - Action |  |\n| GetSupport | Leader order - Action |  |\n| AssembleThatWeapon | Leader order - Action |  |\n| DisassembleThatWeapon | Leader order - Action |  |\n| FlashlightsOn | Leader order - Action |  |\n| FlashlightsOff | Leader order - Action |  |\n| PointersOn | Leader order - Action |  |\n| PointersOff | Leader order - Action |  |\n| TakeThatPack | Leader order - Action |  |\n| DropYourPack | Leader order - Action |  |\n| OpenUpYourPack | Leader order - Action |  |\n| Attack | Leader order - General |  |\n| Engage | Leader order - General |  |\n| NoTarget | Leader order - General |  |\n| CancelTarget | Leader order - General |  |\n| CannotComply | Situation Report |  |\n| veh_unknown_p | Infantry/Vehicle |  |\n| veh_infantry_p | Infantry/Vehicle |  |\n| veh_infantry_AT_p | Infantry/Vehicle |  |\n| veh_infantry_MG_p | Infantry/Vehicle |  |\n| veh_infantry_Sniper_p | Infantry/Vehicle |  |\n| veh_infantry_officer_p | Infantry/Vehicle |  |\n| veh_infantry_SF_p | Infantry/Vehicle |  |\n| veh_infantry_pilot_p | Infantry/Vehicle |  |\n| veh_infantry_civilian_p | Infantry/Vehicle |  |\n| veh_vehicle_p | Infantry/Vehicle |  |\n| veh_vehicle_car_p | Infantry/Vehicle |  |\n| veh_vehicle_armedcar_p | Infantry/Vehicle |  |\n| veh_vehicle_truck_p | Infantry/Vehicle |  |\n| veh_vehicle_armor_p | Infantry/Vehicle |  |\n| veh_vehicle_APC_p | Infantry/Vehicle |  |\n| veh_vehicle_tank_p | Infantry/Vehicle |  |\n| veh_air_p | Infantry/Vehicle |  |\n| veh_air_helicopter_p | Infantry/Vehicle |  |\n| veh_air_gunship_p | Infantry/Vehicle |  |\n| veh_air_plane_p | Infantry/Vehicle |  |\n| veh_air_parachute_p | Infantry/Vehicle |  |\n| veh_ship_p | Infantry/Vehicle |  |\n| veh_ship_boat_p | Infantry/Vehicle |  |\n| veh_ship_attackBoat_p | Infantry/Vehicle |  |\n| veh_ship_submarine_p | Infantry/Vehicle |  |\n| veh_static_p | Infantry/Vehicle |  |\n| veh_Static_MG_p | Infantry/Vehicle |  |\n| veh_static_AA_p | Infantry/Vehicle |  |\n| veh_static_AT_p | Infantry/Vehicle |  |\n| veh_Static_mortar_p | Infantry/Vehicle |  |\n| veh_static_GL_p | Infantry/Vehicle |  |\n| veh_static_cannon_p | Infantry/Vehicle |  |\n| veh_infantry_AA_p | Infantry/Vehicle |  |\n| veh_infantry_diver_p | Infantry/Vehicle |  |\n| veh_infantry_medic_p | Infantry/Vehicle |  |\n| veh_vehicle_ugv_p | Infantry/Vehicle |  |\n| veh_vehicle_mrap_p | Infantry/Vehicle |  |\n| veh_air_uav_p | Infantry/Vehicle |  |\n| ReturnToFormation | Leader order - General |  |\n| JoinThatGroup | Leader order - General |  |\n| Halt | Leader order - General |  |\n| TakeCover | Leader order - General |  |\n| Stop | Leader order - General |  |\n| Advance | Leader order - General |  |\n| FormOnMe | Leader order - General |  |\n| Regroup | Leader order - General |  |\n| StayBack | Leader order - General |  |\n| FlankLeft | Leader order - General |  |\n| FlankRight | Leader order - General |  |\n| EngageAtWill | Leader order - General |  |\n| FreeToEngage | Leader order - General |  |\n| Disengage | Leader order - General |  |\n| FormColumn | Leader order - Formation |  |\n| FormStaggeredColumn | Leader order - Formation |  |\n| FormWedge | Leader order - Formation |  |\n| FormEcholonLeft | Leader order - Formation |  |\n| FormEcholonRight | Leader order - Formation |  |\n| FormVee | Leader order - Formation |  |\n| FormLine | Leader order - Formation |  |\n| FormFile | Leader order - Formation |  |\n| FormDiamond | Leader order - Formation |  |\n| GoProne | Leader order - Stance |  |\n| WatchThatTarget |  |  |\n| StayLow | Leader order - Stance |  |\n| OnYourFeet | Leader order - Stance |  |\n| CopyMyStance | Leader order - Stance |  |\n| __4_CMPS |  |  |\n| ObserveThatPosition |  |  |\n| ScanHorizon |  |  |\n| __6_ABS |  |  |\n| __7_CLCK |  |  |\n| KeepFormation | Leader order - General |  |\n| StayInFormation | Leader order - General |  |\n| CeaseFire | Leader order - General |  |\n| VehForward | Leader order - Vehicle |  |\n| VehStop | Leader order - Vehicle |  |\n| VehBackward | Leader order - Vehicle |  |\n| VehFast | Leader order - Vehicle |  |\n| VehSlow | Leader order - Vehicle |  |\n| VehLeft | Leader order - Vehicle |  |\n| VehRight | Leader order - Vehicle |  |\n| ManualFire | Leader order - Vehicle |  |\n| CancelManualFire | Leader order - Vehicle |  |\n| GetInThatVehicleGunner | Leader order - Vehicle |  |\n| GetInThatVehicleCommander | Leader order - Vehicle |  |\n| GoToTheMedic | Leader order - General |  |\n| GetInThatVehicleDriver | Leader order - Vehicle |  |\n| GetInThatVehiclePilot | Leader order - Vehicle |  |\n| BoardThatVehicle | Leader order - Vehicle |  |\n| Dismount | Leader order - Vehicle |  |\n| Eject | Leader order - Vehicle |  |\n| RoundsComplete |  |  |\n| CannotExecuteOutsideEnvelope |  |  |\n| CannotExecuteAdjustCoordinates |  |  |\n| SwitchToDriver | Leader order - Vehicle |  |\n| SwitchToGunner | Leader order - Vehicle |  |\n| SwitchToCommander | Leader order - Vehicle |  |\n| MoveToCargo | Leader order - Vehicle |  |\n| RepairTheVehicle | Leader order - Action |  |\n| RefuelTheVehicle | Leader order - Action |  |\n| TakeTheWeapon | Leader order - Action |  |\n| TakeTheMagazine | Leader order - Action |  |\n| SupportRequestRGCASBombing | Support - Request |  |\n| SupportRequestRGCASHelicopter | Support - Request |  |\n| SupportRequestRGSupplyDrop | Support - Request |  |\n| SupportRequestRGUAV | Support - Request |  |\n| SupportRequestRGArty | Support - Request |  |\n| SupportRequestRGTransport | Support - Request |  |\n| RequestAcknowledgedSGCASBombing | Support - Acknowledgement |  |\n| RequestAcknowledgedSGCASHelicopter | Support - Acknowledgement |  |\n| RequestAcknowledgedSGSupplyDrop | Support - Acknowledgement |  |\n| RequestAcknowledgedSGUAV | Support - Acknowledgement |  |\n| RequestAcknowledgedSGArty | Support - Acknowledgement |  |\n| RequestAcknowledgedTransport | Support - Acknowledgement |  |\n| UnitDestroyedHQCASBombing | Support - Destroyed |  |\n| UnitDestroyedHQSupplyDrop | Support - Destroyed |  |\n| UnitDestroyedHQUAV | Support - Destroyed |  |\n| UnitDestroyedHQArty | Support - Destroyed |  |\n| UnitDestroyedHQTransport | Support - Destroyed |  |\n| RequestAccomplishedSGCASBombing | Support - Done |  |\n| RequestAccomplishedSGCASHelicopter | Support - Done |  |\n| RequestAccomplishedSGSupplyDrop | Support - Done |  |\n| RequestAccomplishedSGUAV | Support - Done |  |\n| RequestAccomplishedSGArty | Support - Done |  |\n| RequestAccomplishedSGTransport | Support - Done |  |\n| SupportAddedDuringMission | Support |  |\n| ArtySGSupportRoundsComplete |  |  |\n| TransportSGWelcomeAboard |  |  |\n| TransportSGLZCoordinatesSelected |  |  |\n| __4 |  |  |\n| __6_3 |  |  |\n| __7_CMPS |  |  |\n| __3 |  |  |\n| __6 |  |  |\n| FireAtWill | Leader order - Combat Mode |  |\n| WeaponsFree | Leader order - Combat Mode |  |\n| CombatOpenFire | Leader order - Combat Mode |  |\n| HoldFire | Leader order - Combat Mode |  |\n| DoNotFire | Leader order - Combat Mode |  |\n| __2_1 |  |  |\n| CheckYourFire | Situation Report |  |\n| Safe | Leader order - Behaviour |  |\n| Relax | Leader order - Behaviour |  |\n| KeepFocused | Leader order - Behaviour |  |\n| StayAlert | Leader order - Behaviour |  |\n| PrepareForContact |  |  |\n| GetReadyToFight |  |  |\n| LockAndLoad |  |  |\n| Danger |  |  |\n| Silence |  |  |\n| DownAndQuiet |  |  |\n| CommStealth |  |  |\n| CoverMeE |  |  |\n| CoveringE |  |  |\n| SuppressingE |  |  |\n| ReloadingE |  |  |\n| ThrowingSmokeE_1 | Situation Report |  |\n| ThrowingGrenadeE_1 | Situation Report |  |\n| ThrowingGrenadeE_2 | Situation Report |  |\n| ThrowingGrenadeE_3 | Situation Report |  |\n| ThrowingSmokeE_2 | Situation Report |  |\n| IncomingGrenadeE_1 | Situation Report |  |\n| IncomingGrenadeE_2 | Situation Report |  |\n| IncomingGrenadeE_3 | Situation Report |  |\n| ContactE_1 |  |  |\n| ContactE_2 |  |  |\n| ContactE_3 |  |  |\n| CombatGenericE |  |  |\n| ScreamingE |  |  |\n| CheeringE |  |  |\n| WitnessKilledE |  |  |\n| UnderFireE |  |  |\n| EndangeredE |  |  |\n| moveUp | Leader order - Move |  |\n| moveRight | Leader order - Move |  |\n| moveLeft | Leader order - Move |  |\n| moveBack | Leader order - Move |  |\n| move_dist500 | Leader order - Move |  |\n| move_dist400 | Leader order - Move |  |\n| move_dist300 | Leader order - Move |  |\n| move_dist200 | Leader order - Move |  |\n| move_dist100 | Leader order - Move |  |\n| move_dist75 | Leader order - Move |  |\n| move_dist600 | Leader order - Move |  |\n| move_dist700 | Leader order - Move |  |\n| move_dist800 | Leader order - Move |  |\n| move_dist1000 | Leader order - Move |  |\n| move_dist1500 | Leader order - Move |  |\n| move_dist2000 | Leader order - Move |  |\n| move_dist2500 | Leader order - Move |  |\n| northEast | Direction |  |\n| northWest | Direction |  |\n| south | Direction |  |\n| southEast | Direction |  |\n| southWest | Direction |  |\n| east | Direction |  |\n| west | Direction |  |\n| north | Direction |  |\n| bearing000 | Direction |  |\n| bearing015 | Direction |  |\n| bearing030 | Direction |  |\n| bearing045 | Direction |  |\n| bearing060 | Direction |  |\n| bearing075 | Direction |  |\n| bearing090 | Direction |  |\n| bearing105 | Direction |  |\n| bearing120 | Direction |  |\n| bearing135 | Direction |  |\n| bearing150 | Direction |  |\n| bearing165 | Direction |  |\n| bearing180 | Direction |  |\n| bearing195 | Direction |  |\n| bearing210 | Direction |  |\n| bearing225 | Direction |  |\n| bearing240 | Direction |  |\n| bearing255 | Direction |  |\n| bearing270 | Direction |  |\n| bearing285 | Direction |  |\n| bearing300 | Direction |  |\n| bearing315 | Direction |  |\n| bearing330 | Direction |  |\n| bearing345 | Direction |  |\n| bearing360 | Direction |  |\n| alpha | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| bravo | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| charlie | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| delta | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| echo | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| foxtrot | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| golf | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| hotel | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| india | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| juliet | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| kilo | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| lima | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| mike | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| november | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| oscar | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| papa | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| quebec | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| romeo | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| sierra | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| tango | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| uniform | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| victor | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| whiskey | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| xray | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| yankee | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| zulu | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| obj_church | Terrain location |  |\n| obj_fortress | Terrain location |  |\n| obj_lighthouse | Terrain location |  |\n| obj_transmitter | Terrain location |  |\n| obj_powerwind | Terrain location |  |\n| obj_powersolar | Terrain location |  |\n| dloc_base |  |  |\n| dloc_RV |  |  |\n| loc_village | Terrain location |  |\n| loc_town | Terrain location |  |\n| loc_city | Terrain location |  |\n| loc_forest | Terrain location |  |\n| loc_beach | Terrain location |  |\n| Contact |  |  |\n| GenReinforcementsConfirmed1 | Battle General |  |\n| GenReinforcementsRejected1 | Battle General |  |\n| GenReinforcementsArrived1 | Battle General |  |\n| GenLeavingAO1 | Battle General |  |\n| GenTime1 | Battle General |  |\n| GenLosing1 | Battle General |  |\n| GenLost1 | Battle General |  |\n| GenComplete1 | Battle General |  |\n| GenCmdSeize1 | Battle General |  |\n| GenCmdDefend1 | Battle General |  |\n| GenCmdRTB1 | Battle General |  |\n| GenCmdTargetNeutralize1 | Battle General |  |\n| GenCmdTargetProtect1 | Battle General |  |\n| GenCmdTargetEscort | Battle General |  |\n| GenCmdTargetFind1 | Battle General |  |\n| GenIncoming1 | Battle General |  |\n| GenBaseUnlockRespawn1 | Battle General |  |\n| GenBaseUnlockVehicle1 | Battle General |  |\n| GenBaseSideFriendlyWEST | Battle General |  |\n| heat | Weapon/Ammo selection |  |\n| sabot | Weapon/Ammo selection |  |\n| cannon | Weapon/Ammo selection |  |\n| cannonLow | Weapon/Ammo selection |  |\n| cannonHigh | Weapon/Ammo selection |  |\n| RocketsPairs | Weapon/Ammo selection |  |\n| RocketsSalvo | Weapon/Ammo selection |  |\n| Bombs | Weapon/Ammo selection |  |\n| Flares | Weapon/Ammo selection |  |\n| missiles | Weapon/Ammo selection |  |\n| Rockets | Weapon/Ammo selection |  |\n| mgun | Weapon/Ammo selection |  |\n| FXBreathingSlow | Sound effect |  |\n| FXBreathingFast | Sound effect |  |\n| FXHit | Sound effect |  |\n| FXDeath | Sound effect |  |\n| FXHurt | Sound effect |  |\n| FXEffort | Sound effect |  |\n| FXDrowning | Sound effect |  |\n| RallyUp |  |  |\n| GenReinforcementsConfirmed2 | Battle General |  |\n| GenReinforcementsRejected2 | Battle General |  |\n| GenReinforcementsArrived2 | Battle General |  |\n| GenLeavingAO2 | Battle General |  |\n| GenLeavingAO3 | Battle General |  |\n| GenTime2 | Battle General |  |\n| GenTime3 | Battle General |  |\n| GenLosing2 | Battle General |  |\n| GenLosing3 | Battle General |  |\n| GenLost2 | Battle General |  |\n| GenLost3 | Battle General |  |\n| GenComplete2 | Battle General |  |\n| GenComplete3 | Battle General |  |\n| GenCmdSeize2 | Battle General |  |\n| GenCmdDefend2 | Battle General |  |\n| GenCmdRTB2 | Battle General |  |\n| GenCmdTargetNeutralize2 | Battle General |  |\n| GenCmdTargetProtect2 | Battle General |  |\n| GenCmdTargetFind2 | Battle General |  |\n| GenIncoming2 | Battle General |  |\n| GenIncoming3 | Battle General |  |\n| GenBaseUnlockRespawn2 | Battle General |  |\n| GenBaseUnlockRespawn3 | Battle General |  |\n| GenBaseUnlockVehicle2 | Battle General |  |\n| GenBaseUnlockVehicle3 | Battle General |  |\n| GenBaseSideFriendlyEAST | Battle General |  |\n| GenBaseSideFriendlyGUER | Battle General |  |\n| GenBaseSideEnemyWEST | Battle General |  |\n| GenBaseSideEnemyEAST | Battle General |  |\n| GenBaseSideEnemyGUER | Battle General |  |\n| Target |  |  |\n| __5 |  |  |\n| __7 |  |  |\n| __8 |  |  |\n| __9 |  |  |\n| __10 |  |  |\n| __11 |  |  |\n| __12 |  |  |\n| __13 |  |  |\n| __14 |  |  |\n| __15 |  |  |\n| Suppressing | Situation Report |  |\n| SuppressiveFire |  |  |\n\nCode used:\n\n```sqf\nprivate _propertyNames = configProperties [configFile >> \"RadioProtocolENG\" >> \"Words\" >> \"Normal\"] apply { configName _x };\nprivate _result = \"{| class=\"\"wikitable sortable\"\"\" + endl;\n_result = _result + \"! Word    || Category    || Description\" + endl;\n{\n    _result = format [\"%1| %2    || -    || -%3|-%3\", _result, _x, endl];\n} forEach _propertyNames;\n_result = _result + \"|}\";\n\ncopyToClipboard _result;\n```\n\n### Channels\n\n*See also radioChannelCreate*\n\n```cpp\nclass RadioChannels\n{\n    class GroupChannel\n    {\n        // Priority\n        level = 1;\n        // Word class of background noise\n        noise = \"loop\";\n        // Link to CfgVoice param with sounds played after every sentence\n        micOuts = \"micOuts\";\n\n        // Pause after every word in sentence's ''speech'' param\n        pauseAfterWord = 0;\n        // Pause between numbers (e.g., when spelling a grid position)\n        pauseInNumber = 0;\n        // Pause after direction numbers (e.g., \"1 O'CLOCK,_ENEMY SOLDIER\")\n        pauseAfterNumber = 0;\n        // Pause between numbers of selected members (e.g., \"2,_3,_4, RETURN TO FORMATION\"))\n        pauseInUnitList = 0;\n        // Pause after numbers of selected members(e.g., \"2, 3, 4,_RETURN TO FORMATION\")\n        pauseAfterUnitList = 0.05;\n    };\n    class GlobalChannel {};\n    class SideChannel {};\n    class CommandChannel {};\n    class GroupChannel {};\n    class VehicleChannel {};\n    class DirectSpeakingChannel {};\n};\n```\n\n### User Interface\n\n- **RscChatListMission** - in mission\n- **RscChatListMap** - in-game map\n- **RscChatListBriefing** - in-game map before mission starts\n\nSupported params:\n\n|  |  |  |\n|---|---|---|\n| \\| Standard UI params \\|<br>\\|---\\|<br>\\| x, y, w, h \\|<br>\\| font \\|<br>\\| size \\|<br>\\| rows \\|<br>\\| shadow \\|<br>\\| shadowColor \\|<br>\\| colorBackground \\| | \\| Chat list specific params \\|<br>\\|---\\|<br>\\| colorGlobalChannel \\|<br>\\| colorSideChannel \\|<br>\\| colorCommandChannel \\|<br>\\| colorGroupChannel \\|<br>\\| colorVehicleChannel \\|<br>\\| colorDirectChannel \\|<br>\\| colorSystemChannel \\| | \\| Obsolete params \\|<br>\\|---\\|<br>\\| colorPlayerBackground \\|<br>\\| iconPlayerMessage \\|<br>\\| iconNormalMessage \\| |\n\n- **RscDisplayChannel** - notification about a current channel\n- **RscDisplayVoiceChat** - notification about VOIP being active\n- **RscDisplayChat** - text entry of MP chat\n\n### Key Actions\n\n| Class | Label |\n|---|---|\n| **prevChannel** | *Previous channel* |\n| **nextChannel** | *Next channel* |\n| **chat** | *Chat* |\n| **pushToTalk** | *Push to Talk* |\n| **voiceOverNet** | *Voice Over Net* |\n| **PushToTalkAll** | *Talk on Global channel* |\n| **PushToTalkSide** | *Talk on Side channel* |\n| **PushToTalkCommand** | *Talk on Command channel* |\n| **PushToTalkGroup** | *Talk on Group channel* |\n| **PushToTalkVehicle** | *Talk on Vehicle channel* |\n| **PushToTalkDirect** | *Talk on Direct channel* |\n\n### Options\n\nFollowing settings have effect on how sentences are played and/or displayed.\n\n| Param name | Menu | Name | Name space | Description |\n|---|---|---|---|---|\n| *language* | Game Options | *Language* | Arma3.cfg | Selects what language will be used in text (does not affect voice). |\n| *showRadio* | Game Options | *Radio subtitles* | *.Arma3Profile | When disabled, radio subtitles are not shown (but sound is still played). |\n| *volumeSpeech* | Audio Options | *Speech volume* | *.Arma3Profile | Selects volume level of all sentences (including direct channel). |\n| *clockIndicator* | Difficulty | *Clock indicator* | *.Arma3Profile | When enabled, visual clock indicator is shown when enemy in direction from group's center is reported. |\n| *autoSpot* | Difficulty | *Auto report* | *.Arma3Profile | When enabled, player's avatar automatically reports same events as AI team-mates (e.g., reporting enemy, announcing casualties, etc.) |","sections":[{"heading":null,"level":1,"markdown":"Overview of the radio protocol technology."},{"heading":"Voice","level":3,"markdown":"**Units' identities:**\n\n```cpp\nclass CfgVehicles\n{\n    class myVehicleEN\n    {\n        identityTypes[] = { \"myIdentityEN\" };\n    };\n    class myVehicleCZ\n    {\n        identityTypes[] = { \"myIdentityCZ\" };\n    };\n};\n```\n\n**Voices:**\n*Note: In OFP, there were no multiple radio protocols and all definitions (Words, sentences) were placed here. This is reason for some unusual config structures and many obsolete params.*\n\n```\nclass CfgVoice\n{\n    // List of used voices.\n    voices[] = {myVoiceEN, myVoiceCZ};\n    // Words player after every radio message.\n    micOuts[] = {micOut1, micOut2, micOut3};\n    // Sound file played as preview in profile options menu.\n    // When not format is given, *.wss is used.\n    preview = \"EN\\combat\\FireInTheHoleE.ogg\";\n    // Default speaker\n    // When not defined or incorrect, first entry of voices[] is used instead\n    default = \"myVoiceEN\";\n\n    class myVoiceEN\n    {\n        // Protocol class.\n        protocol = RadioProtocolENG;\n        // Path to audio files based on 'singleVoice' param in profile (default 0 selects first entry.)\n        // Second value is obsolete, was once used for limited demo which contained only one voice.\n        directories[] = {\n            \"\\ca\\Dubbing_Radio_F\\RADIO\\myVoiceFolder\\\",\n            \"\\ca\\Dubbing_Radio_F\\RADIO\\myVoiceFolder\\\"\n        };\n        // Filter - what units can use this voice\n        identityTypes[] = {\"myIdentityEN\"};\n        // Availability for CfgVoiceTypes\n        scope = 2;\n\n        // Discontinued.\n        voiceType = \"\";\n        variants[] = {1};\n    };\n    class myVoiceCZ: myVoiceEN\n    {\n    };\n\n    // Discontinued.\n    femaleVoices[] = {};\n    voicePlayer = \"\";\n};\n```\n\n**Profile menu:**\n\n```\nclass CfgVoiceTypes\n{\n    class myProfileVoice\n    {\n        // UI text\n        name = \"James G.\";\n        // Reference to CfgVoice\n        voices[] = {myVoiceEN, myVoiceCZ};\n        // Preview voice played in profile menu.\n        // When not defined or incorrect, first entry of CfgVoice >> voices is used instead\n        preview = \"myVoiceEN\";\n        // Alternative CfgVoiceType class searched after this one (in case some params were wrong)\n        alternative = \"\";\n    };\n    class myProfileVoice2\n    {\n        name = \"David A.\";\n        voices[] = {};\n        preview = \"\";\n        alternative = \"myProfileVoice\";\n    };\n};\n```"},{"heading":"Protocol","level":3,"markdown":"- Engine automatically calls predefined sentences\n  - Any newly added sentence has to be either supported by engine or linked by other sentence.\n- Sentence can have two different sets of array params, both of them in format *{class1, probability1, class2, probability2, ..., classN, probabilityN}*\n  - **class**:\n    - *sentences* - class of other sentence.\n    - *variants* - class of version within current sentence.\n  - **probability**\n    - Classes within array are selected randomly, taking into account probability weights. See Simple Expressions section for more info about supported expressions.\n- Sound files are combination of following values:\n  - *[CfgVoice >> myVoice >> directories]* + *[RadioProtocolENG >> Words >> myWord]*\n  - e.g. *\\ca\\Dubbing_Radio_F\\RADIO\\myVoiceFolder\\**stealth\\myWord1.ogg*** (based on examples above and below)\n- *gesture* contains link to action in animation config. Execution is same as using playAction command.\n- Protocol is named in format *RadioProtocolISO*, where *ISO* is [ISO 639-2/B](https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes) language code of the faction to which protocol belongs.\n\n```\nclass RadioProtocolENG\n{\n    class Words\n    {\n        myWord1[] = {\"myWord1.ogg\"};\n        myWord2[] = {\"myWord2.ogg\"};\n\n        class StealthWords\n        {\n            myWord1[] = {\"stealth\\myWord1.ogg\"};\n            myWord2[] = {\"stealth\\myWord2.ogg\"};\n        };\n    };\n    class SelectMySentence\n    {\n        sentences[] =\n        {\n            \"SentMySentenceA\", \"(1 - Stealth)\",\n            \"SentMySentenceB\", \"(Stealth)\"\n        };\n    };\n    class SentMySentenceA\n    {\n        versions[] =\n        {\n            \"Version1\", 0.3,\n            \"Version2\", 0.7\n        };\n        class Version1\n        {\n            text = \"\";\n            speech[] = {myWord1, myWord2};\n            gesture = \"myGesture\";\n        };\n        class Version2\n        {\n            text = \"\";\n            speech[] = darkorange;\n        };\n    };\n    class SentMySentenceB\n    {\n        versions[] =\n        {\n            \"Version1\", 1,\n        };\n        class Version1\n        {\n            text = \"\";\n            wordsClass = \"StealthWords\";\n            speech[] = {%1, myWord2};\n        };\n    };\n};\n```"},{"heading":"Words","level":4,"markdown":"List of words required by engine.\n\n|  |  |  |\n|---|---|---|\n| **Background noise, defined in RadioChannels**<br>`loop`<br>**???**<br>`pause`<br>**Transmit a message to AI**<br>`xmit`<br>**Multiple targets separator**<br>`and`<br>**Numbers (used as units' call-signs)**<br>```<br>zero<br>one<br>two<br>three<br>four<br>five<br>six<br>seven<br>eight<br>nine<br>ten<br>eleven<br>twelve<br>thirteen<br>fourteen<br>fifteen<br>sixteen<br>seventeen<br>eighteen<br>nineteen<br>twenty<br>thirty<br>forty<br>fifty<br>sixty<br>seventy<br>eighty<br>ninety<br>hundred<br>```<br>**Addressing to a group of units**<br>```<br>all<br>allGroup<br>whiteTeam<br>redTeam<br>greenTeam<br>blueTeam<br>yellowTeam<br>``` | **Spelling (digits + phonetic alphabet)**<br>```<br>zero2<br>one2<br>two2<br>three2<br>four2<br>five2<br>six2<br>seven2<br>eight2<br>nine2<br>ten2<br>eleven2<br>twelve2<br>alpha<br>bravo<br>charlie<br>delta<br>echo<br>foxtrot<br>golf<br>hotel<br>india<br>juliet<br>kilo<br>lima<br>mike<br>november<br>oscar<br>papa<br>quebec<br>romeo<br>sierra<br>tango<br>uniform<br>victor<br>whiskey<br>xray<br>yankee<br>zulu<br>```<br>**Target side**<br>Texts in \"STR_WORD_<wordParam>\"<br>```<br>unknown<br>enemy<br>friendly<br>neutral<br>```<br>**Map objects** for movement orders (defined in Object::GetNameSound)<br>```<br>obj_tree<br>obj_bush<br>obj_building<br>obj_house<br>obj_forest<br>obj_church<br>obj_cross<br>obj_rock<br>``` | **Direction**<br>Texts in \"STR_WORD_<wordParam>\"<br>```<br>at10<br>at11<br>at12<br>at1<br>at2<br>at3<br>at4<br>at5<br>at6<br>at7<br>at8<br>at9<br>```<br>**Distances**<br>Texts in \"STR_WORD_<wordParam>\"<br>```<br>dist50<br>dist100<br>dist200<br>dist500<br>dist1000<br>dist2000<br>far<br>``` |"},{"heading":"Vehicle Words","level":5,"markdown":"```\nclass CfgVehicles\n{\n    class myVehicle\n    {\n        textSingular = \"My Vehicle\";\n        textPlural = \"My Vehicles\";\n        speechSingular[] = {};\n        speechPlural[] = {};\n        // SpeechVariants is used only when root speechSingular and speechPlural params are empty.\n        class SpeechVariants\n        {\n            class Default\n            {\n                speechSingular[] = {\"wordMyVehicle\"};\n                speechPlural[] = {\"wordMyVehicles\"};\n            };\n        };\n        // nameSound is still used in some cases.\n        nameSound = \"wordMyVehicle\";\n    };\n};\nclass RadioProtocolENG\n{\n    class Words\n    {\n        wordMyVehicle[] = {\"DEFAULT\\path\\wordMyVehicle.ogg\"};\n        wordMyVehicles[] = {\"DEFAULT\\path\\wordMyVehicles.ogg\"};\n    };\n    class Arguments\n    {\n        class AggrTargets\n        {\n            modes[] = {\"Default\"};\n        };\n    };\n};\n```"},{"heading":"Weapon Words","level":5,"markdown":"Property *nameSound* defines what word will be used for weapons.\n\n```\nclass CfgWeapons\n{\n    class myWeapon\n    {\n        nameSound = \"wordWeapon\";\n    };\n};\n```\n\nIn protocol, matching word has to be defined\n\n```\nclass RadioProtocolENG\n{\n    class Words\n    {\n        wordWeapon[] = {\"DEFAULT\\path\\wordWeapon.ogg\"};\n    };\n};\n```\n\n*displayName* param of the weapon is displayed in radio message."},{"heading":"Location Words","level":5,"markdown":"Map locations containing *speech* are evaluated and can be used in position reporting:\n\n```\nclass CfgWords\n{\n    class myWorld\n    {\n        class Names\n        {\n            class myLocation\n            {\n                speech[] = {\"wordMyLocation\"};\n            };\n        };\n    };\n};\n```\n\n```\nclass RadioProtocolENG\n{\n    class Words\n    {\n        wordMyLocation[] = {\"DEFAULT\\path\\wordMyLocation.ogg\"};\n    };\n};\n```\n\nSuch locations can be detected by **DistanceToLocation** expression (see below) and nearestLocationWithDubbing scripting command."},{"heading":"Arguments","level":4,"markdown":"- **Direction**\n  - %v (%8)\n  - %v.n (%8.2)\n  - %v.m0n (%8.102)\n    - v - variable\n    - m - mode\n      - 0 - *class Relative* (default)\n      - 1 - *class Compass*\n      - 2 - Procedural \"o'clock\" system (e.g., \"2 O'CLOCK\")\n    - n - Arguments ID (default is 1)\n- **Distance**\n  - %v (%7)\n  - %v.n (%7.2)\n  - %v.m0n (%7.101)\n    - v - variable\n    - m - mode\n      - 0 - *class Distance* (default)\n      - >0 - Procedural metres system (e.g., \"100 m\").\n    - n - Arguments ID (default is 1)\n\n```\nclass RadioProtocolENG\n{\n    class Arguments\n    {\n        // Class names corresponds to azimuth (in degrees).\n        class Direction\n        {\n            class Compass1\n            {\n                class 0        {text = \"$STR_Q_NORTH\"; speech[] = {North};};\n                class 45    {text = \"$STR_Q_NORTH_EAST\"; speech[] = {NorthEast};};\n                class 90    {text = \"$STR_Q_EAST\"; speech[] = {East};};\n                class 135    {text = \"$STR_Q_SOUTH_EAST\"; speech[] = {SouthEast};};\n                class 180    {text = \"$STR_Q_SOUTH\"; speech[] = {South};};\n                class 225    {text = \"$STR_Q_SOUTH_WEST\"; speech[] = {SouthWest};};\n                class 270    {text = \"$STR_Q_WEST\"; speech[] = {West};};\n                class 315    {text = \"$STR_Q_NORTH_WEST\"; speech[] = {NorthWest};};\n            };\n            class Relative1\n            {\n                class 0        {text = \"in front of\"; speach[] = {InFrontOf};};\n                class 90    {text = \"right of\"; speach[] = {RightOf};};\n                class 180    {text = \"behind\"; speach[] = {Behind};};\n                class 270    {text = \"left of\"; speach[] = {LeftOf};};\n            };\n        };\n        // Class names corresponds to three possible levels of distance (group territory, effective fight distance, far)\n        class Distance1\n        {\n            class Level0    {text = \"$STR_DISTANCE_DANGER_CLOSE_TO\"; speech[] = {DangerCloseTo};};\n            class Level1    {text = \"$STR_DISTANCE_NOT_FAR_FROM\"; speech[] = {NotFarFrom};};\n            class Level2    {text = \"$STR_DISTANCE_FAR_FROM\"; speech[] = {FarFrom};};\n        };\n        class AggrTargets\n        {\n            modes[] = {\"Default\"};\n        };\n    };\n};\n```"},{"heading":"Simple Expressions","level":4,"markdown":"*Full article about operations - Simple Expression*\n\n|  |  |\n|---|---|\n| **Rank** | 0 when sender is Private, 1 when he is Colonel (see rank). |\n| **Captive** | 1 when sender is captive of unconscious. |\n| **Safe** | 1 when sender is in safe mode. |\n| **Combat** | 1 when sender is in combat mode. |\n| **Stealth** | 1 when sender is in stealth mode. |\n| **Morale** | sender's morale interpolated from interval <-1, 1> to <0, 1>. |\n| **Danger** | perceived danger (ToDo: Find out more, located in *AIBrain::GetSEDanger*). |\n| **UnderWater** | 1 when sender is underwater and has no re-breather. |\n| **GroupCompactness** | 1 if 80% of the group is in formation, 0 otherwise. |\n| **DistanceToUnit** | distance [m] from ordered unit to its issued destination (SelectCmdMoveSentence) or to aggrTargetList (SelectEnemyDetectedSentence). |\n| **DistanceToSender** | distance [m] between sender and aggrTargetList (SelectEnemyDetectedSentence). Always 1 in SelectCmdMoveSentence. |\n| **DistanceToGroup** | distance [m] from group center to issued destination (SelectCmdMoveSentence) or to aggrTargetList (SelectEnemyDetectedSentence). |\n| **DistanceToLocation** | distance [m] from nearest location with *speech* param defined to issued destination (SelectCmdMoveSentence) or to aggrTargetList (SelectEnemyDetectedSentence). |\n| **GroupCoreRadius** | distance [m] between the group formation center and the most distant member of the group. |\n| **UnitDistanceFactor** | distance of the closest unit from the aggrTargetList divided by the distance of the second one. Only for SelectEnemyDetectedSentence. |\n| **InsideLocation** | 1 when inside location with *speech* param defined. \"Inside\" is based on size defined by *radiusA*, *radiusB* and *angle* params of the location. |\n| **MoveToObject** | 1 if the movement target has an Object nearby. In that case parameter %8 of the movement order returns a valid value. Only in SelectCmdMoveSentence. |\n| **DistanceToRecipients** | distance [m] from group center to message recipient. Only in SelectCmdMoveSentence. |\n| **RecipientsRadius** | returns always 1 for single selected unit's movement orders and for several units, theoretically returns the radius of the circle containing most of the recipients in the formation of the affected units. Only in SelectCmdMoveSentence. |\n| **FireBurst** | number of artillery rounds fired by artillery. |"},{"heading":"Full list of words","level":4,"markdown":"As of Arma 3 v1.98:\n\n| Word | Category | Description |\n|---|---|---|\n| two | Callsign/Name |  |\n| Hardy | Callsign/Name |  |\n| McKay | Callsign/Name |  |\n| James | Callsign/Name |  |\n| veh_unknown_s | Infantry/Vehicle |  |\n| veh_infantry_s | Infantry/Vehicle |  |\n| veh_infantry_AT_s | Infantry/Vehicle |  |\n| veh_infantry_MG_s | Infantry/Vehicle |  |\n| veh_infantry_Sniper_s | Infantry/Vehicle |  |\n| veh_infantry_officer_s | Infantry/Vehicle |  |\n| veh_infantry_SF_s | Infantry/Vehicle |  |\n| veh_infantry_pilot_s | Infantry/Vehicle |  |\n| veh_infantry_civilian_s | Infantry/Vehicle |  |\n| veh_vehicle_s | Infantry/Vehicle |  |\n| veh_vehicle_car_s | Infantry/Vehicle |  |\n| veh_vehicle_armedcar_s | Infantry/Vehicle |  |\n| veh_vehicle_truck_s | Infantry/Vehicle |  |\n| veh_vehicle_armor_s | Infantry/Vehicle |  |\n| veh_vehicle_APC_s | Infantry/Vehicle |  |\n| veh_vehicle_tank_s | Infantry/Vehicle |  |\n| veh_air_s | Infantry/Vehicle |  |\n| veh_air_helicopter_s | Infantry/Vehicle |  |\n| veh_air_gunship_s | Infantry/Vehicle |  |\n| veh_air_plane_s | Infantry/Vehicle |  |\n| veh_air_parachute_s | Infantry/Vehicle |  |\n| veh_ship_s | Infantry/Vehicle |  |\n| veh_ship_boat_s | Infantry/Vehicle |  |\n| veh_ship_attackBoat_s | Infantry/Vehicle |  |\n| veh_ship_submarine_s | Infantry/Vehicle |  |\n| veh_static_s | Infantry/Vehicle |  |\n| veh_Static_MG_s | Infantry/Vehicle |  |\n| veh_static_AA_s | Infantry/Vehicle |  |\n| veh_static_AT_s | Infantry/Vehicle |  |\n| veh_Static_mortar_s | Infantry/Vehicle |  |\n| veh_static_GL_s | Infantry/Vehicle |  |\n| veh_static_cannon_s | Infantry/Vehicle |  |\n| veh_infantry_AA_s | Infantry/Vehicle |  |\n| veh_infantry_medic_s | Infantry/Vehicle |  |\n| veh_infantry_diver_s | Infantry/Vehicle |  |\n| veh_vehicle_ugv_s | Infantry/Vehicle |  |\n| veh_vehicle_mrap_s | Infantry/Vehicle |  |\n| veh_air_uav_s | Infantry/Vehicle |  |\n| Stranger | Callsign/Name |  |\n| at12 | Direction |  |\n| at11 | Direction |  |\n| at10 | Direction |  |\n| at9 | Direction |  |\n| at8 | Direction |  |\n| at7 | Direction |  |\n| at6 | Direction |  |\n| at5 | Direction |  |\n| at4 | Direction |  |\n| at3 | Direction |  |\n| at2 | Direction |  |\n| at1 | Direction |  |\n| front | Direction |  |\n| right | Direction |  |\n| left | Direction |  |\n| back | Direction |  |\n| grid_move_to_zero |  |  |\n| grid_move_to_one |  |  |\n| grid_move_to_two |  |  |\n| grid_move_to_three |  |  |\n| grid_move_to_four |  |  |\n| grid_move_to_five |  |  |\n| grid_move_to_six |  |  |\n| grid_move_to_seven |  |  |\n| grid_move_to_eight |  |  |\n| grid_move_to_nine |  |  |\n| grid_zero |  |  |\n| grid_one |  |  |\n| grid_two |  |  |\n| grid_three |  |  |\n| grid_four |  |  |\n| grid_five |  |  |\n| grid_six |  |  |\n| grid_seven |  |  |\n| grid_eight |  |  |\n| grid_nine |  |  |\n| grid_zero_2 |  |  |\n| grid_one_2 |  |  |\n| grid_two_2 |  |  |\n| grid_three_2 |  |  |\n| grid_four_2 |  |  |\n| grid_five_2 |  |  |\n| grid_six_2 |  |  |\n| grid_seven_2 |  |  |\n| grid_eight_2 |  |  |\n| grid_nine_2 |  |  |\n| grid_zero_3 |  |  |\n| grid_one_3 |  |  |\n| grid_two_3 |  |  |\n| grid_three_3 |  |  |\n| grid_four_3 |  |  |\n| grid_five_3 |  |  |\n| grid_six_3 |  |  |\n| grid_seven_3 |  |  |\n| grid_eight_3 |  |  |\n| grid_nine_3 |  |  |\n| whiteTeam | Sub-team |  |\n| redTeam | Sub-team |  |\n| greenTeam | Sub-team |  |\n| blueTeam | Sub-team |  |\n| yellowTeam | Sub-team |  |\n| zero | Callsign/Name |  |\n| one | Callsign/Name |  |\n| Northgate | Callsign/Name |  |\n| three | Callsign/Name |  |\n| four | Callsign/Name |  |\n| five | Callsign/Name |  |\n| six | Callsign/Name |  |\n| seven | Callsign/Name |  |\n| eight | Callsign/Name |  |\n| nine | Callsign/Name |  |\n| ten | Callsign/Name |  |\n| eleven | Callsign/Name |  |\n| twelve | Callsign/Name |  |\n| thirteen | Callsign/Name |  |\n| fourteen | Callsign/Name |  |\n| fifteen | Callsign/Name |  |\n| sixteen | Callsign/Name |  |\n| seventeen | Callsign/Name |  |\n| eighteen | Callsign/Name |  |\n| nineteen | Callsign/Name |  |\n| twenty | Callsign/Name |  |\n| thirty | Callsign/Name |  |\n| forty | Callsign/Name |  |\n| fifty | Callsign/Name |  |\n| sixty | Callsign/Name |  |\n| seventy | Callsign/Name |  |\n| eighty | Callsign/Name |  |\n| ninety | Callsign/Name |  |\n| hundred | Callsign/Name |  |\n| Reynolds | Callsign/Name |  |\n| Armstrong | Callsign/Name |  |\n| Nichols | Callsign/Name |  |\n| Tanny | Callsign/Name |  |\n| Frost | Callsign/Name |  |\n| Lacey | Callsign/Name |  |\n| Larkin | Callsign/Name |  |\n| Kerry | Callsign/Name |  |\n| Jackson | Callsign/Name |  |\n| Miller | Callsign/Name |  |\n| McKendrick | Callsign/Name |  |\n| Levine | Callsign/Name |  |\n| dist75 | Distance |  |\n| dist100 | Distance |  |\n| dist200 | Distance |  |\n| dist300 | Distance |  |\n| dist400 | Distance |  |\n| dist500 | Distance |  |\n| dist600 | Distance |  |\n| dist700 | Distance |  |\n| dist800 | Distance |  |\n| dist1000 | Distance |  |\n| dist1500 | Distance |  |\n| dist2000 | Distance |  |\n| dist2500 | Distance |  |\n| Korneedler | Callsign/Name |  |\n| Viper | Callsign/Name |  |\n| Fox | Callsign/Name |  |\n| Snake | Callsign/Name |  |\n| Razer | Callsign/Name |  |\n| Jester | Callsign/Name |  |\n| Ghost | Callsign/Name |  |\n| reportFront | Direction |  |\n| reportRight | Direction |  |\n| reportLeft | Direction |  |\n| reportBack | Direction |  |\n| Adams | Callsign/Name |  |\n| Bennett | Callsign/Name |  |\n| Franklin | Callsign/Name |  |\n| Everett | Callsign/Name |  |\n| Dixon | Callsign/Name |  |\n| Campbell | Callsign/Name |  |\n| Givens | Callsign/Name |  |\n| Hawkins | Callsign/Name |  |\n| Lopez | Callsign/Name |  |\n| Martinez | Callsign/Name |  |\n| OConnor | Callsign/Name |  |\n| Ryan | Callsign/Name |  |\n| Patterson | Callsign/Name |  |\n| Sykes | Callsign/Name |  |\n| Taylor | Callsign/Name |  |\n| Walker | Callsign/Name |  |\n| Anthis | Callsign/Name |  |\n| Costa | Callsign/Name |  |\n| Kouris | Callsign/Name |  |\n| Gekas | Callsign/Name |  |\n| Elias | Callsign/Name |  |\n| Dimitirou | Callsign/Name |  |\n| Leventis | Callsign/Name |  |\n| Markos | Callsign/Name |  |\n| Nikas | Callsign/Name |  |\n| Nicolo | Callsign/Name |  |\n| Panas | Callsign/Name |  |\n| Petros | Callsign/Name |  |\n| Rosi | Callsign/Name |  |\n| Samaras | Callsign/Name |  |\n| Stavrou | Callsign/Name |  |\n| Thanos | Callsign/Name |  |\n| Vega | Callsign/Name |  |\n| Amin | Callsign/Name |  |\n| Masood | Callsign/Name |  |\n| Jawadi | Callsign/Name |  |\n| Kushan | Callsign/Name |  |\n| Habibi | Callsign/Name |  |\n| Fahim | Callsign/Name |  |\n| Nazari | Callsign/Name |  |\n| Siddiqi | Callsign/Name |  |\n| Takhtar | Callsign/Name |  |\n| Wardak | Callsign/Name |  |\n| Yousuf | Callsign/Name |  |\n| __1 |  |  |\n| __2 |  |  |\n| __6_CMPS |  |  |\n| EnemyDetected | Situation Report |  |\n| _eGRPDIR_102 |  |  |\n| Clear | Situation Report |  |\n| AreaClear | Situation Report |  |\n| IAmTheNewActual | Situation Report |  |\n| TakingCommand | Situation Report |  |\n| ReadyToFire | Situation Report |  |\n| TargetInSight | Situation Report |  |\n| TargetAcquired | Situation Report |  |\n| EyesOnTarget | Situation Report |  |\n| Ready | Situation Report |  |\n| Waiting | Situation Report |  |\n| StandingBy | Situation Report |  |\n| Negative | Situation Report |  |\n| NoCanDo | Situation Report |  |\n| CantGetThere | Situation Report |  |\n| NegativeCantMakeItThere | Situation Report |  |\n| ScratchOne | Situation Report |  |\n| TargetIsDown | Situation Report |  |\n| TargetEliminated | Situation Report |  |\n| HeIsDown | Situation Report |  |\n| IVeGotHim | Situation Report |  |\n| HostileDown | Situation Report |  |\n| __1_1 |  |  |\n| Sitrep | Leader order - General |  |\n| ReportIn | Leader order - General |  |\n| ReportPosition | Leader order - General |  |\n| WhatIsYourLocationQ | Situation Report |  |\n| SayAgainOver | Situation Report |  |\n| RepeatLastOver | Situation Report |  |\n| Confirmation1 | Situation Report |  |\n| Confirmation2 | Situation Report |  |\n| Supporting | Situation Report |  |\n| OnTheWay | Situation Report |  |\n| CannotFire | Situation Report |  |\n| CopyIAmOnHim | Situation Report |  |\n| Engaging | Situation Report |  |\n| EngagingTarget | Situation Report |  |\n| Attacking | Situation Report |  |\n| HealthInjured | Situation Report |  |\n| HealthSomebodyHelpMe | Situation Report |  |\n| HealthNeedHelp | Situation Report |  |\n| HealthWounded | Situation Report |  |\n| HealthMedic | Situation Report |  |\n| CriticalDamage | Situation Report |  |\n| FuelCritical | Situation Report |  |\n| FuelLow | Situation Report |  |\n| AmmoCritical | Situation Report |  |\n| AmmoLow | Situation Report |  |\n| OutOfFirstAidKits | Situation Report |  |\n| ManDownE | Situation Report |  |\n| WeLostOneE | Situation Report |  |\n| WeGotAManDownE | Situation Report |  |\n| IAmReady | Situation Report |  |\n| ReadyForOrders | Situation Report |  |\n| AwaitingOrders | Situation Report |  |\n| HealthINeedHelpNow | Situation Report |  |\n| HealthIAmBadlyHurt | Situation Report |  |\n| HealthINeedSomeHelpHere | Situation Report |  |\n| HealthNeedMedicNow | Situation Report |  |\n| HealthIAmWounded | Situation Report |  |\n| HeIsHitE |  |  |\n| Fire | Leader order - General |  |\n| GetInThatVehicle | Leader order - General |  |\n| _mGRPDIS_300 |  |  |\n| FallBack | Leader order - General |  |\n| MineDetected | Situation Report |  |\n| BombDetected | Situation Report |  |\n| ExplosiveDetected | Situation Report |  |\n| TargetIsNeutralized | Situation Report |  |\n| RepairThatVehicle | Leader order - Action |  |\n| HealThatSoldier | Leader order - Action |  |\n| PatchYourself | Leader order - Action |  |\n| RequestingSupport |  |  |\n| HeIsDeadE |  |  |\n| OnTheMove | Situation Report |  |\n| HelpThatSoldier | Leader order - Action |  |\n| CarryThatSoldier | Leader order - Action |  |\n| OpenThatDoor | Leader order - Action |  |\n| LightThatFire | Leader order - Action |  |\n| PutOutThatFire | Leader order - Action |  |\n| CloseThatDoor | Leader order - Action |  |\n| DropTheWeapon | Leader order - Action |  |\n| DropThatMagazine | Leader order - Action |  |\n| TakeThatWeapon | Leader order - Action |  |\n| TakeThatMagazine | Leader order - Action |  |\n| SetCharge | Leader order - Action |  |\n| DetonateCharge | Leader order - Action |  |\n| SetTheTimer | Leader order - Action |  |\n| DeactivateCharge | Leader order - Action |  |\n| DisarmThatMine | Leader order - Action |  |\n| TakeThatMine | Leader order - Action |  |\n| GoToThatMedic | Leader order - Action |  |\n| RefuelThatVehicle | Leader order - Action |  |\n| Rearm | Leader order - Action |  |\n| GetSupport | Leader order - Action |  |\n| AssembleThatWeapon | Leader order - Action |  |\n| DisassembleThatWeapon | Leader order - Action |  |\n| FlashlightsOn | Leader order - Action |  |\n| FlashlightsOff | Leader order - Action |  |\n| PointersOn | Leader order - Action |  |\n| PointersOff | Leader order - Action |  |\n| TakeThatPack | Leader order - Action |  |\n| DropYourPack | Leader order - Action |  |\n| OpenUpYourPack | Leader order - Action |  |\n| Attack | Leader order - General |  |\n| Engage | Leader order - General |  |\n| NoTarget | Leader order - General |  |\n| CancelTarget | Leader order - General |  |\n| CannotComply | Situation Report |  |\n| veh_unknown_p | Infantry/Vehicle |  |\n| veh_infantry_p | Infantry/Vehicle |  |\n| veh_infantry_AT_p | Infantry/Vehicle |  |\n| veh_infantry_MG_p | Infantry/Vehicle |  |\n| veh_infantry_Sniper_p | Infantry/Vehicle |  |\n| veh_infantry_officer_p | Infantry/Vehicle |  |\n| veh_infantry_SF_p | Infantry/Vehicle |  |\n| veh_infantry_pilot_p | Infantry/Vehicle |  |\n| veh_infantry_civilian_p | Infantry/Vehicle |  |\n| veh_vehicle_p | Infantry/Vehicle |  |\n| veh_vehicle_car_p | Infantry/Vehicle |  |\n| veh_vehicle_armedcar_p | Infantry/Vehicle |  |\n| veh_vehicle_truck_p | Infantry/Vehicle |  |\n| veh_vehicle_armor_p | Infantry/Vehicle |  |\n| veh_vehicle_APC_p | Infantry/Vehicle |  |\n| veh_vehicle_tank_p | Infantry/Vehicle |  |\n| veh_air_p | Infantry/Vehicle |  |\n| veh_air_helicopter_p | Infantry/Vehicle |  |\n| veh_air_gunship_p | Infantry/Vehicle |  |\n| veh_air_plane_p | Infantry/Vehicle |  |\n| veh_air_parachute_p | Infantry/Vehicle |  |\n| veh_ship_p | Infantry/Vehicle |  |\n| veh_ship_boat_p | Infantry/Vehicle |  |\n| veh_ship_attackBoat_p | Infantry/Vehicle |  |\n| veh_ship_submarine_p | Infantry/Vehicle |  |\n| veh_static_p | Infantry/Vehicle |  |\n| veh_Static_MG_p | Infantry/Vehicle |  |\n| veh_static_AA_p | Infantry/Vehicle |  |\n| veh_static_AT_p | Infantry/Vehicle |  |\n| veh_Static_mortar_p | Infantry/Vehicle |  |\n| veh_static_GL_p | Infantry/Vehicle |  |\n| veh_static_cannon_p | Infantry/Vehicle |  |\n| veh_infantry_AA_p | Infantry/Vehicle |  |\n| veh_infantry_diver_p | Infantry/Vehicle |  |\n| veh_infantry_medic_p | Infantry/Vehicle |  |\n| veh_vehicle_ugv_p | Infantry/Vehicle |  |\n| veh_vehicle_mrap_p | Infantry/Vehicle |  |\n| veh_air_uav_p | Infantry/Vehicle |  |\n| ReturnToFormation | Leader order - General |  |\n| JoinThatGroup | Leader order - General |  |\n| Halt | Leader order - General |  |\n| TakeCover | Leader order - General |  |\n| Stop | Leader order - General |  |\n| Advance | Leader order - General |  |\n| FormOnMe | Leader order - General |  |\n| Regroup | Leader order - General |  |\n| StayBack | Leader order - General |  |\n| FlankLeft | Leader order - General |  |\n| FlankRight | Leader order - General |  |\n| EngageAtWill | Leader order - General |  |\n| FreeToEngage | Leader order - General |  |\n| Disengage | Leader order - General |  |\n| FormColumn | Leader order - Formation |  |\n| FormStaggeredColumn | Leader order - Formation |  |\n| FormWedge | Leader order - Formation |  |\n| FormEcholonLeft | Leader order - Formation |  |\n| FormEcholonRight | Leader order - Formation |  |\n| FormVee | Leader order - Formation |  |\n| FormLine | Leader order - Formation |  |\n| FormFile | Leader order - Formation |  |\n| FormDiamond | Leader order - Formation |  |\n| GoProne | Leader order - Stance |  |\n| WatchThatTarget |  |  |\n| StayLow | Leader order - Stance |  |\n| OnYourFeet | Leader order - Stance |  |\n| CopyMyStance | Leader order - Stance |  |\n| __4_CMPS |  |  |\n| ObserveThatPosition |  |  |\n| ScanHorizon |  |  |\n| __6_ABS |  |  |\n| __7_CLCK |  |  |\n| KeepFormation | Leader order - General |  |\n| StayInFormation | Leader order - General |  |\n| CeaseFire | Leader order - General |  |\n| VehForward | Leader order - Vehicle |  |\n| VehStop | Leader order - Vehicle |  |\n| VehBackward | Leader order - Vehicle |  |\n| VehFast | Leader order - Vehicle |  |\n| VehSlow | Leader order - Vehicle |  |\n| VehLeft | Leader order - Vehicle |  |\n| VehRight | Leader order - Vehicle |  |\n| ManualFire | Leader order - Vehicle |  |\n| CancelManualFire | Leader order - Vehicle |  |\n| GetInThatVehicleGunner | Leader order - Vehicle |  |\n| GetInThatVehicleCommander | Leader order - Vehicle |  |\n| GoToTheMedic | Leader order - General |  |\n| GetInThatVehicleDriver | Leader order - Vehicle |  |\n| GetInThatVehiclePilot | Leader order - Vehicle |  |\n| BoardThatVehicle | Leader order - Vehicle |  |\n| Dismount | Leader order - Vehicle |  |\n| Eject | Leader order - Vehicle |  |\n| RoundsComplete |  |  |\n| CannotExecuteOutsideEnvelope |  |  |\n| CannotExecuteAdjustCoordinates |  |  |\n| SwitchToDriver | Leader order - Vehicle |  |\n| SwitchToGunner | Leader order - Vehicle |  |\n| SwitchToCommander | Leader order - Vehicle |  |\n| MoveToCargo | Leader order - Vehicle |  |\n| RepairTheVehicle | Leader order - Action |  |\n| RefuelTheVehicle | Leader order - Action |  |\n| TakeTheWeapon | Leader order - Action |  |\n| TakeTheMagazine | Leader order - Action |  |\n| SupportRequestRGCASBombing | Support - Request |  |\n| SupportRequestRGCASHelicopter | Support - Request |  |\n| SupportRequestRGSupplyDrop | Support - Request |  |\n| SupportRequestRGUAV | Support - Request |  |\n| SupportRequestRGArty | Support - Request |  |\n| SupportRequestRGTransport | Support - Request |  |\n| RequestAcknowledgedSGCASBombing | Support - Acknowledgement |  |\n| RequestAcknowledgedSGCASHelicopter | Support - Acknowledgement |  |\n| RequestAcknowledgedSGSupplyDrop | Support - Acknowledgement |  |\n| RequestAcknowledgedSGUAV | Support - Acknowledgement |  |\n| RequestAcknowledgedSGArty | Support - Acknowledgement |  |\n| RequestAcknowledgedTransport | Support - Acknowledgement |  |\n| UnitDestroyedHQCASBombing | Support - Destroyed |  |\n| UnitDestroyedHQSupplyDrop | Support - Destroyed |  |\n| UnitDestroyedHQUAV | Support - Destroyed |  |\n| UnitDestroyedHQArty | Support - Destroyed |  |\n| UnitDestroyedHQTransport | Support - Destroyed |  |\n| RequestAccomplishedSGCASBombing | Support - Done |  |\n| RequestAccomplishedSGCASHelicopter | Support - Done |  |\n| RequestAccomplishedSGSupplyDrop | Support - Done |  |\n| RequestAccomplishedSGUAV | Support - Done |  |\n| RequestAccomplishedSGArty | Support - Done |  |\n| RequestAccomplishedSGTransport | Support - Done |  |\n| SupportAddedDuringMission | Support |  |\n| ArtySGSupportRoundsComplete |  |  |\n| TransportSGWelcomeAboard |  |  |\n| TransportSGLZCoordinatesSelected |  |  |\n| __4 |  |  |\n| __6_3 |  |  |\n| __7_CMPS |  |  |\n| __3 |  |  |\n| __6 |  |  |\n| FireAtWill | Leader order - Combat Mode |  |\n| WeaponsFree | Leader order - Combat Mode |  |\n| CombatOpenFire | Leader order - Combat Mode |  |\n| HoldFire | Leader order - Combat Mode |  |\n| DoNotFire | Leader order - Combat Mode |  |\n| __2_1 |  |  |\n| CheckYourFire | Situation Report |  |\n| Safe | Leader order - Behaviour |  |\n| Relax | Leader order - Behaviour |  |\n| KeepFocused | Leader order - Behaviour |  |\n| StayAlert | Leader order - Behaviour |  |\n| PrepareForContact |  |  |\n| GetReadyToFight |  |  |\n| LockAndLoad |  |  |\n| Danger |  |  |\n| Silence |  |  |\n| DownAndQuiet |  |  |\n| CommStealth |  |  |\n| CoverMeE |  |  |\n| CoveringE |  |  |\n| SuppressingE |  |  |\n| ReloadingE |  |  |\n| ThrowingSmokeE_1 | Situation Report |  |\n| ThrowingGrenadeE_1 | Situation Report |  |\n| ThrowingGrenadeE_2 | Situation Report |  |\n| ThrowingGrenadeE_3 | Situation Report |  |\n| ThrowingSmokeE_2 | Situation Report |  |\n| IncomingGrenadeE_1 | Situation Report |  |\n| IncomingGrenadeE_2 | Situation Report |  |\n| IncomingGrenadeE_3 | Situation Report |  |\n| ContactE_1 |  |  |\n| ContactE_2 |  |  |\n| ContactE_3 |  |  |\n| CombatGenericE |  |  |\n| ScreamingE |  |  |\n| CheeringE |  |  |\n| WitnessKilledE |  |  |\n| UnderFireE |  |  |\n| EndangeredE |  |  |\n| moveUp | Leader order - Move |  |\n| moveRight | Leader order - Move |  |\n| moveLeft | Leader order - Move |  |\n| moveBack | Leader order - Move |  |\n| move_dist500 | Leader order - Move |  |\n| move_dist400 | Leader order - Move |  |\n| move_dist300 | Leader order - Move |  |\n| move_dist200 | Leader order - Move |  |\n| move_dist100 | Leader order - Move |  |\n| move_dist75 | Leader order - Move |  |\n| move_dist600 | Leader order - Move |  |\n| move_dist700 | Leader order - Move |  |\n| move_dist800 | Leader order - Move |  |\n| move_dist1000 | Leader order - Move |  |\n| move_dist1500 | Leader order - Move |  |\n| move_dist2000 | Leader order - Move |  |\n| move_dist2500 | Leader order - Move |  |\n| northEast | Direction |  |\n| northWest | Direction |  |\n| south | Direction |  |\n| southEast | Direction |  |\n| southWest | Direction |  |\n| east | Direction |  |\n| west | Direction |  |\n| north | Direction |  |\n| bearing000 | Direction |  |\n| bearing015 | Direction |  |\n| bearing030 | Direction |  |\n| bearing045 | Direction |  |\n| bearing060 | Direction |  |\n| bearing075 | Direction |  |\n| bearing090 | Direction |  |\n| bearing105 | Direction |  |\n| bearing120 | Direction |  |\n| bearing135 | Direction |  |\n| bearing150 | Direction |  |\n| bearing165 | Direction |  |\n| bearing180 | Direction |  |\n| bearing195 | Direction |  |\n| bearing210 | Direction |  |\n| bearing225 | Direction |  |\n| bearing240 | Direction |  |\n| bearing255 | Direction |  |\n| bearing270 | Direction |  |\n| bearing285 | Direction |  |\n| bearing300 | Direction |  |\n| bearing315 | Direction |  |\n| bearing330 | Direction |  |\n| bearing345 | Direction |  |\n| bearing360 | Direction |  |\n| alpha | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| bravo | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| charlie | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| delta | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| echo | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| foxtrot | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| golf | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| hotel | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| india | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| juliet | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| kilo | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| lima | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| mike | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| november | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| oscar | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| papa | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| quebec | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| romeo | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| sierra | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| tango | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| uniform | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| victor | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| whiskey | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| xray | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| yankee | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| zulu | Coded location | **not** \"<NATOletter>\", but \"Move to point <NATOletter>\" |\n| obj_church | Terrain location |  |\n| obj_fortress | Terrain location |  |\n| obj_lighthouse | Terrain location |  |\n| obj_transmitter | Terrain location |  |\n| obj_powerwind | Terrain location |  |\n| obj_powersolar | Terrain location |  |\n| dloc_base |  |  |\n| dloc_RV |  |  |\n| loc_village | Terrain location |  |\n| loc_town | Terrain location |  |\n| loc_city | Terrain location |  |\n| loc_forest | Terrain location |  |\n| loc_beach | Terrain location |  |\n| Contact |  |  |\n| GenReinforcementsConfirmed1 | Battle General |  |\n| GenReinforcementsRejected1 | Battle General |  |\n| GenReinforcementsArrived1 | Battle General |  |\n| GenLeavingAO1 | Battle General |  |\n| GenTime1 | Battle General |  |\n| GenLosing1 | Battle General |  |\n| GenLost1 | Battle General |  |\n| GenComplete1 | Battle General |  |\n| GenCmdSeize1 | Battle General |  |\n| GenCmdDefend1 | Battle General |  |\n| GenCmdRTB1 | Battle General |  |\n| GenCmdTargetNeutralize1 | Battle General |  |\n| GenCmdTargetProtect1 | Battle General |  |\n| GenCmdTargetEscort | Battle General |  |\n| GenCmdTargetFind1 | Battle General |  |\n| GenIncoming1 | Battle General |  |\n| GenBaseUnlockRespawn1 | Battle General |  |\n| GenBaseUnlockVehicle1 | Battle General |  |\n| GenBaseSideFriendlyWEST | Battle General |  |\n| heat | Weapon/Ammo selection |  |\n| sabot | Weapon/Ammo selection |  |\n| cannon | Weapon/Ammo selection |  |\n| cannonLow | Weapon/Ammo selection |  |\n| cannonHigh | Weapon/Ammo selection |  |\n| RocketsPairs | Weapon/Ammo selection |  |\n| RocketsSalvo | Weapon/Ammo selection |  |\n| Bombs | Weapon/Ammo selection |  |\n| Flares | Weapon/Ammo selection |  |\n| missiles | Weapon/Ammo selection |  |\n| Rockets | Weapon/Ammo selection |  |\n| mgun | Weapon/Ammo selection |  |\n| FXBreathingSlow | Sound effect |  |\n| FXBreathingFast | Sound effect |  |\n| FXHit | Sound effect |  |\n| FXDeath | Sound effect |  |\n| FXHurt | Sound effect |  |\n| FXEffort | Sound effect |  |\n| FXDrowning | Sound effect |  |\n| RallyUp |  |  |\n| GenReinforcementsConfirmed2 | Battle General |  |\n| GenReinforcementsRejected2 | Battle General |  |\n| GenReinforcementsArrived2 | Battle General |  |\n| GenLeavingAO2 | Battle General |  |\n| GenLeavingAO3 | Battle General |  |\n| GenTime2 | Battle General |  |\n| GenTime3 | Battle General |  |\n| GenLosing2 | Battle General |  |\n| GenLosing3 | Battle General |  |\n| GenLost2 | Battle General |  |\n| GenLost3 | Battle General |  |\n| GenComplete2 | Battle General |  |\n| GenComplete3 | Battle General |  |\n| GenCmdSeize2 | Battle General |  |\n| GenCmdDefend2 | Battle General |  |\n| GenCmdRTB2 | Battle General |  |\n| GenCmdTargetNeutralize2 | Battle General |  |\n| GenCmdTargetProtect2 | Battle General |  |\n| GenCmdTargetFind2 | Battle General |  |\n| GenIncoming2 | Battle General |  |\n| GenIncoming3 | Battle General |  |\n| GenBaseUnlockRespawn2 | Battle General |  |\n| GenBaseUnlockRespawn3 | Battle General |  |\n| GenBaseUnlockVehicle2 | Battle General |  |\n| GenBaseUnlockVehicle3 | Battle General |  |\n| GenBaseSideFriendlyEAST | Battle General |  |\n| GenBaseSideFriendlyGUER | Battle General |  |\n| GenBaseSideEnemyWEST | Battle General |  |\n| GenBaseSideEnemyEAST | Battle General |  |\n| GenBaseSideEnemyGUER | Battle General |  |\n| Target |  |  |\n| __5 |  |  |\n| __7 |  |  |\n| __8 |  |  |\n| __9 |  |  |\n| __10 |  |  |\n| __11 |  |  |\n| __12 |  |  |\n| __13 |  |  |\n| __14 |  |  |\n| __15 |  |  |\n| Suppressing | Situation Report |  |\n| SuppressiveFire |  |  |\n\nCode used:\n\n```sqf\nprivate _propertyNames = configProperties [configFile >> \"RadioProtocolENG\" >> \"Words\" >> \"Normal\"] apply { configName _x };\nprivate _result = \"{| class=\"\"wikitable sortable\"\"\" + endl;\n_result = _result + \"! Word    || Category    || Description\" + endl;\n{\n    _result = format [\"%1| %2    || -    || -%3|-%3\", _result, _x, endl];\n} forEach _propertyNames;\n_result = _result + \"|}\";\n\ncopyToClipboard _result;\n```"},{"heading":"Channels","level":3,"markdown":"*See also radioChannelCreate*\n\n```cpp\nclass RadioChannels\n{\n    class GroupChannel\n    {\n        // Priority\n        level = 1;\n        // Word class of background noise\n        noise = \"loop\";\n        // Link to CfgVoice param with sounds played after every sentence\n        micOuts = \"micOuts\";\n\n        // Pause after every word in sentence's ''speech'' param\n        pauseAfterWord = 0;\n        // Pause between numbers (e.g., when spelling a grid position)\n        pauseInNumber = 0;\n        // Pause after direction numbers (e.g., \"1 O'CLOCK,_ENEMY SOLDIER\")\n        pauseAfterNumber = 0;\n        // Pause between numbers of selected members (e.g., \"2,_3,_4, RETURN TO FORMATION\"))\n        pauseInUnitList = 0;\n        // Pause after numbers of selected members(e.g., \"2, 3, 4,_RETURN TO FORMATION\")\n        pauseAfterUnitList = 0.05;\n    };\n    class GlobalChannel {};\n    class SideChannel {};\n    class CommandChannel {};\n    class GroupChannel {};\n    class VehicleChannel {};\n    class DirectSpeakingChannel {};\n};\n```"},{"heading":"User Interface","level":3,"markdown":"- **RscChatListMission** - in mission\n- **RscChatListMap** - in-game map\n- **RscChatListBriefing** - in-game map before mission starts\n\nSupported params:\n\n|  |  |  |\n|---|---|---|\n| \\| Standard UI params \\|<br>\\|---\\|<br>\\| x, y, w, h \\|<br>\\| font \\|<br>\\| size \\|<br>\\| rows \\|<br>\\| shadow \\|<br>\\| shadowColor \\|<br>\\| colorBackground \\| | \\| Chat list specific params \\|<br>\\|---\\|<br>\\| colorGlobalChannel \\|<br>\\| colorSideChannel \\|<br>\\| colorCommandChannel \\|<br>\\| colorGroupChannel \\|<br>\\| colorVehicleChannel \\|<br>\\| colorDirectChannel \\|<br>\\| colorSystemChannel \\| | \\| Obsolete params \\|<br>\\|---\\|<br>\\| colorPlayerBackground \\|<br>\\| iconPlayerMessage \\|<br>\\| iconNormalMessage \\| |\n\n- **RscDisplayChannel** - notification about a current channel\n- **RscDisplayVoiceChat** - notification about VOIP being active\n- **RscDisplayChat** - text entry of MP chat"},{"heading":"Key Actions","level":3,"markdown":"| Class | Label |\n|---|---|\n| **prevChannel** | *Previous channel* |\n| **nextChannel** | *Next channel* |\n| **chat** | *Chat* |\n| **pushToTalk** | *Push to Talk* |\n| **voiceOverNet** | *Voice Over Net* |\n| **PushToTalkAll** | *Talk on Global channel* |\n| **PushToTalkSide** | *Talk on Side channel* |\n| **PushToTalkCommand** | *Talk on Command channel* |\n| **PushToTalkGroup** | *Talk on Group channel* |\n| **PushToTalkVehicle** | *Talk on Vehicle channel* |\n| **PushToTalkDirect** | *Talk on Direct channel* |"},{"heading":"Options","level":3,"markdown":"Following settings have effect on how sentences are played and/or displayed.\n\n| Param name | Menu | Name | Name space | Description |\n|---|---|---|---|---|\n| *language* | Game Options | *Language* | Arma3.cfg | Selects what language will be used in text (does not affect voice). |\n| *showRadio* | Game Options | *Radio subtitles* | *.Arma3Profile | When disabled, radio subtitles are not shown (but sound is still played). |\n| *volumeSpeech* | Audio Options | *Speech volume* | *.Arma3Profile | Selects volume level of all sentences (including direct channel). |\n| *clockIndicator* | Difficulty | *Clock indicator* | *.Arma3Profile | When enabled, visual clock indicator is shown when enemy in direction from group's center is reported. |\n| *autoSpot* | Difficulty | *Auto report* | *.Arma3Profile | When enabled, player's avatar automatically reports same events as AI team-mates (e.g., reporting enemy, announcing casualties, etc.) |"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: RC-Branch Change Log v2.20","title":"Arma 3: RC-Branch Change Log v2.20","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_RC-Branch_Change_Log_v2.20","revid":378266,"updated":"2026-03-27T09:42:42Z","aliases":[],"markdown":"## 14-05-2025\n\n~~We're starting public Release Candidate testing for Arma 3 platform **update 2.20** today.~~ This test has concluded, thanks!\n\n~~Steam beta branch access code: *Arma3Update220RC*~~\n\n~~Download sizes: ~112 MB (client) / ~52 MB (server)~~\n\nPseudo-changelog:\n\n- Performance optimizations\n- Steam Game Recording\n- UH-80 / AH-99 stub wings\n- Illumination flares\n- Miscellaneous fixes and tweaks\n\n#### 14-05-2025\n\nNotable changes:\n\n- Added: Custom Arma 3 Steam Game Recording icons (documentation forthcoming)\n- Fixed: Various \"Old Man\" script errors\n- Fixed: PP Fisheye / DepthOfField did not work in CfgOpticsEffect\n\n#### 21-05-2025\n\nNotable changes:\n\n- Fixed: Glitches on new stub wing helicopters and their armaments\n- Tweaked: Color consistency of Steam Game Recording icons\n\n#### 28-05-2025\n\nNotable changes:\n\n- Added: Translations for new 2.20 texts\n- Fixed: Potential crash discovered while testing Support multiplayer scenarios\n- Tweaked: Separated DAGR variant for MH-80 Ghost Hawk stub wing pylons (and removed auto-seek from default DAGR again)\n- Tweaked: Added missing pylon mirroring option to AH-99 stub wing variant\n\n#### 04-06-2025\n\nNotable changes:\n\n- Fixed: mfdMaxUserValues config entry was loaded too late (after MFDs were already initialized with a maximum of 50) (thanks *Ampersand*)\n- Fixed: The cache locator in “Old Man” was not working (thanks *Laid3acK*)\n- Added: Option to the disableChannels mission and server parameter to disable map drawing and map marker placement from the UI per chat channel\n- Fixed: MH-80 stub wing pylon presets were using the incorrect version of DAGR missiles (thanks *drebin052*)","sections":[{"heading":"14-05-2025","level":2,"markdown":"~~We're starting public Release Candidate testing for Arma 3 platform **update 2.20** today.~~ This test has concluded, thanks!\n\n~~Steam beta branch access code: *Arma3Update220RC*~~\n\n~~Download sizes: ~112 MB (client) / ~52 MB (server)~~\n\nPseudo-changelog:\n\n- Performance optimizations\n- Steam Game Recording\n- UH-80 / AH-99 stub wings\n- Illumination flares\n- Miscellaneous fixes and tweaks"},{"heading":"14-05-2025","level":4,"markdown":"Notable changes:\n\n- Added: Custom Arma 3 Steam Game Recording icons (documentation forthcoming)\n- Fixed: Various \"Old Man\" script errors\n- Fixed: PP Fisheye / DepthOfField did not work in CfgOpticsEffect"},{"heading":"21-05-2025","level":4,"markdown":"Notable changes:\n\n- Fixed: Glitches on new stub wing helicopters and their armaments\n- Tweaked: Color consistency of Steam Game Recording icons"},{"heading":"28-05-2025","level":4,"markdown":"Notable changes:\n\n- Added: Translations for new 2.20 texts\n- Fixed: Potential crash discovered while testing Support multiplayer scenarios\n- Tweaked: Separated DAGR variant for MH-80 Ghost Hawk stub wing pylons (and removed auto-seek from default DAGR again)\n- Tweaked: Added missing pylon mirroring option to AH-99 stub wing variant"},{"heading":"04-06-2025","level":4,"markdown":"Notable changes:\n\n- Fixed: mfdMaxUserValues config entry was loaded too late (after MFDs were already initialized with a maximum of 50) (thanks *Ampersand*)\n- Fixed: The cache locator in “Old Man” was not working (thanks *Laid3acK*)\n- Added: Option to the disableChannels mission and server parameter to disable map drawing and map marker placement from the UI per chat channel\n- Fixed: MH-80 stub wing pylon presets were using the incorrect version of DAGR missiles (thanks *drebin052*)"}],"categories":["Arma 3: RC-Branch Change Logs"],"groups":["Change Logs"]},{"name":"Arma 3: RC-Branch Change Log v2.22","title":"Arma 3: RC-Branch Change Log v2.22","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_RC-Branch_Change_Log_v2.22","revid":378866,"updated":"2026-07-29T14:48:54Z","aliases":[],"markdown":"## 01-07-2026\n\nWe're opening public Release Candidate testing for Arma 3 platform **update 2.22**.\n\n- Steam beta branch access code: *Arma3Update222RC*\n- Download sizes: ~3.1 GB (client) / ~1.1 GB (server)\n\nPseudo-changelog:\n\n- MH-80 (Assault / Direct Action Penetrator) Ghost Hawks\n- ECM / Radar / Camera / Searchlight pylon pods\n- 12.7mm Minigun pylon weapon\n- H-80 External fuel tank jettisoning\n- Bulgarian, Hungarian, Ukrainian, Slovak, and Latin*\n- Miscellaneous fixes and tweaks\n\n> [!NOTE]\n> *These languages were experimentally translated using an AI model. The quality of these translations is not guaranteed, and they may contain mistakes. Separate issues are unlikely to be fixed, but full regenerations using improved models may occur. All other existing languages were translated by a team of human translators.\n\n#### 08-07-2026\n\nNotable changes:\n\n- Fixed: Missing strings for the ECM pod in the HUD\n- Tweaked: 12.7mm Minigun pylon weapon is now actually firing the correct caliber rounds\n- Added: Damage materials to various MH-80 components\n- Tweaked: Radar and Searchlight pods are now possible to operate from the copilot seat too\n- Fixed: Various other MH-80, pylon and passenger seat issues\n- Fixed: setPylonLoadout to remove a generic pylon, which would not propagate in multiplayer\n- Fixed: Camera pylon pods were not being displayed in the camera HUD panels\n- Added: \"SetOpenBay\" / \"GetOpenBay\" commands to pylonAction\n- Fixed: Crash after removing a camera pod while a different pod also has a camera (when switching to the other pod, the wrong pylon index was used)\n- Added: Config entry *turretsAvailable* in vehicle pylons, which allows restricting pylon assignment to specific vehicle seats\n- Fixed: Changing pylon loadout in 3DEN could remove default weapons\n\n#### 14-07-2026\n\nNotable changes:\n\n- Fixed: 12.7mm Minigun pylon display name in HUD\n- Fixed: Swapped speed and altitude fields in the camera pod UI\n- Added: Explosion sounds to 12.7x99mm HEIAP rounds\n- Fixed: 3DEN would allow putting units into locked seats if all other seats were full\n- Fixed: Zeus would allow putting units into locked seats\n- Fixed: moveInAny did not respect get-in ordering (*getInProxyOrder* config entry)\n- Fixed: Some weapons were not returned with compatibleWeapons for known magazines\n- Fixed: HUD could show incorrect (empty) weapons after changing from default pylon weapons\n- Fixed: Various potential crashes\n\n#### 29-07-2026\n\nNotable changes:\n\n- Added: Translations for new strings in update 2.22\n- Tweaked: A vehicle's *unitInfoType* *IDC_IGUI_DRIVER_OPTICS_GROUP* is now hidden if a pylon with *CameraComponent* and *cameraInfoType* is present\n- Fixed: Network synchronization for pylon camera orientation if controlled by a non-pilot turret\n- Fixed: MH-80 DIRCM laser being not visible in multiplayer\n- Tweaked: Small tweaks and fixes (clipping text) to new camera pylon pods UI\n- Fixed: Little holes in the mesh left by removed miniguns on the MH-80 DAP variant","sections":[{"heading":"01-07-2026","level":2,"markdown":"We're opening public Release Candidate testing for Arma 3 platform **update 2.22**.\n\n- Steam beta branch access code: *Arma3Update222RC*\n- Download sizes: ~3.1 GB (client) / ~1.1 GB (server)\n\nPseudo-changelog:\n\n- MH-80 (Assault / Direct Action Penetrator) Ghost Hawks\n- ECM / Radar / Camera / Searchlight pylon pods\n- 12.7mm Minigun pylon weapon\n- H-80 External fuel tank jettisoning\n- Bulgarian, Hungarian, Ukrainian, Slovak, and Latin*\n- Miscellaneous fixes and tweaks\n\n> [!NOTE]\n> *These languages were experimentally translated using an AI model. The quality of these translations is not guaranteed, and they may contain mistakes. Separate issues are unlikely to be fixed, but full regenerations using improved models may occur. All other existing languages were translated by a team of human translators."},{"heading":"08-07-2026","level":4,"markdown":"Notable changes:\n\n- Fixed: Missing strings for the ECM pod in the HUD\n- Tweaked: 12.7mm Minigun pylon weapon is now actually firing the correct caliber rounds\n- Added: Damage materials to various MH-80 components\n- Tweaked: Radar and Searchlight pods are now possible to operate from the copilot seat too\n- Fixed: Various other MH-80, pylon and passenger seat issues\n- Fixed: setPylonLoadout to remove a generic pylon, which would not propagate in multiplayer\n- Fixed: Camera pylon pods were not being displayed in the camera HUD panels\n- Added: \"SetOpenBay\" / \"GetOpenBay\" commands to pylonAction\n- Fixed: Crash after removing a camera pod while a different pod also has a camera (when switching to the other pod, the wrong pylon index was used)\n- Added: Config entry *turretsAvailable* in vehicle pylons, which allows restricting pylon assignment to specific vehicle seats\n- Fixed: Changing pylon loadout in 3DEN could remove default weapons"},{"heading":"14-07-2026","level":4,"markdown":"Notable changes:\n\n- Fixed: 12.7mm Minigun pylon display name in HUD\n- Fixed: Swapped speed and altitude fields in the camera pod UI\n- Added: Explosion sounds to 12.7x99mm HEIAP rounds\n- Fixed: 3DEN would allow putting units into locked seats if all other seats were full\n- Fixed: Zeus would allow putting units into locked seats\n- Fixed: moveInAny did not respect get-in ordering (*getInProxyOrder* config entry)\n- Fixed: Some weapons were not returned with compatibleWeapons for known magazines\n- Fixed: HUD could show incorrect (empty) weapons after changing from default pylon weapons\n- Fixed: Various potential crashes"},{"heading":"29-07-2026","level":4,"markdown":"Notable changes:\n\n- Added: Translations for new strings in update 2.22\n- Tweaked: A vehicle's *unitInfoType* *IDC_IGUI_DRIVER_OPTICS_GROUP* is now hidden if a pylon with *CameraComponent* and *cameraInfoType* is present\n- Fixed: Network synchronization for pylon camera orientation if controlled by a non-pilot turret\n- Fixed: MH-80 DIRCM laser being not visible in multiplayer\n- Tweaked: Small tweaks and fixes (clipping text) to new camera pylon pods UI\n- Fixed: Little holes in the mesh left by removed miniguns on the MH-80 DAP variant"}],"categories":["Arma 3: RC-Branch Change Logs"],"groups":["Change Logs"]},{"name":"Arma 3: Regular Expressions","title":"Arma 3: Regular Expressions","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Regular_Expressions","revid":378124,"updated":"2026-02-21T14:28:26Z","aliases":[],"markdown":"Arma 3 v2.06\n\nA **Regular Expression** (or regex/regexp) is an advanced text search format involving specific codes.\n\n> [!NOTE]\n> - For a detailed explanation of what a Regular Expression (Regex) is, please visit [the Wikipedia page](https://en.wikipedia.org/wiki/Regular_expression) about it.\n> - The following pages allow to test regular expressions:\n>   - https://regexr.com/\n>   - https://regex101.com/\n\n### Quick Guide\n\n- `a` means \"the a character\"\n- `.` means \"any character\"\n- `.?` means \"any character zero or one time\"\n- `.+` means \"any character from one to infinity times\"\n- `.*` means \"any character zero to infinity times\"\n- `.{3,5`} means \"any (identical) character that is present three to five times\"\n- `[a c]` is a **group** and means \"a character that is **either** a **or** c **or** space\"\n- `[a-z]` is a **range** and means \"any character between a and z\" (**not** between A and Z in the event of a case-sensitive search!)\n- `[a-zA-Z0-9]` is a **range** and means \"any character between a and z **or** A and Z **or** 0 and 9\"\n- `[^a-z]` is a **negative range** and means \"any character **not** between a and z\"\n- `Arma [0-9]` means anything from \"Arma 0\" to \"Arma 9\" (going through 1, 2, 3, 4 etc)\n\n> [!NOTE]\n> To match a specific character that is used in regex syntax, escape it with `\\`, e.g `I\\.\\.\\. don't know\\?`\n\n### Commands\n\nSee Command Group: Strings - Regular Expression.\n\n### Flags\n\nIn order to adjust the behaviour of the regex commands, certain flags can be set when using them.\nFlags are specified at the end of the pattern and start with `/`. Flags need to be lowercase.\nIf there are any non-flag characters in the flags they will be ignored and considered part of the pattern itself.\n\n> [!NOTE]\n> If no flags are specified, the default flags are set to `g` and `i`.\n> It is valid to specify `/` to indicate no flags, first match only, case sensitive - see Examples.\n\n| Flag | Name | Description |\n|---|---|---|\n| g | Global | Only relevant for regexReplace and regexFind.<br>***Missing*** the global flag sets `format_first_only` flag [(source)](https://en.cppreference.com/w/cpp/regex/match_flag_type) and:<br>- **only replaces the first occurrence** with regexReplace<br>- **only returns the first element** with regexFind |\n| i | Case-insensitive | N/A |\n| n | noSubs | > « When performing matches, all marked sub-expressions (expr) are treated as non-marking sub-expressions (?:expr).<br>> No matches are stored in the supplied std::regex_match structure and mark_count() is zero » – c++ reference ([source](https://en.cppreference.com/w/cpp/regex/syntax_option_type)) |\n| o | Optimise | Optimise pattern, pattern creation is slower, but will execute more efficiently [(source)](https://en.cppreference.com/w/cpp/regex/syntax_option_type) |\n\n### Examples\n\n```sqf\n\"1, 42, and 10e10\" regexFind [\"[0-9]\"]; // matches \"1\", \"4\", \"2\", \"1\", \"0\" \"1\" and \"0\"\n```\n\n```sqf\n\"1, 42, and 10e10\" regexFind [\"[0-9]+\"]; // matches \"1\", \"42\", \"10\" and \"10\", avoiding commas and spaces\n```\n\n```sqf\n\"Hello there!\" regexMatch \"There\";        // matches - default flags g and i are active\n\"Hello there!\" regexMatch \"There/\";        // no flags are set - as \"There\" is different from \"there\" and search is case-sensitive, so the match fails\n\"Hello there!\" regexMatch \"There/i\";    // matches - only the i flag is active\n```\n\n```sqf\n\"I like garlic, onions and cheese\" regexFind [\"([^ ]+)(?:,| and) \"]; // matches \"garlic\" and \"onions\"\n```\n\n```sqf\n\"Existing Arma: Arma 0, ArmA, ArmA 1, Arma 1, Arma 2, Arma 3, Arma 4, Arma 5, Arma 2035\" regexFind [\"(Arma [0-3])[^0-9]/g\"]; // matches \"Arma 0\", \"Arma 1\", \"Arma 2\", \"Arma 3\"\n```","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v2.06\n\nA **Regular Expression** (or regex/regexp) is an advanced text search format involving specific codes.\n\n> [!NOTE]\n> - For a detailed explanation of what a Regular Expression (Regex) is, please visit [the Wikipedia page](https://en.wikipedia.org/wiki/Regular_expression) about it.\n> - The following pages allow to test regular expressions:\n>   - https://regexr.com/\n>   - https://regex101.com/"},{"heading":"Quick Guide","level":3,"markdown":"- `a` means \"the a character\"\n- `.` means \"any character\"\n- `.?` means \"any character zero or one time\"\n- `.+` means \"any character from one to infinity times\"\n- `.*` means \"any character zero to infinity times\"\n- `.{3,5`} means \"any (identical) character that is present three to five times\"\n- `[a c]` is a **group** and means \"a character that is **either** a **or** c **or** space\"\n- `[a-z]` is a **range** and means \"any character between a and z\" (**not** between A and Z in the event of a case-sensitive search!)\n- `[a-zA-Z0-9]` is a **range** and means \"any character between a and z **or** A and Z **or** 0 and 9\"\n- `[^a-z]` is a **negative range** and means \"any character **not** between a and z\"\n- `Arma [0-9]` means anything from \"Arma 0\" to \"Arma 9\" (going through 1, 2, 3, 4 etc)\n\n> [!NOTE]\n> To match a specific character that is used in regex syntax, escape it with `\\`, e.g `I\\.\\.\\. don't know\\?`"},{"heading":"Commands","level":3,"markdown":"See Command Group: Strings - Regular Expression."},{"heading":"Flags","level":3,"markdown":"In order to adjust the behaviour of the regex commands, certain flags can be set when using them.\nFlags are specified at the end of the pattern and start with `/`. Flags need to be lowercase.\nIf there are any non-flag characters in the flags they will be ignored and considered part of the pattern itself.\n\n> [!NOTE]\n> If no flags are specified, the default flags are set to `g` and `i`.\n> It is valid to specify `/` to indicate no flags, first match only, case sensitive - see Examples.\n\n| Flag | Name | Description |\n|---|---|---|\n| g | Global | Only relevant for regexReplace and regexFind.<br>***Missing*** the global flag sets `format_first_only` flag [(source)](https://en.cppreference.com/w/cpp/regex/match_flag_type) and:<br>- **only replaces the first occurrence** with regexReplace<br>- **only returns the first element** with regexFind |\n| i | Case-insensitive | N/A |\n| n | noSubs | > « When performing matches, all marked sub-expressions (expr) are treated as non-marking sub-expressions (?:expr).<br>> No matches are stored in the supplied std::regex_match structure and mark_count() is zero » – c++ reference ([source](https://en.cppreference.com/w/cpp/regex/syntax_option_type)) |\n| o | Optimise | Optimise pattern, pattern creation is slower, but will execute more efficiently [(source)](https://en.cppreference.com/w/cpp/regex/syntax_option_type) |"},{"heading":"Examples","level":3,"markdown":"```sqf\n\"1, 42, and 10e10\" regexFind [\"[0-9]\"]; // matches \"1\", \"4\", \"2\", \"1\", \"0\" \"1\" and \"0\"\n```\n\n```sqf\n\"1, 42, and 10e10\" regexFind [\"[0-9]+\"]; // matches \"1\", \"42\", \"10\" and \"10\", avoiding commas and spaces\n```\n\n```sqf\n\"Hello there!\" regexMatch \"There\";        // matches - default flags g and i are active\n\"Hello there!\" regexMatch \"There/\";        // no flags are set - as \"There\" is different from \"there\" and search is case-sensitive, so the match fails\n\"Hello there!\" regexMatch \"There/i\";    // matches - only the i flag is active\n```\n\n```sqf\n\"I like garlic, onions and cheese\" regexFind [\"([^ ]+)(?:,| and) \"]; // matches \"garlic\" and \"onions\"\n```\n\n```sqf\n\"Existing Arma: Arma 0, ArmA, ArmA 1, Arma 1, Arma 2, Arma 3, Arma 4, Arma 5, Arma 2035\" regexFind [\"(Arma [0-3])[^0-9]/g\"]; // matches \"Arma 0\", \"Arma 1\", \"Arma 2\", \"Arma 3\"\n```"}],"categories":["Arma 3: Editing","Introduced with Arma 3 version 2.06"],"groups":["Scripting"]},{"name":"Arma 3: Remote Execution","title":"Arma 3: Remote Execution","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Remote_Execution","revid":352065,"updated":"2024-02-01T23:24:38Z","aliases":["Arma 3 Remote Execution","Remote Execution"],"markdown":"Remote Execution is one of the cornerstones of Multiplayer Scripting in Arma 3. It is primarily needed to properly use commands that have *local effect* (Local effect) or only take *local arguments* (Local argument) in multiplayer.\n\n### Remote Execution Framework\n\nThe Remote Execution Framework currently consists of five commands:\n\n- remoteExec\n- remoteExecCall\n- remoteExecutedOwner\n- isRemoteExecuted\n- isRemoteExecutedJIP\n\nFurthermore, the framework encompasses an optional config entry to manage security settings: CfgRemoteExec.\n\n> [!NOTE]\n> While primarily designed and used for multiplayer, remoteExec and remoteExecCall also work in singleplayer; the behaviour is the same as in multiplayer.\n\n### Use Case Example\n\nTo understand why remote execution is needed and what it is used for, consider the following use case example: Let's say we want to use hint to display an announcement to all the players in our multiplayer mission at the same time.\n\nWe already know how to use the hint command:\n\n```sqf\nhint \"You have 5 minutes left!\"; // Normal use of hint.\n```\n\nThe problem is that hint only has *local effect*. This means that only the machine where hint is executed will display our \"You have 5 minutes left!\" message.\nBut we do not want to display our message to just a single player, we want to display our message to every player.\n\nSo in order to solve this problem, we need to make use of remote execution:\n\n```sqf\n\"You have 5 minutes left!\" remoteExec [\"hint\"];        // remote execution of hint.\n\"You have 5 minutes left!\" remoteExec [\"hint\", 0];    // identical to the line above\n```\n\nNow all machines that are taking part in our multiplayer session will execute `hint \"You have 5 minutes left!\";`, which means that our message will be displayed to every player at the same time - and we have achieved our goal.\n\n> [!NOTE]\n> If it is available, information about the multiplayer behaviour of a function / command can be found at the top of the documentation page of that function / command. Look for these icons: Local argument, Global argument, Local effect, Global effect and Server execution. Hover above the icons to view a tooltip explaining what each icon means.\n\n### Environment\n\n**Execution in Scheduled Environment**\n\n|  | Commands | Functions |\n|---|---|---|\n| remoteExec | ✗ | ✓ |\n| remoteExecCall | ✗ | ✗ |\n\n### History\n\nPrior to Arma 3 v1.50 there was no engine based remote execution. The only officially supported way to execute code on a non-local machine was provided in the form of BIS_fnc_MP. This scripted framework suffered from several issues, mainly poor network traffic optimization and insufficient security control. The network traffic was optimized in Arma 3 v1.46, but the security issues of the scripted framework could not be fixed properly.\n\nTo fully address these issues, remote execution was implemented directly into the game engine, with Arma 3 v1.50 introducing two new script commands - remoteExec and remoteExecCall - as well as a new CfgRemoteExec, finally allowing for proper and secure remote execution from all machines.\n\nAs of Arma 3 v1.54, BIS_fnc_MP has been rewritten to internally use remoteExec and remoteExecCall, retaining full backwards compatibility and enabling it to work with the updated CfgRemoteExec. **Despite this, BIS_fnc_MP is now deprecated and should no longer be used!**\n\n### Advanced Techniques & Functionality Insight\n\n#### JIP Queue\n\nWhen a command or function is executed through remoteExec or remoteExecCall, it can be flagged as persistent. If it is flagged, the statement is stored in the JIP queue on the server (under its unique JIP ID). When a player joins a multiplayer session that has already started (JIP stands for *Join-In-Progress*), all entries stored in the JIP queue are executed on that player's machine.\n\n##### Overwriting JIP message in the queue\n\nEvery JIP message is stored in the queue. If you need to overwrite the JIP message with another message, use the same JIP id for the new message. This way the new message will be stored in the queue under the provided id and will overwrite the previously stored message that used the same id.\n\n##### Deleting JIP message from the queue\n\nTo remove a specific JIP message from the queue call the remoteExec with function/command name set to an empty string, the JIP id of the message you want to remove and no other params.\n\n```sqf\nremoteExec [\"\", \"JIPid\"];\n```\n\n#### Validity Verification\n\nThe validity of a remote execution request is verified in two steps:\n\n1. When the request is initiated (issued from a client machine)\n1. Before the server broadcasts the request\n\nIf the request is initialized directly from the server, step 1 is skipped (this also applies to hosted servers).\n\nA remote execution request has to meet the following criteria to be considered valid:\n\n1. The input parameters must be defined properly\n1. The function / command must exist on the machine\n1. The function / command must be allowed by CfgRemoteExec: Remote execution must either be fully allowed (`mode = 2`) or the particular function / command must be whitelisted.\n1. If JIP is used, JIP must be allowed by CfgRemoteExec (`jip = 1`)\n\nIf any of these conditions is not met, the remote execution request is blocked.\n\n### See Also\n\n- Multiplayer Scripting\n- Multiplayer Scripting Commands","sections":[{"heading":null,"level":1,"markdown":"Remote Execution is one of the cornerstones of Multiplayer Scripting in Arma 3. It is primarily needed to properly use commands that have *local effect* (Local effect) or only take *local arguments* (Local argument) in multiplayer."},{"heading":"Remote Execution Framework","level":3,"markdown":"The Remote Execution Framework currently consists of five commands:\n\n- remoteExec\n- remoteExecCall\n- remoteExecutedOwner\n- isRemoteExecuted\n- isRemoteExecutedJIP\n\nFurthermore, the framework encompasses an optional config entry to manage security settings: CfgRemoteExec.\n\n> [!NOTE]\n> While primarily designed and used for multiplayer, remoteExec and remoteExecCall also work in singleplayer; the behaviour is the same as in multiplayer."},{"heading":"Use Case Example","level":3,"markdown":"To understand why remote execution is needed and what it is used for, consider the following use case example: Let's say we want to use hint to display an announcement to all the players in our multiplayer mission at the same time.\n\nWe already know how to use the hint command:\n\n```sqf\nhint \"You have 5 minutes left!\"; // Normal use of hint.\n```\n\nThe problem is that hint only has *local effect*. This means that only the machine where hint is executed will display our \"You have 5 minutes left!\" message.\nBut we do not want to display our message to just a single player, we want to display our message to every player.\n\nSo in order to solve this problem, we need to make use of remote execution:\n\n```sqf\n\"You have 5 minutes left!\" remoteExec [\"hint\"];        // remote execution of hint.\n\"You have 5 minutes left!\" remoteExec [\"hint\", 0];    // identical to the line above\n```\n\nNow all machines that are taking part in our multiplayer session will execute `hint \"You have 5 minutes left!\";`, which means that our message will be displayed to every player at the same time - and we have achieved our goal.\n\n> [!NOTE]\n> If it is available, information about the multiplayer behaviour of a function / command can be found at the top of the documentation page of that function / command. Look for these icons: Local argument, Global argument, Local effect, Global effect and Server execution. Hover above the icons to view a tooltip explaining what each icon means."},{"heading":"Environment","level":3,"markdown":"**Execution in Scheduled Environment**\n\n|  | Commands | Functions |\n|---|---|---|\n| remoteExec | ✗ | ✓ |\n| remoteExecCall | ✗ | ✗ |"},{"heading":"History","level":3,"markdown":"Prior to Arma 3 v1.50 there was no engine based remote execution. The only officially supported way to execute code on a non-local machine was provided in the form of BIS_fnc_MP. This scripted framework suffered from several issues, mainly poor network traffic optimization and insufficient security control. The network traffic was optimized in Arma 3 v1.46, but the security issues of the scripted framework could not be fixed properly.\n\nTo fully address these issues, remote execution was implemented directly into the game engine, with Arma 3 v1.50 introducing two new script commands - remoteExec and remoteExecCall - as well as a new CfgRemoteExec, finally allowing for proper and secure remote execution from all machines.\n\nAs of Arma 3 v1.54, BIS_fnc_MP has been rewritten to internally use remoteExec and remoteExecCall, retaining full backwards compatibility and enabling it to work with the updated CfgRemoteExec. **Despite this, BIS_fnc_MP is now deprecated and should no longer be used!**"},{"heading":"Advanced Techniques & Functionality Insight","level":3,"markdown":""},{"heading":"JIP Queue","level":4,"markdown":"When a command or function is executed through remoteExec or remoteExecCall, it can be flagged as persistent. If it is flagged, the statement is stored in the JIP queue on the server (under its unique JIP ID). When a player joins a multiplayer session that has already started (JIP stands for *Join-In-Progress*), all entries stored in the JIP queue are executed on that player's machine."},{"heading":"Overwriting JIP message in the queue","level":5,"markdown":"Every JIP message is stored in the queue. If you need to overwrite the JIP message with another message, use the same JIP id for the new message. This way the new message will be stored in the queue under the provided id and will overwrite the previously stored message that used the same id."},{"heading":"Deleting JIP message from the queue","level":5,"markdown":"To remove a specific JIP message from the queue call the remoteExec with function/command name set to an empty string, the JIP id of the message you want to remove and no other params.\n\n```sqf\nremoteExec [\"\", \"JIPid\"];\n```"},{"heading":"Validity Verification","level":4,"markdown":"The validity of a remote execution request is verified in two steps:\n\n1. When the request is initiated (issued from a client machine)\n1. Before the server broadcasts the request\n\nIf the request is initialized directly from the server, step 1 is skipped (this also applies to hosted servers).\n\nA remote execution request has to meet the following criteria to be considered valid:\n\n1. The input parameters must be defined properly\n1. The function / command must exist on the machine\n1. The function / command must be allowed by CfgRemoteExec: Remote execution must either be fully allowed (`mode = 2`) or the particular function / command must be whitelisted.\n1. If JIP is used, JIP must be allowed by CfgRemoteExec (`jip = 1`)\n\nIf any of these conditions is not met, the remote execution request is blocked."},{"heading":"See Also","level":3,"markdown":"- Multiplayer Scripting\n- Multiplayer Scripting Commands"}],"categories":["Arma 3: Remote Execution","Introduced with Arma 3 version 1.50"],"groups":["Scripting"]},{"name":"Arma 3: Replacement Config Tutorial","title":"Arma 3: Replacement Config Tutorial","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Replacement_Config_Tutorial","revid":369678,"updated":"2024-10-02T11:01:42Z","aliases":["ArmA 3 Replacement Config Tutorial","Arma 3 Replacement Config Tutorial"],"markdown":"This is a guide how to create an addon to replace the look of a given weapon/unit/vehicle with a different model from another community made addon. To avoid issues the replacement should be of the same type and behavior as close as possible. Generally the goal is to achieve a better visual look or better sound experience.\n\n### Required tools\n\n- A good text editor; best with [regular expression](http://www.regular-expressions.info) support. Recommended: [EditPadPro](http://www.editpadpro.com) (and/or [PowerGREP](http://www.powergrep.com))\n- Ability to create a config dump from system memory while the game is running\n- A tool to create pbos. Recommended: [mikero's tool suite](https://mikero.bytex.digital/) (makePbo)\n\n### Overall process\n\n#### Basic preparation\n\n1. Download the desired addon(s) you want to use for the replacement\n1. Load it/them via a modfolder\n1. Make a config overview for the above mentioned **config dump** mission in the editor; **cfgVehicles** for infantry or vehicles, **cfgWeapons** for weapons (or make subsets like CAManBase, AllVehicles, Tank, Cars, etc); for sounds **cfgAmmo** and **cfgMagazines** are also relevant and a few other specific classes for UI or terrain sounds\n1. Extract the classes of the desired vehicle/infantry/weapon item/set/type/faction to replace\n1. Extract the classes of the replacements\n1. Clean both their content for all but the relevant parameters (see below for more information); this regex will remove all but the mentioned parameters:\n\n```\n^(?!.*?(^\\tclass|parameterA|parameterB|etc)).*\\r\\n\n```\n\n#### Preparing the addon\n\n1. Create a new folder in your @test\\addons modfolder\n1. Give the folder a descriptive name like YourTAG_ReplacementSet_With_AddonName\n1. Create an empty text file\n1. Rename it to config.cpp ([make sure to have windows show file extensions](http://windows.microsoft.com/en-us/windows/show-hide-file-name-extensions#show-hide-file-name-extensions))\n1. Add a cfgPatches header - see sample below\n   1. Give it the same name as the folder\n   1. Add the cfgPatches class dependency of the addon used for the replacement in requiredAddons definition\n1. Add the cfgWeapons/cfgVehicles body\n1. Add the desired vehicles/infantry/weapons classes you want to replace\n   1. It should include the base class\n   1. The definitions should be strip of all unnecessary parameters at this point\n   1. Disable all the remaining parameters (by adding '//' at the start of each line to comment it out) - they only serve as a reminder what you **have to** replace for a given class\n\nSample config:\n\n```cpp\nclass CfgPatches\n{\n    class YourTAG_ReplacementSet_With_AddonName\n    {\n        units[] = {};\n        weapons[] = {};\n        requiredVersion = 0.1;\n        requiredAddons[] = { \"DependencyToAddonsCfgPatchesClass\" };\n    };\n};\nclass CfgVehicles\n{\n    class SoldierWB;\n    class B_Soldier_base_F : SoldierWB\n    {\n//        model = \"\\A3\\characters_F\\BLUFOR\\b_soldier_01.p3d\";\n//        nakedUniform = \"U_BasicBody\";\n//        uniformClass = \"U_B_CombatUniform_mcam\";\n//        hiddenSelections[] = { \"Camo\" };\n//        hiddenSelectionsTextures[] = { \"\\a3\\characters_f\\blufor\\data\\clothing1_co.paa\" };\n//        linkedItems[] = { \"V_PlateCarrier1_rgr\", \"H_HelmetB\", \"ItemMap\", \"ItemCompass\", \"ItemWatch\", \"ItemRadio\", \"NVGoggles\" };\n//        respawnLinkedItems[] = { \"V_PlateCarrier1_rgr\", \"H_HelmetB\", \"ItemMap\", \"ItemCompass\", \"ItemWatch\", \"ItemRadio\", \"NVGoggles\" };\n//        class Wounds\n//        {\n//            tex[] = {};\n//            mat[] = { \"A3\\Characters_F\\BLUFOR\\Data\\clothing1.rvmat\", ... };\n//        };\n    };\n    class B_Soldier_F : B_Soldier_base_F\n    {\n//        nakedUniform = \"U_BasicBody\";\n//        uniformClass = \"U_B_CombatUniform_mcam\";\n    };\n};\n```\n\n#### Defining the replacement\n\n1. Next you have to select which addon unit should replace each given source class; generally one copies GL over GL, MG over MG and so on\n1. You do so by copying the parameters of the addon class into your replacement addon for the given class\n1. **Very important** is to keep the parameter **inheritance** in mind in both addon and source class; in other words you need to check carefully where each required parameter is set and if you need to replace it in the given/specific class or at the base class level\n\nTo make some examples for infantry classes:\n\n- class Wounds or the model are often set only in the base class; except for specific types like snipers, officer, pilot/crew classes\n- whereas the linkedItems list/array is mostly defined per specific class\n- make sure what parameters are set in the base class of the replacement addon\n\n#### Building the addon\n\n1. Once each class of has the required parameters set/overwritten with new definitions from the desired addon\n1. Check your config for error (brackets, semicolons, etc) - rapify/mikero's tools have the feature to verify a config for correctness\n1. Build your addon folder to pbo\n1. Load your new pbo in a modfolder, as well as the addon it depends on\n1. Verify in the editor that the replacement works as desired and that you have no onscreen errors and none in the rpt\n\n### Different types\n\n#### Visual replacement\n\n##### Infantry\n\nRelevant config parameters:\n\n- model\n- hiddenSelections[]\n- hiddenSelectionsTextures[]\n- class Wounds\n- nakedUniform\n- uniformClass\n- linkedItems[]\n- respawnlinkedItems[]\n- backpack (somewhat problematic as it may have gameplay impact - better to replace the backpack look itself in its definition/class)\n\nSample config:\n\n```cpp\nclass CfgPatches\n{\n    class AiA_ModelReplacement_BAF_With_STALKERGBs_BritishInfantry\n    {\n        units[] = {};\n        weapons[] = {};\n        requiredVersion = 0.1;\n        requiredAddons[] = { \"AiA_ActivateA3Models_ModelReplacement_CO\", \"STKR_BritMTP\" };\n    };\n};\nclass CfgVehicles\n{\n    class SoldierWB;\n\n    class BAF_Soldier_base_EP1 : SoldierWB\n    {\n        model = \"\\STKR_BritMTP\\Rifleman\";\n        uniformClass = \"STKR_UBACS\";\n        backpack = \"Brit_MLode\";\n        linkedItems[] = { \"STKR_Osprey_R\", \"STKR_MK7_Scrim\", \"STKR_HMNVS\", \"ItemMap\", \"ItemCompass\", \"ItemWatch\", \"ItemRadio\" };\n        respawnLinkedItems[] = { \"STKR_Osprey_R\", \"STKR_MK7_Scrim\", \"NVGoggles\", \"ItemMap\", \"ItemCompass\", \"ItemWatch\", \"ItemRadio\" };\n        class Wounds\n        {\n            tex[] = {};\n            mat[] = { /* ... */ };\n        };\n    };\n// ...\n};\n```\n\n##### Vehicles\n\n##### Weapons\n\n#### Sounds replacement","sections":[{"heading":null,"level":1,"markdown":"This is a guide how to create an addon to replace the look of a given weapon/unit/vehicle with a different model from another community made addon. To avoid issues the replacement should be of the same type and behavior as close as possible. Generally the goal is to achieve a better visual look or better sound experience."},{"heading":"Required tools","level":3,"markdown":"- A good text editor; best with [regular expression](http://www.regular-expressions.info) support. Recommended: [EditPadPro](http://www.editpadpro.com) (and/or [PowerGREP](http://www.powergrep.com))\n- Ability to create a config dump from system memory while the game is running\n- A tool to create pbos. Recommended: [mikero's tool suite](https://mikero.bytex.digital/) (makePbo)"},{"heading":"Overall process","level":3,"markdown":""},{"heading":"Basic preparation","level":4,"markdown":"1. Download the desired addon(s) you want to use for the replacement\n1. Load it/them via a modfolder\n1. Make a config overview for the above mentioned **config dump** mission in the editor; **cfgVehicles** for infantry or vehicles, **cfgWeapons** for weapons (or make subsets like CAManBase, AllVehicles, Tank, Cars, etc); for sounds **cfgAmmo** and **cfgMagazines** are also relevant and a few other specific classes for UI or terrain sounds\n1. Extract the classes of the desired vehicle/infantry/weapon item/set/type/faction to replace\n1. Extract the classes of the replacements\n1. Clean both their content for all but the relevant parameters (see below for more information); this regex will remove all but the mentioned parameters:\n\n```\n^(?!.*?(^\\tclass|parameterA|parameterB|etc)).*\\r\\n\n```"},{"heading":"Preparing the addon","level":4,"markdown":"1. Create a new folder in your @test\\addons modfolder\n1. Give the folder a descriptive name like YourTAG_ReplacementSet_With_AddonName\n1. Create an empty text file\n1. Rename it to config.cpp ([make sure to have windows show file extensions](http://windows.microsoft.com/en-us/windows/show-hide-file-name-extensions#show-hide-file-name-extensions))\n1. Add a cfgPatches header - see sample below\n   1. Give it the same name as the folder\n   1. Add the cfgPatches class dependency of the addon used for the replacement in requiredAddons definition\n1. Add the cfgWeapons/cfgVehicles body\n1. Add the desired vehicles/infantry/weapons classes you want to replace\n   1. It should include the base class\n   1. The definitions should be strip of all unnecessary parameters at this point\n   1. Disable all the remaining parameters (by adding '//' at the start of each line to comment it out) - they only serve as a reminder what you **have to** replace for a given class\n\nSample config:\n\n```cpp\nclass CfgPatches\n{\n    class YourTAG_ReplacementSet_With_AddonName\n    {\n        units[] = {};\n        weapons[] = {};\n        requiredVersion = 0.1;\n        requiredAddons[] = { \"DependencyToAddonsCfgPatchesClass\" };\n    };\n};\nclass CfgVehicles\n{\n    class SoldierWB;\n    class B_Soldier_base_F : SoldierWB\n    {\n//        model = \"\\A3\\characters_F\\BLUFOR\\b_soldier_01.p3d\";\n//        nakedUniform = \"U_BasicBody\";\n//        uniformClass = \"U_B_CombatUniform_mcam\";\n//        hiddenSelections[] = { \"Camo\" };\n//        hiddenSelectionsTextures[] = { \"\\a3\\characters_f\\blufor\\data\\clothing1_co.paa\" };\n//        linkedItems[] = { \"V_PlateCarrier1_rgr\", \"H_HelmetB\", \"ItemMap\", \"ItemCompass\", \"ItemWatch\", \"ItemRadio\", \"NVGoggles\" };\n//        respawnLinkedItems[] = { \"V_PlateCarrier1_rgr\", \"H_HelmetB\", \"ItemMap\", \"ItemCompass\", \"ItemWatch\", \"ItemRadio\", \"NVGoggles\" };\n//        class Wounds\n//        {\n//            tex[] = {};\n//            mat[] = { \"A3\\Characters_F\\BLUFOR\\Data\\clothing1.rvmat\", ... };\n//        };\n    };\n    class B_Soldier_F : B_Soldier_base_F\n    {\n//        nakedUniform = \"U_BasicBody\";\n//        uniformClass = \"U_B_CombatUniform_mcam\";\n    };\n};\n```"},{"heading":"Defining the replacement","level":4,"markdown":"1. Next you have to select which addon unit should replace each given source class; generally one copies GL over GL, MG over MG and so on\n1. You do so by copying the parameters of the addon class into your replacement addon for the given class\n1. **Very important** is to keep the parameter **inheritance** in mind in both addon and source class; in other words you need to check carefully where each required parameter is set and if you need to replace it in the given/specific class or at the base class level\n\nTo make some examples for infantry classes:\n\n- class Wounds or the model are often set only in the base class; except for specific types like snipers, officer, pilot/crew classes\n- whereas the linkedItems list/array is mostly defined per specific class\n- make sure what parameters are set in the base class of the replacement addon"},{"heading":"Building the addon","level":4,"markdown":"1. Once each class of has the required parameters set/overwritten with new definitions from the desired addon\n1. Check your config for error (brackets, semicolons, etc) - rapify/mikero's tools have the feature to verify a config for correctness\n1. Build your addon folder to pbo\n1. Load your new pbo in a modfolder, as well as the addon it depends on\n1. Verify in the editor that the replacement works as desired and that you have no onscreen errors and none in the rpt"},{"heading":"Different types","level":3,"markdown":""},{"heading":"Visual replacement","level":4,"markdown":""},{"heading":"Infantry","level":5,"markdown":"Relevant config parameters:\n\n- model\n- hiddenSelections[]\n- hiddenSelectionsTextures[]\n- class Wounds\n- nakedUniform\n- uniformClass\n- linkedItems[]\n- respawnlinkedItems[]\n- backpack (somewhat problematic as it may have gameplay impact - better to replace the backpack look itself in its definition/class)\n\nSample config:\n\n```cpp\nclass CfgPatches\n{\n    class AiA_ModelReplacement_BAF_With_STALKERGBs_BritishInfantry\n    {\n        units[] = {};\n        weapons[] = {};\n        requiredVersion = 0.1;\n        requiredAddons[] = { \"AiA_ActivateA3Models_ModelReplacement_CO\", \"STKR_BritMTP\" };\n    };\n};\nclass CfgVehicles\n{\n    class SoldierWB;\n\n    class BAF_Soldier_base_EP1 : SoldierWB\n    {\n        model = \"\\STKR_BritMTP\\Rifleman\";\n        uniformClass = \"STKR_UBACS\";\n        backpack = \"Brit_MLode\";\n        linkedItems[] = { \"STKR_Osprey_R\", \"STKR_MK7_Scrim\", \"STKR_HMNVS\", \"ItemMap\", \"ItemCompass\", \"ItemWatch\", \"ItemRadio\" };\n        respawnLinkedItems[] = { \"STKR_Osprey_R\", \"STKR_MK7_Scrim\", \"NVGoggles\", \"ItemMap\", \"ItemCompass\", \"ItemWatch\", \"ItemRadio\" };\n        class Wounds\n        {\n            tex[] = {};\n            mat[] = { /* ... */ };\n        };\n    };\n// ...\n};\n```"},{"heading":"Vehicles","level":5,"markdown":""},{"heading":"Weapons","level":5,"markdown":""},{"heading":"Sounds replacement","level":4,"markdown":""}],"categories":["Arma 3: Tutorials"],"groups":["Configuration"]},{"name":"Arma 3: Respawn","title":"Arma 3: Respawn","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Respawn","revid":378634,"updated":"2026-05-15T12:14:41Z","aliases":["Arma 3 Respawn","Arma 3 Respawn: New Respawn Screen","Arma 3: Respawn: New Respawn Screen","CfgRespawnTemplates"],"markdown":"### Settings\n\n- Some basic settings can be set up in Eden Editor\n- Description.ext and/or Campaign Description.ext allow for full control over all available respawn settings\n\n### Scripting\n\n**Scripting Commands**\n\n- playerRespawnTime\n- setPlayerRespawnTime\n- respawnVehicle\n\n**Scripting Functions**\n\n- Respawn Functions\n\n**Event Scripts**\n\n- onPlayerRespawn.sqf\n- onPlayerKilled.sqf\n\n### Respawn Types\n\nType is represented either by respawn ID, or by its name.\n\n```cpp\nrespawn = \"BASE\";\nrespawn = 3;\n```\n\n| ID | Name | Description | Default Templates | onPlayerKilled | onPlayerRespawn |\n|---|---|---|---|---|---|\n| 0 | \"NONE\" | Show singleplayer death screen | N/A | ✓ | ✗ |\n| 1 | \"BIRD\" | Respawn to a seagull | Spectator, EndMission | ✗ | ✓ |\n| 2 | \"INSTANT\" | Respawn on spot where player died | Instant, Counter | ✓ | ✓ |\n| 3 | \"BASE\" | Respawn on a marker(s) start by following strings:<br>**Unit respawn**<br>- *respawn* (used only when side variant is not found)<br>- *respawn_west*<br>- *respawn_east*<br>- *respawn_guerrila*<br>- *respawn_civilian*<br>**Vehicle respawn**<br>- *respawn* (used only when side variant is not found)<br>- *respawn_vehicle_west*<br>- *respawn_vehicle_east*<br>- *respawn_vehicle_guerrila*<br>- *respawn_vehicle_civilian*<br>You can have multiple markers simply by adding any text behind the name, e.g. *respawn_west1*, *respawn_westBase* etc. When no markers are defined, player is respawned on position where he started the mission. More about marker respawn can be found [here](http://killzonekid.com/arma-scripting-tutorials-respawn-on-marker/). Alternatively you can also use the *Respawn Position* module. | Base, Counter | ✓ | ✓ |\n| 4 | \"GROUP\" | Respawn to the next available playable unit in a group. When none is left, BIRD respawn is used instead. | Group, EndMission | ✗ | ✓ |\n| 5 | \"SIDE\" | Respawn to the next available playable unit of the same side (selected using team switch window). When none is left, BIRD respawn is used instead. | Side, EndMission | ✗ | ✓ |\n\n### Respawn Templates\n\n> [!WARNING]\n> Respawn Templates are **case-sensitive!**\n\nTemplates are pre-defined scripts called when player dies and respawns. They are defined in an array and can be combined together.\n\n```cpp\nrespawnTemplates[] = { \"MenuInventory\", \"MenuPosition\" };\n```\n\nAdditionally, you can define side specific templates. When a side has no unique templates, it will use general *respawnTemplates* instead.\n\n```cpp\nrespawnTemplatesWest[] = { \"MenuInventory\" };\nrespawnTemplatesEast[] = { \"Counter\" };\nrespawnTemplatesGuer[] = { \"Tickets\" };\nrespawnTemplatesCiv[] = { \"Spectator\" };\nrespawnTemplatesVirtual[] = {}; // Virtual players, used mainly in Curator (Zeus) missions\n```\n\n> [!IMPORTANT]\n> When the `respawnTemplates` entry is missing, default templates based on the respawn type are used.\n\n#### Conflicts\n\nThe respawn templates \"MenuPosition\" and \"Spectator\" are **not** compatible since MenuPosition will force the map open. Instead you can use the following settings to get access to the full spectator mode:\n\n```cpp\n// description.ext\nrespawn = 3;\nrespawnTemplates[] = { \"MenuPosition\", \"Spectator\" };\n```\n\n```sqf\n// initPlayerLocal.sqf\n// --- Enable full spectator in respawn screen\n{\n    missionNamespace setVariable [_x, true];\n} forEach [\n    \"BIS_respSpecAI\",                    // Allow spectating of AI\n    \"BIS_respSpecAllowFreeCamera\",        // Allow moving the camera independent from units (players)\n    \"BIS_respSpecAllow3PPCamera\",        // Allow 3rd person camera\n    \"BIS_respSpecShowFocus\",            // Show info about the selected unit (dissapears behind the respawn UI)\n    \"BIS_respSpecShowCameraButtons\",    // Show buttons for switching between free camera, 1st and 3rd person view (partially overlayed by respawn UI)\n    \"BIS_respSpecShowControlsHelper\",    // Show the controls tutorial box\n    \"BIS_respSpecShowHeader\",            // Top bar of the spectator UI including mission time\n    \"BIS_respSpecLists\"                    // Show list of available units and locations on the left hand side\n];\n```\n\n#### Official Templates\n\n| Class | Description | Preview |\n|---|---|---|\n| **None** | Singleplayer death screen. Default in singleplayer. |  |\n| **Spectator** | Spectator Mode. |  |\n| **Instant** | Currently empty. |  |\n| **Base** | Currently empty. |  |\n| **Group** | Cutscene showing a newly controlled unit. |  |\n| **Side** | Cutscene showing a newly controlled unit. |  |\n| **Seagull** | Operation Flashpoint-style seagull respawn |  |\n| **Wave** | Adjusts respawn counter so players spawns together. Wave delay is based on *respawnDelay* and Player's respawn time is set between 1 and 2 times *respawnDelay*: if *respawnDelay* is set to e.g 10, respawn waves happen every 10 seconds. If a player dies and the next respawn wave is in 3 seconds, the player's respawn time is set to 17 seconds to match the next wave. |  |\n| **SwitchPlayer** | Swichtes to another unit upon death. |  |\n| **Tickets** | Use a limited respawn ticket pool for players. Pool can be applied to everyone, a side, a group or a single unit.<br>Use BIS_fnc_respawnTickets to update the amount of available tickets. Note that the template will have no effect if this function is never used, meaning players outside of all given pools will have infinite respawns. |  |\n| **TicketsSpawn** | Substracts ticket **after** respawn. |  |\n| **Counter** | Show a simple respawn countdown. |  |\n| **EndMission** | Automatically fail the mission once all players are dead (for NONE, BIRD, GROUP and SIDE respawn types) or when all respawn tickets are exceeded (for INSTANT and BASE respawn types with *Tickets* template) |  |\n| **MenuPosition** | Lets players select from available respawn positions defined either by *respawn markers*, see Respawn Types, by BIS_fnc_addRespawnPosition function or by the *Respawn Position* module. A new screen was released with Arma 3 v1.60 and brings new functionalities together with a new design.<br>**Item disabling**<br>- Respawn positions can be disabled automatically (e.g., unit used as respawn point is dead) or manually by calling BIS_fnc_showRespawnMenuDisableItem |  |\n| **MenuInventory** | Lets players pick a respawn loadout defined in CfgRespawnInventory. Loadouts can be added using BIS_fnc_addRespawnInventory function. A new screen was released with Arma 3 v1.60 and brings new functionalities together with a new design.<br>**Role selection**<br>- Respawn inventories are sorted in to Roles which can be defined in CfgRoles.<br>**Item disabling**<br>- Roles and loadouts can be disabled. This can happen automatically (e.g., Role/loadout limit was reached) or can be manually by calling BIS_fnc_showRespawnMenuDisableItem.<br>**Limits**<br>- Roles and loadouts can be limited. This way only limited number of player can use given role/loadout in a mission. For details on how to do that see BIS_fnc_addRespawnInventory. |  |\n\n**Options shared by *MenuInventory* and *MenuPosition***\nBoth templates feature a similar respawn UI and therefore share the following options:\n\n- **Timeout disabling**\n  - Mission designer can disable the timeout used between death of a unit and opening of the respawn screen:\n\n    ```sqf\n    missionNamespace setVariable [\"BIS_RscRespawnControls_skipBlackOut\", true, true];    // disable timout\n    missionNamespace setVariable [\"BIS_RscRespawnControls_skipBlackOut\", nil, true];    // reset to original timeout\n    ```\n- **Autorespawn**\n  - A checkbox can be ticket to let the player automatically respawn once the coundown reached 0. If disabled player is not respawned immediately, but must confirm selection by clicking on \"RESPAWN\" button.\n- **Spectator Camera**\n  - The Spectator Camera used in here is slightly modified (no free camera available etc.) version of Spectator Mode. For full documentation see Spectator Mode documentation.\n  - Mission designer needs to use the **Spectator** respawn template, the camera is disabled otherwise.\n\n#### Custom Respawn Templates\n\nNew templates can be defined in global Config.cpp or in mission and campaign Description.ext files.\n**Example**:\n\n```cpp\nclass CfgRespawnTemplates\n{\n    // Class used in respawnTemplates entry\n    class myTag_beacon\n    {\n        // Function or script executed upon death. Parameters passed into it are the same as are passed into onPlayerKilled.sqf file\n        onPlayerKilled = \"\\myAddon\\scripts\\respawnBeacon.sqf\";\n\n        // Function or script executed upon respawn. Parameters passed into it are the same as are passed into onPlayerRespawn.sqf file\n        onPlayerRespawn = \"\\myAddon\\scripts\\respawnBeacon.sqf\";\n\n        // Default respawn delay (can be overwitten by description.ext entry of the same name)\n        respawnDelay = 20;\n\n        // 1 to respawn player when he joins the game. Available only for INSTANT and BASE respawn types\n        // Can be overridden by description.ext attribute of the same name\n        respawnOnStart = 1;\n\n        // By default onPlayerKilled and onPlayerRespawn function are spawned\n        // set to 1 to run in unscheduled, called functions MUST NOT return an assignment or respawn will break\n        isCall = 0;\n    };\n\n    class Spectator\n    {\n        onPlayerRespawn = \"BIS_fnc_respawnSpectator\";\n    };\n};\n```\n\n> [!IMPORTANT]\n> For a template's `respawnDelay` to be considered, Description.ext's `respawnDelay` **must** be defined and have a negative value due to BIS_fnc_selectRespawnTemplate code.\n>\n> ```cpp\n> respawnDelay = -1;\n> ```\n\n### Loadouts and Roles\n\nThe main purpose of the roles is to make things more clear and simple for player when selecting loadout. All the loadouts available in a mission are now divided into various roles.\nMission designer can use roles already created in the game config, or custom roles can be defined in Description.ext. Loadouts with no role assigned are automatically assigned to the *Default* role.\n**Loadout config example:**\n\n```cpp\nclass CfgRoles\n{\n    class Assault // Class name used in CfgRespawnInventory\n    {\n        displayName = \"$STR_A3_Role_Assault\"; // Name of the role, displayed in the respawn menu\n        icon = \"a3\\missions_f_exp\\data\\img\\classes\\assault_ca.paa\"; // Icon shown next to the role name in the respawn screen\n    };\n};\n\nclass CfgRespawnInventory\n{\n    class B_SquadLeader // Class of the respawn inventory, used by BIS_fnc_addRespawnInventory\n    {\n        displayName = \"$STR_b_soldier_sl_f0\"; // Name of the respawn inventory\n        role = \"Assault\"; // Role the respawn inventory is assigned to\n        icon = \"\\A3\\ui_f\\data\\map\\VehicleIcons\\iconManLeader_ca.paa\"; // Icon shown next to the role\n        show = \"side group _this == west\"; // Condition used to make specific respawn inventories only available for specfic sides, must return [[Boolean]]\n        weapons[] = { // Weapons\n            \"arifle_SPAR_01_khk_F\",\n            \"Rangefinder\",\n            \"hgun_P07_khk_F\"\n        };\n\n        magazines[] = { // Magazines\n            \"SmokeShell\",\n            \"SmokeShell\",\n            \"16Rnd_9x21_Mag\",\n            \"16Rnd_9x21_Mag\",\n            \"16Rnd_9x21_Mag\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"HandGrenade\",\n            \"HandGrenade\"\n        };\n\n        items[] = { // Useable items\n            \"FirstAidKit\"\n        };\n\n        linkedItems[] = { // Linked items, also weapon items, helmet etc.\n            \"V_PlateCarrierSpec_tna_F\",\n            \"H_HelmetB_Enh_tna_F\",\n            \"optic_ERCO_blk_F\",\n            \"acc_pointer_IR\",\n            \"NVGoggles_tna_F\",\n            \"ItemGPS\",\n            \"ItemMap\",\n            \"ItemCompass\",\n            \"ItemWatch\",\n            \"ItemRadio\"\n        };\n\n        uniformClass = \"U_B_T_Soldier_SL_F\"; // uniform\n    };\n```\n\n**Export Function**:\n\n- The following function will copy a complete respawn inventory to your clipboard, see function header for more information.\n\n**Author:** R3vo\n\n```sqf\n/*\n    Author: R3vo\n\n    Description:\n    Retrieves loadout of unit and formats it for CfgRespawnLoadouts. Content is copied to clipboard and returned by function.\n\n    Parameter(s):\n    0: Object - Object to take the loadout from\n    1: String - Class name of the respawn loadout\n    2: String - Display name of the respawn loadout\n    3: String - Icon path displayed next to display name\n    4: String - Loadouts are assigned to a role, possible values:\n        \"Assistant\"\n        \"CombatLifeSaver\"\n        \"Crewman\"\n        \"Default\"\n        \"Grenadier\"\n        \"MachineGunner\"\n        \"Marksman\"\n        \"MissileSpecialist\"\n        \"Rifleman\"\n        \"Sapper\"\n        \"SpecialOperative\"\n        \"Unarmed\"\n    5: String - Condition for the respawn loadout to be shown. Code inside string has to return boolean. _this refers to the unit inside the respawn screen\n\n    Returns:\n    String - Exports formatted loadout\n*/\n\nparams\n[\n    [\"_object\", player, [objNull]],\n    [\"_class\", \"REPLACE\", [\"\"]],\n    [\"_displayName\", \"REPLACE\", [\"\"]],\n    [\"_icon\", \"\\A3\\Ui_f\\data\\GUI\\Cfg\\Ranks\\sergeant_gs.paa\", [\"\"]],\n    [\"_role\", \"Default\", [\"\"]],\n    [\"_conditionShow\", \"true\", [\"\"]]\n];\n\nprivate _indent = \"    \";\nprivate _class = format [\"class %1\", _class];\nprivate _displayName = format [\"displayName = \"\"%1\"\";\", _displayName];\nprivate _icon = format [\"icon = \"\"%1\"\";\", _icon];\nprivate _role = format [\"role = \"\"%1\"\";\", _role];\nprivate _conditionShow = format [\"show = \"\"%1\"\";\", _conditionShow];\nprivate _uniformClass = format [\"uniformClass = \"\"%1\"\";\", uniform _object];\nprivate _backpack = format [\"backpack = \"\"%1\"\";\", backpack _object];\nprivate _export = _class + endl + \"{\" + endl + _indent + _displayName + endl + _indent + _icon + endl + _indent + _role + endl + _indent + _conditionShow + endl + _indent + _uniformClass + endl + _indent + _backpack + endl;\nprivate _weapons = weapons _object;\nprivate _primWeaponItems = primaryWeaponItems _object;\nprivate _secWeaponItems = secondaryWeaponItems _object;\nprivate _assignedItems = assignedItems _object;\n// From BIS_fnc_exportLoadout START\nprivate _fnc_addArray =\n{\n    params [\"_name\", \"_array\"];\n    _export = _export + format [_indent + \"%1[] = {\", _name];\n    {\n        if (_foreachindex > 0) then {_export = _export + \", \";};\n        _export = _export + format [\"\"\"%1\"\"\", _x];\n    } foreach _array;\n    _export = _export + \"};\" + endl;\n};\n\n[\"weapons\", _weapons + [\"Throw\", \"Put\"]] call _fnc_addArray;\n[\"magazines\", magazines _object] call _fnc_addArray;\n[\"items\", items _object] call _fnc_addArray;\n[\"linkedItems\", [vest _object, headgear _object, goggles _object] + _assignedItems - _weapons + _primWeaponItems + _secWeaponItems] call _fnc_addArray;\n// From BIS_fnc_exportLoadout END\n_export = _export + \"};\" + endl + \"// visit https://community.bistudio.com/wiki/Arma_3:_Respawn for detailed information\";\n\ncopyToClipboard _export;\n_export;\n```\n\n> [!IMPORTANT]\n> Loadouts are only available after they were added with the BIS_fnc_addRespawnInventory function!\n\n### Restore Loadout on Respawn\n\n#### Respawn with Original Loadout\n\nIn order to let players respawn with the gear with which they started the mission, create an initPlayerLocal.sqf file in the mission directory (if it does not exist already) and add the following code:\n\n`initPlayerLocal.sqf`\n\n```sqf\nplayer setVariable [\"TAG_StartLoadout\", getUnitLoadout player];\nplayer addEventHandler [\"Respawn\", { private _loadout = player getVariable \"TAG_StartLoadout\"; if (!isNil \"_loadout\") then { player setUnitLoadout _loadout; }; }];\n```\n\n#### Respawn with Death Loadout\n\nThe following code makes the player respawn with the loadout they had on death:\n\n`initPlayerLocal.sqf`\n\n```sqf\nplayer addEventHandler [\"Killed\", { player setVariable [\"TAG_DeathLoadout\", getUnitLoadout player]; }];\nplayer addEventHandler [\"Respawn\", { private _loadout = player getVariable \"TAG_DeathLoadout\"; if (!isNil \"_loadout\") then { player setUnitLoadout _loadout; }; }];\n```","sections":[{"heading":"Settings","level":3,"markdown":"- Some basic settings can be set up in Eden Editor\n- Description.ext and/or Campaign Description.ext allow for full control over all available respawn settings"},{"heading":"Scripting","level":3,"markdown":"**Scripting Commands**\n\n- playerRespawnTime\n- setPlayerRespawnTime\n- respawnVehicle\n\n**Scripting Functions**\n\n- Respawn Functions\n\n**Event Scripts**\n\n- onPlayerRespawn.sqf\n- onPlayerKilled.sqf"},{"heading":"Respawn Types","level":3,"markdown":"Type is represented either by respawn ID, or by its name.\n\n```cpp\nrespawn = \"BASE\";\nrespawn = 3;\n```\n\n| ID | Name | Description | Default Templates | onPlayerKilled | onPlayerRespawn |\n|---|---|---|---|---|---|\n| 0 | \"NONE\" | Show singleplayer death screen | N/A | ✓ | ✗ |\n| 1 | \"BIRD\" | Respawn to a seagull | Spectator, EndMission | ✗ | ✓ |\n| 2 | \"INSTANT\" | Respawn on spot where player died | Instant, Counter | ✓ | ✓ |\n| 3 | \"BASE\" | Respawn on a marker(s) start by following strings:<br>**Unit respawn**<br>- *respawn* (used only when side variant is not found)<br>- *respawn_west*<br>- *respawn_east*<br>- *respawn_guerrila*<br>- *respawn_civilian*<br>**Vehicle respawn**<br>- *respawn* (used only when side variant is not found)<br>- *respawn_vehicle_west*<br>- *respawn_vehicle_east*<br>- *respawn_vehicle_guerrila*<br>- *respawn_vehicle_civilian*<br>You can have multiple markers simply by adding any text behind the name, e.g. *respawn_west1*, *respawn_westBase* etc. When no markers are defined, player is respawned on position where he started the mission. More about marker respawn can be found [here](http://killzonekid.com/arma-scripting-tutorials-respawn-on-marker/). Alternatively you can also use the *Respawn Position* module. | Base, Counter | ✓ | ✓ |\n| 4 | \"GROUP\" | Respawn to the next available playable unit in a group. When none is left, BIRD respawn is used instead. | Group, EndMission | ✗ | ✓ |\n| 5 | \"SIDE\" | Respawn to the next available playable unit of the same side (selected using team switch window). When none is left, BIRD respawn is used instead. | Side, EndMission | ✗ | ✓ |"},{"heading":"Respawn Templates","level":3,"markdown":"> [!WARNING]\n> Respawn Templates are **case-sensitive!**\n\nTemplates are pre-defined scripts called when player dies and respawns. They are defined in an array and can be combined together.\n\n```cpp\nrespawnTemplates[] = { \"MenuInventory\", \"MenuPosition\" };\n```\n\nAdditionally, you can define side specific templates. When a side has no unique templates, it will use general *respawnTemplates* instead.\n\n```cpp\nrespawnTemplatesWest[] = { \"MenuInventory\" };\nrespawnTemplatesEast[] = { \"Counter\" };\nrespawnTemplatesGuer[] = { \"Tickets\" };\nrespawnTemplatesCiv[] = { \"Spectator\" };\nrespawnTemplatesVirtual[] = {}; // Virtual players, used mainly in Curator (Zeus) missions\n```\n\n> [!IMPORTANT]\n> When the `respawnTemplates` entry is missing, default templates based on the respawn type are used."},{"heading":"Conflicts","level":4,"markdown":"The respawn templates \"MenuPosition\" and \"Spectator\" are **not** compatible since MenuPosition will force the map open. Instead you can use the following settings to get access to the full spectator mode:\n\n```cpp\n// description.ext\nrespawn = 3;\nrespawnTemplates[] = { \"MenuPosition\", \"Spectator\" };\n```\n\n```sqf\n// initPlayerLocal.sqf\n// --- Enable full spectator in respawn screen\n{\n    missionNamespace setVariable [_x, true];\n} forEach [\n    \"BIS_respSpecAI\",                    // Allow spectating of AI\n    \"BIS_respSpecAllowFreeCamera\",        // Allow moving the camera independent from units (players)\n    \"BIS_respSpecAllow3PPCamera\",        // Allow 3rd person camera\n    \"BIS_respSpecShowFocus\",            // Show info about the selected unit (dissapears behind the respawn UI)\n    \"BIS_respSpecShowCameraButtons\",    // Show buttons for switching between free camera, 1st and 3rd person view (partially overlayed by respawn UI)\n    \"BIS_respSpecShowControlsHelper\",    // Show the controls tutorial box\n    \"BIS_respSpecShowHeader\",            // Top bar of the spectator UI including mission time\n    \"BIS_respSpecLists\"                    // Show list of available units and locations on the left hand side\n];\n```"},{"heading":"Official Templates","level":4,"markdown":"| Class | Description | Preview |\n|---|---|---|\n| **None** | Singleplayer death screen. Default in singleplayer. |  |\n| **Spectator** | Spectator Mode. |  |\n| **Instant** | Currently empty. |  |\n| **Base** | Currently empty. |  |\n| **Group** | Cutscene showing a newly controlled unit. |  |\n| **Side** | Cutscene showing a newly controlled unit. |  |\n| **Seagull** | Operation Flashpoint-style seagull respawn |  |\n| **Wave** | Adjusts respawn counter so players spawns together. Wave delay is based on *respawnDelay* and Player's respawn time is set between 1 and 2 times *respawnDelay*: if *respawnDelay* is set to e.g 10, respawn waves happen every 10 seconds. If a player dies and the next respawn wave is in 3 seconds, the player's respawn time is set to 17 seconds to match the next wave. |  |\n| **SwitchPlayer** | Swichtes to another unit upon death. |  |\n| **Tickets** | Use a limited respawn ticket pool for players. Pool can be applied to everyone, a side, a group or a single unit.<br>Use BIS_fnc_respawnTickets to update the amount of available tickets. Note that the template will have no effect if this function is never used, meaning players outside of all given pools will have infinite respawns. |  |\n| **TicketsSpawn** | Substracts ticket **after** respawn. |  |\n| **Counter** | Show a simple respawn countdown. |  |\n| **EndMission** | Automatically fail the mission once all players are dead (for NONE, BIRD, GROUP and SIDE respawn types) or when all respawn tickets are exceeded (for INSTANT and BASE respawn types with *Tickets* template) |  |\n| **MenuPosition** | Lets players select from available respawn positions defined either by *respawn markers*, see Respawn Types, by BIS_fnc_addRespawnPosition function or by the *Respawn Position* module. A new screen was released with Arma 3 v1.60 and brings new functionalities together with a new design.<br>**Item disabling**<br>- Respawn positions can be disabled automatically (e.g., unit used as respawn point is dead) or manually by calling BIS_fnc_showRespawnMenuDisableItem |  |\n| **MenuInventory** | Lets players pick a respawn loadout defined in CfgRespawnInventory. Loadouts can be added using BIS_fnc_addRespawnInventory function. A new screen was released with Arma 3 v1.60 and brings new functionalities together with a new design.<br>**Role selection**<br>- Respawn inventories are sorted in to Roles which can be defined in CfgRoles.<br>**Item disabling**<br>- Roles and loadouts can be disabled. This can happen automatically (e.g., Role/loadout limit was reached) or can be manually by calling BIS_fnc_showRespawnMenuDisableItem.<br>**Limits**<br>- Roles and loadouts can be limited. This way only limited number of player can use given role/loadout in a mission. For details on how to do that see BIS_fnc_addRespawnInventory. |  |\n\n**Options shared by *MenuInventory* and *MenuPosition***\nBoth templates feature a similar respawn UI and therefore share the following options:\n\n- **Timeout disabling**\n  - Mission designer can disable the timeout used between death of a unit and opening of the respawn screen:\n\n    ```sqf\n    missionNamespace setVariable [\"BIS_RscRespawnControls_skipBlackOut\", true, true];    // disable timout\n    missionNamespace setVariable [\"BIS_RscRespawnControls_skipBlackOut\", nil, true];    // reset to original timeout\n    ```\n- **Autorespawn**\n  - A checkbox can be ticket to let the player automatically respawn once the coundown reached 0. If disabled player is not respawned immediately, but must confirm selection by clicking on \"RESPAWN\" button.\n- **Spectator Camera**\n  - The Spectator Camera used in here is slightly modified (no free camera available etc.) version of Spectator Mode. For full documentation see Spectator Mode documentation.\n  - Mission designer needs to use the **Spectator** respawn template, the camera is disabled otherwise."},{"heading":"Custom Respawn Templates","level":4,"markdown":"New templates can be defined in global Config.cpp or in mission and campaign Description.ext files.\n**Example**:\n\n```cpp\nclass CfgRespawnTemplates\n{\n    // Class used in respawnTemplates entry\n    class myTag_beacon\n    {\n        // Function or script executed upon death. Parameters passed into it are the same as are passed into onPlayerKilled.sqf file\n        onPlayerKilled = \"\\myAddon\\scripts\\respawnBeacon.sqf\";\n\n        // Function or script executed upon respawn. Parameters passed into it are the same as are passed into onPlayerRespawn.sqf file\n        onPlayerRespawn = \"\\myAddon\\scripts\\respawnBeacon.sqf\";\n\n        // Default respawn delay (can be overwitten by description.ext entry of the same name)\n        respawnDelay = 20;\n\n        // 1 to respawn player when he joins the game. Available only for INSTANT and BASE respawn types\n        // Can be overridden by description.ext attribute of the same name\n        respawnOnStart = 1;\n\n        // By default onPlayerKilled and onPlayerRespawn function are spawned\n        // set to 1 to run in unscheduled, called functions MUST NOT return an assignment or respawn will break\n        isCall = 0;\n    };\n\n    class Spectator\n    {\n        onPlayerRespawn = \"BIS_fnc_respawnSpectator\";\n    };\n};\n```\n\n> [!IMPORTANT]\n> For a template's `respawnDelay` to be considered, Description.ext's `respawnDelay` **must** be defined and have a negative value due to BIS_fnc_selectRespawnTemplate code.\n>\n> ```cpp\n> respawnDelay = -1;\n> ```"},{"heading":"Loadouts and Roles","level":3,"markdown":"The main purpose of the roles is to make things more clear and simple for player when selecting loadout. All the loadouts available in a mission are now divided into various roles.\nMission designer can use roles already created in the game config, or custom roles can be defined in Description.ext. Loadouts with no role assigned are automatically assigned to the *Default* role.\n**Loadout config example:**\n\n```cpp\nclass CfgRoles\n{\n    class Assault // Class name used in CfgRespawnInventory\n    {\n        displayName = \"$STR_A3_Role_Assault\"; // Name of the role, displayed in the respawn menu\n        icon = \"a3\\missions_f_exp\\data\\img\\classes\\assault_ca.paa\"; // Icon shown next to the role name in the respawn screen\n    };\n};\n\nclass CfgRespawnInventory\n{\n    class B_SquadLeader // Class of the respawn inventory, used by BIS_fnc_addRespawnInventory\n    {\n        displayName = \"$STR_b_soldier_sl_f0\"; // Name of the respawn inventory\n        role = \"Assault\"; // Role the respawn inventory is assigned to\n        icon = \"\\A3\\ui_f\\data\\map\\VehicleIcons\\iconManLeader_ca.paa\"; // Icon shown next to the role\n        show = \"side group _this == west\"; // Condition used to make specific respawn inventories only available for specfic sides, must return [[Boolean]]\n        weapons[] = { // Weapons\n            \"arifle_SPAR_01_khk_F\",\n            \"Rangefinder\",\n            \"hgun_P07_khk_F\"\n        };\n\n        magazines[] = { // Magazines\n            \"SmokeShell\",\n            \"SmokeShell\",\n            \"16Rnd_9x21_Mag\",\n            \"16Rnd_9x21_Mag\",\n            \"16Rnd_9x21_Mag\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"HandGrenade\",\n            \"HandGrenade\"\n        };\n\n        items[] = { // Useable items\n            \"FirstAidKit\"\n        };\n\n        linkedItems[] = { // Linked items, also weapon items, helmet etc.\n            \"V_PlateCarrierSpec_tna_F\",\n            \"H_HelmetB_Enh_tna_F\",\n            \"optic_ERCO_blk_F\",\n            \"acc_pointer_IR\",\n            \"NVGoggles_tna_F\",\n            \"ItemGPS\",\n            \"ItemMap\",\n            \"ItemCompass\",\n            \"ItemWatch\",\n            \"ItemRadio\"\n        };\n\n        uniformClass = \"U_B_T_Soldier_SL_F\"; // uniform\n    };\n```\n\n**Export Function**:\n\n- The following function will copy a complete respawn inventory to your clipboard, see function header for more information.\n\n**Author:** R3vo\n\n```sqf\n/*\n    Author: R3vo\n\n    Description:\n    Retrieves loadout of unit and formats it for CfgRespawnLoadouts. Content is copied to clipboard and returned by function.\n\n    Parameter(s):\n    0: Object - Object to take the loadout from\n    1: String - Class name of the respawn loadout\n    2: String - Display name of the respawn loadout\n    3: String - Icon path displayed next to display name\n    4: String - Loadouts are assigned to a role, possible values:\n        \"Assistant\"\n        \"CombatLifeSaver\"\n        \"Crewman\"\n        \"Default\"\n        \"Grenadier\"\n        \"MachineGunner\"\n        \"Marksman\"\n        \"MissileSpecialist\"\n        \"Rifleman\"\n        \"Sapper\"\n        \"SpecialOperative\"\n        \"Unarmed\"\n    5: String - Condition for the respawn loadout to be shown. Code inside string has to return boolean. _this refers to the unit inside the respawn screen\n\n    Returns:\n    String - Exports formatted loadout\n*/\n\nparams\n[\n    [\"_object\", player, [objNull]],\n    [\"_class\", \"REPLACE\", [\"\"]],\n    [\"_displayName\", \"REPLACE\", [\"\"]],\n    [\"_icon\", \"\\A3\\Ui_f\\data\\GUI\\Cfg\\Ranks\\sergeant_gs.paa\", [\"\"]],\n    [\"_role\", \"Default\", [\"\"]],\n    [\"_conditionShow\", \"true\", [\"\"]]\n];\n\nprivate _indent = \"    \";\nprivate _class = format [\"class %1\", _class];\nprivate _displayName = format [\"displayName = \"\"%1\"\";\", _displayName];\nprivate _icon = format [\"icon = \"\"%1\"\";\", _icon];\nprivate _role = format [\"role = \"\"%1\"\";\", _role];\nprivate _conditionShow = format [\"show = \"\"%1\"\";\", _conditionShow];\nprivate _uniformClass = format [\"uniformClass = \"\"%1\"\";\", uniform _object];\nprivate _backpack = format [\"backpack = \"\"%1\"\";\", backpack _object];\nprivate _export = _class + endl + \"{\" + endl + _indent + _displayName + endl + _indent + _icon + endl + _indent + _role + endl + _indent + _conditionShow + endl + _indent + _uniformClass + endl + _indent + _backpack + endl;\nprivate _weapons = weapons _object;\nprivate _primWeaponItems = primaryWeaponItems _object;\nprivate _secWeaponItems = secondaryWeaponItems _object;\nprivate _assignedItems = assignedItems _object;\n// From BIS_fnc_exportLoadout START\nprivate _fnc_addArray =\n{\n    params [\"_name\", \"_array\"];\n    _export = _export + format [_indent + \"%1[] = {\", _name];\n    {\n        if (_foreachindex > 0) then {_export = _export + \", \";};\n        _export = _export + format [\"\"\"%1\"\"\", _x];\n    } foreach _array;\n    _export = _export + \"};\" + endl;\n};\n\n[\"weapons\", _weapons + [\"Throw\", \"Put\"]] call _fnc_addArray;\n[\"magazines\", magazines _object] call _fnc_addArray;\n[\"items\", items _object] call _fnc_addArray;\n[\"linkedItems\", [vest _object, headgear _object, goggles _object] + _assignedItems - _weapons + _primWeaponItems + _secWeaponItems] call _fnc_addArray;\n// From BIS_fnc_exportLoadout END\n_export = _export + \"};\" + endl + \"// visit https://community.bistudio.com/wiki/Arma_3:_Respawn for detailed information\";\n\ncopyToClipboard _export;\n_export;\n```\n\n> [!IMPORTANT]\n> Loadouts are only available after they were added with the BIS_fnc_addRespawnInventory function!"},{"heading":"Restore Loadout on Respawn","level":3,"markdown":""},{"heading":"Respawn with Original Loadout","level":4,"markdown":"In order to let players respawn with the gear with which they started the mission, create an initPlayerLocal.sqf file in the mission directory (if it does not exist already) and add the following code:\n\n`initPlayerLocal.sqf`\n\n```sqf\nplayer setVariable [\"TAG_StartLoadout\", getUnitLoadout player];\nplayer addEventHandler [\"Respawn\", { private _loadout = player getVariable \"TAG_StartLoadout\"; if (!isNil \"_loadout\") then { player setUnitLoadout _loadout; }; }];\n```"},{"heading":"Respawn with Death Loadout","level":4,"markdown":"The following code makes the player respawn with the loadout they had on death:\n\n`initPlayerLocal.sqf`\n\n```sqf\nplayer addEventHandler [\"Killed\", { player setVariable [\"TAG_DeathLoadout\", getUnitLoadout player]; }];\nplayer addEventHandler [\"Respawn\", { private _loadout = player getVariable \"TAG_DeathLoadout\"; if (!isNil \"_loadout\") then { player setUnitLoadout _loadout; }; }];\n```"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Revive","title":"Arma 3: Revive","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Revive","revid":349937,"updated":"2023-11-20T22:11:20Z","aliases":["Arma 3 Revive","Revive","Revive remastered"],"markdown":"Arma 3 v1.62\nRevive is a multiplayer system built to enhance teamwork during infantry gameplay. Its main highlights are:\n\n- Deep customization that allows tailoring for different gamestyles\n- 3 levels of damage modeling with different level of realism / harshness\n- Robust, engine-driven unconscious state\n- New, non-intrusive continuous actions for smooth interaction\n- Stable performance with minimal CPU load and network footprint\n- Lightweight 3D visualization\n\n### Settings\n\nRevive's settings can be controlled from 3 different places. The most convenient is to use the (Eden) Editor. Other methods include the mission config (Description.ext) and the server setting in the multiplayer Lobby. If Revive settings are found on more than one location, the local settings take precedence:\n\n1. Server settings (in the multiplayer Lobby) overwrite everything\n1. Mission config (defined in the description.ext) overwrites Editor/mission settings\n1. Editor/mission settings are considered last and do not overwrite anything\n\nThe following settings can be changed:\n\n- Revive Mode - who can revive and who can be incapacitated\n- Required Trait - controls whether special training is required to revive someone\n- Required Items - controls whether any items are required to revive someone\n- First Aid Consumed on Revive - controls whether a First Aid Kit is consumed after reviving * someone\n- Revive Duration - how long it takes to revive someone\n- Medic Speed Multiplier - decreases the time it takes for a Medic to revive someone\n- Force Respawn Duration - how long it takes players to force their respawn\n- Incapacitation Mode - how deep is the simulation of damage and incapacitation\n- Bleed Out Duration - how long it takes to bleed out when incapacitated\n\n#### Editor Settings\n\nControlling Revive from the Eden Editor settings is the recommended and most comfortable method. It is meant to be used to set the default Revive behavior for that particular mission.\n\nThe Editor settings also allow turning Revive on or off on a per-unit basis. This option is only available if \"Revive Mode\" is set to \"Controlled by Player Attributes\". The unit attribute covers both aspects of the system, incapacitation and ability to revive.\n\n|  |  |\n|---|---|\n| Mission settings<br>**Mission settings** | Unit settings<br>**Unit settings** |\n\nTo access the Revive settings go to: Attributes >> Multiplayer >> Revive.\n\nNotice that, by default, Revive is disabled. Use \"Revive Mode\" to enable it. Check the tooltips of each section and non-numerical values to get more information about their purposes.\n\n#### Config settings\n\nRevive can also be controlled outside the Editor. Setting Revive this way is not that intuitive, but it has its benefits:\n\n- Allows you to change Revive's settings without modifying the mission\n- All settings can be changed without running the game, making it much quicker\n- Force the same settings over multiple missions, i.e. create a definition that will be included in multiple mission configs\n\n```cpp\nReviveMode = 1;                        //0: disabled, 1: enabled, 2: controlled by player attributes\nReviveUnconsciousStateMode = 0;        //0: basic, 1: advanced, 2: realistic\nReviveRequiredTrait = 0;            //0: none, 1: medic trait is required\nReviveRequiredItems = 2;            //0: none, 1: medkit, 2: medkit or first aid kit\nReviveRequiredItemsFakConsumed = 1;    //0: first aid kit is not consumed upon revive, 1: first aid kit is consumed\nReviveDelay = 6;                    //time needed to revive someone (in secs)\nReviveMedicSpeedMultiplier = 2;        //speed multiplier for revive performed by medic\nReviveForceRespawnDelay = 3;        //time needed to perform force respawn (in secs)\nReviveBleedOutDelay = 120;            //unconscious state duration (in secs)\n```\n\n#### Multiplayer Lobby Settings\n\n|  |  |\n|---|---|\n| ```cpp<br>class Params<br>{<br>    #include \"\\a3\\Functions_F\\Params\\paramRevive.hpp\"<br>};<br>``` | Mission settings |\n\n### Damage Modeling\n\nBecause Revive can change game play significantly, we had to make sure its behavior can fit as many scenario types as possible. Because of this there are now 3 different damage presets. Each preset handles damage, incapacitation and death with different levels of realism.\n\n#### Basic\n\nBasic is the least-harsh preset. Damage received is calculated in the same way as is in vanilla, non-modded Arma 3. The defining difference is that the player will always enter the incapacitated state when they would otherwise be killed.\n\n#### Advanced\n\nThe Advanced preset uses a new damage calculation system which is built around the unconscious state. The calculation is more harsh in general, and improves effectiveness of lower-caliber weapons.\n\nThe new preset highlights are:\n\n- Hits to extremities, like are arms or legs, rarely cause immediate death. Instead, they will more-likely trigger the unconscious state\n- Lower-caliber hits have a much larger effect but, while hits from higher-caliber weapons kill players straight away, lower-caliber hits often \"just\" trigger incapacitation\n- Unlike the Basic preset, the Advanced preset allows players to die if massive wounds are inflicted. Standard hits to protected areas usually trigger incapacitation\n\n#### Realistic\n\nThe Realistic preset uses the same calculation as the Advanced preset, but the death threshold is lower. As a result, becoming incapacitated is more rare and dying is more common.\n\n### Interaction\n\nThe new Revive system uses new technology that was developed specifically for it - continuous actions. These actions use the same framework as normal fire & forget actions, but their execution takes time. They are ideal for activities that should not have an instant effect.\n\nIn Revive there are 2 such activities: reviving of am unconscious unit, and forcing respawn when incapacitated. Both can be executed directly from the 3D scene by using the \"Default Action\" keybind (Middle Mouse Button or Space by default). These actions are also accessible from the Action Menu.\n\n#### Revive\n\nThe action will appear when the player approaches an incapacitated unit. The player must be close enough and have the unit highlighted.\n\n*Note: If there are any special requirements in the mission for revive (like being a medic), the player needs to meet them too. If the requirements are not met, the action won't appear.*\n\n|  |  |\n|---|---|\n| **Force Respawn available**<br>Behavior & visualization (same as Revive):<br>- There is a static heartbeat icon in the center.<br>- The icon starts to pulsate between a heartbeat and skull as the unit gets closer to dying.<br>- The more-intense the pulsing (skull pops-up more often) the sooner the unit will die.<br>- The circular progress bar plays an idle pulsating animation to indicate that it is a continuous action | **Force Respawn in progress**<br>Behavior & visualization (similar to Revive):<br>- The icon in the center changes to a skull.<br>- The circular progress bar enlarges and will start to fill-up as the action progresses. |\n\n#### Force Respawn\n\nThe force respawn action appears to players when they enter the unconscious state while the Revive system is active. The action allows them to terminate the bleeding process and kill themselves without waiting to be revived. This feature is useful in situations where player do not expect to be revived due to their position, team composition, or if the situation in general is not going to work out.\n\n*Note: Forcing respawn does not incur any additional consequences.*\n\n### 3D Visualization\n\nThe 3D visualization uses similar logic to the 2D visualization. There is no circular progress bar as displaying the progress in such a detailed manner would require sending frequent updates over the network.\n\n#### Icon (Unit State)\n\n- Unit is incapacitated - the icon is either a static heartbeat or pulsates between heartbeat and skull icon. The closer the unit is to death, the more often the skull appears.\n- Unit is dead - the icon changes to a grey skull\n- Unit is being revived - the icon pulsates between heartbeat and asterisk\n- Unit is forcing respawn - the icon pulsates between heartbeat and skull\n\n#### Color (Interactivity)\n\n- Red color - the player can interact with the unit. The unit is alive and the player possesses the means to revive them\n- Grey color - the player cannot interact with the unit. The unit is either dead, forcing respawn (doesn't want to be revived) or the player cannot revive them (i.e. they're missing required gear or specific trait)\n\n#### Shape (Group)\n\n- Circle - unit is not in the player's group\n- Hexagon - unit is a member of the player's group\n\n#### Sample visualization\n\n|  |  |\n|---|---|\n| **Incapacitated unit** | **Dead unit** |\n| **Incapacitated group member** | **Dead group member** |\n\n### Limitations and Notes\n\nThere are several limitations with the current state of Revive. Please take them into consideration when building your scenarios:\n\n- AI support - only players are supported\n- Basic damage model - currently, the Basic damage model uses the new calculation that is being used by Advanced and Realistic damage model; this will be changed soon™","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.62\nRevive is a multiplayer system built to enhance teamwork during infantry gameplay. Its main highlights are:\n\n- Deep customization that allows tailoring for different gamestyles\n- 3 levels of damage modeling with different level of realism / harshness\n- Robust, engine-driven unconscious state\n- New, non-intrusive continuous actions for smooth interaction\n- Stable performance with minimal CPU load and network footprint\n- Lightweight 3D visualization"},{"heading":"Settings","level":3,"markdown":"Revive's settings can be controlled from 3 different places. The most convenient is to use the (Eden) Editor. Other methods include the mission config (Description.ext) and the server setting in the multiplayer Lobby. If Revive settings are found on more than one location, the local settings take precedence:\n\n1. Server settings (in the multiplayer Lobby) overwrite everything\n1. Mission config (defined in the description.ext) overwrites Editor/mission settings\n1. Editor/mission settings are considered last and do not overwrite anything\n\nThe following settings can be changed:\n\n- Revive Mode - who can revive and who can be incapacitated\n- Required Trait - controls whether special training is required to revive someone\n- Required Items - controls whether any items are required to revive someone\n- First Aid Consumed on Revive - controls whether a First Aid Kit is consumed after reviving * someone\n- Revive Duration - how long it takes to revive someone\n- Medic Speed Multiplier - decreases the time it takes for a Medic to revive someone\n- Force Respawn Duration - how long it takes players to force their respawn\n- Incapacitation Mode - how deep is the simulation of damage and incapacitation\n- Bleed Out Duration - how long it takes to bleed out when incapacitated"},{"heading":"Editor Settings","level":4,"markdown":"Controlling Revive from the Eden Editor settings is the recommended and most comfortable method. It is meant to be used to set the default Revive behavior for that particular mission.\n\nThe Editor settings also allow turning Revive on or off on a per-unit basis. This option is only available if \"Revive Mode\" is set to \"Controlled by Player Attributes\". The unit attribute covers both aspects of the system, incapacitation and ability to revive.\n\n|  |  |\n|---|---|\n| Mission settings<br>**Mission settings** | Unit settings<br>**Unit settings** |\n\nTo access the Revive settings go to: Attributes >> Multiplayer >> Revive.\n\nNotice that, by default, Revive is disabled. Use \"Revive Mode\" to enable it. Check the tooltips of each section and non-numerical values to get more information about their purposes."},{"heading":"Config settings","level":4,"markdown":"Revive can also be controlled outside the Editor. Setting Revive this way is not that intuitive, but it has its benefits:\n\n- Allows you to change Revive's settings without modifying the mission\n- All settings can be changed without running the game, making it much quicker\n- Force the same settings over multiple missions, i.e. create a definition that will be included in multiple mission configs\n\n```cpp\nReviveMode = 1;                        //0: disabled, 1: enabled, 2: controlled by player attributes\nReviveUnconsciousStateMode = 0;        //0: basic, 1: advanced, 2: realistic\nReviveRequiredTrait = 0;            //0: none, 1: medic trait is required\nReviveRequiredItems = 2;            //0: none, 1: medkit, 2: medkit or first aid kit\nReviveRequiredItemsFakConsumed = 1;    //0: first aid kit is not consumed upon revive, 1: first aid kit is consumed\nReviveDelay = 6;                    //time needed to revive someone (in secs)\nReviveMedicSpeedMultiplier = 2;        //speed multiplier for revive performed by medic\nReviveForceRespawnDelay = 3;        //time needed to perform force respawn (in secs)\nReviveBleedOutDelay = 120;            //unconscious state duration (in secs)\n```"},{"heading":"Multiplayer Lobby Settings","level":4,"markdown":"|  |  |\n|---|---|\n| ```cpp<br>class Params<br>{<br>    #include \"\\a3\\Functions_F\\Params\\paramRevive.hpp\"<br>};<br>``` | Mission settings |"},{"heading":"Damage Modeling","level":3,"markdown":"Because Revive can change game play significantly, we had to make sure its behavior can fit as many scenario types as possible. Because of this there are now 3 different damage presets. Each preset handles damage, incapacitation and death with different levels of realism."},{"heading":"Basic","level":4,"markdown":"Basic is the least-harsh preset. Damage received is calculated in the same way as is in vanilla, non-modded Arma 3. The defining difference is that the player will always enter the incapacitated state when they would otherwise be killed."},{"heading":"Advanced","level":4,"markdown":"The Advanced preset uses a new damage calculation system which is built around the unconscious state. The calculation is more harsh in general, and improves effectiveness of lower-caliber weapons.\n\nThe new preset highlights are:\n\n- Hits to extremities, like are arms or legs, rarely cause immediate death. Instead, they will more-likely trigger the unconscious state\n- Lower-caliber hits have a much larger effect but, while hits from higher-caliber weapons kill players straight away, lower-caliber hits often \"just\" trigger incapacitation\n- Unlike the Basic preset, the Advanced preset allows players to die if massive wounds are inflicted. Standard hits to protected areas usually trigger incapacitation"},{"heading":"Realistic","level":4,"markdown":"The Realistic preset uses the same calculation as the Advanced preset, but the death threshold is lower. As a result, becoming incapacitated is more rare and dying is more common."},{"heading":"Interaction","level":3,"markdown":"The new Revive system uses new technology that was developed specifically for it - continuous actions. These actions use the same framework as normal fire & forget actions, but their execution takes time. They are ideal for activities that should not have an instant effect.\n\nIn Revive there are 2 such activities: reviving of am unconscious unit, and forcing respawn when incapacitated. Both can be executed directly from the 3D scene by using the \"Default Action\" keybind (Middle Mouse Button or Space by default). These actions are also accessible from the Action Menu."},{"heading":"Revive","level":4,"markdown":"The action will appear when the player approaches an incapacitated unit. The player must be close enough and have the unit highlighted.\n\n*Note: If there are any special requirements in the mission for revive (like being a medic), the player needs to meet them too. If the requirements are not met, the action won't appear.*\n\n|  |  |\n|---|---|\n| **Force Respawn available**<br>Behavior & visualization (same as Revive):<br>- There is a static heartbeat icon in the center.<br>- The icon starts to pulsate between a heartbeat and skull as the unit gets closer to dying.<br>- The more-intense the pulsing (skull pops-up more often) the sooner the unit will die.<br>- The circular progress bar plays an idle pulsating animation to indicate that it is a continuous action | **Force Respawn in progress**<br>Behavior & visualization (similar to Revive):<br>- The icon in the center changes to a skull.<br>- The circular progress bar enlarges and will start to fill-up as the action progresses. |"},{"heading":"Force Respawn","level":4,"markdown":"The force respawn action appears to players when they enter the unconscious state while the Revive system is active. The action allows them to terminate the bleeding process and kill themselves without waiting to be revived. This feature is useful in situations where player do not expect to be revived due to their position, team composition, or if the situation in general is not going to work out.\n\n*Note: Forcing respawn does not incur any additional consequences.*"},{"heading":"3D Visualization","level":3,"markdown":"The 3D visualization uses similar logic to the 2D visualization. There is no circular progress bar as displaying the progress in such a detailed manner would require sending frequent updates over the network."},{"heading":"Icon (Unit State)","level":4,"markdown":"- Unit is incapacitated - the icon is either a static heartbeat or pulsates between heartbeat and skull icon. The closer the unit is to death, the more often the skull appears.\n- Unit is dead - the icon changes to a grey skull\n- Unit is being revived - the icon pulsates between heartbeat and asterisk\n- Unit is forcing respawn - the icon pulsates between heartbeat and skull"},{"heading":"Color (Interactivity)","level":4,"markdown":"- Red color - the player can interact with the unit. The unit is alive and the player possesses the means to revive them\n- Grey color - the player cannot interact with the unit. The unit is either dead, forcing respawn (doesn't want to be revived) or the player cannot revive them (i.e. they're missing required gear or specific trait)"},{"heading":"Shape (Group)","level":4,"markdown":"- Circle - unit is not in the player's group\n- Hexagon - unit is a member of the player's group"},{"heading":"Sample visualization","level":4,"markdown":"|  |  |\n|---|---|\n| **Incapacitated unit** | **Dead unit** |\n| **Incapacitated group member** | **Dead group member** |"},{"heading":"Limitations and Notes","level":3,"markdown":"There are several limitations with the current state of Revive. Please take them into consideration when building your scenarios:\n\n- AI support - only players are supported\n- Basic damage model - currently, the Basic damage model uses the new calculation that is being used by Advanced and Realistic damage model; this will be changed soon™"}],"categories":["Arma 3: Editing","Arma 3: Tutorials","Introduced with Arma 3 version 1.62"],"groups":["General"]},{"name":"Arma 3: Ropes","title":"Arma 3: Ropes","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Ropes","revid":308381,"updated":"2022-02-27T11:16:54Z","aliases":[],"markdown":"### Commands\n\nSee Ropes and Sling Loading command group.\n\n### Config\n\n#### Rope Type\n\nA rope stretches and breaks following the formula:\n\n```cpp\nconst float maxRopeStretchLength = (desiredLength * maxRelLength) + maxExtraLength;\nif (currentLength > maxRopeStretchLength) { /* breaks */ };\n```\n\nConfig.cpp declaration:\n\n```cpp\nclass CfgVehicles\n{\n    class Rope;\n    class RopeRabbit : Rope\n    {\n        maxRelLenght = 1.1;                    // \"Lenght\" is a typo but intentional! Same for maxExtraLenght\n        maxExtraLenght = 20;\n        springFactor = 0.5;                    // higher == less stretchy rope\n        segmentType = \"RopeSegmentRabbit\";    // reference to CfgNonAIVehicles' class\n        torqueFactor = 0.5;\n        dampingFactor[] = {1.0,2.5,1.0};\n        model = \"\\A3\\Animals_F\\rabbit\\rabbit_F.p3d\";\n    };\n};\n\nclass CfgNonAIVehicles\n{\n    class RopeSegmentRabbit\n    {\n        scope = 2;\n        displayName = \"\";\n        simulation = \"ropesegment\";\n        autocenter = 0;\n        animated = 0;\n        model = \"\\A3\\Animals_F\\rabbit\\rabbit_F.p3d\";\n    };\n};\n```\n\n#### Rope End\n\nTBD","sections":[{"heading":"Commands","level":3,"markdown":"See Ropes and Sling Loading command group."},{"heading":"Config","level":3,"markdown":""},{"heading":"Rope Type","level":4,"markdown":"A rope stretches and breaks following the formula:\n\n```cpp\nconst float maxRopeStretchLength = (desiredLength * maxRelLength) + maxExtraLength;\nif (currentLength > maxRopeStretchLength) { /* breaks */ };\n```\n\nConfig.cpp declaration:\n\n```cpp\nclass CfgVehicles\n{\n    class Rope;\n    class RopeRabbit : Rope\n    {\n        maxRelLenght = 1.1;                    // \"Lenght\" is a typo but intentional! Same for maxExtraLenght\n        maxExtraLenght = 20;\n        springFactor = 0.5;                    // higher == less stretchy rope\n        segmentType = \"RopeSegmentRabbit\";    // reference to CfgNonAIVehicles' class\n        torqueFactor = 0.5;\n        dampingFactor[] = {1.0,2.5,1.0};\n        model = \"\\A3\\Animals_F\\rabbit\\rabbit_F.p3d\";\n    };\n};\n\nclass CfgNonAIVehicles\n{\n    class RopeSegmentRabbit\n    {\n        scope = 2;\n        displayName = \"\";\n        simulation = \"ropesegment\";\n        autocenter = 0;\n        animated = 0;\n        model = \"\\A3\\Animals_F\\rabbit\\rabbit_F.p3d\";\n    };\n};\n```"},{"heading":"Rope End","level":4,"markdown":"TBD"}],"categories":["Arma 3: Editing","Stubs"],"groups":["General"]},{"name":"Arma 3: RscDisplayLocWeaponInfo","title":"Arma 3: RscDisplayLocWeaponInfo","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_RscDisplayLocWeaponInfo","revid":349947,"updated":"2023-11-20T22:11:24Z","aliases":["Arma 3 RscDisplayLocWeaponInfo","RscDisplayLocWeaponInfo"],"markdown":"A debug config dialog to explore all weapon and magazine classes and check if their localized name is too long.\n\n### How To\n\n```sqf\ncall BIS_fnc_locWeaponInfo;\n// or\nfindDisplay 313 createDisplay \"RscDisplayLocWeaponInfo\"; // from within Eden Editor\n// or\ncreateDialog \"RscDisplayLocWeaponInfo\";\n```","sections":[{"heading":null,"level":1,"markdown":"A debug config dialog to explore all weapon and magazine classes and check if their localized name is too long."},{"heading":"How To","level":3,"markdown":"```sqf\ncall BIS_fnc_locWeaponInfo;\n// or\nfindDisplay 313 createDisplay \"RscDisplayLocWeaponInfo\"; // from within Eden Editor\n// or\ncreateDialog \"RscDisplayLocWeaponInfo\";\n```"}],"categories":["Arma 3: Weapon & Magazine Configuration"],"groups":["Configuration"]},{"name":"Arma 3: Scope 3D","title":"Arma 3: Scope 3D","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Scope_3D","revid":255746,"updated":"2021-04-24T18:47:43Z","aliases":["Arma 3 Scope 3D"],"markdown":"This page will show you how to make a 3D scope, step by step.\n\n### The black tunnel\n\nCut a black tunnel through the LOD *ViewPilot*, so it is see-through from aiming point of view. (*Take advantage of one-sided polygons*)\n\nIf the shape is unsuitable, don't be afraid to deform it - it will be visible only from 1st person, so it might not look so apparent.\n\n### Alpha planes\n\nAdd inside alpha planes, as described on the picture:\n\n- Front scope shadow\n- Scope reticle\n- Rear scope shadow\n- Fake lens (Optional, eyepiece glass, decorative only)\n- Holosight reticle\n- Holosight glass (Optional, decorative only)\n\n### Sort alpha\n\n- Select the alpha element that is supposed to be furthest from the eye, then pick Faces - Move top,\n- Select the next alpha element and repeat,\n- Do this for all alphas until you have all in proper succession, from top to bottom *(above image)*: holosight glass, fake lens, rear shadow, holo reticle, scope reticle, front shadow.\n\n### Assign respective textures and materials to alpha planes\n\nLook on example package for specifics and more detailed materials and textures setup.\n\nThe parallax effect of the holosight and the scope elements is activated inside .RVMAT (material). When you assign such material to a model, it will start working automatically.\n\n- For regular parallax effect, the .rvmat must include an entry *uvSource=\"texCollimator\";*\n- For inverted parallax effect, the .rvmat must include an entry *uvSource=\"texCollimatorInv\";*\n\n### Troubleshooting\n\nIf an error saying \"collimator is probably not planar\" is shown by the game, it means the active planes must be moved closer together in X axis and make their unwraps similar texel and size.\n\nIf you see light blue inside of the scope, alpha are incorrectly sorted, double check the step \"Sort alpha\".\n\nIf you see white inside scope, it means that at least a texture is missing.\n\nThere can be an issue in the game where your entire attachement will turn blue at certain ranges or view angles. This may have to do with a lack of resolution LOD, but this is not entirely certain. Make sure that you have up to 6 or 7 resolution LOD, as this seemed to have fixed it. This can also happen to other attachements (e.g. Bipods)","sections":[{"heading":null,"level":1,"markdown":"This page will show you how to make a 3D scope, step by step."},{"heading":"The black tunnel","level":3,"markdown":"Cut a black tunnel through the LOD *ViewPilot*, so it is see-through from aiming point of view. (*Take advantage of one-sided polygons*)\n\nIf the shape is unsuitable, don't be afraid to deform it - it will be visible only from 1st person, so it might not look so apparent."},{"heading":"Alpha planes","level":3,"markdown":"Add inside alpha planes, as described on the picture:\n\n- Front scope shadow\n- Scope reticle\n- Rear scope shadow\n- Fake lens (Optional, eyepiece glass, decorative only)\n- Holosight reticle\n- Holosight glass (Optional, decorative only)"},{"heading":"Sort alpha","level":3,"markdown":"- Select the alpha element that is supposed to be furthest from the eye, then pick Faces - Move top,\n- Select the next alpha element and repeat,\n- Do this for all alphas until you have all in proper succession, from top to bottom *(above image)*: holosight glass, fake lens, rear shadow, holo reticle, scope reticle, front shadow."},{"heading":"Assign respective textures and materials to alpha planes","level":3,"markdown":"Look on example package for specifics and more detailed materials and textures setup.\n\nThe parallax effect of the holosight and the scope elements is activated inside .RVMAT (material). When you assign such material to a model, it will start working automatically.\n\n- For regular parallax effect, the .rvmat must include an entry *uvSource=\"texCollimator\";*\n- For inverted parallax effect, the .rvmat must include an entry *uvSource=\"texCollimatorInv\";*"},{"heading":"Troubleshooting","level":3,"markdown":"If an error saying \"collimator is probably not planar\" is shown by the game, it means the active planes must be moved closer together in X axis and make their unwraps similar texel and size.\n\nIf you see light blue inside of the scope, alpha are incorrectly sorted, double check the step \"Sort alpha\".\n\nIf you see white inside scope, it means that at least a texture is missing.\n\nThere can be an issue in the game where your entire attachement will turn blue at certain ranges or view angles. This may have to do with a lack of resolution LOD, but this is not entirely certain. Make sure that you have up to 6 or 7 resolution LOD, as this seemed to have fixed it. This can also happen to other attachements (e.g. Bipods)"}],"categories":["Arma 3: Weapon & Magazine Configuration","Stubs"],"groups":["Configuration"]},{"name":"Arma 3: Scripted Database","title":"Arma 3: Scripted Database","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Scripted_Database","revid":376300,"updated":"2025-10-03T15:35:17Z","aliases":[],"markdown":"> [!CAUTION]\n> This information is **obsolete** as of Arma 3 v2.02. Reason: For better peformance (faster access and write speeds) you can use HashMaps instead.\n\nA Scripted Database is a simple way to manage information with ingame functions from Bohemia Interactive and has been introduced in Take On Helicopters.\nInstead of using file operations it is a semi persistent sqf database. This means that the database is only available during the mission and can be modified with ingame commands.\nThe downside is that it will be wiped when the mission ends or the game/server crashes. To make the database persistent you can save it periodically to the profileNamespace.\n\n### Functions\n\nA list of all functions which are used to operate the database can be found here: Database functions.\nThe functions in which you should be interested in are:\n\n- BIS_fnc_dbValueSet\n- BIS_fnc_dbValueReturn\n\nAnd to a certain extent:\n\n- BIS_fnc_dbClassList\n- BIS_fnc_dbClassRemove\n- BIS_fnc_dbClassReturn\n- BIS_fnc_dbClassSet\n- BIS_fnc_dbImportXML\n- BIS_fnc_dbValueList\n\n### Database Creation\n\nThere are theoretically three options:\n\n#### Empty Array Declaration\n\nThe most straightforward option. Simply add `TAG_database = [];` to any script where you want to declare the database, eg initServer.sqf.\n\n#### XML Import\n\nBIS_fnc_dbImportXML can convert the content of an xml file into an array which has the format of a Scripted Database. An xml file can be way easier to read than a nested array. Just keep in mind that you can't modify the xml file from within the game, meaning that once the mission restarts the default database from that file will be loaded and not the database which existed at the end of a mission.\n\n#### Config Import\n\nA config can either be Description.ext (mission config), the Campaign Description.ext (campaign config) or an addon's config.bin/.cpp (global config). The BIS_fnc_dbImportConfig function can import the config classes from the config but not the values. This makes this function a bit useless as the same can be achieved with the other options but even better. Writing to the config is also only possible from outside the game and not with commands.\n\n### Database Operation\n\n#### Classes And Values\n\nThe Scripted Database consists of classes and values. Classes can be identified by the class symbol \"#\" while the symbol for values is \"&\". The sole purpose of BIS_fnc_dbSymbolClass and BIS_fnc_dbSymbolValue is to return this sign. While the class is followed by an array which contains values, the value is only followed by its content which can be any data type. After the values content might follow another value or the array for that class can end. Here is an example of what the database looks like:\n\n```sqf\n[\"#PLAYERS\", [\"#1234\", [\"&NAME\", \"Bob\", \"&KILLS\", 20, \"&RANK\", \"Sergent\"], [\"#5678\", [\"&NAME\", \"Davis\", \"&KILLS\", 0, \"&RANK\", \"Private\"]]]\n```\n\nLet's format that a bit differently:\n\n```sqf\n[\n    \"#PLAYERS\", // The uppermost class containing information about the players\n    [\n        \"#1234\", // An imaginary user id to identify a player without doubt\n        [\n            // Following here are some stats that the player has\n            \"&NAME\", \"Bob\",\n            \"&KILLS\", 20,\n            \"&RANK\", \"Sergeant\"\n        ],\n        \"#5678\",\n        [\n            \"&NAME\", \"Davis\",\n            \"&KILLS\", 0,\n            \"&RANK\", \"Private\"\n        ],\n    ]\n]\n```\n\n#### Values Access\n\nTo get the content of a value you can use the BIS_fnc_dbValueReturn function. The first parameter is the database from which the value should be returned.\nThe second one is the path where the value is located. If the function can not find the specified value you can set a default return value with the third parameter similar to getVariable.\nThe following code displays the rank the player currently has in the database and if no value exists it will mark the player's rank as \"PRIVATE\":\n\n```sqf\nprivate _puid = getPlayerUID player;\nprivate _rank = [TAG_database, [\"players\", _puid, \"rank\"], \"PRIVATE\"] call BIS_fnc_dbValueReturn;\nhint _rank;\n```\n\nIf you ever worked with configs then you might notice the similarity between the array and the config paths. This is how you access a config value:\n\n```sqf\ngetText (missionConfigFile >> \"Players\" >> getPlayerUID player >> \"rank\");\n```\n\nSo while the config is not editable the database is, which leads us to...\n\n#### Values Editing\n\nValues can be edited with the function BIS_fnc_dbValueSet. Continuing with the example from above the player was just promoted and a new rank has to be set in the database (array `TAG_database`):\n\n```sqf\nprivate _newRank = rank player;\nprivate _puid = getPlayerUID player;\n[TAG_database, [\"players\", _puid, \"rank\"], _newRank] call BIS_fnc_dbValueSet;\n```\n\nThe previous database array will be overwritten by the function, see the set command.","sections":[{"heading":null,"level":1,"markdown":"> [!CAUTION]\n> This information is **obsolete** as of Arma 3 v2.02. Reason: For better peformance (faster access and write speeds) you can use HashMaps instead.\n\nA Scripted Database is a simple way to manage information with ingame functions from Bohemia Interactive and has been introduced in Take On Helicopters.\nInstead of using file operations it is a semi persistent sqf database. This means that the database is only available during the mission and can be modified with ingame commands.\nThe downside is that it will be wiped when the mission ends or the game/server crashes. To make the database persistent you can save it periodically to the profileNamespace."},{"heading":"Functions","level":3,"markdown":"A list of all functions which are used to operate the database can be found here: Database functions.\nThe functions in which you should be interested in are:\n\n- BIS_fnc_dbValueSet\n- BIS_fnc_dbValueReturn\n\nAnd to a certain extent:\n\n- BIS_fnc_dbClassList\n- BIS_fnc_dbClassRemove\n- BIS_fnc_dbClassReturn\n- BIS_fnc_dbClassSet\n- BIS_fnc_dbImportXML\n- BIS_fnc_dbValueList"},{"heading":"Database Creation","level":3,"markdown":"There are theoretically three options:"},{"heading":"Empty Array Declaration","level":4,"markdown":"The most straightforward option. Simply add `TAG_database = [];` to any script where you want to declare the database, eg initServer.sqf."},{"heading":"XML Import","level":4,"markdown":"BIS_fnc_dbImportXML can convert the content of an xml file into an array which has the format of a Scripted Database. An xml file can be way easier to read than a nested array. Just keep in mind that you can't modify the xml file from within the game, meaning that once the mission restarts the default database from that file will be loaded and not the database which existed at the end of a mission."},{"heading":"Config Import","level":4,"markdown":"A config can either be Description.ext (mission config), the Campaign Description.ext (campaign config) or an addon's config.bin/.cpp (global config). The BIS_fnc_dbImportConfig function can import the config classes from the config but not the values. This makes this function a bit useless as the same can be achieved with the other options but even better. Writing to the config is also only possible from outside the game and not with commands."},{"heading":"Database Operation","level":3,"markdown":""},{"heading":"Classes And Values","level":4,"markdown":"The Scripted Database consists of classes and values. Classes can be identified by the class symbol \"#\" while the symbol for values is \"&\". The sole purpose of BIS_fnc_dbSymbolClass and BIS_fnc_dbSymbolValue is to return this sign. While the class is followed by an array which contains values, the value is only followed by its content which can be any data type. After the values content might follow another value or the array for that class can end. Here is an example of what the database looks like:\n\n```sqf\n[\"#PLAYERS\", [\"#1234\", [\"&NAME\", \"Bob\", \"&KILLS\", 20, \"&RANK\", \"Sergent\"], [\"#5678\", [\"&NAME\", \"Davis\", \"&KILLS\", 0, \"&RANK\", \"Private\"]]]\n```\n\nLet's format that a bit differently:\n\n```sqf\n[\n    \"#PLAYERS\", // The uppermost class containing information about the players\n    [\n        \"#1234\", // An imaginary user id to identify a player without doubt\n        [\n            // Following here are some stats that the player has\n            \"&NAME\", \"Bob\",\n            \"&KILLS\", 20,\n            \"&RANK\", \"Sergeant\"\n        ],\n        \"#5678\",\n        [\n            \"&NAME\", \"Davis\",\n            \"&KILLS\", 0,\n            \"&RANK\", \"Private\"\n        ],\n    ]\n]\n```"},{"heading":"Values Access","level":4,"markdown":"To get the content of a value you can use the BIS_fnc_dbValueReturn function. The first parameter is the database from which the value should be returned.\nThe second one is the path where the value is located. If the function can not find the specified value you can set a default return value with the third parameter similar to getVariable.\nThe following code displays the rank the player currently has in the database and if no value exists it will mark the player's rank as \"PRIVATE\":\n\n```sqf\nprivate _puid = getPlayerUID player;\nprivate _rank = [TAG_database, [\"players\", _puid, \"rank\"], \"PRIVATE\"] call BIS_fnc_dbValueReturn;\nhint _rank;\n```\n\nIf you ever worked with configs then you might notice the similarity between the array and the config paths. This is how you access a config value:\n\n```sqf\ngetText (missionConfigFile >> \"Players\" >> getPlayerUID player >> \"rank\");\n```\n\nSo while the config is not editable the database is, which leads us to..."},{"heading":"Values Editing","level":4,"markdown":"Values can be edited with the function BIS_fnc_dbValueSet. Continuing with the example from above the player was just promoted and a new rank has to be set in the database (array `TAG_database`):\n\n```sqf\nprivate _newRank = rank player;\nprivate _puid = getPlayerUID player;\n[TAG_database, [\"players\", _puid, \"rank\"], _newRank] call BIS_fnc_dbValueSet;\n```\n\nThe previous database array will be overwritten by the function, see the set command."}],"categories":["Arma Scripting Tutorials"],"groups":["Scripting"]},{"name":"Arma 3: Scripted Event Handlers","title":"Arma 3: Scripted Event Handlers","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Scripted_Event_Handlers","revid":378628,"updated":"2026-05-15T10:43:40Z","aliases":["Arma 3: Event Handlers/ScriptedEventHandlers"],"markdown":"Scripted Event Handlers are triggered by some of BI's modules and functions. When triggered any code registered for one of these events via BIS_fnc_addScriptedEventHandler will be executed.\nAll the events exists as variables within a namespace, whether this is one of the main Namespaces like missionNamespace or uiNamespace or it could be a specific namespace like a Group or Object etc.\nThe event also has a set of parameters passed to the executed code.\nYou can even implement your own scripted eventHandlers by using BIS_fnc_callScriptedEventHandler.\nFor all other available Event Handlers, see Arma 3: Event Handlers.\n\n### Functions\n\n- BIS_fnc_addScriptedEventHandler\n- BIS_fnc_removeScriptedEventHandler\n- BIS_fnc_removeAllScriptedEventHandlers\n- BIS_fnc_callScriptedEventHandler\n\n### Examples\n\n#### Subscribe\n\n```sqf\n[missionNamespace, \"localPlayerNearFourArmedRobot\", {\n    hint \"Hello there\";\n}] call BIS_fnc_addScriptedEventHandler;\n```\n\n```sqf\n[missionNamespace, \"arsenalOpened\", {\n    hint \"Player opened the Arsenal\"; // hint message to the player when he opens the Arsenal\n}] call BIS_fnc_addScriptedEventHandler;\n```\n\n#### Trigger\n\n```sqf\nwaitUntil { sleep 1; player distance _GG < 10 };\n[missionNamespace, \"localPlayerNearFourArmedRobot\", [player, _GG]] call BIS_fnc_callScriptedEventHandler;\n```\n\n### Events\n\nThis is a list of all available scripted events that exist through BI's functions and modules.\nEach event is listed under the system that calls them whether this be a specific function or a module. List last updated for Arma 3 v2.10\n\n| Event namespace | Event name | Event passed parameters |\n|---|---|---|\n| **EG Spectator Display** |  |  |\n| `missionNamespace` | \"RscDisplayEGSpectator_OnCursorObjectFocused\" | `params [\"_object\"];` |\n| `missionNamespace` | \"RscDisplayEGSpectator_OnCursorObjectUnfocused\" | `params [\"_object\"];` |\n| `missionNamespace` | \"RscDisplayEGSpectator_OnFocusChanged\" | `params [\"_newFocus\"];` |\n| `missionNamespace` | \"RscDisplayEGSpectator_OnUiVisibilityChanged\" | `params [\"_isVisible\"];` |\n| `missionNamespace` | \"RscDisplayEGSpectator_MapStateChanged\" | `params [\"_isMapVisible\"];` |\n| **Player opens pause menu** |  |  |\n| `missionNamespace` | \"OnGameInterrupt\" | `params [\"_display\"];` |\n| **Player exits Game Options menu** |  |  |\n| `missionNamespace` | \"OnGameOptionsExited\" Arma 3 v2.02 | `params [\"_okButtonPressed\"];` |\n| **Probing Beam (enoch)** |  |  |\n| `missionNamespace` | \"probingStarted\" | `params [\"_cursorTarget\", \"_data\"];` |\n| `missionNamespace` | \"probingEnded\" | `params [\"_data\", \"_isEnded\"];` |\n| **Respawn Display** |  |  |\n| `missionNamespace` | \"RscDisplayRespawnKeyDown\" | `params [\"_display\", \"_keyCode\", \"_shift\", \"_ctrl\", \"_alt\"];` |\n| **Saving of the game, scripted or manual** |  |  |\n| `missionNamespace` | \"OnSaveGame\" | N/A |\n| **teamSwitchedScript.sqs** |  |  |\n| `missionNamespace` | \"teamSwitched\" | `params [\"_originalUnit\", \"_switchToUnit\"];` |\n| **BIS_fnc_addScriptedEventHandler** |  |  |\n| `missionNamespace` | \"ScriptedEventHandlerAdded\" | `params [\"_namespace\", \"_name\", \"_handlerID\"];` |\n| **BIS_fnc_animateFlag** |  |  |\n| `_flag` | \"FlagAnimationDone\" | `params [\"_flag\", \"_phaseEnd\"];` |\n| **BIS_fnc_arsenal** |  |  |\n| `missionNamespace` | \"arsenalPreOpen\" Arma 3 v2.08 Fires just before Arsenal display is created | `params [\"_missionDisplay\", \"_center\"];` |\n| `missionNamespace` | \"arsenalOpened\" | `params [\"_display\", \"_toggleSpace\"];`<br>- _toggleSpace: Boolean - `uiNamespace getVariable [\"bis_fnc_arsenal_toggleSpace\", false]];` |\n| `missionNamespace` | \"arsenalClosed\" | `params [\"_displayNull\", \"_toggleSpace\"];`<br>- _toggleSpace: Boolean - `uiNamespace getVariable [\"bis_fnc_arsenal_toggleSpace\", false]];` |\n| **BIS_fnc_bleedTickets** |  |  |\n| `missionNamespace` | \"dominantSideChanged\" | `params [\"_dominantSide\", \"_dominantSideOld\", \"_sides\"];` |\n| **BIS_fnc_EGSpectatorCamera** |  |  |\n| `missionNamespace` | \"EGSpectator_OnCameraModeChanged\" | `params [\"_newMode\"];` |\n| **BIS_fnc_garage** |  |  |\n| `missionNamespace` | \"garageOpened\" | `params [\"_display\", \"_toggleSpace\"];` |\n| `missionNamespace` | \"garageClosed\" | `params [\"_displayNull\", \"_toggleSpace\"];`<br>- _toggleSpace: Boolean - `uiNamespace getVariable [\"bis_fnc_arsenal_toggleSpace\", false]];` |\n| **BIS_fnc_initDisplay (Arma 3 v2.04)** |  |  |\n| `missionNamespace` | \"OnDisplayRegistered\" | `params [\"_display\", \"_class\"];` |\n| `missionNamespace` | \"OnDisplayUnregistered\" | `params [\"_display\", \"_class\"];` |\n| **BIS_fnc_initInspectable** |  |  |\n| `missionNamespace` | \"objectInspected\" | `params [\"_object\", \"_texture\", \"_text\", \"_sound\", \"_textureRatio\"];`<br>any data, shown as used by the Leaflets system |\n| **BIS_fnc_initIntelObject** |  |  |\n| _object | \"intelObjectFound\" | `params [\"_object\", \"_foundBy\"];` |\n| `_curator` | \"intelObjectFound\" | `params [\"_curator\", \"_foundBy\", \"_object\"];` |\n| **BIS_fnc_kbTellLocal** |  |  |\n| `missionNamespace` | \"BIS_fnc_kbTellLocal_played\" | `params [\"_from\", \"_to\", \"_sentence\", \"_channel\"];` |\n| **BIS_fnc_packStaticWeapon** |  |  |\n| `_group` | \"StaticWeaponPacked\" | `params [\"_group\", \"_leader\", \"_gunner\", \"_assistant\", \"_weaponBag\", \"_baseBag\"];` |\n| **BIS_fnc_playVideo** |  |  |\n| `missionNamespace` | \"BIS_fnc_playVideo_started\" | `params [\"_video\"];` |\n| `missionNamespace` | \"BIS_fnc_playVideo_stopped\" | `params [\"_video\"];` |\n| **BIS_fnc_priorityQueue* system** |  |  |\n| `missionNamespace` | \"BIS_onQueue%1Pop\" where %1 is ID returned from BIS_fnc_priorityQueue_Init | `params [\"_handle\"];` |\n| `missionNamespace` | \"BIS_onQueue%1Push\" where %1 is ID returned from BIS_fnc_priorityQueue_Init | `params [\"_handle\"];` |\n| **BIS_fnc_removeAllScriptedEventHandlers** |  |  |\n| `missionNamespace` | \"ScriptedEventHandlerRemoved\" | `params [\"_namespace\", \"_name\", \"_handlerID\"];` |\n| **BIS_fnc_removeScriptedEventHandler** |  |  |\n| `missionNamespace` | \"ScriptedEventHandlerRemoved\" | `params [\"_namespace\", \"_name\", \"_handlerID\"];` |\n| **BIS_fnc_respawnTickets** |  |  |\n| `missionNamespace` | \"respawnTicketsExhausted\" | `params [\"_target\"];` |\n| **BIS_fnc_unpackStaticWeapon** |  |  |\n| `_group` | \"StaticWeaponUnpacked\" | `params [\"_group\", \"_leader\", \"_gunner\", \"_assistant\", \"_weapon\"];` |\n| **Structures** |  |  |\n| `missionNamespace` | \"StructureDamaged\" Arma 3 v2.22 | `params [\"_structure\", \"_shot\", \"_position\", \"_velocity\", \"_ammo\", \"_explosive\", \"_indirectHit\", \"_invArmor\", \"_explPow\", \"_damage\"];` |\n| `missionNamespace` | \"StructureDestroyed\" Arma 3 v2.22 | `params [\"_structure\", \"_killer\", \"_instigator\", \"_useEffects\", \"_shot\", \"_real\"];` |\n| **Module Curator RemoteControl** |  |  |\n| `_curator` | \"curatorObjectRemoteControlled\" | `params [\"_curator\", \"_player\", \"_unit\", \"_isRemoteControlled\"];`<br>- _isRemoteControlled is true when entering remote control, false when exiting |\n| **Module End Game** |  |  |\n| `missionNamespace` | \"EndGame_OnStageChanged\" | `params [\"_stage\", \"_side\"];` |\n| `missionNamespace` | \"EndGame_OnStartGameObjectiveCompleted\" | `params [\"_side\"];` |\n| `missionNamespace` | \"EndGame_OnObjectiveStateChanged\" | `params [\"_objective\", \"_side\", \"_newState\"];` |\n| `missionNamespace` | \"EndGame_OnObjectiveCompleted\" | `params [\"_objective\"];` |\n| `missionNamespace` | \"EndGame_OnObjectiveEnded\" | `params [\"_objective\"];` |\n| `missionNamespace` | \"EndGame_OnDownloadCompleted\" | `params [\"_side\", \"_isUpload\"];` |\n| `missionNamespace` | \"EndGame_Ended\" | `params [\"_winnerSide\", \"_loserSide\", \"_isDraw\"];` |\n| `missionNamespace` | \"onUploadStateChanged\" | `params [\"_side\"]; // can be nil` |\n| `missionNamespace` | \"onPickupInfoChanged\" | `params [\"_BIS_hvt_pickupInfo\"];` |\n| **Module Game Master (Zeus)** |  |  |\n| `_curator` | \"curatorGroupPlaced\" | `params [\"_group\"];` |\n| `_curator` | \"curatorObjectPlaced\" | `params [\"_object\"];` |\n| `_curator` | \"curatorUnitAssigned\" | `params [\"_curator\", \"_player\"];` |\n| **Module Rich Curve Key** |  |  |\n| _curKey | \"reached\" | `params [\"_curKey\"];` |\n| **Module Sector** |  |  |\n| `_sector` | \"ownerChanged\" | `params [\"_sector\", \"_owner\", \"_ownerOld\"];` |\n| **Module Spawn AI: Sector Tactic** |  |  |\n| `missionNamespace` | \"bis_groundSupport_groupSpawned\" | `params [\"_bis_groundSupport_groupSpawned\", \"_group\", \"_side\"];` |\n| `missionNamespace` | \"bis_groundSupport_wiped\" | `params [\"_bis_groundSupport_wiped\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_inEnemySector\" | `params [\"_bis_groundSupport_inEnemySector\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_destinationReached\" | `params [\"_bis_groundSupport_destinationReached\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_groupTypeChanged\" | `params [\"_bis_groundSupport_groupTypeChanged\", \"_group\", \"_type\", \"_currentType\"];` |\n| `missionNamespace` | \"bis_groundSupport_decimated\" | `params [\"_bis_groundSupport_decimated\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_farFromDestination\" | `params [\"_bis_groundSupport_farFromDestination\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_needTransport\" | `params [\"_bis_groundSupport_needTransport\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_joined\" | `params [\"_bis_groundSupport_joined\", \"_group\", \"_transportGroup\"];` |\n| `missionNamespace` | \"bis_groundSupport_closeToDestination\" | `params [\"_bis_groundSupport_closeToDestination\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_needEvac\" | `params [\"_bis_groundSupport_needEvac\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_needAmmo\" | `params [\"_bis_groundSupport_needAmmo\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_needSupport\" | `params [\"_bis_groundSupport_needSupport\", \"_group\", \"_reportedVehicle\"];` |\n| `missionNamespace` | \"bis_groundSupport_boarded\" | `params [\"_bis_groundSupport_boarded\", \"_group\", \"_transport\"];` |\n| `missionNamespace` | \"bis_groundSupport_transportStarted\" | `params [\"_bis_groundSupport_transportStarted\", \"_group\", \"_transport\"];` |\n| `missionNamespace` | \"bis_groundSupport_transportEnded\" | `params [\"_bis_groundSupport_transportEnded\", \"_group\", \"_transport\"];` |\n| `missionNamespace` | \"bis_groundSupport_transportAborted\" | `params [\"_bis_groundSupport_transportAborted\", \"_group\", \"_transport\"];` |\n| `missionNamespace` | \"bis_groundSupport_disembarked\" | `params [\"_bis_groundSupport_disembarked\", \"_group\", \"_transport\"];` |\n| **Module Timeline** |  |  |\n| `_timeline` | \"finished\" | `params [\"_timeline\"];` |\n| `_timeline` | \"played\" | N/A |\n| `_timeline` | \"looped\" | `params [\"_timeline\"];` |\n| **Module Trident** |  |  |\n| `missionNamespace` | \"BIS_fnc_moduleTrident_updated\" | `params [\"_sideA\", \"_sideB\", \"_areFriendly\"];` |\n| **Module Vehicle Respawn** |  |  |\n| `missionNamespace` | \"respawn\" | `params [\"_newVeh\", \"_veh\"];` |\n| **Spectrum Analyzer Device** |  |  |\n| `missionNamespace` | \"SpectrumAnalyzerOpened\" | `params [\"_display\"];` |\n| `missionNamespace` | \"SpectrumAnalyzerClosed\" | `params [\"_display\"];` |\n\n### Arma 3 Contact Events\n\n> [!NOTE]\n> This content is exclusive to the Arma 3 Contact Expansion.\n\n- \"antennaAdded\"\n- \"antennaDeleted\"\n- \"arsenalPreOpen\"\n- \"behaviourChanged\"\n- \"currentSignalChanged\"\n- \"dangerZoneEntered\"\n- \"dangerZoneExited\"\n- \"diaryRecordSet\"\n- \"dominantSideChanged\"\n- \"gravitPulseHit\"\n- \"gravitPulseRewarded\"\n- \"handleCombat\"\n- \"handleWarningShot\"\n- \"moveToModelSpaceCompleted\"\n- \"puzzleReset\"\n- \"puzzleStepCompleted\"\n- \"puzzleTerminated\"\n- \"refresh\"\n- \"respawnTicketsExhausted\"\n- \"rotationChanged\"\n- \"signalEnded\"\n- \"signalScanned\"\n- \"signalStartedPassive\"\n- \"siteSpawned\"\n- \"taskSet\"\n- \"translationChanged\"\n- \"transmittingEnded\"\n- \"transmittingStarted\"\n- \"wpPatrolEnded\"\n- \"wpPatrolStarted\"","sections":[{"heading":null,"level":1,"markdown":"Scripted Event Handlers are triggered by some of BI's modules and functions. When triggered any code registered for one of these events via BIS_fnc_addScriptedEventHandler will be executed.\nAll the events exists as variables within a namespace, whether this is one of the main Namespaces like missionNamespace or uiNamespace or it could be a specific namespace like a Group or Object etc.\nThe event also has a set of parameters passed to the executed code.\nYou can even implement your own scripted eventHandlers by using BIS_fnc_callScriptedEventHandler.\nFor all other available Event Handlers, see Arma 3: Event Handlers."},{"heading":"Functions","level":3,"markdown":"- BIS_fnc_addScriptedEventHandler\n- BIS_fnc_removeScriptedEventHandler\n- BIS_fnc_removeAllScriptedEventHandlers\n- BIS_fnc_callScriptedEventHandler"},{"heading":"Examples","level":3,"markdown":""},{"heading":"Subscribe","level":4,"markdown":"```sqf\n[missionNamespace, \"localPlayerNearFourArmedRobot\", {\n    hint \"Hello there\";\n}] call BIS_fnc_addScriptedEventHandler;\n```\n\n```sqf\n[missionNamespace, \"arsenalOpened\", {\n    hint \"Player opened the Arsenal\"; // hint message to the player when he opens the Arsenal\n}] call BIS_fnc_addScriptedEventHandler;\n```"},{"heading":"Trigger","level":4,"markdown":"```sqf\nwaitUntil { sleep 1; player distance _GG < 10 };\n[missionNamespace, \"localPlayerNearFourArmedRobot\", [player, _GG]] call BIS_fnc_callScriptedEventHandler;\n```"},{"heading":"Events","level":3,"markdown":"This is a list of all available scripted events that exist through BI's functions and modules.\nEach event is listed under the system that calls them whether this be a specific function or a module. List last updated for Arma 3 v2.10\n\n| Event namespace | Event name | Event passed parameters |\n|---|---|---|\n| **EG Spectator Display** |  |  |\n| `missionNamespace` | \"RscDisplayEGSpectator_OnCursorObjectFocused\" | `params [\"_object\"];` |\n| `missionNamespace` | \"RscDisplayEGSpectator_OnCursorObjectUnfocused\" | `params [\"_object\"];` |\n| `missionNamespace` | \"RscDisplayEGSpectator_OnFocusChanged\" | `params [\"_newFocus\"];` |\n| `missionNamespace` | \"RscDisplayEGSpectator_OnUiVisibilityChanged\" | `params [\"_isVisible\"];` |\n| `missionNamespace` | \"RscDisplayEGSpectator_MapStateChanged\" | `params [\"_isMapVisible\"];` |\n| **Player opens pause menu** |  |  |\n| `missionNamespace` | \"OnGameInterrupt\" | `params [\"_display\"];` |\n| **Player exits Game Options menu** |  |  |\n| `missionNamespace` | \"OnGameOptionsExited\" Arma 3 v2.02 | `params [\"_okButtonPressed\"];` |\n| **Probing Beam (enoch)** |  |  |\n| `missionNamespace` | \"probingStarted\" | `params [\"_cursorTarget\", \"_data\"];` |\n| `missionNamespace` | \"probingEnded\" | `params [\"_data\", \"_isEnded\"];` |\n| **Respawn Display** |  |  |\n| `missionNamespace` | \"RscDisplayRespawnKeyDown\" | `params [\"_display\", \"_keyCode\", \"_shift\", \"_ctrl\", \"_alt\"];` |\n| **Saving of the game, scripted or manual** |  |  |\n| `missionNamespace` | \"OnSaveGame\" | N/A |\n| **teamSwitchedScript.sqs** |  |  |\n| `missionNamespace` | \"teamSwitched\" | `params [\"_originalUnit\", \"_switchToUnit\"];` |\n| **BIS_fnc_addScriptedEventHandler** |  |  |\n| `missionNamespace` | \"ScriptedEventHandlerAdded\" | `params [\"_namespace\", \"_name\", \"_handlerID\"];` |\n| **BIS_fnc_animateFlag** |  |  |\n| `_flag` | \"FlagAnimationDone\" | `params [\"_flag\", \"_phaseEnd\"];` |\n| **BIS_fnc_arsenal** |  |  |\n| `missionNamespace` | \"arsenalPreOpen\" Arma 3 v2.08 Fires just before Arsenal display is created | `params [\"_missionDisplay\", \"_center\"];` |\n| `missionNamespace` | \"arsenalOpened\" | `params [\"_display\", \"_toggleSpace\"];`<br>- _toggleSpace: Boolean - `uiNamespace getVariable [\"bis_fnc_arsenal_toggleSpace\", false]];` |\n| `missionNamespace` | \"arsenalClosed\" | `params [\"_displayNull\", \"_toggleSpace\"];`<br>- _toggleSpace: Boolean - `uiNamespace getVariable [\"bis_fnc_arsenal_toggleSpace\", false]];` |\n| **BIS_fnc_bleedTickets** |  |  |\n| `missionNamespace` | \"dominantSideChanged\" | `params [\"_dominantSide\", \"_dominantSideOld\", \"_sides\"];` |\n| **BIS_fnc_EGSpectatorCamera** |  |  |\n| `missionNamespace` | \"EGSpectator_OnCameraModeChanged\" | `params [\"_newMode\"];` |\n| **BIS_fnc_garage** |  |  |\n| `missionNamespace` | \"garageOpened\" | `params [\"_display\", \"_toggleSpace\"];` |\n| `missionNamespace` | \"garageClosed\" | `params [\"_displayNull\", \"_toggleSpace\"];`<br>- _toggleSpace: Boolean - `uiNamespace getVariable [\"bis_fnc_arsenal_toggleSpace\", false]];` |\n| **BIS_fnc_initDisplay (Arma 3 v2.04)** |  |  |\n| `missionNamespace` | \"OnDisplayRegistered\" | `params [\"_display\", \"_class\"];` |\n| `missionNamespace` | \"OnDisplayUnregistered\" | `params [\"_display\", \"_class\"];` |\n| **BIS_fnc_initInspectable** |  |  |\n| `missionNamespace` | \"objectInspected\" | `params [\"_object\", \"_texture\", \"_text\", \"_sound\", \"_textureRatio\"];`<br>any data, shown as used by the Leaflets system |\n| **BIS_fnc_initIntelObject** |  |  |\n| _object | \"intelObjectFound\" | `params [\"_object\", \"_foundBy\"];` |\n| `_curator` | \"intelObjectFound\" | `params [\"_curator\", \"_foundBy\", \"_object\"];` |\n| **BIS_fnc_kbTellLocal** |  |  |\n| `missionNamespace` | \"BIS_fnc_kbTellLocal_played\" | `params [\"_from\", \"_to\", \"_sentence\", \"_channel\"];` |\n| **BIS_fnc_packStaticWeapon** |  |  |\n| `_group` | \"StaticWeaponPacked\" | `params [\"_group\", \"_leader\", \"_gunner\", \"_assistant\", \"_weaponBag\", \"_baseBag\"];` |\n| **BIS_fnc_playVideo** |  |  |\n| `missionNamespace` | \"BIS_fnc_playVideo_started\" | `params [\"_video\"];` |\n| `missionNamespace` | \"BIS_fnc_playVideo_stopped\" | `params [\"_video\"];` |\n| **BIS_fnc_priorityQueue* system** |  |  |\n| `missionNamespace` | \"BIS_onQueue%1Pop\" where %1 is ID returned from BIS_fnc_priorityQueue_Init | `params [\"_handle\"];` |\n| `missionNamespace` | \"BIS_onQueue%1Push\" where %1 is ID returned from BIS_fnc_priorityQueue_Init | `params [\"_handle\"];` |\n| **BIS_fnc_removeAllScriptedEventHandlers** |  |  |\n| `missionNamespace` | \"ScriptedEventHandlerRemoved\" | `params [\"_namespace\", \"_name\", \"_handlerID\"];` |\n| **BIS_fnc_removeScriptedEventHandler** |  |  |\n| `missionNamespace` | \"ScriptedEventHandlerRemoved\" | `params [\"_namespace\", \"_name\", \"_handlerID\"];` |\n| **BIS_fnc_respawnTickets** |  |  |\n| `missionNamespace` | \"respawnTicketsExhausted\" | `params [\"_target\"];` |\n| **BIS_fnc_unpackStaticWeapon** |  |  |\n| `_group` | \"StaticWeaponUnpacked\" | `params [\"_group\", \"_leader\", \"_gunner\", \"_assistant\", \"_weapon\"];` |\n| **Structures** |  |  |\n| `missionNamespace` | \"StructureDamaged\" Arma 3 v2.22 | `params [\"_structure\", \"_shot\", \"_position\", \"_velocity\", \"_ammo\", \"_explosive\", \"_indirectHit\", \"_invArmor\", \"_explPow\", \"_damage\"];` |\n| `missionNamespace` | \"StructureDestroyed\" Arma 3 v2.22 | `params [\"_structure\", \"_killer\", \"_instigator\", \"_useEffects\", \"_shot\", \"_real\"];` |\n| **Module Curator RemoteControl** |  |  |\n| `_curator` | \"curatorObjectRemoteControlled\" | `params [\"_curator\", \"_player\", \"_unit\", \"_isRemoteControlled\"];`<br>- _isRemoteControlled is true when entering remote control, false when exiting |\n| **Module End Game** |  |  |\n| `missionNamespace` | \"EndGame_OnStageChanged\" | `params [\"_stage\", \"_side\"];` |\n| `missionNamespace` | \"EndGame_OnStartGameObjectiveCompleted\" | `params [\"_side\"];` |\n| `missionNamespace` | \"EndGame_OnObjectiveStateChanged\" | `params [\"_objective\", \"_side\", \"_newState\"];` |\n| `missionNamespace` | \"EndGame_OnObjectiveCompleted\" | `params [\"_objective\"];` |\n| `missionNamespace` | \"EndGame_OnObjectiveEnded\" | `params [\"_objective\"];` |\n| `missionNamespace` | \"EndGame_OnDownloadCompleted\" | `params [\"_side\", \"_isUpload\"];` |\n| `missionNamespace` | \"EndGame_Ended\" | `params [\"_winnerSide\", \"_loserSide\", \"_isDraw\"];` |\n| `missionNamespace` | \"onUploadStateChanged\" | `params [\"_side\"]; // can be nil` |\n| `missionNamespace` | \"onPickupInfoChanged\" | `params [\"_BIS_hvt_pickupInfo\"];` |\n| **Module Game Master (Zeus)** |  |  |\n| `_curator` | \"curatorGroupPlaced\" | `params [\"_group\"];` |\n| `_curator` | \"curatorObjectPlaced\" | `params [\"_object\"];` |\n| `_curator` | \"curatorUnitAssigned\" | `params [\"_curator\", \"_player\"];` |\n| **Module Rich Curve Key** |  |  |\n| _curKey | \"reached\" | `params [\"_curKey\"];` |\n| **Module Sector** |  |  |\n| `_sector` | \"ownerChanged\" | `params [\"_sector\", \"_owner\", \"_ownerOld\"];` |\n| **Module Spawn AI: Sector Tactic** |  |  |\n| `missionNamespace` | \"bis_groundSupport_groupSpawned\" | `params [\"_bis_groundSupport_groupSpawned\", \"_group\", \"_side\"];` |\n| `missionNamespace` | \"bis_groundSupport_wiped\" | `params [\"_bis_groundSupport_wiped\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_inEnemySector\" | `params [\"_bis_groundSupport_inEnemySector\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_destinationReached\" | `params [\"_bis_groundSupport_destinationReached\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_groupTypeChanged\" | `params [\"_bis_groundSupport_groupTypeChanged\", \"_group\", \"_type\", \"_currentType\"];` |\n| `missionNamespace` | \"bis_groundSupport_decimated\" | `params [\"_bis_groundSupport_decimated\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_farFromDestination\" | `params [\"_bis_groundSupport_farFromDestination\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_needTransport\" | `params [\"_bis_groundSupport_needTransport\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_joined\" | `params [\"_bis_groundSupport_joined\", \"_group\", \"_transportGroup\"];` |\n| `missionNamespace` | \"bis_groundSupport_closeToDestination\" | `params [\"_bis_groundSupport_closeToDestination\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_needEvac\" | `params [\"_bis_groundSupport_needEvac\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_needAmmo\" | `params [\"_bis_groundSupport_needAmmo\", \"_group\"];` |\n| `missionNamespace` | \"bis_groundSupport_needSupport\" | `params [\"_bis_groundSupport_needSupport\", \"_group\", \"_reportedVehicle\"];` |\n| `missionNamespace` | \"bis_groundSupport_boarded\" | `params [\"_bis_groundSupport_boarded\", \"_group\", \"_transport\"];` |\n| `missionNamespace` | \"bis_groundSupport_transportStarted\" | `params [\"_bis_groundSupport_transportStarted\", \"_group\", \"_transport\"];` |\n| `missionNamespace` | \"bis_groundSupport_transportEnded\" | `params [\"_bis_groundSupport_transportEnded\", \"_group\", \"_transport\"];` |\n| `missionNamespace` | \"bis_groundSupport_transportAborted\" | `params [\"_bis_groundSupport_transportAborted\", \"_group\", \"_transport\"];` |\n| `missionNamespace` | \"bis_groundSupport_disembarked\" | `params [\"_bis_groundSupport_disembarked\", \"_group\", \"_transport\"];` |\n| **Module Timeline** |  |  |\n| `_timeline` | \"finished\" | `params [\"_timeline\"];` |\n| `_timeline` | \"played\" | N/A |\n| `_timeline` | \"looped\" | `params [\"_timeline\"];` |\n| **Module Trident** |  |  |\n| `missionNamespace` | \"BIS_fnc_moduleTrident_updated\" | `params [\"_sideA\", \"_sideB\", \"_areFriendly\"];` |\n| **Module Vehicle Respawn** |  |  |\n| `missionNamespace` | \"respawn\" | `params [\"_newVeh\", \"_veh\"];` |\n| **Spectrum Analyzer Device** |  |  |\n| `missionNamespace` | \"SpectrumAnalyzerOpened\" | `params [\"_display\"];` |\n| `missionNamespace` | \"SpectrumAnalyzerClosed\" | `params [\"_display\"];` |"},{"heading":"Arma 3 Contact Events","level":3,"markdown":"> [!NOTE]\n> This content is exclusive to the Arma 3 Contact Expansion.\n\n- \"antennaAdded\"\n- \"antennaDeleted\"\n- \"arsenalPreOpen\"\n- \"behaviourChanged\"\n- \"currentSignalChanged\"\n- \"dangerZoneEntered\"\n- \"dangerZoneExited\"\n- \"diaryRecordSet\"\n- \"dominantSideChanged\"\n- \"gravitPulseHit\"\n- \"gravitPulseRewarded\"\n- \"handleCombat\"\n- \"handleWarningShot\"\n- \"moveToModelSpaceCompleted\"\n- \"puzzleReset\"\n- \"puzzleStepCompleted\"\n- \"puzzleTerminated\"\n- \"refresh\"\n- \"respawnTicketsExhausted\"\n- \"rotationChanged\"\n- \"signalEnded\"\n- \"signalScanned\"\n- \"signalStartedPassive\"\n- \"siteSpawned\"\n- \"taskSet\"\n- \"translationChanged\"\n- \"transmittingEnded\"\n- \"transmittingStarted\"\n- \"wpPatrolEnded\"\n- \"wpPatrolStarted\""}],"categories":["Event Handlers"],"groups":["Event Handlers"]},{"name":"Arma 3: Sensors","title":"Arma 3: Sensors","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sensors","revid":373211,"updated":"2025-04-12T22:20:52Z","aliases":["Arma 3 Sensors"],"markdown":"### Overview\n\nVehicle and ammo sensors for target detection and tracking.\n\n#### **> [OPREP](https://dev.arma3.com/post/oprep-sensor-overhaul)**\n\n#### **> [Forum thread](https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/)**\n\n#### **> Configuration**\n\n## User Interface\n\n### Action keybinds (default)\n\n|  |  |\n|---|---|\n| **R** | Select next target (targets are prioritized according to the currently selected weapon and the target threat) |\n| **T** | Select target under the cursor / center of view |\n| **LCTRL + R** | Toggle radar on/off |\n\nSee **Custom Panels** page for more info about controlling the Sensor display.\n\n## Mechanics\n\n#### Active Radar\n\n- only sensor that can be switched ON and OFF.\n- only sensor that provides information about a target's speed, altitude, and distance\n- to be able to lock on target the radar-guided (ARH) missiles require the radar to be switched ON\n- activated radar makes your vehicle detectable by RWR or Passive radars at up to twice the range of your own radar.\n\n#### RWR and Passive Radar\n\n- detects anyone who has a radar ON at twice the distance of the tracked radar's own range.\n- provides unique indication to targets with active radars\n- most often the RWR can detect radar threat in 360° field-of-view\n- additional passive radar (less common than RWR) allows you to mark the radar threat and use it for targeting your weapons\n\n#### Infrared sensor\n\n- can only detect 'hot' targets - vehicles that have been heated up by a running engine or fired weapon\n- susceptible to environmental conditions (fog)\n- often with field-of-view limited to the optics field-of-view\n- often coupled with Visual sensor\n\n#### Visual sensor\n\n- can detect cold targets\n- susceptible to environmental conditions (fog, light), in most cases useless at night\n- often with field-of-view limited to the optics field-of-view\n- often coupled with IR sensor\n\n#### Laser and strobe tracker\n\n- detect a spot lased by a laser designator or an IR grenade (as a homing beacon)\n- usually with a 180° front hemisphere field-of-view\n\n#### Human sensor\n\n- able to detect and track human targets\n- *doesn't fully work with data link*\n\n#### Data Link\n\n- with **send position** capability - broadcasts own position to everyone on the same side who has a receive capability\n  - *Can be adjusted in-game via vehicleReportOwnPosition, setVehicleReportOwnPosition or in Eden editor vehicle attributes - Electronics & Sensors*\n- with **send** capability - broadcasts all targets acquired by own sensor suite to everyone on the same side who has a receive capability\n  - *Can be adjusted in-game via vehicleReportRemoteTargets, setVehicleReportRemoteTargets or in Eden editor vehicle attributes - Electronics & Sensors*\n- with **receive** capability - receives targets from send-enabled units on the same side; the targets will be displayed on Sensor panel - meaning the vehicle has to have the sensor panel in the first place\n  - *Can be adjusted in-game via vehicleReceiveRemoteTargets, setVehicleReceiveRemoteTargets or in Eden editor vehicle attributes - Electronics & Sensors*\n- with **targeting** (sensor) capability - conditioned by the receive capability; adds an ability to mark targets received via data link and achieve an easier lock-on or engage these targets with lock-after-launch ammo.\n\n## Vehicles\n\n| Name | Sensors | FoV hor./vert. | Range sky/gnd (m) | target ID range (m) | Notes |\n|---|---|---|---|---|---|\n| xH-9 helicopters, Caesar | N/A |  |  |  |  |\n| UH-80, CH-49, CH-67, PO-30, Mi-290, WY-55 | RWR | 360 | 16000 | 12000 |  |\n| IFV-6a, ZSU-39 | Radar | 360/100 | 9000/6000 | 5000 | up looking |\n| IFV-6a, ZSU-39 | Data Link | 360 | 16000 |  |  |\n| AH-99 | RWR | 360 | 16000 | 12000 |  |\n| AH-99 | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| AH-99 | IR + Visual | 46/34 | 3000/2000 + 2000/1500 | 2000 | targeting camera |\n| AH-99 | Radar | 180/90 | 5000/4000 | 3000 | down looking |\n| Mi-48 | RWR | 360 | 16000 | 12000 |  |\n| Mi-48 | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| Mi-48 | IR + Visual | 26/26 | 4000/3000 + 3000/2000 | 2000 | targeting camera |\n| Mi-48 | Radar | 120/90 | 5000/4000 | 3000 | down looking |\n| A-143 | RWR | 360 | 16000 | 12000 |  |\n| A-143 | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| A-143 | IR + Visual | 26/20 | 4000/3000 + 3000/2000 | 2000 | targeting camera |\n| A-143 | Radar | 90 | 8000/4000 | 3000 |  |\n| A-164, To-199 | RWR + Anti-radiation | 360 + 90 | 16000 + 8000 | 12000 |  |\n| A-164, To-199 | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| A-164, To-199 | IR + Visual | 50/37 | 5000/4000 + 4000/3000 | 2000 | targeting camera |\n| F/A-181 | RWR | 360 | 16000 | 12000 |  |\n| F/A-181 | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| F/A-181 | IR | 360/90 | 2500/2000 | 2000 |  |\n| F/A-181 | Visual | 26/20 | 4000/3000 | 2000 | targeting camera |\n| F/A-181 | Radar | 45 | 15000/8000 | 8000 |  |\n| To-201 | RWR | 360 | 16000 | 12000 |  |\n| To-201 | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| To-201 | IR | 360/120 | 5000/3000 | 2000 |  |\n| To-201 | Visual | 26/20 | 4000/3000 | 2000 | targeting camera |\n| To-201 | Radar | 60 | 13000/9000 | 6000 |  |\n| A-149 | RWR | 360 | 16000 | 12000 |  |\n| A-149 | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| A-149 | IR | 90/60 | 4000/3000 | 2000 |  |\n| A-149 | Visual | 26/20 | 4000/3000 | 2000 | targeting camera |\n| A-149 | Radar | 45 | 12000/8000 | 4000 |  |\n| Sentinel | RWR | 360 | 16000 | 12000 |  |\n| Sentinel | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| Sentinel | IR + Visual | 51/37 | 4000/3000 + 3500/3000 | 4000 + 3000 | targeting camera |\n| Sentinel | Radar | 60 | 8000/6000 | 6000 | down looking |\n| Praetorian 1C | Radar | 360/100 | 10000/7000 | 10000 | up looking |\n| Praetorian 1C | IR | 60/40 | 4000/3500 | 3500 |  |\n| Praetorian 1C | Data Link | 360 | 16000 |  |  |\n| Mk21 | Radar | 15 | 14000/11000 | 11000 |  |\n| Mk21 | Visual | 60/40 | 4000/3500 | 4000 |  |\n| Mk21 | Data Link | 360 | 16000 |  |  |\n| Mk49 | IR | 60/40 | 4000/3500 | 3500 |  |\n| Mk49 | Data Link | 360 | 16000 |  |  |\n| WIP |  |  |  |  |  |\n\n## Precision guided munitions\n\n| Name | Seeker | Cone (degrees) | Min-Max range (m) | Target speed (km/h) | Notes |\n|---|---|---|---|---|---|\n| PCML | Visual | 5° | 20-600 | 126 |  |\n| Titan AT | IR | 4° | 50-4000 | 126 | + manual guidance |\n| Titan AP | N/A |  |  |  | manual guidance only |\n| DAGR | IR + Laser | 30° | 100-5000 | 126 | + manual guidance |\n| Scalpel | IR + Laser | 30° | 250-6000 | 198 | + manual guidance |\n| Macer | IR | 30° | 350-6000 | 198 |  |\n| KH25 / Sharur | IR | 20° | 300-6000 | 144 |  |\n| Jian | IR + Laser | 30° | 350-8000 | 126 | + manual guidance |\n| GBU-12 | Laser | 180° | 250-8000 | 108 | doesn't require full lock |\n| LOM-250 | Laser | 180° | 250-8000 | 108 | doesn't require full lock |\n| Titan AA | IR | 4° | 100-3500 | 900 |  |\n| Titan AA Long | IR | 30° | 100-4500 | 1800 |  |\n| Zephyr | Radar (ARH) | 40° | 500-10000 | 3006 |  |\n| ASRAAM | IR | 90° | 200-6000 | 2160 |  |\n| AMRAAM | Radar (ARH) | 70° | 800-12000 |  |  |\n| Falchion-22 | IR | 30° | 150-4500 | 1602 |  |\n| Sahr-3 | IR | 45° | 150-5000 | 2520 |  |\n| RIM-116 | IR | 180° | 250-4000 | 2160 |  |\n| RIM-162 | Radar (ARH) | 120° | 1000-12000 | 3240 |  |\n| BIM-9X | IR | 180° | 250-5000 | 2160 |  |\n| BIM-120C | Radar (ARH) | 50° | 1000-12000 | 2880 |  |\n| BIM-120D | Radar (ARH) | 100° | 1000-13000 | 2880 |  |\n| R73 | IR | 150° | 75-6000 | 2160 |  |\n| R77 | Radar (ARH) | 65° | 1000-10000 | 2880 |  |\n\n## See Also\n\n- Arma 3: Custom Info\n- Arma 3: Targeting\n- Command Group: Sensors\n- Arma 3: Sensors config reference\n- [Sensor Overhaul thread](https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/)\n- [Sensor Overhaul OPREP](https://dev.arma3.com/post/oprep-sensor-overhaul)","sections":[{"heading":"Overview","level":3,"markdown":"Vehicle and ammo sensors for target detection and tracking."},{"heading":"**> [OPREP](https://dev.arma3.com/post/oprep-sensor-overhaul)**","level":4,"markdown":""},{"heading":"**> [Forum thread](https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/)**","level":4,"markdown":""},{"heading":"**> Configuration**","level":4,"markdown":""},{"heading":"User Interface","level":2,"markdown":""},{"heading":"Action keybinds (default)","level":3,"markdown":"|  |  |\n|---|---|\n| **R** | Select next target (targets are prioritized according to the currently selected weapon and the target threat) |\n| **T** | Select target under the cursor / center of view |\n| **LCTRL + R** | Toggle radar on/off |\n\nSee **Custom Panels** page for more info about controlling the Sensor display."},{"heading":"Mechanics","level":2,"markdown":""},{"heading":"Active Radar","level":4,"markdown":"- only sensor that can be switched ON and OFF.\n- only sensor that provides information about a target's speed, altitude, and distance\n- to be able to lock on target the radar-guided (ARH) missiles require the radar to be switched ON\n- activated radar makes your vehicle detectable by RWR or Passive radars at up to twice the range of your own radar."},{"heading":"RWR and Passive Radar","level":4,"markdown":"- detects anyone who has a radar ON at twice the distance of the tracked radar's own range.\n- provides unique indication to targets with active radars\n- most often the RWR can detect radar threat in 360° field-of-view\n- additional passive radar (less common than RWR) allows you to mark the radar threat and use it for targeting your weapons"},{"heading":"Infrared sensor","level":4,"markdown":"- can only detect 'hot' targets - vehicles that have been heated up by a running engine or fired weapon\n- susceptible to environmental conditions (fog)\n- often with field-of-view limited to the optics field-of-view\n- often coupled with Visual sensor"},{"heading":"Visual sensor","level":4,"markdown":"- can detect cold targets\n- susceptible to environmental conditions (fog, light), in most cases useless at night\n- often with field-of-view limited to the optics field-of-view\n- often coupled with IR sensor"},{"heading":"Laser and strobe tracker","level":4,"markdown":"- detect a spot lased by a laser designator or an IR grenade (as a homing beacon)\n- usually with a 180° front hemisphere field-of-view"},{"heading":"Human sensor","level":4,"markdown":"- able to detect and track human targets\n- *doesn't fully work with data link*"},{"heading":"Data Link","level":4,"markdown":"- with **send position** capability - broadcasts own position to everyone on the same side who has a receive capability\n  - *Can be adjusted in-game via vehicleReportOwnPosition, setVehicleReportOwnPosition or in Eden editor vehicle attributes - Electronics & Sensors*\n- with **send** capability - broadcasts all targets acquired by own sensor suite to everyone on the same side who has a receive capability\n  - *Can be adjusted in-game via vehicleReportRemoteTargets, setVehicleReportRemoteTargets or in Eden editor vehicle attributes - Electronics & Sensors*\n- with **receive** capability - receives targets from send-enabled units on the same side; the targets will be displayed on Sensor panel - meaning the vehicle has to have the sensor panel in the first place\n  - *Can be adjusted in-game via vehicleReceiveRemoteTargets, setVehicleReceiveRemoteTargets or in Eden editor vehicle attributes - Electronics & Sensors*\n- with **targeting** (sensor) capability - conditioned by the receive capability; adds an ability to mark targets received via data link and achieve an easier lock-on or engage these targets with lock-after-launch ammo."},{"heading":"Vehicles","level":2,"markdown":"| Name | Sensors | FoV hor./vert. | Range sky/gnd (m) | target ID range (m) | Notes |\n|---|---|---|---|---|---|\n| xH-9 helicopters, Caesar | N/A |  |  |  |  |\n| UH-80, CH-49, CH-67, PO-30, Mi-290, WY-55 | RWR | 360 | 16000 | 12000 |  |\n| IFV-6a, ZSU-39 | Radar | 360/100 | 9000/6000 | 5000 | up looking |\n| IFV-6a, ZSU-39 | Data Link | 360 | 16000 |  |  |\n| AH-99 | RWR | 360 | 16000 | 12000 |  |\n| AH-99 | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| AH-99 | IR + Visual | 46/34 | 3000/2000 + 2000/1500 | 2000 | targeting camera |\n| AH-99 | Radar | 180/90 | 5000/4000 | 3000 | down looking |\n| Mi-48 | RWR | 360 | 16000 | 12000 |  |\n| Mi-48 | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| Mi-48 | IR + Visual | 26/26 | 4000/3000 + 3000/2000 | 2000 | targeting camera |\n| Mi-48 | Radar | 120/90 | 5000/4000 | 3000 | down looking |\n| A-143 | RWR | 360 | 16000 | 12000 |  |\n| A-143 | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| A-143 | IR + Visual | 26/20 | 4000/3000 + 3000/2000 | 2000 | targeting camera |\n| A-143 | Radar | 90 | 8000/4000 | 3000 |  |\n| A-164, To-199 | RWR + Anti-radiation | 360 + 90 | 16000 + 8000 | 12000 |  |\n| A-164, To-199 | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| A-164, To-199 | IR + Visual | 50/37 | 5000/4000 + 4000/3000 | 2000 | targeting camera |\n| F/A-181 | RWR | 360 | 16000 | 12000 |  |\n| F/A-181 | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| F/A-181 | IR | 360/90 | 2500/2000 | 2000 |  |\n| F/A-181 | Visual | 26/20 | 4000/3000 | 2000 | targeting camera |\n| F/A-181 | Radar | 45 | 15000/8000 | 8000 |  |\n| To-201 | RWR | 360 | 16000 | 12000 |  |\n| To-201 | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| To-201 | IR | 360/120 | 5000/3000 | 2000 |  |\n| To-201 | Visual | 26/20 | 4000/3000 | 2000 | targeting camera |\n| To-201 | Radar | 60 | 13000/9000 | 6000 |  |\n| A-149 | RWR | 360 | 16000 | 12000 |  |\n| A-149 | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| A-149 | IR | 90/60 | 4000/3000 | 2000 |  |\n| A-149 | Visual | 26/20 | 4000/3000 | 2000 | targeting camera |\n| A-149 | Radar | 45 | 12000/8000 | 4000 |  |\n| Sentinel | RWR | 360 | 16000 | 12000 |  |\n| Sentinel | Laser + Strobe | 180 | 6000 |  | front hemisphere |\n| Sentinel | IR + Visual | 51/37 | 4000/3000 + 3500/3000 | 4000 + 3000 | targeting camera |\n| Sentinel | Radar | 60 | 8000/6000 | 6000 | down looking |\n| Praetorian 1C | Radar | 360/100 | 10000/7000 | 10000 | up looking |\n| Praetorian 1C | IR | 60/40 | 4000/3500 | 3500 |  |\n| Praetorian 1C | Data Link | 360 | 16000 |  |  |\n| Mk21 | Radar | 15 | 14000/11000 | 11000 |  |\n| Mk21 | Visual | 60/40 | 4000/3500 | 4000 |  |\n| Mk21 | Data Link | 360 | 16000 |  |  |\n| Mk49 | IR | 60/40 | 4000/3500 | 3500 |  |\n| Mk49 | Data Link | 360 | 16000 |  |  |\n| WIP |  |  |  |  |  |"},{"heading":"Precision guided munitions","level":2,"markdown":"| Name | Seeker | Cone (degrees) | Min-Max range (m) | Target speed (km/h) | Notes |\n|---|---|---|---|---|---|\n| PCML | Visual | 5° | 20-600 | 126 |  |\n| Titan AT | IR | 4° | 50-4000 | 126 | + manual guidance |\n| Titan AP | N/A |  |  |  | manual guidance only |\n| DAGR | IR + Laser | 30° | 100-5000 | 126 | + manual guidance |\n| Scalpel | IR + Laser | 30° | 250-6000 | 198 | + manual guidance |\n| Macer | IR | 30° | 350-6000 | 198 |  |\n| KH25 / Sharur | IR | 20° | 300-6000 | 144 |  |\n| Jian | IR + Laser | 30° | 350-8000 | 126 | + manual guidance |\n| GBU-12 | Laser | 180° | 250-8000 | 108 | doesn't require full lock |\n| LOM-250 | Laser | 180° | 250-8000 | 108 | doesn't require full lock |\n| Titan AA | IR | 4° | 100-3500 | 900 |  |\n| Titan AA Long | IR | 30° | 100-4500 | 1800 |  |\n| Zephyr | Radar (ARH) | 40° | 500-10000 | 3006 |  |\n| ASRAAM | IR | 90° | 200-6000 | 2160 |  |\n| AMRAAM | Radar (ARH) | 70° | 800-12000 |  |  |\n| Falchion-22 | IR | 30° | 150-4500 | 1602 |  |\n| Sahr-3 | IR | 45° | 150-5000 | 2520 |  |\n| RIM-116 | IR | 180° | 250-4000 | 2160 |  |\n| RIM-162 | Radar (ARH) | 120° | 1000-12000 | 3240 |  |\n| BIM-9X | IR | 180° | 250-5000 | 2160 |  |\n| BIM-120C | Radar (ARH) | 50° | 1000-12000 | 2880 |  |\n| BIM-120D | Radar (ARH) | 100° | 1000-13000 | 2880 |  |\n| R73 | IR | 150° | 75-6000 | 2160 |  |\n| R77 | Radar (ARH) | 65° | 1000-10000 | 2880 |  |"},{"heading":"See Also","level":2,"markdown":"- Arma 3: Custom Info\n- Arma 3: Targeting\n- Command Group: Sensors\n- Arma 3: Sensors config reference\n- [Sensor Overhaul thread](https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/)\n- [Sensor Overhaul OPREP](https://dev.arma3.com/post/oprep-sensor-overhaul)"}],"categories":["Arma 3"],"groups":["General"]},{"name":"Arma 3: Sensors Config Reference","title":"Arma 3: Sensors Config Reference","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sensors_Config_Reference","revid":364049,"updated":"2024-04-30T11:49:18Z","aliases":["Arma 3 Sensors config reference","Arma 3: Sensors config reference"],"markdown":"Vehicle and ammo sensors for target detection and tracking.\n\n### Introduction / Components\n\nThe new Sensor system gets enabled by defining a SensorsManagerComponent class inside the vehicle's Components class.\n\n```cpp\nclass MyVehicle_F : MyBaseVehicle_F\n{\n    class Components : Components\n    {\n        class SensorsManagerComponent : SensorTemplatePassiveRadar\n        {\n        };\n    };\n};\n```\n\nFor simplicity the class can inherit from one of the templates that are available in the configFile root, which allows you to only change the properties you need.\n\n```cpp\nclass SensorTemplatePassiveRadar;\nclass SensorTemplateAntiRadiation;\nclass SensorTemplateActiveRadar;\nclass SensorTemplateIR;\nclass SensorTemplateVisual;\nclass SensorTemplateMan;\nclass SensorTemplateLaser;\nclass SensorTemplateNV;\nclass SensorTemplateDataLink;\n```\n\n### Properties\n\n#### componentType\n\nMandatory property that defines the type/spectrum and hardcoded behavior of the sensor.\nCan be one of the following:\n\n- **IRSensorComponent** - detects irTargets according to their irTargetSize and their actual heat signature. Sources of heat are engine, tires or the muzzle. To become a detectable target in IR the engine has to be running at least 6 seconds. To become undetectable the vehicle may need to cool down even as long as 1 hour.\n- **NVSensorComponent** - detects nvTargets.\n- **LaserSensorComponent** - detects laserTargets.\n- **ActiveRadarSensorComponent** - detects radarTargets according to their radarTargetSize. Radar needs to be switched ON via an action (Default Arma 3 and Arma 3 Apex keybind is <kbd>Ctrl</kbd> + <kbd>R</kbd>). Switching the radar on also makes the owner a detectable target for vehicles or ammo with passive radar component (see below). It's also the only sensor that can provide additional information about the target - its distance, speed and altitude.\n- **PassiveRadarSensorComponent** - detects vehicles with active radar switched on at twice their active radar's range.\n- **VisualSensorComponent** - detects visualTargets according to their visualTargetSize.\n- **ManSensorComponent** - detects targets that inherit from Man class.\n- **DataLinkSensorComponent** - in combination with receiveRemoteTargets this allows the vehicle to actively target and track targets from the side's Data Link\n\n```cpp\ncomponentType = \"ActiveRadarSensorComponent\";\n```\n\n#### class AirTarget\n\nDefines the sensor detection range in look-up conditions, when the target is positioned against a sky background.\nIt's possible to cap the range by viewDistance (or its portion) for systems that work within visual range.\nSet the DistanceLimitCoefs to -1 to disable any impact of view distance on the sensor for beyond visual range systems.\n\n**The actual sensor's range is the smallest of [maxRange, resulting objectViewDistanceLimit, resulting viewDistanceLimit] but never lower than minRange**\n\nIn the following case the sensor will be able to detect targets that are within the object view distance as terrain view distance will always be bigger.\nHowever if the obj. view distance is set above 5km the sensor won't be able to detect anything above 5km. If it is conversely set below 500m, the sensor will still be able to detect targets at 500m even if they are not visible.\n\n```cpp\nclass AirTarget    // ranges for targets with sky background\n{\n        minRange = 500;        // -1 if undef; in meters\n        maxRange = 5000;    // -1 if undef; in meter\n        viewDistanceLimitCoef    = 1;    // -1 if undef; coefficient, multiplies current view distance as set in player's options. -1 means view distance is not used to limit sensor range.\n        objectDistanceLimitCoef    = 1;    // -1 if undef; coefficient, multiplies current object view distance as set in player's options. -1 means object view distance is not used to limit sensor range.\n\n};\n```\n\n#### class GroundTarget\n\nDefines the sensor detection range in look-down conditions, when the target is positioned against ground clutter. Properties are the same as in airTarget.\n\n```cpp\nclass GroundTarget            // ranges for targets with ground background\n{\n        minRange = 500;        // -1 if undef; in meters\n        maxRange = 3000;    // -1 if undef; in meters\n\n        viewDistanceLimitCoef = 1;        // -1 if undef; coefficient, multiplies current view distance as set in player's options. -1 means view distance is not used to limit sensor range.\n        objectDistanceLimitCoef = 1;    // -1 if undef; coefficient, multiplies current object view distance as set in player's options. -1 means object view distance is not used to limit sensor range.\n};\n```\n\n#### typeRecognitionDistance\n\nDistance in meters at which the sensor recognizes the actual target vehicle type (e.g. Mi-48 Kajman)\n\n```cpp\ntypeRecognitionDistance = 1000; /// -1 if undef\n```\n\n#### angleRangeHorizontal\n\nSensor horizontal (azimuth) coverage (in degrees)\n\n```cpp\nangleRangeHorizontal = 120;\nangleRangeHorizontal = 90; // if undef\n```\n\n#### angleRangeVertical\n\nSensor vertical (elevation) coverage (in degrees)\n\n```cpp\nangleRangeVertical = 120;\nangleRangeVertical = 90; // if undef\n```\n\n#### nightRangeCoef\n\nA coefficient of sensor's range during night time (used for visual sensors). Goes linearly between full light conditions (daytime) and poor light conditions (dusk). Overcast weather can sometimes move the range down the scale as well.\n\n```cpp\nnightRangeCoef = 0;        // blind at night\nnightRangeCoef = 0.5;    // range halved at night\nnightRangeCoef = 1;        // full range at night; if undef\n```\n\n#### maxFogSeeThrough\n\nA fog threshold, sensor won't be able to see through a fog with higher value than this number.\n\n```cpp\nmaxFogSeeThrough= 0.1;    // sensor blocked by even smallest amount of fog\nmaxFogSeeThrough= 0.95;    // approx. the normal visibility in fog (vis. sensor)\nmaxFogSeeThrough= -1;    // disable\n```\n\n#### groundNoiseDistanceCoef\n\nPortion of sensor->target->ground distance. Below this number the targets become invisible to the sensor even if they are still within the GroundTarget range.\n\n```cpp\ngroundNoiseDistanceCoef = 0.1;    // if distance between vehicle and ground in the direction of the target is 1km then the target won't be detected as long as it stays less than 100m close to the ground background\ngroundNoiseDistanceCoef = -1;    // if undef\n```\n\n#### maxGroundNoiseDistance\n\nDistance from the ground background in meters, hard cap, above which the target will be visible even if still below groundNoiseDistanceCoef.\n\n```cpp\nmaxGroundNoiseDistance = 50; // in the situation from prev. example the target now becomes detectable whenever it is more than 50m from the ground background and still within the sensor GroundTarget range.\nmaxGroundNoiseDistance = -1; // if undef\n```\n\n#### minSpeedThreshold\n\nTarget speed in m/s above which the target will start to become visible even if below groundNoiseDistanceCoef.\n\n```cpp\nminSpeedThreshold = 27.7; // following the prev. example if target is 20m from the ground background but it is moving more than 100km/h (27.7m/s) it may still be detected by the sensor.\nminSpeedThreshold = 0; // if undef\n```\n\n#### maxSpeedThreshold\n\ntarget speed above which the target becomes visible even if below groundNoiseDistanceCoef, linearly decreases to minSpeedThreshold.\n\n```cpp\nmaxSpeedThreshold = 100; // following the prev. example if target is 20m from the ground background but it is moving more than 360km/h it will be detected by the sensor.\nmaxSpeedThreshold = 1000; // if undef\n```\n\n#### minTrackableSpeed\n\nMinimum speed (in m/s) of the target that can be detected.\n\n```cpp\nminTrackableSpeed = -1e10; // if undef; no minimum speed\nminTrackableSpeed = 27.7; // targets slower than 100km/h won't be detected at all\n```\n\n#### maxTrackableSpeed\n\nMaximum speed (in m/s) of the target that can be detected.\n\n```cpp\nmaxTrackableSpeed = 1e10; // if undef; no maximum speed\nmaxTrackableSpeed = 55; // targets faster than 200km/h won't be detected at all\n```\n\n#### minTrackableATL\n\nMinimum altitude above terrain level that can be detected.\n\n```cpp\nminTrackableATL= -1e10; // if undef; no minimum altitude\nminTrackableATL= 50; // targets flying lower than 50m above ground and ground vehicles (unless jumping or dropped from an airplane) won't be detected at all\n```\n\n#### maxTrackableATL\n\nMaximum altitude above terrain level that can be detected.\n\n```cpp\nmaxTrackableATL= 1e10; // if undef; no maximum altitude\nmaxTrackableATL= 1; // targets higher than 1m above won't be detected\n```\n\n#### animDirection\n\nModel selection to set the sensor direction.\n\n```cpp\nanimDirection = \"mainTurret\";    // sensor will be aligned with the turret and will rotate together with it\nanimDirection = \"\";                // if undef; sensor will be aligned with vehicle body\n```\n\n#### aimDown\n\nElevation offset in degrees of the sensor from the animDirection.\n\n```cpp\naimDown = 35; // sensor will be looking 35° downwards from its original direction given by the animDirection\naimDown = 0; // if undef\n```\n\n#### allowsMarking\n\nSets whether targets acquired by the sensor can be \"marked\", having track visualized in 3D and with possibility to use the info for various aiming aids or weapon guidance.\nThis has specifically been made for RWR simulation via passive radar, so the active radars pop up on Sensor Display but they can't be marked unless also tracked by another sensor (vehicle or weapon).\n\n```cpp\nallowsMarking= 1; // default\nallowsMarking= 0; // targets that are tracked by this sensor only won't be target-able\n```\n\n### Example Config - full definition\n\n```cpp\nclass cfgAmmo\n{\n    class MissileCore;\n    class MissileBase : MissileCore\n    {\n        class Components;\n    };\n    class My_Missile_Base : MissileBase\n    {\n        missileLockMaxDistance    = 3500;\n        missileLockMinDistance    = 100;\n        missileLockMaxSpeed        = 680;\n        missileLockCone            = 50;\n        // The properties above limit the locking range, cone and conditions but they are are independent from the sensor.\n        // They don't say what the missile can see and track. In this case they are set to similar values as sensor,\n        // so what the missile seeker can see and track the missile will also be able to lock onto.\n\n        class Components : Components\n        {\n            class SensorsManagerComponent\n            {\n                class Components\n                {\n                    class SomeRadarSensorComponent\n                    {\n                        componentType = \"ActiveRadarSensorComponent\";\n                        class AirTarget        // ranges for targets with sky background\n                        {\n                            minRange    = 5000;    // minimum possible range in meters\n                            maxRange    = 5000;    // maximum possible range in meters\n                            objectDistanceLimitCoef    = -1; // range not limited by obj. view distance\n                            viewDistanceLimitCoef    = -1; // range not limited by view distance\n                        };\n                        class GroundTarget    // ranges for targets with ground background\n                        {\n                            minRange = 3000;\n                            maxRange = 3000;\n                            objectDistanceLimitCoef = -1;\n                            viewDistanceLimitCoef     = -1;\n                        };\n                        typeRecognitionDistance = 1000; // distance how far the target type gets recognized\n                        angleRangeHorizontal     = 60;    // sensor azimuth coverage in degrees\n                        angleRangeVertical         = 60;    // sensor elevation coverage in degrees\n                        groundNoiseDistanceCoef = 0.5;    // portion of sensor-target-ground distance below which the targets become invisible to the sensor\n                        maxGroundNoiseDistance     = 250;    // distance from the ground in meters, hard cap, above which the target will be visible even if still below groundNoiseDistanceCoef\n                        minSpeedThreshold         = 30;    // target speed in m/s above which the target will start to become visible\n                        maxSpeedThreshold         = 45;    // target speed above which the target becomes visible even if below groundNoiseDistanceCoef, linearly decreases to minSpeedThreshold\n                    };\n                };\n            };\n        };\n    };\n};\n```\n\n### Example Config - inheritance from template\n\n```cpp\nclass SensorTemplateActiveRadar;\nclass SensorTemplateIR;\n\nclass cfgVehicles\n{\n    class Plane;\n    class Plane_Base_F : Plane\n    {\n        class Components;\n    };\n    class My_Plane_Base : Plane_Base_F\n    {\n        class Components : Components\n        {\n            class SensorsManagerComponent\n            {\n                class Components\n                {\n                    class ActiveRadarSensorComponent : SensorTemplateActiveRadar\n                    {\n                        class AirTarget\n                        {\n                            minRange = 6000;\n                            maxRange = 6000;\n                            objectDistanceLimitCoef    = -1;\n                            viewDistanceLimitCoef    = -1;\n                        };\n                        angleRangeHorizontal = 60;\n                        angleRangeVertical = 60;\n                    };\n\n                    class IRSensorComponent : SensorTemplateIR {};\n                };\n            };\n        };\n    };\n};\n```\n\n### See Also\n\n- Arma 3: Targeting Config Reference\n- CfgAmmo Config Reference\n- CfgVehicles Config Reference\n- Arma 3: Sensors\n- Arma 3: Custom Info\n- Arma 3: Targeting\n- [Sensor Overhaul OPREP](https://dev.arma3.com/post/oprep-sensor-overhaul)\n- [Sensor Overhaul thread (Forums)](https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/)","sections":[{"heading":null,"level":1,"markdown":"Vehicle and ammo sensors for target detection and tracking."},{"heading":"Introduction / Components","level":3,"markdown":"The new Sensor system gets enabled by defining a SensorsManagerComponent class inside the vehicle's Components class.\n\n```cpp\nclass MyVehicle_F : MyBaseVehicle_F\n{\n    class Components : Components\n    {\n        class SensorsManagerComponent : SensorTemplatePassiveRadar\n        {\n        };\n    };\n};\n```\n\nFor simplicity the class can inherit from one of the templates that are available in the configFile root, which allows you to only change the properties you need.\n\n```cpp\nclass SensorTemplatePassiveRadar;\nclass SensorTemplateAntiRadiation;\nclass SensorTemplateActiveRadar;\nclass SensorTemplateIR;\nclass SensorTemplateVisual;\nclass SensorTemplateMan;\nclass SensorTemplateLaser;\nclass SensorTemplateNV;\nclass SensorTemplateDataLink;\n```"},{"heading":"Properties","level":3,"markdown":""},{"heading":"componentType","level":4,"markdown":"Mandatory property that defines the type/spectrum and hardcoded behavior of the sensor.\nCan be one of the following:\n\n- **IRSensorComponent** - detects irTargets according to their irTargetSize and their actual heat signature. Sources of heat are engine, tires or the muzzle. To become a detectable target in IR the engine has to be running at least 6 seconds. To become undetectable the vehicle may need to cool down even as long as 1 hour.\n- **NVSensorComponent** - detects nvTargets.\n- **LaserSensorComponent** - detects laserTargets.\n- **ActiveRadarSensorComponent** - detects radarTargets according to their radarTargetSize. Radar needs to be switched ON via an action (Default Arma 3 and Arma 3 Apex keybind is <kbd>Ctrl</kbd> + <kbd>R</kbd>). Switching the radar on also makes the owner a detectable target for vehicles or ammo with passive radar component (see below). It's also the only sensor that can provide additional information about the target - its distance, speed and altitude.\n- **PassiveRadarSensorComponent** - detects vehicles with active radar switched on at twice their active radar's range.\n- **VisualSensorComponent** - detects visualTargets according to their visualTargetSize.\n- **ManSensorComponent** - detects targets that inherit from Man class.\n- **DataLinkSensorComponent** - in combination with receiveRemoteTargets this allows the vehicle to actively target and track targets from the side's Data Link\n\n```cpp\ncomponentType = \"ActiveRadarSensorComponent\";\n```"},{"heading":"class AirTarget","level":4,"markdown":"Defines the sensor detection range in look-up conditions, when the target is positioned against a sky background.\nIt's possible to cap the range by viewDistance (or its portion) for systems that work within visual range.\nSet the DistanceLimitCoefs to -1 to disable any impact of view distance on the sensor for beyond visual range systems.\n\n**The actual sensor's range is the smallest of [maxRange, resulting objectViewDistanceLimit, resulting viewDistanceLimit] but never lower than minRange**\n\nIn the following case the sensor will be able to detect targets that are within the object view distance as terrain view distance will always be bigger.\nHowever if the obj. view distance is set above 5km the sensor won't be able to detect anything above 5km. If it is conversely set below 500m, the sensor will still be able to detect targets at 500m even if they are not visible.\n\n```cpp\nclass AirTarget    // ranges for targets with sky background\n{\n        minRange = 500;        // -1 if undef; in meters\n        maxRange = 5000;    // -1 if undef; in meter\n        viewDistanceLimitCoef    = 1;    // -1 if undef; coefficient, multiplies current view distance as set in player's options. -1 means view distance is not used to limit sensor range.\n        objectDistanceLimitCoef    = 1;    // -1 if undef; coefficient, multiplies current object view distance as set in player's options. -1 means object view distance is not used to limit sensor range.\n\n};\n```"},{"heading":"class GroundTarget","level":4,"markdown":"Defines the sensor detection range in look-down conditions, when the target is positioned against ground clutter. Properties are the same as in airTarget.\n\n```cpp\nclass GroundTarget            // ranges for targets with ground background\n{\n        minRange = 500;        // -1 if undef; in meters\n        maxRange = 3000;    // -1 if undef; in meters\n\n        viewDistanceLimitCoef = 1;        // -1 if undef; coefficient, multiplies current view distance as set in player's options. -1 means view distance is not used to limit sensor range.\n        objectDistanceLimitCoef = 1;    // -1 if undef; coefficient, multiplies current object view distance as set in player's options. -1 means object view distance is not used to limit sensor range.\n};\n```"},{"heading":"typeRecognitionDistance","level":4,"markdown":"Distance in meters at which the sensor recognizes the actual target vehicle type (e.g. Mi-48 Kajman)\n\n```cpp\ntypeRecognitionDistance = 1000; /// -1 if undef\n```"},{"heading":"angleRangeHorizontal","level":4,"markdown":"Sensor horizontal (azimuth) coverage (in degrees)\n\n```cpp\nangleRangeHorizontal = 120;\nangleRangeHorizontal = 90; // if undef\n```"},{"heading":"angleRangeVertical","level":4,"markdown":"Sensor vertical (elevation) coverage (in degrees)\n\n```cpp\nangleRangeVertical = 120;\nangleRangeVertical = 90; // if undef\n```"},{"heading":"nightRangeCoef","level":4,"markdown":"A coefficient of sensor's range during night time (used for visual sensors). Goes linearly between full light conditions (daytime) and poor light conditions (dusk). Overcast weather can sometimes move the range down the scale as well.\n\n```cpp\nnightRangeCoef = 0;        // blind at night\nnightRangeCoef = 0.5;    // range halved at night\nnightRangeCoef = 1;        // full range at night; if undef\n```"},{"heading":"maxFogSeeThrough","level":4,"markdown":"A fog threshold, sensor won't be able to see through a fog with higher value than this number.\n\n```cpp\nmaxFogSeeThrough= 0.1;    // sensor blocked by even smallest amount of fog\nmaxFogSeeThrough= 0.95;    // approx. the normal visibility in fog (vis. sensor)\nmaxFogSeeThrough= -1;    // disable\n```"},{"heading":"groundNoiseDistanceCoef","level":4,"markdown":"Portion of sensor->target->ground distance. Below this number the targets become invisible to the sensor even if they are still within the GroundTarget range.\n\n```cpp\ngroundNoiseDistanceCoef = 0.1;    // if distance between vehicle and ground in the direction of the target is 1km then the target won't be detected as long as it stays less than 100m close to the ground background\ngroundNoiseDistanceCoef = -1;    // if undef\n```"},{"heading":"maxGroundNoiseDistance","level":4,"markdown":"Distance from the ground background in meters, hard cap, above which the target will be visible even if still below groundNoiseDistanceCoef.\n\n```cpp\nmaxGroundNoiseDistance = 50; // in the situation from prev. example the target now becomes detectable whenever it is more than 50m from the ground background and still within the sensor GroundTarget range.\nmaxGroundNoiseDistance = -1; // if undef\n```"},{"heading":"minSpeedThreshold","level":4,"markdown":"Target speed in m/s above which the target will start to become visible even if below groundNoiseDistanceCoef.\n\n```cpp\nminSpeedThreshold = 27.7; // following the prev. example if target is 20m from the ground background but it is moving more than 100km/h (27.7m/s) it may still be detected by the sensor.\nminSpeedThreshold = 0; // if undef\n```"},{"heading":"maxSpeedThreshold","level":4,"markdown":"target speed above which the target becomes visible even if below groundNoiseDistanceCoef, linearly decreases to minSpeedThreshold.\n\n```cpp\nmaxSpeedThreshold = 100; // following the prev. example if target is 20m from the ground background but it is moving more than 360km/h it will be detected by the sensor.\nmaxSpeedThreshold = 1000; // if undef\n```"},{"heading":"minTrackableSpeed","level":4,"markdown":"Minimum speed (in m/s) of the target that can be detected.\n\n```cpp\nminTrackableSpeed = -1e10; // if undef; no minimum speed\nminTrackableSpeed = 27.7; // targets slower than 100km/h won't be detected at all\n```"},{"heading":"maxTrackableSpeed","level":4,"markdown":"Maximum speed (in m/s) of the target that can be detected.\n\n```cpp\nmaxTrackableSpeed = 1e10; // if undef; no maximum speed\nmaxTrackableSpeed = 55; // targets faster than 200km/h won't be detected at all\n```"},{"heading":"minTrackableATL","level":4,"markdown":"Minimum altitude above terrain level that can be detected.\n\n```cpp\nminTrackableATL= -1e10; // if undef; no minimum altitude\nminTrackableATL= 50; // targets flying lower than 50m above ground and ground vehicles (unless jumping or dropped from an airplane) won't be detected at all\n```"},{"heading":"maxTrackableATL","level":4,"markdown":"Maximum altitude above terrain level that can be detected.\n\n```cpp\nmaxTrackableATL= 1e10; // if undef; no maximum altitude\nmaxTrackableATL= 1; // targets higher than 1m above won't be detected\n```"},{"heading":"animDirection","level":4,"markdown":"Model selection to set the sensor direction.\n\n```cpp\nanimDirection = \"mainTurret\";    // sensor will be aligned with the turret and will rotate together with it\nanimDirection = \"\";                // if undef; sensor will be aligned with vehicle body\n```"},{"heading":"aimDown","level":4,"markdown":"Elevation offset in degrees of the sensor from the animDirection.\n\n```cpp\naimDown = 35; // sensor will be looking 35° downwards from its original direction given by the animDirection\naimDown = 0; // if undef\n```"},{"heading":"allowsMarking","level":4,"markdown":"Sets whether targets acquired by the sensor can be \"marked\", having track visualized in 3D and with possibility to use the info for various aiming aids or weapon guidance.\nThis has specifically been made for RWR simulation via passive radar, so the active radars pop up on Sensor Display but they can't be marked unless also tracked by another sensor (vehicle or weapon).\n\n```cpp\nallowsMarking= 1; // default\nallowsMarking= 0; // targets that are tracked by this sensor only won't be target-able\n```"},{"heading":"Example Config - full definition","level":3,"markdown":"```cpp\nclass cfgAmmo\n{\n    class MissileCore;\n    class MissileBase : MissileCore\n    {\n        class Components;\n    };\n    class My_Missile_Base : MissileBase\n    {\n        missileLockMaxDistance    = 3500;\n        missileLockMinDistance    = 100;\n        missileLockMaxSpeed        = 680;\n        missileLockCone            = 50;\n        // The properties above limit the locking range, cone and conditions but they are are independent from the sensor.\n        // They don't say what the missile can see and track. In this case they are set to similar values as sensor,\n        // so what the missile seeker can see and track the missile will also be able to lock onto.\n\n        class Components : Components\n        {\n            class SensorsManagerComponent\n            {\n                class Components\n                {\n                    class SomeRadarSensorComponent\n                    {\n                        componentType = \"ActiveRadarSensorComponent\";\n                        class AirTarget        // ranges for targets with sky background\n                        {\n                            minRange    = 5000;    // minimum possible range in meters\n                            maxRange    = 5000;    // maximum possible range in meters\n                            objectDistanceLimitCoef    = -1; // range not limited by obj. view distance\n                            viewDistanceLimitCoef    = -1; // range not limited by view distance\n                        };\n                        class GroundTarget    // ranges for targets with ground background\n                        {\n                            minRange = 3000;\n                            maxRange = 3000;\n                            objectDistanceLimitCoef = -1;\n                            viewDistanceLimitCoef     = -1;\n                        };\n                        typeRecognitionDistance = 1000; // distance how far the target type gets recognized\n                        angleRangeHorizontal     = 60;    // sensor azimuth coverage in degrees\n                        angleRangeVertical         = 60;    // sensor elevation coverage in degrees\n                        groundNoiseDistanceCoef = 0.5;    // portion of sensor-target-ground distance below which the targets become invisible to the sensor\n                        maxGroundNoiseDistance     = 250;    // distance from the ground in meters, hard cap, above which the target will be visible even if still below groundNoiseDistanceCoef\n                        minSpeedThreshold         = 30;    // target speed in m/s above which the target will start to become visible\n                        maxSpeedThreshold         = 45;    // target speed above which the target becomes visible even if below groundNoiseDistanceCoef, linearly decreases to minSpeedThreshold\n                    };\n                };\n            };\n        };\n    };\n};\n```"},{"heading":"Example Config - inheritance from template","level":3,"markdown":"```cpp\nclass SensorTemplateActiveRadar;\nclass SensorTemplateIR;\n\nclass cfgVehicles\n{\n    class Plane;\n    class Plane_Base_F : Plane\n    {\n        class Components;\n    };\n    class My_Plane_Base : Plane_Base_F\n    {\n        class Components : Components\n        {\n            class SensorsManagerComponent\n            {\n                class Components\n                {\n                    class ActiveRadarSensorComponent : SensorTemplateActiveRadar\n                    {\n                        class AirTarget\n                        {\n                            minRange = 6000;\n                            maxRange = 6000;\n                            objectDistanceLimitCoef    = -1;\n                            viewDistanceLimitCoef    = -1;\n                        };\n                        angleRangeHorizontal = 60;\n                        angleRangeVertical = 60;\n                    };\n\n                    class IRSensorComponent : SensorTemplateIR {};\n                };\n            };\n        };\n    };\n};\n```"},{"heading":"See Also","level":3,"markdown":"- Arma 3: Targeting Config Reference\n- CfgAmmo Config Reference\n- CfgVehicles Config Reference\n- Arma 3: Sensors\n- Arma 3: Custom Info\n- Arma 3: Targeting\n- [Sensor Overhaul OPREP](https://dev.arma3.com/post/oprep-sensor-overhaul)\n- [Sensor Overhaul thread (Forums)](https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/)"}],"categories":["Arma 3: Editing"],"groups":["Configuration"]},{"name":"Arma 3: Server Config File","title":"Arma 3: Server Config File","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Server_Config_File","revid":379176,"updated":"2026-10-23T14:32:03Z","aliases":["Arma 3: Server Security","server.cfg"],"markdown":"| Arma 3 Server Configuration Overview |  |  |  |  |\n|---|---|---|---|---|\n| Setup | Arma 3: Dedicated Server |  |  |  |\n| Files | Arma 3: Server Config File ● Arma 3: Basic Server Config File ● Arma 3: Server Profile |  |  |  |\n| Other | Multiplayer Server Commands ● Arma 3: Mission voting ● Arma 3: Headless Client ● BattlEye |  |  |  |\n\n> [!NOTE]\n> This page is about **Arma 3** server configuration. For previous titles, see Arma 2: Server Config File.\n\nThis article deals with the **server.cfg**, a configuration file which one can use to configure various game server settings such as the difficulty level, how many votes are needed, and welcome messages.\nThe name *server.cfg* means nothing, and this file can be called anything. The real name is determined by the `-config` command line option when launching the dedicated server. There is no default name: when no filename is specified, no server configuration file is loaded.\n\n### Server Options\n\n| Parameter | Default | Description | Since |\n|---|---|---|---|\n| `passwordAdmin = \"xyzxyz\";` | `\"\"` | Password to protect admin access. | N/A |\n| `password = \"xyz\";` | `\"\"` | Password required to connect to server. | N/A |\n| `serverCommandPassword = \"xyzxyz\";` | `\"\"` | Password required by alternate syntax of serverCommand server-side scripting (Case-Sensitive). | N/A |\n| `hostname = \"My Server\";` | local machine name | Servername visible in the game browser. | N/A |\n| `maxPlayers = 10;` | `64` (DS) | The maximum number of players that can connect to server. The final number will be lesser between number given here and number of mission slots. | N/A |\n| `motd[] = { \"Welcome to my server.\", \"Hosted in the net.\" };` | `{}` | Two lines welcome message. Comma is the 'new line' separator. | N/A |\n| `motdInterval = 5;` | `5` | Time interval (in seconds) between each MOTD line. | N/A |\n| `admins[] = { \"<UID>\" };` | `{}` | Whitelisted clients can use `#login` without password. See Logged In Admin. | Arma 3 v1.70 |\n| `headlessClients[] = { \"<IP>\" };` | `{}` | Headless Client IPs. Multiple connections and addresses are allowed in case of multiple Headless Clients. See Arma 3: Headless Client. | N/A |\n| `localClient[] = { \"<IP>\" };` | `{}` | Indicates clients with *unlimited* bandwidth and *nearly no latency*. See Arma 3: Headless Client. | N/A |\n| `filePatchingExceptions[] = { \"<UID>\" };` | `{}` | Whitelisted clients ignore the rules defined by `allowedFilePatching` and `verifySignatures`, allowing them to join the server with any mods of their choice. Signature errors are still logged by the server upon connection.<br>> [!WARNING]<br>> Signature errors may still kick the user if the error happens before the server knows the clients SteamID, for example when trying to join with completely unsigned pbo's. | *This entry has existed since 2016, but only became fully operational in* Arma 3 v2.10 |\n| Server Behaviour |  |  |  |\n| `voteThreshold = 0.33;` | `0.5` | Percentage of votes needed to confirm a vote. `33%` in this example. | N/A |\n| `voteMissionPlayers = 3;` | `1` | Start mission-voting when *X* numberOfPlayers connect. | N/A |\n| `allowedVoteCmds[] = { { \"kick\", false, false, 0.75 } };` | `{}` | See Arma 3: Mission voting. | N/A |\n| `allowedVotedAdminCmds[] = { { \"mission\", true, true } };` | `{}` | See Arma 3: Mission voting. | N/A |\n| `kickduplicate = 1;` | `0` | Do not allow duplicate *game IDs*. Second player with an existing ID will be kicked automatically. `1` means active, `0` disabled. | N/A |\n| `loopback = 1;` | `false` | Adding this option will force server into LAN mode. This will allow multiple local instances of the game to connect to the server for testing purposes. At the same time it will prevent all non-local instances from connecting. | N/A |\n| `upnp = 1;` | `false` | Automatically creates port mapping on UPNP/IGD enabled router. This option allows to create a server behind NAT (the router must have public IP and support UPNP/IGD protocol). Read more [Internet Gateway Device (IGD) Standardized Device Control Protocol](https://en.wikipedia.org/wiki/Internet_Gateway_Device_Protocol).<br>> [!WARNING]<br>> When enabled then this setting may delay server start-up by 600s (standard UDP timeout of 10 minutes) if blocked on firewall or bad routing etc. Thus in such case is recommended to disable it. | N/A |\n| `allowedFilePatching = 0;` | `0` | Prevent or allow file patching for the clients (including the HC)<br>- 0 is no clients<br>- 1 is Headless Clients only<br>- 2 is all clients | Arma 3 v1.50 |\n| `allowedLoadFileExtensions[] = { \"sqf\", \"txt\" };` | undefined | Only allow files with listed extensions to be loaded via loadFile command. Not listing any extension means everything is allowed. Defining the setting as empty arrays means nothing is allowed. | Arma 3 v1.20 |\n| `allowedPreprocessFileExtensions[] = { \"sqf\", \"sqs\" };` | undefined | Only allow files with listed extensions to be loaded via preprocessFile / preprocessFileLineNumbers commands. Not listing any extension means everything is allowed. Defining the setting as empty arrays means nothing is allowed. | Arma 3 v1.20 |\n| `allowedHTMLLoadExtensions[] = { \"htm\", \"html\" };` | undefined | Only allow files and URLs with listed extensions to be loaded via htmlLoad command. Not listing any extension means everything is allowed. Defining the setting as empty arrays means nothing is allowed. | Arma 3 v1.28 |\n| `allowedHTMLLoadURIs[] = { \"http://arma3.com\" };` | undefined | Only allow files from listed URIs and URLs to be loaded via htmlLoad command. Comment out if not used. Can use += to add to the existing list. Not listing any domain means everything is allowed. Defining the setting as empty arrays means nothing is allowed. Default is empty or what is defined in (first one is used, not combined) clientside's mission description.ext, campaign description.ext, mod config.cpp (always allowed by engine are BI domains). | N/A |\n| `MaxPing = 200;` | `-1` | Max ping value until server kick the user | Arma 3 v1.56 |\n| `MaxPacketLoss = 50;` | `-1` | Max packetloss value until server kick the user | Arma 3 v1.56 |\n| `MaxDesync = 150;` | `-1` | Max desync value until server kick the user | Arma 3 v1.56 |\n| `DisconnectTimeout = 5;` | `15` | Server wait time before disconnecting client after loss of active traffic connection, range 1 to 90 seconds. | Arma 3 v1.56 |\n| `kickClientsOnSlowNetwork[] = { 0, 0, 0, 0 };` | `{ 1, 1, 1, 1 };` | Defines if `{<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>`} will be logged (0) or kicked (1) | Arma 3 v1.56 |\n| `enablePlayerDiag = 1;` | `0` | Logs players' bandwidth and desync info every 60 seconds, as well as \"network message is pending\" owner identity. | N/A |\n| `callExtReportLimit = 1000;` | `1000` | If server initiated callExtension takes longer than specified limit in milliseconds, the warning will be logged into server `.rpt` file as well as reflected in the extension return result. | N/A |\n| ```cpp<br>kickTimeout[] = {<br>    { 0, -1 },<br>    { 1, 180 },<br>    { 2, 180 },<br>    { 3, 180 }<br>};<br>``` | ```cpp<br>{<br>    { 0, 60 },<br>    { 1, 60 },<br>    { 2, 60 },<br>    { 3, 60 }<br>};<br>``` | `kickTimeout[] = { { kickID, timeout }, ... };`<br>kickID (type to determine from where the kick originated e.g. admin or votekick etc.)<br>- 0 - manual kick (vote kick, admin kick, bruteforce detection etc.)<br>- 1 - connectivity kick (ping, timeout, packetloss, desync)<br>- 2 - BattlEye kick<br>- 3 - harmless kick (wrong addons, steam timeout or checks, signatures, content etc.)<br>timeout = in seconds how long until kicked player can return<br>- >0 seconds<br>- -1 until missionEnd<br>- -2 until serverRestart | Arma 3 v1.90 |\n| `votingTimeOut = 60;` | `60` | Voting timeout | N/A |\n| `votingTimeOut[] = { 60, 90 };` | `{ 60, 90 }` | Voteing timeout `{ ready, notReady }` | Arma 3 v1.90 |\n| `roleTimeOut = 90;` | `90` | Role selection timout | N/A |\n| `roleTimeOut[] = { 90, 120 };` | `{ 90, 120 }` | Role selection timeout `{ ready, notReady }` | Arma 3 v1.90 |\n| `briefingTimeOut = 60;` | `60` | Briefing timeout | N/A |\n| `briefingTimeOut[] = { 60, 90 };` | `{ 60, 90 }` | Briefing timeout `{ ready, notReady }` | Arma 3 v1.90 |\n| `debriefingTimeOut = 45;` | `45` | Debriefing timeout | N/A |\n| `debriefingTimeOut[] = { 45, 60 };` | `{ 45, 60 }` | Debriefing timeout `{ ready, notReady }` | Arma 3 v1.90 |\n| `lobbyIdleTimeout = 300;` | `0` | Lobby idle timeout<br>Independent of set *lobbyIdleTimeout* in the config file, it will be at least<br>`MAX(votingTimeout, lobbyTimeout, briefingTimeout, debriefingTimeout) + 5 seconds`<br>by default, this makes it 300 seconds of time for people in lobby and 95 in roleTimeout or briefing screen | Arma 3 v1.90 |\n| `missionsToServerRestart = 8;` | `0` | Number of times missionEnd happens before server initiate process restart (uses actual session startup command-line parameters, not possible to combine with `missionsToShutdown` ) | N/A |\n| `missionsToShutdown = 8;` | `0` | Number of times missionEnd happens before server initiate process shutdown (has same behavior as setting named `missionsToHardRestart`) | N/A |\n| `autoSelectMission = true;` | `false` | When enabled, the server auto-starts next mission in mission cycle and waits for players in the role selection. This allows full mission information in server browser and then results in proper filtering of the servers. This is lesser-variant (trimmed) of server startup command-line parameter `-autoInit`. Might collide with campaign linked missions / need mission cycle etc. | N/A |\n| `randomMissionOrder = true;` | `false` | When enabled, the server random start / next selection with one of missions from mission rotation list. ( setting goes outside(before) Mission class {}; ) | N/A |\n| ```cpp<br>disableChannels[] =<br>{<br>    {<br>        0,        // channel ID<br>        false,        // text chat<br>        true,        // voice chat<br>        false,        // map markers<br>        true        // drawing on map<br>    },<br>    { 3, true, true }<br>};<br>``` | `{}` | `disableChannels[] = { { channelID, text, voice, mapMarkers, drawOnMap }, ... };`<br>- *channelID*: Number - Available channel IDs:<br>  - 0 = Global<br>  - 1 = Side<br>  - 2 = Command<br>  - 3 = Group<br>  - 4 = Vehicle<br>  - 5 = Direct<br>  - 16 = System<br>- *text*: Boolean - use true to disable usage of text-chat for defined channelID. Default: **false**<br>- *voice*: Boolean - use true to disable usage of voice-chat (VON) for defined channelID. Default: **false**<br>- Arma 3 v2.20 *mapMarkers*: Boolean - use true to disable the possibility to manually place a map marker. Default: **false**<br>- Arma 3 v2.20 *drawOnMap*: Boolean - use true to disable the possibility to draw on the map with <kbd>Ctrl</kbd> + Left Mouse Button. Default: **false**<br>> [!NOTE]<br>> Missions using Description.ext#disableChannels will override any setting of *disableChannels[]* in the **server.cfg**. | Arma 3 v1.60<br>Arma 3 v2.20 |\n| `idleFPSLimit = 30;` | `30` | Servers with no players will limit their FPS to the specified value. Supported range is 5-60 FPS | Arma 3 v2.22 |\n| Other Options |  |  |  |\n| `verifySignatures = 2;` | `2` | Enables or disables the signature verification for addons.<br>- Verification disabled = `0`.<br>- `1` Will default back to `2` |  |\n| `equalModRequired = 1;` | `0` | Outdated - If set to 1, players have to use exactly the same `-mod=` startup parameter as the server. (0 - disabled, 1 - enabled). | - |\n| `drawingInMap = false;` | `true` | Enables or disables the ability to place markers and draw lines in map. | Arma 3 v1.64 |\n| `disableVoN = 1;` | `0` | Enables or disables the ***V**oice **o**ver **N**et* (`0` is VoN enabled (default), `1` is disabled). | N/A |\n| `vonCodecQuality = 10;` | `3` | Defines *VoN* codec quality. Value range is from `1` to `20`.<br>- Since 1.62 supports range `1-20`<br>- Since 1.64 will support range `1-30`<br>- 8kHz is `0-10`, 16kHz is `11-20`, for `21-30` it is 32kHz for SPEEX codec and 48kHz for OPUS codec. | - |\n| `vonCodec = 1;` | `1` | Defines *VoN* codec type. Value range is from `0` to `1`.<br>- Since Arma 3 update 1.58 supports value `1`<br>- Value `0` uses older [SPEEX codec](https://en.wikipedia.org/wiki/Speex), while `1` switches to new IETF standard [OPUS codec](https://en.wikipedia.org/wiki/Opus_(audio_format)). | - |\n| `skipLobby = false;` | `false` | If true, joining player will skip role selection. This is only used if no Mission, Campaign or Config setting `skipLobby` is defined (See Description.ext#skipLobby). | N/A |\n| `allowProfileGlasses = false;` | `true` | If false, glasses set in player profile will be ignored. This is only used if no Mission, Campaign or Config setting `allowProfileGlasses` is defined (See Description.ext - allowProfileGlasses) | Arma 3 v2.06 |\n| `zeusCompositionScriptLevel = 0;` | `1` | - 0: all scripts are forbidden<br>- 1: only attributes are allowed (including custom attributes added by mods)<br>- 2: all scripts are allowed including init scripts<br>This is only used if no Mission, Campaign or Config setting `zeusCompositionScriptLevel` is defined (See Description.ext - zeusCompositionScriptLevel). | Arma 3 v2.06 |\n| `logFile = \"server_console.log\";` | `\"\"` | Enables output of dedicated server console into *textfile*. Default location of log is same as *crash dumps* and other logs. (Local settings) Note that this does not change the location of the \"*net.log*\" file, which is enabled with the `-netlog` command line option. | N/A |\n| `doubleIdDetected = \"command\";` | `\"\"` | See Server Side Scripting |  |\n| `onUserConnected = \"command\";` | `\"\"` | See Server Side Scripting | N/A |\n| `onUserDisconnected = \"command\";` | `\"\"` | See Server Side Scripting | N/A |\n| `onHackedData = \"command\";` | `\"\"` | See Server Side Scripting | N/A |\n| `onDifferentData = \"command\";` | `\"\"` | See Server Side Scripting | N/A |\n| `onUnsignedData = \"command\";` | `\"\"` | See Server Side Scripting | N/A |\n| `onUserKicked = \"command\";` | `\"\"` | See Server Side Scripting | N/A |\n| `regularCheck = \"command\";` | `\"\"` | See Server Side Scripting | N/A |\n| `BattlEye = 1;` | `1` | Enables or disables the BattlEye anti-cheat engine. Requires installed BattlEye on server and clients joining the server | N/A |\n| `timeStampFormat = \"none\";` | `\"short\"` | Set the timestamp format used on each report line in server-side RPT file. Possible values are \"none\", \"short\", \"full\". | N/A |\n| `timeStampFormatConsole = \"none\";` | `\"short\"` | Set the timestamp format used on each report line in server console. Possible values are \"none\", \"short\", \"full\". | Arma 3 v2.22 |\n| `forceRotorLibSimulation = 0;` | `0` | Enforces the Advanced Flight Model on the server. `0` (up to the player). `1` - forced AFM, `2` - forced SFM. | Arma 3 v1.34 |\n| `persistent = 1;` | `0` | Mission keeps running when all clients disconnect. Enabling the persistence option will make missions that have either *base* or *instant* respawn keep on running after all players have disconnected. The other respawn types will not make a mission persistent. The kind of respawn a certain mission uses is set in its Description.ext. | N/A |\n| `requiredBuild = xxxxx;` | `0` | Minimum required client version. Clients with version lower than `requiredBuild` will not be able to connect. If `requiredBuild` is set to a large number, like `requiredBuild = 999999999;` for example, it will automatically be lowered to the current server version. | N/A |\n| `statisticsEnabled = 1;` | `1` | Allows to opt-out of Arma 3 analytics for the server by using 0 | Arma 3 v1.56 |\n| `forcedDifficulty = \"regular\";` | `\"\"` | Enforces the selected difficulty on the server. `forcedDifficulty = \"<difficultyClass>\";`<br>- If Recruit, Regular or Veteran is passed as the parameter, the particular difficulty options will be taken from data config, from the class CfgDifficultyPresets.<br>- If Custom will be passed as the parameter, the particular flags will be taken from CustomDifficulty class from server's profile (only Custom is saved to the profile).<br>- If mission cycle is defined in the **server.cfg**, the difficulty set in the mission cycle overrides the difficulty set by **forcedDifficulty** parameter. | Arma 3 v1.56 |\n| `missionWhitelist[] = { \"intro.altis\" };` | `{}` | Limit the available missions for the admin for the mission change. See Arma 3: MP Mission Names for a full list. | Arma 3 v1.56 |\n| `steamProtocolMaxDataSize = 1024;` | `1024` | Limit for maximum Steam Query packet length. Increasing this value is dangerous as it can cause Arma 3 server to send UDP packets of a size larger than the MTU. This will cause UDP packets to be fragmented which is not supported by some older routers. But increasing this will fix the modlist length limit in Arma 3: Launcher. | Arma 3 v2.00 |\n| ```cpp<br>class AdvancedOptions<br>{<br>    logObjectNotFound = 1;            // logging enabled<br>    skipDescriptionParsing = 0;        // parse description.ext<br>    ignoreMissionLoadErrors = 0;    // do not ingore errors<br>    // if a specific players message queue<br>    // is larger than 1MB and #monitor is running,<br>    // dump his messages to a logfile for analysis<br>    queueSizeLogG = 1000000; // 1MB<br>};<br>``` | ```cpp<br>logObjectNotFound = 1;<br>skipDescriptionParsing = 0;<br>ignoreMissionLoadErrors = 0;<br>queueSizeLogG = 0;<br>``` | Arma 3 v2.02<br>- LogObjectNotFound - false to skip logging \"Server: Object not found\" messages<br>- SkipDescriptionParsing - true to skip parsing of description.ext/mission.sqm. Will show pbo filename instead of configured missionName. OverviewText and such won't work, but loading the mission list is a lot faster when there are many missions<br>Arma 3 v2.04<br>- ignoreMissionLoadErrors - when set to true, the mission will load no matter the amount of loading errors. If set to false, the server will abort mission's loading and return to mission selection<br>Arma 3 v2.08<br>- queueSizeLogG - if `#monitor` is running and a player's Guaranteed Message Queue size (Listed as G: in `#monitor`) goes above the threshold, all that player's message types and sizes are dumped to a logfile in the RPT directory (see Crash Files); the dumping itself is logged server-side. `0` disables the feature. | Arma 3 v2.02<br>Arma 3 v2.04<br>Arma 3 v2.08 |\n| `armaUnitsTimeout = 30;` | `30` | Defines how long the player will be stuck connecting and wait for [armaUnits data](https://units.arma3.com/). Player will be notified if timeout elapsed and no units data was received | Arma 3 v2.06 |\n| `overrideHazeQuality = 1;` | `-1` | 0/1/2 - VeryLow/Low/Standard - Forces haze quality in MP on all clients. Standard (2) - mod config driven. Default (-1) - do not force. Mission config's overrideHazeQuality has priority over the server option. | Arma 3 v2.16 |\n| ```cpp<br>class AntiFlood<br>{<br>    cycleTime = 0.5;<br>    cycleLimit = 400;<br>    cycleHardLimit = 4000;<br>    enableKick = 0;<br>};<br>``` | ```cpp<br>cycleTime = 0.5;<br>cycleLimit = 400;<br>cycleHardLimit = 4000;<br>enableKick = 0;<br>``` | `cycle` is time in seconds.<br>Every cycle, if player sends more than \"limit\" number of messages, they get flagged.<br>If the last 4 out of 8 cycles were flagged or if within one cycle the hard limit is exceeded,<br>the player is kicked (if `enableKick` is set to true) or logged to RPT that they exceeded the limit. | Arma 3 v2.18 |\n| `missionHTTPDownloadBaseURL = \"https://example.com/missionfiles/\";` | `\"\"` | See Mission HTTP Download | Arma 3 v2.20 |\n\n### Server Administration\n\nIf BattlEye RCon is not in use, there can only be 1 server admin at any given time. There are two ways of becoming admin, through a vote or through login with authenticated credentials.\n\n#### Voted In Admin\n\nIt is possible to become a server administrator through player voting process. Such admin has less abilities than logged in admin.\nFor example, voted in admin would be able to kick a player, but only logged in admin would be able to ban a player.\nFor more information on voting and voting configuration see page **Server Voting**.\n\n#### Logged In Admin\n\nTo log in as admin, one is required to type in`#login` command followed by server password, which matches password defined in **passwordAdmin** param.\nSince Arma 2:OA it is possible to add one or several user ids UIDs into **admins[]** server config parameter, which would allow listed users to log in as admin by simply typing `#login` without a password.\nThis presents several advantages for managing the servers. The server owner can have multiple admins selected from the community and doesn't have to provide each one with server admin password.\nThe adding and removing of UIDs is done on the server side which makes it easy to add and to remove admins if necessary. On the server, admins are handled on first come first served basis.\nHere are the rules:\n\n- If there is already a logged in admin on the server, the new admin will not be able to log in until previously logged in admin logs out\n- If there is a voted in admin on the server, the logged in admin will override voted in admin and take admin role\n- There is no difference between logged in admin that used admin password or logged in admin that was whitelisted with **admins[]** param\n\nThe logged in and voted in admins have different set of **Multiplayer Server Commands** available to them. See **serverCommandAvailable** for more information.\n\n### Server Security\n\nSeveral of these settings directly contribute to the security of the server and have been highlighted as important, particularly for running public - no password - servers.\n\n**The most updated ones that give a good protection (and are, *de facto*, the standard for public servers) are**\n\n```cpp\nbattlEye = 1;\nverifySignatures = 2;\nallowedFilePatching = 0;\nallowedLoadFileExtensions[] = { \"hpp\", \"sqs\", \"sqf\", \"fsm\", \"cpp\", \"paa\", \"txt\", \"xml\", \"inc\", \"ext\", \"sqm\", \"ods\", \"fxy\", \"lip\", \"csv\", \"kb\", \"bik\", \"bikb\", \"html\", \"htm\", \"biedi\" };\nallowedPreprocessFileExtensions[] = { \"hpp\", \"sqs\", \"sqf\", \"fsm\", \"cpp\", \"paa\", \"txt\", \"xml\", \"inc\", \"ext\", \"sqm\", \"ods\", \"fxy\", \"lip\", \"csv\", \"kb\", \"bik\", \"bikb\", \"html\", \"htm\", \"biedi\" }; // ,\"sqfc\" // add .sqfc if used\nallowedHTMLLoadExtensions[] = { \"htm\", \"html\", \"xml\", \"txt\" };\n// allowedHTMLLoadURIs[] = {};\npasswordAdmin = \"xyzxyz123\";\nserverCommandPassword = \"xyzxyz456\";\n```\n\n#### Notes\n\nThe properties allowedLoad*/allowedPreprocess*/allowedHTML* are server.cfg settings with array list of extensions for server-side use only. The above listed examples are for basic game multiplayer modes. Server admins may attempt to make it stricter for their servers. However, if too strict then server's log file will contain warning entries about unable read.\n\nWith the exception of allowedHTMLLoadURIs those arrays covers both files inside and outside PBOs so don't change the above defaults w/o testing first as there is a chance it will break the game.\n\n- To read loadFile , preprocessFile , preprocessFileLineNumbers and to remember, those works on files only-within Arma 3 server directory and its sub-directories!\n- Refer to ArmA: Addon Signatures for current best practices in server mod signing and the use of key signature files.\n- To further increase servers security, remember that BattlEye has the ability to use server-side (including preventing remote execution) and client-side script check filters.\n  - These BattlEye filters needs to be written specifically for each mission and mod as the scripting differs in each of them.\n\n#### Safe Folder Structure\n\nEngine supports absolute outside Arma 3 server folder for command-line parameters `-servermod=, -mod=` and same for profile directories and config locations.\nThis puts those out of reach by various load script command features which are limited only within Arma 3 folder and it is sub-directories for security reason.\nthus e.g. safe folder-structure looks like:\n\n- `\\arma3server\\`\n- `\\arma3server\\@publicmods\\`\n- `\\arma3server_servermods_secrethash\\`\n- `\\arma3server_profiles_and_configs_secrethash\\`\n\nNote that callExtensions are loaded only from Arma 3 server root / sub-folders\n\n### Example Configuration File\n\n```cpp\n// server.cfg\n\n// GLOBAL SETTINGS\nhostname = \"Fun and Test Server\";        // The name of the server that shall be displayed in the public server list\npassword = \"\";                            // Password for joining, eg connecting to the server\npasswordAdmin = \"xyz\";                    // Password to become server admin. When in Arma MP and connected to the server, type '#login xyz'\nserverCommandPassword = \"xyzxyz\";        // Password required by alternate syntax of [[serverCommand]] server-side scripting.\n\nlogFile = \"server_console.log\";            // Where the logfile should go and what it should be called\n\n// WELCOME MESSAGE (\"Message Of The Day\")\n// It can be several lines, separated by comma\n// Empty messages \"\" will not be displayed and are only here to add delay\nmotd[] =\n{\n    \"\", \"\",\n    \"Two empty lines above to increase the time interval\",\n    \"Welcome to our server\",\n    \"\", \"\",\n    \"We are looking for fun - Join us Now!\",\n    \"http://www.example.com\",\n    \"One more empty line below to increase interval\",\n    \"\"\n};\nmotdInterval = 2.5;                    // Time interval (in seconds) between each message\n\n// JOINING RULES\nmaxPlayers = 64;                    // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.\nkickDuplicate = 1;                    // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.\nverifySignatures = 2;                // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed).\nequalModRequired = 0;                // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.\nallowedFilePatching = 0;            // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 v1.50)\nfilePatchingExceptions[] = { \"123456789\", \"987654321\" }; // Whitelisted Steam IDs allowed to join with -filePatching enabled\n// requiredBuild = 12345;            // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect\n\n// VOTING\nvoteMissionPlayers = 1;                // Tells the server how many people must connect so that it displays the mission selection screen.\nvoteThreshold = 0.33;                // 33% or more players need to vote for something, for example an admin or a new map, to become effective\n\n// INGAME SETTINGS\ndisableVoN = 0;                    // If set to 1, Voice over Net will not be available\nvonCodec = 1;                     // If set to 1 then it uses IETF standard OPUS codec, if to 0 then it uses SPEEX codec (since Arma 3 v1.58)\nvonCodecQuality = 30;            // 0..10 = 8kHz, 11..20 = 16kHz, 21..30 = 32kHz (48kHz)\npersistent = 1;                    // If 1, missions still run on even after the last player disconnected.\ntimeStampFormat = \"short\";        // Set the timestamp format used on each report line in server-side RPT file. Possible values are \"none\" (default), \"short\", \"full\".\nBattlEye = 1;                    // Server to use BattlEye system\nallowedLoadFileExtensions[] = { \"hpp\", \"sqs\", \"sqf\", \"fsm\", \"cpp\", \"paa\", \"txt\", \"xml\", \"inc\", \"ext\", \"sqm\", \"ods\", \"fxy\", \"lip\", \"csv\", \"kb\", \"bik\", \"bikb\", \"html\", \"htm\", \"biedi\" }; // only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216)\nallowedPreprocessFileExtensions[] = { \"hpp\", \"sqs\", \"sqf\", \"fsm\", \"cpp\", \"paa\", \"txt\", \"xml\", \"inc\", \"ext\", \"sqm\", \"ods\", \"fxy\", \"lip\", \"csv\", \"kb\", \"bik\", \"bikb\", \"html\", \"htm\", \"biedi\" }; // only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323)\nallowedHTMLLoadExtensions[] = { \"htm\", \"html\", \"xml\", \"txt\" }; // only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715)\n// allowedHTMLLoadURIs[] = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs\n\n// TIMEOUTS\ndisconnectTimeout = 5;            // Time to wait before disconnecting a user which temporarly lost connection. Range is 5 to 90 seconds.\nmaxDesync = 150;                // Max desync value until server kick the user\nmaxPing= 200;                    // Max ping value until server kick the user\nmaxPacketLoss = 50;                // Max packetloss value until server kick the user\nkickClientsOnSlowNetwork[] = { 0, 0, 0, 0 }; // Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1)\nkickTimeout[] = { { 0, -1 }, { 1, 180 }, { 2, 180 }, { 3, 180 } };\nvotingTimeOut[] = { 60, 90 };        // Kicks users from server if they spend too much time in mission voting\nroleTimeOut[] = { 90, 120 };        // Kicks users from server if they spend too much time in role selection\nbriefingTimeOut[] = { 60, 90 };        // Kicks users from server if they spend too much time in briefing (map) screen\ndebriefingTimeOut[] = { 45, 60 };    // Kicks users from server if they spend too much time in debriefing screen\nlobbyIdleTimeout = 300;                // The amount of time the server will wait before force-starting a mission without a logged-in Admin.\n\n// SCRIPTING ISSUES\nonUserConnected = \"\";\nonUserDisconnected = \"\";\ndoubleIdDetected = \"\";\n\n// SIGNATURE VERIFICATION\nonUnsignedData = \"kick (_this select 0)\";    // unsigned data detected\nonHackedData = \"kick (_this select 0)\";        // tampering of the signature detected\nonDifferentData = \"\";                // data with a valid signature, but different version than the one present on server detected\n\n// MISSIONS CYCLE (see below)\nrandomMissionOrder = true;    // Randomly iterate through Missions list\nautoSelectMission = true;    // Server auto selects next mission in cycle\n\nclass Missions {};            // An empty Missions class means there will be no mission rotation\n\nmissionWhitelist[] = {};    // An empty whitelist means there is no restriction on what missions' available\n```\n\n### Mission Rotation\n\nOne can set an automatic mission rotation. Without an admin, the server will automatically select a mission when at least one player is connected.\nOnce the mission is done and if there are still players on the server, it will automatically switch to the next mission in the cycle.\n\nGeneral definition:\n\n```cpp\nclass Missions\n{\n    class CUSTOMNAME\n    {\n        template = \"MISSION.TERRAIN\";\n        difficulty = \"DIFFICULTYLEVEL\";\n        class Params\n        {\n            MISSIONPARAMETER1 = VALUE;\n            MISSIONPARAMETER2 = VALUE;\n            MISSIONPARAMETER3 = VALUE;\n        };\n    };\n};\n```\n\n> [!WARNING]\n> The keyword `class` for class definitions **must** be lowercase, otherwise a parsing error will occur.\n\n#### Parameters\n\nThe template and difficulty must be defined. Parameter definition is optional.\n\n##### Template\n\nThe entry naming is always **missionName.terrainName**.\n\nThe name can come from the different options:\n\n1. **Mission PBO** in MPMissions folder - like **MyMission.MyTerrain.pbo**\n1. **Mission folder** in MPMissions folder - like **MyMission.MyTerrain\\mission.sqm**\n1. **Addon Mission** loaded via some mod (folder) - in such case it must be defined via a config.cpp in class CfgMissions/class MPMissions. You determine the naming with the config viewer.\n\n> [!WARNING]\n> The crucial part in the case of **Addon Mission** is that its **className.terrainName** - NOT the mission folder name! Good practice is to name the class the same as the folder, but it is not always the case.\n> So watch out and use only the class name + terrain name.\n\nSample definition from CfgMissions/MPMissions relevant for **Addon Mission':**\n\n```cpp\nclass CfgMissions\n{\n    class MPMissions\n    {\n        class MP_Marksmen_01\n        {\n            briefingName = \"End Game 16 Kavala\";\n            directory = \"A3\\Missions_F_MP_Mark\\MPScenarios\\MP_Marksmen_01.Altis\";\n        };\n\n        class EscapeFromMalden//class name not the same as mission folder name!\n        {\n            briefingName = \"Escape 10 Malden\";\n            directory = \"A3\\Missions_F_Patrol\\MPScenarios\\MP_EscapeFromMalden.Malden\";\n        };\n\n        class MP_CombatPatrol_01\n        {\n            briefingName = \"COOP 12 Combat Patrol\";\n            directory = \"A3\\Missions_F_Patrol\\mpscenarios\\MP_CombatPatrol_01.Altis\";\n        };\n\n        class Apex\n        {\n            briefingName = \"Apex Protocol\";\n            class EXP_m01\n            {\n                briefingName = \"01 Keystone\";\n                directory = \"a3\\missions_f_exp\\campaign\\missions\\exp_m01.tanoa\";\n            };\n        };\n};\n```\n\n##### Difficulty\n\nSet the desired enforced difficulty level.\n\nThe standard options are:\n\n- Recruit\n- Regular\n- Veteran\n- Custom\n\nFor more see: Difficulty Settings\n\n> [!NOTE]\n> - Some mods or CDLCs define additional difficulty levels. You determine the naming with the config viewer in **CfgDifficultyPresets**.\n> - When difficulty is set to `difficulty = \"Custom\";` the server will look into `USERNAME.Arma3Profile` file for the definition of custom difficulty, which should look like this: see server.armaprofile - Server Difficulty Example.\n\n##### class Params\n\nA mission may offer mission parameters. You can apply a different default for the given mission in your mission rotation by setting the key-value pair in here.\nTo determine if/what mission parameters are available, you need to exact the mission pbo to get to the Description.ext.\nThe actual definition may also be found in another files if `#include \"PATH\\FILE.extension\"` is used.\n\n```cpp\nclass Missions\n{\n    class TestMission01 // name for the first entry - can be anything (characters/numbers/underscore, but no spaces!)\n    {\n        template = \"MP_Marksmen_01.Altis\";\n        difficulty = \"recruit\";\n        class Params\n        {\n            RespawnDelay = 15;            // default 30\n            EndGameRespawnDelay = 30;    // default 45\n        };\n    };\n\n    class TestMission02\n    {\n        template = \"EscapeFromMalden.Malden\";\n        difficulty = \"regular\";\n        class Params\n        {\n            Loadouts = 0;                // default 1\n            EnemyEquipment = 0;            // default 1\n        };\n    };\n\n    class TestMission03\n    {\n        template = \"MP_CombatPatrol_01.Altis\";\n        difficulty = \"veteran\";\n        class Params\n        {\n            BIS_CP_reinforcements = 2;    // default 0\n            BIS_CP_tickets = 5;            // default 20\n        };\n    };\n\n    class TestMission04\n    {\n        template = \"EXP_m01.Tanoa\";        // Apex Protocol - COOP campaign\n        difficulty = \"custom\";\n        class Params\n        {\n        };\n    };\n};\n```\n\n> [!NOTE]\n> Execute the Mission Parameters export script from the Debug Console to export the current mission's parameters set in order to use it in the mission rotation class.\n\n#### Arma 3 Apex - Mission Collection\n\nMainly intended for MP campaigns. If the progress is defined in the MPMissions class, server administrator can simply add the whole campaign by adding *campaign class* into the *server.cfg*. See the example below.\n\n**config.cpp:**\n\n```cpp\nclass MPMissions\n{\n    class Apex\n    {\n        briefingName = \"$STR_A3_CoopCampaignName\";\n\n        class EXP_m01\n        {\n            briefingName = \"$STR_A3_exp_m01_missionname\";\n            directory = \"a3\\missions_f_exp\\campaign\\missions\\exp_m01.tanoa\";\n        };\n\n        class EXP_m02\n        {\n            briefingName = \"$STR_A3_exp_m02_missionname\";\n            directory = \"a3\\missions_f_exp\\campaign\\missions\\exp_m02.tanoa\";\n        };\n\n        class EXP_m03\n        {\n            briefingName = \"$STR_A3_exp_m03_missionname\";\n            directory = \"a3\\missions_f_exp\\campaign\\missions\\exp_m03.tanoa\";\n        };\n    };\n};\n```\n\n**server.cfg:**\n\n```cpp\n// MISSIONS CYCLE\nclass Missions\n{\n    class Apex{};\n};\n```\n\nAlso the difficulty of the each mission can be overridden\n\n```cpp\nclass Missions\n{\n    class Apex\n    {\n        class EXP_m01\n        {\n            difficulty = \"veteran\";\n        };\n    };\n};\n```\n\n#### Important Settings\n\nIn the **Server Config File**\n\n- autoSelectMission\n- randomMissionOrder\n- persistent\n- missionsToServerRestart and missionsToShutdown\n- votingTimeOut, roleTimeOut, briefingTimeOut and debriefingTimeOut\n\nAnd from Startup Parameters:\n\n- loadMissionToMemory\n- autoInit\n\n### Additional Details\n\nFor hosting server behind NAT or firewall, please ensure gameport and STEAMports are forwarded and open!\nSet the ICMP \"echo reply\" as allowed so the server is able return ping delay properly.\nIt's recommended to enable the NAT traversal (so called \"Edge traversal\" in Windows Firewall) for **arma3server.exe**, **arma3.exe** to better support clients/servers behind NAT.\n\n### Mission Parameters Override\n\nOn dedicated server, only an admin can set mission options provided by mission maker via class Params. However as a server owner it is possible to override default setting with your own. See Mission Parameters for more info.","sections":[{"heading":null,"level":1,"markdown":"| Arma 3 Server Configuration Overview |  |  |  |  |\n|---|---|---|---|---|\n| Setup | Arma 3: Dedicated Server |  |  |  |\n| Files | Arma 3: Server Config File ● Arma 3: Basic Server Config File ● Arma 3: Server Profile |  |  |  |\n| Other | Multiplayer Server Commands ● Arma 3: Mission voting ● Arma 3: Headless Client ● BattlEye |  |  |  |\n\n> [!NOTE]\n> This page is about **Arma 3** server configuration. For previous titles, see Arma 2: Server Config File.\n\nThis article deals with the **server.cfg**, a configuration file which one can use to configure various game server settings such as the difficulty level, how many votes are needed, and welcome messages.\nThe name *server.cfg* means nothing, and this file can be called anything. The real name is determined by the `-config` command line option when launching the dedicated server. There is no default name: when no filename is specified, no server configuration file is loaded."},{"heading":"Server Options","level":3,"markdown":"| Parameter | Default | Description | Since |\n|---|---|---|---|\n| `passwordAdmin = \"xyzxyz\";` | `\"\"` | Password to protect admin access. | N/A |\n| `password = \"xyz\";` | `\"\"` | Password required to connect to server. | N/A |\n| `serverCommandPassword = \"xyzxyz\";` | `\"\"` | Password required by alternate syntax of serverCommand server-side scripting (Case-Sensitive). | N/A |\n| `hostname = \"My Server\";` | local machine name | Servername visible in the game browser. | N/A |\n| `maxPlayers = 10;` | `64` (DS) | The maximum number of players that can connect to server. The final number will be lesser between number given here and number of mission slots. | N/A |\n| `motd[] = { \"Welcome to my server.\", \"Hosted in the net.\" };` | `{}` | Two lines welcome message. Comma is the 'new line' separator. | N/A |\n| `motdInterval = 5;` | `5` | Time interval (in seconds) between each MOTD line. | N/A |\n| `admins[] = { \"<UID>\" };` | `{}` | Whitelisted clients can use `#login` without password. See Logged In Admin. | Arma 3 v1.70 |\n| `headlessClients[] = { \"<IP>\" };` | `{}` | Headless Client IPs. Multiple connections and addresses are allowed in case of multiple Headless Clients. See Arma 3: Headless Client. | N/A |\n| `localClient[] = { \"<IP>\" };` | `{}` | Indicates clients with *unlimited* bandwidth and *nearly no latency*. See Arma 3: Headless Client. | N/A |\n| `filePatchingExceptions[] = { \"<UID>\" };` | `{}` | Whitelisted clients ignore the rules defined by `allowedFilePatching` and `verifySignatures`, allowing them to join the server with any mods of their choice. Signature errors are still logged by the server upon connection.<br>> [!WARNING]<br>> Signature errors may still kick the user if the error happens before the server knows the clients SteamID, for example when trying to join with completely unsigned pbo's. | *This entry has existed since 2016, but only became fully operational in* Arma 3 v2.10 |\n| Server Behaviour |  |  |  |\n| `voteThreshold = 0.33;` | `0.5` | Percentage of votes needed to confirm a vote. `33%` in this example. | N/A |\n| `voteMissionPlayers = 3;` | `1` | Start mission-voting when *X* numberOfPlayers connect. | N/A |\n| `allowedVoteCmds[] = { { \"kick\", false, false, 0.75 } };` | `{}` | See Arma 3: Mission voting. | N/A |\n| `allowedVotedAdminCmds[] = { { \"mission\", true, true } };` | `{}` | See Arma 3: Mission voting. | N/A |\n| `kickduplicate = 1;` | `0` | Do not allow duplicate *game IDs*. Second player with an existing ID will be kicked automatically. `1` means active, `0` disabled. | N/A |\n| `loopback = 1;` | `false` | Adding this option will force server into LAN mode. This will allow multiple local instances of the game to connect to the server for testing purposes. At the same time it will prevent all non-local instances from connecting. | N/A |\n| `upnp = 1;` | `false` | Automatically creates port mapping on UPNP/IGD enabled router. This option allows to create a server behind NAT (the router must have public IP and support UPNP/IGD protocol). Read more [Internet Gateway Device (IGD) Standardized Device Control Protocol](https://en.wikipedia.org/wiki/Internet_Gateway_Device_Protocol).<br>> [!WARNING]<br>> When enabled then this setting may delay server start-up by 600s (standard UDP timeout of 10 minutes) if blocked on firewall or bad routing etc. Thus in such case is recommended to disable it. | N/A |\n| `allowedFilePatching = 0;` | `0` | Prevent or allow file patching for the clients (including the HC)<br>- 0 is no clients<br>- 1 is Headless Clients only<br>- 2 is all clients | Arma 3 v1.50 |\n| `allowedLoadFileExtensions[] = { \"sqf\", \"txt\" };` | undefined | Only allow files with listed extensions to be loaded via loadFile command. Not listing any extension means everything is allowed. Defining the setting as empty arrays means nothing is allowed. | Arma 3 v1.20 |\n| `allowedPreprocessFileExtensions[] = { \"sqf\", \"sqs\" };` | undefined | Only allow files with listed extensions to be loaded via preprocessFile / preprocessFileLineNumbers commands. Not listing any extension means everything is allowed. Defining the setting as empty arrays means nothing is allowed. | Arma 3 v1.20 |\n| `allowedHTMLLoadExtensions[] = { \"htm\", \"html\" };` | undefined | Only allow files and URLs with listed extensions to be loaded via htmlLoad command. Not listing any extension means everything is allowed. Defining the setting as empty arrays means nothing is allowed. | Arma 3 v1.28 |\n| `allowedHTMLLoadURIs[] = { \"http://arma3.com\" };` | undefined | Only allow files from listed URIs and URLs to be loaded via htmlLoad command. Comment out if not used. Can use += to add to the existing list. Not listing any domain means everything is allowed. Defining the setting as empty arrays means nothing is allowed. Default is empty or what is defined in (first one is used, not combined) clientside's mission description.ext, campaign description.ext, mod config.cpp (always allowed by engine are BI domains). | N/A |\n| `MaxPing = 200;` | `-1` | Max ping value until server kick the user | Arma 3 v1.56 |\n| `MaxPacketLoss = 50;` | `-1` | Max packetloss value until server kick the user | Arma 3 v1.56 |\n| `MaxDesync = 150;` | `-1` | Max desync value until server kick the user | Arma 3 v1.56 |\n| `DisconnectTimeout = 5;` | `15` | Server wait time before disconnecting client after loss of active traffic connection, range 1 to 90 seconds. | Arma 3 v1.56 |\n| `kickClientsOnSlowNetwork[] = { 0, 0, 0, 0 };` | `{ 1, 1, 1, 1 };` | Defines if `{<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>`} will be logged (0) or kicked (1) | Arma 3 v1.56 |\n| `enablePlayerDiag = 1;` | `0` | Logs players' bandwidth and desync info every 60 seconds, as well as \"network message is pending\" owner identity. | N/A |\n| `callExtReportLimit = 1000;` | `1000` | If server initiated callExtension takes longer than specified limit in milliseconds, the warning will be logged into server `.rpt` file as well as reflected in the extension return result. | N/A |\n| ```cpp<br>kickTimeout[] = {<br>    { 0, -1 },<br>    { 1, 180 },<br>    { 2, 180 },<br>    { 3, 180 }<br>};<br>``` | ```cpp<br>{<br>    { 0, 60 },<br>    { 1, 60 },<br>    { 2, 60 },<br>    { 3, 60 }<br>};<br>``` | `kickTimeout[] = { { kickID, timeout }, ... };`<br>kickID (type to determine from where the kick originated e.g. admin or votekick etc.)<br>- 0 - manual kick (vote kick, admin kick, bruteforce detection etc.)<br>- 1 - connectivity kick (ping, timeout, packetloss, desync)<br>- 2 - BattlEye kick<br>- 3 - harmless kick (wrong addons, steam timeout or checks, signatures, content etc.)<br>timeout = in seconds how long until kicked player can return<br>- >0 seconds<br>- -1 until missionEnd<br>- -2 until serverRestart | Arma 3 v1.90 |\n| `votingTimeOut = 60;` | `60` | Voting timeout | N/A |\n| `votingTimeOut[] = { 60, 90 };` | `{ 60, 90 }` | Voteing timeout `{ ready, notReady }` | Arma 3 v1.90 |\n| `roleTimeOut = 90;` | `90` | Role selection timout | N/A |\n| `roleTimeOut[] = { 90, 120 };` | `{ 90, 120 }` | Role selection timeout `{ ready, notReady }` | Arma 3 v1.90 |\n| `briefingTimeOut = 60;` | `60` | Briefing timeout | N/A |\n| `briefingTimeOut[] = { 60, 90 };` | `{ 60, 90 }` | Briefing timeout `{ ready, notReady }` | Arma 3 v1.90 |\n| `debriefingTimeOut = 45;` | `45` | Debriefing timeout | N/A |\n| `debriefingTimeOut[] = { 45, 60 };` | `{ 45, 60 }` | Debriefing timeout `{ ready, notReady }` | Arma 3 v1.90 |\n| `lobbyIdleTimeout = 300;` | `0` | Lobby idle timeout<br>Independent of set *lobbyIdleTimeout* in the config file, it will be at least<br>`MAX(votingTimeout, lobbyTimeout, briefingTimeout, debriefingTimeout) + 5 seconds`<br>by default, this makes it 300 seconds of time for people in lobby and 95 in roleTimeout or briefing screen | Arma 3 v1.90 |\n| `missionsToServerRestart = 8;` | `0` | Number of times missionEnd happens before server initiate process restart (uses actual session startup command-line parameters, not possible to combine with `missionsToShutdown` ) | N/A |\n| `missionsToShutdown = 8;` | `0` | Number of times missionEnd happens before server initiate process shutdown (has same behavior as setting named `missionsToHardRestart`) | N/A |\n| `autoSelectMission = true;` | `false` | When enabled, the server auto-starts next mission in mission cycle and waits for players in the role selection. This allows full mission information in server browser and then results in proper filtering of the servers. This is lesser-variant (trimmed) of server startup command-line parameter `-autoInit`. Might collide with campaign linked missions / need mission cycle etc. | N/A |\n| `randomMissionOrder = true;` | `false` | When enabled, the server random start / next selection with one of missions from mission rotation list. ( setting goes outside(before) Mission class {}; ) | N/A |\n| ```cpp<br>disableChannels[] =<br>{<br>    {<br>        0,        // channel ID<br>        false,        // text chat<br>        true,        // voice chat<br>        false,        // map markers<br>        true        // drawing on map<br>    },<br>    { 3, true, true }<br>};<br>``` | `{}` | `disableChannels[] = { { channelID, text, voice, mapMarkers, drawOnMap }, ... };`<br>- *channelID*: Number - Available channel IDs:<br>  - 0 = Global<br>  - 1 = Side<br>  - 2 = Command<br>  - 3 = Group<br>  - 4 = Vehicle<br>  - 5 = Direct<br>  - 16 = System<br>- *text*: Boolean - use true to disable usage of text-chat for defined channelID. Default: **false**<br>- *voice*: Boolean - use true to disable usage of voice-chat (VON) for defined channelID. Default: **false**<br>- Arma 3 v2.20 *mapMarkers*: Boolean - use true to disable the possibility to manually place a map marker. Default: **false**<br>- Arma 3 v2.20 *drawOnMap*: Boolean - use true to disable the possibility to draw on the map with <kbd>Ctrl</kbd> + Left Mouse Button. Default: **false**<br>> [!NOTE]<br>> Missions using Description.ext#disableChannels will override any setting of *disableChannels[]* in the **server.cfg**. | Arma 3 v1.60<br>Arma 3 v2.20 |\n| `idleFPSLimit = 30;` | `30` | Servers with no players will limit their FPS to the specified value. Supported range is 5-60 FPS | Arma 3 v2.22 |\n| Other Options |  |  |  |\n| `verifySignatures = 2;` | `2` | Enables or disables the signature verification for addons.<br>- Verification disabled = `0`.<br>- `1` Will default back to `2` |  |\n| `equalModRequired = 1;` | `0` | Outdated - If set to 1, players have to use exactly the same `-mod=` startup parameter as the server. (0 - disabled, 1 - enabled). | - |\n| `drawingInMap = false;` | `true` | Enables or disables the ability to place markers and draw lines in map. | Arma 3 v1.64 |\n| `disableVoN = 1;` | `0` | Enables or disables the ***V**oice **o**ver **N**et* (`0` is VoN enabled (default), `1` is disabled). | N/A |\n| `vonCodecQuality = 10;` | `3` | Defines *VoN* codec quality. Value range is from `1` to `20`.<br>- Since 1.62 supports range `1-20`<br>- Since 1.64 will support range `1-30`<br>- 8kHz is `0-10`, 16kHz is `11-20`, for `21-30` it is 32kHz for SPEEX codec and 48kHz for OPUS codec. | - |\n| `vonCodec = 1;` | `1` | Defines *VoN* codec type. Value range is from `0` to `1`.<br>- Since Arma 3 update 1.58 supports value `1`<br>- Value `0` uses older [SPEEX codec](https://en.wikipedia.org/wiki/Speex), while `1` switches to new IETF standard [OPUS codec](https://en.wikipedia.org/wiki/Opus_(audio_format)). | - |\n| `skipLobby = false;` | `false` | If true, joining player will skip role selection. This is only used if no Mission, Campaign or Config setting `skipLobby` is defined (See Description.ext#skipLobby). | N/A |\n| `allowProfileGlasses = false;` | `true` | If false, glasses set in player profile will be ignored. This is only used if no Mission, Campaign or Config setting `allowProfileGlasses` is defined (See Description.ext - allowProfileGlasses) | Arma 3 v2.06 |\n| `zeusCompositionScriptLevel = 0;` | `1` | - 0: all scripts are forbidden<br>- 1: only attributes are allowed (including custom attributes added by mods)<br>- 2: all scripts are allowed including init scripts<br>This is only used if no Mission, Campaign or Config setting `zeusCompositionScriptLevel` is defined (See Description.ext - zeusCompositionScriptLevel). | Arma 3 v2.06 |\n| `logFile = \"server_console.log\";` | `\"\"` | Enables output of dedicated server console into *textfile*. Default location of log is same as *crash dumps* and other logs. (Local settings) Note that this does not change the location of the \"*net.log*\" file, which is enabled with the `-netlog` command line option. | N/A |\n| `doubleIdDetected = \"command\";` | `\"\"` | See Server Side Scripting |  |\n| `onUserConnected = \"command\";` | `\"\"` | See Server Side Scripting | N/A |\n| `onUserDisconnected = \"command\";` | `\"\"` | See Server Side Scripting | N/A |\n| `onHackedData = \"command\";` | `\"\"` | See Server Side Scripting | N/A |\n| `onDifferentData = \"command\";` | `\"\"` | See Server Side Scripting | N/A |\n| `onUnsignedData = \"command\";` | `\"\"` | See Server Side Scripting | N/A |\n| `onUserKicked = \"command\";` | `\"\"` | See Server Side Scripting | N/A |\n| `regularCheck = \"command\";` | `\"\"` | See Server Side Scripting | N/A |\n| `BattlEye = 1;` | `1` | Enables or disables the BattlEye anti-cheat engine. Requires installed BattlEye on server and clients joining the server | N/A |\n| `timeStampFormat = \"none\";` | `\"short\"` | Set the timestamp format used on each report line in server-side RPT file. Possible values are \"none\", \"short\", \"full\". | N/A |\n| `timeStampFormatConsole = \"none\";` | `\"short\"` | Set the timestamp format used on each report line in server console. Possible values are \"none\", \"short\", \"full\". | Arma 3 v2.22 |\n| `forceRotorLibSimulation = 0;` | `0` | Enforces the Advanced Flight Model on the server. `0` (up to the player). `1` - forced AFM, `2` - forced SFM. | Arma 3 v1.34 |\n| `persistent = 1;` | `0` | Mission keeps running when all clients disconnect. Enabling the persistence option will make missions that have either *base* or *instant* respawn keep on running after all players have disconnected. The other respawn types will not make a mission persistent. The kind of respawn a certain mission uses is set in its Description.ext. | N/A |\n| `requiredBuild = xxxxx;` | `0` | Minimum required client version. Clients with version lower than `requiredBuild` will not be able to connect. If `requiredBuild` is set to a large number, like `requiredBuild = 999999999;` for example, it will automatically be lowered to the current server version. | N/A |\n| `statisticsEnabled = 1;` | `1` | Allows to opt-out of Arma 3 analytics for the server by using 0 | Arma 3 v1.56 |\n| `forcedDifficulty = \"regular\";` | `\"\"` | Enforces the selected difficulty on the server. `forcedDifficulty = \"<difficultyClass>\";`<br>- If Recruit, Regular or Veteran is passed as the parameter, the particular difficulty options will be taken from data config, from the class CfgDifficultyPresets.<br>- If Custom will be passed as the parameter, the particular flags will be taken from CustomDifficulty class from server's profile (only Custom is saved to the profile).<br>- If mission cycle is defined in the **server.cfg**, the difficulty set in the mission cycle overrides the difficulty set by **forcedDifficulty** parameter. | Arma 3 v1.56 |\n| `missionWhitelist[] = { \"intro.altis\" };` | `{}` | Limit the available missions for the admin for the mission change. See Arma 3: MP Mission Names for a full list. | Arma 3 v1.56 |\n| `steamProtocolMaxDataSize = 1024;` | `1024` | Limit for maximum Steam Query packet length. Increasing this value is dangerous as it can cause Arma 3 server to send UDP packets of a size larger than the MTU. This will cause UDP packets to be fragmented which is not supported by some older routers. But increasing this will fix the modlist length limit in Arma 3: Launcher. | Arma 3 v2.00 |\n| ```cpp<br>class AdvancedOptions<br>{<br>    logObjectNotFound = 1;            // logging enabled<br>    skipDescriptionParsing = 0;        // parse description.ext<br>    ignoreMissionLoadErrors = 0;    // do not ingore errors<br>    // if a specific players message queue<br>    // is larger than 1MB and #monitor is running,<br>    // dump his messages to a logfile for analysis<br>    queueSizeLogG = 1000000; // 1MB<br>};<br>``` | ```cpp<br>logObjectNotFound = 1;<br>skipDescriptionParsing = 0;<br>ignoreMissionLoadErrors = 0;<br>queueSizeLogG = 0;<br>``` | Arma 3 v2.02<br>- LogObjectNotFound - false to skip logging \"Server: Object not found\" messages<br>- SkipDescriptionParsing - true to skip parsing of description.ext/mission.sqm. Will show pbo filename instead of configured missionName. OverviewText and such won't work, but loading the mission list is a lot faster when there are many missions<br>Arma 3 v2.04<br>- ignoreMissionLoadErrors - when set to true, the mission will load no matter the amount of loading errors. If set to false, the server will abort mission's loading and return to mission selection<br>Arma 3 v2.08<br>- queueSizeLogG - if `#monitor` is running and a player's Guaranteed Message Queue size (Listed as G: in `#monitor`) goes above the threshold, all that player's message types and sizes are dumped to a logfile in the RPT directory (see Crash Files); the dumping itself is logged server-side. `0` disables the feature. | Arma 3 v2.02<br>Arma 3 v2.04<br>Arma 3 v2.08 |\n| `armaUnitsTimeout = 30;` | `30` | Defines how long the player will be stuck connecting and wait for [armaUnits data](https://units.arma3.com/). Player will be notified if timeout elapsed and no units data was received | Arma 3 v2.06 |\n| `overrideHazeQuality = 1;` | `-1` | 0/1/2 - VeryLow/Low/Standard - Forces haze quality in MP on all clients. Standard (2) - mod config driven. Default (-1) - do not force. Mission config's overrideHazeQuality has priority over the server option. | Arma 3 v2.16 |\n| ```cpp<br>class AntiFlood<br>{<br>    cycleTime = 0.5;<br>    cycleLimit = 400;<br>    cycleHardLimit = 4000;<br>    enableKick = 0;<br>};<br>``` | ```cpp<br>cycleTime = 0.5;<br>cycleLimit = 400;<br>cycleHardLimit = 4000;<br>enableKick = 0;<br>``` | `cycle` is time in seconds.<br>Every cycle, if player sends more than \"limit\" number of messages, they get flagged.<br>If the last 4 out of 8 cycles were flagged or if within one cycle the hard limit is exceeded,<br>the player is kicked (if `enableKick` is set to true) or logged to RPT that they exceeded the limit. | Arma 3 v2.18 |\n| `missionHTTPDownloadBaseURL = \"https://example.com/missionfiles/\";` | `\"\"` | See Mission HTTP Download | Arma 3 v2.20 |"},{"heading":"Server Administration","level":3,"markdown":"If BattlEye RCon is not in use, there can only be 1 server admin at any given time. There are two ways of becoming admin, through a vote or through login with authenticated credentials."},{"heading":"Voted In Admin","level":4,"markdown":"It is possible to become a server administrator through player voting process. Such admin has less abilities than logged in admin.\nFor example, voted in admin would be able to kick a player, but only logged in admin would be able to ban a player.\nFor more information on voting and voting configuration see page **Server Voting**."},{"heading":"Logged In Admin","level":4,"markdown":"To log in as admin, one is required to type in`#login` command followed by server password, which matches password defined in **passwordAdmin** param.\nSince Arma 2:OA it is possible to add one or several user ids UIDs into **admins[]** server config parameter, which would allow listed users to log in as admin by simply typing `#login` without a password.\nThis presents several advantages for managing the servers. The server owner can have multiple admins selected from the community and doesn't have to provide each one with server admin password.\nThe adding and removing of UIDs is done on the server side which makes it easy to add and to remove admins if necessary. On the server, admins are handled on first come first served basis.\nHere are the rules:\n\n- If there is already a logged in admin on the server, the new admin will not be able to log in until previously logged in admin logs out\n- If there is a voted in admin on the server, the logged in admin will override voted in admin and take admin role\n- There is no difference between logged in admin that used admin password or logged in admin that was whitelisted with **admins[]** param\n\nThe logged in and voted in admins have different set of **Multiplayer Server Commands** available to them. See **serverCommandAvailable** for more information."},{"heading":"Server Security","level":3,"markdown":"Several of these settings directly contribute to the security of the server and have been highlighted as important, particularly for running public - no password - servers.\n\n**The most updated ones that give a good protection (and are, *de facto*, the standard for public servers) are**\n\n```cpp\nbattlEye = 1;\nverifySignatures = 2;\nallowedFilePatching = 0;\nallowedLoadFileExtensions[] = { \"hpp\", \"sqs\", \"sqf\", \"fsm\", \"cpp\", \"paa\", \"txt\", \"xml\", \"inc\", \"ext\", \"sqm\", \"ods\", \"fxy\", \"lip\", \"csv\", \"kb\", \"bik\", \"bikb\", \"html\", \"htm\", \"biedi\" };\nallowedPreprocessFileExtensions[] = { \"hpp\", \"sqs\", \"sqf\", \"fsm\", \"cpp\", \"paa\", \"txt\", \"xml\", \"inc\", \"ext\", \"sqm\", \"ods\", \"fxy\", \"lip\", \"csv\", \"kb\", \"bik\", \"bikb\", \"html\", \"htm\", \"biedi\" }; // ,\"sqfc\" // add .sqfc if used\nallowedHTMLLoadExtensions[] = { \"htm\", \"html\", \"xml\", \"txt\" };\n// allowedHTMLLoadURIs[] = {};\npasswordAdmin = \"xyzxyz123\";\nserverCommandPassword = \"xyzxyz456\";\n```"},{"heading":"Notes","level":4,"markdown":"The properties allowedLoad*/allowedPreprocess*/allowedHTML* are server.cfg settings with array list of extensions for server-side use only. The above listed examples are for basic game multiplayer modes. Server admins may attempt to make it stricter for their servers. However, if too strict then server's log file will contain warning entries about unable read.\n\nWith the exception of allowedHTMLLoadURIs those arrays covers both files inside and outside PBOs so don't change the above defaults w/o testing first as there is a chance it will break the game.\n\n- To read loadFile , preprocessFile , preprocessFileLineNumbers and to remember, those works on files only-within Arma 3 server directory and its sub-directories!\n- Refer to ArmA: Addon Signatures for current best practices in server mod signing and the use of key signature files.\n- To further increase servers security, remember that BattlEye has the ability to use server-side (including preventing remote execution) and client-side script check filters.\n  - These BattlEye filters needs to be written specifically for each mission and mod as the scripting differs in each of them."},{"heading":"Safe Folder Structure","level":4,"markdown":"Engine supports absolute outside Arma 3 server folder for command-line parameters `-servermod=, -mod=` and same for profile directories and config locations.\nThis puts those out of reach by various load script command features which are limited only within Arma 3 folder and it is sub-directories for security reason.\nthus e.g. safe folder-structure looks like:\n\n- `\\arma3server\\`\n- `\\arma3server\\@publicmods\\`\n- `\\arma3server_servermods_secrethash\\`\n- `\\arma3server_profiles_and_configs_secrethash\\`\n\nNote that callExtensions are loaded only from Arma 3 server root / sub-folders"},{"heading":"Example Configuration File","level":3,"markdown":"```cpp\n// server.cfg\n\n// GLOBAL SETTINGS\nhostname = \"Fun and Test Server\";        // The name of the server that shall be displayed in the public server list\npassword = \"\";                            // Password for joining, eg connecting to the server\npasswordAdmin = \"xyz\";                    // Password to become server admin. When in Arma MP and connected to the server, type '#login xyz'\nserverCommandPassword = \"xyzxyz\";        // Password required by alternate syntax of [[serverCommand]] server-side scripting.\n\nlogFile = \"server_console.log\";            // Where the logfile should go and what it should be called\n\n// WELCOME MESSAGE (\"Message Of The Day\")\n// It can be several lines, separated by comma\n// Empty messages \"\" will not be displayed and are only here to add delay\nmotd[] =\n{\n    \"\", \"\",\n    \"Two empty lines above to increase the time interval\",\n    \"Welcome to our server\",\n    \"\", \"\",\n    \"We are looking for fun - Join us Now!\",\n    \"http://www.example.com\",\n    \"One more empty line below to increase interval\",\n    \"\"\n};\nmotdInterval = 2.5;                    // Time interval (in seconds) between each message\n\n// JOINING RULES\nmaxPlayers = 64;                    // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.\nkickDuplicate = 1;                    // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.\nverifySignatures = 2;                // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed).\nequalModRequired = 0;                // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.\nallowedFilePatching = 0;            // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 v1.50)\nfilePatchingExceptions[] = { \"123456789\", \"987654321\" }; // Whitelisted Steam IDs allowed to join with -filePatching enabled\n// requiredBuild = 12345;            // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect\n\n// VOTING\nvoteMissionPlayers = 1;                // Tells the server how many people must connect so that it displays the mission selection screen.\nvoteThreshold = 0.33;                // 33% or more players need to vote for something, for example an admin or a new map, to become effective\n\n// INGAME SETTINGS\ndisableVoN = 0;                    // If set to 1, Voice over Net will not be available\nvonCodec = 1;                     // If set to 1 then it uses IETF standard OPUS codec, if to 0 then it uses SPEEX codec (since Arma 3 v1.58)\nvonCodecQuality = 30;            // 0..10 = 8kHz, 11..20 = 16kHz, 21..30 = 32kHz (48kHz)\npersistent = 1;                    // If 1, missions still run on even after the last player disconnected.\ntimeStampFormat = \"short\";        // Set the timestamp format used on each report line in server-side RPT file. Possible values are \"none\" (default), \"short\", \"full\".\nBattlEye = 1;                    // Server to use BattlEye system\nallowedLoadFileExtensions[] = { \"hpp\", \"sqs\", \"sqf\", \"fsm\", \"cpp\", \"paa\", \"txt\", \"xml\", \"inc\", \"ext\", \"sqm\", \"ods\", \"fxy\", \"lip\", \"csv\", \"kb\", \"bik\", \"bikb\", \"html\", \"htm\", \"biedi\" }; // only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216)\nallowedPreprocessFileExtensions[] = { \"hpp\", \"sqs\", \"sqf\", \"fsm\", \"cpp\", \"paa\", \"txt\", \"xml\", \"inc\", \"ext\", \"sqm\", \"ods\", \"fxy\", \"lip\", \"csv\", \"kb\", \"bik\", \"bikb\", \"html\", \"htm\", \"biedi\" }; // only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323)\nallowedHTMLLoadExtensions[] = { \"htm\", \"html\", \"xml\", \"txt\" }; // only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715)\n// allowedHTMLLoadURIs[] = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs\n\n// TIMEOUTS\ndisconnectTimeout = 5;            // Time to wait before disconnecting a user which temporarly lost connection. Range is 5 to 90 seconds.\nmaxDesync = 150;                // Max desync value until server kick the user\nmaxPing= 200;                    // Max ping value until server kick the user\nmaxPacketLoss = 50;                // Max packetloss value until server kick the user\nkickClientsOnSlowNetwork[] = { 0, 0, 0, 0 }; // Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1)\nkickTimeout[] = { { 0, -1 }, { 1, 180 }, { 2, 180 }, { 3, 180 } };\nvotingTimeOut[] = { 60, 90 };        // Kicks users from server if they spend too much time in mission voting\nroleTimeOut[] = { 90, 120 };        // Kicks users from server if they spend too much time in role selection\nbriefingTimeOut[] = { 60, 90 };        // Kicks users from server if they spend too much time in briefing (map) screen\ndebriefingTimeOut[] = { 45, 60 };    // Kicks users from server if they spend too much time in debriefing screen\nlobbyIdleTimeout = 300;                // The amount of time the server will wait before force-starting a mission without a logged-in Admin.\n\n// SCRIPTING ISSUES\nonUserConnected = \"\";\nonUserDisconnected = \"\";\ndoubleIdDetected = \"\";\n\n// SIGNATURE VERIFICATION\nonUnsignedData = \"kick (_this select 0)\";    // unsigned data detected\nonHackedData = \"kick (_this select 0)\";        // tampering of the signature detected\nonDifferentData = \"\";                // data with a valid signature, but different version than the one present on server detected\n\n// MISSIONS CYCLE (see below)\nrandomMissionOrder = true;    // Randomly iterate through Missions list\nautoSelectMission = true;    // Server auto selects next mission in cycle\n\nclass Missions {};            // An empty Missions class means there will be no mission rotation\n\nmissionWhitelist[] = {};    // An empty whitelist means there is no restriction on what missions' available\n```"},{"heading":"Mission Rotation","level":3,"markdown":"One can set an automatic mission rotation. Without an admin, the server will automatically select a mission when at least one player is connected.\nOnce the mission is done and if there are still players on the server, it will automatically switch to the next mission in the cycle.\n\nGeneral definition:\n\n```cpp\nclass Missions\n{\n    class CUSTOMNAME\n    {\n        template = \"MISSION.TERRAIN\";\n        difficulty = \"DIFFICULTYLEVEL\";\n        class Params\n        {\n            MISSIONPARAMETER1 = VALUE;\n            MISSIONPARAMETER2 = VALUE;\n            MISSIONPARAMETER3 = VALUE;\n        };\n    };\n};\n```\n\n> [!WARNING]\n> The keyword `class` for class definitions **must** be lowercase, otherwise a parsing error will occur."},{"heading":"Parameters","level":4,"markdown":"The template and difficulty must be defined. Parameter definition is optional."},{"heading":"Template","level":5,"markdown":"The entry naming is always **missionName.terrainName**.\n\nThe name can come from the different options:\n\n1. **Mission PBO** in MPMissions folder - like **MyMission.MyTerrain.pbo**\n1. **Mission folder** in MPMissions folder - like **MyMission.MyTerrain\\mission.sqm**\n1. **Addon Mission** loaded via some mod (folder) - in such case it must be defined via a config.cpp in class CfgMissions/class MPMissions. You determine the naming with the config viewer.\n\n> [!WARNING]\n> The crucial part in the case of **Addon Mission** is that its **className.terrainName** - NOT the mission folder name! Good practice is to name the class the same as the folder, but it is not always the case.\n> So watch out and use only the class name + terrain name.\n\nSample definition from CfgMissions/MPMissions relevant for **Addon Mission':**\n\n```cpp\nclass CfgMissions\n{\n    class MPMissions\n    {\n        class MP_Marksmen_01\n        {\n            briefingName = \"End Game 16 Kavala\";\n            directory = \"A3\\Missions_F_MP_Mark\\MPScenarios\\MP_Marksmen_01.Altis\";\n        };\n\n        class EscapeFromMalden//class name not the same as mission folder name!\n        {\n            briefingName = \"Escape 10 Malden\";\n            directory = \"A3\\Missions_F_Patrol\\MPScenarios\\MP_EscapeFromMalden.Malden\";\n        };\n\n        class MP_CombatPatrol_01\n        {\n            briefingName = \"COOP 12 Combat Patrol\";\n            directory = \"A3\\Missions_F_Patrol\\mpscenarios\\MP_CombatPatrol_01.Altis\";\n        };\n\n        class Apex\n        {\n            briefingName = \"Apex Protocol\";\n            class EXP_m01\n            {\n                briefingName = \"01 Keystone\";\n                directory = \"a3\\missions_f_exp\\campaign\\missions\\exp_m01.tanoa\";\n            };\n        };\n};\n```"},{"heading":"Difficulty","level":5,"markdown":"Set the desired enforced difficulty level.\n\nThe standard options are:\n\n- Recruit\n- Regular\n- Veteran\n- Custom\n\nFor more see: Difficulty Settings\n\n> [!NOTE]\n> - Some mods or CDLCs define additional difficulty levels. You determine the naming with the config viewer in **CfgDifficultyPresets**.\n> - When difficulty is set to `difficulty = \"Custom\";` the server will look into `USERNAME.Arma3Profile` file for the definition of custom difficulty, which should look like this: see server.armaprofile - Server Difficulty Example."},{"heading":"class Params","level":5,"markdown":"A mission may offer mission parameters. You can apply a different default for the given mission in your mission rotation by setting the key-value pair in here.\nTo determine if/what mission parameters are available, you need to exact the mission pbo to get to the Description.ext.\nThe actual definition may also be found in another files if `#include \"PATH\\FILE.extension\"` is used.\n\n```cpp\nclass Missions\n{\n    class TestMission01 // name for the first entry - can be anything (characters/numbers/underscore, but no spaces!)\n    {\n        template = \"MP_Marksmen_01.Altis\";\n        difficulty = \"recruit\";\n        class Params\n        {\n            RespawnDelay = 15;            // default 30\n            EndGameRespawnDelay = 30;    // default 45\n        };\n    };\n\n    class TestMission02\n    {\n        template = \"EscapeFromMalden.Malden\";\n        difficulty = \"regular\";\n        class Params\n        {\n            Loadouts = 0;                // default 1\n            EnemyEquipment = 0;            // default 1\n        };\n    };\n\n    class TestMission03\n    {\n        template = \"MP_CombatPatrol_01.Altis\";\n        difficulty = \"veteran\";\n        class Params\n        {\n            BIS_CP_reinforcements = 2;    // default 0\n            BIS_CP_tickets = 5;            // default 20\n        };\n    };\n\n    class TestMission04\n    {\n        template = \"EXP_m01.Tanoa\";        // Apex Protocol - COOP campaign\n        difficulty = \"custom\";\n        class Params\n        {\n        };\n    };\n};\n```\n\n> [!NOTE]\n> Execute the Mission Parameters export script from the Debug Console to export the current mission's parameters set in order to use it in the mission rotation class."},{"heading":"Arma 3 Apex - Mission Collection","level":4,"markdown":"Mainly intended for MP campaigns. If the progress is defined in the MPMissions class, server administrator can simply add the whole campaign by adding *campaign class* into the *server.cfg*. See the example below.\n\n**config.cpp:**\n\n```cpp\nclass MPMissions\n{\n    class Apex\n    {\n        briefingName = \"$STR_A3_CoopCampaignName\";\n\n        class EXP_m01\n        {\n            briefingName = \"$STR_A3_exp_m01_missionname\";\n            directory = \"a3\\missions_f_exp\\campaign\\missions\\exp_m01.tanoa\";\n        };\n\n        class EXP_m02\n        {\n            briefingName = \"$STR_A3_exp_m02_missionname\";\n            directory = \"a3\\missions_f_exp\\campaign\\missions\\exp_m02.tanoa\";\n        };\n\n        class EXP_m03\n        {\n            briefingName = \"$STR_A3_exp_m03_missionname\";\n            directory = \"a3\\missions_f_exp\\campaign\\missions\\exp_m03.tanoa\";\n        };\n    };\n};\n```\n\n**server.cfg:**\n\n```cpp\n// MISSIONS CYCLE\nclass Missions\n{\n    class Apex{};\n};\n```\n\nAlso the difficulty of the each mission can be overridden\n\n```cpp\nclass Missions\n{\n    class Apex\n    {\n        class EXP_m01\n        {\n            difficulty = \"veteran\";\n        };\n    };\n};\n```"},{"heading":"Important Settings","level":4,"markdown":"In the **Server Config File**\n\n- autoSelectMission\n- randomMissionOrder\n- persistent\n- missionsToServerRestart and missionsToShutdown\n- votingTimeOut, roleTimeOut, briefingTimeOut and debriefingTimeOut\n\nAnd from Startup Parameters:\n\n- loadMissionToMemory\n- autoInit"},{"heading":"Additional Details","level":3,"markdown":"For hosting server behind NAT or firewall, please ensure gameport and STEAMports are forwarded and open!\nSet the ICMP \"echo reply\" as allowed so the server is able return ping delay properly.\nIt's recommended to enable the NAT traversal (so called \"Edge traversal\" in Windows Firewall) for **arma3server.exe**, **arma3.exe** to better support clients/servers behind NAT."},{"heading":"Mission Parameters Override","level":3,"markdown":"On dedicated server, only an admin can set mission options provided by mission maker via class Params. However as a server owner it is possible to override default setting with your own. See Mission Parameters for more info."}],"categories":["Arma 3: Multiplayer"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: Server Profile","title":"Arma 3: Server Profile","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Server_Profile","revid":364235,"updated":"2024-05-06T09:38:15Z","aliases":[],"markdown":"| Arma 3 Server Configuration Overview |  |  |  |  |\n|---|---|---|---|---|\n| Setup | Arma 3: Dedicated Server |  |  |  |\n| Files | Arma 3: Server Config File ● Arma 3: Basic Server Config File ● Arma 3: Server Profile |  |  |  |\n| Other | Multiplayer Server Commands ● Arma 3: Mission voting ● Arma 3: Headless Client ● BattlEye |  |  |  |\n\nThis article is about the **server.Arma3Profile**.\n\n### Location\n\n#### Windows\n\nThe default profile named after the system user can be found at: `C:\\Users\\%UserName%\\Documents\\Arma 3`\n\nUser created profiles with a different naming are found at: `C:\\Users\\%UserName%\\Documents\\Arma 3 - Other Profiles`\n\n**Profile name:** You can define the profile to be loaded with the -name parameter.\n\n**Custom Location:** You can specify the location by using the -profiles parameter.\n\n#### Linux\n\nThe name depends upon the -name parameter when starting the Arma 3 server.\nHaving started the server with \"./server -name=server\" (-profiles seems to be useless on Linux) you'll find it as a subfolder of your arma-server directory, for example \"/usr/home/arma-server/server/server.armaprofile\".\n\nIf you're not using the `-name` parameter, the default name \"player\" will be used and you'll find the Arma 3 profile in `player/player.armaprofile`.\n\n## Example Configuration File\n\nWith Arma 3 v1.58 the difficulty levels were transformed to true presets (Recruit, Regular, Veteran). Each preset has exactly defined value for each difficulty option. If any of the options doesn't match the preset, the preset is changed to Custom. The particular flags stored in profile are only for the Custom preset, since Recruit, Regular and Veteran are fixed ones and predefined in the `CfgDifficultyPresets` config class.\n\n- Documentation of presets and data config as well as a list of the most significant changes in 1.58: Arma 3: Difficulty Settings\n- Related forum thread: [Difficulty Overhaul](https://forums.bistudio.com/topic/188661-difficulty-overhaul/)\n\n### Server Difficulty Example\n\n```cpp\nclass DifficultyPresets\n{\n    class CustomDifficulty\n    {\n        class Options\n        {\n            /* Simulation */\n\n            reducedDamage = 0;        // Reduced damage\n\n            /* Situational awareness */\n\n            groupIndicators = 0;    // Group indicators (0 = never, 1 = limited distance, 2 = always)\n            friendlyTags = 0;        // Friendly name tags (0 = never, 1 = limited distance, 2 = always)\n            enemyTags = 0;            // Enemy name tags (0 = never, 1 = limited distance, 2 = always)\n            detectedMines = 0;        // Detected mines (0 = never, 1 = limited distance, 2 = always)\n            commands = 1;            // Commands (0 = never, 1 = fade out, 2 = always)\n            waypoints = 1;            // Waypoints (0 = never, 1 = fade out, 2 = always)\n            tacticalPing = 0;        // Tactical ping (0 = disable, 1 = enable)\n\n            /* Personal awareness */\n\n            weaponInfo = 2;            // Weapon info (0 = never, 1 = fade out, 2 = always)\n            stanceIndicator = 2;    // Stance indicator (0 = never, 1 = fade out, 2 = always)\n            staminaBar = 0;            // Stamina bar\n            weaponCrosshair = 0;    // Weapon crosshair\n            visionAid = 0;            // Vision aid\n\n            /* View */\n\n            thirdPersonView = 0;    // 3rd person view (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))\n            cameraShake = 1;        // Camera shake\n\n            /* Multiplayer */\n\n            scoreTable = 1;            // Score table\n            deathMessages = 1;        // Killed by\n            vonID = 1;                // VoN ID\n\n            /* Misc */\n\n            mapContent = 0;            // Extended map content\n            autoReport = 0;            // (former autoSpot) Automatic reporting of spotted enemied by players only. This doesn't have any effect on AIs.\n            multipleSaves = 0;        // Multiple saves\n        };\n\n        // aiLevelPreset defines AI skill level and is counted from 0 and can have following values: 0 (Low), 1 (Normal), 2 (High), 3 (Custom).\n        // when 3 (Custom) is chosen, values of skill and precision are taken from the class CustomAILevel.\n        aiLevelPreset = 3;\n    };\n\n    class CustomAILevel\n    {\n        skillAI = 0.5;\n        precisionAI = 0.5;\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"| Arma 3 Server Configuration Overview |  |  |  |  |\n|---|---|---|---|---|\n| Setup | Arma 3: Dedicated Server |  |  |  |\n| Files | Arma 3: Server Config File ● Arma 3: Basic Server Config File ● Arma 3: Server Profile |  |  |  |\n| Other | Multiplayer Server Commands ● Arma 3: Mission voting ● Arma 3: Headless Client ● BattlEye |  |  |  |\n\nThis article is about the **server.Arma3Profile**."},{"heading":"Location","level":3,"markdown":""},{"heading":"Windows","level":4,"markdown":"The default profile named after the system user can be found at: `C:\\Users\\%UserName%\\Documents\\Arma 3`\n\nUser created profiles with a different naming are found at: `C:\\Users\\%UserName%\\Documents\\Arma 3 - Other Profiles`\n\n**Profile name:** You can define the profile to be loaded with the -name parameter.\n\n**Custom Location:** You can specify the location by using the -profiles parameter."},{"heading":"Linux","level":4,"markdown":"The name depends upon the -name parameter when starting the Arma 3 server.\nHaving started the server with \"./server -name=server\" (-profiles seems to be useless on Linux) you'll find it as a subfolder of your arma-server directory, for example \"/usr/home/arma-server/server/server.armaprofile\".\n\nIf you're not using the `-name` parameter, the default name \"player\" will be used and you'll find the Arma 3 profile in `player/player.armaprofile`."},{"heading":"Example Configuration File","level":2,"markdown":"With Arma 3 v1.58 the difficulty levels were transformed to true presets (Recruit, Regular, Veteran). Each preset has exactly defined value for each difficulty option. If any of the options doesn't match the preset, the preset is changed to Custom. The particular flags stored in profile are only for the Custom preset, since Recruit, Regular and Veteran are fixed ones and predefined in the `CfgDifficultyPresets` config class.\n\n- Documentation of presets and data config as well as a list of the most significant changes in 1.58: Arma 3: Difficulty Settings\n- Related forum thread: [Difficulty Overhaul](https://forums.bistudio.com/topic/188661-difficulty-overhaul/)"},{"heading":"Server Difficulty Example","level":3,"markdown":"```cpp\nclass DifficultyPresets\n{\n    class CustomDifficulty\n    {\n        class Options\n        {\n            /* Simulation */\n\n            reducedDamage = 0;        // Reduced damage\n\n            /* Situational awareness */\n\n            groupIndicators = 0;    // Group indicators (0 = never, 1 = limited distance, 2 = always)\n            friendlyTags = 0;        // Friendly name tags (0 = never, 1 = limited distance, 2 = always)\n            enemyTags = 0;            // Enemy name tags (0 = never, 1 = limited distance, 2 = always)\n            detectedMines = 0;        // Detected mines (0 = never, 1 = limited distance, 2 = always)\n            commands = 1;            // Commands (0 = never, 1 = fade out, 2 = always)\n            waypoints = 1;            // Waypoints (0 = never, 1 = fade out, 2 = always)\n            tacticalPing = 0;        // Tactical ping (0 = disable, 1 = enable)\n\n            /* Personal awareness */\n\n            weaponInfo = 2;            // Weapon info (0 = never, 1 = fade out, 2 = always)\n            stanceIndicator = 2;    // Stance indicator (0 = never, 1 = fade out, 2 = always)\n            staminaBar = 0;            // Stamina bar\n            weaponCrosshair = 0;    // Weapon crosshair\n            visionAid = 0;            // Vision aid\n\n            /* View */\n\n            thirdPersonView = 0;    // 3rd person view (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))\n            cameraShake = 1;        // Camera shake\n\n            /* Multiplayer */\n\n            scoreTable = 1;            // Score table\n            deathMessages = 1;        // Killed by\n            vonID = 1;                // VoN ID\n\n            /* Misc */\n\n            mapContent = 0;            // Extended map content\n            autoReport = 0;            // (former autoSpot) Automatic reporting of spotted enemied by players only. This doesn't have any effect on AIs.\n            multipleSaves = 0;        // Multiple saves\n        };\n\n        // aiLevelPreset defines AI skill level and is counted from 0 and can have following values: 0 (Low), 1 (Normal), 2 (High), 3 (Custom).\n        // when 3 (Custom) is chosen, values of skill and precision are taken from the class CustomAILevel.\n        aiLevelPreset = 3;\n    };\n\n    class CustomAILevel\n    {\n        skillAI = 0.5;\n        precisionAI = 0.5;\n    };\n};\n```"}],"categories":["Arma 3: Multiplayer"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: Server Side Scripting","title":"Arma 3: Server Side Scripting","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Server_Side_Scripting","revid":378564,"updated":"2026-05-08T17:07:31Z","aliases":[],"markdown":"The server has a separate Virtual Machine (VM) running administration scripts. This VM is completely independent on the game scripting environment and is designed to automate some administration tasks related to player administration and cheat detection. The basic way how scripts are executed is via event handlers reacting to some typical events, server admin can also execute individual commands using a chat command `#exec`.\n\nEvent handlers are defined in the server.cfg file.\n\n### Event Handlers\n\n| Event Name | Description | Handler Parameters |\n|---|---|---|\n| doubleIdDetected | 2nd user with the same ID detected | user id |\n| onUserConnected | user has connected | user id |\n| onUserDisconnected | user has disconnected | user id |\n| onHackedData | modification of signed pbo detected | user id, file name |\n| onDifferentData | signed pbo detected with a valid signature, but a different version than a server has (very strict test, use sparingly, no longer supported in Arma 2 OA 95232) | user id, file name |\n| onUnsignedData | unsigned data detected | user id, file name |\n| onUserKicked | if a user is kicked | user id, kick type ID, reason |\n| regularCheck | called time by time for each user, test index is growing, example: `0 checkFile _this` | user id, test index |\n| onPlayerJoinAttempt Arma 3 v2.18 | Called repeatedly while a new player is trying to join the server. Must return either \"ACCEPT\", \"DELAY\" or \"REFUSE\":<br>- \"ACCEPT\": the player is let through into the server.<br>- \"DELAY\": the player stays in the loading screen and is not let into the server.<br>- \"REFUSE\": the player is kicked; a kick message can be appended by sending \"REFUSE_You were kicked because reason\". | - userId: String - the DirectPlay ID of the connecting player, see getPlayerID<br>- waitTime: Scalar - the time in second since when the players connection attempt has started. How long the player has been waiting in loading screen. |\n| sendChatMessageArma 3 v2.18 | Send a \"System\" chat message to the specified user | - userId: String - the DirectPlay ID of the connecting player, see getPlayerID<br>- message: String - Text message to be sent (If message starts with $, it will be sent as localized chat message and displayed in the receivers language) |\n| OnAutoSelectRoleArma 3 v2.22 | When player joins server and tries to auto select a role (joinUnassigned=0 or skipLobby=1). This should return the index of the role the player should join into. Return -1 to not select any role (Note this will break skipLobby). Return Nothing to let the engine code select one. | - name: String - Players name<br>- userId: String - the DirectPlay ID of the connecting player, see getPlayerID |\n| OnPlayerSelectRoleArma 3 v2.22 | When player selects a role. Return the index of the role the player should be placed into. Preferably equal to wantedRoleIndex, -1 to block role selection (will break skipLobby), or a different index to put the player elsewhere. | - name: String - Players name<br>- userId: String - the DirectPlay ID of the connecting player, see getPlayerID<br>- wantedRoleIndex: Number - |\n\n### Commands\n\n#### Specific Commands\n\n| Command Syntax | Category | Description |\n|---|---|---|\n| users | User | List users, each user is described as an array in format [id, name] |\n| kick userId reason | User | Kick off given user id from the server, with an optional text |\n| ban userId reason | User | Add given user id into the ban list, with an optional text |\n| unkick userId | User | Remove a kick from the server's list |\n| unban userId | User | Remove a ban from the server's list |\n| clearKicks | User | Clear all existing kicks from the server's list |\n| clearBans | User | Clear all existing bans from the server's list |\n| numberOfFiles userId | File | number of addons files used for given player - can be used to determine suitable values for checkFile |\n| level checkFile [userId, fileIndex] | File | See Addon Signature for a file with given index on given user computer, level determines test depth (0 = default, 1 = deep. Note: deep can be very slow) |\n| level checkExe userId | File | Start the integrity check of game executable for given user. Level defines how exhaustive the test should be |\n| lock | Game | Lock/unlock the session |\n| getRoles | Game | Returns array of roles (array index == role index), to be used in \"OnAutoSelectRole\" event. Array of Arrays in format [Side, groupIndex, unitIndex, unit class, isTeamLeader, playerID (players DirectPlay ID who is in that slot, or empty), roleDescription, unitVarName, flags [Locked, EnabledAI, Forced, Headless]].<br>Side is string, groupIndex/unitIndex are the Eden Editor ID's of the group/unit. Unit class is classname string, isTeamLeader bool, playerID is string (empty if slot is empty, or player DPID if occupied by other player), roleDescription string from editor, unitVarName string from editor, flags array of strings |\n\n#### Shared Commands\n\n- !\n- +\n- -\n- :\n- abs\n- acos\n- Arma 3 v2.18 allUsers\n- append\n- apply\n- arrayIntersect\n- asin\n- assert\n- atan\n- atg\n- breakOut\n- call\n- Arma 3 v2.18 callExtension\n- case\n- ceil\n- comment\n- compile\n- compileFinal\n- Arma 3 v2.22 copyToClipboard\n- cos\n- count\n- deg\n- deleteAt\n- deleteRange\n- diag_log\n- disableSerialization\n- do\n- echo\n- else\n- exitWith\n- exp\n- false\n- find\n- findIf\n- finite\n- floor\n- forEach\n- for\n- Arma 3 v2.22 fromJSON\n- Arma 3 v2.18 getUserInfo\n- Arma 3 v2.18 getVariable (namespace only)\n- if\n- in\n- isFinal\n- joinString\n- ln\n- log\n- Arma 3 v2.18 missionNamespace\n- nil\n- not\n- parseNumber\n- parseSimpleArray\n- pi\n- private\n- pushBack\n- pushBackUnique\n- rad\n- random\n- resize\n- reverse\n- round\n- scriptName\n- select\n- selectMax\n- selectMin\n- selectRandom\n- selectRandomWeighted\n- set\n- Arma 3 v2.18 setVariable (namespace only)\n- sin\n- sort\n- splitString\n- sqrt\n- str\n- Arma 3 v2.22 supportInfo\n- switch\n- tan\n- tg\n- then\n- throw\n- toArray\n- Arma 3 v2.22 toJSON\n- toLower\n- toLowerANSI\n- toString\n- toUpper\n- toUpperANSI\n- true\n- try\n- typeName\n- Arma 3 v2.18 uiNamespace\n- waitUntil\n- while\n- with\n\n### Mission Scripts Interaction (Arma 3 v2.18)\n\nIt is possible to interface with mission scripts that are not limited to the server scripts command set. There are two main approaches for this detailed below.\nOne major thing to keep in mind is that both these approaches depend on mission scripts being present.\nWhich is not the case when a server is freshly started and didn't load a mission yet. So you need to account for the handlers not being present.\n\n#### CallExtension with Callbacks\n\ncallExtension being available offers the option to communicate through the Extension. As extension callbacks are executed in mission scripts.\nWhen the extension receives a request, it can trigger a callback to send information to be handled inside a mission script.\nHere is an example of a (pseudocode) extension utilizing this pattern for a \"onPlayerJoinAttempt\" event.\n\nExtension code:\n\n```c#\nbool goodToGo = true;\nbool goodToKick = false;\nstring kickReason = \"\";\n\nRvExtensionArgs(string output, string method, string[] args)\n{\n    if (method == \"joinRequest\")\n    {\n        if (goodToGo)\n        {\n            goodToGo = false; // only once\n            output.Append(\"ACCEPT\");\n            return;\n        }\n\n        if (goodToKick)\n        {\n            goodToKick = false; // only once\n            output.Append(\"REFUSE\");\n            output.Append(kickReason);\n            return;\n        }\n\n        // Tell our script handler about this\n        callback(\"ext\", \"joinRequest\", args[0]);\n\n        output.Append(\"DELAY\"); // wait till our script tells us what to do\n    }\n\n    if (method == \"go\")\n        goodToGo = true;\n\n    if (method == \"kick\")\n    {\n        goodToKick = true;\n        if (args.Length >= 1)\n            kickReason = args[0];\n    }\n}\n```\n\nThe server config side looks like this\n\n```cpp\nonPlayerJoinAttempt = \" if (missionNamespace getVariable ['ext_ready', false]) then { ('extension' callExtension ['joinRequest', _this]) select 0 } else { 'ACCEPT' } \";\n```\n\nNotice how we specifically check for a missionNamespace variable to indicate whether the actual callback handler is ready.\n\nThen we have this mission script:\n\n```sqf\naddMissionEventHandler [\"ExtensionCallback\", {\n    \"extension\" callExtension [\"go\", []];\n}];\nExtensionReady = true;\n```\n\nThis does not actually implement any logic for handling player joins, but you can see how you could pass data through the callback and handle it accordingly.\n\n#### Call missionNamespace Functions\n\nSince getVariable has become available, and call has already been available previously, this means we can now get functions from missionNamespace and execute them from our server scripts environment. Example:\n\nServer config:\n\n```cpp\nonPlayerJoinAttempt = \" call (missionNamespace getVariable ['PlayerJoinHandler', {'ACCEPT'}]) \";\n```\n\nMission script:\n\n```sqf\nPlayerJoinHandler = {\n    params [\"_playerId\"];\n    \"ACCEPT\"; // return value\n};\n```\n\nNote a major thing here, we call a function from server-side script, that uses params, even though params is a command that is not available to server side scripts.\nThis is because we are executing a normal script function, inside the server side scripting environment.\nThe function was compiled in normal environment so it knew the script commands, they were compiled into the script function and thus they now work.\nBut we are still executing in server environment.\nMeaning if we execute things like compile the command itself will execute inside the server environment, and we wouldn't be able to compile a script containing params because the server environment would not know the script command.\n\nThis also applies in the opposite direction. Mission scripts cannot use server side scripting commands, but if the mission script compiles a new script, we could be using server commands like \"kick\" or \"ban\".\n\nCare must be taken with scripting like this, it is best to do as little logic as possible in script functions that are accessed this way.\nThere might be many bugs here that likely will not get fixed. The basics work, so keep it basic.","sections":[{"heading":null,"level":1,"markdown":"The server has a separate Virtual Machine (VM) running administration scripts. This VM is completely independent on the game scripting environment and is designed to automate some administration tasks related to player administration and cheat detection. The basic way how scripts are executed is via event handlers reacting to some typical events, server admin can also execute individual commands using a chat command `#exec`.\n\nEvent handlers are defined in the server.cfg file."},{"heading":"Event Handlers","level":3,"markdown":"| Event Name | Description | Handler Parameters |\n|---|---|---|\n| doubleIdDetected | 2nd user with the same ID detected | user id |\n| onUserConnected | user has connected | user id |\n| onUserDisconnected | user has disconnected | user id |\n| onHackedData | modification of signed pbo detected | user id, file name |\n| onDifferentData | signed pbo detected with a valid signature, but a different version than a server has (very strict test, use sparingly, no longer supported in Arma 2 OA 95232) | user id, file name |\n| onUnsignedData | unsigned data detected | user id, file name |\n| onUserKicked | if a user is kicked | user id, kick type ID, reason |\n| regularCheck | called time by time for each user, test index is growing, example: `0 checkFile _this` | user id, test index |\n| onPlayerJoinAttempt Arma 3 v2.18 | Called repeatedly while a new player is trying to join the server. Must return either \"ACCEPT\", \"DELAY\" or \"REFUSE\":<br>- \"ACCEPT\": the player is let through into the server.<br>- \"DELAY\": the player stays in the loading screen and is not let into the server.<br>- \"REFUSE\": the player is kicked; a kick message can be appended by sending \"REFUSE_You were kicked because reason\". | - userId: String - the DirectPlay ID of the connecting player, see getPlayerID<br>- waitTime: Scalar - the time in second since when the players connection attempt has started. How long the player has been waiting in loading screen. |\n| sendChatMessageArma 3 v2.18 | Send a \"System\" chat message to the specified user | - userId: String - the DirectPlay ID of the connecting player, see getPlayerID<br>- message: String - Text message to be sent (If message starts with $, it will be sent as localized chat message and displayed in the receivers language) |\n| OnAutoSelectRoleArma 3 v2.22 | When player joins server and tries to auto select a role (joinUnassigned=0 or skipLobby=1). This should return the index of the role the player should join into. Return -1 to not select any role (Note this will break skipLobby). Return Nothing to let the engine code select one. | - name: String - Players name<br>- userId: String - the DirectPlay ID of the connecting player, see getPlayerID |\n| OnPlayerSelectRoleArma 3 v2.22 | When player selects a role. Return the index of the role the player should be placed into. Preferably equal to wantedRoleIndex, -1 to block role selection (will break skipLobby), or a different index to put the player elsewhere. | - name: String - Players name<br>- userId: String - the DirectPlay ID of the connecting player, see getPlayerID<br>- wantedRoleIndex: Number - |"},{"heading":"Commands","level":3,"markdown":""},{"heading":"Specific Commands","level":4,"markdown":"| Command Syntax | Category | Description |\n|---|---|---|\n| users | User | List users, each user is described as an array in format [id, name] |\n| kick userId reason | User | Kick off given user id from the server, with an optional text |\n| ban userId reason | User | Add given user id into the ban list, with an optional text |\n| unkick userId | User | Remove a kick from the server's list |\n| unban userId | User | Remove a ban from the server's list |\n| clearKicks | User | Clear all existing kicks from the server's list |\n| clearBans | User | Clear all existing bans from the server's list |\n| numberOfFiles userId | File | number of addons files used for given player - can be used to determine suitable values for checkFile |\n| level checkFile [userId, fileIndex] | File | See Addon Signature for a file with given index on given user computer, level determines test depth (0 = default, 1 = deep. Note: deep can be very slow) |\n| level checkExe userId | File | Start the integrity check of game executable for given user. Level defines how exhaustive the test should be |\n| lock | Game | Lock/unlock the session |\n| getRoles | Game | Returns array of roles (array index == role index), to be used in \"OnAutoSelectRole\" event. Array of Arrays in format [Side, groupIndex, unitIndex, unit class, isTeamLeader, playerID (players DirectPlay ID who is in that slot, or empty), roleDescription, unitVarName, flags [Locked, EnabledAI, Forced, Headless]].<br>Side is string, groupIndex/unitIndex are the Eden Editor ID's of the group/unit. Unit class is classname string, isTeamLeader bool, playerID is string (empty if slot is empty, or player DPID if occupied by other player), roleDescription string from editor, unitVarName string from editor, flags array of strings |"},{"heading":"Shared Commands","level":4,"markdown":"- !\n- +\n- -\n- :\n- abs\n- acos\n- Arma 3 v2.18 allUsers\n- append\n- apply\n- arrayIntersect\n- asin\n- assert\n- atan\n- atg\n- breakOut\n- call\n- Arma 3 v2.18 callExtension\n- case\n- ceil\n- comment\n- compile\n- compileFinal\n- Arma 3 v2.22 copyToClipboard\n- cos\n- count\n- deg\n- deleteAt\n- deleteRange\n- diag_log\n- disableSerialization\n- do\n- echo\n- else\n- exitWith\n- exp\n- false\n- find\n- findIf\n- finite\n- floor\n- forEach\n- for\n- Arma 3 v2.22 fromJSON\n- Arma 3 v2.18 getUserInfo\n- Arma 3 v2.18 getVariable (namespace only)\n- if\n- in\n- isFinal\n- joinString\n- ln\n- log\n- Arma 3 v2.18 missionNamespace\n- nil\n- not\n- parseNumber\n- parseSimpleArray\n- pi\n- private\n- pushBack\n- pushBackUnique\n- rad\n- random\n- resize\n- reverse\n- round\n- scriptName\n- select\n- selectMax\n- selectMin\n- selectRandom\n- selectRandomWeighted\n- set\n- Arma 3 v2.18 setVariable (namespace only)\n- sin\n- sort\n- splitString\n- sqrt\n- str\n- Arma 3 v2.22 supportInfo\n- switch\n- tan\n- tg\n- then\n- throw\n- toArray\n- Arma 3 v2.22 toJSON\n- toLower\n- toLowerANSI\n- toString\n- toUpper\n- toUpperANSI\n- true\n- try\n- typeName\n- Arma 3 v2.18 uiNamespace\n- waitUntil\n- while\n- with"},{"heading":"Mission Scripts Interaction (Arma 3 v2.18)","level":3,"markdown":"It is possible to interface with mission scripts that are not limited to the server scripts command set. There are two main approaches for this detailed below.\nOne major thing to keep in mind is that both these approaches depend on mission scripts being present.\nWhich is not the case when a server is freshly started and didn't load a mission yet. So you need to account for the handlers not being present."},{"heading":"CallExtension with Callbacks","level":4,"markdown":"callExtension being available offers the option to communicate through the Extension. As extension callbacks are executed in mission scripts.\nWhen the extension receives a request, it can trigger a callback to send information to be handled inside a mission script.\nHere is an example of a (pseudocode) extension utilizing this pattern for a \"onPlayerJoinAttempt\" event.\n\nExtension code:\n\n```c#\nbool goodToGo = true;\nbool goodToKick = false;\nstring kickReason = \"\";\n\nRvExtensionArgs(string output, string method, string[] args)\n{\n    if (method == \"joinRequest\")\n    {\n        if (goodToGo)\n        {\n            goodToGo = false; // only once\n            output.Append(\"ACCEPT\");\n            return;\n        }\n\n        if (goodToKick)\n        {\n            goodToKick = false; // only once\n            output.Append(\"REFUSE\");\n            output.Append(kickReason);\n            return;\n        }\n\n        // Tell our script handler about this\n        callback(\"ext\", \"joinRequest\", args[0]);\n\n        output.Append(\"DELAY\"); // wait till our script tells us what to do\n    }\n\n    if (method == \"go\")\n        goodToGo = true;\n\n    if (method == \"kick\")\n    {\n        goodToKick = true;\n        if (args.Length >= 1)\n            kickReason = args[0];\n    }\n}\n```\n\nThe server config side looks like this\n\n```cpp\nonPlayerJoinAttempt = \" if (missionNamespace getVariable ['ext_ready', false]) then { ('extension' callExtension ['joinRequest', _this]) select 0 } else { 'ACCEPT' } \";\n```\n\nNotice how we specifically check for a missionNamespace variable to indicate whether the actual callback handler is ready.\n\nThen we have this mission script:\n\n```sqf\naddMissionEventHandler [\"ExtensionCallback\", {\n    \"extension\" callExtension [\"go\", []];\n}];\nExtensionReady = true;\n```\n\nThis does not actually implement any logic for handling player joins, but you can see how you could pass data through the callback and handle it accordingly."},{"heading":"Call missionNamespace Functions","level":4,"markdown":"Since getVariable has become available, and call has already been available previously, this means we can now get functions from missionNamespace and execute them from our server scripts environment. Example:\n\nServer config:\n\n```cpp\nonPlayerJoinAttempt = \" call (missionNamespace getVariable ['PlayerJoinHandler', {'ACCEPT'}]) \";\n```\n\nMission script:\n\n```sqf\nPlayerJoinHandler = {\n    params [\"_playerId\"];\n    \"ACCEPT\"; // return value\n};\n```\n\nNote a major thing here, we call a function from server-side script, that uses params, even though params is a command that is not available to server side scripts.\nThis is because we are executing a normal script function, inside the server side scripting environment.\nThe function was compiled in normal environment so it knew the script commands, they were compiled into the script function and thus they now work.\nBut we are still executing in server environment.\nMeaning if we execute things like compile the command itself will execute inside the server environment, and we wouldn't be able to compile a script containing params because the server environment would not know the script command.\n\nThis also applies in the opposite direction. Mission scripts cannot use server side scripting commands, but if the mission script compiles a new script, we could be using server commands like \"kick\" or \"ban\".\n\nCare must be taken with scripting like this, it is best to do as little logic as possible in script functions that are accessed this way.\nThere might be many bugs here that likely will not get fixed. The basics work, so keep it basic."}],"categories":["Arma 3: Multiplayer"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: ServerBrowserProtocol2","title":"Arma 3: ServerBrowserProtocol2","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_ServerBrowserProtocol2","revid":353491,"updated":"2024-03-19T12:00:44Z","aliases":["Arma 3 ServerBrowserProtocol2"],"markdown":"Arma 3 Server Browser Protocol","sections":[{"heading":null,"level":1,"markdown":"Arma 3 Server Browser Protocol"}],"categories":["Arma 3: Multiplayer"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: ServerBrowserProtocol3","title":"Arma 3: ServerBrowserProtocol3","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_ServerBrowserProtocol3","revid":377220,"updated":"2026-01-02T02:17:59Z","aliases":["Arma 3 ServerBrowserProtocol3"],"markdown":"STEAMWORKSquery Server Browser Protocol\n\n#### DLC Flags\n\nBytes 4 and 5 are used for flags:\n\n| DLC | Flag |\n|---|---|\n| Arma 3 Karts | 0x0001 |\n| Arma 3 Marksmen | 0x0002 |\n| Arma 3 Helicopters | 0x0004 |\n| Arma 3 Zeus | 0x0008 |\n| Arma 3 Apex | 0x0010 |\n| Arma 3 Jets | 0x0020 |\n| Arma 3 Laws of War | 0x0040 |\n| *Argo* | *0x0080* |\n| Arma 3 Tac-Ops Mission Pack | 0x0100 |\n| Arma 3 Tanks | 0x0200 |\n| Arma 3 Contact | 0x0400 |\n| Enoch | 0x0800 |\n\n#### Data Types\n\n| Field | Format |\n|---|---|\n| Version | int |\n| Difficulty | short |\n| AI Level | short |\n| Mods count | unsigned char |\n| Mods Steam ID length | unsigned char |\n| Mods Steam ID | unsigned long |\n| Name length | unsigned char |","sections":[{"heading":null,"level":1,"markdown":"STEAMWORKSquery Server Browser Protocol"},{"heading":"DLC Flags","level":4,"markdown":"Bytes 4 and 5 are used for flags:\n\n| DLC | Flag |\n|---|---|\n| Arma 3 Karts | 0x0001 |\n| Arma 3 Marksmen | 0x0002 |\n| Arma 3 Helicopters | 0x0004 |\n| Arma 3 Zeus | 0x0008 |\n| Arma 3 Apex | 0x0010 |\n| Arma 3 Jets | 0x0020 |\n| Arma 3 Laws of War | 0x0040 |\n| *Argo* | *0x0080* |\n| Arma 3 Tac-Ops Mission Pack | 0x0100 |\n| Arma 3 Tanks | 0x0200 |\n| Arma 3 Contact | 0x0400 |\n| Enoch | 0x0800 |"},{"heading":"Data Types","level":4,"markdown":"| Field | Format |\n|---|---|\n| Version | int |\n| Difficulty | short |\n| AI Level | short |\n| Mods count | unsigned char |\n| Mods Steam ID length | unsigned char |\n| Mods Steam ID | unsigned long |\n| Name length | unsigned char |"}],"categories":["Arma 3: Multiplayer"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: Setting Textures for Wrecks","title":"Arma 3: Setting Textures for Wrecks","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Setting_Textures_for_Wrecks","revid":364231,"updated":"2024-05-06T09:38:14Z","aliases":["Arma 3 Setting Textures for Wrecks"],"markdown":"Eden Update comes with a new functionality allowing setting of hiddenSelections textures (skins) even for wrecks of vehicles.\nThis allows content creators to have the same texture used for both main model and the wreck when they want to switch different texture options.\n\n### Setting up the model\n\nModel for the wreck with changeable skins needs to have two things done in order to work correctly:\n\n- The changeable selections in object should be named the same way as they are for the main model (e.g. **camo** in standard models)\n- The wreck model needs to have its own model.cfg with defined **sections**\n\n```cpp\nclass Heli_Light_01_wreck_F : Default\n{\n    sections[] = { \"camo1\" };\n};\n```\n\n### Setting up in config\n\nThings go a bit harder with the config of the wreck proxy as it needs to be properly defined in **cfgNonAIVehicles**:\n\n- The class name should match the **proxy** prefix and **p3d name** suffix (e.g. if the wreck proxy is called myLittlePlaneWreck.p3d, the config class needs to be called \"proxyMyLittlePlaneWreck\" - case doesn't matter)\n- This class needs to have the **model** property with path to proxy model defined\n- There needs to be proper **hiddenSelections** property defined\n\n```cpp\nclass CfgNonAIVehicles\n{\n    class ProxyRetex;\n    class ProxyHeli_Light_01_wreck_F : ProxyRetex\n    {\n        hiddenSelections[] = { \"camo1\" };\n        model = \"\\A3\\Air_F\\Heli_Light_01\\Heli_Light_01_wreck_F.p3d\";\n    };\n};\n```\n\n### Actual use of the technology in game\n\nThis is actually the easiest part - once the wreck model is properly defined, changing textures for the main model (both via hiddenSelectionsTextures in config and setObjectTexture / setObjectTextureGlobal via script should work even for the wreck).\nEasy as that ;-)","sections":[{"heading":null,"level":1,"markdown":"Eden Update comes with a new functionality allowing setting of hiddenSelections textures (skins) even for wrecks of vehicles.\nThis allows content creators to have the same texture used for both main model and the wreck when they want to switch different texture options."},{"heading":"Setting up the model","level":3,"markdown":"Model for the wreck with changeable skins needs to have two things done in order to work correctly:\n\n- The changeable selections in object should be named the same way as they are for the main model (e.g. **camo** in standard models)\n- The wreck model needs to have its own model.cfg with defined **sections**\n\n```cpp\nclass Heli_Light_01_wreck_F : Default\n{\n    sections[] = { \"camo1\" };\n};\n```"},{"heading":"Setting up in config","level":3,"markdown":"Things go a bit harder with the config of the wreck proxy as it needs to be properly defined in **cfgNonAIVehicles**:\n\n- The class name should match the **proxy** prefix and **p3d name** suffix (e.g. if the wreck proxy is called myLittlePlaneWreck.p3d, the config class needs to be called \"proxyMyLittlePlaneWreck\" - case doesn't matter)\n- This class needs to have the **model** property with path to proxy model defined\n- There needs to be proper **hiddenSelections** property defined\n\n```cpp\nclass CfgNonAIVehicles\n{\n    class ProxyRetex;\n    class ProxyHeli_Light_01_wreck_F : ProxyRetex\n    {\n        hiddenSelections[] = { \"camo1\" };\n        model = \"\\A3\\Air_F\\Heli_Light_01\\Heli_Light_01_wreck_F.p3d\";\n    };\n};\n```"},{"heading":"Actual use of the technology in game","level":3,"markdown":"This is actually the easiest part - once the wreck model is properly defined, changing textures for the main model (both via hiddenSelectionsTextures in config and setObjectTexture / setObjectTextureGlobal via script should work even for the wreck).\nEasy as that ;-)"}],"categories":["Arma 3: Editing","Arma 3: Tutorials"],"groups":["Modding"]},{"name":"Arma 3: Ships Config Guidelines","title":"Arma 3: Ships Config Guidelines","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Ships_Config_Guidelines","revid":373024,"updated":"2025-03-18T15:54:45Z","aliases":["Arma 3 Ships Config Guidelines"],"markdown":"> **Important:**\n> Please be aware of the Arma 3 Modding License.\n\nSo you want to build a boat in Arma 3? Well lets start with some basics...\n\nWhat's the difference between a boat and a ship?\n\n- A ship is usually large enough to carry a boat. Subs are also called boats, regardless of size. :)\n\nCreating boats in Arma 3 seems to be reasonably straight forward. They exist today (Speedboat, Inflatable boat etc), Arma 3 Tools include a Boat \"sample\".\nCreating ships in Arma 3 is a little more challenging.\n\nThere are 3 main issues for creating ships (and to some extent boats):\n\n1. Arma 3 has limitations when handling objects larger than ~50m in any dimension. Greater than ~50m and the physical structure (Geo LOD and Roadway LOD) becomes unstable. This is the reason why the LHD in Arma 2 is comprised of multiple objects attached together. In theory if the LOD is centred on the model it can extend 60m in each direction, therefore supporting ships that are ~100m in length.\n1. Arma 3 has issues allowing certain classes to stand or move on a moving vehicle, so when getting out of a boat/vehicle or landing onto another vehicle (ship), players/vehicles will fall through the structure or become injured. Helicopters and aircraft require a Physx LOD, while Man class requires a roadway LOD. Physx ensures an amount of \"stickiness\" between aircraft and ship, but vehicles should be anchored via script. Man class requires a scripted solution to allow men to walk around moving ships.\n1. Ships push the limits from a model and config perspective, not just from a size perspective but also issues such as vertices, section and dynamic light maximum counts.\n\nThere are a couple of approaches to ships and boats to date in Arma 3:\n\n1. Typically boats or ships smaller than 100m are modelled and implemented as \"vehicles\" (that you cannot move men about on)\n1. Ships longer than 100m historically have been implemented as a single or multiple \"static\" objects stitched together (i.e. LHD, Fregata, Destroyer etc) that are walkable, but do not act as vehicles\n1. A few very brave modders have attempted to mix the two. [USS Iowa](https://steamcommunity.com/sharedfiles/filedetails/?id=330941960) (mod by AusSnipe73) defines a ship vehicle but then attaches many different static objects and turrets to the ship to build out a 270m long vessel (using an init script to attachto all the ship parts). Results have been mixed with regards to being walkable and having other vehicles land on a ship.\n\nThere seems to be 3 areas of exploration within the modding community:\n\n1. PhysX ships larger than 100m (that you can land an aircraft on) - such as USS Nimitz, ATLAS LHD (both atm are static)\n1. PhysX ships and boats that MAN class can stand/move on - USS Iowa, LCS 1\n1. PhysX subs (that can dive and maneouvre like a real sub) - Collins submarine\n\n### Comparison to A2/OA ships\n\n- PhysX support (ShipX, SubmarineX)\n- Improved support for vehicles landing on objects/vehicles (PhysX interaction)\n- Firing from Vehicles\n- Support for Buoyancy LOD\n- Picture in Picture - Render to texture (See Arma 3: Cars Config Guidelines#Picture in Picture for screens and mirrors)\n- Random visual variants (textures, accessories, doors) (See Arma 3: Cars Config Guidelines#Random visual variants)\n- Reflectors, markerlights and beacons (See Arma 3: Cars Config Guidelines#Reflectors.2C markerlights and beacons)\n- Improved penetration materials (See Arma 3: Tanks Config Guidelines#Armour plates setup)\n- More detailed Fire Geometry LODs\n- Improved tweakability of HitPoints LODs\n\n### Model requirements {p3d}\n\nThanks to Hatchet and the guys on the Arma 3 Model Makers skype channel for much of this information.\n\n#### General\n\nFor ships greater than 100m, you should carve your model up into multple p3d's and use attachTo command on init to put the parts together.\nThis ensures stability for all parts of the ship and avoids engine limits (such as vertices count, lights count etc). Considerations for p3d's are:\n\n1. A main p3d which has the overall Physx Buoyancy and Physx Geo LOD, Res LOD for midship, GEO LOD for midship, Roadway LOD for midship, View Cargo, View Pilot etc.\n1. Stern and bow p3ds including Res LOD, Physx Geo LOD, Geo LOD, Roadway LOD etc\n1. Ladders p3d - vehicles do not support ladders, so a separate house class object should be attachTo the ship for ladders\n1. Cranes p3d - you may want to setup cranes as slingloading capable vehicles that are attachTo the ship.\n1. Proxies - weapon systems such as CIWS, Torpedos, Harpoon and Radars\n1. For really large ships (i.e. aircraft carriers) you may want to split up the ship into more sections, breaking out components such as lights, superstructure, interior etc\n\nThe behavior of the ship in the water does not depend anymore on the LandContact points, but on the GEO and PhysX LODs.\nThe PhysX Buoyancy LOD seems to represent the water displacement of the ship. If you put too much mass in the Geo LOD (a value over the displacement) the ship sinks.\nThe PhysX Buoyancy LOD must be similar in form and size, to the ship's hull.\nIt must also follow the Geometry LOD rules (closed and convex) and any part of the ship in the water should be composed of as few components as possible.\n\nGEO is very important. You must balance the mass in all axis (plural axes?) and keep the weight down so the ship doesn't turn and sinks.\nIn subs it is specially important because it controls how it moves once submerged and how it maintains depth.\nOne approach is to create 4 small boxes for the bow, port side, starboard and stern in the Geo LOD and use these as the source of mass for the object.\n\n#### LODs (included in Arma 3 boat p3ds)\n\n- Resolution LODs\n  - Anti-water rvmat required - a plane that will hide the water shader. so in a boat, you'd want it below the 'players viewpoint', and it will hide the water below that. so if bouncing thru waves or whatever, the bottom of your hull would remain visible.\n  - Mirrors and screens should have RTT texture: #(argb,256,512,1)r2t(rendertargetX,1.0) - where X in rendertarget should be a number\n  - Lights should have a face that has an emissive RVMAT. A3 has several default RVMATs in data_f/lights\n  - named selections for all animated parts, areas that can be retextured, lights (emissive face) etc\n- ShadowVolume 0, 10, 1000, 1010\n- Buoyancy LOD Pictured right.\n\n  Buoyancy LOD\n  - You must add a named property called buoyancy = 1 (to geometry lod, not to buoyancy geometry lod).\n  - buoyancy LOD can contain more than one component (convex/closed/tris). but for components in the water (especially all the time), they really should be a single component with physx geometry in general, it is usually best to have no intersecting geometry. especially with the bouy lod. as it will double physx calcs in the water. Outside of that.. nothing really special about it. you want to keep the face count as low as possible. but honestly it can handle a lot before you actually see performance hits in a typical environment.\n  - \"you can have more than one bouy component, the behavior can be really odd depending on where the geometry resides in the object space. so generally speaking, i'd would keep it a single piece. and adjust the geometry as i did on the front of the example boat (pictured right) where i lowered the bouy lod to adjust how it sits in the water. as weighting it that way, had negative influences on the physx.\"\n\n```\nFrom VBS2 wiki...\nEnsure that the geometry is accurate to the shape of the ship, with accurate mass distribution and realistic Center of Mass.\nCreate a simplified copy of the geometry, for use in the displacement LOD.\nThe displacement LOD should adhere to these rules:\n* Have as few faces as possible - high face counts will have a negative impact on performance.\n* Convex components must not penetrate each other if possible (especially on permanently immersed parts). If they penetrate, then their volume and surface is calculated twice.\n* Convex components must not even touch each other. Merge them together if possible. (especially on permanently immersed parts). If they touch, then their surface is calculated twice. This is not that big a problem on not permanently immersed parts.\n* Inside areas must not be modeled. Volume is not calculated for this area and inside surface is then added, which we do not want.\n* Volume of the object represents what will generate buoyancy. Do not model parts which can instantly fill with the water.\n* Surface of the object represents what will generate resistance in water. Create only one convex component for permanently immersed part.\nThe ideal displacement LOD is built of a single component which matches (approximately) the shape of the hull. It is important that the volume be reasonably close to the real volume of the ship, as this is used for buoyancy calculations.\nThe displacement LOD adheres to the normal rules for geometry LODs.\n```\n\n- - Since Arma 3 v2.12 can have animated=1 property, which when set allows animation/movement of buoyancy components, allowing to change the floating height of ship.\n- A new PhysX LOD - Pictured right\n\n  PhysX LOD\n  - ensure this LOD is tris \"/\"\n  - There needs to be a lod (4e13) consisting of convex components as simple as possible.\n    - Requires the latest Arma 3 Tools to binarizE\n- Memory LOD\n  - See Model.cfg for a list of memory points\n  - Additionally the placement of the engine effects is important. They must be below the waterline. Worth noting, if those memory points come out of the water in the simulation ... the engine will shut off (or wont turn on). These points are also where the 'thrust' is applied to the model. So there is a bit of a balancing act that can go on, depending on the speed/size of the vessel and relative weather conditions (eg.. 30 setWaves 1).\n  - Mirrors and screens should have PIP pos and dir memory points.\n  - Reflectors require a pos and dir memory points (maximum of 12 lights per model)\n  - Markerlights require a memory point - nav lights and landing lights (group lights by colour)\n  - Water effects should be placed at the bow wave location and can also be placed at the stern to create the wake effect.\n- Geo\n  - ensure the LOD has sharp edges - press U in OB\n  - You must add a named property called buoyancy = 1.\n  - **Regarding the GEO LOD, it is very important that the autocenter=1 property is set in the properties tab of the GEO LOD. Otherwise the ship will inmediately sink.**\n  - The basic concept/goal is to weight the vehicle accurately, the 'center of mass' should be about center vertically, and towards the rear of the vessel. This makes the vessel sit a little deeper aft when idle. What is important to note, is that the weighting is being applied to the Geometry LOD, but you need to balance the 'center of mass' around the shape of the PhysX GEO LOD.\n  - What is also important to note is that the amount of weight you enter must counter the 'displacement' of the PhysX GEO LODs. I say LODs because I can't recall exactly if the Buoyancy LOD was actually responsible for that calculation. Either way, one of the PhysX LODs assumes a certain amount of displacement, and your total amount of mass must be balanced against that.\n- Roadway\n  - Needed for Non Physx actors such as man class to walk on ship surface.\n  - Will become unstable if beyond 50m from centre of model.\n- View Cargo\n  - Ideally this LOD is used as the interior for troop carrying component of a ship.\n- View Pilot\n  - Ideally used for the bridge of a ship\n\n### Model Config {model.cfg}\n\n- Nothing specific to boats/ships in model.cfg, suggest that you follow the example provided in arma 3 tools boat samples\n\n### Config (config.cpp)\n\n#### Ship/Boat Config Classes in Arma 3\n\n- Base class is Ship (inherits AllVehicles) and uses simulation = \"ship\". There are 4 child classes:\n  - SmallShip - not used\n  - BigShip - not used\n  - FloatingStructure_F\n    - FloatingStructure_F uses simulation ShipX.\n    - Submarine_01_F inherits from FloatingStructure_F but is defined as vehicleClass=\"submerged\" and does not appear to be implemented as a \"vehicle\".\n    - C_Boat_Civil_04_F inherits from FloatingStructure_F is defined as vehicleClass=\"submerged\" and does appear to be implemented as a \"vehicle\" but you cannot interact with it (get in etc).\n  - Ship_F\n    - Boat_F is the basis of most of the \"boats\" in Arma 3.\n      - Boat_Armed_01_base_F uses simulation shipX.\n      - Boat_Civil_01_base_F uses simulation shipX.\n      - Rubber_duck_base_F uses simulation shipX.\n      - SDV_01_base_F uses simulation submarineX and is used as the basis for all SDVs in Arma 3.\n\n#### Submarine and Ship Config Detail\n\nThanks to Mankyle for the following explanation and sample Sub.\n\n```\nairCapacity = 1209600;\n```\n\nQuite important for submarines. Determines the time the crew inside the ship can be below the surface before dying suffocated for lack of air.\nIt seems that when using class submarinex, the engine sets the crew as if they were below the water\n\n```\nverticalTurnCoef = 20.2;\n```\n\nThis line seems to control the speed for ascending/descending.\n\n```\nwaterSpeedFactor = 3.0;\n```\n\nNo idea of what this does. I have tried a couple of values and I have not seen changes\n\n```\nperiscopeDepth = 15.5;\n```\n\nThis is the depth the sub mantains when you activate the \"Mantain periscope Depth\" Action.\nIt is important to know that for big models (not a SDV sized submarine) that this depth DOES NOT coincide with the depth marker in the left upper corner of the screen\n\n```\nidleRpm = 1000;\n```\n\nSelf explaining\n\n```\nredRpm = 4000;\n```\n\n```\nthrustDelay = 2;\n```\n\nthrustDelay is the time the engine needs from 0 thrust to 1 thrust (or 0% to 100%). Time is in seconds.\n\n```\nsimulation = \"submarinex\";\nsimulation = \"shipx\";\n```\n\nPhysX simulation classes\n\n```\noverSpeedBrakeCoef = 0.8;\n```\n\nBrake effectivity. If you follow VBS 2 explanations, this value is (overSpeedBrakeCoef * enginePower). The higher the value, the better it brakes\n\n```\nenginePower = 3278;\n```\n\nEngine power in kW. 1hp is 0.746kW.\n\n```\nengineShiftY = 2;\n```\n\nThis lines tells where the engine applies the force related to the origin of the model.\nEssentially what one mus calculate is the distance in the vertical axis between the Y value of center of mass of the model and the Y Value of the propeller, waterjet or whatever moves the ship.\nNegative values tend to make the bow rise when you accelerate and positive values tend to make it dive.\nFrom vbs2 wiki - Adjust the height at which the engine force is applied to the hull, relative to the model origin, in m.\nUsed for large ships, this will cause the ship to lean more/less in fast turns.\n\n```\nwaterLeakiness = 1000;\n```\n\nThis parameter determines the quantity of water (M^3 x S) that will fill the volume of the PhysX LOD per second.\nTipically lower vaues for boats, higher for bigger ships. Modifies the sinking rate of a ship when this suffers damage.\nFrom BIS Cars Config \"WaterLeakiness should be amount of water in liters that goes into selected object per second.\nThis is set to zero by engine for all vehicles with simulation of a ship or having `canFloat = 1;` (unless they are toppled of destroyed, then config value takes precedence).\n`WaterLeakiness = 10;` seems to be a good value to start with for all kinds of vehicles no matter the size (which is a bit spooky, but it works).\n\n```\nwaterResistanceCoef = 0.01;\n```\n\nRepresents the resistance if the hull. The higher the value the higher the resistance. This affects acceleration and maximum speed.\n\n```\nwaterLinearDampingCoefX = 10.0;\n```\n\nThis value represents lateral movements produced by waves. Higher values will make the ship corner better and slide less to the sides.\n\n```\nwaterLinearDampingCoefY = 1.2;\n```\n\nThis one represents vertical movements depending on the waves. Higher values will modify how much the ship sinks/goes down depending on the waves.\nIt can also affect the flotation line maintaining the ame Ship mass. Higher values will also make a ship sink slower\n\n```\nwaterAngularDampingCoef = 8.0;\n```\n\nSmooth the angular movement in all axis, higher values will reduce swinging/swaying, but may cause strange behavior in turns/rolling over waves.\n\n```\nrudderForceCoef = 12;\n```\n\nSet how effective the rudder is, small boats are typically 0.5 - 5, large ships are typically 100 - 200.\n\n```\nrudderForceCoefAtMaxSpeed = 15;\n```\n\nHow the rudder works. The higher the value the more the ship will turn, BUT the more it will incline when turning.\nValues to high could even make a ship turn upside down (and sink) when turning. If you are transporting non scripted vehicles the can easily fall if this value is set too high.\n\nThere are two values. The first one is for low speed (usually ships turn better when sailing faster than a certain speed) and the second one when going at MEDIUM or FAST speed.\n\n```cpp\n    memoryPointsLeftWaterEffect = \"waterEffectR\";\n    memoryPointsRightWaterEffect = \"waterEffectL\";\n    memoryPointsLeftEngineEffect = \"EngineEffectL\";\n    memoryPointsRightEngineEffect = \"EngineEffectR\";\n```\n\nThese are points in the memory LOD that represent the spawning points for water particle FX.\nThe first ones represent bow FX, the last ones represent the foam generated by the engine propeller.\nSee Arma 3 Particle Effects: Config Parameters - leftFastWaterEffect / rightFastWaterEffect.\n\nExample Collins class submarine that uses submarinex simulation class:\n\nhttp://www.freeuploadsite.com/uploads/13725721431.rar\n\n#### Example Config for Armed Speedboat\n\nKey noted items from Boat_Armed_01_base_F\n\n```cpp\n        radarType = 8;\n        steerAheadSimul = 0.5;\n        steerAheadPlan = 0.35;\n        predictTurnPlan = 0.8;\n        predictTurnSimul = 0.6;\n        brakeDistance = 5;\n        acceleration = 15;\n        turnCoef = 0.75;\n        maxSpeed = 75;\n        simulation = \"shipx\";\n        waterLeakiness = 55.5;\n        waterLinearDampingCoefY = 5;\n        waterLinearDampingCoefX = 2;\n        waterAngularDampingCoef = 1.2;\n        waterResistanceCoef = 0.015;\n        rudderForceCoef = 0.3;\n        rudderForceCoefAtMaxSpeed = 0.02;\n        waterEffectSpeed = 5;\n        engineEffectSpeed = 5;\n        waterFastEffectSpeed = 28;\n```\n\n##### Engine parameters\n\nFor indepth information about engine parameters see RedPhoenix's awesome BIF post http://forums.bistudio.com/showthread.php?165390-Tutorial-Creating-Custom-Engine-Gearbox-and-Suspension-Vehicle-config&p=2518019&viewfull=1#post2518019\n\nKey noted items from Boat_Armed_01_base_F\n\n```cpp\n        thrustDelay = 0.2;\n        overSpeedBrakeCoef = 0.2;\n        enginePower = 1085;\n        engineShiftY = -0.1;\n        idleRpm = 200;\n        redRpm = 1200;\n        class complexGearbox\n        {\n            GearboxRatios[] = { \"R1\", -0.782, \"N\", 0, \"D1\", 2, \"D2\", 1.85, \"D3\", 1.75 };\n            TransmissionRatios[] = { \"High\", 1 };\n            gearBoxMode = \"auto\";\n            moveOffGear = 1;\n            driveString = \"D\";\n            neutralString = \"N\";\n            reverseString = \"R\";\n        };\n```\n\n#### Config Comparison with USS Iowa (mod by AusSnipe73)\n\nInherits from Ship_F\n\n```cpp\n        radarType = 4;\n        simulation = \"shipx\";\n        maxSpeed = 61;\n        overSpeedBrakeCoef = 0.8;\n        enginePower = 1580000;\n        engineShiftY = 0.0;\n        waterLeakiness = 1000.0;\n        turnCoef = 1000.0;\n        thrustDelay = 20;\n        waterLinearDampingCoefY = 2;\n        waterLinearDampingCoefX = 200.0;\n        waterAngularDampingCoef = 1.2;\n        waterResistanceCoef = 0.2;\n        rudderForceCoef = 1000.0;\n        rudderForceCoefAtMaxSpeed = 400.0;\n        idleRpm = 500;\n        redRpm = 1200;\n        brakeDistance = 3;\n        supplyRadius = 3;\n        precision = 15;\n        steerAheadSimul = 0.5;\n        steerAheadPlan = 0.35;\n        predictTurnPlan = 0.8;\n        predictTurnSimul = 0.6;\n\n        class complexGearbox\n        {\n            GearboxRatios[] = { \"R1\", -0.782, \"N\", 0, \"D1\", 2.0, \"D2\", 1.85, \"D3\", 1.75 };\n            TransmissionRatios[] = { \"High\", 1.0 };\n            gearBoxMode = \"auto\";\n            moveOffGear = 1;\n            driveString = \"D\";\n            neutralString = \"N\";\n            reverseString = \"R\";\n        };\n```\n\n#### Config for SDV in Arma 3\n\nInherits from Boat_F\n\n```cpp\n        radarType = 8;\n        verticalTurnCoef = 0.05;\n        turnCoef = 0.5;\n        steerAheadSimul = 0.5;\n        steerAheadPlan = 0.35;\n        predictTurnPlan = 0.8;\n        predictTurnSimul = 0.6;\n        brakeDistance = 25;\n        acceleration = 15;\n        maxSpeed = 30;\n        waterSpeedFactor = 1;\n        periscopeDepth = 1.2;\n        idleRpm = 200;\n        redRpm = 1200;\n        thrustDelay = 2;\n        formationX = 15;\n        formationZ = 15;\n        simulation = \"submarinex\";\n        overSpeedBrakeCoef = 0.8;\n        enginePower = 45;\n        engineShiftY = 0.4;\n        waterLeakiness = 0;\n        waterResistanceCoef = 0.015;\n        waterLinearDampingCoefX = 2;\n        waterLinearDampingCoefY = 0.8;\n        waterAngularDampingCoef = 1;\n        rudderForceCoef = 0.2;\n        rudderForceCoefAtMaxSpeed = 0.05;\n```\n\n#### Weapon Systems\n\n##### Turret Config\n\n```cpp\nclass Turrets : Turrets\n{\n    class FrontTurret : NewTurret\n    {\n        class HitPoints\n        {\n            class HitTurret\n            {\n                armor = 0.8;\n                material = 60;\n                name = \"otochlaven\";\n                visual = \"otochlaven\";\n                passThrough = 1;\n            };\n\n            class HitGun\n            {\n                armor = 0.6;\n                material = 60;\n                name = \"otochlaven\";\n                visual = \"otochlaven\";\n                passThrough = 1;\n            };\n        };\n\n        stabilizedInAxes = 4;\n        body = \"MainTurret\";\n        gun = \"MainGun\";\n        animationSourceBody = \"mainTurret\";\n        animationSourceGun = \"mainGun\";\n        gunnerAction = \"gunner_Mrap_01\";\n        gunnerGetInAction = \"GetInMedium\";\n        gunnerGetOutAction = \"GetOutMedium\";\n        ejectDeadGunner = 0;\n        outGunnerMayFire = 1;\n        inGunnerMayFire = 1;\n        soundServo[] = { \"A3\\sounds_f\\dummysound\", 0.00562341, 1 };\n        gunBeg = \"usti hlavne\";\n        gunEnd = \"konec hlavne\";\n        weapons[] = { \"GMG_40mm\" };\n        magazines[] = { \"200Rnd_40mm_G_belt\" };\n        discreteDistance[] = { 100, 200, 300, 400, 600, 800, 1000, 1200 };\n        discreteDistanceInitIndex = 2;\n        gunnerName = \"Commander\";\n        memoryPointGunnerOptics = \"commanderview\";\n        gunnerOpticsModel = \"\\A3\\weapons_f\\reticle\\Optics_Gunner_02_F\";\n        turretInfoType = \"RscOptics_crows\";\n        gunnerForceOptics = 0;\n        startEngine = 0;\n        commanding = 2;\n        primaryGunner = 0;\n        primaryObserver = 1;\n        LODTurnedIn = 1100;\n        LODTurnedOut = 1100;\n        usePip = 1;\n        minElev = -15;\n        maxElev = 40;\n        initElev = 5;\n        minTurn = -135;\n        maxTurn = 135;\n        initTurn = 0;\n\n        class ViewOptics : RCWSOptics\n        {\n        };\n\n        class ViewGunner : ViewOptics\n        {\n            initAngleX = -15;\n            minAngleX = -45;\n            maxAngleX = 45;\n            initFov = 0.9;\n            minFov = 0.42;\n            maxFov = 0.9;\n            visionMode[] = {};\n        };\n    };\n\n    class RearTurret : FrontTurret\n    {\n        class HitPoints\n        {\n            class HitTurret\n            {\n                armor = 0.8;\n                material = 60;\n                name = \"otochlaven2\";\n                visual = \"otochlaven2\";\n                passThrough = 1;\n            };\n\n            class HitGun\n            {\n                armor = 0.6;\n                material = 60;\n                name = \"otochlaven2\";\n                visual = \"otochlaven2\";\n                passThrough = 1;\n            };\n        };\n\n        stabilizedInAxes = 0;\n        body = \"RearTurret\";\n        gun = \"RearGun\";\n        animationSourceBody = \"RearTurret\";\n        animationSourceGun = \"RearGun\";\n        gunnerAction = \"gunner_standup01\";\n        gunnerGetInAction = \"GetInMedium\";\n        gunnerGetOutAction = \"GetOutMedium\";\n        ejectDeadGunner = 0;\n        soundServo[] = { \"A3\\sounds_f\\dummysound\", 0.00562341, 1 };\n        gunBeg = \"usti hlavne2\";\n        gunEnd = \"konec hlavne2\";\n        memoryPointGunnerOptics = \"gunnerview2\";\n        weapons[] = { \"HMG_01\" };\n        magazines[] = { \"200Rnd_127x99_mag_Tracer_Green\", \"200Rnd_127x99_mag_Tracer_Green\", \"200Rnd_127x99_mag_Tracer_Green\" };\n        gunnerName = \"Rear gunner\";\n        gunnerOpticsModel = \"\\A3\\weapons_f\\reticle\\Optics_Commander_02_F\";\n        gunnerForceOptics = 0;\n        proxyIndex = 2;\n        startEngine = 0;\n        commanding = 1;\n        primaryGunner = 1;\n        primaryObserver = 0;\n        LODTurnedIn = 1000;\n        LODTurnedOut = 1000;\n        usePip = 0;\n        gunnerLeftHandAnimName = \"OtocHlaven2_Shake\";\n        gunnerRightHandAnimName = \"OtocHlaven2_Shake\";\n        minElev = -5;\n        maxElev = 60;\n        initElev = 5;\n        minTurn = -360;\n        maxTurn = 360;\n        initTurn = -181;\n\n        class ViewOptics : ViewOptics\n        {\n            initAngleX = 0;\n            minAngleX = -30;\n            maxAngleX = 30;\n            initAngleY = 0;\n            minAngleY = -100;\n            maxAngleY = 100;\n            initFov = 0.7;\n            minFov = 0.25;\n            maxFov = 1.1;\n        };\n\n        class ViewGunner : ViewOptics\n        {\n            initAngleX = 5;\n            minAngleX = -65;\n            maxAngleX = 85;\n            initAngleY = 0;\n            minAngleY = -150;\n            maxAngleY = 150;\n            initFov = 0.7;\n            minFov = 0.25;\n            maxFov = 1.1;\n        };\n\n        maxHorizontalRotSpeed = 1.8;\n        maxVerticalRotSpeed = 1.2;\n    };\n};\n```\n\n##### Weapons\n\n```cpp\nclass Boat_Armed_01_base_F\n{\n    model = \"\\A3\\Boat_F\\Boat_Armed_01\\Boat_Armed_01_minigun_F.p3d\";\n    picture = \"\\A3\\boat_f\\Boat_Armed_01\\data\\ui\\Boat_Armed_01_minigun.paa\";\n    Icon = \"\\A3\\boat_f\\Boat_Armed_01\\data\\ui\\map_boat_armed_01_minigun.paa\";\n    displayName = \"Speedboat Minigun\";\n    class AnimationSources : AnimationSources\n    {\n        class muzzle2_source\n        {\n            source = \"reload\";\n            weapon = \"LMG_Minigun\";\n        };\n\n        class muzzle2_source_rot\n        {\n            source = \"ammorandom\";\n            weapon = \"LMG_Minigun\";\n        };\n\n        class ReloadAnim\n        {\n            source = \"reload\";\n            weapon = \"LMG_Minigun\";\n        };\n\n        class ReloadMagazine\n        {\n            source = \"reloadmagazine\";\n            weapon = \"LMG_Minigun\";\n        };\n\n        class Revolving\n        {\n            source = \"revolving\";\n            weapon = \"LMG_Minigun\";\n        };\n    };\n\n    class Turrets : Turrets\n    {\n        class FrontTurret : FrontTurret\n        {\n        };\n\n        class RearTurret : RearTurret\n        {\n            weapons[] = { \"LMG_Minigun\" };\n            magazines[] = { \"2000Rnd_65x39_belt_Tracer_Red\" };\n            LODTurnedIn = 1000;\n            LODTurnedOut = 1000;\n            gunBeg = \"z_gunR_muzzle\";\n            gunEnd = \"z_gunR_chamber\";\n            gunnerOpticsModel = \"\";\n        };\n    };\n};\n```\n\n#### Ship Attachments\n\nExample from Fregata CfgSkeletons:\n\n```\n\"proxy:\\ca\\water2\\fregata\\amg_84_harpoon_launcher.001\",\n\"\",\n\"proxy:\\ca\\water2\\fregata\\amg_84_harpoon_launcher.002\",\n\"\",\n\"proxy:\\ca\\water2\\fregata\\crane.001\",\n\"\",\n\"proxy:\\ca\\water2\\fregata\\rhib.001\",\n\"proxy:\\ca\\water2\\fregata\\crane.001\",\n\"proxy:\\ca\\water2\\fregata\\crane.002\",\n\"\",\n\"proxy:\\ca\\water2\\fregata\\rhib.002\",\n\"proxy:\\ca\\water2\\fregata\\crane.002\",\n```\n\n### 101 Getting a Boat in Game\n\nDon't forget to open and use the sample Boat p3d from Arma 3 Tools samples for reference.\n\n#### Object Builder\n\n1. Create your boat model using your favourite modelling app. Blender can export to arma format using AlWarren's Arma Toolbox for Blender. Object Builder can also import 3DS Max or OBJ format.\n1. In the Resolution 0 LoD create a face(s) that follows the outline of any opening in the boat where players maybe sitting. Assign the anti-water texture to this face.\n1. Add textures and materials as necessary. Ensure any beacons/lights use materials that emit light.\n1. Ensure you have simplified LoDs for shadowvolume, geo lod, fire lod etc\n1. Setup proxies for Pilot, Commander, Gunner and Cargo\n1. Create View Pilot, View Cargo, View Gunner LoDs as necessary\n1. Create the Hit Points LoD\n1. Create the Memory points LoD. Ensure you have points for the engine axis, propeller axis, waterEffects right and left, fastWaterEffects left and right, EngEffectSmall left/right, engineEffect points for each engine and position of lights (usually green, red and white navigation lights on naval vessels). Optionally, if creating a boat add slingloading points 1, 2, 3, 4 at the corners of the boat.\n1. Copy the geo lod for the physx lod\n1. For the geo lod ensure the mass is evenly distributed around the geo lod components.\n1. Copy the four GEO LOD Boxes from the sample boat to your geo lod. Adjust as necessary.\n1. For the Physx geo lod, merge all components into a single component. Remove any textures, mass etc\n1. Copy the physx geo lod to create the buoyancy lod. Ensure that all components are convex.\n1. Remove any autocenter=0 entries.\n\n#### Config\n\nExample Ship specific config entries to use for RHIB type boat\n\n```cpp\n        simulation                    = \"shipx\";        /// all ships should have this simulation\n        maxSpeed                    = 90;            /// top speed of the vehicle\n        overSpeedBrakeCoef            = 0.8;            /// how much does the vehicle itself brake in case it goes faster than maxSpeed\n        enginePower                    = 235;            /// power of engine in kW\n        engineShiftY                = 0.1;            /// relative virtual position of engine for PhysX, affects lateral ship slope during turns\n        waterLeakiness                = 1.0;            /// amount of litres per second that leaks into ship if under water, destroyed or turned upside down\n        turnCoef                    = 0.25;            /// how well is the ship able to turn\n        thrustDelay                    = 2;            /// initial delay to cause lesser slip when on 1st gear - thrust goes from zero to full in this time\n        waterLinearDampingCoefY        = 2;            /// affect how fast does the ship go through waves down - higher values make it drift more on top of waves\n        waterLinearDampingCoefX        = 2.0;            /// affects sliding of the ship in turns\n        waterAngularDampingCoef        = 1.2;            /// increase this for smoother movement, but beware too high values\n        waterResistanceCoef            = 0.015;        /// how much does water slow the ship down\n        rudderForceCoef                = 0.100000;        /// increase this to gain more turning on lower speeds\n        rudderForceCoefAtMaxSpeed    = 0.003000;        /// increase this to gain more turning on higher speeds\n        idleRpm = 200;                                /// revolutions per minute at which the engine idles\n        redRpm = 1200;                                /// maximum revolutions per minute of the engine\n\n        class complexGearbox\n        {\n            GearboxRatios[]    = { \"R1\", -0.782, \"N\", 0, \"D1\", 2.0, \"D2\", 1.85, \"D3\", 1.75 };\n            TransmissionRatios[] = { \"High\", 1.0 }; // Optional: defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles)\n            gearBoxMode        = \"auto\"; //gearbox can be of type: full-auto (only requires 'W' or 'S'), auto (requires shift between drive and reverse), semi-auto, manual\n            moveOffGear        = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.\n            driveString        = \"D\"; // string to display in the HUD for forward gears.\n            neutralString    = \"N\"; // string to display in the HUD for neutral gear.\n            reverseString    = \"R\"; // string to display in the HUD for reverse gears.\n        };\n\n        waterEffectSpeed = 5;\n        engineEffectSpeed = 5;\n        waterFastEffectSpeed = 28;\n\n        leftEngineEffect        = \"LEngEffectsSmall\";    /// Particle effect class for engine particles\n        rightEngineEffect        = \"REngEffectsSmall\";\n        leftFastWaterEffect        = \"LFastWaterEffects\";    /// defines what class of water effect is going to be used while sailing fast\n        rightFastWaterEffect    = \"RFastWaterEffects\";    /// defines what class of water effect is going to be used while sailing fast\n\n        // These are points in the memory LOD that represent the spawning points for water particle FX. The first ones represent bow FX,\n        // the last ones represent the foam generated by the engine propeller\n        memoryPointsLeftWaterEffect = \"waterEffectR\";\n        memoryPointsRightWaterEffect = \"waterEffectL\";\n        memoryPointsLeftEngineEffect = \"EngineEffectL\";\n        memoryPointsRightEngineEffect = \"EngineEffectR\";\n\n        brakeDistance = 3; /// how many internal waypoints should the AI plan braking in advance\n\n        slingLoadCargoMemoryPoints[] = { \"SlingLoadCargo1\", \"SlingLoadCargo2\", \"SlingLoadCargo3\", \"SlingLoadCargo4\" };\n```","sections":[{"heading":null,"level":1,"markdown":"> **Important:**\n> Please be aware of the Arma 3 Modding License.\n\nSo you want to build a boat in Arma 3? Well lets start with some basics...\n\nWhat's the difference between a boat and a ship?\n\n- A ship is usually large enough to carry a boat. Subs are also called boats, regardless of size. :)\n\nCreating boats in Arma 3 seems to be reasonably straight forward. They exist today (Speedboat, Inflatable boat etc), Arma 3 Tools include a Boat \"sample\".\nCreating ships in Arma 3 is a little more challenging.\n\nThere are 3 main issues for creating ships (and to some extent boats):\n\n1. Arma 3 has limitations when handling objects larger than ~50m in any dimension. Greater than ~50m and the physical structure (Geo LOD and Roadway LOD) becomes unstable. This is the reason why the LHD in Arma 2 is comprised of multiple objects attached together. In theory if the LOD is centred on the model it can extend 60m in each direction, therefore supporting ships that are ~100m in length.\n1. Arma 3 has issues allowing certain classes to stand or move on a moving vehicle, so when getting out of a boat/vehicle or landing onto another vehicle (ship), players/vehicles will fall through the structure or become injured. Helicopters and aircraft require a Physx LOD, while Man class requires a roadway LOD. Physx ensures an amount of \"stickiness\" between aircraft and ship, but vehicles should be anchored via script. Man class requires a scripted solution to allow men to walk around moving ships.\n1. Ships push the limits from a model and config perspective, not just from a size perspective but also issues such as vertices, section and dynamic light maximum counts.\n\nThere are a couple of approaches to ships and boats to date in Arma 3:\n\n1. Typically boats or ships smaller than 100m are modelled and implemented as \"vehicles\" (that you cannot move men about on)\n1. Ships longer than 100m historically have been implemented as a single or multiple \"static\" objects stitched together (i.e. LHD, Fregata, Destroyer etc) that are walkable, but do not act as vehicles\n1. A few very brave modders have attempted to mix the two. [USS Iowa](https://steamcommunity.com/sharedfiles/filedetails/?id=330941960) (mod by AusSnipe73) defines a ship vehicle but then attaches many different static objects and turrets to the ship to build out a 270m long vessel (using an init script to attachto all the ship parts). Results have been mixed with regards to being walkable and having other vehicles land on a ship.\n\nThere seems to be 3 areas of exploration within the modding community:\n\n1. PhysX ships larger than 100m (that you can land an aircraft on) - such as USS Nimitz, ATLAS LHD (both atm are static)\n1. PhysX ships and boats that MAN class can stand/move on - USS Iowa, LCS 1\n1. PhysX subs (that can dive and maneouvre like a real sub) - Collins submarine"},{"heading":"Comparison to A2/OA ships","level":3,"markdown":"- PhysX support (ShipX, SubmarineX)\n- Improved support for vehicles landing on objects/vehicles (PhysX interaction)\n- Firing from Vehicles\n- Support for Buoyancy LOD\n- Picture in Picture - Render to texture (See Arma 3: Cars Config Guidelines#Picture in Picture for screens and mirrors)\n- Random visual variants (textures, accessories, doors) (See Arma 3: Cars Config Guidelines#Random visual variants)\n- Reflectors, markerlights and beacons (See Arma 3: Cars Config Guidelines#Reflectors.2C markerlights and beacons)\n- Improved penetration materials (See Arma 3: Tanks Config Guidelines#Armour plates setup)\n- More detailed Fire Geometry LODs\n- Improved tweakability of HitPoints LODs"},{"heading":"Model requirements {p3d}","level":3,"markdown":"Thanks to Hatchet and the guys on the Arma 3 Model Makers skype channel for much of this information."},{"heading":"General","level":4,"markdown":"For ships greater than 100m, you should carve your model up into multple p3d's and use attachTo command on init to put the parts together.\nThis ensures stability for all parts of the ship and avoids engine limits (such as vertices count, lights count etc). Considerations for p3d's are:\n\n1. A main p3d which has the overall Physx Buoyancy and Physx Geo LOD, Res LOD for midship, GEO LOD for midship, Roadway LOD for midship, View Cargo, View Pilot etc.\n1. Stern and bow p3ds including Res LOD, Physx Geo LOD, Geo LOD, Roadway LOD etc\n1. Ladders p3d - vehicles do not support ladders, so a separate house class object should be attachTo the ship for ladders\n1. Cranes p3d - you may want to setup cranes as slingloading capable vehicles that are attachTo the ship.\n1. Proxies - weapon systems such as CIWS, Torpedos, Harpoon and Radars\n1. For really large ships (i.e. aircraft carriers) you may want to split up the ship into more sections, breaking out components such as lights, superstructure, interior etc\n\nThe behavior of the ship in the water does not depend anymore on the LandContact points, but on the GEO and PhysX LODs.\nThe PhysX Buoyancy LOD seems to represent the water displacement of the ship. If you put too much mass in the Geo LOD (a value over the displacement) the ship sinks.\nThe PhysX Buoyancy LOD must be similar in form and size, to the ship's hull.\nIt must also follow the Geometry LOD rules (closed and convex) and any part of the ship in the water should be composed of as few components as possible.\n\nGEO is very important. You must balance the mass in all axis (plural axes?) and keep the weight down so the ship doesn't turn and sinks.\nIn subs it is specially important because it controls how it moves once submerged and how it maintains depth.\nOne approach is to create 4 small boxes for the bow, port side, starboard and stern in the Geo LOD and use these as the source of mass for the object."},{"heading":"LODs (included in Arma 3 boat p3ds)","level":4,"markdown":"- Resolution LODs\n  - Anti-water rvmat required - a plane that will hide the water shader. so in a boat, you'd want it below the 'players viewpoint', and it will hide the water below that. so if bouncing thru waves or whatever, the bottom of your hull would remain visible.\n  - Mirrors and screens should have RTT texture: #(argb,256,512,1)r2t(rendertargetX,1.0) - where X in rendertarget should be a number\n  - Lights should have a face that has an emissive RVMAT. A3 has several default RVMATs in data_f/lights\n  - named selections for all animated parts, areas that can be retextured, lights (emissive face) etc\n- ShadowVolume 0, 10, 1000, 1010\n- Buoyancy LOD Pictured right.\n\n  Buoyancy LOD\n  - You must add a named property called buoyancy = 1 (to geometry lod, not to buoyancy geometry lod).\n  - buoyancy LOD can contain more than one component (convex/closed/tris). but for components in the water (especially all the time), they really should be a single component with physx geometry in general, it is usually best to have no intersecting geometry. especially with the bouy lod. as it will double physx calcs in the water. Outside of that.. nothing really special about it. you want to keep the face count as low as possible. but honestly it can handle a lot before you actually see performance hits in a typical environment.\n  - \"you can have more than one bouy component, the behavior can be really odd depending on where the geometry resides in the object space. so generally speaking, i'd would keep it a single piece. and adjust the geometry as i did on the front of the example boat (pictured right) where i lowered the bouy lod to adjust how it sits in the water. as weighting it that way, had negative influences on the physx.\"\n\n```\nFrom VBS2 wiki...\nEnsure that the geometry is accurate to the shape of the ship, with accurate mass distribution and realistic Center of Mass.\nCreate a simplified copy of the geometry, for use in the displacement LOD.\nThe displacement LOD should adhere to these rules:\n* Have as few faces as possible - high face counts will have a negative impact on performance.\n* Convex components must not penetrate each other if possible (especially on permanently immersed parts). If they penetrate, then their volume and surface is calculated twice.\n* Convex components must not even touch each other. Merge them together if possible. (especially on permanently immersed parts). If they touch, then their surface is calculated twice. This is not that big a problem on not permanently immersed parts.\n* Inside areas must not be modeled. Volume is not calculated for this area and inside surface is then added, which we do not want.\n* Volume of the object represents what will generate buoyancy. Do not model parts which can instantly fill with the water.\n* Surface of the object represents what will generate resistance in water. Create only one convex component for permanently immersed part.\nThe ideal displacement LOD is built of a single component which matches (approximately) the shape of the hull. It is important that the volume be reasonably close to the real volume of the ship, as this is used for buoyancy calculations.\nThe displacement LOD adheres to the normal rules for geometry LODs.\n```\n\n- - Since Arma 3 v2.12 can have animated=1 property, which when set allows animation/movement of buoyancy components, allowing to change the floating height of ship.\n- A new PhysX LOD - Pictured right\n\n  PhysX LOD\n  - ensure this LOD is tris \"/\"\n  - There needs to be a lod (4e13) consisting of convex components as simple as possible.\n    - Requires the latest Arma 3 Tools to binarizE\n- Memory LOD\n  - See Model.cfg for a list of memory points\n  - Additionally the placement of the engine effects is important. They must be below the waterline. Worth noting, if those memory points come out of the water in the simulation ... the engine will shut off (or wont turn on). These points are also where the 'thrust' is applied to the model. So there is a bit of a balancing act that can go on, depending on the speed/size of the vessel and relative weather conditions (eg.. 30 setWaves 1).\n  - Mirrors and screens should have PIP pos and dir memory points.\n  - Reflectors require a pos and dir memory points (maximum of 12 lights per model)\n  - Markerlights require a memory point - nav lights and landing lights (group lights by colour)\n  - Water effects should be placed at the bow wave location and can also be placed at the stern to create the wake effect.\n- Geo\n  - ensure the LOD has sharp edges - press U in OB\n  - You must add a named property called buoyancy = 1.\n  - **Regarding the GEO LOD, it is very important that the autocenter=1 property is set in the properties tab of the GEO LOD. Otherwise the ship will inmediately sink.**\n  - The basic concept/goal is to weight the vehicle accurately, the 'center of mass' should be about center vertically, and towards the rear of the vessel. This makes the vessel sit a little deeper aft when idle. What is important to note, is that the weighting is being applied to the Geometry LOD, but you need to balance the 'center of mass' around the shape of the PhysX GEO LOD.\n  - What is also important to note is that the amount of weight you enter must counter the 'displacement' of the PhysX GEO LODs. I say LODs because I can't recall exactly if the Buoyancy LOD was actually responsible for that calculation. Either way, one of the PhysX LODs assumes a certain amount of displacement, and your total amount of mass must be balanced against that.\n- Roadway\n  - Needed for Non Physx actors such as man class to walk on ship surface.\n  - Will become unstable if beyond 50m from centre of model.\n- View Cargo\n  - Ideally this LOD is used as the interior for troop carrying component of a ship.\n- View Pilot\n  - Ideally used for the bridge of a ship"},{"heading":"Model Config {model.cfg}","level":3,"markdown":"- Nothing specific to boats/ships in model.cfg, suggest that you follow the example provided in arma 3 tools boat samples"},{"heading":"Config (config.cpp)","level":3,"markdown":""},{"heading":"Ship/Boat Config Classes in Arma 3","level":4,"markdown":"- Base class is Ship (inherits AllVehicles) and uses simulation = \"ship\". There are 4 child classes:\n  - SmallShip - not used\n  - BigShip - not used\n  - FloatingStructure_F\n    - FloatingStructure_F uses simulation ShipX.\n    - Submarine_01_F inherits from FloatingStructure_F but is defined as vehicleClass=\"submerged\" and does not appear to be implemented as a \"vehicle\".\n    - C_Boat_Civil_04_F inherits from FloatingStructure_F is defined as vehicleClass=\"submerged\" and does appear to be implemented as a \"vehicle\" but you cannot interact with it (get in etc).\n  - Ship_F\n    - Boat_F is the basis of most of the \"boats\" in Arma 3.\n      - Boat_Armed_01_base_F uses simulation shipX.\n      - Boat_Civil_01_base_F uses simulation shipX.\n      - Rubber_duck_base_F uses simulation shipX.\n      - SDV_01_base_F uses simulation submarineX and is used as the basis for all SDVs in Arma 3."},{"heading":"Submarine and Ship Config Detail","level":4,"markdown":"Thanks to Mankyle for the following explanation and sample Sub.\n\n```\nairCapacity = 1209600;\n```\n\nQuite important for submarines. Determines the time the crew inside the ship can be below the surface before dying suffocated for lack of air.\nIt seems that when using class submarinex, the engine sets the crew as if they were below the water\n\n```\nverticalTurnCoef = 20.2;\n```\n\nThis line seems to control the speed for ascending/descending.\n\n```\nwaterSpeedFactor = 3.0;\n```\n\nNo idea of what this does. I have tried a couple of values and I have not seen changes\n\n```\nperiscopeDepth = 15.5;\n```\n\nThis is the depth the sub mantains when you activate the \"Mantain periscope Depth\" Action.\nIt is important to know that for big models (not a SDV sized submarine) that this depth DOES NOT coincide with the depth marker in the left upper corner of the screen\n\n```\nidleRpm = 1000;\n```\n\nSelf explaining\n\n```\nredRpm = 4000;\n```\n\n```\nthrustDelay = 2;\n```\n\nthrustDelay is the time the engine needs from 0 thrust to 1 thrust (or 0% to 100%). Time is in seconds.\n\n```\nsimulation = \"submarinex\";\nsimulation = \"shipx\";\n```\n\nPhysX simulation classes\n\n```\noverSpeedBrakeCoef = 0.8;\n```\n\nBrake effectivity. If you follow VBS 2 explanations, this value is (overSpeedBrakeCoef * enginePower). The higher the value, the better it brakes\n\n```\nenginePower = 3278;\n```\n\nEngine power in kW. 1hp is 0.746kW.\n\n```\nengineShiftY = 2;\n```\n\nThis lines tells where the engine applies the force related to the origin of the model.\nEssentially what one mus calculate is the distance in the vertical axis between the Y value of center of mass of the model and the Y Value of the propeller, waterjet or whatever moves the ship.\nNegative values tend to make the bow rise when you accelerate and positive values tend to make it dive.\nFrom vbs2 wiki - Adjust the height at which the engine force is applied to the hull, relative to the model origin, in m.\nUsed for large ships, this will cause the ship to lean more/less in fast turns.\n\n```\nwaterLeakiness = 1000;\n```\n\nThis parameter determines the quantity of water (M^3 x S) that will fill the volume of the PhysX LOD per second.\nTipically lower vaues for boats, higher for bigger ships. Modifies the sinking rate of a ship when this suffers damage.\nFrom BIS Cars Config \"WaterLeakiness should be amount of water in liters that goes into selected object per second.\nThis is set to zero by engine for all vehicles with simulation of a ship or having `canFloat = 1;` (unless they are toppled of destroyed, then config value takes precedence).\n`WaterLeakiness = 10;` seems to be a good value to start with for all kinds of vehicles no matter the size (which is a bit spooky, but it works).\n\n```\nwaterResistanceCoef = 0.01;\n```\n\nRepresents the resistance if the hull. The higher the value the higher the resistance. This affects acceleration and maximum speed.\n\n```\nwaterLinearDampingCoefX = 10.0;\n```\n\nThis value represents lateral movements produced by waves. Higher values will make the ship corner better and slide less to the sides.\n\n```\nwaterLinearDampingCoefY = 1.2;\n```\n\nThis one represents vertical movements depending on the waves. Higher values will modify how much the ship sinks/goes down depending on the waves.\nIt can also affect the flotation line maintaining the ame Ship mass. Higher values will also make a ship sink slower\n\n```\nwaterAngularDampingCoef = 8.0;\n```\n\nSmooth the angular movement in all axis, higher values will reduce swinging/swaying, but may cause strange behavior in turns/rolling over waves.\n\n```\nrudderForceCoef = 12;\n```\n\nSet how effective the rudder is, small boats are typically 0.5 - 5, large ships are typically 100 - 200.\n\n```\nrudderForceCoefAtMaxSpeed = 15;\n```\n\nHow the rudder works. The higher the value the more the ship will turn, BUT the more it will incline when turning.\nValues to high could even make a ship turn upside down (and sink) when turning. If you are transporting non scripted vehicles the can easily fall if this value is set too high.\n\nThere are two values. The first one is for low speed (usually ships turn better when sailing faster than a certain speed) and the second one when going at MEDIUM or FAST speed.\n\n```cpp\n    memoryPointsLeftWaterEffect = \"waterEffectR\";\n    memoryPointsRightWaterEffect = \"waterEffectL\";\n    memoryPointsLeftEngineEffect = \"EngineEffectL\";\n    memoryPointsRightEngineEffect = \"EngineEffectR\";\n```\n\nThese are points in the memory LOD that represent the spawning points for water particle FX.\nThe first ones represent bow FX, the last ones represent the foam generated by the engine propeller.\nSee Arma 3 Particle Effects: Config Parameters - leftFastWaterEffect / rightFastWaterEffect.\n\nExample Collins class submarine that uses submarinex simulation class:\n\nhttp://www.freeuploadsite.com/uploads/13725721431.rar"},{"heading":"Example Config for Armed Speedboat","level":4,"markdown":"Key noted items from Boat_Armed_01_base_F\n\n```cpp\n        radarType = 8;\n        steerAheadSimul = 0.5;\n        steerAheadPlan = 0.35;\n        predictTurnPlan = 0.8;\n        predictTurnSimul = 0.6;\n        brakeDistance = 5;\n        acceleration = 15;\n        turnCoef = 0.75;\n        maxSpeed = 75;\n        simulation = \"shipx\";\n        waterLeakiness = 55.5;\n        waterLinearDampingCoefY = 5;\n        waterLinearDampingCoefX = 2;\n        waterAngularDampingCoef = 1.2;\n        waterResistanceCoef = 0.015;\n        rudderForceCoef = 0.3;\n        rudderForceCoefAtMaxSpeed = 0.02;\n        waterEffectSpeed = 5;\n        engineEffectSpeed = 5;\n        waterFastEffectSpeed = 28;\n```"},{"heading":"Engine parameters","level":5,"markdown":"For indepth information about engine parameters see RedPhoenix's awesome BIF post http://forums.bistudio.com/showthread.php?165390-Tutorial-Creating-Custom-Engine-Gearbox-and-Suspension-Vehicle-config&p=2518019&viewfull=1#post2518019\n\nKey noted items from Boat_Armed_01_base_F\n\n```cpp\n        thrustDelay = 0.2;\n        overSpeedBrakeCoef = 0.2;\n        enginePower = 1085;\n        engineShiftY = -0.1;\n        idleRpm = 200;\n        redRpm = 1200;\n        class complexGearbox\n        {\n            GearboxRatios[] = { \"R1\", -0.782, \"N\", 0, \"D1\", 2, \"D2\", 1.85, \"D3\", 1.75 };\n            TransmissionRatios[] = { \"High\", 1 };\n            gearBoxMode = \"auto\";\n            moveOffGear = 1;\n            driveString = \"D\";\n            neutralString = \"N\";\n            reverseString = \"R\";\n        };\n```"},{"heading":"Config Comparison with USS Iowa (mod by AusSnipe73)","level":4,"markdown":"Inherits from Ship_F\n\n```cpp\n        radarType = 4;\n        simulation = \"shipx\";\n        maxSpeed = 61;\n        overSpeedBrakeCoef = 0.8;\n        enginePower = 1580000;\n        engineShiftY = 0.0;\n        waterLeakiness = 1000.0;\n        turnCoef = 1000.0;\n        thrustDelay = 20;\n        waterLinearDampingCoefY = 2;\n        waterLinearDampingCoefX = 200.0;\n        waterAngularDampingCoef = 1.2;\n        waterResistanceCoef = 0.2;\n        rudderForceCoef = 1000.0;\n        rudderForceCoefAtMaxSpeed = 400.0;\n        idleRpm = 500;\n        redRpm = 1200;\n        brakeDistance = 3;\n        supplyRadius = 3;\n        precision = 15;\n        steerAheadSimul = 0.5;\n        steerAheadPlan = 0.35;\n        predictTurnPlan = 0.8;\n        predictTurnSimul = 0.6;\n\n        class complexGearbox\n        {\n            GearboxRatios[] = { \"R1\", -0.782, \"N\", 0, \"D1\", 2.0, \"D2\", 1.85, \"D3\", 1.75 };\n            TransmissionRatios[] = { \"High\", 1.0 };\n            gearBoxMode = \"auto\";\n            moveOffGear = 1;\n            driveString = \"D\";\n            neutralString = \"N\";\n            reverseString = \"R\";\n        };\n```"},{"heading":"Config for SDV in Arma 3","level":4,"markdown":"Inherits from Boat_F\n\n```cpp\n        radarType = 8;\n        verticalTurnCoef = 0.05;\n        turnCoef = 0.5;\n        steerAheadSimul = 0.5;\n        steerAheadPlan = 0.35;\n        predictTurnPlan = 0.8;\n        predictTurnSimul = 0.6;\n        brakeDistance = 25;\n        acceleration = 15;\n        maxSpeed = 30;\n        waterSpeedFactor = 1;\n        periscopeDepth = 1.2;\n        idleRpm = 200;\n        redRpm = 1200;\n        thrustDelay = 2;\n        formationX = 15;\n        formationZ = 15;\n        simulation = \"submarinex\";\n        overSpeedBrakeCoef = 0.8;\n        enginePower = 45;\n        engineShiftY = 0.4;\n        waterLeakiness = 0;\n        waterResistanceCoef = 0.015;\n        waterLinearDampingCoefX = 2;\n        waterLinearDampingCoefY = 0.8;\n        waterAngularDampingCoef = 1;\n        rudderForceCoef = 0.2;\n        rudderForceCoefAtMaxSpeed = 0.05;\n```"},{"heading":"Weapon Systems","level":4,"markdown":""},{"heading":"Turret Config","level":5,"markdown":"```cpp\nclass Turrets : Turrets\n{\n    class FrontTurret : NewTurret\n    {\n        class HitPoints\n        {\n            class HitTurret\n            {\n                armor = 0.8;\n                material = 60;\n                name = \"otochlaven\";\n                visual = \"otochlaven\";\n                passThrough = 1;\n            };\n\n            class HitGun\n            {\n                armor = 0.6;\n                material = 60;\n                name = \"otochlaven\";\n                visual = \"otochlaven\";\n                passThrough = 1;\n            };\n        };\n\n        stabilizedInAxes = 4;\n        body = \"MainTurret\";\n        gun = \"MainGun\";\n        animationSourceBody = \"mainTurret\";\n        animationSourceGun = \"mainGun\";\n        gunnerAction = \"gunner_Mrap_01\";\n        gunnerGetInAction = \"GetInMedium\";\n        gunnerGetOutAction = \"GetOutMedium\";\n        ejectDeadGunner = 0;\n        outGunnerMayFire = 1;\n        inGunnerMayFire = 1;\n        soundServo[] = { \"A3\\sounds_f\\dummysound\", 0.00562341, 1 };\n        gunBeg = \"usti hlavne\";\n        gunEnd = \"konec hlavne\";\n        weapons[] = { \"GMG_40mm\" };\n        magazines[] = { \"200Rnd_40mm_G_belt\" };\n        discreteDistance[] = { 100, 200, 300, 400, 600, 800, 1000, 1200 };\n        discreteDistanceInitIndex = 2;\n        gunnerName = \"Commander\";\n        memoryPointGunnerOptics = \"commanderview\";\n        gunnerOpticsModel = \"\\A3\\weapons_f\\reticle\\Optics_Gunner_02_F\";\n        turretInfoType = \"RscOptics_crows\";\n        gunnerForceOptics = 0;\n        startEngine = 0;\n        commanding = 2;\n        primaryGunner = 0;\n        primaryObserver = 1;\n        LODTurnedIn = 1100;\n        LODTurnedOut = 1100;\n        usePip = 1;\n        minElev = -15;\n        maxElev = 40;\n        initElev = 5;\n        minTurn = -135;\n        maxTurn = 135;\n        initTurn = 0;\n\n        class ViewOptics : RCWSOptics\n        {\n        };\n\n        class ViewGunner : ViewOptics\n        {\n            initAngleX = -15;\n            minAngleX = -45;\n            maxAngleX = 45;\n            initFov = 0.9;\n            minFov = 0.42;\n            maxFov = 0.9;\n            visionMode[] = {};\n        };\n    };\n\n    class RearTurret : FrontTurret\n    {\n        class HitPoints\n        {\n            class HitTurret\n            {\n                armor = 0.8;\n                material = 60;\n                name = \"otochlaven2\";\n                visual = \"otochlaven2\";\n                passThrough = 1;\n            };\n\n            class HitGun\n            {\n                armor = 0.6;\n                material = 60;\n                name = \"otochlaven2\";\n                visual = \"otochlaven2\";\n                passThrough = 1;\n            };\n        };\n\n        stabilizedInAxes = 0;\n        body = \"RearTurret\";\n        gun = \"RearGun\";\n        animationSourceBody = \"RearTurret\";\n        animationSourceGun = \"RearGun\";\n        gunnerAction = \"gunner_standup01\";\n        gunnerGetInAction = \"GetInMedium\";\n        gunnerGetOutAction = \"GetOutMedium\";\n        ejectDeadGunner = 0;\n        soundServo[] = { \"A3\\sounds_f\\dummysound\", 0.00562341, 1 };\n        gunBeg = \"usti hlavne2\";\n        gunEnd = \"konec hlavne2\";\n        memoryPointGunnerOptics = \"gunnerview2\";\n        weapons[] = { \"HMG_01\" };\n        magazines[] = { \"200Rnd_127x99_mag_Tracer_Green\", \"200Rnd_127x99_mag_Tracer_Green\", \"200Rnd_127x99_mag_Tracer_Green\" };\n        gunnerName = \"Rear gunner\";\n        gunnerOpticsModel = \"\\A3\\weapons_f\\reticle\\Optics_Commander_02_F\";\n        gunnerForceOptics = 0;\n        proxyIndex = 2;\n        startEngine = 0;\n        commanding = 1;\n        primaryGunner = 1;\n        primaryObserver = 0;\n        LODTurnedIn = 1000;\n        LODTurnedOut = 1000;\n        usePip = 0;\n        gunnerLeftHandAnimName = \"OtocHlaven2_Shake\";\n        gunnerRightHandAnimName = \"OtocHlaven2_Shake\";\n        minElev = -5;\n        maxElev = 60;\n        initElev = 5;\n        minTurn = -360;\n        maxTurn = 360;\n        initTurn = -181;\n\n        class ViewOptics : ViewOptics\n        {\n            initAngleX = 0;\n            minAngleX = -30;\n            maxAngleX = 30;\n            initAngleY = 0;\n            minAngleY = -100;\n            maxAngleY = 100;\n            initFov = 0.7;\n            minFov = 0.25;\n            maxFov = 1.1;\n        };\n\n        class ViewGunner : ViewOptics\n        {\n            initAngleX = 5;\n            minAngleX = -65;\n            maxAngleX = 85;\n            initAngleY = 0;\n            minAngleY = -150;\n            maxAngleY = 150;\n            initFov = 0.7;\n            minFov = 0.25;\n            maxFov = 1.1;\n        };\n\n        maxHorizontalRotSpeed = 1.8;\n        maxVerticalRotSpeed = 1.2;\n    };\n};\n```"},{"heading":"Weapons","level":5,"markdown":"```cpp\nclass Boat_Armed_01_base_F\n{\n    model = \"\\A3\\Boat_F\\Boat_Armed_01\\Boat_Armed_01_minigun_F.p3d\";\n    picture = \"\\A3\\boat_f\\Boat_Armed_01\\data\\ui\\Boat_Armed_01_minigun.paa\";\n    Icon = \"\\A3\\boat_f\\Boat_Armed_01\\data\\ui\\map_boat_armed_01_minigun.paa\";\n    displayName = \"Speedboat Minigun\";\n    class AnimationSources : AnimationSources\n    {\n        class muzzle2_source\n        {\n            source = \"reload\";\n            weapon = \"LMG_Minigun\";\n        };\n\n        class muzzle2_source_rot\n        {\n            source = \"ammorandom\";\n            weapon = \"LMG_Minigun\";\n        };\n\n        class ReloadAnim\n        {\n            source = \"reload\";\n            weapon = \"LMG_Minigun\";\n        };\n\n        class ReloadMagazine\n        {\n            source = \"reloadmagazine\";\n            weapon = \"LMG_Minigun\";\n        };\n\n        class Revolving\n        {\n            source = \"revolving\";\n            weapon = \"LMG_Minigun\";\n        };\n    };\n\n    class Turrets : Turrets\n    {\n        class FrontTurret : FrontTurret\n        {\n        };\n\n        class RearTurret : RearTurret\n        {\n            weapons[] = { \"LMG_Minigun\" };\n            magazines[] = { \"2000Rnd_65x39_belt_Tracer_Red\" };\n            LODTurnedIn = 1000;\n            LODTurnedOut = 1000;\n            gunBeg = \"z_gunR_muzzle\";\n            gunEnd = \"z_gunR_chamber\";\n            gunnerOpticsModel = \"\";\n        };\n    };\n};\n```"},{"heading":"Ship Attachments","level":4,"markdown":"Example from Fregata CfgSkeletons:\n\n```\n\"proxy:\\ca\\water2\\fregata\\amg_84_harpoon_launcher.001\",\n\"\",\n\"proxy:\\ca\\water2\\fregata\\amg_84_harpoon_launcher.002\",\n\"\",\n\"proxy:\\ca\\water2\\fregata\\crane.001\",\n\"\",\n\"proxy:\\ca\\water2\\fregata\\rhib.001\",\n\"proxy:\\ca\\water2\\fregata\\crane.001\",\n\"proxy:\\ca\\water2\\fregata\\crane.002\",\n\"\",\n\"proxy:\\ca\\water2\\fregata\\rhib.002\",\n\"proxy:\\ca\\water2\\fregata\\crane.002\",\n```"},{"heading":"101 Getting a Boat in Game","level":3,"markdown":"Don't forget to open and use the sample Boat p3d from Arma 3 Tools samples for reference."},{"heading":"Object Builder","level":4,"markdown":"1. Create your boat model using your favourite modelling app. Blender can export to arma format using AlWarren's Arma Toolbox for Blender. Object Builder can also import 3DS Max or OBJ format.\n1. In the Resolution 0 LoD create a face(s) that follows the outline of any opening in the boat where players maybe sitting. Assign the anti-water texture to this face.\n1. Add textures and materials as necessary. Ensure any beacons/lights use materials that emit light.\n1. Ensure you have simplified LoDs for shadowvolume, geo lod, fire lod etc\n1. Setup proxies for Pilot, Commander, Gunner and Cargo\n1. Create View Pilot, View Cargo, View Gunner LoDs as necessary\n1. Create the Hit Points LoD\n1. Create the Memory points LoD. Ensure you have points for the engine axis, propeller axis, waterEffects right and left, fastWaterEffects left and right, EngEffectSmall left/right, engineEffect points for each engine and position of lights (usually green, red and white navigation lights on naval vessels). Optionally, if creating a boat add slingloading points 1, 2, 3, 4 at the corners of the boat.\n1. Copy the geo lod for the physx lod\n1. For the geo lod ensure the mass is evenly distributed around the geo lod components.\n1. Copy the four GEO LOD Boxes from the sample boat to your geo lod. Adjust as necessary.\n1. For the Physx geo lod, merge all components into a single component. Remove any textures, mass etc\n1. Copy the physx geo lod to create the buoyancy lod. Ensure that all components are convex.\n1. Remove any autocenter=0 entries."},{"heading":"Config","level":4,"markdown":"Example Ship specific config entries to use for RHIB type boat\n\n```cpp\n        simulation                    = \"shipx\";        /// all ships should have this simulation\n        maxSpeed                    = 90;            /// top speed of the vehicle\n        overSpeedBrakeCoef            = 0.8;            /// how much does the vehicle itself brake in case it goes faster than maxSpeed\n        enginePower                    = 235;            /// power of engine in kW\n        engineShiftY                = 0.1;            /// relative virtual position of engine for PhysX, affects lateral ship slope during turns\n        waterLeakiness                = 1.0;            /// amount of litres per second that leaks into ship if under water, destroyed or turned upside down\n        turnCoef                    = 0.25;            /// how well is the ship able to turn\n        thrustDelay                    = 2;            /// initial delay to cause lesser slip when on 1st gear - thrust goes from zero to full in this time\n        waterLinearDampingCoefY        = 2;            /// affect how fast does the ship go through waves down - higher values make it drift more on top of waves\n        waterLinearDampingCoefX        = 2.0;            /// affects sliding of the ship in turns\n        waterAngularDampingCoef        = 1.2;            /// increase this for smoother movement, but beware too high values\n        waterResistanceCoef            = 0.015;        /// how much does water slow the ship down\n        rudderForceCoef                = 0.100000;        /// increase this to gain more turning on lower speeds\n        rudderForceCoefAtMaxSpeed    = 0.003000;        /// increase this to gain more turning on higher speeds\n        idleRpm = 200;                                /// revolutions per minute at which the engine idles\n        redRpm = 1200;                                /// maximum revolutions per minute of the engine\n\n        class complexGearbox\n        {\n            GearboxRatios[]    = { \"R1\", -0.782, \"N\", 0, \"D1\", 2.0, \"D2\", 1.85, \"D3\", 1.75 };\n            TransmissionRatios[] = { \"High\", 1.0 }; // Optional: defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles)\n            gearBoxMode        = \"auto\"; //gearbox can be of type: full-auto (only requires 'W' or 'S'), auto (requires shift between drive and reverse), semi-auto, manual\n            moveOffGear        = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.\n            driveString        = \"D\"; // string to display in the HUD for forward gears.\n            neutralString    = \"N\"; // string to display in the HUD for neutral gear.\n            reverseString    = \"R\"; // string to display in the HUD for reverse gears.\n        };\n\n        waterEffectSpeed = 5;\n        engineEffectSpeed = 5;\n        waterFastEffectSpeed = 28;\n\n        leftEngineEffect        = \"LEngEffectsSmall\";    /// Particle effect class for engine particles\n        rightEngineEffect        = \"REngEffectsSmall\";\n        leftFastWaterEffect        = \"LFastWaterEffects\";    /// defines what class of water effect is going to be used while sailing fast\n        rightFastWaterEffect    = \"RFastWaterEffects\";    /// defines what class of water effect is going to be used while sailing fast\n\n        // These are points in the memory LOD that represent the spawning points for water particle FX. The first ones represent bow FX,\n        // the last ones represent the foam generated by the engine propeller\n        memoryPointsLeftWaterEffect = \"waterEffectR\";\n        memoryPointsRightWaterEffect = \"waterEffectL\";\n        memoryPointsLeftEngineEffect = \"EngineEffectL\";\n        memoryPointsRightEngineEffect = \"EngineEffectR\";\n\n        brakeDistance = 3; /// how many internal waypoints should the AI plan braking in advance\n\n        slingLoadCargoMemoryPoints[] = { \"SlingLoadCargo1\", \"SlingLoadCargo2\", \"SlingLoadCargo3\", \"SlingLoadCargo4\" };\n```"}],"categories":["ArmA: Armed Assault: Modelling","Arma 3: Tutorials","Arma 3: Vehicle Configuration"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Shooting Targets","title":"Arma 3: Shooting Targets","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Shooting_Targets","revid":352061,"updated":"2024-02-01T23:24:36Z","aliases":[],"markdown":"Arma 3 comes with a variety of shooting targets. Most of these targets come with a somewhat hidden functionality which is explained on this page.\n\n### Changing pop-up-behaviour\n\nThe pop-up-behaviour can be changed by setting the variablenoPop in missionNamespace.\n\n```sqf\nmissionNamespace setVariable [\"noPop\", true];    // will prevent the targets from popping up again once they were hit\nmissionNamespace setVariable [\"noPop\", false];    // targets will pop up normally again after they were hit\n```\n\n### Animating the targets\n\nAll of the above listed targets have an animation source called `terc`. This can be used to change the angle of the target.\nLet's say we have a pop up target place in the editor with the name `popUpTarget`:\n\n```sqf\npopUpTarget animateSource [\"terc\", 0.5];    // target will have an angle of 45°\npopUpTarget animateSource [\"terc\", 1];        // target will have an angle of 180°\npopUpTarget animateSource [\"terc\", 0];        // target will have an angle of 90° e.g. the target will stand up straight\n```\n\n> [!NOTE]\n> **Random Fact:** \"terc\" is Czech and means Object.\n\n### Example mission with \"noPop\" and \"terc\"\n\n1. Open a new mission in Eden Editor and save it.\n1. Place three pop-up targets. Make sure they are compatible. See Arma 3: Shooting Targets - Targets.\n1. Name the pop-up targets `target_0`, `target_1`, `target_2`.\n1. Place any object you would like to use to control the targets' states and name it `flag_control_targets`.\n1. Navigate to *Menu Strip* → *Scenario* → *Open Scenario Folder*.\n1. In that folder create a file called `initPlayerLocal.sqf`. See Event Scripts for more information.\n1. Paste the following code into that file and save it.\n\n   ```sqf\n   // Three local actions are added to the object flag_control_targets. These actions are available for every player\n   // Rset the animation state of all three targets\n   flag_control_targets addAction [\"Reset Targets\", { [target_0, target_1, target_2] apply { _x animateSource [\"terc\", 0] } }];\n   ```\n\n   ```sqf\n   // Disable the pop-up functionality by setting \"noPop\" to true globally\n   flag_control_targets addAction [\"Disable pop-up\", { missionNamespace setVariable [\"noPop\", true, true] }];\n   ```\n\n   ```sqf\n   // Enable the pop-up functionality by setting \"noPop\" to false globally. The targets will not automatically reset. Use the Reset Targets action\n   flag_control_targets addAction [\"Enable pop-up\", { missionNamespace setVariable [\"noPop\", false, true] }];\n   ```\n1. Preview the mission and play around with the targets.\n\n### Moving targets on rails\n\nThere is no official way of doing this. Just download some script ¯\\_(ツ)_/¯\n\n### See also\n\n#### Interesting Scripts\n\nThe following scripts are used to animate the targets. Some of them only create a simply destruction effect, others are more sophisticated.\nTo see their content, combine loadFile with the path.\n\n- `a3\\structures_f_mark\\items\\sport\\scripts\\balloon_01_air_f_hitpart.sqf`\n- `a3\\structures_f_mark\\items\\sport\\scripts\\balloon_01_water_f_hitpart.sqf`\n- `a3\\structures_f_epa\\items\\vessels\\scripts\\eaudecombat_01_f_hitpart.sqf`\n- `a3\\props_f_orange\\humanitarian\\supplies\\scripts\\fruit_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\land_target_oval_f_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\metal_pole_skeet_f_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\skeet_clay_f_hitpart.sqf`\n- `a3\\structures_f_mark\\training\\scripts\\target_dueling_01_f_hitpart.sqf`\n- `a3\\structures_f_mark\\training\\scripts\\target_swivel_01_f_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\targetp_inf_f_hitpart.sqf`\n\n#### Targets\n\nThe following targets all possess some sort of animation source. One can use animateSource to manipulate and customize them.\n\n| Display Name | Class | Animation Sources |\n|---|---|---|\n| Pop-Up Target 1 | `TargetP_Inf_F` | `Terc` |\n| Pop-Up Target 1 (Zones) | `TargetP_Inf_Acc1_F` | `Terc` |\n| Pop-Up Target 1 (Accuracy) | `TargetP_Inf_Acc2_F` | `Terc` |\n| Moving Target 1 (Side) | `Target_PopUp_Moving_F` | `Terc` |\n| Moving Target 1 (Side - Zones) | `Target_PopUp_Moving_Acc1_F` | `Terc` |\n| Moving Target 1 (Side - Accuracy) | `Target_PopUp_Moving_Acc2_F` | `Terc` |\n| Moving Target 1 (Front) | `Target_PopUp_Moving_90deg_F` | `Terc` |\n| Moving Target 1 (Front - Zones) | `Target_PopUp_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 1 (Front - Accuracy) | `Target_PopUp_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 2 | `TargetP_Inf2_F` | `Terc` |\n| Pop-Up Target 2 (Zones) | `TargetP_Inf2_Acc1_F` | `Terc` |\n| Pop-Up Target 2 (Accuracy) | `TargetP_Inf2_Acc2_F` | `Terc` |\n| Moving Target 2 (Side) | `Target_PopUp2_Moving_F` | `Terc` |\n| Moving Target 2 (Side - Zones) | `Target_PopUp2_Moving_Acc1_F` | `Terc` |\n| Moving Target 2 (Side - Accuracy) | `Target_PopUp2_Moving_Acc2_F` | `Terc` |\n| Moving Target 2 (Front) | `Target_PopUp2_Moving_90deg_F` | `Terc` |\n| Moving Target 2 (Front - Zones) | `Target_PopUp2_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 2 (Front - Accuracy) | `Target_PopUp2_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 3 | `TargetP_Inf3_F` | `Terc` |\n| Pop-Up Target 3 (Zones) | `TargetP_Inf3_Acc1_F` | `Terc` |\n| Pop-Up Target 3 (Accuracy) | `TargetP_Inf3_Acc2_F` | `Terc` |\n| Moving Target 3 (Side) | `Target_PopUp3_Moving_F` | `Terc` |\n| Moving Target 3 (Side - Zones) | `Target_PopUp3_Moving_Acc1_F` | `Terc` |\n| Moving Target 3 (Side - Accuracy) | `Target_PopUp3_Moving_Acc2_F` | `Terc` |\n| Moving Target 3 (Front) | `Target_PopUp3_Moving_90deg_F` | `Terc` |\n| Moving Target 3 (Front - Zones) | `Target_PopUp3_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 3 (Front - Accuracy) | `Target_PopUp3_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Zombie 1 | `TargetP_Zom_F` | `Terc` |\n| Pop-Up Zombie 1 (Zones) | `TargetP_Zom_Acc1_F` | `Terc` |\n| Moving Zombie 1 (Side) | `Zombie_PopUp_Moving_F` | `Terc` |\n| Moving Zombie 1 (Side - Zones) | `Zombie_PopUp_Moving_Acc1_F` | `Terc` |\n| Moving Zombie 1 (Front) | `Zombie_PopUp_Moving_90deg_F` | `Terc` |\n| Moving Zombie 1 (Front - Zones) | `Zombie_PopUp_Moving_90deg_Acc1_F` | `Terc` |\n| Pop-Up Hostage 1 | `TargetP_Civ_F` | `Terc` |\n| Moving Hostage 1 (Side) | `Hostage_PopUp_Moving_F` | `Terc` |\n| Moving Hostage 1 (Front) | `Hostage_PopUp_Moving_90deg_F` | `Terc` |\n| Pop-Up Hostage 2 | `TargetP_Civ2_F` | `Terc` |\n| Moving Hostage 2 (Side) | `Hostage_PopUp2_Moving_F` | `Terc` |\n| Moving Hostage 2 (Front) | `Hostage_PopUp2_Moving_90deg_F` | `Terc` |\n| Pop-Up Hostage 3 | `TargetP_Civ3_F` | `Terc` |\n| Moving Hostage 3 (Side) | `Hostage_PopUp3_Moving_F` | `Terc` |\n| Moving Hostage 3 (Front) | `Hostage_PopUp3_Moving_90deg_F` | `Terc` |\n| Target - Oval (Ground) | `Land_Target_Oval_F` | `Ground_holder_hide`<br>`Pole_Left_Hide`<br>`Pole_Right_Hide`<br>`Pole_Top_Hide`<br>`Pole_Bottom_Hide`<br>`Left_Rotate`<br>`Right_Rotate`<br>`Top_Rotate`<br>`Bottom_Rotate`<br>`Pole_Rotate`<br>`Target_Left_Rotate`<br>`Target_Right_Rotate`<br>`Target_Top_Rotate`<br>`Target_Bottom_Rotate`<br>`Target_Pole_Rotate` |\n| Target - Oval (Wall, Left) | `Land_Target_Oval_Wall_Left_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Left_Hide` |\n| Target - Oval (Wall, Right) | `Land_Target_Oval_Wall_Right_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Right_Hide` |\n| Target - Oval (Wall, Top) | `Land_Target_Oval_Wall_Top_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Top_Hide` |\n| Target - Oval (Wall, Bottom) | `Land_Target_Oval_Wall_Bottom_F` | `Ground_holder_hide` |\n| Steel Plate | `Steel_Plate_F` | `Stand_Hide` |\n| Steel Plate (Stand) | `Steel_Plate_Stand_F` | `Stand_Hide` |\n| Steel Plate (Large) | `Steel_Plate_L_F` | `Stand_Hide` |\n| Steel Plate (Large - Stand) | `Steel_Plate_L_Stand_F` | `Stand_Hide` |\n| Steel Plate (Small) | `Steel_Plate_S_F` | `Stand_Hide` |\n| Steel Plate (Small - Stand) | `Steel_Plate_S_Stand_F` | `Stand_Hide` |\n| Metal Pole | `Metal_Pole_F` | `Platform_Hide`<br>`Skeet_Hide` |\n| Metal Pole (Platform) | `Metal_Pole_Platform_F` | `Platform_Hide` |\n| Metal Pole (Skeet) | `Metal_Pole_Skeet_F` | `Skeet_Hide` |\n| Target Human Simple | `TargetBootcampHumanSimple_F` | `Terc` |\n| Target Human | `TargetBootcampHuman_F` | `Terc` |\n| Pop-Up Target (Disassembled, Base) | `Land_Target_PopUp_01_mechanism_F` | `Target_source` |\n| Pop-Up Target 4 | `TargetP_Inf4_F` | `Terc` |\n| Pop-Up Target 4 (Zones) | `TargetP_Inf4_Acc1_F` | `Terc` |\n| Pop-Up Target 4 (Accuracy) | `TargetP_Inf4_Acc2_F` | `Terc` |\n| Moving Target 4 (Side) | `Target_PopUp4_Moving_F` | `Terc` |\n| Moving Target 4 (Side - Zones) | `Target_PopUp4_Moving_Acc1_F` | `Terc` |\n| Moving Target 4 (Side - Accuracy) | `Target_PopUp4_Moving_Acc2_F` | `Terc` |\n| Moving Target 4 (Front) | `Target_PopUp4_Moving_90deg_F` | `Terc` |\n| Moving Target 4 (Front - Zones) | `Target_PopUp4_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 4 (Front - Accuracy) | `Target_PopUp4_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 5 | `TargetP_HVT1_F` | `Terc` |\n| Moving Target 5 (Side) | `Target_PopUp_HVT1_Moving_F` | `Terc` |\n| Moving Target 5 (Front) | `Target_PopUp_HVT1_Moving_90deg_F` | `Terc` |\n| Pop-Up Target 6 | `TargetP_HVT2_F` | `Terc` |\n| Moving Target 6 (Side) | `Target_PopUp_HVT2_Moving_F` | `Terc` |\n| Moving Target 6 (Front) | `Target_PopUp_HVT2_Moving_90deg_F` | `Terc` |\n| Pop-Up Target 7 | `TargetP_Inf7_F` | `Terc` |\n| Pop-Up Target 7 (Zones) | `TargetP_Inf7_Acc1_F` | `Terc` |\n| Pop-Up Target 7 (Accuracy) | `TargetP_Inf7_Acc2_F` | `Terc` |\n| Moving Target 7 (Side) | `Target_PopUp7_Moving_F` | `Terc` |\n| Moving Target 7 (Side - Zones) | `Target_PopUp7_Moving_Acc1_F` | `Terc` |\n| Moving Target 7 (Side - Accuracy) | `Target_PopUp7_Moving_Acc2_F` | `Terc` |\n| Moving Target 7 (Front) | `Target_PopUp7_Moving_90deg_F` | `Terc` |\n| Moving Target 7 (Front - Zones) | `Target_PopUp7_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 7 (Front - Accuracy) | `Target_PopUp7_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 8 | `TargetP_Inf8_F` | `Terc` |\n| Pop-Up Target 8 (Zones) | `TargetP_Inf8_Acc1_F` | `Terc` |\n| Pop-Up Target 8 (Accuracy) | `TargetP_Inf8_Acc2_F` | `Terc` |\n| Moving Target 8 (Side) | `Target_PopUp8_Moving_F` | `Terc` |\n| Moving Target 8 (Side - Zones) | `Target_PopUp8_Moving_Acc1_F` | `Terc` |\n| Moving Target 8 (Side - Accuracy) | `Target_PopUp8_Moving_Acc2_F` | `Terc` |\n| Moving Target 8 (Front) | `Target_PopUp8_Moving_90deg_F` | `Terc` |\n| Moving Target 8 (Front - Zones) | `Target_PopUp8_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 8 (Front - Accuracy) | `Target_PopUp8_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 9 | `TargetP_Inf9_F` | `Terc` |\n| Pop-Up Target 9 (Zones) | `TargetP_Inf9_Acc1_F` | `Terc` |\n| Pop-Up Target 9 (Accuracy) | `TargetP_Inf9_Acc2_F` | `Terc` |\n| Moving Target 9 (Side) | `Target_PopUp9_Moving_F` | `Terc` |\n| Moving Target 9 (Side - Zones) | `Target_PopUp9_Moving_Acc1_F` | `Terc` |\n| Moving Target 9 (Side - Accuracy) | `Target_PopUp9_Moving_Acc2_F` | `Terc` |\n| Moving Target 9 (Front) | `Target_PopUp9_Moving_90deg_F` | `Terc` |\n| Moving Target 9 (Front - Zones) | `Target_PopUp9_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 9 (Front - Accuracy) | `Target_PopUp9_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Alien 1 | `TargetP_Alien1_F` | `Terc` |\n| Pop-Up Alien 1 (Zones) | `TargetP_Alien1_Acc1_F` | `Terc` |\n| Moving Alien 1 (Side) | `Target_PopUp_Alien1_Moving_F` | `Terc` |\n| Moving Alien 1 (Side - Zones) | `Target_PopUp_Alien1_Moving_Acc1_F` | `Terc` |\n| Moving Alien 1 (Front) | `Target_PopUp_Alien1_Moving_90deg_F` | `Terc` |\n| Moving Alien 1 (Front - Zones) | `Target_PopUp_Alien1_Moving_90deg_Acc1_F` | `Terc` |\n| Dueling Target | `Land_Target_Dueling_01_F` | `Plate_1_source`<br>`Plate_2_source`<br>`Plate_3_source`<br>`Plate_4_source`<br>`Plate_5_source`<br>`Plate_6_source` |\n| Swivel Target | `Land_Target_Swivel_01_F` | `Screws_source`<br>`Popup_source`<br>`Stand_source`<br>`Swivel_1rpm_source`<br>`Swivel_2rpm_source`<br>`Swivel_3rpm_source`<br>`Swivel_4rpm_source`<br>`Swivel_5rpm_source`<br>`Swivel_6rpm_source`<br>`Swivel_10rpm_source`<br>`Swivel_12rpm_source`<br>`Swivel_15rpm_source` |\n| Swivel Target (Ground) | `Target_Swivel_01_ground_F` | `Screws_source` |\n| Swivel Target (Left) | `Target_Swivel_01_left_F` | `Stand_source`<br>`Swivel_1rpm_source`<br>`Swivel_2rpm_source`<br>`Swivel_3rpm_source`<br>`Swivel_4rpm_source`<br>`Swivel_5rpm_source`<br>`Swivel_6rpm_source`<br>`Swivel_10rpm_source`<br>`Swivel_12rpm_source`<br>`Swivel_15rpm_source` |\n| Swivel Target (Right) | `Target_Swivel_01_right_F` | `Stand_source`<br>`Swivel_1rpm_source`<br>`Swivel_2rpm_source`<br>`Swivel_3rpm_source`<br>`Swivel_4rpm_source`<br>`Swivel_5rpm_source`<br>`Swivel_6rpm_source`<br>`Swivel_10rpm_source`<br>`Swivel_12rpm_source`<br>`Swivel_15rpm_source` |\n| VR Tank Target | `Land_VR_Target_MBT_01_cannon_F` | `Turret_source`<br>`Gun_source` |\n| VR Wheeled APC Target | `Land_VR_Target_APC_Wheeled_01_F` | `Turret_source`<br>`Gun_source` |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 comes with a variety of shooting targets. Most of these targets come with a somewhat hidden functionality which is explained on this page."},{"heading":"Changing pop-up-behaviour","level":3,"markdown":"The pop-up-behaviour can be changed by setting the variablenoPop in missionNamespace.\n\n```sqf\nmissionNamespace setVariable [\"noPop\", true];    // will prevent the targets from popping up again once they were hit\nmissionNamespace setVariable [\"noPop\", false];    // targets will pop up normally again after they were hit\n```"},{"heading":"Animating the targets","level":3,"markdown":"All of the above listed targets have an animation source called `terc`. This can be used to change the angle of the target.\nLet's say we have a pop up target place in the editor with the name `popUpTarget`:\n\n```sqf\npopUpTarget animateSource [\"terc\", 0.5];    // target will have an angle of 45°\npopUpTarget animateSource [\"terc\", 1];        // target will have an angle of 180°\npopUpTarget animateSource [\"terc\", 0];        // target will have an angle of 90° e.g. the target will stand up straight\n```\n\n> [!NOTE]\n> **Random Fact:** \"terc\" is Czech and means Object."},{"heading":"Example mission with \"noPop\" and \"terc\"","level":3,"markdown":"1. Open a new mission in Eden Editor and save it.\n1. Place three pop-up targets. Make sure they are compatible. See Arma 3: Shooting Targets - Targets.\n1. Name the pop-up targets `target_0`, `target_1`, `target_2`.\n1. Place any object you would like to use to control the targets' states and name it `flag_control_targets`.\n1. Navigate to *Menu Strip* → *Scenario* → *Open Scenario Folder*.\n1. In that folder create a file called `initPlayerLocal.sqf`. See Event Scripts for more information.\n1. Paste the following code into that file and save it.\n\n   ```sqf\n   // Three local actions are added to the object flag_control_targets. These actions are available for every player\n   // Rset the animation state of all three targets\n   flag_control_targets addAction [\"Reset Targets\", { [target_0, target_1, target_2] apply { _x animateSource [\"terc\", 0] } }];\n   ```\n\n   ```sqf\n   // Disable the pop-up functionality by setting \"noPop\" to true globally\n   flag_control_targets addAction [\"Disable pop-up\", { missionNamespace setVariable [\"noPop\", true, true] }];\n   ```\n\n   ```sqf\n   // Enable the pop-up functionality by setting \"noPop\" to false globally. The targets will not automatically reset. Use the Reset Targets action\n   flag_control_targets addAction [\"Enable pop-up\", { missionNamespace setVariable [\"noPop\", false, true] }];\n   ```\n1. Preview the mission and play around with the targets."},{"heading":"Moving targets on rails","level":3,"markdown":"There is no official way of doing this. Just download some script ¯\\_(ツ)_/¯"},{"heading":"See also","level":3,"markdown":""},{"heading":"Interesting Scripts","level":4,"markdown":"The following scripts are used to animate the targets. Some of them only create a simply destruction effect, others are more sophisticated.\nTo see their content, combine loadFile with the path.\n\n- `a3\\structures_f_mark\\items\\sport\\scripts\\balloon_01_air_f_hitpart.sqf`\n- `a3\\structures_f_mark\\items\\sport\\scripts\\balloon_01_water_f_hitpart.sqf`\n- `a3\\structures_f_epa\\items\\vessels\\scripts\\eaudecombat_01_f_hitpart.sqf`\n- `a3\\props_f_orange\\humanitarian\\supplies\\scripts\\fruit_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\land_target_oval_f_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\metal_pole_skeet_f_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\skeet_clay_f_hitpart.sqf`\n- `a3\\structures_f_mark\\training\\scripts\\target_dueling_01_f_hitpart.sqf`\n- `a3\\structures_f_mark\\training\\scripts\\target_swivel_01_f_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\targetp_inf_f_hitpart.sqf`"},{"heading":"Targets","level":4,"markdown":"The following targets all possess some sort of animation source. One can use animateSource to manipulate and customize them.\n\n| Display Name | Class | Animation Sources |\n|---|---|---|\n| Pop-Up Target 1 | `TargetP_Inf_F` | `Terc` |\n| Pop-Up Target 1 (Zones) | `TargetP_Inf_Acc1_F` | `Terc` |\n| Pop-Up Target 1 (Accuracy) | `TargetP_Inf_Acc2_F` | `Terc` |\n| Moving Target 1 (Side) | `Target_PopUp_Moving_F` | `Terc` |\n| Moving Target 1 (Side - Zones) | `Target_PopUp_Moving_Acc1_F` | `Terc` |\n| Moving Target 1 (Side - Accuracy) | `Target_PopUp_Moving_Acc2_F` | `Terc` |\n| Moving Target 1 (Front) | `Target_PopUp_Moving_90deg_F` | `Terc` |\n| Moving Target 1 (Front - Zones) | `Target_PopUp_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 1 (Front - Accuracy) | `Target_PopUp_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 2 | `TargetP_Inf2_F` | `Terc` |\n| Pop-Up Target 2 (Zones) | `TargetP_Inf2_Acc1_F` | `Terc` |\n| Pop-Up Target 2 (Accuracy) | `TargetP_Inf2_Acc2_F` | `Terc` |\n| Moving Target 2 (Side) | `Target_PopUp2_Moving_F` | `Terc` |\n| Moving Target 2 (Side - Zones) | `Target_PopUp2_Moving_Acc1_F` | `Terc` |\n| Moving Target 2 (Side - Accuracy) | `Target_PopUp2_Moving_Acc2_F` | `Terc` |\n| Moving Target 2 (Front) | `Target_PopUp2_Moving_90deg_F` | `Terc` |\n| Moving Target 2 (Front - Zones) | `Target_PopUp2_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 2 (Front - Accuracy) | `Target_PopUp2_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 3 | `TargetP_Inf3_F` | `Terc` |\n| Pop-Up Target 3 (Zones) | `TargetP_Inf3_Acc1_F` | `Terc` |\n| Pop-Up Target 3 (Accuracy) | `TargetP_Inf3_Acc2_F` | `Terc` |\n| Moving Target 3 (Side) | `Target_PopUp3_Moving_F` | `Terc` |\n| Moving Target 3 (Side - Zones) | `Target_PopUp3_Moving_Acc1_F` | `Terc` |\n| Moving Target 3 (Side - Accuracy) | `Target_PopUp3_Moving_Acc2_F` | `Terc` |\n| Moving Target 3 (Front) | `Target_PopUp3_Moving_90deg_F` | `Terc` |\n| Moving Target 3 (Front - Zones) | `Target_PopUp3_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 3 (Front - Accuracy) | `Target_PopUp3_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Zombie 1 | `TargetP_Zom_F` | `Terc` |\n| Pop-Up Zombie 1 (Zones) | `TargetP_Zom_Acc1_F` | `Terc` |\n| Moving Zombie 1 (Side) | `Zombie_PopUp_Moving_F` | `Terc` |\n| Moving Zombie 1 (Side - Zones) | `Zombie_PopUp_Moving_Acc1_F` | `Terc` |\n| Moving Zombie 1 (Front) | `Zombie_PopUp_Moving_90deg_F` | `Terc` |\n| Moving Zombie 1 (Front - Zones) | `Zombie_PopUp_Moving_90deg_Acc1_F` | `Terc` |\n| Pop-Up Hostage 1 | `TargetP_Civ_F` | `Terc` |\n| Moving Hostage 1 (Side) | `Hostage_PopUp_Moving_F` | `Terc` |\n| Moving Hostage 1 (Front) | `Hostage_PopUp_Moving_90deg_F` | `Terc` |\n| Pop-Up Hostage 2 | `TargetP_Civ2_F` | `Terc` |\n| Moving Hostage 2 (Side) | `Hostage_PopUp2_Moving_F` | `Terc` |\n| Moving Hostage 2 (Front) | `Hostage_PopUp2_Moving_90deg_F` | `Terc` |\n| Pop-Up Hostage 3 | `TargetP_Civ3_F` | `Terc` |\n| Moving Hostage 3 (Side) | `Hostage_PopUp3_Moving_F` | `Terc` |\n| Moving Hostage 3 (Front) | `Hostage_PopUp3_Moving_90deg_F` | `Terc` |\n| Target - Oval (Ground) | `Land_Target_Oval_F` | `Ground_holder_hide`<br>`Pole_Left_Hide`<br>`Pole_Right_Hide`<br>`Pole_Top_Hide`<br>`Pole_Bottom_Hide`<br>`Left_Rotate`<br>`Right_Rotate`<br>`Top_Rotate`<br>`Bottom_Rotate`<br>`Pole_Rotate`<br>`Target_Left_Rotate`<br>`Target_Right_Rotate`<br>`Target_Top_Rotate`<br>`Target_Bottom_Rotate`<br>`Target_Pole_Rotate` |\n| Target - Oval (Wall, Left) | `Land_Target_Oval_Wall_Left_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Left_Hide` |\n| Target - Oval (Wall, Right) | `Land_Target_Oval_Wall_Right_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Right_Hide` |\n| Target - Oval (Wall, Top) | `Land_Target_Oval_Wall_Top_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Top_Hide` |\n| Target - Oval (Wall, Bottom) | `Land_Target_Oval_Wall_Bottom_F` | `Ground_holder_hide` |\n| Steel Plate | `Steel_Plate_F` | `Stand_Hide` |\n| Steel Plate (Stand) | `Steel_Plate_Stand_F` | `Stand_Hide` |\n| Steel Plate (Large) | `Steel_Plate_L_F` | `Stand_Hide` |\n| Steel Plate (Large - Stand) | `Steel_Plate_L_Stand_F` | `Stand_Hide` |\n| Steel Plate (Small) | `Steel_Plate_S_F` | `Stand_Hide` |\n| Steel Plate (Small - Stand) | `Steel_Plate_S_Stand_F` | `Stand_Hide` |\n| Metal Pole | `Metal_Pole_F` | `Platform_Hide`<br>`Skeet_Hide` |\n| Metal Pole (Platform) | `Metal_Pole_Platform_F` | `Platform_Hide` |\n| Metal Pole (Skeet) | `Metal_Pole_Skeet_F` | `Skeet_Hide` |\n| Target Human Simple | `TargetBootcampHumanSimple_F` | `Terc` |\n| Target Human | `TargetBootcampHuman_F` | `Terc` |\n| Pop-Up Target (Disassembled, Base) | `Land_Target_PopUp_01_mechanism_F` | `Target_source` |\n| Pop-Up Target 4 | `TargetP_Inf4_F` | `Terc` |\n| Pop-Up Target 4 (Zones) | `TargetP_Inf4_Acc1_F` | `Terc` |\n| Pop-Up Target 4 (Accuracy) | `TargetP_Inf4_Acc2_F` | `Terc` |\n| Moving Target 4 (Side) | `Target_PopUp4_Moving_F` | `Terc` |\n| Moving Target 4 (Side - Zones) | `Target_PopUp4_Moving_Acc1_F` | `Terc` |\n| Moving Target 4 (Side - Accuracy) | `Target_PopUp4_Moving_Acc2_F` | `Terc` |\n| Moving Target 4 (Front) | `Target_PopUp4_Moving_90deg_F` | `Terc` |\n| Moving Target 4 (Front - Zones) | `Target_PopUp4_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 4 (Front - Accuracy) | `Target_PopUp4_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 5 | `TargetP_HVT1_F` | `Terc` |\n| Moving Target 5 (Side) | `Target_PopUp_HVT1_Moving_F` | `Terc` |\n| Moving Target 5 (Front) | `Target_PopUp_HVT1_Moving_90deg_F` | `Terc` |\n| Pop-Up Target 6 | `TargetP_HVT2_F` | `Terc` |\n| Moving Target 6 (Side) | `Target_PopUp_HVT2_Moving_F` | `Terc` |\n| Moving Target 6 (Front) | `Target_PopUp_HVT2_Moving_90deg_F` | `Terc` |\n| Pop-Up Target 7 | `TargetP_Inf7_F` | `Terc` |\n| Pop-Up Target 7 (Zones) | `TargetP_Inf7_Acc1_F` | `Terc` |\n| Pop-Up Target 7 (Accuracy) | `TargetP_Inf7_Acc2_F` | `Terc` |\n| Moving Target 7 (Side) | `Target_PopUp7_Moving_F` | `Terc` |\n| Moving Target 7 (Side - Zones) | `Target_PopUp7_Moving_Acc1_F` | `Terc` |\n| Moving Target 7 (Side - Accuracy) | `Target_PopUp7_Moving_Acc2_F` | `Terc` |\n| Moving Target 7 (Front) | `Target_PopUp7_Moving_90deg_F` | `Terc` |\n| Moving Target 7 (Front - Zones) | `Target_PopUp7_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 7 (Front - Accuracy) | `Target_PopUp7_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 8 | `TargetP_Inf8_F` | `Terc` |\n| Pop-Up Target 8 (Zones) | `TargetP_Inf8_Acc1_F` | `Terc` |\n| Pop-Up Target 8 (Accuracy) | `TargetP_Inf8_Acc2_F` | `Terc` |\n| Moving Target 8 (Side) | `Target_PopUp8_Moving_F` | `Terc` |\n| Moving Target 8 (Side - Zones) | `Target_PopUp8_Moving_Acc1_F` | `Terc` |\n| Moving Target 8 (Side - Accuracy) | `Target_PopUp8_Moving_Acc2_F` | `Terc` |\n| Moving Target 8 (Front) | `Target_PopUp8_Moving_90deg_F` | `Terc` |\n| Moving Target 8 (Front - Zones) | `Target_PopUp8_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 8 (Front - Accuracy) | `Target_PopUp8_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 9 | `TargetP_Inf9_F` | `Terc` |\n| Pop-Up Target 9 (Zones) | `TargetP_Inf9_Acc1_F` | `Terc` |\n| Pop-Up Target 9 (Accuracy) | `TargetP_Inf9_Acc2_F` | `Terc` |\n| Moving Target 9 (Side) | `Target_PopUp9_Moving_F` | `Terc` |\n| Moving Target 9 (Side - Zones) | `Target_PopUp9_Moving_Acc1_F` | `Terc` |\n| Moving Target 9 (Side - Accuracy) | `Target_PopUp9_Moving_Acc2_F` | `Terc` |\n| Moving Target 9 (Front) | `Target_PopUp9_Moving_90deg_F` | `Terc` |\n| Moving Target 9 (Front - Zones) | `Target_PopUp9_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 9 (Front - Accuracy) | `Target_PopUp9_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Alien 1 | `TargetP_Alien1_F` | `Terc` |\n| Pop-Up Alien 1 (Zones) | `TargetP_Alien1_Acc1_F` | `Terc` |\n| Moving Alien 1 (Side) | `Target_PopUp_Alien1_Moving_F` | `Terc` |\n| Moving Alien 1 (Side - Zones) | `Target_PopUp_Alien1_Moving_Acc1_F` | `Terc` |\n| Moving Alien 1 (Front) | `Target_PopUp_Alien1_Moving_90deg_F` | `Terc` |\n| Moving Alien 1 (Front - Zones) | `Target_PopUp_Alien1_Moving_90deg_Acc1_F` | `Terc` |\n| Dueling Target | `Land_Target_Dueling_01_F` | `Plate_1_source`<br>`Plate_2_source`<br>`Plate_3_source`<br>`Plate_4_source`<br>`Plate_5_source`<br>`Plate_6_source` |\n| Swivel Target | `Land_Target_Swivel_01_F` | `Screws_source`<br>`Popup_source`<br>`Stand_source`<br>`Swivel_1rpm_source`<br>`Swivel_2rpm_source`<br>`Swivel_3rpm_source`<br>`Swivel_4rpm_source`<br>`Swivel_5rpm_source`<br>`Swivel_6rpm_source`<br>`Swivel_10rpm_source`<br>`Swivel_12rpm_source`<br>`Swivel_15rpm_source` |\n| Swivel Target (Ground) | `Target_Swivel_01_ground_F` | `Screws_source` |\n| Swivel Target (Left) | `Target_Swivel_01_left_F` | `Stand_source`<br>`Swivel_1rpm_source`<br>`Swivel_2rpm_source`<br>`Swivel_3rpm_source`<br>`Swivel_4rpm_source`<br>`Swivel_5rpm_source`<br>`Swivel_6rpm_source`<br>`Swivel_10rpm_source`<br>`Swivel_12rpm_source`<br>`Swivel_15rpm_source` |\n| Swivel Target (Right) | `Target_Swivel_01_right_F` | `Stand_source`<br>`Swivel_1rpm_source`<br>`Swivel_2rpm_source`<br>`Swivel_3rpm_source`<br>`Swivel_4rpm_source`<br>`Swivel_5rpm_source`<br>`Swivel_6rpm_source`<br>`Swivel_10rpm_source`<br>`Swivel_12rpm_source`<br>`Swivel_15rpm_source` |\n| VR Tank Target | `Land_VR_Target_MBT_01_cannon_F` | `Turret_source`<br>`Gun_source` |\n| VR Wheeled APC Target | `Land_VR_Target_APC_Wheeled_01_F` | `Turret_source`<br>`Gun_source` |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."}],"categories":["Arma 3: Editing","Stubs"],"groups":["General"]},{"name":"Arma 3: Simple Objects","title":"Arma 3: Simple Objects","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Simple_Objects","revid":364525,"updated":"2024-05-16T20:46:23Z","aliases":["Arma 3 Simple Objects"],"markdown":"Simple Objects is feature that allows creation of objects with very limited simulation, low performance impact and network traffic. Simple objects are ideal for decorative objects in situations where fully simulated and destructible objects are not required or we can sacrifice full simulation and destruction of some objects to get some performance improvements.\n\nThe initial idea for the whole simple object feature was to allow creation of simple p3d shapes, with no extra support and features what so ever. Such objects could be:\n\n- created - using createSimpleObject with supplied path to p3d and absolute world position\n- positioned - using setPosWorld (absolute world position); there are no land contacts that would allow using setPos or setPosASL like commands\n- deleted - using deleteVehicle\n- retrieved - using allSimpleObjects\n\nThis was later extended by providing possibility to create simple object according to the original object config, attach the original object class name as well as possibility to re-texture the simple object (for more info check Simple Object Types sub-section).\n\nBecause simple objects have close to no simulation, they have strong advantages and disadvantages. Those must be considered and understood to avoid the pitfalls and make most out of the feature.\n\n**PROS**\n\n- Low performance impact - simple object limited simulation is way less demanding, objects outside player's FOV consume very low resources\n- Low network traffic in MP scenarios - simple objects do not need that frequent network updates as simulated objects.\n\n**CONS**\n\n- No PhysX and interaction - simple objects are unmovable static objects.\n- No destruction effects and wreck/ruin transitions\n- More mission/model-maker overhead: more complex objects like damaged vehicles require many manual adjustments to look \"real\", such as retexturing\n\n#### Simple Object Types\n\nThere are 2 types of simple objects based on features they offer and way how they are created. Super-Simple Objects that are meant for some low level scripting and Simple Objects. In general Simple Objects are the way to go as they serve best the majority of use-cases, have more features and in most of the situations provide same performance boost. See the details below if you want to know more about the differences between Super-Simple Objects and Simple Objects.\n\n**Super-Simple Objects** - are simple objects that are created directly from the object shape. They have very limited functionality, do not contain type and cannot be re-textured. The lack of type (=inaccessibility of the original object's config) renders Super-Simple Objects unsuitable for more complex objects like are vehicles. Super-Simple Objects are useful for creating simple objects from objects that do not have config definition.\n\n**Simple Objects** - represent simple objects created from original object config. These simple objects contain type information which improves scripting capabilities, are automatically adjusted according to the config data and can be re-textured. They are ideal for almost any situation, with exception of objects that do not have config definition where using the Super-Simple Objects is the only possible way or complex objects that support re-texturing but we don't need it, there using Super-Simple Objects can net some significant performance boost (check Performance section). EDEN editor uses these Simple Objects, there is currently no support for Super-Simple Objects in EDEN.\n\n### Eden Implementation\n\nNo debate the most common use of simple objects is through EDEN. The implementation is very straightforward there:\n\n1. Place the object\n1. Open object attributes\n1. Go into Object: Special States\n1. Select Simple Object option\n\n| Simulated vs. Simple Object |  |\n|---|---|\n|  |  |\n| Notice simulated object visual indication - yellow bounding box. | Notice simple object visual indication - grey bounding box. |\n\n> [!WARNING]\n> Currently there is a bug with named objects and \"simple object\" property. In multiplayer, the object variable is only defined on the server, unlike with normal objects where it is defined everywhere.\n\n#### Simple Object Capability\n\nNot all objects work well as simple objects - some objects require adjustment data (that need to be prepared properly by the content creator), some do not work at all (like units, game logics, weapon holders etc.). Because of that objects need to be whitelisted for the simple object feature to become available. The decision if object is suitable and well prepared for simple object feature is left on the object creator. Whitelisting is done by adding config parameter eden = 1; into SimpleObject class in object config definition. Objects without this parameter will not have the Simple Object option available in EDEN editor.\n\n```cpp\nclass B_LSV_01_armed_F\n{\n    // ...\n    class SimpleObject\n    {\n        eden = 1;\n        // ...\n    };\n};\n```\n\n### Performance\n\nObject simulation is one of the significant factors that affect asset impact on game performance.\nDue to the nature of the simple object tech and logic of the thing it is obvious the performance impact will decrease with simulation complexity.\nBut we cannot obviously create everything out of the Super-Simple Objects. So knowing where and how the disabled simulation, Simple Objects or even Super-Simple Objects help is crucial.\n\nTable below shows aggregated results for each major simulation type in comparison to clean-scene framerate.\nThere you can see % framerate drop that 400 of simulated, disabled, simple and super simple objects on scene cause.\n\n#### Benchmark Details\n\nOver 3 thousands of official assets were sequentially tested. Each test composition was built of 400 instances of the tested asset on clean VR scene. To lower impact of LODing and rendering on benchmark results objects placed around player as close as possible but still outside of his FOV. Each asset was tested with full simulation, disabled simulation, simple object and super-simple object.\n\n**How to read the data?** You can see that 400 of buildings (simulation house) will bring the scene framerate down to 88%. That's great.\nYou can also notice that disabling simulation on the buildings or turning them into simple objects doesn't help at all.\nIf you check situation of the rotor-lib helicopters (simulation helicopterrtd) you will see it is very different thing.\nPlacing 400 of those helicopters will completely destroy your performance, bringing the scene framerate down to 14%.\nEven if you most likely won't use 400 of those babies in a mission the results show how much more performance hungry are these RTD helicopters over buildings and that just disabling their simulation will not help much, while turning them into Simple Objects or even Super-Simple Objects will help drastically.\n\n#### Conclusion\n\n**PhysX & RTD vehicle** simulation is very costly. Disabling the simulation helps, but even if disable the simulation performance impact is severe. Using Simple Objects or even Super-Simple Objects improves the performance significantly. If you do not need to re-texture the object use Super-Simple Objects (their performance here is awesome), otherwise stick with Simple Objects.\n\n**PhysX object** simulation (thingX) has in general about **3x better performance** than PhysX vehicles have but is still fairly costly. Due to fact that mission compositions tend to contain much larger number of PhysX objects then vehicles, it is strongly recommended to use Simple Objects there. Disabling simulation doesn't help enough and Super-Simple Objects don't net any performance boost over Simple Objects.\n\n**House** simulation works fine as it is. Disabling simulation or using simple objects there does not bring any measurable benefits.\n\n### Scripting Implementation\n\nBecause simple objects are usually used for compositions and decorations, majority of simple object interaction is done through EDEN editor. Users create there their compositions and convert them into simple objects and are done.\n\nIn cases where users need to create simple objects during mission runtime or want to create their own scripts / systems / modules facilitating simple objects there are script commands and supplementing function framework available.\n\n#### Scripting Commands\n\nBecause of the limited functionality of the simple objects some of the object related scripting commands do not work for Simple Objects, even more so for Super-Simple Objects.\n\n##### createSimpleObject\n\n```sqf\ncreateSimpleObject [shapeName, positionWorld];\n```\n\n- Creates Super-Simple Object at given world position.\n\n```sqf\ncreateSimpleObject [objClassName, positionASL];\n```\n\n- Creates Simple Object at given ASL position.\n\n- Wiki: createSimpleObject\n\n##### allSimpleObjects\n\n```sqf\nallSimpleObjects [className1, className2 /*, etc */];\n```\n\n- Returns Simple Objects directly matching one of the provided classnames.\n- Use [] to get all Simple and Super-Simple Objects.\n- Wiki: allSimpleObjects\n\n#### Scripted Framework\n\nThere are 4 scripted functions that supplement and improve simple objects functionality and interaction.\n\n##### BIS_fnc_simpleObjectData\n\n- Get complete data needed for Simple Object or even auto-adjusted Super-Simple Object creation.\n- Data can be either retrieved from config or read from the simulated object.\n- Wiki: BIS_fnc_simpleObjectData\n\n##### BIS_fnc_createSimpleObject\n\n- Creates Simple or Super-Simple Object.\n- There are more options for different needs and situations then the createSimpleObject provide; e.g. function is capable to create auto-adjusted Super-Simple Object (best performance without need for manual adjustments).\n- Wiki: BIS_fnc_createSimpleObject\n\n##### BIS_fnc_adjustSimpleObject\n\n- Adjust simple object vertical position, animations and selection according to provided data.\n- Function is called by BIS_fnc_createSimpleObject and BIS_fnc_replaceWithSimpleObject, but can also be called from outside to (re)adjust existing simple object.\n- Wiki: BIS_fnc_adjustSimpleObject\n\n##### BIS_fnc_replaceWithSimpleObject\n\n- Replaces object with simple object 1:1. Object must not contain any crew and must be placed on ground.\n- Function is handy and very straight forward in usage, but same cannot be said for its functionality where existing object is deleted and replaced by simple object. In MP it is better to directly create the simple object, if possible, to avoid the unneeded network traffic.\n- Wiki: BIS_fnc_replaceWithSimpleObject","sections":[{"heading":null,"level":1,"markdown":"Simple Objects is feature that allows creation of objects with very limited simulation, low performance impact and network traffic. Simple objects are ideal for decorative objects in situations where fully simulated and destructible objects are not required or we can sacrifice full simulation and destruction of some objects to get some performance improvements.\n\nThe initial idea for the whole simple object feature was to allow creation of simple p3d shapes, with no extra support and features what so ever. Such objects could be:\n\n- created - using createSimpleObject with supplied path to p3d and absolute world position\n- positioned - using setPosWorld (absolute world position); there are no land contacts that would allow using setPos or setPosASL like commands\n- deleted - using deleteVehicle\n- retrieved - using allSimpleObjects\n\nThis was later extended by providing possibility to create simple object according to the original object config, attach the original object class name as well as possibility to re-texture the simple object (for more info check Simple Object Types sub-section).\n\nBecause simple objects have close to no simulation, they have strong advantages and disadvantages. Those must be considered and understood to avoid the pitfalls and make most out of the feature.\n\n**PROS**\n\n- Low performance impact - simple object limited simulation is way less demanding, objects outside player's FOV consume very low resources\n- Low network traffic in MP scenarios - simple objects do not need that frequent network updates as simulated objects.\n\n**CONS**\n\n- No PhysX and interaction - simple objects are unmovable static objects.\n- No destruction effects and wreck/ruin transitions\n- More mission/model-maker overhead: more complex objects like damaged vehicles require many manual adjustments to look \"real\", such as retexturing"},{"heading":"Simple Object Types","level":4,"markdown":"There are 2 types of simple objects based on features they offer and way how they are created. Super-Simple Objects that are meant for some low level scripting and Simple Objects. In general Simple Objects are the way to go as they serve best the majority of use-cases, have more features and in most of the situations provide same performance boost. See the details below if you want to know more about the differences between Super-Simple Objects and Simple Objects.\n\n**Super-Simple Objects** - are simple objects that are created directly from the object shape. They have very limited functionality, do not contain type and cannot be re-textured. The lack of type (=inaccessibility of the original object's config) renders Super-Simple Objects unsuitable for more complex objects like are vehicles. Super-Simple Objects are useful for creating simple objects from objects that do not have config definition.\n\n**Simple Objects** - represent simple objects created from original object config. These simple objects contain type information which improves scripting capabilities, are automatically adjusted according to the config data and can be re-textured. They are ideal for almost any situation, with exception of objects that do not have config definition where using the Super-Simple Objects is the only possible way or complex objects that support re-texturing but we don't need it, there using Super-Simple Objects can net some significant performance boost (check Performance section). EDEN editor uses these Simple Objects, there is currently no support for Super-Simple Objects in EDEN."},{"heading":"Eden Implementation","level":3,"markdown":"No debate the most common use of simple objects is through EDEN. The implementation is very straightforward there:\n\n1. Place the object\n1. Open object attributes\n1. Go into Object: Special States\n1. Select Simple Object option\n\n| Simulated vs. Simple Object |  |\n|---|---|\n|  |  |\n| Notice simulated object visual indication - yellow bounding box. | Notice simple object visual indication - grey bounding box. |\n\n> [!WARNING]\n> Currently there is a bug with named objects and \"simple object\" property. In multiplayer, the object variable is only defined on the server, unlike with normal objects where it is defined everywhere."},{"heading":"Simple Object Capability","level":4,"markdown":"Not all objects work well as simple objects - some objects require adjustment data (that need to be prepared properly by the content creator), some do not work at all (like units, game logics, weapon holders etc.). Because of that objects need to be whitelisted for the simple object feature to become available. The decision if object is suitable and well prepared for simple object feature is left on the object creator. Whitelisting is done by adding config parameter eden = 1; into SimpleObject class in object config definition. Objects without this parameter will not have the Simple Object option available in EDEN editor.\n\n```cpp\nclass B_LSV_01_armed_F\n{\n    // ...\n    class SimpleObject\n    {\n        eden = 1;\n        // ...\n    };\n};\n```"},{"heading":"Performance","level":3,"markdown":"Object simulation is one of the significant factors that affect asset impact on game performance.\nDue to the nature of the simple object tech and logic of the thing it is obvious the performance impact will decrease with simulation complexity.\nBut we cannot obviously create everything out of the Super-Simple Objects. So knowing where and how the disabled simulation, Simple Objects or even Super-Simple Objects help is crucial.\n\nTable below shows aggregated results for each major simulation type in comparison to clean-scene framerate.\nThere you can see % framerate drop that 400 of simulated, disabled, simple and super simple objects on scene cause."},{"heading":"Benchmark Details","level":4,"markdown":"Over 3 thousands of official assets were sequentially tested. Each test composition was built of 400 instances of the tested asset on clean VR scene. To lower impact of LODing and rendering on benchmark results objects placed around player as close as possible but still outside of his FOV. Each asset was tested with full simulation, disabled simulation, simple object and super-simple object.\n\n**How to read the data?** You can see that 400 of buildings (simulation house) will bring the scene framerate down to 88%. That's great.\nYou can also notice that disabling simulation on the buildings or turning them into simple objects doesn't help at all.\nIf you check situation of the rotor-lib helicopters (simulation helicopterrtd) you will see it is very different thing.\nPlacing 400 of those helicopters will completely destroy your performance, bringing the scene framerate down to 14%.\nEven if you most likely won't use 400 of those babies in a mission the results show how much more performance hungry are these RTD helicopters over buildings and that just disabling their simulation will not help much, while turning them into Simple Objects or even Super-Simple Objects will help drastically."},{"heading":"Conclusion","level":4,"markdown":"**PhysX & RTD vehicle** simulation is very costly. Disabling the simulation helps, but even if disable the simulation performance impact is severe. Using Simple Objects or even Super-Simple Objects improves the performance significantly. If you do not need to re-texture the object use Super-Simple Objects (their performance here is awesome), otherwise stick with Simple Objects.\n\n**PhysX object** simulation (thingX) has in general about **3x better performance** than PhysX vehicles have but is still fairly costly. Due to fact that mission compositions tend to contain much larger number of PhysX objects then vehicles, it is strongly recommended to use Simple Objects there. Disabling simulation doesn't help enough and Super-Simple Objects don't net any performance boost over Simple Objects.\n\n**House** simulation works fine as it is. Disabling simulation or using simple objects there does not bring any measurable benefits."},{"heading":"Scripting Implementation","level":3,"markdown":"Because simple objects are usually used for compositions and decorations, majority of simple object interaction is done through EDEN editor. Users create there their compositions and convert them into simple objects and are done.\n\nIn cases where users need to create simple objects during mission runtime or want to create their own scripts / systems / modules facilitating simple objects there are script commands and supplementing function framework available."},{"heading":"Scripting Commands","level":4,"markdown":"Because of the limited functionality of the simple objects some of the object related scripting commands do not work for Simple Objects, even more so for Super-Simple Objects."},{"heading":"createSimpleObject","level":5,"markdown":"```sqf\ncreateSimpleObject [shapeName, positionWorld];\n```\n\n- Creates Super-Simple Object at given world position.\n\n```sqf\ncreateSimpleObject [objClassName, positionASL];\n```\n\n- Creates Simple Object at given ASL position.\n\n- Wiki: createSimpleObject"},{"heading":"allSimpleObjects","level":5,"markdown":"```sqf\nallSimpleObjects [className1, className2 /*, etc */];\n```\n\n- Returns Simple Objects directly matching one of the provided classnames.\n- Use [] to get all Simple and Super-Simple Objects.\n- Wiki: allSimpleObjects"},{"heading":"Scripted Framework","level":4,"markdown":"There are 4 scripted functions that supplement and improve simple objects functionality and interaction."},{"heading":"BIS_fnc_simpleObjectData","level":5,"markdown":"- Get complete data needed for Simple Object or even auto-adjusted Super-Simple Object creation.\n- Data can be either retrieved from config or read from the simulated object.\n- Wiki: BIS_fnc_simpleObjectData"},{"heading":"BIS_fnc_createSimpleObject","level":5,"markdown":"- Creates Simple or Super-Simple Object.\n- There are more options for different needs and situations then the createSimpleObject provide; e.g. function is capable to create auto-adjusted Super-Simple Object (best performance without need for manual adjustments).\n- Wiki: BIS_fnc_createSimpleObject"},{"heading":"BIS_fnc_adjustSimpleObject","level":5,"markdown":"- Adjust simple object vertical position, animations and selection according to provided data.\n- Function is called by BIS_fnc_createSimpleObject and BIS_fnc_replaceWithSimpleObject, but can also be called from outside to (re)adjust existing simple object.\n- Wiki: BIS_fnc_adjustSimpleObject"},{"heading":"BIS_fnc_replaceWithSimpleObject","level":5,"markdown":"- Replaces object with simple object 1:1. Object must not contain any crew and must be placed on ground.\n- Function is handy and very straight forward in usage, but same cannot be said for its functionality where existing object is deleted and replaced by simple object. In MP it is better to directly create the simple object, if possible, to avoid the unneeded network traffic.\n- Wiki: BIS_fnc_replaceWithSimpleObject"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Soldier Protection","title":"Arma 3: Soldier Protection","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection","revid":351448,"updated":"2023-12-06T09:57:37Z","aliases":["Arma 3 Soldier Protection"],"markdown":"This new system allows the definition of the protection level of various hit-points (head, face, neck) in a given piece of equipment (I.e. Headgear, vest).\nEach equipment item which should have a certain level of protection should have the necessary hit point configured (see examples below).\n\nFor the story, the old system was able to cover only one hit-point, as shown hereafter:\n\n| Old System | New System | New supported hitpoints |\n|---|---|---|\n|  |  | - head<br>- face<br>- neck<br>- chest<br>- diaphragm<br>- abdomen<br>- pelvis<br>- arms<br>- hands<br>- legs |\n| ```cpp<br>class ItemInfo<br>{<br>    hitPointName    = \"HitBody\";<br>    armor            = 1; //float [0 .. ∞]<br>    passThrough        = 1.0 //float [0 .. 1]<br>};<br>``` | ```cpp<br>class ItemInfo<br>{<br>    class HitpointsProtectionInfo<br>    {<br>        class Chest<br>        {<br>            hitpointName    = \"HitChest\";<br>            armor            = 1 ; //float [0 .. ∞]<br>            passThrough        = 1.0; //float [0 .. 1]<br>        };<br>        class Diaphragm<br>        {<br>            hitpointName    = \"HitDiaphragm\";<br>            armor            = 1 ; //float [0 .. ∞]<br>            passThrough        = 1.0 ; //float [0 .. 1]<br>        };<br>    };<br>};<br>``` |  |\n\n### Implementation\n\nAs described hereafter, various properties (hitpoint) need to be defined in the config to fully benefit from the soldier protection.\n\n#### Unit base class\n\nThe following code is an example of a custom man base class containing every config parameters relevant to the soldier protection.\nIts values represents the state of the soldier protection without any equipment, each piece of gear can increase the protection level of one of these hit points, provided it is configured.\nThis class is just here to help you understanding the relation between the configuration of a gear item and the base class.\n\nNote: Good practice is not to edit or update the base class but create a new class which inherits from the vanilla class.\n\n```cpp\nclass CfgVehicles\n{\n    class Man;\n    class CAManBase : Man\n    {\n        class HitPoints\n        {\n            class HitHead;\n            class HitBody;\n            class HitHands;\n            class HitLegs;\n        };\n    };\n    class TM4_CAManBase : CAManBase\n    {\n        armor                = 2;    // total hit points (meaning global \"health\") of the object.\n                                    // keep constant among various soldiers so that the hit points armor coefficients remains on the same scale\n        armorStructural        = 0.4;    // divides all damage taken to total hit point, either directly or through hit point passThrough coefficient.\n                                    // must be adjusted for each model to achieve consistent total damage results\n        explosionShielding    = 0.04; // for consistent explosive damage after adjusting = ( armorStructural / 10 )\n        minTotalDamageThreshold    = 0.001;    // minimalHit for total damage\n        impactDamageMultiplier    = 0.5;        // multiplier for falling damage\n\n        class HitPoints\n        {\n            class HitFace\n            {\n                armor                =  1;    // \"Healthpoints\" of this hitpoint is armor value (of hitpoint) * armor value (coefficient of the total armor defined below for the whole object)\n                material            = -1;    // damage material (-1 means \"unused\")\n                name                = \"face_hub\"; // selection name from hit points LOD in object\n                passThrough            = 0.1;    // coefficient defining how much damage will pass into total damage when this hit point is damaged\n                radius                = 0.08;    // size of the hit point sphere, this is how it works: https://community.bistudio.com/wiki/Arma_3_Damage_Description\n                explosionShielding    = 0.1;    // multiplier of explosive damage (parameter: explosive > 0 in ammunition type)\n                minimalHit            = 0.01;    // minimal damage value that can be applied (based on armor value), damage below this threshold is ignored\n                                            // example: total hit point armor = 2 and hitpoint class armor = 10 and minimalHit = 0.04\n                                            // -> all damage below a hit value of 2*10*0.04 = 0.8 is ignored\n            }\n            class HitNeck : HitFace\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"neck\";\n                passThrough            = 0.1;\n                radius                = 0.1;\n                explosionShielding    = 0.5;\n                minimalHit            = 0.01;\n            }\n            class HitHead : HitNeck\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"head\";\n                passThrough            = 0.1;\n                radius                = 0.2;\n                explosionShielding    = 0.5;\n                minimalHit            = 0.01;\n                depends                = \"HitFace max HitNeck\"; // returns the greater of HitFace and HitNeck.\n                // for depends to work, HitHead must be inheriting from HitFace and HitNeck.\n                // \"max\" is not the only operator you can use. + and * are confirmed working.\n                // Other operators from the https://community.bistudio.com/wiki/Simple_Expression list may be usable as well.\n            };\n            class HitPelvis\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"pelvis\";\n                passThrough            = 0.1;\n                radius                = 0.2;\n                explosionShielding    = 1;\n                visual                = \"injury_body\";\n                minimalHit            = 0.01;\n            };\n            class HitAbdomen : HitPelvis\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"spine1\";\n                passThrough            = 0.1;\n                radius                = 0.15;\n                explosionShielding    = 1;\n                visual                = \"injury_body\";\n                minimalHit            = 0.01;\n            };\n            class HitDiaphragm : HitAbdomen\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"spine2\";\n                passThrough            = 0.1;\n                radius                = 0.15;\n                explosionShielding    = 6;\n                visual                = \"injury_body\";\n                minimalHit            = 0.01;\n            }\n            class HitChest : HitDiaphragm\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"spine3\";\n                passThrough            = 0.1;\n                radius                = 0.15;\n                explosionShielding    = 6;\n                visual                = \"injury_body\";\n                minimalHit            = 0.01;\n            };\n            class HitBody : HitChest\n            {\n                armor                = 1000; // not supposed to take damage directly\n                material            = -1;\n                name                = \"body\";\n                passThrough            = 0.1;\n                radius                = 0.16;\n                explosionShielding    = 6;\n                visual                = \"injury_body\";\n                minimalHit            = 0.01;\n                depends                = \"HitPelvis max HitAbdomen max HitDiaphragm max HitChest\"; // depends work only for hit points defined in inheritance chain\n                // arbitrary example for different operator usage: = \"(2* (HitPelvis + HitAbdomen) * HitDiaphragm) max HitChest\";\n\n            };\n            class HitArms\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"arms\";\n                passThrough            = 1;\n                radius                = 0.1;\n                explosionShielding    = 1;\n                visual                = \"injury_hands\";\n                minimalHit            = 0.01;\n            };\n            class HitHands : HitArms\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"hands\";\n                passThrough            = 1;\n                radius                = 0.1;\n                explosionShielding    = 1;\n                visual                = \"injury_hands\";\n                minimalHit            = 0.01;\n                depends                = \"HitArms\";\n            };\n            class HitLegs\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"legs\";\n                passThrough            = 1;\n                radius                = 0.12;\n                explosionShielding    = 1;\n                visual                = \"injury_legs\";\n                minimalHit            = 0.01;\n            };\n        };\n    };\n};\n```\n\n#### Armored vest\n\nThe following vest config will provide protection for the neck, arms, chest, diaphragm abdomen and body.\n\n```cpp\n// Carrier Special Rig (Green)\nclass V_PlateCarrierSpec_rgr : Vest_NoCamo_Base\n{\n    /* other properties */\n    class ItemInfo : ItemInfo\n    {\n        /* other properties */\n        class HitpointsProtectionInfo\n        {\n            class Neck\n            {\n                hitpointName    = \"HitNeck\";    // reference to the hit point class defined in the man base class\n                armor            = 8;            // addition to armor of referenced hitpoint\n                passThrough        = 0.5;            // multiplier of base passThrough defined in referenced hitpoint\n            };\n            class Arms\n            {\n                hitpointName    = \"HitArms\";\n                armor            = 8;\n                passThrough        = 0.5;\n            };\n            class Chest\n            {\n                hitpointName    = \"HitChest\";\n                armor            = 24;\n                passThrough        = 0.1;\n            };\n            class Diaphragm\n            {\n                hitpointName    = \"HitDiaphragm\";\n                armor            = 24;\n                passThrough        = 0.1;\n            };\n            class Abdomen\n            {\n                hitpointName    = \"HitAbdomen\";\n                armor            = 24;\n                passThrough        = 0.1;\n            };\n            class Body\n            {\n                hitpointName    = \"HitBody\";\n                passThrough        = 0.1;\n            };\n        };\n    };\n};\n```\n\n#### Headgear\n\nThis headgear increases the protection of the Head only, for example it doesn't provide additional protection for the face,\nso the value from the base class (above) will be used as they are defined.\n\n```cpp\nclass H_HelmetB : ItemCore\n{\n    /* other properties */\n    class ItemInfo : HeadgearItem\n    {\n        /* other properties */\n        class HitpointsProtectionInfo\n        {\n            class Head\n            {\n                hitpointName    = \"HitHead\";    // reference to the hit point class defined in the man base class\n                armor            = 6;            // addition to armor of referenced hitpoint\n                passThrough        = 0.5;            // multiplier of base passThrough defined in referenced hitpoint\n            };\n        };\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"This new system allows the definition of the protection level of various hit-points (head, face, neck) in a given piece of equipment (I.e. Headgear, vest).\nEach equipment item which should have a certain level of protection should have the necessary hit point configured (see examples below).\n\nFor the story, the old system was able to cover only one hit-point, as shown hereafter:\n\n| Old System | New System | New supported hitpoints |\n|---|---|---|\n|  |  | - head<br>- face<br>- neck<br>- chest<br>- diaphragm<br>- abdomen<br>- pelvis<br>- arms<br>- hands<br>- legs |\n| ```cpp<br>class ItemInfo<br>{<br>    hitPointName    = \"HitBody\";<br>    armor            = 1; //float [0 .. ∞]<br>    passThrough        = 1.0 //float [0 .. 1]<br>};<br>``` | ```cpp<br>class ItemInfo<br>{<br>    class HitpointsProtectionInfo<br>    {<br>        class Chest<br>        {<br>            hitpointName    = \"HitChest\";<br>            armor            = 1 ; //float [0 .. ∞]<br>            passThrough        = 1.0; //float [0 .. 1]<br>        };<br>        class Diaphragm<br>        {<br>            hitpointName    = \"HitDiaphragm\";<br>            armor            = 1 ; //float [0 .. ∞]<br>            passThrough        = 1.0 ; //float [0 .. 1]<br>        };<br>    };<br>};<br>``` |  |"},{"heading":"Implementation","level":3,"markdown":"As described hereafter, various properties (hitpoint) need to be defined in the config to fully benefit from the soldier protection."},{"heading":"Unit base class","level":4,"markdown":"The following code is an example of a custom man base class containing every config parameters relevant to the soldier protection.\nIts values represents the state of the soldier protection without any equipment, each piece of gear can increase the protection level of one of these hit points, provided it is configured.\nThis class is just here to help you understanding the relation between the configuration of a gear item and the base class.\n\nNote: Good practice is not to edit or update the base class but create a new class which inherits from the vanilla class.\n\n```cpp\nclass CfgVehicles\n{\n    class Man;\n    class CAManBase : Man\n    {\n        class HitPoints\n        {\n            class HitHead;\n            class HitBody;\n            class HitHands;\n            class HitLegs;\n        };\n    };\n    class TM4_CAManBase : CAManBase\n    {\n        armor                = 2;    // total hit points (meaning global \"health\") of the object.\n                                    // keep constant among various soldiers so that the hit points armor coefficients remains on the same scale\n        armorStructural        = 0.4;    // divides all damage taken to total hit point, either directly or through hit point passThrough coefficient.\n                                    // must be adjusted for each model to achieve consistent total damage results\n        explosionShielding    = 0.04; // for consistent explosive damage after adjusting = ( armorStructural / 10 )\n        minTotalDamageThreshold    = 0.001;    // minimalHit for total damage\n        impactDamageMultiplier    = 0.5;        // multiplier for falling damage\n\n        class HitPoints\n        {\n            class HitFace\n            {\n                armor                =  1;    // \"Healthpoints\" of this hitpoint is armor value (of hitpoint) * armor value (coefficient of the total armor defined below for the whole object)\n                material            = -1;    // damage material (-1 means \"unused\")\n                name                = \"face_hub\"; // selection name from hit points LOD in object\n                passThrough            = 0.1;    // coefficient defining how much damage will pass into total damage when this hit point is damaged\n                radius                = 0.08;    // size of the hit point sphere, this is how it works: https://community.bistudio.com/wiki/Arma_3_Damage_Description\n                explosionShielding    = 0.1;    // multiplier of explosive damage (parameter: explosive > 0 in ammunition type)\n                minimalHit            = 0.01;    // minimal damage value that can be applied (based on armor value), damage below this threshold is ignored\n                                            // example: total hit point armor = 2 and hitpoint class armor = 10 and minimalHit = 0.04\n                                            // -> all damage below a hit value of 2*10*0.04 = 0.8 is ignored\n            }\n            class HitNeck : HitFace\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"neck\";\n                passThrough            = 0.1;\n                radius                = 0.1;\n                explosionShielding    = 0.5;\n                minimalHit            = 0.01;\n            }\n            class HitHead : HitNeck\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"head\";\n                passThrough            = 0.1;\n                radius                = 0.2;\n                explosionShielding    = 0.5;\n                minimalHit            = 0.01;\n                depends                = \"HitFace max HitNeck\"; // returns the greater of HitFace and HitNeck.\n                // for depends to work, HitHead must be inheriting from HitFace and HitNeck.\n                // \"max\" is not the only operator you can use. + and * are confirmed working.\n                // Other operators from the https://community.bistudio.com/wiki/Simple_Expression list may be usable as well.\n            };\n            class HitPelvis\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"pelvis\";\n                passThrough            = 0.1;\n                radius                = 0.2;\n                explosionShielding    = 1;\n                visual                = \"injury_body\";\n                minimalHit            = 0.01;\n            };\n            class HitAbdomen : HitPelvis\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"spine1\";\n                passThrough            = 0.1;\n                radius                = 0.15;\n                explosionShielding    = 1;\n                visual                = \"injury_body\";\n                minimalHit            = 0.01;\n            };\n            class HitDiaphragm : HitAbdomen\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"spine2\";\n                passThrough            = 0.1;\n                radius                = 0.15;\n                explosionShielding    = 6;\n                visual                = \"injury_body\";\n                minimalHit            = 0.01;\n            }\n            class HitChest : HitDiaphragm\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"spine3\";\n                passThrough            = 0.1;\n                radius                = 0.15;\n                explosionShielding    = 6;\n                visual                = \"injury_body\";\n                minimalHit            = 0.01;\n            };\n            class HitBody : HitChest\n            {\n                armor                = 1000; // not supposed to take damage directly\n                material            = -1;\n                name                = \"body\";\n                passThrough            = 0.1;\n                radius                = 0.16;\n                explosionShielding    = 6;\n                visual                = \"injury_body\";\n                minimalHit            = 0.01;\n                depends                = \"HitPelvis max HitAbdomen max HitDiaphragm max HitChest\"; // depends work only for hit points defined in inheritance chain\n                // arbitrary example for different operator usage: = \"(2* (HitPelvis + HitAbdomen) * HitDiaphragm) max HitChest\";\n\n            };\n            class HitArms\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"arms\";\n                passThrough            = 1;\n                radius                = 0.1;\n                explosionShielding    = 1;\n                visual                = \"injury_hands\";\n                minimalHit            = 0.01;\n            };\n            class HitHands : HitArms\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"hands\";\n                passThrough            = 1;\n                radius                = 0.1;\n                explosionShielding    = 1;\n                visual                = \"injury_hands\";\n                minimalHit            = 0.01;\n                depends                = \"HitArms\";\n            };\n            class HitLegs\n            {\n                armor                =  1;\n                material            = -1;\n                name                = \"legs\";\n                passThrough            = 1;\n                radius                = 0.12;\n                explosionShielding    = 1;\n                visual                = \"injury_legs\";\n                minimalHit            = 0.01;\n            };\n        };\n    };\n};\n```"},{"heading":"Armored vest","level":4,"markdown":"The following vest config will provide protection for the neck, arms, chest, diaphragm abdomen and body.\n\n```cpp\n// Carrier Special Rig (Green)\nclass V_PlateCarrierSpec_rgr : Vest_NoCamo_Base\n{\n    /* other properties */\n    class ItemInfo : ItemInfo\n    {\n        /* other properties */\n        class HitpointsProtectionInfo\n        {\n            class Neck\n            {\n                hitpointName    = \"HitNeck\";    // reference to the hit point class defined in the man base class\n                armor            = 8;            // addition to armor of referenced hitpoint\n                passThrough        = 0.5;            // multiplier of base passThrough defined in referenced hitpoint\n            };\n            class Arms\n            {\n                hitpointName    = \"HitArms\";\n                armor            = 8;\n                passThrough        = 0.5;\n            };\n            class Chest\n            {\n                hitpointName    = \"HitChest\";\n                armor            = 24;\n                passThrough        = 0.1;\n            };\n            class Diaphragm\n            {\n                hitpointName    = \"HitDiaphragm\";\n                armor            = 24;\n                passThrough        = 0.1;\n            };\n            class Abdomen\n            {\n                hitpointName    = \"HitAbdomen\";\n                armor            = 24;\n                passThrough        = 0.1;\n            };\n            class Body\n            {\n                hitpointName    = \"HitBody\";\n                passThrough        = 0.1;\n            };\n        };\n    };\n};\n```"},{"heading":"Headgear","level":4,"markdown":"This headgear increases the protection of the Head only, for example it doesn't provide additional protection for the face,\nso the value from the base class (above) will be used as they are defined.\n\n```cpp\nclass H_HelmetB : ItemCore\n{\n    /* other properties */\n    class ItemInfo : HeadgearItem\n    {\n        /* other properties */\n        class HitpointsProtectionInfo\n        {\n            class Head\n            {\n                hitpointName    = \"HitHead\";    // reference to the hit point class defined in the man base class\n                armor            = 6;            // addition to armor of referenced hitpoint\n                passThrough        = 0.5;            // multiplier of base passThrough defined in referenced hitpoint\n            };\n        };\n    };\n};\n```"}],"categories":["Arma 3: Editing","Arma 3: Tutorials","Stubs"],"groups":["General"]},{"name":"Arma 3: Sound","title":"Arma 3: Sound","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound","revid":373289,"updated":"2025-04-14T23:41:09Z","aliases":["Arma 3 Sound","Sound"],"markdown":"### General Sound Configuration\n\n- SoundShader\n- SoundSet\n- Sound Curves\n- SoundShapes\n- Filters\n- Processing Types\n- Global Sound Parameters\n\nArma 3's sound system became much more complex with the release of the [Eden Update](https://dev.arma3.com/post/sitrep-00144). Sound is not anymore a single sample (array respectively) with parameters, but a structure assembled from several layers with embedded audio features.\n\nProcess of sound configuration unification is still in progress (not all gameplay features use this system), information about new implementations will be continuously updated.\n\n**This wiki page serves as a hub - linking you to the different elements of the system.**\n\n> [!NOTE]\n> You may at some point find volume defined with **db** (e.g `db-40`). The formula for db-based volume is: `10^(number*(1/20))`.\n> The db value is expressed in dBFS ([Decibels relative to full scale](https://en.wikipedia.org/wiki/DBFS)). See also Arma 3 Sound: cfgSoundShaders - volume.\n\n#### See Also\n\n- An example configuration for a weapon\n- An overview on SoundControllers which can be used to build Simple Expressiond for volume/frequency calculation.","sections":[{"heading":"General Sound Configuration","level":3,"markdown":"- SoundShader\n- SoundSet\n- Sound Curves\n- SoundShapes\n- Filters\n- Processing Types\n- Global Sound Parameters\n\nArma 3's sound system became much more complex with the release of the [Eden Update](https://dev.arma3.com/post/sitrep-00144). Sound is not anymore a single sample (array respectively) with parameters, but a structure assembled from several layers with embedded audio features.\n\nProcess of sound configuration unification is still in progress (not all gameplay features use this system), information about new implementations will be continuously updated.\n\n**This wiki page serves as a hub - linking you to the different elements of the system.**\n\n> [!NOTE]\n> You may at some point find volume defined with **db** (e.g `db-40`). The formula for db-based volume is: `10^(number*(1/20))`.\n> The db value is expressed in dBFS ([Decibels relative to full scale](https://en.wikipedia.org/wiki/DBFS)). See also Arma 3 Sound: cfgSoundShaders - volume."},{"heading":"See Also","level":4,"markdown":"- An example configuration for a weapon\n- An overview on SoundControllers which can be used to build Simple Expressiond for volume/frequency calculation."}],"categories":["Arma 3: Sound"],"groups":["Configuration"]},{"name":"Arma 3: Sound Files","title":"Arma 3: Sound Files","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound_Files","revid":378632,"updated":"2026-05-15T11:46:45Z","aliases":[],"markdown":"### Export Script\n\nArma 3 v2.22 Execute the following script in a **saved** Eden Editor scenario in the Arma 3: Debug Console to get a complete list of all sound files.\n\n```sqf\nif (missionName == \"\") then\n{\n    [\"You have to save the scenario first!\", 1] call BIS_fnc_3DENNotification;\n}\nelse\n{\n    private _addonPrefixes = allAddonsInfo apply {_x select 0};\n    _addonPrefixes sort true;\n\n    {\n        private _files = [];\n        private _addedPrefix = _x;\n\n        {\n            _files append addonFiles [_addedPrefix, _x];\n        } forEach [\".wav\", \".wss\", \".ogg\"];\n\n        if (_files isNotEqualTo []) then\n        {\n            _files sort true;\n            private _par = createHashMap;\n            _par set [\"name\", _addedPrefix regexReplace [\"\\\\\", \"_\"] trim [\"_\"]];\n            _par set [\"folder\", \"SoundFiles\"];\n            _par set [\"content\", _files joinString endl];\n\n            do3DENAction [\"CreateTextFile\", _par];\n        };\n    } forEach _addonPrefixes;\n\n    do3DENAction \"FolderMission\";\n};\n```\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.\n\n#### 3den\n\n```\n\"a3\\3den\\data\\sound\\cfgsound\\notificationdefault.wss\"\n\"a3\\3den\\data\\sound\\cfgsound\\notificationwarning.wss\"\n\"a3\\3den\\data\\sound\\cfgsound\\visionmode.wss\"\n```\n\n#### animals_f\n\n```\n\"a3\\animals_f\\seagull\\data\\crowe.wss\"\n```\n\n#### animals_f_beta\n\n```\n\"a3\\animals_f_beta\\sheep\\data\\sound\\danger.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\hoover1_sheep.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\hoover2_sheep.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\hoover3_sheep.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\hoover4_sheep.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\hoover5_sheep.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\hoover_loop_sheep1.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\hoover_loop_sheep2.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\idlecomm.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\sheep1.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\sheep2.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\sheep3.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\sheep4.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\sheep5.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\sheep_falldown1.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\sheep_falldown2.wss\"\n```\n\n#### data_f_curator\n\n```\n\"a3\\data_f_curator\\sound\\cfgnonaivehicles\\eagle_f_1.wss\"\n\"a3\\data_f_curator\\sound\\cfgnonaivehicles\\eagle_f_2.wss\"\n\"a3\\data_f_curator\\sound\\cfgnonaivehicles\\eagle_f_3.wss\"\n\"a3\\data_f_curator\\sound\\cfgnonaivehicles\\eagle_f_4.wss\"\n\"a3\\data_f_curator\\sound\\cfgnonaivehicles\\eagle_f_5.wss\"\n\"a3\\data_f_curator\\sound\\cfgnonaivehicles\\eagle_f_6.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\air_raid.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\incoming1.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\incoming2.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\moduleseagulls.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\wind1.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\wind2.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\wind3.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\wind4.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\wind5.wss\"\n```\n\n#### data_f_curator\\music\n\n```\n\"a3\\data_f_curator\\music\\eventtrack01_f_curator.ogg\"\n\"a3\\data_f_curator\\music\\eventtrack02_f_curator.ogg\"\n\"a3\\data_f_curator\\music\\eventtrack03_f_curator.ogg\"\n\"a3\\data_f_curator\\music\\leadtrack01_f_curator.ogg\"\n```\n\n#### data_f_warlords\n\n```\n\"a3\\data_f_warlords\\sfx\\flyby.wss\"\n```\n\n#### dubbing_f\n\n```\n\"a3\\dubbing_f\\modules\\supports\\artillery_accomplished.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\artillery_acknowledged.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\artillery_destroyed.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\artillery_request.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\artillery_rounds_complete.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_bombing_accomplished.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_bombing_acknowledged.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_bombing_destroyed.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_bombing_request.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_heli_accomplished.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_heli_acknowledged.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_heli_destroyed.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_heli_request.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\drop_accomplished.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\drop_acknowledged.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\drop_destroyed.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\drop_request.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\misc_new_available.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\transport_accomplished.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\transport_acknowledged.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\transport_destroyed.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\transport_lz_selected.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\transport_request.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\transport_welcome.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\uav_accomplished.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\uav_acknowledged.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\uav_destroyed.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\uav_request.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\01_intro\\showcase_helicopters_01_intro_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\01_intro\\showcase_helicopters_01_intro_base_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\05_in_heli\\showcase_helicopters_05_in_heli_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\05_in_heli\\showcase_helicopters_05_in_heli_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\10_enemy_vehicles_revealed\\showcase_helicopters_10_enemy_vehicles_revealed_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\10_enemy_vehicles_revealed\\showcase_helicopters_10_enemy_vehicles_revealed_base_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\10_enemy_vehicles_revealed\\showcase_helicopters_10_enemy_vehicles_revealed_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\15_enemy_vehicle_destroyed\\showcase_helicopters_15_enemy_vehicle_destroyed_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\20_enemy_vehicles_destroyed\\showcase_helicopters_20_enemy_vehicles_destroyed_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\20_enemy_vehicles_destroyed\\showcase_helicopters_20_enemy_vehicles_destroyed_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\25_bombardment_started_while_landing\\showcase_helicopters_25_bombardment_started_while_landing_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\25_bombardment_started_while_landing\\showcase_helicopters_25_bombardment_started_while_landing_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\25_bombardment_started_while_landing\\showcase_helicopters_25_bombardment_started_while_landing_pilot_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\30_mortars_destroyed\\showcase_helicopters_30_mortars_destroyed_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\35_land_at_mike26\\showcase_helicopters_35_land_at_mike26_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\35_land_at_mike26\\showcase_helicopters_35_land_at_mike26_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\40_landed_at_mike26\\showcase_helicopters_40_landed_at_mike26_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\40_landed_at_mike26\\showcase_helicopters_40_landed_at_mike26_pilot_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\45_squad_unloaded\\showcase_helicopters_45_squad_unloaded_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\50_resuppy\\showcase_helicopters_50_resuppy_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\53_resupplied\\showcase_helicopters_53_resupplied_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\55_go_kamino\\showcase_helicopters_55_go_kamino_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\55_go_kamino\\showcase_helicopters_55_go_kamino_base_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\55_go_kamino\\showcase_helicopters_55_go_kamino_base_2.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\60_mortars_destroyed_kamino\\showcase_helicopters_60_mortars_destroyed_kamino_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\65_fly_home\\showcase_helicopters_65_fly_home_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\65_fly_home\\showcase_helicopters_65_fly_home_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\70_at_home\\showcase_helicopters_70_at_home_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x01_idle_getin\\showcase_helicopters_x01_idle_getin_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x05_idle_getin\\showcase_helicopters_x05_idle_getin_copilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x05_idle_getin\\showcase_helicopters_x05_idle_getin_copilot_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x10_low_on_ammo\\showcase_helicopters_x10_low_on_ammo_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x10_low_on_ammo\\showcase_helicopters_x10_low_on_ammo_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x15_enemy_vehicles_near_base_both_alive\\showcase_helicopters_x15_enemy_vehicles_near_base_both_alive_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x15_enemy_vehicles_near_base_both_alive\\showcase_helicopters_x15_enemy_vehicles_near_base_both_alive_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x15_enemy_vehicles_near_base_both_alive\\showcase_helicopters_x15_enemy_vehicles_near_base_both_alive_pilot_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x20_enemy_vehicles_near_base_one_alive\\showcase_helicopters_x20_enemy_vehicles_near_base_one_alive_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x20_enemy_vehicles_near_base_one_alive\\showcase_helicopters_x20_enemy_vehicles_near_base_one_alive_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x20_enemy_vehicles_near_base_one_alive\\showcase_helicopters_x20_enemy_vehicles_near_base_one_alive_pilot_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x25_enemy_vehicles_near_base_reported_by_hq\\showcase_helicopters_x25_enemy_vehicles_near_base_reported_by_hq_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x25_enemy_vehicles_near_base_reported_by_hq\\showcase_helicopters_x25_enemy_vehicles_near_base_reported_by_hq_base_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x30_bombardment_started_reported_by_hq\\showcase_helicopters_x30_bombardment_started_reported_by_hq_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x30_bombardment_started_reported_by_hq\\showcase_helicopters_x30_bombardment_started_reported_by_hq_base_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x30_bombardment_started_reported_by_hq\\showcase_helicopters_x30_bombardment_started_reported_by_hq_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x35_mortars_detected\\showcase_helicopters_x35_mortars_detected_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x35_mortars_detected\\showcase_helicopters_x35_mortars_detected_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x40_land_at_mike26_intro\\showcase_helicopters_x40_land_at_mike26_intro_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x45_land_at_mike26_after_mortars\\showcase_helicopters_x45_land_at_mike26_after_mortars_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x45_land_at_mike26_after_mortars\\showcase_helicopters_x45_land_at_mike26_after_mortars_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x50_landed_at_camp_rogain\\showcase_helicopters_x50_landed_at_camp_rogain_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\01_enemy_spotted\\showcase_infantry_01_enemy_spotted_alp_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\01_enemy_spotted\\showcase_infantry_01_enemy_spotted_alp_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\01_enemy_spotted\\showcase_infantry_01_enemy_spotted_alp_2.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\01_enemy_spotted\\showcase_infantry_01_enemy_spotted_pap_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\01_enemy_spotted\\showcase_infantry_01_enemy_spotted_poi_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\03_pointman_hit\\showcase_infantry_03_pointman_hit_poi_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\05_pointman_dead\\showcase_infantry_05_pointman_dead_alp_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\05_pointman_dead\\showcase_infantry_05_pointman_dead_alp_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\10_medic\\showcase_infantry_10_medic_alp_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\10_medic\\showcase_infantry_10_medic_alp_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\20_no_hope\\showcase_infantry_20_no_hope_med_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\20_no_hope\\showcase_infantry_20_no_hope_med_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\20_no_hope\\showcase_infantry_20_no_hope_pap_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\23_negative\\showcase_infantry_23_negative_pap_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\23_negative\\showcase_infantry_23_negative_pap_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\25_keep_moving\\showcase_infantry_25_keep_moving_alp_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\25_keep_moving\\showcase_infantry_25_keep_moving_alp_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\25_keep_moving\\showcase_infantry_25_keep_moving_pap_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\27_ridgelines\\showcase_infantry_27_ridgelines_alp_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\30_town_clear\\showcase_infantry_30_town_clear_bra_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\30_town_clear\\showcase_infantry_30_town_clear_bra_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\30_town_clear\\showcase_infantry_30_town_clear_pap_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\35_mortars\\showcase_infantry_35_mortars_bra_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\35_mortars\\showcase_infantry_35_mortars_bra_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\36_volunteered\\showcase_infantry_36_volunteered_alp_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\36_volunteered\\showcase_infantry_36_volunteered_ker_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\40_charlie_support\\showcase_infantry_40_charlie_support_cha_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\45_in_position\\showcase_infantry_45_in_position_cha_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\50_spotters_located\\showcase_infantry_50_spotters_located_cha_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\60_spotters_dead\\showcase_infantry_60_spotters_dead_ker_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\70_retreat\\showcase_infantry_70_retreat_pap_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\70_retreat\\showcase_infantry_70_retreat_pap_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\x01_medic_dead\\showcase_infantry_x01_medic_dead_alp_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\x05_mortar_dead\\showcase_infantry_x05_mortar_dead_ker_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\x10_bravo_dead\\showcase_infantry_x10_bravo_dead_pap_0.ogg\"\n\"a3\\dubbing_f\\showcase_scuba\\01_start\\showcase_scuba_01_start_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_scuba\\01_start\\showcase_scuba_01_start_jim_0.ogg\"\n\"a3\\dubbing_f\\showcase_scuba\\01_start\\showcase_scuba_01_start_ker_0.ogg\"\n\"a3\\dubbing_f\\showcase_scuba\\05_chopper\\showcase_scuba_05_chopper_ker_0.ogg\"\n\"a3\\dubbing_f\\showcase_scuba\\10_end\\showcase_scuba_10_end_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_scuba\\10_end\\showcase_scuba_10_end_ker_0.ogg\"\n\"a3\\dubbing_f\\showcase_scuba\\10_end\\showcase_scuba_10_end_ker_1.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\01_start\\showcase_vehicles_01_start_grn_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\01_start\\showcase_vehicles_01_start_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\01_start\\showcase_vehicles_01_start_pla_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\05_steal\\showcase_vehicles_05_steal_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\05_steal\\showcase_vehicles_05_steal_pla_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\10_depot\\showcase_vehicles_10_depot_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\10_depot\\showcase_vehicles_10_depot_pla_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\15_green_trouble\\showcase_vehicles_15_green_trouble_grn_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\15_green_trouble\\showcase_vehicles_15_green_trouble_grn_1.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\15_green_trouble\\showcase_vehicles_15_green_trouble_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\15_green_trouble\\showcase_vehicles_15_green_trouble_hq_1.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\15_green_trouble\\showcase_vehicles_15_green_trouble_pla_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\20_green_ok\\showcase_vehicles_20_green_ok_grn_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\20_green_ok\\showcase_vehicles_20_green_ok_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\25_end\\showcase_vehicles_25_end_dvr_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x01_car_dead\\showcase_vehicles_x01_car_dead_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x01_car_dead\\showcase_vehicles_x01_car_dead_pla_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x01_car_dead\\showcase_vehicles_x01_car_dead_pla_1.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x05_depot_hardcore\\showcase_vehicles_x05_depot_hardcore_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x05_depot_hardcore\\showcase_vehicles_x05_depot_hardcore_pla_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x10_green_dead\\showcase_vehicles_x10_green_dead_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x10_green_dead\\showcase_vehicles_x10_green_dead_hq_1.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x10_green_dead\\showcase_vehicles_x10_green_dead_hq_2.ogg\"\n```\n\n#### dubbing_f_aow\n\n```\n\"a3\\dubbing_f_aow\\showcase_aow\\001_int_sala\\showcase_aow_001_int_sala_announcer_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\001_int_sala\\showcase_aow_001_int_sala_announcer_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\001_int_sala\\showcase_aow_001_int_sala_announcer_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\001_int_sala\\showcase_aow_001_int_sala_announcer_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\002_am_conversation_01\\showcase_aow_002_am_conversation_01_visitora_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\002_am_conversation_01\\showcase_aow_002_am_conversation_01_visitorb_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitorc_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitorc_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitord_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitord_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitord_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitord_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitord_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitord_5.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\004_am_conversation_03\\showcase_aow_004_am_conversation_03_visitore_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\004_am_conversation_03\\showcase_aow_004_am_conversation_03_visitore_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\004_am_conversation_03\\showcase_aow_004_am_conversation_03_visitore_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitora_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitora_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitora_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitora_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitorf_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitorf_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitorf_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitorf_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitorf_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\006_am_conversation_05\\showcase_aow_006_am_conversation_05_visitorg_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\007_am_conversation_06\\showcase_aow_007_am_conversation_06_visitorh_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\007_am_conversation_06\\showcase_aow_007_am_conversation_06_visitori_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\007_am_conversation_06\\showcase_aow_007_am_conversation_06_visitori_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\007_am_conversation_06\\showcase_aow_007_am_conversation_06_visitori_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\008_am_conversation_07\\showcase_aow_008_am_conversation_07_visitorc_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\008_am_conversation_07\\showcase_aow_008_am_conversation_07_visitorc_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\008_am_conversation_07\\showcase_aow_008_am_conversation_07_visitorh_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorb_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorb_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorb_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorb_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorb_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorj_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorj_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorj_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorj_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\010_am_conversation_09\\showcase_aow_010_am_conversation_09_visitork_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\010_am_conversation_09\\showcase_aow_010_am_conversation_09_visitork_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\011_am_conversation_10\\showcase_aow_011_am_conversation_10_visitora_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\011_am_conversation_10\\showcase_aow_011_am_conversation_10_visitorh_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\011_am_conversation_10\\showcase_aow_011_am_conversation_10_visitorh_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\011_am_conversation_10\\showcase_aow_011_am_conversation_10_visitorh_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\011_am_conversation_10\\showcase_aow_011_am_conversation_10_visitorh_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\011_am_conversation_10\\showcase_aow_011_am_conversation_10_visitorh_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\012_am_conversation_11\\showcase_aow_012_am_conversation_11_visitorl_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\012_am_conversation_11\\showcase_aow_012_am_conversation_11_visitorl_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\013_am_conversation_12\\showcase_aow_013_am_conversation_12_visitorg_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\013_am_conversation_12\\showcase_aow_013_am_conversation_12_visitorm_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\014_am_conversation_13\\showcase_aow_014_am_conversation_13_visitorn_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_marksman_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_marksman_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_pilot_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_pilot_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_pilot_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_pilot_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_5.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_6.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_7.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_10.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_11.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_5.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_6.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_7.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_8.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_9.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\002_eve_fia_spotted\\showcase_future_002_eve_fia_spotted_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_guerrilla_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_guerrilla_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_guerrilla_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\004_ta_point_charlie_skipped\\showcase_future_004_ta_point_charlie_skipped_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\004_ta_point_charlie_skipped\\showcase_future_004_ta_point_charlie_skipped_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\004_ta_point_charlie_skipped\\showcase_future_004_ta_point_charlie_skipped_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\004_ta_point_charlie_skipped\\showcase_future_004_ta_point_charlie_skipped_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\005_eve_wounded_guerrilla\\showcase_future_005_eve_wounded_guerrilla_guerrillaofficer_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\005_eve_wounded_guerrilla\\showcase_future_005_eve_wounded_guerrilla_guerrillaofficer_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\005_eve_wounded_guerrilla\\showcase_future_005_eve_wounded_guerrilla_guerrillaofficer_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\005_eve_wounded_guerrilla\\showcase_future_005_eve_wounded_guerrilla_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\006_eve_sniper_spotted_player_in\\showcase_future_006_eve_sniper_spotted_player_in_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\007_eve_sniper_spotted_in\\showcase_future_007_eve_sniper_spotted_in_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\008_eve_sniper_spotted\\showcase_future_008_eve_sniper_spotted_marksman_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\008_eve_sniper_spotted\\showcase_future_008_eve_sniper_spotted_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\009_ta_sniper_killed_marksman_in\\showcase_future_009_ta_sniper_killed_marksman_in_marksman_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\010_ta_sniper_killed_player_in\\showcase_future_010_ta_sniper_killed_player_in_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\011_ta_sniper_killed_out\\showcase_future_011_ta_sniper_killed_out_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\011_ta_sniper_killed_out\\showcase_future_011_ta_sniper_killed_out_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\011_ta_sniper_killed_out\\showcase_future_011_ta_sniper_killed_out_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\011_ta_sniper_killed_out\\showcase_future_011_ta_sniper_killed_out_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\012_eve_civilian_truck\\showcase_future_012_eve_civilian_truck_marksman_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\012_eve_civilian_truck\\showcase_future_012_eve_civilian_truck_marksman_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\013_ta_prisoners_found\\showcase_future_013_ta_prisoners_found_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\013_ta_prisoners_found\\showcase_future_013_ta_prisoners_found_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\013_ta_prisoners_found\\showcase_future_013_ta_prisoners_found_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\013_ta_prisoners_found\\showcase_future_013_ta_prisoners_found_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\014_eve_prisoners_map_open\\showcase_future_014_eve_prisoners_map_open_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\015_ta_prisoners_marked\\showcase_future_015_ta_prisoners_marked_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\016_eve_looters\\showcase_future_016_eve_looters_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\016_eve_looters\\showcase_future_016_eve_looters_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\017_eve_aaf_combatants\\showcase_future_017_eve_aaf_combatants_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\018_eve_aaf_combatants_firing\\showcase_future_018_eve_aaf_combatants_firing_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\019_eve_encounter_report_looters\\showcase_future_019_eve_encounter_report_looters_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\019_eve_encounter_report_looters\\showcase_future_019_eve_encounter_report_looters_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\019_eve_encounter_report_looters\\showcase_future_019_eve_encounter_report_looters_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\019_eve_encounter_report_looters\\showcase_future_019_eve_encounter_report_looters_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\020_eve_encounter_chapel\\showcase_future_020_eve_encounter_chapel_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\020_eve_encounter_chapel\\showcase_future_020_eve_encounter_chapel_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\020_eve_encounter_chapel\\showcase_future_020_eve_encounter_chapel_player_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\020_eve_encounter_chapel\\showcase_future_020_eve_encounter_chapel_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\021_eve_encounter_war_criminals\\showcase_future_021_eve_encounter_war_criminals_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\021_eve_encounter_war_criminals\\showcase_future_021_eve_encounter_war_criminals_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\021_eve_encounter_war_criminals\\showcase_future_021_eve_encounter_war_criminals_player_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\021_eve_encounter_war_criminals\\showcase_future_021_eve_encounter_war_criminals_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\021_eve_encounter_war_criminals\\showcase_future_021_eve_encounter_war_criminals_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\021_eve_encounter_war_criminals\\showcase_future_021_eve_encounter_war_criminals_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\022_eve_encounter_house\\showcase_future_022_eve_encounter_house_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\023_eve_machinegunner_kia\\showcase_future_023_eve_machinegunner_kia_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\023_eve_machinegunner_kia\\showcase_future_023_eve_machinegunner_kia_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\024_ta_ugv_attack_in\\showcase_future_024_ta_ugv_attack_in_pilot_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\024_ta_ugv_attack_in\\showcase_future_024_ta_ugv_attack_in_pilot_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\024_ta_ugv_attack_in\\showcase_future_024_ta_ugv_attack_in_pilot_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\024_ta_ugv_attack_in\\showcase_future_024_ta_ugv_attack_in_pilot_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\024_ta_ugv_attack_in\\showcase_future_024_ta_ugv_attack_in_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\024_ta_ugv_attack_in\\showcase_future_024_ta_ugv_attack_in_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\024_ta_ugv_attack_in\\showcase_future_024_ta_ugv_attack_in_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\025_ta_ugv_attack_explosives\\showcase_future_025_ta_ugv_attack_explosives_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\026_ta_ugv_attack_no_explosives\\showcase_future_026_ta_ugv_attack_no_explosives_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\026_ta_ugv_attack_no_explosives\\showcase_future_026_ta_ugv_attack_no_explosives_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\026_ta_ugv_attack_no_explosives\\showcase_future_026_ta_ugv_attack_no_explosives_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\027_ta_ugv_destroyed\\showcase_future_027_ta_ugv_destroyed_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\027_ta_ugv_destroyed\\showcase_future_027_ta_ugv_destroyed_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\028_ta_ugv_deactivated\\showcase_future_028_ta_ugv_deactivated_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\029_ta_ugv_destroyed_out\\showcase_future_029_ta_ugv_destroyed_out_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\029_ta_ugv_destroyed_out\\showcase_future_029_ta_ugv_destroyed_out_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\029_ta_ugv_destroyed_out\\showcase_future_029_ta_ugv_destroyed_out_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\029_ta_ugv_destroyed_out\\showcase_future_029_ta_ugv_destroyed_out_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\029_ta_ugv_destroyed_out\\showcase_future_029_ta_ugv_destroyed_out_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\029_ta_ugv_destroyed_out\\showcase_future_029_ta_ugv_destroyed_out_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\029_ta_ugv_destroyed_out\\showcase_future_029_ta_ugv_destroyed_out_squadleader_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\030_eve_dead_officer\\showcase_future_030_eve_dead_officer_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\030_eve_dead_officer\\showcase_future_030_eve_dead_officer_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\031_eve_dead_guerrilla\\showcase_future_031_eve_dead_guerrilla_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\031_eve_dead_guerrilla\\showcase_future_031_eve_dead_guerrilla_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\031_eve_dead_guerrilla\\showcase_future_031_eve_dead_guerrilla_player_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\031_eve_dead_guerrilla\\showcase_future_031_eve_dead_guerrilla_player_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\032_eve_dead_civilians\\showcase_future_032_eve_dead_civilians_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\032_eve_dead_civilians\\showcase_future_032_eve_dead_civilians_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\032_eve_dead_civilians\\showcase_future_032_eve_dead_civilians_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\033_eve_dead_operator\\showcase_future_033_eve_dead_operator_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\033_eve_dead_operator\\showcase_future_033_eve_dead_operator_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\033_eve_dead_operator\\showcase_future_033_eve_dead_operator_player_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\034_eve_ai_sentience\\showcase_future_034_eve_ai_sentience_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\034_eve_ai_sentience\\showcase_future_034_eve_ai_sentience_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\035_eve_response_a\\showcase_future_035_eve_response_a_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\036_eve_response_b\\showcase_future_036_eve_response_b_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\036_eve_response_b\\showcase_future_036_eve_response_b_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_pilot_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_pilot_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_pilot_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_squadleader_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_pilot_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_pilot_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_pilot_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_5.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_6.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_7.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_8.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_5.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_6.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_7.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_8.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_squadleader_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\039_eve_rough_landing\\showcase_future_039_eve_rough_landing_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_5.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_6.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_7.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\041_eve_convoy_near\\showcase_future_041_eve_convoy_near_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\042_eve_play_firing_on_convoy\\showcase_future_042_eve_play_firing_on_convoy_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\043_ta_convoy_clear\\showcase_future_043_ta_convoy_clear_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\043_ta_convoy_clear\\showcase_future_043_ta_convoy_clear_specialist_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\044_ex_van_not_searched\\showcase_future_044_ex_van_not_searched_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\045_ta_van_not_searched_in\\showcase_future_045_ta_van_not_searched_in_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\046_ta_van_searched\\showcase_future_046_ta_van_searched_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\047_eve_casrep_in\\showcase_future_047_eve_casrep_in_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\048_eve_casrep_none\\showcase_future_048_eve_casrep_none_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\048_eve_casrep_none\\showcase_future_048_eve_casrep_none_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\049_eve_casrep_casualty\\showcase_future_049_eve_casrep_casualty_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\049_eve_casrep_casualty\\showcase_future_049_eve_casrep_casualty_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\050_eve_casrep_casualties\\showcase_future_050_eve_casrep_casualties_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\050_eve_casrep_casualties\\showcase_future_050_eve_casrep_casualties_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\051_ta_attack_camp\\showcase_future_051_ta_attack_camp_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\052_eve_nearing_camp\\showcase_future_052_eve_nearing_camp_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\052_eve_nearing_camp\\showcase_future_052_eve_nearing_camp_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\053_eve_convoy_at_camp\\showcase_future_053_eve_convoy_at_camp_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\054_ta_camp_clear\\showcase_future_054_ta_camp_clear_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\054_ta_camp_clear\\showcase_future_054_ta_camp_clear_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\054_ta_camp_clear\\showcase_future_054_ta_camp_clear_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\055_eve_hostage\\showcase_future_055_eve_hostage_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\055_eve_hostage\\showcase_future_055_eve_hostage_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_specialist_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\057_ex_leaving_first_ao\\showcase_future_057_ex_leaving_first_ao_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\057_ex_leaving_first_ao\\showcase_future_057_ex_leaving_first_ao_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\057_ex_leaving_first_ao\\showcase_future_057_ex_leaving_first_ao_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\057_ex_leaving_first_ao\\showcase_future_057_ex_leaving_first_ao_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\057_ex_leaving_first_ao\\showcase_future_057_ex_leaving_first_ao_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\058_ex_leaving_second_ao\\showcase_future_058_ex_leaving_second_ao_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\059_ex_non_combatant_killed\\showcase_future_059_ex_non_combatant_killed_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\059_ex_non_combatant_killed\\showcase_future_059_ex_non_combatant_killed_specialist_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\059_ex_non_combatant_killed\\showcase_future_059_ex_non_combatant_killed_specialist_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\060_ex_player_destroys_van\\showcase_future_060_ex_player_destroys_van_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\061_ex_hostage_killed_by_player\\showcase_future_061_ex_hostage_killed_by_player_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\061_ex_hostage_killed_by_player\\showcase_future_061_ex_hostage_killed_by_player_specialist_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\062_ex_prisoners_marked_wrong\\showcase_future_062_ex_prisoners_marked_wrong_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\063_eve_sniper_found\\showcase_future_063_eve_sniper_found_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\064_eve_player_under_fire\\showcase_future_064_eve_player_under_fire_marksman_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\064_eve_player_under_fire\\showcase_future_064_eve_player_under_fire_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\064_eve_player_under_fire\\showcase_future_064_eve_player_under_fire_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\065_eve_player_under_fire_twice\\showcase_future_065_eve_player_under_fire_twice_marksman_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\065_eve_player_under_fire_twice\\showcase_future_065_eve_player_under_fire_twice_marksman_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\065_eve_player_under_fire_twice\\showcase_future_065_eve_player_under_fire_twice_player_0.ogg\"\n```\n\n#### dubbing_f_beta\n\n```\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_10.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_11.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_12.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_13.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_14.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_15.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_16.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_17.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_18.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_19.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_20.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_21.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_22.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_5.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_6.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_7.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_8.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_9.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_10.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_11.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_12.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_13.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_14.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_15.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_16.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_17.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_18.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_19.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_20.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_21.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_22.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_23.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_24.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_25.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_26.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_5.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_6.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_7.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_8.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_9.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\misc\\firing_drills_misc_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\misc\\firing_drills_misc_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\misc\\firing_drills_misc_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\misc\\firing_drills_misc_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\misc\\firing_drills_misc_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\misc\\firing_drills_misc_rof_5.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_5.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_6.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_7.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_8.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_9.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\neutral\\firing_drills_neutral_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\neutral\\firing_drills_neutral_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\neutral\\firing_drills_neutral_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\neutral\\firing_drills_neutral_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\neutral\\firing_drills_neutral_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_5.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_6.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_7.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_10.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_5.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_6.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_7.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_8.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_9.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_10.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_11.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_12.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_13.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_14.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_15.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_16.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_17.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_18.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_19.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_20.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_21.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_22.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_23.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_24.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_25.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_26.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_27.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_5.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_6.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_7.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_8.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_9.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_10.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_11.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_2.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_3.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_4.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_5.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_6.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_7.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_8.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_9.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\01_ready_up\\showcase_combined_arms_01_ready_up_got_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\05_ambient_chatter_1\\showcase_combined_arms_05_ambient_chatter_1_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\05_ambient_chatter_1\\showcase_combined_arms_05_ambient_chatter_1_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\05_ambient_chatter_1\\showcase_combined_arms_05_ambient_chatter_1_bhq_2.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\05_ambient_chatter_1\\showcase_combined_arms_05_ambient_chatter_1_ech_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\05_ambient_chatter_1\\showcase_combined_arms_05_ambient_chatter_1_got_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\10_ambient_chatter_2\\showcase_combined_arms_10_ambient_chatter_2_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\10_ambient_chatter_2\\showcase_combined_arms_10_ambient_chatter_2_whi_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\10_ambient_chatter_2\\showcase_combined_arms_10_ambient_chatter_2_whi_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\15_insertion_complete\\showcase_combined_arms_15_insertion_complete_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\15_insertion_complete\\showcase_combined_arms_15_insertion_complete_goo_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\15_insertion_complete\\showcase_combined_arms_15_insertion_complete_got_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\20_start_assault\\showcase_combined_arms_20_start_assault_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\25_cas_leaves\\showcase_combined_arms_25_cas_leaves_whi_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\25_cas_leaves\\showcase_combined_arms_25_cas_leaves_whi_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\30_seized_base\\showcase_combined_arms_30_seized_base_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\35_defeat_reinforcements\\showcase_combined_arms_35_defeat_reinforcements_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\35_defeat_reinforcements\\showcase_combined_arms_35_defeat_reinforcements_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\40_reinforcements_eliminated\\showcase_combined_arms_40_reinforcements_eliminated_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\40_reinforcements_eliminated\\showcase_combined_arms_40_reinforcements_eliminated_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\x01_extraction_leaves\\showcase_combined_arms_x01_extraction_leaves_got_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\x05_impossibletask\\showcase_combined_arms_x05_impossibletask_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\x05_impossibletask\\showcase_combined_arms_x05_impossibletask_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\01_prolog\\showcase_commanding_i_01_prolog_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\01_prolog\\showcase_commanding_i_01_prolog_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\01_prolog\\showcase_commanding_i_01_prolog_bhq_2.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\01_prolog\\showcase_commanding_i_01_prolog_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\01_prolog\\showcase_commanding_i_01_prolog_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\05_landing\\showcase_commanding_i_05_landing_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\10_beach\\showcase_commanding_i_10_beach_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\10_beach\\showcase_commanding_i_10_beach_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\13_en_route\\showcase_commanding_i_13_en_route_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\13_en_route\\showcase_commanding_i_13_en_route_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\15_situation\\showcase_commanding_i_15_situation_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\15_situation\\showcase_commanding_i_15_situation_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\15_situation\\showcase_commanding_i_15_situation_haw_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\20_girna\\showcase_commanding_i_20_girna_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\20_girna\\showcase_commanding_i_20_girna_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\20_girna\\showcase_commanding_i_20_girna_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\23_girna_advice\\showcase_commanding_i_23_girna_advice_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\23_girna_advice\\showcase_commanding_i_23_girna_advice_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\23_girna_advice\\showcase_commanding_i_23_girna_advice_bra_2.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\25_reporting\\showcase_commanding_i_25_reporting_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\25_reporting\\showcase_commanding_i_25_reporting_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\25_reporting\\showcase_commanding_i_25_reporting_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\25_reporting\\showcase_commanding_i_25_reporting_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\30_attack\\showcase_commanding_i_30_attack_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\30_attack\\showcase_commanding_i_30_attack_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\30_attack\\showcase_commanding_i_30_attack_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\30_attack\\showcase_commanding_i_30_attack_haw_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\35_victory\\showcase_commanding_i_35_victory_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\35_victory\\showcase_commanding_i_35_victory_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\35_victory\\showcase_commanding_i_35_victory_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\35_victory\\showcase_commanding_i_35_victory_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x01_transport_immobile\\showcase_commanding_i_x01_transport_immobile_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x05_retreat\\showcase_commanding_i_x05_retreat_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x05_retreat\\showcase_commanding_i_x05_retreat_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x05_retreat\\showcase_commanding_i_x05_retreat_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x05_retreat\\showcase_commanding_i_x05_retreat_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x10_late\\showcase_commanding_i_x10_late_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x15_away\\showcase_commanding_i_x15_away_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x20_not_reporting\\showcase_commanding_i_x20_not_reporting_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x20_not_reporting\\showcase_commanding_i_x20_not_reporting_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x20_not_reporting\\showcase_commanding_i_x20_not_reporting_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\01_slow_down\\showcase_night2_01_slow_down_fox_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\01_slow_down\\showcase_night2_01_slow_down_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\03_report_in\\showcase_night2_03_report_in_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\03_report_in\\showcase_night2_03_report_in_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\05_quickbriefing1\\showcase_night2_05_quickbriefing1_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\10_quickbriefing2\\showcase_night2_10_quickbriefing2_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\10_quickbriefing2\\showcase_night2_10_quickbriefing2_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\10_quickbriefing2\\showcase_night2_10_quickbriefing2_sho_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\13_quickbriefing3\\showcase_night2_13_quickbriefing3_fox_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\13_quickbriefing3\\showcase_night2_13_quickbriefing3_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\13_quickbriefing3\\showcase_night2_13_quickbriefing3_rok_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\15_good_luck\\showcase_night2_15_good_luck_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\20_report_arrival\\showcase_night2_20_report_arrival_fox_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\20_report_arrival\\showcase_night2_20_report_arrival_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\25_firstcontact\\showcase_night2_25_firstcontact_fox_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\25_firstcontact\\showcase_night2_25_firstcontact_fox_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\25_firstcontact\\showcase_night2_25_firstcontact_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\30_enemy_is_anxious\\showcase_night2_30_enemy_is_anxious_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\35_chaos_threshold_reached\\showcase_night2_35_chaos_threshold_reached_fox_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\35_chaos_threshold_reached\\showcase_night2_35_chaos_threshold_reached_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\40_extract\\showcase_night2_40_extract_fox_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\40_extract\\showcase_night2_40_extract_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\45_archangel_secure\\showcase_night2_45_archangel_secure_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\45_archangel_secure\\showcase_night2_45_archangel_secure_sho_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\50_extract_complete\\showcase_night2_50_extract_complete_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\x01_timeoutwarning\\showcase_night2_x01_timeoutwarning_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\x05_timeoutfailure\\showcase_night2_x05_timeoutfailure_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\x10_extractionwarning\\showcase_night2_x10_extractionwarning_fox_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\x10_extractionwarning\\showcase_night2_x10_extractionwarning_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\x10_extractionwarning\\showcase_night2_x10_extractionwarning_rok_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\x15_extractionfailure\\showcase_night2_x15_extractionfailure_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\x15_extractionfailure\\showcase_night2_x15_extractionfailure_rok_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_bhq_2.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_bhq_3.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_ech_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_haw_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\03_aa_elimiated\\showcase_supports_03_aa_elimiated_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\03_aa_elimiated\\showcase_supports_03_aa_elimiated_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\05_bravo_green_light\\showcase_supports_05_bravo_green_light_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\05_bravo_green_light\\showcase_supports_05_bravo_green_light_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\10_echo_green_light\\showcase_supports_10_echo_green_light_ech_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\10_echo_green_light\\showcase_supports_10_echo_green_light_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\15_base_clear\\showcase_supports_15_base_clear_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\15_base_clear\\showcase_supports_15_base_clear_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x01_casaulties\\showcase_supports_x01_casaulties_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x01_casaulties\\showcase_supports_x01_casaulties_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x01_casaulties\\showcase_supports_x01_casaulties_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x05_aa_elimiated_sniper\\showcase_supports_x05_aa_elimiated_sniper_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x05_aa_elimiated_sniper\\showcase_supports_x05_aa_elimiated_sniper_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x05_aa_elimiated_sniper\\showcase_supports_x05_aa_elimiated_sniper_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x05_aa_elimiated_sniper\\showcase_supports_x05_aa_elimiated_sniper_haw_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x05_aa_elimiated_sniper\\showcase_supports_x05_aa_elimiated_sniper_haw_2.ogg\"\n```\n\n#### dubbing_f_bootcamp\n\n```\n\"a3\\dubbing_f_bootcamp\\boot_m01\\01_start\\boot_m01_01_start_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\05_turn_on\\boot_m01_05_turn_on_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\10_surprised\\boot_m01_10_surprised_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\15_move\\boot_m01_15_move_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\20_targets\\boot_m01_20_targets_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\25_targets_spawned\\boot_m01_25_targets_spawned_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\30_fire\\boot_m01_30_fire_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\35_compass\\boot_m01_35_compass_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\35_compass\\boot_m01_35_compass_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\40_first_target\\boot_m01_40_first_target_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\45_bearings\\boot_m01_45_bearings_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\50_second_target\\boot_m01_50_second_target_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\55_all_down\\boot_m01_55_all_down_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\55_all_down\\boot_m01_55_all_down_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\60_to_start\\boot_m01_60_to_start_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\65_interruption\\boot_m01_65_interruption_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\65_interruption\\boot_m01_65_interruption_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\65_interruption\\boot_m01_65_interruption_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\65_interruption\\boot_m01_65_interruption_ada_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\65_interruption\\boot_m01_65_interruption_ada_4.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d01_reveal\\boot_m01_d01_reveal_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d01_reveal\\boot_m01_d01_reveal_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d01_reveal\\boot_m01_d01_reveal_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d01_reveal\\boot_m01_d01_reveal_lac_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d05_course\\boot_m01_d05_course_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d05_course\\boot_m01_d05_course_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d05_course\\boot_m01_d05_course_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d05_course\\boot_m01_d05_course_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d10_fun\\boot_m01_d10_fun_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d10_fun\\boot_m01_d10_fun_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d15_deaf\\boot_m01_d15_deaf_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d15_deaf\\boot_m01_d15_deaf_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d20_shutdown\\boot_m01_d20_shutdown_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d20_shutdown\\boot_m01_d20_shutdown_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d20_shutdown\\boot_m01_d20_shutdown_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d20_shutdown\\boot_m01_d20_shutdown_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\x01_adams_shot_1\\boot_m01_x01_adams_shot_1_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\x05_adams_shot_2\\boot_m01_x05_adams_shot_2_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\x10_adams_shot_3\\boot_m01_x10_adams_shot_3_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\x15_ammo_depleted_1\\boot_m01_x15_ammo_depleted_1_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\x20_ammo_depleted_2\\boot_m01_x20_ammo_depleted_2_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\x25_ammo_depleted_3\\boot_m01_x25_ammo_depleted_3_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\01_start\\boot_m02_01_start_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\05_annoying\\boot_m02_05_annoying_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\05_annoying\\boot_m02_05_annoying_isa_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\100_watch_yourself\\boot_m02_100_watch_yourself_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\105_all_down\\boot_m02_105_all_down_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\10_assembled\\boot_m02_10_assembled_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\10_assembled\\boot_m02_10_assembled_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\10_assembled\\boot_m02_10_assembled_isb_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\10_assembled\\boot_m02_10_assembled_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\110_incident\\boot_m02_110_incident_isa_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\15_introduction\\boot_m02_15_introduction_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\15_introduction\\boot_m02_15_introduction_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\15_introduction\\boot_m02_15_introduction_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\15_introduction\\boot_m02_15_introduction_ada_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\15_introduction\\boot_m02_15_introduction_isb_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\20_shot_stand\\boot_m02_20_shot_stand_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\25_shot_crouch\\boot_m02_25_shot_crouch_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\30_shot_prone\\boot_m02_30_shot_prone_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\35_suggest_stand\\boot_m02_35_suggest_stand_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\40_suggest_crouch\\boot_m02_40_suggest_crouch_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\40_suggest_crouch\\boot_m02_40_suggest_crouch_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\45_suggest_prone\\boot_m02_45_suggest_prone_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\45_suggest_prone\\boot_m02_45_suggest_prone_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\49_csat\\boot_m02_49_csat_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\49_csat\\boot_m02_49_csat_isb_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\50_take_scope\\boot_m02_50_take_scope_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\50_take_scope\\boot_m02_50_take_scope_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\55_long_1\\boot_m02_55_long_1_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\60_long_2\\boot_m02_60_long_2_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\65_long_3\\boot_m02_65_long_3_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\70_hold_breath\\boot_m02_70_hold_breath_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\75_targets_down\\boot_m02_75_targets_down_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\80_shoot_all\\boot_m02_80_shoot_all_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\85_shot_fatigued\\boot_m02_85_shot_fatigued_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\90_shot_composed\\boot_m02_90_shot_composed_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\95_started_composed\\boot_m02_95_started_composed_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d01_hello_world\\boot_m02_d01_hello_world_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d01_hello_world\\boot_m02_d01_hello_world_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d01_hello_world\\boot_m02_d01_hello_world_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d01_hello_world\\boot_m02_d01_hello_world_ada_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d01_hello_world\\boot_m02_d01_hello_world_ada_4.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d01_hello_world\\boot_m02_d01_hello_world_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d01_hello_world\\boot_m02_d01_hello_world_lac_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d05_aaf_anger\\boot_m02_d05_aaf_anger_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d05_aaf_anger\\boot_m02_d05_aaf_anger_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d05_aaf_anger\\boot_m02_d05_aaf_anger_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d10_ballistics_and_bearings\\boot_m02_d10_ballistics_and_bearings_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d10_ballistics_and_bearings\\boot_m02_d10_ballistics_and_bearings_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d10_ballistics_and_bearings\\boot_m02_d10_ballistics_and_bearings_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d10_ballistics_and_bearings\\boot_m02_d10_ballistics_and_bearings_ada_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d10_ballistics_and_bearings\\boot_m02_d10_ballistics_and_bearings_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d15_run_around\\boot_m02_d15_run_around_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d15_run_around\\boot_m02_d15_run_around_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d15_run_around\\boot_m02_d15_run_around_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d15_run_around\\boot_m02_d15_run_around_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d15_run_around\\boot_m02_d15_run_around_lac_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d20_fatigue\\boot_m02_d20_fatigue_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d20_fatigue\\boot_m02_d20_fatigue_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d20_fatigue\\boot_m02_d20_fatigue_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d20_fatigue\\boot_m02_d20_fatigue_ada_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d20_fatigue\\boot_m02_d20_fatigue_ada_4.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d20_fatigue\\boot_m02_d20_fatigue_ada_5.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d20_fatigue\\boot_m02_d20_fatigue_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x01_long_1_warning\\boot_m02_x01_long_1_warning_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x05_long_1_reprimand\\boot_m02_x05_long_1_reprimand_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x10_long_2_warning\\boot_m02_x10_long_2_warning_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x15_long_2_reprimand\\boot_m02_x15_long_2_reprimand_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x20_long_3_warning\\boot_m02_x20_long_3_warning_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x25_long_3_reprimand\\boot_m02_x25_long_3_reprimand_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x30_left_position_1\\boot_m02_x30_left_position_1_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x35_left_position_2\\boot_m02_x35_left_position_2_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x40_left_position_3\\boot_m02_x40_left_position_3_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\01_start\\boot_m03_01_start_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\01_start\\boot_m03_01_start_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\01_start\\boot_m03_01_start_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\01_start\\boot_m03_01_start_ada_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\01_start\\boot_m03_01_start_isa_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\01_start\\boot_m03_01_start_isa_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\01_start\\boot_m03_01_start_isa_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\05_idiots\\boot_m03_05_idiots_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\05_idiots\\boot_m03_05_idiots_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\100_left_3\\boot_m03_100_left_3_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\105_earthquake\\boot_m03_105_earthquake_bsa_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\105_earthquake\\boot_m03_105_earthquake_bsa_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\10_gather\\boot_m03_10_gather_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\10_gather\\boot_m03_10_gather_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\110_sitrep\\boot_m03_110_sitrep_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\110_sitrep\\boot_m03_110_sitrep_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\110_sitrep\\boot_m03_110_sitrep_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\110_sitrep\\boot_m03_110_sitrep_ada_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\110_sitrep\\boot_m03_110_sitrep_bhq_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\110_sitrep\\boot_m03_110_sitrep_bhq_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\110_sitrep\\boot_m03_110_sitrep_bsa_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\110_sitrep\\boot_m03_110_sitrep_ihq_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\115_right_1\\boot_m03_115_right_1_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\120_arrived\\boot_m03_120_arrived_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\120_arrived\\boot_m03_120_arrived_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\125_disembark\\boot_m03_125_disembark_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\130_clear_1\\boot_m03_130_clear_1_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\135_clear_2\\boot_m03_135_clear_2_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\140_clear_3\\boot_m03_140_clear_3_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\145_stash_found\\boot_m03_145_stash_found_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\145_stash_found\\boot_m03_145_stash_found_isa_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\145_stash_found\\boot_m03_145_stash_found_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\145_stash_found\\boot_m03_145_stash_found_lac_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\150_rtb\\boot_m03_150_rtb_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\15_map\\boot_m03_15_map_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\20_lesson\\boot_m03_20_lesson_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\20_lesson\\boot_m03_20_lesson_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\25_grids\\boot_m03_25_grids_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\25_grids\\boot_m03_25_grids_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\25_grids\\boot_m03_25_grids_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\30_triangulate\\boot_m03_30_triangulate_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\35_info\\boot_m03_35_info_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\35_info\\boot_m03_35_info_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\35_info\\boot_m03_35_info_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\35_info\\boot_m03_35_info_isa_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\35_info\\boot_m03_35_info_isa_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\40_mark_town\\boot_m03_40_mark_town_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\40_mark_town\\boot_m03_40_mark_town_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\40_mark_town\\boot_m03_40_mark_town_isb_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\45_town_marked\\boot_m03_45_town_marked_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\49_more_info\\boot_m03_49_more_info_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\49_more_info\\boot_m03_49_more_info_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\49_more_info\\boot_m03_49_more_info_isa_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\50_mark_hill\\boot_m03_50_mark_hill_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\50_mark_hill\\boot_m03_50_mark_hill_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\55_hill_marked\\boot_m03_55_hill_marked_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\55_hill_marked\\boot_m03_55_hill_marked_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\55_hill_marked\\boot_m03_55_hill_marked_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\60_mark_location\\boot_m03_60_mark_location_ada_0.ogg\"\n\"a3\\dubbing_f_bootca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ap_1_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\x50_closed_map_2\\boot_m03_x50_closed_map_2_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\x55_closed_map_3\\boot_m03_x55_closed_map_3_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\x60_already_cleared\\boot_m03_x60_already_cleared_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_ada_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_bhq_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_bhq_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_bhq_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_bhq_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_bhq_4.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_bhq_5.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_bhq_6.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_bhq_7.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_bhq_8.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_bhq_9.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\01_start\\boot_m04_01_start_lac_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\03_checkpoint\\boot_m04_03_checkpoint_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\03_checkpoint\\boot_m04_03_checkpoint_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\05_near_location\\boot_m04_05_near_location_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\05_near_location\\boot_m04_05_near_location_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\100_treat\\boot_m04_100_treat_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\105_report\\boot_m04_105_report_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\105_report\\boot_m04_105_report_bhq_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\10_convoy_found\\boot_m04_10_convoy_found_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\10_convoy_found\\boot_m04_10_convoy_found_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\10_convoy_found\\boot_m04_10_convoy_found_bhq_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\110_treating\\boot_m04_110_treating_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\115_medical\\boot_m04_115_medical_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\115_medical\\boot_m04_115_medical_bhq_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\120_treated\\boot_m04_120_treated_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\125_perimeter\\boot_m04_125_perimeter_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\125_perimeter\\boot_m04_125_perimeter_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\15_roe\\boot_m04_15_roe_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\15_roe\\boot_m04_15_roe_bhq_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\15_roe\\boot_m04_15_roe_bhq_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\20_confirm\\boot_m04_20_confirm_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\20_confirm\\boot_m04_20_confirm_bhq_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\25_orders\\boot_m04_25_orders_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\25_orders\\boot_m04_25_orders_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\30_waiting\\boot_m04_30_waiting_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\35_overwatch\\boot_m04_35_overwatch_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\35_overwatch\\boot_m04_35_overwatch_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\35_overwatch\\boot_m04_35_overwatch_bsa_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\35_overwatch\\boot_m04_35_overwatch_bsa_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\35_overwatch\\boot_m04_35_overwatch_bsa_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\40_continue\\boot_m04_40_continue_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\45_spotted\\boot_m04_45_spotted_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\45_spotted\\boot_m04_45_spotted_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\50_friendly\\boot_m04_50_friendly_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\55_covering\\boot_m04_55_covering_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\55_covering\\boot_m04_55_covering_bsa_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\60_engage\\boot_m04_60_engage_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\65_regroup\\boot_m04_65_regroup_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\70_move_up\\boot_m04_70_move_up_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\80_wave_2\\boot_m04_80_wave_2_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\85_all_clear\\boot_m04_85_all_clear_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\85_all_clear\\boot_m04_85_all_clear_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m04\\85_all_clear\\boot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\\boot_m05\\d05_results\\boot_m05_d05_results_lac_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m05\\d05_results\\boot_m05_d05_results_lac_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m05\\d10_ending\\boot_m05_d10_ending_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m05\\d10_ending\\boot_m05_d10_ending_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m05\\d10_ending\\boot_m05_d10_ending_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_10.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_11.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_12.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_13.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_14.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_15.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_16.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_17.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_18.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_19.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_20.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_21.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_22.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_23.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_24.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_25.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_26.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_27.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_28.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_29.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_30.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_31.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_32.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_33.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_34.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_35.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_36.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_37.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_38.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_39.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_4.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_40.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_41.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_42.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_43.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_44.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_45.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_46.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_47.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_48.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_49.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_5.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_50.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_51.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_52.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_6.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_7.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_8.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_9.ogg\"\n\"a3\\dubbing_f_bootcamp\\zone_restriction\\warn_has_leader\\zone_restriction_warn_has_leader_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\zone_restriction\\warn_has_leader\\zone_restriction_warn_has_leader_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\zone_restriction\\warn_has_leader\\zone_restriction_warn_has_leader_ada_2.ogg\"\n```\n\n#### dubbing_f_contact\n\n```\n\"a3\\dubbing_f_contact\\freeroam1\\001_ex_player_leaves_area_warning\\freeroam1_001_ex_player_leaves_area_warning_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\002_ex_player_leaves_area_fail\\freeroam1_002_ex_player_leaves_area_fail_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\002_ex_player_leaves_area_fail\\freeroam1_002_ex_player_leaves_area_fail_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\003_am_player_enters_shed_prisoners\\freeroam1_003_am_player_enters_shed_prisoners_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\003_am_player_enters_shed_prisoners\\freeroam1_003_am_player_enters_shed_prisoners_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\003_am_player_enters_shed_prisoners\\freeroam1_003_am_player_enters_shed_prisoners_soldiere_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\003_am_player_enters_shed_prisoners\\freeroam1_003_am_player_enters_shed_prisoners_soldiere_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\004_am_player_unties_prisoner_1\\freeroam1_004_am_player_unties_prisoner_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\004_am_player_unties_prisoner_1\\freeroam1_004_am_player_unties_prisoner_1_soldierf_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\005_am_player_unties_prisoner_2\\freeroam1_005_am_player_unties_prisoner_2_soldierd_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\006_am_player_unties_prisoner_3\\freeroam1_006_am_player_unties_prisoner_3_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\006_am_player_unties_prisoner_3\\freeroam1_006_am_player_unties_prisoner_3_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\006_am_player_unties_prisoner_3\\freeroam1_006_am_player_unties_prisoner_3_soldiere_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierd_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierd_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierd_2.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierd_3.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierd_4.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldiere_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldiere_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldiere_2.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldiere_3.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldiere_4.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldiere_5.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldiere_6.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierf_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierf_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierf_2.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\008_in_vehicle_broken_emp_var1\\freeroam1_008_in_vehicle_broken_emp_var1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\008_in_vehicle_broken_emp_var1\\freeroam1_008_in_vehicle_broken_emp_var1_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\009_in_vehicle_broken_emp_var2\\freeroam1_009_in_vehicle_broken_emp_var2_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\009_in_vehicle_broken_emp_var2\\freeroam1_009_in_vehicle_broken_emp_var2_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\010_in_vehicle_broken_emp_var3\\freeroam1_010_in_vehicle_broken_emp_var3_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\010_in_vehicle_broken_emp_var3\\freeroam1_010_in_vehicle_broken_emp_var3_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\001_ex_player_leaves_area_warning\\freeroam2_001_ex_player_leaves_area_warning_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\002_ex_player_leaves_area_fail\\freeroam2_002_ex_player_leaves_area_fail_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\002_ex_player_leaves_area_fail\\freeroam2_002_ex_player_leaves_area_fail_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_player_2.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_player_3.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_player_4.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_player_5.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_player_6.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\001_int_report\\intro1_001_int_report_driver_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\001_int_report\\intro1_001_int_report_driver_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\001_int_report\\intro1_001_int_report_driver_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\001_int_report\\intro1_001_int_report_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\001_int_report\\intro1_001_int_report_major_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\001_int_report\\intro1_001_int_report_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\002_int_pinned_down\\intro1_002_int_pinned_down_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\002_int_pinned_down\\intro1_002_int_pinned_down_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\002_int_pinned_down\\intro1_002_int_pinned_down_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\002_int_pinned_down\\intro1_002_int_pinned_down_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\002_int_pinned_down\\intro1_002_int_pinned_down_squadleader_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\002_int_pinned_down\\intro1_002_int_pinned_down_squadleader_3.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\003_am_on_the_move\\intro1_003_am_on_the_move_amber_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\003_am_on_the_move\\intro1_003_am_on_the_move_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\003_am_on_the_move\\intro1_003_am_on_the_move_major_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\003_am_on_the_move\\intro1_003_am_on_the_move_major_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\003_am_on_the_move\\intro1_003_am_on_the_move_major_3.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\004_am_air_support\\intro1_004_am_air_support_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\004_am_air_support\\intro1_004_am_air_support_pilot_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\004_am_air_support\\intro1_004_am_air_support_pilot_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\004_am_air_support\\intro1_004_am_air_support_pilot_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\005_eve_look_right\\intro1_005_eve_look_right_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\005_eve_look_right\\intro1_005_eve_look_right_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\006_eve_enemy_down_player\\intro1_006_eve_enemy_down_player_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\007_eve_enemy_down_rifleman\\intro1_007_eve_enemy_down_rifleman_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\008_eve_enemy_down_squadleader\\intro1_008_eve_enemy_down_squadleader_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\009_eve_keep_moving\\intro1_009_eve_keep_moving_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\010_eve_pinned_down\\intro1_010_eve_pinned_down_medic_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\010_eve_pinned_down\\intro1_010_eve_pinned_down_medic_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\010_eve_pinned_down\\intro1_010_eve_pinned_down_medic_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\010_eve_pinned_down\\intro1_010_eve_pinned_down_medic_3.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\010_eve_pinned_down\\intro1_010_eve_pinned_down_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\010_eve_pinned_down\\intro1_010_eve_pinned_down_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\011_eve_forest_ambush\\intro1_011_eve_forest_ambush_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\011_eve_forest_ambush\\intro1_011_eve_forest_ambush_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\012_eve_on_the_ridgeline\\intro1_012_eve_on_the_ridgeline_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\013_eve_gate_secure\\intro1_013_eve_gate_secure_amber_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\013_eve_gate_secure\\intro1_013_eve_gate_secure_amber_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\013_eve_gate_secure\\intro1_013_eve_gate_secure_amber_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\013_eve_gate_secure\\intro1_013_eve_gate_secure_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\013_eve_gate_secure\\intro1_013_eve_gate_secure_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\013_eve_gate_secure\\intro1_013_eve_gate_secure_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\013_eve_gate_secure\\intro1_013_eve_gate_secure_squadleader_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\014_ta_at_gate\\intro1_014_ta_at_gate_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\014_ta_at_gate\\intro1_014_ta_at_gate_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\014_ta_at_gate\\intro1_014_ta_at_gate_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\015_ta_ugv_panel\\intro1_015_ta_ugv_panel_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\015_ta_ugv_panel\\intro1_015_ta_ugv_panel_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\015_ta_ugv_panel\\intro1_015_ta_ugv_panel_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\015_ta_ugv_panel\\intro1_015_ta_ugv_panel_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\015_ta_ugv_panel\\intro1_015_ta_ugv_panel_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\015_ta_ugv_panel\\intro1_015_ta_ugv_panel_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\019_eve_player_in_position\\intro1_019_eve_player_in_position_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\020_eve_shutting_down_ugvs\\intro1_020_eve_shutting_down_ugvs_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\020_eve_shutting_down_ugvs\\intro1_020_eve_shutting_down_ugvs_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\020_eve_shutting_down_ugvs\\intro1_020_eve_shutting_down_ugvs_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\020_eve_shutting_down_ugvs\\intro1_020_eve_shutting_down_ugvs_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\020_eve_shutting_down_ugvs\\intro1_020_eve_shutting_down_ugvs_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\021_cut_ambush\\intro1_021_cut_ambush_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\021_cut_ambush\\intro1_021_cut_ambush_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\021_cut_ambush\\intro1_021_cut_ambush_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\021_cut_ambush\\intro1_021_cut_ambush_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\021_cut_ambush\\intro1_021_cut_ambush_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\021_cut_ambush\\intro1_021_cut_ambush_player_5.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\021_cut_ambush\\intro1_021_cut_ambush_soldiera_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\021_cut_ambush\\intro1_021_cut_ambush_soldiera_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\022_ta_move_to_aar\\intro1_022_ta_move_to_aar_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\022_ta_move_to_aar\\intro1_022_ta_move_to_aar_major_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\022_ta_move_to_aar\\intro1_022_ta_move_to_aar_major_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\022_ta_move_to_aar\\intro1_022_ta_move_to_aar_major_3.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\022_ta_move_to_aar\\intro1_022_ta_move_to_aar_major_4.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\022_ta_move_to_aar\\intro1_022_ta_move_to_aar_major_5.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\022_ta_move_to_aar\\intro1_022_ta_move_to_aar_major_6.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\022_ta_move_to_aar\\intro1_022_ta_move_to_aar_major_7.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\022_ta_move_to_aar\\intro1_022_ta_move_to_aar_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\022_ta_move_to_aar\\intro1_022_ta_move_to_aar_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\022_ta_move_to_aar\\intro1_022_ta_move_to_aar_squadleader_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\022_ta_move_to_aar\\intro1_022_ta_move_to_aar_squadleader_3.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\023_eve_teach_me\\intro1_023_eve_teach_me_marksman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\023_eve_teach_me\\intro1_023_eve_teach_me_marksman_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\023_eve_teach_me\\intro1_023_eve_teach_me_marksman_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\023_eve_teach_me\\intro1_023_eve_teach_me_marksman_3.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\023_eve_teach_me\\intro1_023_eve_teach_me_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\023_eve_teach_me\\intro1_023_eve_teach_me_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\024_ta_aar\\intro1_024_ta_aar_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\024_ta_aar\\intro1_024_ta_aar_major_1.ogg\"\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mtt\\intro2_015_ta_in_hemtt_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\015_ta_in_hemtt\\intro2_015_ta_in_hemtt_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\015_ta_in_hemtt\\intro2_015_ta_in_hemtt_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\015_ta_in_hemtt\\intro2_015_ta_in_hemtt_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\016_fil_conversation_1a\\intro2_016_fil_conversation_1a_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\016_fil_conversation_1a\\intro2_016_fil_conversation_1a_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\017_fil_driving_turn\\intro2_017_fil_driving_turn_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\017_fil_driving_turn\\intro2_017_fil_driving_turn_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\018_fil_conversation_1b\\intro2_018_fil_conversation_1b_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\018_fil_conversation_1b\\intro2_018_fil_conversation_1b_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\019_fil_conversation_1c\\intro2_019_fil_conversation_1c_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\020_fil_conversation_2a\\intro2_020_fil_conversation_2a_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\021_fil_conversation_2b\\intro2_021_fil_conversation_2b_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\021_fil_conversation_2b\\intro2_021_fil_conversation_2b_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\021_fil_conversation_2b\\intro2_021_fil_conversation_2b_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\022_fil_conversation_2c\\intro2_022_fil_conversation_2c_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\023_fil_conversation_2d\\intro2_023_fil_conversation_2d_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\023_fil_conversation_2d\\intro2_023_fil_conversation_2d_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\024_ex_crash\\intro2_024_ex_crash_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\024_ex_crash\\intro2_024_ex_crash_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\025_ex_wrong_turn\\intro2_025_ex_wrong_turn_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\025_ex_wrong_turn\\intro2_025_ex_wrong_turn_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\025_ex_wrong_turn\\intro2_025_ex_wrong_turn_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\025_ex_wrong_turn\\intro2_025_ex_wrong_turn_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\026_ex_off_roading\\intro2_026_ex_off_roading_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\027_ex_speeding\\intro2_027_ex_speeding_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\027_ex_speeding\\intro2_027_ex_speeding_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\028_ex_not_stopping\\intro2_028_ex_not_stopping_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\028_ex_not_stopping\\intro2_028_ex_not_stopping_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\029_ta_pull_over\\intro2_029_ta_pull_over_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\029_ta_pull_over\\intro2_029_ta_pull_over_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\031_ta_receive_radio_tower\\intro2_031_ta_receive_radio_tower_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\031_ta_receive_radio_tower\\intro2_031_ta_receive_radio_tower_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\031_ta_receive_radio_tower\\intro2_031_ta_receive_radio_tower_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_9.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\035_ta_receive_helicopter_success\\intro2_035_ta_receive_helicopter_success_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\036_ta_receive_helicopter_fail\\intro2_036_ta_receive_helicopter_fail_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\036_ta_receive_helicopter_fail\\intro2_036_ta_receive_helicopter_fail_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\036_ta_receive_helicopter_fail\\intro2_036_ta_receive_helicopter_fail_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\036_ta_receive_helicopter_fail\\intro2_036_ta_receive_helicopter_fail_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_9.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\038_eve_near_burn_pit\\intro2_038_eve_near_burn_pit_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\039_eve_in_burn_pit\\intro2_039_eve_in_burn_pit_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\039_eve_in_burn_pit\\intro2_039_eve_in_burn_pit_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_10.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_11.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_12.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_13.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_14.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_15.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_9.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_player_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_soldiera_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_soldiera_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_soldiera_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_soldierb_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_soldierb_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\044_am_ldf_chatter_1\\intro2_044_am_ldf_chatter_1_patrola_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\044_am_ldf_chatter_1\\intro2_044_am_ldf_chatter_1_patrola_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\045_am_ldf_chatter_2\\intro2_045_am_ldf_chatter_2_patrolb_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\045_am_ldf_chatter_2\\intro2_045_am_ldf_chatter_2_patrolb_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\045_am_ldf_chatter_2\\intro2_045_am_ldf_chatter_2_patrolb_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\046_am_ldf_chatter_3\\intro2_046_am_ldf_chatter_3_patrolc_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\046_am_ldf_chatter_3\\intro2_046_am_ldf_chatter_3_patrolc_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\047_eve_near_hilltop\\intro2_047_eve_near_hilltop_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\047_eve_near_hilltop\\intro2_047_eve_near_hilltop_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\047_eve_near_hilltop\\intro2_047_eve_near_hilltop_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\047_eve_near_hilltop\\intro2_047_eve_near_hilltop_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\049_sfx_construction_crew_1\\intro2_049_sfx_construction_crew_1_workera_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\049_sfx_construction_crew_1\\intro2_049_sfx_construction_crew_1_workera_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\049_sfx_construction_crew_1\\intro2_049_sfx_construction_crew_1_workera_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\050_sfx_construction_crew_2\\intro2_050_sfx_construction_crew_2_workerb_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\050_sfx_construction_crew_2\\intro2_050_sfx_construction_crew_2_workerb_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\050_sfx_construction_crew_2\\intro2_050_sfx_construction_crew_2_workerb_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\052_ta_second_site_in\\intro2_052_ta_second_site_in_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\052_ta_second_site_in\\intro2_052_ta_second_site_in_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\053_ta_second_site_radio\\intro2_053_ta_second_site_radio_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\054_ta_second_site_screen\\intro2_054_ta_second_site_screen_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\054_ta_second_site_screen\\intro2_054_ta_second_site_screen_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\056_eve_intel_found_1\\intro2_056_eve_intel_found_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\056_eve_intel_found_1\\intro2_056_eve_intel_found_1_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\056_eve_intel_found_1\\intro2_056_eve_intel_found_1_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\056_eve_intel_found_1\\intro2_056_eve_intel_found_1_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\056_eve_intel_found_1\\intro2_056_eve_intel_found_1_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\056_eve_intel_found_1\\intro2_056_eve_intel_found_1_player_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\057_ex_intel_missed\\intro2_057_ex_intel_missed_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\057_ex_intel_missed\\intro2_057_ex_intel_missed_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\058_eve_panic\\intro2_058_eve_panic_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\058_eve_panic\\intro2_058_eve_panic_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\058_eve_panic\\intro2_058_eve_panic_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\058_eve_panic\\intro2_058_eve_panic_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\058_eve_panic\\intro2_058_eve_panic_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\058_eve_panic\\intro2_058_eve_panic_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\060_ta_near_dig_site_select\\intro2_060_ta_near_dig_site_select_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\060_ta_near_dig_site_select\\intro2_060_ta_near_dig_site_select_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_10.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_11.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_12.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_13.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_14.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_9.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\062_ta_message_deceived\\intro2_062_ta_message_deceived_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\062_ta_message_deceived\\intro2_062_ta_message_deceived_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\062_ta_message_deceived\\intro2_062_ta_message_deceived_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\062_ta_message_deceived\\intro2_062_ta_message_deceived_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_10.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_9.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\064_eve_helicopter_arrives_1\\intro2_064_eve_helicopter_arrives_1_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\064_eve_helicopter_arrives_1\\intro2_064_eve_helicopter_arrives_1_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\064_eve_helicopter_arrives_1\\intro2_064_eve_helicopter_arrives_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\064_eve_helicopter_arrives_1\\intro2_064_eve_helicopter_arrives_1_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\065_eve_helicopter_arrives_2\\intro2_065_eve_helicopter_arrives_2_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\065_eve_helicopter_arrives_2\\intro2_065_eve_helicopter_arrives_2_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\066_eve_helicopter_arrives_3\\intro2_066_eve_helicopter_arrives_3_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\069_eve_emp\\intro2_069_eve_emp_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\071_fil_what_the_hell\\intro2_071_fil_what_the_hell_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\071_fil_what_the_hell\\intro2_071_fil_what_the_hell_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\071_fil_what_the_hell\\intro2_071_fil_what_the_hell_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\071_fil_what_the_hell\\intro2_071_fil_what_the_hell_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\071_fil_what_the_hell\\intro2_071_fil_what_the_hell_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\071_fil_what_the_hell\\intro2_071_fil_what_the_hell_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\071_fil_what_the_hell\\intro2_071_fil_what_the_hell_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_9.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\073_ex_player_spotted\\intro2_073_ex_player_spotted_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\074_ex_player_spotted_fail_1a\\intro2_074_ex_player_spotted_fail_1a_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\074_ex_player_spotted_fail_1a\\intro2_074_ex_player_spotted_fail_1a_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\075_ex_player_spotted_fail_1b\\intro2_075_ex_player_spotted_fail_1b_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\075_ex_player_spotted_fail_1b\\intro2_075_ex_player_spotted_fail_1b_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\076_ex_player_spotted_fail_1c\\intro2_076_ex_player_spotted_fail_1c_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\076_ex_player_spotted_fail_1c\\intro2_076_ex_player_spotted_fail_1c_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\077_eve_player_spotted_halt_1\\intro2_077_eve_player_spotted_halt_1_alertcry_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\077_eve_player_spotted_halt_1\\intro2_077_eve_player_spotted_halt_1_alertcry_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\078_eve_player_spotted_halt_2\\intro2_078_eve_player_spotted_halt_2_alertcry_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\078_eve_player_spotted_halt_2\\intro2_078_eve_player_spotted_halt_2_alertcry_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\079_eve_player_spotted_halt_3\\intro2_079_eve_player_spotted_halt_3_alertcry_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\079_eve_player_spotted_halt_3\\intro2_079_eve_player_spotted_halt_3_alertcry_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\080_eve_player_spotted_halt_4\\intro2_080_eve_player_spotted_halt_4_alertcry_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\080_eve_player_spotted_halt_4\\intro2_080_eve_player_spotted_halt_4_alertcry_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\081_eve_player_spotted_halt_5\\intro2_081_eve_player_spotted_halt_5_alertcry_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\081_eve_player_spotted_halt_5\\intro2_081_eve_player_spotted_halt_5_alertcry_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\082_ex_leaving_ao\\intro2_082_ex_leaving_ao_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\083_ex_left_ao\\intro2_083_ex_left_ao_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\083_ex_left_ao\\intro2_083_ex_left_ao_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\083_ex_left_ao\\intro2_083_ex_left_ao_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\084_ex_returning_to_factory\\intro2_084_ex_returning_to_factory_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\084_ex_returning_to_factory\\intro2_084_ex_returning_to_factory_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\084_ex_returning_to_factory\\intro2_084_ex_returning_to_factory_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\084_ex_returning_to_factory\\intro2_084_ex_returning_to_factory_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\085_ex_too_near_factory\\intro2_085_ex_too_near_factory_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\085_ex_too_near_factory\\intro2_085_ex_too_near_factory_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\087_ex_in_truck\\intro2_087_ex_in_truck_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\087_ex_in_truck\\intro2_087_ex_in_truck_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\088_ex_truck_destroyed\\intro2_088_ex_truck_destroyed_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\088_ex_truck_destroyed\\intro2_088_ex_truck_destroyed_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\088_ex_truck_destroyed\\intro2_088_ex_truck_destroyed_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\088_ex_truck_destroyed\\intro2_088_ex_truck_destroyed_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\088_ex_truck_destroyed\\intro2_088_ex_truck_destroyed_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\089_ex_signal_library\\intro2_089_ex_signal_library_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\089_ex_signal_library\\intro2_089_ex_signal_library_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_player_5.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_player_6.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_rifleman_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_rifleman_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_rifleman_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_rifleman_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_rifleman_5.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_rifleman_6.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_5.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_6.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_7.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_medic_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_medic_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_medic_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_medic_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_medic_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\003_eve_sentry_tower\\intro3_003_eve_sentry_tower_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\003_eve_sentry_tower\\intro3_003_eve_sentry_tower_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\003_eve_sentry_tower\\intro3_003_eve_sentry_tower_sentrya_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\003_eve_sentry_tower\\intro3_003_eve_sentry_tower_sentrya_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\004_eve_sentry\\intro3_004_eve_sentry_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\004_eve_sentry\\intro3_004_eve_sentry_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\004_eve_sentry\\intro3_004_eve_sentry_sentryb_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\004_eve_sentry\\intro3_004_eve_sentry_sentryb_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\004_eve_sentry\\intro3_004_eve_sentry_sentryb_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\004_eve_sentry\\intro3_004_eve_sentry_sentryb_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\005_eve_bodybag\\intro3_005_eve_bodybag_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_10.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_11.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_12.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_0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io_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\027_in_foliage_sample\\intro3_027_in_foliage_sample_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\027_in_foliage_sample\\intro3_027_in_foliage_sample_astrobio_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\027_in_foliage_sample\\intro3_027_in_foliage_sample_astrobio_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\028_in_rock_sample\\intro3_028_in_rock_sample_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\028_in_rock_sample\\intro3_028_in_rock_sample_astrobio_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\028_in_rock_sample\\intro3_028_in_rock_sample_astrobio_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\028_in_rock_sample\\intro3_028_in_rock_sample_astrobio_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\028_in_rock_sample\\intro3_028_in_rock_sample_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\029_in_tree_sample\\intro3_029_in_tree_sample_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\029_in_tree_sample\\intro3_029_in_tree_sample_astrobio_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\029_in_tree_sample\\intro3_029_in_tree_sample_astrobio_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\029_in_tree_sample\\intro3_029_in_tree_sample_astrobio_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\030_in_soil_sample\\intro3_030_in_soil_sample_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\030_in_soil_sample\\intro3_030_in_soil_sample_astrobio_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\030_in_soil_sample\\intro3_030_in_soil_sample_astrobio_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\030_in_soil_sample\\intro3_030_in_soil_sample_astrobio_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\030_in_soil_sample\\intro3_030_in_soil_sample_astrobio_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\031_in_man_sample_start\\intro3_031_in_man_sample_start_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\031_in_man_sample_start\\intro3_031_in_man_sample_start_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\032_in_man_sample\\intro3_032_in_man_sample_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\032_in_man_sample\\intro3_032_in_man_sample_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\033_ta_laser_tested\\intro3_033_ta_laser_tested_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\033_ta_laser_tested\\intro3_033_ta_laser_tested_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\033_ta_laser_tested\\intro3_033_ta_laser_tested_major_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\033_ta_laser_tested\\intro3_033_ta_laser_tested_major_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\033_ta_laser_tested\\intro3_033_ta_laser_tested_major_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\033_ta_laser_tested\\intro3_033_ta_laser_tested_major_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\033_ta_laser_tested\\intro3_033_ta_laser_tested_major_5.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\033_ta_laser_tested\\intro3_033_ta_laser_tested_major_6.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\033_ta_laser_tested\\intro3_033_ta_laser_tested_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\033_ta_laser_tested\\intro3_033_ta_laser_tested_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\033_ta_laser_tested\\intro3_033_ta_laser_tested_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\033_ta_laser_tested\\intro3_033_ta_laser_tested_squadleader_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_astrobio_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_major_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_major_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_major_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_major_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_major_5.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_major_6.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_major_7.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_physicist_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_physicist_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_physicist_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\034_ta_at_road\\intro3_034_ta_at_road_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\035_fil_emi_1\\intro3_035_fil_emi_1_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\035_fil_emi_1\\intro3_035_fil_emi_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\035_fil_emi_1\\intro3_035_fil_emi_1_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\036_ta_anomaly_sample\\intro3_036_ta_anomaly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hatter_3_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\080_fil_chaotic_chatter_3\\intro3_080_fil_chaotic_chatter_3_rifleman_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\080_fil_chaotic_chatter_3\\intro3_080_fil_chaotic_chatter_3_rifleman_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\080_fil_chaotic_chatter_3\\intro3_080_fil_chaotic_chatter_3_rifleman_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\081_am_combat_shouting_1_liv\\intro3_081_am_combat_shouting_1_liv_soldiera_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\081_am_combat_shouting_1_liv\\intro3_081_am_combat_shouting_1_liv_soldiera_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\082_am_combat_shouting_2_liv\\intro3_082_am_combat_shouting_2_liv_soldierb_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\082_am_combat_shouting_2_liv\\intro3_082_am_combat_shouting_2_liv_soldierb_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\083_am_combat_shouting_3_liv\\intro3_083_am_combat_shouting_3_liv_soldiera_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\083_am_combat_shouting_3_liv\\intro3_083_am_combat_shouting_3_liv_soldiera_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\083_am_combat_shouting_3_liv\\intro3_083_am_combat_shouting_3_liv_soldierc_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\083_am_combat_shouting_3_liv\\intro3_083_am_combat_shouting_3_liv_soldierc_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\084_am_combat_shouting_4_eng\\intro3_084_am_combat_shouting_4_eng_marksman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\084_am_combat_shouting_4_eng\\intro3_084_am_combat_shouting_4_eng_marksman_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\084_am_combat_shouting_4_eng\\intro3_084_am_combat_shouting_4_eng_marksman_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\085_am_combat_shouting_5_eng\\intro3_085_am_combat_shouting_5_eng_medic_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\085_am_combat_shouting_5_eng\\intro3_085_am_combat_shouting_5_eng_medic_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\086_am_combat_shouting_6_eng\\intro3_086_am_combat_shouting_6_eng_soldierd_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\087_eve_explosion\\intro3_087_eve_explosion_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\088_eve_keep_moving\\intro3_088_eve_keep_moving_medic_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\088_eve_keep_moving\\intro3_088_eve_keep_moving_medic_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\089_eve_player_hit_1\\intro3_089_eve_player_hit_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\090_eve_player_hit_2\\intro3_090_eve_player_hit_2_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\091_eve_player_hit_3\\intro3_091_eve_player_hit_3_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\093_ex_toppled\\intro3_093_ex_toppled_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\094_ex_toppled_bridge\\intro3_094_ex_toppled_bridge_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\094_ex_toppled_bridge\\intro3_094_ex_toppled_bridge_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\094_ex_toppled_bridge\\intro3_094_ex_toppled_bridge_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\095_ex_toppled_reset_1\\intro3_095_ex_toppled_reset_1_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\096_ex_toppled_reset_2\\intro3_096_ex_toppled_reset_2_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\097_ex_toppled_reset_3\\intro3_097_ex_toppled_reset_3_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\098_ex_toppled_alone\\intro3_098_ex_toppled_alone_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\099_ex_shots_fired\\intro3_099_ex_shots_fired_soldiere_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\099_ex_shots_fired\\intro3_099_ex_shots_fired_soldiere_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\100_ex_moving_close\\intro3_100_ex_moving_close_soldiere_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\100_ex_moving_close\\intro3_100_ex_moving_close_soldiere_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\101_ex_bounce_back\\intro3_101_ex_bounce_back_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\101_ex_bounce_back\\intro3_101_ex_bounce_back_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\101_ex_bounce_back\\intro3_101_ex_bounce_back_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\101_ex_bounce_back\\intro3_101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ping\\outro2_025_tip_aet_ping_player_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\025_tip_aet_ping\\outro2_025_tip_aet_ping_player_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\026_tip_aet_jam\\outro2_026_tip_aet_jam_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\026_tip_aet_jam\\outro2_026_tip_aet_jam_captain_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\026_tip_aet_jam\\outro2_026_tip_aet_jam_captain_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\026_tip_aet_jam\\outro2_026_tip_aet_jam_captain_3.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\026_tip_aet_jam\\outro2_026_tip_aet_jam_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\027_tip_drone_jam\\outro2_027_tip_drone_jam_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\027_tip_drone_jam\\outro2_027_tip_drone_jam_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\027_tip_drone_jam\\outro2_027_tip_drone_jam_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\027_tip_drone_jam\\outro2_027_tip_drone_jam_squadleader_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\027_tip_drone_jam\\outro2_027_tip_drone_jam_squadleader_3.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\027_tip_drone_jam\\outro2_027_tip_drone_jam_squadleader_4.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\028_russian_wp_1\\outro2_028_russian_wp_1_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\028_russian_wp_1\\outro2_028_russian_wp_1_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_3.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_4.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_5.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_6.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_7.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_player_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\030_russian_assault\\outro2_030_russian_assault_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\030_russian_assault\\outro2_030_russian_assault_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\030_russian_assault\\outro2_030_russian_assault_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\031_russian_casualties\\outro2_031_russian_casualties_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\031_russian_casualties\\outro2_031_russian_casualties_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\032_russian_wp_1_move\\outro2_032_russian_wp_1_move_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\032_russian_wp_1_move\\outro2_032_russian_wp_1_move_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\033_zora\\outro2_033_zora_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\033_zora\\outro2_033_zora_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\034_probe_zora\\outro2_034_probe_zora_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\034_probe_zora\\outro2_034_probe_zora_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\035_aet_site_jammed\\outro2_035_aet_site_jammed_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\035_aet_site_jammed\\outro2_035_aet_site_jammed_captain_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\035_aet_site_jammed\\outro2_035_aet_site_jammed_captain_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\035_aet_site_jammed\\outro2_035_aet_site_jammed_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\035_aet_site_jammed\\outro2_035_aet_site_jammed_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\035_aet_site_jammed\\outro2_035_aet_site_jammed_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\036_eve_leaving_aet1\\outro2_036_eve_leaving_aet1_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\036_eve_leaving_aet1\\outro2_036_eve_leaving_aet1_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\036_eve_leaving_aet1\\outro2_036_eve_leaving_aet1_operator_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\036_eve_leaving_aet1\\outro2_036_eve_leaving_aet1_operator_3.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\037_aet2_secured_out\\outro2_037_aet2_secured_out_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\037_aet2_secured_out\\outro2_037_aet2_secured_out_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\038_aet3_secured_out\\outro2_038_aet3_secured_out_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\038_aet3_secured_out\\outro2_038_aet3_secured_out_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\039_aet4_discovered_player_device\\outro2_039_aet4_discovered_player_device_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\039_aet4_discovered_player_device\\outro2_039_aet4_discovered_player_device_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\039_aet4_discovered_player_device\\outro2_039_aet4_discovered_player_device_player_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\039_aet4_discovered_player_device\\outro2_039_aet4_discovered_player_device_player_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\040_aet4_secured_out\\outro2_040_aet4_secured_out_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\041_am_nato_forces\\outro2_041_am_nato_forces_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\041_am_nato_forces\\outro2_041_am_nato_forces_captain_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\041_am_nato_forces\\outro2_041_am_nato_forces_captain_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\041_am_nato_forces\\outro2_041_am_nato_forces_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\041_am_nato_forces\\outro2_041_am_nato_forces_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\041_am_nato_forces\\outro2_041_am_nato_forces_squadleader_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\041_am_nato_forces\\outro2_041_am_nato_forces_squadleader_3.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\042_out_leaving_livonia\\outro2_042_out_leaving_livonia_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\042_out_leaving_livonia\\outro2_042_out_leaving_livonia_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\042_out_leaving_livonia\\outro2_042_out_leaving_livonia_player_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\042_out_leaving_livonia\\outro2_042_out_leaving_livonia_player_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\042_out_leaving_livonia\\outro2_042_out_leaving_livonia_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\042_out_leaving_livonia\\outro2_042_out_leaving_livonia_rifleman_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_physicist_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\002_ta_briefing_open_map\\q_alien_radiotower_002_ta_briefing_open_map_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\002_ta_briefing_open_map\\q_alien_radiotower_002_ta_briefing_open_map_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\002_ta_briefing_open_map\\q_alien_radiotower_002_ta_briefing_open_map_physicist_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\002_ta_briefing_open_map\\q_alien_radiotower_002_ta_briefing_open_map_physicist_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\003_ta_briefing_open_probemap\\q_alien_radiotower_003_ta_briefing_open_probemap_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\003_ta_briefing_open_probemap\\q_alien_radiotower_003_ta_briefing_open_probemap_physicist_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_physicist_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_physicist_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_physicist_3.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_physicist_4.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_physicist_5.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_physicist_6.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\005_am_briefing_completed_team_honk\\q_alien_radiotower_005_am_briefing_completed_team_honk_medic_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\005_am_briefing_completed_team_honk\\q_alien_radiotower_005_am_briefing_completed_team_honk_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\005_am_briefing_completed_team_honk\\q_alien_radiotower_005_am_briefing_completed_team_honk_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\006_am_briefing_completed_team_reply\\q_alien_radiotower_006_am_briefing_completed_team_reply_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\006_am_briefing_completed_team_reply\\q_alien_radiotower_006_am_briefing_completed_team_reply_astrobio_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\006_am_briefing_completed_team_reply\\q_alien_radiotower_006_am_briefing_completed_team_reply_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\007_ex_player_in_team_vehicle\\q_alien_radiotower_007_ex_player_in_team_vehicle_marksman_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\007_ex_player_in_team_vehicle\\q_alien_radiotower_007_ex_player_in_team_vehicle_marksman_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\007_ex_player_in_team_vehicle\\q_alien_radiotower_007_ex_player_in_team_vehicle_marksman_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\007_ex_player_in_team_vehicle\\q_alien_radiotower_007_ex_player_in_team_vehicle_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\008_ex_player_returns_briefing_mentor\\q_alien_radiotower_008_ex_player_returns_briefing_mentor_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\008_ex_player_returns_briefing_mentor\\q_alien_radiotower_008_ex_player_returns_briefing_mentor_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\008_ex_player_returns_briefing_mentor\\q_alien_radiotower_008_ex_player_returns_briefing_mentor_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\009_ex_player_returns_briefing_physicist\\q_alien_radiotower_009_ex_player_returns_briefing_physicist_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\009_ex_player_returns_briefing_physicist\\q_alien_radiotower_009_ex_player_returns_briefing_physicist_physicist_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\011_am_rv_rifleman\\q_alien_radiotower_011_am_rv_rifleman_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\011_am_rv_rifleman\\q_alien_radiotower_011_am_rv_rifleman_rifleman_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\012_am_rv_marksman\\q_alien_radiotower_012_am_rv_marksman_marksman_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\012_am_rv_marksman\\q_alien_radiotower_012_am_rv_marksman_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\013_ta_rv_meeting_team_link_up_assigned\\q_alien_radiotower_013_ta_rv_meeting_team_link_up_assigned_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\013_ta_rv_meeting_team_link_up_assigned\\q_alien_radiotower_013_ta_rv_meeting_team_link_up_assigned_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_r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roam2_001_ta_completed_all_probe_tips_astrobio_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\001_ta_completed_all_probe_tips\\q_probe_freeroam2_001_ta_completed_all_probe_tips_astrobio_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\001_ta_completed_all_probe_tips\\q_probe_freeroam2_001_ta_completed_all_probe_tips_astrobio_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\001_ta_completed_all_probe_tips\\q_probe_freeroam2_001_ta_completed_all_probe_tips_astrobio_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\001_ta_completed_all_probe_tips\\q_probe_freeroam2_001_ta_completed_all_probe_tips_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\001_ta_completed_all_probe_tips\\q_probe_freeroam2_001_ta_completed_all_probe_tips_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\001_ta_completed_all_probe_tips\\q_probe_freeroam2_001_ta_completed_all_probe_tips_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\001_ta_completed_all_probe_tips\\q_probe_freeroam2_001_ta_completed_all_probe_tips_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\001_ta_completed_all_probe_tips\\q_probe_freeroam2_001_ta_completed_all_probe_tips_player_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\002_in_other_probe_not_completed\\q_probe_freeroam2_002_in_other_probe_not_completed_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\002_in_other_probe_not_completed\\q_probe_freeroam2_002_in_other_probe_not_completed_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\002_in_other_probe_not_completed\\q_probe_freeroam2_002_in_other_probe_not_completed_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\002_in_other_probe_not_completed\\q_probe_freeroam2_002_in_other_probe_not_completed_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\001_ta_eavesdrop_assign_move_to\\q_probe_ugv_001_ta_eavesdrop_assign_move_to_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\001_ta_eavesdrop_assign_move_to\\q_probe_ugv_001_ta_eavesdrop_assign_move_to_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\001_ta_eavesdrop_assign_move_to\\q_probe_ugv_001_ta_eavesdrop_assign_move_to_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\001_ta_eavesdrop_assign_move_to\\q_probe_ugv_001_ta_eavesdrop_assign_move_to_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\001_ta_eavesdrop_assign_move_to\\q_probe_ugv_001_ta_eavesdrop_assign_move_to_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\001_ta_eavesdrop_assign_move_to\\q_probe_ugv_001_ta_eavesdrop_assign_move_to_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\001_ta_eavesdrop_assign_move_to\\q_probe_ugv_001_ta_eavesdrop_assign_move_to_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_10.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_11.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_12.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_13.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_14.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_15.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_16.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_9.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_10.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_8.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_9.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\003_ta_approach_radar_stealth\\q_probe_ugv_003_ta_approach_radar_stealth_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\003_ta_approach_radar_stealth\\q_probe_ugv_003_ta_approach_radar_stealth_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\003_ta_approach_radar_stealth\\q_probe_ugv_003_ta_approach_radar_stealth_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\003_ta_approach_radar_stealth\\q_probe_ugv_003_ta_approach_radar_stealth_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\003_ta_approach_radar_stealth\\q_probe_ugv_003_ta_approach_radar_stealth_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\003_ta_approach_radar_stealth\\q_probe_ugv_003_ta_approach_radar_stealth_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\003_ta_approach_radar_stealth\\q_probe_ugv_003_ta_approach_radar_stealth_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\004_am_base_conversation_1\\q_probe_ugv_004_am_base_conversation_1_soldierb_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\004_am_base_conversation_1\\q_probe_ugv_004_am_base_conversation_1_soldierb_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\005_am_base_conversation_2\\q_probe_ugv_005_am_base_conversation_2_soldierb_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\005_am_base_conversation_2\\q_probe_ugv_005_am_base_conversation_2_soldierb_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\005_am_base_conversation_2\\q_probe_ugv_005_am_base_conversation_2_soldierb_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\005_am_base_conversation_2\\q_probe_ugv_005_am_base_conversation_2_soldierb_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\005_am_base_conversation_2\\q_probe_ugv_005_am_base_conversation_2_soldierc_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\005_am_base_conversation_2\\q_probe_ugv_005_am_base_conversation_2_soldierc_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\006_in_search_hint_1\\q_probe_ugv_006_in_search_hint_1_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\006_in_search_hint_1\\q_probe_ugv_006_in_search_hint_1_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\006_in_search_hint_1\\q_probe_ugv_006_in_search_hint_1_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\006_in_search_hint_1\\q_probe_ugv_006_in_search_hint_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\006_in_search_hint_1\\q_probe_ugv_006_in_search_hint_1_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\008_ta_ugv_found_assign_pickup\\q_probe_ugv_008_ta_ugv_found_assign_pickup_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\009_ta_assign_return_to_probe\\q_probe_ugv_009_ta_assign_return_to_probe_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\009_ta_assign_return_to_probe\\q_probe_ugv_009_ta_assign_return_to_probe_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\009_ta_assign_return_to_probe\\q_probe_ugv_009_ta_assign_return_to_probe_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\010_ta_assign_return_to_probe_spotted\\q_probe_ugv_010_ta_assign_return_to_probe_spotted_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\010_ta_assign_return_to_probe_spotted\\q_probe_ugv_010_ta_assign_return_to_probe_spotted_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\011_ta_assign_return_to_probe_in_van\\q_probe_ugv_011_ta_assign_return_to_probe_in_van_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\011_ta_assign_return_to_probe_in_van\\q_probe_ugv_011_ta_assign_return_to_probe_in_van_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\011_ta_assign_return_to_probe_in_van\\q_probe_ugv_011_ta_assign_return_to_probe_in_van_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\011_ta_assign_return_to_probe_in_van\\q_probe_ugv_011_ta_assign_return_to_probe_in_van_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\011_ta_assign_return_to_probe_in_van\\q_probe_ugv_011_ta_assign_return_to_probe_in_van_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\011_ta_assign_return_to_probe_in_van\\q_probe_ugv_011_ta_assign_return_to_probe_in_van_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_8.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\013_in_probe_hint_1\\q_probe_ugv_013_in_probe_hint_1_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\013_in_probe_hint_1\\q_probe_ugv_013_in_probe_hint_1_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\013_in_probe_hint_1\\q_probe_ugv_013_in_probe_hint_1_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\013_in_probe_hint_1\\q_probe_ugv_013_in_probe_hint_1_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\013_in_probe_hint_1\\q_probe_ugv_013_in_probe_hint_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\014_in_probe_hint_2\\q_probe_ugv_014_in_probe_hint_2_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\014_in_probe_hint_2\\q_probe_ugv_014_in_probe_hint_2_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\014_in_probe_hint_2\\q_probe_ugv_014_in_probe_hint_2_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\015_ta_probe_completed\\q_probe_ugv_015_ta_probe_completed_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\015_ta_probe_completed\\q_probe_ugv_015_ta_probe_completed_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\015_ta_probe_completed\\q_probe_ugv_015_ta_probe_completed_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\016_ta_ugv_on_back\\q_probe_ugv_016_ta_ugv_on_back_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\016_ta_ugv_on_back\\q_probe_ugv_016_ta_ugv_on_back_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\016_ta_ugv_on_back\\q_probe_ugv_016_ta_ugv_on_back_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_10.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_9.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\002_ta_signal_found\\q_probe_valley_002_ta_signal_found_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\002_ta_signal_found\\q_probe_valley_002_ta_signal_found_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\002_ta_signal_found\\q_probe_valley_002_ta_signal_found_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\002_ta_signal_found\\q_probe_valley_002_ta_signal_found_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\002_ta_signal_found\\q_probe_valley_002_ta_signal_found_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\002_ta_signal_found\\q_probe_valley_002_ta_signal_found_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\002_ta_signal_found\\q_probe_valley_002_ta_signal_found_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\003_ta_alien_found\\q_probe_valley_003_ta_alien_found_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\003_ta_alien_found\\q_probe_valley_003_ta_alien_found_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\003_ta_alien_found\\q_probe_valley_003_ta_alien_found_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\003_ta_alien_found\\q_probe_valley_003_ta_alien_found_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\003_ta_alien_found\\q_probe_valley_003_ta_alien_found_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\005_fil_player_moving_to_alien\\q_probe_valley_005_fil_player_moving_to_alien_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\005_fil_player_moving_to_alien\\q_probe_valley_005_fil_player_moving_to_alien_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\005_fil_player_moving_to_alien\\q_probe_valley_005_fil_player_moving_to_alien_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\005_fil_player_moving_to_alien\\q_probe_valley_005_fil_player_moving_to_alien_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\005_fil_player_moving_to_alien\\q_probe_valley_005_fil_player_moving_to_alien_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\005_fil_player_moving_to_alien\\q_probe_valley_005_fil_player_moving_to_alien_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_10.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_11.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_12.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_13.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_14.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_8.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_9.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_10.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_11.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_8.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_9.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\008_in_probing_hint_1\\q_probe_valley_008_in_probing_hint_1_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\008_in_probing_hint_1\\q_probe_valley_008_in_probing_hint_1_astrobio_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\008_in_probing_hint_1\\q_probe_valley_008_in_probing_hint_1_astrobio_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\008_in_probing_hint_1\\q_probe_valley_008_in_probing_hint_1_astrobio_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\008_in_probing_hint_1\\q_probe_valley_008_in_probing_hint_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\008_in_probing_hint_1\\q_probe_valley_008_in_probing_hint_1_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\009_in_probing_hint_2\\q_probe_valley_009_in_probing_hint_2_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\009_in_probing_hint_2\\q_probe_valley_009_in_probing_hint_2_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\009_in_probing_hint_2\\q_probe_valley_009_in_probing_hint_2_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\010_ta_sample_taken\\q_probe_valley_010_ta_sample_taken_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\010_ta_sample_taken\\q_probe_valley_010_ta_sample_taken_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\010_ta_sample_taken\\q_probe_valley_010_ta_sample_taken_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\010_ta_sample_taken\\q_probe_valley_010_ta_sample_taken_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\010_ta_sample_taken\\q_probe_valley_010_ta_sample_taken_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\010_ta_sample_taken\\q_probe_valley_010_ta_sample_taken_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\010_ta_sample_taken\\q_probe_valley_010_ta_sample_taken_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\011_ta_ugv_in_backpack\\q_probe_valley_011_ta_ugv_in_backpack_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\012_ta_other_tasks\\q_probe_valley_012_ta_other_tasks_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\012_ta_other_tasks\\q_probe_valley_012_ta_other_tasks_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\012_ta_other_tasks\\q_probe_valley_012_ta_other_tasks_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\012_ta_other_tasks\\q_probe_valley_012_ta_other_tasks_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\013_ta_puzzle_complete_aside\\q_probe_valley_013_ta_puzzle_complete_aside_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\014_ta_puzzle_complete\\q_probe_valley_014_ta_puzzle_complete_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\014_ta_puzzle_complete\\q_probe_valley_014_ta_puzzle_complete_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\014_ta_puzzle_complete\\q_probe_valley_014_ta_puzzle_complete_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\014_ta_puzzle_complete\\q_probe_valley_014_ta_puzzle_complete_player_2.ogg\"\n```\n\n#### dubbing_f_epa\n\n```\n\"a3\\dubbing_f_epa\\a_hub\\000_a_m01_intro\\a_hub_000_a_m01_intro_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\000_a_m01_intro\\a_hub_000_a_m01_intro_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\000_a_m01_intro\\a_hub_000_a_m01_intro_alp_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\005_a_m02_intro\\a_hub_005_a_m02_intro_cha_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\005_a_m02_intro\\a_hub_005_a_m02_intro_cha_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\010_a_m03_intro\\a_hub_010_a_m03_intro_bra_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\010_a_m03_intro\\a_hub_010_a_m03_intro_bra_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\015_a_m04_intro\\a_hub_015_a_m04_intro_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\015_a_m04_intro\\a_hub_015_a_m04_intro_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\020_a_m05_intro\\a_hub_020_a_m05_intro_del_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\020_a_m05_intro\\a_hub_020_a_m05_intro_del_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\025_a_out_intro\\a_hub_025_a_out_intro_bra_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\025_a_out_intro\\a_hub_025_a_out_intro_bra_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_10.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_5.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_6.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_7.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_8.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_9.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_5.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_6.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_7.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_10.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_5.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_6.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_7.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_8.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_9.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_5.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_6.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_7.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_8.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_5.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_6.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_7.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_8.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_9.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_10.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_5.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_6.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_7.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_8.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_9.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\070_ambient_talk_00\\a_hub_070_ambient_talk_00_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\070_ambient_talk_00\\a_hub_070_ambient_talk_00_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\071_ambient_talk_01\\a_hub_071_ambient_talk_01_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\071_ambient_talk_01\\a_hub_071_ambient_talk_01_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\071_ambient_talk_01\\a_hub_071_ambient_talk_01_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\071_ambient_talk_01\\a_hub_071_ambient_talk_01_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\072_ambient_talk_02\\a_hub_072_ambient_talk_02_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\072_ambient_talk_02\\a_hub_072_ambient_talk_02_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\072_ambient_talk_02\\a_hub_072_ambient_talk_02_alpa_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\072_ambient_talk_02\\a_hub_072_ambient_talk_02_alpa_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\072_ambient_talk_02\\a_hub_072_ambient_talk_02_alpa_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpa_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpa_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpa_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpb_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpb_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\074_ambient_talk_04\\a_hub_074_ambient_talk_04_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\074_ambient_talk_04\\a_hub_074_ambient_talk_04_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\074_ambient_talk_04\\a_hub_074_ambient_talk_04_alpb_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\075_ambient_talk_05\\a_hub_075_ambient_talk_05_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\075_ambient_talk_05\\a_hub_075_ambient_talk_05_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\075_ambient_talk_05\\a_hub_075_ambient_talk_05_alpa_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\075_ambient_talk_05\\a_hub_075_ambient_talk_05_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\075_ambient_talk_05\\a_hub_075_ambient_talk_05_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\075_ambient_talk_05\\a_hub_075_ambient_talk_05_alpb_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\075_ambient_talk_05\\a_hub_075_ambient_talk_05_alpb_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\076_ambient_talk_06\\a_hub_076_ambient_talk_06_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\076_ambient_talk_06\\a_hub_076_ambient_talk_06_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\076_ambient_talk_06\\a_hub_076_ambient_talk_06_alpb_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\077_ambient_talk_07\\a_hub_077_ambient_talk_07_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\077_ambient_talk_07\\a_hub_077_ambient_talk_07_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\077_ambient_talk_07\\a_hub_077_ambient_talk_07_alpa_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\077_ambient_talk_07\\a_hub_077_ambient_talk_07_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\077_ambient_talk_07\\a_hub_077_ambient_talk_07_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\077_ambient_talk_07\\a_hub_077_ambient_talk_07_alpb_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\078_ambient_talk_08\\a_hub_078_ambient_talk_08_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\078_ambient_talk_08\\a_hub_078_ambient_talk_08_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\078_ambient_talk_08\\a_hub_078_ambient_talk_08_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\078_ambient_talk_08\\a_hub_078_ambient_talk_08_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\078_ambient_talk_08\\a_hub_078_ambient_talk_08_alpb_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\079_ambient_talk_09\\a_hub_079_ambient_talk_09_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\079_ambient_talk_09\\a_hub_079_ambient_talk_09_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\079_ambient_talk_09\\a_hub_079_ambient_talk_09_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\080_ambient_talk_10\\a_hub_080_ambient_talk_10_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\080_ambient_talk_10\\a_hub_080_ambient_talk_10_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\080_ambient_talk_10\\a_hub_080_ambient_talk_10_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\090_ambient_special_00\\a_hub_090_ambient_special_00_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\090_ambient_special_00\\a_hub_090_ambient_special_00_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\090_ambient_special_00\\a_hub_090_ambient_special_00_alpa_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\090_ambient_special_00\\a_hub_090_ambient_special_00_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\090_ambient_special_00\\a_hub_090_ambient_special_00_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpa_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpa_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpb_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpb_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpb_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\092_ambient_special_02\\a_hub_092_ambient_special_02_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\092_ambient_special_02\\a_hub_092_ambient_special_02_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\092_ambient_special_02\\a_hub_092_ambient_special_02_alp_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\092_ambient_special_02\\a_hub_092_ambient_special_02_alp_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\092_ambient_special_02\\a_hub_092_ambient_special_02_cha_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\092_ambient_special_02\\a_hub_092_ambient_special_02_cha_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\093_ambient_special_03\\a_hub_093_ambient_special_03_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\093_ambient_special_03\\a_hub_093_ambient_special_03_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\093_ambient_special_03\\a_hub_093_ambient_special_03_alp_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\093_ambient_special_03\\a_hub_093_ambient_special_03_alp_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\093_ambient_special_03\\a_hub_093_ambient_special_03_cha_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\093_ambient_special_03\\a_hub_093_ambient_special_03_cha_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\100_skirmish_talk_crashed_helicopter\\a_hub_100_skirmish_talk_crashed_helicopter_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\100_skirmish_talk_crashed_helicopter\\a_hub_100_skirmish_talk_crashed_helicopter_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\100_skirmish_talk_crashed_helicopter\\a_hub_100_skirmish_talk_crashed_helicopter_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\100_skirmish_talk_crashed_helicopter\\a_hub_100_skirmish_talk_crashed_helicopter_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\101_skirmish_talk_crashed_transport\\a_hub_101_skirmish_talk_crashed_transport_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\101_skirmish_talk_crashed_transport\\a_hub_101_skirmish_talk_crashed_transport_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\102_skirmish_talk_timed_transport\\a_hub_102_skirmish_talk_timed_transport_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\102_skirmish_talk_timed_transport\\a_hub_102_skirmish_talk_timed_transport_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\102_skirmish_talk_timed_transport\\a_hub_102_skirmish_talk_timed_transport_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\102_skirmish_talk_timed_transport\\a_hub_102_skirmish_talk_timed_transport_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\103_skirmish_talk_firefight\\a_hub_103_skirmish_talk_firefight_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\103_skirmish_talk_firefight\\a_hub_103_skirmish_talk_firefight_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\103_skirmish_talk_firefight\\a_hub_103_skirmish_talk_firefight_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\104_skirmish_talk_lost_gear\\a_hub_104_skirmish_talk_lost_gear_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\104_skirmish_talk_lost_gear\\a_hub_104_skirmish_talk_lost_gear_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\104_skirmish_talk_lost_gear\\a_hub_104_skirmish_talk_lost_gear_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\120_wel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ogg\"\n\"a3\\dubbing_f_epa\\a_out\\01_start\\a_out_01_start_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\03_warning\\a_out_03_warning_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\03_warning\\a_out_03_warning_cha_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\100_insane\\a_out_100_insane_ker_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\100_insane\\a_out_100_insane_ker_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\100_insane\\a_out_100_insane_ker_2.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\100_insane\\a_out_100_insane_ker_3.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\100_insane\\a_out_100_insane_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\100_insane\\a_out_100_insane_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\105_contacts\\a_out_105_contacts_del_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\10_rendezvous\\a_out_10_rendezvous_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\10_rendezvous\\a_out_10_rendezvous_bra_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\110_instructions\\a_out_110_instructions_del_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\115_open_fire\\a_out_115_open_fire_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\15_attack\\a_out_15_attack_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\15_attack\\a_out_15_attack_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\20_range_clear\\a_out_20_range_clear_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\25_to_town\\a_out_25_to_town_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\25_to_town\\a_out_25_to_town_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\25_to_town\\a_out_25_to_town_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\27_charlie_status\\a_out_27_charlie_status_cha_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\27_charlie_status\\a_out_27_charlie_status_cha_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\27_charlie_status\\a_out_27_charlie_status_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\27_charlie_status\\a_out_27_charlie_status_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\30_nato_inbound\\a_out_30_nato_inbound_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\30_nato_inbound\\a_out_30_nato_inbound_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\30_nato_inbound\\a_out_30_nato_inbound_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\30_nato_inbound\\a_out_30_nato_inbound_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\30_nato_inbound\\a_out_30_nato_inbound_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\35_helis_spotted\\a_out_35_helis_spotted_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\40_orders\\a_out_40_orders_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\40_orders\\a_out_40_orders_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\45_under_attack\\a_out_45_under_attack_cha_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\45_under_attack\\a_out_45_under_attack_cha_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\50_confused\\a_out_50_confused_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\55_retreat\\a_out_55_retreat_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\55_retreat\\a_out_55_retreat_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\55_retreat\\a_out_55_retreat_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\55_retreat\\a_out_55_retreat_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\55_retreat\\a_out_55_retreat_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\60_to_rv\\a_out_60_to_rv_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\60_to_rv\\a_out_60_to_rv_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\60_to_rv\\a_out_60_to_rv_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\60_to_rv\\a_out_60_to_rv_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\65_mortars\\a_out_65_mortars_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\65_mortars\\a_out_65_mortars_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\70_paratroopers\\a_out_70_paratroopers_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\75_cover\\a_out_75_cover_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\75_cover\\a_out_75_cover_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\80_boats\\a_out_80_boats_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\80_boats\\a_out_80_boats_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\85_all_in\\a_out_85_all_in_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\90_away\\a_out_90_away_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\90_away\\a_out_90_away_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_ker_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_ker_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_mil_3.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_mil_4.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_mil_5.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\x01_spotted\\a_out_x01_spotted_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\x01_spotted\\a_out_x01_spotted_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_has_leader\\zone_restriction_a_warn_has_leader_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_has_leader\\zone_restriction_a_warn_has_leader_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_has_leader\\zone_restriction_a_warn_has_leader_alp_2.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_leader_dead\\zone_restriction_a_warn_leader_dead_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_leader_dead\\zone_restriction_a_warn_leader_dead_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_leader_dead\\zone_restriction_a_warn_leader_dead_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_no_leader\\zone_restriction_a_warn_no_leader_ker_0.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_no_leader\\zone_restriction_a_warn_no_leader_ker_1.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_no_leader\\zone_restriction_a_warn_no_leader_ker_2.ogg\"\n```\n\n#### dubbing_f_epb\n\n```\n\"a3\\dubbing_f_epb\\b_hub\\001_b_m01_intro\\b_hub_001_b_m01_intro_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\001_b_m01_intro\\b_hub_001_b_m01_intro_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\002_b_m02_intro\\b_hub_002_b_m02_intro_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\002_b_m02_intro\\b_hub_002_b_m02_intro_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\003_b_m03_intro\\b_hub_003_b_m03_intro_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\003_b_m03_intro\\b_hub_003_b_m03_intro_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\005_b_m05_intro\\b_hub_005_b_m05_intro_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\005_b_m05_intro\\b_hub_005_b_m05_intro_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\006_b_m06_intro\\b_hub_006_b_m06_intro_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\006_b_m06_intro\\b_hub_006_b_m06_intro_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\007_b_out_intro\\b_hub_007_b_out_intro_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\007_b_out_intro\\b_hub_007_b_out_intro_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_10.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_11.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_12.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_13.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_8.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_9.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_8.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_8.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_9.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_8.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_8.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_9.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_10.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_11.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_12.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_8.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_9.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\071_b_hub_ambient_talk\\b_hub_071_b_hub_ambient_talk_sfa_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\071_b_hub_ambient_talk\\b_hub_071_b_hub_ambient_talk_sfa_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\071_b_hub_ambient_talk\\b_hub_071_b_hub_ambient_talk_sfb_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\072_b_hub_ambient_talk\\b_hub_072_b_hub_ambient_talk_sfa_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\072_b_hub_ambient_talk\\b_hub_072_b_hub_ambient_talk_sfa_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\072_b_hub_ambient_talk\\b_hub_072_b_hub_ambient_talk_sfb_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\072_b_hub_ambient_talk\\b_hub_072_b_hub_ambient_talk_sfb_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\072_b_hub_ambient_talk\\b_hub_072_b_hub_ambient_talk_sfb_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\073_b_hub_ambient_talk\\b_hub_073_b_hub_ambient_talk_sfa_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\073_b_hub_ambient_talk\\b_hub_073_b_hub_ambient_talk_sfa_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\073_b_hub_ambient_talk\\b_hub_073_b_hub_ambient_talk_sfa_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\073_b_hub_ambient_talk\\b_hub_073_b_hub_ambient_talk_sfa_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\073_b_hub_ambient_talk\\b_hub_073_b_hub_ambient_talk_sfb_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\073_b_hub_ambient_talk\\b_hub_073_b_hub_ambient_talk_sfb_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\073_b_hub_ambient_talk\\b_hub_073_b_hub_ambient_talk_sfb_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\074_b_hub_ambient_talk\\b_hub_074_b_hub_ambient_talk_sfa_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\074_b_hub_ambient_talk\\b_hub_074_b_hub_ambient_talk_sfa_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\074_b_hub_ambient_talk\\b_hub_074_b_hub_ambient_talk_sfb_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\075_b_hub_ambient_talk\\b_hub_075_b_hub_ambient_talk_sfa_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\075_b_hub_ambient_talk\\b_hub_075_b_hub_ambient_talk_sfa_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\075_b_hub_ambient_talk\\b_hub_075_b_hub_ambient_talk_sfa_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\075_b_hub_ambient_talk\\b_hub_075_b_hub_ambient_talk_sfb_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\075_b_hub_ambient_talk\\b_hub_075_b_hub_ambient_talk_sfb_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\075_b_hub_ambient_talk\\b_hub_075_b_hub_ambient_talk_sfb_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\075_b_hub_ambient_talk\\b_hub_075_b_hub_ambient_talk_sfb_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\076_b_hub_ambient_talk\\b_hub_076_b_hub_ambient_talk_sfa_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\076_b_hub_ambient_talk\\b_hub_076_b_hub_ambient_talk_sfa_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\076_b_hub_ambient_talk\\b_hub_076_b_hub_ambient_talk_sfa_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\076_b_hub_ambient_talk\\b_hub_076_b_hub_ambient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oi_immobile_armor_02\\b_hub_212_poi_immobile_armor_02_gua_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\212_poi_immobile_armor_02\\b_hub_212_poi_immobile_armor_02_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\212_poi_immobile_armor_02\\b_hub_212_poi_immobile_armor_02_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\213_poi_mysterious_cache_01\\b_hub_213_poi_mysterious_cache_01_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\213_poi_mysterious_cache_01\\b_hub_213_poi_mysterious_cache_01_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\213_poi_mysterious_cache_01\\b_hub_213_poi_mysterious_cache_01_gua_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\213_poi_mysterious_cache_01\\b_hub_213_poi_mysterious_cache_01_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\213_poi_mysterious_cache_01\\b_hub_213_poi_mysterious_cache_01_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\213_poi_mysterious_cache_01\\b_hub_213_poi_mysterious_cache_01_gub_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\213_poi_mysterious_cache_01\\b_hub_213_poi_mysterious_cache_01_gub_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\213_poi_mysterious_cache_01\\b_hub_213_poi_mysterious_cache_01_gub_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\214_poi_pilots_01\\b_hub_214_poi_pilots_01_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\214_poi_pilots_01\\b_hub_214_poi_pilots_01_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\214_poi_pilots_01\\b_hub_214_poi_pilots_01_gua_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\214_poi_pilots_01\\b_hub_214_poi_pilots_01_gua_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\214_poi_pilots_01\\b_hub_214_poi_pilots_01_gua_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\214_poi_pilots_01\\b_hub_214_poi_pilots_01_gua_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\214_poi_pilots_01\\b_hub_214_poi_pilots_01_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\214_poi_pilots_01\\b_hub_214_poi_pilots_01_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\215_poi_sniper_01\\b_hub_215_poi_sniper_01_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\215_poi_sniper_01\\b_hub_215_poi_sniper_01_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\215_poi_sniper_01\\b_hub_215_poi_sniper_01_gua_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\215_poi_sniper_01\\b_hub_215_poi_sniper_01_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\215_poi_sniper_01\\b_hub_215_poi_sniper_01_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\216_poi_special_forces_01\\b_hub_216_poi_special_forces_01_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\216_poi_special_forces_01\\b_hub_216_poi_special_forces_01_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\216_poi_special_forces_01\\b_hub_216_poi_special_forces_01_gua_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\216_poi_special_forces_01\\b_hub_216_poi_special_forces_01_gua_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\216_poi_special_forces_01\\b_hub_216_poi_special_forces_01_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\216_poi_special_forces_01\\b_hub_216_poi_special_forces_01_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\217_poi_uav_01\\b_hub_217_poi_uav_01_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\217_poi_uav_01\\b_hub_217_poi_uav_01_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\217_poi_uav_01\\b_hub_217_poi_uav_01_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\218_poi_weapon_smugglers_01\\b_hub_218_poi_weapon_smugglers_01_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\218_poi_weapon_smugglers_01\\b_hub_218_poi_weapon_smugglers_01_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\218_poi_weapon_smugglers_01\\b_hub_218_poi_weapon_smugglers_01_gub_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\219_poi_weapon_smugglers_02\\b_hub_219_poi_weapon_smugglers_02_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\219_poi_weapon_smugglers_02\\b_hub_219_poi_weapon_smugglers_02_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\219_poi_weapon_smugglers_02\\b_hub_219_poi_weapon_smugglers_02_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\219_poi_weapon_smugglers_02\\b_hub_219_poi_weapon_smugglers_02_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\219_poi_weapon_smugglers_02\\b_hub_219_poi_weapon_smugglers_02_gub_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\219_poi_weapon_smugglers_02\\b_hub_219_poi_weapon_smugglers_02_gub_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\300_poi_abandoned_battlefield_01_player\\b_hub_300_poi_abandoned_battlefield_01_player_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\301_poi_abandoned_battlefield_02_player\\b_hub_301_poi_abandoned_battlefield_02_player_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\302_poi_abandoned_battlefield_03_player\\b_hub_302_poi_abandoned_battlefield_03_player_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\303_poi_checkpoint_01_player\\b_hub_303_poi_checkpoint_01_player_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\304_poi_checkpoint_02_player\\b_hub_304_poi_checkpoint_02_player_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\305_poi_checkpoint_03_player\\b_hub_305_poi_checkpoint_03_player_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\306_poi_crashed_helicopter_01_player\\b_hub_306_poi_crashed_helicopter_01_player_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\307_poi_crashed_helicopter_02_player\\b_hub_307_poi_crashed_helicopter_02_player_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\308_poi_crashed_plane_01_player\\b_hub_308_poi_crashed_plane_01_p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ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\135_recon\\b_in2_135_recon_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\135_recon\\b_in2_135_recon_mil_4.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\135_recon\\b_in2_135_recon_mil_5.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\140_inform\\b_in2_140_inform_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\140_inform\\b_in2_140_inform_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\140_inform\\b_in2_140_inform_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\140_inform\\b_in2_140_inform_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\140_inform\\b_in2_140_inform_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\140_inform\\b_in2_140_inform_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\145_aware\\b_in2_145_aware_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\145_aware\\b_in2_145_aware_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\150_surrounded\\b_in2_150_surrounded_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\150_surrounded\\b_in2_150_surrounded_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\150_surrounded\\b_in2_150_surrounded_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\150_surrounded\\b_in2_150_surrounded_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\150_surrounded\\b_in2_150_surrounded_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\150_surrounded\\b_in2_150_surrounded_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\155_right\\b_in2_155_right_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\15_heli\\b_in2_15_heli_eca_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\15_heli\\b_in2_15_heli_ech_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\15_heli\\b_in2_15_heli_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\15_heli\\b_in2_15_heli_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\15_heli\\b_in2_15_heli_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\15_heli\\b_in2_15_heli_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\15_heli\\b_in2_15_heli_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\160_left\\b_in2_160_left_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\165_near_new_rv\\b_in2_165_near_new_rv_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\167_truckstay\\b_in2_167_truckstay_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\170_sniper\\b_in2_170_sniper_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\170_sniper\\b_in2_170_sniper_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\170_sniper\\b_in2_170_sniper_gua_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\170_sniper\\b_in2_170_sniper_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\170_sniper\\b_in2_170_sniper_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\170_sniper\\b_in2_170_sniper_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\170_sniper\\b_in2_170_sniper_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\175_engage\\b_in2_175_engage_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\180_clear\\b_in2_180_clear_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\185_slingshot_dead\\b_in2_185_slingshot_dead_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\185_slingshot_dead\\b_in2_185_slingshot_dead_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\185_slingshot_dead\\b_in2_185_slingshot_dead_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\185_slingshot_dead\\b_in2_185_slingshot_dead_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\185_slingshot_dead\\b_in2_185_slingshot_dead_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\190_regroup\\b_in2_190_regroup_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\195_regrouped\\b_in2_195_regrouped_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_ker_4.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\20_compromised\\b_in2_20_compromised_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\20_compromised\\b_in2_20_compromised_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\20_compromised\\b_in2_20_compromised_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\20_compromised\\b_in2_20_compromised_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\23_compromised_2\\b_in2_23_compromised_2_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\23_compromised_2\\b_in2_23_compromised_2_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\23_compromised_2\\b_in2_23_compromised_2_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\25_wait\\b_in2_25_wait_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\25_wait\\b_in2_25_wait_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\25_wait\\b_in2_25_wait_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\30_hurry\\b_in2_30_hurry_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\30_hurry\\b_in2_30_hurry_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\35_plan\\b_in2_35_plan_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\35_plan\\b_in2_35_plan_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\35_plan\\b_in2_35_plan_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\35_plan\\b_in2_35_plan_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\35_plan\\b_in2_35_plan_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\35_plan\\b_in2_35_plan_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\36_getin\\b_in2_36_getin_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\40_road\\b_in2_40_road_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\45_follow\\b_in2_45_follow_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\50_question\\b_in2_50_question_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\50_question\\b_in2_50_question_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\50_question\\b_in2_50_question_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\55_straight_1\\b_in2_55_straight_1_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\60_check_1_slow\\b_in2_60_check_1_slow_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\60_check_1_slow\\b_in2_60_check_1_slow_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\60_check_1_slow\\b_in2_60_check_1_slow_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\65_check_1\\b_in2_65_check_1_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\65_check_1\\b_in2_65_check_1_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\65_check_1\\b_in2_65_check_1_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\65_check_1\\b_in2_65_check_1_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\65_check_1\\b_in2_65_check_1_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\70_check_1_wait\\b_in2_70_check_1_wait_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\70_check_1_wait\\b_in2_70_check_1_wait_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\75_returning\\b_in2_75_returning_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\80_check_1_continue\\b_in2_80_check_1_continue_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\80_check_1_continue\\b_in2_80_check_1_continue_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\80_check_1_continue\\b_in2_80_check_1_continue_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\85_corruption\\b_in2_85_corruption_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\85_corruption\\b_in2_85_corruption_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\85_corruption\\b_in2_85_corruption_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\85_corruption\\b_in2_85_corruption_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\90_stop\\b_in2_90_stop_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\95_drop\\b_in2_95_drop_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\95_drop\\b_in2_95_drop_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\i01_undercover\\b_in2_i01_undercover_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\i01_undercover\\b_in2_i01_undercover_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\i01_undercover\\b_in2_i01_undercover_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\i05_fog\\b_in2_i05_fog_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\i05_fog\\b_in2_i05_fog_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\i05_fog\\b_in2_i05_fog_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\x01_warnings\\b_in2_x01_warnings_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\x01_warnings\\b_in2_x01_warnings_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\x05_ready_ambushed\\b_in2_x05_ready_ambushed_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\01_lost\\b_in_01_lost_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\05_radio_babble\\b_in_05_radio_babble_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\05_radio_babble\\b_in_05_radio_babble_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\05_radio_babble\\b_in_05_radio_babble_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\05_radio_babble\\b_in_05_radio_babble_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\05_radio_babble\\b_in_05_radio_babble_jam_4.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\10_apologies\\b_in_10_apologies_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_ker_4.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\20_no_map_kavala\\b_in_20_no_map_kavala_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\20_no_map_kavala\\b_in_20_no_map_kavala_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\20_no_map_kavala\\b_in_20_no_map_kavala_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\25_more_than_one\\b_in_25_more_than_one_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\30_no_map_rv\\b_in_30_no_map_rv_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\30_no_map_rv\\b_in_30_no_map_rv_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\30_no_map_rv\\b_in_30_no_map_rv_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\30_no_map_rv\\b_in_30_no_map_rv_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\30_no_map_rv\\b_in_30_no_map_rv_jam_4.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\30_no_map_rv\\b_in_30_no_map_rv_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\30_no_map_rv\\b_in_30_no_map_rv_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\35_moving\\b_in_35_moving_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\35_moving\\b_in_35_moving_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\40_map_found\\b_in_40_map_found_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\40_map_found\\b_in_40_map_found_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\40_map_found\\b_in_40_map_found_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\43_approach_from_south\\b_in_43_approach_from_south_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\43_approach_from_south\\b_in_43_approach_from_south_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\43_approach_from_south\\b_in_43_approach_from_south_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\45_has_radio_meeting\\b_in_45_has_radio_meeting_ech_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\45_has_radio_meeting\\b_in_45_has_radio_meeting_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\45_has_radio_meeting\\b_in_45_has_radio_meeting_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\45_has_radio_meeting\\b_in_45_has_radio_meeting_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_jam_4.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_jam_5.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i05_contact\\b_in_i05_contact_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i05_contact\\b_in_i05_contact_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i05_contact\\b_in_i05_contact_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i05_contact\\b_in_i05_contact_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i05_contact\\b_in_i05_contact_jam_4.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i05_contact\\b_in_i05_contact_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i05_contact\\b_in_i05_contact_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x01_has_map_rv\\b_in_x01_has_map_rv_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x01_has_map_rv\\b_in_x01_has_map_rv_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x01_has_map_rv\\b_in_x01_has_map_rv_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x05_has_map_kavala\\b_in_x05_has_map_kavala_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x05_has_map_kavala\\b_in_x05_has_map_kavala_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x10_no_radio_meeting\\b_in_x10_no_radio_meeting_ech_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x10_no_radio_meeting\\b_in_x10_no_radio_meeting_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x10_no_radio_meeting\\b_in_x10_no_radio_meeting_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x10_no_radio_meeting\\b_in_x10_no_radio_meeting_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x10_no_radio_meeting\\b_in_x10_no_radio_meeting_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x10_no_radio_meeting\\b_in_x10_no_radio_meeting_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x10_no_radio_meeting\\b_in_x10_no_radio_meeting_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x15_mines\\b_in_x15_mines_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x15_mines\\b_in_x15_mines_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x15_mines\\b_in_x15_mines_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x20_head_down\\b_in_x20_head_down_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\05_engageprepare\\b_m01_05_engageprepare_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\100_outpostishot\\b_m01_100_outpostishot_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\105_outpostisimpossible\\b_m01_105_outpostisimpossible_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\10_plan\\b_m01_10_plan_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\10_plan\\b_m01_10_plan_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\110_suppliessitrep\\b_m01_110_suppliessitrep_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\110_suppliessitrep\\b_m01_110_suppliessitrep_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\115_suppliesready\\b_m01_115_suppliesready_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\115_suppliesready\\b_m01_115_suppliesready_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\120_supplytruckprotected\\b_m01_120_supplytruckprotected_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\125_retreat\\b_m01_125_retreat_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\125_retreat\\b_m01_125_retreat_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\125_retreat\\b_m01_125_retreat_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\13_go\\b_m01_13_go_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\15_engage\\b_m01_15_engage_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\20_guardsdead\\b_m01_20_guardsdead_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\20_guardsdead\\b_m01_20_guardsdead_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\25_outpostattack\\b_m01_25_outpostattack_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\25_outpostattack\\b_m01_25_outpostattack_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\30_outpostattackgroup\\b_m01_30_outpostattackgroup_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\35_suppressivefirestop\\b_m01_35_suppressivefirestop_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\35_suppressivefirestop\\b_m01_35_suppressivefirestop_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\40_outpostreport\\b_m01_40_outpostreport_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\40_outpostreport\\b_m01_40_outpostreport_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\40_outpostreport\\b_m01_40_outpostreport_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\40_outpostreport\\b_m01_40_outpostreport_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\45_outpostsecure\\b_m01_45_outpostsecure_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\45_outpostsecure\\b_m01_45_outpostsecure_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\50_deltamovein\\b_m01_50_deltamovein_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\50_deltamovein\\b_m01_50_deltamovein_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\50_deltamovein\\b_m01_50_deltamovein_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\55_deltaarrives\\b_m01_55_deltaarrives_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\55_deltaarrives\\b_m01_55_deltaarrives_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\60_mortardetected\\b_m01_60_mortardetected_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\60_mortardetected\\b_m01_60_mortardetected_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\60_mortardetected\\b_m01_60_mortardetected_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\65_mortardestroy\\b_m01_65_mortardestroy_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\65_mortardestroy\\b_m01_65_mortardestroy_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\65_mortardestroy\\b_m01_65_mortardestroy_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\65_mortardestroy\\b_m01_65_mortardestroy_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\65_mortardestroy\\b_m01_65_mortardestroy_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\65_mortardestroy\\b_m01_65_mortardestroy_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\70_mortardestroygroup\\b_m01_70_mortardestroygroup_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\75_frinireached\\b_m01_75_frinireached_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\75_frinireached\\b_m01_75_frinireached_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\80_mortardestroyed\\b_m01_80_mortardestroyed_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\80_mortardestroyed\\b_m01_80_mortardestroyed_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\85_frinileave\\b_m01_85_frinileave_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\85_frinileave\\b_m01_85_frinileave_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\85_frinileave\\b_m01_85_frinileave_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\85_frinileave\\b_m01_85_frinileave_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\90_frinileavegroup\\b_m01_90_frinileavegroup_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\95_outpostlaststand\\b_m01_95_outpostlaststand_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\95_outpostlaststand\\b_m01_95_outpostlaststand_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i00_neutralizetargets\\b_m01_i00_neutralizetargets_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i00_neutralizetargets\\b_m01_i00_neutralizetargets_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i00_neutralizetargets\\b_m01_i00_neutralizetargets_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i05_frinimortar\\b_m01_i05_frinimortar_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i05_frinimortar\\b_m01_i05_frinimortar_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i10_defendoutpost\\b_m01_i10_defendoutpost_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i10_defendoutpost\\b_m01_i10_defendoutpost_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i10_defendoutpost\\b_m01_i10_defendoutpost_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i10_defendoutpost\\b_m01_i10_defendoutpost_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x00_guardsalive\\b_m01_x00_guardsalive_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x05_guardsdetected\\b_m01_x05_guardsdetected_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x10_getintooutpost\\b_m01_x10_getintooutpost_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x15_getintooutpostfailed\\b_m01_x15_getintooutpostfailed_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x20_getintooutpostfailed\\b_m01_x20_getintooutpostfailed_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x20_getintooutpostfailed\\b_m01_x20_getintooutpostfailed_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x25_mortarneutralizefailed\\b_m01_x25_mortarneutralizefailed_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x30_frinileavewarning\\b_m01_x30_frinileavewarning_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x30_frinileavewarning\\b_m01_x30_frinileavewarning_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x35_frinileavefailed\\b_m01_x35_frinileavefailed_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x40_casualtiesalpha\\b_m01_x40_casualtiesalpha_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x40_casualtiesalpha\\b_m01_x40_casualtiesalpha_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x45_casualtiesbravo\\b_m01_x45_casualtiesbravo_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x45_casualtiesbravo\\b_m01_x45_casualtiesbravo_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x46_alarm\\b_m01_x46_alarm_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x50_casualtiescharlie\\b_m01_x50_casualtiescharlie_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x50_casualtiescharlie\\b_m01_x50_casualtiescharlie_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\00_insertionnear\\b_m02_1_00_insertionnear_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\00_insertionnear\\b_m02_1_00_insertionnear_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\00_insertionnear\\b_m02_1_00_insertionnear_gua_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\05_report\\b_m02_1_05_report_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\05_report\\b_m02_1_05_report_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\10_millersatisfied\\b_m02_1_10_millersatisfied_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\10_millersatisfied\\b_m02_1_10_millersatisfied_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\15_end\\b_m02_1_15_end_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\15_end\\b_m02_1_15_end_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\20_enddetected\\b_m02_1_20_enddetected_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\20_enddetected\\b_m02_1_20_enddetected_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\i00_stayundetected\\b_m02_1_i00_stayundetected_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\i00_stayundetected\\b_m02_1_i00_stayundetected_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\i00_stayundetected\\b_m02_1_i00_stayundetected_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\i00_stayundetected\\b_m02_1_i00_stayundetected_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\i00_stayundetected\\b_m02_1_i00_stayundetected_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x00_insertionfar\\b_m02_1_x00_insertionfar_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x00_insertionfar\\b_m02_1_x00_insertionfar_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x05_millerinsatisfied\\b_m02_1_x05_millerinsatisfied_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x05_millerinsatisfied\\b_m02_1_x05_millerinsatisfied_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x05_millerinsatisfied\\b_m02_1_x05_millerinsatisfied_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x05_millerinsatisfied\\b_m02_1_x05_millerinsatisfied_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x10_detected\\b_m02_1_x10_detected_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x10_detected\\b_m02_1_x10_detected_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x10_detected\\b_m02_1_x10_detected_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x15_detected\\b_m02_1_x15_detected_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x15_detected\\b_m02_1_x15_detected_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_mil_5.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_mil_6.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\01_stopboats\\b_m02_2_01_stopboats_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\02_selectlocation\\b_m02_2_02_selectlocation_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\02_selectlocation\\b_m02_2_02_selectlocation_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\02_selectlocation\\b_m02_2_02_selectlocation_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\03_position0\\b_m02_2_03_position0_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\03_position0\\b_m02_2_03_position0_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\04_slowdownboat\\b_m02_2_04_slowdownboat_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\04_slowdownboat\\b_m02_2_04_slowdownboat_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\05_reportlanding\\b_m02_2_05_reportlanding_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\05_reportlanding\\b_m02_2_05_reportlanding_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\10_quickbriefing1\\b_m02_2_10_quickbriefing1_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\10_quickbriefing1\\b_m02_2_10_quickbriefing1_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\15_quickbriefing2\\b_m02_2_15_quickbriefing2_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\20_goodluck\\b_m02_2_20_goodluck_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\25_reportarrival\\b_m02_2_25_reportarrival_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\25_reportarrival\\b_m02_2_25_reportarrival_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\30_goloud\\b_m02_2_30_goloud_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\30_goloud\\b_m02_2_30_goloud_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\30_goloud\\b_m02_2_30_goloud_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\35_firstcontact\\b_m02_2_35_firstcontact_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\35_firstcontact\\b_m02_2_35_firstcontact_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\40_chaosonequarter\\b_m02_2_40_chaosonequarter_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\40_chaosonequarter\\b_m02_2_40_chaosonequarter_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\45_chaostwoquarters\\b_m02_2_45_chaostwoquarters_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\45_chaostwoquarters\\b_m02_2_45_chaostwoquarters_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\45_chaostwoquarters\\b_m02_2_45_chaostwoquarters_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\45_chaostwoquarters\\b_m02_2_45_chaostwoquarters_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\50_chaosthreequarters\\b_m02_2_50_chaosthreequarters_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\50_chaosthreequarters\\b_m02_2_50_chaosthreequarters_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\50_chaosthreequarters\\b_m02_2_50_chaosthreequarters_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\55_chaosthreshold\\b_m02_2_55_chaosthreshold_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\55_chaosthreshold\\b_m02_2_55_chaosthreshold_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\55_chaosthreshold\\b_m02_2_55_chaosthreshold_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\55_chaosthreshold\\b_m02_2_55_chaosthreshold_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\60_extract\\b_m02_2_60_extract_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\65_nikossecure\\b_m02_2_65_nikossecure_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\65_nikossecure\\b_m02_2_65_nikossecure_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\70_extractcomplete\\b_m02_2_70_extractcomplete_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\i00_instructorchaos\\b_m02_2_i00_instructorchaos_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\i00_instructorchaos\\b_m02_2_i00_instructorchaos_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\i05_instructorcamps\\b_m02_2_i05_instructorcamps_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\i05_instructorcamps\\b_m02_2_i05_instructorcamps_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\i10_instructordestroypointsofinterest\\b_m02_2_i10_instructordestroypointsofinterest_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x00_selectiontimeout\\b_m02_2_x00_selectiontimeout_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x01_position1\\b_m02_2_x01_position1_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x01_position1\\b_m02_2_x01_position1_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x02_position2\\b_m02_2_x02_position2_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x02_position2\\b_m02_2_x02_position2_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x03_position3\\b_m02_2_x03_position3_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x03_position3\\b_m02_2_x03_position3_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x05_lighthouse\\b_m02_2_x05_lighthouse_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x05_lighthouse\\b_m02_2_x05_lighthouse_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x05_lighthouse\\b_m02_2_x05_lighthouse_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x10_timeoutwarning\\b_m02_2_x10_timeoutwarning_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x10_timeoutwarning\\b_m02_2_x10_timeoutwarning_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x10_timeoutwarning\\b_m02_2_x10_timeoutwarning_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x15_timeoutfailure\\b_m02_2_x15_timeoutfailure_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x15_timeoutfailure\\b_m02_2_x15_timeoutfailure_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x20_extractionwarning\\b_m02_2_x20_extractionwarning_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x20_extractionwarning\\b_m02_2_x20_extractionwarning_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x25_extractionfailure\\b_m02_2_x25_extractionfailure_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x25_extractionfailure\\b_m02_2_x25_extractionfailure_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x25_extractionfailure\\b_m02_2_x25_extractionfailure_gua_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x25_extractionfailure\\b_m02_2_x25_extractionfailure_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x30_extractmeetingcomplete\\b_m02_2_x30_extractmeetingcomplete_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\01_start\\b_m03_01_start_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\01_start\\b_m03_01_start_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\01_start\\b_m03_01_start_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\01_start\\b_m03_01_start_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\01_start\\b_m03_01_start_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\01_start\\b_m03_01_start_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\01_start\\b_m03_01_start_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\05_rendezvous_1\\b_m03_05_rendezvous_1_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\05_rendezvous_1\\b_m03_05_rendezvous_1_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\05_rendezvous_1\\b_m03_05_rendezvous_1_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\06_rendezvous_2\\b_m03_06_rendezvous_2_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\06_rendezvous_2\\b_m03_06_rendezvous_2_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\08_approaching_complex_1\\b_m03_08_approaching_complex_1_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\08_approaching_complex_1\\b_m03_08_approaching_complex_1_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\10_cistern_found\\b_m03_10_cistern_found_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\15_cistern_empty\\b_m03_15_cistern_empty_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\15_cistern_empty\\b_m03_15_cistern_empty_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\15_cistern_empty\\b_m03_15_cistern_empty_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\15_cistern_empty\\b_m03_15_cistern_empty_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\20_plan_b\\b_m03_20_plan_b_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\20_plan_b\\b_m03_20_plan_b_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\20_plan_b\\b_m03_20_plan_b_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\20_plan_b\\b_m03_20_plan_b_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\21_itson\\b_m03_21_itson_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\21_itson\\b_m03_21_itson_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\21_itson\\b_m03_21_itson_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\21_itson\\b_m03_21_itson_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\23_approaching_complex_2\\b_m03_23_approaching_complex_2_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\23_approaching_complex_2\\b_m03_23_approaching_complex_2_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\25_team_2_attack\\b_m03_25_team_2_attack_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\25_team_2_attack\\b_m03_25_team_2_attack_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\30_hvt_wait\\b_m03_30_hvt_wait_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\30_hvt_wait\\b_m03_30_hvt_wait_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\30_hvt_wait\\b_m03_30_hvt_wait_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\31_hvt_hell\\b_m03_31_hvt_hell_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_5.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_6.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_7.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\33_hvt_decision\\b_m03_33_hvt_decision_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\35_miller_angry\\b_m03_35_miller_angry_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\35_miller_angry\\b_m03_35_miller_angry_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\35_miller_angry\\b_m03_35_miller_angry_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\35_miller_angry\\b_m03_35_miller_angry_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\35_miller_angry\\b_m03_35_miller_angry_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\35_miller_angry\\b_m03_35_miller_angry_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i01_attacking_complex_1\\b_m03_i01_attacking_complex_1_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i01_attacking_complex_1\\b_m03_i01_attacking_complex_1_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i01_attacking_complex_1\\b_m03_i01_attacking_complex_1_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i01_attacking_complex_1\\b_m03_i01_attacking_complex_1_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i01_attacking_complex_1\\b_m03_i01_attacking_complex_1_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i05_attacking_complex_2\\b_m03_i05_attacking_complex_2_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i05_attacking_complex_2\\b_m03_i05_attacking_complex_2_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i05_attacking_complex_2\\b_m03_i05_attacking_complex_2_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i05_attacking_complex_2\\b_m03_i05_attacking_complex_2_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x01_cistern_dead_no_matter\\b_m03_x01_cistern_dead_no_matter_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x01_cistern_dead_no_matter\\b_m03_x01_cistern_dead_no_matter_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x01_cistern_dead_no_matter\\b_m03_x01_cistern_dead_no_matter_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x03_kappaout\\b_m03_x03_kappaout_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x03_kappaout\\b_m03_x03_kappaout_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x05_cistern_dead\\b_m03_x05_cistern_dead_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x05_cistern_dead\\b_m03_x05_cistern_dead_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x10_miller_grateful\\b_m03_x10_miller_grateful_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x10_miller_grateful\\b_m03_x10_miller_grateful_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x10_miller_grateful\\b_m03_x10_miller_grateful_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x10_miller_grateful\\b_m03_x10_miller_grateful_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x15_miller_impressed\\b_m03_x15_miller_impressed_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x15_miller_impressed\\b_m03_x15_miller_impressed_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x15_miller_impressed\\b_m03_x15_miller_impressed_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x15_miller_impressed\\b_m03_x15_miller_impressed_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x15_miller_impressed\\b_m03_x15_miller_impressed_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x15_miller_impressed\\b_m03_x15_miller_impressed_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x15_miller_impressed\\b_m03_x15_miller_impressed_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x20_empty_handed\\b_m03_x20_empty_handed_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x20_empty_handed\\b_m03_x20_empty_handed_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\01_start\\b_m05_01_start_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\01_start\\b_m05_01_start_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\01_start\\b_m05_01_start_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_gua_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_gua_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\03_contact_arrival\\b_m05_03_contact_arrival_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\03_contact_arrival\\b_m05_03_contact_arrival_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\03_contact_arrival\\b_m05_03_contact_arrival_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\03_contact_arrival\\b_m05_03_contact_arrival_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\03_contact_arrival\\b_m05_03_contact_arrival_ore_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\05_pursuers_eliminated\\b_m05_05_pursuers_eliminated_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\05_pursuers_eliminated\\b_m05_05_pursuers_eliminated_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\05_pursuers_eliminated\\b_m05_05_pursuers_eliminated_ore_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\05_pursuers_eliminated\\b_m05_05_pursuers_eliminated_ore_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\05_pursuers_eliminated\\b_m05_05_pursuers_eliminated_ore_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\08_sabotage_request\\b_m05_08_sabotage_request_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\08_sabotage_request\\b_m05_08_sabotage_request_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\10_sabotage_request_helicopter\\b_m05_10_sabotage_request_helicopter_grf_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\10_sabotage_request_helicopter\\b_m05_10_sabotage_request_helicopter_grf_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\10_sabotage_request_helicopter\\b_m05_10_sabotage_request_helicopter_grf_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\10_sabotage_request_helicopter\\b_m05_10_sabotage_request_helicopter_grf_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\10_sabotage_request_helicopter\\b_m05_10_sabotage_request_helicopter_grf_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\10_sabotage_request_helicopter\\b_m05_10_sabotage_request_helicopter_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\10_sabotage_request_helicopter\\b_m05_10_sabotage_request_helicopter_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\15_sabotage_request_artillery\\b_m05_15_sabotage_request_artillery_grf_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\15_sabotage_request_artillery\\b_m05_15_sabotage_request_artillery_grf_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\15_sabotage_request_artillery\\b_m05_15_sabotage_request_artillery_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\15_sabotage_request_artillery\\b_m05_15_sabotage_request_artillery_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\15_sabotage_request_artillery\\b_m05_15_sabotage_request_artillery_ore_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\20_good_job\\b_m05_20_good_job_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\20_good_job\\b_m05_20_good_job_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\20_good_job\\b_m05_20_good_job_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\20_good_job\\b_m05_20_good_job_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\20_good_job\\b_m05_20_good_job_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\20_good_job\\b_m05_20_good_job_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\20_good_job\\b_m05_20_good_job_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\25_suprise_falcon\\b_m05_25_suprise_falcon_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\25_suprise_falcon\\b_m05_25_suprise_falcon_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\25_suprise_falcon\\b_m05_25_suprise_falcon_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\25_suprise_falcon\\b_m05_25_suprise_falcon_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\25_suprise_falcon\\b_m05_25_suprise_falcon_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\25_suprise_falcon\\b_m05_25_suprise_falcon_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i01_sabotage_pick\\b_m05_i01_sabotage_pick_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i01_sabotage_pick\\b_m05_i01_sabotage_pick_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i01_sabotage_pick\\b_m05_i01_sabotage_pick_ore_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i05_sabotage_headsup_artillery\\b_m05_i05_sabotage_headsup_artillery_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i05_sabotage_headsup_artillery\\b_m05_i05_sabotage_headsup_artillery_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i10_sabotage_headsup_helicopter\\b_m05_i10_sabotage_headsup_helicopter_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i10_sabotage_headsup_helicopter\\b_m05_i10_sabotage_headsup_helicopter_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i10_sabotage_headsup_helicopter\\b_m05_i10_sabotage_headsup_helicopter_ore_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i10_sabotage_headsup_helicopter\\b_m05_i10_sabotage_headsup_helicopter_ore_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i10_sabotage_headsup_helicopter\\b_m05_i10_sabotage_headsup_helicopter_ore_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x01_orestes_alone\\b_m05_x01_orestes_alone_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x01_orestes_alone\\b_m05_x01_orestes_alone_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x05_meeting_late\\b_m05_x05_meeting_late_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x05_meeting_late\\b_m05_x05_meeting_late_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x05_meeting_late\\b_m05_x05_meeting_late_ore_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x05_meeting_late\\b_m05_x05_meeting_late_ore_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x05_meeting_late\\b_m05_x05_meeting_late_ore_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x10_chopper_getting_away\\b_m05_x10_chopper_getting_away_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\01_start\\b_m06_01_start_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\01_start\\b_m06_01_start_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\02_wait\\b_m06_02_wait_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\02_wait\\b_m06_02_wait_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\02_wait\\b_m06_02_wait_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\02_wait\\b_m06_02_wait_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\02_wait\\b_m06_02_wait_jam_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\02_wait\\b_m06_02_wait_jam_5.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\03_plan_b\\b_m06_03_plan_b_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\03_plan_b\\b_m06_03_plan_b_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\03_plan_b\\b_m06_03_plan_b_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\03_plan_b\\b_m06_03_plan_b_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\03_plan_b\\b_m06_03_plan_b_jam_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\03_plan_b\\b_m06_03_plan_b_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\04_brits\\b_m06_04_brits_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\06_plan_b_briefing\\b_m06_06_plan_b_briefing_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\06_plan_b_briefing\\b_m06_06_plan_b_briefing_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\06_plan_b_briefing\\b_m06_06_plan_b_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\06_plan_b_briefing\\b_m06_06_plan_b_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\06_plan_b_briefing\\b_m06_06_plan_b_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\06_plan_b_briefing\\b_m06_06_plan_b_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\06_plan_b_briefing\\b_m06_06_plan_b_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\07_brits2\\b_m06_07_brits2_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_guc_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_guc_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\15_rendezvous\\b_m06_15_rendezvous_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\15_rendezvous\\b_m06_15_rendezvous_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\15_rendezvous\\b_m06_15_rendezvous_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\15_rendezvous\\b_m06_15_rendezvous_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\20_convoy_info_1\\b_m06_20_convoy_info_1_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\20_convoy_info_1\\b_m06_20_convoy_info_1_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\20_convoy_info_1\\b_m06_20_convoy_info_1_gub_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\20_convoy_info_2\\b_m06_20_convoy_info_2_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\20_convoy_info_2\\b_m06_20_convoy_info_2_guc_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\20_convoy_info_3\\b_m06_20_convoy_info_3_gud_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\20_convoy_info_4\\b_m06_20_convoy_info_4_gue_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_1\\b_m06_25_meeting_spotters_1_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_1\\b_m06_25_meeting_spotters_1_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_1\\b_m06_25_meeting_spotters_1_gud_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_1\\b_m06_25_meeting_spotters_1_gue_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_2\\b_m06_25_meeting_spotters_2_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_2\\b_m06_25_meeting_spotters_2_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_2\\b_m06_25_meeting_spotters_2_gud_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_2\\b_m06_25_meeting_spotters_2_gue_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\30_hideout_reached\\b_m06_30_hideout_reached_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\30_hideout_reached\\b_m06_30_hideout_reached_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\30_hideout_reached\\b_m06_30_hideout_reached_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\35_hideout_attacked\\b_m06_35_hideout_attacked_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\35_hideout_attacked\\b_m06_35_hideout_attacked_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\35_hideout_attacked\\b_m06_35_hideout_attacked_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\40_blowjob\\b_m06_40_blowjob_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\45_switchcamp\\b_m06_45_switchcamp_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\45_switchcamp\\b_m06_45_switchcamp_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\i01_ambush\\b_m06_i01_ambush_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\i01_ambush\\b_m06_i01_ambush_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\i01_ambush\\b_m06_i01_ambush_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\i01_ambush\\b_m06_i01_ambush_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\i01_ambush\\b_m06_i01_ambush_mil_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\i01_ambush\\b_m06_i01_ambush_mil_5.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\i01_ambush\\b_m06_i01_ambush_mil_6.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\x01_truck_destroyed\\b_m06_x01_truck_destroyed_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\x01_truck_destroyed\\b_m06_x01_truck_destroyed_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\05_arty_destroyed\\b_out2_05_arty_destroyed_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\10_complex_cleared\\b_out2_10_complex_cleared_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\10_complex_cleared\\b_out2_10_complex_cleared_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\15_special_forces\\b_out2_15_special_forces_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\15_special_forces\\b_out2_15_special_forces_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\20_town_clear\\b_out2_20_town_clear_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\20_town_clear\\b_out2_20_town_clear_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\20_town_clear\\b_out2_20_town_clear_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\25_lights_off\\b_out2_25_lights_off_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\25_lights_off\\b_out2_25_lights_off_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\25_lights_off\\b_out2_25_lights_off_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\30_helicopter\\b_out2_30_helicopter_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\35_reinforcements\\b_out2_35_reinforcements_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\35_reinforcements\\b_out2_35_reinforcements_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\40_town_held\\b_out2_40_town_held_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\40_town_held\\b_out2_40_town_held_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\40_town_held\\b_out2_40_town_held_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\40_town_held\\b_out2_40_town_held_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\40_town_held\\b_out2_40_town_held_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\45_americans\\b_out2_45_americans_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\50_airfield_attack\\b_out2_50_airfield_attack_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\50_airfield_attack\\b_out2_50_airfield_attack_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\55_friendly_fire\\b_out2_55_friendly_fire_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\55_friendly_fire\\b_out2_55_friendly_fire_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\55_friendly_fire\\b_out2_55_friendly_fire_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\55_friendly_fire\\b_out2_55_friendly_fire_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\55_friendly_fire\\b_out2_55_friendly_fire_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_gub_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_gub_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\65_stop_attack\\b_out2_65_stop_attack_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\65_stop_attack\\b_out2_65_stop_attack_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\65_stop_attack\\b_out2_65_stop_attack_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\65_stop_attack\\b_out2_65_stop_attack_lar_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\65_stop_attack\\b_out2_65_stop_attack_lar_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\65_stop_attack\\b_out2_65_stop_attack_lar_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\70_cease_fire\\b_out2_70_cease_fire_bhq_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\70_cease_fire\\b_out2_70_cease_fire_bhq_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\70_cease_fire\\b_out2_70_cease_fire_bhq_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\70_cease_fire\\b_out2_70_cease_fire_lar_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\70_cease_fire\\b_out2_70_cease_fire_lar_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\70_cease_fire\\b_out2_70_cease_fire_lar_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\70_cease_fire\\b_out2_70_cease_fire_lar_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_4.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_5.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_6.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_7.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_4.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_5.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_6.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_7.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i01_surprise_attack\\b_out2_i01_surprise_attack_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i01_surprise_attack\\b_out2_i01_surprise_attack_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i05_ambush\\b_out2_i05_ambush_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i05_ambush\\b_out2_i05_ambush_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i05_ambush\\b_out2_i05_ambush_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i10_fast_transport\\b_out2_i10_fast_transport_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i10_fast_transport\\b_out2_i10_fast_transport_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i15_target_distinction\\b_out2_i15_target_distinction_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i15_target_distinction\\b_out2_i15_target_distinction_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\zone_restriction\\b_warn_no_leader\\zone_restriction_b_warn_no_leader_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\zone_restriction\\b_warn_no_leader\\zone_restriction_b_warn_no_leader_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\zone_restriction\\b_warn_no_leader\\zone_restriction_b_warn_no_leader_sta_2.ogg\"\n```\n\n#### dubbing_f_epc\n\n```\n\"a3\\dubbing_f_epc\\c_ea\\01_playerarrived\\c_ea_01_playerarrived_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\01_playerarrived\\c_ea_01_playerarrived_aba_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\01_playerarrived\\c_ea_01_playerarrived_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\05_meetingwithjournalist\\c_ea_05_meetingwithjournalist_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\05_meetingwithjournalist\\c_ea_05_meetingwithjournalist_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\05_meetingwithjournalist\\c_ea_05_meetingwithjournalist_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\05_meetingwithjournalist\\c_ea_05_meetingwithjournalist_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\05_meetingwithjournalist\\c_ea_05_meetingwithjournalist_ker_3.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\10_getcar\\c_ea_10_getcar_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\10_getcar\\c_ea_10_getcar_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\15_carfound\\c_ea_15_carfound_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\15_carfound\\c_ea_15_carfound_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\20_radiobroadcast1\\c_ea_20_radiobroadcast1_rad_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\20_radiobroadcast1\\c_ea_20_radiobroadcast1_rad_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\20_radiobroadcast1\\c_ea_20_radiobroadcast1_rad_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\20_radiobroadcast1\\c_ea_20_radiobroadcast1_rad_3.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\25_lowfuel\\c_ea_25_lowfuel_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\25_lowfuel\\c_ea_25_lowfuel_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\25_lowfuel\\c_ea_25_lowfuel_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\25_lowfuel\\c_ea_25_lowfuel_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_jou_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_jou_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_jou_3.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_jou_4.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_jou_5.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_ker_3.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_ker_4.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_ker_5.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\35_refueled\\c_ea_35_refueled_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\37_caraccident\\c_ea_37_caraccident_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\37_caraccident\\c_ea_37_caraccident_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\37_caraccident\\c_ea_37_caraccident_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\40_chattodestination\\c_ea_40_chattodestination_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\40_chattodestination\\c_ea_40_chattodestination_jou_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\40_chattodestination\\c_ea_40_chattodestination_jou_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\40_chattodestination\\c_ea_40_chattodestination_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\40_chattodestination\\c_ea_40_chattodestination_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\43_radiobroadcast2\\c_ea_43_radiobroadcast2_rad_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\43_radiobroadcast2\\c_ea_43_radiobroadcast2_rad_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\43_radiobroadcast2\\c_ea_43_radiobroadcast2_rad_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\43_radiobroadcast2\\c_ea_43_radiobroadcast2_rad_3.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\43_radiobroadcast2\\c_ea_43_radiobroadcast2_rad_4.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\43_radiobroadcast2\\c_ea_43_radiobroadcast2_rad_5.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_jou_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_jou_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_jou_3.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_jou_4.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_ker_3.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_ker_4.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\50_atdestination\\c_ea_50_atdestination_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\50_atdestination\\c_ea_50_atdestination_jou_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\50_atdestination\\c_ea_50_atdestination_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\50_atdestination\\c_ea_50_atdestination_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\50_atdestination\\c_ea_50_atdestination_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\55_meetingnikos_fiafriends\\c_ea_55_meetingnikos_fiafriends_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\55_meetingnikos_fiafriends\\c_ea_55_meetingnikos_fiafriends_nik_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\57_meetingnikos_fianotfriends\\c_ea_57_meetingnikos_fianotfriends_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\57_meetingnikos_fianotfriends\\c_ea_57_meetingnikos_fianotfriends_nik_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\60_rtb\\c_ea_60_rtb_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\60_rtb\\c_ea_60_rtb_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x01_cardamaged\\c_ea_x01_cardamaged_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x05_cardamagedbase\\c_ea_x05_cardamagedbase_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x05_cardamagedbase\\c_ea_x05_cardamagedbase_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x05_cardamagedbase\\c_ea_x05_cardamagedbase_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x10_cardamagedidiot\\c_ea_x10_cardamagedidiot_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x10_cardamagedidiot\\c_ea_x10_cardamagedidiot_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x15_wrongway\\c_ea_x15_wrongway_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x20_wrongway\\c_ea_x20_wrongway_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x20_wrongway\\c_ea_x20_wrongway_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x25_wrongway\\c_ea_x25_wrongway_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\01_prolog\\c_eb_01_prolog_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\01_prolog\\c_eb_01_prolog_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_ker_3.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_mil_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_mil_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_mil_2.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_mil_3.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\10_leftbehind\\c_eb_10_leftbehind_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\10_leftbehind\\c_eb_10_leftbehind_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\15_sos\\c_eb_15_sos_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\15_sos\\c_eb_15_sos_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\16_crossroads\\c_eb_16_crossroads_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\20_gameover\\c_eb_20_gameover_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\20_gameover\\c_eb_20_gameover_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\20_gameover\\c_eb_20_gameover_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\25_device\\c_eb_25_device_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\25_device\\c_eb_25_device_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\30_nato\\c_eb_30_nato_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\30_nato\\c_eb_30_nato_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\30_nato\\c_eb_30_nato_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\30_nato\\c_eb_30_nato_mem_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\30_nato\\c_eb_30_nato_mem_2.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\30_nato\\c_eb_30_nato_mem_3.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\30_nato\\c_eb_30_nato_mem_4.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\35_natojoin\\c_eb_35_natojoin_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\35_natojoin\\c_eb_35_natojoin_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\40_fia\\c_eb_40_fia_gua_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\40_fia\\c_eb_40_fia_gua_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\40_fia\\c_eb_40_fia_gua_2.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\40_fia\\c_eb_40_fia_gua_3.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\40_fia\\c_eb_40_fia_gua_4.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\40_fia\\c_eb_40_fia_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\40_fia\\c_eb_40_fia_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\45_fiajoin\\c_eb_45_fiajoin_gua_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\45_fiajoin\\c_eb_45_fiajoin_gua_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\45_fiajoin\\c_eb_45_fiajoin_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\50_escaped\\c_eb_50_escaped_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\50_escaped\\c_eb_50_escaped_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\50_escaped\\c_eb_50_escaped_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_10.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_11.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_12.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_3.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_4.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_5.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_6.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_7.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_8.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_9.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\01_armory\\c_in1_01_armory_arm_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\01_armory\\c_in1_01_armory_arm_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\01_armory\\c_in1_01_armory_arm_2.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\10_ambient_talk_00\\c_in1_10_ambient_talk_00_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\10_ambient_talk_00\\c_in1_10_ambient_talk_00_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\11_ambient_talk_01\\c_in1_11_ambient_talk_01_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\11_ambient_talk_01\\c_in1_11_ambient_talk_01_aba_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\11_ambient_talk_01\\c_in1_11_ambient_talk_01_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\11_ambient_talk_01\\c_in1_11_ambient_talk_01_abb_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\12_ambient_talk_02\\c_in1_12_ambient_talk_02_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\12_ambient_talk_02\\c_in1_12_ambient_talk_02_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\13_ambient_talk_03\\c_in1_13_ambient_talk_03_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\13_ambient_talk_03\\c_in1_13_ambient_talk_03_aba_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\13_ambient_talk_03\\c_in1_13_ambient_talk_03_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\13_ambient_talk_03\\c_in1_13_ambient_talk_03_abb_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\14_ambient_talk_04\\c_in1_14_ambient_talk_04_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\14_ambient_talk_04\\c_in1_14_ambient_talk_04_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\14_ambient_talk_04\\c_in1_14_ambient_talk_04_abb_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\20_broadcast\\c_in1_20_broadcast_spe_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\20_broadcast\\c_in1_20_broadcast_spe_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\21_broadcast\\c_in1_21_broadcast_spe_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\21_broadcast\\c_in1_21_broadcast_spe_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\22_broadcast\\c_in1_22_broadcast_spe_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\22_broadcast\\c_in1_22_broadcast_spe_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\23_broadcast\\c_in1_23_broadcast_spe_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\01_report\\c_in2_01_report_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\01_report\\c_in2_01_report_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\01_report\\c_in2_01_report_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\01_report\\c_in2_01_report_mem_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\05_bullshit\\c_in2_05_bullshit_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\100_defend\\c_in2_100_defend_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\100_defend\\c_in2_100_defend_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\105_attack_defeated\\c_in2_105_attack_defeated_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\105_attack_defeated\\c_in2_105_attack_defeated_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\105_attack_defeated\\c_in2_105_attack_defeated_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\10_boats\\c_in2_10_boats_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\15_contact\\c_in2_15_contact_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\15_contact\\c_in2_15_contact_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\15_contact\\c_in2_15_contact_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\20_qrf\\c_in2_20_qrf_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\20_qrf\\c_in2_20_qrf_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\25_mobilization\\c_in2_25_mobilization_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\25_mobilization\\c_in2_25_mobilization_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\30_team_dead\\c_in2_30_team_dead_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\35_attack\\c_in2_35_attack_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\35_attack\\c_in2_35_attack_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\35_attack\\c_in2_35_attack_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\35_attack\\c_in2_35_attack_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\35_attack\\c_in2_35_attack_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\35_attack\\c_in2_35_attack_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\35_attack\\c_in2_35_attack_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\40_defend\\c_in2_40_defend_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\40_defend\\c_in2_40_defend_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\40_defend\\c_in2_40_defend_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\45_plan\\c_in2_45_plan_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\45_plan\\c_in2_45_plan_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\50_anti_air\\c_in2_50_anti_air_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\50_anti_air\\c_in2_50_anti_air_aba_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\50_anti_air\\c_in2_50_anti_air_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\55_push\\c_in2_55_push_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\55_push\\c_in2_55_push_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\55_push\\c_in2_55_push_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\60_pushing\\c_in2_60_pushing_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\60_pushing\\c_in2_60_pushing_abb_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\65_apc_engage\\c_in2_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\\c_out1\\46_kalichoridefend\\c_out1_46_kalichoridefend_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\46_kalichoridefend\\c_out1_46_kalichoridefend_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\48_transport\\c_out1_48_transport_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\48_transport\\c_out1_48_transport_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\50_reinforcementsneutralized\\c_out1_50_reinforcementsneutralized_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\50_reinforcementsneutralized\\c_out1_50_reinforcementsneutralized_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i00_friendlies\\c_out1_i00_friendlies_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i00_friendlies\\c_out1_i00_friendlies_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i05_uav\\c_out1_i05_uav_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i05_uav\\c_out1_i05_uav_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i05_uav\\c_out1_i05_uav_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i10_snipers\\c_out1_i10_snipers_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i10_snipers\\c_out1_i10_snipers_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i15_enemyvehicle\\c_out1_i15_enemyvehicle_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i15_enemyvehicle\\c_out1_i15_enemyvehicle_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i15_enemyvehicle\\c_out1_i15_enemyvehicle_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i15_enemyvehicle\\c_out1_i15_enemyvehicle_bhq_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i15_enemyvehicle\\c_out1_i15_enemyvehicle_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i15_enemyvehicle\\c_out1_i15_enemyvehicle_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x00_vehiclestolen\\c_out1_x00_vehiclestolen_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x05_transportdestroyed\\c_out1_x05_transportdestroyed_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x10_transportdestroyedhq\\c_out1_x10_transportdestroyedhq_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x10_transportdestroyedhq\\c_out1_x10_transportdestroyedhq_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x15_transportmoving\\c_out1_x15_transportmoving_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x15_transportmoving\\c_out1_x15_transportmoving_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x20_transportsucceeded\\c_out1_x20_transportsucceeded_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x20_transportsucceeded\\c_out1_x20_transportsucceeded_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x25_transportfailed\\c_out1_x25_transportfailed_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x25_transportfailed\\c_out1_x25_transportfailed_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x30_transportcanceled\\c_out1_x30_transportcanceled_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x30_transportcanceled\\c_out1_x30_transportcanceled_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x35_transportenemy\\c_out1_x35_transportenemy_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x35_transportenemy\\c_out1_x35_transportenemy_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x40_overrun\\c_out1_x40_overrun_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_jam_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_jam_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_ker_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_ker_4.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\05_nato_chosen\\c_out2_05_nato_chosen_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\10_orders\\c_out2_10_orders_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\10_orders\\c_out2_10_orders_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\10_orders\\c_out2_10_orders_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\10_orders\\c_out2_10_orders_bhq_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\10_orders\\c_out2_10_orders_bhq_4.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\10_orders\\c_out2_10_orders_bhq_5.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\10_orders\\c_out2_10_orders_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\12_plane_sent\\c_out2_12_plane_sent_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\12_plane_sent\\c_out2_12_plane_sent_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\13_plane_fired\\c_out2_13_plane_fired_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\14_plane_disengage\\c_out2_14_plane_disengage_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\15_neutralized\\c_out2_15_neutralized_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\15_neutralized\\c_out2_15_neutralized_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\15_neutralized\\c_out2_15_neutralized_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\20_contact\\c_out2_20_contact_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_abb_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_bhq_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_bhq_4.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_bhq_5.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\30_wave\\c_out2_30_wave_jam_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\30_wave\\c_out2_30_wave_jam_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_jam_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_jam_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_jam_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_jam_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_jam_4.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_jam_5.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_jam_6.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\40_james_dead\\c_out2_40_james_dead_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\45_danger\\c_out2_45_danger_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\50_nato_angered\\c_out2_50_nato_angered_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\50_nato_angered\\c_out2_50_nato_angered_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\55_hang_up\\c_out2_55_hang_up_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\60_truck_found\\c_out2_60_truck_found_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\65_in_truck\\c_out2_65_in_truck_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_4.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_5.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_6.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_7.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_4.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_5.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_6.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_7.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_4.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_5.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_6.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_7.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\75_csat_inbound\\c_out2_75_csat_inbound_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\75_csat_inbound\\c_out2_75_csat_inbound_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\80_return\\c_out2_80_return_mil_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\80_return\\c_out2_80_return_mil_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\80_return\\c_out2_80_return_mil_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\80_return_fake\\c_out2_80_return_fake_mil_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\80_return_fake\\c_out2_80_return_fake_mil_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\80_return_fake\\c_out2_80_return_fake_mil_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\85_the_end_of_all_things\\c_out2_85_the_end_of_all_things_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\85_the_end_of_all_things\\c_out2_85_the_end_of_all_things_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\85_the_end_of_all_things\\c_out2_85_the_end_of_all_things_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\85_the_end_of_all_things\\c_out2_85_the_end_of_all_things_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\85_the_end_of_all_things\\c_out2_85_the_end_of_all_things_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\85_the_end_of_all_things\\c_out2_85_the_end_of_all_things_bhq_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\85_the_end_of_all_things\\c_out2_85_the_end_of_all_things_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\i01_scouting\\c_out2_i01_scouting_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\i01_scouting\\c_out2_i01_scouting_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\i01_scouting\\c_out2_i01_scouting_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x01_out_of_ammo\\c_out2_x01_out_of_ammo_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x03_plane_destroyed\\c_out2_x03_plane_destroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x05_james_bypassed\\c_out2_x05_james_bypassed_jam_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x05_james_bypassed\\c_out2_x05_james_bypassed_jam_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x05_james_bypassed\\c_out2_x05_james_bypassed_jam_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x05_james_bypassed\\c_out2_x05_james_bypassed_jam_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x05_james_bypassed\\c_out2_x05_james_bypassed_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x05_james_bypassed\\c_out2_x05_james_bypassed_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x05_james_bypassed\\c_out2_x05_james_bypassed_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\01_prolog\\showcase_fixedwings_01_prolog_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\05_startingengine\\showcase_fixedwings_05_startingengine_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\05_startingengine\\showcase_fixedwings_05_startingengine_lea_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\05_startingengine\\showcase_fixedwings_05_startingengine_lea_2.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\05_startingengine\\showcase_fixedwings_05_startingengine_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\05_startingengine\\showcase_fixedwings_05_startingengine_mem_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\100_apchit\\showcase_fixedwings_100_apchit_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\100_apchit\\showcase_fixedwings_100_apchit_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\105_mraphit\\showcase_fixedwings_105_mraphit_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\105_mraphit\\showcase_fixedwings_105_mraphit_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\10_intheair\\showcase_fixedwings_10_intheair_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\10_intheair\\showcase_fixedwings_10_intheair_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\110_shiphit\\showcase_fixedwings_110_shiphit_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\110_shiphit\\showcase_fixedwings_110_shiphit_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\115_flyinghigh\\showcase_fixedwings_115_flyinghigh_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\120_flyingfast\\showcase_fixedwings_120_flyingfast_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\125_aamissilefired\\showcase_fixedwings_125_aamissilefired_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\130_atmissilefired\\showcase_fixedwings_130_atmissilefired_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\135_bombdropped\\showcase_fixedwings_135_bombdropped_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\15_helispotted\\showcase_fixedwings_15_helispotted_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\15_helispotted\\showcase_fixedwings_15_helispotted_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\15_helispotted\\showcase_fixedwings_15_helispotted_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\15_helispotted\\showcase_fixedwings_15_helispotted_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\15_helispotted\\showcase_fixedwings_15_helispotted_mem_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\20_directhit\\showcase_fixedwings_20_directhit_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\25_helishotdowndefault\\showcase_fixedwings_25_helishotdowndefault_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\25_helishotdowndefault\\showcase_fixedwings_25_helishotdowndefault_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\30_helishotdownaa\\showcase_fixedwings_30_helishotdownaa_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\30_helishotdownaa\\showcase_fixedwings_30_helishotdownaa_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\35_helishotdowncannon\\showcase_fixedwings_35_helishotdowncannon_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\35_helishotdowncannon\\showcase_fixedwings_35_helishotdowncannon_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\40_convoydestroyed\\showcase_fixedwings_40_convoydestroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\40_convoydestroyed\\showcase_fixedwings_40_convoydestroyed_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\45_spgfound\\showcase_fixedwings_45_spgfound_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\45_spgfound\\showcase_fixedwings_45_spgfound_aba_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\45_spgfound\\showcase_fixedwings_45_spgfound_aba_2.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\45_spgfound\\showcase_fixedwings_45_spgfound_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\45_spgfound\\showcase_fixedwings_45_spgfound_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\50_onespgdestroyed\\showcase_fixedwings_50_onespgdestroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\50_onespgdestroyed\\showcase_fixedwings_50_onespgdestroyed_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\55_bothspgdestroyed\\showcase_fixedwings_55_bothspgdestroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\55_bothspgdestroyed\\showcase_fixedwings_55_bothspgdestroyed_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\60_goodhit\\showcase_fixedwings_60_goodhit_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\65_aaflocated\\showcase_fixedwings_65_aaflocated_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\65_aaflocated\\showcase_fixedwings_65_aaflocated_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\65_aaflocated\\showcase_fixedwings_65_aaflocated_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\65_aaflocated\\showcase_fixedwings_65_aaflocated_bhq_3.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\65_aaflocated\\showcase_fixedwings_65_aaflocated_bhq_4.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\65_aaflocated\\showcase_fixedwings_65_aaflocated_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\70_aafdestroyed\\showcase_fixedwings_70_aafdestroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\70_aafdestroyed\\showcase_fixedwings_70_aafdestroyed_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\70_aafdestroyed\\showcase_fixedwings_70_aafdestroyed_lea_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\75_manythanks\\showcase_fixedwings_75_manythanks_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\80_takeoffagain\\showcase_fixedwings_80_takeoffagain_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\80_takeoffagain\\showcase_fixedwings_80_takeoffagain_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\85_rtb\\showcase_fixedwings_85_rtb_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\90_tankhit\\showcase_fixedwings_90_tankhit_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\90_tankhit\\showcase_fixedwings_90_tankhit_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\95_ifvhit\\showcase_fixedwings_95_ifvhit_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\95_ifvhit\\showcase_fixedwings_95_ifvhit_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x01_convoypassed\\showcase_fixedwings_x01_convoypassed_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x01_convoypassed\\showcase_fixedwings_x01_convoypassed_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x05_heliescaped\\showcase_fixedwings_x05_heliescaped_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x10_helidestroyedlate\\showcase_fixedwings_x10_helidestroyedlate_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x10_helidestroyedlate\\showcase_fixedwings_x10_helidestroyedlate_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x15_mayday\\showcase_fixedwings_x15_mayday_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x15_mayday\\showcase_fixedwings_x15_mayday_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x15_mayday\\showcase_fixedwings_x15_mayday_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x20_landedonground\\showcase_fixedwings_x20_landedonground_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x25_parachutingaboveland\\showcase_fixedwings_x25_parachutingaboveland_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x30_landedintowater\\showcase_fixedwings_x30_landedintowater_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x35_parachutingabovewater\\showcase_fixedwings_x35_parachutingabovewater_lea_0.ogg\"\n```\n\n#### dubbing_f_exp\n\n```\n\"a3\\dubbing_f_exp\\exp_m01\\01_start\\exp_m01_01_start_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\01_start\\exp_m01_01_start_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\05_online\\exp_m01_05_online_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\10_spotted\\exp_m01_10_spotted_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\15_orders\\exp_m01_15_orders_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\15_orders\\exp_m01_15_orders_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\20_quiet\\exp_m01_20_quiet_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\23_notsoquiet\\exp_m01_23_notsoquiet_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\25_search\\exp_m01_25_search_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\30_weapons\\exp_m01_30_weapons_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\30_weapons\\exp_m01_30_weapons_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\35_continue\\exp_m01_35_continue_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\35_continue\\exp_m01_35_continue_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\37_civpop\\exp_m01_37_civpop_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\37_civpop\\exp_m01_37_civpop_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\37_civpop\\exp_m01_37_civpop_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\40_paras\\exp_m01_40_paras_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\40_paras\\exp_m01_40_paras_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\40_paras\\exp_m01_40_paras_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\45_second\\exp_m01_45_second_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\45_second\\exp_m01_45_second_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\45_second\\exp_m01_45_second_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\50_plan\\exp_m01_50_plan_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\50_plan\\exp_m01_50_plan_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\50_plan\\exp_m01_50_plan_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\51_planagain\\exp_m01_51_planagain_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\51_planagain\\exp_m01_51_planagain_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\51_planagain\\exp_m01_51_planagain_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\55_engage\\exp_m01_55_engage_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\60_qrf\\exp_m01_60_qrf_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\65_support_searched\\exp_m01_65_support_searched_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p01_help_1\\exp_m01_p01_help_1_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p05_help_2\\exp_m01_p05_help_2_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p10_help_3\\exp_m01_p10_help_3_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p15_inside_building\\exp_m01_p15_inside_building_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p16_noshoottarget\\exp_m01_p16_noshoottarget_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p20_not_clear\\exp_m01_p20_not_clear_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p25_untie\\exp_m01_p25_untie_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p30_left_building\\exp_m01_p30_left_building_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p35_rescued\\exp_m01_p35_rescued_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p35_rescued\\exp_m01_p35_rescued_pol_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p36_towerintel\\exp_m01_p36_towerintel_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p36_towerintel\\exp_m01_p36_towerintel_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p40_already_clear\\exp_m01_p40_already_clear_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\x00_orders\\exp_m01_x00_orders_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\x00_orders\\exp_m01_x00_orders_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\01_start\\exp_m02_01_start_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\01_start\\exp_m02_01_start_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\01_start\\exp_m02_01_start_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\01_start\\exp_m02_01_start_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\05_convoy_update\\exp_m02_05_convoy_update_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\05_convoy_update\\exp_m02_05_convoy_update_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\05_convoy_update\\exp_m02_05_convoy_update_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\05_convoy_update\\exp_m02_05_convoy_update_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\100_weapons_found\\exp_m02_100_weapons_found_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\100_weapons_found\\exp_m02_100_weapons_found_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\100_weapons_found\\exp_m02_100_weapons_found_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\105_support_plan\\exp_m02_105_support_plan_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\105_support_plan\\exp_m02_105_support_plan_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\105_support_plan\\exp_m02_105_support_plan_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\107_chineseforeshadow\\exp_m02_107_chineseforeshadow_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\107_chineseforeshadow\\exp_m02_107_chineseforeshadow_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\107_chineseforeshadow\\exp_m02_107_chineseforeshadow_sal_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\107_chineseforeshadow\\exp_m02_107_chineseforeshadow_trk_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\107_chineseforeshadow\\exp_m02_107_chineseforeshadow_trk_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\10_watch_fire\\exp_m02_10_watch_fire_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\110_helicopter_ready\\exp_m02_110_helicopter_ready_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\110_helicopter_ready\\exp_m02_110_helicopter_ready_lia_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\115_uav_targeting\\exp_m02_115_uav_targeting_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\120_uav_fired\\exp_m02_120_uav_fired_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\125_weapons_destroyed\\exp_m02_125_weapons_destroyed_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\125_weapons_destroyed\\exp_m02_125_weapons_destroyed_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\125_weapons_destroyed\\exp_m02_125_weapons_destroyed_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\15_continue\\exp_m02_15_continue_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\20_no_touch\\exp_m02_20_no_touch_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\20_no_touch\\exp_m02_20_no_touch_grm_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\23_lol\\exp_m02_23_lol_sal_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\23_lol\\exp_m02_23_lol_sal_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\23_lol\\exp_m02_23_lol_trk_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\23_lol\\exp_m02_23_lol_trk_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_grm_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_4.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_5.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_6.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_7.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_8.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_9.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_trk_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\30_plan\\exp_m02_30_plan_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\30_plan\\exp_m02_30_plan_grm_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\30_plan\\exp_m02_30_plan_grm_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\35_joke_1\\exp_m02_35_joke_1_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\35_joke_1\\exp_m02_35_joke_1_sal_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\35_joke_1\\exp_m02_35_joke_1_sal_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\35_joke_1\\exp_m02_35_joke_1_sal_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\35_joke_1\\exp_m02_35_joke_1_sal_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\35_joke_1\\exp_m02_35_joke_1_sal_4.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\60_charge_set\\exp_m02_60_charge_set_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\60_charge_set\\exp_m02_60_charge_set_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\60_charge_set\\exp_m02_60_charge_set_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\60_charge_set\\exp_m02_60_charge_set_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\60_charge_set\\exp_m02_60_charge_set_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\60_charge_set\\exp_m02_60_charge_set_rik_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\65_convoy_spotted\\exp_m02_65_convoy_spotted_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\65_convoy_spotted\\exp_m02_65_convoy_spotted_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\65_convoy_spotted\\exp_m02_65_convoy_spotted_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\65_convoy_spotted\\exp_m02_65_convoy_spotted_trk_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\70_hold_fire\\exp_m02_70_hold_fire_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\75_open_fire\\exp_m02_75_open_fire_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_rik_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_rik_4.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_sal_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_trk_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\83_waitone\\exp_m02_83_waitone_grm_0.ogg\"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eated\\exp_m04_15_defeated_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\15_defeated\\exp_m04_15_defeated_rik_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\20_feed_start\\exp_m04_20_feed_start_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\20_feed_start\\exp_m04_20_feed_start_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\25_feed_explain\\exp_m04_25_feed_explain_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\30_feed_end\\exp_m04_30_feed_end_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\30_feed_end\\exp_m04_30_feed_end_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\30_feed_end\\exp_m04_30_feed_end_com_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\30_feed_end\\exp_m04_30_feed_end_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\30_feed_end\\exp_m04_30_feed_end_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\30_feed_end\\exp_m04_30_feed_end_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\35_exfil\\exp_m04_35_exfil_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\40_flares\\exp_m04_40_flares_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\45_mystery\\exp_m04_45_mystery_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\45_mystery\\exp_m04_45_mystery_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\45_mystery\\exp_m04_45_mystery_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\45_mystery\\exp_m04_45_mystery_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\45_mystery\\exp_m04_45_mystery_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\45_mystery\\exp_m04_45_mystery_rik_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\50_near_exfil\\exp_m04_50_near_exfil_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\55_all_in\\exp_m04_55_all_in_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\55_all_in\\exp_m04_55_all_in_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\60_status\\exp_m04_60_status_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\60_status\\exp_m04_60_status_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\60_status\\exp_m04_60_status_sal_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\60_status\\exp_m04_60_status_trk_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\65_feed_start\\exp_m04_65_feed_start_sal_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\70_end\\exp_m04_70_end_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\70_end\\exp_m04_70_end_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\70_end\\exp_m04_70_end_lia_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\70_end\\exp_m04_70_end_lia_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b01_tanoareport\\exp_m04_b01_tanoareport_cor_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b05_tanoareport_2\\exp_m04_b05_tanoareport_2_cor_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b05_tanoareport_2\\exp_m04_b05_tanoareport_2_cor_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b10_interrupt\\exp_m04_b10_interrupt_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b15_situation_1\\exp_m04_b15_situation_1_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b15_situation_1\\exp_m04_b15_situation_1_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b15_situation_1\\exp_m04_b15_situation_1_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b15_situation_1\\exp_m04_b15_situation_1_lia_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b20_situation_2\\exp_m04_b20_situation_2_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b20_situation_2\\exp_m04_b20_situation_2_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b20_situation_2\\exp_m04_b20_situation_2_com_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b20_situation_2\\exp_m04_b20_situation_2_com_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b20_situation_2\\exp_m04_b20_situation_2_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b25_situation_3\\exp_m04_b25_situation_3_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b25_situation_3\\exp_m04_b25_situation_3_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b25_situation_3\\exp_m04_b25_situation_3_com_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b25_situation_3\\exp_m04_b25_situation_3_com_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b25_situation_3\\exp_m04_b25_situation_3_com_4.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b25_situation_3\\exp_m04_b25_situation_3_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b25_situation_3\\exp_m04_b25_situation_3_lia_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b25_situation_3\\exp_m04_b25_situation_3_lia_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b25_situation_3\\exp_m04_b25_situation_3_lia_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b25_situation_3\\exp_m04_b25_situation_3_lia_4.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b30_situation_4\\exp_m04_b30_situation_4_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b30_situation_4\\exp_m04_b30_situation_4_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b30_situation_4\\exp_m04_b30_situation_4_com_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b30_situation_4\\exp_m04_b30_situation_4_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b30_situation_4\\exp_m04_b30_situation_4_lia_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b35_connect\\exp_m04_b35_connect_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b35_connect\\exp_m04_b35_connect_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b35_connect\\exp_m04_b35_connect_com_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b35_connect\\exp_m04_b35_connect_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m04\\b35_connect\\exp_m04_b35_connect_lia_1.ogg\"\n\"a3\\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nslate\\exp_m07_xsyndikatalarm_translate_fre_4.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatalarm_translate\\exp_m07_xsyndikatalarm_translate_fre_5.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatalarm_translate\\exp_m07_xsyndikatalarm_translate_fre_6.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatalarm_translate\\exp_m07_xsyndikatalarm_translate_fre_7.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatalarm_translate\\exp_m07_xsyndikatalarm_translate_fre_8.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatalarm_translate\\exp_m07_xsyndikatalarm_translate_fre_9.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatcalm_translate\\exp_m07_xsyndikatcalm_translate_fre_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatcalm_translate\\exp_m07_xsyndikatcalm_translate_fre_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatcalm_translate\\exp_m07_xsyndikatcalm_translate_fre_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatcalm_translate\\exp_m07_xsyndikatcalm_translate_fre_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatcalm_translate\\exp_m07_xsyndikatcalm_translate_fre_4.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatcalm_translate\\exp_m07_xsyndikatcalm_translate_fre_5.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatcalm_translate\\exp_m07_xsyndikatcalm_translate_fre_6.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatcalm_translate\\exp_m07_xsyndikatcalm_translate_fre_7.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatcalm_translate\\exp_m07_xsyndikatcalm_translate_fre_8.ogg\"\n\"a3\\dubbing_f_exp\\exp_m07\\xsyndikatcalm_translate\\exp_m07_xsyndikatcalm_translate_fre_9.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\01_wait\\mp_end_game_systems_01_wait_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\01_wait\\mp_end_game_systems_01_wait_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\01_wait\\mp_end_game_systems_01_wait_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\03_start\\mp_end_game_systems_03_start_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\03_start\\mp_end_game_systems_03_start_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\03_start\\mp_end_game_systems_03_start_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\05_endgood\\mp_end_game_systems_05_endgood_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\05_endgood\\mp_end_game_systems_05_endgood_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\05_endgood\\mp_end_game_systems_05_endgood_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\07_endbad\\mp_end_game_systems_07_endbad_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\07_endbad\\mp_end_game_systems_07_endbad_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\07_endbad\\mp_end_game_systems_07_endbad_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\10_fobcontrol\\mp_end_game_systems_10_fobcontrol_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\10_fobcontrol\\mp_end_game_systems_10_fobcontrol_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\10_fobcontrol\\mp_end_game_systems_10_fobcontrol_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\15_intelretrieved\\mp_end_game_systems_15_intelretrieved_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\15_intelretrieved\\mp_end_game_systems_15_intelretrieved_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\15_intelretrieved\\mp_end_game_systems_15_intelretrieved_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\17_intelwanted\\mp_end_game_systems_17_intelwanted_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\17_intelwanted\\mp_end_game_systems_17_intelwanted_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\17_intelwanted\\mp_end_game_systems_17_intelwanted_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\18_intelrevealed\\mp_end_game_systems_18_intelrevealed_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\18_intelrevealed\\mp_end_game_systems_18_intelrevealed_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\18_intelrevealed\\mp_end_game_systems_18_intelrevealed_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\20_intelshoulddestroy\\mp_end_game_systems_20_intelshoulddestroy_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\20_intelshoulddestroy\\mp_end_game_systems_20_intelshoulddestroy_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\20_intelshoulddestroy\\mp_end_game_systems_20_intelshoulddestroy_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\25_endgamestart\\mp_end_game_systems_25_endgamestart_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\25_endgamestart\\mp_end_game_systems_25_endgamestart_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\25_endgamestart\\mp_end_game_systems_25_endgamestart_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\30_pickupschematicsfirst\\mp_end_game_systems_30_pickupschematicsfirst_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\30_pickupschematicsfirst\\mp_end_game_systems_30_pickupschematicsfirst_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\30_pickupschematicsfir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gg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\15_reinforcements\\showcase_endgame_15_reinforcements_com_4.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\15_reinforcements\\showcase_endgame_15_reinforcements_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\15_reinforcements\\showcase_endgame_15_reinforcements_pil_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\15_reinforcements\\showcase_endgame_15_reinforcements_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\20_intel01taken\\showcase_endgame_20_intel01taken_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\20_intel01taken\\showcase_endgame_20_intel01taken_com_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\20_intel01taken\\showcase_endgame_20_intel01taken_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\20_intel01taken\\showcase_endgame_20_intel01taken_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\25_intel02taken\\showcase_endgame_25_intel02taken_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\25_intel02taken\\showcase_endgame_25_intel02taken_com_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\25_intel02taken\\showcase_endgame_25_intel02taken_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\30_schematicsrevealed\\showcase_endgame_30_schematicsrevealed_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\30_schematicsrevealed\\showcase_endgame_30_schematicsrevealed_com_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\30_schematicsrevealed\\showcase_endgame_30_schematicsrevealed_com_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\30_schematicsrevealed\\showcase_endgame_30_schematicsrevealed_com_3.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\30_schematicsrevealed\\showcase_endgame_30_schematicsrevealed_com_4.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\30_schematicsrevealed\\showcase_endgame_30_schematicsrevealed_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\30_schematicsrevealed\\showcase_endgame_30_schematicsrevealed_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\35_charlieready\\showcase_endgame_35_charlieready_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\35_charlieready\\showcase_endgame_35_charlieready_grm_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\40_charlieattack\\showcase_endgame_40_charlieattack_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\40_charlieattack\\showcase_endgame_40_charlieattack_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\45_schematicstaken\\showcase_endgame_45_schematicstaken_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\45_schematicstaken\\showcase_endgame_45_schematicstaken_com_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\45_schematicstaken\\showcase_endgame_45_schematicstaken_com_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\45_schematicstaken\\showcase_endgame_45_schematicstaken_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\46_bombardment\\showcase_endgame_46_bombardment_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\50_uploadstarted\\showcase_endgame_50_uploadstarted_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\50_uploadstarted\\showcase_endgame_50_uploadstarted_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\55_schematicsuploaded\\showcase_endgame_55_schematicsuploaded_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\55_schematicsuploaded\\showcase_endgame_55_schematicsuploaded_com_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\55_schematicsuploaded\\showcase_endgame_55_schematicsuploaded_com_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\55_schematicsuploaded\\showcase_endgame_55_schematicsuploaded_com_3.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\55_schematicsuploaded\\showcase_endgame_55_schematicsuploaded_com_4.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\55_schematicsuploaded\\showcase_endgame_55_schematicsuploaded_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\60_gunshipdown\\showcase_endgame_60_gunshipdown_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\60_gunshipdown\\showcase_endgame_60_gunshipdown_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\61_gunshipfled\\showcase_endgame_61_gunshipfled_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\61_gunshipfled\\showcase_endgame_61_gunshipfled_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\61_gunshipfled\\showcase_endgame_61_gunshipfled_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\62_gunshiprtb\\showcase_endgame_62_gunshiprtb_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\62_gunshiprtb\\showcase_endgame_62_gunshiprtb_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\62_gunshiprtb\\showcase_endgame_62_gunshiprtb_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\x01_charliedown\\showcase_endgame_x01_charliedown_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\x01_charliedown\\showcase_endgame_x01_charliedown_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\x01_charliedown\\showcase_endgame_x01_charliedown_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\x01_charliedown\\showcase_endgame_x01_charliedown_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\01_prologue\\showcase_vtol_01_prologue_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\05_gotin\\showcase_vtol_05_gotin_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\05_gotin\\showcase_vtol_05_gotin_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\05_gotin\\showcase_vtol_05_gotin_phq_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\05_gotin\\showcase_vtol_05_gotin_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\05_gotin\\showcase_vtol_05_gotin_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\05_gotin\\showcase_vtol_05_gotin_xia_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\06_airtraffic\\showcase_vtol_06_airtraffic_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\06_airtraffic\\showcase_vtol_06_airtraffic_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\06_airtraffic\\showcase_vtol_06_airtraffic_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\07_runway17\\showcase_vtol_07_runway17_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\07_runway17\\showcase_vtol_07_runway17_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\07_runway17\\showcase_vtol_07_runway17_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\08_runway35\\showcase_vtol_08_runway35_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\08_runway35\\showcase_vtol_08_runway35_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\08_runway35\\showcase_vtol_08_runway35_phq_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\08_runway35\\showcase_vtol_08_runway35_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\08_runway35\\showcase_vtol_08_runway35_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\08_runway35\\showcase_vtol_08_runway35_xia_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\10_intheair\\showcase_vtol_10_intheair_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\10_intheair\\showcase_vtol_10_intheair_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\10_intheair\\showcase_vtol_10_intheair_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\15_getin\\showcase_vtol_15_getin_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\15_getin\\showcase_vtol_15_getin_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\20_allin\\showcase_vtol_20_allin_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\20_allin\\showcase_vtol_20_allin_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\20_allin\\showcase_vtol_20_allin_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\25_nearby\\showcase_vtol_25_nearby_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\26_params\\showcase_vtol_26_params_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\30_jumpout\\showcase_vtol_30_jumpout_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\35_paradropped\\showcase_vtol_35_paradropped_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\35_paradropped\\showcase_vtol_35_paradropped_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\35_paradropped\\showcase_vtol_35_paradropped_phq_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\35_paradropped\\showcase_vtol_35_paradropped_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\35_paradropped\\showcase_vtol_35_paradropped_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\40_tarustart\\showcase_vtol_40_tarustart_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\40_tarustart\\showcase_vtol_40_tarustart_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\40_tarustart\\showcase_vtol_40_tarustart_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\40_tarustart\\showcase_vtol_40_tarustart_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\41_pawnee\\showcase_vtol_41_pawnee_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\42_pawneedown\\showcase_vtol_42_pawneedown_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\45_tarudone\\showcase_vtol_45_tarudone_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\45_tarudone\\showcase_vtol_45_tarudone_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\45_tarudone\\showcase_vtol_45_tarudone_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\50_rescue\\showcase_vtol_50_rescue_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\50_rescue\\showcase_vtol_50_rescue_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\50_rescue\\showcase_vtol_50_rescue_phq_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\50_rescue\\showcase_vtol_50_rescue_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\51_getinpilots\\showcase_vtol_51_getinpilots_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\55_pilotsin\\showcase_vtol_55_pilotsin_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\55_pilotsin\\showcase_vtol_55_pilotsin_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\55_pilotsin\\showcase_vtol_55_pilotsin_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\60_rescued\\showcase_vtol_60_rescued_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\60_rescued\\showcase_vtol_60_rescued_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\65_home\\showcase_vtol_65_home_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\70_gunshipspotted\\showcase_vtol_70_gunshipspotted_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\75_gunshipdestroyed\\showcase_vtol_75_gunshipdestroyed_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\80_rtb\\showcase_vtol_80_rtb_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\80_rtb\\showcase_vtol_80_rtb_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\80_rtb\\showcase_vtol_80_rtb_phq_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\80_rtb\\showcase_vtol_80_rtb_phq_3.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\81_rtbcompleted\\showcase_vtol_81_rtbcompleted_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\81_rtbcompleted\\showcase_vtol_81_rtbcompleted_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\81_rtbcompleted\\showcase_vtol_81_rtbcompleted_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\82_rtbuncompleted\\showcase_vtol_82_rtbuncompleted_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\82_rtbuncompleted\\showcase_vtol_82_rtbuncompleted_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\82_rtbuncompleted\\showcase_vtol_82_rtbuncompleted_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\84_ifvdestroyed\\showcase_vtol_84_ifvdestroyed_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\84_ifvdestroyed\\showcase_vtol_84_ifvdestroyed_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\85_ifvsdestroyed\\showcase_vtol_85_ifvsdestroyed_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\85_ifvsdestroyed\\showcase_vtol_85_ifvsdestroyed_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x01_xianko\\showcase_vtol_x01_xianko_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x05_ff\\showcase_vtol_x05_ff_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x10_tarufar\\showcase_vtol_x10_tarufar_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x11_taruclose\\showcase_vtol_x11_taruclose_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x15_paratroopersdead\\showcase_vtol_x15_paratroopersdead_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x15_paratroopersdead\\showcase_vtol_x15_paratroopersdead_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x20_tarudead\\showcase_vtol_x20_tarudead_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x20_tarudead\\showcase_vtol_x20_tarudead_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x25_pilotsdead\\showcase_vtol_x25_pilotsdead_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x25_pilotsdead\\showcase_vtol_x25_pilotsdead_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x25_pilotsdead\\showcase_vtol_x25_pilotsdead_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x30_damaged\\showcase_vtol_x30_damaged_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x30_damaged\\showcase_vtol_x30_damaged_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x32_lowfuel\\showcase_vtol_x32_lowfuel_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x32_lowfuel\\showcase_vtol_x32_lowfuel_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x33_ready\\showcase_vtol_x33_ready_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x33_ready\\showcase_vtol_x33_ready_xia_0.ogg\"\n```\n\n#### dubbing_f_gamma\n\n```\n\"a3\\dubbing_f_gamma\\faction_blufor\\01_b_expowelcome\\faction_blufor_01_b_expowelcome_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\01_b_expowelcome\\faction_blufor_01_b_expowelcome_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\01_b_expowelcome\\faction_blufor_01_b_expowelcome_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\05_b_ground\\faction_blufor_05_b_ground_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\05_b_ground\\faction_blufor_05_b_ground_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\05_b_ground\\faction_blufor_05_b_ground_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\05_b_ground\\faction_blufor_05_b_ground_exb_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\05_b_ground\\faction_blufor_05_b_ground_exb_4.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\10_b_air\\faction_blufor_10_b_air_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\10_b_air\\faction_blufor_10_b_air_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\10_b_air\\faction_blufor_10_b_air_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\10_b_air\\faction_blufor_10_b_air_exb_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\10_b_air\\faction_blufor_10_b_air_exb_4.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\10_b_air\\faction_blufor_10_b_air_exb_5.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\15_b_water\\faction_blufor_15_b_water_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\15_b_water\\faction_blufor_15_b_water_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\15_b_water\\faction_blufor_15_b_water_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\20_b_weapons\\faction_blufor_20_b_weapons_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\20_b_weapons\\faction_blufor_20_b_weapons_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\20_b_weapons\\faction_blufor_20_b_weapons_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\25_b_auto\\faction_blufor_25_b_auto_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\25_b_auto\\faction_blufor_25_b_auto_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\25_b_auto\\faction_blufor_25_b_auto_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\25_b_auto\\faction_blufor_25_b_auto_exb_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\25_b_auto\\faction_blufor_25_b_auto_exb_4.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\x01_b_safetyregs\\faction_blufor_x01_b_safetyregs_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\x01_b_safetyregs\\faction_blufor_x01_b_safetyregs_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\x01_b_safetyregs\\faction_blufor_x01_b_safetyregs_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\x01_b_safetyregs\\faction_blufor_x01_b_safetyregs_exb_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\x05_b_nonsense\\faction_blufor_x05_b_nonsense_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\x05_b_nonsense\\faction_blufor_x05_b_nonsense_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\x05_b_nonsense\\faction_blufor_x05_b_nonsense_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\01_i_expowelcome\\faction_independent_01_i_expowelcome_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\01_i_expowelcome\\faction_independent_01_i_expowelcome_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\01_i_expowelcome\\faction_independent_01_i_expowelcome_exi_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\05_i_ground\\faction_independent_05_i_ground_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\05_i_ground\\faction_independent_05_i_ground_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\05_i_ground\\faction_independent_05_i_ground_exi_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\10_i_air\\faction_independent_10_i_air_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\10_i_air\\faction_independent_10_i_air_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\15_i_water\\faction_independent_15_i_water_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\15_i_water\\faction_independent_15_i_water_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\15_i_water\\faction_independent_15_i_water_exi_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\20_i_weapons\\faction_independent_20_i_weapons_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\20_i_weapons\\faction_independent_20_i_weapons_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\20_i_weapons\\faction_independent_20_i_weapons_exi_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\25_i_auto\\faction_independent_25_i_auto_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\25_i_auto\\faction_independent_25_i_auto_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\25_i_auto\\faction_independent_25_i_auto_exi_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\x01_i_safetyregs\\faction_independent_x01_i_safetyregs_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\x01_i_safetyregs\\faction_independent_x01_i_safetyregs_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\x01_i_safetyregs\\faction_independent_x01_i_safetyregs_exi_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\x01_i_safetyregs\\faction_independent_x01_i_safetyregs_exi_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\x05_i_nonsense\\faction_independent_x05_i_nonsense_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\x05_i_nonsense\\faction_independent_x05_i_nonsense_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\x05_i_nonsense\\faction_independent_x05_i_nonsense_exi_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\01_o_expowelcome\\faction_opfor_01_o_expowelcome_exo_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\01_o_expowelcome\\faction_opfor_01_o_expowelcome_exo_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\01_o_expowelcome\\faction_opfor_01_o_expowelcome_exo_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\05_o_ground\\faction_opfor_05_o_ground_exo_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\05_o_ground\\faction_opfor_05_o_ground_exo_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\05_o_ground\\faction_opfor_05_o_ground_exo_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\05_o_ground\\faction_opfor_05_o_ground_exo_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\05_o_ground\\faction_opfor_05_o_ground_exo_4.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\10_o_air\\faction_opfor_10_o_air_exo_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\10_o_air\\faction_opfor_10_o_air_exo_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\10_o_air\\faction_opfor_10_o_air_exo_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\10_o_air\\faction_opfor_10_o_air_exo_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\10_o_air\\faction_opfor_10_o_air_exo_4.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\15_o_water\\faction_opfor_15_o_water_exo_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\15_o_water\\faction_opfor_15_o_water_exo_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\15_o_water\\faction_opfor_15_o_water_exo_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\20_o_weapons\\faction_opfor_20_o_weapons_exo_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\20_o_weapons\\faction_opfor_20_o_weapons_exo_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\20_o_weapons\\faction_opfor_20_o_weapons_exo_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\20_o_weapons\\faction_opfor_20_o_weapons_exo_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\25_o_auto\\faction_opfor_25_o_auto_exo_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\25_o_auto\\faction_opfor_25_o_auto_exo_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\25_o_auto\\faction_opfor_25_o_auto_exo_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\25_o_auto\\faction_opfor_25_o_auto_exo_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\25_o_auto\\faction_opfor_25_o_auto_exo_4.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\x01_o_safetyregs\\faction_opfor_x01_o_safetyregs_exo_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\x01_o_safetyregs\\faction_opfor_x01_o_safetyregs_exo_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\x01_o_safetyregs\\faction_opfor_x01_o_safetyregs_exo_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\x01_o_safetyregs\\faction_opfor_x01_o_safetyregs_exo_3.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\cofgreenrc\\firing_drills_cofgreenrc_rof_0.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\cofgreenrc\\firing_drills_cofgreenrc_rof_1.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\cofgreenrc\\firing_drills_cofgreenrc_rof_2.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\cofgreenrc\\firing_drills_cofgreenrc_rof_3.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\cofgreenrc\\firing_drills_cofgreenrc_rof_4.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_0.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_1.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_10.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_11.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_12.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_13.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_14.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_15.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_16.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_17.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_18.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_19.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_2.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_3.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_4.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_5.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_6.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_7.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_8.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_9.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\01_readyup\\showcase_armed_assault_01_readyup_ech_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\03_objectivesoverview\\showcase_armed_assault_03_objectivesoverview_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\03_objectivesoverview\\showcase_armed_assault_03_objectivesoverview_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\03_objectivesoverview\\showcase_armed_assault_03_objectivesoverview_bhq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\03_objectivesoverview\\showcase_armed_assault_03_objectivesoverview_ech_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\05_insertionfinished\\showcase_armed_assault_05_insertionfinished_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\10_movethroughcover\\showcase_armed_assault_10_movethroughcover_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\10_movethroughcover\\showcase_armed_assault_10_movethroughcover_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\15_uavonline\\showcase_armed_assault_15_uavonline_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\17_uavdestroyed\\showcase_armed_assault_17_uavdestroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\20_stagingarea\\showcase_armed_assault_20_stagingarea_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\20_stagingarea\\showcase_armed_assault_20_stagingarea_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\23_gogogo\\showcase_armed_assault_23_gogogo_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\25_outpostclear\\showcase_armed_assault_25_outpostclear_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\30_destroyvehicles\\showcase_armed_assault_30_destroyvehicles_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\30_destroyvehicles\\showcase_armed_assault_30_destroyvehicles_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\30_destroyvehicles\\showcase_armed_assault_30_destroyvehicles_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\35_outpostsitrep\\showcase_armed_assault_35_outpostsitrep_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\35_outpostsitrep\\showcase_armed_assault_35_outpostsitrep_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\37_mainassault\\showcase_armed_assault_37_mainassault_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\40_joinassault\\showcase_armed_assault_40_joinassault_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\40_joinassault\\showcase_armed_assault_40_joinassault_bhq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\43_assaultplan\\showcase_armed_assault_43_assaultplan_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\43_assaultplan\\showcase_armed_assault_43_assaultplan_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\45_factory\\showcase_armed_assault_45_factory_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\45_factory\\showcase_armed_assault_45_factory_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\45_factory\\showcase_armed_assault_45_factory_bhq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\45_factory\\showcase_armed_assault_45_factory_bhq_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\50_splitteam\\showcase_armed_assault_50_splitteam_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\50_splitteam\\showcase_armed_assault_50_splitteam_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\50_splitteam\\showcase_armed_assault_50_splitteam_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\50_splitteam\\showcase_armed_assault_50_splitteam_pla_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\55_factoryclear\\showcase_armed_assault_55_factoryclear_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\55_factoryclear\\showcase_armed_assault_55_factoryclear_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\55_factoryclear\\showcase_armed_assault_55_factoryclear_ech_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\55_factoryclear\\showcase_armed_assault_55_factoryclear_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\60_roadblock\\showcase_armed_assault_60_roadblock_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\60_roadblock\\showcase_armed_assault_60_roadblock_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\60_roadblock\\showcase_armed_assault_60_roadblock_alp_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\60_roadblock\\showcase_armed_assault_60_roadblock_alp_3.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\60_roadblock\\showcase_armed_assault_60_roadblock_alp_4.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\60_roadblock\\showcase_armed_assault_60_roadblock_ech_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\60_roadblock\\showcase_armed_assault_60_roadblock_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\60_roadblock\\showcase_armed_assault_60_roadblock_pla_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\65_support\\showcase_armed_assault_65_support_ech_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\65_support\\showcase_armed_assault_65_support_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\70_roadblockclear\\showcase_armed_assault_70_roadblockclear_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\70_roadblockclear\\showcase_armed_assault_70_roadblockclear_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\75_logistics\\showcase_armed_assault_75_logistics_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\75_logistics\\showcase_armed_assault_75_logistics_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\75_logistics\\showcase_armed_assault_75_logistics_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\75_logistics\\showcase_armed_assault_75_logistics_bhq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\75_logistics\\showcase_armed_assault_75_logistics_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\80_logisticsminefield\\showcase_armed_assault_80_logisticsminefield_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\80_logisticsminefield\\showcase_armed_assault_80_logisticsminefield_bhq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\80_logisticsminefield\\showcase_armed_assault_80_logisticsminefield_kil_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\80_logisticsminefield\\showcase_armed_assault_80_logisticsminefield_kil_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\85_minefield\\showcase_armed_assault_85_minefield_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\85_minefield\\showcase_armed_assault_85_minefield_bhq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\85_minefield\\showcase_armed_assault_85_minefield_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\90_minefielddefused\\showcase_armed_assault_90_minefielddefused_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\90_minefielddefused\\showcase_armed_assault_90_minefielddefused_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\95_ending\\showcase_armed_assault_95_ending_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\95_ending\\showcase_armed_assault_95_ending_bhq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x00_heavycasualtiessquad\\showcase_armed_assault_x00_heavycasualtiessquad_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x00_heavycasualtiessquad\\showcase_armed_assault_x00_heavycasualtiessquad_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x05_heavycasualtiesteamfactory\\showcase_armed_assault_x05_heavycasualtiesteamfactory_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x05_heavycasualtiesteamfactory\\showcase_armed_assault_x05_heavycasualtiesteamfactory_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x05_heavycasualtiesteamfactory\\showcase_armed_assault_x05_heavycasualtiesteamfactory_alp_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x05_heavycasualtiesteamfactory\\showcase_armed_assault_x05_heavycasualtiesteamfactory_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x10_heavycasualtiesteamroadblock\\showcase_armed_assault_x10_heavycasualtiesteamroadblock_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x10_heavycasualtiesteamroadblock\\showcase_armed_assault_x10_heavycasualtiesteamroadblock_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x10_heavycasualtiesteamroadblock\\showcase_armed_assault_x10_heavycasualtiesteamroadblock_alp_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x10_heavycasualtiesteamroadblock\\showcase_armed_assault_x10_heavycasualtiesteamroadblock_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x15_heavycasualtiesteamroadblockwin\\showcase_armed_assault_x15_heavycasualtiesteamroadblockwin_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x15_heavycasualtiesteamroadblockwin\\showcase_armed_assault_x15_heavycasualtiesteamroadblockwin_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x15_heavycasualtiesteamroadblockwin\\showcase_armed_assault_x15_heavycasualtiesteamroadblockwin_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x15_heavycasualtiesteamroadblockwin\\showcase_armed_assault_x15_heavycasualtiesteamroadblockwin_pla_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x20_destroyvehicleshurryup\\showcase_armed_assault_x20_destroyvehicleshurryup_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x20_destroyvehicleshurryup\\showcase_armed_assault_x20_destroyvehicleshurryup_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x30_destroyaa\\showcase_armed_assault_x30_destroyaa_alp_0.ogg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.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x30_nomates\\showcase_drones_x30_nomates_rok_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x30_nomates\\showcase_drones_x30_nomates_rok_3.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\01_prologue\\showcase_gunships_01_prologue_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\01_prologue\\showcase_gunships_01_prologue_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\01_prologue\\showcase_gunships_01_prologue_ohq_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\01_prologue\\showcase_gunships_01_prologue_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\05_intheair\\showcase_gunships_05_intheair_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\05_intheair\\showcase_gunships_05_intheair_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\10_contact\\showcase_gunships_10_contact_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\15_pyrgosdefended\\showcase_gunships_15_pyrgosdefended_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\15_pyrgosdefended\\showcase_gunships_15_pyrgosdefended_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\15_pyrgosdefended\\showcase_gunships_15_pyrgosdefended_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\20_newtasks\\showcase_gunships_20_newtasks_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\20_newtasks\\showcase_gunships_20_newtasks_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\20_newtasks\\showcase_gunships_20_newtasks_ohq_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\20_newtasks\\showcase_gunships_20_newtasks_ohq_3.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\20_newtasks\\showcase_gunships_20_newtasks_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\25_navalbasedestroyed\\showcase_gunships_25_navalbasedestroyed_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\25_navalbasedestroyed\\showcase_gunships_25_navalbasedestroyed_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\30_spgsdestroyed\\showcase_gunships_30_spgsdestroyed_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\30_spgsdestroyed\\showcase_gunships_30_spgsdestroyed_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\35_objectivescompleted\\showcase_gunships_35_objectivescompleted_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\40_recondistresscall\\showcase_gunships_40_recondistresscall_grn_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\40_recondistresscall\\showcase_gunships_40_recondistresscall_grn_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\40_recondistresscall\\showcase_gunships_40_recondistresscall_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\40_recondistresscall\\showcase_gunships_40_recondistresscall_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\40_recondistresscall\\showcase_gunships_40_recondistresscall_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\45_allin\\showcase_gunships_45_allin_grn_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\50_reconsaved\\showcase_gunships_50_reconsaved_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\50_reconsaved\\showcase_gunships_50_reconsaved_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x01_pyrgoslost\\showcase_gunships_x01_pyrgoslost_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x01_pyrgoslost\\showcase_gunships_x01_pyrgoslost_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x05_outofammo\\showcase_gunships_x05_outofammo_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x05_outofammo\\showcase_gunships_x05_outofammo_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x10_shotdown\\showcase_gunships_x10_shotdown_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x10_shotdown\\showcase_gunships_x10_shotdown_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x15_recondead\\showcase_gunships_x15_recondead_grn_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x15_recondead\\showcase_gunships_x15_recondead_grn_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x15_recondead\\showcase_gunships_x15_recondead_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x15_recondead\\showcase_gunships_x15_recondead_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x15_recondead\\showcase_gunships_x15_recondead_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x20_recondistresscall_backup\\showcase_gunships_x20_recondistresscall_backup_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x20_recondistresscall_backup\\showcase_gunships_x20_recondistresscall_backup_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x20_recondistresscall_backup\\showcase_gunships_x20_recondistresscall_backup_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x25_recondead_backup\\showcase_gunships_x25_recondead_backup_grn_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x25_recondead_backup\\showcase_gunships_x25_recondead_backup_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x25_recondead_backup\\showcase_gunships_x25_recondead_backup_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x25_recondead_backup\\showcase_gunships_x25_recondead_backup_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\01_intro\\showcase_tanks_01_intro_nom_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\01_intro\\showcase_tanks_01_intro_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\01_intro\\showcase_tanks_01_intro_pla_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\05_meeting\\showcase_tanks_05_meeting_nom_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\05_meeting\\showcase_tanks_05_meeting_nom_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\05_meeting\\showcase_tanks_05_meeting_nom_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\05_meeting\\showcase_tanks_05_meeting_nom_3.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\10_village_seized\\showcase_tanks_10_village_seized_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\10_village_seized\\showcase_tanks_10_village_seized_nom_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\x01_whereyougo\\showcase_tanks_x01_whereyougo_nom_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\x05_keepgoing\\showcase_tanks_x05_keepgoing_nom_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\x05_keepgoing\\showcase_tanks_x05_keepgoing_nom_1.ogg\"\n```\n\n#### dubbing_f_heli\n\n```\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_boardingended\\mp_groundsupport_10_boardingended_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_boardingended\\mp_groundsupport_10_boardingended_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_boardingended\\mp_groundsupport_10_boardingended_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_grounds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3\\dubbing_f_heli\\mp_groundsupport\\40_friendliescapturedsector\\mp_groundsupport_40_friendliescapturedsector_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_bhq_3.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_bhq_4.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ihq_3.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ihq_4.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ohq_3.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ohq_4.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\01_prologue\\showcase_slingloading_01_prologue_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\01_prologue\\showcase_slingloading_01_prologue_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\01_prologue\\showcase_slingloading_01_prologue_tow_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\05_takeoff\\showcase_slingloading_05_takeoff_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\05_takeoff\\showcase_slingloading_05_takeoff_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\05_takeoff\\showcase_slingloading_05_takeoff_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\05_takeoff\\showcase_slingloading_05_takeoff_tow_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\05_takeoff\\showcase_slingloading_05_takeoff_tow_2.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\05_takeoff\\showcase_slingloading_05_takeoff_tow_3.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\05_takeoff\\showcase_slingloading_05_takeoff_tow_4.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\10_ammoloaded\\showcase_slingloading_10_ammoloaded_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\10_ammoloaded\\showcase_slingloading_10_ammoloaded_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\10_ammoloaded\\showcase_slingloading_10_ammoloaded_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\10_ammoloaded\\showcase_slingloading_10_ammoloaded_tow_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\15_ammodropped\\showcase_slingloading_15_ammodropped_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\15_ammodropped\\showcase_slingloading_15_ammodropped_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\15_ammodropped\\showcase_slingloading_15_ammodropped_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\16_newtask\\showcase_slingloading_16_newtask_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\16_newtask\\showcase_slingloading_16_newtask_tow_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\16_newtask\\showcase_slingloading_16_newtask_tow_2.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\16_newtask\\showcase_slingloading_16_newtask_tow_3.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\17_confirm\\showcase_slingloading_17_confirm_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\17_confirm\\showcase_slingloading_17_confirm_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\20_striderloaded\\showcase_slingloading_20_striderloaded_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\20_striderloaded\\showcase_slingloading_20_striderloaded_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\20_striderloaded\\showcase_slingloading_20_striderloaded_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\20_striderloaded\\showcase_slingloading_20_striderloaded_tow_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\20_striderloaded\\showcase_slingloading_20_striderloaded_tow_2.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\25_striderdropped\\showcase_slingloading_25_striderdropped_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\25_striderdropped\\showcase_slingloading_25_striderdropped_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\25_striderdropped\\showcase_slingloading_25_striderdropped_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\30_changeofplan\\showcase_slingloading_30_changeofplan_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\30_changeofplan\\showcase_slingloading_30_changeofplan_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\30_changeofplan\\showcase_slingloading_30_changeofplan_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\30_changeofplan\\showcase_slingloading_30_changeofplan_tow_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\30_changeofplan\\showcase_slingloading_30_changeofplan_tow_2.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\30_changeofplan\\showcase_slingloading_30_changeofplan_tow_3.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\35_infantryloaded\\showcase_slingloading_35_infantryloaded_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\36_hotlz\\showcase_slingloading_36_hotlz_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\36_hotlz\\showcase_slingloading_36_hotlz_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\37_landed\\showcase_slingloading_37_landed_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\40_infantrydropped\\showcase_slingloading_40_infantrydropped_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\40_infantrydropped\\showcase_slingloading_40_infantrydropped_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x01_leavingao\\showcase_slingloading_x01_leavingao_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x05_cargodestroyed\\showcase_slingloading_x05_cargodestroyed_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x05_cargodestroyed\\showcase_slingloading_x05_cargodestroyed_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x05_cargodestroyed\\showcase_slingloading_x05_cargodestroyed_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x05_cargodestroyed\\showcase_slingloading_x05_cargodestroyed_tow_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x05_cargodestroyed\\showcase_slingloading_x05_cargodestroyed_tow_2.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x10_mayday\\showcase_slingloading_x10_mayday_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x10_mayday\\showcase_slingloading_x10_mayday_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x10_mayday\\showcase_slingloading_x10_mayday_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x15_roughlanding\\showcase_slingloading_x15_roughlanding_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x20_basefallen\\showcase_slingloading_x20_basefallen_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x20_basefallen\\showcase_slingloading_x20_basefallen_tow_1.ogg\"\n```\n\n#### dubbing_f_jets\n\n```\n\"a3\\dubbing_f_jets\\showcase_jets\\01_intro\\showcase_jets_01_intro_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\01_intro\\showcase_jets_01_intro_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\01_intro\\showcase_jets_01_intro_tower_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\01_intro\\showcase_jets_01_intro_tower_2.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\05_preflight\\showcase_jets_05_preflight_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\05_preflight\\showcase_jets_05_preflight_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\05_preflight\\showcase_jets_05_preflight_wingman_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\05_preflight\\showcase_jets_05_preflight_wingman_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\05_preflight\\showcase_jets_05_preflight_wingman_2.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\10_takeoff\\showcase_jets_10_takeoff_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\10_takeoff\\showcase_jets_10_takeoff_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\10_takeoff\\showcase_jets_10_takeoff_wingman_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\10_takeoff\\showcase_jets_10_takeoff_wingman_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\15_flight\\showcase_jets_15_flight_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\15_flight\\showcase_jets_15_flight_wingman_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\15_flight\\showcase_jets_15_flight_wingman_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\20_wingmanhit\\showcase_jets_20_wingmanhit_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\20_wingmanhit\\showcase_jets_20_wingmanhit_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\20_wingmanhit\\showcase_jets_20_wingmanhit_pilot_2.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\20_wingmanhit\\showcase_jets_20_wingmanhit_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\20_wingmanhit\\showcase_jets_20_wingmanhit_wingman_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\20_wingmanhit\\showcase_jets_20_wingmanhit_wingman_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\22_reportwingmanhit\\showcase_jets_22_reportwingmanhit_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\22_reportwingmanhit\\showcase_jets_22_reportwingmanhit_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\22_reportwingmanhit\\showcase_jets_22_reportwingmanhit_pilot_2.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\22_reportwingmanhit\\showcase_jets_22_reportwingmanhit_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\25_scratchone\\showcase_jets_25_scratchone_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\25_scratchone\\showcase_jets_25_scratchone_pilot_0a.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\25_scratchone\\showcase_jets_25_scratchone_pilot_0b.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\25_scratchone\\showcase_jets_25_scratchone_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\30_reinforcements\\showcase_jets_30_reinforcements_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\30_reinforcements\\showcase_jets_30_reinforcements_tower_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\35_winchester\\showcase_jets_35_winchester_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\35_winchester\\showcase_jets_35_winchester_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\35_winchester\\showcase_jets_35_winchester_pilot_2.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\35_winchester\\showcase_jets_35_winchester_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\35_winchester\\showcase_jets_35_winchester_tower_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\40_skiesclear\\showcase_jets_40_skiesclear_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\45_groundclear\\showcase_jets_45_groundclear_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\45_groundclear\\showcase_jets_45_groundclear_pilot_0b.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\45_groundclear\\showcase_jets_45_groundclear_pilot_0c.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\45_groundclear\\showcase_jets_45_groundclear_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\50_goodjobrtb\\showcase_jets_50_goodjobrtb_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\55_requestlanding\\showcase_jets_55_requestlanding_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\55_requestlanding\\showcase_jets_55_requestlanding_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\55_requestlanding\\showcase_jets_55_requestlanding_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\55_requestlanding\\showcase_jets_55_requestlanding_tower_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\60_castask\\showcase_jets_60_castask_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\60_castask\\showcase_jets_60_castask_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\65_minordamage\\showcase_jets_65_minordamage_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\65_minordamage\\showcase_jets_65_minordamage_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\65_minordamage\\showcase_jets_65_minordamage_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\70_majordamage\\showcase_jets_70_majordamage_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\70_majordamage\\showcase_jets_70_majordamage_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\70_majordamage\\showcase_jets_70_majordamage_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\75_ejected\\showcase_jets_75_ejected_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x01_aa9launch\\showcase_jets_x01_aa9launch_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x01_aa9launch\\showcase_jets_x01_aa9launch_pilot_0a.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x01_aa9launch\\showcase_jets_x01_aa9launch_pilot_0b.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x01_aa9launch\\showcase_jets_x01_aa9launch_pilot_0c.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x01_aa9launch\\showcase_jets_x01_aa9launch_pilot_0d.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x05_aa120launch\\showcase_jets_x05_aa120launch_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x05_aa120launch\\showcase_jets_x05_aa120launch_pilot_0a.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x05_aa120launch\\showcase_jets_x05_aa120launch_pilot_0b.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x05_aa120launch\\showcase_jets_x05_aa120launch_pilot_0c.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x05_aa120launch\\showcase_jets_x05_aa120launch_pilot_0d.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x10_bomblaunch\\showcase_jets_x10_bomblaunch_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x10_bomblaunch\\showcase_jets_x10_bomblaunch_pilot_0a.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x10_bomblaunch\\showcase_jets_x10_bomblaunch_pilot_0b.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x10_bomblaunch\\showcase_jets_x10_bomblaunch_pilot_0c.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x10_bomblaunch\\showcase_jets_x10_bomblaunch_pilot_0d.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x10_bomblaunch\\showcase_jets_x10_bomblaunch_pilot_0e.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x15_agmlaunch\\showcase_jets_x15_agmlaunch_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x15_agmlaunch\\showcase_jets_x15_agmlaunch_pilot_0a.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x15_agmlaunch\\showcase_jets_x15_agmlaunch_pilot_0b.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x15_agmlaunch\\showcase_jets_x15_agmlaunch_pilot_0c.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x15_agmlaunch\\showcase_jets_x15_agmlaunch_pilot_0d.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x15_guns\\showcase_jets_x15_guns_pilot_0.wss\"\n```\n\n#### dubbing_f_mark\n\n```\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01_spotted\\showcase_firingfromvehicles_01_spotted_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01_spotted\\showcase_firingfromvehicles_01_spotted_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01_spotted\\showcase_firingfromvehicles_01_spotted_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01_spotted\\showcase_firingfromvehicles_01_spotted_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01b_spotted_remote\\showcase_firingfromvehicles_01b_spotted_remote_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01b_spotted_remote\\showcase_firingfromvehicles_01b_spotted_remote_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01b_spotted_remote\\showcase_firingfromvehicles_01b_spotted_remote_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01b_spotted_remote\\showcase_firingfromvehicles_01b_spotted_remote_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\05_sentries\\showcase_firingfromvehicles_05_sentries_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\05_sentries\\showcase_firingfromvehicles_05_sentries_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\05_sentries\\showcase_firingfromvehicles_05_sentries_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\05_sentries\\showcase_firingfromvehicles_05_sentries_sfa_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10_located\\showcase_firingfromvehicles_10_located_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10_located\\showcase_firingfromvehicles_10_located_hel_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10_located\\showcase_firingfromvehicles_10_located_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10_located\\showcase_firingfromvehicles_10_located_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10b_located_remote\\showcase_firingfromvehicles_10b_located_remote_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10b_located_remote\\showcase_firingfromvehicles_10b_located_remote_hel_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10b_located_remote\\showcase_firingfromvehicles_10b_located_remote_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10b_located_remote\\showcase_firingfromvehicles_10b_located_remote_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_hel_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_sfa_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_sfa_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_sfa_4.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_hel_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_sfa_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_sfa_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_sfa_4.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\20_destroyed\\showcase_firingfromvehicles_20_destroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\20_destroyed\\showcase_firingfromvehicles_20_destroyed_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\20b_destroyed_remote\\showcase_firingfromvehicles_20b_destroyed_remote_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\20b_destroyed_remote\\showcase_firingfromvehicles_20b_destroyed_remote_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_bhq_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_bhq_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_bhq_4.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_bhq_5.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_bhq_6.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_hel_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_sfa_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\25_plan\\showcase_firingfromvehicles_25_plan_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\25_plan\\showcase_firingfromvehicles_25_plan_hel_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\25_plan\\showcase_firingfromvehicles_25_plan_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\25_plan\\showcase_firingfromvehicles_25_plan_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\25_plan\\showcase_firingfromvehicles_25_plan_sfa_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\25_plan\\showcase_firingfromvehicles_25_plan_sfa_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_hel_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_hel_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_hel_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_hel_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_hel_4.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_hel_5.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\32_church_contact\\showcase_firingfromvehicles_32_church_contact_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\33_church_clear\\showcase_firingfromvehicles_33_church_clear_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\35_crew_found\\showcase_firingfromvehicles_35_crew_found_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\35_crew_found\\showcase_firingfromvehicles_35_crew_found_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\35_crew_found\\showcase_firingfromvehicles_35_crew_found_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\40_all_in\\showcase_firingfromvehicles_40_all_in_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\45_extracted\\showcase_firingfromvehicles_45_extracted_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\45_extracted\\showcase_firingfromvehicles_45_extracted_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\50_artillery\\showcase_firingfromvehicles_50_artillery_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\50_artillery\\showcase_firingfromvehicles_50_artillery_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\50_artillery\\showcase_firingfromvehicles_50_artillery_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\50_artillery\\showcase_firingfromvehicles_50_artillery_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\50_artillery\\showcase_firingfromvehicles_50_artillery_sfa_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\50_artillery\\showcase_firingfromvehicles_50_artillery_sfa_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\50_artillery\\showcase_firingfromvehicles_50_artillery_sfa_4.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\x01_roe_failed\\showcase_firingfromvehicles_x01_roe_failed_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\x05_uav_no_ammo\\showcase_firingfromvehicles_x05_uav_no_ammo_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\x05_uav_no_ammo\\showcase_firingfromvehicles_x05_uav_no_ammo_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\x10_uav_warning\\showcase_firingfromvehicles_x10_uav_warning_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\x15_uav_punish\\showcase_firingfromvehicles_x15_uav_punish_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\01_prologue\\showcase_marksman_01_prologue_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\01_prologue\\showcase_marksman_01_prologue_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\01_prologue\\showcase_marksman_01_prologue_pla_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\05_villacleared\\showcase_marksman_05_villacleared_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\05_villacleared\\showcase_marksman_05_villacleared_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\10_intelfound\\showcase_marksman_10_intelfound_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\10_intelfound\\showcase_marksman_10_intelfound_led_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\10_intelfound\\showcase_marksman_10_intelfound_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\10_intelfound\\showcase_marksman_10_intelfound_pla_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\10_intelfound\\showcase_marksman_10_intelfound_pla_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\10_intelfound\\showcase_marksman_10_intelfound_pla_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\15_lzclear\\showcase_marksman_15_lzclear_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\15_lzclear\\showcase_marksman_15_lzclear_led_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\15_lzclear\\showcase_marksman_15_lzclear_led_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\15_lzclear\\showcase_marksman_15_lzclear_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\15_lzclear\\showcase_marksman_15_lzclear_pla_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\20_getin\\showcase_marksman_20_getin_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\25_changeofplan\\showcase_marksman_25_changeofplan_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\25_changeofplan\\showcase_marksman_25_changeofplan_led_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\25_changeofplan\\showcase_marksman_25_changeofplan_led_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\25_changeofplan\\showcase_marksman_25_changeofplan_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\30_details\\showcase_marksman_30_details_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\30_details\\showcase_marksman_30_details_led_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\30_details\\showcase_marksman_30_details_led_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\30_details\\showcase_marksman_30_details_led_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\30_details\\showcase_marksman_30_details_led_4.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\30_details\\showcase_marksman_30_details_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\30_details\\showcase_marksman_30_details_pla_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\35_campinfo\\showcase_marksman_35_campinfo_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\35_campinfo\\showcase_marksman_35_campinfo_led_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\35_campinfo\\showcase_marksman_35_campinfo_led_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\35_campinfo\\showcase_marksman_35_campinfo_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\35_campinfo\\showcase_marksman_35_campinfo_pla_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\40_livefeed\\showcase_marksman_40_livefeed_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\45_signal\\showcase_marksman_45_signal_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\50_victory\\showcase_marksman_50_victory_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\50_victory\\showcase_marksman_50_victory_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\x01_losses\\showcase_marksman_x01_losses_led_0.ogg\"\n```\n\n#### dubbing_f_mp_mark\n\n```\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\01_wait\\mp_marksmen_01_01_wait_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\01_wait\\mp_marksmen_01_01_wait_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\03_start\\mp_marksmen_01_03_start_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\03_start\\mp_marksmen_01_03_start_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\05_endgood\\mp_marksmen_01_05_endgood_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\05_endgood\\mp_marksmen_01_05_endgood_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\07_endbad\\mp_marksmen_01_07_endbad_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\07_endbad\\mp_marksmen_01_07_endbad_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\10_fobcontrol\\mp_marksmen_01_10_fobcontrol_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\10_fobcontrol\\mp_marksmen_01_10_fobcontrol_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\15_intelretrieved\\mp_marksmen_01_15_intelretrieved_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\15_intelretrieved\\mp_marksmen_01_15_intelretrieved_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\17_intelwanted\\mp_marksmen_01_17_intelwanted_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\17_intelwanted\\mp_marksmen_01_17_intelwanted_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\18_intelrevealed\\mp_marksmen_01_18_intelrevealed_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\18_intelrevealed\\mp_marksmen_01_18_intelrevealed_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\20_intelshoulddestroy\\mp_marksmen_01_20_intelshoulddestroy_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\20_intelshoulddestroy\\mp_marksmen_01_20_intelshoulddestroy_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\25_endgamestart\\mp_marksmen_01_25_endgamestart_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\25_endgamestart\\mp_marksmen_01_25_endgamestart_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\30_pickupschematicsfirst\\mp_marksmen_01_30_pickupschematicsfirst_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\30_pickupschematicsfirst\\mp_marksmen_01_30_pickupschematicsfirst_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\35_preventupload\\mp_marksmen_01_35_preventupload_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\35_preventupload\\mp_marksmen_01_35_preventupload_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\40_pickupschematics\\mp_marksmen_01_40_pickupschematics_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\40_pickupschematics\\mp_marksmen_01_40_pickupschematics_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\45_preventupload\\mp_marksmen_01_45_preventupload_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\45_preventupload\\mp_marksmen_01_45_preventupload_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\50_upload\\mp_marksmen_01_50_upload_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\50_upload\\mp_marksmen_01_50_upload_ohq_0.ogg\"\n```\n\n#### dubbing_f_oldman\n\n```\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_13_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_13_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_13_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_13_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_13_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_13_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_13_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_13_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_14_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_14_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_14_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_14_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_14_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_14_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_14_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_14_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_15_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_15_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_15_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_15_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_15_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awar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bing_f_oldman\\oldman1\\031_ta_plane_work_offer\\oldman1_031_ta_plane_work_offer_smugglera_6.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\031_ta_plane_work_offer\\oldman1_031_ta_plane_work_offer_smugglera_6_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\032_eve_player_lands_plane_call\\oldman1_032_eve_player_lands_plane_call_smugglerb_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\032_eve_player_lands_plane_call\\oldman1_032_eve_player_lands_plane_call_smugglerb_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\032_eve_player_lands_plane_call\\oldman1_032_eve_player_lands_plane_call_smugglerb_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\032_eve_player_lands_plane_call\\oldman1_032_eve_player_lands_plane_call_smugglerb_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\032_eve_player_lands_plane_call\\oldman1_032_eve_player_lands_plane_call_smugglerb_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\032_eve_player_lands_plane_call\\oldman1_032_eve_player_lands_plane_call_smugglerb_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\033_eve_loading_plane_call\\oldman1_033_eve_loading_plane_call_smugglerb_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\033_eve_loading_plane_call\\oldman1_033_eve_loading_plane_call_smugglerb_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\033_eve_loading_plane_call\\oldman1_033_eve_loading_plane_call_smugglerb_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\033_eve_loading_plane_call\\oldman1_033_eve_loading_plane_call_smugglerb_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\034_eve_gendarme_attack_call\\oldman1_034_eve_gendarme_attack_call_smugglerb_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\034_eve_gendarme_attack_call\\oldman1_034_eve_gendarme_attack_call_smugglerb_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\034_eve_gendarme_attack_call\\oldman1_034_eve_gendarme_attack_call_smugglerb_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\034_eve_gendarme_attack_call\\oldman1_034_eve_gendarme_attack_call_smugglerb_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\035_eve_plane_fully_loaded_call\\oldman1_035_eve_plane_fully_loaded_call_smugglerb_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\035_eve_plane_fully_loaded_call\\oldman1_035_eve_plane_fully_loaded_call_smugglerb_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\035_eve_plane_fully_loaded_call\\oldman1_035_eve_plane_fully_loaded_call_smugglerb_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\035_eve_plane_fully_loaded_call\\oldman1_035_eve_plane_fully_loaded_call_smugglerb_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\035_eve_plane_fully_loaded_call\\oldman1_035_eve_plane_fully_loaded_call_smugglerb_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\035_eve_plane_fully_loaded_call\\oldman1_035_eve_plane_fully_loaded_call_smugglerb_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\036_eve_loaders_kia_call\\oldman1_036_eve_loaders_kia_call_smugglerb_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\036_eve_loaders_kia_call\\oldman1_036_eve_loaders_kia_call_smugglerb_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\036_eve_loaders_kia_call\\oldman1_036_eve_loaders_kia_call_smugglerb_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\036_eve_loaders_kia_call\\oldman1_036_eve_loaders_kia_call_smugglerb_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_3.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_4.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_4_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_3.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_4.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_4_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\039_ex_no_parking\\oldman1_039_ex_no_parking_gendarme_0_gael.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\039_ex_no_parking\\oldman1_039_ex_no_parking_gendarme_0_gael_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\039_ex_no_parking\\oldman1_039_ex_no_parking_gendarme_0_sebastien.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\039_ex_no_parking\\oldman1_039_ex_no_parking_gendarme_0_sebastien_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\040_ex_no_parking_angry\\oldman1_040_ex_no_parking_angry_gendarme_0_gael.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\040_ex_no_parking_angry\\oldman1_040_ex_no_parking_angry_gendarme_0_gael_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\040_ex_no_parking_angry\\oldman1_040_ex_no_parking_angry_gendarme_0_sebastien.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\040_ex_no_parking_angry\\oldman1_040_ex_no_parking_angry_gendarme_0_sebastien_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\041_eve_approaching_van_syndikat_boss\\oldman1_041_eve_approaching_van_syndikat_boss_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\041_eve_approaching_van_syndikat_boss\\oldman1_041_eve_approaching_van_syndikat_boss_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\042_eve_in_georgetown_syndikat_boss\\oldman1_042_eve_in_georgetown_syndikat_boss_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\042_eve_in_georgetown_syndikat_boss\\oldman1_042_eve_in_georgetown_syndikat_boss_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\042_eve_in_georgetown_syndikat_boss\\oldman1_042_eve_in_georgetown_syndikat_boss_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\042_eve_in_georgetown_syndikat_boss\\oldman1_042_eve_in_georgetown_syndikat_boss_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\043_ta_counteragent_in_van\\oldman1_043_ta_counteragent_in_van_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\043_ta_counteragent_in_van\\oldman1_043_ta_counteragent_in_van_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\043_ta_counteragent_in_van\\oldman1_043_ta_counteragent_in_van_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\043_ta_counteragent_in_van\\oldman1_043_ta_counteragent_in_van_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\044_ta_sample_taken_to_van_alt_in_call\\oldman1_044_ta_sample_taken_to_van_alt_in_call_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\044_ta_sample_taken_to_van_alt_in_call\\oldman1_044_ta_sample_taken_to_van_alt_in_call_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\044_ta_sample_taken_to_van_alt_in_call\\oldman1_044_ta_sample_taken_to_van_alt_in_call_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\044_ta_sample_taken_to_van_alt_in_call\\oldman1_044_ta_sample_taken_to_van_alt_in_call_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\045_ta_sample_taken_to_van_alt_doctor_call\\oldman1_045_ta_sample_taken_to_van_alt_doctor_call_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\045_ta_sample_taken_to_van_alt_doctor_call\\oldman1_045_ta_sample_taken_to_van_alt_doctor_call_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\045_ta_sample_taken_to_van_alt_doctor_call\\oldman1_045_ta_sample_taken_to_van_alt_doctor_call_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\045_ta_sample_taken_to_van_alt_doctor_call\\oldman1_045_ta_sample_taken_to_van_alt_doctor_call_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_3.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_4.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_4_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_5.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_5_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_6.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_6_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_7.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_7_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\047_ta_sample_taken_to_van_alt_bad_rep_in_call\\oldman1_047_ta_sample_taken_to_van_alt_bad_rep_in_call_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\047_ta_sample_taken_to_van_alt_bad_rep_in_call\\oldman1_047_ta_sample_taken_to_van_alt_bad_rep_in_call_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\047_ta_sample_taken_to_van_alt_bad_rep_in_call\\oldman1_047_ta_sample_taken_to_van_alt_bad_rep_in_call_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\047_ta_sample_taken_to_van_alt_bad_rep_in_call\\oldman1_047_ta_sample_taken_to_van_alt_bad_rep_in_call_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\048_ta_sample_taken_to_van_alt_bad_rep_doctor_call\\oldman1_048_ta_sample_taken_to_van_alt_bad_rep_doctor_call_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\048_ta_sample_taken_to_van_alt_bad_rep_doctor_call\\oldman1_048_ta_sample_taken_to_van_alt_bad_rep_doctor_call_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\048_ta_sample_taken_to_van_alt_bad_rep_doctor_call\\oldman1_048_ta_sample_taken_to_van_alt_bad_rep_doctor_call_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\048_ta_sample_taken_to_van_alt_bad_rep_doctor_call\\oldman1_048_ta_sample_taken_to_van_alt_bad_rep_doctor_call_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\049_ta_sample_taken_to_van_alt_bad_rep_out_call\\oldman1_049_ta_sample_taken_to_van_alt_bad_rep_out_call_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\049_ta_sample_taken_to_van_alt_bad_rep_out_call\\oldman1_049_ta_sample_taken_to_van_alt_bad_rep_out_call_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\049_ta_sample_taken_to_van_alt_bad_rep_out_call\\oldman1_049_ta_sample_taken_to_van_alt_bad_rep_out_call_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\049_ta_sample_taken_to_van_alt_bad_rep_out_call\\oldman1_049_ta_sample_taken_to_van_alt_bad_rep_out_call_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\049_ta_sample_taken_to_van_alt_bad_rep_out_call\\oldman1_049_ta_sample_taken_to_van_alt_bad_rep_out_call_boss_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\049_ta_sample_taken_to_van_alt_bad_rep_out_call\\oldman1_049_ta_sample_taken_to_van_alt_bad_rep_out_call_boss_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\050_eve_doctor_rescued\\oldman1_050_eve_doctor_rescued_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\050_eve_doctor_rescued\\oldman1_050_eve_doctor_rescued_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\050_eve_doctor_rescued\\oldman1_050_eve_doctor_rescued_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\050_eve_doctor_rescued\\oldman1_050_eve_doctor_rescued_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\050_eve_doctor_rescued\\oldman1_050_eve_doctor_rescued_boss_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\050_eve_doctor_rescued\\oldman1_050_eve_doctor_rescued_boss_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_3.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airs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ient_dialogues\\005_am_idap_worker_c\\oldman_ambient_dialogues_005_am_idap_worker_c_workerf_dan_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\006_am_idap_worker_greeting_a\\oldman_ambient_dialogues_006_am_idap_worker_greeting_a_workerg_dan_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\007_am_idap_worker_greeting_b\\oldman_ambient_dialogues_007_am_idap_worker_greeting_b_workerh_0_gael.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\007_am_syndikat_greeting_a\\oldman_ambient_dialogues_007_am_syndikat_greeting_a_ambcivilian_0_ahmeed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\007_am_syndikat_greeting_a\\oldman_ambient_dialogues_007_am_syndikat_greeting_a_ambcivilian_0_vincent.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\008_am_idap_worker_greeting_c\\oldman_ambient_dialogues_008_am_idap_worker_greeting_c_workeri_0_gael.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\008_am_syndikat_greeting_b\\oldman_ambient_dialogues_008_am_syndikat_greeting_b_ambcivilian_0_ahmeed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\008_am_syndikat_greeting_b\\oldman_ambient_dialogues_008_am_syndikat_greeting_b_ambcivilian_0_vincent.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\009_am_idap_worker_greeting_d\\oldman_ambient_dialogues_009_am_idap_worker_greeting_d_workerj_0_gael.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\010_am_syndikat_greeting_d\\oldman_ambient_dialogues_010_am_syndikat_greeting_d_ambcivilian_0_ahmeed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\010_am_syndikat_greeting_d\\oldman_ambient_dialogues_010_am_syndikat_greeting_d_ambcivilian_0_vincent.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\011_am_gendarme_greeting_a\\oldman_ambient_dialogues_011_am_gendarme_greeting_a_ambcivilian_0_ahmeed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\011_am_gendarme_greeting_a\\oldman_ambient_dialogues_011_am_gendarme_greeting_a_ambcivilian_0_vincent.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\012_am_gendarme_greeting_b\\oldman_ambient_dialogues_012_am_gendarme_greeting_b_ambcivilian_0_ahmeed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\012_am_gendarme_greeting_b\\oldman_ambient_dialogues_012_am_gendarme_greeting_b_ambcivilian_0_vincent.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\013_am_gendarme_greeting_c\\oldman_ambient_dialogues_013_am_gendarme_greeting_c_ambcivilian_0_ahmeed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\013_am_gendarme_greeting_c\\oldman_ambient_dialogues_013_am_gendarme_greeting_c_ambcivilian_0_vincent.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\014_am_gendarme_greeting_d\\oldman_ambient_dialogues_014_am_gendarme_greeting_d_ambcivilian_0_ahmeed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\014_am_gendarme_greeting_d\\oldman_ambient_dialogues_014_am_gendarme_greeting_d_ambcivilian_0_vincent.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\015_am_syndikat_dialogue_a\\oldman_ambient_dialogues_015_am_syndikat_dialogue_a_ambcivilian_0_ahmeed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\015_am_syndikat_dialogue_a\\oldman_ambient_dialogues_015_am_syndikat_dialogue_a_ambcivilian_0_filip.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\015_am_syndikat_dialogue_a\\oldman_ambient_dialogues_015_am_syndikat_dialogue_a_ambcivilian_0_vincent.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\015_am_syndikat_dialogue_a\\oldman_ambient_dialogues_015_am_syndikat_dialogue_a_ambcivilian_0_vratislav.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\015_am_syndikat_dialogue_a\\oldman_ambient_dialogues_015_am_syndikat_dialogue_a_ambcivilian_1_ahmeed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\015_am_syndikat_dialogue_a\\oldman_ambient_dialogues_015_am_syndikat_dialogue_a_ambcivilian_1_filip.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\015_am_syndikat_dialogue_a\\oldman_ambient_dialogues_015_am_syndikat_dialogue_a_ambcivilian_1_vincent.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\015_am_syndikat_dialogue_a\\oldman_ambient_dialogues_015_am_syndikat_dialogue_a_ambcivilian_1_vratislav.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\015_am_syndikat_dialogue_a\\oldman_ambient_dialogues_015_am_syndikat_dialogue_a_ambcivilian_2_ahmeed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\015_am_syndikat_dialogue_a\\oldman_ambient_dialogues_015_am_syndikat_dialogue_a_ambcivilian_2_filip.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\015_am_syndikat_dialogue_a\\oldman_ambient_dialogues_015_am_syndikat_dialogue_a_ambcivilian_2_vincent.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\015_am_syndikat_dialogue_a\\oldman_ambient_dialogues_015_am_syndikat_dialogue_a_ambcivilian_2_vratislav.ogg\"\n\"a3\\dubbing_f_oldman\\oldman_ambient_dialogues\\015_am_syndikat_dialogue_a\\oldman_ambient_dialogues_015_am_syndikat_dialogue_a_ambcivilia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o_dialogues\\054_am_radio_broadcast_news_house_destroyed\\radio_dialogues_054_am_radio_broadcast_news_house_destroyed_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\054_am_radio_broadcast_news_house_destroyed\\radio_dialogues_054_am_radio_broadcast_news_house_destroyed_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\055_am_radio_broadcast_news_depot_fail\\radio_dialogues_055_am_radio_broadcast_news_depot_fail_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\055_am_radio_broadcast_news_depot_fail\\radio_dialogues_055_am_radio_broadcast_news_depot_fail_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\055_am_radio_broadcast_news_depot_fail\\radio_dialogues_055_am_radio_broadcast_news_depot_fail_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\055_am_radio_broadcast_news_depot_fail\\radio_dialogues_055_am_radio_broadcast_news_depot_fail_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\055_am_radio_broadcast_news_depot_fail\\radio_dialogues_055_am_radio_broadcast_news_depot_fail_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\055_am_radio_broadcast_news_depot_fail\\radio_dialogues_055_am_radio_broadcast_news_depot_fail_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\056_am_radio_broadcast_news_depot_success\\radio_dialogues_056_am_radio_broadcast_news_depot_success_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\056_am_radio_broadcast_news_depot_success\\radio_dialogues_056_am_radio_broadcast_news_depot_success_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\056_am_radio_broadcast_news_depot_success\\radio_dialogues_056_am_radio_broadcast_news_depot_success_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\056_am_radio_broadcast_news_depot_success\\radio_dialogues_056_am_radio_broadcast_news_depot_success_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\056_am_radio_broadcast_news_depot_success\\radio_dialogues_056_am_radio_broadcast_news_depot_success_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\056_am_radio_broadcast_news_depot_success\\radio_dialogues_056_am_radio_broadcast_news_depot_success_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_3.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\058_am_radio_broadcast_news_radar_destroyed\\radio_dialogues_058_am_radio_broadcast_news_radar_destroyed_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\058_am_radio_broadcast_news_radar_destroyed\\radio_dialogues_058_am_radio_broadcast_news_radar_destroyed_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\058_am_radio_broadcast_news_radar_destroyed\\radio_dialogues_058_am_radio_broadcast_news_radar_destroyed_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\058_am_radio_broadcast_news_radar_destroyed\\radio_dialogues_058_am_radio_broadcast_news_radar_destroyed_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\059_am_radio_broadcast_news_aircraft\\radio_dialogues_059_am_radio_broadcast_news_aircraft_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\059_am_radio_broadcast_news_aircraft\\radio_dialogues_059_am_radio_broadcast_news_aircraft_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\059_am_radio_broadcast_news_aircraft\\radio_dialogues_059_am_radio_broadcast_news_aircraft_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\059_am_radio_broadcast_news_aircraft\\radio_dialogues_059_am_radio_broadcast_news_aircraft_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\059_am_radio_broadcast_news_aircraft\\radio_dialogues_059_am_radio_broadcast_news_aircraft_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\059_am_radio_broadcast_news_aircraft\\radio_dialogues_059_am_radio_broadcast_news_aircraft_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\060_am_radio_broadcast_news_checkpoints\\radio_dialogues_060_am_radio_broadcast_news_checkpoints_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\060_am_radio_broadcast_news_checkpoints\\radio_dialogues_060_am_radio_broadcast_news_checkpoints_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_3.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\062_am_radio_broadcast_news_warnings_b\\radio_dialogues_062_am_radio_broadcast_news_warnings_b_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\062_am_radio_broadcast_news_warnings_b\\radio_dialogues_062_am_radio_broadcast_news_warnings_b_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\062_am_radio_broadcast_news_warnings_b\\radio_dialogues_062_am_radio_broadcast_news_warnings_b_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\062_am_radio_broadcast_news_warnings_b\\radio_dialogues_062_am_radio_broadcast_news_warnings_b_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\062_am_radio_broadcast_news_warnings_b\\radio_dialogues_062_am_radio_broadcast_news_warnings_b_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\062_am_radio_broadcast_news_warnings_b\\radio_dialogues_062_am_radio_broadcast_news_warnings_b_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\063_am_radio_broadcast_news_warnings_c\\radio_dialogues_063_am_radio_broadcast_news_warnings_c_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\063_am_radio_broadcast_news_warnings_c\\radio_dialogues_063_am_radio_broadcast_news_warnings_c_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\063_am_radio_broadcast_news_warnings_c\\radio_dialogues_063_am_radio_broadcast_news_warnings_c_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\063_am_radio_broadcast_news_warnings_c\\radio_dialogues_063_am_radio_broadcast_news_warnings_c_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\063_am_radio_broadcast_news_warnings_c\\radio_dialogues_063_am_radio_broadcast_news_warnings_c_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\063_am_radio_broadcast_news_warnings_c\\radio_dialogues_063_am_radio_broadcast_news_warnings_c_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\064_am_radio_broadcast_news_weapons\\radio_dialogues_064_am_radio_broadcast_news_weapons_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\064_am_radio_broadcast_news_weapons\\radio_dialogues_064_am_radio_broadcast_news_weapons_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\064_am_radio_broadcast_news_weapons\\radio_dialogues_064_am_radio_broadcast_news_weapons_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\064_am_radio_broadcast_news_weapons\\radio_dialogues_064_am_radio_broadcast_news_weapons_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\064_am_radio_broadcast_news_weapons\\radio_dialogues_064_am_radio_broadcast_news_weapons_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\064_am_radio_broadcast_news_weapons\\radio_dialogues_064_am_radio_broadcast_news_weapons_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\065_am_radio_broadcast_news_hostels\\radio_dialogues_065_am_radio_broadcast_news_hostels_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\065_am_radio_broadcast_news_hostels\\radio_dialogues_065_am_radio_broadcast_news_hostels_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\065_am_radio_broadcast_news_hostels\\radio_dialogues_065_am_radio_broadcast_news_hostels_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\065_am_radio_broadcast_news_hostels\\radio_dialogues_065_am_radio_broadcast_news_hostels_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\065_am_radio_broadcast_news_hostels\\radio_dialogues_065_am_radio_broadcast_news_hostels_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\065_am_radio_broadcast_news_hostels\\radio_dialogues_065_am_radio_broadcast_news_hostels_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\066_am_radio_broadcast_news_idap\\radio_dialogues_066_am_radio_broadcast_news_idap_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\066_am_radio_broadcast_news_idap\\radio_dialogues_066_am_radio_broadcast_news_idap_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\066_am_radio_broadcast_news_idap\\radio_dialogues_066_am_radio_broadcast_news_idap_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\066_am_radio_broadcast_news_idap\\radio_dialogues_066_am_radio_broadcast_news_idap_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\067_am_radio_broadcast_news_power_plant\\radio_dialogues_067_am_radio_broadcast_news_power_plant_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\067_am_radio_broadcast_news_power_plant\\radio_dialogues_067_am_radio_broadcast_news_power_plant_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\067_am_radio_broadcast_news_power_plant\\radio_dialogues_067_am_radio_broadcast_news_power_plant_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\067_am_radio_broadcast_news_power_plant\\radio_dialogues_067_am_radio_broadcast_news_power_plant_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\068_am_radio_broadcast_news_smugglers\\radio_dialogues_068_am_radio_broadcast_news_smugglers_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\068_am_radio_broadcast_news_smugglers\\radio_dialogues_068_am_radio_broadcast_news_smugglers_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\068_am_radio_broadcast_news_smugglers\\radio_dialogues_068_am_radio_broadcast_news_smugglers_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\068_am_radio_broadcast_news_smugglers\\radio_dialogues_068_am_radio_broadcast_news_smugglers_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\069_am_radio_broadcast_news_ied\\radio_dialogues_069_am_radio_broadcast_news_ied_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\069_am_radio_broadcast_news_ied\\radio_dialogues_069_am_radio_broadcast_news_ied_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\069_am_radio_broadcast_news_ied\\radio_dialogues_069_am_radio_broadcast_news_ied_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\069_am_radio_broadcast_news_ied\\radio_dialogues_069_am_radio_broadcast_news_ied_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\070_am_radio_broadcast_news_sugar_company\\radio_dialogues_070_am_radio_broadcast_news_sugar_company_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\070_am_radio_broadcast_news_sugar_company\\radio_dialogues_070_am_radio_broadcast_news_sugar_company_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\070_am_radio_broadcast_news_sugar_company\\radio_dialogues_070_am_radio_broadcast_news_sugar_company_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\070_am_radio_broadcast_news_sugar_company\\radio_dialogues_070_am_radio_broadcast_news_sugar_company_broadcaster_1_processed.ogg\"\n```\n\n#### dubbing_f_orange\n\n```\n\"a3\\dubbing_f_orange\\faction_idap\\001_welcome\\faction_idap_001_welcome_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\001_welcome\\faction_idap_001_welcome_expo_1.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\001_welcome\\faction_idap_001_welcome_expo_2.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\002_leaflet_drone\\faction_idap_002_leaflet_drone_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\003_training_mine_hunt\\faction_idap_003_training_mine_hunt_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\004_expo\\faction_idap_004_expo_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\005_activity\\faction_idap_005_activity_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\006_laws_of_war\\faction_idap_006_laws_of_war_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\006_laws_of_war\\faction_idap_006_laws_of_war_expo_1.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\006_laws_of_war\\faction_idap_006_laws_of_war_expo_2.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\006_laws_of_war\\faction_idap_006_laws_of_war_expo_3.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\006_laws_of_war\\faction_idap_006_laws_of_war_expo_4.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\007_idap\\faction_idap_007_idap_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\007_idap\\faction_idap_007_idap_expo_1.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\007_idap\\faction_idap_007_idap_expo_2.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\008_humanitarian_aid\\faction_idap_008_humanitarian_aid_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\008_humanitarian_aid\\faction_idap_008_humanitarian_aid_expo_1.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\008_humanitarian_aid\\faction_idap_008_humanitarian_aid_expo_2.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\009_autonomous\\faction_idap_009_autonomous_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\009_autonomous\\faction_idap_009_autonomous_expo_1.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\009_autonomous\\faction_idap_009_autonomous_expo_2.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\009_autonomous\\faction_idap_009_autonomous_expo_3.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\009_autonomous\\faction_idap_009_autonomous_expo_4.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\009_autonomous\\faction_idap_009_autonomous_expo_5.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\009_autonomous\\faction_idap_009_autonomous_expo_6.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\010_air\\faction_idap_010_air_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\011_land\\faction_idap_011_land_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\011_land\\faction_idap_011_land_expo_1.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\011_land\\faction_idap_011_land_expo_2.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\011_land\\faction_idap_011_land_expo_3.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\011_land\\faction_idap_011_land_expo_4.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\012_dangerous_behavior\\faction_idap_012_dangerous_behavior_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\012_dangerous_behavior\\faction_idap_012_dangerous_behavior_expo_1.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\012_dangerous_behavior\\faction_idap_012_dangerous_behavior_expo_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\001_ap_hub_intro\\orange_airdrop_001_ap_hub_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\001_ap_hub_intro\\orange_airdrop_001_ap_hub_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\001_ap_hub_intro\\orange_airdrop_001_ap_hub_intro_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\002_trg_hub_intro\\orange_airdrop_002_trg_hub_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\002_trg_hub_intro\\orange_airdrop_002_trg_hub_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\002_trg_hub_intro\\orange_airdrop_002_trg_hub_intro_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\003_hbo_hub_intro\\orange_airdrop_003_hbo_hub_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\003_hbo_hub_intro\\orange_airdrop_003_hbo_hub_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\004_rbi_intro\\orange_airdrop_004_rbi_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\004_rbi_intro\\orange_airdrop_004_rbi_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\004_rbi_intro\\orange_airdrop_004_rbi_intro_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\005_oc_intro\\orange_airdrop_005_oc_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\005_oc_intro\\orange_airdrop_005_oc_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\005_oc_intro\\orange_airdrop_005_oc_intro_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\005_oc_intro\\orange_airdrop_005_oc_intro_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\005_oc_intro\\orange_airdrop_005_oc_intro_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\005_oc_intro\\orange_airdrop_005_oc_intro_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\005_oc_intro\\orange_airdrop_005_oc_intro_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\006_to_intro\\orange_airdrop_006_to_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\006_to_intro\\orange_airdrop_006_to_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\007_ta_map\\orange_airdrop_007_ta_map_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\007_ta_map\\orange_airdrop_007_ta_map_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\007_ta_map\\orange_airdrop_007_ta_map_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\007_ta_map\\orange_airdrop_007_ta_map_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\007_ta_map\\orange_airdrop_007_ta_map_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\007_ta_map\\orange_airdrop_007_ta_map_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_eod_5.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_journalist_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\009_fil_filler2\\orange_airdrop_009_fil_filler2_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\009_fil_filler2\\orange_airdrop_009_fil_filler2_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\009_fil_filler2\\orange_airdrop_009_fil_filler2_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\009_fil_filler2\\orange_airdrop_009_fil_filler2_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_journalist_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\011_eve_get_in_car\\orange_airdrop_011_eve_get_in_car_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\011_eve_get_in_car\\orange_airdrop_011_eve_get_in_car_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\011_eve_get_in_car\\orange_airdrop_011_eve_get_in_car_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\012_loc_bis_drop_a\\orange_airdrop_012_loc_bis_drop_a_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\013_loc_bis_drop_b\\orange_airdrop_013_loc_bis_drop_b_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\014_loc_bis_drop_c\\orange_airdrop_014_loc_bis_drop_c_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\014_loc_bis_drop_c\\orange_airdrop_014_loc_bis_drop_c_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\015_loc_bis_drop_d\\orange_airdrop_015_loc_bis_drop_d_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\016_loc_bis_drop_e\\orange_airdrop_016_loc_bis_drop_e_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\017_ta_marked\\orange_airdrop_017_ta_marked_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\017_ta_marked\\orange_airdrop_017_ta_marked_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\018_ta_marked_custom\\orange_airdrop_018_ta_marked_custom_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\018_ta_marked_custom\\orange_airdrop_018_ta_marked_custom_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\018_ta_marked_custom\\orange_airdrop_018_ta_marked_custom_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\018_ta_marked_custom\\orange_airdrop_018_ta_marked_custom_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_eod_5.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_journalist_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\020_ta_smoke\\orange_airdrop_020_ta_smoke_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\021_ta_airdrop_starts\\orange_airdrop_021_ta_airdrop_starts_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\021_ta_airdrop_starts\\orange_airdrop_021_ta_airdrop_starts_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\021_ta_airdrop_starts\\orange_airdrop_021_ta_airdrop_starts_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\021_ta_airdrop_starts\\orange_airdrop_021_ta_airdrop_starts_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\021_ta_airdrop_starts\\orange_airdrop_021_ta_airdrop_starts_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\022_ta_bis_cargo_1\\orange_airdrop_022_ta_bis_cargo_1_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\023_ta_bis_cargo_2\\orange_airdrop_023_ta_bis_cargo_2_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\023_ta_bis_cargo_2\\orange_airdrop_023_ta_bis_cargo_2_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\023_ta_bis_cargo_2\\orange_airdrop_023_ta_bis_cargo_2_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\024_ta_bis_cargo_3\\orange_airdrop_024_ta_bis_cargo_3_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\024_ta_bis_cargo_3\\orange_airdrop_024_ta_bis_cargo_3_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\025_ta_bis_cargo_4\\orange_airdrop_025_ta_bis_cargo_4_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\026_ta_bis_cargo_1_destroyed\\orange_airdrop_026_ta_bis_cargo_1_destroyed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\026_ta_bis_cargo_1_destroyed\\orange_airdrop_026_ta_bis_cargo_1_destroyed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\027_ta_bis_cargo_2_destroyed\\orange_airdrop_027_ta_bis_cargo_2_destroyed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\027_ta_bis_cargo_2_destroyed\\orange_airdrop_027_ta_bis_cargo_2_destroyed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\027_ta_bis_cargo_2_destroyed\\orange_airdrop_027_ta_bis_cargo_2_destroyed_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\028_ta_bis_cargo_3_destroyed\\orange_airdrop_028_ta_bis_cargo_3_destroyed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\029_ta_bis_cargo_4_destroyed\\orange_airdrop_029_ta_bis_cargo_4_destroyed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\030_ta_cargo_drowned\\orange_airdrop_030_ta_cargo_drowned_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\030_ta_cargo_drowned\\orange_airdrop_030_ta_cargo_drowned_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\031_eve_fia\\orange_airdrop_031_eve_fia_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\031_eve_fia\\orange_airdrop_031_eve_fia_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\031_eve_fia\\orange_airdrop_031_eve_fia_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\032_ta_fia_killed\\orange_airdrop_032_ta_fia_killed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\032_ta_fia_killed\\orange_airdrop_032_ta_fia_killed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\032_ta_fia_killed\\orange_airdrop_032_ta_fia_killed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\033_ta_fia_killed_continue\\orange_airdrop_033_ta_fia_killed_continue_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\034_ta_flare\\orange_airdrop_034_ta_flare_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\034_ta_flare\\orange_airdrop_034_ta_flare_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\035_ta_flare_good\\orange_airdrop_035_ta_flare_good_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\036_ex_flare_bad\\orange_airdrop_036_ex_flare_bad_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\037_cc_outro\\orange_airdrop_037_cc_outro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\037_cc_outro\\orange_airdrop_037_cc_outro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\037_cc_outro\\orange_airdrop_037_cc_outro_eod_2.ogg\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e_drone_crosshair_and_ammo_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\006_eve_drone_crosshair_and_ammo\\orange_hub_leaflets_006_eve_drone_crosshair_and_ammo_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\006_eve_drone_crosshair_and_ammo\\orange_hub_leaflets_006_eve_drone_crosshair_and_ammo_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\007_eve_drone_safe_height\\orange_hub_leaflets_007_eve_drone_safe_height_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\007_eve_drone_safe_height\\orange_hub_leaflets_007_eve_drone_safe_height_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\007_eve_drone_safe_height\\orange_hub_leaflets_007_eve_drone_safe_height_driver_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\007_eve_drone_safe_height\\orange_hub_leaflets_007_eve_drone_safe_height_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\008_eve_drone_detector\\orange_hub_leaflets_008_eve_drone_detector_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\008_eve_drone_detector\\orange_hub_leaflets_008_eve_drone_detector_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\009_eve_minefield_exit\\orange_hub_leaflets_009_eve_minefield_exit_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\009_eve_minefield_exit\\orange_hub_leaflets_009_eve_minefield_exit_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\010_ex_drone_crashed\\orange_hub_leaflets_010_ex_drone_crashed_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\010_ex_drone_crashed\\orange_hub_leaflets_010_ex_drone_crashed_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\010_ex_drone_crashed\\orange_hub_leaflets_010_ex_drone_crashed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\010_ex_drone_crashed\\orange_hub_leaflets_010_ex_drone_crashed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\011_ex_all_drones_crashed\\orange_hub_leaflets_011_ex_all_drones_crashed_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\011_ex_all_drones_crashed\\orange_hub_leaflets_011_ex_all_drones_crashed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\011_ex_all_drones_crashed\\orange_hub_leaflets_011_ex_all_drones_crashed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\012_eve_drone_fired\\orange_hub_leaflets_012_eve_drone_fired_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\012_eve_drone_fired\\orange_hub_leaflets_012_eve_drone_fired_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\013_ex_out_of_ammo_1\\orange_hub_leaflets_013_ex_out_of_ammo_1_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\013_ex_out_of_ammo_1\\orange_hub_leaflets_013_ex_out_of_ammo_1_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\014_ex_out_of_ammo_2\\orange_hub_leaflets_014_ex_out_of_ammo_2_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\014_ex_out_of_ammo_2\\orange_hub_leaflets_014_ex_out_of_ammo_2_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\015_ex_out_of_ammo_3\\orange_hub_leaflets_015_ex_out_of_ammo_3_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\015_ex_out_of_ammo_3\\orange_hub_leaflets_015_ex_out_of_ammo_3_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\015_ex_out_of_ammo_3\\orange_hub_leaflets_015_ex_out_of_ammo_3_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\016_eve_rearm\\orange_hub_leaflets_016_eve_rearm_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\016_eve_rearm\\orange_hub_leaflets_016_eve_rearm_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\017_eve_cleared_first\\orange_hub_leaflets_017_eve_cleared_first_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\017_eve_cleared_first\\orange_hub_leaflets_017_eve_cleared_first_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\018_eve_cleared_half\\orange_hub_leaflets_018_eve_cleared_half_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\018_eve_cleared_half\\orange_hub_leaflets_018_eve_cleared_half_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\019_eve_cleared_almost_all\\orange_hub_leaflets_019_eve_cleared_almost_all_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\020_eve_cleared_all\\orange_hub_leaflets_020_eve_cleared_all_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\020_eve_cleared_all\\orange_hub_leaflets_020_eve_cleared_all_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\021_eve_building_collapse\\orange_hub_leaflets_021_eve_building_collapse_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\021_eve_building_collapse\\orange_hub_leaflets_021_eve_building_collapse_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\021_eve_building_collapse\\orange_hub_leaflets_021_eve_building_collapse_driver_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\021_eve_building_collapse\\orange_hub_leaflets_021_eve_building_collapse_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\021_eve_building_collapse\\orange_hub_leaflets_021_eve_building_collapse_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\021_eve_building_collapse\\orange_hub_leaflets_021_eve_building_collapse_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\022_loc_church_enter\\orange_hub_leaflets_022_loc_church_enter_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\022_loc_church_enter\\orange_hub_leaflets_022_loc_church_enter_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\023_loc_castle_enter\\orange_hub_leaflets_023_loc_castle_enter_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\023_loc_castle_enter\\orange_hub_leaflets_023_loc_castle_enter_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\023_loc_castle_enter\\orange_hub_leaflets_023_loc_castle_enter_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\024_ex_on_foot_not_cleared\\orange_hub_leaflets_024_ex_on_foot_not_cleared_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\024_ex_on_foot_not_cleared\\orange_hub_leaflets_024_ex_on_foot_not_cleared_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\024_ex_on_foot_not_cleared\\orange_hub_leaflets_024_ex_on_foot_not_cleared_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\025_loc_on_foot_cleared\\orange_hub_leaflets_025_loc_on_foot_cleared_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\025_loc_on_foot_cleared\\orange_hub_leaflets_025_loc_on_foot_cleared_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\025_loc_on_foot_cleared\\orange_hub_leaflets_025_loc_on_foot_cleared_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\014_loac_mem_aaf_massacre\\orange_hub_leaflets_fragments_014_loac_mem_aaf_massacre_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\014_loac_mem_aaf_massacre\\orange_hub_leaflets_fragments_014_loac_mem_aaf_massacre_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\014_loac_mem_aaf_massacre\\orange_hub_leaflets_fragments_014_loac_mem_aaf_massacre_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\014_loac_mem_aaf_massacre\\orange_hub_leaflets_fragments_014_loac_mem_aaf_massacre_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\014_loac_mem_aaf_massacre\\orange_hub_leaflets_fragments_014_loac_mem_aaf_massacre_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\014_loac_mem_aaf_massacre\\orange_hub_leaflets_fragments_014_loac_mem_aaf_massacre_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\015_mem_brother_house\\orange_hub_leaflets_fragments_015_mem_brother_house_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\015_mem_brother_house\\orange_hub_leaflets_fragments_015_mem_brother_house_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\015_mem_brother_house\\orange_hub_leaflets_fragments_015_mem_brother_house_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\015_mem_brother_house\\orange_hub_leaflets_fragments_015_mem_brother_house_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\016_mem_cafe\\orange_hub_leaflets_fragments_016_mem_cafe_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\016_mem_cafe\\orange_hub_leaflets_fragments_016_mem_cafe_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\016_mem_cafe\\orange_hub_leaflets_fragments_016_mem_cafe_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\016_mem_cafe\\orange_hub_leaflets_fragments_016_mem_cafe_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\016_mem_cafe\\orange_hub_leaflets_fragments_016_mem_cafe_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\016_mem_cafe\\orange_hub_leaflets_fragments_016_mem_cafe_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\017_mem_earthquake\\orange_hub_leaflets_fragments_017_mem_earthquake_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\017_mem_earthquake\\orange_hub_leaflets_fragments_017_mem_earthquake_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\017_mem_earthquake\\orange_hub_leaflets_fragments_017_mem_earthquake_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\018_mem_evacuation\\orange_hub_leaflets_fragments_018_mem_evacuation_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\018_mem_evacuation\\orange_hub_leaflets_fragments_018_mem_evacuation_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\018_mem_evacuation\\orange_hub_leaflets_fragments_018_mem_evacuation_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\018_mem_evacuation\\orange_hub_leaflets_fragments_018_mem_evacuation_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\019_mem_idap_global\\orange_hub_leaflets_fragments_019_mem_idap_global_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\019_mem_idap_global\\orange_hub_leaflets_fragments_019_mem_idap_global_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\019_mem_idap_global\\orange_hub_leaflets_fragments_019_mem_idap_global_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\019_mem_idap_global\\orange_hub_leaflets_fragments_019_mem_idap_global_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\019_mem_idap_global\\orange_hub_leaflets_fragments_019_mem_idap_global_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\019_mem_idap_global\\orange_hub_leaflets_fragments_019_mem_idap_global_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\020_mem_siege_1\\orange_hub_leaflets_fragments_020_mem_siege_1_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\020_mem_siege_1\\orange_hub_leaflets_fragments_020_mem_siege_1_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\020_mem_siege_1\\orange_hub_leaflets_fragments_020_mem_siege_1_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\020_mem_siege_1\\orange_hub_leaflets_fragments_020_mem_siege_1_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\020_mem_siege_1\\orange_hub_leaflets_fragments_020_mem_siege_1_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\020_mem_siege_1\\orange_hub_leaflets_fragments_020_mem_siege_1_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\001_hbi_post_mine_dispenser\\orange_hub_minedispenser_001_hbi_post_mine_dispenser_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\001_hbi_post_mine_dispenser\\orange_hub_minedispenser_001_hbi_post_mine_dispenser_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\001_hbi_post_mine_dispenser\\orange_hub_minedispenser_001_hbi_post_mine_dispenser_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\001_hbi_post_mine_dispenser\\orange_hub_minedispenser_001_hbi_post_mine_dispenser_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\001_hbi_post_mine_dispenser\\orange_hub_minedispenser_001_hbi_post_mine_dispenser_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\001_hbi_post_mine_dispenser\\orange_hub_minedispenser_001_hbi_post_mine_dispenser_journalist_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\001_hbi_post_mine_dispenser\\orange_hub_minedispenser_001_hbi_post_mine_dispenser_journalist_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\001_hbi_post_mine_dispenser\\orange_hub_minedispenser_001_hbi_post_mine_dispenser_journalist_5.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\001_hbi_post_mine_dispenser\\orange_hub_minedispenser_001_hbi_post_mine_dispenser_journalist_6.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\001_hbi_post_mine_dispenser\\orange_hub_minedispenser_001_hbi_post_mine_dispenser_journalist_7.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\002_eve_choice_a_nato\\orange_hub_minedispenser_002_eve_choice_a_nato_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\002_eve_choice_a_nato\\orange_hub_minedispenser_002_eve_choice_a_nato_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\002_eve_choice_a_nato\\orange_hub_minedispenser_002_eve_choice_a_nato_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\002_eve_choice_a_nato\\orange_hub_minedispenser_002_eve_choice_a_nato_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\002_eve_choice_a_nato\\orange_hub_minedispenser_002_eve_choice_a_nato_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\003_eve_choice_b_fia\\orange_hub_minedispenser_003_eve_choice_b_fia_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\003_eve_choice_b_fia\\orange_hub_minedispenser_003_eve_choice_b_fia_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\003_eve_choice_b_fia\\orange_hub_minedispenser_003_eve_choice_b_fia_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\003_eve_choice_b_fia\\orange_hub_minedispenser_003_eve_choice_b_fia_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\003_eve_choice_b_fia\\orange_hub_minedispenser_003_eve_choice_b_fia_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\004_eve_choice_c_csat\\orange_hub_minedispenser_004_eve_choice_c_csat_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\004_eve_choice_c_csat\\orange_hub_minedispenser_004_eve_choice_c_csat_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\004_eve_choice_c_csat\\orange_hub_minedispenser_004_eve_choice_c_csat_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\004_eve_choice_c_csat\\orange_hub_minedispenser_004_eve_choice_c_csat_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\004_eve_choice_c_csat\\orange_hub_minedispenser_004_eve_choice_c_csa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lets\\040_eve_earthquake_2\\orange_leaflets_040_eve_earthquake_2_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\040_eve_earthquake_2\\orange_leaflets_040_eve_earthquake_2_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\040_eve_earthquake_2\\orange_leaflets_040_eve_earthquake_2_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\040_eve_earthquake_2\\orange_leaflets_040_eve_earthquake_2_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\040_eve_earthquake_2\\orange_leaflets_040_eve_earthquake_2_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\041_ta_mines_placed\\orange_leaflets_041_ta_mines_placed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\041_ta_mines_placed\\orange_leaflets_041_ta_mines_placed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\042_ex_mines_placed_bad\\orange_leaflets_042_ex_mines_placed_bad_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\042_ex_mines_placed_bad\\orange_leaflets_042_ex_mines_placed_bad_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\043_ta_to_quadbike\\orange_leaflets_043_ta_to_quadbike_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\043_ta_to_quadbike\\orange_leaflets_043_ta_to_quadbike_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\044_eve_in_quadbike\\orange_leaflets_044_eve_in_quadbike_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\044_eve_in_quadbike\\orange_leaflets_044_eve_in_quadbike_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\044_eve_in_quadbike\\orange_leaflets_044_eve_in_quadbike_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\044_eve_in_quadbike\\orange_leaflets_044_eve_in_quadbike_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\045_loc_barricade_on_quadbike\\orange_leaflets_045_loc_barricade_on_quadbike_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\045_loc_barricade_on_quadbike\\orange_leaflets_045_loc_barricade_on_quadbike_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\046_ex_quadbike_wrecked\\orange_leaflets_046_ex_quadbike_wrecked_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\046_ex_quadbike_wrecked\\orange_leaflets_046_ex_quadbike_wrecked_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\047_fil_moving_to_castle\\orange_leaflets_047_fil_moving_to_castle_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\047_fil_moving_to_castle\\orange_leaflets_047_fil_moving_to_castle_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\047_fil_moving_to_castle\\orange_leaflets_047_fil_moving_to_castle_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\047_fil_moving_to_castle\\orange_leaflets_047_fil_moving_to_castle_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\047_fil_moving_to_castle\\orange_leaflets_047_fil_moving_to_castle_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\047_fil_moving_to_castle\\orange_leaflets_047_fil_moving_to_castle_eod_5.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\047_fil_moving_to_castle\\orange_leaflets_047_fil_moving_to_castle_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\047_fil_moving_to_castle\\orange_leaflets_047_fil_moving_to_castle_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\048_cc_outro\\orange_leaflets_048_cc_outro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\048_cc_outro\\orange_leaflets_048_cc_outro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\048_cc_outro\\orange_leaflets_048_cc_outro_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\048_cc_outro\\orange_leaflets_048_cc_outro_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\049_cc_outro_2\\orange_leaflets_049_cc_outro_2_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\049_cc_outro_2\\orange_leaflets_049_cc_outro_2_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_leaflets\\049_cc_outro_2\\orange_leaflets_049_cc_outro_2_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\001_ex_blocked\\orange_minedispenser_001_ex_blocked_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\001_ex_blocked\\orange_minedispenser_001_ex_blocked_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\001_ex_blocked\\orange_minedispenser_001_ex_blocked_driver_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\001_ex_blocked\\orange_minedispenser_001_ex_blocked_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\001_ex_blocked\\orange_minedispenser_001_ex_blocked_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\001_ex_blocked\\orange_minedispenser_001_ex_blocked_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\002_ap_hub_intro\\orange_minedispenser_002_ap_hub_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\003_trg_hub_intro\\orange_minedispenser_003_trg_hub_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\003_trg_hub_intro\\orange_minedispenser_003_trg_hub_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\003_trg_hub_intro\\orange_minedispenser_00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_ex_not_placed\\orange_minedispenser_020_ex_not_placed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\020_ex_not_placed\\orange_minedispenser_020_ex_not_placed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\020_ex_not_placed\\orange_minedispenser_020_ex_not_placed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\021_ex_officer_dead_1\\orange_minedispenser_021_ex_officer_dead_1_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\022_ex_officer_dead_2\\orange_minedispenser_022_ex_officer_dead_2_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\023_ex_officer_dead_3\\orange_minedispenser_023_ex_officer_dead_3_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\024_ta_evac_officer_alive\\orange_minedispenser_024_ta_evac_officer_alive_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\024_ta_evac_officer_alive\\orange_minedispenser_024_ta_evac_officer_alive_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\024_ta_evac_officer_alive\\orange_minedispenser_024_ta_evac_officer_alive_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\024_ta_evac_officer_alive\\orange_minedispenser_024_ta_evac_officer_alive_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\025_evac_officer_dead\\orange_minedispenser_025_evac_officer_dead_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\025_evac_officer_dead\\orange_minedispenser_025_evac_officer_dead_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\025_evac_officer_dead\\orange_minedispenser_025_evac_officer_dead_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\025_evac_officer_dead\\orange_minedispenser_025_evac_officer_dead_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\025_evac_officer_dead\\orange_minedispenser_025_evac_officer_dead_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\025_evac_officer_dead\\orange_minedispenser_025_evac_officer_dead_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\026_eve_brother\\orange_minedispenser_026_eve_brother_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\026_eve_brother\\orange_minedispenser_026_eve_brother_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\026_eve_brother\\orange_minedispenser_026_eve_brother_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\027_eve_brother_executed\\orange_minedispenser_027_eve_brother_executed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\027_eve_brother_executed\\orange_minedispenser_027_eve_brother_executed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\027_eve_brother_executed\\orange_minedispenser_027_eve_brother_executed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\028_eve_brother_killed\\orange_minedispenser_028_eve_brother_killed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\028_eve_brother_killed\\orange_minedispenser_028_eve_brother_killed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\029_eve_incapacitated\\orange_minedispenser_029_eve_incapacitated_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\029_eve_incapacitated\\orange_minedispenser_029_eve_incapacitated_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\030_eve_incapacitated_executed\\orange_minedispenser_030_eve_incapacitated_executed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\031_fil_exfil_officer_alive\\orange_minedispenser_031_fil_exfil_officer_alive_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\031_fil_exfil_officer_alive\\orange_minedispenser_031_fil_exfil_officer_alive_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\031_fil_exfil_officer_alive\\orange_minedispenser_031_fil_exfil_officer_alive_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\031_fil_exfil_officer_alive\\orange_minedispenser_031_fil_exfil_officer_alive_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\031_fil_exfil_officer_alive\\orange_minedispenser_031_fil_exfil_officer_alive_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\031_fil_exfil_officer_alive\\orange_minedispenser_031_fil_exfil_officer_alive_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\032_fil_exfil_officer_dead\\orange_minedispenser_032_fil_exfil_officer_dead_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\032_fil_exfil_officer_dead\\orange_minedispenser_032_fil_exfil_officer_dead_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\032_fil_exfil_officer_dead\\orange_minedispenser_032_fil_exfil_officer_dead_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\032_fil_exfil_officer_dead\\orange_minedispenser_032_fil_exfil_officer_dead_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\032_fil_exfil_officer_dead\\orange_minedispenser_032_fil_exfil_officer_dead_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\032_fil_exfil_officer_dead\\orange_minedispenser_032_fil_exfil_officer_dead_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\033_cc_outro_1_default\\orange_minedispenser_033_cc_outro_1_default_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\033_cc_outro_1_default\\orange_minedispenser_033_cc_outro_1_default_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\033_cc_outro_1_default\\orange_minedispenser_033_cc_outro_1_default_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\033_cc_outro_1_default\\orange_minedispenser_033_cc_outro_1_default_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\034_cc_outro_1_a_no_encounter\\orange_minedispenser_034_cc_outro_1_a_no_encounter_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\034_cc_outro_1_a_no_encounter\\orange_minedispenser_034_cc_outro_1_a_no_encounter_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\035_cc_outro_1_b_nobody_executed\\orange_minedispenser_035_cc_outro_1_b_nobody_executed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\035_cc_outro_1_b_nobody_executed\\orange_minedispenser_035_cc_outro_1_b_nobody_executed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\035_cc_outro_1_b_nobody_executed\\orange_minedispenser_035_cc_outro_1_b_nobody_executed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\036_cc_outro_1_c_some_executed\\orange_minedispenser_036_cc_outro_1_c_some_executed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\036_cc_outro_1_c_some_executed\\orange_minedispenser_036_cc_outro_1_c_some_executed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\036_cc_outro_1_c_some_executed\\orange_minedispenser_036_cc_outro_1_c_some_executed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\036_cc_outro_1_c_some_executed\\orange_minedispenser_036_cc_outro_1_c_some_executed_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\037_cc_outro_1_d_all_executed\\orange_minedispenser_037_cc_outro_1_d_all_executed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\037_cc_outro_1_d_all_executed\\orange_minedispenser_037_cc_outro_1_d_all_executed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\037_cc_outro_1_d_all_executed\\orange_minedispenser_037_cc_outro_1_d_all_executed_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\037_cc_outro_1_d_all_executed\\orange_minedispenser_037_cc_outro_1_d_all_executed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\037_cc_outro_1_d_all_executed\\orange_minedispenser_037_cc_outro_1_d_all_executed_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\038_cc_outro_2_default\\orange_minedispenser_038_cc_outro_2_default_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\039_cc_outro_2_a_brother_not_encountered\\orange_minedispenser_039_cc_outro_2_a_brother_not_encountered_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\040_cc_outro_2_b_brother_alive\\orange_minedispenser_040_cc_outro_2_b_brother_alive_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\041_cc_outro_2_c_brother_dead\\orange_minedispenser_041_cc_outro_2_c_brother_dead_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\041_cc_outro_2_c_brother_dead\\orange_minedispenser_041_cc_outro_2_c_brother_dead_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\042_cc_outro_2_d_brother_executed\\orange_minedispenser_042_cc_outro_2_d_brother_executed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\042_cc_outro_2_d_brother_executed\\orange_minedispenser_042_cc_outro_2_d_brother_executed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\042_cc_outro_2_d_brother_executed\\orange_minedispenser_042_cc_outro_2_d_brother_executed_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_6.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_7.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_8.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_0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howcase_lawsofwar_013_hub_hints_instructor_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_6.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_7.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_8.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_9.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\014_hub_ambient1\\showcase_lawsofwar_014_hub_ambient1_attendee_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\014_hub_ambient1\\showcase_lawsofwar_014_hub_ambient1_attendee_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\014_hub_ambient1\\showcase_lawsofwar_014_hub_ambient1_instructor_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\015_hub_ambient2\\showcase_lawsofwar_015_hub_ambient2_attendee_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\015_hub_ambient2\\showcase_lawsofwar_015_hub_ambient2_instructor_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\015_hub_ambient2\\showcase_lawsofwar_015_hub_ambient2_instructor_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\016_hub_ambient3\\showcase_lawsofwar_016_hub_ambient3_attendee_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\017_hub_ambient4\\showcase_lawsofwar_017_hub_ambient4_recruit_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\018_hub_ambient5\\showcase_lawsofwar_018_hub_ambient5_recruit_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\019_hub_ambient6\\showcase_lawsofwar_019_hub_ambient6_recruit_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\020_sim2_introduction\\showcase_lawsofwar_020_sim2_introduction_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\020_sim2_introduction\\showcase_lawsofwar_020_sim2_introduction_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\020_sim2_introduction\\showcase_lawsofwar_020_sim2_introduction_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\021_sim2_tasks\\showcase_lawsofwar_021_sim2_tasks_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\021_sim2_tasks\\showcase_lawsofwar_021_sim2_tasks_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\021_sim2_tasks\\showcase_lawsofwar_021_sim2_tasks_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\021_sim2_tasks\\showcase_lawsofwar_021_sim2_tasks_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\021_sim2_tasks\\showcase_lawsofwar_021_sim2_tasks_guide_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\021_sim2_tasks\\showcase_lawsofwar_021_sim2_tasks_guide_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\022_sim2_op1\\showcase_lawsofwar_022_sim2_op1_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\022_sim2_op1\\showcase_lawsofwar_022_sim2_op1_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\022_sim2_op1\\showcase_lawsofwar_022_sim2_op1_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\022_sim2_op1\\showcase_lawsofwar_022_sim2_op1_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\022_sim2_op1\\showcase_lawsofwar_022_sim2_op1_guide_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\022_sim2_op1\\showcase_lawsofwar_022_sim2_op1_guide_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\022_sim2_op1\\showcase_lawsofwar_022_sim2_op1_guide_6.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\023_sim2_op2\\showcase_lawsofwar_023_sim2_op2_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\023_sim2_op2\\showcase_lawsofwar_023_sim2_op2_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\023_sim2_op2\\showcase_lawsofwar_023_sim2_op2_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\024_sim2_outro\\showcase_lawsofwar_024_sim2_outro_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\024_sim2_outro\\showcase_lawsofwar_024_sim2_outro_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\025_sim3_introduction\\showcase_lawsofwar_025_sim3_introduction_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\025_sim3_introduction\\showcase_lawsofwar_025_sim3_introduction_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\026_sim3_tasks\\showcase_lawsofwar_026_sim3_tasks_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_10.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_11.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_12.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_6.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_7.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_8.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_9.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\028_sim3_outro\\showcase_lawsofwar_028_sim3_outro_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\028_sim3_outro\\showcase_lawsofwar_028_sim3_outro_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\028_sim3_outro\\showcase_lawsofwar_028_sim3_outro_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\029_sim1_aim_feedback\\showcase_lawsofwar_029_sim1_aim_feedback_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\029_sim1_aim_feedback\\showcase_lawsofwar_029_sim1_aim_feedback_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\029_sim1_aim_feedback\\showcase_lawsofwar_029_sim1_aim_feedback_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\029_sim1_aim_feedback\\showcase_lawsofwar_029_sim1_aim_feedback_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\029_sim1_aim_feedback\\showcase_lawsofwar_029_sim1_aim_feedback_guide_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\029_sim1_aim_feedback\\showcase_lawsofwar_029_sim1_aim_feedback_guide_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\030_hub_outro\\showcase_lawsofwar_030_hub_outro_instructor_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\030_hub_outro\\showcase_lawsofwar_030_hub_outro_instructor_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\030_hub_outro\\showcase_lawsofwar_030_hub_outro_instructor_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\031_hub_ambient7\\showcase_lawsofwar_031_hub_ambient7_instructor_0.ogg\"\n\"a3\\dubbing_f_orange\\template\\001_template\\template_001_template_template_0.ogg\"\n```\n\n#### dubbing_f_tank\n\n```\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdengineer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdengineer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdengineer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdplayer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdplayer_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdzulu_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdzulu_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdzulu_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\002_am_player_in_rhino\\ta_showcase_tank_destroyers_002_am_player_in_rhino_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\002_am_player_in_rhino\\ta_showcase_tank_destroyers_002_am_player_in_rhino_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\002_am_player_in_rhino\\ta_showcase_tank_destroyers_002_am_player_in_rhino_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\002_am_player_in_rhino\\ta_showcase_tank_destroyers_002_am_player_in_rhino_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\002_am_player_in_rhino\\ta_showcase_tank_destroyers_002_am_player_in_rhino_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\003_in_fcs_repaired\\ta_showcase_tank_destroyers_003_in_fcs_repaired_tdengineer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\003_in_fcs_repaired\\ta_showcase_tank_destroyers_003_in_fcs_repaired_tdengineer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\003_in_fcs_repaired\\ta_showcase_tank_destroyers_003_in_fcs_repaired_tdengineer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\003_in_fcs_repaired\\ta_showcase_tank_destroyers_003_in_fcs_repaired_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\004_am_task_update\\ta_showcase_tank_destroyers_004_am_task_update_tdcharlie_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\004_am_task_update\\ta_showcase_tank_destroyers_004_am_task_update_tdcharlie_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\004_am_task_update\\ta_showcase_tank_destroyers_004_am_task_update_tdcharlie_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\004_am_task_update\\ta_showcase_tank_destroyers_004_am_task_update_tdcharlie_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\004_am_task_update\\ta_showcase_tank_destroyers_004_am_task_update_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\004_am_task_update\\ta_showcase_tank_destroyers_004_am_task_update_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\004_am_task_update\\ta_showcase_tank_destroyers_004_am_task_update_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdcharlie_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdcharlie_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdcharlie_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdcharlie_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdcharlie_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdcharlie_5.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\006_in_spotter_hurry_01\\ta_showcase_tank_destroyers_006_in_spotter_hurry_01_tdcharlie_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\006_in_spotter_hurry_01\\ta_showcase_tank_destroyers_006_in_spotter_hurry_01_tdcharlie_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\007_in_spotter_hurry_02\\ta_showcase_tank_destroyers_007_in_spotter_hurry_02_tdcharlie_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\007_in_spotter_hurry_02\\ta_showcase_tank_destroyers_007_in_spotter_hurry_02_tdcharlie_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\008_eve_player_target\\ta_showcase_tank_destroyers_008_eve_player_target_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\008_eve_player_target\\ta_showcase_tank_destroyers_008_eve_player_target_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\009_ta_spotter_killed\\ta_showcase_tank_destroyers_009_ta_spotter_killed_tdcharlie_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\009_ta_spotter_killed\\ta_showcase_tank_destroyers_009_ta_spotter_killed_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\010_ta_counterattack_in\\ta_showcase_tank_destroyers_010_ta_counterattack_in_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\011_ta_counterattack_uav\\ta_showcase_tank_destroyers_011_ta_counterattack_uav_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\012_ta_counterattack_out\\ta_showcase_tank_destroyers_012_ta_counterattack_out_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\013_ta_counterattack_eliminated\\ta_showcase_tank_destroyers_013_ta_counterattack_eliminated_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\013_ta_counterattack_eliminated\\ta_showcase_tank_destroyers_013_ta_counterattack_eliminated_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\013_ta_counterattack_eliminated\\ta_showcase_tank_destroyers_013_ta_counterattack_eliminated_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\013_ta_counterattack_eliminated\\ta_showcase_tank_destroyers_013_ta_counterattack_eliminated_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\014_ta_destroy_aa\\ta_showcase_tank_destroyers_014_ta_destroy_aa_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\014_ta_destroy_aa\\ta_showcase_tank_destroyers_014_ta_destroy_aa_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\014_ta_destroy_aa\\ta_showcase_tank_destroyers_014_ta_destroy_aa_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\014_ta_destroy_aa\\ta_showcase_tank_destroyers_014_ta_destroy_aa_tdhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\014_ta_destroy_aa\\ta_showcase_tank_destroyers_014_ta_destroy_aa_tdhq_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\014_ta_destroy_aa\\ta_showcase_tank_destroyers_014_ta_destroy_aa_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\015_ta_destroy_aa_confirmed\\ta_showcase_tank_destroyers_015_ta_destroy_aa_confirmed_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\016_ta_destroy_aa_no_ammo\\ta_showcase_tank_destroyers_016_ta_destroy_aa_no_ammo_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\016_ta_destroy_aa_no_ammo\\ta_showcase_tank_destroyers_016_ta_destroy_aa_no_ammo_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\017_ta_destroy_aa_missed\\ta_showcase_tank_destroyers_017_ta_destroy_aa_missed_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\017_ta_destroy_aa_missed\\ta_showcase_tank_destroyers_017_ta_destroy_aa_missed_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\017_ta_destroy_aa_missed\\ta_showcase_tank_destroyers_017_ta_destroy_aa_missed_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\017_ta_destroy_aa_missed\\ta_showcase_tank_destroyers_017_ta_destroy_aa_missed_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\018_ta_destroy_aa_complete\\ta_showcase_tank_destroyers_018_ta_destroy_aa_complete_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\018_ta_destroy_aa_complete\\ta_showcase_tank_destroyers_018_ta_destroy_aa_complete_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdhq_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdzulu_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdzulu_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\020_ta_win_hq_in\\ta_showcase_tank_destroyers_020_ta_win_hq_in_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\020_ta_win_hq_in\\ta_showcase_tank_destroyers_020_ta_win_hq_in_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\020_ta_win_hq_in\\ta_showcase_tank_destroyers_020_ta_win_hq_in_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\020_ta_win_hq_in\\ta_showcase_tank_destroyers_020_ta_win_hq_in_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\021_am_win_zulu\\ta_showcase_tank_destroyers_021_am_win_zulu_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\021_am_win_zulu\\ta_showcase_tank_destroyers_021_am_win_zulu_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\021_am_win_zulu\\ta_showcase_tank_destroyers_021_am_win_zulu_tdzulu_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\022_am_win_bet_lower\\ta_showcase_tank_destroyers_022_am_win_bet_lower_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\022_am_win_bet_lower\\ta_showcase_tank_destroyers_022_am_win_bet_lower_tdzulu_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\023_am_win_bet_equal\\ta_showcase_tank_destroyers_023_am_win_bet_equal_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\023_am_win_bet_equal\\ta_showcase_tank_destroyers_023_am_win_bet_equal_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\023_am_win_bet_equal\\ta_showcase_tank_destroyers_023_am_win_bet_equal_tdplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\023_am_win_bet_equal\\ta_showcase_tank_destroyers_023_am_win_bet_equal_tdzulu_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\024_am_win_bet_higher\\ta_showcase_tank_destroyers_024_am_win_bet_higher_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\024_am_win_bet_higher\\ta_showcase_tank_destroyers_024_am_win_bet_higher_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\024_am_win_bet_higher\\ta_showcase_tank_destroyers_024_am_win_bet_higher_tdzulu_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\025_eve_goats_killed_charlie\\ta_showcase_tank_destroyers_025_eve_goats_killed_charlie_tdcharlie_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\025_eve_goats_killed_charlie\\ta_showcase_tank_destroyers_025_eve_goats_killed_charlie_tdcharlie_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\026_eve_goats_killed\\ta_showcase_tank_destroyers_026_eve_goats_killed_tdcharlie_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\027_ex_rhino_lost_accident\\ta_showcase_tank_destroyers_027_ex_rhino_lost_accident_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\027_ex_rhino_lost_accident\\ta_showcase_tank_destroyers_027_ex_rhino_lost_accident_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\027_ex_rhino_lost_accident\\ta_showcase_tank_destroyers_027_ex_rhino_lost_accident_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\027_ex_rhino_lost_accident\\ta_showcase_tank_destroyers_027_ex_rhino_lost_accident_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\027_ex_rhino_lost_accident\\ta_showcase_tank_destroyers_027_ex_rhino_lost_accident_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\028_ex_rhino_lost\\ta_showcase_tank_destroyers_028_ex_rhino_lost_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\028_ex_rhino_lost\\ta_showcase_tank_destroyers_028_ex_rhino_lost_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\028_ex_rhino_lost\\ta_showcase_tank_destroyers_028_ex_rhino_lost_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\028_ex_rhino_lost\\ta_showcase_tank_destroyers_028_ex_rhino_lost_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\028_ex_rhino_lost\\ta_showcase_tank_destroyers_028_ex_rhino_lost_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\029_ex_aa_ignored\\ta_showcase_tank_destroyers_029_ex_aa_ignored_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\029_ex_aa_ignored\\ta_showcase_tank_destroyers_029_ex_aa_ignored_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\029_ex_aa_ignored\\ta_showcase_tank_destroyers_029_ex_aa_ignored_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\030_ex_yankee_gone\\ta_showcase_tank_destroyers_030_ex_yankee_gone_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\030_ex_yankee_gone\\ta_showcase_tank_destroyers_030_ex_yankee_gone_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\030_ex_yankee_gone\\ta_showcase_tank_destroyers_030_ex_yankee_gone_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\031_ex_win_zulu_gone\\ta_showcase_tank_destroyers_031_ex_win_zulu_gone_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\031_ex_win_zulu_gone\\ta_showcase_tank_destroyers_031_ex_win_zulu_gone_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\031_ex_win_zulu_gone\\ta_showcase_tank_destroyers_031_ex_win_zulu_gone_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\031_ex_win_zulu_gone\\ta_showcase_tank_destroyers_031_ex_win_zulu_gone_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\032_ex_leaving_ao\\ta_showcase_tank_destroyers_032_ex_leaving_ao_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\032_ex_leaving_ao\\ta_showcase_tank_destroyers_032_ex_leaving_ao_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\033_ex_left_ao\\ta_showcase_tank_destroyers_033_ex_left_ao_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\034_ex_darter_destroyed\\ta_showcase_tank_destroyers_034_ex_darter_destroyed_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\035_ex_fuel_leak\\ta_showcase_tank_destroyers_035_ex_fuel_leak_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\035_ex_fuel_leak\\ta_showcase_tank_destroyers_035_ex_fuel_leak_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\036_ex_fuel_leak_fail\\ta_showcase_tank_destroyers_036_ex_fuel_leak_fail_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\036_ex_fuel_leak_fail\\ta_showcase_tank_destroyers_036_ex_fuel_leak_fail_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\036_ex_fuel_leak_fail\\ta_showcase_tank_destroyers_036_ex_fuel_leak_fail_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\036_ex_fuel_leak_fail\\ta_showcase_tank_destroyers_036_ex_fuel_leak_fail_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\036_ex_fuel_leak_fail\\ta_showcase_tank_destroyers_036_ex_fuel_leak_fail_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\037_ex_zulu_gone\\ta_showcase_tank_destroyers_037_ex_zulu_gone_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\037_ex_zulu_gone\\ta_showcase_tank_destroyers_037_ex_zulu_gone_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\037_ex_zulu_gone\\ta_showcase_tank_destroyers_037_ex_zulu_gone_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\037_ex_zulu_gone\\ta_showcase_tank_destroyers_037_ex_zulu_gone_tdhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\001_int_introduction\\ta_tanks_m01_001_int_introduction_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\001_int_introduction\\ta_tanks_m01_001_int_introduction_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\001_int_introduction\\ta_tanks_m01_001_int_introduction_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\002_loc_no_access\\ta_tanks_m01_002_loc_no_access_arguard_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\002_loc_no_access\\ta_tanks_m01_002_loc_no_access_arguard_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\003_sfx_announcement_01\\ta_tanks_m01_003_sfx_announcement_01_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\003_sfx_announcement_01\\ta_tanks_m01_003_sfx_announcement_01_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\004_ap_nyx_close\\ta_tanks_m01_004_ap_nyx_close_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\004_ap_nyx_close\\ta_tanks_m01_004_ap_nyx_close_ardriver_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\004_ap_nyx_close\\ta_tanks_m01_004_ap_nyx_close_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\004_ap_nyx_close\\ta_tanks_m01_004_ap_nyx_close_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\004_ap_nyx_close\\ta_tanks_m01_004_ap_nyx_close_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\005_ta_nyx_inside\\ta_tanks_m01_005_ta_nyx_inside_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\005_ta_nyx_inside\\ta_tanks_m01_005_ta_nyx_inside_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\005_ta_nyx_inside\\ta_tanks_m01_005_ta_nyx_inside_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\005_ta_nyx_inside\\ta_tanks_m01_005_ta_nyx_inside_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\005_ta_nyx_inside\\ta_tanks_m01_005_ta_nyx_inside_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\005_ta_nyx_inside\\ta_tanks_m01_005_ta_nyx_inside_arplayer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_ardriver_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_ardriver_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_ardriver_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_ardriver_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_ardriver_5.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_ardriver_6.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_ardriver_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_ardriver_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_ardriver_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_arplayer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_ardriver_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_ardriver_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_arplayer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_arplayer_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_arplayer_5.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_arplayer_6.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\009_ap_checkpoint_a\\ta_tanks_m01_009_ap_checkpoint_a_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\010_ap_checkpoint_a_wait\\ta_tanks_m01_010_ap_checkpoint_a_wait_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_5.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_6.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_7.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arplayer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\012_am_checkpoint_a_report\\ta_tanks_m01_012_am_checkpoint_a_report_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\012_am_checkpoint_a_report\\ta_tanks_m01_012_am_checkpoint_a_report_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\012_am_checkpoint_a_report\\ta_tanks_m01_012_am_checkpoint_a_report_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\012_am_checkpoint_a_report\\ta_tanks_m01_012_am_checkpoint_a_report_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\013_eve_hunter_approach\\ta_tanks_m01_013_eve_hunter_approach_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\013_eve_hunter_approach\\ta_tanks_m01_013_eve_hunter_approach_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\013_eve_hunter_approach\\ta_tanks_m01_013_eve_hunter_approach_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\013_eve_hunter_approach\\ta_tanks_m01_013_eve_hunter_approach_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\014_eve_hunter\\ta_tanks_m01_014_eve_hunter_arhunter_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\015_eve_hunter_killed\\ta_tanks_m01_015_eve_hunter_killed_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\016_eve_hunter_alive_report\\ta_tanks_m01_016_eve_hunter_alive_report_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\016_eve_hunter_alive_report\\ta_tanks_m01_016_eve_hunter_alive_report_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\017_eve_hunter_dead_report\\ta_tanks_m01_017_eve_hunter_dead_report_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\018_eve_hunter_report_out\\ta_tanks_m01_018_eve_hunter_report_out_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\018_eve_hunter_report_out\\ta_tanks_m01_018_eve_hunter_report_out_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\019_ap_checkpoint_b\\ta_tanks_m01_019_ap_checkpoint_b_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\019_ap_checkpoint_b\\ta_tanks_m01_019_ap_checkpoint_b_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\019_ap_checkpoint_b\\ta_tanks_m01_019_ap_checkpoint_b_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\020_ap_checkpoint_b_alone\\ta_tanks_m01_020_ap_checkpoint_b_alone_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\020_ap_checkpoint_b_alone\\ta_tanks_m01_020_ap_checkpoint_b_alone_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\021_eve_checkpoint_b_report\\ta_tanks_m01_021_eve_checkpoint_b_report_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\021_eve_checkpoint_b_report\\ta_tanks_m01_021_eve_checkpoint_b_report_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\021_eve_checkpoint_b_report\\ta_tanks_m01_021_eve_checkpoint_b_report_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\021_eve_checkpoint_b_report\\ta_tanks_m01_021_eve_checkpoint_b_report_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\021_eve_checkpoint_b_report\\ta_tanks_m01_021_eve_checkpoint_b_report_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\021_eve_checkpoint_b_report\\ta_tanks_m01_021_eve_checkpoint_b_report_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\021_eve_checkpoint_b_report\\ta_tanks_m01_021_eve_checkpoint_b_report_arplayer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\022_ta_village_attack\\ta_tanks_m01_022_ta_village_attack_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\022_ta_village_attack\\ta_tanks_m01_022_ta_village_attack_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\022_ta_village_attack\\ta_tanks_m01_022_ta_village_attack_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\022_ta_village_attack\\ta_tanks_m01_022_ta_village_attack_arhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\022_ta_village_attack\\ta_tanks_m01_022_ta_village_attack_arhq_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\022_ta_village_attack\\ta_tanks_m01_022_ta_village_attack_arhq_5.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\022_ta_village_attack\\ta_tanks_m01_022_ta_village_attack_arhq_6.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\022_ta_village_attack\\ta_tanks_m01_022_ta_village_attack_arhq_7.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\022_ta_village_attack\\ta_tanks_m01_022_ta_village_attack_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\023_su_supports_available\\ta_tanks_m01_023_su_supports_available_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\023_su_supports_available\\ta_tanks_m01_023_su_supports_available_arvehicle_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\023_su_supports_available\\ta_tanks_m01_023_su_supports_available_arvehicle_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\024_ta_village_captured_in\\ta_tanks_m01_024_ta_village_captured_in_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\024_ta_village_captured_in\\ta_tanks_m01_024_ta_village_captured_in_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\025_ta_village_captured_na\\ta_tanks_m01_025_ta_village_captured_na_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\025_ta_village_captured_na\\ta_tanks_m01_025_ta_village_captured_na_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\026_ta_village_captured_none\\ta_tanks_m01_026_ta_village_captured_none_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\027_ta_village_captured_light\\ta_tanks_m01_027_ta_village_captured_light_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\028_ta_village_captured_heavy\\ta_tanks_m01_028_ta_village_captured_heavy_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\029_ta_village_captured_civilians\\ta_tanks_m01_029_ta_village_captured_civilians_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\030_ta_village_captured_civilians_none\\ta_tanks_m01_030_ta_village_captured_civilians_none_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\030_ta_village_captured_civilians_none\\ta_tanks_m01_030_ta_village_captured_civilians_none_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\031_ta_village_captured_civilians_light\\ta_tanks_m01_031_ta_village_captured_civilians_light_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\031_ta_village_captured_civilians_light\\ta_tanks_m01_031_ta_village_captured_civilians_light_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\031_ta_village_captured_civilians_light\\ta_tanks_m01_031_ta_village_captured_civilians_light_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\032_ta_village_captured_civilians_heavy\\ta_tanks_m01_032_ta_village_captured_civilians_heavy_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\032_ta_village_captured_civilians_heavy\\ta_tanks_m01_032_ta_village_captured_civilians_heavy_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\033_ta_village_captured_perfect_out\\ta_tanks_m01_033_ta_village_captured_perfect_out_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\033_ta_village_captured_perfect_out\\ta_tanks_m01_033_ta_village_captured_perfect_out_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\033_ta_village_captured_perfect_out\\ta_tanks_m01_033_ta_village_captured_perfect_out_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\033_ta_village_captured_perfect_out\\ta_tanks_m01_033_ta_village_captured_perfect_out_arhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\034_ta_village_captured_terrible_out\\ta_tanks_m01_034_ta_village_captured_terrible_out_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\034_ta_village_captured_terrible_out\\ta_tanks_m01_034_ta_village_captured_terrible_out_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\034_ta_village_captured_terrible_out\\ta_tanks_m01_034_ta_village_captured_terrible_out_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\034_ta_village_captured_terrible_out\\ta_tanks_m01_034_ta_village_captured_terrible_out_arhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\034_ta_village_captured_terrible_out\\ta_tanks_m01_034_ta_village_captured_terrible_out_arhq_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\034_ta_village_captured_terrible_out\\ta_tanks_m01_034_ta_village_captured_terrible_out_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\035_in_hunter_consequences_alive\\ta_tanks_m01_035_in_hunter_consequences_alive_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\035_in_hunter_consequences_alive\\ta_tanks_m01_035_in_hunter_consequences_alive_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\036_in_hunter_consequences_dead\\ta_tanks_m01_036_in_hunter_consequences_dead_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\036_in_hunter_consequences_dead\\ta_tanks_m01_036_in_hunter_consequences_dead_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\037_ta_village_captured_out\\ta_tanks_m01_037_ta_village_captured_out_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\038_eve_player_injured\\ta_tanks_m01_038_eve_player_injured_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\038_eve_player_injured\\ta_tanks_m01_038_eve_player_injured_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\039_eve_refuel\\ta_tanks_m01_039_eve_refuel_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\039_eve_refuel\\ta_tanks_m01_039_eve_refuel_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\040_eve_repair\\ta_tanks_m01_040_eve_repair_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\040_eve_repair\\ta_tanks_m01_040_eve_repair_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\041_eve_rearm\\ta_tanks_m01_041_eve_rearm_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\041_eve_rearm\\ta_tanks_m01_041_eve_rearm_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\042_su_support_inf\\ta_tanks_m01_042_su_support_inf_arinfantry_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\042_su_support_inf\\ta_tanks_m01_042_su_support_inf_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\043_su_support_nyx\\ta_tanks_m01_043_su_support_nyx_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\043_su_support_nyx\\ta_tanks_m01_043_su_support_nyx_arvehicle_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\044_eve_earthquake_alone\\ta_tanks_m01_044_eve_earthquake_alone_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\045_eve_earthquake\\ta_tanks_m01_045_eve_earthquake_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\045_eve_earthquake\\ta_tanks_m01_045_eve_earthquake_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\045_eve_earthquake\\ta_tanks_m01_045_eve_earthquake_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\046_eve_support_inf_close\\ta_tanks_m01_046_eve_support_inf_close_arinfantry_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\046_eve_support_inf_close\\ta_tanks_m01_046_eve_support_inf_close_arinfantry_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\047_eve_support_inf_casualties_light\\ta_tanks_m01_047_eve_support_inf_casualties_light_arinfantry_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\047_eve_support_inf_casualties_light\\ta_tanks_m01_047_eve_support_inf_casualties_light_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\048_eve_support_inf_casualties_heavy\\ta_tanks_m01_048_eve_support_inf_casualties_heavy_arinfantry_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\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11_am_tanks_spotted01_ardefenderb_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\011_am_tanks_spotted01\\ta_tanks_m03_011_am_tanks_spotted01_ardefenderb_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\011_am_tanks_spotted01\\ta_tanks_m03_011_am_tanks_spotted01_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\012_am_tanks_spotted02\\ta_tanks_m03_012_am_tanks_spotted02_ardefenderd_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\012_am_tanks_spotted02\\ta_tanks_m03_012_am_tanks_spotted02_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\012_am_tanks_spotted02\\ta_tanks_m03_012_am_tanks_spotted02_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\013_am_tanks_destroyed\\ta_tanks_m03_013_am_tanks_destroyed_ardefenderd_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\013_am_tanks_destroyed\\ta_tanks_m03_013_am_tanks_destroyed_ardefenderd_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\013_am_tanks_destroyed\\ta_tanks_m03_013_am_tanks_destroyed_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\014_am_artemis_wiped_out\\ta_tanks_m03_014_am_artemis_wiped_out_ardefenderd_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\014_am_artemis_wiped_out\\ta_tanks_m03_014_am_artemis_wiped_out_ardefenderd_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\014_am_artemis_wiped_out\\ta_tanks_m03_014_am_artemis_wiped_out_ardefenderd_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\014_am_artemis_wiped_out\\ta_tanks_m03_014_am_artemis_wiped_out_ardefenderd_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\014_am_artemis_wiped_out\\ta_tanks_m03_014_am_artemis_wiped_out_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\014_am_artemis_wiped_out\\ta_tanks_m03_014_am_artemis_wiped_out_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_ardefenderb_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_ardefenderb_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_ardefenderb_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_arhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_arhq_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_arhq_5.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_arhq_6.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\016_am_panagia\\ta_tanks_m03_016_am_panagia_ardefendera_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\016_am_panagia\\ta_tanks_m03_016_am_panagia_ardefendera_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\016_am_panagia\\ta_tanks_m03_016_am_panagia_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\016_am_panagia\\ta_tanks_m03_016_am_panagia_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\017_am_first_line_broken\\ta_tanks_m03_017_am_first_line_broken_ardefenderc_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\017_am_first_line_broken\\ta_tanks_m03_017_am_first_line_broken_ardefenderc_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\018_ta_defense_succeeded_in\\ta_tanks_m03_018_ta_defense_succeeded_in_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\018_ta_defense_succeeded_in\\ta_tanks_m03_018_ta_defense_succeeded_in_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\018_ta_defense_succeeded_in\\ta_tanks_m03_018_ta_defense_succeeded_in_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\019_ta_defense_succeeded_alone_in\\ta_tanks_m03_019_ta_defense_succeeded_alone_in_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\019_ta_defense_succeeded_alone_in\\ta_tanks_m03_019_ta_defense_succeeded_alone_in_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\020_ta_defence_succeeded_panagia\\ta_tanks_m03_020_ta_defence_succeeded_panagia_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\020_ta_defence_succeeded_panagia\\ta_tanks_m03_020_ta_defence_succeeded_panagia_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\020_ta_defence_succeeded_panagia\\ta_tanks_m03_020_ta_defence_succeeded_panagia_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\020_ta_defence_succeeded_panagia\\ta_tanks_m03_020_ta_defence_succeeded_panagia_arhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\020_ta_defence_succeeded_panagia\\ta_tanks_m03_020_ta_defence_succeeded_panagia_arhq_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\020_ta_defence_succeeded_panagia\\ta_tanks_m03_020_ta_defence_succeeded_panagia_arhq_5.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\021_ta_defence_succeeded_panagia_affirmative_out\\ta_tanks_m03_021_ta_defence_succeeded_panagia_affirmative_out_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\022_ta_defence_succeeded_panagia_negative_in\\ta_tanks_m03_022_ta_defence_succeeded_panagia_negative_in_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\022_ta_defence_succeeded_panagia_negative_in\\ta_tanks_m03_022_ta_defence_succeeded_panagia_negative_in_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\023_ta_defence_succeeded_panagia_negative_out\\ta_tanks_m03_023_ta_defence_succeeded_panagia_negative_out_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\023_ta_defence_succeeded_panagia_negative_out\\ta_tanks_m03_023_ta_defence_succeeded_panagia_negative_out_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\023_ta_defence_succeeded_panagia_negative_out\\ta_tanks_m03_023_ta_defence_succeeded_panagia_negative_out_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\023_ta_defence_succeeded_panagia_negative_out\\ta_tanks_m03_023_ta_defence_succeeded_panagia_negative_out_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\023_ta_defence_succeeded_panagia_negative_out\\ta_tanks_m03_023_ta_defence_succeeded_panagia_negative_out_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\023_ta_defence_succeeded_panagia_negative_out\\ta_tanks_m03_023_ta_defence_succeeded_panagia_negative_out_arplayer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\024_ta_defence_succeeded_panagia_negative_tank_damaged\\ta_tanks_m03_024_ta_defence_succeeded_panagia_negative_tank_damaged_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\024_ta_defence_succeeded_panagia_negative_tank_damaged\\ta_tanks_m03_024_ta_defence_succeeded_panagia_negative_tank_damaged_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\024_ta_defence_succeeded_panagia_negative_tank_damaged\\ta_tanks_m03_024_ta_defence_succeeded_panagia_negative_tank_damaged_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\024_ta_defence_succeeded_panagia_negative_tank_damaged\\ta_tanks_m03_024_ta_defence_succeeded_panagia_negative_tank_damaged_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\025_ta_defence_succeeded_panagia_negative_tank_damaged_out\\ta_tanks_m03_025_ta_defence_succeeded_panagia_negative_tank_damaged_out_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he\\ta_tanks_m03_026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he\\ta_tanks_m03_026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he\\ta_tanks_m03_026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he\\ta_tanks_m03_026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\027_eve_hurry_up\\ta_tanks_m03_027_eve_hurry_up_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\027_eve_hurry_up\\ta_tanks_m03_027_eve_hurry_up_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\027_eve_hurry_up\\ta_tanks_m03_027_eve_hurry_up_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\027_eve_hurry_up\\ta_tanks_m03_027_eve_hurry_up_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\028_ta_mission_complete\\ta_tanks_m03_028_ta_mission_complete_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\028_ta_mission_complete\\ta_tanks_m03_028_ta_mission_complete_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\028_ta_mission_complete\\ta_tanks_m03_028_ta_mission_complete_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\028_ta_mission_complete\\ta_tanks_m03_028_ta_mission_complete_arhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\028_ta_mission_complete\\ta_tanks_m03_028_ta_mission_complete_arhq_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\028_ta_mission_complete\\ta_tanks_m03_028_ta_mission_complete_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\029_ta_angara01_destroyed\\ta_tanks_m03_029_ta_angara01_destroyed_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\029_ta_angara01_destroyed\\ta_tanks_m03_029_ta_angara01_destroyed_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\030_am_blackfoot_message\\ta_tanks_m03_030_am_blackfoot_message_arpilot_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\030_am_blackfoot_message\\ta_tanks_m03_030_am_blackfoot_message_arpilot_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\030_am_blackfoot_message\\ta_tanks_m03_030_am_blackfoot_message_arpilot_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\031_eve_enemy_tank_destroyed01\\ta_tanks_m03_031_eve_enemy_tank_destroyed01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\032_eve_enemy_tank_destroyed02\\ta_tanks_m03_032_eve_enemy_tank_destroyed02_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\032_eve_enemy_tank_destroyed02\\ta_tanks_m03_032_eve_enemy_tank_destroyed02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\033_ex_angara01_destroyed\\ta_tanks_m03_033_ex_angara01_destroyed_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\034_ex_angara_destroyed\\ta_tanks_m03_034_ex_angara_destroyed_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\034_ex_angara_destroyed\\ta_tanks_m03_034_ex_angara_destroyed_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\035_ex_angara_destroyed_alone\\ta_tanks_m03_035_ex_angara_destroyed_alone_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\035_ex_angara_destroyed_alone\\ta_tanks_m03_035_ex_angara_destroyed_alone_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\036_eve_player_injured\\ta_tanks_m03_036_eve_player_injured_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\037_ex_leaving_ao\\ta_tanks_m03_037_ex_leaving_ao_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\038_ex_left_ao\\ta_tanks_m03_038_ex_left_ao_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\038_ex_left_ao\\ta_tanks_m03_038_ex_left_ao_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\038_ex_left_ao\\ta_tanks_m03_038_ex_left_ao_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\039_intro\\ta_tanks_m03_039_intro_01_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\039_intro\\ta_tanks_m03_039_intro_01_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\039_intro\\ta_tanks_m03_039_intro_02_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\039_intro\\ta_tanks_m03_039_intro_02_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\039_intro\\ta_tanks_m03_039_intro_03_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\039_intro\\ta_tanks_m03_039_intro_03_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\039_intro\\ta_tanks_m03_039_intro_04_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_01a_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_01b_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_02_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_02_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_03a_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_03b_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_04_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_05_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_05a_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_05b_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_06a_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_06a_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_06b_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_06b_02_arplayer_0.ogg\"\n```\n\n#### dubbing_f_warlords\n\n```\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\airdrop.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\canceled.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\defeat.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\destination.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\dropzone.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\enemy_advancing.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\fast_travel.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\incoming.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\initialized.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\lost.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\reset.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\scan.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\scan_terminated.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\sector.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\seized.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\selected.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\under_attack.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\victory.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\voting.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\airdrop.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\canceled.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\defeat.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\destination.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\dropzone.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\enemy_advancing.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\fast_travel.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\incoming.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\initialized.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\lost.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\reset.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\scan.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\scan_terminated.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\sector.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\seized.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\selected.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\under_attack.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\victory.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\voting.ogg\"\n```\n\n#### missions_f\\data\n\n```\n\"a3\\missions_f\\data\\sounds\\border_in.ogg\"\n\"a3\\missions_f\\data\\sounds\\border_out.ogg\"\n\"a3\\missions_f\\data\\sounds\\click.wss\"\n\"a3\\missions_f\\data\\sounds\\radio_track_01.ogg\"\n\"a3\\missions_f\\data\\sounds\\radio_track_02.ogg\"\n\"a3\\missions_f\\data\\sounds\\radio_track_03.ogg\"\n```\n\n#### missions_f_beta\\data\n\n```\n\"a3\\missions_f_beta\\data\\sounds\\eaudecombat_radio.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\checkpoint_clear.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\checkpoint_not_clear.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\course_active.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\course_active2.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\drill_finish.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\drill_start.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\skeet_launch1.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\skeet_launch2.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\target_pop-down_large.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\target_pop-down_small.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\target_pop-up_large.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\target_pop-up_small.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\timer.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\showcase_night\\flare_loop.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\showcase_night\\flaregun_1.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\showcase_night\\flaregun_2.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\showcase_night\\flaregun_3.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\showcase_night\\flaregun_4.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\showcase_night\\flaregun_shoot.wss\"\n```\n\n#### missions_f_bootcamp\\data\n\n```\n\"a3\\missions_f_bootcamp\\data\\sounds\\assemble_target.wss\"\n\"a3\\missions_f_bootcamp\\data\\sounds\\surrender_fall.wss\"\n\"a3\\missions_f_bootcamp\\data\\sounds\\surrender_stand_up.wss\"\n\"a3\\missions_f_bootcamp\\data\\sounds\\vr_goggles.wss\"\n\"a3\\missions_f_bootcamp\\data\\sounds\\vr_shutdown.wss\"\n\"a3\\missions_f_bootcamp\\data\\sounds\\wind_big.wss\"\n\"a3\\missions_f_bootcamp\\data\\sounds\\wind_normal.wss\"\n\"a3\\missions_f_bootcamp\\data\\sounds\\wind_small.wss\"\n```\n\n#### missions_f_epa\\data\n\n```\n\"a3\\missions_f_epa\\data\\music\\defcon.ogg\"\n\"a3\\missions_f_epa\\data\\music\\fallout.ogg\"\n\"a3\\missions_f_epa\\data\\music\\mad.ogg\"\n\"a3\\missions_f_epa\\data\\music\\radio_music.ogg\"\n\"a3\\missions_f_epa\\data\\music\\skynet.ogg\"\n\"a3\\missions_f_epa\\data\\music\\wasteland.ogg\"\n\"a3\\missions_f_epa\\data\\sounds\\acts_carfixingwheel.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\acts_sittingjumpingsaluting_out.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\b_in_intro.ogg\"\n\"a3\\missions_f_epa\\data\\sounds\\burning_car_loop1.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\burning_car_loop2.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\combat_deafness.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\crowd2.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\electricity_loop.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\fall_into_water.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\hubbriefing_a_m02.ogg\"\n\"a3\\missions_f_epa\\data\\sounds\\lights_off.ogg\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_01.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_02.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_03.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_04.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_05.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_06.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_07.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_08.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_01.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_02.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_03.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_04.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_05.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_06.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_07.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_08.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyc_01.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyc_02.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyc_03.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyc_04.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyc_05.wss\"\n```\n\n#### missions_f_exp\\data\n\n```\n\"a3\\missions_f_exp\\data\\sounds\\exp_m04_flare.wss\"\n\"a3\\missions_f_exp\\data\\sounds\\exp_m05_dramatic.wss\"\n\"a3\\missions_f_exp\\data\\sounds\\exp_m07_lightsoff_01.wss\"\n\"a3\\missions_f_exp\\data\\sounds\\exp_m07_lightsoff_02.wss\"\n\"a3\\missions_f_exp\\data\\sounds\\exp_m07_lightsoff_03.wss\"\n\"a3\\missions_f_exp\\data\\sounds\\exp_m07_lightson_01.wss\"\n\"a3\\missions_f_exp\\data\\sounds\\exp_m07_lightson_02.wss\"\n\"a3\\missions_f_exp\\data\\sounds\\exp_m07_lightson_03.wss\"\n```\n\n#### missions_f_oldman\n\n```\n\"a3\\missions_f_oldman\\data\\sound\\beep.ogg\"\n\"a3\\missions_f_oldman\\data\\sound\\carradio_tunning\\carradio_tunning_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\carradio_tunning\\carradio_tunning_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\carradio_tunning\\carradio_tunning_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\carradio_tunning\\carradio_tunning_04.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\carradio_tunning\\carradio_tunning_05.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\carradio_tunning\\carradio_tunning_06.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\computer\\computer-systemstart_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\computer\\computer-systemstart_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\computer\\computer-systemstart_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\computer\\computer-systemstart_04.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\computer\\reboot.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\door_knock\\knocking_awake_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\door_knock\\knocking_awake_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\door_knock\\knocking_awake_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\door_knock\\knocking_awake_04.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\door_knock\\knocking_awake_05.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\door_knock\\knocking_hard.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\energy_hum\\energy_hum_loop.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\flare.ogg\"\n\"a3\\missions_f_oldman\\data\\sound\\flare\\flare.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\flies\\flies-mosquitos.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\flies\\flies-mosquitos_v2.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\flies\\flies-mosquitos_v3.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\flies\\flies_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\gendarmerie_awareness_end.ogg\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_body\\1sec\\intel_body_1sec_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_body\\1sec\\intel_body_1sec_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_body\\1sec\\intel_body_1sec_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_body\\2sec\\intel_body_2sec_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_body\\2sec\\intel_body_2sec_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_body\\2sec\\intel_body_2sec_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_laptop\\1sec\\intel_laptop_1sec_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_laptop\\1sec\\intel_laptop_1sec_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_laptop\\1sec\\intel_laptop_1sec_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_laptop\\2sec\\intel_laptop_2sec_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_laptop\\2sec\\intel_laptop_2sec_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_laptop\\2sec\\intel_laptop_2sec_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_pc\\1sec\\intel_pc_1sec_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_pc\\1sec\\intel_pc_1sec_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_pc\\1sec\\intel_pc_1sec_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_pc\\2sec\\intel_pc_2sec_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_pc\\2sec\\intel_pc_2sec_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_pc\\2sec\\intel_pc_2sec_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intro\\airbase.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intro\\battle.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intro\\legion.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intro\\map.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intro\\syndikat.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\light_switch\\light_switch_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\light_switch\\light_switch_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\light_switch\\light_switch_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\music01.ogg\"\n\"a3\\missions_f_oldman\\data\\sound\\music02.ogg\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\airport.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\construction.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\forestdead.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\garage.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\jungledead.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\lab.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\trucks.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\underwater.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone\\camera\\phone_camera_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone\\typing\\phone_typing_noswoosh.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone\\typing\\phone_typing_wswoosh.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\calling_tone\\phone_calling_noanswer_tone.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\chime\\phone_chime_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\chime\\phone_chime_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\chime\\phone_chime_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\chime\\phone_chime_03_low.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\chime\\phone_chime_04.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\chime\\phone_chime_05.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\chime\\phone_chime_06.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\vibration\\phone_vibrate.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_04.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_05.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_06.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_07.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_08.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_09.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\vibration\\phone_sms_vibrate_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_04.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_05.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_06.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_07.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_09.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_10.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_11.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_12.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_13.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\refueling\\refueling_end.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\refueling\\refueling_loop.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\refueling\\refueling_start.wss\"\n\"a3\\missions_f_oldman\\music\\arrival.ogg\"\n\"a3\\missions_f_oldman\\music\\probediscovered01.ogg\"\n\"a3\\missions_f_oldman\\music\\probediscovered02.ogg\"\n```\n\n#### missions_f_tank\\data\n\n```\n\"a3\\missions_f_tank\\data\\sounds\\engineerwork.wss\"\n\"a3\\missions_f_tank\\data\\sounds\\enginefail01.wss\"\n\"a3\\missions_f_tank\\data\\sounds\\enginefail02.wss\"\n\"a3\\missions_f_tank\\data\\sounds\\enginefail03.wss\"\n\"a3\\missions_f_tank\\data\\sounds\\enginefail04.wss\"\n\"a3\\missions_f_tank\\data\\sounds\\powergenerator.wss\"\n\"a3\\missions_f_tank\\data\\sounds\\powergenerator2.wss\"\n```\n\n#### music_f\\music\n\n```\n\"a3\\music_f\\music\\ambienttrack01_f.ogg\"\n\"a3\\music_f\\music\\ambienttrack01a_f.ogg\"\n\"a3\\music_f\\music\\ambienttrack01b_f.ogg\"\n\"a3\\music_f\\music\\ambienttrack03_f.ogg\"\n\"a3\\music_f\\music\\ambienttrack04_f.ogg\"\n\"a3\\music_f\\music\\ambienttrack04a_f.ogg\"\n\"a3\\music_f\\music\\backgroundtrack01_f.ogg\"\n\"a3\\music_f\\music\\backgroundtrack01a_f.ogg\"\n\"a3\\music_f\\music\\backgroundtrack02_f.ogg\"\n\"a3\\music_f\\music\\backgroundtrack03_f.ogg\"\n\"a3\\music_f\\music\\leadtrack01_f.ogg\"\n\"a3\\music_f\\music\\leadtrack01a_f.ogg\"\n\"a3\\music_f\\music\\leadtrack01b_f.ogg\"\n\"a3\\music_f\\music\\leadtrack01c_f.ogg\"\n\"a3\\music_f\\music\\leadtrack02_f.ogg\"\n\"a3\\music_f\\music\\leadtrack03_f.ogg\"\n\"a3\\music_f\\music\\leadtrack04_f.ogg\"\n\"a3\\music_f\\music\\leadtrack04a_f.ogg\"\n\"a3\\music_f\\music\\leadtrack05_f.ogg\"\n\"a3\\music_f\\music\\leadtrack06_f.ogg\"\n```\n\n#### music_f_argo\n\n```\n\"a3\\music_f_argo\\music\\leadtrack01_f_malden.ogg\"\n\"a3\\music_f_argo\\music\\leadtrack02_f_malden.ogg\"\n```\n\n#### music_f_bootcamp\\music\n\n```\n\"a3\\music_f_bootcamp\\music\\leadtrack01_f_bootcamp.ogg\"\n\"a3\\music_f_bootcamp\\music\\leadtrack01b_f_bootcamp.ogg\"\n\"a3\\music_f_bootcamp\\music\\leadtrack02_f_bootcamp.ogg\"\n\"a3\\music_f_bootcamp\\music\\leadtrack03_f_bootcamp.ogg\"\n```\n\n#### music_f_enoch\\music\n\n```\n\"a3\\music_f_enoch\\music\\acclivity_dawn.ogg\"\n\"a3\\music_f_enoch\\music\\anomaly_07_05_v1.ogg\"\n\"a3\\music_f_enoch\\music\\anomaly_07_05_v2.ogg\"\n\"a3\\music_f_enoch\\music\\contact.ogg\"\n\"a3\\music_f_enoch\\music\\failed_contact.ogg\"\n\"a3\\music_f_enoch\\music\\infighting.ogg\"\n\"a3\\music_f_enoch\\music\\main_menu_jukebox.ogg\"\n\"a3\\music_f_enoch\\music\\music_battle_alien_loop_01.ogg\"\n\"a3\\music_f_enoch\\music\\music_battle_alien_loop_02.ogg\"\n\"a3\\music_f_enoch\\music\\music_battle_alien_loop_03.ogg\"\n\"a3\\music_f_enoch\\music\\music_battle_human_loop.ogg\"\n\"a3\\music_f_enoch\\music\\music_credits_contact.ogg\"\n\"a3\\music_f_enoch\\music\\music_failed_contact_02.ogg\"\n\"a3\\music_f_enoch\\music\\music_freeroam_01_missionstart.ogg\"\n\"a3\\music_f_enoch\\music\\music_freeroam_02_missionstart.ogg\"\n\"a3\\music_f_enoch\\music\\music_freeroam_battle_human_loop.ogg\"\n\"a3\\music_f_enoch\\music\\music_freeroam_russian_theme_loop.ogg\"\n\"a3\\music_f_enoch\\music\\music_freeroam_suspended_loop_01.ogg\"\n\"a3\\music_f_enoch\\music\\music_hostile_drone_close_01.ogg\"\n\"a3\\music_f_enoch\\music\\music_intro_02_emp_tension_01.ogg\"\n\"a3\\music_f_enoch\\music\\music_intro_02_missionstart.ogg\"\n\"a3\\music_f_enoch\\music\\music_intro_03_missionstart.ogg\"\n\"a3\\music_f_enoch\\music\\music_outro2_ending.ogg\"\n\"a3\\music_f_enoch\\music\\music_roaming_night_fragment_01_20s.ogg\"\n\"a3\\music_f_enoch\\music\\music_roaming_night_fragment_01_30s.ogg\"\n\"a3\\music_f_enoch\\music\\music_roaming_night_fragment_01_60s.ogg\"\n\"a3\\music_f_enoch\\music\\music_roaming_night_fragment_02_30s.ogg\"\n\"a3\\music_f_enoch\\music\\music_roaming_night_fragment_02_60s.ogg\"\n\"a3\\music_f_enoch\\music\\music_roaming_night_fragment_03_60s.ogg\"\n\"a3\\music_f_enoch\\music\\music_suspended_loop_01.ogg\"\n\"a3\\music_f_enoch\\music\\music_tension_loop_01.ogg\"\n\"a3\\music_f_enoch\\music\\night_eyes_zero_one.ogg\"\n\"a3\\music_f_enoch\\music\\night_eyes_zero_two.ogg\"\n\"a3\\music_f_enoch\\music\\sharper_claws.ogg\"\n\"a3\\music_f_enoch\\music\\sunrise_zero_one.ogg\"\n\"a3\\music_f_enoch\\music\\sunrise_zero_two.ogg\"\n\"a3\\music_f_enoch\\music\\this_is_war_6th_anniversary_remix.ogg\"\n\"a3\\music_f_enoch\\music\\thisiswara_leadtrack01a_f.ogg\"\n\"a3\\music_f_enoch\\music\\transilience.ogg\"\n\"a3\\music_f_enoch\\music\\transitions\\music_transition_tension_battle_01.wss\"\n\"a3\\music_f_enoch\\music\\wavering_base.ogg\"\n```\n\n#### music_f_epa\\music\n\n```\n\"a3\\music_f_epa\\music\\eventtrack01_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\eventtrack01a_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\eventtrack02_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\eventtrack02a_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\eventtrack03_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\eventtrack03a_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\leadtrack01_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\leadtrack02_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\leadtrack02a_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\leadtrack02b_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\leadtrack03_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\leadtrack03a_f_epa.ogg\"\n```\n\n#### music_f_epb\\music\n\n```\n\"a3\\music_f_epb\\music\\ambienttrack01_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\backgroundtrack01_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack01_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack01a_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack02_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack02a_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack03_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack03a_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack04_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack04a_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack01_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack01a_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack02_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack02a_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack02b_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack03_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack03a_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack04_f_epb.ogg\"\n```\n\n#### music_f_epc\\music\n\n```\n\"a3\\music_f_epc\\music\\backgroundtrack01_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\backgroundtrack02_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\backgroundtrack03_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\backgroundtrack04_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\c_ea_radiobroadcast1.ogg\"\n\"a3\\music_f_epc\\music\\c_ea_radiobroadcast2.ogg\"\n\"a3\\music_f_epc\\music\\c_ea_radiomusic1.ogg\"\n\"a3\\music_f_epc\\music\\c_ea_radiomusic2.ogg\"\n\"a3\\music_f_epc\\music\\eventtrack01_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\eventtrack02_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\eventtrack02b_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\eventtrack03_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\leadtrack01_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\leadtrack02_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\leadtrack03_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\leadtrack04_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\leadtrack05_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\leadtrack06_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\leadtrack06b_f_epc.ogg\"\n```\n\n#### music_f_exp\\music\n\n```\n\"a3\\music_f_exp\\music\\ambienttrack01_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\ambienttrack01a_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\ambienttrack01b_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\ambienttrack02_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\ambienttrack02a_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\ambienttrack02b_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\ambienttrack02c_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\ambienttrack02d_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\leadtrack01_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\leadtrack01a_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\leadtrack01b_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\leadtrack01c_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\leadtrack02_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\leadtrack03_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\leadtrack04_f_exp.ogg\"\n```\n\n#### music_f_heli\\music\n\n```\n\"a3\\music_f_heli\\music\\leadtrack01_f_heli.ogg\"\n```\n\n#### music_f_jets\n\n```\n\"a3\\music_f_jets\\music\\eventtrack01_f_jets.ogg\"\n\"a3\\music_f_jets\\music\\leadtrack01_f_jets.ogg\"\n\"a3\\music_f_jets\\music\\leadtrack02_f_jets.ogg\"\n```\n\n#### music_f_mark\\music\n\n```\n\"a3\\music_f_mark\\music\\leadtrack01_f_mark.ogg\"\n\"a3\\music_f_mark\\music\\leadtrack02_f_mark.ogg\"\n\"a3\\music_f_mark\\music\\leadtrack03_f_mark.ogg\"\n```\n\n#### music_f_oldman\\music\n\n```\n\"a3\\music_f_oldman\\music\\intro.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_02.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_03.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_04.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_05.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_06.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_07.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_08.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_09.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_10.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_11.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_12.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_13.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_14.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_15.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_16.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_17.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_18.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_19.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_20.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\dance\\track_d_01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\dance\\track_d_02.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\dance\\track_d_03.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\metal\\track_m_01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\metal\\track_m_02.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\metal\\track_m_03.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_aircraft.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_arrest.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_backonline.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_checkpoints.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_csat_convoy_attacked.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_depot_fail.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_depot_success.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_depot_success_alone.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_execution.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_gendarme_raid_oumere.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_hostels.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_house_destroyed.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_idap.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_infection01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_jingle.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_malaria_boise_secured.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_malaria_galili_secured.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_malaria_luganville_secured.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_malaria_savaka_secured.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_outbreak_boise.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_outbreak_galili.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_outbreak_savaka.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_power_plant.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_radar_destroyed.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_rebels_attack_lugganville.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_rescued.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_sugar_company.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_warnings_b.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_weapons.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_weapons_prohibited.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_weather01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_02.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_03.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_04.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_05.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_06.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_07.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_08.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_09.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_10.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_11.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_12.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_13.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_14.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_15.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_16.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_02.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_03.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_04.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_05.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_06.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_07.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_08.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_09.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_10.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_11.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_12.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_13.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_14.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_15.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_16.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_17.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_18.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_02.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_03.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_04.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_05.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_06.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_07.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_08.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_09.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_10.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_11.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_12.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_13.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_14.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_15.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_16.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_17.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_18.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_19.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_20.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_21.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_22.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_23.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_24.ogg\"\n```\n\n#### music_f_orange\n\n```\n\"a3\\music_f_orange\\music\\ambienttrack01_f_orange.ogg\"\n\"a3\\music_f_orange\\music\\ambienttrack02_f_orange.ogg\"\n\"a3\\music_f_orange\\music\\eventtrack01_f_orange.ogg\"\n\"a3\\music_f_orange\\music\\eventtrack02_f_orange.ogg\"\n\"a3\\music_f_orange\\music\\leadtrack01_f_orange.ogg\"\n```\n\n#### music_f_tank\n\n```\n\"a3\\music_f_tank\\ambienttrack01_f_tank.ogg\"\n\"a3\\music_f_tank\\leadtrack01_f_tank.ogg\"\n\"a3\\music_f_tank\\leadtrack02_f_tank.ogg\"\n\"a3\\music_f_tank\\leadtrack03_f_tank.ogg\"\n\"a3\\music_f_tank\\leadtrack04_f_tank.ogg\"\n\"a3\\music_f_tank\\leadtrack05_f_tank.ogg\"\n\"a3\\music_f_tank\\leadtrack06_f_tank.ogg\"\n\"a3\\music_f_tank\\maintheme_f_tank.ogg\"\n```\n\n#### sounds_f\n\n```\n\"a3\\sounds_f\\air\\heli_attack_01\\close.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_ext_engine.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_ext_rotor.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_ext_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_ext_rotor_normal.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_ext_start.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_ext_stop.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_int_engine.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_int_rotor.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_int_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_int_rotor_normal.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_int_start.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_int_stop.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\hind_swist.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\open.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\rotor_swist.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\alarm.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_door.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_ext_engine.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_ext_rotor.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_ext_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_ext_start.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_ext_start2.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_ext_stop.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_ext_stop2.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_int_engine.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_int_rotor.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_int_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_int_start.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_int_start2.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_int_stop.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_int_stop2.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\open.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\rotor_swist.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\crash.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_door.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_engine.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_engine_old.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_rotor_high_new.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_rotor_normal.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_rotor_normal_new.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_start.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_stop.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_int_engine.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_int_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_int_rotor_normal.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_int_start.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_int_stop.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\noise.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\rotor_swist.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\warning.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\close.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\crash.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_engine.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_engine_v2.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_rotor_normal.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_start.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_start_v2.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_stop.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_stop_v2.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_engine.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_engine_v2.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_rotor_normal.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_start.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_start_v2.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_stop.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_stop_v2.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\noise_heli_light_02-int_specific.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\noise_heli_light_02-specific.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\open.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\rotor_swist.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\crash.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_ext_engine.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_ext_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_ext_rotor_low.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_ext_start.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_ext_stop.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_int_engine.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_int_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_int_rotor_low.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_int_start.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_int_stop.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\open_close.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\rotor_swist.wss\"\n\"a3\\sounds_f\\air\\noises\\crash-heli1.wss\"\n\"a3\\sounds_f\\air\\noises\\crash-heli2.wss\"\n\"a3\\sounds_f\\air\\noises\\heli_get_in.wss\"\n\"a3\\sounds_f\\air\\noises\\heli_get_in2.wss\"\n\"a3\\sounds_f\\air\\noises\\heli_get_out.wss\"\n\"a3\\sounds_f\\air\\noises\\heli_get_out2.wss\"\n\"a3\\sounds_f\\air\\noises\\plane_cas01_cabinclose.wss\"\n\"a3\\sounds_f\\air\\noises\\plane_cas01_cabinopen.wss\"\n\"a3\\sounds_f\\air\\noises\\plane_cas02_cabinclose.wss\"\n\"a3\\sounds_f\\air\\noises\\plane_cas02_cabinopen.wss\"\n\"a3\\sounds_f\\air\\noises\\plane_fighter03_cabinclose.wss\"\n\"a3\\sounds_f\\air\\noises\\plane_fighter03_cabinopen.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_engine-forsage.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_engine-forsage2.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_engine-forsage3far.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_engine-high.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_engine-hihg.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_engine.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_start.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_stop.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\buzzard_getin.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\getin.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\getout.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\noise.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\noise_int.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03-fors_ext.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03-fors_int.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03-start_ext.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03-start_int.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03-stop_ext.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03-stop_int.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03_engi_ext.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03_engi_int.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03_low_ext.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03_low_int.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_1hooklock.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_1hookunlock.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_4hookslock.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_4hooksunlock.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_enginedownendext.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_enginedownendint.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_enginedownext.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_enginedownint.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_engineupendext.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_engineupendint.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_engineupext.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_engineupint.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_rope_break.wss\"\n\"a3\\sounds_f\\air\\uav_01\\blade.wss\"\n\"a3\\sounds_f\\air\\uav_01\\blade_high.wss\"\n\"a3\\sounds_f\\air\\uav_01\\blade_high_int.wss\"\n\"a3\\sounds_f\\air\\uav_01\\blade_int.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_1.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_2.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_3.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_4.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_5.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_6.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_7.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_8.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_9.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_engine_full_01.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_engine_full_int.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_start_full_01.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_start_full_int.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_stop_full_01.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_stop_full_int.wss\"\n\"a3\\sounds_f\\air\\uav_02\\noise.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_forsage_ext.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_forsage_int.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_high_ext.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_high_int.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_low_ext.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_low_int.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_start_ext.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_start_int.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_stop_ext.wss\"\n\"a3\\sound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dirt_shotgun_15.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\dirt_shotgun_16.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\dirt_shotgun_17.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\dirt_shotgun_18.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_01.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_02.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_03.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_04.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_05.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_06.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_07.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_08.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_09.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_10.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_11.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_12.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_13.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_14.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_15.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_16.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_17.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_18.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\grass_shotgun_19.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\gravel_shotgun_01.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\gravel_shotgun_02.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\gravel_shotgun_03.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\gravel_shotgun_04.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\gravel_shotgun_05.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\gravel_shotgun_06.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\gravel_shotgun_07.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\gravel_shotgun_08.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\gravel_shotgun_09.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\gravel_shotgun_10.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\gravel_shotgun_11.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\gravel_shotgun_12.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\gravel_shotgun_13.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\gravel_shotgun_14.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\metal_shotgun_01.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\metal_shotgun_02.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\metal_shotgun_03.wss\"\n\"a3\\sounds_f\\weapons\\shells\\shotgun\\metal_shotgun_04.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-01.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-02.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-03.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-04.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-05.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-06.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-07.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-08.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-09.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-10.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-11.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-12.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-13.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-14.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-15.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-16.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-17.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-18.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-19.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-20.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-21.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-22.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-23.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-24.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-25.wss\"\n\"a3\\sounds_f\\weapons\\silenced\\silent-26.wss\"\n\"a3\\sounds_f\\weapons\\smg_02\\silencer_smg_01_1.wss\"\n\"a3\\sounds_f\\weapons\\smg_02\\silencer_smg_01_2.wss\"\n\"a3\\sounds_f\\weapons\\smg_02\\silencer_smg_01_3.wss\"\n\"a3\\sounds_f\\weapons\\smg_02\\silencer_smg_02_1.wss\"\n\"a3\\sounds_f\\weapons\\smg_02\\silencer_smg_02_2.wss\"\n\"a3\\sounds_f\\weapons\\smg_02\\smg_02_reload.wss\"\n\"a3\\sounds_f\\weapons\\smg_02\\smg_02_st_1b.wss\"\n\"a3\\sounds_f\\weapons\\smg_02\\smg_02_st_2b.wss\"\n\"a3\\sounds_f\\weapons\\smg_02\\smg_02_st_3b.wss\"\n\"a3\\sounds_f\\weapons\\smg_02\\underwater_smg_02_reload.wss\"\n\"a3\\sounds_f\\weapons\\smg_02\\underwater_smg_02_st_1b.wss\"\n\"a3\\sounds_f\\weapons\\smg_02\\underwater_smg_02_st_2b.wss\"\n\"a3\\sounds_f\\weapons\\smg_02\\underwater_smg_02_st_3b.wss\"\n\"a3\\sounds_f\\weapons\\smokeshell\\smoke_1.wss\"\n\"a3\\sounds_f\\weapons\\smokeshell\\smoke_2.wss\"\n\"a3\\sounds_f\\weapons\\smokeshell\\smoke_3.wss\"\n\"a3\\sounds_f\\weapons\\smokeshell\\smoke_loop1.wss\"\n\"a3\\sounds_f\\weapons\\smokeshell\\smoke_loop2.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\silencer_trg20_01.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\silencer_trg20_02.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\silencer_trg20_03.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\silencer_trg20_1.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\silencer_trg20_2.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\silencer_trg20_3.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\trg20-st-full-1.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\trg20-st-full-2.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\trg20-st-full-3.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\trg20-st-full-4.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\trg20_shot_1.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\trg20_shot_2.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\trg_reload.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\trg_shot_1.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\trg_shot_2.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\trg_shot_3.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\trg_single_1.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\trg_single_2.wss\"\n\"a3\\sounds_f\\weapons\\trg20\\trg_single_3.wss\"\n\"a3\\sounds_f\\weapons\\vermin\\silencer_vermin_01.wss\"\n\"a3\\sounds_f\\weapons\\vermin\\silencer_vermin_02.wss\"\n\"a3\\sounds_f\\weapons\\vermin\\silencer_vermin_03.wss\"\n\"a3\\sounds_f\\weapons\\vermin\\vermin_closure.wss\"\n\"a3\\sounds_f\\weapons\\vermin\\vermin_dry.wss\"\n\"a3\\sounds_f\\weapons\\vermin\\vermin_shot_1.wss\"\n\"a3\\sounds_f\\weapons\\vermin\\vermin_shot_2.wss\"\n\"a3\\sounds_f\\weapons\\vermin\\vermin_shot_3.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\bolt_action_all1.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\bolt_action_close1.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\bolt_action_close2.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\bolt_action_close3.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\bolt_action_open1.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\bolt_action_refill_1.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\bolt_action_refill_2.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\wf50_sniper_rifle_4.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\wf50_sniper_rifle_5.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\silencer_zafir_1.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\silencer_zafir_2.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_1a7.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_2a7.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_3a7.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_reload.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_reload_2.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_reload_3.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_sfx_1.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_sfx_2.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_sfx_3.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_sfx_4.wss\"\n```\n\n#### sounds_f\\arsenal\n\n```\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_gng_grenades_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_gng_grenades_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_gng_grenades_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_gng_grenades_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_he_grenade_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_he_grenade_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_he_grenade_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_he_grenade_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_mini_grenade_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_mini_grenade_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_mini_grenade_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_mini_grenade_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_closeexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_closeexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_closeexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_closeexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_distexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_distexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_distexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_midexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_midexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_midexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_midexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailforest_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailforest_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailforest_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailforest_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailhouses_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailhouses_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailhouses_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailhouses_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailmeadows_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailmeadows_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailmeadows_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailmeadows_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_closeexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_closeexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_closeexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_closeexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_distexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_distexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_distexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_midexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_midexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_midexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_midexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailforest_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailforest_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailforest_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailforest_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailhouses_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailhouses_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailhouses_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailhouses_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailmeadows_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailmeadows_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailmeadows_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailmeadows_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_closeexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_closeexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_closeexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_closeexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_distexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_distexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_distexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_midexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_midexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_midexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_midexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailforest_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailforest_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailforest_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailforest_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailhouses_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailhouses_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailhouses_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailhouses_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailmeadows_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailmeadows_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailmeadows_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailmeadows_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_closeexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_closeexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_closeexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_closeexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_distexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_distexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_distexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_midexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_midexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_midexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_midexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\ap_mines_explosion_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\ap_mines_explosion_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\at_landmine_explosion_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\at_landmine_explosion_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\explosion_claymore.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\explosion_m6_slam_mine_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\explosion_m6_slam_mine_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\explosion_tripwire_landmine.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mine_closeexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mine_closeexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mine_closeexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mine_closeexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mine_closeexp_05.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mine_closeexp_06.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavy_distexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavy_distexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavya_midexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavya_midexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavya_tailforest_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavya_tailforest_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavya_tailhouses_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavya_tailhouses_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavya_tailmeadows_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavya_tailmeadows_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavyb_midexp.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavyb_tailforest.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavyb_tailhouses.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavyb_tailmeadows.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavyc_midexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavyc_midexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavyc_tailforest_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavyc_tailforest_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavyc_tailhouses_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavyc_tailhouses_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavyc_tailmeadows_01.wss\"\n\"a3\\sounds_f\\arsenal\\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\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_short_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_short_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_short_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_tail_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_tail_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_tail_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_closeshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_closeshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_closeshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_distshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_distshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_distshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_midshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_midshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_midshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_taildistant.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_tailforest.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_tailhouses.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_tailmeadows.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_tailtrees.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmg_minigun_65mm_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmg_minigun_65mm_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmg_minigun_65mm_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_closeshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_closeshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_closeshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_distshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_distshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_distshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_dry.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_midshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_midshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_midshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_rotation_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_rotation_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_taildistant.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_tailforest.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_tailhouses.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_tailmeadows.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_tailtrees.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\lmg_minigun_762mm_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\lmg_minigun_762mm_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\lmg_minigun_762mm_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_closeshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_closeshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_closeshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_distshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_distshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_distshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_midshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_midshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_midshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_rotation_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_rotation_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_taildistant.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_tailforest.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_tailhouses.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_tailmeadows.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_tailtrees.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesheavy_shot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesheavy_shot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesheavy_shot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesheavy_shot_04.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missileslight_shot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missileslight_shot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missileslight_shot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missileslight_shot_04.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesmedium_shot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesmedium_shot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesmedium_shot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesmedium_shot_04.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\vls_01_launch_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\vls_01_launch_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\vls_01_launch_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\vls_01_launch_distant_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\vls_01_launch_distant_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\vls_01_launch_distant_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\vls_01_launch_distant_04.wss\"\n```\n\n#### sounds_f\\characters\n\n```\n\"a3\\sounds_f\\characters\\crawl\\concrete_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\concrete_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\concrete_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\concrete_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\concrete_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_5.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_6.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_7.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_8.wss\"\n\"a3\\sounds_f\\characters\\crawl\\dirt_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\dirt_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\dirt_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\dirt_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\dirt_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grass_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grass_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grass_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grass_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grass_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grasstall_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grasstall_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grasstall_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grasstall_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grasstall_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\crawl\\gravel_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\gravel_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\gravel_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\gravel_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\gravel_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\crawl\\sand_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\sand_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\sand_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\sand_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\sand_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\crawl\\water_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\water_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\water_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\water_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\water_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_aidlpercmstpslowwrfldnon_pissing.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_boatattacked01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_boatattacked02.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_boatattacked03.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_boatattacked04.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_boatattacked05.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_crouchgetlowgesture.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_crouchingcoveringrifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_crouchingidlerifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_crouchingreloadingrifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_crouchingwatchingrifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredangryrifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredcoughrifle02.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredlookingrifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredlookingrifle02.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredlookingrifle03.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredlookingrifle04.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredlookingrifle05.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredlyingrifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredspeakingrifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_listeningtoradio_in.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_listeningtoradio_out.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_lyingwounded_loop1.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_lyingwounded_loop2.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_lyingwounded_loop3.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_navigatingchopper_in.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_navigatingchopper_loop.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_navigatingchopper_out.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_percmstpslowwrfldnon_handup1.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_percmstpslowwrfldnon_handup1b.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_percmstpslowwrfldnon_handup1c.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_percmstpslowwrfldnon_handup2.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_percmstpslowwrfldnon_handup2b.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_percmstpslowwrfldnon_handup2c.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_pknlmstpslowwrfldnon.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_shieldfromsun_loop.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_shieldfromsun_out.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_showingtherightway_in.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_showingtherightway_loop.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_showingtherightway_out.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_signaltocheck.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_sittingjumpingsaluting_loop1.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_sittingjumpingsaluting_loop2.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_sittingjumpingsaluting_loop3.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_sittingjumpingsaluting_out_clean.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_treatingwounded01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_treatingwounded02.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_treatingwounded03.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_treatingwounded04.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_treatingwounded05.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_treatingwounded06.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_welcomeonhub01_playerwalk.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_welcomeonhub02_playerwalk.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\amovpercmstpsnonwnondnon_exercisekneebenda.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_carfixingwheel.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_crouchingfiringleftrifle02.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_crouchingfiringleftrifle03.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_crouchingfiringleftrifle04.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_hubabriefing.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_percmwlkslowwrfldf.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_percmwlkslowwrfldf2.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_pointingleftunarmed.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_sittingjumpingsaluting_in.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_sittingjumpingsaluting_out.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_standingspeakingunarmed.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_treatingwounded_in.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_treatingwounded_out.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_unconsciousstandup_part1.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_walkingchecking.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub01_aiwalk.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub01_aiwalk_1.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub01_aiwalk_1b.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub01_aiwalk_2.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub01_aiwalk_3.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub01_aiwalk_4.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub01_aiwalk_5.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub01_aiwalk_6.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub01_playerwalk_1.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub01_playerwalk_2.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub01_playerwalk_3.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub01_playerwalk_4.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub01_playerwalk_5.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub01_playerwalk_6.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub02_aiwalk.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub02_aiwalk_2.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub02_aiwalk_3.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub02_aiwalk_4.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub02_aiwalk_5.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub02_aiwalk_6.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub02_playerwalk_1.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub02_playerwalk_2.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_acts_welcomeonhub02_playerwalk_3.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\concrete_amovpercmstpsnonwnondnon_exercisepushup.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\dirt_acts_carfixingwheel.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\dirt_acts_crouchingfiringleftrifle02.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\dirt_acts_crouchingfiringleftrifle03.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\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teps\\_reverbs\\lino\\lino_int_rev_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs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racters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\asphalt\\asphalt_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\carpet\\carpet_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\carpet\\carpet_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\carpet\\carpet_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\carpet\\carpet_crawl_4.wss\"\n\"a3\\sounds_f\\characters\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eps\\concrete\\concrete_walk_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_10.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_11.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_12.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_13.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_14.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_15.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_16.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_17.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_18.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_19.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_20.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_9.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_10.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_11.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_12.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_13.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_14.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_15.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_16.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_17.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_18.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_19.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_20.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_sprint_9.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_10.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_11.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_12.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_13.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_14.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_15.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_16.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_17.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_18.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_19.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_20.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_walk_9.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\grass\\grass_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\grass\\grass_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\grass\\grass_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\grass\\grass_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\grass\\grass_run_5.ws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racters\\footsteps\\int_carpet\\carpet_int_run_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_run_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_run_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_run_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_dry_grass_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\new_grass_sprint_8.wss\"\n\"a3\\sounds_f\\charact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ds_f\\characters\\movements\\swim_3.wss\"\n\"a3\\sounds_f\\characters\\movements\\swim_4.wss\"\n\"a3\\sounds_f\\characters\\parachute\\freefall2.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_flapping_loop_01.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_flapping_loop_01_ext.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_glide_loop.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_landing.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_open.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_open_02.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_rustle_1.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_rustle_2.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_rustle_3.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_rustle_4.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_rustle_5.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_rustle_6.wss\"\n\"a3\\sounds_f\\characters\\parachute\\turning_rope_1.wss\"\n\"a3\\sounds_f\\characters\\parachute\\turning_rope_2.wss\"\n\"a3\\sounds_f\\characters\\parachute\\turning_rope_3.wss\"\n\"a3\\sounds_f\\characters\\parachute\\turning_rope_4.wss\"\n\"a3\\sounds_f\\characters\\parachute\\turning_rope_5.wss\"\n\"a3\\sounds_f\\characters\\parachute\\turning_rope_6.wss\"\n\"a3\\sounds_f\\characters\\stances\\adjust_short1.wss\"\n\"a3\\sounds_f\\characters\\stances\\adjust_short2.wss\"\n\"a3\\sounds_f\\characters\\stances\\adjust_short3.wss\"\n\"a3\\sounds_f\\characters\\stances\\adjust_short4.wss\"\n\"a3\\sounds_f\\characters\\stances\\adjust_short5.wss\"\n\"a3\\sounds_f\\characters\\stances\\binoculars_to_handgun.wss\"\n\"a3\\sounds_f\\characters\\stances\\binoculars_to_launcher.wss\"\n\"a3\\sounds_f\\characters\\stances\\binoculars_to_rifle.wss\"\n\"a3\\sounds_f\\characters\\stances\\binoculars_to_rifle_2.wss\"\n\"a3\\sounds_f\\characters\\stances\\binoculars_to_unarmed.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_kneel_to_prone.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_kneel_to_stand1.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_kneel_to_stand2.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_left_prone_to_stand.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_prone_left.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_prone_right.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_prone_to_kneel.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_prone_to_stand.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_prone_up.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_prone_up_back.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_right_prone_to_stand.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_side1.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_side2.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_side3.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_to_kneel1.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_to_kneel2.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_to_left_prone.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_to_prone.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_to_right_prone.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_over_the_obstacle_fast.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_over_the_obstacle_slow.wss\"\n\"a3\\sounds_f\\characters\\stances\\dirt_adjust_kneel_to_stand_1.wss\"\n\"a3\\sounds_f\\characters\\stances\\dirt_adjust_kneel_to_stand_2.wss\"\n\"a3\\sounds_f\\characters\\stances\\dirt_adjust_stand_side1.wss\"\n\"a3\\sounds_f\\characters\\stances\\dirt_adjust_stand_side2.wss\"\n\"a3\\sounds_f\\characters\\stances\\dirt_adjust_stand_side3.wss\"\n\"a3\\sounds_f\\characters\\stances\\dirt_adjust_stand_to_kneel1.wss\"\n\"a3\\sounds_f\\characters\\stances\\dirt_adjust_stand_to_kneel2.wss\"\n\"a3\\sounds_f\\characters\\stances\\grenade_throw1.wss\"\n\"a3\\sounds_f\\characters\\stances\\grenade_throw2.wss\"\n\"a3\\sounds_f\\characters\\stances\\handgun_to_binoculars.wss\"\n\"a3\\sounds_f\\characters\\stances\\handgun_to_launcher.wss\"\n\"a3\\sounds_f\\characters\\stances\\handgun_to_rifle.wss\"\n\"a3\\sounds_f\\characters\\stances\\handgun_to_unarmed.wss\"\n\"a3\\sounds_f\\characters\\stances\\launcher_to_binoculars.wss\"\n\"a3\\sounds_f\\characters\\stances\\launcher_to_binoculars_knl.wss\"\n\"a3\\sounds_f\\characters\\stances\\launcher_to_handgun.wss\"\n\"a3\\sounds_f\\characters\\stances\\launcher_to_rifle.wss\"\n\"a3\\sounds_f\\characters\\stances\\launcher_to_unarmed.wss\"\n\"a3\\sounds_f\\characters\\stances\\lift_handgun.wss\"\n\"a3\\sounds_f\\characters\\stances\\lift_rifle.wss\"\n\"a3\\sounds_f\\characters\\stances\\low_handgun.wss\"\n\"a3\\sounds_f\\characters\\stances\\low_rifle.wss\"\n\"a3\\sounds_f\\characters\\stances\\rifle_lowering.wss\"\n\"a3\\sounds_f\\characters\\stances\\rifle_to_binoculars.wss\"\n\"a3\\sounds_f\\characters\\stances\\rifle_to_handgun.wss\"\n\"a3\\sounds_f\\characters\\stances\\rifle_to_handgun_prn.wss\"\n\"a3\\sounds_f\\characters\\stances\\rifle_to_launcher.wss\"\n\"a3\\sounds_f\\characters\\stances\\rifle_to_unarmed.wss\"\n\"a3\\sounds_f\\characters\\stances\\unarmed_to_binoculars.wss\"\n\"a3\\sounds_f\\characters\\stances\\unarmed_to_handgun.wss\"\n\"a3\\sounds_f\\characters\\stances\\unarmed_to_launcher.wss\"\n\"a3\\sounds_f\\characters\\stances\\unarmed_to_rifle.wss\"\n\"a3\\sounds_f\\characters\\stances\\weapon_resting_off.wss\"\n\"a3\\sounds_f\\characters\\stances\\weapon_resting_on.wss\"\n```\n\n#### sounds_f\\environment\n\n```\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_explosions1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_explosions2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_explosions3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_explosions4.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_explosions5.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_firefight1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_firefight2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_firefight3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_firefight4.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_heli1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_heli2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_heli3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_jet1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_jet2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_jet3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\day_insects_birds_winds1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\day_insects_winds1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\day_insects_winds2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\day_insects_winds3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\day_insects_winds4.wss\"\n\"a3\\sounds_f\\environment\\ambient\\day_insects_winds5.wss\"\n\"a3\\sounds_f\\environment\\ambient\\day_insects_winds6.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_nowinds1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_nowinds2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_nowinds3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_nowinds4.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_nowinds5.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_winds1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_winds2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_winds3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_winds4.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_winds5.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_nowinds6.wss\"\n\"a3\\sounds_f\\environment\\ambient\\quakes\\earthquake1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\quakes\\earthquake2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\quakes\\earthquake3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\quakes\\earthquake4.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\crickets_day.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\crickets_night.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\forest_birds.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\forest_high.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\forest_low1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\forest_low2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\forest_low3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\forest_rattles.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\meadows_birds.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\meadows_high.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\meadows_low.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\rain_houses_high.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\rain_meadows_high.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\rain_meadows_low.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\rain_meadows_medium.wss\"\n\"a3\\sounds_f\\environment\\ambient\\thunders\\thunder_01.wss\"\n\"a3\\sounds_f\\environment\\ambient\\thunders\\thunder_02.wss\"\n\"a3\\sounds_f\\environment\\ambient\\thunders\\thunder_03.wss\"\n\"a3\\sounds_f\\environment\\ambient\\thunders\\thunder_04.wss\"\n\"a3\\sounds_f\\environment\\ambient\\thunders\\thunder_05.wss\"\n\"a3\\sounds_f\\environment\\ambient\\thunders\\thunder_06.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_1.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_2.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_3.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_4.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_5.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_6.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_7.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_8.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_9.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_night_1.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_night_2.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_night_3.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_night_4.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_night_5.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_night_6.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_night_7.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\bird_pheasant1.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\birds1.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\birds2.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\birds3.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\birds4.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\birds5.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird01.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird02.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird03.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird04.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird05.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird06.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird07.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird08.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird09.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird10.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird11.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird12.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird13.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird14.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird15.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird16.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird17.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird18.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird19.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird20.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird21.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird22.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird23.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird24.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird25.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird26.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird27.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird28.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird29.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird30.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird31.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird32.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird33.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird34.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird35.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird36.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird37.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird38.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird39.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird40.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird41.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird42.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird43.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird44.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird45.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird46.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird47.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird48.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird49.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird50.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird51.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird52.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird53.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird54.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird55.wss\"\n\"a3\\sounds_f\\environment\\animals\\birds\\forest_day\\close\\bird56.wss\"\n\"a3\\sounds_f\\environment\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sservodoors\\glassservodoorsslam_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassservodoors\\glassservodoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassservodoors\\glassservodoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassservodoors\\glassservodoorssqueak_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassservodoors\\glassservodoorssqueak_4.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalbigdoors\\metalbigdoorsknob_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalbigdoors\\metalbigdoorsknob_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalbigdoors\\metalbigdoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalbigdoors\\metalbigdoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalbigdoors\\metalbigdoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaldoors\\metaldoorsknob.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaldoors\\metaldoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaldoors\\metaldoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaldoors\\metaldoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaldoors\\metaldoorssqueak_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaldoors\\metaldoorssqueak_4.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaloldbigdoors\\metaloldbigdoorsknob.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaloldbigdoors\\metaloldbigdoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaloldbigdoors\\metaloldbigdoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaloldbigdoors\\metaloldbigdoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalolddoors\\metalolddoorsknob.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalolddoors\\metalolddoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalolddoors\\metalolddoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalolddoors\\metalolddoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalolddoors\\metalolddoorssqueak_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\oldwooddoors\\oldwooddoorsknob.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\oldwooddoors\\oldwooddoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\oldwooddoors\\oldwooddoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\oldwooddoors\\oldwooddoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\oldwooddoors\\oldwooddoorssqueak_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\oldwooddoors\\oldwooddoorssqueak_4.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\plasticdoors\\plasticdoorsknob.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\plasticdoors\\plasticdoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\plasticdoors\\plasticdoorssqueake_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\plasticdoors\\plasticdoorssqueake_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\roadgatedoors\\roadgatedoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\roadgatedoors\\roadgatedoorssqueake_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\roadgatedoors\\roadgatedoorssqueake_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\roadgatedoors\\roadgatedoorssqueake_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\roadgatedoors\\roadgatedoorssqueake_4.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorsknob_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorsknob_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorsslam_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorsslam_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorssqueak_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorssqueak_4.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servodoors\\servodoorsknob.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servodoors\\servodoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servodoors\\servodoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servodoors\\servodoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servodoors\\servodoorssqueak_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servodoors\\servodoorssqueak_4.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servoramp\\servorampslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servoramp\\servorampsound_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servoramp\\servorampsound_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\objects\\aircondition_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\objects\\aircondition_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\objects\\aircondition_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\objects\\aircondition_4.wss\"\n\"a3\\sounds_f\\environment\\structures\\objects\\aircondition_5.wss\"\n\"a3\\sounds_f\\environment\\structures\\windturbine\\windturbine.wss\"\n```\n\n#### sounds_f\\sfx\n\n```\n\"a3\\sounds_f\\sfx\\alarm.wss\"\n\"a3\\sounds_f\\sfx\\alarm_3.wss\"\n\"a3\\sounds_f\\sfx\\alarm_blufor.wss\"\n\"a3\\sounds_f\\sfx\\alarm_independent.wss\"\n\"a3\\sounds_f\\sfx\\alarm_opfor.wss\"\n\"a3\\sounds_f\\sfx\\alarmcar.wss\"\n\"a3\\sounds_f\\sfx\\beep_target.wss\"\n\"a3\\sounds_f\\sfx\\blip1.wss\"\n\"a3\\sounds_f\\sfx\\explosion1.wss\"\n\"a3\\sounds_f\\sfx\\explosion2.wss\"\n\"a3\\sounds_f\\sfx\\explosion3.wss\"\n\"a3\\sounds_f\\sfx\\fire1_loop.wss\"\n\"a3\\sounds_f\\sfx\\fire2_loop.wss\"\n\"a3\\sounds_f\\sfx\\fire3_loop.wss\"\n\"a3\\sounds_f\\sfx\\hint-1.wss\"\n\"a3\\sounds_f\\sfx\\hint-2.wss\"\n\"a3\\sounds_f\\sfx\\hint-3.wss\"\n\"a3\\sounds_f\\sfx\\hint-4.wss\"\n\"a3\\sounds_f\\sfx\\hint-5.wss\"\n\"a3\\sounds_f\\sfx\\missions\\bobcat_engine_loop.wss\"\n\"a3\\sounds_f\\sfx\\missions\\bobcat_engine_start.wss\"\n\"a3\\sounds_f\\sfx\\missions\\vehicle_collision.wss\"\n\"a3\\sounds_f\\sfx\\missions\\vehicle_drag_end.wss\"\n\"a3\\sounds_f\\sfx\\missions\\vehicle_dragging.wss\"\n\"a3\\sounds_f\\sfx\\objects\\balloon\\balloon_air_01.wss\"\n\"a3\\sounds_f\\sfx\\objects\\balloon\\balloon_air_02.wss\"\n\"a3\\sounds_f\\sfx\\objects\\balloon\\balloon_air_03.wss\"\n\"a3\\sounds_f\\sfx\\objects\\balloon\\balloon_water_01.wss\"\n\"a3\\sounds_f\\sfx\\objects\\balloon\\balloon_water_02.wss\"\n\"a3\\sounds_f\\sfx\\objects\\balloon\\balloon_water_03.wss\"\n\"a3\\sounds_f\\sfx\\objects\\upload_terminal\\terminal_antena_close.wss\"\n\"a3\\sounds_f\\sfx\\objects\\upload_terminal\\terminal_antena_open.wss\"\n\"a3\\sounds_f\\sfx\\objects\\upload_terminal\\terminal_lock_close.wss\"\n\"a3\\sounds_f\\sfx\\objects\\upload_terminal\\terminal_lock_open.wss\"\n\"a3\\sounds_f\\sfx\\objects\\upload_terminal\\upload_terminal_loop.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio1.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio10.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio11.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio12.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio13.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio14.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio15.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio16.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio17.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio18.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio19.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio2.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio20.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio21.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio22.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio23.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio24.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio25.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio26.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio27.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio28.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio29.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio3.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio30.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio4.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio5.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio6.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio7.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio8.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio9.wss\"\n\"a3\\sounds_f\\sfx\\siren.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_01.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_02.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_03.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_04.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_05.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_06.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_07.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_08.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\house_destroy_1.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\house_destroy_2.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\house_destroy_3.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\small_fire_smoke_wreck_heli_attack_01_1.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\small_fire_smoke_wreck_heli_attack_01_2.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\sparkles_wreck_1.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\sparkles_wreck_2.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\sparkles_wreck_3.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\sparkles_wreck_4_loop.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\sparkles_wreck_5_loop.wss\"\n\"a3\\sounds_f\\sfx\\ui\\tactical_ping\\tactical_ping.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_01.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_02.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_03.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_04.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_05.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_06.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_07.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_08.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_09.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_loop.wss\"\n\"a3\\sounds_f\\sfx\\ui\\vehicles\\vehicle_rearm.wss\"\n\"a3\\sounds_f\\sfx\\ui\\vehicles\\vehicle_refuel.wss\"\n\"a3\\sounds_f\\sfx\\ui\\vehicles\\vehicle_repair.wss\"\n\"a3\\sounds_f\\sfx\\ui\\volume_preview\\music.wss\"\n\"a3\\sounds_f\\sfx\\ui\\volume_preview\\radio.wss\"\n\"a3\\sounds_f\\sfx\\ui\\volume_preview\\sfx.wss\"\n\"a3\\sounds_f\\sfx\\zoomin.wss\"\n\"a3\\sounds_f\\sfx\\zoomout.wss\"\n```\n\n#### sounds_f\\vehicles\n\n```\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_engine_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_engine_ext_dist_front.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_engine_ext_dist_rear.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_engine_ext_mid.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_engine_idle_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_engine_idle_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_engine_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_forsage_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_forsage_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_start_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_start_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_stop_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_stop_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\flaps_down.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\flaps_up.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\gear_down.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\gear_up.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\getin.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\getin_wipeout.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\getout.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\incom.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\locked.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\noise.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\noise_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\blackfoot_gear_down_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\blackfoot_gear_down_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\blackfoot_gear_up_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\blackfoot_gear_up_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\close.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_ext_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_ext_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_ext_rotor_normal.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_int_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_int_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_int_rotor_high.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_int_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\open.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\swist.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_door.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_ext_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_ext_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_ext_start2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_ext_stop2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_int_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_int_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_int_start2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_int_stop2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\rotor_swist.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_door.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_ext_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_ext_engine_bench.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_ext_rotor_normal_new.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_int_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_int_rotor_normal_bench.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_int_rotor_normal_new.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_int_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\noise.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\rotor_swist.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\warning.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\close.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\crash.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_engine_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_rotor_high.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_rotor_normal.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_start_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_stop_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_engine_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_rotor_high.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_rotor_normal.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_start_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_stop_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\noise_heli_light_02-int_specific.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\noise_heli_light_02-specific.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\open.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\rotor_swist.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\close.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_engine_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_engine_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_rotor_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_rotor_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_start_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_start_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_stop_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_stop_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\open.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\rotor_swist.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\gear_down_in.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\gear_down_out.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\gear_up_in.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\gear_up_out.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_ext_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_ext_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_int_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_int_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_int_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\open_close.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\rotor_swist.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\close.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_ext_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_ext_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_ext_start_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_ext_stop_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_int_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_int_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_int_start_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_int_stop_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\open.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\rotor_swist.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\alarm_locked_by_missile_1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\alarm_locked_by_missile_2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\alarm_locked_by_missile_3.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\alarm_locked_by_missile_4.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\alarm_locked_by_missile_5.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\crash-heli1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\crash-heli2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\drone_gear_down.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\drone_gear_up.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_alarm_bluefor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_alarm_opfor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_alarm_rotor_low.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_rotor_ext_1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_rotor_ext_2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_rotor_int_1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_rotor_int_2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_rotor_int_open_1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_tail.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_transmission_ext_1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_transmission_ext_2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_transmission_ext_3.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_transmission_int_1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_transmission_int_2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_transmission_int_3.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_get_in.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_get_in2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_get_in_init.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_get_out.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_get_out2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_skids_ext1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_skids_int1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_skids_int1_open.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_wheels_ext1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_wheels_ext2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_wheels_large_int1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_wheels_large_int2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_wheels_small_int1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_wheels_small_int2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrubbuilding.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrubbuildingext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrubbuildingint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrubbuildingint_open.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrublandext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrublandint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrublandint_open.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrubtree.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrubtreeext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrubtreeint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\servo_drone_turret_1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\servo_drone_turret_2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\servo_heli_comm.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\servo_heli_comm_vertical.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_1hooklock.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_1hookunlock.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_4hookslock.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_4hooksunlock.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_enginedownendext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_enginedownendint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_enginedownext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_enginedownint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_engineupendext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_engineupendint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_engineupext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_engineupint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_rope_break_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_rope_break_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_unhook_air_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_unhook_air_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\wheelsint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\wind_closed.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\wind_lateral_open_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\wind_open_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\wind_open_out.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_engine_01.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_engine_02.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_engine_03.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_engine_06.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_engine_07.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_engine_08.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_engine_10.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_engine_start.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_engine_stop.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_exhaust_01.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_exhaust_02.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_exhaust_03.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_exhaust_06.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_exhaust_07.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_exhaust_08.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\ext_exhaust_10.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\int_engine_01.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\int_engine_02.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\\int_engine_03.wss\"\n\"a3\\sounds_f\\vehicles\\armor\\apc\\apc1\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icles\\soft\\tires\\ext_tires_sand.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int-tires-asphalt3.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int-tires-grass2.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int-tires-gravel2.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int-tires-mud2.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int-tires-rock2.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int-tires-sand2.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_asfalt_1.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_asfalt_2.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_asfalt_3.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_asfalt_4.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_dirt_soft_1.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_dirt_soft_2.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_gravel_1.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_gravel_2.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_gravel_3.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_gravel_final.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_mud.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_road.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_road_final.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_road_final_1.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_road_final_2.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_rock.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_rock_final.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_rock_final_2.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\tires\\int_tires_sand.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_engine_00.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_engine_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_engine_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_engine_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_engine_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_engine_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_engine_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_exhaust_00.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_exhaust_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_exhaust_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_exhaust_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_exhaust_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_exhaust_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_exhaust_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\getin.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\getout.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_engine_00.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_engine_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_engine_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_engine_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_engine_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_engine_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_engine_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_exhaust_00.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_exhaust_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_exhaust_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_exhaust_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_exhaust_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_exhaust_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_exhaust_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\truck_01_tires_asphalt.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\truck_01_tires_dirt_ext.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_01\\truck_01_tires_mud.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_engine_00.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_engine_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_engine_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_engine_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_engine_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_engine_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_engine_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_engine_07.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_exhaust_00.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_exhaust_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_exhaust_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_exhaust_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_exhaust_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_exhaust_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_exhaust_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_exhaust_07.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\getin.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\getout.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_engine_00.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_engine_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_engine_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_engine_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_engine_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_engine_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_engine_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_engine_07.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_exhaust_00.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_exhaust_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_exhaust_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_exhaust_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_exhaust_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_exhaust_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_exhaust_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_exhaust_07.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\truck_02\\int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\servo_ugv_gunner.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\servo_ugv_gunner_vertical.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_0800.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_0800_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_1000rpm.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_1000rpm_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_1400rpm.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_1400rpm_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_2000rpm.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_2000rpm_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_2400rpm.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_2400rpm_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_2600rpm.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_2600rpm_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_3200rpm.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_3200rpm_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_start_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_ext_stop_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_0800.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_0800_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_1000rpm.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_1000rpm_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_1400rpm.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_1400rpm_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_2000rpm.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_2000rpm_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_2400rpm.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_2400rpm_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_2600rpm.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_2600rpm_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_3200rpm.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_3200rpm_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_start_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_stop_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_door.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_idle.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_07.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_08.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_09.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_10.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_11.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_idle.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_07.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_08.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_09.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_10.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_11.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_idle.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_07.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_08.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_09.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_10.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_11.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_idle.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_07.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_08.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_09.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_10.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_11.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\static\\hmg_01\\akv_fire1.wss\"\n\"a3\\sounds_f\\vehicles\\static\\hmg_01\\akv_fire2.wss\"\n\"a3\\sounds_f\\vehicles\\static\\hmg_01\\servo-best.wss\"\n\"a3\\sounds_f\\vehicles\\static\\hmg_01\\servo-high.wss\"\n\"a3\\sounds_f\\vehicles\\static\\hmg_01\\servo-low.wss\"\n\"a3\\sounds_f\\vehicles\\static\\hmg_01\\servo_light.wss\"\n\"a3\\sounds_f\\vehicles\\static\\hmg_01\\servo_mid.wss\"\n```\n\n#### sounds_f_aow\n\n```\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_museum_base_loop.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_footsteps_01.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_footsteps_02.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_footsteps_03.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_footsteps_04.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_footsteps_05.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_footsteps_06.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_01.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_02.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_03.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_04.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_05.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_06.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_07.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_08.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_09.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_10.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_11.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_12.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_13.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_14.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_tools_01.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_tools_02.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_vehicle_passby_01.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_vehicle_passby_02.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_vehicle_passby_03.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_vehicle_passby_04.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\cctv_camera.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_future\\place_flag.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_future\\planes_passby.wss\"\n```\n\n#### sounds_f_bootcamp\n\n```\n\"a3\\sounds_f_bootcamp\\ambient\\vr_ambient.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_7.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_8.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_carfixingwheel.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_crouchingfiringleftrifle02.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_crouchingfiringleftrifle03.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_crouchingfiringleftrifle04.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_hubabriefing.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_percmwlkslowwrfldf.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_percmwlkslowwrfldf2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_pointingleftunarmed.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_sittingjumpingsaluting_in.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_sittingjumpingsaluting_out.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_standingspeakingunarmed.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_treatingwounded_in.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_treatingwounded_out.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_unconsciousstandup_part1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_walkingchecking.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk_1b.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_playerwalk_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_playerwalk_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_playerwalk_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_playerwalk_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_playerwalk_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_playerwalk_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_aiwalk.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_aiwalk_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_aiwalk_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_aiwalk_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_aiwalk_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_aiwalk_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_playerwalk_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_playerwalk_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_playerwalk_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_amovpercmstpsnonwnondnon_exercisepushup.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_7.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_8.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_7.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_8.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_7.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_8.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\bodyfalls\\bodyfall_virtual_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\bodyfalls\\bodyfall_virtual_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\bodyfalls\\bodyfall_virtual_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\roll_virtual_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\roll_virtual_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\roll_virtual_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\roll_virtual_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_01.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_02.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_03.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_04.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_05.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_06.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_07.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_08.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_09.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_10.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_11.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_12.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_13.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_14.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_15.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_16.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_01.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_02.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_03.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_04.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_05.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_06.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_07.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_08.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_09.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_10.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_11.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_12.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_13.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_14.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_15.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_16.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_01.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_02.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_03.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_04.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_05.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_06.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_07.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_08.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_09.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_01.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_02.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_03.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_04.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_05.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_06.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_07.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_08.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_09.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_01.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_02.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_03.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_04.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_05.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_06.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_07.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_08.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_09.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_10.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_11.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_01.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_02.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_03.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_04.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_05.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_06.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_07.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_08.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\swim_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\swim_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\swim_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_kneel_to_prone.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_kneel_to_stand1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_kneel_to_stand2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_left_prone_to_stand.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_prone_left.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_prone_right.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_prone_to_kneel.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_prone_to_stand.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_prone_up.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_prone_up_back.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_right_prone_to_stand.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_short_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_short_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_short_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_short_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_short_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_short_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_side1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_side2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_side3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_to_kneel1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_to_kneel2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_to_left_prone.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_to_prone.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_to_right_prone.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_over_the_obstacle_fast.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_over_the_obstacle_slow.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\simulation_fatal.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\simulation_restart.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\spawn.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\topic_deselection.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\topic_done.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\topic_selection.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\topic_trigger.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\transition1.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\transition2.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\transition3.wss\"\n```\n\n#### sounds_f_contact\n\n```\n\"a3\\sounds_f_contact\\assets\\alien_probe\\oldprobe_expand_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_01_close_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_01_destruction_close_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_01_destruction_dist_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_01_destruction_mid_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_01_open_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_02.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_03.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_04.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_05.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_06.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_07.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_08.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_09.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_10.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_11.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_12.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_13.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_14.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_15.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_16.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_17.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_18.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_19.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_calcification_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_expand_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_idle_01_loop.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_retract_01.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\antigrenadelaser\\drone_01_agl_01.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\antigrenadelaser\\drone_01_agl_02.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\antigrenadelaser\\drone_01_agl_03.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\antigrenadelaser\\drone_01_agl_04.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_01.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_02.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_03.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_04.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_05.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_06.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_07.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_08.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_09.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_10.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_11.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_12.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_13.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_14.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_15.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_16.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_17.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_18.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_19.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_20.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby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tracermodule\\module_sweetener_low_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\aliendrone_01_downwash.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\aliendrone_01_downwash_debris.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\aliendrone_01_matter_collection_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_05.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_06.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_07.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_08.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_09.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_10.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_11.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_05.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_06.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_07.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_08.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_05.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_06.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_07.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_08.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\debris_roll_loop_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_attention_01_close_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_attention_01_close_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_attention_01_close_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_attention_01_distant_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_attention_01_distant_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_attention_01_distant_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_roll_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_roll_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_roll_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_roll_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_roll_05.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_roll_06.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_sec_close_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_sec_close_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_sec_close_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_sec_close_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_crash_collision_close_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_crash_collision_close_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_crash_collision_close_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_crash_collision_close_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_death_high_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_death_high_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_death_high_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_death_low_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_death_low_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_intimidate_01_close_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_intimidate_01_close_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_intimidate_01_close_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_intimidate_01_distant_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_intimidate_01_distant_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_intimidate_01_distant_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\old_aliendrone_01_intimidate_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\old_aliendrone_01_intimidate_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\old_aliendrone_01_intimidate_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\drone_pulse_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_01_charge_3sec.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_aggro_max_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_dataflash_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_dataflash_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_privatezone_collision_high.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_privatezone_collision_low.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_step_failed_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_step_failed_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_step_success_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_success_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\strat_end_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\strat_end_land_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\strat_start_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\strat_travel_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\strat_travel_01_distant.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\systems\\drone_01_ventilate_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\systems\\drone_01_ventilate_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\systems\\drone_01_ventilate_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_long_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_medium_long_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_medium_long_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_05.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_06.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_07.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_08.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_09.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_10.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_11.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_v_down_long_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_v_down_short_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_v_up_short_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_destroy_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_destroy_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_destroy_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_destroy_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_destroy_05.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_destroy_06.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_impact_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_impact_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_impact_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_impact_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_impact_05.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_impact_06.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_impact_07.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_fins_close_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_fins_open_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_fins_start_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_fins_start_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_fins_stop_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_movement_start_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_movement_start_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_movement_stop_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_02_fins_start_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_02_fins_start_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_orbit_loop_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_orbit_loop_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\mothership_01\\mothership_01_celestial_rumble_01_3d.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\mothership_01\\mothership_01_celestial_scream_01_2d.wss\"\n\"a3\\sounds_f_contact\\debugsound.wss\"\n\"a3\\sounds_f_contact\\debugsoundst.wss\"\n\"a3\\sounds_f_contact\\test_1k_-20db.wss\"\n```\n\n#### sounds_f_decade\n\n```\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_charge_complete.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_charge_full_loop.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_charge_start.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_charge_stop.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_01.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_02.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_03.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_04.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_distant_01.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_distant_02.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_distant_03.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_distant_04.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_gun-dry.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_gun-dry2.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_gun.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_malfunction_01.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_reload.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_tail_open_01.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_tail_open_02.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_tail_open_03.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_tail_open_04.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_tail_open_05.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_antenna_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_antenna_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_laptop_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_laptop_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_lid_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_lid_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_lock_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_lock_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_loop.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_satellite_close_01.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_satellite_close_02.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_satellite_close_03.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_satellite_open_01.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_satellite_open_02.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_satellite_open_03.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\terminal_captured.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_antenna_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_antenna_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_box_lid_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_box_lid_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_box_lock_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_box_lock_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_laptop_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_laptop_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_lid_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_lid_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_loop.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_parabolic_antenna_close_01.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_parabolic_antenna_close_02.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_parabolic_antenna_open_01.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_parabolic_antenna_open_02.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_close_01.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_close_02.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_close_03.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_close_04.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_open_01.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_open_02.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_open_03.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_open_04.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_01_standby_loop.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_02_standby_loop.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_antena_loop.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_antenna_01_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_antenna_01_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_antenna_02_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_antenna_02_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_hatch_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_hatch_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_laptop_01_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_laptop_01_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_laptop_02_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_laptop_02_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_lid_01_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_lid_01_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_lid_02_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_lid_02_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_loop.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_antenna_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_antenna_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_laptop_01_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_laptop_01_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_laptop_02_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_laptop_02_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_lid_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_lid_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_lock_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_lock_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_loop.wss\"\n```\n\n#### sounds_f_enoch\n\n```\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_02.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_03.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_04.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_05.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_06.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_07.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_08.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_09.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_10.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_11.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_12.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_13.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_14.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_15.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_16.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_17.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_18.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_19.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_20.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_02.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_03.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_04.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_05.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_06.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_07.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_08.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_09.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_10.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_11.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_12.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_13.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_14.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_15.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_16.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_17.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_18.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_19.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_20.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_21.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_22.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_23.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_24.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_25.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_26.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_27.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_28.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_29.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_30.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_31.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_wood_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_wood_02.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_wood_03.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_wood_04.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_wood_05.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_wood_06.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_wood_07.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_wood_08.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_wood_09.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_wood_10.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_wood_11.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_wood_12.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_wood_13.wss\"\n\"a3\\sounds_f_eno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\\wind_wood_creak_whistle_06.wss\"\n\"a3\\sounds_f_enoch\\assets\\environment\\spotfx\\wind\\wind_wood_creak_whistle_07.wss\"\n\"a3\\sounds_f_enoch\\assets\\environment\\spotfx\\wind\\wind_wood_creak_whistle_08.wss\"\n\"a3\\sounds_f_enoch\\assets\\environment\\spotfx\\wind\\wind_wood_creak_whistle_09.wss\"\n\"a3\\sounds_f_enoch\\assets\\environment\\spotfx\\wind\\wind_wood_creak_whistle_10.wss\"\n\"a3\\sounds_f_enoch\\assets\\environment\\spotfx\\wind\\wind_wood_window_creak_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\environment\\spotfx\\wind\\wind_wood_window_creak_02.wss\"\n\"a3\\sounds_f_enoch\\assets\\environment\\spotfx\\wind\\wind_wood_window_creak_03.wss\"\n\"a3\\sounds_f_enoch\\assets\\environment\\spotfx\\wind\\wind_wood_window_creak_04.wss\"\n\"a3\\sounds_f_enoch\\assets\\environment\\spotfx\\wind\\wind_wood_window_creak_05.wss\"\n\"a3\\sounds_f_enoch\\assets\\environment\\spotfx\\wind\\wind_wood_window_creak_06.wss\"\n\"a3\\sounds_f_enoch\\assets\\environment\\spotfx\\wind\\wind_wood_window_creak_07.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\deconshower_center_loop_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\deconshower_nozzle_loop_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\deconshower_nozzle_loop_02.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\deconshower_nozzle_loop_03.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\deconshower_nozzle_loop_04.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\sfx_deconshowerlarge_off_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\sfx_deconshowerlarge_on_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\sfx_deconshowersmall_valves_open_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\sfx_ruggedcabinet_drawer_close_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\sfx_ruggedcabinet_drawer_open_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\sfx_ruggeddesk_drawer_close_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\sfx_ruggeddesk_drawer_open_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\sfx_ruggedphone_ringing_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\sfx_transferswitch_lever_off_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\sfx_transferswitch_lever_on_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\props\\sfx_transferswitch_lever_relay_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_ext_burst01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_ext_rpm0.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_ext_rpm1.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_ext_rpm2.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_ext_rpm3.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_ext_start_1.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_ext_start_2.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_ext_stop_1.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_ext_stop_2.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_burst01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_rpm0.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_rpm1.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_rpm2.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_rpm3.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_start_1.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_start_2.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_stop_1.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_stop_2.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_arm_01_down_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_arm_01_up_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_eng_02_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_eng_03_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_eng_low_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_movement_dirt_int_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_movement_grass_int_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_movement_gravel_int_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_movement_sand_int_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_movement_water_int_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_laser_recharge_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_laser_recharge_01_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_sample_failed_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_sample_failed_01_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_sample_progress_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_sample_progress_01_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_sample_succes_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_sample_succes_01_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_arm_01_down_ext.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_arm_01_mech.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_arm_01_up_ext.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_arm_02_mech.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_arm_vertical_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_02.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_03.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_04.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_05.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_06.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_07.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_08.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_eng_02.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_eng_03.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_eng_low.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_movement_dirt_ext_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_movement_grass_ext_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_movement_gravel_ext_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_movement_sand_ext_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_movement_water_ext_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_servo_01.wss\"\n```\n\n#### sounds_f_epb\n\n```\n\"a3\\sounds_f_epb\\air\\close.wss\"\n\"a3\\sounds_f_epb\\air\\crash.wss\"\n\"a3\\sounds_f_epb\\air\\heli_engine_ext.wss\"\n\"a3\\sounds_f_epb\\air\\heli_engine_int.wss\"\n\"a3\\sounds_f_epb\\air\\heli_rotor_hi_ext.wss\"\n\"a3\\sounds_f_epb\\air\\heli_rotor_hi_int.wss\"\n\"a3\\sounds_f_epb\\air\\heli_rotor_low_ext.wss\"\n\"a3\\sounds_f_epb\\air\\heli_rotor_low_int.wss\"\n\"a3\\sounds_f_epb\\air\\heli_start_ext.wss\"\n\"a3\\sounds_f_epb\\air\\heli_start_int.wss\"\n\"a3\\sounds_f_epb\\air\\heli_stop_ext.wss\"\n\"a3\\sounds_f_epb\\air\\heli_stop_int.wss\"\n\"a3\\sounds_f_epb\\air\\open.wss\"\n\"a3\\sounds_f_epb\\air\\rotor_swist.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_ext_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_ext_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_ext_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_ext_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_ext_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_ext_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_ext_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_int_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_int_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_int_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_int_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_int_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_int_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_int_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\epb_1_ext_start.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\epb_1_ext_stop.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\epb_1_int_start.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\epb_1_int_stop.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_ext_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_ext_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_ext_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_ext_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_ext_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_ext_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_ext_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_int_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_int_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_int_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_int_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_int_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_int_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_int_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_ext_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_ext_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_ext_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_ext_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_ext_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_ext_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_ext_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_int_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_int_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_int_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_int_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_int_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_int_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_int_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\epb_2_ext_start.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\epb_2_ext_stop.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\epb_2_int_start.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\epb_2_int_stop.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_ext_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_ext_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_ext_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_ext_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_ext_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_ext_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_ext_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_int_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_int_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_int_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_int_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_int_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_int_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_int_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\noises\\get_in_out.wss\"\n\"a3\\sounds_f_epb\\tracked\\noises\\noise_tank_ext_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\noises\\noise_tank_int_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\noises\\reload_tank_cannon_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\noises\\servo_tank_turret_06.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_ext_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_ext_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_ext_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_ext_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_ext_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_int_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_int_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_int_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_int_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_int_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_ext_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_ext_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_ext_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_ext_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_ext_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_int_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_int_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_int_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_int_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_int_5.wss\"\n\"a3\\sounds_f_epb\\weapons\\noise\\switch_mod_01.wss\"\n\"a3\\sounds_f_epb\\weapons\\noise\\switch_mod_02.wss\"\n\"a3\\sounds_f_epb\\weapons\\noise\\switch_mod_03.wss\"\n\"a3\\sounds_f_epb\\weapons\\noise\\switch_mod_04.wss\"\n\"a3\\sounds_f_epb\\weapons\\noise\\switch_mod_05.wss\"\n```\n\n#### sounds_f_epc\n\n```\n\"a3\\sounds_f_epc\\cas_01\\cas_01_engine_ext.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_engine_idle_ext.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_engine_idle_int.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_engine_int.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_forsage_ext.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_forsage_int.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_start_ext.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_start_int.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_stop_ext.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_stop_int.wss\"\n\"a3\\sounds_f_epc\\cas_01\\flaps_down.wss\"\n\"a3\\sounds_f_epc\\cas_01\\flaps_up.wss\"\n\"a3\\sounds_f_epc\\cas_01\\gear_down.wss\"\n\"a3\\sounds_f_epc\\cas_01\\gear_up.wss\"\n\"a3\\sounds_f_epc\\cas_01\\getin.wss\"\n\"a3\\sounds_f_epc\\cas_01\\getin_wipeout.wss\"\n\"a3\\sounds_f_epc\\cas_01\\getout.wss\"\n\"a3\\sounds_f_epc\\cas_01\\incom.wss\"\n\"a3\\sounds_f_epc\\cas_01\\locked.wss\"\n\"a3\\sounds_f_epc\\cas_01\\noise.wss\"\n\"a3\\sounds_f_epc\\cas_01\\noise_int.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_engine_idle_ext.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_engine_idle_int.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_engine_max_ext.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_engine_max_int.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_forsage_ext.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_forsage_int.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_start_ext.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_start_int.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_stop_ext.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_stop_int.wss\"\n\"a3\\sounds_f_epc\\cas_02\\flaps_down.wss\"\n\"a3\\sounds_f_epc\\cas_02\\flaps_up.wss\"\n\"a3\\sounds_f_epc\\cas_02\\gear_down.wss\"\n\"a3\\sounds_f_epc\\cas_02\\gear_up.wss\"\n\"a3\\sounds_f_epc\\cas_02\\getin.wss\"\n\"a3\\sounds_f_epc\\cas_02\\getout.wss\"\n\"a3\\sounds_f_epc\\cas_02\\incom.wss\"\n\"a3\\sounds_f_epc\\cas_02\\locked.wss\"\n\"a3\\sounds_f_epc\\cas_02\\noise.wss\"\n\"a3\\sounds_f_epc\\cas_02\\noise_int.wss\"\n\"a3\\sounds_f_epc\\cas_02\\to_getin.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_01.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_02.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_03.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_04.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_05.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_06.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_07.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_08.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_09.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_10.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_11.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_12.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_building_01.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_building_02.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_building_03.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_building_04.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_building_05.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_mix_wood_01.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_mix_wood_02.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_mix_wood_03.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_mix_wood_04.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_mix_wood_05.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_mix_wood_06.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_tank_01.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_tank_02.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_tank_03.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_vehicle_01.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_vehicle_02.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_vehicle_03.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_vehicle_04.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_vehicle_05.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_01.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_02.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_03.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_04.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_05.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_06.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_small_01.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_small_02.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_small_03.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_small_04.wss\"\n\"a3\\sounds_f_epc\\device\\device_assembled_loop.wss\"\n\"a3\\sounds_f_epc\\device\\device_disassembled_loop.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\getin.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\getout.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_engine_1.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_engine_2.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_engine_3.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_engine_4.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_engine_5.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_engine_6.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_engine_7.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_exhaust_1.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_exhaust_2.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_exhaust_3.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_exhaust_4.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_exhaust_5.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_exhaust_6.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_exhaust_7.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_start.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_stop.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\getin.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\getout.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_engine_1.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_engine_2.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_engine_3.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_engine_4.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_engine_5.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_engine_6.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_engine_7.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_exhaust_1.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_exhaust_2.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_exhaust_3.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_exhaust_4.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_exhaust_5.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_exhaust_6.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_exhaust_7.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_start.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_stop.wss\"\n\"a3\\sounds_f_epc\\weapons\\cas_02_cannon.wss\"\n\"a3\\sounds_f_epc\\weapons\\gau_01_burst.wss\"\n\"a3\\sounds_f_epc\\weapons\\gau_02_burst.wss\"\n\"a3\\sounds_f_epc\\weapons\\gau_03_burst.wss\"\n\"a3\\sounds_f_epc\\weapons\\missile_epc_1.wss\"\n\"a3\\sounds_f_epc\\weapons\\missile_epc_2.wss\"\n\"a3\\sounds_f_epc\\weapons\\missile_epc_3.wss\"\n```\n\n#### sounds_f_exp\n\n```\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\gatling_20mm\\20mm_01_burst.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\gatling_20mm\\20mm_01_burst_clean.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_closeshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_closeshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_closeshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_closure_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_closure_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_distshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_distshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_distshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_dry.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_midshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_midshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_midshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_reload.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_taildistant.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_tailforest.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_tailhouses.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_tailmeadows.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_tailtrees.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\launchers\\rpg7\\rpg7_dry.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\launchers\\rpg7\\rpg7_fly.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\launchers\\rpg7\\rpg7_hit.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\launchers\\rpg7\\rpg7_launcher_closeshot.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\launchers\\rpg7\\rpg7_launcher_distshot.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\launchers\\rpg7\\rpg7_launcher_midshot.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\launchers\\rpg7\\rpg7_reload.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_closeshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_closeshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_closeshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_closure_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_closure_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_distshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_distshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_distshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_dry.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_firemode.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_midshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_midshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_midshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_reload.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencershot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencershot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencershot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencertailforest.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencertailhouses.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencertailinterior.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencertailmeadows.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencertailtrees.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_taildistant.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_tailforest.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_tailhouses.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_tailinterior.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_tailmeadows.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_tailtrees.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_closeshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_closeshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_closeshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_closure_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_closure_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_distshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_distshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_distshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_dry.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_firemode.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_midshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_midshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_midshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_reload.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencershot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencershot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencershot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencertailforest.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencertailhouses.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencertailinterior.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencertailmeadows.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencertailtrees.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_taildistant.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_tailforest.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_tailhouses.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_tailinterior.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_tailmeadows.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_tailtrees.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_closeshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_closeshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_closeshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_closure_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_closure_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_distshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_distshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_distshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_midshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_midshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_midshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_reload.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_silencershot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_silencershot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_silencershot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_silencertailforest.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_silencertailhouses.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_silencertailinterior.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_silencertailmeadows.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_silencertailtrees.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_taildistant.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_tailforest.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_tailhouses.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_tailinterior.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_tailmeadows.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\pistols\\makarov\\makarov_tailtrees.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\rifles\\car_95\\car_95_closeshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\rifles\\car_95\\car_95_closeshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\rifles\\car_95\\car_95_closeshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\rifles\\car_95\\car_95_closure.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\rifles\\car_95\\car_95_distshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\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m_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\crawl_base_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\crawl_base_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\crawl_base_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\crawl_base_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\crawl_base_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_crawl_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_crawl_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_crawl_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_crawl_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_crawl_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\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ootsteps\\gravel_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_crawl_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_crawl_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_crawl_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_crawl_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_crawl_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_crawl_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_crawl_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_crawl_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_crawl_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_crawl_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_hpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_hpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_hpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_hpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_hpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_hpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_hpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_hpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_lpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_lpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_lpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_lpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_lpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_lpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_lpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_run_lpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_hpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_hpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_hpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_hpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_hpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_hpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_hpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_hpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_lpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_lpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_lpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_lpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_lpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_lpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_lpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_sprint_lpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_hpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_hpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_hpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_hpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_hpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_hpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_hpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_hpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_lpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_lpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_lpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_lpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_lpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_lpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_lpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_carpet_exp\\carpet_int_walk_lpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_hpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_hpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_hpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_hpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_hpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_hpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_hpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_hpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_lpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_lpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_lpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_lpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_lpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_lpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_lpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_run_lpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_hpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_hpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_hpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_hpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_hpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_hpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_hpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_hpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_lpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_lpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_lpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_lpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_lpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_lpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_lpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_sprint_lpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_hpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_hpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_hpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_hpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_hpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_hpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_hpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_hpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_lpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_lpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_lpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_lpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_lpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_lpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_lpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_concrete_exp\\concrete_int_walk_lpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_lino_exp\\lino_int_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_mat_exp\\mat_int_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_sprint_2.wss\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steps\\int_softwood_exp\\softwood_int_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_solidwood_exp\\solidwood_int_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_exp\\lino_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_int_run_1.wss\"\n\"a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steps\\mat_int_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed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nt_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mud_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mud_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mud_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mud_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mud_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mud_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mud_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mud_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mud_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mud_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mud_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mud_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mud_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_exp\\pavement_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_int_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\pavement_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_crawl_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_crawl_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_crawl_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_crawl_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_crawl_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_exp\\rooftiles_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\rooftiles_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\foots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wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\rock_debris\\rock_debris_13.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\glass_debris_01.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\glass_debris_02.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\glass_debris_03.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\rock_debris_01.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\rock_debris_02.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\rock_debris_03.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\rock_debris_04.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\rock_debris_05.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\rock_debris_06.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\wood_debris_01.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\wood_debris_02.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\air_condition\\aircondition_1.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\air_condition\\aircondition_2.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\air_condition\\aircondition_3.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\air_condition\\aircondition_4.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\air_condition\\aircondition_5.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\electric_box\\electric_box_1.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\electric_box\\electric_box_2.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\electric_box\\electric_box_3.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\electric_box\\electric_box_4.wss\"\n\"a3\\sounds_f_exp\\sfx\\debug\\sine880hz-10db.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_door_close.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_door_open.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_high_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_high_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_low_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_low_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_mid_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_mid_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_start_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_start_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_stop_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_stop_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_ext_wind.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_int_wind.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_prop_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_prop_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\plane_civil_cabinclose.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\plane_civil_cabinopen.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\plane_civil_getin.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_03\\nato_heli_drone_01_int_rotor.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_03\\nato_heli_drone_ext_engine.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_03\\nato_heli_drone_ext_rotor_normal.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_03\\nato_heli_drone_int_engine.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_03\\swist.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\noise.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_forsage_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_forsage_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_high_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_high_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_low_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_low_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_start_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_start_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_stop_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_stop_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\rotor_swist.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_ext_engine.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_ext_rotor_high.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_ext_rotor_normal.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_ext_start.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_ext_stop.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_int_engine.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_int_rotor_normal.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_int_start.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_int_stop.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\flaps_down.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\flaps_up.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\gear_down.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\gear_up.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\getin.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\getout.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\incom.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\locked.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\noise.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\noise_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\to_getin.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_engine_idle_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_engine_idle_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_engine_max_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_engine_max_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_forsage_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_forsage_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_start_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_start_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_stop_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_stop_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_turbine_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_turbine_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_01_high.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_01_idle.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_01_low.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_01_mid.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_01_start.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_01_stop.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_armor_01.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_armor_02.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_armor_03.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_building_01.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_building_02.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_building_03.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_wood_01.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_wood_02.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_wood_03.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_01\\engine_ext_idle.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_01\\engine_ext_rpm1.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_01\\engine_ext_rpm2.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_01\\engine_ext_rpm3.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_01\\engine_ext_start.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_01\\engine_ext_stop.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_02\\engine_ext_idle.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_02\\engine_ext_rpm1.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_02\\engine_ext_rpm2.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_02\\engine_ext_rpm3.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_02\\engine_ext_start.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_02\\engine_ext_stop.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\offroad_02\\engine_ext_drive_rpm1.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\offroad_02\\engine_ext_drive_rpm2.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\offroad_02\\engine_ext_drive_rpm3.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\offroad_02\\engine_ext_drive_rpm4.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\offroad_02\\engine_ext_idle.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\offroad_02\\engine_ext_start.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\offroad_02\\engine_ext_stop.wss\"\n```\n\n#### sounds_f_heli\n\n```\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\gear_down_ext.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\gear_up_ext.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\getin.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\getout.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_engine_ext2.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_engine_int3.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_rotor_hi_ext2.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_rotor_hi_int.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_rotor_low_ext2.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_rotor_low_int.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_sfx.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_start_ext.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_start_int2.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_stop_ext.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_stop_int2.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\huron_gear_down_in.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\huron_gear_down_out.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\huron_gear_up_in.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\huron_gear_up_out.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_ext_engine.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_ext_rotor_high.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_ext_rotor_normal.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_ext_start.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_ext_stop.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_int_engine.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_int_rotor_normal.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_int_start.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_int_stop.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\rotor_swist.wss\"\n```\n\n#### sounds_f_jets\n\n```\n\"a3\\sounds_f_jets\\buildings\\carrier\\deck_bridge_interior_area.wss\"\n\"a3\\sounds_f_jets\\buildings\\carrier\\deflector_down_1.wss\"\n\"a3\\sounds_f_jets\\buildings\\carrier\\deflector_up_1.wss\"\n\"a3\\sounds_f_jets\\buildings\\carrier\\main_deck_sfx.wss\"\n\"a3\\sounds_f_jets\\buildings\\carrier\\static_device_noise.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_back.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_forsage_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_forsage_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_front.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_high_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_high_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_low_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_low_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_middle.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_shut_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_shut_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_start_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_start_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_wind_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\fx_plane_fighter_01_cabine_close_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\fx_plane_fighter_01_cabine_close_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\fx_plane_fighter_01_cabine_open_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\fx_plane_fighter_01_cabine_open_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\fx_plane_fighter_02_cabine_close_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\fx_plane_fighter_02_cabine_close_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\fx_plane_fighter_02_cabine_open_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\fx_plane_fighter_02_cabine_open_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_back.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_forsage_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_forsage_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_front.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_high_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_high_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_low_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_low_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_middle.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_shut_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_shut_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_start_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_start_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\fx_plane_fighter_04_cabine_close_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\fx_plane_fighter_04_cabine_close_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\fx_plane_fighter_04_cabine_open_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\fx_plane_fighter_04_cabine_open_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_back.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_forsage_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_forsage_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_front.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_high_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_high_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_low_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_low_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_middle.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_shut_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_shut_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_start_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_start_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_wind_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_ejection_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_ejection_in.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_flaps_down.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_flaps_up.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_fold_wings_01.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_fold_wings_02.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_gear_down.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_gear_up.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_lockedon1.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_lockedon2.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_sonicboom.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_tailhook_down.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_tailhook_up.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_tire_touchdown_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_tire_touchdown_in.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_trap_wire.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_trap_wire_break.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_velocity_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_wind_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_wind_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_distance.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_forsage_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_forsage_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_high_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_high_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_low_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_low_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_shut_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_shut_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_start_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_start_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_wind_ext.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\cannon_phalanx_sound_dummy.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_01.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_02.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_03.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_04.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_05.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_06.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_07.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_08.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_gun20mm_aa_1.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_gun20mm_aa_2.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_gun20mm_aa_3.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_gun_30mm_1.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_gun_30mm_2.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_gun_30mm_3.wss\"\n```\n\n#### sounds_f_kart\n\n```\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_rpm1.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_rpm2.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_rpm3.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_rpm4.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_rpm5.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_rpm6.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_start.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_stop.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\exhaust_start.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\exhaust_stop.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\noises\\getin.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\noises\\getout.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\noises\\slipping_tires_loop_05.wss\"\n\"a3\\sounds_f_kart\\weapons\\starting_pistol_1.wss\"\n\"a3\\sounds_f_kart\\weapons\\starting_pistol_2.wss\"\n\"a3\\sounds_f_kart\\weapons\\starting_pistol_3.wss\"\n\"a3\\sounds_f_kart\\weapons\\starting_pistol_reload.wss\"\n```\n\n#### sounds_f_mark\n\n```\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_aaf_deploy.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_aaf_down.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_aaf_fold.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_aaf_up.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_blu_deploy.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_blu_down.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_blu_fold.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_blu_up.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_generic_deploy.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_generic_down.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_generic_fold.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_generic_up.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_op_deploy.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_op_down.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_op_fold.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_op_up.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\remote_cameras\\remote_camera_csat.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\remote_cameras\\remote_camera_nato.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\remote_cameras\\remote_camera_servo_csat.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\remote_cameras\\remote_camera_servo_nato.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\remote_cameras\\remote_camera_servo_vertical_csat.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\remote_cameras\\remote_camera_servo_vertical_nato.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_closeshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_closeshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_closeshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_distshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_distshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_distshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_dry_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_midshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_midshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_midshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencershot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencershot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencershot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencertailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencertailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencertailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencertailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencertailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_taildistant.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_tailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_tailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_tailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_tailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_tailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr05_tailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_dry_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_tail_trees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_tail_trees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_closeshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_closeshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_closeshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_distshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_distshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_distshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_dry.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_midshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_midshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_midshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_safety_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencershot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencershot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencershot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencertailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencertailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencertailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencertailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencertailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_taildistant.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_tailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_tailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_tailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_tailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_tailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_dry.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_safety_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_tail_trees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\silencer_dmr_03_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\silencer_dmr_03_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\silencer_dmr_03_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\silencer_dmr_03_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\silencer_dmr_03_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\silencer_dmr_03_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\silencer_dmr_03_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\silencer_dmr_03_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\silencer_dmr_03_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\silencer_dmr_03_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\silencer_dmr_03_tail_trees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_closeshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_closeshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_closeshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_dry.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_tailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_tailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_tailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_tailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr04_tailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr_04_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr_04_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr_04_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr_04_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr_04_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr_04_dry.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr_04_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr_04_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr_04_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr_04_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_04_asp1_kir\\dmr_04_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifl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k\\arsenal\\weapons\\longrangerifles\\dmr_05_cyrus\\silencer_dmr_05_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_05_cyrus\\silencer_dmr_05_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_05_cyrus\\silencer_dmr_05_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_05_cyrus\\silencer_dmr_05_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_05_cyrus\\silencer_dmr_05_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_05_cyrus\\silencer_dmr_05_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_05_cyrus\\silencer_dmr_05_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_05_cyrus\\silencer_dmr_05_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_05_cyrus\\silencer_dmr_05_tail_trees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_closeshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_closeshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_closeshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_distshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_distshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_distshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_dry.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_midshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_midshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_midshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_safety.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_silencershot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_silencershot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_silencershot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_silencertailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_silencertailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_silencertailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_silencertailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_silencertailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_taildistant.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_tailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_tailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_tailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_tailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr06_tailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr_06_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr_06_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr_06_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr_06_closure_1.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr_06_closure_2.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr_06_dry.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr_06_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr_06_safety.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr_06_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr_06_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr_06_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr_06_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\dmr_06_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d\\mmg_01_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_closure_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_dry.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_tail_trees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_tail_trees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_closeshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_closeshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_closeshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_distshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_distshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_distshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_dry.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_midshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_midshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_midshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencershot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencershot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencershot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencertailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencertailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencertailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencertailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencertailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_taildistant.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_tailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_tailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_tailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_tailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_tailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_dry.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_tail_trees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_tail_trees.wss\"\n```\n\n#### sounds_f_mod\n\n```\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_closeshot_01.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_closeshot_02.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_closeshot_03.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_distshot_01.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_distshot_02.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_distshot_03.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_dry.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_firemode.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_midshot_01.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_midshot_02.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_midshot_03.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_reload.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencershot_01.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencershot_02.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencershot_03.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencertailforest.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencertailhouses.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencertailinterior.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencertailmeadows.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencertailtrees.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_taildistant.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_tailforest.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_tailhouses.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_tailinterior.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_tailmeadows.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_tailtrees.wss\"\n```\n\n#### sounds_f_oldman\n\n```\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx001.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx002.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx003.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx004.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx005.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx006.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx007.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx008.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx009.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx010.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx011.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx012.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx013.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx014.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx015.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx016.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx017.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx018.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx019.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx020.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx021.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx022.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx023.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx024.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx025.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx026.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx027.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx028.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx029.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx001.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx002.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx003.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx004.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx005.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx006.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx007.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx008.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx009.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx010.wss\"\n```\n\n#### sounds_f_orange\n\n```\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_trajectory.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_09.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_10.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_11.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_12.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_13.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_14.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_15.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_16.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_17.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_18.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_19.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_20.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_21.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_22.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_09.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\minelighta_tailforest_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\minelighta_tailforest_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\minelighta_tailmeadows_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\minelighta_tailmeadows_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\minelightc_tailhouses.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\minelightd_tailhouses.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_deactivate_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_deactivate_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_trigger_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_09.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_10.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_11.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_12.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_dust_cloud_light.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_09.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_10.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_11.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_12.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_09.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_10.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_11.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_12.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\apersboundingmine_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\apersboundingmine_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\apersboundingmine_trigger_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\apersmine_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\apersmine_deactivate_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\apersmine_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\apersmine_trigger_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\aperstripwire_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\aperstripwire_deactivate_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\aperstripwire_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\aperstripwire_trigger_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\atmine_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\atmine_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\atmine_trigger_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\claymore_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\claymore_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\claymore_touchoff_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\explosivecharge_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\explosivecharge_deactivate_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\explosivecharge_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\explosivecharge_touchoff_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\explosivesatchel_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\explosivesatchel_deactivate_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\explosivesatchel_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\explosivesatchel_touchoff_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\ied_large_dugin_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\ied_large_dugin_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\ied_large_urban_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\ied_large_urban_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\ied_small_dugin_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\ied_small_dugin_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\ied_small_urban_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\ied_small_urban_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\m6slammine_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\m6slammine_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\navalmine_bottom_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\navalmine_moored_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\pdm7_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\pdm7_trigger_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\mine_drop_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\mine_drop_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\mine_drop_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\mine_drop_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\mine_drop_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\mine_drop_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\mine_drop_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\mine_drop_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\mine_drop_09.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\mine_drop_10.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_deactivation_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_launch_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_launch_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_launch_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_launch_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_mine_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_mine_exp_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_mine_exp_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_mine_exp_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_mine_exp_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_mine_exp_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_mine_exp_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_mine_exp_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_mine_exp_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_mine_exp_09.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_mine_exp_10.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_mine_trigger_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\minedispenser\\minedispenser_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_flag_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_flag_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_fuse_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_fuse_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_fuse_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_fuse_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_fuse_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_fuse_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_report_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_report_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_whistle_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_whistle_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_whistle_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_whistle_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_whistle_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\trainingmine\\trainingmine_whistle_06.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\car_alarm_6s.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\car_alarm_8s.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\orange_access_fm.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\orange_action_wheel.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\orange_actionwheel_complete_01.wss\"\n\"a3\\sounds_f_orange\\missions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missionsfx\\showcase_tent_interior_loop_01.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\showcase_tent_interior_loop_02.wss\"\n\"a3\\sounds_f_orange\\test\\beep.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_coll_water_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_coll_water_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_collission_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_collission_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_collission_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_collission_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_01_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_01_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_02_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_02_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_03_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_03_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_off_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_off_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_on_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_on_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_engine_lateral_movement_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_engine_lateral_movement_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_land_hit_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_land_hit_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_land_hit_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_rotors_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_land_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_land_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_object_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_object_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_tree_01_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_tree_01_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_tree_02_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_tree_02_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_windnoise_01_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_windnoise_01_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\rotors_synth_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_coll_water_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_coll_water_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_collission_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_collission_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_collission_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_collission_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_05.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_06.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_07.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_08.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_09.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_collission_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_collission_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_collission_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_collission_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_01_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_01_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_02_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_02_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_03_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_03_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_04_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_04_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_off_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_off_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_on_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_on_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_engine_lateral_movement.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_engine_lateral_movement_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_land_hit_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_land_hit_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_land_hit_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_land_hit_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_05.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_06.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_07.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_08.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_09.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_10.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_11.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_12.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflets_release_ext_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflets_release_ext_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflets_release_ext_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflets_release_ext_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_land_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_land_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_object_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_object_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_tree_01_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_tree_01_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_tree_02_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_tree_02_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_windnoise_01_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_windnoise_01_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_bomb_release_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_bomb_release_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_bomb_release_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_bomb_release_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_bomb_whistle.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_dummybomb_exp_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_dummybomb_exp_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_dummybomb_exp_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_dummybomb_report_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_dummybomb_report_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_dummybomb_report_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_05.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_06.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_07.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_08.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_05.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_06.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_07.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_08.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\rain\\vehicles_rain_01_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\rain\\vehicles_rain_01_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\rain\\vehicles_rain_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_ambulance_siren_ext_loop.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_ambulance_siren_int_loop.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_ambulance_siren_oneshot.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_brakes_asphalt_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_brakes_asphalt_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_brakes_dirt_ext_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_front_close_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_front_open_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_rear_close_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_rear_close_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_rear_open_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_rear_open_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_rear_open_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_slide_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_slide_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_slide_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_slide_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_01_ext_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_01_int_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_02_ext_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_02_int_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_03_ext_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_03_int_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_04_ext_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_04_int_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_02_idle_ext_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_02_idle_int_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_gendarmerie_siren_ext_loop_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_gendarmerie_siren_int_loop_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_gendarmerie_siren_oneshot.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_noise_hard_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_asphalt_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_asphalt_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_grass_mud_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_gravel_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_movement_dirt_ext_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_sand.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_turns_asphalt_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_turns_dirt_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_water.wss\"\n```\n\n#### sounds_f_patrol\n\n```\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\01_partial_objective_accomplished_a.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\01_partial_objective_accomplished_b.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\01_partial_objective_accomplished_c.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\02_mission_start_a.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\02_mission_start_b.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\02_mission_start_c.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\03_exfil_successful_primary_done_a.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\03_exfil_successful_primary_done_b.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\03_exfil_successful_primary_done_c.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\04_exfil_successful_primary_failed_a.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\04_exfil_successful_primary_failed_b.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\04_exfil_successful_primary_failed_c.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\05_timeout_induced_exfil_a.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\05_timeout_induced_exfil_b.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\05_timeout_induced_exfil_c.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\06_mission_accomplished_a.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\06_mission_accomplished_b.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\06_mission_accomplished_c.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\07_casualties_induced_exfil_a.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\07_casualties_induced_exfil_b.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\07_casualties_induced_exfil_c.ogg\"\n\"a3\\sounds_f_patrol\\sfx\\objects\\oldlaptop\\oldlaptop_video.wss\"\n```\n\n#### sounds_f_tank\n\n```\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\adds\\kick.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\adds\\metal01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\adds\\metal02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\adds\\metal03.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_closeshot_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_closeshot_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_closeshot_03.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_closeshot_04.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_distshot_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_distshot_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_distshot_03.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_tailforest_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_tailforest_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_tailhouses_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_tailhouses_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_tailmeadows_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_tailmeadows_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_closeshot_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_closeshot_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_closeshot_03.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_closeshot_04.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_distshot_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_distshot_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_distshot_03.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_launch_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_launch_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons_static\\firefist\\firefist_closeshot01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons_static\\firefist\\firefist_distshot01.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_burst01.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_burst02.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_rpm0.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_rpm1.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_rpm2.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_rpm3.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_rpm4.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_start.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_stop.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_burst01.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_burst02.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_rpm0.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_rpm1.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_rpm2.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_rpm3.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_rpm4.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_start.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_stop.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_burst01.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_burst02.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_burst03.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_rpm0.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_rpm1.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_rpm2.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_rpm3.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_rpm4.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_rpm5.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_start.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_stop.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_burst01.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_burst02.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_burst03.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_rpm0.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_rpm1.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_rpm2.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_rpm3.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_rpm4.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_rpm5.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_start.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_stop.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_burst01.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_burst02.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_burst03.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_rpm0.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_rpm1.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_rpm2.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_rpm3.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_rpm4.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_rpm5.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_rpm6.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_start.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_stop.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_burst01.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_burst02.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_burst03.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_rpm0.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_rpm1.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_rpm2.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_rpm3.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_rpm4.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_rpm5.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_rpm6.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_start.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_stop.wss\"\n```\n\n#### ui_f\\data\n\n```\n\"a3\\ui_f\\data\\sound\\cfgcutscenes\\rearm.wss\"\n\"a3\\ui_f\\data\\sound\\cfgcutscenes\\refuel.wss\"\n\"a3\\ui_f\\data\\sound\\cfgcutscenes\\repair.wss\"\n\"a3\\ui_f\\data\\sound\\cfgingameui\\hint.wss\"\n\"a3\\ui_f\\data\\sound\\cfgingameui\\hintcollapse.wss\"\n\"a3\\ui_f\\data\\sound\\cfgingameui\\hintexpand.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\additemfailed.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\additemok.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\communicationmenuitemadded.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\defaultnotification.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\defaultnotificationclose.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\scoreadded.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\scoreremoved.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\sectorcaptured.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\sectorlost.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\skirmishentering.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\skirmishleaving.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\tacticalping.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\tacticalping2.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\tacticalping3.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\tacticalping4.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\taskassigned.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\taskcanceled.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\taskcreated.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\taskfailed.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\tasksucceeded.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\taskupdated.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\tridentallies.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\tridentenemies.wss\"\n\"a3\\ui_f\\data\\sound\\empty.wss\"\n\"a3\\ui_f\\data\\sound\\readout\\readoutclick.wss\"\n\"a3\\ui_f\\data\\sound\\readout\\readouthideclick1.wss\"\n\"a3\\ui_f\\data\\sound\\readout\\readouthideclick2.wss\"\n\"a3\\ui_f\\data\\sound\\rscbutton\\soundclick.wss\"\n\"a3\\ui_f\\data\\sound\\rscbutton\\soundenter.wss\"\n\"a3\\ui_f\\data\\sound\\rscbutton\\soundescape.wss\"\n\"a3\\ui_f\\data\\sound\\rscbutton\\soundpush.wss\"\n\"a3\\ui_f\\data\\sound\\rscbuttonmenu\\soundclick.wss\"\n\"a3\\ui_f\\data\\sound\\rscbuttonmenu\\soundenter.wss\"\n\"a3\\ui_f\\data\\sound\\rscbuttonmenu\\soundescape.wss\"\n\"a3\\ui_f\\data\\sound\\rscbuttonmenu\\soundpush.wss\"\n\"a3\\ui_f\\data\\sound\\rscbuttonmenuok\\soundpush.wss\"\n\"a3\\ui_f\\data\\sound\\rsccombo\\soundcollapse.wss\"\n\"a3\\ui_f\\data\\sound\\rsccombo\\soundexpand.wss\"\n\"a3\\ui_f\\data\\sound\\rsccombo\\soundselect.wss\"\n\"a3\\ui_f\\data\\sound\\rsclistbox\\soundselect.wss\"\n\"a3\\ui_f\\data\\sound\\rsctitles\\rsctilesgroup_collapse.wss\"\n\"a3\\ui_f\\data\\sound\\rsctitles\\rsctilesgroup_expand.wss\"\n```\n\n#### ui_f_curator\n\n```\n\"a3\\ui_f_curator\\data\\sound\\cfgcurator\\soundping.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\error01.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\error02.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\error03.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\error04.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\error05.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\ping01.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\ping02.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\ping03.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\ping04.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\ping05.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\ping06.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\ping07.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\visionmode.wss\"\n```","sections":[{"heading":"Export Script","level":3,"markdown":"Arma 3 v2.22 Execute the following script in a **saved** Eden Editor scenario in the Arma 3: Debug Console to get a complete list of all sound files.\n\n```sqf\nif (missionName == \"\") then\n{\n    [\"You have to save the scenario first!\", 1] call BIS_fnc_3DENNotification;\n}\nelse\n{\n    private _addonPrefixes = allAddonsInfo apply {_x select 0};\n    _addonPrefixes sort true;\n\n    {\n        private _files = [];\n        private _addedPrefix = _x;\n\n        {\n            _files append addonFiles [_addedPrefix, _x];\n        } forEach [\".wav\", \".wss\", \".ogg\"];\n\n        if (_files isNotEqualTo []) then\n        {\n            _files sort true;\n            private _par = createHashMap;\n            _par set [\"name\", _addedPrefix regexReplace [\"\\\\\", \"_\"] trim [\"_\"]];\n            _par set [\"folder\", \"SoundFiles\"];\n            _par set [\"content\", _files joinString endl];\n\n            do3DENAction [\"CreateTextFile\", _par];\n        };\n    } forEach _addonPrefixes;\n\n    do3DENAction \"FolderMission\";\n};\n```\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."},{"heading":"3den","level":4,"markdown":"```\n\"a3\\3den\\data\\sound\\cfgsound\\notificationdefault.wss\"\n\"a3\\3den\\data\\sound\\cfgsound\\notificationwarning.wss\"\n\"a3\\3den\\data\\sound\\cfgsound\\visionmode.wss\"\n```"},{"heading":"animals_f","level":4,"markdown":"```\n\"a3\\animals_f\\seagull\\data\\crowe.wss\"\n```"},{"heading":"animals_f_beta","level":4,"markdown":"```\n\"a3\\animals_f_beta\\sheep\\data\\sound\\danger.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\hoover1_sheep.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\hoover2_sheep.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\hoover3_sheep.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\hoover4_sheep.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\hoover5_sheep.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\hoover_loop_sheep1.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\hoover_loop_sheep2.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\idlecomm.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\sheep1.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\sheep2.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\sheep3.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\sheep4.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\sheep5.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\sheep_falldown1.wss\"\n\"a3\\animals_f_beta\\sheep\\data\\sound\\sheep_falldown2.wss\"\n```"},{"heading":"data_f_curator","level":4,"markdown":"```\n\"a3\\data_f_curator\\sound\\cfgnonaivehicles\\eagle_f_1.wss\"\n\"a3\\data_f_curator\\sound\\cfgnonaivehicles\\eagle_f_2.wss\"\n\"a3\\data_f_curator\\sound\\cfgnonaivehicles\\eagle_f_3.wss\"\n\"a3\\data_f_curator\\sound\\cfgnonaivehicles\\eagle_f_4.wss\"\n\"a3\\data_f_curator\\sound\\cfgnonaivehicles\\eagle_f_5.wss\"\n\"a3\\data_f_curator\\sound\\cfgnonaivehicles\\eagle_f_6.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\air_raid.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\incoming1.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\incoming2.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\moduleseagulls.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\wind1.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\wind2.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\wind3.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\wind4.wss\"\n\"a3\\data_f_curator\\sound\\cfgsounds\\wind5.wss\"\n```"},{"heading":"data_f_curator\\music","level":4,"markdown":"```\n\"a3\\data_f_curator\\music\\eventtrack01_f_curator.ogg\"\n\"a3\\data_f_curator\\music\\eventtrack02_f_curator.ogg\"\n\"a3\\data_f_curator\\music\\eventtrack03_f_curator.ogg\"\n\"a3\\data_f_curator\\music\\leadtrack01_f_curator.ogg\"\n```"},{"heading":"data_f_warlords","level":4,"markdown":"```\n\"a3\\data_f_warlords\\sfx\\flyby.wss\"\n```"},{"heading":"dubbing_f","level":4,"markdown":"```\n\"a3\\dubbing_f\\modules\\supports\\artillery_accomplished.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\artillery_acknowledged.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\artillery_destroyed.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\artillery_request.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\artillery_rounds_complete.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_bombing_accomplished.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_bombing_acknowledged.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_bombing_destroyed.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_bombing_request.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_heli_accomplished.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_heli_acknowledged.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_heli_destroyed.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\cas_heli_request.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\drop_accomplished.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\drop_acknowledged.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\drop_destroyed.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\drop_request.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\misc_new_available.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\transport_accomplished.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\transport_acknowledged.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\transport_destroyed.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\transport_lz_selected.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\transport_request.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\transport_welcome.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\uav_accomplished.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\uav_acknowledged.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\uav_destroyed.ogg\"\n\"a3\\dubbing_f\\modules\\supports\\uav_request.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\01_intro\\showcase_helicopters_01_intro_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\01_intro\\showcase_helicopters_01_intro_base_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\05_in_heli\\showcase_helicopters_05_in_heli_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\05_in_heli\\showcase_helicopters_05_in_heli_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\10_enemy_vehicles_revealed\\showcase_helicopters_10_enemy_vehicles_revealed_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\10_enemy_vehicles_revealed\\showcase_helicopters_10_enemy_vehicles_revealed_base_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\10_enemy_vehicles_revealed\\showcase_helicopters_10_enemy_vehicles_revealed_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\15_enemy_vehicle_destroyed\\showcase_helicopters_15_enemy_vehicle_destroyed_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\20_enemy_vehicles_destroyed\\showcase_helicopters_20_enemy_vehicles_destroyed_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\20_enemy_vehicles_destroyed\\showcase_helicopters_20_enemy_vehicles_destroyed_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\25_bombardment_started_while_landing\\showcase_helicopters_25_bombardment_started_while_landing_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\25_bombardment_started_while_landing\\showcase_helicopters_25_bombardment_started_while_landing_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\25_bombardment_started_while_landing\\showcase_helicopters_25_bombardment_started_while_landing_pilot_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\30_mortars_destroyed\\showcase_helicopters_30_mortars_destroyed_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\35_land_at_mike26\\showcase_helicopters_35_land_at_mike26_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\35_land_at_mike26\\showcase_helicopters_35_land_at_mike26_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\40_landed_at_mike26\\showcase_helicopters_40_landed_at_mike26_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\40_landed_at_mike26\\showcase_helicopters_40_landed_at_mike26_pilot_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\45_squad_unloaded\\showcase_helicopters_45_squad_unloaded_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\50_resuppy\\showcase_helicopters_50_resuppy_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\53_resupplied\\showcase_helicopters_53_resupplied_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\55_go_kamino\\showcase_helicopters_55_go_kamino_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\55_go_kamino\\showcase_helicopters_55_go_kamino_base_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\55_go_kamino\\showcase_helicopters_55_go_kamino_base_2.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\60_mortars_destroyed_kamino\\showcase_helicopters_60_mortars_destroyed_kamino_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\65_fly_home\\showcase_helicopters_65_fly_home_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\65_fly_home\\showcase_helicopters_65_fly_home_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\70_at_home\\showcase_helicopters_70_at_home_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x01_idle_getin\\showcase_helicopters_x01_idle_getin_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x05_idle_getin\\showcase_helicopters_x05_idle_getin_copilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x05_idle_getin\\showcase_helicopters_x05_idle_getin_copilot_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x10_low_on_ammo\\showcase_helicopters_x10_low_on_ammo_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x10_low_on_ammo\\showcase_helicopters_x10_low_on_ammo_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x15_enemy_vehicles_near_base_both_alive\\showcase_helicopters_x15_enemy_vehicles_near_base_both_alive_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x15_enemy_vehicles_near_base_both_alive\\showcase_helicopters_x15_enemy_vehicles_near_base_both_alive_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x15_enemy_vehicles_near_base_both_alive\\showcase_helicopters_x15_enemy_vehicles_near_base_both_alive_pilot_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x20_enemy_vehicles_near_base_one_alive\\showcase_helicopters_x20_enemy_vehicles_near_base_one_alive_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x20_enemy_vehicles_near_base_one_alive\\showcase_helicopters_x20_enemy_vehicles_near_base_one_alive_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x20_enemy_vehicles_near_base_one_alive\\showcase_helicopters_x20_enemy_vehicles_near_base_one_alive_pilot_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x25_enemy_vehicles_near_base_reported_by_hq\\showcase_helicopters_x25_enemy_vehicles_near_base_reported_by_hq_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x25_enemy_vehicles_near_base_reported_by_hq\\showcase_helicopters_x25_enemy_vehicles_near_base_reported_by_hq_base_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x30_bombardment_started_reported_by_hq\\showcase_helicopters_x30_bombardment_started_reported_by_hq_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x30_bombardment_started_reported_by_hq\\showcase_helicopters_x30_bombardment_started_reported_by_hq_base_1.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x30_bombardment_started_reported_by_hq\\showcase_helicopters_x30_bombardment_started_reported_by_hq_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x35_mortars_detected\\showcase_helicopters_x35_mortars_detected_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x35_mortars_detected\\showcase_helicopters_x35_mortars_detected_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x40_land_at_mike26_intro\\showcase_helicopters_x40_land_at_mike26_intro_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x45_land_at_mike26_after_mortars\\showcase_helicopters_x45_land_at_mike26_after_mortars_base_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x45_land_at_mike26_after_mortars\\showcase_helicopters_x45_land_at_mike26_after_mortars_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_helicopters\\x50_landed_at_camp_rogain\\showcase_helicopters_x50_landed_at_camp_rogain_pilot_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\01_enemy_spotted\\showcase_infantry_01_enemy_spotted_alp_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\01_enemy_spotted\\showcase_infantry_01_enemy_spotted_alp_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\01_enemy_spotted\\showcase_infantry_01_enemy_spotted_alp_2.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\01_enemy_spotted\\showcase_infantry_01_enemy_spotted_pap_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\01_enemy_spotted\\showcase_infantry_01_enemy_spotted_poi_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\03_pointman_hit\\showcase_infantry_03_pointman_hit_poi_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\05_pointman_dead\\showcase_infantry_05_pointman_dead_alp_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\05_pointman_dead\\showcase_infantry_05_pointman_dead_alp_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\10_medic\\showcase_infantry_10_medic_alp_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\10_medic\\showcase_infantry_10_medic_alp_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\20_no_hope\\showcase_infantry_20_no_hope_med_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\20_no_hope\\showcase_infantry_20_no_hope_med_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\20_no_hope\\showcase_infantry_20_no_hope_pap_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\23_negative\\showcase_infantry_23_negative_pap_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\23_negative\\showcase_infantry_23_negative_pap_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\25_keep_moving\\showcase_infantry_25_keep_moving_alp_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\25_keep_moving\\showcase_infantry_25_keep_moving_alp_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\25_keep_moving\\showcase_infantry_25_keep_moving_pap_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\27_ridgelines\\showcase_infantry_27_ridgelines_alp_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\30_town_clear\\showcase_infantry_30_town_clear_bra_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\30_town_clear\\showcase_infantry_30_town_clear_bra_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\30_town_clear\\showcase_infantry_30_town_clear_pap_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\35_mortars\\showcase_infantry_35_mortars_bra_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\35_mortars\\showcase_infantry_35_mortars_bra_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\36_volunteered\\showcase_infantry_36_volunteered_alp_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\36_volunteered\\showcase_infantry_36_volunteered_ker_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\40_charlie_support\\showcase_infantry_40_charlie_support_cha_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\45_in_position\\showcase_infantry_45_in_position_cha_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\50_spotters_located\\showcase_infantry_50_spotters_located_cha_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\60_spotters_dead\\showcase_infantry_60_spotters_dead_ker_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\70_retreat\\showcase_infantry_70_retreat_pap_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\70_retreat\\showcase_infantry_70_retreat_pap_1.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\x01_medic_dead\\showcase_infantry_x01_medic_dead_alp_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\x05_mortar_dead\\showcase_infantry_x05_mortar_dead_ker_0.ogg\"\n\"a3\\dubbing_f\\showcase_infantry\\x10_bravo_dead\\showcase_infantry_x10_bravo_dead_pap_0.ogg\"\n\"a3\\dubbing_f\\showcase_scuba\\01_start\\showcase_scuba_01_start_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_scuba\\01_start\\showcase_scuba_01_start_jim_0.ogg\"\n\"a3\\dubbing_f\\showcase_scuba\\01_start\\showcase_scuba_01_start_ker_0.ogg\"\n\"a3\\dubbing_f\\showcase_scuba\\05_chopper\\showcase_scuba_05_chopper_ker_0.ogg\"\n\"a3\\dubbing_f\\showcase_scuba\\10_end\\showcase_scuba_10_end_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_scuba\\10_end\\showcase_scuba_10_end_ker_0.ogg\"\n\"a3\\dubbing_f\\showcase_scuba\\10_end\\showcase_scuba_10_end_ker_1.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\01_start\\showcase_vehicles_01_start_grn_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\01_start\\showcase_vehicles_01_start_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\01_start\\showcase_vehicles_01_start_pla_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\05_steal\\showcase_vehicles_05_steal_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\05_steal\\showcase_vehicles_05_steal_pla_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\10_depot\\showcase_vehicles_10_depot_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\10_depot\\showcase_vehicles_10_depot_pla_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\15_green_trouble\\showcase_vehicles_15_green_trouble_grn_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\15_green_trouble\\showcase_vehicles_15_green_trouble_grn_1.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\15_green_trouble\\showcase_vehicles_15_green_trouble_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\15_green_trouble\\showcase_vehicles_15_green_trouble_hq_1.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\15_green_trouble\\showcase_vehicles_15_green_trouble_pla_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\20_green_ok\\showcase_vehicles_20_green_ok_grn_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\20_green_ok\\showcase_vehicles_20_green_ok_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\25_end\\showcase_vehicles_25_end_dvr_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x01_car_dead\\showcase_vehicles_x01_car_dead_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x01_car_dead\\showcase_vehicles_x01_car_dead_pla_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x01_car_dead\\showcase_vehicles_x01_car_dead_pla_1.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x05_depot_hardcore\\showcase_vehicles_x05_depot_hardcore_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x05_depot_hardcore\\showcase_vehicles_x05_depot_hardcore_pla_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x10_green_dead\\showcase_vehicles_x10_green_dead_hq_0.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x10_green_dead\\showcase_vehicles_x10_green_dead_hq_1.ogg\"\n\"a3\\dubbing_f\\showcase_vehicles\\x10_green_dead\\showcase_vehicles_x10_green_dead_hq_2.ogg\"\n```"},{"heading":"dubbing_f_aow","level":4,"markdown":"```\n\"a3\\dubbing_f_aow\\showcase_aow\\001_int_sala\\showcase_aow_001_int_sala_announcer_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\001_int_sala\\showcase_aow_001_int_sala_announcer_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\001_int_sala\\showcase_aow_001_int_sala_announcer_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\001_int_sala\\showcase_aow_001_int_sala_announcer_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\002_am_conversation_01\\showcase_aow_002_am_conversation_01_visitora_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\002_am_conversation_01\\showcase_aow_002_am_conversation_01_visitorb_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitorc_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitorc_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitord_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitord_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitord_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitord_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitord_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\003_am_conversation_02\\showcase_aow_003_am_conversation_02_visitord_5.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\004_am_conversation_03\\showcase_aow_004_am_conversation_03_visitore_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\004_am_conversation_03\\showcase_aow_004_am_conversation_03_visitore_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\004_am_conversation_03\\showcase_aow_004_am_conversation_03_visitore_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitora_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitora_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitora_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitora_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitorf_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitorf_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitorf_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitorf_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\005_am_conversation_04\\showcase_aow_005_am_conversation_04_visitorf_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\006_am_conversation_05\\showcase_aow_006_am_conversation_05_visitorg_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\007_am_conversation_06\\showcase_aow_007_am_conversation_06_visitorh_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\007_am_conversation_06\\showcase_aow_007_am_conversation_06_visitori_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\007_am_conversation_06\\showcase_aow_007_am_conversation_06_visitori_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\007_am_conversation_06\\showcase_aow_007_am_conversation_06_visitori_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\008_am_conversation_07\\showcase_aow_008_am_conversation_07_visitorc_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\008_am_conversation_07\\showcase_aow_008_am_conversation_07_visitorc_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\008_am_conversation_07\\showcase_aow_008_am_conversation_07_visitorh_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorb_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorb_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorb_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorb_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorb_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorj_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorj_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorj_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\009_am_conversation_08\\showcase_aow_009_am_conversation_08_visitorj_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\010_am_conversation_09\\showcase_aow_010_am_conversation_09_visitork_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\010_am_conversation_09\\showcase_aow_010_am_conversation_09_visitork_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\011_am_conversation_10\\showcase_aow_011_am_conversation_10_visitora_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\011_am_conversation_10\\showcase_aow_011_am_conversation_10_visitorh_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\011_am_conversation_10\\showcase_aow_011_am_conversation_10_visitorh_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\011_am_conversation_10\\showcase_aow_011_am_conversation_10_visitorh_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\011_am_conversation_10\\showcase_aow_011_am_conversation_10_visitorh_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\011_am_conversation_10\\showcase_aow_011_am_conversation_10_visitorh_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\012_am_conversation_11\\showcase_aow_012_am_conversation_11_visitorl_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\012_am_conversation_11\\showcase_aow_012_am_conversation_11_visitorl_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\013_am_conversation_12\\showcase_aow_013_am_conversation_12_visitorg_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\013_am_conversation_12\\showcase_aow_013_am_conversation_12_visitorm_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_aow\\014_am_conversation_13\\showcase_aow_014_am_conversation_13_visitorn_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_marksman_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_marksman_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_pilot_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_pilot_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_pilot_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_pilot_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_5.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_6.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_specialist_7.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_10.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_11.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_5.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_6.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_7.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_8.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\001_int_helicopter_insertion\\showcase_future_001_int_helicopter_insertion_squadleader_9.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\002_eve_fia_spotted\\showcase_future_002_eve_fia_spotted_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_guerrilla_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_guerrilla_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_guerrilla_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\003_ta_point_charlie\\showcase_future_003_ta_point_charlie_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\004_ta_point_charlie_skipped\\showcase_future_004_ta_point_charlie_skipped_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\004_ta_point_charlie_skipped\\showcase_future_004_ta_point_charlie_skipped_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\004_ta_point_charlie_skipped\\showcase_future_004_ta_point_charlie_skipped_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\004_ta_point_charlie_skipped\\showcase_future_004_ta_point_charlie_skipped_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\005_eve_wounded_guerrilla\\showcase_future_005_eve_wounded_guerrilla_guerrillaofficer_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\005_eve_wounded_guerrilla\\showcase_future_005_eve_wounded_guerrilla_guerrillaofficer_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\005_eve_wounded_guerrilla\\showcase_future_005_eve_wounded_guerrilla_guerrillaofficer_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\005_eve_wounded_guerrilla\\showcase_future_005_eve_wounded_guerrilla_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\006_eve_sniper_spotted_player_in\\showcase_future_006_eve_sniper_spotted_player_in_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\007_eve_sniper_spotted_in\\showcase_future_007_eve_sniper_spotted_in_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\008_eve_sniper_spotted\\showcase_future_008_eve_sniper_spotted_marksman_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\008_eve_sniper_spotted\\showcase_future_008_eve_sniper_spotted_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\009_ta_sniper_killed_marksman_in\\showcase_future_009_ta_sniper_killed_marksman_in_marksman_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\010_ta_sniper_killed_player_in\\showcase_future_010_ta_sniper_killed_player_in_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\011_ta_sniper_killed_out\\showcase_future_011_ta_sniper_killed_out_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\011_ta_sniper_killed_out\\showcase_future_011_ta_sniper_killed_out_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\011_ta_sniper_killed_out\\showcase_future_011_ta_sniper_killed_out_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\011_ta_sniper_killed_out\\showcase_future_011_ta_sniper_killed_out_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\012_eve_civilian_truck\\showcase_future_012_eve_civilian_truck_marksman_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\012_eve_civilian_truck\\showcase_future_012_eve_civilian_truck_marksman_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\013_ta_prisoners_found\\showcase_future_013_ta_prisoners_found_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\013_ta_prisoners_found\\showcase_future_013_ta_prisoners_found_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\013_ta_prisoners_found\\showcase_future_013_ta_prisoners_found_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\013_ta_prisoners_found\\showcase_future_013_ta_prisoners_found_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\014_eve_prisoners_map_open\\showcase_future_014_eve_prisoners_map_open_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\015_ta_prisoners_marked\\showcase_future_015_ta_prisoners_marked_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\016_eve_looters\\showcase_future_016_eve_looters_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\016_eve_looters\\showcase_future_016_eve_looters_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\017_eve_aaf_combatants\\showcase_future_017_eve_aaf_combatants_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\018_eve_aaf_combatants_firing\\showcase_future_018_eve_aaf_combatants_firing_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\019_eve_encounter_report_looters\\showcase_future_019_eve_encounter_report_looters_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\019_eve_encounter_report_looters\\showcase_future_019_eve_encounter_report_looters_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\019_eve_encounter_report_looters\\showcase_future_019_eve_encounter_report_looters_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\019_eve_encounter_report_looters\\showcase_future_019_eve_encounter_report_looters_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\020_eve_encounter_chapel\\showcase_future_020_eve_encounter_chapel_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\020_eve_encounter_chapel\\showcase_future_020_eve_encounter_chapel_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\020_eve_encounter_chapel\\showcase_future_020_eve_encounter_chapel_player_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\020_eve_encounter_chapel\\showcase_future_020_eve_encounter_chapel_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\021_eve_encounter_war_criminals\\showcase_future_021_eve_encounter_war_criminals_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\021_eve_encounter_war_criminals\\showcase_future_021_eve_encounter_war_criminals_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\021_eve_encounter_war_criminals\\showcase_future_021_eve_encounter_war_criminals_player_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\021_eve_encounter_war_criminals\\showcase_future_021_eve_encounter_war_criminals_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\021_eve_encounter_war_criminals\\showcase_future_021_eve_encounter_war_criminals_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\021_eve_encounter_war_criminals\\showcase_future_021_eve_encounter_war_criminals_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\022_eve_encounter_house\\showcase_future_022_eve_encounter_house_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\023_eve_machinegunner_kia\\showcase_future_023_eve_machinegunner_kia_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\023_eve_machinegunner_kia\\showcase_future_023_eve_machinegunner_kia_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\024_ta_ugv_attack_in\\showcase_future_024_ta_ugv_attack_in_pilot_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\024_ta_ugv_attack_in\\showcase_future_024_ta_ugv_attack_in_pilot_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\024_ta_ugv_attack_in\\showcase_future_024_ta_ugv_attack_in_pilot_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\024_ta_ugv_attack_in\\showcase_future_024_ta_ugv_attack_in_pilot_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\024_ta_ugv_attack_in\\showcase_future_024_ta_ugv_attack_in_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\024_ta_ugv_attack_in\\showcase_future_024_ta_ugv_attack_in_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\024_ta_ugv_attack_in\\showcase_future_024_ta_ugv_attack_in_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\025_ta_ugv_attack_explosives\\showcase_future_025_ta_ugv_attack_explosives_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\026_ta_ugv_attack_no_explosives\\showcase_future_026_ta_ugv_attack_no_explosives_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\026_ta_ugv_attack_no_explosives\\showcase_future_026_ta_ugv_attack_no_explosives_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\026_ta_ugv_attack_no_explosives\\showcase_future_026_ta_ugv_attack_no_explosives_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\027_ta_ugv_destroyed\\showcase_future_027_ta_ugv_destroyed_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\027_ta_ugv_destroyed\\showcase_future_027_ta_ugv_destroyed_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\028_ta_ugv_deactivated\\showcase_future_028_ta_ugv_deactivated_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\029_ta_ugv_destroyed_out\\showcase_future_029_ta_ugv_destroyed_out_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\029_ta_ugv_destroyed_out\\showcase_future_029_ta_ugv_destroyed_out_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\029_ta_ugv_destroyed_out\\showcase_future_029_ta_ugv_destroyed_out_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\029_ta_ugv_destroyed_out\\showcase_future_029_ta_ugv_destroyed_out_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\029_ta_ugv_destroyed_out\\showcase_future_029_ta_ugv_destroyed_out_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\029_ta_ugv_destroyed_out\\showcase_future_029_ta_ugv_destroyed_out_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\029_ta_ugv_destroyed_out\\showcase_future_029_ta_ugv_destroyed_out_squadleader_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\030_eve_dead_officer\\showcase_future_030_eve_dead_officer_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\030_eve_dead_officer\\showcase_future_030_eve_dead_officer_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\031_eve_dead_guerrilla\\showcase_future_031_eve_dead_guerrilla_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\031_eve_dead_guerrilla\\showcase_future_031_eve_dead_guerrilla_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\031_eve_dead_guerrilla\\showcase_future_031_eve_dead_guerrilla_player_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\031_eve_dead_guerrilla\\showcase_future_031_eve_dead_guerrilla_player_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\032_eve_dead_civilians\\showcase_future_032_eve_dead_civilians_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\032_eve_dead_civilians\\showcase_future_032_eve_dead_civilians_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\032_eve_dead_civilians\\showcase_future_032_eve_dead_civilians_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\033_eve_dead_operator\\showcase_future_033_eve_dead_operator_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\033_eve_dead_operator\\showcase_future_033_eve_dead_operator_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\033_eve_dead_operator\\showcase_future_033_eve_dead_operator_player_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\034_eve_ai_sentience\\showcase_future_034_eve_ai_sentience_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\034_eve_ai_sentience\\showcase_future_034_eve_ai_sentience_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\035_eve_response_a\\showcase_future_035_eve_response_a_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\036_eve_response_b\\showcase_future_036_eve_response_b_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\036_eve_response_b\\showcase_future_036_eve_response_b_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_pilot_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_pilot_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_pilot_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\037_ta_investigation_done\\showcase_future_037_ta_investigation_done_squadleader_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_pilot_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_pilot_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_pilot_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_5.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_6.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_7.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_player_8.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_5.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_6.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_7.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_specialist_8.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\038_cut_in_helicopter\\showcase_future_038_cut_in_helicopter_squadleader_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\039_eve_rough_landing\\showcase_future_039_eve_rough_landing_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_4.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_5.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_6.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\040_ta_sitrep\\showcase_future_040_ta_sitrep_squadleader_7.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\041_eve_convoy_near\\showcase_future_041_eve_convoy_near_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\042_eve_play_firing_on_convoy\\showcase_future_042_eve_play_firing_on_convoy_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\043_ta_convoy_clear\\showcase_future_043_ta_convoy_clear_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\043_ta_convoy_clear\\showcase_future_043_ta_convoy_clear_specialist_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\044_ex_van_not_searched\\showcase_future_044_ex_van_not_searched_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\045_ta_van_not_searched_in\\showcase_future_045_ta_van_not_searched_in_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\046_ta_van_searched\\showcase_future_046_ta_van_searched_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\047_eve_casrep_in\\showcase_future_047_eve_casrep_in_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\048_eve_casrep_none\\showcase_future_048_eve_casrep_none_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\048_eve_casrep_none\\showcase_future_048_eve_casrep_none_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\049_eve_casrep_casualty\\showcase_future_049_eve_casrep_casualty_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\049_eve_casrep_casualty\\showcase_future_049_eve_casrep_casualty_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\050_eve_casrep_casualties\\showcase_future_050_eve_casrep_casualties_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\050_eve_casrep_casualties\\showcase_future_050_eve_casrep_casualties_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\051_ta_attack_camp\\showcase_future_051_ta_attack_camp_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\052_eve_nearing_camp\\showcase_future_052_eve_nearing_camp_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\052_eve_nearing_camp\\showcase_future_052_eve_nearing_camp_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\053_eve_convoy_at_camp\\showcase_future_053_eve_convoy_at_camp_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\054_ta_camp_clear\\showcase_future_054_ta_camp_clear_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\054_ta_camp_clear\\showcase_future_054_ta_camp_clear_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\054_ta_camp_clear\\showcase_future_054_ta_camp_clear_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\055_eve_hostage\\showcase_future_055_eve_hostage_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\055_eve_hostage\\showcase_future_055_eve_hostage_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_specialist_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\056_ta_on_beach\\showcase_future_056_ta_on_beach_squadleader_3.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\057_ex_leaving_first_ao\\showcase_future_057_ex_leaving_first_ao_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\057_ex_leaving_first_ao\\showcase_future_057_ex_leaving_first_ao_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\057_ex_leaving_first_ao\\showcase_future_057_ex_leaving_first_ao_squadleader_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\057_ex_leaving_first_ao\\showcase_future_057_ex_leaving_first_ao_squadleader_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\057_ex_leaving_first_ao\\showcase_future_057_ex_leaving_first_ao_squadleader_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\058_ex_leaving_second_ao\\showcase_future_058_ex_leaving_second_ao_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\059_ex_non_combatant_killed\\showcase_future_059_ex_non_combatant_killed_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\059_ex_non_combatant_killed\\showcase_future_059_ex_non_combatant_killed_specialist_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\059_ex_non_combatant_killed\\showcase_future_059_ex_non_combatant_killed_specialist_2.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\060_ex_player_destroys_van\\showcase_future_060_ex_player_destroys_van_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\061_ex_hostage_killed_by_player\\showcase_future_061_ex_hostage_killed_by_player_specialist_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\061_ex_hostage_killed_by_player\\showcase_future_061_ex_hostage_killed_by_player_specialist_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\062_ex_prisoners_marked_wrong\\showcase_future_062_ex_prisoners_marked_wrong_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\063_eve_sniper_found\\showcase_future_063_eve_sniper_found_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\064_eve_player_under_fire\\showcase_future_064_eve_player_under_fire_marksman_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\064_eve_player_under_fire\\showcase_future_064_eve_player_under_fire_player_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\064_eve_player_under_fire\\showcase_future_064_eve_player_under_fire_player_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\065_eve_player_under_fire_twice\\showcase_future_065_eve_player_under_fire_twice_marksman_0.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\065_eve_player_under_fire_twice\\showcase_future_065_eve_player_under_fire_twice_marksman_1.ogg\"\n\"a3\\dubbing_f_aow\\showcase_future\\065_eve_player_under_fire_twice\\showcase_future_065_eve_player_under_fire_twice_player_0.ogg\"\n```"},{"heading":"dubbing_f_beta","level":4,"markdown":"```\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_10.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_11.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_12.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_13.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_14.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_15.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_16.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_17.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_18.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_19.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_20.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_21.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_22.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_5.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_6.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_7.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_8.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\checkpoints\\firing_drills_checkpoints_rof_9.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_10.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_11.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_12.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_13.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_14.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_15.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_16.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_17.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_18.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_19.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_20.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_21.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_22.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_23.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_24.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_25.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_26.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_5.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_6.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_7.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_8.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\cofgreen\\firing_drills_cofgreen_rof_9.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\misc\\firing_drills_misc_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\misc\\firing_drills_misc_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\misc\\firing_drills_misc_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\misc\\firing_drills_misc_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\misc\\firing_drills_misc_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\misc\\firing_drills_misc_rof_5.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_5.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_6.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_7.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_8.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\negative\\firing_drills_negative_rof_9.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\neutral\\firing_drills_neutral_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\neutral\\firing_drills_neutral_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\neutral\\firing_drills_neutral_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\neutral\\firing_drills_neutral_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\neutral\\firing_drills_neutral_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_5.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_6.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\positive\\firing_drills_positive_rof_7.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_10.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_5.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_6.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_7.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_8.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\rules\\firing_drills_rules_rof_9.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_0.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_1.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_10.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_11.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_12.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_13.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_14.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_15.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_16.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_17.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_18.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_19.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_2.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_20.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_21.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_22.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_23.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_24.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_25.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_26.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_27.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_3.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_4.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_5.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_6.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_7.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_8.ogg\"\n\"a3\\dubbing_f_beta\\firing_drills\\timing\\firing_drills_timing_rof_9.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_10.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_11.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_2.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_3.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_4.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_5.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_6.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_7.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_8.ogg\"\n\"a3\\dubbing_f_beta\\mptype_defense\\01_blufor\\mptype_defense_01_blufor_bhq_9.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\01_ready_up\\showcase_combined_arms_01_ready_up_got_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\05_ambient_chatter_1\\showcase_combined_arms_05_ambient_chatter_1_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\05_ambient_chatter_1\\showcase_combined_arms_05_ambient_chatter_1_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\05_ambient_chatter_1\\showcase_combined_arms_05_ambient_chatter_1_bhq_2.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\05_ambient_chatter_1\\showcase_combined_arms_05_ambient_chatter_1_ech_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\05_ambient_chatter_1\\showcase_combined_arms_05_ambient_chatter_1_got_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\10_ambient_chatter_2\\showcase_combined_arms_10_ambient_chatter_2_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\10_ambient_chatter_2\\showcase_combined_arms_10_ambient_chatter_2_whi_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\10_ambient_chatter_2\\showcase_combined_arms_10_ambient_chatter_2_whi_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\15_insertion_complete\\showcase_combined_arms_15_insertion_complete_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\15_insertion_complete\\showcase_combined_arms_15_insertion_complete_goo_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\15_insertion_complete\\showcase_combined_arms_15_insertion_complete_got_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\20_start_assault\\showcase_combined_arms_20_start_assault_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\25_cas_leaves\\showcase_combined_arms_25_cas_leaves_whi_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\25_cas_leaves\\showcase_combined_arms_25_cas_leaves_whi_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\30_seized_base\\showcase_combined_arms_30_seized_base_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\35_defeat_reinforcements\\showcase_combined_arms_35_defeat_reinforcements_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\35_defeat_reinforcements\\showcase_combined_arms_35_defeat_reinforcements_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\40_reinforcements_eliminated\\showcase_combined_arms_40_reinforcements_eliminated_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\40_reinforcements_eliminated\\showcase_combined_arms_40_reinforcements_eliminated_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\x01_extraction_leaves\\showcase_combined_arms_x01_extraction_leaves_got_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\x05_impossibletask\\showcase_combined_arms_x05_impossibletask_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_combined_arms\\x05_impossibletask\\showcase_combined_arms_x05_impossibletask_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\01_prolog\\showcase_commanding_i_01_prolog_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\01_prolog\\showcase_commanding_i_01_prolog_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\01_prolog\\showcase_commanding_i_01_prolog_bhq_2.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\01_prolog\\showcase_commanding_i_01_prolog_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\01_prolog\\showcase_commanding_i_01_prolog_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\05_landing\\showcase_commanding_i_05_landing_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\10_beach\\showcase_commanding_i_10_beach_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\10_beach\\showcase_commanding_i_10_beach_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\13_en_route\\showcase_commanding_i_13_en_route_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\13_en_route\\showcase_commanding_i_13_en_route_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\15_situation\\showcase_commanding_i_15_situation_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\15_situation\\showcase_commanding_i_15_situation_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\15_situation\\showcase_commanding_i_15_situation_haw_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\20_girna\\showcase_commanding_i_20_girna_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\20_girna\\showcase_commanding_i_20_girna_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\20_girna\\showcase_commanding_i_20_girna_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\23_girna_advice\\showcase_commanding_i_23_girna_advice_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\23_girna_advice\\showcase_commanding_i_23_girna_advice_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\23_girna_advice\\showcase_commanding_i_23_girna_advice_bra_2.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\25_reporting\\showcase_commanding_i_25_reporting_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\25_reporting\\showcase_commanding_i_25_reporting_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\25_reporting\\showcase_commanding_i_25_reporting_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\25_reporting\\showcase_commanding_i_25_reporting_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\30_attack\\showcase_commanding_i_30_attack_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\30_attack\\showcase_commanding_i_30_attack_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\30_attack\\showcase_commanding_i_30_attack_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\30_attack\\showcase_commanding_i_30_attack_haw_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\35_victory\\showcase_commanding_i_35_victory_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\35_victory\\showcase_commanding_i_35_victory_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\35_victory\\showcase_commanding_i_35_victory_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\35_victory\\showcase_commanding_i_35_victory_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x01_transport_immobile\\showcase_commanding_i_x01_transport_immobile_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x05_retreat\\showcase_commanding_i_x05_retreat_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x05_retreat\\showcase_commanding_i_x05_retreat_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x05_retreat\\showcase_commanding_i_x05_retreat_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x05_retreat\\showcase_commanding_i_x05_retreat_bra_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x10_late\\showcase_commanding_i_x10_late_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x15_away\\showcase_commanding_i_x15_away_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x20_not_reporting\\showcase_commanding_i_x20_not_reporting_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x20_not_reporting\\showcase_commanding_i_x20_not_reporting_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_commanding_i\\x20_not_reporting\\showcase_commanding_i_x20_not_reporting_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\01_slow_down\\showcase_night2_01_slow_down_fox_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\01_slow_down\\showcase_night2_01_slow_down_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\03_report_in\\showcase_night2_03_report_in_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\03_report_in\\showcase_night2_03_report_in_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\05_quickbriefing1\\showcase_night2_05_quickbriefing1_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\10_quickbriefing2\\showcase_night2_10_quickbriefing2_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\10_quickbriefing2\\showcase_night2_10_quickbriefing2_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\10_quickbriefing2\\showcase_night2_10_quickbriefing2_sho_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\13_quickbriefing3\\showcase_night2_13_quickbriefing3_fox_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\13_quickbriefing3\\showcase_night2_13_quickbriefing3_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\13_quickbriefing3\\showcase_night2_13_quickbriefing3_rok_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\15_good_luck\\showcase_night2_15_good_luck_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\20_report_arrival\\showcase_night2_20_report_arrival_fox_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\20_report_arrival\\showcase_night2_20_report_arrival_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\25_firstcontact\\showcase_night2_25_firstcontact_fox_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\25_firstcontact\\showcase_night2_25_firstcontact_fox_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\25_firstcontact\\showcase_night2_25_firstcontact_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\30_enemy_is_anxious\\showcase_night2_30_enemy_is_anxious_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\35_chaos_threshold_reached\\showcase_night2_35_chaos_threshold_reached_fox_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\35_chaos_threshold_reached\\showcase_night2_35_chaos_threshold_reached_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\40_extract\\showcase_night2_40_extract_fox_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\40_extract\\showcase_night2_40_extract_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\45_archangel_secure\\showcase_night2_45_archangel_secure_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\45_archangel_secure\\showcase_night2_45_archangel_secure_sho_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\50_extract_complete\\showcase_night2_50_extract_complete_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\x01_timeoutwarning\\showcase_night2_x01_timeoutwarning_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\x05_timeoutfailure\\showcase_night2_x05_timeoutfailure_sho_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\x10_extractionwarning\\showcase_night2_x10_extractionwarning_fox_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\x10_extractionwarning\\showcase_night2_x10_extractionwarning_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\x10_extractionwarning\\showcase_night2_x10_extractionwarning_rok_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\x15_extractionfailure\\showcase_night2_x15_extractionfailure_rok_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_night2\\x15_extractionfailure\\showcase_night2_x15_extractionfailure_rok_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_bhq_2.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_bhq_3.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_ech_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\01_sitrep\\showcase_supports_01_sitrep_haw_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\03_aa_elimiated\\showcase_supports_03_aa_elimiated_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\03_aa_elimiated\\showcase_supports_03_aa_elimiated_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\05_bravo_green_light\\showcase_supports_05_bravo_green_light_bra_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\05_bravo_green_light\\showcase_supports_05_bravo_green_light_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\10_echo_green_light\\showcase_supports_10_echo_green_light_ech_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\10_echo_green_light\\showcase_supports_10_echo_green_light_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\15_base_clear\\showcase_supports_15_base_clear_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\15_base_clear\\showcase_supports_15_base_clear_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x01_casaulties\\showcase_supports_x01_casaulties_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x01_casaulties\\showcase_supports_x01_casaulties_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x01_casaulties\\showcase_supports_x01_casaulties_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x05_aa_elimiated_sniper\\showcase_supports_x05_aa_elimiated_sniper_bhq_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x05_aa_elimiated_sniper\\showcase_supports_x05_aa_elimiated_sniper_bhq_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x05_aa_elimiated_sniper\\showcase_supports_x05_aa_elimiated_sniper_haw_0.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x05_aa_elimiated_sniper\\showcase_supports_x05_aa_elimiated_sniper_haw_1.ogg\"\n\"a3\\dubbing_f_beta\\showcase_supports\\x05_aa_elimiated_sniper\\showcase_supports_x05_aa_elimiated_sniper_haw_2.ogg\"\n```"},{"heading":"dubbing_f_bootcamp","level":4,"markdown":"```\n\"a3\\dubbing_f_bootcamp\\boot_m01\\01_start\\boot_m01_01_start_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\05_turn_on\\boot_m01_05_turn_on_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\10_surprised\\boot_m01_10_surprised_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\15_move\\boot_m01_15_move_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\20_targets\\boot_m01_20_targets_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\25_targets_spawned\\boot_m01_25_targets_spawned_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\30_fire\\boot_m01_30_fire_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\35_compass\\boot_m01_35_compass_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\35_compass\\boot_m01_35_compass_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\40_first_target\\boot_m01_40_first_target_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\45_bearings\\boot_m01_45_bearings_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\50_second_target\\boot_m01_50_second_target_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\55_all_down\\boot_m01_55_all_down_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\55_all_down\\boot_m01_55_all_down_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\60_to_start\\boot_m01_60_to_start_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\65_interruption\\boot_m01_65_interruption_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\65_interruption\\boot_m01_65_interruption_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\65_interruption\\boot_m01_65_interruption_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\65_interruption\\boot_m01_65_interruption_ada_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\65_interruption\\boot_m01_65_interruption_ada_4.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d01_reveal\\boot_m01_d01_reveal_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d01_reveal\\boot_m01_d01_reveal_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d01_reveal\\boot_m01_d01_reveal_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d01_reveal\\boot_m01_d01_reveal_lac_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d05_course\\boot_m01_d05_course_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d05_course\\boot_m01_d05_course_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d05_course\\boot_m01_d05_course_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d05_course\\boot_m01_d05_course_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d10_fun\\boot_m01_d10_fun_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d10_fun\\boot_m01_d10_fun_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d15_deaf\\boot_m01_d15_deaf_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d15_deaf\\boot_m01_d15_deaf_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d20_shutdown\\boot_m01_d20_shutdown_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d20_shutdown\\boot_m01_d20_shutdown_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d20_shutdown\\boot_m01_d20_shutdown_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\d20_shutdown\\boot_m01_d20_shutdown_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\x01_adams_shot_1\\boot_m01_x01_adams_shot_1_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\x05_adams_shot_2\\boot_m01_x05_adams_shot_2_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\x10_adams_shot_3\\boot_m01_x10_adams_shot_3_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\x15_ammo_depleted_1\\boot_m01_x15_ammo_depleted_1_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\x20_ammo_depleted_2\\boot_m01_x20_ammo_depleted_2_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m01\\x25_ammo_depleted_3\\boot_m01_x25_ammo_depleted_3_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\01_start\\boot_m02_01_start_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\05_annoying\\boot_m02_05_annoying_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\05_annoying\\boot_m02_05_annoying_isa_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\100_watch_yourself\\boot_m02_100_watch_yourself_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\105_all_down\\boot_m02_105_all_down_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\10_assembled\\boot_m02_10_assembled_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\10_assembled\\boot_m02_10_assembled_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\10_assembled\\boot_m02_10_assembled_isb_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\10_assembled\\boot_m02_10_assembled_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\110_incident\\boot_m02_110_incident_isa_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\15_introduction\\boot_m02_15_introduction_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\15_introduction\\boot_m02_15_introduction_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\15_introduction\\boot_m02_15_introduction_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\15_introduction\\boot_m02_15_introduction_ada_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\15_introduction\\boot_m02_15_introduction_isb_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\20_shot_stand\\boot_m02_20_shot_stand_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\25_shot_crouch\\boot_m02_25_shot_crouch_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\30_shot_prone\\boot_m02_30_shot_prone_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\35_suggest_stand\\boot_m02_35_suggest_stand_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\40_suggest_crouch\\boot_m02_40_suggest_crouch_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\40_suggest_crouch\\boot_m02_40_suggest_crouch_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\45_suggest_prone\\boot_m02_45_suggest_prone_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\45_suggest_prone\\boot_m02_45_suggest_prone_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\49_csat\\boot_m02_49_csat_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\49_csat\\boot_m02_49_csat_isb_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\50_take_scope\\boot_m02_50_take_scope_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\50_take_scope\\boot_m02_50_take_scope_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\55_long_1\\boot_m02_55_long_1_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\60_long_2\\boot_m02_60_long_2_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\65_long_3\\boot_m02_65_long_3_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\70_hold_breath\\boot_m02_70_hold_breath_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\75_targets_down\\boot_m02_75_targets_down_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\80_shoot_all\\boot_m02_80_shoot_all_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\85_shot_fatigued\\boot_m02_85_shot_fatigued_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\90_shot_composed\\boot_m02_90_shot_composed_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\95_started_composed\\boot_m02_95_started_composed_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d01_hello_world\\boot_m02_d01_hello_world_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d01_hello_world\\boot_m02_d01_hello_world_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d01_hello_world\\boot_m02_d01_hello_world_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d01_hello_world\\boot_m02_d01_hello_world_ada_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d01_hello_world\\boot_m02_d01_hello_world_ada_4.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d01_hello_world\\boot_m02_d01_hello_world_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d01_hello_world\\boot_m02_d01_hello_world_lac_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d05_aaf_anger\\boot_m02_d05_aaf_anger_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d05_aaf_anger\\boot_m02_d05_aaf_anger_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d05_aaf_anger\\boot_m02_d05_aaf_anger_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d10_ballistics_and_bearings\\boot_m02_d10_ballistics_and_bearings_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d10_ballistics_and_bearings\\boot_m02_d10_ballistics_and_bearings_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d10_ballistics_and_bearings\\boot_m02_d10_ballistics_and_bearings_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d10_ballistics_and_bearings\\boot_m02_d10_ballistics_and_bearings_ada_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d10_ballistics_and_bearings\\boot_m02_d10_ballistics_and_bearings_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d15_run_around\\boot_m02_d15_run_around_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d15_run_around\\boot_m02_d15_run_around_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d15_run_around\\boot_m02_d15_run_around_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d15_run_around\\boot_m02_d15_run_around_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d15_run_around\\boot_m02_d15_run_around_lac_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d20_fatigue\\boot_m02_d20_fatigue_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d20_fatigue\\boot_m02_d20_fatigue_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d20_fatigue\\boot_m02_d20_fatigue_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d20_fatigue\\boot_m02_d20_fatigue_ada_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d20_fatigue\\boot_m02_d20_fatigue_ada_4.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d20_fatigue\\boot_m02_d20_fatigue_ada_5.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\d20_fatigue\\boot_m02_d20_fatigue_lac_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x01_long_1_warning\\boot_m02_x01_long_1_warning_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x05_long_1_reprimand\\boot_m02_x05_long_1_reprimand_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x10_long_2_warning\\boot_m02_x10_long_2_warning_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x15_long_2_reprimand\\boot_m02_x15_long_2_reprimand_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x20_long_3_warning\\boot_m02_x20_long_3_warning_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x25_long_3_reprimand\\boot_m02_x25_long_3_reprimand_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x30_left_position_1\\boot_m02_x30_left_position_1_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x35_left_position_2\\boot_m02_x35_left_position_2_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m02\\x40_left_position_3\\boot_m02_x40_left_position_3_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\01_start\\boot_m03_01_start_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\01_start\\boot_m03_01_start_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\01_start\\boot_m03_01_start_ada_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\01_start\\boot_m03_01_start_ada_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\01_start\\boot_m03_01_start_isa_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\01_start\\boot_m03_01_start_isa_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\01_start\\boot_m03_01_start_isa_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\05_idiots\\boot_m03_05_idiots_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\05_idiots\\boot_m03_05_idiots_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\100_left_3\\boot_m03_100_left_3_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\105_earthquake\\boot_m03_105_earthquake_bsa_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\105_earthquake\\boot_m03_105_earthquake_bsa_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\boot_m03\\10_gather\\boot_m03_10_gather_ada_0.ogg\"\n\"a3\\dubbing_f_bootca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ng_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_18.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_19.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_2.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_20.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_21.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_22.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_23.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_24.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_25.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_26.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_27.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_28.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_29.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_3.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_30.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_31.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_32.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_33.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_34.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_35.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_36.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_37.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_38.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_39.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_4.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_40.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_41.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_42.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_43.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_44.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_45.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_46.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_47.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_48.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_49.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_5.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_50.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_51.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_52.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_6.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_7.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_8.ogg\"\n\"a3\\dubbing_f_bootcamp\\time_trials\\misctt\\time_trials_misctt_rof_9.ogg\"\n\"a3\\dubbing_f_bootcamp\\zone_restriction\\warn_has_leader\\zone_restriction_warn_has_leader_ada_0.ogg\"\n\"a3\\dubbing_f_bootcamp\\zone_restriction\\warn_has_leader\\zone_restriction_warn_has_leader_ada_1.ogg\"\n\"a3\\dubbing_f_bootcamp\\zone_restriction\\warn_has_leader\\zone_restriction_warn_has_leader_ada_2.ogg\"\n```"},{"heading":"dubbing_f_contact","level":4,"markdown":"```\n\"a3\\dubbing_f_contact\\freeroam1\\001_ex_player_leaves_area_warning\\freeroam1_001_ex_player_leaves_area_warning_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\002_ex_player_leaves_area_fail\\freeroam1_002_ex_player_leaves_area_fail_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\002_ex_player_leaves_area_fail\\freeroam1_002_ex_player_leaves_area_fail_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\003_am_player_enters_shed_prisoners\\freeroam1_003_am_player_enters_shed_prisoners_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\003_am_player_enters_shed_prisoners\\freeroam1_003_am_player_enters_shed_prisoners_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\003_am_player_enters_shed_prisoners\\freeroam1_003_am_player_enters_shed_prisoners_soldiere_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\003_am_player_enters_shed_prisoners\\freeroam1_003_am_player_enters_shed_prisoners_soldiere_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\004_am_player_unties_prisoner_1\\freeroam1_004_am_player_unties_prisoner_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\004_am_player_unties_prisoner_1\\freeroam1_004_am_player_unties_prisoner_1_soldierf_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\005_am_player_unties_prisoner_2\\freeroam1_005_am_player_unties_prisoner_2_soldierd_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\006_am_player_unties_prisoner_3\\freeroam1_006_am_player_unties_prisoner_3_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\006_am_player_unties_prisoner_3\\freeroam1_006_am_player_unties_prisoner_3_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\006_am_player_unties_prisoner_3\\freeroam1_006_am_player_unties_prisoner_3_soldiere_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierd_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierd_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierd_2.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierd_3.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierd_4.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldiere_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldiere_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldiere_2.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldiere_3.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldiere_4.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldiere_5.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldiere_6.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierf_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierf_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\007_am_player_finds_released_prisoner_camp\\freeroam1_007_am_player_finds_released_prisoner_camp_soldierf_2.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\008_in_vehicle_broken_emp_var1\\freeroam1_008_in_vehicle_broken_emp_var1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\008_in_vehicle_broken_emp_var1\\freeroam1_008_in_vehicle_broken_emp_var1_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\009_in_vehicle_broken_emp_var2\\freeroam1_009_in_vehicle_broken_emp_var2_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\009_in_vehicle_broken_emp_var2\\freeroam1_009_in_vehicle_broken_emp_var2_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\010_in_vehicle_broken_emp_var3\\freeroam1_010_in_vehicle_broken_emp_var3_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam1\\010_in_vehicle_broken_emp_var3\\freeroam1_010_in_vehicle_broken_emp_var3_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\001_ex_player_leaves_area_warning\\freeroam2_001_ex_player_leaves_area_warning_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\002_ex_player_leaves_area_fail\\freeroam2_002_ex_player_leaves_area_fail_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\002_ex_player_leaves_area_fail\\freeroam2_002_ex_player_leaves_area_fail_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_player_0.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_player_1.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_player_2.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_player_3.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_player_4.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_player_5.ogg\"\n\"a3\\dubbing_f_contact\\freeroam2\\003_in_russian_leaflet_found\\freeroam2_003_in_russian_leaflet_found_player_6.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\001_int_report\\intro1_001_int_report_driver_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\001_int_report\\intro1_001_int_report_driver_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\001_int_report\\intro1_001_int_report_driver_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\001_int_report\\intro1_001_int_report_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\001_int_report\\intro1_001_int_report_major_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\001_int_report\\intro1_001_int_report_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\002_int_pinned_down\\intro1_002_int_pinned_down_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\002_int_pinned_down\\intro1_002_int_pinned_down_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\002_int_pinned_down\\intro1_002_int_pinned_down_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\002_int_pinned_down\\intro1_002_int_pinned_down_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\002_int_pinned_down\\intro1_002_int_pinned_down_squadleader_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\002_int_pinned_down\\intro1_002_int_pinned_down_squadleader_3.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\003_am_on_the_move\\intro1_003_am_on_the_move_amber_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\003_am_on_the_move\\intro1_003_am_on_the_move_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\003_am_on_the_move\\intro1_003_am_on_the_move_major_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\003_am_on_the_move\\intro1_003_am_on_the_move_major_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\003_am_on_the_move\\intro1_003_am_on_the_move_major_3.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\004_am_air_support\\intro1_004_am_air_support_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\004_am_air_support\\intro1_004_am_air_support_pilot_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\004_am_air_support\\intro1_004_am_air_support_pilot_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\004_am_air_support\\intro1_004_am_air_support_pilot_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\005_eve_look_right\\intro1_005_eve_look_right_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\005_eve_look_right\\intro1_005_eve_look_right_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\006_eve_enemy_down_player\\intro1_006_eve_enemy_down_player_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\007_eve_enemy_down_rifleman\\intro1_007_eve_enemy_down_rifleman_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\008_eve_enemy_down_squadleader\\intro1_008_eve_enemy_down_squadleader_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\009_eve_keep_moving\\intro1_009_eve_keep_moving_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\010_eve_pinned_down\\intro1_010_eve_pinned_down_medic_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\010_eve_pinned_down\\intro1_010_eve_pinned_down_medic_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\010_eve_pinned_down\\intro1_010_eve_pinned_down_medic_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\010_eve_pinned_down\\intro1_010_eve_pinned_down_medic_3.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\010_eve_pinned_down\\intro1_010_eve_pinned_down_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\010_eve_pinned_down\\intro1_010_eve_pinned_down_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\011_eve_forest_ambush\\intro1_011_eve_forest_ambush_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\011_eve_forest_ambush\\intro1_011_eve_forest_ambush_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\012_eve_on_the_ridgeline\\intro1_012_eve_on_the_ridgeline_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\013_eve_gate_secure\\intro1_013_eve_gate_secure_amber_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\013_eve_gate_secure\\intro1_013_eve_gate_secure_amber_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\013_eve_gate_secure\\intro1_013_eve_gate_secure_amber_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\013_eve_gate_secure\\intro1_013_eve_gate_secure_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\013_eve_gate_secure\\intro1_013_eve_gate_secure_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\013_eve_gate_secure\\intro1_013_eve_gate_secure_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\013_eve_gate_secure\\intro1_013_eve_gate_secure_squadleader_2.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\014_ta_at_gate\\intro1_014_ta_at_gate_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\014_ta_at_gate\\intro1_014_ta_at_gate_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro1\\014_ta_at_gate\\intro1_014_ta_at_gate_player_0.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tion_2b_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\021_fil_conversation_2b\\intro2_021_fil_conversation_2b_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\021_fil_conversation_2b\\intro2_021_fil_conversation_2b_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\022_fil_conversation_2c\\intro2_022_fil_conversation_2c_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\023_fil_conversation_2d\\intro2_023_fil_conversation_2d_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\023_fil_conversation_2d\\intro2_023_fil_conversation_2d_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\024_ex_crash\\intro2_024_ex_crash_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\024_ex_crash\\intro2_024_ex_crash_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\025_ex_wrong_turn\\intro2_025_ex_wrong_turn_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\025_ex_wrong_turn\\intro2_025_ex_wrong_turn_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\025_ex_wrong_turn\\intro2_025_ex_wrong_turn_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\025_ex_wrong_turn\\intro2_025_ex_wrong_turn_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\026_ex_off_roading\\intro2_026_ex_off_roading_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\027_ex_speeding\\intro2_027_ex_speeding_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\027_ex_speeding\\intro2_027_ex_speeding_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\028_ex_not_stopping\\intro2_028_ex_not_stopping_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\028_ex_not_stopping\\intro2_028_ex_not_stopping_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\029_ta_pull_over\\intro2_029_ta_pull_over_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\029_ta_pull_over\\intro2_029_ta_pull_over_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\030_eve_on_hill\\intro2_030_eve_on_hill_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\031_ta_receive_radio_tower\\intro2_031_ta_receive_radio_tower_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\031_ta_receive_radio_tower\\intro2_031_ta_receive_radio_tower_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\031_ta_receive_radio_tower\\intro2_031_ta_receive_radio_tower_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\032_eve_radio_tower\\intro2_032_eve_radio_tower_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_mentor_9.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\033_ta_receive_squad\\intro2_033_ta_receive_squad_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\034_ta_receive_helicopter\\intro2_034_ta_receive_helicopter_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\035_ta_receive_helicopter_success\\intro2_035_ta_receive_helicopter_success_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\036_ta_receive_helicopter_fail\\intro2_036_ta_receive_helicopter_fail_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\036_ta_receive_helicopter_fail\\intro2_036_ta_receive_helicopter_fail_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\036_ta_receive_helicopter_fail\\intro2_036_ta_receive_helicopter_fail_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\036_ta_receive_helicopter_fail\\intro2_036_ta_receive_helicopter_fail_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_mentor_9.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\037_ta_to_burn_pit\\intro2_037_ta_to_burn_pit_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\038_eve_near_burn_pit\\intro2_038_eve_near_burn_pit_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\039_eve_in_burn_pit\\intro2_039_eve_in_burn_pit_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\039_eve_in_burn_pit\\intro2_039_eve_in_burn_pit_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_10.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_11.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_12.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_13.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_14.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_15.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_mentor_9.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\040_ta_at_burn_pit\\intro2_040_ta_at_burn_pit_player_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_soldiera_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_soldiera_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_soldiera_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_soldierb_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\041_am_first_distraction\\intro2_041_am_first_distraction_soldierb_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\042_eve_near_checkpoint\\intro2_042_eve_near_checkpoint_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\043_am_second_distraction\\intro2_043_am_second_distraction_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\044_am_ldf_chatter_1\\intro2_044_am_ldf_chatter_1_patrola_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\044_am_ldf_chatter_1\\intro2_044_am_ldf_chatter_1_patrola_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\045_am_ldf_chatter_2\\intro2_045_am_ldf_chatter_2_patrolb_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\045_am_ldf_chatter_2\\intro2_045_am_ldf_chatter_2_patrolb_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\045_am_ldf_chatter_2\\intro2_045_am_ldf_chatter_2_patrolb_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\046_am_ldf_chatter_3\\intro2_046_am_ldf_chatter_3_patrolc_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\046_am_ldf_chatter_3\\intro2_046_am_ldf_chatter_3_patrolc_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\047_eve_near_hilltop\\intro2_047_eve_near_hilltop_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\047_eve_near_hilltop\\intro2_047_eve_near_hilltop_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\047_eve_near_hilltop\\intro2_047_eve_near_hilltop_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\047_eve_near_hilltop\\intro2_047_eve_near_hilltop_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\049_sfx_construction_crew_1\\intro2_049_sfx_construction_crew_1_workera_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\049_sfx_construction_crew_1\\intro2_049_sfx_construction_crew_1_workera_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\049_sfx_construction_crew_1\\intro2_049_sfx_construction_crew_1_workera_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\050_sfx_construction_crew_2\\intro2_050_sfx_construction_crew_2_workerb_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\050_sfx_construction_crew_2\\intro2_050_sfx_construction_crew_2_workerb_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\050_sfx_construction_crew_2\\intro2_050_sfx_construction_crew_2_workerb_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\051_ta_on_hill\\intro2_051_ta_on_hill_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\052_ta_second_site_in\\intro2_052_ta_second_site_in_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\052_ta_second_site_in\\intro2_052_ta_second_site_in_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\053_ta_second_site_radio\\intro2_053_ta_second_site_radio_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\054_ta_second_site_screen\\intro2_054_ta_second_site_screen_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\054_ta_second_site_screen\\intro2_054_ta_second_site_screen_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\055_ta_second_site_out\\intro2_055_ta_second_site_out_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\056_eve_intel_found_1\\intro2_056_eve_intel_found_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\056_eve_intel_found_1\\intro2_056_eve_intel_found_1_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\056_eve_intel_found_1\\intro2_056_eve_intel_found_1_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\056_eve_intel_found_1\\intro2_056_eve_intel_found_1_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\056_eve_intel_found_1\\intro2_056_eve_intel_found_1_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\056_eve_intel_found_1\\intro2_056_eve_intel_found_1_player_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\057_ex_intel_missed\\intro2_057_ex_intel_missed_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\057_ex_intel_missed\\intro2_057_ex_intel_missed_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\058_eve_panic\\intro2_058_eve_panic_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\058_eve_panic\\intro2_058_eve_panic_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\058_eve_panic\\intro2_058_eve_panic_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\058_eve_panic\\intro2_058_eve_panic_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\058_eve_panic\\intro2_058_eve_panic_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\058_eve_panic\\intro2_058_eve_panic_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\059_ta_near_dig_site_in\\intro2_059_ta_near_dig_site_in_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\060_ta_near_dig_site_select\\intro2_060_ta_near_dig_site_select_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\060_ta_near_dig_site_select\\intro2_060_ta_near_dig_site_select_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_10.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_11.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_12.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_13.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_14.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_mentor_9.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\061_ta_near_dig_site_deceive\\intro2_061_ta_near_dig_site_deceive_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\062_ta_message_deceived\\intro2_062_ta_message_deceived_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\062_ta_message_deceived\\intro2_062_ta_message_deceived_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\062_ta_message_deceived\\intro2_062_ta_message_deceived_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\062_ta_message_deceived\\intro2_062_ta_message_deceived_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_10.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_mentor_9.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\063_ta_at_dig_site\\intro2_063_ta_at_dig_site_player_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\064_eve_helicopter_arrives_1\\intro2_064_eve_helicopter_arrives_1_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\064_eve_helicopter_arrives_1\\intro2_064_eve_helicopter_arrives_1_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\064_eve_helicopter_arrives_1\\intro2_064_eve_helicopter_arrives_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\064_eve_helicopter_arrives_1\\intro2_064_eve_helicopter_arrives_1_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\065_eve_helicopter_arrives_2\\intro2_065_eve_helicopter_arrives_2_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\065_eve_helicopter_arrives_2\\intro2_065_eve_helicopter_arrives_2_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\066_eve_helicopter_arrives_3\\intro2_066_eve_helicopter_arrives_3_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\069_eve_emp\\intro2_069_eve_emp_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\070_ta_escape\\intro2_070_ta_escape_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\071_fil_what_the_hell\\intro2_071_fil_what_the_hell_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\071_fil_what_the_hell\\intro2_071_fil_what_the_hell_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\071_fil_what_the_hell\\intro2_071_fil_what_the_hell_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\071_fil_what_the_hell\\intro2_071_fil_what_the_hell_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\071_fil_what_the_hell\\intro2_071_fil_what_the_hell_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\071_fil_what_the_hell\\intro2_071_fil_what_the_hell_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\071_fil_what_the_hell\\intro2_071_fil_what_the_hell_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_6.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_7.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_8.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\072_ta_rv_point\\intro2_072_ta_rv_point_player_9.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\073_ex_player_spotted\\intro2_073_ex_player_spotted_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\074_ex_player_spotted_fail_1a\\intro2_074_ex_player_spotted_fail_1a_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\074_ex_player_spotted_fail_1a\\intro2_074_ex_player_spotted_fail_1a_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\075_ex_player_spotted_fail_1b\\intro2_075_ex_player_spotted_fail_1b_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\075_ex_player_spotted_fail_1b\\intro2_075_ex_player_spotted_fail_1b_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\076_ex_player_spotted_fail_1c\\intro2_076_ex_player_spotted_fail_1c_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\076_ex_player_spotted_fail_1c\\intro2_076_ex_player_spotted_fail_1c_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\077_eve_player_spotted_halt_1\\intro2_077_eve_player_spotted_halt_1_alertcry_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\077_eve_player_spotted_halt_1\\intro2_077_eve_player_spotted_halt_1_alertcry_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\078_eve_player_spotted_halt_2\\intro2_078_eve_player_spotted_halt_2_alertcry_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\078_eve_player_spotted_halt_2\\intro2_078_eve_player_spotted_halt_2_alertcry_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\079_eve_player_spotted_halt_3\\intro2_079_eve_player_spotted_halt_3_alertcry_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\079_eve_player_spotted_halt_3\\intro2_079_eve_player_spotted_halt_3_alertcry_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\080_eve_player_spotted_halt_4\\intro2_080_eve_player_spotted_halt_4_alertcry_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\080_eve_player_spotted_halt_4\\intro2_080_eve_player_spotted_halt_4_alertcry_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\081_eve_player_spotted_halt_5\\intro2_081_eve_player_spotted_halt_5_alertcry_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\081_eve_player_spotted_halt_5\\intro2_081_eve_player_spotted_halt_5_alertcry_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\082_ex_leaving_ao\\intro2_082_ex_leaving_ao_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\083_ex_left_ao\\intro2_083_ex_left_ao_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\083_ex_left_ao\\intro2_083_ex_left_ao_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\083_ex_left_ao\\intro2_083_ex_left_ao_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\084_ex_returning_to_factory\\intro2_084_ex_returning_to_factory_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\084_ex_returning_to_factory\\intro2_084_ex_returning_to_factory_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\084_ex_returning_to_factory\\intro2_084_ex_returning_to_factory_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\084_ex_returning_to_factory\\intro2_084_ex_returning_to_factory_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\085_ex_too_near_factory\\intro2_085_ex_too_near_factory_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\085_ex_too_near_factory\\intro2_085_ex_too_near_factory_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\086_ex_radio_silence\\intro2_086_ex_radio_silence_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\087_ex_in_truck\\intro2_087_ex_in_truck_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\087_ex_in_truck\\intro2_087_ex_in_truck_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\088_ex_truck_destroyed\\intro2_088_ex_truck_destroyed_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\088_ex_truck_destroyed\\intro2_088_ex_truck_destroyed_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\088_ex_truck_destroyed\\intro2_088_ex_truck_destroyed_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\088_ex_truck_destroyed\\intro2_088_ex_truck_destroyed_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\088_ex_truck_destroyed\\intro2_088_ex_truck_destroyed_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\089_ex_signal_library\\intro2_089_ex_signal_library_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro2\\089_ex_signal_library\\intro2_089_ex_signal_library_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_player_5.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_player_6.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_rifleman_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_rifleman_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_rifleman_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_rifleman_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_rifleman_5.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\001_int_arrival\\intro3_001_int_arrival_rifleman_6.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_5.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_6.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_marksman_7.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_medic_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_medic_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_medic_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_medic_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\002_eve_enter_toc\\intro3_002_eve_enter_toc_medic_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\003_eve_sentry_tower\\intro3_003_eve_sentry_tower_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\003_eve_sentry_tower\\intro3_003_eve_sentry_tower_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\003_eve_sentry_tower\\intro3_003_eve_sentry_tower_sentrya_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\003_eve_sentry_tower\\intro3_003_eve_sentry_tower_sentrya_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\004_eve_sentry\\intro3_004_eve_sentry_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\004_eve_sentry\\intro3_004_eve_sentry_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\004_eve_sentry\\intro3_004_eve_sentry_sentryb_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\004_eve_sentry\\intro3_004_eve_sentry_sentryb_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\004_eve_sentry\\intro3_004_eve_sentry_sentryb_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\004_eve_sentry\\intro3_004_eve_sentry_sentryb_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\005_eve_bodybag\\intro3_005_eve_bodybag_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_10.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_11.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_12.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_13.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_14.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_15.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_16.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_17.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_18.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_19.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_20.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_21.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_22.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_23.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_24.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\006_br_briefing\\intro3_006_br_briefing_major_25.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\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n_major_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\073_ta_approach_alien\\intro3_073_ta_approach_alien_major_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\074_eve_surprise\\intro3_074_eve_surprise_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\075_eve_first_vision\\intro3_075_eve_first_vision_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\075_eve_first_vision\\intro3_075_eve_first_vision_major_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\075_eve_first_vision\\intro3_075_eve_first_vision_major_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\075_eve_first_vision\\intro3_075_eve_first_vision_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\075_eve_first_vision\\intro3_075_eve_first_vision_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\075_eve_first_vision\\intro3_075_eve_first_vision_soldiere_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\075_eve_first_vision\\intro3_075_eve_first_vision_soldiere_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\075_eve_first_vision\\intro3_075_eve_first_vision_soldiere_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\075_eve_first_vision\\intro3_075_eve_first_vision_soldiere_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\075_eve_first_vision\\intro3_075_eve_first_vision_soldiere_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\075_eve_first_vision\\intro3_075_eve_first_vision_soldiere_5.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\076_eve_weapon_collected\\intro3_076_eve_weapon_collected_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\076_eve_weapon_collected\\intro3_076_eve_weapon_collected_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\077_ta_rtb\\intro3_077_ta_rtb_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\077_ta_rtb\\intro3_077_ta_rtb_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\077_ta_rtb\\intro3_077_ta_rtb_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\077_ta_rtb\\intro3_077_ta_rtb_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\077_ta_rtb\\intro3_077_ta_rtb_player_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\077_ta_rtb\\intro3_077_ta_rtb_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\077_ta_rtb\\intro3_077_ta_rtb_rifleman_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\077_ta_rtb\\intro3_077_ta_rtb_rifleman_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\078_fil_chaotic_chatter_1\\intro3_078_fil_chaotic_chatter_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\078_fil_chaotic_chatter_1\\intro3_078_fil_chaotic_chatter_1_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\078_fil_chaotic_chatter_1\\intro3_078_fil_chaotic_chatter_1_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\078_fil_chaotic_chatter_1\\intro3_078_fil_chaotic_chatter_1_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\078_fil_chaotic_chatter_1\\intro3_078_fil_chaotic_chatter_1_rifleman_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\078_fil_chaotic_chatter_1\\intro3_078_fil_chaotic_chatter_1_rifleman_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\079_fil_chaotic_chatter_2\\intro3_079_fil_chaotic_chatter_2_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\079_fil_chaotic_chatter_2\\intro3_079_fil_chaotic_chatter_2_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\079_fil_chaotic_chatter_2\\intro3_079_fil_chaotic_chatter_2_rifleman_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\079_fil_chaotic_chatter_2\\intro3_079_fil_chaotic_chatter_2_rifleman_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\080_fil_chaotic_chatter_3\\intro3_080_fil_chaotic_chatter_3_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\080_fil_chaotic_chatter_3\\intro3_080_fil_chaotic_chatter_3_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\080_fil_chaotic_chatter_3\\intro3_080_fil_chaotic_chatter_3_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\080_fil_chaotic_chatter_3\\intro3_080_fil_chaotic_chatter_3_player_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\080_fil_chaotic_chatter_3\\intro3_080_fil_chaotic_chatter_3_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\080_fil_chaotic_chatter_3\\intro3_080_fil_chaotic_chatter_3_rifleman_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\080_fil_chaotic_chatter_3\\intro3_080_fil_chaotic_chatter_3_rifleman_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\080_fil_chaotic_chatter_3\\intro3_080_fil_chaotic_chatter_3_rifleman_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\081_am_combat_shouting_1_liv\\intro3_081_am_combat_shouting_1_liv_soldiera_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\081_am_combat_shouting_1_liv\\intro3_081_am_combat_shouting_1_liv_soldiera_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\082_am_combat_shouting_2_liv\\intro3_082_am_combat_shouting_2_liv_soldierb_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\082_am_combat_shouting_2_liv\\intro3_082_am_combat_shouting_2_liv_soldierb_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\083_am_combat_shouting_3_liv\\intro3_083_am_combat_shouting_3_liv_soldiera_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\083_am_combat_shouting_3_liv\\intro3_083_am_combat_shouting_3_liv_soldiera_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\083_am_combat_shouting_3_liv\\intro3_083_am_combat_shouting_3_liv_soldierc_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\083_am_combat_shouting_3_liv\\intro3_083_am_combat_shouting_3_liv_soldierc_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\084_am_combat_shouting_4_eng\\intro3_084_am_combat_shouting_4_eng_marksman_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\084_am_combat_shouting_4_eng\\intro3_084_am_combat_shouting_4_eng_marksman_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\084_am_combat_shouting_4_eng\\intro3_084_am_combat_shouting_4_eng_marksman_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\085_am_combat_shouting_5_eng\\intro3_085_am_combat_shouting_5_eng_medic_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\085_am_combat_shouting_5_eng\\intro3_085_am_combat_shouting_5_eng_medic_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\086_am_combat_shouting_6_eng\\intro3_086_am_combat_shouting_6_eng_soldierd_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\087_eve_explosion\\intro3_087_eve_explosion_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\088_eve_keep_moving\\intro3_088_eve_keep_moving_medic_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\088_eve_keep_moving\\intro3_088_eve_keep_moving_medic_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\089_eve_player_hit_1\\intro3_089_eve_player_hit_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\090_eve_player_hit_2\\intro3_090_eve_player_hit_2_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\091_eve_player_hit_3\\intro3_091_eve_player_hit_3_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\092_ta_safe\\intro3_092_ta_safe_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\093_ex_toppled\\intro3_093_ex_toppled_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\094_ex_toppled_bridge\\intro3_094_ex_toppled_bridge_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\094_ex_toppled_bridge\\intro3_094_ex_toppled_bridge_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\094_ex_toppled_bridge\\intro3_094_ex_toppled_bridge_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\095_ex_toppled_reset_1\\intro3_095_ex_toppled_reset_1_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\096_ex_toppled_reset_2\\intro3_096_ex_toppled_reset_2_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\097_ex_toppled_reset_3\\intro3_097_ex_toppled_reset_3_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\098_ex_toppled_alone\\intro3_098_ex_toppled_alone_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\099_ex_shots_fired\\intro3_099_ex_shots_fired_soldiere_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\099_ex_shots_fired\\intro3_099_ex_shots_fired_soldiere_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\100_ex_moving_close\\intro3_100_ex_moving_close_soldiere_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\100_ex_moving_close\\intro3_100_ex_moving_close_soldiere_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\101_ex_bounce_back\\intro3_101_ex_bounce_back_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\101_ex_bounce_back\\intro3_101_ex_bounce_back_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\101_ex_bounce_back\\intro3_101_ex_bounce_back_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\101_ex_bounce_back\\intro3_101_ex_bounce_back_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\102_ex_leaving_ao\\intro3_102_ex_leaving_ao_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\103_ex_leaving_ao_ugv\\intro3_103_ex_leaving_ao_ugv_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\104_ex_left_ao\\intro3_104_ex_left_ao_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\105_ex_left_ao_ugv\\intro3_105_ex_left_ao_ugv_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\105_ex_left_ao_ugv\\intro3_105_ex_left_ao_ugv_major_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\106_ex_lost_in_fog\\intro3_106_ex_lost_in_fog_major_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\106_ex_lost_in_fog\\intro3_106_ex_lost_in_fog_major_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\106_ex_lost_in_fog\\intro3_106_ex_lost_in_fog_player_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\106_ex_lost_in_fog\\intro3_106_ex_lost_in_fog_player_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\106_ex_lost_in_fog\\intro3_106_ex_lost_in_fog_player_2.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\107_ex_stay_close\\intro3_107_ex_stay_close_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\107_ex_stay_close\\intro3_107_ex_stay_close_astrobio_1.ogg\"\n\"a3\\dubbing_f_contact\\intro3\\107_ex_stay_close\\intro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ontact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_copilot_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_copilot_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_copilot_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_physicist_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_physicist_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_player_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_player_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_player_3.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_rifleman_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\020_russian_extract_departing\\outro2_020_russian_extract_departing_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\021_probe_destruction_1\\outro2_021_probe_destruction_1_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\021_probe_destruction_1\\outro2_021_probe_destruction_1_captain_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\022_probe_destruction_2\\outro2_022_probe_destruction_2_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\022_probe_destruction_2\\outro2_022_probe_destruction_2_physicist_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\022_probe_destruction_2\\outro2_022_probe_destruction_2_physicist_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\022_probe_destruction_2\\outro2_022_probe_destruction_2_physicist_3.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\022_probe_destruction_2\\outro2_022_probe_destruction_2_physicist_4.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\022_probe_destruction_2\\outro2_022_probe_destruction_2_physicist_5.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\023_probe_destruction_3\\outro2_023_probe_destruction_3_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\023_probe_destruction_3\\outro2_023_probe_destruction_3_captain_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\024_probe_destruction_4\\outro2_024_probe_destruction_4_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\024_probe_destruction_4\\outro2_024_probe_destruction_4_player_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\025_tip_aet_ping\\outro2_025_tip_aet_ping_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\025_tip_aet_ping\\outro2_025_tip_aet_ping_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\025_tip_aet_ping\\outro2_025_tip_aet_ping_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\025_tip_aet_ping\\outro2_025_tip_aet_ping_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\025_tip_aet_ping\\outro2_025_tip_aet_ping_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\025_tip_aet_ping\\outro2_025_tip_aet_ping_player_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\025_tip_aet_ping\\outro2_025_tip_aet_ping_player_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\026_tip_aet_jam\\outro2_026_tip_aet_jam_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\026_tip_aet_jam\\outro2_026_tip_aet_jam_captain_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\026_tip_aet_jam\\outro2_026_tip_aet_jam_captain_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\026_tip_aet_jam\\outro2_026_tip_aet_jam_captain_3.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\026_tip_aet_jam\\outro2_026_tip_aet_jam_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\027_tip_drone_jam\\outro2_027_tip_drone_jam_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\027_tip_drone_jam\\outro2_027_tip_drone_jam_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\027_tip_drone_jam\\outro2_027_tip_drone_jam_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\027_tip_drone_jam\\outro2_027_tip_drone_jam_squadleader_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\027_tip_drone_jam\\outro2_027_tip_drone_jam_squadleader_3.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\027_tip_drone_jam\\outro2_027_tip_drone_jam_squadleader_4.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\028_russian_wp_1\\outro2_028_russian_wp_1_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\028_russian_wp_1\\outro2_028_russian_wp_1_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_3.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_4.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_5.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_6.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_operator_7.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\029_russian_wp_2\\outro2_029_russian_wp_2_player_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\030_russian_assault\\outro2_030_russian_assault_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\030_russian_assault\\outro2_030_russian_assault_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\030_russian_assault\\outro2_030_russian_assault_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\031_russian_casualties\\outro2_031_russian_casualties_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\031_russian_casualties\\outro2_031_russian_casualties_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\032_russian_wp_1_move\\outro2_032_russian_wp_1_move_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\032_russian_wp_1_move\\outro2_032_russian_wp_1_move_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\033_zora\\outro2_033_zora_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\033_zora\\outro2_033_zora_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\034_probe_zora\\outro2_034_probe_zora_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\034_probe_zora\\outro2_034_probe_zora_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\035_aet_site_jammed\\outro2_035_aet_site_jammed_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\035_aet_site_jammed\\outro2_035_aet_site_jammed_captain_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\035_aet_site_jammed\\outro2_035_aet_site_jammed_captain_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\035_aet_site_jammed\\outro2_035_aet_site_jammed_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\035_aet_site_jammed\\outro2_035_aet_site_jammed_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\035_aet_site_jammed\\outro2_035_aet_site_jammed_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\036_eve_leaving_aet1\\outro2_036_eve_leaving_aet1_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\036_eve_leaving_aet1\\outro2_036_eve_leaving_aet1_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\036_eve_leaving_aet1\\outro2_036_eve_leaving_aet1_operator_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\036_eve_leaving_aet1\\outro2_036_eve_leaving_aet1_operator_3.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\037_aet2_secured_out\\outro2_037_aet2_secured_out_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\037_aet2_secured_out\\outro2_037_aet2_secured_out_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\038_aet3_secured_out\\outro2_038_aet3_secured_out_operator_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\038_aet3_secured_out\\outro2_038_aet3_secured_out_operator_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\039_aet4_discovered_player_device\\outro2_039_aet4_discovered_player_device_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\039_aet4_discovered_player_device\\outro2_039_aet4_discovered_player_device_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\039_aet4_discovered_player_device\\outro2_039_aet4_discovered_player_device_player_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\039_aet4_discovered_player_device\\outro2_039_aet4_discovered_player_device_player_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\040_aet4_secured_out\\outro2_040_aet4_secured_out_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\041_am_nato_forces\\outro2_041_am_nato_forces_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\041_am_nato_forces\\outro2_041_am_nato_forces_captain_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\041_am_nato_forces\\outro2_041_am_nato_forces_captain_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\041_am_nato_forces\\outro2_041_am_nato_forces_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\041_am_nato_forces\\outro2_041_am_nato_forces_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\041_am_nato_forces\\outro2_041_am_nato_forces_squadleader_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\041_am_nato_forces\\outro2_041_am_nato_forces_squadleader_3.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\042_out_leaving_livonia\\outro2_042_out_leaving_livonia_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\042_out_leaving_livonia\\outro2_042_out_leaving_livonia_player_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\042_out_leaving_livonia\\outro2_042_out_leaving_livonia_player_1.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\042_out_leaving_livonia\\outro2_042_out_leaving_livonia_player_2.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\042_out_leaving_livonia\\outro2_042_out_leaving_livonia_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\outro2\\042_out_leaving_livonia\\outro2_042_out_leaving_livonia_rifleman_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_physicist_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\001_ta_briefing_listen_assigned\\q_alien_radiotower_001_ta_briefing_listen_assigned_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\002_ta_briefing_open_map\\q_alien_radiotower_002_ta_briefing_open_map_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\002_ta_briefing_open_map\\q_alien_radiotower_002_ta_briefing_open_map_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\002_ta_briefing_open_map\\q_alien_radiotower_002_ta_briefing_open_map_physicist_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\002_ta_briefing_open_map\\q_alien_radiotower_002_ta_briefing_open_map_physicist_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\003_ta_briefing_open_probemap\\q_alien_radiotower_003_ta_briefing_open_probemap_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\003_ta_briefing_open_probemap\\q_alien_radiotower_003_ta_briefing_open_probemap_physicist_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_physicist_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_physicist_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_physicist_3.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_physicist_4.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_physicist_5.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_physicist_6.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\004_ta_briefing_probemap_explanation\\q_alien_radiotower_004_ta_briefing_probemap_explanation_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\005_am_briefing_completed_team_honk\\q_alien_radiotower_005_am_briefing_completed_team_honk_medic_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\005_am_briefing_completed_team_honk\\q_alien_radiotower_005_am_briefing_completed_team_honk_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\005_am_briefing_completed_team_honk\\q_alien_radiotower_005_am_briefing_completed_team_honk_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\006_am_briefing_completed_team_reply\\q_alien_radiotower_006_am_briefing_completed_team_reply_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\006_am_briefing_completed_team_reply\\q_alien_radiotower_006_am_briefing_completed_team_reply_astrobio_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\006_am_briefing_completed_team_reply\\q_alien_radiotower_006_am_briefing_completed_team_reply_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\007_ex_player_in_team_vehicle\\q_alien_radiotower_007_ex_player_in_team_vehicle_marksman_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\007_ex_player_in_team_vehicle\\q_alien_radiotower_007_ex_player_in_team_vehicle_marksman_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\007_ex_player_in_team_vehicle\\q_alien_radiotower_007_ex_player_in_team_vehicle_marksman_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\007_ex_player_in_team_vehicle\\q_alien_radiotower_007_ex_player_in_team_vehicle_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\008_ex_player_returns_briefing_mentor\\q_alien_radiotower_008_ex_player_returns_briefing_mentor_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\008_ex_player_returns_briefing_mentor\\q_alien_radiotower_008_ex_player_returns_briefing_mentor_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\008_ex_player_returns_briefing_mentor\\q_alien_radiotower_008_ex_player_returns_briefing_mentor_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\009_ex_player_returns_briefing_physicist\\q_alien_radiotower_009_ex_player_returns_briefing_physicist_physicist_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\009_ex_player_returns_briefing_physicist\\q_alien_radiotower_009_ex_player_returns_briefing_physicist_physicist_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\010_ta_rv_meeting_assigned\\q_alien_radiotower_010_ta_rv_meeting_assigned_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\011_am_rv_rifleman\\q_alien_radiotower_011_am_rv_rifleman_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\011_am_rv_rifleman\\q_alien_radiotower_011_am_rv_rifleman_rifleman_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\012_am_rv_marksman\\q_alien_radiotower_012_am_rv_marksman_marksman_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\012_am_rv_marksman\\q_alien_radiotower_012_am_rv_marksman_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\013_ta_rv_meeting_team_link_up_assigned\\q_alien_radiotower_013_ta_rv_meeting_team_link_up_assigned_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\013_ta_rv_meeting_team_link_up_assigned\\q_alien_radiotower_013_ta_rv_meeting_team_link_up_assigned_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\013_ta_rv_meeting_team_link_up_assigned\\q_alien_radiotower_013_ta_rv_meeting_team_link_up_assigned_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\013_ta_rv_meeting_team_link_up_assigned\\q_alien_radiotower_013_ta_rv_meeting_team_link_up_assigned_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\013_ta_rv_meeting_team_link_up_assigned\\q_alien_radiotower_013_ta_rv_meeting_team_link_up_assigned_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\013_ta_rv_meeting_team_link_up_assigned\\q_alien_radiotower_013_ta_rv_meeting_team_link_up_assigned_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\013_ta_rv_meeting_team_link_up_assigned\\q_alien_radiotower_013_ta_rv_meeting_team_link_up_assigned_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\013_ta_rv_meeting_team_link_up_assigned\\q_alien_radiotower_013_ta_rv_meeting_team_link_up_assigned_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\013_ta_rv_meeting_team_link_up_assigned\\q_alien_radiotower_013_ta_rv_meeting_team_link_up_assigned_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\013_ta_rv_meeting_team_link_up_assigned\\q_alien_radiotower_013_ta_rv_meeting_team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ayer_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\022_ta_power_enabled_broadcast_assigned\\q_alien_radiotower_022_ta_power_enabled_broadcast_assigned_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\022_ta_power_enabled_broadcast_assigned\\q_alien_radiotower_022_ta_power_enabled_broadcast_assigned_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\022_ta_power_enabled_broadcast_assigned\\q_alien_radiotower_022_ta_power_enabled_broadcast_assigned_squadleader_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\022_ta_power_enabled_broadcast_assigned\\q_alien_radiotower_022_ta_power_enabled_broadcast_assigned_squadleader_3.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\022_ta_power_enabled_broadcast_assigned\\q_alien_radiotower_022_ta_power_enabled_broadcast_assigned_squadleader_4.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\023_in_task_reminder_broadcast\\q_alien_radiotower_023_in_task_reminder_broadcast_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\023_in_task_reminder_broadcast\\q_alien_radiotower_023_in_task_reminder_broadcast_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\023_in_task_reminder_broadcast\\q_alien_radiotower_023_in_task_reminder_broadcast_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\023_in_task_reminder_broadcast\\q_alien_radiotower_023_in_task_reminder_broadcast_squadleader_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\024_am_player_broadcasting_at_radiotower\\q_alien_radiotower_024_am_player_broadcasting_at_radiotower_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\024_am_player_broadcasting_at_radiotower\\q_alien_radiotower_024_am_player_broadcasting_at_radiotower_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\025_ta_broadcast_completed_alien_incoming\\q_alien_radiotower_025_ta_broadcast_completed_alien_incoming_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\025_ta_broadcast_completed_alien_incoming\\q_alien_radiotower_025_ta_broadcast_completed_alien_incoming_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\025_ta_broadcast_completed_alien_incoming\\q_alien_radiotower_025_ta_broadcast_completed_alien_incoming_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\025_ta_broadcast_completed_alien_incoming\\q_alien_radiotower_025_ta_broadcast_completed_alien_incoming_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\026_ta_alien_close_communication_assigned\\q_alien_radiotower_026_ta_alien_close_communication_assigned_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\026_ta_alien_close_communication_assigned\\q_alien_radiotower_026_ta_alien_close_communication_assigned_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\026_ta_alien_close_communication_assigned\\q_alien_radiotower_026_ta_alien_close_communication_assigned_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\026_ta_alien_close_communication_assigned\\q_alien_radiotower_026_ta_alien_close_communication_assigned_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\026_ta_alien_close_communication_assigned\\q_alien_radiotower_026_ta_alien_close_communication_assigned_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\026_ta_alien_close_communication_assigned\\q_alien_radiotower_026_ta_alien_close_communication_assigned_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\026_ta_alien_close_communication_assigned\\q_alien_radiotower_026_ta_alien_close_communication_assigned_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\026_ta_alien_close_communication_assigned\\q_alien_radiotower_026_ta_alien_close_communication_assigned_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\026_ta_alien_close_communication_assigned\\q_alien_radiotower_026_ta_alien_close_communication_assigned_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\026_ta_alien_close_communication_assigned\\q_alien_radiotower_026_ta_alien_close_communication_assigned_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\026_ta_alien_close_communication_assigned\\q_alien_radiotower_026_ta_alien_close_communication_assigned_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\026_ta_alien_close_communication_assigned\\q_alien_radiotower_026_ta_alien_close_communication_assigned_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\026_ta_alien_close_communication_assigned\\q_alien_radiotower_026_ta_alien_close_communication_assigned_squadleader_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\027_am_alien_communication_team_comment_1\\q_alien_radiotower_027_am_alien_communication_team_comment_1_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\028_am_alien_communication_team_comment_2\\q_alien_radiotower_028_am_alien_communication_team_comment_2_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\029_am_alien_communication_team_comment_3\\q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ader_talking_post_alien\\q_alien_radiotower_033_am_squadleader_talking_post_alien_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\033_am_squadleader_talking_post_alien\\q_alien_radiotower_033_am_squadleader_talking_post_alien_rifleman_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\033_am_squadleader_talking_post_alien\\q_alien_radiotower_033_am_squadleader_talking_post_alien_rifleman_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\033_am_squadleader_talking_post_alien\\q_alien_radiotower_033_am_squadleader_talking_post_alien_squadleader_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\033_am_squadleader_talking_post_alien\\q_alien_radiotower_033_am_squadleader_talking_post_alien_squadleader_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\033_am_squadleader_talking_post_alien\\q_alien_radiotower_033_am_squadleader_talking_post_alien_squadleader_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\034_am_soldiers_talking_post_alien\\q_alien_radiotower_034_am_soldiers_talking_post_alien_soldierd_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\034_am_soldiers_talking_post_alien\\q_alien_radiotower_034_am_soldiers_talking_post_alien_soldierd_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\034_am_soldiers_talking_post_alien\\q_alien_radiotower_034_am_soldiers_talking_post_alien_soldiere_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\034_am_soldiers_talking_post_alien\\q_alien_radiotower_034_am_soldiers_talking_post_alien_soldiere_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\034_am_soldiers_talking_post_alien\\q_alien_radiotower_034_am_soldiers_talking_post_alien_soldiere_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_astrobio_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_astrobio_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_1.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_10.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_11.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_12.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_13.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_14.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_15.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_16.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_2.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_3.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_4.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_5.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_6.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_7.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_8.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_captain_9.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\\035_ta_russian_briefing_introduction\\q_alien_radiotower_035_ta_russian_briefing_introduction_marksman_0.ogg\"\n\"a3\\dubbing_f_contact\\q_alien_radiotower\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_mentor_rescue\\q_east_rtb_016_eve_mentor_rescue_player_8.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\016_eve_mentor_rescue\\q_east_rtb_016_eve_mentor_rescue_rifleman_0.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\016_eve_mentor_rescue\\q_east_rtb_016_eve_mentor_rescue_rifleman_1.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\016_eve_mentor_rescue\\q_east_rtb_016_eve_mentor_rescue_rifleman_2.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\016_eve_mentor_rescue\\q_east_rtb_016_eve_mentor_rescue_rifleman_3.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\016_eve_mentor_rescue\\q_east_rtb_016_eve_mentor_rescue_rifleman_4.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\017_ex_player_climbs_radio_tower\\q_east_rtb_017_ex_player_climbs_radio_tower_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\017_ex_player_climbs_radio_tower\\q_east_rtb_017_ex_player_climbs_radio_tower_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\017_ex_player_climbs_radio_tower\\q_east_rtb_017_ex_player_climbs_radio_tower_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\017_ex_player_climbs_radio_tower\\q_east_rtb_017_ex_player_climbs_radio_tower_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\018_ex_player_uses_transformer_lever\\q_east_rtb_018_ex_player_uses_transformer_lever_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\018_ex_player_uses_transformer_lever\\q_east_rtb_018_ex_player_uses_transformer_lever_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\019_eve_omnidirectional_antenna\\q_east_rtb_019_eve_omnidirectional_antenna_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\019_eve_omnidirectional_antenna\\q_east_rtb_019_eve_omnidirectional_antenna_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\019_eve_omnidirectional_antenna\\q_east_rtb_019_eve_omnidirectional_antenna_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\019_eve_omnidirectional_antenna\\q_east_rtb_019_eve_omnidirectional_antenna_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\019_eve_omnidirectional_antenna\\q_east_rtb_019_eve_omnidirectional_antenna_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_east_rtb\\019_eve_omnidirectional_antenna\\q_east_rtb_019_eve_omnidirectional_antenna_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\001_ta_probe_tip_found\\q_probe_ambush_001_ta_probe_tip_found_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\001_ta_probe_tip_found\\q_probe_ambush_001_ta_probe_tip_found_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\001_ta_probe_tip_found\\q_probe_ambush_001_ta_probe_tip_found_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\001_ta_probe_tip_found\\q_probe_ambush_001_ta_probe_tip_found_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\001_ta_probe_tip_found\\q_probe_ambush_001_ta_probe_tip_found_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\001_ta_probe_tip_found\\q_probe_ambush_001_ta_probe_tip_found_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\001_ta_probe_tip_found\\q_probe_ambush_001_ta_probe_tip_found_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\001_ta_probe_tip_found\\q_probe_ambush_001_ta_probe_tip_found_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\001_ta_probe_tip_found\\q_probe_ambush_001_ta_probe_tip_found_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\001_ta_probe_tip_found\\q_probe_ambush_001_ta_probe_tip_found_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\001_ta_probe_tip_found\\q_probe_ambush_001_ta_probe_tip_found_player_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\002_ta_probe_data_acquired\\q_probe_ambush_002_ta_probe_data_acquired_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\002_ta_probe_data_acquired\\q_probe_ambush_002_ta_probe_data_acquired_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\003_ta_assign_deceive\\q_probe_ambush_003_ta_assign_deceive_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\003_ta_assign_deceive\\q_probe_ambush_003_ta_assign_deceive_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\003_ta_assign_deceive\\q_probe_ambush_003_ta_assign_deceive_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\003_ta_assign_deceive\\q_probe_ambush_003_ta_assign_deceive_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\003_ta_assign_deceive\\q_probe_ambush_003_ta_assign_deceive_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\003_ta_assign_deceive\\q_probe_ambush_003_ta_assign_deceive_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\003_ta_assign_deceive\\q_probe_ambush_003_ta_assign_deceive_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\003_ta_assign_deceive\\q_probe_ambush_003_ta_assign_deceive_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\003_ta_assign_deceive\\q_probe_ambush_003_ta_assign_deceive_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\003_ta_assign_deceive\\q_probe_ambush_003_ta_assign_deceive_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ambush\\003_ta_assign_deceive\\q_probe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f_contact\\q_probe_freeroam2\\002_in_other_probe_not_completed\\q_probe_freeroam2_002_in_other_probe_not_completed_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\002_in_other_probe_not_completed\\q_probe_freeroam2_002_in_other_probe_not_completed_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\002_in_other_probe_not_completed\\q_probe_freeroam2_002_in_other_probe_not_completed_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_freeroam2\\002_in_other_probe_not_completed\\q_probe_freeroam2_002_in_other_probe_not_completed_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\001_ta_eavesdrop_assign_move_to\\q_probe_ugv_001_ta_eavesdrop_assign_move_to_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\001_ta_eavesdrop_assign_move_to\\q_probe_ugv_001_ta_eavesdrop_assign_move_to_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\001_ta_eavesdrop_assign_move_to\\q_probe_ugv_001_ta_eavesdrop_assign_move_to_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\001_ta_eavesdrop_assign_move_to\\q_probe_ugv_001_ta_eavesdrop_assign_move_to_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\001_ta_eavesdrop_assign_move_to\\q_probe_ugv_001_ta_eavesdrop_assign_move_to_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\001_ta_eavesdrop_assign_move_to\\q_probe_ugv_001_ta_eavesdrop_assign_move_to_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\001_ta_eavesdrop_assign_move_to\\q_probe_ugv_001_ta_eavesdrop_assign_move_to_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_10.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_11.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_12.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_13.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_14.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_15.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_16.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_mentor_9.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_10.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_8.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\002_ta_probe_tip_found\\q_probe_ugv_002_ta_probe_tip_found_player_9.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\003_ta_approach_radar_stealth\\q_probe_ugv_003_ta_approach_radar_stealth_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\003_ta_approach_radar_stealth\\q_probe_ugv_003_ta_approach_radar_stealth_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\003_ta_approach_radar_stealth\\q_probe_ugv_003_ta_approach_radar_stealth_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\003_ta_approach_radar_stealth\\q_probe_ugv_003_ta_approach_radar_stealth_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\003_ta_approach_radar_stealth\\q_probe_ugv_003_ta_approach_radar_stealth_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\003_ta_approach_radar_stealth\\q_probe_ugv_003_ta_approach_radar_stealth_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\003_ta_approach_radar_stealth\\q_probe_ugv_003_ta_approach_radar_stealth_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\004_am_base_conversation_1\\q_probe_ugv_004_am_base_conversation_1_soldierb_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\004_am_base_conversation_1\\q_probe_ugv_004_am_base_conversation_1_soldierb_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\005_am_base_conversation_2\\q_probe_ugv_005_am_base_conversation_2_soldierb_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\005_am_base_conversation_2\\q_probe_ugv_005_am_base_conversation_2_soldierb_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\005_am_base_conversation_2\\q_probe_ugv_005_am_base_conversation_2_soldierb_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\005_am_base_conversation_2\\q_probe_ugv_005_am_base_conversation_2_soldierb_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\005_am_base_conversation_2\\q_probe_ugv_005_am_base_conversation_2_soldierc_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\005_am_base_conversation_2\\q_probe_ugv_005_am_base_conversation_2_soldierc_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\006_in_search_hint_1\\q_probe_ugv_006_in_search_hint_1_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\006_in_search_hint_1\\q_probe_ugv_006_in_search_hint_1_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\006_in_search_hint_1\\q_probe_ugv_006_in_search_hint_1_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\006_in_search_hint_1\\q_probe_ugv_006_in_search_hint_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\006_in_search_hint_1\\q_probe_ugv_006_in_search_hint_1_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\008_ta_ugv_found_assign_pickup\\q_probe_ugv_008_ta_ugv_found_assign_pickup_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\009_ta_assign_return_to_probe\\q_probe_ugv_009_ta_assign_return_to_probe_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\009_ta_assign_return_to_probe\\q_probe_ugv_009_ta_assign_return_to_probe_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\009_ta_assign_return_to_probe\\q_probe_ugv_009_ta_assign_return_to_probe_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\010_ta_assign_return_to_probe_spotted\\q_probe_ugv_010_ta_assign_return_to_probe_spotted_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\010_ta_assign_return_to_probe_spotted\\q_probe_ugv_010_ta_assign_return_to_probe_spotted_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\011_ta_assign_return_to_probe_in_van\\q_probe_ugv_011_ta_assign_return_to_probe_in_van_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\011_ta_assign_return_to_probe_in_van\\q_probe_ugv_011_ta_assign_return_to_probe_in_van_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\011_ta_assign_return_to_probe_in_van\\q_probe_ugv_011_ta_assign_return_to_probe_in_van_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\011_ta_assign_return_to_probe_in_van\\q_probe_ugv_011_ta_assign_return_to_probe_in_van_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\011_ta_assign_return_to_probe_in_van\\q_probe_ugv_011_ta_assign_return_to_probe_in_van_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\011_ta_assign_return_to_probe_in_van\\q_probe_ugv_011_ta_assign_return_to_probe_in_van_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\012_ta_returned_to_probe\\q_probe_ugv_012_ta_returned_to_probe_player_8.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\013_in_probe_hint_1\\q_probe_ugv_013_in_probe_hint_1_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\013_in_probe_hint_1\\q_probe_ugv_013_in_probe_hint_1_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\013_in_probe_hint_1\\q_probe_ugv_013_in_probe_hint_1_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\013_in_probe_hint_1\\q_probe_ugv_013_in_probe_hint_1_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\013_in_probe_hint_1\\q_probe_ugv_013_in_probe_hint_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\014_in_probe_hint_2\\q_probe_ugv_014_in_probe_hint_2_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\014_in_probe_hint_2\\q_probe_ugv_014_in_probe_hint_2_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\014_in_probe_hint_2\\q_probe_ugv_014_in_probe_hint_2_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\015_ta_probe_completed\\q_probe_ugv_015_ta_probe_completed_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\015_ta_probe_completed\\q_probe_ugv_015_ta_probe_completed_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\015_ta_probe_completed\\q_probe_ugv_015_ta_probe_completed_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\016_ta_ugv_on_back\\q_probe_ugv_016_ta_ugv_on_back_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\016_ta_ugv_on_back\\q_probe_ugv_016_ta_ugv_on_back_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_ugv\\016_ta_ugv_on_back\\q_probe_ugv_016_ta_ugv_on_back_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_10.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_8.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_mentor_9.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\001_ta_assign_alien_signal_search\\q_probe_valley_001_ta_assign_alien_signal_search_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\002_ta_signal_found\\q_probe_valley_002_ta_signal_found_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\002_ta_signal_found\\q_probe_valley_002_ta_signal_found_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\002_ta_signal_found\\q_probe_valley_002_ta_signal_found_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\002_ta_signal_found\\q_probe_valley_002_ta_signal_found_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\002_ta_signal_found\\q_probe_valley_002_ta_signal_found_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\002_ta_signal_found\\q_probe_valley_002_ta_signal_found_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\002_ta_signal_found\\q_probe_valley_002_ta_signal_found_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\003_ta_alien_found\\q_probe_valley_003_ta_alien_found_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\003_ta_alien_found\\q_probe_valley_003_ta_alien_found_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\003_ta_alien_found\\q_probe_valley_003_ta_alien_found_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\003_ta_alien_found\\q_probe_valley_003_ta_alien_found_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\003_ta_alien_found\\q_probe_valley_003_ta_alien_found_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_mentor_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\004_ta_approached_1\\q_probe_valley_004_ta_approached_1_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\005_fil_player_moving_to_alien\\q_probe_valley_005_fil_player_moving_to_alien_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\005_fil_player_moving_to_alien\\q_probe_valley_005_fil_player_moving_to_alien_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\005_fil_player_moving_to_alien\\q_probe_valley_005_fil_player_moving_to_alien_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\005_fil_player_moving_to_alien\\q_probe_valley_005_fil_player_moving_to_alien_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\005_fil_player_moving_to_alien\\q_probe_valley_005_fil_player_moving_to_alien_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\005_fil_player_moving_to_alien\\q_probe_valley_005_fil_player_moving_to_alien_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\006_ta_flashes_received_investigate\\q_probe_valley_006_ta_flashes_received_investigate_player_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_10.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_11.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_12.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_13.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_14.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_8.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_astrobio_9.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_10.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_11.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_4.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_5.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_6.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_7.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_8.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\007_ta_assign_ugv_sample\\q_probe_valley_007_ta_assign_ugv_sample_player_9.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\008_in_probing_hint_1\\q_probe_valley_008_in_probing_hint_1_astrobio_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\008_in_probing_hint_1\\q_probe_valley_008_in_probing_hint_1_astrobio_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\008_in_probing_hint_1\\q_probe_valley_008_in_probing_hint_1_astrobio_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\008_in_probing_hint_1\\q_probe_valley_008_in_probing_hint_1_astrobio_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\008_in_probing_hint_1\\q_probe_valley_008_in_probing_hint_1_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\008_in_probing_hint_1\\q_probe_valley_008_in_probing_hint_1_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\009_in_probing_hint_2\\q_probe_valley_009_in_probing_hint_2_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\009_in_probing_hint_2\\q_probe_valley_009_in_probing_hint_2_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\009_in_probing_hint_2\\q_probe_valley_009_in_probing_hint_2_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\010_ta_sample_taken\\q_probe_valley_010_ta_sample_taken_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\010_ta_sample_taken\\q_probe_valley_010_ta_sample_taken_mentor_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\010_ta_sample_taken\\q_probe_valley_010_ta_sample_taken_mentor_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\010_ta_sample_taken\\q_probe_valley_010_ta_sample_taken_mentor_3.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\010_ta_sample_taken\\q_probe_valley_010_ta_sample_taken_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\010_ta_sample_taken\\q_probe_valley_010_ta_sample_taken_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\010_ta_sample_taken\\q_probe_valley_010_ta_sample_taken_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\011_ta_ugv_in_backpack\\q_probe_valley_011_ta_ugv_in_backpack_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\012_ta_other_tasks\\q_probe_valley_012_ta_other_tasks_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\012_ta_other_tasks\\q_probe_valley_012_ta_other_tasks_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\012_ta_other_tasks\\q_probe_valley_012_ta_other_tasks_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\012_ta_other_tasks\\q_probe_valley_012_ta_other_tasks_player_2.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\013_ta_puzzle_complete_aside\\q_probe_valley_013_ta_puzzle_complete_aside_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\014_ta_puzzle_complete\\q_probe_valley_014_ta_puzzle_complete_mentor_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\014_ta_puzzle_complete\\q_probe_valley_014_ta_puzzle_complete_player_0.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\014_ta_puzzle_complete\\q_probe_valley_014_ta_puzzle_complete_player_1.ogg\"\n\"a3\\dubbing_f_contact\\q_probe_valley\\014_ta_puzzle_complete\\q_probe_valley_014_ta_puzzle_complete_player_2.ogg\"\n```"},{"heading":"dubbing_f_epa","level":4,"markdown":"```\n\"a3\\dubbing_f_epa\\a_hub\\000_a_m01_intro\\a_hub_000_a_m01_intro_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\000_a_m01_intro\\a_hub_000_a_m01_intro_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\000_a_m01_intro\\a_hub_000_a_m01_intro_alp_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\005_a_m02_intro\\a_hub_005_a_m02_intro_cha_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\005_a_m02_intro\\a_hub_005_a_m02_intro_cha_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\010_a_m03_intro\\a_hub_010_a_m03_intro_bra_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\010_a_m03_intro\\a_hub_010_a_m03_intro_bra_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\015_a_m04_intro\\a_hub_015_a_m04_intro_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\015_a_m04_intro\\a_hub_015_a_m04_intro_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\020_a_m05_intro\\a_hub_020_a_m05_intro_del_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\020_a_m05_intro\\a_hub_020_a_m05_intro_del_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\025_a_out_intro\\a_hub_025_a_out_intro_bra_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\025_a_out_intro\\a_hub_025_a_out_intro_bra_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_10.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_5.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_6.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_7.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_8.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\030_a_m01_briefing\\a_hub_030_a_m01_briefing_mil_9.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_5.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_6.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\035_a_m02_briefing\\a_hub_035_a_m02_briefing_mil_7.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_10.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_5.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_6.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_7.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_8.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\040_a_m03_briefing\\a_hub_040_a_m03_briefing_mil_9.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_5.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_6.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_7.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\045_a_m04_briefing\\a_hub_045_a_m04_briefing_mil_8.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_5.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_6.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_7.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_8.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\050_a_m05_briefing\\a_hub_050_a_m05_briefing_mil_9.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_10.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_5.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_6.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_7.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_8.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\055_a_out_briefing\\a_hub_055_a_out_briefing_mil_9.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\070_ambient_talk_00\\a_hub_070_ambient_talk_00_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\070_ambient_talk_00\\a_hub_070_ambient_talk_00_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\071_ambient_talk_01\\a_hub_071_ambient_talk_01_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\071_ambient_talk_01\\a_hub_071_ambient_talk_01_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\071_ambient_talk_01\\a_hub_071_ambient_talk_01_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\071_ambient_talk_01\\a_hub_071_ambient_talk_01_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\072_ambient_talk_02\\a_hub_072_ambient_talk_02_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\072_ambient_talk_02\\a_hub_072_ambient_talk_02_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\072_ambient_talk_02\\a_hub_072_ambient_talk_02_alpa_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\072_ambient_talk_02\\a_hub_072_ambient_talk_02_alpa_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\072_ambient_talk_02\\a_hub_072_ambient_talk_02_alpa_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpa_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpa_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpa_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpb_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\073_ambient_talk_03\\a_hub_073_ambient_talk_03_alpb_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\074_ambient_talk_04\\a_hub_074_ambient_talk_04_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\074_ambient_talk_04\\a_hub_074_ambient_talk_04_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\074_ambient_talk_04\\a_hub_074_ambient_talk_04_alpb_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\075_ambient_talk_05\\a_hub_075_ambient_talk_05_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\075_ambient_talk_05\\a_hub_075_ambient_talk_05_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\075_ambient_talk_05\\a_hub_075_ambient_talk_05_alpa_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\075_ambient_talk_05\\a_hub_075_ambient_talk_05_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\075_ambient_talk_05\\a_hub_075_ambient_talk_05_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\075_ambient_talk_05\\a_hub_075_ambient_talk_05_alpb_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\075_ambient_talk_05\\a_hub_075_ambient_talk_05_alpb_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\076_ambient_talk_06\\a_hub_076_ambient_talk_06_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\076_ambient_talk_06\\a_hub_076_ambient_talk_06_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\076_ambient_talk_06\\a_hub_076_ambient_talk_06_alpb_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\077_ambient_talk_07\\a_hub_077_ambient_talk_07_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\077_ambient_talk_07\\a_hub_077_ambient_talk_07_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\077_ambient_talk_07\\a_hub_077_ambient_talk_07_alpa_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\077_ambient_talk_07\\a_hub_077_ambient_talk_07_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\077_ambient_talk_07\\a_hub_077_ambient_talk_07_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\077_ambient_talk_07\\a_hub_077_ambient_talk_07_alpb_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\078_ambient_talk_08\\a_hub_078_ambient_talk_08_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\078_ambient_talk_08\\a_hub_078_ambient_talk_08_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\078_ambient_talk_08\\a_hub_078_ambient_talk_08_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\078_ambient_talk_08\\a_hub_078_ambient_talk_08_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\078_ambient_talk_08\\a_hub_078_ambient_talk_08_alpb_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\079_ambient_talk_09\\a_hub_079_ambient_talk_09_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\079_ambient_talk_09\\a_hub_079_ambient_talk_09_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\079_ambient_talk_09\\a_hub_079_ambient_talk_09_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\080_ambient_talk_10\\a_hub_080_ambient_talk_10_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\080_ambient_talk_10\\a_hub_080_ambient_talk_10_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\080_ambient_talk_10\\a_hub_080_ambient_talk_10_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\090_ambient_special_00\\a_hub_090_ambient_special_00_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\090_ambient_special_00\\a_hub_090_ambient_special_00_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\090_ambient_special_00\\a_hub_090_ambient_special_00_alpa_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\090_ambient_special_00\\a_hub_090_ambient_special_00_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\090_ambient_special_00\\a_hub_090_ambient_special_00_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpa_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpa_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpb_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpb_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\091_ambient_special_01\\a_hub_091_ambient_special_01_alpb_4.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\092_ambient_special_02\\a_hub_092_ambient_special_02_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\092_ambient_special_02\\a_hub_092_ambient_special_02_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\092_ambient_special_02\\a_hub_092_ambient_special_02_alp_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\092_ambient_special_02\\a_hub_092_ambient_special_02_alp_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\092_ambient_special_02\\a_hub_092_ambient_special_02_cha_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\092_ambient_special_02\\a_hub_092_ambient_special_02_cha_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\093_ambient_special_03\\a_hub_093_ambient_special_03_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\093_ambient_special_03\\a_hub_093_ambient_special_03_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\093_ambient_special_03\\a_hub_093_ambient_special_03_alp_2.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\093_ambient_special_03\\a_hub_093_ambient_special_03_alp_3.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\093_ambient_special_03\\a_hub_093_ambient_special_03_cha_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\093_ambient_special_03\\a_hub_093_ambient_special_03_cha_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\100_skirmish_talk_crashed_helicopter\\a_hub_100_skirmish_talk_crashed_helicopter_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\100_skirmish_talk_crashed_helicopter\\a_hub_100_skirmish_talk_crashed_helicopter_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\100_skirmish_talk_crashed_helicopter\\a_hub_100_skirmish_talk_crashed_helicopter_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\100_skirmish_talk_crashed_helicopter\\a_hub_100_skirmish_talk_crashed_helicopter_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\101_skirmish_talk_crashed_transport\\a_hub_101_skirmish_talk_crashed_transport_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\101_skirmish_talk_crashed_transport\\a_hub_101_skirmish_talk_crashed_transport_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\102_skirmish_talk_timed_transport\\a_hub_102_skirmish_talk_timed_transport_alpa_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\102_skirmish_talk_timed_transport\\a_hub_102_skirmish_talk_timed_transport_alpa_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\102_skirmish_talk_timed_transport\\a_hub_102_skirmish_talk_timed_transport_alpb_0.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\102_skirmish_talk_timed_transport\\a_hub_102_skirmish_talk_timed_transport_alpb_1.ogg\"\n\"a3\\dubbing_f_epa\\a_hub\\103_skirmish_talk_firefight\\a_hub_103_skirmish_talk_firefig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a_m05_x01_no_truck_del_0.ogg\"\n\"a3\\dubbing_f_epa\\a_m05\\x01_no_truck\\a_m05_x01_no_truck_del_1.ogg\"\n\"a3\\dubbing_f_epa\\a_m05\\x01_no_truck\\a_m05_x01_no_truck_del_2.ogg\"\n\"a3\\dubbing_f_epa\\a_m05\\x01_no_truck\\a_m05_x01_no_truck_del_3.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\01_start\\a_out_01_start_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\01_start\\a_out_01_start_bra_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\01_start\\a_out_01_start_cha_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\01_start\\a_out_01_start_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\01_start\\a_out_01_start_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\01_start\\a_out_01_start_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\03_warning\\a_out_03_warning_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\03_warning\\a_out_03_warning_cha_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\100_insane\\a_out_100_insane_ker_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\100_insane\\a_out_100_insane_ker_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\100_insane\\a_out_100_insane_ker_2.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\100_insane\\a_out_100_insane_ker_3.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\100_insane\\a_out_100_insane_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\100_insane\\a_out_100_insane_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\105_contacts\\a_out_105_contacts_del_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\10_rendezvous\\a_out_10_rendezvous_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\10_rendezvous\\a_out_10_rendezvous_bra_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\110_instructions\\a_out_110_instructions_del_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\115_open_fire\\a_out_115_open_fire_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\15_attack\\a_out_15_attack_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\15_attack\\a_out_15_attack_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\20_range_clear\\a_out_20_range_clear_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\25_to_town\\a_out_25_to_town_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\25_to_town\\a_out_25_to_town_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\25_to_town\\a_out_25_to_town_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\27_charlie_status\\a_out_27_charlie_status_cha_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\27_charlie_status\\a_out_27_charlie_status_cha_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\27_charlie_status\\a_out_27_charlie_status_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\27_charlie_status\\a_out_27_charlie_status_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\30_nato_inbound\\a_out_30_nato_inbound_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\30_nato_inbound\\a_out_30_nato_inbound_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\30_nato_inbound\\a_out_30_nato_inbound_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\30_nato_inbound\\a_out_30_nato_inbound_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\30_nato_inbound\\a_out_30_nato_inbound_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\35_helis_spotted\\a_out_35_helis_spotted_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\40_orders\\a_out_40_orders_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\40_orders\\a_out_40_orders_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\45_under_attack\\a_out_45_under_attack_cha_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\45_under_attack\\a_out_45_under_attack_cha_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\50_confused\\a_out_50_confused_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\55_retreat\\a_out_55_retreat_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\55_retreat\\a_out_55_retreat_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\55_retreat\\a_out_55_retreat_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\55_retreat\\a_out_55_retreat_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\55_retreat\\a_out_55_retreat_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\60_to_rv\\a_out_60_to_rv_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\60_to_rv\\a_out_60_to_rv_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\60_to_rv\\a_out_60_to_rv_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\60_to_rv\\a_out_60_to_rv_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\65_mortars\\a_out_65_mortars_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\65_mortars\\a_out_65_mortars_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\70_paratroopers\\a_out_70_paratroopers_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\75_cover\\a_out_75_cover_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\75_cover\\a_out_75_cover_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\80_boats\\a_out_80_boats_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\80_boats\\a_out_80_boats_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\85_all_in\\a_out_85_all_in_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\90_away\\a_out_90_away_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\90_away\\a_out_90_away_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_ker_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_ker_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_mil_3.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_mil_4.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\95_situation\\a_out_95_situation_mil_5.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\x01_spotted\\a_out_x01_spotted_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\a_out\\x01_spotted\\a_out_x01_spotted_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_has_leader\\zone_restriction_a_warn_has_leader_alp_0.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_has_leader\\zone_restriction_a_warn_has_leader_alp_1.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_has_leader\\zone_restriction_a_warn_has_leader_alp_2.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_leader_dead\\zone_restriction_a_warn_leader_dead_mil_0.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_leader_dead\\zone_restriction_a_warn_leader_dead_mil_1.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_leader_dead\\zone_restriction_a_warn_leader_dead_mil_2.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_no_leader\\zone_restriction_a_warn_no_leader_ker_0.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_no_leader\\zone_restriction_a_warn_no_leader_ker_1.ogg\"\n\"a3\\dubbing_f_epa\\zone_restriction\\a_warn_no_leader\\zone_restriction_a_warn_no_leader_ker_2.ogg\"\n```"},{"heading":"dubbing_f_epb","level":4,"markdown":"```\n\"a3\\dubbing_f_epb\\b_hub\\001_b_m01_intro\\b_hub_001_b_m01_intro_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\001_b_m01_intro\\b_hub_001_b_m01_intro_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\002_b_m02_intro\\b_hub_002_b_m02_intro_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\002_b_m02_intro\\b_hub_002_b_m02_intro_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\003_b_m03_intro\\b_hub_003_b_m03_intro_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\003_b_m03_intro\\b_hub_003_b_m03_intro_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\005_b_m05_intro\\b_hub_005_b_m05_intro_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\005_b_m05_intro\\b_hub_005_b_m05_intro_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\006_b_m06_intro\\b_hub_006_b_m06_intro_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\006_b_m06_intro\\b_hub_006_b_m06_intro_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\007_b_out_intro\\b_hub_007_b_out_intro_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\007_b_out_intro\\b_hub_007_b_out_intro_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_10.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_11.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_12.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_13.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_8.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\010_b_hub_briefing\\b_hub_010_b_hub_briefing_sta_9.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\011_b_m01_briefing\\b_hub_011_b_m01_briefing_sta_8.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_8.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\012_b_m02_briefing\\b_hub_012_b_m02_briefing_sta_9.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\013_b_m03_briefing\\b_hub_013_b_m03_briefing_sta_8.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\015_b_m05_briefing\\b_hub_015_b_m05_briefing_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_8.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\016_b_m06_briefing\\b_hub_016_b_m06_briefing_sta_9.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_10.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_11.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_12.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_8.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\017_b_out2_briefing\\b_hub_017_b_out2_briefing_sta_9.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\071_b_hub_ambient_talk\\b_hub_071_b_hub_ambient_talk_sfa_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\071_b_hub_ambient_talk\\b_hub_071_b_hub_ambient_talk_sfa_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\071_b_hub_ambient_talk\\b_hub_071_b_hub_ambient_talk_sfb_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\072_b_hub_ambient_talk\\b_hub_072_b_hub_ambient_talk_sfa_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\072_b_hub_ambient_talk\\b_hub_072_b_hub_ambient_talk_sfa_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\072_b_hub_ambient_talk\\b_hub_072_b_hub_ambient_talk_sfb_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\072_b_hub_ambient_talk\\b_hub_072_b_hub_ambient_talk_sfb_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\072_b_hub_ambient_talk\\b_hub_072_b_hub_ambient_talk_sfb_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\073_b_hub_ambient_talk\\b_hub_073_b_hub_ambient_talk_sfa_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\073_b_hub_ambient_talk\\b_hub_073_b_hub_ambient_talk_sfa_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\073_b_hub_ambient_talk\\b_hub_073_b_hub_ambient_talk_sfa_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\073_b_hub_ambient_talk\\b_hub_073_b_hub_ambient_talk_sfa_3.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\073_b_hub_ambient_talk\\b_hub_073_b_hub_ambient_talk_sfb_0.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\073_b_hub_ambient_talk\\b_hub_073_b_hub_ambient_talk_sfb_1.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\073_b_hub_ambient_talk\\b_hub_073_b_hub_ambient_talk_sfb_2.ogg\"\n\"a3\\dubbing_f_epb\\b_hub\\074_b_hub_ambient_talk\\b_hub_074_b_hub_amb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l_out_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\105_straight_2\\b_in2_105_straight_2_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\10_near_rv\\b_in2_10_near_rv_eca_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\10_near_rv\\b_in2_10_near_rv_ech_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\10_near_rv\\b_in2_10_near_rv_ech_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\110_straight_3\\b_in2_110_straight_3_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\115_factory\\b_in2_115_factory_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\120_check_2_slow\\b_in2_120_check_2_slow_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\125_check_2\\b_in2_125_check_2_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\125_check_2\\b_in2_125_check_2_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\125_check_2\\b_in2_125_check_2_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\130_stress\\b_in2_130_stress_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\135_recon\\b_in2_135_recon_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\135_recon\\b_in2_135_recon_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\135_recon\\b_in2_135_recon_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\135_recon\\b_in2_135_recon_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\135_recon\\b_in2_135_recon_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\135_recon\\b_in2_135_recon_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\135_recon\\b_in2_135_recon_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\135_recon\\b_in2_135_recon_mil_4.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\135_recon\\b_in2_135_recon_mil_5.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\140_inform\\b_in2_140_inform_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\140_inform\\b_in2_140_inform_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\140_inform\\b_in2_140_inform_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\140_inform\\b_in2_140_inform_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\140_inform\\b_in2_140_inform_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\140_inform\\b_in2_140_inform_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\145_aware\\b_in2_145_aware_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\145_aware\\b_in2_145_aware_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\150_surrounded\\b_in2_150_surrounded_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\150_surrounded\\b_in2_150_surrounded_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\150_surrounded\\b_in2_150_surrounded_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\150_surrounded\\b_in2_150_surrounded_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\150_surrounded\\b_in2_150_surrounded_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\150_surrounded\\b_in2_150_surrounded_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\155_right\\b_in2_155_right_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\15_heli\\b_in2_15_heli_eca_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\15_heli\\b_in2_15_heli_ech_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\15_heli\\b_in2_15_heli_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\15_heli\\b_in2_15_heli_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\15_heli\\b_in2_15_heli_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\15_heli\\b_in2_15_heli_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\15_heli\\b_in2_15_heli_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\160_left\\b_in2_160_left_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\165_near_new_rv\\b_in2_165_near_new_rv_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\167_truckstay\\b_in2_167_truckstay_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\170_sniper\\b_in2_170_sniper_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\170_sniper\\b_in2_170_sniper_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\170_sniper\\b_in2_170_sniper_gua_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\170_sniper\\b_in2_170_sniper_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\170_sniper\\b_in2_170_sniper_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\170_sniper\\b_in2_170_sniper_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\170_sniper\\b_in2_170_sniper_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\175_engage\\b_in2_175_engage_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\180_clear\\b_in2_180_clear_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\185_slingshot_dead\\b_in2_185_slingshot_dead_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\185_slingshot_dead\\b_in2_185_slingshot_dead_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\185_slingshot_dead\\b_in2_185_slingshot_dead_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\185_slingshot_dead\\b_in2_185_slingshot_dead_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\185_slingshot_dead\\b_in2_185_slingshot_dead_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\190_regroup\\b_in2_190_regroup_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\195_regrouped\\b_in2_195_regrouped_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_ker_4.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\200_explain\\b_in2_200_explain_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\20_compromised\\b_in2_20_compromised_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\20_compromised\\b_in2_20_compromised_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\20_compromised\\b_in2_20_compromised_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\20_compromised\\b_in2_20_compromised_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\23_compromised_2\\b_in2_23_compromised_2_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\23_compromised_2\\b_in2_23_compromised_2_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\23_compromised_2\\b_in2_23_compromised_2_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\25_wait\\b_in2_25_wait_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\25_wait\\b_in2_25_wait_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\25_wait\\b_in2_25_wait_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\30_hurry\\b_in2_30_hurry_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\30_hurry\\b_in2_30_hurry_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\35_plan\\b_in2_35_plan_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\35_plan\\b_in2_35_plan_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\35_plan\\b_in2_35_plan_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\35_plan\\b_in2_35_plan_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\35_plan\\b_in2_35_plan_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\35_plan\\b_in2_35_plan_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\36_getin\\b_in2_36_getin_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\40_road\\b_in2_40_road_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\45_follow\\b_in2_45_follow_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\50_question\\b_in2_50_question_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\50_question\\b_in2_50_question_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\50_question\\b_in2_50_question_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\55_straight_1\\b_in2_55_straight_1_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\60_check_1_slow\\b_in2_60_check_1_slow_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\60_check_1_slow\\b_in2_60_check_1_slow_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\60_check_1_slow\\b_in2_60_check_1_slow_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\65_check_1\\b_in2_65_check_1_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\65_check_1\\b_in2_65_check_1_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\65_check_1\\b_in2_65_check_1_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\65_check_1\\b_in2_65_check_1_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\65_check_1\\b_in2_65_check_1_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\70_check_1_wait\\b_in2_70_check_1_wait_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\70_check_1_wait\\b_in2_70_check_1_wait_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\75_returning\\b_in2_75_returning_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\80_check_1_continue\\b_in2_80_check_1_continue_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\80_check_1_continue\\b_in2_80_check_1_continue_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\80_check_1_continue\\b_in2_80_check_1_continue_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\85_corruption\\b_in2_85_corruption_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\85_corruption\\b_in2_85_corruption_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\85_corruption\\b_in2_85_corruption_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\85_corruption\\b_in2_85_corruption_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\90_stop\\b_in2_90_stop_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\95_drop\\b_in2_95_drop_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\95_drop\\b_in2_95_drop_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\i01_undercover\\b_in2_i01_undercover_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\i01_undercover\\b_in2_i01_undercover_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\i01_undercover\\b_in2_i01_undercover_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\i05_fog\\b_in2_i05_fog_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\i05_fog\\b_in2_i05_fog_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\i05_fog\\b_in2_i05_fog_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\x01_warnings\\b_in2_x01_warnings_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\x01_warnings\\b_in2_x01_warnings_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in2\\x05_ready_ambushed\\b_in2_x05_ready_ambushed_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\01_lost\\b_in_01_lost_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\05_radio_babble\\b_in_05_radio_babble_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\05_radio_babble\\b_in_05_radio_babble_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\05_radio_babble\\b_in_05_radio_babble_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\05_radio_babble\\b_in_05_radio_babble_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\05_radio_babble\\b_in_05_radio_babble_jam_4.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\10_apologies\\b_in_10_apologies_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\15_radio_contact\\b_in_15_radio_contact_ker_4.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\20_no_map_kavala\\b_in_20_no_map_kavala_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\20_no_map_kavala\\b_in_20_no_map_kavala_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\20_no_map_kavala\\b_in_20_no_map_kavala_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\25_more_than_one\\b_in_25_more_than_one_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\30_no_map_rv\\b_in_30_no_map_rv_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\30_no_map_rv\\b_in_30_no_map_rv_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\30_no_map_rv\\b_in_30_no_map_rv_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\30_no_map_rv\\b_in_30_no_map_rv_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\30_no_map_rv\\b_in_30_no_map_rv_jam_4.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\30_no_map_rv\\b_in_30_no_map_rv_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\30_no_map_rv\\b_in_30_no_map_rv_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\35_moving\\b_in_35_moving_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\35_moving\\b_in_35_moving_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\40_map_found\\b_in_40_map_found_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\40_map_found\\b_in_40_map_found_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\40_map_found\\b_in_40_map_found_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\43_approach_from_south\\b_in_43_approach_from_south_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\43_approach_from_south\\b_in_43_approach_from_south_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\43_approach_from_south\\b_in_43_approach_from_south_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\45_has_radio_meeting\\b_in_45_has_radio_meeting_ech_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\45_has_radio_meeting\\b_in_45_has_radio_meeting_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\45_has_radio_meeting\\b_in_45_has_radio_meeting_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\45_has_radio_meeting\\b_in_45_has_radio_meeting_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_jam_4.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_jam_5.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i01_supplies\\b_in_i01_supplies_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i05_contact\\b_in_i05_contact_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i05_contact\\b_in_i05_contact_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i05_contact\\b_in_i05_contact_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i05_contact\\b_in_i05_contact_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i05_contact\\b_in_i05_contact_jam_4.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i05_contact\\b_in_i05_contact_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\i05_contact\\b_in_i05_contact_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x01_has_map_rv\\b_in_x01_has_map_rv_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x01_has_map_rv\\b_in_x01_has_map_rv_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x01_has_map_rv\\b_in_x01_has_map_rv_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x05_has_map_kavala\\b_in_x05_has_map_kavala_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x05_has_map_kavala\\b_in_x05_has_map_kavala_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x10_no_radio_meeting\\b_in_x10_no_radio_meeting_ech_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x10_no_radio_meeting\\b_in_x10_no_radio_meeting_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x10_no_radio_meeting\\b_in_x10_no_radio_meeting_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x10_no_radio_meeting\\b_in_x10_no_radio_meeting_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x10_no_radio_meeting\\b_in_x10_no_radio_meeting_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x10_no_radio_meeting\\b_in_x10_no_radio_meeting_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x10_no_radio_meeting\\b_in_x10_no_radio_meeting_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x15_mines\\b_in_x15_mines_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x15_mines\\b_in_x15_mines_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x15_mines\\b_in_x15_mines_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_in\\x20_head_down\\b_in_x20_head_down_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\00_sitrep\\b_m01_00_sitrep_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\05_engageprepare\\b_m01_05_engageprepare_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\100_outpostishot\\b_m01_100_outpostishot_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\105_outpostisimpossible\\b_m01_105_outpostisimpossible_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\10_plan\\b_m01_10_plan_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\10_plan\\b_m01_10_plan_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\110_suppliessitrep\\b_m01_110_suppliessitrep_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\110_suppliessitrep\\b_m01_110_suppliessitrep_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\115_suppliesready\\b_m01_115_suppliesready_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\115_suppliesready\\b_m01_115_suppliesready_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\120_supplytruckprotected\\b_m01_120_supplytruckprotected_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\125_retreat\\b_m01_125_retreat_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\125_retreat\\b_m01_125_retreat_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\125_retreat\\b_m01_125_retreat_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\13_go\\b_m01_13_go_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\15_engage\\b_m01_15_engage_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\20_guardsdead\\b_m01_20_guardsdead_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\20_guardsdead\\b_m01_20_guardsdead_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\25_outpostattack\\b_m01_25_outpostattack_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\25_outpostattack\\b_m01_25_outpostattack_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\30_outpostattackgroup\\b_m01_30_outpostattackgroup_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\35_suppressivefirestop\\b_m01_35_suppressivefirestop_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\35_suppressivefirestop\\b_m01_35_suppressivefirestop_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\40_outpostreport\\b_m01_40_outpostreport_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\40_outpostreport\\b_m01_40_outpostreport_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\40_outpostreport\\b_m01_40_outpostreport_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\40_outpostreport\\b_m01_40_outpostreport_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\45_outpostsecure\\b_m01_45_outpostsecure_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\45_outpostsecure\\b_m01_45_outpostsecure_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\50_deltamovein\\b_m01_50_deltamovein_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\50_deltamovein\\b_m01_50_deltamovein_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\50_deltamovein\\b_m01_50_deltamovein_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\55_deltaarrives\\b_m01_55_deltaarrives_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\55_deltaarrives\\b_m01_55_deltaarrives_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\60_mortardetected\\b_m01_60_mortardetected_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\60_mortardetected\\b_m01_60_mortardetected_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\60_mortardetected\\b_m01_60_mortardetected_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\65_mortardestroy\\b_m01_65_mortardestroy_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\65_mortardestroy\\b_m01_65_mortardestroy_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\65_mortardestroy\\b_m01_65_mortardestroy_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\65_mortardestroy\\b_m01_65_mortardestroy_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\65_mortardestroy\\b_m01_65_mortardestroy_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\65_mortardestroy\\b_m01_65_mortardestroy_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\70_mortardestroygroup\\b_m01_70_mortardestroygroup_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\75_frinireached\\b_m01_75_frinireached_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\75_frinireached\\b_m01_75_frinireached_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\80_mortardestroyed\\b_m01_80_mortardestroyed_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\80_mortardestroyed\\b_m01_80_mortardestroyed_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\85_frinileave\\b_m01_85_frinileave_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\85_frinileave\\b_m01_85_frinileave_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\85_frinileave\\b_m01_85_frinileave_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\85_frinileave\\b_m01_85_frinileave_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\90_frinileavegroup\\b_m01_90_frinileavegroup_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\95_outpostlaststand\\b_m01_95_outpostlaststand_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\95_outpostlaststand\\b_m01_95_outpostlaststand_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i00_neutralizetargets\\b_m01_i00_neutralizetargets_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i00_neutralizetargets\\b_m01_i00_neutralizetargets_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i00_neutralizetargets\\b_m01_i00_neutralizetargets_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i05_frinimortar\\b_m01_i05_frinimortar_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i05_frinimortar\\b_m01_i05_frinimortar_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i10_defendoutpost\\b_m01_i10_defendoutpost_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i10_defendoutpost\\b_m01_i10_defendoutpost_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i10_defendoutpost\\b_m01_i10_defendoutpost_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\i10_defendoutpost\\b_m01_i10_defendoutpost_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x00_guardsalive\\b_m01_x00_guardsalive_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x05_guardsdetected\\b_m01_x05_guardsdetected_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x10_getintooutpost\\b_m01_x10_getintooutpost_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x15_getintooutpostfailed\\b_m01_x15_getintooutpostfailed_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x20_getintooutpostfailed\\b_m01_x20_getintooutpostfailed_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x20_getintooutpostfailed\\b_m01_x20_getintooutpostfailed_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x25_mortarneutralizefailed\\b_m01_x25_mortarneutralizefailed_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x30_frinileavewarning\\b_m01_x30_frinileavewarning_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x30_frinileavewarning\\b_m01_x30_frinileavewarning_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x35_frinileavefailed\\b_m01_x35_frinileavefailed_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x40_casualtiesalpha\\b_m01_x40_casualtiesalpha_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x40_casualtiesalpha\\b_m01_x40_casualtiesalpha_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x45_casualtiesbravo\\b_m01_x45_casualtiesbravo_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x45_casualtiesbravo\\b_m01_x45_casualtiesbravo_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x46_alarm\\b_m01_x46_alarm_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x50_casualtiescharlie\\b_m01_x50_casualtiescharlie_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m01\\x50_casualtiescharlie\\b_m01_x50_casualtiescharlie_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\00_insertionnear\\b_m02_1_00_insertionnear_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\00_insertionnear\\b_m02_1_00_insertionnear_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\00_insertionnear\\b_m02_1_00_insertionnear_gua_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\05_report\\b_m02_1_05_report_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\05_report\\b_m02_1_05_report_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\10_millersatisfied\\b_m02_1_10_millersatisfied_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\10_millersatisfied\\b_m02_1_10_millersatisfied_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\15_end\\b_m02_1_15_end_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\15_end\\b_m02_1_15_end_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\20_enddetected\\b_m02_1_20_enddetected_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\20_enddetected\\b_m02_1_20_enddetected_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\i00_stayundetected\\b_m02_1_i00_stayundetected_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\i00_stayundetected\\b_m02_1_i00_stayundetected_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\i00_stayundetected\\b_m02_1_i00_stayundetected_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\i00_stayundetected\\b_m02_1_i00_stayundetected_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\i00_stayundetected\\b_m02_1_i00_stayundetected_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x00_insertionfar\\b_m02_1_x00_insertionfar_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x00_insertionfar\\b_m02_1_x00_insertionfar_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x05_millerinsatisfied\\b_m02_1_x05_millerinsatisfied_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x05_millerinsatisfied\\b_m02_1_x05_millerinsatisfied_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x05_millerinsatisfied\\b_m02_1_x05_millerinsatisfied_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x05_millerinsatisfied\\b_m02_1_x05_millerinsatisfied_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x10_detected\\b_m02_1_x10_detected_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x10_detected\\b_m02_1_x10_detected_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x10_detected\\b_m02_1_x10_detected_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x15_detected\\b_m02_1_x15_detected_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_1\\x15_detected\\b_m02_1_x15_detected_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_mil_5.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\00_briefing\\b_m02_2_00_briefing_mil_6.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\01_stopboats\\b_m02_2_01_stopboats_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\02_selectlocation\\b_m02_2_02_selectlocation_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\02_selectlocation\\b_m02_2_02_selectlocation_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\02_selectlocation\\b_m02_2_02_selectlocation_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\03_position0\\b_m02_2_03_position0_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\03_position0\\b_m02_2_03_position0_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\04_slowdownboat\\b_m02_2_04_slowdownboat_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\04_slowdownboat\\b_m02_2_04_slowdownboat_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\05_reportlanding\\b_m02_2_05_reportlanding_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\05_reportlanding\\b_m02_2_05_reportlanding_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\10_quickbriefing1\\b_m02_2_10_quickbriefing1_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\10_quickbriefing1\\b_m02_2_10_quickbriefing1_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\15_quickbriefing2\\b_m02_2_15_quickbriefing2_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\20_goodluck\\b_m02_2_20_goodluck_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\25_reportarrival\\b_m02_2_25_reportarrival_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\25_reportarrival\\b_m02_2_25_reportarrival_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\30_goloud\\b_m02_2_30_goloud_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\30_goloud\\b_m02_2_30_goloud_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\30_goloud\\b_m02_2_30_goloud_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\35_firstcontact\\b_m02_2_35_firstcontact_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\35_firstcontact\\b_m02_2_35_firstcontact_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\40_chaosonequarter\\b_m02_2_40_chaosonequarter_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\40_chaosonequarter\\b_m02_2_40_chaosonequarter_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\45_chaostwoquarters\\b_m02_2_45_chaostwoquarters_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\45_chaostwoquarters\\b_m02_2_45_chaostwoquarters_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\45_chaostwoquarters\\b_m02_2_45_chaostwoquarters_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\45_chaostwoquarters\\b_m02_2_45_chaostwoquarters_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\50_chaosthreequarters\\b_m02_2_50_chaosthreequarters_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\50_chaosthreequarters\\b_m02_2_50_chaosthreequarters_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\50_chaosthreequarters\\b_m02_2_50_chaosthreequarters_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\55_chaosthreshold\\b_m02_2_55_chaosthreshold_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\55_chaosthreshold\\b_m02_2_55_chaosthreshold_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\55_chaosthreshold\\b_m02_2_55_chaosthreshold_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\55_chaosthreshold\\b_m02_2_55_chaosthreshold_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\60_extract\\b_m02_2_60_extract_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\65_nikossecure\\b_m02_2_65_nikossecure_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\65_nikossecure\\b_m02_2_65_nikossecure_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\70_extractcomplete\\b_m02_2_70_extractcomplete_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\i00_instructorchaos\\b_m02_2_i00_instructorchaos_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\i00_instructorchaos\\b_m02_2_i00_instructorchaos_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\i05_instructorcamps\\b_m02_2_i05_instructorcamps_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\i05_instructorcamps\\b_m02_2_i05_instructorcamps_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\i10_instructordestroypointsofinterest\\b_m02_2_i10_instructordestroypointsofinterest_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x00_selectiontimeout\\b_m02_2_x00_selectiontimeout_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x01_position1\\b_m02_2_x01_position1_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x01_position1\\b_m02_2_x01_position1_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x02_position2\\b_m02_2_x02_position2_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x02_position2\\b_m02_2_x02_position2_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x03_position3\\b_m02_2_x03_position3_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x03_position3\\b_m02_2_x03_position3_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x05_lighthouse\\b_m02_2_x05_lighthouse_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x05_lighthouse\\b_m02_2_x05_lighthouse_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x05_lighthouse\\b_m02_2_x05_lighthouse_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x10_timeoutwarning\\b_m02_2_x10_timeoutwarning_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x10_timeoutwarning\\b_m02_2_x10_timeoutwarning_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x10_timeoutwarning\\b_m02_2_x10_timeoutwarning_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x15_timeoutfailure\\b_m02_2_x15_timeoutfailure_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x15_timeoutfailure\\b_m02_2_x15_timeoutfailure_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x20_extractionwarning\\b_m02_2_x20_extractionwarning_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x20_extractionwarning\\b_m02_2_x20_extractionwarning_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x25_extractionfailure\\b_m02_2_x25_extractionfailure_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x25_extractionfailure\\b_m02_2_x25_extractionfailure_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x25_extractionfailure\\b_m02_2_x25_extractionfailure_gua_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x25_extractionfailure\\b_m02_2_x25_extractionfailure_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m02_2\\x30_extractmeetingcomplete\\b_m02_2_x30_extractmeetingcomplete_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\01_start\\b_m03_01_start_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\01_start\\b_m03_01_start_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\01_start\\b_m03_01_start_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\01_start\\b_m03_01_start_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\01_start\\b_m03_01_start_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\01_start\\b_m03_01_start_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\01_start\\b_m03_01_start_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\05_rendezvous_1\\b_m03_05_rendezvous_1_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\05_rendezvous_1\\b_m03_05_rendezvous_1_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\05_rendezvous_1\\b_m03_05_rendezvous_1_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\06_rendezvous_2\\b_m03_06_rendezvous_2_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\06_rendezvous_2\\b_m03_06_rendezvous_2_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\08_approaching_complex_1\\b_m03_08_approaching_complex_1_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\08_approaching_complex_1\\b_m03_08_approaching_complex_1_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\10_cistern_found\\b_m03_10_cistern_found_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\15_cistern_empty\\b_m03_15_cistern_empty_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\15_cistern_empty\\b_m03_15_cistern_empty_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\15_cistern_empty\\b_m03_15_cistern_empty_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\15_cistern_empty\\b_m03_15_cistern_empty_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\20_plan_b\\b_m03_20_plan_b_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\20_plan_b\\b_m03_20_plan_b_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\20_plan_b\\b_m03_20_plan_b_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\20_plan_b\\b_m03_20_plan_b_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\21_itson\\b_m03_21_itson_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\21_itson\\b_m03_21_itson_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\21_itson\\b_m03_21_itson_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\21_itson\\b_m03_21_itson_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\23_approaching_complex_2\\b_m03_23_approaching_complex_2_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\23_approaching_complex_2\\b_m03_23_approaching_complex_2_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\25_team_2_attack\\b_m03_25_team_2_attack_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\25_team_2_attack\\b_m03_25_team_2_attack_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\30_hvt_wait\\b_m03_30_hvt_wait_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\30_hvt_wait\\b_m03_30_hvt_wait_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\30_hvt_wait\\b_m03_30_hvt_wait_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\31_hvt_hell\\b_m03_31_hvt_hell_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_5.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_6.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\32_hvt_intel\\b_m03_32_hvt_intel_mil_7.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\33_hvt_decision\\b_m03_33_hvt_decision_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\35_miller_angry\\b_m03_35_miller_angry_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\35_miller_angry\\b_m03_35_miller_angry_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\35_miller_angry\\b_m03_35_miller_angry_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\35_miller_angry\\b_m03_35_miller_angry_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\35_miller_angry\\b_m03_35_miller_angry_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\35_miller_angry\\b_m03_35_miller_angry_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i01_attacking_complex_1\\b_m03_i01_attacking_complex_1_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i01_attacking_complex_1\\b_m03_i01_attacking_complex_1_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i01_attacking_complex_1\\b_m03_i01_attacking_complex_1_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i01_attacking_complex_1\\b_m03_i01_attacking_complex_1_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i01_attacking_complex_1\\b_m03_i01_attacking_complex_1_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i05_attacking_complex_2\\b_m03_i05_attacking_complex_2_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i05_attacking_complex_2\\b_m03_i05_attacking_complex_2_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i05_attacking_complex_2\\b_m03_i05_attacking_complex_2_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\i05_attacking_complex_2\\b_m03_i05_attacking_complex_2_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x01_cistern_dead_no_matter\\b_m03_x01_cistern_dead_no_matter_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x01_cistern_dead_no_matter\\b_m03_x01_cistern_dead_no_matter_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x01_cistern_dead_no_matter\\b_m03_x01_cistern_dead_no_matter_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x03_kappaout\\b_m03_x03_kappaout_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x03_kappaout\\b_m03_x03_kappaout_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x05_cistern_dead\\b_m03_x05_cistern_dead_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x05_cistern_dead\\b_m03_x05_cistern_dead_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x10_miller_grateful\\b_m03_x10_miller_grateful_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x10_miller_grateful\\b_m03_x10_miller_grateful_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x10_miller_grateful\\b_m03_x10_miller_grateful_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x10_miller_grateful\\b_m03_x10_miller_grateful_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x15_miller_impressed\\b_m03_x15_miller_impressed_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x15_miller_impressed\\b_m03_x15_miller_impressed_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x15_miller_impressed\\b_m03_x15_miller_impressed_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x15_miller_impressed\\b_m03_x15_miller_impressed_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x15_miller_impressed\\b_m03_x15_miller_impressed_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x15_miller_impressed\\b_m03_x15_miller_impressed_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x15_miller_impressed\\b_m03_x15_miller_impressed_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x20_empty_handed\\b_m03_x20_empty_handed_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m03\\x20_empty_handed\\b_m03_x20_empty_handed_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\01_start\\b_m05_01_start_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\01_start\\b_m05_01_start_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\01_start\\b_m05_01_start_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_gua_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_gua_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\02_chitchat\\b_m05_02_chitchat_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\03_contact_arrival\\b_m05_03_contact_arrival_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\03_contact_arrival\\b_m05_03_contact_arrival_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\03_contact_arrival\\b_m05_03_contact_arrival_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\03_contact_arrival\\b_m05_03_contact_arrival_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\03_contact_arrival\\b_m05_03_contact_arrival_ore_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\05_pursuers_eliminated\\b_m05_05_pursuers_eliminated_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\05_pursuers_eliminated\\b_m05_05_pursuers_eliminated_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\05_pursuers_eliminated\\b_m05_05_pursuers_eliminated_ore_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\05_pursuers_eliminated\\b_m05_05_pursuers_eliminated_ore_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\05_pursuers_eliminated\\b_m05_05_pursuers_eliminated_ore_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\08_sabotage_request\\b_m05_08_sabotage_request_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\08_sabotage_request\\b_m05_08_sabotage_request_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\10_sabotage_request_helicopter\\b_m05_10_sabotage_request_helicopter_grf_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\10_sabotage_request_helicopter\\b_m05_10_sabotage_request_helicopter_grf_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\10_sabotage_request_helicopter\\b_m05_10_sabotage_request_helicopter_grf_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\10_sabotage_request_helicopter\\b_m05_10_sabotage_request_helicopter_grf_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\10_sabotage_request_helicopter\\b_m05_10_sabotage_request_helicopter_grf_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\10_sabotage_request_helicopter\\b_m05_10_sabotage_request_helicopter_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\10_sabotage_request_helicopter\\b_m05_10_sabotage_request_helicopter_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\15_sabotage_request_artillery\\b_m05_15_sabotage_request_artillery_grf_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\15_sabotage_request_artillery\\b_m05_15_sabotage_request_artillery_grf_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\15_sabotage_request_artillery\\b_m05_15_sabotage_request_artillery_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\15_sabotage_request_artillery\\b_m05_15_sabotage_request_artillery_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\15_sabotage_request_artillery\\b_m05_15_sabotage_request_artillery_ore_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\20_good_job\\b_m05_20_good_job_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\20_good_job\\b_m05_20_good_job_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\20_good_job\\b_m05_20_good_job_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\20_good_job\\b_m05_20_good_job_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\20_good_job\\b_m05_20_good_job_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\20_good_job\\b_m05_20_good_job_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\20_good_job\\b_m05_20_good_job_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\25_suprise_falcon\\b_m05_25_suprise_falcon_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\25_suprise_falcon\\b_m05_25_suprise_falcon_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\25_suprise_falcon\\b_m05_25_suprise_falcon_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\25_suprise_falcon\\b_m05_25_suprise_falcon_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\25_suprise_falcon\\b_m05_25_suprise_falcon_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\25_suprise_falcon\\b_m05_25_suprise_falcon_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i01_sabotage_pick\\b_m05_i01_sabotage_pick_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i01_sabotage_pick\\b_m05_i01_sabotage_pick_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i01_sabotage_pick\\b_m05_i01_sabotage_pick_ore_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i05_sabotage_headsup_artillery\\b_m05_i05_sabotage_headsup_artillery_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i05_sabotage_headsup_artillery\\b_m05_i05_sabotage_headsup_artillery_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i10_sabotage_headsup_helicopter\\b_m05_i10_sabotage_headsup_helicopter_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i10_sabotage_headsup_helicopter\\b_m05_i10_sabotage_headsup_helicopter_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i10_sabotage_headsup_helicopter\\b_m05_i10_sabotage_headsup_helicopter_ore_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i10_sabotage_headsup_helicopter\\b_m05_i10_sabotage_headsup_helicopter_ore_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\i10_sabotage_headsup_helicopter\\b_m05_i10_sabotage_headsup_helicopter_ore_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x01_orestes_alone\\b_m05_x01_orestes_alone_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x01_orestes_alone\\b_m05_x01_orestes_alone_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x05_meeting_late\\b_m05_x05_meeting_late_ore_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x05_meeting_late\\b_m05_x05_meeting_late_ore_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x05_meeting_late\\b_m05_x05_meeting_late_ore_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x05_meeting_late\\b_m05_x05_meeting_late_ore_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x05_meeting_late\\b_m05_x05_meeting_late_ore_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m05\\x10_chopper_getting_away\\b_m05_x10_chopper_getting_away_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\01_start\\b_m06_01_start_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\01_start\\b_m06_01_start_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\02_wait\\b_m06_02_wait_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\02_wait\\b_m06_02_wait_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\02_wait\\b_m06_02_wait_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\02_wait\\b_m06_02_wait_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\02_wait\\b_m06_02_wait_jam_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\02_wait\\b_m06_02_wait_jam_5.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\03_plan_b\\b_m06_03_plan_b_jam_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\03_plan_b\\b_m06_03_plan_b_jam_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\03_plan_b\\b_m06_03_plan_b_jam_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\03_plan_b\\b_m06_03_plan_b_jam_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\03_plan_b\\b_m06_03_plan_b_jam_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\03_plan_b\\b_m06_03_plan_b_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\04_brits\\b_m06_04_brits_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\06_plan_b_briefing\\b_m06_06_plan_b_briefing_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\06_plan_b_briefing\\b_m06_06_plan_b_briefing_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\06_plan_b_briefing\\b_m06_06_plan_b_briefing_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\06_plan_b_briefing\\b_m06_06_plan_b_briefing_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\06_plan_b_briefing\\b_m06_06_plan_b_briefing_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\06_plan_b_briefing\\b_m06_06_plan_b_briefing_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\06_plan_b_briefing\\b_m06_06_plan_b_briefing_mil_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\07_brits2\\b_m06_07_brits2_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_guc_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_guc_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_5.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_6.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\10_recommendation\\b_m06_10_recommendation_sta_7.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\15_rendezvous\\b_m06_15_rendezvous_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\15_rendezvous\\b_m06_15_rendezvous_gua_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\15_rendezvous\\b_m06_15_rendezvous_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\15_rendezvous\\b_m06_15_rendezvous_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\20_convoy_info_1\\b_m06_20_convoy_info_1_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\20_convoy_info_1\\b_m06_20_convoy_info_1_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\20_convoy_info_1\\b_m06_20_convoy_info_1_gub_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\20_convoy_info_2\\b_m06_20_convoy_info_2_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\20_convoy_info_2\\b_m06_20_convoy_info_2_guc_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\20_convoy_info_3\\b_m06_20_convoy_info_3_gud_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\20_convoy_info_4\\b_m06_20_convoy_info_4_gue_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_1\\b_m06_25_meeting_spotters_1_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_1\\b_m06_25_meeting_spotters_1_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_1\\b_m06_25_meeting_spotters_1_gud_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_1\\b_m06_25_meeting_spotters_1_gue_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_2\\b_m06_25_meeting_spotters_2_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_2\\b_m06_25_meeting_spotters_2_guc_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_2\\b_m06_25_meeting_spotters_2_gud_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\25_meeting_spotters_2\\b_m06_25_meeting_spotters_2_gue_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\30_hideout_reached\\b_m06_30_hideout_reached_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\30_hideout_reached\\b_m06_30_hideout_reached_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\30_hideout_reached\\b_m06_30_hideout_reached_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\35_hideout_attacked\\b_m06_35_hideout_attacked_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\35_hideout_attacked\\b_m06_35_hideout_attacked_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\35_hideout_attacked\\b_m06_35_hideout_attacked_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\40_blowjob\\b_m06_40_blowjob_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\45_switchcamp\\b_m06_45_switchcamp_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\45_switchcamp\\b_m06_45_switchcamp_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\i01_ambush\\b_m06_i01_ambush_mil_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\i01_ambush\\b_m06_i01_ambush_mil_1.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\i01_ambush\\b_m06_i01_ambush_mil_2.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\i01_ambush\\b_m06_i01_ambush_mil_3.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\i01_ambush\\b_m06_i01_ambush_mil_4.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\i01_ambush\\b_m06_i01_ambush_mil_5.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\i01_ambush\\b_m06_i01_ambush_mil_6.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\x01_truck_destroyed\\b_m06_x01_truck_destroyed_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_m06\\x01_truck_destroyed\\b_m06_x01_truck_destroyed_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\01_start\\b_out2_01_start_sta_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\05_arty_destroyed\\b_out2_05_arty_destroyed_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\10_complex_cleared\\b_out2_10_complex_cleared_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\10_complex_cleared\\b_out2_10_complex_cleared_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\15_special_forces\\b_out2_15_special_forces_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\15_special_forces\\b_out2_15_special_forces_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\20_town_clear\\b_out2_20_town_clear_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\20_town_clear\\b_out2_20_town_clear_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\20_town_clear\\b_out2_20_town_clear_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\25_lights_off\\b_out2_25_lights_off_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\25_lights_off\\b_out2_25_lights_off_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\25_lights_off\\b_out2_25_lights_off_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\30_helicopter\\b_out2_30_helicopter_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\35_reinforcements\\b_out2_35_reinforcements_gua_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\35_reinforcements\\b_out2_35_reinforcements_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\40_town_held\\b_out2_40_town_held_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\40_town_held\\b_out2_40_town_held_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\40_town_held\\b_out2_40_town_held_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\40_town_held\\b_out2_40_town_held_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\40_town_held\\b_out2_40_town_held_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\45_americans\\b_out2_45_americans_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\50_airfield_attack\\b_out2_50_airfield_attack_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\50_airfield_attack\\b_out2_50_airfield_attack_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\55_friendly_fire\\b_out2_55_friendly_fire_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\55_friendly_fire\\b_out2_55_friendly_fire_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\55_friendly_fire\\b_out2_55_friendly_fire_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\55_friendly_fire\\b_out2_55_friendly_fire_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\55_friendly_fire\\b_out2_55_friendly_fire_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_gub_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_gub_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\60_engine_failure\\b_out2_60_engine_failure_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\65_stop_attack\\b_out2_65_stop_attack_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\65_stop_attack\\b_out2_65_stop_attack_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\65_stop_attack\\b_out2_65_stop_attack_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\65_stop_attack\\b_out2_65_stop_attack_lar_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\65_stop_attack\\b_out2_65_stop_attack_lar_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\65_stop_attack\\b_out2_65_stop_attack_lar_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\70_cease_fire\\b_out2_70_cease_fire_bhq_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\70_cease_fire\\b_out2_70_cease_fire_bhq_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\70_cease_fire\\b_out2_70_cease_fire_bhq_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\70_cease_fire\\b_out2_70_cease_fire_lar_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\70_cease_fire\\b_out2_70_cease_fire_lar_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\70_cease_fire\\b_out2_70_cease_fire_lar_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\70_cease_fire\\b_out2_70_cease_fire_lar_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_4.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_5.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_6.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_bhq_7.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_ker_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_ker_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_ker_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion\\b_out2_75_failed_invasion_ker_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_3.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_4.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_5.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_6.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\75_failed_invasion_fake\\b_out2_75_failed_invasion_fake_bhq_7.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i01_surprise_attack\\b_out2_i01_surprise_attack_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i01_surprise_attack\\b_out2_i01_surprise_attack_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i05_ambush\\b_out2_i05_ambush_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i05_ambush\\b_out2_i05_ambush_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i05_ambush\\b_out2_i05_ambush_sta_2.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i10_fast_transport\\b_out2_i10_fast_transport_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i10_fast_transport\\b_out2_i10_fast_transport_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i15_target_distinction\\b_out2_i15_target_distinction_gub_0.ogg\"\n\"a3\\dubbing_f_epb\\b_out2\\i15_target_distinction\\b_out2_i15_target_distinction_gub_1.ogg\"\n\"a3\\dubbing_f_epb\\zone_restriction\\b_warn_no_leader\\zone_restriction_b_warn_no_leader_sta_0.ogg\"\n\"a3\\dubbing_f_epb\\zone_restriction\\b_warn_no_leader\\zone_restriction_b_warn_no_leader_sta_1.ogg\"\n\"a3\\dubbing_f_epb\\zone_restriction\\b_warn_no_leader\\zone_restriction_b_warn_no_leader_sta_2.ogg\"\n```"},{"heading":"dubbing_f_epc","level":4,"markdown":"```\n\"a3\\dubbing_f_epc\\c_ea\\01_playerarrived\\c_ea_01_playerarrived_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\01_playerarrived\\c_ea_01_playerarrived_aba_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\01_playerarrived\\c_ea_01_playerarrived_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\05_meetingwithjournalist\\c_ea_05_meetingwithjournalist_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\05_meetingwithjournalist\\c_ea_05_meetingwithjournalist_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\05_meetingwithjournalist\\c_ea_05_meetingwithjournalist_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\05_meetingwithjournalist\\c_ea_05_meetingwithjournalist_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\05_meetingwithjournalist\\c_ea_05_meetingwithjournalist_ker_3.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\10_getcar\\c_ea_10_getcar_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\10_getcar\\c_ea_10_getcar_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\15_carfound\\c_ea_15_carfound_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\15_carfound\\c_ea_15_carfound_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\20_radiobroadcast1\\c_ea_20_radiobroadcast1_rad_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\20_radiobroadcast1\\c_ea_20_radiobroadcast1_rad_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\20_radiobroadcast1\\c_ea_20_radiobroadcast1_rad_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\20_radiobroadcast1\\c_ea_20_radiobroadcast1_rad_3.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\25_lowfuel\\c_ea_25_lowfuel_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\25_lowfuel\\c_ea_25_lowfuel_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\25_lowfuel\\c_ea_25_lowfuel_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\25_lowfuel\\c_ea_25_lowfuel_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_jou_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_jou_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_jou_3.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_jou_4.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_jou_5.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_ker_3.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_ker_4.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\30_chattooilstation\\c_ea_30_chattooilstation_ker_5.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\35_refueled\\c_ea_35_refueled_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\37_caraccident\\c_ea_37_caraccident_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\37_caraccident\\c_ea_37_caraccident_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\37_caraccident\\c_ea_37_caraccident_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\40_chattodestination\\c_ea_40_chattodestination_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\40_chattodestination\\c_ea_40_chattodestination_jou_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\40_chattodestination\\c_ea_40_chattodestination_jou_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\40_chattodestination\\c_ea_40_chattodestination_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\40_chattodestination\\c_ea_40_chattodestination_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\43_radiobroadcast2\\c_ea_43_radiobroadcast2_rad_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\43_radiobroadcast2\\c_ea_43_radiobroadcast2_rad_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\43_radiobroadcast2\\c_ea_43_radiobroadcast2_rad_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\43_radiobroadcast2\\c_ea_43_radiobroadcast2_rad_3.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\43_radiobroadcast2\\c_ea_43_radiobroadcast2_rad_4.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\43_radiobroadcast2\\c_ea_43_radiobroadcast2_rad_5.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_jou_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_jou_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_jou_3.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_jou_4.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_ker_3.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\45_chattodestination2\\c_ea_45_chattodestination2_ker_4.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\50_atdestination\\c_ea_50_atdestination_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\50_atdestination\\c_ea_50_atdestination_jou_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\50_atdestination\\c_ea_50_atdestination_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\50_atdestination\\c_ea_50_atdestination_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\50_atdestination\\c_ea_50_atdestination_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\55_meetingnikos_fiafriends\\c_ea_55_meetingnikos_fiafriends_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\55_meetingnikos_fiafriends\\c_ea_55_meetingnikos_fiafriends_nik_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\57_meetingnikos_fianotfriends\\c_ea_57_meetingnikos_fianotfriends_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\57_meetingnikos_fianotfriends\\c_ea_57_meetingnikos_fianotfriends_nik_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\60_rtb\\c_ea_60_rtb_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\60_rtb\\c_ea_60_rtb_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x01_cardamaged\\c_ea_x01_cardamaged_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x05_cardamagedbase\\c_ea_x05_cardamagedbase_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x05_cardamagedbase\\c_ea_x05_cardamagedbase_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x05_cardamagedbase\\c_ea_x05_cardamagedbase_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x10_cardamagedidiot\\c_ea_x10_cardamagedidiot_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x10_cardamagedidiot\\c_ea_x10_cardamagedidiot_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x15_wrongway\\c_ea_x15_wrongway_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x20_wrongway\\c_ea_x20_wrongway_jou_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x20_wrongway\\c_ea_x20_wrongway_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_ea\\x25_wrongway\\c_ea_x25_wrongway_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\01_prolog\\c_eb_01_prolog_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\01_prolog\\c_eb_01_prolog_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_ker_3.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_mil_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_mil_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_mil_2.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\05_miller\\c_eb_05_miller_mil_3.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\10_leftbehind\\c_eb_10_leftbehind_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\10_leftbehind\\c_eb_10_leftbehind_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\15_sos\\c_eb_15_sos_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\15_sos\\c_eb_15_sos_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\16_crossroads\\c_eb_16_crossroads_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\20_gameover\\c_eb_20_gameover_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\20_gameover\\c_eb_20_gameover_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\20_gameover\\c_eb_20_gameover_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\25_device\\c_eb_25_device_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\25_device\\c_eb_25_device_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\30_nato\\c_eb_30_nato_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\30_nato\\c_eb_30_nato_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\30_nato\\c_eb_30_nato_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\30_nato\\c_eb_30_nato_mem_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\30_nato\\c_eb_30_nato_mem_2.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\30_nato\\c_eb_30_nato_mem_3.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\30_nato\\c_eb_30_nato_mem_4.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\35_natojoin\\c_eb_35_natojoin_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\35_natojoin\\c_eb_35_natojoin_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\40_fia\\c_eb_40_fia_gua_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\40_fia\\c_eb_40_fia_gua_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\40_fia\\c_eb_40_fia_gua_2.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\40_fia\\c_eb_40_fia_gua_3.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\40_fia\\c_eb_40_fia_gua_4.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\40_fia\\c_eb_40_fia_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\40_fia\\c_eb_40_fia_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\45_fiajoin\\c_eb_45_fiajoin_gua_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\45_fiajoin\\c_eb_45_fiajoin_gua_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\45_fiajoin\\c_eb_45_fiajoin_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\50_escaped\\c_eb_50_escaped_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\50_escaped\\c_eb_50_escaped_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_eb\\50_escaped\\c_eb_50_escaped_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_10.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_11.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_12.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_3.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_4.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_5.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_6.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_7.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_8.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\00_briefing\\c_in1_00_briefing_bhq_9.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\01_armory\\c_in1_01_armory_arm_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\01_armory\\c_in1_01_armory_arm_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\01_armory\\c_in1_01_armory_arm_2.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\10_ambient_talk_00\\c_in1_10_ambient_talk_00_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\10_ambient_talk_00\\c_in1_10_ambient_talk_00_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\11_ambient_talk_01\\c_in1_11_ambient_talk_01_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\11_ambient_talk_01\\c_in1_11_ambient_talk_01_aba_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\11_ambient_talk_01\\c_in1_11_ambient_talk_01_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\11_ambient_talk_01\\c_in1_11_ambient_talk_01_abb_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\12_ambient_talk_02\\c_in1_12_ambient_talk_02_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\12_ambient_talk_02\\c_in1_12_ambient_talk_02_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\13_ambient_talk_03\\c_in1_13_ambient_talk_03_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\13_ambient_talk_03\\c_in1_13_ambient_talk_03_aba_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\13_ambient_talk_03\\c_in1_13_ambient_talk_03_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\13_ambient_talk_03\\c_in1_13_ambient_talk_03_abb_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\14_ambient_talk_04\\c_in1_14_ambient_talk_04_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\14_ambient_talk_04\\c_in1_14_ambient_talk_04_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\14_ambient_talk_04\\c_in1_14_ambient_talk_04_abb_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\20_broadcast\\c_in1_20_broadcast_spe_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\20_broadcast\\c_in1_20_broadcast_spe_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\21_broadcast\\c_in1_21_broadcast_spe_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\21_broadcast\\c_in1_21_broadcast_spe_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\22_broadcast\\c_in1_22_broadcast_spe_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\22_broadcast\\c_in1_22_broadcast_spe_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in1\\23_broadcast\\c_in1_23_broadcast_spe_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\01_report\\c_in2_01_report_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\01_report\\c_in2_01_report_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\01_report\\c_in2_01_report_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\01_report\\c_in2_01_report_mem_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\05_bullshit\\c_in2_05_bullshit_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\100_defend\\c_in2_100_defend_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\100_defend\\c_in2_100_defend_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\105_attack_defeated\\c_in2_105_attack_defeated_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\105_attack_defeated\\c_in2_105_attack_defeated_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\105_attack_defeated\\c_in2_105_attack_defeated_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\10_boats\\c_in2_10_boats_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\15_contact\\c_in2_15_contact_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\15_contact\\c_in2_15_contact_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\15_contact\\c_in2_15_contact_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\20_qrf\\c_in2_20_qrf_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\20_qrf\\c_in2_20_qrf_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\25_mobilization\\c_in2_25_mobilization_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\25_mobilization\\c_in2_25_mobilization_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\30_team_dead\\c_in2_30_team_dead_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\35_attack\\c_in2_35_attack_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2\\35_attack\\c_in2_35_attack_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_in2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port_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\35_solarpowersecure\\c_out1_35_solarpowersecure_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\35_solarpowersecure\\c_out1_35_solarpowersecure_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\35_solarpowersecure\\c_out1_35_solarpowersecure_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\40_rallypoint\\c_out1_40_rallypoint_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\40_rallypoint\\c_out1_40_rallypoint_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\40_rallypoint\\c_out1_40_rallypoint_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\42_earthquake\\c_out1_42_earthquake_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\43_earthquakereport\\c_out1_43_earthquakereport_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\43_earthquakereport\\c_out1_43_earthquakereport_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\43_earthquakereport\\c_out1_43_earthquakereport_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\43_earthquakereport\\c_out1_43_earthquakereport_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\45_kalichorisecure\\c_out1_45_kalichorisecure_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\45_kalichorisecure\\c_out1_45_kalichorisecure_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\46_kalichoridefend\\c_out1_46_kalichoridefend_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\46_kalichoridefend\\c_out1_46_kalichoridefend_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\46_kalichoridefend\\c_out1_46_kalichoridefend_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\48_transport\\c_out1_48_transport_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\48_transport\\c_out1_48_transport_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\50_reinforcementsneutralized\\c_out1_50_reinforcementsneutralized_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\50_reinforcementsneutralized\\c_out1_50_reinforcementsneutralized_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i00_friendlies\\c_out1_i00_friendlies_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i00_friendlies\\c_out1_i00_friendlies_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i05_uav\\c_out1_i05_uav_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i05_uav\\c_out1_i05_uav_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i05_uav\\c_out1_i05_uav_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i10_snipers\\c_out1_i10_snipers_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i10_snipers\\c_out1_i10_snipers_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i15_enemyvehicle\\c_out1_i15_enemyvehicle_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i15_enemyvehicle\\c_out1_i15_enemyvehicle_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i15_enemyvehicle\\c_out1_i15_enemyvehicle_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i15_enemyvehicle\\c_out1_i15_enemyvehicle_bhq_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i15_enemyvehicle\\c_out1_i15_enemyvehicle_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\i15_enemyvehicle\\c_out1_i15_enemyvehicle_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x00_vehiclestolen\\c_out1_x00_vehiclestolen_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x05_transportdestroyed\\c_out1_x05_transportdestroyed_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x10_transportdestroyedhq\\c_out1_x10_transportdestroyedhq_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x10_transportdestroyedhq\\c_out1_x10_transportdestroyedhq_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x15_transportmoving\\c_out1_x15_transportmoving_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x15_transportmoving\\c_out1_x15_transportmoving_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x20_transportsucceeded\\c_out1_x20_transportsucceeded_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x20_transportsucceeded\\c_out1_x20_transportsucceeded_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x25_transportfailed\\c_out1_x25_transportfailed_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x25_transportfailed\\c_out1_x25_transportfailed_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x30_transportcanceled\\c_out1_x30_transportcanceled_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x30_transportcanceled\\c_out1_x30_transportcanceled_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x35_transportenemy\\c_out1_x35_transportenemy_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x35_transportenemy\\c_out1_x35_transportenemy_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out1\\x40_overrun\\c_out1_x40_overrun_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_jam_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_jam_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_ker_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\01_start\\c_out2_01_start_ker_4.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\05_nato_chosen\\c_out2_05_nato_chosen_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\10_orders\\c_out2_10_orders_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\10_orders\\c_out2_10_orders_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\10_orders\\c_out2_10_orders_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\10_orders\\c_out2_10_orders_bhq_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\10_orders\\c_out2_10_orders_bhq_4.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\10_orders\\c_out2_10_orders_bhq_5.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\10_orders\\c_out2_10_orders_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\12_plane_sent\\c_out2_12_plane_sent_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\12_plane_sent\\c_out2_12_plane_sent_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\13_plane_fired\\c_out2_13_plane_fired_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\14_plane_disengage\\c_out2_14_plane_disengage_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\15_neutralized\\c_out2_15_neutralized_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\15_neutralized\\c_out2_15_neutralized_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\15_neutralized\\c_out2_15_neutralized_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\20_contact\\c_out2_20_contact_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_abb_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_bhq_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_bhq_4.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_bhq_5.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\25_defeated\\c_out2_25_defeated_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\30_wave\\c_out2_30_wave_jam_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\30_wave\\c_out2_30_wave_jam_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_jam_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_jam_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_jam_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_jam_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_jam_4.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_jam_5.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_jam_6.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\35_the_device\\c_out2_35_the_device_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\40_james_dead\\c_out2_40_james_dead_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\45_danger\\c_out2_45_danger_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\50_nato_angered\\c_out2_50_nato_angered_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\50_nato_angered\\c_out2_50_nato_angered_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\55_hang_up\\c_out2_55_hang_up_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\60_truck_found\\c_out2_60_truck_found_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\65_in_truck\\c_out2_65_in_truck_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_4.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_5.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_6.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_ker_7.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_4.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_5.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_6.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller\\c_out2_70_miller_mil_7.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_4.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_5.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_6.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\70_miller_fake\\c_out2_70_miller_fake_mil_7.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\75_csat_inbound\\c_out2_75_csat_inbound_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\75_csat_inbound\\c_out2_75_csat_inbound_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\80_return\\c_out2_80_return_mil_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\80_return\\c_out2_80_return_mil_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\80_return\\c_out2_80_return_mil_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\80_return_fake\\c_out2_80_return_fake_mil_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\80_return_fake\\c_out2_80_return_fake_mil_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\80_return_fake\\c_out2_80_return_fake_mil_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\85_the_end_of_all_things\\c_out2_85_the_end_of_all_things_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\85_the_end_of_all_things\\c_out2_85_the_end_of_all_things_abb_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\85_the_end_of_all_things\\c_out2_85_the_end_of_all_things_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\85_the_end_of_all_things\\c_out2_85_the_end_of_all_things_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\85_the_end_of_all_things\\c_out2_85_the_end_of_all_things_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\85_the_end_of_all_things\\c_out2_85_the_end_of_all_things_bhq_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\85_the_end_of_all_things\\c_out2_85_the_end_of_all_things_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\i01_scouting\\c_out2_i01_scouting_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\i01_scouting\\c_out2_i01_scouting_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\i01_scouting\\c_out2_i01_scouting_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x01_out_of_ammo\\c_out2_x01_out_of_ammo_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x03_plane_destroyed\\c_out2_x03_plane_destroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x05_james_bypassed\\c_out2_x05_james_bypassed_jam_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x05_james_bypassed\\c_out2_x05_james_bypassed_jam_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x05_james_bypassed\\c_out2_x05_james_bypassed_jam_2.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x05_james_bypassed\\c_out2_x05_james_bypassed_jam_3.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x05_james_bypassed\\c_out2_x05_james_bypassed_ker_0.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x05_james_bypassed\\c_out2_x05_james_bypassed_ker_1.ogg\"\n\"a3\\dubbing_f_epc\\c_out2\\x05_james_bypassed\\c_out2_x05_james_bypassed_ker_2.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\01_prolog\\showcase_fixedwings_01_prolog_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\05_startingengine\\showcase_fixedwings_05_startingengine_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\05_startingengine\\showcase_fixedwings_05_startingengine_lea_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\05_startingengine\\showcase_fixedwings_05_startingengine_lea_2.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\05_startingengine\\showcase_fixedwings_05_startingengine_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\05_startingengine\\showcase_fixedwings_05_startingengine_mem_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\100_apchit\\showcase_fixedwings_100_apchit_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\100_apchit\\showcase_fixedwings_100_apchit_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\105_mraphit\\showcase_fixedwings_105_mraphit_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\105_mraphit\\showcase_fixedwings_105_mraphit_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\10_intheair\\showcase_fixedwings_10_intheair_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\10_intheair\\showcase_fixedwings_10_intheair_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\110_shiphit\\showcase_fixedwings_110_shiphit_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\110_shiphit\\showcase_fixedwings_110_shiphit_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\115_flyinghigh\\showcase_fixedwings_115_flyinghigh_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\120_flyingfast\\showcase_fixedwings_120_flyingfast_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\125_aamissilefired\\showcase_fixedwings_125_aamissilefired_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\130_atmissilefired\\showcase_fixedwings_130_atmissilefired_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\135_bombdropped\\showcase_fixedwings_135_bombdropped_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\15_helispotted\\showcase_fixedwings_15_helispotted_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\15_helispotted\\showcase_fixedwings_15_helispotted_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\15_helispotted\\showcase_fixedwings_15_helispotted_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\15_helispotted\\showcase_fixedwings_15_helispotted_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\15_helispotted\\showcase_fixedwings_15_helispotted_mem_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\20_directhit\\showcase_fixedwings_20_directhit_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\25_helishotdowndefault\\showcase_fixedwings_25_helishotdowndefault_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\25_helishotdowndefault\\showcase_fixedwings_25_helishotdowndefault_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\30_helishotdownaa\\showcase_fixedwings_30_helishotdownaa_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\30_helishotdownaa\\showcase_fixedwings_30_helishotdownaa_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\35_helishotdowncannon\\showcase_fixedwings_35_helishotdowncannon_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\35_helishotdowncannon\\showcase_fixedwings_35_helishotdowncannon_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\40_convoydestroyed\\showcase_fixedwings_40_convoydestroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\40_convoydestroyed\\showcase_fixedwings_40_convoydestroyed_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\45_spgfound\\showcase_fixedwings_45_spgfound_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\45_spgfound\\showcase_fixedwings_45_spgfound_aba_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\45_spgfound\\showcase_fixedwings_45_spgfound_aba_2.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\45_spgfound\\showcase_fixedwings_45_spgfound_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\45_spgfound\\showcase_fixedwings_45_spgfound_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\50_onespgdestroyed\\showcase_fixedwings_50_onespgdestroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\50_onespgdestroyed\\showcase_fixedwings_50_onespgdestroyed_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\55_bothspgdestroyed\\showcase_fixedwings_55_bothspgdestroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\55_bothspgdestroyed\\showcase_fixedwings_55_bothspgdestroyed_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\60_goodhit\\showcase_fixedwings_60_goodhit_aba_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\65_aaflocated\\showcase_fixedwings_65_aaflocated_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\65_aaflocated\\showcase_fixedwings_65_aaflocated_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\65_aaflocated\\showcase_fixedwings_65_aaflocated_bhq_2.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\65_aaflocated\\showcase_fixedwings_65_aaflocated_bhq_3.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\65_aaflocated\\showcase_fixedwings_65_aaflocated_bhq_4.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\65_aaflocated\\showcase_fixedwings_65_aaflocated_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\70_aafdestroyed\\showcase_fixedwings_70_aafdestroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\70_aafdestroyed\\showcase_fixedwings_70_aafdestroyed_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\70_aafdestroyed\\showcase_fixedwings_70_aafdestroyed_lea_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\75_manythanks\\showcase_fixedwings_75_manythanks_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\80_takeoffagain\\showcase_fixedwings_80_takeoffagain_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\80_takeoffagain\\showcase_fixedwings_80_takeoffagain_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\85_rtb\\showcase_fixedwings_85_rtb_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\90_tankhit\\showcase_fixedwings_90_tankhit_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\90_tankhit\\showcase_fixedwings_90_tankhit_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\95_ifvhit\\showcase_fixedwings_95_ifvhit_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\95_ifvhit\\showcase_fixedwings_95_ifvhit_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x01_convoypassed\\showcase_fixedwings_x01_convoypassed_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x01_convoypassed\\showcase_fixedwings_x01_convoypassed_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x05_heliescaped\\showcase_fixedwings_x05_heliescaped_mem_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x10_helidestroyedlate\\showcase_fixedwings_x10_helidestroyedlate_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x10_helidestroyedlate\\showcase_fixedwings_x10_helidestroyedlate_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x15_mayday\\showcase_fixedwings_x15_mayday_bhq_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x15_mayday\\showcase_fixedwings_x15_mayday_bhq_1.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x15_mayday\\showcase_fixedwings_x15_mayday_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x20_landedonground\\showcase_fixedwings_x20_landedonground_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x25_parachutingaboveland\\showcase_fixedwings_x25_parachutingaboveland_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x30_landedintowater\\showcase_fixedwings_x30_landedintowater_lea_0.ogg\"\n\"a3\\dubbing_f_epc\\showcase_fixedwings\\x35_parachutingabovewater\\showcase_fixedwings_x35_parachutingabovewater_lea_0.ogg\"\n```"},{"heading":"dubbing_f_exp","level":4,"markdown":"```\n\"a3\\dubbing_f_exp\\exp_m01\\01_start\\exp_m01_01_start_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\01_start\\exp_m01_01_start_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\05_online\\exp_m01_05_online_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\10_spotted\\exp_m01_10_spotted_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\15_orders\\exp_m01_15_orders_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\15_orders\\exp_m01_15_orders_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\20_quiet\\exp_m01_20_quiet_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\23_notsoquiet\\exp_m01_23_notsoquiet_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\25_search\\exp_m01_25_search_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\30_weapons\\exp_m01_30_weapons_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\30_weapons\\exp_m01_30_weapons_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\35_continue\\exp_m01_35_continue_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\35_continue\\exp_m01_35_continue_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\37_civpop\\exp_m01_37_civpop_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\37_civpop\\exp_m01_37_civpop_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\37_civpop\\exp_m01_37_civpop_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\40_paras\\exp_m01_40_paras_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\40_paras\\exp_m01_40_paras_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\40_paras\\exp_m01_40_paras_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\45_second\\exp_m01_45_second_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\45_second\\exp_m01_45_second_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\45_second\\exp_m01_45_second_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\50_plan\\exp_m01_50_plan_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\50_plan\\exp_m01_50_plan_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\50_plan\\exp_m01_50_plan_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\51_planagain\\exp_m01_51_planagain_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\51_planagain\\exp_m01_51_planagain_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\51_planagain\\exp_m01_51_planagain_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\55_engage\\exp_m01_55_engage_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\60_qrf\\exp_m01_60_qrf_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\65_support_searched\\exp_m01_65_support_searched_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p01_help_1\\exp_m01_p01_help_1_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p05_help_2\\exp_m01_p05_help_2_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p10_help_3\\exp_m01_p10_help_3_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p15_inside_building\\exp_m01_p15_inside_building_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p16_noshoottarget\\exp_m01_p16_noshoottarget_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p20_not_clear\\exp_m01_p20_not_clear_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p25_untie\\exp_m01_p25_untie_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p30_left_building\\exp_m01_p30_left_building_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p35_rescued\\exp_m01_p35_rescued_pol_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p35_rescued\\exp_m01_p35_rescued_pol_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p36_towerintel\\exp_m01_p36_towerintel_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p36_towerintel\\exp_m01_p36_towerintel_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\p40_already_clear\\exp_m01_p40_already_clear_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\x00_orders\\exp_m01_x00_orders_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m01\\x00_orders\\exp_m01_x00_orders_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\01_start\\exp_m02_01_start_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\01_start\\exp_m02_01_start_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\01_start\\exp_m02_01_start_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\01_start\\exp_m02_01_start_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\05_convoy_update\\exp_m02_05_convoy_update_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\05_convoy_update\\exp_m02_05_convoy_update_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\05_convoy_update\\exp_m02_05_convoy_update_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\05_convoy_update\\exp_m02_05_convoy_update_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\100_weapons_found\\exp_m02_100_weapons_found_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\100_weapons_found\\exp_m02_100_weapons_found_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\100_weapons_found\\exp_m02_100_weapons_found_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\105_support_plan\\exp_m02_105_support_plan_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\105_support_plan\\exp_m02_105_support_plan_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\105_support_plan\\exp_m02_105_support_plan_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\107_chineseforeshadow\\exp_m02_107_chineseforeshadow_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\107_chineseforeshadow\\exp_m02_107_chineseforeshadow_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\107_chineseforeshadow\\exp_m02_107_chineseforeshadow_sal_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\107_chineseforeshadow\\exp_m02_107_chineseforeshadow_trk_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\107_chineseforeshadow\\exp_m02_107_chineseforeshadow_trk_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\10_watch_fire\\exp_m02_10_watch_fire_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\110_helicopter_ready\\exp_m02_110_helicopter_ready_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\110_helicopter_ready\\exp_m02_110_helicopter_ready_lia_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\115_uav_targeting\\exp_m02_115_uav_targeting_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\120_uav_fired\\exp_m02_120_uav_fired_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\125_weapons_destroyed\\exp_m02_125_weapons_destroyed_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\125_weapons_destroyed\\exp_m02_125_weapons_destroyed_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\125_weapons_destroyed\\exp_m02_125_weapons_destroyed_lia_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\15_continue\\exp_m02_15_continue_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\20_no_touch\\exp_m02_20_no_touch_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\20_no_touch\\exp_m02_20_no_touch_grm_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\23_lol\\exp_m02_23_lol_sal_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\23_lol\\exp_m02_23_lol_sal_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\23_lol\\exp_m02_23_lol_trk_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\23_lol\\exp_m02_23_lol_trk_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_grm_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_4.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_5.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_6.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_7.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_8.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_rik_9.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\25_briefing\\exp_m02_25_briefing_trk_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\30_plan\\exp_m02_30_plan_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\30_plan\\exp_m02_30_plan_grm_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\30_plan\\exp_m02_30_plan_grm_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\35_joke_1\\exp_m02_35_joke_1_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\35_joke_1\\exp_m02_35_joke_1_sal_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\35_joke_1\\exp_m02_35_joke_1_sal_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\35_joke_1\\exp_m02_35_joke_1_sal_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\35_joke_1\\exp_m02_35_joke_1_sal_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\35_joke_1\\exp_m02_35_joke_1_sal_4.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\60_charge_set\\exp_m02_60_charge_set_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\60_charge_set\\exp_m02_60_charge_set_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\60_charge_set\\exp_m02_60_charge_set_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\60_charge_set\\exp_m02_60_charge_set_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\60_charge_set\\exp_m02_60_charge_set_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\60_charge_set\\exp_m02_60_charge_set_rik_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\65_convoy_spotted\\exp_m02_65_convoy_spotted_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\65_convoy_spotted\\exp_m02_65_convoy_spotted_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\65_convoy_spotted\\exp_m02_65_convoy_spotted_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\65_convoy_spotted\\exp_m02_65_convoy_spotted_trk_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\70_hold_fire\\exp_m02_70_hold_fire_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\75_open_fire\\exp_m02_75_open_fire_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_com_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_rik_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_rik_4.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_sal_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\80_convoy_destroyed\\exp_m02_80_convoy_destroyed_trk_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\83_waitone\\exp_m02_83_waitone_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m02\\83_waitone\\exp_m02_83_waitone_sal_0.o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boats\\exp_m05_65_theboats_mil_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\65_theboats\\exp_m05_65_theboats_mil_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\65_theboats\\exp_m05_65_theboats_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\65_theboats\\exp_m05_65_theboats_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\65_theboats\\exp_m05_65_theboats_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\70_movetoboats\\exp_m05_70_movetoboats_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\70_movetoboats\\exp_m05_70_movetoboats_sal_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\70_movetoboats\\exp_m05_70_movetoboats_trk_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\73_boatssplit\\exp_m05_73_boatssplit_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\73_boatssplit\\exp_m05_73_boatssplit_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\75_enterthejungle\\exp_m05_75_enterthejungle_mil_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\75_enterthejungle\\exp_m05_75_enterthejungle_mil_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\75_enterthejungle\\exp_m05_75_enterthejungle_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\75_enterthejungle\\exp_m05_75_enterthejungle_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\80_leavethejungle\\exp_m05_80_leavethejungle_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\80_leavethejungle\\exp_m05_80_leavethejungle_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\80_leavethejungle\\exp_m05_80_leavethejungle_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\80_leavethejungle\\exp_m05_80_leavethejungle_sal_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\85_attheboats\\exp_m05_85_attheboats_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\85_attheboats\\exp_m05_85_attheboats_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b01_move_in\\exp_m05_b01_move_in_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b01_move_in\\exp_m05_b01_move_in_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b05_connecting\\exp_m05_b05_connecting_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b05_connecting\\exp_m05_b05_connecting_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b10_connected\\exp_m05_b10_connected_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b15_door\\exp_m05_b15_door_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b15_door\\exp_m05_b15_door_sal_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b20_flash\\exp_m05_b20_flash_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b25_breaching\\exp_m05_b25_breaching_trk_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b30_contact\\exp_m05_b30_contact_trk_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b30_contact\\exp_m05_b30_contact_trk_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b35_man_down\\exp_m05_b35_man_down_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b35_man_down\\exp_m05_b35_man_down_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b35_man_down\\exp_m05_b35_man_down_sal_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b40_flash_2\\exp_m05_b40_flash_2_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b40_flash_2\\exp_m05_b40_flash_3_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b40_flash_3\\exp_m05_b40_flash_3_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b45_clear\\exp_m05_b45_clear_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b45_clear\\exp_m05_b45_clear_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b50_reveal\\exp_m05_b50_reveal_com_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b50_reveal\\exp_m05_b50_reveal_mil_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\b50_reveal\\exp_m05_b50_reveal_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x00_moving\\exp_m05_x00_moving_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x00_moving\\exp_m05_x00_moving_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x00_moving\\exp_m05_x00_moving_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x00_moving\\exp_m05_x00_moving_rik_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x05_holding\\exp_m05_x05_holding_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x05_holding\\exp_m05_x05_holding_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x05_holding\\exp_m05_x05_holding_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x05_holding\\exp_m05_x05_holding_rik_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x10_keepmoving\\exp_m05_x10_keepmoving_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x10_keepmoving\\exp_m05_x10_keepmoving_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x10_keepmoving\\exp_m05_x10_keepmoving_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x10_keepmoving\\exp_m05_x10_keepmoving_rik_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x15_keystonesuppressed\\exp_m05_x15_keystonesuppressed_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x15_keystonesuppressed\\exp_m05_x15_keystonesuppressed_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x15_keystonesuppressed\\exp_m05_x15_keystonesuppressed_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05\\x15_keystonesuppressed\\exp_m05_x15_keystonesuppressed_rik_3.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05_sp\\y10_moveback\\exp_m05_sp_y10_moveback_knx_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05_sp\\y10_moveback\\exp_m05_sp_y10_moveback_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05_sp\\y10_moveback\\exp_m05_sp_y10_moveback_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05_sp\\y10_moveback\\exp_m05_sp_y10_moveback_wat_0.ogg\"\n\"a3\\dubbing_f_exp\\exp_m05_sp\\y10_moveback\\exp_m05_sp_y10_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bbing_f_exp\\mp_end_game_systems\\35_preventupload\\mp_end_game_systems_35_preventupload_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\35_preventupload\\mp_end_game_systems_35_preventupload_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\35_preventupload\\mp_end_game_systems_35_preventupload_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\40_pickupschematics\\mp_end_game_systems_40_pickupschematics_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\40_pickupschematics\\mp_end_game_systems_40_pickupschematics_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\40_pickupschematics\\mp_end_game_systems_40_pickupschematics_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\45_preventupload\\mp_end_game_systems_45_preventupload_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\45_preventupload\\mp_end_game_systems_45_preventupload_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\45_preventupload\\mp_end_game_systems_45_preventupload_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\50_upload\\mp_end_game_systems_50_upload_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\50_upload\\mp_end_game_systems_50_upload_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\50_upload\\mp_end_game_systems_50_upload_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\55_enemyhasschematics\\mp_end_game_systems_55_enemyhasschematics_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\55_enemyhasschematics\\mp_end_game_systems_55_enemyhasschematics_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\55_enemyhasschematics\\mp_end_game_systems_55_enemyhasschematics_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\60_schematicsfound\\mp_end_game_systems_60_schematicsfound_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\60_schematicsfound\\mp_end_game_systems_60_schematicsfound_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\60_schematicsfound\\mp_end_game_systems_60_schematicsfound_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\65_norespawn\\mp_end_game_systems_65_norespawn_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\65_norespawn\\mp_end_game_systems_65_norespawn_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\65_norespawn\\mp_end_game_systems_65_norespawn_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\70_aquireintel\\mp_end_game_systems_70_aquireintel_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\70_aquireintel\\mp_end_game_systems_70_aquireintel_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\70_aquireintel\\mp_end_game_systems_70_aquireintel_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\75_intelaquired\\mp_end_game_systems_75_intelaquired_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\75_intelaquired\\mp_end_game_systems_75_intelaquired_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\75_intelaquired\\mp_end_game_systems_75_intelaquired_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\80_schematicsdropped\\mp_end_game_systems_80_schematicsdropped_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\80_schematicsdropped\\mp_end_game_systems_80_schematicsdropped_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\80_schematicsdropped\\mp_end_game_systems_80_schematicsdropped_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\85_schematicssecured\\mp_end_game_systems_85_schematicssecured_bhq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\85_schematicssecured\\mp_end_game_systems_85_schematicssecured_ohq_0.ogg\"\n\"a3\\dubbing_f_exp\\mp_end_game_systems\\85_schematicssecured\\mp_end_game_systems_85_schematicssecured_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\01_prologue\\showcase_endgame_01_prologue_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\01_prologue\\showcase_endgame_01_prologue_com_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\05_fobtaken\\showcase_endgame_05_fobtaken_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\05_fobtaken\\showcase_endgame_05_fobtaken_com_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\05_fobtaken\\showcase_endgame_05_fobtaken_com_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\05_fobtaken\\showcase_endgame_05_fobtaken_pil_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\05_fobtaken\\showcase_endgame_05_fobtaken_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\10_mindyourheads\\showcase_endgame_10_mindyourheads_pil_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\10_mindyourheads\\showcase_endgame_10_mindyourheads_pil_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\15_reinforcements\\showcase_endgame_15_reinforcements_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\15_reinforcements\\showcase_endgame_15_reinforcements_com_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\15_reinforcements\\showcase_endgame_15_reinforcements_com_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\15_reinforcements\\showcase_endgame_15_reinforcements_com_3.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\15_reinforcements\\showcase_endgame_15_reinforcements_com_4.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\15_reinforcements\\showcase_endgame_15_reinforcements_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\15_reinforcements\\showcase_endgame_15_reinforcements_pil_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\15_reinforcements\\showcase_endgame_15_reinforcements_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\20_intel01taken\\showcase_endgame_20_intel01taken_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\20_intel01taken\\showcase_endgame_20_intel01taken_com_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\20_intel01taken\\showcase_endgame_20_intel01taken_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\20_intel01taken\\showcase_endgame_20_intel01taken_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\25_intel02taken\\showcase_endgame_25_intel02taken_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\25_intel02taken\\showcase_endgame_25_intel02taken_com_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\25_intel02taken\\showcase_endgame_25_intel02taken_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\30_schematicsrevealed\\showcase_endgame_30_schematicsrevealed_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\30_schematicsrevealed\\showcase_endgame_30_schematicsrevealed_com_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\30_schematicsrevealed\\showcase_endgame_30_schematicsrevealed_com_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\30_schematicsrevealed\\showcase_endgame_30_schematicsrevealed_com_3.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\30_schematicsrevealed\\showcase_endgame_30_schematicsrevealed_com_4.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\30_schematicsrevealed\\showcase_endgame_30_schematicsrevealed_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\30_schematicsrevealed\\showcase_endgame_30_schematicsrevealed_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\35_charlieready\\showcase_endgame_35_charlieready_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\35_charlieready\\showcase_endgame_35_charlieready_grm_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\40_charlieattack\\showcase_endgame_40_charlieattack_grm_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\40_charlieattack\\showcase_endgame_40_charlieattack_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\45_schematicstaken\\showcase_endgame_45_schematicstaken_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\45_schematicstaken\\showcase_endgame_45_schematicstaken_com_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\45_schematicstaken\\showcase_endgame_45_schematicstaken_com_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\45_schematicstaken\\showcase_endgame_45_schematicstaken_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\46_bombardment\\showcase_endgame_46_bombardment_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\50_uploadstarted\\showcase_endgame_50_uploadstarted_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\50_uploadstarted\\showcase_endgame_50_uploadstarted_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\55_schematicsuploaded\\showcase_endgame_55_schematicsuploaded_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\55_schematicsuploaded\\showcase_endgame_55_schematicsuploaded_com_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\55_schematicsuploaded\\showcase_endgame_55_schematicsuploaded_com_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\55_schematicsuploaded\\showcase_endgame_55_schematicsuploaded_com_3.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\55_schematicsuploaded\\showcase_endgame_55_schematicsuploaded_com_4.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\55_schematicsuploaded\\showcase_endgame_55_schematicsuploaded_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\60_gunshipdown\\showcase_endgame_60_gunshipdown_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\60_gunshipdown\\showcase_endgame_60_gunshipdown_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\61_gunshipfled\\showcase_endgame_61_gunshipfled_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\61_gunshipfled\\showcase_endgame_61_gunshipfled_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\61_gunshipfled\\showcase_endgame_61_gunshipfled_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\62_gunshiprtb\\showcase_endgame_62_gunshiprtb_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\62_gunshiprtb\\showcase_endgame_62_gunshiprtb_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\62_gunshiprtb\\showcase_endgame_62_gunshiprtb_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\x01_charliedown\\showcase_endgame_x01_charliedown_com_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\x01_charliedown\\showcase_endgame_x01_charliedown_rik_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\x01_charliedown\\showcase_endgame_x01_charliedown_rik_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_endgame\\x01_charliedown\\showcase_endgame_x01_charliedown_rik_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\01_prologue\\showcase_vtol_01_prologue_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\05_gotin\\showcase_vtol_05_gotin_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\05_gotin\\showcase_vtol_05_gotin_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\05_gotin\\showcase_vtol_05_gotin_phq_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\05_gotin\\showcase_vtol_05_gotin_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\05_gotin\\showcase_vtol_05_gotin_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\05_gotin\\showcase_vtol_05_gotin_xia_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\06_airtraffic\\showcase_vtol_06_airtraffic_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\06_airtraffic\\showcase_vtol_06_airtraffic_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\06_airtraffic\\showcase_vtol_06_airtraffic_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\07_runway17\\showcase_vtol_07_runway17_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\07_runway17\\showcase_vtol_07_runway17_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\07_runway17\\showcase_vtol_07_runway17_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\08_runway35\\showcase_vtol_08_runway35_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\08_runway35\\showcase_vtol_08_runway35_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\08_runway35\\showcase_vtol_08_runway35_phq_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\08_runway35\\showcase_vtol_08_runway35_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\08_runway35\\showcase_vtol_08_runway35_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\08_runway35\\showcase_vtol_08_runway35_xia_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\10_intheair\\showcase_vtol_10_intheair_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\10_intheair\\showcase_vtol_10_intheair_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\10_intheair\\showcase_vtol_10_intheair_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\15_getin\\showcase_vtol_15_getin_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\15_getin\\showcase_vtol_15_getin_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\20_allin\\showcase_vtol_20_allin_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\20_allin\\showcase_vtol_20_allin_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\20_allin\\showcase_vtol_20_allin_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\25_nearby\\showcase_vtol_25_nearby_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\26_params\\showcase_vtol_26_params_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\30_jumpout\\showcase_vtol_30_jumpout_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\35_paradropped\\showcase_vtol_35_paradropped_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\35_paradropped\\showcase_vtol_35_paradropped_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\35_paradropped\\showcase_vtol_35_paradropped_phq_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\35_paradropped\\showcase_vtol_35_paradropped_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\35_paradropped\\showcase_vtol_35_paradropped_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\40_tarustart\\showcase_vtol_40_tarustart_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\40_tarustart\\showcase_vtol_40_tarustart_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\40_tarustart\\showcase_vtol_40_tarustart_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\40_tarustart\\showcase_vtol_40_tarustart_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\41_pawnee\\showcase_vtol_41_pawnee_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\42_pawneedown\\showcase_vtol_42_pawneedown_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\45_tarudone\\showcase_vtol_45_tarudone_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\45_tarudone\\showcase_vtol_45_tarudone_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\45_tarudone\\showcase_vtol_45_tarudone_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\50_rescue\\showcase_vtol_50_rescue_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\50_rescue\\showcase_vtol_50_rescue_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\50_rescue\\showcase_vtol_50_rescue_phq_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\50_rescue\\showcase_vtol_50_rescue_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\51_getinpilots\\showcase_vtol_51_getinpilots_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\55_pilotsin\\showcase_vtol_55_pilotsin_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\55_pilotsin\\showcase_vtol_55_pilotsin_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\55_pilotsin\\showcase_vtol_55_pilotsin_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\60_rescued\\showcase_vtol_60_rescued_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\60_rescued\\showcase_vtol_60_rescued_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\65_home\\showcase_vtol_65_home_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\70_gunshipspotted\\showcase_vtol_70_gunshipspotted_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\75_gunshipdestroyed\\showcase_vtol_75_gunshipdestroyed_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\80_rtb\\showcase_vtol_80_rtb_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\80_rtb\\showcase_vtol_80_rtb_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\80_rtb\\showcase_vtol_80_rtb_phq_2.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\80_rtb\\showcase_vtol_80_rtb_phq_3.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\81_rtbcompleted\\showcase_vtol_81_rtbcompleted_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\81_rtbcompleted\\showcase_vtol_81_rtbcompleted_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\81_rtbcompleted\\showcase_vtol_81_rtbcompleted_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\82_rtbuncompleted\\showcase_vtol_82_rtbuncompleted_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\82_rtbuncompleted\\showcase_vtol_82_rtbuncompleted_phq_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\82_rtbuncompleted\\showcase_vtol_82_rtbuncompleted_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\84_ifvdestroyed\\showcase_vtol_84_ifvdestroyed_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\84_ifvdestroyed\\showcase_vtol_84_ifvdestroyed_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\85_ifvsdestroyed\\showcase_vtol_85_ifvsdestroyed_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\85_ifvsdestroyed\\showcase_vtol_85_ifvsdestroyed_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x01_xianko\\showcase_vtol_x01_xianko_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x05_ff\\showcase_vtol_x05_ff_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x10_tarufar\\showcase_vtol_x10_tarufar_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x11_taruclose\\showcase_vtol_x11_taruclose_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x15_paratroopersdead\\showcase_vtol_x15_paratroopersdead_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x15_paratroopersdead\\showcase_vtol_x15_paratroopersdead_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x20_tarudead\\showcase_vtol_x20_tarudead_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x20_tarudead\\showcase_vtol_x20_tarudead_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x25_pilotsdead\\showcase_vtol_x25_pilotsdead_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x25_pilotsdead\\showcase_vtol_x25_pilotsdead_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x25_pilotsdead\\showcase_vtol_x25_pilotsdead_xia_1.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x30_damaged\\showcase_vtol_x30_damaged_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x30_damaged\\showcase_vtol_x30_damaged_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x32_lowfuel\\showcase_vtol_x32_lowfuel_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x32_lowfuel\\showcase_vtol_x32_lowfuel_xia_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x33_ready\\showcase_vtol_x33_ready_phq_0.ogg\"\n\"a3\\dubbing_f_exp\\showcase_vtol\\x33_ready\\showcase_vtol_x33_ready_xia_0.ogg\"\n```"},{"heading":"dubbing_f_gamma","level":4,"markdown":"```\n\"a3\\dubbing_f_gamma\\faction_blufor\\01_b_expowelcome\\faction_blufor_01_b_expowelcome_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\01_b_expowelcome\\faction_blufor_01_b_expowelcome_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\01_b_expowelcome\\faction_blufor_01_b_expowelcome_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\05_b_ground\\faction_blufor_05_b_ground_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\05_b_ground\\faction_blufor_05_b_ground_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\05_b_ground\\faction_blufor_05_b_ground_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\05_b_ground\\faction_blufor_05_b_ground_exb_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\05_b_ground\\faction_blufor_05_b_ground_exb_4.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\10_b_air\\faction_blufor_10_b_air_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\10_b_air\\faction_blufor_10_b_air_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\10_b_air\\faction_blufor_10_b_air_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\10_b_air\\faction_blufor_10_b_air_exb_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\10_b_air\\faction_blufor_10_b_air_exb_4.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\10_b_air\\faction_blufor_10_b_air_exb_5.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\15_b_water\\faction_blufor_15_b_water_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\15_b_water\\faction_blufor_15_b_water_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\15_b_water\\faction_blufor_15_b_water_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\20_b_weapons\\faction_blufor_20_b_weapons_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\20_b_weapons\\faction_blufor_20_b_weapons_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\20_b_weapons\\faction_blufor_20_b_weapons_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\25_b_auto\\faction_blufor_25_b_auto_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\25_b_auto\\faction_blufor_25_b_auto_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\25_b_auto\\faction_blufor_25_b_auto_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\25_b_auto\\faction_blufor_25_b_auto_exb_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\25_b_auto\\faction_blufor_25_b_auto_exb_4.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\x01_b_safetyregs\\faction_blufor_x01_b_safetyregs_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\x01_b_safetyregs\\faction_blufor_x01_b_safetyregs_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\x01_b_safetyregs\\faction_blufor_x01_b_safetyregs_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\x01_b_safetyregs\\faction_blufor_x01_b_safetyregs_exb_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\x05_b_nonsense\\faction_blufor_x05_b_nonsense_exb_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\x05_b_nonsense\\faction_blufor_x05_b_nonsense_exb_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_blufor\\x05_b_nonsense\\faction_blufor_x05_b_nonsense_exb_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\01_i_expowelcome\\faction_independent_01_i_expowelcome_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\01_i_expowelcome\\faction_independent_01_i_expowelcome_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\01_i_expowelcome\\faction_independent_01_i_expowelcome_exi_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\05_i_ground\\faction_independent_05_i_ground_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\05_i_ground\\faction_independent_05_i_ground_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\05_i_ground\\faction_independent_05_i_ground_exi_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\10_i_air\\faction_independent_10_i_air_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\10_i_air\\faction_independent_10_i_air_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\15_i_water\\faction_independent_15_i_water_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\15_i_water\\faction_independent_15_i_water_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\15_i_water\\faction_independent_15_i_water_exi_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\20_i_weapons\\faction_independent_20_i_weapons_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\20_i_weapons\\faction_independent_20_i_weapons_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\20_i_weapons\\faction_independent_20_i_weapons_exi_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\25_i_auto\\faction_independent_25_i_auto_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\25_i_auto\\faction_independent_25_i_auto_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\25_i_auto\\faction_independent_25_i_auto_exi_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\x01_i_safetyregs\\faction_independent_x01_i_safetyregs_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\x01_i_safetyregs\\faction_independent_x01_i_safetyregs_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\x01_i_safetyregs\\faction_independent_x01_i_safetyregs_exi_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\x01_i_safetyregs\\faction_independent_x01_i_safetyregs_exi_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\x05_i_nonsense\\faction_independent_x05_i_nonsense_exi_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\x05_i_nonsense\\faction_independent_x05_i_nonsense_exi_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_independent\\x05_i_nonsense\\faction_independent_x05_i_nonsense_exi_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\01_o_expowelcome\\faction_opfor_01_o_expowelcome_exo_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\01_o_expowelcome\\faction_opfor_01_o_expowelcome_exo_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\01_o_expowelcome\\faction_opfor_01_o_expowelcome_exo_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\05_o_ground\\faction_opfor_05_o_ground_exo_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\05_o_ground\\faction_opfor_05_o_ground_exo_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\05_o_ground\\faction_opfor_05_o_ground_exo_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\05_o_ground\\faction_opfor_05_o_ground_exo_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\05_o_ground\\faction_opfor_05_o_ground_exo_4.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\10_o_air\\faction_opfor_10_o_air_exo_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\10_o_air\\faction_opfor_10_o_air_exo_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\10_o_air\\faction_opfor_10_o_air_exo_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\10_o_air\\faction_opfor_10_o_air_exo_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\10_o_air\\faction_opfor_10_o_air_exo_4.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\15_o_water\\faction_opfor_15_o_water_exo_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\15_o_water\\faction_opfor_15_o_water_exo_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\15_o_water\\faction_opfor_15_o_water_exo_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\20_o_weapons\\faction_opfor_20_o_weapons_exo_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\20_o_weapons\\faction_opfor_20_o_weapons_exo_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\20_o_weapons\\faction_opfor_20_o_weapons_exo_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\20_o_weapons\\faction_opfor_20_o_weapons_exo_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\25_o_auto\\faction_opfor_25_o_auto_exo_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\25_o_auto\\faction_opfor_25_o_auto_exo_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\25_o_auto\\faction_opfor_25_o_auto_exo_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\25_o_auto\\faction_opfor_25_o_auto_exo_3.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\25_o_auto\\faction_opfor_25_o_auto_exo_4.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\x01_o_safetyregs\\faction_opfor_x01_o_safetyregs_exo_0.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\x01_o_safetyregs\\faction_opfor_x01_o_safetyregs_exo_1.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\x01_o_safetyregs\\faction_opfor_x01_o_safetyregs_exo_2.ogg\"\n\"a3\\dubbing_f_gamma\\faction_opfor\\x01_o_safetyregs\\faction_opfor_x01_o_safetyregs_exo_3.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\cofgreenrc\\firing_drills_cofgreenrc_rof_0.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\cofgreenrc\\firing_drills_cofgreenrc_rof_1.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\cofgreenrc\\firing_drills_cofgreenrc_rof_2.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\cofgreenrc\\firing_drills_cofgreenrc_rof_3.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\cofgreenrc\\firing_drills_cofgreenrc_rof_4.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_0.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_1.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_10.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_11.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_12.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_13.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_14.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_15.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_16.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_17.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_18.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_19.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_2.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_3.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_4.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_5.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_6.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_7.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_8.ogg\"\n\"a3\\dubbing_f_gamma\\firing_drills\\miscrc\\firing_drills_miscrc_rof_9.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\01_readyup\\showcase_armed_assault_01_readyup_ech_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\03_objectivesoverview\\showcase_armed_assault_03_objectivesoverview_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\03_objectivesoverview\\showcase_armed_assault_03_objectivesoverview_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\03_objectivesoverview\\showcase_armed_assault_03_objectivesoverview_bhq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\03_objectivesoverview\\showcase_armed_assault_03_objectivesoverview_ech_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\05_insertionfinished\\showcase_armed_assault_05_insertionfinished_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\10_movethroughcover\\showcase_armed_assault_10_movethroughcover_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\10_movethroughcover\\showcase_armed_assault_10_movethroughcover_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\15_uavonline\\showcase_armed_assault_15_uavonline_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\17_uavdestroyed\\showcase_armed_assault_17_uavdestroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\20_stagingarea\\showcase_armed_assault_20_stagingarea_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\20_stagingarea\\showcase_armed_assault_20_stagingarea_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\23_gogogo\\showcase_armed_assault_23_gogogo_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\25_outpostclear\\showcase_armed_assault_25_outpostclear_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\30_destroyvehicles\\showcase_armed_assault_30_destroyvehicles_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\30_destroyvehicles\\showcase_armed_assault_30_destroyvehicles_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\30_destroyvehicles\\showcase_armed_assault_30_destroyvehicles_pla_0.ogg\"\n\"a3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\showcase_armed_assault\\90_minefielddefused\\showcase_armed_assault_90_minefielddefused_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\95_ending\\showcase_armed_assault_95_ending_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\95_ending\\showcase_armed_assault_95_ending_bhq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x00_heavycasualtiessquad\\showcase_armed_assault_x00_heavycasualtiessquad_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x00_heavycasualtiessquad\\showcase_armed_assault_x00_heavycasualtiessquad_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x05_heavycasualtiesteamfactory\\showcase_armed_assault_x05_heavycasualtiesteamfactory_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x05_heavycasualtiesteamfactory\\showcase_armed_assault_x05_heavycasualtiesteamfactory_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x05_heavycasualtiesteamfactory\\showcase_armed_assault_x05_heavycasualtiesteamfactory_alp_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x05_heavycasualtiesteamfactory\\showcase_armed_assault_x05_heavycasualtiesteamfactory_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x10_heavycasualtiesteamroadblock\\showcase_armed_assault_x10_heavycasualtiesteamroadblock_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x10_heavycasualtiesteamroadblock\\showcase_armed_assault_x10_heavycasualtiesteamroadblock_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x10_heavycasualtiesteamroadblock\\showcase_armed_assault_x10_heavycasualtiesteamroadblock_alp_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x10_heavycasualtiesteamroadblock\\showcase_armed_assault_x10_heavycasualtiesteamroadblock_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x15_heavycasualtiesteamroadblockwin\\showcase_armed_assault_x15_heavycasualtiesteamroadblockwin_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x15_heavycasualtiesteamroadblockwin\\showcase_armed_assault_x15_heavycasualtiesteamroadblockwin_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x15_heavycasualtiesteamroadblockwin\\showcase_armed_assault_x15_heavycasualtiesteamroadblockwin_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x15_heavycasualtiesteamroadblockwin\\showcase_armed_assault_x15_heavycasualtiesteamroadblockwin_pla_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x20_destroyvehicleshurryup\\showcase_armed_assault_x20_destroyvehicleshurryup_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x20_destroyvehicleshurryup\\showcase_armed_assault_x20_destroyvehicleshurryup_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x30_destroyaa\\showcase_armed_assault_x30_destroyaa_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x30_destroyaa\\showcase_armed_assault_x30_destroyaa_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x30_destroyaa\\showcase_armed_assault_x30_destroyaa_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x35_destroyarty\\showcase_armed_assault_x35_destroyarty_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x35_destroyarty\\showcase_armed_assault_x35_destroyarty_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x35_destroyarty\\showcase_armed_assault_x35_destroyarty_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x40_minefieldimpossible\\showcase_armed_assault_x40_minefieldimpossible_alp_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x40_minefieldimpossible\\showcase_armed_assault_x40_minefieldimpossible_alp_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x40_minefieldimpossible\\showcase_armed_assault_x40_minefieldimpossible_alp_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x40_minefieldimpossible\\showcase_armed_assault_x40_minefieldimpossible_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_armed_assault\\x45_echodestroyed\\showcase_armed_assault_x45_echodestroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\01_situation\\showcase_drones_01_situation_rok_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\01_situation\\showcase_drones_01_situation_rok_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\01_situation\\showcase_drones_01_situation_sho_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\03_getitgotit\\showcase_drones_03_getitgotit_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\03_getitgotit\\showcase_drones_03_getitgotit_rok_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\03_getitgotit\\showcase_drones_03_getitgotit_rok_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\05_regrouped\\showcase_drones_05_regrouped_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\05_regrouped\\showcase_drones_05_regrouped_sho_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\10_hvt\\showcase_drones_10_hvt_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\10_hvt\\showcase_drones_10_hvt_sho_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\10_hvt\\showcase_drones_10_hvt_sho_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\15_hvtdown\\showcase_drones_15_hvtdown_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\15_hvtdown\\showcase_drones_15_hvtdown_sho_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\20_aadestroyed\\showcase_drones_20_aadestroyed_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\20_aadestroyed\\showcase_drones_20_aadestroyed_sho_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\25_exfilnotification\\showcase_drones_25_exfilnotification_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\25_exfilnotification\\showcase_drones_25_exfilnotification_rok_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\30_exfilrv\\showcase_drones_30_exfilrv_rok_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\30_exfilrv\\showcase_drones_30_exfilrv_rok_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\30_exfilrv\\showcase_drones_30_exfilrv_sho_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x01_uavdestroyed\\showcase_drones_x01_uavdestroyed_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x01_uavdestroyed\\showcase_drones_x01_uavdestroyed_rok_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x05_ugvdestroyed\\showcase_drones_x05_ugvdestroyed_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x05_ugvdestroyed\\showcase_drones_x05_ugvdestroyed_rok_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x10_dronesdestroyed\\showcase_drones_x10_dronesdestroyed_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x10_dronesdestroyed\\showcase_drones_x10_dronesdestroyed_rok_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x10_dronesdestroyed\\showcase_drones_x10_dronesdestroyed_rok_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x10_dronesdestroyed\\showcase_drones_x10_dronesdestroyed_sho_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x10_dronesdestroyed\\showcase_drones_x10_dronesdestroyed_sho_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x15_hvtleft\\showcase_drones_x15_hvtleft_sho_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x20_outoftimewarning\\showcase_drones_x20_outoftimewarning_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x20_outoftimewarning\\showcase_drones_x20_outoftimewarning_rok_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x20_outoftimewarning\\showcase_drones_x20_outoftimewarning_rok_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x25_outoftime\\showcase_drones_x25_outoftime_sho_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x25_outoftime\\showcase_drones_x25_outoftime_sho_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x30_nomates\\showcase_drones_x30_nomates_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x30_nomates\\showcase_drones_x30_nomates_rok_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x30_nomates\\showcase_drones_x30_nomates_rok_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x30_nomates\\showcase_drones_x30_nomates_rok_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_drones\\x30_nomates\\showcase_drones_x30_nomates_rok_3.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\01_prologue\\showcase_gunships_01_prologue_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\01_prologue\\showcase_gunships_01_prologue_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\01_prologue\\showcase_gunships_01_prologue_ohq_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\01_prologue\\showcase_gunships_01_prologue_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\05_intheair\\showcase_gunships_05_intheair_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\05_intheair\\showcase_gunships_05_intheair_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\10_contact\\showcase_gunships_10_contact_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\15_pyrgosdefended\\showcase_gunships_15_pyrgosdefended_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\15_pyrgosdefended\\showcase_gunships_15_pyrgosdefended_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\15_pyrgosdefended\\showcase_gunships_15_pyrgosdefended_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\20_newtasks\\showcase_gunships_20_newtasks_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\20_newtasks\\showcase_gunships_20_newtasks_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\20_newtasks\\showcase_gunships_20_newtasks_ohq_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\20_newtasks\\showcase_gunships_20_newtasks_ohq_3.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\20_newtasks\\showcase_gunships_20_newtasks_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\25_navalbasedestroyed\\showcase_gunships_25_navalbasedestroyed_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\25_navalbasedestroyed\\showcase_gunships_25_navalbasedestroyed_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\30_spgsdestroyed\\showcase_gunships_30_spgsdestroyed_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\30_spgsdestroyed\\showcase_gunships_30_spgsdestroyed_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\35_objectivescompleted\\showcase_gunships_35_objectivescompleted_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\40_recondistresscall\\showcase_gunships_40_recondistresscall_grn_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\40_recondistresscall\\showcase_gunships_40_recondistresscall_grn_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\40_recondistresscall\\showcase_gunships_40_recondistresscall_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\40_recondistresscall\\showcase_gunships_40_recondistresscall_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\40_recondistresscall\\showcase_gunships_40_recondistresscall_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\45_allin\\showcase_gunships_45_allin_grn_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\50_reconsaved\\showcase_gunships_50_reconsaved_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\50_reconsaved\\showcase_gunships_50_reconsaved_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x01_pyrgoslost\\showcase_gunships_x01_pyrgoslost_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x01_pyrgoslost\\showcase_gunships_x01_pyrgoslost_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x05_outofammo\\showcase_gunships_x05_outofammo_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x05_outofammo\\showcase_gunships_x05_outofammo_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x10_shotdown\\showcase_gunships_x10_shotdown_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x10_shotdown\\showcase_gunships_x10_shotdown_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x15_recondead\\showcase_gunships_x15_recondead_grn_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x15_recondead\\showcase_gunships_x15_recondead_grn_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x15_recondead\\showcase_gunships_x15_recondead_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x15_recondead\\showcase_gunships_x15_recondead_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x15_recondead\\showcase_gunships_x15_recondead_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x20_recondistresscall_backup\\showcase_gunships_x20_recondistresscall_backup_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x20_recondistresscall_backup\\showcase_gunships_x20_recondistresscall_backup_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x20_recondistresscall_backup\\showcase_gunships_x20_recondistresscall_backup_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x25_recondead_backup\\showcase_gunships_x25_recondead_backup_grn_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x25_recondead_backup\\showcase_gunships_x25_recondead_backup_ohq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x25_recondead_backup\\showcase_gunships_x25_recondead_backup_ohq_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_gunships\\x25_recondead_backup\\showcase_gunships_x25_recondead_backup_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\01_intro\\showcase_tanks_01_intro_nom_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\01_intro\\showcase_tanks_01_intro_pla_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\01_intro\\showcase_tanks_01_intro_pla_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\05_meeting\\showcase_tanks_05_meeting_nom_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\05_meeting\\showcase_tanks_05_meeting_nom_1.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\05_meeting\\showcase_tanks_05_meeting_nom_2.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\05_meeting\\showcase_tanks_05_meeting_nom_3.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\10_village_seized\\showcase_tanks_10_village_seized_bhq_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\10_village_seized\\showcase_tanks_10_village_seized_nom_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\x01_whereyougo\\showcase_tanks_x01_whereyougo_nom_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\x05_keepgoing\\showcase_tanks_x05_keepgoing_nom_0.ogg\"\n\"a3\\dubbing_f_gamma\\showcase_tanks\\x05_keepgoing\\showcase_tanks_x05_keepgoing_nom_1.ogg\"\n```"},{"heading":"dubbing_f_heli","level":4,"markdown":"```\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_casrequested\\mp_groundsupport_01_casrequested_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_medevacrequested\\mp_groundsupport_01_medevacrequested_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_playerbriefing\\mp_groundsupport_01_playerbriefing_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_slingloadrequested\\mp_groundsupport_01_slingloadrequested_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\01_transportrequested\\mp_groundsupport_01_transportrequested_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_boardingstarted\\mp_groundsupport_05_boardingstarted_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_casaborted\\mp_groundsupport_05_casaborted_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_medevacfailed\\mp_groundsupport_05_medevacfailed_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_newpilot\\mp_groundsupport_05_newpilot_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\05_slingloadaborted\\mp_groundsupport_05_slingloadaborted_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_boardingended\\mp_groundsupport_10_boardingended_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_boardingended\\mp_groundsupport_10_boardingended_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_boardingended\\mp_groundsupport_10_boardingended_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_boardingended\\mp_groundsupport_10_boardingended_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_boardingended\\mp_groundsupport_10_boardingended_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_boardingended\\mp_groundsupport_10_boardingended_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_boardingended\\mp_groundsupport_10_boardingended_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_boardingended\\mp_groundsupport_10_boardingended_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_boardingended\\mp_groundsupport_10_boardingended_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_newchopper\\mp_groundsupport_10_newchopper_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_newchopper\\mp_groundsupport_10_newchopper_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_newchopper\\mp_groundsupport_10_newchopper_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\10_newchopp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nsportationnotattended\\mp_groundsupport_30_transportationnotattended_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\30_transportationnotattended\\mp_groundsupport_30_transportationnotattended_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\30_transportationnotattended\\mp_groundsupport_30_transportationnotattended_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\30_transportationnotattended\\mp_groundsupport_30_transportationnotattended_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\30_transportationnotattended\\mp_groundsupport_30_transportationnotattended_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\30_transportationnotattended\\mp_groundsupport_30_transportationnotattended_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\30_transportationnotattended\\mp_groundsupport_30_transportationnotattended_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_enemycapturedsector\\mp_groundsupport_35_enemycapturedsector_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_enemycapturedsector\\mp_groundsupport_35_enemycapturedsector_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_enemycapturedsector\\mp_groundsupport_35_enemycapturedsector_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_enemycapturedsector\\mp_groundsupport_35_enemycapturedsector_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_enemycapturedsector\\mp_groundsupport_35_enemycapturedsector_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_enemycapturedsector\\mp_groundsupport_35_enemycapturedsector_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_enemycapturedsector\\mp_groundsupport_35_enemycapturedsector_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_enemycapturedsector\\mp_groundsupport_35_enemycapturedsector_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_enemycapturedsector\\mp_groundsupport_35_enemycapturedsector_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_transportationwentwrong\\mp_groundsupport_35_transportationwentwrong_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_transportationwentwrong\\mp_groundsupport_35_transportationwentwrong_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_transportationwentwrong\\mp_groundsupport_35_transportationwentwrong_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_transportationwentwrong\\mp_groundsupport_35_transportationwentwrong_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_transportationwentwrong\\mp_groundsupport_35_transportationwentwrong_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_transportationwentwrong\\mp_groundsupport_35_transportationwentwrong_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_transportationwentwrong\\mp_groundsupport_35_transportationwentwrong_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_transportationwentwrong\\mp_groundsupport_35_transportationwentwrong_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\35_transportationwentwrong\\mp_groundsupport_35_transportationwentwrong_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_friendliescapturedsector\\mp_groundsupport_40_friendliescapturedsector_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_friendliescapturedsector\\mp_groundsupport_40_friendliescapturedsector_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_friendliescapturedsector\\mp_groundsupport_40_friendliescapturedsector_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_friendliescapturedsector\\mp_groundsupport_40_friendliescapturedsector_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_friendliescapturedsector\\mp_groundsupport_40_friendliescapturedsector_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_friendliescapturedsector\\mp_groundsupport_40_friendliescapturedsector_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_friendliescapturedsector\\mp_groundsupport_40_friendliescapturedsector_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_friendliescapturedsector\\mp_groundsupport_40_friendliescapturedsector_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_friendliescapturedsector\\mp_groundsupport_40_friendliescapturedsector_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\40_transportaborted\\mp_groundsupport_40_transportaborted_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\45_artillery\\mp_groundsupport_45_artillery_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\50_cas\\mp_groundsupport_50_cas_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\55_armor\\mp_groundsupport_55_armor_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\60_uav\\mp_groundsupport_60_uav_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\65_chopperdown\\mp_groundsupport_65_chopperdown_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_bhq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_bhq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_bhq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_bhq_3.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_bhq_4.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ihq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ihq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ihq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ihq_3.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ihq_4.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ohq_0.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ohq_1.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ohq_2.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ohq_3.ogg\"\n\"a3\\dubbing_f_heli\\mp_groundsupport\\70_tacticalstrikeinbound\\mp_groundsupport_70_tacticalstrikeinbound_ohq_4.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\01_prologue\\showcase_slingloading_01_prologue_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\01_prologue\\showcase_slingloading_01_prologue_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\01_prologue\\showcase_slingloading_01_prologue_tow_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\05_takeoff\\showcase_slingloading_05_takeoff_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\05_takeoff\\showcase_slingloading_05_takeoff_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\05_takeoff\\showcase_slingloading_05_takeoff_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\05_takeoff\\showcase_slingloading_05_takeoff_tow_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\05_takeoff\\showcase_slingloading_05_takeoff_tow_2.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\05_takeoff\\showcase_slingloading_05_takeoff_tow_3.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\05_takeoff\\showcase_slingloading_05_takeoff_tow_4.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\10_ammoloaded\\showcase_slingloading_10_ammoloaded_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\10_ammoloaded\\showcase_slingloading_10_ammoloaded_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\10_ammoloaded\\showcase_slingloading_10_ammoloaded_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\10_ammoloaded\\showcase_slingloading_10_ammoloaded_tow_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\15_ammodropped\\showcase_slingloading_15_ammodropped_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\15_ammodropped\\showcase_slingloading_15_ammodropped_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\15_ammodropped\\showcase_slingloading_15_ammodropped_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\16_newtask\\showcase_slingloading_16_newtask_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\16_newtask\\showcase_slingloading_16_newtask_tow_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\16_newtask\\showcase_slingloading_16_newtask_tow_2.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\16_newtask\\showcase_slingloading_16_newtask_tow_3.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\17_confirm\\showcase_slingloading_17_confirm_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\17_confirm\\showcase_slingloading_17_confirm_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\20_striderloaded\\showcase_slingloading_20_striderloaded_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\20_striderloaded\\showcase_slingloading_20_striderloaded_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\20_striderloaded\\showcase_slingloading_20_striderloaded_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\20_striderloaded\\showcase_slingloading_20_striderloaded_tow_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\20_striderloaded\\showcase_slingloading_20_striderloaded_tow_2.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\25_striderdropped\\showcase_slingloading_25_striderdropped_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\25_striderdropped\\showcase_slingloading_25_striderdropped_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\25_striderdropped\\showcase_slingloading_25_striderdropped_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\30_changeofplan\\showcase_slingloading_30_changeofplan_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\30_changeofplan\\showcase_slingloading_30_changeofplan_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\30_changeofplan\\showcase_slingloading_30_changeofplan_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\30_changeofplan\\showcase_slingloading_30_changeofplan_tow_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\30_changeofplan\\showcase_slingloading_30_changeofplan_tow_2.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\30_changeofplan\\showcase_slingloading_30_changeofplan_tow_3.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\35_infantryloaded\\showcase_slingloading_35_infantryloaded_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\36_hotlz\\showcase_slingloading_36_hotlz_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\36_hotlz\\showcase_slingloading_36_hotlz_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\37_landed\\showcase_slingloading_37_landed_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\40_infantrydropped\\showcase_slingloading_40_infantrydropped_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\40_infantrydropped\\showcase_slingloading_40_infantrydropped_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x01_leavingao\\showcase_slingloading_x01_leavingao_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x05_cargodestroyed\\showcase_slingloading_x05_cargodestroyed_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x05_cargodestroyed\\showcase_slingloading_x05_cargodestroyed_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x05_cargodestroyed\\showcase_slingloading_x05_cargodestroyed_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x05_cargodestroyed\\showcase_slingloading_x05_cargodestroyed_tow_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x05_cargodestroyed\\showcase_slingloading_x05_cargodestroyed_tow_2.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x10_mayday\\showcase_slingloading_x10_mayday_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x10_mayday\\showcase_slingloading_x10_mayday_pil_1.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x10_mayday\\showcase_slingloading_x10_mayday_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x15_roughlanding\\showcase_slingloading_x15_roughlanding_pil_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x20_basefallen\\showcase_slingloading_x20_basefallen_tow_0.ogg\"\n\"a3\\dubbing_f_heli\\showcase_slingloading\\x20_basefallen\\showcase_slingloading_x20_basefallen_tow_1.ogg\"\n```"},{"heading":"dubbing_f_jets","level":4,"markdown":"```\n\"a3\\dubbing_f_jets\\showcase_jets\\01_intro\\showcase_jets_01_intro_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\01_intro\\showcase_jets_01_intro_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\01_intro\\showcase_jets_01_intro_tower_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\01_intro\\showcase_jets_01_intro_tower_2.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\05_preflight\\showcase_jets_05_preflight_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\05_preflight\\showcase_jets_05_preflight_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\05_preflight\\showcase_jets_05_preflight_wingman_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\05_preflight\\showcase_jets_05_preflight_wingman_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\05_preflight\\showcase_jets_05_preflight_wingman_2.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\10_takeoff\\showcase_jets_10_takeoff_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\10_takeoff\\showcase_jets_10_takeoff_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\10_takeoff\\showcase_jets_10_takeoff_wingman_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\10_takeoff\\showcase_jets_10_takeoff_wingman_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\15_flight\\showcase_jets_15_flight_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\15_flight\\showcase_jets_15_flight_wingman_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\15_flight\\showcase_jets_15_flight_wingman_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\20_wingmanhit\\showcase_jets_20_wingmanhit_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\20_wingmanhit\\showcase_jets_20_wingmanhit_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\20_wingmanhit\\showcase_jets_20_wingmanhit_pilot_2.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\20_wingmanhit\\showcase_jets_20_wingmanhit_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\20_wingmanhit\\showcase_jets_20_wingmanhit_wingman_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\20_wingmanhit\\showcase_jets_20_wingmanhit_wingman_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\22_reportwingmanhit\\showcase_jets_22_reportwingmanhit_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\22_reportwingmanhit\\showcase_jets_22_reportwingmanhit_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\22_reportwingmanhit\\showcase_jets_22_reportwingmanhit_pilot_2.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\22_reportwingmanhit\\showcase_jets_22_reportwingmanhit_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\25_scratchone\\showcase_jets_25_scratchone_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\25_scratchone\\showcase_jets_25_scratchone_pilot_0a.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\25_scratchone\\showcase_jets_25_scratchone_pilot_0b.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\25_scratchone\\showcase_jets_25_scratchone_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\30_reinforcements\\showcase_jets_30_reinforcements_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\30_reinforcements\\showcase_jets_30_reinforcements_tower_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\35_winchester\\showcase_jets_35_winchester_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\35_winchester\\showcase_jets_35_winchester_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\35_winchester\\showcase_jets_35_winchester_pilot_2.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\35_winchester\\showcase_jets_35_winchester_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\35_winchester\\showcase_jets_35_winchester_tower_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\40_skiesclear\\showcase_jets_40_skiesclear_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\45_groundclear\\showcase_jets_45_groundclear_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\45_groundclear\\showcase_jets_45_groundclear_pilot_0b.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\45_groundclear\\showcase_jets_45_groundclear_pilot_0c.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\45_groundclear\\showcase_jets_45_groundclear_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\50_goodjobrtb\\showcase_jets_50_goodjobrtb_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\55_requestlanding\\showcase_jets_55_requestlanding_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\55_requestlanding\\showcase_jets_55_requestlanding_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\55_requestlanding\\showcase_jets_55_requestlanding_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\55_requestlanding\\showcase_jets_55_requestlanding_tower_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\60_castask\\showcase_jets_60_castask_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\60_castask\\showcase_jets_60_castask_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\65_minordamage\\showcase_jets_65_minordamage_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\65_minordamage\\showcase_jets_65_minordamage_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\65_minordamage\\showcase_jets_65_minordamage_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\70_majordamage\\showcase_jets_70_majordamage_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\70_majordamage\\showcase_jets_70_majordamage_pilot_1.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\70_majordamage\\showcase_jets_70_majordamage_tower_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\75_ejected\\showcase_jets_75_ejected_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x01_aa9launch\\showcase_jets_x01_aa9launch_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x01_aa9launch\\showcase_jets_x01_aa9launch_pilot_0a.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x01_aa9launch\\showcase_jets_x01_aa9launch_pilot_0b.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x01_aa9launch\\showcase_jets_x01_aa9launch_pilot_0c.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x01_aa9launch\\showcase_jets_x01_aa9launch_pilot_0d.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x05_aa120launch\\showcase_jets_x05_aa120launch_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x05_aa120launch\\showcase_jets_x05_aa120launch_pilot_0a.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x05_aa120launch\\showcase_jets_x05_aa120launch_pilot_0b.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x05_aa120launch\\showcase_jets_x05_aa120launch_pilot_0c.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x05_aa120launch\\showcase_jets_x05_aa120launch_pilot_0d.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x10_bomblaunch\\showcase_jets_x10_bomblaunch_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x10_bomblaunch\\showcase_jets_x10_bomblaunch_pilot_0a.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x10_bomblaunch\\showcase_jets_x10_bomblaunch_pilot_0b.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x10_bomblaunch\\showcase_jets_x10_bomblaunch_pilot_0c.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x10_bomblaunch\\showcase_jets_x10_bomblaunch_pilot_0d.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x10_bomblaunch\\showcase_jets_x10_bomblaunch_pilot_0e.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x15_agmlaunch\\showcase_jets_x15_agmlaunch_pilot_0.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x15_agmlaunch\\showcase_jets_x15_agmlaunch_pilot_0a.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x15_agmlaunch\\showcase_jets_x15_agmlaunch_pilot_0b.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x15_agmlaunch\\showcase_jets_x15_agmlaunch_pilot_0c.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x15_agmlaunch\\showcase_jets_x15_agmlaunch_pilot_0d.wss\"\n\"a3\\dubbing_f_jets\\showcase_jets\\x15_guns\\showcase_jets_x15_guns_pilot_0.wss\"\n```"},{"heading":"dubbing_f_mark","level":4,"markdown":"```\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01_spotted\\showcase_firingfromvehicles_01_spotted_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01_spotted\\showcase_firingfromvehicles_01_spotted_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01_spotted\\showcase_firingfromvehicles_01_spotted_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01_spotted\\showcase_firingfromvehicles_01_spotted_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01b_spotted_remote\\showcase_firingfromvehicles_01b_spotted_remote_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01b_spotted_remote\\showcase_firingfromvehicles_01b_spotted_remote_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01b_spotted_remote\\showcase_firingfromvehicles_01b_spotted_remote_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\01b_spotted_remote\\showcase_firingfromvehicles_01b_spotted_remote_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\05_sentries\\showcase_firingfromvehicles_05_sentries_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\05_sentries\\showcase_firingfromvehicles_05_sentries_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\05_sentries\\showcase_firingfromvehicles_05_sentries_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\05_sentries\\showcase_firingfromvehicles_05_sentries_sfa_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10_located\\showcase_firingfromvehicles_10_located_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10_located\\showcase_firingfromvehicles_10_located_hel_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10_located\\showcase_firingfromvehicles_10_located_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10_located\\showcase_firingfromvehicles_10_located_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10b_located_remote\\showcase_firingfromvehicles_10b_located_remote_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10b_located_remote\\showcase_firingfromvehicles_10b_located_remote_hel_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10b_located_remote\\showcase_firingfromvehicles_10b_located_remote_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\10b_located_remote\\showcase_firingfromvehicles_10b_located_remote_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_hel_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_sfa_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_sfa_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15_technical\\showcase_firingfromvehicles_15_technical_sfa_4.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_hel_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_sfa_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_sfa_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\15b_technical_remote\\showcase_firingfromvehicles_15b_technical_remote_sfa_4.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\20_destroyed\\showcase_firingfromvehicles_20_destroyed_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\20_destroyed\\showcase_firingfromvehicles_20_destroyed_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\20b_destroyed_remote\\showcase_firingfromvehicles_20b_destroyed_remote_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\20b_destroyed_remote\\showcase_firingfromvehicles_20b_destroyed_remote_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_bhq_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_bhq_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_bhq_4.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_bhq_5.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_bhq_6.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_hel_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\23_orders\\showcase_firingfromvehicles_23_orders_sfa_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\25_plan\\showcase_firingfromvehicles_25_plan_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\25_plan\\showcase_firingfromvehicles_25_plan_hel_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\25_plan\\showcase_firingfromvehicles_25_plan_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\25_plan\\showcase_firingfromvehicles_25_plan_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\25_plan\\showcase_firingfromvehicles_25_plan_sfa_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\25_plan\\showcase_firingfromvehicles_25_plan_sfa_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_hel_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_hel_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_hel_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_hel_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_hel_4.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_hel_5.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\30_bug_out\\showcase_firingfromvehicles_30_bug_out_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\32_church_contact\\showcase_firingfromvehicles_32_church_contact_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\33_church_clear\\showcase_firingfromvehicles_33_church_clear_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\35_crew_found\\showcase_firingfromvehicles_35_crew_found_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\35_crew_found\\showcase_firingfromvehicles_35_crew_found_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\35_crew_found\\showcase_firingfromvehicles_35_crew_found_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\40_all_in\\showcase_firingfromvehicles_40_all_in_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\45_extracted\\showcase_firingfromvehicles_45_extracted_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\45_extracted\\showcase_firingfromvehicles_45_extracted_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\50_artillery\\showcase_firingfromvehicles_50_artillery_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\50_artillery\\showcase_firingfromvehicles_50_artillery_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\50_artillery\\showcase_firingfromvehicles_50_artillery_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\50_artillery\\showcase_firingfromvehicles_50_artillery_sfa_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\50_artillery\\showcase_firingfromvehicles_50_artillery_sfa_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\50_artillery\\showcase_firingfromvehicles_50_artillery_sfa_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\50_artillery\\showcase_firingfromvehicles_50_artillery_sfa_4.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\x01_roe_failed\\showcase_firingfromvehicles_x01_roe_failed_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\x05_uav_no_ammo\\showcase_firingfromvehicles_x05_uav_no_ammo_bhq_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\x05_uav_no_ammo\\showcase_firingfromvehicles_x05_uav_no_ammo_bhq_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\x10_uav_warning\\showcase_firingfromvehicles_x10_uav_warning_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_firingfromvehicles\\x15_uav_punish\\showcase_firingfromvehicles_x15_uav_punish_sfa_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\01_prologue\\showcase_marksman_01_prologue_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\01_prologue\\showcase_marksman_01_prologue_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\01_prologue\\showcase_marksman_01_prologue_pla_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\05_villacleared\\showcase_marksman_05_villacleared_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\05_villacleared\\showcase_marksman_05_villacleared_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\10_intelfound\\showcase_marksman_10_intelfound_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\10_intelfound\\showcase_marksman_10_intelfound_led_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\10_intelfound\\showcase_marksman_10_intelfound_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\10_intelfound\\showcase_marksman_10_intelfound_pla_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\10_intelfound\\showcase_marksman_10_intelfound_pla_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\10_intelfound\\showcase_marksman_10_intelfound_pla_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\15_lzclear\\showcase_marksman_15_lzclear_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\15_lzclear\\showcase_marksman_15_lzclear_led_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\15_lzclear\\showcase_marksman_15_lzclear_led_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\15_lzclear\\showcase_marksman_15_lzclear_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\15_lzclear\\showcase_marksman_15_lzclear_pla_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\20_getin\\showcase_marksman_20_getin_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\25_changeofplan\\showcase_marksman_25_changeofplan_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\25_changeofplan\\showcase_marksman_25_changeofplan_led_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\25_changeofplan\\showcase_marksman_25_changeofplan_led_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\25_changeofplan\\showcase_marksman_25_changeofplan_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\30_details\\showcase_marksman_30_details_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\30_details\\showcase_marksman_30_details_led_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\30_details\\showcase_marksman_30_details_led_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\30_details\\showcase_marksman_30_details_led_3.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\30_details\\showcase_marksman_30_details_led_4.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\30_details\\showcase_marksman_30_details_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\30_details\\showcase_marksman_30_details_pla_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\35_campinfo\\showcase_marksman_35_campinfo_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\35_campinfo\\showcase_marksman_35_campinfo_led_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\35_campinfo\\showcase_marksman_35_campinfo_led_2.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\35_campinfo\\showcase_marksman_35_campinfo_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\35_campinfo\\showcase_marksman_35_campinfo_pla_1.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\40_livefeed\\showcase_marksman_40_livefeed_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\45_signal\\showcase_marksman_45_signal_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\50_victory\\showcase_marksman_50_victory_led_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\50_victory\\showcase_marksman_50_victory_pla_0.ogg\"\n\"a3\\dubbing_f_mark\\showcase_marksman\\x01_losses\\showcase_marksman_x01_losses_led_0.ogg\"\n```"},{"heading":"dubbing_f_mp_mark","level":4,"markdown":"```\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\01_wait\\mp_marksmen_01_01_wait_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\01_wait\\mp_marksmen_01_01_wait_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\03_start\\mp_marksmen_01_03_start_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\03_start\\mp_marksmen_01_03_start_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\05_endgood\\mp_marksmen_01_05_endgood_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\05_endgood\\mp_marksmen_01_05_endgood_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\07_endbad\\mp_marksmen_01_07_endbad_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\07_endbad\\mp_marksmen_01_07_endbad_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\10_fobcontrol\\mp_marksmen_01_10_fobcontrol_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\10_fobcontrol\\mp_marksmen_01_10_fobcontrol_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\15_intelretrieved\\mp_marksmen_01_15_intelretrieved_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\15_intelretrieved\\mp_marksmen_01_15_intelretrieved_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\17_intelwanted\\mp_marksmen_01_17_intelwanted_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\17_intelwanted\\mp_marksmen_01_17_intelwanted_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\18_intelrevealed\\mp_marksmen_01_18_intelrevealed_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\18_intelrevealed\\mp_marksmen_01_18_intelrevealed_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\20_intelshoulddestroy\\mp_marksmen_01_20_intelshoulddestroy_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\20_intelshoulddestroy\\mp_marksmen_01_20_intelshoulddestroy_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\25_endgamestart\\mp_marksmen_01_25_endgamestart_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\25_endgamestart\\mp_marksmen_01_25_endgamestart_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\30_pickupschematicsfirst\\mp_marksmen_01_30_pickupschematicsfirst_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\30_pickupschematicsfirst\\mp_marksmen_01_30_pickupschematicsfirst_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\35_preventupload\\mp_marksmen_01_35_preventupload_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\35_preventupload\\mp_marksmen_01_35_preventupload_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\40_pickupschematics\\mp_marksmen_01_40_pickupschematics_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\40_pickupschematics\\mp_marksmen_01_40_pickupschematics_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\45_preventupload\\mp_marksmen_01_45_preventupload_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\45_preventupload\\mp_marksmen_01_45_preventupload_ohq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\50_upload\\mp_marksmen_01_50_upload_bhq_0.ogg\"\n\"a3\\dubbing_f_mp_mark\\mp_marksmen_01\\50_upload\\mp_marksmen_01_50_upload_ohq_0.ogg\"\n```"},{"heading":"dubbing_f_oldman","level":4,"markdown":"```\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_01_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_02_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_03_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_04_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_05_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_06_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_07_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_08_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_09_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_10_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese04.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_11_chinese04_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese01.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese01_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese02.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese02_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese03.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese03_processed.ogg\"\n\"a3\\dubbing_f_oldman\\barks\\awareness\\csat_awareness_wt_12_chinese04.ogg\"\n\"a3\\dubb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ubbing_f_oldman\\oldman1\\036_eve_loaders_kia_call\\oldman1_036_eve_loaders_kia_call_smugglerb_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_3.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_4.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\037_ta_loaded_plane_delivered_call\\oldman1_037_ta_loaded_plane_delivered_call_boss_4_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_3.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_4.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\038_ex_timeout_traitor_alt\\oldman1_038_ex_timeout_traitor_alt_unknown_4_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\039_ex_no_parking\\oldman1_039_ex_no_parking_gendarme_0_gael.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\039_ex_no_parking\\oldman1_039_ex_no_parking_gendarme_0_gael_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\039_ex_no_parking\\oldman1_039_ex_no_parking_gendarme_0_sebastien.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\039_ex_no_parking\\oldman1_039_ex_no_parking_gendarme_0_sebastien_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\040_ex_no_parking_angry\\oldman1_040_ex_no_parking_angry_gendarme_0_gael.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\040_ex_no_parking_angry\\oldman1_040_ex_no_parking_angry_gendarme_0_gael_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\040_ex_no_parking_angry\\oldman1_040_ex_no_parking_angry_gendarme_0_sebastien.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\040_ex_no_parking_angry\\oldman1_040_ex_no_parking_angry_gendarme_0_sebastien_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\041_eve_approaching_van_syndikat_boss\\oldman1_041_eve_approaching_van_syndikat_boss_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\041_eve_approaching_van_syndikat_boss\\oldman1_041_eve_approaching_van_syndikat_boss_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\042_eve_in_georgetown_syndikat_boss\\oldman1_042_eve_in_georgetown_syndikat_boss_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\042_eve_in_georgetown_syndikat_boss\\oldman1_042_eve_in_georgetown_syndikat_boss_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\042_eve_in_georgetown_syndikat_boss\\oldman1_042_eve_in_georgetown_syndikat_boss_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\042_eve_in_georgetown_syndikat_boss\\oldman1_042_eve_in_georgetown_syndikat_boss_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\043_ta_counteragent_in_van\\oldman1_043_ta_counteragent_in_van_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\043_ta_counteragent_in_van\\oldman1_043_ta_counteragent_in_van_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\043_ta_counteragent_in_van\\oldman1_043_ta_counteragent_in_van_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\043_ta_counteragent_in_van\\oldman1_043_ta_counteragent_in_van_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\044_ta_sample_taken_to_van_alt_in_call\\oldman1_044_ta_sample_taken_to_van_alt_in_call_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\044_ta_sample_taken_to_van_alt_in_call\\oldman1_044_ta_sample_taken_to_van_alt_in_call_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\044_ta_sample_taken_to_van_alt_in_call\\oldman1_044_ta_sample_taken_to_van_alt_in_call_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\044_ta_sample_taken_to_van_alt_in_call\\oldman1_044_ta_sample_taken_to_van_alt_in_call_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\045_ta_sample_taken_to_van_alt_doctor_call\\oldman1_045_ta_sample_taken_to_van_alt_doctor_call_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\045_ta_sample_taken_to_van_alt_doctor_call\\oldman1_045_ta_sample_taken_to_van_alt_doctor_call_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\045_ta_sample_taken_to_van_alt_doctor_call\\oldman1_045_ta_sample_taken_to_van_alt_doctor_call_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\045_ta_sample_taken_to_van_alt_doctor_call\\oldman1_045_ta_sample_taken_to_van_alt_doctor_call_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_3.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_4.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_4_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_5.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_5_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_6.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_6_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_7.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\046_ta_sample_taken_to_van_alt_out_call\\oldman1_046_ta_sample_taken_to_van_alt_out_call_boss_7_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\047_ta_sample_taken_to_van_alt_bad_rep_in_call\\oldman1_047_ta_sample_taken_to_van_alt_bad_rep_in_call_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\047_ta_sample_taken_to_van_alt_bad_rep_in_call\\oldman1_047_ta_sample_taken_to_van_alt_bad_rep_in_call_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\047_ta_sample_taken_to_van_alt_bad_rep_in_call\\oldman1_047_ta_sample_taken_to_van_alt_bad_rep_in_call_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\047_ta_sample_taken_to_van_alt_bad_rep_in_call\\oldman1_047_ta_sample_taken_to_van_alt_bad_rep_in_call_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\048_ta_sample_taken_to_van_alt_bad_rep_doctor_call\\oldman1_048_ta_sample_taken_to_van_alt_bad_rep_doctor_call_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\048_ta_sample_taken_to_van_alt_bad_rep_doctor_call\\oldman1_048_ta_sample_taken_to_van_alt_bad_rep_doctor_call_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\048_ta_sample_taken_to_van_alt_bad_rep_doctor_call\\oldman1_048_ta_sample_taken_to_van_alt_bad_rep_doctor_call_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\048_ta_sample_taken_to_van_alt_bad_rep_doctor_call\\oldman1_048_ta_sample_taken_to_van_alt_bad_rep_doctor_call_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\049_ta_sample_taken_to_van_alt_bad_rep_out_call\\oldman1_049_ta_sample_taken_to_van_alt_bad_rep_out_call_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\049_ta_sample_taken_to_van_alt_bad_rep_out_call\\oldman1_049_ta_sample_taken_to_van_alt_bad_rep_out_call_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\049_ta_sample_taken_to_van_alt_bad_rep_out_call\\oldman1_049_ta_sample_taken_to_van_alt_bad_rep_out_call_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\049_ta_sample_taken_to_van_alt_bad_rep_out_call\\oldman1_049_ta_sample_taken_to_van_alt_bad_rep_out_call_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\049_ta_sample_taken_to_van_alt_bad_rep_out_call\\oldman1_049_ta_sample_taken_to_van_alt_bad_rep_out_call_boss_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\049_ta_sample_taken_to_van_alt_bad_rep_out_call\\oldman1_049_ta_sample_taken_to_van_alt_bad_rep_out_call_boss_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\050_eve_doctor_rescued\\oldman1_050_eve_doctor_rescued_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\050_eve_doctor_rescued\\oldman1_050_eve_doctor_rescued_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\050_eve_doctor_rescued\\oldman1_050_eve_doctor_rescued_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\050_eve_doctor_rescued\\oldman1_050_eve_doctor_rescued_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\050_eve_doctor_rescued\\oldman1_050_eve_doctor_rescued_boss_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\050_eve_doctor_rescued\\oldman1_050_eve_doctor_rescued_boss_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_3.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_4.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_4_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_5.ogg\"\n\"a3\\dubbing_f_oldman\\oldman1\\051_in_aa_intel_airstrike\\oldman1_051_in_aa_intel_airstrike_miller_5_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\001_eve_reputation_minus_three_neg\\oldman3_001_eve_reputation_minus_three_neg_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\001_eve_reputation_minus_three_neg\\oldman3_001_eve_reputation_minus_three_neg_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\001_eve_reputation_minus_three_neg\\oldman3_001_eve_reputation_minus_three_neg_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\001_eve_reputation_minus_three_neg\\oldman3_001_eve_reputation_minus_three_neg_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\001_eve_reputation_minus_three_neg\\oldman3_001_eve_reputation_minus_three_neg_boss_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\001_eve_reputation_minus_three_neg\\oldman3_001_eve_reputation_minus_three_neg_boss_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\001_eve_reputation_minus_three_neg\\oldman3_001_eve_reputation_minus_three_neg_boss_3.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\001_eve_reputation_minus_three_neg\\oldman3_001_eve_reputation_minus_three_neg_boss_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\002_eve_reputation_minus_two_neg\\oldman3_002_eve_reputation_minus_two_neg_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\002_eve_reputation_minus_two_neg\\oldman3_002_eve_reputation_minus_two_neg_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\002_eve_reputation_minus_two_neg\\oldman3_002_eve_reputation_minus_two_neg_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\002_eve_reputation_minus_two_neg\\oldman3_002_eve_reputation_minus_two_neg_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\002_eve_reputation_minus_two_neg\\oldman3_002_eve_reputation_minus_two_neg_boss_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\002_eve_reputation_minus_two_neg\\oldman3_002_eve_reputation_minus_two_neg_boss_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\002_eve_reputation_minus_two_neg\\oldman3_002_eve_reputation_minus_two_neg_boss_3.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\002_eve_reputation_minus_two_neg\\oldman3_002_eve_reputation_minus_two_neg_boss_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\002_eve_reputation_minus_two_neg\\oldman3_002_eve_reputation_minus_two_neg_boss_4.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\002_eve_reputation_minus_two_neg\\oldman3_002_eve_reputation_minus_two_neg_boss_4_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\003_eve_reputation_minus_one_neg\\oldman3_003_eve_reputation_minus_one_neg_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman3\\003_eve_reputation_minus_one_neg\\oldman3_003_eve_reputation_minus_one_neg_boss_0_processed.ogg\"\n\"a3\\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at_level_warning_miller_miller_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\228_eve_threat_level_warning_miller\\oldman_228_eve_threat_level_warning_miller_miller_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\228_eve_threat_level_warning_miller\\oldman_228_eve_threat_level_warning_miller_miller_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\229_eve_threat_level_warning_syndikat_boss\\oldman_229_eve_threat_level_warning_syndikat_boss_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\229_eve_threat_level_warning_syndikat_boss\\oldman_229_eve_threat_level_warning_syndikat_boss_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\229_eve_threat_level_warning_syndikat_boss\\oldman_229_eve_threat_level_warning_syndikat_boss_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\229_eve_threat_level_warning_syndikat_boss\\oldman_229_eve_threat_level_warning_syndikat_boss_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\229_eve_threat_level_warning_syndikat_boss\\oldman_229_eve_threat_level_warning_syndikat_boss_boss_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\229_eve_threat_level_warning_syndikat_boss\\oldman_229_eve_threat_level_warning_syndikat_boss_boss_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\229_eve_threat_level_warning_syndikat_boss\\oldman_229_eve_threat_level_warning_syndikat_boss_boss_3.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\229_eve_threat_level_warning_syndikat_boss\\oldman_229_eve_threat_level_warning_syndikat_boss_boss_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\229_eve_threat_level_warning_syndikat_boss\\oldman_229_eve_threat_level_warning_syndikat_boss_boss_4.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\229_eve_threat_level_warning_syndikat_boss\\oldman_229_eve_threat_level_warning_syndikat_boss_boss_4_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\230_eve_threat_level_safe_miller\\oldman_230_eve_threat_level_safe_miller_miller_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\230_eve_threat_level_safe_miller\\oldman_230_eve_threat_level_safe_miller_miller_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\231_eve_threat_level_safe_syndikat_boss\\oldman_231_eve_threat_level_safe_syndikat_boss_boss_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\231_eve_threat_level_safe_syndikat_boss\\oldman_231_eve_threat_level_safe_syndikat_boss_boss_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\231_eve_threat_level_safe_syndikat_boss\\oldman_231_eve_threat_level_safe_syndikat_boss_boss_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\231_eve_threat_level_safe_syndikat_boss\\oldman_231_eve_threat_level_safe_syndikat_boss_boss_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_0.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_1.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_10.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_10_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_11.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_11_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_12.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_12_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_13.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_13_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_2.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_3.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_4.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_4_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_5.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_5_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_6.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman_232_ta_research_papers_howard_6_processed.ogg\"\n\"a3\\dubbing_f_oldman\\oldman\\232_ta_research_papers\\oldman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n\\radio_dialogues_052_am_radio_broadcast_news_execution_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\052_am_radio_broadcast_news_execution\\radio_dialogues_052_am_radio_broadcast_news_execution_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\053_am_radio_broadcast_news_rescued\\radio_dialogues_053_am_radio_broadcast_news_rescued_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\053_am_radio_broadcast_news_rescued\\radio_dialogues_053_am_radio_broadcast_news_rescued_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\053_am_radio_broadcast_news_rescued\\radio_dialogues_053_am_radio_broadcast_news_rescued_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\053_am_radio_broadcast_news_rescued\\radio_dialogues_053_am_radio_broadcast_news_rescued_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\053_am_radio_broadcast_news_rescued\\radio_dialogues_053_am_radio_broadcast_news_rescued_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\053_am_radio_broadcast_news_rescued\\radio_dialogues_053_am_radio_broadcast_news_rescued_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\054_am_radio_broadcast_news_house_destroyed\\radio_dialogues_054_am_radio_broadcast_news_house_destroyed_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\054_am_radio_broadcast_news_house_destroyed\\radio_dialogues_054_am_radio_broadcast_news_house_destroyed_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\054_am_radio_broadcast_news_house_destroyed\\radio_dialogues_054_am_radio_broadcast_news_house_destroyed_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\054_am_radio_broadcast_news_house_destroyed\\radio_dialogues_054_am_radio_broadcast_news_house_destroyed_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\054_am_radio_broadcast_news_house_destroyed\\radio_dialogues_054_am_radio_broadcast_news_house_destroyed_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\054_am_radio_broadcast_news_house_destroyed\\radio_dialogues_054_am_radio_broadcast_news_house_destroyed_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\055_am_radio_broadcast_news_depot_fail\\radio_dialogues_055_am_radio_broadcast_news_depot_fail_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\055_am_radio_broadcast_news_depot_fail\\radio_dialogues_055_am_radio_broadcast_news_depot_fail_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\055_am_radio_broadcast_news_depot_fail\\radio_dialogues_055_am_radio_broadcast_news_depot_fail_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\055_am_radio_broadcast_news_depot_fail\\radio_dialogues_055_am_radio_broadcast_news_depot_fail_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\055_am_radio_broadcast_news_depot_fail\\radio_dialogues_055_am_radio_broadcast_news_depot_fail_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\055_am_radio_broadcast_news_depot_fail\\radio_dialogues_055_am_radio_broadcast_news_depot_fail_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\056_am_radio_broadcast_news_depot_success\\radio_dialogues_056_am_radio_broadcast_news_depot_success_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\056_am_radio_broadcast_news_depot_success\\radio_dialogues_056_am_radio_broadcast_news_depot_success_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\056_am_radio_broadcast_news_depot_success\\radio_dialogues_056_am_radio_broadcast_news_depot_success_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\056_am_radio_broadcast_news_depot_success\\radio_dialogues_056_am_radio_broadcast_news_depot_success_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\056_am_radio_broadcast_news_depot_success\\radio_dialogues_056_am_radio_broadcast_news_depot_success_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\056_am_radio_broadcast_news_depot_success\\radio_dialogues_056_am_radio_broadcast_news_depot_success_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_3.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\057_am_radio_broadcast_news_depot_success_alone\\radio_dialogues_057_am_radio_broadcast_news_depot_success_alone_broadcaster_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\058_am_radio_broadcast_news_radar_destroyed\\radio_dialogues_058_am_radio_broadcast_news_radar_destroyed_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\058_am_radio_broadcast_news_radar_destroyed\\radio_dialogues_058_am_radio_broadcast_news_radar_destroyed_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\058_am_radio_broadcast_news_radar_destroyed\\radio_dialogues_058_am_radio_broadcast_news_radar_destroyed_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\058_am_radio_broadcast_news_radar_destroyed\\radio_dialogues_058_am_radio_broadcast_news_radar_destroyed_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\059_am_radio_broadcast_news_aircraft\\radio_dialogues_059_am_radio_broadcast_news_aircraft_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\059_am_radio_broadcast_news_aircraft\\radio_dialogues_059_am_radio_broadcast_news_aircraft_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\059_am_radio_broadcast_news_aircraft\\radio_dialogues_059_am_radio_broadcast_news_aircraft_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\059_am_radio_broadcast_news_aircraft\\radio_dialogues_059_am_radio_broadcast_news_aircraft_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\059_am_radio_broadcast_news_aircraft\\radio_dialogues_059_am_radio_broadcast_news_aircraft_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\059_am_radio_broadcast_news_aircraft\\radio_dialogues_059_am_radio_broadcast_news_aircraft_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\060_am_radio_broadcast_news_checkpoints\\radio_dialogues_060_am_radio_broadcast_news_checkpoints_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\060_am_radio_broadcast_news_checkpoints\\radio_dialogues_060_am_radio_broadcast_news_checkpoints_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_3.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\061_am_radio_broadcast_news_warnings_a\\radio_dialogues_061_am_radio_broadcast_news_warnings_a_broadcaster_3_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\062_am_radio_broadcast_news_warnings_b\\radio_dialogues_062_am_radio_broadcast_news_warnings_b_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\062_am_radio_broadcast_news_warnings_b\\radio_dialogues_062_am_radio_broadcast_news_warnings_b_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\062_am_radio_broadcast_news_warnings_b\\radio_dialogues_062_am_radio_broadcast_news_warnings_b_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\062_am_radio_broadcast_news_warnings_b\\radio_dialogues_062_am_radio_broadcast_news_warnings_b_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\062_am_radio_broadcast_news_warnings_b\\radio_dialogues_062_am_radio_broadcast_news_warnings_b_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\062_am_radio_broadcast_news_warnings_b\\radio_dialogues_062_am_radio_broadcast_news_warnings_b_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\063_am_radio_broadcast_news_warnings_c\\radio_dialogues_063_am_radio_broadcast_news_warnings_c_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\063_am_radio_broadcast_news_warnings_c\\radio_dialogues_063_am_radio_broadcast_news_warnings_c_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\063_am_radio_broadcast_news_warnings_c\\radio_dialogues_063_am_radio_broadcast_news_warnings_c_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\063_am_radio_broadcast_news_warnings_c\\radio_dialogues_063_am_radio_broadcast_news_warnings_c_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\063_am_radio_broadcast_news_warnings_c\\radio_dialogues_063_am_radio_broadcast_news_warnings_c_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\063_am_radio_broadcast_news_warnings_c\\radio_dialogues_063_am_radio_broadcast_news_warnings_c_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\064_am_radio_broadcast_news_weapons\\radio_dialogues_064_am_radio_broadcast_news_weapons_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\064_am_radio_broadcast_news_weapons\\radio_dialogues_064_am_radio_broadcast_news_weapons_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\064_am_radio_broadcast_news_weapons\\radio_dialogues_064_am_radio_broadcast_news_weapons_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\064_am_radio_broadcast_news_weapons\\radio_dialogues_064_am_radio_broadcast_news_weapons_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\064_am_radio_broadcast_news_weapons\\radio_dialogues_064_am_radio_broadcast_news_weapons_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\064_am_radio_broadcast_news_weapons\\radio_dialogues_064_am_radio_broadcast_news_weapons_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\065_am_radio_broadcast_news_hostels\\radio_dialogues_065_am_radio_broadcast_news_hostels_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\065_am_radio_broadcast_news_hostels\\radio_dialogues_065_am_radio_broadcast_news_hostels_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\065_am_radio_broadcast_news_hostels\\radio_dialogues_065_am_radio_broadcast_news_hostels_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\065_am_radio_broadcast_news_hostels\\radio_dialogues_065_am_radio_broadcast_news_hostels_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\065_am_radio_broadcast_news_hostels\\radio_dialogues_065_am_radio_broadcast_news_hostels_broadcaster_2.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\065_am_radio_broadcast_news_hostels\\radio_dialogues_065_am_radio_broadcast_news_hostels_broadcaster_2_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\066_am_radio_broadcast_news_idap\\radio_dialogues_066_am_radio_broadcast_news_idap_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\066_am_radio_broadcast_news_idap\\radio_dialogues_066_am_radio_broadcast_news_idap_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\066_am_radio_broadcast_news_idap\\radio_dialogues_066_am_radio_broadcast_news_idap_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\066_am_radio_broadcast_news_idap\\radio_dialogues_066_am_radio_broadcast_news_idap_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\067_am_radio_broadcast_news_power_plant\\radio_dialogues_067_am_radio_broadcast_news_power_plant_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\067_am_radio_broadcast_news_power_plant\\radio_dialogues_067_am_radio_broadcast_news_power_plant_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\067_am_radio_broadcast_news_power_plant\\radio_dialogues_067_am_radio_broadcast_news_power_plant_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\067_am_radio_broadcast_news_power_plant\\radio_dialogues_067_am_radio_broadcast_news_power_plant_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\068_am_radio_broadcast_news_smugglers\\radio_dialogues_068_am_radio_broadcast_news_smugglers_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\068_am_radio_broadcast_news_smugglers\\radio_dialogues_068_am_radio_broadcast_news_smugglers_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\068_am_radio_broadcast_news_smugglers\\radio_dialogues_068_am_radio_broadcast_news_smugglers_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\068_am_radio_broadcast_news_smugglers\\radio_dialogues_068_am_radio_broadcast_news_smugglers_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\069_am_radio_broadcast_news_ied\\radio_dialogues_069_am_radio_broadcast_news_ied_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\069_am_radio_broadcast_news_ied\\radio_dialogues_069_am_radio_broadcast_news_ied_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\069_am_radio_broadcast_news_ied\\radio_dialogues_069_am_radio_broadcast_news_ied_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\069_am_radio_broadcast_news_ied\\radio_dialogues_069_am_radio_broadcast_news_ied_broadcaster_1_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\070_am_radio_broadcast_news_sugar_company\\radio_dialogues_070_am_radio_broadcast_news_sugar_company_broadcaster_0.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\070_am_radio_broadcast_news_sugar_company\\radio_dialogues_070_am_radio_broadcast_news_sugar_company_broadcaster_0_processed.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\070_am_radio_broadcast_news_sugar_company\\radio_dialogues_070_am_radio_broadcast_news_sugar_company_broadcaster_1.ogg\"\n\"a3\\dubbing_f_oldman\\radio_dialogues\\070_am_radio_broadcast_news_sugar_company\\radio_dialogues_070_am_radio_broadcast_news_sugar_company_broadcaster_1_processed.ogg\"\n```"},{"heading":"dubbing_f_orange","level":4,"markdown":"```\n\"a3\\dubbing_f_orange\\faction_idap\\001_welcome\\faction_idap_001_welcome_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\001_welcome\\faction_idap_001_welcome_expo_1.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\001_welcome\\faction_idap_001_welcome_expo_2.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\002_leaflet_drone\\faction_idap_002_leaflet_drone_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\003_training_mine_hunt\\faction_idap_003_training_mine_hunt_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\004_expo\\faction_idap_004_expo_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\005_activity\\faction_idap_005_activity_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\006_laws_of_war\\faction_idap_006_laws_of_war_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\006_laws_of_war\\faction_idap_006_laws_of_war_expo_1.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\006_laws_of_war\\faction_idap_006_laws_of_war_expo_2.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\006_laws_of_war\\faction_idap_006_laws_of_war_expo_3.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\006_laws_of_war\\faction_idap_006_laws_of_war_expo_4.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\007_idap\\faction_idap_007_idap_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\007_idap\\faction_idap_007_idap_expo_1.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\007_idap\\faction_idap_007_idap_expo_2.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\008_humanitarian_aid\\faction_idap_008_humanitarian_aid_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\008_humanitarian_aid\\faction_idap_008_humanitarian_aid_expo_1.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\008_humanitarian_aid\\faction_idap_008_humanitarian_aid_expo_2.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\009_autonomous\\faction_idap_009_autonomous_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\009_autonomous\\faction_idap_009_autonomous_expo_1.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\009_autonomous\\faction_idap_009_autonomous_expo_2.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\009_autonomous\\faction_idap_009_autonomous_expo_3.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\009_autonomous\\faction_idap_009_autonomous_expo_4.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\009_autonomous\\faction_idap_009_autonomous_expo_5.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\009_autonomous\\faction_idap_009_autonomous_expo_6.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\010_air\\faction_idap_010_air_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\011_land\\faction_idap_011_land_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\011_land\\faction_idap_011_land_expo_1.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\011_land\\faction_idap_011_land_expo_2.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\011_land\\faction_idap_011_land_expo_3.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\011_land\\faction_idap_011_land_expo_4.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\012_dangerous_behavior\\faction_idap_012_dangerous_behavior_expo_0.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\012_dangerous_behavior\\faction_idap_012_dangerous_behavior_expo_1.ogg\"\n\"a3\\dubbing_f_orange\\faction_idap\\012_dangerous_behavior\\faction_idap_012_dangerous_behavior_expo_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\001_ap_hub_intro\\orange_airdrop_001_ap_hub_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\001_ap_hub_intro\\orange_airdrop_001_ap_hub_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\001_ap_hub_intro\\orange_airdrop_001_ap_hub_intro_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\002_trg_hub_intro\\orange_airdrop_002_trg_hub_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\002_trg_hub_intro\\orange_airdrop_002_trg_hub_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\002_trg_hub_intro\\orange_airdrop_002_trg_hub_intro_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\003_hbo_hub_intro\\orange_airdrop_003_hbo_hub_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\003_hbo_hub_intro\\orange_airdrop_003_hbo_hub_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\004_rbi_intro\\orange_airdrop_004_rbi_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\004_rbi_intro\\orange_airdrop_004_rbi_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\004_rbi_intro\\orange_airdrop_004_rbi_intro_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\005_oc_intro\\orange_airdrop_005_oc_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\005_oc_intro\\orange_airdrop_005_oc_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\005_oc_intro\\orange_airdrop_005_oc_intro_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\005_oc_intro\\orange_airdrop_005_oc_intro_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\005_oc_intro\\orange_airdrop_005_oc_intro_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\005_oc_intro\\orange_airdrop_005_oc_intro_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\005_oc_intro\\orange_airdrop_005_oc_intro_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\006_to_intro\\orange_airdrop_006_to_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\006_to_intro\\orange_airdrop_006_to_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\007_ta_map\\orange_airdrop_007_ta_map_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\007_ta_map\\orange_airdrop_007_ta_map_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\007_ta_map\\orange_airdrop_007_ta_map_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\007_ta_map\\orange_airdrop_007_ta_map_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\007_ta_map\\orange_airdrop_007_ta_map_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\007_ta_map\\orange_airdrop_007_ta_map_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_eod_5.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\008_fil_backstory\\orange_airdrop_008_fil_backstory_journalist_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\009_fil_filler2\\orange_airdrop_009_fil_filler2_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\009_fil_filler2\\orange_airdrop_009_fil_filler2_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\009_fil_filler2\\orange_airdrop_009_fil_filler2_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\009_fil_filler2\\orange_airdrop_009_fil_filler2_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\010_fil_filler3\\orange_airdrop_010_fil_filler3_journalist_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\011_eve_get_in_car\\orange_airdrop_011_eve_get_in_car_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\011_eve_get_in_car\\orange_airdrop_011_eve_get_in_car_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\011_eve_get_in_car\\orange_airdrop_011_eve_get_in_car_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\012_loc_bis_drop_a\\orange_airdrop_012_loc_bis_drop_a_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\013_loc_bis_drop_b\\orange_airdrop_013_loc_bis_drop_b_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\014_loc_bis_drop_c\\orange_airdrop_014_loc_bis_drop_c_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\014_loc_bis_drop_c\\orange_airdrop_014_loc_bis_drop_c_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\015_loc_bis_drop_d\\orange_airdrop_015_loc_bis_drop_d_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\016_loc_bis_drop_e\\orange_airdrop_016_loc_bis_drop_e_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\017_ta_marked\\orange_airdrop_017_ta_marked_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\017_ta_marked\\orange_airdrop_017_ta_marked_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\018_ta_marked_custom\\orange_airdrop_018_ta_marked_custom_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\018_ta_marked_custom\\orange_airdrop_018_ta_marked_custom_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\018_ta_marked_custom\\orange_airdrop_018_ta_marked_custom_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\018_ta_marked_custom\\orange_airdrop_018_ta_marked_custom_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_eod_5.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\019_fil_wait_for_plane\\orange_airdrop_019_fil_wait_for_plane_journalist_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\020_ta_smoke\\orange_airdrop_020_ta_smoke_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\021_ta_airdrop_starts\\orange_airdrop_021_ta_airdrop_starts_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\021_ta_airdrop_starts\\orange_airdrop_021_ta_airdrop_starts_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\021_ta_airdrop_starts\\orange_airdrop_021_ta_airdrop_starts_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\021_ta_airdrop_starts\\orange_airdrop_021_ta_airdrop_starts_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\021_ta_airdrop_starts\\orange_airdrop_021_ta_airdrop_starts_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\022_ta_bis_cargo_1\\orange_airdrop_022_ta_bis_cargo_1_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\023_ta_bis_cargo_2\\orange_airdrop_023_ta_bis_cargo_2_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\023_ta_bis_cargo_2\\orange_airdrop_023_ta_bis_cargo_2_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\023_ta_bis_cargo_2\\orange_airdrop_023_ta_bis_cargo_2_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\024_ta_bis_cargo_3\\orange_airdrop_024_ta_bis_cargo_3_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\024_ta_bis_cargo_3\\orange_airdrop_024_ta_bis_cargo_3_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\025_ta_bis_cargo_4\\orange_airdrop_025_ta_bis_cargo_4_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\026_ta_bis_cargo_1_destroyed\\orange_airdrop_026_ta_bis_cargo_1_destroyed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\026_ta_bis_cargo_1_destroyed\\orange_airdrop_026_ta_bis_cargo_1_destroyed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\027_ta_bis_cargo_2_destroyed\\orange_airdrop_027_ta_bis_cargo_2_destroyed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\027_ta_bis_cargo_2_destroyed\\orange_airdrop_027_ta_bis_cargo_2_destroyed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\027_ta_bis_cargo_2_destroyed\\orange_airdrop_027_ta_bis_cargo_2_destroyed_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\028_ta_bis_cargo_3_destroyed\\orange_airdrop_028_ta_bis_cargo_3_destroyed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\029_ta_bis_cargo_4_destroyed\\orange_airdrop_029_ta_bis_cargo_4_destroyed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\030_ta_cargo_drowned\\orange_airdrop_030_ta_cargo_drowned_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\030_ta_cargo_drowned\\orange_airdrop_030_ta_cargo_drowned_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\031_eve_fia\\orange_airdrop_031_eve_fia_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\031_eve_fia\\orange_airdrop_031_eve_fia_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\031_eve_fia\\orange_airdrop_031_eve_fia_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\032_ta_fia_killed\\orange_airdrop_032_ta_fia_killed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_airdrop\\032_ta_fia_killed\\orange_airdrop_032_ta_fia_killed_eod_1.ogg\"\n\"a3\\dubbing_f_o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il_air_strike_called\\orange_cluster_028_fil_air_strike_called_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\029_ex_ngo_neutralized\\orange_cluster_029_ex_ngo_neutralized_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\030_ex_air_strike_failed\\orange_cluster_030_ex_air_strike_failed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\031_ta_air_strike_completed\\orange_cluster_031_ta_air_strike_completed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\031_ta_air_strike_completed\\orange_cluster_031_ta_air_strike_completed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\031_ta_air_strike_completed\\orange_cluster_031_ta_air_strike_completed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\032_eve_ngo_worker_status\\orange_cluster_032_eve_ngo_worker_status_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\032_eve_ngo_worker_status\\orange_cluster_032_eve_ngo_worker_status_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\033_eve_ngo_worker_alive_spotted\\orange_cluster_033_eve_ngo_worker_alive_spotted_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\034_eve_ngo_worker_alive\\orange_cluster_034_eve_ngo_worker_alive_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\035_eve_ngo_worker_dead_spotted\\orange_cluster_035_eve_ngo_worker_dead_spotted_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\036_eve_ngo_worker_dead\\orange_cluster_036_eve_ngo_worker_dead_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\037_fil_moving_to_exfil\\orange_cluster_037_fil_moving_to_exfil_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\037_fil_moving_to_exfil\\orange_cluster_037_fil_moving_to_exfil_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\037_fil_moving_to_exfil\\orange_cluster_037_fil_moving_to_exfil_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\037_fil_moving_to_exfil\\orange_cluster_037_fil_moving_to_exfil_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\037_fil_moving_to_exfil\\orange_cluster_037_fil_moving_to_exfil_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\037_fil_moving_to_exfil\\orange_cluster_037_fil_moving_to_exfil_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\037_fil_moving_to_exfil\\orange_cluster_037_fil_moving_to_exfil_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\037_fil_moving_to_exfil\\orange_cluster_037_fil_moving_to_exfil_journalist_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\038_cc_outro\\orange_cluster_038_cc_outro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\038_cc_outro\\orange_cluster_038_cc_outro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\038_cc_outro\\orange_cluster_038_cc_outro_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\039_cc_outro_2\\orange_cluster_039_cc_outro_2_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_cluster\\039_cc_outro_2\\orange_cluster_039_cc_outro_2_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\001_ex_blocked\\orange_escape_001_ex_blocked_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\001_ex_blocked\\orange_escape_001_ex_blocked_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\001_ex_blocked\\orange_escape_001_ex_blocked_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\002_trg_hub_intro\\orange_escape_002_trg_hub_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\003_hbo_hub_intro\\orange_escape_003_hbo_hub_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\003_hbo_hub_intro\\orange_escape_003_hbo_hub_intro_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\004_rbi_intro\\orange_escape_004_rbi_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\004_rbi_intro\\orange_escape_004_rbi_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\004_rbi_intro\\orange_escape_004_rbi_intro_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\005_oc_intro\\orange_escape_005_oc_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\005_oc_intro\\orange_escape_005_oc_intro_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\005_oc_intro\\orange_escape_005_oc_intro_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\005_oc_intro\\orange_escape_005_oc_intro_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\005_oc_intro\\orange_escape_005_oc_intro_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\006_to_intro\\orange_escape_006_to_intro_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\006_to_intro\\orange_escape_006_to_intro_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\007_ta_armed_1\\orange_escape_007_ta_armed_1_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\007_ta_armed_1\\orange_escape_007_ta_armed_1_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\008_ta_armed_2\\orange_escape_008_ta_armed_2_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\009_ta_armed_3\\orange_escape_009_ta_armed_3_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\010_ta_armed_4\\orange_escape_010_ta_armed_4_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\011_ta_armed_5\\orange_escape_011_ta_armed_5_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\012_ta_armed_loaded\\orange_escape_012_ta_armed_loaded_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\013_ta_unarmed_1\\orange_escape_013_ta_unarmed_1_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\013_ta_unarmed_1\\orange_escape_013_ta_unarmed_1_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\013_ta_unarmed_1\\orange_escape_013_ta_unarmed_1_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\013_ta_unarmed_1\\orange_escape_013_ta_unarmed_1_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\013_ta_unarmed_1\\orange_escape_013_ta_unarmed_1_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\014_ta_unarmed_2\\orange_escape_014_ta_unarmed_2_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\015_ta_unarmed_3\\orange_escape_015_ta_unarmed_3_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\016_ta_unarmed_4\\orange_escape_016_ta_unarmed_4_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\017_ta_unarmed_5\\orange_escape_017_ta_unarmed_5_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\017_ta_unarmed_5\\orange_escape_017_ta_unarmed_5_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\018_eve_unarmed_loaded\\orange_escape_018_eve_unarmed_loaded_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\019_ta_weapon_dropped\\orange_escape_019_ta_weapon_dropped_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\019_ta_weapon_dropped\\orange_escape_019_ta_weapon_dropped_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\020_eve_near_fia\\orange_escape_020_eve_near_fia_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\020_eve_near_fia\\orange_escape_020_eve_near_fia_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\021_eve_first_blood\\orange_escape_021_eve_first_blood_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\022_loc_barricade\\orange_escape_022_loc_barricade_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\023_loc_tree\\orange_escape_023_loc_tree_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\024_loc_idap_worker\\orange_escape_024_loc_idap_worker_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\024_loc_idap_worker\\orange_escape_024_loc_idap_worker_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\024_loc_idap_worker\\orange_escape_024_loc_idap_worker_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\025_eve_fia_killed_unarmed\\orange_escape_025_eve_fia_killed_unarmed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\025_eve_fia_killed_unarmed\\orange_escape_025_eve_fia_killed_unarmed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\026_eve_fia_killed_armed\\orange_escape_026_eve_fia_killed_armed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\026_eve_fia_killed_armed\\orange_escape_026_eve_fia_killed_armed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\026_eve_fia_killed_armed\\orange_escape_026_eve_fia_killed_armed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\027_cc_outro_armed\\orange_escape_027_cc_outro_armed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\027_cc_outro_armed\\orange_escape_027_cc_outro_armed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\027_cc_outro_armed\\orange_escape_027_cc_outro_armed_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\027_cc_outro_armed\\orange_escape_027_cc_outro_armed_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\027_cc_outro_armed\\orange_escape_027_cc_outro_armed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\027_cc_outro_armed\\orange_escape_027_cc_outro_armed_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\027_cc_outro_armed\\orange_escape_027_cc_outro_armed_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\027_cc_outro_armed\\orange_escape_027_cc_outro_armed_journalist_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\028_cc_outro_unarmed\\orange_escape_028_cc_outro_unarmed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\028_cc_outro_unarmed\\orange_escape_028_cc_outro_unarmed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\028_cc_outro_unarmed\\orange_escape_028_cc_outro_unarmed_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\028_cc_outro_unarmed\\orange_escape_028_cc_outro_unarmed_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\028_cc_outro_unarmed\\orange_escape_028_cc_outro_unarmed_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\028_cc_outro_unarmed\\orange_escape_028_cc_outro_unarmed_eod_5.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\028_cc_outro_unarmed\\orange_escape_028_cc_outro_unarmed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\028_cc_outro_unarmed\\orange_escape_028_cc_outro_unarmed_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\028_cc_outro_unarmed\\orange_escape_028_cc_outro_unarmed_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\028_cc_outro_unarmed\\orange_escape_028_cc_outro_unarmed_journalist_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_escape\\029_ex_acctime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irdrop\\002_fil_road_cleared\\orange_hub_airdrop_002_fil_road_cleared_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop\\002_fil_road_cleared\\orange_hub_airdrop_002_fil_road_cleared_driver_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop\\002_fil_road_cleared\\orange_hub_airdrop_002_fil_road_cleared_driver_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop\\002_fil_road_cleared\\orange_hub_airdrop_002_fil_road_cleared_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop\\002_fil_road_cleared\\orange_hub_airdrop_002_fil_road_cleared_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop\\003_eve_door_breached\\orange_hub_airdrop_003_eve_door_breached_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop\\003_eve_door_breached\\orange_hub_airdrop_003_eve_door_breached_soldier_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop\\004_ex_danger_close\\orange_hub_airdrop_004_ex_danger_close_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\008_mem_adams\\orange_hub_airdrop_fragments_008_mem_adams_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\008_mem_adams\\orange_hub_airdrop_fragments_008_mem_adams_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\008_mem_adams\\orange_hub_airdrop_fragments_008_mem_adams_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\008_mem_adams\\orange_hub_airdrop_fragments_008_mem_adams_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\009_mem_ambulance\\orange_hub_airdrop_fragments_009_mem_ambulance_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\009_mem_ambulance\\orange_hub_airdrop_fragments_009_mem_ambulance_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\009_mem_ambulance\\orange_hub_airdrop_fragments_009_mem_ambulance_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\009_mem_ambulance\\orange_hub_airdrop_fragments_009_mem_ambulance_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\009_mem_ambulance\\orange_hub_airdrop_fragments_009_mem_ambulance_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\010_mem_blockade\\orange_hub_airdrop_fragments_010_mem_blockade_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\010_mem_blockade\\orange_hub_airdrop_fragments_010_mem_blockade_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\010_mem_blockade\\orange_hub_airdrop_fragments_010_mem_blockade_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\011_mem_family_house\\orange_hub_airdrop_fragments_011_mem_family_house_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\011_mem_family_house\\orange_hub_airdrop_fragments_011_mem_family_house_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\011_mem_family_house\\orange_hub_airdrop_fragments_011_mem_family_house_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\012_mem_idap_local\\orange_hub_airdrop_fragments_012_mem_idap_local_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\012_mem_idap_local\\orange_hub_airdrop_fragments_012_mem_idap_local_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\012_mem_idap_local\\orange_hub_airdrop_fragments_012_mem_idap_local_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\012_mem_idap_local\\orange_hub_airdrop_fragments_012_mem_idap_local_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\013_mem_nato\\orange_hub_airdrop_fragments_013_mem_nato_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\013_mem_nato\\orange_hub_airdrop_fragments_013_mem_nato_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\013_mem_nato\\orange_hub_airdrop_fragments_013_mem_nato_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\013_mem_nato\\orange_hub_airdrop_fragments_013_mem_nato_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\013_mem_nato\\orange_hub_airdrop_fragments_013_mem_nato_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_airdrop_fragments\\013_mem_nato\\orange_hub_airdrop_fragments_013_mem_nato_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\001_ta_post_cluster\\orange_hub_cluster_001_ta_post_cluster_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\001_ta_post_cluster\\orange_hub_cluster_001_ta_post_cluster_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\001_ta_post_cluster\\orange_hub_cluster_001_ta_post_cluster_driver_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\001_ta_post_cluster\\orange_hub_cluster_001_ta_post_cluster_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\001_ta_post_cluster\\orange_hub_cluster_001_ta_post_cluster_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\002_ta_toolkit_equipped\\orange_hub_cluster_002_ta_toolkit_equipped_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\002_ta_toolkit_equipped\\orange_hub_cluster_002_ta_toolkit_equipped_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\002_ta_toolkit_equipped\\orange_hub_cluster_002_ta_toolkit_equipped_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\002_ta_toolkit_equipped\\orange_hub_cluster_002_ta_toolkit_equipped_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\002_ta_toolkit_equipped\\orange_hub_cluster_002_ta_toolkit_equipped_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\003_ta_toolkit_info\\orange_hub_cluster_003_ta_toolkit_info_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\003_ta_toolkit_info\\orange_hub_cluster_003_ta_toolkit_info_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\003_ta_toolkit_info\\orange_hub_cluster_003_ta_toolkit_info_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\003_ta_toolkit_info\\orange_hub_cluster_003_ta_toolkit_info_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\003_ta_toolkit_info\\orange_hub_cluster_003_ta_toolkit_info_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\003_ta_toolkit_info\\orange_hub_cluster_003_ta_toolkit_info_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\003_ta_toolkit_info\\orange_hub_cluster_003_ta_toolkit_info_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\004_eve_mine_disabled\\orange_hub_cluster_004_eve_mine_disabled_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster\\005_uxo_disabled\\orange_hub_cluster_005_uxo_disabled_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\021_mem_brother_car\\orange_hub_cluster_fragments_021_mem_brother_car_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\021_mem_brother_car\\orange_hub_cluster_fragments_021_mem_brother_car_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\021_mem_brother_car\\orange_hub_cluster_fragments_021_mem_brother_car_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\022_mem_castle\\orange_hub_cluster_fragments_022_mem_castle_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\022_mem_castle\\orange_hub_cluster_fragments_022_mem_castle_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\022_mem_castle\\orange_hub_cluster_fragments_022_mem_castle_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\022_mem_castle\\orange_hub_cluster_fragments_022_mem_castle_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\022_mem_castle\\orange_hub_cluster_fragments_022_mem_castle_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\022_mem_castle\\orange_hub_cluster_fragments_022_mem_castle_eod_5.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\022_mem_castle\\orange_hub_cluster_fragments_022_mem_castle_eod_6.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\022_mem_castle\\orange_hub_cluster_fragments_022_mem_castle_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\022_mem_castle\\orange_hub_cluster_fragments_022_mem_castle_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\022_mem_castle\\orange_hub_cluster_fragments_022_mem_castle_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\022_mem_castle\\orange_hub_cluster_fragments_022_mem_castle_journalist_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\023_mem_csat\\orange_hub_cluster_fragments_023_mem_csat_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\023_mem_csat\\orange_hub_cluster_fragments_023_mem_csat_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\023_mem_csat\\orange_hub_cluster_fragments_023_mem_csat_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\023_mem_csat\\orange_hub_cluster_fragments_023_mem_csat_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\024_mem_gamification\\orange_hub_cluster_fragments_024_mem_gamification_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\024_mem_gamification\\orange_hub_cluster_fragments_024_mem_gamification_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\024_mem_gamification\\orange_hub_cluster_fragments_024_mem_gamification_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\024_mem_gamification\\orange_hub_cluster_fragments_024_mem_gamification_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\025_mem_hiker_house\\orange_hub_cluster_fragments_025_mem_hiker_house_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\025_mem_hiker_house\\orange_hub_cluster_fragments_025_mem_hiker_house_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\025_mem_hiker_house\\orange_hub_cluster_fragments_025_mem_hiker_house_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_cluster_fragments\\025_mem_hiker_house\\orange_hub_cluster_fragments_025_mem_hiker_house_journalist_0.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ge\\orange_hub_leaflets\\019_eve_cleared_almost_all\\orange_hub_leaflets_019_eve_cleared_almost_all_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\020_eve_cleared_all\\orange_hub_leaflets_020_eve_cleared_all_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\020_eve_cleared_all\\orange_hub_leaflets_020_eve_cleared_all_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\021_eve_building_collapse\\orange_hub_leaflets_021_eve_building_collapse_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\021_eve_building_collapse\\orange_hub_leaflets_021_eve_building_collapse_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\021_eve_building_collapse\\orange_hub_leaflets_021_eve_building_collapse_driver_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\021_eve_building_collapse\\orange_hub_leaflets_021_eve_building_collapse_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\021_eve_building_collapse\\orange_hub_leaflets_021_eve_building_collapse_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\021_eve_building_collapse\\orange_hub_leaflets_021_eve_building_collapse_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\022_loc_church_enter\\orange_hub_leaflets_022_loc_church_enter_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\022_loc_church_enter\\orange_hub_leaflets_022_loc_church_enter_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\023_loc_castle_enter\\orange_hub_leaflets_023_loc_castle_enter_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\023_loc_castle_enter\\orange_hub_leaflets_023_loc_castle_enter_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\023_loc_castle_enter\\orange_hub_leaflets_023_loc_castle_enter_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\024_ex_on_foot_not_cleared\\orange_hub_leaflets_024_ex_on_foot_not_cleared_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\024_ex_on_foot_not_cleared\\orange_hub_leaflets_024_ex_on_foot_not_cleared_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\024_ex_on_foot_not_cleared\\orange_hub_leaflets_024_ex_on_foot_not_cleared_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\025_loc_on_foot_cleared\\orange_hub_leaflets_025_loc_on_foot_cleared_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\025_loc_on_foot_cleared\\orange_hub_leaflets_025_loc_on_foot_cleared_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets\\025_loc_on_foot_cleared\\orange_hub_leaflets_025_loc_on_foot_cleared_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\014_loac_mem_aaf_massacre\\orange_hub_leaflets_fragments_014_loac_mem_aaf_massacre_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\014_loac_mem_aaf_massacre\\orange_hub_leaflets_fragments_014_loac_mem_aaf_massacre_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\014_loac_mem_aaf_massacre\\orange_hub_leaflets_fragments_014_loac_mem_aaf_massacre_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\014_loac_mem_aaf_massacre\\orange_hub_leaflets_fragments_014_loac_mem_aaf_massacre_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\014_loac_mem_aaf_massacre\\orange_hub_leaflets_fragments_014_loac_mem_aaf_massacre_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\014_loac_mem_aaf_massacre\\orange_hub_leaflets_fragments_014_loac_mem_aaf_massacre_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\015_mem_brother_house\\orange_hub_leaflets_fragments_015_mem_brother_house_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\015_mem_brother_house\\orange_hub_leaflets_fragments_015_mem_brother_house_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\015_mem_brother_house\\orange_hub_leaflets_fragments_015_mem_brother_house_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\015_mem_brother_house\\orange_hub_leaflets_fragments_015_mem_brother_house_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\016_mem_cafe\\orange_hub_leaflets_fragments_016_mem_cafe_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\016_mem_cafe\\orange_hub_leaflets_fragments_016_mem_cafe_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\016_mem_cafe\\orange_hub_leaflets_fragments_016_mem_cafe_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\016_mem_cafe\\orange_hub_leaflets_fragments_016_mem_cafe_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\016_mem_cafe\\orange_hub_leaflets_fragments_016_mem_cafe_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\016_mem_cafe\\orange_hub_leaflets_fragments_016_mem_cafe_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\017_mem_earthquake\\orange_hub_leaflets_fragments_017_mem_earthquake_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_leaflets_fragments\\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ubbing_f_orange\\orange_hub_minedispenser\\003_eve_choice_b_fia\\orange_hub_minedispenser_003_eve_choice_b_fia_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\003_eve_choice_b_fia\\orange_hub_minedispenser_003_eve_choice_b_fia_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\004_eve_choice_c_csat\\orange_hub_minedispenser_004_eve_choice_c_csat_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\004_eve_choice_c_csat\\orange_hub_minedispenser_004_eve_choice_c_csat_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\004_eve_choice_c_csat\\orange_hub_minedispenser_004_eve_choice_c_csat_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\004_eve_choice_c_csat\\orange_hub_minedispenser_004_eve_choice_c_csat_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\004_eve_choice_c_csat\\orange_hub_minedispenser_004_eve_choice_c_csat_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\005_eve_choice_d_aaf\\orange_hub_minedispenser_005_eve_choice_d_aaf_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\005_eve_choice_d_aaf\\orange_hub_minedispenser_005_eve_choice_d_aaf_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\005_eve_choice_d_aaf\\orange_hub_minedispenser_005_eve_choice_d_aaf_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\005_eve_choice_d_aaf\\orange_hub_minedispenser_005_eve_choice_d_aaf_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\005_eve_choice_d_aaf\\orange_hub_minedispenser_005_eve_choice_d_aaf_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\006_eve_choice_e_this_is_war\\orange_hub_minedispenser_006_eve_choice_e_this_is_war_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\006_eve_choice_e_this_is_war\\orange_hub_minedispenser_006_eve_choice_e_this_is_war_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\006_eve_choice_e_this_is_war\\orange_hub_minedispenser_006_eve_choice_e_this_is_war_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\006_eve_choice_e_this_is_war\\orange_hub_minedispenser_006_eve_choice_e_this_is_war_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\006_eve_choice_e_this_is_war\\orange_hub_minedispenser_006_eve_choice_e_this_is_war_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\007_ta_before_article\\orange_hub_minedispenser_007_ta_before_article_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\007_ta_before_article\\orange_hub_minedispenser_007_ta_before_article_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\007_ta_before_article\\orange_hub_minedispenser_007_ta_before_article_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\007_ta_before_article\\orange_hub_minedispenser_007_ta_before_article_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\008_ta_article\\orange_hub_minedispenser_008_ta_article_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\009_credits\\orange_hub_minedispenser_009_credits_editor_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\009_credits\\orange_hub_minedispenser_009_credits_editor_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\009_credits\\orange_hub_minedispenser_009_credits_editor_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\009_credits\\orange_hub_minedispenser_009_credits_editor_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\009_credits\\orange_hub_minedispenser_009_credits_editor_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\009_credits\\orange_hub_minedispenser_009_credits_editor_5.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\009_credits\\orange_hub_minedispenser_009_credits_editor_6.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\009_credits\\orange_hub_minedispenser_009_credits_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\009_credits\\orange_hub_minedispenser_009_credits_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\009_credits\\orange_hub_minedispenser_009_credits_journalist_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\009_credits\\orange_hub_minedispenser_009_credits_journalist_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\010_ta_after_credits\\orange_hub_minedispenser_010_ta_after_credits_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\010_ta_after_credits\\orange_hub_minedispenser_010_ta_after_credits_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\010_ta_after_credits\\orange_hub_minedispenser_010_ta_after_credits_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\011_eve_outro_1\\orange_hub_minedispenser_011_eve_outro_1_driver_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\011_eve_outro_1\\orange_hub_minedispenser_011_eve_outro_1_driver_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\011_eve_outro_1\\orange_hub_minedispenser_011_eve_outro_1_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\011_eve_outro_1\\orange_hub_minedispenser_011_eve_outro_1_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\011_eve_outro_1\\orange_hub_minedispenser_011_eve_outro_1_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\012_cc_outro_2\\orange_hub_minedispenser_012_cc_outro_2_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\012_cc_outro_2\\orange_hub_minedispenser_012_cc_outro_2_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\012_cc_outro_2\\orange_hub_minedispenser_012_cc_outro_2_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\012_cc_outro_2\\orange_hub_minedispenser_012_cc_outro_2_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser\\012_cc_outro_2\\orange_hub_minedispenser_012_cc_outro_2_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\035_mem_hiker_dead\\orange_hub_minedispenser_fragments_035_mem_hiker_dead_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\035_mem_hiker_dead\\orange_hub_minedispenser_fragments_035_mem_hiker_dead_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\035_mem_hiker_dead\\orange_hub_minedispenser_fragments_035_mem_hiker_dead_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\035_mem_hiker_dead\\orange_hub_minedispenser_fragments_035_mem_hiker_dead_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\036_mem_dog\\orange_hub_minedispenser_fragments_036_mem_dog_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\036_mem_dog\\orange_hub_minedispenser_fragments_036_mem_dog_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\036_mem_dog\\orange_hub_minedispenser_fragments_036_mem_dog_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\036_mem_dog\\orange_hub_minedispenser_fragments_036_mem_dog_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\036_mem_dog\\orange_hub_minedispenser_fragments_036_mem_dog_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\037_mem_east_wind\\orange_hub_minedispenser_fragments_037_mem_east_wind_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\037_mem_east_wind\\orange_hub_minedispenser_fragments_037_mem_east_wind_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\037_mem_east_wind\\orange_hub_minedispenser_fragments_037_mem_east_wind_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\037_mem_east_wind\\orange_hub_minedispenser_fragments_037_mem_east_wind_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\038_mem_history\\orange_hub_minedispenser_fragments_038_mem_history_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\038_mem_history\\orange_hub_minedispenser_fragments_038_mem_history_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\038_mem_history\\orange_hub_minedispenser_fragments_038_mem_history_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\038_mem_history\\orange_hub_minedispenser_fragments_038_mem_history_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\038_mem_history\\orange_hub_minedispenser_fragments_038_mem_history_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\039_mem_idap_letters\\orange_hub_minedispenser_fragments_039_mem_idap_letters_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\039_mem_idap_letters\\orange_hub_minedispenser_fragments_039_mem_idap_letters_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\039_mem_idap_letters\\orange_hub_minedispenser_fragments_039_mem_idap_letters_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\039_mem_idap_letters\\orange_hub_minedispenser_fragments_039_mem_idap_letters_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\040_mem_nato_invasion\\orange_hub_minedispenser_fragments_040_mem_nato_invasion_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\040_mem_nato_invasion\\orange_hub_minedispenser_fragments_040_mem_nato_invasion_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\040_mem_nato_invasion\\orange_hub_minedispenser_fragments_040_mem_nato_invasion_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\040_mem_nato_invasion\\orange_hub_minedispenser_fragments_040_mem_nato_invasion_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\040_mem_nato_invasion\\orange_hub_minedispenser_fragments_040_mem_nato_invasion_eod_4.ogg\"\n\"a3\\dubbing_f_orange\\orange_hub_minedispenser_fragments\\040_mem_nato_invasion\\orange_hub_minedispenser_fragments_040_mem_nato_invasion_eod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nser_014_ta_backpack_equipped_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\014_ta_backpack_equipped\\orange_minedispenser_014_ta_backpack_equipped_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\015_eve_detonate\\orange_minedispenser_015_eve_detonate_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\016_eve_placed\\orange_minedispenser_016_eve_placed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\016_eve_placed\\orange_minedispenser_016_eve_placed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\017_eve_loaded_1\\orange_minedispenser_017_eve_loaded_1_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\018_eve_loaded_2\\orange_minedispenser_018_eve_loaded_2_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\019_eve_loaded_3\\orange_minedispenser_019_eve_loaded_3_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\020_ex_not_placed\\orange_minedispenser_020_ex_not_placed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\020_ex_not_placed\\orange_minedispenser_020_ex_not_placed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\020_ex_not_placed\\orange_minedispenser_020_ex_not_placed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\021_ex_officer_dead_1\\orange_minedispenser_021_ex_officer_dead_1_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\022_ex_officer_dead_2\\orange_minedispenser_022_ex_officer_dead_2_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\023_ex_officer_dead_3\\orange_minedispenser_023_ex_officer_dead_3_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\024_ta_evac_officer_alive\\orange_minedispenser_024_ta_evac_officer_alive_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\024_ta_evac_officer_alive\\orange_minedispenser_024_ta_evac_officer_alive_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\024_ta_evac_officer_alive\\orange_minedispenser_024_ta_evac_officer_alive_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\024_ta_evac_officer_alive\\orange_minedispenser_024_ta_evac_officer_alive_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\025_evac_officer_dead\\orange_minedispenser_025_evac_officer_dead_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\025_evac_officer_dead\\orange_minedispenser_025_evac_officer_dead_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\025_evac_officer_dead\\orange_minedispenser_025_evac_officer_dead_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\025_evac_officer_dead\\orange_minedispenser_025_evac_officer_dead_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\025_evac_officer_dead\\orange_minedispenser_025_evac_officer_dead_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\025_evac_officer_dead\\orange_minedispenser_025_evac_officer_dead_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\026_eve_brother\\orange_minedispenser_026_eve_brother_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\026_eve_brother\\orange_minedispenser_026_eve_brother_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\026_eve_brother\\orange_minedispenser_026_eve_brother_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\027_eve_brother_executed\\orange_minedispenser_027_eve_brother_executed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\027_eve_brother_executed\\orange_minedispenser_027_eve_brother_executed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\027_eve_brother_executed\\orange_minedispenser_027_eve_brother_executed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\028_eve_brother_killed\\orange_minedispenser_028_eve_brother_killed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\028_eve_brother_killed\\orange_minedispenser_028_eve_brother_killed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\029_eve_incapacitated\\orange_minedispenser_029_eve_incapacitated_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\029_eve_incapacitated\\orange_minedispenser_029_eve_incapacitated_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\030_eve_incapacitated_executed\\orange_minedispenser_030_eve_incapacitated_executed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\031_fil_exfil_officer_alive\\orange_minedispenser_031_fil_exfil_officer_alive_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\031_fil_exfil_officer_alive\\orange_minedispenser_031_fil_exfil_officer_alive_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\031_fil_exfil_officer_alive\\orange_minedispenser_031_fil_exfil_officer_alive_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\031_fil_exfil_officer_alive\\orange_minedispenser_031_fil_exfil_officer_alive_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\031_fil_exfil_officer_alive\\orange_minedispenser_031_fil_exfil_officer_alive_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\031_fil_exfil_officer_alive\\orange_minedispenser_031_fil_exfil_officer_alive_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\032_fil_exfil_officer_dead\\orange_minedispenser_032_fil_exfil_officer_dead_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\032_fil_exfil_officer_dead\\orange_minedispenser_032_fil_exfil_officer_dead_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\032_fil_exfil_officer_dead\\orange_minedispenser_032_fil_exfil_officer_dead_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\032_fil_exfil_officer_dead\\orange_minedispenser_032_fil_exfil_officer_dead_eod_3.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\032_fil_exfil_officer_dead\\orange_minedispenser_032_fil_exfil_officer_dead_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\032_fil_exfil_officer_dead\\orange_minedispenser_032_fil_exfil_officer_dead_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\033_cc_outro_1_default\\orange_minedispenser_033_cc_outro_1_default_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\033_cc_outro_1_default\\orange_minedispenser_033_cc_outro_1_default_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\033_cc_outro_1_default\\orange_minedispenser_033_cc_outro_1_default_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\033_cc_outro_1_default\\orange_minedispenser_033_cc_outro_1_default_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\034_cc_outro_1_a_no_encounter\\orange_minedispenser_034_cc_outro_1_a_no_encounter_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\034_cc_outro_1_a_no_encounter\\orange_minedispenser_034_cc_outro_1_a_no_encounter_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\035_cc_outro_1_b_nobody_executed\\orange_minedispenser_035_cc_outro_1_b_nobody_executed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\035_cc_outro_1_b_nobody_executed\\orange_minedispenser_035_cc_outro_1_b_nobody_executed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\035_cc_outro_1_b_nobody_executed\\orange_minedispenser_035_cc_outro_1_b_nobody_executed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\036_cc_outro_1_c_some_executed\\orange_minedispenser_036_cc_outro_1_c_some_executed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\036_cc_outro_1_c_some_executed\\orange_minedispenser_036_cc_outro_1_c_some_executed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\036_cc_outro_1_c_some_executed\\orange_minedispenser_036_cc_outro_1_c_some_executed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\036_cc_outro_1_c_some_executed\\orange_minedispenser_036_cc_outro_1_c_some_executed_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\037_cc_outro_1_d_all_executed\\orange_minedispenser_037_cc_outro_1_d_all_executed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\037_cc_outro_1_d_all_executed\\orange_minedispenser_037_cc_outro_1_d_all_executed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\037_cc_outro_1_d_all_executed\\orange_minedispenser_037_cc_outro_1_d_all_executed_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\037_cc_outro_1_d_all_executed\\orange_minedispenser_037_cc_outro_1_d_all_executed_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\037_cc_outro_1_d_all_executed\\orange_minedispenser_037_cc_outro_1_d_all_executed_journalist_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\038_cc_outro_2_default\\orange_minedispenser_038_cc_outro_2_default_journalist_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\039_cc_outro_2_a_brother_not_encountered\\orange_minedispenser_039_cc_outro_2_a_brother_not_encountered_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\040_cc_outro_2_b_brother_alive\\orange_minedispenser_040_cc_outro_2_b_brother_alive_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\041_cc_outro_2_c_brother_dead\\orange_minedispenser_041_cc_outro_2_c_brother_dead_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\041_cc_outro_2_c_brother_dead\\orange_minedispenser_041_cc_outro_2_c_brother_dead_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\042_cc_outro_2_d_brother_executed\\orange_minedispenser_042_cc_outro_2_d_brother_executed_eod_0.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\042_cc_outro_2_d_brother_executed\\orange_minedispenser_042_cc_outro_2_d_brother_executed_eod_1.ogg\"\n\"a3\\dubbing_f_orange\\orange_minedispenser\\042_cc_outro_2_d_brother_executed\\orange_minedispenser_042_cc_outro_2_d_brother_executed_eod_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_6.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_7.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_8.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\001_hub_introduction\\showcase_lawsofwar_001_hub_introduction_instructor_9.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\002_sim1_introduction\\showcase_lawsofwar_002_sim1_introduction_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\002_sim1_introduction\\showcase_lawsofwar_002_sim1_introduction_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\002_sim1_introduction\\showcase_lawsofwar_002_sim1_introduction_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\002_sim1_introduction\\showcase_lawsofwar_002_sim1_introduction_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\002_sim1_introduction\\showcase_lawsofwar_002_sim1_introduction_guide_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\003_sim1_room1_introduction\\showcase_lawsofwar_003_sim1_room1_introduction_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\003_sim1_room1_introduction\\showcase_lawsofwar_003_sim1_room1_introduction_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\003_sim1_room1_introduction\\showcase_lawsofwar_003_sim1_room1_introduction_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\004_sim1_room1_recap\\showcase_lawsofwar_004_sim1_room1_recap_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\004_sim1_room1_recap\\showcase_lawsofwar_004_sim1_room1_recap_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\004_sim1_room1_recap\\showcase_lawsofwar_004_sim1_room1_recap_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\004_sim1_room1_recap\\showcase_lawsofwar_004_sim1_room1_recap_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\004_sim1_room1_recap\\showcase_lawsofwar_004_sim1_room1_recap_guide_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\004_sim1_room1_recap\\showcase_lawsofwar_004_sim1_room1_recap_guide_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\005_sim1_room2_introduction\\showcase_lawsofwar_005_sim1_room2_introduction_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\006_sim1_room2_recap\\showcase_lawsofwar_006_sim1_room2_recap_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\006_sim1_room2_recap\\showcase_lawsofwar_006_sim1_room2_recap_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\006_sim1_room2_recap\\showcase_lawsofwar_006_sim1_room2_recap_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\006_sim1_room2_recap\\showcase_lawsofwar_006_sim1_room2_recap_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\006_sim1_room2_recap\\showcase_lawsofwar_006_sim1_room2_recap_guide_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\006_sim1_room2_recap\\showcase_lawsofwar_006_sim1_room2_recap_guide_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\007_sim1_room3_introduction\\showcase_lawsofwar_007_sim1_room3_introduction_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\008_sim1_room3_recap\\showcase_lawsofwar_008_sim1_room3_recap_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\008_sim1_room3_recap\\showcase_lawsofwar_008_sim1_room3_recap_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\008_sim1_room3_recap\\showcase_lawsofwar_008_sim1_room3_recap_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\008_sim1_room3_recap\\showcase_lawsofwar_008_sim1_room3_recap_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\009_sim1_outro\\showcase_lawsofwar_009_sim1_outro_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\010_sim1_room_feedback\\showcase_lawsofwar_010_sim1_room_feedback_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\010_sim1_room_feedback\\showcase_lawsofwar_010_sim1_room_feedback_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\010_sim1_room_feedback\\showcase_lawsofwar_010_sim1_room_feedback_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\010_sim1_room_feedback\\showcase_lawsofwar_010_sim1_room_feedback_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\010_sim1_room_feedback\\showcase_lawsofwar_010_sim1_room_feedback_guide_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\010_sim1_room_feedback\\showcase_lawsofwar_010_sim1_room_feedback_guide_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\010_sim1_room_feedback\\showcase_lawsofwar_010_sim1_room_feedback_guide_6.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_10.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_11.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_12.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_13.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_14.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_15.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_16.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_17.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_18.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_19.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_20.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_21.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_22.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_23.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_24.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_25.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_26.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_27.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_28.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_29.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_30.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_6.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_7.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_8.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\011_sim1_damage_feedback\\showcase_lawsofwar_011_sim1_damage_feedback_guide_9.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\012_vr_feedback\\showcase_lawsofwar_012_vr_feedback_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\012_vr_feedback\\showcase_lawsofwar_012_vr_feedback_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\012_vr_feedback\\showcase_lawsofwar_012_vr_feedback_guide_10.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\012_vr_feedback\\showcase_lawsofwar_012_vr_feedback_guide_11.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\012_vr_feedback\\showcase_lawsofwar_012_vr_feedback_guide_12.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\012_vr_feedback\\showcase_lawsofwar_012_vr_feedback_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\012_vr_feedback\\showcase_lawsofwar_012_vr_feedback_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\012_vr_feedback\\showcase_lawsofwar_012_vr_feedback_guide_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\012_vr_feedback\\showcase_lawsofwar_012_vr_feedback_guide_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\012_vr_feedback\\showcase_lawsofwar_012_vr_feedback_guide_6.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\012_vr_feedback\\showcase_lawsofwar_012_vr_feedback_guide_7.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\012_vr_feedback\\showcase_lawsofwar_012_vr_feedback_guide_8.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\012_vr_feedback\\showcase_lawsofwar_012_vr_feedback_guide_9.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_6.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_7.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_8.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\013_hub_hints\\showcase_lawsofwar_013_hub_hints_instructor_9.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\014_hub_ambient1\\showcase_lawsofwar_014_hub_ambient1_attendee_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\014_hub_ambient1\\showcase_lawsofwar_014_hub_ambient1_attendee_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\014_hub_ambient1\\showcase_lawsofwar_014_hub_ambient1_instructor_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\015_hub_ambient2\\showcase_lawsofwar_015_hub_ambient2_attendee_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\015_hub_ambient2\\showcase_lawsofwar_015_hub_ambient2_instructor_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\015_hub_ambient2\\showcase_lawsofwar_015_hub_ambient2_instructor_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\016_hub_ambient3\\showcase_lawsofwar_016_hub_ambient3_attendee_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\017_hub_ambient4\\showcase_lawsofwar_017_hub_ambient4_recruit_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\018_hub_ambient5\\showcase_lawsofwar_018_hub_ambient5_recruit_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\019_hub_ambient6\\showcase_lawsofwar_019_hub_ambient6_recruit_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\020_sim2_introduction\\showcase_lawsofwar_020_sim2_introduction_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\020_sim2_introduction\\showcase_lawsofwar_020_sim2_introduction_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\020_sim2_introduction\\showcase_lawsofwar_020_sim2_introduction_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\021_sim2_tasks\\showcase_lawsofwar_021_sim2_tasks_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\021_sim2_tasks\\showcase_lawsofwar_021_sim2_tasks_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\021_sim2_tasks\\showcase_lawsofwar_021_sim2_tasks_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\021_sim2_tasks\\showcase_lawsofwar_021_sim2_tasks_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\021_sim2_tasks\\showcase_lawsofwar_021_sim2_tasks_guide_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\021_sim2_tasks\\showcase_lawsofwar_021_sim2_tasks_guide_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\022_sim2_op1\\showcase_lawsofwar_022_sim2_op1_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\022_sim2_op1\\showcase_lawsofwar_022_sim2_op1_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\022_sim2_op1\\showcase_lawsofwar_022_sim2_op1_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\022_sim2_op1\\showcase_lawsofwar_022_sim2_op1_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\022_sim2_op1\\showcase_lawsofwar_022_sim2_op1_guide_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\022_sim2_op1\\showcase_lawsofwar_022_sim2_op1_guide_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\022_sim2_op1\\showcase_lawsofwar_022_sim2_op1_guide_6.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\023_sim2_op2\\showcase_lawsofwar_023_sim2_op2_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\023_sim2_op2\\showcase_lawsofwar_023_sim2_op2_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\023_sim2_op2\\showcase_lawsofwar_023_sim2_op2_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\024_sim2_outro\\showcase_lawsofwar_024_sim2_outro_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\024_sim2_outro\\showcase_lawsofwar_024_sim2_outro_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\025_sim3_introduction\\showcase_lawsofwar_025_sim3_introduction_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\025_sim3_introduction\\showcase_lawsofwar_025_sim3_introduction_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\026_sim3_tasks\\showcase_lawsofwar_026_sim3_tasks_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_10.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_11.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_12.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_6.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_7.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_8.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\027_sim3_op1\\showcase_lawsofwar_027_sim3_op1_guide_9.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\028_sim3_outro\\showcase_lawsofwar_028_sim3_outro_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\028_sim3_outro\\showcase_lawsofwar_028_sim3_outro_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\028_sim3_outro\\showcase_lawsofwar_028_sim3_outro_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\029_sim1_aim_feedback\\showcase_lawsofwar_029_sim1_aim_feedback_guide_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\029_sim1_aim_feedback\\showcase_lawsofwar_029_sim1_aim_feedback_guide_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\029_sim1_aim_feedback\\showcase_lawsofwar_029_sim1_aim_feedback_guide_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\029_sim1_aim_feedback\\showcase_lawsofwar_029_sim1_aim_feedback_guide_3.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\029_sim1_aim_feedback\\showcase_lawsofwar_029_sim1_aim_feedback_guide_4.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\029_sim1_aim_feedback\\showcase_lawsofwar_029_sim1_aim_feedback_guide_5.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\030_hub_outro\\showcase_lawsofwar_030_hub_outro_instructor_0.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\030_hub_outro\\showcase_lawsofwar_030_hub_outro_instructor_1.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\030_hub_outro\\showcase_lawsofwar_030_hub_outro_instructor_2.ogg\"\n\"a3\\dubbing_f_orange\\showcase_lawsofwar\\031_hub_ambient7\\showcase_lawsofwar_031_hub_ambient7_instructor_0.ogg\"\n\"a3\\dubbing_f_orange\\template\\001_template\\template_001_template_template_0.ogg\"\n```"},{"heading":"dubbing_f_tank","level":4,"markdown":"```\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdengineer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdengineer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdengineer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdplayer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdplayer_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdzulu_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdzulu_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\001_ta_opening_speech\\ta_showcase_tank_destroyers_001_ta_opening_speech_tdzulu_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\002_am_player_in_rhino\\ta_showcase_tank_destroyers_002_am_player_in_rhino_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\002_am_player_in_rhino\\ta_showcase_tank_destroyers_002_am_player_in_rhino_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\002_am_player_in_rhino\\ta_showcase_tank_destroyers_002_am_player_in_rhino_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\002_am_player_in_rhino\\ta_showcase_tank_destroyers_002_am_player_in_rhino_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\002_am_player_in_rhino\\ta_showcase_tank_destroyers_002_am_player_in_rhino_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\003_in_fcs_repaired\\ta_showcase_tank_destroyers_003_in_fcs_repaired_tdengineer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\003_in_fcs_repaired\\ta_showcase_tank_destroyers_003_in_fcs_repaired_tdengineer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\003_in_fcs_repaired\\ta_showcase_tank_destroyers_003_in_fcs_repaired_tdengineer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\003_in_fcs_repaired\\ta_showcase_tank_destroyers_003_in_fcs_repaired_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\004_am_task_update\\ta_showcase_tank_destroyers_004_am_task_update_tdcharlie_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\004_am_task_update\\ta_showcase_tank_destroyers_004_am_task_update_tdcharlie_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\004_am_task_update\\ta_showcase_tank_destroyers_004_am_task_update_tdcharlie_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\004_am_task_update\\ta_showcase_tank_destroyers_004_am_task_update_tdcharlie_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\004_am_task_update\\ta_showcase_tank_destroyers_004_am_task_update_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\004_am_task_update\\ta_showcase_tank_destroyers_004_am_task_update_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\004_am_task_update\\ta_showcase_tank_destroyers_004_am_task_update_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdcharlie_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdcharlie_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdcharlie_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdcharlie_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdcharlie_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdcharlie_5.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\005_ta_player_at_position\\ta_showcase_tank_destroyers_005_ta_player_at_position_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\006_in_spotter_hurry_01\\ta_showcase_tank_destroyers_006_in_spotter_hurry_01_tdcharlie_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\006_in_spotter_hurry_01\\ta_showcase_tank_destroyers_006_in_spotter_hurry_01_tdcharlie_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\007_in_spotter_hurry_02\\ta_showcase_tank_destroyers_007_in_spotter_hurry_02_tdcharlie_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\007_in_spotter_hurry_02\\ta_showcase_tank_destroyers_007_in_spotter_hurry_02_tdcharlie_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\008_eve_player_target\\ta_showcase_tank_destroyers_008_eve_player_target_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\008_eve_player_target\\ta_showcase_tank_destroyers_008_eve_player_target_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\009_ta_spotter_killed\\ta_showcase_tank_destroyers_009_ta_spotter_killed_tdcharlie_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\009_ta_spotter_killed\\ta_showcase_tank_destroyers_009_ta_spotter_killed_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\010_ta_counterattack_in\\ta_showcase_tank_destroyers_010_ta_counterattack_in_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\011_ta_counterattack_uav\\ta_showcase_tank_destroyers_011_ta_counterattack_uav_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\012_ta_counterattack_out\\ta_showcase_tank_destroyers_012_ta_counterattack_out_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\013_ta_counterattack_eliminated\\ta_showcase_tank_destroyers_013_ta_counterattack_eliminated_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\013_ta_counterattack_eliminated\\ta_showcase_tank_destroyers_013_ta_counterattack_eliminated_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\013_ta_counterattack_eliminated\\ta_showcase_tank_destroyers_013_ta_counterattack_eliminated_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\013_ta_counterattack_eliminated\\ta_showcase_tank_destroyers_013_ta_counterattack_eliminated_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\014_ta_destroy_aa\\ta_showcase_tank_destroyers_014_ta_destroy_aa_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\014_ta_destroy_aa\\ta_showcase_tank_destroyers_014_ta_destroy_aa_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\014_ta_destroy_aa\\ta_showcase_tank_destroyers_014_ta_destroy_aa_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\014_ta_destroy_aa\\ta_showcase_tank_destroyers_014_ta_destroy_aa_tdhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\014_ta_destroy_aa\\ta_showcase_tank_destroyers_014_ta_destroy_aa_tdhq_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\014_ta_destroy_aa\\ta_showcase_tank_destroyers_014_ta_destroy_aa_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\015_ta_destroy_aa_confirmed\\ta_showcase_tank_destroyers_015_ta_destroy_aa_confirmed_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\016_ta_destroy_aa_no_ammo\\ta_showcase_tank_destroyers_016_ta_destroy_aa_no_ammo_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\016_ta_destroy_aa_no_ammo\\ta_showcase_tank_destroyers_016_ta_destroy_aa_no_ammo_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\017_ta_destroy_aa_missed\\ta_showcase_tank_destroyers_017_ta_destroy_aa_missed_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\017_ta_destroy_aa_missed\\ta_showcase_tank_destroyers_017_ta_destroy_aa_missed_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\017_ta_destroy_aa_missed\\ta_showcase_tank_destroyers_017_ta_destroy_aa_missed_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\017_ta_destroy_aa_missed\\ta_showcase_tank_destroyers_017_ta_destroy_aa_missed_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\018_ta_destroy_aa_complete\\ta_showcase_tank_destroyers_018_ta_destroy_aa_complete_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\018_ta_destroy_aa_complete\\ta_showcase_tank_destroyers_018_ta_destroy_aa_complete_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdhq_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdzulu_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\019_ta_redirect\\ta_showcase_tank_destroyers_019_ta_redirect_tdzulu_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\020_ta_win_hq_in\\ta_showcase_tank_destroyers_020_ta_win_hq_in_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\020_ta_win_hq_in\\ta_showcase_tank_destroyers_020_ta_win_hq_in_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\020_ta_win_hq_in\\ta_showcase_tank_destroyers_020_ta_win_hq_in_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\020_ta_win_hq_in\\ta_showcase_tank_destroyers_020_ta_win_hq_in_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\021_am_win_zulu\\ta_showcase_tank_destroyers_021_am_win_zulu_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\021_am_win_zulu\\ta_showcase_tank_destroyers_021_am_win_zulu_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\021_am_win_zulu\\ta_showcase_tank_destroyers_021_am_win_zulu_tdzulu_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\022_am_win_bet_lower\\ta_showcase_tank_destroyers_022_am_win_bet_lower_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\022_am_win_bet_lower\\ta_showcase_tank_destroyers_022_am_win_bet_lower_tdzulu_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\023_am_win_bet_equal\\ta_showcase_tank_destroyers_023_am_win_bet_equal_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\023_am_win_bet_equal\\ta_showcase_tank_destroyers_023_am_win_bet_equal_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\023_am_win_bet_equal\\ta_showcase_tank_destroyers_023_am_win_bet_equal_tdplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\023_am_win_bet_equal\\ta_showcase_tank_destroyers_023_am_win_bet_equal_tdzulu_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\024_am_win_bet_higher\\ta_showcase_tank_destroyers_024_am_win_bet_higher_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\024_am_win_bet_higher\\ta_showcase_tank_destroyers_024_am_win_bet_higher_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\024_am_win_bet_higher\\ta_showcase_tank_destroyers_024_am_win_bet_higher_tdzulu_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\025_eve_goats_killed_charlie\\ta_showcase_tank_destroyers_025_eve_goats_killed_charlie_tdcharlie_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\025_eve_goats_killed_charlie\\ta_showcase_tank_destroyers_025_eve_goats_killed_charlie_tdcharlie_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\026_eve_goats_killed\\ta_showcase_tank_destroyers_026_eve_goats_killed_tdcharlie_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\027_ex_rhino_lost_accident\\ta_showcase_tank_destroyers_027_ex_rhino_lost_accident_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\027_ex_rhino_lost_accident\\ta_showcase_tank_destroyers_027_ex_rhino_lost_accident_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\027_ex_rhino_lost_accident\\ta_showcase_tank_destroyers_027_ex_rhino_lost_accident_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\027_ex_rhino_lost_accident\\ta_showcase_tank_destroyers_027_ex_rhino_lost_accident_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\027_ex_rhino_lost_accident\\ta_showcase_tank_destroyers_027_ex_rhino_lost_accident_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\028_ex_rhino_lost\\ta_showcase_tank_destroyers_028_ex_rhino_lost_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\028_ex_rhino_lost\\ta_showcase_tank_destroyers_028_ex_rhino_lost_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\028_ex_rhino_lost\\ta_showcase_tank_destroyers_028_ex_rhino_lost_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\028_ex_rhino_lost\\ta_showcase_tank_destroyers_028_ex_rhino_lost_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\028_ex_rhino_lost\\ta_showcase_tank_destroyers_028_ex_rhino_lost_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\029_ex_aa_ignored\\ta_showcase_tank_destroyers_029_ex_aa_ignored_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\029_ex_aa_ignored\\ta_showcase_tank_destroyers_029_ex_aa_ignored_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\029_ex_aa_ignored\\ta_showcase_tank_destroyers_029_ex_aa_ignored_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\030_ex_yankee_gone\\ta_showcase_tank_destroyers_030_ex_yankee_gone_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\030_ex_yankee_gone\\ta_showcase_tank_destroyers_030_ex_yankee_gone_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\030_ex_yankee_gone\\ta_showcase_tank_destroyers_030_ex_yankee_gone_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\031_ex_win_zulu_gone\\ta_showcase_tank_destroyers_031_ex_win_zulu_gone_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\031_ex_win_zulu_gone\\ta_showcase_tank_destroyers_031_ex_win_zulu_gone_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\031_ex_win_zulu_gone\\ta_showcase_tank_destroyers_031_ex_win_zulu_gone_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\031_ex_win_zulu_gone\\ta_showcase_tank_destroyers_031_ex_win_zulu_gone_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\032_ex_leaving_ao\\ta_showcase_tank_destroyers_032_ex_leaving_ao_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\032_ex_leaving_ao\\ta_showcase_tank_destroyers_032_ex_leaving_ao_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\033_ex_left_ao\\ta_showcase_tank_destroyers_033_ex_left_ao_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\034_ex_darter_destroyed\\ta_showcase_tank_destroyers_034_ex_darter_destroyed_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\035_ex_fuel_leak\\ta_showcase_tank_destroyers_035_ex_fuel_leak_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\035_ex_fuel_leak\\ta_showcase_tank_destroyers_035_ex_fuel_leak_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\036_ex_fuel_leak_fail\\ta_showcase_tank_destroyers_036_ex_fuel_leak_fail_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\036_ex_fuel_leak_fail\\ta_showcase_tank_destroyers_036_ex_fuel_leak_fail_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\036_ex_fuel_leak_fail\\ta_showcase_tank_destroyers_036_ex_fuel_leak_fail_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\036_ex_fuel_leak_fail\\ta_showcase_tank_destroyers_036_ex_fuel_leak_fail_tdplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\036_ex_fuel_leak_fail\\ta_showcase_tank_destroyers_036_ex_fuel_leak_fail_tdplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\037_ex_zulu_gone\\ta_showcase_tank_destroyers_037_ex_zulu_gone_tdhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\037_ex_zulu_gone\\ta_showcase_tank_destroyers_037_ex_zulu_gone_tdhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\037_ex_zulu_gone\\ta_showcase_tank_destroyers_037_ex_zulu_gone_tdhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_showcase_tank_destroyers\\037_ex_zulu_gone\\ta_showcase_tank_destroyers_037_ex_zulu_gone_tdhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\001_int_introduction\\ta_tanks_m01_001_int_introduction_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\001_int_introduction\\ta_tanks_m01_001_int_introduction_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\001_int_introduction\\ta_tanks_m01_001_int_introduction_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\002_loc_no_access\\ta_tanks_m01_002_loc_no_access_arguard_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\002_loc_no_access\\ta_tanks_m01_002_loc_no_access_arguard_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\003_sfx_announcement_01\\ta_tanks_m01_003_sfx_announcement_01_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\003_sfx_announcement_01\\ta_tanks_m01_003_sfx_announcement_01_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\004_ap_nyx_close\\ta_tanks_m01_004_ap_nyx_close_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\004_ap_nyx_close\\ta_tanks_m01_004_ap_nyx_close_ardriver_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\004_ap_nyx_close\\ta_tanks_m01_004_ap_nyx_close_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\004_ap_nyx_close\\ta_tanks_m01_004_ap_nyx_close_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\004_ap_nyx_close\\ta_tanks_m01_004_ap_nyx_close_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\005_ta_nyx_inside\\ta_tanks_m01_005_ta_nyx_inside_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\005_ta_nyx_inside\\ta_tanks_m01_005_ta_nyx_inside_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\005_ta_nyx_inside\\ta_tanks_m01_005_ta_nyx_inside_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\005_ta_nyx_inside\\ta_tanks_m01_005_ta_nyx_inside_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\005_ta_nyx_inside\\ta_tanks_m01_005_ta_nyx_inside_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\005_ta_nyx_inside\\ta_tanks_m01_005_ta_nyx_inside_arplayer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_ardriver_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_ardriver_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_ardriver_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_ardriver_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_ardriver_5.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_ardriver_6.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\006_fil_conv_01\\ta_tanks_m01_006_fil_conv_01_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_ardriver_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_ardriver_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_ardriver_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\007_fil_conv_02\\ta_tanks_m01_007_fil_conv_02_arplayer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_ardriver_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_ardriver_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_arplayer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_arplayer_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_arplayer_5.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\008_fil_conv_03\\ta_tanks_m01_008_fil_conv_03_arplayer_6.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\009_ap_checkpoint_a\\ta_tanks_m01_009_ap_checkpoint_a_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\010_ap_checkpoint_a_wait\\ta_tanks_m01_010_ap_checkpoint_a_wait_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_5.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_6.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arofficer_7.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\011_ta_checkpoint_a\\ta_tanks_m01_011_ta_checkpoint_a_arplayer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\012_am_checkpoint_a_report\\ta_tanks_m01_012_am_checkpoint_a_report_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\012_am_checkpoint_a_report\\ta_tanks_m01_012_am_checkpoint_a_report_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\012_am_checkpoint_a_report\\ta_tanks_m01_012_am_checkpoint_a_report_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\012_am_checkpoint_a_report\\ta_tanks_m01_012_am_checkpoint_a_report_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\013_eve_hunter_approach\\ta_tanks_m01_013_eve_hunter_approach_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\013_eve_hunter_approach\\ta_tanks_m01_013_eve_hunter_approach_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\013_eve_hunter_approach\\ta_tanks_m01_013_eve_hunter_approach_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\013_eve_hunter_approach\\ta_tanks_m01_013_eve_hunter_approach_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\014_eve_hunter\\ta_tanks_m01_014_eve_hunter_arhunter_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\015_eve_hunter_killed\\ta_tanks_m01_015_eve_hunter_killed_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\016_eve_hunter_alive_report\\ta_tanks_m01_016_eve_hunter_alive_report_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\016_eve_hunter_alive_report\\ta_tanks_m01_016_eve_hunter_alive_report_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\017_eve_hunter_dead_report\\ta_tanks_m01_017_eve_hunter_dead_report_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\018_eve_hunter_report_out\\ta_tanks_m01_018_eve_hunter_report_out_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\018_eve_hunter_report_out\\ta_tanks_m01_018_eve_hunter_report_out_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\019_ap_checkpoint_b\\ta_tanks_m01_019_ap_checkpoint_b_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\019_ap_checkpoint_b\\ta_tanks_m01_019_ap_checkpoint_b_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\019_ap_checkpoint_b\\ta_tanks_m01_019_ap_checkpoint_b_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\020_ap_checkpoint_b_alone\\ta_tanks_m01_020_ap_checkpoint_b_alone_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01\\020_ap_checkpoint_b_alone\\ta_tanks_m01_020_ap_checkpoint_b_alone_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m01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3\\dubbing_f_tank\\ta_tanks_m02\\018_eve_support_inf01_casualties_light\\ta_tanks_m02_018_eve_support_inf01_casualties_light_arinfantrya_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\018_eve_support_inf01_casualties_light\\ta_tanks_m02_018_eve_support_inf01_casualties_light_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\019_eve_support_inf01_casualties_heavy\\ta_tanks_m02_019_eve_support_inf01_casualties_heavy_arinfantrya_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\019_eve_support_inf01_casualties_heavy\\ta_tanks_m02_019_eve_support_inf01_casualties_heavy_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\020_eve_support_inf02_casualties_light\\ta_tanks_m02_020_eve_support_inf02_casualties_light_arinfantryb_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\020_eve_support_inf02_casualties_light\\ta_tanks_m02_020_eve_support_inf02_casualties_light_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\021_eve_support_inf02_casualties_heavy\\ta_tanks_m02_021_eve_support_inf02_casualties_heavy_arinfantryb_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\021_eve_support_inf02_casualties_heavy\\ta_tanks_m02_021_eve_support_inf02_casualties_heavy_arinfantryb_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\021_eve_support_inf02_casualties_heavy\\ta_tanks_m02_021_eve_support_inf02_casualties_heavy_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\022_eve_support_tank_ko\\ta_tanks_m02_022_eve_support_tank_ko_artank_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\022_eve_support_tank_ko\\ta_tanks_m02_022_eve_support_tank_ko_artank_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\023_eve_support_tank_destroyed\\ta_tanks_m02_023_eve_support_tank_destroyed_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\023_eve_support_tank_destroyed\\ta_tanks_m02_023_eve_support_tank_destroyed_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\023_eve_support_tank_destroyed\\ta_tanks_m02_023_eve_support_tank_destroyed_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\023_eve_support_tank_destroyed\\ta_tanks_m02_023_eve_support_tank_destroyed_arinfantrya_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\024_eve_support_vehicle01_ko\\ta_tanks_m02_024_eve_support_vehicle01_ko_arvehiclea_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\025_eve_support_vehicle01_destroyed\\ta_tanks_m02_025_eve_support_vehicle01_destroyed_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\026_eve_support_vehicle02_ko\\ta_tanks_m02_026_eve_support_vehicle02_ko_arvehicleb_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\027_eve_support_vehicle02_destroyed\\ta_tanks_m02_027_eve_support_vehicle02_destroyed_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\028_eve_aircraft_destroyed\\ta_tanks_m02_028_eve_aircraft_destroyed_arinfantryb_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\028_eve_aircraft_destroyed\\ta_tanks_m02_028_eve_aircraft_destroyed_arinfantryb_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\029_eve_hostile_tank_destroyed\\ta_tanks_m02_029_eve_hostile_tank_destroyed_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\030_ex_leaving_ao\\ta_tanks_m02_030_ex_leaving_ao_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\030_ex_leaving_ao\\ta_tanks_m02_030_ex_leaving_ao_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\031_ex_left_ao\\ta_tanks_m02_031_ex_left_ao_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\031_ex_left_ao\\ta_tanks_m02_031_ex_left_ao_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\032_ex_fubar\\ta_tanks_m02_032_ex_fubar_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\033_ex_insubordination\\ta_tanks_m02_033_ex_insubordination_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\033_ex_insubordination\\ta_tanks_m02_033_ex_insubordination_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\034_intro\\ta_tanks_m02_034_intro_01_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\034_intro\\ta_tanks_m02_034_intro_01_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\034_intro\\ta_tanks_m02_034_intro_02_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\034_intro\\ta_tanks_m02_034_intro_02_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\034_intro\\ta_tanks_m02_034_intro_03_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\034_intro\\ta_tanks_m02_034_intro_03_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\034_intro\\ta_tanks_m02_034_intro_04_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\034_intro\\ta_tanks_m02_034_intro_05_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m02\\034_intro\\ta_tanks_m02_034_intro_05_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\001_int_introduction_in\\ta_tanks_m03_001_int_introduction_in_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\002_ta_introduction_out\\ta_tanks_m03_002_ta_introduction_out_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\002_ta_introduction_out\\ta_tanks_m03_002_ta_introduction_out_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\002_ta_introduction_out\\ta_tanks_m03_002_ta_introduction_out_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\003_in_inside_angara\\ta_tanks_m03_003_in_inside_angara_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\003_in_inside_angara\\ta_tanks_m03_003_in_inside_angara_ardriver_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\003_in_inside_angara\\ta_tanks_m03_003_in_inside_angara_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\003_in_inside_angara\\ta_tanks_m03_003_in_inside_angara_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\003_in_inside_angara\\ta_tanks_m03_003_in_inside_angara_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\004_ta_angara_unknown\\ta_tanks_m03_004_ta_angara_unknown_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\004_ta_angara_unknown\\ta_tanks_m03_004_ta_angara_unknown_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\004_ta_angara_unknown\\ta_tanks_m03_004_ta_angara_unknown_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\004_ta_angara_unknown\\ta_tanks_m03_004_ta_angara_unknown_arhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\004_ta_angara_unknown\\ta_tanks_m03_004_ta_angara_unknown_arhq_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\004_ta_angara_unknown\\ta_tanks_m03_004_ta_angara_unknown_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\005_ta_angara02_discovered\\ta_tanks_m03_005_ta_angara02_discovered_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\005_ta_angara02_discovered\\ta_tanks_m03_005_ta_angara02_discovered_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\005_ta_angara02_discovered\\ta_tanks_m03_005_ta_angara02_discovered_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\006_ex_angara02_discovered_alone\\ta_tanks_m03_006_ex_angara02_discovered_alone_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\006_ex_angara02_discovered_alone\\ta_tanks_m03_006_ex_angara02_discovered_alone_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\007_ta_angara02_inside\\ta_tanks_m03_007_ta_angara02_inside_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\008_ta_angara02_report\\ta_tanks_m03_008_ta_angara02_report_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\008_ta_angara02_report\\ta_tanks_m03_008_ta_angara02_report_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\008_ta_angara02_report\\ta_tanks_m03_008_ta_angara02_report_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\008_ta_angara02_report\\ta_tanks_m03_008_ta_angara02_report_arhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\008_ta_angara02_report\\ta_tanks_m03_008_ta_angara02_report_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\008_ta_angara02_report\\ta_tanks_m03_008_ta_angara02_report_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\008_ta_angara02_report\\ta_tanks_m03_008_ta_angara02_report_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\008_ta_angara02_report\\ta_tanks_m03_008_ta_angara02_report_arplayer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\009_ta_angara02_destroyed\\ta_tanks_m03_009_ta_angara02_destroyed_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\009_ta_angara02_destroyed\\ta_tanks_m03_009_ta_angara02_destroyed_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\010_am_incoming\\ta_tanks_m03_010_am_incoming_ardefenderc_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\010_am_incoming\\ta_tanks_m03_010_am_incoming_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\011_am_tanks_spotted01\\ta_tanks_m03_011_am_tanks_spotted01_ardefenderb_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\011_am_tanks_spotted01\\ta_tanks_m03_011_am_tanks_spotted01_ardefenderb_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\011_am_tanks_spotted01\\ta_tanks_m03_011_am_tanks_spotted01_ardefenderb_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\011_am_tanks_spotted01\\ta_tanks_m03_011_am_tanks_spotted01_ardefenderb_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\011_am_tanks_spotted01\\ta_tanks_m03_011_am_tanks_spotted01_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\012_am_tanks_spotted02\\ta_tanks_m03_012_am_tanks_spotted02_ardefenderd_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\012_am_tanks_spotted02\\ta_tanks_m03_012_am_tanks_spotted02_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\012_am_tanks_spotted02\\ta_tanks_m03_012_am_tanks_spotted02_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\013_am_tanks_destroyed\\ta_tanks_m03_013_am_tanks_destroyed_ardefenderd_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\013_am_tanks_destroyed\\ta_tanks_m03_013_am_tanks_destroyed_ardefenderd_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\013_am_tanks_destroyed\\ta_tanks_m03_013_am_tanks_destroyed_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\014_am_artemis_wiped_out\\ta_tanks_m03_014_am_artemis_wiped_out_ardefenderd_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\014_am_artemis_wiped_out\\ta_tanks_m03_014_am_artemis_wiped_out_ardefenderd_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\014_am_artemis_wiped_out\\ta_tanks_m03_014_am_artemis_wiped_out_ardefenderd_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\014_am_artemis_wiped_out\\ta_tanks_m03_014_am_artemis_wiped_out_ardefenderd_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\014_am_artemis_wiped_out\\ta_tanks_m03_014_am_artemis_wiped_out_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\014_am_artemis_wiped_out\\ta_tanks_m03_014_am_artemis_wiped_out_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_ardefenderb_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_ardefenderb_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_ardefenderb_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_arhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_arhq_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_arhq_5.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\015_am_tanks_passed\\ta_tanks_m03_015_am_tanks_passed_arhq_6.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\016_am_panagia\\ta_tanks_m03_016_am_panagia_ardefendera_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\016_am_panagia\\ta_tanks_m03_016_am_panagia_ardefendera_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\016_am_panagia\\ta_tanks_m03_016_am_panagia_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\016_am_panagia\\ta_tanks_m03_016_am_panagia_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\017_am_first_line_broken\\ta_tanks_m03_017_am_first_line_broken_ardefenderc_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\017_am_first_line_broken\\ta_tanks_m03_017_am_first_line_broken_ardefenderc_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\018_ta_defense_succeeded_in\\ta_tanks_m03_018_ta_defense_succeeded_in_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\018_ta_defense_succeeded_in\\ta_tanks_m03_018_ta_defense_succeeded_in_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\018_ta_defense_succeeded_in\\ta_tanks_m03_018_ta_defense_succeeded_in_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\019_ta_defense_succeeded_alone_in\\ta_tanks_m03_019_ta_defense_succeeded_alone_in_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\019_ta_defense_succeeded_alone_in\\ta_tanks_m03_019_ta_defense_succeeded_alone_in_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\020_ta_defence_succeeded_panagia\\ta_tanks_m03_020_ta_defence_succeeded_panagia_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\020_ta_defence_succeeded_panagia\\ta_tanks_m03_020_ta_defence_succeeded_panagia_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\020_ta_defence_succeeded_panagia\\ta_tanks_m03_020_ta_defence_succeeded_panagia_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\020_ta_defence_succeeded_panagia\\ta_tanks_m03_020_ta_defence_succeeded_panagia_arhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\020_ta_defence_succeeded_panagia\\ta_tanks_m03_020_ta_defence_succeeded_panagia_arhq_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\020_ta_defence_succeeded_panagia\\ta_tanks_m03_020_ta_defence_succeeded_panagia_arhq_5.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\021_ta_defence_succeeded_panagia_affirmative_out\\ta_tanks_m03_021_ta_defence_succeeded_panagia_affirmative_out_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\022_ta_defence_succeeded_panagia_negative_in\\ta_tanks_m03_022_ta_defence_succeeded_panagia_negative_in_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\022_ta_defence_succeeded_panagia_negative_in\\ta_tanks_m03_022_ta_defence_succeeded_panagia_negative_in_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\023_ta_defence_succeeded_panagia_negative_out\\ta_tanks_m03_023_ta_defence_succeeded_panagia_negative_out_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\023_ta_defence_succeeded_panagia_negative_out\\ta_tanks_m03_023_ta_defence_succeeded_panagia_negative_out_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\023_ta_defence_succeeded_panagia_negative_out\\ta_tanks_m03_023_ta_defence_succeeded_panagia_negative_out_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\023_ta_defence_succeeded_panagia_negative_out\\ta_tanks_m03_023_ta_defence_succeeded_panagia_negative_out_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\023_ta_defence_succeeded_panagia_negative_out\\ta_tanks_m03_023_ta_defence_succeeded_panagia_negative_out_arplayer_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\023_ta_defence_succeeded_panagia_negative_out\\ta_tanks_m03_023_ta_defence_succeeded_panagia_negative_out_arplayer_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\024_ta_defence_succeeded_panagia_negative_tank_damaged\\ta_tanks_m03_024_ta_defence_succeeded_panagia_negative_tank_damaged_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\024_ta_defence_succeeded_panagia_negative_tank_damaged\\ta_tanks_m03_024_ta_defence_succeeded_panagia_negative_tank_damaged_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\024_ta_defence_succeeded_panagia_negative_tank_damaged\\ta_tanks_m03_024_ta_defence_succeeded_panagia_negative_tank_damaged_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\024_ta_defence_succeeded_panagia_negative_tank_damaged\\ta_tanks_m03_024_ta_defence_succeeded_panagia_negative_tank_damaged_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\025_ta_defence_succeeded_panagia_negative_tank_damaged_out\\ta_tanks_m03_025_ta_defence_succeeded_panagia_negative_tank_damaged_out_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he\\ta_tanks_m03_026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he\\ta_tanks_m03_026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he\\ta_tanks_m03_026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he\\ta_tanks_m03_026_ta_defence_succeeded_panagia_negative_tank_damaged_no_he_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\027_eve_hurry_up\\ta_tanks_m03_027_eve_hurry_up_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\027_eve_hurry_up\\ta_tanks_m03_027_eve_hurry_up_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\027_eve_hurry_up\\ta_tanks_m03_027_eve_hurry_up_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\027_eve_hurry_up\\ta_tanks_m03_027_eve_hurry_up_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\028_ta_mission_complete\\ta_tanks_m03_028_ta_mission_complete_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\028_ta_mission_complete\\ta_tanks_m03_028_ta_mission_complete_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\028_ta_mission_complete\\ta_tanks_m03_028_ta_mission_complete_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\028_ta_mission_complete\\ta_tanks_m03_028_ta_mission_complete_arhq_3.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\028_ta_mission_complete\\ta_tanks_m03_028_ta_mission_complete_arhq_4.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\028_ta_mission_complete\\ta_tanks_m03_028_ta_mission_complete_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\029_ta_angara01_destroyed\\ta_tanks_m03_029_ta_angara01_destroyed_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\029_ta_angara01_destroyed\\ta_tanks_m03_029_ta_angara01_destroyed_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\030_am_blackfoot_message\\ta_tanks_m03_030_am_blackfoot_message_arpilot_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\030_am_blackfoot_message\\ta_tanks_m03_030_am_blackfoot_message_arpilot_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\030_am_blackfoot_message\\ta_tanks_m03_030_am_blackfoot_message_arpilot_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\031_eve_enemy_tank_destroyed01\\ta_tanks_m03_031_eve_enemy_tank_destroyed01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\032_eve_enemy_tank_destroyed02\\ta_tanks_m03_032_eve_enemy_tank_destroyed02_ardriver_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\032_eve_enemy_tank_destroyed02\\ta_tanks_m03_032_eve_enemy_tank_destroyed02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\033_ex_angara01_destroyed\\ta_tanks_m03_033_ex_angara01_destroyed_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\034_ex_angara_destroyed\\ta_tanks_m03_034_ex_angara_destroyed_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\034_ex_angara_destroyed\\ta_tanks_m03_034_ex_angara_destroyed_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\035_ex_angara_destroyed_alone\\ta_tanks_m03_035_ex_angara_destroyed_alone_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\035_ex_angara_destroyed_alone\\ta_tanks_m03_035_ex_angara_destroyed_alone_arplayer_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\036_eve_player_injured\\ta_tanks_m03_036_eve_player_injured_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\037_ex_leaving_ao\\ta_tanks_m03_037_ex_leaving_ao_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\038_ex_left_ao\\ta_tanks_m03_038_ex_left_ao_arhq_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\038_ex_left_ao\\ta_tanks_m03_038_ex_left_ao_arhq_1.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\038_ex_left_ao\\ta_tanks_m03_038_ex_left_ao_arhq_2.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\039_intro\\ta_tanks_m03_039_intro_01_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\039_intro\\ta_tanks_m03_039_intro_01_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\039_intro\\ta_tanks_m03_039_intro_02_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\039_intro\\ta_tanks_m03_039_intro_02_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\039_intro\\ta_tanks_m03_039_intro_03_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\039_intro\\ta_tanks_m03_039_intro_03_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\039_intro\\ta_tanks_m03_039_intro_04_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_01a_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_01b_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_02_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_02_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_03a_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_03b_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_04_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_05_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_05a_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_05b_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_06a_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_06a_02_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_06b_01_arplayer_0.ogg\"\n\"a3\\dubbing_f_tank\\ta_tanks_m03\\040_outro\\ta_tanks_m03_040_outro_06b_02_arplayer_0.ogg\"\n```"},{"heading":"dubbing_f_warlords","level":4,"markdown":"```\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\airdrop.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\canceled.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\defeat.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\destination.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\dropzone.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\enemy_advancing.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\fast_travel.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\incoming.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\initialized.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\lost.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\reset.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\scan.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\scan_terminated.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\sector.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\seized.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\selected.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\under_attack.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\victory.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\blufor\\voting.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\airdrop.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\canceled.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\defeat.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\destination.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\dropzone.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\enemy_advancing.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\fast_travel.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\incoming.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\initialized.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\lost.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\reset.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\scan.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\scan_terminated.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\sector.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\seized.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\selected.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\under_attack.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\victory.ogg\"\n\"a3\\dubbing_f_warlords\\announcer\\opfor\\voting.ogg\"\n```"},{"heading":"missions_f\\data","level":4,"markdown":"```\n\"a3\\missions_f\\data\\sounds\\border_in.ogg\"\n\"a3\\missions_f\\data\\sounds\\border_out.ogg\"\n\"a3\\missions_f\\data\\sounds\\click.wss\"\n\"a3\\missions_f\\data\\sounds\\radio_track_01.ogg\"\n\"a3\\missions_f\\data\\sounds\\radio_track_02.ogg\"\n\"a3\\missions_f\\data\\sounds\\radio_track_03.ogg\"\n```"},{"heading":"missions_f_beta\\data","level":4,"markdown":"```\n\"a3\\missions_f_beta\\data\\sounds\\eaudecombat_radio.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\checkpoint_clear.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\checkpoint_not_clear.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\course_active.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\course_active2.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\drill_finish.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\drill_start.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\skeet_launch1.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\skeet_launch2.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\target_pop-down_large.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\target_pop-down_small.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\target_pop-up_large.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\target_pop-up_small.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\firing_drills\\timer.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\showcase_night\\flare_loop.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\showcase_night\\flaregun_1.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\showcase_night\\flaregun_2.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\showcase_night\\flaregun_3.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\showcase_night\\flaregun_4.wss\"\n\"a3\\missions_f_beta\\data\\sounds\\showcase_night\\flaregun_shoot.wss\"\n```"},{"heading":"missions_f_bootcamp\\data","level":4,"markdown":"```\n\"a3\\missions_f_bootcamp\\data\\sounds\\assemble_target.wss\"\n\"a3\\missions_f_bootcamp\\data\\sounds\\surrender_fall.wss\"\n\"a3\\missions_f_bootcamp\\data\\sounds\\surrender_stand_up.wss\"\n\"a3\\missions_f_bootcamp\\data\\sounds\\vr_goggles.wss\"\n\"a3\\missions_f_bootcamp\\data\\sounds\\vr_shutdown.wss\"\n\"a3\\missions_f_bootcamp\\data\\sounds\\wind_big.wss\"\n\"a3\\missions_f_bootcamp\\data\\sounds\\wind_normal.wss\"\n\"a3\\missions_f_bootcamp\\data\\sounds\\wind_small.wss\"\n```"},{"heading":"missions_f_epa\\data","level":4,"markdown":"```\n\"a3\\missions_f_epa\\data\\music\\defcon.ogg\"\n\"a3\\missions_f_epa\\data\\music\\fallout.ogg\"\n\"a3\\missions_f_epa\\data\\music\\mad.ogg\"\n\"a3\\missions_f_epa\\data\\music\\radio_music.ogg\"\n\"a3\\missions_f_epa\\data\\music\\skynet.ogg\"\n\"a3\\missions_f_epa\\data\\music\\wasteland.ogg\"\n\"a3\\missions_f_epa\\data\\sounds\\acts_carfixingwheel.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\acts_sittingjumpingsaluting_out.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\b_in_intro.ogg\"\n\"a3\\missions_f_epa\\data\\sounds\\burning_car_loop1.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\burning_car_loop2.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\combat_deafness.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\crowd2.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\electricity_loop.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\fall_into_water.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\hubbriefing_a_m02.ogg\"\n\"a3\\missions_f_epa\\data\\sounds\\lights_off.ogg\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_01.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_02.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_03.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_04.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_05.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_06.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_07.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguya_08.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_01.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_02.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_03.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_04.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_05.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_06.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_07.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyb_08.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyc_01.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyc_02.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyc_03.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyc_04.wss\"\n\"a3\\missions_f_epa\\data\\sounds\\woundedguyc_05.wss\"\n```"},{"heading":"missions_f_exp\\data","level":4,"markdown":"```\n\"a3\\missions_f_exp\\data\\sounds\\exp_m04_flare.wss\"\n\"a3\\missions_f_exp\\data\\sounds\\exp_m05_dramatic.wss\"\n\"a3\\missions_f_exp\\data\\sounds\\exp_m07_lightsoff_01.wss\"\n\"a3\\missions_f_exp\\data\\sounds\\exp_m07_lightsoff_02.wss\"\n\"a3\\missions_f_exp\\data\\sounds\\exp_m07_lightsoff_03.wss\"\n\"a3\\missions_f_exp\\data\\sounds\\exp_m07_lightson_01.wss\"\n\"a3\\missions_f_exp\\data\\sounds\\exp_m07_lightson_02.wss\"\n\"a3\\missions_f_exp\\data\\sounds\\exp_m07_lightson_03.wss\"\n```"},{"heading":"missions_f_oldman","level":4,"markdown":"```\n\"a3\\missions_f_oldman\\data\\sound\\beep.ogg\"\n\"a3\\missions_f_oldman\\data\\sound\\carradio_tunning\\carradio_tunning_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\carradio_tunning\\carradio_tunning_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\carradio_tunning\\carradio_tunning_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\carradio_tunning\\carradio_tunning_04.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\carradio_tunning\\carradio_tunning_05.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\carradio_tunning\\carradio_tunning_06.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\computer\\computer-systemstart_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\computer\\computer-systemstart_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\computer\\computer-systemstart_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\computer\\computer-systemstart_04.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\computer\\reboot.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\door_knock\\knocking_awake_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\door_knock\\knocking_awake_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\door_knock\\knocking_awake_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\door_knock\\knocking_awake_04.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\door_knock\\knocking_awake_05.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\door_knock\\knocking_hard.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\energy_hum\\energy_hum_loop.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\flare.ogg\"\n\"a3\\missions_f_oldman\\data\\sound\\flare\\flare.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\flies\\flies-mosquitos.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\flies\\flies-mosquitos_v2.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\flies\\flies-mosquitos_v3.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\flies\\flies_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\gendarmerie_awareness_end.ogg\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_body\\1sec\\intel_body_1sec_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_body\\1sec\\intel_body_1sec_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_body\\1sec\\intel_body_1sec_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_body\\2sec\\intel_body_2sec_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_body\\2sec\\intel_body_2sec_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_body\\2sec\\intel_body_2sec_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_laptop\\1sec\\intel_laptop_1sec_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_laptop\\1sec\\intel_laptop_1sec_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_laptop\\1sec\\intel_laptop_1sec_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_laptop\\2sec\\intel_laptop_2sec_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_laptop\\2sec\\intel_laptop_2sec_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_laptop\\2sec\\intel_laptop_2sec_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_pc\\1sec\\intel_pc_1sec_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_pc\\1sec\\intel_pc_1sec_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_pc\\1sec\\intel_pc_1sec_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_pc\\2sec\\intel_pc_2sec_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_pc\\2sec\\intel_pc_2sec_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intel_pc\\2sec\\intel_pc_2sec_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intro\\airbase.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intro\\battle.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intro\\legion.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intro\\map.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\intro\\syndikat.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\light_switch\\light_switch_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\light_switch\\light_switch_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\light_switch\\light_switch_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\music01.ogg\"\n\"a3\\missions_f_oldman\\data\\sound\\music02.ogg\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\airport.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\construction.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\forestdead.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\garage.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\jungledead.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\lab.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\trucks.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\outro\\underwater.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone\\camera\\phone_camera_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone\\typing\\phone_typing_noswoosh.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone\\typing\\phone_typing_wswoosh.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\calling_tone\\phone_calling_noanswer_tone.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\chime\\phone_chime_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\chime\\phone_chime_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\chime\\phone_chime_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\chime\\phone_chime_03_low.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\chime\\phone_chime_04.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\chime\\phone_chime_05.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\chime\\phone_chime_06.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_call\\vibration\\phone_vibrate.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_04.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_05.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_06.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_07.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_08.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\chime\\phone_sms_chime_09.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\phone_sms\\vibration\\phone_sms_vibrate_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_01.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_02.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_03.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_04.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_05.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_06.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_07.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_09.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_10.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_11.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_12.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\radiochatter\\awareness_wt_13.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\refueling\\refueling_end.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\refueling\\refueling_loop.wss\"\n\"a3\\missions_f_oldman\\data\\sound\\refueling\\refueling_start.wss\"\n\"a3\\missions_f_oldman\\music\\arrival.ogg\"\n\"a3\\missions_f_oldman\\music\\probediscovered01.ogg\"\n\"a3\\missions_f_oldman\\music\\probediscovered02.ogg\"\n```"},{"heading":"missions_f_tank\\data","level":4,"markdown":"```\n\"a3\\missions_f_tank\\data\\sounds\\engineerwork.wss\"\n\"a3\\missions_f_tank\\data\\sounds\\enginefail01.wss\"\n\"a3\\missions_f_tank\\data\\sounds\\enginefail02.wss\"\n\"a3\\missions_f_tank\\data\\sounds\\enginefail03.wss\"\n\"a3\\missions_f_tank\\data\\sounds\\enginefail04.wss\"\n\"a3\\missions_f_tank\\data\\sounds\\powergenerator.wss\"\n\"a3\\missions_f_tank\\data\\sounds\\powergenerator2.wss\"\n```"},{"heading":"music_f\\music","level":4,"markdown":"```\n\"a3\\music_f\\music\\ambienttrack01_f.ogg\"\n\"a3\\music_f\\music\\ambienttrack01a_f.ogg\"\n\"a3\\music_f\\music\\ambienttrack01b_f.ogg\"\n\"a3\\music_f\\music\\ambienttrack03_f.ogg\"\n\"a3\\music_f\\music\\ambienttrack04_f.ogg\"\n\"a3\\music_f\\music\\ambienttrack04a_f.ogg\"\n\"a3\\music_f\\music\\backgroundtrack01_f.ogg\"\n\"a3\\music_f\\music\\backgroundtrack01a_f.ogg\"\n\"a3\\music_f\\music\\backgroundtrack02_f.ogg\"\n\"a3\\music_f\\music\\backgroundtrack03_f.ogg\"\n\"a3\\music_f\\music\\leadtrack01_f.ogg\"\n\"a3\\music_f\\music\\leadtrack01a_f.ogg\"\n\"a3\\music_f\\music\\leadtrack01b_f.ogg\"\n\"a3\\music_f\\music\\leadtrack01c_f.ogg\"\n\"a3\\music_f\\music\\leadtrack02_f.ogg\"\n\"a3\\music_f\\music\\leadtrack03_f.ogg\"\n\"a3\\music_f\\music\\leadtrack04_f.ogg\"\n\"a3\\music_f\\music\\leadtrack04a_f.ogg\"\n\"a3\\music_f\\music\\leadtrack05_f.ogg\"\n\"a3\\music_f\\music\\leadtrack06_f.ogg\"\n```"},{"heading":"music_f_argo","level":4,"markdown":"```\n\"a3\\music_f_argo\\music\\leadtrack01_f_malden.ogg\"\n\"a3\\music_f_argo\\music\\leadtrack02_f_malden.ogg\"\n```"},{"heading":"music_f_bootcamp\\music","level":4,"markdown":"```\n\"a3\\music_f_bootcamp\\music\\leadtrack01_f_bootcamp.ogg\"\n\"a3\\music_f_bootcamp\\music\\leadtrack01b_f_bootcamp.ogg\"\n\"a3\\music_f_bootcamp\\music\\leadtrack02_f_bootcamp.ogg\"\n\"a3\\music_f_bootcamp\\music\\leadtrack03_f_bootcamp.ogg\"\n```"},{"heading":"music_f_enoch\\music","level":4,"markdown":"```\n\"a3\\music_f_enoch\\music\\acclivity_dawn.ogg\"\n\"a3\\music_f_enoch\\music\\anomaly_07_05_v1.ogg\"\n\"a3\\music_f_enoch\\music\\anomaly_07_05_v2.ogg\"\n\"a3\\music_f_enoch\\music\\contact.ogg\"\n\"a3\\music_f_enoch\\music\\failed_contact.ogg\"\n\"a3\\music_f_enoch\\music\\infighting.ogg\"\n\"a3\\music_f_enoch\\music\\main_menu_jukebox.ogg\"\n\"a3\\music_f_enoch\\music\\music_battle_alien_loop_01.ogg\"\n\"a3\\music_f_enoch\\music\\music_battle_alien_loop_02.ogg\"\n\"a3\\music_f_enoch\\music\\music_battle_alien_loop_03.ogg\"\n\"a3\\music_f_enoch\\music\\music_battle_human_loop.ogg\"\n\"a3\\music_f_enoch\\music\\music_credits_contact.ogg\"\n\"a3\\music_f_enoch\\music\\music_failed_contact_02.ogg\"\n\"a3\\music_f_enoch\\music\\music_freeroam_01_missionstart.ogg\"\n\"a3\\music_f_enoch\\music\\music_freeroam_02_missionstart.ogg\"\n\"a3\\music_f_enoch\\music\\music_freeroam_battle_human_loop.ogg\"\n\"a3\\music_f_enoch\\music\\music_freeroam_russian_theme_loop.ogg\"\n\"a3\\music_f_enoch\\music\\music_freeroam_suspended_loop_01.ogg\"\n\"a3\\music_f_enoch\\music\\music_hostile_drone_close_01.ogg\"\n\"a3\\music_f_enoch\\music\\music_intro_02_emp_tension_01.ogg\"\n\"a3\\music_f_enoch\\music\\music_intro_02_missionstart.ogg\"\n\"a3\\music_f_enoch\\music\\music_intro_03_missionstart.ogg\"\n\"a3\\music_f_enoch\\music\\music_outro2_ending.ogg\"\n\"a3\\music_f_enoch\\music\\music_roaming_night_fragment_01_20s.ogg\"\n\"a3\\music_f_enoch\\music\\music_roaming_night_fragment_01_30s.ogg\"\n\"a3\\music_f_enoch\\music\\music_roaming_night_fragment_01_60s.ogg\"\n\"a3\\music_f_enoch\\music\\music_roaming_night_fragment_02_30s.ogg\"\n\"a3\\music_f_enoch\\music\\music_roaming_night_fragment_02_60s.ogg\"\n\"a3\\music_f_enoch\\music\\music_roaming_night_fragment_03_60s.ogg\"\n\"a3\\music_f_enoch\\music\\music_suspended_loop_01.ogg\"\n\"a3\\music_f_enoch\\music\\music_tension_loop_01.ogg\"\n\"a3\\music_f_enoch\\music\\night_eyes_zero_one.ogg\"\n\"a3\\music_f_enoch\\music\\night_eyes_zero_two.ogg\"\n\"a3\\music_f_enoch\\music\\sharper_claws.ogg\"\n\"a3\\music_f_enoch\\music\\sunrise_zero_one.ogg\"\n\"a3\\music_f_enoch\\music\\sunrise_zero_two.ogg\"\n\"a3\\music_f_enoch\\music\\this_is_war_6th_anniversary_remix.ogg\"\n\"a3\\music_f_enoch\\music\\thisiswara_leadtrack01a_f.ogg\"\n\"a3\\music_f_enoch\\music\\transilience.ogg\"\n\"a3\\music_f_enoch\\music\\transitions\\music_transition_tension_battle_01.wss\"\n\"a3\\music_f_enoch\\music\\wavering_base.ogg\"\n```"},{"heading":"music_f_epa\\music","level":4,"markdown":"```\n\"a3\\music_f_epa\\music\\eventtrack01_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\eventtrack01a_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\eventtrack02_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\eventtrack02a_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\eventtrack03_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\eventtrack03a_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\leadtrack01_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\leadtrack02_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\leadtrack02a_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\leadtrack02b_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\leadtrack03_f_epa.ogg\"\n\"a3\\music_f_epa\\music\\leadtrack03a_f_epa.ogg\"\n```"},{"heading":"music_f_epb\\music","level":4,"markdown":"```\n\"a3\\music_f_epb\\music\\ambienttrack01_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\backgroundtrack01_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack01_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack01a_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack02_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack02a_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack03_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack03a_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack04_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\eventtrack04a_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack01_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack01a_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack02_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack02a_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack02b_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack03_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack03a_f_epb.ogg\"\n\"a3\\music_f_epb\\music\\leadtrack04_f_epb.ogg\"\n```"},{"heading":"music_f_epc\\music","level":4,"markdown":"```\n\"a3\\music_f_epc\\music\\backgroundtrack01_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\backgroundtrack02_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\backgroundtrack03_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\backgroundtrack04_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\c_ea_radiobroadcast1.ogg\"\n\"a3\\music_f_epc\\music\\c_ea_radiobroadcast2.ogg\"\n\"a3\\music_f_epc\\music\\c_ea_radiomusic1.ogg\"\n\"a3\\music_f_epc\\music\\c_ea_radiomusic2.ogg\"\n\"a3\\music_f_epc\\music\\eventtrack01_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\eventtrack02_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\eventtrack02b_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\eventtrack03_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\leadtrack01_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\leadtrack02_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\leadtrack03_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\leadtrack04_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\leadtrack05_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\leadtrack06_f_epc.ogg\"\n\"a3\\music_f_epc\\music\\leadtrack06b_f_epc.ogg\"\n```"},{"heading":"music_f_exp\\music","level":4,"markdown":"```\n\"a3\\music_f_exp\\music\\ambienttrack01_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\ambienttrack01a_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\ambienttrack01b_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\ambienttrack02_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\ambienttrack02a_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\ambienttrack02b_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\ambienttrack02c_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\ambienttrack02d_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\leadtrack01_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\leadtrack01a_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\leadtrack01b_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\leadtrack01c_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\leadtrack02_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\leadtrack03_f_exp.ogg\"\n\"a3\\music_f_exp\\music\\leadtrack04_f_exp.ogg\"\n```"},{"heading":"music_f_heli\\music","level":4,"markdown":"```\n\"a3\\music_f_heli\\music\\leadtrack01_f_heli.ogg\"\n```"},{"heading":"music_f_jets","level":4,"markdown":"```\n\"a3\\music_f_jets\\music\\eventtrack01_f_jets.ogg\"\n\"a3\\music_f_jets\\music\\leadtrack01_f_jets.ogg\"\n\"a3\\music_f_jets\\music\\leadtrack02_f_jets.ogg\"\n```"},{"heading":"music_f_mark\\music","level":4,"markdown":"```\n\"a3\\music_f_mark\\music\\leadtrack01_f_mark.ogg\"\n\"a3\\music_f_mark\\music\\leadtrack02_f_mark.ogg\"\n\"a3\\music_f_mark\\music\\leadtrack03_f_mark.ogg\"\n```"},{"heading":"music_f_oldman\\music","level":4,"markdown":"```\n\"a3\\music_f_oldman\\music\\intro.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_02.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_03.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_04.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_05.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_06.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_07.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_08.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_09.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_10.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_11.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_12.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_13.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_14.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_15.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_16.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_17.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_18.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_19.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\chillout\\track_c_20.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\dance\\track_d_01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\dance\\track_d_02.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\dance\\track_d_03.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\metal\\track_m_01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\metal\\track_m_02.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\metal\\track_m_03.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_aircraft.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_arrest.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_backonline.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_checkpoints.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_csat_convoy_attacked.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_depot_fail.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_depot_success.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_depot_success_alone.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_execution.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_gendarme_raid_oumere.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_hostels.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_house_destroyed.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_idap.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_infection01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_jingle.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_malaria_boise_secured.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_malaria_galili_secured.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_malaria_luganville_secured.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_malaria_savaka_secured.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_outbreak_boise.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_outbreak_galili.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_outbreak_savaka.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_power_plant.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_radar_destroyed.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_rebels_attack_lugganville.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_rescued.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_sugar_company.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_warnings_b.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_weapons.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_weapons_prohibited.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\news\\news_weather01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_02.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_03.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_04.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_05.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_06.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_07.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_08.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_09.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_10.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_11.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_12.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_13.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_14.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_15.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\ost\\track_o_16.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_02.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_03.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_04.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_05.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_06.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_07.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_08.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_09.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_10.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_11.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_12.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_13.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_14.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_15.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_16.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_17.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\pop\\track_p_18.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_01.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_02.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_03.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_04.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_05.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_06.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_07.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_08.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_09.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_10.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_11.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_12.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_13.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_14.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_15.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_16.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_17.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_18.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_19.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_20.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_21.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_22.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_23.ogg\"\n\"a3\\music_f_oldman\\music\\radio\\rock\\track_r_24.ogg\"\n```"},{"heading":"music_f_orange","level":4,"markdown":"```\n\"a3\\music_f_orange\\music\\ambienttrack01_f_orange.ogg\"\n\"a3\\music_f_orange\\music\\ambienttrack02_f_orange.ogg\"\n\"a3\\music_f_orange\\music\\eventtrack01_f_orange.ogg\"\n\"a3\\music_f_orange\\music\\eventtrack02_f_orange.ogg\"\n\"a3\\music_f_orange\\music\\leadtrack01_f_orange.ogg\"\n```"},{"heading":"music_f_tank","level":4,"markdown":"```\n\"a3\\music_f_tank\\ambienttrack01_f_tank.ogg\"\n\"a3\\music_f_tank\\leadtrack01_f_tank.ogg\"\n\"a3\\music_f_tank\\leadtrack02_f_tank.ogg\"\n\"a3\\music_f_tank\\leadtrack03_f_tank.ogg\"\n\"a3\\music_f_tank\\leadtrack04_f_tank.ogg\"\n\"a3\\music_f_tank\\leadtrack05_f_tank.ogg\"\n\"a3\\music_f_tank\\leadtrack06_f_tank.ogg\"\n\"a3\\music_f_tank\\maintheme_f_tank.ogg\"\n```"},{"heading":"sounds_f","level":4,"markdown":"```\n\"a3\\sounds_f\\air\\heli_attack_01\\close.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_ext_engine.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_ext_rotor.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_ext_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_ext_rotor_normal.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_ext_start.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_ext_stop.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_int_engine.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_int_rotor.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_int_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_int_rotor_normal.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_int_start.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\heli_attack_01_int_stop.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\hind_swist.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\open.wss\"\n\"a3\\sounds_f\\air\\heli_attack_01\\rotor_swist.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\alarm.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_door.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_ext_engine.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_ext_rotor.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_ext_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_ext_start.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_ext_start2.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_ext_stop.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_ext_stop2.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_int_engine.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_int_rotor.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_int_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_int_start.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_int_start2.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_int_stop.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\mixxx_int_stop2.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\open.wss\"\n\"a3\\sounds_f\\air\\heli_attack_02\\rotor_swist.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\crash.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_door.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_engine.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_engine_old.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_rotor_high_new.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_rotor_normal.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_rotor_normal_new.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_start.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_ext_stop.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_int_engine.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_int_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_int_rotor_normal.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_int_start.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\heli_light_01_int_stop.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\noise.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\rotor_swist.wss\"\n\"a3\\sounds_f\\air\\heli_light_01\\warning.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\close.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\crash.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_engine.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_engine_v2.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_rotor_normal.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_start.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_start_v2.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_stop.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_ext_stop_v2.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_engine.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_engine_v2.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_rotor_normal.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_start.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_start_v2.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_stop.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\heli_light_02_int_stop_v2.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\noise_heli_light_02-int_specific.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\noise_heli_light_02-specific.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\open.wss\"\n\"a3\\sounds_f\\air\\heli_light_02\\rotor_swist.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\crash.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_ext_engine.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_ext_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_ext_rotor_low.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_ext_start.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_ext_stop.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_int_engine.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_int_rotor_high.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_int_rotor_low.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_int_start.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\heli_transport_01_int_stop.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\open_close.wss\"\n\"a3\\sounds_f\\air\\heli_transport_01\\rotor_swist.wss\"\n\"a3\\sounds_f\\air\\noises\\crash-heli1.wss\"\n\"a3\\sounds_f\\air\\noises\\crash-heli2.wss\"\n\"a3\\sounds_f\\air\\noises\\heli_get_in.wss\"\n\"a3\\sounds_f\\air\\noises\\heli_get_in2.wss\"\n\"a3\\sounds_f\\air\\noises\\heli_get_out.wss\"\n\"a3\\sounds_f\\air\\noises\\heli_get_out2.wss\"\n\"a3\\sounds_f\\air\\noises\\plane_cas01_cabinclose.wss\"\n\"a3\\sounds_f\\air\\noises\\plane_cas01_cabinopen.wss\"\n\"a3\\sounds_f\\air\\noises\\plane_cas02_cabinclose.wss\"\n\"a3\\sounds_f\\air\\noises\\plane_cas02_cabinopen.wss\"\n\"a3\\sounds_f\\air\\noises\\plane_fighter03_cabinclose.wss\"\n\"a3\\sounds_f\\air\\noises\\plane_fighter03_cabinopen.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_engine-forsage.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_engine-forsage2.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_engine-forsage3far.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_engine-high.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_engine-hihg.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_engine.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_start.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_01\\vtol_stop.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\buzzard_getin.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\getin.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\getout.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\noise.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\noise_int.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03-fors_ext.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03-fors_int.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03-start_ext.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03-start_int.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03-stop_ext.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03-stop_int.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03_engi_ext.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03_engi_int.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03_low_ext.wss\"\n\"a3\\sounds_f\\air\\plane_fighter_03\\plane_fighter_03_low_int.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_1hooklock.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_1hookunlock.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_4hookslock.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_4hooksunlock.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_enginedownendext.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_enginedownendint.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_enginedownext.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_enginedownint.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_engineupendext.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_engineupendint.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_engineupext.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_engineupint.wss\"\n\"a3\\sounds_f\\air\\sfx\\sl_rope_break.wss\"\n\"a3\\sounds_f\\air\\uav_01\\blade.wss\"\n\"a3\\sounds_f\\air\\uav_01\\blade_high.wss\"\n\"a3\\sounds_f\\air\\uav_01\\blade_high_int.wss\"\n\"a3\\sounds_f\\air\\uav_01\\blade_int.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_1.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_2.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_3.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_4.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_5.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_6.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_7.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_8.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_crash_9.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_engine_full_01.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_engine_full_int.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_start_full_01.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_start_full_int.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_stop_full_01.wss\"\n\"a3\\sounds_f\\air\\uav_01\\quad_stop_full_int.wss\"\n\"a3\\sounds_f\\air\\uav_02\\noise.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_forsage_ext.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_forsage_int.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_high_ext.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_high_int.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_low_ext.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_low_int.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_start_ext.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_start_int.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_stop_ext.wss\"\n\"a3\\sounds_f\\air\\uav_02\\uav_02_stop_int.wss\"\n\"a3\\sounds_f\\ambient\\animals\\birds1.wss\"\n\"a3\\sounds_f\\ambient\\animals\\birds2.wss\"\n\"a3\\sounds_f\\ambient\\animals\\birds3.wss\"\n\"a3\\sounds_f\\ambient\\animals\\birds4.wss\"\n\"a3\\sounds_f\\ambient\\animals\\birds5.wss\"\n\"a3\\sounds_f\\ambient\\animals\\chicken_grill_1.wss\"\n\"a3\\sounds_f\\ambient\\animals\\chicken_grill_2.wss\"\n\"a3\\sounds_f\\ambient\\animals\\dog1.wss\"\n\"a3\\sounds_f\\ambient\\animals\\dog2.wss\"\n\"a3\\sounds_f\\ambient\\animals\\dog3.wss\"\n\"a3\\sounds_f\\ambient\\animals\\dog4.wss\"\n\"a3\\sounds_f\\ambient\\animals\\hen1.wss\"\n\"a3\\sounds_f\\ambient\\animals\\hen2.wss\"\n\"a3\\sounds_f\\ambient\\animals\\hen3.wss\"\n\"a3\\sounds_f\\ambient\\animals\\owl1.wss\"\n\"a3\\sounds_f\\ambient\\animals\\owl2.wss\"\n\"a3\\sounds_f\\ambient\\animals\\owl3.wss\"\n\"a3\\sounds_f\\ambient\\animals\\sarance1.wss\"\n\"a3\\sounds_f\\ambient\\animals\\sarance2.wss\"\n\"a3\\sounds_f\\ambient\\animals\\sarance3.wss\"\n\"a3\\sounds_f\\ambient\\animals\\sarance4.wss\"\n\"a3\\sounds_f\\ambient\\animals\\scared_animal1.wss\"\n\"a3\\sounds_f\\ambient\\animals\\scared_animal2.wss\"\n\"a3\\sounds_f\\ambient\\animals\\scared_animal3.wss\"\n\"a3\\sounds_f\\ambient\\animals\\scared_animal4.wss\"\n\"a3\\sounds_f\\ambient\\ani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a3\\sounds_f\\weapons\\vermin\\vermin_dry.wss\"\n\"a3\\sounds_f\\weapons\\vermin\\vermin_shot_1.wss\"\n\"a3\\sounds_f\\weapons\\vermin\\vermin_shot_2.wss\"\n\"a3\\sounds_f\\weapons\\vermin\\vermin_shot_3.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\bolt_action_all1.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\bolt_action_close1.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\bolt_action_close2.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\bolt_action_close3.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\bolt_action_open1.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\bolt_action_refill_1.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\bolt_action_refill_2.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\wf50_sniper_rifle_4.wss\"\n\"a3\\sounds_f\\weapons\\warfare50\\wf50_sniper_rifle_5.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\silencer_zafir_1.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\silencer_zafir_2.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_1a7.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_2a7.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_3a7.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_reload.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_reload_2.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_reload_3.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_sfx_1.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_sfx_2.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_sfx_3.wss\"\n\"a3\\sounds_f\\weapons\\zafir\\zafir_sfx_4.wss\"\n```"},{"heading":"sounds_f\\arsenal","level":4,"markdown":"```\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_gng_grenades_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_gng_grenades_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_gng_grenades_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_gng_grenades_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_he_grenade_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_he_grenade_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_he_grenade_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_he_grenade_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_mini_grenade_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_mini_grenade_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_mini_grenade_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\explosion_mini_grenade_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_closeexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_closeexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_closeexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_closeexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_distexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_distexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_distexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_midexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_midexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_midexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_midexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailforest_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailforest_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailforest_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailforest_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailhouses_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailhouses_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailhouses_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailhouses_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailmeadows_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailmeadows_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailmeadows_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadeheavy_tailmeadows_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_closeexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_closeexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_closeexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_closeexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_distexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_distexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_distexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_midexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_midexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_midexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_midexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailforest_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailforest_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailforest_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailforest_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailhouses_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailhouses_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailhouses_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailhouses_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailmeadows_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailmeadows_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailmeadows_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenadelight_tailmeadows_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_closeexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_closeexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_closeexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_closeexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_distexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_distexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_distexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_midexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_midexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_midexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_midexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailforest_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailforest_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailforest_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailforest_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailhouses_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailhouses_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailhouses_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailhouses_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailmeadows_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailmeadows_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailmeadows_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediuma_tailmeadows_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_closeexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_closeexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_closeexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_closeexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_distexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_distexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_distexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_midexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_midexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_midexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\grenades\\grenademediumb_midexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\ap_mines_explosion_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\ap_mines_explosion_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\at_landmine_explosion_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\at_landmine_explosion_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\explosion_claymore.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\explosion_m6_slam_mine_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\explosion_m6_slam_mine_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\explosion_tripwire_landmine.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mine_closeexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mine_closeexp_02.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mine_closeexp_03.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mine_closeexp_04.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mine_closeexp_05.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mine_closeexp_06.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavy_distexp_01.wss\"\n\"a3\\sounds_f\\arsenal\\explosives\\mines\\mineheavy_distexp_02.wss\"\n\"a3\\so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les\\lmg_65mm\\lmg_65mm_body_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_body_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_body_short_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_body_short_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_body_short_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_body_tail_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_body_tail_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_body_tail_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_turret_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_turret_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_turret_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_turret_short_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_turret_short_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_turret_short_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_turret_tail_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_turret_tail_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_65mm\\lmg_65mm_turret_tail_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_short_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_short_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_short_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_tail_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_tail_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmg_762mm_tail_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_closeshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_closeshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_closeshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_distshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_distshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_distshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_midshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_midshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_midshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_taildistant.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_tailforest.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_tailhouses.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_tailmeadows.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_762mm\\lmgcoax762mm_tailtrees.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmg_minigun_65mm_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmg_minigun_65mm_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmg_minigun_65mm_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_closeshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_closeshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_closeshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_distshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_distshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_distshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_dry.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_midshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_midshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_midshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_rotation_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_rotation_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_taildistant.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_tailforest.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_tailhouses.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_tailmeadows.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\lmg_minigun_65mm\\lmgminigun65mm_tailtrees.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\lmg_minigun_762mm_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\lmg_minigun_762mm_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\lmg_minigun_762mm_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_closeshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_closeshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_closeshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_distshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_distshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_distshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_midshot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_midshot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_midshot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_rotation_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_rotation_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_taildistant.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_tailforest.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_tailhouses.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_tailmeadows.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\m134_minigun_762mm\\m134minigun762mm_tailtrees.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesheavy_shot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesheavy_shot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesheavy_shot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesheavy_shot_04.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missileslight_shot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missileslight_shot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missileslight_shot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missileslight_shot_04.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesmedium_shot_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesmedium_shot_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesmedium_shot_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\missilesmedium_shot_04.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\vls_01_launch_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\vls_01_launch_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\vls_01_launch_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\vls_01_launch_distant_01.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\vls_01_launch_distant_02.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\vls_01_launch_distant_03.wss\"\n\"a3\\sounds_f\\arsenal\\weapons_vehicles\\missiles\\vls_01_launch_distant_04.wss\"\n```"},{"heading":"sounds_f\\characters","level":4,"markdown":"```\n\"a3\\sounds_f\\characters\\crawl\\concrete_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\concrete_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\concrete_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\concrete_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\concrete_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_5.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_6.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_7.wss\"\n\"a3\\sounds_f\\characters\\crawl\\crawl_water_8.wss\"\n\"a3\\sounds_f\\characters\\crawl\\dirt_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\dirt_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\dirt_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\dirt_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\dirt_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grass_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grass_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grass_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grass_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grass_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grasstall_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grasstall_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grasstall_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grasstall_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\grasstall_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\crawl\\gravel_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\gravel_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\gravel_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\gravel_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\gravel_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\crawl\\sand_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\sand_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\sand_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\sand_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\sand_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\crawl\\water_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\crawl\\water_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\crawl\\water_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\crawl\\water_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\crawl\\water_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_aidlpercmstpslowwrfldnon_pissing.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_boatattacked01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_boatattacked02.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_boatattacked03.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_boatattacked04.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_boatattacked05.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_crouchgetlowgesture.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_crouchingcoveringrifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_crouchingidlerifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_crouchingreloadingrifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_crouchingwatchingrifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredangryrifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredcoughrifle02.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredlookingrifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredlookingrifle02.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredlookingrifle03.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredlookingrifle04.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredlookingrifle05.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredlyingrifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_injuredspeakingrifle01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_listeningtoradio_in.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_listeningtoradio_out.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_lyingwounded_loop1.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_lyingwounded_loop2.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_lyingwounded_loop3.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_navigatingchopper_in.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_navigatingchopper_loop.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_navigatingchopper_out.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_percmstpslowwrfldnon_handup1.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_percmstpslowwrfldnon_handup1b.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_percmstpslowwrfldnon_handup1c.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_percmstpslowwrfldnon_handup2.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_percmstpslowwrfldnon_handup2b.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_percmstpslowwrfldnon_handup2c.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_pknlmstpslowwrfldnon.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_shieldfromsun_loop.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_shieldfromsun_out.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_showingtherightway_in.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_showingtherightway_loop.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_showingtherightway_out.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_signaltocheck.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_sittingjumpingsaluting_loop1.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_sittingjumpingsaluting_loop2.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_sittingjumpingsaluting_loop3.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_sittingjumpingsaluting_out_clean.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_treatingwounded01.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_treatingwounded02.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_treatingwounded03.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_treatingwounded04.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_treatingwounded05.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_treatingwounded06.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_welcomeonhub01_playerwalk.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\acts_welcomeonhub02_playerwalk.wss\"\n\"a3\\sounds_f\\characters\\cutscenes\\amovpercmstpsnonwnondnon_exercisekneebe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_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_8.wss\"\n\"a3\\sounds_f\\char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racters\\footsteps\\carpet\\carpet_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\carpet\\carpet_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\carpet\\carpet_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\carpet\\carpet_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_run_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_sprint_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete\\concrete_walk_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_int_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\concrete_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\debris_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_run_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_sprint_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_tactical_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt\\dirt_walk_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_run_new_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_sprint_new_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\dirt_walk_new_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_10.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_11.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_12.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_13.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_14.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_15.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_16.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_17.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_18.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_19.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\forest\\forest_run_20.wss\"\n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nt_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_sprint_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_carpet\\carpet_int_walk_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_run_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_sprint_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_hpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_concrete\\concrete_int_walk_lpf_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_lino\\lino_int_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_mat\\mat_int_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_metalplate\\metalplate_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_pavement\\pavement_int_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_big_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_softwood\\softwood_int_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\int_solidwood\\solidwood_int_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\lino\\lino_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mat\\mat_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_int_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metal_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplate\\metalplate_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\metalplatepressed\\metalplatepressed_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\mud\\mud_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\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el_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel\\steel_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\steel_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_crawl_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_crawl_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_crawl_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_crawl_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_crawl_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_run_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_run_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_run_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_run_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_run_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_run_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_run_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_sprint_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_sprint_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_sprint_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_sprint_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_sprint_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_sprint_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_sprint_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_sprint_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_walk_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_walk_2.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_walk_3.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_walk_4.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_walk_5.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_walk_6.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_walk_7.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stones\\stones_walk_8.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stony_run_1.wss\"\n\"a3\\sounds_f\\characters\\footsteps\\stony_run_2.wss\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rs\\movements\\roll\\unarmed_sand_roll_1.wss\"\n\"a3\\sounds_f\\characters\\movements\\roll\\unarmed_sand_roll_2.wss\"\n\"a3\\sounds_f\\characters\\movements\\roll\\unarmed_sand_roll_3.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_01.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_02.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_03.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_04.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_05.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_06.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_07.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_08.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_09.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_10.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_11.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_12.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_13.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_14.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_15.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_run_16.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_01.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_02.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_03.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_04.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_05.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_06.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_07.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_08.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_09.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_10.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_11.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_12.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_13.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_14.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_15.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_sprint_16.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_walk_01.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_walk_02.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_walk_03.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_walk_04.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_walk_05.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_walk_06.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_walk_07.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_walk_08.wss\"\n\"a3\\sounds_f\\characters\\movements\\soldier_gear_walk_09.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_run_01.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_run_02.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_run_03.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_run_04.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_run_05.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_run_06.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_run_07.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_run_08.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_run_09.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_sprint_01.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_sprint_02.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_sprint_03.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_sprint_04.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_sprint_05.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_sprint_06.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_sprint_07.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_sprint_08.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_sprint_09.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_sprint_10.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_sprint_11.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_walk_01.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_walk_02.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_walk_03.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_walk_04.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_walk_05.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_walk_06.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_walk_07.wss\"\n\"a3\\sounds_f\\characters\\movements\\suit_walk_08.wss\"\n\"a3\\sounds_f\\characters\\movements\\swim\\swim_default1.wss\"\n\"a3\\sounds_f\\characters\\movements\\swim\\swim_default2.wss\"\n\"a3\\sounds_f\\characters\\movements\\swim\\swim_default3.wss\"\n\"a3\\sounds_f\\characters\\movements\\swim\\swim_default4.wss\"\n\"a3\\sounds_f\\characters\\movements\\swim_1.wss\"\n\"a3\\sounds_f\\characters\\movements\\swim_2.wss\"\n\"a3\\sounds_f\\characters\\movements\\swim_3.wss\"\n\"a3\\sounds_f\\characters\\movements\\swim_4.wss\"\n\"a3\\sounds_f\\characters\\parachute\\freefall2.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_flapping_loop_01.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_flapping_loop_01_ext.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_glide_loop.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_landing.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_open.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_open_02.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_rustle_1.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_rustle_2.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_rustle_3.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_rustle_4.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_rustle_5.wss\"\n\"a3\\sounds_f\\characters\\parachute\\parachute_rustle_6.wss\"\n\"a3\\sounds_f\\characters\\parachute\\turning_rope_1.wss\"\n\"a3\\sounds_f\\characters\\parachute\\turning_rope_2.wss\"\n\"a3\\sounds_f\\characters\\parachute\\turning_rope_3.wss\"\n\"a3\\sounds_f\\characters\\parachute\\turning_rope_4.wss\"\n\"a3\\sounds_f\\characters\\parachute\\turning_rope_5.wss\"\n\"a3\\sounds_f\\characters\\parachute\\turning_rope_6.wss\"\n\"a3\\sounds_f\\characters\\stances\\adjust_short1.wss\"\n\"a3\\sounds_f\\characters\\stances\\adjust_short2.wss\"\n\"a3\\sounds_f\\characters\\stances\\adjust_short3.wss\"\n\"a3\\sounds_f\\characters\\stances\\adjust_short4.wss\"\n\"a3\\sounds_f\\characters\\stances\\adjust_short5.wss\"\n\"a3\\sounds_f\\characters\\stances\\binoculars_to_handgun.wss\"\n\"a3\\sounds_f\\characters\\stances\\binoculars_to_launcher.wss\"\n\"a3\\sounds_f\\characters\\stances\\binoculars_to_rifle.wss\"\n\"a3\\sounds_f\\characters\\stances\\binoculars_to_rifle_2.wss\"\n\"a3\\sounds_f\\characters\\stances\\binoculars_to_unarmed.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_kneel_to_prone.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_kneel_to_stand1.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_kneel_to_stand2.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_left_prone_to_stand.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_prone_left.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_prone_right.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_prone_to_kneel.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_prone_to_stand.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_prone_up.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_prone_up_back.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_right_prone_to_stand.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_side1.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_side2.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_side3.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_to_kneel1.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_to_kneel2.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_to_left_prone.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_to_prone.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_adjust_stand_to_right_prone.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_over_the_obstacle_fast.wss\"\n\"a3\\sounds_f\\characters\\stances\\concrete_over_the_obstacle_slow.wss\"\n\"a3\\sounds_f\\characters\\stances\\dirt_adjust_kneel_to_stand_1.wss\"\n\"a3\\sounds_f\\characters\\stances\\dirt_adjust_kneel_to_stand_2.wss\"\n\"a3\\sounds_f\\characters\\stances\\dirt_adjust_stand_side1.wss\"\n\"a3\\sounds_f\\characters\\stances\\dirt_adjust_stand_side2.wss\"\n\"a3\\sounds_f\\characters\\stances\\dirt_adjust_stand_side3.wss\"\n\"a3\\sounds_f\\characters\\stances\\dirt_adjust_stand_to_kneel1.wss\"\n\"a3\\sounds_f\\characters\\stances\\dirt_adjust_stand_to_kneel2.wss\"\n\"a3\\sounds_f\\characters\\stances\\grenade_throw1.wss\"\n\"a3\\sounds_f\\characters\\stances\\grenade_throw2.wss\"\n\"a3\\sounds_f\\characters\\stances\\handgun_to_binoculars.wss\"\n\"a3\\sounds_f\\characters\\stances\\handgun_to_launcher.wss\"\n\"a3\\sounds_f\\characters\\stances\\handgun_to_rifle.wss\"\n\"a3\\sounds_f\\characters\\stances\\handgun_to_unarmed.wss\"\n\"a3\\sounds_f\\characters\\stances\\launcher_to_binoculars.wss\"\n\"a3\\sounds_f\\characters\\stances\\launcher_to_binoculars_knl.wss\"\n\"a3\\sounds_f\\characters\\stances\\launcher_to_handgun.wss\"\n\"a3\\sounds_f\\characters\\stances\\launcher_to_rifle.wss\"\n\"a3\\sounds_f\\characters\\stances\\launcher_to_unarmed.wss\"\n\"a3\\sounds_f\\characters\\stances\\lift_handgun.wss\"\n\"a3\\sounds_f\\characters\\stances\\lift_rifle.wss\"\n\"a3\\sounds_f\\characters\\stances\\low_handgun.wss\"\n\"a3\\sounds_f\\characters\\stances\\low_rifle.wss\"\n\"a3\\sounds_f\\characters\\stances\\rifle_lowering.wss\"\n\"a3\\sounds_f\\characters\\stances\\rifle_to_binoculars.wss\"\n\"a3\\sounds_f\\characters\\stances\\rifle_to_handgun.wss\"\n\"a3\\sounds_f\\characters\\stances\\rifle_to_handgun_prn.wss\"\n\"a3\\sounds_f\\characters\\stances\\rifle_to_launcher.wss\"\n\"a3\\sounds_f\\characters\\stances\\rifle_to_unarmed.wss\"\n\"a3\\sounds_f\\characters\\stances\\unarmed_to_binoculars.wss\"\n\"a3\\sounds_f\\characters\\stances\\unarmed_to_handgun.wss\"\n\"a3\\sounds_f\\characters\\stances\\unarmed_to_launcher.wss\"\n\"a3\\sounds_f\\characters\\stances\\unarmed_to_rifle.wss\"\n\"a3\\sounds_f\\characters\\stances\\weapon_resting_off.wss\"\n\"a3\\sounds_f\\characters\\stances\\weapon_resting_on.wss\"\n```"},{"heading":"sounds_f\\environment","level":4,"markdown":"```\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_explosions1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_explosions2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_explosions3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_explosions4.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_explosions5.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_firefight1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_firefight2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_firefight3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_firefight4.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_heli1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_heli2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_heli3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_jet1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_jet2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\battlefield\\battlefield_jet3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\day_insects_birds_winds1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\day_insects_winds1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\day_insects_winds2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\day_insects_winds3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\day_insects_winds4.wss\"\n\"a3\\sounds_f\\environment\\ambient\\day_insects_winds5.wss\"\n\"a3\\sounds_f\\environment\\ambient\\day_insects_winds6.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_nowinds1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_nowinds2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_nowinds3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_nowinds4.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_nowinds5.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_winds1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_winds2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_winds3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_winds4.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_birds_winds5.wss\"\n\"a3\\sounds_f\\environment\\ambient\\night_insects_nowinds6.wss\"\n\"a3\\sounds_f\\environment\\ambient\\quakes\\earthquake1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\quakes\\earthquake2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\quakes\\earthquake3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\quakes\\earthquake4.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\crickets_day.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\crickets_night.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\forest_birds.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\forest_high.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\forest_low1.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\forest_low2.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\forest_low3.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\forest_rattles.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\meadows_birds.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\meadows_high.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\meadows_low.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\rain_houses_high.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\rain_meadows_high.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\rain_meadows_low.wss\"\n\"a3\\sounds_f\\environment\\ambient\\redesigned\\rain_meadows_medium.wss\"\n\"a3\\sounds_f\\environment\\ambient\\thunders\\thunder_01.wss\"\n\"a3\\sounds_f\\environment\\ambient\\thunders\\thunder_02.wss\"\n\"a3\\sounds_f\\environment\\ambient\\thunders\\thunder_03.wss\"\n\"a3\\sounds_f\\environment\\ambient\\thunders\\thunder_04.wss\"\n\"a3\\sounds_f\\environment\\ambient\\thunders\\thunder_05.wss\"\n\"a3\\sounds_f\\environment\\ambient\\thunders\\thunder_06.wss\"\n\"a3\\sounds_f\\environmen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.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassmetaldoors\\glassmetaldoorsknob.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassmetaldoors\\glassmetaldoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassmetaldoors\\glassmetaldoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassmetaldoors\\glassmetaldoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassservodoors\\glassservodoorsknob_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassservodoors\\glassservodoorsknob_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassservodoors\\glassservodoorsslam_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassservodoors\\glassservodoorsslam_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassservodoors\\glassservodoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassservodoors\\glassservodoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassservodoors\\glassservodoorssqueak_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\glassservodoors\\glassservodoorssqueak_4.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalbigdoors\\metalbigdoorsknob_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalbigdoors\\metalbigdoorsknob_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalbigdoors\\metalbigdoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalbigdoors\\metalbigdoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalbigdoors\\metalbigdoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaldoors\\metaldoorsknob.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaldoors\\metaldoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaldoors\\metaldoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaldoors\\metaldoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaldoors\\metaldoorssqueak_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaldoors\\metaldoorssqueak_4.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaloldbigdoors\\metaloldbigdoorsknob.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaloldbigdoors\\metaloldbigdoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaloldbigdoors\\metaloldbigdoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metaloldbigdoors\\metaloldbigdoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalolddoors\\metalolddoorsknob.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalolddoors\\metalolddoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalolddoors\\metalolddoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalolddoors\\metalolddoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\metalolddoors\\metalolddoorssqueak_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\oldwooddoors\\oldwooddoorsknob.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\oldwooddoors\\oldwooddoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\oldwooddoors\\oldwooddoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\oldwooddoors\\oldwooddoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\oldwooddoors\\oldwooddoorssqueak_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\oldwooddoors\\oldwooddoorssqueak_4.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\plasticdoors\\plasticdoorsknob.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\plasticdoors\\plasticdoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\plasticdoors\\plasticdoorssqueake_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\plasticdoors\\plasticdoorssqueake_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\roadgatedoors\\roadgatedoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\roadgatedoors\\roadgatedoorssqueake_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\roadgatedoors\\roadgatedoorssqueake_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\roadgatedoors\\roadgatedoorssqueake_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\roadgatedoors\\roadgatedoorssqueake_4.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorsknob_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorsknob_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorsslam_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorsslam_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorssqueak_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\rolldoors\\rolldoorssqueak_4.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servodoors\\servodoorsknob.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servodoors\\servodoorsslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servodoors\\servodoorssqueak_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servodoors\\servodoorssqueak_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servodoors\\servodoorssqueak_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servodoors\\servodoorssqueak_4.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servoramp\\servorampslam.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servoramp\\servorampsound_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\doors\\servoramp\\servorampsound_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\objects\\aircondition_1.wss\"\n\"a3\\sounds_f\\environment\\structures\\objects\\aircondition_2.wss\"\n\"a3\\sounds_f\\environment\\structures\\objects\\aircondition_3.wss\"\n\"a3\\sounds_f\\environment\\structures\\objects\\aircondition_4.wss\"\n\"a3\\sounds_f\\environment\\structures\\objects\\aircondition_5.wss\"\n\"a3\\sounds_f\\environment\\structures\\windturbine\\windturbine.wss\"\n```"},{"heading":"sounds_f\\sfx","level":4,"markdown":"```\n\"a3\\sounds_f\\sfx\\alarm.wss\"\n\"a3\\sounds_f\\sfx\\alarm_3.wss\"\n\"a3\\sounds_f\\sfx\\alarm_blufor.wss\"\n\"a3\\sounds_f\\sfx\\alarm_independent.wss\"\n\"a3\\sounds_f\\sfx\\alarm_opfor.wss\"\n\"a3\\sounds_f\\sfx\\alarmcar.wss\"\n\"a3\\sounds_f\\sfx\\beep_target.wss\"\n\"a3\\sounds_f\\sfx\\blip1.wss\"\n\"a3\\sounds_f\\sfx\\explosion1.wss\"\n\"a3\\sounds_f\\sfx\\explosion2.wss\"\n\"a3\\sounds_f\\sfx\\explosion3.wss\"\n\"a3\\sounds_f\\sfx\\fire1_loop.wss\"\n\"a3\\sounds_f\\sfx\\fire2_loop.wss\"\n\"a3\\sounds_f\\sfx\\fire3_loop.wss\"\n\"a3\\sounds_f\\sfx\\hint-1.wss\"\n\"a3\\sounds_f\\sfx\\hint-2.wss\"\n\"a3\\sounds_f\\sfx\\hint-3.wss\"\n\"a3\\sounds_f\\sfx\\hint-4.wss\"\n\"a3\\sounds_f\\sfx\\hint-5.wss\"\n\"a3\\sounds_f\\sfx\\missions\\bobcat_engine_loop.wss\"\n\"a3\\sounds_f\\sfx\\missions\\bobcat_engine_start.wss\"\n\"a3\\sounds_f\\sfx\\missions\\vehicle_collision.wss\"\n\"a3\\sounds_f\\sfx\\missions\\vehicle_drag_end.wss\"\n\"a3\\sounds_f\\sfx\\missions\\vehicle_dragging.wss\"\n\"a3\\sounds_f\\sfx\\objects\\balloon\\balloon_air_01.wss\"\n\"a3\\sounds_f\\sfx\\objects\\balloon\\balloon_air_02.wss\"\n\"a3\\sounds_f\\sfx\\objects\\balloon\\balloon_air_03.wss\"\n\"a3\\sounds_f\\sfx\\objects\\balloon\\balloon_water_01.wss\"\n\"a3\\sounds_f\\sfx\\objects\\balloon\\balloon_water_02.wss\"\n\"a3\\sounds_f\\sfx\\objects\\balloon\\balloon_water_03.wss\"\n\"a3\\sounds_f\\sfx\\objects\\upload_terminal\\terminal_antena_close.wss\"\n\"a3\\sounds_f\\sfx\\objects\\upload_terminal\\terminal_antena_open.wss\"\n\"a3\\sounds_f\\sfx\\objects\\upload_terminal\\terminal_lock_close.wss\"\n\"a3\\sounds_f\\sfx\\objects\\upload_terminal\\terminal_lock_open.wss\"\n\"a3\\sounds_f\\sfx\\objects\\upload_terminal\\upload_terminal_loop.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio1.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio10.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio11.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio12.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio13.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio14.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio15.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio16.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio17.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio18.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio19.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio2.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio20.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio21.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio22.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio23.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio24.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio25.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio26.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio27.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio28.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio29.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio3.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio30.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio4.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio5.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio6.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio7.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio8.wss\"\n\"a3\\sounds_f\\sfx\\radio\\ambient_radio9.wss\"\n\"a3\\sounds_f\\sfx\\siren.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_01.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_02.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_03.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_04.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_05.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_06.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_07.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\building_destroy_08.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\house_destroy_1.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\house_destroy_2.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\house_destroy_3.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\small_fire_smoke_wreck_heli_attack_01_1.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\small_fire_smoke_wreck_heli_attack_01_2.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\sparkles_wreck_1.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\sparkles_wreck_2.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\sparkles_wreck_3.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\sparkles_wreck_4_loop.wss\"\n\"a3\\sounds_f\\sfx\\special_sfx\\sparkles_wreck_5_loop.wss\"\n\"a3\\sounds_f\\sfx\\ui\\tactical_ping\\tactical_ping.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_01.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_02.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_03.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_04.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_05.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_06.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_07.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_08.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_09.wss\"\n\"a3\\sounds_f\\sfx\\ui\\uav\\uav_loop.wss\"\n\"a3\\sounds_f\\sfx\\ui\\vehicles\\vehicle_rearm.wss\"\n\"a3\\sounds_f\\sfx\\ui\\vehicles\\vehicle_refuel.wss\"\n\"a3\\sounds_f\\sfx\\ui\\vehicles\\vehicle_repair.wss\"\n\"a3\\sounds_f\\sfx\\ui\\volume_preview\\music.wss\"\n\"a3\\sounds_f\\sfx\\ui\\volume_preview\\radio.wss\"\n\"a3\\sounds_f\\sfx\\ui\\volume_preview\\sfx.wss\"\n\"a3\\sounds_f\\sfx\\zoomin.wss\"\n\"a3\\sounds_f\\sfx\\zoomout.wss\"\n```"},{"heading":"sounds_f\\vehicles","level":4,"markdown":"```\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_engine_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_engine_ext_dist_front.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_engine_ext_dist_rear.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_engine_ext_mid.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_engine_idle_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_engine_idle_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_engine_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_forsage_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_forsage_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_start_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_start_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_stop_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\cas_01_stop_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\flaps_down.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\flaps_up.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\gear_down.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\gear_up.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\getin.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\getin_wipeout.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\getout.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\incom.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\locked.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\noise.wss\"\n\"a3\\sounds_f\\vehicles\\air\\cas_01\\noise_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\blackfoot_gear_down_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\blackfoot_gear_down_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\blackfoot_gear_up_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\blackfoot_gear_up_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\close.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_ext_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_ext_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_ext_rotor_normal.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_int_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_int_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_int_rotor_high.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_int_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\heli_attack_01_int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\open.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_01\\swist.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_door.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_ext_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_ext_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_ext_start2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_ext_stop2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_int_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_int_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_int_start2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\mixxx_int_stop2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_attack_02\\rotor_swist.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_door.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_ext_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_ext_engine_bench.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_ext_rotor_normal_new.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_int_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_int_rotor_normal_bench.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_int_rotor_normal_new.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_int_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\heli_light_01_int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\noise.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\rotor_swist.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_01\\warning.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\close.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\crash.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_engine_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_rotor_high.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_rotor_normal.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_start_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_ext_stop_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_engine_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_rotor_high.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_rotor_normal.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_start_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\heli_light_02_int_stop_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\noise_heli_light_02-int_specific.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\noise_heli_light_02-specific.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\open.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_02\\rotor_swist.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\close.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_engine_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_engine_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_rotor_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_rotor_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_start_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_start_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_stop_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\heli_stop_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\open.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_light_03\\rotor_swist.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\gear_down_in.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\gear_down_out.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\gear_up_in.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\gear_up_out.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_ext_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_ext_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_int_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_int_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_int_start.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\heli_transport_01_int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\open_close.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_01\\rotor_swist.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\close.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_ext_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_ext_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_ext_start_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_ext_stop_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_int_engine.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_int_rotor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_int_start_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\heli_transport_02_int_stop_v2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\open.wss\"\n\"a3\\sounds_f\\vehicles\\air\\heli_transport_02\\rotor_swist.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\alarm_locked_by_missile_1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\alarm_locked_by_missile_2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\alarm_locked_by_missile_3.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\alarm_locked_by_missile_4.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\alarm_locked_by_missile_5.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\crash-heli1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\crash-heli2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\drone_gear_down.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\drone_gear_up.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_alarm_bluefor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_alarm_opfor.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_alarm_rotor_low.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_rotor_ext_1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_rotor_ext_2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_rotor_int_1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_rotor_int_2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_rotor_int_open_1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_tail.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_transmission_ext_1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_transmission_ext_2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_transmission_ext_3.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_transmission_int_1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_transmission_int_2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_damage_transmission_int_3.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_get_in.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_get_in2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_get_in_init.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_get_out.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\heli_get_out2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_skids_ext1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_skids_int1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_skids_int1_open.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_wheels_ext1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_wheels_ext2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_wheels_large_int1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_wheels_large_int2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_wheels_small_int1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\landing_wheels_small_int2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrubbuilding.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrubbuildingext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrubbuildingint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrubbuildingint_open.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrublandext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrublandint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrublandint_open.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrubtree.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrubtreeext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\scrubtreeint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\servo_drone_turret_1.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\servo_drone_turret_2.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\servo_heli_comm.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\servo_heli_comm_vertical.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_1hooklock.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_1hookunlock.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_4hookslock.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_4hooksunlock.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_enginedownendext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_enginedownendint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_enginedownext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_enginedownint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_engineupendext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_engineupendint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_engineupext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_engineupint.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_rope_break_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_rope_break_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_unhook_air_ext.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noises\\sl_unhook_air_int.wss\"\n\"a3\\sounds_f\\vehicles\\air\\noi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t.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_2600rpm.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_2600rpm_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_3200rpm.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_3200rpm_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_start_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\ugv_01\\ugv_01_int_stop_exhaust.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_door.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_idle.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_07.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_08.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_09.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_10.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_rpm_11.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_idle.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_07.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_08.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_09.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_10.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_rpm_11.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_engine_int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_idle.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_07.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_08.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_09.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_10.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_rpm_11.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_ext_stop.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_idle.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_01.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_02.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_03.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_04.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_05.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_06.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_07.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_08.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_09.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_10.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_rpm_11.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_start.wss\"\n\"a3\\sounds_f\\vehicles\\soft\\van_01\\van_01_exhaust_int_stop.wss\"\n\"a3\\sounds_f\\vehicles\\static\\hmg_01\\akv_fire1.wss\"\n\"a3\\sounds_f\\vehicles\\static\\hmg_01\\akv_fire2.wss\"\n\"a3\\sounds_f\\vehicles\\static\\hmg_01\\servo-best.wss\"\n\"a3\\sounds_f\\vehicles\\static\\hmg_01\\servo-high.wss\"\n\"a3\\sounds_f\\vehicles\\static\\hmg_01\\servo-low.wss\"\n\"a3\\sounds_f\\vehicles\\static\\hmg_01\\servo_light.wss\"\n\"a3\\sounds_f\\vehicles\\static\\hmg_01\\servo_mid.wss\"\n```"},{"heading":"sounds_f_aow","level":4,"markdown":"```\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_museum_base_loop.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_footsteps_01.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_footsteps_02.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_footsteps_03.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_footsteps_04.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_footsteps_05.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_footsteps_06.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_01.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_02.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_03.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_04.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_05.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_06.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_07.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_08.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_09.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_10.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_11.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_12.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_13.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_human_14.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_tools_01.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_tools_02.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_vehicle_passby_01.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_vehicle_passby_02.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_vehicle_passby_03.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\ambient_positional_vehicle_passby_04.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_aow\\cctv_camera.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_future\\place_flag.wss\"\n\"a3\\sounds_f_aow\\sfx\\showcase_future\\planes_passby.wss\"\n```"},{"heading":"sounds_f_bootcamp","level":4,"markdown":"```\n\"a3\\sounds_f_bootcamp\\ambient\\vr_ambient.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_7.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\crawl\\crawl_virtual_8.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_carfixingwheel.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_crouchingfiringleftrifle02.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_crouchingfiringleftrifle03.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_crouchingfiringleftrifle04.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_hubabriefing.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_percmwlkslowwrfldf.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_percmwlkslowwrfldf2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_pointingleftunarmed.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_sittingjumpingsaluting_in.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_sittingjumpingsaluting_out.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_standingspeakingunarmed.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_treatingwounded_in.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_treatingwounded_out.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_unconsciousstandup_part1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_walkingchecking.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk_1b.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_aiwalk_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_playerwalk_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_playerwalk_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_playerwalk_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_playerwalk_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_playerwalk_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub01_playerwalk_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_aiwalk.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_aiwalk_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_aiwalk_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_aiwalk_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_aiwalk_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_aiwalk_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_playerwalk_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_playerwalk_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_acts_welcomeonhub02_playerwalk_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\cutscenes\\virtual_amovpercmstpsnonwnondnon_exercisepushup.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_7.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_run_8.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_7.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_sprint_8.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_7.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\footsteps\\virtual_walk_8.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\bodyfalls\\bodyfall_virtual_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\bodyfalls\\bodyfall_virtual_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\bodyfalls\\bodyfall_virtual_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\roll_virtual_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\roll_virtual_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\roll_virtual_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\roll_virtual_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_01.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_02.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_03.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_04.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_05.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_06.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_07.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_08.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_09.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_10.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_11.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_12.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_13.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_14.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_15.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_run_16.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_01.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_02.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_03.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_04.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_05.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_06.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_07.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_08.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_09.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_10.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_11.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_12.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_13.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_14.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_15.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_sprint_16.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_01.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_02.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_03.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_04.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_05.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_06.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_07.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_08.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\soldier_gear_walk_09.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_01.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_02.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_03.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_04.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_05.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_06.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_07.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_08.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_run_09.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_01.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_02.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_03.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_04.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_05.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_06.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_07.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_08.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_09.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_10.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_sprint_11.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_01.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_02.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_03.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_04.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_05.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_06.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_07.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\suit_walk_08.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\swim_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\swim_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\movements\\swim_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_kneel_to_prone.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_kneel_to_stand1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_kneel_to_stand2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_left_prone_to_stand.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_prone_left.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_prone_right.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_prone_to_kneel.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_prone_to_stand.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_prone_up.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_prone_up_back.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_right_prone_to_stand.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_short_1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_short_2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_short_3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_short_4.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_short_5.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_short_6.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_side1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_side2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_side3.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_to_kneel1.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_to_kneel2.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_to_left_prone.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_to_prone.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_adjust_stand_to_right_prone.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_over_the_obstacle_fast.wss\"\n\"a3\\sounds_f_bootcamp\\characters\\stances\\virtual_over_the_obstacle_slow.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\simulation_fatal.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\simulation_restart.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\spawn.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\topic_deselection.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\topic_done.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\topic_selection.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\topic_trigger.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\transition1.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\transition2.wss\"\n\"a3\\sounds_f_bootcamp\\sfx\\vr\\transition3.wss\"\n```"},{"heading":"sounds_f_contact","level":4,"markdown":"```\n\"a3\\sounds_f_contact\\assets\\alien_probe\\oldprobe_expand_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_01_close_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_01_destruction_close_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_01_destruction_dist_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_01_destruction_mid_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_01_open_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_02.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_03.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_04.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_05.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_06.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_07.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_08.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_09.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_10.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_11.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_12.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_13.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_14.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_15.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_16.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_17.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_18.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_bullet_impacts\\probe_armor_impact_19.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_calcification_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_expand_01.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_idle_01_loop.wss\"\n\"a3\\sounds_f_contact\\assets\\alien_probe\\probe_retract_01.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\antigrenadelaser\\drone_01_agl_01.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\antigrenadelaser\\drone_01_agl_02.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\antigrenadelaser\\drone_01_agl_03.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\antigrenadelaser\\drone_01_agl_04.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_flyby_01.wss\"\n\"a3\\sounds_f_contact\\assets\\arsenal\\drone_01\\gravityweapons\\debris\\debris_f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tracermodule\\module_sweetener_low_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\aliendrone_01_downwash.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\aliendrone_01_downwash_debris.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\aliendrone_01_matter_collection_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_05.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_06.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_07.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_08.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_09.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_10.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\drone_01_armor_01_impact_small_11.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_05.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_06.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_07.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_08.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_05.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_06.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_07.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\armor_01_impacts\\metal_plate_08.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\debris_roll_loop_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_attention_01_close_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_attention_01_close_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_attention_01_close_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_attention_01_distant_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_attention_01_distant_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_attention_01_distant_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_roll_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_roll_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_roll_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_roll_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_roll_05.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_roll_06.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_sec_close_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_sec_close_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_sec_close_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_collision_sec_close_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_crash_collision_close_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_crash_collision_close_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_crash_collision_close_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_crash_collision_close_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_death_high_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_death_high_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_death_high_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_death_low_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_death_low_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_intimidate_01_close_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_intimidate_01_close_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_intimidate_01_close_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_intimidate_01_distant_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_intimidate_01_distant_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\drone_01_intimidate_01_distant_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\old_aliendrone_01_intimidate_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\old_aliendrone_01_intimidate_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\old_aliendrone_01_intimidate_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\drone_pulse_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_01_charge_3sec.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_aggro_max_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_dataflash_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_dataflash_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_privatezone_collision_high.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_privatezone_collision_low.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_step_failed_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_step_failed_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_step_success_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\puzzles\\puzzle_success_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\strat_end_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\strat_end_land_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\strat_start_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\strat_travel_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\strat_travel_01_distant.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\systems\\drone_01_ventilate_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\systems\\drone_01_ventilate_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\systems\\drone_01_ventilate_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_long_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_medium_long_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_medium_long_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_05.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_06.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_07.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_08.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_09.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_10.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_h_short_11.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_v_down_long_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_v_down_short_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\tact_v_up_short_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_destroy_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_destroy_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_destroy_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_destroy_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_destroy_05.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_destroy_06.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_impact_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_impact_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_impact_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_impact_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_impact_05.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_impact_06.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\aliendrone_01\\weakpoints_01\\drone_01_weakpoint_01_impact_07.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_fins_close_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_fins_open_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_fins_start_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_fins_start_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_fins_stop_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_movement_start_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_movement_start_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_01_movement_stop_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_02_fins_start_01.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_battle_02_fins_start_02.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_orbit_loop_03.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\modules\\module_orbit_loop_04.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\mothership_01\\mothership_01_celestial_rumble_01_3d.wss\"\n\"a3\\sounds_f_contact\\assets\\vehicles\\air\\mothership_01\\mothership_01_celestial_scream_01_2d.wss\"\n\"a3\\sounds_f_contact\\debugsound.wss\"\n\"a3\\sounds_f_contact\\debugsoundst.wss\"\n\"a3\\sounds_f_contact\\test_1k_-20db.wss\"\n```"},{"heading":"sounds_f_decade","level":4,"markdown":"```\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_charge_complete.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_charge_full_loop.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_charge_start.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_charge_stop.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_01.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_02.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_03.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_04.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_distant_01.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_distant_02.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_distant_03.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_discharge_distant_04.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_gun-dry.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_gun-dry2.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_gun.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_malfunction_01.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_reload.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_tail_open_01.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_tail_open_02.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_tail_open_03.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_tail_open_04.wss\"\n\"a3\\sounds_f_decade\\assets\\arsenal\\railgun_01\\railgun_01_tail_open_05.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_antenna_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_antenna_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_laptop_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_laptop_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_lid_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_lid_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_lock_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_lock_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_loop.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_satellite_close_01.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_satellite_close_02.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_satellite_close_03.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_satellite_open_01.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_satellite_open_02.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\link_terminal01_satellite_open_03.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_1_f\\terminal_captured.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_antenna_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_antenna_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_box_lid_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_box_lid_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_box_lock_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_box_lock_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_laptop_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_laptop_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_lid_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_lid_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_loop.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_parabolic_antenna_close_01.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_parabolic_antenna_close_02.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_parabolic_antenna_open_01.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_parabolic_antenna_open_02.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_close_01.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_close_02.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_close_03.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_close_04.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_open_01.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_open_02.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_open_03.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_2_f\\link_terminal02_telescopic_antenna_open_04.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_01_standby_loop.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_02_standby_loop.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_antena_loop.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_antenna_01_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_antenna_01_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_antenna_02_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_antenna_02_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_hatch_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_hatch_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_laptop_01_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_laptop_01_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_laptop_02_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_laptop_02_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_lid_01_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_lid_01_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_lid_02_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_lid_02_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\linkterminal_01_node_main_f\\link_terminal03_loop.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_antenna_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_antenna_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_laptop_01_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_laptop_01_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_laptop_02_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_laptop_02_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_lid_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_lid_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_lock_close.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_lock_open.wss\"\n\"a3\\sounds_f_decade\\assets\\props\\raidterminal_01_f\\raid_terminal_loop.wss\"\n```"},{"heading":"sounds_f_enoch","level":4,"markdown":"```\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_02.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_03.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_04.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_05.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_06.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_07.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_08.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_09.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_10.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_11.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_12.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_13.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_14.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_15.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_16.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_17.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_18.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_19.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_dirt_20.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_02.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_03.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_04.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_05.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_06.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_07.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_08.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_09.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_10.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_11.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_12.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_13.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_14.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_15.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_16.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_17.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_18.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_19.wss\"\n\"a3\\sounds_f_enoch\\assets\\arsenal\\bullet_impacts\\impact_metal_20.wss\"\n\"a3\\sounds_f_en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.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_rpm0.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_rpm1.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_rpm2.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_rpm3.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_start_1.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_start_2.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_stop_1.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\soft\\tractor_01\\tractor_01_engine_int_stop_2.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_arm_01_down_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_arm_01_up_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_eng_02_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_eng_03_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_eng_low_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_movement_dirt_int_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_movement_grass_int_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_movement_gravel_int_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_movement_sand_int_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\int\\ugv_02_movement_water_int_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_laser_recharge_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_laser_recharge_01_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_sample_failed_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_sample_failed_01_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_sample_progress_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_sample_progress_01_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_sample_succes_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\interface\\ugv_02_sample_succes_01_int.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_arm_01_down_ext.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_arm_01_mech.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_arm_01_up_ext.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_arm_02_mech.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_arm_vertical_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_02.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_03.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_04.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_05.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_06.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_07.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_collision_08.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_eng_02.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_eng_03.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_eng_low.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_movement_dirt_ext_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_movement_grass_ext_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_movement_gravel_ext_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_movement_sand_ext_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_movement_water_ext_01.wss\"\n\"a3\\sounds_f_enoch\\assets\\vehicles\\ugv_02\\ugv_02_servo_01.wss\"\n```"},{"heading":"sounds_f_epb","level":4,"markdown":"```\n\"a3\\sounds_f_epb\\air\\close.wss\"\n\"a3\\sounds_f_epb\\air\\crash.wss\"\n\"a3\\sounds_f_epb\\air\\heli_engine_ext.wss\"\n\"a3\\sounds_f_epb\\air\\heli_engine_int.wss\"\n\"a3\\sounds_f_epb\\air\\heli_rotor_hi_ext.wss\"\n\"a3\\sounds_f_epb\\air\\heli_rotor_hi_int.wss\"\n\"a3\\sounds_f_epb\\air\\heli_rotor_low_ext.wss\"\n\"a3\\sounds_f_epb\\air\\heli_rotor_low_int.wss\"\n\"a3\\sounds_f_epb\\air\\heli_start_ext.wss\"\n\"a3\\sounds_f_epb\\air\\heli_start_int.wss\"\n\"a3\\sounds_f_epb\\air\\heli_stop_ext.wss\"\n\"a3\\sounds_f_epb\\air\\heli_stop_int.wss\"\n\"a3\\sounds_f_epb\\air\\open.wss\"\n\"a3\\sounds_f_epb\\air\\rotor_swist.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_ext_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_ext_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_ext_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_ext_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_ext_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_ext_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_ext_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_int_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_int_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_int_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_int_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_int_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_int_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\engine_epb_1_int_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\epb_1_ext_start.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\epb_1_ext_stop.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\epb_1_int_start.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\epb_1_int_stop.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_ext_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_ext_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_ext_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_ext_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_ext_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_ext_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_ext_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_int_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_int_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_int_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_int_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_int_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_int_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine1\\exhaust_epb_1_int_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_ext_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_ext_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_ext_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_ext_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_ext_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_ext_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_ext_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_int_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_int_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_int_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_int_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_int_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_int_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\engine_epb_2_int_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\epb_2_ext_start.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\epb_2_ext_stop.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\epb_2_int_start.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\epb_2_int_stop.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_ext_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_ext_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_ext_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_ext_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_ext_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_ext_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_ext_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_int_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_int_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_int_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_int_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_int_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_int_6.wss\"\n\"a3\\sounds_f_epb\\tracked\\engines\\engine2\\exhaust_epb_2_int_7.wss\"\n\"a3\\sounds_f_epb\\tracked\\noises\\get_in_out.wss\"\n\"a3\\sounds_f_epb\\tracked\\noises\\noise_tank_ext_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\noises\\noise_tank_int_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\noises\\reload_tank_cannon_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\noises\\servo_tank_turret_06.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_ext_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_ext_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_ext_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_ext_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_ext_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_int_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_int_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_int_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_int_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v1_int_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_ext_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_ext_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_ext_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_ext_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_ext_5.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_int_1.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_int_2.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_int_3.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_int_4.wss\"\n\"a3\\sounds_f_epb\\tracked\\treads\\treads_epb_v2_int_5.wss\"\n\"a3\\sounds_f_epb\\weapons\\noise\\switch_mod_01.wss\"\n\"a3\\sounds_f_epb\\weapons\\noise\\switch_mod_02.wss\"\n\"a3\\sounds_f_epb\\weapons\\noise\\switch_mod_03.wss\"\n\"a3\\sounds_f_epb\\weapons\\noise\\switch_mod_04.wss\"\n\"a3\\sounds_f_epb\\weapons\\noise\\switch_mod_05.wss\"\n```"},{"heading":"sounds_f_epc","level":4,"markdown":"```\n\"a3\\sounds_f_epc\\cas_01\\cas_01_engine_ext.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_engine_idle_ext.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_engine_idle_int.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_engine_int.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_forsage_ext.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_forsage_int.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_start_ext.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_start_int.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_stop_ext.wss\"\n\"a3\\sounds_f_epc\\cas_01\\cas_01_stop_int.wss\"\n\"a3\\sounds_f_epc\\cas_01\\flaps_down.wss\"\n\"a3\\sounds_f_epc\\cas_01\\flaps_up.wss\"\n\"a3\\sounds_f_epc\\cas_01\\gear_down.wss\"\n\"a3\\sounds_f_epc\\cas_01\\gear_up.wss\"\n\"a3\\sounds_f_epc\\cas_01\\getin.wss\"\n\"a3\\sounds_f_epc\\cas_01\\getin_wipeout.wss\"\n\"a3\\sounds_f_epc\\cas_01\\getout.wss\"\n\"a3\\sounds_f_epc\\cas_01\\incom.wss\"\n\"a3\\sounds_f_epc\\cas_01\\locked.wss\"\n\"a3\\sounds_f_epc\\cas_01\\noise.wss\"\n\"a3\\sounds_f_epc\\cas_01\\noise_int.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_engine_idle_ext.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_engine_idle_int.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_engine_max_ext.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_engine_max_int.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_forsage_ext.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_forsage_int.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_start_ext.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_start_int.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_stop_ext.wss\"\n\"a3\\sounds_f_epc\\cas_02\\cas_02_stop_int.wss\"\n\"a3\\sounds_f_epc\\cas_02\\flaps_down.wss\"\n\"a3\\sounds_f_epc\\cas_02\\flaps_up.wss\"\n\"a3\\sounds_f_epc\\cas_02\\gear_down.wss\"\n\"a3\\sounds_f_epc\\cas_02\\gear_up.wss\"\n\"a3\\sounds_f_epc\\cas_02\\getin.wss\"\n\"a3\\sounds_f_epc\\cas_02\\getout.wss\"\n\"a3\\sounds_f_epc\\cas_02\\incom.wss\"\n\"a3\\sounds_f_epc\\cas_02\\locked.wss\"\n\"a3\\sounds_f_epc\\cas_02\\noise.wss\"\n\"a3\\sounds_f_epc\\cas_02\\noise_int.wss\"\n\"a3\\sounds_f_epc\\cas_02\\to_getin.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_01.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_02.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_03.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_04.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_05.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_06.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_07.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_08.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_09.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_10.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_11.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_12.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_building_01.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_building_02.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_building_03.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_building_04.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_building_05.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_mix_wood_01.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_mix_wood_02.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_mix_wood_03.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_mix_wood_04.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_mix_wood_05.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_mix_wood_06.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_tank_01.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_tank_02.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_tank_03.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_vehicle_01.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_vehicle_02.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_vehicle_03.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_vehicle_04.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_vehicle_05.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_01.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_02.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_03.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_04.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_05.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_06.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_small_01.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_small_02.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_small_03.wss\"\n\"a3\\sounds_f_epc\\crashes\\crash_wood_small_04.wss\"\n\"a3\\sounds_f_epc\\device\\device_assembled_loop.wss\"\n\"a3\\sounds_f_epc\\device\\device_disassembled_loop.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\getin.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\getout.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_engine_1.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_engine_2.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_engine_3.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_engine_4.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_engine_5.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_engine_6.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_engine_7.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_exhaust_1.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_exhaust_2.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_exhaust_3.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_exhaust_4.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_exhaust_5.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_exhaust_6.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_exhaust_7.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_start.wss\"\n\"a3\\sounds_f_epc\\truck_03\\ext\\truck03_stop.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\getin.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\getout.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_engine_1.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_engine_2.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_engine_3.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_engine_4.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_engine_5.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_engine_6.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_engine_7.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_exhaust_1.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_exhaust_2.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_exhaust_3.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_exhaust_4.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_exhaust_5.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_exhaust_6.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_exhaust_7.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_start.wss\"\n\"a3\\sounds_f_epc\\truck_03\\int\\truck03_stop.wss\"\n\"a3\\sounds_f_epc\\weapons\\cas_02_cannon.wss\"\n\"a3\\sounds_f_epc\\weapons\\gau_01_burst.wss\"\n\"a3\\sounds_f_epc\\weapons\\gau_02_burst.wss\"\n\"a3\\sounds_f_epc\\weapons\\gau_03_burst.wss\"\n\"a3\\sounds_f_epc\\weapons\\missile_epc_1.wss\"\n\"a3\\sounds_f_epc\\weapons\\missile_epc_2.wss\"\n\"a3\\sounds_f_epc\\weapons\\missile_epc_3.wss\"\n```"},{"heading":"sounds_f_exp","level":4,"markdown":"```\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\gatling_20mm\\20mm_01_burst.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\gatling_20mm\\20mm_01_burst_clean.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_closeshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_closeshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_closeshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_closure_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_closure_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_distshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_distshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_distshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_dry.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_midshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_midshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_midshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_reload.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_taildistant.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_tailforest.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_tailhouses.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_tailmeadows.wss\"\n\"a3\\sounds_f_exp\\arsenal\\vehicle_weapons\\mmg_spmg\\mmg_spmg_tailtrees.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\launchers\\rpg7\\rpg7_dry.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\launchers\\rpg7\\rpg7_fly.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\launchers\\rpg7\\rpg7_hit.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\launchers\\rpg7\\rpg7_launcher_closeshot.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\launchers\\rpg7\\rpg7_launcher_distshot.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\launchers\\rpg7\\rpg7_launcher_midshot.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\launchers\\rpg7\\rpg7_reload.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_closeshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_closeshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_closeshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_closure_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_closure_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_distshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_distshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_distshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_dry.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_firemode.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_midshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_midshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_midshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_reload.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencershot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencershot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencershot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencertailforest.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencertailhouses.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencertailinterior.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencertailmeadows.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_silencertailtrees.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_taildistant.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_tailforest.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_tailhouses.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_tailinterior.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_tailmeadows.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\longrangerifles\\dmr07\\dmr07_tailtrees.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_closeshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_closeshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_closeshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_closure_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_closure_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_distshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_distshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_distshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_dry.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_firemode.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_midshot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_midshot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_midshot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_reload.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencershot_01.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencershot_02.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencershot_03.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencertailforest.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencertailhouses.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencertailinterior.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencertailmeadows.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_silencertailtrees.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_taildistant.wss\"\n\"a3\\sounds_f_exp\\arsenal\\weapons\\machineguns\\syndikatlmg\\syndikatlmg_tailforest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eps\\_base\\boot_hard_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_tactical_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_tactical_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_tactical_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_tactical_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_tactical_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_tactical_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_tactical_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_tactical_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_hard_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_int_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_tactical_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_tactical_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_tactical_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_tactical_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_tactical_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_tactical_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_tactical_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_tactical_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_lpf_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_tactical_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_tactical_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_tactical_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_tactical_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_tactical_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_tactical_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_tactical_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_tactical_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_medium_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_int_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_tactical_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_lpf_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_tactical_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\boot_soft_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\crawl_base_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\crawl_base_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\crawl_base_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\crawl_base_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_base\\crawl_base_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\carpet\\carpet_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\concrete\\concrete_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\lino\\lino_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\mat\\mat_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\metalplate\\metalplate_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\pavement\\pavement_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\softwood\\softwood_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\_reverbs\\solidwood\\solidwood_int_rev_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_exp\\asphalt_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\asphalt_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_crawl_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_crawl_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_crawl_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_crawl_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_crawl_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_exp\\carpet_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\carpet_int_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_hpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_hpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_hpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_hpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_hpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_hpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_hpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_hpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_lpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_lpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_lpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_lpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_lpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_lpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_lpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_run_lpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_hpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_hpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_hpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_hpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_hpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_hpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_hpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_hpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_lpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_lpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_lpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_lpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_lpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_lpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_lpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_sprint_lpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_hpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_hpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_hpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_hpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_hpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_hpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_hpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_hpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_lpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_lpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_lpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_lpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_lpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_lpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_lpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_exp\\concrete_walk_lpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_int_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\concrete_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_hpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_hpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_hpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_hpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_hpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_hpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_hpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_hpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_lpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_lpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_lpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_lpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_lpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_lpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_lpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_run_lpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_sprint_hpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_sprint_hpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_sprint_hpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_sprint_hpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_sprint_hpf_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_sprint_hpf_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_sprint_hpf_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_sprint_hpf_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_sprint_lpf_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_sprint_lpf_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_sprint_lpf_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_sprint_lpf_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\dirt_exp\\dirt_sprint_lpf_5.wss\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vel_exp\\gravel_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_exp\\gravel_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gravel_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_crawl_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_crawl_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_crawl_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_crawl_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_crawl_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\gridmetal_exp\\gridmetal_walk_2.wss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nt_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_metalplate_exp\\metalplate_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_pavement_exp\\pavement_int_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_big_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_big_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_big_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_big_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_big_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_big_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_big_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\int_softwood_exp\\softwood_int_big_run_8.wss\"\n\"a3\\sounds_f_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ps\\lino_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\lino_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_exp\\mat_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\mat_int_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_exp\\metalplate_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplate_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepressed_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\metalplatepressed_exp\\metalplatepresse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int_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_exp\\softwood_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_exp\\softwood_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_exp\\softwood_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_exp\\softwood_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_exp\\softwood_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_exp\\softwood_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_exp\\softwood_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_exp\\softwood_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_exp\\softwood_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_exp\\softwood_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_exp\\softwood_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_int_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\softwood_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\solidwood_exp\\solidwood_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\solidwood_exp\\solidwood_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\solidwood_exp\\solidwood_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\solidwood_exp\\solidwood_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\solidwood_exp\\solidwood_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\solidwood_exp\\solidwood_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\solidwood_exp\\solidwood_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\solidwood_exp\\solidwood_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\solidwood_exp\\solidwood_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\solidwood_exp\\solidwood_sprint_2.wss\"\n\"a3\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ps\\steel_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\steel_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_crawl_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_crawl_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_crawl_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_crawl_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_crawl_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_exp\\stones_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_run_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_run_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_run_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_run_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_run_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_run_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_run_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_run_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_sprint_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_sprint_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_sprint_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_sprint_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_sprint_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_sprint_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_sprint_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_sprint_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_walk_1.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_walk_2.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_walk_3.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_walk_4.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_walk_5.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_walk_6.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_walk_7.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\stones_walk_8.wss\"\n\"a3\\sounds_f_exp\\characters\\footsteps\\straw_exp\\straw_crawl_1.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wss\"\n\"a3\\sounds_f_exp\\environment\\elements\\winds\\wind_leavesb_1.wss\"\n\"a3\\sounds_f_exp\\environment\\elements\\winds\\wind_leavesb_2.wss\"\n\"a3\\sounds_f_exp\\environment\\elements\\winds\\wind_leavesb_3.wss\"\n\"a3\\sounds_f_exp\\environment\\elements\\winds\\wind_leavesc_1.wss\"\n\"a3\\sounds_f_exp\\environment\\elements\\winds\\wind_leavesc_2.wss\"\n\"a3\\sounds_f_exp\\environment\\elements\\winds\\wind_leavesc_3.wss\"\n\"a3\\sounds_f_exp\\environment\\elements\\winds\\wind_meadows_high.wss\"\n\"a3\\sounds_f_exp\\environment\\elements\\winds\\wind_meadows_low.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\clothes_flapping.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_debris\\metal_debris_01.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_debris\\metal_debris_02.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_debris\\metal_debris_03.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_debris\\metal_debris_04.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_debris\\metal_debris_05.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_debris\\metal_debris_06.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_debris\\metal_debris_07.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_fence_rattling.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_stress\\metal_stress_01.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_stress\\metal_stress_02.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_stress\\metal_stress_03.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_stress\\metal_stress_04.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_stress\\metal_stress_05.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_stress\\metal_stress_06.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_stress\\metal_stress_07.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_stress\\metal_stress_08.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_stress\\metal_stress_09.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_stress\\metal_stress_10.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_stress\\metal_stress_11.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\metal_stress\\metal_stress_12.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\rock_debris\\rock_debris_01.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\rock_debris\\rock_debris_02.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\rock_debris\\rock_debris_03.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\rock_debris\\rock_debris_04.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\rock_debris\\rock_debris_05.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\rock_debris\\rock_debris_06.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\rock_debris\\rock_debris_07.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\rock_debris\\rock_debris_08.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\rock_debris\\rock_debris_09.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\rock_debris\\rock_debris_10.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\rock_debris\\rock_debris_11.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\rock_debris\\rock_debris_12.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\rock_debris\\rock_debris_13.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\glass_debris_01.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\glass_debris_02.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\glass_debris_03.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\rock_debris_01.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\rock_debris_02.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\rock_debris_03.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\rock_debris_04.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\rock_debris_05.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\rock_debris_06.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\wood_debris_01.wss\"\n\"a3\\sounds_f_exp\\environment\\sfx\\small_debris\\wood_debris_02.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\air_condition\\aircondition_1.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\air_condition\\aircondition_2.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\air_condition\\aircondition_3.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\air_condition\\aircondition_4.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\air_condition\\aircondition_5.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\electric_box\\electric_box_1.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\electric_box\\electric_box_2.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\electric_box\\electric_box_3.wss\"\n\"a3\\sounds_f_exp\\environment\\structures\\electric_box\\electric_box_4.wss\"\n\"a3\\sounds_f_exp\\sfx\\debug\\sine880hz-10db.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_door_close.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_door_open.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_high_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_high_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_low_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_low_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_mid_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_mid_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_start_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_start_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_stop_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_engine_stop_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_ext_wind.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_int_wind.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_prop_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\btt_prop_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\plane_civil_cabinclose.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\plane_civil_cabinopen.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\plane_civil_01\\plane_civil_getin.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_03\\nato_heli_drone_01_int_rotor.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_03\\nato_heli_drone_ext_engine.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_03\\nato_heli_drone_ext_rotor_normal.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_03\\nato_heli_drone_int_engine.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_03\\swist.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\noise.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_forsage_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_forsage_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_high_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_high_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_low_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_low_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_start_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_start_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_stop_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\uav_04\\uav_04_stop_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\rotor_swist.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_ext_engine.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_ext_rotor_high.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_ext_rotor_normal.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_ext_start.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_ext_stop.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_int_engine.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_int_rotor_normal.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_int_start.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_01\\vtol_01_int_stop.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\flaps_down.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\flaps_up.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\gear_down.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\gear_up.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\getin.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\getout.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\incom.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\locked.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\noise.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\noise_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\to_getin.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_engine_idle_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_engine_idle_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_engine_max_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_engine_max_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_forsage_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_forsage_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_start_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_start_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_stop_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_stop_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_turbine_ext.wss\"\n\"a3\\sounds_f_exp\\vehicles\\air\\vtol_02\\vtol_02_turbine_int.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_01_high.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_01_idle.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_01_low.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_01_mid.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_01_start.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_01_stop.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_armor_01.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_armor_02.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_armor_03.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_building_01.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_building_02.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_building_03.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_wood_01.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_wood_02.wss\"\n\"a3\\sounds_f_exp\\vehicles\\boat\\water_scooter\\waterscooter_crash_wood_03.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_01\\engine_ext_idle.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_01\\engine_ext_rpm1.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_01\\engine_ext_rpm2.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_01\\engine_ext_rpm3.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_01\\engine_ext_start.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_01\\engine_ext_stop.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_02\\engine_ext_idle.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_02\\engine_ext_rpm1.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_02\\engine_ext_rpm2.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_02\\engine_ext_rpm3.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_02\\engine_ext_start.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\lsv_02\\engine_ext_stop.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\offroad_02\\engine_ext_drive_rpm1.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\offroad_02\\engine_ext_drive_rpm2.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\offroad_02\\engine_ext_drive_rpm3.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\offroad_02\\engine_ext_drive_rpm4.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\offroad_02\\engine_ext_idle.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\offroad_02\\engine_ext_start.wss\"\n\"a3\\sounds_f_exp\\vehicles\\soft\\offroad_02\\engine_ext_stop.wss\"\n```"},{"heading":"sounds_f_heli","level":4,"markdown":"```\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\gear_down_ext.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\gear_up_ext.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\getin.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\getout.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_engine_ext2.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_engine_int3.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_rotor_hi_ext2.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_rotor_hi_int.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_rotor_low_ext2.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_rotor_low_int.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_sfx.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_start_ext.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_start_int2.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_stop_ext.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\helit03_stop_int2.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\huron_gear_down_in.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\huron_gear_down_out.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\huron_gear_up_in.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_03\\huron_gear_up_out.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_ext_engine.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_ext_rotor_high.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_ext_rotor_normal.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_ext_start.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_ext_stop.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_int_engine.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_int_rotor_normal.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_int_start.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\heli_transport_04_int_stop.wss\"\n\"a3\\sounds_f_heli\\vehicles\\air\\heli_transport_04\\rotor_swist.wss\"\n```"},{"heading":"sounds_f_jets","level":4,"markdown":"```\n\"a3\\sounds_f_jets\\buildings\\carrier\\deck_bridge_interior_area.wss\"\n\"a3\\sounds_f_jets\\buildings\\carrier\\deflector_down_1.wss\"\n\"a3\\sounds_f_jets\\buildings\\carrier\\deflector_up_1.wss\"\n\"a3\\sounds_f_jets\\buildings\\carrier\\main_deck_sfx.wss\"\n\"a3\\sounds_f_jets\\buildings\\carrier\\static_device_noise.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_back.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_forsage_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_forsage_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_front.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_high_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_high_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_low_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_low_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_middle.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_shut_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_shut_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_start_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_start_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\b_plane_fighter_01_engine_wind_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\fx_plane_fighter_01_cabine_close_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\fx_plane_fighter_01_cabine_close_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\fx_plane_fighter_01_cabine_open_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_01\\fx_plane_fighter_01_cabine_open_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\fx_plane_fighter_02_cabine_close_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\fx_plane_fighter_02_cabine_close_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\fx_plane_fighter_02_cabine_open_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\fx_plane_fighter_02_cabine_open_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_back.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_forsage_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_forsage_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_front.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_high_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_high_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_low_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_low_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_middle.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_shut_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_shut_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_start_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_02\\o_plane_fighter_02_engine_start_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\fx_plane_fighter_04_cabine_close_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\fx_plane_fighter_04_cabine_close_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\fx_plane_fighter_04_cabine_open_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\fx_plane_fighter_04_cabine_open_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_back.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_forsage_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_forsage_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_front.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_high_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_high_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_low_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_low_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_middle.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_shut_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_shut_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_start_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_start_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\plane_fighter_04\\i_plane_fighter_04_engine_wind_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_ejection_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_ejection_in.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_flaps_down.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_flaps_up.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_fold_wings_01.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_fold_wings_02.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_gear_down.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_gear_up.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_lockedon1.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_lockedon2.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_sonicboom.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_tailhook_down.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_tailhook_up.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_tire_touchdown_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_tire_touchdown_in.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_trap_wire.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_trap_wire_break.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_velocity_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_wind_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\shared\\fx_plane_jet_wind_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_distance.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_forsage_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_forsage_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_high_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_high_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_low_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_low_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_shut_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_shut_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_start_ext.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_start_int.wss\"\n\"a3\\sounds_f_jets\\vehicles\\air\\uav_05\\b_uav_05_engine_wind_ext.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\cannon_phalanx_sound_dummy.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_01.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_02.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_03.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_04.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_05.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_06.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_07.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_02_shikra_cannon_08.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_gun20mm_aa_1.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_gun20mm_aa_2.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_gun20mm_aa_3.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_gun_30mm_1.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_gun_30mm_2.wss\"\n\"a3\\sounds_f_jets\\weapons\\cannons\\fighter_gun_30mm_3.wss\"\n```"},{"heading":"sounds_f_kart","level":4,"markdown":"```\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_rpm1.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_rpm2.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_rpm3.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_rpm4.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_rpm5.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_rpm6.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_start.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\engine_stop.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\exhaust_start.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\kart_01\\exhaust_stop.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\noises\\getin.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\noises\\getout.wss\"\n\"a3\\sounds_f_kart\\vehicles\\soft\\noises\\slipping_tires_loop_05.wss\"\n\"a3\\sounds_f_kart\\weapons\\starting_pistol_1.wss\"\n\"a3\\sounds_f_kart\\weapons\\starting_pistol_2.wss\"\n\"a3\\sounds_f_kart\\weapons\\starting_pistol_3.wss\"\n\"a3\\sounds_f_kart\\weapons\\starting_pistol_reload.wss\"\n```"},{"heading":"sounds_f_mark","level":4,"markdown":"```\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_aaf_deploy.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_aaf_down.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_aaf_fold.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_aaf_up.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_blu_deploy.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_blu_down.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_blu_fold.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_blu_up.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_generic_deploy.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_generic_down.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_generic_fold.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_generic_up.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_op_deploy.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_op_down.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_op_fold.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\bipods\\bipod_op_up.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\remote_cameras\\remote_camera_csat.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\remote_cameras\\remote_camera_nato.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\remote_cameras\\remote_camera_servo_csat.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\remote_cameras\\remote_camera_servo_nato.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\remote_cameras\\remote_camera_servo_vertical_csat.wss\"\n\"a3\\sounds_f_mark\\arsenal\\sfx\\remote_cameras\\remote_camera_servo_vertical_nato.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_closeshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_closeshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_closeshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_distshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_distshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_distshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_dry_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_midshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_midshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_midshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencershot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencershot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencershot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencertailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencertailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencertailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencertailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_silencertailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_taildistant.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_tailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_tailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_tailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_tailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr02_tailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr05_tailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_dry_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\dmr_02_tail_trees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_02_mar10\\silencer_dmr_02_tail_trees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_closeshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_closeshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_closeshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_distshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_distshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_distshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_dry.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_midshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_midshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_midshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_safety_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencershot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencershot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencershot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencertailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencertailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencertailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencertailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_silencertailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_taildistant.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_tailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_tailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_tailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_tailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr03_tailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_03_mki_emr\\dmr_03_dry.wss\"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erifles\\dmr_06_mk14\\silencer_dmr_06_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\silencer_dmr_06_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\silencer_dmr_06_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\silencer_dmr_06_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\silencer_dmr_06_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\silencer_dmr_06_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\silencer_dmr_06_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\silencer_dmr_06_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\silencer_dmr_06_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\silencer_dmr_06_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\longrangerifles\\dmr_06_mk14\\silencer_dmr_06_tail_trees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_closeshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_closeshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_closeshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_closure_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_distshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_distshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_distshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_dry.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_midshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_midshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_midshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_silencershot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_silencershot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_silencershot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_silencertailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_silencertailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_silencertailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_silencertailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_silencertailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_taildistant.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_tailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_tailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_tailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_tailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg01_tailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg02_silencershot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg02_silencershot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg02_silencershot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg02_silencertailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg02_silencertailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg02_silencertailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg02_silencertailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg02_silencertailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_closure_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_dry.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\mmg_01_tail_trees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_01_navid\\silencer_mmg_01_tail_trees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_closeshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_closeshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_closeshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_distshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_distshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_distshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_dry.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_midshot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_midshot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_midshot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencershot_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencershot_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencershot_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencertailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencertailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencertailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencertailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_silencertailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_taildistant.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_tailforest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_tailhouses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_tailinterior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_tailmeadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg02_tailtrees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_closure_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_closure_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_dry.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_reload.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\mmg_02_tail_trees.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_short_01.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_short_02.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_short_03.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_tail_forest.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_tail_houses.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_tail_interior.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_tail_meadows.wss\"\n\"a3\\sounds_f_mark\\arsenal\\weapons\\machineguns\\mmg_02_spgm\\silencer_mmg_02_tail_trees.wss\"\n```"},{"heading":"sounds_f_mod","level":4,"markdown":"```\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_closeshot_01.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_closeshot_02.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_closeshot_03.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_distshot_01.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_distshot_02.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_distshot_03.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_dry.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_firemode.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_midshot_01.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_midshot_02.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_midshot_03.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_reload.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencershot_01.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencershot_02.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencershot_03.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencertailforest.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencertailhouses.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencertailinterior.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencertailmeadows.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_silencertailtrees.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_taildistant.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_tailforest.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_tailhouses.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_tailinterior.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_tailmeadows.wss\"\n\"a3\\sounds_f_mod\\arsenal\\weapons\\smg\\adr_97\\adr_97_tailtrees.wss\"\n```"},{"heading":"sounds_f_oldman","level":4,"markdown":"```\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx001.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx002.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx003.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx004.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx005.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx006.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx007.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx008.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx009.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx010.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx011.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx012.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx013.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx014.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx015.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx016.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx017.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx018.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx019.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx020.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx021.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx022.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx023.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx024.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx025.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx026.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx027.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx028.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\building\\sfx029.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx001.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx002.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx003.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx004.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx005.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx006.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx007.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx008.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx009.wss\"\n\"a3\\sounds_f_oldman\\environment\\sfx\\misc\\distant\\sfx010.wss\"\n```"},{"heading":"sounds_f_orange","level":4,"markdown":"```\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_exp_dist_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\cluster_trajectory.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_09.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_10.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_11.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_12.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_13.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_14.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_15.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_16.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_17.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_18.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_19.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_20.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_21.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_22.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\clusterbomb_exp_low_09.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\minelighta_tailforest_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\minelighta_tailforest_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\minelighta_tailmeadows_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\minelighta_tailmeadows_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\minelightc_tailhouses.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\minelightd_tailhouses.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_deactivate_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_deactivate_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_exp_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\clusterbomb\\uxo_trigger_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_09.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_10.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_11.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_12.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_dust_cloud_light.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_09.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_10.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_11.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_forest_12.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_03.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_04.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_05.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_06.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_07.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_08.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_09.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_10.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_11.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\debris_short_12.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\apersboundingmine_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\apersboundingmine_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\apersboundingmine_trigger_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\apersmine_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\apersmine_deactivate_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\apersmine_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\apersmine_trigger_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\aperstripwire_deactivate_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\aperstripwire_deactivate_02.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\aperstripwire_placement_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\aperstripwire_trigger_01.wss\"\n\"a3\\sounds_f_orange\\arsenal\\explosives\\handling\\atm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biences\\idaphospitaltent\\orange_idaphospitaltent_pain_03.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pastambiences\\idaphospitaltent\\orange_idaphospitaltent_pain_04.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pastambiences\\idaphospitaltent\\orange_idaphospitaltent_pain_05.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pastambiences\\idaphospitaltent\\orange_idaphospitaltent_pain_06.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pastambiences\\idaphospitaltent\\orange_idaphospitaltent_ventilator_01_loop.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pastambiences\\kindergarten\\orange_kindergarten_drawing_loop.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pastambiences\\kindergarten\\orange_kindergarten_kids_01.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pastambiences\\kindergarten\\orange_kindergarten_kids_02.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pastambiences\\kindergarten\\orange_kindergarten_kids_03.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pastambiences\\kindergarten\\orange_kindergarten_kids_04.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pastambiences\\kindergarten\\orange_kindergarten_kids_05.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pastambiences\\kindergarten\\orange_kindergarten_kids_06.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pastambiences\\kindergarten\\orange_kindergarten_kids_07.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pastambiences\\kindergarten\\orange_kindergarten_kids_08.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pastambiences\\kindergarten\\orange_kindergarten_musicbox_01.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pumpkin_destroy_01.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pumpkin_destroy_02.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\pumpkin_destroy_03.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\showcase_tent_interior_loop_01.wss\"\n\"a3\\sounds_f_orange\\missionsfx\\showcase_tent_interior_loop_02.wss\"\n\"a3\\sounds_f_orange\\test\\beep.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_coll_water_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_coll_water_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_collission_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_collission_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_collission_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_collission_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_01_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_01_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_02_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_02_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_03_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_03_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_off_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_off_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_on_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_eng_on_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_engine_lateral_movement_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_engine_lateral_movement_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_land_hit_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_land_hit_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_land_hit_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_rotors_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_land_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_land_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_object_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_object_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_tree_01_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_tree_01_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_tree_02_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_scrub_tree_02_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_windnoise_01_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_01\\uav_01_windnoise_01_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\rotors_synth_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_coll_water_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_coll_water_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_collission_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_collission_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_collission_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_collission_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_05.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_06.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_07.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_08.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_bomb_exp_09.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_collission_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_collission_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_collission_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_deminedrone_collission_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_01_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_01_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_02_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_02_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_03_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_03_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_04_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_04_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_off_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_off_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_on_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_eng_on_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_engine_lateral_movement.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_engine_lateral_movement_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_land_hit_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_land_hit_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_land_hit_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_land_hit_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_05.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_06.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_07.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_08.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_09.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_10.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_11.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflet_rustle_12.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflets_release_ext_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflets_release_ext_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflets_release_ext_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_leaflets_release_ext_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_land_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_land_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_object_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_object_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_tree_01_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_tree_01_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_tree_02_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_scrub_tree_02_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_windnoise_01_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_06_windnoise_01_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_bomb_release_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_bomb_release_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_bomb_release_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_bomb_release_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_bomb_whistle.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_dummybomb_exp_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_dummybomb_exp_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_dummybomb_exp_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_dummybomb_report_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_dummybomb_report_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\air\\uav_06\\uav_6_deminedrone_dummybomb_report_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_05.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_06.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_07.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_08.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_05.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_06.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_07.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\crashes\\cars\\vehicle_car_collision_medium_wood_08.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\rain\\vehicles_rain_01_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\rain\\vehicles_rain_01_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\shared\\rain\\vehicles_rain_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_ambulance_siren_ext_loop.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_ambulance_siren_int_loop.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_ambulance_siren_oneshot.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_brakes_asphalt_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_brakes_asphalt_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_brakes_dirt_ext_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_front_close_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_front_open_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_rear_close_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_rear_close_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_rear_open_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_rear_open_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_rear_open_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_slide_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_slide_02.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_slide_03.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_door_slide_04.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_01_ext_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_01_int_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_02_ext_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_02_int_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_03_ext_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_03_int_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_04_ext_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_01_rpm_04_int_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_02_idle_ext_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_eng_02_idle_int_mono.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_gendarmerie_siren_ext_loop_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_gendarmerie_siren_int_loop_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_gendarmerie_siren_oneshot.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_noise_hard_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_asphalt_ext.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_asphalt_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_grass_mud_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_gravel_int.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_movement_dirt_ext_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_sand.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_turns_asphalt_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_turns_dirt_01.wss\"\n\"a3\\sounds_f_orange\\vehicles\\soft\\van_02\\van_02_tires_water.wss\"\n```"},{"heading":"sounds_f_patrol","level":4,"markdown":"```\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\01_partial_objective_accomplished_a.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\01_partial_objective_accomplished_b.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\01_partial_objective_accomplished_c.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\02_mission_start_a.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\02_mission_start_b.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\02_mission_start_c.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\03_exfil_successful_primary_done_a.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\03_exfil_successful_primary_done_b.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\03_exfil_successful_primary_done_c.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\04_exfil_successful_primary_failed_a.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\04_exfil_successful_primary_failed_b.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\04_exfil_successful_primary_failed_c.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\05_timeout_induced_exfil_a.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\05_timeout_induced_exfil_b.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\05_timeout_induced_exfil_c.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\06_mission_accomplished_a.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\06_mission_accomplished_b.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\06_mission_accomplished_c.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\07_casualties_induced_exfil_a.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\07_casualties_induced_exfil_b.ogg\"\n\"a3\\sounds_f_patrol\\radio\\combatpatrol\\07_casualties_induced_exfil_c.ogg\"\n\"a3\\sounds_f_patrol\\sfx\\objects\\oldlaptop\\oldlaptop_video.wss\"\n```"},{"heading":"sounds_f_tank","level":4,"markdown":"```\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\adds\\kick.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\adds\\metal01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\adds\\metal02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\adds\\metal03.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_closeshot_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_closeshot_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_closeshot_03.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_closeshot_04.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_distshot_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_distshot_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_distshot_03.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_tailforest_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_tailforest_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_tailhouses_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_tailhouses_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_tailmeadows_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\mraws\\mraws_tailmeadows_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_closeshot_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_closeshot_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_closeshot_03.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_closeshot_04.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_distshot_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_distshot_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_distshot_03.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_launch_01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons\\launchers\\vorona\\vorona_launch_02.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons_static\\firefist\\firefist_closeshot01.wss\"\n\"a3\\sounds_f_tank\\arsenal\\weapons_static\\firefist\\firefist_distshot01.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_burst01.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_burst02.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_rpm0.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_rpm1.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_rpm2.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_rpm3.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_rpm4.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_start.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_ext_stop.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_burst01.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_burst02.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_rpm0.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_rpm1.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_rpm2.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_rpm3.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_rpm4.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_start.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\afv_wheeled_01\\afv_wheeled_01_engine_int_stop.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_burst01.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_burst02.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_burst03.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_rpm0.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_rpm1.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_rpm2.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_rpm3.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_rpm4.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_rpm5.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_start.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_ext_stop.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_burst01.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_burst02.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_burst03.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_rpm0.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_rpm1.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_rpm2.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_rpm3.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_rpm4.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_rpm5.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_start.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\lt_01\\lt_01_engine_int_stop.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_burst01.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_burst02.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_burst03.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_rpm0.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_rpm1.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_rpm2.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_rpm3.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_rpm4.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_rpm5.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_rpm6.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_start.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_ext_stop.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_burst01.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_burst02.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_burst03.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_rpm0.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_rpm1.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_rpm2.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_rpm3.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_rpm4.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_rpm5.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_rpm6.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_start.wss\"\n\"a3\\sounds_f_tank\\vehicles\\armor\\mbt_04\\mbt_04_engine_int_stop.wss\"\n```"},{"heading":"ui_f\\data","level":4,"markdown":"```\n\"a3\\ui_f\\data\\sound\\cfgcutscenes\\rearm.wss\"\n\"a3\\ui_f\\data\\sound\\cfgcutscenes\\refuel.wss\"\n\"a3\\ui_f\\data\\sound\\cfgcutscenes\\repair.wss\"\n\"a3\\ui_f\\data\\sound\\cfgingameui\\hint.wss\"\n\"a3\\ui_f\\data\\sound\\cfgingameui\\hintcollapse.wss\"\n\"a3\\ui_f\\data\\sound\\cfgingameui\\hintexpand.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\additemfailed.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\additemok.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\communicationmenuitemadded.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\defaultnotification.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\defaultnotificationclose.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\scoreadded.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\scoreremoved.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\sectorcaptured.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\sectorlost.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\skirmishentering.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\skirmishleaving.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\tacticalping.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\tacticalping2.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\tacticalping3.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\tacticalping4.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\taskassigned.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\taskcanceled.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\taskcreated.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\taskfailed.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\tasksucceeded.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\taskupdated.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\tridentallies.wss\"\n\"a3\\ui_f\\data\\sound\\cfgnotifications\\tridentenemies.wss\"\n\"a3\\ui_f\\data\\sound\\empty.wss\"\n\"a3\\ui_f\\data\\sound\\readout\\readoutclick.wss\"\n\"a3\\ui_f\\data\\sound\\readout\\readouthideclick1.wss\"\n\"a3\\ui_f\\data\\sound\\readout\\readouthideclick2.wss\"\n\"a3\\ui_f\\data\\sound\\rscbutton\\soundclick.wss\"\n\"a3\\ui_f\\data\\sound\\rscbutton\\soundenter.wss\"\n\"a3\\ui_f\\data\\sound\\rscbutton\\soundescape.wss\"\n\"a3\\ui_f\\data\\sound\\rscbutton\\soundpush.wss\"\n\"a3\\ui_f\\data\\sound\\rscbuttonmenu\\soundclick.wss\"\n\"a3\\ui_f\\data\\sound\\rscbuttonmenu\\soundenter.wss\"\n\"a3\\ui_f\\data\\sound\\rscbuttonmenu\\soundescape.wss\"\n\"a3\\ui_f\\data\\sound\\rscbuttonmenu\\soundpush.wss\"\n\"a3\\ui_f\\data\\sound\\rscbuttonmenuok\\soundpush.wss\"\n\"a3\\ui_f\\data\\sound\\rsccombo\\soundcollapse.wss\"\n\"a3\\ui_f\\data\\sound\\rsccombo\\soundexpand.wss\"\n\"a3\\ui_f\\data\\sound\\rsccombo\\soundselect.wss\"\n\"a3\\ui_f\\data\\sound\\rsclistbox\\soundselect.wss\"\n\"a3\\ui_f\\data\\sound\\rsctitles\\rsctilesgroup_collapse.wss\"\n\"a3\\ui_f\\data\\sound\\rsctitles\\rsctilesgroup_expand.wss\"\n```"},{"heading":"ui_f_curator","level":4,"markdown":"```\n\"a3\\ui_f_curator\\data\\sound\\cfgcurator\\soundping.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\error01.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\error02.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\error03.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\error04.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\error05.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\ping01.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\ping02.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\ping03.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\ping04.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\ping05.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\ping06.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\ping07.wss\"\n\"a3\\ui_f_curator\\data\\sound\\cfgsound\\visionmode.wss\"\n```"}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: Sound: cfgSound3DProcessors","title":"Arma 3: Sound: cfgSound3DProcessors","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound:_cfgSound3DProcessors","revid":339060,"updated":"2023-04-25T00:16:04Z","aliases":["Arma 3 Sound: cfgSound3DProcessors","cfgSound3DProcessors"],"markdown":"In the old audio engine any stereo file that was supposed to be positional in the 3D world (gunshots for example) was downmixed to mono.\nUsing stereo sounds can enhance the soundscape tremendously which is why **Sound 3D Processors** were introduced. Here is an example configuration.\n\n```cpp\nclass cfgSound3DProcessors\n{\n    class default3DProcessingType\n    {\n        type = emitter;                // emitter or panner, chooses between the available processors\n        innerRange = 0;                // range at which certain behaviors of the chosen processor reach their limit, results depend on chosen processor\n        range = 50;                    // range at which the chosen processor starts turning 100% mono into \"3D processed stereo sound\"\n        rangeCurve = LinearCurve;    // normally the transition between 100% mono and 100% \"3D processed\" is linear, but you can use curves defined in CfgSoundCurves to change that behavior\n        radius = 3;                    // ONLY FOR EMITTER maximum radius between the virtual speakers\n    };\n};\n```\n\n> [!NOTE]\n> See also CfgSoundCurves.\n\n#### Stereo Emitter\n\nThe **Stereo Emitter** creates two virtual speakers in the 3D world, each speaker is playing back one channel of the stereo file. Only stereo files are supported at the moment. The position of the speakers depends on parameters in the configuration and the distance to the listener. When the listener is beyond the *range* distance both speakers are sitting on two opposite sides of a circle with the radius of 0 on the sound source. You could say they are in the same position. As the player crosses *range* the speakers start moving away from sound source as the radius of the circle increases to a maximum which you set with the *radius* parameter. Maximum radius is reached at *innerRange*.\n\nThe virtual speakers copy the cameras rotation, so if you are infront of the sound source and rotate yourself 90° to the left, your \"ingame ears\" and the virtual speakers will all line up. A small visual comparison: You might know particle effects in video games that seem to always *look* at you and *rotate* with you, like billboards. The stereo emitter has the same behavior.\n\n#### Multichannel Panner\n\nThe **Multichannel Panner** does not create any virtual speakers.\n\nMore info soon™.\n\n### Creating 3D Processors\n\n**3D Processors** are defined *ONLY* in the cfgSound3DProcessors class. You can create your own versions of *emitters* and *panners*. An example should be enough to explain:\n\n```cpp\nclass cfgSound3DProcessors\n{\n    class myAwesomeExtremeEmitter\n    {\n        type = emitter;\n        innerRange = 50;\n        range = 200;\n        rangeCurve = myAwesomeCurve; // OPTIONAL PARAMETER - you can use a curve defined in CfgSoundCurves, if you don't define a curve a linear transition curve will be used (it's fine for most cases)\n        radius = 50;\n    };\n    class myAwesomeExtremePanner\n    {\n        type = panner;\n        innerRange = 100;\n        range = 5000;\n    };\n};\n```\n\n### Implementing 3D Processors in your config\n\nIn your SoundSets use the name of your 3D Processor, like this:\n\n```cpp\nsound3DProcessorType = myAwesomeExtremeEmitter;\n```","sections":[{"heading":null,"level":1,"markdown":"In the old audio engine any stereo file that was supposed to be positional in the 3D world (gunshots for example) was downmixed to mono.\nUsing stereo sounds can enhance the soundscape tremendously which is why **Sound 3D Processors** were introduced. Here is an example configuration.\n\n```cpp\nclass cfgSound3DProcessors\n{\n    class default3DProcessingType\n    {\n        type = emitter;                // emitter or panner, chooses between the available processors\n        innerRange = 0;                // range at which certain behaviors of the chosen processor reach their limit, results depend on chosen processor\n        range = 50;                    // range at which the chosen processor starts turning 100% mono into \"3D processed stereo sound\"\n        rangeCurve = LinearCurve;    // normally the transition between 100% mono and 100% \"3D processed\" is linear, but you can use curves defined in CfgSoundCurves to change that behavior\n        radius = 3;                    // ONLY FOR EMITTER maximum radius between the virtual speakers\n    };\n};\n```\n\n> [!NOTE]\n> See also CfgSoundCurves."},{"heading":"Stereo Emitter","level":4,"markdown":"The **Stereo Emitter** creates two virtual speakers in the 3D world, each speaker is playing back one channel of the stereo file. Only stereo files are supported at the moment. The position of the speakers depends on parameters in the configuration and the distance to the listener. When the listener is beyond the *range* distance both speakers are sitting on two opposite sides of a circle with the radius of 0 on the sound source. You could say they are in the same position. As the player crosses *range* the speakers start moving away from sound source as the radius of the circle increases to a maximum which you set with the *radius* parameter. Maximum radius is reached at *innerRange*.\n\nThe virtual speakers copy the cameras rotation, so if you are infront of the sound source and rotate yourself 90° to the left, your \"ingame ears\" and the virtual speakers will all line up. A small visual comparison: You might know particle effects in video games that seem to always *look* at you and *rotate* with you, like billboards. The stereo emitter has the same behavior."},{"heading":"Multichannel Panner","level":4,"markdown":"The **Multichannel Panner** does not create any virtual speakers.\n\nMore info soon™."},{"heading":"Creating 3D Processors","level":3,"markdown":"**3D Processors** are defined *ONLY* in the cfgSound3DProcessors class. You can create your own versions of *emitters* and *panners*. An example should be enough to explain:\n\n```cpp\nclass cfgSound3DProcessors\n{\n    class myAwesomeExtremeEmitter\n    {\n        type = emitter;\n        innerRange = 50;\n        range = 200;\n        rangeCurve = myAwesomeCurve; // OPTIONAL PARAMETER - you can use a curve defined in CfgSoundCurves, if you don't define a curve a linear transition curve will be used (it's fine for most cases)\n        radius = 50;\n    };\n    class myAwesomeExtremePanner\n    {\n        type = panner;\n        innerRange = 100;\n        range = 5000;\n    };\n};\n```"},{"heading":"Implementing 3D Processors in your config","level":3,"markdown":"In your SoundSets use the name of your 3D Processor, like this:\n\n```cpp\nsound3DProcessorType = myAwesomeExtremeEmitter;\n```"}],"categories":["Arma 3: Sound"],"groups":["Configuration"]},{"name":"Arma 3: Sound: cfgSoundCurves","title":"Arma 3: Sound: cfgSoundCurves","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound:_cfgSoundCurves","revid":339055,"updated":"2023-04-24T23:45:58Z","aliases":["Arma 3 Sound: cfgSoundCurves"],"markdown":"### CfgSoundCurves\n\nInstead of having to define many points every time you need to define a curve (for example for the rangeCurve in a SoundShader) you can use the class CfgSoundCurves to define specific sound curves and then just use the names of these soundCurves in your sound configurations.\n\nLet's look at an example CfgSoundCurves entry:\n\n```cpp\nclass CfgSoundCurves\n{\n    class closureVolumeCurve\n    {\n        points[] =\n        {\n            { 0.0, 1.0 },\n            { 0.5, 0.7 },\n            { 1.0, 0.0 }\n        };\n    };\n};\n```\n\nThis entry uses relative distance values (0 = 0m, 1 = maximum range) and is called \"closureVolumeCurve\".\nSo in an example SoundShader we can use: **rangeCurve = closureVolumeCurve** because we have defined it in cfgSoundCurves.","sections":[{"heading":"CfgSoundCurves","level":3,"markdown":"Instead of having to define many points every time you need to define a curve (for example for the rangeCurve in a SoundShader) you can use the class CfgSoundCurves to define specific sound curves and then just use the names of these soundCurves in your sound configurations.\n\nLet's look at an example CfgSoundCurves entry:\n\n```cpp\nclass CfgSoundCurves\n{\n    class closureVolumeCurve\n    {\n        points[] =\n        {\n            { 0.0, 1.0 },\n            { 0.5, 0.7 },\n            { 1.0, 0.0 }\n        };\n    };\n};\n```\n\nThis entry uses relative distance values (0 = 0m, 1 = maximum range) and is called \"closureVolumeCurve\".\nSo in an example SoundShader we can use: **rangeCurve = closureVolumeCurve** because we have defined it in cfgSoundCurves."}],"categories":["Arma 3: Sound"],"groups":["Configuration"]},{"name":"Arma 3: Sound: cfgSoundSets","title":"Arma 3: Sound: cfgSoundSets","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound:_cfgSoundSets","revid":339738,"updated":"2023-04-28T16:20:12Z","aliases":["Arma 3 Sound: cfgSoundSets"],"markdown":"### SoundSet\n\nA **SoundSet** usually combines multiple SoundShaders and decides how they are presented in the world. Let's look at an example SoundSet:\n\n```cpp\nclass cfgSoundSets\n{\n    class MX_Shot_SoundSet\n    {\n        soundShaders[] =\n        {\n            gunShotClose,\n            gunShotDistant\n        };\n        soundShadersLimit = 1;\n        volumeFactor = 1;\n        volumeRandomizer = 0;\n        volumeCurve = defaultVolumeCurve;\n        frequencyFactor = 1;\n        frequencyRandomizer = 0;\n        loop = 0;\n        spatial = 1;\n        sound3DProcessingType = defaultSound3DProcessingType;\n        doppler = 0;\n        speedOfSound = 1;\n    };\n};\n```\n\n#### Important Notes on SoundSets\n\n- SoundSets are a dynamically mixed sample - audio is being created on the fly by the engine. If you mix a 1 second long SoundShader with a 3 second long SoundShader the final sample will be 3 seconds long.\n- the **range** of the SoundSet is the highest range of all SoundShaders used in SoundSet. So if one SoundShader has a range of 50 and another SoundShader has a range of 1800 - 1800 will be the range of the SoundSet.\n- volumeCurves applied to SoundSet will be scaled to that range. Looking at the example above 1 will mean 1800m and 0 will mean 0m.\n- currently it is necessary to use SoundShaders with the same frequency within the SoundSet (frequency parameter in SoundShader will be ignored if more than one SoundShader in SoundSet)\n- as of the Eden Update soundShaders used in soundSets MUST all be either mono or stereo, you can not mix together mono and stereo soundShaders\n\n#### soundShaders\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| soundShaders | { soundShader1, soundShader2... }; | none | array of soundShaders to be submixed |\n\nAll SoundShaders within this array will be called, their volume values evaluated and they will be *SUBMIXED* into one voice. There are multiple great things here:\n\n- The mixing is sample accurate! The way you hear it in your DAW is how you will hear the mix ingame! In previous arma titles sound events sometimes were not played simultaneously but with a tiny gap between them, creating weird effects - no more!\n- The final mix counts as ONE VOICE. Game Sound Designers know that sometimes we create a sound out of multiple layers and the number of voices ingame is limited - well even if you use 6 SoundShaders to make up one dynamic SoundSet, the SoundSet will count as ONE voice.\n\n#### SoundShadersLimit\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| soundShadersLimit | N° | 0 | SoundShaders without limitation parameter will always be processed |\n\nIf you set the value to 2, only the 2 **loudest** SoundShaders will be processed. Loudness is calculated from rangeCurves & volume values, not the sample itself.\nSince with rangeCurves you can have many soundShaders active this is a good way to save processing power. For this to work the SoundShaders must have *limitation = 1;* in their configurations.\n\n#### volumeFactor\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| volumeFactor | float (0-n) | 1 | multiplication factor for volume |\n\nThis allows you to manage volume for a group of sounds instead of doing it one by one like in old configuration versions. volumeFactor set to 2 means that every volume value of each SoundShader is doubled.\n\n#### volumeRandomizer\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| volumeRandomizer | db values like db3, db6 etc. | 0 | random volume change value, calculated during each use of SoundSet |\n\nThis allows you to have volume differences between each sound (for example gunshot). The value you enter is a volume RANGE.\nSo If you configure your sound to be at db-6 (-6dBFS) and set volumeRandomizer to db3 (3dB range) the final volume will be between -3dBFS and -9dBFS.\n\n#### volumeCurve\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| volumeCurve | array of points or class name defined in **CfgSoundCurves** | defaultVolumeCurve | volume falloff curve for the SoundSet, based on highest range of SoundShaders in SoundSet |\n\n#### frequencyFactor\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| frequencyFactor | Number (0-n) | 1 | multiplication factor for frequency |\n\nThis allows you to control the pitch of all SoundShaders in the SoundSet.\n\n#### frequencyRandomizer\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| frequencyRandomizer | Semitones in numbers | 0 | random multiplication factor for frequency, calculated during each use of SoundSet |\n\nEvery time soundSet is triggered a number between 0 and the value here is calculated and applied to the sound.\nSo for example: frequencyRandomizer = 3; The sound will have pitch randomization within 3 semitones (positive and negative, sound pitch going up and down).\n\n#### frequencyRandomizerMin\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| frequencyRandomizer | Semitones in numbers | 0 | minimum random multiplication factor for frequency, calculated during each use of SoundSet |\n\nWorks together with frequencyRandomizer. Here you can configure the minimum frequency change. This way you can ensure a certain \"difference\" between two sounds.\nFrequencyRandomizerMin = 0.5; will make sure that the two sounds are half a semitone apart.\n\n#### loop\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| loop | enum (0/1) or boolean | 0 | defining looping of SoundSet, start/stop of loop is handled by gameplay event |\n\nThis is WIP, not sure how it works, will add information as soon as the feature becomes more prevalent.\n\n#### distanceFilter\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| distanceFilter | class name of filter or \"none\" if you don't want filter | defaultDistanceFilter | defines the filter used when listener distance to sound increases |\n\nDistant sounds sound different compared to close sounds. Usually they become quieter (rangeCurve takes care of that) and they lose high frequency content.\ndistanceFilter is defining how exactly the sound loses high frequency content. Open config.cpp in sounds.pbo and take a look at *class cfgDistanceFilters* to get a rough idea.\n\nIf you want NO filter to be applied to your soundSet, use distanceFilter = \"none\";\n\n#### spatial\n\nIf 1 the sound will be treated like a 3D sound. If 0 the sound will be played back locally \"in the player's head\" which would sound the same as if you played a sound in your MP3 player.\n\n#### sound3DProcessingType\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| sound3DProcessingType | class name of 3D processing type or *none* if you want the old config behaviour | defaultSound3DProcessingType | use **emitter** or **panner**? Class names defined in **cfgSound3DProcessors** |\n\nHere you choose the 3D processing of the sound. You can use new systems explained in cfgSound3DProcessors but if you want the engine to behave like in the old days and downmix stereo files to mono to position them in the 3D world, set sound3DProcessingType to *\"none\"*.\n\n#### spatialityRange\n\nDefault value 0.\nDistance in meters where signal starts \"bleeding\" into the opposite channel.\nIt's X3DAudio's [**innerRadius** value and you can read more about it here](https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudio_emitter(v=vs.85).aspx).\nI don't know exactly how it works so I will explain it when I know more.\n\n#### spatialityRangeAngle\n\nAngle in Radians. It's X3DAudio's [**innerRadiusAngle** and you can read more about it here](https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudio_emitter(v=vs.85).aspx).\n\n#### doppler\n\nDecides whether [the doppler effect](https://www.youtube.com/results?search_query=doppler+effect) will be applied to the SoundSet or not.\n\n#### speedOfSound\n\nDecides whether speed of sound calculation will be enabled for the SoundSet or not.","sections":[{"heading":"SoundSet","level":3,"markdown":"A **SoundSet** usually combines multiple SoundShaders and decides how they are presented in the world. Let's look at an example SoundSet:\n\n```cpp\nclass cfgSoundSets\n{\n    class MX_Shot_SoundSet\n    {\n        soundShaders[] =\n        {\n            gunShotClose,\n            gunShotDistant\n        };\n        soundShadersLimit = 1;\n        volumeFactor = 1;\n        volumeRandomizer = 0;\n        volumeCurve = defaultVolumeCurve;\n        frequencyFactor = 1;\n        frequencyRandomizer = 0;\n        loop = 0;\n        spatial = 1;\n        sound3DProcessingType = defaultSound3DProcessingType;\n        doppler = 0;\n        speedOfSound = 1;\n    };\n};\n```"},{"heading":"Important Notes on SoundSets","level":4,"markdown":"- SoundSets are a dynamically mixed sample - audio is being created on the fly by the engine. If you mix a 1 second long SoundShader with a 3 second long SoundShader the final sample will be 3 seconds long.\n- the **range** of the SoundSet is the highest range of all SoundShaders used in SoundSet. So if one SoundShader has a range of 50 and another SoundShader has a range of 1800 - 1800 will be the range of the SoundSet.\n- volumeCurves applied to SoundSet will be scaled to that range. Looking at the example above 1 will mean 1800m and 0 will mean 0m.\n- currently it is necessary to use SoundShaders with the same frequency within the SoundSet (frequency parameter in SoundShader will be ignored if more than one SoundShader in SoundSet)\n- as of the Eden Update soundShaders used in soundSets MUST all be either mono or stereo, you can not mix together mono and stereo soundShaders"},{"heading":"soundShaders","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| soundShaders | { soundShader1, soundShader2... }; | none | array of soundShaders to be submixed |\n\nAll SoundShaders within this array will be called, their volume values evaluated and they will be *SUBMIXED* into one voice. There are multiple great things here:\n\n- The mixing is sample accurate! The way you hear it in your DAW is how you will hear the mix ingame! In previous arma titles sound events sometimes were not played simultaneously but with a tiny gap between them, creating weird effects - no more!\n- The final mix counts as ONE VOICE. Game Sound Designers know that sometimes we create a sound out of multiple layers and the number of voices ingame is limited - well even if you use 6 SoundShaders to make up one dynamic SoundSet, the SoundSet will count as ONE voice."},{"heading":"SoundShadersLimit","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| soundShadersLimit | N° | 0 | SoundShaders without limitation parameter will always be processed |\n\nIf you set the value to 2, only the 2 **loudest** SoundShaders will be processed. Loudness is calculated from rangeCurves & volume values, not the sample itself.\nSince with rangeCurves you can have many soundShaders active this is a good way to save processing power. For this to work the SoundShaders must have *limitation = 1;* in their configurations."},{"heading":"volumeFactor","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| volumeFactor | float (0-n) | 1 | multiplication factor for volume |\n\nThis allows you to manage volume for a group of sounds instead of doing it one by one like in old configuration versions. volumeFactor set to 2 means that every volume value of each SoundShader is doubled."},{"heading":"volumeRandomizer","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| volumeRandomizer | db values like db3, db6 etc. | 0 | random volume change value, calculated during each use of SoundSet |\n\nThis allows you to have volume differences between each sound (for example gunshot). The value you enter is a volume RANGE.\nSo If you configure your sound to be at db-6 (-6dBFS) and set volumeRandomizer to db3 (3dB range) the final volume will be between -3dBFS and -9dBFS."},{"heading":"volumeCurve","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| volumeCurve | array of points or class name defined in **CfgSoundCurves** | defaultVolumeCurve | volume falloff curve for the SoundSet, based on highest range of SoundShaders in SoundSet |"},{"heading":"frequencyFactor","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| frequencyFactor | Number (0-n) | 1 | multiplication factor for frequency |\n\nThis allows you to control the pitch of all SoundShaders in the SoundSet."},{"heading":"frequencyRandomizer","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| frequencyRandomizer | Semitones in numbers | 0 | random multiplication factor for frequency, calculated during each use of SoundSet |\n\nEvery time soundSet is triggered a number between 0 and the value here is calculated and applied to the sound.\nSo for example: frequencyRandomizer = 3; The sound will have pitch randomization within 3 semitones (positive and negative, sound pitch going up and down)."},{"heading":"frequencyRandomizerMin","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| frequencyRandomizer | Semitones in numbers | 0 | minimum random multiplication factor for frequency, calculated during each use of SoundSet |\n\nWorks together with frequencyRandomizer. Here you can configure the minimum frequency change. This way you can ensure a certain \"difference\" between two sounds.\nFrequencyRandomizerMin = 0.5; will make sure that the two sounds are half a semitone apart."},{"heading":"loop","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| loop | enum (0/1) or boolean | 0 | defining looping of SoundSet, start/stop of loop is handled by gameplay event |\n\nThis is WIP, not sure how it works, will add information as soon as the feature becomes more prevalent."},{"heading":"distanceFilter","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| distanceFilter | class name of filter or \"none\" if you don't want filter | defaultDistanceFilter | defines the filter used when listener distance to sound increases |\n\nDistant sounds sound different compared to close sounds. Usually they become quieter (rangeCurve takes care of that) and they lose high frequency content.\ndistanceFilter is defining how exactly the sound loses high frequency content. Open config.cpp in sounds.pbo and take a look at *class cfgDistanceFilters* to get a rough idea.\n\nIf you want NO filter to be applied to your soundSet, use distanceFilter = \"none\";"},{"heading":"spatial","level":4,"markdown":"If 1 the sound will be treated like a 3D sound. If 0 the sound will be played back locally \"in the player's head\" which would sound the same as if you played a sound in your MP3 player."},{"heading":"sound3DProcessingType","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| sound3DProcessingType | class name of 3D processing type or *none* if you want the old config behaviour | defaultSound3DProcessingType | use **emitter** or **panner**? Class names defined in **cfgSound3DProcessors** |\n\nHere you choose the 3D processing of the sound. You can use new systems explained in cfgSound3DProcessors but if you want the engine to behave like in the old days and downmix stereo files to mono to position them in the 3D world, set sound3DProcessingType to *\"none\"*."},{"heading":"spatialityRange","level":4,"markdown":"Default value 0.\nDistance in meters where signal starts \"bleeding\" into the opposite channel.\nIt's X3DAudio's [**innerRadius** value and you can read more about it here](https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudio_emitter(v=vs.85).aspx).\nI don't know exactly how it works so I will explain it when I know more."},{"heading":"spatialityRangeAngle","level":4,"markdown":"Angle in Radians. It's X3DAudio's [**innerRadiusAngle** and you can read more about it here](https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudio_emitter(v=vs.85).aspx)."},{"heading":"doppler","level":4,"markdown":"Decides whether [the doppler effect](https://www.youtube.com/results?search_query=doppler+effect) will be applied to the SoundSet or not."},{"heading":"speedOfSound","level":4,"markdown":"Decides whether speed of sound calculation will be enabled for the SoundSet or not."}],"categories":["Arma 3: Sound"],"groups":["Configuration"]},{"name":"Arma 3: Sound: cfgSoundShaders","title":"Arma 3: Sound: cfgSoundShaders","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound:_cfgSoundShaders","revid":364298,"updated":"2024-05-06T09:38:39Z","aliases":["Arma 3 Sound: cfgSoundShaders"],"markdown":"### SoundShader\n\nThe **SoundShader** within the class *cfgSoundShaders* is the most basic sound entity in the Arma 3 sound engine. Let's look at an example and the parameters.\n\n```cpp\nclass cfgSoundShaders\n{\n    class MX_Closure_SoundShader\n    {\n        samples[] =\n        {\n            { \"pathToYourSound1\", 1 },\n            { \"pathToYourSound2\", 1 },\n            { \"pathToYourSound3\", 1 }\n        };\n        volume = 0.5;\n        frequency = 1;\n        range = 10;\n        rangeCurve[] =\n        {\n            { 0, 1 },\n            { 5, 0.7 },\n            { 10, 0 }\n        };\n        limitation = 0;\n    };\n};\n```\n\n#### samples\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| samples | { [\"path/sound\", p], ... } | none | array containing sound file name with paths and probability values (p) |\n\nHere you define the path to your sound. The number after the path is used in the random sample selection. When a SoundShader with multiple sounds is called one sound is chosen randomly.\nThe bigger the number behind the sound, the higher the chance of the sound being picked. So `{ \"pathToYourSound1\", 10 }` is a lot more likely to be picked than `{ \"pathToYourSound2\", 1 }`.\n\nAlso noteworthy here is that in previous Arma sound configuration we had to make sure that all the probability numbers add up to 1.\nSo if we had two sounds their probabilities had to be 0.5. With the new configuration this is no longer needed.\n\n```cpp\n{ \"pathToYourSound1\", 10 }\n{ \"pathToYourSound2\", 10 }\n```\n\nis the same as\n\n```cpp\n{ \"pathToYourSound1\", 1 }\n{ \"pathToYourSound1\", 1 }\n```\n\nBoth sounds have the same chance of being picked.\n\n#### volume\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| volume | float (0-5) | 1 | basic volume value |\n\nVolume defines how loud the sample is played in relation to 0dBFS - the highest volume value in the digital world. A value of 1 means 100% means 0dbFS. A value of 0.5 means 50% means -6dBFS.\nIf you want to calculate what values to enter here depending on dB, you can use [this calculator](https://www.noisemeters.com/apps/db-calculator/).\n\nAny other percentage to dB calculator will work. Careful though, as you can see on [this site](https://lightmachinery.com/optical-design-center/more-optical-design-tools/percentage-to-db/) signal dB is not equal power dB!\nAlways be sure to calculate with the right dB! To ensure you work with the right dB test this in your calculator: -6dB = 50%, always.\n\n#### frequency\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| frequency | float | 1 | basic pitch value, 1 = no change = normal pitch. Parameter ignored if more than 1 *SoundShaders* in *SoundSet* |\n\nPlayback speed/pitch of the sound. Low number = low pitch, high number = high pitch.\nThis parameter is **ignored** when the *SoundShader* is used together with other *SoundShaders* in a *SoundSet* (which can consist of multiple SoundShaders, more on that later).\n\n#### range\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| range | distance in meters | 0 | radius of circle around sound source where the sound will be played |\n\nThe sound will be played in this radius around the sound source.\nThere is no volume falloff configured yet so without any additional configuration the sound would start playing at full volume as soon as you are within this radius.\n\n#### rangeCurve\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| rangeCurve | {d0,v0}, {d1,v1} | none | array of points or class name defined in **cfgSoundCurves** |\n\nHere you can define the volume falloff depending on distance. The values are given in X,Y pairs. X being the distance, Y being the volume value.\nIn the example the sound will be played at full volume at 0m distance. Note that here relative values (from 0 being o and 1 being 100%) are used.\nAt 5m distance the volume will be 0.7 (70%, -3dB) and at 10m the sound will be silent. You can use hundreds of points to make really smooth curves.\nYou can either use distance values within the range (in the example from 0m to 10m) OR use *relative* range values, 1 being maximum range. So the above example would also work with:\n\n```cpp\nrangeCurve[] =\n{\n    { 0, 1 },\n    { 0.5, 0.7 },\n    { 1, 0 }\n};\n\nrangeCurve = myRangeCurve_001;\n```\n\n**Attention!** In this case `{ 0.5, 0.7 }` means \"at half *range* volume will be 0.7\" and `{ 1, 0 }` means \"at maximum *range* volume will be 0\".\nIn the 2nd example *myRangeCurve_001* has been predefined in cfgSoundCurves which is why we only need to enter a class name here.\n\n**rangeCurve** is pretty awesome because you can combine multiple *SoundShaders* with different *rangeCurves* within one *SoundSet* and play different sounds depending on distance. Imagine you have two SoundShaders:\n\n```cpp\n        // first SoundShader (close sounds)\n        range = 50;\n        rangeCurve[] =\n        {\n            { 0, 1 },\n            { 25, 0.7 },\n            { 50, 0 }\n        };\n\n        // second SoundShader (distant sounds)\n        range = 1800;\n        rangeCurve[] =\n        {\n            { 0, 0.2 },\n            { 25, 0.7 },\n            { 50, 1 },\n            { 1800, 1 }\n        };\n```\n\nThe close sound will start to become quieter over distance and at 50m it will be completely silent.\nThe distant sound starts off quietly and slowly becomes more loud until max volume at 50m. Max volume factor is kept within the SoundShader until 1800m (max distance of second SoundShader).\n\n#### limitation\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| limitation | bool | false | if true -> adds SoundShader to group of SoundShaders which will be limited within the SoundSet |\n\nIf enabled this adds the *SoundShader* to a group of *SoundShaders* which will be limited within the *SoundSet*, explanation of that will be found when we go over *SoundSets*.","sections":[{"heading":"SoundShader","level":3,"markdown":"The **SoundShader** within the class *cfgSoundShaders* is the most basic sound entity in the Arma 3 sound engine. Let's look at an example and the parameters.\n\n```cpp\nclass cfgSoundShaders\n{\n    class MX_Closure_SoundShader\n    {\n        samples[] =\n        {\n            { \"pathToYourSound1\", 1 },\n            { \"pathToYourSound2\", 1 },\n            { \"pathToYourSound3\", 1 }\n        };\n        volume = 0.5;\n        frequency = 1;\n        range = 10;\n        rangeCurve[] =\n        {\n            { 0, 1 },\n            { 5, 0.7 },\n            { 10, 0 }\n        };\n        limitation = 0;\n    };\n};\n```"},{"heading":"samples","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| samples | { [\"path/sound\", p], ... } | none | array containing sound file name with paths and probability values (p) |\n\nHere you define the path to your sound. The number after the path is used in the random sample selection. When a SoundShader with multiple sounds is called one sound is chosen randomly.\nThe bigger the number behind the sound, the higher the chance of the sound being picked. So `{ \"pathToYourSound1\", 10 }` is a lot more likely to be picked than `{ \"pathToYourSound2\", 1 }`.\n\nAlso noteworthy here is that in previous Arma sound configuration we had to make sure that all the probability numbers add up to 1.\nSo if we had two sounds their probabilities had to be 0.5. With the new configuration this is no longer needed.\n\n```cpp\n{ \"pathToYourSound1\", 10 }\n{ \"pathToYourSound2\", 10 }\n```\n\nis the same as\n\n```cpp\n{ \"pathToYourSound1\", 1 }\n{ \"pathToYourSound1\", 1 }\n```\n\nBoth sounds have the same chance of being picked."},{"heading":"volume","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| volume | float (0-5) | 1 | basic volume value |\n\nVolume defines how loud the sample is played in relation to 0dBFS - the highest volume value in the digital world. A value of 1 means 100% means 0dbFS. A value of 0.5 means 50% means -6dBFS.\nIf you want to calculate what values to enter here depending on dB, you can use [this calculator](https://www.noisemeters.com/apps/db-calculator/).\n\nAny other percentage to dB calculator will work. Careful though, as you can see on [this site](https://lightmachinery.com/optical-design-center/more-optical-design-tools/percentage-to-db/) signal dB is not equal power dB!\nAlways be sure to calculate with the right dB! To ensure you work with the right dB test this in your calculator: -6dB = 50%, always."},{"heading":"frequency","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| frequency | float | 1 | basic pitch value, 1 = no change = normal pitch. Parameter ignored if more than 1 *SoundShaders* in *SoundSet* |\n\nPlayback speed/pitch of the sound. Low number = low pitch, high number = high pitch.\nThis parameter is **ignored** when the *SoundShader* is used together with other *SoundShaders* in a *SoundSet* (which can consist of multiple SoundShaders, more on that later)."},{"heading":"range","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| range | distance in meters | 0 | radius of circle around sound source where the sound will be played |\n\nThe sound will be played in this radius around the sound source.\nThere is no volume falloff configured yet so without any additional configuration the sound would start playing at full volume as soon as you are within this radius."},{"heading":"rangeCurve","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| rangeCurve | {d0,v0}, {d1,v1} | none | array of points or class name defined in **cfgSoundCurves** |\n\nHere you can define the volume falloff depending on distance. The values are given in X,Y pairs. X being the distance, Y being the volume value.\nIn the example the sound will be played at full volume at 0m distance. Note that here relative values (from 0 being o and 1 being 100%) are used.\nAt 5m distance the volume will be 0.7 (70%, -3dB) and at 10m the sound will be silent. You can use hundreds of points to make really smooth curves.\nYou can either use distance values within the range (in the example from 0m to 10m) OR use *relative* range values, 1 being maximum range. So the above example would also work with:\n\n```cpp\nrangeCurve[] =\n{\n    { 0, 1 },\n    { 0.5, 0.7 },\n    { 1, 0 }\n};\n\nrangeCurve = myRangeCurve_001;\n```\n\n**Attention!** In this case `{ 0.5, 0.7 }` means \"at half *range* volume will be 0.7\" and `{ 1, 0 }` means \"at maximum *range* volume will be 0\".\nIn the 2nd example *myRangeCurve_001* has been predefined in cfgSoundCurves which is why we only need to enter a class name here.\n\n**rangeCurve** is pretty awesome because you can combine multiple *SoundShaders* with different *rangeCurves* within one *SoundSet* and play different sounds depending on distance. Imagine you have two SoundShaders:\n\n```cpp\n        // first SoundShader (close sounds)\n        range = 50;\n        rangeCurve[] =\n        {\n            { 0, 1 },\n            { 25, 0.7 },\n            { 50, 0 }\n        };\n\n        // second SoundShader (distant sounds)\n        range = 1800;\n        rangeCurve[] =\n        {\n            { 0, 0.2 },\n            { 25, 0.7 },\n            { 50, 1 },\n            { 1800, 1 }\n        };\n```\n\nThe close sound will start to become quieter over distance and at 50m it will be completely silent.\nThe distant sound starts off quietly and slowly becomes more loud until max volume at 50m. Max volume factor is kept within the SoundShader until 1800m (max distance of second SoundShader)."},{"heading":"limitation","level":4,"markdown":"| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| limitation | bool | false | if true -> adds SoundShader to group of SoundShaders which will be limited within the SoundSet |\n\nIf enabled this adds the *SoundShader* to a group of *SoundShaders* which will be limited within the *SoundSet*, explanation of that will be found when we go over *SoundSets*."}],"categories":["Arma 3: Sound"],"groups":["Configuration"]},{"name":"Arma 3: Sound: ExampleWeaponConfig","title":"Arma 3: Sound: ExampleWeaponConfig","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound:_ExampleWeaponConfig","revid":347070,"updated":"2023-08-29T19:15:36Z","aliases":["Arma 3 Sound: ExampleConfig","Arma 3 Sound: ExampleWeaponConfig","Arma 3: Sound: ExampleConfig"],"markdown":"### Example Weapon Config\n\n#### CfgPatches\n\nCfgPatches is the class that that gives your addon it is identity. More info in the CfgPatches page.\n\n```cpp\nclass CfgPatches\n{\n    class TAG_ThisIsMyAddon\n    {\n        units[] = {};\n        weapons[] = {};\n        requiredAddons[] = { \"A3_Weapons_F\", \"A3_Sounds_F\", \"A3_Sounds_F_Mark\", \"A3_CargoPoses_F\" };\n        /*\n            requiredAddons is important. It kind of answers the question \"What addons do I load before loading this one?\"\n            If your addon will overwrite certain data from the original arma3 config (that is mostly the case\n            with sound/asset REPLACEMENTS) you need to put the cfgPatches class here that contains the information that you are about to\n            overwrite. For example most arma3 sounds are defined in a config that's cfgPatches class is \"A3_Sounds_F\". So if you want to\n            overwrite data from there you need to put it into the requiredAddons array. If you want to change vehicle sounds, look in which\n            cfgPatches they are configured and add that to requiredAddons.\n        */\n        requiredVersion = 0.1;\n        version = \"0.01\"; //optional: internal version number\n        author = \"Megagoth1702\"; //optional: your alias\n        authorUrl = \"URL\"; //optional: URL to your website/online presence\n    };\n};\n```\n\n#### CfgSoundShaders\n\nMore detailed infos on CfgSoundShaders can be found on the Arma 3: Sound: cfgSoundShaders page.\n\n```cpp\nclass CfgSoundShaders\n{\n    //###################################### SHOTS ######################################\n    class TAG_Your_Rifle_Closure_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }}; // you can use wav/wss/ogg, ogg will have a small delay before playback (not too good for weapons/explosions)\n        volume = 0.4466836;\n        range = 5;\n    };\n    class TAG_Your_Rifle_closeShot_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = 1.0;\n        range = 50;\n        rangeCurve = \"closeShotCurve\";\n    };\n    class TAG_Your_Rifle_midShot_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = 0.7943282;\n        range = 1800;\n        rangeCurve[] = { {0,0.2}, {50,1}, {300,0}, {1800,0} };\n    };\n    class TAG_Your_Rifle_distShot_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = 1.0;\n        range = 1800;\n        rangeCurve[] = { {0,0}, {50,0}, {300,1}, {1800,1} };\n    };\n    // ###################################### TAILS ######################################\n    class TAG_Your_Rifle_tailInterior_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"interior\";\n        range = 500;\n        limitation = 0;\n    };\n    class TAG_Your_Rifle_tailTrees_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*trees/3\";\n        range = 1800;\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_tailForest_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*forest/3\";\n        range = 1800;\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_tailMeadows_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*(meadows/2 max sea/2)/3\";\n        range = 1800;\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_tailHouses_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*houses/3\";\n        range = 1200;\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_silencerShot_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = 1.0;\n        range = 150;\n        rangeCurve = \"closeShotCurve\";\n    };\n    class TAG_Your_Rifle_silencerTailForest_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*forest/3\";\n        range = 150;\n        rangeCurve[] = { {0,1}, {150,0.3} };\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_silencerTailHouses_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*houses/3\";\n        range = 150;\n        rangeCurve[] = { {0,1}, {150,0} };\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_silencerTailInterior_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"interior\";\n        range = 150;\n        rangeCurve[] = { {0,1}, {50,0.3}, {150,0} };\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_silencerTailMeadows_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*(meadows/2 max sea/2)/3\";\n        range = 150;\n        rangeCurve[] = { {0,1}, {150,0.3} };\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_silencerTailTrees_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*trees/3\";\n        range = 150;\n        rangeCurve[] = { {0,1}, {150,0.3} };\n        limitation = 1;\n    };\n};\n```\n\n#### CfgSoundSets\n\nmore info about soundSetscan be found on the Arma 3: Sound: cfgSoundSets page.\n\n```cpp\nclass CfgSoundSets\n{\n    class TAG_Your_Rifle_Shot_SoundSet\n    {\n        soundShaders[] = { \"TAG_Your_Rifle_Closure_SoundShader\", \"TAG_Your_Rifle_closeShot_SoundShader\", \"TAG_Your_Rifle_midShot_SoundShader\", \"TAG_Your_Rifle_distShot_SoundShader\", \"TAG_Your_Rifle_tailInterior_SoundShader\" };\n        volumeFactor = 1.6;\n        volumeCurve = \"InverseSquare2Curve\";\n        sound3DProcessingType = \"WeaponMediumShot3DProcessingType\";\n        distanceFilter = \"weaponShotDistanceFreqAttenuationFilter\";\n        spatial = 1;\n        doppler = 0;\n        loop = 0;\n    };\n    class TAG_Your_Rifle_Tail_SoundSet\n    {\n        soundShaders[] = { \"TAG_Your_Rifle_tailTrees_SoundShader\", \"TAG_Your_Rifle_tailForest_SoundShader\", \"TAG_Your_Rifle_tailMeadows_SoundShader\", \"TAG_Your_Rifle_tailHouses_SoundShader\" };\n        volumeFactor = 1;\n        volumeCurve = \"InverseSquare2Curve\";\n        frequencyRandomizer = 1;\n        sound3DProcessingType = \"WeaponMediumShotTail3DProcessingType\";\n        distanceFilter = \"weaponShotTailDistanceFreqAttenuationFilter\";\n        spatial = 1;\n        doppler = 0;\n        loop = 0;\n        soundShadersLimit = 2;\n    };\n};\n```\n\n#### CfgWeapons\n\n```cpp\n// ###################################### GENERAL MODES FOR INHERITANCE ######################################\n// sooner or later in weapon modding you are going to need to inherit from these classes so why not just put them here for future reference?\n\nclass Mode_SemiAuto;\nclass Mode_Burst;\nclass Mode_FullAuto;\n\nclass BaseSoundModeType;\n\nclass CfgWeapons\n{\n    class Rifle_Base_F;\n    class arifle_MX_Base_F : Rifle_Base_F\n    {\n        class Single : Mode_SemiAuto\n        {\n            sounds[] = { \"StandardSound\", \"SilencedSound\" };\n            class StandardSound : BaseSoundModeType\n            {\n                soundSetShot[] = { \"TAG_Your_Rifle_Shot_SoundSet\", \"TAG_Your_Rifle_Tail_SoundSet\" };\n            };\n            class SilencedSound : BaseSoundModeType\n            {\n                // this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here\n                // the soundSets was put here as an example\n                soundSetShot[] = { \"TAG_Your_Rifle_Shot_SoundSet\", \"TAG_Your_Rifle_Tail_SoundSet\" };\n            };\n        };\n        class FullAuto : Mode_FullAuto\n        {\n            sounds[] = { \"StandardSound\", \"SilencedSound\" };\n            class StandardSound : BaseSoundModeType\n            {\n                soundSetShot[] = { \"TAG_Your_Rifle_Shot_SoundSet\", \"TAG_Your_Rifle_Tail_SoundSet\" };\n            };\n            class SilencedSound : BaseSoundModeType\n            {\n                // this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here\n                // the soundSets was put here as an example\n                soundSetShot[] = { \"TAG_Your_Rifle_Shot_SoundSet\", \"TAG_Your_Rifle_Tail_SoundSet\" };\n            };\n        };\n    };\n};\n```","sections":[{"heading":"Example Weapon Config","level":3,"markdown":""},{"heading":"CfgPatches","level":4,"markdown":"CfgPatches is the class that that gives your addon it is identity. More info in the CfgPatches page.\n\n```cpp\nclass CfgPatches\n{\n    class TAG_ThisIsMyAddon\n    {\n        units[] = {};\n        weapons[] = {};\n        requiredAddons[] = { \"A3_Weapons_F\", \"A3_Sounds_F\", \"A3_Sounds_F_Mark\", \"A3_CargoPoses_F\" };\n        /*\n            requiredAddons is important. It kind of answers the question \"What addons do I load before loading this one?\"\n            If your addon will overwrite certain data from the original arma3 config (that is mostly the case\n            with sound/asset REPLACEMENTS) you need to put the cfgPatches class here that contains the information that you are about to\n            overwrite. For example most arma3 sounds are defined in a config that's cfgPatches class is \"A3_Sounds_F\". So if you want to\n            overwrite data from there you need to put it into the requiredAddons array. If you want to change vehicle sounds, look in which\n            cfgPatches they are configured and add that to requiredAddons.\n        */\n        requiredVersion = 0.1;\n        version = \"0.01\"; //optional: internal version number\n        author = \"Megagoth1702\"; //optional: your alias\n        authorUrl = \"URL\"; //optional: URL to your website/online presence\n    };\n};\n```"},{"heading":"CfgSoundShaders","level":4,"markdown":"More detailed infos on CfgSoundShaders can be found on the Arma 3: Sound: cfgSoundShaders page.\n\n```cpp\nclass CfgSoundShaders\n{\n    //###################################### SHOTS ######################################\n    class TAG_Your_Rifle_Closure_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }}; // you can use wav/wss/ogg, ogg will have a small delay before playback (not too good for weapons/explosions)\n        volume = 0.4466836;\n        range = 5;\n    };\n    class TAG_Your_Rifle_closeShot_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = 1.0;\n        range = 50;\n        rangeCurve = \"closeShotCurve\";\n    };\n    class TAG_Your_Rifle_midShot_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = 0.7943282;\n        range = 1800;\n        rangeCurve[] = { {0,0.2}, {50,1}, {300,0}, {1800,0} };\n    };\n    class TAG_Your_Rifle_distShot_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = 1.0;\n        range = 1800;\n        rangeCurve[] = { {0,0}, {50,0}, {300,1}, {1800,1} };\n    };\n    // ###################################### TAILS ######################################\n    class TAG_Your_Rifle_tailInterior_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"interior\";\n        range = 500;\n        limitation = 0;\n    };\n    class TAG_Your_Rifle_tailTrees_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*trees/3\";\n        range = 1800;\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_tailForest_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*forest/3\";\n        range = 1800;\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_tailMeadows_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*(meadows/2 max sea/2)/3\";\n        range = 1800;\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_tailHouses_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*houses/3\";\n        range = 1200;\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_silencerShot_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = 1.0;\n        range = 150;\n        rangeCurve = \"closeShotCurve\";\n    };\n    class TAG_Your_Rifle_silencerTailForest_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*forest/3\";\n        range = 150;\n        rangeCurve[] = { {0,1}, {150,0.3} };\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_silencerTailHouses_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*houses/3\";\n        range = 150;\n        rangeCurve[] = { {0,1}, {150,0} };\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_silencerTailInterior_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"interior\";\n        range = 150;\n        rangeCurve[] = { {0,1}, {50,0.3}, {150,0} };\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_silencerTailMeadows_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*(meadows/2 max sea/2)/3\";\n        range = 150;\n        rangeCurve[] = { {0,1}, {150,0.3} };\n        limitation = 1;\n    };\n    class TAG_Your_Rifle_silencerTailTrees_SoundShader\n    {\n        samples[] = {{ \"path\\to\\sound.wav\", 1 }};\n        volume = \"(1-interior/1.4)*trees/3\";\n        range = 150;\n        rangeCurve[] = { {0,1}, {150,0.3} };\n        limitation = 1;\n    };\n};\n```"},{"heading":"CfgSoundSets","level":4,"markdown":"more info about soundSetscan be found on the Arma 3: Sound: cfgSoundSets page.\n\n```cpp\nclass CfgSoundSets\n{\n    class TAG_Your_Rifle_Shot_SoundSet\n    {\n        soundShaders[] = { \"TAG_Your_Rifle_Closure_SoundShader\", \"TAG_Your_Rifle_closeShot_SoundShader\", \"TAG_Your_Rifle_midShot_SoundShader\", \"TAG_Your_Rifle_distShot_SoundShader\", \"TAG_Your_Rifle_tailInterior_SoundShader\" };\n        volumeFactor = 1.6;\n        volumeCurve = \"InverseSquare2Curve\";\n        sound3DProcessingType = \"WeaponMediumShot3DProcessingType\";\n        distanceFilter = \"weaponShotDistanceFreqAttenuationFilter\";\n        spatial = 1;\n        doppler = 0;\n        loop = 0;\n    };\n    class TAG_Your_Rifle_Tail_SoundSet\n    {\n        soundShaders[] = { \"TAG_Your_Rifle_tailTrees_SoundShader\", \"TAG_Your_Rifle_tailForest_SoundShader\", \"TAG_Your_Rifle_tailMeadows_SoundShader\", \"TAG_Your_Rifle_tailHouses_SoundShader\" };\n        volumeFactor = 1;\n        volumeCurve = \"InverseSquare2Curve\";\n        frequencyRandomizer = 1;\n        sound3DProcessingType = \"WeaponMediumShotTail3DProcessingType\";\n        distanceFilter = \"weaponShotTailDistanceFreqAttenuationFilter\";\n        spatial = 1;\n        doppler = 0;\n        loop = 0;\n        soundShadersLimit = 2;\n    };\n};\n```"},{"heading":"CfgWeapons","level":4,"markdown":"```cpp\n// ###################################### GENERAL MODES FOR INHERITANCE ######################################\n// sooner or later in weapon modding you are going to need to inherit from these classes so why not just put them here for future reference?\n\nclass Mode_SemiAuto;\nclass Mode_Burst;\nclass Mode_FullAuto;\n\nclass BaseSoundModeType;\n\nclass CfgWeapons\n{\n    class Rifle_Base_F;\n    class arifle_MX_Base_F : Rifle_Base_F\n    {\n        class Single : Mode_SemiAuto\n        {\n            sounds[] = { \"StandardSound\", \"SilencedSound\" };\n            class StandardSound : BaseSoundModeType\n            {\n                soundSetShot[] = { \"TAG_Your_Rifle_Shot_SoundSet\", \"TAG_Your_Rifle_Tail_SoundSet\" };\n            };\n            class SilencedSound : BaseSoundModeType\n            {\n                // this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here\n                // the soundSets was put here as an example\n                soundSetShot[] = { \"TAG_Your_Rifle_Shot_SoundSet\", \"TAG_Your_Rifle_Tail_SoundSet\" };\n            };\n        };\n        class FullAuto : Mode_FullAuto\n        {\n            sounds[] = { \"StandardSound\", \"SilencedSound\" };\n            class StandardSound : BaseSoundModeType\n            {\n                soundSetShot[] = { \"TAG_Your_Rifle_Shot_SoundSet\", \"TAG_Your_Rifle_Tail_SoundSet\" };\n            };\n            class SilencedSound : BaseSoundModeType\n            {\n                // this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here\n                // the soundSets was put here as an example\n                soundSetShot[] = { \"TAG_Your_Rifle_Shot_SoundSet\", \"TAG_Your_Rifle_Tail_SoundSet\" };\n            };\n        };\n    };\n};\n```"}],"categories":["Arma 3: Sound"],"groups":["Configuration"]},{"name":"Arma 3: Sound: Filters","title":"Arma 3: Sound: Filters","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound:_Filters","revid":338010,"updated":"2023-02-23T21:11:13Z","aliases":["Arma 3 Sound: Filters"],"markdown":"### Distance Frequency Attenuation\n\nEvery sound in the game is attenuated by a frequency Low Pass Filter, the frequency cutoff changes with distance.\n\nDefault filter is configured in **CfgSoundGlobals**, however it is possible to define a custom distance attenuation filter for each SoundSet using parameter *distanceFilter*.\n\nAll Distance Frequency Attenuation Filters must be configured in the base class **CfgDistanceFilters**.\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| *type* | Fitler Type name | \"lowPassFilter\" | - type of filter (note: currently, there only Low Pass Filter is possible) |\n| *minCutoffFrequency* | [Hz] | 300 | - minimal cutoff frequency (see: [Cutoff Frequency](https://en.wikipedia.org/wiki/Cutoff_frequency) on Wikipedia)) |\n| *qFactor* | float (0..1) | 1 | - slope of attenuation curve in frequency spectrum (see [Q factor](https://en.wikipedia.org/wiki/Q_factor) on Wikipedia |\n| *innerRange* | [m] | 100 | - radius of sphere with sound source in its' center<br>- within innerRange distance, no filter is applied |\n| *range* | [m] | 1500 | - radius of sphere with sound source in its' center<br>- outside the range distance, cutoff frequency of filtering stops at minCutoffFrequency |\n| *powerFactor* | (0..100) | 2 | - relationship between cutoff frequency and distance<br>- higher value means faster attanuation |\n\n```cpp\nclass CfgDistanceFilters\n{\n    class defaultDistanceFreqAttenuationFilter\n    {\n        type = \"lowPassFilter\";\n        minCutoffFrequency = 150;\n        qFactor = 1;\n        innerRange = 10;\n        range = 1000;\n        powerFactor = 32;\n    };\n};\n```\n\n### Sound Effects\n\n*Sound Effects* is an older Arma 3 audio feature which handles sound filtering of a specific group of sounds, like radio protocol, underwater, or interior attenuation.\n\n#### Attenuation Effects\n\nAll attenuation effects have to be configured within class **AttenuationsEffects** (base class **CfgSoundEffects**).\n\nIt is represented by class containing predefined filter chain (*2x4 band equalizer + echo*), which is applied on specific groups of sounds witch are considered to come \"from outside\" of a vehicle or building.\n\n> [!NOTE]\n> - Configuration for vehicles is handled by parameter *attenuationEffectType* within the vehicle configuration class. It links the vehicle to a specific attenuation class ( e.g.: attenuationEffectType = \"CarAttenuation\";\n> - A special case is attenuation of sounds related to building interiors, there is no parameter that defines which attenuation class should be used, the expected class name is hard-coded instead: *HouseAttenuation*\n\n```cpp\nclass CfgSoundEffects\n{\n    class AttenuationsEffects\n    {\n        class HouseAttenuation\n        {\n            class Equalizer0\n            {\n                center[] = { 50, 600, 2000, 6000 };  // 20 - 20000Hz\n                bandwidth[] = {1, 2, 2, 2 };         // 0.1 and 2.0\n                gain[] = { db-3, db-1, db-5, db-8 }; // 0.126 - 7.94; +/- 18dB\n            };\n            class Equalizer1\n            {\n                center[] = { 60, 500, 3000, 15000 }; // 20 - 20000Hz\n                bandwidth[] = {2, 2, 2, 2 };         // 0.1 and 2.0\n                gain[] = { db0, db0, db0, db0 };     // 0.126 - 7.94; +/- 18dB\n            };\n            class Echo\n            {\n                WetDryMix = 0.1;   // 0 - 1\n                Feedback = 0.01;   // 0 - 1\n                Delay = 50;        // 1 - 2000\n            };\n        };\n    };\n};\n```\n\n#### Special Filters\n\nSpecial Filters are used to filter sounds within specific gameplay conditions like underwater or in an unconscious state.\n\nThere are three hard-coded classes that are expected by the audio engine (with different, predefined filter chains): *UnderWaterEffects*, *UnconsciousStateEffect*, *RadioFilterEffects*\n\nAll of following have to be configured in base class **CfgSoundEffects**.\n\n##### Underwater Filters\n\n```cpp\nclass CfgSoundEffects\n{\n    class UnderWaterEffects\n    {\n        class Mono\n        {\n            // 0m - unchanged sound\n            // 1m - below surface level all sounds are mixed into mono\n            distance = 1;\n        };\n        class Equalizer\n        {\n            // in range [0 - 3] equalizer pars are linearly interpolated from neutral values to set\n            distance = 3;\n            // Equalizer\n            center[] = { 100, 800, 2000, 10000 };    // frequencies\n            bandwidth[] = { 2.0, 2.0, 2.0, 2.0 };    // must be between 0.1 and 2.0\n            gain[] = { db3, db0, db-15, db-18 };    // +/- 18dB\n        };\n    };\n};\n```\n\n##### Unconscious State Effect\n\n```cpp\nclass CfgSoundEffects\n{\n    class UnconsciousStateEffect\n    {\n        // linear interpolation ... Echo0 * t + (Echo1 - Echo0), t = [0 - 1]\n        class Echo0\n        {\n            WetDryMix = 0.25;   // 0 - 1\n            Feedback = 0.15;     // 0 - 1\n            Delay = 50;        // 1 - 2000\n        };\n        class Echo1\n        {\n            WetDryMix = 0.5;    // 0 - 1\n            Feedback = 0.2;     // 0 - 1\n            Delay = 100;      // 1 - 2000\n        };\n        class Equalizer0\n        {\n            center[] = { 100, 800, 2000, 10000 }; // frequencies\n            bandwidth[] = { 1.0, 1.0, 1.0, 1.0 }; // must be between 0.1 and 2.0\n            gain[] = { db0, db-5, db-10, db-10 }; // +/- 18dB\n        };\n        class Equalizer1\n        {\n            center[] = { 100, 800, 2000, 10000 };    // frequencies\n            bandwidth[] = { 2.0, 2.0, 2.0, 2.0 }; // must be between 0.1 and 2.0\n            gain[] = { db0, db-10, db-18, db-18 }; // +/- 18dB\n        };\n    };\n};\n```\n\n##### Radio Protocol Filters\n\n```cpp\nclass CfgSoundEffects\n{\n    class RadioFilterEffects\n    {\n        class Part0\n        {\n            // Equalizer\n            center[] = { 370, 900, 6000, 10000 };    // frequencies\n            bandwidth[] = { 1, 2, 1, 1.2 };            // must be between 0.1 and 2.0\n            gain[] = { db0, db4, db4, db5 };        // +/- 18dB\n            // Limiter\n            lim_limit = 1;\n            lim_attack = 5;\n            lim_release = 50;\n            enabled[] = { true, false, true };    // equalizer, limiter, convert to 8bit\n        };\n        class Part1\n        {\n            // low pass filter\n            filter_cut_off = 650;\n            /* Filter radian frequency calculated as (2 * sin(pi * (desired filter cutoff frequency) / sampleRate)).\n            The frequency must be greater than or equal to 0 and less than or equal to XAUDIO2_MAX_FILTER_FREQUENCY\n            frequency == 11025, cuttoff > 1837 = 1 */\n            filter_one_over_Q = 0.5;\n            /* 0 - 1, Reciprocal of Q factor. Controls how quickly frequencies beyond Frequency are dampened.\n            Larger values result in quicker dampening while smaller values cause dampening to occur more gradually */\n            filter_enabled = true;\n        };\n        class Part2\n        {\n            // Equalizer\n            center[] = { 100, 250, 900, 5000 };        // 20 - 2000Hz\n            bandwidth[] = {2, 1.9, 2, 2 };            // 0.1 and 2.0\n            gain[] = { db-18, db-18, db4, db-3 };    // 0.126 - 7.94; +/- 18dB\n            // Compressor\n            comp_threshold = db0;\n            comp_ratio = 0.27;          // 1:1\n            comp_attack = 1;        // milliseconds\n            comp_relase = 100;        // milliseconds\n            // Limiter\n            lim_limit = db-18;\n            lim_attack = 1;\n            lim_release = 500;\n            enabled[] = { true, false, false };   // equalizer, compressor, limiter\n        };\n    };\n};\n```","sections":[{"heading":"Distance Frequency Attenuation","level":3,"markdown":"Every sound in the game is attenuated by a frequency Low Pass Filter, the frequency cutoff changes with distance.\n\nDefault filter is configured in **CfgSoundGlobals**, however it is possible to define a custom distance attenuation filter for each SoundSet using parameter *distanceFilter*.\n\nAll Distance Frequency Attenuation Filters must be configured in the base class **CfgDistanceFilters**.\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| *type* | Fitler Type name | \"lowPassFilter\" | - type of filter (note: currently, there only Low Pass Filter is possible) |\n| *minCutoffFrequency* | [Hz] | 300 | - minimal cutoff frequency (see: [Cutoff Frequency](https://en.wikipedia.org/wiki/Cutoff_frequency) on Wikipedia)) |\n| *qFactor* | float (0..1) | 1 | - slope of attenuation curve in frequency spectrum (see [Q factor](https://en.wikipedia.org/wiki/Q_factor) on Wikipedia |\n| *innerRange* | [m] | 100 | - radius of sphere with sound source in its' center<br>- within innerRange distance, no filter is applied |\n| *range* | [m] | 1500 | - radius of sphere with sound source in its' center<br>- outside the range distance, cutoff frequency of filtering stops at minCutoffFrequency |\n| *powerFactor* | (0..100) | 2 | - relationship between cutoff frequency and distance<br>- higher value means faster attanuation |\n\n```cpp\nclass CfgDistanceFilters\n{\n    class defaultDistanceFreqAttenuationFilter\n    {\n        type = \"lowPassFilter\";\n        minCutoffFrequency = 150;\n        qFactor = 1;\n        innerRange = 10;\n        range = 1000;\n        powerFactor = 32;\n    };\n};\n```"},{"heading":"Sound Effects","level":3,"markdown":"*Sound Effects* is an older Arma 3 audio feature which handles sound filtering of a specific group of sounds, like radio protocol, underwater, or interior attenuation."},{"heading":"Attenuation Effects","level":4,"markdown":"All attenuation effects have to be configured within class **AttenuationsEffects** (base class **CfgSoundEffects**).\n\nIt is represented by class containing predefined filter chain (*2x4 band equalizer + echo*), which is applied on specific groups of sounds witch are considered to come \"from outside\" of a vehicle or building.\n\n> [!NOTE]\n> - Configuration for vehicles is handled by parameter *attenuationEffectType* within the vehicle configuration class. It links the vehicle to a specific attenuation class ( e.g.: attenuationEffectType = \"CarAttenuation\";\n> - A special case is attenuation of sounds related to building interiors, there is no parameter that defines which attenuation class should be used, the expected class name is hard-coded instead: *HouseAttenuation*\n\n```cpp\nclass CfgSoundEffects\n{\n    class AttenuationsEffects\n    {\n        class HouseAttenuation\n        {\n            class Equalizer0\n            {\n                center[] = { 50, 600, 2000, 6000 };  // 20 - 20000Hz\n                bandwidth[] = {1, 2, 2, 2 };         // 0.1 and 2.0\n                gain[] = { db-3, db-1, db-5, db-8 }; // 0.126 - 7.94; +/- 18dB\n            };\n            class Equalizer1\n            {\n                center[] = { 60, 500, 3000, 15000 }; // 20 - 20000Hz\n                bandwidth[] = {2, 2, 2, 2 };         // 0.1 and 2.0\n                gain[] = { db0, db0, db0, db0 };     // 0.126 - 7.94; +/- 18dB\n            };\n            class Echo\n            {\n                WetDryMix = 0.1;   // 0 - 1\n                Feedback = 0.01;   // 0 - 1\n                Delay = 50;        // 1 - 2000\n            };\n        };\n    };\n};\n```"},{"heading":"Special Filters","level":4,"markdown":"Special Filters are used to filter sounds within specific gameplay conditions like underwater or in an unconscious state.\n\nThere are three hard-coded classes that are expected by the audio engine (with different, predefined filter chains): *UnderWaterEffects*, *UnconsciousStateEffect*, *RadioFilterEffects*\n\nAll of following have to be configured in base class **CfgSoundEffects**."},{"heading":"Underwater Filters","level":5,"markdown":"```cpp\nclass CfgSoundEffects\n{\n    class UnderWaterEffects\n    {\n        class Mono\n        {\n            // 0m - unchanged sound\n            // 1m - below surface level all sounds are mixed into mono\n            distance = 1;\n        };\n        class Equalizer\n        {\n            // in range [0 - 3] equalizer pars are linearly interpolated from neutral values to set\n            distance = 3;\n            // Equalizer\n            center[] = { 100, 800, 2000, 10000 };    // frequencies\n            bandwidth[] = { 2.0, 2.0, 2.0, 2.0 };    // must be between 0.1 and 2.0\n            gain[] = { db3, db0, db-15, db-18 };    // +/- 18dB\n        };\n    };\n};\n```"},{"heading":"Unconscious State Effect","level":5,"markdown":"```cpp\nclass CfgSoundEffects\n{\n    class UnconsciousStateEffect\n    {\n        // linear interpolation ... Echo0 * t + (Echo1 - Echo0), t = [0 - 1]\n        class Echo0\n        {\n            WetDryMix = 0.25;   // 0 - 1\n            Feedback = 0.15;     // 0 - 1\n            Delay = 50;        // 1 - 2000\n        };\n        class Echo1\n        {\n            WetDryMix = 0.5;    // 0 - 1\n            Feedback = 0.2;     // 0 - 1\n            Delay = 100;      // 1 - 2000\n        };\n        class Equalizer0\n        {\n            center[] = { 100, 800, 2000, 10000 }; // frequencies\n            bandwidth[] = { 1.0, 1.0, 1.0, 1.0 }; // must be between 0.1 and 2.0\n            gain[] = { db0, db-5, db-10, db-10 }; // +/- 18dB\n        };\n        class Equalizer1\n        {\n            center[] = { 100, 800, 2000, 10000 };    // frequencies\n            bandwidth[] = { 2.0, 2.0, 2.0, 2.0 }; // must be between 0.1 and 2.0\n            gain[] = { db0, db-10, db-18, db-18 }; // +/- 18dB\n        };\n    };\n};\n```"},{"heading":"Radio Protocol Filters","level":5,"markdown":"```cpp\nclass CfgSoundEffects\n{\n    class RadioFilterEffects\n    {\n        class Part0\n        {\n            // Equalizer\n            center[] = { 370, 900, 6000, 10000 };    // frequencies\n            bandwidth[] = { 1, 2, 1, 1.2 };            // must be between 0.1 and 2.0\n            gain[] = { db0, db4, db4, db5 };        // +/- 18dB\n            // Limiter\n            lim_limit = 1;\n            lim_attack = 5;\n            lim_release = 50;\n            enabled[] = { true, false, true };    // equalizer, limiter, convert to 8bit\n        };\n        class Part1\n        {\n            // low pass filter\n            filter_cut_off = 650;\n            /* Filter radian frequency calculated as (2 * sin(pi * (desired filter cutoff frequency) / sampleRate)).\n            The frequency must be greater than or equal to 0 and less than or equal to XAUDIO2_MAX_FILTER_FREQUENCY\n            frequency == 11025, cuttoff > 1837 = 1 */\n            filter_one_over_Q = 0.5;\n            /* 0 - 1, Reciprocal of Q factor. Controls how quickly frequencies beyond Frequency are dampened.\n            Larger values result in quicker dampening while smaller values cause dampening to occur more gradually */\n            filter_enabled = true;\n        };\n        class Part2\n        {\n            // Equalizer\n            center[] = { 100, 250, 900, 5000 };        // 20 - 2000Hz\n            bandwidth[] = {2, 1.9, 2, 2 };            // 0.1 and 2.0\n            gain[] = { db-18, db-18, db4, db-3 };    // 0.126 - 7.94; +/- 18dB\n            // Compressor\n            comp_threshold = db0;\n            comp_ratio = 0.27;          // 1:1\n            comp_attack = 1;        // milliseconds\n            comp_relase = 100;        // milliseconds\n            // Limiter\n            lim_limit = db-18;\n            lim_attack = 1;\n            lim_release = 500;\n            enabled[] = { true, false, false };   // equalizer, compressor, limiter\n        };\n    };\n};\n```"}],"categories":["Arma 3: Sound"],"groups":["Configuration"]},{"name":"Arma 3: Sound: Global Sound Parameters","title":"Arma 3: Sound: Global Sound Parameters","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound:_Global_Sound_Parameters","revid":376712,"updated":"2025-11-10T18:39:25Z","aliases":["Arma 3 Sound: Global Sound Parameters"],"markdown":"Definition of default sound properties, which are applied on every sound if not overridden by custom definition within SoundSet.\n\nConfigured in the base class **CfgSoundGlobals**.\n\n| Parameter | Unit/Values | Default | Description |\n|---|---|---|---|\n| `defaultDistanceFilter` | class name | N/A | global Distance filter, used on every sound unless specified differently in the soundSet (meaning vehicles which do not yet have soundSet configuration always are filtered by the defaultDistanceFilter) |\n| `defaultSound3DProcessingType` | class name | N/A | global Sound Processing Type |\n| `defaultVolumeCurve` | class name | N/A | global amplitude attenuation curve |\n| `defaultWeaponVolumeCurve` | class name | N/A | global amplitude attenuation curve for weapons shooting |\n| `defaultLFEVolumeCurve` | class name | N/A | global LFE (subwoofer) amplitude attenuation curve |\n| `OldConfigurationVolumeFactor` | float (0..n) or [dBFS] | db0 | volume attenuation of sounds which are configured using the old way (not SoundSets) |\n| `defaultSpatialityRange` | [m] | 0 | [innerRadius](https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudio_emitter(v=vs.85).aspx) value - distance, where signal starts bleeding into \"opposite\" channels |\n| `defaultSpatialityRangeAngle` | [radians] (0..pi/4) | 0.785 (pi/4) | [innerRadiusAngle](https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudio_emitter(v=vs.85).aspx) |\n\n```cpp\nclass CfgSoundGlobals\n{\n    defaultDistanceFilter = \"defaultDistanceFreqAttenuationFilter\";\n    defaultVolumeCurve = \"defaultAmpAttenuationCurve\";\n    defaultWeaponVolumeCurve = \"defaultWeaponAmpAttenuationCurve\";\n    defaultLFEVolumeCurve = \"defaultLFECurve\";\n    defaultSound3DProcessingType = \"default3DProcessingType\";\n    defaultSpatialityRange = 0.005;\n    defaultSpatialityRangeAngle = 0.785; // pi/4\n    OldConfigurationVolumeFactor = db-4;\n};\n```","sections":[{"heading":null,"level":1,"markdown":"Definition of default sound properties, which are applied on every sound if not overridden by custom definition within SoundSet.\n\nConfigured in the base class **CfgSoundGlobals**.\n\n| Parameter | Unit/Values | Default | Description |\n|---|---|---|---|\n| `defaultDistanceFilter` | class name | N/A | global Distance filter, used on every sound unless specified differently in the soundSet (meaning vehicles which do not yet have soundSet configuration always are filtered by the defaultDistanceFilter) |\n| `defaultSound3DProcessingType` | class name | N/A | global Sound Processing Type |\n| `defaultVolumeCurve` | class name | N/A | global amplitude attenuation curve |\n| `defaultWeaponVolumeCurve` | class name | N/A | global amplitude attenuation curve for weapons shooting |\n| `defaultLFEVolumeCurve` | class name | N/A | global LFE (subwoofer) amplitude attenuation curve |\n| `OldConfigurationVolumeFactor` | float (0..n) or [dBFS] | db0 | volume attenuation of sounds which are configured using the old way (not SoundSets) |\n| `defaultSpatialityRange` | [m] | 0 | [innerRadius](https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudio_emitter(v=vs.85).aspx) value - distance, where signal starts bleeding into \"opposite\" channels |\n| `defaultSpatialityRangeAngle` | [radians] (0..pi/4) | 0.785 (pi/4) | [innerRadiusAngle](https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudio_emitter(v=vs.85).aspx) |\n\n```cpp\nclass CfgSoundGlobals\n{\n    defaultDistanceFilter = \"defaultDistanceFreqAttenuationFilter\";\n    defaultVolumeCurve = \"defaultAmpAttenuationCurve\";\n    defaultWeaponVolumeCurve = \"defaultWeaponAmpAttenuationCurve\";\n    defaultLFEVolumeCurve = \"defaultLFECurve\";\n    defaultSound3DProcessingType = \"default3DProcessingType\";\n    defaultSpatialityRange = 0.005;\n    defaultSpatialityRangeAngle = 0.785; // pi/4\n    OldConfigurationVolumeFactor = db-4;\n};\n```"}],"categories":["Arma 3: Sound"],"groups":["Configuration"]},{"name":"Arma 3: Sound: Processing Types","title":"Arma 3: Sound: Processing Types","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound:_Processing_Types","revid":363933,"updated":"2024-04-26T21:33:53Z","aliases":["Arma 3 Sound: Processing Types"],"markdown":"### Processing Types\n\nSound Processing Type in Arma 3 audio engine is method of distribution of source wave file channels to output channels.\n\nAll sound processing type classes have to be configured within base class **CfgSound3DProcessors**.\n\nThere are 3 different Sound Processing Types in Arma 3:\n\n- **Emitter** - spatialized sounds (vehicle engines, animation sounds, weapon shooting without reflections, etc.)\n- **Panner** - stereo sounds which behaves as \"local ambients\" in closer distance and clearly spatialized sounds in larger distance (weapon shooting reflections, tree leaves rustling, etc.)\n- **Surround Panner** - stereo sounds with custom multichannel panner (\"directional ambient ssounds\")\n\n#### Emitter\n\nSound is played from the location of sound source, so this approach should be used for sounds which need to be clearly spatialized.\n\n- if source wave file is mono, sound is played exactly from the sound source position\n- if source wave file is stereo (2 channels), two virtual speakers (emitters) are created on the horizontal circle with the sound source in the center\n- virtual speakers (emitters) are always facing towards the listeners direction and they remain in the same distance from the listener (and to each other as well), so the positions of virtual speakers keep with player's movement (rotating around a circle)\n\n|  |  |\n|---|---|\n|  | \\| Parameter \\| Unit/values \\| Default \\| Description \\|<br>\\|---\\|---\\|---\\|---\\|<br>\\| *type* \\| type name \\| \"emitter\" \\|  \\|<br>\\| *innerRange* \\| [m] \\| 0 \\| - below innerRange distance, circle with emitters is static (radius is fixed to the value in radius parameter) \\|<br>\\| *range* \\| [m] \\| cfgSoundGlobals \\| - above range distance, circle has zero radius (point), both speakers are on the same position \\|<br>\\| *rangeCurve* \\| {{d0, v0}, {d1, v1}, ... }<br>or Class name \\| linear transition \\| - transition curve between setups in innerRange and range distance (100% emitter vs 3D mono sound source)<br>- between innerRange and range, circle with emitters changes it is radius from radius to zero using rangeCurve \\|<br>\\| *radius* \\| [m] \\| cfgSoundGlobals \\| - maximal radius of circle with emitters (reached at innerRange distance and below) \\|<br>> [!NOTE]<br>> - consider emitter as a generator of virtual speakers for each recorded channel, so it is settings should correspond with the recording's actual microphone positions/directions<br>> - if *range* < *innerRange*, the range value is set to the *innerRange* value<br>> - if you require a static emitter, set the emitter's innerRange to a value greater than SoundShader's range value (emitters range value does not matter in this case) |\n\n#### Panner\n\nSound panner was designed for stereo wave files to provide smooth transition between ambient (2D) and positional (3D) sound behavior.\n\n- In closer distances (below innerRange distance) sound behaves as 2D ambient sound, signal is distributed to all channels (left source channel to all left output channels, right source channel to all right output channels, center receives mono downmix with half amplitude).\n- In larger distances (above *range* distance) sound behaves as 3D sound, both source channels are mixed to mono and played from sound source position.\n- Between *innerRange* and *range* there is an interpolation between two states described above, based on custom transition curve.\n\n|  |  |\n|---|---|\n|  | \\| Parameter \\| Unit/values \\| Default \\| Description \\|<br>\\|---\\|---\\|---\\|---\\|<br>\\| *type* \\| type name \\| \"panner\" \\|  \\|<br>\\| *innerRange* \\| [m] \\| 0 \\| - below innerRange distance source channels are 100% separated and distributed to output channels (left source to left outputs, right source to right outputs) \\|<br>\\| *range* \\| [m] \\| - \\| - above range distance source channels are downmixed to mono and plays from the location of sound source \\|<br>\\| *rangeCurve* \\| {{x0, y0}, {x1, y1}, ... }<br>or Class name \\| linear tranisition \\| - transition curve between two states described above<br>- y value of 1 means behavior present below *innerRange* distance (ambient sound), value of 0 means 100% positional sound<br>- *rangeCurve* is scaled to *range* - *innerRange* (and also it is applied only in the distance between *innerRange* and *range*) \\|<br>> [!NOTE]<br>> - If listener is below innerRange distance, sound is played as usual stereo sound without any changes with rotation of the listener.<br>> - If *range* < *innerRange*, range value is set to *innerRange* value. |\n\n#### Surround Panner\n\nAmbient panner was designed to be used with stereo sounds (ambients) to simulate their source location by specifying volume values on predefined directions. Generally, it behaves as a multi-channel panner.\n\n- Consider predefined directions as virtual speakers: front-right, front-left, rear-right, rear-left\n- For dynamic changes of volume values, use simple expressions with sound controllers\n- Using environment-related sound controllers, virtual speakers behaves as evaluation points.\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| *type* | type name | \"surround_panner\" |  |\n| *radius* | [m] | 7 | - radius of circle, where evaluation of controllers happens (if used within sound defined in EnvSounds) |\n| *volumeFrontRight* | float (0..n) of [dBFS] | 1 | - value or expression of front right virtual speaker volume |\n| *volumeFrontLeft* | float (0..n) of [dBFS] | 1 | - value or expression of front left virtual speaker volume |\n| *volumeRearRight* | float (0..n) of [dBFS] | 1 | - value or expression of rear right virtual speaker volume |\n| *volumeRearLeft* | float (0..n) of [dBFS] | 1 | - value or expression of rear left virtual speaker volume |\n| *volumeAll* | float (0..n) of [dBFS] | 1 | - optional, overrides other volume parameter values |\n| *reference* | \"camera\" | \"camera\" | - \"camera\" - virtual speakers (evaluation points) position is fixed to camera direction - reference vector is camera direction vector |\n\n> [!NOTE]\n> Currently, only these sound controllers are supported: *forest, houses, sea, coast, meadow* and only within EnvSounds configuration.","sections":[{"heading":"Processing Types","level":3,"markdown":"Sound Processing Type in Arma 3 audio engine is method of distribution of source wave file channels to output channels.\n\nAll sound processing type classes have to be configured within base class **CfgSound3DProcessors**.\n\nThere are 3 different Sound Processing Types in Arma 3:\n\n- **Emitter** - spatialized sounds (vehicle engines, animation sounds, weapon shooting without reflections, etc.)\n- **Panner** - stereo sounds which behaves as \"local ambients\" in closer distance and clearly spatialized sounds in larger distance (weapon shooting reflections, tree leaves rustling, etc.)\n- **Surround Panner** - stereo sounds with custom multichannel panner (\"directional ambient ssounds\")"},{"heading":"Emitter","level":4,"markdown":"Sound is played from the location of sound source, so this approach should be used for sounds which need to be clearly spatialized.\n\n- if source wave file is mono, sound is played exactly from the sound source position\n- if source wave file is stereo (2 channels), two virtual speakers (emitters) are created on the horizontal circle with the sound source in the center\n- virtual speakers (emitters) are always facing towards the listeners direction and they remain in the same distance from the listener (and to each other as well), so the positions of virtual speakers keep with player's movement (rotating around a circle)\n\n|  |  |\n|---|---|\n|  | \\| Parameter \\| Unit/values \\| Default \\| Description \\|<br>\\|---\\|---\\|---\\|---\\|<br>\\| *type* \\| type name \\| \"emitter\" \\|  \\|<br>\\| *innerRange* \\| [m] \\| 0 \\| - below innerRange distance, circle with emitters is static (radius is fixed to the value in radius parameter) \\|<br>\\| *range* \\| [m] \\| cfgSoundGlobals \\| - above range distance, circle has zero radius (point), both speakers are on the same position \\|<br>\\| *rangeCurve* \\| {{d0, v0}, {d1, v1}, ... }<br>or Class name \\| linear transition \\| - transition curve between setups in innerRange and range distance (100% emitter vs 3D mono sound source)<br>- between innerRange and range, circle with emitters changes it is radius from radius to zero using rangeCurve \\|<br>\\| *radius* \\| [m] \\| cfgSoundGlobals \\| - maximal radius of circle with emitters (reached at innerRange distance and below) \\|<br>> [!NOTE]<br>> - consider emitter as a generator of virtual speakers for each recorded channel, so it is settings should correspond with the recording's actual microphone positions/directions<br>> - if *range* < *innerRange*, the range value is set to the *innerRange* value<br>> - if you require a static emitter, set the emitter's innerRange to a value greater than SoundShader's range value (emitters range value does not matter in this case) |"},{"heading":"Panner","level":4,"markdown":"Sound panner was designed for stereo wave files to provide smooth transition between ambient (2D) and positional (3D) sound behavior.\n\n- In closer distances (below innerRange distance) sound behaves as 2D ambient sound, signal is distributed to all channels (left source channel to all left output channels, right source channel to all right output channels, center receives mono downmix with half amplitude).\n- In larger distances (above *range* distance) sound behaves as 3D sound, both source channels are mixed to mono and played from sound source position.\n- Between *innerRange* and *range* there is an interpolation between two states described above, based on custom transition curve.\n\n|  |  |\n|---|---|\n|  | \\| Parameter \\| Unit/values \\| Default \\| Description \\|<br>\\|---\\|---\\|---\\|---\\|<br>\\| *type* \\| type name \\| \"panner\" \\|  \\|<br>\\| *innerRange* \\| [m] \\| 0 \\| - below innerRange distance source channels are 100% separated and distributed to output channels (left source to left outputs, right source to right outputs) \\|<br>\\| *range* \\| [m] \\| - \\| - above range distance source channels are downmixed to mono and plays from the location of sound source \\|<br>\\| *rangeCurve* \\| {{x0, y0}, {x1, y1}, ... }<br>or Class name \\| linear tranisition \\| - transition curve between two states described above<br>- y value of 1 means behavior present below *innerRange* distance (ambient sound), value of 0 means 100% positional sound<br>- *rangeCurve* is scaled to *range* - *innerRange* (and also it is applied only in the distance between *innerRange* and *range*) \\|<br>> [!NOTE]<br>> - If listener is below innerRange distance, sound is played as usual stereo sound without any changes with rotation of the listener.<br>> - If *range* < *innerRange*, range value is set to *innerRange* value. |"},{"heading":"Surround Panner","level":4,"markdown":"Ambient panner was designed to be used with stereo sounds (ambients) to simulate their source location by specifying volume values on predefined directions. Generally, it behaves as a multi-channel panner.\n\n- Consider predefined directions as virtual speakers: front-right, front-left, rear-right, rear-left\n- For dynamic changes of volume values, use simple expressions with sound controllers\n- Using environment-related sound controllers, virtual speakers behaves as evaluation points.\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| *type* | type name | \"surround_panner\" |  |\n| *radius* | [m] | 7 | - radius of circle, where evaluation of controllers happens (if used within sound defined in EnvSounds) |\n| *volumeFrontRight* | float (0..n) of [dBFS] | 1 | - value or expression of front right virtual speaker volume |\n| *volumeFrontLeft* | float (0..n) of [dBFS] | 1 | - value or expression of front left virtual speaker volume |\n| *volumeRearRight* | float (0..n) of [dBFS] | 1 | - value or expression of rear right virtual speaker volume |\n| *volumeRearLeft* | float (0..n) of [dBFS] | 1 | - value or expression of rear left virtual speaker volume |\n| *volumeAll* | float (0..n) of [dBFS] | 1 | - optional, overrides other volume parameter values |\n| *reference* | \"camera\" | \"camera\" | - \"camera\" - virtual speakers (evaluation points) position is fixed to camera direction - reference vector is camera direction vector |\n\n> [!NOTE]\n> Currently, only these sound controllers are supported: *forest, houses, sea, coast, meadow* and only within EnvSounds configuration."}],"categories":["Arma 3: Sound"],"groups":["Configuration"]},{"name":"Arma 3: Sound: Sound Curves","title":"Arma 3: Sound: Sound Curves","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound:_Sound_Curves","revid":339200,"updated":"2023-04-27T16:20:25Z","aliases":["Arma 3 Sound: Sound Curves"],"markdown":"### Sound Curves\n\nSound curve is a simple set of points on 2D graph, which define the relationship between two variables (usually distance and volume).\n\nAll sound curves have to be configured in the base class **CfgSoundCurves** (or directly in curve parameter)\n\n> [!NOTE]\n> - In array of points `{ x, value }`, x values must be ascending.\n> - x values are rescaled to range, which means:\n>   using 0..1 values represent relative definition, while using meters represents absolute definition, but be sure that the highest x value is the same as range and the lowest x value is 0\n\n> [!IMPORTANT]\n> Some sound sources (from like `CfgAmmo`, e.g a mortar shell) beyond terrain view distance are not played.\n\n```cpp\nclass CfgSoundCurves\n{\n    class InverseSquare1Curve\n    {\n        points[] =\n        {\n            { 0.0, 0.9751 },\n            { 0.1, 0.6332 },\n            { 0.2, 0.4307 },\n            { 0.3, 0.3009 },\n            { 0.4, 0.2128 },\n            { 0.5, 0.1503 },\n            { 0.6, 0.1043 },\n            { 0.7, 0.0695 },\n            { 0.8, 0.0426 },\n            { 0.9, 0.0213 },\n            { 1.0, 0.0041 }\n        };\n    };\n};\n```\n\n**Example of configuration using curve class**\n\n```cpp\nclass CfgSoundSets\n{\n    // volumeCurve parameter using curve class\n    class Rifle_Shot1_SoundSet\n    {\n        soundShaders[] =\n        {\n            \"MX_closeShot_SoundShader\"\n        };\n        volumeCurve = InverseSquare1Curve;\n    };\n};\n```\n\n**Example of configuration using direct curve definition**\n\n```cpp\nclass CfgSoundSets\n{\n    //volumeCurve direct definition\n    class Rifle_Shot1_SoundSet\n    {\n        soundShaders[] =\n        {\n            \"MX_closeShot_SoundShader\"\n        };\n        volumeCurve[] =\n        {\n            { 0.0, 0.9751 },\n            { 0.1, 0.6332 },\n            { 0.2, 0.4307 },\n            { 0.3, 0.3009 },\n            { 0.4, 0.2128 },\n            { 0.5, 0.1503 },\n            { 0.6, 0.1043 },\n            { 0.7, 0.0695 },\n            { 0.8, 0.0426 },\n            { 0.9, 0.0213 },\n            { 1.0, 0.0041 }\n        };\n    };\n};\n```","sections":[{"heading":"Sound Curves","level":3,"markdown":"Sound curve is a simple set of points on 2D graph, which define the relationship between two variables (usually distance and volume).\n\nAll sound curves have to be configured in the base class **CfgSoundCurves** (or directly in curve parameter)\n\n> [!NOTE]\n> - In array of points `{ x, value }`, x values must be ascending.\n> - x values are rescaled to range, which means:\n>   using 0..1 values represent relative definition, while using meters represents absolute definition, but be sure that the highest x value is the same as range and the lowest x value is 0\n\n> [!IMPORTANT]\n> Some sound sources (from like `CfgAmmo`, e.g a mortar shell) beyond terrain view distance are not played.\n\n```cpp\nclass CfgSoundCurves\n{\n    class InverseSquare1Curve\n    {\n        points[] =\n        {\n            { 0.0, 0.9751 },\n            { 0.1, 0.6332 },\n            { 0.2, 0.4307 },\n            { 0.3, 0.3009 },\n            { 0.4, 0.2128 },\n            { 0.5, 0.1503 },\n            { 0.6, 0.1043 },\n            { 0.7, 0.0695 },\n            { 0.8, 0.0426 },\n            { 0.9, 0.0213 },\n            { 1.0, 0.0041 }\n        };\n    };\n};\n```\n\n**Example of configuration using curve class**\n\n```cpp\nclass CfgSoundSets\n{\n    // volumeCurve parameter using curve class\n    class Rifle_Shot1_SoundSet\n    {\n        soundShaders[] =\n        {\n            \"MX_closeShot_SoundShader\"\n        };\n        volumeCurve = InverseSquare1Curve;\n    };\n};\n```\n\n**Example of configuration using direct curve definition**\n\n```cpp\nclass CfgSoundSets\n{\n    //volumeCurve direct definition\n    class Rifle_Shot1_SoundSet\n    {\n        soundShaders[] =\n        {\n            \"MX_closeShot_SoundShader\"\n        };\n        volumeCurve[] =\n        {\n            { 0.0, 0.9751 },\n            { 0.1, 0.6332 },\n            { 0.2, 0.4307 },\n            { 0.3, 0.3009 },\n            { 0.4, 0.2128 },\n            { 0.5, 0.1503 },\n            { 0.6, 0.1043 },\n            { 0.7, 0.0695 },\n            { 0.8, 0.0426 },\n            { 0.9, 0.0213 },\n            { 1.0, 0.0041 }\n        };\n    };\n};\n```"}],"categories":["Arma 3: Sound"],"groups":["Configuration"]},{"name":"Arma 3: Sound: SoundControllers","title":"Arma 3: Sound: SoundControllers","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound:_SoundControllers","revid":373068,"updated":"2025-03-24T15:22:20Z","aliases":["Arma 3 Sound: EnvironmentVariables","Arma 3 Sound: SoundControllers","Arma 3: Sound: EnvironmentVariables"],"markdown":"### Sound Controllers\n\nSound controllers deliver data from the engine in real time which makes them perfect to control volumes and frequencies of sounds. If you want to monitor sound controllers, you can use these functions:\n\n| Command | Usable On |\n|---|---|\n| getAllSoundControllers | Vehicles |\n| getSoundController | Vehicles |\n| getSoundControllerResult | Vehicles |\n| getAllEnvSoundControllers | Positions |\n| getEnvSoundController | Positions |\n| getAllEnv3DSoundControllers | Environmental objects |\n| getEnv3DSoundController | Environmental objects |\n| allEnv3DSoundSources | Environmental objects |\n\nAlso look at this [forum post](https://forums.bistudio.com/topic/187202-arma-3-sound-modding-101/?p=3049207) for a video showcase and a great and simple to use example mission.\n\n| Sound Controller | Description / Notes | type/range of value | Usable in EnvSounds | CfgWeapons | CfgAmmo | CfgVehicles (Land) | CfgVehicles (Helicopter) | CfgVehicles (Plane) | CfgVehicles (Ship) |\n|---|---|---|---|---|---|---|---|---|---|\n| interior | Surface texture name below character character starts with int_, character is inside building (time based transition, 0.8s) | <0;1> |  | ✓ | ✗ |  |  |  |  |\n| houses | local density of object type “building”, derived from map | <0;1> | ✓ | ✓ | ✓ |  |  |  |  |\n| meadow | derived from map - probably outdated: getAllEnvSoundControllers returns meadows (A3 1.80) | <0;1> | ✓ |  |  |  |  |  |  |\n| meadows | derived from map | <0;1> |  | ✓ | ✓ |  |  |  |  |\n| forest | local density of trees, derived from map | <0;1> | ✓ | ✓ | ✓ |  |  |  |  |\n| trees | local density of trees (different settings), derived from map | <0;1> | ✓ | ✓ | ✓ |  |  |  |  |\n| sea | derived from map | <0;1> | ✓ | ✓ | ✓ |  |  |  |  |\n| **windy** | ambient map wind intensity (soundSetEnvironment). See getAllEnvSoundControllers | <0;1> | ✓ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ |\n| **wind** | wind intensity. See getAllEnv3DSoundControllers | <0;1> | ✗ | ✗ |  | ✓ | ✓ | ✓ |  |\n| rain | rain intensity. This controller is zeroed for all types when snow = true in RainParticles config | <0;1> | ✓ | ✗ |  | ✓ | ✓ | ✓ |  |\n| fog | fog intensity | <0;1> | Unknown | Unknown |  | Unknown | Unknown | Unknown |  |\n| daytime | relative daytime (0 = midnight, 0.5 = noon) | <0;1> | ✓ |  |  |  |  |  |  |\n| night | night time with transitions at ~17:30-18:00 and 07:00 – 07:15 | <0;1> | ✓ | ✗ |  |  |  |  |  |\n| rainDrops | Rain drop sound occlusion. How much the rain drops can be heard, 1 no occlusion 0 full occlusion. If 'snow' is set to true, rainDrops is 0 (3D Env controllers) | <0;1> | ✓ |  |  |  |  |  |  |\n| altitudeGround | ground altitude | m | ✓ | ✗ |  |  |  |  |  |\n| altitudeSea | sea level altitude | m | ✓ |  |  |  |  |  |  |\n| coast | precise sea shore detection, calculation includes high above sea level (~50m) | <0;1> | ✓ | ✗ | ✗ |  |  |  |  |\n| waterDepth | sea depth - not available as EnvSoundController (A3 1.80) | m | ✓ | ✗ |  | ✓ |  |  |  |\n| distance | distance to player? | m | Unknown |  |  |  |  |  |  |\n| shooting | firefight detection, 1 = no firefight, value is divided by 2 with every shot | <0;1> | ✓ |  |  |  |  |  |  |\n| deadBody | presense of dead body (~10m) | <0;1> | ✓ | ✗ |  |  |  |  |  |\n| rpm | actual rpm of the vehicle engine | rpm |  |  |  | ✓ | ✓ | ✓ |  |\n| randomizer | generates random number between 0 and 1 (once per live of instance) | <0;1> |  |  |  | ✓ | ✓ | ✓ |  |\n| speed | actual speed of the vehicle | m/s |  |  |  | ✓ | ✓ | ✓ |  |\n| thrust | thrust of the vehicle engine (acceleration) | <0;1> |  |  |  | ✓ | ✓ | ✓ |  |\n| camPos | position of camera (0 = internal, 1 = external) | <0;1> |  |  |  | ✓ | ✓ | ✓ |  |\n| playerPos | position of player within the vehicle (0 = front, 1 = Passenger) | <0;1> |  |  |  | ✓ | ✓ | ✓ |  |\n| engineOn | state of vehicle engine | 0/1 |  |  |  | ✓ | ✓ | ✓ |  |\n| angVelocity | speed of rotation (in all axes) |  |  |  |  | ✓ | ✓ | ✓ |  |\n| gmeterZ | accelleration meter |  |  |  |  | ✓ | ✓ | ✓ |  |\n| roughness | roughness of surface (0 = \"glass\") |  |  |  |  | ✓ |  |  |  |\n| dustness | roughness of surface (0 = no dust) |  |  |  |  | ✓ |  |  |  |\n| damper0 | dampers |  |  |  |  | ✓ |  |  |  |\n| rock | surface type |  |  |  |  | ✓ |  |  |  |\n| sand | surface type |  |  |  |  | ✓ |  |  |  |\n| grass | surface type |  |  |  |  | ✓ |  |  |  |\n| mud | surface type |  |  |  |  | ✓ |  |  |  |\n| gravel | surface type |  |  |  |  | ✓ |  |  |  |\n| asphalt | surface type |  |  |  |  | ✓ |  |  |  |\n| water | surface type |  |  |  |  |  | ✓ | ✓ | ✓ |\n| latSlip |  |  |  |  |  | ✓ |  |  |  |\n| latSlipDrive |  |  |  |  |  | ✓ |  |  |  |\n| longSlip |  |  |  |  |  | ✓ |  |  |  |\n| longSlipDrive |  |  |  |  |  | ✓ |  |  |  |\n| lateralMovement |  |  |  |  |  | ✓ | ✓ | ✓ |  |\n| machCone | only for Jets, makes sure sound is within machCone, if not -> sound will be silent | <0;1> |  |  |  |  |  | ✓ |  |\n| gear |  |  |  |  |  |  |  | ✓ |  |\n| flaps |  |  |  |  |  |  |  | ✓<br>(buggy) |  |\n| envelope |  |  |  |  |  |  | ✓ |  |  |\n| rotorThrust |  |  |  |  |  |  | ✓ |  |  |\n| rotorSpeed |  |  |  |  |  |  | ✓ |  |  |\n| rotorDamage |  |  |  |  |  |  | ✓ |  |  |\n| motorDamage |  |  |  |  |  |  | ✓ |  |  |\n| transmissionDamage |  |  |  |  |  |  | ✓ |  |  |\n| slingLoadActive |  |  |  |  |  |  | ✓ |  |  |\n| scrubLand | object is scrubbing terrain |  |  |  |  |  | ✓ | ✓<br>(VTOL,UAV) | ✓ |\n| scrubObject | object is scrubbing another object (vehicle ↔ vehicle) |  |  |  |  |  | ✓ |  |  |\n| scrubTree | object is scrubbing object type: tree |  |  |  |  |  | ✓ | ✓<br>(VTOL) |  |\n| scrubBuilding | object is scrubbing object type: building |  |  |  |  |  | ✓ | ✓<br>(VTOL,UAV) |  |\n| scrubArmor | object is scrubbing armored vehicle (tank) |  |  |  |  |  | ✓ |  |  |\n| yearTime | Time of the year in 0..1 range      *(Since Arma 3 v2.07.148385)* | [0,1[ | ✓ |  |  |  |  |  |  |\n| Arma 3 v2.08 ambientTemp | Ambient air temperature, see ambientTemperature | min..max world temperature in Celsius | ✓ |  |  |  |  |  |  |\n| Arma 3 v2.08 snow | 1 if \"RainParticle\" config 'snow' = true, 0 if false. When snow is 1, 'rainDrops' is 0 | 1 or 0 | ✓ |  |  |  |  |  |  |","sections":[{"heading":"Sound Controllers","level":3,"markdown":"Sound controllers deliver data from the engine in real time which makes them perfect to control volumes and frequencies of sounds. If you want to monitor sound controllers, you can use these functions:\n\n| Command | Usable On |\n|---|---|\n| getAllSoundControllers | Vehicles |\n| getSoundController | Vehicles |\n| getSoundControllerResult | Vehicles |\n| getAllEnvSoundControllers | Positions |\n| getEnvSoundController | Positions |\n| getAllEnv3DSoundControllers | Environmental objects |\n| getEnv3DSoundController | Environmental objects |\n| allEnv3DSoundSources | Environmental objects |\n\nAlso look at this [forum post](https://forums.bistudio.com/topic/187202-arma-3-sound-modding-101/?p=3049207) for a video showcase and a great and simple to use example mission.\n\n| Sound Controller | Description / Notes | type/range of value | Usable in EnvSounds | CfgWeapons | CfgAmmo | CfgVehicles (Land) | CfgVehicles (Helicopter) | CfgVehicles (Plane) | CfgVehicles (Ship) |\n|---|---|---|---|---|---|---|---|---|---|\n| interior | Surface texture name below character character starts with int_, character is inside building (time based transition, 0.8s) | <0;1> |  | ✓ | ✗ |  |  |  |  |\n| houses | local density of object type “building”, derived from map | <0;1> | ✓ | ✓ | ✓ |  |  |  |  |\n| meadow | derived from map - probably outdated: getAllEnvSoundControllers returns meadows (A3 1.80) | <0;1> | ✓ |  |  |  |  |  |  |\n| meadows | derived from map | <0;1> |  | ✓ | ✓ |  |  |  |  |\n| forest | local density of trees, derived from map | <0;1> | ✓ | ✓ | ✓ |  |  |  |  |\n| trees | local density of trees (different settings), derived from map | <0;1> | ✓ | ✓ | ✓ |  |  |  |  |\n| sea | derived from map | <0;1> | ✓ | ✓ | ✓ |  |  |  |  |\n| **windy** | ambient map wind intensity (soundSetEnvironment). See getAllEnvSoundControllers | <0;1> | ✓ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ |\n| **wind** | wind intensity. See getAllEnv3DSoundControllers | <0;1> | ✗ | ✗ |  | ✓ | ✓ | ✓ |  |\n| rain | rain intensity. This controller is zeroed for all types when snow = true in RainParticles config | <0;1> | ✓ | ✗ |  | ✓ | ✓ | ✓ |  |\n| fog | fog intensity | <0;1> | Unknown | Unknown |  | Unknown | Unknown | Unknown |  |\n| daytime | relative daytime (0 = midnight, 0.5 = noon) | <0;1> | ✓ |  |  |  |  |  |  |\n| night | night time with transitions at ~17:30-18:00 and 07:00 – 07:15 | <0;1> | ✓ | ✗ |  |  |  |  |  |\n| rainDrops | Rain drop sound occlusion. How much the rain drops can be heard, 1 no occlusion 0 full occlusion. If 'snow' is set to true, rainDrops is 0 (3D Env controllers) | <0;1> | ✓ |  |  |  |  |  |  |\n| altitudeGround | ground altitude | m | ✓ | ✗ |  |  |  |  |  |\n| altitudeSea | sea level altitude | m | ✓ |  |  |  |  |  |  |\n| coast | precise sea shore detection, calculation includes high above sea level (~50m) | <0;1> | ✓ | ✗ | ✗ |  |  |  |  |\n| waterDepth | sea depth - not available as EnvSoundController (A3 1.80) | m | ✓ | ✗ |  | ✓ |  |  |  |\n| distance | distance to player? | m | Unknown |  |  |  |  |  |  |\n| shooting | firefight detection, 1 = no firefight, value is divided by 2 with every shot | <0;1> | ✓ |  |  |  |  |  |  |\n| deadBody | presense of dead body (~10m) | <0;1> | ✓ | ✗ |  |  |  |  |  |\n| rpm | actual rpm of the vehicle engine | rpm |  |  |  | ✓ | ✓ | ✓ |  |\n| randomizer | generates random number between 0 and 1 (once per live of instance) | <0;1> |  |  |  | ✓ | ✓ | ✓ |  |\n| speed | actual speed of the vehicle | m/s |  |  |  | ✓ | ✓ | ✓ |  |\n| thrust | thrust of the vehicle engine (acceleration) | <0;1> |  |  |  | ✓ | ✓ | ✓ |  |\n| camPos | position of camera (0 = internal, 1 = external) | <0;1> |  |  |  | ✓ | ✓ | ✓ |  |\n| playerPos | position of player within the vehicle (0 = front, 1 = Passenger) | <0;1> |  |  |  | ✓ | ✓ | ✓ |  |\n| engineOn | state of vehicle engine | 0/1 |  |  |  | ✓ | ✓ | ✓ |  |\n| angVelocity | speed of rotation (in all axes) |  |  |  |  | ✓ | ✓ | ✓ |  |\n| gmeterZ | accelleration meter |  |  |  |  | ✓ | ✓ | ✓ |  |\n| roughness | roughness of surface (0 = \"glass\") |  |  |  |  | ✓ |  |  |  |\n| dustness | roughness of surface (0 = no dust) |  |  |  |  | ✓ |  |  |  |\n| damper0 | dampers |  |  |  |  | ✓ |  |  |  |\n| rock | surface type |  |  |  |  | ✓ |  |  |  |\n| sand | surface type |  |  |  |  | ✓ |  |  |  |\n| grass | surface type |  |  |  |  | ✓ |  |  |  |\n| mud | surface type |  |  |  |  | ✓ |  |  |  |\n| gravel | surface type |  |  |  |  | ✓ |  |  |  |\n| asphalt | surface type |  |  |  |  | ✓ |  |  |  |\n| water | surface type |  |  |  |  |  | ✓ | ✓ | ✓ |\n| latSlip |  |  |  |  |  | ✓ |  |  |  |\n| latSlipDrive |  |  |  |  |  | ✓ |  |  |  |\n| longSlip |  |  |  |  |  | ✓ |  |  |  |\n| longSlipDrive |  |  |  |  |  | ✓ |  |  |  |\n| lateralMovement |  |  |  |  |  | ✓ | ✓ | ✓ |  |\n| machCone | only for Jets, makes sure sound is within machCone, if not -> sound will be silent | <0;1> |  |  |  |  |  | ✓ |  |\n| gear |  |  |  |  |  |  |  | ✓ |  |\n| flaps |  |  |  |  |  |  |  | ✓<br>(buggy) |  |\n| envelope |  |  |  |  |  |  | ✓ |  |  |\n| rotorThrust |  |  |  |  |  |  | ✓ |  |  |\n| rotorSpeed |  |  |  |  |  |  | ✓ |  |  |\n| rotorDamage |  |  |  |  |  |  | ✓ |  |  |\n| motorDamage |  |  |  |  |  |  | ✓ |  |  |\n| transmissionDamage |  |  |  |  |  |  | ✓ |  |  |\n| slingLoadActive |  |  |  |  |  |  | ✓ |  |  |\n| scrubLand | object is scrubbing terrain |  |  |  |  |  | ✓ | ✓<br>(VTOL,UAV) | ✓ |\n| scrubObject | object is scrubbing another object (vehicle ↔ vehicle) |  |  |  |  |  | ✓ |  |  |\n| scrubTree | object is scrubbing object type: tree |  |  |  |  |  | ✓ | ✓<br>(VTOL) |  |\n| scrubBuilding | object is scrubbing object type: building |  |  |  |  |  | ✓ | ✓<br>(VTOL,UAV) |  |\n| scrubArmor | object is scrubbing armored vehicle (tank) |  |  |  |  |  | ✓ |  |  |\n| yearTime | Time of the year in 0..1 range      *(Since Arma 3 v2.07.148385)* | [0,1[ | ✓ |  |  |  |  |  |  |\n| Arma 3 v2.08 ambientTemp | Ambient air temperature, see ambientTemperature | min..max world temperature in Celsius | ✓ |  |  |  |  |  |  |\n| Arma 3 v2.08 snow | 1 if \"RainParticle\" config 'snow' = true, 0 if false. When snow is 1, 'rainDrops' is 0 | 1 or 0 | ✓ |  |  |  |  |  |  |"}],"categories":["Arma 3: Sound"],"groups":["Configuration"]},{"name":"Arma 3: Sound: SoundSet","title":"Arma 3: Sound: SoundSet","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound:_SoundSet","revid":258363,"updated":"2021-05-25T09:11:17Z","aliases":["Arma 3 Sound: SoundSet"],"markdown":"### SoundSet\n\nSoundSet is second level of sound configuration. It contains array of SoundShaders to be mixed and parameters for advanced features and options.\n\nAll SoundSets have to be configured in the base class **CfgSoundSets**.\n\n> [!NOTE]\n> - SoundSet in fact represents one single submixed sound, with the length of the longest sample used in the submix.\n> - Actual range of SoundSet is the highest range parameter value of all SoundShaders used within SoundSet and SoundSet's volumeCurve is applied (scaled) to that range.\n> - Use the same frequency wave files defined within single SoundSet (SoundShader respectively).\n> - For vehicles: soundSets must have only one soundShader for soundShader simple expressions to be updated all the time. Reatime-update does not work if there are more than 1 soundShader in soundSet.\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| *soundShaders* | {SoundShader1, ...} | none | - array of SoundShader names to be submixed |\n| *soundShadersLimit* | (0..n) | 0 (no limit) | - number of SoundShaders (with parameter limitation set to true) to be submixed in order from the highest volume. Volume here is ment to be output volume value after it is expression evaluation and applied rangeCurve<br>- SoundShaders with limitation parameter set to false will be processed always |\n| *volumeFactor* | float (0..n) or dBx | 1 | - multiplication factor for volume, both float and dBx values are possible<br>- *volumeFactor = 0.5* is the same as *volumeFactor = db-6* |\n| *volumeCurve* | {{d0, v0}, {d1, v1}, ... } or Class name | *defaultVolumeCurve*<br>defined in CfgSoundGlobals | - array of points or class name defined in CfgSoundCurves<br>- generally the same as rangeCurve, but applied on submix output sample and scaled to the highest range value of all SoundShaders defined within soundShaders array parameter (literally \"defined\", not actually playing) |\n| *volumeRandomizer* | (0..6dB) [dB] | 0 | - random multiplication factor for volume, calculated during each playback of SoundSet<br>- (volume = volume + random(-volumeRandomizer, volumeRandomizer)) |\n| *volumeRandomizerMin* | (0..6dB) [dB] | 0 | - the lowest possible generated value of volumeRandomizer |\n| *frequencyFactor* | (0..n) | 1 | - multiplication factor for frequency |\n| *frequencyRandomizer* | (0..12) [semitones] | 0 | - random multiplication factor for frequency, calculated during each playback of SoundSet<br>- frequency = frequency * pow(2, *frequencyRandomizer*/12)<br>- 12 semitones = 1 octave = double/half speed |\n| *frequencyRandomizerMin* | (0..12) [semitones] | 0 | - the lowest possible generated value of frequencyRandomizer<br>- use it to guarantee a specific amount of pitch change on the next playback |\n| *loop* | {0, 1} or boolean | 0 | - defines looping of SoundSet<br>- play/stop of loop is handled by gameplay feature (engine) |\n| *playTrigger* | simple expression | 0 | - soundSet is triggered, once simple expression goes above 0<br>- good for engine burst sounds (example: accelleration, use \"thrust-0.1\" to trigger) |\n| *shape* | class name | none | - name of soundShape configured in CfgSoundShapes<br>- will make sound louder/quieter depending on what side of asset is facing listener (bottom, front, back, left/right) |\n| *delay* | [s] | 0 | - time before next SoundSet is played (triggers feature of repeating playback of SoundSet)<br>- if set to nonzero value, loop parameter is automatically set to false |\n| *delayRandomizer* | [s] | 0 | - defines random time range <*delay*-*delayRandomizer*; *delay*+*delayRandomizer*> for repeating playback (normal distribution) |\n| *distanceFilter* | Class name / \"none\" | *defaultDistanceFilter*<br>defined in CfgSoundGlobals | - distance frequency attenuation filter<br>- distanceFilter = \"none\"; removes filter from soundSet |\n| *sound3DProcessingType* | Class name / \"none\" | *defaultSound3DProcessingType*<br>defined in CfgSoundGlobals | - sound processing type<br>- sound3DProcessingType = \"none\"; forces the engine to handle audio \"the old way\", stereo files are downmixed to mono and placed in the world |\n| *spatial* | {0, 1} or boolean |  | - switch for sound spatialization (positional vs ambient sound) |\n| *doppler* | {0, 1} or boolean |  | - switch for Doppler Effect filter |\n| *speedOfSound* | {0, 1} or boolean |  | - switch for simulation of delay based on distance |\n| *occlusionFactor* | (0..1) |  | - *occVolumeFactor = 1-(1-GetOcclusion)*occlusionFactor;* where GetOcclusion is value calculated from the scene |\n| *obstructionFactor* | (0..1) |  | - *obsVolumeFactor = 1-(1-GetObstruction)*obstructionFactor;* where GetObstruction is value calculated from the scene |\n\n```cpp\nclass CfgSoundSets\n{\n    class Rifle_Shot_Base_SoundSet\n    {\n        soundShaders[] =\n        {\n            MX_Closure_SoundShader,\n            MX_closeShot_SoundShader,\n            MX_midShot_SoundShader,\n            MX_distShot_SoundShader,\n            MX_tailInterior_SoundShader\n        };\n        volumeFactor = 1.6;\n        volumeCurve = InverseSquare2Curve;\n        sound3DProcessingType = WeaponMediumShot3DProcessingType;\n        distanceFilter = weaponShotDistanceFreqAttenuationFilter;\n        spatial = 1;\n        doppler = 0;\n        loop = 0;\n    };\n};\n```","sections":[{"heading":"SoundSet","level":3,"markdown":"SoundSet is second level of sound configuration. It contains array of SoundShaders to be mixed and parameters for advanced features and options.\n\nAll SoundSets have to be configured in the base class **CfgSoundSets**.\n\n> [!NOTE]\n> - SoundSet in fact represents one single submixed sound, with the length of the longest sample used in the submix.\n> - Actual range of SoundSet is the highest range parameter value of all SoundShaders used within SoundSet and SoundSet's volumeCurve is applied (scaled) to that range.\n> - Use the same frequency wave files defined within single SoundSet (SoundShader respectively).\n> - For vehicles: soundSets must have only one soundShader for soundShader simple expressions to be updated all the time. Reatime-update does not work if there are more than 1 soundShader in soundSet.\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| *soundShaders* | {SoundShader1, ...} | none | - array of SoundShader names to be submixed |\n| *soundShadersLimit* | (0..n) | 0 (no limit) | - number of SoundShaders (with parameter limitation set to true) to be submixed in order from the highest volume. Volume here is ment to be output volume value after it is expression evaluation and applied rangeCurve<br>- SoundShaders with limitation parameter set to false will be processed always |\n| *volumeFactor* | float (0..n) or dBx | 1 | - multiplication factor for volume, both float and dBx values are possible<br>- *volumeFactor = 0.5* is the same as *volumeFactor = db-6* |\n| *volumeCurve* | {{d0, v0}, {d1, v1}, ... } or Class name | *defaultVolumeCurve*<br>defined in CfgSoundGlobals | - array of points or class name defined in CfgSoundCurves<br>- generally the same as rangeCurve, but applied on submix output sample and scaled to the highest range value of all SoundShaders defined within soundShaders array parameter (literally \"defined\", not actually playing) |\n| *volumeRandomizer* | (0..6dB) [dB] | 0 | - random multiplication factor for volume, calculated during each playback of SoundSet<br>- (volume = volume + random(-volumeRandomizer, volumeRandomizer)) |\n| *volumeRandomizerMin* | (0..6dB) [dB] | 0 | - the lowest possible generated value of volumeRandomizer |\n| *frequencyFactor* | (0..n) | 1 | - multiplication factor for frequency |\n| *frequencyRandomizer* | (0..12) [semitones] | 0 | - random multiplication factor for frequency, calculated during each playback of SoundSet<br>- frequency = frequency * pow(2, *frequencyRandomizer*/12)<br>- 12 semitones = 1 octave = double/half speed |\n| *frequencyRandomizerMin* | (0..12) [semitones] | 0 | - the lowest possible generated value of frequencyRandomizer<br>- use it to guarantee a specific amount of pitch change on the next playback |\n| *loop* | {0, 1} or boolean | 0 | - defines looping of SoundSet<br>- play/stop of loop is handled by gameplay feature (engine) |\n| *playTrigger* | simple expression | 0 | - soundSet is triggered, once simple expression goes above 0<br>- good for engine burst sounds (example: accelleration, use \"thrust-0.1\" to trigger) |\n| *shape* | class name | none | - name of soundShape configured in CfgSoundShapes<br>- will make sound louder/quieter depending on what side of asset is facing listener (bottom, front, back, left/right) |\n| *delay* | [s] | 0 | - time before next SoundSet is played (triggers feature of repeating playback of SoundSet)<br>- if set to nonzero value, loop parameter is automatically set to false |\n| *delayRandomizer* | [s] | 0 | - defines random time range <*delay*-*delayRandomizer*; *delay*+*delayRandomizer*> for repeating playback (normal distribution) |\n| *distanceFilter* | Class name / \"none\" | *defaultDistanceFilter*<br>defined in CfgSoundGlobals | - distance frequency attenuation filter<br>- distanceFilter = \"none\"; removes filter from soundSet |\n| *sound3DProcessingType* | Class name / \"none\" | *defaultSound3DProcessingType*<br>defined in CfgSoundGlobals | - sound processing type<br>- sound3DProcessingType = \"none\"; forces the engine to handle audio \"the old way\", stereo files are downmixed to mono and placed in the world |\n| *spatial* | {0, 1} or boolean |  | - switch for sound spatialization (positional vs ambient sound) |\n| *doppler* | {0, 1} or boolean |  | - switch for Doppler Effect filter |\n| *speedOfSound* | {0, 1} or boolean |  | - switch for simulation of delay based on distance |\n| *occlusionFactor* | (0..1) |  | - *occVolumeFactor = 1-(1-GetOcclusion)*occlusionFactor;* where GetOcclusion is value calculated from the scene |\n| *obstructionFactor* | (0..1) |  | - *obsVolumeFactor = 1-(1-GetObstruction)*obstructionFactor;* where GetObstruction is value calculated from the scene |\n\n```cpp\nclass CfgSoundSets\n{\n    class Rifle_Shot_Base_SoundSet\n    {\n        soundShaders[] =\n        {\n            MX_Closure_SoundShader,\n            MX_closeShot_SoundShader,\n            MX_midShot_SoundShader,\n            MX_distShot_SoundShader,\n            MX_tailInterior_SoundShader\n        };\n        volumeFactor = 1.6;\n        volumeCurve = InverseSquare2Curve;\n        sound3DProcessingType = WeaponMediumShot3DProcessingType;\n        distanceFilter = weaponShotDistanceFreqAttenuationFilter;\n        spatial = 1;\n        doppler = 0;\n        loop = 0;\n    };\n};\n```"}],"categories":["Arma 3: Sound"],"groups":["Configuration"]},{"name":"Arma 3: Sound: SoundShader","title":"Arma 3: Sound: SoundShader","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound:_SoundShader","revid":364233,"updated":"2024-05-06T09:38:15Z","aliases":["Arma 3 Sound: SoundShader"],"markdown":"### SoundShader\n\nSoundShader is the lowest level of sound configuration. It contains the definition of sound files and basic set of parameters.\n\nAll SoundShaders have to be defined in the base class **CfgSoundShaders**.\n\n> [!NOTE]\n> For single SoundShader (SoundSet respectively), use sound files with the same sampling rate.\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| *samples* | { [\"path/sound\",p], ... } | none | - array containing sound file name with paths and probability values (p), wav, wss, ogg are accepted file types, 16bit/44.1KHz wav converted to wss should always work fine<br>- probability values are normalized to 1, in every case there is one sample selected<br>- no immediate repeat (engine never selects the same sample twice in a row) |\n| *volume* | float (0..n) or [dBFS] | 1 (= db0) | - base volume value<br>- use format db*x* for decibels in dBFS (e.g. db-6 for -6 dBFS)<br>- use float number to specify amplitude value directly |\n| *frequency* | (0.5..2) | 1 | - base pitch value, 1 = no change<br>- if shader is used in submix (more than one SoundShader in SoundSet), this parameter is currently ignored |\n| *range* | (0..n) [m] | 0 | - radius of sphere (with center on sound source position) where sound is playing |\n| *rangeCurve* | {{d0, v0}, {d1, v1}, ... } or Class name | none | - array of points & corresponding amplitude multipliers or class name defined in cfgSoundCurves<br>- if shader is not used in submix (meaning it is the only one SoundShader in SoundSet), this parameter is currently ignored |\n| *limitation* | bool | false | - adds SoundShader to the group of SoundShaders, where number of simultaneously playing SoundShaders will be limited (within single SoundSet) |\n\n```cpp\nclass CfgSoundShaders\n{\n    class ACPC2_closeShot_SoundShader\n    {\n        samples[] =\n        {\n            { \"A3\\Sounds_F\\arsenal\\weapons\\Pistols\\Acpc2\\ACPC2_closeShot_01\", 1 },\n            { \"A3\\Sounds_F\\arsenal\\weapons\\Pistols\\Acpc2\\ACPC2_closeShot_02\", 1 },\n            { \"A3\\Sounds_F\\arsenal\\weapons\\Pistols\\Acpc2\\ACPC2_closeShot_03\", 2 } // example: sample has a higher chance of being picked\n        };\n        volume = db3; // additional gain, +3dB\n        range = 50;\n        rangeCurve = closeShotCurve; //classname of a curve, defined in cfgSoundCurves\n};\n```","sections":[{"heading":"SoundShader","level":3,"markdown":"SoundShader is the lowest level of sound configuration. It contains the definition of sound files and basic set of parameters.\n\nAll SoundShaders have to be defined in the base class **CfgSoundShaders**.\n\n> [!NOTE]\n> For single SoundShader (SoundSet respectively), use sound files with the same sampling rate.\n\n| Parameter | Unit/values | Default | Description |\n|---|---|---|---|\n| *samples* | { [\"path/sound\",p], ... } | none | - array containing sound file name with paths and probability values (p), wav, wss, ogg are accepted file types, 16bit/44.1KHz wav converted to wss should always work fine<br>- probability values are normalized to 1, in every case there is one sample selected<br>- no immediate repeat (engine never selects the same sample twice in a row) |\n| *volume* | float (0..n) or [dBFS] | 1 (= db0) | - base volume value<br>- use format db*x* for decibels in dBFS (e.g. db-6 for -6 dBFS)<br>- use float number to specify amplitude value directly |\n| *frequency* | (0.5..2) | 1 | - base pitch value, 1 = no change<br>- if shader is used in submix (more than one SoundShader in SoundSet), this parameter is currently ignored |\n| *range* | (0..n) [m] | 0 | - radius of sphere (with center on sound source position) where sound is playing |\n| *rangeCurve* | {{d0, v0}, {d1, v1}, ... } or Class name | none | - array of points & corresponding amplitude multipliers or class name defined in cfgSoundCurves<br>- if shader is not used in submix (meaning it is the only one SoundShader in SoundSet), this parameter is currently ignored |\n| *limitation* | bool | false | - adds SoundShader to the group of SoundShaders, where number of simultaneously playing SoundShaders will be limited (within single SoundSet) |\n\n```cpp\nclass CfgSoundShaders\n{\n    class ACPC2_closeShot_SoundShader\n    {\n        samples[] =\n        {\n            { \"A3\\Sounds_F\\arsenal\\weapons\\Pistols\\Acpc2\\ACPC2_closeShot_01\", 1 },\n            { \"A3\\Sounds_F\\arsenal\\weapons\\Pistols\\Acpc2\\ACPC2_closeShot_02\", 1 },\n            { \"A3\\Sounds_F\\arsenal\\weapons\\Pistols\\Acpc2\\ACPC2_closeShot_03\", 2 } // example: sample has a higher chance of being picked\n        };\n        volume = db3; // additional gain, +3dB\n        range = 50;\n        rangeCurve = closeShotCurve; //classname of a curve, defined in cfgSoundCurves\n};\n```"}],"categories":["Arma 3: Sound"],"groups":["Configuration"]},{"name":"Arma 3: Sound: SoundShapes","title":"Arma 3: Sound: SoundShapes","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Sound:_SoundShapes","revid":364286,"updated":"2024-05-06T09:38:35Z","aliases":["Arma 3 Sound: SoundShapes"],"markdown":"SoundShapes allow sounds to have different volumes depending on whether the listener is inside or outside a soundShape with a transition inbetween. You can direct and point these shapes so that a sound is only heard in front of a vehicle for example.\nUnderlying tech in Arma 3 - [Microsoft XAudio2 SoundCone](https://msdn.microsoft.com/en-us/library/windows/desktop/ee418803(v=vs.85).aspx)\n\nCurrenty only \"cone\" type shapes are available and they are configured within cfgSoundShapes. Two examples:\n\n```cpp\nclass CfgSoundShapes\n{\n    class FrontSemispace60\n    {\n        type = \"cone\"; //type of shape, currently only cone available, check XAudio2 reference\n        innerVolume = 1; //volume when inside innerAngle area of cone, typically 1 (meaning 100%)\n        outerVolume = 0.001; //volume when outside outerAngle area of cone, typically lower\n        innerAngle = 135; //inner cone size in degrees, check XAudio2 reference\n        outerAngle = 225; //outer cone size in degrees, check XAudio2 reference\n        azimuth = 0; //direction of shape in degrees, 0 being FORWARD\n        elevation = 0; //elevation of shape in degrees, 0 meaning NO ELEVATION\n    };\n    class LeftBottomSemispace10\n    {\n        type = \"cone\";\n        innerVolume = 1;\n        outerVolume = 0.316228;\n        innerAngle = 135;\n        outerAngle = 225;\n        azimuth = -90; //direction of shape in degrees, -90 being 90 degrees LEFT\n        elevation = -90; //elevation of shape in degrees, -90 being 90 degrees UP\n    };\n};\n```\n\nThese are two BI default soundShapes. The naming scheme tells us what direction the cone is facing and how quiet the signal will be outside the cone. 60 means 60dB quieter, 10 means 10dB quieter.\nTo use soundShapes in soundSets, add \"shape\" parameter to soundSet. If you want to use custom soundShapes, create them in class cfgSoundShapes.\n\nWhen the listener is BETWEEN inner and outer angles, the volume will be scaled between inner & outerVolume values. innerVolume does NOT have to be higher than outerVolume, you can switch it around so that a sound will be quiet, when inside the cone.","sections":[{"heading":null,"level":1,"markdown":"SoundShapes allow sounds to have different volumes depending on whether the listener is inside or outside a soundShape with a transition inbetween. You can direct and point these shapes so that a sound is only heard in front of a vehicle for example.\nUnderlying tech in Arma 3 - [Microsoft XAudio2 SoundCone](https://msdn.microsoft.com/en-us/library/windows/desktop/ee418803(v=vs.85).aspx)\n\nCurrenty only \"cone\" type shapes are available and they are configured within cfgSoundShapes. Two examples:\n\n```cpp\nclass CfgSoundShapes\n{\n    class FrontSemispace60\n    {\n        type = \"cone\"; //type of shape, currently only cone available, check XAudio2 reference\n        innerVolume = 1; //volume when inside innerAngle area of cone, typically 1 (meaning 100%)\n        outerVolume = 0.001; //volume when outside outerAngle area of cone, typically lower\n        innerAngle = 135; //inner cone size in degrees, check XAudio2 reference\n        outerAngle = 225; //outer cone size in degrees, check XAudio2 reference\n        azimuth = 0; //direction of shape in degrees, 0 being FORWARD\n        elevation = 0; //elevation of shape in degrees, 0 meaning NO ELEVATION\n    };\n    class LeftBottomSemispace10\n    {\n        type = \"cone\";\n        innerVolume = 1;\n        outerVolume = 0.316228;\n        innerAngle = 135;\n        outerAngle = 225;\n        azimuth = -90; //direction of shape in degrees, -90 being 90 degrees LEFT\n        elevation = -90; //elevation of shape in degrees, -90 being 90 degrees UP\n    };\n};\n```\n\nThese are two BI default soundShapes. The naming scheme tells us what direction the cone is facing and how quiet the signal will be outside the cone. 60 means 60dB quieter, 10 means 10dB quieter.\nTo use soundShapes in soundSets, add \"shape\" parameter to soundSet. If you want to use custom soundShapes, create them in class cfgSoundShapes.\n\nWhen the listener is BETWEEN inner and outer angles, the volume will be scaled between inner & outerVolume values. innerVolume does NOT have to be higher than outerVolume, you can switch it around so that a sound will be quiet, when inside the cone."}],"categories":[],"groups":["General"]},{"name":"Arma 3: Soundtrack","title":"Arma 3: Soundtrack","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Soundtrack","revid":377233,"updated":"2026-01-02T03:06:40Z","aliases":["ArmA 3: Music","Arma 3 Soundtrack"],"markdown":"Owners of **Digital Deluxe**, **Extended** and **Supporter Edition** of the game have all tracks accessible as MP3 files in the **Bonus folder**\n(by default *C:\\Program Files (x86)\\Steam\\SteamApps\\common\\Arma 3\\Bonus*). See also Arma 3: Getting Started - Editions for a description of the currently-available editions.\n\n> [!NOTE]\n> If you are looking for in-game music config, see Arma 3: CfgMusic.\n\n### Arma 3\n\n| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | This is War (Main Theme) | 2:42 | Jan Dušek |\n| 2 | Combined Arms | 1:37 | Jan Dušek |\n| 3 | Assault at Dusk | 2:30 | Ondřej Matějka |\n| 4 | The East Wind | 3:09 | Jan Dušek |\n| 5 | Survive | 2:18 | Jan Dušek |\n| 6 | Rebreather | 1:37 | Ondřej Matějka |\n\n### Arma 3 - Survive\n\n| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | Conquistador | 1:36 | Ondřej Matějka |\n| 2 | Proteus | 1:34 | Ondřej Matějka |\n| 3 | Aegis Blues | 1:56 | Ondřej Matějka |\n| 4 | Fragmented | 1:00 | Ondřej Matějka |\n| 5 | Horizon Scan | 1:01 | Ondřej Matějka |\n| 6 | On The Road | 1:54 | Ondřej Matějka |\n| 7 | Tactics | 2:40 | Nathan McCree |\n\n### Arma 3 - Adapt\n\n| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | Adapt | 2:15 | Jan Dušek |\n| 2 | Resist | 0:33 | Jan Dušek |\n| 3 | Exit Strategy | 2:59 | Jan Dušek |\n| 4 | Recon | 0:26 | Jan Dušek |\n| 5 | Beyond Recognition | 2:17 | Jan Dušek |\n| 6 | Radio Silence | 0:44 | Jan Dušek |\n| 7 | Canton Protocol | 2:12 | Jan Dušek |\n| 8 | Signal Lost | 2:48 | Jan Dušek |\n| 9 | Ambush | 0:37 | Jan Dušek |\n\n### Arma 3 - Win\n\n| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | Revenge | 1:26 | Ondřej Matějka |\n| 2 | Just Another Day | 1:37 | Jan Dušek |\n| 3 | The Trap | 2:26 | Ondřej Matějka |\n| 4 | LZ Hot | 1:36 | Jan Dušek |\n| 5 | Alone | 1:36 | Ondřej Matějka |\n| 6 | Broken Barricade | 0:47 | Jan Dušek |\n| 7 | Back On Stratis | 1:33 | Ondřej Matějka |\n| 8 | In The Open | 2:08 | Jan Dušek |\n| 9 | Farawell Altis | 0:38 | Ondřej Matějka |\n| 10 | Assembly | 1:19 | Jan Dušek |\n| 11 | Unforeseen Perdition | 1:27 | Ondřej Matějka |\n| 12 | Win | 2:11 | Jan Dušek |\n| 13 | Altis Requiem | 2:28 | Jan Dušek |\n\n### Arma 3 - Zeus\n\n| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | Lightning | 2:58 | Jan Dušek |\n| 2 | Thunder | 1:28 | Jan Dušek |\n\n### Arma 3 - Bootcamp\n\n| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | This is War (VR Remix) | 2:44 | Jan Dušek |\n| 2 | Evolution | 4:02 | Jan Dušek |\n| 3 | Epic Split | 1:01 | Jan Dušek |\n\n### Arma 3 - Helicopters\n\n| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | This is War (Heli Remix) | 2:05 | Jan Dušek |\n\n### Arma 3 - Marksmen\n\n| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | This is War (Marksmen Remix) | 2:36 | Jan Dušek, Andrej Sinkevič, Grigorij Tolkačev |\n| 2 | Into The Sun | 2:51 | [Denoi](https://www.denoi.cz/en/home/) |\n| 3 | Marksmen | 2:10 | Jan Dušek |","sections":[{"heading":null,"level":1,"markdown":"Owners of **Digital Deluxe**, **Extended** and **Supporter Edition** of the game have all tracks accessible as MP3 files in the **Bonus folder**\n(by default *C:\\Program Files (x86)\\Steam\\SteamApps\\common\\Arma 3\\Bonus*). See also Arma 3: Getting Started - Editions for a description of the currently-available editions.\n\n> [!NOTE]\n> If you are looking for in-game music config, see Arma 3: CfgMusic."},{"heading":"Arma 3","level":3,"markdown":"| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | This is War (Main Theme) | 2:42 | Jan Dušek |\n| 2 | Combined Arms | 1:37 | Jan Dušek |\n| 3 | Assault at Dusk | 2:30 | Ondřej Matějka |\n| 4 | The East Wind | 3:09 | Jan Dušek |\n| 5 | Survive | 2:18 | Jan Dušek |\n| 6 | Rebreather | 1:37 | Ondřej Matějka |"},{"heading":"Arma 3 - Survive","level":3,"markdown":"| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | Conquistador | 1:36 | Ondřej Matějka |\n| 2 | Proteus | 1:34 | Ondřej Matějka |\n| 3 | Aegis Blues | 1:56 | Ondřej Matějka |\n| 4 | Fragmented | 1:00 | Ondřej Matějka |\n| 5 | Horizon Scan | 1:01 | Ondřej Matějka |\n| 6 | On The Road | 1:54 | Ondřej Matějka |\n| 7 | Tactics | 2:40 | Nathan McCree |"},{"heading":"Arma 3 - Adapt","level":3,"markdown":"| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | Adapt | 2:15 | Jan Dušek |\n| 2 | Resist | 0:33 | Jan Dušek |\n| 3 | Exit Strategy | 2:59 | Jan Dušek |\n| 4 | Recon | 0:26 | Jan Dušek |\n| 5 | Beyond Recognition | 2:17 | Jan Dušek |\n| 6 | Radio Silence | 0:44 | Jan Dušek |\n| 7 | Canton Protocol | 2:12 | Jan Dušek |\n| 8 | Signal Lost | 2:48 | Jan Dušek |\n| 9 | Ambush | 0:37 | Jan Dušek |"},{"heading":"Arma 3 - Win","level":3,"markdown":"| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | Revenge | 1:26 | Ondřej Matějka |\n| 2 | Just Another Day | 1:37 | Jan Dušek |\n| 3 | The Trap | 2:26 | Ondřej Matějka |\n| 4 | LZ Hot | 1:36 | Jan Dušek |\n| 5 | Alone | 1:36 | Ondřej Matějka |\n| 6 | Broken Barricade | 0:47 | Jan Dušek |\n| 7 | Back On Stratis | 1:33 | Ondřej Matějka |\n| 8 | In The Open | 2:08 | Jan Dušek |\n| 9 | Farawell Altis | 0:38 | Ondřej Matějka |\n| 10 | Assembly | 1:19 | Jan Dušek |\n| 11 | Unforeseen Perdition | 1:27 | Ondřej Matějka |\n| 12 | Win | 2:11 | Jan Dušek |\n| 13 | Altis Requiem | 2:28 | Jan Dušek |"},{"heading":"Arma 3 - Zeus","level":3,"markdown":"| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | Lightning | 2:58 | Jan Dušek |\n| 2 | Thunder | 1:28 | Jan Dušek |"},{"heading":"Arma 3 - Bootcamp","level":3,"markdown":"| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | This is War (VR Remix) | 2:44 | Jan Dušek |\n| 2 | Evolution | 4:02 | Jan Dušek |\n| 3 | Epic Split | 1:01 | Jan Dušek |"},{"heading":"Arma 3 - Helicopters","level":3,"markdown":"| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | This is War (Heli Remix) | 2:05 | Jan Dušek |"},{"heading":"Arma 3 - Marksmen","level":3,"markdown":"| No. | Title | Length | Author |\n|---|---|---|---|\n| 1 | This is War (Marksmen Remix) | 2:36 | Jan Dušek, Andrej Sinkevič, Grigorij Tolkačev |\n| 2 | Into The Sun | 2:51 | [Denoi](https://www.denoi.cz/en/home/) |\n| 3 | Marksmen | 2:10 | Jan Dušek |"}],"categories":["Arma 3"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Spectrum Device","title":"Arma 3: Spectrum Device","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Spectrum_Device","revid":373622,"updated":"2025-05-27T10:01:47Z","aliases":["Arma 3 Spectrum Device"],"markdown":"Arma 3 v1.96\n\nThe Spectrum Device is a tool / feature introduced in Arma 3 Contact. It's *fully* integrated only in the optionally loaded expansion data, relying on systems that cannot exist outside of Contact.\n\nThe default Arma 3 version contains a light version of the device, which has a basic API for usage in scripts.\n\n> [!IMPORTANT]\n> This is documentation for the Spectrum Device in the vanilla game's sandbox. It will not work as described when the spin-off Arma 3 Contact expansion is loaded into the game.\n> Keep in mind that players need to own Arma 3 Contact in order to pick up the device and use it without restrictions (it can still be added by script, but DLC purchase notifications will be shown).\n\n### Features\n\nOn its own, the simplified system handles these features:\n\n- Horizontal compass\n- Spectrum line animation (i.e., noise)\n- Player-controlled frequency selection (mouse wheel by default while in the 'sights' view)\n\nAll other features have to be controlled by user-made scripting, notably:\n\n- Setting signal values (e.g., a stronger signal when pointing towards its source)\n- Playing sounds\n- Transmitting signals\n\nCertain aspects are not supported at all:\n\n- Signal labels (frequency and signal name above the peak)\n- Selected signal to transmit (shown below the compass in Contact)\n\n### Spectrum Device\n\nThe device can be configured using global variables. Since the device is calculated locally, it is possible to set different values on each client in multiplayer.\n\nThe images display values set by the following code examples.\n\n### Display the UI\n\n```sqf\nprivate _ctrlGroup = findDisplay 46 ctrlCreate [\"ctrlControlsGroupNoScrollbars\", -1];\n_ctrlGroup ctrlSetPosition [safeZoneX, safeZoneY, safeZoneW, safeZoneH];\n_ctrlGroup ctrlCommit 0;\n\n[_ctrlGroup] call BIN_fnc_showPlayerSpectrumAnalyzer;\n```\n\n#### Frequency\n\nFrequency range in which the analyzer operates. The values are in [MHz](https://en.wikipedia.org/wiki/Megahertz).\n\n```sqf\nmissionNamespace setVariable [\"#EM_FMin\", 140];\nmissionNamespace setVariable [\"#EM_FMax\", 143];\n```\n\n#### Sensitivity\n\nSensitivity of signals the analyzer is able to detect. The values are in [dBm](https://en.wikipedia.org/wiki/DBm).\n\n```sqf\nmissionNamespace setVariable [\"#EM_SMin\", -60];\nmissionNamespace setVariable [\"#EM_SMax\", -10];\n```\n\n#### Selected Frequency\n\nCurrently selected frequency. Must be within the frequency range, otherwise it will not be shown. The values are in MHz.\n\n```sqf\nmissionNamespace setVariable [\"#EM_SelMin\", 141.6];\nmissionNamespace setVariable [\"#EM_SelMax\", 141.9];\n```\n\nSince the player can change the selection, it is possible to use getVariable to get the current value.\n\n#### Scanning Progress\n\nWhen a signal is selected, it is possible to progress the scanning bar by setting the following variable. The value is in a range from 0 to 1.\n\n```sqf\nmissionNamespace setVariable [\"#EM_Progress\", 0.5];\n```\n\n#### Transmission\n\nTo visualize transmitting, set the following variable to true.\n\n```sqf\nmissionNamespace setVariable [\"#EM_Transmit\", true];\n```\n\n#### Spectrum Signals\n\nList of displayed signal values. The array is in format *[frequency1, strength1, frequency2, strength2, ... frequencyN, strengthN]*.\n\n```sqf\nmissionNamespace setVariable [\"#EM_Values\", [141.8, -30, 140.85, -50, 141.12, -40]];\n```","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.96\n\nThe Spectrum Device is a tool / feature introduced in Arma 3 Contact. It's *fully* integrated only in the optionally loaded expansion data, relying on systems that cannot exist outside of Contact.\n\nThe default Arma 3 version contains a light version of the device, which has a basic API for usage in scripts.\n\n> [!IMPORTANT]\n> This is documentation for the Spectrum Device in the vanilla game's sandbox. It will not work as described when the spin-off Arma 3 Contact expansion is loaded into the game.\n> Keep in mind that players need to own Arma 3 Contact in order to pick up the device and use it without restrictions (it can still be added by script, but DLC purchase notifications will be shown)."},{"heading":"Features","level":3,"markdown":"On its own, the simplified system handles these features:\n\n- Horizontal compass\n- Spectrum line animation (i.e., noise)\n- Player-controlled frequency selection (mouse wheel by default while in the 'sights' view)\n\nAll other features have to be controlled by user-made scripting, notably:\n\n- Setting signal values (e.g., a stronger signal when pointing towards its source)\n- Playing sounds\n- Transmitting signals\n\nCertain aspects are not supported at all:\n\n- Signal labels (frequency and signal name above the peak)\n- Selected signal to transmit (shown below the compass in Contact)"},{"heading":"Spectrum Device","level":3,"markdown":"The device can be configured using global variables. Since the device is calculated locally, it is possible to set different values on each client in multiplayer.\n\nThe images display values set by the following code examples."},{"heading":"Display the UI","level":3,"markdown":"```sqf\nprivate _ctrlGroup = findDisplay 46 ctrlCreate [\"ctrlControlsGroupNoScrollbars\", -1];\n_ctrlGroup ctrlSetPosition [safeZoneX, safeZoneY, safeZoneW, safeZoneH];\n_ctrlGroup ctrlCommit 0;\n\n[_ctrlGroup] call BIN_fnc_showPlayerSpectrumAnalyzer;\n```"},{"heading":"Frequency","level":4,"markdown":"Frequency range in which the analyzer operates. The values are in [MHz](https://en.wikipedia.org/wiki/Megahertz).\n\n```sqf\nmissionNamespace setVariable [\"#EM_FMin\", 140];\nmissionNamespace setVariable [\"#EM_FMax\", 143];\n```"},{"heading":"Sensitivity","level":4,"markdown":"Sensitivity of signals the analyzer is able to detect. The values are in [dBm](https://en.wikipedia.org/wiki/DBm).\n\n```sqf\nmissionNamespace setVariable [\"#EM_SMin\", -60];\nmissionNamespace setVariable [\"#EM_SMax\", -10];\n```"},{"heading":"Selected Frequency","level":4,"markdown":"Currently selected frequency. Must be within the frequency range, otherwise it will not be shown. The values are in MHz.\n\n```sqf\nmissionNamespace setVariable [\"#EM_SelMin\", 141.6];\nmissionNamespace setVariable [\"#EM_SelMax\", 141.9];\n```\n\nSince the player can change the selection, it is possible to use getVariable to get the current value."},{"heading":"Scanning Progress","level":4,"markdown":"When a signal is selected, it is possible to progress the scanning bar by setting the following variable. The value is in a range from 0 to 1.\n\n```sqf\nmissionNamespace setVariable [\"#EM_Progress\", 0.5];\n```"},{"heading":"Transmission","level":4,"markdown":"To visualize transmitting, set the following variable to true.\n\n```sqf\nmissionNamespace setVariable [\"#EM_Transmit\", true];\n```"},{"heading":"Spectrum Signals","level":4,"markdown":"List of displayed signal values. The array is in format *[frequency1, strength1, frequency2, strength2, ... frequencyN, strengthN]*.\n\n```sqf\nmissionNamespace setVariable [\"#EM_Values\", [141.8, -30, 140.85, -50, 141.12, -40]];\n```"}],"categories":["Arma 3: Editing","Introduced with Arma 3 version 1.96"],"groups":["General"]},{"name":"Arma 3: Splendid Animation Viewer","title":"Arma 3: Splendid Animation Viewer","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Splendid_Animation_Viewer","revid":352101,"updated":"2024-02-01T23:24:52Z","aliases":[],"markdown":"The Splendid Animation Viewer lets you preview animations ingame. You can use some of the commands listed here to animate the character.\n\n### Interface\n\n#### Unit Combobox\n\nWith the first combobox you can change which character to view. The list of units includes animals as well.\n\n#### A, P, M, S and W Comboboxes\n\nThese comboboxes act as a filter for animations. Every animation is categorised by its name. The meaning of the name is explained on this page.\n\n#### Listbox\n\nIn this listbox you can select the animation you would like to view. It contains all animations that fit the parameters specified by the comboboxes above. Double clicking on an entry will open the Config Viewer with the config of the animation selected.\n\n#### Information Textbox\n\nThe textbox contains the following information:\n\n- Animation name as selected in the left listbox\n- File: Where to find the animation file (rtm) in the game files\n- Duration: How long the animation is in total\n- Progress: At which point the animation is currently\n- Time acceleration: Speed multiplier of the animation\n\n### Controls\n\n#### Camera Movement\n\nThe camera can be moved by holding the left mouse button and dragging. To rotate the camera hold down the right mouse button and move the mouse. Zoom in or out by using the scroll wheel.\n\n#### Shortcuts\n\n> [!NOTE]\n> The following keys refer to a [QWERTY keyboard](https://en.wikipedia.org/wiki/QWERTY).\n\n| Key | Effect |\n|---|---|\n| <kbd>C</kbd> | Copy the name of the selected animation |\n| <kbd>X</kbd> | Copy a code snippet to the cliboard with which you can open the Splendid Animation Viewer with the currently selected animation |\n| <kbd>Esc</kbd> | Closes the display |\n| <kbd>+</kbd> | Increase the time acceleration |\n| <kbd>-</kbd> | Decrease the time acceleration |\n\n### Alternative Tools\n\n- [POLPOX's Animations Viewer](https://steamcommunity.com/workshop/filedetails/?id=1862880106) as part of POLPOX's Base Functions by POLPOX","sections":[{"heading":null,"level":1,"markdown":"The Splendid Animation Viewer lets you preview animations ingame. You can use some of the commands listed here to animate the character."},{"heading":"Interface","level":3,"markdown":""},{"heading":"Unit Combobox","level":4,"markdown":"With the first combobox you can change which character to view. The list of units includes animals as well."},{"heading":"A, P, M, S and W Comboboxes","level":4,"markdown":"These comboboxes act as a filter for animations. Every animation is categorised by its name. The meaning of the name is explained on this page."},{"heading":"Listbox","level":4,"markdown":"In this listbox you can select the animation you would like to view. It contains all animations that fit the parameters specified by the comboboxes above. Double clicking on an entry will open the Config Viewer with the config of the animation selected."},{"heading":"Information Textbox","level":4,"markdown":"The textbox contains the following information:\n\n- Animation name as selected in the left listbox\n- File: Where to find the animation file (rtm) in the game files\n- Duration: How long the animation is in total\n- Progress: At which point the animation is currently\n- Time acceleration: Speed multiplier of the animation"},{"heading":"Controls","level":3,"markdown":""},{"heading":"Camera Movement","level":4,"markdown":"The camera can be moved by holding the left mouse button and dragging. To rotate the camera hold down the right mouse button and move the mouse. Zoom in or out by using the scroll wheel."},{"heading":"Shortcuts","level":4,"markdown":"> [!NOTE]\n> The following keys refer to a [QWERTY keyboard](https://en.wikipedia.org/wiki/QWERTY).\n\n| Key | Effect |\n|---|---|\n| <kbd>C</kbd> | Copy the name of the selected animation |\n| <kbd>X</kbd> | Copy a code snippet to the cliboard with which you can open the Splendid Animation Viewer with the currently selected animation |\n| <kbd>Esc</kbd> | Closes the display |\n| <kbd>+</kbd> | Increase the time acceleration |\n| <kbd>-</kbd> | Decrease the time acceleration |"},{"heading":"Alternative Tools","level":3,"markdown":"- [POLPOX's Animations Viewer](https://steamcommunity.com/workshop/filedetails/?id=1862880106) as part of POLPOX's Base Functions by POLPOX"}],"categories":["Arma 3: Editing"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Splendid Camera","title":"Arma 3: Splendid Camera","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Splendid_Camera","revid":342200,"updated":"2023-07-09T12:27:14Z","aliases":["Arma 3 Splendid Camera","Splendid Camera"],"markdown":"The **Splendid Camera** is available in Eden Editor and Debug Console. It can be used to capture scenes, look around the map or create splendid screenshots.\n\n### Controls\n\n|  |  |\n|---|---|\n| <kbd>Ctrl</kbd> + <kbd>P</kbd> | Take a screenshot with screenshot command. More information's in the link |\n| <kbd>F1</kbd> | Open the debug console. When pointing at a target, it is stored to variable BIS_fnc_camera_target which you can freely manipulate with |\n| Left Mouse Button | Camera Movement |\n| Right Mouse Button | Camera rotation and pitch |\n| <kbd>Ctrl</kbd> + Right Mouse Button | Camera banking |\n| <kbd>Space</kbd> | Teleports player under the cursor |\n| <kbd>M</kbd> | Toggle map |\n| <kbd>Ctrl</kbd> + <kbd>X</kbd> | Export camera params |\n| <kbd>Ctrl</kbd> + <kbd>C</kbd> | Copy camera parameters (Can be used in BIS_fnc_camera) |\n| <kbd>Ctrl</kbd> + <kbd>V</kbd> | Paste camera parameters |\n| <kbd>ESC</kbd> | Exit |\n\nIt is also possible to shot a screen via Steam (default <kbd>F12</kbd>). See [Steamworks Documentation](https://partner.steamgames.com/doc/features/screenshots) for more information.\n\n#### Changeable Controls\n\n|  |  |\n|---|---|\n| <kbd>W</kbd> <kbd>S</kbd> <kbd>A</kbd> <kbd>D</kbd> <kbd>Q</kbd> <kbd>Y</kbd> | Translational movement |\n| <kbd>⇧ Shift</kbd> <kbd>RShift ⇧</kbd> | Speed modifier |\n| <kbd>NUM -</kbd> | Zoom out |\n| <kbd>NUM +</kbd> | Zoom in |\n| <kbd>NUM 5</kbd> | Reset view |\n| <kbd>2</kbd> <kbd>4</kbd> <kbd>6</kbd> <kbd>8</kbd> | Look around |\n| <kbd>N</kbd> | Toggle vision mode |\n| <kbd>⟵ Backspace</kbd> | Toggle interface |\n\n#### Save & load positions\n\nPositions, including camera parameters can be stored by pressing <kbd>Ctrl</kbd> + <kbd>0..9</kbd>.\nOne a position was stored it can be loaded by pressing the number key of the slot is was saved in.\n\n### Use of BIS_fnc_camera\n\nExporting positions by pressing <kbd>Ctrl</kbd> + <kbd>C</kbd> results in the following format:\n\n```sqf\n[\"Stratis\",[6485.92,4680.7,25.018],244.086,0.7,[-45.4546,0],0,0,721.084,0.3,0,1,0,1]\n```\n\n0: String Island name\n1: Position Position of the camera\n2: Number Direction of the camera\n3: Number FOV\n4: Array [Pitch,Bank]\n5: Number Focus\n6: Number Aperture\n7: Number Daytime\n8: Number Overcast\n9: Number Acctime\n10: Number Brightness\n11: Number Contrast\n12: Number Saturation\n\nCalling **BIS_fnc_camera** with the exported array will automcatically open the camera and move to the given position with given parameters.\n\n```sqf\n[\"Paste\",[\"Stratis\",[6111.09,4434.62,32.4268],242.722,0.7,[-35.7576,0],0,0,721.084,0.3,0,1,0,1]] call BIS_fnc_camera;\n```\n\n### Settings\n\nThe camera comes also with the possibility to change the appearance of the current scene by allowing the player to change various parameters.\n\n#### Focus\n\nChanges the distance between the virtual lens and the sharp area of the photo. Default AUTO\n\n#### Aperture\n\nDefines how much light enters the virtual lens. A higher value means less light, but a photo which is sharp even in the corners. A low value means it’s only sharp in the center and gradually becomes unsharp.\n\n#### Brightness\n\nChanges the brightness of the photo.\n\n#### Contrast\n\nChanges the contrast of the photo.\n\n#### Saturation\n\nDefines how vivid the photo will be. Zero means black/white.\n\n#### Daytime\n\nTime of the day in format 0-24h.\n\n#### Overcast\n\nDefines how cloudy the scene will be.\n\n#### Acctime\n\nDefines the simulation time of the scene. Zero means no movement\n\n### See Also\n\n[THIS IS WAR PHOTOGRAPHY by Karel Moricky](https://arma3.com/news/this-is-war-photography)","sections":[{"heading":null,"level":1,"markdown":"The **Splendid Camera** is available in Eden Editor and Debug Console. It can be used to capture scenes, look around the map or create splendid screenshots."},{"heading":"Controls","level":3,"markdown":"|  |  |\n|---|---|\n| <kbd>Ctrl</kbd> + <kbd>P</kbd> | Take a screenshot with screenshot command. More information's in the link |\n| <kbd>F1</kbd> | Open the debug console. When pointing at a target, it is stored to variable BIS_fnc_camera_target which you can freely manipulate with |\n| Left Mouse Button | Camera Movement |\n| Right Mouse Button | Camera rotation and pitch |\n| <kbd>Ctrl</kbd> + Right Mouse Button | Camera banking |\n| <kbd>Space</kbd> | Teleports player under the cursor |\n| <kbd>M</kbd> | Toggle map |\n| <kbd>Ctrl</kbd> + <kbd>X</kbd> | Export camera params |\n| <kbd>Ctrl</kbd> + <kbd>C</kbd> | Copy camera parameters (Can be used in BIS_fnc_camera) |\n| <kbd>Ctrl</kbd> + <kbd>V</kbd> | Paste camera parameters |\n| <kbd>ESC</kbd> | Exit |\n\nIt is also possible to shot a screen via Steam (default <kbd>F12</kbd>). See [Steamworks Documentation](https://partner.steamgames.com/doc/features/screenshots) for more information."},{"heading":"Changeable Controls","level":4,"markdown":"|  |  |\n|---|---|\n| <kbd>W</kbd> <kbd>S</kbd> <kbd>A</kbd> <kbd>D</kbd> <kbd>Q</kbd> <kbd>Y</kbd> | Translational movement |\n| <kbd>⇧ Shift</kbd> <kbd>RShift ⇧</kbd> | Speed modifier |\n| <kbd>NUM -</kbd> | Zoom out |\n| <kbd>NUM +</kbd> | Zoom in |\n| <kbd>NUM 5</kbd> | Reset view |\n| <kbd>2</kbd> <kbd>4</kbd> <kbd>6</kbd> <kbd>8</kbd> | Look around |\n| <kbd>N</kbd> | Toggle vision mode |\n| <kbd>⟵ Backspace</kbd> | Toggle interface |"},{"heading":"Save & load positions","level":4,"markdown":"Positions, including camera parameters can be stored by pressing <kbd>Ctrl</kbd> + <kbd>0..9</kbd>.\nOne a position was stored it can be loaded by pressing the number key of the slot is was saved in."},{"heading":"Use of BIS_fnc_camera","level":3,"markdown":"Exporting positions by pressing <kbd>Ctrl</kbd> + <kbd>C</kbd> results in the following format:\n\n```sqf\n[\"Stratis\",[6485.92,4680.7,25.018],244.086,0.7,[-45.4546,0],0,0,721.084,0.3,0,1,0,1]\n```\n\n0: String Island name\n1: Position Position of the camera\n2: Number Direction of the camera\n3: Number FOV\n4: Array [Pitch,Bank]\n5: Number Focus\n6: Number Aperture\n7: Number Daytime\n8: Number Overcast\n9: Number Acctime\n10: Number Brightness\n11: Number Contrast\n12: Number Saturation\n\nCalling **BIS_fnc_camera** with the exported array will automcatically open the camera and move to the given position with given parameters.\n\n```sqf\n[\"Paste\",[\"Stratis\",[6111.09,4434.62,32.4268],242.722,0.7,[-35.7576,0],0,0,721.084,0.3,0,1,0,1]] call BIS_fnc_camera;\n```"},{"heading":"Settings","level":3,"markdown":"The camera comes also with the possibility to change the appearance of the current scene by allowing the player to change various parameters."},{"heading":"Focus","level":4,"markdown":"Changes the distance between the virtual lens and the sharp area of the photo. Default AUTO"},{"heading":"Aperture","level":4,"markdown":"Defines how much light enters the virtual lens. A higher value means less light, but a photo which is sharp even in the corners. A low value means it’s only sharp in the center and gradually becomes unsharp."},{"heading":"Brightness","level":4,"markdown":"Changes the brightness of the photo."},{"heading":"Contrast","level":4,"markdown":"Changes the contrast of the photo."},{"heading":"Saturation","level":4,"markdown":"Defines how vivid the photo will be. Zero means black/white."},{"heading":"Daytime","level":4,"markdown":"Time of the day in format 0-24h."},{"heading":"Overcast","level":4,"markdown":"Defines how cloudy the scene will be."},{"heading":"Acctime","level":4,"markdown":"Defines the simulation time of the scene. Zero means no movement"},{"heading":"See Also","level":3,"markdown":"[THIS IS WAR PHOTOGRAPHY by Karel Moricky](https://arma3.com/news/this-is-war-photography)"}],"categories":["Arma 3: Editing"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Splendid Config Viewer","title":"Arma 3: Splendid Config Viewer","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Splendid_Config_Viewer","revid":370896,"updated":"2025-02-21T10:44:30Z","aliases":[],"markdown":"The Splendid™ Config Viewer is a way to access the contents of the game's current config.\n\n### Access\n\nThe config viewer can be opened via\n\n- the Debug Console\n- executing `0 spawn BIS_fnc_configViewer`\n- the Eden Editor Menu Bar and Context Menu\n\n### Interface\n\n#### Classes List\n\nOn the left hand side you can find a list of all config classes that are currently loaded by the game. This includes the classes found in the main config from the base game and mods, the campaign's config and the missions's config. Selecting an entry from the list will show the attributes of the class in the right window. A plus to the left of the class indicates that it contains more subclasses. To expand it you can double click the entry. The classes are sorted alphabetically. Be aware that the list list cut off at the end. In case of long configs the last config entries can only be selected by selecting the last visible entry and then using the arrow keys to scroll further down.\n\n#### Bookmarks\n\nBelow the Classes List you can find your bookmarked configs. Double clicking on \"<Bookmark selected class>\" will add the currently selected entry to the list. To remove a bookmark you can select it and press <kbd>Del</kbd> on your keyboard. Double clicking on a bookmarked class will take you to the config. When opening the Config Viewer the following entries will be added automatically:\n\n- Config of the currently played unit\n- Config of the currently selected weapon\n- Config of the currently loaded magazine\n- Config of the ammunition used by the currently loaded magazine\n\nIt is not possible to delete the first two entries. To reset the bookmarks and restore the default entries you can execute the following code:\n\n> [!WARNING]\n> This action will also remove any bookmarks you saved!\n\n```sqf\nprofileNamespace setVariable [\"BIS_fnc_configViewer_bookmarks\", nil];\n```\n\n#### Attributes List\n\nThe right window displays the attributes of the currently selected class. The attributes are sorted alphabetically. The attributes are colored according to the data type of the attribute:\n\n| Color | Data Type |\n|---|---|\n| Green | Number |\n| Red | String |\n| Blue | Array |\n\nSome attributes are indented a bit which means that those attribute have been inherited from one of the parent classes. No indentation means that the attribute is specific or new to the config class.\n\n#### Path Edit Field\n\nThe content of this edit field can be used with commands such as configClasses, configProperties, etc.. When an attribute from the right window is selected it will also display the path to it which can be used with getText, getNumber or getArray.\n\n#### Parents Edit Field\n\nThis field lists all the classes that the selected class is inheriting from. It is generated by BIS_fnc_returnParents.\n\n#### Preview Class\n\nThe classes from the following parent configs are supported:\n\n- CfgVehicles: Creates the given vehicle class at the position you are looking at\n- CfgWeapons: Creates the given weapon on the ground and also adds all magazines listed in the `magazines` attributes\n\n#### Preview Param\n\nYou can preview the following attributes:\n\n- paa: If the attribute is a string and ends with \"paa\" it will open a window displaying the paa file\n- RGBA color: If the attribute is a 4D array consisting of numbers only it will display the color\n\n### Shortcuts\n\nThe config viewer supports a very basic search functionality. If you focus either the classes list or the attributes list and start typing it will search for a match in the given list.\n\n| Key | Effect |\n|---|---|\n| <kbd>⟵ Backspace</kbd> | Go up one config level |\n| <kbd>Return ↵</kbd> | Expand the selected config |\n\n#### Classes List\n\n| Key | Effect |\n|---|---|\n| <kbd>Ctrl</kbd> + <kbd>X</kbd> | Copy path in viewer format |\n| <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>X</kbd> | Copy path in config format |\n| <kbd>Ctrl</kbd> + <kbd>C</kbd> | Copy config name |\n| <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>C</kbd> | Copy the names of the subclasses |\n| <kbd>Ctrl</kbd> + <kbd>V</kbd> | Takes you to the config previously saved to the clipboard with <kbd>Ctrl</kbd> + <kbd>X</kbd> |\n\n#### Attributes List\n\n| Key | Effect |\n|---|---|\n| <kbd>Ctrl</kbd> + <kbd>C</kbd> | Copies the displayed attribute |\n| <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>C</kbd> | Copies the entire content of the list |\n\n### Alternative Tools\n\nListed here are some config viewers with more options than the Splendid Config Viewer. If you created one you can add it to the list too.\n\n- [**Advanced Developer Tools** by Leopard20](https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168)\n- [**7erra's Editing Extensions** by Terra](https://steamcommunity.com/sharedfiles/filedetails/?id=1387934106)\n- [**Enhanced Config Viewer in POLPOX's Base Functions** by POLPOX](https://steamcommunity.com/sharedfiles/filedetails/?id=1862880106) - called via `call PLP_fnc_configViewer`","sections":[{"heading":null,"level":1,"markdown":"The Splendid™ Config Viewer is a way to access the contents of the game's current config."},{"heading":"Access","level":3,"markdown":"The config viewer can be opened via\n\n- the Debug Console\n- executing `0 spawn BIS_fnc_configViewer`\n- the Eden Editor Menu Bar and Context Menu"},{"heading":"Interface","level":3,"markdown":""},{"heading":"Classes List","level":4,"markdown":"On the left hand side you can find a list of all config classes that are currently loaded by the game. This includes the classes found in the main config from the base game and mods, the campaign's config and the missions's config. Selecting an entry from the list will show the attributes of the class in the right window. A plus to the left of the class indicates that it contains more subclasses. To expand it you can double click the entry. The classes are sorted alphabetically. Be aware that the list list cut off at the end. In case of long configs the last config entries can only be selected by selecting the last visible entry and then using the arrow keys to scroll further down."},{"heading":"Bookmarks","level":4,"markdown":"Below the Classes List you can find your bookmarked configs. Double clicking on \"<Bookmark selected class>\" will add the currently selected entry to the list. To remove a bookmark you can select it and press <kbd>Del</kbd> on your keyboard. Double clicking on a bookmarked class will take you to the config. When opening the Config Viewer the following entries will be added automatically:\n\n- Config of the currently played unit\n- Config of the currently selected weapon\n- Config of the currently loaded magazine\n- Config of the ammunition used by the currently loaded magazine\n\nIt is not possible to delete the first two entries. To reset the bookmarks and restore the default entries you can execute the following code:\n\n> [!WARNING]\n> This action will also remove any bookmarks you saved!\n\n```sqf\nprofileNamespace setVariable [\"BIS_fnc_configViewer_bookmarks\", nil];\n```"},{"heading":"Attributes List","level":4,"markdown":"The right window displays the attributes of the currently selected class. The attributes are sorted alphabetically. The attributes are colored according to the data type of the attribute:\n\n| Color | Data Type |\n|---|---|\n| Green | Number |\n| Red | String |\n| Blue | Array |\n\nSome attributes are indented a bit which means that those attribute have been inherited from one of the parent classes. No indentation means that the attribute is specific or new to the config class."},{"heading":"Path Edit Field","level":4,"markdown":"The content of this edit field can be used with commands such as configClasses, configProperties, etc.. When an attribute from the right window is selected it will also display the path to it which can be used with getText, getNumber or getArray."},{"heading":"Parents Edit Field","level":4,"markdown":"This field lists all the classes that the selected class is inheriting from. It is generated by BIS_fnc_returnParents."},{"heading":"Preview Class","level":4,"markdown":"The classes from the following parent configs are supported:\n\n- CfgVehicles: Creates the given vehicle class at the position you are looking at\n- CfgWeapons: Creates the given weapon on the ground and also adds all magazines listed in the `magazines` attributes"},{"heading":"Preview Param","level":4,"markdown":"You can preview the following attributes:\n\n- paa: If the attribute is a string and ends with \"paa\" it will open a window displaying the paa file\n- RGBA color: If the attribute is a 4D array consisting of numbers only it will display the color"},{"heading":"Shortcuts","level":3,"markdown":"The config viewer supports a very basic search functionality. If you focus either the classes list or the attributes list and start typing it will search for a match in the given list.\n\n| Key | Effect |\n|---|---|\n| <kbd>⟵ Backspace</kbd> | Go up one config level |\n| <kbd>Return ↵</kbd> | Expand the selected config |"},{"heading":"Classes List","level":4,"markdown":"| Key | Effect |\n|---|---|\n| <kbd>Ctrl</kbd> + <kbd>X</kbd> | Copy path in viewer format |\n| <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>X</kbd> | Copy path in config format |\n| <kbd>Ctrl</kbd> + <kbd>C</kbd> | Copy config name |\n| <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>C</kbd> | Copy the names of the subclasses |\n| <kbd>Ctrl</kbd> + <kbd>V</kbd> | Takes you to the config previously saved to the clipboard with <kbd>Ctrl</kbd> + <kbd>X</kbd> |"},{"heading":"Attributes List","level":4,"markdown":"| Key | Effect |\n|---|---|\n| <kbd>Ctrl</kbd> + <kbd>C</kbd> | Copies the displayed attribute |\n| <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>C</kbd> | Copies the entire content of the list |"},{"heading":"Alternative Tools","level":3,"markdown":"Listed here are some config viewers with more options than the Splendid Config Viewer. If you created one you can add it to the list too.\n\n- [**Advanced Developer Tools** by Leopard20](https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168)\n- [**7erra's Editing Extensions** by Terra](https://steamcommunity.com/sharedfiles/filedetails/?id=1387934106)\n- [**Enhanced Config Viewer in POLPOX's Base Functions** by POLPOX](https://steamcommunity.com/sharedfiles/filedetails/?id=1862880106) - called via `call PLP_fnc_configViewer`"}],"categories":["Arma 3"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Stamina","title":"Arma 3: Stamina","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Stamina","revid":364263,"updated":"2024-05-06T09:38:28Z","aliases":["Arma 3 Stamina"],"markdown":"### General\n\nStamina is the new exhaustion mechanics that replaced the old Fatigue system as of Arma 3 Nexus update (1.54). It is supposed to be much simpler, clearer, better communicated and easier to grasp mechanics that will allow for management of exhaustion, encumbrance, terrain gradient penalties and overall mobility of infantry while it is also much more open to modifications and should serve as a solid platform for community made solutions as suggested by our own [Legacy Fatigue Mod](http://steamcommunity.com/sharedfiles/filedetails/?id=561559542) & Sample.\n\n### Functionality\n\nStamina work as reservoir used for Sprinting in vanilla game. Full Stamina bar allows for 60 seconds of Sprinting (**staminaDuration**). However, as carried equipment fills up your Inventory bar, the exact same portion is also reserved from the overall Stamina and thus cannot be used for Sprinting. Total mass of the entire inventory bar is defined to be 1000 mass units (parameter **maxSoldierLoad** defined in *class CfgInventoryGlobalVariable*).\n\nWhatever remains at your disposal is your Stamina pool. Whenever you exhaust all of your Stamina pool, you have to recuperate for 10 seconds (**staminaCooldown**) until you can Sprint again, but Stamina pool is regenerating during this exhaustion period. The whole Stamina pool always regenerate in 30 seconds (**staminaRestoration**) from the total exhaustion to the full, regardless of how much Stamina it actually is. Less equipped soldiers can therefore Sprint for longer and will regenerate their Stamina faster than more equipped ones.\n\nParameter **stamina** defined for every animation state defines the behavior of Stamina while the soldier remains in that particular state. Positive values determine regeneration, negative values determine exhaustion, while the magnitude defines the multiplier of exhaustion (**staminaDuration**) and regeneration (**staminaRestoration**) time defined for the whole Stamina. Zero value means that current stamina state is conserved in that animation state.\n\nStamina bar indicating you current Stamina pool is positioned at the upper right corner, just below the weapon info. It is hidden by default, and is only visible when you are in the inventory or when your Stamina pool is changing or not full. It's position can be shifted in UI settings as it is separate from Weapon Info panel. It is red whenever you try (hold Sprint button), but cannot Sprint (due to injury or terrain gradient) and whenever you are fully exhausted. It is also augmented with Terrain and Injury icons that became visible whenever the terrain prevents you from sprinting and / or running.\n\n### Relation to Weapon Sway\n\nEvery particular state you are in has it is predefined aiming precision coefficient (parameter **aimPrecision** in every animation state), multiplying the magnitude of the default sway. The longer you remain in certain state, the more is your actual sway approaching the precision defined for that state. Time needed to reach that value is directly related to your equipment load, so that the more equipment you carry the sooner your weapon sway deteriorate in states bad for precision and it is also slower to stabilize back in states with good precision and vice versa. Overall time coefficient is controlled by general Stamina setting (parameter **aimPrecisionSpeedCoef**).\n\n### Scripting commands\n\nCommand Group: Stamina System\n\n### Parameters\n\nAll Stamina related parameters are described in: CfgMovesFatigue","sections":[{"heading":"General","level":3,"markdown":"Stamina is the new exhaustion mechanics that replaced the old Fatigue system as of Arma 3 Nexus update (1.54). It is supposed to be much simpler, clearer, better communicated and easier to grasp mechanics that will allow for management of exhaustion, encumbrance, terrain gradient penalties and overall mobility of infantry while it is also much more open to modifications and should serve as a solid platform for community made solutions as suggested by our own [Legacy Fatigue Mod](http://steamcommunity.com/sharedfiles/filedetails/?id=561559542) & Sample."},{"heading":"Functionality","level":3,"markdown":"Stamina work as reservoir used for Sprinting in vanilla game. Full Stamina bar allows for 60 seconds of Sprinting (**staminaDuration**). However, as carried equipment fills up your Inventory bar, the exact same portion is also reserved from the overall Stamina and thus cannot be used for Sprinting. Total mass of the entire inventory bar is defined to be 1000 mass units (parameter **maxSoldierLoad** defined in *class CfgInventoryGlobalVariable*).\n\nWhatever remains at your disposal is your Stamina pool. Whenever you exhaust all of your Stamina pool, you have to recuperate for 10 seconds (**staminaCooldown**) until you can Sprint again, but Stamina pool is regenerating during this exhaustion period. The whole Stamina pool always regenerate in 30 seconds (**staminaRestoration**) from the total exhaustion to the full, regardless of how much Stamina it actually is. Less equipped soldiers can therefore Sprint for longer and will regenerate their Stamina faster than more equipped ones.\n\nParameter **stamina** defined for every animation state defines the behavior of Stamina while the soldier remains in that particular state. Positive values determine regeneration, negative values determine exhaustion, while the magnitude defines the multiplier of exhaustion (**staminaDuration**) and regeneration (**staminaRestoration**) time defined for the whole Stamina. Zero value means that current stamina state is conserved in that animation state.\n\nStamina bar indicating you current Stamina pool is positioned at the upper right corner, just below the weapon info. It is hidden by default, and is only visible when you are in the inventory or when your Stamina pool is changing or not full. It's position can be shifted in UI settings as it is separate from Weapon Info panel. It is red whenever you try (hold Sprint button), but cannot Sprint (due to injury or terrain gradient) and whenever you are fully exhausted. It is also augmented with Terrain and Injury icons that became visible whenever the terrain prevents you from sprinting and / or running."},{"heading":"Relation to Weapon Sway","level":3,"markdown":"Every particular state you are in has it is predefined aiming precision coefficient (parameter **aimPrecision** in every animation state), multiplying the magnitude of the default sway. The longer you remain in certain state, the more is your actual sway approaching the precision defined for that state. Time needed to reach that value is directly related to your equipment load, so that the more equipment you carry the sooner your weapon sway deteriorate in states bad for precision and it is also slower to stabilize back in states with good precision and vice versa. Overall time coefficient is controlled by general Stamina setting (parameter **aimPrecisionSpeedCoef**)."},{"heading":"Scripting commands","level":3,"markdown":"Command Group: Stamina System"},{"heading":"Parameters","level":3,"markdown":"All Stamina related parameters are described in: CfgMovesFatigue"}],"categories":["Arma 3: Editing","Arma 3: Tutorials"],"groups":["General"]},{"name":"Arma 3: Startup Parameters","title":"Arma 3: Startup Parameters","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Startup_Parameters","revid":378577,"updated":"2026-05-10T16:57:41Z","aliases":["Arma 3 Startup Parameters","Arma3: Startup Parameters"],"markdown":"Startup parameters are command line interface(CLI) arguments that go after the executable's name in order to set options; e.g `arma3_x64.exe -window` to start the game in windowed mode.\n\n> [!NOTE]\n> - Startup parameters' *names* are case-insensitive - e.g `-WINDOW` and `-window` are identical.\n> - Spaces in parameter values must be wrapped in quotations. e.g. `\"-profiles=E:\\Arma 3\\Profiles\"` or `-profiles=\"E:\\Arma 3\\Profiles\"`\n> - Most of the following parameters can be set with the Arma 3: Launcher.\n\n### Steam\n\n1. Choose the game in Steam\\Library\n1. Right click on the game\n1. Select properties\n1. Hit \"Set launch options\"\n\n**Example:** `-nosplash \"-mod=test;x\\test;c:\\arma 3\\test2\"`\n\n### Windows\n\nWhen working with shortcuts, cmd launch options: there is max characters limit for the executing line, use **-par** (see: Startup Parameters Config File) to avoid it.\n\n| Startup Command Line | parameters file |\n|---|---|\n| `arma3_x64.exe \"-par=D:\\Arma 3\\Startup Parameters.txt\"` | ```<br>-skipIntro<br>-noSplash<br>-enableHT<br>-hugePages<br>-noLogs<br>``` |\n\n### Path Definition\n\nThere are a few basics to keep in mind when defining path as part of a parameter.\n\n#### Spaces\n\nThe path **and** -profiles need to be enclosed with quotes if it contains spaces, e.g `\"-profiles=E:\\Arma 3\\Profiles\" or -profiles=\"E:\\Arma 3\\Profiles\"`.\n\n#### Relative vs Absolute\n\nYou can define most, if not all path in both ways.\n\n**Relative:** `-profiles=Profiles`\n\n**Absolute:** `\"-profiles=E:\\Arma 3\\Profiles\"`\n\nThe relative path is normally based on the game main folder, where the exe resides in. However when you use -profiles, some commands use this path defined there as base.\n\n### Display Options\n\n#### window\n\nDisplays Arma 3 windowed instead of full screen. Screen resolution / window size are set in arma3.cfg.\n\n**Example**\n\n```\narma3_x64.exe -window\n```\n\n#### noWindowBorder (Arma 3 v2.22)\n\nRemoves the default window border in windowed mode.\n\n**Example**\n\n```\narma3_x64.exe -window -noWindowBorder\n```\n\n#### posX\n\nSets the default X Position of the Window.\n\n**Example**\n\n```\narma3_x64.exe -posX=50\n```\n\n#### posY\n\nSets the default Y Position of the Window.\n\n**Example**\n\n```\narma3_x64.exe -posY=50\n```\n\n#### adapter\n\nSets the default Video Adapter.\n\n**Example**\n\n```\narma3_x64.exe -adapter=MISSING_AN_EXAMPLE\n```\n\n### Game Loading Speedup\n\n#### noSplash\n\nTells the engine to bypass the splash screens on startup of Arma 3.\n\n> [!NOTE]\n> Real speed-up gained with this is likely to be negligible in Arma 3, as the loading screens are handled in parallel with the game data being loaded, and the loading itself takes quite long thanks to the amount of data needed.\n\n**Example**\n\n```\narma3_x64.exe -noSplash\n```\n\n#### skipIntro\n\nDisables world intros in the main menu permanently.\n\n> [!NOTE]\n> Real speed-up gained with this is likely to be negligible in Arma 3, as the loading screens are handled in parallel with the game data being loaded, and the loading itself takes quite long thanks to the amount of data needed.\n\n**Example**\n\n```\narma3_x64.exe -skipIntro\n```\n\n#### world\n\nSelect a world loaded by default. For faster game loading (no default world loaded and world intro in the main menu, *only at game start*, disabled): -world=empty.\n\n**Example**\n\nFor faster game loading (no default world loaded and world intro in the main menu, *only at game start*, disabled)\n\n```\narma3_x64.exe -world=empty\n```\n\nLoad Altis\n\n```\narma3_x64.exe -world=Altis\n```\n\n#### worldCfg\n\nInits a landscape by the given world config.\n\n### Profile Options\n\n#### name\n\nSets the profile name.\n\n**Example**\n\n```\narma3_x64.exe -name=PlayerOne\n```\n\n#### profiles\n\nLocation of user-profile folder.\n\nIf a custom path is set, default files and folders (logFiles, AnimDataCache, DataCache, SteamPreviewCache....) located by default in `%LocalAppData%/Arma 3` will be created in that new location.\n\nHowever, old files will stay in the old location and will not be copied.\n\n**Example 1**\n\n```\narma3_x64.exe -profiles=C:\\arma3\\Profiles\n```\n\n**Example 2**\n\n```\narma3_x64.exe -profiles=Profiles\n```\n\nExample 2 create a folder called *Profiles* in the Arma 3 root directory\n\n> [!IMPORTANT]\n> The Windows user account needs write access in the chosen location.\n\n#### unit\n\nParameter passes a unit's ID number to the binary, translates to *https://units.arma3.com/my-units#?unit=<number>*\n\n**Example**\n\n```\narma3_x64.exe -unit=1337\n```\n\n### Misc.\n\n#### buldozer\n\nStarts Buldozer mode.\n\n**Example**\n\n```\narma3_x64.exe -buldozer\n```\n\n#### noLand\n\nStarts with no world loaded. (Used for Buldozer)\n\n**Example**\n\n```\narma3_x64.exe -noLand\n```\n\n#### noSound\n\nDisables sound output.\n\n**Example**\n\n```\narma3_x64.exe -noSound\n```\n\n#### doNothing\n\nEngine closes immediately after detecting this option.\n\n**Example**\n\n```\narma3_x64.exe -doNothing\n```\n\n#### mod\n\nLoads the specified mod folders. Multiple folder need to be separated by a semicolon.\n\n**Example 1**\n\n```\narma3_x64.exe -mod=test;x\\test;c:\\arma3\\test2\n```\n\n- **\"test\"** is located in the Arma 3 installation folder (\"Arma 3\\test\") (relative path)\n- **\"x\\test\"** is in the installation folder (\"Arma 3\\x\\test\") (relative path; subfolder)\n- **\"c:\\arma3\\test2\"** is in \"c:\\arma3\\test2\" (absolute path)\n\n**Example 2**\n\nOn Windows\n\n```\narma3_x64.exe \"-mod=test;x\\test;c:\\arma3\\test2\"\n```\n\n**Example 3**\n\nOn Linux. Note the additional backslash in front of the semicolon\n\n```\narma3_x64.exe \"-mod=test\\;x\\test\\;c:\\arma3\\test2\"\n```\n\n> [!NOTE]\n> \"Relative path\" starts from, or is rooted at, the directory from where the Arma 3 executable has been started and is not always the same where the executable is, like in betas.\n>\n> Usually this is the same as the installation path and the same as what is written in Windows registry, but if you copy or symlink the necessary file and folders, you may have different roots.\n>\n> It is useful when having multiple dedicated servers.\n\n#### mpmissions (Arma 3 v2.22)\n\nSets alternative MPMissions directory for the server. The directory must be relative to 'Arma3' directory\n\n> [!NOTE]\n> Use **#mpmissions** command from BattlEye RCon to list available missions on the server. The RCon **missions** command does not work with custom -mpmissions=\n\n**Example 1**\n\n```\narma3_x64.exe -server -mpmissions=MyMPMissionsGoHere\n```\n\n**Example 2**\n\n```\narma3_x64.exe -server -mpmissions=MPMissions\\Experimental\n```\n\n**Example 3**\n\n```\narma3server_x64.exe -mpmissions=MPMissions2\n```\n\n### Client Network Options\n\n#### connect\n\nServer IP to connect to.\n\n**Example**\n\n```\narma3_x64.exe -connect=168.152.15.147\n```\n\n#### port\n\nServer port to connect to.\n\n**Example**\n\n```\narma3_x64.exe -port=1337\n```\n\n#### password\n\nServer password to connect to.\n\n**Example**\n\n```\narma3_x64.exe -password=1337abc\n```\n\n#### host\n\nStart a non-dedicated multiplayer host.\n\n**Example**\n\n```\narma3_x64.exe -host\n```\n\n### Server Options\n\n#### setUpHost\n\nStart the game in the setup server display. Works with the client exe. See reference image\n\n**Example**\n\n```\narma3_x64.exe -setUpHost\n```\n\n#### server\n\nStart a dedicated server. Not needed for the dedicated server exe.\n\n**Example**\n\n```\narma3_x64.exe -server\n```\n\n#### port\n\nPort to have dedicated server listen on.\n\n**Example**\n\n```\narma3server_x64.exe -port=1337\n```\n\n#### pid\n\nFile to write the server's PID (process ID) to.\n\n- The file is removed automatically when the exe is stopped\n- Only works for dedicated servers\n\n**Example**\n\n```\narma3server_x64.exe \"-pid=C:\\My Server\\PID.txt\"\n```\n\n#### ranking\n\nAllowing you to output ranking information or otherwise know as player stats to a file.\n\nThe windows user account would need permissions to write to the folder of choice.\n\nOutput sample:\n\n```cpp\nclass Player1\n{\n    name = \"PlayerName\";\n    killsInfantry = 71;\n    killsSoft = 3;\n    killsArmor = 5;\n    killsAir = 5;\n    killsPlayers = 0;\n    customScore = 0;\n    killsTotal = 84;\n    killed = 3;\n};\n```\n\n**Example**\n\n```\narma3server_x64.exe \"-ranking=C:\\arma3\\ranking.log\"\n```\n\n#### netlog\n\nEnables multiplayer network traffic logging. For more details see server configuration.\n\n**Example**\n\n```\narma3server_x64.exe -netlog\n```\n\n#### cfg\n\nSelects the Server Basic Config file. Config file for server specific settings like network performance tuning.\n\n> [!IMPORTANT]\n> Using this parameter overrides the game config (`Documents\\Arma 3\\Arma3.cfg`); use at your own risk on clients.\n\n**Example**\n\n```\narma3server_x64.exe \"-config=C:\\My Server\\basic.cfg\"\n```\n\n#### config\n\nSelects the Server Config File. Config file for server specific settings like admin password and mission selection.\n\n**Example**\n\n```\narma3server_x64.exe \"-config=C:\\My Server\\config.cfg\"\n```\n\n#### profiles\n\nPath to the folder containing server profile.\n\n- By default, server logs are written to server profile folder\n- If folder doesn't exist, it will be automatically created\n- Does not work on Linux, no profile will be created or used - instead, remove this parameter and the profile will be created in `~/.local/share/Arma 3 - Other Profiles`\n\n**Example**\n\n```\narma3server_x64.exe \"-profiles=C:\\My Server\\profiles\"\n```\n\n#### bePath\n\nBy default BattlEye will create *BattlEye* folder inside server profile folder. With -bePath param it is possible to specify a custom folder.\n\n**Example**\n\n```\narma3_x64.exe -bePath=C:\\MyBattlEyeFolder\n```\n\n#### ip\n\nCommand to enable support for Multihome servers. Allows server process to use defined available IP address. (b1.57.76934)\n\n**Example**\n\n```\narma3_x64.exe -ip=145.412.123.12\n```\n\n#### par\n\nCommand to read startup parameters from a file. For more details see Startup parameters config file.\n\n**Example**\n\n```\narma3_x64.exe \"-par=C:\\Users\\Player\\Games\\Arma 3\\Arma 3 Parameter Files\\par_common.txt\"\n```\n\n#### client\n\nLaunch as client (console). Useful for headless clients.\n\n**Example**\n\n```\narma3_x64.exe -client\n```\n\n#### loadMissionToMemory\n\nServer will load mission into memory on first client downloading it. Then it keeps it pre-processed pre-cached in memory for next clients, saving some server CPU cycles.\n\n**Example**\n\n```\narma3server_x64.exe -loadMissionToMemory\n```\n\n#### autoInit\n\nAutomatically initialize mission just like the first client does.\n\nThe server config file (server.cfg) must contain `Persistent = 1;` otherwise the `autoInit` parameter is skipped.\n\n> [!IMPORTANT]\n> This will break the Arma 3: Mission Parameters function, so do not use it when you work with mission parameters, only default values are returned!\n\n**Example**\n\n```\narma3server_x64.exe -autoInit\n```\n\n#### serverMod\n\nLoads the specified sub-folders for different server-side (not broadcasted to clients) mods.\n\n- Separated by semi-colons\n- Absolute path and multiple stacked folders are possible\n- In Linux multiple folders arguments need the following separation syntax: -serverMod=mod1\\;mod2\\;mod3\n\n**Example**\n\n```\narma3server_x64.exe \"-serverMod=myAwesomeMod;anotherAwesomeMod\"\n```\n\n#### keysFolder (Arma 3 v2.22)\n\nAdds folders out of which .bikey files are loaded.\n\n- Separated by semi-colons\n- Absolute path and multiple stacked folders are possible\n- In Linux multiple folders arguments need the following separation syntax: -keysFolder=@modfolder\\keys\\;@othermodfolder\\keys\n\n**Example**\n\n```\narma3server_x64.exe \"-keysFolder=@modfolder/keys;@othermodfolder/keys;\"\n```\n\nNote that by default, the base game \"keys\" folder is included, but it can be excluded by having !keys in the list\n\n```\n-keysFolder=!keys;@modfolder/keys;@othermodfolder/keys;\n```\n\n#### disableServerThread\n\nOption to disable the server send messaging thread in case of random crashing (may also decrease performance of server on multicore CPUs)\n\n**Example**\n\n```\narma3_x64.exe -disableServerThread\n```\n\n#### bandwidthAlg\n\nSet to 2 to use a new experimental networking algorithm that might be better than the default one.\n\n**Example**\n\n```\narma3_x64.exe -bandwidthAlg=2\n```\n\n### Performance\n\n#### limitFPS (Arma 3 v2.00)\n\nAdjusts the FPS limit for the dedicated server/headless client to the specified value. The current default is 50. The available range goes from 5 to 1000.\n\n> [!NOTE]\n> The limit does not do anything when it is not reached.\n>\n> Higher FPS for a DS/HC network messages sent out more frequently, entities (units/vehicles/projectiles/etc) are simulated more often, as well as AI behavior and vision calculations are done more often.\n>\n> The practical impact of a higher fps limit for the DS/HC may or may not noticeable.\n\nSince Arma 3 v2.20:\n\n- servers with no players now limit their FPS to 30 (regardless of the `-limitFPS` parameter setting)\n- this setting also works on clients.\n\n> [!NOTE]\n> Aside from more frequent simulation of the different engine parts, for a client more frequent rendering may lead to more fluent graphics/a more smooth visual experience and potentially more precise audio.\n> The FPS gets automatically limited in the main menu with `-world=empty` or when windowed mode is unfocused (\"tabbed out\").\n\n#### maxMem\n\nOverrides memory allocation limit to a certain amount (in megabytes).\n\n> [!IMPORTANT]\n> Until Arma 3 v2.14 there was a bug on the Linux server binary where it parses the maxMem value as a signed integer, therefore making 4096 interpreted as a negative value;\n> in order to avoid this issue, use values like `2047`, `4095`, `8191`, `16383`, `32767` (2048 -1, 4096 -1 etc).\n\n1024 MiB is a hard-coded minimum (anything lower falls back to 1024). The maximum is influenced by your operating system (any value over the maximum will be reverted to this value):\n\n- 32-bit Windows + 32-bit game: 2047\n- 64-bit Windows + 32-bit game: 3071\n- 64-bit Windows + 64-bit game: (physical memory * 4) / 5\n\n**Without the -maxMem parameter the engine attempts to set this parameter internaly to a reasonable value often defaulting to max values as described above.** The file cache is always excluded from the virtual address limit, see our developers blog: https://www.bistudio.com/blog/breaking-the-32-bit-barrier.\n\n> [!NOTE]\n> Note that setting maxMem to 2000 does not mean that the game will never allocate more then 2000 MiB. It says that the game will do everything in its power to not cross this limit. In general, it makes sense not using this parameter at all and only resort to it in case you experience issues with memory.\n\n**Example**\n\n```\narma3_x64.exe -maxMem=4096\n```\n\n#### maxVRAM\n\nDefines video memory allocation limit to number (in megabytes).\n\n- Minimum value is 128 MiB (anything lower falls back to 128)\n- The value is ignored (under DX11) if engine properly detected VRAM size, minus 20% reserve with ceiling limit 300MB max\n- Use to resolve e.g. Windows problem: http://support.microsoft.com/kb/2026022/en-us?p=1\n\n**Example**\n\n```\narma3_x64.exe -maxVRAM=4096\n```\n\n#### maxFileCacheSize\n\nArma 3 v2.14 Sets the default filecache size (when files are loaded from disk, they are cached in RAM. If the cache is full, the oldest file is thrown out).\n\n> [!NOTE]\n> - Default size was either `maxMemory - 448 MB` or if you had more than 2 GB of memory available to Arma 3, it would be limited to max 2048 MB.\n> - Setting lower than 1 GB is not recommended.\n> - Minimum possible value is 512 MB\n\n**Example**\n\n```\narma3_x64.exe -maxFileCacheSize=2048\n```\n\n#### noCB\n\nTurns off multicore use. It slows down rendering but may resolve visual glitches.\n\n**Example**\n\n```\narma3_x64.exe -noCB\n```\n\n#### cpuCount\n\nChange to a number less or equal than numbers of available cores. This will override auto detection (which equate to native cores).\n\nThe best way to simulate dual core on quad core is to use -cpuCount=2 when you run the game and then change the affinity to 2 cores to make sure additional cores can never be used when some over-scheduling happens.\nIt might also be possible to set the affinity in the OS before the process is launched.\n\n> [!NOTE]\n> **Since Arma 3 v2.20:** The minimum value is 2.\n\n**Example**\n\n```\narma3_x64.exe -cpuCount=8\n```\n\n#### cpuAffinity (Arma 3 v2.22)\n\nSet the game's CPU affinity mask ([Microsoft documentation](https://learn.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-setprocessaffinitymask)).\n\n> [!NOTE]\n> You can use the [affinity calculator](https://bitsum.com/tools/cpu-affinity-calculator/) to calculate the correct mask value.\n>\n> To see if the value was applied correctly, check the rpt file.\n\n**Example**\n\n```\narma3_x64.exe -cpuAffinity=0xFF\n```\n\n#### cpuMainThreadAffinity (Arma 3 v2.22)\n\nSet the main thread's CPU affinity mask ([Microsoft documentation](https://learn.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-setprocessaffinitymask)).\n\n> [!NOTE]\n> If the value could **not** be applied a message will be logged to the rpt file.\n\n**Example**\n\n```\narma3_x64.exe -cpuMainThreadAffinity=0x01\n```\n\n#### enableHT\n\nEnables the use of all logical CPU cores for parallel tasks processing. If the CPU does not support Hyper-Threading or similar technology, this parameter is ignored.\nWhen disabled, only physical cores are used.\n\n> [!NOTE]\n> Note that enabling this parameter may slightly improve or harm the performance depending on a scenario.\n> This parameter is overridden if `-cpuCount` or `-cpuAffinity` are used so if you want to use the maximum number of CPU cores use \"-enableHT\" without \"-cpuCount\".\n\n**Example**\n\n```\narma3_x64.exe -enableHT\n```\n\n#### exThreads\n\nChange to a number 0,1,3,5,7. This will override auto detection (which use 3 for dualcore and 7 for quadcore).\n\nAll file operations go through a dedicated thread. This offloads some processing from the main thread, however it adds some overhead at the same time.\n\nThe reason why threaded file ops were implemented was to serve as a basement for other threads ops. When multiple threads are running at the same time, OS is scheduling them on different cores.\nGeometry and Texture loading (both done by the same thread) are scheduled on different cores outside the main rendering loop at the same time with the main rendering loop.\n\n**Ex(tra)threads table**\n\n| Parameter | Description |  |  |\n|---|---|---|---|\n| Number | Geometry loading | Texture loading | File operations |\n| 0 | ✗ | ✗ | ✗ |\n| 1 | ✗ | ✗ | ✓ |\n| 3 | ✗ | ✓ | ✓ |\n| 5 | ✓ | ✗ | ✓ |\n| 7 | ✓ | ✓ | ✓ |\n\n**Example**\n\n```\narma3_x64.exe -exThreads=7\n```\n\n#### malloc\n\nSets the particular memory allocator to be used. Significantly affects both performance and stability of the game. More details.\n\n**Example**\n\n```\narma3_x64.exe -malloc=someMalloc\n```\n\n#### hugePages\n\nEnables hugepages with the default memory allocator (malloc) for both client and server.\n\n**Example**\n\n```\narma3_x64.exe -hugePages\n```\n\n#### setThreadCharacteristics (Arma 3 v2.10)\n\nRegisters the game's executable as \"Game\" in Windows for performance improvements.\n\n> [!WARNING]\n> This flag can freeze the whole Operating System if running Windows Server!\n\n**Example**\n\n```\narma3_x64.exe -setThreadCharacteristics\n```\n\n### Developer Options\n\n#### noPause\n\nAllow the game running even when its window does not have focus (i.e. running in the background)\n\n**Example**\n\n```\narma3_x64.exe -noPause\n```\n\n#### noPauseAudio (Arma 3 v2.10)\n\nKeeps audio running in background while tabbed out. Should be used together with **-noPause** to work correctly\n\n**Example**\n\n```\narma3_x64.exe -noPauseAudio\n```\n\n#### showScriptErrors\n\nIntroduced to show errors in scripts on-screen. In Eden Editor, script errors are always shown, even when this parameter is not used.\n\n**Example**\n\n```\narma3_x64.exe -showScriptErrors\n```\n\n#### debug\n\nEnables more verbose error logging. See Arma 3: Debug Mode\n\n**Example**\n\n```\narma3_x64.exe -debug\n```\n\n#### noFreezeCheck\n\nDisables the freeze check. It creates otherwise max 4 dumps per game run in total - 2 per distinct freeze. Similar to Crash Files.\n\n**Example**\n\n```\narma3_x64.exe -noFreezeCheck\n```\n\n#### noLogs\n\nBe aware this means none errors saved to RPT file (report log). Yet in case of crash the fault address block info is saved.\n\nMore details [here](http://forums.bistudio.com/showthread.php?159155-quot-nologs-quot-may-improve-performance-no-stuttering-read-details).\n\n**Example**\n\n```\narma3_x64.exe -noLogs\n```\n\n#### noFilePatching\n\nEnsures that only PBOs are loaded and NO unpacked data.\n\n> [!NOTE]\n> Since Arma 3 v1.50 this was replaced in favor of the `-filePatching` parameter.\n\n**Example**\n\n```\narma3_x64.exe -noFilePatching\n```\n\n#### filePatching (Arma 3 v1.50)\n\nAllows the game to load unpacked data. For more info see CMA:DevelopmentSetup\n\n**Example**\n\n```\narma3_x64.exe -filePatching\n```\n\n#### init\n\nRun scripting command once in the main menu. For example to start a certain SP mission of choice automatically. See also playMission. The Mission has to reside in the \"arma3\\Missions\" folder, NOT the user directory.\n\n**Example**\n\n```\narma3_x64.exe -init=playMission[\"\",\"Test.VR\"]\n```\n\n#### <path>\\mission.sqm\n\nLoad a mission directly in the editor. Example: `\"C:\\arma3\\users\\myUser\\missions\\myMission.intro\\mission.sqm\"`\n\n#### autotest\n\nLoads automatically a series of defined missions and on error writes to a log file.\n\nThe parameter can be used to automatically run a series of test missions. For example FPS measurement or scripting validation.\n\n- The game runs in special mode. It runs all missions from the given list.\n- If any mission fails (ends with other than END1), it is logged into the rpt file (search: <autotest).\n- In case of any fail, the game also returns an errorlevel to DOS. This can be used to issue an notification by a secondary application.\n\n**Launch Arma 3 with:** `\"-autotest=c:\\Arma 3\\autotest\\autotest.cfg\"`\n\nThe `autotest.cfg` looks like:\n\n```cpp\nclass TestMissions\n{\n    class TestCase01\n    {\n        campaign = \"\";\n        mission = \"autotest\\TestCase01.VR\"; // relative path to the arma directory\n    };\n    class TestCase02\n    {\n        campaign = \"\";\n        mission = \"C:\\arma3\\autotest\\TestCase02.VR\"; // absolute path\n    };\n};\n```\n\n> [!IMPORTANT]\n> If `-profiles` is used, the relative path is relative to the specified profile path.\n\n**Example**\n\n```\narma3_x64.exe -autotest=c:\\arma3\\autotest\\autotest.cfg\n```\n\n**RPT entry**\n\n```html\n<AutoTest result=\"FAILED\">\n    EndMode = LOSER\n    Mission = autotest\\TestCase01.VR\n</AutoTest>\n```\n\nIf possible use simple worlds, like VR, to keep the loading times short. The loading screen command might be useful as well to speed up task that need no rendering.\n\n#### beta\n\nLoads the specified beta sub-folders. This allows use of beta build w/o disabling in-game mod/extension management (in UI menu).\n\n- Separated by semicolons\n- Absolute path and multiple stacked folders are possible\n- **In Linux** multiple folders arguments need the following separation syntax: `arma3_x64.exe \"-mod=betamod1\\;betamod2\\;betamod3\"`\n\n#### cfgDependenciesDebugPrint (Arma 3 v2.20)\n\nPrints all addons in load order in the RPT.\n\nFormat is `'addonName' (config file path) - 'dependency1', 'dependency2', ...` or `'addonName','addonName2','addonName3' (...)` if multiple `CfgPatches` in same config.\n\n#### checkSignatures\n\nProvide a thorough test of all signatures of all loaded banks (PBOs) at the start of the game. Only the stored sha1 values are verified with signatures/keys. Output is in `.rpt` file.\n\n**Example**\n\n```\narma3_x64.exe -checkSignatures\n```\n\n#### checkSignaturesFull\n\nSame as above, but checks every byte of the file content, and therefore not only verifies signatures, but also verifies file integrity.\n\n**Example**\n\n```\narma3_x64.exe -checkSignaturesFull\n```\n\n#### d3dNoLock\n\nDoesn't lock the VRAM.\n\n**Example**\n\n```\narma3_x64.exe -d3dNoLock\n```\n\n#### d3dNoMultiCB\n\nD3D uses Single Constant Buffers instead of Multiple Constant Buffers.\n\n**Example**\n\n```\narma3_x64.exe -d3dNoMultiCB\n```\n\n#### debugCallExtension\n\nLogs extension calls in the rpt log like this:\n\n**Example**\n\n```\narma3_x64.exe -debugCallExtension\n```\n\n#### command\n\nCreates [named pipe](https://en.wikipedia.org/wiki/Named_pipe) \"\\\\.\\pipe\\name\" for receiving predefined set of commands. See Arma 3: Named Pipe.\nNote that it works only on clients, but not on dedicated server.\n\n**Example**\n\n```\narma3_x64.exe -command=MyFancyPipeName\n```\n\n#### language (Arma 3 v2.04)\n\nStarts client with preferred language. See Stringtable.xml - Supported Languages for a list of supported languages. **Case-sensitive!** (className column)\n\n> [!NOTE]\n> Arma 3 v2.18 made the parameter work properly.\n\n**Example**\n\n```\narma3_x64.exe -language=German\n```\n\n#### preprocDefine (Arma 3 v2.06)\n\nDefines a macro and optionally its value. Multiple macro can be defined by using this parameter multiple times.\n\n**Example 1**\n\n```\narma3_x64.exe -preprocDefine=\"CMD__MACRONAME=MACROVALUE\"\narma3_x64.exe -preprocDefine=CMD__MACRONAME\narma3_x64.exe -preprocDefine=CMD__MACRO1 -preprocDefine=CMD__MACRO2\n```\n\n**Example 2**\n\narma3_x64.exe -preprocDefine=MACRO\n\nThe macro name **will** start with `CMD__`, the engine automatically adds the prefix if it is not present (`CMD__MACRO`).\n\n#### dumpAddonDependencyGraph (Arma 3 v2.14)\n\ndumps [Graphviz](https://en.wikipedia.org/wiki/Graphviz) text file into the RPT directory with a graph of all addon dependencies (`requiredAddons`)\n\n**Example**\n\n```\narma3_x64.exe -dumpAddonDependencyGraph\n```\n\n#### networkDiagInterval (Arma 3 v1.30 Arma 3 vPROF)\n\nPolls the status of bandwidth, traffic and similar data every X seconds. Since Arma 3 v2.18 it also logs size and count of public variables when using the *Profiling binary*.\n\nTells you what type of packages are sent to which clients. Network types are obfuscated, so you can just make out who uses how much bandwidth.\n\n**Example**\n\n```\narma3_x64.exe -networkDiagInterval=5 // seconds between each diagnostics polling\n```\n\n> [!NOTE]\n> Release statement by BI: Willing server admins may help us gather even more data to base future optimizations on. We'd like admins experiencing desync or other netcode issues to try and enable these diagnostics and send us the results on Feedback Tracker. The parameter is disabled by default because it may reduce performance when used.\n\nFile content example for the server:\n\n```\n===============================================================================================================================================\nServer\n-----------------------------------------------------------------------------------------------------------------------------------------------\nRaw statistics 0\n                                             player |     sent msg |   sent msg/s |       sent B |     sent B/s |      rec msg |    rec msg/s |        rec B |      rec B/s |       DS min |       DS max |       DS avg |       BW min |       BW max |       BW avg |\n                                      __SERVER__(2) |            0 |         0.00 |            0 |         0.00 |            0 |       152.79 |            0 |     20819.12 |         0.00 |         0.00 |         0.00 | 2147483648.00 | 2147483648.00 | 2147483648.00 |\n                                    test(538428231) |            0 |        21.51 |            0 |      9555.18 |            0 |         0.40 |            0 |        19.72 |         0.00 |         0.00 |         0.00 |    329417.00 |    343000.00 |    336140.00 |\n                                              Total |            0 |        21.51 |            0 |      9555.18 |            0 |       153.19 |            0 |     20838.84 |         0.00 |         0.00 |         0.00 |\n-----------------------------------------------------------------------------------------------------------------------------------------------\n Server - Sent\nType                                     |          msg |     msg/s |            B |          B/s | avg. B\nType_64                                  |          131 |     41.57 |         6876 |      2182.16 |   52.5\nType_468                                 |           13 |      4.13 |         4730 |      1501.11 |  363.8\nType_109                                 |           39 |     12.38 |         4412 |      1400.19 |  113.1\nType_10                                  |           81 |     25.71 |         4324 |      1372.26 |   53.4\nType_96                                  |           39 |     12.38 |         3947 |      1252.62 |  101.2\nType_126                                 |           31 |      9.84 |         2480 |       787.05 |   80.0\nType_53                                  |           26 |      8.25 |         2314 |       734.37 |   89.0\nType_385                                 |           10 |      3.17 |         2233 |       708.66 |  223.3\nType_114                                 |           40 |     12.69 |         2010 |       637.89 |   50.3\nType_98                                  |           35 |     11.11 |         1715 |       544.27 |   49.0\n-----------------------------------------------------------------------------------------------------------------------------------------------\n Server - Received\nType                                     |          msg |     msg/s |            B |          B/s | avg. B\nType_18                                  |            3 |      0.20 |          156 |        10.76 |   52.0\nType_5                                   |            8 |      0.20 |           15 |         0.20 |    1.9\nType_468                                 |            0 |      0.00 |            0 |         0.00 |    0.0\nType_467                                 |            0 |      0.00 |            0 |         0.00 |    0.0\nType_466                                 |            0 |      0.00 |            0 |         0.00 |    0.0\nType_449                                 |            0 |      0.00 |            0 |         0.00 |    0.0\nType_427                                 |            0 |      0.00 |            0 |         0.00 |    0.0\nType_404                                 |            0 |      0.00 |            0 |         0.00 |    0.0\nType_385                                 |            0 |      0.00 |            0 |         0.00 |    0.0\nType_383                                 |            0 |      0.00 |            0 |         0.00 |    0.0\n-----------------------------------------------------------------------------------------------------------------------------------------------\n===============Vars total\n        1804 - bis_fnc_storeparamsvalues_data\n         554 - CBAs\n         357 - paramsArray\n          76 - cba_versioning_versions_serv\n          76 - cba_versioning_versions_server\n          70 - SPE_IFS_availableCalls\n          48 - SPE_IFS_DS_ProviderBlackList\n          36 - SPE_IFS_CAS_aimErrorSpread\n          22 - SPE_IFS_SafetyDistance_CAS\n          22 - SPE_IFS_SafetyDistance_HeavyArty\n===============Vars recent\n        1804 - bis_fnc_storeparamsvalues_data (1)\n         554 - CBAs (9)\n         357 - paramsArray (1)\n          76 - cba_versioning_versions_serv (1)\n          76 - cba_versioning_versions_server (1)\n          70 - SPE_IFS_availableCalls (1)\n          48 - SPE_IFS_DS_ProviderBlackList (1)\n          36 - SPE_IFS_CAS_aimErrorSpread (1)\n          22 - SPE_IFS_SafetyDistance_CAS (1)\n          22 - SPE_IFS_SafetyDistance_HeavyArty (1)\n```\n\nFile content example for a client:\n\n```\n===============================================================================================================================================\nClient\n-----------------------------------------------------------------------------------------------------------------------------------------------\nRaw statistics 152.563\n                                             player |     sent msg |   sent msg/s |       sent B |     sent B/s |      rec msg |    rec msg/s |        rec B |      rec B/s |       DS min |       DS max |       DS avg |       BW min |       BW max |       BW avg |\n                                              Total |            0 |         0.00 |            0 |         0.00 |            0 |         3.78 |            0 |       506.77 |         0.00 |         0.00 |         0.00 |\n-----------------------------------------------------------------------------------------------------------------------------------------------\n Client - Sent\nType                                     |          msg |     msg/s |            B |          B/s | avg. B\nType_133                                 |        25529 |    212.95 |      2056925 |     17417.13 |   80.6\nType_120                                 |        11046 |     87.65 |       328091 |      2616.33 |   29.7\nType_119                                 |         4058 |     20.32 |       265924 |      1335.86 |   65.5\nType_126                                 |          750 |     11.55 |        61633 |       958.96 |   82.2\nType_132                                 |          882 |      4.18 |       109926 |       523.11 |  124.6\nType_466                                 |         3671 |     29.08 |        58422 |       464.54 |   15.9\nType_467                                 |         1542 |     12.95 |        35189 |       296.02 |   22.8\nType_98                                  |         1571 |      4.58 |        81492 |       238.05 |   51.9\nType_114                                 |          806 |      2.59 |        45686 |       151.99 |   56.7\nType_166                                 |          190 |      1.59 |        12364 |       116.53 |   65.1\n-----------------------------------------------------------------------------------------------------------------------------------------------\n Client - Received\nType                                     |          msg |     msg/s |            B |          B/s | avg. B\nType_381                                 |          247 |      1.00 |        17074 |        54.78 |   69.1\nType_383                                 |          244 |      1.00 |        14420 |        46.81 |   59.1\nType_126                                 |           17 |      0.40 |         1360 |        31.87 |   80.0\nType_133                                 |          104 |      0.20 |         7171 |        12.75 |   69.0\nType_98                                  |           37 |      0.20 |         1879 |        10.16 |   50.8\nType_120                                 |           15 |      0.20 |          435 |         5.78 |   29.0\nType_467                                 |           15 |      0.20 |          330 |         4.38 |   22.0\nType_333                                 |            9 |      0.20 |          153 |         3.39 |   17.0\nType_295                                 |            2 |      0.20 |           16 |         1.59 |    8.0\nType_92                                  |           49 |      0.20 |          363 |         1.39 |    7.4\n-----------------------------------------------------------------------------------------------------------------------------------------------\n===============Vars total\n===============Vars recent\n```","sections":[{"heading":null,"level":1,"markdown":"Startup parameters are command line interface(CLI) arguments that go after the executable's name in order to set options; e.g `arma3_x64.exe -window` to start the game in windowed mode.\n\n> [!NOTE]\n> - Startup parameters' *names* are case-insensitive - e.g `-WINDOW` and `-window` are identical.\n> - Spaces in parameter values must be wrapped in quotations. e.g. `\"-profiles=E:\\Arma 3\\Profiles\"` or `-profiles=\"E:\\Arma 3\\Profiles\"`\n> - Most of the following parameters can be set with the Arma 3: Launcher."},{"heading":"Steam","level":3,"markdown":"1. Choose the game in Steam\\Library\n1. Right click on the game\n1. Select properties\n1. Hit \"Set launch options\"\n\n**Example:** `-nosplash \"-mod=test;x\\test;c:\\arma 3\\test2\"`"},{"heading":"Windows","level":3,"markdown":"When working with shortcuts, cmd launch options: there is max characters limit for the executing line, use **-par** (see: Startup Parameters Config File) to avoid it.\n\n| Startup Command Line | parameters file |\n|---|---|\n| `arma3_x64.exe \"-par=D:\\Arma 3\\Startup Parameters.txt\"` | ```<br>-skipIntro<br>-noSplash<br>-enableHT<br>-hugePages<br>-noLogs<br>``` |"},{"heading":"Path Definition","level":3,"markdown":"There are a few basics to keep in mind when defining path as part of a parameter."},{"heading":"Spaces","level":4,"markdown":"The path **and** -profiles need to be enclosed with quotes if it contains spaces, e.g `\"-profiles=E:\\Arma 3\\Profiles\" or -profiles=\"E:\\Arma 3\\Profiles\"`."},{"heading":"Relative vs Absolute","level":4,"markdown":"You can define most, if not all path in both ways.\n\n**Relative:** `-profiles=Profiles`\n\n**Absolute:** `\"-profiles=E:\\Arma 3\\Profiles\"`\n\nThe relative path is normally based on the game main folder, where the exe resides in. However when you use -profiles, some commands use this path defined there as base."},{"heading":"Display Options","level":3,"markdown":""},{"heading":"window","level":4,"markdown":"Displays Arma 3 windowed instead of full screen. Screen resolution / window size are set in arma3.cfg.\n\n**Example**\n\n```\narma3_x64.exe -window\n```"},{"heading":"noWindowBorder (Arma 3 v2.22)","level":4,"markdown":"Removes the default window border in windowed mode.\n\n**Example**\n\n```\narma3_x64.exe -window -noWindowBorder\n```"},{"heading":"posX","level":4,"markdown":"Sets the default X Position of the Window.\n\n**Example**\n\n```\narma3_x64.exe -posX=50\n```"},{"heading":"posY","level":4,"markdown":"Sets the default Y Position of the Window.\n\n**Example**\n\n```\narma3_x64.exe -posY=50\n```"},{"heading":"adapter","level":4,"markdown":"Sets the default Video Adapter.\n\n**Example**\n\n```\narma3_x64.exe -adapter=MISSING_AN_EXAMPLE\n```"},{"heading":"Game Loading Speedup","level":3,"markdown":""},{"heading":"noSplash","level":4,"markdown":"Tells the engine to bypass the splash screens on startup of Arma 3.\n\n> [!NOTE]\n> Real speed-up gained with this is likely to be negligible in Arma 3, as the loading screens are handled in parallel with the game data being loaded, and the loading itself takes quite long thanks to the amount of data needed.\n\n**Example**\n\n```\narma3_x64.exe -noSplash\n```"},{"heading":"skipIntro","level":4,"markdown":"Disables world intros in the main menu permanently.\n\n> [!NOTE]\n> Real speed-up gained with this is likely to be negligible in Arma 3, as the loading screens are handled in parallel with the game data being loaded, and the loading itself takes quite long thanks to the amount of data needed.\n\n**Example**\n\n```\narma3_x64.exe -skipIntro\n```"},{"heading":"world","level":4,"markdown":"Select a world loaded by default. For faster game loading (no default world loaded and world intro in the main menu, *only at game start*, disabled): -world=empty.\n\n**Example**\n\nFor faster game loading (no default world loaded and world intro in the main menu, *only at game start*, disabled)\n\n```\narma3_x64.exe -world=empty\n```\n\nLoad Altis\n\n```\narma3_x64.exe -world=Altis\n```"},{"heading":"worldCfg","level":4,"markdown":"Inits a landscape by the given world config."},{"heading":"Profile Options","level":3,"markdown":""},{"heading":"name","level":4,"markdown":"Sets the profile name.\n\n**Example**\n\n```\narma3_x64.exe -name=PlayerOne\n```"},{"heading":"profiles","level":4,"markdown":"Location of user-profile folder.\n\nIf a custom path is set, default files and folders (logFiles, AnimDataCache, DataCache, SteamPreviewCache....) located by default in `%LocalAppData%/Arma 3` will be created in that new location.\n\nHowever, old files will stay in the old location and will not be copied.\n\n**Example 1**\n\n```\narma3_x64.exe -profiles=C:\\arma3\\Profiles\n```\n\n**Example 2**\n\n```\narma3_x64.exe -profiles=Profiles\n```\n\nExample 2 create a folder called *Profiles* in the Arma 3 root directory\n\n> [!IMPORTANT]\n> The Windows user account needs write access in the chosen location."},{"heading":"unit","level":4,"markdown":"Parameter passes a unit's ID number to the binary, translates to *https://units.arma3.com/my-units#?unit=<number>*\n\n**Example**\n\n```\narma3_x64.exe -unit=1337\n```"},{"heading":"Misc.","level":3,"markdown":""},{"heading":"buldozer","level":4,"markdown":"Starts Buldozer mode.\n\n**Example**\n\n```\narma3_x64.exe -buldozer\n```"},{"heading":"noLand","level":4,"markdown":"Starts with no world loaded. (Used for Buldozer)\n\n**Example**\n\n```\narma3_x64.exe -noLand\n```"},{"heading":"noSound","level":4,"markdown":"Disables sound output.\n\n**Example**\n\n```\narma3_x64.exe -noSound\n```"},{"heading":"doNothing","level":4,"markdown":"Engine closes immediately after detecting this option.\n\n**Example**\n\n```\narma3_x64.exe -doNothing\n```"},{"heading":"mod","level":4,"markdown":"Loads the specified mod folders. Multiple folder need to be separated by a semicolon.\n\n**Example 1**\n\n```\narma3_x64.exe -mod=test;x\\test;c:\\arma3\\test2\n```\n\n- **\"test\"** is located in the Arma 3 installation folder (\"Arma 3\\test\") (relative path)\n- **\"x\\test\"** is in the installation folder (\"Arma 3\\x\\test\") (relative path; subfolder)\n- **\"c:\\arma3\\test2\"** is in \"c:\\arma3\\test2\" (absolute path)\n\n**Example 2**\n\nOn Windows\n\n```\narma3_x64.exe \"-mod=test;x\\test;c:\\arma3\\test2\"\n```\n\n**Example 3**\n\nOn Linux. Note the additional backslash in front of the semicolon\n\n```\narma3_x64.exe \"-mod=test\\;x\\test\\;c:\\arma3\\test2\"\n```\n\n> [!NOTE]\n> \"Relative path\" starts from, or is rooted at, the directory from where the Arma 3 executable has been started and is not always the same where the executable is, like in betas.\n>\n> Usually this is the same as the installation path and the same as what is written in Windows registry, but if you copy or symlink the necessary file and folders, you may have different roots.\n>\n> It is useful when having multiple dedicated servers."},{"heading":"mpmissions (Arma 3 v2.22)","level":4,"markdown":"Sets alternative MPMissions directory for the server. The directory must be relative to 'Arma3' directory\n\n> [!NOTE]\n> Use **#mpmissions** command from BattlEye RCon to list available missions on the server. The RCon **missions** command does not work with custom -mpmissions=\n\n**Example 1**\n\n```\narma3_x64.exe -server -mpmissions=MyMPMissionsGoHere\n```\n\n**Example 2**\n\n```\narma3_x64.exe -server -mpmissions=MPMissions\\Experimental\n```\n\n**Example 3**\n\n```\narma3server_x64.exe -mpmissions=MPMissions2\n```"},{"heading":"Client Network Options","level":3,"markdown":""},{"heading":"connect","level":4,"markdown":"Server IP to connect to.\n\n**Example**\n\n```\narma3_x64.exe -connect=168.152.15.147\n```"},{"heading":"port","level":4,"markdown":"Server port to connect to.\n\n**Example**\n\n```\narma3_x64.exe -port=1337\n```"},{"heading":"password","level":4,"markdown":"Server password to connect to.\n\n**Example**\n\n```\narma3_x64.exe -password=1337abc\n```"},{"heading":"host","level":4,"markdown":"Start a non-dedicated multiplayer host.\n\n**Example**\n\n```\narma3_x64.exe -host\n```"},{"heading":"Server Options","level":3,"markdown":""},{"heading":"setUpHost","level":4,"markdown":"Start the game in the setup server display. Works with the client exe. See reference image\n\n**Example**\n\n```\narma3_x64.exe -setUpHost\n```"},{"heading":"server","level":4,"markdown":"Start a dedicated server. Not needed for the dedicated server exe.\n\n**Example**\n\n```\narma3_x64.exe -server\n```"},{"heading":"port","level":4,"markdown":"Port to have dedicated server listen on.\n\n**Example**\n\n```\narma3server_x64.exe -port=1337\n```"},{"heading":"pid","level":4,"markdown":"File to write the server's PID (process ID) to.\n\n- The file is removed automatically when the exe is stopped\n- Only works for dedicated servers\n\n**Example**\n\n```\narma3server_x64.exe \"-pid=C:\\My Server\\PID.txt\"\n```"},{"heading":"ranking","level":4,"markdown":"Allowing you to output ranking information or otherwise know as player stats to a file.\n\nThe windows user account would need permissions to write to the folder of choice.\n\nOutput sample:\n\n```cpp\nclass Player1\n{\n    name = \"PlayerName\";\n    killsInfantry = 71;\n    killsSoft = 3;\n    killsArmor = 5;\n    killsAir = 5;\n    killsPlayers = 0;\n    customScore = 0;\n    killsTotal = 84;\n    killed = 3;\n};\n```\n\n**Example**\n\n```\narma3server_x64.exe \"-ranking=C:\\arma3\\ranking.log\"\n```"},{"heading":"netlog","level":4,"markdown":"Enables multiplayer network traffic logging. For more details see server configuration.\n\n**Example**\n\n```\narma3server_x64.exe -netlog\n```"},{"heading":"cfg","level":4,"markdown":"Selects the Server Basic Config file. Config file for server specific settings like network performance tuning.\n\n> [!IMPORTANT]\n> Using this parameter overrides the game config (`Documents\\Arma 3\\Arma3.cfg`); use at your own risk on clients.\n\n**Example**\n\n```\narma3server_x64.exe \"-config=C:\\My Server\\basic.cfg\"\n```"},{"heading":"config","level":4,"markdown":"Selects the Server Config File. Config file for server specific settings like admin password and mission selection.\n\n**Example**\n\n```\narma3server_x64.exe \"-config=C:\\My Server\\config.cfg\"\n```"},{"heading":"profiles","level":4,"markdown":"Path to the folder containing server profile.\n\n- By default, server logs are written to server profile folder\n- If folder doesn't exist, it will be automatically created\n- Does not work on Linux, no profile will be created or used - instead, remove this parameter and the profile will be created in `~/.local/share/Arma 3 - Other Profiles`\n\n**Example**\n\n```\narma3server_x64.exe \"-profiles=C:\\My Server\\profiles\"\n```"},{"heading":"bePath","level":4,"markdown":"By default BattlEye will create *BattlEye* folder inside server profile folder. With -bePath param it is possible to specify a custom folder.\n\n**Example**\n\n```\narma3_x64.exe -bePath=C:\\MyBattlEyeFolder\n```"},{"heading":"ip","level":4,"markdown":"Command to enable support for Multihome servers. Allows server process to use defined available IP address. (b1.57.76934)\n\n**Example**\n\n```\narma3_x64.exe -ip=145.412.123.12\n```"},{"heading":"par","level":4,"markdown":"Command to read startup parameters from a file. For more details see Startup parameters config file.\n\n**Example**\n\n```\narma3_x64.exe \"-par=C:\\Users\\Player\\Games\\Arma 3\\Arma 3 Parameter Files\\par_common.txt\"\n```"},{"heading":"client","level":4,"markdown":"Launch as client (console). Useful for headless clients.\n\n**Example**\n\n```\narma3_x64.exe -client\n```"},{"heading":"loadMissionToMemory","level":4,"markdown":"Server will load mission into memory on first client downloading it. Then it keeps it pre-processed pre-cached in memory for next clients, saving some server CPU cycles.\n\n**Example**\n\n```\narma3server_x64.exe -loadMissionToMemory\n```"},{"heading":"autoInit","level":4,"markdown":"Automatically initialize mission just like the first client does.\n\nThe server config file (server.cfg) must contain `Persistent = 1;` otherwise the `autoInit` parameter is skipped.\n\n> [!IMPORTANT]\n> This will break the Arma 3: Mission Parameters function, so do not use it when you work with mission parameters, only default values are returned!\n\n**Example**\n\n```\narma3server_x64.exe -autoInit\n```"},{"heading":"serverMod","level":4,"markdown":"Loads the specified sub-folders for different server-side (not broadcasted to clients) mods.\n\n- Separated by semi-colons\n- Absolute path and multiple stacked folders are possible\n- In Linux multiple folders arguments need the following separation syntax: -serverMod=mod1\\;mod2\\;mod3\n\n**Example**\n\n```\narma3server_x64.exe \"-serverMod=myAwesomeMod;anotherAwesomeMod\"\n```"},{"heading":"keysFolder (Arma 3 v2.22)","level":4,"markdown":"Adds folders out of which .bikey files are loaded.\n\n- Separated by semi-colons\n- Absolute path and multiple stacked folders are possible\n- In Linux multiple folders arguments need the following separation syntax: -keysFolder=@modfolder\\keys\\;@othermodfolder\\keys\n\n**Example**\n\n```\narma3server_x64.exe \"-keysFolder=@modfolder/keys;@othermodfolder/keys;\"\n```\n\nNote that by default, the base game \"keys\" folder is included, but it can be excluded by having !keys in the list\n\n```\n-keysFolder=!keys;@modfolder/keys;@othermodfolder/keys;\n```"},{"heading":"disableServerThread","level":4,"markdown":"Option to disable the server send messaging thread in case of random crashing (may also decrease performance of server on multicore CPUs)\n\n**Example**\n\n```\narma3_x64.exe -disableServerThread\n```"},{"heading":"bandwidthAlg","level":4,"markdown":"Set to 2 to use a new experimental networking algorithm that might be better than the default one.\n\n**Example**\n\n```\narma3_x64.exe -bandwidthAlg=2\n```"},{"heading":"Performance","level":3,"markdown":""},{"heading":"limitFPS (Arma 3 v2.00)","level":4,"markdown":"Adjusts the FPS limit for the dedicated server/headless client to the specified value. The current default is 50. The available range goes from 5 to 1000.\n\n> [!NOTE]\n> The limit does not do anything when it is not reached.\n>\n> Higher FPS for a DS/HC network messages sent out more frequently, entities (units/vehicles/projectiles/etc) are simulated more often, as well as AI behavior and vision calculations are done more often.\n>\n> The practical impact of a higher fps limit for the DS/HC may or may not noticeable.\n\nSince Arma 3 v2.20:\n\n- servers with no players now limit their FPS to 30 (regardless of the `-limitFPS` parameter setting)\n- this setting also works on clients.\n\n> [!NOTE]\n> Aside from more frequent simulation of the different engine parts, for a client more frequent rendering may lead to more fluent graphics/a more smooth visual experience and potentially more precise audio.\n> The FPS gets automatically limited in the main menu with `-world=empty` or when windowed mode is unfocused (\"tabbed out\")."},{"heading":"maxMem","level":4,"markdown":"Overrides memory allocation limit to a certain amount (in megabytes).\n\n> [!IMPORTANT]\n> Until Arma 3 v2.14 there was a bug on the Linux server binary where it parses the maxMem value as a signed integer, therefore making 4096 interpreted as a negative value;\n> in order to avoid this issue, use values like `2047`, `4095`, `8191`, `16383`, `32767` (2048 -1, 4096 -1 etc).\n\n1024 MiB is a hard-coded minimum (anything lower falls back to 1024). The maximum is influenced by your operating system (any value over the maximum will be reverted to this value):\n\n- 32-bit Windows + 32-bit game: 2047\n- 64-bit Windows + 32-bit game: 3071\n- 64-bit Windows + 64-bit game: (physical memory * 4) / 5\n\n**Without the -maxMem parameter the engine attempts to set this parameter internaly to a reasonable value often defaulting to max values as described above.** The file cache is always excluded from the virtual address limit, see our developers blog: https://www.bistudio.com/blog/breaking-the-32-bit-barrier.\n\n> [!NOTE]\n> Note that setting maxMem to 2000 does not mean that the game will never allocate more then 2000 MiB. It says that the game will do everything in its power to not cross this limit. In general, it makes sense not using this parameter at all and only resort to it in case you experience issues with memory.\n\n**Example**\n\n```\narma3_x64.exe -maxMem=4096\n```"},{"heading":"maxVRAM","level":4,"markdown":"Defines video memory allocation limit to number (in megabytes).\n\n- Minimum value is 128 MiB (anything lower falls back to 128)\n- The value is ignored (under DX11) if engine properly detected VRAM size, minus 20% reserve with ceiling limit 300MB max\n- Use to resolve e.g. Windows problem: http://support.microsoft.com/kb/2026022/en-us?p=1\n\n**Example**\n\n```\narma3_x64.exe -maxVRAM=4096\n```"},{"heading":"maxFileCacheSize","level":4,"markdown":"Arma 3 v2.14 Sets the default filecache size (when files are loaded from disk, they are cached in RAM. If the cache is full, the oldest file is thrown out).\n\n> [!NOTE]\n> - Default size was either `maxMemory - 448 MB` or if you had more than 2 GB of memory available to Arma 3, it would be limited to max 2048 MB.\n> - Setting lower than 1 GB is not recommended.\n> - Minimum possible value is 512 MB\n\n**Example**\n\n```\narma3_x64.exe -maxFileCacheSize=2048\n```"},{"heading":"noCB","level":4,"markdown":"Turns off multicore use. It slows down rendering but may resolve visual glitches.\n\n**Example**\n\n```\narma3_x64.exe -noCB\n```"},{"heading":"cpuCount","level":4,"markdown":"Change to a number less or equal than numbers of available cores. This will override auto detection (which equate to native cores).\n\nThe best way to simulate dual core on quad core is to use -cpuCount=2 when you run the game and then change the affinity to 2 cores to make sure additional cores can never be used when some over-scheduling happens.\nIt might also be possible to set the affinity in the OS before the process is launched.\n\n> [!NOTE]\n> **Since Arma 3 v2.20:** The minimum value is 2.\n\n**Example**\n\n```\narma3_x64.exe -cpuCount=8\n```"},{"heading":"cpuAffinity (Arma 3 v2.22)","level":4,"markdown":"Set the game's CPU affinity mask ([Microsoft documentation](https://learn.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-setprocessaffinitymask)).\n\n> [!NOTE]\n> You can use the [affinity calculator](https://bitsum.com/tools/cpu-affinity-calculator/) to calculate the correct mask value.\n>\n> To see if the value was applied correctly, check the rpt file.\n\n**Example**\n\n```\narma3_x64.exe -cpuAffinity=0xFF\n```"},{"heading":"cpuMainThreadAffinity (Arma 3 v2.22)","level":4,"markdown":"Set the main thread's CPU affinity mask ([Microsoft documentation](https://learn.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-setprocessaffinitymask)).\n\n> [!NOTE]\n> If the value could **not** be applied a message will be logged to the rpt file.\n\n**Example**\n\n```\narma3_x64.exe -cpuMainThreadAffinity=0x01\n```"},{"heading":"enableHT","level":4,"markdown":"Enables the use of all logical CPU cores for parallel tasks processing. If the CPU does not support Hyper-Threading or similar technology, this parameter is ignored.\nWhen disabled, only physical cores are used.\n\n> [!NOTE]\n> Note that enabling this parameter may slightly improve or harm the performance depending on a scenario.\n> This parameter is overridden if `-cpuCount` or `-cpuAffinity` are used so if you want to use the maximum number of CPU cores use \"-enableHT\" without \"-cpuCount\".\n\n**Example**\n\n```\narma3_x64.exe -enableHT\n```"},{"heading":"exThreads","level":4,"markdown":"Change to a number 0,1,3,5,7. This will override auto detection (which use 3 for dualcore and 7 for quadcore).\n\nAll file operations go through a dedicated thread. This offloads some processing from the main thread, however it adds some overhead at the same time.\n\nThe reason why threaded file ops were implemented was to serve as a basement for other threads ops. When multiple threads are running at the same time, OS is scheduling them on different cores.\nGeometry and Texture loading (both done by the same thread) are scheduled on different cores outside the main rendering loop at the same time with the main rendering loop.\n\n**Ex(tra)threads table**\n\n| Parameter | Description |  |  |\n|---|---|---|---|\n| Number | Geometry loading | Texture loading | File operations |\n| 0 | ✗ | ✗ | ✗ |\n| 1 | ✗ | ✗ | ✓ |\n| 3 | ✗ | ✓ | ✓ |\n| 5 | ✓ | ✗ | ✓ |\n| 7 | ✓ | ✓ | ✓ |\n\n**Example**\n\n```\narma3_x64.exe -exThreads=7\n```"},{"heading":"malloc","level":4,"markdown":"Sets the particular memory allocator to be used. Significantly affects both performance and stability of the game. More details.\n\n**Example**\n\n```\narma3_x64.exe -malloc=someMalloc\n```"},{"heading":"hugePages","level":4,"markdown":"Enables hugepages with the default memory allocator (malloc) for both client and server.\n\n**Example**\n\n```\narma3_x64.exe -hugePages\n```"},{"heading":"setThreadCharacteristics (Arma 3 v2.10)","level":4,"markdown":"Registers the game's executable as \"Game\" in Windows for performance improvements.\n\n> [!WARNING]\n> This flag can freeze the whole Operating System if running Windows Server!\n\n**Example**\n\n```\narma3_x64.exe -setThreadCharacteristics\n```"},{"heading":"Developer Options","level":3,"markdown":""},{"heading":"noPause","level":4,"markdown":"Allow the game running even when its window does not have focus (i.e. running in the background)\n\n**Example**\n\n```\narma3_x64.exe -noPause\n```"},{"heading":"noPauseAudio (Arma 3 v2.10)","level":4,"markdown":"Keeps audio running in background while tabbed out. Should be used together with **-noPause** to work correctly\n\n**Example**\n\n```\narma3_x64.exe -noPauseAudio\n```"},{"heading":"showScriptErrors","level":4,"markdown":"Introduced to show errors in scripts on-screen. In Eden Editor, script errors are always shown, even when this parameter is not used.\n\n**Example**\n\n```\narma3_x64.exe -showScriptErrors\n```"},{"heading":"debug","level":4,"markdown":"Enables more verbose error logging. See Arma 3: Debug Mode\n\n**Example**\n\n```\narma3_x64.exe -debug\n```"},{"heading":"noFreezeCheck","level":4,"markdown":"Disables the freeze check. It creates otherwise max 4 dumps per game run in total - 2 per distinct freeze. Similar to Crash Files.\n\n**Example**\n\n```\narma3_x64.exe -noFreezeCheck\n```"},{"heading":"noLogs","level":4,"markdown":"Be aware this means none errors saved to RPT file (report log). Yet in case of crash the fault address block info is saved.\n\nMore details [here](http://forums.bistudio.com/showthread.php?159155-quot-nologs-quot-may-improve-performance-no-stuttering-read-details).\n\n**Example**\n\n```\narma3_x64.exe -noLogs\n```"},{"heading":"noFilePatching","level":4,"markdown":"Ensures that only PBOs are loaded and NO unpacked data.\n\n> [!NOTE]\n> Since Arma 3 v1.50 this was replaced in favor of the `-filePatching` parameter.\n\n**Example**\n\n```\narma3_x64.exe -noFilePatching\n```"},{"heading":"filePatching (Arma 3 v1.50)","level":4,"markdown":"Allows the game to load unpacked data. For more info see CMA:DevelopmentSetup\n\n**Example**\n\n```\narma3_x64.exe -filePatching\n```"},{"heading":"init","level":4,"markdown":"Run scripting command once in the main menu. For example to start a certain SP mission of choice automatically. See also playMission. The Mission has to reside in the \"arma3\\Missions\" folder, NOT the user directory.\n\n**Example**\n\n```\narma3_x64.exe -init=playMission[\"\",\"Test.VR\"]\n```"},{"heading":"<path>\\mission.sqm","level":4,"markdown":"Load a mission directly in the editor. Example: `\"C:\\arma3\\users\\myUser\\missions\\myMission.intro\\mission.sqm\"`"},{"heading":"autotest","level":4,"markdown":"Loads automatically a series of defined missions and on error writes to a log file.\n\nThe parameter can be used to automatically run a series of test missions. For example FPS measurement or scripting validation.\n\n- The game runs in special mode. It runs all missions from the given list.\n- If any mission fails (ends with other than END1), it is logged into the rpt file (search: <autotest).\n- In case of any fail, the game also returns an errorlevel to DOS. This can be used to issue an notification by a secondary application.\n\n**Launch Arma 3 with:** `\"-autotest=c:\\Arma 3\\autotest\\autotest.cfg\"`\n\nThe `autotest.cfg` looks like:\n\n```cpp\nclass TestMissions\n{\n    class TestCase01\n    {\n        campaign = \"\";\n        mission = \"autotest\\TestCase01.VR\"; // relative path to the arma directory\n    };\n    class TestCase02\n    {\n        campaign = \"\";\n        mission = \"C:\\arma3\\autotest\\TestCase02.VR\"; // absolute path\n    };\n};\n```\n\n> [!IMPORTANT]\n> If `-profiles` is used, the relative path is relative to the specified profile path.\n\n**Example**\n\n```\narma3_x64.exe -autotest=c:\\arma3\\autotest\\autotest.cfg\n```\n\n**RPT entry**\n\n```html\n<AutoTest result=\"FAILED\">\n    EndMode = LOSER\n    Mission = autotest\\TestCase01.VR\n</AutoTest>\n```\n\nIf possible use simple worlds, like VR, to keep the loading times short. The loading screen command might be useful as well to speed up task that need no rendering."},{"heading":"beta","level":4,"markdown":"Loads the specified beta sub-folders. This allows use of beta build w/o disabling in-game mod/extension management (in UI menu).\n\n- Separated by semicolons\n- Absolute path and multiple stacked folders are possible\n- **In Linux** multiple folders arguments need the following separation syntax: `arma3_x64.exe \"-mod=betamod1\\;betamod2\\;betamod3\"`"},{"heading":"cfgDependenciesDebugPrint (Arma 3 v2.20)","level":4,"markdown":"Prints all addons in load order in the RPT.\n\nFormat is `'addonName' (config file path) - 'dependency1', 'dependency2', ...` or `'addonName','addonName2','addonName3' (...)` if multiple `CfgPatches` in same config."},{"heading":"checkSignatures","level":4,"markdown":"Provide a thorough test of all signatures of all loaded banks (PBOs) at the start of the game. Only the stored sha1 values are verified with signatures/keys. Output is in `.rpt` file.\n\n**Example**\n\n```\narma3_x64.exe -checkSignatures\n```"},{"heading":"checkSignaturesFull","level":4,"markdown":"Same as above, but checks every byte of the file content, and therefore not only verifies signatures, but also verifies file integrity.\n\n**Example**\n\n```\narma3_x64.exe -checkSignaturesFull\n```"},{"heading":"d3dNoLock","level":4,"markdown":"Doesn't lock the VRAM.\n\n**Example**\n\n```\narma3_x64.exe -d3dNoLock\n```"},{"heading":"d3dNoMultiCB","level":4,"markdown":"D3D uses Single Constant Buffers instead of Multiple Constant Buffers.\n\n**Example**\n\n```\narma3_x64.exe -d3dNoMultiCB\n```"},{"heading":"debugCallExtension","level":4,"markdown":"Logs extension calls in the rpt log like this:\n\n**Example**\n\n```\narma3_x64.exe -debugCallExtension\n```"},{"heading":"command","level":4,"markdown":"Creates [named pipe](https://en.wikipedia.org/wiki/Named_pipe) \"\\\\.\\pipe\\name\" for receiving predefined set of commands. See Arma 3: Named Pipe.\nNote that it works only on clients, but not on dedicated server.\n\n**Example**\n\n```\narma3_x64.exe -command=MyFancyPipeName\n```"},{"heading":"language (Arma 3 v2.04)","level":4,"markdown":"Starts client with preferred language. See Stringtable.xml - Supported Languages for a list of supported languages. **Case-sensitive!** (className column)\n\n> [!NOTE]\n> Arma 3 v2.18 made the parameter work properly.\n\n**Example**\n\n```\narma3_x64.exe -language=German\n```"},{"heading":"preprocDefine (Arma 3 v2.06)","level":4,"markdown":"Defines a macro and optionally its value. Multiple macro can be defined by using this parameter multiple times.\n\n**Example 1**\n\n```\narma3_x64.exe -preprocDefine=\"CMD__MACRONAME=MACROVALUE\"\narma3_x64.exe -preprocDefine=CMD__MACRONAME\narma3_x64.exe -preprocDefine=CMD__MACRO1 -preprocDefine=CMD__MACRO2\n```\n\n**Example 2**\n\narma3_x64.exe -preprocDefine=MACRO\n\nThe macro name **will** start with `CMD__`, the engine automatically adds the prefix if it is not present (`CMD__MACRO`)."},{"heading":"dumpAddonDependencyGraph (Arma 3 v2.14)","level":4,"markdown":"dumps [Graphviz](https://en.wikipedia.org/wiki/Graphviz) text file into the RPT directory with a graph of all addon dependencies (`requiredAddons`)\n\n**Example**\n\n```\narma3_x64.exe -dumpAddonDependencyGraph\n```"},{"heading":"networkDiagInterval (Arma 3 v1.30 Arma 3 vPROF)","level":4,"markdown":"Polls the status of bandwidth, traffic and similar data every X seconds. Since Arma 3 v2.18 it also logs size and count of public variables when using the *Profiling binary*.\n\nTells you what type of packages are sent to which clients. Network types are obfuscated, so you can just make out who uses how much bandwidth.\n\n**Example**\n\n```\narma3_x64.exe -networkDiagInterval=5 // seconds between each diagnostics polling\n```\n\n> [!NOTE]\n> Release statement by BI: Willing server admins may help us gather even more data to base future optimizations on. We'd like admins experiencing desync or other netcode issues to try and enable these diagnostics and send us the results on Feedback Tracker. The parameter is disabled by default because it may reduce performance when used.\n\nFile content example for the server:\n\n```\n===============================================================================================================================================\nServer\n-----------------------------------------------------------------------------------------------------------------------------------------------\nRaw statistics 0\n                                             player |     sent msg |   sent msg/s |       sent B |     sent B/s |      rec msg |    rec msg/s |        rec B |      rec B/s |       DS min |       DS max |       DS avg |       BW min |       BW max |       BW avg |\n                                      __SERVER__(2) |            0 |         0.00 |            0 |         0.00 |            0 |       152.79 |            0 |     20819.12 |         0.00 |         0.00 |         0.00 | 2147483648.00 | 2147483648.00 | 2147483648.00 |\n                                    test(538428231) |            0 |        21.51 |            0 |      9555.18 |            0 |         0.40 |            0 |        19.72 |         0.00 |         0.00 |         0.00 |    329417.00 |    343000.00 |    336140.00 |\n                                              Total |            0 |        21.51 |            0 |      9555.18 |            0 |       153.19 |            0 |     20838.84 |         0.00 |         0.00 |         0.00 |\n-----------------------------------------------------------------------------------------------------------------------------------------------\n Server - Sent\nType                                     |          msg |     msg/s |            B |          B/s | avg. B\nType_64                                  |          131 |     41.57 |         6876 |      2182.16 |   52.5\nType_468                                 |           13 |      4.13 |         4730 |      1501.11 |  363.8\nType_109                                 |           39 |     12.38 |         4412 |      1400.19 |  113.1\nType_10                                  |           81 |     25.71 |         4324 |      1372.26 |   53.4\nType_96                                  |           39 |     12.38 |         3947 |      1252.62 |  101.2\nType_126                                 |           31 |      9.84 |         2480 |       787.05 |   80.0\nType_53                                  |           26 |      8.25 |         2314 |       734.37 |   89.0\nType_385                                 |           10 |      3.17 |         2233 |       708.66 |  223.3\nType_114                                 |           40 |     12.69 |         2010 |       637.89 |   50.3\nType_98                                  |           35 |     11.11 |         1715 |       544.27 |   49.0\n-----------------------------------------------------------------------------------------------------------------------------------------------\n Server - Received\nType                                     |          msg |     msg/s |            B |          B/s | avg. B\nType_18                                  |            3 |      0.20 |          156 |        10.76 |   52.0\nType_5                                   |            8 |      0.20 |           15 |         0.20 |    1.9\nType_468                                 |            0 |      0.00 |            0 |         0.00 |    0.0\nType_467                                 |            0 |      0.00 |            0 |         0.00 |    0.0\nType_466                                 |            0 |      0.00 |            0 |         0.00 |    0.0\nType_449                                 |            0 |      0.00 |            0 |         0.00 |    0.0\nType_427                                 |            0 |      0.00 |            0 |         0.00 |    0.0\nType_404                                 |            0 |      0.00 |            0 |         0.00 |    0.0\nType_385                                 |            0 |      0.00 |            0 |         0.00 |    0.0\nType_383                                 |            0 |      0.00 |            0 |         0.00 |    0.0\n-----------------------------------------------------------------------------------------------------------------------------------------------\n===============Vars total\n        1804 - bis_fnc_storeparamsvalues_data\n         554 - CBAs\n         357 - paramsArray\n          76 - cba_versioning_versions_serv\n          76 - cba_versioning_versions_server\n          70 - SPE_IFS_availableCalls\n          48 - SPE_IFS_DS_ProviderBlackList\n          36 - SPE_IFS_CAS_aimErrorSpread\n          22 - SPE_IFS_SafetyDistance_CAS\n          22 - SPE_IFS_SafetyDistance_HeavyArty\n===============Vars recent\n        1804 - bis_fnc_storeparamsvalues_data (1)\n         554 - CBAs (9)\n         357 - paramsArray (1)\n          76 - cba_versioning_versions_serv (1)\n          76 - cba_versioning_versions_server (1)\n          70 - SPE_IFS_availableCalls (1)\n          48 - SPE_IFS_DS_ProviderBlackList (1)\n          36 - SPE_IFS_CAS_aimErrorSpread (1)\n          22 - SPE_IFS_SafetyDistance_CAS (1)\n          22 - SPE_IFS_SafetyDistance_HeavyArty (1)\n```\n\nFile content example for a client:\n\n```\n===============================================================================================================================================\nClient\n-----------------------------------------------------------------------------------------------------------------------------------------------\nRaw statistics 152.563\n                                             player |     sent msg |   sent msg/s |       sent B |     sent B/s |      rec msg |    rec msg/s |        rec B |      rec B/s |       DS min |       DS max |       DS avg |       BW min |       BW max |       BW avg |\n                                              Total |            0 |         0.00 |            0 |         0.00 |            0 |         3.78 |            0 |       506.77 |         0.00 |         0.00 |         0.00 |\n-----------------------------------------------------------------------------------------------------------------------------------------------\n Client - Sent\nType                                     |          msg |     msg/s |            B |          B/s | avg. B\nType_133                                 |        25529 |    212.95 |      2056925 |     17417.13 |   80.6\nType_120                                 |        11046 |     87.65 |       328091 |      2616.33 |   29.7\nType_119                                 |         4058 |     20.32 |       265924 |      1335.86 |   65.5\nType_126                                 |          750 |     11.55 |        61633 |       958.96 |   82.2\nType_132                                 |          882 |      4.18 |       109926 |       523.11 |  124.6\nType_466                                 |         3671 |     29.08 |        58422 |       464.54 |   15.9\nType_467                                 |         1542 |     12.95 |        35189 |       296.02 |   22.8\nType_98                                  |         1571 |      4.58 |        81492 |       238.05 |   51.9\nType_114                                 |          806 |      2.59 |        45686 |       151.99 |   56.7\nType_166                                 |          190 |      1.59 |        12364 |       116.53 |   65.1\n-----------------------------------------------------------------------------------------------------------------------------------------------\n Client - Received\nType                                     |          msg |     msg/s |            B |          B/s | avg. B\nType_381                                 |          247 |      1.00 |        17074 |        54.78 |   69.1\nType_383                                 |          244 |      1.00 |        14420 |        46.81 |   59.1\nType_126                                 |           17 |      0.40 |         1360 |        31.87 |   80.0\nType_133                                 |          104 |      0.20 |         7171 |        12.75 |   69.0\nType_98                                  |           37 |      0.20 |         1879 |        10.16 |   50.8\nType_120                                 |           15 |      0.20 |          435 |         5.78 |   29.0\nType_467                                 |           15 |      0.20 |          330 |         4.38 |   22.0\nType_333                                 |            9 |      0.20 |          153 |         3.39 |   17.0\nType_295                                 |            2 |      0.20 |           16 |         1.59 |    8.0\nType_92                                  |           49 |      0.20 |          363 |         1.39 |    7.4\n-----------------------------------------------------------------------------------------------------------------------------------------------\n===============Vars total\n===============Vars recent\n```"}],"categories":["Startup Parameters"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: Stat Names","title":"Arma 3: Stat Names","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Stat_Names","revid":339412,"updated":"2023-04-28T14:08:45Z","aliases":["Arma 3 Stat Names","Stat Names","StatNames"],"markdown":"List of possible values for StatName for commands setStatValue and getStatValue – data extracted from **[Steam Database](https://steamdb.info/app/107410/stats/)**.\n\nStat names can also be retrieved using [Steam Web API - GetSchemaForGame](https://developer.valvesoftware.com/wiki/Steam_Web_API#GetSchemaForGame_.28v2.29).\n\n|  |  |\n|---|---|\n| **Stats**<br>\\| API Name \\|<br>\\|---\\|<br>\\| GamePlayed \\|<br>\\| GamePlayedDays \\|<br>\\| GamePlayedTimeStamp \\|<br>\\| MPPlayTime \\|<br>\\| SPPlayTime \\|<br>\\| WorkshopMissionPublishedCount \\|<br>\\| WorkshopMissionPublishedFlag \\|<br>\\| DevPlayTime \\|<br>\\| StablePlayTime \\|<br>\\| TotalPlayTime \\|<br>\\| EditorPlayTime \\|<br>\\| WorkshopMissionPlayTime \\|<br>\\| CampaignPlayTime \\|<br>\\| CampaignEPAPlayTime \\|<br>\\| CampaignEPBPlayTime \\|<br>\\| CampaignEPCPlayTime \\|<br>\\| AltisPlayTime \\|<br>\\| StratisPlayTime \\|<br>\\| OtherWorldPlayTime \\|<br>\\| ChallengesPlayTime \\|<br>\\| ShowcasesPlayTime \\|<br>\\| ZeusPlayerPlayTime \\|<br>\\| ZeusNormalPlayerGamePlayTime \\|<br>\\| FieldManualPlayTime \\|<br>\\| FiringDrillsPlayTime \\|<br>\\| ZeusUnitControlPlayTime \\|<br>\\| CompletedEPA \\|<br>\\| CompletedEPB \\|<br>\\| CompletedEPC \\|<br>\\| CompletedEPC_A \\|<br>\\| CompletedEPC_B \\|<br>\\| StartedAnyScenario \\|<br>\\| CompletedFD01 \\|<br>\\| CompletedFD02 \\|<br>\\| CompletedFD03 \\|<br>\\| CompletedFD04 \\|<br>\\| CompletedFD05 \\|<br>\\| CompletedFD06 \\|<br>\\| CompletedFD07 \\|<br>\\| CompletedFD08 \\|<br>\\| CompletedFD09 \\|<br>\\| CompletedFD10 \\|<br>\\| CompletedBronzeFD01 \\|<br>\\| CompletedBronzeFD02 \\|<br>\\| CompletedBronzeFD03 \\|<br>\\| CompletedBronzeFD04 \\|<br>\\| CompletedBronzeFD05 \\|<br>\\| CompletedBronzeFD06 \\|<br>\\| CompletedBronzeFD07 \\|<br>\\| CompletedBronzeFD08 \\|<br>\\| CompletedBronzeFD09 \\|<br>\\| CompletedBronzeFD10 \\|<br>\\| CompletedSilverFD01 \\|<br>\\| CompletedSilverFD02 \\|<br>\\| CompletedSilverFD03 \\|<br>\\| CompletedSilverFD04 \\|<br>\\| CompletedSilverFD05 \\|<br>\\| CompletedSilverFD06 \\|<br>\\| CompletedSilverFD07 \\|<br>\\| CompletedSilverFD08 \\|<br>\\| CompletedSilverFD09 \\|<br>\\| CompletedSilverFD10 \\|<br>\\| CompletedGoldFD01 \\|<br>\\| CompletedGoldFD02 \\|<br>\\| CompletedGoldFD03 \\|<br>\\| CompletedGoldFD04 \\|<br>\\| CompletedGoldFD05 \\|<br>\\| CompletedGoldFD06 \\|<br>\\| CompletedGoldFD07 \\|<br>\\| CompletedGoldFD08 \\|<br>\\| CompletedGoldFD09 \\|<br>\\| CompletedGoldFD10 \\|<br>\\| AchievedFDSpecial1 \\|<br>\\| AchievedFDSpecial2 \\|<br>\\| CompletedTT01 \\|<br>\\| CompletedTT02 \\|<br>\\| CompletedTT03 \\|<br>\\| CompletedTT04 \\|<br>\\| CompletedTT05 \\|<br>\\| CompletedBronzeTT01 \\|<br>\\| CompletedBronzeTT02 \\|<br>\\| CompletedBronzeTT03 \\|<br>\\| CompletedBronzeTT04 \\|<br>\\| CompletedBronzeTT05 \\|<br>\\| CompletedSilverTT01 \\|<br>\\| CompletedSilverTT02 \\|<br>\\| CompletedSilverTT03 \\|<br>\\| CompletedSilverTT04 \\|<br>\\| CompletedSilverTT05 \\|<br>\\| CompletedGoldTT01 \\|<br>\\| CompletedGoldTT02 \\|<br>\\| CompletedGoldTT03 \\|<br>\\| CompletedGoldTT04 \\|<br>\\| CompletedGoldTT05 \\|<br>\\| AchievedTTSpecial1 \\|<br>\\| AchievedTTSpecial2 \\|<br>\\| AchFDFirst \\|<br>\\| AchFDBronze \\|<br>\\| AchFDGold \\|<br>\\| AchTTFirst \\|<br>\\| AchTTBronze \\|<br>\\| AchTTGold \\|<br>\\| ZeusUnitsCreated \\|<br>\\| AchZeusHerosJourney \\|<br>\\| AchZeusDietyForADay \\|<br>\\| AchZeusMagnumOpus \\|<br>\\| AchZeusGodlyCreations \\|<br>\\| AchZeusScapegoat \\|<br>\\| AchZeusWorshiper \\|<br>\\| AchZeusMercifulGod \\|<br>\\| ZeusPingResponded \\|<br>\\| KartsPTKart_01_F \\|<br>\\| KartsPTPistol_Signal_01_F \\|<br>\\| KartsPTC_RacingHelmet_F \\|<br>\\| KartsPTC_Driver_F \\|<br>\\| BCFirstDeployment \\|<br>\\| BCKIA \\|<br>\\| BCDrillInstructor \\|<br>\\| BCReadyForDuty \\|<br>\\| BCStarRecruit \\|<br>\\| BCVirtualReality \\|<br>\\| BCVirtualCommand \\|<br>\\| BCRealVirtuality \\|<br>\\| BCLockAndLoad \\|<br>\\| BCRelentlessCreator \\|<br>\\| VRPlayTime \\|<br>\\| WorkshopMissionSubscribedFlag \\|<br>\\| WorkshopMissionUpdatedFlag \\|<br>\\| HeliPTTaru \\|<br>\\| HeliPTHuron \\|<br>\\| HeliPTM900 \\|<br>\\| HeliShowcasing \\|<br>\\| HeliMeetAndGreet \\|<br>\\| HeliShowtime \\|<br>\\| HeliAirbridge \\|<br>\\| HeliDustOff \\|<br>\\| HeliNapOfTheEarth \\|<br>\\| TTHeliGold \\|<br>\\| TTHeliBronze \\|<br>\\| BCVirtualNOEFlight \\|<br>\\| BCAdvVirtualPilot \\|<br>\\| BCVirtualPilot \\|<br>\\| CompletedTT06 \\|<br>\\| CompletedTT07 \\|<br>\\| CompletedTT08 \\|<br>\\| CompletedTT09 \\|<br>\\| CompletedTT10 \\|<br>\\| CompletedBronzeTT06 \\|<br>\\| CompletedBronzeTT07 \\|<br>\\| CompletedBronzeTT08 \\|<br>\\| CompletedBronzeTT09 \\|<br>\\| CompletedBronzeTT10 \\|<br>\\| CompletedGoldTT06 \\|<br>\\| CompletedGoldTT07 \\|<br>\\| CompletedGoldTT08 \\|<br>\\| CompletedGoldTT09 \\|<br>\\| CompletedGoldTT10 \\|<br>\\| MarkPT_DMR_02 \\|<br>\\| MarkPT_DMR_03 \\|<br>\\| MarkPT_DMR_04 \\|<br>\\| MarkPT_DMR_05 \\|<br>\\| MarkPT_DMR_06 \\|<br>\\| MarkPT_MMG_01 \\|<br>\\| MarkPT_MMG_02 \\|<br>\\| MarkPT_fullghillie \\|<br>\\| MarkPT_equip_b_carrier_gl_rig \\|<br>\\| MarkPT_acco_khs \\|<br>\\| MarkPT_Designator_01 \\|<br>\\| MarkPT_acco_ams \\|<br>\\| MarkVirtualShooter \\|<br>\\| MarkBadOmens \\|<br>\\| MarkDodgeThis \\|<br>\\| MarkHacker \\|<br>\\| MarkCarrier \\|<br>\\| MarkHipShooter \\|<br>\\| MarkConservativeSharpshooter \\|<br>\\| MarkVirtualVehicleInspection \\|<br>\\| MarkMassVirtualDestruction \\|<br>\\| MarkRockStable \\|<br>\\| MarkMarksmenWeaponMaster \\|<br>\\| CompletedFD11 \\|<br>\\| CompletedFD12 \\|<br>\\| CompletedFD13 \\|<br>\\| CompletedBronzeFD11 \\|<br>\\| CompletedBronzeFD12 \\|<br>\\| CompletedBronzeFD13 \\|<br>\\| CompletedGoldFD11 \\|<br>\\| CompletedGoldFD12 \\|<br>\\| CompletedGoldFD13 \\|<br>\\| CompletedSilverFD11 \\|<br>\\| CompletedSilverFD12 \\|<br>\\| CompletedSilverFD13 \\|<br>\\| GamePlayedWin \\|<br>\\| GamePlayedDaysWin \\|<br>\\| GamePlayedTimeStampWin \\|<br>\\| GamePlayedLinux \\|<br>\\| GamePlayedDaysLinux \\|<br>\\| GamePlayedTimeStampLinux \\|<br>\\| GamePlayedMacOS \\|<br>\\| GamePlayedDaysMacOS \\|<br>\\| GamePlayedTimeStampMacOS \\|<br>\\| 2DEditorPlayTime \\|<br>\\| 3DEditorPlayTime \\|<br>\\| 3DENModelStudent \\|<br>\\| 3DENPuppeteer \\|<br>\\| 3DENArsenal \\|<br>\\| 3DENImport2D \\|<br>\\| ExpPT_ctar \\|<br>\\| ExpPT_cmr \\|<br>\\| ExpPT_erco \\|<br>\\| ExpPT_lmg \\|<br>\\| ExpPT_pm9 \\|<br>\\| ExpPT_rpg7 \\|<br>\\| ExpPT_spar16 \\|<br>\\| ExpPT_spar17 \\|<br>\\| ExpPT_arx \\|<br>\\| ExpPT_planeCivil \\|<br>\\| ExpPT_kh3a \\|<br>\\| ExpPT_mq12 \\|<br>\\| ExpPT_offroad \\|<br>\\| ExpPT_prowler \\|<br>\\| ExpPT_qilin \\|<br>\\| ExpPT_rhib \\|<br>\\| ExpPT_v44x \\|<br>\\| ExpPT_y32 \\|<br>\\| ExpPT_scooter \\|<br>\\| ExpPT_ctrg \\|<br>\\| ExpPT_paraTT \\|<br>\\| ExpPT_paraTee \\|<br>\\| ExpPT_sphHex \\|<br>\\| ExpPT_spsHex \\|<br>\\| ExpPT_sch \\|<br>\\| ExpPT_ak12 \\|<br>\\| ExpPT_aks \\|<br>\\| ExpPT_akm \\|<br>\\| ExpPT_protector \\|<br>\\| ExpFirestarter \\|<br>\\| ExpFastExtract \\|<br>\\| ExpWarlockDown \\|<br>\\| ExpBetterWithFriends \\|<br>\\| ExpLoneWolf \\|<br>\\| ExpBiggerPicture \\|<br>\\| ExpNoneTheWiser \\|<br>\\| ExpWelcomeToTanoa \\|<br>\\| ExpTransportService \\|<br>\\| ExpGamePlan \\|<br>\\| ExpSerpentMark \\|<br>\\| ExpChangingBalance \\|<br>\\| ExpMrAnderson \\|<br>\\| ExpVehLoadUnload \\|<br>\\| ExpPT_adr97 \\|<br>\\| TanoaPlaytime \\|<br>\\| ExpPT_snds65 \\|<br>\\| ExpPT_paraRF \\|<br>\\| ExpPT_paraMK \\|<br>\\| ExpPT_paraLNCH \\|<br>\\| ExpPT_bandMK \\|<br>\\| ExpPT_bandLNCH \\|<br>\\| ExpPT_bandMG \\|<br>\\| ExpPT_bandRF \\|<br>\\| ExpPT_bandSCT \\|<br>\\| ExpPT_helmetSkate \\|<br>\\| ExpPT_balacava \\|<br>\\| ExpPT_tacChessRig \\|<br>\\| ExpPT_viperHarness \\|<br>\\| ExpPT_backBergen \\|<br>\\| ExpPT_nvgComp \\|<br>\\| ExpPT_envgII \\|<br>\\| JetsPT_PlaneFighter01 \\|<br>\\| JetsPT_PlaneFighter02 \\|<br>\\| JetsPT_PlaneFighter04 \\|<br>\\| JetsPT_UAV05 \\|<br>\\| JetsPT_DeckCrewVest \\|<br>\\| JetsBomberman \\|<br>\\| JetsDeadstickLanding \\|<br>\\| JetsGetArrested \\|<br>\\| JetsArmedAndDangerous \\|<br>\\| JetsPunchOut \\|<br>\\| MaldenPlayTime \\|<br>\\| OrangeCampaignDone \\|<br>\\| OrangeCampaignComplete \\|<br>\\| OrangeCampaignGood \\|<br>\\| OrangeShowcaseIDAP \\|<br>\\| OrangeShowcaseLoW \\|<br>\\| OrangeTTBronze \\|<br>\\| OrangeTTGold \\|<br>\\| CompletedTT11 \\|<br>\\| CompletedTT12 \\|<br>\\| CompletedTT13 \\|<br>\\| CompletedTT14 \\|<br>\\| CompletedTT15 \\|<br>\\| CompletedBronzeTT11 \\|<br>\\| CompletedBronzeTT12 \\|<br>\\| CompletedBronzeTT13 \\|<br>\\| CompletedBronzeTT14 \\|<br>\\| CompletedBronzeTT15 \\|<br>\\| CompletedGoldTT11 \\|<br>\\| CompletedGoldTT12 \\|<br>\\| CompletedGoldTT13 \\|<br>\\| CompletedGoldTT14 \\|<br>\\| CompletedGoldTT15 \\|<br>\\| AIKillCount \\|<br>\\| PlayerKillCount \\|<br>\\| RenegadeCount \\|<br>\\| OrangePT_Van02 \\|<br>\\| OrangePT_UAV06 \\|<br>\\| OrangePT_APERSMineDispenser \\|<br>\\| OrangePT_TrainingMine \\|<br>\\| OrangePT_SafetyVest \\|<br>\\| OrangePT_MultiPocketVest \\|<br>\\| OrangePT_IdentificationVest \\|<br>\\| OrangePT_EODVest \\|<br>\\| OrangePT_MessengerBag \\|<br>\\| OrangePT_LegStrapBag \\|<br>\\| OrangePT_WirelessEarpiece \\|<br>\\| OrangePT_EarProtectors \\|<br>\\| OrangePT_HardHat \\|<br>\\| OrangePT_SafariHat \\|<br>\\| OrangePT_HeadBandage \\|<br>\\| OrangePT_BasicHelmet \\|<br>\\| OrangePT_Respirator \\|<br>\\| OrangePT_EyeProtectors \\|<br>\\| OrangePT_ParamedicOutfit \\|<br>\\| OrangePT_MechanicClothes \\|<br>\\| OrangeCampaignArticleDecisionA \\|<br>\\| OrangeCampaignArticleDecisionB \\|<br>\\| OrangeCampaignArticleDecisionC \\|<br>\\| OrangeCampaignArticleDecisionD \\|<br>\\| OrangeCampaignArticleDecisionE \\|<br>\\| OrangeCampaignAirDropDecisionA \\|<br>\\| OrangeCampaignAirDropDecisionB \\|<br>\\| OrangeCampaignLeafletsDecisionA \\|<br>\\| OrangeCampaignLeafletsDecisionB \\|<br>\\| OrangeCampaignClusterDecisionA \\|<br>\\| OrangeCampaignClusterDecisionB \\|<br>\\| OrangeCampaignEscapeDecisionA \\|<br>\\| OrangeCampaignEscapeDecisionB \\|<br>\\| OrangeCampaignMineDispenserDecisionA \\|<br>\\| OrangeCampaignMineDispenserDecisionB \\|<br>\\| ToDifferentPerspective \\|<br>\\| ToForwardObserver \\|<br>\\| ToBeyondHope \\|<br>\\| ToChangingPlaces \\|<br>\\| ToSteppingStone \\|<br>\\| ToSeasonedWarfighter \\|<br>\\| ToSteelPegasus \\|<br>\\| ToSavior \\|<br>\\| ToLifeline \\|<br>\\| TankPT_rhino \\|<br>\\| TankPT_nyx \\|<br>\\| TankPT_angara \\|<br>\\| TankPT_tankCrew \\|<br>\\| TankTTBronze \\|<br>\\| TankTTGold \\|<br>\\| TankByTheBook \\|<br>\\| TankFromWithin \\|<br>\\| TankEasyMoney \\|<br>\\| TankSteelSniper \\|<br>\\| TankCommander \\|<br>\\| TankSizeNotMatter \\|<br>\\| TankInItTogether \\|<br>\\| CompletedTT16 \\|<br>\\| CompletedTT17 \\|<br>\\| CompletedTT18 \\|<br>\\| CompletedBronzeTT16 \\|<br>\\| CompletedBronzeTT17 \\|<br>\\| CompletedBronzeTT18 \\|<br>\\| CompletedGoldTT16 \\|<br>\\| CompletedGoldTT17 \\|<br>\\| CompletedGoldTT18 \\|<br>\\| TankFromWithinCount \\|<br>\\| TankCommanderCount \\|<br>\\| TankSizeNotMatterCount \\|<br>\\| TankInItTogetherCount \\|<br>\\| ContactPT_UGV02 \\|<br>\\| ContactPT_Tractor01 \\|<br>\\| ContactPT_MSBS65 \\|<br>\\| ContactPT_MSBS65_ICO \\|<br>\\| ContactPT_HunterShotgun01 \\|<br>\\| ContactPT_DMR_06 \\|<br>\\| ContactPT_RPK12 \\|<br>\\| ContactPT_AKU12 \\|<br>\\| ContactPT_ESD01 \\|<br>\\| ContactPT_ESD01_Light \\|<br>\\| ContactPT_ESD01_Antenna01 \\|<br>\\| ContactPT_ESD01_Antenna02 \\|<br>\\| ContactPT_ESD01_Antenna03 \\|<br>\\| ContactPT_LDFFatigues \\|<br>\\| ContactPT_LDFHelmet \\|<br>\\| ContactPT_LDFVest \\|<br>\\| ContactPT_Granit \\|<br>\\| ContactPT_Avenger \\|<br>\\| ContactPT_Kipchak \\|<br>\\| ContactPT_CBRNSuit \\|<br>\\| ContactPT_CBRNAPR \\|<br>\\| ContactPT_CBRNCUR \\|<br>\\| ContactPT_RegulatorMask \\|<br>\\| ContactPT_SCBA \\|<br>\\| ContactPT_SIMCOM \\|<br>\\| ContactPT_RadioPack \\|<br>\\| ContactPT_Blindfold \\|<br>\\| ContactPT_TinFoilHat \\|<br>\\| ContactPT_Offroad01_Covered \\|<br>\\| EnochPlayTime \\|<br>\\| ContactCampaignIntro1PlayTime \\|<br>\\| ContactCampaignIntro2PlayTime \\|<br>\\| ContactCampaignIntro3PlayTime \\|<br>\\| ContactCampaignFreeRoam1PlayTime \\|<br>\\| ContactCampaignFreeRoam2PlayTime \\|<br>\\| ContactCampaignOutro2PlayTime \\|<br>\\| ContactCampaignOutro3PlayTime \\|<br>\\| ContactCampaignIntro1Finished \\|<br>\\| ContactCampaignIntro2Finished \\|<br>\\| ContactCampaignIntro3Finished \\|<br>\\| ContactCampaignFreeRoam1Finished \\|<br>\\| ContactCampaignFreeRoam2Finished \\|<br>\\| ContactCampaignOutro2Finished \\|<br>\\| ContactCampaignOutro3Finished \\|<br>\\| ContactCampaignTotalPlayTime \\|<br>\\| ContactCampaignCompleted \\| | **Achievements**<br>\\| API name \\| Display name \\| Description \\|<br>\\|---\\|---\\|---\\|<br>\\| AchEPAFinished \\| Tactical Withdrawal \\| Hidden. \\|<br>\\| AchEPBFinished \\| Guerilla Warfare \\| Hidden. \\|<br>\\| AchEPCFinished \\| Question of Loyalty \\| Hidden. \\|<br>\\| AchEPCFinished_A \\| Peacekeeper \\| Hidden. \\|<br>\\| AchEPCFinished_B \\| Every Man for Himself \\| Hidden. \\|<br>\\| testAchTTFirst \\| Start Your Engines \\| Finished any official Time Trial. \\|<br>\\| testAchTTBronze \\| Aspiring Kart Racer \\| Earned the bronze medal in all official Karts Time Trials. \\|<br>\\| testAchTTGold \\| Formula Kart \\| Earned the gold medal in all official Karts Time Trials. \\|<br>\\| testAchTTSpecial1 \\| Clean Race \\| Finished any official Karts Time Trial without damage. \\|<br>\\| testAchTTSpecial2 \\| Speed Demon \\| Finished any official Karts Time Trial with an average speed of 85 kmph or more. \\|<br>\\| testAchFDFirst \\| Competitive Shooter \\| Finished any official Firing Drill. \\|<br>\\| testAchFDBronze \\| Aspiring Sharpshooter \\| Earned the bronze medal in all official Firing Drills. \\|<br>\\| testAchFDGold \\| Firing Drills Champion \\| Earned the gold medal in all official Firing Drills. \\|<br>\\| testAchFDSpecial1 \\| Clean Drill \\| Finished any official Firing Drill without penalties (competitive rules). \\|<br>\\| testAchFDSpecial2 \\| Bonus Targets \\| Hit every bonus target in any official Firing Drill with bonus targets. \\|<br>\\| testAchZeusHerosJourney \\| Hero's Journey \\| Placed any objective for players as Zeus. \\|<br>\\| testAchZeusDietyForADay \\| Deity for a Day \\| Played as Zeus for a total of 24 hours. \\|<br>\\| testAchZeusGodlyCreations \\| Godly Creations \\| Placed a total of 200 objects as Zeus across all scenarios. \\|<br>\\| testAchZeusWorshiper \\| Worshiper \\| Pinged your Zeus. \\|<br>\\| testAchZeusMercifulGod \\| Merciful God \\| Reacted to 5 player pings as a Zeus by using the control shortcut. \\|<br>\\| testAchGamePlayed \\| This is War \\| Started your first Arma 3 scenario - welcome! \\|<br>\\| testAchZeusScapegoat \\| Scapegoat \\| Killed by a player while remotely controlling a unit as Zeus. \\|<br>\\| AchBCFirstDeployment \\| First Deployment \\| Completed the Bootcamp campaign. Get ready for your next deployment! \\|<br>\\| AchBCKIA \\| K.I.A. \\| Died in any Bootcamp campaign scenario. If you see the flash, it is already too late ... \\|<br>\\| AchBCDrillInstructor \\| Drill Instructor \\| Guided your recruits through all Bootcamp Zeus training stages. \\|<br>\\| AchBCReadyForDuty \\| Ready for Duty \\| Passed all Bootcamp Zeus training stages as a recruit. \\|<br>\\| AchBCStarRecruit \\| Star Recruit \\| Completed the bootcamp combat training stage without hurting yourself or others. \\|<br>\\| AchBCVirtualReality \\| Virtual Reality \\| Booted up the VR simulation for the first time. \\|<br>\\| AchBCVirtualCommand \\| Virtual Command \\| Completed all official VR commanding courses. \\|<br>\\| AchBCRealVirtuality \\| Real Virtuality \\| Completed all official VR training courses. \\|<br>\\| AchBCLockAndLoad \\| Lock and Load \\| Saved a custom load-out in VR Arsenal. \\|<br>\\| AchBCContributor \\| Contributor \\| Published a scenario to Steam Workshop. \\|<br>\\| AchBCSubscriber \\| Subscriber \\| Subscribed to a scenario on Steam Workshop. \\|<br>\\| AchBCPerfectionist \\| Perfectionist \\| Updated an existing Steam Workshop scenario to a newer version. \\|<br>\\| AchBCRelentlessCreator \\| Relentless Creator \\| Spent over 100 hours creating and testing in the scenario editor. \\|<br>\\| AchBCVirtualPilot \\| Virtual Pilot \\| Completed all official VR helicopter courses. \\|<br>\\| AchBCAdvVirtualPilot \\| Advanced Virtual Pilot \\| Completed all official VR helicopter courses while using the Advanced Flight Model. \\|<br>\\| AchBCVirtualNOEFlight \\| Virtual NOE Flight \\| Completed the Low Flight stage in the advanced VR helicopter course under 40 seconds. \\|<br>\\| AchTTHeliBronze \\| Aspiring Stunt Pilot \\| Earned the bronze medal in all official Helicopter Time Trials. \\|<br>\\| AchTTHeliGold \\| Golden Rotorhead \\| Earned the gold medal in all official Helicopter Time Trials. \\|<br>\\| AchHeliNapOfTheEarth \\| Nap of the Earth \\| Flew under an average of 22 meters AGL in any official Helicopters Time Trial. \\|<br>\\| AchHeliDustOff \\| Dust-Off \\| Completed 10 medevac tasks in official Support multiplayer. \\|<br>\\| AchHeliAirbridge \\| Airbridge \\| Transported 10 groups of soldiers into battle without being killed in official Support multiplayer. \\|<br>\\| AchHeliShowtime \\| Showtime \\| Tried any 5 official showcases. \\|<br>\\| AchHeliMeetAndGreet \\| Meet and Greet \\| Visited all official Faction Showcases to check out their weapons and vehicles on display. \\|<br>\\| AchHeliShowcasing \\| Showcasing \\| Completed all official Showcases. \\|<br>\\| AchMarkVirtualShooter \\| Virtual Shooter \\| Completed all official VR Weapon Handling courses. \\|<br>\\| AchMarkBadOmens \\| Bad Omens \\| Discovered the secret room in Showcase Firing From Vehicles. \\|<br>\\| AchMarkDodgeThis \\| Dodge This \\| Completed Showcase Marksmen without injury. \\|<br>\\| AchMarkHacker \\| Hacker \\| Downloaded Intel 5 times in official End Game multiplayer. \\|<br>\\| AchMarkCarrier \\| Carrier \\| Became the Carrier in official End Game multiplayer for the first time. \\|<br>\\| AchMarkHipShooter \\| Hip Shooter \\| Finished any official Marksmen Firing Drill without resting or deploying your weapon (competitive rules). \\|<br>\\| AchMarkConservativeSharpshooter \\| Conservative Sharpshooter \\| Finished any official Firing Drill by hitting all targets and spending no more than a single round per target. \\|<br>\\| AchMarkVirtualVehicleInspection \\| Virtual Vehicle Inspection \\| Visited the Garage in VR Arsenal for the first time. \\|<br>\\| AchMarkMassVirtualDestruction \\| Mass Virtual Destruction \\| Disabled all target vehicles in VR Arsenal at the same time. \\|<br>\\| AchMarkRockStable \\| Rock Stable \\| Deployed any weapon for the first time. \\|<br>\\| AchMarkMarksmenWeaponMaster \\| Marksmen Weapon Master \\| Tried all 7 Marksmen DLC weapons. \\|<br>\\| Ach3DENModelStudent \\| Model Student \\| Completed all Eden Editor tutorials. \\|<br>\\| Ach3DENPuppeteer \\| Puppeteer \\| Played a scenario as a non-player character in the Eden Editor. \\|<br>\\| Ach3DENArsenal \\| Dressing Doll \\| Configured a character loadout using the Arsenal in the Eden Editor. \\|<br>\\| Ach3DENImport2D \\| New Dimension \\| Imported a 2D scenario into the Eden Editor. \\|<br>\\| AchExpFirestarted \\| Firestarter \\| Hidden. \\|<br>\\| AchExpFastExtract \\| Fast Extract \\| Hidden. \\|<br>\\| AchExpWarlockDown \\| Warlock Down \\| Hidden. \\|<br>\\| AchExpBetterWithFriends \\| Better With Friends \\| Completed each mission of the Apex Protocol campaign with the help of your teammates. \\|<br>\\| AchExpLoneWolf \\| Lone Wolf \\| Completed each mission of the Apex Protocol campaign alone. \\|<br>\\| AchExpBiggerPicture \\| The Bigger Picture \\| Completed each mission of the Apex Protocol campaign chronologically. \\|<br>\\| AchExpNoneTheWiser \\| None The Wiser \\| Completed the 04 Heart of Darkness campaign mission without alerting the enemy. \\|<br>\\| AchExpWelcomeToTanoa \\| Welcome to Tanoa \\| Visited the crown jewel terrain of Arma 3 Apex for the first time. \\|<br>\\| AchExpTransportService \\| Transport Service \\| Loaded or unloaded 5 vehicles into any suitable transport vehicle. \\|<br>\\| AchExpGamePlan \\| Game Plan \\| Drew at least one line on the map. \\|<br>\\| AchExpSerpentMark \\| With Mark of the Serpent \\| Tried out Viper Special Purpose Suit. \\|<br>\\| AchExpChangingBalance \\| Changing the Balance \\| Modified your difficulty options and saved the custom settings. \\|<br>\\| AchExpMrAnderson \\| Mr. Anderson \\| Equipped any variant of the ADR-97 Weapon Pack ('Official Mod'). \\|<br>\\| AchJetsBomberman \\| Bomberman \\| Destroyed a ground target with a bomb in Showcase Fighter Jets. \\|<br>\\| AchJetsDeadstickLanding \\| Deadstick Landing \\| Landed your damaged aircraft for repairs in Showcase Fighter Jets. \\|<br>\\| AchJetsGetArrested \\| Get Arrested \\| Successfully completed your first carrier landing. \\|<br>\\| AchJetsArmedAndDangerous \\| Armed and Dangerous \\| Customized any compatible vehicle's dynamic loadout in Eden Editor. \\|<br>\\| AchJetsPunchOut \\| Punch Out \\| Safely ejected from any compatible jet using an ejection seat. \\|<br>\\| AchOrangeCampaignDone \\| Remnants of War \\| Cleared all explosives from Oreokastro and completed the Remnants of War campaign. \\|<br>\\| AchOrangeCampaignComplete \\| Memories of Oreokastro \\| Recalled all memories in Oreokastro during the Remnants of War campaign. \\|<br>\\| AchOrangeCampaignGood \\| Humanitarian \\| Faced with difficult decisions in the Remnants of War campaign, you went for the more humane options. \\|<br>\\| AchOrangeShowcaseIDAP \\| Explosive Treasure \\| Found and triggered all hidden training mines in the IDAP faction Showcase. \\|<br>\\| AchOrangeShowcaseLoW \\| Collateral Damage \\| Completed the 3 VR simulations in Showcase Laws of War without any civilian collateral damage. \\|<br>\\| AchOrangeTTBronze \\| Aspiring Aid Supplier \\| Earned the bronze medal in all official IDAP Time Trials. \\|<br>\\| AchOrangeTTGold \\| Fast Aid \\| Earned the gold medal in all official IDAP Time Trials. \\|<br>\\| AchToDifferentPerspective \\| Different Perspective \\| Completed each role of the Beyond Hope operation. \\|<br>\\| AchToForwardObserver \\| Forward Observer \\| Destroyed all APCs defending Orino by artillery strike in the Beyond Hope operation. \\|<br>\\| AchToBeyondHope \\| Beyond Hope \\| Completed the Beyond Hope operation. \\|<br>\\| AchToChangingPlaces \\| Changing Places \\| Completed each role of the Stepping Stone operation. \\|<br>\\| AchToSteppingStone \\| Stepping Stone \\| Completed the Stepping Stone operation. \\|<br>\\| AchToSeasonedWarfighter \\| Seasoned Warfighter \\| Completed one mission of the Stepping Stone operation without dying. \\|<br>\\| AchToSteelPegasus \\| Steel Pegasus \\| Completed the Steel Pegasus operation. \\|<br>\\| AchToSavior \\| Savior \\| Rescued both pilot and medic in the LZ Nowhere mission of the Steel Pegasus operation. \\|<br>\\| AchToLifeline \\| Lifeline \\| Transported all injured soldiers to the LZ Blazer in the Breaking Through mission of the Steel Pegasus operation. \\|<br>\\| AchTankTTBronze \\| Tank Rally \\| Earned the bronze medal in all official Tanks Time Trials. \\|<br>\\| AchTankTTGold \\| Hammer Time \\| Earned the gold medal in all official Tanks Time Trials. \\|<br>\\| AchTankByTheBook \\| No Requiem \\| Hidden. \\|<br>\\| AchTankFromWithin \\| From Within \\| Spent 3 hours inside an armored vehicle. \\|<br>\\| AchTankEasyMoney \\| Easy Money \\| Destroyed more tanks than Zulu in Showcase Tank Destroyers. \\|<br>\\| AchTankSteelSniper \\| Steel Sniper \\| Hit a moving enemy tank with an APFSDS round at a distance of at least 3500 meters. \\|<br>\\| AchTankCommander \\| Commander \\| Spent 3 hours as a tank commander. \\|<br>\\| AchTankSizeNotMatter \\| Size Doesn't Matter \\| Spent 3 hours in the Nyx tankette. \\|<br>\\| AchTankInItTogether \\| In It Together \\| Spent 24 hours in any tank with a full human crew in multiplayer. \\| |","sections":[{"heading":null,"level":1,"markdown":"List of possible values for StatName for commands setStatValue and getStatValue – data extracted from **[Steam Database](https://steamdb.info/app/107410/stats/)**.\n\nStat names can also be retrieved using [Steam Web API - GetSchemaForGame](https://developer.valvesoftware.com/wiki/Steam_Web_API#GetSchemaForGame_.28v2.29).\n\n|  |  |\n|---|---|\n| **Stats**<br>\\| API Name \\|<br>\\|---\\|<br>\\| GamePlayed \\|<br>\\| GamePlayedDays \\|<br>\\| GamePlayedTimeStamp \\|<br>\\| MPPlayTime \\|<br>\\| SPPlayTime \\|<br>\\| WorkshopMissionPublishedCount \\|<br>\\| WorkshopMissionPublishedFlag \\|<br>\\| DevPlayTime \\|<br>\\| StablePlayTime \\|<br>\\| TotalPlayTime \\|<br>\\| EditorPlayTime \\|<br>\\| WorkshopMissionPlayTime \\|<br>\\| CampaignPlayTime \\|<br>\\| CampaignEPAPlayTime \\|<br>\\| CampaignEPBPlayTime \\|<br>\\| CampaignEPCPlayTime \\|<br>\\| AltisPlayTime \\|<br>\\| StratisPlayTime \\|<br>\\| OtherWorldPlayTime \\|<br>\\| ChallengesPlayTime \\|<br>\\| ShowcasesPlayTime \\|<br>\\| ZeusPlayerPlayTime \\|<br>\\| ZeusNormalPlayerGamePlayTime \\|<br>\\| FieldManualPlayTime \\|<br>\\| FiringDrillsPlayTime \\|<br>\\| ZeusUnitControlPlayTime \\|<br>\\| CompletedEPA \\|<br>\\| CompletedEPB \\|<br>\\| CompletedEPC \\|<br>\\| CompletedEPC_A \\|<br>\\| CompletedEPC_B \\|<br>\\| StartedAnyScenario \\|<br>\\| CompletedFD01 \\|<br>\\| CompletedFD02 \\|<br>\\| CompletedFD03 \\|<br>\\| CompletedFD04 \\|<br>\\| CompletedFD05 \\|<br>\\| CompletedFD06 \\|<br>\\| CompletedFD07 \\|<br>\\| CompletedFD08 \\|<br>\\| CompletedFD09 \\|<br>\\| CompletedFD10 \\|<br>\\| CompletedBronzeFD01 \\|<br>\\| CompletedBronzeFD02 \\|<br>\\| CompletedBronzeFD03 \\|<br>\\| CompletedBronzeFD04 \\|<br>\\| CompletedBronzeFD05 \\|<br>\\| CompletedBronzeFD06 \\|<br>\\| CompletedBronzeFD07 \\|<br>\\| CompletedBronzeFD08 \\|<br>\\| CompletedBronzeFD09 \\|<br>\\| CompletedBronzeFD10 \\|<br>\\| CompletedSilverFD01 \\|<br>\\| CompletedSilverFD02 \\|<br>\\| CompletedSilverFD03 \\|<br>\\| CompletedSilverFD04 \\|<br>\\| CompletedSilverFD05 \\|<br>\\| CompletedSilverFD06 \\|<br>\\| CompletedSilverFD07 \\|<br>\\| CompletedSilverFD08 \\|<br>\\| CompletedSilverFD09 \\|<br>\\| CompletedSilverFD10 \\|<br>\\| CompletedGoldFD01 \\|<br>\\| CompletedGoldFD02 \\|<br>\\| CompletedGoldFD03 \\|<br>\\| CompletedGoldFD04 \\|<br>\\| CompletedGoldFD05 \\|<br>\\| CompletedGoldFD06 \\|<br>\\| CompletedGoldFD07 \\|<br>\\| CompletedGoldFD08 \\|<br>\\| CompletedGoldFD09 \\|<br>\\| CompletedGoldFD10 \\|<br>\\| AchievedFDSpecial1 \\|<br>\\| AchievedFDSpecial2 \\|<br>\\| CompletedTT01 \\|<br>\\| CompletedTT02 \\|<br>\\| CompletedTT03 \\|<br>\\| CompletedTT04 \\|<br>\\| CompletedTT05 \\|<br>\\| CompletedBronzeTT01 \\|<br>\\| CompletedBronzeTT02 \\|<br>\\| CompletedBronzeTT03 \\|<br>\\| CompletedBronzeTT04 \\|<br>\\| CompletedBronzeTT05 \\|<br>\\| CompletedSilverTT01 \\|<br>\\| CompletedSilverTT02 \\|<br>\\| CompletedSilverTT03 \\|<br>\\| CompletedSilverTT04 \\|<br>\\| CompletedSilverTT05 \\|<br>\\| CompletedGoldTT01 \\|<br>\\| CompletedGoldTT02 \\|<br>\\| CompletedGoldTT03 \\|<br>\\| CompletedGoldTT04 \\|<br>\\| CompletedGoldTT05 \\|<br>\\| AchievedTTSpecial1 \\|<br>\\| AchievedTTSpecial2 \\|<br>\\| AchFDFirst \\|<br>\\| AchFDBronze \\|<br>\\| AchFDGold \\|<br>\\| AchTTFirst \\|<br>\\| AchTTBronze \\|<br>\\| AchTTGold \\|<br>\\| ZeusUnitsCreated \\|<br>\\| AchZeusHerosJourney \\|<br>\\| AchZeusDietyForADay \\|<br>\\| AchZeusMagnumOpus \\|<br>\\| AchZeusGodlyCreations \\|<br>\\| AchZeusScapegoat \\|<br>\\| AchZeusWorshiper \\|<br>\\| AchZeusMercifulGod \\|<br>\\| ZeusPingResponded \\|<br>\\| KartsPTKart_01_F \\|<br>\\| KartsPTPistol_Signal_01_F \\|<br>\\| KartsPTC_RacingHelmet_F \\|<br>\\| KartsPTC_Driver_F \\|<br>\\| BCFirstDeployment \\|<br>\\| BCKIA \\|<br>\\| BCDrillInstructor \\|<br>\\| BCReadyForDuty \\|<br>\\| BCStarRecruit \\|<br>\\| BCVirtualReality \\|<br>\\| BCVirtualCommand \\|<br>\\| BCRealVirtuality \\|<br>\\| BCLockAndLoad \\|<br>\\| BCRelentlessCreator \\|<br>\\| VRPlayTime \\|<br>\\| WorkshopMissionSubscribedFlag \\|<br>\\| WorkshopMissionUpdatedFlag \\|<br>\\| HeliPTTaru \\|<br>\\| HeliPTHuron \\|<br>\\| HeliPTM900 \\|<br>\\| HeliShowcasing \\|<br>\\| HeliMeetAndGreet \\|<br>\\| HeliShowtime \\|<br>\\| HeliAirbridge \\|<br>\\| HeliDustOff \\|<br>\\| HeliNapOfTheEarth \\|<br>\\| TTHeliGold \\|<br>\\| TTHeliBronze \\|<br>\\| BCVirtualNOEFlight \\|<br>\\| BCAdvVirtualPilot \\|<br>\\| BCVirtualPilot \\|<br>\\| CompletedTT06 \\|<br>\\| CompletedTT07 \\|<br>\\| CompletedTT08 \\|<br>\\| CompletedTT09 \\|<br>\\| CompletedTT10 \\|<br>\\| CompletedBronzeTT06 \\|<br>\\| CompletedBronzeTT07 \\|<br>\\| CompletedBronzeTT08 \\|<br>\\| CompletedBronzeTT09 \\|<br>\\| CompletedBronzeTT10 \\|<br>\\| CompletedGoldTT06 \\|<br>\\| CompletedGoldTT07 \\|<br>\\| CompletedGoldTT08 \\|<br>\\| CompletedGoldTT09 \\|<br>\\| CompletedGoldTT10 \\|<br>\\| MarkPT_DMR_02 \\|<br>\\| MarkPT_DMR_03 \\|<br>\\| MarkPT_DMR_04 \\|<br>\\| MarkPT_DMR_05 \\|<br>\\| MarkPT_DMR_06 \\|<br>\\| MarkPT_MMG_01 \\|<br>\\| MarkPT_MMG_02 \\|<br>\\| MarkPT_fullghillie \\|<br>\\| MarkPT_equip_b_carrier_gl_rig \\|<br>\\| MarkPT_acco_khs \\|<br>\\| MarkPT_Designator_01 \\|<br>\\| MarkPT_acco_ams \\|<br>\\| MarkVirtualShooter \\|<br>\\| MarkBadOmens \\|<br>\\| MarkDodgeThis \\|<br>\\| MarkHacker \\|<br>\\| MarkCarrier \\|<br>\\| MarkHipShooter \\|<br>\\| MarkConservativeSharpshooter \\|<br>\\| MarkVirtualVehicleInspection \\|<br>\\| MarkMassVirtualDestruction \\|<br>\\| MarkRockStable \\|<br>\\| MarkMarksmenWeaponMaster \\|<br>\\| CompletedFD11 \\|<br>\\| CompletedFD12 \\|<br>\\| CompletedFD13 \\|<br>\\| CompletedBronzeFD11 \\|<br>\\| CompletedBronzeFD12 \\|<br>\\| CompletedBronzeFD13 \\|<br>\\| CompletedGoldFD11 \\|<br>\\| CompletedGoldFD12 \\|<br>\\| CompletedGoldFD13 \\|<br>\\| CompletedSilverFD11 \\|<br>\\| CompletedSilverFD12 \\|<br>\\| CompletedSilverFD13 \\|<br>\\| GamePlayedWin \\|<br>\\| GamePlayedDaysWin \\|<br>\\| GamePlayedTimeStampWin \\|<br>\\| GamePlayedLinux \\|<br>\\| GamePlayedDaysLinux \\|<br>\\| GamePlayedTimeStampLinux \\|<br>\\| GamePlayedMacOS \\|<br>\\| GamePlayedDaysMacOS \\|<br>\\| GamePlayedTimeStampMacOS \\|<br>\\| 2DEditorPlayTime \\|<br>\\| 3DEditorPlayTime \\|<br>\\| 3DENModelStudent \\|<br>\\| 3DENPuppeteer \\|<br>\\| 3DENArsenal \\|<br>\\| 3DENImport2D \\|<br>\\| ExpPT_ctar \\|<br>\\| ExpPT_cmr \\|<br>\\| ExpPT_erco \\|<br>\\| ExpPT_lmg \\|<br>\\| ExpPT_pm9 \\|<br>\\| ExpPT_rpg7 \\|<br>\\| ExpPT_spar16 \\|<br>\\| ExpPT_spar17 \\|<br>\\| ExpPT_arx \\|<br>\\| ExpPT_planeCivil \\|<br>\\| ExpPT_kh3a \\|<br>\\| ExpPT_mq12 \\|<br>\\| ExpPT_offroad \\|<br>\\| ExpPT_prowler \\|<br>\\| ExpPT_qilin \\|<br>\\| ExpPT_rhib \\|<br>\\| ExpPT_v44x \\|<br>\\| ExpPT_y32 \\|<br>\\| ExpPT_scooter \\|<br>\\| ExpPT_ctrg \\|<br>\\| ExpPT_paraTT \\|<br>\\| ExpPT_paraTee \\|<br>\\| ExpPT_sphHex \\|<br>\\| ExpPT_spsHex \\|<br>\\| ExpPT_sch \\|<br>\\| ExpPT_ak12 \\|<br>\\| ExpPT_aks \\|<br>\\| ExpPT_akm \\|<br>\\| ExpPT_protector \\|<br>\\| ExpFirestarter \\|<br>\\| ExpFastExtract \\|<br>\\| ExpWarlockDown \\|<br>\\| ExpBetterWithFriends \\|<br>\\| ExpLoneWolf \\|<br>\\| ExpBiggerPicture \\|<br>\\| ExpNoneTheWiser \\|<br>\\| ExpWelcomeToTanoa \\|<br>\\| ExpTransportService \\|<br>\\| ExpGamePlan \\|<br>\\| ExpSerpentMark \\|<br>\\| ExpChangingBalance \\|<br>\\| ExpMrAnderson \\|<br>\\| ExpVehLoadUnload \\|<br>\\| ExpPT_adr97 \\|<br>\\| TanoaPlaytime \\|<br>\\| ExpPT_snds65 \\|<br>\\| ExpPT_paraRF \\|<br>\\| ExpPT_paraMK \\|<br>\\| ExpPT_paraLNCH \\|<br>\\| ExpPT_bandMK \\|<br>\\| ExpPT_bandLNCH \\|<br>\\| ExpPT_bandMG \\|<br>\\| ExpPT_bandRF \\|<br>\\| ExpPT_bandSCT \\|<br>\\| ExpPT_helmetSkate \\|<br>\\| ExpPT_balacava \\|<br>\\| ExpPT_tacChessRig \\|<br>\\| ExpPT_viperHarness \\|<br>\\| ExpPT_backBergen \\|<br>\\| ExpPT_nvgComp \\|<br>\\| ExpPT_envgII \\|<br>\\| JetsPT_PlaneFighter01 \\|<br>\\| JetsPT_PlaneFighter02 \\|<br>\\| JetsPT_PlaneFighter04 \\|<br>\\| JetsPT_UAV05 \\|<br>\\| JetsPT_DeckCrewVest \\|<br>\\| JetsBomberman \\|<br>\\| JetsDeadstickLanding \\|<br>\\| JetsGetArrested \\|<br>\\| JetsArmedAndDangerous \\|<br>\\| JetsPunchOut \\|<br>\\| MaldenPlayTime \\|<br>\\| OrangeCampaignDone \\|<br>\\| OrangeCampaignComplete \\|<br>\\| OrangeCampaignGood \\|<br>\\| OrangeShowcaseIDAP \\|<br>\\| OrangeShowcaseLoW \\|<br>\\| OrangeTTBronze \\|<br>\\| OrangeTTGold \\|<br>\\| CompletedTT11 \\|<br>\\| CompletedTT12 \\|<br>\\| CompletedTT13 \\|<br>\\| CompletedTT14 \\|<br>\\| CompletedTT15 \\|<br>\\| CompletedBronzeTT11 \\|<br>\\| CompletedBronzeTT12 \\|<br>\\| CompletedBronzeTT13 \\|<br>\\| CompletedBronzeTT14 \\|<br>\\| CompletedBronzeTT15 \\|<br>\\| CompletedGoldTT11 \\|<br>\\| CompletedGoldTT12 \\|<br>\\| CompletedGoldTT13 \\|<br>\\| CompletedGoldTT14 \\|<br>\\| CompletedGoldTT15 \\|<br>\\| AIKillCount \\|<br>\\| PlayerKillCount \\|<br>\\| RenegadeCount \\|<br>\\| OrangePT_Van02 \\|<br>\\| OrangePT_UAV06 \\|<br>\\| OrangePT_APERSMineDispenser \\|<br>\\| OrangePT_TrainingMine \\|<br>\\| OrangePT_SafetyVest \\|<br>\\| OrangePT_MultiPocketVest \\|<br>\\| OrangePT_IdentificationVest \\|<br>\\| OrangePT_EODVest \\|<br>\\| OrangePT_MessengerBag \\|<br>\\| OrangePT_LegStrapBag \\|<br>\\| OrangePT_WirelessEarpiece \\|<br>\\| OrangePT_EarProtectors \\|<br>\\| OrangePT_HardHat \\|<br>\\| OrangePT_SafariHat \\|<br>\\| OrangePT_HeadBandage \\|<br>\\| OrangePT_BasicHelmet \\|<br>\\| OrangePT_Respirator \\|<br>\\| OrangePT_EyeProtectors \\|<br>\\| OrangePT_ParamedicOutfit \\|<br>\\| OrangePT_MechanicClothes \\|<br>\\| OrangeCampaignArticleDecisionA \\|<br>\\| OrangeCampaignArticleDecisionB \\|<br>\\| OrangeCampaignArticleDecisionC \\|<br>\\| OrangeCampaignArticleDecisionD \\|<br>\\| OrangeCampaignArticleDecisionE \\|<br>\\| OrangeCampaignAirDropDecisionA \\|<br>\\| OrangeCampaignAirDropDecisionB \\|<br>\\| OrangeCampaignLeafletsDecisionA \\|<br>\\| OrangeCampaignLeafletsDecisionB \\|<br>\\| OrangeCampaignClusterDecisionA \\|<br>\\| OrangeCampaignClusterDecisionB \\|<br>\\| OrangeCampaignEscapeDecisionA \\|<br>\\| OrangeCampaignEscapeDecisionB \\|<br>\\| OrangeCampaignMineDispenserDecisionA \\|<br>\\| OrangeCampaignMineDispenserDecisionB \\|<br>\\| ToDifferentPerspective \\|<br>\\| ToForwardObserver \\|<br>\\| ToBeyondHope \\|<br>\\| ToChangingPlaces \\|<br>\\| ToSteppingStone \\|<br>\\| ToSeasonedWarfighter \\|<br>\\| ToSteelPegasus \\|<br>\\| ToSavior \\|<br>\\| ToLifeline \\|<br>\\| TankPT_rhino \\|<br>\\| TankPT_nyx \\|<br>\\| TankPT_angara \\|<br>\\| TankPT_tankCrew \\|<br>\\| TankTTBronze \\|<br>\\| TankTTGold \\|<br>\\| TankByTheBook \\|<br>\\| TankFromWithin \\|<br>\\| TankEasyMoney \\|<br>\\| TankSteelSniper \\|<br>\\| TankCommander \\|<br>\\| TankSizeNotMatter \\|<br>\\| TankInItTogether \\|<br>\\| CompletedTT16 \\|<br>\\| CompletedTT17 \\|<br>\\| CompletedTT18 \\|<br>\\| CompletedBronzeTT16 \\|<br>\\| CompletedBronzeTT17 \\|<br>\\| CompletedBronzeTT18 \\|<br>\\| CompletedGoldTT16 \\|<br>\\| CompletedGoldTT17 \\|<br>\\| CompletedGoldTT18 \\|<br>\\| TankFromWithinCount \\|<br>\\| TankCommanderCount \\|<br>\\| TankSizeNotMatterCount \\|<br>\\| TankInItTogetherCount \\|<br>\\| ContactPT_UGV02 \\|<br>\\| ContactPT_Tractor01 \\|<br>\\| ContactPT_MSBS65 \\|<br>\\| ContactPT_MSBS65_ICO \\|<br>\\| ContactPT_HunterShotgun01 \\|<br>\\| ContactPT_DMR_06 \\|<br>\\| ContactPT_RPK12 \\|<br>\\| ContactPT_AKU12 \\|<br>\\| ContactPT_ESD01 \\|<br>\\| ContactPT_ESD01_Light \\|<br>\\| ContactPT_ESD01_Antenna01 \\|<br>\\| ContactPT_ESD01_Antenna02 \\|<br>\\| ContactPT_ESD01_Antenna03 \\|<br>\\| ContactPT_LDFFatigues \\|<br>\\| ContactPT_LDFHelmet \\|<br>\\| ContactPT_LDFVest \\|<br>\\| ContactPT_Granit \\|<br>\\| ContactPT_Avenger \\|<br>\\| ContactPT_Kipchak \\|<br>\\| ContactPT_CBRNSuit \\|<br>\\| ContactPT_CBRNAPR \\|<br>\\| ContactPT_CBRNCUR \\|<br>\\| ContactPT_RegulatorMask \\|<br>\\| ContactPT_SCBA \\|<br>\\| ContactPT_SIMCOM \\|<br>\\| ContactPT_RadioPack \\|<br>\\| ContactPT_Blindfold \\|<br>\\| ContactPT_TinFoilHat \\|<br>\\| ContactPT_Offroad01_Covered \\|<br>\\| EnochPlayTime \\|<br>\\| ContactCampaignIntro1PlayTime \\|<br>\\| ContactCampaignIntro2PlayTime \\|<br>\\| ContactCampaignIntro3PlayTime \\|<br>\\| ContactCampaignFreeRoam1PlayTime \\|<br>\\| ContactCampaignFreeRoam2PlayTime \\|<br>\\| ContactCampaignOutro2PlayTime \\|<br>\\| ContactCampaignOutro3PlayTime \\|<br>\\| ContactCampaignIntro1Finished \\|<br>\\| ContactCampaignIntro2Finished \\|<br>\\| ContactCampaignIntro3Finished \\|<br>\\| ContactCampaignFreeRoam1Finished \\|<br>\\| ContactCampaignFreeRoam2Finished \\|<br>\\| ContactCampaignOutro2Finished \\|<br>\\| ContactCampaignOutro3Finished \\|<br>\\| ContactCampaignTotalPlayTime \\|<br>\\| ContactCampaignCompleted \\| | **Achievements**<br>\\| API name \\| Display name \\| Description \\|<br>\\|---\\|---\\|---\\|<br>\\| AchEPAFinished \\| Tactical Withdrawal \\| Hidden. \\|<br>\\| AchEPBFinished \\| Guerilla Warfare \\| Hidden. \\|<br>\\| AchEPCFinished \\| Question of Loyalty \\| Hidden. \\|<br>\\| AchEPCFinished_A \\| Peacekeeper \\| Hidden. \\|<br>\\| AchEPCFinished_B \\| Every Man for Himself \\| Hidden. \\|<br>\\| testAchTTFirst \\| Start Your Engines \\| Finished any official Time Trial. \\|<br>\\| testAchTTBronze \\| Aspiring Kart Racer \\| Earned the bronze medal in all official Karts Time Trials. \\|<br>\\| testAchTTGold \\| Formula Kart \\| Earned the gold medal in all official Karts Time Trials. \\|<br>\\| testAchTTSpecial1 \\| Clean Race \\| Finished any official Karts Time Trial without damage. \\|<br>\\| testAchTTSpecial2 \\| Speed Demon \\| Finished any official Karts Time Trial with an average speed of 85 kmph or more. \\|<br>\\| testAchFDFirst \\| Competitive Shooter \\| Finished any official Firing Drill. \\|<br>\\| testAchFDBronze \\| Aspiring Sharpshooter \\| Earned the bronze medal in all official Firing Drills. \\|<br>\\| testAchFDGold \\| Firing Drills Champion \\| Earned the gold medal in all official Firing Drills. \\|<br>\\| testAchFDSpecial1 \\| Clean Drill \\| Finished any official Firing Drill without penalties (competitive rules). \\|<br>\\| testAchFDSpecial2 \\| Bonus Targets \\| Hit every bonus target in any official Firing Drill with bonus targets. \\|<br>\\| testAchZeusHerosJourney \\| Hero's Journey \\| Placed any objective for players as Zeus. \\|<br>\\| testAchZeusDietyForADay \\| Deity for a Day \\| Played as Zeus for a total of 24 hours. \\|<br>\\| testAchZeusGodlyCreations \\| Godly Creations \\| Placed a total of 200 objects as Zeus across all scenarios. \\|<br>\\| testAchZeusWorshiper \\| Worshiper \\| Pinged your Zeus. \\|<br>\\| testAchZeusMercifulGod \\| Merciful God \\| Reacted to 5 player pings as a Zeus by using the control shortcut. \\|<br>\\| testAchGamePlayed \\| This is War \\| Started your first Arma 3 scenario - welcome! \\|<br>\\| testAchZeusScapegoat \\| Scapegoat \\| Killed by a player while remotely controlling a unit as Zeus. \\|<br>\\| AchBCFirstDeployment \\| First Deployment \\| Completed the Bootcamp campaign. Get ready for your next deployment! \\|<br>\\| AchBCKIA \\| K.I.A. \\| Died in any Bootcamp campaign scenario. If you see the flash, it is already too late ... \\|<br>\\| AchBCDrillInstructor \\| Drill Instructor \\| Guided your recruits through all Bootcamp Zeus training stages. \\|<br>\\| AchBCReadyForDuty \\| Ready for Duty \\| Passed all Bootcamp Zeus training stages as a recruit. \\|<br>\\| AchBCStarRecruit \\| Star Recruit \\| Completed the bootcamp combat training stage without hurting yourself or others. \\|<br>\\| AchBCVirtualReality \\| Virtual Reality \\| Booted up the VR simulation for the first time. \\|<br>\\| AchBCVirtualCommand \\| Virtual Command \\| Completed all official VR commanding courses. \\|<br>\\| AchBCRealVirtuality \\| Real Virtuality \\| Completed all official VR training courses. \\|<br>\\| AchBCLockAndLoad \\| Lock and Load \\| Saved a custom load-out in VR Arsenal. \\|<br>\\| AchBCContributor \\| Contributor \\| Published a scenario to Steam Workshop. \\|<br>\\| AchBCSubscriber \\| Subscriber \\| Subscribed to a scenario on Steam Workshop. \\|<br>\\| AchBCPerfectionist \\| Perfectionist \\| Updated an existing Steam Workshop scenario to a newer version. \\|<br>\\| AchBCRelentlessCreator \\| Relentless Creator \\| Spent over 100 hours creating and testing in the scenario editor. \\|<br>\\| AchBCVirtualPilot \\| Virtual Pilot \\| Completed all official VR helicopter courses. \\|<br>\\| AchBCAdvVirtualPilot \\| Advanced Virtual Pilot \\| Completed all official VR helicopter courses while using the Advanced Flight Model. \\|<br>\\| AchBCVirtualNOEFlight \\| Virtual NOE Flight \\| Completed the Low Flight stage in the advanced VR helicopter course under 40 seconds. \\|<br>\\| AchTTHeliBronze \\| Aspiring Stunt Pilot \\| Earned the bronze medal in all official Helicopter Time Trials. \\|<br>\\| AchTTHeliGold \\| Golden Rotorhead \\| Earned the gold medal in all official Helicopter Time Trials. \\|<br>\\| AchHeliNapOfTheEarth \\| Nap of the Earth \\| Flew under an average of 22 meters AGL in any official Helicopters Time Trial. \\|<br>\\| AchHeliDustOff \\| Dust-Off \\| Completed 10 medevac tasks in official Support multiplayer. \\|<br>\\| AchHeliAirbridge \\| Airbridge \\| Transported 10 groups of soldiers into battle without being killed in official Support multiplayer. \\|<br>\\| AchHeliShowtime \\| Showtime \\| Tried any 5 official showcases. \\|<br>\\| AchHeliMeetAndGreet \\| Meet and Greet \\| Visited all official Faction Showcases to check out their weapons and vehicles on display. \\|<br>\\| AchHeliShowcasing \\| Showcasing \\| Completed all official Showcases. \\|<br>\\| AchMarkVirtualShooter \\| Virtual Shooter \\| Completed all official VR Weapon Handling courses. \\|<br>\\| AchMarkBadOmens \\| Bad Omens \\| Discovered the secret room in Showcase Firing From Vehicles. \\|<br>\\| AchMarkDodgeThis \\| Dodge This \\| Completed Showcase Marksmen without injury. \\|<br>\\| AchMarkHacker \\| Hacker \\| Downloaded Intel 5 times in official End Game multiplayer. \\|<br>\\| AchMarkCarrier \\| Carrier \\| Became the Carrier in official End Game multiplayer for the first time. \\|<br>\\| AchMarkHipShooter \\| Hip Shooter \\| Finished any official Marksmen Firing Drill without resting or deploying your weapon (competitive rules). \\|<br>\\| AchMarkConservativeSharpshooter \\| Conservative Sharpshooter \\| Finished any official Firing Drill by hitting all targets and spending no more than a single round per target. \\|<br>\\| AchMarkVirtualVehicleInspection \\| Virtual Vehicle Inspection \\| Visited the Garage in VR Arsenal for the first time. \\|<br>\\| AchMarkMassVirtualDestruction \\| Mass Virtual Destruction \\| Disabled all target vehicles in VR Arsenal at the same time. \\|<br>\\| AchMarkRockStable \\| Rock Stable \\| Deployed any weapon for the first time. \\|<br>\\| AchMarkMarksmenWeaponMaster \\| Marksmen Weapon Master \\| Tried all 7 Marksmen DLC weapons. \\|<br>\\| Ach3DENModelStudent \\| Model Student \\| Completed all Eden Editor tutorials. \\|<br>\\| Ach3DENPuppeteer \\| Puppeteer \\| Played a scenario as a non-player character in the Eden Editor. \\|<br>\\| Ach3DENArsenal \\| Dressing Doll \\| Configured a character loadout using the Arsenal in the Eden Editor. \\|<br>\\| Ach3DENImport2D \\| New Dimension \\| Imported a 2D scenario into the Eden Editor. \\|<br>\\| AchExpFirestarted \\| Firestarter \\| Hidden. \\|<br>\\| AchExpFastExtract \\| Fast Extract \\| Hidden. \\|<br>\\| AchExpWarlockDown \\| Warlock Down \\| Hidden. \\|<br>\\| AchExpBetterWithFriends \\| Better With Friends \\| Completed each mission of the Apex Protocol campaign with the help of your teammates. \\|<br>\\| AchExpLoneWolf \\| Lone Wolf \\| Completed each mission of the Apex Protocol campaign alone. \\|<br>\\| AchExpBiggerPicture \\| The Bigger Picture \\| Completed each mission of the Apex Protocol campaign chronologically. \\|<br>\\| AchExpNoneTheWiser \\| None The Wiser \\| Completed the 04 Heart of Darkness campaign mission without alerting the enemy. \\|<br>\\| AchExpWelcomeToTanoa \\| Welcome to Tanoa \\| Visited the crown jewel terrain of Arma 3 Apex for the first time. \\|<br>\\| AchExpTransportService \\| Transport Service \\| Loaded or unloaded 5 vehicles into any suitable transport vehicle. \\|<br>\\| AchExpGamePlan \\| Game Plan \\| Drew at least one line on the map. \\|<br>\\| AchExpSerpentMark \\| With Mark of the Serpent \\| Tried out Viper Special Purpose Suit. \\|<br>\\| AchExpChangingBalance \\| Changing the Balance \\| Modified your difficulty options and saved the custom settings. \\|<br>\\| AchExpMrAnderson \\| Mr. Anderson \\| Equipped any variant of the ADR-97 Weapon Pack ('Official Mod'). \\|<br>\\| AchJetsBomberman \\| Bomberman \\| Destroyed a ground target with a bomb in Showcase Fighter Jets. \\|<br>\\| AchJetsDeadstickLanding \\| Deadstick Landing \\| Landed your damaged aircraft for repairs in Showcase Fighter Jets. \\|<br>\\| AchJetsGetArrested \\| Get Arrested \\| Successfully completed your first carrier landing. \\|<br>\\| AchJetsArmedAndDangerous \\| Armed and Dangerous \\| Customized any compatible vehicle's dynamic loadout in Eden Editor. \\|<br>\\| AchJetsPunchOut \\| Punch Out \\| Safely ejected from any compatible jet using an ejection seat. \\|<br>\\| AchOrangeCampaignDone \\| Remnants of War \\| Cleared all explosives from Oreokastro and completed the Remnants of War campaign. \\|<br>\\| AchOrangeCampaignComplete \\| Memories of Oreokastro \\| Recalled all memories in Oreokastro during the Remnants of War campaign. \\|<br>\\| AchOrangeCampaignGood \\| Humanitarian \\| Faced with difficult decisions in the Remnants of War campaign, you went for the more humane options. \\|<br>\\| AchOrangeShowcaseIDAP \\| Explosive Treasure \\| Found and triggered all hidden training mines in the IDAP faction Showcase. \\|<br>\\| AchOrangeShowcaseLoW \\| Collateral Damage \\| Completed the 3 VR simulations in Showcase Laws of War without any civilian collateral damage. \\|<br>\\| AchOrangeTTBronze \\| Aspiring Aid Supplier \\| Earned the bronze medal in all official IDAP Time Trials. \\|<br>\\| AchOrangeTTGold \\| Fast Aid \\| Earned the gold medal in all official IDAP Time Trials. \\|<br>\\| AchToDifferentPerspective \\| Different Perspective \\| Completed each role of the Beyond Hope operation. \\|<br>\\| AchToForwardObserver \\| Forward Observer \\| Destroyed all APCs defending Orino by artillery strike in the Beyond Hope operation. \\|<br>\\| AchToBeyondHope \\| Beyond Hope \\| Completed the Beyond Hope operation. \\|<br>\\| AchToChangingPlaces \\| Changing Places \\| Completed each role of the Stepping Stone operation. \\|<br>\\| AchToSteppingStone \\| Stepping Stone \\| Completed the Stepping Stone operation. \\|<br>\\| AchToSeasonedWarfighter \\| Seasoned Warfighter \\| Completed one mission of the Stepping Stone operation without dying. \\|<br>\\| AchToSteelPegasus \\| Steel Pegasus \\| Completed the Steel Pegasus operation. \\|<br>\\| AchToSavior \\| Savior \\| Rescued both pilot and medic in the LZ Nowhere mission of the Steel Pegasus operation. \\|<br>\\| AchToLifeline \\| Lifeline \\| Transported all injured soldiers to the LZ Blazer in the Breaking Through mission of the Steel Pegasus operation. \\|<br>\\| AchTankTTBronze \\| Tank Rally \\| Earned the bronze medal in all official Tanks Time Trials. \\|<br>\\| AchTankTTGold \\| Hammer Time \\| Earned the gold medal in all official Tanks Time Trials. \\|<br>\\| AchTankByTheBook \\| No Requiem \\| Hidden. \\|<br>\\| AchTankFromWithin \\| From Within \\| Spent 3 hours inside an armored vehicle. \\|<br>\\| AchTankEasyMoney \\| Easy Money \\| Destroyed more tanks than Zulu in Showcase Tank Destroyers. \\|<br>\\| AchTankSteelSniper \\| Steel Sniper \\| Hit a moving enemy tank with an APFSDS round at a distance of at least 3500 meters. \\|<br>\\| AchTankCommander \\| Commander \\| Spent 3 hours as a tank commander. \\|<br>\\| AchTankSizeNotMatter \\| Size Doesn't Matter \\| Spent 3 hours in the Nyx tankette. \\|<br>\\| AchTankInItTogether \\| In It Together \\| Spent 24 hours in any tank with a full human crew in multiplayer. \\| |"}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: Steam Branches","title":"Arma 3: Steam Branches","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Steam_Branches","revid":378890,"updated":"2026-08-11T13:47:05Z","aliases":["Arma 3 Steam Branches"],"markdown":"### Overview\n\nArma 3 is distributed as several branches on Steam.\n\nThese branches are accessible by opening the application *Properties* in Steam client. In the *BETAS* tab, you'll find a drop-down menu with publicly available branches. Some branches require an access code to be input before appearing the list. Those codes are shared via channels such as [Twitter](https://twitter.com/Arma3official) and [the forums](https://forums.bistudio.com/) when appropriate. You may need to restart the Steam client to see recently created branches.\n\nAfter selecting a branch, Steam client will begin downloading the differences in data. It can be recommended to do a local file verification afterwards to be sure the correct update was downloaded. Note that Steam client does not allow you to maintain multiple parallel branches on your hard drive. Our Game Updater tool does allow this for certain branches.\n\n### Branches\n\n#### [Arma 3](http://store.steampowered.com/app/107410/)\n\nThis application (appID 107410) exists for Windows, with [experimental port betas](http://dev.arma3.com/ports) for Mac.\n\n| Branch Name | Branch Code | Access Code | Description |\n|---|---|---|---|\n| Main Branch | `public` | N/A | Primary and default build |\n| Development Branch | `development` | N/A | a.k.a. [Dev-Branch](http://dev.arma3.com/dev-branch) build |\n| RC Branch | `rc` | Shared on [Dev Hub](https://dev.arma3.com/) during active RC tests | [Release Candidate build test](https://dev.arma3.com/rc-branch) of imminent updates |\n| Profiling Branch | `profiling` | N/A | Special [performance + profiling build](https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-198-performance-binary-feedback/) / alternative download of needed binaries possible from [Google Drive](https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh). See [Arma 3 Profiling Branch](https://dev.arma3.com/profiling-branch) for an in-depth explanation. |\n| Legacy Branch | `legacy` | `Arma3LegacyXYZ`<br>Where *XYZ* is the version, e.g. *150* | Old build comparison of the second-last main build |\n| Legacy Mac Branch | `legacymac` | `Arma3LegacyMacXYZ`<br>Where *XYZ* is the version, e.g. *150* | Old Mac build comparison of the second-last Mac main build |\n| Legacy Ports Branch | `legacyports` | `Arma3LegacyPorts` | Old build compatibility for Mac client ports |\n| Legacy Hardware Branch | `legacyhardware` | `Arma3LegacyHardware` | Last build with [32-bit and Windows 7 / 8 compatibility](https://dev.arma3.com/32-bit) |\n| Creator DLC RC Branch | `creatordlcrc` | `Arma3CreatorDLCRC`<br>Only available during active RC tests | [Release Candidate build test](http://www.arma3.com/dlc/creator#public-testing) for Creator DLC |\n\n#### Arma 3 Server\n\nThis application (appID 233780) exists for Windows and Linux.\n\n| Branch Name | Branch Code | Access Code | Description |\n|---|---|---|---|\n| Main Branch | `public` | N/A | Primary and default build |\n| Contact Branch | `contact` | N/A | Default build with Contact expansion server data and A3C signature key - note that this data is not fully compatible with multiplayer and should only be loaded for advanced use cases |\n| Creator DLC Branch | `creatordlc` | N/A | Default build with Creator DLC server data and signature keys |\n| RC Branch | `rc` | Shared on [Dev Hub](https://dev.arma3.com/) during active RC tests | [Release Candidate build test](https://dev.arma3.com/rc-branch) of imminent updates |\n| Profiling Branch | `profiling` | N/A | Special [performance + profiling build](https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-198-performance-binary-feedback/) / alternative download of needed binaries possible from [Google Drive](https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh). See [Arma 3 Profiling Branch](https://dev.arma3.com/profiling-branch) for an in-depth explanation. |\n| Legacy Branch | `legacy` | `Arma3LegacyXYZ`<br>Where *XYZ* is the version, e.g. *150* | Old build comparison of the second-last main build |\n| Legacy Contact Branch | `legacycontact` | `Arma3LegacyXYZ`<br>Where *XYZ* is the version, e.g. *150* | Old build comparison of the second-last main build with Contact expansion server data |\n| Legacy Ports Branch | `legacyports` | `Arma3LegacyPorts` | Old build compatibility for Mac client ports |\n| Legacy Hardware Branch | `legacyhardware` | `Arma3LegacyHardware` | Last build with [32-bit and Windows 7 / 8 compatibility](https://dev.arma3.com/32-bit) |\n| Creator DLC RC Branch | `creatordlcrc` | `Arma3CreatorDLCRC`<br>Only available during active RC tests | [Release Candidate build test](http://www.arma3.com/dlc/creator#public-testing) for Creator DLC |\n\n#### [Arma 3 Tools](http://store.steampowered.com/app/233800/)\n\nThis application (appID 233800) exists for Windows.\n\n| Branch Name | Branch Code | Access Code | Description |\n|---|---|---|---|\n| Main Branch | `public` | N/A | Primary and default build |\n| Development Branch | `development` | N/A | [Dev-Branch](https://forums.bistudio.com/topic/169362-tools-development-branch-changelog/) build |\n| Legacy Branch | `legacy` | `Arma3ToolsLegacyXYZ`<br>Where *XYZ* is the version, e.g. *1024* | Old build comparison of the second-last main build |\n\n#### [Arma 3 Samples](http://store.steampowered.com/app/390500/)\n\nThis application (appID 390500) exists for Windows.\n\n| Branch Name | Branch Code | Access Code | Description |\n|---|---|---|---|\n| Main Branch | `public` | N/A | Primary and default build |\n| Development Branch | `development` | N/A | [Dev-Branch](https://forums.bistudio.com/topic/169362-tools-development-branch-changelog/) build |\n| Legacy Branch | `legacy` | `Arma3SamplesLegacyXYZ`<br>Where *XYZ* is the version, e.g. *1024* | Old build comparison of the second-last main build |\n\n### SteamCMD\n\nTo install different branches via SteamCMD follow these steps:\n\n- Do the following with steamcmd according to [Valve's official documentation](https://developer.valvesoftware.com/wiki/SteamCMD):\n  - Download steamcmd\n  - Install steamcmd\n  - Launch steamcmd\n  - Log in to your account\n  - Set an install location\n\n> [!IMPORTANT]\n> The account has to be in possession of Arma 3 in order to download the playable branches. Server files can be downloaded even without an account.\n\n- To download the dev branch for example, enter the following into the steamcmd window:\n\n```\napp_update 107410 -beta development validate\n```\n\n- If the branch is password protected (for example a legacy branch) enter the access code as follows:\n\n```\napp_update 107410 -beta legacyports -betapassword Arma3LegacyPorts validate\n```\n\n- The game is now being downloaded\n- Once finished, log out with\n\n```\nquit\n```","sections":[{"heading":"Overview","level":3,"markdown":"Arma 3 is distributed as several branches on Steam.\n\nThese branches are accessible by opening the application *Properties* in Steam client. In the *BETAS* tab, you'll find a drop-down menu with publicly available branches. Some branches require an access code to be input before appearing the list. Those codes are shared via channels such as [Twitter](https://twitter.com/Arma3official) and [the forums](https://forums.bistudio.com/) when appropriate. You may need to restart the Steam client to see recently created branches.\n\nAfter selecting a branch, Steam client will begin downloading the differences in data. It can be recommended to do a local file verification afterwards to be sure the correct update was downloaded. Note that Steam client does not allow you to maintain multiple parallel branches on your hard drive. Our Game Updater tool does allow this for certain branches."},{"heading":"Branches","level":3,"markdown":""},{"heading":"[Arma 3](http://store.steampowered.com/app/107410/)","level":4,"markdown":"This application (appID 107410) exists for Windows, with [experimental port betas](http://dev.arma3.com/ports) for Mac.\n\n| Branch Name | Branch Code | Access Code | Description |\n|---|---|---|---|\n| Main Branch | `public` | N/A | Primary and default build |\n| Development Branch | `development` | N/A | a.k.a. [Dev-Branch](http://dev.arma3.com/dev-branch) build |\n| RC Branch | `rc` | Shared on [Dev Hub](https://dev.arma3.com/) during active RC tests | [Release Candidate build test](https://dev.arma3.com/rc-branch) of imminent updates |\n| Profiling Branch | `profiling` | N/A | Special [performance + profiling build](https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-198-performance-binary-feedback/) / alternative download of needed binaries possible from [Google Drive](https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh). See [Arma 3 Profiling Branch](https://dev.arma3.com/profiling-branch) for an in-depth explanation. |\n| Legacy Branch | `legacy` | `Arma3LegacyXYZ`<br>Where *XYZ* is the version, e.g. *150* | Old build comparison of the second-last main build |\n| Legacy Mac Branch | `legacymac` | `Arma3LegacyMacXYZ`<br>Where *XYZ* is the version, e.g. *150* | Old Mac build comparison of the second-last Mac main build |\n| Legacy Ports Branch | `legacyports` | `Arma3LegacyPorts` | Old build compatibility for Mac client ports |\n| Legacy Hardware Branch | `legacyhardware` | `Arma3LegacyHardware` | Last build with [32-bit and Windows 7 / 8 compatibility](https://dev.arma3.com/32-bit) |\n| Creator DLC RC Branch | `creatordlcrc` | `Arma3CreatorDLCRC`<br>Only available during active RC tests | [Release Candidate build test](http://www.arma3.com/dlc/creator#public-testing) for Creator DLC |"},{"heading":"Arma 3 Server","level":4,"markdown":"This application (appID 233780) exists for Windows and Linux.\n\n| Branch Name | Branch Code | Access Code | Description |\n|---|---|---|---|\n| Main Branch | `public` | N/A | Primary and default build |\n| Contact Branch | `contact` | N/A | Default build with Contact expansion server data and A3C signature key - note that this data is not fully compatible with multiplayer and should only be loaded for advanced use cases |\n| Creator DLC Branch | `creatordlc` | N/A | Default build with Creator DLC server data and signature keys |\n| RC Branch | `rc` | Shared on [Dev Hub](https://dev.arma3.com/) during active RC tests | [Release Candidate build test](https://dev.arma3.com/rc-branch) of imminent updates |\n| Profiling Branch | `profiling` | N/A | Special [performance + profiling build](https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-198-performance-binary-feedback/) / alternative download of needed binaries possible from [Google Drive](https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh). See [Arma 3 Profiling Branch](https://dev.arma3.com/profiling-branch) for an in-depth explanation. |\n| Legacy Branch | `legacy` | `Arma3LegacyXYZ`<br>Where *XYZ* is the version, e.g. *150* | Old build comparison of the second-last main build |\n| Legacy Contact Branch | `legacycontact` | `Arma3LegacyXYZ`<br>Where *XYZ* is the version, e.g. *150* | Old build comparison of the second-last main build with Contact expansion server data |\n| Legacy Ports Branch | `legacyports` | `Arma3LegacyPorts` | Old build compatibility for Mac client ports |\n| Legacy Hardware Branch | `legacyhardware` | `Arma3LegacyHardware` | Last build with [32-bit and Windows 7 / 8 compatibility](https://dev.arma3.com/32-bit) |\n| Creator DLC RC Branch | `creatordlcrc` | `Arma3CreatorDLCRC`<br>Only available during active RC tests | [Release Candidate build test](http://www.arma3.com/dlc/creator#public-testing) for Creator DLC |"},{"heading":"[Arma 3 Tools](http://store.steampowered.com/app/233800/)","level":4,"markdown":"This application (appID 233800) exists for Windows.\n\n| Branch Name | Branch Code | Access Code | Description |\n|---|---|---|---|\n| Main Branch | `public` | N/A | Primary and default build |\n| Development Branch | `development` | N/A | [Dev-Branch](https://forums.bistudio.com/topic/169362-tools-development-branch-changelog/) build |\n| Legacy Branch | `legacy` | `Arma3ToolsLegacyXYZ`<br>Where *XYZ* is the version, e.g. *1024* | Old build comparison of the second-last main build |"},{"heading":"[Arma 3 Samples](http://store.steampowered.com/app/390500/)","level":4,"markdown":"This application (appID 390500) exists for Windows.\n\n| Branch Name | Branch Code | Access Code | Description |\n|---|---|---|---|\n| Main Branch | `public` | N/A | Primary and default build |\n| Development Branch | `development` | N/A | [Dev-Branch](https://forums.bistudio.com/topic/169362-tools-development-branch-changelog/) build |\n| Legacy Branch | `legacy` | `Arma3SamplesLegacyXYZ`<br>Where *XYZ* is the version, e.g. *1024* | Old build comparison of the second-last main build |"},{"heading":"SteamCMD","level":3,"markdown":"To install different branches via SteamCMD follow these steps:\n\n- Do the following with steamcmd according to [Valve's official documentation](https://developer.valvesoftware.com/wiki/SteamCMD):\n  - Download steamcmd\n  - Install steamcmd\n  - Launch steamcmd\n  - Log in to your account\n  - Set an install location\n\n> [!IMPORTANT]\n> The account has to be in possession of Arma 3 in order to download the playable branches. Server files can be downloaded even without an account.\n\n- To download the dev branch for example, enter the following into the steamcmd window:\n\n```\napp_update 107410 -beta development validate\n```\n\n- If the branch is password protected (for example a legacy branch) enter the access code as follows:\n\n```\napp_update 107410 -beta legacyports -betapassword Arma3LegacyPorts validate\n```\n\n- The game is now being downloaded\n- Once finished, log out with\n\n```\nquit\n```"}],"categories":["Arma 3"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: Steam Game Recording","title":"Arma 3: Steam Game Recording","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Steam_Game_Recording","revid":376706,"updated":"2025-11-10T09:42:53Z","aliases":[],"markdown":"Arma 3 v2.20\n\nArma 3 supports the [Steam Timeline](https://partner.steamgames.com/doc/features/timeline) feature as part of [Steam Game Recording](https://store.steampowered.com/gamerecording).\n\nThe game has implemented timeline events for:\n\n- Various events in general gameplay\n- Arma 3: Time Trials\n- Arma 3: Firing Drills\n- Arma 3: Invaders\n\nScenarios and mods are able to also trigger (custom) events! This is primarily done via the steamGameRecordingEvent script command.\n\n### Events\n\nEvent configs can be in Mission description.ext or mod config. The description.ext takes priority.\nIn mod config's the events are in \"SteamManagerConfig >> GameRecording\".\nIn description.ext the events are in \"SteamGameRecording\"\n\nAdding custom events in a mod config:\n\n```cpp\nclass SteamManagerConfig\n{\n    class GameRecording\n    {\n        class YourEvent //Class name referenced in the event trigger by script\n        {\n            scope = 2; //Accessor scope (2: public)\n            title = \"Your Event\"; //Title text\n            description = \"Your event has triggered at %1.\"; //Description text (possibly with parameters)\n            icon = \"a3_steam_x\"; //Icon from the list below\n            priority = 100; //Priority relative to other events near the same time (0 - 1000)\n            clipPriority = 2; //1: None, 2: Standard, 3: Featured\n        };\n    };\n};\n```\n\nDisabling default Events in a mission description.ext:\n\n```cpp\nclass SteamGameRecording\n{\n    class UnitKilled\n    {\n        scope = 0; //Accessor scope (0: private)\n    };\n    class VehicleKilled\n    {\n        scope = 0;\n    };\n};\n```\n\n### Special Utilities\n\nWhile steamGameRecordingEvent is primarily used to trigger events defined in configs, it can also be used for triggering special utilities. These can mark game phases, set phase tags / attributes, and more. Explore the scripts and FSMs for the content listed above for inspiration (UI_F, Modules_F_Beta and Modules_F_Kart). Here are various examples to help get started:\n\n```sqf\nsteamGameRecordingEvent [\"StartGamePhase\", \"Your Game Phase ID\"]; //Start a game phase, separately presented in the clip listing\n```\n\n```sqf\nsteamGameRecordingEvent [\"EndGamePhase\"]; //End a game phase\n```\n\n```sqf\nsteamGameRecordingEvent [\"SetGamePhaseTag\", \"TagName\", \"TagGroup\", \"a3_steam_x\"]; //Apply a tag with associated icon in the current game phase\n```\n\n```sqf\nsteamGameRecordingEvent [\"SetGamePhaseAttribute\", \"AttributeName\", \"AttributeGroup\"]; //Apply an attribute in the current game phase\n```\n\n```sqf\nsteamGameRecordingEvent [\"SetTooltip\", \"TooltipText\"(, StartOffset)]; //Apply a tooltip to the timeline\n```\n\n```sqf\nsteamGameRecordingEvent [\"ClearTooltip\"(, StartOffset)]; //Clear tooltip from the timeline\n```\n\n### Icons\n\nWhile Steam itself has a [set of icons available](https://partner.steamgames.com/doc/features/timeline), Arma 3 has a (larger) set available as well.\nThis includes a duplication of the Steam set, which are better visually consistent with the rest of the icons (prefixed with \"a3_**steam**_\", see list below).\n\n| Icon ID | Preview |\n|---|---|\n| *a3_aow* |  |\n| *a3_grenade_throw* |  |\n| *a3_armad* |  |\n| *a3_explosive_trigger* |  |\n| *a3_arsenal* |  |\n| *a3_revive* |  |\n| *a3_heal* |  |\n| *a3_respawn* |  |\n| *a3_icon* |  |\n| *a3_curator* |  |\n| *a3_kart* |  |\n| *a3_heli* |  |\n| *a3_mark* |  |\n| *a3_expansion* |  |\n| *a3_jets* |  |\n| *a3_argo* |  |\n| *a3_orange* |  |\n| *a3_tacops* |  |\n| *a3_tank* |  |\n| *a3_enoch* |  |\n| *a3_dlc* |  |\n| *a3c_gm* |  |\n| *a3c_vn* |  |\n| *a3c_csla* |  |\n| *a3c_ws* |  |\n| *a3c_spe* |  |\n| *a3c_rf* |  |\n| *a3c_ef* |  |\n| *a3_artillery* |  |\n| *a3_radio* |  |\n| *a3_supply_drop* |  |\n| *a3_camera* |  |\n| *a3_task_success* |  |\n| *a3_task_failure* |  |\n| *a3_challenge_timer* |  |\n| *a3_challenge_cp* |  |\n| *a3_challenge_target* |  |\n| *a3_challenge_finish* |  |\n| *a3_challenge_bronze* |  |\n| *a3_challenge_no_bronze* |  |\n| *a3_challenge_silver* |  |\n| *a3_challenge_no_silver* |  |\n| *a3_challenge_gold* |  |\n| *a3_challenge_no_gold* |  |\n| *a3_challenge_no_special* |  |\n| *a3_invaders* |  |\n| *a3_zeus* |  |\n| *a3_rank_captain* |  |\n| *a3_rank_colonel* |  |\n| *a3_rank_corporal* |  |\n| *a3_rank_general* |  |\n| *a3_rank_lieutenant* |  |\n| *a3_rank_major* |  |\n| *a3_rank_private* |  |\n| *a3_rank_sergeant* |  |\n| *a3_reload* |  |\n| *a3_inventory* |  |\n| *a3_take* |  |\n| *a3_vehicle_driver* |  |\n| *a3_vehicle_passenger* |  |\n| *a3_vehicle_commander* |  |\n| *a3_vehicle_gunner* |  |\n| *a3_vehicle_pilot* |  |\n| *a3_eject* |  |\n| *a3_steam_achievement* |  |\n| *a3_steam_attack* |  |\n| *a3_steam_bolt* |  |\n| *a3_steam_bookmark* |  |\n| *a3_steam_bug* |  |\n| *a3_steam_cart* |  |\n| *a3_steam_caution* |  |\n| *a3_steam_chat* |  |\n| *a3_steam_checkmark* |  |\n| *a3_steam_chest* |  |\n| *a3_steam_circle* |  |\n| *a3_steam_combat* |  |\n| *a3_steam_completed* |  |\n| *a3_steam_crown* |  |\n| *a3_steam_death* |  |\n| *a3_steam_defend* |  |\n| *a3_steam_diamond* |  |\n| *a3_steam_edit* |  |\n| *a3_steam_effect* |  |\n| *a3_steam_explosion* |  |\n| *a3_steam_fix* |  |\n| *a3_steam_flag* |  |\n| *a3_steam_gem* |  |\n| *a3_steam_group* |  |\n| *a3_steam_heart* |  |\n| *a3_steam_info* |  |\n| *a3_steam_invalid* |  |\n| *a3_steam_marker* |  |\n| *a3_steam_minus* |  |\n| *a3_steam_pair* |  |\n| *a3_steam_person* |  |\n| *a3_steam_plus* |  |\n| *a3_steam_purchase* |  |\n| *a3_steam_question* |  |\n| *a3_steam_ribbon* |  |\n| *a3_steam_screenshot* |  |\n| *a3_steam_scroll* |  |\n| *a3_steam_square* |  |\n| *a3_steam_star* |  |\n| *a3_steam_starburst* |  |\n| *a3_steam_timer* |  |\n| *a3_steam_transfer* |  |\n| *a3_steam_triangle* |  |\n| *a3_steam_trophy* |  |\n| *a3_steam_view* |  |\n| *a3_steam_x* |  |","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v2.20\n\nArma 3 supports the [Steam Timeline](https://partner.steamgames.com/doc/features/timeline) feature as part of [Steam Game Recording](https://store.steampowered.com/gamerecording).\n\nThe game has implemented timeline events for:\n\n- Various events in general gameplay\n- Arma 3: Time Trials\n- Arma 3: Firing Drills\n- Arma 3: Invaders\n\nScenarios and mods are able to also trigger (custom) events! This is primarily done via the steamGameRecordingEvent script command."},{"heading":"Events","level":3,"markdown":"Event configs can be in Mission description.ext or mod config. The description.ext takes priority.\nIn mod config's the events are in \"SteamManagerConfig >> GameRecording\".\nIn description.ext the events are in \"SteamGameRecording\"\n\nAdding custom events in a mod config:\n\n```cpp\nclass SteamManagerConfig\n{\n    class GameRecording\n    {\n        class YourEvent //Class name referenced in the event trigger by script\n        {\n            scope = 2; //Accessor scope (2: public)\n            title = \"Your Event\"; //Title text\n            description = \"Your event has triggered at %1.\"; //Description text (possibly with parameters)\n            icon = \"a3_steam_x\"; //Icon from the list below\n            priority = 100; //Priority relative to other events near the same time (0 - 1000)\n            clipPriority = 2; //1: None, 2: Standard, 3: Featured\n        };\n    };\n};\n```\n\nDisabling default Events in a mission description.ext:\n\n```cpp\nclass SteamGameRecording\n{\n    class UnitKilled\n    {\n        scope = 0; //Accessor scope (0: private)\n    };\n    class VehicleKilled\n    {\n        scope = 0;\n    };\n};\n```"},{"heading":"Special Utilities","level":3,"markdown":"While steamGameRecordingEvent is primarily used to trigger events defined in configs, it can also be used for triggering special utilities. These can mark game phases, set phase tags / attributes, and more. Explore the scripts and FSMs for the content listed above for inspiration (UI_F, Modules_F_Beta and Modules_F_Kart). Here are various examples to help get started:\n\n```sqf\nsteamGameRecordingEvent [\"StartGamePhase\", \"Your Game Phase ID\"]; //Start a game phase, separately presented in the clip listing\n```\n\n```sqf\nsteamGameRecordingEvent [\"EndGamePhase\"]; //End a game phase\n```\n\n```sqf\nsteamGameRecordingEvent [\"SetGamePhaseTag\", \"TagName\", \"TagGroup\", \"a3_steam_x\"]; //Apply a tag with associated icon in the current game phase\n```\n\n```sqf\nsteamGameRecordingEvent [\"SetGamePhaseAttribute\", \"AttributeName\", \"AttributeGroup\"]; //Apply an attribute in the current game phase\n```\n\n```sqf\nsteamGameRecordingEvent [\"SetTooltip\", \"TooltipText\"(, StartOffset)]; //Apply a tooltip to the timeline\n```\n\n```sqf\nsteamGameRecordingEvent [\"ClearTooltip\"(, StartOffset)]; //Clear tooltip from the timeline\n```"},{"heading":"Icons","level":3,"markdown":"While Steam itself has a [set of icons available](https://partner.steamgames.com/doc/features/timeline), Arma 3 has a (larger) set available as well.\nThis includes a duplication of the Steam set, which are better visually consistent with the rest of the icons (prefixed with \"a3_**steam**_\", see list below).\n\n| Icon ID | Preview |\n|---|---|\n| *a3_aow* |  |\n| *a3_grenade_throw* |  |\n| *a3_armad* |  |\n| *a3_explosive_trigger* |  |\n| *a3_arsenal* |  |\n| *a3_revive* |  |\n| *a3_heal* |  |\n| *a3_respawn* |  |\n| *a3_icon* |  |\n| *a3_curator* |  |\n| *a3_kart* |  |\n| *a3_heli* |  |\n| *a3_mark* |  |\n| *a3_expansion* |  |\n| *a3_jets* |  |\n| *a3_argo* |  |\n| *a3_orange* |  |\n| *a3_tacops* |  |\n| *a3_tank* |  |\n| *a3_enoch* |  |\n| *a3_dlc* |  |\n| *a3c_gm* |  |\n| *a3c_vn* |  |\n| *a3c_csla* |  |\n| *a3c_ws* |  |\n| *a3c_spe* |  |\n| *a3c_rf* |  |\n| *a3c_ef* |  |\n| *a3_artillery* |  |\n| *a3_radio* |  |\n| *a3_supply_drop* |  |\n| *a3_camera* |  |\n| *a3_task_success* |  |\n| *a3_task_failure* |  |\n| *a3_challenge_timer* |  |\n| *a3_challenge_cp* |  |\n| *a3_challenge_target* |  |\n| *a3_challenge_finish* |  |\n| *a3_challenge_bronze* |  |\n| *a3_challenge_no_bronze* |  |\n| *a3_challenge_silver* |  |\n| *a3_challenge_no_silver* |  |\n| *a3_challenge_gold* |  |\n| *a3_challenge_no_gold* |  |\n| *a3_challenge_no_special* |  |\n| *a3_invaders* |  |\n| *a3_zeus* |  |\n| *a3_rank_captain* |  |\n| *a3_rank_colonel* |  |\n| *a3_rank_corporal* |  |\n| *a3_rank_general* |  |\n| *a3_rank_lieutenant* |  |\n| *a3_rank_major* |  |\n| *a3_rank_private* |  |\n| *a3_rank_sergeant* |  |\n| *a3_reload* |  |\n| *a3_inventory* |  |\n| *a3_take* |  |\n| *a3_vehicle_driver* |  |\n| *a3_vehicle_passenger* |  |\n| *a3_vehicle_commander* |  |\n| *a3_vehicle_gunner* |  |\n| *a3_vehicle_pilot* |  |\n| *a3_eject* |  |\n| *a3_steam_achievement* |  |\n| *a3_steam_attack* |  |\n| *a3_steam_bolt* |  |\n| *a3_steam_bookmark* |  |\n| *a3_steam_bug* |  |\n| *a3_steam_cart* |  |\n| *a3_steam_caution* |  |\n| *a3_steam_chat* |  |\n| *a3_steam_checkmark* |  |\n| *a3_steam_chest* |  |\n| *a3_steam_circle* |  |\n| *a3_steam_combat* |  |\n| *a3_steam_completed* |  |\n| *a3_steam_crown* |  |\n| *a3_steam_death* |  |\n| *a3_steam_defend* |  |\n| *a3_steam_diamond* |  |\n| *a3_steam_edit* |  |\n| *a3_steam_effect* |  |\n| *a3_steam_explosion* |  |\n| *a3_steam_fix* |  |\n| *a3_steam_flag* |  |\n| *a3_steam_gem* |  |\n| *a3_steam_group* |  |\n| *a3_steam_heart* |  |\n| *a3_steam_info* |  |\n| *a3_steam_invalid* |  |\n| *a3_steam_marker* |  |\n| *a3_steam_minus* |  |\n| *a3_steam_pair* |  |\n| *a3_steam_person* |  |\n| *a3_steam_plus* |  |\n| *a3_steam_purchase* |  |\n| *a3_steam_question* |  |\n| *a3_steam_ribbon* |  |\n| *a3_steam_screenshot* |  |\n| *a3_steam_scroll* |  |\n| *a3_steam_square* |  |\n| *a3_steam_star* |  |\n| *a3_steam_starburst* |  |\n| *a3_steam_timer* |  |\n| *a3_steam_transfer* |  |\n| *a3_steam_triangle* |  |\n| *a3_steam_trophy* |  |\n| *a3_steam_view* |  |\n| *a3_steam_x* |  |"}],"categories":["Arma 3: Editing","Introduced with Arma 3 version 2.20"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: STEAMWORKSquery","title":"Arma 3: STEAMWORKSquery","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_STEAMWORKSquery","revid":364584,"updated":"2024-05-17T12:40:32Z","aliases":["STEAMWORKSquery"],"markdown":"### Available Functionality\n\nSteam API provides an ability to register a game server to Steam master server for players to find it and get its ip and port, that is later used by the client to directly connect to the game server.\nIn order to players find/select server they want the game server has to send an information about itself to Steam master server.\nThis information could be used to filter out server the player is not interested in.\n\n### Server Query\n\nAvailable means to set information about the server (what can be set to Steam master server and be retrieved by clients from Steam).\nValues set by (marked by the *orange italic underlined text* ) functions are accessible by the clients, rest is used only by the Steam master server.\n\n#### Main Table\n\n| Function/variable | type | max. size | description | what value is set by the Arma3 server |\n|---|---|---|---|---|\n| *SteamGameServer_Init* |  |  | Initialize steam server object, and set server properties which may not be changed.<br>Sets the version of the server. | To set version of the server |\n| SetProduct() | string |  | Game product identifier. Identifies to what Steam game the session belongs. | constant string \"Arma3\" for all sessions |\n| *SetGameDescription()* | string | 64 chars | Description of the game.<br>This is a required field and is displayed in the steam server browser | mission name |\n| *SetModDir()* | string | 32 chars | If your game is a \"mod,\" pass the string that identifies it. | constant string \"Arma3\" for all sessions |\n| SetDedicatedServer() | bool | true/false | Is this is a dedicated server? The default value is false. | set to true if server is dedicated, false otherwise |\n| *SetMaxPlayerCount* | int |  | Max player count that will be reported to server browser and client queries | maximum possible number of players in the mission |\n| *SetBotPlayerCount* | int |  | Number of bots. Default value is zero | not used |\n| *SetServerName* | string | 64 chars | Set the name of server as it will appear in the server browser | game session name |\n| *SetMapName* | string | 32 chars | Set name of map to report in the server browser | name of the map (altis, stratis...) |\n| *SetPasswordProtected* | bool | true/false | If session is password protected | set to true if server is password protected |\n| SetSpectatorPort | int |  | Spectator server. The default value is zero, meaning the service is not used. | not used |\n| SetSpectatorServerName | char | 32 chars | Name of the spectator server. (Only used if spectator port is nonzero.) | not used |\n| *SetGameTags* | char | 128 chars | Sets a string defining the \"gametags\" for this server, this is optional,<br>but if it is set it allows users to<br>filter in the matchmaking/server-browser interfaces based on the value | used for various parameters, described below. |\n| SetGameData | char | 2048 chars | Sets a string defining the \"gamedata\" for this server, this is optional,<br>but if it is set it allows users<br>to filter in the matchmaking/server-browser interfaces based on the valuedon't set this unless it actually changes,<br>it's only uploaded to the master once (when acknowledged) | not used |\n| SetRegion | char |  | Region identifier.<br>This is an optional field, the default value is empty, meaning the \"world\" region | not used |\n| *SetKeyValue* | char, char | 127 chars per pair<br>max 1300 for all pairs | sets key/value pair for the session.<br>All pairs can't take more than 1300 characters (about 11 pairs max). | used for storing:<br>- GLoadedContentHash (1 pair),<br>- modHashes (2 pairs),<br>- modNames (2 pairs),<br>- sigNames (2 pairs),<br>- param1 (1 pair),<br>- param2 (1 pair),<br>- timeLeft (1 pair),<br>- country (1 pair). |\n\n### SetGameTags\n\nArma 3 is currently using SetGameTags parameter to pass multiple information about the session.\nAll these parameters are encoded into the single string, each parameters is separated by the colon.\n\n#### Values\n\n- BattleEye - bool flag\n- EqualModRequired - bool flag\n- RequiredVersion - value\n- RequiredBuildNo - value\n- GameType - int\n- ServerState - int\n- Dedicated - bool flag\n- Lock - bool flag\n- VerifySignatures - bool flag\n- Language\n- Difficulty\n- Platform - windows/linux\n- LongLat - position of the server\n\n#### Table\n\nfirst character of each tag defines it is type, rest is a value.\n\n| Value in the string | identifier | value | meaning | internal id |\n|---|---|---|---|---|\n| bt, | b | true | BattleEye | 0 |\n| r120, | r | 1.20 | RequiredVersion | 2 |\n| n0, | n | 0 | RequiredBuildNo | 3 |\n| s1, | s | 1 | ServerState | 5 |\n| i2, | i | 2 | Difficulty | 10 |\n| mf, | m | false | EqualModRequired | 1 |\n| lf, | l | false | Lock | 7 |\n| vt, | v | true | VerifySignatures | 8 |\n| dt, | d | true | Dedicated | 6 |\n| ttdm | t | tdm | GameType | 4 |\n| g65545, | g | 65545 | Language | 9 |\n| c0-52, | c | long.=0 lat.=52 | LongLat | 12 |\n| pw | p | Windows | Platform | 11 |\n| h281d1fec | h | 281d1fec | LoadedContentHash | 13 |\n| oDE | o | Germany | Country | 14 |\n| e15 | e | 15 minutes | timeLeft | 15 |\n| j0 | j | ? | param1 | 16 |\n| k0 | k | ? | param2 | 17 |\n| f1 | f | true | allowedFilePatching | 18 |\n| y? | y | ? | island? (unimplemented) | 19 |\n\n##### Game Type\n\nSee `CfgMPGameTypes`. Note that max game tag length seems to be 8 chars.\n\n- `tapex` - Apex: \"Campaign - Apex Protocol\"\n- `tcoop` - Coop: \"Cooperative Mission\"\n- `tctf` - CTF: \"Capture The Flag\"\n- `tcti` - CTI: \"Capture The Island\"\n- `tdm` - DM: \"Deathmatch\"\n- `tendgame` - EndGame: \"End Game\"\n- `tescape` - Escape: \"Escape\"\n- `tkoth` - KOTH: \"King Of The Hill\"\n- `tlastman` - LastMan: \"Last Man Standing\"\n- `tpatrol` - Patrol: \"Combat Patrol\"\n- `trpg` - RPG: \"Role-Playing Game\"\n- `tsandbox` - Sandbox: \"Sandbox\"\n- `tsc` - SC: \"Sector Control\"\n- `tsupport` - Support: \"Support\"\n- `tsurvive` - Survive: \"Survival\"\n- `ttdm` - TDM: \"Team Deathmatch\"\n- `tunknown` - Unknown: \"Undefined Game Mode\"\n- `tvanguar` - Vanguard: \"Vanguard\"\n- `twarlord` - Warlords: \"Warlords\"\n- `tzeus` - Zeus: \"Zeus\"\n\n##### Server State\n\n**s** param (see above table)\n\n- s0 - `\"NONE\"` /* no server */\n- s1 - `\"SELECTING MISSION\"` /* server created, no mission selected */\n- s2 - `\"EDITING MISSION\"` /* mission is in editing phase */\n- s3 - `\"ASSIGNING ROLES\"` /* mission is selected, assigning roles */\n- s4 - `\"SENDING MISSION\"` /* mission is in sending phase*/\n- s5 - `\"LOADING GAME\"` /* game (island, vehicles etc.) is loading */\n- s6 - `\"BRIEFING\"` /* prepared to launch game */\n- s7 - `\"PLAYING\"` /* game is launched */\n- s8 - `\"DEBRIEFING\"` /* game is finished */\n- s9 - `\"MISSION ABORTED\"` /* game is aborted */\n\n#### Example\n\n```\ngameTags = bt,r120,n0,s1,i2,mf,lf,vt,dt,ttdm,g65545,c0-52,pw,\n```\n\nAnother example of GameTags returned by API for an official server: `bt,r192,n145639,s3,i0,mf,lf,vt,dt,tapex,g65545,hf694848c,f0,c14-50,pw,e0,j0,k0,`\n\n### STEAMWORKS vs GameSpy\n\n| GS param | Steam equivalent | Description |\n|---|---|---|\n| \"numteams\" | none | in GS always set to 0 |\n| \"password\" | SetPasswordProtected |  |\n| \"param1\" | SetKeyValue |  |\n| \"param2\" | SetKeyValue |  |\n| \"equalModRequired\" | SetGameTags |  |\n| \"reqSecureId\" | none | A3 no longer uses cd keys |\n| \"dedicated\" | SetGameTags |  |\n| \"sv_battleye\" | SetGameTags |  |\n| \"gamever\" |  |  |\n| \"timelimit\" |  |  |\n| \"currentVersion\" | SteamGameServer_Init |  |\n| \"requiredVersion\" | SetGameTags |  |\n| \"difficulty\" | SetGameTags |  |\n| \"verifySignatures\" | SetGameTags |  |\n| \"numplayers\" | none | this value is update by Steam automatically |\n| \"maxplayers\" | SetMaxPlayerCount |  |\n| \"language\" | SetGameTags |  |\n| \"hash\" | SetKeyValue |  |\n| \"gameState\" | SetGameTags | now under serverState |\n| \"reqBuild\" | SetGameTags |  |\n| \"mod\" | SetKeyValue |  |\n| \"mapname\" | SetMapName |  |\n| \"gametype\" | SetGameTags |  |\n| \"mission\" | SetGameDescription |  |\n| \"gamename\" | SetProduct() |  |\n| \"signatures\" | SetKeyValue |  |\n| \"modhash\" | SetKeyValue |  |\n| \"gamemode\" | none |  |\n| \"platform\" | SetGameTags |  |\n\n### Additional Details\n\n#### Server\n\nRead details about (customizable) STEAM ports on server.\n\n> [!NOTE]\n> reportingIP is obsolete and deprecated option in server.cfg, STEAM ports will be fixed value in relation to gameport in upcoming update (+1 query +2 report to master).\n\n#### Client\n\nFor hosting MP game locally (so called listen server) behind NAT please ensure the default STEAM ports are forwarded and open!\n\nWhen you have issues with the in-game server browser then try to **use the STEAM client server browser** instead.\n**STEAM > menu View > Servers > at bottom in filters choose game \"Arma 3\" > pick server and play**\nnote: Try to join password protected server via STEAM client's server browser returns wrong password, will be fixed next patch/hotfix\n\n### External Documentation\n\n- https://developer.valvesoftware.com/wiki/Server_queries#Implementations\n- https://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol\n\n### Server Browser Protocol\n\nFor details about SBP, see Arma 3: ServerBrowserProtocol3.","sections":[{"heading":"Available Functionality","level":3,"markdown":"Steam API provides an ability to register a game server to Steam master server for players to find it and get its ip and port, that is later used by the client to directly connect to the game server.\nIn order to players find/select server they want the game server has to send an information about itself to Steam master server.\nThis information could be used to filter out server the player is not interested in."},{"heading":"Server Query","level":3,"markdown":"Available means to set information about the server (what can be set to Steam master server and be retrieved by clients from Steam).\nValues set by (marked by the *orange italic underlined text* ) functions are accessible by the clients, rest is used only by the Steam master server."},{"heading":"Main Table","level":4,"markdown":"| Function/variable | type | max. size | description | what value is set by the Arma3 server |\n|---|---|---|---|---|\n| *SteamGameServer_Init* |  |  | Initialize steam server object, and set server properties which may not be changed.<br>Sets the version of the server. | To set version of the server |\n| SetProduct() | string |  | Game product identifier. Identifies to what Steam game the session belongs. | constant string \"Arma3\" for all sessions |\n| *SetGameDescription()* | string | 64 chars | Description of the game.<br>This is a required field and is displayed in the steam server browser | mission name |\n| *SetModDir()* | string | 32 chars | If your game is a \"mod,\" pass the string that identifies it. | constant string \"Arma3\" for all sessions |\n| SetDedicatedServer() | bool | true/false | Is this is a dedicated server? The default value is false. | set to true if server is dedicated, false otherwise |\n| *SetMaxPlayerCount* | int |  | Max player count that will be reported to server browser and client queries | maximum possible number of players in the mission |\n| *SetBotPlayerCount* | int |  | Number of bots. Default value is zero | not used |\n| *SetServerName* | string | 64 chars | Set the name of server as it will appear in the server browser | game session name |\n| *SetMapName* | string | 32 chars | Set name of map to report in the server browser | name of the map (altis, stratis...) |\n| *SetPasswordProtected* | bool | true/false | If session is password protected | set to true if server is password protected |\n| SetSpectatorPort | int |  | Spectator server. The default value is zero, meaning the service is not used. | not used |\n| SetSpectatorServerName | char | 32 chars | Name of the spectator server. (Only used if spectator port is nonzero.) | not used |\n| *SetGameTags* | char | 128 chars | Sets a string defining the \"gametags\" for this server, this is optional,<br>but if it is set it allows users to<br>filter in the matchmaking/server-browser interfaces based on the value | used for various parameters, described below. |\n| SetGameData | char | 2048 chars | Sets a string defining the \"gamedata\" for this server, this is optional,<br>but if it is set it allows users<br>to filter in the matchmaking/server-browser interfaces based on the valuedon't set this unless it actually changes,<br>it's only uploaded to the master once (when acknowledged) | not used |\n| SetRegion | char |  | Region identifier.<br>This is an optional field, the default value is empty, meaning the \"world\" region | not used |\n| *SetKeyValue* | char, char | 127 chars per pair<br>max 1300 for all pairs | sets key/value pair for the session.<br>All pairs can't take more than 1300 characters (about 11 pairs max). | used for storing:<br>- GLoadedContentHash (1 pair),<br>- modHashes (2 pairs),<br>- modNames (2 pairs),<br>- sigNames (2 pairs),<br>- param1 (1 pair),<br>- param2 (1 pair),<br>- timeLeft (1 pair),<br>- country (1 pair). |"},{"heading":"SetGameTags","level":3,"markdown":"Arma 3 is currently using SetGameTags parameter to pass multiple information about the session.\nAll these parameters are encoded into the single string, each parameters is separated by the colon."},{"heading":"Values","level":4,"markdown":"- BattleEye - bool flag\n- EqualModRequired - bool flag\n- RequiredVersion - value\n- RequiredBuildNo - value\n- GameType - int\n- ServerState - int\n- Dedicated - bool flag\n- Lock - bool flag\n- VerifySignatures - bool flag\n- Language\n- Difficulty\n- Platform - windows/linux\n- LongLat - position of the server"},{"heading":"Table","level":4,"markdown":"first character of each tag defines it is type, rest is a value.\n\n| Value in the string | identifier | value | meaning | internal id |\n|---|---|---|---|---|\n| bt, | b | true | BattleEye | 0 |\n| r120, | r | 1.20 | RequiredVersion | 2 |\n| n0, | n | 0 | RequiredBuildNo | 3 |\n| s1, | s | 1 | ServerState | 5 |\n| i2, | i | 2 | Difficulty | 10 |\n| mf, | m | false | EqualModRequired | 1 |\n| lf, | l | false | Lock | 7 |\n| vt, | v | true | VerifySignatures | 8 |\n| dt, | d | true | Dedicated | 6 |\n| ttdm | t | tdm | GameType | 4 |\n| g65545, | g | 65545 | Language | 9 |\n| c0-52, | c | long.=0 lat.=52 | LongLat | 12 |\n| pw | p | Windows | Platform | 11 |\n| h281d1fec | h | 281d1fec | LoadedContentHash | 13 |\n| oDE | o | Germany | Country | 14 |\n| e15 | e | 15 minutes | timeLeft | 15 |\n| j0 | j | ? | param1 | 16 |\n| k0 | k | ? | param2 | 17 |\n| f1 | f | true | allowedFilePatching | 18 |\n| y? | y | ? | island? (unimplemented) | 19 |"},{"heading":"Game Type","level":5,"markdown":"See `CfgMPGameTypes`. Note that max game tag length seems to be 8 chars.\n\n- `tapex` - Apex: \"Campaign - Apex Protocol\"\n- `tcoop` - Coop: \"Cooperative Mission\"\n- `tctf` - CTF: \"Capture The Flag\"\n- `tcti` - CTI: \"Capture The Island\"\n- `tdm` - DM: \"Deathmatch\"\n- `tendgame` - EndGame: \"End Game\"\n- `tescape` - Escape: \"Escape\"\n- `tkoth` - KOTH: \"King Of The Hill\"\n- `tlastman` - LastMan: \"Last Man Standing\"\n- `tpatrol` - Patrol: \"Combat Patrol\"\n- `trpg` - RPG: \"Role-Playing Game\"\n- `tsandbox` - Sandbox: \"Sandbox\"\n- `tsc` - SC: \"Sector Control\"\n- `tsupport` - Support: \"Support\"\n- `tsurvive` - Survive: \"Survival\"\n- `ttdm` - TDM: \"Team Deathmatch\"\n- `tunknown` - Unknown: \"Undefined Game Mode\"\n- `tvanguar` - Vanguard: \"Vanguard\"\n- `twarlord` - Warlords: \"Warlords\"\n- `tzeus` - Zeus: \"Zeus\""},{"heading":"Server State","level":5,"markdown":"**s** param (see above table)\n\n- s0 - `\"NONE\"` /* no server */\n- s1 - `\"SELECTING MISSION\"` /* server created, no mission selected */\n- s2 - `\"EDITING MISSION\"` /* mission is in editing phase */\n- s3 - `\"ASSIGNING ROLES\"` /* mission is selected, assigning roles */\n- s4 - `\"SENDING MISSION\"` /* mission is in sending phase*/\n- s5 - `\"LOADING GAME\"` /* game (island, vehicles etc.) is loading */\n- s6 - `\"BRIEFING\"` /* prepared to launch game */\n- s7 - `\"PLAYING\"` /* game is launched */\n- s8 - `\"DEBRIEFING\"` /* game is finished */\n- s9 - `\"MISSION ABORTED\"` /* game is aborted */"},{"heading":"Example","level":4,"markdown":"```\ngameTags = bt,r120,n0,s1,i2,mf,lf,vt,dt,ttdm,g65545,c0-52,pw,\n```\n\nAnother example of GameTags returned by API for an official server: `bt,r192,n145639,s3,i0,mf,lf,vt,dt,tapex,g65545,hf694848c,f0,c14-50,pw,e0,j0,k0,`"},{"heading":"STEAMWORKS vs GameSpy","level":3,"markdown":"| GS param | Steam equivalent | Description |\n|---|---|---|\n| \"numteams\" | none | in GS always set to 0 |\n| \"password\" | SetPasswordProtected |  |\n| \"param1\" | SetKeyValue |  |\n| \"param2\" | SetKeyValue |  |\n| \"equalModRequired\" | SetGameTags |  |\n| \"reqSecureId\" | none | A3 no longer uses cd keys |\n| \"dedicated\" | SetGameTags |  |\n| \"sv_battleye\" | SetGameTags |  |\n| \"gamever\" |  |  |\n| \"timelimit\" |  |  |\n| \"currentVersion\" | SteamGameServer_Init |  |\n| \"requiredVersion\" | SetGameTags |  |\n| \"difficulty\" | SetGameTags |  |\n| \"verifySignatures\" | SetGameTags |  |\n| \"numplayers\" | none | this value is update by Steam automatically |\n| \"maxplayers\" | SetMaxPlayerCount |  |\n| \"language\" | SetGameTags |  |\n| \"hash\" | SetKeyValue |  |\n| \"gameState\" | SetGameTags | now under serverState |\n| \"reqBuild\" | SetGameTags |  |\n| \"mod\" | SetKeyValue |  |\n| \"mapname\" | SetMapName |  |\n| \"gametype\" | SetGameTags |  |\n| \"mission\" | SetGameDescription |  |\n| \"gamename\" | SetProduct() |  |\n| \"signatures\" | SetKeyValue |  |\n| \"modhash\" | SetKeyValue |  |\n| \"gamemode\" | none |  |\n| \"platform\" | SetGameTags |  |"},{"heading":"Additional Details","level":3,"markdown":""},{"heading":"Server","level":4,"markdown":"Read details about (customizable) STEAM ports on server.\n\n> [!NOTE]\n> reportingIP is obsolete and deprecated option in server.cfg, STEAM ports will be fixed value in relation to gameport in upcoming update (+1 query +2 report to master)."},{"heading":"Client","level":4,"markdown":"For hosting MP game locally (so called listen server) behind NAT please ensure the default STEAM ports are forwarded and open!\n\nWhen you have issues with the in-game server browser then try to **use the STEAM client server browser** instead.\n**STEAM > menu View > Servers > at bottom in filters choose game \"Arma 3\" > pick server and play**\nnote: Try to join password protected server via STEAM client's server browser returns wrong password, will be fixed next patch/hotfix"},{"heading":"External Documentation","level":3,"markdown":"- https://developer.valvesoftware.com/wiki/Server_queries#Implementations\n- https://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol"},{"heading":"Server Browser Protocol","level":3,"markdown":"For details about SBP, see Arma 3: ServerBrowserProtocol3."}],"categories":["Arma 3: Multiplayer"],"groups":["Multiplayer and Server"]},{"name":"Arma 3: Suppression","title":"Arma 3: Suppression","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Suppression","revid":377989,"updated":"2026-01-21T11:17:23Z","aliases":["Arma 3 Suppression"],"markdown":"- AI which is under fire becomes suppressed and its aim deteriorates. The speed of AI's recovery from the suppression is based on AI's Courage skill. AI with final skill close to 1.0 recovers almost immediately (doesn't suffer much suppression). Conversely just few shots around a 0.2 skilled AI should disturb its aiming for a longer period (up to ~12s).\n- When planning a path, the AI will try to avoid beaten zones and areas that are visibly within enemy's fire sectors\n- When suppressed, the AI will try to use smoke grenades to hide their position\n\nThere is an Event Handler for suppression events: Arma 3: Event Handlers - Suppressed.\n\nArma 3 v2.22 Hand grenades can be used for suppression.\nWhen thrown grenade is detected near an enemy unit, the unit may shout a warning and attempt a defensive action. The EH will also trigger for this unit.\n\nThe 2 new config parameters for suppression for hand grenades are:\n\n- suppressionRadiusGrenadeClose (default: 5, use -1 to disable)\n- dangerRadiusGrenadeClose (default: 3, use -1 to disable)\n\nHand grenades should have 'explosive' > 0 for them to be considered dangerous.\n\n### See Also\n\n- commandSuppressiveFire\n- doSuppressiveFire\n- getSuppression\n- setSuppression\n- suppressFor","sections":[{"heading":null,"level":1,"markdown":"- AI which is under fire becomes suppressed and its aim deteriorates. The speed of AI's recovery from the suppression is based on AI's Courage skill. AI with final skill close to 1.0 recovers almost immediately (doesn't suffer much suppression). Conversely just few shots around a 0.2 skilled AI should disturb its aiming for a longer period (up to ~12s).\n- When planning a path, the AI will try to avoid beaten zones and areas that are visibly within enemy's fire sectors\n- When suppressed, the AI will try to use smoke grenades to hide their position\n\nThere is an Event Handler for suppression events: Arma 3: Event Handlers - Suppressed.\n\nArma 3 v2.22 Hand grenades can be used for suppression.\nWhen thrown grenade is detected near an enemy unit, the unit may shout a warning and attempt a defensive action. The EH will also trigger for this unit.\n\nThe 2 new config parameters for suppression for hand grenades are:\n\n- suppressionRadiusGrenadeClose (default: 5, use -1 to disable)\n- dangerRadiusGrenadeClose (default: 3, use -1 to disable)\n\nHand grenades should have 'explosive' > 0 for them to be considered dangerous."},{"heading":"See Also","level":3,"markdown":"- commandSuppressiveFire\n- doSuppressiveFire\n- getSuppression\n- setSuppression\n- suppressFor"}],"categories":["AI","Arma 3"],"groups":["Configuration"]},{"name":"Arma 3: Tanks Config Guidelines","title":"Arma 3: Tanks Config Guidelines","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Tanks_Config_Guidelines","revid":351607,"updated":"2023-12-11T08:38:40Z","aliases":["Arma 3 Tanks Config Guidelines"],"markdown":"### Comparison to Arma 2 / Arma 2: Operation Arrowhead tanks\n\n- PhysX support\n- Improved penetration materials\n- More detailed Fire Geometry LODs\n- Improved tweakability of HitPoints LODs\n\n### Comparison TankX vs. CarX\n\nArma 3: Cars Config Guidelines\n\n- More wheels to be set up\n- Few additional params used\n- Less complicated Center of Mass tweaking\n- Vehicle config parameter: **tankTurnForce**\n- Wheel config parameter: **side**\n- Importance of wheel config parameters: **MOI**, **dampingRate**, **dampingRateInAir**\n- boneName =\"<string>\" in Wheel classes needs to be the damper bone in model.cfg (instead of the visual wheel bone for CarX)\n\n### Model requirements {p3d}\n\n- A new PhysX LOD\n  - There needs to be a lod (4e13) consisting of convex components as simple as possible.\n    - Current public Oxygen version doesn't support showing correct name of this lod and displays only Geometry instead. Don't be afraid of having two geometries, it is going to be fixed with new tools.\n  - This lod should contain tank’s hull, turret and main gun only. Wheels representing the tracks are added by engine later\n\n- Memory LOD\n  - There should be an axis for each wheel named *wheel_X_Y_axis* (X is 1 for left and 2 for right, Y is position of wheel from front), the name is defined in selected wheel as **center**.\n  - There should be a point at the edge of each wheel named *wheel_X_Y_bound* which is used to determine wheel radius (distance from wheel axis is used for this) - there is no other need than placing the point at the edge, even memory points for tracks could be used for this, the name is defined in selected wheel as **boundary**\n\n### Model config changes {model.cfg}\n\n- Similarly to PhysX related car changes, you will mostly need to change dampers:\n  - Example:\n\n```\n         {model.cfg}<\n             class Wheel_podkoloL1 {\n                 type = \"translation\";\n                 source = \"damper\";\n                 selection = \"podkoloL1\";\n                 axis = \"damper_axis\"; // contains points [0,0,0] and [0,0,1]\n                 animPeriod = 1;\n                 minValue = 0;\n                 maxValue = 1;\n                 offset0 = 0.15; // = maxCompression\n                 offset1 = -0.15; // = maxDroop\n                 memory = 1;\n             };\n```\n\n- - Man-held turrets like commander’s gun on T-72 shouldn't be hidden until whole vehicle is destroyed - IK issues would crash the game\n\n### New config parameters {config.cpp}\n\n#### Basic parameters\n\nTankX uses most of the parameters present in cars. The tutorial will comment only parameters not described in car tutorial.\n\n- *<Type>: string*\n- *<Default>: (required)*\n- **simulation = \"tankx\";**\n\n##### Engine parameters\n\n- *<Type>: float*\n- *<Default>: (required)*\n- *tankTurnForce = 330000; // start from 11x vehicle mass and tweak until fine'*\n\n#### Wheel parameters\n\nWheels work almost like in cars. PhysX allows up to 20 wheels (10 per side) at maximum.\nWheels are not steerable, and all left wheels have to be in one line, and right wheels have to be in one line as well.\nThey should also be the exact same size, otherwise you may encounter servere problems, as all wheels will be forced to have the same rotation speed. This can prevent your tank from driving any faster than 10km/h. Exceptions may be made for wheels that do not always touch the ground, but should be done with caution.\nSpecial wheels, like the drive sprocket and idler wheels don't have suspension on realworld tanks - set both maxDroop and maxCompression for them to 0.\nDrive sprocket and idler wheels are not required to make a working tank with PhysX however. Only implement wheels that are important for ground contact.\ne.g. If a Tank's body would collide with the ground before the sprocket wheel touches it, don't include the wheel. It would be useless for the game, while eating valuable computing ressources and adding to the things you need to configure.\n\n##### Wheel PX parameters\n\n- **steering = 0;** - tank wheels are not turning\n- **side = “left”;** - which side of tank the wheel belongs to\n- **dampingRate = 0.1;** - damping rate while contacting with ground\n- **dampingRateInAir = 8000;** - damping rate while in air. Use to tweak maximum speed. Tweak together with MOI.\n- **MOI = 50;** - moment of inertia, set it so the tank does not accelerate or maintain speed indefinitely. Tweak together with dampingRateInAir.\n\n##### Suspension parameters\n\n- **maxCompression = 0.15;** // set to 0 for wheels that don’t have dampers\n- **maxDroop = 0.15;**// set to 0 for wheels that don’t have dampers\n\n### Damage handling\n\nTanks offer differing protection levels for themselves and crew inside, depending on place you hit them. Balancing damage is usually most time-consuming task for armored vehicles.\n\n#### Basic config\n\nThe tanks will usually have - at first sight - too much armor. But their vulnerable **hitpoints** will justify the effort, making it possible to destroy or neutralize armor with one shot.\n\nUse **armor** to represent overall thickness of vehicle as seen by AI units, and **armorStructural** to finetune damage received.\n\n#### Armour plates setup\n\nArmour plates consist of convex components in **Fire Geometry**.\n\nSurface **A3\\Data_F\\Penetration\\armour.rvmat** provides **Rolled Homogenous Armour** (RHA) equivalent in Arma world. For best results, create convex components with armour plates offering desired Line of Sight thicknesses. Refer to http://en.wikipedia.org/wiki/Sloped_armour for more details about real life side of the issue.\n\nFor example, T-72’s front armour should have protection level of 550mm RHA horizontally. As you can see in example model, the plate itself is much thinner. Due to sloping it can withstand penetration up to 550mm RHA.\n\nYou may also use armourplate materials on components.\nThese have a predefined thickness, regardless of the shape or thickness of the convex component. The difference between a plate and a regular material is, that a penetrator does not go into a plate component if it can't be totally penetrated. Against a regular material, the penetrator would enter the block, but be stopped somewhere inside the component if the pentration isn't enough.\nThe plate materials can be used for small components that otherwise are difficult to model. Examples of plate materials would be armour_plate.rvmat (30mm RHA), armour_plate_medium (80mm RHA, armour_plate_heavy (110mm RHA) and armour_plate_16mm (16mm RHA). Just beware that components using such surface material will NOT stop projectiles after penetration.\n\nAll the materials available for penetration can be found in A3\\Data_F\\Penetration (respectively <Arma3installation>\\Addons\\data_f.pbo\\penetration).\nYou can also create and use custom penetration materials.\n\nYou may also need a metalplate component inside free space inside, to catch bullets that otherwise shouldn’t even pass primary armour but for whatever reason (f.e. sticking gun’s muzzle into tank) it’s possible to bypass primary armour.\n\nFor more detail on how the damage works, check **A3 Damage Description**.\n\n#### Hitpoints\n\nHitpoints represent **weak points** in structure of tanks: turret servos, ammo storages, engine. They can also improve internal penetration handling.\n\n##### Hitpoint categories\n\nThere are 3 common hitpoint categories in Arma 3's tracked vehicles:\n\n- **HitHull**, handling internal penetration - when damaged over 0.9, vehicle will explode.\n- **HitEngine**, handling damage of engine\n- **HitLTrack**, **HitRTrack**, damage of tracks/drive sprockets/idlers\n\nTurrets have their own class HitPoints, coontaining info about how easy it is to damage given turret:\n\n- **HitTurret**, horizontal rotation\n- **HitGun**, vertical rotation - this should handle any event that renders tank guns inoperable, f.e. hit to servos\n\n##### New attributes\n\nHitpoints gained two important config attributes in Arma 3:\n\n- **radius**, defining size of “hitpoint sphere” around each vertice in Hit Points LOD assigned to given hitpoint’s selection\n- **explosionShielding**, multiplying damage inflicted by indirect damage. The smaller it is, the less damage hitpoint will receive.\n\n##### Internal damage\n\nInternal damage is handled by HitHull class. When KE round penetrates the armor plates, it passes the damage to HitHull hitpoints array as seen in example model. The hitpoint vertices are set up in such way that the nearest distance between them equals RADIUS attribute in HitHull class, and they cannot be activated by rounds that fail to penetrate armor.\n\nDuring implementation of internal damage handling it is important to tweak following attributes:\n\n- **armor**\n- **explosionShielding**\n- **radius**\n\nIf the results of config tweaking are not satisfying, consider adding greater detail to Hit Points and Fire Geometry LODs.","sections":[{"heading":"Comparison to Arma 2 / Arma 2: Operation Arrowhead tanks","level":3,"markdown":"- PhysX support\n- Improved penetration materials\n- More detailed Fire Geometry LODs\n- Improved tweakability of HitPoints LODs"},{"heading":"Comparison TankX vs. CarX","level":3,"markdown":"Arma 3: Cars Config Guidelines\n\n- More wheels to be set up\n- Few additional params used\n- Less complicated Center of Mass tweaking\n- Vehicle config parameter: **tankTurnForce**\n- Wheel config parameter: **side**\n- Importance of wheel config parameters: **MOI**, **dampingRate**, **dampingRateInAir**\n- boneName =\"<string>\" in Wheel classes needs to be the damper bone in model.cfg (instead of the visual wheel bone for CarX)"},{"heading":"Model requirements {p3d}","level":3,"markdown":"- A new PhysX LOD\n  - There needs to be a lod (4e13) consisting of convex components as simple as possible.\n    - Current public Oxygen version doesn't support showing correct name of this lod and displays only Geometry instead. Don't be afraid of having two geometries, it is going to be fixed with new tools.\n  - This lod should contain tank’s hull, turret and main gun only. Wheels representing the tracks are added by engine later\n\n- Memory LOD\n  - There should be an axis for each wheel named *wheel_X_Y_axis* (X is 1 for left and 2 for right, Y is position of wheel from front), the name is defined in selected wheel as **center**.\n  - There should be a point at the edge of each wheel named *wheel_X_Y_bound* which is used to determine wheel radius (distance from wheel axis is used for this) - there is no other need than placing the point at the edge, even memory points for tracks could be used for this, the name is defined in selected wheel as **boundary**"},{"heading":"Model config changes {model.cfg}","level":3,"markdown":"- Similarly to PhysX related car changes, you will mostly need to change dampers:\n  - Example:\n\n```\n         {model.cfg}<\n             class Wheel_podkoloL1 {\n                 type = \"translation\";\n                 source = \"damper\";\n                 selection = \"podkoloL1\";\n                 axis = \"damper_axis\"; // contains points [0,0,0] and [0,0,1]\n                 animPeriod = 1;\n                 minValue = 0;\n                 maxValue = 1;\n                 offset0 = 0.15; // = maxCompression\n                 offset1 = -0.15; // = maxDroop\n                 memory = 1;\n             };\n```\n\n- - Man-held turrets like commander’s gun on T-72 shouldn't be hidden until whole vehicle is destroyed - IK issues would crash the game"},{"heading":"New config parameters {config.cpp}","level":3,"markdown":""},{"heading":"Basic parameters","level":4,"markdown":"TankX uses most of the parameters present in cars. The tutorial will comment only parameters not described in car tutorial.\n\n- *<Type>: string*\n- *<Default>: (required)*\n- **simulation = \"tankx\";**"},{"heading":"Engine parameters","level":5,"markdown":"- *<Type>: float*\n- *<Default>: (required)*\n- *tankTurnForce = 330000; // start from 11x vehicle mass and tweak until fine'*"},{"heading":"Wheel parameters","level":4,"markdown":"Wheels work almost like in cars. PhysX allows up to 20 wheels (10 per side) at maximum.\nWheels are not steerable, and all left wheels have to be in one line, and right wheels have to be in one line as well.\nThey should also be the exact same size, otherwise you may encounter servere problems, as all wheels will be forced to have the same rotation speed. This can prevent your tank from driving any faster than 10km/h. Exceptions may be made for wheels that do not always touch the ground, but should be done with caution.\nSpecial wheels, like the drive sprocket and idler wheels don't have suspension on realworld tanks - set both maxDroop and maxCompression for them to 0.\nDrive sprocket and idler wheels are not required to make a working tank with PhysX however. Only implement wheels that are important for ground contact.\ne.g. If a Tank's body would collide with the ground before the sprocket wheel touches it, don't include the wheel. It would be useless for the game, while eating valuable computing ressources and adding to the things you need to configure."},{"heading":"Wheel PX parameters","level":5,"markdown":"- **steering = 0;** - tank wheels are not turning\n- **side = “left”;** - which side of tank the wheel belongs to\n- **dampingRate = 0.1;** - damping rate while contacting with ground\n- **dampingRateInAir = 8000;** - damping rate while in air. Use to tweak maximum speed. Tweak together with MOI.\n- **MOI = 50;** - moment of inertia, set it so the tank does not accelerate or maintain speed indefinitely. Tweak together with dampingRateInAir."},{"heading":"Suspension parameters","level":5,"markdown":"- **maxCompression = 0.15;** // set to 0 for wheels that don’t have dampers\n- **maxDroop = 0.15;**// set to 0 for wheels that don’t have dampers"},{"heading":"Damage handling","level":3,"markdown":"Tanks offer differing protection levels for themselves and crew inside, depending on place you hit them. Balancing damage is usually most time-consuming task for armored vehicles."},{"heading":"Basic config","level":4,"markdown":"The tanks will usually have - at first sight - too much armor. But their vulnerable **hitpoints** will justify the effort, making it possible to destroy or neutralize armor with one shot.\n\nUse **armor** to represent overall thickness of vehicle as seen by AI units, and **armorStructural** to finetune damage received."},{"heading":"Armour plates setup","level":4,"markdown":"Armour plates consist of convex components in **Fire Geometry**.\n\nSurface **A3\\Data_F\\Penetration\\armour.rvmat** provides **Rolled Homogenous Armour** (RHA) equivalent in Arma world. For best results, create convex components with armour plates offering desired Line of Sight thicknesses. Refer to http://en.wikipedia.org/wiki/Sloped_armour for more details about real life side of the issue.\n\nFor example, T-72’s front armour should have protection level of 550mm RHA horizontally. As you can see in example model, the plate itself is much thinner. Due to sloping it can withstand penetration up to 550mm RHA.\n\nYou may also use armourplate materials on components.\nThese have a predefined thickness, regardless of the shape or thickness of the convex component. The difference between a plate and a regular material is, that a penetrator does not go into a plate component if it can't be totally penetrated. Against a regular material, the penetrator would enter the block, but be stopped somewhere inside the component if the pentration isn't enough.\nThe plate materials can be used for small components that otherwise are difficult to model. Examples of plate materials would be armour_plate.rvmat (30mm RHA), armour_plate_medium (80mm RHA, armour_plate_heavy (110mm RHA) and armour_plate_16mm (16mm RHA). Just beware that components using such surface material will NOT stop projectiles after penetration.\n\nAll the materials available for penetration can be found in A3\\Data_F\\Penetration (respectively <Arma3installation>\\Addons\\data_f.pbo\\penetration).\nYou can also create and use custom penetration materials.\n\nYou may also need a metalplate component inside free space inside, to catch bullets that otherwise shouldn’t even pass primary armour but for whatever reason (f.e. sticking gun’s muzzle into tank) it’s possible to bypass primary armour.\n\nFor more detail on how the damage works, check **A3 Damage Description**."},{"heading":"Hitpoints","level":4,"markdown":"Hitpoints represent **weak points** in structure of tanks: turret servos, ammo storages, engine. They can also improve internal penetration handling."},{"heading":"Hitpoint categories","level":5,"markdown":"There are 3 common hitpoint categories in Arma 3's tracked vehicles:\n\n- **HitHull**, handling internal penetration - when damaged over 0.9, vehicle will explode.\n- **HitEngine**, handling damage of engine\n- **HitLTrack**, **HitRTrack**, damage of tracks/drive sprockets/idlers\n\nTurrets have their own class HitPoints, coontaining info about how easy it is to damage given turret:\n\n- **HitTurret**, horizontal rotation\n- **HitGun**, vertical rotation - this should handle any event that renders tank guns inoperable, f.e. hit to servos"},{"heading":"New attributes","level":5,"markdown":"Hitpoints gained two important config attributes in Arma 3:\n\n- **radius**, defining size of “hitpoint sphere” around each vertice in Hit Points LOD assigned to given hitpoint’s selection\n- **explosionShielding**, multiplying damage inflicted by indirect damage. The smaller it is, the less damage hitpoint will receive."},{"heading":"Internal damage","level":5,"markdown":"Internal damage is handled by HitHull class. When KE round penetrates the armor plates, it passes the damage to HitHull hitpoints array as seen in example model. The hitpoint vertices are set up in such way that the nearest distance between them equals RADIUS attribute in HitHull class, and they cannot be activated by rounds that fail to penetrate armor.\n\nDuring implementation of internal damage handling it is important to tweak following attributes:\n\n- **armor**\n- **explosionShielding**\n- **radius**\n\nIf the results of config tweaking are not satisfying, consider adding greater detail to Hit Points and Fire Geometry LODs."}],"categories":["Arma 3: Vehicle Configuration"],"groups":["Configuration"]},{"name":"Arma 3: Targeting","title":"Arma 3: Targeting","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Targeting","revid":378121,"updated":"2026-02-20T18:23:58Z","aliases":["Arma 3 Targeting"],"markdown":"Targeting systems and aids in Arma 3:\n\n| Forums and OPREP | Wiki |\n|---|---|\n| - **[Targeting forum thread](https://forums.bohemia.net/forums/topic/189734-targeting-improvements/)**<br>- **[Sensors forum thread](https://forums.bohemia.net/forums/topic/200467-jets-sensor-overhaul-radars-irs-lazors-pgms/)**<br>- **[Sensor Overhaul OPREP](https://dev.arma3.com/post/oprep-sensor-overhaul)** | - Targeting-related configuration<br>- Custom panels (Sensor Display, GPS, ...)<br>- Sensors (Radar, IR, Laser spot tracking, ...) |\n\n### Features\n\n#### Target Acquisition and Tracking (Sensors)\n\nSome vehicles can be equipped with sensors that can detect, identify and track various types of targets.\nDifferent types of sensors loosely reflect the systems that exist in real life (Radars, EOST, IRST, LST) and are only able to acquire respective types of targets.\nSee Arma 3: Sensors - Mechanics for more details on which target can be detected and tracked by what.\n\n##### Actions (default)\n\n| Key | Action | Description |\n|---|---|---|\n| <kbd>R</kbd> | Weapons/Next target (in vehicle) | Select next target (targets are prioritized according to the currently selected weapon and the target threat) |\n| <kbd>T</kbd> | Weapons/Lock target | Select target under the cursor / center of view |\n| <kbd>T</kbd> | Weapons/Lase Range | Measure distance (and speed) of the target or ground. Some vehicles automatically adjust the weapons zeroing (RCWS) or zeroing and lead on the target (Tank and APC cannon). |\n| <kbd>Ctrl</kbd> + <kbd>R</kbd> | Weapons/Radar on/off | Toggle radar on/off |\n| <kbd>Ctrl</kbd> + Right Mouse Button | Common/Targeting camera | Switch to targeting camera full screen view |\n| <kbd>Ctrl</kbd> + <kbd>T</kbd> | Weapons/Stabilize turret | Locks the camera to area (ground) or point (target) track. |\n| <kbd>NUM 1</kbd>..<kbd>NUM 9</kbd> | View/Look | Slew the camera |\n| <kbd>NUM 5</kbd> | View/Center look | Recenter camera to boresight /or/ to currently selected target (in stabilized mode) |\n| <kbd>F</kbd> | Next Weapon | ATGM toggle Direct Attack (default) or Top Attack |\n\nSee the Custom panels page for more info about controlling the Sensor display.\n\n### Indication\n\n### Engagement\n\n#### Fire Control Systems\n\nSome weapon systems can help the gunner find better firing solution when using standard ballistic munitions.\nThere are currently 3 types of aids available.\nTarget Lead Indication (used in jets and AAAs) and Automatic Lead/Range (RCWS, tank cannons), which provide solution for a marked target, and Predicted Impact Point (or CCIP) that show where the projectile will land if fired at that moment.\n\n##### Indication\n\nDifferent types of fire control and ballistic aids\n\n- AUTO - Full green square indicates that firing the weapon now will most probably result in a hit. Lead and zeroing are shifted automatically according to the target's distance, speed and direction, so player only has to make sure the crosshair is on target when pulling the trigger. **(no longer used in vanilla assets)**\n- TLI - A line with a circle on its end indicates where the player has to aim to hit the target. Weapon crosshair needs to be placed on the small circle when pulling the trigger.\n- PIP - A small crosshair with a dot in the center indicates where a projectile will land. Pipper needs to be placed on the target when pulling the trigger.\n\n#### Precision-guided Munition\n\n- A diamond indicates the lock acquisition. Once a dot appears in the center it means that the lock has been acquired and weapon can be launched. If there is no dot the locking is still in progress.\n\n### Crew coordination and awareness\n\nGeneral turret directions are shown on the radar or compass on the top of the screen. Crew positions where tight cooperation is required have an additional, precise indication in 3D where their partner is looking or aiming.\n\n##### Indication\n\nDifferent types of precise indication where a crewmate is looking or aiming\n\n- An X indicates where the gunner is aiming when he's operating his weapon autonomously\n- A cross indicates where the gunner is aiming. Once the gunner aimed at target a circle appears in the middle of the cross.\n- Curved brackets indicate where the commander is looking","sections":[{"heading":null,"level":1,"markdown":"Targeting systems and aids in Arma 3:\n\n| Forums and OPREP | Wiki |\n|---|---|\n| - **[Targeting forum thread](https://forums.bohemia.net/forums/topic/189734-targeting-improvements/)**<br>- **[Sensors forum thread](https://forums.bohemia.net/forums/topic/200467-jets-sensor-overhaul-radars-irs-lazors-pgms/)**<br>- **[Sensor Overhaul OPREP](https://dev.arma3.com/post/oprep-sensor-overhaul)** | - Targeting-related configuration<br>- Custom panels (Sensor Display, GPS, ...)<br>- Sensors (Radar, IR, Laser spot tracking, ...) |"},{"heading":"Features","level":3,"markdown":""},{"heading":"Target Acquisition and Tracking (Sensors)","level":4,"markdown":"Some vehicles can be equipped with sensors that can detect, identify and track various types of targets.\nDifferent types of sensors loosely reflect the systems that exist in real life (Radars, EOST, IRST, LST) and are only able to acquire respective types of targets.\nSee Arma 3: Sensors - Mechanics for more details on which target can be detected and tracked by what."},{"heading":"Actions (default)","level":5,"markdown":"| Key | Action | Description |\n|---|---|---|\n| <kbd>R</kbd> | Weapons/Next target (in vehicle) | Select next target (targets are prioritized according to the currently selected weapon and the target threat) |\n| <kbd>T</kbd> | Weapons/Lock target | Select target under the cursor / center of view |\n| <kbd>T</kbd> | Weapons/Lase Range | Measure distance (and speed) of the target or ground. Some vehicles automatically adjust the weapons zeroing (RCWS) or zeroing and lead on the target (Tank and APC cannon). |\n| <kbd>Ctrl</kbd> + <kbd>R</kbd> | Weapons/Radar on/off | Toggle radar on/off |\n| <kbd>Ctrl</kbd> + Right Mouse Button | Common/Targeting camera | Switch to targeting camera full screen view |\n| <kbd>Ctrl</kbd> + <kbd>T</kbd> | Weapons/Stabilize turret | Locks the camera to area (ground) or point (target) track. |\n| <kbd>NUM 1</kbd>..<kbd>NUM 9</kbd> | View/Look | Slew the camera |\n| <kbd>NUM 5</kbd> | View/Center look | Recenter camera to boresight /or/ to currently selected target (in stabilized mode) |\n| <kbd>F</kbd> | Next Weapon | ATGM toggle Direct Attack (default) or Top Attack |\n\nSee the Custom panels page for more info about controlling the Sensor display."},{"heading":"Indication","level":3,"markdown":""},{"heading":"Engagement","level":3,"markdown":""},{"heading":"Fire Control Systems","level":4,"markdown":"Some weapon systems can help the gunner find better firing solution when using standard ballistic munitions.\nThere are currently 3 types of aids available.\nTarget Lead Indication (used in jets and AAAs) and Automatic Lead/Range (RCWS, tank cannons), which provide solution for a marked target, and Predicted Impact Point (or CCIP) that show where the projectile will land if fired at that moment."},{"heading":"Indication","level":5,"markdown":"Different types of fire control and ballistic aids\n\n- AUTO - Full green square indicates that firing the weapon now will most probably result in a hit. Lead and zeroing are shifted automatically according to the target's distance, speed and direction, so player only has to make sure the crosshair is on target when pulling the trigger. **(no longer used in vanilla assets)**\n- TLI - A line with a circle on its end indicates where the player has to aim to hit the target. Weapon crosshair needs to be placed on the small circle when pulling the trigger.\n- PIP - A small crosshair with a dot in the center indicates where a projectile will land. Pipper needs to be placed on the target when pulling the trigger."},{"heading":"Precision-guided Munition","level":4,"markdown":"- A diamond indicates the lock acquisition. Once a dot appears in the center it means that the lock has been acquired and weapon can be launched. If there is no dot the locking is still in progress."},{"heading":"Crew coordination and awareness","level":3,"markdown":"General turret directions are shown on the radar or compass on the top of the screen. Crew positions where tight cooperation is required have an additional, precise indication in 3D where their partner is looking or aiming."},{"heading":"Indication","level":5,"markdown":"Different types of precise indication where a crewmate is looking or aiming\n\n- An X indicates where the gunner is aiming when he's operating his weapon autonomously\n- A cross indicates where the gunner is aiming. Once the gunner aimed at target a circle appears in the middle of the cross.\n- Curved brackets indicate where the commander is looking"}],"categories":["Arma 3"],"groups":["General"]},{"name":"Arma 3: Targeting Config Reference","title":"Arma 3: Targeting Config Reference","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Targeting_Config_Reference","revid":373259,"updated":"2025-04-12T22:28:09Z","aliases":["A3 Targeting config reference","Arma 3 Targeting config reference","Arma 3: Targeting config reference"],"markdown":"> [!NOTE]\n> Note that this is the relevant page for Arma 3 targeting. Implementations for older Arma titles differ somewhat, but are irrelevant for Arma 3.\n\n### CfgAmmo\n\n#### A\n\n##### airLock\n\nLimits locking to specific target category. Also says if the AI will be \"able\" to engage these certain types with the given ammo\n(for the actual AI target preference use aiAmmoUsageFlags).\n\nInteger\n\n```cpp\nairLock = 0; // Cannot target air units\nairLock = 1; // Can target air and ground units\nairLock = 2; // Can target air units ONLY\n```\n\n##### artilleryLock\n\nCan lock onto ArtilleryTarget object (created when commanding an AI that operates an artillery piece). Warning: With artilleryLock = 1 the airfriction gets forced to 0 ingame.\n\nBoolean\n\n```cpp\nartilleryLock = 0;\nartilleryLock = 1;\n```\n\n##### autoSeekTarget\n\nIf set to true the missile flies towards a marked target and after reaching lockSeekRadius it searches for the best target (can be still the marked target) and homes in on it.\nIf set to false the missile needs a valid lock first and will only guide towards the locked target.\nThe property is used for example for guided artillery shells.\n\nBoolean\n\n```cpp\nautoSeekTarget = 0;\nautoSeekTarget = 1;\n```\n\n#### C\n\n##### cameraViewAvailable\n\nSays whether the missile can provide camera feed after being launched.\n\nBoolean\n\n```cpp\ncameraViewAvailable = 1; // pilot can see the missile's flight from missile's perspective\n```\n\n##### cmImmunity\n\nDefines the guidance sensitivity to countermeasures (flares, chaff, smoke). Range 0...1. The higher the number the more chance missile will ignore CM.\n1 makes it completely ignore CM while 0 makes the projectile lose its target immediately after first CM is fired.\n\nFloat\n\n```cpp\ncmImmunity = 0; // Projectile loses its target immediately after CM launch\ncmImmunity = 1; // Projectile is immune to countermeasures\n```\n\n#### F\n\n##### flightProfiles\n\nArray of flight profiles (guidance specifics) the missile is allowed to use as a fire mode.\nEach entry references a flight profile class defined in the ammo and is paired with fire modes of the weapon.\nThe naming has to be exactly the same in ammo flight profile class, weapon fire mode class, modes[] and flightProfiles[].\nClasses that are defined in the ammo but which are not included in the flightProfiles at the same time will be ignored.\n\nMore info in Arma 3: Missile flight profiles\n\nFloat\n\n```cpp\nflightProfiles[] = {Direct};        // added by default - if the ammo does not specify any flight profile OR if the weapon has more player fire modes (other than for flight profiles)\nflightProfiles[] = {TopDown};        // top attack fire mode, can be used with [[autoSeekTarget]]\nflightProfiles[] = {LOALDistance};    // lock-on after launch fire mode - missile will autonomously find a target after traveling specified distance, requires [[autoSeekTarget]]\nflightProfiles[] = {LOALAltitude};    // lock-on after launch fire mode - for bombs - bomb will autonomously find a target after dropping to specified altitude, requires [[autoSeekTarget]]\nflightProfiles[] = {Overfly};        // overfly top attack fire mode - the missile will overfly the target in specified height, best used with submunitions\nflightProfiles[] = {Cruise};        // terrain following fire mode, can be used with [[autoSeekTarget]]\nflightProfiles[] = {Direct, TopDown};    // a missile supporting two flight profiles - direct and top attack\n```\n\n#### I\n\n##### irLock\n\n*Property is unused if the ammo uses the new Sensors (Radar, IR...) system.*\n\nCan lock air/ground vehicles (target vehicle must have irTarget=1).\n\nBoolean\n\n```cpp\nirLock = 0;\nirLock = 1;\n```\n\n#### L\n\n##### laserLock\n\n*Property is unused if the ammo uses the new Sensors (Radar, IR...) system.*\n\nCan lock on LaserTarget objects (laserTarget = 1).\n\nBoolean\n\n```cpp\nlaserLock = 0;\nlaserLock = 1;\n```\n\n##### lockSeekRadius\n\nSpecifies the maximum distance from the initial target position where the missile will search for suitable targets if it has autoSeekTarget enabled.\n\nFloat\n\n```cpp\nlockSeekRadius = 100; // Current value for all\n```\n\n##### lockType\n\nDefines ammo dependance on weapon lock. Only works for missiles.\n\nInteger\n\n```cpp\nlockType = 0; // Fire and Forget (currently all guided weapons)\nlockType = 1; // Manual - beamriding guidance (use together with manualControl true)\nlockType = 2; // Manual - point guidance\n```\n\n#### M\n\n##### maneuvrability\n\nDefines how much the missile is able to turn / how well it can be controlled during the flight.\n\nFloat\n\n```cpp\nmaneuvrability = 1;        // Default value\nmaneuvrability = 20;    // MissileBase\nmaneuvrability = 16;    // BombCore\nmaneuvrability = 4;        // NLAW missile\nmaneuvrability = 14;    // SCALPEL missile\n```\n\n##### manualControl\n\nMissile follows the cursor (unless locked onto a target). maxControlRange, maneuvrability and missile speed are very important for manual control. AI is able to guide missiles manually too.\n\nBoolean\n\n```cpp\nmanualControl = 0; // Default value\nmanualControl = 1; // Titan AT missile\n```\n\n##### maxControlRange\n\nDefines the distance in meters from the firing platform at which manual control over the missile is lost and it flies in a straight path.\n\nFloat\n\n```cpp\nmaxControlRange = 4000; // MissileBase\nmaxControlRange = 5000; // Titan AT missile\n```\n\n##### missileManualControlCone\n\nDefines the in-flight maximum cone from the missile where the player has to aim in order to retain manual guidance.\nMissile can re-gain the control if the player's aim goes outside of the cone for a moment and reappears later.\n\nFloat\n\n```cpp\nmissileManualControlCone = 45; // Titan AT\n```\n\n##### missileKeepLockedCone\n\nDefines the in-flight maximum cone (field of regard) from the missile where the missile can still track the target. Missile can re-gain tracking if target disappears for a moment and reappears later within the cone.\n\nFloat\n\n```cpp\nmissileKeepLockedCone = 90;        // can only follow targets as long as it stays in 90° infront of the missile\nmissileKeepLockedCone = 360;    // off-boresight capabilities, missile can attempt a full turn in order to hunt targets behind\n```\n\n##### missileLockCone\n\nDefines the in-flight maximum cone from the missile where the target has to be and remain so the missile can lock it.\n\nThis doesn't affect missile's Sensor so in theory a missile can \"know about\" a target outside of its locking range.\n\nFloat\n\n```cpp\nmissileLockCone = 5;    // DAGR\nmissileLockCone = 180;    // GBU-12\nmissileLockCone = 50;    // Default (MissileCore)\n```\n\n##### missileLockMaxDistance\n\nSpecifies the maximum distance at which the missile is able to lock a target.\nThis doesn't affect missile's Sensor so in theory a missile can detect and track a target outside of its locking range.\n\nFloat\n\n```cpp\nmissileLockMaxDistance = 2000; // missile won't be able to lock targets further than than 2km away\n```\n\n##### missileLockMinDistance\n\nSpecifies the minimum distance at which the missile is able to lock a target.\nThis doesn't affect missile's Sensor so in theory a missile can detect and track a target outside of its locking range.\n\nFloat\n\n```cpp\nmissileLockMinDistance = 50; // missile won't be able to lock a target closer than 50m\n```\n\n##### missileLockMaxSpeed\n\nSpecifies the maximum speed (m/s) at which the target can be travelling to be still lockable by the missile.\nThis doesn't affect missile's Sensor so in theory a missile can detect and track a faster target than it can lock.\n\nFloat\n\n```cpp\nmissileLockMaxSpeed = 42; // missile won't be able to lock a target closer that is moving faster than 151km/h\n```\n\n#### N\n\n##### nvLock\n\n*Property is unused if the ammo uses the new Sensors (Radar, IR...) system.*\n\nCan lock onto NVTarget objects (IR-Grenades thrown by infantry).\n\nBoolean\n\n```cpp\nnvLock = 0; // Default\nnvLock = 1; // GBU-12\n```\n\n#### S\n\n##### sideAirFriction\n\nIndirectly affects missiles turning / the flight path once the missile changes its orientation. The higher the side friction the more accurate is the maneuvring with the missile.\n\nFloat\n\n```cpp\nsideAirFriction = 0.001;    // Default (MissileBase)\nsideAirFriction = 0.1;        // Titan AA\n```\n\n#### T\n\n##### trackLead\n\n​​Range 0-1, how much is the missile performing \"smart\" tracking, which assumes onboard computer computing predicted target position at the impact time, resulting in a mostly straight flight trajectory.\n\nFloat\n\n```cpp\ntrackLead = 1; // Missile intercepts\ntrackLead = 0; // Missile follows\n```\n\n##### trackOversteer\n\nSimulates manoeuvering errors of the missile.\n\nFloat\n\n```cpp\ntrackOversteer = 1; // Missiles flies straight to its target\ntrackOversteer = 0; // Missile never hits its target\n```\n\n#### W\n\n##### weaponLockSystem\n\nDefines which\n\n- target vehicle's lockDetectionSystem will be able to detect being locking by this ammo\n- target vehicle's incomingMissileDetectionSystem will be able to detect this ammo when it is in-flight and guided towards the target vehicle\n- countermeasures' weaponLockSystem will break this ammo's lock or guidance. (Same property is used also on flares and chaff to define the opposite match.)\n\nMore details in Arma 3: Countermeasures\n\nInteger\n\n```cpp\nweaponLockSystem = 0; // Undetectable\nweaponLockSystem = 1; // Visual/Contrast\nweaponLockSystem = 2; // Infra-red\nweaponLockSystem = 4; // Laser\nweaponLockSystem = 8; // Radar\nweaponLockSystem = 16; // Missile\nweaponLockSystem = \"2+4\"; // Lock types can be combined (in this case, IR and Laser lock)\n```\n\n### CfgWeapons\n\n#### B\n\n##### ballisticsComputer\n\nVarious fire control systems and ballistic aids can be defined (and combined) in a weapon system. Aids based on target motion prediction (1 and 4) require a Sensor (Radar, IR...) to be able to track the target (Since Arma 3 1.60 they are no longer dependable canLock > 0. You can mark anything what your sensors are able to detect and use the gained information for fire control.)\n\nInteger\n\n```cpp\nballisticsComputer = 0;        // Disabled\nballisticsComputer = 1;        // Automatic zeroing and lead on a sensor-tracked target (Weapon attempts to calculate and shift the aimpoint to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type.)\nballisticsComputer = 2;        // Manual zeroing\nballisticsComputer = 4;        // Target Lead indication; since Arma 3 1.60\nballisticsComputer = 8;        // Predicted Impact Point indication; since Arma 3 1.60\nballisticsComputer = 16;    // FCS, Prediction based on laser distance and speed measurement; since Arma 3 1.70\n```\n\n#### C\n\n##### canLock\n\nDetermines if the weapon can lock onto targets allowed by the ammunition it uses.\n\nInteger\n\n```cpp\ncanLock = 0; // Disabled\ncanLock = 1; // Locks only on lower difficulties (Recruit, Cadet), disabled since Arma 3 1.58\ncanLock = 2; // Always locks\n```\n\n##### cmImmunity\n\nDefines how well the weapon can maintain lock if the target fires countermeasures (flares, chaff, smoke).\n\nFloat\n\n```cpp\ncmImmunity = 0; // Lock breakes whenever target fires CM\ncmImmunity = 1; // Lock never breaks\n```\n\n#### F\n\n##### FCSMaxLeadSpeed\n\nMaximum target speed (m/s) to which the gun can still adjust zeroing/deflection\n\nInteger\n\n```cpp\nFCSMaxLeadSpeed = 27.7; // ~100km/h\n```\n\n#### L\n\n##### lockAcquire\n\nDetermines if weapons locks automatically a target within its lock cone or player has to use Lock Target action while pointing at a target.\n\nBoolean\n\n```cpp\nlockAcquire = 0; // player has to select a target himself\nlockAcquire = 1; // automatic acquisition of the closest target in missileLockCone\n```\n\n##### lockingTargetSound\n\nDetermines sound played once the selected weapon starts locking a target. The sound is played in a loop while locking.\nNote the sound is only played if the weapon is a missile.\n\nSound array : {\"path/to/file.wss\",<volume priority>,<sound pitch>}\n\n```cpp\nlockingTargetSound[] = {\"\\A3\\Sounds_F\\weapons\\Rockets\\locked_1\",0.562341,1}; // Used in missiles_DAGR\n```\n\n##### lockedTargetSound\n\nDetermines sound played once the selected weapon locked its target. The sound is played in a loop until the weapon maintains a lock and is able to fire.\nNote the sound is only played if the weapon is a missile.\n\nSound array : {\"path/to/file.wss\",<volume priority>,<sound pitch>}\n\n```cpp\nlockedTargetSound[] = {\"\\A3\\Sounds_F\\weapons\\Rockets\\locked_1\",0.562341,4};\n```\n\n#### W\n\n##### weaponLockDelay\n\nOnce the locking conditions are met (target is marked, can be locked by this projectile and is in missileLockCone), how much time in seconds would it take for the lock to be achieved.\n\nFloat\n\n```cpp\nweaponLockDelay = 0; // Immediate lock if the locking conditions are met\nweaponLockDelay = 3; // Most of the guided weapons\n```\n\n##### weaponLockSystem\n\nDefines which target vehicle's lockDetectionSystem will be able to detect being marked/tracked by this weapon.\n\nMore details in Arma 3: Countermeasures\n\nInteger\n\n```cpp\nweaponLockSystem = 0;    // Undetectable\nweaponLockSystem = 4;    // Laser\nweaponLockSystem = 8;    // Radar\nweaponLockSystem = 12;    // Lock types can be combined (in this case, Radar and Laser)\n```\n\n### CfgVehicles\n\n#### A\n\n##### allowTabLock\n\nIf true, allows the usage of automatic cycling of targets using Tab (Next Target key assignment - default \"R\" in Arma 3).\nCan be used for driver, or each individual turret.\n\nBoolean\n\n```cpp\nallowTabLock = 0; // Tab-lock disabled (man-pads)\nallowTabLock = 1; // Most of the vehicles\n```\n\n##### alwaysTarget\n\nDefines if the vehicle is considered as a training target by AI and IFF sensors (always enemy).\n\nBoolean\n\n```cpp\nalwaysTarget = 0;\nalwaysTarget = 1; // VR Targets\n```\n\n##### artilleryScanner\n\nEnables the Artillery Computer feature and allows the usage of artillery-type weapons more efficiently.\n\nBoolean\n\n```cpp\nartilleryScanner = 0;\nartilleryScanner = 1; // Artillery vehicles/mortars\n```\n\n##### artilleryTarget\n\nOnly used by ArtilleryTarget class objects.\nArtilleryTarget gets created temporarily on the position designated by a player leader for a subordinate AI artillery operator (Fire Artillery command).\nCan be locked by projectiles with artilleryLock = 1;\n\nBoolean\n\n```cpp\nartilleryTarget = 0;\nartilleryTarget = 1;\n```\n\n#### C\n\n##### xxxCanSee\n\nDefines specific tools/sensors for the AI/players when on a specific seat.\n\n- 1 = CanSeeRadar\n- 2 = CanSeeEye\n- 4 = CanSeeOptics\n- 8 = CanSeeEar\n- 16 = CanSeeCompass\n- 1+16 = CanSeeRadarC\n- 31 = CanSeeAll\n- 32 = CanSeePeripheral // Enables small colored blobs at the edge of the screen that indicate nearby units.\n\nInteger\n\n```cpp\ndriverCanSee    = 2+8+16;    // The driver of this vehicle can see and hear enemies and use its compass\ngunnerCanSee    = 1+4+16;    // The gunner of this vehicle can detect enemies with optics or radar, and sees a compass\ncommanderCanSee    = 31;        // The commander of this vehicle can see and use all its tools\n```\n\n##### canUseScanners\n\nCan be defined per individual turret. Useful to restrict access to vehicle sensors (target marking) on some positions in vehicles (i.e. door gunners)\n\nBoolean\n\n```cpp\ncanUseScanner = 0; // can't use the vehicle's Sensors\n```\n\n##### countermeasureActivationRadius\n\nDefines how far the vehicle can detect incoming missiles (see incomingMissileDetectionSystem)\n\nMore details in Arma 3: Countermeasures\n\nInteger\n\n```cpp\ncountermeasureActivationRadius = 2000;    // Ground vehicles\ncountermeasureActivationRadius = 10000;    // Air vehicles\n```\n\n#### I\n\n##### incomingMissileDetectionSystem\n\nDefines which munitions guided towards the vehicle the vehicle can detect.\nChecks a bit flag match with the incoming ammo's weaponLockSystem.\n\nMore details in Arma 3: Countermeasures\n\nInteger\n\n```cpp\nincomingMissileDetectionSystem = 0;        // No missile-in-flight detection\nincomingMissileDetectionSystem = 8;        // Active Radar Homing missile-in-flight detection\nincomingMissileDetectionSystem = 16;    // Detects all missiles (Missile Approach Warning)\n```\n\n##### irScanXXX\n\n*Property is unused if the vehicle uses the new Sensors (Radar, IR...) system.*\n\nThose settings can be used instead of irScanRange to make IR+Radar scan range depend on the visibility distance. If there is irScanRange, fixed value is used. The same thing can also be accomplished by setting both irScanRangeMin and irScanRangeMax to the same value.\n\nIf there is no irScanRange,IR+Radar scan range is calculated as:\n\n```\nscanRange = visibility_range * irScanToEyeFactor;\nif (scanRange<irScanRangeMin) scanRange = irScanRangeMin;\nif (scanRange>irScanRangeMax) scanRange = irScanRangeMax;\n```\n\nWhere visiblity_range is basically a drawing distance, but may be shortened by rain or fog.\nFloat\n\n```cpp\nirScanToEyeFactor    = 1;\nirScanRangeMin        = 200;\nirScanRangeMax        = 1000;\n```\n\n##### irScanGround\n\n*Property is unused if the vehicle uses the new Sensors (Radar, IR...) system.*\n\nCan be used to limit target detection to air or groun targets.\n\nInteger\n\n```cpp\nirScanGround = 0; // Can detect and track aerial irTargets only (AAA)\nirScanGround = 1; // Can detect and track any irTargets (multirole)\nirScanGround = 2; // Can detect and track ground irTargets only (air-to-surface radar, gunships)\n```\n\n##### irTarget\n\nSays whether the vehicle - once heated up - can be detected and tracked by an IR Sensor system.\nVehicle heats up mainly from a running engine (~ 6 sec to heat up after engine start, 1h to cool down).\nFiring a weapon or wheels friction also builds up the vehicle's heat signature.\n\nBoolean\n\n```cpp\nirTarget = 0; // Buildings, men, static defenses, etc...\nirTarget = 1; // Ground/Air vehicles\n```\n\n##### irTargetSize\n\nSays how big the vehicle's heat signature is once heated up. Works as a coefficient of IR Sensor's range within the given combat situation.\n\nFloat\n\n```cpp\nirTargetSize = 0.1; // heated vehicle will be detected by an IR sensor only at 1/10 of the sensors range in the given tactical situation\nirTargetSize = 2.0; // maximum value, vehicle can be detected at 2x the sensor's range\n```\n\n#### L\n\n##### laserScanner\n\n*Property is unused if the vehicle uses the new Sensors (Radar, IR...) system.*\n\nDefines if the vehicle has a *Laser Spot Tracker* and is able to detect and lock laser targets (for example, CAS jets, gunships).\n\nBoolean\n\n```cpp\nlaserScanner = 0;\nlaserScanner = 1;\n```\n\n##### laserTarget\n\nDefines if the vehicle can be detected by vehicles equipped with a laser sensor (laserScanner). Used only by LaserTarget and Land_VR_Target.. classes.\nLaserTarget gets created at the position of laser spot painted by a laser designator.\n\nBoolean\n\n```cpp\nlaserTarget = 0;\nlaserTarget = 1;\n```\n\n##### lockDetectionSystem\n\nDefines what type of locking or marking the vehicle can detect.\nChecks a bit flag match with the locking ammo's weaponLockSystem and/or weapon's weaponLockSystem (when marked).\n\nMore details in Arma 3: Countermeasures\n\nInteger\n\n```cpp\nweaponLockSystem = 0; // Undetectable\nweaponLockSystem = 4; // Laser\nweaponLockSystem = 8; // Radar\nweaponLockSystem = \"2+4\"; // Lock types can be combined (in this case, IR and Laser lock)\n```\n\n#### N\n\n##### nvScanner\n\n*Property is unused if the vehicle uses the new Sensors (Radar, IR...) system.*\n\nDefines if the vehicle is able to detect and lock Night-Vision targets (used by IR-Grenades).\n\nBoolean\n\n```cpp\nnvScanner = 0;\nnvScanner = 1;\n```\n\n##### nvTarget\n\nDefines if the vehicle can be detected by vehicles equipped with a night-vision sensor (nvScanner). Used only by NVTarget and Land_VR_Target.. classes.\nNV target gets created on the position of ammo with\n\n```\nsimulation = \"shotNVGMarker\";\n```\n\nBoolean\n\n```cpp\nnvTarget = 0;\nnvTarget = 1;\n```\n\n#### P\n\n##### class pilotCamera\n\nGives the pilot access to a targeting pod (or some CCTV) and control over it in a full screen display feed (via *Multifunction camera* action, Ctrl+RMB by default).\n\n```cpp\nclass pilotCamera\n{\n\n    class OpticsIn\n    {\n        // different optics mode, same as in turrets\n    }\n\n    minTurn        = -90;    // yaw limits\n    maxTurn        =  90;    // yaw limits\n    initTurn    =   0;    // initial yaw angle\n    minElev        = -90;    // pitch limits\n    maxElev        =  90;    // pitch limits\n    initElev    =   0;    // initial pitch angle\n    maxXRotSpeed = 0.5;    // yawing speed\n    maxYRotSpeed = 0.5;    // pitching speed\n    pilotOpticsShowCursor = 1; // to show aimCursor (is useful to see plane direction)\n    controllable = 1;    // set false to have static camera\n };\n```\n\nRelated commands: Command Group: Pilot Camera\n\n#### R\n\n##### radarTarget\n\nSays whether the vehicle can be detected and tracked by a RADAR Sensor.\n\nIRTarget is used if undefined for backwards compatibility.\n\nBoolean\n\n```cpp\nradarTarget = 1; // can be detected by RADAR\n```\n\n##### radarTargetSize\n\nRadar cross-section coefficient of the vehicle. Works as a coefficient of RADAR Sensor's range within the given combat situation.\n\n- *0.1 - fully stealth (<0.0005m2 RCS) (not recommended)*\n- *0.7 - small aircrafts, semi-stealth (~1m2 RCS)*\n- *1.0 - mid sized aircraft, car (~5m2 RCS)*\n- *1.2 - tanks, trucks (~10m2 RCS)*\n- *2.0 - large bomber, small ship and bigger (>80m2 RCS)*\n\nFloat\n\n```cpp\nradarTargetSize = 0.1; // vehicle will be detected by a Radar sensor only at 1/10 of the sensors range in the given tactical situation\nradarTargetSize = 2.0 // maximum value, vehicle can be detected at 2x the sensor's range\n```\n\n##### radarType\n\n- *Property is no longer used for the game HUD UI*\n- AI is only able to utilize *sensors* (Radar, IR, LST...) if value 1, 2 or 4 is used\n\nInteger\n\n```cpp\nradarType = 0; // No radar (used for infantry)\nradarType = 1; // Tactical display (not used)\nradarType = 2; // Vehicle radar (used for AAA) - shows compass, turret directions and targets\nradarType = 4; // Air radar (used for jets and gunships) - shows compass, turret directions and targets\nradarType = 8; // Compass + turret directions (used for majority of vehicles and their turret positions) - shows compass and turret directions\n```\n\n##### receiveRemoteTargets\n\nSays if the vehicle is able to receive targets and positions from friendly vehicles with reportRemoteTargets.\n\nThis feature can be added/removed to/from any vehicle or soldier via EDEN editor object attribute \"Data Link Receive\" under \"Electronics & Sensors\".\n\nInteger\n\n```cpp\nreceiveRemoteTargets = true;\n```\n\n##### reportRemoteTargets\n\nSays if the vehicle is able to broadcast targets acquired by own sensors.\n\nThis feature can be added/removed to/from any vehicle or soldier via EDEN editor object attribute \"Data Link Send\" under \"Electronics & Sensors\".\n\nInteger\n\n```cpp\nreportRemoteTargets = true;\n```\n\n##### reportOwnPosition\n\nSays if the vehicle is able to broadcast its own position.\n\nThis feature can be added/removed to/from any vehicle or soldier via EDEN editor object attribute \"Data Link Position\" under \"Electronics & Sensors\".\n\nInteger\n\n```cpp\nreportOwnPosition = true;\n```\n\n#### S\n\n##### showAllTargets\n\nVehicle/turret setting. Displays all targets known to vehicle sensors in via the ingame UI.\nValues can be combined.\n\nInteger\n\n```cpp\nshowAllTargets = 0; //LockNo\nshowAllTargets = 1; //LockCadet, show targets from all sensors, but only on lower difficulty; disabled since Arma 3 1.58\nshowAllTargets = 2; //LockYes, show targets from all sensors\nshowAllTargets = 4; //LockLaser, show only targets from laser spot tracker (laserScanner); since Arma 3 1.60\n```\n\n##### showCrewAim\n\nVehicle/turret setting. Displays gunner/commander turret aimpoints on the in-game UI. Disabled when crosshair is turned off in difficulty since Arma 3 1.68\n\nInteger\n\n```cpp\nshowCrewAim = 0; // disabled\nshowCrewAim = 1; // show primary gunner\nshowCrewAim = 2; // show commander\nshowCrewAim = 4; // show all\nshowCrewAim = 1+2+4; // values can be combined\n```\n\n#### V\n\n##### visualTarget\n\nSays whether the vehicle can be detected and tracked by a Visual sensor (electro-optical sensors in vis. spectrum, contrast seekers).\n\nIRTarget is used if undefined for backwards compatibility.\n\nBoolean\n\n```cpp\nvisualTarget = 1; // can be detected by visual sensor\n```\n\n##### visualTargetSize\n\nContrast and visual distinguishability properties of the vehicle. Works as a coefficient of Visual Sensor's range within the given combat situation.\n\nFloat\n\n```cpp\nvisualTargetSize = 0.1; // vehicle will be detected by a visual spectrum sensor only at 1/10 of the sensors range in the given tactical situation\nvisualTargetSize = 2.0; // maximum value, vehicle can be detected at 2x the sensor's range\n```\n\n### See Also\n\n- CfgAmmo\n- CfgWeapons\n- CfgVehicles\n- Sensors (Radar, IR...)\n- Arma 3: Targeting\n- Arma 3: Missile flight profiles\n- [Sensor Overhaul (Forums)](https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/)\n- [Targeting improvements (Forums)](https://forums.bistudio.com/topic/189734-targeting-improvements/)","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> Note that this is the relevant page for Arma 3 targeting. Implementations for older Arma titles differ somewhat, but are irrelevant for Arma 3."},{"heading":"CfgAmmo","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"airLock","level":5,"markdown":"Limits locking to specific target category. Also says if the AI will be \"able\" to engage these certain types with the given ammo\n(for the actual AI target preference use aiAmmoUsageFlags).\n\nInteger\n\n```cpp\nairLock = 0; // Cannot target air units\nairLock = 1; // Can target air and ground units\nairLock = 2; // Can target air units ONLY\n```"},{"heading":"artilleryLock","level":5,"markdown":"Can lock onto ArtilleryTarget object (created when commanding an AI that operates an artillery piece). Warning: With artilleryLock = 1 the airfriction gets forced to 0 ingame.\n\nBoolean\n\n```cpp\nartilleryLock = 0;\nartilleryLock = 1;\n```"},{"heading":"autoSeekTarget","level":5,"markdown":"If set to true the missile flies towards a marked target and after reaching lockSeekRadius it searches for the best target (can be still the marked target) and homes in on it.\nIf set to false the missile needs a valid lock first and will only guide towards the locked target.\nThe property is used for example for guided artillery shells.\n\nBoolean\n\n```cpp\nautoSeekTarget = 0;\nautoSeekTarget = 1;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"cameraViewAvailable","level":5,"markdown":"Says whether the missile can provide camera feed after being launched.\n\nBoolean\n\n```cpp\ncameraViewAvailable = 1; // pilot can see the missile's flight from missile's perspective\n```"},{"heading":"cmImmunity","level":5,"markdown":"Defines the guidance sensitivity to countermeasures (flares, chaff, smoke). Range 0...1. The higher the number the more chance missile will ignore CM.\n1 makes it completely ignore CM while 0 makes the projectile lose its target immediately after first CM is fired.\n\nFloat\n\n```cpp\ncmImmunity = 0; // Projectile loses its target immediately after CM launch\ncmImmunity = 1; // Projectile is immune to countermeasures\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"flightProfiles","level":5,"markdown":"Array of flight profiles (guidance specifics) the missile is allowed to use as a fire mode.\nEach entry references a flight profile class defined in the ammo and is paired with fire modes of the weapon.\nThe naming has to be exactly the same in ammo flight profile class, weapon fire mode class, modes[] and flightProfiles[].\nClasses that are defined in the ammo but which are not included in the flightProfiles at the same time will be ignored.\n\nMore info in Arma 3: Missile flight profiles\n\nFloat\n\n```cpp\nflightProfiles[] = {Direct};        // added by default - if the ammo does not specify any flight profile OR if the weapon has more player fire modes (other than for flight profiles)\nflightProfiles[] = {TopDown};        // top attack fire mode, can be used with [[autoSeekTarget]]\nflightProfiles[] = {LOALDistance};    // lock-on after launch fire mode - missile will autonomously find a target after traveling specified distance, requires [[autoSeekTarget]]\nflightProfiles[] = {LOALAltitude};    // lock-on after launch fire mode - for bombs - bomb will autonomously find a target after dropping to specified altitude, requires [[autoSeekTarget]]\nflightProfiles[] = {Overfly};        // overfly top attack fire mode - the missile will overfly the target in specified height, best used with submunitions\nflightProfiles[] = {Cruise};        // terrain following fire mode, can be used with [[autoSeekTarget]]\nflightProfiles[] = {Direct, TopDown};    // a missile supporting two flight profiles - direct and top attack\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"irLock","level":5,"markdown":"*Property is unused if the ammo uses the new Sensors (Radar, IR...) system.*\n\nCan lock air/ground vehicles (target vehicle must have irTarget=1).\n\nBoolean\n\n```cpp\nirLock = 0;\nirLock = 1;\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"laserLock","level":5,"markdown":"*Property is unused if the ammo uses the new Sensors (Radar, IR...) system.*\n\nCan lock on LaserTarget objects (laserTarget = 1).\n\nBoolean\n\n```cpp\nlaserLock = 0;\nlaserLock = 1;\n```"},{"heading":"lockSeekRadius","level":5,"markdown":"Specifies the maximum distance from the initial target position where the missile will search for suitable targets if it has autoSeekTarget enabled.\n\nFloat\n\n```cpp\nlockSeekRadius = 100; // Current value for all\n```"},{"heading":"lockType","level":5,"markdown":"Defines ammo dependance on weapon lock. Only works for missiles.\n\nInteger\n\n```cpp\nlockType = 0; // Fire and Forget (currently all guided weapons)\nlockType = 1; // Manual - beamriding guidance (use together with manualControl true)\nlockType = 2; // Manual - point guidance\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"maneuvrability","level":5,"markdown":"Defines how much the missile is able to turn / how well it can be controlled during the flight.\n\nFloat\n\n```cpp\nmaneuvrability = 1;        // Default value\nmaneuvrability = 20;    // MissileBase\nmaneuvrability = 16;    // BombCore\nmaneuvrability = 4;        // NLAW missile\nmaneuvrability = 14;    // SCALPEL missile\n```"},{"heading":"manualControl","level":5,"markdown":"Missile follows the cursor (unless locked onto a target). maxControlRange, maneuvrability and missile speed are very important for manual control. AI is able to guide missiles manually too.\n\nBoolean\n\n```cpp\nmanualControl = 0; // Default value\nmanualControl = 1; // Titan AT missile\n```"},{"heading":"maxControlRange","level":5,"markdown":"Defines the distance in meters from the firing platform at which manual control over the missile is lost and it flies in a straight path.\n\nFloat\n\n```cpp\nmaxControlRange = 4000; // MissileBase\nmaxControlRange = 5000; // Titan AT missile\n```"},{"heading":"missileManualControlCone","level":5,"markdown":"Defines the in-flight maximum cone from the missile where the player has to aim in order to retain manual guidance.\nMissile can re-gain the control if the player's aim goes outside of the cone for a moment and reappears later.\n\nFloat\n\n```cpp\nmissileManualControlCone = 45; // Titan AT\n```"},{"heading":"missileKeepLockedCone","level":5,"markdown":"Defines the in-flight maximum cone (field of regard) from the missile where the missile can still track the target. Missile can re-gain tracking if target disappears for a moment and reappears later within the cone.\n\nFloat\n\n```cpp\nmissileKeepLockedCone = 90;        // can only follow targets as long as it stays in 90° infront of the missile\nmissileKeepLockedCone = 360;    // off-boresight capabilities, missile can attempt a full turn in order to hunt targets behind\n```"},{"heading":"missileLockCone","level":5,"markdown":"Defines the in-flight maximum cone from the missile where the target has to be and remain so the missile can lock it.\n\nThis doesn't affect missile's Sensor so in theory a missile can \"know about\" a target outside of its locking range.\n\nFloat\n\n```cpp\nmissileLockCone = 5;    // DAGR\nmissileLockCone = 180;    // GBU-12\nmissileLockCone = 50;    // Default (MissileCore)\n```"},{"heading":"missileLockMaxDistance","level":5,"markdown":"Specifies the maximum distance at which the missile is able to lock a target.\nThis doesn't affect missile's Sensor so in theory a missile can detect and track a target outside of its locking range.\n\nFloat\n\n```cpp\nmissileLockMaxDistance = 2000; // missile won't be able to lock targets further than than 2km away\n```"},{"heading":"missileLockMinDistance","level":5,"markdown":"Specifies the minimum distance at which the missile is able to lock a target.\nThis doesn't affect missile's Sensor so in theory a missile can detect and track a target outside of its locking range.\n\nFloat\n\n```cpp\nmissileLockMinDistance = 50; // missile won't be able to lock a target closer than 50m\n```"},{"heading":"missileLockMaxSpeed","level":5,"markdown":"Specifies the maximum speed (m/s) at which the target can be travelling to be still lockable by the missile.\nThis doesn't affect missile's Sensor so in theory a missile can detect and track a faster target than it can lock.\n\nFloat\n\n```cpp\nmissileLockMaxSpeed = 42; // missile won't be able to lock a target closer that is moving faster than 151km/h\n```"},{"heading":"N","level":4,"markdown":""},{"heading":"nvLock","level":5,"markdown":"*Property is unused if the ammo uses the new Sensors (Radar, IR...) system.*\n\nCan lock onto NVTarget objects (IR-Grenades thrown by infantry).\n\nBoolean\n\n```cpp\nnvLock = 0; // Default\nnvLock = 1; // GBU-12\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"sideAirFriction","level":5,"markdown":"Indirectly affects missiles turning / the flight path once the missile changes its orientation. The higher the side friction the more accurate is the maneuvring with the missile.\n\nFloat\n\n```cpp\nsideAirFriction = 0.001;    // Default (MissileBase)\nsideAirFriction = 0.1;        // Titan AA\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"trackLead","level":5,"markdown":"​​Range 0-1, how much is the missile performing \"smart\" tracking, which assumes onboard computer computing predicted target position at the impact time, resulting in a mostly straight flight trajectory.\n\nFloat\n\n```cpp\ntrackLead = 1; // Missile intercepts\ntrackLead = 0; // Missile follows\n```"},{"heading":"trackOversteer","level":5,"markdown":"Simulates manoeuvering errors of the missile.\n\nFloat\n\n```cpp\ntrackOversteer = 1; // Missiles flies straight to its target\ntrackOversteer = 0; // Missile never hits its target\n```"},{"heading":"W","level":4,"markdown":""},{"heading":"weaponLockSystem","level":5,"markdown":"Defines which\n\n- target vehicle's lockDetectionSystem will be able to detect being locking by this ammo\n- target vehicle's incomingMissileDetectionSystem will be able to detect this ammo when it is in-flight and guided towards the target vehicle\n- countermeasures' weaponLockSystem will break this ammo's lock or guidance. (Same property is used also on flares and chaff to define the opposite match.)\n\nMore details in Arma 3: Countermeasures\n\nInteger\n\n```cpp\nweaponLockSystem = 0; // Undetectable\nweaponLockSystem = 1; // Visual/Contrast\nweaponLockSystem = 2; // Infra-red\nweaponLockSystem = 4; // Laser\nweaponLockSystem = 8; // Radar\nweaponLockSystem = 16; // Missile\nweaponLockSystem = \"2+4\"; // Lock types can be combined (in this case, IR and Laser lock)\n```"},{"heading":"CfgWeapons","level":3,"markdown":""},{"heading":"B","level":4,"markdown":""},{"heading":"ballisticsComputer","level":5,"markdown":"Various fire control systems and ballistic aids can be defined (and combined) in a weapon system. Aids based on target motion prediction (1 and 4) require a Sensor (Radar, IR...) to be able to track the target (Since Arma 3 1.60 they are no longer dependable canLock > 0. You can mark anything what your sensors are able to detect and use the gained information for fire control.)\n\nInteger\n\n```cpp\nballisticsComputer = 0;        // Disabled\nballisticsComputer = 1;        // Automatic zeroing and lead on a sensor-tracked target (Weapon attempts to calculate and shift the aimpoint to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type.)\nballisticsComputer = 2;        // Manual zeroing\nballisticsComputer = 4;        // Target Lead indication; since Arma 3 1.60\nballisticsComputer = 8;        // Predicted Impact Point indication; since Arma 3 1.60\nballisticsComputer = 16;    // FCS, Prediction based on laser distance and speed measurement; since Arma 3 1.70\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"canLock","level":5,"markdown":"Determines if the weapon can lock onto targets allowed by the ammunition it uses.\n\nInteger\n\n```cpp\ncanLock = 0; // Disabled\ncanLock = 1; // Locks only on lower difficulties (Recruit, Cadet), disabled since Arma 3 1.58\ncanLock = 2; // Always locks\n```"},{"heading":"cmImmunity","level":5,"markdown":"Defines how well the weapon can maintain lock if the target fires countermeasures (flares, chaff, smoke).\n\nFloat\n\n```cpp\ncmImmunity = 0; // Lock breakes whenever target fires CM\ncmImmunity = 1; // Lock never breaks\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"FCSMaxLeadSpeed","level":5,"markdown":"Maximum target speed (m/s) to which the gun can still adjust zeroing/deflection\n\nInteger\n\n```cpp\nFCSMaxLeadSpeed = 27.7; // ~100km/h\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"lockAcquire","level":5,"markdown":"Determines if weapons locks automatically a target within its lock cone or player has to use Lock Target action while pointing at a target.\n\nBoolean\n\n```cpp\nlockAcquire = 0; // player has to select a target himself\nlockAcquire = 1; // automatic acquisition of the closest target in missileLockCone\n```"},{"heading":"lockingTargetSound","level":5,"markdown":"Determines sound played once the selected weapon starts locking a target. The sound is played in a loop while locking.\nNote the sound is only played if the weapon is a missile.\n\nSound array : {\"path/to/file.wss\",<volume priority>,<sound pitch>}\n\n```cpp\nlockingTargetSound[] = {\"\\A3\\Sounds_F\\weapons\\Rockets\\locked_1\",0.562341,1}; // Used in missiles_DAGR\n```"},{"heading":"lockedTargetSound","level":5,"markdown":"Determines sound played once the selected weapon locked its target. The sound is played in a loop until the weapon maintains a lock and is able to fire.\nNote the sound is only played if the weapon is a missile.\n\nSound array : {\"path/to/file.wss\",<volume priority>,<sound pitch>}\n\n```cpp\nlockedTargetSound[] = {\"\\A3\\Sounds_F\\weapons\\Rockets\\locked_1\",0.562341,4};\n```"},{"heading":"W","level":4,"markdown":""},{"heading":"weaponLockDelay","level":5,"markdown":"Once the locking conditions are met (target is marked, can be locked by this projectile and is in missileLockCone), how much time in seconds would it take for the lock to be achieved.\n\nFloat\n\n```cpp\nweaponLockDelay = 0; // Immediate lock if the locking conditions are met\nweaponLockDelay = 3; // Most of the guided weapons\n```"},{"heading":"weaponLockSystem","level":5,"markdown":"Defines which target vehicle's lockDetectionSystem will be able to detect being marked/tracked by this weapon.\n\nMore details in Arma 3: Countermeasures\n\nInteger\n\n```cpp\nweaponLockSystem = 0;    // Undetectable\nweaponLockSystem = 4;    // Laser\nweaponLockSystem = 8;    // Radar\nweaponLockSystem = 12;    // Lock types can be combined (in this case, Radar and Laser)\n```"},{"heading":"CfgVehicles","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"allowTabLock","level":5,"markdown":"If true, allows the usage of automatic cycling of targets using Tab (Next Target key assignment - default \"R\" in Arma 3).\nCan be used for driver, or each individual turret.\n\nBoolean\n\n```cpp\nallowTabLock = 0; // Tab-lock disabled (man-pads)\nallowTabLock = 1; // Most of the vehicles\n```"},{"heading":"alwaysTarget","level":5,"markdown":"Defines if the vehicle is considered as a training target by AI and IFF sensors (always enemy).\n\nBoolean\n\n```cpp\nalwaysTarget = 0;\nalwaysTarget = 1; // VR Targets\n```"},{"heading":"artilleryScanner","level":5,"markdown":"Enables the Artillery Computer feature and allows the usage of artillery-type weapons more efficiently.\n\nBoolean\n\n```cpp\nartilleryScanner = 0;\nartilleryScanner = 1; // Artillery vehicles/mortars\n```"},{"heading":"artilleryTarget","level":5,"markdown":"Only used by ArtilleryTarget class objects.\nArtilleryTarget gets created temporarily on the position designated by a player leader for a subordinate AI artillery operator (Fire Artillery command).\nCan be locked by projectiles with artilleryLock = 1;\n\nBoolean\n\n```cpp\nartilleryTarget = 0;\nartilleryTarget = 1;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"xxxCanSee","level":5,"markdown":"Defines specific tools/sensors for the AI/players when on a specific seat.\n\n- 1 = CanSeeRadar\n- 2 = CanSeeEye\n- 4 = CanSeeOptics\n- 8 = CanSeeEar\n- 16 = CanSeeCompass\n- 1+16 = CanSeeRadarC\n- 31 = CanSeeAll\n- 32 = CanSeePeripheral // Enables small colored blobs at the edge of the screen that indicate nearby units.\n\nInteger\n\n```cpp\ndriverCanSee    = 2+8+16;    // The driver of this vehicle can see and hear enemies and use its compass\ngunnerCanSee    = 1+4+16;    // The gunner of this vehicle can detect enemies with optics or radar, and sees a compass\ncommanderCanSee    = 31;        // The commander of this vehicle can see and use all its tools\n```"},{"heading":"canUseScanners","level":5,"markdown":"Can be defined per individual turret. Useful to restrict access to vehicle sensors (target marking) on some positions in vehicles (i.e. door gunners)\n\nBoolean\n\n```cpp\ncanUseScanner = 0; // can't use the vehicle's Sensors\n```"},{"heading":"countermeasureActivationRadius","level":5,"markdown":"Defines how far the vehicle can detect incoming missiles (see incomingMissileDetectionSystem)\n\nMore details in Arma 3: Countermeasures\n\nInteger\n\n```cpp\ncountermeasureActivationRadius = 2000;    // Ground vehicles\ncountermeasureActivationRadius = 10000;    // Air vehicles\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"incomingMissileDetectionSystem","level":5,"markdown":"Defines which munitions guided towards the vehicle the vehicle can detect.\nChecks a bit flag match with the incoming ammo's weaponLockSystem.\n\nMore details in Arma 3: Countermeasures\n\nInteger\n\n```cpp\nincomingMissileDetectionSystem = 0;        // No missile-in-flight detection\nincomingMissileDetectionSystem = 8;        // Active Radar Homing missile-in-flight detection\nincomingMissileDetectionSystem = 16;    // Detects all missiles (Missile Approach Warning)\n```"},{"heading":"irScanXXX","level":5,"markdown":"*Property is unused if the vehicle uses the new Sensors (Radar, IR...) system.*\n\nThose settings can be used instead of irScanRange to make IR+Radar scan range depend on the visibility distance. If there is irScanRange, fixed value is used. The same thing can also be accomplished by setting both irScanRangeMin and irScanRangeMax to the same value.\n\nIf there is no irScanRange,IR+Radar scan range is calculated as:\n\n```\nscanRange = visibility_range * irScanToEyeFactor;\nif (scanRange<irScanRangeMin) scanRange = irScanRangeMin;\nif (scanRange>irScanRangeMax) scanRange = irScanRangeMax;\n```\n\nWhere visiblity_range is basically a drawing distance, but may be shortened by rain or fog.\nFloat\n\n```cpp\nirScanToEyeFactor    = 1;\nirScanRangeMin        = 200;\nirScanRangeMax        = 1000;\n```"},{"heading":"irScanGround","level":5,"markdown":"*Property is unused if the vehicle uses the new Sensors (Radar, IR...) system.*\n\nCan be used to limit target detection to air or groun targets.\n\nInteger\n\n```cpp\nirScanGround = 0; // Can detect and track aerial irTargets only (AAA)\nirScanGround = 1; // Can detect and track any irTargets (multirole)\nirScanGround = 2; // Can detect and track ground irTargets only (air-to-surface radar, gunships)\n```"},{"heading":"irTarget","level":5,"markdown":"Says whether the vehicle - once heated up - can be detected and tracked by an IR Sensor system.\nVehicle heats up mainly from a running engine (~ 6 sec to heat up after engine start, 1h to cool down).\nFiring a weapon or wheels friction also builds up the vehicle's heat signature.\n\nBoolean\n\n```cpp\nirTarget = 0; // Buildings, men, static defenses, etc...\nirTarget = 1; // Ground/Air vehicles\n```"},{"heading":"irTargetSize","level":5,"markdown":"Says how big the vehicle's heat signature is once heated up. Works as a coefficient of IR Sensor's range within the given combat situation.\n\nFloat\n\n```cpp\nirTargetSize = 0.1; // heated vehicle will be detected by an IR sensor only at 1/10 of the sensors range in the given tactical situation\nirTargetSize = 2.0; // maximum value, vehicle can be detected at 2x the sensor's range\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"laserScanner","level":5,"markdown":"*Property is unused if the vehicle uses the new Sensors (Radar, IR...) system.*\n\nDefines if the vehicle has a *Laser Spot Tracker* and is able to detect and lock laser targets (for example, CAS jets, gunships).\n\nBoolean\n\n```cpp\nlaserScanner = 0;\nlaserScanner = 1;\n```"},{"heading":"laserTarget","level":5,"markdown":"Defines if the vehicle can be detected by vehicles equipped with a laser sensor (laserScanner). Used only by LaserTarget and Land_VR_Target.. classes.\nLaserTarget gets created at the position of laser spot painted by a laser designator.\n\nBoolean\n\n```cpp\nlaserTarget = 0;\nlaserTarget = 1;\n```"},{"heading":"lockDetectionSystem","level":5,"markdown":"Defines what type of locking or marking the vehicle can detect.\nChecks a bit flag match with the locking ammo's weaponLockSystem and/or weapon's weaponLockSystem (when marked).\n\nMore details in Arma 3: Countermeasures\n\nInteger\n\n```cpp\nweaponLockSystem = 0; // Undetectable\nweaponLockSystem = 4; // Laser\nweaponLockSystem = 8; // Radar\nweaponLockSystem = \"2+4\"; // Lock types can be combined (in this case, IR and Laser lock)\n```"},{"heading":"N","level":4,"markdown":""},{"heading":"nvScanner","level":5,"markdown":"*Property is unused if the vehicle uses the new Sensors (Radar, IR...) system.*\n\nDefines if the vehicle is able to detect and lock Night-Vision targets (used by IR-Grenades).\n\nBoolean\n\n```cpp\nnvScanner = 0;\nnvScanner = 1;\n```"},{"heading":"nvTarget","level":5,"markdown":"Defines if the vehicle can be detected by vehicles equipped with a night-vision sensor (nvScanner). Used only by NVTarget and Land_VR_Target.. classes.\nNV target gets created on the position of ammo with\n\n```\nsimulation = \"shotNVGMarker\";\n```\n\nBoolean\n\n```cpp\nnvTarget = 0;\nnvTarget = 1;\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"class pilotCamera","level":5,"markdown":"Gives the pilot access to a targeting pod (or some CCTV) and control over it in a full screen display feed (via *Multifunction camera* action, Ctrl+RMB by default).\n\n```cpp\nclass pilotCamera\n{\n\n    class OpticsIn\n    {\n        // different optics mode, same as in turrets\n    }\n\n    minTurn        = -90;    // yaw limits\n    maxTurn        =  90;    // yaw limits\n    initTurn    =   0;    // initial yaw angle\n    minElev        = -90;    // pitch limits\n    maxElev        =  90;    // pitch limits\n    initElev    =   0;    // initial pitch angle\n    maxXRotSpeed = 0.5;    // yawing speed\n    maxYRotSpeed = 0.5;    // pitching speed\n    pilotOpticsShowCursor = 1; // to show aimCursor (is useful to see plane direction)\n    controllable = 1;    // set false to have static camera\n };\n```\n\nRelated commands: Command Group: Pilot Camera"},{"heading":"R","level":4,"markdown":""},{"heading":"radarTarget","level":5,"markdown":"Says whether the vehicle can be detected and tracked by a RADAR Sensor.\n\nIRTarget is used if undefined for backwards compatibility.\n\nBoolean\n\n```cpp\nradarTarget = 1; // can be detected by RADAR\n```"},{"heading":"radarTargetSize","level":5,"markdown":"Radar cross-section coefficient of the vehicle. Works as a coefficient of RADAR Sensor's range within the given combat situation.\n\n- *0.1 - fully stealth (<0.0005m2 RCS) (not recommended)*\n- *0.7 - small aircrafts, semi-stealth (~1m2 RCS)*\n- *1.0 - mid sized aircraft, car (~5m2 RCS)*\n- *1.2 - tanks, trucks (~10m2 RCS)*\n- *2.0 - large bomber, small ship and bigger (>80m2 RCS)*\n\nFloat\n\n```cpp\nradarTargetSize = 0.1; // vehicle will be detected by a Radar sensor only at 1/10 of the sensors range in the given tactical situation\nradarTargetSize = 2.0 // maximum value, vehicle can be detected at 2x the sensor's range\n```"},{"heading":"radarType","level":5,"markdown":"- *Property is no longer used for the game HUD UI*\n- AI is only able to utilize *sensors* (Radar, IR, LST...) if value 1, 2 or 4 is used\n\nInteger\n\n```cpp\nradarType = 0; // No radar (used for infantry)\nradarType = 1; // Tactical display (not used)\nradarType = 2; // Vehicle radar (used for AAA) - shows compass, turret directions and targets\nradarType = 4; // Air radar (used for jets and gunships) - shows compass, turret directions and targets\nradarType = 8; // Compass + turret directions (used for majority of vehicles and their turret positions) - shows compass and turret directions\n```"},{"heading":"receiveRemoteTargets","level":5,"markdown":"Says if the vehicle is able to receive targets and positions from friendly vehicles with reportRemoteTargets.\n\nThis feature can be added/removed to/from any vehicle or soldier via EDEN editor object attribute \"Data Link Receive\" under \"Electronics & Sensors\".\n\nInteger\n\n```cpp\nreceiveRemoteTargets = true;\n```"},{"heading":"reportRemoteTargets","level":5,"markdown":"Says if the vehicle is able to broadcast targets acquired by own sensors.\n\nThis feature can be added/removed to/from any vehicle or soldier via EDEN editor object attribute \"Data Link Send\" under \"Electronics & Sensors\".\n\nInteger\n\n```cpp\nreportRemoteTargets = true;\n```"},{"heading":"reportOwnPosition","level":5,"markdown":"Says if the vehicle is able to broadcast its own position.\n\nThis feature can be added/removed to/from any vehicle or soldier via EDEN editor object attribute \"Data Link Position\" under \"Electronics & Sensors\".\n\nInteger\n\n```cpp\nreportOwnPosition = true;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"showAllTargets","level":5,"markdown":"Vehicle/turret setting. Displays all targets known to vehicle sensors in via the ingame UI.\nValues can be combined.\n\nInteger\n\n```cpp\nshowAllTargets = 0; //LockNo\nshowAllTargets = 1; //LockCadet, show targets from all sensors, but only on lower difficulty; disabled since Arma 3 1.58\nshowAllTargets = 2; //LockYes, show targets from all sensors\nshowAllTargets = 4; //LockLaser, show only targets from laser spot tracker (laserScanner); since Arma 3 1.60\n```"},{"heading":"showCrewAim","level":5,"markdown":"Vehicle/turret setting. Displays gunner/commander turret aimpoints on the in-game UI. Disabled when crosshair is turned off in difficulty since Arma 3 1.68\n\nInteger\n\n```cpp\nshowCrewAim = 0; // disabled\nshowCrewAim = 1; // show primary gunner\nshowCrewAim = 2; // show commander\nshowCrewAim = 4; // show all\nshowCrewAim = 1+2+4; // values can be combined\n```"},{"heading":"V","level":4,"markdown":""},{"heading":"visualTarget","level":5,"markdown":"Says whether the vehicle can be detected and tracked by a Visual sensor (electro-optical sensors in vis. spectrum, contrast seekers).\n\nIRTarget is used if undefined for backwards compatibility.\n\nBoolean\n\n```cpp\nvisualTarget = 1; // can be detected by visual sensor\n```"},{"heading":"visualTargetSize","level":5,"markdown":"Contrast and visual distinguishability properties of the vehicle. Works as a coefficient of Visual Sensor's range within the given combat situation.\n\nFloat\n\n```cpp\nvisualTargetSize = 0.1; // vehicle will be detected by a visual spectrum sensor only at 1/10 of the sensors range in the given tactical situation\nvisualTargetSize = 2.0; // maximum value, vehicle can be detected at 2x the sensor's range\n```"},{"heading":"See Also","level":3,"markdown":"- CfgAmmo\n- CfgWeapons\n- CfgVehicles\n- Sensors (Radar, IR...)\n- Arma 3: Targeting\n- Arma 3: Missile flight profiles\n- [Sensor Overhaul (Forums)](https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/)\n- [Targeting improvements (Forums)](https://forums.bistudio.com/topic/189734-targeting-improvements/)"}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]},{"name":"Arma 3: Task Framework","title":"Arma 3: Task Framework","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Task_Framework","revid":373678,"updated":"2025-06-10T15:49:57Z","aliases":["Arma 3 Task Framework","Arma 3 Tasks Overhaul","Arma 3: Tasks Overhaul","Task Framework"],"markdown":"## Framework Structure (Arma 3 v1.00)\n\nTask framework is a complex scripted system for **handling tasks in both singleplayer and multiplayer environment**. It’s main goal is to provide solid interface for creating, updating and managing tasks in both environments and fully automatize synchronization in MP environment.\n\n**See also**\n\n- Arma 3: Task Framework Tutorial\n\nThe whole task framework consists of multiple functions that can be split into several categories according to their functionality and purpose:\n\n| Function | Description |\n|---|---|\n| Setter Functions |  |\n| *Functions for creating and updating tasks their data* |  |\n| BIS_fnc_taskCreate | Creates task |\n| BIS_fnc_taskSetCurrent | Assigns task |\n| BIS_fnc_taskSetDescription | Sets task title, description and marker texts |\n| BIS_fnc_taskSetDestination | Sets target destination |\n| BIS_fnc_taskSetState | Sets task state (\"FAILED\", \"SUCCEEDED\", ...) |\n| BIS_fnc_deleteTask | Removes task from given target, if no one has the task, task is removed from the framework |\n| BIS_fnc_taskSetType | Sets task type |\n| BIS_fnc_taskSetAlwaysVisible | Makes task always visible |\n| Getter Functions |  |\n| *Functions for retrieving information about tasks* |  |\n| BIS_fnc_taskCompleted | Returns true if task is \"SUCCEEDED\", \"FAILED\" or \"CANCELED\" |\n| BIS_fnc_taskCurrent | Returns id of currently assigned task |\n| BIS_fnc_taskDescription | Returns task title, description and marker texts |\n| BIS_fnc_taskDestination | Returns task’s destination |\n| BIS_fnc_taskExists | Returns true if task exists (was created and not deleted) |\n| BIS_fnc_taskState | Returns state of particular task |\n| BIS_fnc_tasksUnit | Return all tasks that given unit has (in any state) |\n| BIS_fnc_taskType | Returns type of the task |\n| BIS_fnc_taskAlwaysVisible | Makes task always visible |\n| Support Functions |  |\n| *Special getter functions that are used by the task framework* |  |\n| BIS_fnc_taskVar | Returns variable under which task is stored in the game (based on task id) |\n| BIS_fnc_taskChildren | Returns all child tasks for given task |\n| BIS_fnc_taskParent | Returns parent task for given task |\n| BIS_fnc_taskReal | Returns engine task associated with the task id |\n| Core Functions |  |\n| BIS_fnc_setTask | Creates and updates task data and automatically calls BIS_fnc_setTaskLocal. Can be called directly, however using the setter functions is recommended. |\n| BIS_fnc_setTaskLocal | Function that locally creates or updates task data.<br>> [!WARNING]<br>> This function is designed to be executed only from inside of the framework, do not execute it directly. |\n\n> [!NOTE]\n> In normal circumstances the setter and getter functions are all is needed to create and manage tasks. Check the function headers in the function viewer from inside of the game for detailed information about function syntax and parameters.\n\n##### Handling Tasks in MP Environment\n\nBeing said, task framework can be used in both SP and MP environments. In SP environment everything is very easy as task data and execution are all handled on one place and there is no needs for synchronization. In MP environment things get complicated.\n\n##### Task Locality\n\nTasks are purely local. It means that if task is created using the script command createSimpleTask it is created only on the machine where it was called. If you create it on a local client, server would not know about the task existence at all. Similar issue if you want to give a task to whole group of players, you would need to create it separately on every machine. In case you need to update the task, let say change the target destination or the task state, you would need to do the change on every group member machine. Keeping those tasks fully synchronized while using only the engine based script commands could be very tedious in more complex MP scenarios.\n\nAnd that’s why the task framework was created in the first place - to provide comfortable but still powerful tool for synchronized task creation and management in MP scenarios.\n\n##### Data and Processing Centralisation\n\nIt is strongly suggested that all task operations are initialized from same place, preferably a server. With this approach, all task operations are being handled on server - task creation and updates are initialized from server and thanks to the task framework the task data are automatically transferred to appropriate clients and the local execution is triggered there, so the tasks states are fully synchronized over the network.\n\n#### Good Techniques\n\n##### Keep Task ID Short\n\nTask ID is a string that differs tasks between each other and so task id is a required parameter for all setter functions and most of the getter functions. Task ID is also being used for creating global variables that hold different task parameters and are broadcasted on the network. Because of that, it is a good practice when defining task IDs in MP scenario to keep them as short as possible to reduce the network load.\n\nIt is usually good idea to keep task IDs descriptive enough, but their length should probably not exceed 15 chars. If you can live with tasks using some code names like “tsk1” or even “t1” it is great. If not try to keep the task id as short as possible. The shorter, the better.\n\nThe task ID length is of course important only in MP games. For SP games, feel free to name task as you wish.\n\n##### Use Getters\n\nEven if most of the task data can be read directly from the task global variables, if you learn how they are named and structured, it is not a good technique. The reason is simple - in case we modify the task framework for any reason, the internal structure and data handling can easily change and your scripts cease to work.\n\nIf you use the getters we provide, you should not notice any difference. The input and output should always be the same, fully backward compatible and shielded from the internal functionality changes.\n\n##### Use Setters\n\nAlthough all setters can be replaced by direct call of BIS_fnc_setTask, it is strongly suggested to use the setters. The performance impact is very low and by using setters, the code become more readable and prone to accidental data change - setters only affect data related to the setter nature/functionality.\n\n## Task Modules\n\nThe task modules in Eden Editor also work in multiplayer, but compared to the scripted framework provided limited customization options.\n\n## Task Overhaul (Arma 3 v1.58)\n\nTasks Overhaul is name for project targeting UX and visual improvements to Arma 3 task framework. The 1st batch of updates was released to development branch on March 2016.\n\n**Goals**\n\n- Update visuals of task markers in both 3D environment and in map.\n- Improve diary panels UX and visuals.\n- Improve map & task interaction - direct task assignment/unassignment from map.\n- Allow simultaneous display of multiple tasks in 3D environment.\n- Implement 'Shared Objectives' through new generic feature called Custom Data.\n\n### Feature Breakdown\n\nBelow you will find brief feature breakdown, that should present you all the core features of Tasks Overhaul.\n\n#### Task Types\n\nThere is a new attribute - task type. The attribute describes what is in general the task about and replaces the task label that was displayed on the task marker. Task type is visualized through the icon and unlike the task label, it is fully implemented to the game UI (3D marker, map marker, task list, task index diary panel, task notification, debriefing screen, ...).\n\n##### Task Type Definition\n\nTasks overhaul is going to ship with quite large library of task types, that should suffice the common needs community creators might have when designing their mission tasks. However we felt it would be great to allow community to extend or replace the default task type selection with their own task types in an easy and comfortable way. As result we prepared the system the way that it reads the definition from addon, campaign and/or even mission config and merges them together. In case there are duplicated definitions the more local definition takes precedence.\n\n**Config**\n\nTask types definition is stored in CfgTaskTypes class. Types can also be declared in Description.ext.\n\n```cpp\nclass CfgTaskTypes\n{\n    class Ambush\n    {\n        icon = \"taskTypes\\ambush_ca.paa\";\n    };\n    class Heal\n    {\n        icon = \"\\A3\\Ui_f\\data\\IGUI\\Cfg\\simpleTasks\\letters\\h_ca.paa\";\n    };\n};\n```\n\n**Texture**\n\nThe default task type icons are .paa textures with 32x32px size, 32bit color, white foreground and transparent background. There are no gradients or any other colors. Could be 2^x 2^y greater than 32px and 8bit color, prefered to follow restricted names \"<name>_MCO.paa\"\n\n##### New Commands & Functions\n\n> [!NOTE]\n> For a detailed explaination and examples visit the command or function page.\n\n- setSimpleTaskType\n- taskType\n\nTask type was fully integrated to BIS_fnc_taskCreate.\n\n- BIS_fnc_taskCreate\n- BIS_fnc_taskSetType\n- BIS_fnc_taskType\n\n> [!NOTE]\n> Defining task type when the task is created is suggested and most efficient way.\n\n#### 3D Markers\n\nTask's 3D marker was completely redesigned. It now consists from 3 elements:\n\n1. background - texture with distinctive shape to visually define the element as task marker\n1. task type icon - texture of task type icon defining nature of the task; replaces the former task label\n1. distance indicator - standardized info about task distance\n\nIn standard situation there can be only an assigned task 3D marker shown on the screen. However there are now new commands and functions that allow to bend this behavior by flagging a task to always show - do not fade out.\n\n##### New Commands\n\nThere are 2 new commands that interact with task visibility flag.\n\n- setSimpleTaskAlwaysVisible\n- taskAlwaysVisible\n\n##### New Functions\n\nThe alwaysVisible flag is also fully implemented to scripted framework. There are getter and setter functions that mimic the commands behavior.\n\n- BIS_fnc_taskSetAlwaysVisible\n- BIS_fnc_taskAlwaysVisible\n\n#### Task Overview\n\nTask overview is a new display that shows all tasks available to player in 3D environment. It is triggered by new action 'Tasks Overview'. Action can be found in 'Common' section and uses the keybind that was previously used by 'Diary' action.\n\n**Interaction**\n\n- on key down - all task markers and navigation elements show up and a special widget with assigned task type and name pops-up in the top-left corner\n- on key up - 3 secs timer starts to tick, when it is over the task markers, navigation elements and assigned task widget fade out\n\n#### Map Markers and Tooltip Widgets\n\n##### Map Marker\n\nThe former non-interactive markers were replaced by new interactive markers that shows the task type icon and have a tooltip widget.\n\n**Interaction patterns (marker)**\n\n- on click on marker - opens-up the task diary panels and selects the task in the task index. Color of the selected task marker on the map gets inverted.\n- on click outside of the marker - closes the diary panels and deselects task marker if it was previously selected. Colors return to normal scheme.\n- on mouse over - marker scales up and tooltip widget get displayed\n\n##### Tooltip Widget\n\nThe tooltip widget shows task name, its state and can also display custom data info. The widget can be used to quickly assign to or unassign from a task.\n\n**Interaction patterns (tooltip)**\n\n- on mouse over - task state text (bottom text) changes to action which will trigger on click; it is either assign or unassign\n- on mouse leave - tooltip hides\n- on click - assigns or unassigns task; bottom text shows the action that will trigger on click\n\n#### Task Index and Description Panels\n\n##### Task Index Panel\n\nThere were 2 major improvements done to the task index panel functionality wise:\n\n1. inactive (succeeded, failed or cancelled) tasks are automatically drawn in 'disabled' color and are moved down to the bottom of the task list\n1. parent/child task folding visualization and functionality was fixed\n\n**Interaction patterns**\n\n- on click (on a list entry) - selects the task in the list and opens up the task description panel. In addition to the former state it also highlights the task marker on the map\n- on double-click (on a list entry) - centers the map on the task marker (if present)\n\n##### Task Description Panel\n\nThere are now 2 new buttons under task title - toggle button 'Assign'/'Unassign' and 'Locate' button (with distance indicator).\n\n**Interaction patterns**\n\n- on 'Assign' button click - assigns the task to player; mimicing functionality of previous 'Assign task as current'\n- on 'Unassign' button click - unassigns player from the task; was not possible before\n- on 'Locate' button click - centers the map on the task marker (if present)\n\n**Locate button remarks**\n\n- Locate button currently uses \"Find\" string. It is subject to change.\n- If task doesn't have an objective linked the Locate buttons is disabled.\n- Number in parentheses shows the actual distance from player to the task objective.\n- If showing distances is blocked through difficulty settings, button is visible, but the distance indicator is hidden.\n\n#### Diary Screen\n\nVisual and functionality of task index and description panel is almost identical to map diary panels, with a single exception - there is no 'Locate' button in the task description panel.\n\nThere were 2 major changes done to the Diary display:\n\n1. In addition to the former functionality it also shows 3D markers of all tasks available to player; similarly to the 'Task Overview' action.\n1. The 'Diary' action was remapped to 2x[J] as its former keybind was taken by the 'Task Overview' action.\n\n#### Debriefing\n\nChanges and fixes done to the debriefing screen:\n\n- Task type icons were added to each task.\n- Task list placement was fixed, list made wider so it properly fits the area dedicated to the task list.\n- Uncompleted tasks are now in 'disabled' color. It usually should not happen as it is a good practice to complete every task at the end of the mission - either cancel, fail or succeed it.\n\n#### Custom Data and 'Shared Objectives'\n\nCustom data is a brand new feature that was prototyped on the scripted 'Shared Objectives' system. Custom Data allows for displaying extra information in task index and description panel as well as map marker tooltip.\n\n##### New Commands\n\nCustom data are completely local. There are 2 new commands that interact with custom data.\n\n- setSimpleTaskCustomData\n- taskCustomData\n\n##### Shared Objectives\n\nTask Overhaul is going to ship with one system build on Custom Data - Shared Objectives.\nThe system monitors people assigned to particular tasks and displays locally the assigned player count per task.\n\nShared objective can be added to mission from EDEN editor by:\n\n- Opening Attributes >> Multiplayer >> Tasks >> Shared Objectives panel\n- Selecting either: 'Enable' or 'Enable with Task Propagation'\n\nIf 'Enable with Task Propagation' is selected, system automatically re-assigns tasks to every subordinate according to the group leader whenever the leader changes his assigned task.\n\n### Task Icons\n\n**Default Task Types:** Actions\n\n|  |  |  |  |\n|---|---|---|---|\n| \\| Icon \\| Task Type \\|<br>\\|---\\|---\\|<br>\\|  \\| airdrop \\|<br>\\|  \\| attack \\|<br>\\|  \\| danger \\|<br>\\|  \\| default \\|<br>\\|  \\| defend \\|<br>\\|  \\| destroy \\|<br>\\|  \\| download \\|<br>\\|  \\| exit \\|<br>\\|  \\| getin \\|<br>\\|  \\| getout \\|<br>\\|  \\| heal \\| | \\| Icon \\| Task Type \\|<br>\\|---\\|---\\|<br>\\|  \\| interact \\|<br>\\|  \\| kill \\|<br>\\|  \\| land \\|<br>\\|  \\| listen \\|<br>\\|  \\| meet \\|<br>\\|  \\| move \\|<br>\\|  \\| move1 \\|<br>\\|  \\| move2 \\|<br>\\|  \\| move3 \\|<br>\\|  \\| move4 \\|<br>\\|  \\| move5 \\| | \\| Icon \\| Task Type \\|<br>\\|---\\|---\\|<br>\\|  \\| navigate \\|<br>\\|  \\| rearm \\|<br>\\|  \\| refuel \\|<br>\\|  \\| repair \\|<br>\\|  \\| run \\|<br>\\|  \\| scout \\|<br>\\|  \\| search \\|<br>\\|  \\| takeoff \\|<br>\\|  \\| talk \\|<br>\\|  \\| talk1 \\|<br>\\|  \\| talk2 \\| | \\| Icon \\| Task Type \\|<br>\\|---\\|---\\|<br>\\|  \\| talk3 \\|<br>\\|  \\| talk4 \\|<br>\\|  \\| talk5 \\|<br>\\|  \\| target \\|<br>\\|  \\| unknown \\|<br>\\|  \\| upload \\|<br>\\|  \\| use \\|<br>\\|  \\| wait \\|<br>\\|  \\| walk \\| |\n\n**Default Task Types:** Objects\n\n|  |  |  |\n|---|---|---|\n| \\| Icon \\| Task Type \\|<br>\\|---\\|---\\|<br>\\|  \\| armor \\|<br>\\|  \\| backpack \\|<br>\\|  \\| boat \\|<br>\\|  \\| box \\|<br>\\|  \\| car \\|<br>\\|  \\| container \\| | \\| Icon \\| Task Type \\|<br>\\|---\\|---\\|<br>\\|  \\| documents \\|<br>\\|  \\| heli \\|<br>\\|  \\| intel \\|<br>\\|  \\| map \\|<br>\\|  \\| mine \\|<br>\\|  \\| plane \\| | \\| Icon \\| Task Type \\|<br>\\|---\\|---\\|<br>\\|  \\| radio \\|<br>\\|  \\| rifle \\|<br>\\|  \\| truck \\|<br>\\|  \\| whiteboard \\| |\n\n**Default Task Types:** Letters\n\nThere is also a full set of capital letters available. Task types are named simply \"a\", \"b\", ... \"z\".\n\n| Icon | Task Type |\n|---|---|\n|  | a |\n|  | z |","sections":[{"heading":"Framework Structure (Arma 3 v1.00)","level":2,"markdown":"Task framework is a complex scripted system for **handling tasks in both singleplayer and multiplayer environment**. It’s main goal is to provide solid interface for creating, updating and managing tasks in both environments and fully automatize synchronization in MP environment.\n\n**See also**\n\n- Arma 3: Task Framework Tutorial\n\nThe whole task framework consists of multiple functions that can be split into several categories according to their functionality and purpose:\n\n| Function | Description |\n|---|---|\n| Setter Functions |  |\n| *Functions for creating and updating tasks their data* |  |\n| BIS_fnc_taskCreate | Creates task |\n| BIS_fnc_taskSetCurrent | Assigns task |\n| BIS_fnc_taskSetDescription | Sets task title, description and marker texts |\n| BIS_fnc_taskSetDestination | Sets target destination |\n| BIS_fnc_taskSetState | Sets task state (\"FAILED\", \"SUCCEEDED\", ...) |\n| BIS_fnc_deleteTask | Removes task from given target, if no one has the task, task is removed from the framework |\n| BIS_fnc_taskSetType | Sets task type |\n| BIS_fnc_taskSetAlwaysVisible | Makes task always visible |\n| Getter Functions |  |\n| *Functions for retrieving information about tasks* |  |\n| BIS_fnc_taskCompleted | Returns true if task is \"SUCCEEDED\", \"FAILED\" or \"CANCELED\" |\n| BIS_fnc_taskCurrent | Returns id of currently assigned task |\n| BIS_fnc_taskDescription | Returns task title, description and marker texts |\n| BIS_fnc_taskDestination | Returns task’s destination |\n| BIS_fnc_taskExists | Returns true if task exists (was created and not deleted) |\n| BIS_fnc_taskState | Returns state of particular task |\n| BIS_fnc_tasksUnit | Return all tasks that given unit has (in any state) |\n| BIS_fnc_taskType | Returns type of the task |\n| BIS_fnc_taskAlwaysVisible | Makes task always visible |\n| Support Functions |  |\n| *Special getter functions that are used by the task framework* |  |\n| BIS_fnc_taskVar | Returns variable under which task is stored in the game (based on task id) |\n| BIS_fnc_taskChildren | Returns all child tasks for given task |\n| BIS_fnc_taskParent | Returns parent task for given task |\n| BIS_fnc_taskReal | Returns engine task associated with the task id |\n| Core Functions |  |\n| BIS_fnc_setTask | Creates and updates task data and automatically calls BIS_fnc_setTaskLocal. Can be called directly, however using the setter functions is recommended. |\n| BIS_fnc_setTaskLocal | Function that locally creates or updates task data.<br>> [!WARNING]<br>> This function is designed to be executed only from inside of the framework, do not execute it directly. |\n\n> [!NOTE]\n> In normal circumstances the setter and getter functions are all is needed to create and manage tasks. Check the function headers in the function viewer from inside of the game for detailed information about function syntax and parameters."},{"heading":"Handling Tasks in MP Environment","level":5,"markdown":"Being said, task framework can be used in both SP and MP environments. In SP environment everything is very easy as task data and execution are all handled on one place and there is no needs for synchronization. In MP environment things get complicated."},{"heading":"Task Locality","level":5,"markdown":"Tasks are purely local. It means that if task is created using the script command createSimpleTask it is created only on the machine where it was called. If you create it on a local client, server would not know about the task existence at all. Similar issue if you want to give a task to whole group of players, you would need to create it separately on every machine. In case you need to update the task, let say change the target destination or the task state, you would need to do the change on every group member machine. Keeping those tasks fully synchronized while using only the engine based script commands could be very tedious in more complex MP scenarios.\n\nAnd that’s why the task framework was created in the first place - to provide comfortable but still powerful tool for synchronized task creation and management in MP scenarios."},{"heading":"Data and Processing Centralisation","level":5,"markdown":"It is strongly suggested that all task operations are initialized from same place, preferably a server. With this approach, all task operations are being handled on server - task creation and updates are initialized from server and thanks to the task framework the task data are automatically transferred to appropriate clients and the local execution is triggered there, so the tasks states are fully synchronized over the network."},{"heading":"Good Techniques","level":4,"markdown":""},{"heading":"Keep Task ID Short","level":5,"markdown":"Task ID is a string that differs tasks between each other and so task id is a required parameter for all setter functions and most of the getter functions. Task ID is also being used for creating global variables that hold different task parameters and are broadcasted on the network. Because of that, it is a good practice when defining task IDs in MP scenario to keep them as short as possible to reduce the network load.\n\nIt is usually good idea to keep task IDs descriptive enough, but their length should probably not exceed 15 chars. If you can live with tasks using some code names like “tsk1” or even “t1” it is great. If not try to keep the task id as short as possible. The shorter, the better.\n\nThe task ID length is of course important only in MP games. For SP games, feel free to name task as you wish."},{"heading":"Use Getters","level":5,"markdown":"Even if most of the task data can be read directly from the task global variables, if you learn how they are named and structured, it is not a good technique. The reason is simple - in case we modify the task framework for any reason, the internal structure and data handling can easily change and your scripts cease to work.\n\nIf you use the getters we provide, you should not notice any difference. The input and output should always be the same, fully backward compatible and shielded from the internal functionality changes."},{"heading":"Use Setters","level":5,"markdown":"Although all setters can be replaced by direct call of BIS_fnc_setTask, it is strongly suggested to use the setters. The performance impact is very low and by using setters, the code become more readable and prone to accidental data change - setters only affect data related to the setter nature/functionality."},{"heading":"Task Modules","level":2,"markdown":"The task modules in Eden Editor also work in multiplayer, but compared to the scripted framework provided limited customization options."},{"heading":"Task Overhaul (Arma 3 v1.58)","level":2,"markdown":"Tasks Overhaul is name for project targeting UX and visual improvements to Arma 3 task framework. The 1st batch of updates was released to development branch on March 2016.\n\n**Goals**\n\n- Update visuals of task markers in both 3D environment and in map.\n- Improve diary panels UX and visuals.\n- Improve map & task interaction - direct task assignment/unassignment from map.\n- Allow simultaneous display of multiple tasks in 3D environment.\n- Implement 'Shared Objectives' through new generic feature called Custom Data."},{"heading":"Feature Breakdown","level":3,"markdown":"Below you will find brief feature breakdown, that should present you all the core features of Tasks Overhaul."},{"heading":"Task Types","level":4,"markdown":"There is a new attribute - task type. The attribute describes what is in general the task about and replaces the task label that was displayed on the task marker. Task type is visualized through the icon and unlike the task label, it is fully implemented to the game UI (3D marker, map marker, task list, task index diary panel, task notification, debriefing screen, ...)."},{"heading":"Task Type Definition","level":5,"markdown":"Tasks overhaul is going to ship with quite large library of task types, that should suffice the common needs community creators might have when designing their mission tasks. However we felt it would be great to allow community to extend or replace the default task type selection with their own task types in an easy and comfortable way. As result we prepared the system the way that it reads the definition from addon, campaign and/or even mission config and merges them together. In case there are duplicated definitions the more local definition takes precedence.\n\n**Config**\n\nTask types definition is stored in CfgTaskTypes class. Types can also be declared in Description.ext.\n\n```cpp\nclass CfgTaskTypes\n{\n    class Ambush\n    {\n        icon = \"taskTypes\\ambush_ca.paa\";\n    };\n    class Heal\n    {\n        icon = \"\\A3\\Ui_f\\data\\IGUI\\Cfg\\simpleTasks\\letters\\h_ca.paa\";\n    };\n};\n```\n\n**Texture**\n\nThe default task type icons are .paa textures with 32x32px size, 32bit color, white foreground and transparent background. There are no gradients or any other colors. Could be 2^x 2^y greater than 32px and 8bit color, prefered to follow restricted names \"<name>_MCO.paa\""},{"heading":"New Commands & Functions","level":5,"markdown":"> [!NOTE]\n> For a detailed explaination and examples visit the command or function page.\n\n- setSimpleTaskType\n- taskType\n\nTask type was fully integrated to BIS_fnc_taskCreate.\n\n- BIS_fnc_taskCreate\n- BIS_fnc_taskSetType\n- BIS_fnc_taskType\n\n> [!NOTE]\n> Defining task type when the task is created is suggested and most efficient way."},{"heading":"3D Markers","level":4,"markdown":"Task's 3D marker was completely redesigned. It now consists from 3 elements:\n\n1. background - texture with distinctive shape to visually define the element as task marker\n1. task type icon - texture of task type icon defining nature of the task; replaces the former task label\n1. distance indicator - standardized info about task distance\n\nIn standard situation there can be only an assigned task 3D marker shown on the screen. However there are now new commands and functions that allow to bend this behavior by flagging a task to always show - do not fade out."},{"heading":"New Commands","level":5,"markdown":"There are 2 new commands that interact with task visibility flag.\n\n- setSimpleTaskAlwaysVisible\n- taskAlwaysVisible"},{"heading":"New Functions","level":5,"markdown":"The alwaysVisible flag is also fully implemented to scripted framework. There are getter and setter functions that mimic the commands behavior.\n\n- BIS_fnc_taskSetAlwaysVisible\n- BIS_fnc_taskAlwaysVisible"},{"heading":"Task Overview","level":4,"markdown":"Task overview is a new display that shows all tasks available to player in 3D environment. It is triggered by new action 'Tasks Overview'. Action can be found in 'Common' section and uses the keybind that was previously used by 'Diary' action.\n\n**Interaction**\n\n- on key down - all task markers and navigation elements show up and a special widget with assigned task type and name pops-up in the top-left corner\n- on key up - 3 secs timer starts to tick, when it is over the task markers, navigation elements and assigned task widget fade out"},{"heading":"Map Markers and Tooltip Widgets","level":4,"markdown":""},{"heading":"Map Marker","level":5,"markdown":"The former non-interactive markers were replaced by new interactive markers that shows the task type icon and have a tooltip widget.\n\n**Interaction patterns (marker)**\n\n- on click on marker - opens-up the task diary panels and selects the task in the task index. Color of the selected task marker on the map gets inverted.\n- on click outside of the marker - closes the diary panels and deselects task marker if it was previously selected. Colors return to normal scheme.\n- on mouse over - marker scales up and tooltip widget get displayed"},{"heading":"Tooltip Widget","level":5,"markdown":"The tooltip widget shows task name, its state and can also display custom data info. The widget can be used to quickly assign to or unassign from a task.\n\n**Interaction patterns (tooltip)**\n\n- on mouse over - task state text (bottom text) changes to action which will trigger on click; it is either assign or unassign\n- on mouse leave - tooltip hides\n- on click - assigns or unassigns task; bottom text shows the action that will trigger on click"},{"heading":"Task Index and Description Panels","level":4,"markdown":""},{"heading":"Task Index Panel","level":5,"markdown":"There were 2 major improvements done to the task index panel functionality wise:\n\n1. inactive (succeeded, failed or cancelled) tasks are automatically drawn in 'disabled' color and are moved down to the bottom of the task list\n1. parent/child task folding visualization and functionality was fixed\n\n**Interaction patterns**\n\n- on click (on a list entry) - selects the task in the list and opens up the task description panel. In addition to the former state it also highlights the task marker on the map\n- on double-click (on a list entry) - centers the map on the task marker (if present)"},{"heading":"Task Description Panel","level":5,"markdown":"There are now 2 new buttons under task title - toggle button 'Assign'/'Unassign' and 'Locate' button (with distance indicator).\n\n**Interaction patterns**\n\n- on 'Assign' button click - assigns the task to player; mimicing functionality of previous 'Assign task as current'\n- on 'Unassign' button click - unassigns player from the task; was not possible before\n- on 'Locate' button click - centers the map on the task marker (if present)\n\n**Locate button remarks**\n\n- Locate button currently uses \"Find\" string. It is subject to change.\n- If task doesn't have an objective linked the Locate buttons is disabled.\n- Number in parentheses shows the actual distance from player to the task objective.\n- If showing distances is blocked through difficulty settings, button is visible, but the distance indicator is hidden."},{"heading":"Diary Screen","level":4,"markdown":"Visual and functionality of task index and description panel is almost identical to map diary panels, with a single exception - there is no 'Locate' button in the task description panel.\n\nThere were 2 major changes done to the Diary display:\n\n1. In addition to the former functionality it also shows 3D markers of all tasks available to player; similarly to the 'Task Overview' action.\n1. The 'Diary' action was remapped to 2x[J] as its former keybind was taken by the 'Task Overview' action."},{"heading":"Debriefing","level":4,"markdown":"Changes and fixes done to the debriefing screen:\n\n- Task type icons were added to each task.\n- Task list placement was fixed, list made wider so it properly fits the area dedicated to the task list.\n- Uncompleted tasks are now in 'disabled' color. It usually should not happen as it is a good practice to complete every task at the end of the mission - either cancel, fail or succeed it."},{"heading":"Custom Data and 'Shared Objectives'","level":4,"markdown":"Custom data is a brand new feature that was prototyped on the scripted 'Shared Objectives' system. Custom Data allows for displaying extra information in task index and description panel as well as map marker tooltip."},{"heading":"New Commands","level":5,"markdown":"Custom data are completely local. There are 2 new commands that interact with custom data.\n\n- setSimpleTaskCustomData\n- taskCustomData"},{"heading":"Shared Objectives","level":5,"markdown":"Task Overhaul is going to ship with one system build on Custom Data - Shared Objectives.\nThe system monitors people assigned to particular tasks and displays locally the assigned player count per task.\n\nShared objective can be added to mission from EDEN editor by:\n\n- Opening Attributes >> Multiplayer >> Tasks >> Shared Objectives panel\n- Selecting either: 'Enable' or 'Enable with Task Propagation'\n\nIf 'Enable with Task Propagation' is selected, system automatically re-assigns tasks to every subordinate according to the group leader whenever the leader changes his assigned task."},{"heading":"Task Icons","level":3,"markdown":"**Default Task Types:** Actions\n\n|  |  |  |  |\n|---|---|---|---|\n| \\| Icon \\| Task Type \\|<br>\\|---\\|---\\|<br>\\|  \\| airdrop \\|<br>\\|  \\| attack \\|<br>\\|  \\| danger \\|<br>\\|  \\| default \\|<br>\\|  \\| defend \\|<br>\\|  \\| destroy \\|<br>\\|  \\| download \\|<br>\\|  \\| exit \\|<br>\\|  \\| getin \\|<br>\\|  \\| getout \\|<br>\\|  \\| heal \\| | \\| Icon \\| Task Type \\|<br>\\|---\\|---\\|<br>\\|  \\| interact \\|<br>\\|  \\| kill \\|<br>\\|  \\| land \\|<br>\\|  \\| listen \\|<br>\\|  \\| meet \\|<br>\\|  \\| move \\|<br>\\|  \\| move1 \\|<br>\\|  \\| move2 \\|<br>\\|  \\| move3 \\|<br>\\|  \\| move4 \\|<br>\\|  \\| move5 \\| | \\| Icon \\| Task Type \\|<br>\\|---\\|---\\|<br>\\|  \\| navigate \\|<br>\\|  \\| rearm \\|<br>\\|  \\| refuel \\|<br>\\|  \\| repair \\|<br>\\|  \\| run \\|<br>\\|  \\| scout \\|<br>\\|  \\| search \\|<br>\\|  \\| takeoff \\|<br>\\|  \\| talk \\|<br>\\|  \\| talk1 \\|<br>\\|  \\| talk2 \\| | \\| Icon \\| Task Type \\|<br>\\|---\\|---\\|<br>\\|  \\| talk3 \\|<br>\\|  \\| talk4 \\|<br>\\|  \\| talk5 \\|<br>\\|  \\| target \\|<br>\\|  \\| unknown \\|<br>\\|  \\| upload \\|<br>\\|  \\| use \\|<br>\\|  \\| wait \\|<br>\\|  \\| walk \\| |\n\n**Default Task Types:** Objects\n\n|  |  |  |\n|---|---|---|\n| \\| Icon \\| Task Type \\|<br>\\|---\\|---\\|<br>\\|  \\| armor \\|<br>\\|  \\| backpack \\|<br>\\|  \\| boat \\|<br>\\|  \\| box \\|<br>\\|  \\| car \\|<br>\\|  \\| container \\| | \\| Icon \\| Task Type \\|<br>\\|---\\|---\\|<br>\\|  \\| documents \\|<br>\\|  \\| heli \\|<br>\\|  \\| intel \\|<br>\\|  \\| map \\|<br>\\|  \\| mine \\|<br>\\|  \\| plane \\| | \\| Icon \\| Task Type \\|<br>\\|---\\|---\\|<br>\\|  \\| radio \\|<br>\\|  \\| rifle \\|<br>\\|  \\| truck \\|<br>\\|  \\| whiteboard \\| |\n\n**Default Task Types:** Letters\n\nThere is also a full set of capital letters available. Task types are named simply \"a\", \"b\", ... \"z\".\n\n| Icon | Task Type |\n|---|---|\n|  | a |\n|  | z |"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Task Framework Tutorial","title":"Arma 3: Task Framework Tutorial","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Task_Framework_Tutorial","revid":347341,"updated":"2023-09-11T08:03:31Z","aliases":["Arma 3 Task Framework Tutorial"],"markdown":"### Basics\n\nTasks are a group's objectives. Arma 3 introduced the **Arma 3: Task Framework** to work with tasks with ease.\nThe **Task Framework** functions have a **global** effect.\n\n> [!NOTE]\n> For **Arma 2**'s Task Tutorial, see Arma 2: Task Tutorial.\n\n### How to Use a Task\n\n#### Create a Task\n\n```sqf\nprivate _title = \"Get the documents\";\nprivate _description = \"Enter the house to find the documents. Hurry, as the enemy is on its way.\";\nprivate _waypoint = \"House\";\n\nprivate _myTask = [groupOfPlayers, \"taskID\", [_description, _title, _waypoint], objDocuments, true] call BIS_fnc_taskCreate;\n```\n\n> [!NOTE]\n> The **\"taskID\"** argument is the task's ID used for later references. This string gets defined here on creation and must be unique for each task. It should be kept short for network economy.\n\n#### Assign a Task\n\n```sqf\n\"taskID\" call BIS_fnc_taskSetCurrent;\n```\n\n> [!NOTE]\n> This step is optional here as we used true as the fifth argument of the BIS_fnc_taskCreate call, making it the current task.\n\n#### Set a Task's Type\n\n```sqf\n[\"taskID\", \"attack\"] call BIS_fnc_taskSetType;\n```\n\n> [!NOTE]\n> This could have been set in the task creation call as the eighth argument. See BIS_fnc_taskCreate's *type* parameter.\n\n#### Set a Task's Visibility\n\n```sqf\n[\"taskID\", true] call BIS_fnc_taskSetAlwaysVisible;\n```\n\n#### Update a Task's Description\n\n```sqf\n// hardcoded language\n_description = _description + \"<br/><br/>UPDATE: an officer stole the documents; we got the GPS tracking, follow your HUD.\";\n[\"taskID\", [_description, _title, _waypoint]] call BIS_fnc_taskSetDescription;\n\n// new description\n[\"taskID\", [\"STR_TaskDescription2\", _title, _waypoint]] call BIS_fnc_taskSetDescription;\n```\n\n#### Update a Task's Waypoint Position\n\n```sqf\n[\"taskID\", [theOfficer, true]] call BIS_fnc_taskSetDestination;\n```\n\n#### Update a Task's Status\n\n```sqf\n[\"taskID\", \"SUCCEEDED\"] call BIS_fnc_taskSetState;\n```\n\n#### Delete a Task\n\n```sqf\n[\"taskID\"] call BIS_fnc_deleteTask;\n```\n\n### How to Read a Task's Information\n\n#### Find if a Task Exists\n\n```sqf\n[\"taskID\"] call BIS_fnc_taskExists;\n```\n\n#### Find if a Task is Completed\n\n```sqf\n\"taskID\" call BIS_fnc_taskCompleted;\n```\n\n> [!NOTE]\n> \"Completed\" means that the task is either \"SUCCEEDED\", \"FAILED\" or \"CANCELED\".\n\n##### Multiple Tasks Check\n\n```sqf\n[\"taskID_0\", \"taskID_1\", \"taskID_2\"] findIf { !(_x call BIS_fnc_taskCompleted) } == -1;\n```\n\n#### Get a Task's Status\n\n```sqf\n\"taskID\" call BIS_fnc_taskState;\n```\n\n#### Get a Task's Type\n\n```sqf\n\"taskID\" call BIS_fnc_taskType;\n```\n\n#### Get a Task's Visibility\n\n```sqf\n\"taskID\" call BIS_fnc_taskAlwaysVisible;\n```\n\n#### Get a Task's Description\n\n```sqf\n\"taskID\" call BIS_fnc_taskDescription;\n```\n\n#### Get a Task's Destination\n\n```sqf\n\"taskID\" call BIS_fnc_taskDestination;\n```\n\n#### Get a Unit's Tasks\n\n```sqf\nprivate _taskIDs = player call BIS_fnc_tasksUnit;\n```\n\n### Advanced\n\n> [!NOTE]\n> All these details can be found in the Description.ext's Tasks chapter.\n\n#### Define a Task in Mission Config\n\nYou can define a task in Description.ext's CfgTaskDescriptions:\n\n```cpp\nclass CfgTaskDescriptions\n{\n    class myTask1\n    {\n        title        = \"my task title\";\n        description    = \"my task description\";\n        marker        = \"my task destination marker\";\n    };\n    class myTask2\n    {\n        title        = \"STR_myTask2Title\";            // note the lack of $ sign here!\n        description    = \"STR_myTask2Description\";        // without $, it translates for each client\n        marker        = \"STR_myTask2Marker\";            // with $ everyone sees the server's language\n    };\n};\n```\n\n#### Define a new Task Type\n\n```cpp\nclass CfgTaskTypes\n{\n    class Attack\n    {\n        icon    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types\\Attack_ca.paa\";\n        icon3D    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types3D\\Attack_ca.paa\";\n    };\n    class Defend\n    {\n        icon    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types\\Defend_ca.paa\";\n        icon3D    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types3D\\Defend_ca.paa\";\n    };\n};\n```\n\n#### Define Task Display Behaviour\n\n```cpp\nclass CfgTaskEnhancements\n{\n    enable       = 1; // 0: disable new task features (default), 1: enable new task features & add new task markers and task widgets into the map\n    3d           = 1; // 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers\n    3dDrawDist   = 0; // 3d marker draw distance (default: 2000)\n    share        = 1; // 0: do not count assigned players (default), 1: count how many players have the task assigned\n    propagate    = 1; // 0: do not propagate (default), 1: propagate shared tasks to subordinates\n};\n```\n\n### See Also\n\n- Arma 3: Task Framework\n- Tasks Functions\n- Briefing Commands","sections":[{"heading":"Basics","level":3,"markdown":"Tasks are a group's objectives. Arma 3 introduced the **Arma 3: Task Framework** to work with tasks with ease.\nThe **Task Framework** functions have a **global** effect.\n\n> [!NOTE]\n> For **Arma 2**'s Task Tutorial, see Arma 2: Task Tutorial."},{"heading":"How to Use a Task","level":3,"markdown":""},{"heading":"Create a Task","level":4,"markdown":"```sqf\nprivate _title = \"Get the documents\";\nprivate _description = \"Enter the house to find the documents. Hurry, as the enemy is on its way.\";\nprivate _waypoint = \"House\";\n\nprivate _myTask = [groupOfPlayers, \"taskID\", [_description, _title, _waypoint], objDocuments, true] call BIS_fnc_taskCreate;\n```\n\n> [!NOTE]\n> The **\"taskID\"** argument is the task's ID used for later references. This string gets defined here on creation and must be unique for each task. It should be kept short for network economy."},{"heading":"Assign a Task","level":4,"markdown":"```sqf\n\"taskID\" call BIS_fnc_taskSetCurrent;\n```\n\n> [!NOTE]\n> This step is optional here as we used true as the fifth argument of the BIS_fnc_taskCreate call, making it the current task."},{"heading":"Set a Task's Type","level":4,"markdown":"```sqf\n[\"taskID\", \"attack\"] call BIS_fnc_taskSetType;\n```\n\n> [!NOTE]\n> This could have been set in the task creation call as the eighth argument. See BIS_fnc_taskCreate's *type* parameter."},{"heading":"Set a Task's Visibility","level":4,"markdown":"```sqf\n[\"taskID\", true] call BIS_fnc_taskSetAlwaysVisible;\n```"},{"heading":"Update a Task's Description","level":4,"markdown":"```sqf\n// hardcoded language\n_description = _description + \"<br/><br/>UPDATE: an officer stole the documents; we got the GPS tracking, follow your HUD.\";\n[\"taskID\", [_description, _title, _waypoint]] call BIS_fnc_taskSetDescription;\n\n// new description\n[\"taskID\", [\"STR_TaskDescription2\", _title, _waypoint]] call BIS_fnc_taskSetDescription;\n```"},{"heading":"Update a Task's Waypoint Position","level":4,"markdown":"```sqf\n[\"taskID\", [theOfficer, true]] call BIS_fnc_taskSetDestination;\n```"},{"heading":"Update a Task's Status","level":4,"markdown":"```sqf\n[\"taskID\", \"SUCCEEDED\"] call BIS_fnc_taskSetState;\n```"},{"heading":"Delete a Task","level":4,"markdown":"```sqf\n[\"taskID\"] call BIS_fnc_deleteTask;\n```"},{"heading":"How to Read a Task's Information","level":3,"markdown":""},{"heading":"Find if a Task Exists","level":4,"markdown":"```sqf\n[\"taskID\"] call BIS_fnc_taskExists;\n```"},{"heading":"Find if a Task is Completed","level":4,"markdown":"```sqf\n\"taskID\" call BIS_fnc_taskCompleted;\n```\n\n> [!NOTE]\n> \"Completed\" means that the task is either \"SUCCEEDED\", \"FAILED\" or \"CANCELED\"."},{"heading":"Multiple Tasks Check","level":5,"markdown":"```sqf\n[\"taskID_0\", \"taskID_1\", \"taskID_2\"] findIf { !(_x call BIS_fnc_taskCompleted) } == -1;\n```"},{"heading":"Get a Task's Status","level":4,"markdown":"```sqf\n\"taskID\" call BIS_fnc_taskState;\n```"},{"heading":"Get a Task's Type","level":4,"markdown":"```sqf\n\"taskID\" call BIS_fnc_taskType;\n```"},{"heading":"Get a Task's Visibility","level":4,"markdown":"```sqf\n\"taskID\" call BIS_fnc_taskAlwaysVisible;\n```"},{"heading":"Get a Task's Description","level":4,"markdown":"```sqf\n\"taskID\" call BIS_fnc_taskDescription;\n```"},{"heading":"Get a Task's Destination","level":4,"markdown":"```sqf\n\"taskID\" call BIS_fnc_taskDestination;\n```"},{"heading":"Get a Unit's Tasks","level":4,"markdown":"```sqf\nprivate _taskIDs = player call BIS_fnc_tasksUnit;\n```"},{"heading":"Advanced","level":3,"markdown":"> [!NOTE]\n> All these details can be found in the Description.ext's Tasks chapter."},{"heading":"Define a Task in Mission Config","level":4,"markdown":"You can define a task in Description.ext's CfgTaskDescriptions:\n\n```cpp\nclass CfgTaskDescriptions\n{\n    class myTask1\n    {\n        title        = \"my task title\";\n        description    = \"my task description\";\n        marker        = \"my task destination marker\";\n    };\n    class myTask2\n    {\n        title        = \"STR_myTask2Title\";            // note the lack of $ sign here!\n        description    = \"STR_myTask2Description\";        // without $, it translates for each client\n        marker        = \"STR_myTask2Marker\";            // with $ everyone sees the server's language\n    };\n};\n```"},{"heading":"Define a new Task Type","level":4,"markdown":"```cpp\nclass CfgTaskTypes\n{\n    class Attack\n    {\n        icon    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types\\Attack_ca.paa\";\n        icon3D    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types3D\\Attack_ca.paa\";\n    };\n    class Defend\n    {\n        icon    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types\\Defend_ca.paa\";\n        icon3D    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types3D\\Defend_ca.paa\";\n    };\n};\n```"},{"heading":"Define Task Display Behaviour","level":4,"markdown":"```cpp\nclass CfgTaskEnhancements\n{\n    enable       = 1; // 0: disable new task features (default), 1: enable new task features & add new task markers and task widgets into the map\n    3d           = 1; // 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers\n    3dDrawDist   = 0; // 3d marker draw distance (default: 2000)\n    share        = 1; // 0: do not count assigned players (default), 1: count how many players have the task assigned\n    propagate    = 1; // 0: do not propagate (default), 1: propagate shared tasks to subordinates\n};\n```"},{"heading":"See Also","level":3,"markdown":"- Arma 3: Task Framework\n- Tasks Functions\n- Briefing Commands"}],"categories":["Arma Scripting Tutorials"],"groups":["Scripting"]},{"name":"Arma 3: Terrain Creation","title":"Arma 3: Terrain Creation","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Terrain_Creation","revid":369858,"updated":"2024-10-16T13:52:07Z","aliases":["Arma 3 Terrain Creation"],"markdown":"#### Tools\n\n- Arma 3: Official Tools Category\n- [Arma tools](http://www.kegetys.fi/arma/)\n- [L3DT](http://www.bundysoft.com/L3DT/)\n- [TerreSculptor HMES](http://www.lilchips.com/index.htm)\n- [Crazybump](http://crazybump.com/)\n- [ZGM Arma 3 Terrain Editing Suite](http://forums.bistudio.com/showthread.php?166895-ZGM-Arma-3-Terrain-Editing-Suite)","sections":[{"heading":"Tools","level":4,"markdown":"- Arma 3: Official Tools Category\n- [Arma tools](http://www.kegetys.fi/arma/)\n- [L3DT](http://www.bundysoft.com/L3DT/)\n- [TerreSculptor HMES](http://www.lilchips.com/index.htm)\n- [Crazybump](http://crazybump.com/)\n- [ZGM Arma 3 Terrain Editing Suite](http://forums.bistudio.com/showthread.php?166895-ZGM-Arma-3-Terrain-Editing-Suite)"}],"categories":["Arma 3: Editing"],"groups":["Modding"]},{"name":"Arma 3: Time Trials","title":"Arma 3: Time Trials","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Time_Trials","revid":373209,"updated":"2025-04-12T22:20:50Z","aliases":["Arma 3 Time Trials"],"markdown":"This guide describes how to design and implement a custom Time Trial Challenge (similar to those available in the vanilla game).\n\nSee also:\n\n- Arma 3: Firing Drills (very similar setup and approach)\n\n## Terminology\n\n- **Time Trial (TT)** - a simple vehicle race against the clock\n- **Competitor** - the actor running the trial\n- **Marshal** - the actor observing the trial and providing feedback / guidance\n- **Checkpoint (CP)** - a navigation point within a course which a competitor must follow in a fixed sequence (1 consecutive CP may be skipped for a time penalty)\n  - The first CP is the **start**.\n  - The last CP is the **finish**.\n- **Time** - the time from the start it takes to complete a trial (raw)\n  - Time **penalties** are added to arrive at the final time.\n  - The fastest / lowest time is the best and wins.\n  - There are **bronze**, **silver** and **gold** **medal** times to beat.\n  - There may be one **special** time to beat (must be faster than gold).\n\n## Setup\n\n1. Open the Eden Editor with the terrain of your choice loaded.\n1. Place a player character named `BIS_TT_Competitor` (this is a fixed system name).\n1. Save the scenario with a name that is safe to reference as a config class (i.e. no spaces) - for example *MyFirstTimeTrial*.\n1. Place an empty vehicle named `BIS_TT_Vehicle` (this is a fixed system name; not all types of vehicles have been tested, but cars, helicopters and tanks should work).\n1. If the competitor character is not placed inside the vehicle from the start, ensure that this is done upon trial start, for example via competitor init: `this moveInDriver BIS_TT_Vehicle;`.\n1. Place a unit of type `C_Marshal_F` named `BIS_rangeOfficer` (this is a fixed system name; place the unit in a separate group and at a reasonable distance in order to see the starter pistol firing).\n   Enter the following in `BIS_rangeOfficer`'s init field:\n\n   ```sqf\n   this disableAI \"ANIM\";\n   BIS_TT_handle = this spawn {\n       waitUntil {time > 0};\n       _this switchMove \"Acts_starterPistol_loop\";\n   };\n   ```\n1. Place a *Time Trial* module (`ModuleTimeTrial_F`).\n1. Insert an ellipse trigger with default properties named `BIS_TT` (this will be referenced later).\n   Resize the trigger to encompass the entire trial and a little extra buffer area (make sure to resize it later as the scenario grows).\n1. Place a *Target - Oval (Ground)* prop.\n   1. Save the scenario (ensure binarization is disabled).\n   1. Close the Eden Editor to avoid auto-saves.\n   1. Open the scenario's SQM file in a text editor.\n   1. Replace the target's class with `Land_Target_Oval_NoPop_F` (all targets need to use the hidden *NoPop* variant).\n   1. Save the SQM.\n   1. Reopen the scenario in the Eden Editor.\n   1. Position the target near the finish CP (so that it is visible and accessible to drive to after finishing).\n   1. Enter the following in the target's *Texture #0* field: `A3\\modules_f_beta\\data\\FiringDrills\\restart_orange_ca` (other colors have corresponding textures - see Colors).\n1. Place a trigger with default properties named `BIS_TT_restartSelector1` (this will be referenced later).\n   Resize and orient the trigger so that it encompasses the target from the step above and forms a suitable parking spot for `BIS_TT_Vehicle`.\n1. Copy and paste the restart target.\n   1. Position it near the first target, typically to the right of it (but spaced to comfortably allow `BIS_TT_Vehicle` to access both).\n   1. Enter the following in the target's *Texture #0* field: `A3\\modules_f_beta\\data\\FiringDrills\\quit_ca` (this is a fixed texture no matter the drill color).\n1. Place a trigger with default properties named `BIS_TT_quitSelector1` (this will be referenced later).\n   Resize and orient the trigger so that it encompasses the target from the step above and forms a suitable parking spot for `BIS_TT_Vehicle`.\n1. For each CP (including start and finish), insert a trigger with default properties named `BIS_TT_CP1` (this will be referenced later; remember to adjust the index at the end of the name).\n1. - Resizing the trigger does not influence actual CP detection (unlike in Firing Drills), but it can still be resized as a visual aid (see radius configuration below - default 5 meters).\n   - It is important to orient most CPs well to determine the valid entry angles (i.e. by rotating it in the direction of the next CP with <kbd>⇧ Shift</kbd> + Left Mouse Button).\n   - Alternatively, 3D helpers can be used as CP objects (circles are commonly used for aerial trials).\n1. > [!NOTE]\n   > `BIS_TT_Vehicle` needs to start inside `BIS_TT_CP1` in order for the time trial to work properly.\n1. Set up trial properties via description.ext (see Configuration).\n1. Configure the trial via description.ext or via CfgTimeTrials and CfgMissions (see Configuration).\n\n### Drones\n\nA few adjustments are necessary to make a drone trial:\n\n1. Place a non-empty (i.e. AI-crewed) drone and name it `BIS_TT_Vehicle` as above.\n1. Place a fake player competitor character who is supposedly controlling the drone. Do not name this (or any other) character `BIS_TT_Competitor`!\n1. In the trial's init script, execute:\n\n   ```sqf\n   enableTeamSwitch false;\n   BIS_TT_Competitor = driver BIS_TT_Vehicle;\n   selectPlayer BIS_TT_Competitor;\n   ```\n\n### Common Additions\n\n- CP marking objects\n  - Recolored objects (road cones and small flags for ground vehicles / 3D helpers for aerial vehicles)\n  - Direction indicators (arrow signs)\n- Decorative props\n  - Sponsoring (signs and flags)\n  - Marshal stations (desks, chairs, computers, pen and paper, etc.)\n  - Spectator areas (barricades, chairs, drinks, etc.)\n\n## Configuration\n\n### description.ext\n\n```cpp\n#include \"\\A3\\Missions_F_Kart\\Challenges\\description_custom.inc\" // This will set up various system default settings, such as custom debriefings\n\nonLoadName = \"TT: My First Trial\"; // Name of your trial (normally the same as defined in CfgMissions)\nonLoadMission = \"Can you beat my splendid trial?!\"; // Overview text of your trial (normally the same as defined in CfgMissions)\nloadScreen = \"myfirsttimetrial_overview_CO.paa\"; // Overview picture of your trial (normally the same as defined in CfgMissions)\nbriefingName = \"TT: My First Trial\"; // Same name as above\noverviewPicture = \"myfirsttimetrial_overview_CO.paa\"; // Same picture as above\noverviewText = \"Can you beat my splendid trial?!\"; // Same text as above\nauthor = \"Marshal Henk\"; // You!\n\ndoneKeys[] = {\"MyFirstTimeTrial_done\"}; // Registers having completed (achieved gold or special) your trial\n```\n\n> [!NOTE]\n> Not all properties in this sample config are needed for every trial; they are included to showcase all options.\n\n```cpp\n// This primary trial configuration can also be implemented via a mod config, but doing so via description.ext is simplest in most cases.}}\nclass CfgTimeTrials\n{\n    // When using description.ext, the name of this class does not matter much (the system selects the first class)\n    // When using a mod config, this class name must correspond to the missionName(Source) (also CfgMissions class)\n    class MyFirstTimeTrial\n    {\n        displayName = \"TT: My First Trial\"; // Vanilla trials use a format like this, but it is not enforced\n        // This color is used in many places\n        // It can be any color, but for best results pick a fully supported color (see section below)\n        color[] = {__EVAL(240/255), __EVAL(130/255), __EVAL(49/255), 1};\n        colorName = \"orange\"; // This version of the color is more restrictive and can only use specific supported colors (see section below)\n        objectTT = \"BIS_TT\"; // The trial area trigger referenced in the setup guide\n        looped = 1; // Whether the trial will loop when crossing the finish CP (undefined uses 0 - point-to-point race)\n        noDefaultGPS = 1; // Disables showing of the mini-map GPS (undefined uses 0 - showing)\n        //statistic = \"\"; // Steam stats are not supported for user-generated trials (used for Achievements)\n        //leaderboard = \"\"; // Steam Leaderboards are not supported for user-generated trials\n        onReset = \"reset.sqf\"; // This script is executed each time the trial resets (restarts)\n\n        // List any number of objects that you want to be re-colored to the trial color above (f.e. road cones, small flags, etc.)\n        recolor[] =\n        {\n            \"BIS_TT_recolor1\",\n            \"BIS_TT_recolor2\"\n        };\n\n        // Set up objects that should have special decal textures applied (this was more useful before Eden Editor - see vanilla decals below)\n        // This is not used a lot in vanilla trials\n        decals[] =\n        {\n            { \"BIS_TT_decal1\", \"A3\\Missions_F_Beta\\data\\img\\decals\\decal_watch_out2_ca\", 5 } // Object reference, texture path, hidden selection index\n        };\n\n        // Object references to the 2 special targets for drill mechanics, as defined in the setup guide\n        restartSelectors[] = {\"BIS_TT_restartSelector1\"};\n        quitSelectors[] = {\"BIS_TT_quitSelector1\"};\n\n        timesMedals[] = { 60, 45, 30 }; // Bronze, silver, gold medal times (be sure to follow this order or results may glitch)\n\n        timeSpecial = 15; // Optional special time that is faster than gold (when defining this, you do need to also provide the data below)\n        nameSpecial = \"Nemesis\"; // Optional special time label for the HUD\n        colorSpecial = \"#ffa500\"; // Optional special time color for the HUD\n        iconSpecial = \"\\A3\\Ui_f\\data\\GUI\\Cfg\\Ranks\\colonel_gs\"; // Optional special time icon for the HUD\n\n        // Legacy class used before Eden Editor to load precise object compositions (should not be needed anymore)\n        // class DynOs\n        // {\n        //        script = \"dyno_myfirsttimetrial.sqf\"; // Valid DynO mapper output script\n        //        positionAnchor[] = {500, 500}; // DynO mapper anchor position in the world\n        // };\n\n        // All of the trials's CPs\n        class CheckPoints\n        {\n            class CP1 // Start\n            {\n                // The CP trigger referenced in the setup guide\n                // Note that TT CPs don't use these actual triggers for CP detection; they are only used as reference (unlike in Firing Drills)\n                object = \"BIS_TT_CP1\";\n            };\n            class CP2 // CP #1\n            {\n                object = \"BIS_TT_CP2\";\n                penaltyMissed = 200; // Increasing the default penalty for skipping this CP to 20 seconds\n            };\n            class CP3 // CP #2\n            {\n                object = \"BIS_TT_CP3\";\n                radius = 20; // Forces a non-default CP radius in meters (undefined uses 5)\n                height = 300.5; // Only use this ASL forced height for CPs above ground, such as for aerial vehicles\n                onActivate = \"CP3_onActivate.sqf\"; // Script executed when this CP is activated (passed [CP object])\n                onDeactivate = \"CP3_onDeactivate.sqf\"; // Script executed when this CP is deactivated (passed [CP object])\n                onClear = \"CP3_onClear.sqf\"; // Script executed when this CP is cleared (passed [CP object])\n                // Especially aerial trials sometimes need artificial helper objects to visualize a CP in the world\n                // These object references are shown / hidden when the CP is active\n                // Typically use 3D helper objects, such as spheres\n                helpers[] = {\"BIS_TT_CP3_Helper1\", \"BIS_TT_CP3_Helper2\", \"BIS_TT_CP3_Helper3\", \"BIS_TT_CP3_Helper4\"};\n            };\n            class CP4 // CP #3\n            {\n                object = \"BIS_TT_CP4\";\n                omnidirectional = 1; // This CP may be entered from any angle (undefined uses 0 - only allowing entry from the correct side)\n                onGround = 1; // This CP requires the vehicle to be on the ground / landed (undefined uses 0 - no ground contact needed)\n                timeout = 3; // This CP requires the vehicle to meet the CP conditions for 3 seconds\n            };\n            class CP5 // CP #4\n            {\n                object = \"BIS_TT_CP5\";\n                slingLoadLoad = 1; // This CP requires the vehicle to have an externally slung load attached\n                slingLoadObject = \"BIS_TT_SL1\"; // Object reference for the specific object that must be slung\n            };\n            // Finish\n            // Even for a looped trial, the Start and Finish are separate CPs!\n            class CP6\n            {\n                object = \"BIS_TT_CP6\";\n            };\n        };\n    };\n};\n```\n\n### CfgMissions\n\n> [!NOTE]\n> This is only needed for trials configured via mod config (not via description.ext).\n\n```cpp\nclass CfgMissions\n{\n    // This will expose the trial in the SINGLEPLAYER > CHALLENGES > Time Trials menu\n    class Challenges\n    {\n        class Time_Trials\n        {\n            class MyFirstFiringDrill // This class should correspond to the class in CfgTimeTrials above\n            {\n                directory = \"myfirsttimetrial.stratis\"; // Full path to your trial's scenario folder\n                briefingName = \"TT: My First Trial\"; // Name of your trial (normally the same as defined in CfgTimeTrials)\n                overviewText = \"Can you beat my splendid trial?!\"; // Overview text of your trial (idem)\n                overviewPicture = \"myfirsttimetrial_overview_CO.paa\"; // Overview picture of your trial (idem)\n                overviewScript = \"\\A3\\Modules_F_Beta\\FiringDrills\\scripts\\overviewScript.sqf\"; // Standard system script to handle the pause menu properly - don't change\n                author = \"Marshal Henk\"; // You!\n            };\n\n            // Alternatively you can list your trial in one of the vanilla theme categories: Karts, Helicopters, IDAP, Tanks\n            // class Karts\n            // {\n            //         Define your trial here instead for example\n            // };\n    };\n};\n```\n\n### CfgTimeTrials\n\n> [!IMPORTANT]\n> The system-level configuration could be adjusted by a mod, but consider if that is not going to confuse players who may be trained on vanilla trials.\n\n```cpp\nclass CfgTimeTrials\n{\n    // Below point bonuses and penalties are multiplied by this factor to determine time bonuses and penalties\n    pointTimeMultiplier = 0.1;\n\n    penaltyMissed = 100; // Pentalty for missing / skipping a CP (so this is 10 seconds)\n\n    // HUD icons for the medal times\n    iconsMedals[] =\n    {\n        \"A3\\modules_f_beta\\data\\FiringDrills\\medal_bronze_ca\", // Bronze\n        \"A3\\modules_f_beta\\data\\FiringDrills\\medal_silver_ca\", // Silver\n        \"A3\\modules_f_beta\\data\\FiringDrills\\medal_gold_ca\" // Gold\n    };\n    // HUD colors for the medal times\n    colorsMedals[] =\n    {\n        \"#A0522D\", // Bronze\n        \"#C0C0C0\", // Silver\n        \"#FFD700\" // Gold\n    };\n\n    // Music tracks used in the TT 'jukebox'\n    music[] =\n    {\n        \"BackgroundTrack01_F\",\n        \"BackgroundTrack01_F_EPB\",\n        \"BackgroundTrack01_F_EPC\",\n        \"BackgroundTrack02_F_EPC\",\n        \"BackgroundTrack03_F\",\n        \"BackgroundTrack04_F_EPC\"\n    };\n};\n```\n\n## Steam Workshop\n\nWhen a trial is self-contained (i.e. configured via description.ext), it can be published to [Steam Workshop](https://steamcommunity.com/workshop/browse/?appid=107410) as *Scenario*. When players subscribe to such trial, it will be listed in their *CHALLENGES* menu.\n\n- You need to manually add the *TimeTrial* tag while publishing to Workshop!\n- Renaming a trial after publication may invalidate stored record times for subscribed players!\n- Your stored record times from Eden Editor testing (during development), will likely differ to those after publication / subscription.\n- Steam Leaderboards are not supported for Workshop trials.\n- A subscribed trial's medal times will not show in the overview until it has been completed at least once.\n\n## Run-Time Tools\n\n> [!NOTE]\n> Some things are exposed and possible to change or use run-time, f.e. to make special unlocks or events happen.\n\n- *BIS_TT_hasReset*: code which returns true when the trial has reset, ended, or is ending\n- *BIS_TT_phase*: 0 - trial pre-init / 1 - trial pre-start / 2 - trial started / 3 - trial terminated / -1 - trial restarting\n\n## Colors\n\nPlease see the Firing Drills documentation for this information.\n\n- Vanilla tanks trials use a different shade of green *color*: `__EVAL(173/255), __EVAL(191/255), __EVAL(131/255), 1`\n- Vanilla IDAP trials use a different shade of orange *color*: `__EVAL(229/255), __EVAL(103/255), __EVAL( 34/255), 1`\n\n## Decals\n\nPlease see the Firing Drills documentation for this information.\n\n## Tips\n\n- Vanilla trials are designed to be somewhat realistic and safe as a competitive racing sport. Try to imagine and implement safety concerns in your prop placement. For example, protect spectator viewing areas using barriers.\n- Consider making route navigation easier for competitors by physically blocking off incorrect routes (unless you want to offer multiple routes of course). Use props like arrow signs to hint at upcoming turns.\n- Since trials allow skipping a CP with a time penalty, make sure this cannot be easily exploited in a way that makes skipping a CP always faster (i.e. tweak CP penalties appropriately).\n  - A common situation may be a swerving road down a hill, which may cause the direct route down to be much faster (this may be intentional of course, rewarding creative competitors).\n- While this is subjective, shorter trials are usually more popular. They allow quick repeats to break the best times, especially when also looped.\n- There are several useful variables stored in the scenario and CP objects (but in most cases manipulating them directly will break the system; read them only):\n  - *BIS_TT_CPs*: array of CP object references\n  - CP (most configuration parameters are also stored as similarly named variables, f.e. *\"onGround\"*)\n    - *\"CP\"*: CP index number\n    - *\"active\"*: true when activated\n    - *\"clear\"*: true when cleared\n- Balancing a trial can be quite hard, since there is a broad range of skills in the playerbase.\n  - You should set appropriate medal times.\n  - It's recommended to start harder / more difficult, rather than too easy. It's better to nerf later than to go the other way (since you cannot easily undo recorded times).\n  - Start by simply playtesting the trial a lot and determining your own best medal times (or invite other playtesters and record their runs / times - video recordings can also be helpful for spotting issues).\n    - Real balancing typically starts towards the end of development, because even slight changes can affect times a lot, let alone adding / removing CPs.\n  - Vanilla trials apply the following abstract goals per medal:\n    - Bronze: achievable by doing a clean race (perhaps 1 small collision) but not taking many risks. For a typical user it should take 1-3 attempts.\n    - Silver: achievable by doing a clean race and taking some risks (using maximum acceleration and cutting some corners). Might take 2-5 attempts for example.\n    - Gold: meant to be hard. This needs to be a perfectly clean race, at full speed and taking risks. It may take more than 5 attempts.\n    - Special: designed to be extremely hard. Some may never beat this.","sections":[{"heading":null,"level":1,"markdown":"This guide describes how to design and implement a custom Time Trial Challenge (similar to those available in the vanilla game).\n\nSee also:\n\n- Arma 3: Firing Drills (very similar setup and approach)"},{"heading":"Terminology","level":2,"markdown":"- **Time Trial (TT)** - a simple vehicle race against the clock\n- **Competitor** - the actor running the trial\n- **Marshal** - the actor observing the trial and providing feedback / guidance\n- **Checkpoint (CP)** - a navigation point within a course which a competitor must follow in a fixed sequence (1 consecutive CP may be skipped for a time penalty)\n  - The first CP is the **start**.\n  - The last CP is the **finish**.\n- **Time** - the time from the start it takes to complete a trial (raw)\n  - Time **penalties** are added to arrive at the final time.\n  - The fastest / lowest time is the best and wins.\n  - There are **bronze**, **silver** and **gold** **medal** times to beat.\n  - There may be one **special** time to beat (must be faster than gold)."},{"heading":"Setup","level":2,"markdown":"1. Open the Eden Editor with the terrain of your choice loaded.\n1. Place a player character named `BIS_TT_Competitor` (this is a fixed system name).\n1. Save the scenario with a name that is safe to reference as a config class (i.e. no spaces) - for example *MyFirstTimeTrial*.\n1. Place an empty vehicle named `BIS_TT_Vehicle` (this is a fixed system name; not all types of vehicles have been tested, but cars, helicopters and tanks should work).\n1. If the competitor character is not placed inside the vehicle from the start, ensure that this is done upon trial start, for example via competitor init: `this moveInDriver BIS_TT_Vehicle;`.\n1. Place a unit of type `C_Marshal_F` named `BIS_rangeOfficer` (this is a fixed system name; place the unit in a separate group and at a reasonable distance in order to see the starter pistol firing).\n   Enter the following in `BIS_rangeOfficer`'s init field:\n\n   ```sqf\n   this disableAI \"ANIM\";\n   BIS_TT_handle = this spawn {\n       waitUntil {time > 0};\n       _this switchMove \"Acts_starterPistol_loop\";\n   };\n   ```\n1. Place a *Time Trial* module (`ModuleTimeTrial_F`).\n1. Insert an ellipse trigger with default properties named `BIS_TT` (this will be referenced later).\n   Resize the trigger to encompass the entire trial and a little extra buffer area (make sure to resize it later as the scenario grows).\n1. Place a *Target - Oval (Ground)* prop.\n   1. Save the scenario (ensure binarization is disabled).\n   1. Close the Eden Editor to avoid auto-saves.\n   1. Open the scenario's SQM file in a text editor.\n   1. Replace the target's class with `Land_Target_Oval_NoPop_F` (all targets need to use the hidden *NoPop* variant).\n   1. Save the SQM.\n   1. Reopen the scenario in the Eden Editor.\n   1. Position the target near the finish CP (so that it is visible and accessible to drive to after finishing).\n   1. Enter the following in the target's *Texture #0* field: `A3\\modules_f_beta\\data\\FiringDrills\\restart_orange_ca` (other colors have corresponding textures - see Colors).\n1. Place a trigger with default properties named `BIS_TT_restartSelector1` (this will be referenced later).\n   Resize and orient the trigger so that it encompasses the target from the step above and forms a suitable parking spot for `BIS_TT_Vehicle`.\n1. Copy and paste the restart target.\n   1. Position it near the first target, typically to the right of it (but spaced to comfortably allow `BIS_TT_Vehicle` to access both).\n   1. Enter the following in the target's *Texture #0* field: `A3\\modules_f_beta\\data\\FiringDrills\\quit_ca` (this is a fixed texture no matter the drill color).\n1. Place a trigger with default properties named `BIS_TT_quitSelector1` (this will be referenced later).\n   Resize and orient the trigger so that it encompasses the target from the step above and forms a suitable parking spot for `BIS_TT_Vehicle`.\n1. For each CP (including start and finish), insert a trigger with default properties named `BIS_TT_CP1` (this will be referenced later; remember to adjust the index at the end of the name).\n1. - Resizing the trigger does not influence actual CP detection (unlike in Firing Drills), but it can still be resized as a visual aid (see radius configuration below - default 5 meters).\n   - It is important to orient most CPs well to determine the valid entry angles (i.e. by rotating it in the direction of the next CP with <kbd>⇧ Shift</kbd> + Left Mouse Button).\n   - Alternatively, 3D helpers can be used as CP objects (circles are commonly used for aerial trials).\n1. > [!NOTE]\n   > `BIS_TT_Vehicle` needs to start inside `BIS_TT_CP1` in order for the time trial to work properly.\n1. Set up trial properties via description.ext (see Configuration).\n1. Configure the trial via description.ext or via CfgTimeTrials and CfgMissions (see Configuration)."},{"heading":"Drones","level":3,"markdown":"A few adjustments are necessary to make a drone trial:\n\n1. Place a non-empty (i.e. AI-crewed) drone and name it `BIS_TT_Vehicle` as above.\n1. Place a fake player competitor character who is supposedly controlling the drone. Do not name this (or any other) character `BIS_TT_Competitor`!\n1. In the trial's init script, execute:\n\n   ```sqf\n   enableTeamSwitch false;\n   BIS_TT_Competitor = driver BIS_TT_Vehicle;\n   selectPlayer BIS_TT_Competitor;\n   ```"},{"heading":"Common Additions","level":3,"markdown":"- CP marking objects\n  - Recolored objects (road cones and small flags for ground vehicles / 3D helpers for aerial vehicles)\n  - Direction indicators (arrow signs)\n- Decorative props\n  - Sponsoring (signs and flags)\n  - Marshal stations (desks, chairs, computers, pen and paper, etc.)\n  - Spectator areas (barricades, chairs, drinks, etc.)"},{"heading":"Configuration","level":2,"markdown":""},{"heading":"description.ext","level":3,"markdown":"```cpp\n#include \"\\A3\\Missions_F_Kart\\Challenges\\description_custom.inc\" // This will set up various system default settings, such as custom debriefings\n\nonLoadName = \"TT: My First Trial\"; // Name of your trial (normally the same as defined in CfgMissions)\nonLoadMission = \"Can you beat my splendid trial?!\"; // Overview text of your trial (normally the same as defined in CfgMissions)\nloadScreen = \"myfirsttimetrial_overview_CO.paa\"; // Overview picture of your trial (normally the same as defined in CfgMissions)\nbriefingName = \"TT: My First Trial\"; // Same name as above\noverviewPicture = \"myfirsttimetrial_overview_CO.paa\"; // Same picture as above\noverviewText = \"Can you beat my splendid trial?!\"; // Same text as above\nauthor = \"Marshal Henk\"; // You!\n\ndoneKeys[] = {\"MyFirstTimeTrial_done\"}; // Registers having completed (achieved gold or special) your trial\n```\n\n> [!NOTE]\n> Not all properties in this sample config are needed for every trial; they are included to showcase all options.\n\n```cpp\n// This primary trial configuration can also be implemented via a mod config, but doing so via description.ext is simplest in most cases.}}\nclass CfgTimeTrials\n{\n    // When using description.ext, the name of this class does not matter much (the system selects the first class)\n    // When using a mod config, this class name must correspond to the missionName(Source) (also CfgMissions class)\n    class MyFirstTimeTrial\n    {\n        displayName = \"TT: My First Trial\"; // Vanilla trials use a format like this, but it is not enforced\n        // This color is used in many places\n        // It can be any color, but for best results pick a fully supported color (see section below)\n        color[] = {__EVAL(240/255), __EVAL(130/255), __EVAL(49/255), 1};\n        colorName = \"orange\"; // This version of the color is more restrictive and can only use specific supported colors (see section below)\n        objectTT = \"BIS_TT\"; // The trial area trigger referenced in the setup guide\n        looped = 1; // Whether the trial will loop when crossing the finish CP (undefined uses 0 - point-to-point race)\n        noDefaultGPS = 1; // Disables showing of the mini-map GPS (undefined uses 0 - showing)\n        //statistic = \"\"; // Steam stats are not supported for user-generated trials (used for Achievements)\n        //leaderboard = \"\"; // Steam Leaderboards are not supported for user-generated trials\n        onReset = \"reset.sqf\"; // This script is executed each time the trial resets (restarts)\n\n        // List any number of objects that you want to be re-colored to the trial color above (f.e. road cones, small flags, etc.)\n        recolor[] =\n        {\n            \"BIS_TT_recolor1\",\n            \"BIS_TT_recolor2\"\n        };\n\n        // Set up objects that should have special decal textures applied (this was more useful before Eden Editor - see vanilla decals below)\n        // This is not used a lot in vanilla trials\n        decals[] =\n        {\n            { \"BIS_TT_decal1\", \"A3\\Missions_F_Beta\\data\\img\\decals\\decal_watch_out2_ca\", 5 } // Object reference, texture path, hidden selection index\n        };\n\n        // Object references to the 2 special targets for drill mechanics, as defined in the setup guide\n        restartSelectors[] = {\"BIS_TT_restartSelector1\"};\n        quitSelectors[] = {\"BIS_TT_quitSelector1\"};\n\n        timesMedals[] = { 60, 45, 30 }; // Bronze, silver, gold medal times (be sure to follow this order or results may glitch)\n\n        timeSpecial = 15; // Optional special time that is faster than gold (when defining this, you do need to also provide the data below)\n        nameSpecial = \"Nemesis\"; // Optional special time label for the HUD\n        colorSpecial = \"#ffa500\"; // Optional special time color for the HUD\n        iconSpecial = \"\\A3\\Ui_f\\data\\GUI\\Cfg\\Ranks\\colonel_gs\"; // Optional special time icon for the HUD\n\n        // Legacy class used before Eden Editor to load precise object compositions (should not be needed anymore)\n        // class DynOs\n        // {\n        //        script = \"dyno_myfirsttimetrial.sqf\"; // Valid DynO mapper output script\n        //        positionAnchor[] = {500, 500}; // DynO mapper anchor position in the world\n        // };\n\n        // All of the trials's CPs\n        class CheckPoints\n        {\n            class CP1 // Start\n            {\n                // The CP trigger referenced in the setup guide\n                // Note that TT CPs don't use these actual triggers for CP detection; they are only used as reference (unlike in Firing Drills)\n                object = \"BIS_TT_CP1\";\n            };\n            class CP2 // CP #1\n            {\n                object = \"BIS_TT_CP2\";\n                penaltyMissed = 200; // Increasing the default penalty for skipping this CP to 20 seconds\n            };\n            class CP3 // CP #2\n            {\n                object = \"BIS_TT_CP3\";\n                radius = 20; // Forces a non-default CP radius in meters (undefined uses 5)\n                height = 300.5; // Only use this ASL forced height for CPs above ground, such as for aerial vehicles\n                onActivate = \"CP3_onActivate.sqf\"; // Script executed when this CP is activated (passed [CP object])\n                onDeactivate = \"CP3_onDeactivate.sqf\"; // Script executed when this CP is deactivated (passed [CP object])\n                onClear = \"CP3_onClear.sqf\"; // Script executed when this CP is cleared (passed [CP object])\n                // Especially aerial trials sometimes need artificial helper objects to visualize a CP in the world\n                // These object references are shown / hidden when the CP is active\n                // Typically use 3D helper objects, such as spheres\n                helpers[] = {\"BIS_TT_CP3_Helper1\", \"BIS_TT_CP3_Helper2\", \"BIS_TT_CP3_Helper3\", \"BIS_TT_CP3_Helper4\"};\n            };\n            class CP4 // CP #3\n            {\n                object = \"BIS_TT_CP4\";\n                omnidirectional = 1; // This CP may be entered from any angle (undefined uses 0 - only allowing entry from the correct side)\n                onGround = 1; // This CP requires the vehicle to be on the ground / landed (undefined uses 0 - no ground contact needed)\n                timeout = 3; // This CP requires the vehicle to meet the CP conditions for 3 seconds\n            };\n            class CP5 // CP #4\n            {\n                object = \"BIS_TT_CP5\";\n                slingLoadLoad = 1; // This CP requires the vehicle to have an externally slung load attached\n                slingLoadObject = \"BIS_TT_SL1\"; // Object reference for the specific object that must be slung\n            };\n            // Finish\n            // Even for a looped trial, the Start and Finish are separate CPs!\n            class CP6\n            {\n                object = \"BIS_TT_CP6\";\n            };\n        };\n    };\n};\n```"},{"heading":"CfgMissions","level":3,"markdown":"> [!NOTE]\n> This is only needed for trials configured via mod config (not via description.ext).\n\n```cpp\nclass CfgMissions\n{\n    // This will expose the trial in the SINGLEPLAYER > CHALLENGES > Time Trials menu\n    class Challenges\n    {\n        class Time_Trials\n        {\n            class MyFirstFiringDrill // This class should correspond to the class in CfgTimeTrials above\n            {\n                directory = \"myfirsttimetrial.stratis\"; // Full path to your trial's scenario folder\n                briefingName = \"TT: My First Trial\"; // Name of your trial (normally the same as defined in CfgTimeTrials)\n                overviewText = \"Can you beat my splendid trial?!\"; // Overview text of your trial (idem)\n                overviewPicture = \"myfirsttimetrial_overview_CO.paa\"; // Overview picture of your trial (idem)\n                overviewScript = \"\\A3\\Modules_F_Beta\\FiringDrills\\scripts\\overviewScript.sqf\"; // Standard system script to handle the pause menu properly - don't change\n                author = \"Marshal Henk\"; // You!\n            };\n\n            // Alternatively you can list your trial in one of the vanilla theme categories: Karts, Helicopters, IDAP, Tanks\n            // class Karts\n            // {\n            //         Define your trial here instead for example\n            // };\n    };\n};\n```"},{"heading":"CfgTimeTrials","level":3,"markdown":"> [!IMPORTANT]\n> The system-level configuration could be adjusted by a mod, but consider if that is not going to confuse players who may be trained on vanilla trials.\n\n```cpp\nclass CfgTimeTrials\n{\n    // Below point bonuses and penalties are multiplied by this factor to determine time bonuses and penalties\n    pointTimeMultiplier = 0.1;\n\n    penaltyMissed = 100; // Pentalty for missing / skipping a CP (so this is 10 seconds)\n\n    // HUD icons for the medal times\n    iconsMedals[] =\n    {\n        \"A3\\modules_f_beta\\data\\FiringDrills\\medal_bronze_ca\", // Bronze\n        \"A3\\modules_f_beta\\data\\FiringDrills\\medal_silver_ca\", // Silver\n        \"A3\\modules_f_beta\\data\\FiringDrills\\medal_gold_ca\" // Gold\n    };\n    // HUD colors for the medal times\n    colorsMedals[] =\n    {\n        \"#A0522D\", // Bronze\n        \"#C0C0C0\", // Silver\n        \"#FFD700\" // Gold\n    };\n\n    // Music tracks used in the TT 'jukebox'\n    music[] =\n    {\n        \"BackgroundTrack01_F\",\n        \"BackgroundTrack01_F_EPB\",\n        \"BackgroundTrack01_F_EPC\",\n        \"BackgroundTrack02_F_EPC\",\n        \"BackgroundTrack03_F\",\n        \"BackgroundTrack04_F_EPC\"\n    };\n};\n```"},{"heading":"Steam Workshop","level":2,"markdown":"When a trial is self-contained (i.e. configured via description.ext), it can be published to [Steam Workshop](https://steamcommunity.com/workshop/browse/?appid=107410) as *Scenario*. When players subscribe to such trial, it will be listed in their *CHALLENGES* menu.\n\n- You need to manually add the *TimeTrial* tag while publishing to Workshop!\n- Renaming a trial after publication may invalidate stored record times for subscribed players!\n- Your stored record times from Eden Editor testing (during development), will likely differ to those after publication / subscription.\n- Steam Leaderboards are not supported for Workshop trials.\n- A subscribed trial's medal times will not show in the overview until it has been completed at least once."},{"heading":"Run-Time Tools","level":2,"markdown":"> [!NOTE]\n> Some things are exposed and possible to change or use run-time, f.e. to make special unlocks or events happen.\n\n- *BIS_TT_hasReset*: code which returns true when the trial has reset, ended, or is ending\n- *BIS_TT_phase*: 0 - trial pre-init / 1 - trial pre-start / 2 - trial started / 3 - trial terminated / -1 - trial restarting"},{"heading":"Colors","level":2,"markdown":"Please see the Firing Drills documentation for this information.\n\n- Vanilla tanks trials use a different shade of green *color*: `__EVAL(173/255), __EVAL(191/255), __EVAL(131/255), 1`\n- Vanilla IDAP trials use a different shade of orange *color*: `__EVAL(229/255), __EVAL(103/255), __EVAL( 34/255), 1`"},{"heading":"Decals","level":2,"markdown":"Please see the Firing Drills documentation for this information."},{"heading":"Tips","level":2,"markdown":"- Vanilla trials are designed to be somewhat realistic and safe as a competitive racing sport. Try to imagine and implement safety concerns in your prop placement. For example, protect spectator viewing areas using barriers.\n- Consider making route navigation easier for competitors by physically blocking off incorrect routes (unless you want to offer multiple routes of course). Use props like arrow signs to hint at upcoming turns.\n- Since trials allow skipping a CP with a time penalty, make sure this cannot be easily exploited in a way that makes skipping a CP always faster (i.e. tweak CP penalties appropriately).\n  - A common situation may be a swerving road down a hill, which may cause the direct route down to be much faster (this may be intentional of course, rewarding creative competitors).\n- While this is subjective, shorter trials are usually more popular. They allow quick repeats to break the best times, especially when also looped.\n- There are several useful variables stored in the scenario and CP objects (but in most cases manipulating them directly will break the system; read them only):\n  - *BIS_TT_CPs*: array of CP object references\n  - CP (most configuration parameters are also stored as similarly named variables, f.e. *\"onGround\"*)\n    - *\"CP\"*: CP index number\n    - *\"active\"*: true when activated\n    - *\"clear\"*: true when cleared\n- Balancing a trial can be quite hard, since there is a broad range of skills in the playerbase.\n  - You should set appropriate medal times.\n  - It's recommended to start harder / more difficult, rather than too easy. It's better to nerf later than to go the other way (since you cannot easily undo recorded times).\n  - Start by simply playtesting the trial a lot and determining your own best medal times (or invite other playtesters and record their runs / times - video recordings can also be helpful for spotting issues).\n    - Real balancing typically starts towards the end of development, because even slight changes can affect times a lot, let alone adding / removing CPs.\n  - Vanilla trials apply the following abstract goals per medal:\n    - Bronze: achievable by doing a clean race (perhaps 1 small collision) but not taking many risks. For a typical user it should take 1-3 attempts.\n    - Silver: achievable by doing a clean race and taking some risks (using maximum acceleration and cutting some corners). Might take 2-5 attempts for example.\n    - Gold: meant to be hard. This needs to be a perfectly clean race, at full speed and taking risks. It may take more than 5 attempts.\n    - Special: designed to be extremely hard. Some may never beat this."}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Tools Dev-Branch Change Log","title":"Arma 3: Tools Dev-Branch Change Log","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Tools_Dev-Branch_Change_Log","revid":378865,"updated":"2026-07-28T12:42:30Z","aliases":[],"markdown":"> [!NOTE]\n> Changes prior to March 2025 can be found on the [Bohemia Interactive forums](https://forums.bohemia.net/forums/topic/169362-tools-development-branch-changelog/). The [Arma Discord](https://discord.com/invite/arma) is another channel to learn about changes and to discuss them (*#arma3_tools*).\n\n## 17-07-2026\n\n*Size: ~3.6 MB*\n\n**NOTES**\n\n> [!WARNING]\n> A new build of Terrain Builder (*TerrainBuilderNew.exe*) is now included alongside the existing executable for testing. The original *TerrainBuilder.exe* remains unchanged and is still the default. This new build has not had broad testing yet, and we recommend backing up any project files before trying it out! The Terrain Builder changes below only apply to *TerrainBuilderNew.exe*.\n\n**TOOLS**\n\n- Terrain Builder\n  - Added: Configurable threshold for object diagnostics (duplicate finder) tool, and displaying the distance of duplicates\n  - Added: Autosave function\n  - Added: Tool to clean up log files (in the Help menu)\n  - Added: \"Templates selection\" now allows checking/unchecking multiple libraries at once\n  - Fixed: Library Manager list no longer starts out with every library expanded\n  - Fixed: Sat map not loading after switching projects\n  - Fixed: Crash when trying to rotate an object immediately after loading a project\n  - Added: Label to \"Zoom Level:\" slider in object diagnostics dialog (it was an unlabeled slider before)\n  - Added: Tooltip to layer list to explain the \"content needs to be refreshed\" icon\n  - Added: Notification messages for common problems on Buldozer start (layers not yet generated, missing \"dta\" folder on P-drive)\n  - Fixed: \"Tips and Tricks\" and View Crosshair/Rulers/RulersGrid/TerrainGrid settings were not saved in the settings file\n  - Changed: The default surface mask export format is now \"6 materials per cell\"\n  - Fixed: Point Area \"Change Radius\" in context menu did not work\n  - Fixed: Changing Point Area scale would change the radius but not show the updated value in the \"Properties\" panel\n  - Fixed: Crash when clicking Edit/Delete in Mapframe/InternalMCE/Surfaces dialog while the list is empty\n\n## 03-06-2026\n\n*Size: ~6.1 MB*\n\n**NOTES**\n\n> [!WARNING]\n> A new build of Terrain Builder (*TerrainBuilderNew.exe*) is now included alongside the existing executable for testing. The original *TerrainBuilder.exe* remains unchanged and is still the default. This new build has not had broad testing yet, and we recommend backing up any project files before trying it out! The Terrain Builder changes below only apply to *TerrainBuilderNew.exe*.\n\n**TOOLS**\n\n- Terrain Builder\n  - Removed: Pop-up every time Buldozer gets closed\n  - Added: Allow user to specify number of processes to be used to generate PAAs\n  - Fixed: Generate PAAs only for selected tiles instead of every time generating PAAs for all tiles\n  - Fixed: Crashes if creating new a layer through Objects > Layers > New Layer\n  - Fixed: Console window now works again, and properly displays log messages to the user\n  - Added: Option for checking color count per tile when generating a surface mask\n  - Tweaked: Made PNG generation about 3x faster\n  - Fixed: Export Shapes to Imagery functionality now continues to work even after an invalid path is specified\n  - Fixed: Renaming an object / shape layer works now, instead of creating a new layer\n  - Tweaked: \"Remove + Delete from HDD\" from the Object layer window has been replaced with a \"Remove\" option which does not delete the corresponding file\n  - Tweaked: Removed various unused options from Terrain > Preferences\n  - Fixed: Fill area window now allows users to use presets even if part of the name is already present in another preset\n  - Fixed: Clearing a Fill Polygon now clears all objects within its borders\n  - Fixed: Terrain now gets rendered when regenerating mask layers\n  - Fixed: Hint is displayed if a user attempts to add an object without having a template selected (also changed the name of Tools > Preferences > Custom > \"Terrain size in meters:\" to \"New mapframe terrain size (m):\")\n  - Fixed: Undoing object layer removal now actually works\n  - Fixed: Add template dialogue window now always opens the file browser window in the root of the mounted drive (P:)\n  - Fixed: Direction angle field is now actually used by new road wizard window when adding a new road\n  - Changed: New default setting values (Buldozer on P-drive, inverted mouse wheel enabled by default)\n  - Fixed: \"Make layer transparent\" button will now actually make the layer transparent\n  - Fixed: Delete button is now disabled for locked object and shape layers\n  - Added: More options for sat / mask size in the mapframe calculator\n  - Fixed: Improved fill area tool (no crashing, much faster)\n  - Fixed: Thumbnails now have a transparent background (white outline / background will be used for selected textured objects only)\n  - Added: \"Collapse All\" button for template libraries\n  - Fixed: Removed the solid opaque outline from the textured icons (now it will only be used to show the selected ones)\n  - Fixed: The Object > Layer > Delete Layer will now check only if the selected layer is locked\n  - Added: Map PNG export (instead of EMF)\n  - Added: Search bar for templates\n  - Added: New icons to notify the user about the content refresh of the raster layers (added a new button to automatically refresh all possible layer contents)\n  - Added: New default layout\n  - Changed: Auto Fill with objects will now try to keep distance from the area borders\n  - Added: Warning icons to notify the user that the raster layers are out of sync\n  - Added: Log messages (in console) when importing a TXT file to provide details in case of errors\n  - Fixed: Object texture alpha is now rendering correctly in Terrain Builder and when exporting to PNG / EMF\n- Publisher\n  - Added: Display old and new file size when updating existing items\n  - Added: Display \"first published\" and \"last updated\" time in item metadata\n  - Changed: Handling of 32-bit deprecation for extensions\n\n## 19-06-2025\n\nSize: ~1 MB\n\n**TOOLS**\n\n- Binarize\n  - Fixed: Crash caused by missing Steam DLLs\n\n## 06-06-2025\n\n*Size: ~24.7 MB*\n\n**TOOLS**\n\n- Publisher\n  - Added: [Arma 3 Creator DLC: Spearhead 1944](https://store.steampowered.com/app/1175380/Arma_3_Creator_DLC_Spearhead_1944/) Mortain terrain Steam Workshop tag","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> Changes prior to March 2025 can be found on the [Bohemia Interactive forums](https://forums.bohemia.net/forums/topic/169362-tools-development-branch-changelog/). The [Arma Discord](https://discord.com/invite/arma) is another channel to learn about changes and to discuss them (*#arma3_tools*)."},{"heading":"17-07-2026","level":2,"markdown":"*Size: ~3.6 MB*\n\n**NOTES**\n\n> [!WARNING]\n> A new build of Terrain Builder (*TerrainBuilderNew.exe*) is now included alongside the existing executable for testing. The original *TerrainBuilder.exe* remains unchanged and is still the default. This new build has not had broad testing yet, and we recommend backing up any project files before trying it out! The Terrain Builder changes below only apply to *TerrainBuilderNew.exe*.\n\n**TOOLS**\n\n- Terrain Builder\n  - Added: Configurable threshold for object diagnostics (duplicate finder) tool, and displaying the distance of duplicates\n  - Added: Autosave function\n  - Added: Tool to clean up log files (in the Help menu)\n  - Added: \"Templates selection\" now allows checking/unchecking multiple libraries at once\n  - Fixed: Library Manager list no longer starts out with every library expanded\n  - Fixed: Sat map not loading after switching projects\n  - Fixed: Crash when trying to rotate an object immediately after loading a project\n  - Added: Label to \"Zoom Level:\" slider in object diagnostics dialog (it was an unlabeled slider before)\n  - Added: Tooltip to layer list to explain the \"content needs to be refreshed\" icon\n  - Added: Notification messages for common problems on Buldozer start (layers not yet generated, missing \"dta\" folder on P-drive)\n  - Fixed: \"Tips and Tricks\" and View Crosshair/Rulers/RulersGrid/TerrainGrid settings were not saved in the settings file\n  - Changed: The default surface mask export format is now \"6 materials per cell\"\n  - Fixed: Point Area \"Change Radius\" in context menu did not work\n  - Fixed: Changing Point Area scale would change the radius but not show the updated value in the \"Properties\" panel\n  - Fixed: Crash when clicking Edit/Delete in Mapframe/InternalMCE/Surfaces dialog while the list is empty"},{"heading":"03-06-2026","level":2,"markdown":"*Size: ~6.1 MB*\n\n**NOTES**\n\n> [!WARNING]\n> A new build of Terrain Builder (*TerrainBuilderNew.exe*) is now included alongside the existing executable for testing. The original *TerrainBuilder.exe* remains unchanged and is still the default. This new build has not had broad testing yet, and we recommend backing up any project files before trying it out! The Terrain Builder changes below only apply to *TerrainBuilderNew.exe*.\n\n**TOOLS**\n\n- Terrain Builder\n  - Removed: Pop-up every time Buldozer gets closed\n  - Added: Allow user to specify number of processes to be used to generate PAAs\n  - Fixed: Generate PAAs only for selected tiles instead of every time generating PAAs for all tiles\n  - Fixed: Crashes if creating new a layer through Objects > Layers > New Layer\n  - Fixed: Console window now works again, and properly displays log messages to the user\n  - Added: Option for checking color count per tile when generating a surface mask\n  - Tweaked: Made PNG generation about 3x faster\n  - Fixed: Export Shapes to Imagery functionality now continues to work even after an invalid path is specified\n  - Fixed: Renaming an object / shape layer works now, instead of creating a new layer\n  - Tweaked: \"Remove + Delete from HDD\" from the Object layer window has been replaced with a \"Remove\" option which does not delete the corresponding file\n  - Tweaked: Removed various unused options from Terrain > Preferences\n  - Fixed: Fill area window now allows users to use presets even if part of the name is already present in another preset\n  - Fixed: Clearing a Fill Polygon now clears all objects within its borders\n  - Fixed: Terrain now gets rendered when regenerating mask layers\n  - Fixed: Hint is displayed if a user attempts to add an object without having a template selected (also changed the name of Tools > Preferences > Custom > \"Terrain size in meters:\" to \"New mapframe terrain size (m):\")\n  - Fixed: Undoing object layer removal now actually works\n  - Fixed: Add template dialogue window now always opens the file browser window in the root of the mounted drive (P:)\n  - Fixed: Direction angle field is now actually used by new road wizard window when adding a new road\n  - Changed: New default setting values (Buldozer on P-drive, inverted mouse wheel enabled by default)\n  - Fixed: \"Make layer transparent\" button will now actually make the layer transparent\n  - Fixed: Delete button is now disabled for locked object and shape layers\n  - Added: More options for sat / mask size in the mapframe calculator\n  - Fixed: Improved fill area tool (no crashing, much faster)\n  - Fixed: Thumbnails now have a transparent background (white outline / background will be used for selected textured objects only)\n  - Added: \"Collapse All\" button for template libraries\n  - Fixed: Removed the solid opaque outline from the textured icons (now it will only be used to show the selected ones)\n  - Fixed: The Object > Layer > Delete Layer will now check only if the selected layer is locked\n  - Added: Map PNG export (instead of EMF)\n  - Added: Search bar for templates\n  - Added: New icons to notify the user about the content refresh of the raster layers (added a new button to automatically refresh all possible layer contents)\n  - Added: New default layout\n  - Changed: Auto Fill with objects will now try to keep distance from the area borders\n  - Added: Warning icons to notify the user that the raster layers are out of sync\n  - Added: Log messages (in console) when importing a TXT file to provide details in case of errors\n  - Fixed: Object texture alpha is now rendering correctly in Terrain Builder and when exporting to PNG / EMF\n- Publisher\n  - Added: Display old and new file size when updating existing items\n  - Added: Display \"first published\" and \"last updated\" time in item metadata\n  - Changed: Handling of 32-bit deprecation for extensions"},{"heading":"19-06-2025","level":2,"markdown":"Size: ~1 MB\n\n**TOOLS**\n\n- Binarize\n  - Fixed: Crash caused by missing Steam DLLs"},{"heading":"06-06-2025","level":2,"markdown":"*Size: ~24.7 MB*\n\n**TOOLS**\n\n- Publisher\n  - Added: [Arma 3 Creator DLC: Spearhead 1944](https://store.steampowered.com/app/1175380/Arma_3_Creator_DLC_Spearhead_1944/) Mortain terrain Steam Workshop tag"}],"categories":["Arma 3: Dev-Branch Change Logs"],"groups":["Change Logs"]},{"name":"Arma 3: Tools Diag","title":"Arma 3: Tools Diag","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Tools_Diag","revid":364326,"updated":"2024-05-06T09:38:48Z","aliases":["Arma 3 Tools Diag"],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Official Tools\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** This script will check some registry keys, files and other stuff to produce a report to help debugging your tools. Reports are stored in *Arma3Toolsdirectory\\Logs\\* and named \"Arma3CommunityTools_<DATE>.rpt\"\n\n**Notes:** this script does not suggest any solution, it retrieves, stores and displays relevant data to debug \"Arma 3 Tools\".\n\n#### Usage\n\n**Line call:**\n\nArma3Tools_diag_retail.bat\nArma3Tools_diag_retail.bat -autoStart\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n#### Additional information\n\n##### How to use it\n\nYou can simply go into your Arma 3 Tools directory and double click Arma3Tools_diag_retail.bat or run it from Arma 3: Tools Launcher.\n\nArma3Tools_diag_retail can take the following parameters:\n\n- \"Arma3Tools_diag_retail.bat **-autoStart**\": Won't ask the user if he wants to proceed\n- \"Arma3Tools_diag_retail.bat **-noStore**\": If used, the report will be stored in *%temp%\\BIStudio*","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Official Tools\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** This script will check some registry keys, files and other stuff to produce a report to help debugging your tools. Reports are stored in *Arma3Toolsdirectory\\Logs\\* and named \"Arma3CommunityTools_<DATE>.rpt\"\n\n**Notes:** this script does not suggest any solution, it retrieves, stores and displays relevant data to debug \"Arma 3 Tools\"."},{"heading":"Usage","level":4,"markdown":"**Line call:**\n\nArma3Tools_diag_retail.bat\nArma3Tools_diag_retail.bat -autoStart"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"How to use it","level":5,"markdown":"You can simply go into your Arma 3 Tools directory and double click Arma3Tools_diag_retail.bat or run it from Arma 3: Tools Launcher.\n\nArma3Tools_diag_retail can take the following parameters:\n\n- \"Arma3Tools_diag_retail.bat **-autoStart**\": Won't ask the user if he wants to proceed\n- \"Arma3Tools_diag_retail.bat **-noStore**\": If used, the report will be stored in *%temp%\\BIStudio*"}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Tools Installation","title":"Arma 3: Tools Installation","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Tools_Installation","revid":369848,"updated":"2024-10-16T13:52:01Z","aliases":["Arma 3 Tools Installation"],"markdown":"This page contains all necessary data to install Arma 3 Tools in your computer.\n\n### Prerequisites\n\n- Preferably don't have BI Tools installed as it conflicts somehow (on Windows registry entries level) with the Arma 3 Tools from Steam\n- Own a valid Steam account\n- Internet connection\n- At least 1.1 GB free space on your Hard Drive\n\n### Step by Step Setup\n\n#### Preparation\n\n1. Open your Steam library (switch the filter to \"Tools\") - \"Arma 3 Tools\"\n1. Configure which branch you want to use\n   1. Right click, then click on \"Properties\"\n   1. go into \"BETAS\" tab\n   1. Select the appropriate \"beta\"\n      *Details about branches are in the point \"Details about branches\"*\n1. Automatic updates, behaviour\n   1. Go into \"UPDATES\" tab and select the appropriate value\n      To help you, there is a label under the list box that describes the selected option\n   1. Be sure that \"Enable Steam Cloud synchronization for Arma 3 Tools\" is checked (*prepare the future ;)*)\n\n#### Installation\n\n1. From the Steam tools library, right click on Arma 3 Tools and click on \"Install Game...\"\n1. Choose the appropriate location for install if needed\n1. Review the general EULA\n1. Click \"next\" and let Steam download the tools\n1. Wait for the download to be completed\n\n#### Configuration\n\n1. Play Arma 3 Tools from Steam\n\n   This step will add all needed registry entries for the rest of tools.\n\n### Details about branches\n\n#### Default\n\n- Update frequency: Same as Arma 3 main branch\n- Hard drive: 550+ MB free space\n- Changelog: [Arma 3 TECHREPs](http://dev.arma3.com/techrep)\n- Description:\n\nThis is the main stable branch, used by the most of users.\n\n#### Development Build\n\n- Update frequency: Same as Arma 3 main branch\n- Hard drive: 700+ MB free space\n- Changelog: [Thread on BI Forums](http://forums.bistudio.com/showthread.php?179347-Tools-Development-Branch-Changelog)\n- Description:\n\nThis branch contains the latest public version of \"Arma 3 Tools\", including features, tools, fixes... and perhaps new issues, you bear the risk of using it.\nThe updates are not daily like the Arma 3 development branch does, but rather in irregular intervals according to needs and additions by our team.\nDevelopment branch does not pass internal QA before publication. Stick with main branch (default) if you do not want to deal with the (big) potential issues and frequent data transfers.\n\n#### Huge Data Packages\n\n- Update frequency: Same as Arma 3 main branch\n- Hard drive: 22+ GB free space\n- Changelog: [Arma 3 TECHREPs](http://dev.arma3.com/techrep)\n- Description:\n\nIn addition to the tools from the default branch, it will download the Public Data.\nBe warned, this represents around 22 GB of additional download, but it is downloaded once since it is excluded from the update plan.\n\n### Notes\n\n#### Uninstall\n\nBe aware, if you use the Arma 3 Tools as P Drive (default location), your P Drive content will be erased.\nIn some cases, the content that was added by Steam (I.e. settings.ini or other user files) remains present into the installation directory and should be deleted manually in case of need.\n\n##### Steam solution\n\n1. Open your Steam library (switch the filter to \"Tools\") - \"Arma 3 Tools\"\n1. right click on Arma 3 Tools, then click on delete local content\n\n##### Windows solution\n\n1. Open the control panel, then go into \"Program and Features\"\n1. Locate \"Arma 3 Tools\", do a left click and click uninstall\n1. The rest of the process will be handled by Steam, it will have for effect to delete the content of \"Arma 3 Tools\" and the registry keys related by the tools","sections":[{"heading":null,"level":1,"markdown":"This page contains all necessary data to install Arma 3 Tools in your computer."},{"heading":"Prerequisites","level":3,"markdown":"- Preferably don't have BI Tools installed as it conflicts somehow (on Windows registry entries level) with the Arma 3 Tools from Steam\n- Own a valid Steam account\n- Internet connection\n- At least 1.1 GB free space on your Hard Drive"},{"heading":"Step by Step Setup","level":3,"markdown":""},{"heading":"Preparation","level":4,"markdown":"1. Open your Steam library (switch the filter to \"Tools\") - \"Arma 3 Tools\"\n1. Configure which branch you want to use\n   1. Right click, then click on \"Properties\"\n   1. go into \"BETAS\" tab\n   1. Select the appropriate \"beta\"\n      *Details about branches are in the point \"Details about branches\"*\n1. Automatic updates, behaviour\n   1. Go into \"UPDATES\" tab and select the appropriate value\n      To help you, there is a label under the list box that describes the selected option\n   1. Be sure that \"Enable Steam Cloud synchronization for Arma 3 Tools\" is checked (*prepare the future ;)*)"},{"heading":"Installation","level":4,"markdown":"1. From the Steam tools library, right click on Arma 3 Tools and click on \"Install Game...\"\n1. Choose the appropriate location for install if needed\n1. Review the general EULA\n1. Click \"next\" and let Steam download the tools\n1. Wait for the download to be completed"},{"heading":"Configuration","level":4,"markdown":"1. Play Arma 3 Tools from Steam\n\n   This step will add all needed registry entries for the rest of tools."},{"heading":"Details about branches","level":3,"markdown":""},{"heading":"Default","level":4,"markdown":"- Update frequency: Same as Arma 3 main branch\n- Hard drive: 550+ MB free space\n- Changelog: [Arma 3 TECHREPs](http://dev.arma3.com/techrep)\n- Description:\n\nThis is the main stable branch, used by the most of users."},{"heading":"Development Build","level":4,"markdown":"- Update frequency: Same as Arma 3 main branch\n- Hard drive: 700+ MB free space\n- Changelog: [Thread on BI Forums](http://forums.bistudio.com/showthread.php?179347-Tools-Development-Branch-Changelog)\n- Description:\n\nThis branch contains the latest public version of \"Arma 3 Tools\", including features, tools, fixes... and perhaps new issues, you bear the risk of using it.\nThe updates are not daily like the Arma 3 development branch does, but rather in irregular intervals according to needs and additions by our team.\nDevelopment branch does not pass internal QA before publication. Stick with main branch (default) if you do not want to deal with the (big) potential issues and frequent data transfers."},{"heading":"Huge Data Packages","level":4,"markdown":"- Update frequency: Same as Arma 3 main branch\n- Hard drive: 22+ GB free space\n- Changelog: [Arma 3 TECHREPs](http://dev.arma3.com/techrep)\n- Description:\n\nIn addition to the tools from the default branch, it will download the Public Data.\nBe warned, this represents around 22 GB of additional download, but it is downloaded once since it is excluded from the update plan."},{"heading":"Notes","level":3,"markdown":""},{"heading":"Uninstall","level":4,"markdown":"Be aware, if you use the Arma 3 Tools as P Drive (default location), your P Drive content will be erased.\nIn some cases, the content that was added by Steam (I.e. settings.ini or other user files) remains present into the installation directory and should be deleted manually in case of need."},{"heading":"Steam solution","level":5,"markdown":"1. Open your Steam library (switch the filter to \"Tools\") - \"Arma 3 Tools\"\n1. right click on Arma 3 Tools, then click on delete local content"},{"heading":"Windows solution","level":5,"markdown":"1. Open the control panel, then go into \"Program and Features\"\n1. Locate \"Arma 3 Tools\", do a left click and click uninstall\n1. The rest of the process will be handled by Steam, it will have for effect to delete the content of \"Arma 3 Tools\" and the registry keys related by the tools"}],"categories":["Arma 3: Official Tools Manual"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Tools Launcher","title":"Arma 3: Tools Launcher","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Tools_Launcher","revid":336439,"updated":"2023-01-04T15:21:42Z","aliases":["Arma 3 Tools Launcher"],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Official Tools\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:**\n\nThis is a \"one place\" for Arma 3 Tools, it can check some points of your installation and run any tools from the suite.\nIt's also able to detect Mikero's tools and Poseidon Tools and interact with them.\n\n#### Usage\n\n**Line call:**\n\nArma3Tools.exe\nArma3Tools.exe -Steam -hide\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n#### Additional information\n\n##### How to use it\n\n###### Startup parameters\n\nIt can take the following parameters (parameters are not case-sensitive):\n\n- \"Arma3Tools.exe **-hide**\": starts Arma3Tools in hidden mode, whatever your settings\n- \"Arma3Tools.exe **-show**\": starts Arma3Tools in normal mode, whatever your settings\n- \"Arma3Tools.exe **-debug**\": starts Arma3Tools in trivial debug mode (generate a log and display sdtout)\n- \"Arma3Tools.exe **-steam**\": start Steam if not running\n- \"Arma3Tools.exe **-retoreDefault**\": restore all settings to default\n\n###### Shortcuts\n\n- CTRL+Q: Quit application\n- CTRL+H: Reduce the application to the notification zone\n- CTRL+E: Display a dialog to edit your Settings.ini file\n- CTRL+S: Show the application main form (must be done from the notification zone)\n- CTRL+L: Open log directory\n- CTRL+D: Debug mode (display stdout and store its content into the log directory)\n- ALT+D: Stop debug mode","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Official Tools\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:**\n\nThis is a \"one place\" for Arma 3 Tools, it can check some points of your installation and run any tools from the suite.\nIt's also able to detect Mikero's tools and Poseidon Tools and interact with them."},{"heading":"Usage","level":4,"markdown":"**Line call:**\n\nArma3Tools.exe\nArma3Tools.exe -Steam -hide"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"How to use it","level":5,"markdown":""},{"heading":"Startup parameters","level":6,"markdown":"It can take the following parameters (parameters are not case-sensitive):\n\n- \"Arma3Tools.exe **-hide**\": starts Arma3Tools in hidden mode, whatever your settings\n- \"Arma3Tools.exe **-show**\": starts Arma3Tools in normal mode, whatever your settings\n- \"Arma3Tools.exe **-debug**\": starts Arma3Tools in trivial debug mode (generate a log and display sdtout)\n- \"Arma3Tools.exe **-steam**\": start Steam if not running\n- \"Arma3Tools.exe **-retoreDefault**\": restore all settings to default"},{"heading":"Shortcuts","level":6,"markdown":"- CTRL+Q: Quit application\n- CTRL+H: Reduce the application to the notification zone\n- CTRL+E: Display a dialog to edit your Settings.ini file\n- CTRL+S: Show the application main form (must be done from the notification zone)\n- CTRL+L: Open log directory\n- CTRL+D: Debug mode (display stdout and store its content into the log directory)\n- ALT+D: Stop debug mode"}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Tree View Path","title":"Arma 3: Tree View Path","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Tree_View_Path","revid":338770,"updated":"2023-04-05T16:50:45Z","aliases":["Tree View Path"],"markdown":"Tree View path for referencing Tree View item is not the same as the path used for adding items to the Tree View.\nThis may cause quite a bit of confusion as to the usage of the Tree View commands.\nIn short, when adding new items to the Tree View, one needs to give the path of the parent item to which the item is added and not the desired path for the new item.\nThe command will then return index of added item relative to the parent item. If parent item doesn't exist (happens when item is added to the main trunk of the tree), the parent path needs to be an empty array `[]`.\n\nThis is only relevant to the tvAdd command. All other Tree View commands reference the actual item path. So here are 2 examples for tvAdd and tvDelete:\n\n```sqf\n_index1   = _ctrl tvAdd [[], \"Item1\"];        // adds \"Item1\" to main branch. Item path [_index1] or [0]\n_index1_1 = _ctrl tvAdd [[0], \"Item1_1\"];    // adds \"Item1_1\" to \"Item1\". Item path [0,_index1_1] or [0,0]\n_index1_2 = _ctrl tvAdd [[0], \"Item1_2\"];    // adds \"Item1_2\" to \"Item1\". Item path [0,_index1_2] or [0,1]\n_index2_1 = _ctrl tvAdd [[0,0], \"Item2_1\"];    // adds \"Item2_1\" to \"Item1_1\". Item path [0,0,_index2_1] or [0,1,0]\n```\n\nAs you can see, the parent item path is referenced in each tvAdd command. Let's look at tvDelete. The item path will be the actual path to the item.\n\n```sqf\n_ctrl tvDelete [0,0]; // deletes \"Item1_1\"\n_ctrl tvDelete [0,1]; // doesn't delete \"Item1_2\"\n```\n\nThe reason \"Item1_2\" is not deleted is because its path changed from [0,1] to [0,0] after we deleted \"Item1_1\".\n\n```sqf\n_ctrl tvDelete [0,0]; // deletes \"Item1_2\"\n```\n\nNow \"Item1_2\" is also deleted because the path for it is now correct.\n\nCode used to generate the Tree View thumbnail:\n\n```sqf\n_disp = findDisplay 46 createDisplay \"RscDisplayEmpty\";\n_bg = _disp ctrlCreate [\"RscText\", -1];\n_bg ctrlSetPosition [safeZoneX, safeZoneY, safeZoneW, safeZoneH];\n_bg ctrlSetBackgroundColor [0.5, 0.5, 0.5, 1];\n_bg ctrlCommit 0;\n_ctrl = _disp ctrlCreate [\"RscTree\", -1];\n_ctrl ctrlSetPosition [0, 0, 1, 1];\n_ctrl ctrlCommit 0;\n_ctrl ctrlSetFontHeight 0.03;\n_ctrl ctrlSetFont \"PuristaMedium\";\nfor \"_i\" from 0 to 1 do\n{\n    _color = [1, 1, 1, 1];\n    _ctrl tvAdd [[], format [\"Parent Path: %1 | Item Path: %2\", [], [_i]]];\n    _ctrl tvSetColor [[_i], _color];\n    for \"_j\" from 0 to 1 do\n    {\n        _color = [1, 0, 0, 1];\n        _ctrl tvAdd [[_i], format [\"Parent Path: %1 | Item Path: %2\", [_i], [_i, _j]]];\n        _ctrl tvSetColor [[_i, _j], _color];\n        for \"_k\" from 0 to 1 do\n        {\n            _color = [0, 1, 0, 1];\n            _ctrl tvAdd [[_i, _j], format [\"Parent Path: %1 | Item Path: %2\", [_i, _j], [_i, _j, _k]]];\n            _ctrl tvSetColor [[_i, _j, _k], _color];\n            for \"_n\" from 0 to 1 do\n            {\n                _color = [0, 0, 1, 1];\n                _ctrl tvAdd [[_i, _j, _k], format [\"Parent Path: %1 | Item Path: %2\", [_i, _j, _k], [_i, _j, _k, _n]]];\n                _ctrl tvSetColor [[_i, _j, _k, _n], _color];\n            };\n        };\n    };\n};\n\ntvExpandAll _ctrl;\n_ctrl ctrlAddEventHandler [\"TreeSelChanged\", { hint format [\"Item Path: %1\", _this select 1] }];\n```","sections":[{"heading":null,"level":1,"markdown":"Tree View path for referencing Tree View item is not the same as the path used for adding items to the Tree View.\nThis may cause quite a bit of confusion as to the usage of the Tree View commands.\nIn short, when adding new items to the Tree View, one needs to give the path of the parent item to which the item is added and not the desired path for the new item.\nThe command will then return index of added item relative to the parent item. If parent item doesn't exist (happens when item is added to the main trunk of the tree), the parent path needs to be an empty array `[]`.\n\nThis is only relevant to the tvAdd command. All other Tree View commands reference the actual item path. So here are 2 examples for tvAdd and tvDelete:\n\n```sqf\n_index1   = _ctrl tvAdd [[], \"Item1\"];        // adds \"Item1\" to main branch. Item path [_index1] or [0]\n_index1_1 = _ctrl tvAdd [[0], \"Item1_1\"];    // adds \"Item1_1\" to \"Item1\". Item path [0,_index1_1] or [0,0]\n_index1_2 = _ctrl tvAdd [[0], \"Item1_2\"];    // adds \"Item1_2\" to \"Item1\". Item path [0,_index1_2] or [0,1]\n_index2_1 = _ctrl tvAdd [[0,0], \"Item2_1\"];    // adds \"Item2_1\" to \"Item1_1\". Item path [0,0,_index2_1] or [0,1,0]\n```\n\nAs you can see, the parent item path is referenced in each tvAdd command. Let's look at tvDelete. The item path will be the actual path to the item.\n\n```sqf\n_ctrl tvDelete [0,0]; // deletes \"Item1_1\"\n_ctrl tvDelete [0,1]; // doesn't delete \"Item1_2\"\n```\n\nThe reason \"Item1_2\" is not deleted is because its path changed from [0,1] to [0,0] after we deleted \"Item1_1\".\n\n```sqf\n_ctrl tvDelete [0,0]; // deletes \"Item1_2\"\n```\n\nNow \"Item1_2\" is also deleted because the path for it is now correct.\n\nCode used to generate the Tree View thumbnail:\n\n```sqf\n_disp = findDisplay 46 createDisplay \"RscDisplayEmpty\";\n_bg = _disp ctrlCreate [\"RscText\", -1];\n_bg ctrlSetPosition [safeZoneX, safeZoneY, safeZoneW, safeZoneH];\n_bg ctrlSetBackgroundColor [0.5, 0.5, 0.5, 1];\n_bg ctrlCommit 0;\n_ctrl = _disp ctrlCreate [\"RscTree\", -1];\n_ctrl ctrlSetPosition [0, 0, 1, 1];\n_ctrl ctrlCommit 0;\n_ctrl ctrlSetFontHeight 0.03;\n_ctrl ctrlSetFont \"PuristaMedium\";\nfor \"_i\" from 0 to 1 do\n{\n    _color = [1, 1, 1, 1];\n    _ctrl tvAdd [[], format [\"Parent Path: %1 | Item Path: %2\", [], [_i]]];\n    _ctrl tvSetColor [[_i], _color];\n    for \"_j\" from 0 to 1 do\n    {\n        _color = [1, 0, 0, 1];\n        _ctrl tvAdd [[_i], format [\"Parent Path: %1 | Item Path: %2\", [_i], [_i, _j]]];\n        _ctrl tvSetColor [[_i, _j], _color];\n        for \"_k\" from 0 to 1 do\n        {\n            _color = [0, 1, 0, 1];\n            _ctrl tvAdd [[_i, _j], format [\"Parent Path: %1 | Item Path: %2\", [_i, _j], [_i, _j, _k]]];\n            _ctrl tvSetColor [[_i, _j, _k], _color];\n            for \"_n\" from 0 to 1 do\n            {\n                _color = [0, 0, 1, 1];\n                _ctrl tvAdd [[_i, _j, _k], format [\"Parent Path: %1 | Item Path: %2\", [_i, _j, _k], [_i, _j, _k, _n]]];\n                _ctrl tvSetColor [[_i, _j, _k, _n], _color];\n            };\n        };\n    };\n};\n\ntvExpandAll _ctrl;\n_ctrl ctrlAddEventHandler [\"TreeSelChanged\", { hint format [\"Item Path: %1\", _this select 1] }];\n```"}],"categories":["Arrays","Introduced with Arma 3 version 0.74"],"groups":["Scripting"]},{"name":"Arma 3: Trees","title":"Arma 3: Trees","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Trees","revid":336204,"updated":"2022-12-14T14:12:44Z","aliases":["Arma 3 Trees"],"markdown":"Part of **Arma 3: Vegetation P3D** about Tree **materials**.\n\n### Crown material\n\nIt is strongly advised to edit materials in text editor (Notepad++ or other text editors), this way you have much bigger control\n\n#### Textures for crown\n\n|  |  |\n|---|---|\n| - _CA - diffuse in RGB and opacity mask in Alpha channel<br>- _NOHQ - is classic DirectX (-Y) normal map<br>- _MCA (RGB - macro map; Alpha - ambient occlusion (light map) - if alpha channel is not present, ambient occlusion is simply not used. Mapped through 2.nd UV set<br>- Macro map adds additional coloring to the diffuse of the model. It makes effect both on the sun and in shadows<br>- Light map or Ambient occlusion is causing to make the lighting darker in ambient (in shadows)<br>- we often put AO to macro map (RGB channels), so the darkening is visible also on the sun and we leave the Alpha channel white or we don't have it at all)<br>- best way to create light map is to paint it in 3dsMax with volumetric brush in Viewport Canavas |  |\n\n|  |  |  |\n|---|---|---|\n|  |  |  |\n\n#### Example material for a tree crown\n\n- always use PixelShaderID=\"TreeAdv\";\n- For material without face fading you need to set VertexShaderID = \"TreeAdvnofade\".\n- For material with face fading you need to set VertexShaderID = \"TreeAdv\".\n- For material for last LOD (cross billboards) where all vertex normals are facing directly into the camera, use VertexShaderID = \"TreeAdvModNormals\".\n\n*texture = \"#(argb,8,8,3)color(0.5,0.5,0.5,1,MCA) - this si procedural texture, where you can set RGBA values in range from 0-1 (in this case 0.5,0.5,0.5,1) and type of texture (in this case MCA)*\n\n```cpp\nambient[] =\n{\n    0.02,    // crown bleed MUL factor\n    0.52,    // crown bleed ADD factor\n    0.5,    // per-pixel bleed level\n    0.05    // per-pixel bleed level\n};\ndiffuse[] =\n{\n    1.5,    // Diffuse + ambient R\n    1.5,    // Diffuse + ambient G\n    1.5,    // Diffuse + ambient B\n    0.5        // Transparency MUL factor (2x) - the higher the values, the fuller/thicker the crown looks into the distance. Also influence fading of the faces.\n};\nforcedDiffuse[] =\n{\n    0.5,    // per-pixel translucency MUL\n    0.7,    // per-pixel translucency ADD\n    0.7,    // crown attenuation MUL\n    1.0    // crown attenuation ADD\n};\nemmisive[] =\n{\n    1.2,    // translucency modulation color (for sky) R\n    1.2,    // translucency modulation color (for sky) G\n    1.0,    // translucency modulation color (for sky) B\n    0.5        // translucency color MUL factor for main light (x2)\n};\nspecular[] =\n{\n    0.10,    // specular color/value for main light R\n    0.15,    // specular color/value for main light R\n    0.09,    // specular color/value for main light R\n    1.01    // specular color/value MUL factor for ambient\n};\nspecularPower    = 30; // SpecularPower, defines size of the hotspot.\nPixelShaderID    = \"TreeAdv\";\nVertexShaderID    = \"TreeAdv\";\nclass Stage1\n{\n    // texture    = \"#(argb,8,8,3)color(0.5,0.5,1.0,1,NOHQ)\";\n    texture        = \"A3\\Plants_F\\_PolyPlane\\data\\polyplane_FicusCarica_L2_nohq.tga\";\n    uvSource    = \"tex\";\n    class uvTransform\n    {\n        aside[]    = {1,0,0};\n        up[]    = {0,1,0};\n        dir[]    = {0,0,0};\n        pos[]    = {0,0,0};\n    };\n};\nclass Stage2\n{\n    // texture    = \"#(argb,8,8,3)color(0.5,0.5,0.5,1.0,MCA)\";\n    texture        = \"A3\\Plants_F\\Tree\\data\\t_FicusB2s_F_LOD1_Crown_mca.tga\";\n    uvSource    = \"tex1\";\n    class uvTransform\n    {\n        aside[]    = {1,0,0};\n        up[]    = {0,1,0};\n        dir[]    = {0,0,0};\n        pos[]    = {0,0,0};\n    };\n};\n```\n\n#### Parameters crown bleed MUL and ADD\n\nThe effect simulates self-shadowing of the tree crown. Is important when shadow buffer shadows stops to draw. For values 0.0, 0.6 the effect is none (white color)\n\n#### Parameters per-pixel bleed LEVEL and SHIFT\n\nParameters are causing softening of the main light – shadows are softer. Effect is none for values (0.0, 0.0).\n\n#### Parameters per-pixel transucency MUL a ADD\n\nTranslucency effect of the material by face normals.\n\n#### Parameters crown attenuation MUL a ADD\n\nParameters for tuning of the ambient occlusion map (alpha cahnnel in MCA texture). Values (0.1, 0.5) means ambient occlusion with no tuning.\n\n#### Specular parameters of the material\n\nSpecular strength from the main light is defined by specular color (RGB values) and sharpness of the hot-spot \"specularPower\".\nSpecular strength for ambient (faces is shadow) is defined by specular color (RGB) multiplied by value in parameter \"specular color MUL factor for ambient\".\nBoth specular effects are influenced by fresnel function, which is hard-coded for this material and can't be changed (compromise between performance and visuals).\n\n### Material for the last LOD (cross billboards)\n\n- be sure to use VertexShaderID=\"TreeAdvModNormals\"\n- _CO texture contain soft fake shadowing from the ground simply painted in Photoshop\n- _NOHQ normal map should look like this. Mainly it should has the overall spherical shape of the crown.\n- the model of the last LODs are simple billboards. Result is nicely shaded last LODs without any sharp faces standing out\n\n|  |  |  |\n|---|---|---|\n|  |  |  |\n|  |  |  |\n\n### Material for the trunk (and modeled branches)\n\n#### Textures\n\n- _CS diffuse texture must be used where RGB is diffuse and in Alpha channel is specular texture.\n- _NOHQ is classic DirectX (-Y) normal map\n- _MCA (RGB - macro map; Alpha - ambient occlusion) - if alpha channel is not present, ambient occlusion is simply not used.\n- we often put AO to macro map (RGB channels), so the darkening is visible also on the sun and we leave the Alpha channel white or we don't have it at all).\n\n|  |  |  |\n|---|---|---|\n|  |  |  |\n\n#### Example of material for trunk\n\n- always use PixelShaderID = \"TreeAdvTrunk\";\n- use VertexShaderID = \"TreeAdvTrunk\";\n\n```cpp\n//--- is ignored -----------------\nambient[]        = {1,1,1,1};\nforcedDiffuse[]    = {1,1,1,1};\nemmisive[]        = {1,1,1,1};\n//---------------------------------\n\ndiffuse[] =\n{\n    0.8,    // Diffuse + ambient R\n    0.8,    // Diffuse + ambient G\n    0.8,    // Diffuse + ambient B\n    1.00    // Transparency MUL factor (2x)\n};\nspecular[] =\n{\n    0.7,\n    0.7,\n    0.7,\n    1.0\n};\nspecularPower    = 20;\nPixelShaderID    = \"TreeAdvTrunk\";\nVertexShaderID    = \"TreeAdvTrunk\";\nclass Stage1\n{\n    texture        = \"A3\\Plants_F\\_Bark\\bark_FicusCarica_L1_nohq.tga\";\n    uvSource    = \"tex\"; // defines used UV set, tex= first UV set, tex1= second UV set\n    class uvTransform\n    {\n        aside[]    = {1.0,0,0};\n        up[]    = {0,1.0,0};\n        dir[]    = {0,0,0};\n        pos[]    = {0,0,0};\n    };\n};\nclass Stage2\n{\n    // texture    = \"#(argb,8,8,3)color(0.5,0.5,0.5,1,MCA)\";\n    texture        = \"A3\\Plants_F\\Tree\\data\\t_FicusB2s_F_LOD1_Trunk_mca.tga\";\n    uvSource    = \"tex1\";\n    class uvTransform\n    {\n        aside[]    = {1,0,0};\n        up[]    = {0,1,0};\n        dir[]    = {0,0,0};\n        pos[]    = {0,0,0};\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"Part of **Arma 3: Vegetation P3D** about Tree **materials**."},{"heading":"Crown material","level":3,"markdown":"It is strongly advised to edit materials in text editor (Notepad++ or other text editors), this way you have much bigger control"},{"heading":"Textures for crown","level":4,"markdown":"|  |  |\n|---|---|\n| - _CA - diffuse in RGB and opacity mask in Alpha channel<br>- _NOHQ - is classic DirectX (-Y) normal map<br>- _MCA (RGB - macro map; Alpha - ambient occlusion (light map) - if alpha channel is not present, ambient occlusion is simply not used. Mapped through 2.nd UV set<br>- Macro map adds additional coloring to the diffuse of the model. It makes effect both on the sun and in shadows<br>- Light map or Ambient occlusion is causing to make the lighting darker in ambient (in shadows)<br>- we often put AO to macro map (RGB channels), so the darkening is visible also on the sun and we leave the Alpha channel white or we don't have it at all)<br>- best way to create light map is to paint it in 3dsMax with volumetric brush in Viewport Canavas |  |\n\n|  |  |  |\n|---|---|---|\n|  |  |  |"},{"heading":"Example material for a tree crown","level":4,"markdown":"- always use PixelShaderID=\"TreeAdv\";\n- For material without face fading you need to set VertexShaderID = \"TreeAdvnofade\".\n- For material with face fading you need to set VertexShaderID = \"TreeAdv\".\n- For material for last LOD (cross billboards) where all vertex normals are facing directly into the camera, use VertexShaderID = \"TreeAdvModNormals\".\n\n*texture = \"#(argb,8,8,3)color(0.5,0.5,0.5,1,MCA) - this si procedural texture, where you can set RGBA values in range from 0-1 (in this case 0.5,0.5,0.5,1) and type of texture (in this case MCA)*\n\n```cpp\nambient[] =\n{\n    0.02,    // crown bleed MUL factor\n    0.52,    // crown bleed ADD factor\n    0.5,    // per-pixel bleed level\n    0.05    // per-pixel bleed level\n};\ndiffuse[] =\n{\n    1.5,    // Diffuse + ambient R\n    1.5,    // Diffuse + ambient G\n    1.5,    // Diffuse + ambient B\n    0.5        // Transparency MUL factor (2x) - the higher the values, the fuller/thicker the crown looks into the distance. Also influence fading of the faces.\n};\nforcedDiffuse[] =\n{\n    0.5,    // per-pixel translucency MUL\n    0.7,    // per-pixel translucency ADD\n    0.7,    // crown attenuation MUL\n    1.0    // crown attenuation ADD\n};\nemmisive[] =\n{\n    1.2,    // translucency modulation color (for sky) R\n    1.2,    // translucency modulation color (for sky) G\n    1.0,    // translucency modulation color (for sky) B\n    0.5        // translucency color MUL factor for main light (x2)\n};\nspecular[] =\n{\n    0.10,    // specular color/value for main light R\n    0.15,    // specular color/value for main light R\n    0.09,    // specular color/value for main light R\n    1.01    // specular color/value MUL factor for ambient\n};\nspecularPower    = 30; // SpecularPower, defines size of the hotspot.\nPixelShaderID    = \"TreeAdv\";\nVertexShaderID    = \"TreeAdv\";\nclass Stage1\n{\n    // texture    = \"#(argb,8,8,3)color(0.5,0.5,1.0,1,NOHQ)\";\n    texture        = \"A3\\Plants_F\\_PolyPlane\\data\\polyplane_FicusCarica_L2_nohq.tga\";\n    uvSource    = \"tex\";\n    class uvTransform\n    {\n        aside[]    = {1,0,0};\n        up[]    = {0,1,0};\n        dir[]    = {0,0,0};\n        pos[]    = {0,0,0};\n    };\n};\nclass Stage2\n{\n    // texture    = \"#(argb,8,8,3)color(0.5,0.5,0.5,1.0,MCA)\";\n    texture        = \"A3\\Plants_F\\Tree\\data\\t_FicusB2s_F_LOD1_Crown_mca.tga\";\n    uvSource    = \"tex1\";\n    class uvTransform\n    {\n        aside[]    = {1,0,0};\n        up[]    = {0,1,0};\n        dir[]    = {0,0,0};\n        pos[]    = {0,0,0};\n    };\n};\n```"},{"heading":"Parameters crown bleed MUL and ADD","level":4,"markdown":"The effect simulates self-shadowing of the tree crown. Is important when shadow buffer shadows stops to draw. For values 0.0, 0.6 the effect is none (white color)"},{"heading":"Parameters per-pixel bleed LEVEL and SHIFT","level":4,"markdown":"Parameters are causing softening of the main light – shadows are softer. Effect is none for values (0.0, 0.0)."},{"heading":"Parameters per-pixel transucency MUL a ADD","level":4,"markdown":"Translucency effect of the material by face normals."},{"heading":"Parameters crown attenuation MUL a ADD","level":4,"markdown":"Parameters for tuning of the ambient occlusion map (alpha cahnnel in MCA texture). Values (0.1, 0.5) means ambient occlusion with no tuning."},{"heading":"Specular parameters of the material","level":4,"markdown":"Specular strength from the main light is defined by specular color (RGB values) and sharpness of the hot-spot \"specularPower\".\nSpecular strength for ambient (faces is shadow) is defined by specular color (RGB) multiplied by value in parameter \"specular color MUL factor for ambient\".\nBoth specular effects are influenced by fresnel function, which is hard-coded for this material and can't be changed (compromise between performance and visuals)."},{"heading":"Material for the last LOD (cross billboards)","level":3,"markdown":"- be sure to use VertexShaderID=\"TreeAdvModNormals\"\n- _CO texture contain soft fake shadowing from the ground simply painted in Photoshop\n- _NOHQ normal map should look like this. Mainly it should has the overall spherical shape of the crown.\n- the model of the last LODs are simple billboards. Result is nicely shaded last LODs without any sharp faces standing out\n\n|  |  |  |\n|---|---|---|\n|  |  |  |\n|  |  |  |"},{"heading":"Material for the trunk (and modeled branches)","level":3,"markdown":""},{"heading":"Textures","level":4,"markdown":"- _CS diffuse texture must be used where RGB is diffuse and in Alpha channel is specular texture.\n- _NOHQ is classic DirectX (-Y) normal map\n- _MCA (RGB - macro map; Alpha - ambient occlusion) - if alpha channel is not present, ambient occlusion is simply not used.\n- we often put AO to macro map (RGB channels), so the darkening is visible also on the sun and we leave the Alpha channel white or we don't have it at all).\n\n|  |  |  |\n|---|---|---|\n|  |  |  |"},{"heading":"Example of material for trunk","level":4,"markdown":"- always use PixelShaderID = \"TreeAdvTrunk\";\n- use VertexShaderID = \"TreeAdvTrunk\";\n\n```cpp\n//--- is ignored -----------------\nambient[]        = {1,1,1,1};\nforcedDiffuse[]    = {1,1,1,1};\nemmisive[]        = {1,1,1,1};\n//---------------------------------\n\ndiffuse[] =\n{\n    0.8,    // Diffuse + ambient R\n    0.8,    // Diffuse + ambient G\n    0.8,    // Diffuse + ambient B\n    1.00    // Transparency MUL factor (2x)\n};\nspecular[] =\n{\n    0.7,\n    0.7,\n    0.7,\n    1.0\n};\nspecularPower    = 20;\nPixelShaderID    = \"TreeAdvTrunk\";\nVertexShaderID    = \"TreeAdvTrunk\";\nclass Stage1\n{\n    texture        = \"A3\\Plants_F\\_Bark\\bark_FicusCarica_L1_nohq.tga\";\n    uvSource    = \"tex\"; // defines used UV set, tex= first UV set, tex1= second UV set\n    class uvTransform\n    {\n        aside[]    = {1.0,0,0};\n        up[]    = {0,1.0,0};\n        dir[]    = {0,0,0};\n        pos[]    = {0,0,0};\n    };\n};\nclass Stage2\n{\n    // texture    = \"#(argb,8,8,3)color(0.5,0.5,0.5,1,MCA)\";\n    texture        = \"A3\\Plants_F\\Tree\\data\\t_FicusB2s_F_LOD1_Trunk_mca.tga\";\n    uvSource    = \"tex1\";\n    class uvTransform\n    {\n        aside[]    = {1,0,0};\n        up[]    = {0,1,0};\n        dir[]    = {0,0,0};\n        pos[]    = {0,0,0};\n    };\n};\n```"}],"categories":["Arma 3: Editing","Arma 3: Tutorials"],"groups":["Modding"]},{"name":"Arma 3: Unit Insignia","title":"Arma 3: Unit Insignia","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Unit_Insignia","revid":351551,"updated":"2023-12-07T12:48:40Z","aliases":["Arma 3 Unit Insignia"],"markdown":"Unit insignia is a custom texture which can be mapped to a character to give it special look. It's similar to existing squad.xml clan logo, and it is based on real life [shoulder sleeve insignia](https://en.wikipedia.org/wiki/Shoulder_sleeve_insignia).\n\n### Usage\n\nSee BIS_fnc_setUnitInsignia.\n\n### Official Insignias\n\nThe game contains several predefined insignias. You can preview them in-game in Arsenal.\n\n| Image | Code | Name | Introduced with |\n|---|---|---|---|\n|  | `[this, \"111thID\"] call BIS_fnc_setUnitInsignia;` | 111th Infantry Division | Arma 3 |\n|  | `[this, \"TFAegis\"] call BIS_fnc_setUnitInsignia;` | Task Force Aegis | Arma 3 |\n|  | `[this, \"GryffinRegiment\"] call BIS_fnc_setUnitInsignia;` | Griffin Regiment | Arma 3 |\n|  | `[this, \"Curator\"] call BIS_fnc_setUnitInsignia;` | Zeus | Arma 3 |\n|  | `[this, \"BI\"] call BIS_fnc_setUnitInsignia;` | Bohemia Interactive | Arma 3 |\n|  | `[this, \"MANW\"] call BIS_fnc_setUnitInsignia;` | Make Arma Not War | Arma 3 |\n|  | `[this, \"CTRG15\"] call BIS_fnc_setUnitInsignia;` | CTRG 15 - NATO |  |\n|  | `[this, \"CTRG14\"] call BIS_fnc_setUnitInsignia;` | CTRG 14 - NATO |  |\n|  | `[this, \"CTRG\"] call BIS_fnc_setUnitInsignia;` | CTRG |  |\n|  | `[this, \"Jets_ID\"] call BIS_fnc_setUnitInsignia;` | Carrier Strike Group 14 |  |\n|  | `[this, \"CombatPatrol\"] call BIS_fnc_setUnitInsignia;` | Combat Patrol |  |\n|  | `[this, \"IDAP\"] call BIS_fnc_setUnitInsignia;` | IDAP |  |\n|  | `[this, \"AAF_3rdRegiment\"] call BIS_fnc_setUnitInsignia;` | AAF 3rd Support Regiment |  |\n|  | `[this, \"CSAT_ScimitarRegiment\"] call BIS_fnc_setUnitInsignia;` | Scimitar Regiment |  |\n|  | `[this, \"AAF_1stRegiment\"] call BIS_fnc_setUnitInsignia;` | 1st Regiment |  |\n|  | `[this, \"EAF_5thRegiment\"] call BIS_fnc_setUnitInsignia;` | 5th Regiment |  |\n|  | `[this, \"EnochJointTraining\"] call BIS_fnc_setUnitInsignia;` | Exercise Electron |  |\n|  | `[this, \"Spetsnaz223rdDetachment\"] call BIS_fnc_setUnitInsignia;` | Spetsnaz 223rd Special Purpose Detachment |  |\n|  | `[this, \"Astra\"] call BIS_fnc_setUnitInsignia;` | Astra |  |\n\n### Configuration\n\n#### Insignia\n\nYou can add a new insignia in Config.cpp and Description.ext.\n\n```cpp\nclass CfgUnitInsignia\n{\n    class 111thID\n    {\n        displayName = \"111th Infantry Division\";                                // Name displayed in Arsenal\n        author = \"Bohemia Interactive\";                                            // Author displayed in Arsenal\n        texture = \"\\A3\\Ui_f\\data\\GUI\\Cfg\\UnitInsignia\\111thID_ca.paa\";            // Image path\n        material = \"\\A3\\Ui_f\\data\\GUI\\Cfg\\UnitInsignia\\default_insignia.rvmat\";    // .rvmat path\n        textureVehicle = \"\";                                                    // Does nothing, reserved for future use\n    };\n};\n```\n\n> [!NOTE]\n> Insignia texture should ideally be 128x128px PAA file.\n\n#### Objects\n\nObjects like soldiers or cars must contain special selections on which insignia and clan logo can be displayed. Consider following these rules to make sure your addon is consistent with the official ones:\n\n1. To all playable vehicles (types listed in table below) of all factions, add following selections:\n   - *insignia* - designers fills it with story-related unit insignia. **Must be square**.\n   - *clan* - engine fills it with clan logo. **Must be square**.\n   - *clan_sign* - engine fills it with clan name. Dimensions not specified, but should be **short and wide**.\n1. Map transparent texture `\"#(argb,8,8,3)color(0,0,0,0)\"` to all selections.\n1. When same selection is on both sides of a vehicle, none of them should be mirrored.\n1. Civilians characters and vehicles can be less unified, but must still contain all selections as military type (e.g. instead of shoulders, civilian character can have both selections on front and back side of his t-shirt).\n\nOnce the model is ready, list the selection in object's config. The order of selections is not important, BIS_fnc_setUnitInsignia is looking specifically for *insignia*.\n\n```cpp\nclass CfgVehicles\n{\n    class MyVehicle\n    {\n        hiddenSelections[] = { \"someSelection\", \"anotherSelection\", \"insignia\" }; // insignia selection has to be present\n    };\n};\n```\n\n| Vehicle | Insignia | Clan | Clan Text | Preview Image |\n|---|---|---|---|---|\n| **Character** | **Left** shoulder | **Right** shoulder | N/A |  |\n| **Car** | **Both** sides | **Front** and **back** | Optional above or below *clan*, if there is space |  |\n| **Armored Vehicle** | **Both** sides above wheels / tracks | **Both** sides of the turret.<br>Front and back if turret is too small or missing completely. | Optional above or below *clan*, if there is space |  |\n| **Helicopter** | **Left** side near a cabin<br>**Both** sides when *clan* is on front | **Right** side near a cabin<br>Front on large helicopters. *insignia* is then on both sides near cabin | On tail |  |\n| **Plane** | **Both** sides near a cabin | **Both** (outer) sides of vertical stabilizer(s) | Above or below *clan* |  |\n| **Ship** | **Both** sides, anywhere where there is space | **Both** sides, anywhere where there is space | Optional above or below *clan*, if there is space | N/A |","sections":[{"heading":null,"level":1,"markdown":"Unit insignia is a custom texture which can be mapped to a character to give it special look. It's similar to existing squad.xml clan logo, and it is based on real life [shoulder sleeve insignia](https://en.wikipedia.org/wiki/Shoulder_sleeve_insignia)."},{"heading":"Usage","level":3,"markdown":"See BIS_fnc_setUnitInsignia."},{"heading":"Official Insignias","level":3,"markdown":"The game contains several predefined insignias. You can preview them in-game in Arsenal.\n\n| Image | Code | Name | Introduced with |\n|---|---|---|---|\n|  | `[this, \"111thID\"] call BIS_fnc_setUnitInsignia;` | 111th Infantry Division | Arma 3 |\n|  | `[this, \"TFAegis\"] call BIS_fnc_setUnitInsignia;` | Task Force Aegis | Arma 3 |\n|  | `[this, \"GryffinRegiment\"] call BIS_fnc_setUnitInsignia;` | Griffin Regiment | Arma 3 |\n|  | `[this, \"Curator\"] call BIS_fnc_setUnitInsignia;` | Zeus | Arma 3 |\n|  | `[this, \"BI\"] call BIS_fnc_setUnitInsignia;` | Bohemia Interactive | Arma 3 |\n|  | `[this, \"MANW\"] call BIS_fnc_setUnitInsignia;` | Make Arma Not War | Arma 3 |\n|  | `[this, \"CTRG15\"] call BIS_fnc_setUnitInsignia;` | CTRG 15 - NATO |  |\n|  | `[this, \"CTRG14\"] call BIS_fnc_setUnitInsignia;` | CTRG 14 - NATO |  |\n|  | `[this, \"CTRG\"] call BIS_fnc_setUnitInsignia;` | CTRG |  |\n|  | `[this, \"Jets_ID\"] call BIS_fnc_setUnitInsignia;` | Carrier Strike Group 14 |  |\n|  | `[this, \"CombatPatrol\"] call BIS_fnc_setUnitInsignia;` | Combat Patrol |  |\n|  | `[this, \"IDAP\"] call BIS_fnc_setUnitInsignia;` | IDAP |  |\n|  | `[this, \"AAF_3rdRegiment\"] call BIS_fnc_setUnitInsignia;` | AAF 3rd Support Regiment |  |\n|  | `[this, \"CSAT_ScimitarRegiment\"] call BIS_fnc_setUnitInsignia;` | Scimitar Regiment |  |\n|  | `[this, \"AAF_1stRegiment\"] call BIS_fnc_setUnitInsignia;` | 1st Regiment |  |\n|  | `[this, \"EAF_5thRegiment\"] call BIS_fnc_setUnitInsignia;` | 5th Regiment |  |\n|  | `[this, \"EnochJointTraining\"] call BIS_fnc_setUnitInsignia;` | Exercise Electron |  |\n|  | `[this, \"Spetsnaz223rdDetachment\"] call BIS_fnc_setUnitInsignia;` | Spetsnaz 223rd Special Purpose Detachment |  |\n|  | `[this, \"Astra\"] call BIS_fnc_setUnitInsignia;` | Astra |  |"},{"heading":"Configuration","level":3,"markdown":""},{"heading":"Insignia","level":4,"markdown":"You can add a new insignia in Config.cpp and Description.ext.\n\n```cpp\nclass CfgUnitInsignia\n{\n    class 111thID\n    {\n        displayName = \"111th Infantry Division\";                                // Name displayed in Arsenal\n        author = \"Bohemia Interactive\";                                            // Author displayed in Arsenal\n        texture = \"\\A3\\Ui_f\\data\\GUI\\Cfg\\UnitInsignia\\111thID_ca.paa\";            // Image path\n        material = \"\\A3\\Ui_f\\data\\GUI\\Cfg\\UnitInsignia\\default_insignia.rvmat\";    // .rvmat path\n        textureVehicle = \"\";                                                    // Does nothing, reserved for future use\n    };\n};\n```\n\n> [!NOTE]\n> Insignia texture should ideally be 128x128px PAA file."},{"heading":"Objects","level":4,"markdown":"Objects like soldiers or cars must contain special selections on which insignia and clan logo can be displayed. Consider following these rules to make sure your addon is consistent with the official ones:\n\n1. To all playable vehicles (types listed in table below) of all factions, add following selections:\n   - *insignia* - designers fills it with story-related unit insignia. **Must be square**.\n   - *clan* - engine fills it with clan logo. **Must be square**.\n   - *clan_sign* - engine fills it with clan name. Dimensions not specified, but should be **short and wide**.\n1. Map transparent texture `\"#(argb,8,8,3)color(0,0,0,0)\"` to all selections.\n1. When same selection is on both sides of a vehicle, none of them should be mirrored.\n1. Civilians characters and vehicles can be less unified, but must still contain all selections as military type (e.g. instead of shoulders, civilian character can have both selections on front and back side of his t-shirt).\n\nOnce the model is ready, list the selection in object's config. The order of selections is not important, BIS_fnc_setUnitInsignia is looking specifically for *insignia*.\n\n```cpp\nclass CfgVehicles\n{\n    class MyVehicle\n    {\n        hiddenSelections[] = { \"someSelection\", \"anotherSelection\", \"insignia\" }; // insignia selection has to be present\n    };\n};\n```\n\n| Vehicle | Insignia | Clan | Clan Text | Preview Image |\n|---|---|---|---|---|\n| **Character** | **Left** shoulder | **Right** shoulder | N/A |  |\n| **Car** | **Both** sides | **Front** and **back** | Optional above or below *clan*, if there is space |  |\n| **Armored Vehicle** | **Both** sides above wheels / tracks | **Both** sides of the turret.<br>Front and back if turret is too small or missing completely. | Optional above or below *clan*, if there is space |  |\n| **Helicopter** | **Left** side near a cabin<br>**Both** sides when *clan* is on front | **Right** side near a cabin<br>Front on large helicopters. *insignia* is then on both sides near cabin | On tail |  |\n| **Plane** | **Both** sides near a cabin | **Both** (outer) sides of vertical stabilizer(s) | Above or below *clan* |  |\n| **Ship** | **Both** sides, anywhere where there is space | **Both** sides, anywhere where there is space | Optional above or below *clan*, if there is space | N/A |"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Unusual Process Exit","title":"Arma 3: Unusual Process Exit","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Unusual_Process_Exit","revid":378876,"updated":"2026-07-31T17:03:31Z","aliases":["Arma 3 Unusual process exit","Arma 3: Unusual process exit"],"markdown":"Arma 3 v1.42\n\nAn *“Unusual process exit”* message is displayed by Arma 3: Launcher whenever it detects that the game was not closed correctly.\nThat may mean that the Operating System (OS) was unable to start the game or that the game has crashed.\n\nThe exit code in the message is a number provided by the OS and it may be ambiguous.\nHowever, it still may provide a clue about what the issue is and how to solve it.\n\n> [!NOTE]\n> If you need to, you can copy the message by pressing <kbd>Ctrl</kbd> + <kbd>C</kbd> while it is displayed, and paste it to the Feedback Tracker using <kbd>Ctrl</kbd> + <kbd>V</kbd>.\n\n### Common Exit Codes\n\nHere’s a short list of common exit codes:\n\n#### 0x0000DEAD - (Unknown Software Exception)\n\nThis code means the game crashed for a reason that could not be determined.\n\n##### the cloud file provider is not running\n\nThis error usually comes from a Microsoft OneDrive issue. Here is a potential fix:\n\n- Create a `test` directory on another drive than the C: drive\n- Start the Arma 3: Launcher\n- Go to Parameters > All Parameters > Advanced > Profile folder\n- Tick Profile folder and select the created `test` directory\n- Click on the Play button in Launcher and game should boot into main menu in default settings\n- Quit the game\n- Copy files from `C:\\Users\\<yourUsername>\\OneDrive\\Documents\\Arma 3` into `<otherDrive>:\\test\\Users\\<gameProfileName>\\`\n- Click the Play button in the Launcher - the game should start with your settings and savegames\n\nIf you do not use OneDrive, you can [uninstall it](https://support.microsoft.com/en-us/office/turn-off-disable-or-uninstall-onedrive-f32a17ce-3336-40fe-9c38-6efb09f944b0) safely.\n\n#### 0xC0000022 - STATUS_ACCESS_DENIED\n\nThis code means the OS doesn’t have access to some files required to run the game.\nPossible solution:\n\n- Run the game or Steam as administrator.\n\n#### 0xC0000135 - STATUS_DLL_NOT_FOUND\n\nThe OS is unable to load a file that is required to run the game. A missing DLL may belong to the game, the OS or one of the required components (DirectX e.g.).\nPossible solutions:\n\n- Verify the integrity of the game cache using [Steam](https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB).\n- Re-install [DirectX](https://support.microsoft.com/en-us/kb/179113).\n- Reinstall Visual C++.\n- Run the [Windows System File Check tool](https://support.microsoft.com/en-us/kb/929833) to repair corrupted system files.\n- To identify the precise DLL that is causing an issue.\n  - Download a 64-bit version of the [Microsoft Dependency Walker](http://www.dependencywalker.com/) and open `arma3_x64.exe` with it. The libraries with a red icon are the corrupted ones.\n  - Download a 32-bit version of the [Microsoft Dependency Walker](http://www.dependencywalker.com/) and open `arma3.exe` with it. The libraries with a red icon are the corrupted ones.\n\n#### 0x00000035 - ERROR_BAD_NETPATH\n\nOne of the possible reasons for this message is running Steam as an administrator and starting Launcher as a regular user. If this situation occurs, Launcher may display a \"Updates unavailable - Steam is not running\" message in its status.\n\nPossible solutions:\n\n- Run the game from Steam client by clicking on the Play button (not from a shortcut nor directly from an executable).\n- Exit Steam and run as a regular user (instead of running it as an administrator).\n- Run the game or the Launcher from a shortcut or from an executable as an administrator.\n- Restart Steam.\n- Restart the computer.\n\n#### 0x406D1388 - MS_VC_EXCEPTION\n\nThis error may be caused by a registry override (a hack) that forces Arma 3 to utilize Large-Page memory. This type of hack was previously used by Fred41’s custom allocator, but it may cause issues on some computers.\nPossible solution:\nIn the Windows registry, locate the following key: `HKEY_LOCAL_MACHINE\\SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Image File Execution Options\\arma3.exe` and check the value of attribute `UseLargePages`. If the value is `1` then set it to `0` or remove it entirely.\n\n#### 0xC0000005 - ACCESS_VIOLATION\n\nCan also be **STATUS_ACCESS_VIOLATION**.\n\nThis error is very generic. It may be caused by many issues, such as a hardware malfunction, a virus in the computer, but also an error in the game itself.\nPossible solutions:\n\n- Try changing the Memory Allocator you are using (default: \"tbb4malloc_bi\" - try \"system\" on Windows 7 and later)\n- Try joining another server, then rejoin the previous one.\n- Update the graphics card drivers to a newer version.\n- Rollback the graphics card drivers to an older version.\n- Check the temperature of your GPUs and CPUs.\n- Verify the integrity of the game cache using [Steam](https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB).\n- Re-install [DirectX](https://support.microsoft.com/en-us/kb/179113).\n- Reinstall Visual C++.\n- Run a [Windows System File Check tool](https://support.microsoft.com/en-us/kb/929833) to repair corrupted system files.\n\n#### 0x00000001 – UNABLE_TO_INIT_DXGI\n\nThe game is unable to initialize a graphical subsystem. One of possible reasons is ALT TABbing while the game is launching.\nPossible solutions:\n\n- Update the graphics card drivers to a newer version.\n- Rollback the graphics card drivers to an older version.\n- Check the temperature of your GPUs and CPUs.\n- Disable the Steam Overlay.\n\n#### 0xC000007B - STATUS_INVALID_IMAGE_FORMAT\n\nThese errors are usually raised when some DLLs are corrupted or missing or when they are replaced with an incompatible version.\nIt may also happen that you placed a DLL file in the game folder that is loaded instead of the genuine one.\nPossible solutions:\n\n- Verify the integrity of the game cache using [Steam](https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB).\n- Re-install [DirectX](https://support.microsoft.com/en-us/kb/179113).\n- Reinstall Visual C++.\n- Run the [Windows System File Check tool](https://support.microsoft.com/en-us/kb/929833) to repair corrupted system files.\n- If you are using post-processing tools like [Reshade](http://reshade.me/) or [SweetFX](http://reshade.me/) or utilities like [RadeonPro](http://www.radeonpro.info/) remove them.\n- Re-install the game; remove all files from the game installation folder and then verify the integrity of the game cache using Steam.\n- To identify the precise DLL that is causing an issue.\n  - Download a 64-bit version of the [Microsoft Dependency Walker](http://www.dependencywalker.com/) and open `arma3_x64.exe` with it. The libraries with a red icon are the corrupted ones.\n  - Download a 32-bit version of the [Microsoft Dependency Walker](http://www.dependencywalker.com/) and open `arma3.exe` with it. The libraries with a red icon are the corrupted ones.\n\n#### 0xC0000139 - STATUS_ENTRYPOINT_NOT_FOUND\n\nSee 0xC000007B - STATUS_INVALID_IMAGE_FORMAT\n\n#### 0xC000007A - STATUS_PROCEDURE_NOT_FOUND\n\nSee 0xC000007B - STATUS_INVALID_IMAGE_FORMAT\n\n#### 0xC000012F - STATUS_INVALID_IMAGE_NOT_MZ\n\nThese errors are raised when the EXE or DLLs, either in the game folder or in the system folders, are corrupted.\nPossible solutions:\n\n- Verify the integrity of the game cache using [Steam](https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB).\n- Re-install [DirectX](https://support.microsoft.com/en-us/kb/179113).\n- Reinstall Visual C++.\n- Run the [Windows System File Check tool](https://support.microsoft.com/en-us/kb/929833) to repair corrupted system files.\n- To identify the precise DLL that is causing an issue.\n  - Download a 64-bit version of the [Microsoft Dependency Walker](http://www.dependencywalker.com/) and open `arma3_x64.exe` with it. The libraries with a red icon are the corrupted ones.\n  - Download a 32-bit version of the [Microsoft Dependency Walker](http://www.dependencywalker.com/) and open `arma3.exe` with it. The libraries with a red icon are the corrupted ones.\n\n#### 0xCFFFFFFF - APPLICATION_HUNG\n\nThe application became unresponsive and was terminated by the OS.\n\n#### 0xC000009A - STATUS_INSUFFICIENT_RESOURCES\n\nThis error may occur when you have an obsolete version of the [BattlEye](http://www.battleye.com/) anti-cheat software or after an upgrade to Windows 10.\n\nPossible solution:\n\n- Read a section dedicated to this error on [BattlEye FAQ](http://www.battleye.com/support/faq/) page.\n- Update the BattlEye anti-cheat software or contact [BattlEye support](http://www.battleye.com/support/).\n- If you encountered this problem after the upgrade to Windows 10, some system or shared files might get lost in the upgrade.\n  - Re-install [DirectX](https://support.microsoft.com/en-us/kb/179113).\n  - Reinstall Visual C++.\n\n#### 0xC06D007E - ERROR_MOD_NOT_FOUND\n\nThe specified module could not be found in loaded dynamic library.\nThe reason that the DLL could not be loaded is most often that it needs to load other DLLs it depends on to do its work.\n\n> [!NOTE]\n> This error has nothing to do with game mods, MOD in this case means module.\n\nPossible solutions:\n\n- Upgrade your **Intel Graphics Driver**: https://downloadcenter.intel.com/ or **NVidia Drivers** (an issue in the older versions the driver was identified as a root cause for this error in Arma 3 1.68).\n- Verify the integrity of the game cache using [Steam](https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB).\n- Re-install [DirectX](https://support.microsoft.com/en-us/kb/179113).\n- Reinstall Visual C++\n- Run the [Windows System File Check tool](https://support.microsoft.com/en-us/kb/929833) to repair corrupted system files.\n- Dependency Walker might give an insight, but unfortunately this issue mostly happens for libraries that are loaded dynamically, so they are not visible in Dependency Walker.\n\n#### 0xC000041D - STATUS_FATAL_USER_CALLBACK_EXCEPTION\n\nThere are multiple reasons for this error:\n\n- 3rd party programs interfering with the game and failing, crashing the game in the process.\n- See 0xC06D007E - ERROR_MOD_NOT_FOUND.\n\nPossible solutions:\n\n- Close all unnecessary applications.\n- Un-install 3rd party applications that could interfere with the game (performance boosters, streaming apps, FPS indicators, overlays, graphics enhancers) or disable them.\n\n### Report the error to the Feedback Tracker\n\nIf you encounter an error that you cannot solve by yourself, please report it to our [Arma 3 Feedback Tracker](https://report.bistudio.com/projects/arma-3), or contact our [support team](http://support.bistudio.com/).\nTogether with the error code, please also attach an error report.\n\n### Troubleshooting Steps\n\n#### Reinstall Visual C++\n\n- Uninstall **Visual C++ 2022 Redistributable** package (both **x86** and **x64** version)\n- Restart the computer\n- Install the package again:\n  - [32bits](https://aka.ms/vs/17/release/vc_redist.x86.exe) x86 version (for Windows 32 and 64 bits)\n  - [64bits](https://aka.ms/vs/17/release/vc_redist.x64.exe) x64 version (for Windows 64 bits only)\n\n> [!IMPORTANT]\n> Do **not** use the Repair function.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.42\n\nAn *“Unusual process exit”* message is displayed by Arma 3: Launcher whenever it detects that the game was not closed correctly.\nThat may mean that the Operating System (OS) was unable to start the game or that the game has crashed.\n\nThe exit code in the message is a number provided by the OS and it may be ambiguous.\nHowever, it still may provide a clue about what the issue is and how to solve it.\n\n> [!NOTE]\n> If you need to, you can copy the message by pressing <kbd>Ctrl</kbd> + <kbd>C</kbd> while it is displayed, and paste it to the Feedback Tracker using <kbd>Ctrl</kbd> + <kbd>V</kbd>."},{"heading":"Common Exit Codes","level":3,"markdown":"Here’s a short list of common exit codes:"},{"heading":"0x0000DEAD - (Unknown Software Exception)","level":4,"markdown":"This code means the game crashed for a reason that could not be determined."},{"heading":"the cloud file provider is not running","level":5,"markdown":"This error usually comes from a Microsoft OneDrive issue. Here is a potential fix:\n\n- Create a `test` directory on another drive than the C: drive\n- Start the Arma 3: Launcher\n- Go to Parameters > All Parameters > Advanced > Profile folder\n- Tick Profile folder and select the created `test` directory\n- Click on the Play button in Launcher and game should boot into main menu in default settings\n- Quit the game\n- Copy files from `C:\\Users\\<yourUsername>\\OneDrive\\Documents\\Arma 3` into `<otherDrive>:\\test\\Users\\<gameProfileName>\\`\n- Click the Play button in the Launcher - the game should start with your settings and savegames\n\nIf you do not use OneDrive, you can [uninstall it](https://support.microsoft.com/en-us/office/turn-off-disable-or-uninstall-onedrive-f32a17ce-3336-40fe-9c38-6efb09f944b0) safely."},{"heading":"0xC0000022 - STATUS_ACCESS_DENIED","level":4,"markdown":"This code means the OS doesn’t have access to some files required to run the game.\nPossible solution:\n\n- Run the game or Steam as administrator."},{"heading":"0xC0000135 - STATUS_DLL_NOT_FOUND","level":4,"markdown":"The OS is unable to load a file that is required to run the game. A missing DLL may belong to the game, the OS or one of the required components (DirectX e.g.).\nPossible solutions:\n\n- Verify the integrity of the game cache using [Steam](https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB).\n- Re-install [DirectX](https://support.microsoft.com/en-us/kb/179113).\n- Reinstall Visual C++.\n- Run the [Windows System File Check tool](https://support.microsoft.com/en-us/kb/929833) to repair corrupted system files.\n- To identify the precise DLL that is causing an issue.\n  - Download a 64-bit version of the [Microsoft Dependency Walker](http://www.dependencywalker.com/) and open `arma3_x64.exe` with it. The libraries with a red icon are the corrupted ones.\n  - Download a 32-bit version of the [Microsoft Dependency Walker](http://www.dependencywalker.com/) and open `arma3.exe` with it. The libraries with a red icon are the corrupted ones."},{"heading":"0x00000035 - ERROR_BAD_NETPATH","level":4,"markdown":"One of the possible reasons for this message is running Steam as an administrator and starting Launcher as a regular user. If this situation occurs, Launcher may display a \"Updates unavailable - Steam is not running\" message in its status.\n\nPossible solutions:\n\n- Run the game from Steam client by clicking on the Play button (not from a shortcut nor directly from an executable).\n- Exit Steam and run as a regular user (instead of running it as an administrator).\n- Run the game or the Launcher from a shortcut or from an executable as an administrator.\n- Restart Steam.\n- Restart the computer."},{"heading":"0x406D1388 - MS_VC_EXCEPTION","level":4,"markdown":"This error may be caused by a registry override (a hack) that forces Arma 3 to utilize Large-Page memory. This type of hack was previously used by Fred41’s custom allocator, but it may cause issues on some computers.\nPossible solution:\nIn the Windows registry, locate the following key: `HKEY_LOCAL_MACHINE\\SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Image File Execution Options\\arma3.exe` and check the value of attribute `UseLargePages`. If the value is `1` then set it to `0` or remove it entirely."},{"heading":"0xC0000005 - ACCESS_VIOLATION","level":4,"markdown":"Can also be **STATUS_ACCESS_VIOLATION**.\n\nThis error is very generic. It may be caused by many issues, such as a hardware malfunction, a virus in the computer, but also an error in the game itself.\nPossible solutions:\n\n- Try changing the Memory Allocator you are using (default: \"tbb4malloc_bi\" - try \"system\" on Windows 7 and later)\n- Try joining another server, then rejoin the previous one.\n- Update the graphics card drivers to a newer version.\n- Rollback the graphics card drivers to an older version.\n- Check the temperature of your GPUs and CPUs.\n- Verify the integrity of the game cache using [Steam](https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB).\n- Re-install [DirectX](https://support.microsoft.com/en-us/kb/179113).\n- Reinstall Visual C++.\n- Run a [Windows System File Check tool](https://support.microsoft.com/en-us/kb/929833) to repair corrupted system files."},{"heading":"0x00000001 – UNABLE_TO_INIT_DXGI","level":4,"markdown":"The game is unable to initialize a graphical subsystem. One of possible reasons is ALT TABbing while the game is launching.\nPossible solutions:\n\n- Update the graphics card drivers to a newer version.\n- Rollback the graphics card drivers to an older version.\n- Check the temperature of your GPUs and CPUs.\n- Disable the Steam Overlay."},{"heading":"0xC000007B - STATUS_INVALID_IMAGE_FORMAT","level":4,"markdown":"These errors are usually raised when some DLLs are corrupted or missing or when they are replaced with an incompatible version.\nIt may also happen that you placed a DLL file in the game folder that is loaded instead of the genuine one.\nPossible solutions:\n\n- Verify the integrity of the game cache using [Steam](https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB).\n- Re-install [DirectX](https://support.microsoft.com/en-us/kb/179113).\n- Reinstall Visual C++.\n- Run the [Windows System File Check tool](https://support.microsoft.com/en-us/kb/929833) to repair corrupted system files.\n- If you are using post-processing tools like [Reshade](http://reshade.me/) or [SweetFX](http://reshade.me/) or utilities like [RadeonPro](http://www.radeonpro.info/) remove them.\n- Re-install the game; remove all files from the game installation folder and then verify the integrity of the game cache using Steam.\n- To identify the precise DLL that is causing an issue.\n  - Download a 64-bit version of the [Microsoft Dependency Walker](http://www.dependencywalker.com/) and open `arma3_x64.exe` with it. The libraries with a red icon are the corrupted ones.\n  - Download a 32-bit version of the [Microsoft Dependency Walker](http://www.dependencywalker.com/) and open `arma3.exe` with it. The libraries with a red icon are the corrupted ones."},{"heading":"0xC0000139 - STATUS_ENTRYPOINT_NOT_FOUND","level":4,"markdown":"See 0xC000007B - STATUS_INVALID_IMAGE_FORMAT"},{"heading":"0xC000007A - STATUS_PROCEDURE_NOT_FOUND","level":4,"markdown":"See 0xC000007B - STATUS_INVALID_IMAGE_FORMAT"},{"heading":"0xC000012F - STATUS_INVALID_IMAGE_NOT_MZ","level":4,"markdown":"These errors are raised when the EXE or DLLs, either in the game folder or in the system folders, are corrupted.\nPossible solutions:\n\n- Verify the integrity of the game cache using [Steam](https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB).\n- Re-install [DirectX](https://support.microsoft.com/en-us/kb/179113).\n- Reinstall Visual C++.\n- Run the [Windows System File Check tool](https://support.microsoft.com/en-us/kb/929833) to repair corrupted system files.\n- To identify the precise DLL that is causing an issue.\n  - Download a 64-bit version of the [Microsoft Dependency Walker](http://www.dependencywalker.com/) and open `arma3_x64.exe` with it. The libraries with a red icon are the corrupted ones.\n  - Download a 32-bit version of the [Microsoft Dependency Walker](http://www.dependencywalker.com/) and open `arma3.exe` with it. The libraries with a red icon are the corrupted ones."},{"heading":"0xCFFFFFFF - APPLICATION_HUNG","level":4,"markdown":"The application became unresponsive and was terminated by the OS."},{"heading":"0xC000009A - STATUS_INSUFFICIENT_RESOURCES","level":4,"markdown":"This error may occur when you have an obsolete version of the [BattlEye](http://www.battleye.com/) anti-cheat software or after an upgrade to Windows 10.\n\nPossible solution:\n\n- Read a section dedicated to this error on [BattlEye FAQ](http://www.battleye.com/support/faq/) page.\n- Update the BattlEye anti-cheat software or contact [BattlEye support](http://www.battleye.com/support/).\n- If you encountered this problem after the upgrade to Windows 10, some system or shared files might get lost in the upgrade.\n  - Re-install [DirectX](https://support.microsoft.com/en-us/kb/179113).\n  - Reinstall Visual C++."},{"heading":"0xC06D007E - ERROR_MOD_NOT_FOUND","level":4,"markdown":"The specified module could not be found in loaded dynamic library.\nThe reason that the DLL could not be loaded is most often that it needs to load other DLLs it depends on to do its work.\n\n> [!NOTE]\n> This error has nothing to do with game mods, MOD in this case means module.\n\nPossible solutions:\n\n- Upgrade your **Intel Graphics Driver**: https://downloadcenter.intel.com/ or **NVidia Drivers** (an issue in the older versions the driver was identified as a root cause for this error in Arma 3 1.68).\n- Verify the integrity of the game cache using [Steam](https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB).\n- Re-install [DirectX](https://support.microsoft.com/en-us/kb/179113).\n- Reinstall Visual C++\n- Run the [Windows System File Check tool](https://support.microsoft.com/en-us/kb/929833) to repair corrupted system files.\n- Dependency Walker might give an insight, but unfortunately this issue mostly happens for libraries that are loaded dynamically, so they are not visible in Dependency Walker."},{"heading":"0xC000041D - STATUS_FATAL_USER_CALLBACK_EXCEPTION","level":4,"markdown":"There are multiple reasons for this error:\n\n- 3rd party programs interfering with the game and failing, crashing the game in the process.\n- See 0xC06D007E - ERROR_MOD_NOT_FOUND.\n\nPossible solutions:\n\n- Close all unnecessary applications.\n- Un-install 3rd party applications that could interfere with the game (performance boosters, streaming apps, FPS indicators, overlays, graphics enhancers) or disable them."},{"heading":"Report the error to the Feedback Tracker","level":3,"markdown":"If you encounter an error that you cannot solve by yourself, please report it to our [Arma 3 Feedback Tracker](https://report.bistudio.com/projects/arma-3), or contact our [support team](http://support.bistudio.com/).\nTogether with the error code, please also attach an error report."},{"heading":"Troubleshooting Steps","level":3,"markdown":""},{"heading":"Reinstall Visual C++","level":4,"markdown":"- Uninstall **Visual C++ 2022 Redistributable** package (both **x86** and **x64** version)\n- Restart the computer\n- Install the package again:\n  - [32bits](https://aka.ms/vs/17/release/vc_redist.x86.exe) x86 version (for Windows 32 and 64 bits)\n  - [64bits](https://aka.ms/vs/17/release/vc_redist.x64.exe) x64 version (for Windows 64 bits only)\n\n> [!IMPORTANT]\n> Do **not** use the Repair function."}],"categories":["Arma 3: Troubleshooting","Introduced with Arma 3 version 1.42"],"groups":["Game and Troubleshooting"]},{"name":"Arma 3: User Interface Editor","title":"Arma 3: User Interface Editor","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_User_Interface_Editor","revid":352129,"updated":"2024-02-01T23:25:08Z","aliases":["Arma 3 User Interface Editor","User Interface Editor (Arma 3)","User Interface Editor (Take On Helicopters)"],"markdown":"The User Interface editor can be launched from the Debug Console -> \"GUI Editor\" button.\n\n### Tutorial\n\nThe following tutorial gives an introduction to the GUI Editor in Arma. The content of the GUI Tutorial is assumed to be known.\n\n#### Access\n\nThe GUI Editor can be opened via the debug console in the escape menu. The button \"GUI Editor\" opens the user interface. If you don't see the debug console make sure that you have access to it.\n\n#### The Grid\n\nThe position of your UI is determined by screen coordinates. The default grid that is selected in the GUI Editor does not work. Therefore we will have to replace it. Open the grid settings with <kbd>Ctrl</kbd> + <kbd>G</kbd>. You should see a UI where you can edit the values for X, Y, Area W, etc.. Enter the values according to the following table:\n\n> [!NOTE]\n> When using these values the UI will be fixed to the center of the screen. If you want to have your UI appear somewhere else you need to know which values to use instead.\n> The GUI Editor also does not support mixed position macros (at least not with horrendous effort). In this case you will need to understand screen coordinates and edit them in your config by hand.\n\n|  |  |\n|---|---|\n| X | `(safeZoneX + (safeZoneW - ((safeZoneW / safeZoneH) min 1.2)) / 2)` |\n| Y | `(safeZoneY + (safeZoneH - (((safeZoneW / safeZoneH) min 1.2) / 1.2)) / 2)` |\n| Area W | `((safeZoneW / safeZoneH) min 1.2)` |\n| Area H | `(((safeZoneW / safeZoneH) min 1.2) / 1.2)` |\n| Segment W | `(((safeZoneW / safeZoneH) min 1.2) / 40)` |\n| Segment H | `((((safeZoneW / safeZoneH) min 1.2) / 1.2) / 25)` |\n| Variable | `GUI_GRID_CENTER` |\n\n> [!IMPORTANT]\n> These settings are not permanent! If you close the GUI Editor you will have to enter them again.\n\n#### Handling Controls\n\nYou can create a control by right clicking on free space. A list of available control types will appear.\n\n| Name | Explanation |\n|---|---|\n| <Comment> | This is not a control. Probably meant for documentation? |\n| IGUIBack | Deprecated. |\n| RscButton | Can be clicked on. Functionality is added via UIEH. |\n| RscButtonMenu | Arma 3's default menu button. Used in menus like the escape menu. Is more customizable than RscButton. |\n| RscButtonMenuCancel | Closes the UI with exit code 2. |\n| RscButtonMenuOK | Closes the UI with exit code 1. |\n| RscCheckbox | Control with two possible states: checked and unchecked. |\n| RscCombo | Dropdown menu. |\n| RscControlsGroup | Container for other controls to group them together. |\n| RscEdit | User editable text field. |\n| RscFrame | Decorative frame. |\n| RscListbox | A list of texts and/or optionally pictures. |\n| RscPicture | Can display an image. |\n| RscShortcutButton | Deprecated. |\n| RscShortcutButtonMain | Deprecated. |\n| RscSlider | A slider that can be dragged left to right. A more modern version is the CT_XSLIDER. |\n| RscStructuredText | Supports structured text formatting. |\n| RscText | Very simple control. Can be used for backgrounds and text labels. |\n| RscTextCheckbox | Similar to RscCheckbox has two states but displays two different texts instead. |\n\nSelecting one and confirming with OK will add this control to the screen. Some controls might appear with no background visible (RscText, RscControlsGroup). In this case you can hold enter to highlight all controls. To edit the control afterwards, right click on it to open a window where you can set the following attributes:\n\n| Attribute | Explanation |\n|---|---|\n| Class | The class name of the control which will be used in the export later on. |\n| Text | The text that is visible on supported controls. |\n| Position | An array of numbers or strings in the format `[x, y, w, h]`. |\n| Text color | The color of the text. `colorText[]` in the config. Format `[Red, Green, Blue, Alpha (Transparency)]`. |\n| Background color | The color of the background. Same format as Text Color. |\n| Active color | The color of the control when it is focused. Applicable to all interactable controls such as buttons. |\n| Tooltip | Text that is displayed in a small box at the cursor position when hovering over the control. |\n| Text size | The font size in screen coordinates. See the size/sizeEx attribute. |\n| Position type | One of absolute, safeZone, GUI_GRID (or whatever you set as your variable name) or a controls group. Used to switch to this grid for this control. Using \"ControlGroup: 1234\" means relative to the control group as a child control. |\n\nYou can move controls around by holding left mouse button and moving your mouse. Resizing is possible by holding ALT and dragging a corner of the control to the desired size.\n\n#### Saving\n\n> [!IMPORTANT]\n> Your progress can only be copied to the clipboard and is therefore not permanent until you save it to a file yourself!\n\nPress <kbd>Ctrl</kbd> + <kbd>S</kbd> to open the Save dialog. Give your dialog a title. You have the option to export the dialog with different formats. The formats \"GUI Editor\" and \"Config (controls as class)\" are the most important ones.\n\n##### GUI Editor\n\nThis format can be imported to the GUI Editor from the clipboard if you want to change the GUI at a later point. To import, copy the content between the comments (/* and */) to the cliboard and press <kbd>Ctrl</kbd> + <kbd>O</kbd> while in the GUI Editor.\n\n###### Indent\n\nIndent means how many tabs to put before each line. Usually the controls of a dialog have and indent of 2 and RscTitle dialogs need an indent of 3. Not very important though.\n\n###### IDC\n\nThe idc of the control can be given as a number or as a macro. In the latter case it is also necessary to use the \"Config macro\" output.\n\n###### Text\n\nPlain means literally just the text. Localized can be used for translating the controls' texts with a stringtable.\n\n###### Example Output\n\n```\n/* #Wygopu\n$[\n    1.063,\n    [\"RscDisplayTestDialog\",[[\"(safeZoneX + (safeZoneW - ((safeZoneW / safeZoneH) min 1.2))/2)\",\"(safeZoneY + (safeZoneH - (((safeZoneW / safeZoneH) min 1.2) / 1.2))/2)\",\"((safeZoneW / safeZoneH) min 1.2)\",\"(((safeZoneW / safeZoneH) min 1.2) / 1.2)\"],\"(((safeZoneW / safeZoneH) min 1.2) / 40)\",\"((((safeZoneW / safeZoneH) min 1.2) / 1.2) / 25)\",\"GUI_GRID_CENTER\"],0,0,0],\n    [1000,\"\",[2,\"\",[\"4 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X\",\"4 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y\",\"31 * GUI_GRID_CENTER_W\",\"18 * GUI_GRID_CENTER_H\"],[-1,-1,-1,-1],[0,0,0,0.8],[-1,-1,-1,-1],\"\",\"-1\"],[]],\n    [1001,\"\",[2,\"Test Dialog\",[\"4 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X\",\"2.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y\",\"31 * GUI_GRID_CENTER_W\",\"1 * GUI_GRID_CENTER_H\"],[-1,-1,-1,-1],[0,1,0,0.8],[-1,-1,-1,-1],\"\",\"-1\"],[]],\n    [1100,\"\",[2,\"Informative text...\",[\"4.5 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X\",\"4.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y\",\"30 * GUI_GRID_CENTER_W\",\"17 * GUI_GRID_CENTER_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\",\"-1\"],[]],\n    [2600,\"\",[2,\"\",[\"4 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X\",\"22.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y\",\"8.5 * GUI_GRID_CENTER_W\",\"1 * GUI_GRID_CENTER_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\",\"-1\"],[]],\n    [2700,\"\",[2,\"\",[\"26.5 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X\",\"22.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y\",\"8.5 * GUI_GRID_CENTER_W\",\"1 * GUI_GRID_CENTER_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\",\"-1\"],[]]\n]\n*/\n```\n\n##### Config (controls as class)\n\nThis format is used in your display's controls class. It has to be pasted between the brackets of the controls class:\n\n```cpp\nclass RscDisplayTestDialog\n{\n    idd = -1;\n    class Controls\n    {\n        /* CLASS OUTPUT GOES HERE */\n    };\n};\n```\n\n###### Example Output\n\n```cpp\n////////////////////////////////////////////////////////\n// GUI EDITOR OUTPUT START (by Terra, v1.063, #Lupile)\n////////////////////////////////////////////////////////\n\nclass RscText_1000 : RscText\n{\n    idc = 1000;\n    x = 4 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X;\n    y = 4 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y;\n    w = 31 * GUI_GRID_CENTER_W;\n    h = 18 * GUI_GRID_CENTER_H;\n    colorBackground[] = {0,0,0,0.8};\n};\nclass RscText_1001 : RscText\n{\n    idc = 1001;\n    text = \"Test Dialog\"; //--- ToDo: Localize;\n    x = 4 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X;\n    y = 2.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y;\n    w = 31 * GUI_GRID_CENTER_W;\n    h = 1 * GUI_GRID_CENTER_H;\n    colorBackground[] = {0,1,0,0.8};\n};\nclass RscStructuredText_1100 : RscStructuredText\n{\n    idc = 1100;\n    text = \"Informative text...\"; //--- ToDo: Localize;\n    x = 4.5 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X;\n    y = 4.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y;\n    w = 30 * GUI_GRID_CENTER_W;\n    h = 17 * GUI_GRID_CENTER_H;\n};\nclass RscButtonMenuOK_2600 : RscButtonMenuOK\n{\n    x = 4 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X;\n    y = 22.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y;\n    w = 8.5 * GUI_GRID_CENTER_W;\n    h = 1 * GUI_GRID_CENTER_H;\n};\nclass RscButtonMenuCancel_2700 : RscButtonMenuCancel\n{\n    x = 26.5 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X;\n    y = 22.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y;\n    w = 8.5 * GUI_GRID_CENTER_W;\n    h = 1 * GUI_GRID_CENTER_H;\n};\n////////////////////////////////////////////////////////\n// GUI EDITOR OUTPUT END\n////////////////////////////////////////////////////////\n```\n\n##### Config (controls as array)\n\nAnother format with which you can leave out the `class Controls { /* ... */ }` class. It is barely used and it is recommended to stick to the class format.\n\n##### Grid Macros\n\nThis will export the values that you set with the <kbd>Ctrl</kbd> + <kbd>G</kbd> dialog as macros. Paste them into the config before you use them the first time.\n\n##### Parent Classes\n\nThis export will declare the base classes that are available in the GUI Editor from which you can inherit. It is probably a better option to use BIS_fnc_exportGUIBaseClasses instead.\n\n##### Stringtable\n\nOutput to be used in the stringtable. Not really necessary and probably better to do it by hand.\n\n###### Example output\n\n```\n//--- RscDisplayTestDialog\nlanguage,    original\nRscDisplayTestDialog_RscText_1001,    \"Test Dialog\"\nRscDisplayTestDialog_RscStructuredText_1100,    \"STR_INFO\"\n```\n\n### Controls\n\n#### LMB\n\n- **Click and hold over GUI element** - Move element\n- <kbd>Ctrl</kbd> - Disable aligning to grid\n- <kbd>Alt</kbd> - Modify size\n\n#### RMB\n\n- **Click on GUI element** - Modify element parameters\n- <kbd>Ctrl</kbd> **+ Click on GUI element** - Modify custom element parameters (changes won't be visible)\n- **Click on free space** - Add a new element\n\n#### Key Shortcuts\n\n- <kbd>H</kbd> / <kbd>F1</kbd> - Help\n- <kbd>G</kbd> - Show/hide grid\n- <kbd>Ctrl</kbd> + <kbd>G</kbd> - Modify grid parameters\n- <kbd>Alt</kbd> + <kbd>G</kbd> - Create grid on element under cursor\n- <kbd>⇧ Shift</kbd> + <kbd>G</kbd> - Toggle between Absolute and Safezone grid\n- <kbd>Ctrl</kbd> + <kbd>N</kbd> - Add a new element\n- <kbd>Del</kbd> - Delete a current element\n- <kbd>Ctrl</kbd> + <kbd>C</kbd> - Copy a current element\n- <kbd>Ctrl</kbd> + <kbd>X</kbd> - Cut a current element\n- <kbd>Ctrl</kbd> + <kbd>V</kbd> - Paste a copied element\n- <kbd>Ctrl</kbd> + <kbd>Z</kbd> - Undo\n- <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>Z</kbd> - Redo\n- <kbd>Ctrl</kbd> + <kbd>L</kbd> - Display list of all elements, change order and lock/unlock\n- <kbd>Ctrl</kbd> + <kbd>S</kbd> - Export to GUI editor format\n- <kbd>Ctrl</kbd> + <kbd>Alt</kbd> + <kbd>S</kbd> - Export to GUI editor format with linebreaks\n- <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>S</kbd> - Export to a config format\n- <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>S</kbd> + <kbd>(1-9)</kbd> - Export to a config format (*class controls* variant) with given number of tabs (1-9)\n- <kbd>Ctrl</kbd> + <kbd>Alt</kbd> + <kbd>⇧ Shift</kbd> + <kbd>S</kbd> - Export to a config format (*controls[]=* variant) with given number of tabs (1-9)\n- <kbd>Ctrl</kbd> + <kbd>O</kbd> - Import from GUI editor format\n- <kbd>Ctrl</kbd> + <kbd>I</kbd> - Import from config\n- <kbd>Ctrl</kbd> + <kbd>P</kbd> - Export parent classes\n- <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>P</kbd> - Export grid macros\n- <kbd>Space</kbd> - Highlights all elements (including invisible ones)\n\n#### Position Types\n\nFollowing variants determine in what format the element position will be saved\n\n- **Absolute** - Absolute position, remains same no matter what UI size or aspect ratio is.\n- **Safezone** - GUI elements stretches based both on UI width and height. Result may differ on different aspect ratios.\n- **Grid** - Coordinates are multipliers of grid size\n- **Control Group** - Elements are aligned to given RscControlGroup and share their position type\n\n> [!WARNING]\n> The current GUI_GRID setting does not work. A fix can be found here.\n\n### Export\n\n#### Editor Format\n\n<kbd>Ctrl</kbd> + <kbd>S</kbd>\n\nStarts with dollar symbol ($). When you copy this format to clipboard, it can be loaded in editor using <kbd>Ctrl</kbd> + <kbd>O</kbd>\n\n```\n$[1.043,[[\"safeZoneX\",\"safeZoneY\",\"safeZoneW\",\"safeZoneH\"],\"safeZoneW / 32\",\"safeZoneH / 20\",\"GUI_GRID\"],[1000,\"\",[2,\"Hello World!\",[\"1 * GUI_GRID_W + GUI_GRID_X\",\"1 * GUI_GRID_H + GUI_GRID_Y\",\"30 * GUI_GRID_W\",\"1 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]],[1500,\"MyListbox\",[2,\"\",[\"1.5 * GUI_GRID_W + GUI_GRID_X\",\"2.5 * GUI_GRID_H + GUI_GRID_Y\",\"9 * GUI_GRID_W\",\"15 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[\"idc = CUSTOM_IDC;\"]],[1700,\"\",[2,\"$STR_DISP_CANCEL\",[\"1 * GUI_GRID_W + GUI_GRID_X\",\"18 * GUI_GRID_H + GUI_GRID_Y\",\"10 * GUI_GRID_W\",\"1 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]],[2300,\"Group\",[2,\"\",[\"11.5 * GUI_GRID_W + GUI_GRID_X\",\"2.5 * GUI_GRID_H + GUI_GRID_Y\",\"19 * GUI_GRID_W\",\"15 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]],[-1001,\"GroupText\",[2300,\"\",[\"0 * GUI_GRID_W\",\"0 * GUI_GRID_H\",\"19 * GUI_GRID_W\",\"15 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]]]\n```\n\n#### Editor Format (multi-line)\n\n<kbd>Ctrl</kbd> + <kbd>Alt</kbd> + <kbd>S</kbd>\n\n```\n/*\n$[\n    1.043,\n    [[\"safeZoneX\",\"safeZoneY\",\"safeZoneW\",\"safeZoneH\"],\"safeZoneW / 32\",\"safeZoneH / 20\",\"GUI_GRID\"],\n    [1000,\"\",[2,\"Hello World!\",[\"1 * GUI_GRID_W + GUI_GRID_X\",\"1 * GUI_GRID_H + GUI_GRID_Y\",\"30 * GUI_GRID_W\",\"1 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]],\n    [1500,\"MyListbox\",[2,\"\",[\"1.5 * GUI_GRID_W + GUI_GRID_X\",\"2.5 * GUI_GRID_H + GUI_GRID_Y\",\"9 * GUI_GRID_W\",\"15 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[\"idc = CUSTOM_IDC;\"]],\n    [1700,\"\",[2,\"$STR_DISP_CANCEL\",[\"1 * GUI_GRID_W + GUI_GRID_X\",\"18 * GUI_GRID_H + GUI_GRID_Y\",\"10 * GUI_GRID_W\",\"1 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]],\n    [2300,\"Group\",[2,\"\",[\"11.5 * GUI_GRID_W + GUI_GRID_X\",\"2.5 * GUI_GRID_H + GUI_GRID_Y\",\"19 * GUI_GRID_W\",\"15 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]],\n    [-1001,\"GroupText\",[2300,\"\",[\"0 * GUI_GRID_W\",\"0 * GUI_GRID_H\",\"19 * GUI_GRID_W\",\"15 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]]\n]\n*/\n```\n\n#### Config Format\n\nReady to be included into config or description file.\n<kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>S</kbd>\n\n```cpp\n//--- Header contains player's profile name and editor version\n////////////////////////////////////////////////////////\n// GUI EDITOR OUTPUT START (by Karel, v1.043)\n////////////////////////////////////////////////////////\n\nclass RscText_1000 : RscText\n{\n    idc = 1000;\n    text = \"Hello World!\"; //--- ToDo: Localize; Plain text is automatically marked to be localized\n    x = 1 * GUI_GRID_W + GUI_GRID_X;\n    y = 1 * GUI_GRID_H + GUI_GRID_Y;\n    w = 30 * GUI_GRID_W;\n    h = 1 * GUI_GRID_H;\n};\nclass MyListbox : RscListbox\n{\n    idc = CUSTOM_IDC; //--- Custom params are listed first and are divided by one empty line from generated params\n\n    x = 1.5 * GUI_GRID_W + GUI_GRID_X;\n    y = 2.5 * GUI_GRID_H + GUI_GRID_Y;\n    w = 9 * GUI_GRID_W;\n    h = 15 * GUI_GRID_H;\n};\nclass RscShortcutButton_1700 : RscShortcutButton\n{\n    idc = 1700;\n    text = \"$STR_DISP_CANCEL\";\n    x = 1 * GUI_GRID_W + GUI_GRID_X;\n    y = 18 * GUI_GRID_H + GUI_GRID_Y;\n    w = 10 * GUI_GRID_W;\n    h = 1 * GUI_GRID_H;\n};\nclass Group : RscControlsGroup\n{\n    idc = 2300;\n    x = 11.5 * GUI_GRID_W + GUI_GRID_X;\n    y = 2.5 * GUI_GRID_H + GUI_GRID_Y;\n    w = 19 * GUI_GRID_W;\n    h = 15 * GUI_GRID_H;\n    class controls\n    {\n        class GroupText : RscText\n        {\n            idc = 1001;\n            x = 0 * GUI_GRID_W;\n            y = 0 * GUI_GRID_H;\n            w = 19 * GUI_GRID_W;\n            h = 15 * GUI_GRID_H;\n        };\n    };\n};\n////////////////////////////////////////////////////////\n// GUI EDITOR OUTPUT END\n////////////////////////////////////////////////////////\n```\n\n### Import\n\n<kbd>Ctrl</kbd> + <kbd>I</kbd>\n\n- Sometimes one has to do more changes, even after the user interface was considered done.\n\n**Example**\n\n### Known Issues\n\n- When changing element from any position type to controls group type, its position is not updated correctly.\n  - Changed element usually changes it is position. Dragging and dropping it should fix it.\n  - If you cannot se the element (it's position is now outside of screen), press <kbd>Ctrl</kbd> + <kbd>L</kbd> to open list of elements, edit the changed element and modify X and Y coordinates to 0.\n- Game sometimes freezes when you're working on layout with controls groups and open (<kbd>Ctrl</kbd> + <kbd>O</kbd>) another one with different control groups. Press <kbd>Ctrl</kbd> + <kbd>N</kbd> to clear current layout first or close and open whole editor.\n- Listboxes (in \"Add Element\" and \"Element's List' menus) are somehow not clickable in the bottom part. To select items in this area, click anywhere on top and move down using direction keys or Page Up/Down.\n- Script error when using the undo functionality\n- Each type of control can only be created 99 times\n- When importing GUIs from config, the default GUI_GRID is used","sections":[{"heading":null,"level":1,"markdown":"The User Interface editor can be launched from the Debug Console -> \"GUI Editor\" button."},{"heading":"Tutorial","level":3,"markdown":"The following tutorial gives an introduction to the GUI Editor in Arma. The content of the GUI Tutorial is assumed to be known."},{"heading":"Access","level":4,"markdown":"The GUI Editor can be opened via the debug console in the escape menu. The button \"GUI Editor\" opens the user interface. If you don't see the debug console make sure that you have access to it."},{"heading":"The Grid","level":4,"markdown":"The position of your UI is determined by screen coordinates. The default grid that is selected in the GUI Editor does not work. Therefore we will have to replace it. Open the grid settings with <kbd>Ctrl</kbd> + <kbd>G</kbd>. You should see a UI where you can edit the values for X, Y, Area W, etc.. Enter the values according to the following table:\n\n> [!NOTE]\n> When using these values the UI will be fixed to the center of the screen. If you want to have your UI appear somewhere else you need to know which values to use instead.\n> The GUI Editor also does not support mixed position macros (at least not with horrendous effort). In this case you will need to understand screen coordinates and edit them in your config by hand.\n\n|  |  |\n|---|---|\n| X | `(safeZoneX + (safeZoneW - ((safeZoneW / safeZoneH) min 1.2)) / 2)` |\n| Y | `(safeZoneY + (safeZoneH - (((safeZoneW / safeZoneH) min 1.2) / 1.2)) / 2)` |\n| Area W | `((safeZoneW / safeZoneH) min 1.2)` |\n| Area H | `(((safeZoneW / safeZoneH) min 1.2) / 1.2)` |\n| Segment W | `(((safeZoneW / safeZoneH) min 1.2) / 40)` |\n| Segment H | `((((safeZoneW / safeZoneH) min 1.2) / 1.2) / 25)` |\n| Variable | `GUI_GRID_CENTER` |\n\n> [!IMPORTANT]\n> These settings are not permanent! If you close the GUI Editor you will have to enter them again."},{"heading":"Handling Controls","level":4,"markdown":"You can create a control by right clicking on free space. A list of available control types will appear.\n\n| Name | Explanation |\n|---|---|\n| <Comment> | This is not a control. Probably meant for documentation? |\n| IGUIBack | Deprecated. |\n| RscButton | Can be clicked on. Functionality is added via UIEH. |\n| RscButtonMenu | Arma 3's default menu button. Used in menus like the escape menu. Is more customizable than RscButton. |\n| RscButtonMenuCancel | Closes the UI with exit code 2. |\n| RscButtonMenuOK | Closes the UI with exit code 1. |\n| RscCheckbox | Control with two possible states: checked and unchecked. |\n| RscCombo | Dropdown menu. |\n| RscControlsGroup | Container for other controls to group them together. |\n| RscEdit | User editable text field. |\n| RscFrame | Decorative frame. |\n| RscListbox | A list of texts and/or optionally pictures. |\n| RscPicture | Can display an image. |\n| RscShortcutButton | Deprecated. |\n| RscShortcutButtonMain | Deprecated. |\n| RscSlider | A slider that can be dragged left to right. A more modern version is the CT_XSLIDER. |\n| RscStructuredText | Supports structured text formatting. |\n| RscText | Very simple control. Can be used for backgrounds and text labels. |\n| RscTextCheckbox | Similar to RscCheckbox has two states but displays two different texts instead. |\n\nSelecting one and confirming with OK will add this control to the screen. Some controls might appear with no background visible (RscText, RscControlsGroup). In this case you can hold enter to highlight all controls. To edit the control afterwards, right click on it to open a window where you can set the following attributes:\n\n| Attribute | Explanation |\n|---|---|\n| Class | The class name of the control which will be used in the export later on. |\n| Text | The text that is visible on supported controls. |\n| Position | An array of numbers or strings in the format `[x, y, w, h]`. |\n| Text color | The color of the text. `colorText[]` in the config. Format `[Red, Green, Blue, Alpha (Transparency)]`. |\n| Background color | The color of the background. Same format as Text Color. |\n| Active color | The color of the control when it is focused. Applicable to all interactable controls such as buttons. |\n| Tooltip | Text that is displayed in a small box at the cursor position when hovering over the control. |\n| Text size | The font size in screen coordinates. See the size/sizeEx attribute. |\n| Position type | One of absolute, safeZone, GUI_GRID (or whatever you set as your variable name) or a controls group. Used to switch to this grid for this control. Using \"ControlGroup: 1234\" means relative to the control group as a child control. |\n\nYou can move controls around by holding left mouse button and moving your mouse. Resizing is possible by holding ALT and dragging a corner of the control to the desired size."},{"heading":"Saving","level":4,"markdown":"> [!IMPORTANT]\n> Your progress can only be copied to the clipboard and is therefore not permanent until you save it to a file yourself!\n\nPress <kbd>Ctrl</kbd> + <kbd>S</kbd> to open the Save dialog. Give your dialog a title. You have the option to export the dialog with different formats. The formats \"GUI Editor\" and \"Config (controls as class)\" are the most important ones."},{"heading":"GUI Editor","level":5,"markdown":"This format can be imported to the GUI Editor from the clipboard if you want to change the GUI at a later point. To import, copy the content between the comments (/* and */) to the cliboard and press <kbd>Ctrl</kbd> + <kbd>O</kbd> while in the GUI Editor."},{"heading":"Indent","level":6,"markdown":"Indent means how many tabs to put before each line. Usually the controls of a dialog have and indent of 2 and RscTitle dialogs need an indent of 3. Not very important though."},{"heading":"IDC","level":6,"markdown":"The idc of the control can be given as a number or as a macro. In the latter case it is also necessary to use the \"Config macro\" output."},{"heading":"Text","level":6,"markdown":"Plain means literally just the text. Localized can be used for translating the controls' texts with a stringtable."},{"heading":"Example Output","level":6,"markdown":"```\n/* #Wygopu\n$[\n    1.063,\n    [\"RscDisplayTestDialog\",[[\"(safeZoneX + (safeZoneW - ((safeZoneW / safeZoneH) min 1.2))/2)\",\"(safeZoneY + (safeZoneH - (((safeZoneW / safeZoneH) min 1.2) / 1.2))/2)\",\"((safeZoneW / safeZoneH) min 1.2)\",\"(((safeZoneW / safeZoneH) min 1.2) / 1.2)\"],\"(((safeZoneW / safeZoneH) min 1.2) / 40)\",\"((((safeZoneW / safeZoneH) min 1.2) / 1.2) / 25)\",\"GUI_GRID_CENTER\"],0,0,0],\n    [1000,\"\",[2,\"\",[\"4 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X\",\"4 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y\",\"31 * GUI_GRID_CENTER_W\",\"18 * GUI_GRID_CENTER_H\"],[-1,-1,-1,-1],[0,0,0,0.8],[-1,-1,-1,-1],\"\",\"-1\"],[]],\n    [1001,\"\",[2,\"Test Dialog\",[\"4 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X\",\"2.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y\",\"31 * GUI_GRID_CENTER_W\",\"1 * GUI_GRID_CENTER_H\"],[-1,-1,-1,-1],[0,1,0,0.8],[-1,-1,-1,-1],\"\",\"-1\"],[]],\n    [1100,\"\",[2,\"Informative text...\",[\"4.5 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X\",\"4.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y\",\"30 * GUI_GRID_CENTER_W\",\"17 * GUI_GRID_CENTER_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\",\"-1\"],[]],\n    [2600,\"\",[2,\"\",[\"4 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X\",\"22.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y\",\"8.5 * GUI_GRID_CENTER_W\",\"1 * GUI_GRID_CENTER_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\",\"-1\"],[]],\n    [2700,\"\",[2,\"\",[\"26.5 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X\",\"22.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y\",\"8.5 * GUI_GRID_CENTER_W\",\"1 * GUI_GRID_CENTER_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\",\"-1\"],[]]\n]\n*/\n```"},{"heading":"Config (controls as class)","level":5,"markdown":"This format is used in your display's controls class. It has to be pasted between the brackets of the controls class:\n\n```cpp\nclass RscDisplayTestDialog\n{\n    idd = -1;\n    class Controls\n    {\n        /* CLASS OUTPUT GOES HERE */\n    };\n};\n```"},{"heading":"Example Output","level":6,"markdown":"```cpp\n////////////////////////////////////////////////////////\n// GUI EDITOR OUTPUT START (by Terra, v1.063, #Lupile)\n////////////////////////////////////////////////////////\n\nclass RscText_1000 : RscText\n{\n    idc = 1000;\n    x = 4 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X;\n    y = 4 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y;\n    w = 31 * GUI_GRID_CENTER_W;\n    h = 18 * GUI_GRID_CENTER_H;\n    colorBackground[] = {0,0,0,0.8};\n};\nclass RscText_1001 : RscText\n{\n    idc = 1001;\n    text = \"Test Dialog\"; //--- ToDo: Localize;\n    x = 4 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X;\n    y = 2.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y;\n    w = 31 * GUI_GRID_CENTER_W;\n    h = 1 * GUI_GRID_CENTER_H;\n    colorBackground[] = {0,1,0,0.8};\n};\nclass RscStructuredText_1100 : RscStructuredText\n{\n    idc = 1100;\n    text = \"Informative text...\"; //--- ToDo: Localize;\n    x = 4.5 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X;\n    y = 4.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y;\n    w = 30 * GUI_GRID_CENTER_W;\n    h = 17 * GUI_GRID_CENTER_H;\n};\nclass RscButtonMenuOK_2600 : RscButtonMenuOK\n{\n    x = 4 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X;\n    y = 22.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y;\n    w = 8.5 * GUI_GRID_CENTER_W;\n    h = 1 * GUI_GRID_CENTER_H;\n};\nclass RscButtonMenuCancel_2700 : RscButtonMenuCancel\n{\n    x = 26.5 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X;\n    y = 22.5 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y;\n    w = 8.5 * GUI_GRID_CENTER_W;\n    h = 1 * GUI_GRID_CENTER_H;\n};\n////////////////////////////////////////////////////////\n// GUI EDITOR OUTPUT END\n////////////////////////////////////////////////////////\n```"},{"heading":"Config (controls as array)","level":5,"markdown":"Another format with which you can leave out the `class Controls { /* ... */ }` class. It is barely used and it is recommended to stick to the class format."},{"heading":"Grid Macros","level":5,"markdown":"This will export the values that you set with the <kbd>Ctrl</kbd> + <kbd>G</kbd> dialog as macros. Paste them into the config before you use them the first time."},{"heading":"Parent Classes","level":5,"markdown":"This export will declare the base classes that are available in the GUI Editor from which you can inherit. It is probably a better option to use BIS_fnc_exportGUIBaseClasses instead."},{"heading":"Stringtable","level":5,"markdown":"Output to be used in the stringtable. Not really necessary and probably better to do it by hand."},{"heading":"Example output","level":6,"markdown":"```\n//--- RscDisplayTestDialog\nlanguage,    original\nRscDisplayTestDialog_RscText_1001,    \"Test Dialog\"\nRscDisplayTestDialog_RscStructuredText_1100,    \"STR_INFO\"\n```"},{"heading":"Controls","level":3,"markdown":""},{"heading":"LMB","level":4,"markdown":"- **Click and hold over GUI element** - Move element\n- <kbd>Ctrl</kbd> - Disable aligning to grid\n- <kbd>Alt</kbd> - Modify size"},{"heading":"RMB","level":4,"markdown":"- **Click on GUI element** - Modify element parameters\n- <kbd>Ctrl</kbd> **+ Click on GUI element** - Modify custom element parameters (changes won't be visible)\n- **Click on free space** - Add a new element"},{"heading":"Key Shortcuts","level":4,"markdown":"- <kbd>H</kbd> / <kbd>F1</kbd> - Help\n- <kbd>G</kbd> - Show/hide grid\n- <kbd>Ctrl</kbd> + <kbd>G</kbd> - Modify grid parameters\n- <kbd>Alt</kbd> + <kbd>G</kbd> - Create grid on element under cursor\n- <kbd>⇧ Shift</kbd> + <kbd>G</kbd> - Toggle between Absolute and Safezone grid\n- <kbd>Ctrl</kbd> + <kbd>N</kbd> - Add a new element\n- <kbd>Del</kbd> - Delete a current element\n- <kbd>Ctrl</kbd> + <kbd>C</kbd> - Copy a current element\n- <kbd>Ctrl</kbd> + <kbd>X</kbd> - Cut a current element\n- <kbd>Ctrl</kbd> + <kbd>V</kbd> - Paste a copied element\n- <kbd>Ctrl</kbd> + <kbd>Z</kbd> - Undo\n- <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>Z</kbd> - Redo\n- <kbd>Ctrl</kbd> + <kbd>L</kbd> - Display list of all elements, change order and lock/unlock\n- <kbd>Ctrl</kbd> + <kbd>S</kbd> - Export to GUI editor format\n- <kbd>Ctrl</kbd> + <kbd>Alt</kbd> + <kbd>S</kbd> - Export to GUI editor format with linebreaks\n- <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>S</kbd> - Export to a config format\n- <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>S</kbd> + <kbd>(1-9)</kbd> - Export to a config format (*class controls* variant) with given number of tabs (1-9)\n- <kbd>Ctrl</kbd> + <kbd>Alt</kbd> + <kbd>⇧ Shift</kbd> + <kbd>S</kbd> - Export to a config format (*controls[]=* variant) with given number of tabs (1-9)\n- <kbd>Ctrl</kbd> + <kbd>O</kbd> - Import from GUI editor format\n- <kbd>Ctrl</kbd> + <kbd>I</kbd> - Import from config\n- <kbd>Ctrl</kbd> + <kbd>P</kbd> - Export parent classes\n- <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>P</kbd> - Export grid macros\n- <kbd>Space</kbd> - Highlights all elements (including invisible ones)"},{"heading":"Position Types","level":4,"markdown":"Following variants determine in what format the element position will be saved\n\n- **Absolute** - Absolute position, remains same no matter what UI size or aspect ratio is.\n- **Safezone** - GUI elements stretches based both on UI width and height. Result may differ on different aspect ratios.\n- **Grid** - Coordinates are multipliers of grid size\n- **Control Group** - Elements are aligned to given RscControlGroup and share their position type\n\n> [!WARNING]\n> The current GUI_GRID setting does not work. A fix can be found here."},{"heading":"Export","level":3,"markdown":""},{"heading":"Editor Format","level":4,"markdown":"<kbd>Ctrl</kbd> + <kbd>S</kbd>\n\nStarts with dollar symbol ($). When you copy this format to clipboard, it can be loaded in editor using <kbd>Ctrl</kbd> + <kbd>O</kbd>\n\n```\n$[1.043,[[\"safeZoneX\",\"safeZoneY\",\"safeZoneW\",\"safeZoneH\"],\"safeZoneW / 32\",\"safeZoneH / 20\",\"GUI_GRID\"],[1000,\"\",[2,\"Hello World!\",[\"1 * GUI_GRID_W + GUI_GRID_X\",\"1 * GUI_GRID_H + GUI_GRID_Y\",\"30 * GUI_GRID_W\",\"1 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]],[1500,\"MyListbox\",[2,\"\",[\"1.5 * GUI_GRID_W + GUI_GRID_X\",\"2.5 * GUI_GRID_H + GUI_GRID_Y\",\"9 * GUI_GRID_W\",\"15 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[\"idc = CUSTOM_IDC;\"]],[1700,\"\",[2,\"$STR_DISP_CANCEL\",[\"1 * GUI_GRID_W + GUI_GRID_X\",\"18 * GUI_GRID_H + GUI_GRID_Y\",\"10 * GUI_GRID_W\",\"1 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]],[2300,\"Group\",[2,\"\",[\"11.5 * GUI_GRID_W + GUI_GRID_X\",\"2.5 * GUI_GRID_H + GUI_GRID_Y\",\"19 * GUI_GRID_W\",\"15 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]],[-1001,\"GroupText\",[2300,\"\",[\"0 * GUI_GRID_W\",\"0 * GUI_GRID_H\",\"19 * GUI_GRID_W\",\"15 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]]]\n```"},{"heading":"Editor Format (multi-line)","level":4,"markdown":"<kbd>Ctrl</kbd> + <kbd>Alt</kbd> + <kbd>S</kbd>\n\n```\n/*\n$[\n    1.043,\n    [[\"safeZoneX\",\"safeZoneY\",\"safeZoneW\",\"safeZoneH\"],\"safeZoneW / 32\",\"safeZoneH / 20\",\"GUI_GRID\"],\n    [1000,\"\",[2,\"Hello World!\",[\"1 * GUI_GRID_W + GUI_GRID_X\",\"1 * GUI_GRID_H + GUI_GRID_Y\",\"30 * GUI_GRID_W\",\"1 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]],\n    [1500,\"MyListbox\",[2,\"\",[\"1.5 * GUI_GRID_W + GUI_GRID_X\",\"2.5 * GUI_GRID_H + GUI_GRID_Y\",\"9 * GUI_GRID_W\",\"15 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[\"idc = CUSTOM_IDC;\"]],\n    [1700,\"\",[2,\"$STR_DISP_CANCEL\",[\"1 * GUI_GRID_W + GUI_GRID_X\",\"18 * GUI_GRID_H + GUI_GRID_Y\",\"10 * GUI_GRID_W\",\"1 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]],\n    [2300,\"Group\",[2,\"\",[\"11.5 * GUI_GRID_W + GUI_GRID_X\",\"2.5 * GUI_GRID_H + GUI_GRID_Y\",\"19 * GUI_GRID_W\",\"15 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]],\n    [-1001,\"GroupText\",[2300,\"\",[\"0 * GUI_GRID_W\",\"0 * GUI_GRID_H\",\"19 * GUI_GRID_W\",\"15 * GUI_GRID_H\"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],\"\"],[]]\n]\n*/\n```"},{"heading":"Config Format","level":4,"markdown":"Ready to be included into config or description file.\n<kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>S</kbd>\n\n```cpp\n//--- Header contains player's profile name and editor version\n////////////////////////////////////////////////////////\n// GUI EDITOR OUTPUT START (by Karel, v1.043)\n////////////////////////////////////////////////////////\n\nclass RscText_1000 : RscText\n{\n    idc = 1000;\n    text = \"Hello World!\"; //--- ToDo: Localize; Plain text is automatically marked to be localized\n    x = 1 * GUI_GRID_W + GUI_GRID_X;\n    y = 1 * GUI_GRID_H + GUI_GRID_Y;\n    w = 30 * GUI_GRID_W;\n    h = 1 * GUI_GRID_H;\n};\nclass MyListbox : RscListbox\n{\n    idc = CUSTOM_IDC; //--- Custom params are listed first and are divided by one empty line from generated params\n\n    x = 1.5 * GUI_GRID_W + GUI_GRID_X;\n    y = 2.5 * GUI_GRID_H + GUI_GRID_Y;\n    w = 9 * GUI_GRID_W;\n    h = 15 * GUI_GRID_H;\n};\nclass RscShortcutButton_1700 : RscShortcutButton\n{\n    idc = 1700;\n    text = \"$STR_DISP_CANCEL\";\n    x = 1 * GUI_GRID_W + GUI_GRID_X;\n    y = 18 * GUI_GRID_H + GUI_GRID_Y;\n    w = 10 * GUI_GRID_W;\n    h = 1 * GUI_GRID_H;\n};\nclass Group : RscControlsGroup\n{\n    idc = 2300;\n    x = 11.5 * GUI_GRID_W + GUI_GRID_X;\n    y = 2.5 * GUI_GRID_H + GUI_GRID_Y;\n    w = 19 * GUI_GRID_W;\n    h = 15 * GUI_GRID_H;\n    class controls\n    {\n        class GroupText : RscText\n        {\n            idc = 1001;\n            x = 0 * GUI_GRID_W;\n            y = 0 * GUI_GRID_H;\n            w = 19 * GUI_GRID_W;\n            h = 15 * GUI_GRID_H;\n        };\n    };\n};\n////////////////////////////////////////////////////////\n// GUI EDITOR OUTPUT END\n////////////////////////////////////////////////////////\n```"},{"heading":"Import","level":3,"markdown":"<kbd>Ctrl</kbd> + <kbd>I</kbd>\n\n- Sometimes one has to do more changes, even after the user interface was considered done.\n\n**Example**"},{"heading":"Known Issues","level":3,"markdown":"- When changing element from any position type to controls group type, its position is not updated correctly.\n  - Changed element usually changes it is position. Dragging and dropping it should fix it.\n  - If you cannot se the element (it's position is now outside of screen), press <kbd>Ctrl</kbd> + <kbd>L</kbd> to open list of elements, edit the changed element and modify X and Y coordinates to 0.\n- Game sometimes freezes when you're working on layout with controls groups and open (<kbd>Ctrl</kbd> + <kbd>O</kbd>) another one with different control groups. Press <kbd>Ctrl</kbd> + <kbd>N</kbd> to clear current layout first or close and open whole editor.\n- Listboxes (in \"Add Element\" and \"Element's List' menus) are somehow not clickable in the bottom part. To select items in this area, click anywhere on top and move down using direction keys or Page Up/Down.\n- Script error when using the undo functionality\n- Each type of control can only be created 99 times\n- When importing GUIs from config, the default GUI_GRID is used"}],"categories":["GUI Topics"],"groups":["GUI"]},{"name":"Arma 3: Utilities","title":"Arma 3: Utilities","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Utilities","revid":376210,"updated":"2025-09-15T12:54:38Z","aliases":["Arma 3 Utilities"],"markdown":"Arma 3 v1.68\nIn order to access the Utilities list, type `utils` in debug console and click on `LOCAL EXEC` or execute `execVM \"A3\\Functions_F\\Debug\\Utilities\\lib\\index.sqf\"`.\n\n> [!NOTE]\n> To find out how to access a tool directly, see description of the tools below.\n\n### CfgDisabledCommands Template Generator\n\nAuto-generates template to be used with CfgDisabledCommands.\n\n|  |  |\n|---|---|\n| Shortcut: | `utils 1` |\n| Script: | `execVM \"A3\\Functions_F\\Debug\\Utilities\\utility_cfgDisabledCommands.sqf\"` |\n\n### Print Config\n\nPrepares formatted config. There is a limit on how much of the config information can be retrieved and is limited by the Array maximum capacity.\n\n|  |  |\n|---|---|\n| Shortcut: | `utils 2` |\n| Script: | `execVM \"A3\\Functions_F\\Debug\\Utilities\\utility_printConfig.sqf\"` |\n\n### Moon Phases\n\nFinds moon phases throughout given year. The longer the bar the brighter the night.\n\n|  |  |\n|---|---|\n| Shortcut: | `utils 3` |\n| Script: | `execVM \"A3\\Functions_F\\Debug\\Utilities\\utility_moonPhases.sqf\"` |\n\n### Jukebox\n\nPlays music from CfgMusic. One can navigate through the track by dragging the progress bar left or right and pause/resume by clicking again on the song in the list. The track information for played track in window shows the actual track duration, while the track duration in the list comes from config and could be inaccurate.\n\n|  |  |\n|---|---|\n| Shortcut: | `utils 4` |\n| Script: | `execVM \"A3\\Functions_F\\Debug\\Utilities\\utility_jukebox.sqf\"` |\n\n### Script Commands\n\nLists all available script commands and their arguments.\n\n|  |  |\n|---|---|\n| Shortcut: | `utils 5` |\n| Script: | `execVM \"A3\\Functions_F\\Debug\\Utilities\\utility_scriptCommands.sqf\"` |\n\nLimited modifiers can be used with search:\n\n|  |  |  |\n|---|---|---|\n| `\"<word>\"` | Searches for exact word, for example: | `\"addmagazine\"` |\n| `*` | Replaces asterisk with anything, for example: | `add*global` |\n| `-` | Ignores given word, for example: | `addMagazine-cargo` |\n\n#### Notepad++ Export (Arma 3 v2.22)\n\nAll script commands can be exported in Notepad++ syntax highlight template format (light and dark).\n\nFollow the instructions on the export page, here is a short transcript:\n\n1. Copy this content to clipboard with <kbd>Ctrl</kbd> + <kbd>A</kbd>/<kbd>Ctrl</kbd> + <kbd>C</kbd>\n1. Open Notepad++ and open a new file\n1. Paste the copied content into the new file with <kbd>Ctrl</kbd> + <kbd>V</kbd>\n1. Save the file as `arma3sqf.xml`\n1. Open Notepad++ template directory via Notepad++ menu: Language → User Defined Language → Open User Defined Language folder...\n1. Move arma3sqf.xml in this directory and restart Notepad++\n1. From the Language menu, select:\n   - ARMA 3 SQF (Default) - for Default style\n   - ARMA 3 SQF (DarkModeDefault) - for DarkModeDefault style\n\nThe style can be chosen in: Settings → Style Configurator...","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.68\nIn order to access the Utilities list, type `utils` in debug console and click on `LOCAL EXEC` or execute `execVM \"A3\\Functions_F\\Debug\\Utilities\\lib\\index.sqf\"`.\n\n> [!NOTE]\n> To find out how to access a tool directly, see description of the tools below."},{"heading":"CfgDisabledCommands Template Generator","level":3,"markdown":"Auto-generates template to be used with CfgDisabledCommands.\n\n|  |  |\n|---|---|\n| Shortcut: | `utils 1` |\n| Script: | `execVM \"A3\\Functions_F\\Debug\\Utilities\\utility_cfgDisabledCommands.sqf\"` |"},{"heading":"Print Config","level":3,"markdown":"Prepares formatted config. There is a limit on how much of the config information can be retrieved and is limited by the Array maximum capacity.\n\n|  |  |\n|---|---|\n| Shortcut: | `utils 2` |\n| Script: | `execVM \"A3\\Functions_F\\Debug\\Utilities\\utility_printConfig.sqf\"` |"},{"heading":"Moon Phases","level":3,"markdown":"Finds moon phases throughout given year. The longer the bar the brighter the night.\n\n|  |  |\n|---|---|\n| Shortcut: | `utils 3` |\n| Script: | `execVM \"A3\\Functions_F\\Debug\\Utilities\\utility_moonPhases.sqf\"` |"},{"heading":"Jukebox","level":3,"markdown":"Plays music from CfgMusic. One can navigate through the track by dragging the progress bar left or right and pause/resume by clicking again on the song in the list. The track information for played track in window shows the actual track duration, while the track duration in the list comes from config and could be inaccurate.\n\n|  |  |\n|---|---|\n| Shortcut: | `utils 4` |\n| Script: | `execVM \"A3\\Functions_F\\Debug\\Utilities\\utility_jukebox.sqf\"` |"},{"heading":"Script Commands","level":3,"markdown":"Lists all available script commands and their arguments.\n\n|  |  |\n|---|---|\n| Shortcut: | `utils 5` |\n| Script: | `execVM \"A3\\Functions_F\\Debug\\Utilities\\utility_scriptCommands.sqf\"` |\n\nLimited modifiers can be used with search:\n\n|  |  |  |\n|---|---|---|\n| `\"<word>\"` | Searches for exact word, for example: | `\"addmagazine\"` |\n| `*` | Replaces asterisk with anything, for example: | `add*global` |\n| `-` | Ignores given word, for example: | `addMagazine-cargo` |"},{"heading":"Notepad++ Export (Arma 3 v2.22)","level":4,"markdown":"All script commands can be exported in Notepad++ syntax highlight template format (light and dark).\n\nFollow the instructions on the export page, here is a short transcript:\n\n1. Copy this content to clipboard with <kbd>Ctrl</kbd> + <kbd>A</kbd>/<kbd>Ctrl</kbd> + <kbd>C</kbd>\n1. Open Notepad++ and open a new file\n1. Paste the copied content into the new file with <kbd>Ctrl</kbd> + <kbd>V</kbd>\n1. Save the file as `arma3sqf.xml`\n1. Open Notepad++ template directory via Notepad++ menu: Language → User Defined Language → Open User Defined Language folder...\n1. Move arma3sqf.xml in this directory and restart Notepad++\n1. From the Language menu, select:\n   - ARMA 3 SQF (Default) - for Default style\n   - ARMA 3 SQF (DarkModeDefault) - for DarkModeDefault style\n\nThe style can be chosen in: Settings → Style Configurator..."}],"categories":["Arma 3: Editing","Introduced with Arma 3 version 1.68"],"groups":["Tools and File Formats"]},{"name":"Arma 3: UVAnimations","title":"Arma 3: UVAnimations","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_UVAnimations","revid":376475,"updated":"2025-10-16T22:33:38Z","aliases":["Arma 3 UVAnimations","UVAnimations"],"markdown":"Arma 3 v1.84\n\nUV animations, in contrast to regular animations, are not part of model.cfg but main vehicle configuration.\n\nTheir usage is pretty similar to typical animation created in model.cfg (see Model Config) but there are few differences:\n\n- translation, rotation & scale is supported\n- animate and animationPhase are not supported by this tech - use animateSource and animationSourcePhase instead\n- it is using sections instead of bones\n- UV animations can be stacked - animating same section by multiple animations will result in multiplication of matrices\n- order of UV animation matters in case single section is animated by multiple animations\n\n### Configuration\n\n```cpp\nclass CfgVehicles\n{\n    class TestVehicle\n    {\n        // UV animations are defined in vehicle config & they are not baked to p3d in contrast to regular animations\n        class UVAnimations\n        {\n            // You can name it whatever you like since it is not working with animationPhase or animate command\n            class TestAnimation_01\n            {\n                type            = \"translation\";\n                // name of source, either custom one, defined in AnimationSources class or regular model.cfg source\n                // It can be animated with animateSource & value can be retrieved via animationSourcePhase\n                source            = \"Test_Source\";\n                // section name from model.cfg sections[] array\n                section            = \"camo1\";\n                minValue        = 0;\n                maxValue        = 1;\n                // Transformation of UV coordinates\n                offset0[]        = { 0, 0 };\n                offset1[]        = { 0, 1 };\n            };\n\n            // Example animation using gmeter sources\n            class TestAnimation_02\n            {\n                type            = \"translation\";\n                source            = \"gmeter\";\n                sourceAddress    = \"loop\";\n                section            = \"camo2\";\n                minValue        = 0;\n                maxValue        = 1;\n                offset0[]        = { 0, 0 };\n                offset1[]        = { 1, 0 };\n            };\n\n            // Example rotation animation\n            class TestAnimation_03\n            {\n                type            = \"rotate\";\n                source            = \"Test_Source\";\n                section            = \"camo2\";\n                minValue        = 0;\n                maxValue        = 1;\n                // [x, y] - coordinates defining center of rotation\n                center[]        = { 0.5, 0.5 };\n                // angles are in radians just like in model.cfg\n                angle0            = 0;\n                angle1            = rad 30; // rotate by 30 degrees\n            };\n\n            // Example scale\n            class TestAnimation_04\n            {\n                type            = \"scale\";\n                source            = \"Test_Source2\";\n                section            = \"camo2\";\n                minValue        = 0;\n                maxValue        = 1;\n                // [x, y] - coordinates defining center of rotation\n                center[]        = { 0.5, 0.5 };\n                // 1 means that there will be no change to the UV\n                scale0[]        = { 1, 1 };\n                scale1[]        = { 2, 2 }; // make UV map twice as large\n            };\n        };\n\n        class AnimationSources\n        {\n            class Test_Source\n            {\n                source            = \"user\";\n                initPhase        = 1;\n                animPeriod        = 0.3;\n            };\n\n            class Test_Source2 : Test_Source {};\n        };\n    };\n};\n```\n\n### Example\n\nIn the following example you can see how the Kart's chain animation was done.\nUV animation is synced with right rear wheel via animation sources creation tech which was introduced with Arma 3 Jets' PhysX suspension.\nIt is possible to get damper values too this way.\n\n#### config.cpp\n\n```cpp\nclass CfgVehicles\n{\n    class Kart_01_Base_F : Car_F\n    {\n        class AnimationSources : AnimationSources\n        {\n            class Wheel_2_2_source\n            {\n                source = \"wheel\";\n                wheel = \"RR\";\n            };\n        };\n\n        class UVAnimations\n        {\n            class Chain\n            {\n                type            = \"translation\";\n                source            = \"Wheel_2_2_source\";\n                sourceAddress    = \"loop\";\n                section            = \"Chain\";\n                minValue        = 0;\n                maxValue        = 1;\n                offset0[]        = { 0, 0 };\n                offset1[]        = { -1, 0 };\n            };\n        };\n    };\n};\n```\n\n#### Model Config\n\nNote the \"chain\" section!\n\n```cpp\nclass CfgModels\n{\n    class Vehicle;\n    class Car : Vehicle\n    {\n        class Animations {};\n    };\n\n    class Kart_01_F : Car\n    {\n        sections[] =\n        {\n            \"camo\", \"camo2\",\n            \"zbytek\",\n            \"Number_a\", \"Number_b\",\n            \"wheel_1_1_hide\", \"wheel_1_2_hide\", \"wheel_2_1_hide\", \"wheel_2_2_hide\",\n            \"chain\"\n            // here\n        };\n\n        class Animations : Animations\n        {\n            // Example of custom animation source using it\n            class wheel_shaft_2\n            {\n                type            = \"rotation\";\n                source            = \"wheel_2_2_source\";\n                sourceAddress    = \"loop\";\n                selection        = \"wheel_shaft_2\";\n                axis            = \"wheel_shaft_2_axis\";\n                minValue        = 0;\n                maxValue        = 1;\n                angle0            = (rad -0);\n                angle1            = (rad +360);\n            };\n        };\n    };\n};\n```\n\n### Scripting\n\n- animateSource\n- animationSourcePhase\n\n### See Also\n\n- Model Config","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.84\n\nUV animations, in contrast to regular animations, are not part of model.cfg but main vehicle configuration.\n\nTheir usage is pretty similar to typical animation created in model.cfg (see Model Config) but there are few differences:\n\n- translation, rotation & scale is supported\n- animate and animationPhase are not supported by this tech - use animateSource and animationSourcePhase instead\n- it is using sections instead of bones\n- UV animations can be stacked - animating same section by multiple animations will result in multiplication of matrices\n- order of UV animation matters in case single section is animated by multiple animations"},{"heading":"Configuration","level":3,"markdown":"```cpp\nclass CfgVehicles\n{\n    class TestVehicle\n    {\n        // UV animations are defined in vehicle config & they are not baked to p3d in contrast to regular animations\n        class UVAnimations\n        {\n            // You can name it whatever you like since it is not working with animationPhase or animate command\n            class TestAnimation_01\n            {\n                type            = \"translation\";\n                // name of source, either custom one, defined in AnimationSources class or regular model.cfg source\n                // It can be animated with animateSource & value can be retrieved via animationSourcePhase\n                source            = \"Test_Source\";\n                // section name from model.cfg sections[] array\n                section            = \"camo1\";\n                minValue        = 0;\n                maxValue        = 1;\n                // Transformation of UV coordinates\n                offset0[]        = { 0, 0 };\n                offset1[]        = { 0, 1 };\n            };\n\n            // Example animation using gmeter sources\n            class TestAnimation_02\n            {\n                type            = \"translation\";\n                source            = \"gmeter\";\n                sourceAddress    = \"loop\";\n                section            = \"camo2\";\n                minValue        = 0;\n                maxValue        = 1;\n                offset0[]        = { 0, 0 };\n                offset1[]        = { 1, 0 };\n            };\n\n            // Example rotation animation\n            class TestAnimation_03\n            {\n                type            = \"rotate\";\n                source            = \"Test_Source\";\n                section            = \"camo2\";\n                minValue        = 0;\n                maxValue        = 1;\n                // [x, y] - coordinates defining center of rotation\n                center[]        = { 0.5, 0.5 };\n                // angles are in radians just like in model.cfg\n                angle0            = 0;\n                angle1            = rad 30; // rotate by 30 degrees\n            };\n\n            // Example scale\n            class TestAnimation_04\n            {\n                type            = \"scale\";\n                source            = \"Test_Source2\";\n                section            = \"camo2\";\n                minValue        = 0;\n                maxValue        = 1;\n                // [x, y] - coordinates defining center of rotation\n                center[]        = { 0.5, 0.5 };\n                // 1 means that there will be no change to the UV\n                scale0[]        = { 1, 1 };\n                scale1[]        = { 2, 2 }; // make UV map twice as large\n            };\n        };\n\n        class AnimationSources\n        {\n            class Test_Source\n            {\n                source            = \"user\";\n                initPhase        = 1;\n                animPeriod        = 0.3;\n            };\n\n            class Test_Source2 : Test_Source {};\n        };\n    };\n};\n```"},{"heading":"Example","level":3,"markdown":"In the following example you can see how the Kart's chain animation was done.\nUV animation is synced with right rear wheel via animation sources creation tech which was introduced with Arma 3 Jets' PhysX suspension.\nIt is possible to get damper values too this way."},{"heading":"config.cpp","level":4,"markdown":"```cpp\nclass CfgVehicles\n{\n    class Kart_01_Base_F : Car_F\n    {\n        class AnimationSources : AnimationSources\n        {\n            class Wheel_2_2_source\n            {\n                source = \"wheel\";\n                wheel = \"RR\";\n            };\n        };\n\n        class UVAnimations\n        {\n            class Chain\n            {\n                type            = \"translation\";\n                source            = \"Wheel_2_2_source\";\n                sourceAddress    = \"loop\";\n                section            = \"Chain\";\n                minValue        = 0;\n                maxValue        = 1;\n                offset0[]        = { 0, 0 };\n                offset1[]        = { -1, 0 };\n            };\n        };\n    };\n};\n```"},{"heading":"Model Config","level":4,"markdown":"Note the \"chain\" section!\n\n```cpp\nclass CfgModels\n{\n    class Vehicle;\n    class Car : Vehicle\n    {\n        class Animations {};\n    };\n\n    class Kart_01_F : Car\n    {\n        sections[] =\n        {\n            \"camo\", \"camo2\",\n            \"zbytek\",\n            \"Number_a\", \"Number_b\",\n            \"wheel_1_1_hide\", \"wheel_1_2_hide\", \"wheel_2_1_hide\", \"wheel_2_2_hide\",\n            \"chain\"\n            // here\n        };\n\n        class Animations : Animations\n        {\n            // Example of custom animation source using it\n            class wheel_shaft_2\n            {\n                type            = \"rotation\";\n                source            = \"wheel_2_2_source\";\n                sourceAddress    = \"loop\";\n                selection        = \"wheel_shaft_2\";\n                axis            = \"wheel_shaft_2_axis\";\n                minValue        = 0;\n                maxValue        = 1;\n                angle0            = (rad -0);\n                angle1            = (rad +360);\n            };\n        };\n    };\n};\n```"},{"heading":"Scripting","level":3,"markdown":"- animateSource\n- animationSourcePhase"},{"heading":"See Also","level":3,"markdown":"- Model Config"}],"categories":["Arma 3: Editing","Introduced with Arma 3 version 1.84"],"groups":["Modding"]},{"name":"Arma 3: Vegetation P3D","title":"Arma 3: Vegetation P3D","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Vegetation_P3D","revid":364288,"updated":"2024-05-06T09:38:37Z","aliases":["Arma 3 Vegetation P3D"],"markdown":"## Basic vegetation P3D setup for Arma 3\n\n|  |  | Clutter | Bush | SoftTree | HardTree |\n|---|---|---|---|---|---|\n| LOD1 | Triangle Max | +-100 | -3000 | -6000 | -15000 |\n|  |  | lock normals Y=-1 |  |  |  |\n|  | Section | 1 | 2 | 03-II | 04-II |\n|  | Material | Grass | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; |\n|  | Textures | CA | CO; CA; CS; NOHQ; MCA; | CO; CA; CS; NOHQ; MCA; | CO; CA; CS; NOHQ; MCA; |\n|  | Named Properties | N/A | LODNoShadow=1 | LODNoShadow=1 | LODNoShadow=1 |\n|  | UV set max | 1 | 2 | 2 | 2 |\n| LOD2 | Triangle Max | LOD1 / 2 | LOD1 / 2 | LOD1 / 2 | LOD1 / 2 |\n|  |  | lock normals Y=-1 |  |  |  |\n|  | Section | 1 | 2 | 03-II | 04-II |\n|  | Material | Grass | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; |\n|  | Textures | CA | CO; CA; CS; NOHQ; MCA; | CO; CA; CS; NOHQ; MCA; | CO; CA; CS; NOHQ; MCA; |\n|  | Named Properties | N/A | LODNoShadow=1 | LODNoShadow=1 | LODNoShadow=1 |\n|  | UV set max | 1 | 2 | 2 | 2 |\n| LOD3 | Triangle Max | LOD2 / 2 | LOD2 / 2 | LOD2 / 2 | LOD2 / 2 |\n|  |  | lock normals Y=-1 |  |  |  |\n|  | Section | 1 | 2 | 2 | 3 |\n|  | Material | Grass | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; |\n|  | Textures | CA | CO; CA; CS; NOHQ; MCA; | CO; CA; CS; NOHQ; MCA; | CO; CA; CS; NOHQ; MCA; |\n|  | Named Properties | N/A | LODNoShadow=1 | LODNoShadow=1 | LODNoShadow=1 |\n|  | UV set max | 1 | 2 | 2 | 2 |\n| LOD4 (MLOD) | Triangle Max | 12 | 12 | 12 | 12 |\n|  |  | lock normals Y=-1 |  |  |  |\n|  | Section | 1 | 1 | 1 | 1 |\n|  | Material | Grass | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; |\n|  | Textures | CA | CA; CAN; NO; | CA; CAN; NO; | CA; CAN; NO; |\n|  | Named Properties | N/A | LODNoShadow=1 | LODNoShadow=1 | LODNoShadow=1 |\n|  | UV set max | 1 | 2 | 2 | 2 |\n| LOD | Triangle Max | N/A | 100 | 100 | 100 |\n| ShadowVolume0 | Section | N/A | 02-I | 02-I | 02-I |\n|  | Material | N/A | N/A | N/A | N/A |\n|  | Textures | N/A | N/A | N/A | N/A |\n|  | Named Properties | N/A | N/A | N/A | N/A |\n|  | UV set max | 1 | 1 | 1 | 1 |\n| LOD | Triangle Max | N/A | -1000 | -1000 | -1000 |\n| ShadowVolume1000 | Section | N/A | 02-I | 02-I | 02-I |\n|  | Material | N/A | N/A | N/A | N/A |\n|  | Textures | N/A | CA;CAN; | CA;CAN; | CA;CAN; |\n|  | Named Properties | N/A | N/A | N/A | N/A |\n|  | UV set max | 1 | 1 | 1 | 1 |\n| LOD | Triangle Max | N/A | cca LOD4 | cca LOD4 | cca LOD4 |\n| ShadowVolume1010 | Section | N/A | 1 | 1 | 1 |\n|  | Material | N/A | N/A | N/A | N/A |\n|  | Textures | N/A | CA;CAN; | CA;CAN; | CA;CAN; |\n|  | Named Properties | N/A | N/A | N/A | N/A |\n|  | UV set max | 1 | 1 | 1 | 1 |\n| LOD | Triangle Max | 0 | 100 | 100 | 100 |\n| GEOMETRY | Mass | 0 | 10-I | 10-100 | 50-1000 |\n|  | Material | N/A | N/A | N/A | N/A |\n|  | Textures | N/A | N/A | N/A | N/A |\n|  | Named Properties | frequent=1; | frequent=1; | frequent=1; | frequent=1; |\n|  |  | class=clutter; | class=bushSoft; | class=TreeSoft; | class=TreeHard; |\n|  |  |  | map=bush; | map=SmallTree; | map=tree; |\n|  |  |  | dammage=tent; | dammage=Tree; | dammage=Tree; |\n|  |  |  | canOcclude=0; | canOcclude=0; | canOcclude=0; |\n|  |  |  | shadow=hybrid; | shadow=hybrid; | shadow=hybrid; |\n|  |  |  | sbsource=explicit; | sbsource=explicit; | sbsource=explicit; |\n|  |  |  | preferShadowVolume=0; | preferShadowVolume=0; | preferShadowVolume=0; |\n|  |  |  | armor=700 | armor=1500 | armor=15000 |\n|  | UV set max | 1 | 1 | 1 | 1 |\n| LOD | Triangle Max | 0 | 100 | 100 | 100 |\n| GEOMETRY PhysX | Mass | 0 | 10-I | 10-100 | 50-1000 |\n| -3.00E+13 | Material | N/A | N/A | N/A | N/A |\n|  | Textures | N/A | N/A | N/A | N/A |\n|  | Named Properties | N/A | dammage=tent; | dammage=Tree; | dammage=Tree; |\n|  | UV set max | 1 | 1 | 1 | 1 |\n| LOD | Triangle Max | 0 | -1000 | -1000 | -1000 |\n| ViewGeometry | Components | 0 | 10 | 20-I | 1-100 |\n|  | Material | N/A | foliage_green.rvmat | foliage_green.rvmat | foliage_green.rvmat |\n|  | Textures | N/A | N/A | N/A | N/A |\n|  | Named Properties | N/A | N/A | N/A | N/A |\n|  | UV set max | 1 | 1 | 1 | 1 |\n\n### Shadow LODs\n\n#### [ShadowVolume 0]\n\nLOWpoly stencil shadow LOD (up to 100 triangles), is cast when shadows are on Low video settings.\n\nMesh in the LOD must be:\n\n- convex\n- closed\n- triangulated\n- with sharp edges\n- without textures\n- without material\n- only UVset 0\n- up to 100 triangles\n\n#### [ShadowVolume 10]\n\n- simplified version of ShadowVolume 0... it is often not needed to have this ShadowVolume present in the P3D\n\n#### [ShadowVolume 1000]\n\nShadowBuffer shadow LOD, matches as much as possible the first resolution LOD, so it has biggest complexity from all shadow LODs. Polyplanes use texture with mask in Alpha channel to cast shadows (the same as for polyplanes in resolution first LOD...no need to duplicate the data). Trunk has no texture or material at all\n\nMesh in the LOD must be:\n\n- triangulated\n- with sharp edges\n- polyplanes with _CA texture (Alpha channel)\n- no material\n- only UVset 0\n- up to +-1000 triangles\n\n#### [ShadowVolume 1010]\n\nSimplified ShadowBuffer shadow LOD, made usually fro last resolution LOD. Texture used from the last resolution LOD...no need to duplicate the data.\n\nMesh in the LOD must be:\n\n- triangulated\n- with sharp edges\n- with _CA texture (Alpha channel)\n- pouze s UVset 0\n- up to +-20 triangles\n\n### Geometry LODs\n\nP3D must contain at least Geometry layer, which is used also as ViewGeometry and FireGeometry in case they are not present in the p3d. In case only FireGeometry is missing, ViewGeometry is used as FireGeometry.\n\n#### [Geometry]\n\nIn game invisible model allowing collisions with player and other objects in the game. It contains extremely simplified model of the crown and trunk. Model is made from convex components, all of the components must have set weight and the overall weight must not be below 150, otherwise the model will not collide\n\nmodel must contain:\n\n- convex meshes\n- Components (selections Component01; component02 atd...)\n- Weight (weight below 10kg is causing no collisions)\n- only UVset 0\n- penetration material (if it doesn't already exist in FireGeometry or ViewGeometry)\n\n#### [FireGeometry]\n\nModel allowing the vegetation to get hits from weapons. Is more complex than ViewGeometry and Geometry...it should match the shape of first resolution LOD very well. If player can hide inside the mesh, its penetration material must contain thickness parameter.\n\nmodel must contain:\n\n- convex meshes\n- Components (selections Component01; component02 atd...)\n- only UVset 0\n- material (penetration)\n\n#### [ViewGeometry]\n\nModel which covers the view for AI. Is more complex than Geometry, but less than FireGeometry.\n\nmodel must contain:\n\n- convex meshes\n- Components (selections Component01; component02 atd...)\n- only UVset 0\n- material (defines transparency)\n\nModels, which have property class=tree or bush are calculated as partly transparent by default (without any linked materials). Their \"viewDensity\" values are hardcoded...they can be overridden only by material used on Apex bushes called foliage_sparse and foliage_dense. Stacking two meshes, one smaller inside one bigger, both with foliage_sparse material proved to work very well on Apex bushed. It is causing edge of the bush to be gradually more transparent for the AI towards the edge of the model and still opaque in the center\n\n### Properties\n\n#### Resolution LODs\n\n- LODNoShadows=1 (this LOD will not be used for casting ShadowBuffer shadow)\n- ShadowVolumeLod=10 (choose ShadowVolume LOD for casting Stencil shadows, for specific resolution LOD)\n- ShadowBufferLod=1000 (choose ShadowVolume LOD for casting ShadowBuffer LODs, for specific resolution LOD)\n- ShadowBufferLodVis=3 (choose resolution LOD, which will be used for casting ShadowBuffer shadow for specific resolution LOD)\n\n#### Geometry\n\n- loddensitycoef=1 (values 0.01 - 1) - coefficient/multiplier of the bounding box size, which influence how engine is choosing resolution LODs. Engine chooses better LODs for assets with bigger bounding box and worse LODs for assets with smaller bounding box at given distance.\n- SbSource=visual - as shadow buffer LODs will be used the closest resolution LOD with lower or the same amount of triangles. It works only on resolution LODs which dont't have property LODNoShadow=1\n- SbSource=explicit - as shadow buffer LODs will be used special models created for shadow buffer shadows. For shadow buffer LODs we use numbers between <1000,1999>\n- SbSource=shadowvolume - as shadow buffer LOD will be used model made for Stencil shadows <0,999>\n- sbSource=VisualEx - each resolutin LOD casts ShadowBuffer shadows from itself. It overrides property LodNoShadow=1.\n- SbSource=none - nothing will be rendered into the shadow buffer\n- damage=tent - vegetation model will be destroyed by flattening to the ground\n- damage=tree - vegetation model will be destroyed by falling down, center of rotation is in 0,0,0 coordinates in oxygen\n- damage=no - model can't be destroyed\n- map=bush - model is rendered in the map as a green circle\n- map=tree - model is rendered in the map as a bigger green circle, or as a green area in case of a forests\n- map=small tree - model is rendered in the map as a green dot\n- class=bushHard - animation of bush of bending in the wind - weak\n- class=bushSoft - animation of bush of bending in the wind - strong\n- class=treeHard - animation of tree of bending in the wind - weak\n- class=treeSoft - animation of tree of bending in the wind - strong\n- class=clutter - model is rendered as a clutter, which means that it is colored by satelite map (amount of coloring is set in cfgSurfaces.hpp via maxClutterColoringCoef (values 1 - 2) parameter) , model is required to have only one section/drawcall\n- class=forest - blok se v mape kresli jako les, neda se znicit, vykresluje se jako les v enginu\n- shadow=hybrid - when set, shadow volumes <0,999>will cast stencil shadows on Low shadow setting in video options\n- preferShadowVolume=0 (values 0 or 1) - 1 = shadow volumes are used 0 = shadow buffer shadows are used\n- CanOcclude=0 - model will be never used for \"horizont pruning\" or any other occlusions from View geometry. It's still used for standard visibility tests. Engine does not use \"horizont pruning\" with dynamic objects (characters, vehicles). If static object view geometry is accurate enough to be used for occlusions do not use this property. It should be used only if the object contains some transparency or gaps (e.g. windows, holes, ...)\n- frequent=1 - this is causing instancing, is used for static environment models as vegetation and ground rocks\n- autocenter=0 - this property prohibits binarization of model centering. Should not be used for trees and most of other models.\n- armor=700 - sets life/damage resistance of a model in case of collision\n\n## Vegetation tips\n\n- do not merge branches and trunk together, maybe just really low near the ground...mostly just leave them not actually merged, nobody will notice the difference and you will save polycont\n- edit materials (rvmat) in notepad++ and don't use material editor...you will have much bigger control. Material editor in not supported for some time and it can break some stuff in materials if you save them through the editor.\n- have consistently set materials across all vegetation...like having for example RGB color information everywhere the same...this will force artist to have correctly done textures themselves.\n- make polyplane texture for crown from highpoly branches with leaves, you can bake from it nice normal map, cavity or AO map for baking into the Diffuse texture, correctly done normal map will result in nice specular in the leaves. Software like Plant Factory or Speed Tree can help you to create such a highpoly models. Leaves is always best to make by hand in 3dsMax/Maya/Blender (or other soft) and distribute these in the plant creation software.\n- be aware of pixel overdraw effect (https://unity3d.com/learn/tutorials/temas/performance-optimization/optimizing-graphics-rendering-unity-games)...if you have a lot of polyplanes with a lot of transparency, it can have big effect on the performance. Bigger number of triangles is often better solution for higher visual LODs\n\n## Trees\n\n**Arma 3: Trees**\n\n## Clutter\n\n**PixelShaderID=\"Grass\"**\nAllows take over of color (satellite texture) and lighting from the terrain.\n\n**VertexShaderID=\"Grass\"**\nAllows collision with characters or vehicles - grass layes down.\n\nExample material:\n\n```cpp\nmainLight = \"Sun\";\nfogMode = \"Fog\";\n\nambient[]={1,0.95,0.95,1.3};\ndiffuse[]={0.2,0.17,0.17,1};\nforcedDiffuse[]={0,0,0,0};\nrenderFlags[] = {AlphaTest32};\n\nVertexShaderID = \"Grass\";\nPixelShaderID = \"Grass\";\n```","sections":[{"heading":"Basic vegetation P3D setup for Arma 3","level":2,"markdown":"|  |  | Clutter | Bush | SoftTree | HardTree |\n|---|---|---|---|---|---|\n| LOD1 | Triangle Max | +-100 | -3000 | -6000 | -15000 |\n|  |  | lock normals Y=-1 |  |  |  |\n|  | Section | 1 | 2 | 03-II | 04-II |\n|  | Material | Grass | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; |\n|  | Textures | CA | CO; CA; CS; NOHQ; MCA; | CO; CA; CS; NOHQ; MCA; | CO; CA; CS; NOHQ; MCA; |\n|  | Named Properties | N/A | LODNoShadow=1 | LODNoShadow=1 | LODNoShadow=1 |\n|  | UV set max | 1 | 2 | 2 | 2 |\n| LOD2 | Triangle Max | LOD1 / 2 | LOD1 / 2 | LOD1 / 2 | LOD1 / 2 |\n|  |  | lock normals Y=-1 |  |  |  |\n|  | Section | 1 | 2 | 03-II | 04-II |\n|  | Material | Grass | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; |\n|  | Textures | CA | CO; CA; CS; NOHQ; MCA; | CO; CA; CS; NOHQ; MCA; | CO; CA; CS; NOHQ; MCA; |\n|  | Named Properties | N/A | LODNoShadow=1 | LODNoShadow=1 | LODNoShadow=1 |\n|  | UV set max | 1 | 2 | 2 | 2 |\n| LOD3 | Triangle Max | LOD2 / 2 | LOD2 / 2 | LOD2 / 2 | LOD2 / 2 |\n|  |  | lock normals Y=-1 |  |  |  |\n|  | Section | 1 | 2 | 2 | 3 |\n|  | Material | Grass | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; |\n|  | Textures | CA | CO; CA; CS; NOHQ; MCA; | CO; CA; CS; NOHQ; MCA; | CO; CA; CS; NOHQ; MCA; |\n|  | Named Properties | N/A | LODNoShadow=1 | LODNoShadow=1 | LODNoShadow=1 |\n|  | UV set max | 1 | 2 | 2 | 2 |\n| LOD4 (MLOD) | Triangle Max | 12 | 12 | 12 | 12 |\n|  |  | lock normals Y=-1 |  |  |  |\n|  | Section | 1 | 1 | 1 | 1 |\n|  | Material | Grass | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; | TreeAdv; TreeAdvTrunk; |\n|  | Textures | CA | CA; CAN; NO; | CA; CAN; NO; | CA; CAN; NO; |\n|  | Named Properties | N/A | LODNoShadow=1 | LODNoShadow=1 | LODNoShadow=1 |\n|  | UV set max | 1 | 2 | 2 | 2 |\n| LOD | Triangle Max | N/A | 100 | 100 | 100 |\n| ShadowVolume0 | Section | N/A | 02-I | 02-I | 02-I |\n|  | Material | N/A | N/A | N/A | N/A |\n|  | Textures | N/A | N/A | N/A | N/A |\n|  | Named Properties | N/A | N/A | N/A | N/A |\n|  | UV set max | 1 | 1 | 1 | 1 |\n| LOD | Triangle Max | N/A | -1000 | -1000 | -1000 |\n| ShadowVolume1000 | Section | N/A | 02-I | 02-I | 02-I |\n|  | Material | N/A | N/A | N/A | N/A |\n|  | Textures | N/A | CA;CAN; | CA;CAN; | CA;CAN; |\n|  | Named Properties | N/A | N/A | N/A | N/A |\n|  | UV set max | 1 | 1 | 1 | 1 |\n| LOD | Triangle Max | N/A | cca LOD4 | cca LOD4 | cca LOD4 |\n| ShadowVolume1010 | Section | N/A | 1 | 1 | 1 |\n|  | Material | N/A | N/A | N/A | N/A |\n|  | Textures | N/A | CA;CAN; | CA;CAN; | CA;CAN; |\n|  | Named Properties | N/A | N/A | N/A | N/A |\n|  | UV set max | 1 | 1 | 1 | 1 |\n| LOD | Triangle Max | 0 | 100 | 100 | 100 |\n| GEOMETRY | Mass | 0 | 10-I | 10-100 | 50-1000 |\n|  | Material | N/A | N/A | N/A | N/A |\n|  | Textures | N/A | N/A | N/A | N/A |\n|  | Named Properties | frequent=1; | frequent=1; | frequent=1; | frequent=1; |\n|  |  | class=clutter; | class=bushSoft; | class=TreeSoft; | class=TreeHard; |\n|  |  |  | map=bush; | map=SmallTree; | map=tree; |\n|  |  |  | dammage=tent; | dammage=Tree; | dammage=Tree; |\n|  |  |  | canOcclude=0; | canOcclude=0; | canOcclude=0; |\n|  |  |  | shadow=hybrid; | shadow=hybrid; | shadow=hybrid; |\n|  |  |  | sbsource=explicit; | sbsource=explicit; | sbsource=explicit; |\n|  |  |  | preferShadowVolume=0; | preferShadowVolume=0; | preferShadowVolume=0; |\n|  |  |  | armor=700 | armor=1500 | armor=15000 |\n|  | UV set max | 1 | 1 | 1 | 1 |\n| LOD | Triangle Max | 0 | 100 | 100 | 100 |\n| GEOMETRY PhysX | Mass | 0 | 10-I | 10-100 | 50-1000 |\n| -3.00E+13 | Material | N/A | N/A | N/A | N/A |\n|  | Textures | N/A | N/A | N/A | N/A |\n|  | Named Properties | N/A | dammage=tent; | dammage=Tree; | dammage=Tree; |\n|  | UV set max | 1 | 1 | 1 | 1 |\n| LOD | Triangle Max | 0 | -1000 | -1000 | -1000 |\n| ViewGeometry | Components | 0 | 10 | 20-I | 1-100 |\n|  | Material | N/A | foliage_green.rvmat | foliage_green.rvmat | foliage_green.rvmat |\n|  | Textures | N/A | N/A | N/A | N/A |\n|  | Named Properties | N/A | N/A | N/A | N/A |\n|  | UV set max | 1 | 1 | 1 | 1 |"},{"heading":"Shadow LODs","level":3,"markdown":""},{"heading":"[ShadowVolume 0]","level":4,"markdown":"LOWpoly stencil shadow LOD (up to 100 triangles), is cast when shadows are on Low video settings.\n\nMesh in the LOD must be:\n\n- convex\n- closed\n- triangulated\n- with sharp edges\n- without textures\n- without material\n- only UVset 0\n- up to 100 triangles"},{"heading":"[ShadowVolume 10]","level":4,"markdown":"- simplified version of ShadowVolume 0... it is often not needed to have this ShadowVolume present in the P3D"},{"heading":"[ShadowVolume 1000]","level":4,"markdown":"ShadowBuffer shadow LOD, matches as much as possible the first resolution LOD, so it has biggest complexity from all shadow LODs. Polyplanes use texture with mask in Alpha channel to cast shadows (the same as for polyplanes in resolution first LOD...no need to duplicate the data). Trunk has no texture or material at all\n\nMesh in the LOD must be:\n\n- triangulated\n- with sharp edges\n- polyplanes with _CA texture (Alpha channel)\n- no material\n- only UVset 0\n- up to +-1000 triangles"},{"heading":"[ShadowVolume 1010]","level":4,"markdown":"Simplified ShadowBuffer shadow LOD, made usually fro last resolution LOD. Texture used from the last resolution LOD...no need to duplicate the data.\n\nMesh in the LOD must be:\n\n- triangulated\n- with sharp edges\n- with _CA texture (Alpha channel)\n- pouze s UVset 0\n- up to +-20 triangles"},{"heading":"Geometry LODs","level":3,"markdown":"P3D must contain at least Geometry layer, which is used also as ViewGeometry and FireGeometry in case they are not present in the p3d. In case only FireGeometry is missing, ViewGeometry is used as FireGeometry."},{"heading":"[Geometry]","level":4,"markdown":"In game invisible model allowing collisions with player and other objects in the game. It contains extremely simplified model of the crown and trunk. Model is made from convex components, all of the components must have set weight and the overall weight must not be below 150, otherwise the model will not collide\n\nmodel must contain:\n\n- convex meshes\n- Components (selections Component01; component02 atd...)\n- Weight (weight below 10kg is causing no collisions)\n- only UVset 0\n- penetration material (if it doesn't already exist in FireGeometry or ViewGeometry)"},{"heading":"[FireGeometry]","level":4,"markdown":"Model allowing the vegetation to get hits from weapons. Is more complex than ViewGeometry and Geometry...it should match the shape of first resolution LOD very well. If player can hide inside the mesh, its penetration material must contain thickness parameter.\n\nmodel must contain:\n\n- convex meshes\n- Components (selections Component01; component02 atd...)\n- only UVset 0\n- material (penetration)"},{"heading":"[ViewGeometry]","level":4,"markdown":"Model which covers the view for AI. Is more complex than Geometry, but less than FireGeometry.\n\nmodel must contain:\n\n- convex meshes\n- Components (selections Component01; component02 atd...)\n- only UVset 0\n- material (defines transparency)\n\nModels, which have property class=tree or bush are calculated as partly transparent by default (without any linked materials). Their \"viewDensity\" values are hardcoded...they can be overridden only by material used on Apex bushes called foliage_sparse and foliage_dense. Stacking two meshes, one smaller inside one bigger, both with foliage_sparse material proved to work very well on Apex bushed. It is causing edge of the bush to be gradually more transparent for the AI towards the edge of the model and still opaque in the center"},{"heading":"Properties","level":3,"markdown":""},{"heading":"Resolution LODs","level":4,"markdown":"- LODNoShadows=1 (this LOD will not be used for casting ShadowBuffer shadow)\n- ShadowVolumeLod=10 (choose ShadowVolume LOD for casting Stencil shadows, for specific resolution LOD)\n- ShadowBufferLod=1000 (choose ShadowVolume LOD for casting ShadowBuffer LODs, for specific resolution LOD)\n- ShadowBufferLodVis=3 (choose resolution LOD, which will be used for casting ShadowBuffer shadow for specific resolution LOD)"},{"heading":"Geometry","level":4,"markdown":"- loddensitycoef=1 (values 0.01 - 1) - coefficient/multiplier of the bounding box size, which influence how engine is choosing resolution LODs. Engine chooses better LODs for assets with bigger bounding box and worse LODs for assets with smaller bounding box at given distance.\n- SbSource=visual - as shadow buffer LODs will be used the closest resolution LOD with lower or the same amount of triangles. It works only on resolution LODs which dont't have property LODNoShadow=1\n- SbSource=explicit - as shadow buffer LODs will be used special models created for shadow buffer shadows. For shadow buffer LODs we use numbers between <1000,1999>\n- SbSource=shadowvolume - as shadow buffer LOD will be used model made for Stencil shadows <0,999>\n- sbSource=VisualEx - each resolutin LOD casts ShadowBuffer shadows from itself. It overrides property LodNoShadow=1.\n- SbSource=none - nothing will be rendered into the shadow buffer\n- damage=tent - vegetation model will be destroyed by flattening to the ground\n- damage=tree - vegetation model will be destroyed by falling down, center of rotation is in 0,0,0 coordinates in oxygen\n- damage=no - model can't be destroyed\n- map=bush - model is rendered in the map as a green circle\n- map=tree - model is rendered in the map as a bigger green circle, or as a green area in case of a forests\n- map=small tree - model is rendered in the map as a green dot\n- class=bushHard - animation of bush of bending in the wind - weak\n- class=bushSoft - animation of bush of bending in the wind - strong\n- class=treeHard - animation of tree of bending in the wind - weak\n- class=treeSoft - animation of tree of bending in the wind - strong\n- class=clutter - model is rendered as a clutter, which means that it is colored by satelite map (amount of coloring is set in cfgSurfaces.hpp via maxClutterColoringCoef (values 1 - 2) parameter) , model is required to have only one section/drawcall\n- class=forest - blok se v mape kresli jako les, neda se znicit, vykresluje se jako les v enginu\n- shadow=hybrid - when set, shadow volumes <0,999>will cast stencil shadows on Low shadow setting in video options\n- preferShadowVolume=0 (values 0 or 1) - 1 = shadow volumes are used 0 = shadow buffer shadows are used\n- CanOcclude=0 - model will be never used for \"horizont pruning\" or any other occlusions from View geometry. It's still used for standard visibility tests. Engine does not use \"horizont pruning\" with dynamic objects (characters, vehicles). If static object view geometry is accurate enough to be used for occlusions do not use this property. It should be used only if the object contains some transparency or gaps (e.g. windows, holes, ...)\n- frequent=1 - this is causing instancing, is used for static environment models as vegetation and ground rocks\n- autocenter=0 - this property prohibits binarization of model centering. Should not be used for trees and most of other models.\n- armor=700 - sets life/damage resistance of a model in case of collision"},{"heading":"Vegetation tips","level":2,"markdown":"- do not merge branches and trunk together, maybe just really low near the ground...mostly just leave them not actually merged, nobody will notice the difference and you will save polycont\n- edit materials (rvmat) in notepad++ and don't use material editor...you will have much bigger control. Material editor in not supported for some time and it can break some stuff in materials if you save them through the editor.\n- have consistently set materials across all vegetation...like having for example RGB color information everywhere the same...this will force artist to have correctly done textures themselves.\n- make polyplane texture for crown from highpoly branches with leaves, you can bake from it nice normal map, cavity or AO map for baking into the Diffuse texture, correctly done normal map will result in nice specular in the leaves. Software like Plant Factory or Speed Tree can help you to create such a highpoly models. Leaves is always best to make by hand in 3dsMax/Maya/Blender (or other soft) and distribute these in the plant creation software.\n- be aware of pixel overdraw effect (https://unity3d.com/learn/tutorials/temas/performance-optimization/optimizing-graphics-rendering-unity-games)...if you have a lot of polyplanes with a lot of transparency, it can have big effect on the performance. Bigger number of triangles is often better solution for higher visual LODs"},{"heading":"Trees","level":2,"markdown":"**Arma 3: Trees**"},{"heading":"Clutter","level":2,"markdown":"**PixelShaderID=\"Grass\"**\nAllows take over of color (satellite texture) and lighting from the terrain.\n\n**VertexShaderID=\"Grass\"**\nAllows collision with characters or vehicles - grass layes down.\n\nExample material:\n\n```cpp\nmainLight = \"Sun\";\nfogMode = \"Fog\";\n\nambient[]={1,0.95,0.95,1.3};\ndiffuse[]={0.2,0.17,0.17,1};\nforcedDiffuse[]={0,0,0,0};\nrenderFlags[] = {AlphaTest32};\n\nVertexShaderID = \"Grass\";\nPixelShaderID = \"Grass\";\n```"}],"categories":["Arma 3: Editing","Arma 3: Tutorials"],"groups":["Modding"]},{"name":"Arma 3: Vehicle Customisation","title":"Arma 3: Vehicle Customisation","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customisation","revid":363627,"updated":"2024-04-08T16:20:15Z","aliases":["Arma 3 Vehicle Customization","Arma 3: Vehicle Customization","Vehicle Customization (VhC)"],"markdown":"Arma 3 v1.42\nThe **V**e**h**icle **C**ustomisation (VhC) is the system responsible for the customisation of vehicles, either, defined or randomised.\nIt consists of a set of config properties and classes and a set of functions.\nIt has been introduced in Arma 3 v1.42 in order to replace the old system which consisted in a set of scripts.\n\n### Usage\n\nRead BIS_fnc_initVehicle to find out how it works. Use BIS_fnc_saveVehicle to save a vehicle customisation and BIS_fnc_loadVehicle to load a previously saved appearance.\n\n### Implementation\n\n#### Missions\n\nThe system offers a simple way to define your own deliveries and to prevent randomisation of a given vehicle, its class or even its kind. Here an example of mission configuration file.\n\n##### Prevent randomisation\n\n```cpp\n// No action will be taken regarding the following vehicles (either, names, classes or kind)\ndisableRandomization[] =\n{\n    // \"AllVehicles\",        // No randomisation at all\n    // \"Air\",                // No randomisation at all for air vehicles\n    // \"land\",                // No randomisation at all for land vehicles\n    // \"Ship\",                // No randomisation at all for sea vehicles\n    \"air_f\",                // There won't be any randomisation on every air vehicles\n    \"C_Hatchback_01_F\",        // No random on Hatchbacks\n    \"truck_withoutRandom\"    // No random for this given vehicle\n};\n```\n\n##### Add your own liveries\n\nTo do so, a new mission config file has been introduced - CfgVehicleTemplates. It regroups every variants used from the main function (BIS_fnc_initVehicle)\n\n```cpp\nclass CfgVehicleTemplates\n{\n```\n\nThis variant has a *textureList* property, a list of texture sources directly defined from an addon, at the config level.\nIf there is more than 1 entry in the texture list, a weighted random will be performed between them.\nHaving one entry means this entry will be picked up on every call of the function.\n\n```cpp\nclass BIS_Offroad_01_default\n{\n    vehicles[] =  // It is used by the [[:Category:Eden Editor|Eden Editor]] to determine which vehicle classes can be supposed with use this template\n    {\n        \"classNameA\",\n        \"classNameB\"\n    };\n\n    displayName = \"Default\";        // <optional> Could be handy if you plan to add some UI, not used by the VhC\n    author = \"Bohemia Interactive\";    // <optional> Could be handy if you plan to add some UI, not used by the VhC\n    factions[] =                    // This template will be available for the following factions\n    {\n        \"BLU_F\", \"BLU_G_F\",    // Side Blufor\n        \"OPF_F\", \"OPF_G_F\",    // Side Opfor\n        \"IND_F\", \"IND_G_F\",    // Side independent\n        \"CIV_F\"                // Side civilian\n    };\n\n    // List of texture sources defined in ConfigFile >> \"CfgVehicles\" >> \"VehicleClass\" >> \"TextureSources\"\n    // Only on source will be chosen within the following by a weighted random\n    textureList[] =\n    {\n        \"guerilla_01\", 1,\n        \"guerilla_02\", 1,\n        \"guerilla_03\", 1,\n        \"guerilla_04\", 1\n    };\n\n    // Animation sources\n    animationList[] =\n    {\n        \"HideBumper1\", 1,    // Class of an animation source, probabily (wherein 1 means 100% to set the phase to 1)\n        \"HideBumper2\", 1,\n        \"HideConstruction\", 1,\n        \"HideDoor1\", 0,        // The phase of the animation source will always be set to 1\n        \"HideDoor2\", 0,\n        \"HideGlass2\", 0,\n        \"HideBackpacks\", 1,\n        \"HideDoor3\", 0.33     // There is a 33% chance that this animation source phease is set to 1\n    };\n};\n```\n\nThe following has textures[] instead of textureList[], meaning the function will define these texture files and won't search for texture sources.\n\n```cpp\nclass BIS_Offroad_01_stripped\n{\n    displayName = \"Stripped\";\n    author = \"Bohemia Interactive\";\n    textures[] =\n    {\n        \"\\A3\\Soft_F\\Offroad_01\\Data\\Offroad_02_ext_CO.paa\", //Must with extension!\n        \"\\A3\\Soft_F\\Offroad_01\\Data\\Offroad_02_ext_CO.paa\"\n    };\n\n    materials[] =\n    {\n        \"\", // Material to use for the first texture (ignore if the string is empty)\n        \"\\A3\\Structures_F\\Data\\Windows\\window_set.rvmat\" // Material to use for the second texture\n    };\n\n    animationList[] =\n    {\n        \"HideBumper1\", 1,\n        \"HideBumper2\", 1,\n        \"HideConstruction\", 1,\n        \"HideDoor1\", 1,\n        \"HideDoor2\", 1,\n        \"HideGlass2\", 1,\n        \"HideBackpacks\", 1,\n        \"HideDoor3\", 0.33\n    };\n};\n```\n\nThe following class interstates from \"BIS_Offroad_01_default\" which has a textureList, meaning this class contains textureList and textures.\nIn this case, the textures property will be used and textureList will be ignored.\n\n```cpp\nclass hotpink : BIS_Offroad_01_default\n{\n    displayName = \"hotpink (ugly test)\";\n    author = \"Tom_48_97\";\n    textures[] = { \"#(rgb,8,8,3)color(1,0.411,0.705,1)\" };\n};\n```\n\n... and the `CfgVehicleTemplates` closure bracket\n\n```cpp\n};\n```\n\n#### Addon\n\nIn the best case of use, the below classes and information should be defined in the base config class of the vehicle, but obviously, this is not always possible.\n\n##### Base class\n\n```cpp\nclass Dummy_vehicle_base_F : Helicopter_Base_H\n{\n    scope = 0; // A base class should has scope = 0 (private)\n    model = \"\\A3\\Dummy\\Dummy_vehicle\\dummy.p3d\";\n\n    class EventHandlers : EventHandlers\n    {\n        // (_this select 0): the vehicle\n        // \"\"\"\" Random texture source (pick one from the property textureList[])\n        // []: randomise the animation sources (accordingly to the animationList[] property)\n        // false: Don't change the mass even if an animation source has a defined mass\n        postInit = \"if (local (_this select 0)) then { [(_this select 0), \"\"\"\", [], false] call BIS_fnc_initVehicle; };\";\n    };\n\n    /*---------------------------------------------------------------------------\n        Animation sources\n    ---------------------------------------------------------------------------*/\n    class animationSources : animationSources\n    {\n        class animationSource1\n        {\n            // name of the animation / element (displayed in the Virtual Garage)\n            displayName = \"Add source...\";\n            // Author of the textures (displayed in the Virtual Garage)\n            author = \"$STR_A3_Bohemia_Interactive\";\n            source = \"user\";\n            animPeriod = 0.000001;\n            initPhase = 0;\n\n            // if the animation phase is 0, then the given cargo indexes (lockCargo) will be locked\n            // if undefined, default value of lockCargoAnimationPhase is 0\n            lockCargoAnimationPhase = 0;\n            lockCargo[] = { 0, 1, 5 };\n\n            // if forceAnimatePhase is equal to the phase of this animation sources, every sources from forceAnimate will be changed with their given phase\n            forceAnimatePhase = 0;\n            // animationSource1, phase, animationSource2, phase... No probabilities here, only true or false\n            forceAnimate[] = { \"animationSource1\", 0, \"animationSource2\", 1 };\n\n            // The following code is called by BIS_fnc_initVehicle each time the phase is changed\n            onPhaseChanged = \"if ((_this select 1) == 1) then { /* run if the phase is 1 */ } else { /* run if the phase is 0 */ };\";\n\n            // Mass of the source, can be negative or positive\n            // If the phase is 1, the given mass will be added, otherwise, it will be subtracted\n            mass = 20;\n        };\n\n        class animationSource2 : animationSource1 {};\n        class animationSource3 : animationSource1 {};\n        class animationSource4 : animationSource1 {};\n    };\n\n    /*---------------------------------------------------------------------------\n        Texture sources\n    ---------------------------------------------------------------------------*/\n    class textureSources\n    {\n        // This texture source will be available for every defined factions\n        class white\n        {\n            // Display name of the texture\n            displayName = \"White\";\n            // Author of the texture\n            author = \"$STR_A3_Bohemia_Interactive\";\n            // Paths to the texture files, in the same order as the hidden selections\n            textures[] = { \"\\A3\\Dummy\\Dummy_vehicle\\dummy_vehicle_ext_1_co.paa\" };\n            // This source should be available for the following factions\n            factions[] =\n            {\n                \"BLU_F\", \"BLU_G_F\",    // Side Blufor\n                \"OPF_F\", \"OPF_G_F\",    // Side Opfor\n                \"IND_F\", \"IND_G_F\",    // Side independent\n                \"CIV_F\"                // Side civilian\n            };\n        };\n\n        // This texture source will be available for every factions (currents and futures)\n        class black\n        {\n            displayName = \"Black\";\n            author = \"$STR_A3_Bohemia_Interactive\";\n            textures[] = { \"\\A3\\Dummy\\Dummy_vehicle\\dummy_vehicle_ext_1_co.paa\" };\n            factions[] = {};\n        };\n\n        // This texture source will be available only for the FIA (whatever its side)\n        class yellow\n        {\n            displayName = \"Yellow\";\n            author = \"$STR_A3_Bohemia_Interactive\";\n            textures[] = { \"\\A3\\Dummy\\Dummy_vehicle\\dummy_vehicle_ext_1_co.paa\" };\n            factions[] =\n            {\n                \"BLU_G_F\",\n                \"OPF_G_F\",\n                \"IND_G_F\"\n            };\n        };\n\n        // This texture source will be available only for the BLU_F faction\n        class red\n        {\n            displayName = \"Red\";\n            author = \"$STR_A3_Bohemia_Interactive\";\n            textures[] = { \"\\A3\\Dummy\\Dummy_vehicle\\dummy_vehicle_ext_1_co.paa\" };\n            factions[] =\n            {\n                \"BLU_F\"\n            };\n        };\n    };\n};\n```\n\n##### Variants / derivatives\n\n```cpp\nclass B_dummy_vehicle_F : Dummy_vehicle_1_base_F\n{\n    displayName = \"I'm nothing\";\n    author = \"$STR_A3_Bohemia_Interactive\";\n\n    scope = 2;\n    scopeCurator = 2;\n\n    side = 1;\n    faction = BLU_F;\n\n    textureList[] =\n    {\n        \"White\", 1,\n        \"Black\", 0.5,\n        \"Red\", 0.5,\n        \"Yellow\", 0.5\n    };\n\n    /* Random animations, also used to determine the allowed animation sources\n    1 means 100% - This state of the given source WILL BE set to 1, 0 means the opposite\n    [_animationSource1, probability1, _animationSource2, probability2, ...] */\n    animationList[] =\n    {\n        \"animationSource1\", 0.5,\n        \"animationSource2\", 0.5,\n        \"animationSource3\", 0.5,\n        \"animationSource4\", 0.5\n    };\n};\n\n/*---------------------------------------------------------------------------\n    Dummy vehicle used by the initVehicle function, for pre defined variants\n---------------------------------------------------------------------------*/\nclass B_dummy_vehicle_red_F : B_dummy_vehicle_F\n{\n    CFGVEHICLES_VARIANT_DISPLAYNAME(\"B_dummy_vehicle_F\", \"Red\")\n    CFGVEHICLES_VARIANT_DUMMY\n    textureList[] = { \"Red\", 1 };\n    animationList[] =\n    {\n        \"animationSource2\", 1,\n        \"animationSource3\", 1,\n        \"animationSource4\", 0.3\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.42\nThe **V**e**h**icle **C**ustomisation (VhC) is the system responsible for the customisation of vehicles, either, defined or randomised.\nIt consists of a set of config properties and classes and a set of functions.\nIt has been introduced in Arma 3 v1.42 in order to replace the old system which consisted in a set of scripts."},{"heading":"Usage","level":3,"markdown":"Read BIS_fnc_initVehicle to find out how it works. Use BIS_fnc_saveVehicle to save a vehicle customisation and BIS_fnc_loadVehicle to load a previously saved appearance."},{"heading":"Implementation","level":3,"markdown":""},{"heading":"Missions","level":4,"markdown":"The system offers a simple way to define your own deliveries and to prevent randomisation of a given vehicle, its class or even its kind. Here an example of mission configuration file."},{"heading":"Prevent randomisation","level":5,"markdown":"```cpp\n// No action will be taken regarding the following vehicles (either, names, classes or kind)\ndisableRandomization[] =\n{\n    // \"AllVehicles\",        // No randomisation at all\n    // \"Air\",                // No randomisation at all for air vehicles\n    // \"land\",                // No randomisation at all for land vehicles\n    // \"Ship\",                // No randomisation at all for sea vehicles\n    \"air_f\",                // There won't be any randomisation on every air vehicles\n    \"C_Hatchback_01_F\",        // No random on Hatchbacks\n    \"truck_withoutRandom\"    // No random for this given vehicle\n};\n```"},{"heading":"Add your own liveries","level":5,"markdown":"To do so, a new mission config file has been introduced - CfgVehicleTemplates. It regroups every variants used from the main function (BIS_fnc_initVehicle)\n\n```cpp\nclass CfgVehicleTemplates\n{\n```\n\nThis variant has a *textureList* property, a list of texture sources directly defined from an addon, at the config level.\nIf there is more than 1 entry in the texture list, a weighted random will be performed between them.\nHaving one entry means this entry will be picked up on every call of the function.\n\n```cpp\nclass BIS_Offroad_01_default\n{\n    vehicles[] =  // It is used by the [[:Category:Eden Editor|Eden Editor]] to determine which vehicle classes can be supposed with use this template\n    {\n        \"classNameA\",\n        \"classNameB\"\n    };\n\n    displayName = \"Default\";        // <optional> Could be handy if you plan to add some UI, not used by the VhC\n    author = \"Bohemia Interactive\";    // <optional> Could be handy if you plan to add some UI, not used by the VhC\n    factions[] =                    // This template will be available for the following factions\n    {\n        \"BLU_F\", \"BLU_G_F\",    // Side Blufor\n        \"OPF_F\", \"OPF_G_F\",    // Side Opfor\n        \"IND_F\", \"IND_G_F\",    // Side independent\n        \"CIV_F\"                // Side civilian\n    };\n\n    // List of texture sources defined in ConfigFile >> \"CfgVehicles\" >> \"VehicleClass\" >> \"TextureSources\"\n    // Only on source will be chosen within the following by a weighted random\n    textureList[] =\n    {\n        \"guerilla_01\", 1,\n        \"guerilla_02\", 1,\n        \"guerilla_03\", 1,\n        \"guerilla_04\", 1\n    };\n\n    // Animation sources\n    animationList[] =\n    {\n        \"HideBumper1\", 1,    // Class of an animation source, probabily (wherein 1 means 100% to set the phase to 1)\n        \"HideBumper2\", 1,\n        \"HideConstruction\", 1,\n        \"HideDoor1\", 0,        // The phase of the animation source will always be set to 1\n        \"HideDoor2\", 0,\n        \"HideGlass2\", 0,\n        \"HideBackpacks\", 1,\n        \"HideDoor3\", 0.33     // There is a 33% chance that this animation source phease is set to 1\n    };\n};\n```\n\nThe following has textures[] instead of textureList[], meaning the function will define these texture files and won't search for texture sources.\n\n```cpp\nclass BIS_Offroad_01_stripped\n{\n    displayName = \"Stripped\";\n    author = \"Bohemia Interactive\";\n    textures[] =\n    {\n        \"\\A3\\Soft_F\\Offroad_01\\Data\\Offroad_02_ext_CO.paa\", //Must with extension!\n        \"\\A3\\Soft_F\\Offroad_01\\Data\\Offroad_02_ext_CO.paa\"\n    };\n\n    materials[] =\n    {\n        \"\", // Material to use for the first texture (ignore if the string is empty)\n        \"\\A3\\Structures_F\\Data\\Windows\\window_set.rvmat\" // Material to use for the second texture\n    };\n\n    animationList[] =\n    {\n        \"HideBumper1\", 1,\n        \"HideBumper2\", 1,\n        \"HideConstruction\", 1,\n        \"HideDoor1\", 1,\n        \"HideDoor2\", 1,\n        \"HideGlass2\", 1,\n        \"HideBackpacks\", 1,\n        \"HideDoor3\", 0.33\n    };\n};\n```\n\nThe following class interstates from \"BIS_Offroad_01_default\" which has a textureList, meaning this class contains textureList and textures.\nIn this case, the textures property will be used and textureList will be ignored.\n\n```cpp\nclass hotpink : BIS_Offroad_01_default\n{\n    displayName = \"hotpink (ugly test)\";\n    author = \"Tom_48_97\";\n    textures[] = { \"#(rgb,8,8,3)color(1,0.411,0.705,1)\" };\n};\n```\n\n... and the `CfgVehicleTemplates` closure bracket\n\n```cpp\n};\n```"},{"heading":"Addon","level":4,"markdown":"In the best case of use, the below classes and information should be defined in the base config class of the vehicle, but obviously, this is not always possible."},{"heading":"Base class","level":5,"markdown":"```cpp\nclass Dummy_vehicle_base_F : Helicopter_Base_H\n{\n    scope = 0; // A base class should has scope = 0 (private)\n    model = \"\\A3\\Dummy\\Dummy_vehicle\\dummy.p3d\";\n\n    class EventHandlers : EventHandlers\n    {\n        // (_this select 0): the vehicle\n        // \"\"\"\" Random texture source (pick one from the property textureList[])\n        // []: randomise the animation sources (accordingly to the animationList[] property)\n        // false: Don't change the mass even if an animation source has a defined mass\n        postInit = \"if (local (_this select 0)) then { [(_this select 0), \"\"\"\", [], false] call BIS_fnc_initVehicle; };\";\n    };\n\n    /*---------------------------------------------------------------------------\n        Animation sources\n    ---------------------------------------------------------------------------*/\n    class animationSources : animationSources\n    {\n        class animationSource1\n        {\n            // name of the animation / element (displayed in the Virtual Garage)\n            displayName = \"Add source...\";\n            // Author of the textures (displayed in the Virtual Garage)\n            author = \"$STR_A3_Bohemia_Interactive\";\n            source = \"user\";\n            animPeriod = 0.000001;\n            initPhase = 0;\n\n            // if the animation phase is 0, then the given cargo indexes (lockCargo) will be locked\n            // if undefined, default value of lockCargoAnimationPhase is 0\n            lockCargoAnimationPhase = 0;\n            lockCargo[] = { 0, 1, 5 };\n\n            // if forceAnimatePhase is equal to the phase of this animation sources, every sources from forceAnimate will be changed with their given phase\n            forceAnimatePhase = 0;\n            // animationSource1, phase, animationSource2, phase... No probabilities here, only true or false\n            forceAnimate[] = { \"animationSource1\", 0, \"animationSource2\", 1 };\n\n            // The following code is called by BIS_fnc_initVehicle each time the phase is changed\n            onPhaseChanged = \"if ((_this select 1) == 1) then { /* run if the phase is 1 */ } else { /* run if the phase is 0 */ };\";\n\n            // Mass of the source, can be negative or positive\n            // If the phase is 1, the given mass will be added, otherwise, it will be subtracted\n            mass = 20;\n        };\n\n        class animationSource2 : animationSource1 {};\n        class animationSource3 : animationSource1 {};\n        class animationSource4 : animationSource1 {};\n    };\n\n    /*---------------------------------------------------------------------------\n        Texture sources\n    ---------------------------------------------------------------------------*/\n    class textureSources\n    {\n        // This texture source will be available for every defined factions\n        class white\n        {\n            // Display name of the texture\n            displayName = \"White\";\n            // Author of the texture\n            author = \"$STR_A3_Bohemia_Interactive\";\n            // Paths to the texture files, in the same order as the hidden selections\n            textures[] = { \"\\A3\\Dummy\\Dummy_vehicle\\dummy_vehicle_ext_1_co.paa\" };\n            // This source should be available for the following factions\n            factions[] =\n            {\n                \"BLU_F\", \"BLU_G_F\",    // Side Blufor\n                \"OPF_F\", \"OPF_G_F\",    // Side Opfor\n                \"IND_F\", \"IND_G_F\",    // Side independent\n                \"CIV_F\"                // Side civilian\n            };\n        };\n\n        // This texture source will be available for every factions (currents and futures)\n        class black\n        {\n            displayName = \"Black\";\n            author = \"$STR_A3_Bohemia_Interactive\";\n            textures[] = { \"\\A3\\Dummy\\Dummy_vehicle\\dummy_vehicle_ext_1_co.paa\" };\n            factions[] = {};\n        };\n\n        // This texture source will be available only for the FIA (whatever its side)\n        class yellow\n        {\n            displayName = \"Yellow\";\n            author = \"$STR_A3_Bohemia_Interactive\";\n            textures[] = { \"\\A3\\Dummy\\Dummy_vehicle\\dummy_vehicle_ext_1_co.paa\" };\n            factions[] =\n            {\n                \"BLU_G_F\",\n                \"OPF_G_F\",\n                \"IND_G_F\"\n            };\n        };\n\n        // This texture source will be available only for the BLU_F faction\n        class red\n        {\n            displayName = \"Red\";\n            author = \"$STR_A3_Bohemia_Interactive\";\n            textures[] = { \"\\A3\\Dummy\\Dummy_vehicle\\dummy_vehicle_ext_1_co.paa\" };\n            factions[] =\n            {\n                \"BLU_F\"\n            };\n        };\n    };\n};\n```"},{"heading":"Variants / derivatives","level":5,"markdown":"```cpp\nclass B_dummy_vehicle_F : Dummy_vehicle_1_base_F\n{\n    displayName = \"I'm nothing\";\n    author = \"$STR_A3_Bohemia_Interactive\";\n\n    scope = 2;\n    scopeCurator = 2;\n\n    side = 1;\n    faction = BLU_F;\n\n    textureList[] =\n    {\n        \"White\", 1,\n        \"Black\", 0.5,\n        \"Red\", 0.5,\n        \"Yellow\", 0.5\n    };\n\n    /* Random animations, also used to determine the allowed animation sources\n    1 means 100% - This state of the given source WILL BE set to 1, 0 means the opposite\n    [_animationSource1, probability1, _animationSource2, probability2, ...] */\n    animationList[] =\n    {\n        \"animationSource1\", 0.5,\n        \"animationSource2\", 0.5,\n        \"animationSource3\", 0.5,\n        \"animationSource4\", 0.5\n    };\n};\n\n/*---------------------------------------------------------------------------\n    Dummy vehicle used by the initVehicle function, for pre defined variants\n---------------------------------------------------------------------------*/\nclass B_dummy_vehicle_red_F : B_dummy_vehicle_F\n{\n    CFGVEHICLES_VARIANT_DISPLAYNAME(\"B_dummy_vehicle_F\", \"Red\")\n    CFGVEHICLES_VARIANT_DUMMY\n    textureList[] = { \"Red\", 1 };\n    animationList[] =\n    {\n        \"animationSource2\", 1,\n        \"animationSource3\", 1,\n        \"animationSource4\", 0.3\n    };\n};\n```"}],"categories":["Arma 3: Vehicle Configuration","Introduced with Arma 3 version 1.42"],"groups":["Configuration"]},{"name":"Arma 3: Vehicle Handling Configuration","title":"Arma 3: Vehicle Handling Configuration","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration","revid":376731,"updated":"2025-11-15T04:52:37Z","aliases":["Arma 3 Vehicle Handling Configuration"],"markdown":"### Common\n\n#### General parameters\n\n##### simulation\n\nDefines simulation type of the vehicle. PhysX simulation ends with letter \"x\". Can be:\n\n- **carx**   for PhysX cars\n- **tankx** for PhysX tanks\n- **shipx** for PhysX boats\n\n##### thrustDelay\n\n**thrustDelay** is time in second in which thrust (as an input value) goes from 0 to 1 when standing still (doesn't affect driving car during change of gears).\n0.5 is the minimum value. You may want to tweak this to higher values if wheels slide during initial acceleration.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 0.5*\n\n```cpp\nthrustDelay = 0.5;\n```\n\n##### accelAidForceCoef\n\n**accelAidForceCoef** is an artificial aid force applied to a vehicle when accelerating. Goes from x1 when standing still to x0 at a speed defined in accelAidForceSpd. Ideally a vehicle should be configured with this property set to zero and it should only be used for final fine-tuning.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 5.0*\n\n```cpp\naccelAidForceCoef = 3.0;\n```\n\n##### accelAidForceSpd\n\nThis is a minimum speed in **m/s** when accelAidForceCoef becomes zero and is no longer applied.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 5.0*\n\n```cpp\naccelAidForceSpd = 5.0;\n```\n\n##### accelAidForceYOffset\n\nThis is a vertical offset from the vehicle's center of mass where the accelAidForceCoef will be applied. Used to accent the vehicle's weight shifting during an acceleration.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 0.0*\n\n```cpp\naccelAidForceCoef = -1.0;\n```\n\n##### maxSpeed\n\nDefines the maximum driving speed of the vehicle when driving by \"Car Fast Forward\" action. Set in **km/h**. Works as a limiter - the vehicle's thrust will get cut around this speed.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n\n```cpp\nmaxSpeed = 100;\n```\n\n##### slowSpeedForwardCoef\n\n##### normalSpeedForwardCoef\n\nCoefficients of maxSpeed that are used to limit the actual maximum speed depending on which - \"Car Forward\", \"Car Slow Forward\" or \"Car Fast Forward\" - action is used. \"Car Fast Forward\" uses directly the maxSpeed value.\n\n- **slowSpeedForwardCoef** is set to 0.3 by default\n- **normalSpeedForwardCoef** is set to 0.85 by default\n- default speed coefficient for fast movement is 1 meaning that full throttle is applied and maximal speed is maxSpeed of the vehicle (it is going to apply less throttle upon reaching the limit)\n\n```cpp\nslowSpeedForwardCoef = __EVAL(30/100);\nnormalSpeedForwardCoef = __EVAL(50/100);\n```\n\n##### waterLeakiness\n\nShould be the amount of water in liters that goes into selected object per second.\nThis is set to zero by engine for all vehicles with simulation of a ship or having `canFloat = 1;` (until they are toppled or destroyed, then config value takes precedence).\n`WaterLeakiness = 10;` seems to be a good value to start with for all kinds of vehicles no matter the size.\n\n- *<Type>: float* (or *sink*)\n- *<Range>: >= 0*\n\n```cpp\nwaterLeakiness = 10;\n```\n\n#### Engine parameters\n\n##### enginePower\n\nPower of the engine **in kW**.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: (required)*\n\n```cpp\nenginePower = 600;\n```\n\n##### maxOmega\n\nThis is the maximum rotational speed of the engine expressed in **radians per second**. It could be calculated from maximum engine RPM like this:\n\n```\nmaxOmega = (maxRpm * 2 * Pi) / 60\n```\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 600 which is cca 6000 rounds per minute.*\n\n```cpp\nmaxOmega = __EVAL((6000 * 2 * PI) / 60);\n```\n\n##### minOmega\n\nThis is the idle (minimum) rotational speed of the engine expressed in **radians per second**.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 0*\n\n```cpp\nminOmega = __EVAL((800 * 2 * PI) / 60);\n```\n\n##### idleRpm\n\n**idleRpm** sets the idle RPM solely for the sound engine. Expressed in **revolutions per minute**.\n\n##### redRpm\n\n**redRpm** sets the maximum RPM solely for the sound engine. Expressed in **revolutions per minute**.\n\n##### peakTorque\n\nThis is the maximum torque that is ever available from the engine. This is expressed in **Newton metres**.\nA starting value might be around 600.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: value calculated from enginePower according to http://en.wikipedia.org/wiki/Horsepower#Relationship_with_torque*\n\n```cpp\npeakTorque = 600;\n```\n\n##### torqueCurve\n\nThis is a graph of peak torque versus engine rotational speed.\nCars typically have a range of engine speeds that produce good drive torques, and other ranges of engine speed that produce poor torques.\nA skilled driver will make good use of the gears to ensure that the car remains in the \"good\" range where the engine is most responsive.\nTuning this graph can have profound effects on gameplay.\n\nThe x-axis of the curve is the normalised engine speed; that is, the engine speed divided by the maximum engine speed. The y-axis of the curve is a multiplier in range (0,1) that is used to scale the peak torque. The samples do not have to be equally spaced apart. You can distribute the points between both 0% rpm and 100% rpm points as you wish.\n\n- *<Type>: Array[i][2] where i = number of samples,* maximum 8'\n- *<Default>: { { 0.0, 0.8 }, { 0.33, 1.0 }, { 1.0, 0.8 } }*\n\n```cpp\ntorqueCurve[] = { { 0.0, 0.8 }, { 0.33, 1.0 }, { 1.0, 0.8 } };\n```\n\n**NOTE:** you can also use math in this definition, here is the same example from above using this technique:\n\n```cpp\ntorqueCurve[] = { { __EVAL(0/2400), __EVAL(80/100) }, { __EVAL(792/2400), __EVAL(100/100) }, { __EVAL(2400/2400), __EVAL(80/100) } };\n```\n\n##### engineMOI\n\nThis the moment of inertia of the engine around the axis of rotation. Larger values make it harder to accelerate the engine, while lower values make it easier to accelerate the engine. A starting value of 1.0 is a good choice. Tweak together with engine damping rates.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 1.0*\n\n```cpp\nengineMOI = 1.0;\n```\n\n##### dampingRateFullThrottle\n\n##### dampingRateZeroThrottleClutchEngaged\n\n##### dampingRateZeroThrottleClutchDisengaged\n\nThese three values are used to compute the damping rate that is applied to the engine.\nIf the clutch is engaged then the damping rate is an interpolation between **dampingRateFullThrottle** and **dampingRateZeroThrottleClutchEngaged**, where the interpolation is governed by the acceleration control value generated by the gamepad or keyboard.\nAt full throttle **dampingRateFullThrottle** is applied, while dampingRateZeroThrottleClutchEngaged is applied at zero throttle.\nIn neutral gear, the damping rate is an interpolation between dampingRateFullThrottle and dampingRateZeroThrottleClutchDisengaged.\n\nThe three values allow a range of effects to be generated: good acceleration that isn't hampered by strong damping forces,\ntunable damping forces when temporarily in neutral gear during a gear change,\nand strong damping forces that will bring the vehicle quickly to rest when it is no longer being driven by the player.\n\nTypical values in range (0.25,3). The simulation can become unstable with damping rates of 0.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 0.08, 2.0, 0.35*\n\n```cpp\ndampingRateFullThrottle = 0.08;\ndampingRateZeroThrottleClutchEngaged = 2.0;\ndampingRateZeroThrottleClutchDisengaged = 0.35;\n```\n\n#### Transmission parameters\n\n##### clutchStrength\n\nThis describes how strongly the clutch couples the engine to the wheels and how quickly differences in speed are eliminated by distributing torque to the engine and wheels.\n\nWeaker values will result in more clutch slip, especially after changing gear or stamping on the accelerator.\nStronger values will result in a reduced clutch slip, and more engine torque delivered to the wheels.\n\nThis value is to be edited only for very fine tweaking of the vehicle.\nSome clutch slip can be attributed to the numerical issues in the simulation at large timesteps, while some is a natural consequence of driving the car in an overly aggressive manner.\nA value of 10 is a good starting point.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 10.0*\n\n```cpp\nclutchStrength = 10.0;\n```\n\n##### latency\n\nThis is the minimum time (in **seconds**) that must pass between each gear change that is initiated by the autobox.\nThis should be set to value higher than switchTime.\nSetting this time too low makes some issues with changing gears - the car then slows down a lot.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 2.0*\n\n```cpp\nlatency = 1.0;\n```\n\n##### switchTime\n\nThe switch time describes how long it takes (in seconds) for a gear change to be completed.\nIt is impossible to change gear immediately in a real car.\nManual gears, for example, require neutral to be engaged for a short time before engaging the desired target gear.\nWhile the gear change is being completed the car will be in neutral.\nA good trick might be to penalise players that use an automatic gear box by increasing the gear switch time.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 0.01*\n\n```cpp\nswitchTime = 0.5;\n```\n\n##### changeGearType\n\nDefines which changeGear condition type is used for the automatic gearbox. If set to \"rpmratio\" the gears will be switched based on RPM ratio max/min pairs defined in changeGearOmegaRatios. If set to \"effective\" the gears will be switched based on engine torque ratios defined in changeGearMinEffectivity.\n\n- *<Type>: string*\n- *<Range>: [\"rpmatio\",\"effective\"]*\n- *<Default>: effective*\n\n```cpp\nchangeGearType = \"rpmratio\";\n```\n\n##### changeGearMinEffectivity\n\nValue of minimal gear effectivity to hold current gear. If there is better gear and effectivity is below this value then change gear. Used when changeGearType is set to \"effective\".\n\n- *<Type>: Array[i] where i = number of gears*\n- *<Range>: 0..1*\n- *<Default>: 0.95 for every value*\n\n```cpp\nchangeGearMinEffectivity[] = { 0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95 };\n```\n\n##### changeGearOmegaRatios\n\nPairs of maximum and minimum engine RPM to hold the current gear. Used when changeGearType is set to \"rpmratio\".\n\n- *<Type>: Array[i] where i = number of gears * 2*\n- *<Range>: 0..1*\n\n```cpp\nchangeGearOmegaRatios[] = {\n    __EVAL(6000/6000)    , __EVAL(1000/6000),   // R1\n    __EVAL(1000/6000)    , 0,                   // N\n    __EVAL(5800/6000)    , __EVAL(1000/6000),   // D1\n    __EVAL(5500/6000)    , __EVAL(3000/6000),   // D2\n    __EVAL(5300/6000)    , __EVAL(2800/6000),   // D3\n    __EVAL(5300/6000)    , __EVAL(2500/6000),   // D4\n    __EVAL(5300/6000)    , __EVAL(2500/6000)    // D5\n};\n```\n\n##### class complexGearbox\n\n- All PhysX 3 vehicles use complex gearbox to give some data to PhysX gearbox\n- Complex gearbox settings is inside **class complexGearbox** which is a subclass of vehicle class\n- **GearboxRatios[]** is an array of gear names and gear ratios starting with reverse gear (with negative ratios), neutral gear (which should have zero ratio) and forward ratio (eg: *{\"R1\",-3.231,\"N\",0,\"D1\",2.462,\"D2\",1.870,\"D3\",1.241,\"D4\",0.970,\"D5\",0.711};*). Gear names are not used in retail version, they are just for **epevehicle** diagnostics. **Important**: There can only be one reverse Gear (which must have negative value) and one Neutral gear (which must have 0 as ratio). All forward gears must have a value greater than zero and they must be ordered from high ratio to low\n- **TransmissionRatios[]** is an array of remaining drivetrain ratios in the same format as gearboxRatios. Most of cars have only one final drive, some heavy trucks may have a double reduction gear . The final ratio is then gearboxRatio * TransmissionRatio, that means transmissionRatios shouldn't be multiplicates of each other and gearbox ratios to prevent the same final ratio for two different gears.\n- **gearBoxMode** is set to full-auto by engine. The full-auto mode can skip gears to get the best possible gear for each condition.\n- **moveOffGear** defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.\n- **driveString**, **neutralString** and **reverseString** define displayed strings for driving forward, neutral and backward.\n\n```cpp\ncomplexGearbox\n{\n    GearboxRatios[] = {\n        \"R1\",    -3.231,\n        \"N\",     0,\n        \"D1\",     2.462,\n        \"D2\",     1.870,\n        \"D3\",     1.241,\n        \"D4\",     0.970,\n        \"D5\",     0.711\n    };\n\n    // Optional: defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles)\n    TransmissionRatios[] = { \"High\",4.111 };\n\n    // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.\n    moveOffGear = 1;\n\n    driveString                = \"D\";    // string to display in the HUD for forward gears.\n    neutralString            = \"N\";    // string to display in the HUD for neutral gear.\n    reverseString            = \"R\";    // string to display in the HUD for reverse gears.\n};\n```\n\n#### Differential parameters\n\n##### differentialType\n\nA number of differential types are supported: 4-wheel drive with open differential, 4-wheel drive with limited slip, front-wheel drive with open differential, front-wheel drive with limited slip, rear-wheel drive with open differential, rear-wheel drive with limited slip.\n\n- *<Type>: string; accepable values: \"all_open\", \"all_limited\", \"front_open\", \"front_limited\", \"rear_open\", \"rear_limited\"*\n- *<Default>: \"all_limited\"*\n\n```cpp\ndifferentialType = \"all_limited\";\n```\n\n##### frontRearSplit\n\nIf a 4-wheel drive differential is chosen (open or limited slip) this option allows the drive torque to be split unevenly between the front and rear wheels.\nChoosing a value of 0.5 delivers an equal split of the torque between the front and rear wheels; that is, the total torque delivered to the front wheels is equal to the total torque delivered to the rear wheels. Choosing a value greater than 0.5 delivers more torque to the front wheels while choosing a value less than 0.5 delivers more torque to the rear wheels.\nThis value is ignored for front-wheel drive and rear-wheel drive differentials.\n\n- *<Type>: float*\n- *<Range>: 0..1*\n- *<Default>: 0.5*\n\n```cpp\nfrontRearSplit = 0.5;\n```\n\n##### frontBias\n\nLimited slip differentials work by only allowing a certain difference in wheel rotation speed to accumulate.\nThis prevents the situation where one wheel is slipping but ends up taking all the available power.\nFurther, by allowing a small difference in wheel rotation speed to accumulate it is possible for the vehicle to easily corner by permitting the outside wheel to rotate quicker than the inside wheel.\n\nThis parameter describes the maximum difference in wheel rotation speed that is allowed to accumulate.\nThe front bias is the maximum of the two front-wheel rotation speeds divided by the minimum of the two front-wheel rotation speeds.\nWhen this ratio exceeds the value of the front bias the differential diverts torque from the faster wheel to the slower wheel in an attempt to preserve the maximum allowed wheel rotation speed ratio.\n\nThis value is ignored except for front-wheel drive or four-wheel drive with limited slip.\n\nA good starting value is around 1.3.\n\n- *<Type>: float*\n- *<Range>: >= 1.0*\n- *<Default>: 1.3*\n\n```cpp\nfrontBias = 1.3;\n```\n\n##### rearBias\n\nThis is similar to frontBias except that it refers to the rear wheels.\n\nThis value is ignored except for rear-wheel drive or four-wheel drive with limited slip.\n\nA good starting value is around 1.3.\n\n- *<Type>: float*\n- *<Range>: >= 1.0*\n- *<Default>: 1.3*\n\n```cpp\nrearBias = 1.3;\n```\n\n##### centreBias\n\nThis value is similar to the frontBias and rearBias, except that it refers to the sum of the front wheel rotation speeds and the sum of the rear wheel rotation speeds.\n\nThis value is ignored except for four-wheel drive with limited slip.\n\nA good starting value is around 1.3.\n\n- *<Type>: float*\n- *<Range>: >= 1.0*\n- *<Default>: 1.3*\n\n```cpp\ncentreBias = 1.3;\n```\n\n#### Wheel parameters\n\n##### boneName\n\nName of the bone, used for wheel and suspension animations.\nThe standard bone structure would be as such: damperbone → steeringbone → rotatingbone (example: wheel_1_1_damper → wheel_1_1_steering → wheel_1_1).\nAs boneName you would set the rotatingbone (e.g. wheel_1_1).\nIn the visual LODs this \"rotatingbone\" is generally the selection of the tire.\n\n- *<Type>: string*\n- *<Default>: \"\"*\n\n```cpp\nboneName = \"wheel_1_1\";\n```\n\n##### steering\n\nIf true, wheel is steerable, false - wheel is fixed.\n\n- *<Type>: bool*\n- *<Default>: (required)*\n\n```cpp\nsteering = true;\n```\n\n##### side\n\nDefines if wheel is on vehicle left or right side\n\n- *<Type>: string*\n- *<Default>: \"right\"*\n\n```cpp\nside = \"left\";\n```\n\n##### center\n\nCenter of the wheel (axis)\n\n- *<Type>: memory point*\n- *<Default>: (required)*\n\n```cpp\ncenter   = \"wheel_1_1_axis\";\n```\n\n##### boundary\n\nPoint on the outside rim of the tire, used to calculate radius of the wheel (distance between center and boundary).\n\n- *<Type>: memory point*\n- *<Default>: (required)*\n\n```cpp\nboundary = \"wheel_1_1_bound\";\n```\n\n##### width\n\nThis is the full width of the wheel in metres. It affects wheels collision detection\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 0.3 * (radius of the wheel)*\n\n```cpp\nwidth = 0.2;\n```\n\n##### mass\n\nThis is the combined mass of the wheel and the tire in kg. Typically, a wheel has mass between 20Kg and 80Kg but can be lower and higher depending on the vehicle.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 10.0*\n\n```cpp\nmass = 150;\n```\n\n##### MOI\n\nThis is the component of the wheel's Moment of Inertia (M.o.I) about the rolling axis.\nLarger values make it harder for the wheel to rotate about this axis, while easier values make it easier for the wheel to rotate about the rolling axis.\nAnother way of expressing this is that a high MOI will result in less wheel spin when stamping on the accelerator because it is harder to make the wheel spin.\nConversely, lower values of MOI will result in more wheel spin when stamping on the accelerator.\nIf the wheel is approximately cylindrical then a simple formula can be used to compute MOI:\n\n```\nMOI = 0.5 * Mass * Radius * Radius\n```\n\nThere is no reason, however, to rely on equations to compute this value.\nA good strategy for tuning this number might to be start with the equation above and then make small tweaks to the value until the handling is as desired.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 0.5 * WheelMass * WheelRadius * WheelRadius*\n\n```cpp\nMOI = 40;\n```\n\n##### dampingRate\n\n##### dampingRateDamaged\n\n##### dampingRateDestroyed\n\nThese values describe how quickly a freely spinning wheel will come to rest.\nThe damping rate describes the rate at which a freely spinning wheel loses rotational speed.\nHere, a freely spinning wheel is one that experiences no forces except for the damping forces arising from the wheel's internal bearings.\nHigher damping rates result in the wheel coming to rest in shorter times, while lower damping rates result in the wheel maintaining speed for longer.\nValues in range (0.25, 2) seem like sensible values. Experimentation is always a good idea, even outside this range.\nAlways exercise some caution with very small damping rates. In particular, **a damping rate of exactly 0 should be avoided**.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 0.1*\n\n```cpp\ndampingRate = 0.1;\ndampingRateDamaged = 1.0;\ndampingRateDestroyed = 1000.0;\n```\n\n##### maxBrakeTorque\n\nThis is the value of the torque applied to the wheel when the brakes are maximally applied.\nHigher torques will lock the wheel quicker when braking, while lower torques will take longer to lock the wheel.\nThis value is strongly related to the wheel MOI because the MOI determines how quickly the wheel will react to applied torques.\n\nA value of around 1500 is a good starting point for a vanilla wheel but a google search will reveal typical braking torques.\nOne difficulty is that these are often expressed by manufacturers as braking horsepower or in \"pounds inches\".\nThe values required here are in *Newton metres*.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 2500*\n\n```cpp\nmaxBrakeTorque = 7500;\n```\n\n##### maxHandBrakeTorque\n\nThis is the same as the max brake torque except for the handbrake rather than the brake.\nTypically, for a 4-wheeled car, the handbrake is stronger than the brake and is only applied to the rear wheels.\nA value of 4000 for the rear wheels is a good starting point, while a value of 0 is necessary for the front wheels to make sure they do not react to the handbrake.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 2 * maxBrakeTorque*\n\n```cpp\nmaxHandBrakeTorque = 0;\n```\n\n##### tireForceAppPointOffset\n\nThis is almost the same as the suspension force app point except for the lateral and longitudinal forces that develop on the tire.\n\nA good starting point is to duplicate the suspension force application point.\nOnly for really detailed editing is it advised to start tweaking the tire force app offset independently of the suspension force app offset.\n\n- *<Type>: memory point*\n- *<Default>: suspForceAppPointOffset*\n\n```cpp\ntireForceAppPointOffset = \"wheel_1_1_axis\";\n```\n\n#### Suspension parameters\n\n##### dampersBumpCoef\n\nDefines how much dampers react to random little bumps on surface.\nThis only has a visual effect and doesn't influence driving simulation. It is only taken into account when calculating damper animation.\n\n- *Type: float*\n- *<Range>: >= 0*\n- *Default: 0.0*\n\n```cpp\ndampersBumpCoef = 0.3;\n```\n\n##### maxCompression\n\n##### maxDroop\n\nThese values describe the maximum compression and elongation in metres that the spring can support.\nThe total travel distance along the spring direction that is allowed is the sum of **maxCompression** and **maxDroop**.\n\nA simple way to illustrate the maximum droop and compression values is to consider a car that is suspended in mid-air so that none of the wheels are touching the ground.\nThe wheels will naturally fall downwards from their rest position until the maximum droop is reached.\nThe spring cannot be elongated beyond this point. Now consider that the wheel is pushed upwards, first to its rest position, then further pushed until the spring can no longer be compressed.\nThe displacement from the rest position is the maximum compression of the spring.\n\nIt is important to choose the maximum compression value so that the wheel is never placed where the visual mesh of the wheel intersects the visual meshes of the car chassis.\nIdeally, these values will be exported from the 3D modeller.\n\n- *<Type>: float*\n- *<Range>: >= 0*. Important: If one of the values is zero, the other must be greater than zero\n- *<Default>: 0.15*\n\n```cpp\nmaxCompression = 0.15;\nmaxDroop = 0.15;\n```\n\n##### sprungMass\n\nThis is the mass in kg that is supported by the suspension spring.\n\nA vehicle with rigid body centre of mass at the centre of the four wheels would typically be equally supported by each of the suspension springs;\nthat is, each suspension spring supports 1/4 of the total vehicle mass.\nIf the centre of mass was moved forward then it would be expected that the front wheels would need to support more mass than the rear wheels.\nConversely, a centre of mass nearer the rear wheels ought to result in the rear suspension springs supporting more mass than at the front.\nAll the mass of the vehicle must be \"carried\" by the sprung mass values, means: The sum of sprungMass values for all Wheels must be equal to the vehicle's weight.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: vehicleMass / numberOfWheels*\n\n```cpp\nsprungMass = 2066;\n```\n\n##### springStrength\n\nThis is the strength of the suspension spring in Newtons per metre.\nThe spring strength has a profound influence on handling by modulating the time it takes for the vehicle to respond to bumps in the road and on the amount of load experienced by the tire.\n\nKey to the understanding the effect of spring strength is the concept of a spring's natural frequency.\nConsider a simple spring system, such as a pendulum swinging back and forth.\nThe number of trips per second that the pendulum makes from full left to full right and then back again is called the natural frequency of the pendulum.\nA more powerful pendulum spring will result in the pendulum swinging faster, thereby increasing the natural frequency.\nConversely, increasing the pendulum mass will result in a slower oscillation, thereby reducing the natural frequency.\n\nIn the context of a suspension spring supporting a fixed portion of vehicle mass, the strength of the spring will affect the natural frequency;\nthat is the rate at which the spring can respond to changes in load distribution. Consider a car taking a corner.\nAs the car corners, it leans into the turn, putting more weight on the suspensions on the outside of the turn.\nThe speed at which the spring reacts by applying forces to redistribute the load is controlled by the natural frequency.\nVery high natural frequencies, such as those on a racing car, will naturally produce twitchy handling because the load on the tires, and therefore the forces they can generate, is varying very rapidly.\nVery low natural frequencies, on the other hand, will result in the car taking a long time to straighten up even after the turn is complete.\nThis will produce sluggish and unresponsive handling.\n\nAnother effect of strength and natural frequency is the response of a car to a bump in the road.\nHigh natural frequencies can result in the car responding very strongly and quickly to the bump, with the wheel possibly even leaving the road for a short while.\nThis not only creates a bumpy ride but also periods of time when the tire is generating no forces.\nWeaker springs will result in a smoother trip over the bump, with weaker but more constant tire forces.\nA balance must be found to tune the car for the expected types of turn and terrain.\n\nThe natural frequency of the spring presents a challenge for computer simulation.\nA smooth and stable simulation requires that the spring is updated at a frequency much greater than the spring's natural frequency.\nAn alternative way of expressing this is to consider the period of the spring relative to the timestep of the simulation.\nThe period of the spring is the time the spring takes to complete a single oscillation and is mathematically equal to the reciprocal of the natural frequency.\nIn order to achieve a stable simulation, the spring must be sampled at several points during each oscillation.\nA natural consequence of this observation is that the simulation timestep must be significantly smaller than the period of the spring.\nTo discuss this further it is helpful to introduce a ratio that describes the number of simulation updates that will occur during each spring oscillation.\nThis ratio is simply the spring period divided by the timestep:\n\n```\nalpha = sqrt(sprungMass / springStrength) / timestep\n```\n\nwhere `sqrt(sprungMass / springStrength)` is the period of the spring.\nAn alpha value of 1.0 means that the chosen timestep and spring properties only allow a single sample of the spring during each oscillation.\nAs described above, this is almost guaranteed to produce unstable behavior.\nIn fact, the argument presented so far suggests **a value of alpha significantly greater than 1.0 is essential to produce a smooth simulation**.\nThe exact value of alpha at which stability emerges is very difficult to predict and depends on many other parameters.\nAs a guide, however, it is recommended that the timestep and spring properties are chosen so that they produce an alpha value greater than 5.0; that is, a minimum of five simulation updates per spring cycle.\n\nWhen tuning a suspension spring it can be very useful to use manufacturer data to discover typical values used across a range of vehicle types.\nThis data is not always readily available.\nAn alternative strategy would be to think in terms of the natural frequency of the spring by imagining how quickly the car would oscillate up and down if it was dropped onto the ground from a height of, say, 0.5m.\nThe springs of a typical family car have natural frequency somewhere between 5 and 10; that is, such a car would make 5-10 oscillations per second if gently dropped to the ground.\nIf the mass supported by the spring is already known then the spring strength can be calculated from the following equation:\n\n```\nspringStrength = naturalFrequency * naturalFrequency * sprungMass\n```\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: sprungMass * 5.0 * 5.0*\n\n```cpp\nspringStrength = 51653;\n```\n\n##### springDamperRate\n\nThis describes the rate at which the spring dissipates the energy stored in the spring.\n\nKey to the understanding of damper rate are the concepts of under-damping, over-damping, and critical damping.\nAn over-damped pendulum displaced from rest is unable to make a single back-and-forth trip before it dissipates all its energy,\nwhile an under-damped pendulum would be able to make at least a single back-and-forth trip.\nA critically damped pendulum makes exactly a single back-and-forth trip before expending all its energy.\n\nFor vehicle suspension springs, it is typically important to make sure that the spring has a damper rate that produces over-damping but not by too much.\nWhen cornering, for example, it is important that the spring doesn't over-respond by shifting the weight from the left suspension to the right suspension then back again.\nIf this happened the tire load, and the forces generated, would be extremely variable, resulting in twitchy and uncontrollable handling.\nA very heavily over-damped spring, on the other hand, will feel sluggish and unresponsive.\nThe concept of critical damping can be used to help tune the damping rate of the spring.\nIt is helpful to introduce a value known as the damping ratio, which helps to mathematically describe the under-damping, critical damping and over-damping regimes:\n\n```\ndampingRatio = springDamperRate / (2 * sqrt(springStrength * sprungMass))\n```\n\nA dampingRatio with value greater than 1.0 produces over-damping, a value of exactly 1.0 generates critical damping, and a value less than 1.0 is under-damped.\nIt can be useful to first think about whether the spring will be under-damped or over-damped, then think about how far it will be from critical damping.\nThis process allows a number to be subjectively applied to the damping ratio.\nFrom here the damping rate can be directly computed by rearranging the equation above:\n\n```\nspringDamperRate = dampingRatio * 2 * sqrt(springStrength * sprungMass)\n```\n\nA typical family car is probably slightly over-damped, having dampingRatio with value perhaps just over 1.0.\nA guideline would be that values very far from critical damping are likely to be unrealistic and will either produce sluggish or twitchy handling.\nIt is difficult to put an exact figure on this but somewhere between 0.8 and 1.2 seems like a good starting point for the damping ratio.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 0.4 * 2 * sqrt(springStrength * sprungMass)*\n\n```cpp\nspringDamperRate = 8264;\n```\n\n##### suspTravelDirection\n\nThis is the direction of the suspension in the downward direction in the rest configuration of the vehicle.\nA vector that points straight downwards is a good starting point.\n\n- *<Type>: Array[3]*\n- *<Default>: { 0, -1, 0 }*\n\n```cpp\nsuspTravelDirection[] = { 0, -1, 0 };\n```\n\n##### suspForceAppPointOffset\n\nThis is the application point of the suspension force.\n\nIn a real vehicle, the suspension forces are mediated through the suspension strut.\nThese are often incredibly complex mechanical systems that are computationally expensive to simulate.\nAs a consequence, instead of modeling the details of the suspension strut, it makes sense to assume that the suspension strut has an effective point at which it applies the force to the rigid body.\nChoosing that point, however, needs careful consideration.\nAt the same time, it opens up all sorts of tweaking possibilities, freed from the constraints of the real world.\n\nDeciding on the suspension force application point requires some thought.\nThe suspension is very close to the wheel so the wheel center is a good starting point.\nConsider a line through the wheel center and along the suspension travel direction.\nSomewhere along this line seems like an even better idea for the application point, albeit not completely scientific.\nFor a standard 4-wheeled car it makes sense that the application point is somewhere above the wheel center but below the centre of mass of the rigid body.\nIt is probably above the wheel centre because the suspension is mostly above this point.\nIt can be assumed that it is somewhere below the rigid body centre of mass because otherwise, vehicles would lean out of the turn rather than into the turn.\nThis narrows down the application point to really quite a small section of a known line.\n\nWhen editing the suspension force application point, it is important to bear in mind that lowering the app point too far will result in cars leaning more into the turn.\nThis can have a negative effect on handling because the inner wheel can take so much load that the response saturates, while the outer wheel ends up with reduced load and reduced turning force, the result being poor cornering.\nConversely, setting the app point too high will result in cornering that looks unnatural. The aim is to achieve a good balance.\n\n- *<Type>: memory point*\n- *<Default>: center*\n\n```cpp\nsuspForceAppPointOffset = \"wheel_1_1_axis\";\n```\n\n#### Tire parameters\n\n##### longitudinalStiffnessPerUnitGravity\n\nThe longitudinal tire force is approximately the product of the longitudinal stiffness per unit longitudinal slip (in radians) per unit gravity and the longitudinal slip and the magnitude of gravitational acceleration.\n\nIncreasing this value will result in the tire attempting to generate more longitudinal force when the tire is slipping.\nTypically, increasing longitudinal stiffness will help the car accelerate and brake.\nThe total tire force available is limited by the load on the tire so be aware that increases in this value might have no effect or even come at the expense of reduced lateral force.\n\n- *<Type>: float*\n- *<Default>: 10000*\n\n```cpp\nlongitudinalStiffnessPerUnitGravity = 5000;\n```\n\n##### latStiffX\n\n##### latStiffY\n\nThese values together describe the lateral stiffness per unit lateral slip (in radians) of the tire.\nThe lateral stiffness of a tire has a role similar to the longitudinal stiffness, except that it governs the development of lateral tire forces, and is a function of tire load.\nTypically, increasing lateral stiffness will help the car turn more quickly.\nThe total tire force available is limited by the load on the tire so be aware that increases in this value might have no effect or even come at the expense of reduced longitudinal force.\n\nThe combination of the two values latStiffX and latStiffY describe a graph of lateral stiffness as a function of normalized tire load.\n\nTypical for car tires is a graph that has linear response close to zero load but saturates at greater loads.\nThis means that at low tire loads the lateral stiffness has a linear response to load; that is, more load results in more stiffness.\nAt higher tire loads the tire has a saturated response and is in a regime where applying more load will not result in more tire stiffness.\nIn this latter regime, it would be expected that the tire would start slipping.\n\nThe **latStiffX** parameter describes the normalized tire load above which the tire has a saturated response to tire load.\nThe normalized tire load is simply the tire load divided by the load experienced when the vehicle is perfectly at rest.\nA value of 2 for latStiffX means that when the tire has a load more than twice its rest load it can deliver no more lateral stiffness no matter how much extra load is applied to the tire.\nThe **latStiffY** parameter describes the maximum stiffness per unit of lateral slip (in radians) per unit rest load.\nThe maximum stiffness is delivered when the tire is in the saturated load regime, governed in turn by latStiffX.\n\nA good starting value for latStiffX is somewhere between 2 and 3.\nA good starting value for latStiffY is around 18 or so.\n\n- *<Type>: float*\n- *<Default>: 25, 180*\n\n```cpp\nlatStiffX = 2.0;\nlatStiffY = __EVAL(0.3125 * (180.0 / Pi));\n```\n\n##### frictionVsSlipGraph\n\nThese six values describe a graph of friction as a function of longitudinal slip.\nVehicle tires have a complicated response to longitudinal slip and this graph attempts to quickly describe this relationship.\n\nTypically, tires have a linear response at small slips.\nThis means that when the tire is only slightly slipping it is able to generate a response force that grows as the slip increases.\nAt greater values of slip, the force can actually start to decrease from the peak value that occurs at the optimum slip.\nBeyond the optimum slip, the tire eventually stops behaving less and less efficiently and hits a plateau of inefficiency.\n\nThe first two values describe the friction at zero tire slip:\n\n```\nfrictionVsSlipGraph[0][0] = 0\nfrictionVsSlipGraph[0][1] = friction at zero slip.\n```\n\nThe next two values describe the optimum slip and the friction at the optimum slip:\n\n```\nfrictionVsSlipGraph[1][0] = optimum slip\nfrictionVsSlipGraph[1][1] = friction at optimum slip.\n```\n\nThe last two values describe the slip at which the plateau of inefficiency begins and the value of the friction available at the plateau of inefficiency:\n\n```\nfrictionVsSlipGraph[2][0] = slip at the start of the plateau of inefficiency\nfrictionVsSlipGraph[2][1] = the friction available at the plateau of inefficiency.\n```\n\nThe friction values described here are used to scale the friction of the ground surface.\nThis means they should be in range (0,1) but this is not a strict requirement.\nTypically, the friction from the graph would be close to 1.0 in order to provide a small correction to the ground surface friction.\n\nA good starting point for this is a flat graph of friction vs slip with these values:\n\n```\nfrictionVsSlipGraph[0][0] = 0.0\nfrictionVsSlipGraph[0][1] = 1.0\nfrictionVsSlipGraph[1][0] = 0.5\nfrictionVsSlipGraph[1][1] = 1.0\nfrictionVsSlipGraph[2][0] = 1.0\nfrictionVsSlipGraph[2][1] = 1.0\n```\n\ngiving this array as a result:\n\n```cpp\nfrictionVsSlipGraph[] = { { 0.0, 1.0 }, { 0.5, 1.0 }, { 1.0, 1.0 } };\n```\n\n- *<Type>: Array[3][2]*\n- *<Default>: { { 0.0, 1.0 }, { 0.5, 1.0 }, { 1.0, 1.0 } }*\n\n```cpp\nfrictionVsSlipGraph[] = { { 0.0, 0.4 }, { 0.5, 1.0 }, { 0.75, 0.60 } };\n```\n\n### CarX specifics\n\n- Anti-roll bars is the system in a vehicle that should prevent it to do a barrel-roll during sharper turns. Using ARB enables us to make the center of mass realistically high and cause cars to roll down the steep slopes if placed sideways to the slope. It works the same way as the real ones - system computes the difference of applied weight to wheels in pair and tries to compensate difference by applying opposite forces.\n- **antiRollbarForceCoef** is a coefficient of applied force, could be taken as the strength of the system. Setting this value to zero disables ARB (and all next values), which is good for civilian vehicles, higher values reduce not only the risk of rolling but effects of suspension.\n- **antiRollbarForceLimit** is the highest strength of ARB applied to the vehicle. We may want to roll the car at certain situations (full van taking a sharp handbrake turn at high speed), tunning without diag mode is almost impossible because we are not able to imagine forces needed (values are rather low, 2 should be high enough for most of the vehicles)\n- **antiRollbarSpeedMin** and **antiRollbarSpeedMax** are limits of applied force coefficient. The coefficient is 0 at speeds lower than antiRollbarSpeedMin, interpolates to antiRollbarForceCoef at antiRollbarSpeedMax and is set to antiRollbarForceCoef for any higher speeds. This allows cars to drive on steep slopes using their radial speed, falling off the hill once they stop and rolling over at too high speeds (where coefficient doesn't grow and force is limited by the limit).\n\n##### brakeIdleSpeed\n\n**brakeIdleSpeed** is speed in **m/s** under which the brakes are automatically applied to the vehicle.\nThis speed should be reasonably low, higher value would mean strange breaking of slow cars, too low value would cause inability to stop the car.\n\n- *<Type>: float*\n- *<Range>: > 0*\n\n```cpp\nbrakeIdleSpeed = 0.2;\n```\n\n##### antiRollbarForceCoef\n\n**antiRollbarForceCoef** is a coefficient of applied force, could be taken as strength of the system.\nSetting this value to zero disables ARB (and all next values), which is good for civilian vehicles.\nHigher values reduce not only the risk of rolling but effects of suspension.\n\n##### antiRollbarForceLimit\n\n**antiRollbarForceLimit** is the highest strength of ARB applied to vehicle.\nWe may want to roll the car at certain situations (full van taking a sharp handbrake turn at high speed), tuning without diag mode is almost impossible because we are not able to imagine forces needed (values are rather low, 2 should be high enough for most of the vehicles)\n\n##### antiRollbarSpeedMin\n\n##### antiRollbarSpeedMax\n\n**antiRollbarSpeedMin** and **antiRollbarSpeedMax** are limits of applied force coefficient.\nCoefficient is 0 at speeds lower than **antiRollbarSpeedMin**, interpolates to antiRollbarForceCoef at antiRollbarSpeedMax and is set to antiRollbarForceCoef for any higher speeds.\nThis allows cars to drive on steep slopes using their radial speed, falling off the hill once they stop and rolling over at too high speeds (where coefficient doesn't grow and force is limited by the limit).\n\n##### terrainCoef\n\nSets the importance of surfaceFriction on limiting the vehicle maximum speed on various surfaces. The bigger the value to slower the vehicle will be able to go over rough surfaces.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 1.0*\n\n```cpp\nterrainCoef = 2.0;\n```\n\n##### turnCoef\n\nDefines the maximum steering angle of a car.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 2.0*\n\n```cpp\nturnCoef = 3.0;\n```\n\n### TankX specifics\n\nMain differences from CarX:\n\n- More wheels to be set up\n- Few additional params used\n- Less complicated Center of Mass tweaking\n- Vehicle config parameter: **tankTurnForce**\n- Importance of wheel config parameters: **MOI**, **dampingRate**, **dampingRateInAir**\n- `boneName = \"<string>\"` in Wheel classes needs to be the damper bone in model.cfg (instead of the visual wheel bone for CarX)\n\n##### tankTurnForce\n\nInitial force applied to turning in [0, tankTurnForceAngMinSpd] angular speed range to help the tank overcome friction when turning.\n\n- *<Type>: float*\n- *<Default>: (required)*\n\n```cpp\ntankTurnForce = 0.66e6; // start from 11x vehicle mass in kg and tweak until fine\n```\n\n##### tankTurnForceAngMinSpd\n\nAngular speed (in **rad/s**) where tankTurnForce starts fading to 0 @ tankTurnForceAngSpd\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 0.0*\n\n```cpp\ntankTurnForceAngMinSpd = 3.0;\n```\n\n##### tankTurnForceAngSpd\n\nAn angular speed (in **rad/s**) where tankTurnForce becomes 0\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 4.0*\n\n```cpp\ntankTurnForceAngSpd = 3.0;\n```\n\n### ShipX specifics\n\n*TODO - see Arma 3: Ships Config Guidelines*\n\n### See also\n\n- Arma 3: Cars Config Guidelines\n- Arma 3: Tanks Config Guidelines\n- Arma 3: Ships Config Guidelines\n- CfgVehicles Config Reference","sections":[{"heading":"Common","level":3,"markdown":""},{"heading":"General parameters","level":4,"markdown":""},{"heading":"simulation","level":5,"markdown":"Defines simulation type of the vehicle. PhysX simulation ends with letter \"x\". Can be:\n\n- **carx**   for PhysX cars\n- **tankx** for PhysX tanks\n- **shipx** for PhysX boats"},{"heading":"thrustDelay","level":5,"markdown":"**thrustDelay** is time in second in which thrust (as an input value) goes from 0 to 1 when standing still (doesn't affect driving car during change of gears).\n0.5 is the minimum value. You may want to tweak this to higher values if wheels slide during initial acceleration.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 0.5*\n\n```cpp\nthrustDelay = 0.5;\n```"},{"heading":"accelAidForceCoef","level":5,"markdown":"**accelAidForceCoef** is an artificial aid force applied to a vehicle when accelerating. Goes from x1 when standing still to x0 at a speed defined in accelAidForceSpd. Ideally a vehicle should be configured with this property set to zero and it should only be used for final fine-tuning.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 5.0*\n\n```cpp\naccelAidForceCoef = 3.0;\n```"},{"heading":"accelAidForceSpd","level":5,"markdown":"This is a minimum speed in **m/s** when accelAidForceCoef becomes zero and is no longer applied.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 5.0*\n\n```cpp\naccelAidForceSpd = 5.0;\n```"},{"heading":"accelAidForceYOffset","level":5,"markdown":"This is a vertical offset from the vehicle's center of mass where the accelAidForceCoef will be applied. Used to accent the vehicle's weight shifting during an acceleration.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 0.0*\n\n```cpp\naccelAidForceCoef = -1.0;\n```"},{"heading":"maxSpeed","level":5,"markdown":"Defines the maximum driving speed of the vehicle when driving by \"Car Fast Forward\" action. Set in **km/h**. Works as a limiter - the vehicle's thrust will get cut around this speed.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n\n```cpp\nmaxSpeed = 100;\n```"},{"heading":"slowSpeedForwardCoef","level":5,"markdown":""},{"heading":"normalSpeedForwardCoef","level":5,"markdown":"Coefficients of maxSpeed that are used to limit the actual maximum speed depending on which - \"Car Forward\", \"Car Slow Forward\" or \"Car Fast Forward\" - action is used. \"Car Fast Forward\" uses directly the maxSpeed value.\n\n- **slowSpeedForwardCoef** is set to 0.3 by default\n- **normalSpeedForwardCoef** is set to 0.85 by default\n- default speed coefficient for fast movement is 1 meaning that full throttle is applied and maximal speed is maxSpeed of the vehicle (it is going to apply less throttle upon reaching the limit)\n\n```cpp\nslowSpeedForwardCoef = __EVAL(30/100);\nnormalSpeedForwardCoef = __EVAL(50/100);\n```"},{"heading":"waterLeakiness","level":5,"markdown":"Should be the amount of water in liters that goes into selected object per second.\nThis is set to zero by engine for all vehicles with simulation of a ship or having `canFloat = 1;` (until they are toppled or destroyed, then config value takes precedence).\n`WaterLeakiness = 10;` seems to be a good value to start with for all kinds of vehicles no matter the size.\n\n- *<Type>: float* (or *sink*)\n- *<Range>: >= 0*\n\n```cpp\nwaterLeakiness = 10;\n```"},{"heading":"Engine parameters","level":4,"markdown":""},{"heading":"enginePower","level":5,"markdown":"Power of the engine **in kW**.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: (required)*\n\n```cpp\nenginePower = 600;\n```"},{"heading":"maxOmega","level":5,"markdown":"This is the maximum rotational speed of the engine expressed in **radians per second**. It could be calculated from maximum engine RPM like this:\n\n```\nmaxOmega = (maxRpm * 2 * Pi) / 60\n```\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 600 which is cca 6000 rounds per minute.*\n\n```cpp\nmaxOmega = __EVAL((6000 * 2 * PI) / 60);\n```"},{"heading":"minOmega","level":5,"markdown":"This is the idle (minimum) rotational speed of the engine expressed in **radians per second**.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 0*\n\n```cpp\nminOmega = __EVAL((800 * 2 * PI) / 60);\n```"},{"heading":"idleRpm","level":5,"markdown":"**idleRpm** sets the idle RPM solely for the sound engine. Expressed in **revolutions per minute**."},{"heading":"redRpm","level":5,"markdown":"**redRpm** sets the maximum RPM solely for the sound engine. Expressed in **revolutions per minute**."},{"heading":"peakTorque","level":5,"markdown":"This is the maximum torque that is ever available from the engine. This is expressed in **Newton metres**.\nA starting value might be around 600.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: value calculated from enginePower according to http://en.wikipedia.org/wiki/Horsepower#Relationship_with_torque*\n\n```cpp\npeakTorque = 600;\n```"},{"heading":"torqueCurve","level":5,"markdown":"This is a graph of peak torque versus engine rotational speed.\nCars typically have a range of engine speeds that produce good drive torques, and other ranges of engine speed that produce poor torques.\nA skilled driver will make good use of the gears to ensure that the car remains in the \"good\" range where the engine is most responsive.\nTuning this graph can have profound effects on gameplay.\n\nThe x-axis of the curve is the normalised engine speed; that is, the engine speed divided by the maximum engine speed. The y-axis of the curve is a multiplier in range (0,1) that is used to scale the peak torque. The samples do not have to be equally spaced apart. You can distribute the points between both 0% rpm and 100% rpm points as you wish.\n\n- *<Type>: Array[i][2] where i = number of samples,* maximum 8'\n- *<Default>: { { 0.0, 0.8 }, { 0.33, 1.0 }, { 1.0, 0.8 } }*\n\n```cpp\ntorqueCurve[] = { { 0.0, 0.8 }, { 0.33, 1.0 }, { 1.0, 0.8 } };\n```\n\n**NOTE:** you can also use math in this definition, here is the same example from above using this technique:\n\n```cpp\ntorqueCurve[] = { { __EVAL(0/2400), __EVAL(80/100) }, { __EVAL(792/2400), __EVAL(100/100) }, { __EVAL(2400/2400), __EVAL(80/100) } };\n```"},{"heading":"engineMOI","level":5,"markdown":"This the moment of inertia of the engine around the axis of rotation. Larger values make it harder to accelerate the engine, while lower values make it easier to accelerate the engine. A starting value of 1.0 is a good choice. Tweak together with engine damping rates.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 1.0*\n\n```cpp\nengineMOI = 1.0;\n```"},{"heading":"dampingRateFullThrottle","level":5,"markdown":""},{"heading":"dampingRateZeroThrottleClutchEngaged","level":5,"markdown":""},{"heading":"dampingRateZeroThrottleClutchDisengaged","level":5,"markdown":"These three values are used to compute the damping rate that is applied to the engine.\nIf the clutch is engaged then the damping rate is an interpolation between **dampingRateFullThrottle** and **dampingRateZeroThrottleClutchEngaged**, where the interpolation is governed by the acceleration control value generated by the gamepad or keyboard.\nAt full throttle **dampingRateFullThrottle** is applied, while dampingRateZeroThrottleClutchEngaged is applied at zero throttle.\nIn neutral gear, the damping rate is an interpolation between dampingRateFullThrottle and dampingRateZeroThrottleClutchDisengaged.\n\nThe three values allow a range of effects to be generated: good acceleration that isn't hampered by strong damping forces,\ntunable damping forces when temporarily in neutral gear during a gear change,\nand strong damping forces that will bring the vehicle quickly to rest when it is no longer being driven by the player.\n\nTypical values in range (0.25,3). The simulation can become unstable with damping rates of 0.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 0.08, 2.0, 0.35*\n\n```cpp\ndampingRateFullThrottle = 0.08;\ndampingRateZeroThrottleClutchEngaged = 2.0;\ndampingRateZeroThrottleClutchDisengaged = 0.35;\n```"},{"heading":"Transmission parameters","level":4,"markdown":""},{"heading":"clutchStrength","level":5,"markdown":"This describes how strongly the clutch couples the engine to the wheels and how quickly differences in speed are eliminated by distributing torque to the engine and wheels.\n\nWeaker values will result in more clutch slip, especially after changing gear or stamping on the accelerator.\nStronger values will result in a reduced clutch slip, and more engine torque delivered to the wheels.\n\nThis value is to be edited only for very fine tweaking of the vehicle.\nSome clutch slip can be attributed to the numerical issues in the simulation at large timesteps, while some is a natural consequence of driving the car in an overly aggressive manner.\nA value of 10 is a good starting point.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 10.0*\n\n```cpp\nclutchStrength = 10.0;\n```"},{"heading":"latency","level":5,"markdown":"This is the minimum time (in **seconds**) that must pass between each gear change that is initiated by the autobox.\nThis should be set to value higher than switchTime.\nSetting this time too low makes some issues with changing gears - the car then slows down a lot.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 2.0*\n\n```cpp\nlatency = 1.0;\n```"},{"heading":"switchTime","level":5,"markdown":"The switch time describes how long it takes (in seconds) for a gear change to be completed.\nIt is impossible to change gear immediately in a real car.\nManual gears, for example, require neutral to be engaged for a short time before engaging the desired target gear.\nWhile the gear change is being completed the car will be in neutral.\nA good trick might be to penalise players that use an automatic gear box by increasing the gear switch time.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 0.01*\n\n```cpp\nswitchTime = 0.5;\n```"},{"heading":"changeGearType","level":5,"markdown":"Defines which changeGear condition type is used for the automatic gearbox. If set to \"rpmratio\" the gears will be switched based on RPM ratio max/min pairs defined in changeGearOmegaRatios. If set to \"effective\" the gears will be switched based on engine torque ratios defined in changeGearMinEffectivity.\n\n- *<Type>: string*\n- *<Range>: [\"rpmatio\",\"effective\"]*\n- *<Default>: effective*\n\n```cpp\nchangeGearType = \"rpmratio\";\n```"},{"heading":"changeGearMinEffectivity","level":5,"markdown":"Value of minimal gear effectivity to hold current gear. If there is better gear and effectivity is below this value then change gear. Used when changeGearType is set to \"effective\".\n\n- *<Type>: Array[i] where i = number of gears*\n- *<Range>: 0..1*\n- *<Default>: 0.95 for every value*\n\n```cpp\nchangeGearMinEffectivity[] = { 0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95 };\n```"},{"heading":"changeGearOmegaRatios","level":5,"markdown":"Pairs of maximum and minimum engine RPM to hold the current gear. Used when changeGearType is set to \"rpmratio\".\n\n- *<Type>: Array[i] where i = number of gears * 2*\n- *<Range>: 0..1*\n\n```cpp\nchangeGearOmegaRatios[] = {\n    __EVAL(6000/6000)    , __EVAL(1000/6000),   // R1\n    __EVAL(1000/6000)    , 0,                   // N\n    __EVAL(5800/6000)    , __EVAL(1000/6000),   // D1\n    __EVAL(5500/6000)    , __EVAL(3000/6000),   // D2\n    __EVAL(5300/6000)    , __EVAL(2800/6000),   // D3\n    __EVAL(5300/6000)    , __EVAL(2500/6000),   // D4\n    __EVAL(5300/6000)    , __EVAL(2500/6000)    // D5\n};\n```"},{"heading":"class complexGearbox","level":5,"markdown":"- All PhysX 3 vehicles use complex gearbox to give some data to PhysX gearbox\n- Complex gearbox settings is inside **class complexGearbox** which is a subclass of vehicle class\n- **GearboxRatios[]** is an array of gear names and gear ratios starting with reverse gear (with negative ratios), neutral gear (which should have zero ratio) and forward ratio (eg: *{\"R1\",-3.231,\"N\",0,\"D1\",2.462,\"D2\",1.870,\"D3\",1.241,\"D4\",0.970,\"D5\",0.711};*). Gear names are not used in retail version, they are just for **epevehicle** diagnostics. **Important**: There can only be one reverse Gear (which must have negative value) and one Neutral gear (which must have 0 as ratio). All forward gears must have a value greater than zero and they must be ordered from high ratio to low\n- **TransmissionRatios[]** is an array of remaining drivetrain ratios in the same format as gearboxRatios. Most of cars have only one final drive, some heavy trucks may have a double reduction gear . The final ratio is then gearboxRatio * TransmissionRatio, that means transmissionRatios shouldn't be multiplicates of each other and gearbox ratios to prevent the same final ratio for two different gears.\n- **gearBoxMode** is set to full-auto by engine. The full-auto mode can skip gears to get the best possible gear for each condition.\n- **moveOffGear** defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.\n- **driveString**, **neutralString** and **reverseString** define displayed strings for driving forward, neutral and backward.\n\n```cpp\ncomplexGearbox\n{\n    GearboxRatios[] = {\n        \"R1\",    -3.231,\n        \"N\",     0,\n        \"D1\",     2.462,\n        \"D2\",     1.870,\n        \"D3\",     1.241,\n        \"D4\",     0.970,\n        \"D5\",     0.711\n    };\n\n    // Optional: defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles)\n    TransmissionRatios[] = { \"High\",4.111 };\n\n    // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.\n    moveOffGear = 1;\n\n    driveString                = \"D\";    // string to display in the HUD for forward gears.\n    neutralString            = \"N\";    // string to display in the HUD for neutral gear.\n    reverseString            = \"R\";    // string to display in the HUD for reverse gears.\n};\n```"},{"heading":"Differential parameters","level":4,"markdown":""},{"heading":"differentialType","level":5,"markdown":"A number of differential types are supported: 4-wheel drive with open differential, 4-wheel drive with limited slip, front-wheel drive with open differential, front-wheel drive with limited slip, rear-wheel drive with open differential, rear-wheel drive with limited slip.\n\n- *<Type>: string; accepable values: \"all_open\", \"all_limited\", \"front_open\", \"front_limited\", \"rear_open\", \"rear_limited\"*\n- *<Default>: \"all_limited\"*\n\n```cpp\ndifferentialType = \"all_limited\";\n```"},{"heading":"frontRearSplit","level":5,"markdown":"If a 4-wheel drive differential is chosen (open or limited slip) this option allows the drive torque to be split unevenly between the front and rear wheels.\nChoosing a value of 0.5 delivers an equal split of the torque between the front and rear wheels; that is, the total torque delivered to the front wheels is equal to the total torque delivered to the rear wheels. Choosing a value greater than 0.5 delivers more torque to the front wheels while choosing a value less than 0.5 delivers more torque to the rear wheels.\nThis value is ignored for front-wheel drive and rear-wheel drive differentials.\n\n- *<Type>: float*\n- *<Range>: 0..1*\n- *<Default>: 0.5*\n\n```cpp\nfrontRearSplit = 0.5;\n```"},{"heading":"frontBias","level":5,"markdown":"Limited slip differentials work by only allowing a certain difference in wheel rotation speed to accumulate.\nThis prevents the situation where one wheel is slipping but ends up taking all the available power.\nFurther, by allowing a small difference in wheel rotation speed to accumulate it is possible for the vehicle to easily corner by permitting the outside wheel to rotate quicker than the inside wheel.\n\nThis parameter describes the maximum difference in wheel rotation speed that is allowed to accumulate.\nThe front bias is the maximum of the two front-wheel rotation speeds divided by the minimum of the two front-wheel rotation speeds.\nWhen this ratio exceeds the value of the front bias the differential diverts torque from the faster wheel to the slower wheel in an attempt to preserve the maximum allowed wheel rotation speed ratio.\n\nThis value is ignored except for front-wheel drive or four-wheel drive with limited slip.\n\nA good starting value is around 1.3.\n\n- *<Type>: float*\n- *<Range>: >= 1.0*\n- *<Default>: 1.3*\n\n```cpp\nfrontBias = 1.3;\n```"},{"heading":"rearBias","level":5,"markdown":"This is similar to frontBias except that it refers to the rear wheels.\n\nThis value is ignored except for rear-wheel drive or four-wheel drive with limited slip.\n\nA good starting value is around 1.3.\n\n- *<Type>: float*\n- *<Range>: >= 1.0*\n- *<Default>: 1.3*\n\n```cpp\nrearBias = 1.3;\n```"},{"heading":"centreBias","level":5,"markdown":"This value is similar to the frontBias and rearBias, except that it refers to the sum of the front wheel rotation speeds and the sum of the rear wheel rotation speeds.\n\nThis value is ignored except for four-wheel drive with limited slip.\n\nA good starting value is around 1.3.\n\n- *<Type>: float*\n- *<Range>: >= 1.0*\n- *<Default>: 1.3*\n\n```cpp\ncentreBias = 1.3;\n```"},{"heading":"Wheel parameters","level":4,"markdown":""},{"heading":"boneName","level":5,"markdown":"Name of the bone, used for wheel and suspension animations.\nThe standard bone structure would be as such: damperbone → steeringbone → rotatingbone (example: wheel_1_1_damper → wheel_1_1_steering → wheel_1_1).\nAs boneName you would set the rotatingbone (e.g. wheel_1_1).\nIn the visual LODs this \"rotatingbone\" is generally the selection of the tire.\n\n- *<Type>: string*\n- *<Default>: \"\"*\n\n```cpp\nboneName = \"wheel_1_1\";\n```"},{"heading":"steering","level":5,"markdown":"If true, wheel is steerable, false - wheel is fixed.\n\n- *<Type>: bool*\n- *<Default>: (required)*\n\n```cpp\nsteering = true;\n```"},{"heading":"side","level":5,"markdown":"Defines if wheel is on vehicle left or right side\n\n- *<Type>: string*\n- *<Default>: \"right\"*\n\n```cpp\nside = \"left\";\n```"},{"heading":"center","level":5,"markdown":"Center of the wheel (axis)\n\n- *<Type>: memory point*\n- *<Default>: (required)*\n\n```cpp\ncenter   = \"wheel_1_1_axis\";\n```"},{"heading":"boundary","level":5,"markdown":"Point on the outside rim of the tire, used to calculate radius of the wheel (distance between center and boundary).\n\n- *<Type>: memory point*\n- *<Default>: (required)*\n\n```cpp\nboundary = \"wheel_1_1_bound\";\n```"},{"heading":"width","level":5,"markdown":"This is the full width of the wheel in metres. It affects wheels collision detection\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 0.3 * (radius of the wheel)*\n\n```cpp\nwidth = 0.2;\n```"},{"heading":"mass","level":5,"markdown":"This is the combined mass of the wheel and the tire in kg. Typically, a wheel has mass between 20Kg and 80Kg but can be lower and higher depending on the vehicle.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 10.0*\n\n```cpp\nmass = 150;\n```"},{"heading":"MOI","level":5,"markdown":"This is the component of the wheel's Moment of Inertia (M.o.I) about the rolling axis.\nLarger values make it harder for the wheel to rotate about this axis, while easier values make it easier for the wheel to rotate about the rolling axis.\nAnother way of expressing this is that a high MOI will result in less wheel spin when stamping on the accelerator because it is harder to make the wheel spin.\nConversely, lower values of MOI will result in more wheel spin when stamping on the accelerator.\nIf the wheel is approximately cylindrical then a simple formula can be used to compute MOI:\n\n```\nMOI = 0.5 * Mass * Radius * Radius\n```\n\nThere is no reason, however, to rely on equations to compute this value.\nA good strategy for tuning this number might to be start with the equation above and then make small tweaks to the value until the handling is as desired.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 0.5 * WheelMass * WheelRadius * WheelRadius*\n\n```cpp\nMOI = 40;\n```"},{"heading":"dampingRate","level":5,"markdown":""},{"heading":"dampingRateDamaged","level":5,"markdown":""},{"heading":"dampingRateDestroyed","level":5,"markdown":"These values describe how quickly a freely spinning wheel will come to rest.\nThe damping rate describes the rate at which a freely spinning wheel loses rotational speed.\nHere, a freely spinning wheel is one that experiences no forces except for the damping forces arising from the wheel's internal bearings.\nHigher damping rates result in the wheel coming to rest in shorter times, while lower damping rates result in the wheel maintaining speed for longer.\nValues in range (0.25, 2) seem like sensible values. Experimentation is always a good idea, even outside this range.\nAlways exercise some caution with very small damping rates. In particular, **a damping rate of exactly 0 should be avoided**.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: 0.1*\n\n```cpp\ndampingRate = 0.1;\ndampingRateDamaged = 1.0;\ndampingRateDestroyed = 1000.0;\n```"},{"heading":"maxBrakeTorque","level":5,"markdown":"This is the value of the torque applied to the wheel when the brakes are maximally applied.\nHigher torques will lock the wheel quicker when braking, while lower torques will take longer to lock the wheel.\nThis value is strongly related to the wheel MOI because the MOI determines how quickly the wheel will react to applied torques.\n\nA value of around 1500 is a good starting point for a vanilla wheel but a google search will reveal typical braking torques.\nOne difficulty is that these are often expressed by manufacturers as braking horsepower or in \"pounds inches\".\nThe values required here are in *Newton metres*.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 2500*\n\n```cpp\nmaxBrakeTorque = 7500;\n```"},{"heading":"maxHandBrakeTorque","level":5,"markdown":"This is the same as the max brake torque except for the handbrake rather than the brake.\nTypically, for a 4-wheeled car, the handbrake is stronger than the brake and is only applied to the rear wheels.\nA value of 4000 for the rear wheels is a good starting point, while a value of 0 is necessary for the front wheels to make sure they do not react to the handbrake.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 2 * maxBrakeTorque*\n\n```cpp\nmaxHandBrakeTorque = 0;\n```"},{"heading":"tireForceAppPointOffset","level":5,"markdown":"This is almost the same as the suspension force app point except for the lateral and longitudinal forces that develop on the tire.\n\nA good starting point is to duplicate the suspension force application point.\nOnly for really detailed editing is it advised to start tweaking the tire force app offset independently of the suspension force app offset.\n\n- *<Type>: memory point*\n- *<Default>: suspForceAppPointOffset*\n\n```cpp\ntireForceAppPointOffset = \"wheel_1_1_axis\";\n```"},{"heading":"Suspension parameters","level":4,"markdown":""},{"heading":"dampersBumpCoef","level":5,"markdown":"Defines how much dampers react to random little bumps on surface.\nThis only has a visual effect and doesn't influence driving simulation. It is only taken into account when calculating damper animation.\n\n- *Type: float*\n- *<Range>: >= 0*\n- *Default: 0.0*\n\n```cpp\ndampersBumpCoef = 0.3;\n```"},{"heading":"maxCompression","level":5,"markdown":""},{"heading":"maxDroop","level":5,"markdown":"These values describe the maximum compression and elongation in metres that the spring can support.\nThe total travel distance along the spring direction that is allowed is the sum of **maxCompression** and **maxDroop**.\n\nA simple way to illustrate the maximum droop and compression values is to consider a car that is suspended in mid-air so that none of the wheels are touching the ground.\nThe wheels will naturally fall downwards from their rest position until the maximum droop is reached.\nThe spring cannot be elongated beyond this point. Now consider that the wheel is pushed upwards, first to its rest position, then further pushed until the spring can no longer be compressed.\nThe displacement from the rest position is the maximum compression of the spring.\n\nIt is important to choose the maximum compression value so that the wheel is never placed where the visual mesh of the wheel intersects the visual meshes of the car chassis.\nIdeally, these values will be exported from the 3D modeller.\n\n- *<Type>: float*\n- *<Range>: >= 0*. Important: If one of the values is zero, the other must be greater than zero\n- *<Default>: 0.15*\n\n```cpp\nmaxCompression = 0.15;\nmaxDroop = 0.15;\n```"},{"heading":"sprungMass","level":5,"markdown":"This is the mass in kg that is supported by the suspension spring.\n\nA vehicle with rigid body centre of mass at the centre of the four wheels would typically be equally supported by each of the suspension springs;\nthat is, each suspension spring supports 1/4 of the total vehicle mass.\nIf the centre of mass was moved forward then it would be expected that the front wheels would need to support more mass than the rear wheels.\nConversely, a centre of mass nearer the rear wheels ought to result in the rear suspension springs supporting more mass than at the front.\nAll the mass of the vehicle must be \"carried\" by the sprung mass values, means: The sum of sprungMass values for all Wheels must be equal to the vehicle's weight.\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: vehicleMass / numberOfWheels*\n\n```cpp\nsprungMass = 2066;\n```"},{"heading":"springStrength","level":5,"markdown":"This is the strength of the suspension spring in Newtons per metre.\nThe spring strength has a profound influence on handling by modulating the time it takes for the vehicle to respond to bumps in the road and on the amount of load experienced by the tire.\n\nKey to the understanding the effect of spring strength is the concept of a spring's natural frequency.\nConsider a simple spring system, such as a pendulum swinging back and forth.\nThe number of trips per second that the pendulum makes from full left to full right and then back again is called the natural frequency of the pendulum.\nA more powerful pendulum spring will result in the pendulum swinging faster, thereby increasing the natural frequency.\nConversely, increasing the pendulum mass will result in a slower oscillation, thereby reducing the natural frequency.\n\nIn the context of a suspension spring supporting a fixed portion of vehicle mass, the strength of the spring will affect the natural frequency;\nthat is the rate at which the spring can respond to changes in load distribution. Consider a car taking a corner.\nAs the car corners, it leans into the turn, putting more weight on the suspensions on the outside of the turn.\nThe speed at which the spring reacts by applying forces to redistribute the load is controlled by the natural frequency.\nVery high natural frequencies, such as those on a racing car, will naturally produce twitchy handling because the load on the tires, and therefore the forces they can generate, is varying very rapidly.\nVery low natural frequencies, on the other hand, will result in the car taking a long time to straighten up even after the turn is complete.\nThis will produce sluggish and unresponsive handling.\n\nAnother effect of strength and natural frequency is the response of a car to a bump in the road.\nHigh natural frequencies can result in the car responding very strongly and quickly to the bump, with the wheel possibly even leaving the road for a short while.\nThis not only creates a bumpy ride but also periods of time when the tire is generating no forces.\nWeaker springs will result in a smoother trip over the bump, with weaker but more constant tire forces.\nA balance must be found to tune the car for the expected types of turn and terrain.\n\nThe natural frequency of the spring presents a challenge for computer simulation.\nA smooth and stable simulation requires that the spring is updated at a frequency much greater than the spring's natural frequency.\nAn alternative way of expressing this is to consider the period of the spring relative to the timestep of the simulation.\nThe period of the spring is the time the spring takes to complete a single oscillation and is mathematically equal to the reciprocal of the natural frequency.\nIn order to achieve a stable simulation, the spring must be sampled at several points during each oscillation.\nA natural consequence of this observation is that the simulation timestep must be significantly smaller than the period of the spring.\nTo discuss this further it is helpful to introduce a ratio that describes the number of simulation updates that will occur during each spring oscillation.\nThis ratio is simply the spring period divided by the timestep:\n\n```\nalpha = sqrt(sprungMass / springStrength) / timestep\n```\n\nwhere `sqrt(sprungMass / springStrength)` is the period of the spring.\nAn alpha value of 1.0 means that the chosen timestep and spring properties only allow a single sample of the spring during each oscillation.\nAs described above, this is almost guaranteed to produce unstable behavior.\nIn fact, the argument presented so far suggests **a value of alpha significantly greater than 1.0 is essential to produce a smooth simulation**.\nThe exact value of alpha at which stability emerges is very difficult to predict and depends on many other parameters.\nAs a guide, however, it is recommended that the timestep and spring properties are chosen so that they produce an alpha value greater than 5.0; that is, a minimum of five simulation updates per spring cycle.\n\nWhen tuning a suspension spring it can be very useful to use manufacturer data to discover typical values used across a range of vehicle types.\nThis data is not always readily available.\nAn alternative strategy would be to think in terms of the natural frequency of the spring by imagining how quickly the car would oscillate up and down if it was dropped onto the ground from a height of, say, 0.5m.\nThe springs of a typical family car have natural frequency somewhere between 5 and 10; that is, such a car would make 5-10 oscillations per second if gently dropped to the ground.\nIf the mass supported by the spring is already known then the spring strength can be calculated from the following equation:\n\n```\nspringStrength = naturalFrequency * naturalFrequency * sprungMass\n```\n\n- *<Type>: float*\n- *<Range>: > 0*\n- *<Default>: sprungMass * 5.0 * 5.0*\n\n```cpp\nspringStrength = 51653;\n```"},{"heading":"springDamperRate","level":5,"markdown":"This describes the rate at which the spring dissipates the energy stored in the spring.\n\nKey to the understanding of damper rate are the concepts of under-damping, over-damping, and critical damping.\nAn over-damped pendulum displaced from rest is unable to make a single back-and-forth trip before it dissipates all its energy,\nwhile an under-damped pendulum would be able to make at least a single back-and-forth trip.\nA critically damped pendulum makes exactly a single back-and-forth trip before expending all its energy.\n\nFor vehicle suspension springs, it is typically important to make sure that the spring has a damper rate that produces over-damping but not by too much.\nWhen cornering, for example, it is important that the spring doesn't over-respond by shifting the weight from the left suspension to the right suspension then back again.\nIf this happened the tire load, and the forces generated, would be extremely variable, resulting in twitchy and uncontrollable handling.\nA very heavily over-damped spring, on the other hand, will feel sluggish and unresponsive.\nThe concept of critical damping can be used to help tune the damping rate of the spring.\nIt is helpful to introduce a value known as the damping ratio, which helps to mathematically describe the under-damping, critical damping and over-damping regimes:\n\n```\ndampingRatio = springDamperRate / (2 * sqrt(springStrength * sprungMass))\n```\n\nA dampingRatio with value greater than 1.0 produces over-damping, a value of exactly 1.0 generates critical damping, and a value less than 1.0 is under-damped.\nIt can be useful to first think about whether the spring will be under-damped or over-damped, then think about how far it will be from critical damping.\nThis process allows a number to be subjectively applied to the damping ratio.\nFrom here the damping rate can be directly computed by rearranging the equation above:\n\n```\nspringDamperRate = dampingRatio * 2 * sqrt(springStrength * sprungMass)\n```\n\nA typical family car is probably slightly over-damped, having dampingRatio with value perhaps just over 1.0.\nA guideline would be that values very far from critical damping are likely to be unrealistic and will either produce sluggish or twitchy handling.\nIt is difficult to put an exact figure on this but somewhere between 0.8 and 1.2 seems like a good starting point for the damping ratio.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 0.4 * 2 * sqrt(springStrength * sprungMass)*\n\n```cpp\nspringDamperRate = 8264;\n```"},{"heading":"suspTravelDirection","level":5,"markdown":"This is the direction of the suspension in the downward direction in the rest configuration of the vehicle.\nA vector that points straight downwards is a good starting point.\n\n- *<Type>: Array[3]*\n- *<Default>: { 0, -1, 0 }*\n\n```cpp\nsuspTravelDirection[] = { 0, -1, 0 };\n```"},{"heading":"suspForceAppPointOffset","level":5,"markdown":"This is the application point of the suspension force.\n\nIn a real vehicle, the suspension forces are mediated through the suspension strut.\nThese are often incredibly complex mechanical systems that are computationally expensive to simulate.\nAs a consequence, instead of modeling the details of the suspension strut, it makes sense to assume that the suspension strut has an effective point at which it applies the force to the rigid body.\nChoosing that point, however, needs careful consideration.\nAt the same time, it opens up all sorts of tweaking possibilities, freed from the constraints of the real world.\n\nDeciding on the suspension force application point requires some thought.\nThe suspension is very close to the wheel so the wheel center is a good starting point.\nConsider a line through the wheel center and along the suspension travel direction.\nSomewhere along this line seems like an even better idea for the application point, albeit not completely scientific.\nFor a standard 4-wheeled car it makes sense that the application point is somewhere above the wheel center but below the centre of mass of the rigid body.\nIt is probably above the wheel centre because the suspension is mostly above this point.\nIt can be assumed that it is somewhere below the rigid body centre of mass because otherwise, vehicles would lean out of the turn rather than into the turn.\nThis narrows down the application point to really quite a small section of a known line.\n\nWhen editing the suspension force application point, it is important to bear in mind that lowering the app point too far will result in cars leaning more into the turn.\nThis can have a negative effect on handling because the inner wheel can take so much load that the response saturates, while the outer wheel ends up with reduced load and reduced turning force, the result being poor cornering.\nConversely, setting the app point too high will result in cornering that looks unnatural. The aim is to achieve a good balance.\n\n- *<Type>: memory point*\n- *<Default>: center*\n\n```cpp\nsuspForceAppPointOffset = \"wheel_1_1_axis\";\n```"},{"heading":"Tire parameters","level":4,"markdown":""},{"heading":"longitudinalStiffnessPerUnitGravity","level":5,"markdown":"The longitudinal tire force is approximately the product of the longitudinal stiffness per unit longitudinal slip (in radians) per unit gravity and the longitudinal slip and the magnitude of gravitational acceleration.\n\nIncreasing this value will result in the tire attempting to generate more longitudinal force when the tire is slipping.\nTypically, increasing longitudinal stiffness will help the car accelerate and brake.\nThe total tire force available is limited by the load on the tire so be aware that increases in this value might have no effect or even come at the expense of reduced lateral force.\n\n- *<Type>: float*\n- *<Default>: 10000*\n\n```cpp\nlongitudinalStiffnessPerUnitGravity = 5000;\n```"},{"heading":"latStiffX","level":5,"markdown":""},{"heading":"latStiffY","level":5,"markdown":"These values together describe the lateral stiffness per unit lateral slip (in radians) of the tire.\nThe lateral stiffness of a tire has a role similar to the longitudinal stiffness, except that it governs the development of lateral tire forces, and is a function of tire load.\nTypically, increasing lateral stiffness will help the car turn more quickly.\nThe total tire force available is limited by the load on the tire so be aware that increases in this value might have no effect or even come at the expense of reduced longitudinal force.\n\nThe combination of the two values latStiffX and latStiffY describe a graph of lateral stiffness as a function of normalized tire load.\n\nTypical for car tires is a graph that has linear response close to zero load but saturates at greater loads.\nThis means that at low tire loads the lateral stiffness has a linear response to load; that is, more load results in more stiffness.\nAt higher tire loads the tire has a saturated response and is in a regime where applying more load will not result in more tire stiffness.\nIn this latter regime, it would be expected that the tire would start slipping.\n\nThe **latStiffX** parameter describes the normalized tire load above which the tire has a saturated response to tire load.\nThe normalized tire load is simply the tire load divided by the load experienced when the vehicle is perfectly at rest.\nA value of 2 for latStiffX means that when the tire has a load more than twice its rest load it can deliver no more lateral stiffness no matter how much extra load is applied to the tire.\nThe **latStiffY** parameter describes the maximum stiffness per unit of lateral slip (in radians) per unit rest load.\nThe maximum stiffness is delivered when the tire is in the saturated load regime, governed in turn by latStiffX.\n\nA good starting value for latStiffX is somewhere between 2 and 3.\nA good starting value for latStiffY is around 18 or so.\n\n- *<Type>: float*\n- *<Default>: 25, 180*\n\n```cpp\nlatStiffX = 2.0;\nlatStiffY = __EVAL(0.3125 * (180.0 / Pi));\n```"},{"heading":"frictionVsSlipGraph","level":5,"markdown":"These six values describe a graph of friction as a function of longitudinal slip.\nVehicle tires have a complicated response to longitudinal slip and this graph attempts to quickly describe this relationship.\n\nTypically, tires have a linear response at small slips.\nThis means that when the tire is only slightly slipping it is able to generate a response force that grows as the slip increases.\nAt greater values of slip, the force can actually start to decrease from the peak value that occurs at the optimum slip.\nBeyond the optimum slip, the tire eventually stops behaving less and less efficiently and hits a plateau of inefficiency.\n\nThe first two values describe the friction at zero tire slip:\n\n```\nfrictionVsSlipGraph[0][0] = 0\nfrictionVsSlipGraph[0][1] = friction at zero slip.\n```\n\nThe next two values describe the optimum slip and the friction at the optimum slip:\n\n```\nfrictionVsSlipGraph[1][0] = optimum slip\nfrictionVsSlipGraph[1][1] = friction at optimum slip.\n```\n\nThe last two values describe the slip at which the plateau of inefficiency begins and the value of the friction available at the plateau of inefficiency:\n\n```\nfrictionVsSlipGraph[2][0] = slip at the start of the plateau of inefficiency\nfrictionVsSlipGraph[2][1] = the friction available at the plateau of inefficiency.\n```\n\nThe friction values described here are used to scale the friction of the ground surface.\nThis means they should be in range (0,1) but this is not a strict requirement.\nTypically, the friction from the graph would be close to 1.0 in order to provide a small correction to the ground surface friction.\n\nA good starting point for this is a flat graph of friction vs slip with these values:\n\n```\nfrictionVsSlipGraph[0][0] = 0.0\nfrictionVsSlipGraph[0][1] = 1.0\nfrictionVsSlipGraph[1][0] = 0.5\nfrictionVsSlipGraph[1][1] = 1.0\nfrictionVsSlipGraph[2][0] = 1.0\nfrictionVsSlipGraph[2][1] = 1.0\n```\n\ngiving this array as a result:\n\n```cpp\nfrictionVsSlipGraph[] = { { 0.0, 1.0 }, { 0.5, 1.0 }, { 1.0, 1.0 } };\n```\n\n- *<Type>: Array[3][2]*\n- *<Default>: { { 0.0, 1.0 }, { 0.5, 1.0 }, { 1.0, 1.0 } }*\n\n```cpp\nfrictionVsSlipGraph[] = { { 0.0, 0.4 }, { 0.5, 1.0 }, { 0.75, 0.60 } };\n```"},{"heading":"CarX specifics","level":3,"markdown":"- Anti-roll bars is the system in a vehicle that should prevent it to do a barrel-roll during sharper turns. Using ARB enables us to make the center of mass realistically high and cause cars to roll down the steep slopes if placed sideways to the slope. It works the same way as the real ones - system computes the difference of applied weight to wheels in pair and tries to compensate difference by applying opposite forces.\n- **antiRollbarForceCoef** is a coefficient of applied force, could be taken as the strength of the system. Setting this value to zero disables ARB (and all next values), which is good for civilian vehicles, higher values reduce not only the risk of rolling but effects of suspension.\n- **antiRollbarForceLimit** is the highest strength of ARB applied to the vehicle. We may want to roll the car at certain situations (full van taking a sharp handbrake turn at high speed), tunning without diag mode is almost impossible because we are not able to imagine forces needed (values are rather low, 2 should be high enough for most of the vehicles)\n- **antiRollbarSpeedMin** and **antiRollbarSpeedMax** are limits of applied force coefficient. The coefficient is 0 at speeds lower than antiRollbarSpeedMin, interpolates to antiRollbarForceCoef at antiRollbarSpeedMax and is set to antiRollbarForceCoef for any higher speeds. This allows cars to drive on steep slopes using their radial speed, falling off the hill once they stop and rolling over at too high speeds (where coefficient doesn't grow and force is limited by the limit)."},{"heading":"brakeIdleSpeed","level":5,"markdown":"**brakeIdleSpeed** is speed in **m/s** under which the brakes are automatically applied to the vehicle.\nThis speed should be reasonably low, higher value would mean strange breaking of slow cars, too low value would cause inability to stop the car.\n\n- *<Type>: float*\n- *<Range>: > 0*\n\n```cpp\nbrakeIdleSpeed = 0.2;\n```"},{"heading":"antiRollbarForceCoef","level":5,"markdown":"**antiRollbarForceCoef** is a coefficient of applied force, could be taken as strength of the system.\nSetting this value to zero disables ARB (and all next values), which is good for civilian vehicles.\nHigher values reduce not only the risk of rolling but effects of suspension."},{"heading":"antiRollbarForceLimit","level":5,"markdown":"**antiRollbarForceLimit** is the highest strength of ARB applied to vehicle.\nWe may want to roll the car at certain situations (full van taking a sharp handbrake turn at high speed), tuning without diag mode is almost impossible because we are not able to imagine forces needed (values are rather low, 2 should be high enough for most of the vehicles)"},{"heading":"antiRollbarSpeedMin","level":5,"markdown":""},{"heading":"antiRollbarSpeedMax","level":5,"markdown":"**antiRollbarSpeedMin** and **antiRollbarSpeedMax** are limits of applied force coefficient.\nCoefficient is 0 at speeds lower than **antiRollbarSpeedMin**, interpolates to antiRollbarForceCoef at antiRollbarSpeedMax and is set to antiRollbarForceCoef for any higher speeds.\nThis allows cars to drive on steep slopes using their radial speed, falling off the hill once they stop and rolling over at too high speeds (where coefficient doesn't grow and force is limited by the limit)."},{"heading":"terrainCoef","level":5,"markdown":"Sets the importance of surfaceFriction on limiting the vehicle maximum speed on various surfaces. The bigger the value to slower the vehicle will be able to go over rough surfaces.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 1.0*\n\n```cpp\nterrainCoef = 2.0;\n```"},{"heading":"turnCoef","level":5,"markdown":"Defines the maximum steering angle of a car.\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 2.0*\n\n```cpp\nturnCoef = 3.0;\n```"},{"heading":"TankX specifics","level":3,"markdown":"Main differences from CarX:\n\n- More wheels to be set up\n- Few additional params used\n- Less complicated Center of Mass tweaking\n- Vehicle config parameter: **tankTurnForce**\n- Importance of wheel config parameters: **MOI**, **dampingRate**, **dampingRateInAir**\n- `boneName = \"<string>\"` in Wheel classes needs to be the damper bone in model.cfg (instead of the visual wheel bone for CarX)"},{"heading":"tankTurnForce","level":5,"markdown":"Initial force applied to turning in [0, tankTurnForceAngMinSpd] angular speed range to help the tank overcome friction when turning.\n\n- *<Type>: float*\n- *<Default>: (required)*\n\n```cpp\ntankTurnForce = 0.66e6; // start from 11x vehicle mass in kg and tweak until fine\n```"},{"heading":"tankTurnForceAngMinSpd","level":5,"markdown":"Angular speed (in **rad/s**) where tankTurnForce starts fading to 0 @ tankTurnForceAngSpd\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 0.0*\n\n```cpp\ntankTurnForceAngMinSpd = 3.0;\n```"},{"heading":"tankTurnForceAngSpd","level":5,"markdown":"An angular speed (in **rad/s**) where tankTurnForce becomes 0\n\n- *<Type>: float*\n- *<Range>: >= 0*\n- *<Default>: 4.0*\n\n```cpp\ntankTurnForceAngSpd = 3.0;\n```"},{"heading":"ShipX specifics","level":3,"markdown":"*TODO - see Arma 3: Ships Config Guidelines*"},{"heading":"See also","level":3,"markdown":"- Arma 3: Cars Config Guidelines\n- Arma 3: Tanks Config Guidelines\n- Arma 3: Ships Config Guidelines\n- CfgVehicles Config Reference"}],"categories":["ArmA: Armed Assault: Modelling","Arma 3: Vehicle Configuration"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Vehicle Hitpoint Creation","title":"Arma 3: Vehicle Hitpoint Creation","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Vehicle_Hitpoint_Creation","revid":373250,"updated":"2025-04-12T22:28:07Z","aliases":["Arma 3 Vehicle Hitpoint Creation","Arma Vehicle Hitpoint Creation"],"markdown":"## Intro\n\nThis article gives basic suggestions for building vehicle fire geometry and hit points. It assumes you are already familiar with making vehicle addons for Arma 3.\n\nTake a look at the following images. Using the fire geometry LOD of a generic \"tank\", they tell you a lot about how fire geometry (**\"FG\"**) and hitpoints (**\"HP\"**) should be set up:\n\n- Transparent blue: armor FG\n- Solid-colored boxes: HP FG (different colors representing different HP classes / components / types)\n- Transparent spheres: HP spheres (a visual representation of your vehicle config \"radius\" values)\n\n## The Four Commandments\n\n**1. Pieces of FG should not overlap (as little as possible anyway)--even if the pieces all belong to the same component**\n\n**2. Leave SPACE between DIFFERENT types of FG--between armor and HP, or between one HP component and another. These should DEFINITELY NOT overlap.**\n\n**3. HP FG should be encased within an EVENLY SPACED matrix of HP spheres.**\n\n**4. HP spheres CAN overlap BUT they should only be in contact with ONE type of HP FG.**\n\nRefer to the images in the Intro for a visual example of these rules.\n\n## More Detail (If You Need It)\n\nThis section is optional, in case you're looking for a more detailed discussion beyond the Commandments section above.\n\n#### 1. No FG overlap\n\n- The less the better, with none being the ideal. A little overlap is most tolerable in pieces of armor, or within a single type of HP FG (e.g. several convex pieces of FG that make up your vehicle's engine compartment).\n\n#### 2. Space between different FG types\n\n- There should be an airspace buffer between HP FG--which will be taking damage--and armor FG--which should cause marginal to no damage.\n- You also need airspace buffer between different HP components (engine, turret, gun, etc.). It's not the exact airspace distance that matters per se. The point is to have enough space to prevent an HP sphere encasing one component from touching a second component. When a sphere touches 2 different types of FG, damage on one component will \"leak\" to the other.\n- Meeting these requirements, you will typically find yourself needing somewhere on the order of 12\" (25cm) between different FG components.\n\n#### 3. Encase FG evenly in HP spheres\n\n- Each HP component should be as evenly encased as possible within a \"bubbly\" matrix of overlapping HP spheres.\n- \"Evenly encased\" means:\n  - ...that the spheres should overlap with each other to fully encase the FG without leaving gaps.\n  - ...that the sphere matrix should be a completely regular 3D grid--the distance between each sphere should be identical\n  - ...that the FG should be evenly encased by your HP sphere matrix. It's as if you converted the FG into a voxel network of spherical cells--part of the FG should not be sticking out of the sphere matrix.\n- Arrange the relationship between the vertex spacing (in the P3D) and the \"radius\" value (in the vehicle config) so that the HP spheres overlap substantially with each other in the matrix.\n- This will create more even coverage of your FG. (See the Intro images above and the diagram below to get an idea of \"substantial overlap\").\n- You want case \"A\" above (where blue FG is armor and orange FG is an HP component that receives damage).\n  - You should avoid case \"B\" (unless you really know what you are doing).\n  - Under no circumstances should you have a situation like \"C\", which has the following problems:\n    - ... the HP spheres are irregularly positioned over the FG.\n    - ... there is FG sticking out of the sphere matrix.\n- It will probably make your life MUCH EASIER if you simply standardize all HP at a single radius--rather than using slightly different radii for different HP.\n  - This way you can space the \"grid\" or \"matrix\" of HP sphere verts just once--and simply copy and paste from there in your vehicle's HitPoints LOD.\n\n#### 4. HP spheres should only touch one type of HP\n\n- This is already explained #2 above.\n\n## Bad Things That Happen If You Don't Follow These Rules\n\n- Weapons which don't penetrate your vehicle's armor will cause damage (even though they shouldn't).\n- HP will take totally erratic damage depending on the angle of the weapon impact.\n- HP which are not in the path of a penetrating weapon will take damage anyway.\n\nFor a much more detailed discussion of vehicular damage, go here. It explains the research behind this article.","sections":[{"heading":"Intro","level":2,"markdown":"This article gives basic suggestions for building vehicle fire geometry and hit points. It assumes you are already familiar with making vehicle addons for Arma 3.\n\nTake a look at the following images. Using the fire geometry LOD of a generic \"tank\", they tell you a lot about how fire geometry (**\"FG\"**) and hitpoints (**\"HP\"**) should be set up:\n\n- Transparent blue: armor FG\n- Solid-colored boxes: HP FG (different colors representing different HP classes / components / types)\n- Transparent spheres: HP spheres (a visual representation of your vehicle config \"radius\" values)"},{"heading":"The Four Commandments","level":2,"markdown":"**1. Pieces of FG should not overlap (as little as possible anyway)--even if the pieces all belong to the same component**\n\n**2. Leave SPACE between DIFFERENT types of FG--between armor and HP, or between one HP component and another. These should DEFINITELY NOT overlap.**\n\n**3. HP FG should be encased within an EVENLY SPACED matrix of HP spheres.**\n\n**4. HP spheres CAN overlap BUT they should only be in contact with ONE type of HP FG.**\n\nRefer to the images in the Intro for a visual example of these rules."},{"heading":"More Detail (If You Need It)","level":2,"markdown":"This section is optional, in case you're looking for a more detailed discussion beyond the Commandments section above."},{"heading":"1. No FG overlap","level":4,"markdown":"- The less the better, with none being the ideal. A little overlap is most tolerable in pieces of armor, or within a single type of HP FG (e.g. several convex pieces of FG that make up your vehicle's engine compartment)."},{"heading":"2. Space between different FG types","level":4,"markdown":"- There should be an airspace buffer between HP FG--which will be taking damage--and armor FG--which should cause marginal to no damage.\n- You also need airspace buffer between different HP components (engine, turret, gun, etc.). It's not the exact airspace distance that matters per se. The point is to have enough space to prevent an HP sphere encasing one component from touching a second component. When a sphere touches 2 different types of FG, damage on one component will \"leak\" to the other.\n- Meeting these requirements, you will typically find yourself needing somewhere on the order of 12\" (25cm) between different FG components."},{"heading":"3. Encase FG evenly in HP spheres","level":4,"markdown":"- Each HP component should be as evenly encased as possible within a \"bubbly\" matrix of overlapping HP spheres.\n- \"Evenly encased\" means:\n  - ...that the spheres should overlap with each other to fully encase the FG without leaving gaps.\n  - ...that the sphere matrix should be a completely regular 3D grid--the distance between each sphere should be identical\n  - ...that the FG should be evenly encased by your HP sphere matrix. It's as if you converted the FG into a voxel network of spherical cells--part of the FG should not be sticking out of the sphere matrix.\n- Arrange the relationship between the vertex spacing (in the P3D) and the \"radius\" value (in the vehicle config) so that the HP spheres overlap substantially with each other in the matrix.\n- This will create more even coverage of your FG. (See the Intro images above and the diagram below to get an idea of \"substantial overlap\").\n- You want case \"A\" above (where blue FG is armor and orange FG is an HP component that receives damage).\n  - You should avoid case \"B\" (unless you really know what you are doing).\n  - Under no circumstances should you have a situation like \"C\", which has the following problems:\n    - ... the HP spheres are irregularly positioned over the FG.\n    - ... there is FG sticking out of the sphere matrix.\n- It will probably make your life MUCH EASIER if you simply standardize all HP at a single radius--rather than using slightly different radii for different HP.\n  - This way you can space the \"grid\" or \"matrix\" of HP sphere verts just once--and simply copy and paste from there in your vehicle's HitPoints LOD."},{"heading":"4. HP spheres should only touch one type of HP","level":4,"markdown":"- This is already explained #2 above."},{"heading":"Bad Things That Happen If You Don't Follow These Rules","level":2,"markdown":"- Weapons which don't penetrate your vehicle's armor will cause damage (even though they shouldn't).\n- HP will take totally erratic damage depending on the angle of the weapon impact.\n- HP which are not in the path of a penetrating weapon will take damage anyway.\n\nFor a much more detailed discussion of vehicular damage, go here. It explains the research behind this article."}],"categories":["Arma 3: Vehicle Configuration"],"groups":["Configuration"]},{"name":"Arma 3: Vehicle in Vehicle Transport","title":"Arma 3: Vehicle in Vehicle Transport","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Vehicle_in_Vehicle_Transport","revid":378127,"updated":"2026-02-21T14:38:45Z","aliases":["Arma 3 Vehicle in Vehicle Transport"],"markdown":"Vehicle in Vehicle Transport functionality was added in Arma 3 Apex expansion.\nFor proper function it needs suitable transport vehicle with cargo space defined in model and in config.\nTransported vehicles on the other hand needs no special treatment - important is only their size (estimated from bounding box) and weight.\nThere are multiple config parameters for both transport and transported vehicles which can be used for further tweaking of functionality.\n\n### Scripting commands\n\n- Command Group: Vehicle in Vehicle Transport\n\n### Transport/transported Vehicles\n\n#### Transported Vehicles\n\n- only dimensions and weight of vehicle/object are important parameters\n- if size is not defined in config, bounding box is used\n- mass of loaded vehicle(s) is added to transport vehicle\n- `canBeTransported = 0;` disables possibility for this specific vehicle to be transported in other vehicles\n- there are also optional parameters for parachute\n- all these parameters are overriding transport vehicle config - if they are not present, default values are used (vehicle can be transported and parachute defined in transport vehicle is used)\n\n**Transported** Vehicle config example:\n\n```cpp\nclass VehicleTransport\n{\n    class Cargo\n    {\n        parachuteClass            = \"B_Parachute_02_F\";    // type of parachute used when dropped in air. When empty then parachute is not used.\n        parachuteHeightLimit    = 40;                    // minimal height above terrain when parachute is used.\n        canBeTransported        = 1;                    // 0 (false) / 1 (true)\n\n        dimensions[]            = { \"BBox_1_1_pos\", \"BBox_1_2_pos\" };    // memory point-based override of automatic bounding box\n        // or\n        // dimensions[]            = { { 0, 0, 0 }, { 3, 2, 1.5 } };        // alternatively, positions in model space (since 2.08)\n\n        rotation = -90;                                // (optional) defines in which direction the vehicle gets rotated\n                                                    // when it is loaded into ViV cargo and will only fit when rotated\n                                                    // only -90 and 90 are supported. Since v2.08\n    };\n};\n```\n\n#### Transport Vehicles\n\n- functionallity is not restricted to vehicle type\n- name of memory points placed on model must be same as the ones used in config\n- cargo space can have multiple exit points\n- loading area can be defined\n- parachute models must be defined for dropping cargo in air\n\nTransport Vehicle config example:\n\n```cpp\nclass VehicleTransport\n{\n    class Carrier\n    {\n        cargoBayDimensions[]        = { \"VTV_limit_1\", \"VTV_limit_2\" };    // memory points in model defining cargo space\n        // or\n        // cargoBayDimensions[]        = { { 0, 0, 0 }, { 10, 10, 10 } };    // alternatively, positions in model space (since 2.08)\n\n        disableHeightLimit            = 1;                                // if set to 1 disable height limit of transported vehicles\n        maxLoadMass                    = 200000;                            // maximum cargo weight (in Kg) which the vehicle can transport\n        cargoAlignment[]            = { \"front\", \"left\" };                // array of 2 elements defining alignment of vehicles in cargo space.\n                                                                        // possible values are left, right, center, front, back. Order is important.\n\n        cargoSpacing[]                = { 0, 0.15, 0 };                    // offset from X,Y,Z axes (in metres)\n\n        exits[]                        = { \"VTV_exit_1\", \"VTV_exit_2\" };    // memory points in model defining loading ramps, could have multiple\n        // or\n        // exits[]                    = { { 5, 0, 0 }, { 5, 10, 0 } };    // alternatively, positions in model space (since 2.08)\n\n        unloadingInterval            = 2;                                // time between unloading vehicles (in seconds)\n        loadingDistance                = 10;                                // maximal distance for loading in exit point (in meters).\n        loadingAngle                = 60;                                // maximal sector where cargo vehicle must be to for loading (in degrees).\n        parachuteClassDefault        = \"B_Parachute_02_F\";                // type of parachute used when dropped in air. Can be overridden by parachuteClass in Cargo.\n        parachuteHeightLimitDefault    = 50;                                // minimal height above terrain when parachute is used. Can be overridden by parachuteHeightLimit in Cargo.\n\n        class CargoTypeWhitelist                                        // whitelist. If this is not empty, only listed vehicles (isKindOf)\n         {                                                                // can load into (since 2.10)\n             Boat_F = 1;                                                    // In this case the transporter only carry boats, not cars or tanks etc\n         };\n    };\n};\n```\n\n### Cargo Space Vehicle Sorting\n\n- vehicles in cargo space can be centred and aligned\n- handled via combined parameter \"CargoAlignment\" - it is an array of 2 elements\n- Values can be front, back, center, left, right. Order of them is important.\n\n**Examples:**\n\n- if first one is \"front\" then front part of transport will be filled first. If then second word is left, it will be filled from left side, but still front first.\n- VTOL example would be \"center\" and \"front\" so vehicles would be inserted in center line from front to back.\n- Ferry example would be \"left\" and \"front\" so vehicles should loaded form top left corner to back.","sections":[{"heading":null,"level":1,"markdown":"Vehicle in Vehicle Transport functionality was added in Arma 3 Apex expansion.\nFor proper function it needs suitable transport vehicle with cargo space defined in model and in config.\nTransported vehicles on the other hand needs no special treatment - important is only their size (estimated from bounding box) and weight.\nThere are multiple config parameters for both transport and transported vehicles which can be used for further tweaking of functionality."},{"heading":"Scripting commands","level":3,"markdown":"- Command Group: Vehicle in Vehicle Transport"},{"heading":"Transport/transported Vehicles","level":3,"markdown":""},{"heading":"Transported Vehicles","level":4,"markdown":"- only dimensions and weight of vehicle/object are important parameters\n- if size is not defined in config, bounding box is used\n- mass of loaded vehicle(s) is added to transport vehicle\n- `canBeTransported = 0;` disables possibility for this specific vehicle to be transported in other vehicles\n- there are also optional parameters for parachute\n- all these parameters are overriding transport vehicle config - if they are not present, default values are used (vehicle can be transported and parachute defined in transport vehicle is used)\n\n**Transported** Vehicle config example:\n\n```cpp\nclass VehicleTransport\n{\n    class Cargo\n    {\n        parachuteClass            = \"B_Parachute_02_F\";    // type of parachute used when dropped in air. When empty then parachute is not used.\n        parachuteHeightLimit    = 40;                    // minimal height above terrain when parachute is used.\n        canBeTransported        = 1;                    // 0 (false) / 1 (true)\n\n        dimensions[]            = { \"BBox_1_1_pos\", \"BBox_1_2_pos\" };    // memory point-based override of automatic bounding box\n        // or\n        // dimensions[]            = { { 0, 0, 0 }, { 3, 2, 1.5 } };        // alternatively, positions in model space (since 2.08)\n\n        rotation = -90;                                // (optional) defines in which direction the vehicle gets rotated\n                                                    // when it is loaded into ViV cargo and will only fit when rotated\n                                                    // only -90 and 90 are supported. Since v2.08\n    };\n};\n```"},{"heading":"Transport Vehicles","level":4,"markdown":"- functionallity is not restricted to vehicle type\n- name of memory points placed on model must be same as the ones used in config\n- cargo space can have multiple exit points\n- loading area can be defined\n- parachute models must be defined for dropping cargo in air\n\nTransport Vehicle config example:\n\n```cpp\nclass VehicleTransport\n{\n    class Carrier\n    {\n        cargoBayDimensions[]        = { \"VTV_limit_1\", \"VTV_limit_2\" };    // memory points in model defining cargo space\n        // or\n        // cargoBayDimensions[]        = { { 0, 0, 0 }, { 10, 10, 10 } };    // alternatively, positions in model space (since 2.08)\n\n        disableHeightLimit            = 1;                                // if set to 1 disable height limit of transported vehicles\n        maxLoadMass                    = 200000;                            // maximum cargo weight (in Kg) which the vehicle can transport\n        cargoAlignment[]            = { \"front\", \"left\" };                // array of 2 elements defining alignment of vehicles in cargo space.\n                                                                        // possible values are left, right, center, front, back. Order is important.\n\n        cargoSpacing[]                = { 0, 0.15, 0 };                    // offset from X,Y,Z axes (in metres)\n\n        exits[]                        = { \"VTV_exit_1\", \"VTV_exit_2\" };    // memory points in model defining loading ramps, could have multiple\n        // or\n        // exits[]                    = { { 5, 0, 0 }, { 5, 10, 0 } };    // alternatively, positions in model space (since 2.08)\n\n        unloadingInterval            = 2;                                // time between unloading vehicles (in seconds)\n        loadingDistance                = 10;                                // maximal distance for loading in exit point (in meters).\n        loadingAngle                = 60;                                // maximal sector where cargo vehicle must be to for loading (in degrees).\n        parachuteClassDefault        = \"B_Parachute_02_F\";                // type of parachute used when dropped in air. Can be overridden by parachuteClass in Cargo.\n        parachuteHeightLimitDefault    = 50;                                // minimal height above terrain when parachute is used. Can be overridden by parachuteHeightLimit in Cargo.\n\n        class CargoTypeWhitelist                                        // whitelist. If this is not empty, only listed vehicles (isKindOf)\n         {                                                                // can load into (since 2.10)\n             Boat_F = 1;                                                    // In this case the transporter only carry boats, not cars or tanks etc\n         };\n    };\n};\n```"},{"heading":"Cargo Space Vehicle Sorting","level":3,"markdown":"- vehicles in cargo space can be centred and aligned\n- handled via combined parameter \"CargoAlignment\" - it is an array of 2 elements\n- Values can be front, back, center, left, right. Order of them is important.\n\n**Examples:**\n\n- if first one is \"front\" then front part of transport will be filled first. If then second word is left, it will be filled from left side, but still front first.\n- VTOL example would be \"center\" and \"front\" so vehicles would be inserted in center line from front to back.\n- Ferry example would be \"left\" and \"front\" so vehicles should loaded form top left corner to back."}],"categories":["Arma 3: Tutorials","Arma 3: Vehicle Configuration"],"groups":["Configuration"]},{"name":"Arma 3: Vehicle Loadouts","title":"Arma 3: Vehicle Loadouts","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts","revid":378792,"updated":"2026-06-15T12:49:59Z","aliases":["Arma 3 Dynamic Loadouts","Arma 3 Vehicle Loadouts","Arma 3: Dynamic Loadouts"],"markdown":"In-game customisation of vehicle's external armament.\n\n> [!IMPORTANT]\n> **Forum thread: [Dynamic Loadouts](https://forums.bistudio.com/topic/202173-dynamic-loadout-feedback/)**.\n\n### Goal\n\n- allow players to add/change weapons on vehicle's hardpoints on the begining of a mission, during the mission, in 3DEN, ...\n- add system that will allow addon-makers (configs) and designers (scripts) manage weapons on vehicles (mainly helicopters and airplanes) in a similar way to how it works in the real world.\n\n### Features\n\n- done similarly to how the current missiles work - by a proxy system with simulation \"maverick\"\n  - allows to set missile directly on pylon by pylon ID\n  - supports both missile holder (rail) and multi-missile holder (rack)\n  - future-compatible with non-missile equipment such as fuel tanks, pylon mounted HMG, electronics equipment, ...\n\n### Configuration\n\n##### CfgNonAIVehicles: simulation: pylonpod\n\n```cpp\nclass CfgNonAIVehicles\n{\n    class ProxyWeapon;\n    class ProxyPylonPod_3x_Missile_AGM_02_F : ProxyWeapon\n    {\n        model        = \"\\A3\\Weapons_F\\DynamicLoadout\\PylonPod_3x_Missile_AGM_02_F.p3d\";\n        simulation    = \"pylonpod\";\n    };\n};\n```\n\nThis tells engine that model \"PylonPod_3x_Missile_AGM_02_F\" - used as proxy in parent model - is the place for an item under pylon. Proxy ID corresponds with ID in config and script command to determine where to draw the item.\nOnly models that are used in airplane's P3Ds have to be CfgNonAIVehicles. Models that are only in CfgMagazines doen't need to be in CfgNonAIVehicles.\n\n##### Magazine and weapon\n\n```cpp\nclass CfgMagazines\n{\n    class 6Rnd_Missile_AGM_02_F;\n    class PylonPod_1Rnd_Missile_AGM_02_F : 6Rnd_Missile_AGM_02_F\n    {\n        displayName        = \"1x Macer\";\n        model            = \"\\A3\\Weapons_F\\DynamicLoadout\\PylonPod_1x_Missile_AGM_02_F.p3d\";\n        count            = 1;\n        hardpoints[]    = { \"SUU_63_PYLON\", \"BRU_32_EJECTOR\",\"US_BOMB\" };\n        pylonWeapon        = \"Missile_AGM_02_Plane_CAS_01_F\";\n        initSpeedY        = -25;    // Y, minus for down speed\n        initSpeedZ        = 0;    // Z, aside missile eject speed\n    };\n\n    class PylonPod_3Rnd_Missile_AGM_02_F : PylonPod_1Rnd_Missile_AGM_02_F\n    {\n        displayName    = \"3x Macer\";\n        model        = \"\\A3\\Weapons_F\\DynamicLoadout\\PylonPod_3x_Missile_AGM_02_F.p3d\";\n        count        = 3;\n        pylonWeapon    = \"Missile_AGM_02_Plane_CAS_01_F\";\n        mirrorMissilesIndexes[] = { 2, 1, 3 }; // when on pylon with mirroredMissilePos = true, proxies will be taken/fired in this order\n    };\n};\n\nclass CfgWeapons\n{\n    class MissileLauncher;\n    class Missile_AGM_02_Plane_CAS_01_F : MissileLauncher\n    {\n        magazines[] = { \"6Rnd_Missile_AGM_02_F\", \"PylonPod_1Rnd_Missile_AGM_02_F\", \"PylonPod_3Rnd_Missile_AGM_02_F\" };\n    };\n};\n```\n\nParameters used by gunpods or rocket pods without proxies\n\n```cpp\nclass PylonRack_12Rnd_PG_missiles : 24Rnd_PG_missiles\n{\n    displayName = \"DAGR\";\n    count = 12;\n    hardpoints[] = { \"B_MISSILE_PYLON\", \"DAGR\" };\n    model = \"\\A3\\Weapons_F\\DynamicLoadout\\PylonPod_Rocket_DAGR_F.p3d\";\n    muzzlePos = \"muzzlePos\";\n    muzzleEnd = \"muzzleEnd\";\n};\n```\n\n#### Arma 3 Hardpoint Naming Example\n\n- B_BOMB_PYLON - default Blufor bomb pylon, attachable NATO bomb + NATO ejectors\n- O_BOMB_PYLON - default Opfor bomb pylon\n- B_ASRAAM - build in ejector (mostly wing tip); only AIM-9 compatible missiles\n- B_AH_99_PYLON - special pylons, only AH-99 compatible weapon\n\n`hardpoint[]` is only array of string, when one or more hardpoint from magazine and pylon are same, and mass of missile is OK, weapon can be used.\n\nHere is a list of all vanilla hardpoints:\n\n- \"20MM_TWIN_CANNON\"\n- \"ANTIMINE_DRONE_PYLON\"\n- \"B_A143_BUZZARD_CENTER_PYLON\"\n- \"B_AGM65_DUAL\"\n- \"B_AGM65_DUAL_RAIL\"\n- \"B_AGM65_RAIL\"\n- \"B_AMRAAM_D_DUAL_RAIL\"\n- \"B_AMRAAM_D_INT\"\n- \"B_AMRAAM_D_RAIL\"\n- \"B_ASRAAM\"\n- \"B_ASRRAM_EJECTOR\" [sic]\n- \"B_BIM9X\"\n- \"B_BIM9X_DUAL_RAIL\"\n- \"B_BIM9X_RAIL\"\n- \"B_BOMB_PYLON\"\n- \"B_GBU12\"\n- \"B_GBU12_DUAL_RAIL\"\n- \"B_HARM_INT\"\n- \"B_HARM_RAIL\"\n- \"B_MISSILE_PYLON\"\n- \"B_SDB_QUAD_RAIL\"\n- \"B_SHIEKER\"\n- \"B_ZEPHYR\"\n- \"DAGR\"\n- \"DAR\"\n- \"I_AGM65_DUAL_RAIL\"\n- \"I_AGM65_RAIL\"\n- \"I_AMRAAM_C_DUAL_RAIL\"\n- \"I_AMRAAM_C_RAIL\"\n- \"I_BIM9X\"\n- \"I_BIM9X_DUAL_RAIL\"\n- \"I_BIM9X_RAIL\"\n- \"I_GBU12\"\n- \"I_ORCA_RIGHT_PYLON\"\n- \"O_BOMB_PYLON\"\n- \"O_BOMB_PYLON_HELI\"\n- \"O_KAB250_BOMB\"\n- \"O_KH25\"\n- \"O_KH25_INT\"\n- \"O_KH58\"\n- \"O_KH58_INT\"\n- \"O_MISSILE_PYLON\"\n- \"O_R73\"\n- \"O_R77\"\n- \"O_R77_INT\"\n- \"O_SKYFIRE\"\n- \"SCALPEL_1RND\"\n- \"SCALPEL_1RND_EJECTOR\"\n- \"UNI_LEAFLETS_PYLON\"\n- \"UNI_SCALPEL\"\n\n#### pylonWeapon property\n\n- Pylon magazines require double side connection of pylon weapons and pylon magazine\n- Each weapon has to have a list of compatible magazines. No change here. But the new pylon magazine requires a new parameter called \"pylonWeapon\" with a name of default weapon which is added automatically when adding missile by setPylonLoadout script command or by 3DEN\n\nExample:\n\n```cpp\nclass CfgMagazines\n{\n    class PylonPod_AA\n    {\n        pylonWeapon = \"Missile_AGM_02_Plane_CAS_01_F\";\n    };\n};\n\nclass CfgWeapons\n{\n    class Launcher_AA\n    {\n        magazines[] = { \"PylonPod_AA\" };\n    };\n\n    class Launcher_AA_v2\n    {\n        magazines[] = { \"PylonPod_AA\" };\n    };\n};\n```\n\nIn case of new vehicle in 3DEN, Launcher_AA will be added automatically. If you call script command setPylonLoadout then only Launcher_AA will be added.\nTo add Launcher_AA_v2 call:\n\n```sqf\nveh addWeapon \"Launcher_AA_v2\";\n// then\nveh setPylonLoadout [1, \"PylonPod_AA\"];\n```\n\nIn this case Launcher_AA will not be added because compatible weapon is already present.\n\n##### vehicle config - CfgVehicles\n\n```cpp\nclass CfgVehicles\n{\n    class Plane_Base_F;\n    class Plane_CAS_01_base_F : Plane_Base_F\n    {\n        class Components;\n    };\n\n    class B_Plane_CAS_01_Pylons_F : Plane_CAS_01_base_F\n    {\n        class Components : Components\n        {\n            class TransportPylonsComponent\n            {\n                class pylons // pylons are indexed to aircraft model's proxies IDs in the order they are written in class Pylons\n                {\n                    class pylons1 // left wingtip\n                    {\n                        maxweight        = 560;                                // kg, magazine with higher mass will not be allowed on this pylon\n                        hardpoints[]    = { \"B_BOMB_PYLON\" };                // magazine with at least one same hardpoints name will be attachable\n                        //hardpoint[]    = { \"A164_PYLON_1_10\",\"LAU_7\",\"B_ASRAAM\", \"SUU_63_PYLON\", \"BRU_32_EJECTOR\", \"B_BOMB_PYLON\", ... }; // just example for community, I am sure you will go closer to realism\n                        attachment        = \"PylonPod_1Rnd_Missile_AA_04_F\";    // default magazine\n                        bay                = -1;                                // index of bay for animation\n                        priority        = 5;                                // pylon with higher priority is used to fire missile first, this can by changed in run time by script command setPylonsPriority\n                        UIposition[]    = { 0.1, 0.25 };                    // x,y coordinates in 3DEN UI\n                        turret[]        = {};                                // default owner of pylon/weapon, empty for driver\n                    };\n\n                    class pylons2 : pylons1\n                    {\n                        maxweight        = 800; // kg\n                        attachment[]    = { \"ProxyPylonPod_3x_Missile_AGM_02_F\" };\n                        priority        = 4;\n                    };\n\n                    class pylons3 : pylons1        { priority = 3; };\n                    class pylons4 : pylons1        { priority = 2; };\n                    class pylons5 : pylons1        { priority = 1; };\n                    class pylons6 : pylons5        { mirroredMissilePos = 5; }; // will copy loadout from pylon 5 in when \"Mirror\" is checked in Eden loadout interface. And proxies/missiles racks on this pylon will be re-indexed by magazine::mirrorMissilesIndexes[]\n                    class pylons7 : pylons4        { mirroredMissilePos = 4; };\n                    class pylons8 : pylons3        { mirroredMissilePos = 3; };\n                    class pylons9 : pylons2        { mirroredMissilePos = 2; };\n                    class pylons10 : pylons1    { mirroredMissilePos = 1; }; // right wingtip\n                };\n\n                class Bays\n                {\n                    class BayCenter // corresponding to pylons/##pylon##/bay=1;\n                    {\n                        bayOpenTime                    = 1;\n                        openBayWhenWeaponSelected    = 1.0;    // float value, can be used to half open bay\n\n                        // -1 keep open, 0 close after last missile, > 0 keep open for given time after last shot\n                        autoCloseWhenEmptyDelay   = 2;        // when last shot keep 2s open after last shot\n                    };\n\n                    class BayRight // corresponding to pylons/##pylon##/bay=2;\n                    {\n                        bayOpenTime                    = 0.8;\n                        openBayWhenWeaponSelected    = 0.0;\n                    };\n\n                    class BayLeft : BayRight{}; // corresponding to pylons/##pylon##/bay=3;\n                };\n            };\n        };\n    };\n};\n```\n\n- pylons:hardpoint: if one or more matches with magazine:hardpoints then magazine can be attached, setPylonLoadout with force = true will ignore this check.\n\n### Scripting\n\n```\nvehicle setPylonLoadout [pylonID, magazine name, forced = false, turret path = []]\n```\n\n- adds missile to vehicle pylon; TransportPylonsComponent in config is required\n- pylonID can be number/index corresponding to order in config or string name of pylon in config\n\n```\nvehicle setPylonsPriority [priority pylon 1, priority pylon 2, ..., priority pylon n]\n```\n\n- overrides default pylons priorities\n- can be used to make weapon fire in different order or to force burst of all weapons of same type\n\n```\nvehicle animateBay [bay index, value <-1,1>, bool instant]\n```\n\n- will force bay to animate to given position, use -1 reset to default (engine driven) state\n\n```\nvehicle animatePylon [pylon index, value <-1,1>, bool instant]\n```\n\n- will force pylon to animate to given position, use -1 reset to default (engine driven) state\n- both script command above will in case that state < 1 make attached weapon unable to release missile, because missile can be released only when bay.animation == 1 && pylon.animation == 1\n\n```\nvehicle ammoOnPylon pylon name/index\n```\n\n- returns ammo count on given pylon\n\n```\nvehicle setAmmoOnPylon [pylon name/index, ammo count]\n```\n\n- set count of ammo in magazine on pylon\n\n```\ngetPylonMagazines vehicle\n```\n\n- return array of magazines on pylons, size is equal to count of pylons\n\n```\nvehicle getCompatiblePylonMagazines string/index\n```\n\n- return list of compatible magazines, number > 0 or class name for one given pylon, or 0 for array of all pylons\n\n> [!NOTE]\n> See also getAllPylonsInfo and Vehicle Loadouts category.\n\n#### Saving and Restoring\n\nHere's a demo on how to gather and store pylon loadouts in script form:\n\n1. Open your text editor, and copy-paste the following:\n\n   ```sqf\n   private _pylons = /* paste your data here */;\n   private _pylonPaths = (configProperties [configFile >> \"CfgVehicles\" >> typeOf _vehicle >> \"Components\" >> \"TransportPylonsComponent\" >> \"Pylons\", \"isClass _x\"]) apply { getArray (_x >> \"turret\") };\n   { _vehicle removeWeaponGlobal getText (configFile >> \"CfgMagazines\" >> _x >> \"pylonWeapon\") } forEach getPylonMagazines _vehicle;\n   { _vehicle setPylonLoadout [_forEachIndex + 1, _x, true, _pylonPaths select _forEachIndex] } forEach _pylons;\n   ```\n1. Create a new scenario in the Eden editor, add your vehicle, adjust the pylon loadout, and set its \"Object Init\" to: `copyToClipboard str getPylonMagazines this`\n1. Play scenario, wait until loaded, then pause the game and return to Eden.\n1. Your pylon loadout is now in the clipboard; go back to your text editor, and paste the loadout in the `_pylons` variable.\n1. The loadout code is ready; you must assign the target vehicle to the `_vehicle` variable before calling it.\n\n### Animation Sources\n\n#### plane/helicopter\n\n- bay.1, bay.2, ...bay.X - animation state of bay\n- pylonReadyPos.X - animation state of pylon, missile is released when anim. state of bay and pylon is 1\n- pylonIsEmpty.X - return 1 when no magazine is attached on pylon\n- pylonReload.X - reload state of weapon on given pylon\n- pylonRevolving.X - revolving state of weapon on given pylon\n\n#### magazine\n\n- revolving - revolving state of weapon, can be used in model.cfg for model of magazine/pylon ejector model\n- ammo - real count of ammunition from 0 to maxAmmo\n- reload - reload state of pylon magazine, same as reload for non - pylon weapons\n\n### \"Generic\" Pylons\n\n#### Configuration\n\nGeneric pylons are in CfgMagazines just like weapon pylons. But they have a simulation entry.\nGeneric pylons do not add actual Magazines or Weapons to the vehicle, instead their functionality depends on which \"Components\" are added to them.\n\nThere are three supported simulation types.\n\n- generic - This one is the \"cheapest\" in simulation cost. It does nothing by itself, but functionality can be added via the \"Added\"/\"Removed\" EventHandlers.\n- fuel - Has \"fuelCapacity\" and acts like an additional fuel tank. Equivalent to the \"FuelTankComponent\", but also has cheap simulation.\n- components - This type can have multiple components of different types, allowing to combine functionality in one pylon.\n\n```cpp\nclass Test_FuelTankPylon : VehicleMagazine // Need to inherit unused entries, otherwise trying to use it as a magazine (addMagazine script command) would throw errors\n{\n    // General options (Same also for weapon pylons)\n    displayName = \"FuelTankPylon\";\n    descriptionShort = \"FuelTankPylon\";\n    model = \"a3\\Air_F_Beta\\Heli_Transport_01\\PylonPod_Fuel.p3d\";\n    hardpoints[] = { \"B_MISSILE_PYLON\", \"B_FUELTANK_HELI\" };\n    mass = 125;\n\n    // pylon type\n    simulation = \"fuel\"; // Simulation entry being present, decides the difference between weapon/generic pylon.\n\n    // Fuel specific options\n    fuelCapacity = 1024;\n}\n```\n\n```cpp\nclass Test_SmokePod : VehicleMagazine\n{\n    // General options\n    displayName=\"SmokePod Green\";\n    model = \"a3\\Air_F_Beta\\Heli_Transport_01\\PylonPod_Fuel.p3d\";\n    hardpoints[] = { \"B_MISSILE_PYLON\", \"B_FUELTANK_HELI\" };\n    mass=125;\n\n    // pylon type\n    simulation = \"generic\";\n    class EventHandlers\n    {\n        Added = \"call compileScript ['DedmenPylon\\added.sqf']\"; // params [\"_vehicle\", \"_pylonConfigClass\", \"_pylonIndex\"]\n        Removed = \"call compileScript ['DedmenPylon\\removed.sqf']\"; // params [\"_vehicle\", \"_pylonConfigClass\", \"_pylonIndex\"]\n    }\n\n    SmokeClass = \"SmokeShellGreen_Infinite\"; // Script can access config via _pylonConfigClass\n};\n```\n\n```cpp\nclass Test_Component_FuelTankPylon : VehicleMagazine\n{\n    // General options\n    displayName=\"Component FuelTankPylon\";\n    model = \"a3\\Air_F_Beta\\Heli_Transport_01\\PylonPod_Fuel.p3d\";\n    hardpoints[]= { \"B_MISSILE_PYLON\", \"B_FUELTANK_HELI\" };\n    mass=125;\n\n    // pylon type\n    simulation = \"components\";\n\n    // All pylons have scripts\n    class EventHandlers\n    {\n        Added = \"call {}\";\n        Removed = \"call {}\";\n    }\n\n    class Components\n    {\n        class FuelTankComponent // Can have multiple of these\n        {\n            fuelCapacity = 1024;\n        };\n\n        class AdditionalSensorsComponent\n        {\n            class Components\n            {\n                // Sensor components here\n            };\n        };\n\n        class CameraComponent\n        {\n            // ...\n        };\n    };\n};\n```\n\n#### Components\n\nThere is a list of components here :surprise_pikachu:\n\n##### FuelTankComponent\n\nAdds a fuel tank with \"fuelCapacity\" liters of fuel.\nWhen the tank is added, it is always full.\nThere is actually no fuel in the pylon pod itself, when the fueltank is added, the vehicles main tank is extended and the fuel transferred into it.\nWhen the pylon is removed, the pylon removes the minimal amount of fuel from the vehicles main tank, that is needed to return it back to original capacity.\nThat means removing a \"half-full\" fuel tank pylon, will leave the vehicle with 100% fuel remaining. Fuel is first drained from the pylon, but virtually, because the pylon itself doesn't have a tank. That is a implementation detail.\nPylon fuel tanks have no hitpoints, the vehicles main fueltank hitpoints are used for leaking fuel (because the pylon itself, technically doesn't have fuel inside it).\n\n##### AdditionalSensorsComponent\n\nAllows to add vehicle sensors, inside a pylon. This is equivalent to the \"SensorsManagerComponent\". See Arma_3:_Sensors_Config_Reference.\nThese sensors are dynamically added/removed to/from the main vehicle sensors.\n\nThe \"animDirection\" of the sensor, will be taken from a memory point on the pylon pod.\n\n##### CameraComponent\n\nAdds a PilotCamera (see pilotCamera).\nIts \"memoryPointDriverOptics\" is taken from a memory point on the pylon pod.\nNote that assigning a camera pylon to the copilot, is currently not supported.\nThe pylon will replace any existing pilotCamera already present on the vehicle.\nThe actual PilotCamera configuration is inside the PilotCamera subclass.\nNote because it replaces the PilotCamera, other commands like getPilotCameraDirection and setPilotCameraRotation will apply to the pylon pod.\n\nThis component also has SearchLight functionality, which can be used by providing a \"Reflectors\" class. The light memory points are taken from the pylon pod.\n\nIt provides animation sources\n\n- pilotCameraRotX\n- pilotCameraRotY\n\nIt provides scripted actions\n\n- GetLightState - Returns Boolean\n- SetLightState - Argument is Boolean returns Nothing\n\n```cpp\nclass CameraComponent\n{\n    cameraInfoType = \"\"; // If this is set, it will override the vehicles \"driverWeaponsInfoType\" (If pilot pylon) or the turret's \"turretInfoType\" (If copilot pylon) of the vehicle.\n    memoryPointDriverOptics = \"camera_pos\"; // This point is on the pylon pod that the component is attached to\n    class PilotCamera\n    {\n        class OpticsIn\n        {\n            class Wide\n            {\n                opticsDisplayName = \"WFOV\";\n                initAngleX=0; minAngleX=0; maxAngleX=0;\n                initAngleY=0; minAngleY=0; maxAngleY=0;\n                initFov = A3_FOV_DEG(30);\n                minFov = A3_FOV_DEG(30);\n                maxFov = A3_FOV_DEG(30);\n                directionStabilized = 1;\n                visionMode[] = {\"Normal\",\"NVG\"};\n                thermalMode[] = {0,1};\n                gunnerOpticsModel = \"\\A3\\Weapons_F\\Reticle\\Optics_Generic_wide_F.p3d\";\n            };\n            class Medium : Wide\n            {\n                opticsDisplayName = \"MFOV\";\n                initFov = A3_FOV_DEG(6);\n                minFov = A3_FOV_DEG(6);\n                maxFov = A3_FOV_DEG(6);\n                gunnerOpticsModel = \"\\A3\\Weapons_F\\Reticle\\Optics_Generic_medium_F.p3d\";\n\n            };\n        };\n        minTurn=-180;\n        maxTurn=180;\n        initTurn=0;\n        minElev=-20;\n        maxElev=90;\n        initElev=5;\n        maxXRotSpeed=1;\n        maxYRotSpeed=1;\n        maxMouseXRotSpeed=0.5;\n        maxMouseYRotSpeed=0.5;\n        pilotOpticsShowCursor=1;\n        controllable=1;\n    };\n\n    armorLights = 1; // Cannot be undefined or zero, must be set when Reflectors are present\n    class Reflectors\n    {\n        class Center\n        {\n\n            position  = \"camera_pos\";\n            direction = \"camera_dir\";\n            hitpoint  = \"\";\n            selection = \"light\";\n\n            color[]={2500,4000,6000};\n            ambient[]={2.5,4,6};\n            intensity=200000;\n            size=1;\n            innerAngle=100;\n            outerAngle=165;\n            coneFadeCoef=4;\n\n            useFlare=1;\n            flareSize=2;\n            flareMaxDistance=130;\n            class Attenuation\n            {\n                start=0;\n                constant=0;\n                linear=0;\n                quadratic=0.30000001;\n                hardLimitStart=50;\n                hardLimitEnd=65;\n            };\n        };\n    };\n    aggregateReflectors[]=\n    {\n        {\n            \"Center\"\n        }\n    };\n};\n```\n\n#### Example\n\nA scripted pylon, that adds a smoke trail emitter.\n\n```cpp\nclass Test_SmokePod : VehicleMagazine\n{\n    // General options\n    displayName=\"SmokePod Green\";\n    model = \"a3\\Air_F_Beta\\Heli_Transport_01\\PylonPod_Fuel.p3d\";\n    hardpoints[] = { \"B_MISSILE_PYLON\", \"B_FUELTANK_HELI\" };\n    mass=125;\n\n    // pylon type\n    simulation = \"generic\";\n    class EventHandlers\n    {\n        Added = \"call compileScript ['DedmenPylon\\added.sqf']\"; // params [\"_vehicle\", \"_pylonConfigClass\", \"_pylonIndex\"]\n        Removed = \"call compileScript ['DedmenPylon\\removed.sqf']\"; // params [\"_vehicle\", \"_pylonConfigClass\", \"_pylonIndex\"]\n    }\n\n    SmokeClass = \"SmokeShellGreen_Infinite\"; // Script can access config via _pylonConfigClass\n};\n```\n\nThe added handler:\n\n```sqf\nsystemChat str [_this, _thisEvent];\nif !(uiNamespace isNil \"dedmen_fnc_added\") exitWith {call (uiNamespace getVariable \"dedmen_fnc_added\");};\n\nparams [\"_vehicle\", \"_pylonCfg\", \"_pylonIndex\"];\n\nprivate _smokePylonList = _vehicle getVariable [\"SmokePylons\", []];\n\nprivate _firstToAdd = _smokePylonList isEqualTo [];\n\n_smokePylonList pushBack [_pylonCfg, _pylonIndex];\n_vehicle setVariable [\"SmokePylons\", _smokePylonList];\n\nif (_firstToAdd) then {\n  private _smokeDeployAction = _vehicle addAction [\"Engage Smoke Pylons\", {\n    params [\"_vehicle\"];\n\n    private _smokePylonActiveList = _vehicle getVariable [\"SmokePylonsActive\", []];\n\n    private _wasActive = _smokePylonActiveList isNotEqualTo [];\n\n    if (_wasActive) then {\n      {deleteVehicle _x} forEach _smokePylonActiveList;\n      _smokePylonActiveList = [];\n    } else {\n\n      private _smokePylonList = _vehicle getVariable [\"SmokePylons\", []];\n      private _allPylonsInfo = getAllPylonsInfo _vehicle;\n\n      {\n        _x params [\"_pylonCfg\", \"_pylonIndex\"];\n          private _pylonPosRel = _allPylonsInfo select (_pylonIndex-1) select 6 select 0; // Specific pylon (1-based index), positions array from 2.20, relativePos\n\n        private _smokeClass = getText (_pylonCfg >> \"SmokeClass\");\n\n          private _projectile = createVehicle [_smokeClass, [0,0,0], [], 0, \"none\"];\n\n          _projectile attachTo [_vehicle, _pylonPosRel];\n          _smokePylonActiveList pushBack _projectile;\n      } forEach _smokePylonList;\n    };\n\n    _vehicle setVariable [\"SmokePylonsActive\", _smokePylonActiveList];\n  }];\n\n  _vehicle setVariable [\"SmokePylonsAction\", _smokeDeployAction];\n};\n```\n\nThe removed handler:\n\n```sqf\nsystemChat str [_this, _thisEvent];\nif !(uiNamespace isNil \"dedmen_fnc_removed\") exitWith {call (uiNamespace getVariable \"dedmen_fnc_removed\");};\n\nparams [\"_vehicle\", \"_pylonCfg\", \"_pylonIndex\"];\n\nprivate _smokePylonList = _vehicle getVariable [\"SmokePylons\", []];\nprivate _smokePylonActiveList = _vehicle getVariable [\"SmokePylonsActive\", []];\n\nprivate _pylonArrIndex = _smokePylonList find [_pylonCfg, _pylonIndex];\nif (_pylonArrIndex == -1) exitWith {};\n\n_smokePylonList deleteAt _pylonArrIndex; // Modify by ref, so vehicle is also updated\n\n// Kill the currently active smoke emitter, if there is one\nif (_pylonArrIndex < count _smokePylonActiveList) then {\n  deleteVehicle (_smokePylonActiveList deleteAt _pylonArrIndex);\n};\n\n//#TODO \"SmokePylonsActive\", if the smoke emitter is currently active we should remove that too\n\nif (_smokePylonList isEqualTo []) then {\n  // We removed all, so clean up the action and other variables\n\n  _vehicle removeAction (_vehicle getVariable [\"SmokePylonsAction\", -1]);\n\n  _vehicle setVariable [\"SmokePylons\", nil];\n  _vehicle setVariable [\"SmokePylonsActive\", nil];\n  _vehicle setVariable [\"SmokePylonsAction\", nil];\n};\n```\n\n### See Also\n\n- CfgAmmo\n- CfgVehicles\n- CfgMagazines\n- Command Group: Vehicle Loadouts\n- [Dynamic Loadouts forum thread](https://forums.bistudio.com/topic/202173-dynamic-loadout-feedback/)","sections":[{"heading":null,"level":1,"markdown":"In-game customisation of vehicle's external armament.\n\n> [!IMPORTANT]\n> **Forum thread: [Dynamic Loadouts](https://forums.bistudio.com/topic/202173-dynamic-loadout-feedback/)**."},{"heading":"Goal","level":3,"markdown":"- allow players to add/change weapons on vehicle's hardpoints on the begining of a mission, during the mission, in 3DEN, ...\n- add system that will allow addon-makers (configs) and designers (scripts) manage weapons on vehicles (mainly helicopters and airplanes) in a similar way to how it works in the real world."},{"heading":"Features","level":3,"markdown":"- done similarly to how the current missiles work - by a proxy system with simulation \"maverick\"\n  - allows to set missile directly on pylon by pylon ID\n  - supports both missile holder (rail) and multi-missile holder (rack)\n  - future-compatible with non-missile equipment such as fuel tanks, pylon mounted HMG, electronics equipment, ..."},{"heading":"Configuration","level":3,"markdown":""},{"heading":"CfgNonAIVehicles: simulation: pylonpod","level":5,"markdown":"```cpp\nclass CfgNonAIVehicles\n{\n    class ProxyWeapon;\n    class ProxyPylonPod_3x_Missile_AGM_02_F : ProxyWeapon\n    {\n        model        = \"\\A3\\Weapons_F\\DynamicLoadout\\PylonPod_3x_Missile_AGM_02_F.p3d\";\n        simulation    = \"pylonpod\";\n    };\n};\n```\n\nThis tells engine that model \"PylonPod_3x_Missile_AGM_02_F\" - used as proxy in parent model - is the place for an item under pylon. Proxy ID corresponds with ID in config and script command to determine where to draw the item.\nOnly models that are used in airplane's P3Ds have to be CfgNonAIVehicles. Models that are only in CfgMagazines doen't need to be in CfgNonAIVehicles."},{"heading":"Magazine and weapon","level":5,"markdown":"```cpp\nclass CfgMagazines\n{\n    class 6Rnd_Missile_AGM_02_F;\n    class PylonPod_1Rnd_Missile_AGM_02_F : 6Rnd_Missile_AGM_02_F\n    {\n        displayName        = \"1x Macer\";\n        model            = \"\\A3\\Weapons_F\\DynamicLoadout\\PylonPod_1x_Missile_AGM_02_F.p3d\";\n        count            = 1;\n        hardpoints[]    = { \"SUU_63_PYLON\", \"BRU_32_EJECTOR\",\"US_BOMB\" };\n        pylonWeapon        = \"Missile_AGM_02_Plane_CAS_01_F\";\n        initSpeedY        = -25;    // Y, minus for down speed\n        initSpeedZ        = 0;    // Z, aside missile eject speed\n    };\n\n    class PylonPod_3Rnd_Missile_AGM_02_F : PylonPod_1Rnd_Missile_AGM_02_F\n    {\n        displayName    = \"3x Macer\";\n        model        = \"\\A3\\Weapons_F\\DynamicLoadout\\PylonPod_3x_Missile_AGM_02_F.p3d\";\n        count        = 3;\n        pylonWeapon    = \"Missile_AGM_02_Plane_CAS_01_F\";\n        mirrorMissilesIndexes[] = { 2, 1, 3 }; // when on pylon with mirroredMissilePos = true, proxies will be taken/fired in this order\n    };\n};\n\nclass CfgWeapons\n{\n    class MissileLauncher;\n    class Missile_AGM_02_Plane_CAS_01_F : MissileLauncher\n    {\n        magazines[] = { \"6Rnd_Missile_AGM_02_F\", \"PylonPod_1Rnd_Missile_AGM_02_F\", \"PylonPod_3Rnd_Missile_AGM_02_F\" };\n    };\n};\n```\n\nParameters used by gunpods or rocket pods without proxies\n\n```cpp\nclass PylonRack_12Rnd_PG_missiles : 24Rnd_PG_missiles\n{\n    displayName = \"DAGR\";\n    count = 12;\n    hardpoints[] = { \"B_MISSILE_PYLON\", \"DAGR\" };\n    model = \"\\A3\\Weapons_F\\DynamicLoadout\\PylonPod_Rocket_DAGR_F.p3d\";\n    muzzlePos = \"muzzlePos\";\n    muzzleEnd = \"muzzleEnd\";\n};\n```"},{"heading":"Arma 3 Hardpoint Naming Example","level":4,"markdown":"- B_BOMB_PYLON - default Blufor bomb pylon, attachable NATO bomb + NATO ejectors\n- O_BOMB_PYLON - default Opfor bomb pylon\n- B_ASRAAM - build in ejector (mostly wing tip); only AIM-9 compatible missiles\n- B_AH_99_PYLON - special pylons, only AH-99 compatible weapon\n\n`hardpoint[]` is only array of string, when one or more hardpoint from magazine and pylon are same, and mass of missile is OK, weapon can be used.\n\nHere is a list of all vanilla hardpoints:\n\n- \"20MM_TWIN_CANNON\"\n- \"ANTIMINE_DRONE_PYLON\"\n- \"B_A143_BUZZARD_CENTER_PYLON\"\n- \"B_AGM65_DUAL\"\n- \"B_AGM65_DUAL_RAIL\"\n- \"B_AGM65_RAIL\"\n- \"B_AMRAAM_D_DUAL_RAIL\"\n- \"B_AMRAAM_D_INT\"\n- \"B_AMRAAM_D_RAIL\"\n- \"B_ASRAAM\"\n- \"B_ASRRAM_EJECTOR\" [sic]\n- \"B_BIM9X\"\n- \"B_BIM9X_DUAL_RAIL\"\n- \"B_BIM9X_RAIL\"\n- \"B_BOMB_PYLON\"\n- \"B_GBU12\"\n- \"B_GBU12_DUAL_RAIL\"\n- \"B_HARM_INT\"\n- \"B_HARM_RAIL\"\n- \"B_MISSILE_PYLON\"\n- \"B_SDB_QUAD_RAIL\"\n- \"B_SHIEKER\"\n- \"B_ZEPHYR\"\n- \"DAGR\"\n- \"DAR\"\n- \"I_AGM65_DUAL_RAIL\"\n- \"I_AGM65_RAIL\"\n- \"I_AMRAAM_C_DUAL_RAIL\"\n- \"I_AMRAAM_C_RAIL\"\n- \"I_BIM9X\"\n- \"I_BIM9X_DUAL_RAIL\"\n- \"I_BIM9X_RAIL\"\n- \"I_GBU12\"\n- \"I_ORCA_RIGHT_PYLON\"\n- \"O_BOMB_PYLON\"\n- \"O_BOMB_PYLON_HELI\"\n- \"O_KAB250_BOMB\"\n- \"O_KH25\"\n- \"O_KH25_INT\"\n- \"O_KH58\"\n- \"O_KH58_INT\"\n- \"O_MISSILE_PYLON\"\n- \"O_R73\"\n- \"O_R77\"\n- \"O_R77_INT\"\n- \"O_SKYFIRE\"\n- \"SCALPEL_1RND\"\n- \"SCALPEL_1RND_EJECTOR\"\n- \"UNI_LEAFLETS_PYLON\"\n- \"UNI_SCALPEL\""},{"heading":"pylonWeapon property","level":4,"markdown":"- Pylon magazines require double side connection of pylon weapons and pylon magazine\n- Each weapon has to have a list of compatible magazines. No change here. But the new pylon magazine requires a new parameter called \"pylonWeapon\" with a name of default weapon which is added automatically when adding missile by setPylonLoadout script command or by 3DEN\n\nExample:\n\n```cpp\nclass CfgMagazines\n{\n    class PylonPod_AA\n    {\n        pylonWeapon = \"Missile_AGM_02_Plane_CAS_01_F\";\n    };\n};\n\nclass CfgWeapons\n{\n    class Launcher_AA\n    {\n        magazines[] = { \"PylonPod_AA\" };\n    };\n\n    class Launcher_AA_v2\n    {\n        magazines[] = { \"PylonPod_AA\" };\n    };\n};\n```\n\nIn case of new vehicle in 3DEN, Launcher_AA will be added automatically. If you call script command setPylonLoadout then only Launcher_AA will be added.\nTo add Launcher_AA_v2 call:\n\n```sqf\nveh addWeapon \"Launcher_AA_v2\";\n// then\nveh setPylonLoadout [1, \"PylonPod_AA\"];\n```\n\nIn this case Launcher_AA will not be added because compatible weapon is already present."},{"heading":"vehicle config - CfgVehicles","level":5,"markdown":"```cpp\nclass CfgVehicles\n{\n    class Plane_Base_F;\n    class Plane_CAS_01_base_F : Plane_Base_F\n    {\n        class Components;\n    };\n\n    class B_Plane_CAS_01_Pylons_F : Plane_CAS_01_base_F\n    {\n        class Components : Components\n        {\n            class TransportPylonsComponent\n            {\n                class pylons // pylons are indexed to aircraft model's proxies IDs in the order they are written in class Pylons\n                {\n                    class pylons1 // left wingtip\n                    {\n                        maxweight        = 560;                                // kg, magazine with higher mass will not be allowed on this pylon\n                        hardpoints[]    = { \"B_BOMB_PYLON\" };                // magazine with at least one same hardpoints name will be attachable\n                        //hardpoint[]    = { \"A164_PYLON_1_10\",\"LAU_7\",\"B_ASRAAM\", \"SUU_63_PYLON\", \"BRU_32_EJECTOR\", \"B_BOMB_PYLON\", ... }; // just example for community, I am sure you will go closer to realism\n                        attachment        = \"PylonPod_1Rnd_Missile_AA_04_F\";    // default magazine\n                        bay                = -1;                                // index of bay for animation\n                        priority        = 5;                                // pylon with higher priority is used to fire missile first, this can by changed in run time by script command setPylonsPriority\n                        UIposition[]    = { 0.1, 0.25 };                    // x,y coordinates in 3DEN UI\n                        turret[]        = {};                                // default owner of pylon/weapon, empty for driver\n                    };\n\n                    class pylons2 : pylons1\n                    {\n                        maxweight        = 800; // kg\n                        attachment[]    = { \"ProxyPylonPod_3x_Missile_AGM_02_F\" };\n                        priority        = 4;\n                    };\n\n                    class pylons3 : pylons1        { priority = 3; };\n                    class pylons4 : pylons1        { priority = 2; };\n                    class pylons5 : pylons1        { priority = 1; };\n                    class pylons6 : pylons5        { mirroredMissilePos = 5; }; // will copy loadout from pylon 5 in when \"Mirror\" is checked in Eden loadout interface. And proxies/missiles racks on this pylon will be re-indexed by magazine::mirrorMissilesIndexes[]\n                    class pylons7 : pylons4        { mirroredMissilePos = 4; };\n                    class pylons8 : pylons3        { mirroredMissilePos = 3; };\n                    class pylons9 : pylons2        { mirroredMissilePos = 2; };\n                    class pylons10 : pylons1    { mirroredMissilePos = 1; }; // right wingtip\n                };\n\n                class Bays\n                {\n                    class BayCenter // corresponding to pylons/##pylon##/bay=1;\n                    {\n                        bayOpenTime                    = 1;\n                        openBayWhenWeaponSelected    = 1.0;    // float value, can be used to half open bay\n\n                        // -1 keep open, 0 close after last missile, > 0 keep open for given time after last shot\n                        autoCloseWhenEmptyDelay   = 2;        // when last shot keep 2s open after last shot\n                    };\n\n                    class BayRight // corresponding to pylons/##pylon##/bay=2;\n                    {\n                        bayOpenTime                    = 0.8;\n                        openBayWhenWeaponSelected    = 0.0;\n                    };\n\n                    class BayLeft : BayRight{}; // corresponding to pylons/##pylon##/bay=3;\n                };\n            };\n        };\n    };\n};\n```\n\n- pylons:hardpoint: if one or more matches with magazine:hardpoints then magazine can be attached, setPylonLoadout with force = true will ignore this check."},{"heading":"Scripting","level":3,"markdown":"```\nvehicle setPylonLoadout [pylonID, magazine name, forced = false, turret path = []]\n```\n\n- adds missile to vehicle pylon; TransportPylonsComponent in config is required\n- pylonID can be number/index corresponding to order in config or string name of pylon in config\n\n```\nvehicle setPylonsPriority [priority pylon 1, priority pylon 2, ..., priority pylon n]\n```\n\n- overrides default pylons priorities\n- can be used to make weapon fire in different order or to force burst of all weapons of same type\n\n```\nvehicle animateBay [bay index, value <-1,1>, bool instant]\n```\n\n- will force bay to animate to given position, use -1 reset to default (engine driven) state\n\n```\nvehicle animatePylon [pylon index, value <-1,1>, bool instant]\n```\n\n- will force pylon to animate to given position, use -1 reset to default (engine driven) state\n- both script command above will in case that state < 1 make attached weapon unable to release missile, because missile can be released only when bay.animation == 1 && pylon.animation == 1\n\n```\nvehicle ammoOnPylon pylon name/index\n```\n\n- returns ammo count on given pylon\n\n```\nvehicle setAmmoOnPylon [pylon name/index, ammo count]\n```\n\n- set count of ammo in magazine on pylon\n\n```\ngetPylonMagazines vehicle\n```\n\n- return array of magazines on pylons, size is equal to count of pylons\n\n```\nvehicle getCompatiblePylonMagazines string/index\n```\n\n- return list of compatible magazines, number > 0 or class name for one given pylon, or 0 for array of all pylons\n\n> [!NOTE]\n> See also getAllPylonsInfo and Vehicle Loadouts category."},{"heading":"Saving and Restoring","level":4,"markdown":"Here's a demo on how to gather and store pylon loadouts in script form:\n\n1. Open your text editor, and copy-paste the following:\n\n   ```sqf\n   private _pylons = /* paste your data here */;\n   private _pylonPaths = (configProperties [configFile >> \"CfgVehicles\" >> typeOf _vehicle >> \"Components\" >> \"TransportPylonsComponent\" >> \"Pylons\", \"isClass _x\"]) apply { getArray (_x >> \"turret\") };\n   { _vehicle removeWeaponGlobal getText (configFile >> \"CfgMagazines\" >> _x >> \"pylonWeapon\") } forEach getPylonMagazines _vehicle;\n   { _vehicle setPylonLoadout [_forEachIndex + 1, _x, true, _pylonPaths select _forEachIndex] } forEach _pylons;\n   ```\n1. Create a new scenario in the Eden editor, add your vehicle, adjust the pylon loadout, and set its \"Object Init\" to: `copyToClipboard str getPylonMagazines this`\n1. Play scenario, wait until loaded, then pause the game and return to Eden.\n1. Your pylon loadout is now in the clipboard; go back to your text editor, and paste the loadout in the `_pylons` variable.\n1. The loadout code is ready; you must assign the target vehicle to the `_vehicle` variable before calling it."},{"heading":"Animation Sources","level":3,"markdown":""},{"heading":"plane/helicopter","level":4,"markdown":"- bay.1, bay.2, ...bay.X - animation state of bay\n- pylonReadyPos.X - animation state of pylon, missile is released when anim. state of bay and pylon is 1\n- pylonIsEmpty.X - return 1 when no magazine is attached on pylon\n- pylonReload.X - reload state of weapon on given pylon\n- pylonRevolving.X - revolving state of weapon on given pylon"},{"heading":"magazine","level":4,"markdown":"- revolving - revolving state of weapon, can be used in model.cfg for model of magazine/pylon ejector model\n- ammo - real count of ammunition from 0 to maxAmmo\n- reload - reload state of pylon magazine, same as reload for non - pylon weapons"},{"heading":"\"Generic\" Pylons","level":3,"markdown":""},{"heading":"Configuration","level":4,"markdown":"Generic pylons are in CfgMagazines just like weapon pylons. But they have a simulation entry.\nGeneric pylons do not add actual Magazines or Weapons to the vehicle, instead their functionality depends on which \"Components\" are added to them.\n\nThere are three supported simulation types.\n\n- generic - This one is the \"cheapest\" in simulation cost. It does nothing by itself, but functionality can be added via the \"Added\"/\"Removed\" EventHandlers.\n- fuel - Has \"fuelCapacity\" and acts like an additional fuel tank. Equivalent to the \"FuelTankComponent\", but also has cheap simulation.\n- components - This type can have multiple components of different types, allowing to combine functionality in one pylon.\n\n```cpp\nclass Test_FuelTankPylon : VehicleMagazine // Need to inherit unused entries, otherwise trying to use it as a magazine (addMagazine script command) would throw errors\n{\n    // General options (Same also for weapon pylons)\n    displayName = \"FuelTankPylon\";\n    descriptionShort = \"FuelTankPylon\";\n    model = \"a3\\Air_F_Beta\\Heli_Transport_01\\PylonPod_Fuel.p3d\";\n    hardpoints[] = { \"B_MISSILE_PYLON\", \"B_FUELTANK_HELI\" };\n    mass = 125;\n\n    // pylon type\n    simulation = \"fuel\"; // Simulation entry being present, decides the difference between weapon/generic pylon.\n\n    // Fuel specific options\n    fuelCapacity = 1024;\n}\n```\n\n```cpp\nclass Test_SmokePod : VehicleMagazine\n{\n    // General options\n    displayName=\"SmokePod Green\";\n    model = \"a3\\Air_F_Beta\\Heli_Transport_01\\PylonPod_Fuel.p3d\";\n    hardpoints[] = { \"B_MISSILE_PYLON\", \"B_FUELTANK_HELI\" };\n    mass=125;\n\n    // pylon type\n    simulation = \"generic\";\n    class EventHandlers\n    {\n        Added = \"call compileScript ['DedmenPylon\\added.sqf']\"; // params [\"_vehicle\", \"_pylonConfigClass\", \"_pylonIndex\"]\n        Removed = \"call compileScript ['DedmenPylon\\removed.sqf']\"; // params [\"_vehicle\", \"_pylonConfigClass\", \"_pylonIndex\"]\n    }\n\n    SmokeClass = \"SmokeShellGreen_Infinite\"; // Script can access config via _pylonConfigClass\n};\n```\n\n```cpp\nclass Test_Component_FuelTankPylon : VehicleMagazine\n{\n    // General options\n    displayName=\"Component FuelTankPylon\";\n    model = \"a3\\Air_F_Beta\\Heli_Transport_01\\PylonPod_Fuel.p3d\";\n    hardpoints[]= { \"B_MISSILE_PYLON\", \"B_FUELTANK_HELI\" };\n    mass=125;\n\n    // pylon type\n    simulation = \"components\";\n\n    // All pylons have scripts\n    class EventHandlers\n    {\n        Added = \"call {}\";\n        Removed = \"call {}\";\n    }\n\n    class Components\n    {\n        class FuelTankComponent // Can have multiple of these\n        {\n            fuelCapacity = 1024;\n        };\n\n        class AdditionalSensorsComponent\n        {\n            class Components\n            {\n                // Sensor components here\n            };\n        };\n\n        class CameraComponent\n        {\n            // ...\n        };\n    };\n};\n```"},{"heading":"Components","level":4,"markdown":"There is a list of components here :surprise_pikachu:"},{"heading":"FuelTankComponent","level":5,"markdown":"Adds a fuel tank with \"fuelCapacity\" liters of fuel.\nWhen the tank is added, it is always full.\nThere is actually no fuel in the pylon pod itself, when the fueltank is added, the vehicles main tank is extended and the fuel transferred into it.\nWhen the pylon is removed, the pylon removes the minimal amount of fuel from the vehicles main tank, that is needed to return it back to original capacity.\nThat means removing a \"half-full\" fuel tank pylon, will leave the vehicle with 100% fuel remaining. Fuel is first drained from the pylon, but virtually, because the pylon itself doesn't have a tank. That is a implementation detail.\nPylon fuel tanks have no hitpoints, the vehicles main fueltank hitpoints are used for leaking fuel (because the pylon itself, technically doesn't have fuel inside it)."},{"heading":"AdditionalSensorsComponent","level":5,"markdown":"Allows to add vehicle sensors, inside a pylon. This is equivalent to the \"SensorsManagerComponent\". See Arma_3:_Sensors_Config_Reference.\nThese sensors are dynamically added/removed to/from the main vehicle sensors.\n\nThe \"animDirection\" of the sensor, will be taken from a memory point on the pylon pod."},{"heading":"CameraComponent","level":5,"markdown":"Adds a PilotCamera (see pilotCamera).\nIts \"memoryPointDriverOptics\" is taken from a memory point on the pylon pod.\nNote that assigning a camera pylon to the copilot, is currently not supported.\nThe pylon will replace any existing pilotCamera already present on the vehicle.\nThe actual PilotCamera configuration is inside the PilotCamera subclass.\nNote because it replaces the PilotCamera, other commands like getPilotCameraDirection and setPilotCameraRotation will apply to the pylon pod.\n\nThis component also has SearchLight functionality, which can be used by providing a \"Reflectors\" class. The light memory points are taken from the pylon pod.\n\nIt provides animation sources\n\n- pilotCameraRotX\n- pilotCameraRotY\n\nIt provides scripted actions\n\n- GetLightState - Returns Boolean\n- SetLightState - Argument is Boolean returns Nothing\n\n```cpp\nclass CameraComponent\n{\n    cameraInfoType = \"\"; // If this is set, it will override the vehicles \"driverWeaponsInfoType\" (If pilot pylon) or the turret's \"turretInfoType\" (If copilot pylon) of the vehicle.\n    memoryPointDriverOptics = \"camera_pos\"; // This point is on the pylon pod that the component is attached to\n    class PilotCamera\n    {\n        class OpticsIn\n        {\n            class Wide\n            {\n                opticsDisplayName = \"WFOV\";\n                initAngleX=0; minAngleX=0; maxAngleX=0;\n                initAngleY=0; minAngleY=0; maxAngleY=0;\n                initFov = A3_FOV_DEG(30);\n                minFov = A3_FOV_DEG(30);\n                maxFov = A3_FOV_DEG(30);\n                directionStabilized = 1;\n                visionMode[] = {\"Normal\",\"NVG\"};\n                thermalMode[] = {0,1};\n                gunnerOpticsModel = \"\\A3\\Weapons_F\\Reticle\\Optics_Generic_wide_F.p3d\";\n            };\n            class Medium : Wide\n            {\n                opticsDisplayName = \"MFOV\";\n                initFov = A3_FOV_DEG(6);\n                minFov = A3_FOV_DEG(6);\n                maxFov = A3_FOV_DEG(6);\n                gunnerOpticsModel = \"\\A3\\Weapons_F\\Reticle\\Optics_Generic_medium_F.p3d\";\n\n            };\n        };\n        minTurn=-180;\n        maxTurn=180;\n        initTurn=0;\n        minElev=-20;\n        maxElev=90;\n        initElev=5;\n        maxXRotSpeed=1;\n        maxYRotSpeed=1;\n        maxMouseXRotSpeed=0.5;\n        maxMouseYRotSpeed=0.5;\n        pilotOpticsShowCursor=1;\n        controllable=1;\n    };\n\n    armorLights = 1; // Cannot be undefined or zero, must be set when Reflectors are present\n    class Reflectors\n    {\n        class Center\n        {\n\n            position  = \"camera_pos\";\n            direction = \"camera_dir\";\n            hitpoint  = \"\";\n            selection = \"light\";\n\n            color[]={2500,4000,6000};\n            ambient[]={2.5,4,6};\n            intensity=200000;\n            size=1;\n            innerAngle=100;\n            outerAngle=165;\n            coneFadeCoef=4;\n\n            useFlare=1;\n            flareSize=2;\n            flareMaxDistance=130;\n            class Attenuation\n            {\n                start=0;\n                constant=0;\n                linear=0;\n                quadratic=0.30000001;\n                hardLimitStart=50;\n                hardLimitEnd=65;\n            };\n        };\n    };\n    aggregateReflectors[]=\n    {\n        {\n            \"Center\"\n        }\n    };\n};\n```"},{"heading":"Example","level":4,"markdown":"A scripted pylon, that adds a smoke trail emitter.\n\n```cpp\nclass Test_SmokePod : VehicleMagazine\n{\n    // General options\n    displayName=\"SmokePod Green\";\n    model = \"a3\\Air_F_Beta\\Heli_Transport_01\\PylonPod_Fuel.p3d\";\n    hardpoints[] = { \"B_MISSILE_PYLON\", \"B_FUELTANK_HELI\" };\n    mass=125;\n\n    // pylon type\n    simulation = \"generic\";\n    class EventHandlers\n    {\n        Added = \"call compileScript ['DedmenPylon\\added.sqf']\"; // params [\"_vehicle\", \"_pylonConfigClass\", \"_pylonIndex\"]\n        Removed = \"call compileScript ['DedmenPylon\\removed.sqf']\"; // params [\"_vehicle\", \"_pylonConfigClass\", \"_pylonIndex\"]\n    }\n\n    SmokeClass = \"SmokeShellGreen_Infinite\"; // Script can access config via _pylonConfigClass\n};\n```\n\nThe added handler:\n\n```sqf\nsystemChat str [_this, _thisEvent];\nif !(uiNamespace isNil \"dedmen_fnc_added\") exitWith {call (uiNamespace getVariable \"dedmen_fnc_added\");};\n\nparams [\"_vehicle\", \"_pylonCfg\", \"_pylonIndex\"];\n\nprivate _smokePylonList = _vehicle getVariable [\"SmokePylons\", []];\n\nprivate _firstToAdd = _smokePylonList isEqualTo [];\n\n_smokePylonList pushBack [_pylonCfg, _pylonIndex];\n_vehicle setVariable [\"SmokePylons\", _smokePylonList];\n\nif (_firstToAdd) then {\n  private _smokeDeployAction = _vehicle addAction [\"Engage Smoke Pylons\", {\n    params [\"_vehicle\"];\n\n    private _smokePylonActiveList = _vehicle getVariable [\"SmokePylonsActive\", []];\n\n    private _wasActive = _smokePylonActiveList isNotEqualTo [];\n\n    if (_wasActive) then {\n      {deleteVehicle _x} forEach _smokePylonActiveList;\n      _smokePylonActiveList = [];\n    } else {\n\n      private _smokePylonList = _vehicle getVariable [\"SmokePylons\", []];\n      private _allPylonsInfo = getAllPylonsInfo _vehicle;\n\n      {\n        _x params [\"_pylonCfg\", \"_pylonIndex\"];\n          private _pylonPosRel = _allPylonsInfo select (_pylonIndex-1) select 6 select 0; // Specific pylon (1-based index), positions array from 2.20, relativePos\n\n        private _smokeClass = getText (_pylonCfg >> \"SmokeClass\");\n\n          private _projectile = createVehicle [_smokeClass, [0,0,0], [], 0, \"none\"];\n\n          _projectile attachTo [_vehicle, _pylonPosRel];\n          _smokePylonActiveList pushBack _projectile;\n      } forEach _smokePylonList;\n    };\n\n    _vehicle setVariable [\"SmokePylonsActive\", _smokePylonActiveList];\n  }];\n\n  _vehicle setVariable [\"SmokePylonsAction\", _smokeDeployAction];\n};\n```\n\nThe removed handler:\n\n```sqf\nsystemChat str [_this, _thisEvent];\nif !(uiNamespace isNil \"dedmen_fnc_removed\") exitWith {call (uiNamespace getVariable \"dedmen_fnc_removed\");};\n\nparams [\"_vehicle\", \"_pylonCfg\", \"_pylonIndex\"];\n\nprivate _smokePylonList = _vehicle getVariable [\"SmokePylons\", []];\nprivate _smokePylonActiveList = _vehicle getVariable [\"SmokePylonsActive\", []];\n\nprivate _pylonArrIndex = _smokePylonList find [_pylonCfg, _pylonIndex];\nif (_pylonArrIndex == -1) exitWith {};\n\n_smokePylonList deleteAt _pylonArrIndex; // Modify by ref, so vehicle is also updated\n\n// Kill the currently active smoke emitter, if there is one\nif (_pylonArrIndex < count _smokePylonActiveList) then {\n  deleteVehicle (_smokePylonActiveList deleteAt _pylonArrIndex);\n};\n\n//#TODO \"SmokePylonsActive\", if the smoke emitter is currently active we should remove that too\n\nif (_smokePylonList isEqualTo []) then {\n  // We removed all, so clean up the action and other variables\n\n  _vehicle removeAction (_vehicle getVariable [\"SmokePylonsAction\", -1]);\n\n  _vehicle setVariable [\"SmokePylons\", nil];\n  _vehicle setVariable [\"SmokePylonsActive\", nil];\n  _vehicle setVariable [\"SmokePylonsAction\", nil];\n};\n```"},{"heading":"See Also","level":3,"markdown":"- CfgAmmo\n- CfgVehicles\n- CfgMagazines\n- Command Group: Vehicle Loadouts\n- [Dynamic Loadouts forum thread](https://forums.bistudio.com/topic/202173-dynamic-loadout-feedback/)"}],"categories":["Arma 3: Vehicle Configuration"],"groups":["Configuration"]},{"name":"Arma 3: Vehicle Weapon Switching","title":"Arma 3: Vehicle Weapon Switching","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Vehicle_Weapon_Switching","revid":258157,"updated":"2021-05-23T16:34:00Z","aliases":["Arma 3 Vehicle Weapon Switching"],"markdown":"Arma 3 v1.54\nAs part of Arma 3 release 1.54, four actions were added offering the ability to switch between vehicle weapons based on categorization, which avoided the need to cycle through every weapon.\nThe system was made fully configurable so developers can specify exactly where they want their weapons.\n\n### Config Defines\n\nThe weapon groups use enumerated data types and are defined in Arma 3’s basic defines as the following:\n\n```cpp\n#define WEAPONGROUP_CANNONS          1 // Cannons\n#define WEAPONGROUP_MGUNS          2 // Machine Guns\n#define WEAPONGROUP_ROCKETS          4 // Rockets\n#define WEAPONGROUP_AAMISSILES      8 // Anti-Air Missiles\n#define WEAPONGROUP_ATMISSILES     16 // Anti-Tank Missiles\n#define WEAPONGROUP_MISSILES     32 // All / Other Missiles\n#define WEAPONGROUP_BOMBS         64 // Bombs\n#define WEAPONGROUP_SPECIAL        128 // Laser Designator + Misc\n```\n\nWeapon category definitions can be added to iterative **weaponsGroup** parameters in the vehicle class structure, which simply adds that category to a specific weapons group, which can then be directly selected from the controls. All vehicles that inherit from Arma 3's base classes will already have some weapon grouping template.\n\n```cpp\nclass CfgVehicles\n{\n    class MyPrettyAirplane\n    {\n        weaponsGroup1 = WEAPONGROUP_CANNONS + WEAPONGROUP_MGUNS;                                // Adds Cannons and Machine Guns to Weapons Group 1\n        weaponsGroup2 = WEAPONGROUP_ROCKETS;                                                    // Adds Rockets to Weapons Group 2\n        weaponsGroup3 = WEAPONGROUP_AAMISSILES + WEAPONGROUP_ATMISSILES + WEAPONGROUP_MISSILES;    // Adds All Missile types to Weapons Group 3\n        weaponsGroup4 = WEAPONGROUP_BOMBS + WEAPONGROUP_SPECIAL;                                // Adds Bombs and Laser Designators to Weapons Group 4\n    };\n};\n```\n\nOnce this is defined, the \"Switch to Weapons Group\" actions will correlate to the groups in the vehicle config, since the engine automatically determines the category for each weapon based on the ammo simulation.\n\n### Weapon Override\n\nIt is possible to override the engine's determination of weapon category by altering the **weaponType** parameter in the ammunition of the weapon, found in *CfgAmmo*:\n\n```cpp\nclass CfgAmmo\n{\n    class B_19mm_HE;\n    class B_30mm_HE : B_19mm_HE        { weaponType = \"cannon\"; };\n\n    class BulletBase;\n    class B_30mm_AP : BulletBase    { weaponType = \"cannon\"; };\n};\n```\n\nThe weapon category strings are:\n\n- \"cannon\"\n- \"mGun\"\n- \"rocket\"\n- \"missileAA\"\n- \"missileAT\"\n- \"missileAAAT\"\n- \"bomb\"\n- \"special\"","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.54\nAs part of Arma 3 release 1.54, four actions were added offering the ability to switch between vehicle weapons based on categorization, which avoided the need to cycle through every weapon.\nThe system was made fully configurable so developers can specify exactly where they want their weapons."},{"heading":"Config Defines","level":3,"markdown":"The weapon groups use enumerated data types and are defined in Arma 3’s basic defines as the following:\n\n```cpp\n#define WEAPONGROUP_CANNONS          1 // Cannons\n#define WEAPONGROUP_MGUNS          2 // Machine Guns\n#define WEAPONGROUP_ROCKETS          4 // Rockets\n#define WEAPONGROUP_AAMISSILES      8 // Anti-Air Missiles\n#define WEAPONGROUP_ATMISSILES     16 // Anti-Tank Missiles\n#define WEAPONGROUP_MISSILES     32 // All / Other Missiles\n#define WEAPONGROUP_BOMBS         64 // Bombs\n#define WEAPONGROUP_SPECIAL        128 // Laser Designator + Misc\n```\n\nWeapon category definitions can be added to iterative **weaponsGroup** parameters in the vehicle class structure, which simply adds that category to a specific weapons group, which can then be directly selected from the controls. All vehicles that inherit from Arma 3's base classes will already have some weapon grouping template.\n\n```cpp\nclass CfgVehicles\n{\n    class MyPrettyAirplane\n    {\n        weaponsGroup1 = WEAPONGROUP_CANNONS + WEAPONGROUP_MGUNS;                                // Adds Cannons and Machine Guns to Weapons Group 1\n        weaponsGroup2 = WEAPONGROUP_ROCKETS;                                                    // Adds Rockets to Weapons Group 2\n        weaponsGroup3 = WEAPONGROUP_AAMISSILES + WEAPONGROUP_ATMISSILES + WEAPONGROUP_MISSILES;    // Adds All Missile types to Weapons Group 3\n        weaponsGroup4 = WEAPONGROUP_BOMBS + WEAPONGROUP_SPECIAL;                                // Adds Bombs and Laser Designators to Weapons Group 4\n    };\n};\n```\n\nOnce this is defined, the \"Switch to Weapons Group\" actions will correlate to the groups in the vehicle config, since the engine automatically determines the category for each weapon based on the ammo simulation."},{"heading":"Weapon Override","level":3,"markdown":"It is possible to override the engine's determination of weapon category by altering the **weaponType** parameter in the ammunition of the weapon, found in *CfgAmmo*:\n\n```cpp\nclass CfgAmmo\n{\n    class B_19mm_HE;\n    class B_30mm_HE : B_19mm_HE        { weaponType = \"cannon\"; };\n\n    class BulletBase;\n    class B_30mm_AP : BulletBase    { weaponType = \"cannon\"; };\n};\n```\n\nThe weapon category strings are:\n\n- \"cannon\"\n- \"mGun\"\n- \"rocket\"\n- \"missileAA\"\n- \"missileAT\"\n- \"missileAAAT\"\n- \"bomb\"\n- \"special\""}],"categories":["Arma 3: Vehicle Configuration","Introduced with Arma 3 version 1.54"],"groups":["Configuration"]},{"name":"Arma 3: Virtual Reality Custom Courses","title":"Arma 3: Virtual Reality Custom Courses","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Virtual_Reality_Custom_Courses","revid":351470,"updated":"2023-12-06T09:58:11Z","aliases":["Arma3: Virtual Reality Custom Courses"],"markdown":"Here is a basic guide on how to configure your own VR training courses. If there are some community Courses configured, a new selector will appear with a list of the Courses. This selector will have different colour than the official ones.\n\n#### Config\n\n```cpp\nclass CfgVRCourses\n{\n    class Default;\n    class MyCourse1 : Default\n    {\n        title = \"Course Name\";\n        icon = \"\\A3\\Structures_F_Bootcamp\\VR\\Helpers\\Data\\VR_Symbol_default_CA.paa\";\n        class Stages\n        {\n            class Stage1\n            {\n                title = \"Stage 1 Name\";\n                function = \"BIS_fnc_VRFunctionName1\";\n            };\n            class Stage2\n            {\n                title = \"Stage 2 Name\";\n                function = \"BIS_fnc_VRFunctionName2\";\n            };\n            class Stage3\n            {\n                title = \"Stage 3 Name\";\n                function = \"BIS_fnc_VRFunctionName3\";\n            };\n        };\n    };\n};\n```\n\n**icon:** Path to icon that will be shown on a billboard throughout the Course.\n\n**title:** Text that will be shown ingame during Course selection or when loading a Stage.\n\n**function:** Function to run for each Stage. Must be defined in cfgFunctions (see the Arma 3 functions library, VR functions are usually defined in category \"VR\").\n\n#### Functions\n\nStage functions are typically FSMs (you can get the FSM Editor here). There are certain **guidelines** to follow:\n\n- player's starting coordinates are always *markerPos \"BIS_center\"*\n  - you should use coordinates relative to this one for spawning your assets\n- there is a brief timeout before player gains control in a Stage - you can spawn all your assets during this period\n  - you can determinate the moment player gains control by checking variable *BIS_interruptable* for *TRUE*\n  - any mission tasks or hints should be created after this period, once player is actually ingame\n- there is a logic unit used for icon helper (group icon) - *BIS_icon* and its group, *BIS_iconGrp*\n  - do not delete these!\n    Example of use:\n\n    ```sqf\n    BIS_icon attachTo [BIS_UAV, [0, 0, -3.5]];\n    BIS_iconGrp setGroupIconParams [BIS_TT_colorWarning, \"\", 1, true];\n    ```\n- if player wanders too far away from his starting position, he is automatically moved back - default allowed radius is 100m\n  - this can be changed via variable *BIS_stageArea* in a Stage function.\n    Example of use:\n\n    ```sqf\n    BIS_stageArea = 150;\n    ```\n- any assets you spawn will be deleted automatically when the Stage ends\n- a Stage is completed by using this code:\n\n  ```sqf\n  call BIS_fnc_VR_stageDone;\n  ```\n- always make sure you've properly terminated your function upon Stage end; keep in mind player can fail a Stage too\n  - for Stage failure, use code before you terminate the function:\n\n    ```sqf\n    [] spawn BIS_fnc_VR_stageFailed;\n    ```\n  - condition to check player's \"death\" or him leaving the Stage:\n\n    ```sqf\n    damage player > 0.015 || !BIS_interruptable\n    ```\n  - you don't need to call any code in this case, just make sure to properly terminate the function\n\n#### Stage function example\n\nTo help you understand how a typical Stage FSM may look like, here's a link to a basic Stage function (it's a slightly tweaked Stage 2 of the Launchers Course):\n\n- https://www.dropbox.com/s/5429wbhsl4f0sky/fn_VRCourseExample.fsm\n\nThe End!\n\n> « I hope I covered everything here. Have fun creating your own VR Courses! » – Jezuro","sections":[{"heading":null,"level":1,"markdown":"Here is a basic guide on how to configure your own VR training courses. If there are some community Courses configured, a new selector will appear with a list of the Courses. This selector will have different colour than the official ones."},{"heading":"Config","level":4,"markdown":"```cpp\nclass CfgVRCourses\n{\n    class Default;\n    class MyCourse1 : Default\n    {\n        title = \"Course Name\";\n        icon = \"\\A3\\Structures_F_Bootcamp\\VR\\Helpers\\Data\\VR_Symbol_default_CA.paa\";\n        class Stages\n        {\n            class Stage1\n            {\n                title = \"Stage 1 Name\";\n                function = \"BIS_fnc_VRFunctionName1\";\n            };\n            class Stage2\n            {\n                title = \"Stage 2 Name\";\n                function = \"BIS_fnc_VRFunctionName2\";\n            };\n            class Stage3\n            {\n                title = \"Stage 3 Name\";\n                function = \"BIS_fnc_VRFunctionName3\";\n            };\n        };\n    };\n};\n```\n\n**icon:** Path to icon that will be shown on a billboard throughout the Course.\n\n**title:** Text that will be shown ingame during Course selection or when loading a Stage.\n\n**function:** Function to run for each Stage. Must be defined in cfgFunctions (see the Arma 3 functions library, VR functions are usually defined in category \"VR\")."},{"heading":"Functions","level":4,"markdown":"Stage functions are typically FSMs (you can get the FSM Editor here). There are certain **guidelines** to follow:\n\n- player's starting coordinates are always *markerPos \"BIS_center\"*\n  - you should use coordinates relative to this one for spawning your assets\n- there is a brief timeout before player gains control in a Stage - you can spawn all your assets during this period\n  - you can determinate the moment player gains control by checking variable *BIS_interruptable* for *TRUE*\n  - any mission tasks or hints should be created after this period, once player is actually ingame\n- there is a logic unit used for icon helper (group icon) - *BIS_icon* and its group, *BIS_iconGrp*\n  - do not delete these!\n    Example of use:\n\n    ```sqf\n    BIS_icon attachTo [BIS_UAV, [0, 0, -3.5]];\n    BIS_iconGrp setGroupIconParams [BIS_TT_colorWarning, \"\", 1, true];\n    ```\n- if player wanders too far away from his starting position, he is automatically moved back - default allowed radius is 100m\n  - this can be changed via variable *BIS_stageArea* in a Stage function.\n    Example of use:\n\n    ```sqf\n    BIS_stageArea = 150;\n    ```\n- any assets you spawn will be deleted automatically when the Stage ends\n- a Stage is completed by using this code:\n\n  ```sqf\n  call BIS_fnc_VR_stageDone;\n  ```\n- always make sure you've properly terminated your function upon Stage end; keep in mind player can fail a Stage too\n  - for Stage failure, use code before you terminate the function:\n\n    ```sqf\n    [] spawn BIS_fnc_VR_stageFailed;\n    ```\n  - condition to check player's \"death\" or him leaving the Stage:\n\n    ```sqf\n    damage player > 0.015 || !BIS_interruptable\n    ```\n  - you don't need to call any code in this case, just make sure to properly terminate the function"},{"heading":"Stage function example","level":4,"markdown":"To help you understand how a typical Stage FSM may look like, here's a link to a basic Stage function (it's a slightly tweaked Stage 2 of the Launchers Course):\n\n- https://www.dropbox.com/s/5429wbhsl4f0sky/fn_VRCourseExample.fsm\n\nThe End!\n\n> « I hope I covered everything here. Have fun creating your own VR Courses! » – Jezuro"}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Arma 3: Visual Upgrade","title":"Arma 3: Visual Upgrade","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Visual_Upgrade","revid":378123,"updated":"2026-02-21T14:24:19Z","aliases":[],"markdown":"Arma 3 v1.60\n\nWe wanted to improve the visual results for our and your own maps. The change was more extensive than before and at first you might be confused as was changed.\nThis document will explain what is different, why and how it works now.\n\n### What is different?\n\nThe [Visual Upgrade](https://dev.arma3.com/post/oprep-visual-upgrade) is a collection of small and big changes in the project files (configs, textures and materials), the most visible being the ToneMapping and lighting configuration.\nA secondary effect of this is that the ingame scenes are more sensitive to wrong settings of textures and materials.\nThe main materials were synchronised to a value of 1.0 for diffuse and ambient.\n\nThe main changes are:\n\n- **Tone mapping** (HDR)\n- **Config of lights** - polished for new Tone mapping, there was a disconnected value of the intensity of the sky to the fog intensity value as well\n- **Haze setup** - only a different setup (technology is the same)\n- **Skybox setup** - different texture for the default sky box (clear sky)\n- **Clouds setup** - only a different setup (technology is the same)\n- **Ocean shader** - a new shader for the ocean surface, new computing for underwater fog and underwater light (disconnected values of colors and intensity of water and underwater fog from lighting config)\n- **Ground blending** - a new technique for blending the SAT map with the details of the ground surfaces\n- **Texture and material** - corrected values of Diffuse and Ambient in the main materials\n\n### Tone Mapping\n\nThe most important change was the different setup for the Tone Mapping in the scene.\nThis tone Mapping enabled more details for the setting of the tone curve, and can help us achieve flexible control of the results.\n\n| Vanilla | Visual Update |\n|---|---|\n| `tonemapMethod = 2;` | `tonemapMethod = 1;` |\n| `tonemapLinearWhiteReinhard = 2.5;` | ```cpp<br>tonemapShoulderStrength = 0.22;<br>tonemapLinearStrength = 0.12;<br>tonemapLinearAngle = 0.1;<br>tonemapToeStrength = 0.2;<br>tonemapToeNumerator = 0.022;<br>tonemapToeDenominator = 0.2;<br>tonemapLinearWhite = 11.2;<br>tonemapExposureBias = 1.0;<br>``` |\n\n### Lighting Setup\n\nWe polished the config of lighting for the new tonemapping setup, for each frame of the day time by the sun angle and the overcast value. A new parameter **skyColorInfluencesFogColor** was added into the config. The false value disconnects the intensity and color of the fog from the sky values. This allows the usage of different values when needed.\n\n| skyColorInfluencesFogColor | Result |\n|---|---|\n| true | When sky = 13 LV then gives this value to the Fog = 13 LV too |\n| false | When Sky = 13 LV then doesn't give this value to the Fog = 0 LV you have to set a new value manually |\n\nThe colors and values for the day time were also changed.\n\n### Haze Setup\n\nBy default, the haze is not connected to the sky intensity but this can be forced with the following config parameter.\n\n**config.cpp**\n\n```cpp\nskyColorInfluencesFogColor = true;\n```\n\n| Param | Use Value | Description |\n|---|---|---|\n| hazeBaseHeight | 0 | base height for the haze computation (in meters) |\n| hazeBaseBeta0 | 0.00008 | linear regression according to the base height |\n| hazeDensityDecay | 0.00036 | density decay based on height |\n\n### Skybox Setup\n\n|  |  |\n|---|---|\n|  | New skybox texture - only the intensity is included, the color is defined in light config |\n\n### Ocean Shader\n\nThe new ocean shader has improved the real-time reflections on surface, bringing the water to the next level.\n\n| `class WaterExPars` |  |  |\n|---|---|---|\n| Param | Default Value | Description |\n| *Base density and color for the water* |  |  |\n| fogDensity | 0.04 | base density for water fog (exp coef used for water fog computation) (_A3_MULTI_COMPONENT_FOG) |\n| fogColor[] | { 0.003, 0.005, 0.01 } | color of the water fog when the camera is on or above the water surface |\n| fogColorExtinctionSpeed[] | { 0.2, 0.1, 0.04 } | this influences how fast the water fog color darkens when the camera moves under the water (depends on camera position) |\n| fogColorLightInfluence[] | { 0.6, 0.15, 0.5 } | defines how the light influences the fog color (r = ambient influence, g = diffuse (sun) influence, b = overall light influence) |\n| fogGradientCoefs[] | { 0.4, 1.0, 1.5 } | coefficient for water fog gradient (MIN coef, MIDDLE coef, MAX coef) |\n| ligtExtinctionSpeed[] | { 0.3, 0.1, 0.05 } | this influences the extinction of the ambient light, underwater (depends on the position of the shaded point) |\n| diffuseLigtExtinctionSpeed[] | { 0.3, 0.1, 0.05 } | coefficients for diffuse light extinction |\n| *Screen Space Reflections* |  |  |\n| ssReflectionStrength | 0.85 | [0, 1] (0 = no reflection, 1 = full reflections) |\n| ssReflectionMaxJitter | 1.0 | max. jitter used when sampling - this is used to randomise artifacts caused by sparse sampling [0,1]<br>(0 = no jitter, 1 = max jitter) |\n| ssReflectionRippleInfluence | 0.2 | how much small ripples (from water normal map) influence the reflection[0,1]<br>(0 = no influence, 1 = max influence) |\n| ssReflectionEdgeFadingCoef | 10.0 | coefficient for fading of reflection near screen borders (larger number = faster fading) |\n| ssReflectionDistFadingCoef | 4.0 | coefficient for fading of reflection based on distance (larger number = faster fading) |\n| *Refraction* |  |  |\n| refractionMinCoef | 0.025 | minimal coef for refraction (at the water surface) |\n| refractionMaxCoef | 0.1 | maximal coef for refraction (at refractionMaxDist) |\n| refractionMaxDist | 20.0 | distance (in meters) of the point from the water surface, where the refraction coefficient becomes refractionMaxCoef |\n| *Shadows* |  |  |\n| shadowIntensity | 0.5 | intensity of the shadow on the water (1 = full shadow, 0 = no shadow) |\n| *Specular setup* |  |  |\n| specularMaxIntensity | 25.0 | maxintensity of specular on the water |\n| specularPowerOvercast0 | 200.0 | specular power for overcast 0 |\n| specularPowerOvercast1 | 50.0 | specular power for overcast 1 |\n| specularNormalModifyCoef | 1.0 | how much we modify the normal for specular computation (0 = no modification, 1 = full modification) |\n| *Foam params* |  |  |\n| foamAroundObjectsIntensity | 1.0 | intensity of foam around objects |\n| foamAroundObjectsFadeCoef | 8.0 | coef for fading of the foam (larger number = faster fade) |\n| foamColorCoef | 2.0 | coef for color of the foam |\n| foamDeformationCoef | 0.02 | coef for deformation of the foam texture based on normal of water |\n| foamTextureCoef | 0.2 | coef for mapping of foam texture based on world coordinates |\n| foamTimeMoveSpeed | 0.2 | movement speed of the foam based on time |\n| foamTimeMoveAmount | 0.1 | amount of movement of the foam based on time |\n| *Shore params* |  |  |\n| shoreDarkeningMaxCoef | 0.5 | maximal darkening coef (1.0 = max darkening, 0.0 = no darkening) |\n| shoreDarkeningOffset | 0.2 | height offset above water level, where darkening is at its full power |\n| shoreDarkeningGradient | 0.2 | darkening gradient size |\n| shoreWaveTimeScale | 0.8 | speed of the waves (scaling of time) |\n| shoreWaveShifDerivativeOffset | -0.8 | offset used to delay when the thick edge of foam appears and dissolves based on the wave phase |\n| shoreFoamIntensity | 0.5 | overall shore foam intensity |\n| shoreMaxWaveHeight | 0.15 | max wave height on shore (in meters) |\n| shoreWetLayerReflectionIntensity | 1.0 | reflection intensity on the shore wet layer |\n\n```cpp\n// params for underwater fog\nclass Underwater\n{\n    /// fog color is changed based on the depth under the water surface\n    /// normal fog color  ->   water color      ->    deep water color\n    ///     ^\n    /// noWaterFog        ->   fullWaterFog     ->    deepWaterFog\n    /// depth under the water, where the water color starts (can be negative = distance above water)\n    noWaterFog = -0.3;\n    /// depth under the water, where the water color is at full strength and deep water color starts\n    fullWaterFog = 0.1;\n    /// depth under the water, where the deep water color is at full strength\n    deepWaterFog = 10;\n    /// distance of the water fog (fog far)\n    waterFogDistance = 20;\n    /// distance of the water fog (fog near)\n    waterFogDistanceNear = 0;\n    /// color of the water fog at fullWaterFog depth\n    waterColor[] = { 0.02, 0.08, 0.12 };\n    /// color of the water fog at deepWaterFog depth\n    deepWaterColor[] = { 0.01, 0.06, 0.14 };\n    /// skyTopColor (zenith) at fullWaterFog depth (reflections on the water surface?)\n    surfaceColor[] = { 0.20, 0.30, 0.25 };\n    /// skyTopColor (zenith) at deepWaterFog depth (reflections on the water surface?)\n    deepSurfaceColor[] = { 0.10, 0.18, 0.22 };\n};\n\nclass SeaWaterShaderPars\n{\n    // coefficient used to multiply the move value of refraction\n    refractionMoveCoef = 0.01;\n    // minimal water surface opacity, when we are looking from above the water surface down\n    minWaterOpacity = 0.65;\n    // coef used to multiply the square root of the distance of pixel from the water surface when computing the final opacity of the water surface\n    // waterOpacity = MinWaterOpacity + sqrt(distance)*WaterOpacityDistCoef;\n    waterOpacityDistCoef = 0.07;\n    // opacity of the water surface when we are under water\n    underwaterOpacity = 0.2;\n    // distance from object, where we begin to fade the water surface to full opacity\n    waterOpacityFadeStart = 100;\n    // length of water surface opacity fading\n    waterOpacityFadeLength = 20;\n};\n\n/// parameters for water in expansion\nclass WaterExPars\n{\n    /// base density for the water fog (exp coef used for the water fog computation) (_A3_MULTI_COMPONENT_FOG)\n    fogDensity = 0.04;\n    /// color of the water fog when the camera is on or above water surface\n    fogColor[] = { 0.003, 0.005, 0.01 };\n    /// coefficients for the water fog color extinction based on the depth of the camera under water (coefs for RGB)\n    /// this influences how fast the water fog color darkens when camera moves under water (depends on the camera position)\n    fogColorExtinctionSpeed[] = { 0.2, 0.1, 0.04 };\n    /// defines how light influences fog color (r = ambient influence, g = diffuse (sun) influence, b = overall light influence)\n    fogColorLightInfluence[] = { 0.6, 0.15, 0.5 };\n    /// coefficient for water the fog gradient (MIN coef, MIDDLE coef, MAX coef)\n    fogGradientCoefs[] = { 0.4, 1.0, 1.5 };\n    /// coefficients for light extinction in water based on the point under water (coefs for RGB)\n    /// this influences the extinction of ambient light under water (depends on shaded point position)\n    ligtExtinctionSpeed[] = { 0.3, 0.1, 0.05 };\n    /// coefficients for diffuse light extinction\n    diffuseLigtExtinctionSpeed[] = { 0.3, 0.1, 0.05 };\n\n    /// screen space reflections - strength of reflections\n    /// [0,1] (0 = no reflections, 1 = full reflections)\n    ssReflectionStrength = 0.85;\n    /// screen space reflections - max. jitter used when sampling - this is used to randomise artifacts caused by sparse sampling\n    /// [0,1] (0 = no jitter, 1 = max jitter)\n    ssReflectionMaxJitter = 1.0;\n    /// screen space reflections - how much small ripples (from the water normal map) influence the reflection\n    /// [0,1] (0 = no influence, 1 = max influence)\n    ssReflectionRippleInfluence = 0.2;\n    /// screen space reflections - coefficient for fading of the reflection near screen borders (larger number = faster fading)\n    ssReflectionEdgeFadingCoef = 10.0;\n    /// screen space reflections - coefficient for fading of the reflection based on distance (larger number = faster fading)\n    ssReflectionDistFadingCoef = 4.0;\n\n    /// minimal coef for refraction (at the water surface)\n    refractionMinCoef = 0.025;\n    /// maximal coef for refraction (at refractionMaxDist)\n    refractionMaxCoef = 0.1;\n    /// distance (in meters) of the point from the water surface, where the refraction coefficient becomes refractionMaxCoef;\n    refractionMaxDist = 20.0;\n\n    /// intensity of shadow on the water (1 = full shadow, 0 = no shadow)\n    shadowIntensity = 0.5;\n\n    /// max intensity of specular on the water\n    specularMaxIntensity = 25.0;\n    /// specular power for overcast 0\n    specularPowerOvercast0 = 200.0;\n    /// specular power for overcast 1\n    specularPowerOvercast1 = 50.0;\n    /// how much we modify the normal for the specular computation (0 = no modification, 1 = full modification)\n    specularNormalModifyCoef = 1.0;\n\n    /// intensity of foam around objects\n    foamAroundObjectsIntensity = 1.0;\n    /// coef for fading of foam (larger number = faster fade)\n    foamAroundObjectsFadeCoef = 8.0;\n    /// coef for color of the foam\n    foamColorCoef = 2.0;\n    /// coef for deformation of foam texture based on normal water\n    foamDeformationCoef = 0.02;\n    /// coef for mapping of foam texture based on world coordinates\n    foamTextureCoef = 0.2;\n    /// speed of movement of foam based on time\n    foamTimeMoveSpeed = 0.2;\n    /// amount of movement of foam based on time\n    foamTimeMoveAmount = 0.1;\n\n    /// darkening of terrain near shore configuration\n    /// maximal darkening coef (1.0 = max darkening, 0.0 = no darkening)\n    shoreDarkeningMaxCoef = 0.5;\n    /// height offset above water level, where darkening is at its full power\n    shoreDarkeningOffset = 0.2;\n    /// darkening gradient size\n    shoreDarkeningGradient = 0.2;\n\n    // speed of the waves (scaling of time)\n    shoreWaveTimeScale = 0.8;\n    // offset used to delay when the thick edge of foam appears and dissolves based on the wave phase\n    shoreWaveShifDerivativeOffset = -0.8;\n    // overall shore foam intensity\n    shoreFoamIntensity = 0.5;\n    // max wave height on shore (in meters)\n    shoreMaxWaveHeight = 0.15;\n    // reflection intensity on the shore wet layer\n    shoreWetLayerReflectionIntensity = 1.0;\n};\n```\n\n### Ground Blending\n\nYou can change the behaviour of blending a satellite map to the detailed ground textures as well as the clutter models.\n\n| Parameter | Used Value | Description |\n|---|---|---|\n| *Clutter model blending* |  |  |\n| maxClutterColoringCoef | 1.35 | Value must be >= 1. 1 means there is no coloration. 2 means the difference between the color of the clutter (colored) and the normal clutter can be up to 2x, etc. |\n| interpolateClutterColoring | true | If we use the interpolation of clutter coloring coef based on the distance of clutter from the camera |\n| clutterColoringFarCoef | 5.0 | max coef for clutter coloring at a distance (must be >=1, large coef means we can colorise more) |\n| clutterColoringFarStart | 20.0 | distance (in m) when clutterColoringFarCoef when we start to interpolate to clutterColoringFarCoef |\n| clutterColoringFarSpeed | 1.0 | speed of far clutter coloration (1 = linear, 2 = quadratic, etc.) |\n| *Ground blending* |  |  |\n| terrainBlendMaxDarkenCoef | 0.85 | maximal darkening coef for blending of satellite map and detail map on terrain (default = 0.0, no darkening = 1.0) |\n| terrainBlendMaxBrightenCoef | 0.15 | maximal brightening coef for blending of satellite map and detail map on terrain (default = 1.0, no brightening = 0.0) |","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.60\n\nWe wanted to improve the visual results for our and your own maps. The change was more extensive than before and at first you might be confused as was changed.\nThis document will explain what is different, why and how it works now."},{"heading":"What is different?","level":3,"markdown":"The [Visual Upgrade](https://dev.arma3.com/post/oprep-visual-upgrade) is a collection of small and big changes in the project files (configs, textures and materials), the most visible being the ToneMapping and lighting configuration.\nA secondary effect of this is that the ingame scenes are more sensitive to wrong settings of textures and materials.\nThe main materials were synchronised to a value of 1.0 for diffuse and ambient.\n\nThe main changes are:\n\n- **Tone mapping** (HDR)\n- **Config of lights** - polished for new Tone mapping, there was a disconnected value of the intensity of the sky to the fog intensity value as well\n- **Haze setup** - only a different setup (technology is the same)\n- **Skybox setup** - different texture for the default sky box (clear sky)\n- **Clouds setup** - only a different setup (technology is the same)\n- **Ocean shader** - a new shader for the ocean surface, new computing for underwater fog and underwater light (disconnected values of colors and intensity of water and underwater fog from lighting config)\n- **Ground blending** - a new technique for blending the SAT map with the details of the ground surfaces\n- **Texture and material** - corrected values of Diffuse and Ambient in the main materials"},{"heading":"Tone Mapping","level":3,"markdown":"The most important change was the different setup for the Tone Mapping in the scene.\nThis tone Mapping enabled more details for the setting of the tone curve, and can help us achieve flexible control of the results.\n\n| Vanilla | Visual Update |\n|---|---|\n| `tonemapMethod = 2;` | `tonemapMethod = 1;` |\n| `tonemapLinearWhiteReinhard = 2.5;` | ```cpp<br>tonemapShoulderStrength = 0.22;<br>tonemapLinearStrength = 0.12;<br>tonemapLinearAngle = 0.1;<br>tonemapToeStrength = 0.2;<br>tonemapToeNumerator = 0.022;<br>tonemapToeDenominator = 0.2;<br>tonemapLinearWhite = 11.2;<br>tonemapExposureBias = 1.0;<br>``` |"},{"heading":"Lighting Setup","level":3,"markdown":"We polished the config of lighting for the new tonemapping setup, for each frame of the day time by the sun angle and the overcast value. A new parameter **skyColorInfluencesFogColor** was added into the config. The false value disconnects the intensity and color of the fog from the sky values. This allows the usage of different values when needed.\n\n| skyColorInfluencesFogColor | Result |\n|---|---|\n| true | When sky = 13 LV then gives this value to the Fog = 13 LV too |\n| false | When Sky = 13 LV then doesn't give this value to the Fog = 0 LV you have to set a new value manually |\n\nThe colors and values for the day time were also changed."},{"heading":"Haze Setup","level":3,"markdown":"By default, the haze is not connected to the sky intensity but this can be forced with the following config parameter.\n\n**config.cpp**\n\n```cpp\nskyColorInfluencesFogColor = true;\n```\n\n| Param | Use Value | Description |\n|---|---|---|\n| hazeBaseHeight | 0 | base height for the haze computation (in meters) |\n| hazeBaseBeta0 | 0.00008 | linear regression according to the base height |\n| hazeDensityDecay | 0.00036 | density decay based on height |"},{"heading":"Skybox Setup","level":3,"markdown":"|  |  |\n|---|---|\n|  | New skybox texture - only the intensity is included, the color is defined in light config |"},{"heading":"Ocean Shader","level":3,"markdown":"The new ocean shader has improved the real-time reflections on surface, bringing the water to the next level.\n\n| `class WaterExPars` |  |  |\n|---|---|---|\n| Param | Default Value | Description |\n| *Base density and color for the water* |  |  |\n| fogDensity | 0.04 | base density for water fog (exp coef used for water fog computation) (_A3_MULTI_COMPONENT_FOG) |\n| fogColor[] | { 0.003, 0.005, 0.01 } | color of the water fog when the camera is on or above the water surface |\n| fogColorExtinctionSpeed[] | { 0.2, 0.1, 0.04 } | this influences how fast the water fog color darkens when the camera moves under the water (depends on camera position) |\n| fogColorLightInfluence[] | { 0.6, 0.15, 0.5 } | defines how the light influences the fog color (r = ambient influence, g = diffuse (sun) influence, b = overall light influence) |\n| fogGradientCoefs[] | { 0.4, 1.0, 1.5 } | coefficient for water fog gradient (MIN coef, MIDDLE coef, MAX coef) |\n| ligtExtinctionSpeed[] | { 0.3, 0.1, 0.05 } | this influences the extinction of the ambient light, underwater (depends on the position of the shaded point) |\n| diffuseLigtExtinctionSpeed[] | { 0.3, 0.1, 0.05 } | coefficients for diffuse light extinction |\n| *Screen Space Reflections* |  |  |\n| ssReflectionStrength | 0.85 | [0, 1] (0 = no reflection, 1 = full reflections) |\n| ssReflectionMaxJitter | 1.0 | max. jitter used when sampling - this is used to randomise artifacts caused by sparse sampling [0,1]<br>(0 = no jitter, 1 = max jitter) |\n| ssReflectionRippleInfluence | 0.2 | how much small ripples (from water normal map) influence the reflection[0,1]<br>(0 = no influence, 1 = max influence) |\n| ssReflectionEdgeFadingCoef | 10.0 | coefficient for fading of reflection near screen borders (larger number = faster fading) |\n| ssReflectionDistFadingCoef | 4.0 | coefficient for fading of reflection based on distance (larger number = faster fading) |\n| *Refraction* |  |  |\n| refractionMinCoef | 0.025 | minimal coef for refraction (at the water surface) |\n| refractionMaxCoef | 0.1 | maximal coef for refraction (at refractionMaxDist) |\n| refractionMaxDist | 20.0 | distance (in meters) of the point from the water surface, where the refraction coefficient becomes refractionMaxCoef |\n| *Shadows* |  |  |\n| shadowIntensity | 0.5 | intensity of the shadow on the water (1 = full shadow, 0 = no shadow) |\n| *Specular setup* |  |  |\n| specularMaxIntensity | 25.0 | maxintensity of specular on the water |\n| specularPowerOvercast0 | 200.0 | specular power for overcast 0 |\n| specularPowerOvercast1 | 50.0 | specular power for overcast 1 |\n| specularNormalModifyCoef | 1.0 | how much we modify the normal for specular computation (0 = no modification, 1 = full modification) |\n| *Foam params* |  |  |\n| foamAroundObjectsIntensity | 1.0 | intensity of foam around objects |\n| foamAroundObjectsFadeCoef | 8.0 | coef for fading of the foam (larger number = faster fade) |\n| foamColorCoef | 2.0 | coef for color of the foam |\n| foamDeformationCoef | 0.02 | coef for deformation of the foam texture based on normal of water |\n| foamTextureCoef | 0.2 | coef for mapping of foam texture based on world coordinates |\n| foamTimeMoveSpeed | 0.2 | movement speed of the foam based on time |\n| foamTimeMoveAmount | 0.1 | amount of movement of the foam based on time |\n| *Shore params* |  |  |\n| shoreDarkeningMaxCoef | 0.5 | maximal darkening coef (1.0 = max darkening, 0.0 = no darkening) |\n| shoreDarkeningOffset | 0.2 | height offset above water level, where darkening is at its full power |\n| shoreDarkeningGradient | 0.2 | darkening gradient size |\n| shoreWaveTimeScale | 0.8 | speed of the waves (scaling of time) |\n| shoreWaveShifDerivativeOffset | -0.8 | offset used to delay when the thick edge of foam appears and dissolves based on the wave phase |\n| shoreFoamIntensity | 0.5 | overall shore foam intensity |\n| shoreMaxWaveHeight | 0.15 | max wave height on shore (in meters) |\n| shoreWetLayerReflectionIntensity | 1.0 | reflection intensity on the shore wet layer |\n\n```cpp\n// params for underwater fog\nclass Underwater\n{\n    /// fog color is changed based on the depth under the water surface\n    /// normal fog color  ->   water color      ->    deep water color\n    ///     ^\n    /// noWaterFog        ->   fullWaterFog     ->    deepWaterFog\n    /// depth under the water, where the water color starts (can be negative = distance above water)\n    noWaterFog = -0.3;\n    /// depth under the water, where the water color is at full strength and deep water color starts\n    fullWaterFog = 0.1;\n    /// depth under the water, where the deep water color is at full strength\n    deepWaterFog = 10;\n    /// distance of the water fog (fog far)\n    waterFogDistance = 20;\n    /// distance of the water fog (fog near)\n    waterFogDistanceNear = 0;\n    /// color of the water fog at fullWaterFog depth\n    waterColor[] = { 0.02, 0.08, 0.12 };\n    /// color of the water fog at deepWaterFog depth\n    deepWaterColor[] = { 0.01, 0.06, 0.14 };\n    /// skyTopColor (zenith) at fullWaterFog depth (reflections on the water surface?)\n    surfaceColor[] = { 0.20, 0.30, 0.25 };\n    /// skyTopColor (zenith) at deepWaterFog depth (reflections on the water surface?)\n    deepSurfaceColor[] = { 0.10, 0.18, 0.22 };\n};\n\nclass SeaWaterShaderPars\n{\n    // coefficient used to multiply the move value of refraction\n    refractionMoveCoef = 0.01;\n    // minimal water surface opacity, when we are looking from above the water surface down\n    minWaterOpacity = 0.65;\n    // coef used to multiply the square root of the distance of pixel from the water surface when computing the final opacity of the water surface\n    // waterOpacity = MinWaterOpacity + sqrt(distance)*WaterOpacityDistCoef;\n    waterOpacityDistCoef = 0.07;\n    // opacity of the water surface when we are under water\n    underwaterOpacity = 0.2;\n    // distance from object, where we begin to fade the water surface to full opacity\n    waterOpacityFadeStart = 100;\n    // length of water surface opacity fading\n    waterOpacityFadeLength = 20;\n};\n\n/// parameters for water in expansion\nclass WaterExPars\n{\n    /// base density for the water fog (exp coef used for the water fog computation) (_A3_MULTI_COMPONENT_FOG)\n    fogDensity = 0.04;\n    /// color of the water fog when the camera is on or above water surface\n    fogColor[] = { 0.003, 0.005, 0.01 };\n    /// coefficients for the water fog color extinction based on the depth of the camera under water (coefs for RGB)\n    /// this influences how fast the water fog color darkens when camera moves under water (depends on the camera position)\n    fogColorExtinctionSpeed[] = { 0.2, 0.1, 0.04 };\n    /// defines how light influences fog color (r = ambient influence, g = diffuse (sun) influence, b = overall light influence)\n    fogColorLightInfluence[] = { 0.6, 0.15, 0.5 };\n    /// coefficient for water the fog gradient (MIN coef, MIDDLE coef, MAX coef)\n    fogGradientCoefs[] = { 0.4, 1.0, 1.5 };\n    /// coefficients for light extinction in water based on the point under water (coefs for RGB)\n    /// this influences the extinction of ambient light under water (depends on shaded point position)\n    ligtExtinctionSpeed[] = { 0.3, 0.1, 0.05 };\n    /// coefficients for diffuse light extinction\n    diffuseLigtExtinctionSpeed[] = { 0.3, 0.1, 0.05 };\n\n    /// screen space reflections - strength of reflections\n    /// [0,1] (0 = no reflections, 1 = full reflections)\n    ssReflectionStrength = 0.85;\n    /// screen space reflections - max. jitter used when sampling - this is used to randomise artifacts caused by sparse sampling\n    /// [0,1] (0 = no jitter, 1 = max jitter)\n    ssReflectionMaxJitter = 1.0;\n    /// screen space reflections - how much small ripples (from the water normal map) influence the reflection\n    /// [0,1] (0 = no influence, 1 = max influence)\n    ssReflectionRippleInfluence = 0.2;\n    /// screen space reflections - coefficient for fading of the reflection near screen borders (larger number = faster fading)\n    ssReflectionEdgeFadingCoef = 10.0;\n    /// screen space reflections - coefficient for fading of the reflection based on distance (larger number = faster fading)\n    ssReflectionDistFadingCoef = 4.0;\n\n    /// minimal coef for refraction (at the water surface)\n    refractionMinCoef = 0.025;\n    /// maximal coef for refraction (at refractionMaxDist)\n    refractionMaxCoef = 0.1;\n    /// distance (in meters) of the point from the water surface, where the refraction coefficient becomes refractionMaxCoef;\n    refractionMaxDist = 20.0;\n\n    /// intensity of shadow on the water (1 = full shadow, 0 = no shadow)\n    shadowIntensity = 0.5;\n\n    /// max intensity of specular on the water\n    specularMaxIntensity = 25.0;\n    /// specular power for overcast 0\n    specularPowerOvercast0 = 200.0;\n    /// specular power for overcast 1\n    specularPowerOvercast1 = 50.0;\n    /// how much we modify the normal for the specular computation (0 = no modification, 1 = full modification)\n    specularNormalModifyCoef = 1.0;\n\n    /// intensity of foam around objects\n    foamAroundObjectsIntensity = 1.0;\n    /// coef for fading of foam (larger number = faster fade)\n    foamAroundObjectsFadeCoef = 8.0;\n    /// coef for color of the foam\n    foamColorCoef = 2.0;\n    /// coef for deformation of foam texture based on normal water\n    foamDeformationCoef = 0.02;\n    /// coef for mapping of foam texture based on world coordinates\n    foamTextureCoef = 0.2;\n    /// speed of movement of foam based on time\n    foamTimeMoveSpeed = 0.2;\n    /// amount of movement of foam based on time\n    foamTimeMoveAmount = 0.1;\n\n    /// darkening of terrain near shore configuration\n    /// maximal darkening coef (1.0 = max darkening, 0.0 = no darkening)\n    shoreDarkeningMaxCoef = 0.5;\n    /// height offset above water level, where darkening is at its full power\n    shoreDarkeningOffset = 0.2;\n    /// darkening gradient size\n    shoreDarkeningGradient = 0.2;\n\n    // speed of the waves (scaling of time)\n    shoreWaveTimeScale = 0.8;\n    // offset used to delay when the thick edge of foam appears and dissolves based on the wave phase\n    shoreWaveShifDerivativeOffset = -0.8;\n    // overall shore foam intensity\n    shoreFoamIntensity = 0.5;\n    // max wave height on shore (in meters)\n    shoreMaxWaveHeight = 0.15;\n    // reflection intensity on the shore wet layer\n    shoreWetLayerReflectionIntensity = 1.0;\n};\n```"},{"heading":"Ground Blending","level":3,"markdown":"You can change the behaviour of blending a satellite map to the detailed ground textures as well as the clutter models.\n\n| Parameter | Used Value | Description |\n|---|---|---|\n| *Clutter model blending* |  |  |\n| maxClutterColoringCoef | 1.35 | Value must be >= 1. 1 means there is no coloration. 2 means the difference between the color of the clutter (colored) and the normal clutter can be up to 2x, etc. |\n| interpolateClutterColoring | true | If we use the interpolation of clutter coloring coef based on the distance of clutter from the camera |\n| clutterColoringFarCoef | 5.0 | max coef for clutter coloring at a distance (must be >=1, large coef means we can colorise more) |\n| clutterColoringFarStart | 20.0 | distance (in m) when clutterColoringFarCoef when we start to interpolate to clutterColoringFarCoef |\n| clutterColoringFarSpeed | 1.0 | speed of far clutter coloration (1 = linear, 2 = quadratic, etc.) |\n| *Ground blending* |  |  |\n| terrainBlendMaxDarkenCoef | 0.85 | maximal darkening coef for blending of satellite map and detail map on terrain (default = 0.0, no darkening = 1.0) |\n| terrainBlendMaxBrightenCoef | 0.15 | maximal brightening coef for blending of satellite map and detail map on terrain (default = 1.0, no brightening = 0.0) |"}],"categories":["Arma 3: Editing","Introduced with Arma 3 version 1.60"],"groups":["General"]},{"name":"Arma 3: Weapon Collimator Sights","title":"Arma 3: Weapon Collimator Sights","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Weapon_Collimator_Sights","revid":286450,"updated":"2021-06-22T12:11:23Z","aliases":["Arma 3 Weapon Collimator Sights"],"markdown":"### Intro\n\n(Written by Alwarren. Thank you to LiquidPinky and da12thMonkey for their help. See the Forum thread for more info http://forums.bistudio.com/showthread.php?153485-How-to-get-the-Collimator-sights-to-work)\n\nThis is a short tutorial on how to get working collimator sights in Arma 3.\nA real-life collimator sight works by projecting beam of collinear light onto a point at infinity. Essentially, we simulate that by placing our red dot or Holo sight at the end of a long tunnel. The only trick is to hide the red dot when not looking through the sight's projection glass.\n\nThis tutorial assumes you already have a sight you want to modify. It also assumes moderate knowledge of the tools like Oxygen 2 and the modelling package you are using. Some screenshots are from Blender, but they apply to any package, including MAX or Maya.\n\n### In your Modelling Package of Choice\n\nAll of the following (except specifically noted) is done with the PILOT view of the model. You do not need to add anything to the non-PILOT views.\nIn order to hide the reticule from view, it is placed at the end of a long transparent tube that will obstruct any vision of the reticule and nothing else. Assume the following Holo sight:\n\nGrab the indicated edge loop, duplicate it (Control-D in Blender), then extrude a long, slightly tapered tunnel from it (Press 'E' in Blender). The result should look something like this\n\nMake sure that the normals are correctly pointing outside. At the end of the tunnel, place a quad with your reticule mapped onto it. If you had a previous reticule, you can translate that to the end of the tunnel. You will likely have to scale it up a bit since it is now pretty far away from the viewer. A factor of 2 should do, but that is something that needs experimenting. Make sure to assign the right texture to it, and uv-unwrap it. Also, make very sure that the reticule is on the same axis as your 'eye' selection in the Memory LOD, or the weapon will not shoot correctly.\n\nExport your model as normal, and load into Oxygen 2.\n\n### In Oxygen\n\nWith the first LOD selected, add the named property 'forcenotalpha' and make it a value of 1. If you cannot find the named property window, press Control-1 to open it. If your model has a geometry LOD, repeat this step with that one as well, setting the 'forcenotalpha' property to 1.\n\nSwitch to the pilot view LOD. Select the polygons that make up the tube, and press 'E' to get the Face properties. Refer to the following image:\n\nMake sure to enable \"Position\" in Lighting and Shadow, and make sure that \"Enable Shadow\" is off. You might need to click the checkbox twice. Next, you need a texture of any size that has a very low alpha channel value. The easiest way to get this is by entering \"#(argb,8,8,3)color(0,0,0,0.01,co)\" in the texture field, but if you have a file texture, that will also do. Click \"OK\" to dismiss the window.\n\nWith the faces (and only these faces) still selected, go to the 'Faces' menu and select \"Move top\".\n\nNow select the face(s) of your reticule (and only this/these face(s)) and again select \"Move top\" in the 'Faces' menu.\n\nIf you sight has a glass face (like the glass of an Eotech), select the glass now and select \"Move top\" in the 'Faces' menu one more time.\n\n### Putting it together\n\nPack your addon normally, for example with BinPBO.\nYou're done. Really, there isn't anything more to do. Put your sight on a weapon, and observe the behavior in Arma 3. You might need to tweak the size and/or material settings of the reticule to make it appear satisfactory.","sections":[{"heading":"Intro","level":3,"markdown":"(Written by Alwarren. Thank you to LiquidPinky and da12thMonkey for their help. See the Forum thread for more info http://forums.bistudio.com/showthread.php?153485-How-to-get-the-Collimator-sights-to-work)\n\nThis is a short tutorial on how to get working collimator sights in Arma 3.\nA real-life collimator sight works by projecting beam of collinear light onto a point at infinity. Essentially, we simulate that by placing our red dot or Holo sight at the end of a long tunnel. The only trick is to hide the red dot when not looking through the sight's projection glass.\n\nThis tutorial assumes you already have a sight you want to modify. It also assumes moderate knowledge of the tools like Oxygen 2 and the modelling package you are using. Some screenshots are from Blender, but they apply to any package, including MAX or Maya."},{"heading":"In your Modelling Package of Choice","level":3,"markdown":"All of the following (except specifically noted) is done with the PILOT view of the model. You do not need to add anything to the non-PILOT views.\nIn order to hide the reticule from view, it is placed at the end of a long transparent tube that will obstruct any vision of the reticule and nothing else. Assume the following Holo sight:\n\nGrab the indicated edge loop, duplicate it (Control-D in Blender), then extrude a long, slightly tapered tunnel from it (Press 'E' in Blender). The result should look something like this\n\nMake sure that the normals are correctly pointing outside. At the end of the tunnel, place a quad with your reticule mapped onto it. If you had a previous reticule, you can translate that to the end of the tunnel. You will likely have to scale it up a bit since it is now pretty far away from the viewer. A factor of 2 should do, but that is something that needs experimenting. Make sure to assign the right texture to it, and uv-unwrap it. Also, make very sure that the reticule is on the same axis as your 'eye' selection in the Memory LOD, or the weapon will not shoot correctly.\n\nExport your model as normal, and load into Oxygen 2."},{"heading":"In Oxygen","level":3,"markdown":"With the first LOD selected, add the named property 'forcenotalpha' and make it a value of 1. If you cannot find the named property window, press Control-1 to open it. If your model has a geometry LOD, repeat this step with that one as well, setting the 'forcenotalpha' property to 1.\n\nSwitch to the pilot view LOD. Select the polygons that make up the tube, and press 'E' to get the Face properties. Refer to the following image:\n\nMake sure to enable \"Position\" in Lighting and Shadow, and make sure that \"Enable Shadow\" is off. You might need to click the checkbox twice. Next, you need a texture of any size that has a very low alpha channel value. The easiest way to get this is by entering \"#(argb,8,8,3)color(0,0,0,0.01,co)\" in the texture field, but if you have a file texture, that will also do. Click \"OK\" to dismiss the window.\n\nWith the faces (and only these faces) still selected, go to the 'Faces' menu and select \"Move top\".\n\nNow select the face(s) of your reticule (and only this/these face(s)) and again select \"Move top\" in the 'Faces' menu.\n\nIf you sight has a glass face (like the glass of an Eotech), select the glass now and select \"Move top\" in the 'Faces' menu one more time."},{"heading":"Putting it together","level":3,"markdown":"Pack your addon normally, for example with BinPBO.\nYou're done. Really, there isn't anything more to do. Put your sight on a weapon, and observe the behavior in Arma 3. You might need to tweak the size and/or material settings of the reticule to make it appear satisfactory."}],"categories":["ArmA: Armed Assault: Modelling","Arma 3: Tutorials","Arma 3: Weapon & Magazine Configuration"],"groups":["Tools and File Formats"]},{"name":"Arma 3: Weapon Config Guidelines","title":"Arma 3: Weapon Config Guidelines","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines","revid":378440,"updated":"2026-04-12T22:07:01Z","aliases":["Arma 3 Weapon Config Guidelines"],"markdown":"**101 - How to set up a weapon for Arma 3**\n\nPlease be aware of our Arma 3 modding license:\nhttp://community.bistudio.com/wiki/Arma_3_Modding_License\n\n### Additional functionality compared to A2/OA\n\n- Slotable weapon accessories\n- Custom reload animations\n- Adjustable sights\n- Underwater weapons\n- Ammo changes on fly and on hit\n- Rotating muzzle-flash\n- Explosion shielding\n\n### Model requirements {p3d}\n\n- proxies for slotable accessories\n  - muzzle accessory should be on proxy **\\A3\\data_f\\proxies\\weapon_slots\\MUZZLE**\n  - optics should be on proxy **\\A3\\data_f\\proxies\\weapon_slots\\TOP**\n  - side accessory should be on proxy **\\A3\\data_f\\proxies\\weapon_slots\\SIDE**\n  - bipod accessory should be on proxy **\\A3\\data_f_mark\\proxies\\weapon_slots\\UNDERBARREL**\n  - all these proxies could be redefined in *cfgWeapons >> Weapon >> WeaponSlotsInfo >> XXX >> linkProxy* parameter where XXX is the slot name\n\n- selections for folding iron sights\n  - You need to create selections and axes for iron sights if You want them folded once the optics is put on the weapon\n  - Front part should be named **ForeSight** with **ForeSight_axis** in memory lod\n  - Rear part should be named **BackSight** with **BackSight_axis** in memory lod\n\n- adjustable sights for grenade launchers\n  - there needs to be a selection that is going to rotate (in case of collimator sights), default naming is **OP**\n  - this selection needs to have an axis in memory lod, default naming is **OP_axis**\n  - there needs to be a focus point, the best place is the red dot of collimator, with memory point **OP_look** by default and several points for eye, usually **OP_eyeX** where X is the number of the point. Good practice is to place them in same distance form focus point\n\n### Model config changes {model.cfg}\n\n- custom reload animation have a good use of newly added parameter **unHideValue** for hide type of animations - you are now able to make asymmetrical animations eg. for hiding of magazine:\n\n**{model.cfg}**\n\n```cpp\nclass magazine_hide\n{\n    type = \"hide\";\n    source = \"reloadMagazine\";\n    selection = \"magazine\";\n    minValue = 0.000000;\n    maxValue = 1.00000;\n    hideValue = 0.220;\n    unhideValue = 0.550;\n};\n```\n\n- the animations could look a bit better by simply adding a translation for the magazine and adding an axis for that in model - magazine should translate at first, then disappear, appear and translate back\n\n**{model.cfg}**\n\n```cpp\nclass magazine_reload_move_1\n{\n    type = \"translation\";\n    source = \"reloadMagazine\";\n    selection = \"magazine\";\n    axis = \"magazine_axis\";\n    minValue = 0.145;\n    maxValue = 0.170;\n    offset0 = 0.0;\n    offset1 = 0.5;\n};\n```\n\n- foldable iron sights use **hasOptics** controller\n\n**{model.cfg}**\n\n```cpp\nclass BackSight_optic\n{\n    type = \"rotation\";\n    source = \"hasOptics\";\n    selection = \"BackSight\";\n    axis = \"BackSight_axis\";\n    memory = 1;\n    minValue = 0.0000000;\n    maxValue = 1.0000000;\n    angle0 = 0.000000;\n    angle1 = (rad 90);\n};\n```\n\n- new animation controllers **zeroing1** and **zeroing2** take values from *discreteDistance[]* of first and second muzzle of the weapon. The value is index number of current zeroing in the array starting with zero (that means the first value is 0, second is 1, the last is number of discrete distances plus one). It might be used for iron sights of the weapon if desired but better use is for UGL collimator sights rotation:\n\n**{model.cfg}**\n\n```cpp\nclass OP_ROT\n{\n    type=\"rotation\";\n    source = \"zeroing2\";        // use second muzzle zeroing for rotation\n    sourceAddress = \"loop\";        // loop when phase out of bounds\n    selection = \"OP\";            // selection we want to rotate\n    axis = \"OP_axis\";            // has its own axis\n    minValue = 0;\n    maxValue = 3;                // this weapon has array with 4 distances\n    angle0 = \"rad 0\";\n    angle1 = \"rad 65\";\n};\n```\n\n- rotating muzzle flashes are done using a new animation source **ammoRandom** which changes it is value every time weapon is fired. Various degrees of rotation may be set up by using correct muzzle flash shape and minValue maxValue combination.\n\n**{model.cfg}**\n\n```cpp\nclass MuzzleFlashROT\n{\n    type = \"rotationX\";\n    source = \"ammoRandom\";        // use ammo count as phase for animation\n    sourceAddress = \"loop\";        // loop when phase out of bounds\n    selection = \"zasleh\";        // selection we want to rotate\n    axis = \"\";                    // no own axis - center of rotation is computed from selection\n    centerFirstVertex = true;    // use first vertex of selection as center of rotation\n    minValue = 0;\n    maxValue = 4;                // rotation angle will be 360/4 = 90 degrees\n    angle0 = \"rad 0\";\n    angle1 = \"rad 360\";\n};\n```\n\n### New config parameters {config.cpp}\n\n#### Slotable weapons\n\n- Available slots are defined in each weapon but are usually inherited from a parent weapon. They are stored as classes in **class WeaponSlotsInfo** which contains the slots and parameters for inventory\n  - **Mass** is a new unit used to describe weight and volume of an object used. Each container has a set capacity in the same units.\n  - allowedSlots[] is an array of slot numbers where you may put the weapon. 701 stands for vest, 801 stands for uniform, 901 stands for backpack\n  - each weapon slot is a separate subclass in class WeaponSlotsInfo\n    - parameter **linkProxy** defines a proxy in weapon model for said slot (see standard names on top)\n    - parameter **displayName** describes a mouse-over name of slot in Inventory\n    - array **compatibleItems[]** lists possible accessory placeable into that slot. Most weapons are able to have any RIS equipment, but eg. muzzle accessory differs according to caliber.\n  - external classes *CowsSlot* and *PointerSlot* are used for standard optics and side accessory. That means these classes are outside cfgWeapons and changeable for all weapons at once.\n\n```cpp\nclass SlotInfo;\nclass CowsSlot : SlotInfo\n{\n    // targetProxy\n    linkProxy = \"\\A3\\data_f\\proxies\\weapon_slots\\TOP\";\n\n    // display name\n    displayName = \"$STR_A3_CowsSlot0\";\n\n    // class names with items supported by weapon\n    compatibleItems[] = { \"optic_Arco\", \"optic_aco\", \"optic_ACO_grn\", \"optic_hamr\", \"optic_Holosight\" };\n};\nclass PointerSlot : SlotInfo\n{\n    // targetProxy\n    linkProxy = \"\\A3\\data_f\\proxies\\weapon_slots\\SIDE\";\n\n    // display name\n    displayName = \"$STR_A3_PointerSlot0\";\n\n    // class names with items supported by weapon\n    compatibleItems[] = { \"acc_flashlight\", \"acc_pointer_IR\" };\n};\n\nclass CfgWeapons\n{\n    class myWeapon\n    {\n        class WeaponSlotsInfo\n        {\n            mass = 4; // default mass of a weapon\n            class MuzzleSlot : SlotInfo\n            {\n                // targetProxy\n                linkProxy = \"\\A3\\data_f\\proxies\\weapon_slots\\MUZZLE\";\n\n                // display name\n                displayName = \"Muzzle Slot\";\n\n                // class names with items supported by weapon\n                compatibleItems[] = {}; // moved to each weapon\n            };\n            class CowsSlot : CowsSlot {};\n            class PointerSlot : PointerSlot {};\n            allowedSlots[] = { 901 }; // you simply cannot put this into your pants\n        };\n    };\n};\n```\n\n##### Muzzle accessories\n\n- suppressors are configured as a weapon inheriting some item abilities from class **ItemCore**\n- the class itself consists only from scope, displayName, picture and model, there is a separate subclass **ItemInfo** with all the required parameters\n  - there is subclass **MagazineCoef** inside class ItemInfo with parameter **initSpeed** - this is just a multiplier of initSpeed of weapon's magazine\n  - subclass **AmmoCoef** of class ItemInfo has more parameters for the ammo shoot through the suppressor:\n    - **hit** is the coefficient of hit of original ammo\n    - **visibleFire**, **audibleFire**, **visibleFireTime** and **audibleFireTime** are coefficients for detection upon shooting the weapon\n    - higher **cost** coefficient should make AI think more about shooting the suppressed weapon\n    - **typicalSpeed** and **airFriction** coefficients change the ballistic characteristics of the ammo\n  - there are alternate **muzzleEnd** and **alternativeFire** directly inside class ItemInfo to have different muzzle effects origin and muzzle flashes\n\n```cpp\nclass Mode_SemiAuto;\nclass CfgWeapons\n{\n    class ItemCore;\n    class InventoryMuzzleItem_Base_F;\n    class myMuzzleAccessory\n    {\n        scope = 2;\n        displayName = \"My Muzzle Accessory\";\n\n        picture = \"\\A3\\weapons_F\\Data\\UI\\myMuzzleAccessory_CA.paa\";\n        model = \"\\A3\\weapons_f\\acc\\myMuzzleAccessory\";\n\n        class ItemInfo : InventoryMuzzleItem_Base_F\n        {\n            soundTypeIndex = 1; // index of sound in sounds[] in weapon modes (inherited 1 from parent class)\n\n            class MagazineCoef\n            {\n                initSpeed = 0.8;\n            };\n\n            class AmmoCoef\n            {\n                hit = 0.8;\n                visibleFire = 0.3;\n                audibleFire = 0.8;\n                visibleFireTime = 0.5;\n                audibleFireTime = 1.0;\n                cost = 1.0;\n                typicalSpeed = 0.8;\n                airFriction = 1.0;\n            };\n\n            muzzleEnd = \"zaslehPoint\";        // memory point in muzzle supressor's model\n            alternativeFire = \"Zasleh2\";    // class in cfgWeapons with model of muzzle flash\n\n            class MuzzleCoef\n            {\n                dispersionCoef = 1.0f;\n                artilleryDispersionCoef = 1.0f;\n\n                fireLightCoef = 0.1f;\n\n                recoilCoef = 1.0f;\n                recoilProneCoef = 1.0f;\n\n                minRangeCoef = 1.0f; minRangeProbabCoef = 1.0f;\n                midRangeCoef = 1.0f; midRangeProbabCoef = 1.0f;\n                maxRangeCoef = 1.0f; maxRangeProbabCoef = 1.0f;\n            };\n        };\n    };\n};\n```\n\n##### Sound Values\n\n- Starting from patch 1.24 (dev version 1.23 from 23.6. 2014 on), there is a change how sounds are handled because of sound suppressors:\n  - Weapon without any muzzle accessory has a **soundTypeIndex** equal to 0, while it could be any number (by default 1) according to suppressor type used.\n  - array parameter **sounds[]** of fire mode is used to chose what sound subclass is going to be used - it is *sounds[] = {StandardSound, SilencedSound};* by default\n  - classes defined in previous parameter are subclasses of a fire mode with various sound parameters: weaponSoundEffect, soundBegin[], soundClosure{}\n\n```cpp\nclass MyWeapon : Rifle_Base_F\n{\n    class Single : Mode_SemiAuto\n    {\n        sounds[] = { \"StandardSound\", \"SilencedSound\" };\n\n        class BaseSoundModeType // this base class has base definitions that both standard and silenced sounds will inherit (sound of closure stays the same no matter what muzzle accessory is used)\n        {\n            weaponSoundEffect = \"DefaultRifle\";\n\n            closure1[] = { \"A3\\sounds_f\\weapons\\closure\\closure_rifle_2\", db-12, 1, 10 };\n            closure2[] = { \"A3\\sounds_f\\weapons\\closure\\closure_rifle_3\", db-12, 1, 10 };\n            soundClosure[] = { closure1, 0.5, closure2, 0.5 };\n        };\n\n        class StandardSound : BaseSoundModeType // Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]\n        {\n            begin1[] = { \"A3\\Sounds_F\\weapons\\SMG_02\\SMG_02_st_1b\", db0, 1, 500 };\n            begin2[] = { \"A3\\Sounds_F\\weapons\\SMG_02\\SMG_02_st_2b\", db0, 1, 500 };\n            begin3[] = { \"A3\\Sounds_F\\weapons\\SMG_02\\SMG_02_st_3b\", db0, 1, 500 };\n            soundBegin[] = { begin1, 0.33, begin2, 0.33, begin3, 0.34 };\n        };\n\n        class SilencedSound : BaseSoundModeType // Sounds inside this class are used when soundTypeIndex = 1, according to sounds[]\n        {\n            begin1[] = { \"A3\\sounds_f\\weapons\\silenced\\silent-07\", db-1, 1, 200 };\n            begin2[] = { \"A3\\sounds_f\\weapons\\silenced\\silent-08\", db-1, 1, 200 };\n            soundBegin[] = { begin1, 0.5, begin2, 0.5 };\n        };\n        // various other fire mode parameters\n    };\n};\n```\n\n##### Optics\n\n- in addition to default parameters mentioned in muzzle accessories class, there is **weaponInfoType** to choose a correct resource for weapon info directly inside optic class (refers to a config class in RscInGameUI)\n  - there is the same ItemInfo subclass but with different parameters\n    - don't forget that ItemInfo inherits some parameters from InventoryOpticsItem_Base_F (eg. muzzlePos and muzzleEnd) in case you rename the memory points\n  - parameter **opticType** is used for balancing the optics for specific fire modes (should be further described by balancing crew)\n  - **modelOptics** is the 2D model for selected optics\n  - subclass **OpticsModes** works the same way it used to work in A2/OA\n\n```cpp\nclass cfgWeapons\n{\n    class ItemCore;\n    class InventoryOpticsItem_Base_F;\n    class myOpticsAccessory\n    {\n        scope = 2;\n        displayName = \"My Optics Accessory\";\n\n        picture = \"\\A3\\weapons_F\\Data\\UI\\myOpticsAccessory_CA.paa\";\n        model = \"\\A3\\weapons_f\\acc\\myOpticsAccessory\";\n        weaponInfoType = \"RscOptics_myOptics\";\n\n        class ItemInfo : InventoryOpticsItem_Base_F\n        {\n            mass = 7;\n            modelOptics = \"\\A3\\Weapons_f\\acc\\reticle_MyOptics_F\";\n            class OpticsModes\n            {\n                class MyOptics\n                {\n                    opticsID = 1;\n                    useModelOptics = true;\n                    opticsPPEffects[] = { \"OpticsCHAbera1\", \"OpticsBlur1\" };\n                    opticsZoomMin = 0.0555;\n                    opticsZoomMax = 0.1300;\n                    opticsZoomInit= 0.1300;\n                    discreteDistance[] = { 100, 300, 400, 500, 600, 700, 800, 900, 1000 };\n                    discreteDistanceInitIndex = 1;\n                    distanceZoomMin = 100;\n                    distanceZoomMax = 1000;\n                    nFovLimit = 0.07;\n                    discreteFov[] = { 0.1300, 0.0555 };\n                    discreteInitIndex = 0;\n                    modelOptics[] = { \"\\A3\\Weapons_f\\acc\\reticle_MyOptics_F\", \"\\A3\\Weapons_f\\acc\\reticle_MyOptics_z_F\" };\n                    memoryPointCamera = \"opticView\";\n                    visionMode[] = { \"Normal\", \"NVG\" };\n                    opticsFlare = true;\n                    opticsDisablePeripherialVision = true;\n                    cameraDir = \"\";\n                };\n                class IronOnTopOfMyOptics : MyOptics\n                {\n                    opticsID = 2;\n                    useModelOptics = false;\n                    opticsFlare = false;\n                    opticsDisablePeripherialVision = false;\n                    opticsZoomMin = 0.375;\n                    opticsZoomMax = 1.1;\n                    opticsZoomInit = 0.75;\n                    memoryPointCamera = \"eye\";\n                    visionMode[] = {};\n                    discretefov[] = {};\n                };\n            };\n        };\n    };\n};\n```\n\n##### Side Accessory\n\n- the class of side accessory is made the same way as for muzzle accessory\n  - subclass ItemInfo contains some specific parameters, but they work the same way as they did in A2/OA\n\n```cpp\nclass cfgWeapons\n{\n    class ItemCore;\n    class InventoryFlashLightItem_Base_F;\n    class mySidesAccessory\n    {\n        scope = 2;\n        displayName = \"My Sides Accessory\";\n\n        picture = \"\\A3\\weapons_F\\Data\\UI\\mySidesAccessory_CA.paa\";\n        model = \"\\A3\\weapons_f\\acc\\mySidesAccessory\";\n\n        class ItemInfo : InventoryFlashLightItem_Base_F\n        {\n            mass = 9;\n            class Pointer\n            {\n                irLaserPos = \"laser pos\";\n                irLaserEnd = \"laser dir\";\n            };\n            class FlashLight {};\n        };\n    };\n};\n```\n\n#### Custom reload animations\n\n- parameter **reloadAction** is now for both a magazine and the weapon.\n  - if it is not defined for any of them, default reload is played.\n  - if the parameter is defined for the weapon but isn't defined for a magazine, reloadAction for weapon is played upon reloading said weapon\n  - if the magazine has reloadAction defined, the action selected by this parameter is played every time (not depending on weapon). This ensures different reloads for different magazines of one weapon (eg. UGLs)\n- the action chosen by reloadAction is played according to config of animations for said soldier (action in CfgMovesMaleSdr leads to a state in CfgGesturesMale for default soldier), different target states could be defined for different action maps (eg. there could be a different reload gesture for crouch and prone with rifle)\n\n```cpp\nclass CfgMovesBasic\n{\n    class DefaultDie;\n    class ManActions\n    {\n        reloadMyWeapon = \"reloadMyWeapon\";\n    };\n};\n\nclass CfgGesturesMale\n{\n    class Default;\n    class States\n    {\n        class reloadMyWeapon : Default\n        {\n            file = \"\\A3\\anims_f\\Data\\Anim\\Sdr\\wop\\erc\\stp\\rld\\rfl\\reloadMyWeapon.rtm\";\n            looped = 0;\n            speed = 0.400000;\n            mask = \"handsWeapon\";\n            headBobStrength = 0.200000;\n            headBobMode = 2;\n            rightHandIKBeg = 1;\n            rightHandIKEnd = 1;\n            leftHandIKCurve[] = { 0, 1, 0.050000, 0, 0.950000, 0, 1, 1 };\n        };\n    };\n};\n\nclass cfgWeapons\n{\n    class myWeapon\n    {\n        reloadAction = \"reloadMyWeapon\";\n    };\n};\n```\n\n#### Underwater weapons\n\n- weapons with **canShootInWater** set to 1 are able to shoot under water\n  - parameter **soundBeginWater[]** has the same use as *soundBegin[]* and defines what sounds and with what probability is going to be played while shooting under the water surface, both of them are defined per fire mode:\n\n```cpp\nclass Mode_SemiAuto;\n\nclass cfgWeapons\n{\n    class myWeapon\n    {\n        modes[] = { \"Single\" };    // this example weapon has just one fire mode\n        canShootInWater = 1;    // allows to shoot under water\n        class Single : Mode_SemiAuto\n        {\n            begin1[] = { \"A3\\sounds_f\\weapons\\myWeapon\\myWeapon_st_1b.wav\", db5, 1, 900 };\n            begin2[] = { \"A3\\sounds_f\\weapons\\myWeapon\\myWeapon_st_2b.wav\", db5, 1, 900 };\n            begin3[] = { \"A3\\sounds_f\\weapons\\myWeapon\\myWeapon_st_3b.wav\", db5, 1, 900 };\n            soundBegin[] = { begin1, 0.33, begin2, 0.33, begin3, 0.34 }; // all three sounds have roughly the same probablity\n            beginwater1[] = { \"A3\\sounds_f\\weapons\\myWeapon\\underwater_myWeapon_st_1b.wav\", db0, 1, 200 };\n            beginwater2[] = { \"A3\\sounds_f\\weapons\\myWeapon\\underwater_myWeapon_st_2b.wav\", db5, 1, 200 };\n            beginwater3[] = { \"A3\\sounds_f\\weapons\\myWeapon\\underwater_myWeapon_st_3b.wav\", db5, 1, 200 };\n            soundBeginWater[] = { beginwater1, 0.33, beginwater2, 0.33, beginwater3, 0.34 }; // all three sounds have roughly the same probablity\n        };\n    };\n};\n```\n\n- underwater ammo has some different characteristics\n  - **waterFriction** is underwater equivalent of *airFriction* and supercavitating ammunition has this close to zero. Standard ammo doesn't have this set and that means it is set to -0.4 by default (ie. stops nearly right after entering water)\n  - **timeToLive** for underwater ammo is rather low to let it be harmless after some 40 meters\n  - the fancy bubble effect is done by having **effectFly** set to **AmmoUnderwater**, you'll try to modify it to work even on ground and we all know it\n\n```cpp\nclass CfgAmmo\n{\n    class BulletBase;\n    class myAmmo : BulletBase // for myWeapon\n    {\n        waterFriction = -0.00096;    // nearly direct line underwater\n        timeToLive = 0.12;            // that's enough for 45 meters underwater\n        effectFly = \"AmmoUnderwater\";\n    };\n};\n```\n\n#### Ammo changes on fly and on hit\n\n- there are two new simulations of ammo available mainly for shells and missiles.\n\n- simulation **shotSubmunitions** allows to deploy multiple ammo from the parent one upon meeting certain conditions\n  - parameter **submunitionAmmo** defines class of newly created ammo and this could be used multiple times\n    - you could set the inherited ammo and it would spread in cone according to **submunitionConeAngle** and **submunitionConeAngleHorizontal** (in degrees)\n    - Arma 3 v1.68 you can also define multiple sub-munition projectiles and their probability: `submunitionAmmo[] = {\"MySubammo1\",0.8,\"MySubammo2\",0.2};` (80% of sub-munition will be MySubammo1 and 20% will be MySubammo2)\n  - **submunitionConeType[]** describes pattern of ammo in detail, first part is a distribution function (\"random\", \"randomcenter\", \"poissondisc\", \"poissondisccenter\", \"custom\"), second parameter is number of ammo except of custom one, where it is another array of pairs for specific locations\n\n```cpp\nsubmunitionConeType[] = { \"random\", 10 };\nsubmunitionConeType[] = { \"randomcenter\", 10 };\nsubmunitionConeType[] = { \"randomupcone\", 10 };\nsubmunitionConeType[] = { \"poissondisc\", 10 };\nsubmunitionConeType[] = { \"poissondisccenter\", 10 };\nsubmunitionConeType[] = { \"custom\", { { 0, 0 }, { -1, 0 }, { 1, 0 }, { 0, -1 }, { 0, 1 } } };\n```\n\n- - parameter **submunitionAutoleveling** affects if cone has the up vector in model space (rotated when lying on steep hill) or always up in world space coord system (replaced by submunitionDirectionType)\n  - parameter **submunitionDirectionType** defines the direction in which the submunition is generated; \"SubmunitionModelDirection\" retains the parent munition's vector, \"SubmunitionAutoLeveling\" levels the submunition out horizontally and \"SubmunitionTargetDirection\" generates the submunition in the direction of the parent's locked target (see PCML from 1.81+). If present the param overrides submunitionAutoleveling parameter.\n  - parameter **triggerDistance** is used to deploy ammo in set 3D distance before expected target\n  - parameter **triggerTime** is used to deploy ammo in set time after being fired\n  - parameter **triggerOnImpact**(bool) is used to deploy ammo after impact\n  - parameter **deleteParentWhenTriggered** (bool) defines if parent munition should be deleted after releasing sub munition\n  - parameter **submunitionInitialOffset** (array) sets spawning offset of submunition. i.e. {0,0,-0.2}; will spawn projectile 20 cm before impact position if it is coupled with SubmunitionModelDirection for example.\n  - parameter **submunitionInitSpeed** sets the submunition init speed directly (in m/s)\n  - parameter **triggerSpeedCoef** is a coefficient of speed of inherited ammo relative to speed of parent ammo\n    - Arma 3 v1.68 you can also define the speed as range, with the actual coefficient being selected randomly from within the range: `triggerSpeedCoef[] = {0.5,1.0};`\n  - parameter **submunitionParentSpeedCoef** is a coefficient of how much speed of the parent munition is retained in the submunition - i.e. `submunitionParentSpeedCoef = 0;` will spawn submunition exactly at its own submunitionInitSpeed regardless of how fast was the parent munition flying\n  - for Artillery computer use array **aimAboveTarget[]** and **aimAboveDefault** as a index of the array to set different heights to change the ammo to something different (eg. flare)\n\n```cpp\nclass cfgAmmo\n{\n     class SubmunitionBase;\n    class MyAmmo : SubmunitionBase\n    {\n        submunitionAmmo = \"MySubmunitionAmmo\";\n        submunitionConeType[] = { \"poissondisc\", 10 };\n        submunitionConeAngle = 10;\n        triggerDistance = 100;\n    };\n};\n```\n\n- simulation **shotDeploy** is used to change ammo upon impact (eg. change to a mine)\n  - it uses the same **submunitionAmmo** parameter as described above\n\n```cpp\nclass CfgAmmo\n{\n    class ShotDeployBase;\n    class Mo_ClassicMineRange : ShotDeployBase\n    {\n        submunitionAmmo = \"APERSMine_Range_Ammo\";    // some random mine deployable by a mortar\n        airFriction = 0;                            // artillery ammo works better without friction\n        EffectFly = \"ArtilleryTrails\";                // some funky effect of smoke trails and stuff\n    };\n};\n```\n\n#### Explosion shielding\n\n- class hitpoints in configuration of all vehicles (including soldiers) has got a new parameter called **explosionShielding**\n  - this parameter simply multiplies inidrectHit taken from explosives (that makes it explosion vulnerability in an effective way) - the higher it is the more damage would selected hitpoint get from the hit\n\n```cpp\nclass cfgVehicles\n{\n    class myVehicle\n    {\n        class HitPoints\n        {\n            class HitLFWheel { armor = 0.12; explosionShielding = 0.8; };\n        };\n    };\n};\n```\n\n#### Weapon inertia\n\n- inertia coefficient of the weapon is easily set by the **inertia** parameter, common values are 0.1 for a pistol, 0.5 for a rifle, 0.7 for machinegun and around 1.0 for a launcher\n\n```cpp\nclass cfgWeapons\n{\n    class myWeapon\n    {\n        // inertia coefficient of the weapon\n        inertia = 0.5;\n    };\n};\n```\n\n#### Inventory icons overlay method\n\n- Update 1.40 adds a new functionality for Inventory icons of weapons - using one icon for the weapons and display slot icons as an overlay for that icon.\n- If there is no slot with positive value of **iconScale** property, the game falls back to old behaviour\n- The icon lower layer of the inventory picture is still defined in property **icon** of the weapon itself\n\n```cpp\nclass CfgWeapons\n{\n    class myWeapon\n    {\n        class WeaponSlotsInfo : WeaponSlotsInfo // default accessories for this slot, iconPicture and iconPinpoint is defined in the base class\n        {\n            class MuzzleSlot : MuzzleSlot\n            {\n                iconPosition[] = { 0.0, 0.45 };    // position of the slot icon inside of the weapon icon, relative to top-left corner in {right, down} format\n                iconScale = 0.2;                // scale of icon described in iconPicture\n                iconPicture = \"\\A3\\Weapons_F\\Data\\UI\\attachment_muzzle.paa\"; // icon for selected slot\n                iconPinpoint = \"Center\";        // top, bottom, left, right, center alignment of the icon on snap point\n            };\n            class CowsSlot : CowsSlot // default accessories for this slot, iconPicture and iconPinpoint is defined in the base class\n            {\n                iconPosition[] = { 0.5, 0.35 };\n                iconScale = 0.2;\n            };\n            class PointerSlot : PointerSlot // default accessories for this slot, iconPicture and iconPinpoint is defined in the base class\n            {\n                iconPosition[] = { 0.20, 0.45 };\n                iconScale = 0.25;\n            };\n        };\n        icon = \"\\A3\\MyAddon\\Rifles\\MyRifle\\Data\\MyRifle_X_CA.paa\" // this stays the same as before and is used as a base layer\n    };\n};\n```\n\n#### Magazine compatibility groups\n\n- Update 1.80 added new technology called magazineWells (also known as \"magwells\") which replaces old, non working magazineGroups. Technology consist from two parts: class **CfgMagazineWells**in root config & parameters (array) **magazineWell** in weapon muzzle. In contrast to old solution, Magazine Wells are using separate class in root config containing all type of magazine wells with list of arrays containing compatible classes. It's possible to add new entries by 3rd party modifications\n\n```cpp\nclass cfgWeapons\n{\n    class arifle_MX_Base_F;\n    class rhs_weap_m4_Base : arifle_MX_Base_F\n    {\n        // ...\n        // first magazine in array is used as a default magazine in Virtual Arsenal\n        // Eden editor ammo crates widget is also using that array to create list of compatible magazine which can be placed in crate\n        magazines[] =\n        {\n            \"rhs_mag_30Rnd_556x45_M855A1_Stanag\"\n        };\n        // Link to magazine wells\n        magazineWell[] = { \"STANAG_556x45\" };\n    };\n};\n\n// Located in root config\nclass CfgMagazineWells\n{\n    class STANAG_556x45\n    {\n        // Magazines listed by mod\n        // It is possible to add new arrays to class but for now inheritance (i.e. STANAG_556x45_New: STANAG_556x45 {};) is not supported\n        RHS_Magazines[] =\n        {\n            \"rhs_mag_30Rnd_556x45_M855_Stanag\",\n            \"rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Red\",\n            \"rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Green\",\n            \"rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Yellow\",\n            \"rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Orange\",\n\n            \"rhs_mag_100Rnd_556x45_M855A1_cmag\",\n            \"rhs_mag_100Rnd_556x45_M855A1_cmag_mixed\",\n            \"rhs_mag_100Rnd_556x45_M855_cmag\",\n            \"rhs_mag_100Rnd_556x45_M855_cmag_mixed\",\n            \"rhs_mag_100Rnd_556x45_Mk318_cmag\",\n            \"rhs_mag_100Rnd_556x45_Mk262_cmag\"\n        };\n        // Magazines defined\n        BI_Magazines[] =\n        {\n            \"30Rnd_556x45_Stanag\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Green\",\n            \"30Rnd_556x45_Stanag_Tracer_Yellow\"\n        };\n    };\n};\n```\n\n#### Bipods\n\n- Update 1.42 (Marksmen DLC release) adds a possibility to use #bipods by either utilizing another weapon slot - under barrel - or by using a inbuilt one\n  - Bipod as an attachment works exactly the same way as for example muzzle attachment\n  - There are two new properties - **deployedPivot** describing memory point in model around which the weapon pivots while deployed and **hasBipod** which is self-explanatory\n\n```cpp\nclass CfgWeapons\n{\n    class ItemCore;\n    class InventoryUnderItem_Base_F;\n    class test_bipod_01_F : ItemCore\n    {\n        scope        = 2;                                                            // available in Arsenal\n        displayName    = \"My Little Bipod\";                                            // name of item in Inventory (and Arsenal)\n        picture        = \"\\A3\\Weapons_F_Mark\\Data\\UI\\gear_accu_bipod_01_snd_CA.paa\";    // icon in Inventory\n        model        = \"\\Samples_f\\Test_weapon_01\\test_bipod_01_F.p3d\";                // path to model\n\n        class ItemInfo : InventoryUnderItem_Base_F\n        {\n            deployedPivot        = \"bipod\";    // what point should be used to be on surface while unfolded\n            hasBipod            = true;        // bipod obviously has a bipod\n            mass                = 10;        // what is the mass of the object\n            soundBipodDown[]    = { \"A3\\Sounds_F_Mark\\arsenal\\sfx\\bipods\\Bipod_AAF_down\", db-3, 1, 20 };    // sound of unfolding the bipod\n            soundBipodUp[]        = { \"A3\\Sounds_F_Mark\\arsenal\\sfx\\bipods\\Bipod_AAF_up\", db-3, 1, 20 };        // sound of folding the bipod\n        };\n        inertia = 0.2; // how much does the bipod add to inertia of the weapon\n    };\n};\n```\n\n- Inbuilt #bipods are much easier, you just need to add **deployedPivot** and **hasBipod** properties to the weapon itself\n\n```cpp\nclass cfgWeapons\n{\n    class myWeapon\n    {\n        deployedPivot        = \"bipod\";    // what point should be used to be on surface while unfolded\n        hasBipod            = true;        // a weapon with bipod obviously has a bipod\n        soundBipodDown[]    = { \"A3\\Sounds_F_Mark\\arsenal\\sfx\\bipods\\Bipod_AAF_down\", db-3, 1, 20 };    // sound of unfolding the bipod\n        soundBipodUp[]        = { \"A3\\Sounds_F_Mark\\arsenal\\sfx\\bipods\\Bipod_AAF_up\", db-3, 1, 20 };        // sound of folding the bipod\n    };\n};\n```\n\n- The important part about bipods is that the actual model may be animated despite of it being a proxy on a weapon\n  - Animation source **bipod_legs** is used for that, possible values are 0 for weapon not deployed and 1 for weapon deployed\n  - The model obviously needs to have a skeleton to work properly\n  - Configuration is the same in case of inbuilt bipods, the only difference is in animation source - it is **bipod**\n\n**{model.cfg}**\n\n```cpp\nclass legs\n{\n    type            = rotation;\n    source            = bipod_legs; // this one is for an attachment, weapon itself would have just bipod\n    sourceAddress    = clamp;\n    selection        = \"bipod_legs\";\n    axis            = \"bipod_legs_axis\";\n    minValue        = 0;\n    maxValue        = 1;\n    angle0            = (rad 0);\n    angle1            = (rad 90);\n};\n```\n\n- The bipods may have even adjustable length of legs according to actual position\n  - Animation source **bipod_legs_length** is used for that as it returns distance between bipod point and surface in meters (means that 5 centimeters are 0.05 value of the source)\n  - Configuration is the same in case of inbuilt #bipods, the only difference is in animation source - it is **bipod_length**\n\n**{model.cfg}**\n\n```cpp\nclass Leg_L_move // we use different animation for each leg as they are folded by default and rotate while unfolding, this one is for the left one\n{\n    type        = translation;\n    source        = bipod_legs_length;\n    selection    = \"Leg_L\";\n    axis        = \"Leg_L_axis\"; // the axis is part of \"bipod_legs\" selection in model\n    memory        = 1;\n    minValue    = 0;\n    maxValue    = 0.1;    // this #bipod extends up to 10 centimeters for example\n    offset0        = 0;\n    offset1        = 1;    // we use axis with length of 10 centimeters, that means translation needs to be multiplied by ten\n};\n```\n\n#### Pistol holsters\n\n- Update 1.48 adds a possibility to use show pistols inside of holsters of vests that have the holster\n  - The vest model should contain proxy leading to *\\A3\\Characters_F\\Proxies\\pistol_holstered.p3d*, the standard position is in sample of vest inside Characters samples, but feel free to move it according to the model\n  - As soon as the vest contains the proxy, weapon is going to be shown in it. There are just two properties to adjust the way the weapon shows on the proxy:\n    - The standard pistol is P07 which has its center around the trigger. If you want to move the center of your weapon, just create a memory point called *holster* (according to **holsterOffset** property in weapon configuration) to serve as new center of the model\n    - P07 is even taken as a standard weapon for holster size, you may adjust the scale at which is your gun drawn in the holster with **holsterScale** property\n\n```cpp\nclass Pistol;\nclass Pistol_Base_F : Pistol\n{\n    class WeaponSlotsInfo;\n};\nclass MyLittlePistol : Pistol_Base_F\n{\n    class WeaponSlotsInfo : WeaponSlotsInfo\n    {\n        holsterOffset = \"holster\";    // name of a memory point in weapon to serve as zero of the model\n        holsterScale = 1;            // scale of gun in holster relative to standard size (0.5 means the gun is 50 % of original size)\n    };\n};\n```\n\n#### Magazine Proxies\n\n- With update 1.78 it is possible to have dynamic magazines using modelSpecial & modelSpecialIsProxy property.\n  - More info can be found on following page: Arma 3: Magazine Proxies\n\n#### Virtual Arsenal visibility\n\n- In order to reduce clutter in Virtual Arsenal weapon list, parameter \"baseWeapon\" was introduced, which filters out all subvariants from the VA.\n\n```cpp\nclass cfgWeapons\n{\n    class myWeapon\n    {\n        baseWeapon = \"myWeapon\";\n    };\n    class myWeapon2 : myWeapon\n    {\n    };\n    class myWeapon3 : myWeapon\n    {\n        baseWeapon = \"myWeapon3\";\n    };\n};\n```\n\n- In above example \"myWeapon\" & \"myWeapon3\" would be visibile in Virtual Arsenal. Please note, that all 3 weapons can be normally accessed in game and that **baseWeapon parameter is only used in Virtual Arsenal**\n\n### See Also\n\n- Arma 2 Weapon to Arma 3\n- CfgWeapons Config Reference\n- [Page discussion on the BI forums](http://forums.bistudio.com/showthread.php?149341-Arma-3-weapons-config-guidlines)","sections":[{"heading":null,"level":1,"markdown":"**101 - How to set up a weapon for Arma 3**\n\nPlease be aware of our Arma 3 modding license:\nhttp://community.bistudio.com/wiki/Arma_3_Modding_License"},{"heading":"Additional functionality compared to A2/OA","level":3,"markdown":"- Slotable weapon accessories\n- Custom reload animations\n- Adjustable sights\n- Underwater weapons\n- Ammo changes on fly and on hit\n- Rotating muzzle-flash\n- Explosion shielding"},{"heading":"Model requirements {p3d}","level":3,"markdown":"- proxies for slotable accessories\n  - muzzle accessory should be on proxy **\\A3\\data_f\\proxies\\weapon_slots\\MUZZLE**\n  - optics should be on proxy **\\A3\\data_f\\proxies\\weapon_slots\\TOP**\n  - side accessory should be on proxy **\\A3\\data_f\\proxies\\weapon_slots\\SIDE**\n  - bipod accessory should be on proxy **\\A3\\data_f_mark\\proxies\\weapon_slots\\UNDERBARREL**\n  - all these proxies could be redefined in *cfgWeapons >> Weapon >> WeaponSlotsInfo >> XXX >> linkProxy* parameter where XXX is the slot name\n\n- selections for folding iron sights\n  - You need to create selections and axes for iron sights if You want them folded once the optics is put on the weapon\n  - Front part should be named **ForeSight** with **ForeSight_axis** in memory lod\n  - Rear part should be named **BackSight** with **BackSight_axis** in memory lod\n\n- adjustable sights for grenade launchers\n  - there needs to be a selection that is going to rotate (in case of collimator sights), default naming is **OP**\n  - this selection needs to have an axis in memory lod, default naming is **OP_axis**\n  - there needs to be a focus point, the best place is the red dot of collimator, with memory point **OP_look** by default and several points for eye, usually **OP_eyeX** where X is the number of the point. Good practice is to place them in same distance form focus point"},{"heading":"Model config changes {model.cfg}","level":3,"markdown":"- custom reload animation have a good use of newly added parameter **unHideValue** for hide type of animations - you are now able to make asymmetrical animations eg. for hiding of magazine:\n\n**{model.cfg}**\n\n```cpp\nclass magazine_hide\n{\n    type = \"hide\";\n    source = \"reloadMagazine\";\n    selection = \"magazine\";\n    minValue = 0.000000;\n    maxValue = 1.00000;\n    hideValue = 0.220;\n    unhideValue = 0.550;\n};\n```\n\n- the animations could look a bit better by simply adding a translation for the magazine and adding an axis for that in model - magazine should translate at first, then disappear, appear and translate back\n\n**{model.cfg}**\n\n```cpp\nclass magazine_reload_move_1\n{\n    type = \"translation\";\n    source = \"reloadMagazine\";\n    selection = \"magazine\";\n    axis = \"magazine_axis\";\n    minValue = 0.145;\n    maxValue = 0.170;\n    offset0 = 0.0;\n    offset1 = 0.5;\n};\n```\n\n- foldable iron sights use **hasOptics** controller\n\n**{model.cfg}**\n\n```cpp\nclass BackSight_optic\n{\n    type = \"rotation\";\n    source = \"hasOptics\";\n    selection = \"BackSight\";\n    axis = \"BackSight_axis\";\n    memory = 1;\n    minValue = 0.0000000;\n    maxValue = 1.0000000;\n    angle0 = 0.000000;\n    angle1 = (rad 90);\n};\n```\n\n- new animation controllers **zeroing1** and **zeroing2** take values from *discreteDistance[]* of first and second muzzle of the weapon. The value is index number of current zeroing in the array starting with zero (that means the first value is 0, second is 1, the last is number of discrete distances plus one). It might be used for iron sights of the weapon if desired but better use is for UGL collimator sights rotation:\n\n**{model.cfg}**\n\n```cpp\nclass OP_ROT\n{\n    type=\"rotation\";\n    source = \"zeroing2\";        // use second muzzle zeroing for rotation\n    sourceAddress = \"loop\";        // loop when phase out of bounds\n    selection = \"OP\";            // selection we want to rotate\n    axis = \"OP_axis\";            // has its own axis\n    minValue = 0;\n    maxValue = 3;                // this weapon has array with 4 distances\n    angle0 = \"rad 0\";\n    angle1 = \"rad 65\";\n};\n```\n\n- rotating muzzle flashes are done using a new animation source **ammoRandom** which changes it is value every time weapon is fired. Various degrees of rotation may be set up by using correct muzzle flash shape and minValue maxValue combination.\n\n**{model.cfg}**\n\n```cpp\nclass MuzzleFlashROT\n{\n    type = \"rotationX\";\n    source = \"ammoRandom\";        // use ammo count as phase for animation\n    sourceAddress = \"loop\";        // loop when phase out of bounds\n    selection = \"zasleh\";        // selection we want to rotate\n    axis = \"\";                    // no own axis - center of rotation is computed from selection\n    centerFirstVertex = true;    // use first vertex of selection as center of rotation\n    minValue = 0;\n    maxValue = 4;                // rotation angle will be 360/4 = 90 degrees\n    angle0 = \"rad 0\";\n    angle1 = \"rad 360\";\n};\n```"},{"heading":"New config parameters {config.cpp}","level":3,"markdown":""},{"heading":"Slotable weapons","level":4,"markdown":"- Available slots are defined in each weapon but are usually inherited from a parent weapon. They are stored as classes in **class WeaponSlotsInfo** which contains the slots and parameters for inventory\n  - **Mass** is a new unit used to describe weight and volume of an object used. Each container has a set capacity in the same units.\n  - allowedSlots[] is an array of slot numbers where you may put the weapon. 701 stands for vest, 801 stands for uniform, 901 stands for backpack\n  - each weapon slot is a separate subclass in class WeaponSlotsInfo\n    - parameter **linkProxy** defines a proxy in weapon model for said slot (see standard names on top)\n    - parameter **displayName** describes a mouse-over name of slot in Inventory\n    - array **compatibleItems[]** lists possible accessory placeable into that slot. Most weapons are able to have any RIS equipment, but eg. muzzle accessory differs according to caliber.\n  - external classes *CowsSlot* and *PointerSlot* are used for standard optics and side accessory. That means these classes are outside cfgWeapons and changeable for all weapons at once.\n\n```cpp\nclass SlotInfo;\nclass CowsSlot : SlotInfo\n{\n    // targetProxy\n    linkProxy = \"\\A3\\data_f\\proxies\\weapon_slots\\TOP\";\n\n    // display name\n    displayName = \"$STR_A3_CowsSlot0\";\n\n    // class names with items supported by weapon\n    compatibleItems[] = { \"optic_Arco\", \"optic_aco\", \"optic_ACO_grn\", \"optic_hamr\", \"optic_Holosight\" };\n};\nclass PointerSlot : SlotInfo\n{\n    // targetProxy\n    linkProxy = \"\\A3\\data_f\\proxies\\weapon_slots\\SIDE\";\n\n    // display name\n    displayName = \"$STR_A3_PointerSlot0\";\n\n    // class names with items supported by weapon\n    compatibleItems[] = { \"acc_flashlight\", \"acc_pointer_IR\" };\n};\n\nclass CfgWeapons\n{\n    class myWeapon\n    {\n        class WeaponSlotsInfo\n        {\n            mass = 4; // default mass of a weapon\n            class MuzzleSlot : SlotInfo\n            {\n                // targetProxy\n                linkProxy = \"\\A3\\data_f\\proxies\\weapon_slots\\MUZZLE\";\n\n                // display name\n                displayName = \"Muzzle Slot\";\n\n                // class names with items supported by weapon\n                compatibleItems[] = {}; // moved to each weapon\n            };\n            class CowsSlot : CowsSlot {};\n            class PointerSlot : PointerSlot {};\n            allowedSlots[] = { 901 }; // you simply cannot put this into your pants\n        };\n    };\n};\n```"},{"heading":"Muzzle accessories","level":5,"markdown":"- suppressors are configured as a weapon inheriting some item abilities from class **ItemCore**\n- the class itself consists only from scope, displayName, picture and model, there is a separate subclass **ItemInfo** with all the required parameters\n  - there is subclass **MagazineCoef** inside class ItemInfo with parameter **initSpeed** - this is just a multiplier of initSpeed of weapon's magazine\n  - subclass **AmmoCoef** of class ItemInfo has more parameters for the ammo shoot through the suppressor:\n    - **hit** is the coefficient of hit of original ammo\n    - **visibleFire**, **audibleFire**, **visibleFireTime** and **audibleFireTime** are coefficients for detection upon shooting the weapon\n    - higher **cost** coefficient should make AI think more about shooting the suppressed weapon\n    - **typicalSpeed** and **airFriction** coefficients change the ballistic characteristics of the ammo\n  - there are alternate **muzzleEnd** and **alternativeFire** directly inside class ItemInfo to have different muzzle effects origin and muzzle flashes\n\n```cpp\nclass Mode_SemiAuto;\nclass CfgWeapons\n{\n    class ItemCore;\n    class InventoryMuzzleItem_Base_F;\n    class myMuzzleAccessory\n    {\n        scope = 2;\n        displayName = \"My Muzzle Accessory\";\n\n        picture = \"\\A3\\weapons_F\\Data\\UI\\myMuzzleAccessory_CA.paa\";\n        model = \"\\A3\\weapons_f\\acc\\myMuzzleAccessory\";\n\n        class ItemInfo : InventoryMuzzleItem_Base_F\n        {\n            soundTypeIndex = 1; // index of sound in sounds[] in weapon modes (inherited 1 from parent class)\n\n            class MagazineCoef\n            {\n                initSpeed = 0.8;\n            };\n\n            class AmmoCoef\n            {\n                hit = 0.8;\n                visibleFire = 0.3;\n                audibleFire = 0.8;\n                visibleFireTime = 0.5;\n                audibleFireTime = 1.0;\n                cost = 1.0;\n                typicalSpeed = 0.8;\n                airFriction = 1.0;\n            };\n\n            muzzleEnd = \"zaslehPoint\";        // memory point in muzzle supressor's model\n            alternativeFire = \"Zasleh2\";    // class in cfgWeapons with model of muzzle flash\n\n            class MuzzleCoef\n            {\n                dispersionCoef = 1.0f;\n                artilleryDispersionCoef = 1.0f;\n\n                fireLightCoef = 0.1f;\n\n                recoilCoef = 1.0f;\n                recoilProneCoef = 1.0f;\n\n                minRangeCoef = 1.0f; minRangeProbabCoef = 1.0f;\n                midRangeCoef = 1.0f; midRangeProbabCoef = 1.0f;\n                maxRangeCoef = 1.0f; maxRangeProbabCoef = 1.0f;\n            };\n        };\n    };\n};\n```"},{"heading":"Sound Values","level":5,"markdown":"- Starting from patch 1.24 (dev version 1.23 from 23.6. 2014 on), there is a change how sounds are handled because of sound suppressors:\n  - Weapon without any muzzle accessory has a **soundTypeIndex** equal to 0, while it could be any number (by default 1) according to suppressor type used.\n  - array parameter **sounds[]** of fire mode is used to chose what sound subclass is going to be used - it is *sounds[] = {StandardSound, SilencedSound};* by default\n  - classes defined in previous parameter are subclasses of a fire mode with various sound parameters: weaponSoundEffect, soundBegin[], soundClosure{}\n\n```cpp\nclass MyWeapon : Rifle_Base_F\n{\n    class Single : Mode_SemiAuto\n    {\n        sounds[] = { \"StandardSound\", \"SilencedSound\" };\n\n        class BaseSoundModeType // this base class has base definitions that both standard and silenced sounds will inherit (sound of closure stays the same no matter what muzzle accessory is used)\n        {\n            weaponSoundEffect = \"DefaultRifle\";\n\n            closure1[] = { \"A3\\sounds_f\\weapons\\closure\\closure_rifle_2\", db-12, 1, 10 };\n            closure2[] = { \"A3\\sounds_f\\weapons\\closure\\closure_rifle_3\", db-12, 1, 10 };\n            soundClosure[] = { closure1, 0.5, closure2, 0.5 };\n        };\n\n        class StandardSound : BaseSoundModeType // Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]\n        {\n            begin1[] = { \"A3\\Sounds_F\\weapons\\SMG_02\\SMG_02_st_1b\", db0, 1, 500 };\n            begin2[] = { \"A3\\Sounds_F\\weapons\\SMG_02\\SMG_02_st_2b\", db0, 1, 500 };\n            begin3[] = { \"A3\\Sounds_F\\weapons\\SMG_02\\SMG_02_st_3b\", db0, 1, 500 };\n            soundBegin[] = { begin1, 0.33, begin2, 0.33, begin3, 0.34 };\n        };\n\n        class SilencedSound : BaseSoundModeType // Sounds inside this class are used when soundTypeIndex = 1, according to sounds[]\n        {\n            begin1[] = { \"A3\\sounds_f\\weapons\\silenced\\silent-07\", db-1, 1, 200 };\n            begin2[] = { \"A3\\sounds_f\\weapons\\silenced\\silent-08\", db-1, 1, 200 };\n            soundBegin[] = { begin1, 0.5, begin2, 0.5 };\n        };\n        // various other fire mode parameters\n    };\n};\n```"},{"heading":"Optics","level":5,"markdown":"- in addition to default parameters mentioned in muzzle accessories class, there is **weaponInfoType** to choose a correct resource for weapon info directly inside optic class (refers to a config class in RscInGameUI)\n  - there is the same ItemInfo subclass but with different parameters\n    - don't forget that ItemInfo inherits some parameters from InventoryOpticsItem_Base_F (eg. muzzlePos and muzzleEnd) in case you rename the memory points\n  - parameter **opticType** is used for balancing the optics for specific fire modes (should be further described by balancing crew)\n  - **modelOptics** is the 2D model for selected optics\n  - subclass **OpticsModes** works the same way it used to work in A2/OA\n\n```cpp\nclass cfgWeapons\n{\n    class ItemCore;\n    class InventoryOpticsItem_Base_F;\n    class myOpticsAccessory\n    {\n        scope = 2;\n        displayName = \"My Optics Accessory\";\n\n        picture = \"\\A3\\weapons_F\\Data\\UI\\myOpticsAccessory_CA.paa\";\n        model = \"\\A3\\weapons_f\\acc\\myOpticsAccessory\";\n        weaponInfoType = \"RscOptics_myOptics\";\n\n        class ItemInfo : InventoryOpticsItem_Base_F\n        {\n            mass = 7;\n            modelOptics = \"\\A3\\Weapons_f\\acc\\reticle_MyOptics_F\";\n            class OpticsModes\n            {\n                class MyOptics\n                {\n                    opticsID = 1;\n                    useModelOptics = true;\n                    opticsPPEffects[] = { \"OpticsCHAbera1\", \"OpticsBlur1\" };\n                    opticsZoomMin = 0.0555;\n                    opticsZoomMax = 0.1300;\n                    opticsZoomInit= 0.1300;\n                    discreteDistance[] = { 100, 300, 400, 500, 600, 700, 800, 900, 1000 };\n                    discreteDistanceInitIndex = 1;\n                    distanceZoomMin = 100;\n                    distanceZoomMax = 1000;\n                    nFovLimit = 0.07;\n                    discreteFov[] = { 0.1300, 0.0555 };\n                    discreteInitIndex = 0;\n                    modelOptics[] = { \"\\A3\\Weapons_f\\acc\\reticle_MyOptics_F\", \"\\A3\\Weapons_f\\acc\\reticle_MyOptics_z_F\" };\n                    memoryPointCamera = \"opticView\";\n                    visionMode[] = { \"Normal\", \"NVG\" };\n                    opticsFlare = true;\n                    opticsDisablePeripherialVision = true;\n                    cameraDir = \"\";\n                };\n                class IronOnTopOfMyOptics : MyOptics\n                {\n                    opticsID = 2;\n                    useModelOptics = false;\n                    opticsFlare = false;\n                    opticsDisablePeripherialVision = false;\n                    opticsZoomMin = 0.375;\n                    opticsZoomMax = 1.1;\n                    opticsZoomInit = 0.75;\n                    memoryPointCamera = \"eye\";\n                    visionMode[] = {};\n                    discretefov[] = {};\n                };\n            };\n        };\n    };\n};\n```"},{"heading":"Side Accessory","level":5,"markdown":"- the class of side accessory is made the same way as for muzzle accessory\n  - subclass ItemInfo contains some specific parameters, but they work the same way as they did in A2/OA\n\n```cpp\nclass cfgWeapons\n{\n    class ItemCore;\n    class InventoryFlashLightItem_Base_F;\n    class mySidesAccessory\n    {\n        scope = 2;\n        displayName = \"My Sides Accessory\";\n\n        picture = \"\\A3\\weapons_F\\Data\\UI\\mySidesAccessory_CA.paa\";\n        model = \"\\A3\\weapons_f\\acc\\mySidesAccessory\";\n\n        class ItemInfo : InventoryFlashLightItem_Base_F\n        {\n            mass = 9;\n            class Pointer\n            {\n                irLaserPos = \"laser pos\";\n                irLaserEnd = \"laser dir\";\n            };\n            class FlashLight {};\n        };\n    };\n};\n```"},{"heading":"Custom reload animations","level":4,"markdown":"- parameter **reloadAction** is now for both a magazine and the weapon.\n  - if it is not defined for any of them, default reload is played.\n  - if the parameter is defined for the weapon but isn't defined for a magazine, reloadAction for weapon is played upon reloading said weapon\n  - if the magazine has reloadAction defined, the action selected by this parameter is played every time (not depending on weapon). This ensures different reloads for different magazines of one weapon (eg. UGLs)\n- the action chosen by reloadAction is played according to config of animations for said soldier (action in CfgMovesMaleSdr leads to a state in CfgGesturesMale for default soldier), different target states could be defined for different action maps (eg. there could be a different reload gesture for crouch and prone with rifle)\n\n```cpp\nclass CfgMovesBasic\n{\n    class DefaultDie;\n    class ManActions\n    {\n        reloadMyWeapon = \"reloadMyWeapon\";\n    };\n};\n\nclass CfgGesturesMale\n{\n    class Default;\n    class States\n    {\n        class reloadMyWeapon : Default\n        {\n            file = \"\\A3\\anims_f\\Data\\Anim\\Sdr\\wop\\erc\\stp\\rld\\rfl\\reloadMyWeapon.rtm\";\n            looped = 0;\n            speed = 0.400000;\n            mask = \"handsWeapon\";\n            headBobStrength = 0.200000;\n            headBobMode = 2;\n            rightHandIKBeg = 1;\n            rightHandIKEnd = 1;\n            leftHandIKCurve[] = { 0, 1, 0.050000, 0, 0.950000, 0, 1, 1 };\n        };\n    };\n};\n\nclass cfgWeapons\n{\n    class myWeapon\n    {\n        reloadAction = \"reloadMyWeapon\";\n    };\n};\n```"},{"heading":"Underwater weapons","level":4,"markdown":"- weapons with **canShootInWater** set to 1 are able to shoot under water\n  - parameter **soundBeginWater[]** has the same use as *soundBegin[]* and defines what sounds and with what probability is going to be played while shooting under the water surface, both of them are defined per fire mode:\n\n```cpp\nclass Mode_SemiAuto;\n\nclass cfgWeapons\n{\n    class myWeapon\n    {\n        modes[] = { \"Single\" };    // this example weapon has just one fire mode\n        canShootInWater = 1;    // allows to shoot under water\n        class Single : Mode_SemiAuto\n        {\n            begin1[] = { \"A3\\sounds_f\\weapons\\myWeapon\\myWeapon_st_1b.wav\", db5, 1, 900 };\n            begin2[] = { \"A3\\sounds_f\\weapons\\myWeapon\\myWeapon_st_2b.wav\", db5, 1, 900 };\n            begin3[] = { \"A3\\sounds_f\\weapons\\myWeapon\\myWeapon_st_3b.wav\", db5, 1, 900 };\n            soundBegin[] = { begin1, 0.33, begin2, 0.33, begin3, 0.34 }; // all three sounds have roughly the same probablity\n            beginwater1[] = { \"A3\\sounds_f\\weapons\\myWeapon\\underwater_myWeapon_st_1b.wav\", db0, 1, 200 };\n            beginwater2[] = { \"A3\\sounds_f\\weapons\\myWeapon\\underwater_myWeapon_st_2b.wav\", db5, 1, 200 };\n            beginwater3[] = { \"A3\\sounds_f\\weapons\\myWeapon\\underwater_myWeapon_st_3b.wav\", db5, 1, 200 };\n            soundBeginWater[] = { beginwater1, 0.33, beginwater2, 0.33, beginwater3, 0.34 }; // all three sounds have roughly the same probablity\n        };\n    };\n};\n```\n\n- underwater ammo has some different characteristics\n  - **waterFriction** is underwater equivalent of *airFriction* and supercavitating ammunition has this close to zero. Standard ammo doesn't have this set and that means it is set to -0.4 by default (ie. stops nearly right after entering water)\n  - **timeToLive** for underwater ammo is rather low to let it be harmless after some 40 meters\n  - the fancy bubble effect is done by having **effectFly** set to **AmmoUnderwater**, you'll try to modify it to work even on ground and we all know it\n\n```cpp\nclass CfgAmmo\n{\n    class BulletBase;\n    class myAmmo : BulletBase // for myWeapon\n    {\n        waterFriction = -0.00096;    // nearly direct line underwater\n        timeToLive = 0.12;            // that's enough for 45 meters underwater\n        effectFly = \"AmmoUnderwater\";\n    };\n};\n```"},{"heading":"Ammo changes on fly and on hit","level":4,"markdown":"- there are two new simulations of ammo available mainly for shells and missiles.\n\n- simulation **shotSubmunitions** allows to deploy multiple ammo from the parent one upon meeting certain conditions\n  - parameter **submunitionAmmo** defines class of newly created ammo and this could be used multiple times\n    - you could set the inherited ammo and it would spread in cone according to **submunitionConeAngle** and **submunitionConeAngleHorizontal** (in degrees)\n    - Arma 3 v1.68 you can also define multiple sub-munition projectiles and their probability: `submunitionAmmo[] = {\"MySubammo1\",0.8,\"MySubammo2\",0.2};` (80% of sub-munition will be MySubammo1 and 20% will be MySubammo2)\n  - **submunitionConeType[]** describes pattern of ammo in detail, first part is a distribution function (\"random\", \"randomcenter\", \"poissondisc\", \"poissondisccenter\", \"custom\"), second parameter is number of ammo except of custom one, where it is another array of pairs for specific locations\n\n```cpp\nsubmunitionConeType[] = { \"random\", 10 };\nsubmunitionConeType[] = { \"randomcenter\", 10 };\nsubmunitionConeType[] = { \"randomupcone\", 10 };\nsubmunitionConeType[] = { \"poissondisc\", 10 };\nsubmunitionConeType[] = { \"poissondisccenter\", 10 };\nsubmunitionConeType[] = { \"custom\", { { 0, 0 }, { -1, 0 }, { 1, 0 }, { 0, -1 }, { 0, 1 } } };\n```\n\n- - parameter **submunitionAutoleveling** affects if cone has the up vector in model space (rotated when lying on steep hill) or always up in world space coord system (replaced by submunitionDirectionType)\n  - parameter **submunitionDirectionType** defines the direction in which the submunition is generated; \"SubmunitionModelDirection\" retains the parent munition's vector, \"SubmunitionAutoLeveling\" levels the submunition out horizontally and \"SubmunitionTargetDirection\" generates the submunition in the direction of the parent's locked target (see PCML from 1.81+). If present the param overrides submunitionAutoleveling parameter.\n  - parameter **triggerDistance** is used to deploy ammo in set 3D distance before expected target\n  - parameter **triggerTime** is used to deploy ammo in set time after being fired\n  - parameter **triggerOnImpact**(bool) is used to deploy ammo after impact\n  - parameter **deleteParentWhenTriggered** (bool) defines if parent munition should be deleted after releasing sub munition\n  - parameter **submunitionInitialOffset** (array) sets spawning offset of submunition. i.e. {0,0,-0.2}; will spawn projectile 20 cm before impact position if it is coupled with SubmunitionModelDirection for example.\n  - parameter **submunitionInitSpeed** sets the submunition init speed directly (in m/s)\n  - parameter **triggerSpeedCoef** is a coefficient of speed of inherited ammo relative to speed of parent ammo\n    - Arma 3 v1.68 you can also define the speed as range, with the actual coefficient being selected randomly from within the range: `triggerSpeedCoef[] = {0.5,1.0};`\n  - parameter **submunitionParentSpeedCoef** is a coefficient of how much speed of the parent munition is retained in the submunition - i.e. `submunitionParentSpeedCoef = 0;` will spawn submunition exactly at its own submunitionInitSpeed regardless of how fast was the parent munition flying\n  - for Artillery computer use array **aimAboveTarget[]** and **aimAboveDefault** as a index of the array to set different heights to change the ammo to something different (eg. flare)\n\n```cpp\nclass cfgAmmo\n{\n     class SubmunitionBase;\n    class MyAmmo : SubmunitionBase\n    {\n        submunitionAmmo = \"MySubmunitionAmmo\";\n        submunitionConeType[] = { \"poissondisc\", 10 };\n        submunitionConeAngle = 10;\n        triggerDistance = 100;\n    };\n};\n```\n\n- simulation **shotDeploy** is used to change ammo upon impact (eg. change to a mine)\n  - it uses the same **submunitionAmmo** parameter as described above\n\n```cpp\nclass CfgAmmo\n{\n    class ShotDeployBase;\n    class Mo_ClassicMineRange : ShotDeployBase\n    {\n        submunitionAmmo = \"APERSMine_Range_Ammo\";    // some random mine deployable by a mortar\n        airFriction = 0;                            // artillery ammo works better without friction\n        EffectFly = \"ArtilleryTrails\";                // some funky effect of smoke trails and stuff\n    };\n};\n```"},{"heading":"Explosion shielding","level":4,"markdown":"- class hitpoints in configuration of all vehicles (including soldiers) has got a new parameter called **explosionShielding**\n  - this parameter simply multiplies inidrectHit taken from explosives (that makes it explosion vulnerability in an effective way) - the higher it is the more damage would selected hitpoint get from the hit\n\n```cpp\nclass cfgVehicles\n{\n    class myVehicle\n    {\n        class HitPoints\n        {\n            class HitLFWheel { armor = 0.12; explosionShielding = 0.8; };\n        };\n    };\n};\n```"},{"heading":"Weapon inertia","level":4,"markdown":"- inertia coefficient of the weapon is easily set by the **inertia** parameter, common values are 0.1 for a pistol, 0.5 for a rifle, 0.7 for machinegun and around 1.0 for a launcher\n\n```cpp\nclass cfgWeapons\n{\n    class myWeapon\n    {\n        // inertia coefficient of the weapon\n        inertia = 0.5;\n    };\n};\n```"},{"heading":"Inventory icons overlay method","level":4,"markdown":"- Update 1.40 adds a new functionality for Inventory icons of weapons - using one icon for the weapons and display slot icons as an overlay for that icon.\n- If there is no slot with positive value of **iconScale** property, the game falls back to old behaviour\n- The icon lower layer of the inventory picture is still defined in property **icon** of the weapon itself\n\n```cpp\nclass CfgWeapons\n{\n    class myWeapon\n    {\n        class WeaponSlotsInfo : WeaponSlotsInfo // default accessories for this slot, iconPicture and iconPinpoint is defined in the base class\n        {\n            class MuzzleSlot : MuzzleSlot\n            {\n                iconPosition[] = { 0.0, 0.45 };    // position of the slot icon inside of the weapon icon, relative to top-left corner in {right, down} format\n                iconScale = 0.2;                // scale of icon described in iconPicture\n                iconPicture = \"\\A3\\Weapons_F\\Data\\UI\\attachment_muzzle.paa\"; // icon for selected slot\n                iconPinpoint = \"Center\";        // top, bottom, left, right, center alignment of the icon on snap point\n            };\n            class CowsSlot : CowsSlot // default accessories for this slot, iconPicture and iconPinpoint is defined in the base class\n            {\n                iconPosition[] = { 0.5, 0.35 };\n                iconScale = 0.2;\n            };\n            class PointerSlot : PointerSlot // default accessories for this slot, iconPicture and iconPinpoint is defined in the base class\n            {\n                iconPosition[] = { 0.20, 0.45 };\n                iconScale = 0.25;\n            };\n        };\n        icon = \"\\A3\\MyAddon\\Rifles\\MyRifle\\Data\\MyRifle_X_CA.paa\" // this stays the same as before and is used as a base layer\n    };\n};\n```"},{"heading":"Magazine compatibility groups","level":4,"markdown":"- Update 1.80 added new technology called magazineWells (also known as \"magwells\") which replaces old, non working magazineGroups. Technology consist from two parts: class **CfgMagazineWells**in root config & parameters (array) **magazineWell** in weapon muzzle. In contrast to old solution, Magazine Wells are using separate class in root config containing all type of magazine wells with list of arrays containing compatible classes. It's possible to add new entries by 3rd party modifications\n\n```cpp\nclass cfgWeapons\n{\n    class arifle_MX_Base_F;\n    class rhs_weap_m4_Base : arifle_MX_Base_F\n    {\n        // ...\n        // first magazine in array is used as a default magazine in Virtual Arsenal\n        // Eden editor ammo crates widget is also using that array to create list of compatible magazine which can be placed in crate\n        magazines[] =\n        {\n            \"rhs_mag_30Rnd_556x45_M855A1_Stanag\"\n        };\n        // Link to magazine wells\n        magazineWell[] = { \"STANAG_556x45\" };\n    };\n};\n\n// Located in root config\nclass CfgMagazineWells\n{\n    class STANAG_556x45\n    {\n        // Magazines listed by mod\n        // It is possible to add new arrays to class but for now inheritance (i.e. STANAG_556x45_New: STANAG_556x45 {};) is not supported\n        RHS_Magazines[] =\n        {\n            \"rhs_mag_30Rnd_556x45_M855_Stanag\",\n            \"rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Red\",\n            \"rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Green\",\n            \"rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Yellow\",\n            \"rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Orange\",\n\n            \"rhs_mag_100Rnd_556x45_M855A1_cmag\",\n            \"rhs_mag_100Rnd_556x45_M855A1_cmag_mixed\",\n            \"rhs_mag_100Rnd_556x45_M855_cmag\",\n            \"rhs_mag_100Rnd_556x45_M855_cmag_mixed\",\n            \"rhs_mag_100Rnd_556x45_Mk318_cmag\",\n            \"rhs_mag_100Rnd_556x45_Mk262_cmag\"\n        };\n        // Magazines defined\n        BI_Magazines[] =\n        {\n            \"30Rnd_556x45_Stanag\",\n            \"30Rnd_556x45_Stanag_Tracer_Red\",\n            \"30Rnd_556x45_Stanag_Tracer_Green\",\n            \"30Rnd_556x45_Stanag_Tracer_Yellow\"\n        };\n    };\n};\n```"},{"heading":"Bipods","level":4,"markdown":"- Update 1.42 (Marksmen DLC release) adds a possibility to use #bipods by either utilizing another weapon slot - under barrel - or by using a inbuilt one\n  - Bipod as an attachment works exactly the same way as for example muzzle attachment\n  - There are two new properties - **deployedPivot** describing memory point in model around which the weapon pivots while deployed and **hasBipod** which is self-explanatory\n\n```cpp\nclass CfgWeapons\n{\n    class ItemCore;\n    class InventoryUnderItem_Base_F;\n    class test_bipod_01_F : ItemCore\n    {\n        scope        = 2;                                                            // available in Arsenal\n        displayName    = \"My Little Bipod\";                                            // name of item in Inventory (and Arsenal)\n        picture        = \"\\A3\\Weapons_F_Mark\\Data\\UI\\gear_accu_bipod_01_snd_CA.paa\";    // icon in Inventory\n        model        = \"\\Samples_f\\Test_weapon_01\\test_bipod_01_F.p3d\";                // path to model\n\n        class ItemInfo : InventoryUnderItem_Base_F\n        {\n            deployedPivot        = \"bipod\";    // what point should be used to be on surface while unfolded\n            hasBipod            = true;        // bipod obviously has a bipod\n            mass                = 10;        // what is the mass of the object\n            soundBipodDown[]    = { \"A3\\Sounds_F_Mark\\arsenal\\sfx\\bipods\\Bipod_AAF_down\", db-3, 1, 20 };    // sound of unfolding the bipod\n            soundBipodUp[]        = { \"A3\\Sounds_F_Mark\\arsenal\\sfx\\bipods\\Bipod_AAF_up\", db-3, 1, 20 };        // sound of folding the bipod\n        };\n        inertia = 0.2; // how much does the bipod add to inertia of the weapon\n    };\n};\n```\n\n- Inbuilt #bipods are much easier, you just need to add **deployedPivot** and **hasBipod** properties to the weapon itself\n\n```cpp\nclass cfgWeapons\n{\n    class myWeapon\n    {\n        deployedPivot        = \"bipod\";    // what point should be used to be on surface while unfolded\n        hasBipod            = true;        // a weapon with bipod obviously has a bipod\n        soundBipodDown[]    = { \"A3\\Sounds_F_Mark\\arsenal\\sfx\\bipods\\Bipod_AAF_down\", db-3, 1, 20 };    // sound of unfolding the bipod\n        soundBipodUp[]        = { \"A3\\Sounds_F_Mark\\arsenal\\sfx\\bipods\\Bipod_AAF_up\", db-3, 1, 20 };        // sound of folding the bipod\n    };\n};\n```\n\n- The important part about bipods is that the actual model may be animated despite of it being a proxy on a weapon\n  - Animation source **bipod_legs** is used for that, possible values are 0 for weapon not deployed and 1 for weapon deployed\n  - The model obviously needs to have a skeleton to work properly\n  - Configuration is the same in case of inbuilt bipods, the only difference is in animation source - it is **bipod**\n\n**{model.cfg}**\n\n```cpp\nclass legs\n{\n    type            = rotation;\n    source            = bipod_legs; // this one is for an attachment, weapon itself would have just bipod\n    sourceAddress    = clamp;\n    selection        = \"bipod_legs\";\n    axis            = \"bipod_legs_axis\";\n    minValue        = 0;\n    maxValue        = 1;\n    angle0            = (rad 0);\n    angle1            = (rad 90);\n};\n```\n\n- The bipods may have even adjustable length of legs according to actual position\n  - Animation source **bipod_legs_length** is used for that as it returns distance between bipod point and surface in meters (means that 5 centimeters are 0.05 value of the source)\n  - Configuration is the same in case of inbuilt #bipods, the only difference is in animation source - it is **bipod_length**\n\n**{model.cfg}**\n\n```cpp\nclass Leg_L_move // we use different animation for each leg as they are folded by default and rotate while unfolding, this one is for the left one\n{\n    type        = translation;\n    source        = bipod_legs_length;\n    selection    = \"Leg_L\";\n    axis        = \"Leg_L_axis\"; // the axis is part of \"bipod_legs\" selection in model\n    memory        = 1;\n    minValue    = 0;\n    maxValue    = 0.1;    // this #bipod extends up to 10 centimeters for example\n    offset0        = 0;\n    offset1        = 1;    // we use axis with length of 10 centimeters, that means translation needs to be multiplied by ten\n};\n```"},{"heading":"Pistol holsters","level":4,"markdown":"- Update 1.48 adds a possibility to use show pistols inside of holsters of vests that have the holster\n  - The vest model should contain proxy leading to *\\A3\\Characters_F\\Proxies\\pistol_holstered.p3d*, the standard position is in sample of vest inside Characters samples, but feel free to move it according to the model\n  - As soon as the vest contains the proxy, weapon is going to be shown in it. There are just two properties to adjust the way the weapon shows on the proxy:\n    - The standard pistol is P07 which has its center around the trigger. If you want to move the center of your weapon, just create a memory point called *holster* (according to **holsterOffset** property in weapon configuration) to serve as new center of the model\n    - P07 is even taken as a standard weapon for holster size, you may adjust the scale at which is your gun drawn in the holster with **holsterScale** property\n\n```cpp\nclass Pistol;\nclass Pistol_Base_F : Pistol\n{\n    class WeaponSlotsInfo;\n};\nclass MyLittlePistol : Pistol_Base_F\n{\n    class WeaponSlotsInfo : WeaponSlotsInfo\n    {\n        holsterOffset = \"holster\";    // name of a memory point in weapon to serve as zero of the model\n        holsterScale = 1;            // scale of gun in holster relative to standard size (0.5 means the gun is 50 % of original size)\n    };\n};\n```"},{"heading":"Magazine Proxies","level":4,"markdown":"- With update 1.78 it is possible to have dynamic magazines using modelSpecial & modelSpecialIsProxy property.\n  - More info can be found on following page: Arma 3: Magazine Proxies"},{"heading":"Virtual Arsenal visibility","level":4,"markdown":"- In order to reduce clutter in Virtual Arsenal weapon list, parameter \"baseWeapon\" was introduced, which filters out all subvariants from the VA.\n\n```cpp\nclass cfgWeapons\n{\n    class myWeapon\n    {\n        baseWeapon = \"myWeapon\";\n    };\n    class myWeapon2 : myWeapon\n    {\n    };\n    class myWeapon3 : myWeapon\n    {\n        baseWeapon = \"myWeapon3\";\n    };\n};\n```\n\n- In above example \"myWeapon\" & \"myWeapon3\" would be visibile in Virtual Arsenal. Please note, that all 3 weapons can be normally accessed in game and that **baseWeapon parameter is only used in Virtual Arsenal**"},{"heading":"See Also","level":3,"markdown":"- Arma 2 Weapon to Arma 3\n- CfgWeapons Config Reference\n- [Page discussion on the BI forums](http://forums.bistudio.com/showthread.php?149341-Arma-3-weapons-config-guidlines)"}],"categories":["ArmA: Armed Assault: Modelling","Arma 3: Tutorials","Arma 3: Weapon & Magazine Configuration"],"groups":["Tools and File Formats"]},{"name":"Arma 3: WebAPI","title":"Arma 3: WebAPI","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_WebAPI","revid":379581,"updated":"2026-11-02T17:05:20Z","aliases":[],"markdown":"WebAPI allows to use HTTP, Websocket and other REST APIs.\n\nAll web requests return handles, these behave like a Promise.\nIt can be waited on to receive the first result or failure (note special behavior for Websockets which have multiple results).\n\nThese handles are not Serializable, they behave like Control/Display references.\nWhen loading a savegame all stored handles will be null, and they cannot be transferred over network.\n\nNote that all HTTP Requests (including Websockets connection establish) are checked using a CORS Preflight check.\n\nThe API provides a pre-defined domain named \"armaserver\" which points to the Server the player is playing on.\n\n```\nhttp://armaserver:8080/test\n```\n\nwill send the request to the server, using the same address that the player used to connect to the server (note this will fail if player joined via Steam Datagram relay (ugh)).\nIn singleplayer and on the server, this points to localhost.\n\n#### Initiating Requests\n\nCommand syntax is:\n\n```sqf\nprivate _handle = webRequest HASHMAP;\n```\n\nThe structure of the HashMap depends on the request type.\n\n```cpp\n{\n    type: STRING, // \"http\"|\"websocket\"|\"mdns\"|\"send\"|\"close\"|\"flush\"\n\n    // \"http\"/\"websocket\"/\"mdns\" only\n    callbackContext: ANY // Context passed to all internal callbacks as _thisArgs\n\n    // \"http\"/\"mdns\" only\n    onCompleted: CODE // Function called with params [\"_request\", \"_result\"]. On success or failure.\n\n    // \"http\"/\"websocket\" only. For websocket these are only used for initial connection establishment\n    url: STRING,        // URL to connect to, must be http/https for \"http\" type, or ws/wss for \"websocket\" type\n    origin: STRING,        // Optional. Identifier of sender, like \"ACEMOD\" or \"arma://ACEMOD\", will be passed as \"Origin\" in preflight request\n    headers: HASHMAP<STRING, STRING>, // Optional. Extra headers to add to the request. Note the list of not allowed headers.\n    verifySSL: BOOL,    // Optional, Default true. verify SSL/TLS certificate for https/wss connections\n    debug: BOOL,        // Optional default false. Print verbose debug logging into RPT, only available if the -debug commandline parameter is set\n\n    // \"http\" only\n    method: STRING, // Optional, default GET. \"GET\"|\"POST\"|\"PUT\"|\"DELETE\"|\"CUSTOM\"|...\n    postData: STRING, // Data to send as body of request, only valid with \"POST\"/\"CUSTOM\" methods\n\n    // \"websocket\" only\n    onWebsocketEstablished: CODE,    // Function called once Websocket connection is established and ready to send/receive data.\n                                    // params [\"_request\", \"_data\"].\n                                    // Returns the headers and result the server returned to the CONNECT invocation\n\n    onWebsocketLost: CODE,            // Function called when initial connection failed, or connection was lost.\n                                    // params [\"_request\", \"_data\"].\n                                    // _data contains error message.\n\n    onWebsocketDataReceived: CODE,    // Function called with params [\"_request\", \"_data\"].\n                                    // _data is a string containing the TEXT content that was transmitted.\n\n    // \"send\"/\"close\" only\n    connection: HANDLE, // Handle to a websocket session\n\n    // \"send\" only\n    data: STRING, // Data to send over the websocket connection\n\n    // \"close\" only\n    statusCode: SCALAR,    // Optional, default 1000. Websocket status code to send in close message.\n                        // See https://www.rfc-editor.org/info/rfc6455/#section-5.5.1\n    reason: STRING // Optional, message to send with close command to the server\n}\n```\n\n- All callbacks are called in Unscheduled Environment.\n- The \"http\", \"websocket\", \"mdns\" types establish new requests.\n- The \"send\", \"info\", \"close\" types are used on established connections.\n\n##### HTTP\n\nEnforces that Origin header is set (and cannot be overwritten by headers parameter).\nThe Origin is always `arma://`-prefixed. The default Origin is `arma://null`\nAutomatically passes an `Accept-Encoding` header specifying deflate, gzip, br, zstd\nAutomatically sets the `User-Agent` header to \"BIGameEngine/2.22.154051\" (The current game version)\n\nThe following headers are blocked and cannot be set:\n\n- Sec-*\n- Proxy-*\n- Host\n- Accept-Encoding\n- Content-Length\n- User-Agent\n- Origin\n- Cookie\n- Cookie2\n- Connection\n- Keep-Alive\n- Proxy-Authorization\n- Proxy-Authenticate\n- TE\n- Trailer\n- Transfer-Encoding\n- Via\n- Upgrade\n- Expect\n- Referer\n\n```sqf\nspawn {\n    private _handle = webRequest #{\n        \"type\": \"http\",\n        //\"method\": \"GET\", \"GET\" is default\n        \"origin\": \"test\",\n        \"url\": \"https://myip.wtf/text\"\n    };\n    private _result = waitUntil _handle; // suspend until its ready\n    _result params [\"_request\", \"_result\"];\n    systemChat format [\"My IP is: %1\", _result get \"body\"];\n};\n```\n\nResults can be retrieved/awaited by either specifying the \"onCompleted\" callback, or using the returned _handle, which is a Promise.\n\nThe result structure depends on whether the request was successful or failed.\nSuccess means that the target webserver could be reached and returned a response, it might still be an error response returned by the server, for that check the httpCode.\n\nA successful request results in a HashMap of following structure:\n\n```cpp\n{\n    httpCode: SCALAR,                            // the numeric HTTP result code\n    body: STRING,                                // the Content returned by the request\n    responseHeaders: HASHMAP<STRING, STRING>,    // the headers provided in the response\n}\n```\n\nMaximum length of body is the same as maximum string length.\n\nA failed request results in a HashMap of following structure:\n\n```cpp\n{\n    error: STRING, // Error message explaining what failed\n}\n```\n\nFailed requests generally only happen on Internal errors, Preflight failures or Timeouts.\nNote that starting due to security reasons, some error messages are less detailed if the `-debug` command line parameter is not set.\n\nExample messages:\n\nWithout `-debug` parameter:\nAll Preflight failures: `{\"error\":\"Request error\"}`\n\nPreflight successful but server did not respond to actual request: `{\"error\":\"Operation timed out after 30003 milliseconds with 0 bytes received\"}`\n\nWith `-debug` parameter:\n\n```json\n{\"error\":\"Preflight failed: Reason: Did not find method in CORS header 'Access-Control-Allow-Methods'\"}\n```\n\n```json\n{\"error\":\"Preflight failed: Reason: CORS header 'Access-Control-Allow-Origin' missing\"}\n```\n\nDomain does not exist\n\n```json\n{\"error\":\"Preflight failed: Could not resolve host: doesnotexist.cim, CurlError: 6\"}\n```\n\nServer does not allow OPTIONS method, required for Preflight check\n\n```json\n{\"error\":\"Preflight failed: Reason: CORS request got result HTTP 405\"}\n```\n\n```json\n{\"error\":\"Operation timed out after 30003 milliseconds with 0 bytes received\"}\n```\n\nServer not reachable, so Preflight check also failed:\n\n```json\n{\"error\":\"Preflight failed: Connection timed out after 5000 milliseconds\"}\n```\n\nCertificate error:\n\n```json\n{\"error\":\"Preflight failed: Certificate validation failed\"}\n```\n\n##### Websocket\n\nFor the initial \"CONNECT\" request, the same limitations/requirements as the HTTP request apply.\nThe onWebsocketEstablished/onWebsocketLost eventhandler parameters also match what a HTTP request would be.\n\n```sqf\nprivate _handle = webRequest #{\n    \"type\": \"websocket\",\n    \"origin\": \"test\",\n    \"url\": \"wss://localhost:7082/websocket/relay\",\n    \"onWebsocketEstablished\": {\n        GResult = _this select 1;\n        systemChat str _this;\n    },\n    \"onWebsocketLost\": {\n        GResultLoss = _this select 1;\n        systemChat str _this;\n    },\n    \"onWebsocketDataReceived\": {\n        GLastMessage = _this select 1;\n        systemChat str _this;\n    },\n\n    \"callbackContext\": \"hello world context\",\n    \"verifySSL\": false\n};\n\nGHandle = _handle;\n```\n\nWebsockets need to use the callbacks.\nThe handle is also a Promise, but it will only be resolved once, on the first Established/Lost.\nAfter the connection is established, the handle cannot be used to receive data or notice Connection Loss events.\n\nUnlike HTTP Requests, the returned handle MUST be stored, once the Handle goes out of scope (and is not stored elsewhere), the connection is closed.\n\nThe max length of a websocket message is also the max SQF string length.\nWhen the server sends a larger message, the client will cut the connection with WS status 1009;\nthe message will not be forwarded to script and the `onWebsocketLost` callback will be called with an error message.\n\nNote that handling fragmented messages (one message split into multiple \"Continuation\" frames, which must be re-assembled by receiver) is inefficient.\nPrefer having messages in a large single frame instead.\n\nThere are currently no Websocket extensions supported by the engine.\nRFC 7692 may be supplied at a later point (ref https://github.com/curl/curl/discussions/16065)\n\nWhen the server closes the connection, the close status code and message, are forwarded inside the error message for onWebsocketLost.\n\nTo send a message:\n\n```sqf\nwebRequest #{\n    \"type\": \"send\",\n    \"connection\": _handle,\n    \"data\": \"Message to Send\"\n};\n```\n\nTo close the connection:\n\n```sqf\nwebRequest #{\n    \"type\": \"close\",\n    \"connection\": _handle,\n    \"statusCode\": SCALAR, // Optional, default 1000. Websocket status code to send in close message. See https://www.rfc-editor.org/info/rfc6455/#section-5.5.1\n    \"reason\": STRING // Optional, message to send with close command to the server\n};\n```\n\n##### mDNS\n\nA mutual DNS request will look up the name \"_arma3web._tcp.local\" on the local network. It can be used to find Arma web services that advertise themselves.\n\nThis can be used to find services that run on non-static port assignments.\n\nmDNS cannot error, it always results in Hashmap<SERVICE_RECORD> (That means a hashmap, of string:hashmap pairs)\nOne service can have multiple SRV records (multiple ports) but usually only have one.\nThe SRV records can have different hostnames, but usually only have one.\nThus the ADDR hashmap usually only has one entry.\n\nmDNS requests have a timeout of 10 seconds.\nThey wait for services to announce themselves, if within 10 seconds it did not receive a single announcement, it aborts. That means the result will be empty.\n\nSERVICE_RECORD\n\n```cpp\n{\n    SRV: Array<SRV_Record>,\n    TXT: Array<STRING>,\n    ADDR: Hashmap<STRING, Array<STRING>> // Network addresses, corresponding to the SRV records name\n}\n```\n\nSRV_RECORD:\n\n```cpp\n{\n    name: STRING,\n    priority: SCALAR,\n    weight: SCALAR,\n    port: SCALAR,\n}\n```\n\nExample:\n\n```json\n{\n    \"IAmAServiceName._arma3web._tcp.local\": {\n        \"TXT\": [\n            \"OhSoMany=Things\",\n            \"txtvers=1\"\n        ],\n        \"ADDR\": {\n            \"The service decides its hostname\": [\n                \"127.0.0.1\",\n                \"[::1]\"\n            ]\n        },\n        \"SRV\": [\n            {\n                \"priority\": 0,\n                \"port\": 1337,\n                \"name\": \"The service decides its hostname\",\n                \"weight\": 0\n            }\n        ]\n    },\n    \"ASPNetSample._arma3web._tcp.local\": {\n        \"TXT\": [\n            \"version=1.0\",\n            \"status=running\",\n            \"path=/api/v1\",\n            \"txtvers=1\"\n        ],\n        \"ADDR\": {\n            \"SecondaryService.local\": [\n                \"[::1]\"\n            ],\n            \"ASPNetSample_a3web.local\": [\n                \"172.18.144.1\",\n                \"192.168.73.1\",\n                \"172.18.48.1\",\n                \"192.168.11.1\",\n                \"172.22.208.1\",\n                \"172.27.160.1\",\n                \"172.23.16.1\"\n            ]\n        },\n        \"SRV\": [\n            {\n                \"priority\": 0,\n                \"port\": 1338,\n                \"name\": \"ASPNetSample_a3web.local\",\n                \"weight\": 0\n            },\n            {\n                \"priority\": 0,\n                \"port\": 7082,\n                \"name\": \"ASPNetSample_a3web.local\",\n                \"weight\": 0\n            }\n        ]\n    }\n}\n```\n\nSample for how to announce mDNS services (in C#): https://github.com/dedmen/ArmaWebRequestTests/blob/master/mDNSHostedService.cs\n\n#### Preflight\n\nEvery web request executes a CORS preflight request, to check if the Webserver allows us to request from it.\nSee https://developer.mozilla.org/en-US/docs/Glossary/Preflight_request\n\nThe preflight result is cached, cache expiry respects the \"Access-Control-Max-Age\" response header of the webserver.\nIf no such header is provided, the default is 60 seconds.\nThe maximum allowed age is 600 seconds (10 minutes), the minimum is 5 seconds.\nThe cache will also only store 64 URLs, and will evict the least recently used entry if full.\n\nIf a previously unknown METHOD is used on a known URL, a new preflight is sent, the allowed methods result is inserted into the cached entry and its expiry time is extended.\n\nThe Preflight \"Origin\" that must be allowed, is decided by the script issuing the request, but it uses a \"arma://\" protocol. Like \"arma://ACEMod\"\n\nThe returned \"Access-Control-Allow-Origin\" should either be \"arma://*\" (Note that \"*\" is not allowed) or exactly the same as the \"Origin\" request header.\n\nNote that the FULL URL, is the cache key for the preflight request, that means using query parameters in the URL, will create new Preflight requests. Thus it is highly discouraged too use query parameters, use POST or QUERY requests instead.\n\nAccess-Control-Request-Headers / Access-Control-Allow-Headers are not checked.\n\nIf `-debug` parameter is not set, there can be a maximum of 5 preflight failures (where the server actually replies, timeout or failing to reach the server does not count), after that the whole domain is blacklisted until game restart.\n\nThe preflight cache can be cleared, but only if `-debug` is set:\n\n```sqf\nwebRequest #{ type: \"flush\" };\n```","sections":[{"heading":null,"level":1,"markdown":"WebAPI allows to use HTTP, Websocket and other REST APIs.\n\nAll web requests return handles, these behave like a Promise.\nIt can be waited on to receive the first result or failure (note special behavior for Websockets which have multiple results).\n\nThese handles are not Serializable, they behave like Control/Display references.\nWhen loading a savegame all stored handles will be null, and they cannot be transferred over network.\n\nNote that all HTTP Requests (including Websockets connection establish) are checked using a CORS Preflight check.\n\nThe API provides a pre-defined domain named \"armaserver\" which points to the Server the player is playing on.\n\n```\nhttp://armaserver:8080/test\n```\n\nwill send the request to the server, using the same address that the player used to connect to the server (note this will fail if player joined via Steam Datagram relay (ugh)).\nIn singleplayer and on the server, this points to localhost."},{"heading":"Initiating Requests","level":4,"markdown":"Command syntax is:\n\n```sqf\nprivate _handle = webRequest HASHMAP;\n```\n\nThe structure of the HashMap depends on the request type.\n\n```cpp\n{\n    type: STRING, // \"http\"|\"websocket\"|\"mdns\"|\"send\"|\"close\"|\"flush\"\n\n    // \"http\"/\"websocket\"/\"mdns\" only\n    callbackContext: ANY // Context passed to all internal callbacks as _thisArgs\n\n    // \"http\"/\"mdns\" only\n    onCompleted: CODE // Function called with params [\"_request\", \"_result\"]. On success or failure.\n\n    // \"http\"/\"websocket\" only. For websocket these are only used for initial connection establishment\n    url: STRING,        // URL to connect to, must be http/https for \"http\" type, or ws/wss for \"websocket\" type\n    origin: STRING,        // Optional. Identifier of sender, like \"ACEMOD\" or \"arma://ACEMOD\", will be passed as \"Origin\" in preflight request\n    headers: HASHMAP<STRING, STRING>, // Optional. Extra headers to add to the request. Note the list of not allowed headers.\n    verifySSL: BOOL,    // Optional, Default true. verify SSL/TLS certificate for https/wss connections\n    debug: BOOL,        // Optional default false. Print verbose debug logging into RPT, only available if the -debug commandline parameter is set\n\n    // \"http\" only\n    method: STRING, // Optional, default GET. \"GET\"|\"POST\"|\"PUT\"|\"DELETE\"|\"CUSTOM\"|...\n    postData: STRING, // Data to send as body of request, only valid with \"POST\"/\"CUSTOM\" methods\n\n    // \"websocket\" only\n    onWebsocketEstablished: CODE,    // Function called once Websocket connection is established and ready to send/receive data.\n                                    // params [\"_request\", \"_data\"].\n                                    // Returns the headers and result the server returned to the CONNECT invocation\n\n    onWebsocketLost: CODE,            // Function called when initial connection failed, or connection was lost.\n                                    // params [\"_request\", \"_data\"].\n                                    // _data contains error message.\n\n    onWebsocketDataReceived: CODE,    // Function called with params [\"_request\", \"_data\"].\n                                    // _data is a string containing the TEXT content that was transmitted.\n\n    // \"send\"/\"close\" only\n    connection: HANDLE, // Handle to a websocket session\n\n    // \"send\" only\n    data: STRING, // Data to send over the websocket connection\n\n    // \"close\" only\n    statusCode: SCALAR,    // Optional, default 1000. Websocket status code to send in close message.\n                        // See https://www.rfc-editor.org/info/rfc6455/#section-5.5.1\n    reason: STRING // Optional, message to send with close command to the server\n}\n```\n\n- All callbacks are called in Unscheduled Environment.\n- The \"http\", \"websocket\", \"mdns\" types establish new requests.\n- The \"send\", \"info\", \"close\" types are used on established connections."},{"heading":"HTTP","level":5,"markdown":"Enforces that Origin header is set (and cannot be overwritten by headers parameter).\nThe Origin is always `arma://`-prefixed. The default Origin is `arma://null`\nAutomatically passes an `Accept-Encoding` header specifying deflate, gzip, br, zstd\nAutomatically sets the `User-Agent` header to \"BIGameEngine/2.22.154051\" (The current game version)\n\nThe following headers are blocked and cannot be set:\n\n- Sec-*\n- Proxy-*\n- Host\n- Accept-Encoding\n- Content-Length\n- User-Agent\n- Origin\n- Cookie\n- Cookie2\n- Connection\n- Keep-Alive\n- Proxy-Authorization\n- Proxy-Authenticate\n- TE\n- Trailer\n- Transfer-Encoding\n- Via\n- Upgrade\n- Expect\n- Referer\n\n```sqf\nspawn {\n    private _handle = webRequest #{\n        \"type\": \"http\",\n        //\"method\": \"GET\", \"GET\" is default\n        \"origin\": \"test\",\n        \"url\": \"https://myip.wtf/text\"\n    };\n    private _result = waitUntil _handle; // suspend until its ready\n    _result params [\"_request\", \"_result\"];\n    systemChat format [\"My IP is: %1\", _result get \"body\"];\n};\n```\n\nResults can be retrieved/awaited by either specifying the \"onCompleted\" callback, or using the returned _handle, which is a Promise.\n\nThe result structure depends on whether the request was successful or failed.\nSuccess means that the target webserver could be reached and returned a response, it might still be an error response returned by the server, for that check the httpCode.\n\nA successful request results in a HashMap of following structure:\n\n```cpp\n{\n    httpCode: SCALAR,                            // the numeric HTTP result code\n    body: STRING,                                // the Content returned by the request\n    responseHeaders: HASHMAP<STRING, STRING>,    // the headers provided in the response\n}\n```\n\nMaximum length of body is the same as maximum string length.\n\nA failed request results in a HashMap of following structure:\n\n```cpp\n{\n    error: STRING, // Error message explaining what failed\n}\n```\n\nFailed requests generally only happen on Internal errors, Preflight failures or Timeouts.\nNote that starting due to security reasons, some error messages are less detailed if the `-debug` command line parameter is not set.\n\nExample messages:\n\nWithout `-debug` parameter:\nAll Preflight failures: `{\"error\":\"Request error\"}`\n\nPreflight successful but server did not respond to actual request: `{\"error\":\"Operation timed out after 30003 milliseconds with 0 bytes received\"}`\n\nWith `-debug` parameter:\n\n```json\n{\"error\":\"Preflight failed: Reason: Did not find method in CORS header 'Access-Control-Allow-Methods'\"}\n```\n\n```json\n{\"error\":\"Preflight failed: Reason: CORS header 'Access-Control-Allow-Origin' missing\"}\n```\n\nDomain does not exist\n\n```json\n{\"error\":\"Preflight failed: Could not resolve host: doesnotexist.cim, CurlError: 6\"}\n```\n\nServer does not allow OPTIONS method, required for Preflight check\n\n```json\n{\"error\":\"Preflight failed: Reason: CORS request got result HTTP 405\"}\n```\n\n```json\n{\"error\":\"Operation timed out after 30003 milliseconds with 0 bytes received\"}\n```\n\nServer not reachable, so Preflight check also failed:\n\n```json\n{\"error\":\"Preflight failed: Connection timed out after 5000 milliseconds\"}\n```\n\nCertificate error:\n\n```json\n{\"error\":\"Preflight failed: Certificate validation failed\"}\n```"},{"heading":"Websocket","level":5,"markdown":"For the initial \"CONNECT\" request, the same limitations/requirements as the HTTP request apply.\nThe onWebsocketEstablished/onWebsocketLost eventhandler parameters also match what a HTTP request would be.\n\n```sqf\nprivate _handle = webRequest #{\n    \"type\": \"websocket\",\n    \"origin\": \"test\",\n    \"url\": \"wss://localhost:7082/websocket/relay\",\n    \"onWebsocketEstablished\": {\n        GResult = _this select 1;\n        systemChat str _this;\n    },\n    \"onWebsocketLost\": {\n        GResultLoss = _this select 1;\n        systemChat str _this;\n    },\n    \"onWebsocketDataReceived\": {\n        GLastMessage = _this select 1;\n        systemChat str _this;\n    },\n\n    \"callbackContext\": \"hello world context\",\n    \"verifySSL\": false\n};\n\nGHandle = _handle;\n```\n\nWebsockets need to use the callbacks.\nThe handle is also a Promise, but it will only be resolved once, on the first Established/Lost.\nAfter the connection is established, the handle cannot be used to receive data or notice Connection Loss events.\n\nUnlike HTTP Requests, the returned handle MUST be stored, once the Handle goes out of scope (and is not stored elsewhere), the connection is closed.\n\nThe max length of a websocket message is also the max SQF string length.\nWhen the server sends a larger message, the client will cut the connection with WS status 1009;\nthe message will not be forwarded to script and the `onWebsocketLost` callback will be called with an error message.\n\nNote that handling fragmented messages (one message split into multiple \"Continuation\" frames, which must be re-assembled by receiver) is inefficient.\nPrefer having messages in a large single frame instead.\n\nThere are currently no Websocket extensions supported by the engine.\nRFC 7692 may be supplied at a later point (ref https://github.com/curl/curl/discussions/16065)\n\nWhen the server closes the connection, the close status code and message, are forwarded inside the error message for onWebsocketLost.\n\nTo send a message:\n\n```sqf\nwebRequest #{\n    \"type\": \"send\",\n    \"connection\": _handle,\n    \"data\": \"Message to Send\"\n};\n```\n\nTo close the connection:\n\n```sqf\nwebRequest #{\n    \"type\": \"close\",\n    \"connection\": _handle,\n    \"statusCode\": SCALAR, // Optional, default 1000. Websocket status code to send in close message. See https://www.rfc-editor.org/info/rfc6455/#section-5.5.1\n    \"reason\": STRING // Optional, message to send with close command to the server\n};\n```"},{"heading":"mDNS","level":5,"markdown":"A mutual DNS request will look up the name \"_arma3web._tcp.local\" on the local network. It can be used to find Arma web services that advertise themselves.\n\nThis can be used to find services that run on non-static port assignments.\n\nmDNS cannot error, it always results in Hashmap<SERVICE_RECORD> (That means a hashmap, of string:hashmap pairs)\nOne service can have multiple SRV records (multiple ports) but usually only have one.\nThe SRV records can have different hostnames, but usually only have one.\nThus the ADDR hashmap usually only has one entry.\n\nmDNS requests have a timeout of 10 seconds.\nThey wait for services to announce themselves, if within 10 seconds it did not receive a single announcement, it aborts. That means the result will be empty.\n\nSERVICE_RECORD\n\n```cpp\n{\n    SRV: Array<SRV_Record>,\n    TXT: Array<STRING>,\n    ADDR: Hashmap<STRING, Array<STRING>> // Network addresses, corresponding to the SRV records name\n}\n```\n\nSRV_RECORD:\n\n```cpp\n{\n    name: STRING,\n    priority: SCALAR,\n    weight: SCALAR,\n    port: SCALAR,\n}\n```\n\nExample:\n\n```json\n{\n    \"IAmAServiceName._arma3web._tcp.local\": {\n        \"TXT\": [\n            \"OhSoMany=Things\",\n            \"txtvers=1\"\n        ],\n        \"ADDR\": {\n            \"The service decides its hostname\": [\n                \"127.0.0.1\",\n                \"[::1]\"\n            ]\n        },\n        \"SRV\": [\n            {\n                \"priority\": 0,\n                \"port\": 1337,\n                \"name\": \"The service decides its hostname\",\n                \"weight\": 0\n            }\n        ]\n    },\n    \"ASPNetSample._arma3web._tcp.local\": {\n        \"TXT\": [\n            \"version=1.0\",\n            \"status=running\",\n            \"path=/api/v1\",\n            \"txtvers=1\"\n        ],\n        \"ADDR\": {\n            \"SecondaryService.local\": [\n                \"[::1]\"\n            ],\n            \"ASPNetSample_a3web.local\": [\n                \"172.18.144.1\",\n                \"192.168.73.1\",\n                \"172.18.48.1\",\n                \"192.168.11.1\",\n                \"172.22.208.1\",\n                \"172.27.160.1\",\n                \"172.23.16.1\"\n            ]\n        },\n        \"SRV\": [\n            {\n                \"priority\": 0,\n                \"port\": 1338,\n                \"name\": \"ASPNetSample_a3web.local\",\n                \"weight\": 0\n            },\n            {\n                \"priority\": 0,\n                \"port\": 7082,\n                \"name\": \"ASPNetSample_a3web.local\",\n                \"weight\": 0\n            }\n        ]\n    }\n}\n```\n\nSample for how to announce mDNS services (in C#): https://github.com/dedmen/ArmaWebRequestTests/blob/master/mDNSHostedService.cs"},{"heading":"Preflight","level":4,"markdown":"Every web request executes a CORS preflight request, to check if the Webserver allows us to request from it.\nSee https://developer.mozilla.org/en-US/docs/Glossary/Preflight_request\n\nThe preflight result is cached, cache expiry respects the \"Access-Control-Max-Age\" response header of the webserver.\nIf no such header is provided, the default is 60 seconds.\nThe maximum allowed age is 600 seconds (10 minutes), the minimum is 5 seconds.\nThe cache will also only store 64 URLs, and will evict the least recently used entry if full.\n\nIf a previously unknown METHOD is used on a known URL, a new preflight is sent, the allowed methods result is inserted into the cached entry and its expiry time is extended.\n\nThe Preflight \"Origin\" that must be allowed, is decided by the script issuing the request, but it uses a \"arma://\" protocol. Like \"arma://ACEMod\"\n\nThe returned \"Access-Control-Allow-Origin\" should either be \"arma://*\" (Note that \"*\" is not allowed) or exactly the same as the \"Origin\" request header.\n\nNote that the FULL URL, is the cache key for the preflight request, that means using query parameters in the URL, will create new Preflight requests. Thus it is highly discouraged too use query parameters, use POST or QUERY requests instead.\n\nAccess-Control-Request-Headers / Access-Control-Allow-Headers are not checked.\n\nIf `-debug` parameter is not set, there can be a maximum of 5 preflight failures (where the server actually replies, timeout or failing to reach the server does not count), after that the whole domain is blacklisted until game restart.\n\nThe preflight cache can be cleared, but only if `-debug` is set:\n\n```sqf\nwebRequest #{ type: \"flush\" };\n```"}],"categories":[],"groups":["General"]},{"name":"Arma 3: Writing a Function","title":"Arma 3: Writing a Function","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Writing_a_Function","revid":341512,"updated":"2023-06-07T07:16:14Z","aliases":[],"markdown":"The most important thing to remember when writing a function is that other people are going to use it.\nMost of them won't understand how it works, expecting it to do its job without problems.\n\nThe function must be **robust**. It should not allow passing arguments of incorrect Data Types in.\nWhen some values are incorrect, it should throw an error explaining what went wrong and how to fix it.\nAnd above all, its header must provide complete explanation of usage.\n\n> [!IMPORTANT]\n> What is not documented does not exist!\n\n### Header\n\n| Template | Example |\n|---|---|\n| ```<br>/*<br>    Author: <author nickname><br>    Description:<br>        <function description><br>    Parameter(s):<br>        0: can be one of:<br>            <type> - <description><br>            <type> - <description><br>        1: <type> - (Optional, default <default value>) <description><br><br><br>    Returns:<br>        <return type><br>    Examples:<br>        <example><br>*/<br>``` | ```<br>/*<br>    Author: Karel Moricky<br>    Description:<br>        Ends mission with specific ending.<br>    Parameter(s):<br>        0: can be one of:<br>            STRING - (Optional, default \"end1\") end name<br>            ARRAY in format [endName, ID] - will be assembled as \"endName_ID\" string<br>        1: BOOLEAN - (Optional, default true) true to end mission, false to fail mission<br>        2: (Optional, default true) can be one of:<br>            BOOLEAN - true for signature closing shot (default: true)<br>            NUMBER - duration of a simple fade out to black<br>    Returns:<br>        BOOLEAN<br>    Example:<br>        [] call BIS_fnc_endMission<br>*/<br>``` |\n\n### Taking Arguments\n\nArguments are the only way to interact with a function. Let's now see how to make sure they are loaded properly.\n\nHere is this very simple function which will let a unit watch a position:\n\n```sqf\nparams [\"_unit\", \"_target\"];\n_unit doWatch _target;\n```\n\nExpected way how to call the function is by correctly defining all arguments:\n\n|  |  |\n|---|---|\n| ✓ | `[player, getPosASL myCar] call TAG_fnc_myFunction;` |\n\nHowever, the function will break down when tried with only one argument:\n\n|  |  |\n|---|---|\n| ✗ | `[player] call TAG_fnc_myFunction;` |\n\nFurthermore, using wrong data type will also lead to a problem:\n\n|  |  |\n|---|---|\n| ✗ | `[player, 0] call TAG_fnc_myFunction;` |\n\nVariable *_target* expects position array in format [x,y,z]. Scripting error will appear when a different number of elements is used:\n\n|  |  |\n|---|---|\n| ✗ | `[player, [1, 2, 3, 4]] call TAG_fnc_myFunction;` |\n\nAs shown there, the most common problems are:\n\n1. **Param of wrong data type is sent**\n1. **Param is missing**\n1. **Param is an array expecting specific number of elements, but different number is sent**\n\nRather than check for all these exceptions manually, it is more than advised to use the param command:\n\n```\n_unit = param [0, objNull, [objNull]];\n```\n\nFor multiple parameters, use the params command instead.\n\n```\nparams [\n    [\"_unit\", objNull, [objNull]],\n    [\"_target\", [0, 0, 0], [[], objNull], [2, 3]]\n];\n_unit doWatch _target;\n```\n\n- In a params array first argument is the name of the **private variable**. In param it is the **index** number.\n- Second argument is the **default value**. It will be used when the argument is missing, is nil or when wrong data type is used.\n- Next is optional **array of compatible data types**. They are defined by an example of the type, e.g. objNull will mean an object is allowed. When wrong data type is sent into the function, param will log an error message explaining what went wrong and use the default value.\n- The last, also optional argument is an **array of required array sizes**. [2,3] means only array with 2 or 3 elements are allowed. When incorrectly large array is sent into the function, param will log an error message explaining what went wrong and use the default value.\n\nLet's see what happens with wrong examples now:\n\n|  |  |\n|---|---|\n| ✓ | `[player] call TAG_fnc_myFunction;` |\n\n*_target* is undefined. Default [0, 0, 0] is used instead. No error message is logged.\n\n|  |  |\n|---|---|\n| ✓ | `[nil, getPosASL myCar] call TAG_fnc_myFunction;` |\n\n*_unit* is undefined (nil is passed instead). Default objNull is used instead. No error message is logged.\n\n|  |  |\n|---|---|\n| Warning | `[player, 0] call TAG_fnc_myFunction;` |\n\n*_target* has wrong type. Default [0, 0, 0] is used instead. Error message is logged.\n\n|  |  |\n|---|---|\n| Warning | `[player, [1, 2, 3, 4]] call TAG_fnc_myFunction;` |\n\n*_target* has wrong size. Default [0, 0, 0] is used instead. Error message is logged.\n\nAdditionally, when only one argument is used, it can be sent into the function directly without the need to have it in an array.\n\n|  |  |\n|---|---|\n| ✓ | `player call TAG_fnc_myFunction;` |\n\n### Returning Value\n\nA function can return a result (object reference, script handle, etc) that can then be saved by the user. If no value is returned, the variable would be nil and could lead to script errors.\n\n```sqf\n_myVar = [player, getPosASL myCar] call TAG_fnc_myFunction;\n```\n\nIt is a good practice to **always** return a value, even if it would be a simple true marking the function as completed. Let's use the example function from above:\n\n```sqf\nparams [\n    [\"_unit\", objNull, [objNull]],\n    [\"_target\", [0, 0, 0], [[], objNull], [2, 3]]\n];\n_unit doWatch _target;\ntrue;\n```\n\n> [!NOTE]\n> Note that a spawned function will always return a Script Handle, as per spawn command's behaviour.\n\n### Showing Errors\n\nWhile param and params can filter out the most common issues, the function will sometimes have special rules which will need to be handled.\nLet's return back to the example function, where we would want to terminate the function with error when *_unit* is dead:\n\n```sqf\nparams [[\"_unit\", objNull, [objNull]], [\"_target\", [0, 0, 0], [[], objNull], [2, 3]]];\nif (!alive _unit) exitWith { [\"Unit %1 must be alive.\", _unit] call BIS_fnc_error; false; };\n_unit doWatch _target;\ntrue;\n```\n\nNotice that we're returning false at the end of exitWith code.\n\n> [!IMPORTANT]\n> Error states must always return value of the same type as when everything is fine (Boolean in this case).\n\nBIS_fnc_error accepts String and Array of formatted ext. The error is logged into RPT and if the mission is previewd from the editor, it will also appear on screen.\n\n|  |  |\n|---|---|\n| RPT | `\"User1/log: ERROR: [BIS_fnc_respawnTickets] #0: 0 is type SCALAR, must be NAMESPACE, SIDE, GROUP, OBJECT, BOOL. true used instead.\"` |\n| In-game | On-screen error |\n\n### Logging\n\nApart from errors, it is possible to print any needed debug message. Use one of the following functions:\n\n- BIS_fnc_log - log a data of any type (e.g., String, Number, Object, ...)\n- BIS_fnc_logFormat - log formatted text\n\nProfile name and function name will automatically appear in the output text, to help identifying the source.\n\nUsage examples:\n\n| Expression | RPT Output |\n|---|---|\n| `\"Hello World\" call BIS_fnc_log;` | `\"User1/BIS_fnc_log: [TAG_fnc_myFunction] Hello World\"` |\n| `42 call BIS_fnc_log;` | `\"User1/BIS_fnc_log: [TAG_fnc_myFunction] 42\"` |\n| `[\"I'm playing %1\", missionName] call BIS_fnc_logFormat;` | `\"User1/BIS_fnc_log: [TAG_fnc_myFunction] I'm playing FalconWing\"` |\n\nTo prevent RPT spam, logging is by default enabled only when previewing a mission from the editor. To force it in the mission everywhere, use the following Description.ext attribute:\n\n```cpp\nallowFunctionsLog = 1;\n```\n\n### Recompiling\n\nOnce compiled, functions remain unchanged and editing their file won't have any effect in the game.\nTo adjust functions on the fly, their recompilation can be manually triggered - see Arma 3: Functions Viewer and BIS_fnc_recompile.\n\n### Meta Variables\n\nSystem is adding header with basic meta data to all functions. Following local variables are declared there:\n\n- **_fnc_scriptName**: String - Function name (e.g., TAG_fnc_myFunction)\n- **_fnc_scriptNameParent**: String - Name of q function from which the current one was called (_fnc_scriptName used when not defined)\n\n> [!IMPORTANT]\n> Do not modify these values!\n\n### See Also\n\n- Arma 3: Functions Library\n- Arma 2: Functions Library\n- Take On Helicopters: Functions Library","sections":[{"heading":null,"level":1,"markdown":"The most important thing to remember when writing a function is that other people are going to use it.\nMost of them won't understand how it works, expecting it to do its job without problems.\n\nThe function must be **robust**. It should not allow passing arguments of incorrect Data Types in.\nWhen some values are incorrect, it should throw an error explaining what went wrong and how to fix it.\nAnd above all, its header must provide complete explanation of usage.\n\n> [!IMPORTANT]\n> What is not documented does not exist!"},{"heading":"Header","level":3,"markdown":"| Template | Example |\n|---|---|\n| ```<br>/*<br>    Author: <author nickname><br>    Description:<br>        <function description><br>    Parameter(s):<br>        0: can be one of:<br>            <type> - <description><br>            <type> - <description><br>        1: <type> - (Optional, default <default value>) <description><br><br><br>    Returns:<br>        <return type><br>    Examples:<br>        <example><br>*/<br>``` | ```<br>/*<br>    Author: Karel Moricky<br>    Description:<br>        Ends mission with specific ending.<br>    Parameter(s):<br>        0: can be one of:<br>            STRING - (Optional, default \"end1\") end name<br>            ARRAY in format [endName, ID] - will be assembled as \"endName_ID\" string<br>        1: BOOLEAN - (Optional, default true) true to end mission, false to fail mission<br>        2: (Optional, default true) can be one of:<br>            BOOLEAN - true for signature closing shot (default: true)<br>            NUMBER - duration of a simple fade out to black<br>    Returns:<br>        BOOLEAN<br>    Example:<br>        [] call BIS_fnc_endMission<br>*/<br>``` |"},{"heading":"Taking Arguments","level":3,"markdown":"Arguments are the only way to interact with a function. Let's now see how to make sure they are loaded properly.\n\nHere is this very simple function which will let a unit watch a position:\n\n```sqf\nparams [\"_unit\", \"_target\"];\n_unit doWatch _target;\n```\n\nExpected way how to call the function is by correctly defining all arguments:\n\n|  |  |\n|---|---|\n| ✓ | `[player, getPosASL myCar] call TAG_fnc_myFunction;` |\n\nHowever, the function will break down when tried with only one argument:\n\n|  |  |\n|---|---|\n| ✗ | `[player] call TAG_fnc_myFunction;` |\n\nFurthermore, using wrong data type will also lead to a problem:\n\n|  |  |\n|---|---|\n| ✗ | `[player, 0] call TAG_fnc_myFunction;` |\n\nVariable *_target* expects position array in format [x,y,z]. Scripting error will appear when a different number of elements is used:\n\n|  |  |\n|---|---|\n| ✗ | `[player, [1, 2, 3, 4]] call TAG_fnc_myFunction;` |\n\nAs shown there, the most common problems are:\n\n1. **Param of wrong data type is sent**\n1. **Param is missing**\n1. **Param is an array expecting specific number of elements, but different number is sent**\n\nRather than check for all these exceptions manually, it is more than advised to use the param command:\n\n```\n_unit = param [0, objNull, [objNull]];\n```\n\nFor multiple parameters, use the params command instead.\n\n```\nparams [\n    [\"_unit\", objNull, [objNull]],\n    [\"_target\", [0, 0, 0], [[], objNull], [2, 3]]\n];\n_unit doWatch _target;\n```\n\n- In a params array first argument is the name of the **private variable**. In param it is the **index** number.\n- Second argument is the **default value**. It will be used when the argument is missing, is nil or when wrong data type is used.\n- Next is optional **array of compatible data types**. They are defined by an example of the type, e.g. objNull will mean an object is allowed. When wrong data type is sent into the function, param will log an error message explaining what went wrong and use the default value.\n- The last, also optional argument is an **array of required array sizes**. [2,3] means only array with 2 or 3 elements are allowed. When incorrectly large array is sent into the function, param will log an error message explaining what went wrong and use the default value.\n\nLet's see what happens with wrong examples now:\n\n|  |  |\n|---|---|\n| ✓ | `[player] call TAG_fnc_myFunction;` |\n\n*_target* is undefined. Default [0, 0, 0] is used instead. No error message is logged.\n\n|  |  |\n|---|---|\n| ✓ | `[nil, getPosASL myCar] call TAG_fnc_myFunction;` |\n\n*_unit* is undefined (nil is passed instead). Default objNull is used instead. No error message is logged.\n\n|  |  |\n|---|---|\n| Warning | `[player, 0] call TAG_fnc_myFunction;` |\n\n*_target* has wrong type. Default [0, 0, 0] is used instead. Error message is logged.\n\n|  |  |\n|---|---|\n| Warning | `[player, [1, 2, 3, 4]] call TAG_fnc_myFunction;` |\n\n*_target* has wrong size. Default [0, 0, 0] is used instead. Error message is logged.\n\nAdditionally, when only one argument is used, it can be sent into the function directly without the need to have it in an array.\n\n|  |  |\n|---|---|\n| ✓ | `player call TAG_fnc_myFunction;` |"},{"heading":"Returning Value","level":3,"markdown":"A function can return a result (object reference, script handle, etc) that can then be saved by the user. If no value is returned, the variable would be nil and could lead to script errors.\n\n```sqf\n_myVar = [player, getPosASL myCar] call TAG_fnc_myFunction;\n```\n\nIt is a good practice to **always** return a value, even if it would be a simple true marking the function as completed. Let's use the example function from above:\n\n```sqf\nparams [\n    [\"_unit\", objNull, [objNull]],\n    [\"_target\", [0, 0, 0], [[], objNull], [2, 3]]\n];\n_unit doWatch _target;\ntrue;\n```\n\n> [!NOTE]\n> Note that a spawned function will always return a Script Handle, as per spawn command's behaviour."},{"heading":"Showing Errors","level":3,"markdown":"While param and params can filter out the most common issues, the function will sometimes have special rules which will need to be handled.\nLet's return back to the example function, where we would want to terminate the function with error when *_unit* is dead:\n\n```sqf\nparams [[\"_unit\", objNull, [objNull]], [\"_target\", [0, 0, 0], [[], objNull], [2, 3]]];\nif (!alive _unit) exitWith { [\"Unit %1 must be alive.\", _unit] call BIS_fnc_error; false; };\n_unit doWatch _target;\ntrue;\n```\n\nNotice that we're returning false at the end of exitWith code.\n\n> [!IMPORTANT]\n> Error states must always return value of the same type as when everything is fine (Boolean in this case).\n\nBIS_fnc_error accepts String and Array of formatted ext. The error is logged into RPT and if the mission is previewd from the editor, it will also appear on screen.\n\n|  |  |\n|---|---|\n| RPT | `\"User1/log: ERROR: [BIS_fnc_respawnTickets] #0: 0 is type SCALAR, must be NAMESPACE, SIDE, GROUP, OBJECT, BOOL. true used instead.\"` |\n| In-game | On-screen error |"},{"heading":"Logging","level":3,"markdown":"Apart from errors, it is possible to print any needed debug message. Use one of the following functions:\n\n- BIS_fnc_log - log a data of any type (e.g., String, Number, Object, ...)\n- BIS_fnc_logFormat - log formatted text\n\nProfile name and function name will automatically appear in the output text, to help identifying the source.\n\nUsage examples:\n\n| Expression | RPT Output |\n|---|---|\n| `\"Hello World\" call BIS_fnc_log;` | `\"User1/BIS_fnc_log: [TAG_fnc_myFunction] Hello World\"` |\n| `42 call BIS_fnc_log;` | `\"User1/BIS_fnc_log: [TAG_fnc_myFunction] 42\"` |\n| `[\"I'm playing %1\", missionName] call BIS_fnc_logFormat;` | `\"User1/BIS_fnc_log: [TAG_fnc_myFunction] I'm playing FalconWing\"` |\n\nTo prevent RPT spam, logging is by default enabled only when previewing a mission from the editor. To force it in the mission everywhere, use the following Description.ext attribute:\n\n```cpp\nallowFunctionsLog = 1;\n```"},{"heading":"Recompiling","level":3,"markdown":"Once compiled, functions remain unchanged and editing their file won't have any effect in the game.\nTo adjust functions on the fly, their recompilation can be manually triggered - see Arma 3: Functions Viewer and BIS_fnc_recompile."},{"heading":"Meta Variables","level":3,"markdown":"System is adding header with basic meta data to all functions. Following local variables are declared there:\n\n- **_fnc_scriptName**: String - Function name (e.g., TAG_fnc_myFunction)\n- **_fnc_scriptNameParent**: String - Name of q function from which the current one was called (_fnc_scriptName used when not defined)\n\n> [!IMPORTANT]\n> Do not modify these values!"},{"heading":"See Also","level":3,"markdown":"- Arma 3: Functions Library\n- Arma 2: Functions Library\n- Take On Helicopters: Functions Library"}],"categories":["Arma 3: Tutorials","Scripting Topics"],"groups":["Scripting"]},{"name":"Arma 3: Zeus Hints & Tips","title":"Arma 3: Zeus Hints & Tips","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Zeus_Hints_%26_Tips","revid":339347,"updated":"2023-04-28T14:08:29Z","aliases":[],"markdown":"Guide for Arma 3 Zeus, courtesy of **Lankercool** from the [Arma 3 Discord](https://www.discord.gg/arma).\n\n#### Adapting\n\nThe core of zeusing is knowing to be flexible, as players are unpredictable and you don't know for sure how they will react unless you have spent a long amount of time with your audience.\nEven then you will have situations you would not expect so make sure to adjust accordingly all over the board. This will be the principle for the majority of these tips.\n\n#### Vision\n\nAlways take into consideration what your players can and cannot see, this includes through thermals, night vision, UAVs, aircraft, etc., you should always prefer to deploy things out of player sight otherwise the general atmosphere can be ruined and become unprofessional in most cases, and in extreme cases can be considered unfair by the players.\nThis also includes positions players have already been at, if they have already cleared a base there should not be any danger from enemies showing up in that area if it has already been gone through.\n\n> [!NOTE]\n> You can select a player/unit and press on your third person/first person camera key to see what they are seeing in their own vision.\n\n#### Equipment\n\nDepending on how you zeus and how the players operate, your mission will either contain limited or unlimited equipment.\nTake into account what this equipment is and adjust your ways around it, either by looking at players and seeing their gear if you don't know it or if you do know it make sure the equipment is fit for the mission they are heading into.\ne.g: if the players do not have any way to counter armored targets, do not send armored enemies towards them. there are exceptions to this like if they have a vehicle capable of doing so.\n\n#### Atmosphere\n\nMajority of cases will have your players operating within some sort of narrative or context, even the most minimal of which.\nYou can help immerse players by providing relevant scenarios happening around them.\nA civilian driving around in a car, ambient helicopters going to their own missions, soldiers standing and talking, and so on.\n\n#### Vehicles\n\nVehicles have a large impact on the mission depending on their roles, ranging from light wheeled(MRAPs and Quadbikes) to heavy combat aircraft(Blackfish Armed, AC-130s), make sure you are capable of dishing out the appropriate enemy count depending on the type of assets/vehicles you give to the players, and ensure your main role of the players, the infantry, are **not** overshadowed by these support assets.\nAt the end of it, CAS and tanks are only there to assist, not do the mission themselves, unless they consist of the entire force, like in the case of a tank battalion of players.\n\n#### Narrative\n\nEnsure you have a rough idea of what the mission will consist of, or be about. Even the most basic of \"I want the players to ambush a convoy\" is good, and make sure to develop it further, with asking why would they do it, who would be doing it, who the players are facing to do it, etc.\nFor example: I want the players to ambush a convoy, so I will have the convoy hold some important object, like a WMD or some HVT(officer/informant), the players will be Spec-Ops/Guerilla forces and the enemy is the national force of the terrain.\nThey will have to extract this important object in order to complete the mission, so they will not be allowed to damage it.\nThis requires the players to avoid doing a very easy method of just blowing up the entire convoy with mass firepower and requiring them to execute precise firepower, which will be a much challenging and enjoyable experience, as well as a significantly longer one.\n\n#### Players\n\nHalf of a good Zeus mission lies in the hands of the players, as they decide the mood for the operation and how well along it goes.\nTroublemakers, attitude changers and the likes can make the reception towards your mission and how it runs wildly different, so keep in mind the satisfactions of the players at the current time, and whether or not they would enjoy a mission idea you want to execute then.\n\n#### Feedback\n\nEnsure your players are enjoying your mission, as you are not only making the mission for yourself but also for those who play it.\nBe honest, take any feedback whether positive or not to heart and respect it regardless of your disagreements with it.\nBoth sides are spending a considerable amount of time on the mission, so make sure you are not wasting it for them or for yourself.\n\n#### Creativity and Setting\n\nWhile creativity flourishes in limitations, some people like to have more options or situations to use in their mission making/in their mission playing.\nMake sure to do a bit of research if needed and respect the setting or scenario you are imitating or basing your mission off of.\nIf you are having your players in a WW2 type op, make sure to know what their equipment should be and vehicles and to not use any non-WW2 assets.\n\n#### Detail\n\nDon't be afraid to put little bits and pieces around the objective to make it truly yours.\nWhether or not the players notice is not the point; the point is to ensure that if they do notice it, they will appreciate it.\nPatrols, vehicles at gas stations with people next to them, combat happening around the players but not at their location, civilians terrified or passing by; be sensible in detail, but implement it carefully and it will help plenty.\n\n#### Punishment and Rewards\n\nDepending on the players skill level, you will have mistakes inevitably happen or exceptional performances be done by the players.\nCommend them for their performance, or punish them accordingly for being complacent. This will vary depending on how good the players generally are, but shooting civilians, exposing their positions, pushing aggressively or not coordinating can be appropriately punished, preferrably through in-mission means, like Mortars(be very gentle with these), QRF (not ontop of the players but a fair distance away), harder objectives, less assets, etc.\n\n#### Preparation\n\nDepending on whether or not you have prepared the scenario beforehand, you will have less or more things to set up before the players can jump at your mission.\nIf you have got things to set up, be quick and don't waste too much time on it, but do not do it thoughtlessly.\nPlace enemies in buildings or cover, do not finetune things until the players are on the way towards the obj and do not make players wait more time than they are doing the mission for.\n\n#### AI Management\n\nThe AI, depending on who they are, can and should behave differently. if they are a guerilla force, they should ambush or poke at the players and use unconventional advantages against them.\nIf they are special forces or QRF, have them flank the players or sneak up to them to surprise and overwhelm.\nAny basic infantry force should roughly support each other within squads, flank and assist, or suppress their opponents.\n\nIt is fine to go easy on the players if they are struggling, having the AI go slower or in smaller numbers can assist the players, and deleting/killing AI units that are either irrelevant (players are already mostly clear in the obj zone) or too powerful (killing off a viper operative as part of a larger squad that is immensely overpowering the players) is perfectly fine, but do not babysit.\n\n#### Difficulty\n\nThe general difficulty and challenge of the mission should always be slightly higher than your general expectations for your players, no matter the skill level.\n\nYour goal, as is of a game designer, is to make sure the players learn and adapt to the mission and feel accomplished when they complete it.\nAn unfair or too easy of a mission is not preferable, but similar to players you will have to learn and adapt too to how the players handle the various difficulties and find a good sweetspot.\n\n#### Optimisation\n\nKeep your missions optimized and ensure a smooth experience for the players without sacrificing much of the mission; delete bodies and wrecks in areas no longer important or already passed through by players and do not put AI more than the server can handle.\nIf creating missions partially in eden, set props and objects as \"Simple Objects\" to massively reduce FPS issues; if purely in Zeus, do not try to put too many props down and simply use the terrain's already present objects to your advantage.\n\n#### Fun\n\nDon't stress yourself or force yourself to make a mission when you don't want to, even if no one else is available to do so.\nPart of zeusing is enjoyment from both sides, and if you have no passion in it then the mission won't come out proper either, so don't overburn it.\nTaking a break from zeusing or simply holding onto a moderator slot when available is perfectly fine if you don't want to Zeus.","sections":[{"heading":null,"level":1,"markdown":"Guide for Arma 3 Zeus, courtesy of **Lankercool** from the [Arma 3 Discord](https://www.discord.gg/arma)."},{"heading":"Adapting","level":4,"markdown":"The core of zeusing is knowing to be flexible, as players are unpredictable and you don't know for sure how they will react unless you have spent a long amount of time with your audience.\nEven then you will have situations you would not expect so make sure to adjust accordingly all over the board. This will be the principle for the majority of these tips."},{"heading":"Vision","level":4,"markdown":"Always take into consideration what your players can and cannot see, this includes through thermals, night vision, UAVs, aircraft, etc., you should always prefer to deploy things out of player sight otherwise the general atmosphere can be ruined and become unprofessional in most cases, and in extreme cases can be considered unfair by the players.\nThis also includes positions players have already been at, if they have already cleared a base there should not be any danger from enemies showing up in that area if it has already been gone through.\n\n> [!NOTE]\n> You can select a player/unit and press on your third person/first person camera key to see what they are seeing in their own vision."},{"heading":"Equipment","level":4,"markdown":"Depending on how you zeus and how the players operate, your mission will either contain limited or unlimited equipment.\nTake into account what this equipment is and adjust your ways around it, either by looking at players and seeing their gear if you don't know it or if you do know it make sure the equipment is fit for the mission they are heading into.\ne.g: if the players do not have any way to counter armored targets, do not send armored enemies towards them. there are exceptions to this like if they have a vehicle capable of doing so."},{"heading":"Atmosphere","level":4,"markdown":"Majority of cases will have your players operating within some sort of narrative or context, even the most minimal of which.\nYou can help immerse players by providing relevant scenarios happening around them.\nA civilian driving around in a car, ambient helicopters going to their own missions, soldiers standing and talking, and so on."},{"heading":"Vehicles","level":4,"markdown":"Vehicles have a large impact on the mission depending on their roles, ranging from light wheeled(MRAPs and Quadbikes) to heavy combat aircraft(Blackfish Armed, AC-130s), make sure you are capable of dishing out the appropriate enemy count depending on the type of assets/vehicles you give to the players, and ensure your main role of the players, the infantry, are **not** overshadowed by these support assets.\nAt the end of it, CAS and tanks are only there to assist, not do the mission themselves, unless they consist of the entire force, like in the case of a tank battalion of players."},{"heading":"Narrative","level":4,"markdown":"Ensure you have a rough idea of what the mission will consist of, or be about. Even the most basic of \"I want the players to ambush a convoy\" is good, and make sure to develop it further, with asking why would they do it, who would be doing it, who the players are facing to do it, etc.\nFor example: I want the players to ambush a convoy, so I will have the convoy hold some important object, like a WMD or some HVT(officer/informant), the players will be Spec-Ops/Guerilla forces and the enemy is the national force of the terrain.\nThey will have to extract this important object in order to complete the mission, so they will not be allowed to damage it.\nThis requires the players to avoid doing a very easy method of just blowing up the entire convoy with mass firepower and requiring them to execute precise firepower, which will be a much challenging and enjoyable experience, as well as a significantly longer one."},{"heading":"Players","level":4,"markdown":"Half of a good Zeus mission lies in the hands of the players, as they decide the mood for the operation and how well along it goes.\nTroublemakers, attitude changers and the likes can make the reception towards your mission and how it runs wildly different, so keep in mind the satisfactions of the players at the current time, and whether or not they would enjoy a mission idea you want to execute then."},{"heading":"Feedback","level":4,"markdown":"Ensure your players are enjoying your mission, as you are not only making the mission for yourself but also for those who play it.\nBe honest, take any feedback whether positive or not to heart and respect it regardless of your disagreements with it.\nBoth sides are spending a considerable amount of time on the mission, so make sure you are not wasting it for them or for yourself."},{"heading":"Creativity and Setting","level":4,"markdown":"While creativity flourishes in limitations, some people like to have more options or situations to use in their mission making/in their mission playing.\nMake sure to do a bit of research if needed and respect the setting or scenario you are imitating or basing your mission off of.\nIf you are having your players in a WW2 type op, make sure to know what their equipment should be and vehicles and to not use any non-WW2 assets."},{"heading":"Detail","level":4,"markdown":"Don't be afraid to put little bits and pieces around the objective to make it truly yours.\nWhether or not the players notice is not the point; the point is to ensure that if they do notice it, they will appreciate it.\nPatrols, vehicles at gas stations with people next to them, combat happening around the players but not at their location, civilians terrified or passing by; be sensible in detail, but implement it carefully and it will help plenty."},{"heading":"Punishment and Rewards","level":4,"markdown":"Depending on the players skill level, you will have mistakes inevitably happen or exceptional performances be done by the players.\nCommend them for their performance, or punish them accordingly for being complacent. This will vary depending on how good the players generally are, but shooting civilians, exposing their positions, pushing aggressively or not coordinating can be appropriately punished, preferrably through in-mission means, like Mortars(be very gentle with these), QRF (not ontop of the players but a fair distance away), harder objectives, less assets, etc."},{"heading":"Preparation","level":4,"markdown":"Depending on whether or not you have prepared the scenario beforehand, you will have less or more things to set up before the players can jump at your mission.\nIf you have got things to set up, be quick and don't waste too much time on it, but do not do it thoughtlessly.\nPlace enemies in buildings or cover, do not finetune things until the players are on the way towards the obj and do not make players wait more time than they are doing the mission for."},{"heading":"AI Management","level":4,"markdown":"The AI, depending on who they are, can and should behave differently. if they are a guerilla force, they should ambush or poke at the players and use unconventional advantages against them.\nIf they are special forces or QRF, have them flank the players or sneak up to them to surprise and overwhelm.\nAny basic infantry force should roughly support each other within squads, flank and assist, or suppress their opponents.\n\nIt is fine to go easy on the players if they are struggling, having the AI go slower or in smaller numbers can assist the players, and deleting/killing AI units that are either irrelevant (players are already mostly clear in the obj zone) or too powerful (killing off a viper operative as part of a larger squad that is immensely overpowering the players) is perfectly fine, but do not babysit."},{"heading":"Difficulty","level":4,"markdown":"The general difficulty and challenge of the mission should always be slightly higher than your general expectations for your players, no matter the skill level.\n\nYour goal, as is of a game designer, is to make sure the players learn and adapt to the mission and feel accomplished when they complete it.\nAn unfair or too easy of a mission is not preferable, but similar to players you will have to learn and adapt too to how the players handle the various difficulties and find a good sweetspot."},{"heading":"Optimisation","level":4,"markdown":"Keep your missions optimized and ensure a smooth experience for the players without sacrificing much of the mission; delete bodies and wrecks in areas no longer important or already passed through by players and do not put AI more than the server can handle.\nIf creating missions partially in eden, set props and objects as \"Simple Objects\" to massively reduce FPS issues; if purely in Zeus, do not try to put too many props down and simply use the terrain's already present objects to your advantage."},{"heading":"Fun","level":4,"markdown":"Don't stress yourself or force yourself to make a mission when you don't want to, even if no one else is available to do so.\nPart of zeusing is enjoyment from both sides, and if you have no passion in it then the mission won't come out proper either, so don't overburn it.\nTaking a break from zeusing or simply holding onto a moderator slot when available is perfectly fine if you don't want to Zeus."}],"categories":["Hints & Tips"],"groups":["Game and Troubleshooting"]},{"name":"arma.cfg","title":"arma.cfg","type":"topic","url":"https://community.bistudio.com/wiki/arma.cfg","revid":249609,"updated":"2021-02-25T10:49:01Z","aliases":[],"markdown":"1. REDIRECT arma2.cfg","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT arma2.cfg"}],"categories":["Startup Parameters"],"groups":["Multiplayer and Server"]},{"name":"arma2.cfg","title":"arma2.cfg","type":"topic","url":"https://community.bistudio.com/wiki/arma2.cfg","revid":363609,"updated":"2024-04-08T09:56:58Z","aliases":["Joystick sensitivity settings","arma.cfg","arma2oa.cfg","arma3.cfg","takeonh.cfg"],"markdown":"### Introduction\n\nThe **arma.cfg** or **arma2.cfg** or **arma2oa.cfg** or **takeonh.cfg** are configuration files containing detailed information about YOUR game setup.\nInformation such as language, LOD detail, resolution are stored in these files.\nThe config files are written after the game was run for first time and the system settings are detected. Changes made via the in-game UI options are saved when the game is closed.\nThe files itself are just as editable in a text file. The content format is\n\n```\nvariable = value;\n```\n\n> [!WARNING]\n> Unless you know what you are doing, use the **in-game UI options** to configure the game instead of editing this file.\n\n### Location\n\n- **Armed Assault**:The arma.cfg file is located in `%userprofile%\\Documents\\ARMA\\arma.cfg`\n- **Arma 2**: The arma2.cfg file is located in `%userprofile%\\Documents\\ARMA 2\\arma2.cfg`\n- **Arma 2: Operation Arrowhead**: The arma2oa.cfg file is located in `%userprofile%\\Documents\\Arma 2 Expansion\\arma2oa.cfg`\n- **Take On Helicopters**: The takeonh.cfg file is located in `%userprofile%\\Documents\\Take On Helicopters\\takeonh.cfg`\n\n#### Custom Name and Location\n\nYou can change the naming with the Category: Startup Parameters **-cfg=<string>**.\n\n```\n-cfg=myGameSettings.cfg\n```\n\nThe file will be then located in your game directory instead.\n\n```\nC:\\arma2\\myGameSettings.cfg\n```\n\n### Example\n\n#### Generic config\n\n|  |  |\n|---|---|\n| language=\"English\"; | language selector |\n| adapter=-1; | determines the video adapter (and display connected to it) to use. Useful for systems with multiple displays. -1 is default adapter, 0 is first, 1 is 2nd etc. |\n| 3D_Performance=93750; | written by engine each start, changing it manually has no effect! |\n| Resolution_Bpp=32; | bit per pixel depth of output |\n| Resolution_W=1920; | interface resolution width in fullscreen |\n| Resolution_H=1200; | interface resolution height in fullscreen |\n| refresh=60; | monitor refresh rate in fullscreen |\n| Render_W=2400; | 3D rendered resolution width in fullscreen |\n| Render_H=1500; | 3D rendered resolution width in fullscreen |\n| FSAA=0; | full screen antialiasing level |\n| postFX=0; | post processing level |\n| GPU_MaxFramesAhead=1000; | setting not available in UI, supported values 1 to 1000 (0==driver), May lower 'Mouse lag' by GPU render-ahead buffer |\n| GPU_DetectedFramesAhead=3; | written by engine each start, changing it manually has no effect! |\n| HDRPrecision=8; | setting not available in UI (ARMA2, OA has it since 1.57), supported values are 8(default), 16 and 32. Defines bit depth precision for HDR. |\n| lastDeviceId=\"\"; | written by engine each start, changing it manually has no effect!, might be blank |\n| localVRAM=1063723008; | written by engine each start, changing it manually has no effect! |\n| nonlocalVRAM=1878616064; | written by engine each start, changing it manually has no effect! |\n| winX=470; | position of window in X axis |\n| winY=64; | position of window in Y axis |\n| winW=1440; | interface resolution width in window |\n| winH=900; | interface resolution height in window |\n| winDefW=1440; | 3D rendered resolution width in window |\n| winDefH=900; | 3D rendered resolution height in window |\n| Windowed=0; | written by engine each exit, depend on state in last run (1=windowed or 0=fullscreen) |\n| Vsync=1; | Option to disable V-sync(Vertical synchronization, 1=enabled(default) or 0=disabled) |\n| AToC=7; | setting not available in UI, Level of Alpha To Coverage Anti-Aliasing (ref: Read [Wikipedia article](https://en.wikipedia.org/wiki/Alpha_to_coverage) and [GPU features list](http://aras-p.info/texts/D3D9GPUHacks.html#ref1) for more details) (7=all enabled(default) or 0=disabled (normal AA prior AToC))<br>```<br>0 - disabled<br>1 - AToC on grass<br>2 - AToC on new OA trees (takistan, zargabad, proving ground, shapur)<br>4 - AToC on old A2 trees (utes, chernarus)<br>// combined <br>3 - AToC on grass & OA trees <br>5 - AToC on A2 trees + grass<br>6 - AToC on A2 + OA trees<br>7 - AToC enabled on grass, A2 & OA trees (default)<br>```<br>*More [detailed description](http://forums.bistudio.com/showpost.php?p=1998153&postcount=42) by a community member.*<br>*NOTE: **AToC is inactive if Anti-Aliasing is disabled in advanced video options!*** |\n| class sockets{ maxPacketSize = 1400; }; | setting not available in UI Changing this value changes size of packet from default 1400 bytes to value chosen.<br>This **can be set for both** client-to-server AND server-to-client(s) independently*!* see server(basic.cfg#Networking_Tuning_Options)*.<br>*<br>> [!IMPORTANT]<br>> Only use in the case your router or ISP enforces lower packet size and you have connectivity issues with game. |\n\n#### Arma 2: Operation Arrowhead\n\n|  |  |\n|---|---|\n| PPAA=0; | setting not (yet) available in UI. Default is Disabled. Enables Anti-Aliasing technique via post processing: (ref: Post-Process Anti-Aliasing is new method of full-screen AA pass)<br>```<br>0 - Disabled<br>1 - FXAA [3]<br>2 - FXAA + sharp filter [4] (hard-coded strength of sharpen is now 0.15)<br>3 - SMAA [5]<br>```<br>> [!NOTE]<br>> - PPAA can be enabled even if Post-Processing was disabled in advanced video options!<br>> - This setting was introduced in 1.61 beta 89223. |\n| PPAA_Level=0; | setting not (yet) available in UI. Default is Disabled. Values determine for each respective PPAA type used:<br>```<br>0 - SMAA_PRESET_LOW or FXAA_QUALITY_PRESET_12 <br>1 - SMAA_PRESET_MEDIUM or FXAA_QUALITY_PRESET_22<br>2 - SMAA_PRESET_HIGH or FXAA_QUALITY_PRESET_26<br>3 - SMAA_PRESET_ULTRA or FXAA_QUALITY_PRESET_39<br>```<br>> [!NOTE]<br>> This setting was introduced in 1.61 beta 89223 |\n| FXAA=0; | setting not (yet) available in UI. Default is Disabled. enables Anti-Aliasing technique via post processing<br>```<br>0 - Disabled<br>1 - FXAA_QUALITY_PRESET_10<br>2 - FXAA_QUALITY_PRESET_11<br>3 - FXAA_QUALITY_PRESET_12 <br>4 - FXAA_QUALITY_PRESET_13<br>5 - FXAA_QUALITY_PRESET_14 <br>6 - FXAA_QUALITY_PRESET_15<br>7 - FXAA_QUALITY_PRESET_20 <br>8 - FXAA_QUALITY_PRESET_21<br>9 - FXAA_QUALITY_PRESET_22 <br>10 - FXAA_QUALITY_PRESET_23<br>11 - FXAA_QUALITY_PRESET_24<br>12 - FXAA_QUALITY_PRESET_25<br>13 - FXAA_QUALITY_PRESET_26<br>14 - FXAA_QUALITY_PRESET_27<br>15 - FXAA_QUALITY_PRESET_28<br>16 - FXAA_QUALITY_PRESET_29<br>17 - FXAA_QUALITY_PRESET_39<br>```<br>*Complexity of quality settings are based on default FXAA settings (revision 3.11)*<br>*10 to 15 - default medium dither (10=fastest, 15=highest quality)*<br>*20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)*<br>*39 - no dither, very expensive*<br>*NOTE: **FXAA can be enabled even if Post-Processing was disabled in advanced video options!**<br>*<br>> [!IMPORTANT]<br>> This setting was **removed** in A2OA 1.61 beta as deprecated. |\n| FXAASharp=0; | Default is disabled (0), quality levels range from 1 to 6, where 6 is the sharpest filter<br>> [!NOTE]<br>> FXAAsharpen is inactive while NightVision and Thermal Imaging are used.<br>> [!IMPORTANT]<br>> This setting was **removed** in A2OA 1.61 beta as deprecated. |\n\n#### Take On Helicopters\n\n|  |  |\n|---|---|\n| SWLayersCount=64; |  |\n| PiPEnabled=0; | Setting to enable/disable Picture in Picture |\n\n### Languages\n\nSimply alter\n\n```\nLanguage=\"English\";\n```\n\nto whatever language you may wish to have.\n\n### Joysticks\n\nYou can setup sensitivity in the file by:\n\n```cpp\njoystickSensitivity[] = {\n    0.500000, 0.500000, 0.500000,    0.500000, 0.500000, 0.500000,    1.000000, 1.000000,\n    0.500000, 0.500000, 0.500000,    0.500000, 0.500000, 0.500000,    1.000000, 1.000000\n};\n```\n\nNumber are sensitivity for each of the folowing inputs:\n\n```\nAXIS_X AXIS_Y AXIS_Z    ROT_X ROT_Y ROT_Z    SLIDER_1 SLIDER_2\n```\n\nFirst eight values are for positive part of axis, last eight for the negative one:\n\n```\nAXIS_X_POS AXIS_Y_POS AXIS_Z_POS ROT_X_POS ROT_Y_POS ROT_Z_POS SLIDER_1_POS SLIDER_2_POS\nAXIS_X_NEG AXIS_Y_NEG AXIS_Z_NEG ROT_X_NEG ROT_Y_NEG ROT_Z_NEG SLIDER_1_NEG SLIDER_2_NEG\n```\n\nValue is transformed as:\n\n```\nvalue = pow(raw_value, 1 / sensitivity).\n```\n\n### See Also\n\nSee username.arma2profile for information about personalized user settings.","sections":[{"heading":"Introduction","level":3,"markdown":"The **arma.cfg** or **arma2.cfg** or **arma2oa.cfg** or **takeonh.cfg** are configuration files containing detailed information about YOUR game setup.\nInformation such as language, LOD detail, resolution are stored in these files.\nThe config files are written after the game was run for first time and the system settings are detected. Changes made via the in-game UI options are saved when the game is closed.\nThe files itself are just as editable in a text file. The content format is\n\n```\nvariable = value;\n```\n\n> [!WARNING]\n> Unless you know what you are doing, use the **in-game UI options** to configure the game instead of editing this file."},{"heading":"Location","level":3,"markdown":"- **Armed Assault**:The arma.cfg file is located in `%userprofile%\\Documents\\ARMA\\arma.cfg`\n- **Arma 2**: The arma2.cfg file is located in `%userprofile%\\Documents\\ARMA 2\\arma2.cfg`\n- **Arma 2: Operation Arrowhead**: The arma2oa.cfg file is located in `%userprofile%\\Documents\\Arma 2 Expansion\\arma2oa.cfg`\n- **Take On Helicopters**: The takeonh.cfg file is located in `%userprofile%\\Documents\\Take On Helicopters\\takeonh.cfg`"},{"heading":"Custom Name and Location","level":4,"markdown":"You can change the naming with the Category: Startup Parameters **-cfg=<string>**.\n\n```\n-cfg=myGameSettings.cfg\n```\n\nThe file will be then located in your game directory instead.\n\n```\nC:\\arma2\\myGameSettings.cfg\n```"},{"heading":"Example","level":3,"markdown":""},{"heading":"Generic config","level":4,"markdown":"|  |  |\n|---|---|\n| language=\"English\"; | language selector |\n| adapter=-1; | determines the video adapter (and display connected to it) to use. Useful for systems with multiple displays. -1 is default adapter, 0 is first, 1 is 2nd etc. |\n| 3D_Performance=93750; | written by engine each start, changing it manually has no effect! |\n| Resolution_Bpp=32; | bit per pixel depth of output |\n| Resolution_W=1920; | interface resolution width in fullscreen |\n| Resolution_H=1200; | interface resolution height in fullscreen |\n| refresh=60; | monitor refresh rate in fullscreen |\n| Render_W=2400; | 3D rendered resolution width in fullscreen |\n| Render_H=1500; | 3D rendered resolution width in fullscreen |\n| FSAA=0; | full screen antialiasing level |\n| postFX=0; | post processing level |\n| GPU_MaxFramesAhead=1000; | setting not available in UI, supported values 1 to 1000 (0==driver), May lower 'Mouse lag' by GPU render-ahead buffer |\n| GPU_DetectedFramesAhead=3; | written by engine each start, changing it manually has no effect! |\n| HDRPrecision=8; | setting not available in UI (ARMA2, OA has it since 1.57), supported values are 8(default), 16 and 32. Defines bit depth precision for HDR. |\n| lastDeviceId=\"\"; | written by engine each start, changing it manually has no effect!, might be blank |\n| localVRAM=1063723008; | written by engine each start, changing it manually has no effect! |\n| nonlocalVRAM=1878616064; | written by engine each start, changing it manually has no effect! |\n| winX=470; | position of window in X axis |\n| winY=64; | position of window in Y axis |\n| winW=1440; | interface resolution width in window |\n| winH=900; | interface resolution height in window |\n| winDefW=1440; | 3D rendered resolution width in window |\n| winDefH=900; | 3D rendered resolution height in window |\n| Windowed=0; | written by engine each exit, depend on state in last run (1=windowed or 0=fullscreen) |\n| Vsync=1; | Option to disable V-sync(Vertical synchronization, 1=enabled(default) or 0=disabled) |\n| AToC=7; | setting not available in UI, Level of Alpha To Coverage Anti-Aliasing (ref: Read [Wikipedia article](https://en.wikipedia.org/wiki/Alpha_to_coverage) and [GPU features list](http://aras-p.info/texts/D3D9GPUHacks.html#ref1) for more details) (7=all enabled(default) or 0=disabled (normal AA prior AToC))<br>```<br>0 - disabled<br>1 - AToC on grass<br>2 - AToC on new OA trees (takistan, zargabad, proving ground, shapur)<br>4 - AToC on old A2 trees (utes, chernarus)<br>// combined <br>3 - AToC on grass & OA trees <br>5 - AToC on A2 trees + grass<br>6 - AToC on A2 + OA trees<br>7 - AToC enabled on grass, A2 & OA trees (default)<br>```<br>*More [detailed description](http://forums.bistudio.com/showpost.php?p=1998153&postcount=42) by a community member.*<br>*NOTE: **AToC is inactive if Anti-Aliasing is disabled in advanced video options!*** |\n| class sockets{ maxPacketSize = 1400; }; | setting not available in UI Changing this value changes size of packet from default 1400 bytes to value chosen.<br>This **can be set for both** client-to-server AND server-to-client(s) independently*!* see server(basic.cfg#Networking_Tuning_Options)*.<br>*<br>> [!IMPORTANT]<br>> Only use in the case your router or ISP enforces lower packet size and you have connectivity issues with game. |"},{"heading":"Arma 2: Operation Arrowhead","level":4,"markdown":"|  |  |\n|---|---|\n| PPAA=0; | setting not (yet) available in UI. Default is Disabled. Enables Anti-Aliasing technique via post processing: (ref: Post-Process Anti-Aliasing is new method of full-screen AA pass)<br>```<br>0 - Disabled<br>1 - FXAA [3]<br>2 - FXAA + sharp filter [4] (hard-coded strength of sharpen is now 0.15)<br>3 - SMAA [5]<br>```<br>> [!NOTE]<br>> - PPAA can be enabled even if Post-Processing was disabled in advanced video options!<br>> - This setting was introduced in 1.61 beta 89223. |\n| PPAA_Level=0; | setting not (yet) available in UI. Default is Disabled. Values determine for each respective PPAA type used:<br>```<br>0 - SMAA_PRESET_LOW or FXAA_QUALITY_PRESET_12 <br>1 - SMAA_PRESET_MEDIUM or FXAA_QUALITY_PRESET_22<br>2 - SMAA_PRESET_HIGH or FXAA_QUALITY_PRESET_26<br>3 - SMAA_PRESET_ULTRA or FXAA_QUALITY_PRESET_39<br>```<br>> [!NOTE]<br>> This setting was introduced in 1.61 beta 89223 |\n| FXAA=0; | setting not (yet) available in UI. Default is Disabled. enables Anti-Aliasing technique via post processing<br>```<br>0 - Disabled<br>1 - FXAA_QUALITY_PRESET_10<br>2 - FXAA_QUALITY_PRESET_11<br>3 - FXAA_QUALITY_PRESET_12 <br>4 - FXAA_QUALITY_PRESET_13<br>5 - FXAA_QUALITY_PRESET_14 <br>6 - FXAA_QUALITY_PRESET_15<br>7 - FXAA_QUALITY_PRESET_20 <br>8 - FXAA_QUALITY_PRESET_21<br>9 - FXAA_QUALITY_PRESET_22 <br>10 - FXAA_QUALITY_PRESET_23<br>11 - FXAA_QUALITY_PRESET_24<br>12 - FXAA_QUALITY_PRESET_25<br>13 - FXAA_QUALITY_PRESET_26<br>14 - FXAA_QUALITY_PRESET_27<br>15 - FXAA_QUALITY_PRESET_28<br>16 - FXAA_QUALITY_PRESET_29<br>17 - FXAA_QUALITY_PRESET_39<br>```<br>*Complexity of quality settings are based on default FXAA settings (revision 3.11)*<br>*10 to 15 - default medium dither (10=fastest, 15=highest quality)*<br>*20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)*<br>*39 - no dither, very expensive*<br>*NOTE: **FXAA can be enabled even if Post-Processing was disabled in advanced video options!**<br>*<br>> [!IMPORTANT]<br>> This setting was **removed** in A2OA 1.61 beta as deprecated. |\n| FXAASharp=0; | Default is disabled (0), quality levels range from 1 to 6, where 6 is the sharpest filter<br>> [!NOTE]<br>> FXAAsharpen is inactive while NightVision and Thermal Imaging are used.<br>> [!IMPORTANT]<br>> This setting was **removed** in A2OA 1.61 beta as deprecated. |"},{"heading":"Take On Helicopters","level":4,"markdown":"|  |  |\n|---|---|\n| SWLayersCount=64; |  |\n| PiPEnabled=0; | Setting to enable/disable Picture in Picture |"},{"heading":"Languages","level":3,"markdown":"Simply alter\n\n```\nLanguage=\"English\";\n```\n\nto whatever language you may wish to have."},{"heading":"Joysticks","level":3,"markdown":"You can setup sensitivity in the file by:\n\n```cpp\njoystickSensitivity[] = {\n    0.500000, 0.500000, 0.500000,    0.500000, 0.500000, 0.500000,    1.000000, 1.000000,\n    0.500000, 0.500000, 0.500000,    0.500000, 0.500000, 0.500000,    1.000000, 1.000000\n};\n```\n\nNumber are sensitivity for each of the folowing inputs:\n\n```\nAXIS_X AXIS_Y AXIS_Z    ROT_X ROT_Y ROT_Z    SLIDER_1 SLIDER_2\n```\n\nFirst eight values are for positive part of axis, last eight for the negative one:\n\n```\nAXIS_X_POS AXIS_Y_POS AXIS_Z_POS ROT_X_POS ROT_Y_POS ROT_Z_POS SLIDER_1_POS SLIDER_2_POS\nAXIS_X_NEG AXIS_Y_NEG AXIS_Z_NEG ROT_X_NEG ROT_Y_NEG ROT_Z_NEG SLIDER_1_NEG SLIDER_2_NEG\n```\n\nValue is transformed as:\n\n```\nvalue = pow(raw_value, 1 / sensitivity).\n```"},{"heading":"See Also","level":3,"markdown":"See username.arma2profile for information about personalized user settings."}],"categories":["Startup Parameters"],"groups":["Multiplayer and Server"]},{"name":"Arma: Airport IDs","title":"Arma: Airport IDs","type":"topic","url":"https://community.bistudio.com/wiki/Arma:_Airport_IDs","revid":341710,"updated":"2023-06-19T21:13:10Z","aliases":["ArmA: Airport ID","ArmA: Armed Assault: Airport ID","ArmA:Airport ID"],"markdown":"This page lists Arma games' airport ids.\n\nRelated commands:\n\n- landAt\n- airportSide\n- setAirportSide\n- allAirports\n- *assignToAirport*\n\n### Arma 3\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.\n\n#### Altis\n\nSee Altis.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | 143159 | Airbase | 44 (NE) |\n| 1 | 113114 | AAC Airfield | 33 (NE) |\n| 2 | 092215 | Krya Nera Airstrip | 53 (NE) |\n| 3 | 210070 | Selakeno Airfield | 11 (N) |\n| 4 | 271249 | Molos Airfield | 41 (NE) |\n| 5 | 231184 | Almyra Salt Lake Airstrip | 0 (N) |\n\n#### Stratis\n\nSee Stratis.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | 015050 | Stratis Air Base | 15 (N) |\n\n#### Tanoa\n\nSee Tanoa.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | 072069 | Aéroport de Tanoa | 12 (N) |\n| 1 | 018129 | Tuvanaka Airbase | 51 (NE) |\n| 2 | 118029 | Saint-George Airstrip | 54 (NE) |\n| 3 | 019034 | Bala Airstrip | 74 (E) |\n| 4 | 122130 | La Rochelle Aérodrome | 73 (E) |\n\n#### Malden 2035\n\nSee Malden 2035.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | 079095 | Airport | 0 (N) |\n| 1 | 006122 | Pegasus Air Co. | 90 (E) |\n\n#### Livonia\n\nSee Livonia.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | 042105 | Lukow Airfield | 45 (NE) |\n\n### Arma 2: Operation Arrowhead\n\n#### Takistan\n\nSee Takistan.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | - | North-West | - |\n| 1 | - | SouthEast | - |\n\n### Arma 2\n\n#### Chernarus\n\nSee Chernarus.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | - | NorthWest close to Grishno | South-East |\n| 1 | - | NorthEast close to Kranostav | South-East |\n| 2 | - | SouthWest close to Balota | South-East |\n| 3 | - | - | South-East |\n\n#### Utes\n\nSee Utes.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | - | - | - |\n\n### Armed Assault\n\n#### Sahrani\n\nSee Sahrani.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | E5 | Main airport near Paraiso | West |\n| 1 | B8 | Rahmadi Island | North |\n| 2 | J3 | Pita Airfield | North-West |\n| 3 | J1 | Antigua Island | North |","sections":[{"heading":null,"level":1,"markdown":"This page lists Arma games' airport ids.\n\nRelated commands:\n\n- landAt\n- airportSide\n- setAirportSide\n- allAirports\n- *assignToAirport*"},{"heading":"Arma 3","level":3,"markdown":"> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."},{"heading":"Altis","level":4,"markdown":"See Altis.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | 143159 | Airbase | 44 (NE) |\n| 1 | 113114 | AAC Airfield | 33 (NE) |\n| 2 | 092215 | Krya Nera Airstrip | 53 (NE) |\n| 3 | 210070 | Selakeno Airfield | 11 (N) |\n| 4 | 271249 | Molos Airfield | 41 (NE) |\n| 5 | 231184 | Almyra Salt Lake Airstrip | 0 (N) |"},{"heading":"Stratis","level":4,"markdown":"See Stratis.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | 015050 | Stratis Air Base | 15 (N) |"},{"heading":"Tanoa","level":4,"markdown":"See Tanoa.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | 072069 | Aéroport de Tanoa | 12 (N) |\n| 1 | 018129 | Tuvanaka Airbase | 51 (NE) |\n| 2 | 118029 | Saint-George Airstrip | 54 (NE) |\n| 3 | 019034 | Bala Airstrip | 74 (E) |\n| 4 | 122130 | La Rochelle Aérodrome | 73 (E) |"},{"heading":"Malden 2035","level":4,"markdown":"See Malden 2035.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | 079095 | Airport | 0 (N) |\n| 1 | 006122 | Pegasus Air Co. | 90 (E) |"},{"heading":"Livonia","level":4,"markdown":"See Livonia.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | 042105 | Lukow Airfield | 45 (NE) |"},{"heading":"Arma 2: Operation Arrowhead","level":3,"markdown":""},{"heading":"Takistan","level":4,"markdown":"See Takistan.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | - | North-West | - |\n| 1 | - | SouthEast | - |"},{"heading":"Arma 2","level":3,"markdown":""},{"heading":"Chernarus","level":4,"markdown":"See Chernarus.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | - | NorthWest close to Grishno | South-East |\n| 1 | - | NorthEast close to Kranostav | South-East |\n| 2 | - | SouthWest close to Balota | South-East |\n| 3 | - | - | South-East |"},{"heading":"Utes","level":4,"markdown":"See Utes.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | - | - | - |"},{"heading":"Armed Assault","level":3,"markdown":""},{"heading":"Sahrani","level":4,"markdown":"See Sahrani.\n\n| ID | Coordinates | Description | AI approach |\n|---|---|---|---|\n| 0 | E5 | Main airport near Paraiso | West |\n| 1 | B8 | Rahmadi Island | North |\n| 2 | J3 | Pita Airfield | North-West |\n| 3 | J1 | Antigua Island | North |"}],"categories":["ArmA: Armed Assault: Editing","Arma 2: Editing","Arma 3: Editing"],"groups":["Reference Lists"]},{"name":"Arma: All-in-one Config","title":"Arma: All-in-one Config","type":"topic","url":"https://community.bistudio.com/wiki/Arma:_All-in-one_Config","revid":336596,"updated":"2023-01-04T15:23:14Z","aliases":["AllInOne Config"],"markdown":"Contains the game configs as they exist in memory when the game is running. Useful during development, lookup of values etc.\n\n### Arma 3\n\n1. Download the development branch\n1. Start the game via arma3diag_x64.exe\n1. Run diag_exportConfig\n\n### Arma 2\n\n- [How to create an All in One Config](https://forums.bohemia.net/forums/topic/120057-how-to-create-an-allinone-config/)","sections":[{"heading":null,"level":1,"markdown":"Contains the game configs as they exist in memory when the game is running. Useful during development, lookup of values etc."},{"heading":"Arma 3","level":3,"markdown":"1. Download the development branch\n1. Start the game via arma3diag_x64.exe\n1. Run diag_exportConfig"},{"heading":"Arma 2","level":3,"markdown":"- [How to create an All in One Config](https://forums.bohemia.net/forums/topic/120057-how-to-create-an-allinone-config/)"}],"categories":["Arma 2: Editing","Arma 3: Editing"],"groups":["Configuration"]},{"name":"Arma: GUI Configuration","title":"Arma: GUI Configuration","type":"topic","url":"https://community.bistudio.com/wiki/Arma:_GUI_Configuration","revid":376702,"updated":"2025-11-08T12:23:20Z","aliases":["Dialog Control","Dialogs"],"markdown":"Dialogs are one way to provide custom graphical user interface in your missions and allow interaction with the player as well as they are able to run code. They are defined as classes in the missionConfigFile (description.ext), campaignConfigFile (Campaign Description.ext) or configFile (config.cpp).\n\n#### Terminology\n\n**GUI:** Graphical User Interface - Allows user interaction with the software through graphical controls like buttons, lists and so on.\n\n**UI:** User Interface - Allows the user to interact with the software through a console application.\n\n**IGUI:** Integrated Graphical User Interface - A term usually encountered when talking about vanilla menus in Arma 3.\n\n### User Interface Types\n\n**Additional Information:** GUI Tutorial - createDialog vs createDisplay vs cutRsc\n\n#### Dialog\n\n- Can be created on top of an existing display. The parent display will be hidden.\n- Player movement is blocked by dialogs.\n- Every dialog is a display, but not every display is a dialog.\n- **Commands:** createDialog, closeDialog, dialog, allControls, allDisplays\n\n#### Display\n\n- Can be created on top of an existing display. The parent display will be hidden.\n- Player movement is not blocked by displays (unless it is blocked by the parent display).\n- **Commands:** createDisplay, closeDisplay, allControls, allDisplays\n\n#### HUD\n\n- Can be created in a new or in an already existing layer. The user can not interact with it. Usually used to show information, like stamina, ammunition and so on.\n- **Commands:** allCutLayers, titleRsc, cutText, cutObj, cutFadeOut, setTitleEffect, allActiveTitleEffects\n\n> [!NOTE]\n> Some of these commands have different effects. See the command documentation for detailed information.\n\n### Display and Dialog\n\nDisplays and dialogs are defined in the config file. They are usually used to simplify user interactions, through controls like buttons, list boxes and so on.\n\n#### Properties\n\n| Name | Type | Remark |\n|---|---|---|\n| **idd** | Integer | The unique ID number of this dialog. Used with findDisplay to find the display. Can be -1 if no access is required from within a script. |\n| **access** | Integer | - 0 - ReadAndWrite - this is the default case where properties can still be added or overridden.<br>- 1 - ReadAndCreate - this only allows creating new properties.<br>- 2 - ReadOnly - this does not allow to do anything in deriving classes.<br>- 3 - ReadOnlyVerified - this does not allow to do anything either in deriving classes, and a CRC check will be performed. |\n| **movingEnable** | Boolean | Specifies whether the dialog can be moved or not (if enabled one of the dialogs controls should have the *moving* property set to 1 so it becomes the \"handle\" the dialog can be moved with). Doesn't seem to matter in Arma 3 |\n| **enableSimulation** | Boolean | Specifies whether the game continues while the dialog is shown or not. |\n| **onLoad** | String | Expression executed when the dialog is opened. See User Interface Event Handlers |\n| **onUnload** | String | Expression executed when the dialog is closed. See User Interface Event Handlers |\n| **controlsBackground** | Array or class | Contains class names of all background controls associated to this dialog.<br>The sequence in which the controls are listed will decide their z-index (i.e. the last ones will on top of the first ones). |\n| **controls** | Array or class | Contains class names of all foreground controls associated to this dialog. |\n| **objects** | Array or class | List of all DialogControls-Objects type controls |\n\n#### Example Config\n\n```cpp\nclass DefaultDialog\n{\n    idd = -1;\n    access = 0;\n    movingEnable = true;\n    onLoad = \"hint str _this\";\n    onUnload  = \"hint str _this\";\n    enableSimulation = false;\n    class ControlsBackground\n    {\n        //Background controls\n    };\n    class Controls\n    {\n        //Controls\n    };\n    class Objects\n    {\n        //Objects\n    };\n};\n```\n\n#### Opening a display or dialog\n\nThere are two ways of creating a display or dialog. One can either use createDialog or createDisplay command.\n\n#### Closing a display or dialog\n\nThere are several ways to close a dialog:\n\n- Pressing <kbd>Esc</kbd>\n- Clicking a button with IDC 0, 1 or 2\n- closeDialog\n- closeDisplay\n\n##### Exit Codes\n\nExit codes are a way to determine in what way a display was closed. The onUnload UIEH has the exit code as one of its parameters. This way you can handle different user decisions, eg. save a value if the user confirms it or discard changes when the user pressed a cancel button. Macros for the different exit codes can be found in `\\a3\\ui_f\\hpp\\defineResincl.inc`:\n\n```cpp\n// Predefined controls\n#define IDC_OK                1\n#define IDC_CANCEL            2\n#define IDC_AUTOCANCEL        3\n#define IDC_ABORT            4\n#define IDC_RESTART            5\n#define IDC_USER_BUTTON        6\n#define IDC_EXIT_TO_MAIN    7\n```\n\n| Exit Code | Macro | Comment |\n|---|---|---|\n| 1 | IDC_OK | Dialog was closed with a positive outcome |\n| 2 | IDC_CANCEL | Dialog was closed with a negative outcome |\n| 3 | IDC_AUTOCANCEL | ? |\n| 4 | IDC_ABORT | When used on the mission display (Display #46) it simulates \"Save and Exit\" button from escape menu |\n| 5 | IDC_RESTART | ? |\n| 6 | IDC_USER_BUTTON | ? |\n| 7 | IDC_EXIT_TO_MAIN | ? |\n\n### HUDs\n\nHUDs are defined in the class RscTitles, unlike displays or dialogs which are root classes in the config file. Additionally, their properties are different.\n\n#### Properties\n\n| Name | Type | Remark |\n|---|---|---|\n| **idd** | Integer | The unique ID number of this HUD. Used with findDisplay to find the display. Can be -1 if no access is required from within a script. |\n| **fadeIn** | Integer | Duration of fade in effect when opening in seconds. |\n| **fadeOut** | Integer | Duration of fade out effect when closing in seconds. |\n| **duration** | Integer | Duration the HUD is displayed after opening in seconds. Use a very large number to have it always open. |\n| **onLoad** | String | Expression executed when the dialog is opened. See User Interface Event Handlers |\n| **onUnload** | String | Expression executed when the dialog is closed. See User Interface Event Handlers |\n| **controls** | Array | Contains class names of all foreground controls associated to this dialog. |\n\n#### Example Config\n\n```cpp\n#include \"\\a3\\ui_f\\hpp\\definecommongrids.inc\"\n\nclass RscTitles\n{\n    class RscInfoText\n    {\n        idd = 3100;\n        fadein = 0;\n        fadeout = 0;\n        duration = 1e+011;\n        onLoad = \"uinamespace setVariable ['BIS_InfoText',_this select 0]\";\n        onUnLoad = \"uinamespace setVariable ['BIS_InfoText', nil]\";\n        class Controls\n        {\n            class InfoText\n            {\n                idc = 3101;\n                style = \"0x01 + 0x10 + 0x200 + 0x100\";\n                font = \"RobotoCondensedBold\";\n                x = \"(profileNamespace getVariable [\"\"IGUI_GRID_MISSION_X\"\", (safezoneX + safezoneW - 21 * (GUI_GRID_WAbs / 40))])\";\n                y = \"(profileNamespace getVariable [\"\"IGUI_GRID_MISSION_Y\"\", (safezoneY + safezoneH - 10.5 * (GUI_GRID_HAbs / 25))])\";\n                w = \"20 * (GUI_GRID_WAbs / 40)\";\n                h = \"5 * ((GUI_GRID_WAbs / 1.2) / 25)\";\n                colorText[] = {1,1,1,1};\n                colorBackground[] = {0,0,0,0};\n                text = \"\";\n                lineSpacing = 1;\n                sizeEx = 0.045;\n                fixedWidth = 1;\n                deletable = 0;\n                fade = 0;\n                access = 0;\n                type = 0;\n                shadow = 1;\n                colorShadow[] = {0,0,0,0.5};\n                tooltipColorText[] = {1,1,1,1};\n                tooltipColorBox[] = {1,1,1,1};\n                tooltipColorShade[] = {0,0,0,0.65};\n            };\n        };\n    };\n};\n```\n\n### Controls\n\nControls are used to allow the player to interact with the GUI. Controls range from simple rectangles to 3D objects.\nLike dialogs, displays and HUDs, controls can have a unique ID to access them from within scripts. The classname of controls have to be unique.\n\nWhat properties a control needs is defined by its *type* property. However most controls share a set of properties described in the following sections.\nFor control specific properties visit the corresponding pages.\n\n#### Common Properties\n\n| Name | Type | Remark |\n|---|---|---|\n| **idc** | Integer | The unique ID number of this control. Can be -1 if you don't require access to the control itself from within a script.<br>Special (button) IDCs (according to \\a3\\ui_f\\hpp\\defineResincl.inc):<br>- 1: OK (closes display when clicked upon, raises exit code 1 in the onUnload UIEH)<br>- 2: Cancel (closes display when clicked upon, raises exit code 2 in the onUnload UIEH)<br>- 3: Auto cancel<br>- 4: Abort<br>- 5: Restart<br>- 6: User button<br>- 7: Exit to main<br>While the purposes of idcs 3 to 7 remain unknown, it is advisable to give all of your controls larger numbers, eg. 100. |\n| **moving** | Boolean | Whether the dialog will be moved if this control is dragged (may require \"movingEnable\" to be 1 in the dialog. In Arma 3 works regardless). Another way of allowing moving of the dialog is to have control of style ST_TITLE_BAR |\n| **type** | Integer | See Control Types |\n| **style** | Integer | See Control Styles. `style = \"0x400+0x02+0x10\";` |\n| **x/y/w/h** | Number | The position and size of the control in fractions of screen size. |\n| **sizeEx** | Number | The font size of text in fractions of screen size. Behaves similar to **h** property. For some controls it is named **size**. |\n| **font** | String | The font to use. See the list of available fonts for possible values. |\n| **colorText** | Array | Text color |\n| **colorBackground** | Array | Background color |\n| **text** | String | The text **or picture** to display. |\n| **shadow** | Integer | Can be applied to most controls (0 = no shadow, 1 = drop shadow with soft edges, 2 = stroke). |\n| **tooltip** | String | Text to display in a tooltip when control is moused over. A tooltip can be added to any control type except CT_STATIC and CT_STRUCTURED_TEXT. Note: As of Arma 3 v1.48, most controls now support tooltips. A linebreak can be created by adding **\\n**. |\n| **tooltipColorShade** | Array | Tooltip background color |\n| **tooltipColorText** | Array | Tooltip text color |\n| **tooltipColorBox** | Array | Tooltip border color |\n| **autocomplete** | String | (where applicable) Option for entry fields (e.g. RscEdit) to activate autocompletion. For known script commands and functions use autocomplete = \"scripting\". |\n| **url** | String | (where applicable) URL which will be opened when clicking on the control. Used on e.g. a button control. Does not utilize the Steam Overlay browser if enabled by default, opens the link in the default browser set by the OS. |\n| **overlayMode** | Number | Arma 3 v2.10 (where applicable) 0 - opens URL in default browser; 1 - opens URL in Steam overlay id enabled, otherwise in default browser; 2 - opens URL in Steam overlay, shows error message box (with button to use default browser) if Steam overlay is disabled. |\n\nA property to enable or disable a control does not exist (because of implementation issues). However, there is a simple workaround based on the onLoad UI Event Handler that can be used to disable a control in the config:\n\n```cpp\nonLoad = \"(_this # 0) ctrlEnable false;\";\n```\n\n#### Attributes Class\n\n| Name | Type | Remark |\n|---|---|---|\n| **font** | String | Available Fonts |\n| **color** | HTML color | [HTML Color Codes](https://html-color-codes.info/) |\n| **align** | String | \"center\", \"left\", \"right\" |\n| **shadow** | Integer | 0 = no shadow, 1 = drop shadow with soft edges, 2 = stroke |\n\n#### AttributesImage Class\n\n| Name | Type | Remark |\n|---|---|---|\n| **font** | String | Available Fonts (Optional) |\n| **color** | HTML color | [HTML Color Codes](https://html-color-codes.info/) |\n| **align** | String | \"center\", \"left\", \"Right\" (optional) |\n\n#### Example Config\n\n```cpp\n#include \"\\a3\\ui_f\\hpp\\definecommongrids.inc\"\n\nclass RscButton\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = 1;\n    text = \"\";\n    colorText[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorBackground[] = {0,0,0,0.5};\n    colorBackgroundDisabled[] = {0,0,0,0.5};\n    colorBackgroundActive[] = {0,0,0,1};\n    colorFocused[] = {0,0,0,1};\n    colorShadow[] = {0,0,0,0};\n    colorBorder[] = {0,0,0,1};\n    soundEnter[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEnter\",0.09,1};\n    soundPush[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundPush\",0.09,1};\n    soundClick[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundClick\",0.09,1};\n    soundEscape[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEscape\",0.09,1};\n    idc = -1;\n    style = 2;\n    x = 0;\n    y = 0;\n    w = 0.095589;\n    h = 0.039216;\n    shadow = 2;\n    font = \"RobotoCondensed\";\n    sizeEx = \"GUI_GRID_HAbs / 25\";\n    url = \"\";\n    offsetX = 0;\n    offsetY = 0;\n    offsetPressedX = 0;\n    offsetPressedY = 0;\n    borderSize = 0;\n};\n```\n\n### Control Types\n\nThe type property of controls defines what type of control they are. For example an edit box has the type 2.\nThere is an ingame dialog with examples of how the control types look and act like:\n\n```sqf\ncreateDialog \"RscTestControlTypes\";\n```\n\n#### Control Type Definitions\n\nAll definitions can be retrieved with `\"Default\" call BIS_fnc_exportGUIBaseClasses;`.\n\n```cpp\n#define CT_STATIC                  0\n#define CT_BUTTON                  1\n#define CT_EDIT                      2\n#define CT_SLIDER                  3\n#define CT_COMBO                  4\n#define CT_LISTBOX                  5\n#define CT_TOOLBOX                  6\n#define CT_CHECKBOXES              7\n#define CT_PROGRESS                  8\n#define CT_HTML                      9\n#define CT_STATIC_SKEW             10\n#define CT_ACTIVETEXT             11\n#define CT_TREE                     12\n#define CT_STRUCTURED_TEXT         13\n#define CT_CONTEXT_MENU             14\n#define CT_CONTROLS_GROUP         15\n#define CT_SHORTCUTBUTTON         16\n#define CT_HITZONES                 17\n#define CT_VEHICLETOGGLES         18\n#define CT_CONTROLS_TABLE         19\n#define CT_XKEYDESC                 40\n#define CT_XBUTTON                 41\n#define CT_XLISTBOX                 42\n#define CT_XSLIDER                 43\n#define CT_XCOMBO                 44\n#define CT_ANIMATED_TEXTURE         45\n#define CT_MENU                     46\n#define CT_MENU_STRIP             47\n#define CT_CHECKBOX                 77\n#define CT_OBJECT                 80\n#define CT_OBJECT_ZOOM             81\n#define CT_OBJECT_CONTAINER         82\n#define CT_OBJECT_CONT_ANIM         83\n#define CT_LINEBREAK             98\n#define CT_USER                     99\n#define CT_MAP                    100\n#define CT_MAP_MAIN                101\n#define CT_LISTNBOX                102\n#define CT_ITEMSLOT                103\n#define CT_LISTNBOX_CHECKABLE    104\n#define CT_VEHICLE_DIRECTION    105\n```\n\n### Control Styles\n\nTo further customize controls there are several different styles for each control type available.\n\nTo get an idea of how the styles look like you can create the following dialog:\n\n```sqf\ncreateDialog \"RscTestControlStyles\";\n```\n\n> [!IMPORTANT]\n> Note that drawing of vertical text is not supported and any attempt to use `ST_UP`, `ST_DOWN`, `ST_VCENTER` is likely to result in the following *.rpt* spam:\n> `Obsolete, sizeH and sizeW calculation missing`\n> In addition, `ST_UP`, `ST_DOWN`, `ST_VCENTER` are stand alone styles and should not be mixed with any other styles\n\n| Define | Decimal | Hexadecimal | Remark |\n|---|---|---|---|\n| ST_LEFT | 0 | 0x00 | Default, text left aligned |\n| ST_RIGHT | 1 | 0x01 | Modifier, adding this to another style will force text to be aligned to the right |\n| ST_CENTER | 2 | 0x02 | Modifier, adding this to another style will force text to be centered |\n| ST_DOWN | 4 | 0x04 | Vertical text alignment (See the note above) |\n| ST_UP | 8 | 0x08 | Vertical text alignment (See the note above) |\n| ST_VCENTER | 12 | 0x0C | Vertical text alignment, same as ST_DOWN + ST_UP (See the note above) |\n| ST_SINGLE | 0 | 0x00 | Plain single line box without a border |\n| ST_MULTI | 16 | 0x10 | Plain multiple line box with a slight border. To remove border add 512 (+ ST_NO_RECT) to the style (style 528, 529 and 530 are therefore border-less). Additional parameter *lineSpacing* is required for this style. *lineSpacing* = 1; is normal line spacing. Any **\\n** character in the text string will be interpreted as new line. |\n| ST_TITLE_BAR | 32 | 0x20 | Plain single line box with semi-transparent background and somewhat embossed border. When this style is used, the dialog containing control becomes draggable by this control |\n| ST_PICTURE | 48 | 0x30 | Border-less picture box. Text string is treated as a path to a texture. Alignment has no effect. The texture is stretched to fit the box by default. To force original aspect ratio add 2048 (+ ST_KEEP_ASPECT_RATIO) to the style. Background is ignored, *colorText* controls texture colour and opacity |\n| ST_FRAME | 64 | 0x40 | Legend like frame without background with text showing over the frame edge. Alignment has no effect. *colorText* defines both text and frame colour |\n| ST_BACKGROUND | 80 | 0x50 | Single line box with always black opaque background and thick raised beveled border |\n| ST_GROUP_BOX | 96 | 0x60 | Single line box with delicate semi-transparent background and slight border. Only text colour can be controlled |\n| ST_GROUP_BOX2 | 112 | 0x70 | Plain single line box, same as ST_SINGLE, only with a slight border similar to ST_MULTI box border |\n| ST_HUD_BACKGROUND | 128 | 0x80 | Sets special texture for corners. It was used for rounded corners in OFP, ArmA and Arma 2. In Arma 3, square corners are used everywhere, so the texture is adapted to the unified style, but the technology is not removed. In Arma 3 it looks the same as normal ST_SINGLE. Corner textures are defined in `configFile >> \"CfgInGameUI\" >> \"imageCornerElement\"` (can be set only globally for the whole game, not per control) |\n| ST_TILE_PICTURE | 144 | 0x90 | The picture is tiled according to *tileH* and *tileW* values. To force tiled picture to keep aspect ratio of original image, add 2048 (+ ST_KEEP_ASPECT_RATIO) to the style. |\n| ST_WITH_RECT | 160 | 0xA0 | Single line box frame, similar to ST_FRAME box. The text however is displayed inside the frame. Frame and text colour are set with *colorText* |\n| ST_LINE | 176 | 0xB0 | Diagonal line going from left top corner to bottom right corner. To control line direction, width *w* and height *h* parameters of the box could be negative. Line and text colour are set with *colorText* |\n| ST_UPPERCASE | 192 | 0xC0 | Forces control text to upper case |\n| ST_LOWERCASE | 208 | 0xD0 | Forces control text to lower case |\n| ST_ADDITIONAL_INFO | 3840 | 0x0F00 | ST_SHADOW + ST_NO_RECT + SL_HORZ + ST_KEEP_ASPECT_RATIO |\n| ST_SHADOW | 256 | 0x0100 |  |\n| ST_NO_RECT | 512 | 0x0200 | This style works for CT_STATIC in conjunction with ST_MULTI |\n| ST_KEEP_ASPECT_RATIO | 2048 | 0x0800 | When used with image or texture, stops it from stretching to fit the control |\n| ST_TITLE | 34 | 0x22 | ST_TITLE_BAR + ST_CENTER |\n\n#### Control Specific Styles\n\n##### CT_LISTBOX Specific Styles\n\n| Define | Decimal | Hexadecimal | Remark |\n|---|---|---|---|\n| LB_TEXTURES | 16 | 0x10 |  |\n| LB_MULTI | 32 | 0x20 | Makes CT_LISTBOX multi-selectable |\n\n##### CT_PROGRESS Specific Styles\n\n| Define | Decimal | Hexadecimal |\n|---|---|---|\n| ST_VERTICAL | 1 | 0x01 |\n| ST_HORIZONTAL | 0 | 0x00 |\n\n##### CT_SLIDER Specific Styles\n\n| Define | Decimal | Hexadecimal |\n|---|---|---|\n| SL_VERT | 0 | 0x00 |\n| SL_HORZ | 1024 | 0x0400 |\n| SL_TEXTURES | 16 | 0x10 |\n\n##### CT_TREE Specific Styles\n\n| Define | Decimal | Hexadecimal | Remark |\n|---|---|---|---|\n| TR_SHOWROOT | 1 | 0x01 | When this style is applied, all entries even with path [] can be collapsed. Use unkown. |\n| TR_AUTOCOLLAPSE | 2 | 0x02 | Use unknown |\n\n#### Control Style Definitions\n\nAll definitions can be retrieved with `\"Default\" call BIS_fnc_exportGUIBaseClasses;`.\n\n```cpp\n#define ST_LEFT                    0x00\n#define ST_RIGHT                0x01\n#define ST_CENTER                0x02\n#define ST_DOWN                    0x04\n#define ST_UP                    0x08\n#define ST_VCENTER                0x0C\n#define ST_SINGLE                0x00\n#define ST_MULTI                0x10\n#define ST_TITLE_BAR            0x20\n#define ST_PICTURE                0x30\n#define ST_FRAME                0x40\n#define ST_BACKGROUND            0x50\n#define ST_GROUP_BOX            0x60\n#define ST_GROUP_BOX2            0x70\n#define ST_HUD_BACKGROUND        0x80\n#define ST_TILE_PICTURE            0x90\n#define ST_WITH_RECT            0xA0\n#define ST_LINE                    0xB0\n#define ST_UPPERCASE            0xC0\n#define ST_LOWERCASE            0xD0\n#define ST_ADDITIONAL_INFO        0x0F00\n#define ST_SHADOW                0x0100\n#define ST_NO_RECT                0x0200\n#define ST_KEEP_ASPECT_RATIO    0x0800\n#define ST_TITLE                ST_TITLE_BAR + ST_CENTER\n#define SL_VERT                    0\n#define SL_HORZ                    0x400\n#define SL_TEXTURES                0x10\n#define ST_VERTICAL                0x01\n#define ST_HORIZONTAL            0\n#define LB_TEXTURES                0x10\n#define LB_MULTI                0x20\n#define TR_SHOWROOT                1\n#define TR_AUTOCOLLAPSE            2\n```\n\n### Positioning\n\nA detailed description of how you can achieve proper GUI placement can be found on the Arma 3: GUI Coordinates page.\n\n### Inheritance\n\nUsing inheritance can reduce your dialog class definitions significantly by standardising common attributes in base classes and just changing unique attributes in derived classes. There is no need to re-declare all attributes for every class definition.\n\n> [!NOTE]\n> Using inheritance can make your GUI config hard to read for others.\n\nView the dedicated inheritance page for more information.\n\n### Preprocessor instructions\n\nNote that you can also add your own preprocessor instructions for commonly used data, eg. for colors, to save yourself the hassle of writing it in several different places and then adapt each of them if you want to change them afterwards (especially if class inheritance is not applicable). It can also make your code more readable sometimes.\n\n#### Example Config\n\n```cpp\n#define COLOR_HALF_BLACK { 0, 0, 0, 0.5 }\n\nclass MyDialog\n{\n    idd = -1;\n    movingEnable = 1;\n    objects[] = {};\n    controlsBackground[] = { MyDialogBackground };\n\n    class MyDialogBackground : RscText\n    {\n        colorBackground[] = COLOR_HALF_BLACK;\n        x = 0.7;  y = 0.1;\n        w = 0.25; h = 0.15;\n    };\n};\n```\n\n#### Useful includes\n\nArma 3 offers a wide range of useful files which can be included to get access to some helpful macros.\n\n| Include Code | Description / Content |\n|---|---|\n| `#include \"\\a3\\3DEN\\UI\\macros.inc\"` | Defines for Eden Editor like colors, text sizes custom pixel grid macros. |\n| `#include \"\\a3\\3DEN\\UI\\macroexecs.inc\"` | Defines for Eden Editor to calculate text sizes etc. |\n| `#include \"\\a3\\ui_f\\hpp\\definedikcodes.inc\"` | Useful when working with custom shortcuts. Contains defines for key codes. |\n| `#include \"\\a3\\ui_f\\hpp\\definecommoncolors.inc\"` | Colors used in Arma 3, like background color set by the user. |\n| `#include \"\\a3\\ui_f\\hpp\\definecommongrids.inc\"` | UI grids such as GUI_GRID and all its variants. |\n| `#include \"\\a3\\ui_f\\hpp\\defineresincl.inc\"` | IDCs and IDDs of many Arma 3 UIs. |\n\n### User Interface Event Handlers\n\nUser Interface Event Handlers are a key component of any Arma 3 GUI. See User Interface Event Handlers.\n\n### Scripting\n\nThere are several functions and commands to edit your dialog after its creation. These functions and commands can be found here:\n\n- GUI Functions\n- GUI Commands\n\n### Native Arma 3 GUIs\n\nArma 3 comes with a wide varity of various displays and dialogs. They can be found in:\n\n- configFile usually with names like **Rsc**SomeDisplayName or **Display**SomeDisplayName\n\nAdditonally, Arma 3 offers some customizeable GUIs which can be accessed by scripts.\n\n- BIS_fnc_3DENShowMessage\n- BIS_fnc_guiMessage\n- BIS_fnc_GUIhint\n- hint, hintSilent, hintC\n\n### GUI References\n\nIt is sometimes a good idea so see how others created their GUIs. Here is a list of a few resources:\n\n- [Terra's Editing Extensions](https://github.com/7erra/-Terra-s-Editing-Extensions/tree/master/TER_editing/gui)\n- [A3ExtendedFunctionViewer](https://github.com/ConnorAU/A3ExtendedFunctionViewer)\n- [A3UserInputMenus](https://github.com/ConnorAU/A3UserInputMenus)\n- [A3ColorPicker](https://github.com/ConnorAU/A3ColorPicker)\n- [3den Enhanced](https://github.com/R3voA3/3den-Enhanced/tree/master/3denEnhanced/GUI)\n\n### Tips for creating GUIs\n\n- Functionality\n- Layout\n- Style\n- Behaviour\n- Customizability\n\n### Tutorials\n\n- GUI Tutorial\n\n### See Also\n\n- Arma 3: IDD List\n- Arma 3: User Interface Editor\n- Arma 3: GUI Coordinates\n- GUI Functions\n- GUI Commands\n- User Interface Event Handlers\n- Class Inheritance\n- PreProcessor Commands","sections":[{"heading":null,"level":1,"markdown":"Dialogs are one way to provide custom graphical user interface in your missions and allow interaction with the player as well as they are able to run code. They are defined as classes in the missionConfigFile (description.ext), campaignConfigFile (Campaign Description.ext) or configFile (config.cpp)."},{"heading":"Terminology","level":4,"markdown":"**GUI:** Graphical User Interface - Allows user interaction with the software through graphical controls like buttons, lists and so on.\n\n**UI:** User Interface - Allows the user to interact with the software through a console application.\n\n**IGUI:** Integrated Graphical User Interface - A term usually encountered when talking about vanilla menus in Arma 3."},{"heading":"User Interface Types","level":3,"markdown":"**Additional Information:** GUI Tutorial - createDialog vs createDisplay vs cutRsc"},{"heading":"Dialog","level":4,"markdown":"- Can be created on top of an existing display. The parent display will be hidden.\n- Player movement is blocked by dialogs.\n- Every dialog is a display, but not every display is a dialog.\n- **Commands:** createDialog, closeDialog, dialog, allControls, allDisplays"},{"heading":"Display","level":4,"markdown":"- Can be created on top of an existing display. The parent display will be hidden.\n- Player movement is not blocked by displays (unless it is blocked by the parent display).\n- **Commands:** createDisplay, closeDisplay, allControls, allDisplays"},{"heading":"HUD","level":4,"markdown":"- Can be created in a new or in an already existing layer. The user can not interact with it. Usually used to show information, like stamina, ammunition and so on.\n- **Commands:** allCutLayers, titleRsc, cutText, cutObj, cutFadeOut, setTitleEffect, allActiveTitleEffects\n\n> [!NOTE]\n> Some of these commands have different effects. See the command documentation for detailed information."},{"heading":"Display and Dialog","level":3,"markdown":"Displays and dialogs are defined in the config file. They are usually used to simplify user interactions, through controls like buttons, list boxes and so on."},{"heading":"Properties","level":4,"markdown":"| Name | Type | Remark |\n|---|---|---|\n| **idd** | Integer | The unique ID number of this dialog. Used with findDisplay to find the display. Can be -1 if no access is required from within a script. |\n| **access** | Integer | - 0 - ReadAndWrite - this is the default case where properties can still be added or overridden.<br>- 1 - ReadAndCreate - this only allows creating new properties.<br>- 2 - ReadOnly - this does not allow to do anything in deriving classes.<br>- 3 - ReadOnlyVerified - this does not allow to do anything either in deriving classes, and a CRC check will be performed. |\n| **movingEnable** | Boolean | Specifies whether the dialog can be moved or not (if enabled one of the dialogs controls should have the *moving* property set to 1 so it becomes the \"handle\" the dialog can be moved with). Doesn't seem to matter in Arma 3 |\n| **enableSimulation** | Boolean | Specifies whether the game continues while the dialog is shown or not. |\n| **onLoad** | String | Expression executed when the dialog is opened. See User Interface Event Handlers |\n| **onUnload** | String | Expression executed when the dialog is closed. See User Interface Event Handlers |\n| **controlsBackground** | Array or class | Contains class names of all background controls associated to this dialog.<br>The sequence in which the controls are listed will decide their z-index (i.e. the last ones will on top of the first ones). |\n| **controls** | Array or class | Contains class names of all foreground controls associated to this dialog. |\n| **objects** | Array or class | List of all DialogControls-Objects type controls |"},{"heading":"Example Config","level":4,"markdown":"```cpp\nclass DefaultDialog\n{\n    idd = -1;\n    access = 0;\n    movingEnable = true;\n    onLoad = \"hint str _this\";\n    onUnload  = \"hint str _this\";\n    enableSimulation = false;\n    class ControlsBackground\n    {\n        //Background controls\n    };\n    class Controls\n    {\n        //Controls\n    };\n    class Objects\n    {\n        //Objects\n    };\n};\n```"},{"heading":"Opening a display or dialog","level":4,"markdown":"There are two ways of creating a display or dialog. One can either use createDialog or createDisplay command."},{"heading":"Closing a display or dialog","level":4,"markdown":"There are several ways to close a dialog:\n\n- Pressing <kbd>Esc</kbd>\n- Clicking a button with IDC 0, 1 or 2\n- closeDialog\n- closeDisplay"},{"heading":"Exit Codes","level":5,"markdown":"Exit codes are a way to determine in what way a display was closed. The onUnload UIEH has the exit code as one of its parameters. This way you can handle different user decisions, eg. save a value if the user confirms it or discard changes when the user pressed a cancel button. Macros for the different exit codes can be found in `\\a3\\ui_f\\hpp\\defineResincl.inc`:\n\n```cpp\n// Predefined controls\n#define IDC_OK                1\n#define IDC_CANCEL            2\n#define IDC_AUTOCANCEL        3\n#define IDC_ABORT            4\n#define IDC_RESTART            5\n#define IDC_USER_BUTTON        6\n#define IDC_EXIT_TO_MAIN    7\n```\n\n| Exit Code | Macro | Comment |\n|---|---|---|\n| 1 | IDC_OK | Dialog was closed with a positive outcome |\n| 2 | IDC_CANCEL | Dialog was closed with a negative outcome |\n| 3 | IDC_AUTOCANCEL | ? |\n| 4 | IDC_ABORT | When used on the mission display (Display #46) it simulates \"Save and Exit\" button from escape menu |\n| 5 | IDC_RESTART | ? |\n| 6 | IDC_USER_BUTTON | ? |\n| 7 | IDC_EXIT_TO_MAIN | ? |"},{"heading":"HUDs","level":3,"markdown":"HUDs are defined in the class RscTitles, unlike displays or dialogs which are root classes in the config file. Additionally, their properties are different."},{"heading":"Properties","level":4,"markdown":"| Name | Type | Remark |\n|---|---|---|\n| **idd** | Integer | The unique ID number of this HUD. Used with findDisplay to find the display. Can be -1 if no access is required from within a script. |\n| **fadeIn** | Integer | Duration of fade in effect when opening in seconds. |\n| **fadeOut** | Integer | Duration of fade out effect when closing in seconds. |\n| **duration** | Integer | Duration the HUD is displayed after opening in seconds. Use a very large number to have it always open. |\n| **onLoad** | String | Expression executed when the dialog is opened. See User Interface Event Handlers |\n| **onUnload** | String | Expression executed when the dialog is closed. See User Interface Event Handlers |\n| **controls** | Array | Contains class names of all foreground controls associated to this dialog. |"},{"heading":"Example Config","level":4,"markdown":"```cpp\n#include \"\\a3\\ui_f\\hpp\\definecommongrids.inc\"\n\nclass RscTitles\n{\n    class RscInfoText\n    {\n        idd = 3100;\n        fadein = 0;\n        fadeout = 0;\n        duration = 1e+011;\n        onLoad = \"uinamespace setVariable ['BIS_InfoText',_this select 0]\";\n        onUnLoad = \"uinamespace setVariable ['BIS_InfoText', nil]\";\n        class Controls\n        {\n            class InfoText\n            {\n                idc = 3101;\n                style = \"0x01 + 0x10 + 0x200 + 0x100\";\n                font = \"RobotoCondensedBold\";\n                x = \"(profileNamespace getVariable [\"\"IGUI_GRID_MISSION_X\"\", (safezoneX + safezoneW - 21 * (GUI_GRID_WAbs / 40))])\";\n                y = \"(profileNamespace getVariable [\"\"IGUI_GRID_MISSION_Y\"\", (safezoneY + safezoneH - 10.5 * (GUI_GRID_HAbs / 25))])\";\n                w = \"20 * (GUI_GRID_WAbs / 40)\";\n                h = \"5 * ((GUI_GRID_WAbs / 1.2) / 25)\";\n                colorText[] = {1,1,1,1};\n                colorBackground[] = {0,0,0,0};\n                text = \"\";\n                lineSpacing = 1;\n                sizeEx = 0.045;\n                fixedWidth = 1;\n                deletable = 0;\n                fade = 0;\n                access = 0;\n                type = 0;\n                shadow = 1;\n                colorShadow[] = {0,0,0,0.5};\n                tooltipColorText[] = {1,1,1,1};\n                tooltipColorBox[] = {1,1,1,1};\n                tooltipColorShade[] = {0,0,0,0.65};\n            };\n        };\n    };\n};\n```"},{"heading":"Controls","level":3,"markdown":"Controls are used to allow the player to interact with the GUI. Controls range from simple rectangles to 3D objects.\nLike dialogs, displays and HUDs, controls can have a unique ID to access them from within scripts. The classname of controls have to be unique.\n\nWhat properties a control needs is defined by its *type* property. However most controls share a set of properties described in the following sections.\nFor control specific properties visit the corresponding pages."},{"heading":"Common Properties","level":4,"markdown":"| Name | Type | Remark |\n|---|---|---|\n| **idc** | Integer | The unique ID number of this control. Can be -1 if you don't require access to the control itself from within a script.<br>Special (button) IDCs (according to \\a3\\ui_f\\hpp\\defineResincl.inc):<br>- 1: OK (closes display when clicked upon, raises exit code 1 in the onUnload UIEH)<br>- 2: Cancel (closes display when clicked upon, raises exit code 2 in the onUnload UIEH)<br>- 3: Auto cancel<br>- 4: Abort<br>- 5: Restart<br>- 6: User button<br>- 7: Exit to main<br>While the purposes of idcs 3 to 7 remain unknown, it is advisable to give all of your controls larger numbers, eg. 100. |\n| **moving** | Boolean | Whether the dialog will be moved if this control is dragged (may require \"movingEnable\" to be 1 in the dialog. In Arma 3 works regardless). Another way of allowing moving of the dialog is to have control of style ST_TITLE_BAR |\n| **type** | Integer | See Control Types |\n| **style** | Integer | See Control Styles. `style = \"0x400+0x02+0x10\";` |\n| **x/y/w/h** | Number | The position and size of the control in fractions of screen size. |\n| **sizeEx** | Number | The font size of text in fractions of screen size. Behaves similar to **h** property. For some controls it is named **size**. |\n| **font** | String | The font to use. See the list of available fonts for possible values. |\n| **colorText** | Array | Text color |\n| **colorBackground** | Array | Background color |\n| **text** | String | The text **or picture** to display. |\n| **shadow** | Integer | Can be applied to most controls (0 = no shadow, 1 = drop shadow with soft edges, 2 = stroke). |\n| **tooltip** | String | Text to display in a tooltip when control is moused over. A tooltip can be added to any control type except CT_STATIC and CT_STRUCTURED_TEXT. Note: As of Arma 3 v1.48, most controls now support tooltips. A linebreak can be created by adding **\\n**. |\n| **tooltipColorShade** | Array | Tooltip background color |\n| **tooltipColorText** | Array | Tooltip text color |\n| **tooltipColorBox** | Array | Tooltip border color |\n| **autocomplete** | String | (where applicable) Option for entry fields (e.g. RscEdit) to activate autocompletion. For known script commands and functions use autocomplete = \"scripting\". |\n| **url** | String | (where applicable) URL which will be opened when clicking on the control. Used on e.g. a button control. Does not utilize the Steam Overlay browser if enabled by default, opens the link in the default browser set by the OS. |\n| **overlayMode** | Number | Arma 3 v2.10 (where applicable) 0 - opens URL in default browser; 1 - opens URL in Steam overlay id enabled, otherwise in default browser; 2 - opens URL in Steam overlay, shows error message box (with button to use default browser) if Steam overlay is disabled. |\n\nA property to enable or disable a control does not exist (because of implementation issues). However, there is a simple workaround based on the onLoad UI Event Handler that can be used to disable a control in the config:\n\n```cpp\nonLoad = \"(_this # 0) ctrlEnable false;\";\n```"},{"heading":"Attributes Class","level":4,"markdown":"| Name | Type | Remark |\n|---|---|---|\n| **font** | String | Available Fonts |\n| **color** | HTML color | [HTML Color Codes](https://html-color-codes.info/) |\n| **align** | String | \"center\", \"left\", \"right\" |\n| **shadow** | Integer | 0 = no shadow, 1 = drop shadow with soft edges, 2 = stroke |"},{"heading":"AttributesImage Class","level":4,"markdown":"| Name | Type | Remark |\n|---|---|---|\n| **font** | String | Available Fonts (Optional) |\n| **color** | HTML color | [HTML Color Codes](https://html-color-codes.info/) |\n| **align** | String | \"center\", \"left\", \"Right\" (optional) |"},{"heading":"Example Config","level":4,"markdown":"```cpp\n#include \"\\a3\\ui_f\\hpp\\definecommongrids.inc\"\n\nclass RscButton\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = 1;\n    text = \"\";\n    colorText[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorBackground[] = {0,0,0,0.5};\n    colorBackgroundDisabled[] = {0,0,0,0.5};\n    colorBackgroundActive[] = {0,0,0,1};\n    colorFocused[] = {0,0,0,1};\n    colorShadow[] = {0,0,0,0};\n    colorBorder[] = {0,0,0,1};\n    soundEnter[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEnter\",0.09,1};\n    soundPush[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundPush\",0.09,1};\n    soundClick[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundClick\",0.09,1};\n    soundEscape[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEscape\",0.09,1};\n    idc = -1;\n    style = 2;\n    x = 0;\n    y = 0;\n    w = 0.095589;\n    h = 0.039216;\n    shadow = 2;\n    font = \"RobotoCondensed\";\n    sizeEx = \"GUI_GRID_HAbs / 25\";\n    url = \"\";\n    offsetX = 0;\n    offsetY = 0;\n    offsetPressedX = 0;\n    offsetPressedY = 0;\n    borderSize = 0;\n};\n```"},{"heading":"Control Types","level":3,"markdown":"The type property of controls defines what type of control they are. For example an edit box has the type 2.\nThere is an ingame dialog with examples of how the control types look and act like:\n\n```sqf\ncreateDialog \"RscTestControlTypes\";\n```"},{"heading":"Control Type Definitions","level":4,"markdown":"All definitions can be retrieved with `\"Default\" call BIS_fnc_exportGUIBaseClasses;`.\n\n```cpp\n#define CT_STATIC                  0\n#define CT_BUTTON                  1\n#define CT_EDIT                      2\n#define CT_SLIDER                  3\n#define CT_COMBO                  4\n#define CT_LISTBOX                  5\n#define CT_TOOLBOX                  6\n#define CT_CHECKBOXES              7\n#define CT_PROGRESS                  8\n#define CT_HTML                      9\n#define CT_STATIC_SKEW             10\n#define CT_ACTIVETEXT             11\n#define CT_TREE                     12\n#define CT_STRUCTURED_TEXT         13\n#define CT_CONTEXT_MENU             14\n#define CT_CONTROLS_GROUP         15\n#define CT_SHORTCUTBUTTON         16\n#define CT_HITZONES                 17\n#define CT_VEHICLETOGGLES         18\n#define CT_CONTROLS_TABLE         19\n#define CT_XKEYDESC                 40\n#define CT_XBUTTON                 41\n#define CT_XLISTBOX                 42\n#define CT_XSLIDER                 43\n#define CT_XCOMBO                 44\n#define CT_ANIMATED_TEXTURE         45\n#define CT_MENU                     46\n#define CT_MENU_STRIP             47\n#define CT_CHECKBOX                 77\n#define CT_OBJECT                 80\n#define CT_OBJECT_ZOOM             81\n#define CT_OBJECT_CONTAINER         82\n#define CT_OBJECT_CONT_ANIM         83\n#define CT_LINEBREAK             98\n#define CT_USER                     99\n#define CT_MAP                    100\n#define CT_MAP_MAIN                101\n#define CT_LISTNBOX                102\n#define CT_ITEMSLOT                103\n#define CT_LISTNBOX_CHECKABLE    104\n#define CT_VEHICLE_DIRECTION    105\n```"},{"heading":"Control Styles","level":3,"markdown":"To further customize controls there are several different styles for each control type available.\n\nTo get an idea of how the styles look like you can create the following dialog:\n\n```sqf\ncreateDialog \"RscTestControlStyles\";\n```\n\n> [!IMPORTANT]\n> Note that drawing of vertical text is not supported and any attempt to use `ST_UP`, `ST_DOWN`, `ST_VCENTER` is likely to result in the following *.rpt* spam:\n> `Obsolete, sizeH and sizeW calculation missing`\n> In addition, `ST_UP`, `ST_DOWN`, `ST_VCENTER` are stand alone styles and should not be mixed with any other styles\n\n| Define | Decimal | Hexadecimal | Remark |\n|---|---|---|---|\n| ST_LEFT | 0 | 0x00 | Default, text left aligned |\n| ST_RIGHT | 1 | 0x01 | Modifier, adding this to another style will force text to be aligned to the right |\n| ST_CENTER | 2 | 0x02 | Modifier, adding this to another style will force text to be centered |\n| ST_DOWN | 4 | 0x04 | Vertical text alignment (See the note above) |\n| ST_UP | 8 | 0x08 | Vertical text alignment (See the note above) |\n| ST_VCENTER | 12 | 0x0C | Vertical text alignment, same as ST_DOWN + ST_UP (See the note above) |\n| ST_SINGLE | 0 | 0x00 | Plain single line box without a border |\n| ST_MULTI | 16 | 0x10 | Plain multiple line box with a slight border. To remove border add 512 (+ ST_NO_RECT) to the style (style 528, 529 and 530 are therefore border-less). Additional parameter *lineSpacing* is required for this style. *lineSpacing* = 1; is normal line spacing. Any **\\n** character in the text string will be interpreted as new line. |\n| ST_TITLE_BAR | 32 | 0x20 | Plain single line box with semi-transparent background and somewhat embossed border. When this style is used, the dialog containing control becomes draggable by this control |\n| ST_PICTURE | 48 | 0x30 | Border-less picture box. Text string is treated as a path to a texture. Alignment has no effect. The texture is stretched to fit the box by default. To force original aspect ratio add 2048 (+ ST_KEEP_ASPECT_RATIO) to the style. Background is ignored, *colorText* controls texture colour and opacity |\n| ST_FRAME | 64 | 0x40 | Legend like frame without background with text showing over the frame edge. Alignment has no effect. *colorText* defines both text and frame colour |\n| ST_BACKGROUND | 80 | 0x50 | Single line box with always black opaque background and thick raised beveled border |\n| ST_GROUP_BOX | 96 | 0x60 | Single line box with delicate semi-transparent background and slight border. Only text colour can be controlled |\n| ST_GROUP_BOX2 | 112 | 0x70 | Plain single line box, same as ST_SINGLE, only with a slight border similar to ST_MULTI box border |\n| ST_HUD_BACKGROUND | 128 | 0x80 | Sets special texture for corners. It was used for rounded corners in OFP, ArmA and Arma 2. In Arma 3, square corners are used everywhere, so the texture is adapted to the unified style, but the technology is not removed. In Arma 3 it looks the same as normal ST_SINGLE. Corner textures are defined in `configFile >> \"CfgInGameUI\" >> \"imageCornerElement\"` (can be set only globally for the whole game, not per control) |\n| ST_TILE_PICTURE | 144 | 0x90 | The picture is tiled according to *tileH* and *tileW* values. To force tiled picture to keep aspect ratio of original image, add 2048 (+ ST_KEEP_ASPECT_RATIO) to the style. |\n| ST_WITH_RECT | 160 | 0xA0 | Single line box frame, similar to ST_FRAME box. The text however is displayed inside the frame. Frame and text colour are set with *colorText* |\n| ST_LINE | 176 | 0xB0 | Diagonal line going from left top corner to bottom right corner. To control line direction, width *w* and height *h* parameters of the box could be negative. Line and text colour are set with *colorText* |\n| ST_UPPERCASE | 192 | 0xC0 | Forces control text to upper case |\n| ST_LOWERCASE | 208 | 0xD0 | Forces control text to lower case |\n| ST_ADDITIONAL_INFO | 3840 | 0x0F00 | ST_SHADOW + ST_NO_RECT + SL_HORZ + ST_KEEP_ASPECT_RATIO |\n| ST_SHADOW | 256 | 0x0100 |  |\n| ST_NO_RECT | 512 | 0x0200 | This style works for CT_STATIC in conjunction with ST_MULTI |\n| ST_KEEP_ASPECT_RATIO | 2048 | 0x0800 | When used with image or texture, stops it from stretching to fit the control |\n| ST_TITLE | 34 | 0x22 | ST_TITLE_BAR + ST_CENTER |"},{"heading":"Control Specific Styles","level":4,"markdown":""},{"heading":"CT_LISTBOX Specific Styles","level":5,"markdown":"| Define | Decimal | Hexadecimal | Remark |\n|---|---|---|---|\n| LB_TEXTURES | 16 | 0x10 |  |\n| LB_MULTI | 32 | 0x20 | Makes CT_LISTBOX multi-selectable |"},{"heading":"CT_PROGRESS Specific Styles","level":5,"markdown":"| Define | Decimal | Hexadecimal |\n|---|---|---|\n| ST_VERTICAL | 1 | 0x01 |\n| ST_HORIZONTAL | 0 | 0x00 |"},{"heading":"CT_SLIDER Specific Styles","level":5,"markdown":"| Define | Decimal | Hexadecimal |\n|---|---|---|\n| SL_VERT | 0 | 0x00 |\n| SL_HORZ | 1024 | 0x0400 |\n| SL_TEXTURES | 16 | 0x10 |"},{"heading":"CT_TREE Specific Styles","level":5,"markdown":"| Define | Decimal | Hexadecimal | Remark |\n|---|---|---|---|\n| TR_SHOWROOT | 1 | 0x01 | When this style is applied, all entries even with path [] can be collapsed. Use unkown. |\n| TR_AUTOCOLLAPSE | 2 | 0x02 | Use unknown |"},{"heading":"Control Style Definitions","level":4,"markdown":"All definitions can be retrieved with `\"Default\" call BIS_fnc_exportGUIBaseClasses;`.\n\n```cpp\n#define ST_LEFT                    0x00\n#define ST_RIGHT                0x01\n#define ST_CENTER                0x02\n#define ST_DOWN                    0x04\n#define ST_UP                    0x08\n#define ST_VCENTER                0x0C\n#define ST_SINGLE                0x00\n#define ST_MULTI                0x10\n#define ST_TITLE_BAR            0x20\n#define ST_PICTURE                0x30\n#define ST_FRAME                0x40\n#define ST_BACKGROUND            0x50\n#define ST_GROUP_BOX            0x60\n#define ST_GROUP_BOX2            0x70\n#define ST_HUD_BACKGROUND        0x80\n#define ST_TILE_PICTURE            0x90\n#define ST_WITH_RECT            0xA0\n#define ST_LINE                    0xB0\n#define ST_UPPERCASE            0xC0\n#define ST_LOWERCASE            0xD0\n#define ST_ADDITIONAL_INFO        0x0F00\n#define ST_SHADOW                0x0100\n#define ST_NO_RECT                0x0200\n#define ST_KEEP_ASPECT_RATIO    0x0800\n#define ST_TITLE                ST_TITLE_BAR + ST_CENTER\n#define SL_VERT                    0\n#define SL_HORZ                    0x400\n#define SL_TEXTURES                0x10\n#define ST_VERTICAL                0x01\n#define ST_HORIZONTAL            0\n#define LB_TEXTURES                0x10\n#define LB_MULTI                0x20\n#define TR_SHOWROOT                1\n#define TR_AUTOCOLLAPSE            2\n```"},{"heading":"Positioning","level":3,"markdown":"A detailed description of how you can achieve proper GUI placement can be found on the Arma 3: GUI Coordinates page."},{"heading":"Inheritance","level":3,"markdown":"Using inheritance can reduce your dialog class definitions significantly by standardising common attributes in base classes and just changing unique attributes in derived classes. There is no need to re-declare all attributes for every class definition.\n\n> [!NOTE]\n> Using inheritance can make your GUI config hard to read for others.\n\nView the dedicated inheritance page for more information."},{"heading":"Preprocessor instructions","level":3,"markdown":"Note that you can also add your own preprocessor instructions for commonly used data, eg. for colors, to save yourself the hassle of writing it in several different places and then adapt each of them if you want to change them afterwards (especially if class inheritance is not applicable). It can also make your code more readable sometimes."},{"heading":"Example Config","level":4,"markdown":"```cpp\n#define COLOR_HALF_BLACK { 0, 0, 0, 0.5 }\n\nclass MyDialog\n{\n    idd = -1;\n    movingEnable = 1;\n    objects[] = {};\n    controlsBackground[] = { MyDialogBackground };\n\n    class MyDialogBackground : RscText\n    {\n        colorBackground[] = COLOR_HALF_BLACK;\n        x = 0.7;  y = 0.1;\n        w = 0.25; h = 0.15;\n    };\n};\n```"},{"heading":"Useful includes","level":4,"markdown":"Arma 3 offers a wide range of useful files which can be included to get access to some helpful macros.\n\n| Include Code | Description / Content |\n|---|---|\n| `#include \"\\a3\\3DEN\\UI\\macros.inc\"` | Defines for Eden Editor like colors, text sizes custom pixel grid macros. |\n| `#include \"\\a3\\3DEN\\UI\\macroexecs.inc\"` | Defines for Eden Editor to calculate text sizes etc. |\n| `#include \"\\a3\\ui_f\\hpp\\definedikcodes.inc\"` | Useful when working with custom shortcuts. Contains defines for key codes. |\n| `#include \"\\a3\\ui_f\\hpp\\definecommoncolors.inc\"` | Colors used in Arma 3, like background color set by the user. |\n| `#include \"\\a3\\ui_f\\hpp\\definecommongrids.inc\"` | UI grids such as GUI_GRID and all its variants. |\n| `#include \"\\a3\\ui_f\\hpp\\defineresincl.inc\"` | IDCs and IDDs of many Arma 3 UIs. |"},{"heading":"User Interface Event Handlers","level":3,"markdown":"User Interface Event Handlers are a key component of any Arma 3 GUI. See User Interface Event Handlers."},{"heading":"Scripting","level":3,"markdown":"There are several functions and commands to edit your dialog after its creation. These functions and commands can be found here:\n\n- GUI Functions\n- GUI Commands"},{"heading":"Native Arma 3 GUIs","level":3,"markdown":"Arma 3 comes with a wide varity of various displays and dialogs. They can be found in:\n\n- configFile usually with names like **Rsc**SomeDisplayName or **Display**SomeDisplayName\n\nAdditonally, Arma 3 offers some customizeable GUIs which can be accessed by scripts.\n\n- BIS_fnc_3DENShowMessage\n- BIS_fnc_guiMessage\n- BIS_fnc_GUIhint\n- hint, hintSilent, hintC"},{"heading":"GUI References","level":3,"markdown":"It is sometimes a good idea so see how others created their GUIs. Here is a list of a few resources:\n\n- [Terra's Editing Extensions](https://github.com/7erra/-Terra-s-Editing-Extensions/tree/master/TER_editing/gui)\n- [A3ExtendedFunctionViewer](https://github.com/ConnorAU/A3ExtendedFunctionViewer)\n- [A3UserInputMenus](https://github.com/ConnorAU/A3UserInputMenus)\n- [A3ColorPicker](https://github.com/ConnorAU/A3ColorPicker)\n- [3den Enhanced](https://github.com/R3voA3/3den-Enhanced/tree/master/3denEnhanced/GUI)"},{"heading":"Tips for creating GUIs","level":3,"markdown":"- Functionality\n- Layout\n- Style\n- Behaviour\n- Customizability"},{"heading":"Tutorials","level":3,"markdown":"- GUI Tutorial"},{"heading":"See Also","level":3,"markdown":"- Arma 3: IDD List\n- Arma 3: User Interface Editor\n- Arma 3: GUI Coordinates\n- GUI Functions\n- GUI Commands\n- User Interface Event Handlers\n- Class Inheritance\n- PreProcessor Commands"}],"categories":["GUI Topics","Stubs"],"groups":["GUI"]},{"name":"Arma: Mod Folders","title":"Arma: Mod Folders","type":"topic","url":"https://community.bistudio.com/wiki/Arma:_Mod_Folders","revid":352128,"updated":"2024-02-01T23:25:08Z","aliases":["Modfolders"],"markdown":"> [!NOTE]\n> **Arma 3:** While most of the following information is still valid for Arma 3, it is recommended to use the Arma 3: Launcher for mod management.\n\nCustom **mod folders** is a concept that was introduced with Operation Flashpoint. It allows addon makers and players to completely change most aspects of the game.\nThey were introduced with the release Operation Flashpoint: Resistance, which also became the first total conversion.\n\n> [!NOTE]\n> It has become a common practice to start mod folder names with a \"@\" in front of the name to distinguish them from other files in the Arma directory. However, this is '*optional*.\n\n150\n\n#### Making it Work\n\nTo load and use a mod folder it has to be added to the game's Startup Parameters \"-mod\".\nThis is done by creating a new executable shortcut and editing the startup parameters.\n\nIf for example you are trying to load a mod named @test the startup command might look like this:\n\n`C:\\Program Files\\Codemasters\\OperationFlashpoint\\FLASHPOINTRESISTANCE.EXE\" -mod=@test`\n\nTo load several mods separate their names with the \"**;**\" character.\n`C:\\Program Files\\Codemasters\\OperationFlashpoint\\FLASHPOINTRESISTANCE.EXE\" -mod=@test;@test2`\n\n#### How it Works\n\nThe \"-mod\" parameter defines a path the engine will use to load data files when loading the game.\n\n> [!IMPORTANT]\n> If running Operation Flashpoint, it is important to remember that the *RES* mod will automatically be added first to the list of mod folders.\n\nA mod folder can contain all the data that your Arma install folder can contain. This includes missions, campaigns, and addons subfolders, etc.\nThe most common use of mod folders is to organize addon .pbo files.\n\n#### Addon Mod Folders\n\nSince most players today have a very large number of extra addons installed it has become a common practice to divide them into addon mod folders.\nThe benefit of this practice is that the engine only has to load the addons in the mod folders specified by the player, lowering memory usage significantly.\nTo create an addon mod folder simple pick a name and create the directories \"@myname\\Addons\\\" in the game's directory.\nNext place all addons you want in this mod folder into this directory and add \"@myname\" to your \"-mod\" list when these addons are needed.\n\nTo make this easier you might wish to create several shortcuts loading different mod folders.\n\nThe main drawback of this technique is that it is hard for other players in multiplayer games to know what kind of changes you are playing with as mod folders can be used to make beneficial configuration changes to the game, in other words cheat.\n\n#### Conflicting Addons / Addon Load Order\n\nSince Armed Assault, it is possible for addons to modify classes in other addons, including those in the game's core \"addons\". If the user installs two addons that try to modify the same property of a given class (for example, the model property of the basic soldier class), then obviously both addons can not work as intended (together in the same install, that is).\n\nIn these cases, there is almost nothing that the user can do to determine which addon takes \"priority\". Inside of the addons themselves is a property called \"requiredAddons\", which determines addon load order, regardless of mod folder order. See CfgPatches.","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> **Arma 3:** While most of the following information is still valid for Arma 3, it is recommended to use the Arma 3: Launcher for mod management.\n\nCustom **mod folders** is a concept that was introduced with Operation Flashpoint. It allows addon makers and players to completely change most aspects of the game.\nThey were introduced with the release Operation Flashpoint: Resistance, which also became the first total conversion.\n\n> [!NOTE]\n> It has become a common practice to start mod folder names with a \"@\" in front of the name to distinguish them from other files in the Arma directory. However, this is '*optional*.\n\n150"},{"heading":"Making it Work","level":4,"markdown":"To load and use a mod folder it has to be added to the game's Startup Parameters \"-mod\".\nThis is done by creating a new executable shortcut and editing the startup parameters.\n\nIf for example you are trying to load a mod named @test the startup command might look like this:\n\n`C:\\Program Files\\Codemasters\\OperationFlashpoint\\FLASHPOINTRESISTANCE.EXE\" -mod=@test`\n\nTo load several mods separate their names with the \"**;**\" character.\n`C:\\Program Files\\Codemasters\\OperationFlashpoint\\FLASHPOINTRESISTANCE.EXE\" -mod=@test;@test2`"},{"heading":"How it Works","level":4,"markdown":"The \"-mod\" parameter defines a path the engine will use to load data files when loading the game.\n\n> [!IMPORTANT]\n> If running Operation Flashpoint, it is important to remember that the *RES* mod will automatically be added first to the list of mod folders.\n\nA mod folder can contain all the data that your Arma install folder can contain. This includes missions, campaigns, and addons subfolders, etc.\nThe most common use of mod folders is to organize addon .pbo files."},{"heading":"Addon Mod Folders","level":4,"markdown":"Since most players today have a very large number of extra addons installed it has become a common practice to divide them into addon mod folders.\nThe benefit of this practice is that the engine only has to load the addons in the mod folders specified by the player, lowering memory usage significantly.\nTo create an addon mod folder simple pick a name and create the directories \"@myname\\Addons\\\" in the game's directory.\nNext place all addons you want in this mod folder into this directory and add \"@myname\" to your \"-mod\" list when these addons are needed.\n\nTo make this easier you might wish to create several shortcuts loading different mod folders.\n\nThe main drawback of this technique is that it is hard for other players in multiplayer games to know what kind of changes you are playing with as mod folders can be used to make beneficial configuration changes to the game, in other words cheat."},{"heading":"Conflicting Addons / Addon Load Order","level":4,"markdown":"Since Armed Assault, it is possible for addons to modify classes in other addons, including those in the game's core \"addons\". If the user installs two addons that try to modify the same property of a given class (for example, the model property of the basic soldier class), then obviously both addons can not work as intended (together in the same install, that is).\n\nIn these cases, there is almost nothing that the user can do to determine which addon takes \"priority\". Inside of the addons themselves is a property called \"requiredAddons\", which determines addon load order, regardless of mod folder order. See CfgPatches."}],"categories":["ArmA: Armed Assault: Tips","Startup Parameters"],"groups":["Multiplayer and Server"]},{"name":"Array","title":"Array","type":"topic","url":"https://community.bistudio.com/wiki/Array","revid":378805,"updated":"2026-06-29T16:53:01Z","aliases":[],"markdown":"An **Array** is a list of items of varying variable types (including other arrays). Different types can coexist within the same array.\n\nSee also: Arrays\n\n> [!WARNING]\n> Since Arma 3 v1.56, arrays are limited to maximum of **9,999,999** (sometimes 10,000,000) elements.\n\n### Working With Arrays\n\n#### Array Properties\n\nAn array variable is a **reference** to the array (see [Wikipedia reference page](https://en.wikipedia.org/wiki/Reference_(computer_science)));\nthis means that if the array is edited, all the scripts/functions using a reference to this array will see the edition.\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\"];\nprivate _myNewArray = _myArray;\n_myArray set [1, \"z\"];\n_myNewArray select 1; // will be \"z\"\n```\n\nAn array set through setVariable does not need to be assigned again if you modify it by reference:\n\n```sqf\nplayer setVariable [\"myArray\", [\"a\", \"b\", \"c\"]];\nprivate _myArray = player getVariable \"myArray\";\n_myArray set [1, \"z\"];\nplayer getVariable \"myArray\"; // is [\"a\", \"z\", \"c\"]\n```\n\n#### Array Creation\n\n```sqf\n// Example of an empty array\nprivate _myArray = [];\ncount _myArray;            // returns 0\n\n// Example of a filled array\nprivate _myFilledArray = [\"abc\", \"def\"];\ncount _myFilledArray;    // returns 2\n```\n\nAn array can hold another array within it, that can hold another array itself, etc:\n\n```sqf\nprivate _myArray = [[\"my\", \"subArray\", 1], [\"mySubArray2\"], [[\"my\", \"sub\", \"sub\", \"array\"]]];\ncount   _myArray;                        // returns 3\ncount  (_myArray select 0);                // returns 3\ncount  (_myArray select 1);                // returns 1\ncount  (_myArray select 2);                // returns 1\ncount ((_myArray select 2) select 0);    // returns 4\n```\n\n#### Getting an element\n\nAn array uses a zero-based index for its elements:\n\n```sqf\nprivate _myArray = [\"first item\", \"second item\", \"third item\"];\n_myArray select 0;    // returns \"first item\"\n_myArray # 2;        // returns \"third item\" - Arma 3 only\n```\n\n#### Setting an Element\n\n```sqf\nprivate _myArray = [\"first item\", \"second item\", \"third item\"];\n_myArray select 1;                    // returns \"second item\"\n_myArray set [1, \"hello there\"];    // _myArray is [\"first item\", \"hello there\", \"third item\"]\n```\n\n> [!IMPORTANT]\n> If the index given to the set command is out of bounds, the array will resize to incorporate the index *as its last value*.\n> All the \"empty spaces\" between the last valid element and the new set element will be filled with nil\n\n#### Counting elements\n\n```sqf\nprivate _myArray = [\"first item\", [\"second item's subitem 1\", \"second item's subitem 2\"], \"third item\"];\ncount _myArray; // returns 3 - arrays are not counted recursively\n```\n\n#### Changing array size\n\nThe resize command is made to reduce or expand an array:\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"d\", \"e\"];\n_myArray resize 3; // _myArray is [\"a\", \"b\", \"c\"]\n```\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\"];\n_myArray resize 5; // _myArray is [\"a\", \"b\", \"c\", nil, nil]\n```\n\n> [!IMPORTANT]\n> You do **not** need to extend an array before adding any elements.\n\n#### Array Copy\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\"];\nprivate _myNewArray = _myArray;\n_myArray set [1, \"z\"];\n_myNewArray select 1; // will be \"z\"\n```\n\n```sqf\nprivate _myArray = [[\"a\", \"b\", \"c\"], [\"d\", \"e\", \"f\"]];\nprivate _subArray1 = _myArray select 0;\n_subArray1 set [1, \"z\"];\n// _subArray1 is now [\"a\", \"z\", \"c\"]\n// _myArray is now [[\"a\", \"z\", \"c\"], [\"d\", \"e\", \"f\"]]\n```\n\nIn order to avoid this behaviour, **copy** the array with + (plus):\n\n```sqf\n// making copy\nprivate _myArray = [\"a\", \"b\", \"c\"];\nprivate _myNewArray = +_myArray;\n_myArray set [1, \"z\"];\n_myNewArray select 1; // still \"b\"\n```\n\nSub-arrays are also deep-copied; `_myNewArray` will not point at the same sub-array instances.\n\n#### Adding (Appending) Elements\n\nIn Arma 3 use append and pushBack commands:\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\"];\n_myArray pushBack \"d\";        // _myArray is [\"a\", \"b\", \"c\", \"d\"] - pushback = add the element at the end\n_myArray append [\"e\", \"f\"];    // _myArray is [\"a\", \"b\", \"c\", \"d\", \"e\", \"f\"] - append = pushback for each provided items\n```\n\nYou could also use the plus (+) operator to add arrays.\nThe difference is that addition returns a copy of array and thus a little slower than append and pushBack, which modify the target array.\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\"];\n_myArray = _myArray + [\"d\"];        // _myArray is [\"a\", \"b\", \"c\", \"d\"]\n_myArray = _myArray + [\"e\", \"f\"];    // _myArray is [\"a\", \"b\", \"c\", \"d\", \"e\", \"f\"]\n```\n\n#### Removing (Deleting) Elements\n\nIn Arma 3 the deleteAt and deleteRange commands are available:\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"d\", \"e\"];\n_myArray deleteAt 0; // _myArray is [\"b\", \"c\", \"d\", \"e\"]\n```\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"d\", \"e\"];\n_myArray deleteRange [1, 2];    // _myArray is [\"a\", \"d\", \"e\"]\n```\n\nYou can also use the minus (-) operator to subtract arrays.\nThe subtraction returns array copy, just like addition, and is not as fast as deleteAt and deleteRange which modify target arrays.\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"d\", \"e\"];\n_myArray = _myArray - [\"a\"]; // _myArray is [\"b\", \"c\", \"d\", \"e\"]\n```\n\nIn Arma 3 it became possible to also subtract nested arrays:\n\n```sqf\nprivate _myArray = [[\"a\", \"b\", \"c\"], [\"d\", \"e\", \"f\"], [\"g\", \"h\", \"i\"]];\n_myArray = _myArray - [[\"d\", \"e\", \"f\"]]; // _myArray is [[\"a\", \"b\", \"c\"], [\"g\", \"h\", \"i\"]]\n```\n\nThe subtraction will remove *all* elements of the second array from the first one:\n\n```sqf\n_myArray = [\"a\", \"b\", \"c\", \"a\", \"b\", \"c\"] - [\"a\", \"b\"]; // _myArray is [\"c\", \"c\"]\n```\n\nThe solution to this issue is the combined use of set and an item that you know is **not** present in the array:\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"a\", \"b\", \"c\"];\n_myArray set [2, objNull];            // _myArray is [\"a\", \"b\", objNull, \"a\", \"b\", \"c\"]\n_myArray = _myArray - [objNull];    // _myArray is [\"a\", \"b\", \"a\", \"b\", \"c\"]\n```\n\nUsing this technique, it is possible to mimic deleteRange behaviour this way:\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"d\", \"e\"];\n{ _myArray set [_x, objNull] } forEach [1, 2];    // _myArray is [\"a\", objNull, objNull, \"d\", \"e\"]\n_array = _array - [objNull];                    // _myArray is [\"a\", \"d\", \"e\"]\n```\n\n#### Going Through the Array\n\nThe simplest way to iterate through an array is the forEach command:\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"d\", \"e\"];\n{ systemChat _x } forEach _myArray;\n```\n\nA combination of for, count and select can also be used:\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"d\", \"e\"];\nfor \"_i\" from 0 to (count _myArray) -1 do { // count returns 5, but it is a zero-based index\n    systemChat (_myArray select _i);\n};\n```\n\n### Advanced Usage\n\n#### apply\n\nSimilar to the [\"map\" function in Javascript](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/map),\napply allows to apply code to every elements in an array and return a copy:\n\n```sqf\nprivate _myArray = [1, 2, 3, 4, 5];\n_myArray = _myArray apply { _x * 2 }; // _myArray is [2, 4, 6, 8, 10]\n\n// same as (but faster than)\n_myArray = + _myArray;\nfor \"_i\" from 0 to count _myArray -1 do\n{\n    private _element = _myArray select _i;\n    _myArray set [_i, _element * 2];\n};\n```\n\n#### select\n\nA simple way to filter an array (and obtain a new one) is using select's alternative syntax:\n\n```sqf\nprivate _myArray = [1, 2, 3, 4, 5];\nprivate _filteredArray = _myArray select { _x > 3 }; // _filteredArray is [4, 5]\n\n// same as\nprivate _filteredArray = [];\n{ if (_x > 3) then { _filteredArray pushBack _x } } forEach _myArray;\n```\n\n#### findIf\n\nThe findIf command was introduced in Arma 3 and allows you to go through the whole list and stop **as soon as the condition is met**, returning the condition-meeting element's array index:\n\n```sqf\nprivate _myArray = [1, 2, 3, 4, 5];\n_myArray findIf { _x == 3 } > -1; // returns true, meaning there is an element that equals 3\n_myArray findIf { _x == 6 } > -1; // returns false, meaning there is no element that is equal to 6\n```\n\nYou could use count to achieve the same result, however count won't stop until it iterated through the whole array, so it might take longer.\n\n```sqf\nprivate _myArray = [1, 2, 3, 4, 5];\n{ _x == 3 } count _myArray > 0; // returns true, meaning there is an element that equals 3\n{ _x == 6 } count _myArray > 0; // returns false, meaning there is no element that is equal to 6\n```\n\n#### arrayIntersect\n\nThe arrayIntersect command returns a new array filled with the items found in both provided lists:\n\n```sqf\nprivate _array1 = [1, 2, 3, 4];\nprivate _array2 = [3, 4, 5, 6];\nprivate _result = _array1 arrayIntersect _array2; // _result is [3, 4]\n```\n\n**You can remove duplicates (get unique items) with this command:**\n\n```sqf\nprivate _myArray = [1, 2, 2, 3, 4];\nprivate _result = _myArray arrayIntersect _myArray; // _result is [1, 2, 3, 4]\n```\n\nBe wary that nil elements get removed by this method:\n\n```sqf\nprivate _myArray = [1, 2, nil, 3, 4];\nprivate _result = _myArray arrayIntersect _myArray; // _result is [1, 2, 3, 4]\n```\n\n#### Selective Removal\n\nSelectively filter out single elements from `_arrayA` based on `_arrayB`.\nThis is useful in the case where *some* duplicates must be removed.\n\n```sqf\nprivate _arrayA = [1, 2, 3, 2, 4, 5, 4];\nprivate _arrayB = [2, 2, 4];\n\n{\n    private _index = _arrayA find _x;\n    if (_index != -1) then\n    {\n        _arrayA deleteAt _index;\n    };\n} forEach _arrayB;\n\n_arrayA; // is now [1, 3, 5, 4]\n```\n\n#### Sorting\n\n##### sort\n\nThe sort command allows for sorting an array of String, Number or sub-Arrays of string/number. It modifies the original array and **does not return anything**:\n\n```sqf\nprivate _myArray = [\"zzz\", \"aaa\", \"ccc\"];\n_myArray sort true; // _myArray is [\"aaa\", \"ccc\", \"zzz\"]\n```\n\n```sqf\nprivate _myArray = [666, 57, 1024, 42];\n_myArray sort false; // _myArray is [1024, 666, 57, 42]\n```\n\n```sqf\nprivate _myArray = [[\"zzz\", 0], [\"aaa\", 42], [\"ccc\", 33]];\n_myArray sort true; // _myArray is [[\"aaa\", 42], [\"ccc\", 33], [\"zzz\", 0]]\n```\n\n##### reverse\n\nThe reverse command simply reverses the array order:\n\n```sqf\nprivate _myArray = [99, 33, 17, 24, \"a\", [3,2,1], 7777];\nreverse _myArray; // _myArray is [7777, [3,2,1], \"a\", 24, 17, 33, 99]\n```\n\n##### BIS_fnc_sortBy\n\nThe function BIS_fnc_sortBy has been created for more complex sorting. Its algorithm input must return a number:\n\n```sqf\nprivate _closestHelicopters = [[_heli1, _heli2, _heli3], [], { player distance _x }, \"ASCEND\"] call BIS_fnc_sortBy;\n```\n\n### Common Errors\n\n#### Index Rounding\n\nIn Real Virtuality scripts, indices are rounded to the nearest whole number.\nA boundary case (X.5, where X is any whole number) rounds to the nearest **even** whole number.\n\n**Boundary cases**\n\n- -0.5 <= index <= 0.5 rounds to 0\n-  0.5 <  index <  1.5 rounds to 1\n-  1.5 <= index <= 2.5 rounds to 2\n-  2.5 <  index <  3.5 rounds to 3\n\n**In short**\n\n- -0.5 rounds **up** to 0\n-  0.5 rounds **down** to 0\n-  1.5 rounds **up** to 2\n-  2.5 rounds **down** to 2\n-  3.5 rounds **up** to 4\n\netc.\n\n> [!NOTE]\n> This behaviour is different from random's behaviour.\n\n#### Index out of Range\n\nThe following code lists Arma 3 behaviour on wrong indices:\n\n```sqf\nprivate _myArray = [\"element0\"];\n_myArray select -1; // throws a Error Zero Divisor error message\n_myArray select  0; // returns \"element0\"\n_myArray select  1; // returns nil\n_myArray select  2; // throws a Error Zero Divisor error message\n```\n\n##### param\n\nUse the param command in order to avoid out of range error:\n\n```sqf\nprivate _myArray = [0, 1, 2];\n_myArray select 5;            // error: out of range\n_myArray param [5];            // returns nil\n_myArray param [5, \"abc\"];    // returns default value \"abc\" on invalid index\n```\n\n> [!NOTE]\n> See also params to define multiple items at once.\n\n##### set\n\nIf the index given to the set command is out of bounds:\n\n- if the index rounded to a negative number, then an Error Zero Divisor message will be displayed in game.\n- if the index rounded to a positive number, then the array will resize to incorporate the index *as its last value*. Each element between the last valid element, and the new set element, will be the null type\n\n#### Zero Divisor\n\nSee above - a used array index may be negative.\n\n#### Unexpected \",\"\n\nThis error originates from a bad syntax:\n\n```sqf\nprivate _myErroneousArray = [\"Weapon1\", \"Weapon2\", \"Weapon3\",]; // The last element in an array must not end by \",\"\n\n// this mostly happens in vertical arrays\nprivate _myErroneousArray = [\n    \"element1\",\n    \"element2\",\n    \"element3\", // this one comma is wrong\n];\n```\n\n#### Reserved variable in expression\n\nThis issue arises when trying to modify a read-only array (such as select arrays that are returned from an addon, or eventually a trigger's thisList).\n\nTo combat this, *copy* said array with the plus (+) command before modifying:\n\n```sqf\nprivate _readOnlyArray = thisList;    // assuming the code is called from within a trigger\n_readOnlyArray set [1, \"test\"];        // Error: Reserved variable in expression - thisList return value is read-only\n\n// No Error\nprivate _normalArray = +_readOnlyArray;    // shallow-copy the array instead of using a reference\n_normalArray set [1, \"test\"];            // perfectly fine\n```\n\n### See Also\n\n- Arrays\n- Command Group: Arrays\n- Function Group: Arrays","sections":[{"heading":null,"level":1,"markdown":"An **Array** is a list of items of varying variable types (including other arrays). Different types can coexist within the same array.\n\nSee also: Arrays\n\n> [!WARNING]\n> Since Arma 3 v1.56, arrays are limited to maximum of **9,999,999** (sometimes 10,000,000) elements."},{"heading":"Working With Arrays","level":3,"markdown":""},{"heading":"Array Properties","level":4,"markdown":"An array variable is a **reference** to the array (see [Wikipedia reference page](https://en.wikipedia.org/wiki/Reference_(computer_science)));\nthis means that if the array is edited, all the scripts/functions using a reference to this array will see the edition.\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\"];\nprivate _myNewArray = _myArray;\n_myArray set [1, \"z\"];\n_myNewArray select 1; // will be \"z\"\n```\n\nAn array set through setVariable does not need to be assigned again if you modify it by reference:\n\n```sqf\nplayer setVariable [\"myArray\", [\"a\", \"b\", \"c\"]];\nprivate _myArray = player getVariable \"myArray\";\n_myArray set [1, \"z\"];\nplayer getVariable \"myArray\"; // is [\"a\", \"z\", \"c\"]\n```"},{"heading":"Array Creation","level":4,"markdown":"```sqf\n// Example of an empty array\nprivate _myArray = [];\ncount _myArray;            // returns 0\n\n// Example of a filled array\nprivate _myFilledArray = [\"abc\", \"def\"];\ncount _myFilledArray;    // returns 2\n```\n\nAn array can hold another array within it, that can hold another array itself, etc:\n\n```sqf\nprivate _myArray = [[\"my\", \"subArray\", 1], [\"mySubArray2\"], [[\"my\", \"sub\", \"sub\", \"array\"]]];\ncount   _myArray;                        // returns 3\ncount  (_myArray select 0);                // returns 3\ncount  (_myArray select 1);                // returns 1\ncount  (_myArray select 2);                // returns 1\ncount ((_myArray select 2) select 0);    // returns 4\n```"},{"heading":"Getting an element","level":4,"markdown":"An array uses a zero-based index for its elements:\n\n```sqf\nprivate _myArray = [\"first item\", \"second item\", \"third item\"];\n_myArray select 0;    // returns \"first item\"\n_myArray # 2;        // returns \"third item\" - Arma 3 only\n```"},{"heading":"Setting an Element","level":4,"markdown":"```sqf\nprivate _myArray = [\"first item\", \"second item\", \"third item\"];\n_myArray select 1;                    // returns \"second item\"\n_myArray set [1, \"hello there\"];    // _myArray is [\"first item\", \"hello there\", \"third item\"]\n```\n\n> [!IMPORTANT]\n> If the index given to the set command is out of bounds, the array will resize to incorporate the index *as its last value*.\n> All the \"empty spaces\" between the last valid element and the new set element will be filled with nil"},{"heading":"Counting elements","level":4,"markdown":"```sqf\nprivate _myArray = [\"first item\", [\"second item's subitem 1\", \"second item's subitem 2\"], \"third item\"];\ncount _myArray; // returns 3 - arrays are not counted recursively\n```"},{"heading":"Changing array size","level":4,"markdown":"The resize command is made to reduce or expand an array:\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"d\", \"e\"];\n_myArray resize 3; // _myArray is [\"a\", \"b\", \"c\"]\n```\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\"];\n_myArray resize 5; // _myArray is [\"a\", \"b\", \"c\", nil, nil]\n```\n\n> [!IMPORTANT]\n> You do **not** need to extend an array before adding any elements."},{"heading":"Array Copy","level":4,"markdown":"```sqf\nprivate _myArray = [\"a\", \"b\", \"c\"];\nprivate _myNewArray = _myArray;\n_myArray set [1, \"z\"];\n_myNewArray select 1; // will be \"z\"\n```\n\n```sqf\nprivate _myArray = [[\"a\", \"b\", \"c\"], [\"d\", \"e\", \"f\"]];\nprivate _subArray1 = _myArray select 0;\n_subArray1 set [1, \"z\"];\n// _subArray1 is now [\"a\", \"z\", \"c\"]\n// _myArray is now [[\"a\", \"z\", \"c\"], [\"d\", \"e\", \"f\"]]\n```\n\nIn order to avoid this behaviour, **copy** the array with + (plus):\n\n```sqf\n// making copy\nprivate _myArray = [\"a\", \"b\", \"c\"];\nprivate _myNewArray = +_myArray;\n_myArray set [1, \"z\"];\n_myNewArray select 1; // still \"b\"\n```\n\nSub-arrays are also deep-copied; `_myNewArray` will not point at the same sub-array instances."},{"heading":"Adding (Appending) Elements","level":4,"markdown":"In Arma 3 use append and pushBack commands:\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\"];\n_myArray pushBack \"d\";        // _myArray is [\"a\", \"b\", \"c\", \"d\"] - pushback = add the element at the end\n_myArray append [\"e\", \"f\"];    // _myArray is [\"a\", \"b\", \"c\", \"d\", \"e\", \"f\"] - append = pushback for each provided items\n```\n\nYou could also use the plus (+) operator to add arrays.\nThe difference is that addition returns a copy of array and thus a little slower than append and pushBack, which modify the target array.\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\"];\n_myArray = _myArray + [\"d\"];        // _myArray is [\"a\", \"b\", \"c\", \"d\"]\n_myArray = _myArray + [\"e\", \"f\"];    // _myArray is [\"a\", \"b\", \"c\", \"d\", \"e\", \"f\"]\n```"},{"heading":"Removing (Deleting) Elements","level":4,"markdown":"In Arma 3 the deleteAt and deleteRange commands are available:\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"d\", \"e\"];\n_myArray deleteAt 0; // _myArray is [\"b\", \"c\", \"d\", \"e\"]\n```\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"d\", \"e\"];\n_myArray deleteRange [1, 2];    // _myArray is [\"a\", \"d\", \"e\"]\n```\n\nYou can also use the minus (-) operator to subtract arrays.\nThe subtraction returns array copy, just like addition, and is not as fast as deleteAt and deleteRange which modify target arrays.\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"d\", \"e\"];\n_myArray = _myArray - [\"a\"]; // _myArray is [\"b\", \"c\", \"d\", \"e\"]\n```\n\nIn Arma 3 it became possible to also subtract nested arrays:\n\n```sqf\nprivate _myArray = [[\"a\", \"b\", \"c\"], [\"d\", \"e\", \"f\"], [\"g\", \"h\", \"i\"]];\n_myArray = _myArray - [[\"d\", \"e\", \"f\"]]; // _myArray is [[\"a\", \"b\", \"c\"], [\"g\", \"h\", \"i\"]]\n```\n\nThe subtraction will remove *all* elements of the second array from the first one:\n\n```sqf\n_myArray = [\"a\", \"b\", \"c\", \"a\", \"b\", \"c\"] - [\"a\", \"b\"]; // _myArray is [\"c\", \"c\"]\n```\n\nThe solution to this issue is the combined use of set and an item that you know is **not** present in the array:\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"a\", \"b\", \"c\"];\n_myArray set [2, objNull];            // _myArray is [\"a\", \"b\", objNull, \"a\", \"b\", \"c\"]\n_myArray = _myArray - [objNull];    // _myArray is [\"a\", \"b\", \"a\", \"b\", \"c\"]\n```\n\nUsing this technique, it is possible to mimic deleteRange behaviour this way:\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"d\", \"e\"];\n{ _myArray set [_x, objNull] } forEach [1, 2];    // _myArray is [\"a\", objNull, objNull, \"d\", \"e\"]\n_array = _array - [objNull];                    // _myArray is [\"a\", \"d\", \"e\"]\n```"},{"heading":"Going Through the Array","level":4,"markdown":"The simplest way to iterate through an array is the forEach command:\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"d\", \"e\"];\n{ systemChat _x } forEach _myArray;\n```\n\nA combination of for, count and select can also be used:\n\n```sqf\nprivate _myArray = [\"a\", \"b\", \"c\", \"d\", \"e\"];\nfor \"_i\" from 0 to (count _myArray) -1 do { // count returns 5, but it is a zero-based index\n    systemChat (_myArray select _i);\n};\n```"},{"heading":"Advanced Usage","level":3,"markdown":""},{"heading":"apply","level":4,"markdown":"Similar to the [\"map\" function in Javascript](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/map),\napply allows to apply code to every elements in an array and return a copy:\n\n```sqf\nprivate _myArray = [1, 2, 3, 4, 5];\n_myArray = _myArray apply { _x * 2 }; // _myArray is [2, 4, 6, 8, 10]\n\n// same as (but faster than)\n_myArray = + _myArray;\nfor \"_i\" from 0 to count _myArray -1 do\n{\n    private _element = _myArray select _i;\n    _myArray set [_i, _element * 2];\n};\n```"},{"heading":"select","level":4,"markdown":"A simple way to filter an array (and obtain a new one) is using select's alternative syntax:\n\n```sqf\nprivate _myArray = [1, 2, 3, 4, 5];\nprivate _filteredArray = _myArray select { _x > 3 }; // _filteredArray is [4, 5]\n\n// same as\nprivate _filteredArray = [];\n{ if (_x > 3) then { _filteredArray pushBack _x } } forEach _myArray;\n```"},{"heading":"findIf","level":4,"markdown":"The findIf command was introduced in Arma 3 and allows you to go through the whole list and stop **as soon as the condition is met**, returning the condition-meeting element's array index:\n\n```sqf\nprivate _myArray = [1, 2, 3, 4, 5];\n_myArray findIf { _x == 3 } > -1; // returns true, meaning there is an element that equals 3\n_myArray findIf { _x == 6 } > -1; // returns false, meaning there is no element that is equal to 6\n```\n\nYou could use count to achieve the same result, however count won't stop until it iterated through the whole array, so it might take longer.\n\n```sqf\nprivate _myArray = [1, 2, 3, 4, 5];\n{ _x == 3 } count _myArray > 0; // returns true, meaning there is an element that equals 3\n{ _x == 6 } count _myArray > 0; // returns false, meaning there is no element that is equal to 6\n```"},{"heading":"arrayIntersect","level":4,"markdown":"The arrayIntersect command returns a new array filled with the items found in both provided lists:\n\n```sqf\nprivate _array1 = [1, 2, 3, 4];\nprivate _array2 = [3, 4, 5, 6];\nprivate _result = _array1 arrayIntersect _array2; // _result is [3, 4]\n```\n\n**You can remove duplicates (get unique items) with this command:**\n\n```sqf\nprivate _myArray = [1, 2, 2, 3, 4];\nprivate _result = _myArray arrayIntersect _myArray; // _result is [1, 2, 3, 4]\n```\n\nBe wary that nil elements get removed by this method:\n\n```sqf\nprivate _myArray = [1, 2, nil, 3, 4];\nprivate _result = _myArray arrayIntersect _myArray; // _result is [1, 2, 3, 4]\n```"},{"heading":"Selective Removal","level":4,"markdown":"Selectively filter out single elements from `_arrayA` based on `_arrayB`.\nThis is useful in the case where *some* duplicates must be removed.\n\n```sqf\nprivate _arrayA = [1, 2, 3, 2, 4, 5, 4];\nprivate _arrayB = [2, 2, 4];\n\n{\n    private _index = _arrayA find _x;\n    if (_index != -1) then\n    {\n        _arrayA deleteAt _index;\n    };\n} forEach _arrayB;\n\n_arrayA; // is now [1, 3, 5, 4]\n```"},{"heading":"Sorting","level":4,"markdown":""},{"heading":"sort","level":5,"markdown":"The sort command allows for sorting an array of String, Number or sub-Arrays of string/number. It modifies the original array and **does not return anything**:\n\n```sqf\nprivate _myArray = [\"zzz\", \"aaa\", \"ccc\"];\n_myArray sort true; // _myArray is [\"aaa\", \"ccc\", \"zzz\"]\n```\n\n```sqf\nprivate _myArray = [666, 57, 1024, 42];\n_myArray sort false; // _myArray is [1024, 666, 57, 42]\n```\n\n```sqf\nprivate _myArray = [[\"zzz\", 0], [\"aaa\", 42], [\"ccc\", 33]];\n_myArray sort true; // _myArray is [[\"aaa\", 42], [\"ccc\", 33], [\"zzz\", 0]]\n```"},{"heading":"reverse","level":5,"markdown":"The reverse command simply reverses the array order:\n\n```sqf\nprivate _myArray = [99, 33, 17, 24, \"a\", [3,2,1], 7777];\nreverse _myArray; // _myArray is [7777, [3,2,1], \"a\", 24, 17, 33, 99]\n```"},{"heading":"BIS_fnc_sortBy","level":5,"markdown":"The function BIS_fnc_sortBy has been created for more complex sorting. Its algorithm input must return a number:\n\n```sqf\nprivate _closestHelicopters = [[_heli1, _heli2, _heli3], [], { player distance _x }, \"ASCEND\"] call BIS_fnc_sortBy;\n```"},{"heading":"Common Errors","level":3,"markdown":""},{"heading":"Index Rounding","level":4,"markdown":"In Real Virtuality scripts, indices are rounded to the nearest whole number.\nA boundary case (X.5, where X is any whole number) rounds to the nearest **even** whole number.\n\n**Boundary cases**\n\n- -0.5 <= index <= 0.5 rounds to 0\n-  0.5 <  index <  1.5 rounds to 1\n-  1.5 <= index <= 2.5 rounds to 2\n-  2.5 <  index <  3.5 rounds to 3\n\n**In short**\n\n- -0.5 rounds **up** to 0\n-  0.5 rounds **down** to 0\n-  1.5 rounds **up** to 2\n-  2.5 rounds **down** to 2\n-  3.5 rounds **up** to 4\n\netc.\n\n> [!NOTE]\n> This behaviour is different from random's behaviour."},{"heading":"Index out of Range","level":4,"markdown":"The following code lists Arma 3 behaviour on wrong indices:\n\n```sqf\nprivate _myArray = [\"element0\"];\n_myArray select -1; // throws a Error Zero Divisor error message\n_myArray select  0; // returns \"element0\"\n_myArray select  1; // returns nil\n_myArray select  2; // throws a Error Zero Divisor error message\n```"},{"heading":"param","level":5,"markdown":"Use the param command in order to avoid out of range error:\n\n```sqf\nprivate _myArray = [0, 1, 2];\n_myArray select 5;            // error: out of range\n_myArray param [5];            // returns nil\n_myArray param [5, \"abc\"];    // returns default value \"abc\" on invalid index\n```\n\n> [!NOTE]\n> See also params to define multiple items at once."},{"heading":"set","level":5,"markdown":"If the index given to the set command is out of bounds:\n\n- if the index rounded to a negative number, then an Error Zero Divisor message will be displayed in game.\n- if the index rounded to a positive number, then the array will resize to incorporate the index *as its last value*. Each element between the last valid element, and the new set element, will be the null type"},{"heading":"Zero Divisor","level":4,"markdown":"See above - a used array index may be negative."},{"heading":"Unexpected \",\"","level":4,"markdown":"This error originates from a bad syntax:\n\n```sqf\nprivate _myErroneousArray = [\"Weapon1\", \"Weapon2\", \"Weapon3\",]; // The last element in an array must not end by \",\"\n\n// this mostly happens in vertical arrays\nprivate _myErroneousArray = [\n    \"element1\",\n    \"element2\",\n    \"element3\", // this one comma is wrong\n];\n```"},{"heading":"Reserved variable in expression","level":4,"markdown":"This issue arises when trying to modify a read-only array (such as select arrays that are returned from an addon, or eventually a trigger's thisList).\n\nTo combat this, *copy* said array with the plus (+) command before modifying:\n\n```sqf\nprivate _readOnlyArray = thisList;    // assuming the code is called from within a trigger\n_readOnlyArray set [1, \"test\"];        // Error: Reserved variable in expression - thisList return value is read-only\n\n// No Error\nprivate _normalArray = +_readOnlyArray;    // shallow-copy the array instead of using a reference\n_normalArray set [1, \"test\"];            // perfectly fine\n```"},{"heading":"See Also","level":3,"markdown":"- Arrays\n- Command Group: Arrays\n- Function Group: Arrays"}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Array of Eden Entities","title":"Array of Eden Entities","type":"topic","url":"https://community.bistudio.com/wiki/Array_of_Eden_Entities","revid":152615,"updated":"2020-06-02T21:05:04Z","aliases":[],"markdown":"Array of Eden Entities is an Array used by many Eden Editor commands. It's not a unique data type, only an array with specific format.\n\n```\n[objects, groups, triggers, systems, waypoints, markers, layers, comments]\n```\n\n- objects: Array of Objects\n- groups: Array of Groups\n- triggers: Array of Objects\n- systems: Array of Objects\n- waypoints: Array of Arrays in Waypoint format\n- markers: Array of Strings\n- layers: Array of Numbers\n- comments: Array of Numbers","sections":[{"heading":null,"level":1,"markdown":"Array of Eden Entities is an Array used by many Eden Editor commands. It's not a unique data type, only an array with specific format.\n\n```\n[objects, groups, triggers, systems, waypoints, markers, layers, comments]\n```\n\n- objects: Array of Objects\n- groups: Array of Groups\n- triggers: Array of Objects\n- systems: Array of Objects\n- waypoints: Array of Arrays in Waypoint format\n- markers: Array of Strings\n- layers: Array of Numbers\n- comments: Array of Numbers"}],"categories":["Arrays","Eden Editor: Modding"],"groups":["Scripting"]},{"name":"Array+=","title":"Array+=","type":"topic","url":"https://community.bistudio.com/wiki/Array%2B%3D","revid":373440,"updated":"2025-05-08T11:27:12Z","aliases":[],"markdown":"Arma 3 v0.50 same-file support\nArma 3 v1.00 full support\n\nThe `array[] += {}` syntax allows to add items to an existing array inherited from the direct parent.\n\n> [!IMPORTANT]\n> - This syntax has limitations in inheritance - see Limitations.\n> - This syntax should **not** be used in Description.ext - only in modded config.cpp.\n\n### Usage\n\n```cpp\nclass A\n{\n    array[] = { any, thing };\n};\n\nclass B : A\n{\n    array += { more, Bstuff };\n};\n\nclass C : A // inherits from A, -not- B\n{\n    array += { other, Cstuff };\n};\n```\n\n### Limitations\n\nOnly **direct inheritance** of an explicitly-stated array works. The following cases do **not** work:\n\n|  |  |\n|---|---|\n| ```cpp<br>class A { array[] = { any, thing }; };<br>class B : A {};<br>class C : B // inherits from B which inherits from A (without changes)<br>{<br>    array[] += { wont, work }; // result: array[] = { wont, work };<br>};<br>``` | ```cpp<br>class A { array[] = { any, thing }; };<br>class B : A { array[] += { more, stuff }; };<br>class C : B // inherits from B which inherits from A (with += changes)<br>{<br>    array[] += { wont, work }; // result: array[] = { wont, work };<br>};<br>``` |","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v0.50 same-file support\nArma 3 v1.00 full support\n\nThe `array[] += {}` syntax allows to add items to an existing array inherited from the direct parent.\n\n> [!IMPORTANT]\n> - This syntax has limitations in inheritance - see Limitations.\n> - This syntax should **not** be used in Description.ext - only in modded config.cpp."},{"heading":"Usage","level":3,"markdown":"```cpp\nclass A\n{\n    array[] = { any, thing };\n};\n\nclass B : A\n{\n    array += { more, Bstuff };\n};\n\nclass C : A // inherits from A, -not- B\n{\n    array += { other, Cstuff };\n};\n```"},{"heading":"Limitations","level":3,"markdown":"Only **direct inheritance** of an explicitly-stated array works. The following cases do **not** work:\n\n|  |  |\n|---|---|\n| ```cpp<br>class A { array[] = { any, thing }; };<br>class B : A {};<br>class C : B // inherits from B which inherits from A (without changes)<br>{<br>    array[] += { wont, work }; // result: array[] = { wont, work };<br>};<br>``` | ```cpp<br>class A { array[] = { any, thing }; };<br>class B : A { array[] += { more, stuff }; };<br>class C : B // inherits from B which inherits from A (with += changes)<br>{<br>    array[] += { wont, work }; // result: array[] = { wont, work };<br>};<br>``` |"}],"categories":["Introduced with Arma 3 version 0.50","Introduced with Arma 3 version 1.00","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Aspect Ratio Management","title":"Aspect Ratio Management","type":"topic","url":"https://community.bistudio.com/wiki/Aspect_Ratio_Management","revid":338076,"updated":"2023-02-23T23:06:35Z","aliases":[],"markdown":"The **Aspect Ratio** is the ratio of the pixel width of your display to the height of the display.\nCommonly you'll see it listed as a number (1.25 or 0.8) or as a ratio (5:4).\nKnowing your display's aspect ratio can help you optimize your visual display for a more balanced and less skewed graphical presentation.\n\nOperation Flashpoint and Armed Assault are rather unique in that they have excellent support for arbitrary display resolutions and aspect ratios.\nAspect ratios are defined specific to different application users, so it is possible to have multiple in-game profiles with different aspect ratios.\nBelow is a listing of different aspect ratios available from different displays:\n\n| x | y | Ratio | Ratio (decimal) | Notes |\n|---|---|---|---|---|\n| 0640 | 0480 | 4:3 | 0.75 |  |\n| 0800 | 0600 | 4:3 | 0.75 |  |\n| 0960 | 0600 | 16:10 | 0.625 |  |\n| 1024 | 0768 | 4:3 | 0.75 | Common default CRT setting |\n| 1088 | 0612 | 16:9 | 0.5625 |  |\n| 1152 | 0864 | 4:3 | 0.75 |  |\n| 1280 | 720 | 16:9 | 0.5625 | HDTV 720 |\n| 1280 | 800 | 16:10 | 0.625 |  |\n| 1280 | 960 | 4:3 | 0.75 |  |\n| 1280 | 1024 | 5:3 | 0.8 | Common 17\" and 19\" LCD native resolution |\n| 1600 | 0900 | 16:9 | 0.5625 | Common mid-size laptop native LCD resolution |\n| 1600 | 1200 | 4:3 | 0.75 | Common upper limit of non-widescreen CRT's and LCD's |\n| 1680 | 1050 | 16:10 | 0.625 |  |\n| 1920 | 1080 | 16:9 | 0.5625 | HDTV 1080 |\n| 1920 | 1200 | 16:10 | 0.625 | Various workstation-class laptops |\n| 2560 | 1080 | 64:27 | 0.422 | Philips Cinema etc. (marketing uses 21:9) |\n| 2560 | 1600 | 16:10 | 0.625 | Apple/Dell 30\" |\n| 3840 | 2400 | 16:10 | 0.625 | IBM T220/1 and derivatives |\n\n### Game Specifics\n\n#### Operation Flashpoint\n\nThe first generation of Bohemia Interactive products do not have an internal mechanism for adjusting the aspect ratio within the program, the values must be manually edited outside in the userinfo.cfg file.\nThis can be found in the appropriate subfolder in the user profiles directory within the application installation location.\nAlthough it is possible to use the \"-x=\" and \"-y=\" startup parameters to dynamically set the display resolution, there is no other provision for display aspect ratio management.\nRestart is required to change the aspect ratio.\n\n#### Armed Assault\n\nThe second generation software has the ability to select from a hard-coded list of different aspect ratios from within the program.\nThese values are then stored in the user editable *username.Armaprofile* file located in the respective profile location in the *My Documents* system folder.\n\nThe default list includes 3:4, 4:5, 16:9, 16:10, and 12:3 for *Matrox TripleHeadtoGo* systems.\nThere is no method for altering this list, aspect ratios not matching these values must be manually configured.\nChanging values within the internal selection list in the Video options dialog is effective immediately, unlisted values have be manually defined and require a program restart.\n\nAspect ratios and display resolutions are now handled exclusively within the respective .*profile and *.cfg files, the -x / -y startup parameters have been deprecated and have no effect.\n\n### Multi-Display Compatibility\n\nMatrox markets two consumer-oriented products capable of combining two or three displays into a single virtual display.\nThe *DualHead2Go* combines two displays into a single channel, while the *TripleHead2Go* combines three displays.\nBoth generations of BI software automatically support these devices as they are capable of automatic display resolution and definable aspect ratios.\n\nLogically these devices present to the computer a single virtual monitor with the dimensions of all connected devices combined.\nThis allows DirectX applications limited by the Direct3D API to output a single rendered scene across multiple displays, up to the limit of the respective Direct3D API (DirectX 9 limits applications to a maximum of 4096x4096 pixels).\n\nNvidia has for many years provided a software option in their dual-port video cards as well that allows the two ports to be combined as a single virtual output as well.\nHowever, in their consumer-grade cards the secondary port's render channel is a dependent channel instead of a fully independent channel, which will result in noticeably reduced performance on the monitor attached to the secondary port.\nMost Quadro FX cards have fully independent channels and do not have this performance bottleneck.\n\nATI cards at the time of the publishing of the first generation software did not have support for combining dual outputs, it is unknown if this feature has been added in current generation models.\n\nAs listed above, Armed Assault includes a single aspect ratio for TripleHead2Go usage.\nOther multi-display aspect ratios must be manually configured with the values listed below.\nDisplay resolutions available from the display aggregation provider will be automatically listed within the Video options.\n\n| x | y | Ratio | Ratio (decimal) | Notes |\n|---|---|---|---|---|\n| 2048 | 0768 | 8:3 | 0.375 | Dual 1024x768 |\n| 3072 | 0768 | 12:3 | 0.25 | Triple 1024x768 |\n| 2560 | 1024 | 8:4 | 0.5 | Dual 1280x1024 |\n| 3840 | 0960 | 12:3 | 0.25 | Triple 1280x960 |\n| 3840 | 1024 | 15:4 | 0.2666 | Triple 1280x1024 |\n| 4096 | 0768 | 16:3 | 0.1875 | Double-Dual 1024x768 |\n| 3840 | 1200 | 32:10 | 0.3125 | Dual 1920x1200 |\n| 3840 | 1080 | 32:9 | 0.28125 | Dual 1920x1080 |\n| 3360 | 1050 | 32:10 | 0.3125 | Dual 1680x1050 |\n| 3840 | 0800 | 48:10 | 0.2083 | Triple 1280x800 |\n| 3200 | 0900 | 32:9 | 0.28125 | Dual 1600x900 |\n\nWhile some DirectX 10 native cards may be capable of interfacing larger display resolutions with dimensions less than 4097 pixels, these require DirectX 10 native application on Windows Vista, and so are not applicable with current BI software.\n\nThe Double-dual configuration listed above requires a dual-channel Nvidia video card with both outputs merged into a single virtual output, with each physical port connected to a separate DualHead2Go.\n\nDouble-channel configurations are not compatible with SLI configurations, SLI systems must use an external aggregation device such as the Matrox products.\n\n### Further Reading\n\nIt is possible to have very non-traditional display configurations e.g. 1200x3840 portrait orientation as opposed to 3840x1200 landscape orientation. Listing all possible options is beyond the scope of this page.\n\nWith multi-display configurations you may wish to reduce the aspect ratio to lower than the values specified to reduce extreme peripheral stretching. Zooming the FOV in with scripted cameras can also help alleviate that problem.\n\nNet environment aspect ratios lower than approximately 3:1 (.333~) may be better displayed with multiple stations configured with scripted cameras offset to a designated source. Note that there is no provision for remote render synchronization or similar genlock capability support.\n\n- [Display resolution](https://en.wikipedia.org/wiki/Display_resolution)\n- [Aspect ratio](https://en.wikipedia.org/wiki/Aspect_ratio)\n- Startup parameters for \"-x=\" and \"-y=\"\n- SafeZone","sections":[{"heading":null,"level":1,"markdown":"The **Aspect Ratio** is the ratio of the pixel width of your display to the height of the display.\nCommonly you'll see it listed as a number (1.25 or 0.8) or as a ratio (5:4).\nKnowing your display's aspect ratio can help you optimize your visual display for a more balanced and less skewed graphical presentation.\n\nOperation Flashpoint and Armed Assault are rather unique in that they have excellent support for arbitrary display resolutions and aspect ratios.\nAspect ratios are defined specific to different application users, so it is possible to have multiple in-game profiles with different aspect ratios.\nBelow is a listing of different aspect ratios available from different displays:\n\n| x | y | Ratio | Ratio (decimal) | Notes |\n|---|---|---|---|---|\n| 0640 | 0480 | 4:3 | 0.75 |  |\n| 0800 | 0600 | 4:3 | 0.75 |  |\n| 0960 | 0600 | 16:10 | 0.625 |  |\n| 1024 | 0768 | 4:3 | 0.75 | Common default CRT setting |\n| 1088 | 0612 | 16:9 | 0.5625 |  |\n| 1152 | 0864 | 4:3 | 0.75 |  |\n| 1280 | 720 | 16:9 | 0.5625 | HDTV 720 |\n| 1280 | 800 | 16:10 | 0.625 |  |\n| 1280 | 960 | 4:3 | 0.75 |  |\n| 1280 | 1024 | 5:3 | 0.8 | Common 17\" and 19\" LCD native resolution |\n| 1600 | 0900 | 16:9 | 0.5625 | Common mid-size laptop native LCD resolution |\n| 1600 | 1200 | 4:3 | 0.75 | Common upper limit of non-widescreen CRT's and LCD's |\n| 1680 | 1050 | 16:10 | 0.625 |  |\n| 1920 | 1080 | 16:9 | 0.5625 | HDTV 1080 |\n| 1920 | 1200 | 16:10 | 0.625 | Various workstation-class laptops |\n| 2560 | 1080 | 64:27 | 0.422 | Philips Cinema etc. (marketing uses 21:9) |\n| 2560 | 1600 | 16:10 | 0.625 | Apple/Dell 30\" |\n| 3840 | 2400 | 16:10 | 0.625 | IBM T220/1 and derivatives |"},{"heading":"Game Specifics","level":3,"markdown":""},{"heading":"Operation Flashpoint","level":4,"markdown":"The first generation of Bohemia Interactive products do not have an internal mechanism for adjusting the aspect ratio within the program, the values must be manually edited outside in the userinfo.cfg file.\nThis can be found in the appropriate subfolder in the user profiles directory within the application installation location.\nAlthough it is possible to use the \"-x=\" and \"-y=\" startup parameters to dynamically set the display resolution, there is no other provision for display aspect ratio management.\nRestart is required to change the aspect ratio."},{"heading":"Armed Assault","level":4,"markdown":"The second generation software has the ability to select from a hard-coded list of different aspect ratios from within the program.\nThese values are then stored in the user editable *username.Armaprofile* file located in the respective profile location in the *My Documents* system folder.\n\nThe default list includes 3:4, 4:5, 16:9, 16:10, and 12:3 for *Matrox TripleHeadtoGo* systems.\nThere is no method for altering this list, aspect ratios not matching these values must be manually configured.\nChanging values within the internal selection list in the Video options dialog is effective immediately, unlisted values have be manually defined and require a program restart.\n\nAspect ratios and display resolutions are now handled exclusively within the respective .*profile and *.cfg files, the -x / -y startup parameters have been deprecated and have no effect."},{"heading":"Multi-Display Compatibility","level":3,"markdown":"Matrox markets two consumer-oriented products capable of combining two or three displays into a single virtual display.\nThe *DualHead2Go* combines two displays into a single channel, while the *TripleHead2Go* combines three displays.\nBoth generations of BI software automatically support these devices as they are capable of automatic display resolution and definable aspect ratios.\n\nLogically these devices present to the computer a single virtual monitor with the dimensions of all connected devices combined.\nThis allows DirectX applications limited by the Direct3D API to output a single rendered scene across multiple displays, up to the limit of the respective Direct3D API (DirectX 9 limits applications to a maximum of 4096x4096 pixels).\n\nNvidia has for many years provided a software option in their dual-port video cards as well that allows the two ports to be combined as a single virtual output as well.\nHowever, in their consumer-grade cards the secondary port's render channel is a dependent channel instead of a fully independent channel, which will result in noticeably reduced performance on the monitor attached to the secondary port.\nMost Quadro FX cards have fully independent channels and do not have this performance bottleneck.\n\nATI cards at the time of the publishing of the first generation software did not have support for combining dual outputs, it is unknown if this feature has been added in current generation models.\n\nAs listed above, Armed Assault includes a single aspect ratio for TripleHead2Go usage.\nOther multi-display aspect ratios must be manually configured with the values listed below.\nDisplay resolutions available from the display aggregation provider will be automatically listed within the Video options.\n\n| x | y | Ratio | Ratio (decimal) | Notes |\n|---|---|---|---|---|\n| 2048 | 0768 | 8:3 | 0.375 | Dual 1024x768 |\n| 3072 | 0768 | 12:3 | 0.25 | Triple 1024x768 |\n| 2560 | 1024 | 8:4 | 0.5 | Dual 1280x1024 |\n| 3840 | 0960 | 12:3 | 0.25 | Triple 1280x960 |\n| 3840 | 1024 | 15:4 | 0.2666 | Triple 1280x1024 |\n| 4096 | 0768 | 16:3 | 0.1875 | Double-Dual 1024x768 |\n| 3840 | 1200 | 32:10 | 0.3125 | Dual 1920x1200 |\n| 3840 | 1080 | 32:9 | 0.28125 | Dual 1920x1080 |\n| 3360 | 1050 | 32:10 | 0.3125 | Dual 1680x1050 |\n| 3840 | 0800 | 48:10 | 0.2083 | Triple 1280x800 |\n| 3200 | 0900 | 32:9 | 0.28125 | Dual 1600x900 |\n\nWhile some DirectX 10 native cards may be capable of interfacing larger display resolutions with dimensions less than 4097 pixels, these require DirectX 10 native application on Windows Vista, and so are not applicable with current BI software.\n\nThe Double-dual configuration listed above requires a dual-channel Nvidia video card with both outputs merged into a single virtual output, with each physical port connected to a separate DualHead2Go.\n\nDouble-channel configurations are not compatible with SLI configurations, SLI systems must use an external aggregation device such as the Matrox products."},{"heading":"Further Reading","level":3,"markdown":"It is possible to have very non-traditional display configurations e.g. 1200x3840 portrait orientation as opposed to 3840x1200 landscape orientation. Listing all possible options is beyond the scope of this page.\n\nWith multi-display configurations you may wish to reduce the aspect ratio to lower than the values specified to reduce extreme peripheral stretching. Zooming the FOV in with scripted cameras can also help alleviate that problem.\n\nNet environment aspect ratios lower than approximately 3:1 (.333~) may be better displayed with multiple stations configured with scripted cameras offset to a designated source. Note that there is no provision for remote render synchronization or similar genlock capability support.\n\n- [Display resolution](https://en.wikipedia.org/wiki/Display_resolution)\n- [Aspect ratio](https://en.wikipedia.org/wiki/Aspect_ratio)\n- Startup parameters for \"-x=\" and \"-y=\"\n- SafeZone"}],"categories":["Startup Parameters"],"groups":["Multiplayer and Server"]},{"name":"BankRev","title":"BankRev","type":"topic","url":"https://community.bistudio.com/wiki/BankRev","revid":336659,"updated":"2023-01-04T15:23:37Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** BankRev is a simple tool to extract content of PBOs\n\n#### Usage\n\n**Line call:** BankRev.exe\n\n**Options:**\n\n[-f / -folder destination] [-t / -time] PBO_file [PBO_file_2 ...]\nor -d / -diff PBO_file1 PBO_file2 (compare two PBOs)\nor -l / -log PBO_file (write to stdout list of files in archive)\nor -lf / -logFull PBO_file (write to stdout list of files in archive, path with prefix)\nor -p / -properties PBO_file (write out PBO properties)\nor -hash PBO_file (write out hash of PBO)\nor -statistics PBO_file (write the statistics of files lengths)\nor -prefix (the output folder will be set according to the PBO prefix)\nor -t / -time (keep file time from archive)\n\n**Examples:** Bankrev.exe -f o:\\Addons\\ \"e:\\Steam\\steamapps\\common\\Arma 3\\Addons\\A3.pbo\"\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n#### Additional information\n\n##### Supported formats\n\nInput:\n\n- PBO (RV Engine package)\n\nOutput:\n\n- Directory with PBO content (binarized)\n\n##### How to use it\n\nBankRev is a simple command line tool, -f option is optional and specifies the destination where unpacked content is going to be, current directory is taken if nothing else is defined. Name(s) of addon(s) could be listed in both absolute and relative path, the tool allows using of masks (eg. *.pbo).","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** BankRev is a simple tool to extract content of PBOs"},{"heading":"Usage","level":4,"markdown":"**Line call:** BankRev.exe\n\n**Options:**\n\n[-f / -folder destination] [-t / -time] PBO_file [PBO_file_2 ...]\nor -d / -diff PBO_file1 PBO_file2 (compare two PBOs)\nor -l / -log PBO_file (write to stdout list of files in archive)\nor -lf / -logFull PBO_file (write to stdout list of files in archive, path with prefix)\nor -p / -properties PBO_file (write out PBO properties)\nor -hash PBO_file (write out hash of PBO)\nor -statistics PBO_file (write the statistics of files lengths)\nor -prefix (the output folder will be set according to the PBO prefix)\nor -t / -time (keep file time from archive)\n\n**Examples:** Bankrev.exe -f o:\\Addons\\ \"e:\\Steam\\steamapps\\common\\Arma 3\\Addons\\A3.pbo\""},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"Supported formats","level":5,"markdown":"Input:\n\n- PBO (RV Engine package)\n\nOutput:\n\n- Directory with PBO content (binarized)"},{"heading":"How to use it","level":5,"markdown":"BankRev is a simple command line tool, -f option is optional and specifies the destination where unpacked content is going to be, current directory is taken if nothing else is defined. Name(s) of addon(s) could be listed in both absolute and relative path, the tool allows using of masks (eg. *.pbo)."}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"BattlEye","title":"BattlEye","type":"topic","url":"https://community.bistudio.com/wiki/BattlEye","revid":378579,"updated":"2026-05-10T17:03:23Z","aliases":[],"markdown":"[BattlEye website](http://www.battleye.com)\nAbbreviation: **BE**\n\nBattlEye is an anti-cheat tool created by *BattlEye Innovations*. It is currently included in Bohemia Interactive's *Arma*, *Arma 2* and *Arma 3* series as an optional installation and server configuration option.\n\nBattlEye works by scanning connected clients for various cheat and exploit methods. Upon detection, BattlEye disconnects (*kicking*) the offending clients. You can find more details about the *BE* cheat scanning engine on the [about page](https://www.battleye.com/about/).\n\n### Privacy\n\n**BattlEye will never violate your privacy in any way**. The EULA clearly states this when installing BattlEye. Any other statements found anywhere else are superseded by the EULA.\n\nBattlEye always has and will secure the user's privacy and protect against any sort of software exploitation from outside.\n\n### Setup\n\n#### Latest version\n\nYou can find out what the latest version is by visiting the [news section](http://www.battleye.com/index.html).\n\n#### Installation\n\nInstallation of the BattlEye client is an option during the initial game installation process.\n\nBE updates itself automatically during a running MP session with internet access. However in the case of troubles use the following options:\n\n##### Manual BEClient.dll download\n\n1. Download the latest *BEClient.dll* from the [download section](http://www.battleye.com/download.html). Make sure to download the *BEClient.dll* for the your series of Arma:\n\n   *Arma, Arma 2, Operation Arrowhead, Arma 3,* …\n1. Now you need to put *BEClient.dll* to the right location:\n\n   ***Windows 7*:** `C:\\Users\\%USERNAME%\\AppData\\Local\\Arma 2 OA\\BattlEye\\`\n\n   ***Windows XP*:** `C:\\Documents and Settings\\%USERNAME%\\Local Settings\\Application Data\\ARMA 2 OA\\BattlEye\\`\n\n   ***STEAM*:** `C:\\Program Files (x86)\\Steam\\SteamApps\\common\\ARMA 2 Operation Arrowhead\\Expansion\\BattlEye\\`\n\n> [!IMPORTANT]\n> You need to use the right subfolder for your game version (Arma/Arma 2/Arma 2 OA/Arma 3…).\n\n##### Automated BEClient.dll installer\n\n1. Download the [installer](http://forums.bistudio.com/showthread.php?t=109915) for your series of Arma.\n1. Next run it and use ***run as Administrator*** (select file by left mouse click, right mouse click, select the ***run as*** option).\n\nIt is a very fast **silent-installer**. This means normally you will not notice anything - no application widow, no progress bar, no completion info. **Only if there are issues, it will speak up**.\n\nThe automated installer looks for the *BEClient.dll* on your computer:\n\n1. If your BEClient.dll is same or newer, then installer does nothing,\n1. If your BEClient.dll is older, it updates the BEClient.dll version,\n1. If the BEClient.dll is not found, it will install the latest BEClient.dll.\n\nYou can verify if it was installed by checking the software uninstall list. You find it under \"*BattlEye for OA uninstall*\".\n\n#### Installation on Linux servers\n\nFirst of all, set up a working *Arma 2* or *Arma 2:OA* server. When your Linux Arma 2 server works as it should, you can follow these instructions to install and enable BattlEye.\n\n1. Log on to your Linux server with ***SSH*** or open a new ***terminal emulator window***.\n1. Change directory to where you have the Arma 2 server files installed. In this example we'll use \"`/home/arma2/arma2server`\" as the server's installation directory:\n\n   `cd /home/arma2/arma2server`\n1. Next, create a directory for the BattlEye server.\n   - For an Arma 2 server, the path should be:\n\n   `./battleye`\n   - Whilst for an Arma 2: Operation Arrowhead server it is:\n\n   `./expansion/battleye`:\n   - *i.e.* `mkdir battleye` **or** `mkdir expansion/battleye`\n1. Download the correct *BE* server from the BattlEye [website](http://www.battleye.com/download.html) - there's one file for Arma 2 and another for Arma 2:OA. You can use a *command-line* download tool such as \"*wget*\" or \"*curl*\" as well:\n   - For Arma 2, use:\n\n   `wget http://www.battleye.com/downloads/arma2/beserver.so -O battleye/beserver.so`\n   - Whilst for Arma 2:OA it is:\n\n   `wget http://www.battleye.com/downloads/arma2oa/beserver.so -O expansion/battleye/beserver.so`\n1. You now have the BE server component installed. Enable it in your game server's config with \"`BattlEye=1;`\".\n1. Start the server again and watch the log file (usually \"`log.2302.txt`\"). With BattlEye enabled, you'll see an extra line of output when the server is started. For example:\n\n   `14:20:22 BattlEye Server: Initialized (v1.122)`\n1. ***(Optional)*** In order to administrate your BE server remotely, you'll need to create a configuration file for the BE server. It should be named \"`beserver.cfg`\" and placed in the BE directory you just created.\n   We'll create one and set the admin password to \"*mypassword*\". (You should change the password used in this example to something better).\n   - For an Arma 2 server, run:\n\n   `echo \"RConPassword mypassword\" > ./battleye/beserver.cfg`\n   - For an Arma 2:OA server, do this:\n\n   `echo \"RConPassword mypassword\" > ./expansion/battleye/beserver.cfg`\n   - For an Arma 3 server, do this:\n\n   `echo \"RConPassword mypassword\" > ./battleye/launch/beserver.cfg`\n   - For more details, see the section below on RCon.\n\n#### Configuration\n\n##### Client\n\nApart from installation there is no additional configuration required for game clients.\n\n##### Server\n\nRefer to the server config section on how to enable BattlEye on a game server.\n\n> [!IMPORTANT]\n> If you run multiple game servers on one machine, you need to specify separate BE paths for each in the server startup parameters.\n\n### 64-bit support\n\nThe 64-bit version of Arma 3 uses 64-bit dlls: BEClient_x64.dll and BEServer_x64.dll, as well as BEServer_x64.cfg for configuration.\n\n### BE commands\n\n> [!IMPORTANT]\n> The #beserver command has been disabled for now, due to the game admin hijacking hack.\n> You need to use the BE RCon tool to ban players from your server.\n\n> [!IMPORTANT]\n> The commands are case insensitive. In other words you can write them all lower case.\n\n#### GUID banning\n\n***BE*** can permanently or temporarily ban players from your server. The advantage over Arma 2's *PID* banning is that the BE *GUID* cannot be hacked/changed client-side, therefore the only way for a player to get unbanned is to buy a new *game/cd-key*.\n\nThe following commands are available to manage *GUID* bans:\n\n| Command | Description |\n|---|---|\n| `loadBans` | (Re)load the BE ban list from bans.txt. |\n| `bans` | Show a list of all BE server bans. |\n| `ban` *[player #] [time in minutes] [reason]* | Ban a player's BE GUID from the server. If time is not specified or `0`, the ban will be permanent; if reason is not specified the player will be kicked with \"Banned\". |\n| `addBan` *[GUID] [time in minutes] [reason]* | Same as \"ban\", but allows to ban a player that is not currently on the server. |\n| `removeBan` *[ban #]* | Remove ban (get the ban # from the bans command). |\n| `writeBans` | removes expired bans from bans file |\n\nYou can either enter them via BE RCon or in-game using \"`#beserver [command]`\" (if logged in as admin). For example:\n\n`#beserver ban 11`\n\nKeep in mind that the \"`player #`\" used here is the one listed by BE's \"*players*\" command.\n\nBattlEye *GUID* and *IP* bans will now both be loaded from and saved to \"`bans.txt`\" (no longer \"`guidbans.txt`\" and \"`ipbans.txt`\") in your server's BE working directory.\nTimed bans're saved into bans.txt as timestamp of end-date(unixformat)\n\n### RCon\n\n**Latest version**\n\n`b0.94`.\n\nSince BattlEye server version `1.102` you can control your Arma game server remotely (without having to be in-game) using the *BattlEye RCon tool*.\n\n1. Download the [BattlEye RCon tool (BERCon.exe)](http://www.battleye.com/downloads/BERCon.exe).\n1. Create a file called `beserver.cfg` (or `beserver_x64.cfg` for 64-bit server) in ***BattlEye working directory*** on the server.\n1. Set private *RCon password* in the `beserver.cfg` (or `beserver_x64.cfg` for 64-bit server) via setting \"RConPassword\"\n1. Set *custom BattlEye's RCON port* defined in `beserver.cfg` (or `beserver_x64.cfg` for 64-bit server) via setting \"RConPort\" (*for Arma 3 update 1.58.135656 and newer builds*)\n1. Set *optional BattlEye's RCON IP* defined in `beserver.cfg` (or `beserver_x64.cfg` for 64-bit server) via setting \"RConIP\" (*for Arma 3 update 1.58.135656 and newer builds*)\n1. Start the RCon tool binary and connect to server with its *IP*, *port* and *RCon password*.\n\nRconPort must avoid reserved ARMA3server port range (gameport *+0,+1,+2,+3,+4))\ndefault reserved ports are 2302 - 2306 (to clarify the reserved ports can't be used for BattlEye's RCON).\nexample for default server setting, RconPort 2301\n\nRconIP entry isn't needed, as when undefined it equals to value of 0.0.0.0 (all IPv4 local IP addresses used at once)\nsetting it to e.g. 127.0.0.1 will prevent it to respond on external IP\nsetting it to e.g. external IP will prevent it to respond on localhost 127.0.0.1\n\n#### BattlEye working directory\n\nThe BattlEye working directory is a folder in one of three places:\n\n1. A folder named \"*BattlEye*\" within the Arma 2 application data folder.\n1. A folder named \"*BattlEye*\" in the path given by the \"`-profiles`\" startup parameter.\n1. In a folder given by the \"`-bepath`\" startup parameter.\n\n> [!IMPORTANT]\n> Even with custom locations you will still need the BattlEye *.dll's* or *.so's* **ALSO in the default location** (\"<*arma2*>\\BattlEye\" for Arma 2 or \"<*arma2*>\\Expansion\\BattlEye\" for Arma 2:OA/CO) for BattlEye to start.\n\n##### The Arma 2 application data folder\n\nIn *Windows Vista, 7 and 2008*, that's the path given by \"`%LOCALAPPDATA%\\Arma 2`\" for Arma 2 and \"`%LOCALAPPDATA%\\Arma 2 OA`\" for the Arrowhead dedi. A typical value is:\n\n`C:\\Users\\username\\AppData\\Local\\Arma 2`\n\nIn *Windows XP and 2003*, the application data folder is \"`%USERPROFILE%\\Local Settings\\Application Data\\Arma 2`\". A typical example is:\n\n`C:\\Documents and Settings\\username\\Local Settings\\Application data\\Arma 2`\n\nThese locations are the default and are used, if you launch the dedicated server **without** using either the \"`-profiles`\" or \"`-bepath`\" launch parameters.\n\n##### The -profiles location\n\nThe path given as the \"`-profiles=...`\" startup parameter used when launching the Arma 2 dedi. If, for example, you would launch the Arma 2:OA dedicated server using:\n\n`arma2oaserver.exe -profiles=D:\\Games\\ArmA2`\n\nthen the BattlEye working directory would be:\n\n`D:\\Games\\ArmA2\\BattlEye`\n\n> [!IMPORTANT]\n> Even if using custom locations you will still need the *.dll's* or *.so's* **ALSO in the default location** (\"<*arma2*>\\BattlEye\" for Arma 2 or \"<*arma2*>\\Expansion\\BattlEye\" for Arma 2:OA/CO) for BattlEye to start.\n\n##### The -bepath location\n\nYou can also specify the BattlEye working directory directly using the startup parameter \"`-bepath`\". Example:\n\n`arma2oaserver.exe -bepath=D:\\MyBattlEye`\n\nIn this case, the BattlEye working directory will be:\n\n`D:\\MyBattlEye`\n\nIf path contains spaces, encase everything in quotes:\n\n`arma2oaserver.exe \"-bepath=D:\\My BattlEye\"`\n\n> [!IMPORTANT]\n> Even if using custom locations you will still need the *.dll's* or *.so's* **ALSO in the default location** (\"<*arma2*>\\BattlEye\" for Arma 2 or \"<*arma2*>\\Expansion\\BattlEye\" for Arma 2:OA/CO) for BattlEye to start.\n\n##### Full examples\n\nHere are examples of the full paths to the \"`beserver.cfg`\" file for a few different cases.\n\n- The examples assume that the username of the user that will run the servers is \"*jimbob*\".\n- \"*Arma 2*\" means running the \"`arma2server.exe`\" whereas \"*Arma 2:OA*\" means you're launching \"`arma2oaserver.exe`\".\n\n| To Launch | Follow Path |\n|---|---|\n| Arma 2, Windows 7/Vista/2008, default: | C:\\Users\\jimbob\\AppData\\Local\\Arma 2\\BattlEye\\beserver.cfg |\n| Arma 2:OA, Windows 7/Vista/2008, default: | C:\\Users\\jimbob\\AppData\\Local\\Arma 2 OA\\BattlEye\\beserver.cfg |\n| Arma 2, Windows XP, default: | C:\\Documents and Settings\\jimbob\\Local Settings\\Application data\\Arma 2\\BattlEye\\beserver.cfg |\n| Arma 2:OA, Windows XP, default: | C:\\Documents and Settings\\jimbob\\Local Settings\\Application data\\Arma 2 OA\\BattlEye\\beserver.cfg |\n| Any Arma 2, any Windows, *-profiles=D:\\profiles*: | D:\\profiles\\BattlEye\\beserver.cfg |\n\n##### Linux\n\nFor Linux dedicated servers, the default locations are:\n\n- For the Arma 2 dedi, it is \"`./battleye`\"\n- For the Arma 2:OA dedi, it is \"`./expansion/battleye`\"\n\n#### Sample beserver.cfg\n\n```\nRConPassword xyzxyz\nMaxPing 200\n```\n\n#### RCon commands\n\n> [!IMPORTANT]\n> The commands are case insensitive. In other words you can write them all lower case.\n\n| Command | Description |\n|---|---|\n| `loadScripts` | loads the \"`scripts.txt`\" file without the need to restart the server. |\n| `missions` | Returns a list of the available missions on the server. |\n| `players` | Displays a list of the players on the server including BE GUIDs and pings. |\n| `kick` *[player#]* | Kicks a player. His `#` can be found in the player list using the \"`players`\" command. |\n| `RConPassword` *[password]* | Changes the RCon password. |\n| `MaxPing` *[ping]* | Changes the *MaxPing* value. If a player has a higher ping, he will be kicked from the server. |\n| `logout` | Logout from current server, but do not exit the program. |\n| `Exit` | Closes the connection. |\n| `Say` *[player#]* | Say something to *player #*. `-1` equals **all players** on server (*e.g.* \"`Say -1 Hello World!`\") |\n| `#mpmissions` | (Since Arma 3 2.22) Lists available missions on the server, selectible with `#mission <missionname.world>` command. Works with custom `-mpmissions=` |\n\n**Server commands are passed directly to server:** `#mission [missionName]` - Loads the given mission on the server.\n\n> [!IMPORTANT]\n> Look at the GUID banning section for additional commands.\n\n### Support\n\n- [BE Support page with contact details](http://www.battleye.com/support.html)\n- [Frequently Asked Questions:](http://www.battleye.com/support.html)\n  - I am getting kicked for the following violation(s). I don't use hacks, so what can I do to resolve this?\n  - How do I enable BattlEye in-game to be able to play on BE-enabled servers?\n  - Are administrator rights required when playing with BattlEye enabled?\n  - I am using a 64-bit operating system but can't seem to find the right files in the download section. Is 64-bit unsupported?\n  - I am running multiple dedicated servers from one installation. Is there anything I have to keep in mind regarding BattlEye?\n- Official BattlEye threads in the BI forum\n  - [BattlEye Installer (A2:OA)](http://forums.bistudio.com/showthread.php?t=109915)\n  - [RCon server administration](http://forums.bistudio.com/showthread.php?t=95454)\n  - [BattlEye GUID banning](http://forums.bistudio.com/showthread.php?t=96228)\n  - [New BattlEye features for server admins](http://forums.bistudio.com/showthread.php?131759-New-BattlEye-features-for-server-admins)\n  - [Explanation: Why does BattlEye need administrator privileges now?](http://forums.bistudio.com/showthread.php?104242-Explanation-Why-does-BattlEye-need-administrator-privileges-now)","sections":[{"heading":null,"level":1,"markdown":"[BattlEye website](http://www.battleye.com)\nAbbreviation: **BE**\n\nBattlEye is an anti-cheat tool created by *BattlEye Innovations*. It is currently included in Bohemia Interactive's *Arma*, *Arma 2* and *Arma 3* series as an optional installation and server configuration option.\n\nBattlEye works by scanning connected clients for various cheat and exploit methods. Upon detection, BattlEye disconnects (*kicking*) the offending clients. You can find more details about the *BE* cheat scanning engine on the [about page](https://www.battleye.com/about/)."},{"heading":"Privacy","level":3,"markdown":"**BattlEye will never violate your privacy in any way**. The EULA clearly states this when installing BattlEye. Any other statements found anywhere else are superseded by the EULA.\n\nBattlEye always has and will secure the user's privacy and protect against any sort of software exploitation from outside."},{"heading":"Setup","level":3,"markdown":""},{"heading":"Latest version","level":4,"markdown":"You can find out what the latest version is by visiting the [news section](http://www.battleye.com/index.html)."},{"heading":"Installation","level":4,"markdown":"Installation of the BattlEye client is an option during the initial game installation process.\n\nBE updates itself automatically during a running MP session with internet access. However in the case of troubles use the following options:"},{"heading":"Manual BEClient.dll download","level":5,"markdown":"1. Download the latest *BEClient.dll* from the [download section](http://www.battleye.com/download.html). Make sure to download the *BEClient.dll* for the your series of Arma:\n\n   *Arma, Arma 2, Operation Arrowhead, Arma 3,* …\n1. Now you need to put *BEClient.dll* to the right location:\n\n   ***Windows 7*:** `C:\\Users\\%USERNAME%\\AppData\\Local\\Arma 2 OA\\BattlEye\\`\n\n   ***Windows XP*:** `C:\\Documents and Settings\\%USERNAME%\\Local Settings\\Application Data\\ARMA 2 OA\\BattlEye\\`\n\n   ***STEAM*:** `C:\\Program Files (x86)\\Steam\\SteamApps\\common\\ARMA 2 Operation Arrowhead\\Expansion\\BattlEye\\`\n\n> [!IMPORTANT]\n> You need to use the right subfolder for your game version (Arma/Arma 2/Arma 2 OA/Arma 3…)."},{"heading":"Automated BEClient.dll installer","level":5,"markdown":"1. Download the [installer](http://forums.bistudio.com/showthread.php?t=109915) for your series of Arma.\n1. Next run it and use ***run as Administrator*** (select file by left mouse click, right mouse click, select the ***run as*** option).\n\nIt is a very fast **silent-installer**. This means normally you will not notice anything - no application widow, no progress bar, no completion info. **Only if there are issues, it will speak up**.\n\nThe automated installer looks for the *BEClient.dll* on your computer:\n\n1. If your BEClient.dll is same or newer, then installer does nothing,\n1. If your BEClient.dll is older, it updates the BEClient.dll version,\n1. If the BEClient.dll is not found, it will install the latest BEClient.dll.\n\nYou can verify if it was installed by checking the software uninstall list. You find it under \"*BattlEye for OA uninstall*\"."},{"heading":"Installation on Linux servers","level":4,"markdown":"First of all, set up a working *Arma 2* or *Arma 2:OA* server. When your Linux Arma 2 server works as it should, you can follow these instructions to install and enable BattlEye.\n\n1. Log on to your Linux server with ***SSH*** or open a new ***terminal emulator window***.\n1. Change directory to where you have the Arma 2 server files installed. In this example we'll use \"`/home/arma2/arma2server`\" as the server's installation directory:\n\n   `cd /home/arma2/arma2server`\n1. Next, create a directory for the BattlEye server.\n   - For an Arma 2 server, the path should be:\n\n   `./battleye`\n   - Whilst for an Arma 2: Operation Arrowhead server it is:\n\n   `./expansion/battleye`:\n   - *i.e.* `mkdir battleye` **or** `mkdir expansion/battleye`\n1. Download the correct *BE* server from the BattlEye [website](http://www.battleye.com/download.html) - there's one file for Arma 2 and another for Arma 2:OA. You can use a *command-line* download tool such as \"*wget*\" or \"*curl*\" as well:\n   - For Arma 2, use:\n\n   `wget http://www.battleye.com/downloads/arma2/beserver.so -O battleye/beserver.so`\n   - Whilst for Arma 2:OA it is:\n\n   `wget http://www.battleye.com/downloads/arma2oa/beserver.so -O expansion/battleye/beserver.so`\n1. You now have the BE server component installed. Enable it in your game server's config with \"`BattlEye=1;`\".\n1. Start the server again and watch the log file (usually \"`log.2302.txt`\"). With BattlEye enabled, you'll see an extra line of output when the server is started. For example:\n\n   `14:20:22 BattlEye Server: Initialized (v1.122)`\n1. ***(Optional)*** In order to administrate your BE server remotely, you'll need to create a configuration file for the BE server. It should be named \"`beserver.cfg`\" and placed in the BE directory you just created.\n   We'll create one and set the admin password to \"*mypassword*\". (You should change the password used in this example to something better).\n   - For an Arma 2 server, run:\n\n   `echo \"RConPassword mypassword\" > ./battleye/beserver.cfg`\n   - For an Arma 2:OA server, do this:\n\n   `echo \"RConPassword mypassword\" > ./expansion/battleye/beserver.cfg`\n   - For an Arma 3 server, do this:\n\n   `echo \"RConPassword mypassword\" > ./battleye/launch/beserver.cfg`\n   - For more details, see the section below on RCon."},{"heading":"Configuration","level":4,"markdown":""},{"heading":"Client","level":5,"markdown":"Apart from installation there is no additional configuration required for game clients."},{"heading":"Server","level":5,"markdown":"Refer to the server config section on how to enable BattlEye on a game server.\n\n> [!IMPORTANT]\n> If you run multiple game servers on one machine, you need to specify separate BE paths for each in the server startup parameters."},{"heading":"64-bit support","level":3,"markdown":"The 64-bit version of Arma 3 uses 64-bit dlls: BEClient_x64.dll and BEServer_x64.dll, as well as BEServer_x64.cfg for configuration."},{"heading":"BE commands","level":3,"markdown":"> [!IMPORTANT]\n> The #beserver command has been disabled for now, due to the game admin hijacking hack.\n> You need to use the BE RCon tool to ban players from your server.\n\n> [!IMPORTANT]\n> The commands are case insensitive. In other words you can write them all lower case."},{"heading":"GUID banning","level":4,"markdown":"***BE*** can permanently or temporarily ban players from your server. The advantage over Arma 2's *PID* banning is that the BE *GUID* cannot be hacked/changed client-side, therefore the only way for a player to get unbanned is to buy a new *game/cd-key*.\n\nThe following commands are available to manage *GUID* bans:\n\n| Command | Description |\n|---|---|\n| `loadBans` | (Re)load the BE ban list from bans.txt. |\n| `bans` | Show a list of all BE server bans. |\n| `ban` *[player #] [time in minutes] [reason]* | Ban a player's BE GUID from the server. If time is not specified or `0`, the ban will be permanent; if reason is not specified the player will be kicked with \"Banned\". |\n| `addBan` *[GUID] [time in minutes] [reason]* | Same as \"ban\", but allows to ban a player that is not currently on the server. |\n| `removeBan` *[ban #]* | Remove ban (get the ban # from the bans command). |\n| `writeBans` | removes expired bans from bans file |\n\nYou can either enter them via BE RCon or in-game using \"`#beserver [command]`\" (if logged in as admin). For example:\n\n`#beserver ban 11`\n\nKeep in mind that the \"`player #`\" used here is the one listed by BE's \"*players*\" command.\n\nBattlEye *GUID* and *IP* bans will now both be loaded from and saved to \"`bans.txt`\" (no longer \"`guidbans.txt`\" and \"`ipbans.txt`\") in your server's BE working directory.\nTimed bans're saved into bans.txt as timestamp of end-date(unixformat)"},{"heading":"RCon","level":3,"markdown":"**Latest version**\n\n`b0.94`.\n\nSince BattlEye server version `1.102` you can control your Arma game server remotely (without having to be in-game) using the *BattlEye RCon tool*.\n\n1. Download the [BattlEye RCon tool (BERCon.exe)](http://www.battleye.com/downloads/BERCon.exe).\n1. Create a file called `beserver.cfg` (or `beserver_x64.cfg` for 64-bit server) in ***BattlEye working directory*** on the server.\n1. Set private *RCon password* in the `beserver.cfg` (or `beserver_x64.cfg` for 64-bit server) via setting \"RConPassword\"\n1. Set *custom BattlEye's RCON port* defined in `beserver.cfg` (or `beserver_x64.cfg` for 64-bit server) via setting \"RConPort\" (*for Arma 3 update 1.58.135656 and newer builds*)\n1. Set *optional BattlEye's RCON IP* defined in `beserver.cfg` (or `beserver_x64.cfg` for 64-bit server) via setting \"RConIP\" (*for Arma 3 update 1.58.135656 and newer builds*)\n1. Start the RCon tool binary and connect to server with its *IP*, *port* and *RCon password*.\n\nRconPort must avoid reserved ARMA3server port range (gameport *+0,+1,+2,+3,+4))\ndefault reserved ports are 2302 - 2306 (to clarify the reserved ports can't be used for BattlEye's RCON).\nexample for default server setting, RconPort 2301\n\nRconIP entry isn't needed, as when undefined it equals to value of 0.0.0.0 (all IPv4 local IP addresses used at once)\nsetting it to e.g. 127.0.0.1 will prevent it to respond on external IP\nsetting it to e.g. external IP will prevent it to respond on localhost 127.0.0.1"},{"heading":"BattlEye working directory","level":4,"markdown":"The BattlEye working directory is a folder in one of three places:\n\n1. A folder named \"*BattlEye*\" within the Arma 2 application data folder.\n1. A folder named \"*BattlEye*\" in the path given by the \"`-profiles`\" startup parameter.\n1. In a folder given by the \"`-bepath`\" startup parameter.\n\n> [!IMPORTANT]\n> Even with custom locations you will still need the BattlEye *.dll's* or *.so's* **ALSO in the default location** (\"<*arma2*>\\BattlEye\" for Arma 2 or \"<*arma2*>\\Expansion\\BattlEye\" for Arma 2:OA/CO) for BattlEye to start."},{"heading":"The Arma 2 application data folder","level":5,"markdown":"In *Windows Vista, 7 and 2008*, that's the path given by \"`%LOCALAPPDATA%\\Arma 2`\" for Arma 2 and \"`%LOCALAPPDATA%\\Arma 2 OA`\" for the Arrowhead dedi. A typical value is:\n\n`C:\\Users\\username\\AppData\\Local\\Arma 2`\n\nIn *Windows XP and 2003*, the application data folder is \"`%USERPROFILE%\\Local Settings\\Application Data\\Arma 2`\". A typical example is:\n\n`C:\\Documents and Settings\\username\\Local Settings\\Application data\\Arma 2`\n\nThese locations are the default and are used, if you launch the dedicated server **without** using either the \"`-profiles`\" or \"`-bepath`\" launch parameters."},{"heading":"The -profiles location","level":5,"markdown":"The path given as the \"`-profiles=...`\" startup parameter used when launching the Arma 2 dedi. If, for example, you would launch the Arma 2:OA dedicated server using:\n\n`arma2oaserver.exe -profiles=D:\\Games\\ArmA2`\n\nthen the BattlEye working directory would be:\n\n`D:\\Games\\ArmA2\\BattlEye`\n\n> [!IMPORTANT]\n> Even if using custom locations you will still need the *.dll's* or *.so's* **ALSO in the default location** (\"<*arma2*>\\BattlEye\" for Arma 2 or \"<*arma2*>\\Expansion\\BattlEye\" for Arma 2:OA/CO) for BattlEye to start."},{"heading":"The -bepath location","level":5,"markdown":"You can also specify the BattlEye working directory directly using the startup parameter \"`-bepath`\". Example:\n\n`arma2oaserver.exe -bepath=D:\\MyBattlEye`\n\nIn this case, the BattlEye working directory will be:\n\n`D:\\MyBattlEye`\n\nIf path contains spaces, encase everything in quotes:\n\n`arma2oaserver.exe \"-bepath=D:\\My BattlEye\"`\n\n> [!IMPORTANT]\n> Even if using custom locations you will still need the *.dll's* or *.so's* **ALSO in the default location** (\"<*arma2*>\\BattlEye\" for Arma 2 or \"<*arma2*>\\Expansion\\BattlEye\" for Arma 2:OA/CO) for BattlEye to start."},{"heading":"Full examples","level":5,"markdown":"Here are examples of the full paths to the \"`beserver.cfg`\" file for a few different cases.\n\n- The examples assume that the username of the user that will run the servers is \"*jimbob*\".\n- \"*Arma 2*\" means running the \"`arma2server.exe`\" whereas \"*Arma 2:OA*\" means you're launching \"`arma2oaserver.exe`\".\n\n| To Launch | Follow Path |\n|---|---|\n| Arma 2, Windows 7/Vista/2008, default: | C:\\Users\\jimbob\\AppData\\Local\\Arma 2\\BattlEye\\beserver.cfg |\n| Arma 2:OA, Windows 7/Vista/2008, default: | C:\\Users\\jimbob\\AppData\\Local\\Arma 2 OA\\BattlEye\\beserver.cfg |\n| Arma 2, Windows XP, default: | C:\\Documents and Settings\\jimbob\\Local Settings\\Application data\\Arma 2\\BattlEye\\beserver.cfg |\n| Arma 2:OA, Windows XP, default: | C:\\Documents and Settings\\jimbob\\Local Settings\\Application data\\Arma 2 OA\\BattlEye\\beserver.cfg |\n| Any Arma 2, any Windows, *-profiles=D:\\profiles*: | D:\\profiles\\BattlEye\\beserver.cfg |"},{"heading":"Linux","level":5,"markdown":"For Linux dedicated servers, the default locations are:\n\n- For the Arma 2 dedi, it is \"`./battleye`\"\n- For the Arma 2:OA dedi, it is \"`./expansion/battleye`\""},{"heading":"Sample beserver.cfg","level":4,"markdown":"```\nRConPassword xyzxyz\nMaxPing 200\n```"},{"heading":"RCon commands","level":4,"markdown":"> [!IMPORTANT]\n> The commands are case insensitive. In other words you can write them all lower case.\n\n| Command | Description |\n|---|---|\n| `loadScripts` | loads the \"`scripts.txt`\" file without the need to restart the server. |\n| `missions` | Returns a list of the available missions on the server. |\n| `players` | Displays a list of the players on the server including BE GUIDs and pings. |\n| `kick` *[player#]* | Kicks a player. His `#` can be found in the player list using the \"`players`\" command. |\n| `RConPassword` *[password]* | Changes the RCon password. |\n| `MaxPing` *[ping]* | Changes the *MaxPing* value. If a player has a higher ping, he will be kicked from the server. |\n| `logout` | Logout from current server, but do not exit the program. |\n| `Exit` | Closes the connection. |\n| `Say` *[player#]* | Say something to *player #*. `-1` equals **all players** on server (*e.g.* \"`Say -1 Hello World!`\") |\n| `#mpmissions` | (Since Arma 3 2.22) Lists available missions on the server, selectible with `#mission <missionname.world>` command. Works with custom `-mpmissions=` |\n\n**Server commands are passed directly to server:** `#mission [missionName]` - Loads the given mission on the server.\n\n> [!IMPORTANT]\n> Look at the GUID banning section for additional commands."},{"heading":"Support","level":3,"markdown":"- [BE Support page with contact details](http://www.battleye.com/support.html)\n- [Frequently Asked Questions:](http://www.battleye.com/support.html)\n  - I am getting kicked for the following violation(s). I don't use hacks, so what can I do to resolve this?\n  - How do I enable BattlEye in-game to be able to play on BE-enabled servers?\n  - Are administrator rights required when playing with BattlEye enabled?\n  - I am using a 64-bit operating system but can't seem to find the right files in the download section. Is 64-bit unsupported?\n  - I am running multiple dedicated servers from one installation. Is there anything I have to keep in mind regarding BattlEye?\n- Official BattlEye threads in the BI forum\n  - [BattlEye Installer (A2:OA)](http://forums.bistudio.com/showthread.php?t=109915)\n  - [RCon server administration](http://forums.bistudio.com/showthread.php?t=95454)\n  - [BattlEye GUID banning](http://forums.bistudio.com/showthread.php?t=96228)\n  - [New BattlEye features for server admins](http://forums.bistudio.com/showthread.php?131759-New-BattlEye-features-for-server-admins)\n  - [Explanation: Why does BattlEye need administrator privileges now?](http://forums.bistudio.com/showthread.php?104242-Explanation-Why-does-BattlEye-need-administrator-privileges-now)"}],"categories":["ArmA: Armed Assault: Multiplayer","Arma 2: Multiplayer","Arma 3: Multiplayer"],"groups":["Multiplayer and Server"]},{"name":"BIDMP","title":"BIDMP","type":"topic","url":"https://community.bistudio.com/wiki/BIDMP","revid":177377,"updated":"2020-12-30T05:39:57Z","aliases":[],"markdown":"1. REDIRECT Crash Files","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT Crash Files"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"Bimpas File Format","title":"Bimpas File Format","type":"topic","url":"https://community.bistudio.com/wiki/Bimpas_File_Format","revid":378450,"updated":"2026-04-16T20:22:06Z","aliases":[],"markdown":"bimpas files are associated with Xbox elite they were the precursor to Armed Assault's rvmat files.\n\nIn both cases they define a series of textures for p3d models (and wrps)\n\nThe new Visitor 3 graphical editor tool refers to bimpas files as:\n\n- rvmat surface materials\n- bimpas transition materials\n\n- rvmat files are a series of paas\n- bimpas files are a series of rvmats\n\n### Rapification\n\nOrdinarily, these files, if binarised, are rapified in the normal xbox/arma manner\n\nsome files, possibly in error, contain substituted space characters for zeroes.\n\n### Examples\n\n```cpp\nclass Pass0\n{\n    material = \"ca\\introofp\\ps.rvmat\";\n    texture = \"ca\\introofp\\ps.paa\";\n    tlAlpha = 1;\n    trAlpha = 1;\n    blAlpha = 1;\n    brAlpha = 1;\n};\n\nclass Pass0\n{\n    material = \"LandText\\az.rvmat\";\n    texture = \"LandText\\az.paa\";\n    trAlpha = 1.000000;\n};\n\nclass Pass1\n{\n    material = \"LandText\\ba.rvmat\";\n    texture = \"LandText\\ba.paa\";\n    blAlpha = 1.000000;\n};\n\nclass Pass2\n{\n    material = \"LandText\\_N.rvmat\";\n    texture = \"LandText\\_N.paa\";\n    brAlpha = 1.000000;\n};\n\nclass Pass3\n{\n    material = \"LandText\\Dl.rvmat\";\n    texture = \"LandText\\Dl.paa\";\n    tlAlpha = 1.000000;\n};\n```","sections":[{"heading":null,"level":1,"markdown":"bimpas files are associated with Xbox elite they were the precursor to Armed Assault's rvmat files.\n\nIn both cases they define a series of textures for p3d models (and wrps)\n\nThe new Visitor 3 graphical editor tool refers to bimpas files as:\n\n- rvmat surface materials\n- bimpas transition materials\n\n- rvmat files are a series of paas\n- bimpas files are a series of rvmats"},{"heading":"Rapification","level":3,"markdown":"Ordinarily, these files, if binarised, are rapified in the normal xbox/arma manner\n\nsome files, possibly in error, contain substituted space characters for zeroes."},{"heading":"Examples","level":3,"markdown":"```cpp\nclass Pass0\n{\n    material = \"ca\\introofp\\ps.rvmat\";\n    texture = \"ca\\introofp\\ps.paa\";\n    tlAlpha = 1;\n    trAlpha = 1;\n    blAlpha = 1;\n    brAlpha = 1;\n};\n\nclass Pass0\n{\n    material = \"LandText\\az.rvmat\";\n    texture = \"LandText\\az.paa\";\n    trAlpha = 1.000000;\n};\n\nclass Pass1\n{\n    material = \"LandText\\ba.rvmat\";\n    texture = \"LandText\\ba.paa\";\n    blAlpha = 1.000000;\n};\n\nclass Pass2\n{\n    material = \"LandText\\_N.rvmat\";\n    texture = \"LandText\\_N.paa\";\n    brAlpha = 1.000000;\n};\n\nclass Pass3\n{\n    material = \"LandText\\Dl.rvmat\";\n    texture = \"LandText\\Dl.paa\";\n    tlAlpha = 1.000000;\n};\n```"}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"BIN","title":"BIN","type":"topic","url":"https://community.bistudio.com/wiki/BIN","revid":76721,"updated":"2014-03-06T11:25:06Z","aliases":[],"markdown":"1. REDIRECt Config.cpp/bin File Format","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECt Config.cpp/bin File Format"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"BIN File Formats","title":"BIN File Formats","type":"topic","url":"https://community.bistudio.com/wiki/BIN_File_Formats","revid":373407,"updated":"2025-05-08T11:27:11Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nFileExtension .bin is a generic identifier that indicates the contents are raPified (binarised)\n\n- texHeaders.bin File Format\n- Product.cpp/bin File Format\n- Config.cpp/bin File Format\n- Mod.cpp/bin File Format\n\nSee also CPP File Format","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nFileExtension .bin is a generic identifier that indicates the contents are raPified (binarised)\n\n- texHeaders.bin File Format\n- Product.cpp/bin File Format\n- Config.cpp/bin File Format\n- Mod.cpp/bin File Format\n\nSee also CPP File Format"}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Binarize","title":"Binarize","type":"topic","url":"https://community.bistudio.com/wiki/Binarize","revid":336601,"updated":"2023-01-04T15:23:19Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:**\n\nBinarize is a model/world optimizing tool created by [Bohemia Interactive](http://www.bistudio.com).\nThe purpose of the tool is to convert the file into the representation suitable for fast loading by the game engine. Some information important for editing, but not relevant for the game, may be discarded during the process, therefore the process in not always reversible (which is one of the reasons why BI does not provide a tools which would reverse the binarization).\n\n**Notes:** The term 'binarizing' is sometimes used to describe converting a file into an optimized / binary format, like when converting Config.cpp into Config.bin. This is in fact not done using Binarize, rather by another tool called CfgConvert.\n\n#### Usage\n\n**Line call:** binarize [options] source destination mask\n\n**Options:**\n\nPath to textures\n\n- -textures=<path>\n\nFiles or masks of files to be excluded from binarization\n\n- -exclude=<filename>\n\nAdditonal config is loaded from this folder\n\n- -addon=<addon folder>\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n#### Additional information\n\n##### Current directory\n\nBinarize converts p3d and wrp using provided config files. It's important to use defined current directory as there are many files used from there.\n\n```\n   cd \\\n```\n\n```\n   (current directory / current_dir)\n```\n\n##### Config files\n\nBinarize uses following config files:\n\n```\n   current_dir\\binarize\\bin\\config.cpp\n```\n\n```\n   current_dir\\addon_folder\\config.cpp (one or more addon folders can be defined using -adddon option)\n```\n\n```\n   source_dir\\config.cpp (and all config.cpp that are located in subfolders of the source directory)\n```\n\n##### p3d Objects\n\nBinarize takes all textures and materials used in binarized p3d object and copies them into path defined by \"-textures=<path>\" with full path to the texture added as it is defined in the object.\n\nDuring processing the object, binarize will use class CfgModels from all used config.cpp files and creates independent sections from any named selection listed in CfgModels.\n\nSome proxy models used there must be present in the current directory during binarization.\n\n##### textures.lst\n\nWhen this file is present at the root of the addon directory, every referenced textures will be converted.\n\n```\nA3\\Air_F\\Data\\0_CA.png\nA3\\Air_F\\Data\\1_CA.png\nA3\\Air_F\\Data\\2_CA.png\nA3\\Air_F\\Data\\blank_CA.png\nA3\\Air_F\\Data\\Minigun_TI_CA.tga\n```\n\nThe path to the texture must include the \"project path\", as used in Addon Builder.\n\n##### Wrp Worlds\n\nWhen you binarize worlds, any object defined in config.cpp files under class \"ReplaceObjects\" can be replaced accordingly.\n\nAll models used in the wrp file shall be available under the correct path in the current directory.\n\nBinarize takes all textures and materials used in binarized wrp object and copies them into path defined by \"-textures=<path>\" with full path to the textures and materials added as it is defined in the world.","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:**\n\nBinarize is a model/world optimizing tool created by [Bohemia Interactive](http://www.bistudio.com).\nThe purpose of the tool is to convert the file into the representation suitable for fast loading by the game engine. Some information important for editing, but not relevant for the game, may be discarded during the process, therefore the process in not always reversible (which is one of the reasons why BI does not provide a tools which would reverse the binarization).\n\n**Notes:** The term 'binarizing' is sometimes used to describe converting a file into an optimized / binary format, like when converting Config.cpp into Config.bin. This is in fact not done using Binarize, rather by another tool called CfgConvert."},{"heading":"Usage","level":4,"markdown":"**Line call:** binarize [options] source destination mask\n\n**Options:**\n\nPath to textures\n\n- -textures=<path>\n\nFiles or masks of files to be excluded from binarization\n\n- -exclude=<filename>\n\nAdditonal config is loaded from this folder\n\n- -addon=<addon folder>"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"Current directory","level":5,"markdown":"Binarize converts p3d and wrp using provided config files. It's important to use defined current directory as there are many files used from there.\n\n```\n   cd \\\n```\n\n```\n   (current directory / current_dir)\n```"},{"heading":"Config files","level":5,"markdown":"Binarize uses following config files:\n\n```\n   current_dir\\binarize\\bin\\config.cpp\n```\n\n```\n   current_dir\\addon_folder\\config.cpp (one or more addon folders can be defined using -adddon option)\n```\n\n```\n   source_dir\\config.cpp (and all config.cpp that are located in subfolders of the source directory)\n```"},{"heading":"p3d Objects","level":5,"markdown":"Binarize takes all textures and materials used in binarized p3d object and copies them into path defined by \"-textures=<path>\" with full path to the texture added as it is defined in the object.\n\nDuring processing the object, binarize will use class CfgModels from all used config.cpp files and creates independent sections from any named selection listed in CfgModels.\n\nSome proxy models used there must be present in the current directory during binarization."},{"heading":"textures.lst","level":5,"markdown":"When this file is present at the root of the addon directory, every referenced textures will be converted.\n\n```\nA3\\Air_F\\Data\\0_CA.png\nA3\\Air_F\\Data\\1_CA.png\nA3\\Air_F\\Data\\2_CA.png\nA3\\Air_F\\Data\\blank_CA.png\nA3\\Air_F\\Data\\Minigun_TI_CA.tga\n```\n\nThe path to the texture must include the \"project path\", as used in Addon Builder."},{"heading":"Wrp Worlds","level":5,"markdown":"When you binarize worlds, any object defined in config.cpp files under class \"ReplaceObjects\" can be replaced accordingly.\n\nAll models used in the wrp file shall be available under the correct path in the current directory.\n\nBinarize takes all textures and materials used in binarized wrp object and copies them into path defined by \"-textures=<path>\" with full path to the textures and materials added as it is defined in the world."}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"BinMake","title":"BinMake","type":"topic","url":"https://community.bistudio.com/wiki/BinMake","revid":336643,"updated":"2023-01-04T15:23:36Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:**\n\nArmed Assault\nArma 3\n\n**Download:**\n\nIncluded in BI Tools,\n[Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** BinMake is a tools to be used in data packing process to dispatch conversion of various file types to corresponding conversion tools. Currently its most common usage is from Binarize or Buldozer, it is used to control coversion of texture and material files by Pal2PacE or CfgConvert.\n\n#### Usage\n\n**Line call:** BinMake.exe source_file_path destination_file_path\n\n**Options:**\n\nBinMake called with 2 arguments finds a right conversion tool and uses it.\nList of tools and file extensions to convert is in binMakeRules.txt. Such list can be generated or refreshed by running BinMakeRules.exe (no arguments) from the root directory of the tools.\n\n**Examples:**\n\nBinMake.exe P:\\addon\\icon.tga P:\\addon\\icon.paa\nBinMake.exe P:\\addon\\config.cpp P:\\addon\\config.bin\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:**\n\nArmed Assault\nArma 3\n\n**Download:**\n\nIncluded in BI Tools,\n[Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** BinMake is a tools to be used in data packing process to dispatch conversion of various file types to corresponding conversion tools. Currently its most common usage is from Binarize or Buldozer, it is used to control coversion of texture and material files by Pal2PacE or CfgConvert."},{"heading":"Usage","level":4,"markdown":"**Line call:** BinMake.exe source_file_path destination_file_path\n\n**Options:**\n\nBinMake called with 2 arguments finds a right conversion tool and uses it.\nList of tools and file extensions to convert is in binMakeRules.txt. Such list can be generated or refreshed by running BinMakeRules.exe (no arguments) from the root directory of the tools.\n\n**Examples:**\n\nBinMake.exe P:\\addon\\icon.tga P:\\addon\\icon.paa\nBinMake.exe P:\\addon\\config.cpp P:\\addon\\config.bin"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement"}],"categories":["ArmA: Armed Assault: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Boolean","title":"Boolean","type":"topic","url":"https://community.bistudio.com/wiki/Boolean","revid":245309,"updated":"2021-02-10T16:02:46Z","aliases":["BOOL","boolean"],"markdown":"**Description:**\nA Boolean can either be true or false.\nNote that Booleans are **real** types in the scripting language.\n\nIn config.cpp (addons), a boolean is simply a poetic licence, a convenience, for a zero/non zero integer.","sections":[{"heading":null,"level":1,"markdown":"**Description:**\nA Boolean can either be true or false.\nNote that Booleans are **real** types in the scripting language.\n\nIn config.cpp (addons), a boolean is simply a poetic licence, a convenience, for a zero/non zero integer."}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Briefing.html","title":"Briefing.html","type":"topic","url":"https://community.bistudio.com/wiki/Briefing.html","revid":364465,"updated":"2024-05-16T20:41:48Z","aliases":[],"markdown":"> [!NOTE]\n> In **Arma 2** In briefing.html is only used for the debriefing text. For more information see Arma 2: Briefing.\n\n> [!NOTE]\n> **Arma 3:** Briefing.html is completely obsolete in Arma 3. For briefing creation, see Arma 3: Briefing. For debriefing, see Arma 3: Debriefing.\n\n### Introduction\n\nBriefing.html is a simple HTML file located in the mission folder. You have to create this file manually, and the file will be loaded automatically when the mission begins. For SP missions and campaigns, the Briefing.html is accompanied with the Overview.html file.\n\nThe briefing is split into 4 main sections:\n\n- Notes\n- Plan\n- Objectives\n- Endings\n\nTo preview your briefing whilst in the editor, hold SHIFT while clicking 'preview'.\n\n### Notes\n\nThe **Briefing Notes** section gives the player additional information about the mission. You can specify the mission goal in more detail, give some hints or add other background information.\nIn multiplayer missions the **Notes** section is seen exactly the same regardless of side.\n\n### Plan and Objectives\n\nThe **Briefing Plan** section of the Briefing.html is used as a formal introduction to your mission.\nThe mission plan is the only interactive part of the mission briefing - you can change it from within the mission at any time.\n\nYou can have as many objectives in the mission plan as you want, but every objective has to have its own small section. The name of the section is \"OBJ_ID\", where ID is an arbitrary identification of the objective - but it is recommended to use numbers. (For example, the first objective should be \"OBJ_1\", the second \"OBJ_2\", etc.)\n\nYou can change the status of an objective any time by using objStatus function. Just write \"ID\" objStatus \"Status\" in a script or trigger. ID is objective's ID; Status can be Active (visible objective), Hidden (invisible objective), Failed (failed objective) or Done (completed objective). When the player is in Cadet mode and you change status of any objective to Done, the message \"Objective completed\" appears. If you change it to any other type, the message on the screen will be \"Mission plan updated\".\n\n### Endings\n\nThe last part of the briefing is the **debriefing**. You can have up to six endings in your mission and all of them need their own debriefing. Simply choose the appropriate section (there are \"End1\" and \"End2\" sections in the example below), change the \"Title\" and write your own description of the ending. Again, the space for this isn't limited. Mission endings are controlled by choosing appropriate trigger type (End #1, End #2, etc.).\n\n### Simple Example\n\nBriefing.html:\n\n```html\n<html>\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/html; charset=windows-1250\">\n<title>Briefing</title>\n</head>\n<body>\n\n<!-------------------------------->\n<!--- Notes                    --->\n<!-------------------------------->\n<h2><a name=\"Main\"></a></h2>\n\n<p>\nWrite some text here - it will be in the \"Notes\" section.\n<br><br>\nYou can use some <a href=\"marker:MarkerName\">links</a> too.\nWhen the player clicks on it, the map will center to the marker.\n</p>\n\n<hr>\n<!--- End of Notes             --->\n\n<!-------------------------------->\n<!--- Missions plan            --->\n<!-------------------------------->\n\n<p><a name=\"Plan\"></a>\nShort description of the mission.\n</p>\n<hr>\n\n<p><a name=\"OBJ_1\"></a>First objective.\n</p>\n<hr>\n\n<p><a name=\"OBJ_2\"></a>Second objective.\n</p>\n<hr>\n<!--- End of Missions plan     --->\n\n<!-------------------------------->\n<!--- Debriefings              --->\n<!-------------------------------->\n<hr>\n\n<br>\n<h2><p><a name=\"Debriefing:End1\">Title</a></p></h2>\n<br>\n<p>\nWrite description of End1 here.\n</p>\n<br>\n\n<hr>\n\n<br>\n<h2><p><a name=\"Debriefing:End2\">Title</a></p></h2>\n<br>\n<p>\nWrite description of End2 here.\n</p>\n<br>\n\n<!--- End of Debriefings       --->\n\n</body>\n</html>\n```\n\n### Advanced Briefing\n\nThe original BIS style briefings employ a small amount of information on the mission to be played, giving the player only the most basic of intelligence needed to complete his task. The BIS notes section usually takes the form of a diary entry and whilst these methods are certainly an accepted in the community, there is another way to write your briefings.\n\n#### Subpages\n\nThe advanced briefing takes writing and presenting a briefing to a whole new level. Using links and pictures, you can create a much more detailed and aesthetically pleasing effect which allow you to share with the player as much information as you wish.\nMultiple pages will allow you to present different portions of your briefing in an orderly fashion. For example, you may wish to break your briefing down into phases such as:\n\n- Sitrep (Situation Report)\n- Orders\n- Insertion\n- Target\n- Exfiltration\n- Friendly Forces\n- Enemy Forces\n\nWith various links this is easily achievable: See Custom sections.\n\n> [!NOTE]\n> For easy navigation, do not forget to add a \"back\" button leading back to the main part (plan)!\n\n#### Side-specific briefing\n\nThe following line makes the briefing identical for all sides:\n\n```html\n<a name=\"Plan\"></a>\n```\n\nTo make side-specific briefing, \"Plan.*side*\" can be used:\n\n```html\n<a name=\"Plan.west\"></a>\n```\n\nObjectives go as follow:\n\n```html\n<a name=\"OBJ_1\"></a>\n```\n\nSide-specific:\n\n```html\n<a name=\"OBJ_WEST_1\"></a>\n```\n\n#### Custom sounds\n\nYou can define some sounds for the briefing in the Description.ext CfgSounds section, and activate them at the top of the description file using:\n\n```cpp\nonBriefingGear = \"SoundName\";\nonBriefingPlan = \"SoundName\";\nonBriefingGroup = \"SoundName\";\n```\n\n### Other possibilities\n\n#### Markers\n\nYou can add marker links in your briefing. Take a look at this line from the example above:\n\n```\nYou can use some <a href=\"marker:MarkerName\">links</a> too.\n```\n\nIn this code, \"MarkerName\" is the name of the marker in your mission. The text in the tag (\"links\" in this case) will be in different color - and if the player clicks on it, the screen will center to the marker (named \"MarkerName\").\n\n#### Custom sections\n\nIf you want, you can create your own sections in the briefing, as here:\n\n```html\n<!-------------------------------->\n<!--- Notes section            --->\n<!-------------------------------->\n\n<h2><a name=\"Main\"></a></h2>\n<p>\nWrite some text here - it will be in the \"Notes\" section.\n<br><br>\nYou can use some <a href=\"marker:MarkerName\">links</a> too.\n<br>\nYou can also use <a href=\"#MySection\">your own section</a> in the briefing.\n</p>\n<hr>\n\n<!--- End of Notes             --->\n\n<h2><a name=\"MySection\">Section name</a></h2>\n<p>\n\nThis is the new section of the briefing.\n<br><br><br>\n<a href=\"#Main\">Link back</a>\n</p>\n<hr>\n\n<!-------------------------------->\n<!--- Missions plan            --->\n<!-------------------------------->\n```\n\nAs you can see, you have to create a new section in HTML code. It begins with a name (<a name=\"…\">) and ends with <hr>. This tag has special meaning in OFP, it divides the sections of the briefing. In this example, \"your own section\" is the link to the section; \"Section name\" is the headline. (This can be empty - try this: <a name=\"MySection\"></a> </h2>.)\n\n#### Pictures\n\nPictures can be added to your briefings, simply by using this img-tag:\n\n```html\n<p align=\"center\"><img src=\"PictureName.jpg\" width=\"128\" height=\"64\"></p>\n```\n\nIn this example \"PictureName.jpg\" is the name of your picture. It has to be in the correct mission folder. Its maximum resolution is 256x256 pixels, and both width and height have to be a power of two (i.e. both sides have to be 2, 4, 8, 16, 32, 64, 128 or 256 pixels). \"Width\" and \"Height\" are the new width and height of the picture; that is, how it will be seen on the screen. \"Align\" determines if the picture is centered or not. You can set it as \"left\", \"right\" or \"center\".\n\n#### Font types\n\nYou can use various fonts in the briefing. Notice the <p> and </p> tags before and after any text - if you replace them with \"headline\" tags, the text will be in a different format. A list of tags follows:\n\n- <h1>: large headline\n- <h2>: small headline\n- <h3>: normal text\n- <h4>: smaller text\n- <h5>: book text style\n- <h6>: hand written text\n\n#### Multi-language briefings\n\nThere is the possibility to make versions of the briefing for other languages. At the moment there is support for the following languages:\n\n- Czech\n- English\n- French\n- German\n- Italian\n- Polish\n- Russian\n- Spanish\n\nThe files must be named \"briefing.***language***.html\" (e.g \"briefing.**French**.html\", \"briefing.**Italian**.html\").\nIf the user language cannot be found, the usual file \"briefing.html\" will be displayed.\n\n- **Operation Flashpoint:** Special characters are not shown in the regular \"briefing.html\" and should be html-encoded (`&eacute;` for `é`, etc)\n- **Armed Assault:** In order for special characters to be shown in ArmA, you have to save your briefing in UTF-8 (notepad \"save as...\" options)\n\n### See Also\n\n- Overview.html","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> In **Arma 2** In briefing.html is only used for the debriefing text. For more information see Arma 2: Briefing.\n\n> [!NOTE]\n> **Arma 3:** Briefing.html is completely obsolete in Arma 3. For briefing creation, see Arma 3: Briefing. For debriefing, see Arma 3: Debriefing."},{"heading":"Introduction","level":3,"markdown":"Briefing.html is a simple HTML file located in the mission folder. You have to create this file manually, and the file will be loaded automatically when the mission begins. For SP missions and campaigns, the Briefing.html is accompanied with the Overview.html file.\n\nThe briefing is split into 4 main sections:\n\n- Notes\n- Plan\n- Objectives\n- Endings\n\nTo preview your briefing whilst in the editor, hold SHIFT while clicking 'preview'."},{"heading":"Notes","level":3,"markdown":"The **Briefing Notes** section gives the player additional information about the mission. You can specify the mission goal in more detail, give some hints or add other background information.\nIn multiplayer missions the **Notes** section is seen exactly the same regardless of side."},{"heading":"Plan and Objectives","level":3,"markdown":"The **Briefing Plan** section of the Briefing.html is used as a formal introduction to your mission.\nThe mission plan is the only interactive part of the mission briefing - you can change it from within the mission at any time.\n\nYou can have as many objectives in the mission plan as you want, but every objective has to have its own small section. The name of the section is \"OBJ_ID\", where ID is an arbitrary identification of the objective - but it is recommended to use numbers. (For example, the first objective should be \"OBJ_1\", the second \"OBJ_2\", etc.)\n\nYou can change the status of an objective any time by using objStatus function. Just write \"ID\" objStatus \"Status\" in a script or trigger. ID is objective's ID; Status can be Active (visible objective), Hidden (invisible objective), Failed (failed objective) or Done (completed objective). When the player is in Cadet mode and you change status of any objective to Done, the message \"Objective completed\" appears. If you change it to any other type, the message on the screen will be \"Mission plan updated\"."},{"heading":"Endings","level":3,"markdown":"The last part of the briefing is the **debriefing**. You can have up to six endings in your mission and all of them need their own debriefing. Simply choose the appropriate section (there are \"End1\" and \"End2\" sections in the example below), change the \"Title\" and write your own description of the ending. Again, the space for this isn't limited. Mission endings are controlled by choosing appropriate trigger type (End #1, End #2, etc.)."},{"heading":"Simple Example","level":3,"markdown":"Briefing.html:\n\n```html\n<html>\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/html; charset=windows-1250\">\n<title>Briefing</title>\n</head>\n<body>\n\n<!-------------------------------->\n<!--- Notes                    --->\n<!-------------------------------->\n<h2><a name=\"Main\"></a></h2>\n\n<p>\nWrite some text here - it will be in the \"Notes\" section.\n<br><br>\nYou can use some <a href=\"marker:MarkerName\">links</a> too.\nWhen the player clicks on it, the map will center to the marker.\n</p>\n\n<hr>\n<!--- End of Notes             --->\n\n<!-------------------------------->\n<!--- Missions plan            --->\n<!-------------------------------->\n\n<p><a name=\"Plan\"></a>\nShort description of the mission.\n</p>\n<hr>\n\n<p><a name=\"OBJ_1\"></a>First objective.\n</p>\n<hr>\n\n<p><a name=\"OBJ_2\"></a>Second objective.\n</p>\n<hr>\n<!--- End of Missions plan     --->\n\n<!-------------------------------->\n<!--- Debriefings              --->\n<!-------------------------------->\n<hr>\n\n<br>\n<h2><p><a name=\"Debriefing:End1\">Title</a></p></h2>\n<br>\n<p>\nWrite description of End1 here.\n</p>\n<br>\n\n<hr>\n\n<br>\n<h2><p><a name=\"Debriefing:End2\">Title</a></p></h2>\n<br>\n<p>\nWrite description of End2 here.\n</p>\n<br>\n\n<!--- End of Debriefings       --->\n\n</body>\n</html>\n```"},{"heading":"Advanced Briefing","level":3,"markdown":"The original BIS style briefings employ a small amount of information on the mission to be played, giving the player only the most basic of intelligence needed to complete his task. The BIS notes section usually takes the form of a diary entry and whilst these methods are certainly an accepted in the community, there is another way to write your briefings."},{"heading":"Subpages","level":4,"markdown":"The advanced briefing takes writing and presenting a briefing to a whole new level. Using links and pictures, you can create a much more detailed and aesthetically pleasing effect which allow you to share with the player as much information as you wish.\nMultiple pages will allow you to present different portions of your briefing in an orderly fashion. For example, you may wish to break your briefing down into phases such as:\n\n- Sitrep (Situation Report)\n- Orders\n- Insertion\n- Target\n- Exfiltration\n- Friendly Forces\n- Enemy Forces\n\nWith various links this is easily achievable: See Custom sections.\n\n> [!NOTE]\n> For easy navigation, do not forget to add a \"back\" button leading back to the main part (plan)!"},{"heading":"Side-specific briefing","level":4,"markdown":"The following line makes the briefing identical for all sides:\n\n```html\n<a name=\"Plan\"></a>\n```\n\nTo make side-specific briefing, \"Plan.*side*\" can be used:\n\n```html\n<a name=\"Plan.west\"></a>\n```\n\nObjectives go as follow:\n\n```html\n<a name=\"OBJ_1\"></a>\n```\n\nSide-specific:\n\n```html\n<a name=\"OBJ_WEST_1\"></a>\n```"},{"heading":"Custom sounds","level":4,"markdown":"You can define some sounds for the briefing in the Description.ext CfgSounds section, and activate them at the top of the description file using:\n\n```cpp\nonBriefingGear = \"SoundName\";\nonBriefingPlan = \"SoundName\";\nonBriefingGroup = \"SoundName\";\n```"},{"heading":"Other possibilities","level":3,"markdown":""},{"heading":"Markers","level":4,"markdown":"You can add marker links in your briefing. Take a look at this line from the example above:\n\n```\nYou can use some <a href=\"marker:MarkerName\">links</a> too.\n```\n\nIn this code, \"MarkerName\" is the name of the marker in your mission. The text in the tag (\"links\" in this case) will be in different color - and if the player clicks on it, the screen will center to the marker (named \"MarkerName\")."},{"heading":"Custom sections","level":4,"markdown":"If you want, you can create your own sections in the briefing, as here:\n\n```html\n<!-------------------------------->\n<!--- Notes section            --->\n<!-------------------------------->\n\n<h2><a name=\"Main\"></a></h2>\n<p>\nWrite some text here - it will be in the \"Notes\" section.\n<br><br>\nYou can use some <a href=\"marker:MarkerName\">links</a> too.\n<br>\nYou can also use <a href=\"#MySection\">your own section</a> in the briefing.\n</p>\n<hr>\n\n<!--- End of Notes             --->\n\n<h2><a name=\"MySection\">Section name</a></h2>\n<p>\n\nThis is the new section of the briefing.\n<br><br><br>\n<a href=\"#Main\">Link back</a>\n</p>\n<hr>\n\n<!-------------------------------->\n<!--- Missions plan            --->\n<!-------------------------------->\n```\n\nAs you can see, you have to create a new section in HTML code. It begins with a name (<a name=\"…\">) and ends with <hr>. This tag has special meaning in OFP, it divides the sections of the briefing. In this example, \"your own section\" is the link to the section; \"Section name\" is the headline. (This can be empty - try this: <a name=\"MySection\"></a> </h2>.)"},{"heading":"Pictures","level":4,"markdown":"Pictures can be added to your briefings, simply by using this img-tag:\n\n```html\n<p align=\"center\"><img src=\"PictureName.jpg\" width=\"128\" height=\"64\"></p>\n```\n\nIn this example \"PictureName.jpg\" is the name of your picture. It has to be in the correct mission folder. Its maximum resolution is 256x256 pixels, and both width and height have to be a power of two (i.e. both sides have to be 2, 4, 8, 16, 32, 64, 128 or 256 pixels). \"Width\" and \"Height\" are the new width and height of the picture; that is, how it will be seen on the screen. \"Align\" determines if the picture is centered or not. You can set it as \"left\", \"right\" or \"center\"."},{"heading":"Font types","level":4,"markdown":"You can use various fonts in the briefing. Notice the <p> and </p> tags before and after any text - if you replace them with \"headline\" tags, the text will be in a different format. A list of tags follows:\n\n- <h1>: large headline\n- <h2>: small headline\n- <h3>: normal text\n- <h4>: smaller text\n- <h5>: book text style\n- <h6>: hand written text"},{"heading":"Multi-language briefings","level":4,"markdown":"There is the possibility to make versions of the briefing for other languages. At the moment there is support for the following languages:\n\n- Czech\n- English\n- French\n- German\n- Italian\n- Polish\n- Russian\n- Spanish\n\nThe files must be named \"briefing.***language***.html\" (e.g \"briefing.**French**.html\", \"briefing.**Italian**.html\").\nIf the user language cannot be found, the usual file \"briefing.html\" will be displayed.\n\n- **Operation Flashpoint:** Special characters are not shown in the regular \"briefing.html\" and should be html-encoded (`&eacute;` for `é`, etc)\n- **Armed Assault:** In order for special characters to be shown in ArmA, you have to save your briefing in UTF-8 (notepad \"save as...\" options)"},{"heading":"See Also","level":3,"markdown":"- Overview.html"}],"categories":["Briefing"],"groups":["Mission Editing"]},{"name":"Buldozer","title":"Buldozer","type":"topic","url":"https://community.bistudio.com/wiki/Buldozer","revid":364256,"updated":"2024-05-06T09:38:22Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** **Buldozer** is a model (Object Builder) / map (Terrain Builder) viewing tool and was formerly known as Oxygen Viewer.\n\n**Notes:**\n\nTake a look at DevP for its deployment and Buldozer Configurator for its configuration.\n\nBuldozer won't work as expected if you run Buldozer from Steam or from Arma 3: Tools Launcher if this last was ran from Steam. The best case of use is to run Arma 3: Tools Launcher from the installation directory and run Buldozer from it.\n\n#### Usage\n\n**Installation:** See Buldozer Manual for more information.\n\n**Line call:** Buldozer should be launched from Object Builder or Terrain Builder to work properly.\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Oxygen Viewer, Terrain Builder, Object Builder, Buldozer Manual","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** **Buldozer** is a model (Object Builder) / map (Terrain Builder) viewing tool and was formerly known as Oxygen Viewer.\n\n**Notes:**\n\nTake a look at DevP for its deployment and Buldozer Configurator for its configuration.\n\nBuldozer won't work as expected if you run Buldozer from Steam or from Arma 3: Tools Launcher if this last was ran from Steam. The best case of use is to run Arma 3: Tools Launcher from the installation directory and run Buldozer from it."},{"heading":"Usage","level":4,"markdown":"**Installation:** See Buldozer Manual for more information.\n\n**Line call:** Buldozer should be launched from Object Builder or Terrain Builder to work properly."},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Oxygen Viewer, Terrain Builder, Object Builder, Buldozer Manual"}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Buldozer Configurator","title":"Buldozer Configurator","type":"topic","url":"https://community.bistudio.com/wiki/Buldozer_Configurator","revid":378254,"updated":"2026-03-25T23:52:20Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Tools\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** This is a small UI tool that generates the configuration file of Buldozer and defines the settings in Terrain Builder and Object Builder.\n\n**Notes:** If Object Builder or Terrain Builder are running, Buldozer Configuration may not be able to set the parameters within the software settings.\n\n#### Usage\n\n**Line call:** BuldozerConfigurator.exe\n\n**Options:**\n\n- `/noUI` applies the default parameters and closes itself in case of success, otherwise, the error will be displayed.\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n#### Additional information\n\n##### Error list\n\n- #BCFG001: P Drive is absent\n- #BCFG002: Object Builder or Terrain Builder is not installed\n- #BCFG003: Buldozer installation is not present\n- #BCFG004: Buldozer Configurator was not able to detect the installation directory of Arma 3 Tools","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Tools\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** This is a small UI tool that generates the configuration file of Buldozer and defines the settings in Terrain Builder and Object Builder.\n\n**Notes:** If Object Builder or Terrain Builder are running, Buldozer Configuration may not be able to set the parameters within the software settings."},{"heading":"Usage","level":4,"markdown":"**Line call:** BuldozerConfigurator.exe\n\n**Options:**\n\n- `/noUI` applies the default parameters and closes itself in case of success, otherwise, the error will be displayed."},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"Error list","level":5,"markdown":"- #BCFG001: P Drive is absent\n- #BCFG002: Object Builder or Terrain Builder is not installed\n- #BCFG003: Buldozer installation is not present\n- #BCFG004: Buldozer Configurator was not able to detect the installation directory of Arma 3 Tools"}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Buldozer Manual","title":"Buldozer Manual","type":"topic","url":"https://community.bistudio.com/wiki/Buldozer_Manual","revid":364243,"updated":"2024-05-06T09:38:17Z","aliases":[],"markdown":"## What's Buldozer\n\nBuldozer is a viewer for the Real Virtuality 4 Engine. It comes on some of sub program of the main application (here, Arma 3) that’s able to load environments and models in a basic setup to show a preview of your work from Object Builder and Terrain Builder.\n\n### Notes\n\nYou will probably need to mount the drive P after each startup of your workstation, no worry, this takes no more than 2 seconds.\n\n## How to install\n\n### Substitute Drive P\n\n#### What's that?\n\nFirstly, you will need the famous P:Drive, created (mounted) and populated by Work Drive. P is not a virtual drive but a substitute drive, the concept is very simple: It associates a path (from anywhere in your file system) to a drive letter, in some kind, a shortcut, a letter for a directory. P is well known to be used even necessary to use Bulldozer.\nTo explain a little, most of the tools are prepared with P in mind because it’s simple for everyone, the community and us (BI developers).\nThe first iteration of the tools (without P: drive) was more meant for expert users who should be able to set their own working drive according to their needs in all tools (and may name it even differently than P: drive).\n\n#### Installation\n\n1. **Acquisition**: Download Arma 3 Tools from Steam (Tools library)\n1. **Installation**: Run (play say Steam) Arma 3 Tools at least once from Steam to perform the installation (registry and other additional stuff like binMakeRules)\n1. **Preparation**: (optional) By default, the P drive will be located in the document folder (e.g.: C:\\Users\\UserNamel\\Documents\\Arma 3 Projects) but you may want to change it.\n   Here, two methods:\n   1. Run Arma3Tools.exe, click “Preferences” >> “Edit Settings” (or CTRL+E), then, go into P Drive tab, uncheck “Use default” and define your path\n   1. You can also edit your file settings.ini (root directory of Arma 3 Tools) manually, the result will the same with an additional risk of error.\n1. Test: Now, let’s mount P, just to be sure it’s working. Open Arma 3: Tools Launcher and click on mount the Project Drive.\n\n### Buldozer installation\n\nIf at this stage, you were able to mount your P, you’re good for the next. So, now, it’s time to install Buldozer.\n\n1. From Arma3Tools.exe, at the bottom, there is a group called “misc”, click over “P: Drive (DevP)”\n1. “default” and click “Run”\n1. This step is automatic, you just need to wait (generally, it takes from 30 seconds to 2 minutes)\n1. Let’s check if it succeeded, at this step, you should have a working P: Drive containing:\n\n   “p:\\Bin\\”\n   “p:\\Core\\”\n   “p:\\Buldozer.exe”\n   “p:\\ PhysX3*.dll” (4 files)\n   “p:\\steam_api.dll”\n   “p:\\steam_appid.txt”\n   \"p:\\Tobii.EyeX.Client.dll\"\n\n**Or** you can also use an alternate method\n\n- Copy the executable of the game “Arma3.exe” to P and rename it to “buldozer.exe”\n- Use BankRev -f to extract bin.pbo of the game into P:\\Bin\n- Use BankRev -f to extract core.pbo of the game into P:\\Core\n- Copy “Tobii.EyeX.Client.dll” from the Arma 3 directory to P:\\\n- Copy Steam_api.dll and steam_appid.txt to P:\\\n- Copy Steam_api.dll and steam_appid.txt to P:\\\n\n### Buldozer configuration\n\nBy default Work Drive will do this step and apply the default settings (Ultra) but in case you want to change this, you just need to generate the configuration and set the path and startup parameters from Object Builder and/or Terrain Builder, depends on what you need. This step is really quick!\n\n1. Run Buldozer Configurator\n1. Select the preset you want and click apply configuration\n1. Buldozer is configured!\n\n**Or** you may want to handle the process manually, as usual, there is an additional risk of error:\n\n- Open Object Builder, go into “File” >> “Options”\n- Set the following parameters:\n  - External Viewer: **P:\\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=p:\\buldozer.cfg**\n  - DLL Folder: **<steamPath>\\steamapps\\common\\Arma 3 Tools\\ObjectBuilder**\n\n(replace <SteamPath> with the full path to your Steam directory), in the end, this must points the root directory of Object Builder.\n\n- - Path for textures: **P:\\**\n- Open Terrain Builder, go into “Tools” >> “Preferences”\n- Set the following parameters:\n  - .exe file path: **P:\\Buldozer.exe**\n  - Launch parameters: **-buldozer -name=Buldozer -window -exThreads=0 -disableSteam -noAsserts -cfg=p:\\buldozer.cfg**\n  - Data Directory: **P:\\**\n\n### Notes\n\nHere some details about the startup (launch) parameters for buldozer:\n\n**-buldozer** Force to run the subprogram “Buldozer”, otherwise, it will run in normal mode (Arma3 game)\n**-window** we want to run windowed\n**-noLand** (Object Builder Only) Load the program without world entry (a grey world is generated)\n**-exThreads=0** When omitted Buldozer loads 20 times slower\n**-noLogs** we don't want to log events and slowdown Buldozer\n**-noAsserts** we don't want to be bothered with asserts in Buldozer\n**-cfg=p:\\buldozer.cfg** alternative placement for per-user .cfg\n\n## How to use it?\n\n### From Object Builder\n\n#### Run Buldozer and basics\n\nYou need to have a loaded model (p3d), then, just click on the “red icon” (this is the icon of the very first game of the series: Arma: Cold War Assault) and click “Start/Restart”.\n\nFrom this red icon, you can refine what Buldozer shows, here an example with hidden textures & materials and shown wireframe & shadow:\n\n#### Use Buldozer\n\nYou can use keyboard and mouse to perform actions:\nTake note that you can define have a look at the controls from the game (Configure >> Controls >> Keyboard >> “Show” development)\n\n**A, W** Change height\n\n**Z, Q, S, D** Move the camera\n\n**E** Move the camera forward (faster than Z)\n\n**X, C** Lateral move of the camera\n\n**(Num. pad) 5** Reset camera and object rotation\n\n**(Num. pad) 2,4,6,8** Rotate the object (the camera won't move)\n\n**(Num. pad) +** Zoom in\n\n**(Num. pad) –** Zoom out\n\n**ENTER** Select next animation\n\n**BACKSPACE** Select previous animation\n\n**Mouse wheel** (animate the selection)\n\nSquare brackets **[** and **]** Animate the selection (slow) (on german keyboard it is ü and + keys)\n\n**SHIFT+[** and **SHIFT+]** Animate the selection (very slow)\n\n**Keys may differ from a keyboard map to another*\n\n### From Terrain Builder\n\n#### Run Buldozer and basics\n\nYou need a loaded project with at least a configured map frame, click Tools, then “Connect to Buldozer”.\n\nYou can use the menu item “Connect to Buldozer”, or run a “steamed” instance, also, you can start Buldozer with the “clap” icon located in tools bar.\n\n#### Use Buldozer\n\n**Soon**\n\n## Conclusion\n\nFor some of you, Buldozer will be a bit difficult to take in hand but in the end, it is a really powerful asset for your creations, and after all, it is always better to see a creation in live! If you have any question, feedback or request, we invite you to give a look at [our forums](http://forums.bistudio.com/forumdisplay.php?169-ARMA-3-EDITING).\n\n**Contextual ressources**:\n\n- [Arma 3 editing forums](http://forums.bistudio.com/forumdisplay.php?169-ARMA-3-EDITING)\n- Object Builder on the Biki\n- Terrain Builder on the Biki\n- Buldozer on the Biki\n- Buldozer Configurator on the Biki\n- [Go Deeper about the P Drive](http://tom4897.info/blog/2014/06/arma-3-tools-p-drive-devp/)\n- [Get intel on updates to the Arma 3 Tools](http://dev.arma3.com/techrep)","sections":[{"heading":"What's Buldozer","level":2,"markdown":"Buldozer is a viewer for the Real Virtuality 4 Engine. It comes on some of sub program of the main application (here, Arma 3) that’s able to load environments and models in a basic setup to show a preview of your work from Object Builder and Terrain Builder."},{"heading":"Notes","level":3,"markdown":"You will probably need to mount the drive P after each startup of your workstation, no worry, this takes no more than 2 seconds."},{"heading":"How to install","level":2,"markdown":""},{"heading":"Substitute Drive P","level":3,"markdown":""},{"heading":"What's that?","level":4,"markdown":"Firstly, you will need the famous P:Drive, created (mounted) and populated by Work Drive. P is not a virtual drive but a substitute drive, the concept is very simple: It associates a path (from anywhere in your file system) to a drive letter, in some kind, a shortcut, a letter for a directory. P is well known to be used even necessary to use Bulldozer.\nTo explain a little, most of the tools are prepared with P in mind because it’s simple for everyone, the community and us (BI developers).\nThe first iteration of the tools (without P: drive) was more meant for expert users who should be able to set their own working drive according to their needs in all tools (and may name it even differently than P: drive)."},{"heading":"Installation","level":4,"markdown":"1. **Acquisition**: Download Arma 3 Tools from Steam (Tools library)\n1. **Installation**: Run (play say Steam) Arma 3 Tools at least once from Steam to perform the installation (registry and other additional stuff like binMakeRules)\n1. **Preparation**: (optional) By default, the P drive will be located in the document folder (e.g.: C:\\Users\\UserNamel\\Documents\\Arma 3 Projects) but you may want to change it.\n   Here, two methods:\n   1. Run Arma3Tools.exe, click “Preferences” >> “Edit Settings” (or CTRL+E), then, go into P Drive tab, uncheck “Use default” and define your path\n   1. You can also edit your file settings.ini (root directory of Arma 3 Tools) manually, the result will the same with an additional risk of error.\n1. Test: Now, let’s mount P, just to be sure it’s working. Open Arma 3: Tools Launcher and click on mount the Project Drive."},{"heading":"Buldozer installation","level":3,"markdown":"If at this stage, you were able to mount your P, you’re good for the next. So, now, it’s time to install Buldozer.\n\n1. From Arma3Tools.exe, at the bottom, there is a group called “misc”, click over “P: Drive (DevP)”\n1. “default” and click “Run”\n1. This step is automatic, you just need to wait (generally, it takes from 30 seconds to 2 minutes)\n1. Let’s check if it succeeded, at this step, you should have a working P: Drive containing:\n\n   “p:\\Bin\\”\n   “p:\\Core\\”\n   “p:\\Buldozer.exe”\n   “p:\\ PhysX3*.dll” (4 files)\n   “p:\\steam_api.dll”\n   “p:\\steam_appid.txt”\n   \"p:\\Tobii.EyeX.Client.dll\"\n\n**Or** you can also use an alternate method\n\n- Copy the executable of the game “Arma3.exe” to P and rename it to “buldozer.exe”\n- Use BankRev -f to extract bin.pbo of the game into P:\\Bin\n- Use BankRev -f to extract core.pbo of the game into P:\\Core\n- Copy “Tobii.EyeX.Client.dll” from the Arma 3 directory to P:\\\n- Copy Steam_api.dll and steam_appid.txt to P:\\\n- Copy Steam_api.dll and steam_appid.txt to P:\\"},{"heading":"Buldozer configuration","level":3,"markdown":"By default Work Drive will do this step and apply the default settings (Ultra) but in case you want to change this, you just need to generate the configuration and set the path and startup parameters from Object Builder and/or Terrain Builder, depends on what you need. This step is really quick!\n\n1. Run Buldozer Configurator\n1. Select the preset you want and click apply configuration\n1. Buldozer is configured!\n\n**Or** you may want to handle the process manually, as usual, there is an additional risk of error:\n\n- Open Object Builder, go into “File” >> “Options”\n- Set the following parameters:\n  - External Viewer: **P:\\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=p:\\buldozer.cfg**\n  - DLL Folder: **<steamPath>\\steamapps\\common\\Arma 3 Tools\\ObjectBuilder**\n\n(replace <SteamPath> with the full path to your Steam directory), in the end, this must points the root directory of Object Builder.\n\n- - Path for textures: **P:\\**\n- Open Terrain Builder, go into “Tools” >> “Preferences”\n- Set the following parameters:\n  - .exe file path: **P:\\Buldozer.exe**\n  - Launch parameters: **-buldozer -name=Buldozer -window -exThreads=0 -disableSteam -noAsserts -cfg=p:\\buldozer.cfg**\n  - Data Directory: **P:\\**"},{"heading":"Notes","level":3,"markdown":"Here some details about the startup (launch) parameters for buldozer:\n\n**-buldozer** Force to run the subprogram “Buldozer”, otherwise, it will run in normal mode (Arma3 game)\n**-window** we want to run windowed\n**-noLand** (Object Builder Only) Load the program without world entry (a grey world is generated)\n**-exThreads=0** When omitted Buldozer loads 20 times slower\n**-noLogs** we don't want to log events and slowdown Buldozer\n**-noAsserts** we don't want to be bothered with asserts in Buldozer\n**-cfg=p:\\buldozer.cfg** alternative placement for per-user .cfg"},{"heading":"How to use it?","level":2,"markdown":""},{"heading":"From Object Builder","level":3,"markdown":""},{"heading":"Run Buldozer and basics","level":4,"markdown":"You need to have a loaded model (p3d), then, just click on the “red icon” (this is the icon of the very first game of the series: Arma: Cold War Assault) and click “Start/Restart”.\n\nFrom this red icon, you can refine what Buldozer shows, here an example with hidden textures & materials and shown wireframe & shadow:"},{"heading":"Use Buldozer","level":4,"markdown":"You can use keyboard and mouse to perform actions:\nTake note that you can define have a look at the controls from the game (Configure >> Controls >> Keyboard >> “Show” development)\n\n**A, W** Change height\n\n**Z, Q, S, D** Move the camera\n\n**E** Move the camera forward (faster than Z)\n\n**X, C** Lateral move of the camera\n\n**(Num. pad) 5** Reset camera and object rotation\n\n**(Num. pad) 2,4,6,8** Rotate the object (the camera won't move)\n\n**(Num. pad) +** Zoom in\n\n**(Num. pad) –** Zoom out\n\n**ENTER** Select next animation\n\n**BACKSPACE** Select previous animation\n\n**Mouse wheel** (animate the selection)\n\nSquare brackets **[** and **]** Animate the selection (slow) (on german keyboard it is ü and + keys)\n\n**SHIFT+[** and **SHIFT+]** Animate the selection (very slow)\n\n**Keys may differ from a keyboard map to another*"},{"heading":"From Terrain Builder","level":3,"markdown":""},{"heading":"Run Buldozer and basics","level":4,"markdown":"You need a loaded project with at least a configured map frame, click Tools, then “Connect to Buldozer”.\n\nYou can use the menu item “Connect to Buldozer”, or run a “steamed” instance, also, you can start Buldozer with the “clap” icon located in tools bar."},{"heading":"Use Buldozer","level":4,"markdown":"**Soon**"},{"heading":"Conclusion","level":2,"markdown":"For some of you, Buldozer will be a bit difficult to take in hand but in the end, it is a really powerful asset for your creations, and after all, it is always better to see a creation in live! If you have any question, feedback or request, we invite you to give a look at [our forums](http://forums.bistudio.com/forumdisplay.php?169-ARMA-3-EDITING).\n\n**Contextual ressources**:\n\n- [Arma 3 editing forums](http://forums.bistudio.com/forumdisplay.php?169-ARMA-3-EDITING)\n- Object Builder on the Biki\n- Terrain Builder on the Biki\n- Buldozer on the Biki\n- Buldozer Configurator on the Biki\n- [Go Deeper about the P Drive](http://tom4897.info/blog/2014/06/arma-3-tools-p-drive-devp/)\n- [Get intel on updates to the Arma 3 Tools](http://dev.arma3.com/techrep)"}],"categories":["Arma 3: Official Tools Manual"],"groups":["Tools and File Formats"]},{"name":"Bushlurker´s Tutorial - Source Files & Beginners Guide","title":"Bushlurker´s Tutorial - Source Files & Beginners Guide","type":"topic","url":"https://community.bistudio.com/wiki/Bushlurker%C2%B4s_Tutorial_-_Source_Files_%26_Beginners_Guide","revid":339356,"updated":"2023-04-28T14:08:31Z","aliases":[],"markdown":"This guide is primarily designed to accompany the Bush's Geotypical Microterrains series of source files packages. As such, it is not really a complete, from-scratch, teach-you-everything-you'll-ever-need-to-know-about-terrainmaking tutorial. However, there is a pretty comprehensive \"beginners\" section which, after some initial install and setup instructions, directs you to Sgt Ace's Tutorial - thereafter, the rest of this guide is more like a mechanics manual - the simple mechanics of getting basic terrain structures working and in-game are discussed in some detail... the files you need, what they are, what they do and where to put them.\n\nAfter an introductory setup section for beginners, the main part of this guide takes the form of a walkthrough of the Afghan Valley - Ghor Province example terrain source files. As we consider each folder and file, there's instructions on repathing and renaming each of the example files into your own \"Namespace\" or \"Tag Folder\", including renaming the terrain itself. By the end of the guide, the reader should have a complete and working renamed version of Afghan Valley... your terrain now, and your working structure! You can use that as a basis for your own project - adding your own enhancements to that basic framework, or use the whole folder structure as a project template.\n\nSome of those enhancements will be illustrated by subsequent terrains in the series - with \"advanced-level\" appendices added to the end of the guide. Etah Plateau, for example, will include custom \"terrainHit\" sounds (footsteps to you and me), and appropriate discussion of the extra files and steps involved will be added to the guide. The Faffindale source files pack will contain its associated WorldTools project file, so there'll be some brief matching discussion of basic forest masks and importing vegetation, etc.\n\nWhat's not discussed much, if at all, is any of the truly creative stuff, like sculpting heightmaps, or painting Satellite or Mask files. Nor will I be covering roads, or placing buildings and objects, etc. When you get to that creative stage there's a wide variety of options - real or artificial heightmaps? satellite or hand-painted satmaps? Regardless of how you choose to actually make these parts of your terrain project, the final result will depend on one common factor - getting them into Visitor in a coherent structure it expects, then getting that terrain through binarization and into the game. This guide will focus on that basic, practical procedure at a very simple \"entry\" level.\n\n**Download**\n\n[Bush's Geotypical Microterrains - A Beginners Guide. 1st Edition](http://www.mediafire.com/?6asbke6zb4qfqh2).\n\n*Armaholic Mirror - Guide & Source Files Link* (dead link)\n\n**Additional Downloads**\n[Bush's GM Heightmap Bonus Pack #1](http://www.mediafire.com/?ug2jzr58rnvk4xy)\n\nFull details in [this post](http://forums.bistudio.com/showpost.php?p=2021239&postcount=17)","sections":[{"heading":null,"level":1,"markdown":"This guide is primarily designed to accompany the Bush's Geotypical Microterrains series of source files packages. As such, it is not really a complete, from-scratch, teach-you-everything-you'll-ever-need-to-know-about-terrainmaking tutorial. However, there is a pretty comprehensive \"beginners\" section which, after some initial install and setup instructions, directs you to Sgt Ace's Tutorial - thereafter, the rest of this guide is more like a mechanics manual - the simple mechanics of getting basic terrain structures working and in-game are discussed in some detail... the files you need, what they are, what they do and where to put them.\n\nAfter an introductory setup section for beginners, the main part of this guide takes the form of a walkthrough of the Afghan Valley - Ghor Province example terrain source files. As we consider each folder and file, there's instructions on repathing and renaming each of the example files into your own \"Namespace\" or \"Tag Folder\", including renaming the terrain itself. By the end of the guide, the reader should have a complete and working renamed version of Afghan Valley... your terrain now, and your working structure! You can use that as a basis for your own project - adding your own enhancements to that basic framework, or use the whole folder structure as a project template.\n\nSome of those enhancements will be illustrated by subsequent terrains in the series - with \"advanced-level\" appendices added to the end of the guide. Etah Plateau, for example, will include custom \"terrainHit\" sounds (footsteps to you and me), and appropriate discussion of the extra files and steps involved will be added to the guide. The Faffindale source files pack will contain its associated WorldTools project file, so there'll be some brief matching discussion of basic forest masks and importing vegetation, etc.\n\nWhat's not discussed much, if at all, is any of the truly creative stuff, like sculpting heightmaps, or painting Satellite or Mask files. Nor will I be covering roads, or placing buildings and objects, etc. When you get to that creative stage there's a wide variety of options - real or artificial heightmaps? satellite or hand-painted satmaps? Regardless of how you choose to actually make these parts of your terrain project, the final result will depend on one common factor - getting them into Visitor in a coherent structure it expects, then getting that terrain through binarization and into the game. This guide will focus on that basic, practical procedure at a very simple \"entry\" level.\n\n**Download**\n\n[Bush's Geotypical Microterrains - A Beginners Guide. 1st Edition](http://www.mediafire.com/?6asbke6zb4qfqh2).\n\n*Armaholic Mirror - Guide & Source Files Link* (dead link)\n\n**Additional Downloads**\n[Bush's GM Heightmap Bonus Pack #1](http://www.mediafire.com/?ug2jzr58rnvk4xy)\n\nFull details in [this post](http://forums.bistudio.com/showpost.php?p=2021239&postcount=17)"}],"categories":["Arma: Tutorials"],"groups":["Modding"]},{"name":"Camera Tutorial","title":"Camera Tutorial","type":"topic","url":"https://community.bistudio.com/wiki/Camera_Tutorial","revid":370868,"updated":"2025-02-21T10:43:59Z","aliases":[],"markdown":"### Basics\n\nA cinematic camera is what is commonly known as a \"cutscene\"; the player's input are dismissed and events happen during the video.\nA camera is **local** to the computer where the script has been called; one player could see a cutscene but still get killed by another player that didn't trigger the video.\n\n### How to\n\nThe list of all camera commands can be found in the Camera command group category.\n\n> [!IMPORTANT]\n> The \"Prepare\" version of camera commands has been introduced with Armed Assault. Using this set of commands helps the engine preloading the camera's (future) field of view (see also preloadCamera).\n> **Operation Flashpoint** only features the \"Set\" version of camera commands; use them instead (e.g camPreparePos becomes camSetPos, camCommitPrepared becomes camCommit, etc).\n> Only camCommitted is common to both syntaxes.\n\n#### Create the camera\n\n```sqf\nprivate _camera = \"camera\" camCreate getPosATL player;\n```\n\n#### Enter the camera\n\n```sqf\n_camera cameraEffect [\"internal\", \"back\"];\n```\n\n#### Select a target\n\n##### Object target\n\n```sqf\n_camera camPrepareTarget player; // a camera will automatically target the human target's face\n```\n\n##### Position target\n\n```sqf\n_camera camPrepareTarget getPosATL player;\n```\n\n#### Place the camera\n\n##### World position\n\n```sqf\n_camera camPreparePos (player getRelPos [5, 0]);\n```\n\n##### Relative position\n\n```sqf\n_camera camCommitPrepared 0; // required to apply the prepared target first - otherwise a long trip from [0,0,0] is to follow\n_camera camPrepareRelPos [0,5,0];\n```\n\n#### Apply camera's Field of View\n\n```sqf\n_camera camPrepareFOV 0.5; // standard FOV is 0.7; lesser (e.g 0.5) is zoomed in, greater (e.g 0.9) is zoomed out\n```\n\n#### Apply all the changes\n\n##### Immediately or with transition\n\n```sqf\n_camera camCommitPrepared 0; // 0 for immediate change, value in seconds for transition\n```\n\n##### With a loading timeout\n\n```sqf\n_camera camPreload 3;    // since Armed Assault - instantly moves the camera once preload or timeout is done.\n                        // tells the game to preload the future field of view. 3 here is a timeout, 0 for infinite timeout\n```\n\n#### Check that the commit happened\n\n```sqf\ncamCommitted _camera; // for camCommit/camCommitPrepared usage\n```\n\n```sqf\ncamPreloaded _camera; // for camPreload usage\n```\n\n#### Leave the camera\n\n```sqf\n_camera cameraEffect [\"terminate\", \"back\"];\n```\n\n#### Delete the camera\n\n```sqf\ncamDestroy _camera;\n```\n\n### Specific cases\n\n- A camera of bird type (seagull or crowe) **cannot** be controlled via \"Prepare\" commands - only camSet* ones.\n- A camera of bird type is **always** committed (camCommitted will always return true) even if it is still moving toward its destination.\n\n### Full example\n\n| SQF Syntax | SQS Syntax |\n|---|---|\n| ```sqf<br>private _camera = \"camera\" camCreate [0, 0, 0];<br>_camera camPrepareTarget player;<br>_camera camCommitPrepared 0; // needed for relative position<br>_camera camPrepareRelPos [0, -5, 10];<br>_camera cameraEffect [\"internal\", \"back\"];<br>_camera camCommitPrepared 0;<br>waitUntil { camCommitted _camera };<br>_camera camPrepareRelPos [90, 25, 8];<br>_camera camCommitPrepared 5;<br>waitUntil { camCommitted _camera };<br>_camera camPrepareRelPos [-90, -5, 5];<br>_camera camCommitPrepared 3;<br>waitUntil { camCommitted _camera };<br>sleep 3;<br>_camera cameraEffect [\"terminate\", \"back\"];<br>camDestroy _camera;<br>``` | ```sqs<br>_camera = \"camera\" camCreate [0, 0, 0]<br>_camera camSetTarget player<br>_camera camSetRelPos [0, -5, 10]<br>_camera cameraEffect [\"internal\", \"back\"]<br>_camera camCommit 0<br>@camCommitted _camera<br>_camera camSetRelPos [90, 25, 8]<br>_camera camCommit 5<br>@camCommitted _camera<br>_camera camSetRelPos [-90, -5, 5]<br>_camera camCommit 3<br>@camCommitted _camera<br>~3<br>_camera cameraEffect [\"terminate\", \"back\"]<br>camDestroy _camera<br>``` |\n\n### Picture-in-Picture\n\n#### Create Source\n\nThe Picture-in-Picture (PiP) RTT (or R2T, Render to Texture) source can be defined at the Enter the camera step; instead of\n\n```sqf\n_camera cameraEffect [\"internal\", \"back\"];\n```\n\nuse the following to create a PiP source - multiple sources can be\n\n```sqf\n_camera cameraEffect [\"internal\", \"back\", \"rttName\"];\n```\n\n#### Configure PiP Effects\n\nA camera effect is set using setPiPEffect as such:\n\n```sqf\n\"rttName\" setPiPEffect [2]; // sets thermal imaging\n```\n\nOnce all the configuration is done, the PiP texture can be accessed by referencing its name \"rttName\". For example:\n\n```sqf\nif (!isPiPEnabled) exitWith { systemChat \"PiP is not enabled in video options\"; };\n\nwith uiNamespace do // or use disableSerialization\n{\n    private _ctrl = findDisplay 46 createDisplay \"RscDisplayEmpty\" ctrlCreate [\"RscPicture\", -1];\n    _ctrl ctrlSetPosition [safeZoneW * 0.75, safeZoneY, safeZoneW * 0.25, safeZoneH * 0.25];\n    _ctrl ctrlSetText \"#(argb,512,512,1)r2t(rttName,1.0)\";\n    _ctrl ctrlCommit 0;\n};\n```\n\nIn order to stop the camera from \"broadcasting\", use\n\n```sqf\n_camera cameraEffect [\"terminate\", \"back\", \"rttName\"];    // terminates \"rttName\" r2t source\n_camera cameraEffect [\"terminate\", \"back\"];                // terminates all r2t source\n```\n\nThe camera still exists until destroyed with camDestroy.\n\n### See also\n\n- Camera.sqs\n- Arma 3: Splendid Camera / BIS_fnc_camera\n- Command Group: Camera Control\n- BIS_fnc_PIP","sections":[{"heading":"Basics","level":3,"markdown":"A cinematic camera is what is commonly known as a \"cutscene\"; the player's input are dismissed and events happen during the video.\nA camera is **local** to the computer where the script has been called; one player could see a cutscene but still get killed by another player that didn't trigger the video."},{"heading":"How to","level":3,"markdown":"The list of all camera commands can be found in the Camera command group category.\n\n> [!IMPORTANT]\n> The \"Prepare\" version of camera commands has been introduced with Armed Assault. Using this set of commands helps the engine preloading the camera's (future) field of view (see also preloadCamera).\n> **Operation Flashpoint** only features the \"Set\" version of camera commands; use them instead (e.g camPreparePos becomes camSetPos, camCommitPrepared becomes camCommit, etc).\n> Only camCommitted is common to both syntaxes."},{"heading":"Create the camera","level":4,"markdown":"```sqf\nprivate _camera = \"camera\" camCreate getPosATL player;\n```"},{"heading":"Enter the camera","level":4,"markdown":"```sqf\n_camera cameraEffect [\"internal\", \"back\"];\n```"},{"heading":"Select a target","level":4,"markdown":""},{"heading":"Object target","level":5,"markdown":"```sqf\n_camera camPrepareTarget player; // a camera will automatically target the human target's face\n```"},{"heading":"Position target","level":5,"markdown":"```sqf\n_camera camPrepareTarget getPosATL player;\n```"},{"heading":"Place the camera","level":4,"markdown":""},{"heading":"World position","level":5,"markdown":"```sqf\n_camera camPreparePos (player getRelPos [5, 0]);\n```"},{"heading":"Relative position","level":5,"markdown":"```sqf\n_camera camCommitPrepared 0; // required to apply the prepared target first - otherwise a long trip from [0,0,0] is to follow\n_camera camPrepareRelPos [0,5,0];\n```"},{"heading":"Apply camera's Field of View","level":4,"markdown":"```sqf\n_camera camPrepareFOV 0.5; // standard FOV is 0.7; lesser (e.g 0.5) is zoomed in, greater (e.g 0.9) is zoomed out\n```"},{"heading":"Apply all the changes","level":4,"markdown":""},{"heading":"Immediately or with transition","level":5,"markdown":"```sqf\n_camera camCommitPrepared 0; // 0 for immediate change, value in seconds for transition\n```"},{"heading":"With a loading timeout","level":5,"markdown":"```sqf\n_camera camPreload 3;    // since Armed Assault - instantly moves the camera once preload or timeout is done.\n                        // tells the game to preload the future field of view. 3 here is a timeout, 0 for infinite timeout\n```"},{"heading":"Check that the commit happened","level":4,"markdown":"```sqf\ncamCommitted _camera; // for camCommit/camCommitPrepared usage\n```\n\n```sqf\ncamPreloaded _camera; // for camPreload usage\n```"},{"heading":"Leave the camera","level":4,"markdown":"```sqf\n_camera cameraEffect [\"terminate\", \"back\"];\n```"},{"heading":"Delete the camera","level":4,"markdown":"```sqf\ncamDestroy _camera;\n```"},{"heading":"Specific cases","level":3,"markdown":"- A camera of bird type (seagull or crowe) **cannot** be controlled via \"Prepare\" commands - only camSet* ones.\n- A camera of bird type is **always** committed (camCommitted will always return true) even if it is still moving toward its destination."},{"heading":"Full example","level":3,"markdown":"| SQF Syntax | SQS Syntax |\n|---|---|\n| ```sqf<br>private _camera = \"camera\" camCreate [0, 0, 0];<br>_camera camPrepareTarget player;<br>_camera camCommitPrepared 0; // needed for relative position<br>_camera camPrepareRelPos [0, -5, 10];<br>_camera cameraEffect [\"internal\", \"back\"];<br>_camera camCommitPrepared 0;<br>waitUntil { camCommitted _camera };<br>_camera camPrepareRelPos [90, 25, 8];<br>_camera camCommitPrepared 5;<br>waitUntil { camCommitted _camera };<br>_camera camPrepareRelPos [-90, -5, 5];<br>_camera camCommitPrepared 3;<br>waitUntil { camCommitted _camera };<br>sleep 3;<br>_camera cameraEffect [\"terminate\", \"back\"];<br>camDestroy _camera;<br>``` | ```sqs<br>_camera = \"camera\" camCreate [0, 0, 0]<br>_camera camSetTarget player<br>_camera camSetRelPos [0, -5, 10]<br>_camera cameraEffect [\"internal\", \"back\"]<br>_camera camCommit 0<br>@camCommitted _camera<br>_camera camSetRelPos [90, 25, 8]<br>_camera camCommit 5<br>@camCommitted _camera<br>_camera camSetRelPos [-90, -5, 5]<br>_camera camCommit 3<br>@camCommitted _camera<br>~3<br>_camera cameraEffect [\"terminate\", \"back\"]<br>camDestroy _camera<br>``` |"},{"heading":"Picture-in-Picture","level":3,"markdown":""},{"heading":"Create Source","level":4,"markdown":"The Picture-in-Picture (PiP) RTT (or R2T, Render to Texture) source can be defined at the Enter the camera step; instead of\n\n```sqf\n_camera cameraEffect [\"internal\", \"back\"];\n```\n\nuse the following to create a PiP source - multiple sources can be\n\n```sqf\n_camera cameraEffect [\"internal\", \"back\", \"rttName\"];\n```"},{"heading":"Configure PiP Effects","level":4,"markdown":"A camera effect is set using setPiPEffect as such:\n\n```sqf\n\"rttName\" setPiPEffect [2]; // sets thermal imaging\n```\n\nOnce all the configuration is done, the PiP texture can be accessed by referencing its name \"rttName\". For example:\n\n```sqf\nif (!isPiPEnabled) exitWith { systemChat \"PiP is not enabled in video options\"; };\n\nwith uiNamespace do // or use disableSerialization\n{\n    private _ctrl = findDisplay 46 createDisplay \"RscDisplayEmpty\" ctrlCreate [\"RscPicture\", -1];\n    _ctrl ctrlSetPosition [safeZoneW * 0.75, safeZoneY, safeZoneW * 0.25, safeZoneH * 0.25];\n    _ctrl ctrlSetText \"#(argb,512,512,1)r2t(rttName,1.0)\";\n    _ctrl ctrlCommit 0;\n};\n```\n\nIn order to stop the camera from \"broadcasting\", use\n\n```sqf\n_camera cameraEffect [\"terminate\", \"back\", \"rttName\"];    // terminates \"rttName\" r2t source\n_camera cameraEffect [\"terminate\", \"back\"];                // terminates all r2t source\n```\n\nThe camera still exists until destroyed with camDestroy."},{"heading":"See also","level":3,"markdown":"- Camera.sqs\n- Arma 3: Splendid Camera / BIS_fnc_camera\n- Command Group: Camera Control\n- BIS_fnc_PIP"}],"categories":["Arma Scripting Tutorials"],"groups":["Scripting"]},{"name":"Campaign Description.ext","title":"Campaign Description.ext","type":"topic","url":"https://community.bistudio.com/wiki/Campaign_Description.ext","revid":341610,"updated":"2023-06-10T15:13:46Z","aliases":["Description.fsm"],"markdown":"A campaign's **Description.ext** is the entry point to load a campaign's information; the campaign title, author and overview picture, the missions tree, everything displayed from the Campaigns screen is defined in it.\n\nIt must be well written to ensure a good campaign experience, as the flow of missions is defined in this file (a.k.a which mission should be played on which ending).\nThis config file can be accessed through campaignConfigFile.\n\nA campaign file (*myCampaign.pbo*) should not depend on any external resources to work but eventual mods!\n\n> [!IMPORTANT]\n> A wrongly formatted campaign's Description.ext can crash your game!\n\n> [!NOTE]\n> - This page is about a campaign's Description.ext. For the mission version, please go to Description.ext.\n> - For a tutorial on how to create a multiplayer campaign, see Arma 3: Multiplayer Campaign Creation.\n\n### Campaign Directory Structure\n\nA campaign structure is the following:\n\n```\nmyCampaignDirectory\nmyCampaignDirectory\\description.ext\nmyCampaignDirectory\\missions\nmyCampaignDirectory\\missions\\mission01.VR\nmyCampaignDirectory\\missions\\mission02.VR\n...\n```\n\nOther files may appear at the root of myCampaignDirectory for sharing resources between missions, or storing the campaign overview image for example.\nNo files should appear in myCampaignDirectory\\mission**s**, only mission directories. Mission names do not matter nor impact the missions flow.\n*Zmission.VR* will not load after *Amission.VR* for example. The order is, again, defined in the **description.ext** file.\n\n> [!NOTE]\n> You may have to manually create the ***arma3rootDir*\\Campaigns** directory.\n\n### Missions Flow\n\nMissions flow structure is defined as follows:\n\n- The parent class is Campaign, nothing else.\n- Campaign is filled with chapters\n- Chapters are filled with missions and defined endings\n- Missions are filled with endings.\n\n> [!IMPORTANT]\n> Campaign class cannot contain mission classes directly!\n\n- A campaign contains one to many chapters, and **must** define a parameter named **firstBattle** pointing to its first chapter.\n- A chapter contains one to many missions, and **must** define a parameter named **firstMission** pointing to its first mission.\n- A mission must define its endings. A mission with an empty defined ending will follow its chapter ending.\n\n#### Campaign\n\nThis is the main class for missions flow definition. It is defined as follows:\n\n```cpp\nclass Campaign // this is a reference class, the name cannot be customised\n{\n    firstBattle    = Chapter1;                        // which chapter should be loaded first. MUST be declared!\n\n    name            = \"my great campaign\";        // before Arma 3\n    briefingName    = \"my Arma 3 campaign\";        // since Arma 3 - if undefined, an error popup will appear\n    author            = \"Username\";                // since Arma 3 - if undefined, \"by unknown community author\" will replace author's name\n    overviewPicture    = \"overview.paa\";\n    overviewText    = \"$STR_A3_StageAOverview\";\n    disableMP        = 1;                        // since Arma 2 - if set to 1, forces the campaign as SinglePlayer\n    enableHub        = 1;                        // TBD - has to do with coming back to a \"base\"\n    // ...\n};\n```\n\n#### Chapters\n\nA chapter is defined inside Campaign block.\nMultiple chapters can exist inside Campaign block. A chapter is defined as follows:\n\n```cpp\nclass Chapter1 // name can be customised here - it will be used as reference, in Campaign's {{hl|firstBattle}} for example\n{\n    firstMission    = Mission1;                // which mission should be loaded first. MUST be declared!\n    name            = \"My first chapter\";    // chapter name. Has no in-game impact\n    cutscene        = Chapter1Cutscene.VR;    // in the *missions* sub-directory. A cutscene is of course optional but the parameter MUST be declared (cutscene = ;)\n    end1            = ;\n    // ...\n};\n```\n\nThere can be multiple chapters in a campaign, but this is optional. Campaign missions can very well be contained within a single chapter.\nChapters are used for campaign organisation as well as adding some transition cutscenes.\n\n#### Missions\n\nA mission is defined inside a chapter and must target one of the **missions** sub-directories.\nMultiple missions can be inside a chapter. A mission is defined as follows:\n\n```cpp\nclass myMission1 // name can be customised too\n{\n    end1 = myMission2; // next mission's classname\n    end2 = myMission3a;\n    end3 = myMission3b;\n    end4 = myMission2;\n    end5 = ;\n    end6 = ;\n    lost = myMission1;\n\n    template = myMissionDirectory.VR; // the mission directory itself, placed in the /missions/ sub-directory\n};\n```\n\n> [!NOTE]\n> Mission directories that are not declared anywhere in description.ext (such as mission or cutscene) are simply ignored.\n\n##### cutscene (Operation Flashpoint v1.00)\n\nDefine a cutscene mission directory that will be played before the mission. The cutscene won't appear in missions list in the campaign screen.\n\n##### end1-6, lost (Operation Flashpoint v1.00)\n\nThese *end%* and *lost* parameters are used to define which mission is next. An empty ending (`end1 = ;`) will end the current chapter.\n\n> [!NOTE]\n> **Arma 3:** *end1-6* and *lost* are **optional** in Arma 3.\n>\n> Since custom ending names can be used in Arma 3 now (`\"myCustomEnd\" call BIS_fnc_endMission;` for example)\n>\n> you can use your own custom name here (e.g `myCustomEnd = nextMission;`).\n\n##### endDefault (Arma 3 v1.00)\n\nFallback value in case an undefined ending is used, avoiding the game to crash.\n\n```cpp\nendDefault = ; // valid\n```\n\n##### repeat (Arma 3 v1.00)\n\n*Allow mission to repeat?*\n\n```cpp\nrepeat = 1; // 0: disabled - 1: enabled. Default: 0\n```\n\n##### isHub (Arma 3 v1.00)\n\nDefine a mission to be hub. May have to do with **CfgHubs**.\n\n```cpp\nisHub = 1; // 0: disabled - 1: enabled. Default: 0\n```\n\n### Description.fsm\n\nSince Arma 3, an FSM (compiled with \"campaignFSMA3.cfg\" FSM config) can be included in a chapter (here named \"Missions\"):\n\n```cpp\n// East Wind's Description.ext\n\nweaponPool = 1;\n\nclass Campaign\n{\n    name = \"$STR_A3_CampaignName\";\n    firstBattle = Missions;\n    disableMP = 1;\n    enableHub = 1;\n\n    briefingName = \"$STR_A3_CampaignName\";\n    author = \"$STR_A3_Bohemia_Interactive\";\n    overviewPicture = \"a3\\Missions_F_EPA\\data\\img\\Campaign_overview_CA.paa\";\n    overviewText = \"$STR_A3_StageAOverview\";\n\n    class MissionDefault\n    {\n        lives = -1;\n\n        lost = ;\n        end1 = ;\n        end2 = ;\n        end3 = ;\n        end4 = ;\n        end5 = ;\n        end6 = ;\n    };\n\n    class Missions\n    {\n        name = \"The Beginning\";\n        cutscene = ;\n        firstMission = A_in;\n        end1 = ;\n        end2 = ;\n        end3 = ;\n        end4 = ;\n        end5 = ;\n        end6 = ;\n        lost = ;\n\n        /*#define _DISABLE_DESCRIPTION    1*/\n\n        #define _CAMPAIGN 1\n\n        #include \"description.fsm\" // here is the FSM\n    };\n};\n```\n\n> [!NOTE]\n> FSM information found in description.fsm:\n>\n> **PROJECT SPLENDID**\n> **CAMPAIGN FSM**\n>\n> - State names are mission classes\n> - Condition names can be anything (even empty)\n> - Condition \"conditions\" field can contain code which has to return true in order to make the mission available.\n>   Other missions' classes can be used as variables.\n>   Empty field returns true by default\n\nThe FSM entry point (titled \"A_in1\") contains the following data:\n\n```cpp\nendDefault = A_in2;\nnoWeaponPool = 1;\nisIntro = 1;\n```\n\nThese are usual config entries that could be found in a normal config. Other possible values found:\n\n```cpp\nisHub = 1;\nisHubMission = 1;\nisOutro = 1;\nisSkirmish = 1;\nrepeat = 1;\n```\n\n### Root Parameters\n\n> [!IMPORTANT]\n> Additional root parameters must be placed **outside** the Campaign class to be effective!\n\n##### directory (Arma 3 v1.00)\n\nDefine the campaign directory, used when campaign is part of an addon.\n\n```cpp\ndirectory = \"A3\\Missions_F_EPA\\Campaign\";\n```\n\n##### filterGroup (Arma 3 v1.00)\n\n*Usage unknown.*\n\n```cpp\nfilterGroup = 3;\n```\n\n##### weaponPool (Operation Flashpoint: Resistance v1.75)\n\nA campaign automatically enables weapon pool.\nThis parameter allows equipment transferred from one campaign mission to the next to be available during the briefing in the gear menu.\n\n```cpp\nweaponPool = 1; // 0: disabled - 1: enabled. Default: 0\n```\n\n### Full Example\n\n```cpp\n/*\n    \"MissionDefault\", \"NoEndings\" etc. are arbitrary class names. MissionDefault is Bohemia standard name for missions parent class.\n    Left to itself, simply inheriting the mission default means you will exit the game at the end of mission/chapter (and will be done on last(s) mission(s).\n\n    An end that is used but not defined (e.g \"end6\") WILL crash the game.\n*/\nclass NoEndings\n{\n    // Arma 3\n    endDefault = ;\n\n    // pre-Arma 3\n    end1 = ;\n    end2 = ;\n    end3 = ;\n    end4 = ;\n    end5 = ;\n    end6 = ;\n    lost = ;\n};\n\nclass MissionDefault : NoEndings\n{\n    lives        = -1;    // this sets your \"lives\" to none - old OFP setting where you would lose a \"life\" every time you retried the mission, never used\n    noAward        =  1;    // TBD\n    cutscene    = ;        // mandatory definition\n};\n\n// additional parameters go here\nweaponPool        = 1;\n\nclass Campaign\n{\n    name            = \"My Great Campaign\";    // before Arma 3\n    briefingName    = \"My Great Campaign\";    // since Arma 3\n    author            = \"John Doe\";\n    overviewText    = \"You are a soldier on an island. Try killing the enemies and not dying to survive.\";\n\n    firstBattle    = Chapter1;\n    disableMP    = 0; // this campaign is multiplayer-compatible\n\n    class Chapter1 : NoEndings\n    {\n        firstMission = Chapter1_Mission1;\n        end1 = Chapter2; // other endings are defined by inheritance from NoEndings\n\n        class Chapter1_Mission1 : MissionDefault\n        {\n            end1 = Chapter1_Mission2;    // other endings are defined by inheritance from MissionDefault, inheriting from NoEndings\n            end2 = ;                    // end2 will end Chapter 1, therefore going to Chapter 2\n            template = C1M1.VR;\n        };\n\n        class Chapter1_Mission2 : MissionDefault\n        {\n            end1 = ; // not defining the ending will use the Chapter ending corresponding to end1: Chapter2 here\n            template = C1M2.VR;\n        };\n    };\n\n    class Chapter2 : NoEndings\n    {\n        firstMission = Chapter2_Mission1;\n        end1 = LastChapter;\n\n        // this mission is named Chapter2_Mission1 for clarity purpose,\n        // but both Chapter1_Mission1 and Chapter2_Mission1 could have been named Mission1 as game engine respects Chapter hierarchy.\n        // do not, however, name two missions the same -in the same chapter-\n        class Chapter2_Mission1 : MissionDefault\n        {\n            end1 = ; // not defining the ending will use the Chapter ending corresponding to end1: LastChapter here\n            template = C2M1.VR;\n        };\n    };\n\n    class LastChapter : NoEndings\n    {\n        firstMission = Chapter3_Mission1;\n        // no endings provided: because of NoEndings inheritance this is the same as writing 'endDefault = ;'\n        class Chapter3_Mission1\n        {\n            // not defining the ending will use the Chapter ending corresponding to end1: NOTHING here, closing the campaign\n            template = C3M1.VR;\n        };\n    };\n};\n```\n\n### Recommendations\n\nIf you do not know for sure what you are doing, follow these advices:\n\n- try and make all the missions work stand-alone, then place them all in the **Missions** directory\n- do not force yourself to use many chapters. Chapters are useful to organise a lot of missions, but if your campaign does not have many, do not oversplit it.\n- you can test your campaign structure by allowing file patching (in Arma 3 launcher, or *arma3.exe -filePatching*) and placing your campaign in the *campaign**s*** directory.","sections":[{"heading":null,"level":1,"markdown":"A campaign's **Description.ext** is the entry point to load a campaign's information; the campaign title, author and overview picture, the missions tree, everything displayed from the Campaigns screen is defined in it.\n\nIt must be well written to ensure a good campaign experience, as the flow of missions is defined in this file (a.k.a which mission should be played on which ending).\nThis config file can be accessed through campaignConfigFile.\n\nA campaign file (*myCampaign.pbo*) should not depend on any external resources to work but eventual mods!\n\n> [!IMPORTANT]\n> A wrongly formatted campaign's Description.ext can crash your game!\n\n> [!NOTE]\n> - This page is about a campaign's Description.ext. For the mission version, please go to Description.ext.\n> - For a tutorial on how to create a multiplayer campaign, see Arma 3: Multiplayer Campaign Creation."},{"heading":"Campaign Directory Structure","level":3,"markdown":"A campaign structure is the following:\n\n```\nmyCampaignDirectory\nmyCampaignDirectory\\description.ext\nmyCampaignDirectory\\missions\nmyCampaignDirectory\\missions\\mission01.VR\nmyCampaignDirectory\\missions\\mission02.VR\n...\n```\n\nOther files may appear at the root of myCampaignDirectory for sharing resources between missions, or storing the campaign overview image for example.\nNo files should appear in myCampaignDirectory\\mission**s**, only mission directories. Mission names do not matter nor impact the missions flow.\n*Zmission.VR* will not load after *Amission.VR* for example. The order is, again, defined in the **description.ext** file.\n\n> [!NOTE]\n> You may have to manually create the ***arma3rootDir*\\Campaigns** directory."},{"heading":"Missions Flow","level":3,"markdown":"Missions flow structure is defined as follows:\n\n- The parent class is Campaign, nothing else.\n- Campaign is filled with chapters\n- Chapters are filled with missions and defined endings\n- Missions are filled with endings.\n\n> [!IMPORTANT]\n> Campaign class cannot contain mission classes directly!\n\n- A campaign contains one to many chapters, and **must** define a parameter named **firstBattle** pointing to its first chapter.\n- A chapter contains one to many missions, and **must** define a parameter named **firstMission** pointing to its first mission.\n- A mission must define its endings. A mission with an empty defined ending will follow its chapter ending."},{"heading":"Campaign","level":4,"markdown":"This is the main class for missions flow definition. It is defined as follows:\n\n```cpp\nclass Campaign // this is a reference class, the name cannot be customised\n{\n    firstBattle    = Chapter1;                        // which chapter should be loaded first. MUST be declared!\n\n    name            = \"my great campaign\";        // before Arma 3\n    briefingName    = \"my Arma 3 campaign\";        // since Arma 3 - if undefined, an error popup will appear\n    author            = \"Username\";                // since Arma 3 - if undefined, \"by unknown community author\" will replace author's name\n    overviewPicture    = \"overview.paa\";\n    overviewText    = \"$STR_A3_StageAOverview\";\n    disableMP        = 1;                        // since Arma 2 - if set to 1, forces the campaign as SinglePlayer\n    enableHub        = 1;                        // TBD - has to do with coming back to a \"base\"\n    // ...\n};\n```"},{"heading":"Chapters","level":4,"markdown":"A chapter is defined inside Campaign block.\nMultiple chapters can exist inside Campaign block. A chapter is defined as follows:\n\n```cpp\nclass Chapter1 // name can be customised here - it will be used as reference, in Campaign's {{hl|firstBattle}} for example\n{\n    firstMission    = Mission1;                // which mission should be loaded first. MUST be declared!\n    name            = \"My first chapter\";    // chapter name. Has no in-game impact\n    cutscene        = Chapter1Cutscene.VR;    // in the *missions* sub-directory. A cutscene is of course optional but the parameter MUST be declared (cutscene = ;)\n    end1            = ;\n    // ...\n};\n```\n\nThere can be multiple chapters in a campaign, but this is optional. Campaign missions can very well be contained within a single chapter.\nChapters are used for campaign organisation as well as adding some transition cutscenes."},{"heading":"Missions","level":4,"markdown":"A mission is defined inside a chapter and must target one of the **missions** sub-directories.\nMultiple missions can be inside a chapter. A mission is defined as follows:\n\n```cpp\nclass myMission1 // name can be customised too\n{\n    end1 = myMission2; // next mission's classname\n    end2 = myMission3a;\n    end3 = myMission3b;\n    end4 = myMission2;\n    end5 = ;\n    end6 = ;\n    lost = myMission1;\n\n    template = myMissionDirectory.VR; // the mission directory itself, placed in the /missions/ sub-directory\n};\n```\n\n> [!NOTE]\n> Mission directories that are not declared anywhere in description.ext (such as mission or cutscene) are simply ignored."},{"heading":"cutscene (Operation Flashpoint v1.00)","level":5,"markdown":"Define a cutscene mission directory that will be played before the mission. The cutscene won't appear in missions list in the campaign screen."},{"heading":"end1-6, lost (Operation Flashpoint v1.00)","level":5,"markdown":"These *end%* and *lost* parameters are used to define which mission is next. An empty ending (`end1 = ;`) will end the current chapter.\n\n> [!NOTE]\n> **Arma 3:** *end1-6* and *lost* are **optional** in Arma 3.\n>\n> Since custom ending names can be used in Arma 3 now (`\"myCustomEnd\" call BIS_fnc_endMission;` for example)\n>\n> you can use your own custom name here (e.g `myCustomEnd = nextMission;`)."},{"heading":"endDefault (Arma 3 v1.00)","level":5,"markdown":"Fallback value in case an undefined ending is used, avoiding the game to crash.\n\n```cpp\nendDefault = ; // valid\n```"},{"heading":"repeat (Arma 3 v1.00)","level":5,"markdown":"*Allow mission to repeat?*\n\n```cpp\nrepeat = 1; // 0: disabled - 1: enabled. Default: 0\n```"},{"heading":"isHub (Arma 3 v1.00)","level":5,"markdown":"Define a mission to be hub. May have to do with **CfgHubs**.\n\n```cpp\nisHub = 1; // 0: disabled - 1: enabled. Default: 0\n```"},{"heading":"Description.fsm","level":3,"markdown":"Since Arma 3, an FSM (compiled with \"campaignFSMA3.cfg\" FSM config) can be included in a chapter (here named \"Missions\"):\n\n```cpp\n// East Wind's Description.ext\n\nweaponPool = 1;\n\nclass Campaign\n{\n    name = \"$STR_A3_CampaignName\";\n    firstBattle = Missions;\n    disableMP = 1;\n    enableHub = 1;\n\n    briefingName = \"$STR_A3_CampaignName\";\n    author = \"$STR_A3_Bohemia_Interactive\";\n    overviewPicture = \"a3\\Missions_F_EPA\\data\\img\\Campaign_overview_CA.paa\";\n    overviewText = \"$STR_A3_StageAOverview\";\n\n    class MissionDefault\n    {\n        lives = -1;\n\n        lost = ;\n        end1 = ;\n        end2 = ;\n        end3 = ;\n        end4 = ;\n        end5 = ;\n        end6 = ;\n    };\n\n    class Missions\n    {\n        name = \"The Beginning\";\n        cutscene = ;\n        firstMission = A_in;\n        end1 = ;\n        end2 = ;\n        end3 = ;\n        end4 = ;\n        end5 = ;\n        end6 = ;\n        lost = ;\n\n        /*#define _DISABLE_DESCRIPTION    1*/\n\n        #define _CAMPAIGN 1\n\n        #include \"description.fsm\" // here is the FSM\n    };\n};\n```\n\n> [!NOTE]\n> FSM information found in description.fsm:\n>\n> **PROJECT SPLENDID**\n> **CAMPAIGN FSM**\n>\n> - State names are mission classes\n> - Condition names can be anything (even empty)\n> - Condition \"conditions\" field can contain code which has to return true in order to make the mission available.\n>   Other missions' classes can be used as variables.\n>   Empty field returns true by default\n\nThe FSM entry point (titled \"A_in1\") contains the following data:\n\n```cpp\nendDefault = A_in2;\nnoWeaponPool = 1;\nisIntro = 1;\n```\n\nThese are usual config entries that could be found in a normal config. Other possible values found:\n\n```cpp\nisHub = 1;\nisHubMission = 1;\nisOutro = 1;\nisSkirmish = 1;\nrepeat = 1;\n```"},{"heading":"Root Parameters","level":3,"markdown":"> [!IMPORTANT]\n> Additional root parameters must be placed **outside** the Campaign class to be effective!"},{"heading":"directory (Arma 3 v1.00)","level":5,"markdown":"Define the campaign directory, used when campaign is part of an addon.\n\n```cpp\ndirectory = \"A3\\Missions_F_EPA\\Campaign\";\n```"},{"heading":"filterGroup (Arma 3 v1.00)","level":5,"markdown":"*Usage unknown.*\n\n```cpp\nfilterGroup = 3;\n```"},{"heading":"weaponPool (Operation Flashpoint: Resistance v1.75)","level":5,"markdown":"A campaign automatically enables weapon pool.\nThis parameter allows equipment transferred from one campaign mission to the next to be available during the briefing in the gear menu.\n\n```cpp\nweaponPool = 1; // 0: disabled - 1: enabled. Default: 0\n```"},{"heading":"Full Example","level":3,"markdown":"```cpp\n/*\n    \"MissionDefault\", \"NoEndings\" etc. are arbitrary class names. MissionDefault is Bohemia standard name for missions parent class.\n    Left to itself, simply inheriting the mission default means you will exit the game at the end of mission/chapter (and will be done on last(s) mission(s).\n\n    An end that is used but not defined (e.g \"end6\") WILL crash the game.\n*/\nclass NoEndings\n{\n    // Arma 3\n    endDefault = ;\n\n    // pre-Arma 3\n    end1 = ;\n    end2 = ;\n    end3 = ;\n    end4 = ;\n    end5 = ;\n    end6 = ;\n    lost = ;\n};\n\nclass MissionDefault : NoEndings\n{\n    lives        = -1;    // this sets your \"lives\" to none - old OFP setting where you would lose a \"life\" every time you retried the mission, never used\n    noAward        =  1;    // TBD\n    cutscene    = ;        // mandatory definition\n};\n\n// additional parameters go here\nweaponPool        = 1;\n\nclass Campaign\n{\n    name            = \"My Great Campaign\";    // before Arma 3\n    briefingName    = \"My Great Campaign\";    // since Arma 3\n    author            = \"John Doe\";\n    overviewText    = \"You are a soldier on an island. Try killing the enemies and not dying to survive.\";\n\n    firstBattle    = Chapter1;\n    disableMP    = 0; // this campaign is multiplayer-compatible\n\n    class Chapter1 : NoEndings\n    {\n        firstMission = Chapter1_Mission1;\n        end1 = Chapter2; // other endings are defined by inheritance from NoEndings\n\n        class Chapter1_Mission1 : MissionDefault\n        {\n            end1 = Chapter1_Mission2;    // other endings are defined by inheritance from MissionDefault, inheriting from NoEndings\n            end2 = ;                    // end2 will end Chapter 1, therefore going to Chapter 2\n            template = C1M1.VR;\n        };\n\n        class Chapter1_Mission2 : MissionDefault\n        {\n            end1 = ; // not defining the ending will use the Chapter ending corresponding to end1: Chapter2 here\n            template = C1M2.VR;\n        };\n    };\n\n    class Chapter2 : NoEndings\n    {\n        firstMission = Chapter2_Mission1;\n        end1 = LastChapter;\n\n        // this mission is named Chapter2_Mission1 for clarity purpose,\n        // but both Chapter1_Mission1 and Chapter2_Mission1 could have been named Mission1 as game engine respects Chapter hierarchy.\n        // do not, however, name two missions the same -in the same chapter-\n        class Chapter2_Mission1 : MissionDefault\n        {\n            end1 = ; // not defining the ending will use the Chapter ending corresponding to end1: LastChapter here\n            template = C2M1.VR;\n        };\n    };\n\n    class LastChapter : NoEndings\n    {\n        firstMission = Chapter3_Mission1;\n        // no endings provided: because of NoEndings inheritance this is the same as writing 'endDefault = ;'\n        class Chapter3_Mission1\n        {\n            // not defining the ending will use the Chapter ending corresponding to end1: NOTHING here, closing the campaign\n            template = C3M1.VR;\n        };\n    };\n};\n```"},{"heading":"Recommendations","level":3,"markdown":"If you do not know for sure what you are doing, follow these advices:\n\n- try and make all the missions work stand-alone, then place them all in the **Missions** directory\n- do not force yourself to use many chapters. Chapters are useful to organise a lot of missions, but if your campaign does not have many, do not oversplit it.\n- you can test your campaign structure by allowing file patching (in Arma 3 launcher, or *arma3.exe -filePatching*) and placing your campaign in the *campaign**s*** directory."}],"categories":["Mission Editing"],"groups":["Mission Editing"]},{"name":"Carrier Command: Gaea Mission: Startup Parameters","title":"Carrier Command: Gaea Mission: Startup Parameters","type":"topic","url":"https://community.bistudio.com/wiki/Carrier_Command:_Gaea_Mission:_Startup_Parameters","revid":341582,"updated":"2023-06-09T16:21:41Z","aliases":[],"markdown":"These parameters can be configured by creating a new shortcut on your desktop and then adding the appropriate option in the target line.\n\nFor Steam version:\n\n1. Choose the game shortcut in Library\n1. Right click on the game\n1. Select properties\n1. Hit \"Set launch options\"\n\n**Example**:\n`C:\\Program Files (x86)/Bohemia Interactive/Carrier Command Gaea Mission/carrier.exe\" -nosplash`\n\nNotice that the parameters are not inside the quotes, only the path is (ref: http://forums.bistudio.com/showthread.php?84780-nosplash).\n\n### Available Parameters\n\nThere has been no official disclosure of available startup parameters for Carrier Command: Gaea Mission, apart from a post by a developer who confirmed (ref: http://forums.bistudio.com/showthread.php?140967-TOOL-CarrierTools-(modding-tool-inside)&p=2234275&viewfull=1#post2234275) the existence of -nosplash option\n\n| Name | Description |\n|---|---|\n| -nosplash | Allows you to bypass the splash screens on startup of Carrier Command: Gaea Mission. |","sections":[{"heading":null,"level":1,"markdown":"These parameters can be configured by creating a new shortcut on your desktop and then adding the appropriate option in the target line.\n\nFor Steam version:\n\n1. Choose the game shortcut in Library\n1. Right click on the game\n1. Select properties\n1. Hit \"Set launch options\"\n\n**Example**:\n`C:\\Program Files (x86)/Bohemia Interactive/Carrier Command Gaea Mission/carrier.exe\" -nosplash`\n\nNotice that the parameters are not inside the quotes, only the path is (ref: http://forums.bistudio.com/showthread.php?84780-nosplash)."},{"heading":"Available Parameters","level":3,"markdown":"There has been no official disclosure of available startup parameters for Carrier Command: Gaea Mission, apart from a post by a developer who confirmed (ref: http://forums.bistudio.com/showthread.php?140967-TOOL-CarrierTools-(modding-tool-inside)&p=2234275&viewfull=1#post2234275) the existence of -nosplash option\n\n| Name | Description |\n|---|---|\n| -nosplash | Allows you to bypass the splash screens on startup of Carrier Command: Gaea Mission. |"}],"categories":["Startup Parameters"],"groups":["Multiplayer and Server"]},{"name":"CFG","title":"CFG","type":"topic","url":"https://community.bistudio.com/wiki/CFG","revid":76729,"updated":"2014-03-06T11:28:37Z","aliases":[],"markdown":"1. REDIRECT Model Config","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT Model Config"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"CfgConvert","title":"CfgConvert","type":"topic","url":"https://community.bistudio.com/wiki/CfgConvert","revid":349473,"updated":"2023-11-08T16:49:19Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Armed Assault, Arma 2, Arma 3, DayZ\n\n**Download:** Part of [Arma 3](http://store.steampowered.com/app/233800/) and [DayZ](https://store.steampowered.com/app/830640/DayZ_Tools/) Tools packages on Steam\n\n#### Description\n\n**Description:**\n\nCfgConvert is a command line tool for converting configs between text and binary representation.\nIf you use the interface (cfgConvertGUI), based on the input file, it detects if it needs to `binarize` or `unbinarize`.\n\n#### Usage\n\n**Line call:**\n\ncfgConvert.exe [-bin | -txt | -xml | -q | -test] {[-dst <destination>] <source>}\ncfgConvertGUI.exe\n\n**Options:**\n\n- **-bin** - converts input to binarised config\n- **-txt** - converts input to unbinarised config\n- **-xml** - converts input to XML format\n- **-q** - quiet mode, does not display errors\n- **-test** - test mode, only loads the file and shows potential errors without writing anything\n- **-dst** - defines the output destination\n- **-pcpp** - outputs a preprocessed version of the input file\n\n**Examples:**\n\n```\n// CPP to Bin\ncfgConvert.exe -bin -dst p:\\addon\\config.bin p:\\addon\\config.cpp\n\n// Bin to CPP\ncfgConvert.exe -txt -dst p:\\addon\\config.cpp p:\\addon\\config.bin\n\n// Binarized SQM to unbinarized SQM\ncfgConvert.exe -txt -dst p:\\Arma3\\missions\\myMission\\mission_dest.sqm p:\\Arma3\\missions\\myMission\\mission_source.sqm\n```\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** [BinToCppAll.bat](https://github.com/irvnriir/ArmaEssentials) for converting all files in a folder and subfolders.","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Armed Assault, Arma 2, Arma 3, DayZ\n\n**Download:** Part of [Arma 3](http://store.steampowered.com/app/233800/) and [DayZ](https://store.steampowered.com/app/830640/DayZ_Tools/) Tools packages on Steam"},{"heading":"Description","level":4,"markdown":"**Description:**\n\nCfgConvert is a command line tool for converting configs between text and binary representation.\nIf you use the interface (cfgConvertGUI), based on the input file, it detects if it needs to `binarize` or `unbinarize`."},{"heading":"Usage","level":4,"markdown":"**Line call:**\n\ncfgConvert.exe [-bin | -txt | -xml | -q | -test] {[-dst <destination>] <source>}\ncfgConvertGUI.exe\n\n**Options:**\n\n- **-bin** - converts input to binarised config\n- **-txt** - converts input to unbinarised config\n- **-xml** - converts input to XML format\n- **-q** - quiet mode, does not display errors\n- **-test** - test mode, only loads the file and shows potential errors without writing anything\n- **-dst** - defines the output destination\n- **-pcpp** - outputs a preprocessed version of the input file\n\n**Examples:**\n\n```\n// CPP to Bin\ncfgConvert.exe -bin -dst p:\\addon\\config.bin p:\\addon\\config.cpp\n\n// Bin to CPP\ncfgConvert.exe -txt -dst p:\\addon\\config.cpp p:\\addon\\config.bin\n\n// Binarized SQM to unbinarized SQM\ncfgConvert.exe -txt -dst p:\\Arma3\\missions\\myMission\\mission_dest.sqm p:\\Arma3\\missions\\myMission\\mission_source.sqm\n```"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** [BinToCppAll.bat](https://github.com/irvnriir/ArmaEssentials) for converting all files in a folder and subfolders."}],"categories":["ArmA: Armed Assault: Official Tools","Arma 2: Official Tools","Arma 3: Official Tools","DayZ: Official Tools"],"groups":["Tools and File Formats"]},{"name":"CfgMissions","title":"CfgMissions","type":"topic","url":"https://community.bistudio.com/wiki/CfgMissions","revid":352247,"updated":"2024-02-03T18:42:32Z","aliases":["missions directories","missions directory"],"markdown":"CfgMissions contains list of all playable content available for players in ingame menus.\nIt is core of missions exported in Addon Format.\n\n### Classes\n\n| Introduced in | Param name | Description |\n|---|---|---|\n| Armed Assault v1.00 | **Campaigns** | Regular campaigns. For information on how to configure the campaigns themselves, please see the Campaign Description.ext page.<br>```cpp<br>class Campaigns<br>{<br>    class Bootcamp<br>    {<br>        directory = \"A3\\Missions_F_Bootcamp\\Campaign\";<br>        filterGroup = 3;    // Only bootcamp campaign will be listed in Campaign dialogue invoked by Bootcamp button.<br>        // include the campaign description.ext to make its content re-usable outside of the campaign<br>        #include \"\\A3\\Missions_F_Bootcamp\\Campaign\\description.ext\"<br>    };<br>};<br>``` |\n| Arma 3 v1.00 | **Episodic Campaigns** | Arma 3 has introduced the ability to configure episodic campaigns, as seen with the official The East Wind campaign.<br>Upon expanding the main tree, you will see all available episodes which, when expanded as well, function as a regular campaign.<br>For information on how to configure the campaigns themselves, please see Campaign Description.ext.<br>```cpp<br>class Campaigns<br>{<br>    class RootCampaign<br>    {<br>        // Each of these definitions are applied to the root campaign<br>        briefingName = \"$STR_A3_CampaignName\";<br>        overviewText = \"$STR_A3_CampaignOverview\";<br>        author = \"$STR_A3_Bohemia_Interactive\";<br>        overviewPicture = \"a3\\Missions_F_EPA\\data\\img\\Campaign_overview_CA.paa\";<br>        // Classes of episodes included<br>        campaigns[] = { \"StageA\", \"StageB\", \"StageC\" };<br>        class StageA<br>        {<br>            directory = \"A3\\Missions_F_EPA\\Campaign\";<br>            // include the campaign description.ext to make it is content re-usable outside of the campaign<br>            #include \"\\A3\\Missions_F_EPA\\Campaign\\description.ext\"<br>        };<br>        class StageB<br>        {<br>            directory = \"A3\\Missions_F_EPA\\CampaignDummy\";<br>        };<br>        class StageC<br>        {<br>            directory = \"A3\\Missions_F_EPA\\CampaignDummy2\";<br>        };<br>    };<br>};<br>``` |\n| Armed Assault v1.00 | **Missions** | Singleplayer missions. Menu name can vary in different projects:<br>**Operation Flashpoint:** Singleplayer<br>**ArmA: Armed Assault:** Missions<br>**Arma 2:** Scenarios<br>**Arma 3:** Scenarios<br>**Take On Helicopters:** Challenges<br>```cpp<br>class Missions<br>{<br>    class SP_WarWelcome<br>    {<br>        directory = \"ca\\missions\\Scenarios\\SP_WarWelcome.utes\";<br>    };<br>};<br>```<br>You can also group your missions into subfolders<br>```cpp<br>class Missions<br>{<br>    class PMC_Missions<br>    {<br>        //--- Subfolder name<br>        displayName = \"$STR_pmc_scenarios_name\";<br>        //--- Subfolder overview<br>        overview = \"ca\\missions2_pmc\\overview.html\";<br>        //--- List of missions<br>        class SPP01_PMC<br>        {<br>            directory = \"ca\\missions2_pmc\\scenarios\\SPP03.ProvingGrounds_PMC\";<br>        };<br>    };<br>};<br>``` |\n| Armed Assault v1.00 | **Tutorial** | Tutorial scenarios. Structure same as Missions. |\n| Take On Helicopters v1.00 | **TimeTrials** | Time Trial scenarios. Structure same as Missions. |\n| Armed Assault v1.00 | **MPMissions** | Multiplayer missions. Structure same as Missions.<br>```cpp<br>class CfgMissions<br>{<br>    class MPMissions<br>    {<br>        //--- ZEUS<br>        class MP_ZGM_m14 // class name MUST match the name in the 'directory' path<br>        {<br>            briefingName = \"$STR_A3_MasterTanoa_missionName\";<br>            directory = \"A3\\missions_f_exp\\mpscenarios\\mp_zgm_m14.Tanoa\"; // <--- match<br>        };<br>    };<br>};<br>``` |\n| Armed Assault v1.00 | **Templates** | Singleplayer templates. Accessible through *<My Missions>* in SP missions list.<br>```cpp<br>class Templates<br>{<br>    class ST_BasicEast<br>    {<br>        directory = \"ca\\missions\\Templates\\Basic.East\";<br>    };<br>};<br>``` |\n| Armed Assault v1.00 | **MPTemplates** | Multiplayer templates. Accessible through *<My Missions>* in MP missions list. |\n| Armed Assault v1.00 | **Procedural** | Procedural missions. Exclusive for Armory. |\n\n### Params\n\nFollowing params works for all mission/campaign classes placed in parent classes listed above.\n\n| Introduced in | Param name | Type | Description | Compatibility |\n|---|---|---|---|---|\n| Armed Assault v1.00 | **directory** | String | - Missions - path to mission folder (where mission.sqm is placed)<br>- Campaigns - path to folder where campaign description.ext is placed<br>`directory = \"ca\\missions\\Scenarios\\SP_WarWelcome.utes\";` | N/A |\n| Take On Helicopters v1.00 | **briefingName** | String | Mission name overriding name set in Intel menu. | Not in Campaigns |\n| Take On Helicopters v1.00 | **overviewText** | String | Custom overview description | Not in MPMissions and MPTemplates |\n| Take On Helicopters v1.00 | **overviewPicture** | String | Path to custom overview picture | Not in MPMissions and MPTemplates |\n| Take On Helicopters v1.00 | **author** | String | Content Authorship signature | Not in MPMissions and MPTemplates |\n\nYou can also put any Description.ext param in mission class.\n\n### Examples\n\n| Arma 2: Operation Arrowhead Missions |\n|---|\n| *For simplicity, every parent class contains only one mission example* |\n| ```cpp<br>class CfgMissions<br>{<br>    class Missions<br>    {<br>        class SP_Benchmark // 03<br>        {<br>            directory = \"ca\\missions_e\\scenarios\\SPE1_Benchmark1.takistan\";<br>        };<br>    };<br>    class MPMissions<br>    {<br>        class MPE_HikeInTheHills<br>        {<br>            directory = \"ca\\missions_e\\MPScenarios\\MPE1_HikeInTheHills.Takistan\";<br>        };<br>    };<br>    class MPTemplates<br>    {<br>        class MTE_Deathmatch<br>        {<br>            directory = \"ca\\missions_e\\MPTemplates\\MPTE_Deathmatch\";<br>        }<br>    };<br>    class Templates<br>    {<br>        class ST_BasicEast<br>        {<br>            directory = \"ca\\missions_e\\Templates\\Basic.East\";<br>        };<br>    };<br>    class Campaigns<br>    {<br>        class Arrowhead<br>        {<br>            directory = \"ca\\missions_e\\campaign\";<br>        };<br>    };<br>    class Tutorial<br>    {<br>        class TE01<br>        {<br>            directory = \"ca\\missions_e\\Bootcamp\\TE01_Basic_controls.Zargabad\";<br>        };<br>    };<br>    class Procedural<br>    {<br>        class Armory<br>        {<br>            onLoadMission = \"$STR_LIB_ONLOAD\";<br>            debriefing = 0;<br>            playerKilledScript = \"\\ca\\missions\\armory\\data\\scripts\\respawn.sqf\";<br>            onPauseScript = \"\\ca\\missions\\armory\\data\\scripts\\pauseOnload.sqf\";<br>            onCheat = \"[_this] call LIB_onCheatFunction\";<br>        };<br>    };<br>};<br>``` |\n\n| Arma 2: Private Military Company Missions |\n|---|\n| ```cpp<br>class CfgMissions<br>{<br>    class Missions<br>    {<br>        class PMC_Missions<br>        {<br>            displayName = \"$STR_pmc_scenarios_name\";<br>            overview = \"ca\\missions2_pmc\\overview.html\";<br>            class SPP01_PMC<br>            {<br>                directory = \"ca\\missions2_pmc\\scenarios\\SPP03.ProvingGrounds_PMC\";<br>            };<br>            class SPP02_PMC<br>            {<br>                directory = \"ca\\missions2_pmc\\scenarios\\SPP02.ProvingGrounds_PMC\";<br>            };<br>            class SPP03_PMC<br>            {<br>                directory = \"ca\\missions2_pmc\\scenarios\\SPP01.Takistan\";<br>            };<br>            class SPPXX_PMC<br>            {<br>                directory = \"ca\\missions2_pmc\\scenarios\\SPP00.Zargabad\";<br>            };<br>        };<br>    };<br>    class Templates<br>    {<br>        class SupplyDrop<br>        {<br>            directory = \"ca\\missions2_PMC\\Templates\\SupplyDrop.West\";<br>        };<br>    };<br>};<br>``` |\n\n| Arma 3 Missions |\n|---|\n| ```cpp<br>class CfgMissions<br>{<br>    // Campaigns<br>    class Campaigns<br>    {<br>        class RootCampaign<br>        {<br>            // Each of these definitions are applied to the root campaign<br>            briefingName = \"$STR_A3_CampaignName\";<br>            overviewText = \"$STR_A3_CampaignOverview\";<br>            author = \"$STR_A3_Bohemia_Interactive\";<br>            overviewPicture = \"a3\\Missions_F_EPA\\data\\img\\Campaign_overview_CA.paa\";<br>            // Classes of episodes included<br>            campaigns[] = { \"StageA\", \"StageB\", \"StageC\" };<br>            class StageA<br>            {<br>                directory = \"A3\\Missions_F_EPA\\Campaign\";<br>                // include the campaign description.ext to make it is content re-usable outside of the campaign<br>                #include \"\\A3\\Missions_F_EPA\\Campaign\\description.ext\"<br>            };<br>            class StageB<br>            {<br>                directory = \"A3\\Missions_F_EPA\\CampaignDummy\";<br>            };<br>            class StageC<br>            {<br>                directory = \"A3\\Missions_F_EPA\\CampaignDummy2\";<br>            };<br>        };<br>    };<br>    // Showcase missions<br>    class Showcases<br>    {<br>        displayName = \"$STR_A3_CFGMISSIONS_SHOWCASES0\";<br>        briefingName = \"$STR_A3_CFGMISSIONS_SHOWCASES0\";<br>        author = \"$STR_A3_Bohemia_Interactive\";<br>        overviewPicture = \"a3\\Missions_F_Beta\\data\\img\\Campaign_overview_CA.paa\";<br>        overviewText = \"$STR_A3_CFGMISSIONS_SHOWCASES0\";<br>        class Showcase_Combined_arms<br>        {<br>            briefingName = \"$STR_A3_Showcase_Combined_Arms_Mission_Name\";<br>            directory = \"a3\\Missions_F_Beta\\Showcases\\Showcase_Combined_arms.Stratis\";<br>        };<br>    };<br>    // Multiplayer missions<br>    class MPMissions<br>    {<br>        class MP_COOP_m01<br>        {<br>            briefingName = \"$STR_A3_MP_COOP_m01_briefingName\";<br>            directory = \"A3\\missions_f\\mpscenarios\\MP_COOP_m01.Stratis\";<br>        };<br>    };<br>    // Challenges<br>    class Challenges<br>    {<br>        briefingName = \"$STR_A3_CHALLENGES_NAME\";<br>        overviewText = \"$STR_A3_CHALLENGES_OVERVIEW\";<br>        overviewPicture = \"\\a3\\Missions_F_Beta\\data\\img\\Challenges_overview_CA.paa\";<br>        // Firing Drills<br>        author = \"$STR_A3_Bohemia_Interactive\";<br>        class Firing_Drills<br>        {<br>            briefingName = \"$STR_A3_FIRING_DRILLS_NAME\";<br>            overviewText = \"$STR_A3_FIRING_DRILLS_OVERVIEW\";<br>            overviewPicture = \"\\a3\\Missions_F_Beta\\data\\img\\FiringDrills_overview_CA.paa\";<br>            author = \"$STR_A3_Bohemia_Interactive\";<br>            class SP_FD04 // Green<br>            {<br>                directory = \"a3\\Missions_F_Beta\\Challenges\\firing_drills\\sp_fd04.stratis\";<br>                briefingName = \"$STR_A3_FIRING_DRILLS_SP_FD04_NAME\";<br>                overviewText = \"$STR_A3_FIRING_DRILLS_SP_FD04_OVERVIEW\";<br>                overviewPicture = \"\\a3\\Missions_F_Beta\\data\\img\\SP_FD04_overview_CA.paa\";<br>                author = \"$STR_A3_Bohemia_Interactive\";<br>            };<br>        };<br>    };<br>};<br>``` |","sections":[{"heading":null,"level":1,"markdown":"CfgMissions contains list of all playable content available for players in ingame menus.\nIt is core of missions exported in Addon Format."},{"heading":"Classes","level":3,"markdown":"| Introduced in | Param name | Description |\n|---|---|---|\n| Armed Assault v1.00 | **Campaigns** | Regular campaigns. For information on how to configure the campaigns themselves, please see the Campaign Description.ext page.<br>```cpp<br>class Campaigns<br>{<br>    class Bootcamp<br>    {<br>        directory = \"A3\\Missions_F_Bootcamp\\Campaign\";<br>        filterGroup = 3;    // Only bootcamp campaign will be listed in Campaign dialogue invoked by Bootcamp button.<br>        // include the campaign description.ext to make its content re-usable outside of the campaign<br>        #include \"\\A3\\Missions_F_Bootcamp\\Campaign\\description.ext\"<br>    };<br>};<br>``` |\n| Arma 3 v1.00 | **Episodic Campaigns** | Arma 3 has introduced the ability to configure episodic campaigns, as seen with the official The East Wind campaign.<br>Upon expanding the main tree, you will see all available episodes which, when expanded as well, function as a regular campaign.<br>For information on how to configure the campaigns themselves, please see Campaign Description.ext.<br>```cpp<br>class Campaigns<br>{<br>    class RootCampaign<br>    {<br>        // Each of these definitions are applied to the root campaign<br>        briefingName = \"$STR_A3_CampaignName\";<br>        overviewText = \"$STR_A3_CampaignOverview\";<br>        author = \"$STR_A3_Bohemia_Interactive\";<br>        overviewPicture = \"a3\\Missions_F_EPA\\data\\img\\Campaign_overview_CA.paa\";<br>        // Classes of episodes included<br>        campaigns[] = { \"StageA\", \"StageB\", \"StageC\" };<br>        class StageA<br>        {<br>            directory = \"A3\\Missions_F_EPA\\Campaign\";<br>            // include the campaign description.ext to make it is content re-usable outside of the campaign<br>            #include \"\\A3\\Missions_F_EPA\\Campaign\\description.ext\"<br>        };<br>        class StageB<br>        {<br>            directory = \"A3\\Missions_F_EPA\\CampaignDummy\";<br>        };<br>        class StageC<br>        {<br>            directory = \"A3\\Missions_F_EPA\\CampaignDummy2\";<br>        };<br>    };<br>};<br>``` |\n| Armed Assault v1.00 | **Missions** | Singleplayer missions. Menu name can vary in different projects:<br>**Operation Flashpoint:** Singleplayer<br>**ArmA: Armed Assault:** Missions<br>**Arma 2:** Scenarios<br>**Arma 3:** Scenarios<br>**Take On Helicopters:** Challenges<br>```cpp<br>class Missions<br>{<br>    class SP_WarWelcome<br>    {<br>        directory = \"ca\\missions\\Scenarios\\SP_WarWelcome.utes\";<br>    };<br>};<br>```<br>You can also group your missions into subfolders<br>```cpp<br>class Missions<br>{<br>    class PMC_Missions<br>    {<br>        //--- Subfolder name<br>        displayName = \"$STR_pmc_scenarios_name\";<br>        //--- Subfolder overview<br>        overview = \"ca\\missions2_pmc\\overview.html\";<br>        //--- List of missions<br>        class SPP01_PMC<br>        {<br>            directory = \"ca\\missions2_pmc\\scenarios\\SPP03.ProvingGrounds_PMC\";<br>        };<br>    };<br>};<br>``` |\n| Armed Assault v1.00 | **Tutorial** | Tutorial scenarios. Structure same as Missions. |\n| Take On Helicopters v1.00 | **TimeTrials** | Time Trial scenarios. Structure same as Missions. |\n| Armed Assault v1.00 | **MPMissions** | Multiplayer missions. Structure same as Missions.<br>```cpp<br>class CfgMissions<br>{<br>    class MPMissions<br>    {<br>        //--- ZEUS<br>        class MP_ZGM_m14 // class name MUST match the name in the 'directory' path<br>        {<br>            briefingName = \"$STR_A3_MasterTanoa_missionName\";<br>            directory = \"A3\\missions_f_exp\\mpscenarios\\mp_zgm_m14.Tanoa\"; // <--- match<br>        };<br>    };<br>};<br>``` |\n| Armed Assault v1.00 | **Templates** | Singleplayer templates. Accessible through *<My Missions>* in SP missions list.<br>```cpp<br>class Templates<br>{<br>    class ST_BasicEast<br>    {<br>        directory = \"ca\\missions\\Templates\\Basic.East\";<br>    };<br>};<br>``` |\n| Armed Assault v1.00 | **MPTemplates** | Multiplayer templates. Accessible through *<My Missions>* in MP missions list. |\n| Armed Assault v1.00 | **Procedural** | Procedural missions. Exclusive for Armory. |"},{"heading":"Params","level":3,"markdown":"Following params works for all mission/campaign classes placed in parent classes listed above.\n\n| Introduced in | Param name | Type | Description | Compatibility |\n|---|---|---|---|---|\n| Armed Assault v1.00 | **directory** | String | - Missions - path to mission folder (where mission.sqm is placed)<br>- Campaigns - path to folder where campaign description.ext is placed<br>`directory = \"ca\\missions\\Scenarios\\SP_WarWelcome.utes\";` | N/A |\n| Take On Helicopters v1.00 | **briefingName** | String | Mission name overriding name set in Intel menu. | Not in Campaigns |\n| Take On Helicopters v1.00 | **overviewText** | String | Custom overview description | Not in MPMissions and MPTemplates |\n| Take On Helicopters v1.00 | **overviewPicture** | String | Path to custom overview picture | Not in MPMissions and MPTemplates |\n| Take On Helicopters v1.00 | **author** | String | Content Authorship signature | Not in MPMissions and MPTemplates |\n\nYou can also put any Description.ext param in mission class."},{"heading":"Examples","level":3,"markdown":"| Arma 2: Operation Arrowhead Missions |\n|---|\n| *For simplicity, every parent class contains only one mission example* |\n| ```cpp<br>class CfgMissions<br>{<br>    class Missions<br>    {<br>        class SP_Benchmark // 03<br>        {<br>            directory = \"ca\\missions_e\\scenarios\\SPE1_Benchmark1.takistan\";<br>        };<br>    };<br>    class MPMissions<br>    {<br>        class MPE_HikeInTheHills<br>        {<br>            directory = \"ca\\missions_e\\MPScenarios\\MPE1_HikeInTheHills.Takistan\";<br>        };<br>    };<br>    class MPTemplates<br>    {<br>        class MTE_Deathmatch<br>        {<br>            directory = \"ca\\missions_e\\MPTemplates\\MPTE_Deathmatch\";<br>        }<br>    };<br>    class Templates<br>    {<br>        class ST_BasicEast<br>        {<br>            directory = \"ca\\missions_e\\Templates\\Basic.East\";<br>        };<br>    };<br>    class Campaigns<br>    {<br>        class Arrowhead<br>        {<br>            directory = \"ca\\missions_e\\campaign\";<br>        };<br>    };<br>    class Tutorial<br>    {<br>        class TE01<br>        {<br>            directory = \"ca\\missions_e\\Bootcamp\\TE01_Basic_controls.Zargabad\";<br>        };<br>    };<br>    class Procedural<br>    {<br>        class Armory<br>        {<br>            onLoadMission = \"$STR_LIB_ONLOAD\";<br>            debriefing = 0;<br>            playerKilledScript = \"\\ca\\missions\\armory\\data\\scripts\\respawn.sqf\";<br>            onPauseScript = \"\\ca\\missions\\armory\\data\\scripts\\pauseOnload.sqf\";<br>            onCheat = \"[_this] call LIB_onCheatFunction\";<br>        };<br>    };<br>};<br>``` |\n\n| Arma 2: Private Military Company Missions |\n|---|\n| ```cpp<br>class CfgMissions<br>{<br>    class Missions<br>    {<br>        class PMC_Missions<br>        {<br>            displayName = \"$STR_pmc_scenarios_name\";<br>            overview = \"ca\\missions2_pmc\\overview.html\";<br>            class SPP01_PMC<br>            {<br>                directory = \"ca\\missions2_pmc\\scenarios\\SPP03.ProvingGrounds_PMC\";<br>            };<br>            class SPP02_PMC<br>            {<br>                directory = \"ca\\missions2_pmc\\scenarios\\SPP02.ProvingGrounds_PMC\";<br>            };<br>            class SPP03_PMC<br>            {<br>                directory = \"ca\\missions2_pmc\\scenarios\\SPP01.Takistan\";<br>            };<br>            class SPPXX_PMC<br>            {<br>                directory = \"ca\\missions2_pmc\\scenarios\\SPP00.Zargabad\";<br>            };<br>        };<br>    };<br>    class Templates<br>    {<br>        class SupplyDrop<br>        {<br>            directory = \"ca\\missions2_PMC\\Templates\\SupplyDrop.West\";<br>        };<br>    };<br>};<br>``` |\n\n| Arma 3 Missions |\n|---|\n| ```cpp<br>class CfgMissions<br>{<br>    // Campaigns<br>    class Campaigns<br>    {<br>        class RootCampaign<br>        {<br>            // Each of these definitions are applied to the root campaign<br>            briefingName = \"$STR_A3_CampaignName\";<br>            overviewText = \"$STR_A3_CampaignOverview\";<br>            author = \"$STR_A3_Bohemia_Interactive\";<br>            overviewPicture = \"a3\\Missions_F_EPA\\data\\img\\Campaign_overview_CA.paa\";<br>            // Classes of episodes included<br>            campaigns[] = { \"StageA\", \"StageB\", \"StageC\" };<br>            class StageA<br>            {<br>                directory = \"A3\\Missions_F_EPA\\Campaign\";<br>                // include the campaign description.ext to make it is content re-usable outside of the campaign<br>                #include \"\\A3\\Missions_F_EPA\\Campaign\\description.ext\"<br>            };<br>            class StageB<br>            {<br>                directory = \"A3\\Missions_F_EPA\\CampaignDummy\";<br>            };<br>            class StageC<br>            {<br>                directory = \"A3\\Missions_F_EPA\\CampaignDummy2\";<br>            };<br>        };<br>    };<br>    // Showcase missions<br>    class Showcases<br>    {<br>        displayName = \"$STR_A3_CFGMISSIONS_SHOWCASES0\";<br>        briefingName = \"$STR_A3_CFGMISSIONS_SHOWCASES0\";<br>        author = \"$STR_A3_Bohemia_Interactive\";<br>        overviewPicture = \"a3\\Missions_F_Beta\\data\\img\\Campaign_overview_CA.paa\";<br>        overviewText = \"$STR_A3_CFGMISSIONS_SHOWCASES0\";<br>        class Showcase_Combined_arms<br>        {<br>            briefingName = \"$STR_A3_Showcase_Combined_Arms_Mission_Name\";<br>            directory = \"a3\\Missions_F_Beta\\Showcases\\Showcase_Combined_arms.Stratis\";<br>        };<br>    };<br>    // Multiplayer missions<br>    class MPMissions<br>    {<br>        class MP_COOP_m01<br>        {<br>            briefingName = \"$STR_A3_MP_COOP_m01_briefingName\";<br>            directory = \"A3\\missions_f\\mpscenarios\\MP_COOP_m01.Stratis\";<br>        };<br>    };<br>    // Challenges<br>    class Challenges<br>    {<br>        briefingName = \"$STR_A3_CHALLENGES_NAME\";<br>        overviewText = \"$STR_A3_CHALLENGES_OVERVIEW\";<br>        overviewPicture = \"\\a3\\Missions_F_Beta\\data\\img\\Challenges_overview_CA.paa\";<br>        // Firing Drills<br>        author = \"$STR_A3_Bohemia_Interactive\";<br>        class Firing_Drills<br>        {<br>            briefingName = \"$STR_A3_FIRING_DRILLS_NAME\";<br>            overviewText = \"$STR_A3_FIRING_DRILLS_OVERVIEW\";<br>            overviewPicture = \"\\a3\\Missions_F_Beta\\data\\img\\FiringDrills_overview_CA.paa\";<br>            author = \"$STR_A3_Bohemia_Interactive\";<br>            class SP_FD04 // Green<br>            {<br>                directory = \"a3\\Missions_F_Beta\\Challenges\\firing_drills\\sp_fd04.stratis\";<br>                briefingName = \"$STR_A3_FIRING_DRILLS_SP_FD04_NAME\";<br>                overviewText = \"$STR_A3_FIRING_DRILLS_SP_FD04_OVERVIEW\";<br>                overviewPicture = \"\\a3\\Missions_F_Beta\\data\\img\\SP_FD04_overview_CA.paa\";<br>                author = \"$STR_A3_Bohemia_Interactive\";<br>            };<br>        };<br>    };<br>};<br>``` |"}],"categories":["ArmA: Armed Assault: Editing","Arma 2: Editing","Arma 3: Editing","Take On Helicopters: Editing"],"groups":["Configuration"]},{"name":"CfgMoves Config Reference","title":"CfgMoves Config Reference","type":"topic","url":"https://community.bistudio.com/wiki/CfgMoves_Config_Reference","revid":376218,"updated":"2025-09-18T19:21:29Z","aliases":[],"markdown":"### Introduction\n\n***cfgMoves*** is the nerve center of all skeletal character animation. The animation of human characters that is - not the simple, procedural animation of objects (*e.g.* raising/lowering a barrier, opening/closing of an aircraft canopy).\n\n*cfgMoves* has two major sections: *Actions* and *States*.\n\n#### Actions\n\nIt is where the character animation [state machine](https://en.wikipedia.org/wiki/State_machine) is set up. It's a bit confusing that BI called the animation state handler \"*Actions*\", and the actions are called \"*States*\", but this is what it is.\n\nWhat this thing does, is configure all the possible animation states (*e.g.* standing upright with a rifle, kneeling with a pistol, parachuting), and define for each of them which animations can be played in and from that given state.\n\nFor instance, from the kneeling with a pistol state (*PistolKneelActions*), you cannot directly go into crawling forward on your stomach with a rifle (even if you have a rifle). First you would have to holster the pistol and grab your rifle, then lie down, or viceversa. Similarly, if you're prone (whether unarmed, or armed with a pistol or rifle), you cannot salute - first you'd have to stand up.\n\nWhat animation can or cannot be played, in what situation, is set up here in *Actions*. Player input (key presses, clicks) are then directed to this state machine, which interprets them and decides what action/animation the avatar will perform next, according to these rules. Same rules apply to *AI* players.\n\n#### States\n\nIn this section, each animation file (*RTM*) has a corresponding entry. Animation properties, such as playback speed, interpolation rules, blending times, collision shapes to use during animation, etc.., are configured here.\n\nThese animations are the ones referenced in the *Actions* section above. While *Actions* represents a complex graph, *States* is more like a list of items, even though some rules are also set up here (see the *ConnectTo[]* and *InterpolateTo[]* properties).\n\n***cfgGestures*** is similar to *States*, it holds the bone-masked or layered animations introduced in Arma 2. Welcome to reloading-while-running.\n\n#### Namespace of anim classes and files\n\n`A...P...M...S...W...D[_A...P...M...S...W...D][_Comment]`\n\n**A**: Description of the animation type, *i.e.*: `mov` for movement, `cts` for cutscene\n\n**P**: Stance: `erc` for erected, `knl` for kneel, `pne` for prone\n\n**M**: Speed of animation: `stp` for stopped, `wlk` for walk, `run` for running, `eva` for evasive\n\n**S**: Weapon holding: `low` for lowered, `ras` for raised\n\n**W**: Weapon: `non` for unarmed, `pst` for pistol, `lnr` for launcher, `rfl` for rifle.\n\n**D**: Direction of movement: `non` for no direction, `f` for forward, etc.\n\nIf there is a second movement definition named `[_A...P...M...S...W...D]` after the first one, the animation is a transition from the first animation to the second.\n\n`[_Comment]: additional comments`, if required.\n\nExample: `AmovPpneMstpSnonWnonDnon` means: *Movement - Prone - Stopped - civil (no weapon) - no direction (due to being static)*.\n\n### Alphabetical Order\n\n#### A\n\n##### access\n\n**Type:** Integer\n\n**Description:** See *access (CfgVehicles)*.\n\n```cpp\naccess = 3;\n```\n\n##### actions\n\n**Type:** String\n\n**Description:** Sets the action class/group to which this state belongs to.\n\n```cpp\nactions = \"PistolStandActionsRunR\";\nactions = \"RifleStandActions\";\nactions = \"InjuredManActionsnon_norot\";\nactions = \"SitActions\";\n```\n\n##### aiming\n\n**Type:** String\n\n**Description:** This property references **BlendAnims** class entries to use when aiming up/down. These are sets of *named selections*, with weights associated to them, defining how much should the bodyparts move while aiming.\n\nNotice how for instance *aimingDefault[]* sets up increasing weights for bones: Spine `(0.3)`, Spine1 `(0.4)`, Spine2 `(0.5)`, Spine3/Head/Neck `(0.6)`, shoulders and upper arms `(0.8)` and finally forearms, hands and weapons `(1)`. This makes for a smooth arching of the body while aiming.\n\n```cpp\naiming = \"empty\";\naiming = \"aimingDefault\";\naiming = \"aimingNo\";\naiming = \"aimingCivil\";\naiming = \"aimingLying\";\naiming = \"aimingPistol\";\naiming = \"aimingLauncher\";\n```\n\n##### aimingDefault[]\n\n**Type:** Array\n\n**Description:** *BlendAnims* array, see *aiming* above.\n\n```cpp\naimingDefault[] = {\"head\", 0.6, \"neck1\", 0.6, \"neck\", 0.6, \"weapon\", 1, \"launcher\", 1, \"LeftShoulder\", 0.8, \"LeftArm\", 0.8, \"LeftArmRoll\", 1,\n    \"LeftForeArm\", 1, \"LeftForeArmRoll\", 1, \"LeftHand\", 1, \"LeftHandRing\", 1, \"LeftHandPinky1\", 1, \"LeftHandPinky2\", 1, \"LeftHandPinky3\", 1,\n    \"LeftHandRing1\", 1, \"LeftHandRing2\", 1, \"LeftHandRing3\", 1, \"LeftHandMiddle1\", 1, \"LeftHandMiddle2\", 1, \"LeftHandMiddle3\", 1, \"LeftHandIndex1\", 1,\n    \"LeftHandIndex2\", 1, \"LeftHandIndex3\", 1, \"LeftHandThumb1\", 1, \"LeftHandThumb2\", 1, \"LeftHandThumb3\", 1, \"RightShoulder\", 0.8, \"RightArm\", 0.8,\n    \"RightArmRoll\", 1, \"RightForeArm\", 1, \"RightForeArmRoll\", 1, \"RightHand\", 1, \"RightHandRing\", 1, \"RightHandPinky1\", 1, \"RightHandPinky2\", 1,\n    \"RightHandPinky3\", 1, \"RightHandRing1\", 1, \"RightHandRing2\", 1, \"RightHandRing3\", 1, \"RightHandMiddle1\", 1, \"RightHandMiddle2\", 1,\n    \"RightHandMiddle3\", 1, \"RightHandIndex1\", 1, \"RightHandIndex2\", 1, \"RightHandIndex3\", 1, \"RightHandThumb1\", 1, \"RightHandThumb2\", 1,\n    \"RightHandThumb3\", 1, \"Spine\", 0.3, \"Spine1\", 0.4, \"Spine2\", 0.5, \"Spine3\", 0.6};\naimingDefault[] = {};\n```\n\n##### aimingNo[]\n\n**Type:** Array\n\n**Description:** *BlendAnims* array, see *aiming* above.\n\n```cpp\naimingNo[] = {};\n```\n\n##### aimPrecision\n\n**Type:** Float\n\n**Description:** Probably goes into accuracy calculations when firing a weapon; the higher the value, the less accurate aiming becomes.\n\nWounded `>1`, firing upright animations are mostly `1`, kneeling is `0.5`, and prone values are even lower.\n\n```cpp\naimPrecision = 5;        // Carrying a wounded soldier on your back\naimPrecision = 2;        // Injured, cannot stand up\naimPrecision = 1;        // Standing upright\naimPrecision = 0.5;        // Crouched\naimPrecision = 0.3;        // Prone\naimPrecision = 0.15;    // Walking slowly while looking down the sights\n```\n\n#### B\n\n##### binocOff\n\n**Type:** String\n\n**Description:** Found in *Actions* together with *binocOn*. They define which state is used for bringing up and putting away binoculars.\n\n```cpp\nbinocOff = \"\";\nbinocOff = \"AmovPercMstpSrasWrflDnon\";\nbinocOff = \"AmovPknlMstpSrasWrflDnon\";\nbinocOff = \"AmovPercMstpSrasWrflDnon\";\nbinocOff = \"AmovPpneMstpSrasWrflDnon\";\n```\n\n##### binocOn\n\n**Type:** String\n\n```cpp\nbinocOn = \"\";    // No binocs while lying on the ground injured\nbinocOn = \"AwopPknlMstpSoptWbinDnon_rfl\";\nbinocOn = \"AwopPercMstpSoptWbinDnon_rfl\";\nbinocOn = \"AwopPknlMstpSoptWbinDnon_pst\";\nbinocOn = \"AwopPpneMstpSoptWbinDnon_rfl\";\n```\n\n##### boundingSphere\n\n**Type:** Float / Boolean\n\n**Description:** Probably obsolescent, used for character collision detection. For more accurate collision models use *collisionShape* & Co. Still used in Arma 2 for cutscene animations. Sphere collision probably much cheaper than anything else.\n\n```cpp\nboundingSphere = true;\nboundingSphere = 1;\nboundingSphere = 1.5;\nboundingSphere = 8;\nboundingSphere = 35;\n```\n\n#### C\n\n##### CanNotMove\n\n**Type:** String\n\n**Description:** Found in *Actions*.\n\n```cpp\nCanNotMove = \"AmovPpneMstpSrasWrflDnon\";\n```\n\n##### canPullTrigger\n\n**Type:** Boolean\n\n**Description:** Self explanatory. While in that animation, the player can fire it is weapon, but his trigger finger will remain extended. The little \"finger squeezing the trigger\" animation won't play.\n\n```cpp\ncanPullTrigger = 1;\n```\n\n##### Civil\n\n**Type:** String\n\n**Description:** Found in *Actions*, defines what happens to a soldier if he were to lose his weapons and become unarmed.\n\n```cpp\nCivil = \"AmovPercMstpSnonWnonDnon\";\nCivil = \"AmovPercMstpSnonWnonDnon_gear\";\n```\n\n##### CivilLying\n\n**Type:** String\n\n**Description:** Found in *Actions*.\n\n```cpp\nCivilLying = \"AmovPpneMstpSnonWnonDnon\";\n```\n\n##### collisionGeomCompPattern[]\n\n**Type:** Array\n\n```cpp\ncollisionGeomCompPattern[] = {1,3,6};\n```\n\n##### collisionShape\n\n**Type:** String\n\n**Description:** Found in *States*. Path to the collision model to be used during the animation, a special *P3D* file with only a *Geometry LOD* in it. Having \"axis\" selection point in ``Memory LOD`` of this shape will make unit rotate around this point instead of their entity center.\n\n```cpp\ncollisionShape = \"ca\\Anims\\Characters\\data\\Geom\\Sdr\\Sstanistat_safe_geom.p3d\";\ncollisionShape = \"ca\\Anims\\Characters\\data\\Geom\\Sdr\\geom_Adth.p3d\";\n```\n\n##### collisionShapeSafe\n\n**Type:** String\n\n```cpp\ncollisionShapeSafe = \"ca\\Anims\\Characters\\data\\Geom\\Sdr\\sbeh45l_safe_geom.p3d\";\n```\n\n##### collisionVertexPattern[]\n\n**Type:** Array\n\n**Description:** Possibly some internal requirement of the collision detection algorithm. The strings represent individual vertices (named selections in the *P3D*).\n\n```cpp\ncollisionVertexPattern[] = {\"1a\", \"2a\", \"3a\", \"4a\", \"5a\", \"6a\", \"7a\", \"8a\", \"1c\", \"2c\"};\ncollisionVertexPattern[] = {\"1a\", \"2a\", \"3a\", \"4a\", \"5a\", \"6a\", \"7a\", \"8a\", \"9a\", \"10a\", \"11a\", \"12a\", \"13a\",\n    \"14a\", \"15a\", \"16a\", \"17a\", \"18a\", \"19a\", \"20a\", \"21a\", \"22a\", \"23a\", \"24a\", \"25a\", \"26a\", \"27a\", \"28a\",\n    \"29a\", \"30a\", \"31a\", \"32a\", \"33a\", \"34a\", \"1c\", \"2c\", \"3c\", \"4c\", \"5c\", \"6c\", \"7c\", \"8c\"};\n```\n\n##### Combat\n\n**Type:** String\n\n**Description:** Found in *Actions*.\n\n```cpp\nCombat = \"AmovPknlMstpSrasWrflDnon\";\n```\n\n##### connectAs\n\n**Type:** String\n\n**Description:** Found in *States*; Not used in Arma 2:OA anymore.\n\n```cpp\nconnectAs = \"\";\n```\n\n##### connectFrom[]\n\n**Type:** Array\n\n**Description:** Found in *States*; Not used in Arma 2:OA anymore.\n\n```cpp\nconnectFrom[] = {};\nconnectFrom[] = {\"TestSurrender\", 0.9, \"AdthPercMstpSlowWrflDnon_1\", 0.9};\n```\n\n##### connectTo[]\n\n**Type:** Array\n\n**Description:** Found in *States*. Defines edges in the animation graph, i.e. which animations can follow this one, once it finishes. The first pose of all animations from *connectTo* should be identical to the last pose of the current animation, otherwise see *interpolateTo*. The numeric value specifies the cost of the transition.\n\n```cpp\n//AinvPknlMstpSnonWnonDnon_medic0S\nConnectTo[] = {\"AinvPknlMstpSnonWnonDnon_medic\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_medic0\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_medic1\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_medic2\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_medic3\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_medic4\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_medic5\", 0.01};\n//BasicDriver\nConnectTo[] = {\"BasicDriverDying\", 1.0};\nconnectTo[] = {\"TestSurrender\", 0.9, \"AdthPercMstpSlowWrflDnon_1\", 0.9};\n```\n\n##### Crouch\n\n**Type:** String\n\n**Description:** Found in *Actions*, defines what happens when the *AI* crouch. There's also *PlayerCrouch*, which makes different crouching animations possible for players as opposed to *AI*.\n\n```cpp\nCrouch = \"AmovPknlMstpSnonWnonDnon\";\n```\n\n#### D\n\n##### default\n\n**Type:** String\n\n**Description:** Found in *Actions*, defines the default state for an action.\n\n```cpp\ndefault = \"LadderRifleStatic\";\n```\n\n##### die\n\n**Type:** String\n\n**Description:** Found in *Actions*, defines what animation/state is called when the character dies.\n\n```cpp\ndie = \"AdthPercMstpSlowWrflDnon_r05\";\ndie = \"DeadState\";\n```\n\n##### disableWeapons\n\n**Type:** Boolean\n\n**Description:** Found in *States*, and unlike *canPullTrigger*, it can prohibit the character from firing his weapon.\n\n```cpp\ndisableWeapons = 1;\n```\n\n##### disableWeaponsLong\n\n**Type:** Boolean\n\n**Description:** Found in *States*, and apparently the only time *disableWeaponsLong* differs from *disableWeapons* is when the weapon is lowered (Ctrl doubletap).\n\n```cpp\n//AmovPercMstpSlowWrflDnon\ndisableWeapons = false;\ndisableWeaponsLong = true;\n// or\ndisableWeaponsLong = 1;\n```\n\n##### down\n\n**Type:** String\n\n**Description:** Found in *Actions*, tells what animation to play when hitting the \"*Go prone*\" key.\n\n```cpp\n//class RifleBaseStandActions\ndown = \"AmovPpneMstpSrasWrflDnon\";\n//class RifleProneActions\ndown = \"AmovPercMstpSrasWrflDnon\";\n//??\n\ndown = \"LadderRifleDownLoop\";\n```\n\n##### duty\n\n**Type:** Float\n\n**Description:** Duty used to mean some mandatory states/actions the character had to reach, before being able to perform a certain animation. Not sure about what this does in ArmA anymore, if anything.\n\n```cpp\n//OFP config\n#define RunDuty -0.5\n#define WalkDuty -0.7\n#define RestDuty -1\n#define CrawlDuty -0.0\n#define SprintDuty 0.6\n\nduty = -1;\nduty = -0.7;\nduty = -0.5;\nduty = -0.4;\nduty = 0.1;\nduty = 0.2;\nduty = 0.25;\nduty = 0.3;\nduty = 0.4;\nduty = 0.5;\nduty = 0.6;\nduty = 2;\n```\n\n#### E\n\n##### enableAutoActions\n\n**Type:** Boolean\n\n**Description:** Found in *States*. In Arma 2 there's a single occurrence of it being *true*: `class TestDance`.\n\n```cpp\nenableAutoActions = 1;\n```\n\n##### enableBinocular\n\n**Type:** Boolean\n\n**Description:** Found in *States*, defines whether the character can use binoculars or not.\n\n```cpp\nenableBinocular = 1;\n\nenableBinocular = false;    // class CutSceneAnimationBase\nenableBinocular = false;    // class AmovPercMrunSnonWbinDf_rfl\nenableBinocular = true;        // class AwopPknlMstpSoptWbinDnon_rfl\n```\n\n##### enableMissile\n\n**Type:** Boolean\n\n**Description:** Found in *States*, similar to *disableWeapons*. It enables/disables the firing of shoulder launched rockets (*RPGs, MANPADS*).\n\n```cpp\nenableMissile = true; //class AidlPercMstpSrasWlnrDnon_player_idleSteady01\n\nenableMissile = 1;\n```\n\n##### enableOptics\n\n**Type:** Boolean\n\n**Description:** Found in *States*, enables/disables looking down the weapon sights.\n\n```cpp\nenableOptics = 1;\n```\n\n##### equivalentTo\n\n**Type:** String\n\n**Description:** Found in *States*, not sure what it does. The animation class is mostly *equivalentTo* another one, and oddly, sometimes to itself. Popular with healing, death, idle and cutscene animations.\n\n```cpp\nequivalentTo = \"\";\n\nclass AdthPercMstpSrasWrflDnon_1 : AdthPercMstpSlowWrflDnon_1 {\n    file = \"\\ca\\Anims\\Characters\\data\\Anim\\Sdr\\Dth\\Erc\\stp\\ras\\Rfl\\AdthPercMstpSrasWrflDnon_1\";\n    speed = 0.72;\n    equivalentTo = \"AdthPercMstpSrasWrflDnon_1\";\n    ...\n};\n\nequivalentTo = \"AmovPsitMstpSlowWrflDnon\";\n```\n\n##### EvasiveBack\n\n**Type:** String\n\n**Description:** Found in *Actions*, along with *EvasiveForward*, `-Left` and `-Right`. They point to the possible evasive animations that can be triggered.\n\n```cpp\nEvasiveBack = \"AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDb\";\n```\n\n##### EvasiveForward\n\n**Type:** String\n\n**Description:** See *EvasiveBack*.\n\n```cpp\nEvasiveForward = \"AmovPercMevaSlowWlnrDf\";\n```\n\n##### EvasiveLeft\n\n**Type:** String\n\n**Description:** See *EvasiveBack*.\n\n```cpp\nEvasiveLeft = \"AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDl\";\n```\n\n##### EvasiveRight\n\n**Type:** String\n\n**Description:** See *EvasiveBack*.\n\n```cpp\nEvasiveRight = \"AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDr\";\n```\n\n#### F\n\n##### fast..\n\n**Type:** String\n\n**Description:** Found in *Actions*, *walk..* defines the walking animations, *slow..* defines the running/jogging and *fast..* the sprinting animations.\n\nThe suffixes mean the following: **B** (backward), **F** (forward), **L** (left strafe), **R** (right strafe) and a combination of these: **RF** (45 deg. strafe), **RB** (135 deg. strafe), **LB** (225 deg. strafe) and **LF** (315 deg. strafe).\n\n```cpp\nfastB = \"AswmPercMstpSnonWnonDnon\";\nfastB = \"AmovPercMrunSrasWrflDb\";\nfastF = \"AswmPercMsprSnonWnonDf\";\nfastL = \"AswmPercMstpSnonWnonDnon\";\nfastLB = \"AswmPercMstpSnonWnonDnon\";\nfastLF = \"AswmPercMsprSnonWnonDf\";\nfastR = \"AswmPercMstpSnonWnonDnon\";\nfastRB = \"AswmPercMstpSnonWnonDnon\";\nfastRF = \"AswmPercMsprSnonWnonDf\";\n```\n\n##### file\n\n**Type:** String\n\n**Description:** Found in *States*, points to the *RTM* animation file.\n\n```cpp\nfile = \"\\ca\\Anims\\Characters\\data\\Anim\\Wmn\\cts\\erc\\stp\\non\\non\\ActsPercMstpSnonWnonDnon_MarianQ_shot5.rtm\";\n```\n\n##### FireNotPossible\n\n**Type:** String\n\n**Description:** Found in *Actions*.\n\n```cpp\nFireNotPossible = \"AmovPpneMstpSrasWrflDnon\";\n```\n\n#### G\n\n##### getInCar\n\n**Type:** String\n\n**Description:** *getInCar* and *getOutCar* are found in *Actions*; they define what animations to call when getting into/out of a car. Similar to *getInTank*/*getOutTank*.\n\nNone of these are really used in the Arma 2 config anymore (one exception: class *LauncherKneelActions*). Instead, *getInHigh, -Medium* and *-Low* are used with their respective *getOuts*. Assigning the different *getIn* actions for each vehicle is done in *CfgVehicles*.\n\n```cpp\ngetInAction = \"GetInCar\"; //CfgVehicles\n\ngetInCar = \"AmovPknlMstpSrasWrflDnon\";\n```\n\n##### GetInHigh\n\n**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\nGetInHigh = \"AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInHigh\";\n```\n\n##### GetInLow\n\n**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\nGetInLow = \"AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInLow\";\n```\n\n##### GetInMedium\n\n**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\nGetInMedium = \"AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium\";\n```\n\n##### getInTank\n\n**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\ngetInTank = \"AmovPknlMstpSrasWrflDnon\";\n```\n\n##### getOutCar\n\n**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\ngetOutCar = \"AmovPknlMstpSrasWrflDnon\";\n```\n\n##### GetOutHigh\n\n**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\nGetOutHigh = \"AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHigh\";\n```\n\n##### GetOutLow\n\n**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\nGetOutLow = \"AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutLow\";\n```\n\n##### GetOutMedium\n\n**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\nGetOutMedium = \"AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutMedium\";\n```\n\n##### getOutTank\n\n**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\ngetOutTank = \"AmovPknlMstpSrasWrflDnon\";\n```\n\n#### H\n\n##### handGunOn\n\n**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to transition to, when the character draws it is pistol. It is not the transition animation itself, where the character brings up the pistol (and puts away his rifle/launcher if he had any), but the end result of that: character standing, aiming with the pistol.\n\n```cpp\nhandGunOn = \"AmovPercMstpSrasWpstDnon\"; //class RifleBaseLowStandActions\n\nhandGunOn = \"AmovPpneMstpSrasWrflDnon\";\n```\n\n##### hasCollShapeSafe\n\n**Type:** Boolean\n\n```cpp\nhasCollShapeSafe = 0;\n```\n\n##### head\n\n**Type:** String\n\n**Description:** Found in *States*, references *BlendAnims* class entries. Permits/forbids the character to rotate his head freely. Similar in functionality to *aiming*.\n\n```cpp\nhead = \"headDefault\";    // class Default\nhead = \"headNo\";        // class CutSceneAnimationBase\nhead = \"empty\";            // class HaloFreeFall_non\n```\n\n##### headDefault[]\n\n**Type:** Array\n\n**Description:** Found in class *BlendAnims*, defines a set of bones, with weights associated to each of them.\n\n```cpp\nheadDefault[] = {\"head\", 1, \"neck1\", 0.5, \"neck\", 0.5};\n\nheadDefault[] = {};\n```\n\n##### headNo[]\n\n**Type:** Array\n\n**Description:** Found in class *BlendAnims*, always an empty array. Serves for disabling free head movement (independent of the *RTM* animation).\n\n```cpp\nheadNo[] = {};\n```\n\n##### headBobMode\n\n**Type:** Number\n\n**Description**\n\nValid values\n\n```cpp\nHeadBobUndef = 0\nHeadBobRaw = 1\nHeadBobBeginEnd = 2\nHeadBobAverageFrame = 3\nHeadBobStraightHorizon = 4\nHeadBobCutScene = 5\n```\n\n```cpp\nheadBobMode = 5; // Cutscene\n```\n\n#### I\n\n##### interpolateFrom[]\n\n**Type:** Array\n\n**Description:** Found in *States*, used together with *interpolateTo* for setting up two-way interpolation rules. *interpolateFrom[]* however, seems to have fallen in disuse.\n\n```cpp\ninterpolateFrom[] = {\"TestSurrender\", 0.9, \"AdthPercMstpSlowWrflDnon_1\", 0.9};\n```\n\n##### interpolateTo[]\n\n**Type:** Array\n\n**Description:** Found in *States*; defines edges in the animation graph which should be interpolated immediately instead of connected at the end of this animation. As with connectTo, the numeric value specifies the cost of the transition.\n\nTypically, animations will play to the end, then another animation will be played. Sometimes though, it is important to be able to just cut the current animation short, and immediately change to a different animation.\n\nA good example would be death animations: if the character is half way through \"eating a kebab\" animation and the kebab explodes in his face, he won't continue munching. Instead he will play a death animation and fall to the ground right away.\n\nTo make the cut between the two animation less visually jarring, a couple of frames of transition/interpolation is provided.\n\n```cpp\ninterpolateTo[] = {\n    \"AinvPknlMstpSlayWrflDnon\", 0.01,\n    \"AinvPknlMstpSlayWrflDnon_1\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_1\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_2\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_3\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_4\", 0.01,\n    \"AdthPknlMstpSnonWnonDnon_inventory\", 0.1\n};\n```\n\n##### interpolateWith[]\n\n**Type:** Array\n\n**Description:** Found in *States*, disused.\n\n```cpp\ninterpolateWith[] = {\"BasicDriver\", 0.02};\n```\n\n##### interpolationRestart\n\n**Type:** Boolean\n\n**Description:** Found in *States*, true mostly for transition animations.\n\n```cpp\ninterpolationRestart = false;    // Default\ninterpolationRestart = true;    // DefaultDie\ninterpolationRestart = 2;\n```\n\n##### interpolationSpeed\n\n**Type:** Float\n\n**Description:** Found in *States*.\n\n```cpp\ninterpolationSpeed = 200;    // AidlPercMstpSrasWrflDnon_aiming01, AdthPercMstpSrasWrflDnon_rS0\ninterpolationSpeed = 30.5;    // AmovPercMstpSlowWrflDnon_player_idleSteady01\ninterpolationSpeed = 6;        // Default\ninterpolationSpeed = 0.5;    // AmovPknlMstpSrasWrflDnon_AmovPercMsprSrasWrflDf_2\ninterpolationSpeed = 0.1;    // AinjPfalMstpSnonWrflDnon_carried_Up\n```\n\n#### J\n\n##### JumpOff\n\n**Type:** String\n\n**Description:** Found in *Actions*, disused.\n\n```cpp\nJumpOff = \"\";\n```\n\n#### L\n\n##### ladderOff\n\n**Type:** String\n\n**Description:** Found in *States*, defines what animation to switch to when letting go of the ladder.\n\n```cpp\nladderOff = \"AmovPercMstpSnonWnonDnon\";\n```\n\n##### ladderOffBottom\n\n**Type:** String\n\n**Description:** Found in *States*, defines what animation to switch to when letting go of the ladder, having reached the bottom of it.\n\n```cpp\nladderOffBottom = \"LadderRifleDownOff\";\n```\n\n##### ladderOffTop\n\n**Type:** String\n\n**Description:** Found in *States*, defines what animation to switch to when letting go of the ladder, having reached the top of it.\n\n```cpp\nladderOffTop = \"LadderRifleTopOff\";\n```\n\n##### ladderOnDown\n\n**Type:** String\n\n**Description:** Found in *States*, defines what animation to switch to when getting onto the bottom of the ladder.\n\n```cpp\nladderOnDown = \"LadderRifleOn\";\n```\n\n##### ladderOnUp\n\n**Type:** String\n\n**Description:** Found in *States*, defines what animation to switch to when getting onto the top of the ladder.\n\n```cpp\nladderOnUp = \"LadderRifleOn\";\n```\n\n##### leaning\n\n**Type:** String\n\n**Description:** Found in both *Actions* and *States*, references *BlendAnims* class entries. Defines how much each bone/bodypart should be influenced when leaning.\n\nLeaning, similar to aiming, is not an animation played back from a file. It's procedural, if you will, and so needs extra setting up in the config to look it is best.\n\n```cpp\nleaning = \"leaningDefault\";        // Default\nleaning = \"aimingLying\";        // AmovPpneMstpSrasWrflDnon_injured\nleaning = \"empty\";                // class AmovPpneMrunSlowWrflDf - disables leaning while prone\n```\n\n##### leaningCorrectionAngleBeg\n\n**Type:** Float\n\n**Description:** Not used in Arma 2, appearing only once in ArmA config, where both *leaningCorrectionAngleBeg* and *leaningCorrectionAngleEnd* are zero.\n\n```cpp\nleaningCorrectionAngleBeg = 0;\nleaningCorrectionAngleEnd = 0;\n```\n\n##### leaningFactorBeg\n\n**Type:** Float\n\n**Description:** Found in *States*, *leaningFactorBeg* sets how much influence leaning has at the start of an animation, while *leaningFactorEnd* takes care of the end. If the two values differ, leaning is blended in or out during the animation.\n\n```cpp\nleaningFactorBeg = 1;        // StandBase\nleaningFactorEnd = 1;\n\nleaningFactorBeg = 0;        // SprintBaseDf\nleaningFactorEnd = 0;\n\nleaningFactorBeg = 0.5;        // AmovPknlMstpSrasWlnrDnon - limited (half) leaning with launcher\nleaningFactorEnd = 0.5;\n\nleaningFactorBeg = 0.75;    // AmovPercMwlkSlowWrflDf - limited leaning while walking with rifle raised\nleaningFactorEnd = 0.75;\n\nleaningFactorBeg = 1;        // amovpercmstpsraswrfldnon_amovpercmstpsraswlnrdnon\nleaningFactorEnd = 0.5;\n\nleaningFactorBeg = 1;        // AmovPercMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\nleaningFactorEnd = 0;        // -transition betwen a state with full leaning to one where leaning is forbidden-\n```\n\n##### leaningFactorEnd\n\n**Type:** Float\n\n**Description:** See above.\n\n```cpp\nleaningFactorEnd = 0.75;\n```\n\n##### leaningFactorZeroPoint\n\n**Type:** Float\n\n**Description:** Appears only once in both ArmA & Arma 2, no variation across *States* or *Actions*.\n\n```cpp\nleaningFactorZeroPoint = -1;\n```\n\n##### leanLRot\n\n**Type:** Float\n\n**Description:** Found in *Actions*, sets the amount of lean possible and the angle of leaning.\n\nWith a value of `1`, the character will lean about `70` degrees off vertical, looking like it just broke it is back, so the more reasonable amount to lean is about half of that. Doctor's orders.\n\n```cpp\nleanLRot = 0;        // NoActions, RifleProneActions\nleanLRot = 0.5;        // RifleBaseLowStandActions\nleanLRot = 0.57;    // CivilStandActions\n```\n\n##### leanLShift\n\n**Type:** Float\n\n**Description:** Found in *Actions*. In addition to tilting the upper body during leaning, it is also possible to move it into the lean.\n\nTypical values are very small, anything else will produce excessive deformations of the model.\n\n```cpp\nleanLShift = 0;        // class RifleProneActions\nleanLShift = 0.01;    // class RifleBaseLowStandActions\nleanLShift = 0.07;    // class CivilStandActions\n```\n\n##### leanRRot\n\n**Type:** Float\n\n**Description:** See leanLRot.\n\n```cpp\nleanRRot = 0.57;\n```\n\n##### leanRShift\n\n**Type:** Float\n\n**Description:** See leanLShift.\n\n```cpp\nleanRShift = 0.01;\n```\n\n##### leftHandIKBeg\n\n**Type:** Boolean\n\n**Description:** Found in *States*, appeared in ArmA, complemented/superseded in Arma 2 by *leftHandIKCurve[]*.\n\nThese properties set whether at the beginning and end of the animation, *IKs* for both arms are enabled or not.\n\n*left/right-HandIKCurve[]* allows for a more complex and detailed control of *FK/IK* (see below for more details) blending.\n\nTypical uses:\n\n```cpp\nleftHandIKBeg = true;\nleftHandIKCurve[] = {1};\nleftHandIKEnd = true;\n\nleftHandIKBeg = false;\nleftHandIKCurve[] = {};\nleftHandIKEnd = false;\n\nleftHandIKBeg = false;\nleftHandIKCurve[] = {0, 1, 0.075, 0, 0.725, 0, 0.8, 1};\nleftHandIKEnd = false;\n\nleftHandIKBeg = false;\nleftHandIKCurve[] = {0.05, 1, 0.125, 0, 0.6, 0, 0.675, 1};\nleftHandIKEnd = true;\n```\n\n##### leftHandIKEnd\n\n**Type:** Boolean\n\n**Description:** See above.\n\n```cpp\nleftHandIKEnd = 0;\n```\n\n##### leftHandIKCurve\n\n**Type:** Array\n\n**Description:** As the name suggests, this array describes the curve controlling [FK](https://en.wikipedia.org/wiki/Forward_kinematics)/[IK](https://en.wikipedia.org/wiki/Inverse_kinematics) blending on the left arm.\n\nEvery pair of values describe a 2D point, with the first number representing *time* (horizontal) and the second being the *weight* (vertical).\n\n*Time* ranges from `0-1`, where `0` is animation start, `0.5` is half way, and `1` the end.\n\n*Weight* also ranges from `0-1`, where `0` means animation is taken from *RTM* file (*FK*) and *IK* is disabled, `0.6` meaning a `40%` blend of *FK* and `60%` *IK*, and `1` is `100%` *IK*.\n\nLet me interpret the last example below (the long one). The curve has 4 points `[0, 1], [0.05, 0], [0.95, 0]` and `[1, 1]`. When the animation starts playing, the *IK* takes full effect, but is gradually disabled by point `#2`. It stays disabled until point `#3` towards the end, when it is *weight* starts climbing again. At the end, at point `#4`, the *IK* is fully on again, overriding all *FK*.\n\n```cpp\nleftHandIKCurve[] = {};                                    // IK OFF.\nleftHandIKCurve[] = {1};                                // IK fully ON.\nleftHandIKCurve[] = {0.1, 1, 0.15, 0};                    // IK fully ON one-tenth into the animation, but disabled soon afterwards.\nleftHandIKCurve[] = {0, 1, 0.05, 0, 0.95, 0, 1, 1};        // IK ON at start, but soon disabled. Re-enabled towards the end.\n```\n\n##### legs\n\n**Type:** String\n\n**Description:** Found in *States*, references *BlendAnims* class entries. Used for deforming the character on sloping surfaces (hillside, stairs, etc..).\n\nMost of the *RTM* animations have been recorded in a motion capture studio, on a perfectly flat floor. When standing on a slope, the character would normally have one foot sinking into the ground, while the other would be hanging in the air. So BI devised this system for deforming the bodyparts that have contact with the ground.\n\nWhen standing upright, it is just the legs. When prone, it is most, if not the whole body. Like everything else in *BlendAnims*, it is a list of bones, with weights (amount of influence) associated.\n\n```cpp\nlegs = \"legsDefault\";        // Deafault\nlegs = \"legsNo\";            // DefaultDie\nlegs = \"legsLyingAiming\";    // AmovPpneMstpSrasWrflDnon_injured\nlegs = \"Wholebody\";            // AmovPpneMstpSnonWnonDnon\nlegs = \"empty\";                // HaloFreeFall_non\n```\n\n##### legsDefault[]\n\n**Type:** Array\n\n**Description:** *BlendAnims* class entry. See above.\n\n```cpp\nlegsDefault[] = {\"LeftUpLeg\", 0.9, \"LeftUpLegRoll\", 0.9, \"LeftLeg\", 0.95, \"LeftLegRoll\", 0.95, \"LeftFoot\", 1, \"LeftToeBase\", 1,\n    \"RightUpLeg\", 0.9, \"RightUpLegRoll\", 0.9, \"RightLeg\", 0.95, \"RightLegRoll\", 0.95, \"RightFoot\", 1, \"RightToeBase\", 1};\n```\n\n##### legsNo[]\n\n**Type:** Array\n\n**Description:** Always empty *BlendAnims* class entry, see *legs* above. Disables all deformations on contact with land. Death animations are a typical case.\n\n```cpp\nlegsNo[] = {};\n```\n\n##### limitFast\n\n**Type:** Float\n\n**Description:** Found in *Actions*, used for limiting the *slow..* movements, although the names suggests a limiting of *fast..*.\n\n```cpp\nlimitFast = 0.5;    // RifleProneActions_injured\nlimitFast = 2;        // SwimmingActions\nlimitFast = 4;        // class CivilStandActions, SwimmingFastActions\nlimitFast = 5;        // NoActions\nlimitFast = 5.5;    // RifleBaseLowStandActions\n```\n\n##### limitGunMovement\n\n**Type:** Boolean\n\n**Description:** Found in *States*.\n\n```cpp\nlimitGunMovement = false;    // HealBase\nlimitGunMovement = false;    // SprintBaseDf\nlimitGunMovement = 0.1;        // AmovPercMstpSnonWnonDnon\nlimitGunMovement = 0.3;        // AovrPercMstpSlowWrflDf\nlimitGunMovement = 0.6;        // AmovPercMwlkSlowWpstDnon_transition\nlimitGunMovement = true;    // Default\n```\n\n##### looped\n\n**Type:** Boolean\n\n**Description:** Found in *States*, sets whether the current animation should start over once it is finished. Loop, that is.\n\n```cpp\nlooped = 1;\n```\n\n##### Lying\n\n**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to play for the \"*Prone with weapon*\" situation. *CivilLying* is the unarmed equivalent.\n\n```cpp\nLying = \"AmovPpneMstpSnonWnonDnon\";\n```\n\n#### M\n\n##### medic\n\n**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used by a medic when triggering the \"*Heal..*\" action.\n\n```cpp\nmedic = \"AinvPknlMstpSlayWrflDnon_medic\";\n```\n\n#### O\n\n##### onLadder\n\n**Type:** Boolean\n\n**Description:** Found in *States*, flags the animation as ladder related.\n\n```cpp\nonLadder = 1;\n```\n\n##### onLandBeg\n\n**Type:** Boolean\n\n**Description:** Found in *States*. If at the start of the animation the character is lying on the ground (prone), *onLandBeg* equals *true*. If at the end of the animation the character is lying on the ground (prone), *onLandEnd* equals *true*. Otherwise false. Not sure what these flags are used for.\n\n```cpp\n//Default\nonLandBeg = false;\nonLandEnd = false;\n\n//AmovPercMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\nonLandBeg = false;\nonLandEnd = true;\n\n//AmovPpneMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon\nonLandBeg = true;\nonLandEnd = false;\n\n//AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon\nonLandBeg = true;\nonLandEnd = true;\n\n//AdthPpneMstpSnonWnonDnonB\nonLandEnd = true;\nonLandBeg = false;\n```\n\n##### onLandEnd\n\n**Type:** Boolean\n\n**Description:** See above.\n\n```cpp\nonLandEnd = 1;\n```\n\n#### P\n\n##### PlayerCrouch\n\n**Type:** String\n\n**Description:** Found in *Actions*. Similar to *Crouch*, except it applies only to player characters and not *AI*.\n\n```cpp\nPlayerCrouch = \"AmovPknlMstpSrasWlnrDnon\";\n```\n\n##### PlayerProne\n\n**Type:** String\n\n**Description:** Found in *Actions*. Similar to *Lying*, except it applies only to player characters and not *AI*.\n\nSets the animation to be used when going prone.\n\n```cpp\nPlayerProne = \"AmovPpneMstpSnonWnonDnon\";\n```\n\n##### PlayerStand\n\n**Type:** String\n\n**Description:** Found in *Actions*. Similar to *Stand*, except it applies only to player characters and not *AI*.\n\nSets the animation to be used when standing upright.\n\n```cpp\nPlayerStand = \"AwopPercMstpSoptWbinDnon_rfl\";\n```\n\n##### predictSpeedCoef\n\n**Type:** Float\n\n**Description:** Disused in Arma 2, appears once in ArmA.\n\n```cpp\npredictSpeedCoef = 1;\n```\n\n##### preload\n\n**Type:** Boolean\n\n**Description:** Found in *States*, sets whether to load the animation file (*RTM*) into memory at game start, or just read it from disc when there's a demand for it.\n\nAll animations are set not to preload in Arma 2, while in ArmA some often used animations like running for example, are preloaded.\n\n```cpp\npreload = 1;\n```\n\n##### primaryActionMaps[]\n\n**Type:** Array\n\n**Description:** Outlines the main action groups.\n\n```cpp\nprimaryActionMaps[] = {\"DeadActions\", \"LauncherKneelActions\", \"BinocProneRflActions\", \"BinocProneCivilActions\",\n    \"RifleProneActions\", \"PistolProneActions\", \"RifleKneelActions\", \"PistolKneelActions\", \"RifleStandActions\",\n    \"PistolStandActions\", \"RifleLowStandActions\", \"SwimmingActions\", \"CivilStandActions\",\n    \"BinocKneelRflActions\", \"BinocStandRflActions\"};\n```\n\n##### putDown\n\n**Type:** String\n\n**Description:** Found in *Actions*. Sets the animation to be used when the character puts something on the ground (e.g. dropping some equipment).\n\n```cpp\nputDown = \"AmovPpneMstpSrasWrflDnon\";\n```\n\n##### PutDownEnd\n\n**Type:** Float\n\n**Description:** Not used in the ArmA series.\n\n```cpp\nPutDownEnd = \"\";\n```\n\n#### R\n\n##### reload...\n\n**Type:** String\n\n**Description:** Found in *Actions*. Default actions for reloading are *reloadMagazine*, *reloadAT*, *reloadMGun* and *reloadMortar*, but addon makers can add their own if they wish.\n\nThese actions are invoked in *CfgWeapons* and *CfgMagazines* via **reloadAction**. Most reload actions for upright stances in Arma 2 are bone-masked, they are configured as *Gestures*.\n\n```cpp\n//game\nreloadAT = \"LauncherReloadKneel\";\nreloadMagazine[] = {\"WeaponMagazineReloadStand\", \"Gesture\"};\nreloadMGun = \"AmovPpneMstpSrasWrflDnon\";\nreloadMortar = \"AmovPpneMstpSrasWrflDnon\";\n\n//custom\nreloadM1Garand[] = {\"M1GarandMagazineReloadStand\", \"Gesture\"};\n//CfgWeapons/CfgMagazines\nreloadAction = \"ManActReloadM1Garand\";\n```\n\n##### relSpeedMax\n\n**Type:** Float\n\n**Description:** Found in *States*.\n\n```cpp\nrelSpeedMax = 0.6;\n```\n\n##### relSpeedMin\n\n**Type:** Float\n\n**Description:** Found in *States*.\n\n```cpp\nrelSpeedMin = 0.5;\n```\n\n##### rightHandIKBeg\n\n**Type:** Boolean\n\n**Description:** See *leftHandIKBeg*.\n\n```cpp\nrightHandIKBeg = 1;\n```\n\n##### rightHandIKEnd\n\n**Type:** Boolean\n\n**Description:** See *leftHandIKBeg*.\n\n```cpp\nrightHandIKEnd = 1;\n```\n\n##### rightHandIKCurve\n\n**Type:** Array\n\n**Description:** See *leftHandIKCurve*.\n\n```cpp\nrightHandIKCurve[] = {};                                // IK OFF.\nrightHandIKCurve[] = {1};                                // IK fully ON.\nrightHandIKCurve[] = {0.1, 1, 0.15, 0};                    // IK fully ON one-tenth into the animation, but disabled soon afterwards.\nrightHandIKCurve[] = {0, 1, 0.05, 0, 0.95, 0, 1, 1};    // IK ON at start, but soon disabled. Re-enabled towards the end.\n```\n\n#### S\n\n##### salute..\n\n**Type:** String\n\n**Description:** Found in *Actions*, *salute* points to the animation the character will transition to when saluting, while *saluteOff* points to the animation the character should return to when done saluting.\n\nNeither of these properties point to the transition animations, where the character is actually raising/lowering it is arm.\n\n```cpp\nsalute = \"AmovPercMstpSlowWrflDnon_salute\";\nsaluteOff = \"AmovPercMstpSlowWrflDnon\";\n```\n\n##### showHandGun\n\n**Type:** Boolean\n\n**Description:** Found in *States*, sets pistol visibility on/off.\n\n```cpp\nshowHandGun = 1;\n```\n\n##### showItemInHand\n\n**Type:** Boolean\n\n**Description:** Found in *States*, sets item (*binoculars*, specifically) visibility on/off.\n\n```cpp\nshowItemInHand = 1;\n```\n\n##### showItemInRightHand\n\n**Type:** Boolean\n\n**Description:** Found in *States*, sets item (*binoculars*, specifically) visibility on/off in the right hand. Looks it is not working on Arma 3.\n\n```cpp\nshowItemInRightHand = 0;\n```\n\n##### showWeaponAim\n\n**Type:** Boolean\n\n**Description:** Found in *States*, sets whether *crosshairs* are displayed or not for given animation.\n\n```cpp\nshowWeaponAim = 1;\n```\n\n##### sitDown\n\n**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to transition to when the sitting action is triggered. Not the *to* and *from* transition animations, but the sitting idle.\n\n```cpp\nSitDown = \"\";    // RifleStandSaluteActions_Idle - can't sit down while saluting\nsitDown = \"AmovPsitMstpSlowWrflDnon\";\n```\n\n##### skeletonName\n\n**Type:** String\n\n**Description:** Sets the skeleton to be used.\n\n```cpp\nskeletonName = \"OFP2_ManSkeleton\";\nskeletonName = \"WomanSkeleton\";\n```\n\n##### slow..\n\n**Type:** String\n\n**Description:** See *fast..*.\n\n```cpp\nslowB = \"AmovPercMrunSlowWlnrDb\";\nslowF = \"AmovPercMevaSlowWlnrDf\";\nslowL = \"AmovPercMrunSlowWlnrDl\";\nslowLB = \"AmovPercMrunSlowWlnrDbl\";\nslowLF = \"AmovPercMrunSlowWlnrDfl\";\nslowR = \"AmovPercMrunSlowWlnrDr\";\nslowRB = \"AmovPercMrunSlowWlnrDbr\";\nslowRF = \"AswmPercMrunSnonWnonDf\";\n```\n\n##### soundEdge..\n\n**Type:** Array\n\n**Description:** Found in *States*. Deprecated forms *soundEdge1*, *soundEdge2* (used very little in ArmA, not at all in Arma 2).\n\nUsed for sound timing during an animation. If there's a sound file associated with the animation, it won't play right away as the animation starts. It will play when and as many times as *soundEdge* tells it to.\n\n```cpp\nsoundEdge[] = {0.5, 1};                    // Default\nsoundEdge[] = {0.45};                    // DefaultDie\nsoundEdge[] = {0.25, 0.5, 0.75, 1};        // AmovPercMwlkSlowWrflDf - timing of the 4 footstep sounds\n\n//old\nsoundEdge1 = 0.5;\nsoundEdge2 = 1;\n```\n\n##### soundEnabled\n\n**Type:** Boolean\n\n**Description:** Found in *States*, enables/disables sounds being played with the animation.\n\n```cpp\nsoundEnabled = 1;\n```\n\n##### soundOverride\n\n**Type:** String\n\n**Description:** Found in *States*, points to the actual sound to play with the animation.\n\n```cpp\nsoundOverride = \"bodyfall\";\n```\n\n##### speed\n\n**Type:** Float\n\n**Description:** Found in *States*, sets the animation playback speed.\n\nNote that speed depends on animation length, on the number of frames it contains.\n\nFor example, setting speed at `0.5` for a 50 frames long animation will result in it playing at about 25 frames per second. Setting the same speed for a 300 frame animation, will result in that animation playing much faster. *Speed*, seems to me more akin to duration.\n\n```cpp\nspeed = 0.00833333;\n```\n\n##### stand\n\n**Type:** String\n\n**Description:** Found in *Actions*, see *playerStand*.\n\n```cpp\nStand = \"AmovPknlMstpSrasWrflDnon\";\n```\n\n##### startSwim\n\n**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used when starting to swim.\n\n```cpp\nstartSwim = \"AswmPercMrunSnonWnonDf\";\n```\n\n##### stop\n\n**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used when stopping.\n\n```cpp\nstop = \"AinvPknlMstpSlayWrflDnon\";\n```\n\n##### stopRelaxed\n\n**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used when stopping with weapon lowered (\"*SAFE*\" behaviour).\n\n```cpp\nStopRelaxed = \"AidlPercMstpSlowWrflDnon01\";\n```\n\n##### stopSwim\n\n**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used when ending swimming.\n\n```cpp\nstopSwim = \"AmovPercMstpSnonWnonDnon\";\n```\n\n##### strokeFist\n\n**Type:** Float\n\n**Description:** Found in *Actions*, not really used. Has been around since OFP if I remember correctly, probably an attempt to introduce fist fighting, but then abandoned.\n\n```cpp\nStrokeFist = \"\";\n```\n\n##### strokeGun\n\n**Type:** String\n\n**Description:** Similar to *strokeFist* above, attempt at melee fighting but not used.\n\n```cpp\nstrokeGun = \"AmovPercMstpSnonWnonDnon\";\n```\n\n#### T\n\n##### takeFlag\n\n**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used when taking the flag during a *CTF* match.\n\n```cpp\ntakeFlag = \"AinvPknlMstpSlayWrflDnon\";\n```\n\n##### terminal\n\n**Type:** Boolean\n\n**Description:** Found in *States*, flags the animation as being \"*terminal*\". *True* for death animations, *false* for everything else.\n\n```cpp\nterminal = 1;\n```\n\n##### testDriver\n\n**Type:** String\n\n**Description:** Found in *Actions*, along with *testDriverOut* and *TestGunner*. \"*Test*\" suggests it might have been just that, an experiment during development.\n\n```cpp\n//class ManActions\nTestDriver = \"BasicDriver\";\nTestDriverOut = \"BasicDriverOut\";\nTestGunner = \"BasicSittingGunner\";\n```\n\n##### testDriverOut\n\n**Type:** String\n\n**Description:** See above.\n\n```cpp\nTestDriverOut = \"BasicDriverOut\";\n```\n\n##### testGunner\n\n**Type:** String\n\n**Description:** See *testDriver*.\n\n```cpp\nTestGunner = \"BasicSittingGunner\";\n```\n\n##### throwGrenade\n\n**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used when throwing a grenade.\n\n```cpp\nthrowGrenade = \"AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthThrow\";\n```\n\n##### transitionsDisabled[]\n\n**Type:** Array\n\n**Description:** Empty array in both ArmA & Arma 2. No apparent use for it.\n\n```cpp\ntransitionsDisabled[] = {};\n```\n\n##### transitionsInterpolated[]\n\n**Type:** Array\n\n**Description:** Empty array in both ArmA & Arma 2. No apparent use for it.\n\n```cpp\ntransitionsInterpolated[] = {};\n```\n\n##### transitionsSimple[]\n\n**Type:** Array\n\n**Description:** Empty array in both ArmA & Arma 2. No apparent use for it.\n\n```cpp\ntransitionsSimple[] = {};\n```\n\n##### treated\n\n**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used when being healed by a medic. Medic will be using animation defined in *medic*.\n\n```cpp\ntreated = \"AinvPknlMstpSlayWrflDnon_healed\";\n```\n\n##### turn...\n\n**Type:** String\n\n**Description:** Found in *Actions*, *turnL* and *turnR* define the turning animations, while *turnLRelaxed* and *turnRRelaxed* do the same thing for the \"*relaxed*\" (weapon lowered, behaviour \"*SAFE*\") modes.\n\n```cpp\nturnL = \"AmovPercMstpSlowWrflDnon_turnL\";\nturnLRelaxed = \"AmovPercMstpSlowWrflDnon_turnL\";\nturnR = \"AmovPpneMstpSrasWrflDnon_turnR\";\nturnRRelaxed = \"AmovPpneMstpSrasWrflDnon_turnR\";\n```\n\n##### turnSpeed\n\n**Type:** Float\n\n**Description:** Found in *Actions*, sets turning speed.\n\n```cpp\nturnSpeed = 0.1;\n```\n\n#### U\n\n##### untiltWeapon\n\n**Type:** String\n\n**Description:** Not found in Arma 2, and not really used in ArmA either.\n\n```cpp\nuntiltWeapon = \"untiltWeaponDefault\";\n```\n\n##### untiltWeaponDefault[]\n\n**Type:** Array\n\n**Description:** Same as above.\n\n```cpp\nuntiltWeaponDefault[] = {};\n```\n\n##### up\n\n**Type:** String\n\n**Description:** Found in *Actions*. Together with *down* sets up what looks like a standing/kneeling/prone toggle. Which I don't think is used in the game's current control scheme.\n\n```cpp\nup = \"AmovPknlMstpSlowWrflDnon\";    // RifleBaseLowStandActions\nup = \"AmovPknlMstpSrasWrflDnon\";    // RifleBaseStandActions\nup = \"AmovPknlMwlkSlowWrflDf\";        // RifleLowStandActionsWlkF\nup = \"AmovPercMstpSrasWrflDnon\";    // RifleKneelActions\n```\n\n##### upDegree\n\n**Type:** String\n\n**Description:** Found in *Actions*, seems to define the \"*upright*\" stance for each action group.\n\nThese \"*ManPos..*\" things only appear in root `/Dta/bin/config.bin`, where they get some equivalent numbers, and that's it. Important to get right though when creating custom action sets.\n\n```cpp\nupDegree = 0;                        // NoActions\nupDegree = -1;                        // NoActions, ParachuteFreeFall\nupDegree = \"ManPosDead\";            // DeadActions\nupDegree = \"ManPosStand\";            // RifleBaseLowStandActions\nupDegree = \"ManPosCombat\";            // RifleBaseStandActions\nupDegree = \"ManPosCrouch\";            // RifleKneelEvasiveActions, RifleKneelActions\nupDegree = \"ManPosLying\";            // RifleProneActions\nupDegree = \"ManPosHandGunStand\";\nupDegree = \"ManPosHandGunCrouch\";\nupDegree = \"ManPosHandGunLying\";\nupDegree = \"ManPosNoWeapon\";        // CivilStandActions\nupDegree = \"ManPosLyingNoWeapon\";\nupDegree = \"ManPosWeapon\";            // LauncherKneelActions\nupDegree = \"ManPosBinocStand\";        // BinocStandLnrActions\nupDegree = \"ManPosSwimming\";\nupDegree = \"ManPosBinocStand\";\nupDegree = \"ManPosBinoc\";\nupdegree = \"ManPosCrouch\";\n//enum in root config\nenum {\n    MANPOSNOWEAPON = 12,\n    CPCOMMANDER = 2,\n    CMD_STAY_BACK = 4,\n    CMD_MOVE = 12,\n    CMD_FIRE = 27,\n    CMD_WATCH = 28,\n    CMD_REPLY_FAIL = 64,\n    CMD_REPORT = 68,\n    ...\n    MANPOSHANDGUNSTAND = 9,\n    ...\n    MANPOSCROUCH = 6,\n    ...\n    MANPOSHANDGUNLYING = 5,\n    MANPOSHANDGUNCROUCH = 7,\n    MANPOSBINOCSTAND = 14,\n    ...\n    MANPOSDEAD = 0,\n    MANPOSCOMBAT = 8,\n    ...\n    MANPOSBINOCLYING = 2,\n    MANPOSSTAND = 10,\n    MANPOSSWIMMING = 11,\n    COMPARTMENT3 = 4,\n    CMD_ACTION = 2,\n    CMD_FORM_ECHLEFT = 16,\n    ...\n    MANPOSWEAPON = 1,\n    ...\n    MANPOSLYING = 4,\n    ...\n    MANPOSLYINGNOWEAPON = 3,\n    MANPOSBINOC = 13,\n    ...\n};\n```\n\n##### useFastMove\n\n**Type:** Boolean\n\n**Description:** Found in *Actions*. *True* for action sets containing \"*Evasive*\" in the classname, so an obscure flag of some sorts in ArmA. Not used in any significant way in Arma 2.\n\n```cpp\nuseFastMove = 1;\n```\n\n#### V\n\n##### variantAfter[]\n\n**Type:** Array\n\n**Description:** Found in *States* when there are several variations on the same animation (usually idles) that can be played randomly.\n\nMinimum, average and maximum - these are the inputs for the random number generator, similar to how trigger timeout/countdown works in the *mission editor*.\n\n```cpp\nvariantAfter[] = {5, 10, 20};    // Default\nVariantAfter[] = {5, 5, 5};        // AinvPknlMstpSnonWnonDnon_medic0S\nvariantAfter[] = {2, 3, 5};        // AidlPercMstpSlowWrflDnon_player_0S\nvariantAfter[] = {0, 0, 0};        // AidlPercMstpSrasWrflDnon_aiming0S\n```\n\n##### variantsAI[]\n\n**Type:** Array\n\n**Description:** Found in *States* when there are several variations on the same animation (usually idles) that can be played randomly.\n\nIt lists the animations to be randomly cycled. The numbers represent the probability of that animation being played, the higher the number, the more likely the animation will get to play.\n\nThe sum of these numbers is always `1`.\n\n```cpp\n//Default\nvariantsAI[] = {\"\"};\n//AidlPercMstpSnonWnonDnon\nvariantsAI[] = {\"AidlPercMstpSnonWnonDnon01\", 0.01,\n    \"AidlPercMstpSnonWnonDnon02\", 0.01,\n    \"AidlPercMstpSnonWnonDnon03\", 0.01,\n    \"AidlPercMstpSnonWnonDnon04\", 0.01,\n    \"AidlPercMstpSnonWnonDnon05\", 0.01,\n    \"AidlPercMstpSnonWnonDnon06\", 0.01,\n    \"AidlPercMstpSnonWnonDnon07\", 0.01,\n    \"AidlPercMstpSnonWnonDnon08\", 0.01,\n    \"AidlPercMstpSnonWnonDnon_idleSteady04\", 0.23,\n    \"AidlPercMstpSnonWnonDnon_idleSteady03\", 0.23,\n    \"AidlPercMstpSnonWnonDnon_idleSteady02\", 0.23,\n    \"AidlPercMstpSnonWnonDnon_idleSteady01\", 0.23};\n//ActsPsitMstpSnonWnonDnon_varSittingOnTheWall\nvariantsAI[] = {\"Mi17_Cargo02\", 0.4, \"Mi17_Cargo02_V1\", 0.1, \"Mi17_Cargo02_V2\", 0.1, \"Mi17_Cargo02_V3\", 0.1,\n    \"Mi17_Cargo02_V4\", 0.1, \"Mi17_Cargo02_V5\", 0.1, \"Mi17_Cargo02_V6\", 0.1};\n//aidlpercmstpsraswlnrdnon_S\nvariantsAI[] = {\"aidlpercmstpsraswlnrdnon_1\", 0.333, \"aidlpercmstpsraswlnrdnon_2\", 0.333, \"aidlpercmstpsraswlnrdnon_3\", 0.334};\n```\n\n##### variantsPlayer[]\n\n**Type:** Array\n\n**Description:** Same as **variantsAI[]** above, except for player characters.\n\n```cpp\nvariantsPlayer[] = {\"AdthPercMrunSlowWlnrDf_1\", 0.5, \"AdthPercMrunSlowWlnrDf_2\", 0.5};\n```\n\n##### visibleSize\n\n**Type:** Float\n\n**Description:** Found in *States*, probably used for calculating how visible a character is for the *AI*, based on his stance/animation.\n\n```cpp\nvisibleSize = 1.00012;        // SprintBaseDf                    when sprinting more visible than..\nvisibleSize = 0.700121;        // AmovPercMstpSrasWrflDnon        ..when stopped > visible than..\nvisibleSize = 0.300122;        // AmovPknlMstpSlowWrflDnon        ..when kneeling > visible than..\nvisibleSize = 0.100123;        // AmovPpneMstpSrasWrflDnon        ..when prone.\n```\n\n#### W\n\n##### walk..\n\n**Type:** String\n\n**Description:** See *fast..*.\n\n```cpp\nwalkB = \"AmovPercMwlkSlowWrflDb\";\nwalkF = \"AmovPercMevaSlowWlnrDf\";\nwalkL = \"AmovPercMwlkSlowWrflDl\";\nwalkLB = \"AmovPercMwlkSlowWrflDbl\";\nwalkLF = \"AswmPercMwlkSnonWnonDf\";\nwalkR = \"AmovPpneMrunSnonWnonDr\";\nwalkR = \"AswmPercMstpSnonWnonDnon\";\nwalkRB = \"AmovPercMwlkSlowWrflDbr\";\nwalkRF = \"AmovPercMwlkSlowWrflDfr\";\n```\n\n##### weaponOff\n\n**Type:** String\n\n**Description:** The opposite of *weaponOn* below.\n\n```cpp\nweaponOff = \"AmovPercMstpSrasWrflDnon\";\n```\n\n##### weaponOn\n\n**Type:** String\n\n**Description:** Found in *States*, and references the animation that needs to be reached when switching to *RPGs/MANPADS*.\n\n```cpp\nweaponOn = \"AmovPknlMstpSrasWlnrDnon\";        // RifleBaseLowStandActions\nweaponOff = \"AmovPercMstpSrasWrflDnon\";\n\nweaponOn = \"AmovPknlMstpSrasWlnrDnon\";        // RifleKneelActions\nweaponOff = \"AmovPknlMstpSrasWrflDnon\";\n\nweaponOn = \"AmovPknlMstpSrasWlnrDnon\";        // RifleProneActions\nweaponOff = \"AmovPpneMstpSrasWrflDnon\";\n```","sections":[{"heading":"Introduction","level":3,"markdown":"***cfgMoves*** is the nerve center of all skeletal character animation. The animation of human characters that is - not the simple, procedural animation of objects (*e.g.* raising/lowering a barrier, opening/closing of an aircraft canopy).\n\n*cfgMoves* has two major sections: *Actions* and *States*."},{"heading":"Actions","level":4,"markdown":"It is where the character animation [state machine](https://en.wikipedia.org/wiki/State_machine) is set up. It's a bit confusing that BI called the animation state handler \"*Actions*\", and the actions are called \"*States*\", but this is what it is.\n\nWhat this thing does, is configure all the possible animation states (*e.g.* standing upright with a rifle, kneeling with a pistol, parachuting), and define for each of them which animations can be played in and from that given state.\n\nFor instance, from the kneeling with a pistol state (*PistolKneelActions*), you cannot directly go into crawling forward on your stomach with a rifle (even if you have a rifle). First you would have to holster the pistol and grab your rifle, then lie down, or viceversa. Similarly, if you're prone (whether unarmed, or armed with a pistol or rifle), you cannot salute - first you'd have to stand up.\n\nWhat animation can or cannot be played, in what situation, is set up here in *Actions*. Player input (key presses, clicks) are then directed to this state machine, which interprets them and decides what action/animation the avatar will perform next, according to these rules. Same rules apply to *AI* players."},{"heading":"States","level":4,"markdown":"In this section, each animation file (*RTM*) has a corresponding entry. Animation properties, such as playback speed, interpolation rules, blending times, collision shapes to use during animation, etc.., are configured here.\n\nThese animations are the ones referenced in the *Actions* section above. While *Actions* represents a complex graph, *States* is more like a list of items, even though some rules are also set up here (see the *ConnectTo[]* and *InterpolateTo[]* properties).\n\n***cfgGestures*** is similar to *States*, it holds the bone-masked or layered animations introduced in Arma 2. Welcome to reloading-while-running."},{"heading":"Namespace of anim classes and files","level":4,"markdown":"`A...P...M...S...W...D[_A...P...M...S...W...D][_Comment]`\n\n**A**: Description of the animation type, *i.e.*: `mov` for movement, `cts` for cutscene\n\n**P**: Stance: `erc` for erected, `knl` for kneel, `pne` for prone\n\n**M**: Speed of animation: `stp` for stopped, `wlk` for walk, `run` for running, `eva` for evasive\n\n**S**: Weapon holding: `low` for lowered, `ras` for raised\n\n**W**: Weapon: `non` for unarmed, `pst` for pistol, `lnr` for launcher, `rfl` for rifle.\n\n**D**: Direction of movement: `non` for no direction, `f` for forward, etc.\n\nIf there is a second movement definition named `[_A...P...M...S...W...D]` after the first one, the animation is a transition from the first animation to the second.\n\n`[_Comment]: additional comments`, if required.\n\nExample: `AmovPpneMstpSnonWnonDnon` means: *Movement - Prone - Stopped - civil (no weapon) - no direction (due to being static)*."},{"heading":"Alphabetical Order","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"access","level":5,"markdown":"**Type:** Integer\n\n**Description:** See *access (CfgVehicles)*.\n\n```cpp\naccess = 3;\n```"},{"heading":"actions","level":5,"markdown":"**Type:** String\n\n**Description:** Sets the action class/group to which this state belongs to.\n\n```cpp\nactions = \"PistolStandActionsRunR\";\nactions = \"RifleStandActions\";\nactions = \"InjuredManActionsnon_norot\";\nactions = \"SitActions\";\n```"},{"heading":"aiming","level":5,"markdown":"**Type:** String\n\n**Description:** This property references **BlendAnims** class entries to use when aiming up/down. These are sets of *named selections*, with weights associated to them, defining how much should the bodyparts move while aiming.\n\nNotice how for instance *aimingDefault[]* sets up increasing weights for bones: Spine `(0.3)`, Spine1 `(0.4)`, Spine2 `(0.5)`, Spine3/Head/Neck `(0.6)`, shoulders and upper arms `(0.8)` and finally forearms, hands and weapons `(1)`. This makes for a smooth arching of the body while aiming.\n\n```cpp\naiming = \"empty\";\naiming = \"aimingDefault\";\naiming = \"aimingNo\";\naiming = \"aimingCivil\";\naiming = \"aimingLying\";\naiming = \"aimingPistol\";\naiming = \"aimingLauncher\";\n```"},{"heading":"aimingDefault[]","level":5,"markdown":"**Type:** Array\n\n**Description:** *BlendAnims* array, see *aiming* above.\n\n```cpp\naimingDefault[] = {\"head\", 0.6, \"neck1\", 0.6, \"neck\", 0.6, \"weapon\", 1, \"launcher\", 1, \"LeftShoulder\", 0.8, \"LeftArm\", 0.8, \"LeftArmRoll\", 1,\n    \"LeftForeArm\", 1, \"LeftForeArmRoll\", 1, \"LeftHand\", 1, \"LeftHandRing\", 1, \"LeftHandPinky1\", 1, \"LeftHandPinky2\", 1, \"LeftHandPinky3\", 1,\n    \"LeftHandRing1\", 1, \"LeftHandRing2\", 1, \"LeftHandRing3\", 1, \"LeftHandMiddle1\", 1, \"LeftHandMiddle2\", 1, \"LeftHandMiddle3\", 1, \"LeftHandIndex1\", 1,\n    \"LeftHandIndex2\", 1, \"LeftHandIndex3\", 1, \"LeftHandThumb1\", 1, \"LeftHandThumb2\", 1, \"LeftHandThumb3\", 1, \"RightShoulder\", 0.8, \"RightArm\", 0.8,\n    \"RightArmRoll\", 1, \"RightForeArm\", 1, \"RightForeArmRoll\", 1, \"RightHand\", 1, \"RightHandRing\", 1, \"RightHandPinky1\", 1, \"RightHandPinky2\", 1,\n    \"RightHandPinky3\", 1, \"RightHandRing1\", 1, \"RightHandRing2\", 1, \"RightHandRing3\", 1, \"RightHandMiddle1\", 1, \"RightHandMiddle2\", 1,\n    \"RightHandMiddle3\", 1, \"RightHandIndex1\", 1, \"RightHandIndex2\", 1, \"RightHandIndex3\", 1, \"RightHandThumb1\", 1, \"RightHandThumb2\", 1,\n    \"RightHandThumb3\", 1, \"Spine\", 0.3, \"Spine1\", 0.4, \"Spine2\", 0.5, \"Spine3\", 0.6};\naimingDefault[] = {};\n```"},{"heading":"aimingNo[]","level":5,"markdown":"**Type:** Array\n\n**Description:** *BlendAnims* array, see *aiming* above.\n\n```cpp\naimingNo[] = {};\n```"},{"heading":"aimPrecision","level":5,"markdown":"**Type:** Float\n\n**Description:** Probably goes into accuracy calculations when firing a weapon; the higher the value, the less accurate aiming becomes.\n\nWounded `>1`, firing upright animations are mostly `1`, kneeling is `0.5`, and prone values are even lower.\n\n```cpp\naimPrecision = 5;        // Carrying a wounded soldier on your back\naimPrecision = 2;        // Injured, cannot stand up\naimPrecision = 1;        // Standing upright\naimPrecision = 0.5;        // Crouched\naimPrecision = 0.3;        // Prone\naimPrecision = 0.15;    // Walking slowly while looking down the sights\n```"},{"heading":"B","level":4,"markdown":""},{"heading":"binocOff","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions* together with *binocOn*. They define which state is used for bringing up and putting away binoculars.\n\n```cpp\nbinocOff = \"\";\nbinocOff = \"AmovPercMstpSrasWrflDnon\";\nbinocOff = \"AmovPknlMstpSrasWrflDnon\";\nbinocOff = \"AmovPercMstpSrasWrflDnon\";\nbinocOff = \"AmovPpneMstpSrasWrflDnon\";\n```"},{"heading":"binocOn","level":5,"markdown":"**Type:** String\n\n```cpp\nbinocOn = \"\";    // No binocs while lying on the ground injured\nbinocOn = \"AwopPknlMstpSoptWbinDnon_rfl\";\nbinocOn = \"AwopPercMstpSoptWbinDnon_rfl\";\nbinocOn = \"AwopPknlMstpSoptWbinDnon_pst\";\nbinocOn = \"AwopPpneMstpSoptWbinDnon_rfl\";\n```"},{"heading":"boundingSphere","level":5,"markdown":"**Type:** Float / Boolean\n\n**Description:** Probably obsolescent, used for character collision detection. For more accurate collision models use *collisionShape* & Co. Still used in Arma 2 for cutscene animations. Sphere collision probably much cheaper than anything else.\n\n```cpp\nboundingSphere = true;\nboundingSphere = 1;\nboundingSphere = 1.5;\nboundingSphere = 8;\nboundingSphere = 35;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"CanNotMove","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*.\n\n```cpp\nCanNotMove = \"AmovPpneMstpSrasWrflDnon\";\n```"},{"heading":"canPullTrigger","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Self explanatory. While in that animation, the player can fire it is weapon, but his trigger finger will remain extended. The little \"finger squeezing the trigger\" animation won't play.\n\n```cpp\ncanPullTrigger = 1;\n```"},{"heading":"Civil","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, defines what happens to a soldier if he were to lose his weapons and become unarmed.\n\n```cpp\nCivil = \"AmovPercMstpSnonWnonDnon\";\nCivil = \"AmovPercMstpSnonWnonDnon_gear\";\n```"},{"heading":"CivilLying","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*.\n\n```cpp\nCivilLying = \"AmovPpneMstpSnonWnonDnon\";\n```"},{"heading":"collisionGeomCompPattern[]","level":5,"markdown":"**Type:** Array\n\n```cpp\ncollisionGeomCompPattern[] = {1,3,6};\n```"},{"heading":"collisionShape","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *States*. Path to the collision model to be used during the animation, a special *P3D* file with only a *Geometry LOD* in it. Having \"axis\" selection point in ``Memory LOD`` of this shape will make unit rotate around this point instead of their entity center.\n\n```cpp\ncollisionShape = \"ca\\Anims\\Characters\\data\\Geom\\Sdr\\Sstanistat_safe_geom.p3d\";\ncollisionShape = \"ca\\Anims\\Characters\\data\\Geom\\Sdr\\geom_Adth.p3d\";\n```"},{"heading":"collisionShapeSafe","level":5,"markdown":"**Type:** String\n\n```cpp\ncollisionShapeSafe = \"ca\\Anims\\Characters\\data\\Geom\\Sdr\\sbeh45l_safe_geom.p3d\";\n```"},{"heading":"collisionVertexPattern[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Possibly some internal requirement of the collision detection algorithm. The strings represent individual vertices (named selections in the *P3D*).\n\n```cpp\ncollisionVertexPattern[] = {\"1a\", \"2a\", \"3a\", \"4a\", \"5a\", \"6a\", \"7a\", \"8a\", \"1c\", \"2c\"};\ncollisionVertexPattern[] = {\"1a\", \"2a\", \"3a\", \"4a\", \"5a\", \"6a\", \"7a\", \"8a\", \"9a\", \"10a\", \"11a\", \"12a\", \"13a\",\n    \"14a\", \"15a\", \"16a\", \"17a\", \"18a\", \"19a\", \"20a\", \"21a\", \"22a\", \"23a\", \"24a\", \"25a\", \"26a\", \"27a\", \"28a\",\n    \"29a\", \"30a\", \"31a\", \"32a\", \"33a\", \"34a\", \"1c\", \"2c\", \"3c\", \"4c\", \"5c\", \"6c\", \"7c\", \"8c\"};\n```"},{"heading":"Combat","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*.\n\n```cpp\nCombat = \"AmovPknlMstpSrasWrflDnon\";\n```"},{"heading":"connectAs","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *States*; Not used in Arma 2:OA anymore.\n\n```cpp\nconnectAs = \"\";\n```"},{"heading":"connectFrom[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Found in *States*; Not used in Arma 2:OA anymore.\n\n```cpp\nconnectFrom[] = {};\nconnectFrom[] = {\"TestSurrender\", 0.9, \"AdthPercMstpSlowWrflDnon_1\", 0.9};\n```"},{"heading":"connectTo[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Found in *States*. Defines edges in the animation graph, i.e. which animations can follow this one, once it finishes. The first pose of all animations from *connectTo* should be identical to the last pose of the current animation, otherwise see *interpolateTo*. The numeric value specifies the cost of the transition.\n\n```cpp\n//AinvPknlMstpSnonWnonDnon_medic0S\nConnectTo[] = {\"AinvPknlMstpSnonWnonDnon_medic\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_medic0\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_medic1\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_medic2\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_medic3\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_medic4\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_medic5\", 0.01};\n//BasicDriver\nConnectTo[] = {\"BasicDriverDying\", 1.0};\nconnectTo[] = {\"TestSurrender\", 0.9, \"AdthPercMstpSlowWrflDnon_1\", 0.9};\n```"},{"heading":"Crouch","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, defines what happens when the *AI* crouch. There's also *PlayerCrouch*, which makes different crouching animations possible for players as opposed to *AI*.\n\n```cpp\nCrouch = \"AmovPknlMstpSnonWnonDnon\";\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"default","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, defines the default state for an action.\n\n```cpp\ndefault = \"LadderRifleStatic\";\n```"},{"heading":"die","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, defines what animation/state is called when the character dies.\n\n```cpp\ndie = \"AdthPercMstpSlowWrflDnon_r05\";\ndie = \"DeadState\";\n```"},{"heading":"disableWeapons","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, and unlike *canPullTrigger*, it can prohibit the character from firing his weapon.\n\n```cpp\ndisableWeapons = 1;\n```"},{"heading":"disableWeaponsLong","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, and apparently the only time *disableWeaponsLong* differs from *disableWeapons* is when the weapon is lowered (Ctrl doubletap).\n\n```cpp\n//AmovPercMstpSlowWrflDnon\ndisableWeapons = false;\ndisableWeaponsLong = true;\n// or\ndisableWeaponsLong = 1;\n```"},{"heading":"down","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, tells what animation to play when hitting the \"*Go prone*\" key.\n\n```cpp\n//class RifleBaseStandActions\ndown = \"AmovPpneMstpSrasWrflDnon\";\n//class RifleProneActions\ndown = \"AmovPercMstpSrasWrflDnon\";\n//??\n\ndown = \"LadderRifleDownLoop\";\n```"},{"heading":"duty","level":5,"markdown":"**Type:** Float\n\n**Description:** Duty used to mean some mandatory states/actions the character had to reach, before being able to perform a certain animation. Not sure about what this does in ArmA anymore, if anything.\n\n```cpp\n//OFP config\n#define RunDuty -0.5\n#define WalkDuty -0.7\n#define RestDuty -1\n#define CrawlDuty -0.0\n#define SprintDuty 0.6\n\nduty = -1;\nduty = -0.7;\nduty = -0.5;\nduty = -0.4;\nduty = 0.1;\nduty = 0.2;\nduty = 0.25;\nduty = 0.3;\nduty = 0.4;\nduty = 0.5;\nduty = 0.6;\nduty = 2;\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"enableAutoActions","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*. In Arma 2 there's a single occurrence of it being *true*: `class TestDance`.\n\n```cpp\nenableAutoActions = 1;\n```"},{"heading":"enableBinocular","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, defines whether the character can use binoculars or not.\n\n```cpp\nenableBinocular = 1;\n\nenableBinocular = false;    // class CutSceneAnimationBase\nenableBinocular = false;    // class AmovPercMrunSnonWbinDf_rfl\nenableBinocular = true;        // class AwopPknlMstpSoptWbinDnon_rfl\n```"},{"heading":"enableMissile","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, similar to *disableWeapons*. It enables/disables the firing of shoulder launched rockets (*RPGs, MANPADS*).\n\n```cpp\nenableMissile = true; //class AidlPercMstpSrasWlnrDnon_player_idleSteady01\n\nenableMissile = 1;\n```"},{"heading":"enableOptics","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, enables/disables looking down the weapon sights.\n\n```cpp\nenableOptics = 1;\n```"},{"heading":"equivalentTo","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *States*, not sure what it does. The animation class is mostly *equivalentTo* another one, and oddly, sometimes to itself. Popular with healing, death, idle and cutscene animations.\n\n```cpp\nequivalentTo = \"\";\n\nclass AdthPercMstpSrasWrflDnon_1 : AdthPercMstpSlowWrflDnon_1 {\n    file = \"\\ca\\Anims\\Characters\\data\\Anim\\Sdr\\Dth\\Erc\\stp\\ras\\Rfl\\AdthPercMstpSrasWrflDnon_1\";\n    speed = 0.72;\n    equivalentTo = \"AdthPercMstpSrasWrflDnon_1\";\n    ...\n};\n\nequivalentTo = \"AmovPsitMstpSlowWrflDnon\";\n```"},{"heading":"EvasiveBack","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, along with *EvasiveForward*, `-Left` and `-Right`. They point to the possible evasive animations that can be triggered.\n\n```cpp\nEvasiveBack = \"AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDb\";\n```"},{"heading":"EvasiveForward","level":5,"markdown":"**Type:** String\n\n**Description:** See *EvasiveBack*.\n\n```cpp\nEvasiveForward = \"AmovPercMevaSlowWlnrDf\";\n```"},{"heading":"EvasiveLeft","level":5,"markdown":"**Type:** String\n\n**Description:** See *EvasiveBack*.\n\n```cpp\nEvasiveLeft = \"AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDl\";\n```"},{"heading":"EvasiveRight","level":5,"markdown":"**Type:** String\n\n**Description:** See *EvasiveBack*.\n\n```cpp\nEvasiveRight = \"AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDr\";\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"fast..","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, *walk..* defines the walking animations, *slow..* defines the running/jogging and *fast..* the sprinting animations.\n\nThe suffixes mean the following: **B** (backward), **F** (forward), **L** (left strafe), **R** (right strafe) and a combination of these: **RF** (45 deg. strafe), **RB** (135 deg. strafe), **LB** (225 deg. strafe) and **LF** (315 deg. strafe).\n\n```cpp\nfastB = \"AswmPercMstpSnonWnonDnon\";\nfastB = \"AmovPercMrunSrasWrflDb\";\nfastF = \"AswmPercMsprSnonWnonDf\";\nfastL = \"AswmPercMstpSnonWnonDnon\";\nfastLB = \"AswmPercMstpSnonWnonDnon\";\nfastLF = \"AswmPercMsprSnonWnonDf\";\nfastR = \"AswmPercMstpSnonWnonDnon\";\nfastRB = \"AswmPercMstpSnonWnonDnon\";\nfastRF = \"AswmPercMsprSnonWnonDf\";\n```"},{"heading":"file","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *States*, points to the *RTM* animation file.\n\n```cpp\nfile = \"\\ca\\Anims\\Characters\\data\\Anim\\Wmn\\cts\\erc\\stp\\non\\non\\ActsPercMstpSnonWnonDnon_MarianQ_shot5.rtm\";\n```"},{"heading":"FireNotPossible","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*.\n\n```cpp\nFireNotPossible = \"AmovPpneMstpSrasWrflDnon\";\n```"},{"heading":"G","level":4,"markdown":""},{"heading":"getInCar","level":5,"markdown":"**Type:** String\n\n**Description:** *getInCar* and *getOutCar* are found in *Actions*; they define what animations to call when getting into/out of a car. Similar to *getInTank*/*getOutTank*.\n\nNone of these are really used in the Arma 2 config anymore (one exception: class *LauncherKneelActions*). Instead, *getInHigh, -Medium* and *-Low* are used with their respective *getOuts*. Assigning the different *getIn* actions for each vehicle is done in *CfgVehicles*.\n\n```cpp\ngetInAction = \"GetInCar\"; //CfgVehicles\n\ngetInCar = \"AmovPknlMstpSrasWrflDnon\";\n```"},{"heading":"GetInHigh","level":5,"markdown":"**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\nGetInHigh = \"AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInHigh\";\n```"},{"heading":"GetInLow","level":5,"markdown":"**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\nGetInLow = \"AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInLow\";\n```"},{"heading":"GetInMedium","level":5,"markdown":"**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\nGetInMedium = \"AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium\";\n```"},{"heading":"getInTank","level":5,"markdown":"**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\ngetInTank = \"AmovPknlMstpSrasWrflDnon\";\n```"},{"heading":"getOutCar","level":5,"markdown":"**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\ngetOutCar = \"AmovPknlMstpSrasWrflDnon\";\n```"},{"heading":"GetOutHigh","level":5,"markdown":"**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\nGetOutHigh = \"AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHigh\";\n```"},{"heading":"GetOutLow","level":5,"markdown":"**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\nGetOutLow = \"AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutLow\";\n```"},{"heading":"GetOutMedium","level":5,"markdown":"**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\nGetOutMedium = \"AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutMedium\";\n```"},{"heading":"getOutTank","level":5,"markdown":"**Type:** String\n\n**Description:** See *getInCar*.\n\n```cpp\ngetOutTank = \"AmovPknlMstpSrasWrflDnon\";\n```"},{"heading":"H","level":4,"markdown":""},{"heading":"handGunOn","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to transition to, when the character draws it is pistol. It is not the transition animation itself, where the character brings up the pistol (and puts away his rifle/launcher if he had any), but the end result of that: character standing, aiming with the pistol.\n\n```cpp\nhandGunOn = \"AmovPercMstpSrasWpstDnon\"; //class RifleBaseLowStandActions\n\nhandGunOn = \"AmovPpneMstpSrasWrflDnon\";\n```"},{"heading":"hasCollShapeSafe","level":5,"markdown":"**Type:** Boolean\n\n```cpp\nhasCollShapeSafe = 0;\n```"},{"heading":"head","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *States*, references *BlendAnims* class entries. Permits/forbids the character to rotate his head freely. Similar in functionality to *aiming*.\n\n```cpp\nhead = \"headDefault\";    // class Default\nhead = \"headNo\";        // class CutSceneAnimationBase\nhead = \"empty\";            // class HaloFreeFall_non\n```"},{"heading":"headDefault[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Found in class *BlendAnims*, defines a set of bones, with weights associated to each of them.\n\n```cpp\nheadDefault[] = {\"head\", 1, \"neck1\", 0.5, \"neck\", 0.5};\n\nheadDefault[] = {};\n```"},{"heading":"headNo[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Found in class *BlendAnims*, always an empty array. Serves for disabling free head movement (independent of the *RTM* animation).\n\n```cpp\nheadNo[] = {};\n```"},{"heading":"headBobMode","level":5,"markdown":"**Type:** Number\n\n**Description**\n\nValid values\n\n```cpp\nHeadBobUndef = 0\nHeadBobRaw = 1\nHeadBobBeginEnd = 2\nHeadBobAverageFrame = 3\nHeadBobStraightHorizon = 4\nHeadBobCutScene = 5\n```\n\n```cpp\nheadBobMode = 5; // Cutscene\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"interpolateFrom[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Found in *States*, used together with *interpolateTo* for setting up two-way interpolation rules. *interpolateFrom[]* however, seems to have fallen in disuse.\n\n```cpp\ninterpolateFrom[] = {\"TestSurrender\", 0.9, \"AdthPercMstpSlowWrflDnon_1\", 0.9};\n```"},{"heading":"interpolateTo[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Found in *States*; defines edges in the animation graph which should be interpolated immediately instead of connected at the end of this animation. As with connectTo, the numeric value specifies the cost of the transition.\n\nTypically, animations will play to the end, then another animation will be played. Sometimes though, it is important to be able to just cut the current animation short, and immediately change to a different animation.\n\nA good example would be death animations: if the character is half way through \"eating a kebab\" animation and the kebab explodes in his face, he won't continue munching. Instead he will play a death animation and fall to the ground right away.\n\nTo make the cut between the two animation less visually jarring, a couple of frames of transition/interpolation is provided.\n\n```cpp\ninterpolateTo[] = {\n    \"AinvPknlMstpSlayWrflDnon\", 0.01,\n    \"AinvPknlMstpSlayWrflDnon_1\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_1\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_2\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_3\", 0.01,\n    \"AinvPknlMstpSnonWnonDnon_4\", 0.01,\n    \"AdthPknlMstpSnonWnonDnon_inventory\", 0.1\n};\n```"},{"heading":"interpolateWith[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Found in *States*, disused.\n\n```cpp\ninterpolateWith[] = {\"BasicDriver\", 0.02};\n```"},{"heading":"interpolationRestart","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, true mostly for transition animations.\n\n```cpp\ninterpolationRestart = false;    // Default\ninterpolationRestart = true;    // DefaultDie\ninterpolationRestart = 2;\n```"},{"heading":"interpolationSpeed","level":5,"markdown":"**Type:** Float\n\n**Description:** Found in *States*.\n\n```cpp\ninterpolationSpeed = 200;    // AidlPercMstpSrasWrflDnon_aiming01, AdthPercMstpSrasWrflDnon_rS0\ninterpolationSpeed = 30.5;    // AmovPercMstpSlowWrflDnon_player_idleSteady01\ninterpolationSpeed = 6;        // Default\ninterpolationSpeed = 0.5;    // AmovPknlMstpSrasWrflDnon_AmovPercMsprSrasWrflDf_2\ninterpolationSpeed = 0.1;    // AinjPfalMstpSnonWrflDnon_carried_Up\n```"},{"heading":"J","level":4,"markdown":""},{"heading":"JumpOff","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, disused.\n\n```cpp\nJumpOff = \"\";\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"ladderOff","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *States*, defines what animation to switch to when letting go of the ladder.\n\n```cpp\nladderOff = \"AmovPercMstpSnonWnonDnon\";\n```"},{"heading":"ladderOffBottom","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *States*, defines what animation to switch to when letting go of the ladder, having reached the bottom of it.\n\n```cpp\nladderOffBottom = \"LadderRifleDownOff\";\n```"},{"heading":"ladderOffTop","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *States*, defines what animation to switch to when letting go of the ladder, having reached the top of it.\n\n```cpp\nladderOffTop = \"LadderRifleTopOff\";\n```"},{"heading":"ladderOnDown","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *States*, defines what animation to switch to when getting onto the bottom of the ladder.\n\n```cpp\nladderOnDown = \"LadderRifleOn\";\n```"},{"heading":"ladderOnUp","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *States*, defines what animation to switch to when getting onto the top of the ladder.\n\n```cpp\nladderOnUp = \"LadderRifleOn\";\n```"},{"heading":"leaning","level":5,"markdown":"**Type:** String\n\n**Description:** Found in both *Actions* and *States*, references *BlendAnims* class entries. Defines how much each bone/bodypart should be influenced when leaning.\n\nLeaning, similar to aiming, is not an animation played back from a file. It's procedural, if you will, and so needs extra setting up in the config to look it is best.\n\n```cpp\nleaning = \"leaningDefault\";        // Default\nleaning = \"aimingLying\";        // AmovPpneMstpSrasWrflDnon_injured\nleaning = \"empty\";                // class AmovPpneMrunSlowWrflDf - disables leaning while prone\n```"},{"heading":"leaningCorrectionAngleBeg","level":5,"markdown":"**Type:** Float\n\n**Description:** Not used in Arma 2, appearing only once in ArmA config, where both *leaningCorrectionAngleBeg* and *leaningCorrectionAngleEnd* are zero.\n\n```cpp\nleaningCorrectionAngleBeg = 0;\nleaningCorrectionAngleEnd = 0;\n```"},{"heading":"leaningFactorBeg","level":5,"markdown":"**Type:** Float\n\n**Description:** Found in *States*, *leaningFactorBeg* sets how much influence leaning has at the start of an animation, while *leaningFactorEnd* takes care of the end. If the two values differ, leaning is blended in or out during the animation.\n\n```cpp\nleaningFactorBeg = 1;        // StandBase\nleaningFactorEnd = 1;\n\nleaningFactorBeg = 0;        // SprintBaseDf\nleaningFactorEnd = 0;\n\nleaningFactorBeg = 0.5;        // AmovPknlMstpSrasWlnrDnon - limited (half) leaning with launcher\nleaningFactorEnd = 0.5;\n\nleaningFactorBeg = 0.75;    // AmovPercMwlkSlowWrflDf - limited leaning while walking with rifle raised\nleaningFactorEnd = 0.75;\n\nleaningFactorBeg = 1;        // amovpercmstpsraswrfldnon_amovpercmstpsraswlnrdnon\nleaningFactorEnd = 0.5;\n\nleaningFactorBeg = 1;        // AmovPercMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\nleaningFactorEnd = 0;        // -transition betwen a state with full leaning to one where leaning is forbidden-\n```"},{"heading":"leaningFactorEnd","level":5,"markdown":"**Type:** Float\n\n**Description:** See above.\n\n```cpp\nleaningFactorEnd = 0.75;\n```"},{"heading":"leaningFactorZeroPoint","level":5,"markdown":"**Type:** Float\n\n**Description:** Appears only once in both ArmA & Arma 2, no variation across *States* or *Actions*.\n\n```cpp\nleaningFactorZeroPoint = -1;\n```"},{"heading":"leanLRot","level":5,"markdown":"**Type:** Float\n\n**Description:** Found in *Actions*, sets the amount of lean possible and the angle of leaning.\n\nWith a value of `1`, the character will lean about `70` degrees off vertical, looking like it just broke it is back, so the more reasonable amount to lean is about half of that. Doctor's orders.\n\n```cpp\nleanLRot = 0;        // NoActions, RifleProneActions\nleanLRot = 0.5;        // RifleBaseLowStandActions\nleanLRot = 0.57;    // CivilStandActions\n```"},{"heading":"leanLShift","level":5,"markdown":"**Type:** Float\n\n**Description:** Found in *Actions*. In addition to tilting the upper body during leaning, it is also possible to move it into the lean.\n\nTypical values are very small, anything else will produce excessive deformations of the model.\n\n```cpp\nleanLShift = 0;        // class RifleProneActions\nleanLShift = 0.01;    // class RifleBaseLowStandActions\nleanLShift = 0.07;    // class CivilStandActions\n```"},{"heading":"leanRRot","level":5,"markdown":"**Type:** Float\n\n**Description:** See leanLRot.\n\n```cpp\nleanRRot = 0.57;\n```"},{"heading":"leanRShift","level":5,"markdown":"**Type:** Float\n\n**Description:** See leanLShift.\n\n```cpp\nleanRShift = 0.01;\n```"},{"heading":"leftHandIKBeg","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, appeared in ArmA, complemented/superseded in Arma 2 by *leftHandIKCurve[]*.\n\nThese properties set whether at the beginning and end of the animation, *IKs* for both arms are enabled or not.\n\n*left/right-HandIKCurve[]* allows for a more complex and detailed control of *FK/IK* (see below for more details) blending.\n\nTypical uses:\n\n```cpp\nleftHandIKBeg = true;\nleftHandIKCurve[] = {1};\nleftHandIKEnd = true;\n\nleftHandIKBeg = false;\nleftHandIKCurve[] = {};\nleftHandIKEnd = false;\n\nleftHandIKBeg = false;\nleftHandIKCurve[] = {0, 1, 0.075, 0, 0.725, 0, 0.8, 1};\nleftHandIKEnd = false;\n\nleftHandIKBeg = false;\nleftHandIKCurve[] = {0.05, 1, 0.125, 0, 0.6, 0, 0.675, 1};\nleftHandIKEnd = true;\n```"},{"heading":"leftHandIKEnd","level":5,"markdown":"**Type:** Boolean\n\n**Description:** See above.\n\n```cpp\nleftHandIKEnd = 0;\n```"},{"heading":"leftHandIKCurve","level":5,"markdown":"**Type:** Array\n\n**Description:** As the name suggests, this array describes the curve controlling [FK](https://en.wikipedia.org/wiki/Forward_kinematics)/[IK](https://en.wikipedia.org/wiki/Inverse_kinematics) blending on the left arm.\n\nEvery pair of values describe a 2D point, with the first number representing *time* (horizontal) and the second being the *weight* (vertical).\n\n*Time* ranges from `0-1`, where `0` is animation start, `0.5` is half way, and `1` the end.\n\n*Weight* also ranges from `0-1`, where `0` means animation is taken from *RTM* file (*FK*) and *IK* is disabled, `0.6` meaning a `40%` blend of *FK* and `60%` *IK*, and `1` is `100%` *IK*.\n\nLet me interpret the last example below (the long one). The curve has 4 points `[0, 1], [0.05, 0], [0.95, 0]` and `[1, 1]`. When the animation starts playing, the *IK* takes full effect, but is gradually disabled by point `#2`. It stays disabled until point `#3` towards the end, when it is *weight* starts climbing again. At the end, at point `#4`, the *IK* is fully on again, overriding all *FK*.\n\n```cpp\nleftHandIKCurve[] = {};                                    // IK OFF.\nleftHandIKCurve[] = {1};                                // IK fully ON.\nleftHandIKCurve[] = {0.1, 1, 0.15, 0};                    // IK fully ON one-tenth into the animation, but disabled soon afterwards.\nleftHandIKCurve[] = {0, 1, 0.05, 0, 0.95, 0, 1, 1};        // IK ON at start, but soon disabled. Re-enabled towards the end.\n```"},{"heading":"legs","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *States*, references *BlendAnims* class entries. Used for deforming the character on sloping surfaces (hillside, stairs, etc..).\n\nMost of the *RTM* animations have been recorded in a motion capture studio, on a perfectly flat floor. When standing on a slope, the character would normally have one foot sinking into the ground, while the other would be hanging in the air. So BI devised this system for deforming the bodyparts that have contact with the ground.\n\nWhen standing upright, it is just the legs. When prone, it is most, if not the whole body. Like everything else in *BlendAnims*, it is a list of bones, with weights (amount of influence) associated.\n\n```cpp\nlegs = \"legsDefault\";        // Deafault\nlegs = \"legsNo\";            // DefaultDie\nlegs = \"legsLyingAiming\";    // AmovPpneMstpSrasWrflDnon_injured\nlegs = \"Wholebody\";            // AmovPpneMstpSnonWnonDnon\nlegs = \"empty\";                // HaloFreeFall_non\n```"},{"heading":"legsDefault[]","level":5,"markdown":"**Type:** Array\n\n**Description:** *BlendAnims* class entry. See above.\n\n```cpp\nlegsDefault[] = {\"LeftUpLeg\", 0.9, \"LeftUpLegRoll\", 0.9, \"LeftLeg\", 0.95, \"LeftLegRoll\", 0.95, \"LeftFoot\", 1, \"LeftToeBase\", 1,\n    \"RightUpLeg\", 0.9, \"RightUpLegRoll\", 0.9, \"RightLeg\", 0.95, \"RightLegRoll\", 0.95, \"RightFoot\", 1, \"RightToeBase\", 1};\n```"},{"heading":"legsNo[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Always empty *BlendAnims* class entry, see *legs* above. Disables all deformations on contact with land. Death animations are a typical case.\n\n```cpp\nlegsNo[] = {};\n```"},{"heading":"limitFast","level":5,"markdown":"**Type:** Float\n\n**Description:** Found in *Actions*, used for limiting the *slow..* movements, although the names suggests a limiting of *fast..*.\n\n```cpp\nlimitFast = 0.5;    // RifleProneActions_injured\nlimitFast = 2;        // SwimmingActions\nlimitFast = 4;        // class CivilStandActions, SwimmingFastActions\nlimitFast = 5;        // NoActions\nlimitFast = 5.5;    // RifleBaseLowStandActions\n```"},{"heading":"limitGunMovement","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*.\n\n```cpp\nlimitGunMovement = false;    // HealBase\nlimitGunMovement = false;    // SprintBaseDf\nlimitGunMovement = 0.1;        // AmovPercMstpSnonWnonDnon\nlimitGunMovement = 0.3;        // AovrPercMstpSlowWrflDf\nlimitGunMovement = 0.6;        // AmovPercMwlkSlowWpstDnon_transition\nlimitGunMovement = true;    // Default\n```"},{"heading":"looped","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, sets whether the current animation should start over once it is finished. Loop, that is.\n\n```cpp\nlooped = 1;\n```"},{"heading":"Lying","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to play for the \"*Prone with weapon*\" situation. *CivilLying* is the unarmed equivalent.\n\n```cpp\nLying = \"AmovPpneMstpSnonWnonDnon\";\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"medic","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used by a medic when triggering the \"*Heal..*\" action.\n\n```cpp\nmedic = \"AinvPknlMstpSlayWrflDnon_medic\";\n```"},{"heading":"O","level":4,"markdown":""},{"heading":"onLadder","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, flags the animation as ladder related.\n\n```cpp\nonLadder = 1;\n```"},{"heading":"onLandBeg","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*. If at the start of the animation the character is lying on the ground (prone), *onLandBeg* equals *true*. If at the end of the animation the character is lying on the ground (prone), *onLandEnd* equals *true*. Otherwise false. Not sure what these flags are used for.\n\n```cpp\n//Default\nonLandBeg = false;\nonLandEnd = false;\n\n//AmovPercMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon\nonLandBeg = false;\nonLandEnd = true;\n\n//AmovPpneMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon\nonLandBeg = true;\nonLandEnd = false;\n\n//AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon\nonLandBeg = true;\nonLandEnd = true;\n\n//AdthPpneMstpSnonWnonDnonB\nonLandEnd = true;\nonLandBeg = false;\n```"},{"heading":"onLandEnd","level":5,"markdown":"**Type:** Boolean\n\n**Description:** See above.\n\n```cpp\nonLandEnd = 1;\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"PlayerCrouch","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*. Similar to *Crouch*, except it applies only to player characters and not *AI*.\n\n```cpp\nPlayerCrouch = \"AmovPknlMstpSrasWlnrDnon\";\n```"},{"heading":"PlayerProne","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*. Similar to *Lying*, except it applies only to player characters and not *AI*.\n\nSets the animation to be used when going prone.\n\n```cpp\nPlayerProne = \"AmovPpneMstpSnonWnonDnon\";\n```"},{"heading":"PlayerStand","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*. Similar to *Stand*, except it applies only to player characters and not *AI*.\n\nSets the animation to be used when standing upright.\n\n```cpp\nPlayerStand = \"AwopPercMstpSoptWbinDnon_rfl\";\n```"},{"heading":"predictSpeedCoef","level":5,"markdown":"**Type:** Float\n\n**Description:** Disused in Arma 2, appears once in ArmA.\n\n```cpp\npredictSpeedCoef = 1;\n```"},{"heading":"preload","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, sets whether to load the animation file (*RTM*) into memory at game start, or just read it from disc when there's a demand for it.\n\nAll animations are set not to preload in Arma 2, while in ArmA some often used animations like running for example, are preloaded.\n\n```cpp\npreload = 1;\n```"},{"heading":"primaryActionMaps[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Outlines the main action groups.\n\n```cpp\nprimaryActionMaps[] = {\"DeadActions\", \"LauncherKneelActions\", \"BinocProneRflActions\", \"BinocProneCivilActions\",\n    \"RifleProneActions\", \"PistolProneActions\", \"RifleKneelActions\", \"PistolKneelActions\", \"RifleStandActions\",\n    \"PistolStandActions\", \"RifleLowStandActions\", \"SwimmingActions\", \"CivilStandActions\",\n    \"BinocKneelRflActions\", \"BinocStandRflActions\"};\n```"},{"heading":"putDown","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*. Sets the animation to be used when the character puts something on the ground (e.g. dropping some equipment).\n\n```cpp\nputDown = \"AmovPpneMstpSrasWrflDnon\";\n```"},{"heading":"PutDownEnd","level":5,"markdown":"**Type:** Float\n\n**Description:** Not used in the ArmA series.\n\n```cpp\nPutDownEnd = \"\";\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"reload...","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*. Default actions for reloading are *reloadMagazine*, *reloadAT*, *reloadMGun* and *reloadMortar*, but addon makers can add their own if they wish.\n\nThese actions are invoked in *CfgWeapons* and *CfgMagazines* via **reloadAction**. Most reload actions for upright stances in Arma 2 are bone-masked, they are configured as *Gestures*.\n\n```cpp\n//game\nreloadAT = \"LauncherReloadKneel\";\nreloadMagazine[] = {\"WeaponMagazineReloadStand\", \"Gesture\"};\nreloadMGun = \"AmovPpneMstpSrasWrflDnon\";\nreloadMortar = \"AmovPpneMstpSrasWrflDnon\";\n\n//custom\nreloadM1Garand[] = {\"M1GarandMagazineReloadStand\", \"Gesture\"};\n//CfgWeapons/CfgMagazines\nreloadAction = \"ManActReloadM1Garand\";\n```"},{"heading":"relSpeedMax","level":5,"markdown":"**Type:** Float\n\n**Description:** Found in *States*.\n\n```cpp\nrelSpeedMax = 0.6;\n```"},{"heading":"relSpeedMin","level":5,"markdown":"**Type:** Float\n\n**Description:** Found in *States*.\n\n```cpp\nrelSpeedMin = 0.5;\n```"},{"heading":"rightHandIKBeg","level":5,"markdown":"**Type:** Boolean\n\n**Description:** See *leftHandIKBeg*.\n\n```cpp\nrightHandIKBeg = 1;\n```"},{"heading":"rightHandIKEnd","level":5,"markdown":"**Type:** Boolean\n\n**Description:** See *leftHandIKBeg*.\n\n```cpp\nrightHandIKEnd = 1;\n```"},{"heading":"rightHandIKCurve","level":5,"markdown":"**Type:** Array\n\n**Description:** See *leftHandIKCurve*.\n\n```cpp\nrightHandIKCurve[] = {};                                // IK OFF.\nrightHandIKCurve[] = {1};                                // IK fully ON.\nrightHandIKCurve[] = {0.1, 1, 0.15, 0};                    // IK fully ON one-tenth into the animation, but disabled soon afterwards.\nrightHandIKCurve[] = {0, 1, 0.05, 0, 0.95, 0, 1, 1};    // IK ON at start, but soon disabled. Re-enabled towards the end.\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"salute..","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, *salute* points to the animation the character will transition to when saluting, while *saluteOff* points to the animation the character should return to when done saluting.\n\nNeither of these properties point to the transition animations, where the character is actually raising/lowering it is arm.\n\n```cpp\nsalute = \"AmovPercMstpSlowWrflDnon_salute\";\nsaluteOff = \"AmovPercMstpSlowWrflDnon\";\n```"},{"heading":"showHandGun","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, sets pistol visibility on/off.\n\n```cpp\nshowHandGun = 1;\n```"},{"heading":"showItemInHand","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, sets item (*binoculars*, specifically) visibility on/off.\n\n```cpp\nshowItemInHand = 1;\n```"},{"heading":"showItemInRightHand","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, sets item (*binoculars*, specifically) visibility on/off in the right hand. Looks it is not working on Arma 3.\n\n```cpp\nshowItemInRightHand = 0;\n```"},{"heading":"showWeaponAim","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, sets whether *crosshairs* are displayed or not for given animation.\n\n```cpp\nshowWeaponAim = 1;\n```"},{"heading":"sitDown","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to transition to when the sitting action is triggered. Not the *to* and *from* transition animations, but the sitting idle.\n\n```cpp\nSitDown = \"\";    // RifleStandSaluteActions_Idle - can't sit down while saluting\nsitDown = \"AmovPsitMstpSlowWrflDnon\";\n```"},{"heading":"skeletonName","level":5,"markdown":"**Type:** String\n\n**Description:** Sets the skeleton to be used.\n\n```cpp\nskeletonName = \"OFP2_ManSkeleton\";\nskeletonName = \"WomanSkeleton\";\n```"},{"heading":"slow..","level":5,"markdown":"**Type:** String\n\n**Description:** See *fast..*.\n\n```cpp\nslowB = \"AmovPercMrunSlowWlnrDb\";\nslowF = \"AmovPercMevaSlowWlnrDf\";\nslowL = \"AmovPercMrunSlowWlnrDl\";\nslowLB = \"AmovPercMrunSlowWlnrDbl\";\nslowLF = \"AmovPercMrunSlowWlnrDfl\";\nslowR = \"AmovPercMrunSlowWlnrDr\";\nslowRB = \"AmovPercMrunSlowWlnrDbr\";\nslowRF = \"AswmPercMrunSnonWnonDf\";\n```"},{"heading":"soundEdge..","level":5,"markdown":"**Type:** Array\n\n**Description:** Found in *States*. Deprecated forms *soundEdge1*, *soundEdge2* (used very little in ArmA, not at all in Arma 2).\n\nUsed for sound timing during an animation. If there's a sound file associated with the animation, it won't play right away as the animation starts. It will play when and as many times as *soundEdge* tells it to.\n\n```cpp\nsoundEdge[] = {0.5, 1};                    // Default\nsoundEdge[] = {0.45};                    // DefaultDie\nsoundEdge[] = {0.25, 0.5, 0.75, 1};        // AmovPercMwlkSlowWrflDf - timing of the 4 footstep sounds\n\n//old\nsoundEdge1 = 0.5;\nsoundEdge2 = 1;\n```"},{"heading":"soundEnabled","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, enables/disables sounds being played with the animation.\n\n```cpp\nsoundEnabled = 1;\n```"},{"heading":"soundOverride","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *States*, points to the actual sound to play with the animation.\n\n```cpp\nsoundOverride = \"bodyfall\";\n```"},{"heading":"speed","level":5,"markdown":"**Type:** Float\n\n**Description:** Found in *States*, sets the animation playback speed.\n\nNote that speed depends on animation length, on the number of frames it contains.\n\nFor example, setting speed at `0.5` for a 50 frames long animation will result in it playing at about 25 frames per second. Setting the same speed for a 300 frame animation, will result in that animation playing much faster. *Speed*, seems to me more akin to duration.\n\n```cpp\nspeed = 0.00833333;\n```"},{"heading":"stand","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, see *playerStand*.\n\n```cpp\nStand = \"AmovPknlMstpSrasWrflDnon\";\n```"},{"heading":"startSwim","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used when starting to swim.\n\n```cpp\nstartSwim = \"AswmPercMrunSnonWnonDf\";\n```"},{"heading":"stop","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used when stopping.\n\n```cpp\nstop = \"AinvPknlMstpSlayWrflDnon\";\n```"},{"heading":"stopRelaxed","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used when stopping with weapon lowered (\"*SAFE*\" behaviour).\n\n```cpp\nStopRelaxed = \"AidlPercMstpSlowWrflDnon01\";\n```"},{"heading":"stopSwim","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used when ending swimming.\n\n```cpp\nstopSwim = \"AmovPercMstpSnonWnonDnon\";\n```"},{"heading":"strokeFist","level":5,"markdown":"**Type:** Float\n\n**Description:** Found in *Actions*, not really used. Has been around since OFP if I remember correctly, probably an attempt to introduce fist fighting, but then abandoned.\n\n```cpp\nStrokeFist = \"\";\n```"},{"heading":"strokeGun","level":5,"markdown":"**Type:** String\n\n**Description:** Similar to *strokeFist* above, attempt at melee fighting but not used.\n\n```cpp\nstrokeGun = \"AmovPercMstpSnonWnonDnon\";\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"takeFlag","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used when taking the flag during a *CTF* match.\n\n```cpp\ntakeFlag = \"AinvPknlMstpSlayWrflDnon\";\n```"},{"heading":"terminal","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *States*, flags the animation as being \"*terminal*\". *True* for death animations, *false* for everything else.\n\n```cpp\nterminal = 1;\n```"},{"heading":"testDriver","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, along with *testDriverOut* and *TestGunner*. \"*Test*\" suggests it might have been just that, an experiment during development.\n\n```cpp\n//class ManActions\nTestDriver = \"BasicDriver\";\nTestDriverOut = \"BasicDriverOut\";\nTestGunner = \"BasicSittingGunner\";\n```"},{"heading":"testDriverOut","level":5,"markdown":"**Type:** String\n\n**Description:** See above.\n\n```cpp\nTestDriverOut = \"BasicDriverOut\";\n```"},{"heading":"testGunner","level":5,"markdown":"**Type:** String\n\n**Description:** See *testDriver*.\n\n```cpp\nTestGunner = \"BasicSittingGunner\";\n```"},{"heading":"throwGrenade","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used when throwing a grenade.\n\n```cpp\nthrowGrenade = \"AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthThrow\";\n```"},{"heading":"transitionsDisabled[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Empty array in both ArmA & Arma 2. No apparent use for it.\n\n```cpp\ntransitionsDisabled[] = {};\n```"},{"heading":"transitionsInterpolated[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Empty array in both ArmA & Arma 2. No apparent use for it.\n\n```cpp\ntransitionsInterpolated[] = {};\n```"},{"heading":"transitionsSimple[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Empty array in both ArmA & Arma 2. No apparent use for it.\n\n```cpp\ntransitionsSimple[] = {};\n```"},{"heading":"treated","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, points to the animation to be used when being healed by a medic. Medic will be using animation defined in *medic*.\n\n```cpp\ntreated = \"AinvPknlMstpSlayWrflDnon_healed\";\n```"},{"heading":"turn...","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, *turnL* and *turnR* define the turning animations, while *turnLRelaxed* and *turnRRelaxed* do the same thing for the \"*relaxed*\" (weapon lowered, behaviour \"*SAFE*\") modes.\n\n```cpp\nturnL = \"AmovPercMstpSlowWrflDnon_turnL\";\nturnLRelaxed = \"AmovPercMstpSlowWrflDnon_turnL\";\nturnR = \"AmovPpneMstpSrasWrflDnon_turnR\";\nturnRRelaxed = \"AmovPpneMstpSrasWrflDnon_turnR\";\n```"},{"heading":"turnSpeed","level":5,"markdown":"**Type:** Float\n\n**Description:** Found in *Actions*, sets turning speed.\n\n```cpp\nturnSpeed = 0.1;\n```"},{"heading":"U","level":4,"markdown":""},{"heading":"untiltWeapon","level":5,"markdown":"**Type:** String\n\n**Description:** Not found in Arma 2, and not really used in ArmA either.\n\n```cpp\nuntiltWeapon = \"untiltWeaponDefault\";\n```"},{"heading":"untiltWeaponDefault[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Same as above.\n\n```cpp\nuntiltWeaponDefault[] = {};\n```"},{"heading":"up","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*. Together with *down* sets up what looks like a standing/kneeling/prone toggle. Which I don't think is used in the game's current control scheme.\n\n```cpp\nup = \"AmovPknlMstpSlowWrflDnon\";    // RifleBaseLowStandActions\nup = \"AmovPknlMstpSrasWrflDnon\";    // RifleBaseStandActions\nup = \"AmovPknlMwlkSlowWrflDf\";        // RifleLowStandActionsWlkF\nup = \"AmovPercMstpSrasWrflDnon\";    // RifleKneelActions\n```"},{"heading":"upDegree","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *Actions*, seems to define the \"*upright*\" stance for each action group.\n\nThese \"*ManPos..*\" things only appear in root `/Dta/bin/config.bin`, where they get some equivalent numbers, and that's it. Important to get right though when creating custom action sets.\n\n```cpp\nupDegree = 0;                        // NoActions\nupDegree = -1;                        // NoActions, ParachuteFreeFall\nupDegree = \"ManPosDead\";            // DeadActions\nupDegree = \"ManPosStand\";            // RifleBaseLowStandActions\nupDegree = \"ManPosCombat\";            // RifleBaseStandActions\nupDegree = \"ManPosCrouch\";            // RifleKneelEvasiveActions, RifleKneelActions\nupDegree = \"ManPosLying\";            // RifleProneActions\nupDegree = \"ManPosHandGunStand\";\nupDegree = \"ManPosHandGunCrouch\";\nupDegree = \"ManPosHandGunLying\";\nupDegree = \"ManPosNoWeapon\";        // CivilStandActions\nupDegree = \"ManPosLyingNoWeapon\";\nupDegree = \"ManPosWeapon\";            // LauncherKneelActions\nupDegree = \"ManPosBinocStand\";        // BinocStandLnrActions\nupDegree = \"ManPosSwimming\";\nupDegree = \"ManPosBinocStand\";\nupDegree = \"ManPosBinoc\";\nupdegree = \"ManPosCrouch\";\n//enum in root config\nenum {\n    MANPOSNOWEAPON = 12,\n    CPCOMMANDER = 2,\n    CMD_STAY_BACK = 4,\n    CMD_MOVE = 12,\n    CMD_FIRE = 27,\n    CMD_WATCH = 28,\n    CMD_REPLY_FAIL = 64,\n    CMD_REPORT = 68,\n    ...\n    MANPOSHANDGUNSTAND = 9,\n    ...\n    MANPOSCROUCH = 6,\n    ...\n    MANPOSHANDGUNLYING = 5,\n    MANPOSHANDGUNCROUCH = 7,\n    MANPOSBINOCSTAND = 14,\n    ...\n    MANPOSDEAD = 0,\n    MANPOSCOMBAT = 8,\n    ...\n    MANPOSBINOCLYING = 2,\n    MANPOSSTAND = 10,\n    MANPOSSWIMMING = 11,\n    COMPARTMENT3 = 4,\n    CMD_ACTION = 2,\n    CMD_FORM_ECHLEFT = 16,\n    ...\n    MANPOSWEAPON = 1,\n    ...\n    MANPOSLYING = 4,\n    ...\n    MANPOSLYINGNOWEAPON = 3,\n    MANPOSBINOC = 13,\n    ...\n};\n```"},{"heading":"useFastMove","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Found in *Actions*. *True* for action sets containing \"*Evasive*\" in the classname, so an obscure flag of some sorts in ArmA. Not used in any significant way in Arma 2.\n\n```cpp\nuseFastMove = 1;\n```"},{"heading":"V","level":4,"markdown":""},{"heading":"variantAfter[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Found in *States* when there are several variations on the same animation (usually idles) that can be played randomly.\n\nMinimum, average and maximum - these are the inputs for the random number generator, similar to how trigger timeout/countdown works in the *mission editor*.\n\n```cpp\nvariantAfter[] = {5, 10, 20};    // Default\nVariantAfter[] = {5, 5, 5};        // AinvPknlMstpSnonWnonDnon_medic0S\nvariantAfter[] = {2, 3, 5};        // AidlPercMstpSlowWrflDnon_player_0S\nvariantAfter[] = {0, 0, 0};        // AidlPercMstpSrasWrflDnon_aiming0S\n```"},{"heading":"variantsAI[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Found in *States* when there are several variations on the same animation (usually idles) that can be played randomly.\n\nIt lists the animations to be randomly cycled. The numbers represent the probability of that animation being played, the higher the number, the more likely the animation will get to play.\n\nThe sum of these numbers is always `1`.\n\n```cpp\n//Default\nvariantsAI[] = {\"\"};\n//AidlPercMstpSnonWnonDnon\nvariantsAI[] = {\"AidlPercMstpSnonWnonDnon01\", 0.01,\n    \"AidlPercMstpSnonWnonDnon02\", 0.01,\n    \"AidlPercMstpSnonWnonDnon03\", 0.01,\n    \"AidlPercMstpSnonWnonDnon04\", 0.01,\n    \"AidlPercMstpSnonWnonDnon05\", 0.01,\n    \"AidlPercMstpSnonWnonDnon06\", 0.01,\n    \"AidlPercMstpSnonWnonDnon07\", 0.01,\n    \"AidlPercMstpSnonWnonDnon08\", 0.01,\n    \"AidlPercMstpSnonWnonDnon_idleSteady04\", 0.23,\n    \"AidlPercMstpSnonWnonDnon_idleSteady03\", 0.23,\n    \"AidlPercMstpSnonWnonDnon_idleSteady02\", 0.23,\n    \"AidlPercMstpSnonWnonDnon_idleSteady01\", 0.23};\n//ActsPsitMstpSnonWnonDnon_varSittingOnTheWall\nvariantsAI[] = {\"Mi17_Cargo02\", 0.4, \"Mi17_Cargo02_V1\", 0.1, \"Mi17_Cargo02_V2\", 0.1, \"Mi17_Cargo02_V3\", 0.1,\n    \"Mi17_Cargo02_V4\", 0.1, \"Mi17_Cargo02_V5\", 0.1, \"Mi17_Cargo02_V6\", 0.1};\n//aidlpercmstpsraswlnrdnon_S\nvariantsAI[] = {\"aidlpercmstpsraswlnrdnon_1\", 0.333, \"aidlpercmstpsraswlnrdnon_2\", 0.333, \"aidlpercmstpsraswlnrdnon_3\", 0.334};\n```"},{"heading":"variantsPlayer[]","level":5,"markdown":"**Type:** Array\n\n**Description:** Same as **variantsAI[]** above, except for player characters.\n\n```cpp\nvariantsPlayer[] = {\"AdthPercMrunSlowWlnrDf_1\", 0.5, \"AdthPercMrunSlowWlnrDf_2\", 0.5};\n```"},{"heading":"visibleSize","level":5,"markdown":"**Type:** Float\n\n**Description:** Found in *States*, probably used for calculating how visible a character is for the *AI*, based on his stance/animation.\n\n```cpp\nvisibleSize = 1.00012;        // SprintBaseDf                    when sprinting more visible than..\nvisibleSize = 0.700121;        // AmovPercMstpSrasWrflDnon        ..when stopped > visible than..\nvisibleSize = 0.300122;        // AmovPknlMstpSlowWrflDnon        ..when kneeling > visible than..\nvisibleSize = 0.100123;        // AmovPpneMstpSrasWrflDnon        ..when prone.\n```"},{"heading":"W","level":4,"markdown":""},{"heading":"walk..","level":5,"markdown":"**Type:** String\n\n**Description:** See *fast..*.\n\n```cpp\nwalkB = \"AmovPercMwlkSlowWrflDb\";\nwalkF = \"AmovPercMevaSlowWlnrDf\";\nwalkL = \"AmovPercMwlkSlowWrflDl\";\nwalkLB = \"AmovPercMwlkSlowWrflDbl\";\nwalkLF = \"AswmPercMwlkSnonWnonDf\";\nwalkR = \"AmovPpneMrunSnonWnonDr\";\nwalkR = \"AswmPercMstpSnonWnonDnon\";\nwalkRB = \"AmovPercMwlkSlowWrflDbr\";\nwalkRF = \"AmovPercMwlkSlowWrflDfr\";\n```"},{"heading":"weaponOff","level":5,"markdown":"**Type:** String\n\n**Description:** The opposite of *weaponOn* below.\n\n```cpp\nweaponOff = \"AmovPercMstpSrasWrflDnon\";\n```"},{"heading":"weaponOn","level":5,"markdown":"**Type:** String\n\n**Description:** Found in *States*, and references the animation that needs to be reached when switching to *RPGs/MANPADS*.\n\n```cpp\nweaponOn = \"AmovPknlMstpSrasWlnrDnon\";        // RifleBaseLowStandActions\nweaponOff = \"AmovPercMstpSrasWrflDnon\";\n\nweaponOn = \"AmovPknlMstpSrasWlnrDnon\";        // RifleKneelActions\nweaponOff = \"AmovPknlMstpSrasWrflDnon\";\n\nweaponOn = \"AmovPknlMstpSrasWlnrDnon\";        // RifleProneActions\nweaponOff = \"AmovPpneMstpSrasWrflDnon\";\n```"}],"categories":["ArmA: Armed Assault: Addon Configuration","Moves","Operation Flashpoint: Editing","Operation Flashpoint: Reference Lists"],"groups":["Reference Lists"]},{"name":"CfgNonAIVehicles Config Reference","title":"CfgNonAIVehicles Config Reference","type":"topic","url":"https://community.bistudio.com/wiki/CfgNonAIVehicles_Config_Reference","revid":373241,"updated":"2025-04-12T22:20:50Z","aliases":[],"markdown":"> [!NOTE]\n> For the basics, see also CfgVehicles Config Reference.\n\n### References\n\nWeapon magazines:\n\n- Arma 3: Magazine Proxies - CfgNonAIVehicles\n\nMissiles on planes:\n\n- Arma 3: Vehicle Loadouts - CfgNonAIVehicles: simulation: pylonpod\n- [https://forums.bohemia.net/forums/topic/208673-how-to-make-missile-proxys-disappear-when-fired-from-an-aircraft/](https://forums.bohemia.net/forums/topic/208673-how-to-make-missile-proxys-disappear-when-fired-from-an-aircraft/)\n- [https://forums.bohemia.net/forums/topic/144184-proxy-problem/](https://forums.bohemia.net/forums/topic/144184-proxy-problem/)\n- [https://forums.bohemia.net/forums/topic/67825-cfgnonaivehicles/](https://forums.bohemia.net/forums/topic/67825-cfgnonaivehicles/)\n- [https://forums.bohemia.net/forums/topic/19973-problem-with-missile-proxies/](https://forums.bohemia.net/forums/topic/19973-problem-with-missile-proxies/)\n- [https://forums.bohemia.net/forums/topic/86983-missile-proxy-not-visible-ingame/](https://forums.bohemia.net/forums/topic/86983-missile-proxy-not-visible-ingame/)\n\nMissiles on non planes:\n\n- [https://forums.bohemia.net/forums/topic/199973-solved-cannot-get-a-proxy-missile-working/](https://forums.bohemia.net/forums/topic/199973-solved-cannot-get-a-proxy-missile-working/)\n- [https://forums.bohemia.net/forums/topic/174197-turrets-proxy/](https://forums.bohemia.net/forums/topic/174197-turrets-proxy/)\n\nAmmoboxes and fuel cans on vehicles:\n\n- [https://forums.bohemia.net/forums/topic/43708-nonai-vehicles/](https://forums.bohemia.net/forums/topic/43708-nonai-vehicles/)\n- [https://forums.bohemia.net/forums/topic/38589-custom-ammobox-proxies/](https://forums.bohemia.net/forums/topic/38589-custom-ammobox-proxies/)\n\nNVGs:\n\n- [https://forums.bohemia.net/forums/topic/106778-how-to-make-new-nvg/](https://forums.bohemia.net/forums/topic/106778-how-to-make-new-nvg/)\n- [https://forums.bohemia.net/forums/topic/116645-proxy-question/](https://forums.bohemia.net/forums/topic/116645-proxy-question/)\n\nStreet lights and bridges:\n\n- [https://forums.bohemia.net/forums/topic/93959-adding-proxysproxy-config/](https://forums.bohemia.net/forums/topic/93959-adding-proxysproxy-config/)\n- [https://forums.bohemia.net/forums/topic/24583-street-lights/](https://forums.bohemia.net/forums/topic/24583-street-lights/) (pre Arma 3)\n\nAnimals:\n\n- [https://forums.bohemia.net/forums/topic/31703-reskinning-a-seagull/](https://forums.bohemia.net/forums/topic/31703-reskinning-a-seagull/)\n\nTriggers:\n\n- createTrigger\n- create3DENEntity\n- [http://killzonekid.com/arma-scripting-tutorials-triggers/](http://killzonekid.com/arma-scripting-tutorials-triggers/)\n- [https://forums.bohemia.net/forums/topic/185635-how-to-determine-object-type-from-object-name/](https://forums.bohemia.net/forums/topic/185635-how-to-determine-object-type-from-object-name/)\n\n### Simulations\n\n#### Detector\n\n```cpp\n    class EmptyDetector\n    {\n        scope = 2;\n        simulation = \"Detector\";\n        model = \"\";\n        selectionFabric = \"latka\";\n        icon = \"\\a3\\Ui_f\\data\\IGUI\\Cfg\\IslandMap\\iconSensor_ca.paa\";\n        displayName = \"Trigger\";\n        class AttributeValues\n        {\n            size2[] = {0,0};\n            size3[] = {0,0,-1};\n        };\n    };\n    class EmptyDetectorArea10x10 : EmptyDetector\n    {\n        displayName = \"Trigger (10x10x10 m)\";\n        class AttributeValues\n        {\n            size2[] = {5,5};\n            size3[] = {5,5,5};\n            IsRectangle = 1;\n        };\n    };\n```\n\n#### Flag\n\n```cpp\n    class Editor_Proxy_Composition\n    {\n        scope = 1;\n        model = \"\\A3\\editor_f\\data\\composition_proxy\\composition_proxy\";\n        displayName = \"Editor proxy - Object composition\";\n        autocenter = 0;\n        reversed = 0;\n        animated = 0;\n        simulation = \"Flag\";\n        selectionFabric = \"\";\n    };\n```\n\n#### SeaGull\n\n```cpp\n    class Bird\n    {\n        scope = 0;\n        model = \"\";\n        animated = 0;\n        simulation = \"SeaGull\";\n        reversed = 0;\n        minHeight = 5;\n        avgHeight = 10;\n        maxHeight = 50;\n        minSpeed = -0.5;\n        maxSpeed = 20;\n        acceleration = 7;\n        turning = 1;\n        straightDistance = 50;\n        flySound[] = {\"\",0.0316228,1,1};\n        singSound[] = {\"\",0.0316228,1,1};\n        canBeShot = 1;\n        airFriction2[] = {25,12,2.5};\n        airFriction1[] = {1500,700,100};\n        airFriction0[] = {40,20,60};\n    };\n    class SeaGull : Bird\n    {\n        scope = 2;\n        reversed = 0;\n        htMin = 60;\n        htMax = 1800;\n        afMax = 30;\n        mfMax = 0;\n        mFact = 1;\n        tBody = 37;\n        model = \"\\A3\\Animals_F\\Seagull\\Seagull.p3d\";\n        singSound[] = {\"A3\\Sounds_F\\environment\\animals\\birds\\seagul1\",0.891251,1,200};\n        moves = \"CfgMovesBird\";\n        canBeShot = 0;\n    };\n    class Kestrel_Random_F : Bird\n    {\n        model = \"\\A3\\Animals_F\\kestrel\\kestrel_F.p3d\";\n        singSound[] = {\"A3\\sounds_f\\dummysound\",0.00177828,1,1};\n        moves = \"CfgMovesBird\";\n        minHeight = 60;\n        avgHeight = 70;\n        maxHeight = 80;\n    };\n\n    class Insect : Bird\n    {\n        animated = 0;\n        minHeight = -0.1;\n        avgHeight = 1.2;\n        maxHeight = 2;\n        minSpeed = -0.1;\n        maxSpeed = 5;\n        acceleration = 25;\n        straightDistance = 2;\n        turning = 2;\n        flySound[] = {\"\",0.0316228,1,1};\n        singSound[] = {\"\",0.0316228,1,1};\n        canBeShot = 0;\n        airFriction2[] = {125,12,2.5};\n        airFriction1[] = {7500,700,100};\n        airFriction0[] = {200,20,60};\n    };\n    class DragonFly : Insect\n    {\n        model = \"\\A3\\Animals_f\\dragonfly.p3d\";\n        flySound[] = {\"\\A3\\sounds_f\\dummysound\",0.000562341,1,1};\n        fsm[] = {\"Dragonfly\"};\n        straightDistance = 10;\n        maxSpeed = 5;\n    };\n    class FireFly : Insect\n    {\n        model = \"\\A3\\Animals_f\\firefly.p3d\";\n        flySound[] = {\"\\A3\\sounds_f\\dummysound\",0.000562341,1,1};\n        fsm[] = {\"Butterfly\"};\n        minHeight = -0.1;\n        avgHeight = 0.3;\n        maxHeight = 1.5;\n        minSpeed = -0.1;\n        maxSpeed = 1;\n        acceleration = 5;\n        straightDistance = 10;\n    };\n    class ButterFly_random : Insect\n    {\n        model = \"\\A3\\animals_f\\butterfly.p3d\";\n        fsm[] = {\"Butterfly\"};\n        moves = \"CfgMovesButterfly\";\n        minHeight = -0.1;\n        avgHeight = 0.3;\n        maxHeight = 1.5;\n        minSpeed = -0.1;\n        maxSpeed = 1;\n        acceleration = 5;\n        straightDistance = 2;\n        turning = 5;\n        reversed = 0;\n        autocenter = 0;\n        class EventHandlers\n        {\n            init = \"(_this select 0) call BIS_fnc_animalRandomization;\";\n        };\n    };\n    class HoneyBee : Insect\n    {\n        flySound[] = {\"\\A3\\sounds_f\\dummysound\",0.001,1,1};\n        model = \"\\A3\\animals_f\\honeybee.p3d\";\n        minSpeed = -0.1;\n        maxSpeed = 0.2;\n        minHeight = -0.1;\n        avgHeight = 0.2;\n        maxHeight = 1;\n        fsm[] = {\"HoneyBee\"};\n        reversed = 0;\n        straightDistance = 0.5;\n    };\n```\n\n#### ProxyWeapon\n\n```cpp\n    class ProxyWeapon\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"ProxyWeapon\";\n    };\n```\n\n#### Magazine\n\n```cpp\n    class ProxyMagazineSlot : ProxyWeapon\n    {\n        model = \"\";\n        simulation = \"Magazine\";\n    };\n```\n\n#### ProxyRadio\n\n```cpp\n    class ProxyRadio_proxy : ProxyWeapon\n    {\n        simulation = \"Proxyradio\";\n    };\n```\n\n#### ProxyHeadgear\n\n```cpp\n    class ProxyHeadGear_proxy : ProxyWeapon\n    {\n        simulation = \"Proxyheadgear\";\n    };\n```\n\n#### Maverickweapon\n\n```cpp\n    class ProxyBomb_01_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F\\Ammo\\Bomb_01_F\";\n        simulation = \"Maverickweapon\";\n    };\n\n    class ProxyMissile_AT_03_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F\\Ammo\\Missile_AT_03_F\";\n        simulation = \"Maverickweapon\";\n    };\n\n    class ProxyRocket_03_AP_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F_EPC\\Ammo\\Rocket_03_AP_F.p3d\";\n        simulation = \"Maverickweapon\";\n    };\n```\n\n#### Pylonpod\n\n```cpp\n    class ProxyPylonPod_3x_Missile_AGM_02_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F\\DynamicLoadout\\PylonPod_1x_Missile_AGM_02_F.p3d\";\n        simulation = \"Pylonpod\";\n    };\n```\n\n#### ProxySecWeapon\n\n```cpp\n    class ProxySecWeapon\n    {\n        autocenter = 0;\n        scope = 2;\n        scopeCurator = 2;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"ProxySecWeapon\";\n    };\n\n    class ProxyLauncher\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"ProxySecWeapon\";\n    };\n```\n\n#### ProxyInventoryOld\n\n```cpp\n    class ProxyPistol\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Handgun\";\n    };\n\n    class ProxyPistol_holstered\n    {\n        autocenter = 0;\n        scope = 1;\n        reversed = 1;\n        animated = 1;\n        model = \"\\A3\\Characters_F\\Proxies\\pistol_holstered\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"PistolHolstered\";\n    };\n    class ProxyRightHand\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"RightHand\";\n    };\n\n    class ProxyLeftHand\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"LeftHand\";\n    };\n    class ProxyDalekohled_Proxy : ProxyLeftHand\n    {\n    };\n    class ProxyBinoculars : ProxyLeftHand\n    {\n    };\n\n    class ProxyEquipment\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\\A3\\characters_f\\ProxyModels\\equipmentVest\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Vest\";\n    };\n\n    class ProxyHeadgear\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Headgear\";\n    };\n\n    class ProxyHMD\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"HMD\";\n    };\n\n    class ProxyGoggles\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Goggles\";\n    };\n    class ProxyGlasses : ProxyGoggles\n    {\n        model = \"\\A3\\Characters_F\\Proxies\\glasses\";\n    };\n    class ProxyNVG_Proxy : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Proxy\";\n    };\n    class ProxyNVG : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Proxy\";\n    };\n    class ProxyNVG_Head : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head\";\n    };\n    class ProxyNVG_Head_Big : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_Big\";\n    };\n    class ProxyNVG_Head_R : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_R\";\n    };\n    class ProxyNVG_Head_C : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_C\";\n    };\n    class ProxyNVG_Head_S : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_S\";\n    };\n\n    class ProxyEarPhones\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"EarPhones\";\n    };\n\n    class Proxyus_bag\n    {\n        reversed = 1;\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Backpack\";\n    };\n    class ProxyBackpack : Proxyus_bag\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\\A3\\Characters_F\\Proxies\\backpack\";\n    };\n```\n\n#### AlwaysHide\n\n```cpp\n    class ProxyHide\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        simulation = \"AlwaysHide\";\n    };\n```\n\n#### AlwaysShow\n\n```cpp\n    class ProxyWreck\n    {\n        autocenter = 0;\n        scope = 0;\n        animated = 0;\n        model = \"\";\n        simulation = \"AlwaysShow\";\n    };\n\n    class ProxyAmmoInTruck\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"AlwaysShow\";\n    };\n\n    class Proxy_hrusen2\n    {\n        model = \"\\ca\\plants\\hrusen2.p3d\";\n        autocenter = 0;\n        scope = 2;\n        animated = 1;\n        reversed = 0;\n        simulation = \"AlwaysShow\";\n    };\n```\n\n#### ProxyRetex\n\n```cpp\n    class ProxyRetex\n    {\n        autocenter = 0;\n        scope = 0;\n        animated = 0;\n        model = \"\";\n        simulation = \"Proxyretex\";\n        hiddenSelections[] = {};\n    };\n    class proxyAPC_Tracked_02_cannon_wreck_F : ProxyRetex\n    {\n        model = \"\\A3\\Armor_F_Beta\\APC_Tracked_02\\APC_Tracked_02_cannon_wreck_F.p3d\";\n        hiddenSelections[] = {\"Camo1\",\"Camo2\",\"Camo3\"};\n    };\n```\n\n#### ProxyCrew\n\n```cpp\n    class ProxyCrew\n    {\n        autocenter = 0;\n        scope = 1;\n        model = \"\";\n        shadow = 1;\n        simulation = \"Proxycrew\";\n        crewPosition = \"CPDriver\";\n    };\n\n    class ProxyCommander : ProxyCrew\n    {\n        crewPosition = \"CPCommander\";\n    };\n    class ProxyCommanderOut : ProxyCommander\n    {\n    };\n    class ProxyBasicSittingCommander : ProxyCommander\n    {\n    };\n    class ProxyBasicStandingCommander : ProxyCommander\n    {\n    };\n\n    class ProxyDriver : ProxyCrew\n    {\n        crewPosition = \"CPDriver\";\n    };\n    class ProxyDriverOut : ProxyDriver\n    {\n    };\n    class ProxyBasicSittingDriver : ProxyDriver\n    {\n    };\n    class ProxyBasicStandingDriver : ProxyDriver\n    {\n    };\n    class ProxyBasicMotoDriver : ProxyDriver\n    {\n    };\n    class ProxyPilot : ProxyDriver\n    {\n    };\n    class ProxyParasutista : ProxyDriver\n    {\n    };\n\n    class ProxyGunner : ProxyCrew\n    {\n        crewPosition = \"CPGunner\";\n    };\n    class ProxyGunnerOut : ProxyGunner\n    {\n    };\n    class ProxyBasicSittingGunner : ProxyGunner\n    {\n    };\n    class ProxyBasicStandingGunner : ProxyGunner\n    {\n    };\n    class ProxyGunner01 : ProxyGunner\n    {\n    };\n    class ProxyGunner02 : ProxyGunner\n    {\n    };\n\n    class ProxyCargo : ProxyCrew\n    {\n        crewPosition = \"CPCargo\";\n    };\n    class ProxyCargoStanding : ProxyCargo\n    {\n    };\n    class ProxyBasicSittingCargo : ProxyCargo\n    {\n    };\n    class ProxyBasicStandingCargo : ProxyCargo\n    {\n    };\n    class ProxyCargo01 : ProxyCargo\n    {\n    };\n    class ProxyCargo02 : ProxyCargo\n    {\n    };\n    class ProxyCargo03 : ProxyCargo\n    {\n    };\n    class ProxyCargo04 : ProxyCargo\n    {\n    };\n```\n\n#### Flag\n\n```cpp\n    class ProxyFlag\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        shadow = 1;\n        simulation = \"Flag\";\n        model = \"\\A3\\Characters_F\\Proxies\\flag\";\n        selectionFabric = \"cloth\";\n    };\n    class ProxyFlag_soldier : ProxyFlag\n    {\n        model = \"\\A3\\characters_f\\flag_soldier\";\n    };\n    class ProxyPlane_Flag_F : ProxyFlag\n    {\n        model = \"\\A3\\Air_F\\Data\\Plane_Flag_F\";\n        selectionFabric = \"cloth\";\n    };\n    class ProxyPlane_Flag_big_F : ProxyFlag\n    {\n        model = \"\\A3\\Air_F\\Data\\Plane_Flag_big_F\";\n        selectionFabric = \"cloth\";\n    };\n\n    class ProxyFlag_F\n    {\n        scope = 1;\n        model = \"\\a3\\Structures_F\\Mil\\Flags\\Flag_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Flag\";\n    };\n    class ProxyFlag_Asym_F : ProxyFlag_F\n    {\n        model = \"\\a3\\Structures_F\\Mil\\Flags\\Flag_Asym_F.p3d\";\n    };\n\n    class ProxyShipFlag_F\n    {\n        scope = 1;\n        model = \"\\A3\\Boat_F_Destroyer\\Destroyer_01\\ShipFlag_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Flag\";\n    };\n\n    class ProxyFlagChecked_proxy_F\n    {\n        scope = 1;\n        model = \"\\A3\\Signs_F\\SignSpecial\\FlagChecked_proxy_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Flag\";\n    };\n```\n\n#### RandomShape\n\n```cpp\n    class RandomShape\n    {\n        models[] = {};\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"RandomShape\";\n    };\n```\n\n#### Road\n\n```cpp\n    class Bridge_base_F\n    {\n        class Destruction\n        {\n            animations[] = {};\n        };\n        scope = 0;\n        scopeCurator = 0;\n        displayName = \"Bridge\";\n        model = \"\\A3\\Weapons_F\\empty.p3d\";\n        destrType = \"DestructNo\";\n        simulation = \"Road\";\n        armor = 500;\n        cost = 30000;\n    };\n    class Land_Bridge_01_F : Bridge_base_F\n    {\n        scope = 1;\n        model = \"\\A3\\Structures_F\\Bridges\\Bridge_01_F.p3d\";\n    };\n    class Land_Pier_doubleside_F : Bridge_base_F\n    {\n        scope = 2;\n        scopeCurator = 2;\n        displayName = \"Pier (Concrete)\";\n        model = \"\\A3\\Structures_F\\Naval\\Piers\\Pier_doubleside_F.p3d\";\n        editorSubcategory = \"EdSubcat_Seaports\";\n        icon = \"iconObject_3x1\";\n    };\n    class Land_Bridge_stone_asf2_25\n    {\n        model = \"\\Ca\\roads2\\bridge\\Bridge_stone_asf2_25.p3d\";\n        simulation = \"Road\";\n        armor = 50;\n        class Destruction\n        {\n            animations[] = {{\"ca\\roads2\\bridge\\data\\anim\\bridge_stone_asf2.rtm\",0.2,3}};\n        };\n    };\n\n    class Land_most_stred30\n    {\n        model = \"\\ca\\Roads\\most_stred30.p3d\";\n        simulation = \"Road\";\n        armor = 50;\n        destrType = \"destructBuilding\";\n        class Destruction\n        {\n            animations[] = {{\"ca\\Roads_rtm2\\Rtm\\most_pad_01.rtm\",0.2,17},{\"ca\\Roads_rtm2\\Rtm\\most_pad_02.rtm\",0.2,17},{\"ca\\Roads_rtm2\\Rtm\\most_pad_03.rtm\",0.2,17},{\"ca\\Roads_rtm2\\Rtm\\most_pad_04.rtm\",0.2,17},{\"ca\\Roads_rtm2\\Rtm\\most_pad_05.rtm\",0.2,17}};\n        };\n    };\n```\n\n#### House\n\n```cpp\n    class Proxy_Radio2\n    {\n        simulation = \"House\";\n        model = \"\\ca\\misc\\Radio2.p3d\";\n        autocenter = 0;\n        scope = 2;\n        scopeCurator = 2;\n        animated = 0;\n        reversed = 0;\n    };\n```\n\n#### EditCursor\n\n```cpp\n    class EditCursor\n    {\n        model = \"\\core\\cursor\\cursor.p3d\";\n        simulation = \"EditCursor\";\n    };\n```\n\n#### ObjView\n\n```cpp\n    class ObjView\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"ObjView\";\n    };\n```\n\n#### Temp\n\n```cpp\n    class Temp\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"Temp\";\n    };\n```\n\n#### RopeSegment\n\n```cpp\n    class RopeSegment\n    {\n        access = 0;\n        scope = 2;\n        displayName = \"\";\n        simulation = \"RopeSegment\";\n        autocenter = 0;\n        animated = 0;\n        model = \"\\A3\\Data_f\\proxies\\Rope\\rope.p3d\";\n    };\n```\n\n#### Camera\n\n```cpp\n    class Camera\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"Camera\";\n        crossHairs = \"\\A3\\ui_f\\data\\igui\\cfg\\nonaivehicles\\camera_ca.paa\";\n    };\n```\n\n#### CamConstruct\n\n```cpp\n    class CamConstruct\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"CamConstruct\";\n        radius = 125;\n        maxHAL = 30;\n        crossHairs = \"#(argb,8,8,3)color(1,1,1,1)\";\n    };\n```\n\n#### CamCurator\n\n```cpp\n    class CamCurator\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"CamCurator\";\n        radius = 125;\n        maxHAL = 30;\n        crossHairs = \"#(argb,8,8,3)color(1,1,1,1)\";\n    };\n```\n\n#### ProxySubpart\n\n```cpp\n    class ProxyBysta\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\";\n        simulation = \"ProxySubpart\";\n    };\n```\n\n#### Windsock\n\n```cpp\n    class ProxyWindsock_01_F\n    {\n        scope = 1;\n        model = \"\\A3\\Structures_F_Heli\\Ind\\Airport\\Windsock_01_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Windsock\";\n        cloth = \"Windsock\";\n    };\n```\n\n#### StreetLamp\n\n```cpp\n    class StreetLamp\n    {\n        model = \"\";\n        destrType = \"DestructTree\";\n        simulation = \"StreetLamp\";\n        animated = 0;\n        colorDiffuse[] = {0.9,0.8,0.6};\n        colorAmbient[] = {0.1,0.1,0.1};\n        brightness = 0.2;\n        class HitPoints\n        {\n            class HitBulb\n            {\n                armor = 1;\n                material = 60;\n                name = \"lampa\";\n                passThrough = 1;\n                explosionShielding = 1;\n            };\n        };\n        armorStructural = 1;\n        class Reflectors\n        {\n            class LampLight\n            {\n                color[] = {0.9,0.8,0.6,1};\n                ambient[] = {0.1,0.1,0.1,1};\n                position = \"Light\";\n                direction = \"\";\n                hitpoint = \"lampa\";\n                selection = \"\";\n                size = 0.5;\n                brightness = 0.2;\n            };\n            class Light_1\n            {\n                color[] = {1100,700,500};\n                ambient[] = {11,7,5};\n                intensity = 5;\n                size = 1;\n                innerAngle = 80;\n                outerAngle = 130;\n                coneFadeCoef = 3;\n                position = \"Light_1_pos\";\n                direction = \"Light_1_dir\";\n                hitpoint = \"Light_1_hitpoint\";\n                selection = \"Light_1_hide\";\n                useFlare = 1;\n                flareSize = 0.9;\n                flareMaxDistance = 100;\n                class Attenuation\n                {\n                    start = 0;\n                    constant = 0;\n                    linear = 0;\n                    quadratic = 0.8;\n                    hardLimitStart = 30;\n                    hardLimitEnd = 40;\n                };\n            };\n        };\n        aggregateReflectors[] = {{\"Light_1\"}};\n        armorLights = 1;\n    };\n```\n\n### Alphabetical Order\n\n#### A\n\n##### acceleration\n\nFloat: in m/s^2\n\nSee also CfgVehicles_Config_Reference#acceleration\n\n```cpp\nacceleration = 5;\nacceleration = 7;\nacceleration = 25;\n```\n\n##### access\n\nInteger:\n\nSee also CfgVehicles_Config_Reference#access\n\n```cpp\naccess = 0;\n```\n\n##### aggregateReflectors\n\nArray:\n\n```cpp\naggregateReflectors[] = {{\"Light_1\"}};\n```\n\n##### airFriction...\n\nArray:\n\nSee also CfgVehicles_Config_Reference#airFriction\n\n```cpp\nairFriction0[] = {200,20,60};\nairFriction0[] = {40,20,60};\n\nairFriction1[] = {1500,700,100};\nairFriction1[] = {7500,700,100};\n\nairFriction2[] = {125,12,2.5};\nairFriction2[] = {25,12,2.5};\n```\n\n##### animated\n\nBoolean:\n\n// insects have no animation, only birds\n\nSee also CfgVehicles_Config_Reference#animated\n\n```cpp\nanimated = 0;\nanimated = 1;\n```\n\n##### armor\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#armor (integer)\n\n```cpp\narmor = 50;\narmor = 500;\n```\n\n##### armorLights\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#armor...\n\n```cpp\narmorLights = 1;\n```\n\n##### armorStructural\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#armor...\n\n```cpp\narmorStructural = 1;\n```\n\n##### autoCenter\n\nBoolean:\n\nSee also CfgVehicles_Config_Reference#autocenter\n\n```cpp\nautoCenter = 0;\n```\n\n##### avgHeight\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#...Height\n\n```cpp\navgHeight = 0.2;\navgHeight = 0.3;\navgHeight = 1.2;\navgHeight = 10;\navgHeight = 70;\n```\n\n#### B\n\n##### brightness\n\nFloat:\n\n1 == light is full at 50 m\n\nSee also CfgVehicles_Config_Reference#brightness\n\n```cpp\nbrightness = 0.2;\n```\n\n#### C\n\n##### canBeShot\n\nBoolean:\n\nSee also CfgVehicles_Config_Reference#canBeShot\n\n```cpp\ncanBeShot = 0;\ncanBeShot = 1;\n```\n\n##### classes Embedded\n\nsee #Embedded ClassNames\n\n##### cloth\n\nString:\n\n```cpp\ncloth = \"Windsock\";\n```\n\n##### colorAmbient\n\nArray:\n\nSee also CfgVehicles_Config_Reference#ambient\n\n```cpp\ncolorAmbient[] = {0.1,0.1,0.1};\n```\n\n##### colorDiffuse\n\nArray:\n\n```cpp\ncolorDiffuse[] = {0.9,0.8,0.6};\n```\n\n##### cost\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#cost\n\n```cpp\ncost = 30000;\n```\n\n##### crewPosition\n\nString:\n\n```cpp\ncrewPosition = \"CPCargo\";\ncrewPosition = \"CPCommander\";\ncrewPosition = \"CPDriver\";\ncrewPosition = \"CPGunner\";\n```\n\n##### crossHairs\n\nString:\n\n```cpp\ncrossHairs = \"#(argb,8,8,3)color(1,1,1,1)\";\ncrossHairs = \"\\A3\\ui_f\\data\\igui\\cfg\\nonaivehicles\\camera_ca.paa\";\n```\n\n#### D\n\n##### destrType\n\nString:\n\nSee also CfgVehicles_Config_Reference#destrType\n\n```cpp\ndestrType = \"destructBuilding\";\ndestrType = \"DestructNo\";\ndestrType = \"DestructTree\";\n```\n\n##### displayName\n\nString:\n\nSee also CfgVehicles_Config_Reference#displayName\n\n```cpp\ndisplayName = \"Text\";\n```\n\n#### E\n\n##### editorSubcategory\n\nString:\n\nSee also CfgVehicles_Config_Reference#editorSubcategory\n\n```cpp\neditorSubcategory = \"EdSubcat_Seaports\";\n```\n\n##### Embedded ClassNames\n\n###### AttributeValues class\n\n```cpp\nclass AttributeValues\n{\n    size2[] = {5,5};\n    size3[] = {5,5,5};\n    IsRectangle = 1;\n};\n```\n\n###### Destruction class\n\n```cpp\nclass Destruction\n{\n    animations[] = {{\"ca\\Roads_rtm2\\Rtm\\most_pad_01.rtm\",0.2,17},{\"ca\\Roads_rtm2\\Rtm\\most_pad_02.rtm\",0.2,17},...};\n};\n```\n\n###### EventHandlers class\n\nSee also CfgVehicles_Config_Reference#EventHandlers... Class\n\n```cpp\nclass EventHandlers\n{\n    init = \"(_this select 0) call BIS_fnc_animalRandomization;\";\n};\n```\n\n###### HitPoints class\n\n```cpp\nclass HitPoints\n{\n    class HitBulb\n    {\n        armor = 1;\n        material = 60;\n        name = \"lampa\";\n        passThrough = 1;\n        explosionShielding = 1;\n    };\n};\n```\n\n###### Reflectors class\n\nSee also CfgVehicles_Config_Reference#Reflectors Class\n\n```cpp\nclass Reflectors\n{\n    class LampLight\n    {\n        color[] = {0.9,0.8,0.6,1};\n        ambient[] = {0.1,0.1,0.1,1};\n        position = \"Light\";\n        direction = \"\";\n        hitpoint = \"lampa\";\n        selection = \"\";\n        size = 0.5;\n        brightness = 0.2;\n    };\n    class Light_1\n    {\n        color[] = {1100,700,500};\n        ambient[] = {11,7,5};\n        intensity = 5;\n        size = 1;\n        innerAngle = 80;\n        outerAngle = 130;\n        coneFadeCoef = 3;\n        position = \"Light_1_pos\";\n        direction = \"Light_1_dir\";\n        hitpoint = \"Light_1_hitpoint\";\n        selection = \"Light_1_hide\";\n        useFlare = 1;\n        flareSize = 0.9;\n        flareMaxDistance = 100;\n        class Attenuation\n        {\n            start = 0;\n            constant = 0;\n            linear = 0;\n            quadratic = 0.8;\n            hardLimitStart = 30;\n            hardLimitEnd = 40;\n        };\n    };\n};\n```\n\n#### F\n\n##### flySound\n\nArray:\n\nSee also CfgVehicles_Config_Reference#Sounds Various\n\n```cpp\nflySound[] = {\"\\A3\\sounds_f\\dummysound\",0.001,1,1};\n```\n\n##### fsm\n\nArray:\n\n```cpp\nfsm[] = {\"Butterfly\"};\nfsm[] = {\"Dragonfly\"};\nfsm[] = {\"HoneyBee\"};\n```\n\n#### H\n\n##### hiddenSelections\n\nArray:\n\nSee also CfgVehicles_Config_Reference#hiddenSelections\n\n```cpp\nhiddenSelections[] = {\"Camo1\",\"Camo2\",\"Camo3\"};\n```\n\n#### I\n\n##### icon\n\nString:\n\nSee also CfgVehicles_Config_Reference#icon\n\n```cpp\nicon = \"\\a3\\Ui_f\\data\\IGUI\\Cfg\\IslandMap\\iconSensor_ca.paa\";\nicon = \"iconObject_3x1\";\n```\n\n##### inventoryType\n\nString:\n\n```cpp\ninventoryType = \"Backpack\";\ninventoryType = \"EarPhones\";\ninventoryType = \"Goggles\";\ninventoryType = \"Handgun\";\ninventoryType = \"Headgear\";\ninventoryType = \"HMD\";\ninventoryType = \"LeftHand\";\ninventoryType = \"PistolHolstered\";\ninventoryType = \"RightHand\";\ninventoryType = \"Vest\";\n```\n\n#### M\n\n##### maxHAL\n\nFloat: camera max. height above land\n\n```cpp\nmaxHAL = 30;\n```\n\n##### maxHeight\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#...Height\n\n```cpp\nmaxHeight = 1.5;\nmaxHeight = 1;\nmaxHeight = 2;\nmaxHeight = 50;\nmaxHeight = 80;\n```\n\n##### maxSpeed\n\nFloat: in m/s\n\nSee also CfgVehicles_Config_Reference#...Speed\n\n```cpp\nmaxSpeed = 0.2;\nmaxSpeed = 1;\nmaxSpeed = 5;\nmaxSpeed = 20;\n```\n\n##### minHeight\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#...Height\n\n```cpp\nminHeight = -0.1;// allow landing\nminHeight = 5;\nminHeight = 60;\n```\n\n##### minSpeed\n\nFloat: in m/s\n\nSee also CfgVehicles_Config_Reference#...Speed\n\n```cpp\nminSpeed = -0.1;\nminSpeed = -0.5;\n```\n\n##### model\n\nString:\n\nSee also CfgVehicles_Config_Reference#model\n\n```cpp\nmodel = \"\\A3\\Weapons_F\\empty.p3d\";\n```\n\n##### models\n\nArray:\n\n```cpp\nmodels[] = {};\n```\n\n##### moves\n\nString:\n\nSee also CfgVehicles_Config_Reference#moves\n\n```cpp\nmoves = \"CfgMovesBird\";\nmoves = \"CfgMovesButterfly\";\n```\n\n#### R\n\n##### radius\n\nFloat: camera construction radius\n\n```cpp\nradius = 125;\n```\n\n##### reversed\n\nBoolean:\n\nSee also CfgVehicles_Config_Reference#reversed\n\n```cpp\nreversed = 0;\nreversed = 1;\n```\n\n#### S\n\n##### scope\n\nInteger:\n\nSee also CfgVehicles_Config_Reference#scope\n\n```cpp\nscope = 0;\nscope = 1;\nscope = 2;\n```\n\n##### scopeCurator\n\nInteger:\n\n```cpp\nscopeCurator = 0;\nscopeCurator = 2;\n```\n\n##### selectionFabric\n\nString:\n\nSee also CfgVehicles_Config_Reference#selection...\n\n```cpp\nselectionFabric = \"\";\nselectionFabric = \"cloth\";\nselectionFabric = \"latka\";\n```\n\n##### shadow\n\nBoolean:\n\n```cpp\nshadow = 1;\n```\n\n##### simulation\n\nString:\n\nSee also CfgVehicles_Config_Reference#simulation\n\n```cpp\nsimulation = \"AlwaysHide\";\nsimulation = \"AlwaysShow\";\nsimulation = \"CamConstruct\";\nsimulation = \"CamCurator\";\nsimulation = \"Camera\";\nsimulation = \"Detector\";\nsimulation = \"EditCursor\";\nsimulation = \"Flag\";\nsimulation = \"House\";\nsimulation = \"Magazine\";\nsimulation = \"Maverickweapon\";\nsimulation = \"ObjView\";\nsimulation = \"ProxyCrew\";\nsimulation = \"ProxyHeadgear\";\nsimulation = \"ProxyInventoryOld\";\nsimulation = \"ProxyRadio\";\nsimulation = \"ProxyRetex\";\nsimulation = \"ProxySecWeapon\";\nsimulation = \"ProxySubpart\";\nsimulation = \"ProxyWeapon\";\nsimulation = \"Pylonpod\";\nsimulation = \"RandomShape\";\nsimulation = \"Road\";\nsimulation = \"RopeSegment\";\nsimulation = \"SeaGull\";\nsimulation = \"StreetLamp\";\nsimulation = \"Temp\";\nsimulation = \"Windsock\";\n```\n\n##### singSound\n\nArray:\n\nSee also CfgVehicles_Config_Reference#Sounds Various\n\n```cpp\nsingSound[] = {\"A3\\Sounds_F\\environment\\animals\\birds\\seagul1\",0.891251,1,200};\n```\n\n##### straightDistance\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#straightDistance\n\n```cpp\nstraightDistance = 0.5;\nstraightDistance = 2;\nstraightDistance = 10;\nstraightDistance = 50;\n```\n\n#### T\n\n##### turning\n\nFloat: angular acceleration - relative (the higher, the more maneuvrable)\n\nSee also CfgVehicles_Config_Reference#turning\n\n```cpp\nturning = 1;\nturning = 2;\nturning = 5;\n```","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> For the basics, see also CfgVehicles Config Reference."},{"heading":"References","level":3,"markdown":"Weapon magazines:\n\n- Arma 3: Magazine Proxies - CfgNonAIVehicles\n\nMissiles on planes:\n\n- Arma 3: Vehicle Loadouts - CfgNonAIVehicles: simulation: pylonpod\n- [https://forums.bohemia.net/forums/topic/208673-how-to-make-missile-proxys-disappear-when-fired-from-an-aircraft/](https://forums.bohemia.net/forums/topic/208673-how-to-make-missile-proxys-disappear-when-fired-from-an-aircraft/)\n- [https://forums.bohemia.net/forums/topic/144184-proxy-problem/](https://forums.bohemia.net/forums/topic/144184-proxy-problem/)\n- [https://forums.bohemia.net/forums/topic/67825-cfgnonaivehicles/](https://forums.bohemia.net/forums/topic/67825-cfgnonaivehicles/)\n- [https://forums.bohemia.net/forums/topic/19973-problem-with-missile-proxies/](https://forums.bohemia.net/forums/topic/19973-problem-with-missile-proxies/)\n- [https://forums.bohemia.net/forums/topic/86983-missile-proxy-not-visible-ingame/](https://forums.bohemia.net/forums/topic/86983-missile-proxy-not-visible-ingame/)\n\nMissiles on non planes:\n\n- [https://forums.bohemia.net/forums/topic/199973-solved-cannot-get-a-proxy-missile-working/](https://forums.bohemia.net/forums/topic/199973-solved-cannot-get-a-proxy-missile-working/)\n- [https://forums.bohemia.net/forums/topic/174197-turrets-proxy/](https://forums.bohemia.net/forums/topic/174197-turrets-proxy/)\n\nAmmoboxes and fuel cans on vehicles:\n\n- [https://forums.bohemia.net/forums/topic/43708-nonai-vehicles/](https://forums.bohemia.net/forums/topic/43708-nonai-vehicles/)\n- [https://forums.bohemia.net/forums/topic/38589-custom-ammobox-proxies/](https://forums.bohemia.net/forums/topic/38589-custom-ammobox-proxies/)\n\nNVGs:\n\n- [https://forums.bohemia.net/forums/topic/106778-how-to-make-new-nvg/](https://forums.bohemia.net/forums/topic/106778-how-to-make-new-nvg/)\n- [https://forums.bohemia.net/forums/topic/116645-proxy-question/](https://forums.bohemia.net/forums/topic/116645-proxy-question/)\n\nStreet lights and bridges:\n\n- [https://forums.bohemia.net/forums/topic/93959-adding-proxysproxy-config/](https://forums.bohemia.net/forums/topic/93959-adding-proxysproxy-config/)\n- [https://forums.bohemia.net/forums/topic/24583-street-lights/](https://forums.bohemia.net/forums/topic/24583-street-lights/) (pre Arma 3)\n\nAnimals:\n\n- [https://forums.bohemia.net/forums/topic/31703-reskinning-a-seagull/](https://forums.bohemia.net/forums/topic/31703-reskinning-a-seagull/)\n\nTriggers:\n\n- createTrigger\n- create3DENEntity\n- [http://killzonekid.com/arma-scripting-tutorials-triggers/](http://killzonekid.com/arma-scripting-tutorials-triggers/)\n- [https://forums.bohemia.net/forums/topic/185635-how-to-determine-object-type-from-object-name/](https://forums.bohemia.net/forums/topic/185635-how-to-determine-object-type-from-object-name/)"},{"heading":"Simulations","level":3,"markdown":""},{"heading":"Detector","level":4,"markdown":"```cpp\n    class EmptyDetector\n    {\n        scope = 2;\n        simulation = \"Detector\";\n        model = \"\";\n        selectionFabric = \"latka\";\n        icon = \"\\a3\\Ui_f\\data\\IGUI\\Cfg\\IslandMap\\iconSensor_ca.paa\";\n        displayName = \"Trigger\";\n        class AttributeValues\n        {\n            size2[] = {0,0};\n            size3[] = {0,0,-1};\n        };\n    };\n    class EmptyDetectorArea10x10 : EmptyDetector\n    {\n        displayName = \"Trigger (10x10x10 m)\";\n        class AttributeValues\n        {\n            size2[] = {5,5};\n            size3[] = {5,5,5};\n            IsRectangle = 1;\n        };\n    };\n```"},{"heading":"Flag","level":4,"markdown":"```cpp\n    class Editor_Proxy_Composition\n    {\n        scope = 1;\n        model = \"\\A3\\editor_f\\data\\composition_proxy\\composition_proxy\";\n        displayName = \"Editor proxy - Object composition\";\n        autocenter = 0;\n        reversed = 0;\n        animated = 0;\n        simulation = \"Flag\";\n        selectionFabric = \"\";\n    };\n```"},{"heading":"SeaGull","level":4,"markdown":"```cpp\n    class Bird\n    {\n        scope = 0;\n        model = \"\";\n        animated = 0;\n        simulation = \"SeaGull\";\n        reversed = 0;\n        minHeight = 5;\n        avgHeight = 10;\n        maxHeight = 50;\n        minSpeed = -0.5;\n        maxSpeed = 20;\n        acceleration = 7;\n        turning = 1;\n        straightDistance = 50;\n        flySound[] = {\"\",0.0316228,1,1};\n        singSound[] = {\"\",0.0316228,1,1};\n        canBeShot = 1;\n        airFriction2[] = {25,12,2.5};\n        airFriction1[] = {1500,700,100};\n        airFriction0[] = {40,20,60};\n    };\n    class SeaGull : Bird\n    {\n        scope = 2;\n        reversed = 0;\n        htMin = 60;\n        htMax = 1800;\n        afMax = 30;\n        mfMax = 0;\n        mFact = 1;\n        tBody = 37;\n        model = \"\\A3\\Animals_F\\Seagull\\Seagull.p3d\";\n        singSound[] = {\"A3\\Sounds_F\\environment\\animals\\birds\\seagul1\",0.891251,1,200};\n        moves = \"CfgMovesBird\";\n        canBeShot = 0;\n    };\n    class Kestrel_Random_F : Bird\n    {\n        model = \"\\A3\\Animals_F\\kestrel\\kestrel_F.p3d\";\n        singSound[] = {\"A3\\sounds_f\\dummysound\",0.00177828,1,1};\n        moves = \"CfgMovesBird\";\n        minHeight = 60;\n        avgHeight = 70;\n        maxHeight = 80;\n    };\n\n    class Insect : Bird\n    {\n        animated = 0;\n        minHeight = -0.1;\n        avgHeight = 1.2;\n        maxHeight = 2;\n        minSpeed = -0.1;\n        maxSpeed = 5;\n        acceleration = 25;\n        straightDistance = 2;\n        turning = 2;\n        flySound[] = {\"\",0.0316228,1,1};\n        singSound[] = {\"\",0.0316228,1,1};\n        canBeShot = 0;\n        airFriction2[] = {125,12,2.5};\n        airFriction1[] = {7500,700,100};\n        airFriction0[] = {200,20,60};\n    };\n    class DragonFly : Insect\n    {\n        model = \"\\A3\\Animals_f\\dragonfly.p3d\";\n        flySound[] = {\"\\A3\\sounds_f\\dummysound\",0.000562341,1,1};\n        fsm[] = {\"Dragonfly\"};\n        straightDistance = 10;\n        maxSpeed = 5;\n    };\n    class FireFly : Insect\n    {\n        model = \"\\A3\\Animals_f\\firefly.p3d\";\n        flySound[] = {\"\\A3\\sounds_f\\dummysound\",0.000562341,1,1};\n        fsm[] = {\"Butterfly\"};\n        minHeight = -0.1;\n        avgHeight = 0.3;\n        maxHeight = 1.5;\n        minSpeed = -0.1;\n        maxSpeed = 1;\n        acceleration = 5;\n        straightDistance = 10;\n    };\n    class ButterFly_random : Insect\n    {\n        model = \"\\A3\\animals_f\\butterfly.p3d\";\n        fsm[] = {\"Butterfly\"};\n        moves = \"CfgMovesButterfly\";\n        minHeight = -0.1;\n        avgHeight = 0.3;\n        maxHeight = 1.5;\n        minSpeed = -0.1;\n        maxSpeed = 1;\n        acceleration = 5;\n        straightDistance = 2;\n        turning = 5;\n        reversed = 0;\n        autocenter = 0;\n        class EventHandlers\n        {\n            init = \"(_this select 0) call BIS_fnc_animalRandomization;\";\n        };\n    };\n    class HoneyBee : Insect\n    {\n        flySound[] = {\"\\A3\\sounds_f\\dummysound\",0.001,1,1};\n        model = \"\\A3\\animals_f\\honeybee.p3d\";\n        minSpeed = -0.1;\n        maxSpeed = 0.2;\n        minHeight = -0.1;\n        avgHeight = 0.2;\n        maxHeight = 1;\n        fsm[] = {\"HoneyBee\"};\n        reversed = 0;\n        straightDistance = 0.5;\n    };\n```"},{"heading":"ProxyWeapon","level":4,"markdown":"```cpp\n    class ProxyWeapon\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"ProxyWeapon\";\n    };\n```"},{"heading":"Magazine","level":4,"markdown":"```cpp\n    class ProxyMagazineSlot : ProxyWeapon\n    {\n        model = \"\";\n        simulation = \"Magazine\";\n    };\n```"},{"heading":"ProxyRadio","level":4,"markdown":"```cpp\n    class ProxyRadio_proxy : ProxyWeapon\n    {\n        simulation = \"Proxyradio\";\n    };\n```"},{"heading":"ProxyHeadgear","level":4,"markdown":"```cpp\n    class ProxyHeadGear_proxy : ProxyWeapon\n    {\n        simulation = \"Proxyheadgear\";\n    };\n```"},{"heading":"Maverickweapon","level":4,"markdown":"```cpp\n    class ProxyBomb_01_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F\\Ammo\\Bomb_01_F\";\n        simulation = \"Maverickweapon\";\n    };\n\n    class ProxyMissile_AT_03_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F\\Ammo\\Missile_AT_03_F\";\n        simulation = \"Maverickweapon\";\n    };\n\n    class ProxyRocket_03_AP_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F_EPC\\Ammo\\Rocket_03_AP_F.p3d\";\n        simulation = \"Maverickweapon\";\n    };\n```"},{"heading":"Pylonpod","level":4,"markdown":"```cpp\n    class ProxyPylonPod_3x_Missile_AGM_02_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F\\DynamicLoadout\\PylonPod_1x_Missile_AGM_02_F.p3d\";\n        simulation = \"Pylonpod\";\n    };\n```"},{"heading":"ProxySecWeapon","level":4,"markdown":"```cpp\n    class ProxySecWeapon\n    {\n        autocenter = 0;\n        scope = 2;\n        scopeCurator = 2;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"ProxySecWeapon\";\n    };\n\n    class ProxyLauncher\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"ProxySecWeapon\";\n    };\n```"},{"heading":"ProxyInventoryOld","level":4,"markdown":"```cpp\n    class ProxyPistol\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Handgun\";\n    };\n\n    class ProxyPistol_holstered\n    {\n        autocenter = 0;\n        scope = 1;\n        reversed = 1;\n        animated = 1;\n        model = \"\\A3\\Characters_F\\Proxies\\pistol_holstered\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"PistolHolstered\";\n    };\n    class ProxyRightHand\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"RightHand\";\n    };\n\n    class ProxyLeftHand\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"LeftHand\";\n    };\n    class ProxyDalekohled_Proxy : ProxyLeftHand\n    {\n    };\n    class ProxyBinoculars : ProxyLeftHand\n    {\n    };\n\n    class ProxyEquipment\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\\A3\\characters_f\\ProxyModels\\equipmentVest\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Vest\";\n    };\n\n    class ProxyHeadgear\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Headgear\";\n    };\n\n    class ProxyHMD\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"HMD\";\n    };\n\n    class ProxyGoggles\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Goggles\";\n    };\n    class ProxyGlasses : ProxyGoggles\n    {\n        model = \"\\A3\\Characters_F\\Proxies\\glasses\";\n    };\n    class ProxyNVG_Proxy : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Proxy\";\n    };\n    class ProxyNVG : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Proxy\";\n    };\n    class ProxyNVG_Head : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head\";\n    };\n    class ProxyNVG_Head_Big : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_Big\";\n    };\n    class ProxyNVG_Head_R : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_R\";\n    };\n    class ProxyNVG_Head_C : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_C\";\n    };\n    class ProxyNVG_Head_S : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_S\";\n    };\n\n    class ProxyEarPhones\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"EarPhones\";\n    };\n\n    class Proxyus_bag\n    {\n        reversed = 1;\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Backpack\";\n    };\n    class ProxyBackpack : Proxyus_bag\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\\A3\\Characters_F\\Proxies\\backpack\";\n    };\n```"},{"heading":"AlwaysHide","level":4,"markdown":"```cpp\n    class ProxyHide\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        simulation = \"AlwaysHide\";\n    };\n```"},{"heading":"AlwaysShow","level":4,"markdown":"```cpp\n    class ProxyWreck\n    {\n        autocenter = 0;\n        scope = 0;\n        animated = 0;\n        model = \"\";\n        simulation = \"AlwaysShow\";\n    };\n\n    class ProxyAmmoInTruck\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"AlwaysShow\";\n    };\n\n    class Proxy_hrusen2\n    {\n        model = \"\\ca\\plants\\hrusen2.p3d\";\n        autocenter = 0;\n        scope = 2;\n        animated = 1;\n        reversed = 0;\n        simulation = \"AlwaysShow\";\n    };\n```"},{"heading":"ProxyRetex","level":4,"markdown":"```cpp\n    class ProxyRetex\n    {\n        autocenter = 0;\n        scope = 0;\n        animated = 0;\n        model = \"\";\n        simulation = \"Proxyretex\";\n        hiddenSelections[] = {};\n    };\n    class proxyAPC_Tracked_02_cannon_wreck_F : ProxyRetex\n    {\n        model = \"\\A3\\Armor_F_Beta\\APC_Tracked_02\\APC_Tracked_02_cannon_wreck_F.p3d\";\n        hiddenSelections[] = {\"Camo1\",\"Camo2\",\"Camo3\"};\n    };\n```"},{"heading":"ProxyCrew","level":4,"markdown":"```cpp\n    class ProxyCrew\n    {\n        autocenter = 0;\n        scope = 1;\n        model = \"\";\n        shadow = 1;\n        simulation = \"Proxycrew\";\n        crewPosition = \"CPDriver\";\n    };\n\n    class ProxyCommander : ProxyCrew\n    {\n        crewPosition = \"CPCommander\";\n    };\n    class ProxyCommanderOut : ProxyCommander\n    {\n    };\n    class ProxyBasicSittingCommander : ProxyCommander\n    {\n    };\n    class ProxyBasicStandingCommander : ProxyCommander\n    {\n    };\n\n    class ProxyDriver : ProxyCrew\n    {\n        crewPosition = \"CPDriver\";\n    };\n    class ProxyDriverOut : ProxyDriver\n    {\n    };\n    class ProxyBasicSittingDriver : ProxyDriver\n    {\n    };\n    class ProxyBasicStandingDriver : ProxyDriver\n    {\n    };\n    class ProxyBasicMotoDriver : ProxyDriver\n    {\n    };\n    class ProxyPilot : ProxyDriver\n    {\n    };\n    class ProxyParasutista : ProxyDriver\n    {\n    };\n\n    class ProxyGunner : ProxyCrew\n    {\n        crewPosition = \"CPGunner\";\n    };\n    class ProxyGunnerOut : ProxyGunner\n    {\n    };\n    class ProxyBasicSittingGunner : ProxyGunner\n    {\n    };\n    class ProxyBasicStandingGunner : ProxyGunner\n    {\n    };\n    class ProxyGunner01 : ProxyGunner\n    {\n    };\n    class ProxyGunner02 : ProxyGunner\n    {\n    };\n\n    class ProxyCargo : ProxyCrew\n    {\n        crewPosition = \"CPCargo\";\n    };\n    class ProxyCargoStanding : ProxyCargo\n    {\n    };\n    class ProxyBasicSittingCargo : ProxyCargo\n    {\n    };\n    class ProxyBasicStandingCargo : ProxyCargo\n    {\n    };\n    class ProxyCargo01 : ProxyCargo\n    {\n    };\n    class ProxyCargo02 : ProxyCargo\n    {\n    };\n    class ProxyCargo03 : ProxyCargo\n    {\n    };\n    class ProxyCargo04 : ProxyCargo\n    {\n    };\n```"},{"heading":"Flag","level":4,"markdown":"```cpp\n    class ProxyFlag\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        shadow = 1;\n        simulation = \"Flag\";\n        model = \"\\A3\\Characters_F\\Proxies\\flag\";\n        selectionFabric = \"cloth\";\n    };\n    class ProxyFlag_soldier : ProxyFlag\n    {\n        model = \"\\A3\\characters_f\\flag_soldier\";\n    };\n    class ProxyPlane_Flag_F : ProxyFlag\n    {\n        model = \"\\A3\\Air_F\\Data\\Plane_Flag_F\";\n        selectionFabric = \"cloth\";\n    };\n    class ProxyPlane_Flag_big_F : ProxyFlag\n    {\n        model = \"\\A3\\Air_F\\Data\\Plane_Flag_big_F\";\n        selectionFabric = \"cloth\";\n    };\n\n    class ProxyFlag_F\n    {\n        scope = 1;\n        model = \"\\a3\\Structures_F\\Mil\\Flags\\Flag_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Flag\";\n    };\n    class ProxyFlag_Asym_F : ProxyFlag_F\n    {\n        model = \"\\a3\\Structures_F\\Mil\\Flags\\Flag_Asym_F.p3d\";\n    };\n\n    class ProxyShipFlag_F\n    {\n        scope = 1;\n        model = \"\\A3\\Boat_F_Destroyer\\Destroyer_01\\ShipFlag_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Flag\";\n    };\n\n    class ProxyFlagChecked_proxy_F\n    {\n        scope = 1;\n        model = \"\\A3\\Signs_F\\SignSpecial\\FlagChecked_proxy_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Flag\";\n    };\n```"},{"heading":"RandomShape","level":4,"markdown":"```cpp\n    class RandomShape\n    {\n        models[] = {};\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"RandomShape\";\n    };\n```"},{"heading":"Road","level":4,"markdown":"```cpp\n    class Bridge_base_F\n    {\n        class Destruction\n        {\n            animations[] = {};\n        };\n        scope = 0;\n        scopeCurator = 0;\n        displayName = \"Bridge\";\n        model = \"\\A3\\Weapons_F\\empty.p3d\";\n        destrType = \"DestructNo\";\n        simulation = \"Road\";\n        armor = 500;\n        cost = 30000;\n    };\n    class Land_Bridge_01_F : Bridge_base_F\n    {\n        scope = 1;\n        model = \"\\A3\\Structures_F\\Bridges\\Bridge_01_F.p3d\";\n    };\n    class Land_Pier_doubleside_F : Bridge_base_F\n    {\n        scope = 2;\n        scopeCurator = 2;\n        displayName = \"Pier (Concrete)\";\n        model = \"\\A3\\Structures_F\\Naval\\Piers\\Pier_doubleside_F.p3d\";\n        editorSubcategory = \"EdSubcat_Seaports\";\n        icon = \"iconObject_3x1\";\n    };\n    class Land_Bridge_stone_asf2_25\n    {\n        model = \"\\Ca\\roads2\\bridge\\Bridge_stone_asf2_25.p3d\";\n        simulation = \"Road\";\n        armor = 50;\n        class Destruction\n        {\n            animations[] = {{\"ca\\roads2\\bridge\\data\\anim\\bridge_stone_asf2.rtm\",0.2,3}};\n        };\n    };\n\n    class Land_most_stred30\n    {\n        model = \"\\ca\\Roads\\most_stred30.p3d\";\n        simulation = \"Road\";\n        armor = 50;\n        destrType = \"destructBuilding\";\n        class Destruction\n        {\n            animations[] = {{\"ca\\Roads_rtm2\\Rtm\\most_pad_01.rtm\",0.2,17},{\"ca\\Roads_rtm2\\Rtm\\most_pad_02.rtm\",0.2,17},{\"ca\\Roads_rtm2\\Rtm\\most_pad_03.rtm\",0.2,17},{\"ca\\Roads_rtm2\\Rtm\\most_pad_04.rtm\",0.2,17},{\"ca\\Roads_rtm2\\Rtm\\most_pad_05.rtm\",0.2,17}};\n        };\n    };\n```"},{"heading":"House","level":4,"markdown":"```cpp\n    class Proxy_Radio2\n    {\n        simulation = \"House\";\n        model = \"\\ca\\misc\\Radio2.p3d\";\n        autocenter = 0;\n        scope = 2;\n        scopeCurator = 2;\n        animated = 0;\n        reversed = 0;\n    };\n```"},{"heading":"EditCursor","level":4,"markdown":"```cpp\n    class EditCursor\n    {\n        model = \"\\core\\cursor\\cursor.p3d\";\n        simulation = \"EditCursor\";\n    };\n```"},{"heading":"ObjView","level":4,"markdown":"```cpp\n    class ObjView\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"ObjView\";\n    };\n```"},{"heading":"Temp","level":4,"markdown":"```cpp\n    class Temp\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"Temp\";\n    };\n```"},{"heading":"RopeSegment","level":4,"markdown":"```cpp\n    class RopeSegment\n    {\n        access = 0;\n        scope = 2;\n        displayName = \"\";\n        simulation = \"RopeSegment\";\n        autocenter = 0;\n        animated = 0;\n        model = \"\\A3\\Data_f\\proxies\\Rope\\rope.p3d\";\n    };\n```"},{"heading":"Camera","level":4,"markdown":"```cpp\n    class Camera\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"Camera\";\n        crossHairs = \"\\A3\\ui_f\\data\\igui\\cfg\\nonaivehicles\\camera_ca.paa\";\n    };\n```"},{"heading":"CamConstruct","level":4,"markdown":"```cpp\n    class CamConstruct\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"CamConstruct\";\n        radius = 125;\n        maxHAL = 30;\n        crossHairs = \"#(argb,8,8,3)color(1,1,1,1)\";\n    };\n```"},{"heading":"CamCurator","level":4,"markdown":"```cpp\n    class CamCurator\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"CamCurator\";\n        radius = 125;\n        maxHAL = 30;\n        crossHairs = \"#(argb,8,8,3)color(1,1,1,1)\";\n    };\n```"},{"heading":"ProxySubpart","level":4,"markdown":"```cpp\n    class ProxyBysta\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\";\n        simulation = \"ProxySubpart\";\n    };\n```"},{"heading":"Windsock","level":4,"markdown":"```cpp\n    class ProxyWindsock_01_F\n    {\n        scope = 1;\n        model = \"\\A3\\Structures_F_Heli\\Ind\\Airport\\Windsock_01_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Windsock\";\n        cloth = \"Windsock\";\n    };\n```"},{"heading":"StreetLamp","level":4,"markdown":"```cpp\n    class StreetLamp\n    {\n        model = \"\";\n        destrType = \"DestructTree\";\n        simulation = \"StreetLamp\";\n        animated = 0;\n        colorDiffuse[] = {0.9,0.8,0.6};\n        colorAmbient[] = {0.1,0.1,0.1};\n        brightness = 0.2;\n        class HitPoints\n        {\n            class HitBulb\n            {\n                armor = 1;\n                material = 60;\n                name = \"lampa\";\n                passThrough = 1;\n                explosionShielding = 1;\n            };\n        };\n        armorStructural = 1;\n        class Reflectors\n        {\n            class LampLight\n            {\n                color[] = {0.9,0.8,0.6,1};\n                ambient[] = {0.1,0.1,0.1,1};\n                position = \"Light\";\n                direction = \"\";\n                hitpoint = \"lampa\";\n                selection = \"\";\n                size = 0.5;\n                brightness = 0.2;\n            };\n            class Light_1\n            {\n                color[] = {1100,700,500};\n                ambient[] = {11,7,5};\n                intensity = 5;\n                size = 1;\n                innerAngle = 80;\n                outerAngle = 130;\n                coneFadeCoef = 3;\n                position = \"Light_1_pos\";\n                direction = \"Light_1_dir\";\n                hitpoint = \"Light_1_hitpoint\";\n                selection = \"Light_1_hide\";\n                useFlare = 1;\n                flareSize = 0.9;\n                flareMaxDistance = 100;\n                class Attenuation\n                {\n                    start = 0;\n                    constant = 0;\n                    linear = 0;\n                    quadratic = 0.8;\n                    hardLimitStart = 30;\n                    hardLimitEnd = 40;\n                };\n            };\n        };\n        aggregateReflectors[] = {{\"Light_1\"}};\n        armorLights = 1;\n    };\n```"},{"heading":"Alphabetical Order","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"acceleration","level":5,"markdown":"Float: in m/s^2\n\nSee also CfgVehicles_Config_Reference#acceleration\n\n```cpp\nacceleration = 5;\nacceleration = 7;\nacceleration = 25;\n```"},{"heading":"access","level":5,"markdown":"Integer:\n\nSee also CfgVehicles_Config_Reference#access\n\n```cpp\naccess = 0;\n```"},{"heading":"aggregateReflectors","level":5,"markdown":"Array:\n\n```cpp\naggregateReflectors[] = {{\"Light_1\"}};\n```"},{"heading":"airFriction...","level":5,"markdown":"Array:\n\nSee also CfgVehicles_Config_Reference#airFriction\n\n```cpp\nairFriction0[] = {200,20,60};\nairFriction0[] = {40,20,60};\n\nairFriction1[] = {1500,700,100};\nairFriction1[] = {7500,700,100};\n\nairFriction2[] = {125,12,2.5};\nairFriction2[] = {25,12,2.5};\n```"},{"heading":"animated","level":5,"markdown":"Boolean:\n\n// insects have no animation, only birds\n\nSee also CfgVehicles_Config_Reference#animated\n\n```cpp\nanimated = 0;\nanimated = 1;\n```"},{"heading":"armor","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#armor (integer)\n\n```cpp\narmor = 50;\narmor = 500;\n```"},{"heading":"armorLights","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#armor...\n\n```cpp\narmorLights = 1;\n```"},{"heading":"armorStructural","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#armor...\n\n```cpp\narmorStructural = 1;\n```"},{"heading":"autoCenter","level":5,"markdown":"Boolean:\n\nSee also CfgVehicles_Config_Reference#autocenter\n\n```cpp\nautoCenter = 0;\n```"},{"heading":"avgHeight","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#...Height\n\n```cpp\navgHeight = 0.2;\navgHeight = 0.3;\navgHeight = 1.2;\navgHeight = 10;\navgHeight = 70;\n```"},{"heading":"B","level":4,"markdown":""},{"heading":"brightness","level":5,"markdown":"Float:\n\n1 == light is full at 50 m\n\nSee also CfgVehicles_Config_Reference#brightness\n\n```cpp\nbrightness = 0.2;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"canBeShot","level":5,"markdown":"Boolean:\n\nSee also CfgVehicles_Config_Reference#canBeShot\n\n```cpp\ncanBeShot = 0;\ncanBeShot = 1;\n```"},{"heading":"classes Embedded","level":5,"markdown":"see #Embedded ClassNames"},{"heading":"cloth","level":5,"markdown":"String:\n\n```cpp\ncloth = \"Windsock\";\n```"},{"heading":"colorAmbient","level":5,"markdown":"Array:\n\nSee also CfgVehicles_Config_Reference#ambient\n\n```cpp\ncolorAmbient[] = {0.1,0.1,0.1};\n```"},{"heading":"colorDiffuse","level":5,"markdown":"Array:\n\n```cpp\ncolorDiffuse[] = {0.9,0.8,0.6};\n```"},{"heading":"cost","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#cost\n\n```cpp\ncost = 30000;\n```"},{"heading":"crewPosition","level":5,"markdown":"String:\n\n```cpp\ncrewPosition = \"CPCargo\";\ncrewPosition = \"CPCommander\";\ncrewPosition = \"CPDriver\";\ncrewPosition = \"CPGunner\";\n```"},{"heading":"crossHairs","level":5,"markdown":"String:\n\n```cpp\ncrossHairs = \"#(argb,8,8,3)color(1,1,1,1)\";\ncrossHairs = \"\\A3\\ui_f\\data\\igui\\cfg\\nonaivehicles\\camera_ca.paa\";\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"destrType","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#destrType\n\n```cpp\ndestrType = \"destructBuilding\";\ndestrType = \"DestructNo\";\ndestrType = \"DestructTree\";\n```"},{"heading":"displayName","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#displayName\n\n```cpp\ndisplayName = \"Text\";\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"editorSubcategory","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#editorSubcategory\n\n```cpp\neditorSubcategory = \"EdSubcat_Seaports\";\n```"},{"heading":"Embedded ClassNames","level":5,"markdown":""},{"heading":"AttributeValues class","level":6,"markdown":"```cpp\nclass AttributeValues\n{\n    size2[] = {5,5};\n    size3[] = {5,5,5};\n    IsRectangle = 1;\n};\n```"},{"heading":"Destruction class","level":6,"markdown":"```cpp\nclass Destruction\n{\n    animations[] = {{\"ca\\Roads_rtm2\\Rtm\\most_pad_01.rtm\",0.2,17},{\"ca\\Roads_rtm2\\Rtm\\most_pad_02.rtm\",0.2,17},...};\n};\n```"},{"heading":"EventHandlers class","level":6,"markdown":"See also CfgVehicles_Config_Reference#EventHandlers... Class\n\n```cpp\nclass EventHandlers\n{\n    init = \"(_this select 0) call BIS_fnc_animalRandomization;\";\n};\n```"},{"heading":"HitPoints class","level":6,"markdown":"```cpp\nclass HitPoints\n{\n    class HitBulb\n    {\n        armor = 1;\n        material = 60;\n        name = \"lampa\";\n        passThrough = 1;\n        explosionShielding = 1;\n    };\n};\n```"},{"heading":"Reflectors class","level":6,"markdown":"See also CfgVehicles_Config_Reference#Reflectors Class\n\n```cpp\nclass Reflectors\n{\n    class LampLight\n    {\n        color[] = {0.9,0.8,0.6,1};\n        ambient[] = {0.1,0.1,0.1,1};\n        position = \"Light\";\n        direction = \"\";\n        hitpoint = \"lampa\";\n        selection = \"\";\n        size = 0.5;\n        brightness = 0.2;\n    };\n    class Light_1\n    {\n        color[] = {1100,700,500};\n        ambient[] = {11,7,5};\n        intensity = 5;\n        size = 1;\n        innerAngle = 80;\n        outerAngle = 130;\n        coneFadeCoef = 3;\n        position = \"Light_1_pos\";\n        direction = \"Light_1_dir\";\n        hitpoint = \"Light_1_hitpoint\";\n        selection = \"Light_1_hide\";\n        useFlare = 1;\n        flareSize = 0.9;\n        flareMaxDistance = 100;\n        class Attenuation\n        {\n            start = 0;\n            constant = 0;\n            linear = 0;\n            quadratic = 0.8;\n            hardLimitStart = 30;\n            hardLimitEnd = 40;\n        };\n    };\n};\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"flySound","level":5,"markdown":"Array:\n\nSee also CfgVehicles_Config_Reference#Sounds Various\n\n```cpp\nflySound[] = {\"\\A3\\sounds_f\\dummysound\",0.001,1,1};\n```"},{"heading":"fsm","level":5,"markdown":"Array:\n\n```cpp\nfsm[] = {\"Butterfly\"};\nfsm[] = {\"Dragonfly\"};\nfsm[] = {\"HoneyBee\"};\n```"},{"heading":"H","level":4,"markdown":""},{"heading":"hiddenSelections","level":5,"markdown":"Array:\n\nSee also CfgVehicles_Config_Reference#hiddenSelections\n\n```cpp\nhiddenSelections[] = {\"Camo1\",\"Camo2\",\"Camo3\"};\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"icon","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#icon\n\n```cpp\nicon = \"\\a3\\Ui_f\\data\\IGUI\\Cfg\\IslandMap\\iconSensor_ca.paa\";\nicon = \"iconObject_3x1\";\n```"},{"heading":"inventoryType","level":5,"markdown":"String:\n\n```cpp\ninventoryType = \"Backpack\";\ninventoryType = \"EarPhones\";\ninventoryType = \"Goggles\";\ninventoryType = \"Handgun\";\ninventoryType = \"Headgear\";\ninventoryType = \"HMD\";\ninventoryType = \"LeftHand\";\ninventoryType = \"PistolHolstered\";\ninventoryType = \"RightHand\";\ninventoryType = \"Vest\";\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"maxHAL","level":5,"markdown":"Float: camera max. height above land\n\n```cpp\nmaxHAL = 30;\n```"},{"heading":"maxHeight","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#...Height\n\n```cpp\nmaxHeight = 1.5;\nmaxHeight = 1;\nmaxHeight = 2;\nmaxHeight = 50;\nmaxHeight = 80;\n```"},{"heading":"maxSpeed","level":5,"markdown":"Float: in m/s\n\nSee also CfgVehicles_Config_Reference#...Speed\n\n```cpp\nmaxSpeed = 0.2;\nmaxSpeed = 1;\nmaxSpeed = 5;\nmaxSpeed = 20;\n```"},{"heading":"minHeight","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#...Height\n\n```cpp\nminHeight = -0.1;// allow landing\nminHeight = 5;\nminHeight = 60;\n```"},{"heading":"minSpeed","level":5,"markdown":"Float: in m/s\n\nSee also CfgVehicles_Config_Reference#...Speed\n\n```cpp\nminSpeed = -0.1;\nminSpeed = -0.5;\n```"},{"heading":"model","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#model\n\n```cpp\nmodel = \"\\A3\\Weapons_F\\empty.p3d\";\n```"},{"heading":"models","level":5,"markdown":"Array:\n\n```cpp\nmodels[] = {};\n```"},{"heading":"moves","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#moves\n\n```cpp\nmoves = \"CfgMovesBird\";\nmoves = \"CfgMovesButterfly\";\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"radius","level":5,"markdown":"Float: camera construction radius\n\n```cpp\nradius = 125;\n```"},{"heading":"reversed","level":5,"markdown":"Boolean:\n\nSee also CfgVehicles_Config_Reference#reversed\n\n```cpp\nreversed = 0;\nreversed = 1;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"scope","level":5,"markdown":"Integer:\n\nSee also CfgVehicles_Config_Reference#scope\n\n```cpp\nscope = 0;\nscope = 1;\nscope = 2;\n```"},{"heading":"scopeCurator","level":5,"markdown":"Integer:\n\n```cpp\nscopeCurator = 0;\nscopeCurator = 2;\n```"},{"heading":"selectionFabric","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#selection...\n\n```cpp\nselectionFabric = \"\";\nselectionFabric = \"cloth\";\nselectionFabric = \"latka\";\n```"},{"heading":"shadow","level":5,"markdown":"Boolean:\n\n```cpp\nshadow = 1;\n```"},{"heading":"simulation","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#simulation\n\n```cpp\nsimulation = \"AlwaysHide\";\nsimulation = \"AlwaysShow\";\nsimulation = \"CamConstruct\";\nsimulation = \"CamCurator\";\nsimulation = \"Camera\";\nsimulation = \"Detector\";\nsimulation = \"EditCursor\";\nsimulation = \"Flag\";\nsimulation = \"House\";\nsimulation = \"Magazine\";\nsimulation = \"Maverickweapon\";\nsimulation = \"ObjView\";\nsimulation = \"ProxyCrew\";\nsimulation = \"ProxyHeadgear\";\nsimulation = \"ProxyInventoryOld\";\nsimulation = \"ProxyRadio\";\nsimulation = \"ProxyRetex\";\nsimulation = \"ProxySecWeapon\";\nsimulation = \"ProxySubpart\";\nsimulation = \"ProxyWeapon\";\nsimulation = \"Pylonpod\";\nsimulation = \"RandomShape\";\nsimulation = \"Road\";\nsimulation = \"RopeSegment\";\nsimulation = \"SeaGull\";\nsimulation = \"StreetLamp\";\nsimulation = \"Temp\";\nsimulation = \"Windsock\";\n```"},{"heading":"singSound","level":5,"markdown":"Array:\n\nSee also CfgVehicles_Config_Reference#Sounds Various\n\n```cpp\nsingSound[] = {\"A3\\Sounds_F\\environment\\animals\\birds\\seagul1\",0.891251,1,200};\n```"},{"heading":"straightDistance","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#straightDistance\n\n```cpp\nstraightDistance = 0.5;\nstraightDistance = 2;\nstraightDistance = 10;\nstraightDistance = 50;\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"turning","level":5,"markdown":"Float: angular acceleration - relative (the higher, the more maneuvrable)\n\nSee also CfgVehicles_Config_Reference#turning\n\n```cpp\nturning = 1;\nturning = 2;\nturning = 5;\n```"}],"categories":["ArmA: Armed Assault: Addon Configuration","Arma 3: Vehicle Configuration","Operation Flashpoint: Editing","Operation Flashpoint: Modelling","Operation Flashpoint: Reference Lists","Stubs"],"groups":["Tools and File Formats"]},{"name":"CfgPatches","title":"CfgPatches","type":"topic","url":"https://community.bistudio.com/wiki/CfgPatches","revid":378962,"updated":"2026-09-05T12:04:51Z","aliases":["Arma 3 CfgPatches","Arma 3: CfgPatches"],"markdown":"CfgPatches is a header class of an addon. Placed in Config.cpp, it contains information about requirements, content and meta data describing the addon.\n\nIf the config doesn't contain CfgPatches, it is ignored when the game is loading addons on startup.\n\n> [!NOTE]\n> **Eden Editor:** For Eden Editor see also Eden Editor: Modding.\n\n### Configuration\n\n#### Root\n\nMost commonly, config.cpp file is placed in addon folder's root.\n\n**MyAddon\\config.cpp**\n\n```cpp\n// In the following example addons refers to CfgPatches class name, NOT PBO file name!\nclass CfgPatches\n{\n    class MyAddon\n    {\n        // Meta information for editor\n        name = \"My Addon\";\n        author = \"Me\";\n        url = \"http://xkcd.com\";\n\n        // Minimum compatible version. When the game's version is lower, pop-up warning will appear when launching the game. Note: was disabled on purpose some time late into Arma 2: OA.\n        requiredVersion = 1.60;\n\n        // Required addons, used for setting load order.\n        // When any of the addons are missing, a pop-up warning will appear when launching the game.\n        requiredAddons[] = { \"A3_Data_F_Decade_Loadorder\" };\n\n        // List of objects (CfgVehicles classes) contained in the addon. Important also for Zeus content (units and groups) unlocking.\n        units[] = {};\n\n        // List of weapons (CfgWeapons classes) contained in the addon.\n        weapons[] = {};\n\n        // Optional. If this is 1, if any of requiredAddons[] entry is missing in your game the entire config will be ignored and return no error (but in rpt) so useful to make a compat Mod (Since Arma 3 2.14)\n        skipWhenMissingDependencies = 1;\n\n        // Optional. If any of the addons in the array are found, MyAddon is not loaded.\n        // AVOID SKIPPING ON AN ADDON THAT ITSELF MIGHT BE SKIPPED IF ANOTHER ADDON IS PRESENT\n        skipWhenAnyAddonPresent[] = {\"AnotherAddon1\", \"AnotherAddon2\"};\n    };\n};\n```\n\n`requiredAddons` is the most important setting, because it defines the initialization order of addons. If addon B requires addon A, then it will be loaded only once A is loaded as well. This is extremely crucial for making sure Class Inheritance works as intended. If an addon is using some assets from addon C (e.g., textures, sounds, etc.), it is a good practice to make C a required addons.\n\n#### Sub-folders\n\nAdditional config.cpp files can be also placed in sub-folders of an addon (/PBO), they are treated as individual addons by the game.\n\nTo make configuration of meta data simpler, you can simply create a link to the root class instead of defining name, author and url again. A good practice is to have all configs withing one PBO to use the same meta data.\n\n**MyAddon\\Weapons\\config.cpp**\n\n```cpp\nclass CfgPatches\n{\n    class MyAddon_Weapons\n    {\n        // Use meta information from specified addon. Used to avoid repeated declarations.\n        addonRootClass = \"MyAddon\";\n\n        requiredVersion = 1.60;\n        requiredAddons[] = { \"MyAddon\" };\n        units[] = {};\n        weapons[] = {};\n    };\n};\n```\n\n### Scenario Design\n\n|  |  |\n|---|---|\n|  |  |\n\nWhen a designer is saving a scenario, meta data of all required addons are saved to mission.sqm as well. When someone else attempts to load the scenario without having the required addons, he will be shown a list of all addons including meta data, even though he doesn't have the addons where they're defined.\n\nIntroduced to Eden Editor in Arma 3 v1.60","sections":[{"heading":null,"level":1,"markdown":"CfgPatches is a header class of an addon. Placed in Config.cpp, it contains information about requirements, content and meta data describing the addon.\n\nIf the config doesn't contain CfgPatches, it is ignored when the game is loading addons on startup.\n\n> [!NOTE]\n> **Eden Editor:** For Eden Editor see also Eden Editor: Modding."},{"heading":"Configuration","level":3,"markdown":""},{"heading":"Root","level":4,"markdown":"Most commonly, config.cpp file is placed in addon folder's root.\n\n**MyAddon\\config.cpp**\n\n```cpp\n// In the following example addons refers to CfgPatches class name, NOT PBO file name!\nclass CfgPatches\n{\n    class MyAddon\n    {\n        // Meta information for editor\n        name = \"My Addon\";\n        author = \"Me\";\n        url = \"http://xkcd.com\";\n\n        // Minimum compatible version. When the game's version is lower, pop-up warning will appear when launching the game. Note: was disabled on purpose some time late into Arma 2: OA.\n        requiredVersion = 1.60;\n\n        // Required addons, used for setting load order.\n        // When any of the addons are missing, a pop-up warning will appear when launching the game.\n        requiredAddons[] = { \"A3_Data_F_Decade_Loadorder\" };\n\n        // List of objects (CfgVehicles classes) contained in the addon. Important also for Zeus content (units and groups) unlocking.\n        units[] = {};\n\n        // List of weapons (CfgWeapons classes) contained in the addon.\n        weapons[] = {};\n\n        // Optional. If this is 1, if any of requiredAddons[] entry is missing in your game the entire config will be ignored and return no error (but in rpt) so useful to make a compat Mod (Since Arma 3 2.14)\n        skipWhenMissingDependencies = 1;\n\n        // Optional. If any of the addons in the array are found, MyAddon is not loaded.\n        // AVOID SKIPPING ON AN ADDON THAT ITSELF MIGHT BE SKIPPED IF ANOTHER ADDON IS PRESENT\n        skipWhenAnyAddonPresent[] = {\"AnotherAddon1\", \"AnotherAddon2\"};\n    };\n};\n```\n\n`requiredAddons` is the most important setting, because it defines the initialization order of addons. If addon B requires addon A, then it will be loaded only once A is loaded as well. This is extremely crucial for making sure Class Inheritance works as intended. If an addon is using some assets from addon C (e.g., textures, sounds, etc.), it is a good practice to make C a required addons."},{"heading":"Sub-folders","level":4,"markdown":"Additional config.cpp files can be also placed in sub-folders of an addon (/PBO), they are treated as individual addons by the game.\n\nTo make configuration of meta data simpler, you can simply create a link to the root class instead of defining name, author and url again. A good practice is to have all configs withing one PBO to use the same meta data.\n\n**MyAddon\\Weapons\\config.cpp**\n\n```cpp\nclass CfgPatches\n{\n    class MyAddon_Weapons\n    {\n        // Use meta information from specified addon. Used to avoid repeated declarations.\n        addonRootClass = \"MyAddon\";\n\n        requiredVersion = 1.60;\n        requiredAddons[] = { \"MyAddon\" };\n        units[] = {};\n        weapons[] = {};\n    };\n};\n```"},{"heading":"Scenario Design","level":3,"markdown":"|  |  |\n|---|---|\n|  |  |\n\nWhen a designer is saving a scenario, meta data of all required addons are saved to mission.sqm as well. When someone else attempts to load the scenario without having the required addons, he will be shown a list of all addons including meta data, even though he doesn't have the addons where they're defined.\n\nIntroduced to Eden Editor in Arma 3 v1.60"}],"categories":["Arma 3: Editing"],"groups":["Configuration"]},{"name":"CfgVehicles Config Reference","title":"CfgVehicles Config Reference","type":"topic","url":"https://community.bistudio.com/wiki/CfgVehicles_Config_Reference","revid":378791,"updated":"2026-06-14T23:14:28Z","aliases":["reflectors"],"markdown":"### Introduction\n\nTokenName Config.cpp Reference\n\nSimply put, Token Name & Value pairs are as follows\n\n```cpp\nSomeName = SomeValue;\n```\n\nToken Names are used extensively throughout Operation Flashpoint 'text' files.\n\nAn example is, when creating a model using class statements inside a Config.cpp, to access it later, via the mission editor\n\n```cpp\nscope = 2;\n```\n\nThis article details the token-names specifically available within the **CfgVehicles** class of a Config.cpp. The primary focus of this document is the TokenNames used for various aspects of controlling models within **Addons**.\n\nUnlike a command reference, where one meaning fits all, Token names are **not** verbs. The meaning of the name, it is effect, can be different, depending on context. You are advised therefore, that these names, as listed, apply *only* to the CfgVehicles class. They may, or may not, have identical meanings (if found), in other classes.\n\nThis article lists token names, their value ranges, and their type.\n\n#### TokenTypes\n\n| Token Type | Description | Example |\n|---|---|---|\n| Integer | A signed value that will be held in 4 bytes. | `token = 1;` |\n| Boolean | An Integer value of 0 or 1. This is a 'convenience type' in humanly readable text. The engine stores it as an integer.<br>For Elite only: **All strings must be enclosed in quotes**. | `token = true;` |\n| String | Any string value | `token = \"SomeString\";` |\n| Array | An array | `token[] = { ... };` |\n| Float Array | An array of floats | `token[] = { 0.5, 0.3, 0.05 };` |\n| String Array | An array of strings | `token[] = { \"String1\", \"String2\" };` |\n| Integer Array | An array of integers | `token[] = { 0, 1, 2 };` |\n| Complex Array | A mixture of multiple types, including embedded arrays. | `token[] = { \"String\", 1, 0.5, true };` |\n| Variable Array | The number of elements for **this** array in **this** class model can have a varying number of elements (depending on context) |  |\n\n#### Filenames and Paths\n\nFilenames are case **in**sensitive.\n\n##### Pbo File conventions\n\nThe root path of the filename is (generally) the name of the pbo\n\n```cpp\nmodel= \"\\anypbofile\\anywhere\\....\";\n```\n\nnote the pbo extension is inferred\n\n**anywhere** is an (optional) (series of) folder(s) INSIDE the pbo.\n\nDepending on the file referred to, eg a p3d file for a model, the extension (in this case .p3d) is not required.\n\n##### p3d files\n\n```cpp\nmodel = \"\\anypbofilename\\anyp3d(.p3d)\";\n```\n\n##### paa/pac\n\nWherever these file types are indicated, the default extension is paa\n\n```cpp\nicon = \"\\somepbo\\anyicon(.paa)\";\n```\n\n##### jpeg\n\njpeg pictures are usable anywhere a pac (or pac) file is indicated. It is never default.\n\nException: Operation Flashpoint: Elite specifically, cannot handle jpg.\n\n```cpp\npicture = \"\\AnyPbo\\AnyPicture.jpg\";\n```\n\n##### Sound files\n\nwss is the default extension if not declared.\n\n```cpp\nsound = \"\\AnyPbo\\AnySoundFolder\\AnySound(.wss)\";\n```\n\nOtherwise use Ogg Vorbis format (extension .ogg).\n\n#### Vehicle vs 'Vehicle'\n\nIn this document. a vehicle, is a true vehicle of some kind. Be it a tank, or a car.\n\nA 'vehicle' on the other hand covers cfgVehicles as defined in a config.cpp which would include **men** or **buildings**, since Operation Flashpoint considers them *all* to be 'vehicles'\n\n#### Config.bin vs Config.cpp\n\nBy convention only, config.**cpp** is the humanly readable text equivalent of config.**bin**.\n\nThe engine will accept either or **both**.\n\nWhen both are encountered, it is the text file that is predominant (the raPified file is ignored). (Which is the text file, and which is the 'binary' is moot, see below).\n\nWhile unusual to have both, it is common for an addon, eg a pbo, to have **both** inside where the config.cpp is a 'work in progress' that might later be 'binarised' to raP, and the cpp removed.\n\n#### raP files\n\nSo-called 'binarised' or 'binary' files are encoded in raP file format. They are not in the conventional sense a \"binary\"—machine readable code or data—but rather a more convenient encoded form of the text file (from the engine's perspective). They represent the stripping out of comments and extraneous crud, with bells on. For example, save files are raP encoded, just like config.bin is.\n\nBy convention only, a config.cpp is a text file. The engine does not actually care; if it encounters a config.cpp with a raP signature, it is treated as per a config.bin.\n\nThe engine unconditionally converts text files to raP encoding before it uses it further. This (obviously) slows game or mission loading and (less obviously) is a source of 'undocumented features'. Prior to finishing your addon, it is a Good Idea™ to 'binarise' the config into raP encoding and rename the cpp file to .txt for documentation purposes.\n\n### Alphabetical Order\n\n#### A\n\n##### ...Action\n\nString : defaults ManActCargo\n\n```cpp\ncommanderAction =    \"ManActM60CommanderOut\";\ndriverAction =        \"ManActShipDriver\";\ngunnerAction =        \"ManActJeepGunner\";\ncommanderInAction =    \"ManActTestDriver\";\ndriverInAction =    \"ManActM113Driver\";\ngunnerInAction =    \"ManActM1A1Gunner\";\ngetInAction =        ManActGetInTank;    // default\ngetOutAction =        ManActGetOutTank;    // default\n```\n\n###### cargoAction\n\nVariable String Array: default {ManActCargo}\n\n```cpp\ncargoAction[] = { \"ManActM113Medic\", \"ManActM113Medic\", \"ManActM113Injured\" };\n```\n\n**Note** that unlike driverAction and gunnerAction this is an array. (for multiple positions)\n\nThe number of elements in this array correspond to the #transportSoldier value declared for this class.\n\nsee #cargoIsCoDriver\n\n##### ...AngleX/Y\n\nFloat Degrees\n\n```cpp\ninitAngleX = 0;\nminAngleX = -30;\nmaxAngleX = 30;\n```\n\n```cpp\ninitAngleY = 0;\nminAngleY = -100;\nmaxAngleY = 100;\n```\n\n```cpp\ninitFov = 0.700000;\nminFov = 0.420000;\nmaxFov = 0.850000;\n```\n\nused by car.ViewPilot class\n\n##### angle\n\nFloat: Degrees\n\n```cpp\nangle = -240;\n```\n\nsee #Indicator... Class Or #Hatch... Class\n\n##### access\n\nInteger: Determines the manipulability of the class.\n\n```cpp\naccess = 1;\n```\n\n0 ReadAndWrite additional values can be added\n1 ReadAndCreate only adding new class members is allowed\n2 ReadOnly no modifications enabled\n3 ReadOnlyVerified no modifications enabled, CRC test applied\n\nAll *BIS* classes are **ReadOnlyVerified** and can only be inherited into a new class\n\n##### accuracy\n\nFloat: Default value = 0.02.\n\nDetermines how easy an object is to identify. Smaller values are easier to detect.\n\nTypically, buildings are 0.2, vehicles, 0.5\n\n**A value of 1000 causes the underlying class to be identified instead**. Eg bushy trees, pink trees and yellow trees, can all be 'identified' as \"trees\". The description \"bushy trees\" is then used solely when Editing. See #VehicleClass\n\n```cpp\naccuracy = 0.2;            // buildings\naccuracy = 0.5;            // small vehicles\naccuracy = 0.9;            // truck\naccuracy = 3.500000;    // sniper\naccuracy = 1.500000;    // lawsoldier\naccuracy = 1000;        // soldier - identify (most) soldiers as 'man'\n```\n\nRelationship to #camouflage:\n\n**accuracy** defines how hard it is for the AI to recognise the correct class of a unit. But even if it can't recognise the correct class it can still recognise it as an enemy and engage it.\n\n**camouflage** defines how hard it is for the AI to *see* that the unit is there.\n\nRelated TokenNames\n#scope, #accuracy, #displayName, #vehicleClass, #nameSound, #camouflage\n\n##### acceleration\n\nFloat: metres per second\n\n```cpp\nacceleration = 7;\n```\n\n##### airFriction\n\nArray: 3 separate tokens, airFriction0[], airFriction1[], airFriction2[] that define the X Y and Z component respectively.\n\n```cpp\nairFriction2[] = { 25, 12, 2.500000 };\n```\n\n##### airFrictionCoefs...\n\nArray: tokens for defining the friction behaviour of planes, introduced with Arma 3 Jets DLC. They define the airfriction for planes with simulation = \"PlaneX\". Untested if applicable to other objects as well. The values in each array define the X, Y and Z coefficients respectively. The friction force in a certain axis is calculated ingame by F_friction = v * abs( v ) * airFrictionCoefs2+ v * airFrictionCoefs1+ (sign of v) * airFrictionCoefs0; where \"v\" is the speed of the plane in that particular axis.\n\n```cpp\nairFrictionCoefs2[] = { 0.00100, 0.00050, 0.00006};\nairFrictionCoefs1[] = { 0.100, 0.050, 0.006 };\nairFrictionCoefs0[] = { 0.0, 0.0, 0.0 };\n```\n\n##### ambient\n\nFloat Array:\n\n```cpp\nambient[] = { 0.07, 0.07, 0.07, 1.0 };\n```\n\nSee #Reflectors Class, #Light Class, #CargoLight Class\n\n##### animated\n\nBoolean : Default Value true\n\nUsed by class models that inherit an animated 'vehicle' to turn those aspects of the vehicle off.\n\n```cpp\nanimated = false;\n```\n\nmodel is animated, or not.\n\nwhen set true, the animation class, if any, happens, otherwise it doesn't\n\nsee animations class\n\n##### animPeriod\n\nFloat: Seconds.\n\nThis TokenName is generally used inside AnimationSources class (ArmA only). It's use in OFP:R is as follows\n\n```cpp\nanimPeriod = 1.33; // a fountain\n```\n\n##### animation...\n\nString: These animation strings point to rtm files to create the movement.\n\n```cpp\nanimationFlag = \"\\AnyAddon\\AnyRTM(.rtm)\";    // to wiggle flag in wind\nanimationOpen = \"\\AnyAddon\\AnyRTM(.rtm)\";    // to open or close doors (eg)\nanimationDrop = \"\\AnyAddon\\AnyRTM(.rtm)\";\n```\n\n##### animationList[]\n\nArray format [String, Float]\n\n(possibly introduced in Arma 3 v1.24 when other randomisation features were added)\n\nArray of animation sources to randomize the vehicle with similar to facewear/headgear randomization for characters (See Arma 3: Characters And Gear Encoding Guide - FIA headgear and facewear randomization; format is:\n\n```cpp\nanimationList[] = { \"animation1\", weight1, \"animation2\", weight2, etc. };\n```\n\nAnimations must be classes from the vehicle's AnimationSources. If all the weights are the same value, it functions as straight equal randomisation.\n\nExample:\n\n```cpp\nclass MyAPC : B_APC_Wheeled_01_cannon_F\n{\n    animationList[] = {\n        \"showBags\", 0,\n        \"showCamonetHull\", 0.5,\n        \"showCamonetCannon\", 0.75,\n        \"showCamonetTurret\", 1,\n        \"showSLATHull\", 1,\n        \"showSLATTurret\", 1\n    };\n};\n```\n\n##### animationSource...\n\nString\n\n```cpp\nanimationSourceBody = \"Turret_2\";\nanimationSourceGun = \"Gun_2\";\nanimationSourceHatch = \"hatchCommander\";\nanimationSourceElevation = \"\"; // new in Arma 3\nanimationSourceCamElevation =\"\"; // new in Arma 3\n```\n\n##### armor (integer)\n\nFloat: A strength value of the object, how much external damage can be taken before 'destruction'. It is calculated together with object volume size! (bounding sphere calculated in geometry) Below are general ranges to give some idea.\n\n```cpp\napprox strength = (0.27/tgtRadius)^2 / armorInConfig\n\narmor = 3;            // man\narmor = 10;            // motorcycle\narmor = 20;            // a small car\narmor = 15..60;        // aircraft\narmor = 150;        // buildings\narmor = 150..300;    // bmp\narmor = 400...900;    // tank\narmor = 300;        // boat\narmor = 10000;        // ship\n```\n\nIf unspecified (or not inherited) the default value is 30\n\n- 1 bullet will kill armor <= 20\n- 2 bullets <= 40\n- 3 bullets 50\n\n##### armor (float)\n\nFloat: The floating version of armor type is only used in Hit... classes, eg HitTurret HitBody\n\n```cpp\narmor = 1.4;    // a bee\narmor = 0.8;    // a turret\n```\n\nRelated TokenNames: #armor (float), #material, #name, #passThrough\n\n##### armor...\n\nFloat:\n\n```cpp\n// for vehicles general\narmorStructural= 1;    // ranges between 1 and 4.0, default 1\narmorFuel = 1.4;    // default\narmorGlass = 0.5;    // default\narmorLights = 0.4;    // default 0.4 in all models.\narmorWheels = 0.05;    // default\n// for tanks\narmorHull = 1;\narmorTurret = 0.8;\narmorGun = 0.6;\narmorEngine = 0.8;\narmorTracks = 0.6;\n// for men\narmorHead = 0.7;\narmorHands = 0.5;\narmorLegs = 0.5;\n// helicopters\narmorHull = 0.5;\narmorEngine = 0.6;\narmorAvionics = 1.4;\narmorVRotor = 0.5;\narmorHRotor = 0.7;\narmorMissiles = 1.6;\narmorGlass = 0.5;\n```\n\n##### assembleInfo\n\nUsed for both vehicles that can be diassembled and backpacks that are assembled into vehicles (static guns, drones, etc.)\n\nClass values for backpacks, primary part:\n\n```cpp\nclass assembleInfo\n{\n    assembleTo = \"I_G_HMG_02_high_F\";    // Backpack assembles into this vehicle\n    primary = 1;                        // This backpack is main part, when assembly is done, its \"assembleTo\" class will be used for created vehicle\n    base[] = { \"B_HMG_02_support_high_F\", \"O_HMG_02_support_high_F\" , \"I_HMG_02_support_high_F\" }; // And requires these entities as second part (tripod), can be any number of classnames\n    displayName = \"Static MG\";            // String that will be shown in \"Assemble X\" mouse wheel menu action\n    dissasembleTo[] = {};                // Backpacks are not disassembled futher, but empty array is required here anyways\n};\n```\n\nSecond part (tripod) only needs `primary = 0;`:\n\n```cpp\nclass assembleInfo\n{\n    assembleTo = \"\";\n    primary = 0;\n    base = \"\";\n    displayName = \"\";\n    dissasembleTo[] = {};\n};\n```\n\nIf no second part is needed for assembly, primary backpack's \"base\" have to be empty string: `base = \"\";`\n\nVehicles disassembly info:\n\n```cpp\nclass assembleInfo\n{\n    assembleTo = \"\";\n    primary = 0;\n    base = \"\";\n    displayName = \"\";\n    dissasembleTo[] = { \"B_HMG_02_high_weapon_F\", \"B_HMG_02_support_high_F\" }; // Vehicle will be disassembled into these backpacks. Max 2 allowed.\n};\n```\n\nNote the typo in \"dissasembleTo\" property, engine expects it like this. Empty values have to be provided to avoid missing config values errors.\n\nNote: Vehicle keeps track which second part (tripod) was used when it was assembled and its used again when you disassemble it back.\n\n##### attendant\n\nBoolean: Default false\n\nUsed for 'vehicles' to repair other 'vehicles'. Thus a hospital has an attendant that can repair soldiers. Adds the action \"Heal at XXX\"\n\n```cpp\nattendant = true;\n```\n\nRelated TokenNames: #hiddenSelections\n\n##### audible\n\nFloat: Default Value 1\n\n```cpp\naudible = .05;    // man\naudible = 3;    // motorcycle\naudible = 6;    // tank/ship\n```\n\nHow loud you are. The bigger value, the better the unit is heard.\n\nsee #camouflage\n\n##### autocenter\n\nBoolean: Default true\n\n```cpp\nautocenter = false;    // man\n```\n\n##### axis\n\nString:\n\n```cpp\naxis = \"osa_poklop_driver\";\n```\n\nsee #Indicator... Class Or #Hatch... Class, IndicatorWatch Class\n\n#### B\n\n##### body\n\nString:\n\n```cpp\nbody = \"mainTurret\";\n```\n\nsee #Turret Class\n\n##### brakeDistance\n\nFloat: default 5 meters per sec\n\n```cpp\nbrakeDistance = 1;    // man\nbrakeDistance = 14;    // tank\nbrakeDistance = 500;// plane\nbrakeDistance = 50;    // boat\n```\n\n##### bounding\n\nString: Memorypoint which extends vehicle bounding box depending on position of this point. Defined for base class of Tanks. Default memorypoint is the tip of the tank's barrel (usti hlavne) - this means that when tank is pointing to the left, its bounding box is extended. You can observe bounding box extending in i.e. Zeus.\n\n```cpp\nbounding = \"usti hlavne\";\n```\n\n##### brightness\n\nFloat:\n\n```cpp\nbrightness = 1.0;\n```\n\nSee #Reflectors Class, #Light Class, #CargoLight Class\n\n#### C\n\n##### ...CanSee\n\nInteger\n\nUsed to describe which sensory inputs are available to which crew members.\n\n| Numeric value | CanSee.. define | Description |\n|---|---|---|\n| 1 | Radar | Enables top left radar (OA) for a vehicle (top centre in arma and OFP). |\n| 2 | Eye | Effect unknown - maybe affects AI capabilities? |\n| 4 | Optics | Effect unknown - maybe affects AI capabilities? |\n| 8 | Ear | Effect unknown - maybe affects AI capabilities? |\n| 16 | Compass | Enables top centre compass bar and digital compass in A2/OA. |\n| 32 | Peripheral | Enables small colored blobs at the edge of the screen that indicate nearby units. |\n\nMultiple values can be added (or binary ored, giving the same result) together.\n\n```cpp\ncommanderCanSee = 31;        // default\ngunnerCanSee = 4 + 8 + 16;    // default\ndriverCanSee = 2 + 8 + 16;    // default\n```\n\n```cpp\n#define CanSeeRadar            1\n#define CanSeeEye            2\n#define CanSeeOptics        4\n#define CanSeeEar            8\n#define CanSeeCompass        16\n#define CanSeeAll            31\n#define CanSeePeripheral    32\n#define CanSeeRadarC        CanSeeRadar + CanSeeCompass\n```\n\n```cpp\ncommanderCanSee = CanSeeAll;\ngunnerCanSee = CanSeeOptics + CanSeeEar + CanSeeCompass;\ndriverCanSee = CanSeeEye + CanSeeEar + CanSeeCompass;\n```\n\n##### ...CargoAngleY\n\nFloat Degrees\n\nFound within vehicle classes.\n\nOrientation of the man sitting in the cargo space.\n\n```cpp\ninitCargoAngleY = 185;    // Truck5t\ninitCargoAngleY = 90;    // M113\n```\n\n```cpp\ninitCargoAngleY = 10;    // UH60\nminCargoAngleY = -60;\nmaxCargoAngleY = 120;\n```\n\n##### camouflage\n\nFloat: Default Value = 2.\n\nhow difficult to spot. bigger = easier\n\n```cpp\ncamouflage = 0.6;    // snipers\ncamouflage = 1;        // man\ncamouflage = 4;        // trucks\ncamouflage = 8;        // tanks\n```\n\nRelationship to #accuracy:\n\n**camouflage** defines how hard it is for the AI to *see* that the unit is there. The AI will not spot an enemy that has a camouflage setting of 0 (maybe this needs some more testing) even if it stands directly in front of it *as long as the enemy doesn't fire*.\n\n**accuracy** defines how hard it is for the AI to recognise the correct class of a unit. But even if it can't recognise the correct class it can still recognise it as an enemy and engage it.\n\nRelated TokenNames\n#scope, #accuracy, #displayName, #vehicleClass, #nameSound, #camouflage\n\n##### can...\n\n###### canBeShot\n\nBoolean: Declares whether bullets have any effect\n\n```cpp\ncanBeShot = true;\n```\n\n###### canDeactivateMines\n\nBoolean: Default false\n\npart of the man class.\n\n```cpp\ncanDeactivateMines= true;    // SoldierEngineer\n```\n\n###### canFloat\n\nBoolean: Default value: false\n\nUsed to allow vehicles (such as BMP) not to sink !\n\n```cpp\ncanFloat = true;\n```\n\n###### canHideBodies\n\nBoolean: Default false\n\npart of the man class.\n\n```cpp\ncanHideBodies = true;    // SoldierWSaboteur\n```\n\n##### cargoIsCoDriver\n\nVariable Boolean Array : Default {false};\n\nThis token declares which (if any) cargo positions are 'in the front' (Ie front windscreen)\n\n```cpp\ncargoIsCoDriver[] = { true, true, false };    // 1st two passenger positions for a 5T truck\n```\n\nThe number of elements in **this** array correspond to the #transportSoldier value declared for **this** class model.\n\n##### cargoReversedGetOut (Arma 3 v2.04)\n\nArray\n**Description:** Settings this to 0 will force the unit to face the vehicle when getting out of a vehicle. 1 is the default behaviour where the facing direction is opposit of the get in direction.\n\n```cpp\ncargoReversedGetOut[] = { 0 };\n```\n\n##### cast...Shadow\n\nBoolean: Default false\n\n```cpp\ncastCargoShadow = false;\ncastCommanderShadow = false;\ncastDriverShadow = false;\ncastGunnerShadow = true;\n```\n\nNormally used to shadow 'soldiers' standing up in vehicle objects, such as the MG Jeep and Machine Guns.\n\n##### Classes Embedded\n\nsee #Embedded ClassNames\n\n##### cloud...\n\nVarious(Strings, Floats, Arrays)\n\n```cpp\ncloudletDuration = 0.9;\ncloudletAnimPeriod = 1.0;\ncloudletSize = 0.1;\ncloudletAlpha = 0.8;\ncloudletGrowUp = 0.4;\ncloudletFadeIn = 0.0;\ncloudletFadeOut = 5.0;\ncloudletAccY = -0.1;\ncloudletMinYSpeed = 0.3;\ncloudletMaxYSpeed = 1.5;\ncloudletShape = \"\\ca\\data\\cl_basic\";\ncloudletColor[] = { 1, 1, 1, 0 };\n```\n\nSee #Smoke Class\n\n##### cobraLight\n\nString : Used as a core model for all other 'air' craft.\n\n```cpp\ncobraLight = \"AnyAddon\\AnyP3d(.p3d)\";\n```\n\n##### coefInside...\n\nFloat:\n\n```cpp\ncoefInside = 2;            // cost for movement inside buildings\ncoefInsideHeur = 4.3;    // estimation of cost based on in/out points\ncoefSpeedInside = 2; // we must go slowly inside houses\n```\n\nUsed by the static class for non moving objects such as buildings\n\n```cpp\ncoefInside = 1;    // forest\ncoefInsideHeur = 0.25;\n```\n\n##### collisionLight\n\nFloat Boolean: Default: false.\n\nDefault state of collision lights\n\n```cpp\ncollisionLight = true; // spawn vehicle with collision lights on\n```\n\n##### color\n\nFloat Array: of floats.\n\n```cpp\ncolor[] = { 0.8, 0.8, 1.0, 1.0 };\n```\n\nThis is a fixed four dimension array consisting of the color values for a RGBA model.\n\nSee #Reflectors Class, #Light Class, #CargoLight Class, #Smoke Class\n\n##### commanding\n\nInteger: part of Turret class\n\n```cpp\ncommanding = -1;\n```\n\n##### cost\n\nFloat: Default Value 50.0000\n\nThis value reflects the attractiveness of the target to the enemy AI. When *all other considerations are equal*.\nA soldier eg is not interested in Air, despite it is highly attractive cost values.\nOn the other hand, he is interested in a medic, since a medic (in normal configs) has a (while small) a higher cost, than others in the group, including the officer.\n\n```cpp\ncost = 10000000;    // an air vehicle is typically this value\ncost = 8;            // a medic;\ncost = 1;            // a grunt\ncost = 4;            // an officer\ncost = 0;            // most buildings;\n```\n\nRelated TokenNames: type, #cost, #threat\n\n##### count\n\nString or Integer: (math formula).\n\n```cpp\nweapon = \"M60\";\ncount = \"30 * 1\"; // or 'count = 30 * 1;'\n```\n\nthis token is always associated in a weapon or magazine couplet, inside a TransportWeapons, or\nTransportMagazines class.\n\nThe value is mostly represented as a string as above (a math formula), or it can be (unusually)\n\n```cpp\ncount = 2;\n```\n\nSee At the End of the Day in the TokenNameValueTypes page for an explanation how this duality is possible.\n\n##### crew\n\nString: Default Civilian\n\nReflects whether vehicle is manned, and what with.\n\n```cpp\ncrew = <ClassName>\ncrew = \"SoldierWPilot\";\n```\n\n'SoldierWPilot' is a class declared in same file.\n\n##### crewCrashProtection\n\nFloat\n\nMultiplier of damage to crew of the vehicle. Lower number means better protection.\n\n```cpp\ncrewCrashProtection = 0.05;\n```\n\n#### D\n\n##### dammage [sic]...\n\nVariable String Array:\n\n```cpp\ndammageHalf[] = { \"\\AnyAddon\\AnyPAA.paa\", \"\\AnyAddon\\AnyOtherPAA.paa\", ... };\ndammageFull[] = { \"\\AnyAddon\\AnyPAA.paa\", \"\\AnyAddon\\AnyOtherPAA.paa\", ... };\n```\n\nWhen 'vehicle' is considered at least half way to destruction, the series of pictures is applied to the model.\n\n###### damageResistance (Armed Assault v1.00)\n\nOnly for AI, to know when to shoot and when not.\n\n```cpp\ndamageResistance = 0.004;\n```\n\nIt can be calculated from vehicle armor and hit value of weapon that should be able to harm the vehicle. tgtRadius is radius of virtual bounding sphere calculated in vehicle geometry. CfgVehicles_Config_Reference#armor_.28integer.29\n\n```cpp\ndamageResistance = (HIT*HIT)/Armor*((0.27/tgtRadius)*(0.27/tgtRadius))\n```\n\n##### driveThroughEnabled\n\nDetermines if AI can decide to go through the object. This parameter skips regular mass checking if object can smashed through\n\n```cpp\ndriveThroughEnabled            = 1; // test parameter for AI knowing they can drive through the object\n```\n\n##### damper...\n\nFloat:\n\n```cpp\ndamperSize = 0.1;    // default\ndamperForce = 3;    // default\n```\n\n##### deltaT\n\nFloat\n\n```cpp\ndeltaT = -500;\n```\n\nSee #Smoke Class\n\n##### density\n\nFloat\n\n```cpp\ndensity = 0.5;\n```\n\nSee #Smoke Class\n\n##### destrType\n\nString: Default Value = \"DestructDefault\"\n\nUsed for animation, sound, and final 'look' of vehicle. Since Arma 3 v2.22 Powerline colums and radio tower get new type of destruction \"DestructColumn\". The tall column leans 22.5 degrees, away from the source that caused damage (for example satchel charge). The lean direction is synced for JIP, the anchor supports and powerlines destruction is scripted and JIP synced as well.\n\n```cpp\ndestrType = \"DestructNo\";        // nothing happens\ndestrType = \"DestructBuilding\";    // smoke. explosion\ndestrType = \"DestructEngine\";    // smoke only\ndestrType = \"DestructTree\";        // smoke, crushing, falls over\ndestrType = \"DestructTent\";        // smoke, crushing, flattens\ndestrType = \"DestructMan\";\ndestrType = \"DestructDefault\";    // = building\ndestrType = \"DestructWreck\";\ndestrType = \"DestructColumn\"; // Power line columns, radio tower\n```\n\nTent and Tree are no longer identifiable when destroyed if not class 'things'\n\n##### disableDriverAttenuation\n\nNumber: Default 0;\n\nDisables attenuation for the driver.\n\n```cpp\ndisableDriverAttenuation = 1;\n```\n\n##### disappearAtContact\n\nBoolean: Default false;\n\n```cpp\ndisappearAtContact = true;    // FxCartridge\n```\n\n##### direction\n\nString:\n\n```cpp\ndirection = \"konec L svetla\";\n```\n\nsee #Reflectors Class\n\n##### displayName\n\nString: Default value = \"Unknown\" or \"Vehicle\"\n\nSelects object uniquely in the Mission Editor, and separately, is used to identify object in game according to #accuracy. For instance when pointing your men to an object while in a mission, it is this *displayName* that is used.\n\nIt is good practice to use a stringtable.csv that should accompany your addon so that\n\n1. All names and labels are in one place instead of hunting for them.\n1. For language differences\n\n```cpp\ndisplayName = \"$STR_DN_AH1Z\";\n```\n\nNote, that will careful crafting of classes, different colored 'rocks' can all be called the same displayName (rock) in the mission itself. See #scope and #accuracy for details.\n\nSee #nameSound for definition of what is actually 'said'\n\nRelated TokenNames\n#scope, #accuracy, #displayName, #vehicleClass, #nameSound, #camouflage\n\n###### displayNameShort\n\nString:\n\n```cpp\ndisplayNameShort = \"$STR_DN_UH60\";\n```\n\n##### driverIsCommander\n\nBoolean : Default false. When not set, the turret commanding values are used to determine who is the commander. (*source* (dead link))\n\n```cpp\ndriverIsCommander = true;\n```\n\nFor boat, MG Jeep and helicopters\n\nsee #has...\n\n##### driverForceOptics\n\nBoolean\n**Description:** Determines if the driver can freely look around inside the vehicle or if he is locked to looking forward through the hatch/optics.\n\n```cpp\ndriverForceOptics = true;\n```\n\n##### driverReversedGetOut (Arma 3 v2.04)\n\nInteger\n\n**Description:** setting this to 0 will force the unit to face the vehicle when getting out of a vehicle. 1 is the default behaviour where the facing direction is opposit of the get in direction.\n\n```cpp\ndriverReversedGetOut = 0;\n```\n\n##### ...DustEffect\n\nString\n\nDefines the effect that will be spawned at the position of the LandContact points.\n\n```cpp\nleftDustEffect = \"vbs2_fx_lowTrackDustEffects\";\nrightDustEffect = \"vbs2_fx_lowTrackDustEffects\";\n```\n\nsee #...WaterEffect\n\n#### E\n\n##### editorCategory\n\nEden Editor main category. See Eden Editor: Object Categorization for more details.\n\n```cpp\neditorCategory = \"EdCat_Structures\";\n```\n\n##### editorPreview\n\nEden Editor preview picture. See Configuring Asset Previews for more details.\n\n```cpp\neditorPreview = \"\\A3\\EditorPreviews_F\\Data\\myObject.jpg\";\n```\n\n##### editorSubcategory\n\nEden Editor sub-category. See Eden Editor: Object Categorization for more details.\n\n```cpp\neditorSubcategory = \"EdSubcat_Drones\";\n```\n\n##### enableGPS\n\nBoolean: If enabled vehicle will allow crew to use Minimap even if they do not posses GPS terminal.\n\n```cpp\nenableGPS = 1;\n```\n\n##### ...Elev\n\nInteger: Degrees\n\n**Description:** How far the mounted weapon and viewpoint (through optics only) can be lowered or raised, and how much the initial elevation is. Values of max and min = 90 effectively allows a weapon to be lowered into the ground/straight into the air.\n\n```cpp\ninitElev = -80;\nminElev = -60;\nmaxElev = 10;\n```\n\npart of any #Turret Class (tanks eg)\n\n##### ejectDamageLimit\n\nFloat: If the damage value of the vehicle is higher than the ejectDamageLimit, AI will disembark the vehicle.\n\n```cpp\nejectDamageLimit = 0.75;\n```\n\n##### ejectDead...\n\nBoolean : Default false\n\n```cpp\nejectDeadGunner = false;\nejectDeadCargo = false;\nejectDeadDriver = false;\nejectDeadCommander = false;\n```\n\nCauses that unit to 'unmount' the vehicle. Such as an MG nest, or motorcycle.\n\n##### ejectSpeed\n\nArray: Speed vector of ejection seat. Therefore only applies to planes.\n\n```cpp\nejectSpeed[] = { 0, 0, 0 };    // cannot eject in a Cessna\n```\n\n##### Embedded ClassNames\n\nSome Token Names are encountered only within an embedded classname, rather than the main 'vehicle' body.\n\nAn embedded classname conveniently adds a unique feature to the 'vehicle'. Such as smoke, such as, a turret for a tank.\n\nEmbedded class names are used extensively in animated buildings for the quite logical reason that identical Token Names for door1 cannot be the same as Door2.\n\nBelow is a list of embedded classnames that (in most cases) use a TokenName uniquely. It is not found elsewhere and is better served describing that Token Name in the context it is found in, ie, an embedded class.\n\n###### Hatch... Class\n\n```cpp\nclass HatchDriver\n{\n    selection = \"poklop_driver\";\n    axis = \"osa_poklop_driver\";\n    angle = -100;\n};\n```\n\n###### Indicator... Class\n\n```cpp\nclass IndicatorSpeed\n{\n    selection = \"ukaz_rychlo\";\n    axis = \"osa_rychlo\";\n    angle = -240;\n    min = 0;\n    max = 60 / 3.6;\n};\n```\n\n###### Light Class\n\n```cpp\nclass Light\n{\n    ambient[] = { 0.3, 0.15, 0.0, 1.0 };\n    brightness = 0.08;\n    color[] = { 1.0, 0.5, 0.0, 1.0 };\n    position = \"ohniste\";\n    shape = \"koulesvetlo\";\n    size = 0.3;\n};\n```\n\n###### CargoLight Class\n\n```cpp\nclass CargoLight\n{\n    ambient[] = { 0.6, 0, 0.15, 1 };\n    brightness = 0.007;\n    color[] = { 0, 0, 0, 0 };\n};\n```\n\n###### Reflectors Class\n\n```cpp\nclass Reflectors : LandVehicle    // old\n{\n    ambient[] = { 0.1, 0.1, 0.1, 1.0 };\n    brightness = 0.25;\n    color[] = { 0.9, 0.8, 0.8, 1.0 };\n    position = \"L svetlo\";\n    size = 0.5;\n    direction = \"konec L svetla\";\n    hitpoint = \"L svetlo\";\n    selection = \"L svetlo\";\n};\n\nclass Reflectors                // new\n{\n    class Light_1\n    {\n        ambient[] = { 10, 10, 11 };\n        color[] = { 1000, 1000, 1100 };\n        size = 1;\n        dayLight = 1;\n        useFlare = 1;\n        intensity = 1;\n        coneFadeCoef = 2;\n        innerAngle = 89;\n        outerAngle = 90;\n        position = \"light_start_memoryPoint\";\n        direction = \"light_end_memoryPoint\";\n        hitpoint = \"\";\n        selection = \"\";\n\n        class Attenuation // see https://community.bistudio.com/wiki/setLightAttenuation\n        {\n            start = 0;\n            constant = 0;\n            linear = 0;\n            quadratic = 0;\n            hardLimitStart = 9;\n            hardLimitEnd = 10;\n        };\n    };\n};\n\n// Arma 3 example value\nclass Reflectors\n{\n    class Left // main landing light\n    {\n        position = \"L svetlo\";\n        direction = \"konec L svetla\";\n        hitpoint = \"L svetlo\";\n        selection = \"L svetlo\";\n        color[] = { 7000, 7500, 10000 }; // R, G, B\n        ambient[] = { 70, 75, 100 }; // R, G, B\n        intensity = 50;\n        size = 1;\n        innerAngle = 15;\n        outerAngle = 65;\n        coneFadeCoef = 10;\n        useFlare = 1;\n        flareSize = 10;\n        flareMaxDistance = 250;\n        dayLight = 0;\n        class Attenuation\n        {\n            start = 0;\n            constant = 0;\n            linear = 1;\n            quadratic = 1;\n            hardLimitStart = 100;\n            hardLimitEnd = 200;\n        };\n    };\n    class LG : Left // left door gunner searchlight\n    {\n        position = \"LG svetlo\";\n        direction = \"konec LG svetla\";\n        hitpoint = \"LG svetlo\";\n        selection = \"LG svetlo\";\n    };\n    class Right : Left // right door gunner searchlight\n    {\n        position = \"P svetlo\";\n        direction = \"konec P svetla\";\n        hitpoint = \"P svetlo\";\n        selection = \"P svetlo\";\n    };\n};\n\n// example red cabin light in helicopter\n\nclass Cabin\n{\n    position = \"cabin_light\";\n    direction = \"cabin_light_dir\";\n    hitpoint = \"cabin_light\";\n    selection = \"cabin_light\";\n    color[] = { 1000, 0, 0 };\n    ambient[] = { 100, 0, 0 };\n    intensity = 5;\n    size = 1;\n    innerAngle = 15;\n    outerAngle = 150;\n    coneFadeCoef = 1;\n    useFlare = 1;\n    flareSize = 0.1;\n    flareMaxDistance = 1;\n    dayLight = 0;\n\n    class Attenuation\n    {\n        start = 0;\n        constant = 0;\n        linear = 1;\n        quadratic = 1;\n        hardLimitStart = 1;\n        hardLimitEnd = 2;\n    };\n};\n```\n\nNotes for Arma 3:\n\nAdd a light to an object in class cfgvehicles.\nEach reflector requires a selection in relevant model vis LODs (e.g. \"L svetlo\") for the flare effect.\nRequires two memory points in memory LOD - light spawn position and direction e.g. position \"L svetlo\" and direction \"konec L svetla\".\n\nThe memory point you assign to position parameter is where the light source itself will be.\nThe one you put to direction is the way your light will shine.\nThe cone itself is set using innerAngle, outerAngle and coneFadeCoef.\ninnerAngle sets the cone in which the light has it is full intensity.\nouterAngle sets the cone outside of which the light has zero intensity.\nconeFadeCoef is a coefficient that describes attenuation of the light between innerAngle and outerAngle. 1 equals linear attenuation, higher or lower value changes it, meaning how sharp/blurred will the edge of the lightcone as a whole be.\nNote that both the angles represent full angle of the cone, not just \"angular offset\" from direction of the light. If you set it to 90 degrees, it means the cone is 45 degrees to the \"left\" and 45 to the \"right\" of the direction specified by your memory points.\nAs a spot light, reflectors are not made for cones above 180 degrees.\nSome time ago BIS made changes to the lighting system to allow for higher light variety during night time. One of the effects it had on configs of lights was that you need to set higher intensity than before the change to get the same results.\ncolor[] and ambient[] seem to have changed from RGB from 0-1 to way higher values - see example.\n\nSee setLightAttenuation notes for explanation of attenuation values.\nSee also Arma 3 Cars Config Guidelines - Reflectors\naggregateReflectors are described here [link](https://manuals.bisimulations.com/vbs3/3-6/devref/Content/Config_Manual/CfgVehicles/A_cpp/cpp_aggregateReflectors.htm)\n\n###### Smoke Class\n\n```cpp\nclass Smoke\n{\n    density = 0.5;\n    deltaT = -500;\n    in = 0.0;\n    out = 0.0;\n    initT = 1000;\n    initYSpeed = 1.7;\n    interval = 0.01;\n    size = 0.1;\n    timeToLive = 100000002004087730000.0;\n\n    cloudletDuration = 0.9;\n    cloudletAnimPeriod = 1.0;\n    cloudletSize = 0.1;\n    cloudletAlpha = 0.8;\n    cloudletGrowUp = 0.4;\n    cloudletFadeIn = 0.0;\n    cloudletFadeOut = 5.0;\n    cloudletAccY = -0.1;\n    cloudletMinYSpeed = 0.3;\n    cloudletMaxYSpeed = 1.5;\n    cloudletShape = \"cl_basic\";\n    cloudletColor[] = { 1, 1, 1, 0 };\n\n    class Table\n    {\n        class T1\n        {\n            maxT = 0;\n            color[] = { 0.8, 0.8, 0.8, 1 };\n        };\n        class T2\n        {\n            maxT = 900;\n            color[] = { 0.3, 0.3, 0.3, 1 };\n        };\n        class T3\n        {\n            maxT = 1000;\n            color[] = { 1, 0.5, 0, 0.5 };\n        };\n    };\n};\n```\n\n##### Turret Class\n\n(Tanks eg)\n\n```cpp\nclass TurretBase\n{\n    body = \"OtocVez\";\n    gun = \"OtocHlaven\";\n    gunAxis = \"OsaHlavne\";\n    gunBeg = \"usti hlavne\";\n    gunEnd = \"konec hlavne\";\n    minElev = -4;\n    maxElev = 20;\n    minTurn = -360;\n    maxTurn = 360;\n    soundServo[] = { \"Vehicles\\gun_elevate\", 0.031623, 1.0 };\n    turretAxis = \"OsaVeze\";\n};\n```\n\nFor details see Turret Config Reference\n\n##### Embedded TokenNames\n\nsee #Embedded ClassNames\n\n##### enableSweep\n\nBoolean: Default true. Used by Helicopter class\n\n```cpp\nenableSweep = false;    // UH60MG\n```\n\nIs sweeping over the target a valid technique for given helicopter?\n\n##### envelope\n\nFloat Array\n\n```cpp\n// lift (G) based on speed\nenvelope[] = {\n    // speed relative to max. speed -> lift\n    // 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4    // rel. speed\n    0.0, 0.2, 0.9, 2.1, 2.5, 3.3, 3.5, 3.2, 2.5, 2.0, 1.5, 1.0, 0.9, 0.7, 0.5    // lift\n};\n```\n\nInfo by [RKSL-Rock](http://forums.bistudio.com/showpost.php?p=2037721&postcount=9):\n\nThe top speed is set via the mass. So you will need MLODs to alter it. So it is the same issue as the original OP.\n\nThe config maxspeed value is only really used by the AI and the engine as a base variable in some calculations.\n\nYou can change the acceleration though by using the envelope command.\nThis will change the vertical speed relative to the maxspeed in the config in steps of 10% of the stated max speed.\n\nThis is the envelope from the RKSL Lynx AH7:\n\n```cpp\nenvelope[] = { 1.7, 2.50, 3.50, 4.50, 5.50, 5.50, 5.15, 5.15, 5.15, 5.15, 4.15, 3.15, 2.15, 2.15, 1.15 };\n```\n\nThere are normally 15 values representing the vertical lift in m/s at 10% steps from 0 to 140% of the max speed.\n\nSo, if the max speed is 500 and the first value is always 0:\n\n2nd value = 50kph and 2.5 m/s vertical speed\n3rd value = 100kph and 3.5 m/s vertical speed\n...\n11th value = 500kph and 4.15 m/s vertical speed\n...\n15th value = 700kph and 1.15 m/s vertical speed.\n\nYou wont affect the top speed but it will make it easier to handle.\n\n##### EventHandlers... Class\n\nPre-defined object Event Handlers. Property with class matches the handler name.\n\n```cpp\nclass EventHandlers\n{\n    init = \"myAddon_object = _this select 0;\";\n};\n```\n\nArma 3 v1.54\nArma 3 introduced **extended event handlers**. It's possible to define event handlers within unique sub-classes, which prevents compatibility issues when multiple addons wants to set the same handler type to single vehicle class.\n\n```cpp\nclass EventHandlers\n{\n    class MyAddon\n    {\n        init = \"myAddon_object = _this select 0;\";\n    };\n    class YourAddon\n    {\n        init = \"yourAddon_object = _this select 0;\";\n    };\n};\n```\n\n##### extCameraPosition[]\n\nfloat Array: { X, Z, Y }; Default { 0, 2, -20 };\n\nExternal (third-person) camera offset relative to the vehicle's `aimpoint` memory point, around which the camera orbits.\n\n```cpp\nextCameraPosition[] = { 0, 5, -30 };                // plane\nextCameraPosition[] = { 0, 1, -10 };                // cars\nextCameraPosition[] = { 0, 1.500000, -9 };            // tanks\nextCameraPosition[] = { 0, 0.300000, -3.500000 };    // man\n```\n\n##### extCameraParams[]\n\nfloat Array: Default { 0.5, 10, 50, 0.5, 1, 10, 30, 0, 1 };\n\nSmoothing of external camera movement\n\nextCameraParams[] = { multFactor, speedMin, speedMax, factorSpeeedMin, factorSpeeedMax, heightMin, heightMax, factorHeightMin, factorHeightMax };\n\nfactor = multFactor * interpolate(speed, speedMin, speedMax, factorSpeeedMin, factorSpeeedMax) * interpolate(heightAGL, heightMin, heightMax, factorHeightMin, factorHeightMax)\n\nfactor == 0 -> camera follow horizon\n\nfactor == 1 - > camera follow vehicle heading\n\nfactor (0, 1) interpolation between horizon and vehicle heading\n\n```cpp\nextCameraParams[] = { 0.5, 10, 50, 0.5, 1, 10, 30, 0, 1 }; // helicopters & UAV\n```\n\nto force the old external camera behavior\n\n```cpp\nextCameraParams[] = { -1 }\n```\n\n#### F\n\n##### featureType\n\nInteger: Default 0. 1 means the object is always visible within object view distance, 2 means always visible within terrain view distance. Same as setFeatureType.\n\n```cpp\nfeatureType = 2;\n```\n\n##### minFireTime\n\nInteger: Default 20 seconds\n\n```cpp\nminFireTime = 20;\n```\n\nMinimal time spent firing on single target.\n\n##### fired\n\nString: Event Handlers\n\n```cpp\nfired = \"_this exec \"\"\\AnyAddon\\AnySQS.sqs\"\"\";    // note the \"\"\n```\n\n##### flapsFrictionCoef\n\nFloat: Default 0.5\n\n```cpp\nflapsFrictionCoef = 2;    // can be integer too.\n```\n\n##### forceHide...\n\nBoolean : Default false\n\n```cpp\nforceHideDriver = true;    // shilka\nforceHideGunner = true;    // tank\nforceHideCommander = true;\n```\n\nDisables the turnout option for that particular crew member\n\n##### forceSupply\n\nBoolean : Default\n\n```cpp\nforceSupply = true;\n```\n\nFound only in Weapon holders. Is used to make the weaponholder disappear when empty.\n\n##### formation...\n\nInteger:\n\n```cpp\nformationX = 10;    // default meters\nformationZ = 20;    // default meters\nformationTime = 10;    // default seconds\n```\n\nOne or both X Z values are used to keep objects separated (in meters) depending on\nwedge, echelon, V, single line, formations.\n\n##### fov\n\nFloat\n\n```cpp\nfov = 0.85;    // Cessna\nfov = 0.85;    // man\nfov = 1.0;    // truck\n```\n\n##### ...Fov\n\nFloat\n\n```cpp\nminFov = 0.420000;    // man\nmaxFov = 0.850000;\nminFov = 0.600000;    // truck\nmaxFov = 1.400000;\n```\n\nalso used by ViewPilot Classes\n\n##### fuelCapacity\n\nFloat: Default Value 0. Has nothing to do with liters.\n\nArma 3: for a vehicle using tankX simulation consumption seems to be exclusively determined by engine rpm. With a 700 idle-rpm and 3000 max-rpm engine - a fuelCapacity of 1 will give you 640 seconds operation time at idle rpm, and 300 seconds of operation at maximum rpm. If the idle rpm was 200, you would get 865 seconds of operation, the max rpm time would not change. The amount of thrust from controllerinput is completely irrelevant.\n\nA2 examples:\n\n```cpp\nfuelCapacity = 50;    // motorcycle\nfuelCapacity = 100;    // car\nfuelCapacity = 700;    // tank\nfuelCapacity = 1000;// air\n```\n\nThe required fuelCapacity value to achieve a specific operation TIME (in seconds) at a specific engine RPM (revolution per minute) can be estimated with:\n\n```cpp\nfuelCapacity = (8E-7 * RPM + 0.001) * TIME\n```\n\n##### fuelConsumptionRate\n\nInteger: Default Value 0.01. Has no units. Works only on helicopters.\n\n#### G\n\n##### _generalMacro\n\nString: in Arma 3. Has no purpose whatsoever. It is generated automatically by BI developer tools for debugging.\n\n> « Some config properties are generated automatically (e.g., \"nameSound\", which sets how to unit appears in radio protocol, is computed based on unit's role and equipment, so coders won't need to set it manually). _generalMacro property is added to all objects which underwent this process to help with debugging. » – Karel Mořický ([source](https://forums.bohemia.net/forums/topic/179378-what-does-_generalmacro-do/))\n\n##### getIn....ActionNamedSel\n\nString: Named selection for get in actions working in same principle as actionNamedSel in UserActions. Available variants:\n\n```cpp\ngetInDriverActionNamedSel\ngetInGunnerActionNamedSel\ngetInCommanderActionNamedSel\ngetInCargoActionNamedSel\ngetInTurretActionNamedSel\ngetInUnitActionNamedSel\n```\n\n##### ...Gun...\n\nInteger:degrees\n\n```cpp\nminGunElev = -60;\nmaxGunElev = 60;\nminGunTurn = -5;\nmaxGunTurn = 5;\nminGunTurnAI = -30;\nmaxGunTurnAI = 30;\n```\n\n##### ...GunnerMayFire\n\nBoolean: Default false\n\n```cpp\noutGunnerMayFire = true;    // m113\ninGunnerMayFire = false;\n```\n\n##### ...GunClouds Class\n\nThis is a reference to the external WeaponCloudsGun classes\n\nmost models simply inherit the defaults\n\n```cpp\nclass GunClouds : WeaponCloudsGun {};\nclass MGunClouds : WeaponCloudsMGun {};\n```\n\nhere is an example of over-rides for class man\n\n```cpp\nclass GunClouds : WeaponCloudsGun\n{\n    cloudletGrowUp = 0.200000;\n    cloudletFadeIn = 0;\n    cloudletFadeOut = 0.400000;\n    cloudletDuration = 0.200000;\n    cloudletAlpha = 1;\n    cloudletAccY = 2;\n    cloudletMinYSpeed = -10;\n    cloudletMaxYSpeed = 10;\n    interval = 0.020000;\n    size = 0.300000;\n    sourceSize = 0.015000;\n};\n```\n\n##### ...GunFire Class\n\nThis is a reference to the external WeaponFireGun classes\n\nmost models simply inherit the defaults\n\n```cpp\nclass GunFire : WeaponFireGun {};\nclass MGunFire : WeaponFireMGun {};\n```\n\n##### gearbox[]\n\nArray\n\n**Description:** Changes acceleration and max speed values of certain Vehicles. If changed, impact to the acceleration is minor (if notable at all!) to catastrophic (worsened acceleration/maxspeed). Best to leave as-is.\n\n```cpp\ngearbox[] = { -18, 0, 110, 16.15, 14.44, 13.33 };\n```\n\n##### gearRetracting\n\nBoolean: Default true\n\n```cpp\ngearRetracting = false;    // Cessna\n```\n\nmore correctly viewed as HasRetractingGear.\n\n##### gestures\n\nString:\n\nSame as moves but refers to a gestures class\n\n```cpp\ngestures = \"CfgGesturesMale\";\n```\n\n##### gun\n\nString:\n\n```cpp\ngun = \"OtocHlaven\";\n```\n\nsee #Turret Class\n\n##### gunAimDown\n\nFloat\n\n**Description:** Aircraft only. How far a hardpoint-mounted gun \"aims down\"; high values allow for strafing runs without the need to nose-dive down too much, but also shift the targeting reticle in the aircraft's HUD; if too high, targeting reticle is only visible in 3rd Person (if available).\n\n```cpp\ngunAimDown = 0.07;\n```\n\n##### gunAxis\n\n##### gunBeg\n\n##### gunEnd\n\nsee #Turret Class\n\n##### gunnerHasFlares\n\nBoolean\n\n```cpp\ngunnerHasFlares = false;\n```\n\n##### gunnerName\n\nString\n\n```cpp\ngunnerName = \"$STR_POSITION_CREWCHIEF\";\n```\n\n##### gunnerOutOptics...\n\nString\n\n```cpp\ngunnerOutOpticsModel = \"\";\n```\n\nArray\n\n```cpp\ngunnerOutOpticsColor[] = { 0, 0, 0, 1 };\n```\n\nBoolean\n\n```cpp\ngunnerOutForceOptics = false;\n```\n\nBoolean\n\n```cpp\ngunnerOutOpticsShowCursor = false;\n```\n\n##### gunnerType\n\nString\n\nPart of #Turret class.\n\nDefines the character class that inhabits this turret by default, replaces the pilot which would usually be in this turret. Used primarily to add helicopter crewmen to helicopter turrets.\n\n```cpp\nclass MyHelicopter : B_Heli_Transport_01_F\n{\n    class Turrets : Turrets\n    {\n        class MyTurret : MainTurret\n        {\n            gunnerType = \"B_RangeMaster_F\";\n        };\n    };\n};\n```\n\nBecause turrets are sub-members of the Turrets class of the base vehicle, all the classes must be fully exposed to their source (Helicopter class) to be inherited from, otherwise all turrets must be overwritten.\n\n#### H\n\n##### HeadAimDown\n\nFloat: Default: 0.\n\nHow much to tilt the driver's head forward in degrees.\n\n```cpp\nHeadAimDown = 10;    // tilt driver's head forward 10 degrees.\n```\n\n##### ...Height\n\nInteger:\n\n```cpp\nminHeight = 5;    // Min height in metres above sea-level.\nmaxHeight = 50;    // Max height above sea level.\navgHeight = 10;\n```\n\n##### has...\n\nBoolean:\n\n```cpp\nhasDriver = true;        // default\nhasGunner = false;        // default\nhasCommander = true;    // default\n```\n\nDepending on vehicle model.\n\nControls the \"get in\" commands.\n\nSince 1.82 there is alternative syntax available for hasDriver property\n\n```cpp\nhasDriver = -1;    // t80auto\n```\n\nThis will disable driver seat and add control ability to commander (turret with highest commanding value aka seat with highest effectiveCommander value)\n\nsee #driverIsCommander\n\n##### ...HeadTurnAI\n\nInteger Degrees\n\n```cpp\nminHeadTurnAI = -70;    // man class\nmaxHeadTurnAI = 70;\n```\n\n##### hiddenSelections\n\nString Array: Default none.\n\nHere you can define selections on the model, which are not shown at mission startup. This is useful for creating variations of one model, where the different selections are left out with hiddenSelections. (ex: Soldiers have the hidden selection \"medic\", as they should not have a red cross at their body):\n\nAside from this, the hidden selections are used for runtime texture assignment. Every element in the hidden selection-array corresponds to an index, with the first element being 0. Only 10 elements are allowed in the array and are numbered 0-9.\n\n```cpp\nhiddenSelections[] = { \"pruh\" }; // bmp/tank\n```\n\nTry `this setObjectTexture [0, \"\\data\\duha.pac\"];` in the initline of a BMP and you'll see which parts are meant by the selection \"pruh\".\n\nDon't forget to add the model and the selections in the CfgModels, as the hidden selections won't work otherwise (at least not after binarizing).\n\n##### hide...\n\nBoolean\n\n```cpp\nhideProxyInCombat        = false;    // default (true for tanks); if true, disables turn-in option for all crew\nhideUnitInfo            = false;    // default see [[#unitInfoType]]\nhideWeaponsCargo        = false;    // default\nhideWeaponsCommander    = true;        // default\nhideWeaponsDriver        = true;        // default\nhideWeaponsGunner        = true;        // default\n```\n\n##### hitpoint\n\nString:\n\n```cpp\nhitpoint = \"L svetlo\";\n```\n\nSee #Reflectors Class\n\n##### hitSound...\n\n```cpp\nhitSound1[] = { \"voices\\Hit11\", 0.056234, 1 };\n...\nhitSound20[] = { \"voices\\Hit30\", 0.056234, 1 };\n...\nhitSounds[] = { \"hitSound1\", 0.05, \"hitSound2\", 0.05, ...\n```\n\nhitSounds is used by the engine to reference user generated hitSound...s\n\nthere is no limit to the number of user-generated sounds.\n\n##### hour\n\npart of the IndicatorWatch class\n\n```cpp\nclass IndicatorWatch\n{\n    hour = \"hodinova\";\n    minute = \"minutova\";\n    axis = \"osa_time\";\n    reversed = 0;\n};\n```\n\n##### hullExplosionDelay\n\nArray: Time ranage when catastrophic explosion (when HitHull > 0.9 & hullDamageCauseExplosion is set to 1) happens. First number is minimum time in seconds & 2nd - maximum\n\n```cpp\nhullExplosionDelay[] = { 10, 20 };\n```\n\n##### hullDamageCauseExplosion\n\nInteger: Determines if vehicle explodes after HitHull is above 0.9\n\n```cpp\nhullDamageCauseExplosion = 1; // vehicle will explode if HitHull is above 0.9\n```\n\n#### I\n\n##### icon\n\nString: Default Value = \"unknown_object.paa\"\n\nThis value us used by the map editor to show the building or vehicle when editing. It is not normally visible during game play. (but can be)\n\nThe icon can be any jpg, paa, or pac file. paa is default. Note that Elite cannot handle jpegs.\n\n```cpp\nicon = \"\\AnyAddon\\AnyPAA(.paa)\";\n```\n\nRelated TokenName(s): #mapSize\n\n##### in/out\n\nFloat: These TokenNames are used inside the #Smoke Class\n\n```cpp\nin = 0.0;\nout = 0.0;\n```\n\n##### init\n\nString: Event Handlers\nThe Event Handler receives an array **_this** (the exact content of which still has to be documented), of which the first element contains the vehicle (e.g. _this select 0).\n\n```cpp\ninit = \"[(_this select 0)] exec \"\"\\AnyAddon\\AnySqs.sqs\"\"\";\n```\n\n##### initT\n\nInteger: This TokenName is used inside the #Smoke Class\n\n```cpp\ninitT = 1000;\n```\n\n##### initYSpeed\n\nFloat: This TokenName is used inside the #Smoke Class\n\n```cpp\ninitYSpeed = 1.7;\n```\n\n##### insideSoundCoef\n\nFloat: default 0.5\n\n```cpp\ninsideSoundCoef = 0.05;    // air vehicles are 2%\n```\n\n##### interval\n\nFloat: This TokenName is used inside the #Smoke Class\n\n```cpp\ninterval = 0.01;\n```\n\n##### irScanGround\n\nBoolean: Default true.\n\nProbaly used to stop ai looking down\n\n```cpp\nirScanGround = false;    // tanks\n```\n\n##### irScanRange...\n\nInteger: Default 0\n\n```cpp\nirScanRange = 4000;        // outdated (since Resistance)\nirScanRangeMin = 500;    // tanks general\nirScanRangeMax = 4000;\nirScanRangeMin = 2000;    // air\nirScanRangeMax = 10000;\nirScanRangeMin = 4000;    // a vulcan\nirScanRangeMax = 10000;\n```\n\n##### irScanToEyeFactor\n\nInteger: Default 1\n\n```cpp\nirScanToEyeFactor = 2;    // air\nirScanToEyeFactor = 5;    // shilka\n```\n\n##### irTarget\n\nBoolean: Default true.\n\nUsed for (some) buildings so that they don't show up on tank radar. Save for very limited exceptions, this token should be enabled for all vehicle units.\n\nDisabling it will make the vehicle NOT to be engaged by infantry anti-tank gunners nor vehicle weapons. It will only be engaged by small arms, and only if its armor value is low enough for AI infantry to think it can damage it by shooting at it.\n\n```cpp\nirTarget = false;    // man\n```\n\n##### isBicycle\n\nBoolean: Default false.\n\nthis value inside the motorcycle class is used to turn it on when inheriting to a real bicycle\n\n##### isMan\n\nBoolean: Default true.\n\n```cpp\nisMan = 1;\n```\n\nDefined within the man class\n\n#### K\n\n##### killed\n\nString: Event Handlers\n\n```cpp\nkilled = \"[(_this select 0), 1, 1, 0, 0] exec \"\"\\AnyAddon\\AnySQS.sqs\"\"\";    // note the \"\"\n```\n\n#### L\n\n##### ladders\n\nEmbedded Array: The ladders array is used to declare one or more ladder pairs inside the model.\n\n```cpp\nladders[] = { {\"start\", \"end\" } };                            // a building with one ladder\nladders[] = { {\"start1\", \"end1\" }, {\"start2\", \"end2\" } };    // two ladder building\n// ...etc\n```\n\nNote that unfortunately, the 'start' and 'end' labels are arbitrary for *each* model. You cannot have a generic ladder building as such.\n\nSince 1.79.143080 it is possible to define radius of action & component in geometry LOD. Action will be visible then when player is looking at selected component\n\n```cpp\n// { Starting point (memory LOD), Ending point (memory LOD), radius (in meters), Named Selection (geometry LOD) }\nladders[] = { { \"Ladder_1_start\", \"Ladder_1_end\", 2.5, \"Ladder_1_action\" }, { \"Ladder_2_start\", \"Ladder_2_end\", 2.5, \"Ladder_2_action\" }, { \"Ladder_3_start\", \"Ladder_3_end\", 2.5, \"Ladder_3_action\" } };\n```\n\n##### laser...\n\nBoolean: Default false\n\nDetermines if a vehicle has laser capability.\n\n```cpp\nlaserScanner = true;\nlaserTarget = true;    // used as a generic class of All {} to default things true\n```\n\n##### landingAoa\n\nMathFormula String Default 10*3.1415/180\n\nLanding Angle of Approach. Used by plane class\n\n```cpp\nlandingAoa = 7*3.1415/180;    // Cessna\n```\n\n##### landingSpeed\n\nInteger: Default 0 Kph.\n\n```cpp\nlandingSpeed = 75;    // plane vehicles\n```\n\n##### library\n\nString: This TokenName is associated with the library class of a vehicle (if any). It is used to give a 'memo' style full screen info on the given object. Example of use:\n\n```cpp\nclass Library\n{\n    libTextDesc = \"$STR_LIB_AH1Z\";\n};\n```\n\n##### LODDriverTurnedIn\n\nInteger Defines the LOD that is to be used when the Driver is turned in. Value = -1 seems to default to the standard LOD (for Turret's that is Gunnerview).\n\n```cpp\nLODDriverTurnedIn = -1\n```\n\nValue:\n\n- -1 = Default LOD\n- 1 = first resolution LOD\n- 1000 = Gunnerview\n- 1100 = Pilotview\n- 1200 = Cargoview.\n\n##### LODDriverTurnedOut\n\nInteger Defines the LOD that is to be used when the Driveris turned out. The same rules as with LODDriverTurnedIn apply.\n\n```cpp\nLODDriverTurnedOut = -1\n```\n\n#### M\n\n##### magazine\n\nArray: used in TransportMagazines class this specifies the type of ammo in the magazine and the amount.\n\n```cpp\n{\n    magazine = \"30Rnd_556x45_Stanag\";\n    count = \"30*1\";\n}\n```\n\nEach of these couplets are contained within a 'weapon' classname within the magazine*S* class itself. Example\n\n```cpp\nclass TransportMagazines\n{\n    class _xx_M16\n    {\n        magazine = \"M16\";\n        count = 30 * 1;\n    };\n    class _xx_M60\n    {\n        // ...\n    };\n    class _xx_PK\n    {\n        // ...\n    };\n    // ...\n};\n```\n\n##### magazines\n\nVariable string Array: default {}\n\nsee #weapons for proper description\n\n##### mapSize\n\nFloat: Default Value = 10 (meters).\n\nUsed for the map editor to show the icon associated with this model class.\n\nThere is no x y component to this, the measurement units are meters.\n\nTo create a circular, rectangular or other 'non square' image, you need to make a pac file for the icon with, a transparent layer.\n\n```cpp\nmapSize = 0.7;    // small object such as a tree\nmapSize = 4;    // a smallish building\n```\n\nThe Mission Editor map is not very good in this regard (as noted above). However, the main problem is the base classes of the engine. The mapSize= for most objects, *particularly* buildings, is a one shoe fits all. A forest, eg, is the same mapSize= as a tree !!!\n\nLater Oem addons, *generally* are better and more specific in this regard, making position and fitting a little easier.\n\n##### marker\n\nString : used as a core for all other air craft when looking on map.\n\n```cpp\nmarker = \"\\AnyAddon\\AnyP3d.(p3d\")\";\n```\n\n##### material\n\nInteger:\n\nUsed in Hit... classes, eg HitTurret HitBody\n\n```cpp\nmaterial = 50;\n```\n\nRelated TokenNames: #armor (float), #material, #name, #passThrough\n\n##### maximumLoad\n\nThe maximumLoad value defines the number of units of cargo storage.\n\n```cpp\nmaximumLoad = 2000;\n```\n\nAn item's storage value (the amount of space it takes up) is defined by it is mass value. For example:\n\n```cpp\n// CfgMagazines >> \"Titan_AT\"\nmass = 100;\n```\n\nThe following parameter are used by just Eden:\n\n```cpp\ntransportMaxMagazines\ntransportMaxWeapons\ntransportMaxBackpacks\n```\n\n##### maxT\n\nInteger: This TokenName is used inside the #Smoke Class\n\n```cpp\nmaxT = 0;\n```\n\n##### min/max\n\nString Degrees Math Formula\n\n```cpp\nmin = 0;\nmax = 60 / 3.6;\n```\n\nNote for readability, these values are *normally* expressed as strings which the engine itself will convert.\n\nsee Indicator Class\n\n##### memoryPointExhaust...\n\nString:\n\n```cpp\nmemoryPointExhaust = \"exhaust_start\";\nmemoryPointExhaustDir = \"exhaust_end\";\n```\n\n##### memoryPointGun\n\nString:\n\n```cpp\nmemoryPointGun = \"machinegun\";\n```\n\n##### memoryPointGunnerOptics\n\nString\n\n```cpp\nmemoryPointGunnerOptics = \"gunnerview\";\n```\n\n##### memoryPointGunnerOutOptics\n\nString\n\n```cpp\nmemoryPointGunnerOutOptics = \"commander_weapon_view\";\n```\n\n##### memoryPoint...Missile\n\nString:\n\n```cpp\nmemoryPointLMissile = \"Missile_1\";\nmemoryPointRMissile = \"Missile_2\";\n```\n\n##### memoryPoint...Rocket\n\nString:\n\n```cpp\nmemoryPointLRocket = \"Rocket_1\";\nmemoryPointRRocket = \"Rocket_2\";\n```\n\n##### memoryPointsGetIn...\n\nString:\n\n```cpp\nmemoryPointsGetInCargo = \"pos_cargo\";\nmemoryPointsGetInCoDriver = \"pos_codriver\";\nmemoryPointsGetInCommander = \"pos_commander\";\nmemoryPointsGetInDriver = \"pos_driver\";\nmemoryPointsGetInGunner = \"pos gunner\";\n```\n\n###### memoryPointsGetIn...Dir\n\nString:\n\n```cpp\nmemoryPointsGetInCargoDir = \"pos_cargo_dir\";\nmemoryPointsGetInCoDriverDir = \"pos_codriver_dir\";\nmemoryPointsGetInCommanderDir = \"pos_commander_dir\";\nmemoryPointsGetInDriverDir = \"pos_driver_dir\";\nmemoryPointsGetInGunnerDir = \"pos gunner dir\";\n```\n\n##### memoryPointSupply\n\nString:\n\n```cpp\nmemoryPointSupply = \"supply\";\n```\n\n##### memoryPointTrack...\n\nString:\n\n```cpp\nmemoryPointTrackFLL = \"tyreTrack_1_1l\";\nmemoryPointTrackFLR = \"tyreTrack_1_1r\";\nmemoryPointTrackBLL = \"tyreTrack_1_2l\";\nmemoryPointTrackBLR = \"tyreTrack_1_2r\";\nmemoryPointTrackFRL = \"tyreTrack_2_1l\";\nmemoryPointTrackFRR = \"tyreTrack_2_1r\";\nmemoryPointTrackBRL = \"tyreTrack_2_2l\";\nmemoryPointTrackBRR = \"tyreTrack_2_2r\";\n```\n\n##### microMimics\n\nString: Man class\n\nThis token refers to the class within the external cfgMimics class\n\n```cpp\nmicroMimics = \"Micro\";\n```\n\n##### minute\n\npart of the IndicatorWatch class\n\nsee #hour\n\n##### model\n\nString: Default Value= \"empty.p3d\"\n\nLocation in the addon where the p3d model resides.\n\n```cpp\nmodel = \"\\AddonName\\anyp3d(.p3d)\";\n```\n\nWhere a class is not a visible 'object', such as a BaseClass. You can specify\n\n```cpp\nmodel = \"\";\n```\n\nthis cuts down on load and access.\n\nRelated TokenName: #simulation, #reversed\n\n##### moves\n\nString: Default = \"NoDefaultMoves\"\n\napplies to the man class and refers to a cfgMoves class\n\n```cpp\nmoves = \"CfgMovesMC\";    // civilian, in fact, there isn't another\n```\n\n#### N\n\n##### ...NightLights...\n\nFloat:\n\n```cpp\nspotableNightLightsOff = 0.05;    // default\nspotableNightLightsOn = 4;        // default\nvisibleNightLightsOff = 0.1;    // default\nvisibleNightLightsOn = 0.2;        // default\n```\n\n##### name\n\nString:\n\n```cpp\nname = \"motor\";\n```\n\nUsed in Hit... classes, eg HitTurret HitBody\n\nRelated TokenNames: #armor (float), #material, #name, #passThrough\n\n##### nameSound\n\nString: Default value: \"Target\"\n\nNamesound is used by the AI audio to indicate verbally where to go, what 'vehicle' to attack. Thus the audio speech \"move to 'rock' 3 o'clock' is derived from the *nameSound*.\n\n```cpp\nnameSound = \"rock\";\n```\n\nMany different nameSounds can be selected. Here are just a few.\n\n```cpp\nnameSound = \"crew\";\nnameSound = \"target\";\nnameSound = \"tank\";\nnameSound = \"house\";\n```\n\nThe actual descriptive text accompanying the 'sound' can be different see #displayName\n\nTypically, a collection of buildings (eg) will be configured as follows\n\n```cpp\nclass GenBuilding : NonStrategic\n{\n    scope = private; // internal use only\n    VehicleClass = \"Some Editor Group Name\";\n    nameSound = \"house\";\n};\nclass YellowBuilding : GenBuilding\n{\n    scope = public;\n    name = \"YellowBuilding\";\n    model = \"Some yellow building.p3d\";\n};\n```\n\nRelated TokenNames\n#scope, #accuracy, #displayName, #vehicleClass, #nameSound, #camouflage\n\n##### noseDownCoef\n\nFloat: Default 1.0 used by Plane class\n\n```cpp\nnoseDownCoef = 0.025;    // Cessna\n```\n\nHow much the nose drops when banking.\n\n*Note: Not used in ArmA any more*\n\n##### nightVision\n\nBoolean: Default false\n\n```cpp\nnightVision = true;\n```\n\npresent in lawsoldier, sniper, saboteur, tank, and air crew\n\n*Note: obsolete, not used, NVG item is used instead*\n\n#### O\n\n##### ...OpticsColor\n\nFloat Array : Default {0, 0, 0, 1};\n\n```cpp\ndriverOpticsColor[] = { 0, 0, 0, 1 };\ngunnerOpticsColor[] = { 0.910000, 0.230000, 0.230000, 1 };\ncommanderOpticsColor[] = { 0.910000, 0.230000, 0.230000, 1 };\n```\n\n##### ...OpticsModel\n\nString: Default \"\"\n\n```cpp\ncommanderOpticsModel= \"\\AnyPbo\\AnyP3d(.p3d)\";\ndriverOpticsModel = \"\\AnyPbo\\AnyP3d(.p3d)\";\ngunnerOpticsModel= \"\\AnyPbo\\AnyP3d(.p3d)\";\n```\n\n##### gunnerOpticsShowCursor\n\nBoolean\n\n```cpp\ngunnerOpticsShowCursor = true;\n```\n\n#### P\n\n##### passThrough\n\nBoolean: Default true\n\nIf true, destroying this part of the vehicle will destroy the whole vehicle. If false, damage will only affect this part of the vehicle.\n\nThis value is only taken into account in Arma 2. It was ignored by the game engine in previous games (that includes OFP).\n\n```cpp\npassThrough = 1;\n```\n\nUsed in Hit... classes, eg HitTurret HitBody\n\nRelated TokenNames: #armor (float), #material, #name, #passThrough\n\n##### picture\n\nString: Default: iaston.paa\n\nI think this is for briefing Information icon click\n\n```cpp\npicture = \"\\AnyAddon\\AnyPAA(.paa)\";\n```\n\n\"Picture\" is used in config.cpp to display the 128 x 64\ngraphic file of the unit in the HUD and the bottom\nof the screen while in game. A .pac file can be used\nalso. If using a .pac make your alpha channel pink -\nRGB 255, 0, 255. Pink is invisible in .pac file.\n\n##### pilotLight\n\nBoolean: Default: false\n\nDefault state of headlights on vehicle.\n\n```cpp\npilotLight = true; // spawn vehicle with headlights on\n```\n\n##### position\n\nString:\n\n```cpp\nposition = \"ohniste\";\nposition = \"L svetlo\";\n```\n\nSee #Reflectors Class, #Light Class\n\n##### precision\n\n```cpp\nprecision = 1;        // man\nprecision = 200;    // air\nprecision = 50;        // boat\n```\n\n##### ...preciseGetInOut\n\nInteger: Defines location of getin point. 0 = use memoryPointGetIn , 1 = use model center as get in point, 2 = use proxy of crew position as get in point. Default is 0.\n\n```cpp\npreciseGetInOut = 0;        // for vehicle crew\ncargoPreciseGetInOut = 0;    // for passengers\n```\n\n##### preferRoads\n\nBoolean: Default false\n\n```cpp\npreferRoads = true;    // all vehicles\n```\n\n##### primary\n\nBoolean: For models that can have, (but don't necessarily do have) multiple internal objects of the same type (turrets eg). One of them, is declared the main, or primary turret. There may indeed be only one 'turret'. (Note: this entry has been replaced by the **primary..**. entries. Please use those for your turret definitions to ensure maximal compatibility.)\n\n```cpp\nprimary = true;\n```\n\n##### primary...\n\nBoolean A vehicle can have multiple turrets, but one of them normally is the primary gunner turret and one the primary vehicle commander turret (this can be the same turret or two different turrets, but you cannot have several primary gunner or commander turrets). Please use these entries instead of the more general **primary** entry.\n\n```cpp\nprimaryGunner = false;\nprimaryObserver = true;    // Commander\n```\n\n##### proxyIndex\n\nInteger\n\n```cpp\nproxyIndex = 2;\n```\n\n##### proxyType\n\nString\n\n```cpp\nproxyType = \"CPCommander\";\n```\n\n#### R\n\n##### ...Radius\n\nFloat:\n\nRepresents a circular area (radius in meters from **centre** of object for action to take place\n\n```cpp\ngetInRadius = 2.5;    // default\ngetInRadius = 3.5;    // tank\ngetInRadius = 10;    // ship\n\nsupplyRadius = 2.5;    // for fuel dumps ammo trucks etc\n```\n\n##### ...RotorSpeed\n\nFloat: Helicopters\n\n```cpp\nmainRotorSpeed = 1.0;    // default\nbackRotorSpeed = 1.5;    // default\n\nmainRotorSpeed = 1.0;    // ch47d\nbackRotorSpeed = -1.0;\n```\n\n##### ...RotorDive\n\nFloat: Helicopters, Default 0.0\n\n```cpp\nminMainRotorDive = -9;    // CH47D\nmaxMainRotorDive = 15;\nneutralMainRotorDive = -5;\nminBackRotorDive = -15;\nmaxBackRotorDive = 9;\nneutralBackRotorDive = -5;\n```\n\n##### ReloadAnimations Class\n\nGeneral useage in Helicopters, this class is 'looked for' by the engine. Various models, but normally only one, are specified as follows\n\n```cpp\nclass ReloadAnimations\n{\n    class SomeThingA\n    {\n        // ...\n    };\n    // ...\n    class SomeThingZ\n    {\n        // ...\n    };\n};\n```\n\nhere is an example for an Mi24 helicopter\n\n```cpp\nclass MachineGun30E\n{\n    weapon = \"MachineGun30E\";\n    angle0 = 0;\n    angle1 = -2 * 3.141592654;\n    multiplier = 500;\n    type = \"rotation\";\n    animPeriod = 0.500000;\n    selection = \"gatling\";\n    begin = \"usti hlavne\";\n    end = \"konec hlavne\";\n};\n```\n\n##### rotL/R\n\ndefined within a tank.Wheels class to describe the series of small wheels on each side\n\n```cpp\nrotR[] = { kolL1, kolL2, kolL3, kolL4, kolL5, kolL6, kolL7, kolL8 };\nrotL[] = { kolP1, kolP2, kolP3, kolP4, kolP5, kolP6, kolP7, kolP8 };\nupDownL[] = { koloP1, podkoloP1, koloP2, podkoloP2, koloP3, podkoloP3, koloP4, podkoloP4, koloP5, podkoloP5, koloP6, podkoloP6, koloP7, podkoloP7, koloP8, podkoloP8 };\nupDownR[] = { koloL1, podkoloL1, koloL2, podkoloL2, koloL3, podkoloL3, koloL4, podkoloL4, koloL5, podkoloL5, koloL6, podkoloL6, koloL7, podkoloL7, koloL8, podkoloL8 };\n```\n\n##### reversed\n\nBoolean: Default true\n\nNormally, models ARE reversed with respect to how they present on the screen after editing with tools like oxygen (eg) This overrides the default. See #model\n\n```cpp\nreversed = false;    // class thing\n```\n\n##### rotor...\n\nString: Helicopters\n\n```cpp\nrotorBig = \"vrtule_velka\";    // cobra\nrotorBigBlend = \"vrtule_velka_bl\";\nrotorSmall = \"vrtule_mala\";\nrotorSmallBlend = \"vrtule_mala_bl\";\n```\n\n#### S\n\n##### ...Sensitivity\n\nFloat: Default 1.0 Used by Plane Class\n\n```cpp\naileronSensitivity = 0.33;        // Cessna\nelevatorSensitivity = 0.1;        // Cessna\nwheelSteeringSensitivity = 1.0;    // default\n```\n\n##### ...Simul/Plan\n\nFloat: in meters\n\n```cpp\nsteerAheadSimul = 0.5;    // default\nsteerAheadPlan = 0.35;    // default\nsteerAheadSimul = 0.2;    // man\nsteerAheadPlan = 0.2;\n\npredictTurnSimul = 1.2;    // default\npredictTurnPlan = 1.2;    // default\npredictTurnSimul = 3;    // ship\npredictTurnPlan = 3;\n```\n\n##### scope\n\nInteger: Default value is 0 (private).\n\n```cpp\nscope = 2;\n```\n\nScope is used to limit access to the class in the Mission Editor (such as Eden Editor) and scripts. The value can be one of **0** (private), **1** (protected/hidden), and **2** (public).\n\nDefines normally exist at the top of a well written config.cpp to make meanings clearer.\n\n```cpp\n#define private 0\n#define protected 1\n#define public 2\n```\n\nThe meaning of each is as follows\n\n**private:**\n\nNo object can be created using this class, neither in Mission Editor nor via scripts. This property marks the class as a \"base\" class, which other classes inherit from.\n\nprivate is a common method of grouping base characteristics together and inheriting all those common characteristics into a class that can be viewed or accessed.\n\n**public:**\n\nPublic classes are usable in scripting commands (such as createVehicle) and can be shown in the Mission Editor.\n\n**protected:**\n\nIdentical to public, except the class will not be listed in the Mission Editor. A very common form of use for this is\n\n```cpp\nclass Vegetables\n{\n    scope = protected;\n    VehicleClass = \"Fruit and Onions\";    // a generic group in mission editor\n    displayName = \"Generic Vegetable\";\n    namesound = \"whatever\";\n    icon = \"vegetableIcon.paa\";\n    // put any other common characteristics in here\n};\nclass GreenOnions : Vegetables\n{\n    scope = public;\n    displayName = \"Green Onion\";\n}\nclass PurpleOnion : Vegetables\n{\n    ....\n}\n```\n\nThe effect here is to reduce (considerably) not only the amount of typing, but memory storage too.\n\nIt is only the public classes that are listed in the Mission Editor.\n\nSo in above example while each one of these has a separate *displayName=*, they are ALL 'grouped' in the Editor's \"Fruit and Onions\", and **all** of them will be referred to *in the mission* as \"Generic Vegetable\". If you follow along, you should fully expect to see another protected class called \"Generic Fruit\"\n\nIn the above example, it is just as useful to declare the base class '*private*. But, see below, and see #accuracy\n\nProtected classes are CamCreatable in the mission.sqm.\n\nProtected classes are immensely useful to 'hide' obsolete models that are still required to maintain compatibility with older missions. Ie older missions will still be playable, but newly created ones will only 'get at' the newer improvements specified in a public class. This\n\n```cpp\nclass OriginalThing\n{\n    scope = protected;\n    // ...\n    // lots of original things\n    // ...\n};\nclass ImprovedThing : OriginalThing // inherits it all\n{\n    scope = public;\n    // ...\n    // lots of new improved things\n    // ...\n};\n```\n\nRelated TokenNames\n#scope, #accuracy, #displayName, #vehicleClass, #nameSound, #camouflage\n\n##### secondaryExplosion\n\nInteger: Default disabled (-1)\n\n```cpp\nsecondaryExplosion = -1;\n```\n\n##### sensitivity\n\nFloat: Default 1.0\n\n```cpp\nsensitivity = 0.6;    // cars\nsensitivity = 2;    // sniper\n```\n\nThe higher the sensitivity value for an unit, the better it can see.\n\nThe effect is not linear, but logarithmic. So for an unit with value 1 vs one with value 3 it must be 1.7 times closer (square root of 3). This example does not take into account other factors like zoom, binocular use, optics, camouflage and accuracy (knowsAbout value needed to detect the type and side).\n\n1 equals roughly to 100 meters, 2.5 to 210m, 3 to 250m.\n\nOA 1.62 state:\n\n```cpp\nclass All\n    sensitivity = 2.5;\n    sensitivityEar = 0.0075;\nclass AllVehicles : All\nclass Land : AllVehicles\nclass LandVehicle : Land\nclass Car : LandVehicle\n    sensitivity = 3;\nclass Motorcycle : LandVehicle\n    sensitivity = 3;\nclass Bicycle : Motorcycle\nclass Tank : LandVehicle\n    sensitivityEar = \"0.0075 /3\";\nclass APC : Tank\nclass Man : Land\n    sensitivity = 3;\n    sensitivityEar = 0.5;\nclass Animal : Man\nclass Air : AllVehicles\nclass Helicopter : Air\nclass Plane : Air\nclass Ship : AllVehicles\nclass AH6X_EP1 : AH6_Base_EP1\n    sensitivity = 2;\nclass Ka137_Base_PMC : Helicopter\n    sensitivity = 2;\n```\n\n##### sensitivityEar\n\nFloat: Default 0.0075\n\nSets how well can the given unit hear others.\nThe bigger the value, the better the hearing.\n\n```cpp\nsensitivityEar = 0.13;    // man\n```\n\n##### selection\n\nString:\n\n```cpp\nselection = \"L svetlo\";\n```\n\nSee #Reflectors Class, #ReloadAnimations Class (Arma Only), #Hatch... Class, #Indicator Class\n\n##### selection...\n\nString:\n\n```cpp\nselectionBackLights = \"light_back\";\nselectionBrakeLights = \"light_brake\";\nselectionFireAnim = \"muzzleflash\";\nselectionHRotorStill= \"mainRotorStatic\";\nselectionHRotorMove = \"mainRotorBlurred\";\nselectionVRotorStill = \"tailRotorStatic\";\nselectionVRotorMove = \"tailRotorBlurred\";\nselectionFabric = \"latka\";\n```\n\nThe selections\n\n```cpp\nselectionLeftOffset = \"PasOffsetL\";\nselectionRightOffset = \"PasOffsetP\";\n```\n\nare used to animate tank track textures. You must have the appropriate Named Selections in the model and the selection must have an rvmat in order to work.\n\n##### shape\n\nFloat: This TokenName is used inside the #Light Class\n\n```cpp\nshape = \"koulesvetlo\";\n```\n\nSee #Light Class, #Reflectors Class\n\n##### showgunneroptics\n\nBoolean:\n\n```cpp\nshowgunneroptics = 0;\n```\n\n##### showWeaponCargo\n\nBoolean:Default ?\n\n```cpp\nshowWeaponCargo = true;\n```\n\nFound inside weapon holders (ammo boxes)\nOFP: If it is set to true player won't be able to put weapons/magazines to container.\n\n##### sound\n\nString:\nUsed by animated objects (campfire eg) to give sound effect. Or, simply by ambients(wolves)\n\n```cpp\nsound = \"Fire\";\nsound = \"Fountain\";\nsound = \"OwlSfx\";\n```\n\n##### SoundEnvironExt Class\n\nclass SoundEnvironExt\n\nThis is a Class used within the man class. Some/ None, or all sections of it can (of course) be overridden by inheritance.\n\nThe external class **CfgManActions** accesses the **SoundEnvironExt** class defined (or inherited) for any 'man' (soldier eg).\n\nExternal class **CfgManActions** contains many clauses\n\n```cpp\nsoundOverride = \"fallbody\";    // e.g\n```\n\nfor instances of when it wants sounds for that 'action' to take place.\n\nthus, you can define none some or all arrays (within class with your SoundEnvironExt{}) for the following\n\n```cpp\nnormalExt[] =\nnormal[] =\nroad[] =\nrock[] =\nwater[] =\ngravel[] =\nsand[] =\ndrygrass[] =\ngrass[] =\nforest[] =\nmud[] =\nwood[] =\nmetal[] =\nsnow[] =\nhallway[] =\nfallbody[] =\nlaydown[] =\nstandup[] =\ncrawl[] =\n```\n\nExample\n\n```cpp\nsnow[] = {\n    { \"People\\snow_L\", 0.000032, 1 },\n    { \"People\\snow_R\", 0.000032, 1 }\n};\n```\n\nsnow is a Variable length Sound Array\n\nsee sounds[]\n\n##### Sounds Various\n\nComplex Array:\n\nAll the following use\n\n```cpp\nnameOfSound[] = { \"\\AddonName\\AnySound(.wss)\", 0.000000, 1, 1 };\n```\n\n- 1st parameter: Sound file (path). *.wss is default, *.ogg can be specified.\n- 2nd parameter: Change of volume compared to the strongest sound that is audible at the camera's (player's) position. It means that the strongest sound is played on 100% and this sound is played weaker (calculated from dB value, distance, occlude, ...). If this sound is alone in sound scene then it is played on 100% every time.\n- 3rd parameter: Speed of playing, 1 = normal speed/time of playing, 2 = 2 times slower, with half lower pitch.\n\n###### ...Sound\n\n```cpp\nflySound[] = { \"\\AddonName\\AnySound.wss\", 0.000000, 1, 1 };\nsingSound[] = { \"\\AddonName\\SoundFile.ogg\", 0.031623, 1, 1 };\nscudSound[] = { \"weapons\\rocketflying\", 316.227783, 0.200000 };\nscudSoundElevate[] = { \"vehicles\\gun_elevate\", 0.010000, 1 };\n```\n\n###### sound...\n\n```cpp\nsoundCrash[] = { \"\\AnyAddon\\AnySound(.wss)\", 0.010000, 1 };\nsoundSetSonicBoom[] = { \"Plane_Fighter_SonicBoom_SoundSet\" }; // Sonic Boom for jet fighters at supersonic speeds; defined in cfgSoundSets\n```\n\ndefault values\n\n```cpp\nsoundCrash[] = { \"Vehicles\\crash\", 0.316228, 1 };\nsoundDammage[] = { \"\", 1, 1 };\nsoundEngine[] = { \"\", 1, 1 };\nsoundEnviron[] = { \"\", 1, 1 };\nsoundLandCrash[] = { \"Explosions\\intoground\", 0.316228, 1 };\nsoundWaterCrash[] = { \"Explosions\\intowater\", 0.316228, 1 };\nsoundGetIn[] = { \"Vehicles\\get_in\", 0.000316, 1 };\nsoundGetOut[] = { \"Vehicles\\get_out\", 0.000316, 1 };\nsoundServo[] = { \"Vehicles\\gun_elevate\", 0.010000, 0.500000 };\nsoundGear[] = { \"\\AnyAddon\\AnySound(.wss)\", 0.316228, 1 };            // no default\nadditionalSound[] = { \"\\AnyAddon\\AnySound(.wss)\", 0.000000, 1 };    // man only\n```\n\n###### sound[]\n\nused by animations\n\n```cpp\nsound[] = { \"\\anyPbo\\AnySound(.wss)\", 10.000000, 1 };\n```\n\n##### side\n\nInteger: Default Value: NEUTRAL.\n\nThe side, when declared, sets the 'vehicle' to east, west, resistance, civilian. The effect differs according to the 'vehicle' itself. Eg soldiers, versus hospitals or repair trucks that can only be used by same side, if specifically sided.\n\nWell written missions (and configs) use defines at top of file to make this more legible.\n\n```cpp\n#define NO_SIDE -1\n#define EAST 0            // (Russian)\n#define WEST 1            // (NATO)\n#define RESISTANCE 2    // Guerilla\n#define CIVILIAN 3\n#define NEUTRAL 4\n#define ENEMY 5\n#define FRIENDLY 6\n#define LOGIC 7\n\nside = EAST;\n```\n\nNEUTRAL is the general case for all objects.\n\nNO_SIDE is used for ambient seagulls and wolves (see #sound). It differs from NEUTRAL in that the engine spends no time looking for interraction with other objects.\n\n##### simulation\n\nString: Default value: invisible.\n\nThe engine behaviour with this #model.\n\n```cpp\nsimulation = \"SeaGull\";\nsimulation = \"thing\";\nsimulation = \"fire\";\nsimulation = \"flag\";\nsimulation = \"house\";\n// simulation = airplane, helicopter, tank\n```\n\nRelated TokenName: #model\n\n##### size\n\nFloat: This TokenName is used inside the Smoke class and Reflector class\n\n```cpp\nsize = 0.1;\n```\n\npart of Reflectors class\n\n##### source\n\nString: found in animationSources\n\n```cpp\nsource = \"reload\";\nsource = \"time\";\n```\n\n##### sourceAddress\n\nString: found in animationSources\n\n```cpp\nsourceAddress = \"loop\";\n```\n\n##### sourceSize\n\nFloat: This TokenName is used inside the #Light Class\n\n```cpp\nsourceSize = 0.015;\n```\n\n##### ...Speed\n\nFloat: In Kph.\n\nSetting maxSpeed for infantry units too low might cause problems when working with waypoints (units won't be able to fully complete them or won't move towards them).\n\n```cpp\nminSpeed = -0.5;    // range 0->1\nmaxSpeed = 80;        // default\nmaxSpeed = 30;        // tractor\nmaxSpeed = 60;        // boat\n```\n\n##### scud...\n\nString: Default \"\"\n\n```cpp\nscudLaunch = \"scudlunch.rtm\";\nscudStart = \"scudstart.rtm\";\nscudModel = \"scud_strela_proxy\";\nscudModelFire = \"scud_strela_ohen\";\n```\n\n##### straightDistance\n\nInteger:\n\n```cpp\nstraightDistance = 50;\n```\n\n##### submerged..\n\nFloat: default 0.0\n\nAlmost all 'objects' are **not** submerged. This parameter is used to hide objects such as effects\n\n```cpp\nsubmerged = -0.5;        // thing effect\nsubmergeSpeed = 0.25;    // positive value makes it go deeper (sound goes quieter)\n```\n\n#### T\n\n##### ...Turn\n\nInteger Degrees\n\n```cpp\ninitTurn = 90;\nminTurn = -70;\nmaxTurn = 70;\n```\n\npart of any Turret class (tanks eg)\n\nsee#gun\n\n##### TokenNames Embedded\n\nsee #Embedded ClassNames\n\n###### turning\n\nBoolean:\n\n```cpp\nturning = 1;\n```\n\n###### turnCoef\n\nFloat: Default 2.0\n\n```cpp\nturnCoef = 6.0;    // truck\nturnCoef = 9.0;    // tractor\n```\n\n##### terrainCoef\n\nFloat: Default 3.0\n\n- Pre A3: multiplier to torque and speed (pForce)\n- A3: multiplier to maxSpeedCoef (1 - maxSpeedCoef) [cfgSurfaces parameter] for speedCoef\n\n```cpp\nPre A3::\n        terrainCoef = 6.0;    // skoda\n---\nA3:\n    class Car_F : Car\n        terrainCoef = 2;\n\n    class MRAP_03_base_F : Car_F\n        terrainCoef = 1;\n    class UGV_01_base_F : Car_F\n        terrainCoef = 1.2;\n    class Quadbike_01_base_F : Car_F\n        terrainCoef = 1.4;\n    class MRAP_01_base_F : Car_F\n        terrainCoef = 1.5;\n    class MRAP_02_base_F : Car_F\n        terrainCoef = 1.5;\n    class SUV_01_base_F : Car_F\n        terrainCoef = 2.5;\n    class Hatchback_01_base_F : Car_F\n        terrainCoef = 4.5;\n    class Kart_01_Base_F : Car_F\n        terrainCoef = 5;\n\n    class Truck_F : Car_F\n        terrainCoef = 2.5;\n\n    class Truck_03_base_F : Truck_F\n        terrainCoef = 1.8;\n    class Truck_02_base_F : Truck_F\n        terrainCoef = 2;\n    class Van_02_base_F : Truck_F\n        terrainCoef = 3;\n\n    class Wheeled_APC_F : Car_F\n        terrainCoef = 1.5;\n```\n\n##### textureList[]\n\nComplex (string, float) Array\n\nIntroduced with Arma 3 v1.24, the Bootcamp Update, along with a lot of other randomization features.\n\nArray of texture sources to randomize the vehicle with similar to facewear/headgear randomization for characters (See Arma 3: Characters And Gear Encoding Guide#FIA headgear and facewear randomization); format is:\n\n```cpp\ntextureList[] = { \"texture1\", weight1, \"texture2\", weight2, etc. };\n```\n\nTextures must be classes from the vehicle's TextureSources. If all the weights are the same value, it functions as straight equal randomization.\n\nExample:\n\n```cpp\nclass MyPlane : C_Plane_Civil_01_F\n{\n    textureList[] = { \"Racer_1\", 0.5, \"Racer_2\", 1 };\n};\n```\n\n##### threat\n\nfloat Array: Default Value {0.700000, 0.500000, 0.300000};\n\nHow threatening you are to unit types {Soft, Armor, Air}, respectively.\n\nThe ai for this model selects targets of opportunity, based on these values.\n\n```cpp\nthreat[] = { 1, 0.0500000, 0.050000 };            // soldier\nthreat[] = { 1, 0.900000, 0.100000 };            // law soldier\nthreat[] = { 0.900000, 0.700000, 0.300000 };    // bmp\n```\n\nRelated TokenNames: type, #cost, #threat\n\n##### timeToLive\n\nFloat: Default 10 000 000 000.0; // seconds?\n\n```cpp\ntimeToLive = 20;    // thing effects (bullets)\ntimeToLive = 100000002004087730000.0;    // campfire\n```\n\nSee #Smoke Class\n\n##### transport...\n\n###### transportAmmo\n\nInteger: Used by supply 'vehicles' to determine total amount available for entire mission. Once depleted...\n\nA 'vehicle' in this case can be a genuine repair truck, or, a building.\n\n```cpp\ntransportAmmo = 300000;            // reammo truck\ntransportAmmo = 10000000;        // bigship\n\ntransportFuel = 3000;            // refueltruck\ntransportRepair = 200000000;    // repairtruck\n```\n\n###### transportMax...\n\nThese parameters appear not to be used in Arma 3 and are only included for backwards compatibility. See maximumLoad to define a vehicle's storage capacity.\n\n```cpp\ntransportMaxMagazines = 50;        // car\ntransportMaxWeapons = 10;\ntransportMaxMagazines = 5;        // motorcycle\ntransportMaxWeapons = 0;\ntransportMaxMagazines = 50;        // tank\ntransportMaxWeapons = 10;\ntransportMaxMagazines = 20;        // air\ntransportMaxWeapons = 3;\ntransportMaxMagazines = 100;    // boat\ntransportMaxWeapons = 20;\ntransportMaxMagazines = 500;    // ship\ntransportMaxWeapons = 200;\ntransportMaxMagazines = 200;    // truck\ntransportMaxWeapons = 50;\ntransportMaxMagazines = 100;    // apc\ntransportMaxWeapons = 20;\ntransportMaxMagazines = 200;    // helicopter\ntransportMaxWeapons = 50;\ntransportMaxWeapons = 500;        // ammo boxes\ntransportMaxMagazines = 2000;\n```\n\nValues vary depending on exact type of 'boat' eg.\n\nThese TokenNames ate used to indicate how many units of each type an object can hold. Most objects can't hold anything.\n\n###### transportSoldier\n\nInteger: Default Value= 0.\n\nNumber of 'passengers' this vehicle can carry. The value does **not** include the driver, **nor** any vehicle positions such as gunner (if any) or commander(if any). See the JeepMg below for a 3 person vehicle which can only transport ONE soldier.\n\n```cpp\ntransportSoldier = 3;        // jeep/car\ntransportSoldier = 50;        // large ship\ntransportSoldier = 6to10;    // SmallShip\ntransportSoldier = 3;        // a10\ntransportSoldier = 8to12;    // helicopters\ntransportSoldier = 2or3;    // ambulance\ntransportSoldier = 8;        // apc/bmp\ntransportSoldier = 12;        // truck\ntransportSoldier = 1;        // jeepmg\ntransportSoldier = 1or2;    // repair type truck\n```\n\nto make the game 'interesting', similar vehicles on different sides, can carry non equivalent numbers.\n\n##### transportVehiclesCount\n\nInteger : default 0\n\n```cpp\ntransportVehiclesCount = 15; // a Carrier (big ship)\n```\n\n##### TransportMagazines Class\n\n##### transportVehiclesMass\n\nInteger: Default 0\n\n```cpp\ntransportVehiclesMass = 0;    // not used by any model\n```\n\n##### TransportWeapons Class\n\n##### tracksSpeed\n\nInteger: Default 1\n\nSpeed of tracks UV animation. Use negative number to move tracks in opossite direction\n\n```cpp\ntracksSpeed = 1.4;\n```\n\n##### TransportWeapons Class\n\n##### turretAxis\n\nString:\n\n```cpp\nturretAxis = \"OsaVeze\";\n```\n\nsee #Turret Class\n\n##### type (threat)\n\nInteger: Default Value: Armored\n\nThis indicates the threat type of the 'vehicle'.\n\nIn well written configs, the 3 possible values are declared as defines at top of file for legibility\n\n```cpp\n#define VSoft 0\n#define VArmor 1\n#define VAir 2\n\ntype = VAir;\n```\n\nVehicles (and buildings) are armoured, humans are 'soft' and aircraft (obviously) are air\n\nRelated TokenNames: type, #cost, #threat\n\n##### type (animation)\n\n**old** Unknown: Default Value: rotation\n\nThis appears in the ReloadAnimations class\n\n```cpp\ntype = \"rotation\";\n```\n\n##### typicalCargo\n\nVariable String Array:Array of units classes which are assumed to be onboard of vehicle. Used by AI to determine potential threat of vehicle in case they are not able to see units inside vehicle.\n\nThis array can have zero or more strings.\n\n```cpp\ntypicalCargo[] = { \"Soldier\", \"Soldier\", \"SoldierLAW\", \"SoldierLAW\" };\n```\n\nNote that these are *ClassNames* of soldiers.\n\n#### U\n\n##### ...UsesPilotView\n\nBoolean: : Default false\n\n```cpp\ngunnerUsesPilotView = false;    // some choppers (mi17)\ncommanderUsesPilotView = true;\n```\n\n##### uavHacker\n\nBoolean\nAllows unit to hack UAVs. Used on UAV operators in vanilla (Arma 3)\n\n```cpp\nuavHacker = 1;\n```\n\n##### unitInfoType\n\nString\n\n```cpp\nunitInfoType = \"UnitInfoSoldier\";\n```\n\nCertain 'vehicles' hide this information.\n\nsee #hideUnitInfo\n\n##### unloadInCombat\n\nBoolean: default true\n\n```cpp\nunloadInCombat = false;\n```\n\nAll true vehicles will cause ai to disembark when in combat.\n\n##### upDownL/R\n\nwheels class\nsee #rotL/R\n\n#### V\n\n##### vehicleClass\n\nString: Default Value= \"Objects\"\n\nUsed for Mission Editor basic category selection\n\n```cpp\nvehicleClass = \"Air\";\nvehicleClass = \"Support\";\nvehicleClass = \"My Great Addon\";\n```\n\nRelated TokenNames\n#scope, #accuracy, #displayName, #vehicleClass, #nameSound, #camouflage\n\n##### vehicleClass[]\n\nString Array:\n\n```cpp\nvehicleClass[] = { \"Men\", \"Car\", \"Armored\", \"Air\", \"Support\", \"Camera\", \"Objects\", \"Ammo\", \"Sounds\", \"Mines\" };\n```\n\n##### view...Shadow\n\nBoolean:\n\n```cpp\nviewCargoShadow = true;\nviewGunnerShadow = true;\n```\n\n##### viewDriverInExternal\n\nBoolean: default false\n\n```cpp\nviewDriverInExternal = true;    // Show the driver in third person view\n```\n\n##### viewGunnerInExternal\n\nBoolean: default false\n\n```cpp\nviewGunnerInExternal = true;    // for some turrets and M113\n```\n\n#### W\n\n##### ...WaterEffect\n\nString\n\nDefines the effect that will be spawned at the position of the LandContact points when vehicle is in/on the water.\n\n```cpp\nleftWaterEffect = \"vbs2_fx_lowWaterEffects\";\nrightWaterEffect = \"vbs2_fx_lowWaterEffects\";\n```\n\nsee #...DustEffect\n\n##### weapon\n\nString:\n\n```cpp\nweapon = \"M197\";\n```\n\nSelects a weapon from the CfgWeapons class\n\n##### weapons\n\nVariable String Array: default {};\n\nWeapons and Magazines contain individual description of what a 'vehicle' IS carrying.\n\n```cpp\nweapons[] = { \"FFARLauncher\", \"TwinM134\" };    // aircraft\nweapons[] = { \"CarHorn\" };    // truck\n\nweapons[] = { \"M21\", \"LAWLauncher\", \"Throw\", \"Put\" };    // soldier\nmagazines[] = { \"M21\", \"M21\", \"M21\", \"M21\", \"HandGrenade\", \"HandGrenade\", \"LAWLauncher\" };\n```\n\nThe amount of weapons (and magazines) that can be carried by the 'man' is determined by #weaponSlots\n\nThe names M21, Carhorn etc are external references to the cfgWeapons / cfgMagazines classes\n\n##### weaponsGroup\n\nInteger:\n\nThe weapons grouping for a vehicle, determined by enumerated weapon category definitions.\n\n```cpp\nweaponsGroup1 = WEAPONGROUP_CANNONS + WEAPONGROUP_MGUNS;                                // Adds Cannons and Machine Guns to Weapons Group 1\nweaponsGroup2 = WEAPONGROUP_ROCKETS;                                                    // Adds Rockets to Weapons Group 2\nweaponsGroup3 = WEAPONGROUP_AAMISSILES + WEAPONGROUP_ATMISSILES + WEAPONGROUP_MISSILES; // Adds All Missile types to Weapons Group 3\nweaponsGroup4 = WEAPONGROUP_BOMBS + WEAPONGROUP_SPECIAL;                                // Adds Bombs and Laser Designators to Weapons Group 4\n```\n\n```cpp\n#define WEAPONGROUP_CANNONS        1    // Cannons\n#define WEAPONGROUP_MGUNS        2    // Machine Guns\n#define WEAPONGROUP_ROCKETS        4    // Rockets\n#define WEAPONGROUP_AAMISSILES    8    // Anti-Air Missiles\n#define WEAPONGROUP_ATMISSILES    16    // Anti-Tank Missiles\n#define WEAPONGROUP_MISSILES    32    // All / Other Missiles\n#define WEAPONGROUP_BOMBS        64    // Bombs\n#define WEAPONGROUP_SPECIAL        128    // Laser Designator + Misc\n```\n\n##### weaponSlots\n\nInteger:\n\nWeaponslots apply to man class (soldier, civilian, etc)\n\nIt indicates the 'gear' capacity.\n\n```cpp\nweaponSlots = 1 + 4 + 12 * 256 + 2 * 4096 + 2 + 8 * 16;    // all soldiers/civilians\nweaponSlots = 1 + 4 + 8 * 256 + 2 * 4096 + 2 + 4 * 16;    // medics\n\n// 1 = primary weapon\n// 2 = handgun slot\n// 4 = secondary weapon (launcher)\n// 16 = handgun magazines (8x)(or grenades for M203/GP-25)\n// 256 = magazine slots (12x / 8x for medics)\n// 4096 = goggle slot (2x)\n// 131072 = ?\n```\n\n##### wheelCircumference\n\nFloat Default 2.513 meters\n\n```cpp\nwheelCircumference = 8;    // tractor\n```\n\n##### wounds\n\nstring Array:\n\n```cpp\nwounds[] = { \"xicht_a.paa\", \"xicht_a_zranen\", ... };\n```\n\nthis token is used in the man class to show a series of pac/paa files depending on damaged state of the body.","sections":[{"heading":"Introduction","level":3,"markdown":"TokenName Config.cpp Reference\n\nSimply put, Token Name & Value pairs are as follows\n\n```cpp\nSomeName = SomeValue;\n```\n\nToken Names are used extensively throughout Operation Flashpoint 'text' files.\n\nAn example is, when creating a model using class statements inside a Config.cpp, to access it later, via the mission editor\n\n```cpp\nscope = 2;\n```\n\nThis article details the token-names specifically available within the **CfgVehicles** class of a Config.cpp. The primary focus of this document is the TokenNames used for various aspects of controlling models within **Addons**.\n\nUnlike a command reference, where one meaning fits all, Token names are **not** verbs. The meaning of the name, it is effect, can be different, depending on context. You are advised therefore, that these names, as listed, apply *only* to the CfgVehicles class. They may, or may not, have identical meanings (if found), in other classes.\n\nThis article lists token names, their value ranges, and their type."},{"heading":"TokenTypes","level":4,"markdown":"| Token Type | Description | Example |\n|---|---|---|\n| Integer | A signed value that will be held in 4 bytes. | `token = 1;` |\n| Boolean | An Integer value of 0 or 1. This is a 'convenience type' in humanly readable text. The engine stores it as an integer.<br>For Elite only: **All strings must be enclosed in quotes**. | `token = true;` |\n| String | Any string value | `token = \"SomeString\";` |\n| Array | An array | `token[] = { ... };` |\n| Float Array | An array of floats | `token[] = { 0.5, 0.3, 0.05 };` |\n| String Array | An array of strings | `token[] = { \"String1\", \"String2\" };` |\n| Integer Array | An array of integers | `token[] = { 0, 1, 2 };` |\n| Complex Array | A mixture of multiple types, including embedded arrays. | `token[] = { \"String\", 1, 0.5, true };` |\n| Variable Array | The number of elements for **this** array in **this** class model can have a varying number of elements (depending on context) |  |"},{"heading":"Filenames and Paths","level":4,"markdown":"Filenames are case **in**sensitive."},{"heading":"Pbo File conventions","level":5,"markdown":"The root path of the filename is (generally) the name of the pbo\n\n```cpp\nmodel= \"\\anypbofile\\anywhere\\....\";\n```\n\nnote the pbo extension is inferred\n\n**anywhere** is an (optional) (series of) folder(s) INSIDE the pbo.\n\nDepending on the file referred to, eg a p3d file for a model, the extension (in this case .p3d) is not required."},{"heading":"p3d files","level":5,"markdown":"```cpp\nmodel = \"\\anypbofilename\\anyp3d(.p3d)\";\n```"},{"heading":"paa/pac","level":5,"markdown":"Wherever these file types are indicated, the default extension is paa\n\n```cpp\nicon = \"\\somepbo\\anyicon(.paa)\";\n```"},{"heading":"jpeg","level":5,"markdown":"jpeg pictures are usable anywhere a pac (or pac) file is indicated. It is never default.\n\nException: Operation Flashpoint: Elite specifically, cannot handle jpg.\n\n```cpp\npicture = \"\\AnyPbo\\AnyPicture.jpg\";\n```"},{"heading":"Sound files","level":5,"markdown":"wss is the default extension if not declared.\n\n```cpp\nsound = \"\\AnyPbo\\AnySoundFolder\\AnySound(.wss)\";\n```\n\nOtherwise use Ogg Vorbis format (extension .ogg)."},{"heading":"Vehicle vs 'Vehicle'","level":4,"markdown":"In this document. a vehicle, is a true vehicle of some kind. Be it a tank, or a car.\n\nA 'vehicle' on the other hand covers cfgVehicles as defined in a config.cpp which would include **men** or **buildings**, since Operation Flashpoint considers them *all* to be 'vehicles'"},{"heading":"Config.bin vs Config.cpp","level":4,"markdown":"By convention only, config.**cpp** is the humanly readable text equivalent of config.**bin**.\n\nThe engine will accept either or **both**.\n\nWhen both are encountered, it is the text file that is predominant (the raPified file is ignored). (Which is the text file, and which is the 'binary' is moot, see below).\n\nWhile unusual to have both, it is common for an addon, eg a pbo, to have **both** inside where the config.cpp is a 'work in progress' that might later be 'binarised' to raP, and the cpp removed."},{"heading":"raP files","level":4,"markdown":"So-called 'binarised' or 'binary' files are encoded in raP file format. They are not in the conventional sense a \"binary\"—machine readable code or data—but rather a more convenient encoded form of the text file (from the engine's perspective). They represent the stripping out of comments and extraneous crud, with bells on. For example, save files are raP encoded, just like config.bin is.\n\nBy convention only, a config.cpp is a text file. The engine does not actually care; if it encounters a config.cpp with a raP signature, it is treated as per a config.bin.\n\nThe engine unconditionally converts text files to raP encoding before it uses it further. This (obviously) slows game or mission loading and (less obviously) is a source of 'undocumented features'. Prior to finishing your addon, it is a Good Idea™ to 'binarise' the config into raP encoding and rename the cpp file to .txt for documentation purposes."},{"heading":"Alphabetical Order","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"...Action","level":5,"markdown":"String : defaults ManActCargo\n\n```cpp\ncommanderAction =    \"ManActM60CommanderOut\";\ndriverAction =        \"ManActShipDriver\";\ngunnerAction =        \"ManActJeepGunner\";\ncommanderInAction =    \"ManActTestDriver\";\ndriverInAction =    \"ManActM113Driver\";\ngunnerInAction =    \"ManActM1A1Gunner\";\ngetInAction =        ManActGetInTank;    // default\ngetOutAction =        ManActGetOutTank;    // default\n```"},{"heading":"cargoAction","level":6,"markdown":"Variable String Array: default {ManActCargo}\n\n```cpp\ncargoAction[] = { \"ManActM113Medic\", \"ManActM113Medic\", \"ManActM113Injured\" };\n```\n\n**Note** that unlike driverAction and gunnerAction this is an array. (for multiple positions)\n\nThe number of elements in this array correspond to the #transportSoldier value declared for this class.\n\nsee #cargoIsCoDriver"},{"heading":"...AngleX/Y","level":5,"markdown":"Float Degrees\n\n```cpp\ninitAngleX = 0;\nminAngleX = -30;\nmaxAngleX = 30;\n```\n\n```cpp\ninitAngleY = 0;\nminAngleY = -100;\nmaxAngleY = 100;\n```\n\n```cpp\ninitFov = 0.700000;\nminFov = 0.420000;\nmaxFov = 0.850000;\n```\n\nused by car.ViewPilot class"},{"heading":"angle","level":5,"markdown":"Float: Degrees\n\n```cpp\nangle = -240;\n```\n\nsee #Indicator... Class Or #Hatch... Class"},{"heading":"access","level":5,"markdown":"Integer: Determines the manipulability of the class.\n\n```cpp\naccess = 1;\n```\n\n0 ReadAndWrite additional values can be added\n1 ReadAndCreate only adding new class members is allowed\n2 ReadOnly no modifications enabled\n3 ReadOnlyVerified no modifications enabled, CRC test applied\n\nAll *BIS* classes are **ReadOnlyVerified** and can only be inherited into a new class"},{"heading":"accuracy","level":5,"markdown":"Float: Default value = 0.02.\n\nDetermines how easy an object is to identify. Smaller values are easier to detect.\n\nTypically, buildings are 0.2, vehicles, 0.5\n\n**A value of 1000 causes the underlying class to be identified instead**. Eg bushy trees, pink trees and yellow trees, can all be 'identified' as \"trees\". The description \"bushy trees\" is then used solely when Editing. See #VehicleClass\n\n```cpp\naccuracy = 0.2;            // buildings\naccuracy = 0.5;            // small vehicles\naccuracy = 0.9;            // truck\naccuracy = 3.500000;    // sniper\naccuracy = 1.500000;    // lawsoldier\naccuracy = 1000;        // soldier - identify (most) soldiers as 'man'\n```\n\nRelationship to #camouflage:\n\n**accuracy** defines how hard it is for the AI to recognise the correct class of a unit. But even if it can't recognise the correct class it can still recognise it as an enemy and engage it.\n\n**camouflage** defines how hard it is for the AI to *see* that the unit is there.\n\nRelated TokenNames\n#scope, #accuracy, #displayName, #vehicleClass, #nameSound, #camouflage"},{"heading":"acceleration","level":5,"markdown":"Float: metres per second\n\n```cpp\nacceleration = 7;\n```"},{"heading":"airFriction","level":5,"markdown":"Array: 3 separate tokens, airFriction0[], airFriction1[], airFriction2[] that define the X Y and Z component respectively.\n\n```cpp\nairFriction2[] = { 25, 12, 2.500000 };\n```"},{"heading":"airFrictionCoefs...","level":5,"markdown":"Array: tokens for defining the friction behaviour of planes, introduced with Arma 3 Jets DLC. They define the airfriction for planes with simulation = \"PlaneX\". Untested if applicable to other objects as well. The values in each array define the X, Y and Z coefficients respectively. The friction force in a certain axis is calculated ingame by F_friction = v * abs( v ) * airFrictionCoefs2+ v * airFrictionCoefs1+ (sign of v) * airFrictionCoefs0; where \"v\" is the speed of the plane in that particular axis.\n\n```cpp\nairFrictionCoefs2[] = { 0.00100, 0.00050, 0.00006};\nairFrictionCoefs1[] = { 0.100, 0.050, 0.006 };\nairFrictionCoefs0[] = { 0.0, 0.0, 0.0 };\n```"},{"heading":"ambient","level":5,"markdown":"Float Array:\n\n```cpp\nambient[] = { 0.07, 0.07, 0.07, 1.0 };\n```\n\nSee #Reflectors Class, #Light Class, #CargoLight Class"},{"heading":"animated","level":5,"markdown":"Boolean : Default Value true\n\nUsed by class models that inherit an animated 'vehicle' to turn those aspects of the vehicle off.\n\n```cpp\nanimated = false;\n```\n\nmodel is animated, or not.\n\nwhen set true, the animation class, if any, happens, otherwise it doesn't\n\nsee animations class"},{"heading":"animPeriod","level":5,"markdown":"Float: Seconds.\n\nThis TokenName is generally used inside AnimationSources class (ArmA only). It's use in OFP:R is as follows\n\n```cpp\nanimPeriod = 1.33; // a fountain\n```"},{"heading":"animation...","level":5,"markdown":"String: These animation strings point to rtm files to create the movement.\n\n```cpp\nanimationFlag = \"\\AnyAddon\\AnyRTM(.rtm)\";    // to wiggle flag in wind\nanimationOpen = \"\\AnyAddon\\AnyRTM(.rtm)\";    // to open or close doors (eg)\nanimationDrop = \"\\AnyAddon\\AnyRTM(.rtm)\";\n```"},{"heading":"animationList[]","level":5,"markdown":"Array format [String, Float]\n\n(possibly introduced in Arma 3 v1.24 when other randomisation features were added)\n\nArray of animation sources to randomize the vehicle with similar to facewear/headgear randomization for characters (See Arma 3: Characters And Gear Encoding Guide - FIA headgear and facewear randomization; format is:\n\n```cpp\nanimationList[] = { \"animation1\", weight1, \"animation2\", weight2, etc. };\n```\n\nAnimations must be classes from the vehicle's AnimationSources. If all the weights are the same value, it functions as straight equal randomisation.\n\nExample:\n\n```cpp\nclass MyAPC : B_APC_Wheeled_01_cannon_F\n{\n    animationList[] = {\n        \"showBags\", 0,\n        \"showCamonetHull\", 0.5,\n        \"showCamonetCannon\", 0.75,\n        \"showCamonetTurret\", 1,\n        \"showSLATHull\", 1,\n        \"showSLATTurret\", 1\n    };\n};\n```"},{"heading":"animationSource...","level":5,"markdown":"String\n\n```cpp\nanimationSourceBody = \"Turret_2\";\nanimationSourceGun = \"Gun_2\";\nanimationSourceHatch = \"hatchCommander\";\nanimationSourceElevation = \"\"; // new in Arma 3\nanimationSourceCamElevation =\"\"; // new in Arma 3\n```"},{"heading":"armor (integer)","level":5,"markdown":"Float: A strength value of the object, how much external damage can be taken before 'destruction'. It is calculated together with object volume size! (bounding sphere calculated in geometry) Below are general ranges to give some idea.\n\n```cpp\napprox strength = (0.27/tgtRadius)^2 / armorInConfig\n\narmor = 3;            // man\narmor = 10;            // motorcycle\narmor = 20;            // a small car\narmor = 15..60;        // aircraft\narmor = 150;        // buildings\narmor = 150..300;    // bmp\narmor = 400...900;    // tank\narmor = 300;        // boat\narmor = 10000;        // ship\n```\n\nIf unspecified (or not inherited) the default value is 30\n\n- 1 bullet will kill armor <= 20\n- 2 bullets <= 40\n- 3 bullets 50"},{"heading":"armor (float)","level":5,"markdown":"Float: The floating version of armor type is only used in Hit... classes, eg HitTurret HitBody\n\n```cpp\narmor = 1.4;    // a bee\narmor = 0.8;    // a turret\n```\n\nRelated TokenNames: #armor (float), #material, #name, #passThrough"},{"heading":"armor...","level":5,"markdown":"Float:\n\n```cpp\n// for vehicles general\narmorStructural= 1;    // ranges between 1 and 4.0, default 1\narmorFuel = 1.4;    // default\narmorGlass = 0.5;    // default\narmorLights = 0.4;    // default 0.4 in all models.\narmorWheels = 0.05;    // default\n// for tanks\narmorHull = 1;\narmorTurret = 0.8;\narmorGun = 0.6;\narmorEngine = 0.8;\narmorTracks = 0.6;\n// for men\narmorHead = 0.7;\narmorHands = 0.5;\narmorLegs = 0.5;\n// helicopters\narmorHull = 0.5;\narmorEngine = 0.6;\narmorAvionics = 1.4;\narmorVRotor = 0.5;\narmorHRotor = 0.7;\narmorMissiles = 1.6;\narmorGlass = 0.5;\n```"},{"heading":"assembleInfo","level":5,"markdown":"Used for both vehicles that can be diassembled and backpacks that are assembled into vehicles (static guns, drones, etc.)\n\nClass values for backpacks, primary part:\n\n```cpp\nclass assembleInfo\n{\n    assembleTo = \"I_G_HMG_02_high_F\";    // Backpack assembles into this vehicle\n    primary = 1;                        // This backpack is main part, when assembly is done, its \"assembleTo\" class will be used for created vehicle\n    base[] = { \"B_HMG_02_support_high_F\", \"O_HMG_02_support_high_F\" , \"I_HMG_02_support_high_F\" }; // And requires these entities as second part (tripod), can be any number of classnames\n    displayName = \"Static MG\";            // String that will be shown in \"Assemble X\" mouse wheel menu action\n    dissasembleTo[] = {};                // Backpacks are not disassembled futher, but empty array is required here anyways\n};\n```\n\nSecond part (tripod) only needs `primary = 0;`:\n\n```cpp\nclass assembleInfo\n{\n    assembleTo = \"\";\n    primary = 0;\n    base = \"\";\n    displayName = \"\";\n    dissasembleTo[] = {};\n};\n```\n\nIf no second part is needed for assembly, primary backpack's \"base\" have to be empty string: `base = \"\";`\n\nVehicles disassembly info:\n\n```cpp\nclass assembleInfo\n{\n    assembleTo = \"\";\n    primary = 0;\n    base = \"\";\n    displayName = \"\";\n    dissasembleTo[] = { \"B_HMG_02_high_weapon_F\", \"B_HMG_02_support_high_F\" }; // Vehicle will be disassembled into these backpacks. Max 2 allowed.\n};\n```\n\nNote the typo in \"dissasembleTo\" property, engine expects it like this. Empty values have to be provided to avoid missing config values errors.\n\nNote: Vehicle keeps track which second part (tripod) was used when it was assembled and its used again when you disassemble it back."},{"heading":"attendant","level":5,"markdown":"Boolean: Default false\n\nUsed for 'vehicles' to repair other 'vehicles'. Thus a hospital has an attendant that can repair soldiers. Adds the action \"Heal at XXX\"\n\n```cpp\nattendant = true;\n```\n\nRelated TokenNames: #hiddenSelections"},{"heading":"audible","level":5,"markdown":"Float: Default Value 1\n\n```cpp\naudible = .05;    // man\naudible = 3;    // motorcycle\naudible = 6;    // tank/ship\n```\n\nHow loud you are. The bigger value, the better the unit is heard.\n\nsee #camouflage"},{"heading":"autocenter","level":5,"markdown":"Boolean: Default true\n\n```cpp\nautocenter = false;    // man\n```"},{"heading":"axis","level":5,"markdown":"String:\n\n```cpp\naxis = \"osa_poklop_driver\";\n```\n\nsee #Indicator... Class Or #Hatch... Class, IndicatorWatch Class"},{"heading":"B","level":4,"markdown":""},{"heading":"body","level":5,"markdown":"String:\n\n```cpp\nbody = \"mainTurret\";\n```\n\nsee #Turret Class"},{"heading":"brakeDistance","level":5,"markdown":"Float: default 5 meters per sec\n\n```cpp\nbrakeDistance = 1;    // man\nbrakeDistance = 14;    // tank\nbrakeDistance = 500;// plane\nbrakeDistance = 50;    // boat\n```"},{"heading":"bounding","level":5,"markdown":"String: Memorypoint which extends vehicle bounding box depending on position of this point. Defined for base class of Tanks. Default memorypoint is the tip of the tank's barrel (usti hlavne) - this means that when tank is pointing to the left, its bounding box is extended. You can observe bounding box extending in i.e. Zeus.\n\n```cpp\nbounding = \"usti hlavne\";\n```"},{"heading":"brightness","level":5,"markdown":"Float:\n\n```cpp\nbrightness = 1.0;\n```\n\nSee #Reflectors Class, #Light Class, #CargoLight Class"},{"heading":"C","level":4,"markdown":""},{"heading":"...CanSee","level":5,"markdown":"Integer\n\nUsed to describe which sensory inputs are available to which crew members.\n\n| Numeric value | CanSee.. define | Description |\n|---|---|---|\n| 1 | Radar | Enables top left radar (OA) for a vehicle (top centre in arma and OFP). |\n| 2 | Eye | Effect unknown - maybe affects AI capabilities? |\n| 4 | Optics | Effect unknown - maybe affects AI capabilities? |\n| 8 | Ear | Effect unknown - maybe affects AI capabilities? |\n| 16 | Compass | Enables top centre compass bar and digital compass in A2/OA. |\n| 32 | Peripheral | Enables small colored blobs at the edge of the screen that indicate nearby units. |\n\nMultiple values can be added (or binary ored, giving the same result) together.\n\n```cpp\ncommanderCanSee = 31;        // default\ngunnerCanSee = 4 + 8 + 16;    // default\ndriverCanSee = 2 + 8 + 16;    // default\n```\n\n```cpp\n#define CanSeeRadar            1\n#define CanSeeEye            2\n#define CanSeeOptics        4\n#define CanSeeEar            8\n#define CanSeeCompass        16\n#define CanSeeAll            31\n#define CanSeePeripheral    32\n#define CanSeeRadarC        CanSeeRadar + CanSeeCompass\n```\n\n```cpp\ncommanderCanSee = CanSeeAll;\ngunnerCanSee = CanSeeOptics + CanSeeEar + CanSeeCompass;\ndriverCanSee = CanSeeEye + CanSeeEar + CanSeeCompass;\n```"},{"heading":"...CargoAngleY","level":5,"markdown":"Float Degrees\n\nFound within vehicle classes.\n\nOrientation of the man sitting in the cargo space.\n\n```cpp\ninitCargoAngleY = 185;    // Truck5t\ninitCargoAngleY = 90;    // M113\n```\n\n```cpp\ninitCargoAngleY = 10;    // UH60\nminCargoAngleY = -60;\nmaxCargoAngleY = 120;\n```"},{"heading":"camouflage","level":5,"markdown":"Float: Default Value = 2.\n\nhow difficult to spot. bigger = easier\n\n```cpp\ncamouflage = 0.6;    // snipers\ncamouflage = 1;        // man\ncamouflage = 4;        // trucks\ncamouflage = 8;        // tanks\n```\n\nRelationship to #accuracy:\n\n**camouflage** defines how hard it is for the AI to *see* that the unit is there. The AI will not spot an enemy that has a camouflage setting of 0 (maybe this needs some more testing) even if it stands directly in front of it *as long as the enemy doesn't fire*.\n\n**accuracy** defines how hard it is for the AI to recognise the correct class of a unit. But even if it can't recognise the correct class it can still recognise it as an enemy and engage it.\n\nRelated TokenNames\n#scope, #accuracy, #displayName, #vehicleClass, #nameSound, #camouflage"},{"heading":"can...","level":5,"markdown":""},{"heading":"canBeShot","level":6,"markdown":"Boolean: Declares whether bullets have any effect\n\n```cpp\ncanBeShot = true;\n```"},{"heading":"canDeactivateMines","level":6,"markdown":"Boolean: Default false\n\npart of the man class.\n\n```cpp\ncanDeactivateMines= true;    // SoldierEngineer\n```"},{"heading":"canFloat","level":6,"markdown":"Boolean: Default value: false\n\nUsed to allow vehicles (such as BMP) not to sink !\n\n```cpp\ncanFloat = true;\n```"},{"heading":"canHideBodies","level":6,"markdown":"Boolean: Default false\n\npart of the man class.\n\n```cpp\ncanHideBodies = true;    // SoldierWSaboteur\n```"},{"heading":"cargoIsCoDriver","level":5,"markdown":"Variable Boolean Array : Default {false};\n\nThis token declares which (if any) cargo positions are 'in the front' (Ie front windscreen)\n\n```cpp\ncargoIsCoDriver[] = { true, true, false };    // 1st two passenger positions for a 5T truck\n```\n\nThe number of elements in **this** array correspond to the #transportSoldier value declared for **this** class model."},{"heading":"cargoReversedGetOut (Arma 3 v2.04)","level":5,"markdown":"Array\n**Description:** Settings this to 0 will force the unit to face the vehicle when getting out of a vehicle. 1 is the default behaviour where the facing direction is opposit of the get in direction.\n\n```cpp\ncargoReversedGetOut[] = { 0 };\n```"},{"heading":"cast...Shadow","level":5,"markdown":"Boolean: Default false\n\n```cpp\ncastCargoShadow = false;\ncastCommanderShadow = false;\ncastDriverShadow = false;\ncastGunnerShadow = true;\n```\n\nNormally used to shadow 'soldiers' standing up in vehicle objects, such as the MG Jeep and Machine Guns."},{"heading":"Classes Embedded","level":5,"markdown":"see #Embedded ClassNames"},{"heading":"cloud...","level":5,"markdown":"Various(Strings, Floats, Arrays)\n\n```cpp\ncloudletDuration = 0.9;\ncloudletAnimPeriod = 1.0;\ncloudletSize = 0.1;\ncloudletAlpha = 0.8;\ncloudletGrowUp = 0.4;\ncloudletFadeIn = 0.0;\ncloudletFadeOut = 5.0;\ncloudletAccY = -0.1;\ncloudletMinYSpeed = 0.3;\ncloudletMaxYSpeed = 1.5;\ncloudletShape = \"\\ca\\data\\cl_basic\";\ncloudletColor[] = { 1, 1, 1, 0 };\n```\n\nSee #Smoke Class"},{"heading":"cobraLight","level":5,"markdown":"String : Used as a core model for all other 'air' craft.\n\n```cpp\ncobraLight = \"AnyAddon\\AnyP3d(.p3d)\";\n```"},{"heading":"coefInside...","level":5,"markdown":"Float:\n\n```cpp\ncoefInside = 2;            // cost for movement inside buildings\ncoefInsideHeur = 4.3;    // estimation of cost based on in/out points\ncoefSpeedInside = 2; // we must go slowly inside houses\n```\n\nUsed by the static class for non moving objects such as buildings\n\n```cpp\ncoefInside = 1;    // forest\ncoefInsideHeur = 0.25;\n```"},{"heading":"collisionLight","level":5,"markdown":"Float Boolean: Default: false.\n\nDefault state of collision lights\n\n```cpp\ncollisionLight = true; // spawn vehicle with collision lights on\n```"},{"heading":"color","level":5,"markdown":"Float Array: of floats.\n\n```cpp\ncolor[] = { 0.8, 0.8, 1.0, 1.0 };\n```\n\nThis is a fixed four dimension array consisting of the color values for a RGBA model.\n\nSee #Reflectors Class, #Light Class, #CargoLight Class, #Smoke Class"},{"heading":"commanding","level":5,"markdown":"Integer: part of Turret class\n\n```cpp\ncommanding = -1;\n```"},{"heading":"cost","level":5,"markdown":"Float: Default Value 50.0000\n\nThis value reflects the attractiveness of the target to the enemy AI. When *all other considerations are equal*.\nA soldier eg is not interested in Air, despite it is highly attractive cost values.\nOn the other hand, he is interested in a medic, since a medic (in normal configs) has a (while small) a higher cost, than others in the group, including the officer.\n\n```cpp\ncost = 10000000;    // an air vehicle is typically this value\ncost = 8;            // a medic;\ncost = 1;            // a grunt\ncost = 4;            // an officer\ncost = 0;            // most buildings;\n```\n\nRelated TokenNames: type, #cost, #threat"},{"heading":"count","level":5,"markdown":"String or Integer: (math formula).\n\n```cpp\nweapon = \"M60\";\ncount = \"30 * 1\"; // or 'count = 30 * 1;'\n```\n\nthis token is always associated in a weapon or magazine couplet, inside a TransportWeapons, or\nTransportMagazines class.\n\nThe value is mostly represented as a string as above (a math formula), or it can be (unusually)\n\n```cpp\ncount = 2;\n```\n\nSee At the End of the Day in the TokenNameValueTypes page for an explanation how this duality is possible."},{"heading":"crew","level":5,"markdown":"String: Default Civilian\n\nReflects whether vehicle is manned, and what with.\n\n```cpp\ncrew = <ClassName>\ncrew = \"SoldierWPilot\";\n```\n\n'SoldierWPilot' is a class declared in same file."},{"heading":"crewCrashProtection","level":5,"markdown":"Float\n\nMultiplier of damage to crew of the vehicle. Lower number means better protection.\n\n```cpp\ncrewCrashProtection = 0.05;\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"dammage [sic]...","level":5,"markdown":"Variable String Array:\n\n```cpp\ndammageHalf[] = { \"\\AnyAddon\\AnyPAA.paa\", \"\\AnyAddon\\AnyOtherPAA.paa\", ... };\ndammageFull[] = { \"\\AnyAddon\\AnyPAA.paa\", \"\\AnyAddon\\AnyOtherPAA.paa\", ... };\n```\n\nWhen 'vehicle' is considered at least half way to destruction, the series of pictures is applied to the model."},{"heading":"damageResistance (Armed Assault v1.00)","level":6,"markdown":"Only for AI, to know when to shoot and when not.\n\n```cpp\ndamageResistance = 0.004;\n```\n\nIt can be calculated from vehicle armor and hit value of weapon that should be able to harm the vehicle. tgtRadius is radius of virtual bounding sphere calculated in vehicle geometry. CfgVehicles_Config_Reference#armor_.28integer.29\n\n```cpp\ndamageResistance = (HIT*HIT)/Armor*((0.27/tgtRadius)*(0.27/tgtRadius))\n```"},{"heading":"driveThroughEnabled","level":5,"markdown":"Determines if AI can decide to go through the object. This parameter skips regular mass checking if object can smashed through\n\n```cpp\ndriveThroughEnabled            = 1; // test parameter for AI knowing they can drive through the object\n```"},{"heading":"damper...","level":5,"markdown":"Float:\n\n```cpp\ndamperSize = 0.1;    // default\ndamperForce = 3;    // default\n```"},{"heading":"deltaT","level":5,"markdown":"Float\n\n```cpp\ndeltaT = -500;\n```\n\nSee #Smoke Class"},{"heading":"density","level":5,"markdown":"Float\n\n```cpp\ndensity = 0.5;\n```\n\nSee #Smoke Class"},{"heading":"destrType","level":5,"markdown":"String: Default Value = \"DestructDefault\"\n\nUsed for animation, sound, and final 'look' of vehicle. Since Arma 3 v2.22 Powerline colums and radio tower get new type of destruction \"DestructColumn\". The tall column leans 22.5 degrees, away from the source that caused damage (for example satchel charge). The lean direction is synced for JIP, the anchor supports and powerlines destruction is scripted and JIP synced as well.\n\n```cpp\ndestrType = \"DestructNo\";        // nothing happens\ndestrType = \"DestructBuilding\";    // smoke. explosion\ndestrType = \"DestructEngine\";    // smoke only\ndestrType = \"DestructTree\";        // smoke, crushing, falls over\ndestrType = \"DestructTent\";        // smoke, crushing, flattens\ndestrType = \"DestructMan\";\ndestrType = \"DestructDefault\";    // = building\ndestrType = \"DestructWreck\";\ndestrType = \"DestructColumn\"; // Power line columns, radio tower\n```\n\nTent and Tree are no longer identifiable when destroyed if not class 'things'"},{"heading":"disableDriverAttenuation","level":5,"markdown":"Number: Default 0;\n\nDisables attenuation for the driver.\n\n```cpp\ndisableDriverAttenuation = 1;\n```"},{"heading":"disappearAtContact","level":5,"markdown":"Boolean: Default false;\n\n```cpp\ndisappearAtContact = true;    // FxCartridge\n```"},{"heading":"direction","level":5,"markdown":"String:\n\n```cpp\ndirection = \"konec L svetla\";\n```\n\nsee #Reflectors Class"},{"heading":"displayName","level":5,"markdown":"String: Default value = \"Unknown\" or \"Vehicle\"\n\nSelects object uniquely in the Mission Editor, and separately, is used to identify object in game according to #accuracy. For instance when pointing your men to an object while in a mission, it is this *displayName* that is used.\n\nIt is good practice to use a stringtable.csv that should accompany your addon so that\n\n1. All names and labels are in one place instead of hunting for them.\n1. For language differences\n\n```cpp\ndisplayName = \"$STR_DN_AH1Z\";\n```\n\nNote, that will careful crafting of classes, different colored 'rocks' can all be called the same displayName (rock) in the mission itself. See #scope and #accuracy for details.\n\nSee #nameSound for definition of what is actually 'said'\n\nRelated TokenNames\n#scope, #accuracy, #displayName, #vehicleClass, #nameSound, #camouflage"},{"heading":"displayNameShort","level":6,"markdown":"String:\n\n```cpp\ndisplayNameShort = \"$STR_DN_UH60\";\n```"},{"heading":"driverIsCommander","level":5,"markdown":"Boolean : Default false. When not set, the turret commanding values are used to determine who is the commander. (*source* (dead link))\n\n```cpp\ndriverIsCommander = true;\n```\n\nFor boat, MG Jeep and helicopters\n\nsee #has..."},{"heading":"driverForceOptics","level":5,"markdown":"Boolean\n**Description:** Determines if the driver can freely look around inside the vehicle or if he is locked to looking forward through the hatch/optics.\n\n```cpp\ndriverForceOptics = true;\n```"},{"heading":"driverReversedGetOut (Arma 3 v2.04)","level":5,"markdown":"Integer\n\n**Description:** setting this to 0 will force the unit to face the vehicle when getting out of a vehicle. 1 is the default behaviour where the facing direction is opposit of the get in direction.\n\n```cpp\ndriverReversedGetOut = 0;\n```"},{"heading":"...DustEffect","level":5,"markdown":"String\n\nDefines the effect that will be spawned at the position of the LandContact points.\n\n```cpp\nleftDustEffect = \"vbs2_fx_lowTrackDustEffects\";\nrightDustEffect = \"vbs2_fx_lowTrackDustEffects\";\n```\n\nsee #...WaterEffect"},{"heading":"E","level":4,"markdown":""},{"heading":"editorCategory","level":5,"markdown":"Eden Editor main category. See Eden Editor: Object Categorization for more details.\n\n```cpp\neditorCategory = \"EdCat_Structures\";\n```"},{"heading":"editorPreview","level":5,"markdown":"Eden Editor preview picture. See Configuring Asset Previews for more details.\n\n```cpp\neditorPreview = \"\\A3\\EditorPreviews_F\\Data\\myObject.jpg\";\n```"},{"heading":"editorSubcategory","level":5,"markdown":"Eden Editor sub-category. See Eden Editor: Object Categorization for more details.\n\n```cpp\neditorSubcategory = \"EdSubcat_Drones\";\n```"},{"heading":"enableGPS","level":5,"markdown":"Boolean: If enabled vehicle will allow crew to use Minimap even if they do not posses GPS terminal.\n\n```cpp\nenableGPS = 1;\n```"},{"heading":"...Elev","level":5,"markdown":"Integer: Degrees\n\n**Description:** How far the mounted weapon and viewpoint (through optics only) can be lowered or raised, and how much the initial elevation is. Values of max and min = 90 effectively allows a weapon to be lowered into the ground/straight into the air.\n\n```cpp\ninitElev = -80;\nminElev = -60;\nmaxElev = 10;\n```\n\npart of any #Turret Class (tanks eg)"},{"heading":"ejectDamageLimit","level":5,"markdown":"Float: If the damage value of the vehicle is higher than the ejectDamageLimit, AI will disembark the vehicle.\n\n```cpp\nejectDamageLimit = 0.75;\n```"},{"heading":"ejectDead...","level":5,"markdown":"Boolean : Default false\n\n```cpp\nejectDeadGunner = false;\nejectDeadCargo = false;\nejectDeadDriver = false;\nejectDeadCommander = false;\n```\n\nCauses that unit to 'unmount' the vehicle. Such as an MG nest, or motorcycle."},{"heading":"ejectSpeed","level":5,"markdown":"Array: Speed vector of ejection seat. Therefore only applies to planes.\n\n```cpp\nejectSpeed[] = { 0, 0, 0 };    // cannot eject in a Cessna\n```"},{"heading":"Embedded ClassNames","level":5,"markdown":"Some Token Names are encountered only within an embedded classname, rather than the main 'vehicle' body.\n\nAn embedded classname conveniently adds a unique feature to the 'vehicle'. Such as smoke, such as, a turret for a tank.\n\nEmbedded class names are used extensively in animated buildings for the quite logical reason that identical Token Names for door1 cannot be the same as Door2.\n\nBelow is a list of embedded classnames that (in most cases) use a TokenName uniquely. It is not found elsewhere and is better served describing that Token Name in the context it is found in, ie, an embedded class."},{"heading":"Hatch... Class","level":6,"markdown":"```cpp\nclass HatchDriver\n{\n    selection = \"poklop_driver\";\n    axis = \"osa_poklop_driver\";\n    angle = -100;\n};\n```"},{"heading":"Indicator... Class","level":6,"markdown":"```cpp\nclass IndicatorSpeed\n{\n    selection = \"ukaz_rychlo\";\n    axis = \"osa_rychlo\";\n    angle = -240;\n    min = 0;\n    max = 60 / 3.6;\n};\n```"},{"heading":"Light Class","level":6,"markdown":"```cpp\nclass Light\n{\n    ambient[] = { 0.3, 0.15, 0.0, 1.0 };\n    brightness = 0.08;\n    color[] = { 1.0, 0.5, 0.0, 1.0 };\n    position = \"ohniste\";\n    shape = \"koulesvetlo\";\n    size = 0.3;\n};\n```"},{"heading":"CargoLight Class","level":6,"markdown":"```cpp\nclass CargoLight\n{\n    ambient[] = { 0.6, 0, 0.15, 1 };\n    brightness = 0.007;\n    color[] = { 0, 0, 0, 0 };\n};\n```"},{"heading":"Reflectors Class","level":6,"markdown":"```cpp\nclass Reflectors : LandVehicle    // old\n{\n    ambient[] = { 0.1, 0.1, 0.1, 1.0 };\n    brightness = 0.25;\n    color[] = { 0.9, 0.8, 0.8, 1.0 };\n    position = \"L svetlo\";\n    size = 0.5;\n    direction = \"konec L svetla\";\n    hitpoint = \"L svetlo\";\n    selection = \"L svetlo\";\n};\n\nclass Reflectors                // new\n{\n    class Light_1\n    {\n        ambient[] = { 10, 10, 11 };\n        color[] = { 1000, 1000, 1100 };\n        size = 1;\n        dayLight = 1;\n        useFlare = 1;\n        intensity = 1;\n        coneFadeCoef = 2;\n        innerAngle = 89;\n        outerAngle = 90;\n        position = \"light_start_memoryPoint\";\n        direction = \"light_end_memoryPoint\";\n        hitpoint = \"\";\n        selection = \"\";\n\n        class Attenuation // see https://community.bistudio.com/wiki/setLightAttenuation\n        {\n            start = 0;\n            constant = 0;\n            linear = 0;\n            quadratic = 0;\n            hardLimitStart = 9;\n            hardLimitEnd = 10;\n        };\n    };\n};\n\n// Arma 3 example value\nclass Reflectors\n{\n    class Left // main landing light\n    {\n        position = \"L svetlo\";\n        direction = \"konec L svetla\";\n        hitpoint = \"L svetlo\";\n        selection = \"L svetlo\";\n        color[] = { 7000, 7500, 10000 }; // R, G, B\n        ambient[] = { 70, 75, 100 }; // R, G, B\n        intensity = 50;\n        size = 1;\n        innerAngle = 15;\n        outerAngle = 65;\n        coneFadeCoef = 10;\n        useFlare = 1;\n        flareSize = 10;\n        flareMaxDistance = 250;\n        dayLight = 0;\n        class Attenuation\n        {\n            start = 0;\n            constant = 0;\n            linear = 1;\n            quadratic = 1;\n            hardLimitStart = 100;\n            hardLimitEnd = 200;\n        };\n    };\n    class LG : Left // left door gunner searchlight\n    {\n        position = \"LG svetlo\";\n        direction = \"konec LG svetla\";\n        hitpoint = \"LG svetlo\";\n        selection = \"LG svetlo\";\n    };\n    class Right : Left // right door gunner searchlight\n    {\n        position = \"P svetlo\";\n        direction = \"konec P svetla\";\n        hitpoint = \"P svetlo\";\n        selection = \"P svetlo\";\n    };\n};\n\n// example red cabin light in helicopter\n\nclass Cabin\n{\n    position = \"cabin_light\";\n    direction = \"cabin_light_dir\";\n    hitpoint = \"cabin_light\";\n    selection = \"cabin_light\";\n    color[] = { 1000, 0, 0 };\n    ambient[] = { 100, 0, 0 };\n    intensity = 5;\n    size = 1;\n    innerAngle = 15;\n    outerAngle = 150;\n    coneFadeCoef = 1;\n    useFlare = 1;\n    flareSize = 0.1;\n    flareMaxDistance = 1;\n    dayLight = 0;\n\n    class Attenuation\n    {\n        start = 0;\n        constant = 0;\n        linear = 1;\n        quadratic = 1;\n        hardLimitStart = 1;\n        hardLimitEnd = 2;\n    };\n};\n```\n\nNotes for Arma 3:\n\nAdd a light to an object in class cfgvehicles.\nEach reflector requires a selection in relevant model vis LODs (e.g. \"L svetlo\") for the flare effect.\nRequires two memory points in memory LOD - light spawn position and direction e.g. position \"L svetlo\" and direction \"konec L svetla\".\n\nThe memory point you assign to position parameter is where the light source itself will be.\nThe one you put to direction is the way your light will shine.\nThe cone itself is set using innerAngle, outerAngle and coneFadeCoef.\ninnerAngle sets the cone in which the light has it is full intensity.\nouterAngle sets the cone outside of which the light has zero intensity.\nconeFadeCoef is a coefficient that describes attenuation of the light between innerAngle and outerAngle. 1 equals linear attenuation, higher or lower value changes it, meaning how sharp/blurred will the edge of the lightcone as a whole be.\nNote that both the angles represent full angle of the cone, not just \"angular offset\" from direction of the light. If you set it to 90 degrees, it means the cone is 45 degrees to the \"left\" and 45 to the \"right\" of the direction specified by your memory points.\nAs a spot light, reflectors are not made for cones above 180 degrees.\nSome time ago BIS made changes to the lighting system to allow for higher light variety during night time. One of the effects it had on configs of lights was that you need to set higher intensity than before the change to get the same results.\ncolor[] and ambient[] seem to have changed from RGB from 0-1 to way higher values - see example.\n\nSee setLightAttenuation notes for explanation of attenuation values.\nSee also Arma 3 Cars Config Guidelines - Reflectors\naggregateReflectors are described here [link](https://manuals.bisimulations.com/vbs3/3-6/devref/Content/Config_Manual/CfgVehicles/A_cpp/cpp_aggregateReflectors.htm)"},{"heading":"Smoke Class","level":6,"markdown":"```cpp\nclass Smoke\n{\n    density = 0.5;\n    deltaT = -500;\n    in = 0.0;\n    out = 0.0;\n    initT = 1000;\n    initYSpeed = 1.7;\n    interval = 0.01;\n    size = 0.1;\n    timeToLive = 100000002004087730000.0;\n\n    cloudletDuration = 0.9;\n    cloudletAnimPeriod = 1.0;\n    cloudletSize = 0.1;\n    cloudletAlpha = 0.8;\n    cloudletGrowUp = 0.4;\n    cloudletFadeIn = 0.0;\n    cloudletFadeOut = 5.0;\n    cloudletAccY = -0.1;\n    cloudletMinYSpeed = 0.3;\n    cloudletMaxYSpeed = 1.5;\n    cloudletShape = \"cl_basic\";\n    cloudletColor[] = { 1, 1, 1, 0 };\n\n    class Table\n    {\n        class T1\n        {\n            maxT = 0;\n            color[] = { 0.8, 0.8, 0.8, 1 };\n        };\n        class T2\n        {\n            maxT = 900;\n            color[] = { 0.3, 0.3, 0.3, 1 };\n        };\n        class T3\n        {\n            maxT = 1000;\n            color[] = { 1, 0.5, 0, 0.5 };\n        };\n    };\n};\n```"},{"heading":"Turret Class","level":5,"markdown":"(Tanks eg)\n\n```cpp\nclass TurretBase\n{\n    body = \"OtocVez\";\n    gun = \"OtocHlaven\";\n    gunAxis = \"OsaHlavne\";\n    gunBeg = \"usti hlavne\";\n    gunEnd = \"konec hlavne\";\n    minElev = -4;\n    maxElev = 20;\n    minTurn = -360;\n    maxTurn = 360;\n    soundServo[] = { \"Vehicles\\gun_elevate\", 0.031623, 1.0 };\n    turretAxis = \"OsaVeze\";\n};\n```\n\nFor details see Turret Config Reference"},{"heading":"Embedded TokenNames","level":5,"markdown":"see #Embedded ClassNames"},{"heading":"enableSweep","level":5,"markdown":"Boolean: Default true. Used by Helicopter class\n\n```cpp\nenableSweep = false;    // UH60MG\n```\n\nIs sweeping over the target a valid technique for given helicopter?"},{"heading":"envelope","level":5,"markdown":"Float Array\n\n```cpp\n// lift (G) based on speed\nenvelope[] = {\n    // speed relative to max. speed -> lift\n    // 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4    // rel. speed\n    0.0, 0.2, 0.9, 2.1, 2.5, 3.3, 3.5, 3.2, 2.5, 2.0, 1.5, 1.0, 0.9, 0.7, 0.5    // lift\n};\n```\n\nInfo by [RKSL-Rock](http://forums.bistudio.com/showpost.php?p=2037721&postcount=9):\n\nThe top speed is set via the mass. So you will need MLODs to alter it. So it is the same issue as the original OP.\n\nThe config maxspeed value is only really used by the AI and the engine as a base variable in some calculations.\n\nYou can change the acceleration though by using the envelope command.\nThis will change the vertical speed relative to the maxspeed in the config in steps of 10% of the stated max speed.\n\nThis is the envelope from the RKSL Lynx AH7:\n\n```cpp\nenvelope[] = { 1.7, 2.50, 3.50, 4.50, 5.50, 5.50, 5.15, 5.15, 5.15, 5.15, 4.15, 3.15, 2.15, 2.15, 1.15 };\n```\n\nThere are normally 15 values representing the vertical lift in m/s at 10% steps from 0 to 140% of the max speed.\n\nSo, if the max speed is 500 and the first value is always 0:\n\n2nd value = 50kph and 2.5 m/s vertical speed\n3rd value = 100kph and 3.5 m/s vertical speed\n...\n11th value = 500kph and 4.15 m/s vertical speed\n...\n15th value = 700kph and 1.15 m/s vertical speed.\n\nYou wont affect the top speed but it will make it easier to handle."},{"heading":"EventHandlers... Class","level":5,"markdown":"Pre-defined object Event Handlers. Property with class matches the handler name.\n\n```cpp\nclass EventHandlers\n{\n    init = \"myAddon_object = _this select 0;\";\n};\n```\n\nArma 3 v1.54\nArma 3 introduced **extended event handlers**. It's possible to define event handlers within unique sub-classes, which prevents compatibility issues when multiple addons wants to set the same handler type to single vehicle class.\n\n```cpp\nclass EventHandlers\n{\n    class MyAddon\n    {\n        init = \"myAddon_object = _this select 0;\";\n    };\n    class YourAddon\n    {\n        init = \"yourAddon_object = _this select 0;\";\n    };\n};\n```"},{"heading":"extCameraPosition[]","level":5,"markdown":"float Array: { X, Z, Y }; Default { 0, 2, -20 };\n\nExternal (third-person) camera offset relative to the vehicle's `aimpoint` memory point, around which the camera orbits.\n\n```cpp\nextCameraPosition[] = { 0, 5, -30 };                // plane\nextCameraPosition[] = { 0, 1, -10 };                // cars\nextCameraPosition[] = { 0, 1.500000, -9 };            // tanks\nextCameraPosition[] = { 0, 0.300000, -3.500000 };    // man\n```"},{"heading":"extCameraParams[]","level":5,"markdown":"float Array: Default { 0.5, 10, 50, 0.5, 1, 10, 30, 0, 1 };\n\nSmoothing of external camera movement\n\nextCameraParams[] = { multFactor, speedMin, speedMax, factorSpeeedMin, factorSpeeedMax, heightMin, heightMax, factorHeightMin, factorHeightMax };\n\nfactor = multFactor * interpolate(speed, speedMin, speedMax, factorSpeeedMin, factorSpeeedMax) * interpolate(heightAGL, heightMin, heightMax, factorHeightMin, factorHeightMax)\n\nfactor == 0 -> camera follow horizon\n\nfactor == 1 - > camera follow vehicle heading\n\nfactor (0, 1) interpolation between horizon and vehicle heading\n\n```cpp\nextCameraParams[] = { 0.5, 10, 50, 0.5, 1, 10, 30, 0, 1 }; // helicopters & UAV\n```\n\nto force the old external camera behavior\n\n```cpp\nextCameraParams[] = { -1 }\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"featureType","level":5,"markdown":"Integer: Default 0. 1 means the object is always visible within object view distance, 2 means always visible within terrain view distance. Same as setFeatureType.\n\n```cpp\nfeatureType = 2;\n```"},{"heading":"minFireTime","level":5,"markdown":"Integer: Default 20 seconds\n\n```cpp\nminFireTime = 20;\n```\n\nMinimal time spent firing on single target."},{"heading":"fired","level":5,"markdown":"String: Event Handlers\n\n```cpp\nfired = \"_this exec \"\"\\AnyAddon\\AnySQS.sqs\"\"\";    // note the \"\"\n```"},{"heading":"flapsFrictionCoef","level":5,"markdown":"Float: Default 0.5\n\n```cpp\nflapsFrictionCoef = 2;    // can be integer too.\n```"},{"heading":"forceHide...","level":5,"markdown":"Boolean : Default false\n\n```cpp\nforceHideDriver = true;    // shilka\nforceHideGunner = true;    // tank\nforceHideCommander = true;\n```\n\nDisables the turnout option for that particular crew member"},{"heading":"forceSupply","level":5,"markdown":"Boolean : Default\n\n```cpp\nforceSupply = true;\n```\n\nFound only in Weapon holders. Is used to make the weaponholder disappear when empty."},{"heading":"formation...","level":5,"markdown":"Integer:\n\n```cpp\nformationX = 10;    // default meters\nformationZ = 20;    // default meters\nformationTime = 10;    // default seconds\n```\n\nOne or both X Z values are used to keep objects separated (in meters) depending on\nwedge, echelon, V, single line, formations."},{"heading":"fov","level":5,"markdown":"Float\n\n```cpp\nfov = 0.85;    // Cessna\nfov = 0.85;    // man\nfov = 1.0;    // truck\n```"},{"heading":"...Fov","level":5,"markdown":"Float\n\n```cpp\nminFov = 0.420000;    // man\nmaxFov = 0.850000;\nminFov = 0.600000;    // truck\nmaxFov = 1.400000;\n```\n\nalso used by ViewPilot Classes"},{"heading":"fuelCapacity","level":5,"markdown":"Float: Default Value 0. Has nothing to do with liters.\n\nArma 3: for a vehicle using tankX simulation consumption seems to be exclusively determined by engine rpm. With a 700 idle-rpm and 3000 max-rpm engine - a fuelCapacity of 1 will give you 640 seconds operation time at idle rpm, and 300 seconds of operation at maximum rpm. If the idle rpm was 200, you would get 865 seconds of operation, the max rpm time would not change. The amount of thrust from controllerinput is completely irrelevant.\n\nA2 examples:\n\n```cpp\nfuelCapacity = 50;    // motorcycle\nfuelCapacity = 100;    // car\nfuelCapacity = 700;    // tank\nfuelCapacity = 1000;// air\n```\n\nThe required fuelCapacity value to achieve a specific operation TIME (in seconds) at a specific engine RPM (revolution per minute) can be estimated with:\n\n```cpp\nfuelCapacity = (8E-7 * RPM + 0.001) * TIME\n```"},{"heading":"fuelConsumptionRate","level":5,"markdown":"Integer: Default Value 0.01. Has no units. Works only on helicopters."},{"heading":"G","level":4,"markdown":""},{"heading":"_generalMacro","level":5,"markdown":"String: in Arma 3. Has no purpose whatsoever. It is generated automatically by BI developer tools for debugging.\n\n> « Some config properties are generated automatically (e.g., \"nameSound\", which sets how to unit appears in radio protocol, is computed based on unit's role and equipment, so coders won't need to set it manually). _generalMacro property is added to all objects which underwent this process to help with debugging. » – Karel Mořický ([source](https://forums.bohemia.net/forums/topic/179378-what-does-_generalmacro-do/))"},{"heading":"getIn....ActionNamedSel","level":5,"markdown":"String: Named selection for get in actions working in same principle as actionNamedSel in UserActions. Available variants:\n\n```cpp\ngetInDriverActionNamedSel\ngetInGunnerActionNamedSel\ngetInCommanderActionNamedSel\ngetInCargoActionNamedSel\ngetInTurretActionNamedSel\ngetInUnitActionNamedSel\n```"},{"heading":"...Gun...","level":5,"markdown":"Integer:degrees\n\n```cpp\nminGunElev = -60;\nmaxGunElev = 60;\nminGunTurn = -5;\nmaxGunTurn = 5;\nminGunTurnAI = -30;\nmaxGunTurnAI = 30;\n```"},{"heading":"...GunnerMayFire","level":5,"markdown":"Boolean: Default false\n\n```cpp\noutGunnerMayFire = true;    // m113\ninGunnerMayFire = false;\n```"},{"heading":"...GunClouds Class","level":5,"markdown":"This is a reference to the external WeaponCloudsGun classes\n\nmost models simply inherit the defaults\n\n```cpp\nclass GunClouds : WeaponCloudsGun {};\nclass MGunClouds : WeaponCloudsMGun {};\n```\n\nhere is an example of over-rides for class man\n\n```cpp\nclass GunClouds : WeaponCloudsGun\n{\n    cloudletGrowUp = 0.200000;\n    cloudletFadeIn = 0;\n    cloudletFadeOut = 0.400000;\n    cloudletDuration = 0.200000;\n    cloudletAlpha = 1;\n    cloudletAccY = 2;\n    cloudletMinYSpeed = -10;\n    cloudletMaxYSpeed = 10;\n    interval = 0.020000;\n    size = 0.300000;\n    sourceSize = 0.015000;\n};\n```"},{"heading":"...GunFire Class","level":5,"markdown":"This is a reference to the external WeaponFireGun classes\n\nmost models simply inherit the defaults\n\n```cpp\nclass GunFire : WeaponFireGun {};\nclass MGunFire : WeaponFireMGun {};\n```"},{"heading":"gearbox[]","level":5,"markdown":"Array\n\n**Description:** Changes acceleration and max speed values of certain Vehicles. If changed, impact to the acceleration is minor (if notable at all!) to catastrophic (worsened acceleration/maxspeed). Best to leave as-is.\n\n```cpp\ngearbox[] = { -18, 0, 110, 16.15, 14.44, 13.33 };\n```"},{"heading":"gearRetracting","level":5,"markdown":"Boolean: Default true\n\n```cpp\ngearRetracting = false;    // Cessna\n```\n\nmore correctly viewed as HasRetractingGear."},{"heading":"gestures","level":5,"markdown":"String:\n\nSame as moves but refers to a gestures class\n\n```cpp\ngestures = \"CfgGesturesMale\";\n```"},{"heading":"gun","level":5,"markdown":"String:\n\n```cpp\ngun = \"OtocHlaven\";\n```\n\nsee #Turret Class"},{"heading":"gunAimDown","level":5,"markdown":"Float\n\n**Description:** Aircraft only. How far a hardpoint-mounted gun \"aims down\"; high values allow for strafing runs without the need to nose-dive down too much, but also shift the targeting reticle in the aircraft's HUD; if too high, targeting reticle is only visible in 3rd Person (if available).\n\n```cpp\ngunAimDown = 0.07;\n```"},{"heading":"gunAxis","level":5,"markdown":""},{"heading":"gunBeg","level":5,"markdown":""},{"heading":"gunEnd","level":5,"markdown":"see #Turret Class"},{"heading":"gunnerHasFlares","level":5,"markdown":"Boolean\n\n```cpp\ngunnerHasFlares = false;\n```"},{"heading":"gunnerName","level":5,"markdown":"String\n\n```cpp\ngunnerName = \"$STR_POSITION_CREWCHIEF\";\n```"},{"heading":"gunnerOutOptics...","level":5,"markdown":"String\n\n```cpp\ngunnerOutOpticsModel = \"\";\n```\n\nArray\n\n```cpp\ngunnerOutOpticsColor[] = { 0, 0, 0, 1 };\n```\n\nBoolean\n\n```cpp\ngunnerOutForceOptics = false;\n```\n\nBoolean\n\n```cpp\ngunnerOutOpticsShowCursor = false;\n```"},{"heading":"gunnerType","level":5,"markdown":"String\n\nPart of #Turret class.\n\nDefines the character class that inhabits this turret by default, replaces the pilot which would usually be in this turret. Used primarily to add helicopter crewmen to helicopter turrets.\n\n```cpp\nclass MyHelicopter : B_Heli_Transport_01_F\n{\n    class Turrets : Turrets\n    {\n        class MyTurret : MainTurret\n        {\n            gunnerType = \"B_RangeMaster_F\";\n        };\n    };\n};\n```\n\nBecause turrets are sub-members of the Turrets class of the base vehicle, all the classes must be fully exposed to their source (Helicopter class) to be inherited from, otherwise all turrets must be overwritten."},{"heading":"H","level":4,"markdown":""},{"heading":"HeadAimDown","level":5,"markdown":"Float: Default: 0.\n\nHow much to tilt the driver's head forward in degrees.\n\n```cpp\nHeadAimDown = 10;    // tilt driver's head forward 10 degrees.\n```"},{"heading":"...Height","level":5,"markdown":"Integer:\n\n```cpp\nminHeight = 5;    // Min height in metres above sea-level.\nmaxHeight = 50;    // Max height above sea level.\navgHeight = 10;\n```"},{"heading":"has...","level":5,"markdown":"Boolean:\n\n```cpp\nhasDriver = true;        // default\nhasGunner = false;        // default\nhasCommander = true;    // default\n```\n\nDepending on vehicle model.\n\nControls the \"get in\" commands.\n\nSince 1.82 there is alternative syntax available for hasDriver property\n\n```cpp\nhasDriver = -1;    // t80auto\n```\n\nThis will disable driver seat and add control ability to commander (turret with highest commanding value aka seat with highest effectiveCommander value)\n\nsee #driverIsCommander"},{"heading":"...HeadTurnAI","level":5,"markdown":"Integer Degrees\n\n```cpp\nminHeadTurnAI = -70;    // man class\nmaxHeadTurnAI = 70;\n```"},{"heading":"hiddenSelections","level":5,"markdown":"String Array: Default none.\n\nHere you can define selections on the model, which are not shown at mission startup. This is useful for creating variations of one model, where the different selections are left out with hiddenSelections. (ex: Soldiers have the hidden selection \"medic\", as they should not have a red cross at their body):\n\nAside from this, the hidden selections are used for runtime texture assignment. Every element in the hidden selection-array corresponds to an index, with the first element being 0. Only 10 elements are allowed in the array and are numbered 0-9.\n\n```cpp\nhiddenSelections[] = { \"pruh\" }; // bmp/tank\n```\n\nTry `this setObjectTexture [0, \"\\data\\duha.pac\"];` in the initline of a BMP and you'll see which parts are meant by the selection \"pruh\".\n\nDon't forget to add the model and the selections in the CfgModels, as the hidden selections won't work otherwise (at least not after binarizing)."},{"heading":"hide...","level":5,"markdown":"Boolean\n\n```cpp\nhideProxyInCombat        = false;    // default (true for tanks); if true, disables turn-in option for all crew\nhideUnitInfo            = false;    // default see [[#unitInfoType]]\nhideWeaponsCargo        = false;    // default\nhideWeaponsCommander    = true;        // default\nhideWeaponsDriver        = true;        // default\nhideWeaponsGunner        = true;        // default\n```"},{"heading":"hitpoint","level":5,"markdown":"String:\n\n```cpp\nhitpoint = \"L svetlo\";\n```\n\nSee #Reflectors Class"},{"heading":"hitSound...","level":5,"markdown":"```cpp\nhitSound1[] = { \"voices\\Hit11\", 0.056234, 1 };\n...\nhitSound20[] = { \"voices\\Hit30\", 0.056234, 1 };\n...\nhitSounds[] = { \"hitSound1\", 0.05, \"hitSound2\", 0.05, ...\n```\n\nhitSounds is used by the engine to reference user generated hitSound...s\n\nthere is no limit to the number of user-generated sounds."},{"heading":"hour","level":5,"markdown":"part of the IndicatorWatch class\n\n```cpp\nclass IndicatorWatch\n{\n    hour = \"hodinova\";\n    minute = \"minutova\";\n    axis = \"osa_time\";\n    reversed = 0;\n};\n```"},{"heading":"hullExplosionDelay","level":5,"markdown":"Array: Time ranage when catastrophic explosion (when HitHull > 0.9 & hullDamageCauseExplosion is set to 1) happens. First number is minimum time in seconds & 2nd - maximum\n\n```cpp\nhullExplosionDelay[] = { 10, 20 };\n```"},{"heading":"hullDamageCauseExplosion","level":5,"markdown":"Integer: Determines if vehicle explodes after HitHull is above 0.9\n\n```cpp\nhullDamageCauseExplosion = 1; // vehicle will explode if HitHull is above 0.9\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"icon","level":5,"markdown":"String: Default Value = \"unknown_object.paa\"\n\nThis value us used by the map editor to show the building or vehicle when editing. It is not normally visible during game play. (but can be)\n\nThe icon can be any jpg, paa, or pac file. paa is default. Note that Elite cannot handle jpegs.\n\n```cpp\nicon = \"\\AnyAddon\\AnyPAA(.paa)\";\n```\n\nRelated TokenName(s): #mapSize"},{"heading":"in/out","level":5,"markdown":"Float: These TokenNames are used inside the #Smoke Class\n\n```cpp\nin = 0.0;\nout = 0.0;\n```"},{"heading":"init","level":5,"markdown":"String: Event Handlers\nThe Event Handler receives an array **_this** (the exact content of which still has to be documented), of which the first element contains the vehicle (e.g. _this select 0).\n\n```cpp\ninit = \"[(_this select 0)] exec \"\"\\AnyAddon\\AnySqs.sqs\"\"\";\n```"},{"heading":"initT","level":5,"markdown":"Integer: This TokenName is used inside the #Smoke Class\n\n```cpp\ninitT = 1000;\n```"},{"heading":"initYSpeed","level":5,"markdown":"Float: This TokenName is used inside the #Smoke Class\n\n```cpp\ninitYSpeed = 1.7;\n```"},{"heading":"insideSoundCoef","level":5,"markdown":"Float: default 0.5\n\n```cpp\ninsideSoundCoef = 0.05;    // air vehicles are 2%\n```"},{"heading":"interval","level":5,"markdown":"Float: This TokenName is used inside the #Smoke Class\n\n```cpp\ninterval = 0.01;\n```"},{"heading":"irScanGround","level":5,"markdown":"Boolean: Default true.\n\nProbaly used to stop ai looking down\n\n```cpp\nirScanGround = false;    // tanks\n```"},{"heading":"irScanRange...","level":5,"markdown":"Integer: Default 0\n\n```cpp\nirScanRange = 4000;        // outdated (since Resistance)\nirScanRangeMin = 500;    // tanks general\nirScanRangeMax = 4000;\nirScanRangeMin = 2000;    // air\nirScanRangeMax = 10000;\nirScanRangeMin = 4000;    // a vulcan\nirScanRangeMax = 10000;\n```"},{"heading":"irScanToEyeFactor","level":5,"markdown":"Integer: Default 1\n\n```cpp\nirScanToEyeFactor = 2;    // air\nirScanToEyeFactor = 5;    // shilka\n```"},{"heading":"irTarget","level":5,"markdown":"Boolean: Default true.\n\nUsed for (some) buildings so that they don't show up on tank radar. Save for very limited exceptions, this token should be enabled for all vehicle units.\n\nDisabling it will make the vehicle NOT to be engaged by infantry anti-tank gunners nor vehicle weapons. It will only be engaged by small arms, and only if its armor value is low enough for AI infantry to think it can damage it by shooting at it.\n\n```cpp\nirTarget = false;    // man\n```"},{"heading":"isBicycle","level":5,"markdown":"Boolean: Default false.\n\nthis value inside the motorcycle class is used to turn it on when inheriting to a real bicycle"},{"heading":"isMan","level":5,"markdown":"Boolean: Default true.\n\n```cpp\nisMan = 1;\n```\n\nDefined within the man class"},{"heading":"K","level":4,"markdown":""},{"heading":"killed","level":5,"markdown":"String: Event Handlers\n\n```cpp\nkilled = \"[(_this select 0), 1, 1, 0, 0] exec \"\"\\AnyAddon\\AnySQS.sqs\"\"\";    // note the \"\"\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"ladders","level":5,"markdown":"Embedded Array: The ladders array is used to declare one or more ladder pairs inside the model.\n\n```cpp\nladders[] = { {\"start\", \"end\" } };                            // a building with one ladder\nladders[] = { {\"start1\", \"end1\" }, {\"start2\", \"end2\" } };    // two ladder building\n// ...etc\n```\n\nNote that unfortunately, the 'start' and 'end' labels are arbitrary for *each* model. You cannot have a generic ladder building as such.\n\nSince 1.79.143080 it is possible to define radius of action & component in geometry LOD. Action will be visible then when player is looking at selected component\n\n```cpp\n// { Starting point (memory LOD), Ending point (memory LOD), radius (in meters), Named Selection (geometry LOD) }\nladders[] = { { \"Ladder_1_start\", \"Ladder_1_end\", 2.5, \"Ladder_1_action\" }, { \"Ladder_2_start\", \"Ladder_2_end\", 2.5, \"Ladder_2_action\" }, { \"Ladder_3_start\", \"Ladder_3_end\", 2.5, \"Ladder_3_action\" } };\n```"},{"heading":"laser...","level":5,"markdown":"Boolean: Default false\n\nDetermines if a vehicle has laser capability.\n\n```cpp\nlaserScanner = true;\nlaserTarget = true;    // used as a generic class of All {} to default things true\n```"},{"heading":"landingAoa","level":5,"markdown":"MathFormula String Default 10*3.1415/180\n\nLanding Angle of Approach. Used by plane class\n\n```cpp\nlandingAoa = 7*3.1415/180;    // Cessna\n```"},{"heading":"landingSpeed","level":5,"markdown":"Integer: Default 0 Kph.\n\n```cpp\nlandingSpeed = 75;    // plane vehicles\n```"},{"heading":"library","level":5,"markdown":"String: This TokenName is associated with the library class of a vehicle (if any). It is used to give a 'memo' style full screen info on the given object. Example of use:\n\n```cpp\nclass Library\n{\n    libTextDesc = \"$STR_LIB_AH1Z\";\n};\n```"},{"heading":"LODDriverTurnedIn","level":5,"markdown":"Integer Defines the LOD that is to be used when the Driver is turned in. Value = -1 seems to default to the standard LOD (for Turret's that is Gunnerview).\n\n```cpp\nLODDriverTurnedIn = -1\n```\n\nValue:\n\n- -1 = Default LOD\n- 1 = first resolution LOD\n- 1000 = Gunnerview\n- 1100 = Pilotview\n- 1200 = Cargoview."},{"heading":"LODDriverTurnedOut","level":5,"markdown":"Integer Defines the LOD that is to be used when the Driveris turned out. The same rules as with LODDriverTurnedIn apply.\n\n```cpp\nLODDriverTurnedOut = -1\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"magazine","level":5,"markdown":"Array: used in TransportMagazines class this specifies the type of ammo in the magazine and the amount.\n\n```cpp\n{\n    magazine = \"30Rnd_556x45_Stanag\";\n    count = \"30*1\";\n}\n```\n\nEach of these couplets are contained within a 'weapon' classname within the magazine*S* class itself. Example\n\n```cpp\nclass TransportMagazines\n{\n    class _xx_M16\n    {\n        magazine = \"M16\";\n        count = 30 * 1;\n    };\n    class _xx_M60\n    {\n        // ...\n    };\n    class _xx_PK\n    {\n        // ...\n    };\n    // ...\n};\n```"},{"heading":"magazines","level":5,"markdown":"Variable string Array: default {}\n\nsee #weapons for proper description"},{"heading":"mapSize","level":5,"markdown":"Float: Default Value = 10 (meters).\n\nUsed for the map editor to show the icon associated with this model class.\n\nThere is no x y component to this, the measurement units are meters.\n\nTo create a circular, rectangular or other 'non square' image, you need to make a pac file for the icon with, a transparent layer.\n\n```cpp\nmapSize = 0.7;    // small object such as a tree\nmapSize = 4;    // a smallish building\n```\n\nThe Mission Editor map is not very good in this regard (as noted above). However, the main problem is the base classes of the engine. The mapSize= for most objects, *particularly* buildings, is a one shoe fits all. A forest, eg, is the same mapSize= as a tree !!!\n\nLater Oem addons, *generally* are better and more specific in this regard, making position and fitting a little easier."},{"heading":"marker","level":5,"markdown":"String : used as a core for all other air craft when looking on map.\n\n```cpp\nmarker = \"\\AnyAddon\\AnyP3d.(p3d\")\";\n```"},{"heading":"material","level":5,"markdown":"Integer:\n\nUsed in Hit... classes, eg HitTurret HitBody\n\n```cpp\nmaterial = 50;\n```\n\nRelated TokenNames: #armor (float), #material, #name, #passThrough"},{"heading":"maximumLoad","level":5,"markdown":"The maximumLoad value defines the number of units of cargo storage.\n\n```cpp\nmaximumLoad = 2000;\n```\n\nAn item's storage value (the amount of space it takes up) is defined by it is mass value. For example:\n\n```cpp\n// CfgMagazines >> \"Titan_AT\"\nmass = 100;\n```\n\nThe following parameter are used by just Eden:\n\n```cpp\ntransportMaxMagazines\ntransportMaxWeapons\ntransportMaxBackpacks\n```"},{"heading":"maxT","level":5,"markdown":"Integer: This TokenName is used inside the #Smoke Class\n\n```cpp\nmaxT = 0;\n```"},{"heading":"min/max","level":5,"markdown":"String Degrees Math Formula\n\n```cpp\nmin = 0;\nmax = 60 / 3.6;\n```\n\nNote for readability, these values are *normally* expressed as strings which the engine itself will convert.\n\nsee Indicator Class"},{"heading":"memoryPointExhaust...","level":5,"markdown":"String:\n\n```cpp\nmemoryPointExhaust = \"exhaust_start\";\nmemoryPointExhaustDir = \"exhaust_end\";\n```"},{"heading":"memoryPointGun","level":5,"markdown":"String:\n\n```cpp\nmemoryPointGun = \"machinegun\";\n```"},{"heading":"memoryPointGunnerOptics","level":5,"markdown":"String\n\n```cpp\nmemoryPointGunnerOptics = \"gunnerview\";\n```"},{"heading":"memoryPointGunnerOutOptics","level":5,"markdown":"String\n\n```cpp\nmemoryPointGunnerOutOptics = \"commander_weapon_view\";\n```"},{"heading":"memoryPoint...Missile","level":5,"markdown":"String:\n\n```cpp\nmemoryPointLMissile = \"Missile_1\";\nmemoryPointRMissile = \"Missile_2\";\n```"},{"heading":"memoryPoint...Rocket","level":5,"markdown":"String:\n\n```cpp\nmemoryPointLRocket = \"Rocket_1\";\nmemoryPointRRocket = \"Rocket_2\";\n```"},{"heading":"memoryPointsGetIn...","level":5,"markdown":"String:\n\n```cpp\nmemoryPointsGetInCargo = \"pos_cargo\";\nmemoryPointsGetInCoDriver = \"pos_codriver\";\nmemoryPointsGetInCommander = \"pos_commander\";\nmemoryPointsGetInDriver = \"pos_driver\";\nmemoryPointsGetInGunner = \"pos gunner\";\n```"},{"heading":"memoryPointsGetIn...Dir","level":6,"markdown":"String:\n\n```cpp\nmemoryPointsGetInCargoDir = \"pos_cargo_dir\";\nmemoryPointsGetInCoDriverDir = \"pos_codriver_dir\";\nmemoryPointsGetInCommanderDir = \"pos_commander_dir\";\nmemoryPointsGetInDriverDir = \"pos_driver_dir\";\nmemoryPointsGetInGunnerDir = \"pos gunner dir\";\n```"},{"heading":"memoryPointSupply","level":5,"markdown":"String:\n\n```cpp\nmemoryPointSupply = \"supply\";\n```"},{"heading":"memoryPointTrack...","level":5,"markdown":"String:\n\n```cpp\nmemoryPointTrackFLL = \"tyreTrack_1_1l\";\nmemoryPointTrackFLR = \"tyreTrack_1_1r\";\nmemoryPointTrackBLL = \"tyreTrack_1_2l\";\nmemoryPointTrackBLR = \"tyreTrack_1_2r\";\nmemoryPointTrackFRL = \"tyreTrack_2_1l\";\nmemoryPointTrackFRR = \"tyreTrack_2_1r\";\nmemoryPointTrackBRL = \"tyreTrack_2_2l\";\nmemoryPointTrackBRR = \"tyreTrack_2_2r\";\n```"},{"heading":"microMimics","level":5,"markdown":"String: Man class\n\nThis token refers to the class within the external cfgMimics class\n\n```cpp\nmicroMimics = \"Micro\";\n```"},{"heading":"minute","level":5,"markdown":"part of the IndicatorWatch class\n\nsee #hour"},{"heading":"model","level":5,"markdown":"String: Default Value= \"empty.p3d\"\n\nLocation in the addon where the p3d model resides.\n\n```cpp\nmodel = \"\\AddonName\\anyp3d(.p3d)\";\n```\n\nWhere a class is not a visible 'object', such as a BaseClass. You can specify\n\n```cpp\nmodel = \"\";\n```\n\nthis cuts down on load and access.\n\nRelated TokenName: #simulation, #reversed"},{"heading":"moves","level":5,"markdown":"String: Default = \"NoDefaultMoves\"\n\napplies to the man class and refers to a cfgMoves class\n\n```cpp\nmoves = \"CfgMovesMC\";    // civilian, in fact, there isn't another\n```"},{"heading":"N","level":4,"markdown":""},{"heading":"...NightLights...","level":5,"markdown":"Float:\n\n```cpp\nspotableNightLightsOff = 0.05;    // default\nspotableNightLightsOn = 4;        // default\nvisibleNightLightsOff = 0.1;    // default\nvisibleNightLightsOn = 0.2;        // default\n```"},{"heading":"name","level":5,"markdown":"String:\n\n```cpp\nname = \"motor\";\n```\n\nUsed in Hit... classes, eg HitTurret HitBody\n\nRelated TokenNames: #armor (float), #material, #name, #passThrough"},{"heading":"nameSound","level":5,"markdown":"String: Default value: \"Target\"\n\nNamesound is used by the AI audio to indicate verbally where to go, what 'vehicle' to attack. Thus the audio speech \"move to 'rock' 3 o'clock' is derived from the *nameSound*.\n\n```cpp\nnameSound = \"rock\";\n```\n\nMany different nameSounds can be selected. Here are just a few.\n\n```cpp\nnameSound = \"crew\";\nnameSound = \"target\";\nnameSound = \"tank\";\nnameSound = \"house\";\n```\n\nThe actual descriptive text accompanying the 'sound' can be different see #displayName\n\nTypically, a collection of buildings (eg) will be configured as follows\n\n```cpp\nclass GenBuilding : NonStrategic\n{\n    scope = private; // internal use only\n    VehicleClass = \"Some Editor Group Name\";\n    nameSound = \"house\";\n};\nclass YellowBuilding : GenBuilding\n{\n    scope = public;\n    name = \"YellowBuilding\";\n    model = \"Some yellow building.p3d\";\n};\n```\n\nRelated TokenNames\n#scope, #accuracy, #displayName, #vehicleClass, #nameSound, #camouflage"},{"heading":"noseDownCoef","level":5,"markdown":"Float: Default 1.0 used by Plane class\n\n```cpp\nnoseDownCoef = 0.025;    // Cessna\n```\n\nHow much the nose drops when banking.\n\n*Note: Not used in ArmA any more*"},{"heading":"nightVision","level":5,"markdown":"Boolean: Default false\n\n```cpp\nnightVision = true;\n```\n\npresent in lawsoldier, sniper, saboteur, tank, and air crew\n\n*Note: obsolete, not used, NVG item is used instead*"},{"heading":"O","level":4,"markdown":""},{"heading":"...OpticsColor","level":5,"markdown":"Float Array : Default {0, 0, 0, 1};\n\n```cpp\ndriverOpticsColor[] = { 0, 0, 0, 1 };\ngunnerOpticsColor[] = { 0.910000, 0.230000, 0.230000, 1 };\ncommanderOpticsColor[] = { 0.910000, 0.230000, 0.230000, 1 };\n```"},{"heading":"...OpticsModel","level":5,"markdown":"String: Default \"\"\n\n```cpp\ncommanderOpticsModel= \"\\AnyPbo\\AnyP3d(.p3d)\";\ndriverOpticsModel = \"\\AnyPbo\\AnyP3d(.p3d)\";\ngunnerOpticsModel= \"\\AnyPbo\\AnyP3d(.p3d)\";\n```"},{"heading":"gunnerOpticsShowCursor","level":5,"markdown":"Boolean\n\n```cpp\ngunnerOpticsShowCursor = true;\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"passThrough","level":5,"markdown":"Boolean: Default true\n\nIf true, destroying this part of the vehicle will destroy the whole vehicle. If false, damage will only affect this part of the vehicle.\n\nThis value is only taken into account in Arma 2. It was ignored by the game engine in previous games (that includes OFP).\n\n```cpp\npassThrough = 1;\n```\n\nUsed in Hit... classes, eg HitTurret HitBody\n\nRelated TokenNames: #armor (float), #material, #name, #passThrough"},{"heading":"picture","level":5,"markdown":"String: Default: iaston.paa\n\nI think this is for briefing Information icon click\n\n```cpp\npicture = \"\\AnyAddon\\AnyPAA(.paa)\";\n```\n\n\"Picture\" is used in config.cpp to display the 128 x 64\ngraphic file of the unit in the HUD and the bottom\nof the screen while in game. A .pac file can be used\nalso. If using a .pac make your alpha channel pink -\nRGB 255, 0, 255. Pink is invisible in .pac file."},{"heading":"pilotLight","level":5,"markdown":"Boolean: Default: false\n\nDefault state of headlights on vehicle.\n\n```cpp\npilotLight = true; // spawn vehicle with headlights on\n```"},{"heading":"position","level":5,"markdown":"String:\n\n```cpp\nposition = \"ohniste\";\nposition = \"L svetlo\";\n```\n\nSee #Reflectors Class, #Light Class"},{"heading":"precision","level":5,"markdown":"```cpp\nprecision = 1;        // man\nprecision = 200;    // air\nprecision = 50;        // boat\n```"},{"heading":"...preciseGetInOut","level":5,"markdown":"Integer: Defines location of getin point. 0 = use memoryPointGetIn , 1 = use model center as get in point, 2 = use proxy of crew position as get in point. Default is 0.\n\n```cpp\npreciseGetInOut = 0;        // for vehicle crew\ncargoPreciseGetInOut = 0;    // for passengers\n```"},{"heading":"preferRoads","level":5,"markdown":"Boolean: Default false\n\n```cpp\npreferRoads = true;    // all vehicles\n```"},{"heading":"primary","level":5,"markdown":"Boolean: For models that can have, (but don't necessarily do have) multiple internal objects of the same type (turrets eg). One of them, is declared the main, or primary turret. There may indeed be only one 'turret'. (Note: this entry has been replaced by the **primary..**. entries. Please use those for your turret definitions to ensure maximal compatibility.)\n\n```cpp\nprimary = true;\n```"},{"heading":"primary...","level":5,"markdown":"Boolean A vehicle can have multiple turrets, but one of them normally is the primary gunner turret and one the primary vehicle commander turret (this can be the same turret or two different turrets, but you cannot have several primary gunner or commander turrets). Please use these entries instead of the more general **primary** entry.\n\n```cpp\nprimaryGunner = false;\nprimaryObserver = true;    // Commander\n```"},{"heading":"proxyIndex","level":5,"markdown":"Integer\n\n```cpp\nproxyIndex = 2;\n```"},{"heading":"proxyType","level":5,"markdown":"String\n\n```cpp\nproxyType = \"CPCommander\";\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"...Radius","level":5,"markdown":"Float:\n\nRepresents a circular area (radius in meters from **centre** of object for action to take place\n\n```cpp\ngetInRadius = 2.5;    // default\ngetInRadius = 3.5;    // tank\ngetInRadius = 10;    // ship\n\nsupplyRadius = 2.5;    // for fuel dumps ammo trucks etc\n```"},{"heading":"...RotorSpeed","level":5,"markdown":"Float: Helicopters\n\n```cpp\nmainRotorSpeed = 1.0;    // default\nbackRotorSpeed = 1.5;    // default\n\nmainRotorSpeed = 1.0;    // ch47d\nbackRotorSpeed = -1.0;\n```"},{"heading":"...RotorDive","level":5,"markdown":"Float: Helicopters, Default 0.0\n\n```cpp\nminMainRotorDive = -9;    // CH47D\nmaxMainRotorDive = 15;\nneutralMainRotorDive = -5;\nminBackRotorDive = -15;\nmaxBackRotorDive = 9;\nneutralBackRotorDive = -5;\n```"},{"heading":"ReloadAnimations Class","level":5,"markdown":"General useage in Helicopters, this class is 'looked for' by the engine. Various models, but normally only one, are specified as follows\n\n```cpp\nclass ReloadAnimations\n{\n    class SomeThingA\n    {\n        // ...\n    };\n    // ...\n    class SomeThingZ\n    {\n        // ...\n    };\n};\n```\n\nhere is an example for an Mi24 helicopter\n\n```cpp\nclass MachineGun30E\n{\n    weapon = \"MachineGun30E\";\n    angle0 = 0;\n    angle1 = -2 * 3.141592654;\n    multiplier = 500;\n    type = \"rotation\";\n    animPeriod = 0.500000;\n    selection = \"gatling\";\n    begin = \"usti hlavne\";\n    end = \"konec hlavne\";\n};\n```"},{"heading":"rotL/R","level":5,"markdown":"defined within a tank.Wheels class to describe the series of small wheels on each side\n\n```cpp\nrotR[] = { kolL1, kolL2, kolL3, kolL4, kolL5, kolL6, kolL7, kolL8 };\nrotL[] = { kolP1, kolP2, kolP3, kolP4, kolP5, kolP6, kolP7, kolP8 };\nupDownL[] = { koloP1, podkoloP1, koloP2, podkoloP2, koloP3, podkoloP3, koloP4, podkoloP4, koloP5, podkoloP5, koloP6, podkoloP6, koloP7, podkoloP7, koloP8, podkoloP8 };\nupDownR[] = { koloL1, podkoloL1, koloL2, podkoloL2, koloL3, podkoloL3, koloL4, podkoloL4, koloL5, podkoloL5, koloL6, podkoloL6, koloL7, podkoloL7, koloL8, podkoloL8 };\n```"},{"heading":"reversed","level":5,"markdown":"Boolean: Default true\n\nNormally, models ARE reversed with respect to how they present on the screen after editing with tools like oxygen (eg) This overrides the default. See #model\n\n```cpp\nreversed = false;    // class thing\n```"},{"heading":"rotor...","level":5,"markdown":"String: Helicopters\n\n```cpp\nrotorBig = \"vrtule_velka\";    // cobra\nrotorBigBlend = \"vrtule_velka_bl\";\nrotorSmall = \"vrtule_mala\";\nrotorSmallBlend = \"vrtule_mala_bl\";\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"...Sensitivity","level":5,"markdown":"Float: Default 1.0 Used by Plane Class\n\n```cpp\naileronSensitivity = 0.33;        // Cessna\nelevatorSensitivity = 0.1;        // Cessna\nwheelSteeringSensitivity = 1.0;    // default\n```"},{"heading":"...Simul/Plan","level":5,"markdown":"Float: in meters\n\n```cpp\nsteerAheadSimul = 0.5;    // default\nsteerAheadPlan = 0.35;    // default\nsteerAheadSimul = 0.2;    // man\nsteerAheadPlan = 0.2;\n\npredictTurnSimul = 1.2;    // default\npredictTurnPlan = 1.2;    // default\npredictTurnSimul = 3;    // ship\npredictTurnPlan = 3;\n```"},{"heading":"scope","level":5,"markdown":"Integer: Default value is 0 (private).\n\n```cpp\nscope = 2;\n```\n\nScope is used to limit access to the class in the Mission Editor (such as Eden Editor) and scripts. The value can be one of **0** (private), **1** (protected/hidden), and **2** (public).\n\nDefines normally exist at the top of a well written config.cpp to make meanings clearer.\n\n```cpp\n#define private 0\n#define protected 1\n#define public 2\n```\n\nThe meaning of each is as follows\n\n**private:**\n\nNo object can be created using this class, neither in Mission Editor nor via scripts. This property marks the class as a \"base\" class, which other classes inherit from.\n\nprivate is a common method of grouping base characteristics together and inheriting all those common characteristics into a class that can be viewed or accessed.\n\n**public:**\n\nPublic classes are usable in scripting commands (such as createVehicle) and can be shown in the Mission Editor.\n\n**protected:**\n\nIdentical to public, except the class will not be listed in the Mission Editor. A very common form of use for this is\n\n```cpp\nclass Vegetables\n{\n    scope = protected;\n    VehicleClass = \"Fruit and Onions\";    // a generic group in mission editor\n    displayName = \"Generic Vegetable\";\n    namesound = \"whatever\";\n    icon = \"vegetableIcon.paa\";\n    // put any other common characteristics in here\n};\nclass GreenOnions : Vegetables\n{\n    scope = public;\n    displayName = \"Green Onion\";\n}\nclass PurpleOnion : Vegetables\n{\n    ....\n}\n```\n\nThe effect here is to reduce (considerably) not only the amount of typing, but memory storage too.\n\nIt is only the public classes that are listed in the Mission Editor.\n\nSo in above example while each one of these has a separate *displayName=*, they are ALL 'grouped' in the Editor's \"Fruit and Onions\", and **all** of them will be referred to *in the mission* as \"Generic Vegetable\". If you follow along, you should fully expect to see another protected class called \"Generic Fruit\"\n\nIn the above example, it is just as useful to declare the base class '*private*. But, see below, and see #accuracy\n\nProtected classes are CamCreatable in the mission.sqm.\n\nProtected classes are immensely useful to 'hide' obsolete models that are still required to maintain compatibility with older missions. Ie older missions will still be playable, but newly created ones will only 'get at' the newer improvements specified in a public class. This\n\n```cpp\nclass OriginalThing\n{\n    scope = protected;\n    // ...\n    // lots of original things\n    // ...\n};\nclass ImprovedThing : OriginalThing // inherits it all\n{\n    scope = public;\n    // ...\n    // lots of new improved things\n    // ...\n};\n```\n\nRelated TokenNames\n#scope, #accuracy, #displayName, #vehicleClass, #nameSound, #camouflage"},{"heading":"secondaryExplosion","level":5,"markdown":"Integer: Default disabled (-1)\n\n```cpp\nsecondaryExplosion = -1;\n```"},{"heading":"sensitivity","level":5,"markdown":"Float: Default 1.0\n\n```cpp\nsensitivity = 0.6;    // cars\nsensitivity = 2;    // sniper\n```\n\nThe higher the sensitivity value for an unit, the better it can see.\n\nThe effect is not linear, but logarithmic. So for an unit with value 1 vs one with value 3 it must be 1.7 times closer (square root of 3). This example does not take into account other factors like zoom, binocular use, optics, camouflage and accuracy (knowsAbout value needed to detect the type and side).\n\n1 equals roughly to 100 meters, 2.5 to 210m, 3 to 250m.\n\nOA 1.62 state:\n\n```cpp\nclass All\n    sensitivity = 2.5;\n    sensitivityEar = 0.0075;\nclass AllVehicles : All\nclass Land : AllVehicles\nclass LandVehicle : Land\nclass Car : LandVehicle\n    sensitivity = 3;\nclass Motorcycle : LandVehicle\n    sensitivity = 3;\nclass Bicycle : Motorcycle\nclass Tank : LandVehicle\n    sensitivityEar = \"0.0075 /3\";\nclass APC : Tank\nclass Man : Land\n    sensitivity = 3;\n    sensitivityEar = 0.5;\nclass Animal : Man\nclass Air : AllVehicles\nclass Helicopter : Air\nclass Plane : Air\nclass Ship : AllVehicles\nclass AH6X_EP1 : AH6_Base_EP1\n    sensitivity = 2;\nclass Ka137_Base_PMC : Helicopter\n    sensitivity = 2;\n```"},{"heading":"sensitivityEar","level":5,"markdown":"Float: Default 0.0075\n\nSets how well can the given unit hear others.\nThe bigger the value, the better the hearing.\n\n```cpp\nsensitivityEar = 0.13;    // man\n```"},{"heading":"selection","level":5,"markdown":"String:\n\n```cpp\nselection = \"L svetlo\";\n```\n\nSee #Reflectors Class, #ReloadAnimations Class (Arma Only), #Hatch... Class, #Indicator Class"},{"heading":"selection...","level":5,"markdown":"String:\n\n```cpp\nselectionBackLights = \"light_back\";\nselectionBrakeLights = \"light_brake\";\nselectionFireAnim = \"muzzleflash\";\nselectionHRotorStill= \"mainRotorStatic\";\nselectionHRotorMove = \"mainRotorBlurred\";\nselectionVRotorStill = \"tailRotorStatic\";\nselectionVRotorMove = \"tailRotorBlurred\";\nselectionFabric = \"latka\";\n```\n\nThe selections\n\n```cpp\nselectionLeftOffset = \"PasOffsetL\";\nselectionRightOffset = \"PasOffsetP\";\n```\n\nare used to animate tank track textures. You must have the appropriate Named Selections in the model and the selection must have an rvmat in order to work."},{"heading":"shape","level":5,"markdown":"Float: This TokenName is used inside the #Light Class\n\n```cpp\nshape = \"koulesvetlo\";\n```\n\nSee #Light Class, #Reflectors Class"},{"heading":"showgunneroptics","level":5,"markdown":"Boolean:\n\n```cpp\nshowgunneroptics = 0;\n```"},{"heading":"showWeaponCargo","level":5,"markdown":"Boolean:Default ?\n\n```cpp\nshowWeaponCargo = true;\n```\n\nFound inside weapon holders (ammo boxes)\nOFP: If it is set to true player won't be able to put weapons/magazines to container."},{"heading":"sound","level":5,"markdown":"String:\nUsed by animated objects (campfire eg) to give sound effect. Or, simply by ambients(wolves)\n\n```cpp\nsound = \"Fire\";\nsound = \"Fountain\";\nsound = \"OwlSfx\";\n```"},{"heading":"SoundEnvironExt Class","level":5,"markdown":"class SoundEnvironExt\n\nThis is a Class used within the man class. Some/ None, or all sections of it can (of course) be overridden by inheritance.\n\nThe external class **CfgManActions** accesses the **SoundEnvironExt** class defined (or inherited) for any 'man' (soldier eg).\n\nExternal class **CfgManActions** contains many clauses\n\n```cpp\nsoundOverride = \"fallbody\";    // e.g\n```\n\nfor instances of when it wants sounds for that 'action' to take place.\n\nthus, you can define none some or all arrays (within class with your SoundEnvironExt{}) for the following\n\n```cpp\nnormalExt[] =\nnormal[] =\nroad[] =\nrock[] =\nwater[] =\ngravel[] =\nsand[] =\ndrygrass[] =\ngrass[] =\nforest[] =\nmud[] =\nwood[] =\nmetal[] =\nsnow[] =\nhallway[] =\nfallbody[] =\nlaydown[] =\nstandup[] =\ncrawl[] =\n```\n\nExample\n\n```cpp\nsnow[] = {\n    { \"People\\snow_L\", 0.000032, 1 },\n    { \"People\\snow_R\", 0.000032, 1 }\n};\n```\n\nsnow is a Variable length Sound Array\n\nsee sounds[]"},{"heading":"Sounds Various","level":5,"markdown":"Complex Array:\n\nAll the following use\n\n```cpp\nnameOfSound[] = { \"\\AddonName\\AnySound(.wss)\", 0.000000, 1, 1 };\n```\n\n- 1st parameter: Sound file (path). *.wss is default, *.ogg can be specified.\n- 2nd parameter: Change of volume compared to the strongest sound that is audible at the camera's (player's) position. It means that the strongest sound is played on 100% and this sound is played weaker (calculated from dB value, distance, occlude, ...). If this sound is alone in sound scene then it is played on 100% every time.\n- 3rd parameter: Speed of playing, 1 = normal speed/time of playing, 2 = 2 times slower, with half lower pitch."},{"heading":"...Sound","level":6,"markdown":"```cpp\nflySound[] = { \"\\AddonName\\AnySound.wss\", 0.000000, 1, 1 };\nsingSound[] = { \"\\AddonName\\SoundFile.ogg\", 0.031623, 1, 1 };\nscudSound[] = { \"weapons\\rocketflying\", 316.227783, 0.200000 };\nscudSoundElevate[] = { \"vehicles\\gun_elevate\", 0.010000, 1 };\n```"},{"heading":"sound...","level":6,"markdown":"```cpp\nsoundCrash[] = { \"\\AnyAddon\\AnySound(.wss)\", 0.010000, 1 };\nsoundSetSonicBoom[] = { \"Plane_Fighter_SonicBoom_SoundSet\" }; // Sonic Boom for jet fighters at supersonic speeds; defined in cfgSoundSets\n```\n\ndefault values\n\n```cpp\nsoundCrash[] = { \"Vehicles\\crash\", 0.316228, 1 };\nsoundDammage[] = { \"\", 1, 1 };\nsoundEngine[] = { \"\", 1, 1 };\nsoundEnviron[] = { \"\", 1, 1 };\nsoundLandCrash[] = { \"Explosions\\intoground\", 0.316228, 1 };\nsoundWaterCrash[] = { \"Explosions\\intowater\", 0.316228, 1 };\nsoundGetIn[] = { \"Vehicles\\get_in\", 0.000316, 1 };\nsoundGetOut[] = { \"Vehicles\\get_out\", 0.000316, 1 };\nsoundServo[] = { \"Vehicles\\gun_elevate\", 0.010000, 0.500000 };\nsoundGear[] = { \"\\AnyAddon\\AnySound(.wss)\", 0.316228, 1 };            // no default\nadditionalSound[] = { \"\\AnyAddon\\AnySound(.wss)\", 0.000000, 1 };    // man only\n```"},{"heading":"sound[]","level":6,"markdown":"used by animations\n\n```cpp\nsound[] = { \"\\anyPbo\\AnySound(.wss)\", 10.000000, 1 };\n```"},{"heading":"side","level":5,"markdown":"Integer: Default Value: NEUTRAL.\n\nThe side, when declared, sets the 'vehicle' to east, west, resistance, civilian. The effect differs according to the 'vehicle' itself. Eg soldiers, versus hospitals or repair trucks that can only be used by same side, if specifically sided.\n\nWell written missions (and configs) use defines at top of file to make this more legible.\n\n```cpp\n#define NO_SIDE -1\n#define EAST 0            // (Russian)\n#define WEST 1            // (NATO)\n#define RESISTANCE 2    // Guerilla\n#define CIVILIAN 3\n#define NEUTRAL 4\n#define ENEMY 5\n#define FRIENDLY 6\n#define LOGIC 7\n\nside = EAST;\n```\n\nNEUTRAL is the general case for all objects.\n\nNO_SIDE is used for ambient seagulls and wolves (see #sound). It differs from NEUTRAL in that the engine spends no time looking for interraction with other objects."},{"heading":"simulation","level":5,"markdown":"String: Default value: invisible.\n\nThe engine behaviour with this #model.\n\n```cpp\nsimulation = \"SeaGull\";\nsimulation = \"thing\";\nsimulation = \"fire\";\nsimulation = \"flag\";\nsimulation = \"house\";\n// simulation = airplane, helicopter, tank\n```\n\nRelated TokenName: #model"},{"heading":"size","level":5,"markdown":"Float: This TokenName is used inside the Smoke class and Reflector class\n\n```cpp\nsize = 0.1;\n```\n\npart of Reflectors class"},{"heading":"source","level":5,"markdown":"String: found in animationSources\n\n```cpp\nsource = \"reload\";\nsource = \"time\";\n```"},{"heading":"sourceAddress","level":5,"markdown":"String: found in animationSources\n\n```cpp\nsourceAddress = \"loop\";\n```"},{"heading":"sourceSize","level":5,"markdown":"Float: This TokenName is used inside the #Light Class\n\n```cpp\nsourceSize = 0.015;\n```"},{"heading":"...Speed","level":5,"markdown":"Float: In Kph.\n\nSetting maxSpeed for infantry units too low might cause problems when working with waypoints (units won't be able to fully complete them or won't move towards them).\n\n```cpp\nminSpeed = -0.5;    // range 0->1\nmaxSpeed = 80;        // default\nmaxSpeed = 30;        // tractor\nmaxSpeed = 60;        // boat\n```"},{"heading":"scud...","level":5,"markdown":"String: Default \"\"\n\n```cpp\nscudLaunch = \"scudlunch.rtm\";\nscudStart = \"scudstart.rtm\";\nscudModel = \"scud_strela_proxy\";\nscudModelFire = \"scud_strela_ohen\";\n```"},{"heading":"straightDistance","level":5,"markdown":"Integer:\n\n```cpp\nstraightDistance = 50;\n```"},{"heading":"submerged..","level":5,"markdown":"Float: default 0.0\n\nAlmost all 'objects' are **not** submerged. This parameter is used to hide objects such as effects\n\n```cpp\nsubmerged = -0.5;        // thing effect\nsubmergeSpeed = 0.25;    // positive value makes it go deeper (sound goes quieter)\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"...Turn","level":5,"markdown":"Integer Degrees\n\n```cpp\ninitTurn = 90;\nminTurn = -70;\nmaxTurn = 70;\n```\n\npart of any Turret class (tanks eg)\n\nsee#gun"},{"heading":"TokenNames Embedded","level":5,"markdown":"see #Embedded ClassNames"},{"heading":"turning","level":6,"markdown":"Boolean:\n\n```cpp\nturning = 1;\n```"},{"heading":"turnCoef","level":6,"markdown":"Float: Default 2.0\n\n```cpp\nturnCoef = 6.0;    // truck\nturnCoef = 9.0;    // tractor\n```"},{"heading":"terrainCoef","level":5,"markdown":"Float: Default 3.0\n\n- Pre A3: multiplier to torque and speed (pForce)\n- A3: multiplier to maxSpeedCoef (1 - maxSpeedCoef) [cfgSurfaces parameter] for speedCoef\n\n```cpp\nPre A3::\n        terrainCoef = 6.0;    // skoda\n---\nA3:\n    class Car_F : Car\n        terrainCoef = 2;\n\n    class MRAP_03_base_F : Car_F\n        terrainCoef = 1;\n    class UGV_01_base_F : Car_F\n        terrainCoef = 1.2;\n    class Quadbike_01_base_F : Car_F\n        terrainCoef = 1.4;\n    class MRAP_01_base_F : Car_F\n        terrainCoef = 1.5;\n    class MRAP_02_base_F : Car_F\n        terrainCoef = 1.5;\n    class SUV_01_base_F : Car_F\n        terrainCoef = 2.5;\n    class Hatchback_01_base_F : Car_F\n        terrainCoef = 4.5;\n    class Kart_01_Base_F : Car_F\n        terrainCoef = 5;\n\n    class Truck_F : Car_F\n        terrainCoef = 2.5;\n\n    class Truck_03_base_F : Truck_F\n        terrainCoef = 1.8;\n    class Truck_02_base_F : Truck_F\n        terrainCoef = 2;\n    class Van_02_base_F : Truck_F\n        terrainCoef = 3;\n\n    class Wheeled_APC_F : Car_F\n        terrainCoef = 1.5;\n```"},{"heading":"textureList[]","level":5,"markdown":"Complex (string, float) Array\n\nIntroduced with Arma 3 v1.24, the Bootcamp Update, along with a lot of other randomization features.\n\nArray of texture sources to randomize the vehicle with similar to facewear/headgear randomization for characters (See Arma 3: Characters And Gear Encoding Guide#FIA headgear and facewear randomization); format is:\n\n```cpp\ntextureList[] = { \"texture1\", weight1, \"texture2\", weight2, etc. };\n```\n\nTextures must be classes from the vehicle's TextureSources. If all the weights are the same value, it functions as straight equal randomization.\n\nExample:\n\n```cpp\nclass MyPlane : C_Plane_Civil_01_F\n{\n    textureList[] = { \"Racer_1\", 0.5, \"Racer_2\", 1 };\n};\n```"},{"heading":"threat","level":5,"markdown":"float Array: Default Value {0.700000, 0.500000, 0.300000};\n\nHow threatening you are to unit types {Soft, Armor, Air}, respectively.\n\nThe ai for this model selects targets of opportunity, based on these values.\n\n```cpp\nthreat[] = { 1, 0.0500000, 0.050000 };            // soldier\nthreat[] = { 1, 0.900000, 0.100000 };            // law soldier\nthreat[] = { 0.900000, 0.700000, 0.300000 };    // bmp\n```\n\nRelated TokenNames: type, #cost, #threat"},{"heading":"timeToLive","level":5,"markdown":"Float: Default 10 000 000 000.0; // seconds?\n\n```cpp\ntimeToLive = 20;    // thing effects (bullets)\ntimeToLive = 100000002004087730000.0;    // campfire\n```\n\nSee #Smoke Class"},{"heading":"transport...","level":5,"markdown":""},{"heading":"transportAmmo","level":6,"markdown":"Integer: Used by supply 'vehicles' to determine total amount available for entire mission. Once depleted...\n\nA 'vehicle' in this case can be a genuine repair truck, or, a building.\n\n```cpp\ntransportAmmo = 300000;            // reammo truck\ntransportAmmo = 10000000;        // bigship\n\ntransportFuel = 3000;            // refueltruck\ntransportRepair = 200000000;    // repairtruck\n```"},{"heading":"transportMax...","level":6,"markdown":"These parameters appear not to be used in Arma 3 and are only included for backwards compatibility. See maximumLoad to define a vehicle's storage capacity.\n\n```cpp\ntransportMaxMagazines = 50;        // car\ntransportMaxWeapons = 10;\ntransportMaxMagazines = 5;        // motorcycle\ntransportMaxWeapons = 0;\ntransportMaxMagazines = 50;        // tank\ntransportMaxWeapons = 10;\ntransportMaxMagazines = 20;        // air\ntransportMaxWeapons = 3;\ntransportMaxMagazines = 100;    // boat\ntransportMaxWeapons = 20;\ntransportMaxMagazines = 500;    // ship\ntransportMaxWeapons = 200;\ntransportMaxMagazines = 200;    // truck\ntransportMaxWeapons = 50;\ntransportMaxMagazines = 100;    // apc\ntransportMaxWeapons = 20;\ntransportMaxMagazines = 200;    // helicopter\ntransportMaxWeapons = 50;\ntransportMaxWeapons = 500;        // ammo boxes\ntransportMaxMagazines = 2000;\n```\n\nValues vary depending on exact type of 'boat' eg.\n\nThese TokenNames ate used to indicate how many units of each type an object can hold. Most objects can't hold anything."},{"heading":"transportSoldier","level":6,"markdown":"Integer: Default Value= 0.\n\nNumber of 'passengers' this vehicle can carry. The value does **not** include the driver, **nor** any vehicle positions such as gunner (if any) or commander(if any). See the JeepMg below for a 3 person vehicle which can only transport ONE soldier.\n\n```cpp\ntransportSoldier = 3;        // jeep/car\ntransportSoldier = 50;        // large ship\ntransportSoldier = 6to10;    // SmallShip\ntransportSoldier = 3;        // a10\ntransportSoldier = 8to12;    // helicopters\ntransportSoldier = 2or3;    // ambulance\ntransportSoldier = 8;        // apc/bmp\ntransportSoldier = 12;        // truck\ntransportSoldier = 1;        // jeepmg\ntransportSoldier = 1or2;    // repair type truck\n```\n\nto make the game 'interesting', similar vehicles on different sides, can carry non equivalent numbers."},{"heading":"transportVehiclesCount","level":5,"markdown":"Integer : default 0\n\n```cpp\ntransportVehiclesCount = 15; // a Carrier (big ship)\n```"},{"heading":"TransportMagazines Class","level":5,"markdown":""},{"heading":"transportVehiclesMass","level":5,"markdown":"Integer: Default 0\n\n```cpp\ntransportVehiclesMass = 0;    // not used by any model\n```"},{"heading":"TransportWeapons Class","level":5,"markdown":""},{"heading":"tracksSpeed","level":5,"markdown":"Integer: Default 1\n\nSpeed of tracks UV animation. Use negative number to move tracks in opossite direction\n\n```cpp\ntracksSpeed = 1.4;\n```"},{"heading":"TransportWeapons Class","level":5,"markdown":""},{"heading":"turretAxis","level":5,"markdown":"String:\n\n```cpp\nturretAxis = \"OsaVeze\";\n```\n\nsee #Turret Class"},{"heading":"type (threat)","level":5,"markdown":"Integer: Default Value: Armored\n\nThis indicates the threat type of the 'vehicle'.\n\nIn well written configs, the 3 possible values are declared as defines at top of file for legibility\n\n```cpp\n#define VSoft 0\n#define VArmor 1\n#define VAir 2\n\ntype = VAir;\n```\n\nVehicles (and buildings) are armoured, humans are 'soft' and aircraft (obviously) are air\n\nRelated TokenNames: type, #cost, #threat"},{"heading":"type (animation)","level":5,"markdown":"**old** Unknown: Default Value: rotation\n\nThis appears in the ReloadAnimations class\n\n```cpp\ntype = \"rotation\";\n```"},{"heading":"typicalCargo","level":5,"markdown":"Variable String Array:Array of units classes which are assumed to be onboard of vehicle. Used by AI to determine potential threat of vehicle in case they are not able to see units inside vehicle.\n\nThis array can have zero or more strings.\n\n```cpp\ntypicalCargo[] = { \"Soldier\", \"Soldier\", \"SoldierLAW\", \"SoldierLAW\" };\n```\n\nNote that these are *ClassNames* of soldiers."},{"heading":"U","level":4,"markdown":""},{"heading":"...UsesPilotView","level":5,"markdown":"Boolean: : Default false\n\n```cpp\ngunnerUsesPilotView = false;    // some choppers (mi17)\ncommanderUsesPilotView = true;\n```"},{"heading":"uavHacker","level":5,"markdown":"Boolean\nAllows unit to hack UAVs. Used on UAV operators in vanilla (Arma 3)\n\n```cpp\nuavHacker = 1;\n```"},{"heading":"unitInfoType","level":5,"markdown":"String\n\n```cpp\nunitInfoType = \"UnitInfoSoldier\";\n```\n\nCertain 'vehicles' hide this information.\n\nsee #hideUnitInfo"},{"heading":"unloadInCombat","level":5,"markdown":"Boolean: default true\n\n```cpp\nunloadInCombat = false;\n```\n\nAll true vehicles will cause ai to disembark when in combat."},{"heading":"upDownL/R","level":5,"markdown":"wheels class\nsee #rotL/R"},{"heading":"V","level":4,"markdown":""},{"heading":"vehicleClass","level":5,"markdown":"String: Default Value= \"Objects\"\n\nUsed for Mission Editor basic category selection\n\n```cpp\nvehicleClass = \"Air\";\nvehicleClass = \"Support\";\nvehicleClass = \"My Great Addon\";\n```\n\nRelated TokenNames\n#scope, #accuracy, #displayName, #vehicleClass, #nameSound, #camouflage"},{"heading":"vehicleClass[]","level":5,"markdown":"String Array:\n\n```cpp\nvehicleClass[] = { \"Men\", \"Car\", \"Armored\", \"Air\", \"Support\", \"Camera\", \"Objects\", \"Ammo\", \"Sounds\", \"Mines\" };\n```"},{"heading":"view...Shadow","level":5,"markdown":"Boolean:\n\n```cpp\nviewCargoShadow = true;\nviewGunnerShadow = true;\n```"},{"heading":"viewDriverInExternal","level":5,"markdown":"Boolean: default false\n\n```cpp\nviewDriverInExternal = true;    // Show the driver in third person view\n```"},{"heading":"viewGunnerInExternal","level":5,"markdown":"Boolean: default false\n\n```cpp\nviewGunnerInExternal = true;    // for some turrets and M113\n```"},{"heading":"W","level":4,"markdown":""},{"heading":"...WaterEffect","level":5,"markdown":"String\n\nDefines the effect that will be spawned at the position of the LandContact points when vehicle is in/on the water.\n\n```cpp\nleftWaterEffect = \"vbs2_fx_lowWaterEffects\";\nrightWaterEffect = \"vbs2_fx_lowWaterEffects\";\n```\n\nsee #...DustEffect"},{"heading":"weapon","level":5,"markdown":"String:\n\n```cpp\nweapon = \"M197\";\n```\n\nSelects a weapon from the CfgWeapons class"},{"heading":"weapons","level":5,"markdown":"Variable String Array: default {};\n\nWeapons and Magazines contain individual description of what a 'vehicle' IS carrying.\n\n```cpp\nweapons[] = { \"FFARLauncher\", \"TwinM134\" };    // aircraft\nweapons[] = { \"CarHorn\" };    // truck\n\nweapons[] = { \"M21\", \"LAWLauncher\", \"Throw\", \"Put\" };    // soldier\nmagazines[] = { \"M21\", \"M21\", \"M21\", \"M21\", \"HandGrenade\", \"HandGrenade\", \"LAWLauncher\" };\n```\n\nThe amount of weapons (and magazines) that can be carried by the 'man' is determined by #weaponSlots\n\nThe names M21, Carhorn etc are external references to the cfgWeapons / cfgMagazines classes"},{"heading":"weaponsGroup","level":5,"markdown":"Integer:\n\nThe weapons grouping for a vehicle, determined by enumerated weapon category definitions.\n\n```cpp\nweaponsGroup1 = WEAPONGROUP_CANNONS + WEAPONGROUP_MGUNS;                                // Adds Cannons and Machine Guns to Weapons Group 1\nweaponsGroup2 = WEAPONGROUP_ROCKETS;                                                    // Adds Rockets to Weapons Group 2\nweaponsGroup3 = WEAPONGROUP_AAMISSILES + WEAPONGROUP_ATMISSILES + WEAPONGROUP_MISSILES; // Adds All Missile types to Weapons Group 3\nweaponsGroup4 = WEAPONGROUP_BOMBS + WEAPONGROUP_SPECIAL;                                // Adds Bombs and Laser Designators to Weapons Group 4\n```\n\n```cpp\n#define WEAPONGROUP_CANNONS        1    // Cannons\n#define WEAPONGROUP_MGUNS        2    // Machine Guns\n#define WEAPONGROUP_ROCKETS        4    // Rockets\n#define WEAPONGROUP_AAMISSILES    8    // Anti-Air Missiles\n#define WEAPONGROUP_ATMISSILES    16    // Anti-Tank Missiles\n#define WEAPONGROUP_MISSILES    32    // All / Other Missiles\n#define WEAPONGROUP_BOMBS        64    // Bombs\n#define WEAPONGROUP_SPECIAL        128    // Laser Designator + Misc\n```"},{"heading":"weaponSlots","level":5,"markdown":"Integer:\n\nWeaponslots apply to man class (soldier, civilian, etc)\n\nIt indicates the 'gear' capacity.\n\n```cpp\nweaponSlots = 1 + 4 + 12 * 256 + 2 * 4096 + 2 + 8 * 16;    // all soldiers/civilians\nweaponSlots = 1 + 4 + 8 * 256 + 2 * 4096 + 2 + 4 * 16;    // medics\n\n// 1 = primary weapon\n// 2 = handgun slot\n// 4 = secondary weapon (launcher)\n// 16 = handgun magazines (8x)(or grenades for M203/GP-25)\n// 256 = magazine slots (12x / 8x for medics)\n// 4096 = goggle slot (2x)\n// 131072 = ?\n```"},{"heading":"wheelCircumference","level":5,"markdown":"Float Default 2.513 meters\n\n```cpp\nwheelCircumference = 8;    // tractor\n```"},{"heading":"wounds","level":5,"markdown":"string Array:\n\n```cpp\nwounds[] = { \"xicht_a.paa\", \"xicht_a_zranen\", ... };\n```\n\nthis token is used in the man class to show a series of pac/paa files depending on damaged state of the body."}],"categories":["ArmA: Armed Assault: Addon Configuration","Arma 3: Vehicle Configuration","Operation Flashpoint: Editing","Operation Flashpoint: Modelling","Operation Flashpoint: Reference Lists"],"groups":["Tools and File Formats"]},{"name":"CfgWeapons Config Reference","title":"CfgWeapons Config Reference","type":"topic","url":"https://community.bistudio.com/wiki/CfgWeapons_Config_Reference","revid":373257,"updated":"2025-04-12T22:28:08Z","aliases":[],"markdown":"### Introduction\n\n***cfgAmmo***, ***cfgMagazines***, ***cfgWeapons*** and ***cfgVehicles*** are root classes defined in the engine's `config.bin`.\n\nThese classes can be subsequently added to by addons inherit in the game or provided by *oem*.\n\n*cfgAmmo* defines the missile characteristics for ammunition held in a *cfgMagazine* which, in turn, is used by a *cfgWeapon*, which, in turn, is selected for use in a (series of) *cfgVehicles*.\n\nThe same ammunition can be, and generally is, used by multiple magazines. The same magazine, can be, and generally is, used by multiple weapons. And so on.\n\n*cfgWeapons* define the rifle *e.g.* characteristics. What muzzles it has, how many 'modes' (if any) it can use. What magazines are selectable.\n\n#### Arma Enhancement\n\nArmA introduced a new root class, *cfgMagazines*.\n\nIn contrast, OFP uses a rather tedious construct in it is *cfgWeapons* class to distinguish between weapon and magazine parameters.\n\nThe major alterations here are:\n\n| OFP | ArmA |\n|---|---|\n| `ammo=` | moved to *cfgMagazines* |\n| `cost=` | moved to *cfgMagazines* |\n| `displayNameMagazine=` | moved to *cfgMagazines* and renamed *DisplayName* (of course) |\n| `magazines[] = {\"this\"};` | `magazines[] = {};` |\n| `magazineType=` | moved to *cfgMagazines* and renamed *Type* |\n| `maxLeadSpeed=` | moved to *cfgMagazines* |\n| `minRange=` | moved FROM *cfgAmmo* |\n| `minRangeProbab=` |  |\n| `midRange=` |  |\n| `midRangeProbab=` |  |\n| `maxRange=` |  |\n| `maxRangeProbab=` |  |\n| `scopeWeapon=` | renamed *scope* |\n| `scopeMagazine=` | moved to *cfgMagazines* and renamed *scope* |\n| `shortNameMagazine=` | moved to *cfgMagazines* and renamed *descriptionShort*? |\n\n#### Modifications\n\n```cpp\ncfgWeapons {\n    access = 1;\n    ...\n\n    //Weapon classes can be added.\n\n    default {\n        access = 3;\n    }\n    ...\n}\n```\n\nExisting classes can (rarely) be altered.\n\nThe default class of *cfgWeapons* specifies `access = 3;`. Almost all subsequent classes inherit this value, which means they cannot be altered in any way.\n\nTo allow YOUR addon to subsequently modify YOUR weapon (should you wish to with other addons), you must change the `access=` in YOUR Weapon.\n\n#### Navigation: The wood for the trees\n\n*cfgWeapons* can be a puzzling mess to the uninitiated.\n\nThe *tokenpairs*, their placement, and their constructs can be befuddled. This is not a reflection on BI, the ultimate class structure is very, very, adaptive, but, it does confuse.\n\nEssentially, ArmA did open heart, and excellent, surgery to this class to distinguish between weapons and their magazines. OFP had a common weapon/magazine class with variables declaring what to use and when. Variables only relevant to OFP, are sometimes still encountered in ArmA, simply because, they do no harm.\n\nWeapons come in two major flavors (with plenty of sub themes). A weapon either has, or does not have, a `modes[]` class or classes adding different behaviour like *autofire*, *burst* or *single shot*. Confusingly, a weapon with only one mode, is, equivalent to not declaring it at all. The tokens that would normally be in a *modes* class, are declared in the main body instead. This obfuscates what-goes-where.\n\nWeapons can have different muzzles, adding a further layer of modelling.\n\nThe inherited tree structure for weapons vs their magazines, vs their ammo, is not always logical. This is a throwback to OFP which (for instance) inherited *RPG Ammo* from an *AT3*, but inherited the *RPG weapon* from a *CarlGustav*, and so on. The end result being identical and good, since offending parameters were altered as necessary - but it does confuse what a *HellfireHind* really is, depending on who you are (*ammo* vs *mag* vs *weapon*).\n\n#### Modes\n\nSome *TokenNames* are relevant only within a *mode* class (*e.g.* `sound[]=`), and stated as such.\n\n**All** weapons, without exception, have at least one *mode* class.\n\nBy default, the inherited *mode* for a weapon is:\n\n```cpp\nmodes[] = {\"this\"};\n```\n\nWhich means the engine will treat the main body as also being a *mode* class unless over-ridden.\n\nSome weapons do not have a *modes* class specified, nor do they inherit a specified *modes* class via their parent(s). Under these circumstances, *TokenNames* stated to be *ModeClass* only must occur in the main body of that weapon (or it is parents) instead. The *TokenNames* themselves, remain, accurately described, as being *mode* class only.\n\n#### Muzzles\n\nExact same comments as per Modes. By default the inherited muzzle for a weapon is:\n\n```cpp\nmuzzles[] = {\"this\"};\n```\n\nParameters belonging in muzzles are stated as such.\n\nDifferent muzzles are normally only encountered on grenade launcher weapons (?).\n\n#### TokenNames\n\nAll engines accept *integer* values (or math strings) where a *float* would normally be expected.\n\nDefault values are shown in the legend.\n\n**Usage:** ***OFP***: generally moved to ArmA's *cfgMagazines Class* and often renamed, else simply renamed.\n\n***ArmA***: Introduced from OFP:E and beyond.\n***ModesClass***: Any item marked as a *ModeClass* lives in a class `Mode...` body. It **must** be declared (or inherited) for **each** class.\n***MuzzleClass***: Any item marked as a *MuzzleClass* lives in a class `Muzzle...` body. It **must** be declared (or inherited) for **each** class. Normally, except for grenade launchers, the muzzle IS the mainbody.\n*Blank*: Used as described in both OFP, and, ArmA.\n\nDual Use *TokenNames* (such as `picture=`) moved to ArmA's *cfgMagazines Class* as appropriate.\n\n#### Picture=\"[\\][.pac]\"\n\nDefines *WEAPON Picture* **and separately** *MAGAZINE Picture*.\nOFP generally created two *cfgWeapon* classes. One for the weapon and one for the magazine. `picture=` was declared in each. In ArmA, the *magazine picture* name has been moved to the *cfgMagazines* class as appropriate.\n\nNote that this is one of those irritating BI path snafu's (when if ever will they start using relative addressing?). The following notes apply to most `picture=` references, not just *cfgWeapons*.\n\n1. **The DEFAULT extension is `.pac`**. The engine accepts `.pac` or `.paa`, but `.pac` is not supposed to exist. A `.paa` must be explicitly declared.\n1. **Path must explicitly have a `\\` leading.**\n\nThis because in OFP it was possible to **not declare** any picture at all.\n\nIn which case (in OFP) the engine looks for the `.paa` file in `\\dta\\dtaext\\NameOfClass.paa`\n\nThe ArmA engine appears to make a mess of it. Any picture reference without a preceding slash will look in a non-existent `'equip.pbo'`\n\nSpecifically:\n\n```cpp\nequip\\w\\w_your\\path\\name    // for weapons and\nequip\\m\\m_your\\path\\name    // for mags\n```\n\nIf no picture is specified, then like OFP, `equip\\w\\w_NameOfClass` is assumed.\n\nNote also the 'convention' of naming weapon images with `w_` and magazine images with `m_` (and to a certain extent having `data\\equip` file paths). This is rigidly followed in ArmA. In OFP, BI were inconsistent.\n\n#### Types\n\n##### type=WeaponHardMounted (ArmaOnly)\n\n##### magazineType=None (OfpOnly)\n\n##### weaponType=WeaponHardMounted (OfpOnly)\n\nIntegers (Note this value is often held as a math String)\n\nGear (equipment) selection consists of *SlotTypes* and one or more *slot positions* **of that type**.\n\nThis integer is a *bit-field* containing *SlotType* **and count** which defines which *SlotType* this ***item*** will occupy in gear selection and how many slots **of that type** it requires. It does NOT define which slot *position* to occupy, only the *Type* of Slot. Various engines will show this item in positions of their own choosing.\n\nAn *item* is defined as being a *weapon, magazine,* or *equipment*.\n\n- A *weapon* is *rifle, handgun, LAW launcher*.\n- A *magazine* is a *magazine, a shell ,a LAW, a PipeBomb, a grenade* - *i.e.* a housing for the *cfgAmmo* explosive(s).\n- *equipment* are *binoculars, NVG, etc*.\n\nFor ArmA, *MagazineSlots* and *WeaponSlots* are mutually exclusive. The classes occur in the *cfgWeapons* or *cfgMagazines* respectively. In OFP both types of class exist in *cfgWeapons*, and are often the same class. OFP does not have a `Type=`; instead, it uses `WeaponType=` and `MagazineType=` couplets. The end result, and the intent, is identical.\n\n> [!IMPORTANT]\n> Note: the quite serious alteration to *SecondaryWeapon* and *Handgun* mags that occurred in Arma. This to allow for an increased count field in *Handgun Magazines*.\n\n| Slot: | SlotType | value/nbits |  | Example |\n|---|---|---|---|---|\n| Slot: | SlotType | OFP | Arma | Example |\n| Either: | NoSlot | `0/0` | *same* | *stroke* is a weapon, but it occupies no slots |\n| Weapon: | PrimaryWeapon | `1/1` | *same* | AK47 |\n| Weapon: | HandGun | `2/1` | *same* | CZ75 |\n| Weapon: | SecondaryWeapon | `16/1` | `4/1` | LAW |\n| Mag: | HandGunMagazines | `32/3` | `16/4` | CZ75Mag or GLMag |\n| Mag: | MainMagazines | `256/4` | *same* | AK47Mag or explosives |\n| Weapon: | BinocularSlot | `4096/4` | *same* | Binoculars or NVG, LD etc. |\n| Weapon: | HardMounted | `65536/1` | *same* |  |\n| Mag: | SmallItems |  | `131072/4` | (Arma 2) map, compass, small items (derived from *ItemCore*) |\n\nThe specific combination for machine guns normally occupy both weapon slots *i.e. PrimaryWeapon + SecondaryWeapon*.\n\n#### Magazine Sizes\n\nArchitecturally, **all** *bit-fields* are counts. The fact that a *PrimaryWeapon* can only be `1`, still makes it *a count* of that *SlotType*.\n\nIn practical terms magazines are the only *item* (**warning:** *currently*) to have bit-fields `> 1`.\n\n*Most* weapons use a single slot to declare a single magazine.\n\n*Shell weapons* such as the *RPG* require three slots to hold the *magazine*. OFP presented this by filling those slots with the image. Arma makes a mess of it with a somewhat ugly blank between slots. You are supposed to guess why it is blank.\n\nNo handgun magazine (*currently*) has a size `> 1`. This could change on *e.g.* a remote controlled explosive. The bit-field is larger for reasons explained in Joining the dots (below).\n\nFor *MainWeapon Magazines*, specific bit-field identities between `256` and `4096` are frequently represented textually as:\n\n```cpp\n\"1 * 256\" // main mags\n\"2 * 256\" // m60,pk,mortars\n\"3 * 256\" // law , rpg\n\"4 * 256\" // 6g30 4 slots needed\n\"6 * 256\" // carlgustav,stinger 6 slots needed\n\"8 * 256\" // mm1 all slots needed\n```\n\nAnd, of course, in Arma, these *fields* are only relevant in it is *CfgWeapons*.\n\n#### CfgVehicles: Joining the dots\n\nA *vehicle*, in this case *a human* or *parachute*, has it is equipment slots defined in it is *cfgVehicles Class*. The `Weaponslots=` *bit-field* declares whether or not a piece of equipment can be carried at all, and if so, how much, or max size of that equipment, measured in *slots*.\n\n`cfgVehicles.Weaponslots=` is deceptively similar to `cfgWeapons.Type=` (and vice versa). `Weaponslots=` defines the carrying capacity for equipment, `type=` defines the size of that equipment.\n\nDifferent *humans* have more or fewer slots than others. Clearly, *medics, police, civilians* and some *resistance fighters*, cannot carry heavy armament. They're either not trained to, or, they're already implicitly carrying *medical packs*. The disastrous ArmA completely destroyed this distinction. Arma 2 enhances the distinction a little more than OFP.\n\nA generalised *capacity* declaration for humans is:\n\n| `weaponSlots=` |  |  |\n|---|---|---|\n| `weaponSlots=` | `PrimaryWeapon+` | Can carry a Primary Weapon |\n| `weaponSlots=` | `SecondaryWeapon+` | Sometimes able to carry a Secondary or even heavier Weapon (*LAW, MG, stinger*) |\n| `weaponSlots=` | `(4+6)*MainMagazines+` | Can carry n*Magazines for these weapons (AK47Mag) (or max *size* of shell) |\n| `weaponSlots=` | `HandGun+` | Can carry a Handgun (*e.g.* Beretta) |\n| `weaponSlots=` | `2*WeaponSlotBinocular+` | Can carry n*slots of equipment |\n| `weaponSlots=` | `4*HandGunMagazines+` | Can carry n*Handgun Magazines (CZ75Mag) |\n| `weaponSlots=` | `12*SmallItems` | can carry n*slots of SmallItems (Arma 2) |\n\nThese will later be filled out with specific weapons in the human's `weapons[]=` and `magazines[]=` *arrays*. Placing too many causes a *ctd*Clarify.\n\nNote that specific Arma 2 women can only carry magazines and small equipment (for their boyfriends?) and nothing else.\n\nMagazine carrying ability altered markedly for Arma 2 vs OFP; it is the reason for the nasty change to the *bit-field*, and is as follows:\n\n|  |  | OFP | Arma |\n|---|---|---|---|\n| Rifle | Potential | `15` | `15` |\n| Rifle | Actual | `4` to `10` | `2` to `12` |\n| Handgun | Potential | `7` | `15` |\n| Handgun | Actual | `4` | `4` or `8` |\n| Binoculars |  | `1` or `2` | `0` to `2` |\n\n### Alphabetical Order\n\n#### A\n\n##### access=3\n\n**Type:** Integer\n\n```cpp\n#define ReadAndWrite 0        // any modifications enabled\n#define ReadAndCreate 1        // only adding new class members is allowed\n#define ReadOnly 2            // no modifications enabled\n#define ReadOnlyVerified 3    // no modifications enabled, CRC test applied\n```\n\n##### aiBurstTerminable=false\n\n**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** AI firemode parameter, when true, AI will terminate burst when target is dead or out of sight\n\n```cpp\nclass CfgWeapons\n{\n    class LMG_RCWS : MGun\n    {\n        class close : manual\n        {\n            burst = 12;\n            aiBurstTerminable = 1;\n        };\n    };\n};\n```\n\n##### aiDispersionCoefX=1.0\n\n**Type:** Float\n\n**Description:** Dispersion multiplier for *AI* units (axis X - left to right).\n\n##### aiDispersionCoefY=1.0\n\n**Type:** Float\n\n**Description:** Dispersion multiplier for *AI* units (axis Y - top-down).\n\n##### aimTransitionSpeed=1.0\n\n**Type:** Float\n\n**Description:** Speed for switching between normal mode and iron sights/optics.\n\n##### aiRateOfFire=5.0\n\n**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** Delay between shots at given *aiRateOfFireDistance*.\n\n##### aiRateOfFireDistance=500\n\n**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** At shorter distance delay (*aiRateOfFire*) goes linearly to zero.\n\n##### aiRateOfFireDispersion=1\n\n**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** Property that affects the randomness of delay between shots. Value sets the maximum of the range in which a random number influencing the delay between shots is generated. 0 means the delay between shots will be the same (with given actual distance). The bigger the value the longer delay can be generated.\n\n```cpp\n// randomized delay after shot\ntimeToShot = aiRateOfFire + aiRateOfFireDispersion * Random<0,1>\n```\n\n##### allowedslots[]={}\n\n**Class:** Arma3\n\n**Type:** Array of Integer\n\n**Description:** allowedSlots[] is an array of slot numbers where you may put the handweapon. 701 stands for vest, 801 stands for uniform, 901 stands for backpack\n\n```cpp\nallowedslots[] = {701,901}; //item that can be put into vests and backpacks\n```\n\n##### ammo=\"\"\n\n**Class:** OFPModeClass\n\n**Type:** String\n\n**Description:** *cfgAmmo* class that this weapon fires. Moved to cfgMagazines in Arma.\n\n```cpp\nammo = \"TimeBomb\";\n```\n\n##### autoAimEnabled=true\n\n**Type:** Boolean\n\n**Description:** `false` for all standard weapons.\n\n##### autoFire=false\n\n**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** If `true`, weapon will fire repeatedly all the while you hold the fire button down.\n\nAnd if `true` the gunner can use the weapon on his own discretion (no *commander* fire order needed - like *MG* type).\n\n##### autoReload=true\n\n**Type:** Boolean\n\n**Description:** If `true` weapon will be reloaded automatically once magazine is empty.\n\n#### B\n\n##### backgroundReload=false\n\n**Type:** Boolean\n\n**Description:** Weapon automatically reloads magazines without player intervention or animation.\n\n##### ballisticsComputer=false\n\n**Class:** Arma\n\n**Type:** Boolean\n\n**Description:** Weapon attempts to calculate and shift the *aim-point* to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type. New updated information for A3: Targeting reference\n\n##### burst=1\n\n**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** Number of shots actually fired each time the weapon is fired.\n\n##### burstRangeMax=12\n\n**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** Randomized number of shots actually fired each time the weapon is fired. When > 0 number of shots will be randomize in range{burst, burstRangeMax};\n\n#### C\n\n##### cameraDir\n\n**Class:** MuzzleClass\n\n**Type:** String\n\n```cpp\ncameraDir = \"GL look\";\n```\n\n##### canDrop=true\n\n**Type:** Boolean\n\n**Description:** Weapon can/not be dropped from Inventory Menu.\n\n*canDrop* is poorly implemented. It is normally associated with true vehicles such as air. For humans nothing in the *GUI* panel suggests that you can't drop a weapon, and yet, hidden-from-view, the drop action has no effect. *canDrop* should have also been implemented in *cfgMagazines*, but isn't. You can always drop the magazine, and yet, for some weapons, such as a laser designator, this is nonsensical.\n\n##### canLock=2\n\n**Type:** Integer\n\n**Description:** Defines if weapon can be locked on the target (white box appears).\n\n```cpp\n#define LockNo        0\n#define LockCadet    1\n#define LockYes        2\n```\n\n##### cartridgePos=\"nabojnicestart\"\n\n**Type:** String\n\n##### cartridgeVel=\"nabojniceend\"\n\n**Type:** String\n\n##### count=0\n\n**Class:** OFP\n\n**Type:** Integer\n\n**Description:** Number of shots weapon starts with. Moved to *cfgMagazines* in Arma.\n\n##### cursor=\"\"\n\n**Class:** Arma\n\n**Type:** String\n\n##### cursor=\"w_weapon\"\n\n**Class:** OFP\n\n**Type:** String\n\n##### cursorAim=\"\"\n\n**Class:** Arma\n\n**Type:** String\n\n```cpp\ncursorAim = \"\\ca\\Weapons\\Data\\cursor_target_locked_ca.paa\";\n```\n\n##### cursorAim=\"w_lock\"\n\n**Class:** OFP\n\n**Type:** String\n\n##### cursorAimOn=\"\"\n\n**Class:** Arma\n\n**Type:** String\n\n##### cursorSize=1.0\n\n**Class:** Arma\n\n**Type:** Float\n\n#### D\n\n##### dexterity=3.1\n\n**Type:** Float\n\n**Description:** In-game weapon handling value, lower value = takes more time to traverse a weapon.\n\n```cpp\ndexterity = 3.1;\n```\n\n##### dispersion=0.002\n\n**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** In-game weapon dispersion in radians. Bigger value = more dispersion.\n\n##### displayName=\"\"\n\n**Class:** MainBody\n\n**Type:** String\n\n**Description:** Name of the WEAPON. Declared in the main body. This string is shown in gear selection as the rifle's name.\n\n**Class:** ModeClass\n\n**Description:** Name of the MODE. In **every** mode class. This string is shown in-game when selecting burst, single, auto etc.\n\nA weapon that only has a single mode ***normally*** has the same *displayname*, repeated in the mode class. But, repeated, it must be.\n\nA weapon with no modes (modes={\"this\"); uses the weapon name for both.\n\n**Class:** MuzzleClass\n\n**Description:** Name of the MUZZLE. In **every** muzzle class.\n\nThis string is shown in-game similar to burst, single, auto etc.\n\nIt is quite common for one of the muzzle classes to inherit a basic rifle muzzle, in which case, the name of the muzzle for *THAT* class is the inherited weapon name.\n\nA weapon with no muzzles *i.e.* `muzzles={\"this\"};` uses the weapon name.\n\n##### displayNameMagazine=\"\"\n\n**Class:** OFP\n\n**Type:** String\n\n**Description:** *displayname* of the magazine in gear selection. Replaced in Arma via the *cfgMagazines Class*.\n\nSee also shortNameMagazine and descriptionShort\n\n##### distanceZoomMax=400\n\n**Type:** Integer\n\n**Description:** Zeroing distance at opticsZoomMax.\n\n##### distanceZoomMin=400\n\n**Type:** Integer\n\n**Description:** Zeroing distance at opticsZoomMin.\n\n##### descriptionShort=\"\"\n\n**Class:** Arma\n\n**Type:** String\n\n**Description:** A paragraph or two describing the rifle in bottom left panel of in-game gear selection.\n\nThis is NOT equivalent of OFP's short label (*shortNameMagazine*). ***THAT*** *descriptionShort* exists in *cfgMagazines*.\n\n##### drySound[]={\"\",1,1}\n\n**Type:** Array of Integer\n\n**Description:** Click sound when empty weapon fired.\n\n```cpp\ndrySound[] = {\"\\ca\\Weapons\\Data\\Sound\\XMS_dry_v2\", 0.000316228, 1};\n```\n\n#### E\n\n##### enableAttack=true\n\n**Type:** Boolean\n\n##### emptySound[]={\"\",1,1}\n\n**Class:** Arma\n\n**Type:** Array of Integer\n\n#### F\n\n##### ffCount=1\n\n**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** Force feedback.\n\n##### ffFrequency=1\n\n**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** Force feedback.\n\n##### ffMagnitude=0.0\n\n**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** Force feedback.\n\n##### fireLightDuration=0.05\n\n**Class:** Arma\n\n**Type:** Float\n\n**Description:** Duration of light from muzzle flash.\n\n##### fireLightIntensity=0.012\n\n**Class:** Arma\n\n**Type:** Float\n\n**Description:** Intensity of light from muzzle flash.\n\n##### flash=\"\"\n\n**Type:** String\n\n```cpp\nflash = \"gunfire\";\n```\n\n##### flashSize=0.0\n\n**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** OFP only?\n\n##### forceOptics=0\n\n**Type:** Integer\n\n**Description:** Valid values: `0`, `1`, `2` as per *canLock*.\n\n#### H\n\n##### handAnim[]={}\n\n**Class:** Arma\n\n**Type:** Array of Integer\n\n#### I\n\n##### initSpeed=0\n\n**Type:** Integer\n\n**Description:** Initial speed of shot in meters per second. Also present in *cfgMagazines*.\n\n```cpp\ninitSpeed = 900;\n```\n\nIn OFP this must be set in the class of the magazine, not that of the weapon.\n\nIn A3 this has multiple usages. positive values override magazine initspeed with the fixed number. Negative values act as modifier to the magazine's initispeed.\n\n```cpp\ninitSpeed = 1050; //overwrites magazine's value with 1050m/s\ninitSpeed = -1.1; //multiplies magazine's value by +1.1\n```\n\n#### L\n\n##### laser=false\n\n**Class:** Arma\n\n**Type:** Boolean\n\n**Description:** If the weapon is a laser designator, this should be true.\n\n##### libTextDesc\n\n**Class:** ArmaClass\n\n**Type:** String\n\n```cpp\nclass Library {\n    libTextDesc = \"The P07 is a semi-automatic pistol with an iron and reinforced polymer mix frame. Following the success of Glock, polymer based pistols became known as perfect handguns for both military use and self-defense and are available in various calibers. P07 allows easy mounting of suppressors.\";\n};\n```\n\n#### M\n\n##### magazineReloadTime=0\n\n**Class:** MuzzleClass\n\n**Type:** Float\n\n**Description:** Time delay when reloading the weapon (changing magazines).\n\n##### magazines[]={\"this\"}\n\n**Class:** OFP\n\n**Type:** StringArray\n\n**Description:** Array of magazine classes compatible with this weapon. This **same** *Weapon class* in *cfgWeapons* if not over-ridden.\n\n##### magazines[]={}\n\n**Class:** Arma\n\n**Type:** StringArray\n\n**Description:** These are declared here, same as OFP, but defined in *cfgMagazines*.\n\n**Note, with extreme caution**: *Unlike* OFP, you cannot have identically named *magazine* classes. The in-game gear selection panel gets confused. Safe bet is to call all your magazine classes \"*[rifle]Mag*\".\n\n##### maxLeadSpeed=50\n\n**Class:** OFP\n\n**Type:** Integer\n\n**Description:** Maximum speed of the target that can be shot with this weapon by *AI*. Moved to *cfgMagazines* in Arma.\n\n##### min/mid/maxRange...\n\n**Class:** ArmaModeClass\n\n**Type:** Integer\n\n**Description:** Together with *range* and *rangeProbab* values, defines probability to use this weapon for *AI* units at given distance.\n\nFor OFP these parameters were specified in *cfgAmmo*, rendering all rifles the same.\n\n###### minRange=1\n\n**Type:** Integer\n\n###### minRangeProbab=0.3\n\n**Type:** Float\n\n###### midRange=150\n\n**Type:** Integer\n\n###### midRangeProbab= 0.58\n\n**Type:** Float\n\n###### maxRange=500\n\n**Type:** Integer\n\n###### maxRangeProbab=0.04\n\n**Type:** Float\n\n##### magazineType=0\n\n**Class:** OFP\n\n**Type:** Integer\n\n**Description:** See Types below.\n\n##### memoryPointCamera=\"eye\"\n\n**Class:** Arma\n\n**Type:** String\n\n**Description:** MuzzleClass\n\n```cpp\nmemoryPointCamera = \"GL eye\";\n```\n\n##### model=\"[.p3d]\"\n\n**Type:** String\n\n```cpp\nmodel = \"\\ca\\a10\\AGM65\";\n```\n\n##### modelMagazine=\"[.p3d]\"\n\n**Class:** Arma\n\n**Type:** String\n\n##### modelMagazine=\"\\misc\\mag_univ\"\n\n**Class:** OFP\n\n**Type:** String\n\n##### modelOptics=\"[.p3d]\"\n\n**Class:** MuzzleClass\n\n**Type:** String\n\n**Description:** Optic model used in game. \"`-`\" defines 3d view from the model (point \"eye\").\n\n```cpp\nmodelOptics = \"\\ca\\Weapons\\G36_optics\";\nmodelOptics = \"-\";\n```\n\n##### modelSpecial=[.p3d]\"\"\n\n**Type:** String\n\n**Description:** Model used when the weapon is loaded. This is typically only used for rocket launchers.\n\n##### modes[]= {\"this\"}\n\n**Type:** String; Type: Array of Integer\n\n**Description:** Anything you care to claim as a class *xxx*.\n\n`modes[]= {\"this\"};` means all parameters necessary for the one and only mode are declared within the main body. Note this **also** gives the *order* of selection using the control key in-game.\n\n```cpp\nmodes[] = {\"single\", \"burst\", \"auto\"};\n```\n\n##### multiplier=1\n\n**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** Ammunition used per shot.\n\n##### muzzleEnd=\"konec hlavne\"\n\n**Type:** String\n\n##### muzzlePos=\"usti hlavne\"\n\n**Type:** String\n\n##### muzzles[]={\"this\"}\n\n**Type:** Array of Integer\n\n**Description:** Similarly to *modes*, if not declared, the assumed muzzle is `\"this\"`.\n\n```cpp\nmuzzles[] = {\"TimeBombMuzzle\", \"PipeBombMuzzle\", \"MineMuzzle\", \"MineEMuzzle\"}; //Standard definition\nmuzzles[]+={\"my_custom_muzzle\"}; // When you want to add something to an already existing array (e.g. Muzzles to the \"throw\" weapon class)\n```\n\n#### N\n\n##### nameSound=\"\"\n\n**Type:** String\n\n**Description:** Sound *classname* played when *vehicle commander* switches to this weapon?\n\n```cpp\nnameSound = \"smokeshell\";\n```\n\n##### nameSound=\"weapon\"\n\n**Class:** OFP\n\n**Type:** String\n\n##### nFovLimit=0.05\n\n**Class:** Arma2\n\n**Type:** Float\n\n**Description:** Defines when UI indicator switches from WFOV to NFOV. See Titan/Javelin UI\n\n#### O\n\n##### optics=true\n\n**Type:** Boolean\n\n##### opticsDisablePeripherialVision=0.67\n\n**Class:** Arma\n\n**Type:** Float\n\n**Description:** Factor by which peripheral vision is reduced while using this optic. 0 has no effect and 1 disables it completely.\n\n##### opticsFlare=false\n\n**Type:** Boolean\n\n**Description:** Decides if lens flare should be shown while using this optic.\n\n##### opticsPPEffects[] = {\"OpticsCHAbera5\", \"OpticsBlur5\"}\n\n**Class:** Arma\n\n**Type:** Array of Integer\n\n**Description:** Post-process effects applied while using this optic.\n\n##### opticsZoomInit= 0.75\n\n**Class:** MuzzleClass\n\n**Type:** Float\n\n**Description:** Optics field of view at default zoom in radians.\n\n##### opticsZoomMax=1.1\n\n**Class:** MuzzleClass\n\n**Type:** Float\n\n**Description:** FOV in radians. This and opticsZoomMin are counterintuitively named. opticsZoomMax is the *maximum FOV*, which actually makes it the **minimum zoom.**\n\n##### opticsZoomMin=0.375\n\n**Class:** MuzzleClass\n\n**Type:** Float\n\n#### P\n\n##### picture=\"[\\][.pac]\"\n\n**Type:** String\n\n**Description:** Defines *weapon* **and** *magazine*. See below.\n\n##### primary=10\n\n**Type:** Integer\n\n#### R\n\n##### recoil=\"Empty\"\n\n**Class:** ModeClass\n\n**Type:** String\n\n**Description:** Selects recoil defined in *cfgRecoils* class. Arma differs substantially in Recoil ability; much more of them, and very different names.\n\n```cpp\nrecoil = \"AK74Recoil\"\n```\n\n##### recoilProne=\"\"\n\n**Class:** ArmaModeClass\n\n**Type:** String\n\n**Description:** When prone, recoil can be set to slower values.\n\n```cpp\nrecoilProne = \"AK74Recoil\"\n```\n\n##### reloadAction=\"\"\n\n**Class:** Arma\n\n**Type:** String\n\n**Description:** Enumerated list.\n\n##### reloadAction=\"ManActReloadMagazine\"\n\n**Class:** OFP\n\n**Type:** String\n\n##### reloadMagazineSound[]={\"\",1,1}\n\n**Class:** MuzzleClass\n\n**Type:** Array of Integer\n\n**Description:** Sound played while changing magazines.\n\n```cpp\nreloadMagazineSound[] = {\"\\ca\\Weapons\\Data\\Sound\\flare_reload\", 0.000316228, 1};\n```\n\n##### reloadSound[]={\"\",1,1}\n\n**Type:** Array of Integer\n\n**Description:** Sound played after each shot.\n\n```cpp\nreloadSound[] = {\"\\ca\\Weapons\\Data\\Sound\\gun125reload\", 1, 1};\n```\n\n##### reloadTime=1.0\n\n**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** Delay (in seconds) between each individual shot.\n\n##### requiredOpticType=-1\n\n**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** Required opticType for AI to be able to use this fire mode. It is mainly use to increase maximum engagement distance of AI depending on the optics it has mount on its rifle\n\n```cpp\n        class single_close_optics1 : Single // This optic mode will be used if AI unit has optic mounted on this weapon with opticType >= 1. AI will engage between\n        {\n            requiredOpticType = 1;\n            showToPlayer = 0;\n            minRange = 2;\n            minRangeProbab = 0.05;\n            midRange = 300;\n            midRangeProbab = 0.8;\n            maxRange = 500;\n            maxRangeProbab = 0.01;\n            aiRateOfFire = 2;\n            aiRateOfFireDistance = 300;\n        };\n        class single_medium_optics1 : single_close_optics1 // Same as single_close_optics1 - requiredOpticType is inherited and therefore opticType >= 1 is required\n        {\n            minRange = 300;\n            minRangeProbab = 0.05;\n            midRange = 500;\n            midRangeProbab = 0.7;\n            maxRange = 700;\n            maxRangeProbab = 0.05;\n            aiRateOfFire = 2;\n            aiRateOfFireDistance = 500;\n        };\n        class single_far_optics1 : single_medium_optics1 // this optic mode will be only used if AI unit has optic with opticType = 2 mounted. With this fire mode AI will engage enemies up to 1km\n        {\n            requiredOpticType = 2;\n            minRange = 300;\n            minRangeProbab = 0.05;\n            midRange = 700;\n            midRangeProbab = 0.5;\n            maxRange = 1000;\n            maxRangeProbab = 0.05;\n            aiRateOfFire = 4;\n            aiRateOfFireDistance = 600;\n        };\n```\n\n#### S\n\n##### scope=0\n\n**Class:** Arma\n\n**Type:** Integer\n\n**Description:** OFP had no scope token. Instead, it used *scopeWeapon* and *scopeMagazine* to distinguish who was what and when used.\n\n`2` = *can use* in-game, with a picture in gear present. `1` = *can use* in-game with no picture in gear.\n\n##### scopeWeapon=0\n\n**Class:** OFP\n\n**Type:** Integer\n\n##### scopeMagazine=0\n\n**Class:** OFP\n\n**Type:** Integer\n\n**Description:** Used as couplets instead of scope.\n\n##### selectionFireAnim=\"zasleh\"\n\n**Class:** Arma\n\n**Type:** String\n\n**Description:** This defines the selection name for muzzleflash proxy. In czech the word \"zasleh\" is muzzleflash.\n\n##### shortNameMagazine=\"\"\n\n**Class:** OFP\n\n**Type:** String\n\n**Description:** The descriptive magazine paragraph. Replaced in Arma by *descriptionShort* in the cfgMagazines Class.\n\n##### shotFromTurret=false\n\n**Class:** OFP\n\n**Type:** Boolean\n\n**Description:** If true, it disables the muzzle flash completely (\"*zasleh*\" animation), and only smoke puffs are used. It also disables the lighting effects when firing the weapon at night. It only works with weapons defined as vehicle weapons. This value also dictates whether to use the legacy turret gunBeg/gunEnd settings (when shotFromTurret = 1), or the memoryPointGun[] array for tracer paths (when shotFromTurret = 0).\n\n##### showAimCursorInternal=true\n\n**Class:** Arma\n\n**Type:** Boolean\n\n##### showEmpty=true\n\n**Type:** Boolean\n\n**Description:** If false weapon gets hidden from the player once there's no ammo left for it.\n\n##### showHandgunMagProxy (Arma 3)\n\n**Type:** Boolean\n\n**Description:** **Vest config**. Default `1`. Renders magazine proxy when gun is in its holster.\n\n##### showHolsterMagazineProxy (Arma 3)\n\n**Type:** Boolean\n\n**Description:** **Weapon config**. Default `1`. Renders magazine proxy when gun is in its holster.\n\n##### showSwitchAction=false\n\n**Class:** Arma\n\n**Type:** Boolean\n\n**Description:** Show an option to switch to this weapon in the action menu.\n\n##### showToPlayer=true\n\n**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** Some modes defined for *AI* usage (*e.g.* burst modes for full auto weapons) can be hidden from player with this parameter.\n\n##### simulation=\"Weapon\"\n\n**Class:** Arma\n\n**Type:** String\n\n##### sound[]={\"\",1,1}\n\n**Class:** ModeClass\n\n**Type:** Array of Integer\n\n**Description:** There are several sound *types*. Most are relevant to the weapon overall and specified in the main body, whilst `sound[]=` is specific to each mode.\n\nThe last parameter defines how fast the sound should be played. `1` means normal speed.\n\n```cpp\nsound[] = {\"\\ca\\Weapons\\Data\\Sound\\AGS30_shot1\", 10, 1};\n```\n\n##### soundBurst=true\n\n**Class:** ArmaModeClass\n\n**Type:** Boolean\n\n**Description:** When set to `false`, the single shot sound can be used with burst mode - it will be played several times.\n\n##### soundContinuous=false\n\n**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** If `true`, the sound for the next shot won't start before previous one ends. Thus you can prevent sound overlapping.\n\n##### soundBegin[]={\"begin1\", 0.33, \"begin2\", 0.33, \"begin3\", 0.34}\n\n**Class:** ArmaModeClass\n\n**Type:** Array of Integer\n\n**Description:** The weapon's \"firing\" sound. An array of sounds and probabilities.\n\n```cpp\nbegin1[] = {\"A3\\sounds_f\\weapons\\pistols\\pistol_st_1\", 1, 1, 700};\nbegin2[] = {\"A3\\sounds_f\\weapons\\pistols\\pistol_st_2\", 1, 1, 700};\nbegin3[] = {\"A3\\sounds_f\\weapons\\pistols\\pistol_st_3\", 1, 1, 700};\nsoundBegin[] = {\"begin1\", 0.33, \"begin2\", 0.33, \"begin3\", 0.33}\n```\n\n##### soundBullet[]={\"emptySound\",1}\n\n**Class:** ArmaModeClass\n\n**Type:** Array of Integer\n\n**Description:** The sound made when spent cases hit the ground\n\n```cpp\nbullet1[] = {\"A3\\sounds_f\\weapons\\shells\\9mm\\metal_9mm_01\", 0.501187, 1, 15};\nbullet2[] = {\"A3\\sounds_f\\weapons\\shells\\9mm\\metal_9mm_02\", 0.501187, 1, 15};\nbullet3[] = {\"A3\\sounds_f\\weapons\\shells\\9mm\\metal_9mm_03\", 0.501187, 1, 15};\nsoundBullet[] = {\"bullet1\", 0.33, \"bullet2\", 0.33, \"bullet3\", 0.33}\n```\n\n##### soundEnd[]={\"sound\",1}\n\n**Class:** ArmaModeClass\n\n**Type:** Array of Integer\n\n##### soundLoop[]={\"sound\",1}\n\n**Class:** ArmaModeClass\n\n**Type:** Array of Integer\n\n**Description:** Note that there is extensive use of *soundloops* in Arma. Most weapons elaborate on this basic, essentially OFP, structure with begin `1, 2, 3` loops etc.\n\n##### soundFly[]\n\n**Type:** Array of Integer\n\n```cpp\nsoundFly[] = {\"\\ca\\Weapons\\Data\\Sound\\rocket_fly1\", 25.1189, 0.8};\n```\n\n##### soundServo[]\n\n**Type:** Array of Integer\n\n```cpp\nsoundServo[] = {\"\", 0.0001, 1};\n```\n\n#### T\n\n##### Type=WeaponHardMounted\n\n**Class:** Arma\n\n**Type:** Integer\n\n**Description:** See WeaponHardMounted\n\n#### U\n\n##### UiPicture=\"[\\][.pac]\"\n\n**Class:** Arma\n\n**Type:** String\n\n**Description:** Image used in the commander's interface to indicate weapon loadout of a unit.\n\n```cpp\n\"\\CA\\weapons\\data\\Ico\\i_aa_CA.paa\";\n```\n\n##### uiPicture=\"ivojak\"\n\n**Class:** OFP\n\n##### uiModel=\"[.p3d]\"\n\n**Type:** String\n\n**Description:** Works only with watch & compass items (simulationWatch/simulationWatch). Replaces model which is visible in inventory with custom one.\n\n```cpp\nclass ItemCompassRU : ItemCompass\n{\n    UImodel = \"\\A3\\ui_f\\objects\\CompassRU.p3d\";\n};\nclass ItemWatchRU : ItemWatch\n{\n    UImodel = \"\\A3\\ui_f\\objects\\WatchRU.p3d\";\n};\n```\n\n##### useAction=false\n\n**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** Allows this mode to be activated with the action menu\n\n##### useActionTitle=\"\"\n\n**Class:** ModeClass\n\n**Type:** String\n\n**Description:** Action title if useAction is true\n\n```cpp\nuseActionTitle = \"$STR_ACTION_PUTBOMB\";\n```\n\n##### useAsBinocular=false\n\n**Type:** Boolean\n\n#### V\n\n##### value=2\n\n**Class:** Arma\n\n**Type:** Integer\n\n##### valueMagazine=2\n\n**Class:** OFP\n\n**Type:** Integer\n\n##### valueWeapon=2\n\n**Class:** OFP\n\n**Type:** Integer\n\n#### W\n\n##### weaponType=WeaponHardMounted\n\n**Class:** OFP\n\n**Type:** Integer","sections":[{"heading":"Introduction","level":3,"markdown":"***cfgAmmo***, ***cfgMagazines***, ***cfgWeapons*** and ***cfgVehicles*** are root classes defined in the engine's `config.bin`.\n\nThese classes can be subsequently added to by addons inherit in the game or provided by *oem*.\n\n*cfgAmmo* defines the missile characteristics for ammunition held in a *cfgMagazine* which, in turn, is used by a *cfgWeapon*, which, in turn, is selected for use in a (series of) *cfgVehicles*.\n\nThe same ammunition can be, and generally is, used by multiple magazines. The same magazine, can be, and generally is, used by multiple weapons. And so on.\n\n*cfgWeapons* define the rifle *e.g.* characteristics. What muzzles it has, how many 'modes' (if any) it can use. What magazines are selectable."},{"heading":"Arma Enhancement","level":4,"markdown":"ArmA introduced a new root class, *cfgMagazines*.\n\nIn contrast, OFP uses a rather tedious construct in it is *cfgWeapons* class to distinguish between weapon and magazine parameters.\n\nThe major alterations here are:\n\n| OFP | ArmA |\n|---|---|\n| `ammo=` | moved to *cfgMagazines* |\n| `cost=` | moved to *cfgMagazines* |\n| `displayNameMagazine=` | moved to *cfgMagazines* and renamed *DisplayName* (of course) |\n| `magazines[] = {\"this\"};` | `magazines[] = {};` |\n| `magazineType=` | moved to *cfgMagazines* and renamed *Type* |\n| `maxLeadSpeed=` | moved to *cfgMagazines* |\n| `minRange=` | moved FROM *cfgAmmo* |\n| `minRangeProbab=` |  |\n| `midRange=` |  |\n| `midRangeProbab=` |  |\n| `maxRange=` |  |\n| `maxRangeProbab=` |  |\n| `scopeWeapon=` | renamed *scope* |\n| `scopeMagazine=` | moved to *cfgMagazines* and renamed *scope* |\n| `shortNameMagazine=` | moved to *cfgMagazines* and renamed *descriptionShort*? |"},{"heading":"Modifications","level":4,"markdown":"```cpp\ncfgWeapons {\n    access = 1;\n    ...\n\n    //Weapon classes can be added.\n\n    default {\n        access = 3;\n    }\n    ...\n}\n```\n\nExisting classes can (rarely) be altered.\n\nThe default class of *cfgWeapons* specifies `access = 3;`. Almost all subsequent classes inherit this value, which means they cannot be altered in any way.\n\nTo allow YOUR addon to subsequently modify YOUR weapon (should you wish to with other addons), you must change the `access=` in YOUR Weapon."},{"heading":"Navigation: The wood for the trees","level":4,"markdown":"*cfgWeapons* can be a puzzling mess to the uninitiated.\n\nThe *tokenpairs*, their placement, and their constructs can be befuddled. This is not a reflection on BI, the ultimate class structure is very, very, adaptive, but, it does confuse.\n\nEssentially, ArmA did open heart, and excellent, surgery to this class to distinguish between weapons and their magazines. OFP had a common weapon/magazine class with variables declaring what to use and when. Variables only relevant to OFP, are sometimes still encountered in ArmA, simply because, they do no harm.\n\nWeapons come in two major flavors (with plenty of sub themes). A weapon either has, or does not have, a `modes[]` class or classes adding different behaviour like *autofire*, *burst* or *single shot*. Confusingly, a weapon with only one mode, is, equivalent to not declaring it at all. The tokens that would normally be in a *modes* class, are declared in the main body instead. This obfuscates what-goes-where.\n\nWeapons can have different muzzles, adding a further layer of modelling.\n\nThe inherited tree structure for weapons vs their magazines, vs their ammo, is not always logical. This is a throwback to OFP which (for instance) inherited *RPG Ammo* from an *AT3*, but inherited the *RPG weapon* from a *CarlGustav*, and so on. The end result being identical and good, since offending parameters were altered as necessary - but it does confuse what a *HellfireHind* really is, depending on who you are (*ammo* vs *mag* vs *weapon*)."},{"heading":"Modes","level":4,"markdown":"Some *TokenNames* are relevant only within a *mode* class (*e.g.* `sound[]=`), and stated as such.\n\n**All** weapons, without exception, have at least one *mode* class.\n\nBy default, the inherited *mode* for a weapon is:\n\n```cpp\nmodes[] = {\"this\"};\n```\n\nWhich means the engine will treat the main body as also being a *mode* class unless over-ridden.\n\nSome weapons do not have a *modes* class specified, nor do they inherit a specified *modes* class via their parent(s). Under these circumstances, *TokenNames* stated to be *ModeClass* only must occur in the main body of that weapon (or it is parents) instead. The *TokenNames* themselves, remain, accurately described, as being *mode* class only."},{"heading":"Muzzles","level":4,"markdown":"Exact same comments as per Modes. By default the inherited muzzle for a weapon is:\n\n```cpp\nmuzzles[] = {\"this\"};\n```\n\nParameters belonging in muzzles are stated as such.\n\nDifferent muzzles are normally only encountered on grenade launcher weapons (?)."},{"heading":"TokenNames","level":4,"markdown":"All engines accept *integer* values (or math strings) where a *float* would normally be expected.\n\nDefault values are shown in the legend.\n\n**Usage:** ***OFP***: generally moved to ArmA's *cfgMagazines Class* and often renamed, else simply renamed.\n\n***ArmA***: Introduced from OFP:E and beyond.\n***ModesClass***: Any item marked as a *ModeClass* lives in a class `Mode...` body. It **must** be declared (or inherited) for **each** class.\n***MuzzleClass***: Any item marked as a *MuzzleClass* lives in a class `Muzzle...` body. It **must** be declared (or inherited) for **each** class. Normally, except for grenade launchers, the muzzle IS the mainbody.\n*Blank*: Used as described in both OFP, and, ArmA.\n\nDual Use *TokenNames* (such as `picture=`) moved to ArmA's *cfgMagazines Class* as appropriate."},{"heading":"Picture=\"[\\][.pac]\"","level":4,"markdown":"Defines *WEAPON Picture* **and separately** *MAGAZINE Picture*.\nOFP generally created two *cfgWeapon* classes. One for the weapon and one for the magazine. `picture=` was declared in each. In ArmA, the *magazine picture* name has been moved to the *cfgMagazines* class as appropriate.\n\nNote that this is one of those irritating BI path snafu's (when if ever will they start using relative addressing?). The following notes apply to most `picture=` references, not just *cfgWeapons*.\n\n1. **The DEFAULT extension is `.pac`**. The engine accepts `.pac` or `.paa`, but `.pac` is not supposed to exist. A `.paa` must be explicitly declared.\n1. **Path must explicitly have a `\\` leading.**\n\nThis because in OFP it was possible to **not declare** any picture at all.\n\nIn which case (in OFP) the engine looks for the `.paa` file in `\\dta\\dtaext\\NameOfClass.paa`\n\nThe ArmA engine appears to make a mess of it. Any picture reference without a preceding slash will look in a non-existent `'equip.pbo'`\n\nSpecifically:\n\n```cpp\nequip\\w\\w_your\\path\\name    // for weapons and\nequip\\m\\m_your\\path\\name    // for mags\n```\n\nIf no picture is specified, then like OFP, `equip\\w\\w_NameOfClass` is assumed.\n\nNote also the 'convention' of naming weapon images with `w_` and magazine images with `m_` (and to a certain extent having `data\\equip` file paths). This is rigidly followed in ArmA. In OFP, BI were inconsistent."},{"heading":"Types","level":4,"markdown":""},{"heading":"type=WeaponHardMounted (ArmaOnly)","level":5,"markdown":""},{"heading":"magazineType=None (OfpOnly)","level":5,"markdown":""},{"heading":"weaponType=WeaponHardMounted (OfpOnly)","level":5,"markdown":"Integers (Note this value is often held as a math String)\n\nGear (equipment) selection consists of *SlotTypes* and one or more *slot positions* **of that type**.\n\nThis integer is a *bit-field* containing *SlotType* **and count** which defines which *SlotType* this ***item*** will occupy in gear selection and how many slots **of that type** it requires. It does NOT define which slot *position* to occupy, only the *Type* of Slot. Various engines will show this item in positions of their own choosing.\n\nAn *item* is defined as being a *weapon, magazine,* or *equipment*.\n\n- A *weapon* is *rifle, handgun, LAW launcher*.\n- A *magazine* is a *magazine, a shell ,a LAW, a PipeBomb, a grenade* - *i.e.* a housing for the *cfgAmmo* explosive(s).\n- *equipment* are *binoculars, NVG, etc*.\n\nFor ArmA, *MagazineSlots* and *WeaponSlots* are mutually exclusive. The classes occur in the *cfgWeapons* or *cfgMagazines* respectively. In OFP both types of class exist in *cfgWeapons*, and are often the same class. OFP does not have a `Type=`; instead, it uses `WeaponType=` and `MagazineType=` couplets. The end result, and the intent, is identical.\n\n> [!IMPORTANT]\n> Note: the quite serious alteration to *SecondaryWeapon* and *Handgun* mags that occurred in Arma. This to allow for an increased count field in *Handgun Magazines*.\n\n| Slot: | SlotType | value/nbits |  | Example |\n|---|---|---|---|---|\n| Slot: | SlotType | OFP | Arma | Example |\n| Either: | NoSlot | `0/0` | *same* | *stroke* is a weapon, but it occupies no slots |\n| Weapon: | PrimaryWeapon | `1/1` | *same* | AK47 |\n| Weapon: | HandGun | `2/1` | *same* | CZ75 |\n| Weapon: | SecondaryWeapon | `16/1` | `4/1` | LAW |\n| Mag: | HandGunMagazines | `32/3` | `16/4` | CZ75Mag or GLMag |\n| Mag: | MainMagazines | `256/4` | *same* | AK47Mag or explosives |\n| Weapon: | BinocularSlot | `4096/4` | *same* | Binoculars or NVG, LD etc. |\n| Weapon: | HardMounted | `65536/1` | *same* |  |\n| Mag: | SmallItems |  | `131072/4` | (Arma 2) map, compass, small items (derived from *ItemCore*) |\n\nThe specific combination for machine guns normally occupy both weapon slots *i.e. PrimaryWeapon + SecondaryWeapon*."},{"heading":"Magazine Sizes","level":4,"markdown":"Architecturally, **all** *bit-fields* are counts. The fact that a *PrimaryWeapon* can only be `1`, still makes it *a count* of that *SlotType*.\n\nIn practical terms magazines are the only *item* (**warning:** *currently*) to have bit-fields `> 1`.\n\n*Most* weapons use a single slot to declare a single magazine.\n\n*Shell weapons* such as the *RPG* require three slots to hold the *magazine*. OFP presented this by filling those slots with the image. Arma makes a mess of it with a somewhat ugly blank between slots. You are supposed to guess why it is blank.\n\nNo handgun magazine (*currently*) has a size `> 1`. This could change on *e.g.* a remote controlled explosive. The bit-field is larger for reasons explained in Joining the dots (below).\n\nFor *MainWeapon Magazines*, specific bit-field identities between `256` and `4096` are frequently represented textually as:\n\n```cpp\n\"1 * 256\" // main mags\n\"2 * 256\" // m60,pk,mortars\n\"3 * 256\" // law , rpg\n\"4 * 256\" // 6g30 4 slots needed\n\"6 * 256\" // carlgustav,stinger 6 slots needed\n\"8 * 256\" // mm1 all slots needed\n```\n\nAnd, of course, in Arma, these *fields* are only relevant in it is *CfgWeapons*."},{"heading":"CfgVehicles: Joining the dots","level":4,"markdown":"A *vehicle*, in this case *a human* or *parachute*, has it is equipment slots defined in it is *cfgVehicles Class*. The `Weaponslots=` *bit-field* declares whether or not a piece of equipment can be carried at all, and if so, how much, or max size of that equipment, measured in *slots*.\n\n`cfgVehicles.Weaponslots=` is deceptively similar to `cfgWeapons.Type=` (and vice versa). `Weaponslots=` defines the carrying capacity for equipment, `type=` defines the size of that equipment.\n\nDifferent *humans* have more or fewer slots than others. Clearly, *medics, police, civilians* and some *resistance fighters*, cannot carry heavy armament. They're either not trained to, or, they're already implicitly carrying *medical packs*. The disastrous ArmA completely destroyed this distinction. Arma 2 enhances the distinction a little more than OFP.\n\nA generalised *capacity* declaration for humans is:\n\n| `weaponSlots=` |  |  |\n|---|---|---|\n| `weaponSlots=` | `PrimaryWeapon+` | Can carry a Primary Weapon |\n| `weaponSlots=` | `SecondaryWeapon+` | Sometimes able to carry a Secondary or even heavier Weapon (*LAW, MG, stinger*) |\n| `weaponSlots=` | `(4+6)*MainMagazines+` | Can carry n*Magazines for these weapons (AK47Mag) (or max *size* of shell) |\n| `weaponSlots=` | `HandGun+` | Can carry a Handgun (*e.g.* Beretta) |\n| `weaponSlots=` | `2*WeaponSlotBinocular+` | Can carry n*slots of equipment |\n| `weaponSlots=` | `4*HandGunMagazines+` | Can carry n*Handgun Magazines (CZ75Mag) |\n| `weaponSlots=` | `12*SmallItems` | can carry n*slots of SmallItems (Arma 2) |\n\nThese will later be filled out with specific weapons in the human's `weapons[]=` and `magazines[]=` *arrays*. Placing too many causes a *ctd*Clarify.\n\nNote that specific Arma 2 women can only carry magazines and small equipment (for their boyfriends?) and nothing else.\n\nMagazine carrying ability altered markedly for Arma 2 vs OFP; it is the reason for the nasty change to the *bit-field*, and is as follows:\n\n|  |  | OFP | Arma |\n|---|---|---|---|\n| Rifle | Potential | `15` | `15` |\n| Rifle | Actual | `4` to `10` | `2` to `12` |\n| Handgun | Potential | `7` | `15` |\n| Handgun | Actual | `4` | `4` or `8` |\n| Binoculars |  | `1` or `2` | `0` to `2` |"},{"heading":"Alphabetical Order","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"access=3","level":5,"markdown":"**Type:** Integer\n\n```cpp\n#define ReadAndWrite 0        // any modifications enabled\n#define ReadAndCreate 1        // only adding new class members is allowed\n#define ReadOnly 2            // no modifications enabled\n#define ReadOnlyVerified 3    // no modifications enabled, CRC test applied\n```"},{"heading":"aiBurstTerminable=false","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** AI firemode parameter, when true, AI will terminate burst when target is dead or out of sight\n\n```cpp\nclass CfgWeapons\n{\n    class LMG_RCWS : MGun\n    {\n        class close : manual\n        {\n            burst = 12;\n            aiBurstTerminable = 1;\n        };\n    };\n};\n```"},{"heading":"aiDispersionCoefX=1.0","level":5,"markdown":"**Type:** Float\n\n**Description:** Dispersion multiplier for *AI* units (axis X - left to right)."},{"heading":"aiDispersionCoefY=1.0","level":5,"markdown":"**Type:** Float\n\n**Description:** Dispersion multiplier for *AI* units (axis Y - top-down)."},{"heading":"aimTransitionSpeed=1.0","level":5,"markdown":"**Type:** Float\n\n**Description:** Speed for switching between normal mode and iron sights/optics."},{"heading":"aiRateOfFire=5.0","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** Delay between shots at given *aiRateOfFireDistance*."},{"heading":"aiRateOfFireDistance=500","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** At shorter distance delay (*aiRateOfFire*) goes linearly to zero."},{"heading":"aiRateOfFireDispersion=1","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** Property that affects the randomness of delay between shots. Value sets the maximum of the range in which a random number influencing the delay between shots is generated. 0 means the delay between shots will be the same (with given actual distance). The bigger the value the longer delay can be generated.\n\n```cpp\n// randomized delay after shot\ntimeToShot = aiRateOfFire + aiRateOfFireDispersion * Random<0,1>\n```"},{"heading":"allowedslots[]={}","level":5,"markdown":"**Class:** Arma3\n\n**Type:** Array of Integer\n\n**Description:** allowedSlots[] is an array of slot numbers where you may put the handweapon. 701 stands for vest, 801 stands for uniform, 901 stands for backpack\n\n```cpp\nallowedslots[] = {701,901}; //item that can be put into vests and backpacks\n```"},{"heading":"ammo=\"\"","level":5,"markdown":"**Class:** OFPModeClass\n\n**Type:** String\n\n**Description:** *cfgAmmo* class that this weapon fires. Moved to cfgMagazines in Arma.\n\n```cpp\nammo = \"TimeBomb\";\n```"},{"heading":"autoAimEnabled=true","level":5,"markdown":"**Type:** Boolean\n\n**Description:** `false` for all standard weapons."},{"heading":"autoFire=false","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** If `true`, weapon will fire repeatedly all the while you hold the fire button down.\n\nAnd if `true` the gunner can use the weapon on his own discretion (no *commander* fire order needed - like *MG* type)."},{"heading":"autoReload=true","level":5,"markdown":"**Type:** Boolean\n\n**Description:** If `true` weapon will be reloaded automatically once magazine is empty."},{"heading":"B","level":4,"markdown":""},{"heading":"backgroundReload=false","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Weapon automatically reloads magazines without player intervention or animation."},{"heading":"ballisticsComputer=false","level":5,"markdown":"**Class:** Arma\n\n**Type:** Boolean\n\n**Description:** Weapon attempts to calculate and shift the *aim-point* to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type. New updated information for A3: Targeting reference"},{"heading":"burst=1","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** Number of shots actually fired each time the weapon is fired."},{"heading":"burstRangeMax=12","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** Randomized number of shots actually fired each time the weapon is fired. When > 0 number of shots will be randomize in range{burst, burstRangeMax};"},{"heading":"C","level":4,"markdown":""},{"heading":"cameraDir","level":5,"markdown":"**Class:** MuzzleClass\n\n**Type:** String\n\n```cpp\ncameraDir = \"GL look\";\n```"},{"heading":"canDrop=true","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Weapon can/not be dropped from Inventory Menu.\n\n*canDrop* is poorly implemented. It is normally associated with true vehicles such as air. For humans nothing in the *GUI* panel suggests that you can't drop a weapon, and yet, hidden-from-view, the drop action has no effect. *canDrop* should have also been implemented in *cfgMagazines*, but isn't. You can always drop the magazine, and yet, for some weapons, such as a laser designator, this is nonsensical."},{"heading":"canLock=2","level":5,"markdown":"**Type:** Integer\n\n**Description:** Defines if weapon can be locked on the target (white box appears).\n\n```cpp\n#define LockNo        0\n#define LockCadet    1\n#define LockYes        2\n```"},{"heading":"cartridgePos=\"nabojnicestart\"","level":5,"markdown":"**Type:** String"},{"heading":"cartridgeVel=\"nabojniceend\"","level":5,"markdown":"**Type:** String"},{"heading":"count=0","level":5,"markdown":"**Class:** OFP\n\n**Type:** Integer\n\n**Description:** Number of shots weapon starts with. Moved to *cfgMagazines* in Arma."},{"heading":"cursor=\"\"","level":5,"markdown":"**Class:** Arma\n\n**Type:** String"},{"heading":"cursor=\"w_weapon\"","level":5,"markdown":"**Class:** OFP\n\n**Type:** String"},{"heading":"cursorAim=\"\"","level":5,"markdown":"**Class:** Arma\n\n**Type:** String\n\n```cpp\ncursorAim = \"\\ca\\Weapons\\Data\\cursor_target_locked_ca.paa\";\n```"},{"heading":"cursorAim=\"w_lock\"","level":5,"markdown":"**Class:** OFP\n\n**Type:** String"},{"heading":"cursorAimOn=\"\"","level":5,"markdown":"**Class:** Arma\n\n**Type:** String"},{"heading":"cursorSize=1.0","level":5,"markdown":"**Class:** Arma\n\n**Type:** Float"},{"heading":"D","level":4,"markdown":""},{"heading":"dexterity=3.1","level":5,"markdown":"**Type:** Float\n\n**Description:** In-game weapon handling value, lower value = takes more time to traverse a weapon.\n\n```cpp\ndexterity = 3.1;\n```"},{"heading":"dispersion=0.002","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** In-game weapon dispersion in radians. Bigger value = more dispersion."},{"heading":"displayName=\"\"","level":5,"markdown":"**Class:** MainBody\n\n**Type:** String\n\n**Description:** Name of the WEAPON. Declared in the main body. This string is shown in gear selection as the rifle's name.\n\n**Class:** ModeClass\n\n**Description:** Name of the MODE. In **every** mode class. This string is shown in-game when selecting burst, single, auto etc.\n\nA weapon that only has a single mode ***normally*** has the same *displayname*, repeated in the mode class. But, repeated, it must be.\n\nA weapon with no modes (modes={\"this\"); uses the weapon name for both.\n\n**Class:** MuzzleClass\n\n**Description:** Name of the MUZZLE. In **every** muzzle class.\n\nThis string is shown in-game similar to burst, single, auto etc.\n\nIt is quite common for one of the muzzle classes to inherit a basic rifle muzzle, in which case, the name of the muzzle for *THAT* class is the inherited weapon name.\n\nA weapon with no muzzles *i.e.* `muzzles={\"this\"};` uses the weapon name."},{"heading":"displayNameMagazine=\"\"","level":5,"markdown":"**Class:** OFP\n\n**Type:** String\n\n**Description:** *displayname* of the magazine in gear selection. Replaced in Arma via the *cfgMagazines Class*.\n\nSee also shortNameMagazine and descriptionShort"},{"heading":"distanceZoomMax=400","level":5,"markdown":"**Type:** Integer\n\n**Description:** Zeroing distance at opticsZoomMax."},{"heading":"distanceZoomMin=400","level":5,"markdown":"**Type:** Integer\n\n**Description:** Zeroing distance at opticsZoomMin."},{"heading":"descriptionShort=\"\"","level":5,"markdown":"**Class:** Arma\n\n**Type:** String\n\n**Description:** A paragraph or two describing the rifle in bottom left panel of in-game gear selection.\n\nThis is NOT equivalent of OFP's short label (*shortNameMagazine*). ***THAT*** *descriptionShort* exists in *cfgMagazines*."},{"heading":"drySound[]={\"\",1,1}","level":5,"markdown":"**Type:** Array of Integer\n\n**Description:** Click sound when empty weapon fired.\n\n```cpp\ndrySound[] = {\"\\ca\\Weapons\\Data\\Sound\\XMS_dry_v2\", 0.000316228, 1};\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"enableAttack=true","level":5,"markdown":"**Type:** Boolean"},{"heading":"emptySound[]={\"\",1,1}","level":5,"markdown":"**Class:** Arma\n\n**Type:** Array of Integer"},{"heading":"F","level":4,"markdown":""},{"heading":"ffCount=1","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** Force feedback."},{"heading":"ffFrequency=1","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** Force feedback."},{"heading":"ffMagnitude=0.0","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** Force feedback."},{"heading":"fireLightDuration=0.05","level":5,"markdown":"**Class:** Arma\n\n**Type:** Float\n\n**Description:** Duration of light from muzzle flash."},{"heading":"fireLightIntensity=0.012","level":5,"markdown":"**Class:** Arma\n\n**Type:** Float\n\n**Description:** Intensity of light from muzzle flash."},{"heading":"flash=\"\"","level":5,"markdown":"**Type:** String\n\n```cpp\nflash = \"gunfire\";\n```"},{"heading":"flashSize=0.0","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** OFP only?"},{"heading":"forceOptics=0","level":5,"markdown":"**Type:** Integer\n\n**Description:** Valid values: `0`, `1`, `2` as per *canLock*."},{"heading":"H","level":4,"markdown":""},{"heading":"handAnim[]={}","level":5,"markdown":"**Class:** Arma\n\n**Type:** Array of Integer"},{"heading":"I","level":4,"markdown":""},{"heading":"initSpeed=0","level":5,"markdown":"**Type:** Integer\n\n**Description:** Initial speed of shot in meters per second. Also present in *cfgMagazines*.\n\n```cpp\ninitSpeed = 900;\n```\n\nIn OFP this must be set in the class of the magazine, not that of the weapon.\n\nIn A3 this has multiple usages. positive values override magazine initspeed with the fixed number. Negative values act as modifier to the magazine's initispeed.\n\n```cpp\ninitSpeed = 1050; //overwrites magazine's value with 1050m/s\ninitSpeed = -1.1; //multiplies magazine's value by +1.1\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"laser=false","level":5,"markdown":"**Class:** Arma\n\n**Type:** Boolean\n\n**Description:** If the weapon is a laser designator, this should be true."},{"heading":"libTextDesc","level":5,"markdown":"**Class:** ArmaClass\n\n**Type:** String\n\n```cpp\nclass Library {\n    libTextDesc = \"The P07 is a semi-automatic pistol with an iron and reinforced polymer mix frame. Following the success of Glock, polymer based pistols became known as perfect handguns for both military use and self-defense and are available in various calibers. P07 allows easy mounting of suppressors.\";\n};\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"magazineReloadTime=0","level":5,"markdown":"**Class:** MuzzleClass\n\n**Type:** Float\n\n**Description:** Time delay when reloading the weapon (changing magazines)."},{"heading":"magazines[]={\"this\"}","level":5,"markdown":"**Class:** OFP\n\n**Type:** StringArray\n\n**Description:** Array of magazine classes compatible with this weapon. This **same** *Weapon class* in *cfgWeapons* if not over-ridden."},{"heading":"magazines[]={}","level":5,"markdown":"**Class:** Arma\n\n**Type:** StringArray\n\n**Description:** These are declared here, same as OFP, but defined in *cfgMagazines*.\n\n**Note, with extreme caution**: *Unlike* OFP, you cannot have identically named *magazine* classes. The in-game gear selection panel gets confused. Safe bet is to call all your magazine classes \"*[rifle]Mag*\"."},{"heading":"maxLeadSpeed=50","level":5,"markdown":"**Class:** OFP\n\n**Type:** Integer\n\n**Description:** Maximum speed of the target that can be shot with this weapon by *AI*. Moved to *cfgMagazines* in Arma."},{"heading":"min/mid/maxRange...","level":5,"markdown":"**Class:** ArmaModeClass\n\n**Type:** Integer\n\n**Description:** Together with *range* and *rangeProbab* values, defines probability to use this weapon for *AI* units at given distance.\n\nFor OFP these parameters were specified in *cfgAmmo*, rendering all rifles the same."},{"heading":"minRange=1","level":6,"markdown":"**Type:** Integer"},{"heading":"minRangeProbab=0.3","level":6,"markdown":"**Type:** Float"},{"heading":"midRange=150","level":6,"markdown":"**Type:** Integer"},{"heading":"midRangeProbab= 0.58","level":6,"markdown":"**Type:** Float"},{"heading":"maxRange=500","level":6,"markdown":"**Type:** Integer"},{"heading":"maxRangeProbab=0.04","level":6,"markdown":"**Type:** Float"},{"heading":"magazineType=0","level":5,"markdown":"**Class:** OFP\n\n**Type:** Integer\n\n**Description:** See Types below."},{"heading":"memoryPointCamera=\"eye\"","level":5,"markdown":"**Class:** Arma\n\n**Type:** String\n\n**Description:** MuzzleClass\n\n```cpp\nmemoryPointCamera = \"GL eye\";\n```"},{"heading":"model=\"[.p3d]\"","level":5,"markdown":"**Type:** String\n\n```cpp\nmodel = \"\\ca\\a10\\AGM65\";\n```"},{"heading":"modelMagazine=\"[.p3d]\"","level":5,"markdown":"**Class:** Arma\n\n**Type:** String"},{"heading":"modelMagazine=\"\\misc\\mag_univ\"","level":5,"markdown":"**Class:** OFP\n\n**Type:** String"},{"heading":"modelOptics=\"[.p3d]\"","level":5,"markdown":"**Class:** MuzzleClass\n\n**Type:** String\n\n**Description:** Optic model used in game. \"`-`\" defines 3d view from the model (point \"eye\").\n\n```cpp\nmodelOptics = \"\\ca\\Weapons\\G36_optics\";\nmodelOptics = \"-\";\n```"},{"heading":"modelSpecial=[.p3d]\"\"","level":5,"markdown":"**Type:** String\n\n**Description:** Model used when the weapon is loaded. This is typically only used for rocket launchers."},{"heading":"modes[]= {\"this\"}","level":5,"markdown":"**Type:** String; Type: Array of Integer\n\n**Description:** Anything you care to claim as a class *xxx*.\n\n`modes[]= {\"this\"};` means all parameters necessary for the one and only mode are declared within the main body. Note this **also** gives the *order* of selection using the control key in-game.\n\n```cpp\nmodes[] = {\"single\", \"burst\", \"auto\"};\n```"},{"heading":"multiplier=1","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** Ammunition used per shot."},{"heading":"muzzleEnd=\"konec hlavne\"","level":5,"markdown":"**Type:** String"},{"heading":"muzzlePos=\"usti hlavne\"","level":5,"markdown":"**Type:** String"},{"heading":"muzzles[]={\"this\"}","level":5,"markdown":"**Type:** Array of Integer\n\n**Description:** Similarly to *modes*, if not declared, the assumed muzzle is `\"this\"`.\n\n```cpp\nmuzzles[] = {\"TimeBombMuzzle\", \"PipeBombMuzzle\", \"MineMuzzle\", \"MineEMuzzle\"}; //Standard definition\nmuzzles[]+={\"my_custom_muzzle\"}; // When you want to add something to an already existing array (e.g. Muzzles to the \"throw\" weapon class)\n```"},{"heading":"N","level":4,"markdown":""},{"heading":"nameSound=\"\"","level":5,"markdown":"**Type:** String\n\n**Description:** Sound *classname* played when *vehicle commander* switches to this weapon?\n\n```cpp\nnameSound = \"smokeshell\";\n```"},{"heading":"nameSound=\"weapon\"","level":5,"markdown":"**Class:** OFP\n\n**Type:** String"},{"heading":"nFovLimit=0.05","level":5,"markdown":"**Class:** Arma2\n\n**Type:** Float\n\n**Description:** Defines when UI indicator switches from WFOV to NFOV. See Titan/Javelin UI"},{"heading":"O","level":4,"markdown":""},{"heading":"optics=true","level":5,"markdown":"**Type:** Boolean"},{"heading":"opticsDisablePeripherialVision=0.67","level":5,"markdown":"**Class:** Arma\n\n**Type:** Float\n\n**Description:** Factor by which peripheral vision is reduced while using this optic. 0 has no effect and 1 disables it completely."},{"heading":"opticsFlare=false","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Decides if lens flare should be shown while using this optic."},{"heading":"opticsPPEffects[] = {\"OpticsCHAbera5\", \"OpticsBlur5\"}","level":5,"markdown":"**Class:** Arma\n\n**Type:** Array of Integer\n\n**Description:** Post-process effects applied while using this optic."},{"heading":"opticsZoomInit= 0.75","level":5,"markdown":"**Class:** MuzzleClass\n\n**Type:** Float\n\n**Description:** Optics field of view at default zoom in radians."},{"heading":"opticsZoomMax=1.1","level":5,"markdown":"**Class:** MuzzleClass\n\n**Type:** Float\n\n**Description:** FOV in radians. This and opticsZoomMin are counterintuitively named. opticsZoomMax is the *maximum FOV*, which actually makes it the **minimum zoom.**"},{"heading":"opticsZoomMin=0.375","level":5,"markdown":"**Class:** MuzzleClass\n\n**Type:** Float"},{"heading":"P","level":4,"markdown":""},{"heading":"picture=\"[\\][.pac]\"","level":5,"markdown":"**Type:** String\n\n**Description:** Defines *weapon* **and** *magazine*. See below."},{"heading":"primary=10","level":5,"markdown":"**Type:** Integer"},{"heading":"R","level":4,"markdown":""},{"heading":"recoil=\"Empty\"","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** String\n\n**Description:** Selects recoil defined in *cfgRecoils* class. Arma differs substantially in Recoil ability; much more of them, and very different names.\n\n```cpp\nrecoil = \"AK74Recoil\"\n```"},{"heading":"recoilProne=\"\"","level":5,"markdown":"**Class:** ArmaModeClass\n\n**Type:** String\n\n**Description:** When prone, recoil can be set to slower values.\n\n```cpp\nrecoilProne = \"AK74Recoil\"\n```"},{"heading":"reloadAction=\"\"","level":5,"markdown":"**Class:** Arma\n\n**Type:** String\n\n**Description:** Enumerated list."},{"heading":"reloadAction=\"ManActReloadMagazine\"","level":5,"markdown":"**Class:** OFP\n\n**Type:** String"},{"heading":"reloadMagazineSound[]={\"\",1,1}","level":5,"markdown":"**Class:** MuzzleClass\n\n**Type:** Array of Integer\n\n**Description:** Sound played while changing magazines.\n\n```cpp\nreloadMagazineSound[] = {\"\\ca\\Weapons\\Data\\Sound\\flare_reload\", 0.000316228, 1};\n```"},{"heading":"reloadSound[]={\"\",1,1}","level":5,"markdown":"**Type:** Array of Integer\n\n**Description:** Sound played after each shot.\n\n```cpp\nreloadSound[] = {\"\\ca\\Weapons\\Data\\Sound\\gun125reload\", 1, 1};\n```"},{"heading":"reloadTime=1.0","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Float\n\n**Description:** Delay (in seconds) between each individual shot."},{"heading":"requiredOpticType=-1","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Integer\n\n**Description:** Required opticType for AI to be able to use this fire mode. It is mainly use to increase maximum engagement distance of AI depending on the optics it has mount on its rifle\n\n```cpp\n        class single_close_optics1 : Single // This optic mode will be used if AI unit has optic mounted on this weapon with opticType >= 1. AI will engage between\n        {\n            requiredOpticType = 1;\n            showToPlayer = 0;\n            minRange = 2;\n            minRangeProbab = 0.05;\n            midRange = 300;\n            midRangeProbab = 0.8;\n            maxRange = 500;\n            maxRangeProbab = 0.01;\n            aiRateOfFire = 2;\n            aiRateOfFireDistance = 300;\n        };\n        class single_medium_optics1 : single_close_optics1 // Same as single_close_optics1 - requiredOpticType is inherited and therefore opticType >= 1 is required\n        {\n            minRange = 300;\n            minRangeProbab = 0.05;\n            midRange = 500;\n            midRangeProbab = 0.7;\n            maxRange = 700;\n            maxRangeProbab = 0.05;\n            aiRateOfFire = 2;\n            aiRateOfFireDistance = 500;\n        };\n        class single_far_optics1 : single_medium_optics1 // this optic mode will be only used if AI unit has optic with opticType = 2 mounted. With this fire mode AI will engage enemies up to 1km\n        {\n            requiredOpticType = 2;\n            minRange = 300;\n            minRangeProbab = 0.05;\n            midRange = 700;\n            midRangeProbab = 0.5;\n            maxRange = 1000;\n            maxRangeProbab = 0.05;\n            aiRateOfFire = 4;\n            aiRateOfFireDistance = 600;\n        };\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"scope=0","level":5,"markdown":"**Class:** Arma\n\n**Type:** Integer\n\n**Description:** OFP had no scope token. Instead, it used *scopeWeapon* and *scopeMagazine* to distinguish who was what and when used.\n\n`2` = *can use* in-game, with a picture in gear present. `1` = *can use* in-game with no picture in gear."},{"heading":"scopeWeapon=0","level":5,"markdown":"**Class:** OFP\n\n**Type:** Integer"},{"heading":"scopeMagazine=0","level":5,"markdown":"**Class:** OFP\n\n**Type:** Integer\n\n**Description:** Used as couplets instead of scope."},{"heading":"selectionFireAnim=\"zasleh\"","level":5,"markdown":"**Class:** Arma\n\n**Type:** String\n\n**Description:** This defines the selection name for muzzleflash proxy. In czech the word \"zasleh\" is muzzleflash."},{"heading":"shortNameMagazine=\"\"","level":5,"markdown":"**Class:** OFP\n\n**Type:** String\n\n**Description:** The descriptive magazine paragraph. Replaced in Arma by *descriptionShort* in the cfgMagazines Class."},{"heading":"shotFromTurret=false","level":5,"markdown":"**Class:** OFP\n\n**Type:** Boolean\n\n**Description:** If true, it disables the muzzle flash completely (\"*zasleh*\" animation), and only smoke puffs are used. It also disables the lighting effects when firing the weapon at night. It only works with weapons defined as vehicle weapons. This value also dictates whether to use the legacy turret gunBeg/gunEnd settings (when shotFromTurret = 1), or the memoryPointGun[] array for tracer paths (when shotFromTurret = 0)."},{"heading":"showAimCursorInternal=true","level":5,"markdown":"**Class:** Arma\n\n**Type:** Boolean"},{"heading":"showEmpty=true","level":5,"markdown":"**Type:** Boolean\n\n**Description:** If false weapon gets hidden from the player once there's no ammo left for it."},{"heading":"showHandgunMagProxy (Arma 3)","level":5,"markdown":"**Type:** Boolean\n\n**Description:** **Vest config**. Default `1`. Renders magazine proxy when gun is in its holster."},{"heading":"showHolsterMagazineProxy (Arma 3)","level":5,"markdown":"**Type:** Boolean\n\n**Description:** **Weapon config**. Default `1`. Renders magazine proxy when gun is in its holster."},{"heading":"showSwitchAction=false","level":5,"markdown":"**Class:** Arma\n\n**Type:** Boolean\n\n**Description:** Show an option to switch to this weapon in the action menu."},{"heading":"showToPlayer=true","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** Some modes defined for *AI* usage (*e.g.* burst modes for full auto weapons) can be hidden from player with this parameter."},{"heading":"simulation=\"Weapon\"","level":5,"markdown":"**Class:** Arma\n\n**Type:** String"},{"heading":"sound[]={\"\",1,1}","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Array of Integer\n\n**Description:** There are several sound *types*. Most are relevant to the weapon overall and specified in the main body, whilst `sound[]=` is specific to each mode.\n\nThe last parameter defines how fast the sound should be played. `1` means normal speed.\n\n```cpp\nsound[] = {\"\\ca\\Weapons\\Data\\Sound\\AGS30_shot1\", 10, 1};\n```"},{"heading":"soundBurst=true","level":5,"markdown":"**Class:** ArmaModeClass\n\n**Type:** Boolean\n\n**Description:** When set to `false`, the single shot sound can be used with burst mode - it will be played several times."},{"heading":"soundContinuous=false","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** If `true`, the sound for the next shot won't start before previous one ends. Thus you can prevent sound overlapping."},{"heading":"soundBegin[]={\"begin1\", 0.33, \"begin2\", 0.33, \"begin3\", 0.34}","level":5,"markdown":"**Class:** ArmaModeClass\n\n**Type:** Array of Integer\n\n**Description:** The weapon's \"firing\" sound. An array of sounds and probabilities.\n\n```cpp\nbegin1[] = {\"A3\\sounds_f\\weapons\\pistols\\pistol_st_1\", 1, 1, 700};\nbegin2[] = {\"A3\\sounds_f\\weapons\\pistols\\pistol_st_2\", 1, 1, 700};\nbegin3[] = {\"A3\\sounds_f\\weapons\\pistols\\pistol_st_3\", 1, 1, 700};\nsoundBegin[] = {\"begin1\", 0.33, \"begin2\", 0.33, \"begin3\", 0.33}\n```"},{"heading":"soundBullet[]={\"emptySound\",1}","level":5,"markdown":"**Class:** ArmaModeClass\n\n**Type:** Array of Integer\n\n**Description:** The sound made when spent cases hit the ground\n\n```cpp\nbullet1[] = {\"A3\\sounds_f\\weapons\\shells\\9mm\\metal_9mm_01\", 0.501187, 1, 15};\nbullet2[] = {\"A3\\sounds_f\\weapons\\shells\\9mm\\metal_9mm_02\", 0.501187, 1, 15};\nbullet3[] = {\"A3\\sounds_f\\weapons\\shells\\9mm\\metal_9mm_03\", 0.501187, 1, 15};\nsoundBullet[] = {\"bullet1\", 0.33, \"bullet2\", 0.33, \"bullet3\", 0.33}\n```"},{"heading":"soundEnd[]={\"sound\",1}","level":5,"markdown":"**Class:** ArmaModeClass\n\n**Type:** Array of Integer"},{"heading":"soundLoop[]={\"sound\",1}","level":5,"markdown":"**Class:** ArmaModeClass\n\n**Type:** Array of Integer\n\n**Description:** Note that there is extensive use of *soundloops* in Arma. Most weapons elaborate on this basic, essentially OFP, structure with begin `1, 2, 3` loops etc."},{"heading":"soundFly[]","level":5,"markdown":"**Type:** Array of Integer\n\n```cpp\nsoundFly[] = {\"\\ca\\Weapons\\Data\\Sound\\rocket_fly1\", 25.1189, 0.8};\n```"},{"heading":"soundServo[]","level":5,"markdown":"**Type:** Array of Integer\n\n```cpp\nsoundServo[] = {\"\", 0.0001, 1};\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"Type=WeaponHardMounted","level":5,"markdown":"**Class:** Arma\n\n**Type:** Integer\n\n**Description:** See WeaponHardMounted"},{"heading":"U","level":4,"markdown":""},{"heading":"UiPicture=\"[\\][.pac]\"","level":5,"markdown":"**Class:** Arma\n\n**Type:** String\n\n**Description:** Image used in the commander's interface to indicate weapon loadout of a unit.\n\n```cpp\n\"\\CA\\weapons\\data\\Ico\\i_aa_CA.paa\";\n```"},{"heading":"uiPicture=\"ivojak\"","level":5,"markdown":"**Class:** OFP"},{"heading":"uiModel=\"[.p3d]\"","level":5,"markdown":"**Type:** String\n\n**Description:** Works only with watch & compass items (simulationWatch/simulationWatch). Replaces model which is visible in inventory with custom one.\n\n```cpp\nclass ItemCompassRU : ItemCompass\n{\n    UImodel = \"\\A3\\ui_f\\objects\\CompassRU.p3d\";\n};\nclass ItemWatchRU : ItemWatch\n{\n    UImodel = \"\\A3\\ui_f\\objects\\WatchRU.p3d\";\n};\n```"},{"heading":"useAction=false","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** Boolean\n\n**Description:** Allows this mode to be activated with the action menu"},{"heading":"useActionTitle=\"\"","level":5,"markdown":"**Class:** ModeClass\n\n**Type:** String\n\n**Description:** Action title if useAction is true\n\n```cpp\nuseActionTitle = \"$STR_ACTION_PUTBOMB\";\n```"},{"heading":"useAsBinocular=false","level":5,"markdown":"**Type:** Boolean"},{"heading":"V","level":4,"markdown":""},{"heading":"value=2","level":5,"markdown":"**Class:** Arma\n\n**Type:** Integer"},{"heading":"valueMagazine=2","level":5,"markdown":"**Class:** OFP\n\n**Type:** Integer"},{"heading":"valueWeapon=2","level":5,"markdown":"**Class:** OFP\n\n**Type:** Integer"},{"heading":"W","level":4,"markdown":""},{"heading":"weaponType=WeaponHardMounted","level":5,"markdown":"**Class:** OFP\n\n**Type:** Integer"}],"categories":["CfgWeapons","Clarification needed","Stubs"],"groups":["Reference Lists"]},{"name":"Channel IDs","title":"Channel IDs","type":"topic","url":"https://community.bistudio.com/wiki/Channel_IDs","revid":376795,"updated":"2025-11-20T17:35:01Z","aliases":[],"markdown":"In Arma 3, chat, radio, VON and markers all use the same channel ID system. However, channel IDs for custom channels behave a bit differently. This is explained in the table below.\n\n### Description\n\n> [!NOTE]\n> \"Content\" designates anything channel-related: markers, messages, voice.\n\n| Channel ID | Channel Name | Visible To | Additional Information |\n|---|---|---|---|\n| -1 | None | All players. | Is used when a marker is created with createMarker and the **channelID** parameter was not defined. Markers in \"none\" channel are visible in all other channels as well. |\n| 0 | Global | All players. |  |\n| 1 | Side | Content is only visible to the side of the player who created it. |  |\n| 2 | Command |  |  |\n| 3 | Group | Content is only visible for the players in the group of the player who created it. | This channel cannot be disabled. It's the default fallback channel if all other channels are disabled. |\n| 4 | Vehicle | Content is only visible to the vehicle's crew. |  |\n| 5 | Direct | Players in close proximity. |  |\n| 6..15<br>26..65 | Custom Channels | Content will only be available for players which have been assigned to this channel. See radioChannelAdd. | Custom channels can be created on the fly. See radioChannelCreate.<br>> [!WARNING]<br>> The **custom channel ID** returned by radioChannelCreate is going to be in a range from 1 to 50 (0 if failed).<br>><br>> Internally, these numbers are converted to the **channel IDs** 6..15 and 26..65 (notice the additionaloffset) which are reserved for custom channels.<br>><br>> \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|<br>> \\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|<br>> \\| Channel ID \\| **6** \\| 7 \\| 8 \\| 9 \\| 10 \\| 11 \\| 12 \\| 13 \\| 14 \\| **15** \\|<br>> \\| Custom Channel ID \\| **1** \\| 2 \\| 3 \\| 4 \\| 5 \\| 6 \\| 7 \\| 8 \\| 9 \\| **10** \\|<br>><br>> **since Arma 3 v2.22**<br>><br>> \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|<br>> \\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|<br>> \\| Channel ID \\| **26** \\| 27 \\| 28 \\| 29 \\| 30 \\| 31 \\| 32 \\| 33 \\| 34 \\| 35 \\| 36 \\| 37 \\| 38 \\| 39 \\| 40 \\| 41 \\| 42 \\| 43 \\| 44 \\| **45** \\|<br>> \\| Custom Channel ID \\| **11** \\| 12 \\| 13 \\| 14 \\| 15 \\| 16 \\| 17 \\| 18 \\| 19 \\| 20 \\| 21 \\| 22 \\| 23 \\| 24 \\| 25 \\| 26 \\| 27 \\| 28 \\| 29 \\| **30** \\|<br>><br>> \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|<br>> \\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|<br>> \\| Channel ID \\| **46** \\| 47 \\| 48 \\| 49 \\| 50 \\| 51 \\| 52 \\| 53 \\| 54 \\| 55 \\| 56 \\| 57 \\| 58 \\| 59 \\| 60 \\| 61 \\| 62 \\| 63 \\| 64 \\| **65** \\|<br>> \\| Custom Channel ID \\| **31** \\| 32 \\| 33 \\| 34 \\| 35 \\| 36 \\| 37 \\| 38 \\| 39 \\| 40 \\| 41 \\| 42 \\| 43 \\| 44 \\| 45 \\| 46 \\| 47 \\| 48 \\| 49 \\| **50** \\| |\n| 16 | System | All players, dedicated and headless client. | System messages like \"Player connecting\" or scripted from systemChat. |\n\n### Colours\n\n```sqf\ndriver vehicle player sideChat \"sideChat\";\ndriver vehicle player globalChat \"globalChat\";\ndriver vehicle player groupChat \"groupChat\";\nvehicle player vehicleChat \"vehicleChat\";\ndriver vehicle player commandChat \"commandChat\";\ndriver vehicle player customChat [1, \"customChat\"];\nsystemChat \"systemChat\";\n```\n\n### Changing Channels\n\n**Ingame Controls:** <kbd>,</kbd> and <kbd>.</kbd> cycle through the channels\n\n**Scripting:** setCurrentChannel\n\n### Custom Channel Example\n\n```sqf\n// Create custom channel\n_customChannelID = radioChannelCreate [[0.96, 0.34, 0.13, 0.8], \"Q-dance Radio\", \"%UNIT_NAME\", [player]]; // _customChannelID is 1\n\n// Switch current channel of the player to the newly created channel.\nsetCurrentChannel (_customChannelID + 5); // Note the channel ID used here. Even though the ID returned by radioChannelCreate is 1, we have to use 6 as channel ID - see table above.\n\n// Let us use this channel for a message\nplayer customChat [_customChannelID, \"Hi, I am a custom chat message\"]; // Since this command uses the customChannelID we have to use 1 (_customChannelID) here\n```\n\n> [!IMPORTANT]\n> Always be aware of what kind of channel ID you are currently working with and what channel ID is expected by the command you are using.\n> See Command Group: Custom Radio and Chat for commands which expect a customChannelID.\n\n### See Also\n\n- Command Group: Markers\n- Command Group: Custom Radio and Chat\n- Command Group: Radio and Chat","sections":[{"heading":null,"level":1,"markdown":"In Arma 3, chat, radio, VON and markers all use the same channel ID system. However, channel IDs for custom channels behave a bit differently. This is explained in the table below."},{"heading":"Description","level":3,"markdown":"> [!NOTE]\n> \"Content\" designates anything channel-related: markers, messages, voice.\n\n| Channel ID | Channel Name | Visible To | Additional Information |\n|---|---|---|---|\n| -1 | None | All players. | Is used when a marker is created with createMarker and the **channelID** parameter was not defined. Markers in \"none\" channel are visible in all other channels as well. |\n| 0 | Global | All players. |  |\n| 1 | Side | Content is only visible to the side of the player who created it. |  |\n| 2 | Command |  |  |\n| 3 | Group | Content is only visible for the players in the group of the player who created it. | This channel cannot be disabled. It's the default fallback channel if all other channels are disabled. |\n| 4 | Vehicle | Content is only visible to the vehicle's crew. |  |\n| 5 | Direct | Players in close proximity. |  |\n| 6..15<br>26..65 | Custom Channels | Content will only be available for players which have been assigned to this channel. See radioChannelAdd. | Custom channels can be created on the fly. See radioChannelCreate.<br>> [!WARNING]<br>> The **custom channel ID** returned by radioChannelCreate is going to be in a range from 1 to 50 (0 if failed).<br>><br>> Internally, these numbers are converted to the **channel IDs** 6..15 and 26..65 (notice the additionaloffset) which are reserved for custom channels.<br>><br>> \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|<br>> \\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|<br>> \\| Channel ID \\| **6** \\| 7 \\| 8 \\| 9 \\| 10 \\| 11 \\| 12 \\| 13 \\| 14 \\| **15** \\|<br>> \\| Custom Channel ID \\| **1** \\| 2 \\| 3 \\| 4 \\| 5 \\| 6 \\| 7 \\| 8 \\| 9 \\| **10** \\|<br>><br>> **since Arma 3 v2.22**<br>><br>> \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|<br>> \\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|<br>> \\| Channel ID \\| **26** \\| 27 \\| 28 \\| 29 \\| 30 \\| 31 \\| 32 \\| 33 \\| 34 \\| 35 \\| 36 \\| 37 \\| 38 \\| 39 \\| 40 \\| 41 \\| 42 \\| 43 \\| 44 \\| **45** \\|<br>> \\| Custom Channel ID \\| **11** \\| 12 \\| 13 \\| 14 \\| 15 \\| 16 \\| 17 \\| 18 \\| 19 \\| 20 \\| 21 \\| 22 \\| 23 \\| 24 \\| 25 \\| 26 \\| 27 \\| 28 \\| 29 \\| **30** \\|<br>><br>> \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|  \\|<br>> \\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|---\\|<br>> \\| Channel ID \\| **46** \\| 47 \\| 48 \\| 49 \\| 50 \\| 51 \\| 52 \\| 53 \\| 54 \\| 55 \\| 56 \\| 57 \\| 58 \\| 59 \\| 60 \\| 61 \\| 62 \\| 63 \\| 64 \\| **65** \\|<br>> \\| Custom Channel ID \\| **31** \\| 32 \\| 33 \\| 34 \\| 35 \\| 36 \\| 37 \\| 38 \\| 39 \\| 40 \\| 41 \\| 42 \\| 43 \\| 44 \\| 45 \\| 46 \\| 47 \\| 48 \\| 49 \\| **50** \\| |\n| 16 | System | All players, dedicated and headless client. | System messages like \"Player connecting\" or scripted from systemChat. |"},{"heading":"Colours","level":3,"markdown":"```sqf\ndriver vehicle player sideChat \"sideChat\";\ndriver vehicle player globalChat \"globalChat\";\ndriver vehicle player groupChat \"groupChat\";\nvehicle player vehicleChat \"vehicleChat\";\ndriver vehicle player commandChat \"commandChat\";\ndriver vehicle player customChat [1, \"customChat\"];\nsystemChat \"systemChat\";\n```"},{"heading":"Changing Channels","level":3,"markdown":"**Ingame Controls:** <kbd>,</kbd> and <kbd>.</kbd> cycle through the channels\n\n**Scripting:** setCurrentChannel"},{"heading":"Custom Channel Example","level":3,"markdown":"```sqf\n// Create custom channel\n_customChannelID = radioChannelCreate [[0.96, 0.34, 0.13, 0.8], \"Q-dance Radio\", \"%UNIT_NAME\", [player]]; // _customChannelID is 1\n\n// Switch current channel of the player to the newly created channel.\nsetCurrentChannel (_customChannelID + 5); // Note the channel ID used here. Even though the ID returned by radioChannelCreate is 1, we have to use 6 as channel ID - see table above.\n\n// Let us use this channel for a message\nplayer customChat [_customChannelID, \"Hi, I am a custom chat message\"]; // Since this command uses the customChannelID we have to use 1 (_customChannelID) here\n```\n\n> [!IMPORTANT]\n> Always be aware of what kind of channel ID you are currently working with and what channel ID is expected by the command you are using.\n> See Command Group: Custom Radio and Chat for commands which expect a customChannelID."},{"heading":"See Also","level":3,"markdown":"- Command Group: Markers\n- Command Group: Custom Radio and Chat\n- Command Group: Radio and Chat"}],"categories":["Scripting Topics"],"groups":["Scripting"]},{"name":"Class Inheritance","title":"Class Inheritance","type":"topic","url":"https://community.bistudio.com/wiki/Class_Inheritance","revid":370018,"updated":"2024-10-27T10:46:30Z","aliases":["Class Inheritence"],"markdown":"Inheriting classes within the config is a concept that can easily go wrong.\nThe purpose of this document is to clarify the cause of some common errors and contains instructions on how to resolve these mistakes.\n\n### Terms\n\n- A **config** refers to a config.cpp or config.bin file that is loaded during the game start. It does *not* refer to a Model Config.\n- The **bin\\config.bin** is the father of all other configs. It forms the first state of the master config.bin and consists of the base game's root classes.\n- The **master** config is built from the merging of *all* configs to the bin\\config.bin, and it is what is seen through the Splendid Config Viewer.\n\nThis includes both the base game addons as well as user-made addons.\n\n- **Child configs** are the configs that are merged into the master config.bin during game load. The order in which they are added is defined by the requiredAddons array within each CfgPatches (see Addon loading order below).\n- CfgPatches is a necessary prerequisite for **all** child configs so that its addon name and required addons (if any) are known.\n- Missions and campaigns are not configs, as the pbo they are in may or may not contain a config. This makes them mission pbos or mission addons respectively.\n\n### Basic Config Concepts\n\nThe config is a hierarchical structure based on classes that provide almost all information necessary for the game.\nObjects, their behavior, user interface elements, and even which functions to run on game start are defined through the config.\n\nClasses can contain either child classes (see below) or properties.\nProperties work similarly to script variables, they have a name and are assigned a value.\nHowever, unlike script variables, properties can only have number values, string values, or (one or multidimensional) arrays that are made up of number or string values.\n\n#### Parent and Child Classes\n\n> [!NOTE]\n> BIS_fnc_returnChildren and BIS_fnc_getCfgSubClasses can be used to easily find hierarchical child subclasses.\n\nDue to the hierarchical nature of the config, classes can have parent, child, and sibling classes.\nWhile the relationships between classes seem as though they should be rather straightforward, these terms can be used in the case of hierarchy and inheritance.\nWe will cover these terms in the scope of inheritance further in Basic Inheritance, but in most cases, a child class refers to a *hierarchical* subclass, and a parent class refers to the base class from which a class inherits.\n\n```cpp\nclass Isaac\n{\n    class Esau\n    {\n        gender = \"male\";\n        firstborn = 1;\n        // ...\n    };\n\n    class Jacob\n    {\n        gender = \"male\";\n        firstborn = 0;\n        // ...\n    };\n};\n```\n\nIn this example, the classes \"Esau\" and \"Jacob\" are child classes of \"Isaac\".\nThis makes \"Isaac\" the *hierarchical* parent class and \"Esau\" and \"Jacob\" sibling classes.\n\nIn a more practical example, \"arifle_MX_F\" and \"arifle_Katiba_F\" are both child classes of CfgWeapons, and as a result, they too are sibling classes.\n\n```cpp\nclass CfgWeapons\n{\n    class arifle_MX_F\n    {\n        // ...\n    };\n\n    class arifle_Katiba_F\n    {\n        // ...\n    };\n};\n```\n\n#### Basic Inheritance\n\n> [!NOTE]\n> BIS_fnc_returnParents can be used to easily find the parent base classes from which a class inherits.\n\nA class can inherit properties from another class by defining it as a parent base class.\nAll properties of the parent base class from which you inherit will also exist within your class, and unless you overwrite them, they will have the same values as the parent base class.\nThis is extremely useful for quickly writing sibling classes that share properties, or to build a class on top of another class that has the same properties with only minor value changes.\n\nTaking the example from above we can create a common \"ChildMaleBase\" parent base class.\n\n```cpp\nclass Isaac\n{\n    class ChildMaleBase\n    {\n        gender = \"male\";\n    };\n\n    class Esau : ChildMaleBase\n    {\n        firstborn = 1;\n        // ...\n    };\n\n    class Jacob : ChildMaleBase\n    {\n        firstborn = 0;\n        // ...\n    };\n};\n```\n\nIn this example, both \"Esau\" and \"Jacob\" will inherit the gender property from the new parent base class \"ChildMaleBase\".\n\nAlternatively, we can use \"Esau\" as a base class for \"Jacob\" and overwrite the \"firstborn\" property:\n\n```cpp\nclass Isaac\n{\n    class Esau\n    {\n        gender = \"Male\";\n        firstborn = 1;\n        // ...\n    };\n\n    class Jacob : Esau\n    {\n        firstborn = 0;\n        // ...\n    };\n\n    class Mary : Esau\n    {\n        gender = \"Female\";\n        // ...\n    };\n};\n```\n\nIn the above example, while \"Mary\" overwrites the gender property, the \"Mary\" class would still inherit the firstborn value of 1 from its new parent base class \"Esau\".\n\nEither method is stored, as written, in the master config, and either one achieves the same result for any other classes that access \"Isaac\".\n\n#### Inheritance of Child Classes\n\n> [!IMPORTANT]\n> You will need to use External Base Classes syntax if the base class and base child class are not originally defined in the same config as the classes that are inheriting from them.\n\nBecause classes are also inherited like properties, it is possible to inherit from child classes that are defined previously in the same config.\n\n```cpp\nclass Rebecca\n{\n    class Esau\n    {\n        gender = \"Male\";\n        firstborn = 1;\n        // ...\n    };\n};\n\nclass Isaac : Rebecca\n{\n    class Jacob : Esau\n    {\n        firstborn = 0;\n        // ...\n    };\n};\n```\n\nBecause \"Isaac\" inherits the \"Esau\" class from \"Rebecca\", \"Jacob\" can inherit from \"Esau\".\nThe result is the same as the above example in Basic Inheritance, aside from the introduction of the new \"Rebecca\" base class.\n\n#### Array+=\n\nIt is possible to add items to an array inherited from the direct parent. See Array+= to learn more.\n\n### External Base Classes\n\n> [!IMPORTANT]\n> The concept of external base classes only applies to addon configs. For mission configs, the import (Config) keyword fulfills a similar purpose.\n\nExternal base classes are essentially base classes that are first defined *outside* of your config, either by the base game or another addon.\nIt is a simple concept to understand but not so simple to implement correctly.\n\nWhen using an external base class the first thing you have to do is declare it in what is termed a \"template\" or \"skeleton\".\nThese do NOT affect those classes, they merely tell the compiler how they are constructed.\nIf the classes you declare are not yet discovered by the engine, it will build empty classes waiting to be filled later, based on what inheritance you have written.\nAs a result, it is important to get the inheritance (if any) right!\n\n```cpp\nclass externalBaseClass;            // declare an external base class \"skeleton\"\nclass myClass : externalBaseClass    // define that your class inherits from it\n{\n    // ...                            // start using it\n};\n```\n\nAn example of both inheritance and the use of external base classes could be the addition of new weapon textures via \"hiddenSelections\".\n\n```cpp\nclass CfgWeapons\n{\n    class arifle_MX_F;                        // declare an external base class \"skeleton\"\n    class arifle_MX_Black_F : arifle_MX_F    // define that your class inherits from the external base class\n    {\n        hiddenSelections[] = { \"camo1\", \"camo2\" };\n        hiddenSelectionsTextures[] = { \"\\A3\\Weapons_F_EPB\\Rifles\\MX_Black\\Data\\XMX_Base_Black_co.paa\", \"\\A3\\Weapons_F_EPB\\Rifles\\MX_Black\\Data\\XMX_short_Black_co.paa\" };\n        // ...\n    };\n\n    class arifle_MX_khk_F : arifle_MX_Black_F\n    {\n        hiddenSelectionsTextures[] = { \"\\A3\\Weapons_F_Exp\\Rifles\\MX\\Data\\XMX_Base_khk_co.paa\", \"\\A3\\Weapons_F_Exp\\Rifles\\MX\\Data\\XMX_Short_khk_co.paa\" };\n        // ...\n    };\n};\n```\n\n\"CfgWeapons\" serves as the hierarchical parent class, while \"arifle_MX_F\", \"arifle_MX_Black_F\", and \"arifle_MX_khk_F\" serve as sibling classes.\nIn this instance, the \"arifle_MX_Black_F\" is inheriting all of its values from the \"arifle_MX_F\" external base class skeleton, but it changes the value for the \"hiddenSelections\" and \"hiddenSelectionsTextures\" arrays.\nWhen defining \"arifle_MX_khk_F\" later, instead of changing the \"hiddenSelections\" array value again, it inherits the changed value from its sibling class, \"arifle_MX_Black_F\", and changes the necessary values in the \"hiddenSelectionsTextures\" array for the new textures to appear.\n\nIt is not necessary to declare the base class' inheritance tree (if any) *if* you have the correct inherited class' addon in the \"requiredAddons\" array.\n\n#### External Base Child Classes\n\nIn the event that you want to access a child class of a base class, you must declare the child class as a part of the base class.\nIn order to open the base class, however, you must declare what it inherits from as well.\n\n> [!IMPORTANT]\n> Opening the external base class to declare the external child class without defining what the base class inherits from will create the Empty syntax. As a result, your base class will not inherit any values that it may have previously, and any class that inherits from it may break.\n\n```cpp\nclass externalRootClass;                        // declare an external base class \"skeleton\"\nclass externalBaseClass : externalRootClass    // define that the external parent base class inherits from the external base class\n{\n    class externalChildClass;                    // define the external child base class \"skeleton\"\n};\n\nclass myClass : externalBaseClass                // define that your class inherits from the external parent base class\n{\n    class myChildClass : externalChildClass    // define that your child class inherits from the external child base class\n    {\n        // ... add or make changes\n    };\n\n    // ...\n};\n```\n\n#### Implied Child Classes\n\nOnce an external child class is defined somewhere in the inheritance tree, you will not need to redefine it later, as it is implied by the game engine that that child class is the class you are looking for.\n\n```cpp\nclass A\n{\n    class B\n    {\n        // whatever\n    };\n};\n\nclass C : A\n{\n    class D\n    {\n        // whatever\n    };\n};\n\nclass E : C\n{\n    class D : D    // fairly standard\n    {\n        // change things\n    };\n\n    class B : B    // fairly strange!\n    {\n        // change things\n    };\n};\n```\n\nThe reason *why* you can access, and use, \"B\" (which is not a direct child of \"E\") is due to inheritance. \"B\" does indeed become a child of \"E\"!\n\nNote that \"A\", \"B\", \"C\", and \"D\" could be more simply shown as a skeleton tree defined as follows:\n\n```cpp\nclass A\n{\n    class B;\n};\n\nclass C : A\n{\n    class D;\n};\n```\n\n### Addon Loading Order\n\nWhen you are using external base classes it is extremely important to define what addons your addon depends on, or in other words, which external base classes need to be already loaded when your config gets loaded.\n\n> [!IMPORTANT]\n> Addons of externally defined base classes should always be defined in the load order to ensure your config is applied correctly.\n\nDefining which addons are required by your config is easily done through the CfgPatches class:\n\n```cpp\nclass CfgPatches\n{\n    class MyAddon\n    {\n        // ...\n        requiredAddons[] = { \"ExternalAddonA\", \"ExternalAddonB\", ... };    // List of required addons' CfgPatches class names\n        // ...\n    };\n};\n```\n\nDefining the required addons ensures that whatever changes you made, or whatever classes you defined based on external classes, are defined on top of the external addons' config.\nWithout defining the required addons and load order, there is no guarantee that your config gets applied correctly.\n\n> [!NOTE]\n> `A3_Data_F_Decade_Loadorder` is the last vanilla CfgPatches entry in Arma 3 as of 2.14, so you can use this to overwrite some vanilla configs.\n\n### Empty\n\nThe `class Empty{};` syntax tells the engine that this class should not inherit from other classes. As a result, only non-inherited properties and classes in the class persist.\n\nAs an example, we will return to the Basic Inheritance example of the \"Isaac\" hierarchical parent class and its child classes.\n\n```cpp\n// Addon One\nclass Isaac\n{\n    class Esau\n    {\n        gender = \"Male\";\n        firstborn = 1;\n        // ...\n    };\n\n    class Jacob : Esau\n    {\n        firstborn = 0;\n        // ...\n    };\n};\n```\n\nIn a separate addon, loaded later in the Addon Loading Order, we can utilize the empty syntax to keep \"Jacob\" from inheriting the \"gender\" property. This does not remove the \"firstborn\" property value of \"0\" from \"Jacob\".\n\n> [!WARNING]\n> Note that the following example will update the base class and will break inheritance. The game will log a warning similar to `11:34:39 Updating base class RscShortcutButton->RscButton, by a3\\editor_f\\config.bin/RscDisplayEditObject/Controls/B_OK/ (original bin\\config.bin)`\n>\n> **Updating base classes should be avoided as it breaks compatibility between mods!**\n\n```cpp\n// Addon Two\nclass Isaac\n{\n    class Jacob {};    // stops inheritance of properties defined in Esau\n};\n```\n\nIt is worth noting that in the example above, \"Isaac\" uses a similar structure to the empty syntax.\nAnything defined using the empty syntax that does not use inheritance will be defined the same as a \"skeleton\".\nBecause \"Isaac\" does not inherit from any other classes, using this structure functions the same as a \"skeleton\".\nIf it was the case that \"Isaac\" inherited from another class, you would need to use the syntax seen above in External Base Classes to preserve the inheritance chain.\n\nReturning to the Inheritance of Child Classes example, we can see how the use of the empty syntax would differ.\n\n```cpp\n// Addon One\nclass Rebecca\n{\n    class Esau\n    {\n        gender = \"Male\";\n        firstborn = 1;\n        // ...\n    };\n};\n\nclass Isaac : Rebecca\n{\n\n    class Jacob : Esau\n    {\n        firstborn = 0;\n        // ...\n    };\n};\n```\n\n```cpp\n// Addon Two\nclass Rebecca;            // declare an external base class \"skeleton\"\nclass Isaac : Rebecca    // define that the external parent class inherits from the external base class\n{\n    class Jacob {};        // stops inheritance of properties defined in Esau\n};\n```\n\n### Delete\n\nWithin configs, the `delete Classname;` keyword is available.\nIt can be used to delete already existing classes.\n\n> [!IMPORTANT]\n> Classes from which other classes derive cannot be deleted unless the child classes are deleted first.\n\n```cpp\nclass Intel\n{\n    class AttributeCategories\n    {\n        class Date\n        {\n            class Attributes\n            {\n                delete Fog;    // removes Fog attribute from Eden Editor\n            };\n        };\n    };\n};\n```\n\n```cpp\nclass Intel\n{\n    class Attributes\n    {\n        class Fog;\n        class TimeMultiplier : Fog\n        {\n            displayName = \"Time Multiplier\";\n            tooltip = \"Set the time multiplier\";\n            // ...\n        };\n\n        delete Fog;    // will not work since a child of Fog still exists.\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"Inheriting classes within the config is a concept that can easily go wrong.\nThe purpose of this document is to clarify the cause of some common errors and contains instructions on how to resolve these mistakes."},{"heading":"Terms","level":3,"markdown":"- A **config** refers to a config.cpp or config.bin file that is loaded during the game start. It does *not* refer to a Model Config.\n- The **bin\\config.bin** is the father of all other configs. It forms the first state of the master config.bin and consists of the base game's root classes.\n- The **master** config is built from the merging of *all* configs to the bin\\config.bin, and it is what is seen through the Splendid Config Viewer.\n\nThis includes both the base game addons as well as user-made addons.\n\n- **Child configs** are the configs that are merged into the master config.bin during game load. The order in which they are added is defined by the requiredAddons array within each CfgPatches (see Addon loading order below).\n- CfgPatches is a necessary prerequisite for **all** child configs so that its addon name and required addons (if any) are known.\n- Missions and campaigns are not configs, as the pbo they are in may or may not contain a config. This makes them mission pbos or mission addons respectively."},{"heading":"Basic Config Concepts","level":3,"markdown":"The config is a hierarchical structure based on classes that provide almost all information necessary for the game.\nObjects, their behavior, user interface elements, and even which functions to run on game start are defined through the config.\n\nClasses can contain either child classes (see below) or properties.\nProperties work similarly to script variables, they have a name and are assigned a value.\nHowever, unlike script variables, properties can only have number values, string values, or (one or multidimensional) arrays that are made up of number or string values."},{"heading":"Parent and Child Classes","level":4,"markdown":"> [!NOTE]\n> BIS_fnc_returnChildren and BIS_fnc_getCfgSubClasses can be used to easily find hierarchical child subclasses.\n\nDue to the hierarchical nature of the config, classes can have parent, child, and sibling classes.\nWhile the relationships between classes seem as though they should be rather straightforward, these terms can be used in the case of hierarchy and inheritance.\nWe will cover these terms in the scope of inheritance further in Basic Inheritance, but in most cases, a child class refers to a *hierarchical* subclass, and a parent class refers to the base class from which a class inherits.\n\n```cpp\nclass Isaac\n{\n    class Esau\n    {\n        gender = \"male\";\n        firstborn = 1;\n        // ...\n    };\n\n    class Jacob\n    {\n        gender = \"male\";\n        firstborn = 0;\n        // ...\n    };\n};\n```\n\nIn this example, the classes \"Esau\" and \"Jacob\" are child classes of \"Isaac\".\nThis makes \"Isaac\" the *hierarchical* parent class and \"Esau\" and \"Jacob\" sibling classes.\n\nIn a more practical example, \"arifle_MX_F\" and \"arifle_Katiba_F\" are both child classes of CfgWeapons, and as a result, they too are sibling classes.\n\n```cpp\nclass CfgWeapons\n{\n    class arifle_MX_F\n    {\n        // ...\n    };\n\n    class arifle_Katiba_F\n    {\n        // ...\n    };\n};\n```"},{"heading":"Basic Inheritance","level":4,"markdown":"> [!NOTE]\n> BIS_fnc_returnParents can be used to easily find the parent base classes from which a class inherits.\n\nA class can inherit properties from another class by defining it as a parent base class.\nAll properties of the parent base class from which you inherit will also exist within your class, and unless you overwrite them, they will have the same values as the parent base class.\nThis is extremely useful for quickly writing sibling classes that share properties, or to build a class on top of another class that has the same properties with only minor value changes.\n\nTaking the example from above we can create a common \"ChildMaleBase\" parent base class.\n\n```cpp\nclass Isaac\n{\n    class ChildMaleBase\n    {\n        gender = \"male\";\n    };\n\n    class Esau : ChildMaleBase\n    {\n        firstborn = 1;\n        // ...\n    };\n\n    class Jacob : ChildMaleBase\n    {\n        firstborn = 0;\n        // ...\n    };\n};\n```\n\nIn this example, both \"Esau\" and \"Jacob\" will inherit the gender property from the new parent base class \"ChildMaleBase\".\n\nAlternatively, we can use \"Esau\" as a base class for \"Jacob\" and overwrite the \"firstborn\" property:\n\n```cpp\nclass Isaac\n{\n    class Esau\n    {\n        gender = \"Male\";\n        firstborn = 1;\n        // ...\n    };\n\n    class Jacob : Esau\n    {\n        firstborn = 0;\n        // ...\n    };\n\n    class Mary : Esau\n    {\n        gender = \"Female\";\n        // ...\n    };\n};\n```\n\nIn the above example, while \"Mary\" overwrites the gender property, the \"Mary\" class would still inherit the firstborn value of 1 from its new parent base class \"Esau\".\n\nEither method is stored, as written, in the master config, and either one achieves the same result for any other classes that access \"Isaac\"."},{"heading":"Inheritance of Child Classes","level":4,"markdown":"> [!IMPORTANT]\n> You will need to use External Base Classes syntax if the base class and base child class are not originally defined in the same config as the classes that are inheriting from them.\n\nBecause classes are also inherited like properties, it is possible to inherit from child classes that are defined previously in the same config.\n\n```cpp\nclass Rebecca\n{\n    class Esau\n    {\n        gender = \"Male\";\n        firstborn = 1;\n        // ...\n    };\n};\n\nclass Isaac : Rebecca\n{\n    class Jacob : Esau\n    {\n        firstborn = 0;\n        // ...\n    };\n};\n```\n\nBecause \"Isaac\" inherits the \"Esau\" class from \"Rebecca\", \"Jacob\" can inherit from \"Esau\".\nThe result is the same as the above example in Basic Inheritance, aside from the introduction of the new \"Rebecca\" base class."},{"heading":"Array+=","level":4,"markdown":"It is possible to add items to an array inherited from the direct parent. See Array+= to learn more."},{"heading":"External Base Classes","level":3,"markdown":"> [!IMPORTANT]\n> The concept of external base classes only applies to addon configs. For mission configs, the import (Config) keyword fulfills a similar purpose.\n\nExternal base classes are essentially base classes that are first defined *outside* of your config, either by the base game or another addon.\nIt is a simple concept to understand but not so simple to implement correctly.\n\nWhen using an external base class the first thing you have to do is declare it in what is termed a \"template\" or \"skeleton\".\nThese do NOT affect those classes, they merely tell the compiler how they are constructed.\nIf the classes you declare are not yet discovered by the engine, it will build empty classes waiting to be filled later, based on what inheritance you have written.\nAs a result, it is important to get the inheritance (if any) right!\n\n```cpp\nclass externalBaseClass;            // declare an external base class \"skeleton\"\nclass myClass : externalBaseClass    // define that your class inherits from it\n{\n    // ...                            // start using it\n};\n```\n\nAn example of both inheritance and the use of external base classes could be the addition of new weapon textures via \"hiddenSelections\".\n\n```cpp\nclass CfgWeapons\n{\n    class arifle_MX_F;                        // declare an external base class \"skeleton\"\n    class arifle_MX_Black_F : arifle_MX_F    // define that your class inherits from the external base class\n    {\n        hiddenSelections[] = { \"camo1\", \"camo2\" };\n        hiddenSelectionsTextures[] = { \"\\A3\\Weapons_F_EPB\\Rifles\\MX_Black\\Data\\XMX_Base_Black_co.paa\", \"\\A3\\Weapons_F_EPB\\Rifles\\MX_Black\\Data\\XMX_short_Black_co.paa\" };\n        // ...\n    };\n\n    class arifle_MX_khk_F : arifle_MX_Black_F\n    {\n        hiddenSelectionsTextures[] = { \"\\A3\\Weapons_F_Exp\\Rifles\\MX\\Data\\XMX_Base_khk_co.paa\", \"\\A3\\Weapons_F_Exp\\Rifles\\MX\\Data\\XMX_Short_khk_co.paa\" };\n        // ...\n    };\n};\n```\n\n\"CfgWeapons\" serves as the hierarchical parent class, while \"arifle_MX_F\", \"arifle_MX_Black_F\", and \"arifle_MX_khk_F\" serve as sibling classes.\nIn this instance, the \"arifle_MX_Black_F\" is inheriting all of its values from the \"arifle_MX_F\" external base class skeleton, but it changes the value for the \"hiddenSelections\" and \"hiddenSelectionsTextures\" arrays.\nWhen defining \"arifle_MX_khk_F\" later, instead of changing the \"hiddenSelections\" array value again, it inherits the changed value from its sibling class, \"arifle_MX_Black_F\", and changes the necessary values in the \"hiddenSelectionsTextures\" array for the new textures to appear.\n\nIt is not necessary to declare the base class' inheritance tree (if any) *if* you have the correct inherited class' addon in the \"requiredAddons\" array."},{"heading":"External Base Child Classes","level":4,"markdown":"In the event that you want to access a child class of a base class, you must declare the child class as a part of the base class.\nIn order to open the base class, however, you must declare what it inherits from as well.\n\n> [!IMPORTANT]\n> Opening the external base class to declare the external child class without defining what the base class inherits from will create the Empty syntax. As a result, your base class will not inherit any values that it may have previously, and any class that inherits from it may break.\n\n```cpp\nclass externalRootClass;                        // declare an external base class \"skeleton\"\nclass externalBaseClass : externalRootClass    // define that the external parent base class inherits from the external base class\n{\n    class externalChildClass;                    // define the external child base class \"skeleton\"\n};\n\nclass myClass : externalBaseClass                // define that your class inherits from the external parent base class\n{\n    class myChildClass : externalChildClass    // define that your child class inherits from the external child base class\n    {\n        // ... add or make changes\n    };\n\n    // ...\n};\n```"},{"heading":"Implied Child Classes","level":4,"markdown":"Once an external child class is defined somewhere in the inheritance tree, you will not need to redefine it later, as it is implied by the game engine that that child class is the class you are looking for.\n\n```cpp\nclass A\n{\n    class B\n    {\n        // whatever\n    };\n};\n\nclass C : A\n{\n    class D\n    {\n        // whatever\n    };\n};\n\nclass E : C\n{\n    class D : D    // fairly standard\n    {\n        // change things\n    };\n\n    class B : B    // fairly strange!\n    {\n        // change things\n    };\n};\n```\n\nThe reason *why* you can access, and use, \"B\" (which is not a direct child of \"E\") is due to inheritance. \"B\" does indeed become a child of \"E\"!\n\nNote that \"A\", \"B\", \"C\", and \"D\" could be more simply shown as a skeleton tree defined as follows:\n\n```cpp\nclass A\n{\n    class B;\n};\n\nclass C : A\n{\n    class D;\n};\n```"},{"heading":"Addon Loading Order","level":3,"markdown":"When you are using external base classes it is extremely important to define what addons your addon depends on, or in other words, which external base classes need to be already loaded when your config gets loaded.\n\n> [!IMPORTANT]\n> Addons of externally defined base classes should always be defined in the load order to ensure your config is applied correctly.\n\nDefining which addons are required by your config is easily done through the CfgPatches class:\n\n```cpp\nclass CfgPatches\n{\n    class MyAddon\n    {\n        // ...\n        requiredAddons[] = { \"ExternalAddonA\", \"ExternalAddonB\", ... };    // List of required addons' CfgPatches class names\n        // ...\n    };\n};\n```\n\nDefining the required addons ensures that whatever changes you made, or whatever classes you defined based on external classes, are defined on top of the external addons' config.\nWithout defining the required addons and load order, there is no guarantee that your config gets applied correctly.\n\n> [!NOTE]\n> `A3_Data_F_Decade_Loadorder` is the last vanilla CfgPatches entry in Arma 3 as of 2.14, so you can use this to overwrite some vanilla configs."},{"heading":"Empty","level":3,"markdown":"The `class Empty{};` syntax tells the engine that this class should not inherit from other classes. As a result, only non-inherited properties and classes in the class persist.\n\nAs an example, we will return to the Basic Inheritance example of the \"Isaac\" hierarchical parent class and its child classes.\n\n```cpp\n// Addon One\nclass Isaac\n{\n    class Esau\n    {\n        gender = \"Male\";\n        firstborn = 1;\n        // ...\n    };\n\n    class Jacob : Esau\n    {\n        firstborn = 0;\n        // ...\n    };\n};\n```\n\nIn a separate addon, loaded later in the Addon Loading Order, we can utilize the empty syntax to keep \"Jacob\" from inheriting the \"gender\" property. This does not remove the \"firstborn\" property value of \"0\" from \"Jacob\".\n\n> [!WARNING]\n> Note that the following example will update the base class and will break inheritance. The game will log a warning similar to `11:34:39 Updating base class RscShortcutButton->RscButton, by a3\\editor_f\\config.bin/RscDisplayEditObject/Controls/B_OK/ (original bin\\config.bin)`\n>\n> **Updating base classes should be avoided as it breaks compatibility between mods!**\n\n```cpp\n// Addon Two\nclass Isaac\n{\n    class Jacob {};    // stops inheritance of properties defined in Esau\n};\n```\n\nIt is worth noting that in the example above, \"Isaac\" uses a similar structure to the empty syntax.\nAnything defined using the empty syntax that does not use inheritance will be defined the same as a \"skeleton\".\nBecause \"Isaac\" does not inherit from any other classes, using this structure functions the same as a \"skeleton\".\nIf it was the case that \"Isaac\" inherited from another class, you would need to use the syntax seen above in External Base Classes to preserve the inheritance chain.\n\nReturning to the Inheritance of Child Classes example, we can see how the use of the empty syntax would differ.\n\n```cpp\n// Addon One\nclass Rebecca\n{\n    class Esau\n    {\n        gender = \"Male\";\n        firstborn = 1;\n        // ...\n    };\n};\n\nclass Isaac : Rebecca\n{\n\n    class Jacob : Esau\n    {\n        firstborn = 0;\n        // ...\n    };\n};\n```\n\n```cpp\n// Addon Two\nclass Rebecca;            // declare an external base class \"skeleton\"\nclass Isaac : Rebecca    // define that the external parent class inherits from the external base class\n{\n    class Jacob {};        // stops inheritance of properties defined in Esau\n};\n```"},{"heading":"Delete","level":3,"markdown":"Within configs, the `delete Classname;` keyword is available.\nIt can be used to delete already existing classes.\n\n> [!IMPORTANT]\n> Classes from which other classes derive cannot be deleted unless the child classes are deleted first.\n\n```cpp\nclass Intel\n{\n    class AttributeCategories\n    {\n        class Date\n        {\n            class Attributes\n            {\n                delete Fog;    // removes Fog attribute from Eden Editor\n            };\n        };\n    };\n};\n```\n\n```cpp\nclass Intel\n{\n    class Attributes\n    {\n        class Fog;\n        class TimeMultiplier : Fog\n        {\n            displayName = \"Time Multiplier\";\n            tooltip = \"Set the time multiplier\";\n            // ...\n        };\n\n        delete Fog;    // will not work since a child of Fog still exists.\n    };\n};\n```"}],"categories":["ArmA: Armed Assault: Addon Configuration","ArmA: Armed Assault: Editing","Arma 2: Editing","Arma 3: Editing","Arma 3: Tutorials","Operation Flashpoint: Editing","Take On Helicopters: Editing"],"groups":["Configuration"]},{"name":"CMA:DevelopmentSetup","title":"CMA:DevelopmentSetup","type":"topic","url":"https://community.bistudio.com/wiki/CMA:DevelopmentSetup","revid":340175,"updated":"2023-04-28T16:31:55Z","aliases":[],"markdown":"## Development setup\n\nThis site focuses on getting your work ingame, as well as all aspects of addon, pbos as a subset, development.\n\n## Motivation\n\n- Correct setup to use binarize to track down errors and improve the quality.\n- Best addon design for easy recognition, updating and quality.\n- Dev setup to work with least time and resource effort.\n\n## Related topics\n\n- Minimal Addons Setup\n\n## Unpacking Armed Assault / Arma 2\n\n### Motivation\n\nFor non simple addons you have references to BI configs, textures or proxies. More specially the BI namespace **CA**. Binarze is trying to locate these references during the optimization process.\nIn other words without these files available binarize is unable to do its job properly.\n\nThe models referenced by other models or wrp files can be both MLOD or ODOL format.\n\n### Process\n\n#### Virtual partition P\n\nWe will create a **virtual partition P:** to map your arma folder.\nThis is required by the BI toolset and allows easy access to the arma folder.\nIt is recommended to create a link on your desktop or quicklaunch bar to P.\n\nAs a sidenote, at the same time you should create one central folder with\nall your arma related tools in it. Map this one to T.\n\n#### Are two Arma installations necessary\n\nThe BI tools create by default a separate folder/location called *ArmAWork*. This may or may not be needed.\n\nConsiderations:\n\n- Two separate folder/locations to keep your play-install clean.\n- Duplication of files may be needed for two separate.\n  Possible to avoid with *Junctions* (dead link), if both are on the same HDD.\n- Both play and dev combined in one folder avoids messing around.\n  You only need to keep your folder structure well designed.\n  You can ensure that only PBOs, and NO unpacked data, are loaded via\n\n```\n-noFilePatching\n```\n\nDone via ArmA: Startup Parameters.\n\n#### Create P drive\n\n1. Create a file called mapGameFolderToP.bat.\n\n```\nAdd the line and adapt the path your arma folder:\n\nsubst p: \"D:\\Games\\arma\"\nMove the file to the autostart location. IE (XP32b):\n\nC:\\Documents and Settings\\YourUserAccount\\Start Menu\\Programs\\Startup\nor\nC:\\Documents and Settings\\All Users\\Start Menu\\Programs\\Startup\n```\n\n### Extract files from the PBOs\n\nThere are several PBO tools out there to do the job.\nPersonally I recommend you *ExtractPbo.exe* (dead link) made by mikero\nas part of the *PBOdll suite* (dead link).\n\n```\n.\\ExtractPbo.exe -a -d -y .\\pathToArmA\\arma\\addons\\PboFileName.pbo\n```\n\nDo this for each PBO in .\\arma\\addons and all PBOs in .\\arma\\dta.\n\nMove the files in the appropriate place:\n\n### Result\n\nThe folders of the unpacked PBOs should be moved to .\\arma to look like:\n\n```\n.\\arma\\ca\\config.cpp\n.\\arma\\ca\\ca\\*\n.\\arma\\ca\\a10\\*\n...\n```\n\nFor the dta PBOs:\n\n```\n.\\arma\\bin\n.\\arma\\core\n...\n```\n\n### One Click Complete Extraction\n\nmikero has built a batch to extract all Arma pbos from BI in one go to the P drive:\n*InstallArmA2P* (dead link)\n\nYou find the batch in the *files section* (dead link), as well as the dll and extractPbo.exe.\n\n## Addon development\n\n### Use namespaces\n\nIn Operation Flashpoint the engine rebuild the file-folder structure in the memory from the folder naming of the addons: *.\\ofp\\addons\\MyAddon.pbo*.\nResults in the path in the memory: *MyAddon\\*.*\n\nArmed Assault / Arma 2 support the *namespace* or also called (pbo)prefix.\nIt is not required to use it, yet it is **BAD** practice not to use it!\nThe namespace is defined in a file called **$PBOPREFIX$**.\nThe *$PBOPREFIX$* site directly in your addons location: *.\\myAddon\\$PBOPREFIX$*.\nThe *$PBOPREFIX$* is basically a text file with no file extension.\n\nIt allows you to name your pbo independent from the future in memory structure:\n\nPBO location and name: *.\\arma\\myMod\\addons\\myTag_PboName_2009_06_02.pbo*\n$PBOPREFIX$: *x\\myMod\\addons\\myPboName*\n\n#### Create a PBOPREFIX file\n\n> [!NOTE]\n> $PBOPREFIX$ has been superseded in later tools by $PBOPREFIX$.txt for hopefully obvious reasons. Both names remain compatible and achieve same result.\n\n1. New file -> text file.\n2. Rename to **$PBOPREFIX$**. No file extension!\n\n```\n  Make sure your windows OS displays all file extensions.\n```\n\n3. Open the *$PBOPREFIX$* with your favorite text editor.\n4. Add your namespace:\n\n```\nmyMod\\myAddon\n```\n\nOr better (see more info below):\n\n```\nx\\myMod\\addons\\myAddon\n```\n\n5. **No newline, no space before or after the namespace**!\n6. Save the file.\n7. Move the *$PBOPREFIX$* file to the root of your addon: .\\myAddon\\$PBOPREFIX$.\n**NOT** in a subfolder of your addon!\n\n#### Benefits\n\n- Different pbo to memory naming (the later is the namespace).\n- Use version/date tag for the pbo and have same inner namespace without it for every release.\n- Define your *own home* via the prefix: myMod\\.. instead of just myAddon,\n  or worse to use the BI CA namespace - **NEVER do this**!\n- Avoid addon (model/texture/sound) path conflicts with your own namespace.\n\nIn addition it allows you to utilize it for a few design and development tricks:\n\n### Develop with unpacked data\n\nNote that the system also works for non development, yet it is not recommended.\n\nBinarized files loaded faster and give better performance.\nPBOs are needed to have the verifySignatures system work.\n\n#### Benefits\n\nLet's start with the benefits this time:\n\n- Only re-pack PBOs if you are adding new files (more details to below).\n- Ability to modify unpacked data during runtime. Readable; always possible\n  to modify a file's content (except configs); modifications available live\n  or via mission restart.\n- Nicely manageable system to decide which addons are active in your dev setup:\n  - Have both PBO and unpacked data to have the unpacked data loaded.\n  - Delete the PBO to have it disabled.\n  - Create PBO again to have the unpacked data loaded.\n- If you have both your dev env combined with binarize env, you can easily\n  binarize your addons during dev to see, if that works or check the log\n  for errors.\n\nIn short:\n\n1. You work with the unpacked data.\n1. You create a PBO to have it active.\n1. You repack a PBO if you add new files (and restart the game).\n1. You binarize it in the same setup to get the log and to have it available\n   optimized once (the current version/release is) complete.\n1. You can ensure that only PBOs, and NO unpacked data, are loaded via\n\n```\n-noFilePatching in ArmA2\n```\n\nDone via ArmA: Startup Parameters.\n\nMikero provides an excellent *pbo and rapify toolset* (dead link) to make the handling very enjoyable.\n\n#### Basics\n\nThe key to understand that if you have $PBOPREFIX$ defined, the engine looks\nfor the data unpacked in the same place:\n\n$PBOPREFIX$ contains: x\\myMod\\addons\\myPboName\nThe engine looks at .\\arma\\x\\myMod\\addons\\myPboName for the data.\n\nIf it finds data there, it will replace all data in the namespace,\nx\\myMod\\addons\\myPboName here, with the unpacked data found at the path.\n\n#### Setup\n\n1. You are recommended to use a subfolder with one char for your dev env. x is easy to type.\n1. You are very much advised to use your ofpec tag as namespace in the next level.\n1. To be able to have both PBO and unpacked data in the same folder, to have the string *addons* as 3rd folder level.\n1. Finally PBO name is the last folder level.\n\n#### Considerations\n\nYou can have the PBO and unpacked data in the same directory. This makes it easier to re-pack or delete the PBO if needed. At the same time it can become messy with lots of PBOs in one folder.","sections":[{"heading":"Development setup","level":2,"markdown":"This site focuses on getting your work ingame, as well as all aspects of addon, pbos as a subset, development."},{"heading":"Motivation","level":2,"markdown":"- Correct setup to use binarize to track down errors and improve the quality.\n- Best addon design for easy recognition, updating and quality.\n- Dev setup to work with least time and resource effort."},{"heading":"Related topics","level":2,"markdown":"- Minimal Addons Setup"},{"heading":"Unpacking Armed Assault / Arma 2","level":2,"markdown":""},{"heading":"Motivation","level":3,"markdown":"For non simple addons you have references to BI configs, textures or proxies. More specially the BI namespace **CA**. Binarze is trying to locate these references during the optimization process.\nIn other words without these files available binarize is unable to do its job properly.\n\nThe models referenced by other models or wrp files can be both MLOD or ODOL format."},{"heading":"Process","level":3,"markdown":""},{"heading":"Virtual partition P","level":4,"markdown":"We will create a **virtual partition P:** to map your arma folder.\nThis is required by the BI toolset and allows easy access to the arma folder.\nIt is recommended to create a link on your desktop or quicklaunch bar to P.\n\nAs a sidenote, at the same time you should create one central folder with\nall your arma related tools in it. Map this one to T."},{"heading":"Are two Arma installations necessary","level":4,"markdown":"The BI tools create by default a separate folder/location called *ArmAWork*. This may or may not be needed.\n\nConsiderations:\n\n- Two separate folder/locations to keep your play-install clean.\n- Duplication of files may be needed for two separate.\n  Possible to avoid with *Junctions* (dead link), if both are on the same HDD.\n- Both play and dev combined in one folder avoids messing around.\n  You only need to keep your folder structure well designed.\n  You can ensure that only PBOs, and NO unpacked data, are loaded via\n\n```\n-noFilePatching\n```\n\nDone via ArmA: Startup Parameters."},{"heading":"Create P drive","level":4,"markdown":"1. Create a file called mapGameFolderToP.bat.\n\n```\nAdd the line and adapt the path your arma folder:\n\nsubst p: \"D:\\Games\\arma\"\nMove the file to the autostart location. IE (XP32b):\n\nC:\\Documents and Settings\\YourUserAccount\\Start Menu\\Programs\\Startup\nor\nC:\\Documents and Settings\\All Users\\Start Menu\\Programs\\Startup\n```"},{"heading":"Extract files from the PBOs","level":3,"markdown":"There are several PBO tools out there to do the job.\nPersonally I recommend you *ExtractPbo.exe* (dead link) made by mikero\nas part of the *PBOdll suite* (dead link).\n\n```\n.\\ExtractPbo.exe -a -d -y .\\pathToArmA\\arma\\addons\\PboFileName.pbo\n```\n\nDo this for each PBO in .\\arma\\addons and all PBOs in .\\arma\\dta.\n\nMove the files in the appropriate place:"},{"heading":"Result","level":3,"markdown":"The folders of the unpacked PBOs should be moved to .\\arma to look like:\n\n```\n.\\arma\\ca\\config.cpp\n.\\arma\\ca\\ca\\*\n.\\arma\\ca\\a10\\*\n...\n```\n\nFor the dta PBOs:\n\n```\n.\\arma\\bin\n.\\arma\\core\n...\n```"},{"heading":"One Click Complete Extraction","level":3,"markdown":"mikero has built a batch to extract all Arma pbos from BI in one go to the P drive:\n*InstallArmA2P* (dead link)\n\nYou find the batch in the *files section* (dead link), as well as the dll and extractPbo.exe."},{"heading":"Addon development","level":2,"markdown":""},{"heading":"Use namespaces","level":3,"markdown":"In Operation Flashpoint the engine rebuild the file-folder structure in the memory from the folder naming of the addons: *.\\ofp\\addons\\MyAddon.pbo*.\nResults in the path in the memory: *MyAddon\\*.*\n\nArmed Assault / Arma 2 support the *namespace* or also called (pbo)prefix.\nIt is not required to use it, yet it is **BAD** practice not to use it!\nThe namespace is defined in a file called **$PBOPREFIX$**.\nThe *$PBOPREFIX$* site directly in your addons location: *.\\myAddon\\$PBOPREFIX$*.\nThe *$PBOPREFIX$* is basically a text file with no file extension.\n\nIt allows you to name your pbo independent from the future in memory structure:\n\nPBO location and name: *.\\arma\\myMod\\addons\\myTag_PboName_2009_06_02.pbo*\n$PBOPREFIX$: *x\\myMod\\addons\\myPboName*"},{"heading":"Create a PBOPREFIX file","level":4,"markdown":"> [!NOTE]\n> $PBOPREFIX$ has been superseded in later tools by $PBOPREFIX$.txt for hopefully obvious reasons. Both names remain compatible and achieve same result.\n\n1. New file -> text file.\n2. Rename to **$PBOPREFIX$**. No file extension!\n\n```\n  Make sure your windows OS displays all file extensions.\n```\n\n3. Open the *$PBOPREFIX$* with your favorite text editor.\n4. Add your namespace:\n\n```\nmyMod\\myAddon\n```\n\nOr better (see more info below):\n\n```\nx\\myMod\\addons\\myAddon\n```\n\n5. **No newline, no space before or after the namespace**!\n6. Save the file.\n7. Move the *$PBOPREFIX$* file to the root of your addon: .\\myAddon\\$PBOPREFIX$.\n**NOT** in a subfolder of your addon!"},{"heading":"Benefits","level":4,"markdown":"- Different pbo to memory naming (the later is the namespace).\n- Use version/date tag for the pbo and have same inner namespace without it for every release.\n- Define your *own home* via the prefix: myMod\\.. instead of just myAddon,\n  or worse to use the BI CA namespace - **NEVER do this**!\n- Avoid addon (model/texture/sound) path conflicts with your own namespace.\n\nIn addition it allows you to utilize it for a few design and development tricks:"},{"heading":"Develop with unpacked data","level":3,"markdown":"Note that the system also works for non development, yet it is not recommended.\n\nBinarized files loaded faster and give better performance.\nPBOs are needed to have the verifySignatures system work."},{"heading":"Benefits","level":4,"markdown":"Let's start with the benefits this time:\n\n- Only re-pack PBOs if you are adding new files (more details to below).\n- Ability to modify unpacked data during runtime. Readable; always possible\n  to modify a file's content (except configs); modifications available live\n  or via mission restart.\n- Nicely manageable system to decide which addons are active in your dev setup:\n  - Have both PBO and unpacked data to have the unpacked data loaded.\n  - Delete the PBO to have it disabled.\n  - Create PBO again to have the unpacked data loaded.\n- If you have both your dev env combined with binarize env, you can easily\n  binarize your addons during dev to see, if that works or check the log\n  for errors.\n\nIn short:\n\n1. You work with the unpacked data.\n1. You create a PBO to have it active.\n1. You repack a PBO if you add new files (and restart the game).\n1. You binarize it in the same setup to get the log and to have it available\n   optimized once (the current version/release is) complete.\n1. You can ensure that only PBOs, and NO unpacked data, are loaded via\n\n```\n-noFilePatching in ArmA2\n```\n\nDone via ArmA: Startup Parameters.\n\nMikero provides an excellent *pbo and rapify toolset* (dead link) to make the handling very enjoyable."},{"heading":"Basics","level":4,"markdown":"The key to understand that if you have $PBOPREFIX$ defined, the engine looks\nfor the data unpacked in the same place:\n\n$PBOPREFIX$ contains: x\\myMod\\addons\\myPboName\nThe engine looks at .\\arma\\x\\myMod\\addons\\myPboName for the data.\n\nIf it finds data there, it will replace all data in the namespace,\nx\\myMod\\addons\\myPboName here, with the unpacked data found at the path."},{"heading":"Setup","level":4,"markdown":"1. You are recommended to use a subfolder with one char for your dev env. x is easy to type.\n1. You are very much advised to use your ofpec tag as namespace in the next level.\n1. To be able to have both PBO and unpacked data in the same folder, to have the string *addons* as 3rd folder level.\n1. Finally PBO name is the last folder level."},{"heading":"Considerations","level":4,"markdown":"You can have the PBO and unpacked data in the same directory. This makes it easier to re-pack or delete the PBO if needed. At the same time it can become messy with lots of PBOs in one folder."}],"categories":["ArmA: Armed Assault: Editing","Arma 2: Editing","Arma 3: Editing"],"groups":["Modding"]},{"name":"Code","title":"Code","type":"topic","url":"https://community.bistudio.com/wiki/Code","revid":378166,"updated":"2026-03-02T16:38:58Z","aliases":["Block"],"markdown":"**Code** represents data consisting of commands and their parameters.\nIt is defined in script by being wrapped in `{`/`}` brackets, and is precompiled by the game engine.\n\nThe contents of SQF and SQS files are Code.\n\nExamples:\n\n```sqf\nwhile { alive player } do { sleep 1; hintSilent format [\"Health: %1/100\", round ((1 - damage player) * 100)]; };\nunit addEventHandler [\"Killed\", { systemChat format [\"%1 is dead\", name (_this select 0)]; }];\nonMapSingleClick { systemChat format [\"You clicked at %1\", _pos]; };\n```\n\n> [!NOTE]\n> See Code vs. Strings for more information on code/string data typing.","sections":[{"heading":null,"level":1,"markdown":"**Code** represents data consisting of commands and their parameters.\nIt is defined in script by being wrapped in `{`/`}` brackets, and is precompiled by the game engine.\n\nThe contents of SQF and SQS files are Code.\n\nExamples:\n\n```sqf\nwhile { alive player } do { sleep 1; hintSilent format [\"Health: %1/100\", round ((1 - damage player) * 100)]; };\nunit addEventHandler [\"Killed\", { systemChat format [\"%1 is dead\", name (_this select 0)]; }];\nonMapSingleClick { systemChat format [\"You clicked at %1\", _pos]; };\n```\n\n> [!NOTE]\n> See Code vs. Strings for more information on code/string data typing."}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Code Best Practices","title":"Code Best Practices","type":"topic","url":"https://community.bistudio.com/wiki/Code_Best_Practices","revid":369844,"updated":"2024-10-16T13:51:56Z","aliases":[],"markdown":"### Getting Started\n\nIn the domain of development, any rule is a rule of thumb.\nIf a rule states for example that it is better that a line of code doesn't go over 80 characters, it doesn't mean that any line ***must not*** go over 80 characters; sometimes, the situation needs it.\nIf you have a good structure, **do not** change your code to enforce a single arbitrary rule.\nIf you break many of them, you may have to change something; again, this is according to your judgement.\n\nWith that being said, let's go!\n\n#### Prerequisites\n\n- An advanced text editor such as Visual Studio Code or Notepad++ - see Community Tools Category for useful tools and plugins\n- Some English knowledge, helped if needed by a translator tool such as [Google Translate](https://www.google.com/translate) or [DeepL](https://www.deepl.com/)\n- Access to this wiki is a plus (the Swiss flag is, too)\n- Tutorials/examples (YouTube tutorials, community tutorials, Example Code)\n- Google-Fu (a.k.a search engine skills)\n- Arma Discord server: [ARMA](https://discord.gg/arma), channel `#arma3_scripting`\n\n### Best Practices\n\n#### Code Format\n\n- Whatever you do about your code's format, **be consistent**.\n- Choose an indentation format **and stick to it**. There is not especially one indent better than another (*but there sure are terrible ones*), again the important point here being *consistency*.\n  - Common indentation styles are:\n    - [K&R style](https://en.wikipedia.org/wiki/Indentation_style#K&R_style) indenting\n    - [Allman style](https://en.wikipedia.org/wiki/Indentation_style#Allman_style) indenting\n  - Use empty space. Line return, spaces before and after brackets, if this improves readability, use it: space is free.\n  - indent with two/four spaces **or** one tab. Do not mix these.\n  - *One-lining* (putting everything in one statement) memory improvement is most of the time not worth the headache it gives when trying to read it. Don't overuse it.\n- `0 = myCommand` **was** \"useful\" only for editor fields that for no apparent reason refused commands returning a value. You do **not** need it in script files, and don't need it in editor fields anymore **since Arma 3 v2.04**.\n\n#### Variable Format\n\n- Name your variables and functions properly: While SQF *is* (non-noticeably) impacted by variable name length, this should not take precedence on the fact that code must be readable by a human being.\n  - Your variable names must have a meaning: variables like **_u** instead of **_uniform** should not exist. **_i** is an accepted iteration variable name (e.g in for loops).\n  - It is recommended to use [camel-case](https://en.wikipedia.org/wiki/Camel_case) your variables; camel-casing (namingLikeThis) your variables and functions make the code naturally more readable, especially for long names.\n- Prefix your public variables and setVariable with your tag in order to avoid any conflict about other mods, scripts or mission variables.\n- Make your variables **private** thanks to the private or params keyword in order to avoid accidental upper-scope overwriting of variables of the same name.\n- Defined constants must be UPPERCASE_WITH_UNDERSCORES (e.g `#define SOME_CONST`).\n\n#### Code Structuration\n\n- **DRY:** **D**on't **R**epeat **Y**ourself. If you write the same code block or the same logic many times, export this code as a function and use parameters with it.\n  - If your code has too many levels, it is time to split and rethink it - maybe using exitWith (e.g `if (a) then { if (b) then { if (c) then { /* etc */  }; }; };`)\n  - Do NOT use macros as functions - these hinder readability. Use functions instead.\n- `// Comments` in your code must not explain *what* the code does, but *why* it is done this way (if needed). Your code organisation combined to your variable names must be enough to be read by a human.\n\n#### Code/Files Organisation\n\n- Use CfgFunctions to declare the functions that will be called frequently.\n  - One Functions directory, with sub-directories if needed.\n- Use Event Scripts as needed.\n- Don't put **any code** in a unit's init box *but eventually* local commands for this specific unit - **all** unit's init boxes are run client-side on client connection.\n\n### Examples\n\n| Bad Example | Good Example |\n|---|---|\n| **Good Practice examples** |  |\n| `_unit = player;` | `private _unit = player;` |\n| `private _uB = allUnits select { side _x == blufor };` | `private _bluforUnits = allUnits select { side _x == blufor };` |\n| `private _plead = leader player;` | `private _playersLeader = leader player;` |\n| `finalAssault = true; publicVariable \"finalAssault\";` | `PREFIX_finalAssault = true; publicVariable \"PREFIX_finalAssault\";` |\n| `player setVariable [\"MoneyInPocket\", 250, true];` | `player setVariable [\"PREFIX_MoneyInPocket\", 250, true];` |\n| ```<br>#define KILL(UNIT) UNIT setDamage 1<br>// ...<br>{<br>    KILL(_x);<br>} forEach (units group player - [player]);<br>``` | ```<br>private _killFnc = { _this setDamage 1; };<br>// ...<br>{<br>    _x call _killFnc;<br>} forEach (units group player - [player]);<br>``` |\n| ```<br>// if player has less than 3/4 health<br>if (damage player > 0.25) then<br>{<br>    // if the player has no first aid kit<br>    if (not (\"FirstAidKit\" in items player))<br>    {<br>        // if player has room for first aid kit<br>        if (player canAdd \"FirstAidKit\") then<br>        {<br>             // add first aid kit to the player<br>            player addItem \"FirstAidKit\";<br>        }<br>        else<br>        {<br>            // set player's damage to 1/4<br>            player setDamage 0.25;<br>        };<br>    };<br>};<br>``` | ```<br>// player will need health at this stage of the mission<br>if (<br>    damage player > 0.25 &&<br>    not (\"FirstAidKit\" in items player)) then<br>{<br>    if (player canAdd \"FirstAidKit\") then<br>    {<br>        player addItem \"FirstAidKit\";<br>    }<br>    else // let's help him anyway<br>    {<br>        player setDamage 0.25;<br>    };<br>};<br>``` |\n| **Flow Logic examples** |  |\n| ```<br>if (alive player && damage player >= 0.9) then {<br>    hint \"very damaged\";<br>};<br>if (alive player && damage player >= 0.5 && damage player < 0.9) then {<br>    hint \"quite damaged\";<br>};<br>if (alive player && damage player > 0 && damage player < 0.5) then {<br>    hint \"slightly damaged\";<br>};<br>if (alive player && damage player == 0) then {<br>    hint \"pristine state\";<br>};<br>if (not alive player) then {<br>    hint \"dead\";<br>};<br>``` | ```<br>if (not alive player) exitWith { hint \"dead\"; };<br>private _playerDamage = damage player;<br>switch (true) do {<br>    case (_playerDamage >= 0.9): { hint \"very damaged\"; };<br>    case (_playerDamage >= 0.5): { hint \"quite damaged\"; };<br>    case (_playerDamage > 0)   : { hint \"slightly damaged\"; };<br>    default { hint \"pristine\"; };<br>};<br>``` |\n| ```<br>if (cond1) then<br>{<br>    if (cond2) then<br>    {<br>        if (cond3) then<br>        {<br>            // hadouken code<br>        }<br>        else { /* failure 3 */ };<br>    }<br>    else { /* failure 2 */ };<br>}<br>else { /* failure 1 */ };<br>``` | ```<br>if (!cond1) exitWith { /* failure 1 */ };<br>if (!cond2) exitWith { /* failure 2 */ };<br>if (!cond3) exitWith { /* failure 3 */ };<br>// code<br>``` |\n| **Format examples** |  |\n| ```<br>if (not alive player) exitWith <br>{ hint \"dead\"; };<br>private _playerDamage = damage player;<br>switch (true) do {<br>case (_playerDamage >= 0.9): {hint \"very damaged\";};<br>case (_playerDamage >= 0.5): {<br>    hint  \"quite damaged\";};<br>case (_playerDamage > 0): { hint \"slightly damaged\"; };<br>  default<br>{<br>   hint \"pristine\";<br>  };<br>};<br>``` | ```<br>if (not alive player) exitWith { hint \"dead\"; };<br>private _playerDamage = damage player;<br>switch (true) do {<br>    case (_playerDamage >= 0.9): { hint \"very damaged\"; };<br>    case (_playerDamage >= 0.5): { hint \"quite damaged\"; };<br>    case (_playerDamage > 0)   : { hint \"slightly damaged\"; };<br>    default { hint \"pristine\"; };<br>};<br>``` |\n\n### Final Words\n\n- Remember: **consistency** is the most important thing!\n- The Arma Discord server and its community can help: [ARMA](https://discord.gg/arma) (channel `#arma3_scripting`)\n- Learn from others's scripts but do not steal code and pretend it is yours — be a decent human being. Stealing code and its consequences:\n  - It soils your reputation and devaluates your actions once it is found out — and it *always* get found out. DMCA's are filled on Steam every day.\n  - It makes people in the community get less helpful and more reluctant in giving advices. It can also prevent them to *release* an interesting feature!\n- Don't try to obfuscate your code: it is considered rude, especially since you learnt from others.\n  - Obfuscated code only makes it *harder* to get, but does not make it *copy-protected*. If the engine can read it, it can be obtained.\n  - Obfuscated code is also slower on parsing and, depending on the quality of code and obfuscation, on execution too.\n- Do not hesitate to help newcomers even if you do not know the whole topic: both sides will learn from it!\n- Most important of all, have fun!\n\n### See also\n\n- Code Optimisation\n- Code Positivity\n- Mission Optimisation\n- Multiplayer Scripting","sections":[{"heading":"Getting Started","level":3,"markdown":"In the domain of development, any rule is a rule of thumb.\nIf a rule states for example that it is better that a line of code doesn't go over 80 characters, it doesn't mean that any line ***must not*** go over 80 characters; sometimes, the situation needs it.\nIf you have a good structure, **do not** change your code to enforce a single arbitrary rule.\nIf you break many of them, you may have to change something; again, this is according to your judgement.\n\nWith that being said, let's go!"},{"heading":"Prerequisites","level":4,"markdown":"- An advanced text editor such as Visual Studio Code or Notepad++ - see Community Tools Category for useful tools and plugins\n- Some English knowledge, helped if needed by a translator tool such as [Google Translate](https://www.google.com/translate) or [DeepL](https://www.deepl.com/)\n- Access to this wiki is a plus (the Swiss flag is, too)\n- Tutorials/examples (YouTube tutorials, community tutorials, Example Code)\n- Google-Fu (a.k.a search engine skills)\n- Arma Discord server: [ARMA](https://discord.gg/arma), channel `#arma3_scripting`"},{"heading":"Best Practices","level":3,"markdown":""},{"heading":"Code Format","level":4,"markdown":"- Whatever you do about your code's format, **be consistent**.\n- Choose an indentation format **and stick to it**. There is not especially one indent better than another (*but there sure are terrible ones*), again the important point here being *consistency*.\n  - Common indentation styles are:\n    - [K&R style](https://en.wikipedia.org/wiki/Indentation_style#K&R_style) indenting\n    - [Allman style](https://en.wikipedia.org/wiki/Indentation_style#Allman_style) indenting\n  - Use empty space. Line return, spaces before and after brackets, if this improves readability, use it: space is free.\n  - indent with two/four spaces **or** one tab. Do not mix these.\n  - *One-lining* (putting everything in one statement) memory improvement is most of the time not worth the headache it gives when trying to read it. Don't overuse it.\n- `0 = myCommand` **was** \"useful\" only for editor fields that for no apparent reason refused commands returning a value. You do **not** need it in script files, and don't need it in editor fields anymore **since Arma 3 v2.04**."},{"heading":"Variable Format","level":4,"markdown":"- Name your variables and functions properly: While SQF *is* (non-noticeably) impacted by variable name length, this should not take precedence on the fact that code must be readable by a human being.\n  - Your variable names must have a meaning: variables like **_u** instead of **_uniform** should not exist. **_i** is an accepted iteration variable name (e.g in for loops).\n  - It is recommended to use [camel-case](https://en.wikipedia.org/wiki/Camel_case) your variables; camel-casing (namingLikeThis) your variables and functions make the code naturally more readable, especially for long names.\n- Prefix your public variables and setVariable with your tag in order to avoid any conflict about other mods, scripts or mission variables.\n- Make your variables **private** thanks to the private or params keyword in order to avoid accidental upper-scope overwriting of variables of the same name.\n- Defined constants must be UPPERCASE_WITH_UNDERSCORES (e.g `#define SOME_CONST`)."},{"heading":"Code Structuration","level":4,"markdown":"- **DRY:** **D**on't **R**epeat **Y**ourself. If you write the same code block or the same logic many times, export this code as a function and use parameters with it.\n  - If your code has too many levels, it is time to split and rethink it - maybe using exitWith (e.g `if (a) then { if (b) then { if (c) then { /* etc */  }; }; };`)\n  - Do NOT use macros as functions - these hinder readability. Use functions instead.\n- `// Comments` in your code must not explain *what* the code does, but *why* it is done this way (if needed). Your code organisation combined to your variable names must be enough to be read by a human."},{"heading":"Code/Files Organisation","level":4,"markdown":"- Use CfgFunctions to declare the functions that will be called frequently.\n  - One Functions directory, with sub-directories if needed.\n- Use Event Scripts as needed.\n- Don't put **any code** in a unit's init box *but eventually* local commands for this specific unit - **all** unit's init boxes are run client-side on client connection."},{"heading":"Examples","level":3,"markdown":"| Bad Example | Good Example |\n|---|---|\n| **Good Practice examples** |  |\n| `_unit = player;` | `private _unit = player;` |\n| `private _uB = allUnits select { side _x == blufor };` | `private _bluforUnits = allUnits select { side _x == blufor };` |\n| `private _plead = leader player;` | `private _playersLeader = leader player;` |\n| `finalAssault = true; publicVariable \"finalAssault\";` | `PREFIX_finalAssault = true; publicVariable \"PREFIX_finalAssault\";` |\n| `player setVariable [\"MoneyInPocket\", 250, true];` | `player setVariable [\"PREFIX_MoneyInPocket\", 250, true];` |\n| ```<br>#define KILL(UNIT) UNIT setDamage 1<br>// ...<br>{<br>    KILL(_x);<br>} forEach (units group player - [player]);<br>``` | ```<br>private _killFnc = { _this setDamage 1; };<br>// ...<br>{<br>    _x call _killFnc;<br>} forEach (units group player - [player]);<br>``` |\n| ```<br>// if player has less than 3/4 health<br>if (damage player > 0.25) then<br>{<br>    // if the player has no first aid kit<br>    if (not (\"FirstAidKit\" in items player))<br>    {<br>        // if player has room for first aid kit<br>        if (player canAdd \"FirstAidKit\") then<br>        {<br>             // add first aid kit to the player<br>            player addItem \"FirstAidKit\";<br>        }<br>        else<br>        {<br>            // set player's damage to 1/4<br>            player setDamage 0.25;<br>        };<br>    };<br>};<br>``` | ```<br>// player will need health at this stage of the mission<br>if (<br>    damage player > 0.25 &&<br>    not (\"FirstAidKit\" in items player)) then<br>{<br>    if (player canAdd \"FirstAidKit\") then<br>    {<br>        player addItem \"FirstAidKit\";<br>    }<br>    else // let's help him anyway<br>    {<br>        player setDamage 0.25;<br>    };<br>};<br>``` |\n| **Flow Logic examples** |  |\n| ```<br>if (alive player && damage player >= 0.9) then {<br>    hint \"very damaged\";<br>};<br>if (alive player && damage player >= 0.5 && damage player < 0.9) then {<br>    hint \"quite damaged\";<br>};<br>if (alive player && damage player > 0 && damage player < 0.5) then {<br>    hint \"slightly damaged\";<br>};<br>if (alive player && damage player == 0) then {<br>    hint \"pristine state\";<br>};<br>if (not alive player) then {<br>    hint \"dead\";<br>};<br>``` | ```<br>if (not alive player) exitWith { hint \"dead\"; };<br>private _playerDamage = damage player;<br>switch (true) do {<br>    case (_playerDamage >= 0.9): { hint \"very damaged\"; };<br>    case (_playerDamage >= 0.5): { hint \"quite damaged\"; };<br>    case (_playerDamage > 0)   : { hint \"slightly damaged\"; };<br>    default { hint \"pristine\"; };<br>};<br>``` |\n| ```<br>if (cond1) then<br>{<br>    if (cond2) then<br>    {<br>        if (cond3) then<br>        {<br>            // hadouken code<br>        }<br>        else { /* failure 3 */ };<br>    }<br>    else { /* failure 2 */ };<br>}<br>else { /* failure 1 */ };<br>``` | ```<br>if (!cond1) exitWith { /* failure 1 */ };<br>if (!cond2) exitWith { /* failure 2 */ };<br>if (!cond3) exitWith { /* failure 3 */ };<br>// code<br>``` |\n| **Format examples** |  |\n| ```<br>if (not alive player) exitWith <br>{ hint \"dead\"; };<br>private _playerDamage = damage player;<br>switch (true) do {<br>case (_playerDamage >= 0.9): {hint \"very damaged\";};<br>case (_playerDamage >= 0.5): {<br>    hint  \"quite damaged\";};<br>case (_playerDamage > 0): { hint \"slightly damaged\"; };<br>  default<br>{<br>   hint \"pristine\";<br>  };<br>};<br>``` | ```<br>if (not alive player) exitWith { hint \"dead\"; };<br>private _playerDamage = damage player;<br>switch (true) do {<br>    case (_playerDamage >= 0.9): { hint \"very damaged\"; };<br>    case (_playerDamage >= 0.5): { hint \"quite damaged\"; };<br>    case (_playerDamage > 0)   : { hint \"slightly damaged\"; };<br>    default { hint \"pristine\"; };<br>};<br>``` |"},{"heading":"Final Words","level":3,"markdown":"- Remember: **consistency** is the most important thing!\n- The Arma Discord server and its community can help: [ARMA](https://discord.gg/arma) (channel `#arma3_scripting`)\n- Learn from others's scripts but do not steal code and pretend it is yours — be a decent human being. Stealing code and its consequences:\n  - It soils your reputation and devaluates your actions once it is found out — and it *always* get found out. DMCA's are filled on Steam every day.\n  - It makes people in the community get less helpful and more reluctant in giving advices. It can also prevent them to *release* an interesting feature!\n- Don't try to obfuscate your code: it is considered rude, especially since you learnt from others.\n  - Obfuscated code only makes it *harder* to get, but does not make it *copy-protected*. If the engine can read it, it can be obtained.\n  - Obfuscated code is also slower on parsing and, depending on the quality of code and obfuscation, on execution too.\n- Do not hesitate to help newcomers even if you do not know the whole topic: both sides will learn from it!\n- Most important of all, have fun!"},{"heading":"See also","level":3,"markdown":"- Code Optimisation\n- Code Positivity\n- Mission Optimisation\n- Multiplayer Scripting"}],"categories":["Arma Scripting Tutorials"],"groups":["Scripting"]},{"name":"Code Optimisation","title":"Code Optimisation","type":"topic","url":"https://community.bistudio.com/wiki/Code_Optimisation","revid":378687,"updated":"2026-05-26T00:40:51Z","aliases":[],"markdown":"> [!NOTE]\n> This page is about Code Optimisation. For *conception* optimisation, see Mission Optimisation.\n\nThis article will try to be a general guide about improving your code **and** its performance.\n\n- The first part (Rules) focuses on having a clean, readable and maintainable code.\n- The second part (Code optimisation) is about **improving performance**, sometimes trading it against code readability.\n- The third part (Equivalent commands performance) mentions commands that in appearance have identical effects but may differ in terms of performance according to the use you may have of them.\n- The fourth part (Conversion from earlier versions) is a hopefully helpful, short guide about useful new commands or syntaxes to replace the old ways.\n\n### Rules\n\nIn the domain of development, any rule is a rule of thumb. If a rule states for example that it is *better* that a line of code doesn't go over 80 characters, it doesn't mean that any line ***must not*** go over 80 characters; sometimes, the situation needs it. If you have a good structure, **do not** change your code to enforce a single arbitrary rule. If you break many of them, you may have to change something. Again, this is according to your judgement.\n\nWith that being said, here are the three basic rules to get yourself in the clear:\n\n1. Make it work\n1. Make it readable\n1. Optimise then\n\n#### Make It Work\n\n> « Premature optimization is the root of all evil. » – [Donald Knuth](https://en.wikipedia.org/wiki/Donald_Knuth)\n\nYour first goal when coding is to make your code do what you want it does. A good way to reach this objective is to read and getting inspired by other people's code. If you understand it by reading it once, it is probably a good source of inspiration.\n\n- When starting from scratch if you know what you want but miss the specific steps to get to your point, it is a good practice to write down in your native language what you want to do. E.g *Get all the units near the city, and for each west soldier in them, add 30% damage*.\n- Use -showScriptErrors startup parameter and **make sure your code doesn't throw errors.** Not only will your code run slower but it may also *not work at all*. Be sure to read the error, isolate the issue and sort it out thanks to this Wiki.\n- Read your Arma RPT (report) to read more details about the error that happened in your code.\n\n#### Make It Readable\n\nWhether you are cleaning your code or a different person's, you must understand the code without twisting your brain:\n\n- While SQF *is* (non-noticeably) impacted by variable name length, this should not take precedence on the fact that code must be readable by a human being. Variables like **_u** instead of **_uniform** should not be present.\n- *One-lining* (putting everything in one statement) memory improvement is most of the time not worth the headache it gives when trying to read it. Don't overuse it.\n- Indentation is important for the human mind, and space is too. Space is free, use it.\n- Same goes for line return; it helps to see a code block wrapping multiple common instructions instead of having to guess where it starts and stops.\n- Do you see the same code multiple times, only with different parameters? Now is the time to write a function!\n- If you have a lot of if..else, you may want to look at a switch condition, or again break your code in smaller functions.\n- Is your function code far too long? Break it in understandable-sized bites for your own sanity.\n- Finally, camel-casing (namingLikeThis) your variables will naturally make the code more readable, especially for long names.\n\n> [!NOTE]\n> See **Code Best Practices** for more information.\n\nSee the following code:\n\n```\n_w=[]; {_w pushbackunique primaryweapon _x} foreach((allunits+alldeadmen) select{_x call BIS_fnc_objectside==east});\n```\n\nThe same example is far more readable with proper spacing, good variable names and intermediate results:\n\n```\n_weaponNames = [];\n_allUnitsAliveAndDead = allUnits + allDeadMen;\n_allEastAliveAndDead = _allUnitsAliveAndDead select { _x call BIS_fnc_objectSide == east };\n{ _weaponNames pushBackUnique primaryWeapon _x } forEach _allEastAliveAndDead;\n```\n\n##### Constants\n\nUsing a hard-coded constant more than once? Use preprocessor directives rather than storing it in memory or cluttering your code with numbers. Such as:\n\n```sqf\na = _x + 1.053;\nb = _y + 1.053;\n```\n\nAnd\n\n```sqf\n_buffer = 1.053;\na = _x + _buffer;\nb = _y + _buffer;\n```\n\nBecomes\n\n```sqf\n#define BUFFER 1.053 // note: no semicolon\n_a = _x + BUFFER;\n_b = _y + BUFFER;\n```\n\n> [!NOTE]\n> Using the `#define` macro only works within the current SQF *file*. Such definition will not propagate anywhere else.\n\n**Global** \"constants\" can be defined via a Description.ext declaration, though, and accessed using getMissionConfigValue command:\n\nDeclaration in Description.ext:\n\n```cpp\nvar1 = 123;\nvar2 = \"123\";\nvar3[] = { 1, 2, 3 };\nrand = __EVAL(random 999);\n```\n\nUsage in code:\n\n```sqf\nhint str getMissionConfigValue \"var1\"; // 123                                    // 0.0007 ms\nhint str getMissionConfigValue \"var2\"; // \"123\"                                    // 0.0008 ms\nhint str getMissionConfigValue \"var3\"; // [1,2,3]                                // 0.0017 ms\nhint str getMissionConfigValue \"rand\"; // constant random, for example 935.038    // 0.0007 ms\n```\n\nThe getMissionConfigValue command searching Description.ext from top to bottom,\nit is better for a matter of performance to put all your definitions at the top of the file.\n\n#### Optimise Then\n\nOnce you know what is what, you can understand your code better.\n\n- Use private variables instead of global variables (preceded by an underscore) as much as possible.\n- You were iterating multiple times on the same array?\n  - You should be able to spot your issue now.\n- Are you using execVM on the same file, many times?\n  - Store your function in memory to avoid file reading every call ( e.g `_myFunction = compile preprocessFileLineNumbers \"myFile.sqf\";`).\n- Is your variable name far too long?\n  - Find a smaller name, according to the variable scope;e.g:\n\n    ```sqf\n    { _opforUnitUniform = uniform _x; systemChat _opforUnitUniform; } forEach _allOpforUnits;\n    ```\n\n    becomes\n\n    ```sqf\n    { _uniform = uniform _x; systemChat _uniform; } forEach _allOpforUnits;\n    ```\n\n### Code Optimisation\n\n> [!IMPORTANT]\n> **Please note:** Tests and benchmarks were done with the latest Arma 3 version at the time Arma 3 v1.82 with **Tank DLC**. Game engine performance may have changed since.\n> Benchmark result in milliseconds (ms) is an average for **10000** iterations.\n\n> [!NOTE]\n> ● means you **must** change your ways today, *or with us you will ride…*\n> ● means you may want to look at it if you are targeting pure performance\n> ● means the gain is little to insignificant. Going through your code for this replacement is not worth it. You *may* only consider it for future code.\n\n#### Scheduled and Unscheduled Environment\n\nThere are two code environment types, scheduled and unscheduled.\n\n- A **scheduled** script has an execution time limit of **3 ms** before being suspended to the benefit of another script until its turn comes back. It is a bit slower than unscheduled, but suspending (sleep, waitUntil) is allowed.\n- An **unscheduled** script is not watched and will run without limitations. It is recommended for time-critical scripts, but suspending (sleep, waitUntil) is **not** allowed!\n\n> [!NOTE]\n> See Scheduler for more information.\n\n#### ● Variable Assignment\n\n```sqf\nprivate _myVar = [33, 66] select false;                                            // 0.0013 ms\nprivate _myVar = if (false) then { 33; } else { 66; };                            // 0.0020 ms\nprivate \"_myVar\"; if (false) then { _myVar = 33; } else { _myVar = 66; };         // 0.0025 ms\n```\n\n#### ● Lazy Evaluation\n\nIn SQF the following code will evaluate every single condition, even if one fails:\n\n```sqf\nif (a && b && c) then {};\n```\n\nEven if `a` returns false (and thus the entire Boolean expression can no longer become true), `b` and `c` will still be executed and evaluated regardless.\n\nTo avoid this behaviour, one can either imbricate if statements or use **lazy evaluation**. The latter is done like so:\n\n```sqf\nif (a && { b && { c } }) then {};\n```\n\nIn the example above, condition evaluation stops once any condition evaluates to false.\n\n##### Influence on Semantics\n\nDepending on the arrangement of the curly brackets, lazy evaluation can change the precedence (and therefore the semantics) of a condition. Consider this example:\n\n| Expression | Condition Value |  |  | Evaluated Conditions | Result |\n|---|---|---|---|---|---|\n| Expression | `a` | `b` | `c` | Evaluated Conditions | Result |\n| `a &&  b  \\|\\|  c` | false | any Boolean | true | `a`, `b`, `c` | true |\n| `a && {b} \\|\\| {c}` | false | any Boolean | true | `a`, `c` | true |\n| `a && {b  \\|\\| {c}}` | false | any Boolean | true | `a` | false |\n\n##### Performance\n\nUsing lazy evaluation is not always the best way as it can both speed up and slow down the code, depending on the current condition being evaluated:\n\n```sqf\n[\"true  || { false  || {false}}\", nil, 100000] call BIS_fnc_codePerformance;    // 0.00080 ms\n[\"true  ||  {false} || {false} \", nil, 100000] call BIS_fnc_codePerformance;    // 0.00105 ms\n[\"false ||   false  ||  false  \", nil, 100000] call BIS_fnc_codePerformance;    // 0.00123 ms\n[\"true  ||   false  ||  false  \", nil, 100000] call BIS_fnc_codePerformance;    // 0.00128 ms\n[\"false ||  {false} || {false} \", nil, 100000] call BIS_fnc_codePerformance;    // 0.00200 ms\n```\n\n#### ● Concatenating Strings\n\n`myString = myString + otherString` works fine for small strings, however the bigger the string gets the slower the operation becomes:\n\n```sqf\nmyString = \"\"; for \"_i\" from 1 to 10000 do { myString = myString + \"123\" };        // 290 ms\n```\n\nThe solution is to use a string array that you will concatenate later:\n\n```sqf\nstrings = [];\nfor \"_i\" from 1 to 10000 do { strings pushBack \"123\" };\nstrings = strings joinString \"\";                                                // 30 ms\n```\n\n#### ● Array Manipulation\n\n##### Add Elements\n\nNew commands append and pushBack hold the best score.\n\n```sqf\n_array = [0,1,2,3]; _array append [4,5,6];                                        // 0.0020 ms\n_array = [0,1,2,3]; _array = _array + [4,5,6];                                    // 0.0023 ms\n_array = [0,1,2,3]; { _array set [count _array, _x]; } forEach [4,5,6];            // 0.0080 ms\n```\n\n```sqf\n_array = [0,1,2,3]; _array pushBack 4;                                            // 0.0016 ms\n_array = [0,1,2,3]; _array = _array + [4];                                        // 0.0021 ms\n_array = [0,1,2,3]; _array set [count _array, _x];                                 // 0.0022 ms\n```\n\n##### Iterate Elements\n\n**If _x is not required**, for is twice as fast as forEach - otherwise, use forEach (see results below).\n\n```sqf\nprivate _list = allUnits;                                                                // 64 units                256 units\n\n// if the amount of loops is known\nfor \"_i\" from 0 to 63 do {};                                                            // 0.0120 ms            0.0460 ms\nfor \"_i\" from 0 to count _list -1 do {};                                                // 0.0170 ms            0.0480 ms\nfor \"_i\" from 0 to count _list -1 do { private _x = _list select _i };                    // 0.0500 ms            0.1896 ms <\nfor \"_i\" from 0 to count _list -1 do { private _x = _list select _i; _x setDamage 0 };    // 0.107 ms                0.39 ms\n\n{} forEach _list;                                                                        // 0.0250 ms            0.098 ms\n{ _x setDamage 0 } forEach _list;                                                        // 0.0770 ms            0.312 ms\n\n_list apply {};                                                                            // 0.0250 ms            0.098 ms\n_list apply { _x setDamage 0 };                                                            // 0.0770 ms            0.312 ms\n\nprivate _i = 0;\nwhile { _i < 64 } do { _i = _i + 1; };                                                    // 0.048 ms                0.200 ms\n\n// counts array every loop\nprivate _i = 0;\nwhile { _i < count _list } do { _i = _i + 1; };                                            // 0.062 ms                0.247 ms\n\nprivate _i = 0;\nwhile { _i < 64 } do { private _x = _list select _i; _i = _i + 1; };                    // 0.086 ms                0.42 ms\n```\n\n##### Remove Elements\n\n```sqf\n_array = [0,1,2,3]; _array deleteAt 0;                                                                    // 0.0015 ms\n_array = [0,1,2,3]; _array set [0, objNull]; _array = _array - [objNull];                                // 0.0038 ms\n```\n\n```sqf\n_array = [0,1,2,3]; _array deleteRange [1, 2];                                                            // 0.0018 ms\n_array = [0,1,2,3]; { _array set [_x, objNull] } forEach [1,2]; _array = _array - [objNull];            // 0.0078 ms\n```\n\n#### ● Multiplayer Recommendations\n\n- Do not saturate the network with information: publicVariable or public setVariable shouldn't be used at high frequency, else **everyone's performance experience** is at risk!\n- The server is supposed to have a good CPU and a lot of memory, use it: store functions, run them from it, send only the result to the clients\n- publicVariable and setVariable variable name length impacts network, be sure to send well-named, understandable variables\n  (*and not **playerNameBecauseThePlayerIsImportantAndWeNeedToKnowWhoTheyAreAllTheTimeEspeciallyInsideThisImpressiveFunction***)\n- Use, use and use remoteExec & remoteExecCall. Ditch BIS_fnc_MP for good!\n\n> [!NOTE]\n> See Multiplayer Scripting for more information.\n\n### Equivalent Commands Performance\n\n#### ● call\n\ncall without arguments is faster than call with arguments:\n\n```sqf\ncall {};                                // 0.0007 ms\n123 call {};                            // 0.0013 ms\n```\n\nSince the variables defined in the parent scope will be available in the called child scope, it could be possible to speed up the code by avoiding passing arguments all together, for example writing:\n\n```sqf\nplayer addEventHandler [\"HandleDamage\", { call my_fnc_damage }];\n```\n\ninstead of:\n\n```sqf\nplayer addEventHandler [\"HandleDamage\", { _this call my_fnc_damage }];\n```\n\n#### ● execVM and call\n\n> [!IMPORTANT]\n> Using execVM multiple times make the game read the file and recompile it every time.\n> If you use the script more than once, store its code in a variable or better, make it a Function!\n\n```sqf\n// myFile.sqf is an EMPTY file\nprivate _myFunction = compile preprocessFileLineNumbers \"myFile.sqf\"; // compile time is done only once\ncall _myFunction;                // 0.0009 ms\nexecVM \"myFile.sqf\";            // 0.275 ms\n\n// myFile.sqf is BIS_fnc_showRespawnMenu\nprivate _myFunction = compile preprocessFileLineNumbers \"myFile.sqf\"; // compile time is done only once\n[\"close\"] call _myFunction;        // 0.0056 ms\n[\"close\"] execVM \"myFile.sqf\";    // 0.506 ms\n```\n\n#### ● loadFile, preprocessFile and preprocessFileLineNumbers\n\n```sqf\n// myFile.sqf is an empty file\nloadFile \"myFile.sqf\";                    // 0.219 ms\npreprocessFile \"myFile.sqf\";            // 0.353 ms\npreprocessFileLineNumbers \"myFile.sqf\";    // 0.355 ms\n```\n\n```sqf\n// myFile.sqf is BIS_fnc_showRespawnMenu\nloadFile \"myFile.sqf\";                    // 0.3516 ms\npreprocessFile \"myFile.sqf\";            // 2.75 ms\npreprocessFileLineNumbers \"myFile.sqf\"; // 2.73 ms\n```\n\n```sqf\n// myFile.sqf is a missing file\nloadFile \"myFile.sqf\";                    // 0.692 ms\npreprocessFile \"myFile.sqf\";            // 0.6225 ms\npreprocessFileLineNumbers \"myFile.sqf\";    // 0.6225 ms\n```\n\n> [!IMPORTANT]\n> The comparison of loadFile with preprocessFile* is not exactly fair as loadFile doesn't preprocess the file's content.\n> On the other hand, the loaded file cannot contain any `//` or `/* */` comments nor any preprocessor instructions (including debug information like line numbers or file information).\n\n#### ● if\n\n```sqf\nif (condition) then { /* thenCode */ };                                    // 0.0011 ms\nif (condition) exitWith { /* exitCode */ };                                // 0.0014 ms\nif (condition) then { /* thenCode */ } else { /* elseCode */ };            // 0.0015 ms\nif (condition) then [{ /* thenCode */ }, { /* elseCode */ }];            // 0.0016 ms\n```\n\n#### ● if and select\n\nUse `[array] select boolean` instead of the lazy-evaluated if.\n\n```sqf\n_result = [\"false result\", \"true result\"] select true;                    // 0.0011 ms\n_result = if (true) then { \"true result\"; } else { \"false result\"; };    // 0.0017 ms\n```\n\n#### ● if and switch\n\n```sqf\n_result = call {\n    if (false) exitWith {};\n    if (false) exitWith {};\n    if (true)  exitWith {};\n    if (false) exitWith {};\n    if (false) exitWith {};\n};                            // 0.0032 ms\n```\n\n```sqf\n_result = switch (true) do {\n    case (false): {};\n    case (false): {};\n    case (true) : {};\n    case (false): {};\n    case (false): {};\n};                            // 0.0047 ms\n```\n\n#### ● if else and switch\n\n```sqf\n_mode = \"killed\";\n\nswitch _mode do {\n    case \"init\": {};\n    case \"killed\": {};\n    case \"respawned\": {};\n};                            // 0.0019 ms\n```\n\n```sqf\n_mode = \"killed\";\n\nif (_mode == \"init\") then {} else {\n    if (_mode == \"killed\") then {} else {\n        if (_mode == \"respawned\") then {};\n    };\n};                            // 0.0019 ms\n```\n\n#### ● in vs find\n\n```sqf\n// String search\n\"bar\" in \"foobar\"                                    // 0.0008 ms\n\"foobar\" find \"bar\" > -1                            // 0.0012 ms\n```\n\n```sqf\n// array search - case-sensitive\n\"bar\" in [\"foo\", \"Bar\", \"bar\", \"BAR\"];                // 0.0012 ms\n[\"foo\", \"Bar\", \"bar\", \"BAR\"] find \"bar\" > -1;        // 0.0016 ms\n```\n\n#### ● for\n\nThe `for..from..to..do` is twice as fast as its alternative syntax, `for..do`.\n\n```sqf\nfor \"_i\" from 0 to 10 do { /* forCode */ };                                        // 0.015 ms\nfor [{ _i = 0 }, { _i < 100 }, { _i = _i + 1 }] do { /* forCode */ };            // 0.030 ms\n```\n\n#### ● forEach vs count vs findIf\n\nBoth forEach and count commands will step through *all* the array elements and both commands will contain reference to current element with the _x variable.\nHowever, count loop is a little faster than forEach loop, but it does not benefit from the _forEachIndex variable.\nAlso, there is a limitation as the code inside count expects Boolean or Nothing while the command itself returns Number.\nThis limitation is very important if you try to replace your forEach by count. If you have to add an extra true/false/nil at the end to make count work, it will be slower than the forEach equivalent.\n\n```sqf\n{ diag_log _x } count   [1,2,3,4,5];                                            // 0.082 ms\n{ diag_log _x } forEach [1,2,3,4,5];                                            // 0.083 ms\n```\n\n```sqf\n// with an empty array\n_someoneIsNear = (allUnits findIf { _x  distance [0,0,0] < 1000 }) != -1;        // 0.0046 ms\n_someoneIsNear = { _x distance [0,0,0] < 1000 } count allUnits > 0;                // 0.0047 ms <\n_someoneIsNear = {\n    if (_x distance [0,0,0] < 1000) exitWith { true };\n    false\n} forEach allUnits;                                                                // 0.0060 ms\n```\n\n```sqf\n// with a 30 items array\n_someoneIsNear = (allUnits findIf { _x  distance [0,0,0] < 1000 }) != -1;        // 0.0275 ms\n_someoneIsNear = { _x distance [0,0,0] < 1000 } count allUnits > 0;                // 0.0645 ms <\n_someoneIsNear = {\n    if (_x distance [0,0,0] < 1000) exitWith { true };\n    false\n} forEach allUnits;                                                                // 0.0390 ms\n```\n\n#### ● findIf\n\nfindIf stops array iteration as soon as the condition is met.\n\n```sqf\n[0,1,2,3,4,5,6,7,8,9] findIf { _x == 2 };                                        // 0.0050 ms\n{ if (_x == 2) exitWith { _forEachIndex; }; } forEach [0,1,2,3,4,5,6,7,8,9];    // 0.0078 ms\n_quantity = { _x == 2 } count [0,1,2,3,4,5,6,7,8,9];                            // 0.0114 ms\n```\n\n#### ● format vs str\n\n```sqf\nstr 33;                // 0.0016 ms\nformat [\"%1\", 33];    // 0.0022 ms\n```\n\n#### ● + vs format vs joinString\n\nnon-String data:\n\n```sqf\n[33, 45, 78] joinString \"\";                // 0.0052 ms - no length limit\nformat [\"%1%2%3\", 33, 45, 78];            // 0.0054 ms - limited to ~8Kb\nstr 33 + str 45 + str 78;                // 0.0059 ms - no length limit\n```\n\nString data:\n\n```sqf\n[\"str1\", \"str2\", \"str3\"] joinString \"\";        // 0.0015 ms - no length limit\nformat [\"%1%2%3\", \"str1\", \"str2\", \"str3\"];    // 0.0015 ms - limited to ~8Kb\n\"str1\" + \"str2\" + \"str3\";                    // 0.0012 ms - no length limit\n```\n\n#### ● private\n\nDirect declaration (`private _var = value`) is faster than declaring *then* assigning the variable.\n\n```sqf\nprivate _a = 1;\nprivate _b = 2;\nprivate _c = 3;\nprivate _d = 4;\n// 0.0023 ms\n```\n\n```sqf\nprivate [\"_a\", \"_b\", \"_c\", \"_d\"];\n_a = 1;\n_b = 2;\n_c = 3;\n_d = 4;\n// 0.0040 ms\n```\n\nHowever, if you have to reuse the same variable in a loop, external declaration is faster.\nThe reason behind this is that a declaration in the loop will create, assign and delete the variable in each loop.\nAn external declaration creates the variable only once and the loop only assigns the value.\n\n```sqf\nprivate [\"_a\", \"_b\", \"_c\", \"_d\"];\nfor \"_i\" from 1 to 10 do\n{\n    _a = 1; _b = 2; _c = 3; _d = 4;\n};\n// 0.0195 ms\n```\n\n```sqf\nfor \"_i\" from 1 to 10 do\n{\n    private _a = 1; private _b = 2; private _c = 3; private _d = 4;\n};\n// 0.0235 ms\n```\n\n#### ● isNil\n\n```sqf\nisNil \"varName\";                    // 0.0007 ms\nisNil { varName };                    // 0.0012 ms\n```\n\n#### ● isEqualType and typeName\n\nisEqualType is much faster than typeName\n\n```sqf\n\"string\" isEqualType 33;            // 0.0006 ms\ntypeName \"string\" == typeName 33;    // 0.0018 ms\n```\n\n#### ● isEqualTo and count\n\n```sqf\n// with a items array\nallUnits isEqualTo [];                // 0.0040 ms\ncount allUnits == 0;                // 0.0043 ms\n```\n\n#### ● select and param\n\n```sqf\n[1,2,3] select 0;                    // 0.0008 ms\n[1,2,3] param [0];                    // 0.0011 ms\n```\n\n#### ● createSimpleObject vs createVehicle\n\n```sqf\n// createSimpleObject is over 43× faster than createVehicle!\ndeleteVehicle createSimpleObject [\"a3\\structures_f_mark\\vr\\shapes\\vr_shape_01_cube_1m_f.p3d\", [0,0,0]];    // ~0.08 ms\ndeleteVehicle createSimpleObject [\"Land_VR_Shape_01_cube_1m_F\", [0,0,0]];                                // ~3.2 ms\ndeleteVehicle createVehicle [\"Land_VR_Shape_01_cube_1m_F\", [0,0,0], [], 0, \"CAN_COLLIDE\"];                // ~2.7 ms\ndeleteVehicle createVehicle [\"Land_VR_Shape_01_cube_1m_F\", [0,0,0], [], 0, \"NONE\"];                        // ~78 ms\n```\n\n#### ● objectParent and vehicle\n\n```sqf\nisNull objectParent player;            // 0.0013 ms\nvehicle player == player;            // 0.0022 ms\n```\n\n#### ● nearEntities and nearestObjects\n\nnearEntities is much faster than nearestObjects given on range and amount of objects within the given range.\nIf range is over 100 meters it is highly recommended to use nearEntities over nearestObjects.\n\n```sqf\n// tested with a NATO rifle squad amongst solar power plant panels on Altis at coordinates [20762,15837]\ngetPosATL player nearEntities [[\"CAManBase\"], 50];        // 0.0075 ms\nnearestObjects [getPosATL player, [\"CAManBase\"], 50];    // 0.0145 ms\n```\n\n> [!IMPORTANT]\n> nearEntities only searches for alive objects and on-foot soldiers.\n> In-vehicle units, killed units, destroyed vehicles, static objects and buildings will be ignored.\n\n#### ● Global Variables vs Local Variables\n\nIf you need to use global variable repeatedly in a loop, copy its value to local variable and use local variable instead:\n\n```sqf\nSomeGlobalVariable = [123];\nfor \"_i\" from 1 to 100 do\n{\n    SomeGlobalVariable select 0;\n};\n// 0.13 ms\n```\n\nis noticeably slower than\n\n```sqf\nSomeGlobalVariable = [123];\nprivate _var = SomeGlobalVariable;\nfor \"_i\" from 1 to 100 do\n{\n    _var select 0;\n};\n// 0.08 ms\n```\n\n#### ● Config path delimiter\n\n`>>` is slightly faster than `/` when used in config path with configFile or missionConfigFile.\n\n```sqf\nconfigFile >> \"CfgVehicles\";        // 0.0019 ms\nconfigFile  / \"CfgVehicles\";        // 0.0023 ms\n```\n\n> [!NOTE]\n> A config path can be stored in a variable for later use, saving CPU time: `_cfgVehicles = configFile >> \"CfgVehicles\"`.\n\n#### ● getPos* and setPos*\n\n```sqf\ngetPosWorld                            // 0.0015 ms\ngetPosASL                            // 0.0016 ms\ngetPosATL                            // 0.0016 ms\ngetPosASLW                            // 0.0023 ms\ngetPos                                // 0.0030-0.0300 ms; performance depends on where this command is used - see its documentation\nposition                            // same as getPos\ngetPosVisual                        // same as getPos\nvisiblePosition                        // same as getPos\n```\n\n```sqf\nsetPosWorld                            // 0.0060 ms\nsetPosASL                            // 0.0060 ms\nsetPosATL                            // 0.0060 ms\nsetPos                                // 0.0063 ms\nsetPosASLW                            // 0.0068 ms\nsetVehiclePosition                    // 0.0077 ms with \"CAN_COLLIDE\"\n                                    // 0.0390 ms with \"NONE\"\n```\n\n#### ● toLower/toUpper vs toLowerANSI/toUpperANSI\n\n```sqf\n// _myString is a 100 chars \"aAaAaA(…)\" string\ntoLowerANSI _myString;                // 0.0006 ms\ntoLower _myString;                    // 0.0016 ms\n\ntoUpperANSI _myString;                // 0.0006 ms\ntoUpper _myString;                    // 0.0016 ms\n```\n\n### Equivalent Data Structures Performance\n\n#### Key-Value Data Structures\n\n```sqf\nprivate _hashMap = createHashMapFromArray [[\"id\", 123], [\"name\", \"player name\"], [\"unit\", player]]; // since Arma 3 v2.02\nprivate _goodFormat = [[\"id\", \"name\", \"unit\"], [123, \"player name\", player]];\nprivate _slowFormat = [[\"id\", 123], [\"name\", \"player name\"], [\"unit\", player]];\n```\n\n```sqf\nprivate _name = _hashMap get \"name\"; // 0.0018ms\n\n// this takes 0.0038ms:\nprivate _index = _goodFormat select 0 find \"name\"; // loop in engine\nprivate _name = _goodFormat select 1 select _index;\n\n// this takes 0.0116ms:\nprivate _index = _slowFormat findIf { _x select 0 == \"name\" }; // loop in script\nprivate _name = _slowFormat select _index select 1;\n```\n\n> [!NOTE]\n> Database Functions use a slow format.\n\n### Conversion From Earlier Versions\n\nEach iteration of Bohemia games (Operation Flashpoint, Armed Assault, Arma 2, Take On Helicopters, Arma 3) brought their own new commands, especially Arma 2 and Arma 3.\nFor that, if you are converting scripts from older versions of the engine, the following aspects should be reviewed.\n\n#### Loops\n\n- forEach loops, depending on the situation, can be replaced by:\n  - apply\n  - count\n  - findIf\n  - select\n\n#### Array Operations\n\n- **Adding an item:** `myArray + [element]` and `myArray set [count myArray, element]` have been replaced by pushBack\n- **Selecting a random item:** BIS_fnc_selectRandom has been replaced by selectRandom\n- **Removing items:** `myArray set [1, objNull]; myArray - [objNull]` has been replaced by deleteAt and deleteRange\n- **Concatenating:** `myArray = myArray + [element]` has been *reinforced* with append: if you don't need the original array to be modified, use +\n- **Comparing:** use isEqualTo instead of BIS_fnc_areEqual\n- **Finding common items:** in forEach loop has been replaced by arrayIntersect\n- **Condition filtering:** forEach can be replaced by select (alternative syntax)\n\n```sqf\nresult = (arrayOfNumbers select { _x % 2 == 0 });    // 1.55 ms\n```\n\n```sqf\nresult = [];\n{\n    if (_x % 2 == 0) then { result pushBack _x; };\n} forEach arrayOfNumbers;                            // 2.57 ms\n```\n\n#### Vector Operations\n\n- BIS_fnc_vectorMultiply has been replaced by vectorMultiply (at least 6x faster)\n- BIS_fnc_vectorDivide too, to an extent (see its page for more information)\n\n```sqf\nprivate _vector = [102, 687, 1543];\nprivate _factor = 53;\n\n_vector vectorMultiply _factor;                    // 0.0028 ms\n[_vector, _factor] call BIS_fnc_vectorMultiply;    // 0.0145 ms\n\n_vector vectorMultiply (1 / _factor);            // 0.003 ms - but beware of 0 divisor\n[_vector, _factor] call BIS_fnc_vectorDivide;    // 0.017 ms\n```\n\n#### String Operations\n\nString manipulation has been simplified with the following commands:\n\n- alternative syntax for select: `string select index`\n- toArray and toString have been *reinforced* with splitString and joinString\n\n#### Number Operations\n\n- BIS_fnc_linearConversion has been replaced by linearConversion. The command is **9 times faster**.\n- BIS_fnc_selectRandomWeighted has been replaced by selectRandomWeighted. The command is **7 times faster**.\n\n#### Type Comparison\n\n- typeName has been more than *reinforced* with isEqualType.\n\n#### Multiplayer\n\n- BIS_fnc_MP has been replaced by remoteExec and remoteExecCall and internally uses them. Use the engine commands from now on!\n\n> [!NOTE]\n> See also Multiplayer Scripting.\n\n#### Parameters\n\n- BIS_fnc_param has been replaced by param and params. The commands are approximately **14 times** faster. Use them!","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> This page is about Code Optimisation. For *conception* optimisation, see Mission Optimisation.\n\nThis article will try to be a general guide about improving your code **and** its performance.\n\n- The first part (Rules) focuses on having a clean, readable and maintainable code.\n- The second part (Code optimisation) is about **improving performance**, sometimes trading it against code readability.\n- The third part (Equivalent commands performance) mentions commands that in appearance have identical effects but may differ in terms of performance according to the use you may have of them.\n- The fourth part (Conversion from earlier versions) is a hopefully helpful, short guide about useful new commands or syntaxes to replace the old ways."},{"heading":"Rules","level":3,"markdown":"In the domain of development, any rule is a rule of thumb. If a rule states for example that it is *better* that a line of code doesn't go over 80 characters, it doesn't mean that any line ***must not*** go over 80 characters; sometimes, the situation needs it. If you have a good structure, **do not** change your code to enforce a single arbitrary rule. If you break many of them, you may have to change something. Again, this is according to your judgement.\n\nWith that being said, here are the three basic rules to get yourself in the clear:\n\n1. Make it work\n1. Make it readable\n1. Optimise then"},{"heading":"Make It Work","level":4,"markdown":"> « Premature optimization is the root of all evil. » – [Donald Knuth](https://en.wikipedia.org/wiki/Donald_Knuth)\n\nYour first goal when coding is to make your code do what you want it does. A good way to reach this objective is to read and getting inspired by other people's code. If you understand it by reading it once, it is probably a good source of inspiration.\n\n- When starting from scratch if you know what you want but miss the specific steps to get to your point, it is a good practice to write down in your native language what you want to do. E.g *Get all the units near the city, and for each west soldier in them, add 30% damage*.\n- Use -showScriptErrors startup parameter and **make sure your code doesn't throw errors.** Not only will your code run slower but it may also *not work at all*. Be sure to read the error, isolate the issue and sort it out thanks to this Wiki.\n- Read your Arma RPT (report) to read more details about the error that happened in your code."},{"heading":"Make It Readable","level":4,"markdown":"Whether you are cleaning your code or a different person's, you must understand the code without twisting your brain:\n\n- While SQF *is* (non-noticeably) impacted by variable name length, this should not take precedence on the fact that code must be readable by a human being. Variables like **_u** instead of **_uniform** should not be present.\n- *One-lining* (putting everything in one statement) memory improvement is most of the time not worth the headache it gives when trying to read it. Don't overuse it.\n- Indentation is important for the human mind, and space is too. Space is free, use it.\n- Same goes for line return; it helps to see a code block wrapping multiple common instructions instead of having to guess where it starts and stops.\n- Do you see the same code multiple times, only with different parameters? Now is the time to write a function!\n- If you have a lot of if..else, you may want to look at a switch condition, or again break your code in smaller functions.\n- Is your function code far too long? Break it in understandable-sized bites for your own sanity.\n- Finally, camel-casing (namingLikeThis) your variables will naturally make the code more readable, especially for long names.\n\n> [!NOTE]\n> See **Code Best Practices** for more information.\n\nSee the following code:\n\n```\n_w=[]; {_w pushbackunique primaryweapon _x} foreach((allunits+alldeadmen) select{_x call BIS_fnc_objectside==east});\n```\n\nThe same example is far more readable with proper spacing, good variable names and intermediate results:\n\n```\n_weaponNames = [];\n_allUnitsAliveAndDead = allUnits + allDeadMen;\n_allEastAliveAndDead = _allUnitsAliveAndDead select { _x call BIS_fnc_objectSide == east };\n{ _weaponNames pushBackUnique primaryWeapon _x } forEach _allEastAliveAndDead;\n```"},{"heading":"Constants","level":5,"markdown":"Using a hard-coded constant more than once? Use preprocessor directives rather than storing it in memory or cluttering your code with numbers. Such as:\n\n```sqf\na = _x + 1.053;\nb = _y + 1.053;\n```\n\nAnd\n\n```sqf\n_buffer = 1.053;\na = _x + _buffer;\nb = _y + _buffer;\n```\n\nBecomes\n\n```sqf\n#define BUFFER 1.053 // note: no semicolon\n_a = _x + BUFFER;\n_b = _y + BUFFER;\n```\n\n> [!NOTE]\n> Using the `#define` macro only works within the current SQF *file*. Such definition will not propagate anywhere else.\n\n**Global** \"constants\" can be defined via a Description.ext declaration, though, and accessed using getMissionConfigValue command:\n\nDeclaration in Description.ext:\n\n```cpp\nvar1 = 123;\nvar2 = \"123\";\nvar3[] = { 1, 2, 3 };\nrand = __EVAL(random 999);\n```\n\nUsage in code:\n\n```sqf\nhint str getMissionConfigValue \"var1\"; // 123                                    // 0.0007 ms\nhint str getMissionConfigValue \"var2\"; // \"123\"                                    // 0.0008 ms\nhint str getMissionConfigValue \"var3\"; // [1,2,3]                                // 0.0017 ms\nhint str getMissionConfigValue \"rand\"; // constant random, for example 935.038    // 0.0007 ms\n```\n\nThe getMissionConfigValue command searching Description.ext from top to bottom,\nit is better for a matter of performance to put all your definitions at the top of the file."},{"heading":"Optimise Then","level":4,"markdown":"Once you know what is what, you can understand your code better.\n\n- Use private variables instead of global variables (preceded by an underscore) as much as possible.\n- You were iterating multiple times on the same array?\n  - You should be able to spot your issue now.\n- Are you using execVM on the same file, many times?\n  - Store your function in memory to avoid file reading every call ( e.g `_myFunction = compile preprocessFileLineNumbers \"myFile.sqf\";`).\n- Is your variable name far too long?\n  - Find a smaller name, according to the variable scope;e.g:\n\n    ```sqf\n    { _opforUnitUniform = uniform _x; systemChat _opforUnitUniform; } forEach _allOpforUnits;\n    ```\n\n    becomes\n\n    ```sqf\n    { _uniform = uniform _x; systemChat _uniform; } forEach _allOpforUnits;\n    ```"},{"heading":"Code Optimisation","level":3,"markdown":"> [!IMPORTANT]\n> **Please note:** Tests and benchmarks were done with the latest Arma 3 version at the time Arma 3 v1.82 with **Tank DLC**. Game engine performance may have changed since.\n> Benchmark result in milliseconds (ms) is an average for **10000** iterations.\n\n> [!NOTE]\n> ● means you **must** change your ways today, *or with us you will ride…*\n> ● means you may want to look at it if you are targeting pure performance\n> ● means the gain is little to insignificant. Going through your code for this replacement is not worth it. You *may* only consider it for future code."},{"heading":"Scheduled and Unscheduled Environment","level":4,"markdown":"There are two code environment types, scheduled and unscheduled.\n\n- A **scheduled** script has an execution time limit of **3 ms** before being suspended to the benefit of another script until its turn comes back. It is a bit slower than unscheduled, but suspending (sleep, waitUntil) is allowed.\n- An **unscheduled** script is not watched and will run without limitations. It is recommended for time-critical scripts, but suspending (sleep, waitUntil) is **not** allowed!\n\n> [!NOTE]\n> See Scheduler for more information."},{"heading":"● Variable Assignment","level":4,"markdown":"```sqf\nprivate _myVar = [33, 66] select false;                                            // 0.0013 ms\nprivate _myVar = if (false) then { 33; } else { 66; };                            // 0.0020 ms\nprivate \"_myVar\"; if (false) then { _myVar = 33; } else { _myVar = 66; };         // 0.0025 ms\n```"},{"heading":"● Lazy Evaluation","level":4,"markdown":"In SQF the following code will evaluate every single condition, even if one fails:\n\n```sqf\nif (a && b && c) then {};\n```\n\nEven if `a` returns false (and thus the entire Boolean expression can no longer become true), `b` and `c` will still be executed and evaluated regardless.\n\nTo avoid this behaviour, one can either imbricate if statements or use **lazy evaluation**. The latter is done like so:\n\n```sqf\nif (a && { b && { c } }) then {};\n```\n\nIn the example above, condition evaluation stops once any condition evaluates to false."},{"heading":"Influence on Semantics","level":5,"markdown":"Depending on the arrangement of the curly brackets, lazy evaluation can change the precedence (and therefore the semantics) of a condition. Consider this example:\n\n| Expression | Condition Value |  |  | Evaluated Conditions | Result |\n|---|---|---|---|---|---|\n| Expression | `a` | `b` | `c` | Evaluated Conditions | Result |\n| `a &&  b  \\|\\|  c` | false | any Boolean | true | `a`, `b`, `c` | true |\n| `a && {b} \\|\\| {c}` | false | any Boolean | true | `a`, `c` | true |\n| `a && {b  \\|\\| {c}}` | false | any Boolean | true | `a` | false |"},{"heading":"Performance","level":5,"markdown":"Using lazy evaluation is not always the best way as it can both speed up and slow down the code, depending on the current condition being evaluated:\n\n```sqf\n[\"true  || { false  || {false}}\", nil, 100000] call BIS_fnc_codePerformance;    // 0.00080 ms\n[\"true  ||  {false} || {false} \", nil, 100000] call BIS_fnc_codePerformance;    // 0.00105 ms\n[\"false ||   false  ||  false  \", nil, 100000] call BIS_fnc_codePerformance;    // 0.00123 ms\n[\"true  ||   false  ||  false  \", nil, 100000] call BIS_fnc_codePerformance;    // 0.00128 ms\n[\"false ||  {false} || {false} \", nil, 100000] call BIS_fnc_codePerformance;    // 0.00200 ms\n```"},{"heading":"● Concatenating Strings","level":4,"markdown":"`myString = myString + otherString` works fine for small strings, however the bigger the string gets the slower the operation becomes:\n\n```sqf\nmyString = \"\"; for \"_i\" from 1 to 10000 do { myString = myString + \"123\" };        // 290 ms\n```\n\nThe solution is to use a string array that you will concatenate later:\n\n```sqf\nstrings = [];\nfor \"_i\" from 1 to 10000 do { strings pushBack \"123\" };\nstrings = strings joinString \"\";                                                // 30 ms\n```"},{"heading":"● Array Manipulation","level":4,"markdown":""},{"heading":"Add Elements","level":5,"markdown":"New commands append and pushBack hold the best score.\n\n```sqf\n_array = [0,1,2,3]; _array append [4,5,6];                                        // 0.0020 ms\n_array = [0,1,2,3]; _array = _array + [4,5,6];                                    // 0.0023 ms\n_array = [0,1,2,3]; { _array set [count _array, _x]; } forEach [4,5,6];            // 0.0080 ms\n```\n\n```sqf\n_array = [0,1,2,3]; _array pushBack 4;                                            // 0.0016 ms\n_array = [0,1,2,3]; _array = _array + [4];                                        // 0.0021 ms\n_array = [0,1,2,3]; _array set [count _array, _x];                                 // 0.0022 ms\n```"},{"heading":"Iterate Elements","level":5,"markdown":"**If _x is not required**, for is twice as fast as forEach - otherwise, use forEach (see results below).\n\n```sqf\nprivate _list = allUnits;                                                                // 64 units                256 units\n\n// if the amount of loops is known\nfor \"_i\" from 0 to 63 do {};                                                            // 0.0120 ms            0.0460 ms\nfor \"_i\" from 0 to count _list -1 do {};                                                // 0.0170 ms            0.0480 ms\nfor \"_i\" from 0 to count _list -1 do { private _x = _list select _i };                    // 0.0500 ms            0.1896 ms <\nfor \"_i\" from 0 to count _list -1 do { private _x = _list select _i; _x setDamage 0 };    // 0.107 ms                0.39 ms\n\n{} forEach _list;                                                                        // 0.0250 ms            0.098 ms\n{ _x setDamage 0 } forEach _list;                                                        // 0.0770 ms            0.312 ms\n\n_list apply {};                                                                            // 0.0250 ms            0.098 ms\n_list apply { _x setDamage 0 };                                                            // 0.0770 ms            0.312 ms\n\nprivate _i = 0;\nwhile { _i < 64 } do { _i = _i + 1; };                                                    // 0.048 ms                0.200 ms\n\n// counts array every loop\nprivate _i = 0;\nwhile { _i < count _list } do { _i = _i + 1; };                                            // 0.062 ms                0.247 ms\n\nprivate _i = 0;\nwhile { _i < 64 } do { private _x = _list select _i; _i = _i + 1; };                    // 0.086 ms                0.42 ms\n```"},{"heading":"Remove Elements","level":5,"markdown":"```sqf\n_array = [0,1,2,3]; _array deleteAt 0;                                                                    // 0.0015 ms\n_array = [0,1,2,3]; _array set [0, objNull]; _array = _array - [objNull];                                // 0.0038 ms\n```\n\n```sqf\n_array = [0,1,2,3]; _array deleteRange [1, 2];                                                            // 0.0018 ms\n_array = [0,1,2,3]; { _array set [_x, objNull] } forEach [1,2]; _array = _array - [objNull];            // 0.0078 ms\n```"},{"heading":"● Multiplayer Recommendations","level":4,"markdown":"- Do not saturate the network with information: publicVariable or public setVariable shouldn't be used at high frequency, else **everyone's performance experience** is at risk!\n- The server is supposed to have a good CPU and a lot of memory, use it: store functions, run them from it, send only the result to the clients\n- publicVariable and setVariable variable name length impacts network, be sure to send well-named, understandable variables\n  (*and not **playerNameBecauseThePlayerIsImportantAndWeNeedToKnowWhoTheyAreAllTheTimeEspeciallyInsideThisImpressiveFunction***)\n- Use, use and use remoteExec & remoteExecCall. Ditch BIS_fnc_MP for good!\n\n> [!NOTE]\n> See Multiplayer Scripting for more information."},{"heading":"Equivalent Commands Performance","level":3,"markdown":""},{"heading":"● call","level":4,"markdown":"call without arguments is faster than call with arguments:\n\n```sqf\ncall {};                                // 0.0007 ms\n123 call {};                            // 0.0013 ms\n```\n\nSince the variables defined in the parent scope will be available in the called child scope, it could be possible to speed up the code by avoiding passing arguments all together, for example writing:\n\n```sqf\nplayer addEventHandler [\"HandleDamage\", { call my_fnc_damage }];\n```\n\ninstead of:\n\n```sqf\nplayer addEventHandler [\"HandleDamage\", { _this call my_fnc_damage }];\n```"},{"heading":"● execVM and call","level":4,"markdown":"> [!IMPORTANT]\n> Using execVM multiple times make the game read the file and recompile it every time.\n> If you use the script more than once, store its code in a variable or better, make it a Function!\n\n```sqf\n// myFile.sqf is an EMPTY file\nprivate _myFunction = compile preprocessFileLineNumbers \"myFile.sqf\"; // compile time is done only once\ncall _myFunction;                // 0.0009 ms\nexecVM \"myFile.sqf\";            // 0.275 ms\n\n// myFile.sqf is BIS_fnc_showRespawnMenu\nprivate _myFunction = compile preprocessFileLineNumbers \"myFile.sqf\"; // compile time is done only once\n[\"close\"] call _myFunction;        // 0.0056 ms\n[\"close\"] execVM \"myFile.sqf\";    // 0.506 ms\n```"},{"heading":"● loadFile, preprocessFile and preprocessFileLineNumbers","level":4,"markdown":"```sqf\n// myFile.sqf is an empty file\nloadFile \"myFile.sqf\";                    // 0.219 ms\npreprocessFile \"myFile.sqf\";            // 0.353 ms\npreprocessFileLineNumbers \"myFile.sqf\";    // 0.355 ms\n```\n\n```sqf\n// myFile.sqf is BIS_fnc_showRespawnMenu\nloadFile \"myFile.sqf\";                    // 0.3516 ms\npreprocessFile \"myFile.sqf\";            // 2.75 ms\npreprocessFileLineNumbers \"myFile.sqf\"; // 2.73 ms\n```\n\n```sqf\n// myFile.sqf is a missing file\nloadFile \"myFile.sqf\";                    // 0.692 ms\npreprocessFile \"myFile.sqf\";            // 0.6225 ms\npreprocessFileLineNumbers \"myFile.sqf\";    // 0.6225 ms\n```\n\n> [!IMPORTANT]\n> The comparison of loadFile with preprocessFile* is not exactly fair as loadFile doesn't preprocess the file's content.\n> On the other hand, the loaded file cannot contain any `//` or `/* */` comments nor any preprocessor instructions (including debug information like line numbers or file information)."},{"heading":"● if","level":4,"markdown":"```sqf\nif (condition) then { /* thenCode */ };                                    // 0.0011 ms\nif (condition) exitWith { /* exitCode */ };                                // 0.0014 ms\nif (condition) then { /* thenCode */ } else { /* elseCode */ };            // 0.0015 ms\nif (condition) then [{ /* thenCode */ }, { /* elseCode */ }];            // 0.0016 ms\n```"},{"heading":"● if and select","level":4,"markdown":"Use `[array] select boolean` instead of the lazy-evaluated if.\n\n```sqf\n_result = [\"false result\", \"true result\"] select true;                    // 0.0011 ms\n_result = if (true) then { \"true result\"; } else { \"false result\"; };    // 0.0017 ms\n```"},{"heading":"● if and switch","level":4,"markdown":"```sqf\n_result = call {\n    if (false) exitWith {};\n    if (false) exitWith {};\n    if (true)  exitWith {};\n    if (false) exitWith {};\n    if (false) exitWith {};\n};                            // 0.0032 ms\n```\n\n```sqf\n_result = switch (true) do {\n    case (false): {};\n    case (false): {};\n    case (true) : {};\n    case (false): {};\n    case (false): {};\n};                            // 0.0047 ms\n```"},{"heading":"● if else and switch","level":4,"markdown":"```sqf\n_mode = \"killed\";\n\nswitch _mode do {\n    case \"init\": {};\n    case \"killed\": {};\n    case \"respawned\": {};\n};                            // 0.0019 ms\n```\n\n```sqf\n_mode = \"killed\";\n\nif (_mode == \"init\") then {} else {\n    if (_mode == \"killed\") then {} else {\n        if (_mode == \"respawned\") then {};\n    };\n};                            // 0.0019 ms\n```"},{"heading":"● in vs find","level":4,"markdown":"```sqf\n// String search\n\"bar\" in \"foobar\"                                    // 0.0008 ms\n\"foobar\" find \"bar\" > -1                            // 0.0012 ms\n```\n\n```sqf\n// array search - case-sensitive\n\"bar\" in [\"foo\", \"Bar\", \"bar\", \"BAR\"];                // 0.0012 ms\n[\"foo\", \"Bar\", \"bar\", \"BAR\"] find \"bar\" > -1;        // 0.0016 ms\n```"},{"heading":"● for","level":4,"markdown":"The `for..from..to..do` is twice as fast as its alternative syntax, `for..do`.\n\n```sqf\nfor \"_i\" from 0 to 10 do { /* forCode */ };                                        // 0.015 ms\nfor [{ _i = 0 }, { _i < 100 }, { _i = _i + 1 }] do { /* forCode */ };            // 0.030 ms\n```"},{"heading":"● forEach vs count vs findIf","level":4,"markdown":"Both forEach and count commands will step through *all* the array elements and both commands will contain reference to current element with the _x variable.\nHowever, count loop is a little faster than forEach loop, but it does not benefit from the _forEachIndex variable.\nAlso, there is a limitation as the code inside count expects Boolean or Nothing while the command itself returns Number.\nThis limitation is very important if you try to replace your forEach by count. If you have to add an extra true/false/nil at the end to make count work, it will be slower than the forEach equivalent.\n\n```sqf\n{ diag_log _x } count   [1,2,3,4,5];                                            // 0.082 ms\n{ diag_log _x } forEach [1,2,3,4,5];                                            // 0.083 ms\n```\n\n```sqf\n// with an empty array\n_someoneIsNear = (allUnits findIf { _x  distance [0,0,0] < 1000 }) != -1;        // 0.0046 ms\n_someoneIsNear = { _x distance [0,0,0] < 1000 } count allUnits > 0;                // 0.0047 ms <\n_someoneIsNear = {\n    if (_x distance [0,0,0] < 1000) exitWith { true };\n    false\n} forEach allUnits;                                                                // 0.0060 ms\n```\n\n```sqf\n// with a 30 items array\n_someoneIsNear = (allUnits findIf { _x  distance [0,0,0] < 1000 }) != -1;        // 0.0275 ms\n_someoneIsNear = { _x distance [0,0,0] < 1000 } count allUnits > 0;                // 0.0645 ms <\n_someoneIsNear = {\n    if (_x distance [0,0,0] < 1000) exitWith { true };\n    false\n} forEach allUnits;                                                                // 0.0390 ms\n```"},{"heading":"● findIf","level":4,"markdown":"findIf stops array iteration as soon as the condition is met.\n\n```sqf\n[0,1,2,3,4,5,6,7,8,9] findIf { _x == 2 };                                        // 0.0050 ms\n{ if (_x == 2) exitWith { _forEachIndex; }; } forEach [0,1,2,3,4,5,6,7,8,9];    // 0.0078 ms\n_quantity = { _x == 2 } count [0,1,2,3,4,5,6,7,8,9];                            // 0.0114 ms\n```"},{"heading":"● format vs str","level":4,"markdown":"```sqf\nstr 33;                // 0.0016 ms\nformat [\"%1\", 33];    // 0.0022 ms\n```"},{"heading":"● + vs format vs joinString","level":4,"markdown":"non-String data:\n\n```sqf\n[33, 45, 78] joinString \"\";                // 0.0052 ms - no length limit\nformat [\"%1%2%3\", 33, 45, 78];            // 0.0054 ms - limited to ~8Kb\nstr 33 + str 45 + str 78;                // 0.0059 ms - no length limit\n```\n\nString data:\n\n```sqf\n[\"str1\", \"str2\", \"str3\"] joinString \"\";        // 0.0015 ms - no length limit\nformat [\"%1%2%3\", \"str1\", \"str2\", \"str3\"];    // 0.0015 ms - limited to ~8Kb\n\"str1\" + \"str2\" + \"str3\";                    // 0.0012 ms - no length limit\n```"},{"heading":"● private","level":4,"markdown":"Direct declaration (`private _var = value`) is faster than declaring *then* assigning the variable.\n\n```sqf\nprivate _a = 1;\nprivate _b = 2;\nprivate _c = 3;\nprivate _d = 4;\n// 0.0023 ms\n```\n\n```sqf\nprivate [\"_a\", \"_b\", \"_c\", \"_d\"];\n_a = 1;\n_b = 2;\n_c = 3;\n_d = 4;\n// 0.0040 ms\n```\n\nHowever, if you have to reuse the same variable in a loop, external declaration is faster.\nThe reason behind this is that a declaration in the loop will create, assign and delete the variable in each loop.\nAn external declaration creates the variable only once and the loop only assigns the value.\n\n```sqf\nprivate [\"_a\", \"_b\", \"_c\", \"_d\"];\nfor \"_i\" from 1 to 10 do\n{\n    _a = 1; _b = 2; _c = 3; _d = 4;\n};\n// 0.0195 ms\n```\n\n```sqf\nfor \"_i\" from 1 to 10 do\n{\n    private _a = 1; private _b = 2; private _c = 3; private _d = 4;\n};\n// 0.0235 ms\n```"},{"heading":"● isNil","level":4,"markdown":"```sqf\nisNil \"varName\";                    // 0.0007 ms\nisNil { varName };                    // 0.0012 ms\n```"},{"heading":"● isEqualType and typeName","level":4,"markdown":"isEqualType is much faster than typeName\n\n```sqf\n\"string\" isEqualType 33;            // 0.0006 ms\ntypeName \"string\" == typeName 33;    // 0.0018 ms\n```"},{"heading":"● isEqualTo and count","level":4,"markdown":"```sqf\n// with a items array\nallUnits isEqualTo [];                // 0.0040 ms\ncount allUnits == 0;                // 0.0043 ms\n```"},{"heading":"● select and param","level":4,"markdown":"```sqf\n[1,2,3] select 0;                    // 0.0008 ms\n[1,2,3] param [0];                    // 0.0011 ms\n```"},{"heading":"● createSimpleObject vs createVehicle","level":4,"markdown":"```sqf\n// createSimpleObject is over 43× faster than createVehicle!\ndeleteVehicle createSimpleObject [\"a3\\structures_f_mark\\vr\\shapes\\vr_shape_01_cube_1m_f.p3d\", [0,0,0]];    // ~0.08 ms\ndeleteVehicle createSimpleObject [\"Land_VR_Shape_01_cube_1m_F\", [0,0,0]];                                // ~3.2 ms\ndeleteVehicle createVehicle [\"Land_VR_Shape_01_cube_1m_F\", [0,0,0], [], 0, \"CAN_COLLIDE\"];                // ~2.7 ms\ndeleteVehicle createVehicle [\"Land_VR_Shape_01_cube_1m_F\", [0,0,0], [], 0, \"NONE\"];                        // ~78 ms\n```"},{"heading":"● objectParent and vehicle","level":4,"markdown":"```sqf\nisNull objectParent player;            // 0.0013 ms\nvehicle player == player;            // 0.0022 ms\n```"},{"heading":"● nearEntities and nearestObjects","level":4,"markdown":"nearEntities is much faster than nearestObjects given on range and amount of objects within the given range.\nIf range is over 100 meters it is highly recommended to use nearEntities over nearestObjects.\n\n```sqf\n// tested with a NATO rifle squad amongst solar power plant panels on Altis at coordinates [20762,15837]\ngetPosATL player nearEntities [[\"CAManBase\"], 50];        // 0.0075 ms\nnearestObjects [getPosATL player, [\"CAManBase\"], 50];    // 0.0145 ms\n```\n\n> [!IMPORTANT]\n> nearEntities only searches for alive objects and on-foot soldiers.\n> In-vehicle units, killed units, destroyed vehicles, static objects and buildings will be ignored."},{"heading":"● Global Variables vs Local Variables","level":4,"markdown":"If you need to use global variable repeatedly in a loop, copy its value to local variable and use local variable instead:\n\n```sqf\nSomeGlobalVariable = [123];\nfor \"_i\" from 1 to 100 do\n{\n    SomeGlobalVariable select 0;\n};\n// 0.13 ms\n```\n\nis noticeably slower than\n\n```sqf\nSomeGlobalVariable = [123];\nprivate _var = SomeGlobalVariable;\nfor \"_i\" from 1 to 100 do\n{\n    _var select 0;\n};\n// 0.08 ms\n```"},{"heading":"● Config path delimiter","level":4,"markdown":"`>>` is slightly faster than `/` when used in config path with configFile or missionConfigFile.\n\n```sqf\nconfigFile >> \"CfgVehicles\";        // 0.0019 ms\nconfigFile  / \"CfgVehicles\";        // 0.0023 ms\n```\n\n> [!NOTE]\n> A config path can be stored in a variable for later use, saving CPU time: `_cfgVehicles = configFile >> \"CfgVehicles\"`."},{"heading":"● getPos* and setPos*","level":4,"markdown":"```sqf\ngetPosWorld                            // 0.0015 ms\ngetPosASL                            // 0.0016 ms\ngetPosATL                            // 0.0016 ms\ngetPosASLW                            // 0.0023 ms\ngetPos                                // 0.0030-0.0300 ms; performance depends on where this command is used - see its documentation\nposition                            // same as getPos\ngetPosVisual                        // same as getPos\nvisiblePosition                        // same as getPos\n```\n\n```sqf\nsetPosWorld                            // 0.0060 ms\nsetPosASL                            // 0.0060 ms\nsetPosATL                            // 0.0060 ms\nsetPos                                // 0.0063 ms\nsetPosASLW                            // 0.0068 ms\nsetVehiclePosition                    // 0.0077 ms with \"CAN_COLLIDE\"\n                                    // 0.0390 ms with \"NONE\"\n```"},{"heading":"● toLower/toUpper vs toLowerANSI/toUpperANSI","level":4,"markdown":"```sqf\n// _myString is a 100 chars \"aAaAaA(…)\" string\ntoLowerANSI _myString;                // 0.0006 ms\ntoLower _myString;                    // 0.0016 ms\n\ntoUpperANSI _myString;                // 0.0006 ms\ntoUpper _myString;                    // 0.0016 ms\n```"},{"heading":"Equivalent Data Structures Performance","level":3,"markdown":""},{"heading":"Key-Value Data Structures","level":4,"markdown":"```sqf\nprivate _hashMap = createHashMapFromArray [[\"id\", 123], [\"name\", \"player name\"], [\"unit\", player]]; // since Arma 3 v2.02\nprivate _goodFormat = [[\"id\", \"name\", \"unit\"], [123, \"player name\", player]];\nprivate _slowFormat = [[\"id\", 123], [\"name\", \"player name\"], [\"unit\", player]];\n```\n\n```sqf\nprivate _name = _hashMap get \"name\"; // 0.0018ms\n\n// this takes 0.0038ms:\nprivate _index = _goodFormat select 0 find \"name\"; // loop in engine\nprivate _name = _goodFormat select 1 select _index;\n\n// this takes 0.0116ms:\nprivate _index = _slowFormat findIf { _x select 0 == \"name\" }; // loop in script\nprivate _name = _slowFormat select _index select 1;\n```\n\n> [!NOTE]\n> Database Functions use a slow format."},{"heading":"Conversion From Earlier Versions","level":3,"markdown":"Each iteration of Bohemia games (Operation Flashpoint, Armed Assault, Arma 2, Take On Helicopters, Arma 3) brought their own new commands, especially Arma 2 and Arma 3.\nFor that, if you are converting scripts from older versions of the engine, the following aspects should be reviewed."},{"heading":"Loops","level":4,"markdown":"- forEach loops, depending on the situation, can be replaced by:\n  - apply\n  - count\n  - findIf\n  - select"},{"heading":"Array Operations","level":4,"markdown":"- **Adding an item:** `myArray + [element]` and `myArray set [count myArray, element]` have been replaced by pushBack\n- **Selecting a random item:** BIS_fnc_selectRandom has been replaced by selectRandom\n- **Removing items:** `myArray set [1, objNull]; myArray - [objNull]` has been replaced by deleteAt and deleteRange\n- **Concatenating:** `myArray = myArray + [element]` has been *reinforced* with append: if you don't need the original array to be modified, use +\n- **Comparing:** use isEqualTo instead of BIS_fnc_areEqual\n- **Finding common items:** in forEach loop has been replaced by arrayIntersect\n- **Condition filtering:** forEach can be replaced by select (alternative syntax)\n\n```sqf\nresult = (arrayOfNumbers select { _x % 2 == 0 });    // 1.55 ms\n```\n\n```sqf\nresult = [];\n{\n    if (_x % 2 == 0) then { result pushBack _x; };\n} forEach arrayOfNumbers;                            // 2.57 ms\n```"},{"heading":"Vector Operations","level":4,"markdown":"- BIS_fnc_vectorMultiply has been replaced by vectorMultiply (at least 6x faster)\n- BIS_fnc_vectorDivide too, to an extent (see its page for more information)\n\n```sqf\nprivate _vector = [102, 687, 1543];\nprivate _factor = 53;\n\n_vector vectorMultiply _factor;                    // 0.0028 ms\n[_vector, _factor] call BIS_fnc_vectorMultiply;    // 0.0145 ms\n\n_vector vectorMultiply (1 / _factor);            // 0.003 ms - but beware of 0 divisor\n[_vector, _factor] call BIS_fnc_vectorDivide;    // 0.017 ms\n```"},{"heading":"String Operations","level":4,"markdown":"String manipulation has been simplified with the following commands:\n\n- alternative syntax for select: `string select index`\n- toArray and toString have been *reinforced* with splitString and joinString"},{"heading":"Number Operations","level":4,"markdown":"- BIS_fnc_linearConversion has been replaced by linearConversion. The command is **9 times faster**.\n- BIS_fnc_selectRandomWeighted has been replaced by selectRandomWeighted. The command is **7 times faster**."},{"heading":"Type Comparison","level":4,"markdown":"- typeName has been more than *reinforced* with isEqualType."},{"heading":"Multiplayer","level":4,"markdown":"- BIS_fnc_MP has been replaced by remoteExec and remoteExecCall and internally uses them. Use the engine commands from now on!\n\n> [!NOTE]\n> See also Multiplayer Scripting."},{"heading":"Parameters","level":4,"markdown":"- BIS_fnc_param has been replaced by param and params. The commands are approximately **14 times** faster. Use them!"}],"categories":["Arma Scripting Tutorials"],"groups":["Scripting"]},{"name":"Code Positivity","title":"Code Positivity","type":"topic","url":"https://community.bistudio.com/wiki/Code_Positivity","revid":376868,"updated":"2025-12-09T16:34:16Z","aliases":[],"markdown":"This page provides some insights into what it means to try and write code in a positive way, with the least negation as possible.\n\n### Overview\n\nCode negation is (usually) using not (in SQF/SQS) or `!` (in both SQF/SQS and Enforce Script); all in all, it is about searching for the opposite of what one wants. Examples:\n\n| SQF | Enforce Script |\n|---|---|\n| ```sqf<br>if (not alive player) then<br>{<br>    hint \"you are dead\";<br>}<br>else<br>{<br>    hint \"you are alive\";<br>};<br>``` | ```enforce<br>if (value < minValue)<br>{<br>    Print(\"Value is invalid\");<br>}<br>else<br>{<br>    Print(\"Value is valid\");<br>}<br>``` |\n\nResearch (ref: https://www.researchgate.net/publication/10733819_Effects_of_Negation_and_Situational_Presence_on_the_Accessibility_of_Text_Information)\nhas (ref: https://www.researchgate.net/publication/221438570_Some_Issues_on_Detecting_Negation_from_Text)\nshown (ref: https://medium.com/@Cuadraman/why-to-stop-writting-negavite-code-af5ffb17195)\nthat **negation** in general (not just in code but also in reading, teaching etc) makes processing sentences more difficult for the human brain, making its message less impactful\n(although not in all cases (ref: https://www.psychologicalscience.org/news/releases/true-or-false-how-our-brain-processes-negative-statements.html)).\n\n### Examples\n\n| Do | Don't |\n|---|---|\n| ```sqf<br>// this is called Early Return / Bouncer pattern<br>if (isNull _control1) exitWith {};<br>if (isNull _control2) exitWith {};<br>if (isNull _control3) exitWith {};<br>// do something<br>``` | ```sqf<br>if (not isNull _control1) then<br>{<br>    if (not isNull _control2) then<br>    {<br>        if (not isNull _control3) then<br>        {<br>            // finally do something<br>            // <- this is called Hadouken code style as per<br>            // the shape drawn by the brackets<br>        };<br>    };<br>};<br>``` |\n| ```enforce<br>// whenever possible without rewriting everything<br>// or doubling the methods, of course<br>if (unit.IsAlive() && unit.IsInjured())<br>    DoHealThing();<br>```<br>```enforce<br>// alternatively<br>if (unit.IsDead())<br>    DoDeathThing();<br>else if (unit.IsPerfectHealth())<br>    DoPerfectThing();<br>else // injured<br>    DoHealThing();<br>``` | ```enforce<br>// sometimes, only negative methods are available<br>if (!unit.IsPerfectHealth() && !unit.IsDead())<br>    DoHealThing();<br>``` |\n\n### Counter Examples\n\nAs most if not all rules of development, this rule is a rule of thumb that is **not** to be enforced at all cost.\n\n| Don't | Do |\n|---|---|\n| ```sqf<br>if (isNull _control) then<br>{<br>}<br>else<br>{<br>    systemChat \"the control exists\";<br>};<br>// or, even more convoluted and less performance-friendly<br>if (str _control find \"NULL\" == -1) then<br>{<br>    systemChat \"the control exists\";<br>};<br>``` | ```sqf<br>if (not isNull _control) then // neater<br>{<br>    systemChat \"the control exists\";<br>};<br>``` |\n| ```enforce<br>if (m_aElements.Count() > 0)<br>    Print(\"There are elements!\");<br>// note that in some cases, storing the count in a variable<br>// saves further calculations in below code<br>``` | ```enforce<br>if (!m_aElements.IsEmpty())<br>    Print(\"There are elements!\");<br>``` |\n\n### See Also\n\n- Code Optimisation\n- Mission Optimisation\n- Multiplayer Scripting","sections":[{"heading":null,"level":1,"markdown":"This page provides some insights into what it means to try and write code in a positive way, with the least negation as possible."},{"heading":"Overview","level":3,"markdown":"Code negation is (usually) using not (in SQF/SQS) or `!` (in both SQF/SQS and Enforce Script); all in all, it is about searching for the opposite of what one wants. Examples:\n\n| SQF | Enforce Script |\n|---|---|\n| ```sqf<br>if (not alive player) then<br>{<br>    hint \"you are dead\";<br>}<br>else<br>{<br>    hint \"you are alive\";<br>};<br>``` | ```enforce<br>if (value < minValue)<br>{<br>    Print(\"Value is invalid\");<br>}<br>else<br>{<br>    Print(\"Value is valid\");<br>}<br>``` |\n\nResearch (ref: https://www.researchgate.net/publication/10733819_Effects_of_Negation_and_Situational_Presence_on_the_Accessibility_of_Text_Information)\nhas (ref: https://www.researchgate.net/publication/221438570_Some_Issues_on_Detecting_Negation_from_Text)\nshown (ref: https://medium.com/@Cuadraman/why-to-stop-writting-negavite-code-af5ffb17195)\nthat **negation** in general (not just in code but also in reading, teaching etc) makes processing sentences more difficult for the human brain, making its message less impactful\n(although not in all cases (ref: https://www.psychologicalscience.org/news/releases/true-or-false-how-our-brain-processes-negative-statements.html))."},{"heading":"Examples","level":3,"markdown":"| Do | Don't |\n|---|---|\n| ```sqf<br>// this is called Early Return / Bouncer pattern<br>if (isNull _control1) exitWith {};<br>if (isNull _control2) exitWith {};<br>if (isNull _control3) exitWith {};<br>// do something<br>``` | ```sqf<br>if (not isNull _control1) then<br>{<br>    if (not isNull _control2) then<br>    {<br>        if (not isNull _control3) then<br>        {<br>            // finally do something<br>            // <- this is called Hadouken code style as per<br>            // the shape drawn by the brackets<br>        };<br>    };<br>};<br>``` |\n| ```enforce<br>// whenever possible without rewriting everything<br>// or doubling the methods, of course<br>if (unit.IsAlive() && unit.IsInjured())<br>    DoHealThing();<br>```<br>```enforce<br>// alternatively<br>if (unit.IsDead())<br>    DoDeathThing();<br>else if (unit.IsPerfectHealth())<br>    DoPerfectThing();<br>else // injured<br>    DoHealThing();<br>``` | ```enforce<br>// sometimes, only negative methods are available<br>if (!unit.IsPerfectHealth() && !unit.IsDead())<br>    DoHealThing();<br>``` |"},{"heading":"Counter Examples","level":3,"markdown":"As most if not all rules of development, this rule is a rule of thumb that is **not** to be enforced at all cost.\n\n| Don't | Do |\n|---|---|\n| ```sqf<br>if (isNull _control) then<br>{<br>}<br>else<br>{<br>    systemChat \"the control exists\";<br>};<br>// or, even more convoluted and less performance-friendly<br>if (str _control find \"NULL\" == -1) then<br>{<br>    systemChat \"the control exists\";<br>};<br>``` | ```sqf<br>if (not isNull _control) then // neater<br>{<br>    systemChat \"the control exists\";<br>};<br>``` |\n| ```enforce<br>if (m_aElements.Count() > 0)<br>    Print(\"There are elements!\");<br>// note that in some cases, storing the count in a variable<br>// saves further calculations in below code<br>``` | ```enforce<br>if (!m_aElements.IsEmpty())<br>    Print(\"There are elements!\");<br>``` |"},{"heading":"See Also","level":3,"markdown":"- Code Optimisation\n- Mission Optimisation\n- Multiplayer Scripting"}],"categories":["Arma Scripting Tutorials"],"groups":["Scripting"]},{"name":"Code vs. Strings","title":"Code vs. Strings","type":"topic","url":"https://community.bistudio.com/wiki/Code_vs._Strings","revid":378168,"updated":"2026-03-02T16:50:28Z","aliases":["Code Commands","Code strings"],"markdown":"Since Armed Assault the convention to use quotation marks for Strings and curly braces for Code has been formalised.\nSome \"exceptions\" exist, for example with onMapSingleClick and onDoubleClick that take String as Code.\nWhen scripting, `'abc'` or `\"abc\"` generally indicates a String data type, and brackets `{ }` indicate Code data type.\n\nIn Operation Flashpoint, many language constructs (including forEach) use the concept of \"code strings\".\nCode is passed as a string to them and they interpret it as code if they wish.\nSince Operation Flashpoint v1.85, Code is also accepted.\n\n```sqf\n// Operation Flashpoint / Armed Assault only!\n\"_x setDammage 1\" forEach _units;\n\n// from Operation Flashpoint v1.85+ up to Arma 3\n{ _x setDamage 1 } forEach _units;\n```\n\n### Code to String / String to Code\n\n```sqf\n_code = { hint \"Hello there (code)\"; };\n_string = \"hint 'Hello there (string)';\";\n\n_stringCode = compile _string;    // from string to code (Armed Assault v1.00)\n_codeString = toString _code;    // from code to string (Arma 3 v2.02)\n```\n\n### Code Commands\n\n**Code commands** are any commands from the scripting language expecting a coded statement string as one of their parameters.\nEarlier engines accepted code as such when it was provided as a String using quotation marks, *or* using braces.\nSince Armed Assault the engine **specifically** requires braces.\nThus, because the way the engine determines whether it is dealing with code has changed, this list is presented here.\n\nCommands passed as Code data type: (as of Arma 3 v2.02)\n\n- &&\n- ||\n- addPublicVariableEventHandler\n- and\n- apply\n- call\n- catch\n- collect3DENHistory\n- count\n- default\n- deleteAt\n- do\n- else\n- exitWith\n- findIf\n- forEachMemberAgent\n- forEachMemberTeam\n- forEachMember\n- forEach\n- for\n- get\n- if\n- in\n- isFinal\n- isNil\n- onCommandModeChanged\n- onEachFrame\n- onGroupIconClick\n- onGroupIconOverEnter\n- onGroupIconOverLeave\n- onHCGroupSelectionChanged\n- onMapSingleClick\n- onPlayerConnected\n- onPlayerDisconnected\n- onPreloadFinished\n- onPreloadStarted\n- onTeamSwitch\n- or\n- select\n- spawn\n- switch\n- then\n- toString\n- try\n- waitUntil\n- while\n- with\n\n### String Commands\n\nCommands passed as String data type:\n\n- map onDoubleClick \"Code\"\n- map onMapSingleClick \"Code\"","sections":[{"heading":null,"level":1,"markdown":"Since Armed Assault the convention to use quotation marks for Strings and curly braces for Code has been formalised.\nSome \"exceptions\" exist, for example with onMapSingleClick and onDoubleClick that take String as Code.\nWhen scripting, `'abc'` or `\"abc\"` generally indicates a String data type, and brackets `{ }` indicate Code data type.\n\nIn Operation Flashpoint, many language constructs (including forEach) use the concept of \"code strings\".\nCode is passed as a string to them and they interpret it as code if they wish.\nSince Operation Flashpoint v1.85, Code is also accepted.\n\n```sqf\n// Operation Flashpoint / Armed Assault only!\n\"_x setDammage 1\" forEach _units;\n\n// from Operation Flashpoint v1.85+ up to Arma 3\n{ _x setDamage 1 } forEach _units;\n```"},{"heading":"Code to String / String to Code","level":3,"markdown":"```sqf\n_code = { hint \"Hello there (code)\"; };\n_string = \"hint 'Hello there (string)';\";\n\n_stringCode = compile _string;    // from string to code (Armed Assault v1.00)\n_codeString = toString _code;    // from code to string (Arma 3 v2.02)\n```"},{"heading":"Code Commands","level":3,"markdown":"**Code commands** are any commands from the scripting language expecting a coded statement string as one of their parameters.\nEarlier engines accepted code as such when it was provided as a String using quotation marks, *or* using braces.\nSince Armed Assault the engine **specifically** requires braces.\nThus, because the way the engine determines whether it is dealing with code has changed, this list is presented here.\n\nCommands passed as Code data type: (as of Arma 3 v2.02)\n\n- &&\n- ||\n- addPublicVariableEventHandler\n- and\n- apply\n- call\n- catch\n- collect3DENHistory\n- count\n- default\n- deleteAt\n- do\n- else\n- exitWith\n- findIf\n- forEachMemberAgent\n- forEachMemberTeam\n- forEachMember\n- forEach\n- for\n- get\n- if\n- in\n- isFinal\n- isNil\n- onCommandModeChanged\n- onEachFrame\n- onGroupIconClick\n- onGroupIconOverEnter\n- onGroupIconOverLeave\n- onHCGroupSelectionChanged\n- onMapSingleClick\n- onPlayerConnected\n- onPlayerDisconnected\n- onPreloadFinished\n- onPreloadStarted\n- onTeamSwitch\n- or\n- select\n- spawn\n- switch\n- then\n- toString\n- try\n- waitUntil\n- while\n- with"},{"heading":"String Commands","level":3,"markdown":"Commands passed as String data type:\n\n- map onDoubleClick \"Code\"\n- map onMapSingleClick \"Code\""}],"categories":["Scripting Topics"],"groups":["Scripting"]},{"name":"Color","title":"Color","type":"topic","url":"https://community.bistudio.com/wiki/Color","revid":376825,"updated":"2025-11-22T11:46:47Z","aliases":[],"markdown":"Color is a format of an Array,\nnamely an Array of Numbers in format `[r, g, b]` or `[r, g, b, a]`, values ranging from 0 to 1.\n\n- **r** is the intensity of **r**ed,\n- **g** is the intensity of **g**reen,\n- **b** is the intensity of **b**lue\n- **a**, if present, is **a**lpha (opacity). An alpha value of 0 means totally transparent and a value of 1 means totally opaque.\n\n> [!NOTE]\n> In config, the color array respects the RGBA format, only it is encapsulated by curly braces:\n>\n> ```cpp\n> myColor[] = { 1, 1, 1, 1 };\n> ```\n\n### Examples\n\n| Colour | SQF Array | HTML | Render |\n|---|---|---|---|\n| Mauve purple | `[0.3, 0.3, 0.5, 1]` | `#4D4D80` |  |\n| White | `[1, 1, 1, 1]` | `#FFFFFF` |  |\n| Camo green | `[0, 0.2, 0, 1]` | `#003300` |  |\n| Rust orange | `[0.73, 0.24, 011, 1]` | `#BA3D1C` |  |","sections":[{"heading":null,"level":1,"markdown":"Color is a format of an Array,\nnamely an Array of Numbers in format `[r, g, b]` or `[r, g, b, a]`, values ranging from 0 to 1.\n\n- **r** is the intensity of **r**ed,\n- **g** is the intensity of **g**reen,\n- **b** is the intensity of **b**lue\n- **a**, if present, is **a**lpha (opacity). An alpha value of 0 means totally transparent and a value of 1 means totally opaque.\n\n> [!NOTE]\n> In config, the color array respects the RGBA format, only it is encapsulated by curly braces:\n>\n> ```cpp\n> myColor[] = { 1, 1, 1, 1 };\n> ```"},{"heading":"Examples","level":3,"markdown":"| Colour | SQF Array | HTML | Render |\n|---|---|---|---|\n| Mauve purple | `[0.3, 0.3, 0.5, 1]` | `#4D4D80` |  |\n| White | `[1, 1, 1, 1]` | `#FFFFFF` |  |\n| Camo green | `[0, 0.2, 0, 1]` | `#003300` |  |\n| Rust orange | `[0.73, 0.24, 011, 1]` | `#BA3D1C` |  |"}],"categories":["Arrays"],"groups":["Scripting"]},{"name":"Combat Modes","title":"Combat Modes","type":"topic","url":"https://community.bistudio.com/wiki/Combat_Modes","revid":342113,"updated":"2023-07-09T12:26:38Z","aliases":[],"markdown":"Combat modes reflect the group leader's ordered Rules of Engagement (ROE), and are respected by AI and visible to players. They can be modified by:\n\n- Combat modes can be manipulated using waypoints or Eden Editor in Arma 3\n- Group leader commands\n- setCombatMode and related scripting commands.\n- AI Behaviour of the group or unit with setBehaviour might override the combat mode.\n\n### Unchanged\n\nThe group will continue following its existing combat mode.\n\n### BLUE\n\n**Never Fire, Disengage**\n\n- Hold fire. Keep in formation.\n- The group will never fire under any circumstances. When hostile units are detected, they will track them, but will never fire back, even when fired upon.\n- This mode can only be set through the editor or script. No in-game commands to subordinates can set them to combat mode Blue.\n\n### GREEN\n\n**Hold Fire, Disengage**\n\n- Do not fire unless fired upon. Keep in formation.\n- Individual units will open fire on any enemy units that are both aware of their individual presence and can harm them.\n- When a player orders his units to \"Hold fire\", the units are set to combat mode Green.\n\n### WHITE\n\n**Hold Fire, Engage At Will**\n\n- Do not fire unless fired upon. Pursue targets by seeking a position that allows for a possible firing solution on the target.\n- Individual units will only open fire on enemy units that are both aware of their individual presence and can harm them.\n\n### YELLOW\n\n**Fire At Will, Disengage** DEFAULT MODE\n\n- Open fire. Keep in formation.\n- Units will fire upon any suitable target in effective range, while staying in formation.\n- If a leader calls out a target, the units with aim without breaking formation.\n\n### RED\n\n**Fire At Will, Engage At Will**\n\n- Open fire. Pursue targets by seeking a position that allows for a possible firing solution on the target.\n- When a leader commands his units to Engage at will, combat mode RED is set. The AI does not keep formation and each member moves individually. The leader command Disengage will set the units back to fire at will (YELLOW)\n- If Attack and Engage is called, the unit will break formation to find the best place to attack from (combat mode RED).","sections":[{"heading":null,"level":1,"markdown":"Combat modes reflect the group leader's ordered Rules of Engagement (ROE), and are respected by AI and visible to players. They can be modified by:\n\n- Combat modes can be manipulated using waypoints or Eden Editor in Arma 3\n- Group leader commands\n- setCombatMode and related scripting commands.\n- AI Behaviour of the group or unit with setBehaviour might override the combat mode."},{"heading":"Unchanged","level":3,"markdown":"The group will continue following its existing combat mode."},{"heading":"BLUE","level":3,"markdown":"**Never Fire, Disengage**\n\n- Hold fire. Keep in formation.\n- The group will never fire under any circumstances. When hostile units are detected, they will track them, but will never fire back, even when fired upon.\n- This mode can only be set through the editor or script. No in-game commands to subordinates can set them to combat mode Blue."},{"heading":"GREEN","level":3,"markdown":"**Hold Fire, Disengage**\n\n- Do not fire unless fired upon. Keep in formation.\n- Individual units will open fire on any enemy units that are both aware of their individual presence and can harm them.\n- When a player orders his units to \"Hold fire\", the units are set to combat mode Green."},{"heading":"WHITE","level":3,"markdown":"**Hold Fire, Engage At Will**\n\n- Do not fire unless fired upon. Pursue targets by seeking a position that allows for a possible firing solution on the target.\n- Individual units will only open fire on enemy units that are both aware of their individual presence and can harm them."},{"heading":"YELLOW","level":3,"markdown":"**Fire At Will, Disengage** DEFAULT MODE\n\n- Open fire. Keep in formation.\n- Units will fire upon any suitable target in effective range, while staying in formation.\n- If a leader calls out a target, the units with aim without breaking formation."},{"heading":"RED","level":3,"markdown":"**Fire At Will, Engage At Will**\n\n- Open fire. Pursue targets by seeking a position that allows for a possible firing solution on the target.\n- When a leader commands his units to Engage at will, combat mode RED is set. The AI does not keep formation and each member moves individually. The leader command Disengage will set the units back to fire at will (YELLOW)\n- If Attack and Engage is called, the unit will break formation to find the best place to attack from (combat mode RED)."}],"categories":["AI"],"groups":["Configuration"]},{"name":"Compressed LZO File Format","title":"Compressed LZO File Format","type":"topic","url":"https://community.bistudio.com/wiki/Compressed_LZO_File_Format","revid":373410,"updated":"2025-05-08T11:27:10Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nThis is LZO as defined by oberhumer - http://www.oberhumer.com/opensource/lzo/\n\nthere are 3 sources to the LZO code:\n\n- minilzo (on above site)\n- lzo version 2 (ditto)\n- lzo version 1 (http://sourceforge.net/project/showfiles.php?group_id=102072&package_id=110218&release_id=221836)\n\n### Source Code\n\n```cpp\n// some of the includes are for compression only (not listed here)\n\nint lzo::lzo1x_decompress_safe (const byte* in, byte* out, unsigned OutLen)\n\n// returns length of consumed input bytes, or negative status\n// Outlen is the desired output 'block size' this function will return neg status if the output buffer is not completely filled\n\n// example call\n\nbyte Array = (byte)malloc(Outlen); // no zero clearing is necessary\nint status_or_len = lzo->lzo1x_decompress_safe (input, Array, OutLen);#include \"minilzo.h\"\n\n#include <limits.h>\n#include <stddef.h>\n#include <limits.h>\n#include <stddef.h>\n#include <string.h>\n#include <malloc.h>\n\n#define assert(val)        if (!(val)) return LZO_E_ERROR\n#define M2_MAX_OFFSET    0x0800\n\n#define NEED_OP(x)    if ((unsigned)(op_end - op) < (unsigned)(x)) return LZO_E_OUTPUT_OVERRUN;\n#define TEST_LB()    if (m_pos < out || m_pos >= op) return LZO_E_LOOKBEHIND_OVERRUN;\n\n#define COPY4(dst, src) * (unsigned *)(dst) = * (const unsigned *)(src)\n\nint lzo::lzo1x_decompress_safe (const byte* in, byte* out, unsigned OutLen)\n{\n    register byte* op;\n    register const byte* ip;\n    register size_t t;\n    register const byte* m_pos;\n\n    byte* const op_end = out + OutLen;\n\n    OutLen = 0;\n    op = out;\n    ip = in;\n\n    if (*ip > 17)\n    {\n        t = *ip++ - 17;\n        if (t < 4) goto match_next;\n        assert(t > 0);// return LZO_E_ERROR;\n        NEED_OP(t);\n        do *op++ = *ip++; while (--t > 0);\n        goto first_literal_run;\n    }\n\n    while (1)\n    {\n        t = *ip++;\n        if (t >= 16) goto match;\n        if (t == 0)\n        {\n            while (*ip == 0)\n            {\n                t += 255;\n                ip++;\n            }\n            t += 15 + *ip++;\n        }\n        assert(t > 0); NEED_OP(t+3);\n\n        COPY4(op, ip);\n        op += 4; ip += 4;\n        if (--t > 0)\n        {\n            if (t >= 4)\n            {\n                do {\n                    COPY4(op, ip);\n                    op += 4; ip += 4; t -= 4;\n                } while (t >= 4);\n                if (t > 0) do *op++ = *ip++; while (--t > 0);\n            }\n            else\n                do *op++ = *ip++; while (--t > 0);\n        }\n\nfirst_literal_run:\n\n        t = *ip++;\n        if (t >= 16) goto match;\n\n        m_pos = op - (1 + M2_MAX_OFFSET);\n        m_pos -= t >> 2;\n        m_pos -= *ip++ << 2;\n\n        TEST_LB();\n        NEED_OP(3);\n        *op++ = *m_pos++; *op++ = *m_pos++; *op++ = *m_pos;\n\n        goto match_done;\n\n        do {\nmatch:\n            if (t >= 64)\n            {\n\n                m_pos = op - 1;\n                m_pos -= (t >> 2) & 7;\n                m_pos -= *ip++ << 3;\n                t = (t >> 5) - 1;\n                TEST_LB(); assert(t > 0); NEED_OP(t+3-1);\n                goto copy_match;\n            }\n            else if (t >= 32)\n            {\n                t &= 31;\n                if (t == 0)\n                {\n                    while (*ip == 0)\n                    {\n                        t += 255;\n                        ip++;\n                    }\n                    t += 31 + *ip++;\n                }\n\n                m_pos = op - 1;\n                m_pos -= (ip[0] >> 2) + (ip[1] << 6);\n\n                ip += 2;\n            }\n            else if (t >= 16)\n            {\n\n                m_pos = op;\n                m_pos -= (t & 8) << 11;\n\n                t &= 7;\n                if (t == 0)\n                {\n                    while (*ip == 0)\n                    {\n                        t += 255;\n                        ip++;\n                    }\n                    t += 7 + *ip++;\n                }\n\n                m_pos -= (ip[0] >> 2) + (ip[1] << 6);\n\n                ip += 2;\n                ////// done\n                if (m_pos == op)\n                {\n                    assert(t == 1);\n                    if (m_pos != op_end)\n                        return LZO_E_LOOKBEHIND_UNDERRUN;\n                    return ip-in;\n                }\n                m_pos -= 0x4000;\n            }\n            else\n            {\n                m_pos = op - 1;\n                m_pos -= t >> 2;\n                m_pos -= *ip++ << 2;\n\n                TEST_LB();\n                NEED_OP(2);\n                *op++ = *m_pos++; *op++ = *m_pos;\n                goto match_done;\n            }\n\n            TEST_LB();\n            assert(t > 0);\n            NEED_OP(t+3-1);\n\n            if (t >= 2 * 4 - (3 - 1) && (op - m_pos) >= 4)\n            {\n                COPY4(op, m_pos);\n                op += 4; m_pos += 4; t -= 4 - (3 - 1);\n                do {\n                    COPY4(op, m_pos);\n                    op += 4; m_pos += 4; t -= 4;\n                } while (t >= 4);\n                if (t > 0) do *op++ = *m_pos++; while (--t > 0);\n            }\n            else\n            {\ncopy_match:\n                *op++ = *m_pos++; *op++ = *m_pos++;\n\n                do *op++ = *m_pos++; while (--t > 0);\n            }\n\nmatch_done:\n            t = ip[-2] & 3;\n            if (t == 0) break;\n\nmatch_next:\n            assert(t > 0); assert(t < 4); NEED_OP(t);\n            *op++ = *ip++;\n            if (t > 1) { *op++ = *ip++; if (t > 2) { *op++ = *ip++; } }\n\n            t = *ip++;\n        } while (1);\n    }\n\n    // return LZO_E_EOF_NOT_FOUND; // never gets here\n}\n```\n\n### See Also\n\n- Model File Formats","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nThis is LZO as defined by oberhumer - http://www.oberhumer.com/opensource/lzo/\n\nthere are 3 sources to the LZO code:\n\n- minilzo (on above site)\n- lzo version 2 (ditto)\n- lzo version 1 (http://sourceforge.net/project/showfiles.php?group_id=102072&package_id=110218&release_id=221836)"},{"heading":"Source Code","level":3,"markdown":"```cpp\n// some of the includes are for compression only (not listed here)\n\nint lzo::lzo1x_decompress_safe (const byte* in, byte* out, unsigned OutLen)\n\n// returns length of consumed input bytes, or negative status\n// Outlen is the desired output 'block size' this function will return neg status if the output buffer is not completely filled\n\n// example call\n\nbyte Array = (byte)malloc(Outlen); // no zero clearing is necessary\nint status_or_len = lzo->lzo1x_decompress_safe (input, Array, OutLen);#include \"minilzo.h\"\n\n#include <limits.h>\n#include <stddef.h>\n#include <limits.h>\n#include <stddef.h>\n#include <string.h>\n#include <malloc.h>\n\n#define assert(val)        if (!(val)) return LZO_E_ERROR\n#define M2_MAX_OFFSET    0x0800\n\n#define NEED_OP(x)    if ((unsigned)(op_end - op) < (unsigned)(x)) return LZO_E_OUTPUT_OVERRUN;\n#define TEST_LB()    if (m_pos < out || m_pos >= op) return LZO_E_LOOKBEHIND_OVERRUN;\n\n#define COPY4(dst, src) * (unsigned *)(dst) = * (const unsigned *)(src)\n\nint lzo::lzo1x_decompress_safe (const byte* in, byte* out, unsigned OutLen)\n{\n    register byte* op;\n    register const byte* ip;\n    register size_t t;\n    register const byte* m_pos;\n\n    byte* const op_end = out + OutLen;\n\n    OutLen = 0;\n    op = out;\n    ip = in;\n\n    if (*ip > 17)\n    {\n        t = *ip++ - 17;\n        if (t < 4) goto match_next;\n        assert(t > 0);// return LZO_E_ERROR;\n        NEED_OP(t);\n        do *op++ = *ip++; while (--t > 0);\n        goto first_literal_run;\n    }\n\n    while (1)\n    {\n        t = *ip++;\n        if (t >= 16) goto match;\n        if (t == 0)\n        {\n            while (*ip == 0)\n            {\n                t += 255;\n                ip++;\n            }\n            t += 15 + *ip++;\n        }\n        assert(t > 0); NEED_OP(t+3);\n\n        COPY4(op, ip);\n        op += 4; ip += 4;\n        if (--t > 0)\n        {\n            if (t >= 4)\n            {\n                do {\n                    COPY4(op, ip);\n                    op += 4; ip += 4; t -= 4;\n                } while (t >= 4);\n                if (t > 0) do *op++ = *ip++; while (--t > 0);\n            }\n            else\n                do *op++ = *ip++; while (--t > 0);\n        }\n\nfirst_literal_run:\n\n        t = *ip++;\n        if (t >= 16) goto match;\n\n        m_pos = op - (1 + M2_MAX_OFFSET);\n        m_pos -= t >> 2;\n        m_pos -= *ip++ << 2;\n\n        TEST_LB();\n        NEED_OP(3);\n        *op++ = *m_pos++; *op++ = *m_pos++; *op++ = *m_pos;\n\n        goto match_done;\n\n        do {\nmatch:\n            if (t >= 64)\n            {\n\n                m_pos = op - 1;\n                m_pos -= (t >> 2) & 7;\n                m_pos -= *ip++ << 3;\n                t = (t >> 5) - 1;\n                TEST_LB(); assert(t > 0); NEED_OP(t+3-1);\n                goto copy_match;\n            }\n            else if (t >= 32)\n            {\n                t &= 31;\n                if (t == 0)\n                {\n                    while (*ip == 0)\n                    {\n                        t += 255;\n                        ip++;\n                    }\n                    t += 31 + *ip++;\n                }\n\n                m_pos = op - 1;\n                m_pos -= (ip[0] >> 2) + (ip[1] << 6);\n\n                ip += 2;\n            }\n            else if (t >= 16)\n            {\n\n                m_pos = op;\n                m_pos -= (t & 8) << 11;\n\n                t &= 7;\n                if (t == 0)\n                {\n                    while (*ip == 0)\n                    {\n                        t += 255;\n                        ip++;\n                    }\n                    t += 7 + *ip++;\n                }\n\n                m_pos -= (ip[0] >> 2) + (ip[1] << 6);\n\n                ip += 2;\n                ////// done\n                if (m_pos == op)\n                {\n                    assert(t == 1);\n                    if (m_pos != op_end)\n                        return LZO_E_LOOKBEHIND_UNDERRUN;\n                    return ip-in;\n                }\n                m_pos -= 0x4000;\n            }\n            else\n            {\n                m_pos = op - 1;\n                m_pos -= t >> 2;\n                m_pos -= *ip++ << 2;\n\n                TEST_LB();\n                NEED_OP(2);\n                *op++ = *m_pos++; *op++ = *m_pos;\n                goto match_done;\n            }\n\n            TEST_LB();\n            assert(t > 0);\n            NEED_OP(t+3-1);\n\n            if (t >= 2 * 4 - (3 - 1) && (op - m_pos) >= 4)\n            {\n                COPY4(op, m_pos);\n                op += 4; m_pos += 4; t -= 4 - (3 - 1);\n                do {\n                    COPY4(op, m_pos);\n                    op += 4; m_pos += 4; t -= 4;\n                } while (t >= 4);\n                if (t > 0) do *op++ = *m_pos++; while (--t > 0);\n            }\n            else\n            {\ncopy_match:\n                *op++ = *m_pos++; *op++ = *m_pos++;\n\n                do *op++ = *m_pos++; while (--t > 0);\n            }\n\nmatch_done:\n            t = ip[-2] & 3;\n            if (t == 0) break;\n\nmatch_next:\n            assert(t > 0); assert(t < 4); NEED_OP(t);\n            *op++ = *ip++;\n            if (t > 1) { *op++ = *ip++; if (t > 2) { *op++ = *ip++; } }\n\n            t = *ip++;\n        } while (1);\n    }\n\n    // return LZO_E_EOF_NOT_FOUND; // never gets here\n}\n```"},{"heading":"See Also","level":3,"markdown":"- Model File Formats"}],"categories":["ArmA: Armed Assault: File Formats","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Compressed LZSS File Format","title":"Compressed LZSS File Format","type":"topic","url":"https://community.bistudio.com/wiki/Compressed_LZSS_File_Format","revid":373436,"updated":"2025-05-08T11:27:11Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n> [!NOTE]\n> **In General** LZSS compression only applies to data structures that would otherwise exceed 1023 bytes.\n>\n> This 'rule' does not apply to:\n>\n> - PBOs: anything is arbitrarily compressed or otherwise (dependent on the 'type' in the header)\n> - PAXs: Certain types are unconditionally compressed.\n\nLev Zimpel (LZ) compression is a form of run length encoding that was first introduced in 1983. Since that time, it has had many variants and 'improvements' and constitutes the base form of many archive file formats such as zip, pkzip, 7Zip, LHarc, gunzip, rar. Each, with (sometimes substantial) variants on the theme.\n\nThe most popular variants being:\n\n- LZH\n- LZW\n- LZSS\n\nBI use an improved version of the original LZ compression known as LZSS: Lempel, Ziv, Storer, and Szymanski Encoding and Decoding\n\nThe patent for LZSS can be found [Here](http://www.patentstorm.us/patents/5701125/description.html)\n\nGeneralised Code (from which bis lzss is based) can be found [here](http://dev.gameres.com/Program/Other/LZSS.C)\n\nThe patent describes the overall methodology, essentially, an improved-way-of-doing-things over the earlier LZ compression, without specific implementations (of which, there can be many).\n\nThe essential modifiable ingredients to LZSS are\n\n- The number of bits making up a flag to indicate raw data follows, or, a 'pointer'\n- The number of bits in raw data.\n- The number of bits in the pointer for relative offset, versus run length.\n- The size of the 'sliding window' that constitutes the dictionary for compression.\n- The maximum number of characters to match in that dictionary.\n- An agreed 'space filler'.\n\nAll of which is implementation dependent.\n\nAs it applies to BI, they choose to use LZSS:8bit\n\n- FlagBits = 8\n- Data = Byte.\n- 12bit offset, 4bit run length. (two bytes)\n- 4096 byte 'sliding window'.\n- 18 character best match.\n- 'space filler' = 0x20\n\nFor more on specific methods of implementation visit [here](http://michael.dipperstein.com/lzss)\n\n### General\n\nIf the 'bit' in the flag is a 1, it is a raw data byte, otherwise a 2 byte (16bit) 'pointer' follows.\n\nA mixture of 8x raw data bytes and /or 8x pointers follow each flagbyte.\n\nThe pointer consists of a 4bit run length, and a 12 bit relative offset.\n\nAll / most / some / none of offset points into a previously built part of the output. A 4096 byte sliding window. As each byte is progressively added to the output, the window 'slides'.\n\nThe 4k sliding window, is, the dictionary for the compression.\n\nIt is quite possible before first 4k of output has been constructed, that the offset will refer to a larger value than that actually built.\n\nAn 'agreed' value for this phantom buffer is established. In the case of BI's implementation, it is the space character (0x20).\n\nThe format of the 'pointer' is unfortunately AAAA LLLL AAAAAAAA, requiring a bit of shift mask fiddling. Very clearly, as originally implemented, this 'format' came from Big Endian machines such as Motorola, giving a far cleaner value of AAAAAAAA AAAA LLLL\n\nAs implemented by BI, there is an additional 4 byte checksum at the end of any compressed block. The checksum is simply an unsigned additive spillover of each byte in the built output.\n\nThere are in fact two different structures used by BI in implementing LZSS.\n\n- Input (and output) Size is known\n- Only the desired output size is known.\n\n### Decompression Code\n\n#### Unknown Input Length\n\nwill return the actual number of input bytes discovered, or -1 on error.\n\nnote that the decision on whether the data is compressed in the first place is a little arbitrary\nfor most (but not all) file formats that use compression. If the resulting output data would be less than 1024 bytes\nthat data is NOT compressed\n\nYou need to check the individual file type biki 'discover' if the 1024 byte limit is there, or some other value\n\n```cpp\nint ExpandUnknownInputLength(const byte *in, byte *OutBuf,long outlen)\n{\n    byte Flag;\n    byte bits;\n    long Rpos;\n    byte rlen;\n    int Fl=0;\n    ulong CalculatedChecksum = 0;\n    ulong ReadChecksum;\n    int pi = 0;\n    byte data;\n    byte *to, *from;\n\n    while (outlen > 0)\n    {\n        Flag=in[pi++];\n        for (bits=0;bits<8;bits++,Flag>>=1)// up to 8 bytes of data or 8 pointers or\n        {\n            if (Flag&0x01) // raw data\n            {\n                data = in[pi++];\n                CalculatedChecksum += data;\n                OutBuf[Fl++] = data;\n                if (!--outlen) goto finish;\n                continue;\n            }\n            Rpos = in[pi++];\n            rlen = (in[pi] & 0x0F) + 3;\n            Rpos += ((in[pi++]&0xF0) << 4);\n            while (Rpos > Fl) // special case space fill\n            {\n                CalculatedChecksum += 0x20;\n                OutBuf[Fl++] = 0x20;\n                if (!--outlen) goto finish;\n                if (!--rlen) goto stop;\n            }\n            Rpos = Fl-Rpos;\n            from = &OutBuf[Rpos];\n            to = &OutBuf[Fl];\n            Fl += rlen;\n            while (rlen--)\n            {\n                data = *from++;\n                CalculatedChecksum += data;\n                *to ++= data;\n                if (!--outlen) goto finish;\n            }\n            stop: ;\n        }\n    }\n    goto ok;\n    finish:\n    if (Flag&0xFE) return -1; // EXCESS_1BITS;\n    ok:\n    memcpy(&ReadChecksum, &in[pi], sizeof(ReadChecksum));\n    if (ReadChecksum == CalculatedChecksum) return pi + 4;\n    return -1;\n}\n```\n\n#### ExpandPbo\n\ninput length is always known, making code a little less tedious\n\nknown input length currently applies only to pbo's.\n\nnote further, that unlike unknown input length compression, the decision to compress or not is ENTIRELY arbitrary.\n\nit is at the whim of the pbo creator, which file types, rather than what size, is compressed.\n\n```cpp\nbool unpack_data(const byte *CompressedBuffer, int PackedSize, byte *DeCompressedBuffer,int DecompressedBufferSize)\n{\n    const byte *CompressedPtr;\n    byte *DecompressedPtr;\n    size_t offset;\n    int tmp, count;\n    unsigned ReadChecksum, CalculatedChecksum;\n    int rpos, rlen;\n    int chunk, size;\n    uchar FlagByte;\n    byte b1, b2;\n\n    if ((PackedSize -= 4) <= 0) return false; // no room for checksum\n    size = 0;\n    DecompressedPtr = DeCompressedBuffer;\n\n    /*\n    * Each data block is preceded by a byte telling us what to do with\n    * the next 8 bytes.\n    */\n\n    for (offset = 0; offset < PackedSize; )\n    {\n        FlagByte = CompressedBuffer[offset++];// grab the encoding byte\n        for (count = tmp = 1; tmp < 256 && offset < PackedSize ; tmp *= 2, count++)\n        {\n            CompressedPtr = &CompressedBuffer[offset];\n            size = DecompressedPtr - DeCompressedBuffer;\n            if (FlagByte & tmp) // Append the byte to output\n            {\n                *DecompressedPtr++ = *CompressedPtr;\n                offset++;\n            }\n            else\n            {\n                // Read a pointer\n                b1 = *CompressedPtr;\n                b2 = *(CompressedPtr + 1);\n                offset += 2;\n                rpos = size - b1 - 256 * ( b2/16 );\n                rlen = b2 - 16 * (b2 / 16) + 3;\n                if ((rpos + rlen) < 0)\n                {\n                    size += rlen;\n                    while (rlen--) *DecompressedPtr++ = ' ';\n                }\n                else\n                if ((DeCompressedBuffer + rpos) > DecompressedPtr) return false; // PBO_STS_OUT_OF_BOUNDS;\n                // PAD the file with a block from another place in the file\n                else\n                if ((rpos + rlen) <= size)\n                {\n                    while (rpos < 0)\n                    {\n                        *DecompressedPtr++ = ' ';\n                        rlen--;\n                        rpos++;\n                    }\n                    memcpy(DecompressedPtr, &DeCompressedBuffer[rpos], rlen);\n                    DecompressedPtr += rlen;\n                    size += rlen;\n                }\n                // PAD the file with the block until size is rpos + rlen\n                else\n                if ((rpos + rlen) > size)\n                {\n                    chunk = size - rpos;\n                    while (rlen > 0)\n                    {\n                        if (chunk > rlen) chunk = rlen;\n                        if (!chunk) return false; // PBO_STS_CHUNK_ZERO;\n                        memcpy(DecompressedPtr, &DeCompressedBuffer[rpos], chunk);\n                        DecompressedPtr += chunk;\n                        size += chunk;\n                        rlen -= chunk;\n                    }\n                }\n            }\n        } // while temp\n    } // while offset\n\n    // Last 4 bytes of the packed data is the checksum, unsigned int\n    memcpy(&ReadChecksum, &CompressedBuffer[PackedSize], sizeof(ReadChecksum));\n\n    for (CalculatedChecksum = 0,DecompressedPtr = DeCompressedBuffer; DecompressedPtr < &DeCompressedBuffer[DecompressedBufferSize];) CalculatedChecksum+= *DecompressedPtr++;\n    if (ReadChecksum != CalculatedChecksum) return false; // PBO_STS_CHECKSUM;\n    return true; // PBO_STS_NO_ERROR;\n}\n```\n\ntemporary placeholder for example code for odolv7\n*Lempel-Ziv compression*\n\nNote1.\n\nRegardless of method, 4 extra bytes representing the checksum exist at end of the data count.\n\nNote2.\nThe compression code is identical to that employed by pbo packed structures. However, unlike pbo's, the size of the compressed data is unknown, only it is ultimate length. The code below fudges it.\n\n##### pascal code\n\n```pascal\nfunction LZBlockRead(var F:file; var outdata:array of byte;szout:integer):byte;\nvar\nk, r, pr, pi,po,i,j:integer;\nflags:word;\nbuf:array[0..$100e] of byte;\nc:byte;\ncrc:integer;\nbegin\npo:=0;\npi:=0;\nflags:=0;\nr:=0;\nfor k := 0 to $100F-1 do buf[k] := $20;\n    while (po < szout) do\n     begin\n        flags:= flags shr 1;\n        if ((flags and $100)= 0) then\n            begin\n            BlockRead(F,c,1); // direct reading from file\n            inc(pi);\n            flags := c or $ff00;\n            end;\n        if (flags and 1)=1 then\n             begin\n             if (po >= szout)then break;\n             BlockRead(F,c,1); // direct reading from file\n             inc(pi);\n             outdata[po] := c;\n             inc(po);\n             buf[r] := c;\n             inc(r);\n             r :=r and $fff;\n             end\n        else\n             begin\n             i:=0;\n             BlockRead(F,i,1); // direct reading from file\n             inc(pi);\n             j:=0;\n             BlockRead(F,j,1); // direct reading from file\n             inc(pi);\n             i :=i or ((j and $f0) shl 4);\n             j := (j and $0f) + 2;\n             pr := r;\n             for k := 0 to j do\n                 begin\n                 c := buf[(pr - i + k) and $fff];\n                 if (po >= szout) then break;\n                 outdata[po]:= c;\n                 inc(po);\n                 buf[r]:= c;\n                 inc(r);\n                 r :=r and $fff;\n             end;\n        end;\n    end;\n    BlockRead(F,crc,4); // 4 byte checksum.\n    result:= pi;\nend;\n```\n\n##### C code\n\n```c\nint Decode(unsigned char *in,unsigned char *out,int szin,int szout)\n{\n        szin = szin > 0? szin: 0x7fffffff;\n        int  i, j, k, r = 0, pr, pi = 0,po = 0;\n        unsigned int  flags = 0;\n        unsigned char buf[0x100F], c;\n        for (i = 0; i < 0x100F; buf[i] = 0x20, i++);\n        while (pi < szin && po < szout)\n        {\n                if (((flags >>= 1) & 256) == 0)\n                {\n                        if(pi >= szin)break;\n                        c = in[pi++];\n                        flags = c | 0xff00;\n                }\n                if (flags & 1)\n                {\n                        if(pi >= szin || po >= szout)break;\n                        c = in[pi++];\n                        out[po++] = c;\n                        buf[r++] = c;\n                        r &= 0xfff;\n                } else\n                {\n                        if(pi + 1 >= szin)break;\n                        i = in[pi++];\n                        j = in[pi++];\n                        i |= (j & 0xf0) << 4;\n                        j  = (j & 0x0f) + 2;\n                        pr = r;\n                         for (k = 0; k <= j; k++)\n                        {\n                                c = buf[(pr - i + k) & 0xfff];\n                                if(po >= szout)break;\n                                out[po++] = c;\n                                buf[r++] = c;\n                                r &= 0xfff;\n                        }\n                }\n        }\n        return pi;// next 4 bytes = checksum\n}\n\n/////// parked lzss example code from odolv4x\n```\n\n#### LZSS\n\n> [!NOTE]\n> The code that follows is written in C# and may or may not be optimal or correct.\n\n```cpp\npublic bool Expand(int ExpectedSize)\n{\n    byte PacketFlagsByte; //packet flags\n    byte WIPByte;\n    BitVector32 BV;\n    msLZ = new MemoryStream(ExpectedSize);\n    BinaryWriter bwLZ = new BinaryWriter(msLZ);\n    byte[] Buffer = new byte[ExpectedSize + 15];\n    bool[] BitFlags = new bool[8];\n    int i = 0, PointerRef = 0, ndx = 0, CalculatedCRC = 0, ReadCRC = 0, rPos, rLen, CurrentPointerRef = 0, Count = 0;\n    int Bit0 = BitVector32.CreateMask();\n    int Bit1 = BitVector32.CreateMask(Bit0);\n    int Bit2 = BitVector32.CreateMask(Bit1);\n    int Bit3 = BitVector32.CreateMask(Bit2);\n    int Bit4 = BitVector32.CreateMask(Bit3);\n    int Bit5 = BitVector32.CreateMask(Bit4);\n    int Bit6 = BitVector32.CreateMask(Bit5);\n    int Bit7 = BitVector32.CreateMask(Bit6);\n\n    PacketFlagsByte = br.ReadByte();\n    do\n    {\n        BV = new BitVector32(PacketFlagsByte);\n        BitFlags[0] = BV[Bit0];\n        BitFlags[1] = BV[Bit1];\n        BitFlags[2] = BV[Bit2];\n        BitFlags[3] = BV[Bit3];\n        BitFlags[4] = BV[Bit4];\n        BitFlags[5] = BV[Bit5];\n        BitFlags[6] = BV[Bit6];\n        BitFlags[7] = BV[Bit7];\n        i = 0;\n        do\n        {\n            if ((int)bwLZ.BaseStream.Position >= ExpectedSize) { break; }\n            if (BitFlags[i++]) //Direct Output\n            {\n                WIPByte = br.ReadByte();\n                bwLZ.Write(WIPByte);\n                Buffer[PointerRef++] = WIPByte;\n                CalculatedCRC += WIPByte;\n            }\n            else //Get from previous 4k\n            {\n                rPos = (int)(br.ReadByte());\n                rLen = (int)(br.ReadByte());\n                rPos |= (rLen & 0xF0) << 4;\n                rLen = (rLen & 0x0F) + 2;\n                CurrentPointerRef = PointerRef;\n                if ((CurrentPointerRef - (rPos + rLen)) > 0)\n                {\n                    //Case of wholly within the buffer, partially within the end of the buffer or wholly outside the end of the buffer\n                    for (Count = 0; Count <= rLen; Count++)\n                    {\n                        ndx = (CurrentPointerRef - rPos) + Count;\n                            if (ndx < 0)\n                            {\n                                //Beyond the start of the buffer\n                                WIPByte = 0x20;\n                            }\n                            else\n                            {\n                                //Within the buffer\n                                WIPByte = Buffer[ndx];\n                            }\n                        //}\n                        bwLZ.Write(WIPByte);\n                        Buffer[PointerRef++] = WIPByte;\n                        CalculatedCRC += WIPByte;\n                    }\n                }\n                else\n                {\n                    //Case of wholly or partially beyond the start of the buffer.\n                    for (Count = 0; Count <= rLen; Count++)\n                    {\n                        ndx = (CurrentPointerRef - rPos) + Count;\n                        if (ndx < 0)\n                        {\n                            //Beyond the start of the buffer\n                            WIPByte = 0x20;\n                        }\n                        else\n                        {\n                            //Within the buffer\n                            WIPByte = Buffer[ndx];\n                        }\n                        bwLZ.Write(WIPByte);\n                        Buffer[PointerRef++] = WIPByte;\n                        CalculatedCRC += WIPByte;\n                    }\n                }\n            }\n        }\n        while ((i < 8) & (bwLZ.BaseStream.Position < ExpectedSize));\n        if (bwLZ.BaseStream.Position < ExpectedSize) { PacketFlagsByte = br.ReadByte(); }\n    }\n    while (bwLZ.BaseStream.Position < ExpectedSize);\n    ReadCRC = br.ReadInt32();\n    return (ReadCRC == CalculatedCRC);\n}\n```\n\n### See Also\n\n- Model File Formats","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n> [!NOTE]\n> **In General** LZSS compression only applies to data structures that would otherwise exceed 1023 bytes.\n>\n> This 'rule' does not apply to:\n>\n> - PBOs: anything is arbitrarily compressed or otherwise (dependent on the 'type' in the header)\n> - PAXs: Certain types are unconditionally compressed.\n\nLev Zimpel (LZ) compression is a form of run length encoding that was first introduced in 1983. Since that time, it has had many variants and 'improvements' and constitutes the base form of many archive file formats such as zip, pkzip, 7Zip, LHarc, gunzip, rar. Each, with (sometimes substantial) variants on the theme.\n\nThe most popular variants being:\n\n- LZH\n- LZW\n- LZSS\n\nBI use an improved version of the original LZ compression known as LZSS: Lempel, Ziv, Storer, and Szymanski Encoding and Decoding\n\nThe patent for LZSS can be found [Here](http://www.patentstorm.us/patents/5701125/description.html)\n\nGeneralised Code (from which bis lzss is based) can be found [here](http://dev.gameres.com/Program/Other/LZSS.C)\n\nThe patent describes the overall methodology, essentially, an improved-way-of-doing-things over the earlier LZ compression, without specific implementations (of which, there can be many).\n\nThe essential modifiable ingredients to LZSS are\n\n- The number of bits making up a flag to indicate raw data follows, or, a 'pointer'\n- The number of bits in raw data.\n- The number of bits in the pointer for relative offset, versus run length.\n- The size of the 'sliding window' that constitutes the dictionary for compression.\n- The maximum number of characters to match in that dictionary.\n- An agreed 'space filler'.\n\nAll of which is implementation dependent.\n\nAs it applies to BI, they choose to use LZSS:8bit\n\n- FlagBits = 8\n- Data = Byte.\n- 12bit offset, 4bit run length. (two bytes)\n- 4096 byte 'sliding window'.\n- 18 character best match.\n- 'space filler' = 0x20\n\nFor more on specific methods of implementation visit [here](http://michael.dipperstein.com/lzss)"},{"heading":"General","level":3,"markdown":"If the 'bit' in the flag is a 1, it is a raw data byte, otherwise a 2 byte (16bit) 'pointer' follows.\n\nA mixture of 8x raw data bytes and /or 8x pointers follow each flagbyte.\n\nThe pointer consists of a 4bit run length, and a 12 bit relative offset.\n\nAll / most / some / none of offset points into a previously built part of the output. A 4096 byte sliding window. As each byte is progressively added to the output, the window 'slides'.\n\nThe 4k sliding window, is, the dictionary for the compression.\n\nIt is quite possible before first 4k of output has been constructed, that the offset will refer to a larger value than that actually built.\n\nAn 'agreed' value for this phantom buffer is established. In the case of BI's implementation, it is the space character (0x20).\n\nThe format of the 'pointer' is unfortunately AAAA LLLL AAAAAAAA, requiring a bit of shift mask fiddling. Very clearly, as originally implemented, this 'format' came from Big Endian machines such as Motorola, giving a far cleaner value of AAAAAAAA AAAA LLLL\n\nAs implemented by BI, there is an additional 4 byte checksum at the end of any compressed block. The checksum is simply an unsigned additive spillover of each byte in the built output.\n\nThere are in fact two different structures used by BI in implementing LZSS.\n\n- Input (and output) Size is known\n- Only the desired output size is known."},{"heading":"Decompression Code","level":3,"markdown":""},{"heading":"Unknown Input Length","level":4,"markdown":"will return the actual number of input bytes discovered, or -1 on error.\n\nnote that the decision on whether the data is compressed in the first place is a little arbitrary\nfor most (but not all) file formats that use compression. If the resulting output data would be less than 1024 bytes\nthat data is NOT compressed\n\nYou need to check the individual file type biki 'discover' if the 1024 byte limit is there, or some other value\n\n```cpp\nint ExpandUnknownInputLength(const byte *in, byte *OutBuf,long outlen)\n{\n    byte Flag;\n    byte bits;\n    long Rpos;\n    byte rlen;\n    int Fl=0;\n    ulong CalculatedChecksum = 0;\n    ulong ReadChecksum;\n    int pi = 0;\n    byte data;\n    byte *to, *from;\n\n    while (outlen > 0)\n    {\n        Flag=in[pi++];\n        for (bits=0;bits<8;bits++,Flag>>=1)// up to 8 bytes of data or 8 pointers or\n        {\n            if (Flag&0x01) // raw data\n            {\n                data = in[pi++];\n                CalculatedChecksum += data;\n                OutBuf[Fl++] = data;\n                if (!--outlen) goto finish;\n                continue;\n            }\n            Rpos = in[pi++];\n            rlen = (in[pi] & 0x0F) + 3;\n            Rpos += ((in[pi++]&0xF0) << 4);\n            while (Rpos > Fl) // special case space fill\n            {\n                CalculatedChecksum += 0x20;\n                OutBuf[Fl++] = 0x20;\n                if (!--outlen) goto finish;\n                if (!--rlen) goto stop;\n            }\n            Rpos = Fl-Rpos;\n            from = &OutBuf[Rpos];\n            to = &OutBuf[Fl];\n            Fl += rlen;\n            while (rlen--)\n            {\n                data = *from++;\n                CalculatedChecksum += data;\n                *to ++= data;\n                if (!--outlen) goto finish;\n            }\n            stop: ;\n        }\n    }\n    goto ok;\n    finish:\n    if (Flag&0xFE) return -1; // EXCESS_1BITS;\n    ok:\n    memcpy(&ReadChecksum, &in[pi], sizeof(ReadChecksum));\n    if (ReadChecksum == CalculatedChecksum) return pi + 4;\n    return -1;\n}\n```"},{"heading":"ExpandPbo","level":4,"markdown":"input length is always known, making code a little less tedious\n\nknown input length currently applies only to pbo's.\n\nnote further, that unlike unknown input length compression, the decision to compress or not is ENTIRELY arbitrary.\n\nit is at the whim of the pbo creator, which file types, rather than what size, is compressed.\n\n```cpp\nbool unpack_data(const byte *CompressedBuffer, int PackedSize, byte *DeCompressedBuffer,int DecompressedBufferSize)\n{\n    const byte *CompressedPtr;\n    byte *DecompressedPtr;\n    size_t offset;\n    int tmp, count;\n    unsigned ReadChecksum, CalculatedChecksum;\n    int rpos, rlen;\n    int chunk, size;\n    uchar FlagByte;\n    byte b1, b2;\n\n    if ((PackedSize -= 4) <= 0) return false; // no room for checksum\n    size = 0;\n    DecompressedPtr = DeCompressedBuffer;\n\n    /*\n    * Each data block is preceded by a byte telling us what to do with\n    * the next 8 bytes.\n    */\n\n    for (offset = 0; offset < PackedSize; )\n    {\n        FlagByte = CompressedBuffer[offset++];// grab the encoding byte\n        for (count = tmp = 1; tmp < 256 && offset < PackedSize ; tmp *= 2, count++)\n        {\n            CompressedPtr = &CompressedBuffer[offset];\n            size = DecompressedPtr - DeCompressedBuffer;\n            if (FlagByte & tmp) // Append the byte to output\n            {\n                *DecompressedPtr++ = *CompressedPtr;\n                offset++;\n            }\n            else\n            {\n                // Read a pointer\n                b1 = *CompressedPtr;\n                b2 = *(CompressedPtr + 1);\n                offset += 2;\n                rpos = size - b1 - 256 * ( b2/16 );\n                rlen = b2 - 16 * (b2 / 16) + 3;\n                if ((rpos + rlen) < 0)\n                {\n                    size += rlen;\n                    while (rlen--) *DecompressedPtr++ = ' ';\n                }\n                else\n                if ((DeCompressedBuffer + rpos) > DecompressedPtr) return false; // PBO_STS_OUT_OF_BOUNDS;\n                // PAD the file with a block from another place in the file\n                else\n                if ((rpos + rlen) <= size)\n                {\n                    while (rpos < 0)\n                    {\n                        *DecompressedPtr++ = ' ';\n                        rlen--;\n                        rpos++;\n                    }\n                    memcpy(DecompressedPtr, &DeCompressedBuffer[rpos], rlen);\n                    DecompressedPtr += rlen;\n                    size += rlen;\n                }\n                // PAD the file with the block until size is rpos + rlen\n                else\n                if ((rpos + rlen) > size)\n                {\n                    chunk = size - rpos;\n                    while (rlen > 0)\n                    {\n                        if (chunk > rlen) chunk = rlen;\n                        if (!chunk) return false; // PBO_STS_CHUNK_ZERO;\n                        memcpy(DecompressedPtr, &DeCompressedBuffer[rpos], chunk);\n                        DecompressedPtr += chunk;\n                        size += chunk;\n                        rlen -= chunk;\n                    }\n                }\n            }\n        } // while temp\n    } // while offset\n\n    // Last 4 bytes of the packed data is the checksum, unsigned int\n    memcpy(&ReadChecksum, &CompressedBuffer[PackedSize], sizeof(ReadChecksum));\n\n    for (CalculatedChecksum = 0,DecompressedPtr = DeCompressedBuffer; DecompressedPtr < &DeCompressedBuffer[DecompressedBufferSize];) CalculatedChecksum+= *DecompressedPtr++;\n    if (ReadChecksum != CalculatedChecksum) return false; // PBO_STS_CHECKSUM;\n    return true; // PBO_STS_NO_ERROR;\n}\n```\n\ntemporary placeholder for example code for odolv7\n*Lempel-Ziv compression*\n\nNote1.\n\nRegardless of method, 4 extra bytes representing the checksum exist at end of the data count.\n\nNote2.\nThe compression code is identical to that employed by pbo packed structures. However, unlike pbo's, the size of the compressed data is unknown, only it is ultimate length. The code below fudges it."},{"heading":"pascal code","level":5,"markdown":"```pascal\nfunction LZBlockRead(var F:file; var outdata:array of byte;szout:integer):byte;\nvar\nk, r, pr, pi,po,i,j:integer;\nflags:word;\nbuf:array[0..$100e] of byte;\nc:byte;\ncrc:integer;\nbegin\npo:=0;\npi:=0;\nflags:=0;\nr:=0;\nfor k := 0 to $100F-1 do buf[k] := $20;\n    while (po < szout) do\n     begin\n        flags:= flags shr 1;\n        if ((flags and $100)= 0) then\n            begin\n            BlockRead(F,c,1); // direct reading from file\n            inc(pi);\n            flags := c or $ff00;\n            end;\n        if (flags and 1)=1 then\n             begin\n             if (po >= szout)then break;\n             BlockRead(F,c,1); // direct reading from file\n             inc(pi);\n             outdata[po] := c;\n             inc(po);\n             buf[r] := c;\n             inc(r);\n             r :=r and $fff;\n             end\n        else\n             begin\n             i:=0;\n             BlockRead(F,i,1); // direct reading from file\n             inc(pi);\n             j:=0;\n             BlockRead(F,j,1); // direct reading from file\n             inc(pi);\n             i :=i or ((j and $f0) shl 4);\n             j := (j and $0f) + 2;\n             pr := r;\n             for k := 0 to j do\n                 begin\n                 c := buf[(pr - i + k) and $fff];\n                 if (po >= szout) then break;\n                 outdata[po]:= c;\n                 inc(po);\n                 buf[r]:= c;\n                 inc(r);\n                 r :=r and $fff;\n             end;\n        end;\n    end;\n    BlockRead(F,crc,4); // 4 byte checksum.\n    result:= pi;\nend;\n```"},{"heading":"C code","level":5,"markdown":"```c\nint Decode(unsigned char *in,unsigned char *out,int szin,int szout)\n{\n        szin = szin > 0? szin: 0x7fffffff;\n        int  i, j, k, r = 0, pr, pi = 0,po = 0;\n        unsigned int  flags = 0;\n        unsigned char buf[0x100F], c;\n        for (i = 0; i < 0x100F; buf[i] = 0x20, i++);\n        while (pi < szin && po < szout)\n        {\n                if (((flags >>= 1) & 256) == 0)\n                {\n                        if(pi >= szin)break;\n                        c = in[pi++];\n                        flags = c | 0xff00;\n                }\n                if (flags & 1)\n                {\n                        if(pi >= szin || po >= szout)break;\n                        c = in[pi++];\n                        out[po++] = c;\n                        buf[r++] = c;\n                        r &= 0xfff;\n                } else\n                {\n                        if(pi + 1 >= szin)break;\n                        i = in[pi++];\n                        j = in[pi++];\n                        i |= (j & 0xf0) << 4;\n                        j  = (j & 0x0f) + 2;\n                        pr = r;\n                         for (k = 0; k <= j; k++)\n                        {\n                                c = buf[(pr - i + k) & 0xfff];\n                                if(po >= szout)break;\n                                out[po++] = c;\n                                buf[r++] = c;\n                                r &= 0xfff;\n                        }\n                }\n        }\n        return pi;// next 4 bytes = checksum\n}\n\n/////// parked lzss example code from odolv4x\n```"},{"heading":"LZSS","level":4,"markdown":"> [!NOTE]\n> The code that follows is written in C# and may or may not be optimal or correct.\n\n```cpp\npublic bool Expand(int ExpectedSize)\n{\n    byte PacketFlagsByte; //packet flags\n    byte WIPByte;\n    BitVector32 BV;\n    msLZ = new MemoryStream(ExpectedSize);\n    BinaryWriter bwLZ = new BinaryWriter(msLZ);\n    byte[] Buffer = new byte[ExpectedSize + 15];\n    bool[] BitFlags = new bool[8];\n    int i = 0, PointerRef = 0, ndx = 0, CalculatedCRC = 0, ReadCRC = 0, rPos, rLen, CurrentPointerRef = 0, Count = 0;\n    int Bit0 = BitVector32.CreateMask();\n    int Bit1 = BitVector32.CreateMask(Bit0);\n    int Bit2 = BitVector32.CreateMask(Bit1);\n    int Bit3 = BitVector32.CreateMask(Bit2);\n    int Bit4 = BitVector32.CreateMask(Bit3);\n    int Bit5 = BitVector32.CreateMask(Bit4);\n    int Bit6 = BitVector32.CreateMask(Bit5);\n    int Bit7 = BitVector32.CreateMask(Bit6);\n\n    PacketFlagsByte = br.ReadByte();\n    do\n    {\n        BV = new BitVector32(PacketFlagsByte);\n        BitFlags[0] = BV[Bit0];\n        BitFlags[1] = BV[Bit1];\n        BitFlags[2] = BV[Bit2];\n        BitFlags[3] = BV[Bit3];\n        BitFlags[4] = BV[Bit4];\n        BitFlags[5] = BV[Bit5];\n        BitFlags[6] = BV[Bit6];\n        BitFlags[7] = BV[Bit7];\n        i = 0;\n        do\n        {\n            if ((int)bwLZ.BaseStream.Position >= ExpectedSize) { break; }\n            if (BitFlags[i++]) //Direct Output\n            {\n                WIPByte = br.ReadByte();\n                bwLZ.Write(WIPByte);\n                Buffer[PointerRef++] = WIPByte;\n                CalculatedCRC += WIPByte;\n            }\n            else //Get from previous 4k\n            {\n                rPos = (int)(br.ReadByte());\n                rLen = (int)(br.ReadByte());\n                rPos |= (rLen & 0xF0) << 4;\n                rLen = (rLen & 0x0F) + 2;\n                CurrentPointerRef = PointerRef;\n                if ((CurrentPointerRef - (rPos + rLen)) > 0)\n                {\n                    //Case of wholly within the buffer, partially within the end of the buffer or wholly outside the end of the buffer\n                    for (Count = 0; Count <= rLen; Count++)\n                    {\n                        ndx = (CurrentPointerRef - rPos) + Count;\n                            if (ndx < 0)\n                            {\n                                //Beyond the start of the buffer\n                                WIPByte = 0x20;\n                            }\n                            else\n                            {\n                                //Within the buffer\n                                WIPByte = Buffer[ndx];\n                            }\n                        //}\n                        bwLZ.Write(WIPByte);\n                        Buffer[PointerRef++] = WIPByte;\n                        CalculatedCRC += WIPByte;\n                    }\n                }\n                else\n                {\n                    //Case of wholly or partially beyond the start of the buffer.\n                    for (Count = 0; Count <= rLen; Count++)\n                    {\n                        ndx = (CurrentPointerRef - rPos) + Count;\n                        if (ndx < 0)\n                        {\n                            //Beyond the start of the buffer\n                            WIPByte = 0x20;\n                        }\n                        else\n                        {\n                            //Within the buffer\n                            WIPByte = Buffer[ndx];\n                        }\n                        bwLZ.Write(WIPByte);\n                        Buffer[PointerRef++] = WIPByte;\n                        CalculatedCRC += WIPByte;\n                    }\n                }\n            }\n        }\n        while ((i < 8) & (bwLZ.BaseStream.Position < ExpectedSize));\n        if (bwLZ.BaseStream.Position < ExpectedSize) { PacketFlagsByte = br.ReadByte(); }\n    }\n    while (bwLZ.BaseStream.Position < ExpectedSize);\n    ReadCRC = br.ReadInt32();\n    return (ReadCRC == CalculatedCRC);\n}\n```"},{"heading":"See Also","level":3,"markdown":"- Model File Formats"}],"categories":["ArmA: Armed Assault: File Formats","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Config","title":"Config","type":"topic","url":"https://community.bistudio.com/wiki/Config","revid":26668,"updated":"2006-12-22T01:29:28Z","aliases":[],"markdown":"**Description:**\nConfig file entry.\n\nIntroduced with Armed Assault, does not refer to Cold War Crisis or Resistance.","sections":[{"heading":null,"level":1,"markdown":"**Description:**\nConfig file entry.\n\nIntroduced with Armed Assault, does not refer to Cold War Crisis or Resistance."}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Config Properties Megalist","title":"Config Properties Megalist","type":"topic","url":"https://community.bistudio.com/wiki/Config_Properties_Megalist","revid":379208,"updated":"2026-10-30T21:14:09Z","aliases":[],"markdown":"Arma 3 documentation is scattered to the 4 winds, and this applies to config file properties as much as anything.\nThis is an attempt to make a single master list of properties **with links to [sources]**.\nYes, there are other partial lists but they have limitations: short/confusing \"official\" descriptions, obsolete information, and no links to further sources.\nSo rather than wreak havoc with those lists, this article is an attempt to make an easier-to-digest resource.\n\n(P.S. This list was initially compiled in Fall of 2014, and should be up-to-date as of that point.)\n\n#### Existing Config Pages\n\nHere is a list of existing config pages on the Biki. They tend to contain semi-official descriptions of properties (though some entries have detailed descriptions). Unfortunately, the 'official' descriptions tend to be short, incomplete, and/or confusing--particularly for new modders:\n\n- CfgVehicles Config Reference\n- Turret Config Reference\n- CfgAmmo Config Reference\n- CfgMagazines Config Reference\n- CfgWeapons Config Reference\n- Model Config\n\nThis page is like a \"Config Properties for Dummies\" or a \"Config Properties Explained\". If you want the official description, go to the linked pages. If you want an explanation in plain English, use this page.\n\n(Once this page is complete, a sensible route may be to integrate its information into the existing pages to reduce redundancy).\n\n#### How Do Configs Work?\n\nAll configs get merged into one big config in memory when the game starts. Where duplicates exist, which config takes precedence depends on load order - the last config loaded \"wins\" by overwriting any previous value(s). Load order is determined by mod folder order, PBO name, but most importantly/properly by the \"requiredAddons\" section of the CfgPatches class.\n\n#### CfgPatches & requiredAddons\n\nThe requiredAddons array in CfgPatches is how you control the load order of configs. \"requiredAddons\" means \"load these other config files before you load this one.\" (And \"this one\" means the name of the class containing the requiredAddons statement). [A](http://forums.bistudio.com/showthread.php?162880-Little-question-about-cfgpatches)\n\n#### How Many Config Files?\n\nOne consequence of the above discussion is the fact that you can *technically* spread your configs across tons of little files or ball them up into one big one or anything in between--with some exceptions^ (which are discussed further below). Barring those exceptions, there is no iron-clad rule that requires certain classes (e.g. CfgAmmo, CfgVehicles, etc.) to be separated or located within particular filenames. It is essentially a matter of clarity, ease of editing, and consistency to help others understand your work.\n\nKnown exceptions:\n\n1. #include'd .h/.hpp files are usually in the same folder or a subfolder of the #include'ing config, but apparently they can be anywhere as long as you #include \"pathtofile\".\n1. CfgSkeleton & CfgModels classes should be in either: a \"model.cfg\" file or a \"[same-name-as-P3D].cfg\" file. Unlike other config classes, these ones should not be thrown into random files.\n1. The model.cfg file must be in the same folder as--or in a parent folder of--the object (P3D) it configures.\n\n#### Config Properties ProTips\n\nA few tips and things to watch out for in config properties:\n\n- \"epe\" in a property name refers to \"external physics engine\", i.e. NVIDIA's PhysX API.\n- \"Gunner\" is often used in a propety name as a catch-all term that refers to whichever crewmember is in control of a turret/view (e.g. the commander is the \"gunner\" in the commander's turret).\n- A few properties have somewhat misleading names, in that the common English meaning of a word is not what the property actually refers to (e.g. \"caliber\", \"explosive\").\n- Inconsistent units: it is not uncommon for related properties to use different units for no good reason (e.g. radians per second vs. revolutions per minute). At least almost everything is in metric.\n\n## WEAPON Configs\n\nFor understandable reasons, weapons data is scattered across several different config classes. Defining a weapon properly requires working with all these classes.\n\n### CfgAmmo\n\nMost projectile-specific properties are located here. Some relevant properties you might expect to find here however--muzzle velocity for example--are located in the other weapon classes (either CfgMagazines or CfgWeapons).\n\n#### airFriction\n\n`float`\n\nHow much the projectile slows down as it travels through the air. (A way of expressing aerodynamic drag).\n\nThis and initSpeed define a projectile's trajectory in Arma (for unpowered ones like Bullets and Shells. Rockets and Missiles have additional rocket thrust features that influence their flight). As soon as an unpowered projectile is fired, it starts to slow down due to drag. The formula is:\n\n`airFriction = deceleration / velocity2`\n\nA projectile with a muzzle velocity of 1,640 m/s which slows down with 94 m/s2 has an airFriction of:\n\n`-94 m/s2 / (1,640 m/s)2 ≈ -0.000035 1/m`\n\n(This property appears to be equivalent to Bird-Livingston's \"ballistic K factor\" * 1e-7).\n\n^A different formula based on bulletPenetrability & caliber is applied to slow projectiles passing through solid targets (fire geometry).\n\nA, [B](http://forums.bistudio.com/showthread.php?153417-airFriction), \"WW2 Ballistics: Armor and Gunnery\" (Bird-Livingston, 2001)\n\nFor self-propelled rockets and missiles use this one:\n\n`-0.002 * f = a / v2` (finding in [BI forum](https://forums.bistudio.com/forums/topic/189449-solved-simulate-rocket-flight-airfriction-correction-thrust-in-cfgammo-is-equal-to-acceleration/?do=findComment&comment=3002852))\n\nf - airFriction\n\na - acceleration\n\nv - velocity\n\n#### airLock\n\n`bool`\n\nWhether this ammo type (& AI using it) can lock onto airborne targets.\n\nProvided the related CfgWeapons also has locking capability--\"canLock\" is true. Unlike irLock & laserLock--which have corresponding CfgVehicles properties that they lock onto, airborne targets are identified in some other way. (see \"irLock\", \"laserLock\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_airLock.htm?Highlight=airlock), B, [C](http://forums.bistudio.com/showthread.php?47996-Airlock-only).\n\n#### caliber\n\n`float≥0`\n\nAbility of the projectile to penetrate through target fire geometry (buildings, vehicle armor and components, people, etc.).\n\nPenetration power is dependent on caliber and the projectile's speed--higher = more penetration. The formula for mm of penetration is:\n\n`(projectile speed / 1000)x(caliber)x(bulletPenetrability of the target BISURF)`\n\nSo--as you would expect--penetration decreases as the projectile slows down during its flight. Restating the formula:\n\n`caliber = (mm penetration @speedX)*1000 / (bulletPenetrability * speedX)`\n\n(A value of 1 is standardized as 15mm of RHA penetration at 1000m/s.) Note! Adding caliber values to missile or rockets is bugged and results in missiles flying through targets.\n\n[A](http://resources.bisimulations.com/wiki/Damage_Modeling:_Simulation#Penetration)\n\n#### cost\n\n`int, ~$, (AI only)`\n\nA \"monetary\" value for each weapon.\n\nThis helps AI units decide on whether a weapon is worth using. Presumably AI does not waste high-cost weapons on low-threat or otherwise inappropriate targets. Seems to be vaguely calibrated in units of 1/3-1/4 $USD.\n\nA, [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_cost.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____12) (contradictory)\n\n#### deflecting\n\n`90≥int≥0, angle in degrees`\n\nDetermines how much a projectile ricochets.\n\nWhen the ammo impacts something at this angle or less, there is a *chance* it will ricochet--bouncing off the target and doing less than full kinetic damage. Impact angles greater than this will not ricochet. If deflecting = 0, the projectile will never ricochet, while a value of 90 gives all impacts a chance to ricochet. Ricochets occur from impacts to targets or the ground.\n\nNote: all projectiles get a slight random velocity change after completely penetrating a piece of fire geometry. This is a different, hardcoded behavior--not \"deflecting\".\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_deflecting.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____15)\n\n#### explosive\n\n`1≥float≥0`\n\nThe proportion of the projectile's damage that is explosive (rather than kinetic).\n\nUnlike kinetic damage, explosive damage does *not* fall off as the projectile gradually loses speed. A value of 1 means the damage is fully explosive, while 0 means fully kinetic. (This property has nothing to do with the colloquial sense of an explosion as 'splash' damage--that property is covered by \"indirectHit\"). NOTE! Values >=0.7 nullify the penetration capability of the projectile, so keep values *below* this if you want the projectile to be able to penetrate armor at all. (See \"hit\", \"typicalSpeed\").\n\n#### hit\n\n`float>0`\n\nThe damage done by a direct hit from this projectile.\n\nDamage is applied to global hitpoints (\"armor\" int) as well as locational ones (\"armor\" float). (The actual formula for applying damage is somewhat complex, so there is not necessarily a one-to-one application of hit value against hitpoints). [A](https://resources.bisimulations.com/w/index.php?title=Damage)\n\n#### indirectHit\n\n`float≥0`\n\n'Splash' damage done by a near miss from this projectile.\n\nProjectiles with indirectHit values do damage within a sphere around their impact point (whether they hit the ground or an object). The size of the sphere is determined by \"indirectHitRange\" and targets within the sphere receive damage.\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage)\n\n#### indirectHitRange\n\n`float≥0, meters`\n\nDescribes the range of a projectile's 'splash' damage.\n\nThis is the *base* radius within which indirectHit damage is applied. indirectHit damage is actually applied ***out to 4x this radius***, with linear falloff starting at indirectHit and ending at 0. (See \"indirectHit\"). Note: for standard HE weapons (e.g. tank HE-frag, artillery HE, grenades), this value seems to correspond roughly to the weapon's officially rated \"lethal radius\" in m.\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage)\n\n#### initTime\n\n`float≥0, seconds, (Missiles only)`\n\nHow long it takes the missile's rocket motor to start producing thrust after launch.\n\nMissiles are launched at initSpeed. After initTime, the missile starts accelerating based on its thrust parameters. (see \"thrust\", \"thrustTime\").\n\n#### irLock\n\n`bool`\n\nWhether this ammo type (& AI using it) can lock onto radar targets (CfgVehicles.irTarget = true).\n\nirTarget vehicles are ones that are config'ed to show up on the game's simple \"radar\" overlay--i.e. tanks, trucks, etc., not humans. (You'd think \"ir\" would refer to infrared, but it actually refers to radar). (Provided the related CfgWeapons also has locking capability--\"canLock\" is true).\n\nA.\n\n#### laserLock\n\n`bool`\n\nWhether this ammo type (& AI using it) can lock onto \"laser targets\", i.e. a laser designator dot (CfgVehicles.laserTarget = true). (Provided the related CfgWeapons also has locking capability--\"canLock\" is true).\n\nA, [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_laserLock.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____40).\n\n#### manualControl\n\n`bool, (Missiles only)`\n\nA type of missile guidance.\n\nTrue means the missile has SACLOS guidance (i.e. it continuously adjusts to fly toward wherever the player's crosshairs point).\n\nA, [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_manualControl.htm?Highlight=manualcontrol)\n\n#### maneuvrability\n\n`float>0, (Missiles only)`\n\nAffects missile turning ability.\n\nHigher is more maneuverable. It's claimed very high values (>30) may cause missiles to over-maneuver and spin out of control.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_maneuvrability.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____45), B\n\n#### maxControlRange\n\n`int>0, meters, (Missiles only)`\n\nMaximum range for guided missile flight--whatever the guidance type--after which the missile spins out of control. (See \"timeToLive\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_maxControlRange.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____47), B\n\n#### maxSpeed\n\n`float>0, m/s, (Missiles only)`\n\nMissile speed limit.\n\nThis value imposes an upper limit to the speed at which a missile can travel, regardless of its thrust properties. (see \"thrust\", \"thrustTime\").\n\n#### \"muzzle velocity\"\n\nSurprise! Muzzle velocity for a projectile is *not* found in CfgAmmo at all! Instead it is defined in the relevant CfgMagazines class and the property is called \"initSpeed\".\n\n#### nvgOnly\n\n`bool`\n\nWhether tracer is visible using NVG optics only.\n\nIf false, the projectile's tracer is normal and can be seen with unaided optics as well as when using NVG (infrared or thermal) optics. If true, the tracer is invisible unless the viewer is using NVG optics.\n\n#### simulationStep\n\n`float>0, seconds(?)`\n\nHow often the game updates the ammo's trajectory in flight.\n\nThe default appears to be between 0.05 (visible in \"Splendid Config Viewer\" though it is not clear where this is defined?). If you assign a *lower* value, the game tracks the projectile *more often*, giving a finer grained precision to its trajectory. This is presumably useful for things like fast moving projectiles, fast maneuvering guided missiles, projectiles with a high airFriction value, etc. A *higher* value tracks the projectile with *less detail*. The results can be a bit unpredictable (e.g. values less than 0.001 can cause bizarre trajectories), so experimentation with a [projectile tracing script](http://forums.bistudio.com/showthread.php?164294-Quick-and-fun-projectile-path-tracing!) is useful if you feel like there may be something wrong with your projectile's trajectory.\n\nContrary to the information in the VBS documentation linked below, this property can be assigned to a projectile of any simulation type, not just missiles.\n\nNote: advanced modders should be aware that low simulationStep values appear to result in excessive firings of eventhandlers like \"hitPart\"--e.g. multiple events fired when a projectile hits a single surface. Try turning up simulationStep in cases like this.\n\n[A](https://manuals.bisimulations.com/vbs3/3-6/devref/Content/Config_Manual/CfgAmmo/amm_simulationStep.htm)\n\n#### thrust\n\n`float>0`\n\nEngine power of missiles and rockets. (See \"thrustTime\").\n\nA, B\n\n#### thrustTime\n\n`float>0, seconds, (Missiles only)`\n\nHow many seconds the rocket motor will produces thrust before dying out.\n\n(Keep in mind that regardless of these thrust properties, \"maxSpeed\" puts a ceiling on missile speed).\n\nA, B, [C](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_thrustTime.htm?Highlight=thrusttime)\n\n#### timeToLive\n\n`float>0, seconds`\n\nMaximum lifetime for the projectile until it is culled by the game engine.\n\nAfter a projectile is fired and this time has elapsed, the projectile is deleted from the game for optimization purposes; most projectiles simply disappear at this point, although certain types of explosive projectiles explode instead of vanishing.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_timeToLive.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____76)\n\n#### typicalspeed\n\n`int>0, m/s`\n\nInfluences how much damage the projectile does when it hits.\n\nSpeed at which the projectile produces full \"hit\" damage; anything lower produces proportionately less damage (exception: any \"explosive\" damage component is always full value regardless of the impact speed). Note that this property does *nothing* to influence the projectile velocity, it used only in the damage calculation. (See \"initSpeed\", \"explosive\").\n\n#### visibleFire\n\n`float, meters?, \"(AI only)`\n\nDistance from projectile that AI units will notice it. (See \"visibleFireTime\").\n\nNot clear if this refers to the projectile in flight, when fired, at impact, or all three.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_visibleFire.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____85)\n\n#### visibleFireTime\n\n`float, seconds, \"(AI only)`\n\nHow long AI units will notice the projectile. (See \"visibleFireTime\").\n\nValues less than 5 supposedly cause problems because there can be 5 seconds between AI attention tests.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_visibleFireTime.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____86), B\n\n### CfgMagazines\n\nMagazine properties plus some projectile-specific stuff that gets stored here instead of CfgAmmo.\n\n#### initSpeed\n\n`int>0, m/s`\n\nSets the muzzle velocity of ammo fired from this Magazine.\n\nUpdated in Q1 2015: InitSpeed in weapons - zero value in weaponType::initSpeed means that magazineType::initSpeed will be used (initSpeed set to positive values in a weapon means a constant speed of the weapon independent on its magazine. Negative values mean a multiplier for initSpeed set in the magazine. Setting it to 0 means that the speed is going to be taken from magazine, this equals to setting initSpeed in the weapon to -1).\n\n(Not to be confused with typicalSpeed, which does not affect projectile speed at all and is instead used for damage calculation only).\n\n### CfgWeapons\n\nGun/launcher-specific properties.\n\n#### aiDispersionCoefX/Y\n\n`float≥1.0, (AI only)`\n\nAI unit inaccuracy using this weapon (in X/Y).\n\nThese two properties are *coefficients* multiplied by the inherent weapon \"dispersion\" value. These are maximum values for inexperienced AI; as AI experience goes up, these values are shifted toward 1.0 (no extra dispersion). Supposedly there are other factors that influence AI inaccuracy besides these dispersion properties. (See \"dispersion\").\n\nA\n\n#### autoFire\n\n`bool`\n\nWhether the weapon will continue to fire if you hold down the trigger.\n\n[A](https://manuals.bisimulations.com/vbs2/2-00/devref/Content/Config_Manual/CfgWeapons/wpn_autoFire.htm)\n\n#### ballisticsComputer\n\n#### canLock\n\n`bool`\n\nWhether the weapon can lock on to a target (e.g. when a player hits the TAB key)\n\nMust be true for any of the other lock modes to work (airLock, irLock, laserLock). 0 = never, 1 = in cadet mode only, 2 = always.\n\nA, [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgWeapons/wpn_canLock.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgWeapons%7C_____18)\n\n#### dispersion\n\n`float>0`\n\nBasic weapon accuracy.\n\nThis is the inherent accuracy of the weapon^. It affects all projectiles fired from this weapon independent of other effects like AI skill, etc. It describes the weapon's dispersion in radians (1 milliradian = 1 angular mil = 0.001 dispersion, 1 MOA = 0.000290888 dispersion).\n\n^IRL these are things like straightness of the barrel, consistency of the ammunition powder charge, etc.--dispersion should actually be different per ammunition type, but in Arma it is a weapon property only.\n\n#### initSpeed\n\n`int, m/s`\n\nThis allows you to override or modify the initSpeed (muzzle velocity) set in CfgMagazines.\n\nNew feature added in Q1 2015: zero value in weaponType::initSpeed means that magazineType::initSpeed will be used (initSpeed set to positive values in a weapon means a constant speed of the weapon independent of its magazine. Negative values mean a multiplier for initSpeed set in the magazine. Setting it to 0 means that the speed is going to be taken from magazine, this equals to setting initSpeed in the weapon to -1).\n\n#### max/mid/minRange\n\n`int>0, m/s, (AI only)`\n\nDetermines the tendency of AI units to use this weapon based on their range to target.\n\nAt this range down to the previous __Range, an AI unit will attack with the corresponding __RangeProbab probability. Think of the three pairs of values (__Range, __RangeProbab) as creating a graph of attack probability at different ranges. (See \"max/mid/minRangeProbab\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgWeapons/wpn_maxRange.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgWeapons%7C_____67)\n\n#### max/mid/minRangeProbab\n\n`float>0, (AI only)`\n\nDetermines the tendency of AI units to use this weapon based on their range to target.\n\nAt this __Range down to the previous __Range, an AI unit will attack with the corresponding __RangeProbab probability. Think of the three pairs of values (__Range, __RangeProbab) as creating a graph of attack probability at different ranges. (See \"max/mid/minRangeProbab\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgWeapons/wpn_maxRange.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgWeapons%7C_____67)\n\n#### weaponLockSystem\n\n`cumulative int`\n\nHow this weapon triggers a target vehicle's warning system.\n\nWhat type(s) of lockDetectionSystem is set off in a vehicle targeted by this weapon: 0 = none, 1 = CM_Lock_Visual, 2 = CM_Lock_IR, 4 = CM_Lock_Laser, 8 = CM_Lock_Radar. Presumably canLock must = 1 for this to be relevant.\n\nA.\n\n## VEHICLE Configs\n\nVehicle properties are numerous and are contained both in the CfgVehicles class (usually in its own file), as well as CfgSkeletons & CfgModels (usually combined into a single file called model.cfg). CfgVehicles describes the vehicle's gameplay features, while CfgSkeletons & CfgModels describe its P3D model file.\n\nKeep in mind that just about every major actor belongs to the \"Vehicle\" class in Arma, from planes to tanks to humans.\n\n### CfgVehicles\n\n#### animationSource___\n\n`string, model.cfg Animations class name, (Turret class)`\n\nDefines the animating portions of a turret (_Body, _Gun, _Hatch, _Roll).\n\nThis property appears to serve as a shortcut to defining an AnimationSources \"custom\" source. Instead of needing to do that, BI has created a few preset source properties that serve the same effect using a single line (as opposed to a whole class entry in AnimationSources). The name used as a value is one of the \"class Animations\" source names in the vehicle's model.cfg.\ne.g.\n\n```cpp\nclass YourModel : InheritedFromSomeWhere\n{\n    class Animations : Animations\n    {\n        class MainTurret\n        {\n            type = \"rotationY\";        // type of movement involved\n            source = \"mainTurret\";    // The controller that provides input above\n            selection = \"OtocVez\";    // The name of the skeleton bone used.\n            axis = \"OsaVeze\";        // name of the axis in the P3D model.\n            ...\n```\n\nThe typical uses are as follows. _Body controls the basic slewing/left-right motion of the turret. _Gun controls weapon elevation/up-down movement. _Hatch controls hatch movement (if any) for a crewmember turning in/out. _Roll presumably controls tilting motion of the turret (if any).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/A_cpp/cpp_animSourceBody.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____31), B\n\n#### armor (global)\n\n`int>0`\n\nOverall hit points/'health' for the vehicle. Once fully depleted by damage, the vehicle blows up killing its occupants.\n\nYou will often see this property referred to as \"armor (int)\". Supposedly object radius somehow modifies this value, although the formulas offered by BI don't make much sense. Note that locational hit-points are derived from this value--determined by each HitPoint class's own \"armor\" (float) value. So the lower this value, the weaker all the vehicle's corresponding location HitPoints will also be (i.e. the more damage a location takes with each hit).\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects#armor), B, C.\n\n#### armorStructural\n\n`int>0`\n\nThis makes global health resistant to damage, without affecting local health.\n\nThe value is used as a divisor to global damage; the higher the value (beyond 1), the less global damage (\"armor\"/\"hit points\") occurs whenever the vehicle gets hit. HitPoints class location damage is *not* affected by this property; the location takes damage from the hit without being affected by this property. Extremely high values practically nullify the (in)famous cumulative \"hit points\" system of vehicle damage (e.g. plinking a tank to death with a rifle).\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects#armorStructural).\n\n#### brakeIdleSpeed\n\n`float>0, meters/second, (PhysX)`\n\nSpeed below which brakes are automatically applied to slow the vehicle to a stop.\n\nIf the value is too low, it will make the vehicle very difficult to bring to a complete stop. If it is too high, the vehicle will brake while you are trying to drive slowly.\n\nA, [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/B_cpp/cpp_brakeIdleSpeed.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____53)\n\n#### cost\n\n`int>0, (AI only)`\n\nTells the AI how valuable this vehicle is to attack relative to others.\n\nFrom VBS link: \"This value reflects how important a unit/vehicle is for enemy AI to kill. When all other considerations are equal. For instance, a soldier is not interested in Air [targets, due to his \"threat[]\" property], despite it is highly attractive cost values. On the other hand, he is interested in a machinegunner, since a machinegunner (in normal configs) has a relatively higher cost, than other [infantry threat types], including the officer, even though the machinegunner's cost is much lower than an airplane.\"\n\n(See \"threat[]\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/C_cpp/cpp_cost.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____92)\n\n#### changeGearMinEffectivity[]\n\n`float array, (PhysX)`\n\nTells the transmission when to switch gears. (All transmissions in Arma 3 behave as if automatic).\n\nNote that there is a value for every GearboxRatios value (usu. starting with reverse, then neutral, etc).\nIn BI configs, this array never seems to vary much from the default: 0.95 for everything except neutral which is 0.15 (so it gets switched out of very quickly) and reverse which is 0.5.\nBI says \"if there is [a] better gear and effectivity is below this value then [the game] change[s] gear\"--not very clear what this means.\nHowever, reading NVIDIA documentation suggests the array values may simply represent the proportion of max engine RPM rather than some abstract \"effectivity\" value; in that case once the engine revs above(below) the RPM value, the game will shift one gear up(down).\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicleautoboxdata)\n\n#### clutchStrength\n\n`float>0, (PhysX)`\n\nHow 'tight' the clutch is--how quickly gear changes affect vehicle speed.\n\nLow values will mean more 'slippage' and slower acceleration after gear changes, higher values mean less slippage and quicker delivery of power to the wheels after a gear shift. BI recommends starting with a value of 10 (for CarX anyway, TankX config values are typically closer to 100). (See \"thrustDelay\").\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicleclutchdata)\n\n#### crewExplosionProtection\n\n`float>0`\n\nIt's controlling how much indirectHit damage crew will take.\n\nreyhard: It is also affecting EPE impulses (crashes) if I remember correctly since those are treated as indirect damage.\n\n[ [A](http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2818157&viewfull=1#post2818157) ]\n\n#### crewVulnerable\n\n`bool, (AI only)`\n\nIf true, AI units will shoot at the vehicle to wound exposed crewmembers even if damageResistance is too high for them to otherwise bother attacking. (See \"damageResistance\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/C_cpp/cpp_crewVulnerable.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____95)\n\n#### damageResistance\n\n`float>0, (AI only)`\n\nTells AI units how resistant this vehicle is to damage (so they can decide whether or not to bother attacking based on the weapons they are carrying). The calculation appears to be based only on the target's global armor and size, along with the weapon's hit value; armor & penetration are not factors. The formula for deriving this value is supposedly:\n\n`(minHit^2) * (1/armor) * ([0.27/tgtRadius]^2)`\n\nwhere \"miHit\" is the \"hit\" value for the *weakest weapon that the AI should find useful against the vehicle*. How exactly the value is used by the game is a mystery. Possibly the AI check their weapon with this formula and compare it to the config value. Simplifying, one could say the AI checks it is weapon \"hit\" value against the minimum useful \"hit\" value the config has defined; if the AI weapon is >= the minimum value, the AI will consider attacking. If the AI's weapon is weaker, it won't.\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects#damageResistance), [B](https://resources.bisimulations.com/w/index.php?title=Damage),[C](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/D_cpp/cpp_damageResistance.htm?Highlight=damageresistance)\n\n#### destrType\n\n`string`\n\nSets the destruction type for the object.\n\n- “DestructDefault” // Default destruct type, engine auto detects during object loading: vehicles are set to \"DestructEngine\" and everything else is set to \"DestructBuilding\"(?)\n- “DestructNo” // No destruction effects, makes object invulnerable to weapons\n- “DestructMan” // Destruct as man (no shape animation)\n- “DestructEngine” // Destruct as vehicle (explosion, shape animation)\n- “DestructWreck” // Destruct as wreck, similar to DestructEngine, but with wreck replacement\n- “DestructBuilding” // Destruct as building, requires destructionEffects class\n- “DestructTree” // Destruct as tree, falls over by rotating about axis defined in model\n- “DestructTent” // Destruct as tent, object collapses on itself (shape animation) (for bushes, tents, poles, etc)\n- “DestructWall” // Destruct as wall, falls over only forward or backward\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects#destrType), [B](https://manuals.bisimulations.com/vbs3/3-4/devref/#Config_Manual/CfgVehicles/D_cpp/cpp_destrType.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____110)\n\n#### discreteDistance[]\n\n`int array, meters`\n\nThese are the available weapon range settings for this Optics/Turret view. (i.e. what you switch through with the PgUp/PgDown key).\n\n#### discreteDistanceInitIndex\n\n`int`\n\nThis is the array index of the default range setting from discreteDistance[]. (Remember all arrays are \"zero-based\"--that is, the first entry is #0).\n\n#### epeImpulseDamageCoef\n\n`int≥0, (PhysX)`\n\n<?>Undocumented: the name suggests this is a coefficient influencing how much damage the vehicle takes from physics-controlled impacts (i.e. crashing into a wall, another vehicle, etc.). Higher numbers suggest the vehicle takes more damage from such events.\n\n[undocumented]\n\n#### engineLosses\n\n`int≥0, Newton-meters, (PhysX)`\n\nA force that helps bleed speed from the vehicle (presumably most noticeable as the vehicle coasts).\n\nengineLosses bleed energy from the vehicle due to inefficiencies in the engine. As such, they are multiplied by the gear ratio (unlike transmissionLosses). (See \"transmissionLosses\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/E_cpp/cpp_engineLosses.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____139)\n\n#### enginePower\n\n`int>0, kilowatts, (PhysX)`\n\nEngine power in kW. (hp * 0.745699872 = kW).\n\nA\n\n#### explosionShielding (global)\n\n`float≥0`\n\nModifies how global vehicle health is affected by 'splash' damage (indirectHit).\n\nThis works the same way as explosionShielding for HitPoint locations: indirectHit damage received is multiplied by this value.\n\n(This property is 10-24-14 devbranch only currently)\n\n#### forceHide__\n\n`bool`\n\nWhether a crewmember has the ability to \"turn out\" or not. (1 = cannot turn out, 0 = can turn out).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/F_cpp/cpp_forceHideCommander.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____153)\n\n#### extCameraPosition[]\n\n`float array, meters`\n\nThese are the XYZ coordinates of the 3rd person camera view for this vehicle.\n\nThe 3 members of the array represent coordinates in meters [X,Y,Z] = (side-to-side, vertical, close/forward-far/back.) The distances are calculated relative to the center of the vehicle.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/E_cpp/cpp_extCameraPosition.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____141)\n\n#### __Fov\n\n`float≥0, 1=120 degrees`\n\nField of View / magnification for the Optics class it is found in.\n\n\"init__\", \"min__\", \"max__\" with \"initFov\" being the default. Smaller values mean a *narrower* FOV and thus a *higher* magnification.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/I_cpp/cpp_initFov.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____234)\n\n#### fuelCapacity\n\n`int>0, liters`\n\nVehicle fuel capacity.\n\n(While VBS3 uses 0.1 liter units, Arma 3 appears to use 1 liter units based on config values). Regardless, the fuel consumption model in the game is very simplified so real-world values--while a useful starting point--may need tweaking in order to translate them into good in-game values.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/F_cpp/cpp_fuelCapacity.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____162)\n\n#### gunnerOpticsModel\n\n`string`\n\nP3D model used when for this turret when crewmember is \"turned in\". (filename should include path).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/G_cpp/cpp_gunnerOpticsModel.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____197)\n\n#### gunnerOutOpticsModel\n\n`string`\n\nP3D model used when for this turret when crewmember is \"turned out\". (filename should include path).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/G_cpp/cpp_gunnerOutOpticsModel.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____202)\n\n#### gunnerOpticsEffect[]\n\n`string`\n\nOptical effects overlay (blur, etc.) applied to this turret in \"turned in\" mode.\n\n#### gunnerHasFlares\n\n`bool`\n\n<??>Whether the crewmember at this Turret can launch the vehicle's countermeasures, if such are available (aircraft flares, AFV smoke grenades).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/G_cpp/cpp_gunnerHasFlares.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____192), (comment in \"Samples_F\\Test_Tank_01\\CfgVehicles.hpp\")\n\n#### hiddenSelections[]\n\n`string array`\n\nHiddenSelections lets you swap texture & material in-game on specified parts of your vehicle.\n\nThe names in the array must correspond to: 1) named selection(s) in the P3D file, 2) identically named entries in the model.cfg file under class CfgModel { sections[] }, e.g.\n\n```cpp\nclass CfgModels\n{\n    class Jeep\n    {\n        sectionsInherit = \"\"; // (let's assume there is no inheritance in this example)\n\n        sections[] =\n        {\n            // names must match named selection sets in the P3D model file\n            // you should use the same selection set names across all the visual LOD's in the P3D\n            \"spareTire\",\n            \"flag\"\n        };\n```\n\nThe purpose of listing certain sections here is to create variety within a single model by allowing the parts to be hidden and/or have alternate textures swapped out for variety. (Arma 3 uses it commonly to generate random texture variation during spawn).\n\nUsing hiddenSelections gives you the ability to change the sections' textures and materials via script with the setObjectMaterial and setObjectTexture(/Global) commands. (Note that changing an object's material does *not* appear to change its associated bisurf properties--this system is intended for changing visual appearance only; you can't use it to cleverly change fire geometry properties--use the \"hide\" Animation for that purpose [see damageHide later in this section].)\n\nNote: hiddenSelections are *not* intended for hiding or texture-swapping *damaged hit locations*; there are built-in ways to handl that with [the 'damageHide' process](http://tactical.nekromantix.com/wiki/doku.php?id=arma:modeling:damage_model) and/or the CfgVehicles>Damage class.\n\nSee also: #hiddenSelectionsTextures[]\n\n[ [A](https://manuals.bisimulations.com/vbs3/3-0/devref/Content/Config_Manual/CfgVehicles/H_cpp/cpp_hiddenSelections.htm), [B](http://forums.bistudio.com/showthread.php?93033-Hidden-Selections), [C](http://fab.ofp.free.fr/Tutorials/Hidden_Selections.htm), [D](http://tactical.nekromantix.com/wiki/doku.php?id=arma2:texturing:hiddenselectionstextures) E]\n\n#### hiddenSelectionsTextures[]\n\n`string array`\n\nA list of (pathed) textures for use with hiddenSelections[]. The textures are assigned to the hiddenSelections[] elements in the order they are listed (first texture goes to the first element, and so on). hiddenSelections[] elements with no texture listed will be hidden at game startup, while those with a texture will be displayed and use the texture assigned. Note: even though hiddenSelection has a material (rvmat) assigned to it that would normally make it visible, leaving out its texture in this property will hide it entirely.\n\nThis might be a little confusing so let's use an example. Imagine we are using the vehicle in the hiddenSelections[] example above. Let's look at different ways hiddenSelections might be configured:\n\n```cpp\nclass CfgVehicles\n{\n    class Jeep_base\n    {\n        // this vehicle has both the \"spareTire\" and \"flag\" sections showing whenever the vehicle is spawned\n        // they are referred to using commands like setObjectMaterial by array # (0 = spareTire, 1 = flag)\n        // textures are assigned to the hiddenSelections in order (tire gets tire.paa, flag gets flag.paa)\n        hiddenSelections[] = {\"spareTire\",\"flag\"};\n        hiddenSelectionsTextures[] = {\"jeepMod\\textures\\tire.paa\",\"jeepMod\\textures\\flag.paa\"};\n    }\n    class Jeep_cheap : Jeep_base\n    {\n        // because \"flag\" is not included here, it is hidden--you also don't have access to it via script either\n        hiddenSelections[] = {\"spareTire\"};\n        hiddenSelectionsTextures[] = {\"jeepMod\\textures\\tire.paa\"};\n    }\n    class Jeep_fancy : Jeep_base\n    {\n        // both sections are available via script, but spareTire is hidden by giving it no texture (\"\")\n        hiddenSelections[] = {\"spareTire\",\"flag\"};\n        hiddenSelectionsTextures[] = {\"\",\"jeepMod\\textures\\flag.paa\"};\n    }\n```\n\nSee also: #hiddenSelections[]\n\n#### hideWeapons__\n\n`bool`\n\nIf true, the game hides any weapons being carried by the crewmember/passenger when he is riding in the vehicle.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/H_cpp/cpp_hideWeaponsGunner.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____222), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/H_cpp/cpp_hideWeaponsDriver.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____221), [C](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/H_cpp/cpp_hideWeaponsCommander.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____220), [D](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/H_cpp/cpp_hideWeaponsCargo.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____219)\n\n#### idleRpm\n\n`int>0, RPM (revolutions per minute)`\n\nRPM level when engine is idling--this affects the engine sound. (See \"redRpm\").\n\nA\n\n#### inGunnerMayFire\n\n`bool`\n\nIf true, the crewmember at this turret can move the view and fire any attached weapon when he is \"turned in\".\n\n\"Gunner\" is used to mean whichever crewmember has access to this turret/view (e.g. the Commander is the \"Gunner\" in the Commander's turret).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/I_cpp/cpp_inGunnerMayFire.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____230)\n\n#### latency\n\n#### lockDetectionSystem\n\n#### magazines[]\n\n`string array`\n\nList of magazines available to the weapons at this turret. (Magazine names come from CfgMagazines class[es]).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/M_cpp/cpp_magazines.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____277)\n\n#### maxOmega\n\n`int>0, radians per second, (PhysX)`\n\nMaximum rotational speed of engine. (revolutions-per-minute * 0.104719755 = radians-per-second).\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicleenginedata)\n\n#### minTotalDamageTreshold\n\n`float≥0`\n\nProtects global vehicle health from damage.\n\nThis works the same way as minimalHit does for HitPoint locations: damage received below this value is ignored. This is just the global version of \"minimalHit\".\n\n(This property is 10-24-14 devbranch only currently)\n\n#### normalSpeedForwardCoef\n\n`float>0`\n\n<?> Proportion of top speed that is considered \"normal speed\" (as opposed to \"fast speed\" or \"slow speed\"). Not at all sure what this does in the game, read the cryptic description in the link and see what you can decipher from it...\n\nA\n\n#### outGunnerMayFire\n\n`bool`\n\nIf true, the crewmember at this turret can move the view and fire any attached weapon when he is \"turned out\".\n\n\"Gunner\" is used to mean whichever crewmember has access to this turret/view (e.g. the Commander is the \"Gunner\" in the Commander's turret). Note: apparently the game engine assumes helicopter crew are \"turned out\", so this property should be set to true for helicopters.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/Content/Config_Manual/CfgVehicles/O_cpp/cpp_outGunnerMayFire.htm)\n\n#### peakTorque\n\n`int>0, Newton-meters, (PhysX)`\n\nMaximum engine torque. (`=enginePower*1000/maxOmega`).\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicleenginedata)\n\n#### radarType\n\n#### redRpm\n\n`int>0, RPM (revolutions per minute)`\n\nMaximum engine RPM--this affects the engine sound; just use \"maxOmega\" translated into RPM (multiply by ~9.5493). (See \"idleRpm\").\n\nA\n\n#### secondaryExplosion\n\n`float`\n\nDetermines the strength of the explosion effect when the vehicle is destroyed.\n\n- secondaryExplosion = -1; // When negative number is set, \"explosion power is calculated from fuel and ammo cargo, multiplied by absolute secondaryExplosion value\"\n- secondaryExplosion = 0; // When set to 0, secondary explosion is disabled, vehicle will burn when destroyed (if destrType is \"DestructDefault\" or \"DestructEngine\") but not produce an explosive effect.\n- secondaryExplosion = 1; // When positive number is set, \"explosion power is taken from hit property defined for FuelExplosion class in CfgAmmo. For this FuelExplosion needs to be defined. The name FuelExplosion is hardcoded and can not be changed\"\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects#secondaryExplosion), [B](http://resources.bisimulations.com/wiki/Damage_Modeling:_Objects#armor), [C](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/S_cpp/cpp_secondaryExplosion.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____424)\n\n#### simulation\n\n`string`\n\nWhich simulation type governs this vehicle's physical behavior--for most vehicles this is generally one of the PhysX systems (\"TankX\", \"CarX\", \"ShipX\", \"HelicopterX\", \"AirplaneX\", <?>).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/S_cpp/cpp_simulation.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____447)\n\n#### smokeLauncherAngle\n\n`int≥0, degrees`\n\nThe angular spread/arc in which the countermeasure smoke grenades are launched.\n\nThe orientation of the spread is determined by \"smokeLauncherOnTurret\". The game will evenly distribute the number of grenades (smokeLauncherGrenadeCount) over this arc. Apparently the in-game angle tends to be smaller than this value, so the Samples_F comment suggests increasing the angle somewhat beyond the IRL value.\n\n[(comment in \"Samples_F\\Test_Tank_01\\CfgVehicles.hpp\")]\n\n#### smokeLauncherGrenadeCount\n\n`int≥0`\n\nTotal number of smoke grenades launched when the countermeasure is used. (See the other \"smokeLauncher__\" properties for more details on how the smokescreen is generated).\n\n[(comment in \"Samples_F\\Test_Tank_01\\CfgVehicles.hpp\"), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/S_cpp/cpp_smokeDischarger_grenadesPerUse.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____449)]\n\n#### smokeLauncherOnTurret\n\n`bool`\n\nWhether the smoke grenades countermeasure launches from the turret or the body of the vehicle.\n\n1= launcher on turret, grenades fire in direction turret is facing (this is typical for tanks). 2= launcher on hull, grenades fire in direction hull is facing.\n\n[,[B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/S_cpp/cpp_smokeDischarger_onturret.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____450)]\n\n#### smokeLauncherVelocity\n\n`int≥0, m/s`\n\nSpeed at which the grenades are launched. <?>Perhaps this affects height or distance of the resulting smokescreen.\n\n[(comment in \"Samples_F\\Test_Tank_01\\CfgVehicles.hpp\"), ]\n\n#### tankTurnForce\n\n`int>0, (PhysX)`\n\nHow well a tank can turn, higher = better turning ability.\n\nThis is possibly some kind of coefficient that generates turning power for a TankX vehicle. The value apparently needs to be very high, on the order of 20-30 * vehicle weight (in kg) or more<?>.\n\n[(comment in \"Samples_F\\Test_Tank_01\\CfgVehicles.hpp\"), A]\n\n#### thermalMode[]\n\n`int array`\n\nDefines color modes available for thermal sights.\n\nIf a Turret has \"TI\" in its visionMode[], it can list one or more thermalMode[]'s. Any thermalMode[]'s are added to the \"N\"-key vision mode toggle set. The following modes are available: 0=white-hot, 1=black-hot, 2=green-hot,3=green/black-hot, 4=red-hot, 5=red/black-hot, (others?). (See \"visionMode[]\").\n\n#### thermalNoise[] Arma 3 v2.10\n\n`float array`\n\nSee FilmGrain Post Processing effect.\nThis defines thermal noise effect.\nA 8 element array (Two more arguments than filmgrain)\nintensity, sharpness, grainSize, intensityX0, intensityX1, monochromatic, static, blurCoef\nthe static parameter is a bool (1=static, 0=random) specifiying if the noise is randomly generated and different each frame, or if its randomized once and stays static.\nthe blurCoef (default 0.5) specifies how blurry the result image is.\n\nIf you leave this array empty or undefined, engine will use default values.\n\n#### thermalResolution[] (Arma 3 v2.10)\n\n`float array`\n\nDefines screen resolutions at specific zoom steps.\nZoom between defined steps will be linearly interpolated.\nThe array is a sequence of X,Y values, X being the zoom between 0-1 (maxFov to minFov of the optic) and Y being the vertical resolution in pixels.\nThis value is only used if there are thermalMode[]'s defined.\nIt can be used to simulate digital zoom in thermal optics.\n\nRanges of resolution are only used for \"smooth\" zoom optics (or weapons with discreteFov[]), for discrete step's you can use single element arrays to set the resolution for the current step.\n\nThe conversion from fov to zoom percentage uses this formula:\n\n```cpp\ndelta = atan(maxFov) * 2 - atan(minFov) * 2;\nzoom = 1 - (atan(currentFov) * 2 - atan(minFov) * 2) / delta\n```\n\nThe engine internally converts the zoom values to corresponding fov and uses that to linearly interpolate between the two closet values.\n\nThe list of needs to be sorted by zoom in ascending order.\nIt has to start with 0.0 zoom, and it has to end with 1.0 zoom. Values smaller than 0 or larger than 1.0 are not allowed.\nThe resolutions have no constraints. If the resolution is larger than the players vertical render resolution, it will be clamped.\nProviding a negative value as a resolution, will cause the engine to convert it to the players actual vertical render resolution. You can use -1 to mean \"100% of players resolution\"\nThe horizontal resolution is calculated based on vertical resolution and the players aspect ratio (See \"Resolution\" PostProcessing effect).\n\nNote: Nightvision googles (with integrated thermal) don't support zoom resolutions, they only support a single fixed resolution.\n\nExamples:\n\n```cpp\nthermalResolution[]={ 0.0, 2048, 1.0, 512 }; // 2048px vertical resolution at 0% zoom (maxFov), linearly reducing down to 512px vertical resolution at 100% zoom (minFov)\nthermalResolution[]={ 512 }; // 512 pixels, independent of zoom. Usually used when having a different optic class per zoom step\nthermalResolution[]={ 0.0, 2048, 0.5, 2048, 1.0, 128 }; // A combination optical/digital zoom. Optical zoom with no resolution loss during the first 50% of zooming, and rapid resolution loss in the last 50%\n```\n\n#### threat[]\n\n`float array, 1≥values≥0, (AI only)`\n\nHow important it is for {AI Infantry, AI Armor, AI Aircraft} to attack this vehicle.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/T_cpp/cpp_Threat.htm%3FTocPath%3D4%20Configuration%20Manual%7CCfgVehicles%7C_____455)\n\n#### thrustDelay\n\n`int≥0, seconds, (PhysX)`\n\nTime it takes for engine to send power to the wheels from a stop.\n\nThis property does not affect already moving vehicles (see \"clutchStrength\" for something along those lines). Values >0 are suggested to reduce the chance that the vehicle's wheels slip every time it starts from a stop.\n\nA\n\n#### torqueCurve[]\n\n`float array, (PhysX)`\n\nAn array describing how much torque the engine generates at various rotational speeds.\n\nThe values are normalized (0-1) so any units can be used to derive these values. The array consists of pairs of values in the form { {rotation1,torque1},{rotation2, torque2}, ...}. The first value in each pair tells the game how far along the RPM curve we are, the second value tells it how much to scale the peakTorque output. These are used to create a virtual graph which the game uses to determine engine power at various rotational speeds.\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicleenginedata)\n\n#### transmissionLosses\n\n`int≥0, Newton-meters, (PhysX)`\n\nA force that helps bleed speed from the vehicle (presumably most noticeable as the vehicle coasts).\n\ntransmissionLosses bleed energy from the vehicle due to inefficiencies in the transmission system. As such, they are not multiplied by the gear ratio (unlike engineLosses). (See \"engineLosses\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/T_cpp/cpp_transmissionLosses.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____490)\n\n#### transportSoldier\n\n`int≥0`\n\nHow many passengers the vehicle can carry as cargo. (Crewmembers--gunner, driver, etc.--are not included in this value).\n\nThe vehicle's P3D model must also contain this number of proxies in the cargo area.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/T_cpp/cpp_transportSoldier.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____499)\n\n#### viewGunnerInExternal\n\n`bool`\n\nControls whether the crewmember (at this turret) is rendered *and damageable*.\n\n1= render crewmember when he is buttoned/\"turned in\", 0= render crewmember only when unbuttoned. Apparently this needs to be set =1 in order for crew to be damaged by penetrating hits (i.e. if crew is not rendered, they cannot be damaged).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Adding_Models/How_to/AMHT_Turrets_Parameters.htm%3FTocPath%3D2%2520How%2520to...%7CTurrets%7C_____2)\n\n#### visionMode[]\n\n`string array`\n\nWhich vision types are available to toggle through (\"N\" key) in this optics view. Options are \"Normal\" (regular vision),\"TI\" (thermal imaging view),\"NVG\" (infrared/ambient light enhancement view).\n\nNote that multiple thermalMode[] values add extra toggle steps to vision mode switching. (See \"thermalMode[]\").\n\n#### waterPPInVehicle\n\n`bool`\n\nWhether passenger area floods when vehicle is swimming (i.e. passengers see water in their interior view).\n\nIf false(?), the interior of the vehicle does not flood when swimming--passengers don't see themselves underwater.\n\n[A](http://www.arma3.fr/actu-4366-spotrep_)\n\n#### weapons[]\n\n`string array`\n\nList of weapons at this turret. (Weapon names come from CfgWeapons class[es]).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/W_cpp/cpp_weapons.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____550)\n\n#### *class AnimationSources*\n\nThis class is an optional component to produce animation in a vehicle. The other components needed are:\n\n- The bones in model.cfg>CfgSkeletons>skeletonBones[].\n- The animations in model.cfg>CfgModels>Animations.\n- Named Selections in the visual/shadow/fire-geometry LOD's of P3D file which are identical to bone names above; this is how the bone knows which geometry moves with it.\n- Axes (consisting of two verts each) in the Memory LOD of the P3D file; this is how the bone knows where it is located and the axis it moves/rotates on. Axes are only necessary for translation or rotation bones (e.g. bones with nothing but a \"hide\" animation do not need any axis)\n\n[A](https://resources.bisimulations.com/w/index.php?title=Model_Config#AnimationSources)\n\n##### source\n\n[A](https://resources.bisimulations.com/w/index.php?title=Model_Config#Animation_sources)\n\n#### *class complexGearbox*\n\nA series of PhysX properties grouped under the \"complex Gearbox\" class.\n\n##### driveString\n\n##### gearBoxMode\n\n##### GearboxRatios[]\n\n##### moveOffGear\n\n##### neutralString\n\n##### reverseString\n\n##### transmissionDelay\n\n##### TransmissionRatios[]\n\n#### *class Damage*\n\nThis class is solely for the purpose of swapping certain vehicle textures as parts of the vehicle get damaged.\n\n##### mat[]\n\n`string array`\n\nAn array of RVMAT materials in groups of three. These are used to swap textures (or rather, materials) based on the damage state of a hit location. This is a complex process that requires configuration beyond the Damage class itself.\n\n```cpp\nclass CfgVehicles\n{\n    class myVehicleName\n    {\n        class Damage\n        {\n            tex[] = {};    // the texture component seems to always be unused, perhaps it is deprecated\n            mat[] =        // good use of the Enter key makes the groupings clear\n            {\n                \"A3\\Armor_F_Gamma\\MBT_02\\Data\\MBT_02.rvmat\",            // the first entry is displayed in the low-damage state (~0-50% damage)\n                \"A3\\Armor_F_Gamma\\MBT_02\\Data\\MBT_02_damage.rvmat\",        // the second entry is displayed in the medium-damage state (~50-99% damage)\n                \"A3\\Armor_F_Gamma\\MBT_02\\Data\\MBT_02_destruct.rvmat\",    // the third entry is displayed in the high-damage state (100% damage)\n\n                \"A3\\Armor_F_Gamma\\MBT_02\\Data\\MBT_02_body.rvmat\",\n                \"A3\\Armor_F_Gamma\\MBT_02\\Data\\MBT_02_body.rvmat\",        // you can simply duplicate an entry in the list if you do not have all 3\n                \"A3\\Armor_F_Gamma\\MBT_02\\Data\\MBT_02_body_destruct.rvmat\",\n\n                \"myMod\\myVehicleDir\\Data\\glass_screen_base.rvmat\",\n                \"myMod\\myVehicleDir\\Data\\glass_screen_damaged.rvmat\",\n                \"myMod\\myVehicleDir\\Data\\glass_screen_destroyed.rvmat\"\n             };\n        };\n    };\n};\n```\n\nCreating a texture swap requires several more steps:\n\n- The geometry whose material will be swapped\n  - must exist as a \"section\" in model.cfg\n  - must have the base material applied to it in the P3D.\n- The link between the hit location and the material group is defined via the *section* name--it goes in the *visual* property of the HitPoint class.\n- This leaves only the listing of the material groups for the Damage class.\n\nWarning, these links contain incomplete and (some) obsolete information: [A](http://tactical.nekromantix.com/wiki/doku.php?id=arma:modeling:damage_model), B\n\n##### tex[]\n\n`string array, [deprecated?]`\n\nThis property work like mat[], but for texture files. It uses pairs of textures - intact and damaged. In case extension of missing texture path, .pac is assumed!\n\n#### *class DestructionEffects*\n\nThis class is used to create an array of visual and audio effects for when the vehicle--*or hit location*--is destroyed:\n\n- if the class is placed under CfgVehicles, it applies when the whole vehicle is destroyed.\n- if the class is placed under a hit location (e.g. class HitHull), it applies when that *location* is destroyed.\n\n(Just about all Arma objects inherit from a few default versions--e.g. all vehicles seem to use the same fireball effect, etc.).\n\nThis class is multi-layered. Instead of all the effects being contained within the class--it refers to other effects classes contained in separate config files (see \"simulation\" below).\n\nInstead of just using numerical values for the properties (e.g. lifetime = 10;), you can create variation and even randomness by including certain variable names (e.g. lifetime = \"intensity * 5 + (random 10)\";).\nHere is a list of some key variable names, although there are possibly many more which are undocumented.\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects#DestructionEffects_class), B, [C](https://manuals.bisimulations.com/vbs3/3-4/devref/#Config_Manual/CfgVehicles/P_cpp/cpp_Particle_Effects.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____374)\n\n##### intensity\n\n`float`\n\n##### intensity\n\n`float`\n\n##### position\n\n`string`\n\nThe position the effect comes from. This can be any named vertex from the vehicle's Memory LOD.\n\n(BI tends to use some sort of default positions named things like \"destructionEffect1\" and \"destructionEffect2\"--it's not clear where these are defined or whether they are hardcoded somewhere; it is also possible that they were intended to be used but were never implemented in vehicle configs and that the default behavior when a name has no corresponding memory point in the vehicle is to simply place the effect at the vehicle's centerpoint).\n\n##### simulation\n\n`string`\n\nWhat type of effect entry this is.\n\nKnown values:\n\n- “Particles” uses class defined under CfgCloudlets as effect type; default location is *a3\\data_f\\ParticleEffects\\config.cpp*.\n- “Light” uses class defined under CfgLights as effect type; default location is *a3\\data_f\\ParticleEffects\\config.cpp*\n- “Sound” uses class defined under CfgSFX as effect type; default location is *a3\\sounds_f\\config.cpp*.\n- “Ruin” uses class defined under CfgVehicles as ruin model type; generally found within a given building's config.cpp.\n- “Destroy” uses class defined under CfgDestroyPos as effect type; ??\n- “DamageAround” uses class defined under CfgDamageAround as effect type; there's only one tiny instance of this found in *a3\\structures_f\\config.cpp*.\n\n#### *class HitPoints*\n\nAlthough these classes are typically separated into sub-classes (e.g. turret hitpoints under the Turrets class)--the game does *not* appear to require this in practice. Because hitpoints are attached to bones via the `name` property, hitpoint classes can be defined all at the same hierarchical level, anywhere in CfgVehicles--and in fact this practice would be preferable when you are making use of the `depends` property (which cannot reference hitpoint classes defined at different levels of the config).\n\n##### armor (local)\n\n`float>0`\n\nProportion of global health assigned to this location.\n\nYou will often see this property referred to as \"armor (float)\". The formula for determining location health appears to be simple:\n\n`location health = (\"armor\" local) * (\"armor\" global)`\n\n(if we assume the mysterious vehicle size measurement does not play a role). (See \"armor (global)\").\n\n##### depends\n\n`string`\n\nAllows one location to apply its damage to another.\n\nFormulas can be used to enhance this effect. e.g.\n\n```cpp\nclass HitTurret\n{...};\nclass HitGun\n{    ...\n    //for every point of damage HitTurret receives, HitGun gets 5\n    depends = \"5 * HitTurret\";\n};\n```\n\nAnother requirement of this property is that the **dependant/subordinate** class (HitGun in this example) must be listed ***after*** the **dominant** class (HitTurret).\n\n[recent feature, undocumented]\n\n##### explosionShielding\n\n`float≥0`\n\nModifies how global vehicle health is affected by 'splash' damage (indirectHit).\n\nA factor applied to indirectHit damage. Values < 1 make a location resistant to indirectHit damage. Values > 1 make the location more sensitive.\n\nSee also: #explosionShielding (global).\n\n[ A, B ].\n\n##### material\n\n`int, [deprecated]`\n\nDarkens material based on damage state. Deprecated--all Arma 3 configs disable it by setting it to -1. If you want to read about how it works, follow this link: [link](http://fab.ofp.free.fr/Tutorials/Damaged_Tank.htm).\n\n##### minimalHit\n\n`float`\n\nProtects the location from damage.\n\nDamage received below this value is ignored. A value of 0 means the location acts 'normally' and even the slightest damage will reduce its health. (See \"armor (local)\", \"minTotalDamageThreshold\"). If negative value is used, then damage that is applied reduced by minimalHit value.\n\nExample: armor = -100;minimalHit = -0.5;\n\n- Case A: If projectile with damage 50 or lower will hit the hitpoint, then no damage will be applied (same as with positive minimalHit)\n- Case B: If projectile with damage 51 will hit the hitpoint, then only 1 damage point will be applied. In contrast, if minimalHit would be positive number, then hitpoint would be reduced by 51 points.\n- Case C: Similar, if hit value is 90, then hitpoint will be reduced by only 40.\n\n##### name\n\n`string`\n\nThe value is a named selection containing vertices in the P3D's HitPoints LOD. This way, the game knows what vertex/vertices in the model go with what hit location. Additionally, the set name should be the same as a CfgSkeletons bone (so the game also knows which verts move with which vehicle part). (See also #visual).\n\n##### passThrough\n\n`1≥float≥0`\n\nProportion of damage to this location that is passed on to damage global vehicle hit points. 0 = the location can be destroyed without affecting overall vehicle health (unless it is a special hit location with hardcoded properties) . This *cannot* be used to make a location cause extra global damage (since values over 1 are treated as = 1). (For that feature, see #depends).\n\n##### radius\n\n`float≥0`\n\nDefines the size of the HitPoint vertices in this location of the vehicle's P3D model. The radius creates a \"sphere\" of effect around each vertex. When fire geometry within this sphere is hit, the location takes damage^.\n\nA.\n\n^It's actually a bit more complex than this. It appears that the game applies some damage to *all* locations based on their distance from the hit, with the nearest location taking the most damage of course.\n\n##### visual\n\n`string`\n\nThe name should match a \"section\" (from CfgModels). If the hit location is not associated with any section, it should be empty (*visual = \"\";*). Assigning a section to a hit location is optional. It is used by game to swap textures based on damage state (via the Damage class). (See also: #name, #class Damage).\n\n[Samples_F\\Test_Tank_01\\CfgVehicles.hpp].\n\n##### *class HitPoints names*\n\n- Existing HitPoints classes being used in the game have certain hard-coded properties that you should be aware of.\n- Sadly, certain vehicle types (TankX, CarX, etc.) are only given certain hard-coded properties.\n  - So, for example, you cannot use the HitFuel effect in a tank, but you can use it in a car. :(\n\n###### HitHull\n\nUsed in tracked vehicles, this location automatically **destroys** the vehicle when depleted (*regardless* of remaining global health/\"armor\").\n\n###### HitFuel\n\nUsed in wheeled vehicles, this location automatically **destroys** the vehicle when depleted (*regardless* of remaining global health/\"armor\"). Also depletes Fuel state as damage is accumulated.\n\n###### HitTrack\n\nRestricts mobility when depleted. Because these locations are not protected by armor plates, they extremely vulnerable to damage unless protected by tweaking explosionShielding (<1) and(/or) minimalHit (>0).\n\n###### HitWheel\n\nRestricts mobility when depleted. Because these locations are not protected by armor plates, they extremely vulnerable to damage unless protected by tweaking explosionShielding (<1) and(/or) minimalHit (>0).\n\n###### HitTurret\n\nPrevents the turret (turret optics view) from rotating when depleted.\n\n###### HitGun\n\nGun (turret optics view) is stuck at minimum elevation when depleted.\n\n###### HitAmmo\n\nAmmo locations are not used in vanilla Arma 3, but could be added. Because it has no hard-coded properties, the only way to make it destroy a vehicle is to use the \"depends\" property to pass on its damage to HitHull/HitFuel.\n\n###### HitEngine\n\nRestricts mobility when depleted.\n\n###### HitAvionics\n\nUsed in aircraft, it makes the HUD display flicker and disappear when depleted.\n\n###### HitVRotor\n\nUsed in helicopters to represent the tail rotor, it causes the aircraft to spin out of control when depleted.\n\n###### HitHRotor\n\nUsed in helicopters to represent the main rotor, the aircraft loses power when this location is depleted.\n\n#### *class Wheels*\n\nA series of PhysX properties grouped under the \"Wheels\" class.\n\n##### boneName\n\n`string, (PhysX)`\n\nThe name of the bone used for wheel & suspension animations in the model's P3D/model.cfg file.\n\nA\n\n##### boundary\n\n`string, (PhysX)`\n\nRefers to a vertex in the model's P3D file used to determine wheel radius. The vertex is usually place on the ground plane in the P3D file.\n\nA\n\n##### center\n\n`string, (PhysX)`\n\nThe axis of wheel's rotation in the model's P3D/model.cfg file.\n\nIn the P3D file, 2 vertices are combined in a named selection set and are used to define the axis of the wheel's rotation.\n\nA\n\n##### damping\n\n`float>0, (PhysX)`\n\nShock-absorber strength, it diminishes vehicle bounciness defined by the spring__ properties.\n\nPresumably this property works with the other 3 spring properties to control vehicle bounciness (#springMass, #springStrength, #springDamperRate). (Not to be confused with the other \"damping__\" properties, which appear to be torque or rotation coefficients).\n\n[A](https://manuals.bisimulations.com/vbs2/2-00/devref/Content/Adding_Models/How_to/AMHT_Physx.htm), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/D_cpp/cpp_damping.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____104)\n\n##### dampingRate\n\n`float>0, (PhysX)`\n\nSpinning friction of the Wheel (the rate at which it slows down).\n\nHigher equals more friction/harder to move. All the damping__ properties appear to be coefficients affecting the friction of the Wheel against the ground. (Presumably different ground materials influence final friction). BI recommends values between 0.25-2 (for CarX anyway)\n\n[A](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclewheeldata), B\n\n##### dampingRateDamaged\n\n`float>0, (PhysX)`\n\nSpinning friction of the Wheel (the rate at which it slows down) when it is damaged.\n\nHigher equals more friction/harder to move; this value should be higher than dampingRate but less than dampingRateDestroyed. All the damping__ properties appear to be coefficients affecting the friction of the Wheel against the ground. (Presumably different ground materials influence final friction). (see \"dampingRate\", \"dampingRateDestroyed\").\n\n[A](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclewheeldata), B\n\n##### dampingRateDestroyed\n\n`float>0, (PhysX)`\n\nSpinning friction of the Wheel (the rate at which it slows down) when it has been destroyed.\n\nHigher equals more friction/harder to move; this value should be higher than dampingRateDamaged. All the damping__ properties appear to be coefficients affecting the friction of the Wheel against the ground. (Presumably different ground materials influence final friction). (see \"dampingRate\", \"dampingRateDamaged\").\n\n[A](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclewheeldata), B\n\n##### dampingRateInAir\n\n`float>0, (PhysX)`\n\nRelated to the mass of the Wheel, this property influences spin-slippage and acceleration.\n\nThis property is used (somehow<?>) with MOI to determine maximum speed for tanks. (See \"MOI\"). Theoretically, this is the rate at which the wheel slows down when spinning freely with the vehicle suspended in the air. As you increase MOI to prevent initial-wheel-spinning, you may need to counteract the speed boost(?) this creates by increasing dampingRateInAir. BI says only \"tweak [dampingRateInAir] together with MOI to adjust maximum speed\".\n\nA\n\n##### frictionVsSlipGraph[]\n\n`float array, (PhysX)`\n\nThis array helps define Wheel (tire) traction when turning.\n\nThis array creates a simple 3-point virtual graph of friction (2nd #) at different levels of longitudinal slip (1st #). The friction values are applied as a coefficient on ground friction values--values below 1 make the vehicle more slippery, while values over 1 give it extra traction. Typically a tire would have a friction peak somewhere in the middle of the slip axis with lower values on either side. (You will often find this not to be the case in BI configs, however, where they tend to set friction quite high at all slip levels--at least with tracked vehicles).\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicletiredata)\n\n##### latStiffX/Y\n\n`int>0, stiffness per unit of lateral slip in radians, (PhysX)`\n\nThese two properties help define Wheel traction when turning.\n\n\"latStiffX\" & \"latStiffY\" describe \"tire lateral stiffness\". They create a simple virtual graph describing the tire's lateral (side-to-side) stiffness. Roughly speaking, higher values are supposed to create better turning ability.\n\nA, [B](http://forums.bistudio.com/showthread.php?149027-Primer-for-new-vehicle-simulation&p=2493741&viewfull=1#post2493741), [C](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicletiredata)\n\n##### longitudinalStiffnessPerUnitGravity\n\n`int>0, stiffness per unit of longitudinal slip in radians, (PhysX)`\n\nInfluences braking & acceleration performance.\n\nTire longitudinal (front-back) stiffness. Higher roughly = more responsive braking & acceleration.\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicletiredata)\n\n##### mass\n\n`int>0, kg, (PhysX)`\n\nWeight of this Wheel in kilograms.\n\nAppears to be redundant with \"weight\" property. Used somehow in the PhysX simulation.\n\nSee also: #weight\n\n[A](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclewheeldata), B\n\n##### maxBrakeTorque\n\n`int>0, Newton-meters?, (PhysX)`\n\nWheel braking power.\n\nThis is the maximum braking power. Appears to be roughly equal to peakTorque * 2 in some BI configs.\n\n[A](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclewheeldata), B\n\n##### maxDroop\n\n`float>0, meters, (PhysX)`\n\nThe maximum distance the wheel will hang (by its suspension) down from the body of the vehicle.\n\n(Imagine picking the vehicle up off the ground with a crane: how far do the wheels hang down?).\n\nSee also: #maxCompression.\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclesuspensiondata)\n\n##### maxCompression\n\n`float>0, meters, (PhysX)`\n\nThe maximum distance the wheel can get pushed up into the body of the vehicle when it is being compressed.\n\nSee also: #maxDroop.\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclesuspensiondata)\n\n##### MOI\n\n`int>0, kg square meters, (PhysX)`\n\nRelated to the mass of the Wheel, this property influences spin-slippage and acceleration (as well as tank max speed somehow).\n\n\"Moment of Inertia\". Low = wheels spin & slip easily, high = wheels spin more slowly and slow acceleration. This property is used (somehow<?>) with dampingRateInAir to determine maximum speed for tanks. Technically you can derive MOI = Mass * (radius in meters)^2, but BI recommends you use this only as a starting point. (See \"dampingRateInAir\").\n\nA\n\n##### side\n\n`string, \"left\"/\"right\", (PhysX)`\n\nWhich side of the vehicle the wheel is on. (\"left\" = port side?)<?>\n\nA\n\n##### springDamperRate\n\n`int>0, (PhysX)`\n\nHow fast the suspension loses energy as it bounces.\n\nYou can derive the \"damping ratio\" using this formula:\n\n`damping ratio = springdamperRate / [2*SQRT(springStrength * sprungMass) ]`\n\nUse it to determine whether a spring is over-damped (>1), just-damped (1), or under-damped (<1); BI says a typical family car is slightly over-damped with a damping ratio of just over 1.0.\n\nSee also: #springStrength, #sprungMass.\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclesuspensiondata)\n\n##### springStrength\n\n`int>0, Newtons/meter, (PhysX)`\n\nStrength of the suspension spring.\n\nYou can derive the \"natural frequency\" (bounces per second) of the spring using this formula:\n\n`natural frequency = SQRT(springStrength / sprungMass)`\n\nBI says a typical family car has a natural frequency of 5-10.\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclesuspensiondata)\n\n##### sprungMass\n\n`int>0, kg, (PhysX)`\n\nMass supported by the suspension spring.\n\nTotal vehicle mass is distributed across all the wheels/springs. Note that if the vehicle's center of mass is not at its midpoint, some springs should carry more mass than others.\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclesuspensiondata)\n\n##### steering\n\n`bool, (PhysX)`\n\nWhether or not the Wheel turns when driver turns the steering-wheel. True = turns, false = does not turn.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/S_cpp/cpp_steering.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____475)\n\n##### weight\n\n`int>0, kg, (PhysX), [obsolete?]`\n\nWeight of this Wheel in kilograms.\n\nAppears to be redundant with \"mass\" property (given same value). Not clear whether this property is actually used, while \"mass\" does appear to play a role in the PhysX simulation.\n\nSee also: #mass.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/W_cpp/cpp_wheelWeight.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____557), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/W_cpp/cpp_weight.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____552)]\n\n### Model.cfg\n\nA game model is defined by its P3D file and an associated model.cfg config file that describes the model's components. It consists of two classes: CfgSkeletons & CfgModels.\n\n[ A, B, [C](https://manuals.bisimulations.com/vbs3/3-0/devref/Content/Adding_Models/AM_Model_cfg.htm), [D](https://manuals.bisimulations.com/vbs3/3-0/devref/Content/Config_Manual/Model_cfg/Model_cfg.htm) ]\n\n#### CfgSkeletons\n\n#### CfgModels\n\n##### class Animations\n\n[A](https://resources.bisimulations.com/w/index.php?title=Model_Config#Animation_Properties), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Adding_Content/Animations/AM_Animation_Parameters.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CAnimations%7C_____3)\n\n###### type\n\n`string`\n\nThe type of animation that will occur. Choose from one of the preset animation types (rotation, translation, hide, etc.)\n\n[A](https://resources.bisimulations.com/w/index.php?title=Model_Config#Animation_types), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Adding_Content/Animations/AM_Animation_Types.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CAnimations%7C_____1)\n\n###### source\n\n`string`\n\nWhat property the animation is dependent on. This may be one of the many preset sources tracked by the game (damage, speed, etc.). Or it may be a custom source defined in config.cpp>CfgVehicles >AnimationSources. A custom source can be something as simple as another bone with its own standard preset source, or as complex as a user script. However, the most common use of a 'custom' source in CfgVehicles is for the purpose of hiding a damaged hit location (e.g. vehicle glass) [link](https://resources.bisimulations.com/w/index.php?title=How_to_create_destroyable_wheels#Animation_sources).\n\n[A](https://resources.bisimulations.com/w/index.php?title=Model_Config#Animation_sources), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/Content/Adding_Content/Animations/AM_Custom_Controllers.htm)\n\n###### selection\n\n`string`\n\nThe thing which is animated. This must be a **bone** defined in CfgSkeletons (along with corresponding geometry in an identically Named Selection in the P3D).\n\n[A](https://manuals.bisimulations.com/vbs3/3-6/devref/Content/Adding_Content/AM_Model_cfg.htm)\n\n###### axis\n\n`string`\n\nThe Named Selection of the axis for the animation. An axis is defined by two vertices within a Named Selection in the P3D file's \"Memory\" LOD. (Think of this as defining the axis of a bone that's been defined in CfgSkeletons. Incidentally, the first vertex placed when the axis is created indicates the +ve 'direction' of the axis for translation animation <? See link B>).\n\nRemember, Arma's modeler (aka Oxygen) is not as advanced as standard 3D modeling software. In the later, you would define a hierarchy of bones visually, and each bone automatically gets an axis created along with it. In Arma you define *only* the bone hierarchy in CfgSkeletons; the bone axes and positions must be defined in Oxygen using vertices in the \"Memory\" LOD.\n\n[A](https://resources.bisimulations.com/w/index.php?title=How_to_animate_a_model#Example_4), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Adding_Content/Animations/AM_Animation_Parameters.htm)\n\n###### hideValue\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Adding_Content/Animations/AM_Animation_Parameters.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CAnimations%7C_____3)\n\n###### unHideValue\n\nA\n\n## ARMOR/MATERIAL Configs\n\n### *BISURF properties*\n\nBISURF material files are assigned to fire geometry in a vehicle's P3D file. They define the physical properties of whatever geometry they've been assigned to. Critical among these properties is armor value as defined by bulletPenetrability (or bulletPenetrabilityWithThickness & Thickness).\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects#Surface_definitions)\n\n#### bulletPenetrability\n\n`int>0`\n\nMaterial strength in terms of how well it resists penetration: lower is stronger.\n\nThis is based on how far in mm a BI-standard \"7.62mm NATO round\" travelling at 1000m/s will penetrate the material. For example, RHA = 15.\n\n#### bulletPenetrabilityWithThickness\n\n`int>0`\n\nIf the material has a \"thickness\" property specified, put its bulletPenetrability value here instead. (See \"bulletPenetrability\").\n\n#### deflection\n\n`??`\n\n<?> Speculation: refines the ricochet system by letting materials affect the final deflection probability. (See CfgAmmo \"deflecting\").\n\n[A](http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2812544&viewfull=1#post2812544)\n(new undocumented property as of 11-6-2014 devbranch)\n\n#### Density\n\n#### dust\n\n(possibly related only to the movement/physX sim--nothing to do with ballistics/armor)\n\n#### friction\n\n(possibly related only to the movement/physX sim--nothing to do with ballistics/armor)\n\n#### impact\n\n#### isWater\n\n#### restitution\n\n#### rough\n\n(possibly related only to the movement/physX sim--nothing to do with ballistics/armor)\n\n#### soundEviron\n\n#### soundHit\n\n#### Thickness\n\n`int>0`\n\nSets a *thickness ceiling* to the geometry (the purpose being to make it easier to model small or thin pieces of fire geometry).\n\nIf the fire geometry is *thinner* than the Thickness value, the actual geometry thickness is used instead. If the fire geometry is thicker, the Thickness value overrides it and is used. The game *does* take into account LOS thickness by evaluating an incoming projectile's angle-of-incidence (relative to the geometry normal).\n\n## EFFECTS Configs\n\n### CfgCloudlets\n\nCfgCloudlets is BI's odd name for a particle definition class. By default, it is found exclusively in `a3\\data_f\\ParticleEffects\\config.cpp`.\n\nA, B, [C](https://manuals.bisimulations.com/vbs3/3-4/devref/#Config_Manual/CfgVehicles/P_cpp/cpp_Particle_Effects.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____374)","sections":[{"heading":null,"level":1,"markdown":"Arma 3 documentation is scattered to the 4 winds, and this applies to config file properties as much as anything.\nThis is an attempt to make a single master list of properties **with links to [sources]**.\nYes, there are other partial lists but they have limitations: short/confusing \"official\" descriptions, obsolete information, and no links to further sources.\nSo rather than wreak havoc with those lists, this article is an attempt to make an easier-to-digest resource.\n\n(P.S. This list was initially compiled in Fall of 2014, and should be up-to-date as of that point.)"},{"heading":"Existing Config Pages","level":4,"markdown":"Here is a list of existing config pages on the Biki. They tend to contain semi-official descriptions of properties (though some entries have detailed descriptions). Unfortunately, the 'official' descriptions tend to be short, incomplete, and/or confusing--particularly for new modders:\n\n- CfgVehicles Config Reference\n- Turret Config Reference\n- CfgAmmo Config Reference\n- CfgMagazines Config Reference\n- CfgWeapons Config Reference\n- Model Config\n\nThis page is like a \"Config Properties for Dummies\" or a \"Config Properties Explained\". If you want the official description, go to the linked pages. If you want an explanation in plain English, use this page.\n\n(Once this page is complete, a sensible route may be to integrate its information into the existing pages to reduce redundancy)."},{"heading":"How Do Configs Work?","level":4,"markdown":"All configs get merged into one big config in memory when the game starts. Where duplicates exist, which config takes precedence depends on load order - the last config loaded \"wins\" by overwriting any previous value(s). Load order is determined by mod folder order, PBO name, but most importantly/properly by the \"requiredAddons\" section of the CfgPatches class."},{"heading":"CfgPatches & requiredAddons","level":4,"markdown":"The requiredAddons array in CfgPatches is how you control the load order of configs. \"requiredAddons\" means \"load these other config files before you load this one.\" (And \"this one\" means the name of the class containing the requiredAddons statement). [A](http://forums.bistudio.com/showthread.php?162880-Little-question-about-cfgpatches)"},{"heading":"How Many Config Files?","level":4,"markdown":"One consequence of the above discussion is the fact that you can *technically* spread your configs across tons of little files or ball them up into one big one or anything in between--with some exceptions^ (which are discussed further below). Barring those exceptions, there is no iron-clad rule that requires certain classes (e.g. CfgAmmo, CfgVehicles, etc.) to be separated or located within particular filenames. It is essentially a matter of clarity, ease of editing, and consistency to help others understand your work.\n\nKnown exceptions:\n\n1. #include'd .h/.hpp files are usually in the same folder or a subfolder of the #include'ing config, but apparently they can be anywhere as long as you #include \"pathtofile\".\n1. CfgSkeleton & CfgModels classes should be in either: a \"model.cfg\" file or a \"[same-name-as-P3D].cfg\" file. Unlike other config classes, these ones should not be thrown into random files.\n1. The model.cfg file must be in the same folder as--or in a parent folder of--the object (P3D) it configures."},{"heading":"Config Properties ProTips","level":4,"markdown":"A few tips and things to watch out for in config properties:\n\n- \"epe\" in a property name refers to \"external physics engine\", i.e. NVIDIA's PhysX API.\n- \"Gunner\" is often used in a propety name as a catch-all term that refers to whichever crewmember is in control of a turret/view (e.g. the commander is the \"gunner\" in the commander's turret).\n- A few properties have somewhat misleading names, in that the common English meaning of a word is not what the property actually refers to (e.g. \"caliber\", \"explosive\").\n- Inconsistent units: it is not uncommon for related properties to use different units for no good reason (e.g. radians per second vs. revolutions per minute). At least almost everything is in metric."},{"heading":"WEAPON Configs","level":2,"markdown":"For understandable reasons, weapons data is scattered across several different config classes. Defining a weapon properly requires working with all these classes."},{"heading":"CfgAmmo","level":3,"markdown":"Most projectile-specific properties are located here. Some relevant properties you might expect to find here however--muzzle velocity for example--are located in the other weapon classes (either CfgMagazines or CfgWeapons)."},{"heading":"airFriction","level":4,"markdown":"`float`\n\nHow much the projectile slows down as it travels through the air. (A way of expressing aerodynamic drag).\n\nThis and initSpeed define a projectile's trajectory in Arma (for unpowered ones like Bullets and Shells. Rockets and Missiles have additional rocket thrust features that influence their flight). As soon as an unpowered projectile is fired, it starts to slow down due to drag. The formula is:\n\n`airFriction = deceleration / velocity2`\n\nA projectile with a muzzle velocity of 1,640 m/s which slows down with 94 m/s2 has an airFriction of:\n\n`-94 m/s2 / (1,640 m/s)2 ≈ -0.000035 1/m`\n\n(This property appears to be equivalent to Bird-Livingston's \"ballistic K factor\" * 1e-7).\n\n^A different formula based on bulletPenetrability & caliber is applied to slow projectiles passing through solid targets (fire geometry).\n\nA, [B](http://forums.bistudio.com/showthread.php?153417-airFriction), \"WW2 Ballistics: Armor and Gunnery\" (Bird-Livingston, 2001)\n\nFor self-propelled rockets and missiles use this one:\n\n`-0.002 * f = a / v2` (finding in [BI forum](https://forums.bistudio.com/forums/topic/189449-solved-simulate-rocket-flight-airfriction-correction-thrust-in-cfgammo-is-equal-to-acceleration/?do=findComment&comment=3002852))\n\nf - airFriction\n\na - acceleration\n\nv - velocity"},{"heading":"airLock","level":4,"markdown":"`bool`\n\nWhether this ammo type (& AI using it) can lock onto airborne targets.\n\nProvided the related CfgWeapons also has locking capability--\"canLock\" is true. Unlike irLock & laserLock--which have corresponding CfgVehicles properties that they lock onto, airborne targets are identified in some other way. (see \"irLock\", \"laserLock\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_airLock.htm?Highlight=airlock), B, [C](http://forums.bistudio.com/showthread.php?47996-Airlock-only)."},{"heading":"caliber","level":4,"markdown":"`float≥0`\n\nAbility of the projectile to penetrate through target fire geometry (buildings, vehicle armor and components, people, etc.).\n\nPenetration power is dependent on caliber and the projectile's speed--higher = more penetration. The formula for mm of penetration is:\n\n`(projectile speed / 1000)x(caliber)x(bulletPenetrability of the target BISURF)`\n\nSo--as you would expect--penetration decreases as the projectile slows down during its flight. Restating the formula:\n\n`caliber = (mm penetration @speedX)*1000 / (bulletPenetrability * speedX)`\n\n(A value of 1 is standardized as 15mm of RHA penetration at 1000m/s.) Note! Adding caliber values to missile or rockets is bugged and results in missiles flying through targets.\n\n[A](http://resources.bisimulations.com/wiki/Damage_Modeling:_Simulation#Penetration)"},{"heading":"cost","level":4,"markdown":"`int, ~$, (AI only)`\n\nA \"monetary\" value for each weapon.\n\nThis helps AI units decide on whether a weapon is worth using. Presumably AI does not waste high-cost weapons on low-threat or otherwise inappropriate targets. Seems to be vaguely calibrated in units of 1/3-1/4 $USD.\n\nA, [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_cost.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____12) (contradictory)"},{"heading":"deflecting","level":4,"markdown":"`90≥int≥0, angle in degrees`\n\nDetermines how much a projectile ricochets.\n\nWhen the ammo impacts something at this angle or less, there is a *chance* it will ricochet--bouncing off the target and doing less than full kinetic damage. Impact angles greater than this will not ricochet. If deflecting = 0, the projectile will never ricochet, while a value of 90 gives all impacts a chance to ricochet. Ricochets occur from impacts to targets or the ground.\n\nNote: all projectiles get a slight random velocity change after completely penetrating a piece of fire geometry. This is a different, hardcoded behavior--not \"deflecting\".\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_deflecting.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____15)"},{"heading":"explosive","level":4,"markdown":"`1≥float≥0`\n\nThe proportion of the projectile's damage that is explosive (rather than kinetic).\n\nUnlike kinetic damage, explosive damage does *not* fall off as the projectile gradually loses speed. A value of 1 means the damage is fully explosive, while 0 means fully kinetic. (This property has nothing to do with the colloquial sense of an explosion as 'splash' damage--that property is covered by \"indirectHit\"). NOTE! Values >=0.7 nullify the penetration capability of the projectile, so keep values *below* this if you want the projectile to be able to penetrate armor at all. (See \"hit\", \"typicalSpeed\")."},{"heading":"hit","level":4,"markdown":"`float>0`\n\nThe damage done by a direct hit from this projectile.\n\nDamage is applied to global hitpoints (\"armor\" int) as well as locational ones (\"armor\" float). (The actual formula for applying damage is somewhat complex, so there is not necessarily a one-to-one application of hit value against hitpoints). [A](https://resources.bisimulations.com/w/index.php?title=Damage)"},{"heading":"indirectHit","level":4,"markdown":"`float≥0`\n\n'Splash' damage done by a near miss from this projectile.\n\nProjectiles with indirectHit values do damage within a sphere around their impact point (whether they hit the ground or an object). The size of the sphere is determined by \"indirectHitRange\" and targets within the sphere receive damage.\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage)"},{"heading":"indirectHitRange","level":4,"markdown":"`float≥0, meters`\n\nDescribes the range of a projectile's 'splash' damage.\n\nThis is the *base* radius within which indirectHit damage is applied. indirectHit damage is actually applied ***out to 4x this radius***, with linear falloff starting at indirectHit and ending at 0. (See \"indirectHit\"). Note: for standard HE weapons (e.g. tank HE-frag, artillery HE, grenades), this value seems to correspond roughly to the weapon's officially rated \"lethal radius\" in m.\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage)"},{"heading":"initTime","level":4,"markdown":"`float≥0, seconds, (Missiles only)`\n\nHow long it takes the missile's rocket motor to start producing thrust after launch.\n\nMissiles are launched at initSpeed. After initTime, the missile starts accelerating based on its thrust parameters. (see \"thrust\", \"thrustTime\")."},{"heading":"irLock","level":4,"markdown":"`bool`\n\nWhether this ammo type (& AI using it) can lock onto radar targets (CfgVehicles.irTarget = true).\n\nirTarget vehicles are ones that are config'ed to show up on the game's simple \"radar\" overlay--i.e. tanks, trucks, etc., not humans. (You'd think \"ir\" would refer to infrared, but it actually refers to radar). (Provided the related CfgWeapons also has locking capability--\"canLock\" is true).\n\nA."},{"heading":"laserLock","level":4,"markdown":"`bool`\n\nWhether this ammo type (& AI using it) can lock onto \"laser targets\", i.e. a laser designator dot (CfgVehicles.laserTarget = true). (Provided the related CfgWeapons also has locking capability--\"canLock\" is true).\n\nA, [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_laserLock.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____40)."},{"heading":"manualControl","level":4,"markdown":"`bool, (Missiles only)`\n\nA type of missile guidance.\n\nTrue means the missile has SACLOS guidance (i.e. it continuously adjusts to fly toward wherever the player's crosshairs point).\n\nA, [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_manualControl.htm?Highlight=manualcontrol)"},{"heading":"maneuvrability","level":4,"markdown":"`float>0, (Missiles only)`\n\nAffects missile turning ability.\n\nHigher is more maneuverable. It's claimed very high values (>30) may cause missiles to over-maneuver and spin out of control.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_maneuvrability.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____45), B"},{"heading":"maxControlRange","level":4,"markdown":"`int>0, meters, (Missiles only)`\n\nMaximum range for guided missile flight--whatever the guidance type--after which the missile spins out of control. (See \"timeToLive\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_maxControlRange.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____47), B"},{"heading":"maxSpeed","level":4,"markdown":"`float>0, m/s, (Missiles only)`\n\nMissile speed limit.\n\nThis value imposes an upper limit to the speed at which a missile can travel, regardless of its thrust properties. (see \"thrust\", \"thrustTime\")."},{"heading":"\"muzzle velocity\"","level":4,"markdown":"Surprise! Muzzle velocity for a projectile is *not* found in CfgAmmo at all! Instead it is defined in the relevant CfgMagazines class and the property is called \"initSpeed\"."},{"heading":"nvgOnly","level":4,"markdown":"`bool`\n\nWhether tracer is visible using NVG optics only.\n\nIf false, the projectile's tracer is normal and can be seen with unaided optics as well as when using NVG (infrared or thermal) optics. If true, the tracer is invisible unless the viewer is using NVG optics."},{"heading":"simulationStep","level":4,"markdown":"`float>0, seconds(?)`\n\nHow often the game updates the ammo's trajectory in flight.\n\nThe default appears to be between 0.05 (visible in \"Splendid Config Viewer\" though it is not clear where this is defined?). If you assign a *lower* value, the game tracks the projectile *more often*, giving a finer grained precision to its trajectory. This is presumably useful for things like fast moving projectiles, fast maneuvering guided missiles, projectiles with a high airFriction value, etc. A *higher* value tracks the projectile with *less detail*. The results can be a bit unpredictable (e.g. values less than 0.001 can cause bizarre trajectories), so experimentation with a [projectile tracing script](http://forums.bistudio.com/showthread.php?164294-Quick-and-fun-projectile-path-tracing!) is useful if you feel like there may be something wrong with your projectile's trajectory.\n\nContrary to the information in the VBS documentation linked below, this property can be assigned to a projectile of any simulation type, not just missiles.\n\nNote: advanced modders should be aware that low simulationStep values appear to result in excessive firings of eventhandlers like \"hitPart\"--e.g. multiple events fired when a projectile hits a single surface. Try turning up simulationStep in cases like this.\n\n[A](https://manuals.bisimulations.com/vbs3/3-6/devref/Content/Config_Manual/CfgAmmo/amm_simulationStep.htm)"},{"heading":"thrust","level":4,"markdown":"`float>0`\n\nEngine power of missiles and rockets. (See \"thrustTime\").\n\nA, B"},{"heading":"thrustTime","level":4,"markdown":"`float>0, seconds, (Missiles only)`\n\nHow many seconds the rocket motor will produces thrust before dying out.\n\n(Keep in mind that regardless of these thrust properties, \"maxSpeed\" puts a ceiling on missile speed).\n\nA, B, [C](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_thrustTime.htm?Highlight=thrusttime)"},{"heading":"timeToLive","level":4,"markdown":"`float>0, seconds`\n\nMaximum lifetime for the projectile until it is culled by the game engine.\n\nAfter a projectile is fired and this time has elapsed, the projectile is deleted from the game for optimization purposes; most projectiles simply disappear at this point, although certain types of explosive projectiles explode instead of vanishing.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_timeToLive.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____76)"},{"heading":"typicalspeed","level":4,"markdown":"`int>0, m/s`\n\nInfluences how much damage the projectile does when it hits.\n\nSpeed at which the projectile produces full \"hit\" damage; anything lower produces proportionately less damage (exception: any \"explosive\" damage component is always full value regardless of the impact speed). Note that this property does *nothing* to influence the projectile velocity, it used only in the damage calculation. (See \"initSpeed\", \"explosive\")."},{"heading":"visibleFire","level":4,"markdown":"`float, meters?, \"(AI only)`\n\nDistance from projectile that AI units will notice it. (See \"visibleFireTime\").\n\nNot clear if this refers to the projectile in flight, when fired, at impact, or all three.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_visibleFire.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____85)"},{"heading":"visibleFireTime","level":4,"markdown":"`float, seconds, \"(AI only)`\n\nHow long AI units will notice the projectile. (See \"visibleFireTime\").\n\nValues less than 5 supposedly cause problems because there can be 5 seconds between AI attention tests.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgAmmo/amm_visibleFireTime.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CcfgAmmo%7C_____86), B"},{"heading":"CfgMagazines","level":3,"markdown":"Magazine properties plus some projectile-specific stuff that gets stored here instead of CfgAmmo."},{"heading":"initSpeed","level":4,"markdown":"`int>0, m/s`\n\nSets the muzzle velocity of ammo fired from this Magazine.\n\nUpdated in Q1 2015: InitSpeed in weapons - zero value in weaponType::initSpeed means that magazineType::initSpeed will be used (initSpeed set to positive values in a weapon means a constant speed of the weapon independent on its magazine. Negative values mean a multiplier for initSpeed set in the magazine. Setting it to 0 means that the speed is going to be taken from magazine, this equals to setting initSpeed in the weapon to -1).\n\n(Not to be confused with typicalSpeed, which does not affect projectile speed at all and is instead used for damage calculation only)."},{"heading":"CfgWeapons","level":3,"markdown":"Gun/launcher-specific properties."},{"heading":"aiDispersionCoefX/Y","level":4,"markdown":"`float≥1.0, (AI only)`\n\nAI unit inaccuracy using this weapon (in X/Y).\n\nThese two properties are *coefficients* multiplied by the inherent weapon \"dispersion\" value. These are maximum values for inexperienced AI; as AI experience goes up, these values are shifted toward 1.0 (no extra dispersion). Supposedly there are other factors that influence AI inaccuracy besides these dispersion properties. (See \"dispersion\").\n\nA"},{"heading":"autoFire","level":4,"markdown":"`bool`\n\nWhether the weapon will continue to fire if you hold down the trigger.\n\n[A](https://manuals.bisimulations.com/vbs2/2-00/devref/Content/Config_Manual/CfgWeapons/wpn_autoFire.htm)"},{"heading":"ballisticsComputer","level":4,"markdown":""},{"heading":"canLock","level":4,"markdown":"`bool`\n\nWhether the weapon can lock on to a target (e.g. when a player hits the TAB key)\n\nMust be true for any of the other lock modes to work (airLock, irLock, laserLock). 0 = never, 1 = in cadet mode only, 2 = always.\n\nA, [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgWeapons/wpn_canLock.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgWeapons%7C_____18)"},{"heading":"dispersion","level":4,"markdown":"`float>0`\n\nBasic weapon accuracy.\n\nThis is the inherent accuracy of the weapon^. It affects all projectiles fired from this weapon independent of other effects like AI skill, etc. It describes the weapon's dispersion in radians (1 milliradian = 1 angular mil = 0.001 dispersion, 1 MOA = 0.000290888 dispersion).\n\n^IRL these are things like straightness of the barrel, consistency of the ammunition powder charge, etc.--dispersion should actually be different per ammunition type, but in Arma it is a weapon property only."},{"heading":"initSpeed","level":4,"markdown":"`int, m/s`\n\nThis allows you to override or modify the initSpeed (muzzle velocity) set in CfgMagazines.\n\nNew feature added in Q1 2015: zero value in weaponType::initSpeed means that magazineType::initSpeed will be used (initSpeed set to positive values in a weapon means a constant speed of the weapon independent of its magazine. Negative values mean a multiplier for initSpeed set in the magazine. Setting it to 0 means that the speed is going to be taken from magazine, this equals to setting initSpeed in the weapon to -1)."},{"heading":"max/mid/minRange","level":4,"markdown":"`int>0, m/s, (AI only)`\n\nDetermines the tendency of AI units to use this weapon based on their range to target.\n\nAt this range down to the previous __Range, an AI unit will attack with the corresponding __RangeProbab probability. Think of the three pairs of values (__Range, __RangeProbab) as creating a graph of attack probability at different ranges. (See \"max/mid/minRangeProbab\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgWeapons/wpn_maxRange.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgWeapons%7C_____67)"},{"heading":"max/mid/minRangeProbab","level":4,"markdown":"`float>0, (AI only)`\n\nDetermines the tendency of AI units to use this weapon based on their range to target.\n\nAt this __Range down to the previous __Range, an AI unit will attack with the corresponding __RangeProbab probability. Think of the three pairs of values (__Range, __RangeProbab) as creating a graph of attack probability at different ranges. (See \"max/mid/minRangeProbab\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgWeapons/wpn_maxRange.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgWeapons%7C_____67)"},{"heading":"weaponLockSystem","level":4,"markdown":"`cumulative int`\n\nHow this weapon triggers a target vehicle's warning system.\n\nWhat type(s) of lockDetectionSystem is set off in a vehicle targeted by this weapon: 0 = none, 1 = CM_Lock_Visual, 2 = CM_Lock_IR, 4 = CM_Lock_Laser, 8 = CM_Lock_Radar. Presumably canLock must = 1 for this to be relevant.\n\nA."},{"heading":"VEHICLE Configs","level":2,"markdown":"Vehicle properties are numerous and are contained both in the CfgVehicles class (usually in its own file), as well as CfgSkeletons & CfgModels (usually combined into a single file called model.cfg). CfgVehicles describes the vehicle's gameplay features, while CfgSkeletons & CfgModels describe its P3D model file.\n\nKeep in mind that just about every major actor belongs to the \"Vehicle\" class in Arma, from planes to tanks to humans."},{"heading":"CfgVehicles","level":3,"markdown":""},{"heading":"animationSource___","level":4,"markdown":"`string, model.cfg Animations class name, (Turret class)`\n\nDefines the animating portions of a turret (_Body, _Gun, _Hatch, _Roll).\n\nThis property appears to serve as a shortcut to defining an AnimationSources \"custom\" source. Instead of needing to do that, BI has created a few preset source properties that serve the same effect using a single line (as opposed to a whole class entry in AnimationSources). The name used as a value is one of the \"class Animations\" source names in the vehicle's model.cfg.\ne.g.\n\n```cpp\nclass YourModel : InheritedFromSomeWhere\n{\n    class Animations : Animations\n    {\n        class MainTurret\n        {\n            type = \"rotationY\";        // type of movement involved\n            source = \"mainTurret\";    // The controller that provides input above\n            selection = \"OtocVez\";    // The name of the skeleton bone used.\n            axis = \"OsaVeze\";        // name of the axis in the P3D model.\n            ...\n```\n\nThe typical uses are as follows. _Body controls the basic slewing/left-right motion of the turret. _Gun controls weapon elevation/up-down movement. _Hatch controls hatch movement (if any) for a crewmember turning in/out. _Roll presumably controls tilting motion of the turret (if any).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/A_cpp/cpp_animSourceBody.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____31), B"},{"heading":"armor (global)","level":4,"markdown":"`int>0`\n\nOverall hit points/'health' for the vehicle. Once fully depleted by damage, the vehicle blows up killing its occupants.\n\nYou will often see this property referred to as \"armor (int)\". Supposedly object radius somehow modifies this value, although the formulas offered by BI don't make much sense. Note that locational hit-points are derived from this value--determined by each HitPoint class's own \"armor\" (float) value. So the lower this value, the weaker all the vehicle's corresponding location HitPoints will also be (i.e. the more damage a location takes with each hit).\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects#armor), B, C."},{"heading":"armorStructural","level":4,"markdown":"`int>0`\n\nThis makes global health resistant to damage, without affecting local health.\n\nThe value is used as a divisor to global damage; the higher the value (beyond 1), the less global damage (\"armor\"/\"hit points\") occurs whenever the vehicle gets hit. HitPoints class location damage is *not* affected by this property; the location takes damage from the hit without being affected by this property. Extremely high values practically nullify the (in)famous cumulative \"hit points\" system of vehicle damage (e.g. plinking a tank to death with a rifle).\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects#armorStructural)."},{"heading":"brakeIdleSpeed","level":4,"markdown":"`float>0, meters/second, (PhysX)`\n\nSpeed below which brakes are automatically applied to slow the vehicle to a stop.\n\nIf the value is too low, it will make the vehicle very difficult to bring to a complete stop. If it is too high, the vehicle will brake while you are trying to drive slowly.\n\nA, [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/B_cpp/cpp_brakeIdleSpeed.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____53)"},{"heading":"cost","level":4,"markdown":"`int>0, (AI only)`\n\nTells the AI how valuable this vehicle is to attack relative to others.\n\nFrom VBS link: \"This value reflects how important a unit/vehicle is for enemy AI to kill. When all other considerations are equal. For instance, a soldier is not interested in Air [targets, due to his \"threat[]\" property], despite it is highly attractive cost values. On the other hand, he is interested in a machinegunner, since a machinegunner (in normal configs) has a relatively higher cost, than other [infantry threat types], including the officer, even though the machinegunner's cost is much lower than an airplane.\"\n\n(See \"threat[]\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/C_cpp/cpp_cost.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____92)"},{"heading":"changeGearMinEffectivity[]","level":4,"markdown":"`float array, (PhysX)`\n\nTells the transmission when to switch gears. (All transmissions in Arma 3 behave as if automatic).\n\nNote that there is a value for every GearboxRatios value (usu. starting with reverse, then neutral, etc).\nIn BI configs, this array never seems to vary much from the default: 0.95 for everything except neutral which is 0.15 (so it gets switched out of very quickly) and reverse which is 0.5.\nBI says \"if there is [a] better gear and effectivity is below this value then [the game] change[s] gear\"--not very clear what this means.\nHowever, reading NVIDIA documentation suggests the array values may simply represent the proportion of max engine RPM rather than some abstract \"effectivity\" value; in that case once the engine revs above(below) the RPM value, the game will shift one gear up(down).\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicleautoboxdata)"},{"heading":"clutchStrength","level":4,"markdown":"`float>0, (PhysX)`\n\nHow 'tight' the clutch is--how quickly gear changes affect vehicle speed.\n\nLow values will mean more 'slippage' and slower acceleration after gear changes, higher values mean less slippage and quicker delivery of power to the wheels after a gear shift. BI recommends starting with a value of 10 (for CarX anyway, TankX config values are typically closer to 100). (See \"thrustDelay\").\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicleclutchdata)"},{"heading":"crewExplosionProtection","level":4,"markdown":"`float>0`\n\nIt's controlling how much indirectHit damage crew will take.\n\nreyhard: It is also affecting EPE impulses (crashes) if I remember correctly since those are treated as indirect damage.\n\n[ [A](http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2818157&viewfull=1#post2818157) ]"},{"heading":"crewVulnerable","level":4,"markdown":"`bool, (AI only)`\n\nIf true, AI units will shoot at the vehicle to wound exposed crewmembers even if damageResistance is too high for them to otherwise bother attacking. (See \"damageResistance\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/C_cpp/cpp_crewVulnerable.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____95)"},{"heading":"damageResistance","level":4,"markdown":"`float>0, (AI only)`\n\nTells AI units how resistant this vehicle is to damage (so they can decide whether or not to bother attacking based on the weapons they are carrying). The calculation appears to be based only on the target's global armor and size, along with the weapon's hit value; armor & penetration are not factors. The formula for deriving this value is supposedly:\n\n`(minHit^2) * (1/armor) * ([0.27/tgtRadius]^2)`\n\nwhere \"miHit\" is the \"hit\" value for the *weakest weapon that the AI should find useful against the vehicle*. How exactly the value is used by the game is a mystery. Possibly the AI check their weapon with this formula and compare it to the config value. Simplifying, one could say the AI checks it is weapon \"hit\" value against the minimum useful \"hit\" value the config has defined; if the AI weapon is >= the minimum value, the AI will consider attacking. If the AI's weapon is weaker, it won't.\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects#damageResistance), [B](https://resources.bisimulations.com/w/index.php?title=Damage),[C](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/D_cpp/cpp_damageResistance.htm?Highlight=damageresistance)"},{"heading":"destrType","level":4,"markdown":"`string`\n\nSets the destruction type for the object.\n\n- “DestructDefault” // Default destruct type, engine auto detects during object loading: vehicles are set to \"DestructEngine\" and everything else is set to \"DestructBuilding\"(?)\n- “DestructNo” // No destruction effects, makes object invulnerable to weapons\n- “DestructMan” // Destruct as man (no shape animation)\n- “DestructEngine” // Destruct as vehicle (explosion, shape animation)\n- “DestructWreck” // Destruct as wreck, similar to DestructEngine, but with wreck replacement\n- “DestructBuilding” // Destruct as building, requires destructionEffects class\n- “DestructTree” // Destruct as tree, falls over by rotating about axis defined in model\n- “DestructTent” // Destruct as tent, object collapses on itself (shape animation) (for bushes, tents, poles, etc)\n- “DestructWall” // Destruct as wall, falls over only forward or backward\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects#destrType), [B](https://manuals.bisimulations.com/vbs3/3-4/devref/#Config_Manual/CfgVehicles/D_cpp/cpp_destrType.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____110)"},{"heading":"discreteDistance[]","level":4,"markdown":"`int array, meters`\n\nThese are the available weapon range settings for this Optics/Turret view. (i.e. what you switch through with the PgUp/PgDown key)."},{"heading":"discreteDistanceInitIndex","level":4,"markdown":"`int`\n\nThis is the array index of the default range setting from discreteDistance[]. (Remember all arrays are \"zero-based\"--that is, the first entry is #0)."},{"heading":"epeImpulseDamageCoef","level":4,"markdown":"`int≥0, (PhysX)`\n\n<?>Undocumented: the name suggests this is a coefficient influencing how much damage the vehicle takes from physics-controlled impacts (i.e. crashing into a wall, another vehicle, etc.). Higher numbers suggest the vehicle takes more damage from such events.\n\n[undocumented]"},{"heading":"engineLosses","level":4,"markdown":"`int≥0, Newton-meters, (PhysX)`\n\nA force that helps bleed speed from the vehicle (presumably most noticeable as the vehicle coasts).\n\nengineLosses bleed energy from the vehicle due to inefficiencies in the engine. As such, they are multiplied by the gear ratio (unlike transmissionLosses). (See \"transmissionLosses\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/E_cpp/cpp_engineLosses.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____139)"},{"heading":"enginePower","level":4,"markdown":"`int>0, kilowatts, (PhysX)`\n\nEngine power in kW. (hp * 0.745699872 = kW).\n\nA"},{"heading":"explosionShielding (global)","level":4,"markdown":"`float≥0`\n\nModifies how global vehicle health is affected by 'splash' damage (indirectHit).\n\nThis works the same way as explosionShielding for HitPoint locations: indirectHit damage received is multiplied by this value.\n\n(This property is 10-24-14 devbranch only currently)"},{"heading":"forceHide__","level":4,"markdown":"`bool`\n\nWhether a crewmember has the ability to \"turn out\" or not. (1 = cannot turn out, 0 = can turn out).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/F_cpp/cpp_forceHideCommander.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____153)"},{"heading":"extCameraPosition[]","level":4,"markdown":"`float array, meters`\n\nThese are the XYZ coordinates of the 3rd person camera view for this vehicle.\n\nThe 3 members of the array represent coordinates in meters [X,Y,Z] = (side-to-side, vertical, close/forward-far/back.) The distances are calculated relative to the center of the vehicle.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/E_cpp/cpp_extCameraPosition.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____141)"},{"heading":"__Fov","level":4,"markdown":"`float≥0, 1=120 degrees`\n\nField of View / magnification for the Optics class it is found in.\n\n\"init__\", \"min__\", \"max__\" with \"initFov\" being the default. Smaller values mean a *narrower* FOV and thus a *higher* magnification.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/I_cpp/cpp_initFov.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____234)"},{"heading":"fuelCapacity","level":4,"markdown":"`int>0, liters`\n\nVehicle fuel capacity.\n\n(While VBS3 uses 0.1 liter units, Arma 3 appears to use 1 liter units based on config values). Regardless, the fuel consumption model in the game is very simplified so real-world values--while a useful starting point--may need tweaking in order to translate them into good in-game values.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/F_cpp/cpp_fuelCapacity.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____162)"},{"heading":"gunnerOpticsModel","level":4,"markdown":"`string`\n\nP3D model used when for this turret when crewmember is \"turned in\". (filename should include path).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/G_cpp/cpp_gunnerOpticsModel.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____197)"},{"heading":"gunnerOutOpticsModel","level":4,"markdown":"`string`\n\nP3D model used when for this turret when crewmember is \"turned out\". (filename should include path).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/G_cpp/cpp_gunnerOutOpticsModel.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____202)"},{"heading":"gunnerOpticsEffect[]","level":4,"markdown":"`string`\n\nOptical effects overlay (blur, etc.) applied to this turret in \"turned in\" mode."},{"heading":"gunnerHasFlares","level":4,"markdown":"`bool`\n\n<??>Whether the crewmember at this Turret can launch the vehicle's countermeasures, if such are available (aircraft flares, AFV smoke grenades).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/G_cpp/cpp_gunnerHasFlares.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____192), (comment in \"Samples_F\\Test_Tank_01\\CfgVehicles.hpp\")"},{"heading":"hiddenSelections[]","level":4,"markdown":"`string array`\n\nHiddenSelections lets you swap texture & material in-game on specified parts of your vehicle.\n\nThe names in the array must correspond to: 1) named selection(s) in the P3D file, 2) identically named entries in the model.cfg file under class CfgModel { sections[] }, e.g.\n\n```cpp\nclass CfgModels\n{\n    class Jeep\n    {\n        sectionsInherit = \"\"; // (let's assume there is no inheritance in this example)\n\n        sections[] =\n        {\n            // names must match named selection sets in the P3D model file\n            // you should use the same selection set names across all the visual LOD's in the P3D\n            \"spareTire\",\n            \"flag\"\n        };\n```\n\nThe purpose of listing certain sections here is to create variety within a single model by allowing the parts to be hidden and/or have alternate textures swapped out for variety. (Arma 3 uses it commonly to generate random texture variation during spawn).\n\nUsing hiddenSelections gives you the ability to change the sections' textures and materials via script with the setObjectMaterial and setObjectTexture(/Global) commands. (Note that changing an object's material does *not* appear to change its associated bisurf properties--this system is intended for changing visual appearance only; you can't use it to cleverly change fire geometry properties--use the \"hide\" Animation for that purpose [see damageHide later in this section].)\n\nNote: hiddenSelections are *not* intended for hiding or texture-swapping *damaged hit locations*; there are built-in ways to handl that with [the 'damageHide' process](http://tactical.nekromantix.com/wiki/doku.php?id=arma:modeling:damage_model) and/or the CfgVehicles>Damage class.\n\nSee also: #hiddenSelectionsTextures[]\n\n[ [A](https://manuals.bisimulations.com/vbs3/3-0/devref/Content/Config_Manual/CfgVehicles/H_cpp/cpp_hiddenSelections.htm), [B](http://forums.bistudio.com/showthread.php?93033-Hidden-Selections), [C](http://fab.ofp.free.fr/Tutorials/Hidden_Selections.htm), [D](http://tactical.nekromantix.com/wiki/doku.php?id=arma2:texturing:hiddenselectionstextures) E]"},{"heading":"hiddenSelectionsTextures[]","level":4,"markdown":"`string array`\n\nA list of (pathed) textures for use with hiddenSelections[]. The textures are assigned to the hiddenSelections[] elements in the order they are listed (first texture goes to the first element, and so on). hiddenSelections[] elements with no texture listed will be hidden at game startup, while those with a texture will be displayed and use the texture assigned. Note: even though hiddenSelection has a material (rvmat) assigned to it that would normally make it visible, leaving out its texture in this property will hide it entirely.\n\nThis might be a little confusing so let's use an example. Imagine we are using the vehicle in the hiddenSelections[] example above. Let's look at different ways hiddenSelections might be configured:\n\n```cpp\nclass CfgVehicles\n{\n    class Jeep_base\n    {\n        // this vehicle has both the \"spareTire\" and \"flag\" sections showing whenever the vehicle is spawned\n        // they are referred to using commands like setObjectMaterial by array # (0 = spareTire, 1 = flag)\n        // textures are assigned to the hiddenSelections in order (tire gets tire.paa, flag gets flag.paa)\n        hiddenSelections[] = {\"spareTire\",\"flag\"};\n        hiddenSelectionsTextures[] = {\"jeepMod\\textures\\tire.paa\",\"jeepMod\\textures\\flag.paa\"};\n    }\n    class Jeep_cheap : Jeep_base\n    {\n        // because \"flag\" is not included here, it is hidden--you also don't have access to it via script either\n        hiddenSelections[] = {\"spareTire\"};\n        hiddenSelectionsTextures[] = {\"jeepMod\\textures\\tire.paa\"};\n    }\n    class Jeep_fancy : Jeep_base\n    {\n        // both sections are available via script, but spareTire is hidden by giving it no texture (\"\")\n        hiddenSelections[] = {\"spareTire\",\"flag\"};\n        hiddenSelectionsTextures[] = {\"\",\"jeepMod\\textures\\flag.paa\"};\n    }\n```\n\nSee also: #hiddenSelections[]"},{"heading":"hideWeapons__","level":4,"markdown":"`bool`\n\nIf true, the game hides any weapons being carried by the crewmember/passenger when he is riding in the vehicle.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/H_cpp/cpp_hideWeaponsGunner.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____222), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/H_cpp/cpp_hideWeaponsDriver.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____221), [C](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/H_cpp/cpp_hideWeaponsCommander.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____220), [D](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/H_cpp/cpp_hideWeaponsCargo.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____219)"},{"heading":"idleRpm","level":4,"markdown":"`int>0, RPM (revolutions per minute)`\n\nRPM level when engine is idling--this affects the engine sound. (See \"redRpm\").\n\nA"},{"heading":"inGunnerMayFire","level":4,"markdown":"`bool`\n\nIf true, the crewmember at this turret can move the view and fire any attached weapon when he is \"turned in\".\n\n\"Gunner\" is used to mean whichever crewmember has access to this turret/view (e.g. the Commander is the \"Gunner\" in the Commander's turret).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/I_cpp/cpp_inGunnerMayFire.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____230)"},{"heading":"latency","level":4,"markdown":""},{"heading":"lockDetectionSystem","level":4,"markdown":""},{"heading":"magazines[]","level":4,"markdown":"`string array`\n\nList of magazines available to the weapons at this turret. (Magazine names come from CfgMagazines class[es]).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/M_cpp/cpp_magazines.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____277)"},{"heading":"maxOmega","level":4,"markdown":"`int>0, radians per second, (PhysX)`\n\nMaximum rotational speed of engine. (revolutions-per-minute * 0.104719755 = radians-per-second).\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicleenginedata)"},{"heading":"minTotalDamageTreshold","level":4,"markdown":"`float≥0`\n\nProtects global vehicle health from damage.\n\nThis works the same way as minimalHit does for HitPoint locations: damage received below this value is ignored. This is just the global version of \"minimalHit\".\n\n(This property is 10-24-14 devbranch only currently)"},{"heading":"normalSpeedForwardCoef","level":4,"markdown":"`float>0`\n\n<?> Proportion of top speed that is considered \"normal speed\" (as opposed to \"fast speed\" or \"slow speed\"). Not at all sure what this does in the game, read the cryptic description in the link and see what you can decipher from it...\n\nA"},{"heading":"outGunnerMayFire","level":4,"markdown":"`bool`\n\nIf true, the crewmember at this turret can move the view and fire any attached weapon when he is \"turned out\".\n\n\"Gunner\" is used to mean whichever crewmember has access to this turret/view (e.g. the Commander is the \"Gunner\" in the Commander's turret). Note: apparently the game engine assumes helicopter crew are \"turned out\", so this property should be set to true for helicopters.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/Content/Config_Manual/CfgVehicles/O_cpp/cpp_outGunnerMayFire.htm)"},{"heading":"peakTorque","level":4,"markdown":"`int>0, Newton-meters, (PhysX)`\n\nMaximum engine torque. (`=enginePower*1000/maxOmega`).\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicleenginedata)"},{"heading":"radarType","level":4,"markdown":""},{"heading":"redRpm","level":4,"markdown":"`int>0, RPM (revolutions per minute)`\n\nMaximum engine RPM--this affects the engine sound; just use \"maxOmega\" translated into RPM (multiply by ~9.5493). (See \"idleRpm\").\n\nA"},{"heading":"secondaryExplosion","level":4,"markdown":"`float`\n\nDetermines the strength of the explosion effect when the vehicle is destroyed.\n\n- secondaryExplosion = -1; // When negative number is set, \"explosion power is calculated from fuel and ammo cargo, multiplied by absolute secondaryExplosion value\"\n- secondaryExplosion = 0; // When set to 0, secondary explosion is disabled, vehicle will burn when destroyed (if destrType is \"DestructDefault\" or \"DestructEngine\") but not produce an explosive effect.\n- secondaryExplosion = 1; // When positive number is set, \"explosion power is taken from hit property defined for FuelExplosion class in CfgAmmo. For this FuelExplosion needs to be defined. The name FuelExplosion is hardcoded and can not be changed\"\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects#secondaryExplosion), [B](http://resources.bisimulations.com/wiki/Damage_Modeling:_Objects#armor), [C](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/S_cpp/cpp_secondaryExplosion.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____424)"},{"heading":"simulation","level":4,"markdown":"`string`\n\nWhich simulation type governs this vehicle's physical behavior--for most vehicles this is generally one of the PhysX systems (\"TankX\", \"CarX\", \"ShipX\", \"HelicopterX\", \"AirplaneX\", <?>).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/S_cpp/cpp_simulation.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____447)"},{"heading":"smokeLauncherAngle","level":4,"markdown":"`int≥0, degrees`\n\nThe angular spread/arc in which the countermeasure smoke grenades are launched.\n\nThe orientation of the spread is determined by \"smokeLauncherOnTurret\". The game will evenly distribute the number of grenades (smokeLauncherGrenadeCount) over this arc. Apparently the in-game angle tends to be smaller than this value, so the Samples_F comment suggests increasing the angle somewhat beyond the IRL value.\n\n[(comment in \"Samples_F\\Test_Tank_01\\CfgVehicles.hpp\")]"},{"heading":"smokeLauncherGrenadeCount","level":4,"markdown":"`int≥0`\n\nTotal number of smoke grenades launched when the countermeasure is used. (See the other \"smokeLauncher__\" properties for more details on how the smokescreen is generated).\n\n[(comment in \"Samples_F\\Test_Tank_01\\CfgVehicles.hpp\"), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/S_cpp/cpp_smokeDischarger_grenadesPerUse.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____449)]"},{"heading":"smokeLauncherOnTurret","level":4,"markdown":"`bool`\n\nWhether the smoke grenades countermeasure launches from the turret or the body of the vehicle.\n\n1= launcher on turret, grenades fire in direction turret is facing (this is typical for tanks). 2= launcher on hull, grenades fire in direction hull is facing.\n\n[,[B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/S_cpp/cpp_smokeDischarger_onturret.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____450)]"},{"heading":"smokeLauncherVelocity","level":4,"markdown":"`int≥0, m/s`\n\nSpeed at which the grenades are launched. <?>Perhaps this affects height or distance of the resulting smokescreen.\n\n[(comment in \"Samples_F\\Test_Tank_01\\CfgVehicles.hpp\"), ]"},{"heading":"tankTurnForce","level":4,"markdown":"`int>0, (PhysX)`\n\nHow well a tank can turn, higher = better turning ability.\n\nThis is possibly some kind of coefficient that generates turning power for a TankX vehicle. The value apparently needs to be very high, on the order of 20-30 * vehicle weight (in kg) or more<?>.\n\n[(comment in \"Samples_F\\Test_Tank_01\\CfgVehicles.hpp\"), A]"},{"heading":"thermalMode[]","level":4,"markdown":"`int array`\n\nDefines color modes available for thermal sights.\n\nIf a Turret has \"TI\" in its visionMode[], it can list one or more thermalMode[]'s. Any thermalMode[]'s are added to the \"N\"-key vision mode toggle set. The following modes are available: 0=white-hot, 1=black-hot, 2=green-hot,3=green/black-hot, 4=red-hot, 5=red/black-hot, (others?). (See \"visionMode[]\")."},{"heading":"thermalNoise[] Arma 3 v2.10","level":4,"markdown":"`float array`\n\nSee FilmGrain Post Processing effect.\nThis defines thermal noise effect.\nA 8 element array (Two more arguments than filmgrain)\nintensity, sharpness, grainSize, intensityX0, intensityX1, monochromatic, static, blurCoef\nthe static parameter is a bool (1=static, 0=random) specifiying if the noise is randomly generated and different each frame, or if its randomized once and stays static.\nthe blurCoef (default 0.5) specifies how blurry the result image is.\n\nIf you leave this array empty or undefined, engine will use default values."},{"heading":"thermalResolution[] (Arma 3 v2.10)","level":4,"markdown":"`float array`\n\nDefines screen resolutions at specific zoom steps.\nZoom between defined steps will be linearly interpolated.\nThe array is a sequence of X,Y values, X being the zoom between 0-1 (maxFov to minFov of the optic) and Y being the vertical resolution in pixels.\nThis value is only used if there are thermalMode[]'s defined.\nIt can be used to simulate digital zoom in thermal optics.\n\nRanges of resolution are only used for \"smooth\" zoom optics (or weapons with discreteFov[]), for discrete step's you can use single element arrays to set the resolution for the current step.\n\nThe conversion from fov to zoom percentage uses this formula:\n\n```cpp\ndelta = atan(maxFov) * 2 - atan(minFov) * 2;\nzoom = 1 - (atan(currentFov) * 2 - atan(minFov) * 2) / delta\n```\n\nThe engine internally converts the zoom values to corresponding fov and uses that to linearly interpolate between the two closet values.\n\nThe list of needs to be sorted by zoom in ascending order.\nIt has to start with 0.0 zoom, and it has to end with 1.0 zoom. Values smaller than 0 or larger than 1.0 are not allowed.\nThe resolutions have no constraints. If the resolution is larger than the players vertical render resolution, it will be clamped.\nProviding a negative value as a resolution, will cause the engine to convert it to the players actual vertical render resolution. You can use -1 to mean \"100% of players resolution\"\nThe horizontal resolution is calculated based on vertical resolution and the players aspect ratio (See \"Resolution\" PostProcessing effect).\n\nNote: Nightvision googles (with integrated thermal) don't support zoom resolutions, they only support a single fixed resolution.\n\nExamples:\n\n```cpp\nthermalResolution[]={ 0.0, 2048, 1.0, 512 }; // 2048px vertical resolution at 0% zoom (maxFov), linearly reducing down to 512px vertical resolution at 100% zoom (minFov)\nthermalResolution[]={ 512 }; // 512 pixels, independent of zoom. Usually used when having a different optic class per zoom step\nthermalResolution[]={ 0.0, 2048, 0.5, 2048, 1.0, 128 }; // A combination optical/digital zoom. Optical zoom with no resolution loss during the first 50% of zooming, and rapid resolution loss in the last 50%\n```"},{"heading":"threat[]","level":4,"markdown":"`float array, 1≥values≥0, (AI only)`\n\nHow important it is for {AI Infantry, AI Armor, AI Aircraft} to attack this vehicle.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/T_cpp/cpp_Threat.htm%3FTocPath%3D4%20Configuration%20Manual%7CCfgVehicles%7C_____455)"},{"heading":"thrustDelay","level":4,"markdown":"`int≥0, seconds, (PhysX)`\n\nTime it takes for engine to send power to the wheels from a stop.\n\nThis property does not affect already moving vehicles (see \"clutchStrength\" for something along those lines). Values >0 are suggested to reduce the chance that the vehicle's wheels slip every time it starts from a stop.\n\nA"},{"heading":"torqueCurve[]","level":4,"markdown":"`float array, (PhysX)`\n\nAn array describing how much torque the engine generates at various rotational speeds.\n\nThe values are normalized (0-1) so any units can be used to derive these values. The array consists of pairs of values in the form { {rotation1,torque1},{rotation2, torque2}, ...}. The first value in each pair tells the game how far along the RPM curve we are, the second value tells it how much to scale the peakTorque output. These are used to create a virtual graph which the game uses to determine engine power at various rotational speeds.\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicleenginedata)"},{"heading":"transmissionLosses","level":4,"markdown":"`int≥0, Newton-meters, (PhysX)`\n\nA force that helps bleed speed from the vehicle (presumably most noticeable as the vehicle coasts).\n\ntransmissionLosses bleed energy from the vehicle due to inefficiencies in the transmission system. As such, they are not multiplied by the gear ratio (unlike engineLosses). (See \"engineLosses\").\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/T_cpp/cpp_transmissionLosses.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____490)"},{"heading":"transportSoldier","level":4,"markdown":"`int≥0`\n\nHow many passengers the vehicle can carry as cargo. (Crewmembers--gunner, driver, etc.--are not included in this value).\n\nThe vehicle's P3D model must also contain this number of proxies in the cargo area.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/T_cpp/cpp_transportSoldier.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____499)"},{"heading":"viewGunnerInExternal","level":4,"markdown":"`bool`\n\nControls whether the crewmember (at this turret) is rendered *and damageable*.\n\n1= render crewmember when he is buttoned/\"turned in\", 0= render crewmember only when unbuttoned. Apparently this needs to be set =1 in order for crew to be damaged by penetrating hits (i.e. if crew is not rendered, they cannot be damaged).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Adding_Models/How_to/AMHT_Turrets_Parameters.htm%3FTocPath%3D2%2520How%2520to...%7CTurrets%7C_____2)"},{"heading":"visionMode[]","level":4,"markdown":"`string array`\n\nWhich vision types are available to toggle through (\"N\" key) in this optics view. Options are \"Normal\" (regular vision),\"TI\" (thermal imaging view),\"NVG\" (infrared/ambient light enhancement view).\n\nNote that multiple thermalMode[] values add extra toggle steps to vision mode switching. (See \"thermalMode[]\")."},{"heading":"waterPPInVehicle","level":4,"markdown":"`bool`\n\nWhether passenger area floods when vehicle is swimming (i.e. passengers see water in their interior view).\n\nIf false(?), the interior of the vehicle does not flood when swimming--passengers don't see themselves underwater.\n\n[A](http://www.arma3.fr/actu-4366-spotrep_)"},{"heading":"weapons[]","level":4,"markdown":"`string array`\n\nList of weapons at this turret. (Weapon names come from CfgWeapons class[es]).\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/W_cpp/cpp_weapons.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____550)"},{"heading":"*class AnimationSources*","level":4,"markdown":"This class is an optional component to produce animation in a vehicle. The other components needed are:\n\n- The bones in model.cfg>CfgSkeletons>skeletonBones[].\n- The animations in model.cfg>CfgModels>Animations.\n- Named Selections in the visual/shadow/fire-geometry LOD's of P3D file which are identical to bone names above; this is how the bone knows which geometry moves with it.\n- Axes (consisting of two verts each) in the Memory LOD of the P3D file; this is how the bone knows where it is located and the axis it moves/rotates on. Axes are only necessary for translation or rotation bones (e.g. bones with nothing but a \"hide\" animation do not need any axis)\n\n[A](https://resources.bisimulations.com/w/index.php?title=Model_Config#AnimationSources)"},{"heading":"source","level":5,"markdown":"[A](https://resources.bisimulations.com/w/index.php?title=Model_Config#Animation_sources)"},{"heading":"*class complexGearbox*","level":4,"markdown":"A series of PhysX properties grouped under the \"complex Gearbox\" class."},{"heading":"driveString","level":5,"markdown":""},{"heading":"gearBoxMode","level":5,"markdown":""},{"heading":"GearboxRatios[]","level":5,"markdown":""},{"heading":"moveOffGear","level":5,"markdown":""},{"heading":"neutralString","level":5,"markdown":""},{"heading":"reverseString","level":5,"markdown":""},{"heading":"transmissionDelay","level":5,"markdown":""},{"heading":"TransmissionRatios[]","level":5,"markdown":""},{"heading":"*class Damage*","level":4,"markdown":"This class is solely for the purpose of swapping certain vehicle textures as parts of the vehicle get damaged."},{"heading":"mat[]","level":5,"markdown":"`string array`\n\nAn array of RVMAT materials in groups of three. These are used to swap textures (or rather, materials) based on the damage state of a hit location. This is a complex process that requires configuration beyond the Damage class itself.\n\n```cpp\nclass CfgVehicles\n{\n    class myVehicleName\n    {\n        class Damage\n        {\n            tex[] = {};    // the texture component seems to always be unused, perhaps it is deprecated\n            mat[] =        // good use of the Enter key makes the groupings clear\n            {\n                \"A3\\Armor_F_Gamma\\MBT_02\\Data\\MBT_02.rvmat\",            // the first entry is displayed in the low-damage state (~0-50% damage)\n                \"A3\\Armor_F_Gamma\\MBT_02\\Data\\MBT_02_damage.rvmat\",        // the second entry is displayed in the medium-damage state (~50-99% damage)\n                \"A3\\Armor_F_Gamma\\MBT_02\\Data\\MBT_02_destruct.rvmat\",    // the third entry is displayed in the high-damage state (100% damage)\n\n                \"A3\\Armor_F_Gamma\\MBT_02\\Data\\MBT_02_body.rvmat\",\n                \"A3\\Armor_F_Gamma\\MBT_02\\Data\\MBT_02_body.rvmat\",        // you can simply duplicate an entry in the list if you do not have all 3\n                \"A3\\Armor_F_Gamma\\MBT_02\\Data\\MBT_02_body_destruct.rvmat\",\n\n                \"myMod\\myVehicleDir\\Data\\glass_screen_base.rvmat\",\n                \"myMod\\myVehicleDir\\Data\\glass_screen_damaged.rvmat\",\n                \"myMod\\myVehicleDir\\Data\\glass_screen_destroyed.rvmat\"\n             };\n        };\n    };\n};\n```\n\nCreating a texture swap requires several more steps:\n\n- The geometry whose material will be swapped\n  - must exist as a \"section\" in model.cfg\n  - must have the base material applied to it in the P3D.\n- The link between the hit location and the material group is defined via the *section* name--it goes in the *visual* property of the HitPoint class.\n- This leaves only the listing of the material groups for the Damage class.\n\nWarning, these links contain incomplete and (some) obsolete information: [A](http://tactical.nekromantix.com/wiki/doku.php?id=arma:modeling:damage_model), B"},{"heading":"tex[]","level":5,"markdown":"`string array, [deprecated?]`\n\nThis property work like mat[], but for texture files. It uses pairs of textures - intact and damaged. In case extension of missing texture path, .pac is assumed!"},{"heading":"*class DestructionEffects*","level":4,"markdown":"This class is used to create an array of visual and audio effects for when the vehicle--*or hit location*--is destroyed:\n\n- if the class is placed under CfgVehicles, it applies when the whole vehicle is destroyed.\n- if the class is placed under a hit location (e.g. class HitHull), it applies when that *location* is destroyed.\n\n(Just about all Arma objects inherit from a few default versions--e.g. all vehicles seem to use the same fireball effect, etc.).\n\nThis class is multi-layered. Instead of all the effects being contained within the class--it refers to other effects classes contained in separate config files (see \"simulation\" below).\n\nInstead of just using numerical values for the properties (e.g. lifetime = 10;), you can create variation and even randomness by including certain variable names (e.g. lifetime = \"intensity * 5 + (random 10)\";).\nHere is a list of some key variable names, although there are possibly many more which are undocumented.\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects#DestructionEffects_class), B, [C](https://manuals.bisimulations.com/vbs3/3-4/devref/#Config_Manual/CfgVehicles/P_cpp/cpp_Particle_Effects.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____374)"},{"heading":"intensity","level":5,"markdown":"`float`"},{"heading":"intensity","level":5,"markdown":"`float`"},{"heading":"position","level":5,"markdown":"`string`\n\nThe position the effect comes from. This can be any named vertex from the vehicle's Memory LOD.\n\n(BI tends to use some sort of default positions named things like \"destructionEffect1\" and \"destructionEffect2\"--it's not clear where these are defined or whether they are hardcoded somewhere; it is also possible that they were intended to be used but were never implemented in vehicle configs and that the default behavior when a name has no corresponding memory point in the vehicle is to simply place the effect at the vehicle's centerpoint)."},{"heading":"simulation","level":5,"markdown":"`string`\n\nWhat type of effect entry this is.\n\nKnown values:\n\n- “Particles” uses class defined under CfgCloudlets as effect type; default location is *a3\\data_f\\ParticleEffects\\config.cpp*.\n- “Light” uses class defined under CfgLights as effect type; default location is *a3\\data_f\\ParticleEffects\\config.cpp*\n- “Sound” uses class defined under CfgSFX as effect type; default location is *a3\\sounds_f\\config.cpp*.\n- “Ruin” uses class defined under CfgVehicles as ruin model type; generally found within a given building's config.cpp.\n- “Destroy” uses class defined under CfgDestroyPos as effect type; ??\n- “DamageAround” uses class defined under CfgDamageAround as effect type; there's only one tiny instance of this found in *a3\\structures_f\\config.cpp*."},{"heading":"*class HitPoints*","level":4,"markdown":"Although these classes are typically separated into sub-classes (e.g. turret hitpoints under the Turrets class)--the game does *not* appear to require this in practice. Because hitpoints are attached to bones via the `name` property, hitpoint classes can be defined all at the same hierarchical level, anywhere in CfgVehicles--and in fact this practice would be preferable when you are making use of the `depends` property (which cannot reference hitpoint classes defined at different levels of the config)."},{"heading":"armor (local)","level":5,"markdown":"`float>0`\n\nProportion of global health assigned to this location.\n\nYou will often see this property referred to as \"armor (float)\". The formula for determining location health appears to be simple:\n\n`location health = (\"armor\" local) * (\"armor\" global)`\n\n(if we assume the mysterious vehicle size measurement does not play a role). (See \"armor (global)\")."},{"heading":"depends","level":5,"markdown":"`string`\n\nAllows one location to apply its damage to another.\n\nFormulas can be used to enhance this effect. e.g.\n\n```cpp\nclass HitTurret\n{...};\nclass HitGun\n{    ...\n    //for every point of damage HitTurret receives, HitGun gets 5\n    depends = \"5 * HitTurret\";\n};\n```\n\nAnother requirement of this property is that the **dependant/subordinate** class (HitGun in this example) must be listed ***after*** the **dominant** class (HitTurret).\n\n[recent feature, undocumented]"},{"heading":"explosionShielding","level":5,"markdown":"`float≥0`\n\nModifies how global vehicle health is affected by 'splash' damage (indirectHit).\n\nA factor applied to indirectHit damage. Values < 1 make a location resistant to indirectHit damage. Values > 1 make the location more sensitive.\n\nSee also: #explosionShielding (global).\n\n[ A, B ]."},{"heading":"material","level":5,"markdown":"`int, [deprecated]`\n\nDarkens material based on damage state. Deprecated--all Arma 3 configs disable it by setting it to -1. If you want to read about how it works, follow this link: [link](http://fab.ofp.free.fr/Tutorials/Damaged_Tank.htm)."},{"heading":"minimalHit","level":5,"markdown":"`float`\n\nProtects the location from damage.\n\nDamage received below this value is ignored. A value of 0 means the location acts 'normally' and even the slightest damage will reduce its health. (See \"armor (local)\", \"minTotalDamageThreshold\"). If negative value is used, then damage that is applied reduced by minimalHit value.\n\nExample: armor = -100;minimalHit = -0.5;\n\n- Case A: If projectile with damage 50 or lower will hit the hitpoint, then no damage will be applied (same as with positive minimalHit)\n- Case B: If projectile with damage 51 will hit the hitpoint, then only 1 damage point will be applied. In contrast, if minimalHit would be positive number, then hitpoint would be reduced by 51 points.\n- Case C: Similar, if hit value is 90, then hitpoint will be reduced by only 40."},{"heading":"name","level":5,"markdown":"`string`\n\nThe value is a named selection containing vertices in the P3D's HitPoints LOD. This way, the game knows what vertex/vertices in the model go with what hit location. Additionally, the set name should be the same as a CfgSkeletons bone (so the game also knows which verts move with which vehicle part). (See also #visual)."},{"heading":"passThrough","level":5,"markdown":"`1≥float≥0`\n\nProportion of damage to this location that is passed on to damage global vehicle hit points. 0 = the location can be destroyed without affecting overall vehicle health (unless it is a special hit location with hardcoded properties) . This *cannot* be used to make a location cause extra global damage (since values over 1 are treated as = 1). (For that feature, see #depends)."},{"heading":"radius","level":5,"markdown":"`float≥0`\n\nDefines the size of the HitPoint vertices in this location of the vehicle's P3D model. The radius creates a \"sphere\" of effect around each vertex. When fire geometry within this sphere is hit, the location takes damage^.\n\nA.\n\n^It's actually a bit more complex than this. It appears that the game applies some damage to *all* locations based on their distance from the hit, with the nearest location taking the most damage of course."},{"heading":"visual","level":5,"markdown":"`string`\n\nThe name should match a \"section\" (from CfgModels). If the hit location is not associated with any section, it should be empty (*visual = \"\";*). Assigning a section to a hit location is optional. It is used by game to swap textures based on damage state (via the Damage class). (See also: #name, #class Damage).\n\n[Samples_F\\Test_Tank_01\\CfgVehicles.hpp]."},{"heading":"*class HitPoints names*","level":5,"markdown":"- Existing HitPoints classes being used in the game have certain hard-coded properties that you should be aware of.\n- Sadly, certain vehicle types (TankX, CarX, etc.) are only given certain hard-coded properties.\n  - So, for example, you cannot use the HitFuel effect in a tank, but you can use it in a car. :("},{"heading":"HitHull","level":6,"markdown":"Used in tracked vehicles, this location automatically **destroys** the vehicle when depleted (*regardless* of remaining global health/\"armor\")."},{"heading":"HitFuel","level":6,"markdown":"Used in wheeled vehicles, this location automatically **destroys** the vehicle when depleted (*regardless* of remaining global health/\"armor\"). Also depletes Fuel state as damage is accumulated."},{"heading":"HitTrack","level":6,"markdown":"Restricts mobility when depleted. Because these locations are not protected by armor plates, they extremely vulnerable to damage unless protected by tweaking explosionShielding (<1) and(/or) minimalHit (>0)."},{"heading":"HitWheel","level":6,"markdown":"Restricts mobility when depleted. Because these locations are not protected by armor plates, they extremely vulnerable to damage unless protected by tweaking explosionShielding (<1) and(/or) minimalHit (>0)."},{"heading":"HitTurret","level":6,"markdown":"Prevents the turret (turret optics view) from rotating when depleted."},{"heading":"HitGun","level":6,"markdown":"Gun (turret optics view) is stuck at minimum elevation when depleted."},{"heading":"HitAmmo","level":6,"markdown":"Ammo locations are not used in vanilla Arma 3, but could be added. Because it has no hard-coded properties, the only way to make it destroy a vehicle is to use the \"depends\" property to pass on its damage to HitHull/HitFuel."},{"heading":"HitEngine","level":6,"markdown":"Restricts mobility when depleted."},{"heading":"HitAvionics","level":6,"markdown":"Used in aircraft, it makes the HUD display flicker and disappear when depleted."},{"heading":"HitVRotor","level":6,"markdown":"Used in helicopters to represent the tail rotor, it causes the aircraft to spin out of control when depleted."},{"heading":"HitHRotor","level":6,"markdown":"Used in helicopters to represent the main rotor, the aircraft loses power when this location is depleted."},{"heading":"*class Wheels*","level":4,"markdown":"A series of PhysX properties grouped under the \"Wheels\" class."},{"heading":"boneName","level":5,"markdown":"`string, (PhysX)`\n\nThe name of the bone used for wheel & suspension animations in the model's P3D/model.cfg file.\n\nA"},{"heading":"boundary","level":5,"markdown":"`string, (PhysX)`\n\nRefers to a vertex in the model's P3D file used to determine wheel radius. The vertex is usually place on the ground plane in the P3D file.\n\nA"},{"heading":"center","level":5,"markdown":"`string, (PhysX)`\n\nThe axis of wheel's rotation in the model's P3D/model.cfg file.\n\nIn the P3D file, 2 vertices are combined in a named selection set and are used to define the axis of the wheel's rotation.\n\nA"},{"heading":"damping","level":5,"markdown":"`float>0, (PhysX)`\n\nShock-absorber strength, it diminishes vehicle bounciness defined by the spring__ properties.\n\nPresumably this property works with the other 3 spring properties to control vehicle bounciness (#springMass, #springStrength, #springDamperRate). (Not to be confused with the other \"damping__\" properties, which appear to be torque or rotation coefficients).\n\n[A](https://manuals.bisimulations.com/vbs2/2-00/devref/Content/Adding_Models/How_to/AMHT_Physx.htm), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/D_cpp/cpp_damping.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____104)"},{"heading":"dampingRate","level":5,"markdown":"`float>0, (PhysX)`\n\nSpinning friction of the Wheel (the rate at which it slows down).\n\nHigher equals more friction/harder to move. All the damping__ properties appear to be coefficients affecting the friction of the Wheel against the ground. (Presumably different ground materials influence final friction). BI recommends values between 0.25-2 (for CarX anyway)\n\n[A](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclewheeldata), B"},{"heading":"dampingRateDamaged","level":5,"markdown":"`float>0, (PhysX)`\n\nSpinning friction of the Wheel (the rate at which it slows down) when it is damaged.\n\nHigher equals more friction/harder to move; this value should be higher than dampingRate but less than dampingRateDestroyed. All the damping__ properties appear to be coefficients affecting the friction of the Wheel against the ground. (Presumably different ground materials influence final friction). (see \"dampingRate\", \"dampingRateDestroyed\").\n\n[A](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclewheeldata), B"},{"heading":"dampingRateDestroyed","level":5,"markdown":"`float>0, (PhysX)`\n\nSpinning friction of the Wheel (the rate at which it slows down) when it has been destroyed.\n\nHigher equals more friction/harder to move; this value should be higher than dampingRateDamaged. All the damping__ properties appear to be coefficients affecting the friction of the Wheel against the ground. (Presumably different ground materials influence final friction). (see \"dampingRate\", \"dampingRateDamaged\").\n\n[A](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclewheeldata), B"},{"heading":"dampingRateInAir","level":5,"markdown":"`float>0, (PhysX)`\n\nRelated to the mass of the Wheel, this property influences spin-slippage and acceleration.\n\nThis property is used (somehow<?>) with MOI to determine maximum speed for tanks. (See \"MOI\"). Theoretically, this is the rate at which the wheel slows down when spinning freely with the vehicle suspended in the air. As you increase MOI to prevent initial-wheel-spinning, you may need to counteract the speed boost(?) this creates by increasing dampingRateInAir. BI says only \"tweak [dampingRateInAir] together with MOI to adjust maximum speed\".\n\nA"},{"heading":"frictionVsSlipGraph[]","level":5,"markdown":"`float array, (PhysX)`\n\nThis array helps define Wheel (tire) traction when turning.\n\nThis array creates a simple 3-point virtual graph of friction (2nd #) at different levels of longitudinal slip (1st #). The friction values are applied as a coefficient on ground friction values--values below 1 make the vehicle more slippery, while values over 1 give it extra traction. Typically a tire would have a friction peak somewhere in the middle of the slip axis with lower values on either side. (You will often find this not to be the case in BI configs, however, where they tend to set friction quite high at all slip levels--at least with tracked vehicles).\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicletiredata)"},{"heading":"latStiffX/Y","level":5,"markdown":"`int>0, stiffness per unit of lateral slip in radians, (PhysX)`\n\nThese two properties help define Wheel traction when turning.\n\n\"latStiffX\" & \"latStiffY\" describe \"tire lateral stiffness\". They create a simple virtual graph describing the tire's lateral (side-to-side) stiffness. Roughly speaking, higher values are supposed to create better turning ability.\n\nA, [B](http://forums.bistudio.com/showthread.php?149027-Primer-for-new-vehicle-simulation&p=2493741&viewfull=1#post2493741), [C](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicletiredata)"},{"heading":"longitudinalStiffnessPerUnitGravity","level":5,"markdown":"`int>0, stiffness per unit of longitudinal slip in radians, (PhysX)`\n\nInfluences braking & acceleration performance.\n\nTire longitudinal (front-back) stiffness. Higher roughly = more responsive braking & acceleration.\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehicletiredata)"},{"heading":"mass","level":5,"markdown":"`int>0, kg, (PhysX)`\n\nWeight of this Wheel in kilograms.\n\nAppears to be redundant with \"weight\" property. Used somehow in the PhysX simulation.\n\nSee also: #weight\n\n[A](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclewheeldata), B"},{"heading":"maxBrakeTorque","level":5,"markdown":"`int>0, Newton-meters?, (PhysX)`\n\nWheel braking power.\n\nThis is the maximum braking power. Appears to be roughly equal to peakTorque * 2 in some BI configs.\n\n[A](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclewheeldata), B"},{"heading":"maxDroop","level":5,"markdown":"`float>0, meters, (PhysX)`\n\nThe maximum distance the wheel will hang (by its suspension) down from the body of the vehicle.\n\n(Imagine picking the vehicle up off the ground with a crane: how far do the wheels hang down?).\n\nSee also: #maxCompression.\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclesuspensiondata)"},{"heading":"maxCompression","level":5,"markdown":"`float>0, meters, (PhysX)`\n\nThe maximum distance the wheel can get pushed up into the body of the vehicle when it is being compressed.\n\nSee also: #maxDroop.\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclesuspensiondata)"},{"heading":"MOI","level":5,"markdown":"`int>0, kg square meters, (PhysX)`\n\nRelated to the mass of the Wheel, this property influences spin-slippage and acceleration (as well as tank max speed somehow).\n\n\"Moment of Inertia\". Low = wheels spin & slip easily, high = wheels spin more slowly and slow acceleration. This property is used (somehow<?>) with dampingRateInAir to determine maximum speed for tanks. Technically you can derive MOI = Mass * (radius in meters)^2, but BI recommends you use this only as a starting point. (See \"dampingRateInAir\").\n\nA"},{"heading":"side","level":5,"markdown":"`string, \"left\"/\"right\", (PhysX)`\n\nWhich side of the vehicle the wheel is on. (\"left\" = port side?)<?>\n\nA"},{"heading":"springDamperRate","level":5,"markdown":"`int>0, (PhysX)`\n\nHow fast the suspension loses energy as it bounces.\n\nYou can derive the \"damping ratio\" using this formula:\n\n`damping ratio = springdamperRate / [2*SQRT(springStrength * sprungMass) ]`\n\nUse it to determine whether a spring is over-damped (>1), just-damped (1), or under-damped (<1); BI says a typical family car is slightly over-damped with a damping ratio of just over 1.0.\n\nSee also: #springStrength, #sprungMass.\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclesuspensiondata)"},{"heading":"springStrength","level":5,"markdown":"`int>0, Newtons/meter, (PhysX)`\n\nStrength of the suspension spring.\n\nYou can derive the \"natural frequency\" (bounces per second) of the spring using this formula:\n\n`natural frequency = SQRT(springStrength / sprungMass)`\n\nBI says a typical family car has a natural frequency of 5-10.\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclesuspensiondata)"},{"heading":"sprungMass","level":5,"markdown":"`int>0, kg, (PhysX)`\n\nMass supported by the suspension spring.\n\nTotal vehicle mass is distributed across all the wheels/springs. Note that if the vehicle's center of mass is not at its midpoint, some springs should carry more mass than others.\n\nA, [B](https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#pxvehiclesuspensiondata)"},{"heading":"steering","level":5,"markdown":"`bool, (PhysX)`\n\nWhether or not the Wheel turns when driver turns the steering-wheel. True = turns, false = does not turn.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/S_cpp/cpp_steering.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____475)"},{"heading":"weight","level":5,"markdown":"`int>0, kg, (PhysX), [obsolete?]`\n\nWeight of this Wheel in kilograms.\n\nAppears to be redundant with \"mass\" property (given same value). Not clear whether this property is actually used, while \"mass\" does appear to play a role in the PhysX simulation.\n\nSee also: #mass.\n\n[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/W_cpp/cpp_wheelWeight.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____557), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Config_Manual/CfgVehicles/W_cpp/cpp_weight.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____552)]"},{"heading":"Model.cfg","level":3,"markdown":"A game model is defined by its P3D file and an associated model.cfg config file that describes the model's components. It consists of two classes: CfgSkeletons & CfgModels.\n\n[ A, B, [C](https://manuals.bisimulations.com/vbs3/3-0/devref/Content/Adding_Models/AM_Model_cfg.htm), [D](https://manuals.bisimulations.com/vbs3/3-0/devref/Content/Config_Manual/Model_cfg/Model_cfg.htm) ]"},{"heading":"CfgSkeletons","level":4,"markdown":""},{"heading":"CfgModels","level":4,"markdown":""},{"heading":"class Animations","level":5,"markdown":"[A](https://resources.bisimulations.com/w/index.php?title=Model_Config#Animation_Properties), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Adding_Content/Animations/AM_Animation_Parameters.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CAnimations%7C_____3)"},{"heading":"type","level":6,"markdown":"`string`\n\nThe type of animation that will occur. Choose from one of the preset animation types (rotation, translation, hide, etc.)\n\n[A](https://resources.bisimulations.com/w/index.php?title=Model_Config#Animation_types), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Adding_Content/Animations/AM_Animation_Types.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CAnimations%7C_____1)"},{"heading":"source","level":6,"markdown":"`string`\n\nWhat property the animation is dependent on. This may be one of the many preset sources tracked by the game (damage, speed, etc.). Or it may be a custom source defined in config.cpp>CfgVehicles >AnimationSources. A custom source can be something as simple as another bone with its own standard preset source, or as complex as a user script. However, the most common use of a 'custom' source in CfgVehicles is for the purpose of hiding a damaged hit location (e.g. vehicle glass) [link](https://resources.bisimulations.com/w/index.php?title=How_to_create_destroyable_wheels#Animation_sources).\n\n[A](https://resources.bisimulations.com/w/index.php?title=Model_Config#Animation_sources), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/Content/Adding_Content/Animations/AM_Custom_Controllers.htm)"},{"heading":"selection","level":6,"markdown":"`string`\n\nThe thing which is animated. This must be a **bone** defined in CfgSkeletons (along with corresponding geometry in an identically Named Selection in the P3D).\n\n[A](https://manuals.bisimulations.com/vbs3/3-6/devref/Content/Adding_Content/AM_Model_cfg.htm)"},{"heading":"axis","level":6,"markdown":"`string`\n\nThe Named Selection of the axis for the animation. An axis is defined by two vertices within a Named Selection in the P3D file's \"Memory\" LOD. (Think of this as defining the axis of a bone that's been defined in CfgSkeletons. Incidentally, the first vertex placed when the axis is created indicates the +ve 'direction' of the axis for translation animation <? See link B>).\n\nRemember, Arma's modeler (aka Oxygen) is not as advanced as standard 3D modeling software. In the later, you would define a hierarchy of bones visually, and each bone automatically gets an axis created along with it. In Arma you define *only* the bone hierarchy in CfgSkeletons; the bone axes and positions must be defined in Oxygen using vertices in the \"Memory\" LOD.\n\n[A](https://resources.bisimulations.com/w/index.php?title=How_to_animate_a_model#Example_4), [B](https://manuals.bisimulations.com/vbs3/3-0/devref/#Adding_Content/Animations/AM_Animation_Parameters.htm)"},{"heading":"hideValue","level":6,"markdown":"[A](https://manuals.bisimulations.com/vbs3/3-0/devref/#Adding_Content/Animations/AM_Animation_Parameters.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CAnimations%7C_____3)"},{"heading":"unHideValue","level":6,"markdown":"A"},{"heading":"ARMOR/MATERIAL Configs","level":2,"markdown":""},{"heading":"*BISURF properties*","level":3,"markdown":"BISURF material files are assigned to fire geometry in a vehicle's P3D file. They define the physical properties of whatever geometry they've been assigned to. Critical among these properties is armor value as defined by bulletPenetrability (or bulletPenetrabilityWithThickness & Thickness).\n\n[A](https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects#Surface_definitions)"},{"heading":"bulletPenetrability","level":4,"markdown":"`int>0`\n\nMaterial strength in terms of how well it resists penetration: lower is stronger.\n\nThis is based on how far in mm a BI-standard \"7.62mm NATO round\" travelling at 1000m/s will penetrate the material. For example, RHA = 15."},{"heading":"bulletPenetrabilityWithThickness","level":4,"markdown":"`int>0`\n\nIf the material has a \"thickness\" property specified, put its bulletPenetrability value here instead. (See \"bulletPenetrability\")."},{"heading":"deflection","level":4,"markdown":"`??`\n\n<?> Speculation: refines the ricochet system by letting materials affect the final deflection probability. (See CfgAmmo \"deflecting\").\n\n[A](http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2812544&viewfull=1#post2812544)\n(new undocumented property as of 11-6-2014 devbranch)"},{"heading":"Density","level":4,"markdown":""},{"heading":"dust","level":4,"markdown":"(possibly related only to the movement/physX sim--nothing to do with ballistics/armor)"},{"heading":"friction","level":4,"markdown":"(possibly related only to the movement/physX sim--nothing to do with ballistics/armor)"},{"heading":"impact","level":4,"markdown":""},{"heading":"isWater","level":4,"markdown":""},{"heading":"restitution","level":4,"markdown":""},{"heading":"rough","level":4,"markdown":"(possibly related only to the movement/physX sim--nothing to do with ballistics/armor)"},{"heading":"soundEviron","level":4,"markdown":""},{"heading":"soundHit","level":4,"markdown":""},{"heading":"Thickness","level":4,"markdown":"`int>0`\n\nSets a *thickness ceiling* to the geometry (the purpose being to make it easier to model small or thin pieces of fire geometry).\n\nIf the fire geometry is *thinner* than the Thickness value, the actual geometry thickness is used instead. If the fire geometry is thicker, the Thickness value overrides it and is used. The game *does* take into account LOS thickness by evaluating an incoming projectile's angle-of-incidence (relative to the geometry normal)."},{"heading":"EFFECTS Configs","level":2,"markdown":""},{"heading":"CfgCloudlets","level":3,"markdown":"CfgCloudlets is BI's odd name for a particle definition class. By default, it is found exclusively in `a3\\data_f\\ParticleEffects\\config.cpp`.\n\nA, B, [C](https://manuals.bisimulations.com/vbs3/3-4/devref/#Config_Manual/CfgVehicles/P_cpp/cpp_Particle_Effects.htm%3FTocPath%3D4%2520Configuration%2520Manual%7CCfgVehicles%7C_____374)"}],"categories":["ArmA: Armed Assault: Addon Configuration","Arma 3: Vehicle Configuration","Reference Lists"],"groups":["Reference Lists"]},{"name":"Config.cpp/bin File Format","title":"Config.cpp/bin File Format","type":"topic","url":"https://community.bistudio.com/wiki/Config.cpp/bin_File_Format","revid":373403,"updated":"2025-05-08T11:27:10Z","aliases":["BIN","CPP","Config.bin","Config.cpp","config.cpp"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nTwo mutually exclusive file formats exist for **addons**:\n\n- **config.cpp** (pre binarised, RaPifiable text) **or**\n- **config.bin** (binarised raP)\n\n> [!NOTE]\n> For a CPP file syntax, see CPP File Format - Syntax.\n\n### Rules of Engagement\n\n- **By convention only:**\n  - A 'bin' extension **indicates** *binarised* content.\n  - A 'cpp' extension **indicates** *pre-binarised* text.\n- A cpp can, as equally, contain binarised content. No harm is done, and, indeed, this is familiar territory to rvmat files where there is no distinction. An rvmat (e.g) contains either format.\n- If both file formats exist in a PBO directory (e.g `config.bin` and `config.cpp`, the `.bin` is ignored.\n\n### Usage\n\n- *Most* pbos contain binarised configs (config.bin). This is because it saves engine loading time **and** guarantees the `config.cpp` it came from was syntactically correct (no missing semicolons, duplicate or missing classes, etc). There is almost no circumstance where a `config.cpp` should be released in a finished product. There are exceptions from **very** sophisticated, veteran, addon makers.\n- *Some* pbos contain cpp because:\n  - It is a work-in-progress.\n  - they rely on #includes **and/or**\n  - they use __EVAL/__EXEC statements, **or**\n  - the author does not know how to binarise **or**\n  - binarisation fails.\n\nThere is no binarised equivalent for exec/eval or include.\n\n#### Exec/Eval\n\n> [!NOTE]\n> See PreProcessor Commands - Config Parser.\n\nAlthough unusual, __EVAL and __EXEC are the only method of compiling dynamic variables during run time.\nThey are **exclusively** useful in Description.ext and its derivative script dialogs.\nAlthough it can be, that specific file is never pre-binarised and is compiled on each mission load.\n\nSome very few dialog addons also use this method in their config.cpp's, BUT, in this circumstance, they offer no additional benefit to using #defines.\nThis is because an addon is loaded and compiled only once.\n\n#### Includes\n\nIncludes, while unusual, are a method of pre-configuring a series of PBOs for run time.\nThere are many themes, but the main thrust is a common, text-based PBO, containing #defines. This is accessed from a series of dependent pbo's.\nIn this manner, you can alter and update a common pbo and all the children don't require updating. ace_x and cba are popular architects of this scheme.\n\nFor these architectures to work, they require config.cpp's since there is no equivalent in raP binary for #include or __EVAL.\n\n### Many configs, same PBO\n\nAny mission makers familiar with campaign architecture implicitly understand that this is simply packaging multiple addons inside a single one.\n\nAny folder within the pbo containing a config.cpp/bin (and cfgpatches class) is automatically an addon in it is own right.","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nTwo mutually exclusive file formats exist for **addons**:\n\n- **config.cpp** (pre binarised, RaPifiable text) **or**\n- **config.bin** (binarised raP)\n\n> [!NOTE]\n> For a CPP file syntax, see CPP File Format - Syntax."},{"heading":"Rules of Engagement","level":3,"markdown":"- **By convention only:**\n  - A 'bin' extension **indicates** *binarised* content.\n  - A 'cpp' extension **indicates** *pre-binarised* text.\n- A cpp can, as equally, contain binarised content. No harm is done, and, indeed, this is familiar territory to rvmat files where there is no distinction. An rvmat (e.g) contains either format.\n- If both file formats exist in a PBO directory (e.g `config.bin` and `config.cpp`, the `.bin` is ignored."},{"heading":"Usage","level":3,"markdown":"- *Most* pbos contain binarised configs (config.bin). This is because it saves engine loading time **and** guarantees the `config.cpp` it came from was syntactically correct (no missing semicolons, duplicate or missing classes, etc). There is almost no circumstance where a `config.cpp` should be released in a finished product. There are exceptions from **very** sophisticated, veteran, addon makers.\n- *Some* pbos contain cpp because:\n  - It is a work-in-progress.\n  - they rely on #includes **and/or**\n  - they use __EVAL/__EXEC statements, **or**\n  - the author does not know how to binarise **or**\n  - binarisation fails.\n\nThere is no binarised equivalent for exec/eval or include."},{"heading":"Exec/Eval","level":4,"markdown":"> [!NOTE]\n> See PreProcessor Commands - Config Parser.\n\nAlthough unusual, __EVAL and __EXEC are the only method of compiling dynamic variables during run time.\nThey are **exclusively** useful in Description.ext and its derivative script dialogs.\nAlthough it can be, that specific file is never pre-binarised and is compiled on each mission load.\n\nSome very few dialog addons also use this method in their config.cpp's, BUT, in this circumstance, they offer no additional benefit to using #defines.\nThis is because an addon is loaded and compiled only once."},{"heading":"Includes","level":4,"markdown":"Includes, while unusual, are a method of pre-configuring a series of PBOs for run time.\nThere are many themes, but the main thrust is a common, text-based PBO, containing #defines. This is accessed from a series of dependent pbo's.\nIn this manner, you can alter and update a common pbo and all the children don't require updating. ace_x and cba are popular architects of this scheme.\n\nFor these architectures to work, they require config.cpp's since there is no equivalent in raP binary for #include or __EVAL."},{"heading":"Many configs, same PBO","level":3,"markdown":"Any mission makers familiar with campaign architecture implicitly understand that this is simply packaging multiple addons inside a single one.\n\nAny folder within the pbo containing a config.cpp/bin (and cfgpatches class) is automatically an addon in it is own right."}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Control","title":"Control","type":"topic","url":"https://community.bistudio.com/wiki/Control","revid":149017,"updated":"2020-03-10T21:05:08Z","aliases":[],"markdown":"**Description:**\nControl UI object.\n\nIntroduced with Armed Assault, does not refer to Cold War Crisis or Resistance.\n\nMore information can be found on the Arma: GUI Configuration page.","sections":[{"heading":null,"level":1,"markdown":"**Description:**\nControl UI object.\n\nIntroduced with Armed Assault, does not refer to Cold War Crisis or Resistance.\n\nMore information can be found on the Arma: GUI Configuration page."}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Control Structures","title":"Control Structures","type":"topic","url":"https://community.bistudio.com/wiki/Control_Structures","revid":363911,"updated":"2024-04-25T21:29:06Z","aliases":[],"markdown":"**Control Structures** are statements which are used to control execution flow in the scripts. They are sequences of scripting code which help to control complex procedures. You can use control structures to define code which is only executed under certain conditions or repeated for a couple of times.\n\n***Note for advanced readers:** in the Virtual Reality scripting language control structures are normal scripting commands, with no special handling compared to other commands. This is different from most imperative programming languages (like C), where control statements are implemented in the core language grammar. The \"controlling\" done by them is implemented by accepting code as an argument. The complex control structures like \"while ... do ...\" are implemented using helper types, like While Type.*\n\n### Requirements\n\nTo fully understand this article you should read the following articles:\n\n- Introduction to Arma Scripting\n- Variables\n- Operators\n\n### Conditional Structures\n\n**Conditional structures** help to define code which is only executed under certain circumstances. Often you will write code that depends on the game state, on other code or other conditions.\n\n#### `if`-Statement\n\nThe `if`-statement defines code that is only executed **if** a certain condition is met. The syntax of it looks like that:\n\n```\nif (CONDITION) then // The round braces are optional\n{\n    STATEMENT;\n    ...\n};\n```\n\n- `CONDITION` is a Boolean statement or variable which returns either `true` or `false`. The code nested in the following block is only executed if the condition is `true`, else ignored.\n- `STATEMENT` is a custom sequence of statements. That may be commands, assignments, control structures etc.\n\n**Example:**\n\n```sqf\nif (_temperature < 0) then\n{\n    hint \"Snow!\";\n};\n```\n\nIn this example, first the value of `_temperature` is checked:\n\n- If the value is 0 or greater than 0, the nested code is ignored.\n- If the value is less than 0, the command `hint \"Snow!\";` is executed.\n\n##### Alternative Code (else)\n\nYou can also define *alternative* code that is executed, when the condition is *not* `true`.\n\n```\nif (CONDITION) then\n{\n    STATEMENT1;\n    ...\n}\nelse\n{\n    STATEMENT2;\n    ...\n};\n```\n\nAnother way of specifying an alternative code is done by feeding a 2-dimensional Array of Code into the then like this (but this alternative is CPU-heavier):\n\n```\nif (CONDITION) then [{STATEMENT1; ...}, {STATEMENT2; ...}];\n```\n\nIn fact the above syntax with the Array is the only possible syntax as else does nothing else than taking the code to its left and the one to its right and packs them both into an Array of Code which is then fed into the then operator. But using else is just as fine and in most cases better in case of readability of your code.\nHere you have a second sequence of statements executed when `CONDITION` is `false`.\n\n##### Conditional assignments\n\n`if..then` structures can also be used to assign conditional values to variables:\n\n```sqf\n_living = if (alive player) then { true } else { false };\n```\n\n##### SQS syntax (deprecated)\n\n> [!WARNING]\n> SQS Syntax is deprecated; SQF Syntax should be used instead.\n\nWithin SQS Syntax the use of goto labels is a way to execute more than one statement within if...then structures.\n\n```\nif (CONDITION) then { goto \"label\" }\n... some other statements\n#label\n  statement1\n  statement2\n  statement3\n```\n\n**Example 1: (without else)**\n\n```sqs\nif (_temperature < 0) then { goto \"Snow\" }\n; ... some other statements\n\n#Snow\n  hint \"Snow!\"\n  echo \"There is snow!\"\n  variable = text \"Hey. Snow outside.\"\n```\n\n**Example 2: (with else)**\n\n```sqs\nif (_temperature < 0) then { goto \"Snow\" } else { goto \"Sunshine\" }\n; ... some other statements\ngoto \"Continue\"\n#Snow\n  hint \"Snow!\"\n  echo \"There is snow!\"\n  variable = text \"Hey. Snow outside.\"\n  goto \"Continue\"\n\n#Sunshine\n  hint \"No Snow but sunshine!\"\n  echo \"There is no snow!\"\n  variable = text \"Hey. No snow outside.\"\n  goto \"Continue\"\n\n#Continue\n; ...\n```\n\n##### Nested `if`-Statements\n\nSince the `if`-statement is itself a statement, you can also create **nested `if`-statements**.\n\n**Example:**\n\n```sqf\nif (alive player) then\n{\n    if (someAmmo player) then\n    {\n        hint \"The player is alive and has ammo!\";\n    }\n    else\n    {\n        hint \"The player is out of ammo!\";\n    };\n}\nelse\n{\n    hint \"The player is dead!\";\n};\n```\n\n#### `switch`-Statement (Armed Assault v1.00)\n\nIn some cases you may want to check a variable for several values and execute different code depending on the value.\nWith the above knowledge you could just write a sequence of `if`-statements.\n\n```sqf\nif (_color == \"blue\") then\n{\n    hint \"What a nice color\";\n}\nelse\n{\n    if (_color == \"red\") then\n    {\n        hint \"Don't you get aggressive?\";\n    }\n};\n```\n\nThe more values you want to compare, the longer gets this sequence. That is why the simplified `switch`-statement was introduced.\n\nThe `switch`-statement compares a variable against different values:\n\n```\nswitch (VARIABLE) do\n{\n    case VALUE1:\n    {\n        STATEMENT;\n        ...\n    };\n    case VALUE2:\n    {\n        STATEMENT;\n        ...\n    };\n    ...\n};\n```\n\nThe structure compares `VARIABLE` against all given values (`VALUE1`, `VALUE2`, ...). If any of the values matches, the corresponding block of statements is executed.\n\n**Example:**\n\n```sqf\n[switch (_color) do\n{\n    case \"blue\":\n    {\n        hint \"What a nice color\";\n    };\n    case \"red\":\n    {\n        hint \"Don't you get aggressive?\";\n    };\n};\n```\n\n##### `default`-Block\n\nIn some cases you may want to define alternative code that is executed, when none of the values matches. You can write this code in a `default`-Block.\n\n```\nswitch (VARIABLE) do\n{\n    case VALUE1:\n    {\n        STATEMENT;\n        ...\n    };\n    case VALUE2:\n    {\n        STATEMENT;\n        ...\n    };\n    ...\n    default // No colon behind default\n    {\n        STATEMENT;\n        ...\n    };\n};\n```\n\n##### Variable Assignments\n\nSwitch can be used to assign different values to a variable:\n\n```sqf\nprivate _color = switch (side player) do\n{\n    case west: { \"ColorGreen\" };\n    case east: { \"ColorRed\" };\n};\n```\n\n### Loops\n\n**Loops** are used to execute the same code block for a specific or unspecific number of times.\n\n#### `while`-Loop\n\nThis loop repeats the same code block as long as a given Boolean condition is `true`.\n\n```\nwhile {CONDITION} do // Note the curly braces\n{\n    STATEMENT;\n    ...\n};\n```\n\n**Description:**\n\n1. `CONDITION` is evaluated. If it is `true`, go on to 2., else skip the block and go on with the code following the loop.\n1. Execution of all nested statements. Go back to 1.\n\nIf `CONDITION` is `false` from the beginning on, the statements within the block of the loop will never be executed.\n\nBecause the test of the while expression takes place before each execution of the loop, a while loop executes zero or more times.\n\n**Example:**\n\n```sqf\nprivate _counter = 0;\n\nwhile { _counter < 10 } do\n{\n    _counter = _counter + 1;\n};\n```\n\n#### `for`-Loop (Armed Assault v1.00)\n\nThe `for`-loop repeats the same code block for a specific number of times.\n\n```\nfor [{BEGIN}, {CONDITION}, {STEP}] do\n{\n    STATEMENT;\n    ...\n};\n```\n\n- `BEGIN` is a number of statements executed *before* the loop starts\n- `CONDITION` is a Boolean condition evaluated *before* each loop\n- `STEP` is a number of statements executed *after* each loop\n\nThe loop processes as follows:\n\n1. `BEGIN` is executed\n1. `CONDITION` is evaluated. If it is `true`, go on to 3., else skip the block and go on with the code following the loop.\n1. The statements in the code block are executed\n1. `STEP` is executed, go on to 2.\n\nIf `CONDITION` is `false` from the beginning on, the code block will never be executed.\n\n**Example:**\n\n```sqf\nfor [{ _i = 0 }, { _i < 10 }, { _i = _i + 1 }] do // a loop repeating 10 times\n{\n    player globalChat format [\"%1\", _i];\n};\n```\n\nwill display \"0\" then \"1\" then \"2\" then \"3\" then \"4\" then \"5\" then \"6\" then \"7\" then \"8\" then \"9\".\n\n**Description:**\n\n1. The variable `_i` is set to 0\n1. The condition `_i < 10` is evaluated, which is `true` until `_i` surpasses 9.\n1. The code `player globalChat _i;` is executed\n1. The variable `_i` is incremented by 1, back to step 2.\n\n##### `for`-`from`-`to`-Loop\n\nThere exists an alternate syntax of the `for`-loop, which simplifies the last example a bit.\n\n```\nfor \"VARNAME\" from STARTVALUE to ENDVALUE do\n{\n    STATEMENT;\n    ...\n};\n```\n\n- `VARNAME` is any name given to the variable used to count the loop\n- `STARTVALUE` is a Number value given to the counter variable before the loop starts\n- `ENDVALUE` is a Number value until which the counter is incremented\n\n> [!IMPORTANT]\n> Note: Unless using a custom step as seen below, ENDVALUE must be greater than STARTVALUE for the loop to execute\n\nThe loop processes as follows:\n\n1. A variable with the name `VARNAME` is initialized with `STARTVALUE`\n1. If `VARNAME` does not exceed `ENDVALUE`, the code block will be executed.\n1. The variable `VARNAME` is incremented by 1\n1. Go back to step 2\n\nThe following example is semantically equal to the last example.\n\n**Example:**\n\n```sqf\nfor \"_i\" from 0 to 9 do // a loop repeating 10 times\n{\n    player globalChat format [\"%1\", _i];\n};\n```\n\n**Description:**\n\n1. `_i` is set to 0\n1. `player globalChat 0` is executed\n1. `_i` is incremented by 1 => `_i` is now 1\n1. Back to step 2\n\n##### `for`-`from`-`to`-Loop with custom `step`\n\nThe default step to increment the variable in `for`-`from`-`to`-Loops is 1. You can set a custom step though using this syntax:\n\n```\nfor \"VARNAME\" from STARTVALUE to ENDVALUE step STEP do\n{\n    STATEMENT;\n    ...\n};\n```\n\n- `STEP` is a Number which defines the step by which the variable is incremented every loop\n\n> [!IMPORTANT]\n> Note: Utilizing this method, you can perform loops where VARNAME decrements by using a negative step value combined with a STARTVALUE that is greater than ENDVALUE\n\nThe rest is equal to the above section.\n\n**Example:**\n\n```sqf\nfor \"_i\" from 0 to 9 step 2 do // a loop repeating 5 times\n{\n    player globalChat format [\"%1\", _i];\n};\n```\n\n**Description:**\n\n1. `_i` is set to 0\n1. `player globalChat 0` is executed\n1. `_i` is incremented by 2 => `_i` is now 2\n1. Back to step 2\n\n#### `forEach`-Loop\n\nYou will often use the `forEach`-loop to increment over arrays.\nIt repeats the same code block for every item in an array.\n\n```\n{\n    STATEMENT;\n    ...\n} forEach ARRAY;\n```\n\nThe code block is executed exactly `(count ARRAY)` times.\n\nYou may use the magic variable `_x` within the code block, which always references to the current item of the array.\nMagic variable `_foreachindex` contains current index of the _x element in ARRAY.\n\n**Example:**\n\n```sqf\nprivate _array = [unit1, unit2, unit3];\n\n{\n    _x setDamage 1;\n}\nforEach _array;\n```\n\n**Description:**\n\n1. In the first loop, the statement `unit1 setDamage 1;` is executed\n1. In the second loop, the statement `unit2 setDamage 1;` is executed\n1. In the third loop, the statement `unit3 setDamage 1;` is executed\n\n> [!WARNING]\n> Each iteration will be executed within one frame, even if it consists of multiple instructions. So be aware of large and/or complex code blocks!\n\n### Return Values\n\nControl structures always return the **last expression evaluated** within the structure.\n\n**Example:**\n\n```sqf\nif (myCondition) then { myValueA; } else { myValueB; }; // returns myValueA or myValueB\n```\n\n### See Also\n\n- Command Group: Program Flow\n- Statement\n- Expression","sections":[{"heading":null,"level":1,"markdown":"**Control Structures** are statements which are used to control execution flow in the scripts. They are sequences of scripting code which help to control complex procedures. You can use control structures to define code which is only executed under certain conditions or repeated for a couple of times.\n\n***Note for advanced readers:** in the Virtual Reality scripting language control structures are normal scripting commands, with no special handling compared to other commands. This is different from most imperative programming languages (like C), where control statements are implemented in the core language grammar. The \"controlling\" done by them is implemented by accepting code as an argument. The complex control structures like \"while ... do ...\" are implemented using helper types, like While Type.*"},{"heading":"Requirements","level":3,"markdown":"To fully understand this article you should read the following articles:\n\n- Introduction to Arma Scripting\n- Variables\n- Operators"},{"heading":"Conditional Structures","level":3,"markdown":"**Conditional structures** help to define code which is only executed under certain circumstances. Often you will write code that depends on the game state, on other code or other conditions."},{"heading":"`if`-Statement","level":4,"markdown":"The `if`-statement defines code that is only executed **if** a certain condition is met. The syntax of it looks like that:\n\n```\nif (CONDITION) then // The round braces are optional\n{\n    STATEMENT;\n    ...\n};\n```\n\n- `CONDITION` is a Boolean statement or variable which returns either `true` or `false`. The code nested in the following block is only executed if the condition is `true`, else ignored.\n- `STATEMENT` is a custom sequence of statements. That may be commands, assignments, control structures etc.\n\n**Example:**\n\n```sqf\nif (_temperature < 0) then\n{\n    hint \"Snow!\";\n};\n```\n\nIn this example, first the value of `_temperature` is checked:\n\n- If the value is 0 or greater than 0, the nested code is ignored.\n- If the value is less than 0, the command `hint \"Snow!\";` is executed."},{"heading":"Alternative Code (else)","level":5,"markdown":"You can also define *alternative* code that is executed, when the condition is *not* `true`.\n\n```\nif (CONDITION) then\n{\n    STATEMENT1;\n    ...\n}\nelse\n{\n    STATEMENT2;\n    ...\n};\n```\n\nAnother way of specifying an alternative code is done by feeding a 2-dimensional Array of Code into the then like this (but this alternative is CPU-heavier):\n\n```\nif (CONDITION) then [{STATEMENT1; ...}, {STATEMENT2; ...}];\n```\n\nIn fact the above syntax with the Array is the only possible syntax as else does nothing else than taking the code to its left and the one to its right and packs them both into an Array of Code which is then fed into the then operator. But using else is just as fine and in most cases better in case of readability of your code.\nHere you have a second sequence of statements executed when `CONDITION` is `false`."},{"heading":"Conditional assignments","level":5,"markdown":"`if..then` structures can also be used to assign conditional values to variables:\n\n```sqf\n_living = if (alive player) then { true } else { false };\n```"},{"heading":"SQS syntax (deprecated)","level":5,"markdown":"> [!WARNING]\n> SQS Syntax is deprecated; SQF Syntax should be used instead.\n\nWithin SQS Syntax the use of goto labels is a way to execute more than one statement within if...then structures.\n\n```\nif (CONDITION) then { goto \"label\" }\n... some other statements\n#label\n  statement1\n  statement2\n  statement3\n```\n\n**Example 1: (without else)**\n\n```sqs\nif (_temperature < 0) then { goto \"Snow\" }\n; ... some other statements\n\n#Snow\n  hint \"Snow!\"\n  echo \"There is snow!\"\n  variable = text \"Hey. Snow outside.\"\n```\n\n**Example 2: (with else)**\n\n```sqs\nif (_temperature < 0) then { goto \"Snow\" } else { goto \"Sunshine\" }\n; ... some other statements\ngoto \"Continue\"\n#Snow\n  hint \"Snow!\"\n  echo \"There is snow!\"\n  variable = text \"Hey. Snow outside.\"\n  goto \"Continue\"\n\n#Sunshine\n  hint \"No Snow but sunshine!\"\n  echo \"There is no snow!\"\n  variable = text \"Hey. No snow outside.\"\n  goto \"Continue\"\n\n#Continue\n; ...\n```"},{"heading":"Nested `if`-Statements","level":5,"markdown":"Since the `if`-statement is itself a statement, you can also create **nested `if`-statements**.\n\n**Example:**\n\n```sqf\nif (alive player) then\n{\n    if (someAmmo player) then\n    {\n        hint \"The player is alive and has ammo!\";\n    }\n    else\n    {\n        hint \"The player is out of ammo!\";\n    };\n}\nelse\n{\n    hint \"The player is dead!\";\n};\n```"},{"heading":"`switch`-Statement (Armed Assault v1.00)","level":4,"markdown":"In some cases you may want to check a variable for several values and execute different code depending on the value.\nWith the above knowledge you could just write a sequence of `if`-statements.\n\n```sqf\nif (_color == \"blue\") then\n{\n    hint \"What a nice color\";\n}\nelse\n{\n    if (_color == \"red\") then\n    {\n        hint \"Don't you get aggressive?\";\n    }\n};\n```\n\nThe more values you want to compare, the longer gets this sequence. That is why the simplified `switch`-statement was introduced.\n\nThe `switch`-statement compares a variable against different values:\n\n```\nswitch (VARIABLE) do\n{\n    case VALUE1:\n    {\n        STATEMENT;\n        ...\n    };\n    case VALUE2:\n    {\n        STATEMENT;\n        ...\n    };\n    ...\n};\n```\n\nThe structure compares `VARIABLE` against all given values (`VALUE1`, `VALUE2`, ...). If any of the values matches, the corresponding block of statements is executed.\n\n**Example:**\n\n```sqf\n[switch (_color) do\n{\n    case \"blue\":\n    {\n        hint \"What a nice color\";\n    };\n    case \"red\":\n    {\n        hint \"Don't you get aggressive?\";\n    };\n};\n```"},{"heading":"`default`-Block","level":5,"markdown":"In some cases you may want to define alternative code that is executed, when none of the values matches. You can write this code in a `default`-Block.\n\n```\nswitch (VARIABLE) do\n{\n    case VALUE1:\n    {\n        STATEMENT;\n        ...\n    };\n    case VALUE2:\n    {\n        STATEMENT;\n        ...\n    };\n    ...\n    default // No colon behind default\n    {\n        STATEMENT;\n        ...\n    };\n};\n```"},{"heading":"Variable Assignments","level":5,"markdown":"Switch can be used to assign different values to a variable:\n\n```sqf\nprivate _color = switch (side player) do\n{\n    case west: { \"ColorGreen\" };\n    case east: { \"ColorRed\" };\n};\n```"},{"heading":"Loops","level":3,"markdown":"**Loops** are used to execute the same code block for a specific or unspecific number of times."},{"heading":"`while`-Loop","level":4,"markdown":"This loop repeats the same code block as long as a given Boolean condition is `true`.\n\n```\nwhile {CONDITION} do // Note the curly braces\n{\n    STATEMENT;\n    ...\n};\n```\n\n**Description:**\n\n1. `CONDITION` is evaluated. If it is `true`, go on to 2., else skip the block and go on with the code following the loop.\n1. Execution of all nested statements. Go back to 1.\n\nIf `CONDITION` is `false` from the beginning on, the statements within the block of the loop will never be executed.\n\nBecause the test of the while expression takes place before each execution of the loop, a while loop executes zero or more times.\n\n**Example:**\n\n```sqf\nprivate _counter = 0;\n\nwhile { _counter < 10 } do\n{\n    _counter = _counter + 1;\n};\n```"},{"heading":"`for`-Loop (Armed Assault v1.00)","level":4,"markdown":"The `for`-loop repeats the same code block for a specific number of times.\n\n```\nfor [{BEGIN}, {CONDITION}, {STEP}] do\n{\n    STATEMENT;\n    ...\n};\n```\n\n- `BEGIN` is a number of statements executed *before* the loop starts\n- `CONDITION` is a Boolean condition evaluated *before* each loop\n- `STEP` is a number of statements executed *after* each loop\n\nThe loop processes as follows:\n\n1. `BEGIN` is executed\n1. `CONDITION` is evaluated. If it is `true`, go on to 3., else skip the block and go on with the code following the loop.\n1. The statements in the code block are executed\n1. `STEP` is executed, go on to 2.\n\nIf `CONDITION` is `false` from the beginning on, the code block will never be executed.\n\n**Example:**\n\n```sqf\nfor [{ _i = 0 }, { _i < 10 }, { _i = _i + 1 }] do // a loop repeating 10 times\n{\n    player globalChat format [\"%1\", _i];\n};\n```\n\nwill display \"0\" then \"1\" then \"2\" then \"3\" then \"4\" then \"5\" then \"6\" then \"7\" then \"8\" then \"9\".\n\n**Description:**\n\n1. The variable `_i` is set to 0\n1. The condition `_i < 10` is evaluated, which is `true` until `_i` surpasses 9.\n1. The code `player globalChat _i;` is executed\n1. The variable `_i` is incremented by 1, back to step 2."},{"heading":"`for`-`from`-`to`-Loop","level":5,"markdown":"There exists an alternate syntax of the `for`-loop, which simplifies the last example a bit.\n\n```\nfor \"VARNAME\" from STARTVALUE to ENDVALUE do\n{\n    STATEMENT;\n    ...\n};\n```\n\n- `VARNAME` is any name given to the variable used to count the loop\n- `STARTVALUE` is a Number value given to the counter variable before the loop starts\n- `ENDVALUE` is a Number value until which the counter is incremented\n\n> [!IMPORTANT]\n> Note: Unless using a custom step as seen below, ENDVALUE must be greater than STARTVALUE for the loop to execute\n\nThe loop processes as follows:\n\n1. A variable with the name `VARNAME` is initialized with `STARTVALUE`\n1. If `VARNAME` does not exceed `ENDVALUE`, the code block will be executed.\n1. The variable `VARNAME` is incremented by 1\n1. Go back to step 2\n\nThe following example is semantically equal to the last example.\n\n**Example:**\n\n```sqf\nfor \"_i\" from 0 to 9 do // a loop repeating 10 times\n{\n    player globalChat format [\"%1\", _i];\n};\n```\n\n**Description:**\n\n1. `_i` is set to 0\n1. `player globalChat 0` is executed\n1. `_i` is incremented by 1 => `_i` is now 1\n1. Back to step 2"},{"heading":"`for`-`from`-`to`-Loop with custom `step`","level":5,"markdown":"The default step to increment the variable in `for`-`from`-`to`-Loops is 1. You can set a custom step though using this syntax:\n\n```\nfor \"VARNAME\" from STARTVALUE to ENDVALUE step STEP do\n{\n    STATEMENT;\n    ...\n};\n```\n\n- `STEP` is a Number which defines the step by which the variable is incremented every loop\n\n> [!IMPORTANT]\n> Note: Utilizing this method, you can perform loops where VARNAME decrements by using a negative step value combined with a STARTVALUE that is greater than ENDVALUE\n\nThe rest is equal to the above section.\n\n**Example:**\n\n```sqf\nfor \"_i\" from 0 to 9 step 2 do // a loop repeating 5 times\n{\n    player globalChat format [\"%1\", _i];\n};\n```\n\n**Description:**\n\n1. `_i` is set to 0\n1. `player globalChat 0` is executed\n1. `_i` is incremented by 2 => `_i` is now 2\n1. Back to step 2"},{"heading":"`forEach`-Loop","level":4,"markdown":"You will often use the `forEach`-loop to increment over arrays.\nIt repeats the same code block for every item in an array.\n\n```\n{\n    STATEMENT;\n    ...\n} forEach ARRAY;\n```\n\nThe code block is executed exactly `(count ARRAY)` times.\n\nYou may use the magic variable `_x` within the code block, which always references to the current item of the array.\nMagic variable `_foreachindex` contains current index of the _x element in ARRAY.\n\n**Example:**\n\n```sqf\nprivate _array = [unit1, unit2, unit3];\n\n{\n    _x setDamage 1;\n}\nforEach _array;\n```\n\n**Description:**\n\n1. In the first loop, the statement `unit1 setDamage 1;` is executed\n1. In the second loop, the statement `unit2 setDamage 1;` is executed\n1. In the third loop, the statement `unit3 setDamage 1;` is executed\n\n> [!WARNING]\n> Each iteration will be executed within one frame, even if it consists of multiple instructions. So be aware of large and/or complex code blocks!"},{"heading":"Return Values","level":3,"markdown":"Control structures always return the **last expression evaluated** within the structure.\n\n**Example:**\n\n```sqf\nif (myCondition) then { myValueA; } else { myValueB; }; // returns myValueA or myValueB\n```"},{"heading":"See Also","level":3,"markdown":"- Command Group: Program Flow\n- Statement\n- Expression"}],"categories":["Syntax"],"groups":["Scripting"]},{"name":"Conversations","title":"Conversations","type":"topic","url":"https://community.bistudio.com/wiki/Conversations","revid":370901,"updated":"2025-02-21T10:44:31Z","aliases":[],"markdown":"Arma 2 v1.00 Arma 2: Operation Arrowhead v1.50 Take On Helicopters v1.00 Arma 3 v1.00\n\nConversations is a system created to manage discussions that was introduced in **Arma 2**.\nThis system allows dynamic conversations and a more fluid sentence/answer flow.\n\nIts main advantages are:\n\n- The system itself waits for the sound sample to finish. No more sample time measuring and countless sleeps!\n- Conversation always flows through the appropriate channel (direct for face to face, team radio for distant team members etc.)\n- Possibility to create fully dynamic conversations\n- Transparent syntax (FSM branches allow fast and efficient edits)\n\n### Usage\n\n- A **topic** is defined by a String for id and sentences defined in a **Conversation .bikb** file\n- A **Conversation .bikb** lists all available sentences in a **topic**\n- A **topic** must be added to the concerned units, with eventually a **Conversation FSM** and/or a **Conversation Event Handler**\n- A **Conversation FSM** defines an **AI unit** reaction to a sentence\n- A **Conversation Event Handler** defines a **player's unit** reaction to a sentence, potentially defining available answers\n- If the unit is playable (can be either player or AI), both should be present to ensure a proper reaction in every encountered scenario.\n\n### Commands\n\nA conversation topic:\n\n1. must be added to units (via kbAddTopic)\n1. for the units to be able use it (via kbTell for example)\n1. once the unit said wanted sentences (checked via kbWasSaid),\n1. the topic can be removed (via kbRemoveTopic).\n\n- Related commands are listed in Conversations Command Group\n- Related functions are listed in Conversations Function Group\n\n#### Manual Conversation Example\n\n```sqf\nmiles    kbAddTopic [\"briefing\", \"kb\\briefing.bikb\"];\nshaftoe    kbAddTopic [\"briefing\", \"kb\\briefing.bikb\"];\n\nshaftoe kbTell [miles, \"briefing\", \"shaftoe_briefing_H_1\"];\nwaitUntil { shaftoe kbWasSaid [miles, \"briefing\", \"shaftoe_briefing_H_1\", 3]; };\n\nmiles kbTell [shaftoe, \"briefing\", \"shaftoe_briefing_M_1\"];\nwaitUntil { miles kbWasSaid [shaftoe, \"briefing\", \"shaftoe_briefing_M_1\", 3]; };\n\nhint \"Conversation ended.\";\n// kbRemoveTopic can be used here to \"clear\" the units if the topic is not required anymore. This is not mandatory.\n```\n\n### Conversation .bikb\n\n**.bikb** extension stands for \"**B**ohemia **I**nteractive **K**nowledge **B**ase\" as it was originally used only for storing an AI unit's memory of what it has seen.\nThis file declares the available sentences in the topic, their sound samples and the corresponding subtitles (see example 1 and example 2).\nAs the syntax is the same as config files (Description.ext, Config.cpp) PreProcessor Commands can be used.\n\nConversation sounds do **not** need to be defined in CfgSounds or CfgRadio, unless of course they are to be used with e.g playSound, say or groupRadio too.\nAs opposed to these commands, this new conversation system will automatically use setRandomLip during the speech if no .lip file is present. A .lip file can however still be used for a more precise animation.\n\n> [!IMPORTANT]\n> A duplicate sentence in .bikb file **WILL** crash the game!\n\n#### \"Interrupted\" Event\n\nThe left-side conversation menu (with the list of possible sentences) can be closed via backspace at all times. In order to handle this event as well, add a sentence class called **Interrupted** into the .bikb file. It can then be used as a standard `_sentenceId` in the script.\n\n#### .bikb Simple Example\n\n```cpp\nclass Sentences\n{\n    class hello1\n    {\n        text = \"Hello!\";                    // sentence subtitle - can be \"text\" or $STR_ stringtable reference\n        speech[] = { \"\\Sound\\hello1.ogg\" };    // sound file path relative to mission or campaign directory\n        class Arguments {};                    // unused here\n    };\n    class hi_how_are_you\n    {\n        text = \"Hi, how are you?\";\n        speech[] = { \"\\Sound\\hi_how_are_you.ogg\" };\n        class Arguments {};\n    };\n    class good_you\n    {\n        text = \"$STR_GoodYou\"; // has to start with \"STR_\"!\n        speech[] = { \"\\Sound\\good_you.ogg\" };\n        class Arguments {};\n    };\n    class fine_thanks\n    {\n        text = \"$STR_FineThanks\";\n        speech[] = { \"\\Sound\\fine_thanks\" }; // no extension means .wss to the engine\n        class Arguments {};\n    };\n\n    // these sentences are here to be a full example for later Conversation Event Handler example\n    class what_do_we_do        { text = \"What do we do today?\"; speech[] = { \"\\Sound\\wdwd.ogg\" };    class Arguments {}; };\n    class choose_football    { text = \"Let's football!\";         speech[] = { \"\\Sound\\cf.ogg\" };    class Arguments {}; };\n    class choose_bike        { text = \"Let's bike?\";             speech[] = { \"\\Sound\\cb.ogg\" };    class Arguments {}; };\n    class choose_arma2        { text = \"I know! Arma 2\";         speech[] = { \"\\Sound\\ca.ogg\" };    class Arguments {}; };\n\n    // the Interrupted sentence triggered when the conversation menu is closed without answering (e.g using backspace)\n    class Interrupted\n    {\n        text = \"Hey, come back!\";\n        speech[] = { \"\\Sound\\interrupted.ogg\" };\n        class Arguments {};\n    };\n};\n\n// Needed parameters.\nclass Arguments {};\nclass Special {};\nstartWithVocal[] = { hour };\nstartWithConsonant[] = { europe, university };\n```\n\n#### .bikb Advanced Example\n\nSee Words configuration and below for more details.\n\n```cpp\nclass Sentences\n{\n    class AirstrikeRequest\n    {\n        // %team and %location will be replaced by the game engine with according values\n        text = \"%team requesting close air support at grid %location \";\n\n        // available words are defined in config > RadioProtocol > Words\n        speech[] = { %Team, RequestingCloseAirSupportAtGrid, %Location };\n\n        class Arguments\n        {\n            class Team { type = \"simple\"; };        // refers to %Team, first element of speech[]\n            // \"RequestingCloseAirSupportAtGrid\" is part of Radio Protocol\n            class Location { type = \"simple\"; };    // refers to %Location, last element of speech[]\n        };\n    };\n};\n\nclass Arguments {};\nclass Special {};\nstartWithVocal[] = { hour };\nstartWithConsonant[] = { europe, university };\n```\n\nAbove sentence would be used this way:\n\n```sqf\nplayer kbTell [\n    BIS_HQ,                                        // to\n    \"Airstrike\",                                // topic\n    \"AirstrikeRequest\",                            // sentence\n    [\"Team\", {}, \"Anvil\", [\"Anvil\"]],            // argument 1\n    [\"Location\", {}, \"Strelka\", [\"Strelka\"]]    // argument 2\n];\n```\n\n#### .bikb BIS_fnc_kbTell Example\n\n> [!NOTE]\n> **Arma 3:**\n>\n> ```cpp\n> class Sentences\n> {\n>     class Sentence1\n>     {\n>         text = \"\"; // must be empty\n>         textPlain = \"$STR_MySubTitle\";\n>         /* other parameters */\n>     };\n> };\n> ```\n>\n> **In an addon/mod scope**, an additional subtitle entry is available to have subtitle rendered with BIS_fnc_showSubtitle: `textPlain`, declared as shown.\n> **This is not available for standard missions** as BIS_fnc_kbTellLocal only checks configFile and none of missionConfigFile or campaignConfigFile.\n\nBIS_fnc_kbTell needs a Description.ext **CfgSentences** entry presented as follows:\n\n```cpp\nclass CfgSentences\n{\n    class MissionName\n    {\n        class Event1\n        {\n            file = \"kb\\event1.bikb\";    // mandatory\n            class Sentences\n            {\n                class Sentence1\n                {\n                    // the following arguments are used by BIS_fnc_kbTell (if they are defined, they are not mandatory)\n                    actor = \"obi1\";        // (missionNamespace getVariable actor) speaker variable name (can NOT be \"player\")\n                    variant = \"\";        // used by BIS_fnc_kbTell to define an alternative sentence\n                    variantText = \"\";    // used by BIS_fnc_kbTell to define an alternative sentence\n                };\n                class Sentence2\n                {\n                    actor = \"griev\";\n                };\n                class Sentence3\n                {\n                    actor = \"griev\";\n                };\n            };\n        };\n    };\n};\n```\n\nwith a .bikb file looking like this:\n\n```cpp\nclass Sentences\n{\n    class Sentence1\n    {\n        text = \"$STR_HelloThere\";\n        speech[] = { \"\\Sound\\hello.ogg\" };\n        class Arguments {};\n    };\n    class Sentence2\n    {\n        text = \"$STR_GeneralKenobi\";\n        speech[] = { \"Sound\\gk.ogg\" };\n        class Arguments {};\n    };\n    class Sentence3\n    {\n        text = \"$STR_YouAreABoldOne\";\n        speech[] = { \"Sound\\bold.ogg\" };\n        class Arguments {};\n    };\n};\nclass Arguments {};\nclass Special {};\nstartWithVocal[] = { hour };\nstartWithConsonant[] = { europe, university };\n```\n\nA tidier way of doing so is to put all the needed information in the **.bikb** file:\n\n```cpp\nclass Sentences\n{\n    class Sentence1\n    {\n        text = \"$STR_HelloThere\";\n        speech[] = { \"\\Sound\\hello.ogg\" };\n        class Arguments {};\n        actor = \"obi1\";\n    };\n    class Sentence2\n    {\n        text = \"$STR_GeneralKenobi\";\n        speech[] = { \"Sound\\gk.ogg\" };\n        class Arguments {};\n        actor = \"griev\";\n    };\n    class Sentence3\n    {\n        text = \"$STR_YouAreABoldOne\";\n        speech[] = { \"Sound\\bold.ogg\" };\n        class Arguments {};\n        actor = \"griev\";\n    };\n};\nclass Arguments {};\nclass Special {};\nstartWithVocal[] = { hour };\nstartWithConsonant[] = { europe, university };\n```\n\nAnd to include it via `#include` in Description.ext:\n\n```cpp\nclass CfgSentences\n{\n    class MissionName\n    {\n        class Event1\n        {\n            file = \"kb\\event1.bikb\";\n            #include \"kb\\event1.bikb\" // avoids a double declaration\n        };\n    };\n};\n```\n\n*Et voilà !* All that remains to be done now is to call the discussion like this: `[\"Event1\", \"MissionName\"] call BIS_fnc_kbTell; // note that the topic comes first`;\nthe game will make the defined actors say the lines in the order they were declared. BIS_fnc_kbTell will manage to use kbAddTopic, kbTell and other commands.\n\n> [!IMPORTANT]\n> Please note:\n>\n> - use **class CfgSentences** in Description.ext\n> - use **class Sentences** in .bikb files\n\n### Conversation FSM\n\nAs stated earlier, the **Conversation FSM** fires on sentences **received by an AI** and defines an AI unit's reaction.\nThe Conversation FSM receives the following arguments:\n\n- **_this:** Object - receiver or listener of the sentence. One of the units that had this particular script assigned via kbAddTopic\n- **_from:** Object - the unit that told the sentence\n- **_sentenceId:** String - the sentence this unit is reacting to. Defined in .bikb in class Sentences\n- **_topic:** String - topic name used in kbAddTopic\n\nSee also: FSM, FSM Editor\n\n#### Conversation FSM Example\n\n### Conversation Event Handler\n\nThe **Conversation Event Handler** is code, provided through kbAddTopic, that is executed with each sentence **received by a player**, and will constantly fire (onEachFrame) when the player is pointing at a \"talkable\" person at \"talkable\" range. Following parameters are passed:\n\n- **_this:** Object - the player receiving the sentence. Must have had this particular script assigned via kbAddTopic\n- **_from:** Object - the unit that told the sentence\n- **_sentenceId:** String - the sentence the player is reacting to. Defined in .bikb in class Sentences\n- **_topic:** String - topic name used in kbAddTopic\n\n> [!NOTE]\n> This Conversation Event Handler is **not** an Event Handler as we know them.\n\nIts return value is used to provide the player's available replies; its format is an Array of arrays (or an empty array) that can look like this:\n\n```sqf\n[\n    [\n        localize \"STR_AnswerTitle1\",    // conversation menu's display text\n        \"myTopic\",                        // topic to answer to\n        \"answer1SentenceId\",            // sentence ID\n        []                                // sentence arguments\n    ],\n    [\n        localize \"STR_AnswerTitle2\",\n        \"myTopic\",\n        \"answer2SentenceId\",\n        []\n    ]\n];\n```\n\nThere is a certain resemblance with the kbTell syntax; note that the *forceRadio* parameter is not present.\n\n> [!IMPORTANT]\n> The Conversation Event Handler's code is executed in **unscheduled** environment - be sure to not use sleep or any other Scheduler-incompatible commands.\n\n#### Conversation Event Handler Example\n\n```sqf\n// here we will be storing all the sentences from which the player will choose (left side menu)\n// if there is only one option in the array, the sentence will replace the \"Talk to\" action name\n\nprivate _convMenu = [];\n\n// we want the player to be able to approach his buddy and talk to him via the action menu.\n// we need to check:\n// if the player is pointing at his buddy\n// if the player is not answering any of his buddy's sentences\n// if the player has not told him hello already\n// then we add that array to _convMenu - the parameters are mostly self-explanatory:\n\nif (_from == buddy1 && _sentenceId == \"\" && !(_this kbWasSaid [_from, _topic, \"hello1\", 999999])) then\n{\n    _convMenu pushBack [\"Say hello.\", _topic, \"hello1\", []];\n};\n\n// here we make the unit say the proper sentence based on the one he just received\n// switch-case-do is used here but it is only one solution to manage sentences (if-then etc could do)\n\nswitch (_sentenceId) do\n{\n    case \"hello1\":\n    {\n        _this kbTell [_from, _topic, \"hi_how_are_you\"];\n    };\n    case \"good_you\":\n    {\n        _this kbTell [_from, _topic, \"fine_thanks\"];\n    };\n    case \"what_do_we_do\":\n    {\n        // the player will have 3 answers to choose from:\n        _convMenu pushBack [\"Football.\",    _topic, \"choose_football\",    []];\n        _convMenu pushBack [\"Bike.\",        _topic, \"choose_bike\",        []];\n        _convMenu pushBack [\"Arma 2.\",        _topic, \"choose_arma2\",        []];\n    };\n};\n\n// return the sentence list pool\n_convMenu;\n```\n\n### See Also\n\n- Conversations Command Group\n- Conversations Function Group\n- [Jezuro's introduction forum post](https://forums.bohemia.net/forums/topic/89071-new-conversation-system-how-to/)\n- [HateDread's forum post and Evil_Echo's answers](https://forums.bohemia.net/forums/topic/107662-using-dialogue-system-between-player-and-ai/)\n- FSM\n- FSM Editor","sections":[{"heading":null,"level":1,"markdown":"Arma 2 v1.00 Arma 2: Operation Arrowhead v1.50 Take On Helicopters v1.00 Arma 3 v1.00\n\nConversations is a system created to manage discussions that was introduced in **Arma 2**.\nThis system allows dynamic conversations and a more fluid sentence/answer flow.\n\nIts main advantages are:\n\n- The system itself waits for the sound sample to finish. No more sample time measuring and countless sleeps!\n- Conversation always flows through the appropriate channel (direct for face to face, team radio for distant team members etc.)\n- Possibility to create fully dynamic conversations\n- Transparent syntax (FSM branches allow fast and efficient edits)"},{"heading":"Usage","level":3,"markdown":"- A **topic** is defined by a String for id and sentences defined in a **Conversation .bikb** file\n- A **Conversation .bikb** lists all available sentences in a **topic**\n- A **topic** must be added to the concerned units, with eventually a **Conversation FSM** and/or a **Conversation Event Handler**\n- A **Conversation FSM** defines an **AI unit** reaction to a sentence\n- A **Conversation Event Handler** defines a **player's unit** reaction to a sentence, potentially defining available answers\n- If the unit is playable (can be either player or AI), both should be present to ensure a proper reaction in every encountered scenario."},{"heading":"Commands","level":3,"markdown":"A conversation topic:\n\n1. must be added to units (via kbAddTopic)\n1. for the units to be able use it (via kbTell for example)\n1. once the unit said wanted sentences (checked via kbWasSaid),\n1. the topic can be removed (via kbRemoveTopic).\n\n- Related commands are listed in Conversations Command Group\n- Related functions are listed in Conversations Function Group"},{"heading":"Manual Conversation Example","level":4,"markdown":"```sqf\nmiles    kbAddTopic [\"briefing\", \"kb\\briefing.bikb\"];\nshaftoe    kbAddTopic [\"briefing\", \"kb\\briefing.bikb\"];\n\nshaftoe kbTell [miles, \"briefing\", \"shaftoe_briefing_H_1\"];\nwaitUntil { shaftoe kbWasSaid [miles, \"briefing\", \"shaftoe_briefing_H_1\", 3]; };\n\nmiles kbTell [shaftoe, \"briefing\", \"shaftoe_briefing_M_1\"];\nwaitUntil { miles kbWasSaid [shaftoe, \"briefing\", \"shaftoe_briefing_M_1\", 3]; };\n\nhint \"Conversation ended.\";\n// kbRemoveTopic can be used here to \"clear\" the units if the topic is not required anymore. This is not mandatory.\n```"},{"heading":"Conversation .bikb","level":3,"markdown":"**.bikb** extension stands for \"**B**ohemia **I**nteractive **K**nowledge **B**ase\" as it was originally used only for storing an AI unit's memory of what it has seen.\nThis file declares the available sentences in the topic, their sound samples and the corresponding subtitles (see example 1 and example 2).\nAs the syntax is the same as config files (Description.ext, Config.cpp) PreProcessor Commands can be used.\n\nConversation sounds do **not** need to be defined in CfgSounds or CfgRadio, unless of course they are to be used with e.g playSound, say or groupRadio too.\nAs opposed to these commands, this new conversation system will automatically use setRandomLip during the speech if no .lip file is present. A .lip file can however still be used for a more precise animation.\n\n> [!IMPORTANT]\n> A duplicate sentence in .bikb file **WILL** crash the game!"},{"heading":"\"Interrupted\" Event","level":4,"markdown":"The left-side conversation menu (with the list of possible sentences) can be closed via backspace at all times. In order to handle this event as well, add a sentence class called **Interrupted** into the .bikb file. It can then be used as a standard `_sentenceId` in the script."},{"heading":".bikb Simple Example","level":4,"markdown":"```cpp\nclass Sentences\n{\n    class hello1\n    {\n        text = \"Hello!\";                    // sentence subtitle - can be \"text\" or $STR_ stringtable reference\n        speech[] = { \"\\Sound\\hello1.ogg\" };    // sound file path relative to mission or campaign directory\n        class Arguments {};                    // unused here\n    };\n    class hi_how_are_you\n    {\n        text = \"Hi, how are you?\";\n        speech[] = { \"\\Sound\\hi_how_are_you.ogg\" };\n        class Arguments {};\n    };\n    class good_you\n    {\n        text = \"$STR_GoodYou\"; // has to start with \"STR_\"!\n        speech[] = { \"\\Sound\\good_you.ogg\" };\n        class Arguments {};\n    };\n    class fine_thanks\n    {\n        text = \"$STR_FineThanks\";\n        speech[] = { \"\\Sound\\fine_thanks\" }; // no extension means .wss to the engine\n        class Arguments {};\n    };\n\n    // these sentences are here to be a full example for later Conversation Event Handler example\n    class what_do_we_do        { text = \"What do we do today?\"; speech[] = { \"\\Sound\\wdwd.ogg\" };    class Arguments {}; };\n    class choose_football    { text = \"Let's football!\";         speech[] = { \"\\Sound\\cf.ogg\" };    class Arguments {}; };\n    class choose_bike        { text = \"Let's bike?\";             speech[] = { \"\\Sound\\cb.ogg\" };    class Arguments {}; };\n    class choose_arma2        { text = \"I know! Arma 2\";         speech[] = { \"\\Sound\\ca.ogg\" };    class Arguments {}; };\n\n    // the Interrupted sentence triggered when the conversation menu is closed without answering (e.g using backspace)\n    class Interrupted\n    {\n        text = \"Hey, come back!\";\n        speech[] = { \"\\Sound\\interrupted.ogg\" };\n        class Arguments {};\n    };\n};\n\n// Needed parameters.\nclass Arguments {};\nclass Special {};\nstartWithVocal[] = { hour };\nstartWithConsonant[] = { europe, university };\n```"},{"heading":".bikb Advanced Example","level":4,"markdown":"See Words configuration and below for more details.\n\n```cpp\nclass Sentences\n{\n    class AirstrikeRequest\n    {\n        // %team and %location will be replaced by the game engine with according values\n        text = \"%team requesting close air support at grid %location \";\n\n        // available words are defined in config > RadioProtocol > Words\n        speech[] = { %Team, RequestingCloseAirSupportAtGrid, %Location };\n\n        class Arguments\n        {\n            class Team { type = \"simple\"; };        // refers to %Team, first element of speech[]\n            // \"RequestingCloseAirSupportAtGrid\" is part of Radio Protocol\n            class Location { type = \"simple\"; };    // refers to %Location, last element of speech[]\n        };\n    };\n};\n\nclass Arguments {};\nclass Special {};\nstartWithVocal[] = { hour };\nstartWithConsonant[] = { europe, university };\n```\n\nAbove sentence would be used this way:\n\n```sqf\nplayer kbTell [\n    BIS_HQ,                                        // to\n    \"Airstrike\",                                // topic\n    \"AirstrikeRequest\",                            // sentence\n    [\"Team\", {}, \"Anvil\", [\"Anvil\"]],            // argument 1\n    [\"Location\", {}, \"Strelka\", [\"Strelka\"]]    // argument 2\n];\n```"},{"heading":".bikb BIS_fnc_kbTell Example","level":4,"markdown":"> [!NOTE]\n> **Arma 3:**\n>\n> ```cpp\n> class Sentences\n> {\n>     class Sentence1\n>     {\n>         text = \"\"; // must be empty\n>         textPlain = \"$STR_MySubTitle\";\n>         /* other parameters */\n>     };\n> };\n> ```\n>\n> **In an addon/mod scope**, an additional subtitle entry is available to have subtitle rendered with BIS_fnc_showSubtitle: `textPlain`, declared as shown.\n> **This is not available for standard missions** as BIS_fnc_kbTellLocal only checks configFile and none of missionConfigFile or campaignConfigFile.\n\nBIS_fnc_kbTell needs a Description.ext **CfgSentences** entry presented as follows:\n\n```cpp\nclass CfgSentences\n{\n    class MissionName\n    {\n        class Event1\n        {\n            file = \"kb\\event1.bikb\";    // mandatory\n            class Sentences\n            {\n                class Sentence1\n                {\n                    // the following arguments are used by BIS_fnc_kbTell (if they are defined, they are not mandatory)\n                    actor = \"obi1\";        // (missionNamespace getVariable actor) speaker variable name (can NOT be \"player\")\n                    variant = \"\";        // used by BIS_fnc_kbTell to define an alternative sentence\n                    variantText = \"\";    // used by BIS_fnc_kbTell to define an alternative sentence\n                };\n                class Sentence2\n                {\n                    actor = \"griev\";\n                };\n                class Sentence3\n                {\n                    actor = \"griev\";\n                };\n            };\n        };\n    };\n};\n```\n\nwith a .bikb file looking like this:\n\n```cpp\nclass Sentences\n{\n    class Sentence1\n    {\n        text = \"$STR_HelloThere\";\n        speech[] = { \"\\Sound\\hello.ogg\" };\n        class Arguments {};\n    };\n    class Sentence2\n    {\n        text = \"$STR_GeneralKenobi\";\n        speech[] = { \"Sound\\gk.ogg\" };\n        class Arguments {};\n    };\n    class Sentence3\n    {\n        text = \"$STR_YouAreABoldOne\";\n        speech[] = { \"Sound\\bold.ogg\" };\n        class Arguments {};\n    };\n};\nclass Arguments {};\nclass Special {};\nstartWithVocal[] = { hour };\nstartWithConsonant[] = { europe, university };\n```\n\nA tidier way of doing so is to put all the needed information in the **.bikb** file:\n\n```cpp\nclass Sentences\n{\n    class Sentence1\n    {\n        text = \"$STR_HelloThere\";\n        speech[] = { \"\\Sound\\hello.ogg\" };\n        class Arguments {};\n        actor = \"obi1\";\n    };\n    class Sentence2\n    {\n        text = \"$STR_GeneralKenobi\";\n        speech[] = { \"Sound\\gk.ogg\" };\n        class Arguments {};\n        actor = \"griev\";\n    };\n    class Sentence3\n    {\n        text = \"$STR_YouAreABoldOne\";\n        speech[] = { \"Sound\\bold.ogg\" };\n        class Arguments {};\n        actor = \"griev\";\n    };\n};\nclass Arguments {};\nclass Special {};\nstartWithVocal[] = { hour };\nstartWithConsonant[] = { europe, university };\n```\n\nAnd to include it via `#include` in Description.ext:\n\n```cpp\nclass CfgSentences\n{\n    class MissionName\n    {\n        class Event1\n        {\n            file = \"kb\\event1.bikb\";\n            #include \"kb\\event1.bikb\" // avoids a double declaration\n        };\n    };\n};\n```\n\n*Et voilà !* All that remains to be done now is to call the discussion like this: `[\"Event1\", \"MissionName\"] call BIS_fnc_kbTell; // note that the topic comes first`;\nthe game will make the defined actors say the lines in the order they were declared. BIS_fnc_kbTell will manage to use kbAddTopic, kbTell and other commands.\n\n> [!IMPORTANT]\n> Please note:\n>\n> - use **class CfgSentences** in Description.ext\n> - use **class Sentences** in .bikb files"},{"heading":"Conversation FSM","level":3,"markdown":"As stated earlier, the **Conversation FSM** fires on sentences **received by an AI** and defines an AI unit's reaction.\nThe Conversation FSM receives the following arguments:\n\n- **_this:** Object - receiver or listener of the sentence. One of the units that had this particular script assigned via kbAddTopic\n- **_from:** Object - the unit that told the sentence\n- **_sentenceId:** String - the sentence this unit is reacting to. Defined in .bikb in class Sentences\n- **_topic:** String - topic name used in kbAddTopic\n\nSee also: FSM, FSM Editor"},{"heading":"Conversation FSM Example","level":4,"markdown":""},{"heading":"Conversation Event Handler","level":3,"markdown":"The **Conversation Event Handler** is code, provided through kbAddTopic, that is executed with each sentence **received by a player**, and will constantly fire (onEachFrame) when the player is pointing at a \"talkable\" person at \"talkable\" range. Following parameters are passed:\n\n- **_this:** Object - the player receiving the sentence. Must have had this particular script assigned via kbAddTopic\n- **_from:** Object - the unit that told the sentence\n- **_sentenceId:** String - the sentence the player is reacting to. Defined in .bikb in class Sentences\n- **_topic:** String - topic name used in kbAddTopic\n\n> [!NOTE]\n> This Conversation Event Handler is **not** an Event Handler as we know them.\n\nIts return value is used to provide the player's available replies; its format is an Array of arrays (or an empty array) that can look like this:\n\n```sqf\n[\n    [\n        localize \"STR_AnswerTitle1\",    // conversation menu's display text\n        \"myTopic\",                        // topic to answer to\n        \"answer1SentenceId\",            // sentence ID\n        []                                // sentence arguments\n    ],\n    [\n        localize \"STR_AnswerTitle2\",\n        \"myTopic\",\n        \"answer2SentenceId\",\n        []\n    ]\n];\n```\n\nThere is a certain resemblance with the kbTell syntax; note that the *forceRadio* parameter is not present.\n\n> [!IMPORTANT]\n> The Conversation Event Handler's code is executed in **unscheduled** environment - be sure to not use sleep or any other Scheduler-incompatible commands."},{"heading":"Conversation Event Handler Example","level":4,"markdown":"```sqf\n// here we will be storing all the sentences from which the player will choose (left side menu)\n// if there is only one option in the array, the sentence will replace the \"Talk to\" action name\n\nprivate _convMenu = [];\n\n// we want the player to be able to approach his buddy and talk to him via the action menu.\n// we need to check:\n// if the player is pointing at his buddy\n// if the player is not answering any of his buddy's sentences\n// if the player has not told him hello already\n// then we add that array to _convMenu - the parameters are mostly self-explanatory:\n\nif (_from == buddy1 && _sentenceId == \"\" && !(_this kbWasSaid [_from, _topic, \"hello1\", 999999])) then\n{\n    _convMenu pushBack [\"Say hello.\", _topic, \"hello1\", []];\n};\n\n// here we make the unit say the proper sentence based on the one he just received\n// switch-case-do is used here but it is only one solution to manage sentences (if-then etc could do)\n\nswitch (_sentenceId) do\n{\n    case \"hello1\":\n    {\n        _this kbTell [_from, _topic, \"hi_how_are_you\"];\n    };\n    case \"good_you\":\n    {\n        _this kbTell [_from, _topic, \"fine_thanks\"];\n    };\n    case \"what_do_we_do\":\n    {\n        // the player will have 3 answers to choose from:\n        _convMenu pushBack [\"Football.\",    _topic, \"choose_football\",    []];\n        _convMenu pushBack [\"Bike.\",        _topic, \"choose_bike\",        []];\n        _convMenu pushBack [\"Arma 2.\",        _topic, \"choose_arma2\",        []];\n    };\n};\n\n// return the sentence list pool\n_convMenu;\n```"},{"heading":"See Also","level":3,"markdown":"- Conversations Command Group\n- Conversations Function Group\n- [Jezuro's introduction forum post](https://forums.bohemia.net/forums/topic/89071-new-conversation-system-how-to/)\n- [HateDread's forum post and Evil_Echo's answers](https://forums.bohemia.net/forums/topic/107662-using-dialogue-system-between-player-and-ai/)\n- FSM\n- FSM Editor"}],"categories":["Introduced with Arma 2 version 1.00","Scripting Topics"],"groups":["Scripting"]},{"name":"CPP","title":"CPP","type":"topic","url":"https://community.bistudio.com/wiki/CPP","revid":76722,"updated":"2014-03-06T11:25:37Z","aliases":[],"markdown":"1. REDIRECT Config.cpp/bin File Format","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT Config.cpp/bin File Format"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"CPP File Format","title":"CPP File Format","type":"topic","url":"https://community.bistudio.com/wiki/CPP_File_Format","revid":373452,"updated":"2025-05-08T11:44:17Z","aliases":[],"markdown":"The `.cpp` file extension is a generic identifier that *indicates* the contents contain pre-raPified text and *can* be raPified (binarised).\nThis is by convention only - the actual content could be binarised already and the engine would load it without failure.\n\n> [!NOTE]\n> The binarised (raPified) equivalent of `.cpp` file is `.bin` - see Config.cpp/bin File Format.\n\nThere are currently several cpp/bin files used by Bohemia Interactive:\n\n- Config.cpp/bin\n- Mod.cpp/bin\n- Product.cpp/bin\n- Resource.cpp/bin - Operation Flashpoint only\n\n### Syntax\n\nValues are set in the following format: `valueName = value;` - a semicolon always ends the line.\nThey can be present at the root of the file but more frequently than not will be defined in a **class** - note that **classes are also ended by a semicolon**.\n\n```cpp\nclass MyConfigClass\n{\n    intValue = 42;\n    floatValue = 66.6;\n    stringValue = \"text\";\n    translatedValue = \"$STR_MyStringtableKey\"; // quotes are good practice\n    arrayValueColour[] = { 1, 0, 0, 1 };\n    arrayValueRandom[] = { \"ValuesCanBeMixed\", 1, 42.0, { 0, 1, 0, 1 } };\n\n    class MySubConfigClass // subclasses are possible\n    {\n        subValue = 123456;\n    };\n}; // a semicolon ALWAYS closes a class\n```\n\nThere are **no boolean value** in config; you can define them for ease of use/readability using `#define`, usually in the first lines:\n\n```cpp\n#define true 1\n#define false 0\n\nclass MyConfigClass\n{\n    // ...\n    useTexture = true; // would have otherwise to be useTexture = 1;\n    // ...\n};\n```\n\nA commonly-edited config file is Description.ext, a file storing scenario settings - the file extension differs but the syntax remains the same.","sections":[{"heading":null,"level":1,"markdown":"The `.cpp` file extension is a generic identifier that *indicates* the contents contain pre-raPified text and *can* be raPified (binarised).\nThis is by convention only - the actual content could be binarised already and the engine would load it without failure.\n\n> [!NOTE]\n> The binarised (raPified) equivalent of `.cpp` file is `.bin` - see Config.cpp/bin File Format.\n\nThere are currently several cpp/bin files used by Bohemia Interactive:\n\n- Config.cpp/bin\n- Mod.cpp/bin\n- Product.cpp/bin\n- Resource.cpp/bin - Operation Flashpoint only"},{"heading":"Syntax","level":3,"markdown":"Values are set in the following format: `valueName = value;` - a semicolon always ends the line.\nThey can be present at the root of the file but more frequently than not will be defined in a **class** - note that **classes are also ended by a semicolon**.\n\n```cpp\nclass MyConfigClass\n{\n    intValue = 42;\n    floatValue = 66.6;\n    stringValue = \"text\";\n    translatedValue = \"$STR_MyStringtableKey\"; // quotes are good practice\n    arrayValueColour[] = { 1, 0, 0, 1 };\n    arrayValueRandom[] = { \"ValuesCanBeMixed\", 1, 42.0, { 0, 1, 0, 1 } };\n\n    class MySubConfigClass // subclasses are possible\n    {\n        subValue = 123456;\n    };\n}; // a semicolon ALWAYS closes a class\n```\n\nThere are **no boolean value** in config; you can define them for ease of use/readability using `#define`, usually in the first lines:\n\n```cpp\n#define true 1\n#define false 0\n\nclass MyConfigClass\n{\n    // ...\n    useTexture = true; // would have otherwise to be useTexture = 1;\n    // ...\n};\n```\n\nA commonly-edited config file is Description.ext, a file storing scenario settings - the file extension differs but the syntax remains the same."}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Crash Files","title":"Crash Files","type":"topic","url":"https://community.bistudio.com/wiki/Crash_Files","revid":373643,"updated":"2025-05-30T14:58:28Z","aliases":["BIDMP","MDMP","RPT","arma2.RPT","rpt"],"markdown":"### Location\n\n> [!IMPORTANT]\n> If -profiles startup parameter is used, the crash files will be located in that directory. In addition, the Eden Editor option \"Open Log Folder\" will open this folder. This parameter can also be found in the Arma 3 Launcher.\n\n> [!NOTE]\n> The crash file folder of Arma 3 can be quickly accessed with:\n>\n> - Press <kbd>⊞ Win</kbd> + <kbd>R</kbd> to open the run command\n> - Type `%localappdata%\\Arma 3` (for Arma 3) and confirm\n>\n> See other paths for other games/operating systems in the table below.\n\n| Game | Files | Directory | Operating System |\n|---|---|---|---|\n| Arma 3 | - arma3.rpt<br>- arma3.bidmp<br>- arma3.mdmp | `%localappdata%\\Arma 3` | Windows 7 → Windows 10 |\n| Arma 3 | - arma3.rpt<br>- arma3.bidmp<br>- arma3.mdmp | `/home/X/.local/share/Arma 3/` | Linux |\n| Arma 2:OA | - arma2OA.rpt<br>- arma2OA.bidmp<br>- arma2OA.mdmp | `%localappdata%\\Arma 2 OA` | Windows Vista → Windows 10 |\n| Arma 2:OA | - arma2OA.rpt<br>- arma2OA.bidmp<br>- arma2OA.mdmp | `%userprofile%\\Local Settings\\Application Data\\Arma 2 OA` | Windows XP |\n| Arma 2 | - arma2.rpt<br>- arma2.bidmp<br>- arma2.mdmp | `%localappdata%\\Arma 2` | Windows Vista → Windows 10 |\n| Arma 2 | - arma2.rpt<br>- arma2.bidmp<br>- arma2.mdmp | `%userprofile%\\Local Settings\\Application Data\\Arma 2` | Windows XP |\n| Armed Assault | - arma.rpt<br>- arma.bidmp<br>- arma.mdmp | `<profileDirectory>\\ArmA` | Windows XP → Windows 10 |\n| Operation Flashpoint | - flashpoint.rpt (same role as .rpt files)<br>- context.bin | `<GameDirectory>` | Windows 95 → Windows 10 |\n\n### Log File Content Explained\n\n> [!NOTE]\n> This section is only valid for Arma 3!\n\n> [!NOTE]\n> This is WIP, please provide feedback in the Arma 3 Discord #community_wiki channel.\n\n#### Beginning of the Log File\n\n```cpp\n=====================================================================\n== C:\\Program Files (x86)\\Steam\\steamapps\\common\\Arma 3\\Arma3_x64.exe\n== \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Arma 3\\Arma3_x64.exe\" -skipIntro -noSplash -hugePages -showScriptErrors\n\nOriginal output filename: Arma3Retail_DX11_x64\nExe timestamp: 2020/08/20 01:03:22\nCurrent time:  2020/09/06 10:35:03\n\nType: Public\nBuild: Development\nVersion: 2.01.146606\n\nAllocator: C:\\Program Files (x86)\\Steam\\steamapps\\common\\Arma 3\\Dll\\tbb4malloc_bi_x64.dll [2017.0.0.0] [2017.0.0.0]\nPhysMem: 24 GiB, VirtMem : 131072 GiB, AvailPhys : 18 GiB, AvailVirt : 131068 GiB, AvailPage : 19 GiB\n=====================================================================\n\n10:35:03 Detected number of DLCs: 26\n10:35:03 DLC index:3 - unable to get DLC data\n10:35:03 DLC index:23 - unable to get DLC data\n10:35:03 DLC index:24 - unable to get DLC data\n10:35:03 DLC index:25 - unable to get DLC data\n10:35:03 ---------------------------------------------------------- Game ----------------------------------------------------------\n10:35:03                                                                name      appId   owned  installed  available   isDlc\n10:35:03                                                              Arma 3     107410     yes        yes        yes      no\n10:35:03                                                             Unknown         -1      no         no         no     yes\n10:35:03 ---------------------------------------------------------- Dlcs ----------------------------------------------------------\n10:35:03  index                                                         name      appId   owned  installed  available   isDlc\n10:35:03      0                              Arma 3 Alpha Lite - expires now     228800      no         no         no     yes\n10:35:03      1                                                Arma 3 Server     233780     yes        yes         no     yes\n10:35:03      2                                                 Arma 3 Tools     233800     yes        yes         no     yes\n10:35:03      4                                            Arma 3 Soundtrack     249860     yes        yes         no     yes\n10:35:03      5                                                  Arma 3 Maps     249861      no         no         no     yes\n10:35:03      6                                        Arma 3 Tactical Guide     249862      no         no         no     yes\n10:35:03      7                                                  Arma 3 Zeus     275700     yes        yes        yes     yes\n10:35:03      8                                                 Arma 3 Karts     288520     yes        yes        yes     yes\n10:35:03      9                                           Arma 3 Helicopters     304380     yes        yes        yes     yes\n10:35:03     10                                          Arma 3 DLC Bundle 1     304400     yes        yes         no     yes\n10:35:03     11                                              Arma 3 Marksmen     332350     yes        yes        yes     yes\n10:35:03     12                                               Arma 3 Samples     390500     yes        yes         no     yes\n10:35:03     13                                                  Arma 3 Apex     395180     yes        yes        yes     yes\n10:35:03     14                                           Arma 3 Laws of War     571710     yes        yes        yes     yes\n10:35:03     15                                                  Arma 3 Jets     601670     yes        yes        yes     yes\n10:35:03     16                                          Arma 3 DLC Bundle 2     612480     yes        yes         no     yes\n10:35:03     17                                                Arma 3 Malden     639600     yes        yes        yes     yes\n10:35:03     18                                  Arma 3 Tac-Ops Mission Pack     744950     yes        yes        yes     yes\n10:35:03     19                                                 Arma 3 Tanks     798390     yes        yes        yes     yes\n10:35:03     20                                               Arma 3 Contact    1021790     yes        yes        yes     yes\n10:35:03     21   Arma 3 Creator DLC: Global Mobilization - Cold War Germany    1042220     yes        yes        yes     yes\n10:35:03 --------------------------------------------------------------------------------------------------------------------------\n```\n\n#### Common Errors and Warnings\n\n> [!NOTE]\n> ● → No action needed\n> ● → Issue should be fixed\n> ● → Issue **must** be fixed\n> ● → A false error; no action required\n\n| Message (Exact message can vary) | Explanation | Significance |\n|---|---|---|\n| *Warning Message: Picture iconmanleader not found* | An image or icon was not found. | ● |\n| *Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.**a3_characters_f*** | False error that can be ignored - only with *a3_characters_f* | ● |\n| *Updating base class RscShortcutButton->RscButton...* | Caused by inheriting from wrong config while modifiying an existing base class. Currently Arma 3 has a lot of these issues out of the box. | ● |\n| *Cannot delete class B_KickOff, it is referenced somewhere (used as a base class probably)* | Attempt to delete a class failed. | ● |\n| *SimulWeather - Cloud Renderer - noise texture file is not specified!* |  | ● |\n| *Warning: looped for animation: a3\\anims_f_epa\\data\\anim\\sdr\\cts\\hubcleaned\\briefing\\hubbriefing_loop.rtm differs (looped now 0)! MoveName: hubbriefing_ext* |  | ● |\n| *a3\\characters_f\\proxies\\flag.p3d: No geometry and no visual shape* |  | ● |\n| *B_LSV_01_unarmed_F: mainturret - unknown animation source mainturret* |  | ● |\n| *No face for B Alpha 1-4:1*<br>*No speaker given for 'Sotiris Zenon'* |  | ● |\n| *Strange convex component08 in a3\\weapons_f_enoch\\rifles\\msbs\\msbs65_ubs_f.p3d:geometryView* |  | ● |\n| *hidebullet_001 - unknown animation source codrivermuzzle_revolving* |  | ● |\n| *Trying to create an invalid center EMPTY* |  | ● |\n| *ModParams - Undefined or empty mod directory* | modParams was unable to find the specified mod directory. | ● |\n| *Unit is not in cargo* |  | ● |\n| *Deinitialized shape [Class: \"C_Soldier_VR_F\"; Shape: \"a3\\characters_f_bootcamp\\common\\vr_soldier_f.p3d\";]* |  | ● |\n| *Error: entity [ProxyFlag_Auto] still has its shape, ref_count=2* |  | ● |\n| *\"Some path\": Missing ';' at the end of line* |  | ● |\n| *\"Unsupported language English in stringtable\"* | Happens if an entry was not found in the desired language e.g., **English**. This error will even show if it falls back to another language, e.g. **Original**. When stringtable can't find the entry it wants, it first tries **Original** entry, then **English**, after that the first entry in the stringtable is taken. | ● |\n| *Serialization of Control variables is not implemented* | Can be produced when the game is saved (e.g. via saveGame).<br>Possible reasons:<br>- missionNamespace contained a Control variable.<br>- A script or function that was running contained a Control variable and did not use disableSerialization.<br>Solution: Use the uiNamespace to save Control variables and use disableSerialization in scripts and functions that contain Control variables. | ● |\n| *DiaryParser: <br/> without corresponding <br>* | Erroneous *&lt;/br&gt;* (</br>) instead of *&lt;br/&gt;* (<br/>) used in stringtable.xml for localized string that is being used with createDiaryRecord or setDiaryRecordText. Does not seem to care for </br> used in scripts directly. | ● |\n\n### Creating a diagnostic file for DirectX\n\nTo better analyze the reason for malfunctions it might be useful to also create a DirectX diagnostic file.\n\n- Press <kbd>⊞ Win</kbd> + <kbd>R</kbd> to open the run command.\n- Enter `dxdiag` and confirm\n- After data collection is done, click on \"Save All Information\" and specify a location of where the file should be created.\n\n### Sending Crash Files\n\n- For **Arma 3** use [Arma 3 Feedback Tracker](http://feedback.arma3.com/) to send crash files. [How To Guide](https://feedback.bistudio.com/w/ft_a3_howto/)\n- For **Arma 2** & **Arma 2: Operation Arrowhead** follow the instructions provided in this [forum thread](https://forums.bohemia.net/forums/topic/106594-got-game-crash-do-this/).","sections":[{"heading":"Location","level":3,"markdown":"> [!IMPORTANT]\n> If -profiles startup parameter is used, the crash files will be located in that directory. In addition, the Eden Editor option \"Open Log Folder\" will open this folder. This parameter can also be found in the Arma 3 Launcher.\n\n> [!NOTE]\n> The crash file folder of Arma 3 can be quickly accessed with:\n>\n> - Press <kbd>⊞ Win</kbd> + <kbd>R</kbd> to open the run command\n> - Type `%localappdata%\\Arma 3` (for Arma 3) and confirm\n>\n> See other paths for other games/operating systems in the table below.\n\n| Game | Files | Directory | Operating System |\n|---|---|---|---|\n| Arma 3 | - arma3.rpt<br>- arma3.bidmp<br>- arma3.mdmp | `%localappdata%\\Arma 3` | Windows 7 → Windows 10 |\n| Arma 3 | - arma3.rpt<br>- arma3.bidmp<br>- arma3.mdmp | `/home/X/.local/share/Arma 3/` | Linux |\n| Arma 2:OA | - arma2OA.rpt<br>- arma2OA.bidmp<br>- arma2OA.mdmp | `%localappdata%\\Arma 2 OA` | Windows Vista → Windows 10 |\n| Arma 2:OA | - arma2OA.rpt<br>- arma2OA.bidmp<br>- arma2OA.mdmp | `%userprofile%\\Local Settings\\Application Data\\Arma 2 OA` | Windows XP |\n| Arma 2 | - arma2.rpt<br>- arma2.bidmp<br>- arma2.mdmp | `%localappdata%\\Arma 2` | Windows Vista → Windows 10 |\n| Arma 2 | - arma2.rpt<br>- arma2.bidmp<br>- arma2.mdmp | `%userprofile%\\Local Settings\\Application Data\\Arma 2` | Windows XP |\n| Armed Assault | - arma.rpt<br>- arma.bidmp<br>- arma.mdmp | `<profileDirectory>\\ArmA` | Windows XP → Windows 10 |\n| Operation Flashpoint | - flashpoint.rpt (same role as .rpt files)<br>- context.bin | `<GameDirectory>` | Windows 95 → Windows 10 |"},{"heading":"Log File Content Explained","level":3,"markdown":"> [!NOTE]\n> This section is only valid for Arma 3!\n\n> [!NOTE]\n> This is WIP, please provide feedback in the Arma 3 Discord #community_wiki channel."},{"heading":"Beginning of the Log File","level":4,"markdown":"```cpp\n=====================================================================\n== C:\\Program Files (x86)\\Steam\\steamapps\\common\\Arma 3\\Arma3_x64.exe\n== \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Arma 3\\Arma3_x64.exe\" -skipIntro -noSplash -hugePages -showScriptErrors\n\nOriginal output filename: Arma3Retail_DX11_x64\nExe timestamp: 2020/08/20 01:03:22\nCurrent time:  2020/09/06 10:35:03\n\nType: Public\nBuild: Development\nVersion: 2.01.146606\n\nAllocator: C:\\Program Files (x86)\\Steam\\steamapps\\common\\Arma 3\\Dll\\tbb4malloc_bi_x64.dll [2017.0.0.0] [2017.0.0.0]\nPhysMem: 24 GiB, VirtMem : 131072 GiB, AvailPhys : 18 GiB, AvailVirt : 131068 GiB, AvailPage : 19 GiB\n=====================================================================\n\n10:35:03 Detected number of DLCs: 26\n10:35:03 DLC index:3 - unable to get DLC data\n10:35:03 DLC index:23 - unable to get DLC data\n10:35:03 DLC index:24 - unable to get DLC data\n10:35:03 DLC index:25 - unable to get DLC data\n10:35:03 ---------------------------------------------------------- Game ----------------------------------------------------------\n10:35:03                                                                name      appId   owned  installed  available   isDlc\n10:35:03                                                              Arma 3     107410     yes        yes        yes      no\n10:35:03                                                             Unknown         -1      no         no         no     yes\n10:35:03 ---------------------------------------------------------- Dlcs ----------------------------------------------------------\n10:35:03  index                                                         name      appId   owned  installed  available   isDlc\n10:35:03      0                              Arma 3 Alpha Lite - expires now     228800      no         no         no     yes\n10:35:03      1                                                Arma 3 Server     233780     yes        yes         no     yes\n10:35:03      2                                                 Arma 3 Tools     233800     yes        yes         no     yes\n10:35:03      4                                            Arma 3 Soundtrack     249860     yes        yes         no     yes\n10:35:03      5                                                  Arma 3 Maps     249861      no         no         no     yes\n10:35:03      6                                        Arma 3 Tactical Guide     249862      no         no         no     yes\n10:35:03      7                                                  Arma 3 Zeus     275700     yes        yes        yes     yes\n10:35:03      8                                                 Arma 3 Karts     288520     yes        yes        yes     yes\n10:35:03      9                                           Arma 3 Helicopters     304380     yes        yes        yes     yes\n10:35:03     10                                          Arma 3 DLC Bundle 1     304400     yes        yes         no     yes\n10:35:03     11                                              Arma 3 Marksmen     332350     yes        yes        yes     yes\n10:35:03     12                                               Arma 3 Samples     390500     yes        yes         no     yes\n10:35:03     13                                                  Arma 3 Apex     395180     yes        yes        yes     yes\n10:35:03     14                                           Arma 3 Laws of War     571710     yes        yes        yes     yes\n10:35:03     15                                                  Arma 3 Jets     601670     yes        yes        yes     yes\n10:35:03     16                                          Arma 3 DLC Bundle 2     612480     yes        yes         no     yes\n10:35:03     17                                                Arma 3 Malden     639600     yes        yes        yes     yes\n10:35:03     18                                  Arma 3 Tac-Ops Mission Pack     744950     yes        yes        yes     yes\n10:35:03     19                                                 Arma 3 Tanks     798390     yes        yes        yes     yes\n10:35:03     20                                               Arma 3 Contact    1021790     yes        yes        yes     yes\n10:35:03     21   Arma 3 Creator DLC: Global Mobilization - Cold War Germany    1042220     yes        yes        yes     yes\n10:35:03 --------------------------------------------------------------------------------------------------------------------------\n```"},{"heading":"Common Errors and Warnings","level":4,"markdown":"> [!NOTE]\n> ● → No action needed\n> ● → Issue should be fixed\n> ● → Issue **must** be fixed\n> ● → A false error; no action required\n\n| Message (Exact message can vary) | Explanation | Significance |\n|---|---|---|\n| *Warning Message: Picture iconmanleader not found* | An image or icon was not found. | ● |\n| *Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.**a3_characters_f*** | False error that can be ignored - only with *a3_characters_f* | ● |\n| *Updating base class RscShortcutButton->RscButton...* | Caused by inheriting from wrong config while modifiying an existing base class. Currently Arma 3 has a lot of these issues out of the box. | ● |\n| *Cannot delete class B_KickOff, it is referenced somewhere (used as a base class probably)* | Attempt to delete a class failed. | ● |\n| *SimulWeather - Cloud Renderer - noise texture file is not specified!* |  | ● |\n| *Warning: looped for animation: a3\\anims_f_epa\\data\\anim\\sdr\\cts\\hubcleaned\\briefing\\hubbriefing_loop.rtm differs (looped now 0)! MoveName: hubbriefing_ext* |  | ● |\n| *a3\\characters_f\\proxies\\flag.p3d: No geometry and no visual shape* |  | ● |\n| *B_LSV_01_unarmed_F: mainturret - unknown animation source mainturret* |  | ● |\n| *No face for B Alpha 1-4:1*<br>*No speaker given for 'Sotiris Zenon'* |  | ● |\n| *Strange convex component08 in a3\\weapons_f_enoch\\rifles\\msbs\\msbs65_ubs_f.p3d:geometryView* |  | ● |\n| *hidebullet_001 - unknown animation source codrivermuzzle_revolving* |  | ● |\n| *Trying to create an invalid center EMPTY* |  | ● |\n| *ModParams - Undefined or empty mod directory* | modParams was unable to find the specified mod directory. | ● |\n| *Unit is not in cargo* |  | ● |\n| *Deinitialized shape [Class: \"C_Soldier_VR_F\"; Shape: \"a3\\characters_f_bootcamp\\common\\vr_soldier_f.p3d\";]* |  | ● |\n| *Error: entity [ProxyFlag_Auto] still has its shape, ref_count=2* |  | ● |\n| *\"Some path\": Missing ';' at the end of line* |  | ● |\n| *\"Unsupported language English in stringtable\"* | Happens if an entry was not found in the desired language e.g., **English**. This error will even show if it falls back to another language, e.g. **Original**. When stringtable can't find the entry it wants, it first tries **Original** entry, then **English**, after that the first entry in the stringtable is taken. | ● |\n| *Serialization of Control variables is not implemented* | Can be produced when the game is saved (e.g. via saveGame).<br>Possible reasons:<br>- missionNamespace contained a Control variable.<br>- A script or function that was running contained a Control variable and did not use disableSerialization.<br>Solution: Use the uiNamespace to save Control variables and use disableSerialization in scripts and functions that contain Control variables. | ● |\n| *DiaryParser: <br/> without corresponding <br>* | Erroneous *&lt;/br&gt;* (</br>) instead of *&lt;br/&gt;* (<br/>) used in stringtable.xml for localized string that is being used with createDiaryRecord or setDiaryRecordText. Does not seem to care for </br> used in scripts directly. | ● |"},{"heading":"Creating a diagnostic file for DirectX","level":3,"markdown":"To better analyze the reason for malfunctions it might be useful to also create a DirectX diagnostic file.\n\n- Press <kbd>⊞ Win</kbd> + <kbd>R</kbd> to open the run command.\n- Enter `dxdiag` and confirm\n- After data collection is done, click on \"Save All Information\" and specify a location of where the file should be created."},{"heading":"Sending Crash Files","level":3,"markdown":"- For **Arma 3** use [Arma 3 Feedback Tracker](http://feedback.arma3.com/) to send crash files. [How To Guide](https://feedback.bistudio.com/w/ft_a3_howto/)\n- For **Arma 2** & **Arma 2: Operation Arrowhead** follow the instructions provided in this [forum thread](https://forums.bohemia.net/forums/topic/106594-got-game-crash-do-this/)."}],"categories":["ArmA: Armed Assault: Troubleshooting","Arma 2: Troubleshooting","Arma 3: Troubleshooting","Operation Flashpoint: Troubleshooting"],"groups":["Game and Troubleshooting"]},{"name":"CT ACTIVETEXT","title":"CT ACTIVETEXT","type":"topic","url":"https://community.bistudio.com/wiki/CT_ACTIVETEXT","revid":351452,"updated":"2023-12-06T09:57:40Z","aliases":[],"markdown":"### Introduction\n\nThe active text control behaves very similar to buttons. It shows up as regular text with the additional functionality that you can click and select it. The dialog's currently selected Active Text control will be underlined to indicate its status. By default, the first Active Text control is selected. When the mouse cursor hovers over an instance of this control, it will show up in the color defined in the *colorActive* property. It is also possible to show a clickable image instead of text.\n\n> [!NOTE]\n> If you need to show text and an image at the same time you can use CT_SHORTCUTBUTTON.\n\n**Notice:** This control doesn't render the usually common *colorBackground* property and *colorText* is replaced with *color*.\n\n- For Arrowhead, this is not true. The properties are there, and it might be an attempt to standardise, or to account for pictures\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Button (TODO)\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- Commands: Button\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_ACTIVETEXT 11\n```\n\n#### A\n\n##### action\n\n**Type:** String\n\n**Description:** **SQS** code to execute when the control is clicked.\n\n> [!IMPORTANT]\n> Use onButtonClick instead.\n\n```cpp\naction = \"[finddisplay 26] call (uinamespace getvariable 'BIS_fnc_help');\";\n```\n\n##### angle\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nangle = 180;\n```\n\n#### B\n\n##### blinkingPeriod\n\n**Type:** Number\n\n**Description:** Makes the text start transparent, go to full opacity and back to full transparent in the amount of time specified.\n\n```cpp\nblinkingPeriod = 1.2;\n```\n\n#### C\n\n##### canDrag\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\ncanDrag = 1;\n```\n\n##### color\n\n**Type:** Array\n\n**Description:** **Replaces *colorText***, standard text and underline color.\n\n```cpp\ncolor[] = {1,1,1,0.7};\n```\n\n##### colorActive\n\n**Type:** Array\n\n**Description:** Text and underline color whenever the mouse hovers over the control.\n\n```cpp\ncolorActive[] = {1,1,1,1};\n```\n\n##### colorBackgroundSelected\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBackgroundSelected[] = {1,1,1,0.1};\n```\n\n##### colorFocused\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorFocused[] = {0,0,0,0};\n```\n\n##### colorShade\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorShade[] = {1,1,1,1};\n```\n\n#### D\n\n##### default\n\n**Type:** Number\n\n**Description:** Whether or not this control is the dialog's initially selected active text.\n\n```cpp\ndefault = 1;\n```\n\n##### DLCTemplate\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass DLCTemplate\n{\n    class controls\n    {\n        class DlcBg\n        {\n            idc = 101;\n            text = \"\\A3\\Ui_f\\data\\GUI\\Rsc\\RscDisplayInventory\\InventoryStripe_ca.paa\";\n            color[] = {1,1,1,1};\n            x = 0;\n            y = 0;\n            w = 1.8 * GUI_GRID_W;\n            h = 1.8 * GUI_GRID_H;\n        };\n        class DlcIcon\n        {\n            idc = 100;\n            text = \"\";\n            color[] = {1,1,1,1};\n            x = 0 * GUI_GRID_W;\n            y = 0 * GUI_GRID_H;\n            w = 1 * GUI_GRID_W;\n            h = 1 * GUI_GRID_H;\n        };\n    };\n};\n```\n\n#### E\n\n##### enabled\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nenabled = 0;\n```\n\n#### P\n\n##### picture\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\npicture = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayersetup\\flag_opfor_empty_ca.paa\";\n```\n\n##### pictureHeight\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\npictureHeight = 1;\n```\n\n##### pictureWidth\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\npictureWidth = 1;\n```\n\n#### S\n\n##### shortcuts\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nshortcuts[] = {\"512 + 0x11\"};\n```\n\n##### sideDisabled\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nsideDisabled = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayersetup\\flag_none_ca.paa\";\n```\n\n##### sideToggle\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nsideToggle = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayersetup\\flag_opfor_ca.paa\";\n```\n\n##### soundClick\n\n**Type:** Array\n\n**Description:** The sound to play, when the button is being released.\n\n```cpp\nsoundClick[] = {\"\",0.1,1};\n```\n\n##### soundDoubleClick\n\n**Type:** Array\n\n**Description:** The sound to play, when the cursor enters the button's bounds.\n\n```cpp\nsoundDoubleClick[] = {\"\",0.1,1};\n```\n\n##### soundEnter\n\n**Type:** Array\n\n**Description:** The sound to play, when the cursor enters the button's bounds.\n\n```cpp\nsoundEnter[] = {\"\",0.1,1};\n```\n\n##### soundEscape\n\n**Type:** Array\n\n**Description:** The sound to play, when the button has been pushed and the mouse button is released when not over the control.\n\n```cpp\nsoundEscape[] = {\"\",0.1,1};\n```\n\n##### soundPush\n\n**Type:** Array\n\n**Description:** The sound to play, when the button has been pushed.\n\n```cpp\nsoundPush[] = {\"\",0.1,1};\n```\n\n#### T\n\n##### textHeight\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\ntextHeight = 0.38;\n```\n\n##### textMuted\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextMuted = \"\\A3\\Ui_f\\Data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_crossed_ca.paa\";\n```\n\n#### U\n\n##### url\n\n**Type:** String\n\n**Description:** Link to open when control is pressed.\n\n```cpp\nurl = \"\";\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscActiveText\n\n```cpp\nclass RscActiveText\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_ACTIVETEXT;\n    style = ST_CENTER;\n    color[] = {0,0,0,1};\n    colorActive[] = {0.3,0.4,0,1};\n    colorDisabled[] = {1,1,1,0.25};\n    soundEnter[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    soundPush[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    soundClick[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    soundEscape[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    text = \"\";\n    default = 0;\n    idc = -1;\n    x = 0;\n    y = 0;\n    h = 0.035;\n    w = 0.035;\n    font = \"RobotoCondensed\";\n    shadow = 2;\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    url = \"\";\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n};\n```\n\n#### RscActivePicture\n\n```cpp\nclass RscActivePicture : RscActiveText\n{\n    style = ST_MULTI + ST_TITLE_BAR;\n    color[] = {1,1,1,0.5};\n    colorActive[] = {1,1,1,1};\n};\n```\n\n#### RscActivePictureKeepAspect\n\n```cpp\nclass RscActivePictureKeepAspect : RscActivePicture\n{\n    style = ST_MULTI + ST_TITLE_BAR + ST_KEEP_ASPECT_RATIO;\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"The active text control behaves very similar to buttons. It shows up as regular text with the additional functionality that you can click and select it. The dialog's currently selected Active Text control will be underlined to indicate its status. By default, the first Active Text control is selected. When the mouse cursor hovers over an instance of this control, it will show up in the color defined in the *colorActive* property. It is also possible to show a clickable image instead of text.\n\n> [!NOTE]\n> If you need to show text and an image at the same time you can use CT_SHORTCUTBUTTON.\n\n**Notice:** This control doesn't render the usually common *colorBackground* property and *colorText* is replaced with *color*.\n\n- For Arrowhead, this is not true. The properties are there, and it might be an attempt to standardise, or to account for pictures"},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Button (TODO)"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- Commands: Button"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_ACTIVETEXT 11\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"action","level":5,"markdown":"**Type:** String\n\n**Description:** **SQS** code to execute when the control is clicked.\n\n> [!IMPORTANT]\n> Use onButtonClick instead.\n\n```cpp\naction = \"[finddisplay 26] call (uinamespace getvariable 'BIS_fnc_help');\";\n```"},{"heading":"angle","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nangle = 180;\n```"},{"heading":"B","level":4,"markdown":""},{"heading":"blinkingPeriod","level":5,"markdown":"**Type:** Number\n\n**Description:** Makes the text start transparent, go to full opacity and back to full transparent in the amount of time specified.\n\n```cpp\nblinkingPeriod = 1.2;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"canDrag","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\ncanDrag = 1;\n```"},{"heading":"color","level":5,"markdown":"**Type:** Array\n\n**Description:** **Replaces *colorText***, standard text and underline color.\n\n```cpp\ncolor[] = {1,1,1,0.7};\n```"},{"heading":"colorActive","level":5,"markdown":"**Type:** Array\n\n**Description:** Text and underline color whenever the mouse hovers over the control.\n\n```cpp\ncolorActive[] = {1,1,1,1};\n```"},{"heading":"colorBackgroundSelected","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBackgroundSelected[] = {1,1,1,0.1};\n```"},{"heading":"colorFocused","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorFocused[] = {0,0,0,0};\n```"},{"heading":"colorShade","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorShade[] = {1,1,1,1};\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"default","level":5,"markdown":"**Type:** Number\n\n**Description:** Whether or not this control is the dialog's initially selected active text.\n\n```cpp\ndefault = 1;\n```"},{"heading":"DLCTemplate","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass DLCTemplate\n{\n    class controls\n    {\n        class DlcBg\n        {\n            idc = 101;\n            text = \"\\A3\\Ui_f\\data\\GUI\\Rsc\\RscDisplayInventory\\InventoryStripe_ca.paa\";\n            color[] = {1,1,1,1};\n            x = 0;\n            y = 0;\n            w = 1.8 * GUI_GRID_W;\n            h = 1.8 * GUI_GRID_H;\n        };\n        class DlcIcon\n        {\n            idc = 100;\n            text = \"\";\n            color[] = {1,1,1,1};\n            x = 0 * GUI_GRID_W;\n            y = 0 * GUI_GRID_H;\n            w = 1 * GUI_GRID_W;\n            h = 1 * GUI_GRID_H;\n        };\n    };\n};\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"enabled","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nenabled = 0;\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"picture","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\npicture = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayersetup\\flag_opfor_empty_ca.paa\";\n```"},{"heading":"pictureHeight","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\npictureHeight = 1;\n```"},{"heading":"pictureWidth","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\npictureWidth = 1;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"shortcuts","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nshortcuts[] = {\"512 + 0x11\"};\n```"},{"heading":"sideDisabled","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nsideDisabled = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayersetup\\flag_none_ca.paa\";\n```"},{"heading":"sideToggle","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nsideToggle = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayersetup\\flag_opfor_ca.paa\";\n```"},{"heading":"soundClick","level":5,"markdown":"**Type:** Array\n\n**Description:** The sound to play, when the button is being released.\n\n```cpp\nsoundClick[] = {\"\",0.1,1};\n```"},{"heading":"soundDoubleClick","level":5,"markdown":"**Type:** Array\n\n**Description:** The sound to play, when the cursor enters the button's bounds.\n\n```cpp\nsoundDoubleClick[] = {\"\",0.1,1};\n```"},{"heading":"soundEnter","level":5,"markdown":"**Type:** Array\n\n**Description:** The sound to play, when the cursor enters the button's bounds.\n\n```cpp\nsoundEnter[] = {\"\",0.1,1};\n```"},{"heading":"soundEscape","level":5,"markdown":"**Type:** Array\n\n**Description:** The sound to play, when the button has been pushed and the mouse button is released when not over the control.\n\n```cpp\nsoundEscape[] = {\"\",0.1,1};\n```"},{"heading":"soundPush","level":5,"markdown":"**Type:** Array\n\n**Description:** The sound to play, when the button has been pushed.\n\n```cpp\nsoundPush[] = {\"\",0.1,1};\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"textHeight","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\ntextHeight = 0.38;\n```"},{"heading":"textMuted","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextMuted = \"\\A3\\Ui_f\\Data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_crossed_ca.paa\";\n```"},{"heading":"U","level":4,"markdown":""},{"heading":"url","level":5,"markdown":"**Type:** String\n\n**Description:** Link to open when control is pressed.\n\n```cpp\nurl = \"\";\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscActiveText","level":4,"markdown":"```cpp\nclass RscActiveText\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_ACTIVETEXT;\n    style = ST_CENTER;\n    color[] = {0,0,0,1};\n    colorActive[] = {0.3,0.4,0,1};\n    colorDisabled[] = {1,1,1,0.25};\n    soundEnter[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    soundPush[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    soundClick[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    soundEscape[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    text = \"\";\n    default = 0;\n    idc = -1;\n    x = 0;\n    y = 0;\n    h = 0.035;\n    w = 0.035;\n    font = \"RobotoCondensed\";\n    shadow = 2;\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    url = \"\";\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n};\n```"},{"heading":"RscActivePicture","level":4,"markdown":"```cpp\nclass RscActivePicture : RscActiveText\n{\n    style = ST_MULTI + ST_TITLE_BAR;\n    color[] = {1,1,1,0.5};\n    colorActive[] = {1,1,1,1};\n};\n```"},{"heading":"RscActivePictureKeepAspect","level":4,"markdown":"```cpp\nclass RscActivePictureKeepAspect : RscActivePicture\n{\n    style = ST_MULTI + ST_TITLE_BAR + ST_KEEP_ASPECT_RATIO;\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT ANIMATED TEXTURE","title":"CT ANIMATED TEXTURE","type":"topic","url":"https://community.bistudio.com/wiki/CT_ANIMATED_TEXTURE","revid":170214,"updated":"2020-12-02T12:23:56Z","aliases":["DialogControls-AnimTexture"],"markdown":"### Introduction\n\nUnknown control type.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_ANIMATED_TEXTURE 45\n```\n\n#### C\n\n##### colorBar\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBar[] = {1,0,0,1};\n```\n\n##### colorFrame\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorFrame[] = {0,0,0,1};\n```\n\n#### T\n\n##### texture\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ntexture = \"#(argb,8,8,3)color(0,0,1,1)\";\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscProgressNotFreeze\n\n```cpp\nclass RscProgressNotFreeze\n{\n    deletable = 0;\n    fade = 0;\n    idc = -1;\n    type = 45;\n    style = 0;\n    shadow = 0;\n    x = 0;\n    y = 0;\n    w = 0.5;\n    h = 0.1;\n    texture = \"#(argb,8,8,3)color(0,0,0,0)\";\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"Unknown control type."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_ANIMATED_TEXTURE 45\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"colorBar","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBar[] = {1,0,0,1};\n```"},{"heading":"colorFrame","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorFrame[] = {0,0,0,1};\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"texture","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ntexture = \"#(argb,8,8,3)color(0,0,1,1)\";\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscProgressNotFreeze","level":4,"markdown":"```cpp\nclass RscProgressNotFreeze\n{\n    deletable = 0;\n    fade = 0;\n    idc = -1;\n    type = 45;\n    style = 0;\n    shadow = 0;\n    x = 0;\n    y = 0;\n    w = 0.5;\n    h = 0.1;\n    texture = \"#(argb,8,8,3)color(0,0,0,0)\";\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT BUTTON","title":"CT BUTTON","type":"topic","url":"https://community.bistudio.com/wiki/CT_BUTTON","revid":376760,"updated":"2025-11-16T15:50:10Z","aliases":[],"markdown":"### Introduction\n\nButtons are one way to add interactivity to your dialogs. If you need a button that has more options for customization then use CT_SHORTCUTBUTTON.\n\n> [!NOTE]\n> If you want to add an image to the button check out CT_SHORTCUTBUTTON or RscActivePicture instead.\n\n#### Button States\n\nThe same button four times in different states:\n\n| State | Description |\n|---|---|\n| **Enabled** | The button has not been disabled, it currently doesn't have any mouse or keyboard related focus. |\n| **Disabled** | The button has been explicitly disabled. It will not be clickable. |\n| **Enabled** + **Focused** | As enabled; additionally it will have a small border of the color defined in the *colorFocused* property. This occurs when the button currently has focus (ie. is the default button or has been selected via the *Tab* key). |\n| **Enabled** + **Active** | As enabled; additionally it will have a different background as specified in the *colorBackgroundActive* background. This occurs when the mouse is currently hovering over an unfocused button. |\n| **Enabled** + **Active** + **Focused** | The combined result of the above two states. The mouse is currently hovering over the button in question and it has input focus. |\n\n#### Reserved IDCs\n\n- IDC = 1 for (contextually) OK or CONTINUE\n- IDC = 2 for (contextually) CANCEL, ESCAPE or ABORT\n\n> [!IMPORTANT]\n> If you use these idc values, no action, script or event handler will operate on them.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- Events: Buttons\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_BUTTON 1\n```\n\n#### A\n\n##### action\n\n**Type:** String\n\n**Description:** Script command(s) to execute when button is pressed. Must use double quotes; single quotes or curly brackets will not work.\n\nThe variable \"_this\" was available until Arma 3 v2.18 and contained an empty string. From Arma 3 v2.18, it is not available anymore.\n\n> [!IMPORTANT]\n> - Unlike User Interface Event Handlers no \"_this\" information about the current control is passed.\n> - It is recommended to use onButtonClick instead.\n\n```cpp\naction = \"BIS_SyndikatAgent setVariable ['State', 1];\";\n```\n\n##### autocomplete\n\n**Type:** Number\n\n**Description:** Should not apply to this control, rather it is used on CT_EDIT.\n\n```cpp\nautocomplete = 0;\n```\n\n#### B\n\n##### borderSize\n\n**Type:** Number\n\n**Description:** If > 0 then a background (in the color defined in 'colorBorder') is drawn behind the button. It extends to the left by the distance defined here, its height is slightly less than that of the button, and it is vertically centered. The width extends to the right, to where the drop shadow starts. Stays static when button is pressed.\n\n```cpp\nborderSize = 0;\n```\n\n#### C\n\n##### canModify\n\n**Type:** Number\n\n**Description:** Should not apply.\n\n```cpp\ncanModify = 1;\n```\n\n##### color\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {0,0,0,0};\n```\n\n##### colorActive\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActive[] = {0,0,0,0};\n```\n\n##### colorBackgroundActive\n\n**Type:** Array\n\n**Description:** Background color if \"active\" (i.e. mouse pointer is over it).\n\n```cpp\ncolorBackgroundActive[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.77])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.51])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.08])\",1};\n```\n\n##### colorBackgroundDisabled\n\n**Type:** Array\n\n**Description:** Background color if control is disabled.\n\n```cpp\ncolorBackgroundDisabled[] = {0,0,0,0.5};\n```\n\n##### colorBorder\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBorder[] = {0,0,0,1};\n```\n\n##### colorFocused\n\n**Type:** Array\n\n**Description:** Alternating background color. While the control has focus (but without the mouse pointer being over it) the background will cycle between 'colorFocused' and 'colorBackground' or, if defined, 'colorFocused2'. If both are the same, then the color will be steady.\n\n```cpp\ncolorFocused[] = {0,0,0,1};\n```\n\n##### colorFocused2\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorFocused2[] = {1,1,1,0.1};\n```\n\n##### colorSelection\n\n**Type:** Array\n\n**Description:** Should not apply.\n\n```cpp\ncolorSelection[] = {0.47,0.49,0.47,0.93};\n```\n\n##### colorShadow\n\n**Type:** Array\n\n**Description:** Color of drop shadow behind button (not visible if button disabled or foreground color) has an alpha of 1.\n\n```cpp\ncolorShadow[] = {0,0,0,0};\n```\n\n#### I\n\n##### idcx\n\n**Type:** Number\n\n**Description:** Used in the Arsenal display for some reason.\n\n```cpp\nidcx = 912;\n```\n\n#### K\n\n##### KeyHints\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass KeyHints\n{\n    class A\n    {\n        key = \"0x00050000 + 0\";\n        hint = \"KEY_XBOX_A\";\n    };\n};\n```\n\n#### O\n\n##### offsetPressedX\n\n**Type:** Number, String\n\n**Description:** The button's text & background will move by this distance horizontally when pressed. Distance is in UI Coordinates.\n\n(If a shadow is defined, it will stay in place.)\nNumber example:\n\n```cpp\noffsetPressedX = 0;\n```\n\nString example:\n\n```cpp\noffsetPressedX = \"pixelW\";\n```\n\n##### offsetPressedY\n\n**Type:** Number, String\n\n**Description:** The button's text & background will move by this distance vertically when pressed. Distance is in UI Coordinates.\n\n(If a shadow is defined, it will stay in place.)\nNumber example:\n\n```cpp\noffsetPressedY = 0;\n```\n\nString example:\n\n```cpp\noffsetPressedY = \"pixelH\";\n```\n\n##### offsetX\n\n**Type:** Number\n\n**Description:** Horizontal offset of drop shadow.\n\nIf 0, then shadow will be placed directly behind button.\n\n```cpp\noffsetX = 0;\n```\n\n##### offsetY\n\n**Type:** Number\n\n**Description:** Vertical offset of drop shadow.\n\nIf 0, then shadow will be placed directly behind button.\n\n```cpp\noffsetY = 0;\n```\n\n#### P\n\n##### period\n\n**Type:** Number\n\n**Description:** Defines how fast the button is oscillating between the colorActive and colorBackground while it is active.\n\n```cpp\nperiod = 0;\n```\n\n##### periodFocus\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nperiodFocus = 2;\n```\n\n##### periodOver\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nperiodOver = 0;\n```\n\n#### S\n\n##### shortcuts\n\n**Type:** Array\n\n**Description:** Key shortcuts. Often overwritten/ignored by engine.\n\n```cpp\nshortcuts[] = {\"512 + 0x20\"};\n```\n\n##### soundClick\n\n**Type:** Array\n\n**Description:** Sound array played when the button is clicked and released.\n\n- file path\n- volume\n- pitch\n\n```cpp\nsoundClick[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundClick\",0.09,1};\n```\n\n##### soundEnter\n\n**Type:** Array\n\n**Description:** Sound array played when the mouse enters the button's area.\n\n```cpp\nsoundEnter[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEnter\",0.09,1};\n```\n\n##### soundEscape\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundEscape[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEscape\",0.09,1};\n```\n\n##### soundPush\n\n**Type:** Array\n\n**Description:** Sound array played when the button is pushed down.\n\n```cpp\nsoundPush[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundPush\",0.09,1};\n```\n\n#### U\n\n##### url\n\n**Type:** String\n\n**Description:** URL which will be opened with default web browser. If tooltip is empty, URL will also be set as that. URL must contain `http(s)://`.\n\n> [!NOTE]\n> See Description.ext - CfgCommands to allow URLs.\n\n```cpp\nurl = \"\";\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscButton\n\n```cpp\nclass RscButton\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_BUTTON;\n    text = \"\";\n    colorText[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorBackground[] = {0,0,0,0.5};\n    colorBackgroundDisabled[] = {0,0,0,0.5};\n    colorBackgroundActive[] = {0,0,0,1};\n    colorFocused[] = {0,0,0,1};\n    colorShadow[] = {0,0,0,0};\n    colorBorder[] = {0,0,0,1};\n    soundEnter[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundEnter\",\n        0.09,\n        1\n    };\n    soundPush[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundPush\",\n        0.09,\n        1\n    };\n    soundClick[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundClick\",\n        0.09,\n        1\n    };\n    soundEscape[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundEscape\",\n        0.09,\n        1\n    };\n    idc = -1;\n    style = ST_CENTER;\n    x = 0;\n    y = 0;\n    w = 0.095589;\n    h = 0.039216;\n    shadow = 2;\n    font = \"RobotoCondensed\";\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    url = \"\";\n    offsetX = 0;\n    offsetY = 0;\n    offsetPressedX = 0;\n    offsetPressedY = 0;\n    borderSize = 0;\n};\n```\n\n#### RscButtonTextOnly\n\nNothing but text. No background, no oscillating color.\n\n```cpp\nclass RscButtonTextOnly : RscButton\n{\n    SizeEx = GUI_TEXT_SIZE_SMALL;\n    colorBackground[] = { 1, 1, 1, 0 };\n    colorBackgroundActive[] = { 1, 1, 1, 0 };\n    colorBackgroundDisabled[] = { 1, 1, 1, 0 };\n    colorFocused[] = { 1, 1, 1, 0 };\n    colorShadow[] = { 1, 1, 1, 0 };\n    borderSize = 0;\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"Buttons are one way to add interactivity to your dialogs. If you need a button that has more options for customization then use CT_SHORTCUTBUTTON.\n\n> [!NOTE]\n> If you want to add an image to the button check out CT_SHORTCUTBUTTON or RscActivePicture instead."},{"heading":"Button States","level":4,"markdown":"The same button four times in different states:\n\n| State | Description |\n|---|---|\n| **Enabled** | The button has not been disabled, it currently doesn't have any mouse or keyboard related focus. |\n| **Disabled** | The button has been explicitly disabled. It will not be clickable. |\n| **Enabled** + **Focused** | As enabled; additionally it will have a small border of the color defined in the *colorFocused* property. This occurs when the button currently has focus (ie. is the default button or has been selected via the *Tab* key). |\n| **Enabled** + **Active** | As enabled; additionally it will have a different background as specified in the *colorBackgroundActive* background. This occurs when the mouse is currently hovering over an unfocused button. |\n| **Enabled** + **Active** + **Focused** | The combined result of the above two states. The mouse is currently hovering over the button in question and it has input focus. |"},{"heading":"Reserved IDCs","level":4,"markdown":"- IDC = 1 for (contextually) OK or CONTINUE\n- IDC = 2 for (contextually) CANCEL, ESCAPE or ABORT\n\n> [!IMPORTANT]\n> If you use these idc values, no action, script or event handler will operate on them."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- Events: Buttons"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_BUTTON 1\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"action","level":5,"markdown":"**Type:** String\n\n**Description:** Script command(s) to execute when button is pressed. Must use double quotes; single quotes or curly brackets will not work.\n\nThe variable \"_this\" was available until Arma 3 v2.18 and contained an empty string. From Arma 3 v2.18, it is not available anymore.\n\n> [!IMPORTANT]\n> - Unlike User Interface Event Handlers no \"_this\" information about the current control is passed.\n> - It is recommended to use onButtonClick instead.\n\n```cpp\naction = \"BIS_SyndikatAgent setVariable ['State', 1];\";\n```"},{"heading":"autocomplete","level":5,"markdown":"**Type:** Number\n\n**Description:** Should not apply to this control, rather it is used on CT_EDIT.\n\n```cpp\nautocomplete = 0;\n```"},{"heading":"B","level":4,"markdown":""},{"heading":"borderSize","level":5,"markdown":"**Type:** Number\n\n**Description:** If > 0 then a background (in the color defined in 'colorBorder') is drawn behind the button. It extends to the left by the distance defined here, its height is slightly less than that of the button, and it is vertically centered. The width extends to the right, to where the drop shadow starts. Stays static when button is pressed.\n\n```cpp\nborderSize = 0;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"canModify","level":5,"markdown":"**Type:** Number\n\n**Description:** Should not apply.\n\n```cpp\ncanModify = 1;\n```"},{"heading":"color","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {0,0,0,0};\n```"},{"heading":"colorActive","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActive[] = {0,0,0,0};\n```"},{"heading":"colorBackgroundActive","level":5,"markdown":"**Type:** Array\n\n**Description:** Background color if \"active\" (i.e. mouse pointer is over it).\n\n```cpp\ncolorBackgroundActive[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.77])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.51])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.08])\",1};\n```"},{"heading":"colorBackgroundDisabled","level":5,"markdown":"**Type:** Array\n\n**Description:** Background color if control is disabled.\n\n```cpp\ncolorBackgroundDisabled[] = {0,0,0,0.5};\n```"},{"heading":"colorBorder","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBorder[] = {0,0,0,1};\n```"},{"heading":"colorFocused","level":5,"markdown":"**Type:** Array\n\n**Description:** Alternating background color. While the control has focus (but without the mouse pointer being over it) the background will cycle between 'colorFocused' and 'colorBackground' or, if defined, 'colorFocused2'. If both are the same, then the color will be steady.\n\n```cpp\ncolorFocused[] = {0,0,0,1};\n```"},{"heading":"colorFocused2","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorFocused2[] = {1,1,1,0.1};\n```"},{"heading":"colorSelection","level":5,"markdown":"**Type:** Array\n\n**Description:** Should not apply.\n\n```cpp\ncolorSelection[] = {0.47,0.49,0.47,0.93};\n```"},{"heading":"colorShadow","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of drop shadow behind button (not visible if button disabled or foreground color) has an alpha of 1.\n\n```cpp\ncolorShadow[] = {0,0,0,0};\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"idcx","level":5,"markdown":"**Type:** Number\n\n**Description:** Used in the Arsenal display for some reason.\n\n```cpp\nidcx = 912;\n```"},{"heading":"K","level":4,"markdown":""},{"heading":"KeyHints","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass KeyHints\n{\n    class A\n    {\n        key = \"0x00050000 + 0\";\n        hint = \"KEY_XBOX_A\";\n    };\n};\n```"},{"heading":"O","level":4,"markdown":""},{"heading":"offsetPressedX","level":5,"markdown":"**Type:** Number, String\n\n**Description:** The button's text & background will move by this distance horizontally when pressed. Distance is in UI Coordinates.\n\n(If a shadow is defined, it will stay in place.)\nNumber example:\n\n```cpp\noffsetPressedX = 0;\n```\n\nString example:\n\n```cpp\noffsetPressedX = \"pixelW\";\n```"},{"heading":"offsetPressedY","level":5,"markdown":"**Type:** Number, String\n\n**Description:** The button's text & background will move by this distance vertically when pressed. Distance is in UI Coordinates.\n\n(If a shadow is defined, it will stay in place.)\nNumber example:\n\n```cpp\noffsetPressedY = 0;\n```\n\nString example:\n\n```cpp\noffsetPressedY = \"pixelH\";\n```"},{"heading":"offsetX","level":5,"markdown":"**Type:** Number\n\n**Description:** Horizontal offset of drop shadow.\n\nIf 0, then shadow will be placed directly behind button.\n\n```cpp\noffsetX = 0;\n```"},{"heading":"offsetY","level":5,"markdown":"**Type:** Number\n\n**Description:** Vertical offset of drop shadow.\n\nIf 0, then shadow will be placed directly behind button.\n\n```cpp\noffsetY = 0;\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"period","level":5,"markdown":"**Type:** Number\n\n**Description:** Defines how fast the button is oscillating between the colorActive and colorBackground while it is active.\n\n```cpp\nperiod = 0;\n```"},{"heading":"periodFocus","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nperiodFocus = 2;\n```"},{"heading":"periodOver","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nperiodOver = 0;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"shortcuts","level":5,"markdown":"**Type:** Array\n\n**Description:** Key shortcuts. Often overwritten/ignored by engine.\n\n```cpp\nshortcuts[] = {\"512 + 0x20\"};\n```"},{"heading":"soundClick","level":5,"markdown":"**Type:** Array\n\n**Description:** Sound array played when the button is clicked and released.\n\n- file path\n- volume\n- pitch\n\n```cpp\nsoundClick[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundClick\",0.09,1};\n```"},{"heading":"soundEnter","level":5,"markdown":"**Type:** Array\n\n**Description:** Sound array played when the mouse enters the button's area.\n\n```cpp\nsoundEnter[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEnter\",0.09,1};\n```"},{"heading":"soundEscape","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundEscape[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEscape\",0.09,1};\n```"},{"heading":"soundPush","level":5,"markdown":"**Type:** Array\n\n**Description:** Sound array played when the button is pushed down.\n\n```cpp\nsoundPush[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundPush\",0.09,1};\n```"},{"heading":"U","level":4,"markdown":""},{"heading":"url","level":5,"markdown":"**Type:** String\n\n**Description:** URL which will be opened with default web browser. If tooltip is empty, URL will also be set as that. URL must contain `http(s)://`.\n\n> [!NOTE]\n> See Description.ext - CfgCommands to allow URLs.\n\n```cpp\nurl = \"\";\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscButton","level":4,"markdown":"```cpp\nclass RscButton\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_BUTTON;\n    text = \"\";\n    colorText[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorBackground[] = {0,0,0,0.5};\n    colorBackgroundDisabled[] = {0,0,0,0.5};\n    colorBackgroundActive[] = {0,0,0,1};\n    colorFocused[] = {0,0,0,1};\n    colorShadow[] = {0,0,0,0};\n    colorBorder[] = {0,0,0,1};\n    soundEnter[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundEnter\",\n        0.09,\n        1\n    };\n    soundPush[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundPush\",\n        0.09,\n        1\n    };\n    soundClick[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundClick\",\n        0.09,\n        1\n    };\n    soundEscape[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundEscape\",\n        0.09,\n        1\n    };\n    idc = -1;\n    style = ST_CENTER;\n    x = 0;\n    y = 0;\n    w = 0.095589;\n    h = 0.039216;\n    shadow = 2;\n    font = \"RobotoCondensed\";\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    url = \"\";\n    offsetX = 0;\n    offsetY = 0;\n    offsetPressedX = 0;\n    offsetPressedY = 0;\n    borderSize = 0;\n};\n```"},{"heading":"RscButtonTextOnly","level":4,"markdown":"Nothing but text. No background, no oscillating color.\n\n```cpp\nclass RscButtonTextOnly : RscButton\n{\n    SizeEx = GUI_TEXT_SIZE_SMALL;\n    colorBackground[] = { 1, 1, 1, 0 };\n    colorBackgroundActive[] = { 1, 1, 1, 0 };\n    colorBackgroundDisabled[] = { 1, 1, 1, 0 };\n    colorFocused[] = { 1, 1, 1, 0 };\n    colorShadow[] = { 1, 1, 1, 0 };\n    borderSize = 0;\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT CHECKBOX","title":"CT CHECKBOX","type":"topic","url":"https://community.bistudio.com/wiki/CT_CHECKBOX","revid":342180,"updated":"2023-07-09T12:26:56Z","aliases":["DialogControls-CheckBox"],"markdown":"### Introduction\n\nA toggleable control. There are two states that can be switched between: Checked and Unchecked.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- cbSetChecked\n- cbChecked\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- Events: Checkbox\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_CHECKBOX 77\n```\n\n#### C\n\n##### checked\n\n**Type:** Number\n\n**Description:** Default state of the control. Can be either 0 or 1.\n\n```cpp\nchecked = 0;\n```\n\n##### color\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {1,1,1,0.7};\n```\n\n##### colorBackgroundDisabled\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBackgroundDisabled[] = {0,0,0,0};\n```\n\n##### colorBackgroundFocused\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBackgroundFocused[] = {0,0,0,0};\n```\n\n##### colorBackgroundHover\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBackgroundHover[] = {0,0,0,0};\n```\n\n##### colorBackgroundPressed\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBackgroundPressed[] = {0,0,0,0};\n```\n\n##### colorFocused\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorFocused[] = {1,1,1,1};\n```\n\n##### colorHover\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorHover[] = {1,1,1,1};\n```\n\n##### colorPressed\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPressed[] = {1,1,1,1};\n```\n\n#### S\n\n##### soundClick\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundClick[] = {\"\",0.1,1};\n```\n\n##### soundEnter\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundEnter[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEnter\",0.09,1};\n```\n\n##### soundEscape\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundEscape[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEscape\",0.09,1};\n```\n\n##### soundPush\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundPush[] = {\"\",0.1,1};\n```\n\n#### T\n\n##### textureChecked\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n```\n\n##### textureDisabledChecked\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureDisabledChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n```\n\n##### textureDisabledUnchecked\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureDisabledUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n```\n\n##### textureFocusedChecked\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureFocusedChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n```\n\n##### textureFocusedUnchecked\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureFocusedUnchecked = \"\\a3\\3DEN\\Data\\Displays\\Display3DEN\\ToolBar\\widget_scaling_off_ca.paa\";\n```\n\n##### textureHoverChecked\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureHoverChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n```\n\n##### textureHoverUnchecked\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureHoverUnchecked = \"\\a3\\3DEN\\Data\\Displays\\Display3DEN\\ToolBar\\widget_area_off_ca.paa\";\n```\n\n##### texturePressedChecked\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ntexturePressedChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n```\n\n##### texturePressedUnchecked\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ntexturePressedUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n```\n\n##### textureUnchecked\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscCheckbox\n\n```cpp\nclass RscCheckBox\n{\n    idc = -1;\n    type = CT_CHECKBOX;\n    deletable = 0;\n    style = ST_LEFT;\n    checked = 0;\n    x = \"0.375 * safezoneW + safezoneX\";\n    y = \"0.36 * safezoneH + safezoneY\";\n    w = \"0.025 * safezoneW\";\n    h = \"0.04 * safezoneH\";\n    color[] = {1,1,1,0.7};\n    colorFocused[] = {1,1,1,1};\n    colorHover[] = {1,1,1,1};\n    colorPressed[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.2};\n    colorBackground[] = {0,0,0,0};\n    colorBackgroundFocused[] = {0,0,0,0};\n    colorBackgroundHover[] = {0,0,0,0};\n    colorBackgroundPressed[] = {0,0,0,0};\n    colorBackgroundDisabled[] = {0,0,0,0};\n    textureChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n    textureUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n    textureFocusedChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n    textureFocusedUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n    textureHoverChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n    textureHoverUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n    texturePressedChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n    texturePressedUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n    textureDisabledChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n    textureDisabledUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n    soundEnter[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    soundPush[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    soundClick[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    soundEscape[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"A toggleable control. There are two states that can be switched between: Checked and Unchecked."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- cbSetChecked\n- cbChecked"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- Events: Checkbox"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_CHECKBOX 77\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"checked","level":5,"markdown":"**Type:** Number\n\n**Description:** Default state of the control. Can be either 0 or 1.\n\n```cpp\nchecked = 0;\n```"},{"heading":"color","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {1,1,1,0.7};\n```"},{"heading":"colorBackgroundDisabled","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBackgroundDisabled[] = {0,0,0,0};\n```"},{"heading":"colorBackgroundFocused","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBackgroundFocused[] = {0,0,0,0};\n```"},{"heading":"colorBackgroundHover","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBackgroundHover[] = {0,0,0,0};\n```"},{"heading":"colorBackgroundPressed","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBackgroundPressed[] = {0,0,0,0};\n```"},{"heading":"colorFocused","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorFocused[] = {1,1,1,1};\n```"},{"heading":"colorHover","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorHover[] = {1,1,1,1};\n```"},{"heading":"colorPressed","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPressed[] = {1,1,1,1};\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"soundClick","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundClick[] = {\"\",0.1,1};\n```"},{"heading":"soundEnter","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundEnter[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEnter\",0.09,1};\n```"},{"heading":"soundEscape","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundEscape[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEscape\",0.09,1};\n```"},{"heading":"soundPush","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundPush[] = {\"\",0.1,1};\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"textureChecked","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n```"},{"heading":"textureDisabledChecked","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureDisabledChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n```"},{"heading":"textureDisabledUnchecked","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureDisabledUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n```"},{"heading":"textureFocusedChecked","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureFocusedChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n```"},{"heading":"textureFocusedUnchecked","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureFocusedUnchecked = \"\\a3\\3DEN\\Data\\Displays\\Display3DEN\\ToolBar\\widget_scaling_off_ca.paa\";\n```"},{"heading":"textureHoverChecked","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureHoverChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n```"},{"heading":"textureHoverUnchecked","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureHoverUnchecked = \"\\a3\\3DEN\\Data\\Displays\\Display3DEN\\ToolBar\\widget_area_off_ca.paa\";\n```"},{"heading":"texturePressedChecked","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ntexturePressedChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n```"},{"heading":"texturePressedUnchecked","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ntexturePressedUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n```"},{"heading":"textureUnchecked","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscCheckbox","level":4,"markdown":"```cpp\nclass RscCheckBox\n{\n    idc = -1;\n    type = CT_CHECKBOX;\n    deletable = 0;\n    style = ST_LEFT;\n    checked = 0;\n    x = \"0.375 * safezoneW + safezoneX\";\n    y = \"0.36 * safezoneH + safezoneY\";\n    w = \"0.025 * safezoneW\";\n    h = \"0.04 * safezoneH\";\n    color[] = {1,1,1,0.7};\n    colorFocused[] = {1,1,1,1};\n    colorHover[] = {1,1,1,1};\n    colorPressed[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.2};\n    colorBackground[] = {0,0,0,0};\n    colorBackgroundFocused[] = {0,0,0,0};\n    colorBackgroundHover[] = {0,0,0,0};\n    colorBackgroundPressed[] = {0,0,0,0};\n    colorBackgroundDisabled[] = {0,0,0,0};\n    textureChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n    textureUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n    textureFocusedChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n    textureFocusedUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n    textureHoverChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n    textureHoverUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n    texturePressedChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n    texturePressedUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n    textureDisabledChecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_checked_ca.paa\";\n    textureDisabledUnchecked = \"A3\\Ui_f\\data\\GUI\\RscCommon\\RscCheckBox\\CheckBox_unchecked_ca.paa\";\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n    soundEnter[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    soundPush[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    soundClick[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    soundEscape[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT CHECKBOXES","title":"CT CHECKBOXES","type":"topic","url":"https://community.bistudio.com/wiki/CT_CHECKBOXES","revid":295501,"updated":"2021-11-15T22:55:38Z","aliases":["DialogControls-CheckBoxes"],"markdown":"### Introduction\n\nThe Checkboxes (also known as textual checkboxes) are a set of state change buttons, ordered by columns and rows. Unlike the Toolbox Control more than one button can become active. Maximum number of checkboxes available for a single control is 32. It is possible to create more than 32 checkboxes, however over-the-limit checkboxes will just become duplicates. `CT_CHECKBOXES` fully inherits from CT_TOOLBOX, the difference is that with CheckBoxes one can make multiple selections or have no item selected. When CheckBoxes style is `ST_PICTURE`, the `strings` property is treated as array of textures, and `checked_strings` property is ignored.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Listbox\n- ctrlSetChecked\n- ctrlChecked\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- Events: Listbox\n- Events: Checkbox\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_CHECKBOXES 7\n```\n\n#### C\n\n##### checked_strings\n\n**Type:** Array\n\n**Description:** Checkboxes texts to display when checkboxes are checked\n\n```cpp\nchecked_strings[] = {\"CHECKED\"};\n```\n\n##### color\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {0,0,0,0};\n```\n\n##### colorBackground\n\n**Type:** Array\n\n**Description:** Color of the background when checkbox is not in focus (doesn't matter if checked or not).\n\n```cpp\ncolorBackground[] = {0,0,0,0};\n```\n\n##### colorDisable\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorDisable[] = {0.4,0.4,0.4,1};\n```\n\n##### colorSelect\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect[] = {0,0,0,1};\n```\n\n##### colorSelectedBg\n\n**Type:** Array\n\n**Description:** Color of the background when checkbox is in focus (doesn't matter if checked or not).\n\n```cpp\ncolorSelectedBg[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",1};\n```\n\n##### colorText\n\n**Type:** Array\n\n**Description:** Color of the unchecked checkbox text\n\n```cpp\ncolorText[] = {0.4,0.4,0.4,1};\n```\n\n##### colorTextDisable\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTextDisable[] = {0.4,0.4,0.4,1};\n```\n\n##### colorTextSelect\n\n**Type:** Array\n\n**Description:** Color of the checked checkbox text\n\n```cpp\ncolorTextSelect[] = {0,0.8,0,1};\n```\n\n##### columns\n\n**Type:** Number\n\n**Description:** Amount of columns to arrange checkboxes into\n\n```cpp\ncolumns = 1;\n```\n\n#### R\n\n##### rows\n\n**Type:** Number\n\n**Description:** Amount of rows to arrange checkboxes into.\n\n```cpp\nrows = 1;\n```\n\n#### S\n\n##### strings\n\n**Type:** Array\n\n**Description:** Checkboxes texts to display\n\n```cpp\nstrings[] = {\"UNCHECKED\"};\n```\n\n#### T\n\n##### tooltips\n\n**Type:** Array\n\n**Description:** Tooltips for each checkbox.\n\n```cpp\ntooltips[] = {\"tip0\",\"tip1\",\"tip2\",\"tip3\",\"tip4\",\"tip5\",\"tip6\",\"tip7\",\"tip8\",\"tip9\",\"tip10\",\"tip11\",\"tip12\",\"tip13\",\"tip14\",\"tip15\",\"tip16\",\"tip17\",\"tip18\",\"tip19\",\"tip20\",\"tip21\",\"tip22\",\"tip23\",\"tip24\",\"tip25\",\"tip26\",\"tip27\",\"tip28\",\"tip29\",\"tip30\",\"tip31\"};;\n```\n\n#### V\n\n##### values\n\n**Type:** Array\n\n**Description:** Numerical values associated with items. Can be retrieved or set with lbValue and lbSetValue.\n\n```cpp\nvalues[] = {1,2,3,4};\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNeither the export nor the configFile contains a base class for this control type.\n\n### Example Classes\n\n```cpp\nclass MyCheckBoxes\n{\n    onLoad = \"_this select 0 ctrlSetChecked [1, true]; _this select 0 ctrlSetChecked [7, true]; _this select 0 ctrlSetChecked [15, true];\";\n\n    idc = -1;\n    type = 7; // CT_CHECKBOXES\n    style = 2; // ST_CENTER\n\n    x = 0.25;\n    y = 0.25;\n    w = 0.5;\n    h = 0.5;\n\n    colorText[] = {0, 1, 0, 1};\n    colorTextSelect[] = {1, 0, 0, 1};\n\n    colorBackground[] = {0, 0, 1, 0.3};\n    colorSelectedBg[] = {0, 0, 0, 0.2};\n\n    font = \"RobotoCondensed\";\n    sizeEx = 0.04;\n\n    onCheckBoxesSelChanged = \"hint str _this\";\n\n    columns = 8;\n    rows = 4;\n\n    strings[] = {\"0\",\"1\",\"2\",\"3\",\"4\",\"5\",\"6\",\"7\",\"8\",\"9\",\"10\",\"11\",\"12\",\"13\",\"14\",\"15\",\"16\",\"17\",\"18\",\"19\",\"20\",\"21\",\"22\",\"23\",\"24\",\"25\",\"26\",\"27\",\"28\",\"29\",\"30\",\"31\"};\n    checked_strings[] = {\"[0]\",\"[1]\",\"[2]\",\"[3]\",\"[4]\",\"[5]\",\"[6]\",\"[7]\",\"[8]\",\"[9]\",\"[10]\",\"[11]\",\"[12]\",\"[13]\",\"[14]\",\"[15]\",\"[16]\",\"[17]\",\"[18]\",\"[19]\",\"[20]\",\"[21]\",\"[22]\",\"[23]\",\"[24]\",\"[25]\",\"[26]\",\"[27]\",\"[28]\",\"[29]\",\"[30]\",\"[31]\"};\n    values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31};\n    tooltips[] = {\"tip0\",\"tip1\",\"tip2\",\"tip3\",\"tip4\",\"tip5\",\"tip6\",\"tip7\",\"tip8\",\"tip9\",\"tip10\",\"tip11\",\"tip12\",\"tip13\",\"tip14\",\"tip15\",\"tip16\",\"tip17\",\"tip18\",\"tip19\",\"tip20\",\"tip21\",\"tip22\",\"tip23\",\"tip24\",\"tip25\",\"tip26\",\"tip27\",\"tip28\",\"tip29\",\"tip30\",\"tip31\"};\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"The Checkboxes (also known as textual checkboxes) are a set of state change buttons, ordered by columns and rows. Unlike the Toolbox Control more than one button can become active. Maximum number of checkboxes available for a single control is 32. It is possible to create more than 32 checkboxes, however over-the-limit checkboxes will just become duplicates. `CT_CHECKBOXES` fully inherits from CT_TOOLBOX, the difference is that with CheckBoxes one can make multiple selections or have no item selected. When CheckBoxes style is `ST_PICTURE`, the `strings` property is treated as array of textures, and `checked_strings` property is ignored."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Listbox\n- ctrlSetChecked\n- ctrlChecked"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- Events: Listbox\n- Events: Checkbox"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_CHECKBOXES 7\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"checked_strings","level":5,"markdown":"**Type:** Array\n\n**Description:** Checkboxes texts to display when checkboxes are checked\n\n```cpp\nchecked_strings[] = {\"CHECKED\"};\n```"},{"heading":"color","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {0,0,0,0};\n```"},{"heading":"colorBackground","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the background when checkbox is not in focus (doesn't matter if checked or not).\n\n```cpp\ncolorBackground[] = {0,0,0,0};\n```"},{"heading":"colorDisable","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorDisable[] = {0.4,0.4,0.4,1};\n```"},{"heading":"colorSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect[] = {0,0,0,1};\n```"},{"heading":"colorSelectedBg","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the background when checkbox is in focus (doesn't matter if checked or not).\n\n```cpp\ncolorSelectedBg[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",1};\n```"},{"heading":"colorText","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the unchecked checkbox text\n\n```cpp\ncolorText[] = {0.4,0.4,0.4,1};\n```"},{"heading":"colorTextDisable","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTextDisable[] = {0.4,0.4,0.4,1};\n```"},{"heading":"colorTextSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the checked checkbox text\n\n```cpp\ncolorTextSelect[] = {0,0.8,0,1};\n```"},{"heading":"columns","level":5,"markdown":"**Type:** Number\n\n**Description:** Amount of columns to arrange checkboxes into\n\n```cpp\ncolumns = 1;\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"rows","level":5,"markdown":"**Type:** Number\n\n**Description:** Amount of rows to arrange checkboxes into.\n\n```cpp\nrows = 1;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"strings","level":5,"markdown":"**Type:** Array\n\n**Description:** Checkboxes texts to display\n\n```cpp\nstrings[] = {\"UNCHECKED\"};\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"tooltips","level":5,"markdown":"**Type:** Array\n\n**Description:** Tooltips for each checkbox.\n\n```cpp\ntooltips[] = {\"tip0\",\"tip1\",\"tip2\",\"tip3\",\"tip4\",\"tip5\",\"tip6\",\"tip7\",\"tip8\",\"tip9\",\"tip10\",\"tip11\",\"tip12\",\"tip13\",\"tip14\",\"tip15\",\"tip16\",\"tip17\",\"tip18\",\"tip19\",\"tip20\",\"tip21\",\"tip22\",\"tip23\",\"tip24\",\"tip25\",\"tip26\",\"tip27\",\"tip28\",\"tip29\",\"tip30\",\"tip31\"};;\n```"},{"heading":"V","level":4,"markdown":""},{"heading":"values","level":5,"markdown":"**Type:** Array\n\n**Description:** Numerical values associated with items. Can be retrieved or set with lbValue and lbSetValue.\n\n```cpp\nvalues[] = {1,2,3,4};\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNeither the export nor the configFile contains a base class for this control type."},{"heading":"Example Classes","level":3,"markdown":"```cpp\nclass MyCheckBoxes\n{\n    onLoad = \"_this select 0 ctrlSetChecked [1, true]; _this select 0 ctrlSetChecked [7, true]; _this select 0 ctrlSetChecked [15, true];\";\n\n    idc = -1;\n    type = 7; // CT_CHECKBOXES\n    style = 2; // ST_CENTER\n\n    x = 0.25;\n    y = 0.25;\n    w = 0.5;\n    h = 0.5;\n\n    colorText[] = {0, 1, 0, 1};\n    colorTextSelect[] = {1, 0, 0, 1};\n\n    colorBackground[] = {0, 0, 1, 0.3};\n    colorSelectedBg[] = {0, 0, 0, 0.2};\n\n    font = \"RobotoCondensed\";\n    sizeEx = 0.04;\n\n    onCheckBoxesSelChanged = \"hint str _this\";\n\n    columns = 8;\n    rows = 4;\n\n    strings[] = {\"0\",\"1\",\"2\",\"3\",\"4\",\"5\",\"6\",\"7\",\"8\",\"9\",\"10\",\"11\",\"12\",\"13\",\"14\",\"15\",\"16\",\"17\",\"18\",\"19\",\"20\",\"21\",\"22\",\"23\",\"24\",\"25\",\"26\",\"27\",\"28\",\"29\",\"30\",\"31\"};\n    checked_strings[] = {\"[0]\",\"[1]\",\"[2]\",\"[3]\",\"[4]\",\"[5]\",\"[6]\",\"[7]\",\"[8]\",\"[9]\",\"[10]\",\"[11]\",\"[12]\",\"[13]\",\"[14]\",\"[15]\",\"[16]\",\"[17]\",\"[18]\",\"[19]\",\"[20]\",\"[21]\",\"[22]\",\"[23]\",\"[24]\",\"[25]\",\"[26]\",\"[27]\",\"[28]\",\"[29]\",\"[30]\",\"[31]\"};\n    values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31};\n    tooltips[] = {\"tip0\",\"tip1\",\"tip2\",\"tip3\",\"tip4\",\"tip5\",\"tip6\",\"tip7\",\"tip8\",\"tip9\",\"tip10\",\"tip11\",\"tip12\",\"tip13\",\"tip14\",\"tip15\",\"tip16\",\"tip17\",\"tip18\",\"tip19\",\"tip20\",\"tip21\",\"tip22\",\"tip23\",\"tip24\",\"tip25\",\"tip26\",\"tip27\",\"tip28\",\"tip29\",\"tip30\",\"tip31\"};\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT COMBO","title":"CT COMBO","type":"topic","url":"https://community.bistudio.com/wiki/CT_COMBO","revid":351463,"updated":"2023-12-06T09:58:00Z","aliases":["DialogControls-Combo"],"markdown":"### Introduction\n\nA drop down menu. Compared to a CT_LISTBOX or CT_TOOLBOX it can display many items without taking a lot of space. Disadvantage is that the user has to interact first with the control so see multiple entries.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Listbox\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- Events: Listbox\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_COMBO 4\n```\n\n#### A\n\n##### arrowEmpty\n\n**Type:** String\n\n**Description:** Texture of the collapsed control.\n\n```cpp\narrowEmpty = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\rsccombo\\arrow_combo_ca.paa\";\n```\n\n##### arrowFull\n\n**Type:** String\n\n**Description:** Texture of the expanded control.\n\n```cpp\narrowFull = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\rsccombo\\arrow_combo_active_ca.paa\";\n```\n\n#### C\n\n##### colorActive\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActive[] = {1,0,0,1};\n```\n\n##### colorPicture\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPicture[] = {1,1,1,1};\n```\n\n##### colorPictureDisabled\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureDisabled[] = {1,1,1,0.25};\n```\n\n##### colorPictureRight\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRight[] = {1,1,1,1};\n```\n\n##### colorPictureRightDisabled\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRightDisabled[] = {1,1,1,0.25};\n```\n\n##### colorPictureRightSelected\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRightSelected[] = {1,1,1,1};\n```\n\n##### colorPictureSelect\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureSelect[] = {1,1,1,1};\n```\n\n##### colorPictureSelected\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureSelected[] = {1,1,1,1};\n```\n\n##### colorScrollbar\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorScrollbar[] = {1,0,0,1};\n```\n\n##### colorSelect\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect[] = {0,0,0,1};\n```\n\n##### colorSelect2Right\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect2Right[] = {0,0,0,1};\n```\n\n##### colorSelectBackground\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectBackground[] = {1,1,1,0.7};\n```\n\n##### colorSelectRight\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectRight[] = {0,0,0,1};\n```\n\n##### colorTextRight\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTextRight[] = {1,1,1,1};\n```\n\n##### ComboScrollBar\n\n**Type:** Class\n\n**Description:** The scrollbar that is visible when there are more elements than wholeHeight can display.\n\n```cpp\nclass ComboScrollBar\n{\n    color[] = {1,1,1,1};\n    colorActive[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.3};\n    thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\thumb_ca.paa\";\n    arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowEmpty_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowFull_ca.paa\";\n    border = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\border_ca.paa\";\n    shadow = 0;\n    scrollSpeed = 0.06;\n    width = 0;\n    height = 0;\n    autoScrollEnabled = 0;\n    autoScrollSpeed = -1;\n    autoScrollDelay = 5;\n    autoScrollRewind = 0;\n};\n```\n\n#### E\n\n##### ExtendedTooltip\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass ExtendedTooltip\n{\n    size = \"0.028 * SafezoneH\";\n    colorPremium[] = {1,0.502,0,1};\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = 13;\n    idc = -1;\n    style = 0;\n    colorText[] = {1,1,1,1};\n    class Attributes\n    {\n        font = \"RobotoCondensed\";\n        color = \"#ffffff\";\n        colorLink = \"#D09B43\";\n        align = \"left\";\n        shadow = 1;\n    };\n    x = 0;\n    y = 0;\n    h = 0.035;\n    w = 0.1;\n    text = \"\";\n    shadow = 1;\n};\n```\n\n#### F\n\n##### from\n\n**Type:** Number\n\n**Description:** Probably used in conjunction with `to`\n\n```cpp\nfrom = 1982;\n```\n\n#### G\n\n##### gridType\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ngridType = \"scaling\";\n```\n\n#### I\n\n##### Items\n\n**Type:** Class\n\n**Description:** List of entries.\n\n| Items |  |  |\n|---|---|---|\n| Name | Type | Remark |\n| **text** | String | Displayed text (equal to lbAdd) |\n| **value** | Number | Value of the entry (equal to lbSetValue) |\n| **data** | String | Data of the entry (equal to lbSetData) |\n| **picture** | String | Picture displayed on the left (equal to lbSetPicture) |\n| **pictureRight** | String | Picture displayed on the right (equal to lbSetPictureRight) |\n| **default** | Number | Sets this entry as the by default selected (equal to lbSetCurSel) |\n| **color** | Color (RGBA) | Text color of the entry (equal to lbSetColor) |\n| **tooltip** | String | Tooltip of the entry (equal to lbSetTooltip) |\n\n```cpp\nclass Items\n{\n    class Alphabet\n    {\n        text = \"Sort alphabetically\";\n        default = 1;\n    };\n    class Mod\n    {\n        text = \"Sort by mod\";\n    };\n};\n```\n\n#### M\n\n##### maxHistoryDelay\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nmaxHistoryDelay = 1;\n```\n\n#### R\n\n##### rows\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nrows = 2;\n```\n\n#### S\n\n##### soundCollapse\n\n**Type:** Array\n\n**Description:** Sound played when the combobox is collapsed.\n\n```cpp\nsoundCollapse[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundCollapse\",0.1,1};\n```\n\n##### soundExpand\n\n**Type:** Array\n\n**Description:** Sound played when the combobox is expanded\n\n```cpp\nsoundExpand[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundExpand\",0.1,1};\n```\n\n##### soundSelect\n\n**Type:** Array\n\n**Description:** Sound played when an item from the combobox is selected.\n\n```cpp\nsoundSelect[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundSelect\",0.1,1};\n```\n\n#### T\n\n##### to\n\n**Type:** Number\n\n**Description:** Probably used in conjunction with `from`\n\n```cpp\nto = 2050;\n```\n\n#### W\n\n##### wholeHeight\n\n**Type:** Number, String\n\n**Description:** Limits the height of the expanded combobox.\n\nNumber example:\n\n```cpp\nwholeHeight = 0.45;\n```\n\nString example:\n\n```cpp\nwholeHeight = \"12 *     5 * (pixelH * pixelGrid *     0.50)\";\n```\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class. In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into description.ext.\n\n#### RscCombo\n\n```cpp\nclass RscCombo\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_COMBO;\n    colorSelect[] = {0,0,0,1};\n    colorText[] = {1,1,1,1};\n    colorBackground[] = {0,0,0,1};\n    colorScrollbar[] = {1,0,0,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorPicture[] = {1,1,1,1};\n    colorPictureSelected[] = {1,1,1,1};\n    colorPictureDisabled[] = {1,1,1,0.25};\n    colorPictureRight[] = {1,1,1,1};\n    colorPictureRightSelected[] = {1,1,1,1};\n    colorPictureRightDisabled[] = {1,1,1,0.25};\n    colorTextRight[] = {1,1,1,1};\n    colorSelectRight[] = {0,0,0,1};\n    colorSelect2Right[] = {0,0,0,1};\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n    soundSelect[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscCombo\\soundSelect\",\n        0.1,\n        1\n    };\n    soundExpand[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscCombo\\soundExpand\",\n        0.1,\n        1\n    };\n    soundCollapse[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscCombo\\soundCollapse\",\n        0.1,\n        1\n    };\n    maxHistoryDelay = 1;\n    class ComboScrollBar : ScrollBar\n    {\n        color[] = {1,1,1,1};\n    };\n    style = ST_MULTI + ST_NO_RECT;\n    font = \"RobotoCondensed\";\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    shadow = 0;\n    x = 0;\n    y = 0;\n    w = 0.12;\n    h = 0.035;\n    colorSelectBackground[] = {1,1,1,0.7};\n    arrowEmpty = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\rsccombo\\arrow_combo_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\rsccombo\\arrow_combo_active_ca.paa\";\n    wholeHeight = 0.45;\n    colorActive[] = {1,0,0,1};\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"A drop down menu. Compared to a CT_LISTBOX or CT_TOOLBOX it can display many items without taking a lot of space. Disadvantage is that the user has to interact first with the control so see multiple entries."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Listbox"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- Events: Listbox"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_COMBO 4\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"arrowEmpty","level":5,"markdown":"**Type:** String\n\n**Description:** Texture of the collapsed control.\n\n```cpp\narrowEmpty = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\rsccombo\\arrow_combo_ca.paa\";\n```"},{"heading":"arrowFull","level":5,"markdown":"**Type:** String\n\n**Description:** Texture of the expanded control.\n\n```cpp\narrowFull = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\rsccombo\\arrow_combo_active_ca.paa\";\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"colorActive","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActive[] = {1,0,0,1};\n```"},{"heading":"colorPicture","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPicture[] = {1,1,1,1};\n```"},{"heading":"colorPictureDisabled","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureDisabled[] = {1,1,1,0.25};\n```"},{"heading":"colorPictureRight","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRight[] = {1,1,1,1};\n```"},{"heading":"colorPictureRightDisabled","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRightDisabled[] = {1,1,1,0.25};\n```"},{"heading":"colorPictureRightSelected","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRightSelected[] = {1,1,1,1};\n```"},{"heading":"colorPictureSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureSelect[] = {1,1,1,1};\n```"},{"heading":"colorPictureSelected","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureSelected[] = {1,1,1,1};\n```"},{"heading":"colorScrollbar","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorScrollbar[] = {1,0,0,1};\n```"},{"heading":"colorSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect[] = {0,0,0,1};\n```"},{"heading":"colorSelect2Right","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect2Right[] = {0,0,0,1};\n```"},{"heading":"colorSelectBackground","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectBackground[] = {1,1,1,0.7};\n```"},{"heading":"colorSelectRight","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectRight[] = {0,0,0,1};\n```"},{"heading":"colorTextRight","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTextRight[] = {1,1,1,1};\n```"},{"heading":"ComboScrollBar","level":5,"markdown":"**Type:** Class\n\n**Description:** The scrollbar that is visible when there are more elements than wholeHeight can display.\n\n```cpp\nclass ComboScrollBar\n{\n    color[] = {1,1,1,1};\n    colorActive[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.3};\n    thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\thumb_ca.paa\";\n    arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowEmpty_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowFull_ca.paa\";\n    border = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\border_ca.paa\";\n    shadow = 0;\n    scrollSpeed = 0.06;\n    width = 0;\n    height = 0;\n    autoScrollEnabled = 0;\n    autoScrollSpeed = -1;\n    autoScrollDelay = 5;\n    autoScrollRewind = 0;\n};\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"ExtendedTooltip","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass ExtendedTooltip\n{\n    size = \"0.028 * SafezoneH\";\n    colorPremium[] = {1,0.502,0,1};\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = 13;\n    idc = -1;\n    style = 0;\n    colorText[] = {1,1,1,1};\n    class Attributes\n    {\n        font = \"RobotoCondensed\";\n        color = \"#ffffff\";\n        colorLink = \"#D09B43\";\n        align = \"left\";\n        shadow = 1;\n    };\n    x = 0;\n    y = 0;\n    h = 0.035;\n    w = 0.1;\n    text = \"\";\n    shadow = 1;\n};\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"from","level":5,"markdown":"**Type:** Number\n\n**Description:** Probably used in conjunction with `to`\n\n```cpp\nfrom = 1982;\n```"},{"heading":"G","level":4,"markdown":""},{"heading":"gridType","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ngridType = \"scaling\";\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"Items","level":5,"markdown":"**Type:** Class\n\n**Description:** List of entries.\n\n| Items |  |  |\n|---|---|---|\n| Name | Type | Remark |\n| **text** | String | Displayed text (equal to lbAdd) |\n| **value** | Number | Value of the entry (equal to lbSetValue) |\n| **data** | String | Data of the entry (equal to lbSetData) |\n| **picture** | String | Picture displayed on the left (equal to lbSetPicture) |\n| **pictureRight** | String | Picture displayed on the right (equal to lbSetPictureRight) |\n| **default** | Number | Sets this entry as the by default selected (equal to lbSetCurSel) |\n| **color** | Color (RGBA) | Text color of the entry (equal to lbSetColor) |\n| **tooltip** | String | Tooltip of the entry (equal to lbSetTooltip) |\n\n```cpp\nclass Items\n{\n    class Alphabet\n    {\n        text = \"Sort alphabetically\";\n        default = 1;\n    };\n    class Mod\n    {\n        text = \"Sort by mod\";\n    };\n};\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"maxHistoryDelay","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nmaxHistoryDelay = 1;\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"rows","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nrows = 2;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"soundCollapse","level":5,"markdown":"**Type:** Array\n\n**Description:** Sound played when the combobox is collapsed.\n\n```cpp\nsoundCollapse[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundCollapse\",0.1,1};\n```"},{"heading":"soundExpand","level":5,"markdown":"**Type:** Array\n\n**Description:** Sound played when the combobox is expanded\n\n```cpp\nsoundExpand[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundExpand\",0.1,1};\n```"},{"heading":"soundSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** Sound played when an item from the combobox is selected.\n\n```cpp\nsoundSelect[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundSelect\",0.1,1};\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"to","level":5,"markdown":"**Type:** Number\n\n**Description:** Probably used in conjunction with `from`\n\n```cpp\nto = 2050;\n```"},{"heading":"W","level":4,"markdown":""},{"heading":"wholeHeight","level":5,"markdown":"**Type:** Number, String\n\n**Description:** Limits the height of the expanded combobox.\n\nNumber example:\n\n```cpp\nwholeHeight = 0.45;\n```\n\nString example:\n\n```cpp\nwholeHeight = \"12 *     5 * (pixelH * pixelGrid *     0.50)\";\n```\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class. In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into description.ext."},{"heading":"RscCombo","level":4,"markdown":"```cpp\nclass RscCombo\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_COMBO;\n    colorSelect[] = {0,0,0,1};\n    colorText[] = {1,1,1,1};\n    colorBackground[] = {0,0,0,1};\n    colorScrollbar[] = {1,0,0,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorPicture[] = {1,1,1,1};\n    colorPictureSelected[] = {1,1,1,1};\n    colorPictureDisabled[] = {1,1,1,0.25};\n    colorPictureRight[] = {1,1,1,1};\n    colorPictureRightSelected[] = {1,1,1,1};\n    colorPictureRightDisabled[] = {1,1,1,0.25};\n    colorTextRight[] = {1,1,1,1};\n    colorSelectRight[] = {0,0,0,1};\n    colorSelect2Right[] = {0,0,0,1};\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n    soundSelect[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscCombo\\soundSelect\",\n        0.1,\n        1\n    };\n    soundExpand[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscCombo\\soundExpand\",\n        0.1,\n        1\n    };\n    soundCollapse[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscCombo\\soundCollapse\",\n        0.1,\n        1\n    };\n    maxHistoryDelay = 1;\n    class ComboScrollBar : ScrollBar\n    {\n        color[] = {1,1,1,1};\n    };\n    style = ST_MULTI + ST_NO_RECT;\n    font = \"RobotoCondensed\";\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    shadow = 0;\n    x = 0;\n    y = 0;\n    w = 0.12;\n    h = 0.035;\n    colorSelectBackground[] = {1,1,1,0.7};\n    arrowEmpty = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\rsccombo\\arrow_combo_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\rsccombo\\arrow_combo_active_ca.paa\";\n    wholeHeight = 0.45;\n    colorActive[] = {1,0,0,1};\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT CONTEXT MENU","title":"CT CONTEXT MENU","type":"topic","url":"https://community.bistudio.com/wiki/CT_CONTEXT_MENU","revid":352167,"updated":"2024-02-01T23:25:31Z","aliases":[],"markdown":"### Introduction\n\n> [!WARNING]\n> Control with unknown application. It is used for the waypoint editing in the UAV terminal but is not reproducable in other displays. When creating it either by config or ctrlCreate command the following rpt error is logged:\n> **Do not create it this way**\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_CONTEXT_MENU 14\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nThere are no base classes for this control type.\n\n### Other Examples\n\nThe following control class is exported from the Arma 3 config.\n\n```cpp\nclass RscDisplayUavTerminalWaypointMenu\n{\n    idc=108;\n    type=CT_CONTEXT_MENU;\n    font=\"RobotoCondensed\";\n    sizeEx=\"0.028*SafezoneH\";\n    style=0;\n    colorBackground[]={0,0,0,0.5};\n    colorBorder[]={0,0,0,0};\n    colorSeparator[]={0.94999999,0.94999999,0.94999999,1};\n    colorSelectBackground[]={1,1,1,0.30000001};\n    colorChecked[]=\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_A',0.8])\"\n    };\n    colorEnabled[]={1,1,1,1};\n    colorDisabled[]={1,1,1,0.25};\n    x=0;\n    y=0;\n    w=0;\n    h=0;\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"> [!WARNING]\n> Control with unknown application. It is used for the waypoint editing in the UAV terminal but is not reproducable in other displays. When creating it either by config or ctrlCreate command the following rpt error is logged:\n> **Do not create it this way**"},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_CONTEXT_MENU 14\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nThere are no base classes for this control type."},{"heading":"Other Examples","level":3,"markdown":"The following control class is exported from the Arma 3 config.\n\n```cpp\nclass RscDisplayUavTerminalWaypointMenu\n{\n    idc=108;\n    type=CT_CONTEXT_MENU;\n    font=\"RobotoCondensed\";\n    sizeEx=\"0.028*SafezoneH\";\n    style=0;\n    colorBackground[]={0,0,0,0.5};\n    colorBorder[]={0,0,0,0};\n    colorSeparator[]={0.94999999,0.94999999,0.94999999,1};\n    colorSelectBackground[]={1,1,1,0.30000001};\n    colorChecked[]=\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_A',0.8])\"\n    };\n    colorEnabled[]={1,1,1,1};\n    colorDisabled[]={1,1,1,0.25};\n    x=0;\n    y=0;\n    w=0;\n    h=0;\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT CONTROL REF","title":"CT CONTROL REF","type":"topic","url":"https://community.bistudio.com/wiki/CT_CONTROL_REF","revid":379127,"updated":"2026-10-09T13:06:35Z","aliases":[],"markdown":"Arma 3 v2.24\n\n### Introduction\n\nRenders a different references control, in the position of this control.\nctrlWebBrowserAction can be used to change the source control.\n\nThe reference control holds a weak reference/link to the source control. If the source is closed, the reference will display nothing as if it were an empty control.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_CONTROL_REF 108\n```\n\n### Scripting\n\n> [!NOTE]\n> See ctrlWebBrowserAction.\n\n##### Example\n\nHere is an example.\nFirst there is a Display that contains a WebBrowser control.\nThen a second Display, renders the WebBrowser control of the first display.\n\ndescription.ext:\n\n```cpp\nclass RscDisplayBrowser\n{\n    idd=157;\n    class Controls\n    {\n        class WebTest: RscText\n        {\n            type=106;\n            idc=1337;\n            x=\"0\";\n            y=\"0\";\n            w=\"1\";\n            h=\"1\";\n\n            url = \"arma://test.html\"; // You need to create your own html file to test this with and place it in your mission folder\n        };\n    };\n    // Init script to store it in variable so we can find it later, and EachFrame updating because this will be put on a ui2texture\n    onLoad = \"GMyData = _this, uiNamespace setVariable ['GMyData', _this]; addMissionEventHandler ['EachFrame', {_disp = _thisArgs#0; displayUpdate _disp;}, [_this#0]];\";\n};\n\nclass RscDisplayRef\n{\n    idd=158;\n    class Controls\n    {\n        class ReferenceTest: RscText\n        {\n            type=108;\n            idc=1337;\n            x= safeZoneX;\n            y= safeZoneY + 0.5;\n            w= 0.5;\n            h= 0.5;\n        };\n    };\n\n    // Init script, finds the RscDisplayBrowser which was stored in GMyData. Then finds its WebBrowser control and applies it to here\n    onLoad = \"_disp = _this#0; _ctrl = _this#0 displayCtrl 1337; _ctrl ctrlWebBrowserAction ['SetBrowserReference', GMyData#0 displayCtrl 1337];\";\n};\n```\n\nTo test it in a mission, place a \"User Texture\" object, and set its texture to\n\n```sqf\n#(rgb,1024,1024,3)ui(\"RscDisplayBrowser\",\"abc\")\n```\n\nThen create the reference display using\n\n```sqf\ncreateDialog \"RscDisplayRef\";\n```\n\nNow you have a interactive dialog, who's mouse/keyboard inputs are applied to the control that renders inside the texture.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v2.24"},{"heading":"Introduction","level":3,"markdown":"Renders a different references control, in the position of this control.\nctrlWebBrowserAction can be used to change the source control.\n\nThe reference control holds a weak reference/link to the source control. If the source is closed, the reference will display nothing as if it were an empty control."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_CONTROL_REF 108\n```"},{"heading":"Scripting","level":3,"markdown":"> [!NOTE]\n> See ctrlWebBrowserAction."},{"heading":"Example","level":5,"markdown":"Here is an example.\nFirst there is a Display that contains a WebBrowser control.\nThen a second Display, renders the WebBrowser control of the first display.\n\ndescription.ext:\n\n```cpp\nclass RscDisplayBrowser\n{\n    idd=157;\n    class Controls\n    {\n        class WebTest: RscText\n        {\n            type=106;\n            idc=1337;\n            x=\"0\";\n            y=\"0\";\n            w=\"1\";\n            h=\"1\";\n\n            url = \"arma://test.html\"; // You need to create your own html file to test this with and place it in your mission folder\n        };\n    };\n    // Init script to store it in variable so we can find it later, and EachFrame updating because this will be put on a ui2texture\n    onLoad = \"GMyData = _this, uiNamespace setVariable ['GMyData', _this]; addMissionEventHandler ['EachFrame', {_disp = _thisArgs#0; displayUpdate _disp;}, [_this#0]];\";\n};\n\nclass RscDisplayRef\n{\n    idd=158;\n    class Controls\n    {\n        class ReferenceTest: RscText\n        {\n            type=108;\n            idc=1337;\n            x= safeZoneX;\n            y= safeZoneY + 0.5;\n            w= 0.5;\n            h= 0.5;\n        };\n    };\n\n    // Init script, finds the RscDisplayBrowser which was stored in GMyData. Then finds its WebBrowser control and applies it to here\n    onLoad = \"_disp = _this#0; _ctrl = _this#0 displayCtrl 1337; _ctrl ctrlWebBrowserAction ['SetBrowserReference', GMyData#0 displayCtrl 1337];\";\n};\n```\n\nTo test it in a mission, place a \"User Texture\" object, and set its texture to\n\n```sqf\n#(rgb,1024,1024,3)ui(\"RscDisplayBrowser\",\"abc\")\n```\n\nThen create the reference display using\n\n```sqf\ncreateDialog \"RscDisplayRef\";\n```\n\nNow you have a interactive dialog, who's mouse/keyboard inputs are applied to the control that renders inside the texture."}],"categories":["Control Types","Introduced with Arma 3 version 2.24"],"groups":["GUI"]},{"name":"CT CONTROLS GROUP","title":"CT CONTROLS GROUP","type":"topic","url":"https://community.bistudio.com/wiki/CT_CONTROLS_GROUP","revid":351492,"updated":"2023-12-06T09:58:27Z","aliases":["DialogControls-ControlsGroup"],"markdown":"### Introduction\n\nContainer control for other controls. The child controls have to be defined in the **controls** subclass. The child controls' positions are calculated relatively to the control group, so `x = 0;` and `y = 0;` moves the child control to the top left corner of the controls group. However, that does not mean that `x = 1;` and `y = 1;` will move it to the bottom right corner since the height and width of the control can be `> 1`! If the position or height/width of any child controls cause any part of the child control to fall outside the dimensions of the controls group then scrollbars will become visible. This allows for the creation of scrollable text controls for example. Any commands operating on the Controls Group also affect the child controls. For example `_ctrlGroup ctrlShow false` will also hide the children of the group. Control groups are not visible by themselves, therefore most of the common attributes, eg. colorBackground, do not apply.\n\n> [!IMPORTANT]\n> A generalised screw-up occurs in Arrowhead rscControlGroup where color is not specified for V and H scrollbars and shadow should not have been specified. As a result any deriving class:\n>\n> - a) cannot inherit the existing scrollbar\n> - b) must repeat the entire thing with the addition of color.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_CONTROLS_GROUP 15\n```\n\n#### C\n\n##### controls\n\n**Type:** Class\n\n**Description:** Any user added controls to be contained within the controls group.\n\n```cpp\nclass controls\n{\n    class Subcontrol : RscText\n    {\n        text = \"This is a sub control\";\n        x = 0;\n        y = 0;\n        w = 10 * GUI_GRID_W;\n        h = 1 * GUI_GRID_H;\n    };\n};\n```\n\n#### H\n\n##### HScrollbar\n\n**Type:** Class\n\n**Description:** Settings relatied to the horizontal (↔) scrollbar.\n\nAll available properties of **VScrollbar** and **HScrollbar**. Not all available properties make sense for each of these as outlined below.\n\n| Properties |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Name | Type | Remark | Scrollbar | VScrollbar | HScrollbar |\n| **color** | color array | Color of thumb and arrow heads, also arrow backgrounds when pressed. | x | x | x |\n| **colorActive** | color array | Color when the scrollbar is focused. | x | x | x |\n| **colorDisabled** | color array | Color when the scrollbar is deactivated. | x | x | x |\n| **width** | Number | Width of the controlsGroup's scroll bars in screen space dimensions. Setting to 0 will cause no scrollbar to be shown even if a child falls outside the controlsGroup's dimensions | x | x |  |\n| **height** | Number | Height of the controlsGroup's scroll bars in screen space dimensions. Setting to 0 will cause no scrollbar to be shown even if a child falls outside the controlsGroup's dimensions | x |  | x |\n| **autoScrollEnabled** | Number | 1 - enabled, 0 - disabled, auto-scrolling does not work when the control group or one of its parents is in focus (ctrlSetFocus or clicking on the control group) | x | x |  |\n| **autoScrollSpeed** | Number | Default -1, smaller numbers scroll faster, **cannot** be forced to scroll backwards by supplying negative numbers. Setting to < 0 disables auto-scrolling | x | x |  |\n| **autoScrollDelay** | Number | Time in seconds before autoScroll starts, restarts after user input and time before rewind happens when the end has been reached | x | x |  |\n| **autoScrollRewind** | Number | 0 - disable, 1 - enabled : If autoScroll reaches the bottom of the controlsGroup it will wait **autoScrollDelay** then fade out, scroll back to the top, fade back in, wait **autoScrollDelay** before proceeding to start auto scrolling again. | x | x |  |\n| **thumb** | String | Path to texture or Procedural Texture \"#(argb,8,8,3)color(1,1,1,1)\"; | x | x | x |\n| **arrowEmpty/Full** | String | Path to texture or Procedural Texture \"#(argb,8,8,3)color(1,1,1,1)\"; | x | x | x |\n| **border** | String | Path to texture or Procedural Texture \"#(argb,8,8,3)color(1,1,1,1)\"; | x | x | x |\n| **shadow** | Number |  | x | x | x |\n| **scrollSpeed** | Number | Default 0.06 : Speed of user vertical scroll input when using the mouse wheel, can be set to 0 to disable the user from being able to scroll, can be set to negative number to reverse scroll direction. | x | x | x |\n\n```cpp\nclass HScrollbar\n{\n    height = 0;\n    color[] = {1,1,1,1};\n    colorActive[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.3};\n    thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\thumb_ca.paa\";\n    arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowEmpty_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowFull_ca.paa\";\n    border = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\border_ca.paa\";\n    shadow = 0;\n    scrollSpeed = 0.06;\n    width = 0;\n    autoScrollEnabled = 0;\n    autoScrollSpeed = -1;\n    autoScrollDelay = 5;\n    autoScrollRewind = 0;\n};\n```\n\n#### S\n\n##### scriptName\n\n**Type:** String\n\n**Description:** Used along with scriptPath to compile a UI's script at preStart.\n\nscriptName is both the actual name of the file #.sqf and the name of the compiled function in uinamespace #_script.\n\nUI's only have their scripts compiled if they exist in one of...\n\n- configFile\n- configFile >> RscTitles\n- configFile >> RscInGameUI\n- configFile >> CfgEden >> Attributes\n\nat preStart.\n\nUI's that have had their scripts compiled in this way can then use an onLoad event with BIS_fnc_initDisplay to call the function when the display is created.\n\n```cpp\nscriptName = \"RscHorizontalCompass\";\n```\n\n##### scriptPath\n\n**Type:** String\n\n**Description:** Used along with scriptName to compile UI's script at preStart.\n\nThe string value is not the path itself but instead is a lookup from CfgScriptPaths.\n\nUI's only have their scripts compiled if they exist in one of...\n\n- configFile\n- configFile >> RscTitles\n- configFile >> RscInGameUI\n- configFile >> CfgEden >> Attributes\n\nat preStart.\n\nUI's that have had their scripts compiled in this way can then use an onLoad event with BIS_fnc_initDisplay to call the function when the display is created.\n\n```cpp\nscriptPath = \"EnochCommon\";\n```\n\n#### V\n\n##### VScrollbar\n\n**Type:** Class\n\n**Description:** Settings relatied to the vertical (↕) scrollbar. For details see #HScrollbar\n\n```cpp\nclass VScrollbar\n{\n    width = 0;\n    color[] = {1,1,1,1};\n    autoScrollEnabled = 1;\n    colorActive[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.3};\n    thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\thumb_ca.paa\";\n    arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowEmpty_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowFull_ca.paa\";\n    border = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\border_ca.paa\";\n    shadow = 0;\n    scrollSpeed = 0.06;\n    height = 0;\n    autoScrollSpeed = -1;\n    autoScrollDelay = 5;\n    autoScrollRewind = 0;\n};\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscControlsGroup\n\n```cpp\nclass RscControlsGroup\n{\n    deletable = 0;\n    fade = 0;\n    class VScrollbar : ScrollBar\n    {\n        color[] = {1,1,1,1};\n        width = 0.021;\n        autoScrollEnabled = 1;\n    };\n    class HScrollbar : ScrollBar\n    {\n        color[] = {1,1,1,1};\n        height = 0.028;\n    };\n    class Controls\n    {\n    };\n    type = CT_CONTROLS_GROUP;\n    idc = -1;\n    x = 0;\n    y = 0;\n    w = 1;\n    h = 1;\n    shadow = 0;\n    style = ST_MULTI;\n};\n```\n\n### Other examples\n\n```cpp\nclass Dialog\n{\n    idd = -1;\n    class Controls\n    {\n        class _CT_CONTROLS_GROUP\n        {\n            type = 15;\n            idc = -1;\n            style = 16;\n            x = 0;\n            y = 0;\n            w = 1;\n            h = 1;\n            shadow = 0;\n            class ScrollBar\n            {\n                color[] = {1,1,1,0.6};\n                colorActive[] = {1,1,1,1};\n                colorDisabled[] = {1,1,1,0.3};\n                thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\thumb_ca.paa\";\n                arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowEmpty_ca.paa\";\n                arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowFull_ca.paa\";\n                border = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\border_ca.paa\";\n            };\n            class VScrollbar : ScrollBar\n            {\n                width = 0.021;\n                autoScrollSpeed = -1;\n                autoScrollDelay = 5;\n                autoScrollRewind = 0;\n                shadow = 0;\n            };\n            class HScrollbar : ScrollBar\n            {\n                height = 0.028;\n                shadow = 0;\n            };\n            class Controls\n            {\n                class _CT_EDIT\n                {\n                    idc = -1;\n                    onLoad = \"params ['_ctrl']; _ctrl ctrlSetText loadFile 'A3\\functions_f\\Actions\\fn_packStaticWeapon.sqf'\";\n                    type = 2;\n                    style = 16;\n                    autocomplete = \"\";\n                    canModify = 1;\n                    colorBackground[] = {0,0,0,0.5};\n                    colorText[] = {1,1,1,1};\n                    colorDisabled[] = {1,1,1,0.25};\n                    colorSelection[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.77])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.51])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.08])\",1};\n                    text = \"\";\n                    x = 0;\n                    y = 0;\n                    w = 2;\n                    h = 2;\n                    sizeEx = 0.05;\n                    font = \"RobotoCondensedLight\";\n                };\n            };\n        };\n    };\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"Container control for other controls. The child controls have to be defined in the **controls** subclass. The child controls' positions are calculated relatively to the control group, so `x = 0;` and `y = 0;` moves the child control to the top left corner of the controls group. However, that does not mean that `x = 1;` and `y = 1;` will move it to the bottom right corner since the height and width of the control can be `> 1`! If the position or height/width of any child controls cause any part of the child control to fall outside the dimensions of the controls group then scrollbars will become visible. This allows for the creation of scrollable text controls for example. Any commands operating on the Controls Group also affect the child controls. For example `_ctrlGroup ctrlShow false` will also hide the children of the group. Control groups are not visible by themselves, therefore most of the common attributes, eg. colorBackground, do not apply.\n\n> [!IMPORTANT]\n> A generalised screw-up occurs in Arrowhead rscControlGroup where color is not specified for V and H scrollbars and shadow should not have been specified. As a result any deriving class:\n>\n> - a) cannot inherit the existing scrollbar\n> - b) must repeat the entire thing with the addition of color."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_CONTROLS_GROUP 15\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"controls","level":5,"markdown":"**Type:** Class\n\n**Description:** Any user added controls to be contained within the controls group.\n\n```cpp\nclass controls\n{\n    class Subcontrol : RscText\n    {\n        text = \"This is a sub control\";\n        x = 0;\n        y = 0;\n        w = 10 * GUI_GRID_W;\n        h = 1 * GUI_GRID_H;\n    };\n};\n```"},{"heading":"H","level":4,"markdown":""},{"heading":"HScrollbar","level":5,"markdown":"**Type:** Class\n\n**Description:** Settings relatied to the horizontal (↔) scrollbar.\n\nAll available properties of **VScrollbar** and **HScrollbar**. Not all available properties make sense for each of these as outlined below.\n\n| Properties |  |  |  |  |  |\n|---|---|---|---|---|---|\n| Name | Type | Remark | Scrollbar | VScrollbar | HScrollbar |\n| **color** | color array | Color of thumb and arrow heads, also arrow backgrounds when pressed. | x | x | x |\n| **colorActive** | color array | Color when the scrollbar is focused. | x | x | x |\n| **colorDisabled** | color array | Color when the scrollbar is deactivated. | x | x | x |\n| **width** | Number | Width of the controlsGroup's scroll bars in screen space dimensions. Setting to 0 will cause no scrollbar to be shown even if a child falls outside the controlsGroup's dimensions | x | x |  |\n| **height** | Number | Height of the controlsGroup's scroll bars in screen space dimensions. Setting to 0 will cause no scrollbar to be shown even if a child falls outside the controlsGroup's dimensions | x |  | x |\n| **autoScrollEnabled** | Number | 1 - enabled, 0 - disabled, auto-scrolling does not work when the control group or one of its parents is in focus (ctrlSetFocus or clicking on the control group) | x | x |  |\n| **autoScrollSpeed** | Number | Default -1, smaller numbers scroll faster, **cannot** be forced to scroll backwards by supplying negative numbers. Setting to < 0 disables auto-scrolling | x | x |  |\n| **autoScrollDelay** | Number | Time in seconds before autoScroll starts, restarts after user input and time before rewind happens when the end has been reached | x | x |  |\n| **autoScrollRewind** | Number | 0 - disable, 1 - enabled : If autoScroll reaches the bottom of the controlsGroup it will wait **autoScrollDelay** then fade out, scroll back to the top, fade back in, wait **autoScrollDelay** before proceeding to start auto scrolling again. | x | x |  |\n| **thumb** | String | Path to texture or Procedural Texture \"#(argb,8,8,3)color(1,1,1,1)\"; | x | x | x |\n| **arrowEmpty/Full** | String | Path to texture or Procedural Texture \"#(argb,8,8,3)color(1,1,1,1)\"; | x | x | x |\n| **border** | String | Path to texture or Procedural Texture \"#(argb,8,8,3)color(1,1,1,1)\"; | x | x | x |\n| **shadow** | Number |  | x | x | x |\n| **scrollSpeed** | Number | Default 0.06 : Speed of user vertical scroll input when using the mouse wheel, can be set to 0 to disable the user from being able to scroll, can be set to negative number to reverse scroll direction. | x | x | x |\n\n```cpp\nclass HScrollbar\n{\n    height = 0;\n    color[] = {1,1,1,1};\n    colorActive[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.3};\n    thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\thumb_ca.paa\";\n    arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowEmpty_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowFull_ca.paa\";\n    border = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\border_ca.paa\";\n    shadow = 0;\n    scrollSpeed = 0.06;\n    width = 0;\n    autoScrollEnabled = 0;\n    autoScrollSpeed = -1;\n    autoScrollDelay = 5;\n    autoScrollRewind = 0;\n};\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"scriptName","level":5,"markdown":"**Type:** String\n\n**Description:** Used along with scriptPath to compile a UI's script at preStart.\n\nscriptName is both the actual name of the file #.sqf and the name of the compiled function in uinamespace #_script.\n\nUI's only have their scripts compiled if they exist in one of...\n\n- configFile\n- configFile >> RscTitles\n- configFile >> RscInGameUI\n- configFile >> CfgEden >> Attributes\n\nat preStart.\n\nUI's that have had their scripts compiled in this way can then use an onLoad event with BIS_fnc_initDisplay to call the function when the display is created.\n\n```cpp\nscriptName = \"RscHorizontalCompass\";\n```"},{"heading":"scriptPath","level":5,"markdown":"**Type:** String\n\n**Description:** Used along with scriptName to compile UI's script at preStart.\n\nThe string value is not the path itself but instead is a lookup from CfgScriptPaths.\n\nUI's only have their scripts compiled if they exist in one of...\n\n- configFile\n- configFile >> RscTitles\n- configFile >> RscInGameUI\n- configFile >> CfgEden >> Attributes\n\nat preStart.\n\nUI's that have had their scripts compiled in this way can then use an onLoad event with BIS_fnc_initDisplay to call the function when the display is created.\n\n```cpp\nscriptPath = \"EnochCommon\";\n```"},{"heading":"V","level":4,"markdown":""},{"heading":"VScrollbar","level":5,"markdown":"**Type:** Class\n\n**Description:** Settings relatied to the vertical (↕) scrollbar. For details see #HScrollbar\n\n```cpp\nclass VScrollbar\n{\n    width = 0;\n    color[] = {1,1,1,1};\n    autoScrollEnabled = 1;\n    colorActive[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.3};\n    thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\thumb_ca.paa\";\n    arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowEmpty_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowFull_ca.paa\";\n    border = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\border_ca.paa\";\n    shadow = 0;\n    scrollSpeed = 0.06;\n    height = 0;\n    autoScrollSpeed = -1;\n    autoScrollDelay = 5;\n    autoScrollRewind = 0;\n};\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscControlsGroup","level":4,"markdown":"```cpp\nclass RscControlsGroup\n{\n    deletable = 0;\n    fade = 0;\n    class VScrollbar : ScrollBar\n    {\n        color[] = {1,1,1,1};\n        width = 0.021;\n        autoScrollEnabled = 1;\n    };\n    class HScrollbar : ScrollBar\n    {\n        color[] = {1,1,1,1};\n        height = 0.028;\n    };\n    class Controls\n    {\n    };\n    type = CT_CONTROLS_GROUP;\n    idc = -1;\n    x = 0;\n    y = 0;\n    w = 1;\n    h = 1;\n    shadow = 0;\n    style = ST_MULTI;\n};\n```"},{"heading":"Other examples","level":3,"markdown":"```cpp\nclass Dialog\n{\n    idd = -1;\n    class Controls\n    {\n        class _CT_CONTROLS_GROUP\n        {\n            type = 15;\n            idc = -1;\n            style = 16;\n            x = 0;\n            y = 0;\n            w = 1;\n            h = 1;\n            shadow = 0;\n            class ScrollBar\n            {\n                color[] = {1,1,1,0.6};\n                colorActive[] = {1,1,1,1};\n                colorDisabled[] = {1,1,1,0.3};\n                thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\thumb_ca.paa\";\n                arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowEmpty_ca.paa\";\n                arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowFull_ca.paa\";\n                border = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\border_ca.paa\";\n            };\n            class VScrollbar : ScrollBar\n            {\n                width = 0.021;\n                autoScrollSpeed = -1;\n                autoScrollDelay = 5;\n                autoScrollRewind = 0;\n                shadow = 0;\n            };\n            class HScrollbar : ScrollBar\n            {\n                height = 0.028;\n                shadow = 0;\n            };\n            class Controls\n            {\n                class _CT_EDIT\n                {\n                    idc = -1;\n                    onLoad = \"params ['_ctrl']; _ctrl ctrlSetText loadFile 'A3\\functions_f\\Actions\\fn_packStaticWeapon.sqf'\";\n                    type = 2;\n                    style = 16;\n                    autocomplete = \"\";\n                    canModify = 1;\n                    colorBackground[] = {0,0,0,0.5};\n                    colorText[] = {1,1,1,1};\n                    colorDisabled[] = {1,1,1,0.25};\n                    colorSelection[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.77])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.51])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.08])\",1};\n                    text = \"\";\n                    x = 0;\n                    y = 0;\n                    w = 2;\n                    h = 2;\n                    sizeEx = 0.05;\n                    font = \"RobotoCondensedLight\";\n                };\n            };\n        };\n    };\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT CONTROLS TABLE","title":"CT CONTROLS TABLE","type":"topic","url":"https://community.bistudio.com/wiki/CT_CONTROLS_TABLE","revid":376877,"updated":"2025-12-15T11:16:38Z","aliases":["DialogControls-ControlsTable"],"markdown":"### Introduction\n\nThis control type is a crossover between CT_LISTNBOX and CT_CONTROLS_GROUP. It is a list of user defined controls.\n\n#### Rows and headers\n\nEach Controls Table consists of N lines, with each line being either row or header.\nHeader is a collection of controls that are located on the same row.\nRow is similar to header, with added functionality of selection. If user clicks on a row or any control in it, the row is selected and highlighted. Up and down keys can be used to change selection to the previous or next row, respectively. When the selection is changed, the event onLBSelChanged is emitted.\nIf the highlight colour is set to fully transparent, rows can act as another type of header as user does not perceive any selection.\n\n#### Row and header templates\n\nStructure of row and header is defined using a template. Apart from their names (RowTemplate and HeaderTemplate), structure of both templates is the same. Each defines a set of columns and their properties. The column class (the name of which is currently not used) defines key properties of control that is created upon creation of new row or header.\n\n- **controlBaseClassPath** - Defines config path to control. See next section for detailed info.\n- **columnX** - Position of the created control, in table coordinates (0 is the table's left side).\n- **columnW** - Width of the created control. UI element created inside the column will be as wide as the column is.\n- **controlOffsetY** - Optional, default value 0. Defines offset of control from top of its line. Negative values are ignored.\n- **controlH** - Optional, default value 0. If set to non-negative value, it overrides height of the control from base class. Otherwise, the height from control base class is used.\n\nIt is important to note that even if a Controls Table uses only rows or only headers, both templates must be defined in config.\n\n#### Base class\n\nEach column must have its base class defined by the controlBaseClassPath[] parameter. This array of strings defines config path to class that is instantiated each time a new row (or header) is added to the table. The given class must be a valid UI control, i.e. it must contain parameter type that has a valid value and any other parameters that correspond to the given type.\n\n```cpp\ncontrolBaseClassPath[] = { \"RscDisplayTemp\", \"RscDisplayTemp_LineTextBase\" };\n```\n\nExpands to config path:\n\n```sqf\nconfigFile >> \"RscDisplayTemp\" >> \"RscDisplayTemp_LineTextBase\";\n// or\nmissionConfigFile >> \"RscDisplayTemp\" >> \"RscDisplayTemp_LineTextBase\"; // since Arma 3 v2.02\n// or\ncampaignConfigFile >> \"RscDisplayTemp\" >> \"RscDisplayTemp_LineTextBase\"; // since Arma 3 v2.02\n```\n\n#### White list\n\nSome control types are not suitable for use inside of Controls Table. These include e.g. control containers (Controls Group and Controls Table) or controls that exceed their defined bounds while being drawn (Combo box). For this reason, the Controls Table only supports limited subset of UI controls that have been tested and confirmed to work.\n\nThe currently supported types are:\n\n- **CT_STATIC**\n- **CT_BUTTON**\n- **CT_EDIT**\n- **CT_ACTIVETEXT**\n- **CT_STRUCTURED_TEXT**\n- **CT_SHORTCUTBUTTON**\n- **CT_XSLIDER**\n- **CT_CHECKBOX**\n\n#### IDC pool\n\nEach control created by the RV engine has an IDC which can be used for its identification among other controls which are part of the same display. For obvious reasons, each IDC should be unique in the context of its parent display.\nAs the Controls Table can be set to create and remove controls at run time (for example, click on a button can result in addition of a row to the table) and can potentially be used to create thousands of controls, it was necessary to implement a system which would\nAllow the creator/designer to limit total number of controls.\nMake sure that each control created by ControlsTable has a unique IDC.\nFor this reason, ControlsTable requires two parameters that define range of IDCs which are assigned to controls upon their creation. These parameters are firstIDC and lastIDC and together they define a range of values. If an instance of ControlsTable runs out of IDCs to create a new row or header, no elements are created.\nThe IDC range is used for both row and header controls. When a line of controls is removed, IDCs that were assigned to them are returned to the pool and reused for new lines. It is therefore not recommended to rely on a control to have the same IDC, unless you're certain that it won't be removed and replaced by a another one.\nControlsTable A has 3 controls in its row template (image, text and checkbox) and 1 control in its header template (text). firstIDC is set to 500 and lastIDC is set to 799. This means that table A has 300 IDCs at its disposal and may contain up to 100 rows (if it has no headers) or up to 300 headers (if it has no rows).\nIf table A contains 50 headers and 83 rows, it is using 299 IDCs and no additional row can be created. However, it is still possible to add one more header.\n\n> [!NOTE]\n> Currently, the system does not check if there is any other control, the IDC of which lies in the range.\n\n#### Draw order\n\nVertical and horizontal scrollbars (if necessary).\nRectangle that highlights currently selected row.\nAll rows and headers, from row/header that was created first to the one that was created last.\nIn each row/header, controls are drawn in the same order as they're defined in the row/header template - starting with control from the first column.\nThis approach is different than the one used by ControlsGroup where the currently focused control is always drawn last (and is therefore drawn on top of the others in case of overlap). In ControlsTable, focus does not affect draw order in any way.\n*Note: If the columns of the table overlap, it is possible to change draw order by reordering columns in the row/header template. This is used in lobby of Project Argo where multiple non-interactive controls (each defined by a different column) overlap each other.*\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Controls Table\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_CONTROLS_TABLE 19\n```\n\n#### F\n\n##### firstIDC\n\n**Type:** Numer\n\n**Description:** The start IDC.\n\n```cpp\nfirstIDC = 9000;\n```\n\n#### H\n\n##### headerHeight\n\n**Type:** Number, String\n\n**Description:** The height of the header row.\n\nNumber example:\n\n```cpp\nheaderHeight = 0.025;\n```\n\nString example:\n\n```cpp\nheaderHeight = \"5 * 0.5 * pixelGrid * pixeH\";\n```\n\n##### HeaderTemplate\n\n**Type:** Class\n\n**Description:** Template for headers (unlike rows, cannot be selected).\n\n```cpp\nclass HeaderTemplate\n{\n    class HeaderBackground\n    {\n        controlBaseClassPath[] = { \"RscText\" };\n        columnX = 0;\n        columnW = 14.7 * GUI_GRID_W;\n        controlOffsetY = 0;\n    };\n    class Column1\n    {\n        controlBaseClassPath[] = { \"RscPictureKeepAspect\" };\n        columnX = 0.2 * GUI_GRID_W;\n        columnW = 0.6 * GUI_GRID_W;\n        controlOffsetY = 0.2 * GUI_GRID_H;\n        controlH = 0.6 * GUI_GRID_H;\n    };\n    class Column2\n    {\n        controlBaseClassPath[] = { \"RscText\" };\n        columnX = 0.8 * GUI_GRID_W;\n        columnW = 9 * GUI_GRID_W;\n        controlOffsetY = 0.1 * GUI_GRID_H;\n    };\n};\n```\n\n#### L\n\n##### lastIDC\n\n**Type:** Numer\n\n**Description:** The last IDC.\n\n```cpp\nlastIDC = 9999;\n```\n\n##### lineSpacing\n\n**Type:** Number, String\n\n**Description:** The amount of space to leave between rows.\n\nNumber example:\n\n```cpp\nlineSpacing = 0.1;\n```\n\nString example:\n\n```cpp\nlineSpacing = \"1 * 0.5 * pixelGrid * pixelH\";\n```\n\n#### R\n\n##### rowHeight\n\n**Type:** Number, String\n\n**Description:** The height of one row.\n\nNumber example:\n\n```cpp\nrowHeight = 0.025;\n```\n\nString example:\n\n```cpp\nrowHeight = \"5 * 0.5 * pixelGrid * pixeH\";\n```\n\n##### RowTemplate\n\n**Type:** Class\n\n**Description:** Template for selectable rows.\n\n```cpp\nclass RowTemplate\n{\n    class RowBackground\n    {\n        controlBaseClassPath[] = { \"RscText\" };\n        columnX = 0;\n        columnW = 14.7 * GUI_GRID_W;\n        controlOffsetY = 0;\n    };\n    class Column1\n    {\n        controlBaseClassPath[] = { \"RscPictureKeepAspect\" };\n        columnX = 0;\n        columnW = 2 * GUI_GRID_W;\n        controlOffsetY = 0;\n        controlH = 1 * GUI_GRID_H;\n    };\n    class Column2\n    {\n        controlBaseClassPath[] = { \"RscText\" };\n        columnX = 2 * GUI_GRID_W;\n        columnW = 8.7 * GUI_GRID_W;\n        controlOffsetY = 0.1 * GUI_GRID_H;\n    };\n    class Column3\n    {\n        controlBaseClassPath[] = { \"RscButton\" };\n        columnX = 11.2 * GUI_GRID_W;\n        columnW = 2 * GUI_GRID_W;\n        controlOffsetY = 0.1 * GUI_GRID_H;\n    };\n};\n```\n\n#### S\n\n##### selectedRowAnimLength\n\n**Type:** Number\n\n**Description:** Length of the animation cycle in seconds.\n\n```cpp\nselectedRowAnimLength = 1.2;\n```\n\n##### selectedRowColorFrom\n\n**Type:** Array\n\n**Description:** Colours which are used for animation (i.e. change of colour) of the selected line.\n\n```cpp\nselectedRowColorFrom[] = {1,1,1,1};\n```\n\n##### selectedRowColorTo\n\n**Type:** Array\n\n**Description:** Colours which are used for animation (i.e. change of colour) of the selected line.\n\n```cpp\nselectedRowColorTo[] = {1,1,1,0};\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n> [!WARNING]\n> The default class seems to be broken. For a working example which replicates the controls table from the image above see: https://feedback.bistudio.com/T155872#2144204\n\n```cpp\nclass MyControlsTable\n{\n    idc = 107;\n    x = SafezoneX + 16.5 * GUI_GRID_W;\n    y = SafezoneY + 3.5 * GUI_GRID_H;\n    w = 15 * GUI_GRID_W;\n    h = 20 * GUI_GRID_H;\n\n    type = CT_CONTROLS_TABLE;\n    style = SL_TEXTURES;\n\n    lineSpacing = 0;\n    rowHeight = 1 * GUI_GRID_H;\n    headerHeight = 1 * GUI_GRID_H;\n\n    firstIDC = 42000;\n    lastIDC = 44999;\n\n    // Colours which are used for animation (i.e. change of colour) of the selected line.\n    selectedRowColorFrom[]  = { 0.7, 0.85, 1, 0.25 };\n    selectedRowColorTo[]    = { 0.7, 0.85, 1, 0.5 };\n    // Length of the animation cycle in seconds.\n    selectedRowAnimLength = 1.2;\n\n    class VScrollBar : ScrollBar\n    {\n        width = 0.021;\n        autoScrollEnabled = 0;\n        autoScrollDelay = 1;\n        autoScrollRewind = 1;\n        autoScrollSpeed = 1;\n    };\n\n    class HScrollBar : ScrollBar\n    {\n        height = 0.028;\n    };\n\n    // Template for selectable rows\n    class RowTemplate\n    {\n        class RowBackground\n        {\n            controlBaseClassPath[] = { \"RscText\" };\n            columnX = 0;\n            columnW = 14.7 * GUI_GRID_W;\n            controlOffsetY = 0;\n        };\n        class Column1\n        {\n            controlBaseClassPath[] = { \"RscPictureKeepAspect\" };\n            columnX = 0;\n            columnW = 2 * GUI_GRID_W;\n            controlOffsetY = 0;\n            controlH = 1 * GUI_GRID_H;\n        };\n        class Column2\n        {\n            controlBaseClassPath[] = { \"RscText\" };\n            columnX = 2 * GUI_GRID_W;\n            columnW = 8.7 * GUI_GRID_W;\n            controlOffsetY = 0.1 * GUI_GRID_H;\n        };\n        class Column3\n        {\n            controlBaseClassPath[] = { \"RscButton\" };\n            columnX = 11.2 * GUI_GRID_W;\n            columnW = 2 * GUI_GRID_W;\n            controlOffsetY = 0.1 * GUI_GRID_H;\n        };\n    };\n\n    // Template for headers (unlike rows, cannot be selected)\n    class HeaderTemplate\n    {\n        class HeaderBackground\n        {\n            controlBaseClassPath[] = { \"RscText\" };\n            columnX = 0;\n            columnW = 14.7 * GUI_GRID_W;\n            controlOffsetY = 0;\n        };\n        class Column1\n        {\n            controlBaseClassPath[] = { \"RscPictureKeepAspect\" };\n            columnX = 0.2 * GUI_GRID_W;\n            columnW = 0.6 * GUI_GRID_W;\n            controlOffsetY = 0.2 * GUI_GRID_H;\n            controlH = 0.6 * GUI_GRID_H;\n        };\n        class Column2\n        {\n            controlBaseClassPath[] = { \"RscText\" };\n            columnX = 0.8 * GUI_GRID_W;\n            columnW = 9 * GUI_GRID_W;\n            controlOffsetY = 0.1 * GUI_GRID_H;\n        };\n    };\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"This control type is a crossover between CT_LISTNBOX and CT_CONTROLS_GROUP. It is a list of user defined controls."},{"heading":"Rows and headers","level":4,"markdown":"Each Controls Table consists of N lines, with each line being either row or header.\nHeader is a collection of controls that are located on the same row.\nRow is similar to header, with added functionality of selection. If user clicks on a row or any control in it, the row is selected and highlighted. Up and down keys can be used to change selection to the previous or next row, respectively. When the selection is changed, the event onLBSelChanged is emitted.\nIf the highlight colour is set to fully transparent, rows can act as another type of header as user does not perceive any selection."},{"heading":"Row and header templates","level":4,"markdown":"Structure of row and header is defined using a template. Apart from their names (RowTemplate and HeaderTemplate), structure of both templates is the same. Each defines a set of columns and their properties. The column class (the name of which is currently not used) defines key properties of control that is created upon creation of new row or header.\n\n- **controlBaseClassPath** - Defines config path to control. See next section for detailed info.\n- **columnX** - Position of the created control, in table coordinates (0 is the table's left side).\n- **columnW** - Width of the created control. UI element created inside the column will be as wide as the column is.\n- **controlOffsetY** - Optional, default value 0. Defines offset of control from top of its line. Negative values are ignored.\n- **controlH** - Optional, default value 0. If set to non-negative value, it overrides height of the control from base class. Otherwise, the height from control base class is used.\n\nIt is important to note that even if a Controls Table uses only rows or only headers, both templates must be defined in config."},{"heading":"Base class","level":4,"markdown":"Each column must have its base class defined by the controlBaseClassPath[] parameter. This array of strings defines config path to class that is instantiated each time a new row (or header) is added to the table. The given class must be a valid UI control, i.e. it must contain parameter type that has a valid value and any other parameters that correspond to the given type.\n\n```cpp\ncontrolBaseClassPath[] = { \"RscDisplayTemp\", \"RscDisplayTemp_LineTextBase\" };\n```\n\nExpands to config path:\n\n```sqf\nconfigFile >> \"RscDisplayTemp\" >> \"RscDisplayTemp_LineTextBase\";\n// or\nmissionConfigFile >> \"RscDisplayTemp\" >> \"RscDisplayTemp_LineTextBase\"; // since Arma 3 v2.02\n// or\ncampaignConfigFile >> \"RscDisplayTemp\" >> \"RscDisplayTemp_LineTextBase\"; // since Arma 3 v2.02\n```"},{"heading":"White list","level":4,"markdown":"Some control types are not suitable for use inside of Controls Table. These include e.g. control containers (Controls Group and Controls Table) or controls that exceed their defined bounds while being drawn (Combo box). For this reason, the Controls Table only supports limited subset of UI controls that have been tested and confirmed to work.\n\nThe currently supported types are:\n\n- **CT_STATIC**\n- **CT_BUTTON**\n- **CT_EDIT**\n- **CT_ACTIVETEXT**\n- **CT_STRUCTURED_TEXT**\n- **CT_SHORTCUTBUTTON**\n- **CT_XSLIDER**\n- **CT_CHECKBOX**"},{"heading":"IDC pool","level":4,"markdown":"Each control created by the RV engine has an IDC which can be used for its identification among other controls which are part of the same display. For obvious reasons, each IDC should be unique in the context of its parent display.\nAs the Controls Table can be set to create and remove controls at run time (for example, click on a button can result in addition of a row to the table) and can potentially be used to create thousands of controls, it was necessary to implement a system which would\nAllow the creator/designer to limit total number of controls.\nMake sure that each control created by ControlsTable has a unique IDC.\nFor this reason, ControlsTable requires two parameters that define range of IDCs which are assigned to controls upon their creation. These parameters are firstIDC and lastIDC and together they define a range of values. If an instance of ControlsTable runs out of IDCs to create a new row or header, no elements are created.\nThe IDC range is used for both row and header controls. When a line of controls is removed, IDCs that were assigned to them are returned to the pool and reused for new lines. It is therefore not recommended to rely on a control to have the same IDC, unless you're certain that it won't be removed and replaced by a another one.\nControlsTable A has 3 controls in its row template (image, text and checkbox) and 1 control in its header template (text). firstIDC is set to 500 and lastIDC is set to 799. This means that table A has 300 IDCs at its disposal and may contain up to 100 rows (if it has no headers) or up to 300 headers (if it has no rows).\nIf table A contains 50 headers and 83 rows, it is using 299 IDCs and no additional row can be created. However, it is still possible to add one more header.\n\n> [!NOTE]\n> Currently, the system does not check if there is any other control, the IDC of which lies in the range."},{"heading":"Draw order","level":4,"markdown":"Vertical and horizontal scrollbars (if necessary).\nRectangle that highlights currently selected row.\nAll rows and headers, from row/header that was created first to the one that was created last.\nIn each row/header, controls are drawn in the same order as they're defined in the row/header template - starting with control from the first column.\nThis approach is different than the one used by ControlsGroup where the currently focused control is always drawn last (and is therefore drawn on top of the others in case of overlap). In ControlsTable, focus does not affect draw order in any way.\n*Note: If the columns of the table overlap, it is possible to change draw order by reordering columns in the row/header template. This is used in lobby of Project Argo where multiple non-interactive controls (each defined by a different column) overlap each other.*"},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Controls Table"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_CONTROLS_TABLE 19\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"firstIDC","level":5,"markdown":"**Type:** Numer\n\n**Description:** The start IDC.\n\n```cpp\nfirstIDC = 9000;\n```"},{"heading":"H","level":4,"markdown":""},{"heading":"headerHeight","level":5,"markdown":"**Type:** Number, String\n\n**Description:** The height of the header row.\n\nNumber example:\n\n```cpp\nheaderHeight = 0.025;\n```\n\nString example:\n\n```cpp\nheaderHeight = \"5 * 0.5 * pixelGrid * pixeH\";\n```"},{"heading":"HeaderTemplate","level":5,"markdown":"**Type:** Class\n\n**Description:** Template for headers (unlike rows, cannot be selected).\n\n```cpp\nclass HeaderTemplate\n{\n    class HeaderBackground\n    {\n        controlBaseClassPath[] = { \"RscText\" };\n        columnX = 0;\n        columnW = 14.7 * GUI_GRID_W;\n        controlOffsetY = 0;\n    };\n    class Column1\n    {\n        controlBaseClassPath[] = { \"RscPictureKeepAspect\" };\n        columnX = 0.2 * GUI_GRID_W;\n        columnW = 0.6 * GUI_GRID_W;\n        controlOffsetY = 0.2 * GUI_GRID_H;\n        controlH = 0.6 * GUI_GRID_H;\n    };\n    class Column2\n    {\n        controlBaseClassPath[] = { \"RscText\" };\n        columnX = 0.8 * GUI_GRID_W;\n        columnW = 9 * GUI_GRID_W;\n        controlOffsetY = 0.1 * GUI_GRID_H;\n    };\n};\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"lastIDC","level":5,"markdown":"**Type:** Numer\n\n**Description:** The last IDC.\n\n```cpp\nlastIDC = 9999;\n```"},{"heading":"lineSpacing","level":5,"markdown":"**Type:** Number, String\n\n**Description:** The amount of space to leave between rows.\n\nNumber example:\n\n```cpp\nlineSpacing = 0.1;\n```\n\nString example:\n\n```cpp\nlineSpacing = \"1 * 0.5 * pixelGrid * pixelH\";\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"rowHeight","level":5,"markdown":"**Type:** Number, String\n\n**Description:** The height of one row.\n\nNumber example:\n\n```cpp\nrowHeight = 0.025;\n```\n\nString example:\n\n```cpp\nrowHeight = \"5 * 0.5 * pixelGrid * pixeH\";\n```"},{"heading":"RowTemplate","level":5,"markdown":"**Type:** Class\n\n**Description:** Template for selectable rows.\n\n```cpp\nclass RowTemplate\n{\n    class RowBackground\n    {\n        controlBaseClassPath[] = { \"RscText\" };\n        columnX = 0;\n        columnW = 14.7 * GUI_GRID_W;\n        controlOffsetY = 0;\n    };\n    class Column1\n    {\n        controlBaseClassPath[] = { \"RscPictureKeepAspect\" };\n        columnX = 0;\n        columnW = 2 * GUI_GRID_W;\n        controlOffsetY = 0;\n        controlH = 1 * GUI_GRID_H;\n    };\n    class Column2\n    {\n        controlBaseClassPath[] = { \"RscText\" };\n        columnX = 2 * GUI_GRID_W;\n        columnW = 8.7 * GUI_GRID_W;\n        controlOffsetY = 0.1 * GUI_GRID_H;\n    };\n    class Column3\n    {\n        controlBaseClassPath[] = { \"RscButton\" };\n        columnX = 11.2 * GUI_GRID_W;\n        columnW = 2 * GUI_GRID_W;\n        controlOffsetY = 0.1 * GUI_GRID_H;\n    };\n};\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"selectedRowAnimLength","level":5,"markdown":"**Type:** Number\n\n**Description:** Length of the animation cycle in seconds.\n\n```cpp\nselectedRowAnimLength = 1.2;\n```"},{"heading":"selectedRowColorFrom","level":5,"markdown":"**Type:** Array\n\n**Description:** Colours which are used for animation (i.e. change of colour) of the selected line.\n\n```cpp\nselectedRowColorFrom[] = {1,1,1,1};\n```"},{"heading":"selectedRowColorTo","level":5,"markdown":"**Type:** Array\n\n**Description:** Colours which are used for animation (i.e. change of colour) of the selected line.\n\n```cpp\nselectedRowColorTo[] = {1,1,1,0};\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n> [!WARNING]\n> The default class seems to be broken. For a working example which replicates the controls table from the image above see: https://feedback.bistudio.com/T155872#2144204\n\n```cpp\nclass MyControlsTable\n{\n    idc = 107;\n    x = SafezoneX + 16.5 * GUI_GRID_W;\n    y = SafezoneY + 3.5 * GUI_GRID_H;\n    w = 15 * GUI_GRID_W;\n    h = 20 * GUI_GRID_H;\n\n    type = CT_CONTROLS_TABLE;\n    style = SL_TEXTURES;\n\n    lineSpacing = 0;\n    rowHeight = 1 * GUI_GRID_H;\n    headerHeight = 1 * GUI_GRID_H;\n\n    firstIDC = 42000;\n    lastIDC = 44999;\n\n    // Colours which are used for animation (i.e. change of colour) of the selected line.\n    selectedRowColorFrom[]  = { 0.7, 0.85, 1, 0.25 };\n    selectedRowColorTo[]    = { 0.7, 0.85, 1, 0.5 };\n    // Length of the animation cycle in seconds.\n    selectedRowAnimLength = 1.2;\n\n    class VScrollBar : ScrollBar\n    {\n        width = 0.021;\n        autoScrollEnabled = 0;\n        autoScrollDelay = 1;\n        autoScrollRewind = 1;\n        autoScrollSpeed = 1;\n    };\n\n    class HScrollBar : ScrollBar\n    {\n        height = 0.028;\n    };\n\n    // Template for selectable rows\n    class RowTemplate\n    {\n        class RowBackground\n        {\n            controlBaseClassPath[] = { \"RscText\" };\n            columnX = 0;\n            columnW = 14.7 * GUI_GRID_W;\n            controlOffsetY = 0;\n        };\n        class Column1\n        {\n            controlBaseClassPath[] = { \"RscPictureKeepAspect\" };\n            columnX = 0;\n            columnW = 2 * GUI_GRID_W;\n            controlOffsetY = 0;\n            controlH = 1 * GUI_GRID_H;\n        };\n        class Column2\n        {\n            controlBaseClassPath[] = { \"RscText\" };\n            columnX = 2 * GUI_GRID_W;\n            columnW = 8.7 * GUI_GRID_W;\n            controlOffsetY = 0.1 * GUI_GRID_H;\n        };\n        class Column3\n        {\n            controlBaseClassPath[] = { \"RscButton\" };\n            columnX = 11.2 * GUI_GRID_W;\n            columnW = 2 * GUI_GRID_W;\n            controlOffsetY = 0.1 * GUI_GRID_H;\n        };\n    };\n\n    // Template for headers (unlike rows, cannot be selected)\n    class HeaderTemplate\n    {\n        class HeaderBackground\n        {\n            controlBaseClassPath[] = { \"RscText\" };\n            columnX = 0;\n            columnW = 14.7 * GUI_GRID_W;\n            controlOffsetY = 0;\n        };\n        class Column1\n        {\n            controlBaseClassPath[] = { \"RscPictureKeepAspect\" };\n            columnX = 0.2 * GUI_GRID_W;\n            columnW = 0.6 * GUI_GRID_W;\n            controlOffsetY = 0.2 * GUI_GRID_H;\n            controlH = 0.6 * GUI_GRID_H;\n        };\n        class Column2\n        {\n            controlBaseClassPath[] = { \"RscText\" };\n            columnX = 0.8 * GUI_GRID_W;\n            columnW = 9 * GUI_GRID_W;\n            controlOffsetY = 0.1 * GUI_GRID_H;\n        };\n    };\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT EDIT","title":"CT EDIT","type":"topic","url":"https://community.bistudio.com/wiki/CT_EDIT","revid":364738,"updated":"2024-06-03T15:11:05Z","aliases":["DialogControls-EditBox"],"markdown":"### Introduction\n\nAn **edit**able text **box**, which allows the user to either enter text himself or to select and copy its content.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- endl (to insert line breaks)\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_EDIT 2\n```\n\n#### A\n\n##### autocomplete\n\n**Type:** String, Number\n\n**Description:** One of:\n\n- \"\" (no autocompletion)\n- \"scripting\" (entered text will automatically be completed with matching script command)\n- \"general\" (autocomplete will use some of the last entered words like the chat does)\n\nString example:\n\n```cpp\nautocomplete = \"\";\n```\n\nNumber example:\n\n```cpp\nautocomplete = 0;\n```\n\n#### C\n\n##### canModify\n\n**Type:** Number\n\n**Description:** When 0, only (optionally combined with <kbd>⇧ Shift</kbd>) <kbd>←</kbd>, <kbd>→</kbd>, <kbd>HOME</kbd>, <kbd>END</kbd> and <kbd>Ctrl</kbd> + <kbd>C</kbd> can be used\n\n```cpp\ncanModify = 1;\n```\n\n##### colorActive\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActive[] = {0.23,0.35,0.42,0.9};\n```\n\n##### colorSelection\n\n**Type:** Array\n\n**Description:** The text selection highlight color.\n\n```cpp\ncolorSelection[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",1};\n```\n\n#### F\n\n##### forceDrawCaret\n\n**Type:** Number\n\n**Description:** When 1, the caret will be drawn even when control has no focus or is disabled.\n\n```cpp\nforceDrawCaret = 1;\n```\n\n#### L\n\n##### linespacing\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nlinespacing = 1;\n```\n\n#### M\n\n##### maxChars\n\n**Type:** Number\n\n**Description:** The limit for how many characters could be displayed or entered, counting new line characters too.\n\n```cpp\nmaxChars = 3;\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscEdit\n\n```cpp\nclass RscEdit\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_EDIT;\n    x = 0;\n    y = 0;\n    h = 0.04;\n    w = 0.2;\n    colorBackground[] = {0,0,0,0};\n    colorText[] = {0.95,0.95,0.95,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorSelection[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n        1\n    };\n    autocomplete = \"\";\n    text = \"\";\n    size = 0.2;\n    style = ST_FRAME; // use ST_NO_RECT to remove the small frame\n    font = \"RobotoCondensed\";\n    shadow = 2;\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    canModify = 1;\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"An **edit**able text **box**, which allows the user to either enter text himself or to select and copy its content."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- endl (to insert line breaks)"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_EDIT 2\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"autocomplete","level":5,"markdown":"**Type:** String, Number\n\n**Description:** One of:\n\n- \"\" (no autocompletion)\n- \"scripting\" (entered text will automatically be completed with matching script command)\n- \"general\" (autocomplete will use some of the last entered words like the chat does)\n\nString example:\n\n```cpp\nautocomplete = \"\";\n```\n\nNumber example:\n\n```cpp\nautocomplete = 0;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"canModify","level":5,"markdown":"**Type:** Number\n\n**Description:** When 0, only (optionally combined with <kbd>⇧ Shift</kbd>) <kbd>←</kbd>, <kbd>→</kbd>, <kbd>HOME</kbd>, <kbd>END</kbd> and <kbd>Ctrl</kbd> + <kbd>C</kbd> can be used\n\n```cpp\ncanModify = 1;\n```"},{"heading":"colorActive","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActive[] = {0.23,0.35,0.42,0.9};\n```"},{"heading":"colorSelection","level":5,"markdown":"**Type:** Array\n\n**Description:** The text selection highlight color.\n\n```cpp\ncolorSelection[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",1};\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"forceDrawCaret","level":5,"markdown":"**Type:** Number\n\n**Description:** When 1, the caret will be drawn even when control has no focus or is disabled.\n\n```cpp\nforceDrawCaret = 1;\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"linespacing","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nlinespacing = 1;\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"maxChars","level":5,"markdown":"**Type:** Number\n\n**Description:** The limit for how many characters could be displayed or entered, counting new line characters too.\n\n```cpp\nmaxChars = 3;\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscEdit","level":4,"markdown":"```cpp\nclass RscEdit\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_EDIT;\n    x = 0;\n    y = 0;\n    h = 0.04;\n    w = 0.2;\n    colorBackground[] = {0,0,0,0};\n    colorText[] = {0.95,0.95,0.95,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorSelection[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n        1\n    };\n    autocomplete = \"\";\n    text = \"\";\n    size = 0.2;\n    style = ST_FRAME; // use ST_NO_RECT to remove the small frame\n    font = \"RobotoCondensed\";\n    shadow = 2;\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    canModify = 1;\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT EXTENSION","title":"CT EXTENSION","type":"topic","url":"https://community.bistudio.com/wiki/CT_EXTENSION","revid":379124,"updated":"2026-10-09T12:45:53Z","aliases":[],"markdown":"Arma 3 v2.20\n\n### Introduction\n\n> [!WARNING]\n> This is a experimental feature currently available for testing on Development-Branch. It is not yet decided whether this will become available in Stable branch. Please provide Feedback on the [Arma Discord](https://discord.gg/arma)'s #dev_rc_branch channel.\n\nExtension controls are controlled and rendered by Extensions. The constant *type* property for these controls usually is `CT_EXTENSION`.\nAll inputs to the control are forwarded to the Extension. And the Extension will render the UI into a prepared texture that will then be displayed.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_EXTENSION 107\n```\n\n#### C\n\n##### colorBackground\n\n**Type:** Array\n\n**Description:** Color of the background (The backing texture gets cleared to this color before the Extension's OnDraw). If the UI is not created (Extension not found, or doesn't offer the uiClass), this color fills the whole control.\n\n```cpp\ncolorBackground[] = {0,0,0,0};\n```\n\n#### E\n\n##### extension\n\n**Type:** String\n\n**Description:** Name of the Extension that provides this UI Control.\n\n```cpp\nextension = \"RVExtensionTest\";\n```\n\n#### T\n\n##### tileH\n\n**Type:** Number, String\n\n**Description:** Height of one tile. Used with ST_TILE_PICTURE to create a repeating wall of pictures, such as the fullscreen backgrounds in the Eden Editor. Uses GUI Coordinates.\n\nNumber example:\n\n```cpp\ntileH = 1;\n```\n\nString example:\n\n```cpp\ntileH = \"4 / (32 * pixelH)\";\n```\n\n##### tileW\n\n**Type:** Number, String\n\n**Description:** Width of one tile. Used with ST_TILE_PICTURE to create a repeating wall of pictures, such as the fullscreen backgrounds in the Eden Editor. Uses GUI Coordinates.\n\nNumber example:\n\n```cpp\ntileW = 1;\n```\n\nString example:\n\n```cpp\ntileW = \"8 / (32 * pixelW)\";\n```\n\n#### U\n\n##### uiClass\n\n**Type:** String\n\n**Description:** \"Classname\" of the UI, gets passed to the Extension, the Extension has to interpret it and choose what UI to display (If the Extension offers multiple UI Elements).\n\n```cpp\nuiClass = \"TestUI_123\";\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscExtension\n\nBaseline RscExtension example\n\n```cpp\nclass RscExtension\n{\n    type = CT_EXTENSION; // 107\n    idc = -1;\n    deletable = 0;\n    style = 0;\n    colorBackground[] = {0,0,0,0};\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.3;\n    extension = \"ExtensionNameHere\";\n    uiClass = \"ClassNameHere\";\n};\n```\n\n#### RscWebBrowser\n\nWeb Browser sample, utilizing https://github.com/arma3/RVExtensionImGui/blob/main/dllmain.cpp#L76\n\n```cpp\nclass RscExtension\n{\n    type = CT_EXTENSION; // 107\n    idc = -1;\n    deletable = 0;\n    style = 0;\n    colorBackground[] = {0,0,0,0};\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.3;\n    extension = \"RVExtensionTest\";\n    uiClass = \"webbrowser_https://arma3.com/\";\n};\n```","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v2.20"},{"heading":"Introduction","level":3,"markdown":"> [!WARNING]\n> This is a experimental feature currently available for testing on Development-Branch. It is not yet decided whether this will become available in Stable branch. Please provide Feedback on the [Arma Discord](https://discord.gg/arma)'s #dev_rc_branch channel.\n\nExtension controls are controlled and rendered by Extensions. The constant *type* property for these controls usually is `CT_EXTENSION`.\nAll inputs to the control are forwarded to the Extension. And the Extension will render the UI into a prepared texture that will then be displayed."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_EXTENSION 107\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"colorBackground","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the background (The backing texture gets cleared to this color before the Extension's OnDraw). If the UI is not created (Extension not found, or doesn't offer the uiClass), this color fills the whole control.\n\n```cpp\ncolorBackground[] = {0,0,0,0};\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"extension","level":5,"markdown":"**Type:** String\n\n**Description:** Name of the Extension that provides this UI Control.\n\n```cpp\nextension = \"RVExtensionTest\";\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"tileH","level":5,"markdown":"**Type:** Number, String\n\n**Description:** Height of one tile. Used with ST_TILE_PICTURE to create a repeating wall of pictures, such as the fullscreen backgrounds in the Eden Editor. Uses GUI Coordinates.\n\nNumber example:\n\n```cpp\ntileH = 1;\n```\n\nString example:\n\n```cpp\ntileH = \"4 / (32 * pixelH)\";\n```"},{"heading":"tileW","level":5,"markdown":"**Type:** Number, String\n\n**Description:** Width of one tile. Used with ST_TILE_PICTURE to create a repeating wall of pictures, such as the fullscreen backgrounds in the Eden Editor. Uses GUI Coordinates.\n\nNumber example:\n\n```cpp\ntileW = 1;\n```\n\nString example:\n\n```cpp\ntileW = \"8 / (32 * pixelW)\";\n```"},{"heading":"U","level":4,"markdown":""},{"heading":"uiClass","level":5,"markdown":"**Type:** String\n\n**Description:** \"Classname\" of the UI, gets passed to the Extension, the Extension has to interpret it and choose what UI to display (If the Extension offers multiple UI Elements).\n\n```cpp\nuiClass = \"TestUI_123\";\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscExtension","level":4,"markdown":"Baseline RscExtension example\n\n```cpp\nclass RscExtension\n{\n    type = CT_EXTENSION; // 107\n    idc = -1;\n    deletable = 0;\n    style = 0;\n    colorBackground[] = {0,0,0,0};\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.3;\n    extension = \"ExtensionNameHere\";\n    uiClass = \"ClassNameHere\";\n};\n```"},{"heading":"RscWebBrowser","level":4,"markdown":"Web Browser sample, utilizing https://github.com/arma3/RVExtensionImGui/blob/main/dllmain.cpp#L76\n\n```cpp\nclass RscExtension\n{\n    type = CT_EXTENSION; // 107\n    idc = -1;\n    deletable = 0;\n    style = 0;\n    colorBackground[] = {0,0,0,0};\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.3;\n    extension = \"RVExtensionTest\";\n    uiClass = \"webbrowser_https://arma3.com/\";\n};\n```"}],"categories":["Control Types","Introduced with Arma 3 version 2.20"],"groups":["GUI"]},{"name":"CT HITZONES","title":"CT HITZONES","type":"topic","url":"https://community.bistudio.com/wiki/CT_HITZONES","revid":170185,"updated":"2020-11-30T08:34:30Z","aliases":[],"markdown":"### Introduction\n\nUnknown control type.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_HITZONES 17\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone","sections":[{"heading":"Introduction","level":3,"markdown":"Unknown control type."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_HITZONES 17\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT HTML","title":"CT HTML","type":"topic","url":"https://community.bistudio.com/wiki/CT_HTML","revid":342149,"updated":"2023-07-09T12:26:45Z","aliases":[],"markdown":"### Introduction\n\nThe HTML control is well known as the \"notebook\" in the Map-View of the game. It can display a text over more pages and can inherit links to other, own defined sections. It has some simple formatting possibilities. It also can display images.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: HTML\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_HTML 9\n```\n\n#### C\n\n##### colorBold\n\n**Type:** Array\n\n**Description:** Color of **bold** text (between <b> and tags).\n\n```cpp\ncolorBold[] = {1,1,1,1};\n```\n\n##### colorLink\n\n**Type:** Array\n\n**Description:** Text color of links (between <a href=\"#Sectionname> and </a>).\n\n```cpp\ncolorLink[] = {1,1,1,1};\n```\n\n##### colorLinkActive\n\n**Type:** Array\n\n**Description:** Text color of the active link (normaly the fist on in page).\n\n```cpp\ncolorLinkActive[] = {1,1,1,1};\n```\n\n##### colorPicture\n\n**Type:** Array\n\n**Description:** Color of transparent part of image.\n\n```cpp\ncolorPicture[] = {1,1,1,1};\n```\n\n##### colorPictureBorder\n\n**Type:** Array\n\n**Description:** Color of the borader arround image.\n\n```cpp\ncolorPictureBorder[] = {0,0,0,0};\n```\n\n##### colorPictureLink\n\n**Type:** Array\n\n**Description:** Color of transparent part of image within links\n\n```cpp\ncolorPictureLink[] = {1,1,1,1};\n```\n\n##### colorPictureSelected\n\n**Type:** Array\n\n**Description:** Color of transparent part of image within active links.\n\n```cpp\ncolorPictureSelected[] = {1,1,1,1};\n```\n\n##### cycleAllLinks\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\ncycleAllLinks = 0;\n```\n\n##### cycleLinks\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\ncycleLinks = 0;\n```\n\n#### F\n\n##### filename\n\n**Type:** String\n\n**Description:** The html file to load into the control at startup\n\n```cpp\nfilename = \"a3\\ui_f\\data\\html\\RscFeedback.html\";\n```\n\n#### H\n\n##### H1\n\n**Type:** Class\n\n**Description:** Header settings. Classes H1 to H6 as well as P are available.\n\n| Properties of subclass (H1-H6,P) |  |  |\n|---|---|---|\n| Name | Type | Remark |\n| **font** | string | font to use for default text |\n| **fontBold** | string | font to use within bold tags |\n| **sizeEx** | Float | font size |\n\n```cpp\nclass H1\n{\n    font = \"RobotoCondensed\";\n    fontBold = \"RobotoCondensedBold\";\n    sizeEx = \"(            (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1.2)\";\n};\n```\n\n#### N\n\n##### nextPage\n\n**Type:** String\n\n**Description:** Filename of image which is used as right arrow.\n\n```cpp\nnextPage = \"\\A3\\ui_f\\data\\gui\\rsccommon\\rschtml\\arrow_right_ca.paa\";\n```\n\n#### P\n\n##### P\n\n**Type:** Class\n\n**Description:** See #H1.\n\n```cpp\nclass P\n{\n    font = \"RobotoCondensed\";\n    fontBold = \"RobotoCondensedBold\";\n    sizeEx = \"(            (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)\";\n    align = \"left\";\n};\n```\n\n##### prevPage\n\n**Type:** String\n\n**Description:** Filename of image which is used as left arrow.\n\n```cpp\nprevPage = \"\\A3\\ui_f\\data\\gui\\rsccommon\\rschtml\\arrow_left_ca.paa\";\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscExample\n\n```cpp\nclass RscHTML\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_HTML;\n    idc = -1;\n    style = ST_LEFT;\n    filename = \"\";\n    colorBackground[] = {0,0,0,0};\n    colorText[] = {1,1,1,1};\n    colorBold[] = {1,1,1,1};\n    colorLink[] = {1,1,1,0.75};\n    colorLinkActive[] = {1,1,1,1};\n    colorPicture[] = {1,1,1,1};\n    colorPictureLink[] = {1,1,1,1};\n    colorPictureSelected[] = {1,1,1,1};\n    colorPictureBorder[] = {0,0,0,0};\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n    class H1\n    {\n        font = \"RobotoCondensed\";\n        fontBold = \"RobotoCondensedBold\";\n        sizeEx = GUI_TEXT_SIZE_LARGE;\n        align = \"left\";\n    };\n    class H2\n    {\n        font = \"RobotoCondensed\";\n        fontBold = \"RobotoCondensedBold\";\n        sizeEx = GUI_TEXT_SIZE_MEDIUM;\n        align = \"right\";\n    };\n    class H3\n    {\n        font = \"RobotoCondensed\";\n        fontBold = \"RobotoCondensedBold\";\n        sizeEx = GUI_TEXT_SIZE_MEDIUM;\n        align = \"left\";\n    };\n    class H4\n    {\n        font = \"RobotoCondensed\";\n        fontBold = \"RobotoCondensedBold\";\n        sizeEx = GUI_TEXT_SIZE_MEDIUM;\n        align = \"left\";\n    };\n    class H5\n    {\n        font = \"RobotoCondensed\";\n        fontBold = \"RobotoCondensedBold\";\n        sizeEx = GUI_TEXT_SIZE_MEDIUM;\n        align = \"left\";\n    };\n    class H6\n    {\n        font = \"RobotoCondensed\";\n        fontBold = \"RobotoCondensedBold\";\n        sizeEx = GUI_TEXT_SIZE_MEDIUM;\n        align = \"left\";\n    };\n    class P\n    {\n        font = \"RobotoCondensed\";\n        fontBold = \"RobotoCondensedBold\";\n        sizeEx = GUI_TEXT_SIZE_MEDIUM;\n        align = \"left\";\n    };\n    x = 0;\n    y = 0;\n    w = 0.1;\n    h = 0.1;\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    prevPage = \"\\A3\\ui_f\\data\\gui\\rsccommon\\rschtml\\arrow_left_ca.paa\";\n    nextPage = \"\\A3\\ui_f\\data\\gui\\rsccommon\\rschtml\\arrow_right_ca.paa\";\n    shadow = 2;\n};\n```\n\n### Other Examples\n\n#### Scripted Example\n\n1. Open Eden Editor\n1. Save the mission\n1. Create the file test.html in the mission folder and copy the html code from this page in it (see below)\n1. Open the Arma 3: Debug Console and execute the sqf code\n\n##### SQF Code\n\n```sqf\ndisableSerialization;\n\nprivate _display = findDisplay 313 createDisplay \"RscDisplayEmpty\";\n\nprivate _ctrlGroup = _display ctrlCreate [\"RscControlsGroup\", -1];\nprivate _ctrlHTML = _display ctrlCreate [\"RscHTML\", -1, _ctrlGroup];\n\n_ctrlGroup ctrlSetPosition [0,safeZoneY + 0.01,1,safeZoneH - 0.02];\n_ctrlGroup ctrlCommit 0;\n\n_ctrlHTML ctrlSetPosition [0,0,0.98,2];\n_ctrlHTML ctrlSetBackgroundColor [0,0,0,1];\n_ctrlHTML ctrlCommit 0;\n_ctrlHTML htmlLoad \"test.html\"\n```\n\n##### test.html\n\n```html\n<html>\n    <head>\n        <meta http-equiv=\"Content-Type\" content=\"text/html; charset=utf-8\">\n        <title>PageTitle</title>\n    </head>\n    <body>\n        <h1><a name=\"FirstSection\">First Section</a></h1>\n        <p>This is the text to display in this section. You can write a lot of text here.</p>\n        <br>\n        <h1><a name=\"Alignment\">Alignment</a></h1>\n        <p>Text can be aligned left, center or right</p>\n        <br>\n        <p align=\"left\"><a name=\"left\">Left</a></p>\n        <p align=\"center\"><a name=\"center\">Center</a></p>\n        <p align=\"right\">Right</p>\n        <h1><a name=\"Font Sizes\">Font Sizes</a></h1>\n        <p>Out of the box the CT_HTML offers seven font sizes. These can be changed in the controls config.</p>\n        <p>P (default)</p>\n        <h1>H1</h1>\n        <h2>H2</h2>\n        <h3>H3</h3>\n        <h4>H4</h4>\n        <h5>H5</h5>\n        <h6>H6</h6>\n        <br>\n        <h1><a name=\"Links\">Links</a></h1>\n        <p>It is possible to link to sections or websites.</p>\n        <p><a href=\"#FirstSection\">A link to the first section.</a></p>\n        <p><a href=\"https://community.bistudio.com/wiki/HTML_File_Format\">A link to the BIKI.</a></p>\n        <br>\n        <h1><a name=\"Images\">Images</a></h1>\n        <p>Images can also be displayed</p>\n        <p align=\"center\"><img src=\"\\a3\\ui_f_curator\\data\\logos\\arma3_curator_logo_ca.paa\" height=\"100\" width=\"100\"></p>\n        <h1><a name=\"TextFormatting\">Text Formatting</a></h1>\n        <p>Text can also be <b>bold</b>. The color and font used for this can be defined in config.</p>\n    </body>\n</html>\n```","sections":[{"heading":"Introduction","level":3,"markdown":"The HTML control is well known as the \"notebook\" in the Map-View of the game. It can display a text over more pages and can inherit links to other, own defined sections. It has some simple formatting possibilities. It also can display images."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: HTML"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_HTML 9\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"colorBold","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of **bold** text (between <b> and tags).\n\n```cpp\ncolorBold[] = {1,1,1,1};\n```"},{"heading":"colorLink","level":5,"markdown":"**Type:** Array\n\n**Description:** Text color of links (between <a href=\"#Sectionname> and </a>).\n\n```cpp\ncolorLink[] = {1,1,1,1};\n```"},{"heading":"colorLinkActive","level":5,"markdown":"**Type:** Array\n\n**Description:** Text color of the active link (normaly the fist on in page).\n\n```cpp\ncolorLinkActive[] = {1,1,1,1};\n```"},{"heading":"colorPicture","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of transparent part of image.\n\n```cpp\ncolorPicture[] = {1,1,1,1};\n```"},{"heading":"colorPictureBorder","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the borader arround image.\n\n```cpp\ncolorPictureBorder[] = {0,0,0,0};\n```"},{"heading":"colorPictureLink","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of transparent part of image within links\n\n```cpp\ncolorPictureLink[] = {1,1,1,1};\n```"},{"heading":"colorPictureSelected","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of transparent part of image within active links.\n\n```cpp\ncolorPictureSelected[] = {1,1,1,1};\n```"},{"heading":"cycleAllLinks","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\ncycleAllLinks = 0;\n```"},{"heading":"cycleLinks","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\ncycleLinks = 0;\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"filename","level":5,"markdown":"**Type:** String\n\n**Description:** The html file to load into the control at startup\n\n```cpp\nfilename = \"a3\\ui_f\\data\\html\\RscFeedback.html\";\n```"},{"heading":"H","level":4,"markdown":""},{"heading":"H1","level":5,"markdown":"**Type:** Class\n\n**Description:** Header settings. Classes H1 to H6 as well as P are available.\n\n| Properties of subclass (H1-H6,P) |  |  |\n|---|---|---|\n| Name | Type | Remark |\n| **font** | string | font to use for default text |\n| **fontBold** | string | font to use within bold tags |\n| **sizeEx** | Float | font size |\n\n```cpp\nclass H1\n{\n    font = \"RobotoCondensed\";\n    fontBold = \"RobotoCondensedBold\";\n    sizeEx = \"(            (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1.2)\";\n};\n```"},{"heading":"N","level":4,"markdown":""},{"heading":"nextPage","level":5,"markdown":"**Type:** String\n\n**Description:** Filename of image which is used as right arrow.\n\n```cpp\nnextPage = \"\\A3\\ui_f\\data\\gui\\rsccommon\\rschtml\\arrow_right_ca.paa\";\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"P","level":5,"markdown":"**Type:** Class\n\n**Description:** See #H1.\n\n```cpp\nclass P\n{\n    font = \"RobotoCondensed\";\n    fontBold = \"RobotoCondensedBold\";\n    sizeEx = \"(            (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)\";\n    align = \"left\";\n};\n```"},{"heading":"prevPage","level":5,"markdown":"**Type:** String\n\n**Description:** Filename of image which is used as left arrow.\n\n```cpp\nprevPage = \"\\A3\\ui_f\\data\\gui\\rsccommon\\rschtml\\arrow_left_ca.paa\";\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscExample","level":4,"markdown":"```cpp\nclass RscHTML\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_HTML;\n    idc = -1;\n    style = ST_LEFT;\n    filename = \"\";\n    colorBackground[] = {0,0,0,0};\n    colorText[] = {1,1,1,1};\n    colorBold[] = {1,1,1,1};\n    colorLink[] = {1,1,1,0.75};\n    colorLinkActive[] = {1,1,1,1};\n    colorPicture[] = {1,1,1,1};\n    colorPictureLink[] = {1,1,1,1};\n    colorPictureSelected[] = {1,1,1,1};\n    colorPictureBorder[] = {0,0,0,0};\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n    class H1\n    {\n        font = \"RobotoCondensed\";\n        fontBold = \"RobotoCondensedBold\";\n        sizeEx = GUI_TEXT_SIZE_LARGE;\n        align = \"left\";\n    };\n    class H2\n    {\n        font = \"RobotoCondensed\";\n        fontBold = \"RobotoCondensedBold\";\n        sizeEx = GUI_TEXT_SIZE_MEDIUM;\n        align = \"right\";\n    };\n    class H3\n    {\n        font = \"RobotoCondensed\";\n        fontBold = \"RobotoCondensedBold\";\n        sizeEx = GUI_TEXT_SIZE_MEDIUM;\n        align = \"left\";\n    };\n    class H4\n    {\n        font = \"RobotoCondensed\";\n        fontBold = \"RobotoCondensedBold\";\n        sizeEx = GUI_TEXT_SIZE_MEDIUM;\n        align = \"left\";\n    };\n    class H5\n    {\n        font = \"RobotoCondensed\";\n        fontBold = \"RobotoCondensedBold\";\n        sizeEx = GUI_TEXT_SIZE_MEDIUM;\n        align = \"left\";\n    };\n    class H6\n    {\n        font = \"RobotoCondensed\";\n        fontBold = \"RobotoCondensedBold\";\n        sizeEx = GUI_TEXT_SIZE_MEDIUM;\n        align = \"left\";\n    };\n    class P\n    {\n        font = \"RobotoCondensed\";\n        fontBold = \"RobotoCondensedBold\";\n        sizeEx = GUI_TEXT_SIZE_MEDIUM;\n        align = \"left\";\n    };\n    x = 0;\n    y = 0;\n    w = 0.1;\n    h = 0.1;\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    prevPage = \"\\A3\\ui_f\\data\\gui\\rsccommon\\rschtml\\arrow_left_ca.paa\";\n    nextPage = \"\\A3\\ui_f\\data\\gui\\rsccommon\\rschtml\\arrow_right_ca.paa\";\n    shadow = 2;\n};\n```"},{"heading":"Other Examples","level":3,"markdown":""},{"heading":"Scripted Example","level":4,"markdown":"1. Open Eden Editor\n1. Save the mission\n1. Create the file test.html in the mission folder and copy the html code from this page in it (see below)\n1. Open the Arma 3: Debug Console and execute the sqf code"},{"heading":"SQF Code","level":5,"markdown":"```sqf\ndisableSerialization;\n\nprivate _display = findDisplay 313 createDisplay \"RscDisplayEmpty\";\n\nprivate _ctrlGroup = _display ctrlCreate [\"RscControlsGroup\", -1];\nprivate _ctrlHTML = _display ctrlCreate [\"RscHTML\", -1, _ctrlGroup];\n\n_ctrlGroup ctrlSetPosition [0,safeZoneY + 0.01,1,safeZoneH - 0.02];\n_ctrlGroup ctrlCommit 0;\n\n_ctrlHTML ctrlSetPosition [0,0,0.98,2];\n_ctrlHTML ctrlSetBackgroundColor [0,0,0,1];\n_ctrlHTML ctrlCommit 0;\n_ctrlHTML htmlLoad \"test.html\"\n```"},{"heading":"test.html","level":5,"markdown":"```html\n<html>\n    <head>\n        <meta http-equiv=\"Content-Type\" content=\"text/html; charset=utf-8\">\n        <title>PageTitle</title>\n    </head>\n    <body>\n        <h1><a name=\"FirstSection\">First Section</a></h1>\n        <p>This is the text to display in this section. You can write a lot of text here.</p>\n        <br>\n        <h1><a name=\"Alignment\">Alignment</a></h1>\n        <p>Text can be aligned left, center or right</p>\n        <br>\n        <p align=\"left\"><a name=\"left\">Left</a></p>\n        <p align=\"center\"><a name=\"center\">Center</a></p>\n        <p align=\"right\">Right</p>\n        <h1><a name=\"Font Sizes\">Font Sizes</a></h1>\n        <p>Out of the box the CT_HTML offers seven font sizes. These can be changed in the controls config.</p>\n        <p>P (default)</p>\n        <h1>H1</h1>\n        <h2>H2</h2>\n        <h3>H3</h3>\n        <h4>H4</h4>\n        <h5>H5</h5>\n        <h6>H6</h6>\n        <br>\n        <h1><a name=\"Links\">Links</a></h1>\n        <p>It is possible to link to sections or websites.</p>\n        <p><a href=\"#FirstSection\">A link to the first section.</a></p>\n        <p><a href=\"https://community.bistudio.com/wiki/HTML_File_Format\">A link to the BIKI.</a></p>\n        <br>\n        <h1><a name=\"Images\">Images</a></h1>\n        <p>Images can also be displayed</p>\n        <p align=\"center\"><img src=\"\\a3\\ui_f_curator\\data\\logos\\arma3_curator_logo_ca.paa\" height=\"100\" width=\"100\"></p>\n        <h1><a name=\"TextFormatting\">Text Formatting</a></h1>\n        <p>Text can also be <b>bold</b>. The color and font used for this can be defined in config.</p>\n    </body>\n</html>\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT ITEMSLOT","title":"CT ITEMSLOT","type":"topic","url":"https://community.bistudio.com/wiki/CT_ITEMSLOT","revid":170164,"updated":"2020-11-29T14:32:32Z","aliases":[],"markdown":"### Introduction\n\nUnknown control type.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_ITEMSLOT 103\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone","sections":[{"heading":"Introduction","level":3,"markdown":"Unknown control type."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_ITEMSLOT 103\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT LINEBREAK","title":"CT LINEBREAK","type":"topic","url":"https://community.bistudio.com/wiki/CT_LINEBREAK","revid":378645,"updated":"2026-05-17T14:56:28Z","aliases":["DialogControls-LineBreak"],"markdown":"### Introduction\n\nUnknown control type.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_LINEBREAK 98\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscExample\n\n```cpp\nclass RscLineBreak\n{\n    idc = -1;\n    type = 98;\n    shadow = 0;\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"Unknown control type."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_LINEBREAK 98\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscExample","level":4,"markdown":"```cpp\nclass RscLineBreak\n{\n    idc = -1;\n    type = 98;\n    shadow = 0;\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT LISTBOX","title":"CT LISTBOX","type":"topic","url":"https://community.bistudio.com/wiki/CT_LISTBOX","revid":352975,"updated":"2024-03-08T10:39:44Z","aliases":[],"markdown":"### Introduction\n\nThe listbox displays a list of items. With ST_MULTI it is possible to select multiple entries. For listBoxes, the usage of 'ST_' style constants (ST_MULTI & ST_TITLE_BAR) behave differently than expected for other controls, so use the corresponding 'LB_' (LB_TEXTURES & LB_MULTI) list box style variants instead.\n\n```cpp\nstyle = LB_TEXTURES; // solid scrollbar\nstyle = LB_MULTI; // multiple item selection\n```\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Listbox\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- Events: Listbox\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_LISTBOX 5\n```\n\n#### A\n\n##### active\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nactive = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaysinglemission\\done_ca.paa\";\n```\n\n##### addons\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\naddons = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_addons_ca.paa\";\n```\n\n##### allowedFilePatching\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nallowedFilePatching = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_version_ca.paa\";\n```\n\n##### arrowEmpty\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowEmpty = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### arrowFull\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowFull = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### autoScrollDelay\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nautoScrollDelay = 5;\n```\n\n##### autoScrollRewind\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nautoScrollRewind = 0;\n```\n\n##### autoScrollSpeed\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nautoScrollSpeed = -1;\n```\n\n#### C\n\n##### canDrag\n\n**Type:** Number\n\n**Description:** Allow dragging and dropping listbox items similar to how the inventory works.\n\n```cpp\ncanDrag = 0;\n```\n\n##### collisionColor\n\n**Type:** Array\n\n**Description:** Color of the collision key binding; default {1,0,0,1} - Only relevant to config keys dialog (type = 5; idc = 102)\n\n```cpp\ncollisionColor[] = {\"(profilenamespace getvariable ['IGUI_ERROR_RGB_R',0.8])\",\"(profilenamespace getvariable ['IGUI_ERROR_RGB_G',0.0])\",\"(profilenamespace getvariable ['IGUI_ERROR_RGB_B',0.0])\",1};\n```\n\n##### collisionColorFirstKey\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncollisionColorFirstKey[] = {\"(profilenamespace getvariable ['IGUI_WARNING_RGB_R',0.8])\",\"(profilenamespace getvariable ['IGUI_WARNING_RGB_G',0.5])\",\"(profilenamespace getvariable ['IGUI_WARNING_RGB_B',0.0])\",1};\n```\n\n##### color\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {0.95,0.95,0.95,1};\n```\n\n##### colorAI\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorAI[] = {1,0,0,1};\n```\n\n##### colorNobody\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorNobody[] = {1,1,1,0.25};\n```\n\n##### colorPicture\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPicture[] = {1,1,1,1};\n```\n\n##### colorPictureDisabled\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureDisabled[] = {1,1,1,0.25};\n```\n\n##### colorPictureRight\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRight[] = {1,1,1,1};\n```\n\n##### colorPictureRightDisabled\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRightDisabled[] = {1,1,1,0.25};\n```\n\n##### colorPictureRightSelected\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRightSelected[] = {1,1,1,1};\n```\n\n##### colorPictureSelected\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureSelected[] = {1,1,1,1};\n```\n\n##### colorPingBad\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPingBad[] = {1,0,0,1};\n```\n\n##### colorPingGood\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPingGood[] = {0,1,0,1};\n```\n\n##### colorPingPoor\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPingPoor[] = {1,0.6,0,1};\n```\n\n##### colorPingUnknown\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPingUnknown[] = {0.4,0.4,0.4,1};\n```\n\n##### colorPlayer\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPlayer[] = {1,1,0,1};\n```\n\n##### colorScrollbar\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorScrollbar[] = {1,0,0,0};\n```\n\n##### colorSelect\n\n**Type:** Array\n\n**Description:** Text color of a selected item.\n\n```cpp\ncolorSelect[] = {1,1,1,1};\n```\n\n##### colorSelect2\n\n**Type:** Array\n\n**Description:** Text color to pulsate to from `colorSelect`.\n\n```cpp\ncolorSelect2[] = {0,0,0,1};\n```\n\n##### colorSelect2Right\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect2Right[] = {0,0,0,1};\n```\n\n##### colorSelectBackground\n\n**Type:** Array\n\n**Description:** Background color of a selected entry.\n\n```cpp\ncolorSelectBackground[] = {0.95,0.95,0.95,1};\n```\n\n##### colorSelectBackground2\n\n**Type:** Array\n\n**Description:** Background color to pulsate to from `colorSelectBackground` of a selected entry.\n\n```cpp\ncolorSelectBackground2[] = {1,1,1,0.5};\n```\n\n##### colorSelectRight\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectRight[] = {0,0,0,1};\n```\n\n##### colorShadow\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorShadow[] = {0,0,0,0.5};\n```\n\n##### colorTextRight\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTextRight[] = {1,1,1,1};\n```\n\n##### columns\n\n**Type:** Number, Class\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\ncolumns = 1;\n```\n\nClass example:\n\n```cpp\nclass Columns\n{\n    class ColumnFavorite\n    {\n        x = \"1.2 * (((safezoneW / safezoneH) min 1.2) / 40) + (SafezoneX)\";\n        w = \"(2 * (((safezoneW / safezoneH) min 1.2) / 40))\";\n    };\n    class ColumnServer\n    {\n        x = \"2.7 * (((safezoneW / safezoneH) min 1.2) / 40) + (SafezoneX)\";\n        w = \"(11 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.45*(safezoneW - ((safezoneW / safezoneH) min 1.2))\";\n    };\n    class ColumnType\n    {\n        x = \"safezoneX + (15 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.45*(safezoneW - ((safezoneW / safezoneH) min 1.2))\";\n        w = \"3 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    };\n    class ColumnMission\n    {\n        x = \"safezoneX + (18.3 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.45*(safezoneW - ((safezoneW / safezoneH) min 1.2))\";\n        w = \"(10.5 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.45*(safezoneW - ((safezoneW / safezoneH) min 1.2))\";\n    };\n    class ColumnState\n    {\n        x = \"safezoneX + (29.1 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.9*(safezoneW - ((safezoneW / safezoneH) min 1.2))\";\n        w = \"3 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    };\n    class ColumnPlayers\n    {\n        x = \"safezoneX + (32.4 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.9*(safezoneW - ((safezoneW / safezoneH) min 1.2))\";\n        w = \"3 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    };\n    class ColumnPing\n    {\n        x = \"safezoneX + (35.7 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.9*(safezoneW - ((safezoneW / safezoneH) min 1.2))\";\n        w = \"3 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    };\n};\n```\n\n#### D\n\n##### disabled\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ndisabled = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaysinglemission\\none_ca.paa\";\n```\n\n##### disabledAI\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ndisabledAI = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayersetup\\disabledai_ca.paa\";\n```\n\n##### disabledCtrlColor\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ndisabledCtrlColor[] = {1,1,1,0.5};\n```\n\n##### disabledKeyColor\n\n**Type:** Array\n\n**Description:** Color of the disabled key binding; default {0.3,0.3,0.3,1} - Only relevant to config keys dialog (type = 5; idc = 102)\n\n```cpp\ndisabledKeyColor[] = {0.4,0.4,0.4,1};\n```\n\n##### DLCTemplate\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass DLCTemplate\n{\n    class controls\n    {\n        class DlcBg\n        {\n            idc = 101;\n            text = \"\\A3\\Ui_f\\data\\GUI\\Rsc\\RscDisplayInventory\\InventoryStripe_ca.paa\";\n            color[] = {1,1,1,1};\n            x = 0;\n            y = 0;\n            w = \"1.8 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n            h = \"1.8 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n        };\n        class DlcIcon\n        {\n            idc = 100;\n            text = \"\";\n            color[] = {1,1,1,1};\n            x = \"0 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n            y = \"0 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n            w = \"1 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n            h = \"1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n        };\n    };\n};\n```\n\n#### E\n\n##### enabled\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nenabled = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaysinglemission\\done_ca.paa\";\n```\n\n##### enabledAI\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nenabledAI = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayersetup\\enabledai_ca.paa\";\n```\n\n#### I\n\n##### idcx\n\n**Type:** Number\n\n**Description:** Used in the Arsenal display for unknown reason.\n\n```cpp\nidcx = 974;\n```\n\n##### itemBackground\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nitemBackground[] = {1,1,1,0.1};\n```\n\n##### Items\n\n**Type:** Class\n\n**Description:** Default entries for the listbox columns.\n\n```cpp\n// Yes, this is a vanilla config :D\nclass Items\n{\n    class Item0\n    {\n        text = \"LOL\";\n        textRight = \"ROFL\";\n        tooltip = \"OMG\";\n        picture = \"\\a3\\Ui_f\\data\\Map\\Markers\\Military\\warning_CA.paa\";\n        pictureRight = \"\\a3\\Ui_f\\data\\Map\\Markers\\Military\\unknown_CA.paa\";\n        color[] = {1,0,1,1};\n        colorRight[] = {1,1,0,1};\n        colorPicture[] = {0,1,1,1};\n        colorPictureSelected[] = {1,0,0,1};\n        colorPictureDisabled[] = {0,0,0,1};\n        colorPictureRight[] = {0,1,0,1};\n        colorPictureRightSelected[] = {0,0,1,1};\n        colorPictureRightDisabled[] = {0,0,0,1};\n        data = \"WTF\";\n        value = 42;\n        default = 0;\n    };\n    class AnotherItem\n    {\n        text = \"O RLY\";\n        default = 1;\n    };\n};\n```\n\n##### itemSpacing\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nitemSpacing = 0;\n```\n\n#### L\n\n##### ListScrollBar\n\n**Type:** Class\n\n**Description:** Prior to Arma 3 use ScrollBar. Scrollbars might not show if h and w properties of the ListBox are not 0. see also DialogControls-Sliders\n\n```cpp\nclass ListScrollBar\n{\n    color[] = {1,1,1,1};\n    autoScrollEnabled = 1;\n    colorActive[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.3};\n    thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\thumb_ca.paa\";\n    arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowEmpty_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowFull_ca.paa\";\n    border = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\border_ca.paa\";\n    shadow = 0;\n    scrollSpeed = 0.06;\n    width = 0;\n    height = 0;\n    autoScrollSpeed = -1;\n    autoScrollDelay = 5;\n    autoScrollRewind = 0;\n};\n```\n\n##### locked\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nlocked = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_locked_ca.paa\";\n```\n\n#### M\n\n##### mainCollumW\n\n**Type:** Number\n\n**Description:** Width of the left column 0..1; default 0.4 - Only relevant to config keys dialog (type = 5; idc = 102)\n\n```cpp\nmainCollumW = 0.4;\n```\n\n##### maxHistoryDelay\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nmaxHistoryDelay = 1;\n```\n\n##### mods\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nmods = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_mods_ca.paa\";\n```\n\n#### N\n\n##### none\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nnone = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_none_ca.paa\";\n```\n\n#### P\n\n##### password\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\npassword = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_password_ca.paa\";\n```\n\n##### period\n\n**Type:** Number\n\n**Description:** Controls how fast the color changes from colorXXX to colorXXX2.\n\n```cpp\nperiod = 1.2;\n```\n\n#### R\n\n##### rowHeight\n\n**Type:** Number, String\n\n**Description:** The height of a single row.\n\nNumber example:\n\n```cpp\nrowHeight = 0;\n```\n\nString example:\n\n```cpp\nrowHeight = \"1.75 * (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)\";\n```\n\n##### rows\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nrows = 8;\n```\n\n#### S\n\n##### secndCollumW\n\n**Type:** Number\n\n**Description:** Width of the right column 0..1; default 0.6 - Only relevant to config keys dialog (type = 5; idc = 102)\n\n```cpp\nsecndCollumW = 0.6;\n```\n\n##### serverDislike\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nserverDislike = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\mp_serverdislike_ca.paa\";\n```\n\n##### serverEmpty\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nserverEmpty = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\mp_serverempty_ca.paa\";\n```\n\n##### serverLike\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nserverLike = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\mp_serverlike_ca.paa\";\n```\n\n##### sizeEx2\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nsizeEx2 = \"0.8 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n```\n\n##### soundSelect\n\n**Type:** Array\n\n**Description:** Sound played when an entry is selected.\n\n```cpp\nsoundSelect[] = {\"\\A3\\ui_f\\data\\sound\\RscListbox\\soundSelect\",0.09,1};\n```\n\n##### star\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nstar = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_star_ca.paa\";\n```\n\n#### V\n\n##### version\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nversion = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_version_ca.paa\";\n```\n\n#### W\n\n##### wholeHeight\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nwholeHeight = 0.21;\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscListBox\n\n```cpp\nclass RscListBox\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_LISTBOX;\n    rowHeight = 0;\n    colorText[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorScrollbar[] = {1,0,0,0};\n    colorSelect[] = {0,0,0,1};\n    colorSelect2[] = {0,0,0,1};\n    colorSelectBackground[] = {0.95,0.95,0.95,1};\n    colorSelectBackground2[] = {1,1,1,0.5};\n    colorBackground[] = {0,0,0,0.3};\n    soundSelect[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscListbox\\soundSelect\",\n        0.09,\n        1\n    };\n    autoScrollSpeed = -1;\n    autoScrollDelay = 5;\n    autoScrollRewind = 0;\n    arrowEmpty = \"#(argb,8,8,3)color(1,1,1,1)\";\n    arrowFull = \"#(argb,8,8,3)color(1,1,1,1)\";\n    colorPicture[] = {1,1,1,1};\n    colorPictureSelected[] = {1,1,1,1};\n    colorPictureDisabled[] = {1,1,1,0.25};\n    colorPictureRight[] = {1,1,1,1};\n    colorPictureRightSelected[] = {1,1,1,1};\n    colorPictureRightDisabled[] = {1,1,1,0.25};\n    colorTextRight[] = {1,1,1,1};\n    colorSelectRight[] = {0,0,0,1};\n    colorSelect2Right[] = {0,0,0,1};\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n    class ListScrollBar : ScrollBar\n    {\n        color[] = {1,1,1,1};\n        autoScrollEnabled = 1;\n    };\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.3;\n    style = LB_TEXTURES;\n    font = \"RobotoCondensed\";\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    shadow = 0;\n    colorShadow[] = {0,0,0,0.5};\n    period = 1.2;\n    maxHistoryDelay = 1;\n};\n```\n\n#### Scripting Example\n\n| Code | Picture |\n|---|---|\n| ```sqf<br>{<br>    private _ctrl = _x;<br>    {<br>        _ctrl lbAdd getText (_x >> \"displayName\");<br>        _ctrl lbSetPicture [_foreachindex,getText (_x >> \"texture\")];<br>        _ctrl lbSetTooltip [_foreachindex,getText (_x >> \"displayName\")];<br>    } forEach (\"true\" configClasses (configFile >> \"CfgRanks\"));<br>    _ctrl lbSetCurSel 0;<br>``` |  |\n| ```sqf<br>    private _current = lbCurSel _ctrl;<br>    _ctrl lbSetData [_current,\"hi\"];<br>    private _data = _ctrl lbData _current;<br>    private _pic = _ctrl lbPicture _current;<br>    _ctrl lbSetValue [_current, 1];<br>    private _value = _ctrl lbValue _current;<br>    private _size = lbSize _ctrl;<br>    private _color = _ctrl lbColor _current;<br>    _ctrl lbSetColor [_current, [(_color select 0) / 2, (_color select 1) / 4, 0, 1]];<br>``` |  |\n| ```sqf<br>    lbSort [_ctrl, \"DESC\"];<br>    lbSortByValue _ctrl;<br>``` |  |\n| ```sqf<br>    if (_ctrl lbIsSelected _current) then<br>    {<br>        _ctrl lbDelete _current;<br>        lbClear _ctrl;<br>    };<br>} forEach [_CT_COMBO, _CT_LISTBOX, _CT_XLISTBOX, _CT_XCOMBO];<br>``` |  |\n\nCT_LISTBOX command family can be used with CT_COMBO, CT_LISTBOX, CT_XLISTBOX and CT_XCOMBO.","sections":[{"heading":"Introduction","level":3,"markdown":"The listbox displays a list of items. With ST_MULTI it is possible to select multiple entries. For listBoxes, the usage of 'ST_' style constants (ST_MULTI & ST_TITLE_BAR) behave differently than expected for other controls, so use the corresponding 'LB_' (LB_TEXTURES & LB_MULTI) list box style variants instead.\n\n```cpp\nstyle = LB_TEXTURES; // solid scrollbar\nstyle = LB_MULTI; // multiple item selection\n```"},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Listbox"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- Events: Listbox"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_LISTBOX 5\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"active","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nactive = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaysinglemission\\done_ca.paa\";\n```"},{"heading":"addons","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\naddons = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_addons_ca.paa\";\n```"},{"heading":"allowedFilePatching","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nallowedFilePatching = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_version_ca.paa\";\n```"},{"heading":"arrowEmpty","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowEmpty = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"arrowFull","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowFull = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"autoScrollDelay","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nautoScrollDelay = 5;\n```"},{"heading":"autoScrollRewind","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nautoScrollRewind = 0;\n```"},{"heading":"autoScrollSpeed","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nautoScrollSpeed = -1;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"canDrag","level":5,"markdown":"**Type:** Number\n\n**Description:** Allow dragging and dropping listbox items similar to how the inventory works.\n\n```cpp\ncanDrag = 0;\n```"},{"heading":"collisionColor","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the collision key binding; default {1,0,0,1} - Only relevant to config keys dialog (type = 5; idc = 102)\n\n```cpp\ncollisionColor[] = {\"(profilenamespace getvariable ['IGUI_ERROR_RGB_R',0.8])\",\"(profilenamespace getvariable ['IGUI_ERROR_RGB_G',0.0])\",\"(profilenamespace getvariable ['IGUI_ERROR_RGB_B',0.0])\",1};\n```"},{"heading":"collisionColorFirstKey","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncollisionColorFirstKey[] = {\"(profilenamespace getvariable ['IGUI_WARNING_RGB_R',0.8])\",\"(profilenamespace getvariable ['IGUI_WARNING_RGB_G',0.5])\",\"(profilenamespace getvariable ['IGUI_WARNING_RGB_B',0.0])\",1};\n```"},{"heading":"color","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {0.95,0.95,0.95,1};\n```"},{"heading":"colorAI","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorAI[] = {1,0,0,1};\n```"},{"heading":"colorNobody","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorNobody[] = {1,1,1,0.25};\n```"},{"heading":"colorPicture","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPicture[] = {1,1,1,1};\n```"},{"heading":"colorPictureDisabled","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureDisabled[] = {1,1,1,0.25};\n```"},{"heading":"colorPictureRight","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRight[] = {1,1,1,1};\n```"},{"heading":"colorPictureRightDisabled","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRightDisabled[] = {1,1,1,0.25};\n```"},{"heading":"colorPictureRightSelected","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRightSelected[] = {1,1,1,1};\n```"},{"heading":"colorPictureSelected","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureSelected[] = {1,1,1,1};\n```"},{"heading":"colorPingBad","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPingBad[] = {1,0,0,1};\n```"},{"heading":"colorPingGood","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPingGood[] = {0,1,0,1};\n```"},{"heading":"colorPingPoor","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPingPoor[] = {1,0.6,0,1};\n```"},{"heading":"colorPingUnknown","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPingUnknown[] = {0.4,0.4,0.4,1};\n```"},{"heading":"colorPlayer","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPlayer[] = {1,1,0,1};\n```"},{"heading":"colorScrollbar","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorScrollbar[] = {1,0,0,0};\n```"},{"heading":"colorSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** Text color of a selected item.\n\n```cpp\ncolorSelect[] = {1,1,1,1};\n```"},{"heading":"colorSelect2","level":5,"markdown":"**Type:** Array\n\n**Description:** Text color to pulsate to from `colorSelect`.\n\n```cpp\ncolorSelect2[] = {0,0,0,1};\n```"},{"heading":"colorSelect2Right","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect2Right[] = {0,0,0,1};\n```"},{"heading":"colorSelectBackground","level":5,"markdown":"**Type:** Array\n\n**Description:** Background color of a selected entry.\n\n```cpp\ncolorSelectBackground[] = {0.95,0.95,0.95,1};\n```"},{"heading":"colorSelectBackground2","level":5,"markdown":"**Type:** Array\n\n**Description:** Background color to pulsate to from `colorSelectBackground` of a selected entry.\n\n```cpp\ncolorSelectBackground2[] = {1,1,1,0.5};\n```"},{"heading":"colorSelectRight","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectRight[] = {0,0,0,1};\n```"},{"heading":"colorShadow","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorShadow[] = {0,0,0,0.5};\n```"},{"heading":"colorTextRight","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTextRight[] = {1,1,1,1};\n```"},{"heading":"columns","level":5,"markdown":"**Type:** Number, Class\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\ncolumns = 1;\n```\n\nClass example:\n\n```cpp\nclass Columns\n{\n    class ColumnFavorite\n    {\n        x = \"1.2 * (((safezoneW / safezoneH) min 1.2) / 40) + (SafezoneX)\";\n        w = \"(2 * (((safezoneW / safezoneH) min 1.2) / 40))\";\n    };\n    class ColumnServer\n    {\n        x = \"2.7 * (((safezoneW / safezoneH) min 1.2) / 40) + (SafezoneX)\";\n        w = \"(11 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.45*(safezoneW - ((safezoneW / safezoneH) min 1.2))\";\n    };\n    class ColumnType\n    {\n        x = \"safezoneX + (15 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.45*(safezoneW - ((safezoneW / safezoneH) min 1.2))\";\n        w = \"3 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    };\n    class ColumnMission\n    {\n        x = \"safezoneX + (18.3 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.45*(safezoneW - ((safezoneW / safezoneH) min 1.2))\";\n        w = \"(10.5 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.45*(safezoneW - ((safezoneW / safezoneH) min 1.2))\";\n    };\n    class ColumnState\n    {\n        x = \"safezoneX + (29.1 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.9*(safezoneW - ((safezoneW / safezoneH) min 1.2))\";\n        w = \"3 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    };\n    class ColumnPlayers\n    {\n        x = \"safezoneX + (32.4 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.9*(safezoneW - ((safezoneW / safezoneH) min 1.2))\";\n        w = \"3 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    };\n    class ColumnPing\n    {\n        x = \"safezoneX + (35.7 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.9*(safezoneW - ((safezoneW / safezoneH) min 1.2))\";\n        w = \"3 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    };\n};\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"disabled","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ndisabled = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaysinglemission\\none_ca.paa\";\n```"},{"heading":"disabledAI","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ndisabledAI = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayersetup\\disabledai_ca.paa\";\n```"},{"heading":"disabledCtrlColor","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ndisabledCtrlColor[] = {1,1,1,0.5};\n```"},{"heading":"disabledKeyColor","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the disabled key binding; default {0.3,0.3,0.3,1} - Only relevant to config keys dialog (type = 5; idc = 102)\n\n```cpp\ndisabledKeyColor[] = {0.4,0.4,0.4,1};\n```"},{"heading":"DLCTemplate","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass DLCTemplate\n{\n    class controls\n    {\n        class DlcBg\n        {\n            idc = 101;\n            text = \"\\A3\\Ui_f\\data\\GUI\\Rsc\\RscDisplayInventory\\InventoryStripe_ca.paa\";\n            color[] = {1,1,1,1};\n            x = 0;\n            y = 0;\n            w = \"1.8 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n            h = \"1.8 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n        };\n        class DlcIcon\n        {\n            idc = 100;\n            text = \"\";\n            color[] = {1,1,1,1};\n            x = \"0 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n            y = \"0 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n            w = \"1 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n            h = \"1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n        };\n    };\n};\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"enabled","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nenabled = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaysinglemission\\done_ca.paa\";\n```"},{"heading":"enabledAI","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nenabledAI = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayersetup\\enabledai_ca.paa\";\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"idcx","level":5,"markdown":"**Type:** Number\n\n**Description:** Used in the Arsenal display for unknown reason.\n\n```cpp\nidcx = 974;\n```"},{"heading":"itemBackground","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nitemBackground[] = {1,1,1,0.1};\n```"},{"heading":"Items","level":5,"markdown":"**Type:** Class\n\n**Description:** Default entries for the listbox columns.\n\n```cpp\n// Yes, this is a vanilla config :D\nclass Items\n{\n    class Item0\n    {\n        text = \"LOL\";\n        textRight = \"ROFL\";\n        tooltip = \"OMG\";\n        picture = \"\\a3\\Ui_f\\data\\Map\\Markers\\Military\\warning_CA.paa\";\n        pictureRight = \"\\a3\\Ui_f\\data\\Map\\Markers\\Military\\unknown_CA.paa\";\n        color[] = {1,0,1,1};\n        colorRight[] = {1,1,0,1};\n        colorPicture[] = {0,1,1,1};\n        colorPictureSelected[] = {1,0,0,1};\n        colorPictureDisabled[] = {0,0,0,1};\n        colorPictureRight[] = {0,1,0,1};\n        colorPictureRightSelected[] = {0,0,1,1};\n        colorPictureRightDisabled[] = {0,0,0,1};\n        data = \"WTF\";\n        value = 42;\n        default = 0;\n    };\n    class AnotherItem\n    {\n        text = \"O RLY\";\n        default = 1;\n    };\n};\n```"},{"heading":"itemSpacing","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nitemSpacing = 0;\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"ListScrollBar","level":5,"markdown":"**Type:** Class\n\n**Description:** Prior to Arma 3 use ScrollBar. Scrollbars might not show if h and w properties of the ListBox are not 0. see also DialogControls-Sliders\n\n```cpp\nclass ListScrollBar\n{\n    color[] = {1,1,1,1};\n    autoScrollEnabled = 1;\n    colorActive[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.3};\n    thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\thumb_ca.paa\";\n    arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowEmpty_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowFull_ca.paa\";\n    border = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\border_ca.paa\";\n    shadow = 0;\n    scrollSpeed = 0.06;\n    width = 0;\n    height = 0;\n    autoScrollSpeed = -1;\n    autoScrollDelay = 5;\n    autoScrollRewind = 0;\n};\n```"},{"heading":"locked","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nlocked = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_locked_ca.paa\";\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"mainCollumW","level":5,"markdown":"**Type:** Number\n\n**Description:** Width of the left column 0..1; default 0.4 - Only relevant to config keys dialog (type = 5; idc = 102)\n\n```cpp\nmainCollumW = 0.4;\n```"},{"heading":"maxHistoryDelay","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nmaxHistoryDelay = 1;\n```"},{"heading":"mods","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nmods = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_mods_ca.paa\";\n```"},{"heading":"N","level":4,"markdown":""},{"heading":"none","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nnone = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_none_ca.paa\";\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"password","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\npassword = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_password_ca.paa\";\n```"},{"heading":"period","level":5,"markdown":"**Type:** Number\n\n**Description:** Controls how fast the color changes from colorXXX to colorXXX2.\n\n```cpp\nperiod = 1.2;\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"rowHeight","level":5,"markdown":"**Type:** Number, String\n\n**Description:** The height of a single row.\n\nNumber example:\n\n```cpp\nrowHeight = 0;\n```\n\nString example:\n\n```cpp\nrowHeight = \"1.75 * (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)\";\n```"},{"heading":"rows","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nrows = 8;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"secndCollumW","level":5,"markdown":"**Type:** Number\n\n**Description:** Width of the right column 0..1; default 0.6 - Only relevant to config keys dialog (type = 5; idc = 102)\n\n```cpp\nsecndCollumW = 0.6;\n```"},{"heading":"serverDislike","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nserverDislike = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\mp_serverdislike_ca.paa\";\n```"},{"heading":"serverEmpty","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nserverEmpty = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\mp_serverempty_ca.paa\";\n```"},{"heading":"serverLike","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nserverLike = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\mp_serverlike_ca.paa\";\n```"},{"heading":"sizeEx2","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nsizeEx2 = \"0.8 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n```"},{"heading":"soundSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** Sound played when an entry is selected.\n\n```cpp\nsoundSelect[] = {\"\\A3\\ui_f\\data\\sound\\RscListbox\\soundSelect\",0.09,1};\n```"},{"heading":"star","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nstar = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_star_ca.paa\";\n```"},{"heading":"V","level":4,"markdown":""},{"heading":"version","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nversion = \"a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\sessions_version_ca.paa\";\n```"},{"heading":"W","level":4,"markdown":""},{"heading":"wholeHeight","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nwholeHeight = 0.21;\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscListBox","level":4,"markdown":"```cpp\nclass RscListBox\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_LISTBOX;\n    rowHeight = 0;\n    colorText[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorScrollbar[] = {1,0,0,0};\n    colorSelect[] = {0,0,0,1};\n    colorSelect2[] = {0,0,0,1};\n    colorSelectBackground[] = {0.95,0.95,0.95,1};\n    colorSelectBackground2[] = {1,1,1,0.5};\n    colorBackground[] = {0,0,0,0.3};\n    soundSelect[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscListbox\\soundSelect\",\n        0.09,\n        1\n    };\n    autoScrollSpeed = -1;\n    autoScrollDelay = 5;\n    autoScrollRewind = 0;\n    arrowEmpty = \"#(argb,8,8,3)color(1,1,1,1)\";\n    arrowFull = \"#(argb,8,8,3)color(1,1,1,1)\";\n    colorPicture[] = {1,1,1,1};\n    colorPictureSelected[] = {1,1,1,1};\n    colorPictureDisabled[] = {1,1,1,0.25};\n    colorPictureRight[] = {1,1,1,1};\n    colorPictureRightSelected[] = {1,1,1,1};\n    colorPictureRightDisabled[] = {1,1,1,0.25};\n    colorTextRight[] = {1,1,1,1};\n    colorSelectRight[] = {0,0,0,1};\n    colorSelect2Right[] = {0,0,0,1};\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n    class ListScrollBar : ScrollBar\n    {\n        color[] = {1,1,1,1};\n        autoScrollEnabled = 1;\n    };\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.3;\n    style = LB_TEXTURES;\n    font = \"RobotoCondensed\";\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    shadow = 0;\n    colorShadow[] = {0,0,0,0.5};\n    period = 1.2;\n    maxHistoryDelay = 1;\n};\n```"},{"heading":"Scripting Example","level":4,"markdown":"| Code | Picture |\n|---|---|\n| ```sqf<br>{<br>    private _ctrl = _x;<br>    {<br>        _ctrl lbAdd getText (_x >> \"displayName\");<br>        _ctrl lbSetPicture [_foreachindex,getText (_x >> \"texture\")];<br>        _ctrl lbSetTooltip [_foreachindex,getText (_x >> \"displayName\")];<br>    } forEach (\"true\" configClasses (configFile >> \"CfgRanks\"));<br>    _ctrl lbSetCurSel 0;<br>``` |  |\n| ```sqf<br>    private _current = lbCurSel _ctrl;<br>    _ctrl lbSetData [_current,\"hi\"];<br>    private _data = _ctrl lbData _current;<br>    private _pic = _ctrl lbPicture _current;<br>    _ctrl lbSetValue [_current, 1];<br>    private _value = _ctrl lbValue _current;<br>    private _size = lbSize _ctrl;<br>    private _color = _ctrl lbColor _current;<br>    _ctrl lbSetColor [_current, [(_color select 0) / 2, (_color select 1) / 4, 0, 1]];<br>``` |  |\n| ```sqf<br>    lbSort [_ctrl, \"DESC\"];<br>    lbSortByValue _ctrl;<br>``` |  |\n| ```sqf<br>    if (_ctrl lbIsSelected _current) then<br>    {<br>        _ctrl lbDelete _current;<br>        lbClear _ctrl;<br>    };<br>} forEach [_CT_COMBO, _CT_LISTBOX, _CT_XLISTBOX, _CT_XCOMBO];<br>``` |  |\n\nCT_LISTBOX command family can be used with CT_COMBO, CT_LISTBOX, CT_XLISTBOX and CT_XCOMBO."}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT LISTNBOX","title":"CT LISTNBOX","type":"topic","url":"https://community.bistudio.com/wiki/CT_LISTNBOX","revid":376157,"updated":"2025-09-08T19:16:56Z","aliases":[],"markdown":"### Introduction\n\nSimilar to CT_LISTBOX. Additionally this control supports multiple columns which all have their own text, data and value. Another feature is the ability to define idcLeft and idcRight to add buttons to the currently selected row.\n\n> [!IMPORTANT]\n> CT_LISTNBOX controls frequently cause unexpected issues with other controls if `idcLeft` and `idcRight` are set to -1. Use other values for `idcLeft` and `idcRight` to avoid these issues.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: ListNBox\n- Commands: Listbox\n- BIS_fnc_initListNBoxSorting\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- Events: Listbox\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_LISTNBOX 102\n```\n\n#### A\n\n##### arrowEmpty\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowEmpty = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### arrowFull\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowFull = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### autoScrollDelay\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nautoScrollDelay = 5;\n```\n\n##### autoScrollRewind\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nautoScrollRewind = 0;\n```\n\n##### autoScrollSpeed\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nautoScrollSpeed = -1;\n```\n\n#### C\n\n##### canDrag\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\ncanDrag = 1;\n```\n\n##### color\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {0.95,0.95,0.95,1};\n```\n\n##### colorPicture\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPicture[] = {1,1,1,1};\n```\n\n##### colorPictureDisabled\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureDisabled[] = {1,1,1,0.25};\n```\n\n##### colorPictureSelected\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureSelected[] = {1,1,1,1};\n```\n\n##### colorPlayerItem\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPlayerItem[] = {1,1,1,1};\n```\n\n##### colorScrollbar\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorScrollbar[] = {0.95,0.95,0.95,1};\n```\n\n##### colorSelect\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect[] = {1,1,1,1};\n```\n\n##### colorSelect2\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect2[] = {0,0,0,1};\n```\n\n##### colorSelect2Right\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect2Right[] = {1,1,1,1};\n```\n\n##### colorSelectBackground\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectBackground[] = {1,1,1,0.25};\n```\n\n##### colorSelectBackground2\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectBackground2[] = {1,1,1,0.3};\n```\n\n##### colorSelectRight\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectRight[] = {1,1,1,1};\n```\n\n##### colorShadow\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorShadow[] = {0,0,0,0.5};\n```\n\n##### columns\n\n**Type:** Array\n\n**Description:** Define the left starting position of each column. The values are offsets ratios (not spacing ratios). Tip: Use {-0.01} in first column to fix unwanted offset, if desired.\n\n```cpp\ncolumns[] = {\"7.2 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX)\",\"15.8 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX)\"};\n```\n\n#### D\n\n##### disableOverflow\n\n**Type:** Number\n\n**Description:** Don't allow text to continue in next column.\n\n```cpp\ndisableOverflow = 1;\n```\n\n##### drawSideArrows\n\n**Type:** Number\n\n**Description:** Each row can be linked to 2 arrow buttons which are shown on the left and right of the row.\n\n> [!IMPORTANT]\n> `drawSideArrows` attribute is irrelevant and does not control the appearance of the left and right arrows/buttons despite the intention, and it could be ignored all together. Instead, idcLeft and idcRight attributes control these arrows/buttons.\n\n```cpp\ndrawSideArrows = 1;\n```\n\n#### I\n\n##### idcLeft\n\n**Type:** Number\n\n**Description:** The IDC of the control to be used for the left control that shows up in the selected row.\n\n> [!IMPORTANT]\n> Buttons will only be drawn if **both** idcLeft and idcRight are defined. Furthermore, the position of the first column needs to be adjusted so that the button does not overlap with the text. The button's height will be adjusted to the rowHeight property of the CT_LISTNBOX and the button's x, y, w and h properties can be set to -1.\n\n> [!IMPORTANT]\n> -1 is a valid idc for this attribute!\n\n```cpp\nidcLeft = 24468;\n```\n\n##### idcRight\n\n**Type:** Number\n\n**Description:** The IDC of the control to be used for the right control that shows up in the selected row.\n\n> [!IMPORTANT]\n> -1 is a valid idc for this attribute!\n\n```cpp\nidcRight = 24469;\n```\n\n##### idcx\n\n**Type:** Number\n\n**Description:** Used in the Arsenal, can be ignored.\n\n```cpp\nidcx = 984;\n```\n\n##### Items\n\n**Type:** Class\n\n**Description:** List of default items. See CT_COMBO#Items for more details.\n\n```cpp\nclass Items\n{\n    class Presence\n    {\n        text = \"\";\n        value = 1;\n        data = \"value\";\n    };\n    class Name\n    {\n        text = \"Name\";\n        value = -1;\n    };\n    class Author\n    {\n        text = \"Author\";\n        value = -1;\n    };\n};\n```\n\n#### L\n\n##### ListScrollBar\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass ListScrollBar\n{\n    color[] = {1,1,1,0.6};\n    colorActive[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.3};\n    thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\thumb_ca.paa\";\n    arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowEmpty_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowFull_ca.paa\";\n    border = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\border_ca.paa\";\n    shadow = 0;\n    scrollSpeed = 0.06;\n    width = 0;\n    height = 0;\n    autoScrollEnabled = 0;\n    autoScrollSpeed = -1;\n    autoScrollDelay = 5;\n    autoScrollRewind = 0;\n};\n```\n\n#### M\n\n##### maxHistoryDelay\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nmaxHistoryDelay = 1;\n```\n\n##### MuteCheckBoxTemplate\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass MuteCheckBoxTemplate\n{\n    x = 0;\n    y = 0;\n    w = \"0.8 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    h = \"0.8 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    textureChecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_ca.paa\";\n    textureUnchecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_crossed_ca.paa\";\n    textureFocusedChecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_ca.paa\";\n    textureFocusedUnchecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_crossed_ca.paa\";\n    textureHoverChecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_ca.paa\";\n    textureHoverUnchecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_crossed_ca.paa\";\n    texturePressedChecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_ca.paa\";\n    texturePressedUnchecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_crossed_ca.paa\";\n    textureDisabledChecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_ca.paa\";\n    textureDisabledUnchecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_crossed_ca.paa\";\n    idc = -1;\n    type = 77;\n    deletable = 0;\n    style = 0;\n    checked = 0;\n    color[] = {1,1,1,0.7};\n    colorFocused[] = {1,1,1,1};\n    colorHover[] = {1,1,1,1};\n    colorPressed[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.2};\n    colorBackground[] = {0,0,0,0};\n    colorBackgroundFocused[] = {0,0,0,0};\n    colorBackgroundHover[] = {0,0,0,0};\n    colorBackgroundPressed[] = {0,0,0,0};\n    colorBackgroundDisabled[] = {0,0,0,0};\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n    soundEnter[] = {\"\",0.1,1};\n    soundPush[] = {\"\",0.1,1};\n    soundClick[] = {\"\",0.1,1};\n    soundEscape[] = {\"\",0.1,1};\n};\n```\n\n#### P\n\n##### padding\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\npadding = 0.004;\n```\n\n##### period\n\n**Type:** Number\n\n**Description:** Time it takes to pulsate between the select colors.\n\n```cpp\nperiod = 1.2;\n```\n\n#### R\n\n##### rowHeight\n\n**Type:** Number, String\n\n**Description:** The height of a single row.\n\nNumber example:\n\n```cpp\nrowHeight = 0;\n```\n\nString example:\n\n```cpp\nrowHeight = \"((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n```\n\n##### rows\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nrows = 25;\n```\n\n#### S\n\n##### selectWithRMB\n\n**Type:** Number\n\n**Description**\n\nEnable row selection with the right mouse button.\n\n> [!NOTE]\n> **Arma 3:** Since Arma 3 v2.00.\n\n```cpp\nselectWithRMB = 0;\n```\n\n##### shadowPictureLeft\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nshadowPictureLeft = 0;\n```\n\n##### shadowPictureRight\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nshadowPictureRight = 0;\n```\n\n##### shadowTextLeft\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nshadowTextLeft = 0;\n```\n\n##### shadowTextRight\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nshadowTextRight = 0;\n```\n\n##### soundSelect\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundSelect[] = {\"\",0.1,1};\n```\n\n##### soundSelect\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundSelect[] = {\"\",0.1,1};\n```\n\n#### T\n\n##### tooltipPerColumn\n\n**Type:** Boolean\n\n**Description**\n\nIf set to true, each cell can have a different tooltip. (Optional - default: false)\n\n> [!NOTE]\n> **Arma 3:** Since Arma 3 v2.01.147037.\n\n```cpp\ntooltipPerColumn = true;\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscListNBox\n\n```cpp\nclass RscListNBox\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_LISTNBOX;\n    rowHeight = 0;\n    colorText[] = {1,1,1,1};\n    colorScrollbar[] = {0.95,0.95,0.95,1};\n    colorSelect[] = {0,0,0,1};\n    colorSelect2[] = {0,0,0,1};\n    colorSelectBackground[] = {0.95,0.95,0.95,1};\n    colorSelectBackground2[] = {1,1,1,0.5};\n    colorBackground[] = {0,0,0,1};\n    maxHistoryDelay = 1;\n    soundSelect[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    autoScrollSpeed = -1;\n    autoScrollDelay = 5;\n    autoScrollRewind = 0;\n    arrowEmpty = \"#(argb,8,8,3)color(1,1,1,1)\";\n    arrowFull = \"#(argb,8,8,3)color(1,1,1,1)\";\n    drawSideArrows = 0;\n    columns[] = {0.3,0.6,0.7};\n    idcLeft = -1;\n    idcRight = -1;\n    class ListScrollBar : ScrollBar\n    {\n    };\n    style = ST_MULTI;\n    shadow = 0;\n    font = \"RobotoCondensed\";\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    color[] = {0.95,0.95,0.95,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorPicture[] = {1,1,1,1};\n    colorPictureSelected[] = {1,1,1,1};\n    colorPictureDisabled[] = {1,1,1,1};\n    period = 1.2;\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.3;\n    class ScrollBar : ScrollBar\n    {\n    };\n};\n```\n\n### Other Examples\n\n```cpp\nclass RscListNBox\n{\n  access = 0;\n  type = CT_LISTNBOX;// 102;\n  style =ST_MULTI;\n  w = 0.4;   h = 0.4;\n  font = \"TahomaB\";\n  sizeEx = 0.04;\n  colorText[] = {0.8784, 0.8471, 0.651, 1};\n  colorBackground[] = {0, 0, 0, 1};\n  autoScrollSpeed = -1;\n  autoScrollDelay = 5;\n  autoScrollRewind = 0;\n  arrowEmpty = \"#(argb,8,8,3)color(1,1,1,1)\";\n  arrowFull = \"#(argb,8,8,3)color(1,1,1,1)\";\n  columns[] = {0.3, 0.6, 0.7};\n  color[] = {1, 1, 1, 1};\n  colorScrollbar[] = {0.95, 0.95, 0.95, 1};\n  colorSelect[] = {0.95, 0.95, 0.95, 1};\n  colorSelect2[] = {0.95, 0.95, 0.95, 1};\n  colorSelectBackground[] = {0, 0, 0, 1};\n  colorSelectBackground2[] = {0.8784, 0.8471, 0.651, 1};\n  drawSideArrows = 0;\n  idcLeft = -1;\n  idcRight = -1;\n  maxHistoryDelay = 1;\n  rowHeight = 0;\n  soundSelect[] = {\"\", 0.1, 1};\n  period = 1;\n  shadow = 2;\n  class ScrollBar\n  {\n    arrowEmpty = \"#(argb,8,8,3)color(1,1,1,1)\";\n    arrowFull = \"#(argb,8,8,3)color(1,1,1,1)\";\n    border = \"#(argb,8,8,3)color(1,1,1,1)\";\n    color[] = {1,1,1,0.6};\n    colorActive[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.3};\n    thumb = \"#(argb,8,8,3)color(1,1,1,1)\";\n  };\n};\n```\n\n### Scripting Example\n\nAs for invisible data processing, lnbAddArray, lnbAddColumn, lnbData, lnbGetColumnsPosition, lnbSetColumnsPos, lnbSetData, lnbSetText, lnbSetValue, lnbText and lnbValue store data types into exact position of the CT_LISTNBOX with different spaces. Accessing data with coordinate command at nearly the same syntax:\n\n```sqf\n// Set same value to one position of a Control\n_ctrl lnbSetData [[0,0],\"#1\"];\nlnbSetColumnsPos [102,[0,1],1];\n_ctrl lnbSetText [[0,1], \"#1\"];\n_ctrl lnbSetValue [[0,0],1];\n// Accessing the value disregard affecting one another\n_ctrl lnbData [0,0]; // \"#1\"\nlnbGetColumnsPosition _ctrl; // [1];\n_ctrl lnbText [0,0]; // \"#1\"\n_ctrl lnbValue [0,0]; // 1\n```\n\nFor a direct visible control over CT_LISTNBOX:\n\n| Code | Pictures |\n|---|---|\n| ```sqf<br>[_CT_LISTNBOX] spawn {<br>    disableSerialization;<br>    params [\"_CT_LISTNBOX\"];<br>    {<br>        _CT_LISTNBOX lnbAddRow [getText (_x >> \"displayNameShort\"), getText (_x >> \"displayName\")];<br>        _CT_LISTNBOX lnbSetPicture [[_foreachIndex, 0],getText (_x >> \"texture\")];<br>    } forEach (\"true\" configClasses (configFile >> \"CfgRanks\"));<br>    _CT_LISTNBOX lnbSetCurSelRow 0;<br>    private _current = lnbCurSelRow _CT_LISTNBOX;<br>    private _color = _CT_LISTNBOX lnbColor [_current, 0];<br>    _CT_LISTNBOX lnbSetColor [[_current, 1], [(_color select 0) / 2, 0, 0, 1]];<br>    _CT_LISTNBOX lnbDeleteColumn 0;<br>    _CT_LISTNBOX lnbDeleteRow 1;<br>    sleep 1;<br>    lnbClear _CT_LISTNBOX; // Clear all items but control still remains just invisible<br>};<br>``` |  |\n\n### BIS_fnc_initListNBoxSorting Example\n\nBIS_fnc_initListNBoxSorting can be used to create a sortable CT_LISTNBOX. To that end, two separate CT_LISTNBOX controls are required: One filter control and one content control. The filter control becomes the header of the sortable CT_LISTNBOX.\n\nThis example demonstrates the basic steps and components needed to create a sortable CT_LISTNBOX. See BIS_fnc_initListNBoxSorting to learn more about additional features of that function.\n\n```cpp\nimport ctrlListNBox; //This base class comes with vanilla Arma 3 and is of type CT_LISTNBOX.\n\nclass ExampleDialog {\n    idd = 12345;\n    onLoad = \"_this call TAG_fnc_initListNBoxCtrls;\";\n    //...\n\n    class ControlsBackground {\n        //...\n    };\n\n    class Controls {\n        class Filter : ctrlListNBox {\n            idc = 100;\n            x = 0;\n            y = 0.045;\n            w = 1;\n            h = 0.04;\n        };\n\n        class Content : ctrlListNBox {\n            idc = 101;\n            disableOverflow = 1;\n            tooltipPerColumn = 1;\n            x = 0;\n            y = 0.085;\n            w = 1;\n            h = 0.87;\n        };\n\n        //...\n    };\n};\n```\n\nThe `TAG_fnc_initListNBoxCtrls` function (called from the onLoad UI Event Handler):\n\n```sqf\ndisableSerialization;\n\nparams [\"_parentDisplay\"];\n\nprivate _filterCtrl = _parentDisplay displayCtrl 100;\nprivate _contentCtrl = _parentDisplay displayCtrl 101;\n\n// Add columns:\n{\n    _x lnbAddColumn 0.5;\n} forEach [_filterCtrl, _contentCtrl];\n\n// Add column headers:\n_filterCtrl lnbAddRow [\"Name\", \"Group\"];\n\n// Add content rows:\n{\n    _contentCtrl lnbAddRow [name _x, groupId group _x];\n} forEach allUnits;\n\n[_filterCtrl, _contentCtrl] call BIS_fnc_initListNBoxSorting;\n\nctrlSetFocus _contentCtrl; // Without this line, the user has to click _contentCtrl first in order to use the sorting buttons.\n```","sections":[{"heading":"Introduction","level":3,"markdown":"Similar to CT_LISTBOX. Additionally this control supports multiple columns which all have their own text, data and value. Another feature is the ability to define idcLeft and idcRight to add buttons to the currently selected row.\n\n> [!IMPORTANT]\n> CT_LISTNBOX controls frequently cause unexpected issues with other controls if `idcLeft` and `idcRight` are set to -1. Use other values for `idcLeft` and `idcRight` to avoid these issues."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: ListNBox\n- Commands: Listbox\n- BIS_fnc_initListNBoxSorting"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- Events: Listbox"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_LISTNBOX 102\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"arrowEmpty","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowEmpty = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"arrowFull","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowFull = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"autoScrollDelay","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nautoScrollDelay = 5;\n```"},{"heading":"autoScrollRewind","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nautoScrollRewind = 0;\n```"},{"heading":"autoScrollSpeed","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nautoScrollSpeed = -1;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"canDrag","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\ncanDrag = 1;\n```"},{"heading":"color","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {0.95,0.95,0.95,1};\n```"},{"heading":"colorPicture","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPicture[] = {1,1,1,1};\n```"},{"heading":"colorPictureDisabled","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureDisabled[] = {1,1,1,0.25};\n```"},{"heading":"colorPictureSelected","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureSelected[] = {1,1,1,1};\n```"},{"heading":"colorPlayerItem","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPlayerItem[] = {1,1,1,1};\n```"},{"heading":"colorScrollbar","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorScrollbar[] = {0.95,0.95,0.95,1};\n```"},{"heading":"colorSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect[] = {1,1,1,1};\n```"},{"heading":"colorSelect2","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect2[] = {0,0,0,1};\n```"},{"heading":"colorSelect2Right","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect2Right[] = {1,1,1,1};\n```"},{"heading":"colorSelectBackground","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectBackground[] = {1,1,1,0.25};\n```"},{"heading":"colorSelectBackground2","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectBackground2[] = {1,1,1,0.3};\n```"},{"heading":"colorSelectRight","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectRight[] = {1,1,1,1};\n```"},{"heading":"colorShadow","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorShadow[] = {0,0,0,0.5};\n```"},{"heading":"columns","level":5,"markdown":"**Type:** Array\n\n**Description:** Define the left starting position of each column. The values are offsets ratios (not spacing ratios). Tip: Use {-0.01} in first column to fix unwanted offset, if desired.\n\n```cpp\ncolumns[] = {\"7.2 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX)\",\"15.8 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX)\"};\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"disableOverflow","level":5,"markdown":"**Type:** Number\n\n**Description:** Don't allow text to continue in next column.\n\n```cpp\ndisableOverflow = 1;\n```"},{"heading":"drawSideArrows","level":5,"markdown":"**Type:** Number\n\n**Description:** Each row can be linked to 2 arrow buttons which are shown on the left and right of the row.\n\n> [!IMPORTANT]\n> `drawSideArrows` attribute is irrelevant and does not control the appearance of the left and right arrows/buttons despite the intention, and it could be ignored all together. Instead, idcLeft and idcRight attributes control these arrows/buttons.\n\n```cpp\ndrawSideArrows = 1;\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"idcLeft","level":5,"markdown":"**Type:** Number\n\n**Description:** The IDC of the control to be used for the left control that shows up in the selected row.\n\n> [!IMPORTANT]\n> Buttons will only be drawn if **both** idcLeft and idcRight are defined. Furthermore, the position of the first column needs to be adjusted so that the button does not overlap with the text. The button's height will be adjusted to the rowHeight property of the CT_LISTNBOX and the button's x, y, w and h properties can be set to -1.\n\n> [!IMPORTANT]\n> -1 is a valid idc for this attribute!\n\n```cpp\nidcLeft = 24468;\n```"},{"heading":"idcRight","level":5,"markdown":"**Type:** Number\n\n**Description:** The IDC of the control to be used for the right control that shows up in the selected row.\n\n> [!IMPORTANT]\n> -1 is a valid idc for this attribute!\n\n```cpp\nidcRight = 24469;\n```"},{"heading":"idcx","level":5,"markdown":"**Type:** Number\n\n**Description:** Used in the Arsenal, can be ignored.\n\n```cpp\nidcx = 984;\n```"},{"heading":"Items","level":5,"markdown":"**Type:** Class\n\n**Description:** List of default items. See CT_COMBO#Items for more details.\n\n```cpp\nclass Items\n{\n    class Presence\n    {\n        text = \"\";\n        value = 1;\n        data = \"value\";\n    };\n    class Name\n    {\n        text = \"Name\";\n        value = -1;\n    };\n    class Author\n    {\n        text = \"Author\";\n        value = -1;\n    };\n};\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"ListScrollBar","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass ListScrollBar\n{\n    color[] = {1,1,1,0.6};\n    colorActive[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.3};\n    thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\thumb_ca.paa\";\n    arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowEmpty_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowFull_ca.paa\";\n    border = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\border_ca.paa\";\n    shadow = 0;\n    scrollSpeed = 0.06;\n    width = 0;\n    height = 0;\n    autoScrollEnabled = 0;\n    autoScrollSpeed = -1;\n    autoScrollDelay = 5;\n    autoScrollRewind = 0;\n};\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"maxHistoryDelay","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nmaxHistoryDelay = 1;\n```"},{"heading":"MuteCheckBoxTemplate","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass MuteCheckBoxTemplate\n{\n    x = 0;\n    y = 0;\n    w = \"0.8 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    h = \"0.8 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    textureChecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_ca.paa\";\n    textureUnchecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_crossed_ca.paa\";\n    textureFocusedChecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_ca.paa\";\n    textureFocusedUnchecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_crossed_ca.paa\";\n    textureHoverChecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_ca.paa\";\n    textureHoverUnchecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_crossed_ca.paa\";\n    texturePressedChecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_ca.paa\";\n    texturePressedUnchecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_crossed_ca.paa\";\n    textureDisabledChecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_ca.paa\";\n    textureDisabledUnchecked = \"\\A3\\Ui_f\\data\\IGUI\\RscIngameUI\\RscDisplayChannel\\MuteVON_crossed_ca.paa\";\n    idc = -1;\n    type = 77;\n    deletable = 0;\n    style = 0;\n    checked = 0;\n    color[] = {1,1,1,0.7};\n    colorFocused[] = {1,1,1,1};\n    colorHover[] = {1,1,1,1};\n    colorPressed[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.2};\n    colorBackground[] = {0,0,0,0};\n    colorBackgroundFocused[] = {0,0,0,0};\n    colorBackgroundHover[] = {0,0,0,0};\n    colorBackgroundPressed[] = {0,0,0,0};\n    colorBackgroundDisabled[] = {0,0,0,0};\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n    soundEnter[] = {\"\",0.1,1};\n    soundPush[] = {\"\",0.1,1};\n    soundClick[] = {\"\",0.1,1};\n    soundEscape[] = {\"\",0.1,1};\n};\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"padding","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\npadding = 0.004;\n```"},{"heading":"period","level":5,"markdown":"**Type:** Number\n\n**Description:** Time it takes to pulsate between the select colors.\n\n```cpp\nperiod = 1.2;\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"rowHeight","level":5,"markdown":"**Type:** Number, String\n\n**Description:** The height of a single row.\n\nNumber example:\n\n```cpp\nrowHeight = 0;\n```\n\nString example:\n\n```cpp\nrowHeight = \"((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n```"},{"heading":"rows","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nrows = 25;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"selectWithRMB","level":5,"markdown":"**Type:** Number\n\n**Description**\n\nEnable row selection with the right mouse button.\n\n> [!NOTE]\n> **Arma 3:** Since Arma 3 v2.00.\n\n```cpp\nselectWithRMB = 0;\n```"},{"heading":"shadowPictureLeft","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nshadowPictureLeft = 0;\n```"},{"heading":"shadowPictureRight","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nshadowPictureRight = 0;\n```"},{"heading":"shadowTextLeft","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nshadowTextLeft = 0;\n```"},{"heading":"shadowTextRight","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nshadowTextRight = 0;\n```"},{"heading":"soundSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundSelect[] = {\"\",0.1,1};\n```"},{"heading":"soundSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundSelect[] = {\"\",0.1,1};\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"tooltipPerColumn","level":5,"markdown":"**Type:** Boolean\n\n**Description**\n\nIf set to true, each cell can have a different tooltip. (Optional - default: false)\n\n> [!NOTE]\n> **Arma 3:** Since Arma 3 v2.01.147037.\n\n```cpp\ntooltipPerColumn = true;\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscListNBox","level":4,"markdown":"```cpp\nclass RscListNBox\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_LISTNBOX;\n    rowHeight = 0;\n    colorText[] = {1,1,1,1};\n    colorScrollbar[] = {0.95,0.95,0.95,1};\n    colorSelect[] = {0,0,0,1};\n    colorSelect2[] = {0,0,0,1};\n    colorSelectBackground[] = {0.95,0.95,0.95,1};\n    colorSelectBackground2[] = {1,1,1,0.5};\n    colorBackground[] = {0,0,0,1};\n    maxHistoryDelay = 1;\n    soundSelect[] =\n    {\n        \"\",\n        0.1,\n        1\n    };\n    autoScrollSpeed = -1;\n    autoScrollDelay = 5;\n    autoScrollRewind = 0;\n    arrowEmpty = \"#(argb,8,8,3)color(1,1,1,1)\";\n    arrowFull = \"#(argb,8,8,3)color(1,1,1,1)\";\n    drawSideArrows = 0;\n    columns[] = {0.3,0.6,0.7};\n    idcLeft = -1;\n    idcRight = -1;\n    class ListScrollBar : ScrollBar\n    {\n    };\n    style = ST_MULTI;\n    shadow = 0;\n    font = \"RobotoCondensed\";\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    color[] = {0.95,0.95,0.95,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorPicture[] = {1,1,1,1};\n    colorPictureSelected[] = {1,1,1,1};\n    colorPictureDisabled[] = {1,1,1,1};\n    period = 1.2;\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.3;\n    class ScrollBar : ScrollBar\n    {\n    };\n};\n```"},{"heading":"Other Examples","level":3,"markdown":"```cpp\nclass RscListNBox\n{\n  access = 0;\n  type = CT_LISTNBOX;// 102;\n  style =ST_MULTI;\n  w = 0.4;   h = 0.4;\n  font = \"TahomaB\";\n  sizeEx = 0.04;\n  colorText[] = {0.8784, 0.8471, 0.651, 1};\n  colorBackground[] = {0, 0, 0, 1};\n  autoScrollSpeed = -1;\n  autoScrollDelay = 5;\n  autoScrollRewind = 0;\n  arrowEmpty = \"#(argb,8,8,3)color(1,1,1,1)\";\n  arrowFull = \"#(argb,8,8,3)color(1,1,1,1)\";\n  columns[] = {0.3, 0.6, 0.7};\n  color[] = {1, 1, 1, 1};\n  colorScrollbar[] = {0.95, 0.95, 0.95, 1};\n  colorSelect[] = {0.95, 0.95, 0.95, 1};\n  colorSelect2[] = {0.95, 0.95, 0.95, 1};\n  colorSelectBackground[] = {0, 0, 0, 1};\n  colorSelectBackground2[] = {0.8784, 0.8471, 0.651, 1};\n  drawSideArrows = 0;\n  idcLeft = -1;\n  idcRight = -1;\n  maxHistoryDelay = 1;\n  rowHeight = 0;\n  soundSelect[] = {\"\", 0.1, 1};\n  period = 1;\n  shadow = 2;\n  class ScrollBar\n  {\n    arrowEmpty = \"#(argb,8,8,3)color(1,1,1,1)\";\n    arrowFull = \"#(argb,8,8,3)color(1,1,1,1)\";\n    border = \"#(argb,8,8,3)color(1,1,1,1)\";\n    color[] = {1,1,1,0.6};\n    colorActive[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.3};\n    thumb = \"#(argb,8,8,3)color(1,1,1,1)\";\n  };\n};\n```"},{"heading":"Scripting Example","level":3,"markdown":"As for invisible data processing, lnbAddArray, lnbAddColumn, lnbData, lnbGetColumnsPosition, lnbSetColumnsPos, lnbSetData, lnbSetText, lnbSetValue, lnbText and lnbValue store data types into exact position of the CT_LISTNBOX with different spaces. Accessing data with coordinate command at nearly the same syntax:\n\n```sqf\n// Set same value to one position of a Control\n_ctrl lnbSetData [[0,0],\"#1\"];\nlnbSetColumnsPos [102,[0,1],1];\n_ctrl lnbSetText [[0,1], \"#1\"];\n_ctrl lnbSetValue [[0,0],1];\n// Accessing the value disregard affecting one another\n_ctrl lnbData [0,0]; // \"#1\"\nlnbGetColumnsPosition _ctrl; // [1];\n_ctrl lnbText [0,0]; // \"#1\"\n_ctrl lnbValue [0,0]; // 1\n```\n\nFor a direct visible control over CT_LISTNBOX:\n\n| Code | Pictures |\n|---|---|\n| ```sqf<br>[_CT_LISTNBOX] spawn {<br>    disableSerialization;<br>    params [\"_CT_LISTNBOX\"];<br>    {<br>        _CT_LISTNBOX lnbAddRow [getText (_x >> \"displayNameShort\"), getText (_x >> \"displayName\")];<br>        _CT_LISTNBOX lnbSetPicture [[_foreachIndex, 0],getText (_x >> \"texture\")];<br>    } forEach (\"true\" configClasses (configFile >> \"CfgRanks\"));<br>    _CT_LISTNBOX lnbSetCurSelRow 0;<br>    private _current = lnbCurSelRow _CT_LISTNBOX;<br>    private _color = _CT_LISTNBOX lnbColor [_current, 0];<br>    _CT_LISTNBOX lnbSetColor [[_current, 1], [(_color select 0) / 2, 0, 0, 1]];<br>    _CT_LISTNBOX lnbDeleteColumn 0;<br>    _CT_LISTNBOX lnbDeleteRow 1;<br>    sleep 1;<br>    lnbClear _CT_LISTNBOX; // Clear all items but control still remains just invisible<br>};<br>``` |  |"},{"heading":"BIS_fnc_initListNBoxSorting Example","level":3,"markdown":"BIS_fnc_initListNBoxSorting can be used to create a sortable CT_LISTNBOX. To that end, two separate CT_LISTNBOX controls are required: One filter control and one content control. The filter control becomes the header of the sortable CT_LISTNBOX.\n\nThis example demonstrates the basic steps and components needed to create a sortable CT_LISTNBOX. See BIS_fnc_initListNBoxSorting to learn more about additional features of that function.\n\n```cpp\nimport ctrlListNBox; //This base class comes with vanilla Arma 3 and is of type CT_LISTNBOX.\n\nclass ExampleDialog {\n    idd = 12345;\n    onLoad = \"_this call TAG_fnc_initListNBoxCtrls;\";\n    //...\n\n    class ControlsBackground {\n        //...\n    };\n\n    class Controls {\n        class Filter : ctrlListNBox {\n            idc = 100;\n            x = 0;\n            y = 0.045;\n            w = 1;\n            h = 0.04;\n        };\n\n        class Content : ctrlListNBox {\n            idc = 101;\n            disableOverflow = 1;\n            tooltipPerColumn = 1;\n            x = 0;\n            y = 0.085;\n            w = 1;\n            h = 0.87;\n        };\n\n        //...\n    };\n};\n```\n\nThe `TAG_fnc_initListNBoxCtrls` function (called from the onLoad UI Event Handler):\n\n```sqf\ndisableSerialization;\n\nparams [\"_parentDisplay\"];\n\nprivate _filterCtrl = _parentDisplay displayCtrl 100;\nprivate _contentCtrl = _parentDisplay displayCtrl 101;\n\n// Add columns:\n{\n    _x lnbAddColumn 0.5;\n} forEach [_filterCtrl, _contentCtrl];\n\n// Add column headers:\n_filterCtrl lnbAddRow [\"Name\", \"Group\"];\n\n// Add content rows:\n{\n    _contentCtrl lnbAddRow [name _x, groupId group _x];\n} forEach allUnits;\n\n[_filterCtrl, _contentCtrl] call BIS_fnc_initListNBoxSorting;\n\nctrlSetFocus _contentCtrl; // Without this line, the user has to click _contentCtrl first in order to use the sorting buttons.\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT LISTNBOX CHECKABLE","title":"CT LISTNBOX CHECKABLE","type":"topic","url":"https://community.bistudio.com/wiki/CT_LISTNBOX_CHECKABLE","revid":170166,"updated":"2020-11-29T14:32:53Z","aliases":[],"markdown":"### Introduction\n\nUnknown control type.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_LISTNBOX_CHECKABLE 104\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone","sections":[{"heading":"Introduction","level":3,"markdown":"Unknown control type."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_LISTNBOX_CHECKABLE 104\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT MAP","title":"CT MAP","type":"topic","url":"https://community.bistudio.com/wiki/CT_MAP","revid":170151,"updated":"2020-11-29T14:30:39Z","aliases":[],"markdown":"### Introduction\n\nThere is no control that currently uses this control type. It might be obsolete. See CT_MAP_MAIN instead.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_MAP 100\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone","sections":[{"heading":"Introduction","level":3,"markdown":"There is no control that currently uses this control type. It might be obsolete. See CT_MAP_MAIN instead."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_MAP 100\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT MAP MAIN","title":"CT MAP MAIN","type":"topic","url":"https://community.bistudio.com/wiki/CT_MAP_MAIN","revid":378920,"updated":"2026-08-14T16:37:25Z","aliases":[],"markdown":"### Introduction\n\nA control that gives access to the map including markers. The ingame map that is opened with <kbd>M</kbd> uses this control type. CT_MAP_MAIN controls cannot be placed inside a CT_CONTROLS_GROUP, because they are handled differently inside the engine due to their complexity. For more information see: [BI Forums](https://forums.bohemia.net/forums/topic/191876-map-control-not-positioned-correctly-using-ctrlcreate/?tab=comments#comment-3049009).\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Map\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- onDraw\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_MAP_MAIN 101\n```\n\n#### A\n\n##### ActiveMarker\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass ActiveMarker\n{\n    color[] = {0.3,0.1,0.9,1};\n    size = 50;\n};\n```\n\n##### alphaFadeEndScale\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nalphaFadeEndScale = 2;\n```\n\n##### alphaFadeStartScale\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nalphaFadeStartScale = 10;\n```\n\n##### altitudeMapColorHigh\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\naltitudeMapColorHigh[] = {1,0,0,0.15};\n```\n\n##### altitudeMapColorLow\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\naltitudeMapColorLow[] = {0,1,0,0.15};\n```\n\n##### altitudeMapColorMid\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\naltitudeMapColorMid[] = {1,1,0,0.15};\n```\n\n##### altitudeMapRange\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\naltitudeMapRange = 100;\n```\n\n#### B\n\n##### Bunker\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Bunker\n{\n    color[] = {0,0,0,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bunker_ca.paa\";\n    size = 14;\n    importance = \"1.5 * 14 * 0.05\";\n    coefMin = 0.25;\n    coefMax = 4;\n};\n```\n\n##### Bush\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Bush\n{\n    color[] = {0.45,0.64,0.33,0.4};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bush_ca.paa\";\n    size = \"14/2\";\n    importance = \"0.2 * 14 * 0.05 * 0.05\";\n    coefMin = 0.25;\n    coefMax = 4;\n};\n```\n\n##### BusStop\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass BusStop\n{\n    color[] = {1,1,1,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\busstop_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```\n\n#### C\n\n##### Chapel\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Chapel\n{\n    color[] = {0,0,0,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\Chapel_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```\n\n##### church\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass church\n{\n    color[] = {\"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])\",\"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])\",\"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])\",1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\church_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```\n\n##### colorCountlines\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorCountlines[] = {0.572,0.354,0.188,0.25};\n```\n\n##### colorCountlinesWater\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorCountlinesWater[] = {0.491,0.577,0.702,0.3};\n```\n\n##### colorForest\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorForest[] = {\"(profilenamespace getvariable ['IGUI_BCG_RGB_R',0])\",\"(profilenamespace getvariable ['IGUI_BCG_RGB_G',1])\",\"(profilenamespace getvariable ['IGUI_BCG_RGB_B',1])\",0.7};\n```\n\n##### colorForestBorder\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorForestBorder[] = {\"(profilenamespace getvariable ['IGUI_BCG_RGB_R',0])\",\"(profilenamespace getvariable ['IGUI_BCG_RGB_G',1])\",\"(profilenamespace getvariable ['IGUI_BCG_RGB_B',1])\",0.5};\n```\n\n##### colorForestTextured\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorForestTextured[] = {0.624,0.78,0.388,0.25};\n```\n\n##### colorGrid\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorGrid[] = {0.1,0.1,0.1,0.6};\n```\n\n##### colorGridMap\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorGridMap[] = {0.1,0.1,0.1,0.6};\n```\n\n##### colorInactive\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorInactive[] = {1,1,1,0.5};\n```\n\n##### colorLevels\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorLevels[] = {0,0,0,0};\n```\n\n##### colorMainCountlines\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorMainCountlines[] = {0.572,0.354,0.188,0.5};\n```\n\n##### colorMainCountlinesWater\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorMainCountlinesWater[] = {0.491,0.577,0.702,0.6};\n```\n\n##### colorMainRoads\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorMainRoads[] = {0.9,0.5,0.3,1};\n```\n\n##### colorMainRoadsFill\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorMainRoadsFill[] = {1,0.6,0.4,1};\n```\n\n##### colorNames\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorNames[] = {0.1,0.1,0.1,0.9};\n```\n\n##### colorOutside\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorOutside[] = {0,0,0,1};\n```\n\n##### colorPowerLines\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPowerLines[] = {0.1,0.1,0.1,1};\n```\n\n##### colorRailWay\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorRailWay[] = {0.8,0.2,0,1};\n```\n\n##### colorRoads\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorRoads[] = {0.7,0.7,0.7,1};\n```\n\n##### colorRoadsFill\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorRoadsFill[] = {1,1,1,1};\n```\n\n##### colorRocks\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorRocks[] = {0,0,0,0.3};\n```\n\n##### colorRocksBorder\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorRocksBorder[] = {0,0,0,0};\n```\n\n##### colorSea\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSea[] = {0.467,0.631,0.851,0.5};\n```\n\nArma 3 v2.24\n\n##### colorShipwreck\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorShipwreck[] = {0.35025,0.47325,0.63825,0.375}; // Shipwreck color (colorSea * 0.75);\n```\n\n##### colorTracks\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTracks[] = {0.84,0.76,0.65,0.15};\n```\n\n##### colorTracksFill\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTracksFill[] = {0.84,0.76,0.65,1};\n```\n\n##### colorTrails\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTrails[] = {0.84,0.76,0.65,0.15};\n```\n\n##### colorTrailsFill\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTrailsFill[] = {0.84,0.76,0.65,0.65};\n```\n\n##### Command\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Command\n{\n    icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n    color[] = {0,0,0,0};\n    size = 0;\n    importance = 1;\n    coefMin = 1;\n    coefMax = 1;\n};\n```\n\n##### compassPos\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncompassPos[] = {-0.04,0};\n```\n\n##### compassSize\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncompassSize[] = {0.08,0.08};\n```\n\n##### Cross\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Cross\n{\n    icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n    color[] = {0,0,0,0};\n    size = 0;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```\n\n##### CustomMark\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass CustomMark\n{\n    color[] = {1,1,1,1};\n    icon = \"\\a3\\ui_f\\data\\map\\mapcontrol\\custommark_ca.paa\";\n    size = 18;\n    importance = 1;\n    coefMin = 1;\n    coefMax = 1;\n};\n```\n\n#### D\n\n##### drawObjects\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\ndrawObjects = 0;\n```\n\n##### drawShaded\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\ndrawShaded = 0.1;\n```\n\n#### F\n\n##### fontGrid\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nfontGrid = \"TahomaB\";\n```\n\n##### fontInfo\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nfontInfo = \"RobotoCondensed\";\n```\n\n##### fontLabel\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nfontLabel = \"RobotoCondensed\";\n```\n\n##### fontLevel\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nfontLevel = \"TahomaB\";\n```\n\n##### fontNames\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nfontNames = \"RobotoCondensed\";\n```\n\n##### fontUnits\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nfontUnits = \"TahomaB\";\n```\n\n##### Fortress\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Fortress\n{\n    color[] = {0,0,0,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bunker_ca.paa\";\n    size = 16;\n    importance = \"2 * 16 * 0.05\";\n    coefMin = 0.25;\n    coefMax = 4;\n};\n```\n\n##### Fountain\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Fountain\n{\n    color[] = {0,0,0,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\fountain_ca.paa\";\n    size = 11;\n    importance = \"1 * 12 * 0.05\";\n    coefMin = 0.25;\n    coefMax = 4;\n};\n```\n\n##### Fuelstation\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Fuelstation\n{\n    color[] = {1,1,1,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\fuelstation_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```\n\n#### H\n\n##### hCollapsed\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nhCollapsed = \"safezoneH - 2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n```\n\n##### Hospital\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Hospital\n{\n    color[] = {1,1,1,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\hospital_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```\n\n#### I\n\n##### iconCamera\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\niconCamera = \"\\A3\\ui_f\\data\\GUI\\Rsc\\RscDisplayMissionEditor\\iconCamera_ca.paa\";\n```\n\n##### iconCameraColor\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\niconCameraColor[] = {0.8,0.6,0.05,0.8};\n```\n\n##### iconCameraSize\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\niconCameraSize = 24;\n```\n\n##### idcMarkerColor\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nidcMarkerColor = 1090;\n```\n\n##### idcMarkerIcon\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nidcMarkerIcon = 1091;\n```\n\n#### L\n\n##### Legend\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Legend\n{\n    colorBackground[] = {1,1,1,0.5};\n    color[] = {0,0,0,1};\n    x = \"SafeZoneX + (((safezoneW / safezoneH) min 1.2) / 40)\";\n    y = \"SafeZoneY + safezoneH - 4.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    w = \"10 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    h = \"3.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    font = \"RobotoCondensed\";\n    sizeEx = \"(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)\";\n};\n```\n\n##### Lighthouse\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Lighthouse\n{\n    color[] = {1,1,1,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\lighthouse_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```\n\n##### LineMarker\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass LineMarker\n{\n    textureComboBoxColor = \"#(argb,8,8,3)color(1,1,1,1)\";\n    lineWidthThin = 0.008;\n    lineWidthThick = 0.014;\n    lineDistanceMin = 3e-005;\n    lineLengthMin = 5;\n};\n```\n\n#### M\n\n##### maxSatelliteAlpha\n\n**Type:** Number, String\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\nmaxSatelliteAlpha = 0.85;\n```\n\nString example:\n\n```cpp\nmaxSatelliteAlpha = \"uinamespace getvariable ['RscDisplayStrategicMap_maxSatelliteAlpha',1]\";\n```\n\n##### moveOnEdges\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nmoveOnEdges = 1;\n```\n\n#### N\n\n##### NAME\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass NAME\n{\n    icon = \"\";\n    color[] = {0,0,0,0};\n    size = 0;\n    importance = 0;\n    coefMin = 0;\n    coefMax = 0;\n};\n```\n\n#### P\n\n##### power\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass power\n{\n    icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n    color[] = {0,0,0,0};\n    size = 0;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```\n\n##### powersolar\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass powersolar\n{\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\powersolar_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n    color[] = {1,1,1,1};\n};\n```\n\n##### powerwave\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass powerwave\n{\n    icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n    color[] = {0,0,0,0};\n    size = 0;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```\n\n##### powerwind\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass powerwind\n{\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\powerwind_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n    color[] = {1,1,1,1};\n};\n```\n\n##### ptsPerSquareCLn\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareCLn = 10;\n```\n\n##### ptsPerSquareCost\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareCost = 10;\n```\n\n##### ptsPerSquareExp\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareExp = 10;\n```\n\n##### ptsPerSquareFor\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareFor = 9;\n```\n\n##### ptsPerSquareForEdge\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareForEdge = 9;\n```\n\n##### ptsPerSquareForLod1\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareForLod1 = 4;\n```\n\n##### ptsPerSquareForLod2\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareForLod2 = 1;\n```\n\n##### ptsPerSquareMainRoad\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareMainRoad = 6;\n```\n\n##### ptsPerSquareMainRoadSimple\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareMainRoadSimple = 0.01;\n```\n\n##### ptsPerSquareObj\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareObj = 9;\n```\n\n##### ptsPerSquareObjLod1\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareObjLod1 = 2;\n```\n\n##### ptsPerSquareRoad\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareRoad = 6;\n```\n\n##### ptsPerSquareRoadSimple\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareRoadSimple = 1;\n```\n\n##### ptsPerSquareSea\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareSea = 5;\n```\n\n##### ptsPerSquareTxt\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareTxt = 20;\n```\n\n#### Q\n\n##### Quay\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Quay\n{\n    color[] = {1,1,1,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\quay_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```\n\n#### R\n\n##### Rock\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Rock\n{\n    color[] = {0.1,0.1,0.1,0.8};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\rock_ca.paa\";\n    size = 12;\n    importance = \"0.5 * 12 * 0.05\";\n    coefMin = 0.25;\n    coefMax = 4;\n};\n```\n\n##### Ruin\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Ruin\n{\n    color[] = {0,0,0,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\ruin_ca.paa\";\n    size = 16;\n    importance = \"1.2 * 16 * 0.05\";\n    coefMin = 1;\n    coefMax = 4;\n};\n```\n\n##### runwayFont\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nrunwayFont = \"LCD14\";\n```\n\n#### S\n\n##### scaleDefault\n\n**Type:** Number, String\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\nscaleDefault = 0.16;\n```\n\nString example:\n\n```cpp\nscaleDefault = \"uinamespace getvariable ['RscDisplayStrategicMap_scaleDefault',0.3]\";\n```\n\n##### scaleMax\n\n**Type:** Number, String\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\nscaleMax = 1;\n```\n\nString example:\n\n```cpp\nscaleMax = \"uinamespace getvariable ['RscDisplayStrategicMap_scaleMax',0.3]\";\n```\n\n##### scaleMin\n\n**Type:** Number, String\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\nscaleMin = 0.001;\n```\n\nString example:\n\n```cpp\nscaleMin = \"uinamespace getvariable ['RscDisplayORBAT_scaleMin',0.005]\";\n```\n\n##### shadedSea\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nshadedSea = 0.3;\n```\n\n##### Shipwreck\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Shipwreck\n{\n    coefMax = 1;\n    coefMin = 4;\n    color[] = {0,0,0,1};\n    icon = \"#(argb,8,8,3)color(0,0,0,1)\";\n    importance = 1;\n    size = 2;\n};\n```\n\n##### showCountourInterval\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nshowCountourInterval = 1;\n```\n\n##### showMarkers\n\n**Type:** Number, String\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\nshowMarkers = 1;\n```\n\nString example:\n\n```cpp\nshowMarkers = \"true\";\n```\n\n##### sizeExGrid\n\n**Type:** Number, String\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\nsizeExGrid = 0.02;\n```\n\nString example:\n\n```cpp\nsizeExGrid = \"((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.5\";\n```\n\n##### sizeExInfo\n\n**Type:** String, Number\n\n**Description:** n/a\n\nString example:\n\n```cpp\nsizeExInfo = \"((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.5\";\n```\n\nNumber example:\n\n```cpp\nsizeExInfo = 0.05;\n```\n\n##### sizeExLabel\n\n**Type:** String, Number\n\n**Description:** n/a\n\nString example:\n\n```cpp\nsizeExLabel = \"(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)\";\n```\n\nNumber example:\n\n```cpp\nsizeExLabel = 0.05;\n```\n\n##### sizeExLevel\n\n**Type:** Number, String\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\nsizeExLevel = 0.02;\n```\n\nString example:\n\n```cpp\nsizeExLevel = \"((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.5\";\n```\n\n##### sizeExNames\n\n**Type:** String, Number\n\n**Description:** n/a\n\nString example:\n\n```cpp\nsizeExNames = \"(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8) * 2\";\n```\n\nNumber example:\n\n```cpp\nsizeExNames = 0.05;\n```\n\n##### sizeExUnits\n\n**Type:** String, Number\n\n**Description:** n/a\n\nString example:\n\n```cpp\nsizeExUnits = \"(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)\";\n```\n\nNumber example:\n\n```cpp\nsizeExUnits = 0.05;\n```\n\n##### SmallTree\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass SmallTree\n{\n    icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n    color[] = {0,0,0,0};\n    size = 0;\n    importance = \"0.6 * 12 * 0.05\";\n    coefMin = 0.25;\n    coefMax = 4;\n};\n```\n\n##### speedCoefSpeed0\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nspeedCoefSpeed0 = 500;\n```\n\n##### speedCoefSpeedMax\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nspeedCoefSpeedMax = 30;\n```\n\n##### Stack\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Stack\n{\n    color[] = {0,0,0,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\stack_ca.paa\";\n    size = 16;\n    importance = \"2 * 16 * 0.05\";\n    coefMin = 0.4;\n    coefMax = 2;\n};\n```\n\n##### stickX\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nstickX[] = {0.2,[\"Gamma\",1,1.5]};\n```\n\n##### stickY\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nstickY[] = {0.2,[\"Gamma\",1,1.5]};\n```\n\n#### T\n\n##### Task\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Task\n{\n    taskNone = \"#(argb,8,8,3)color(0,0,0,0)\";\n    taskCreated = \"#(argb,8,8,3)color(0,0,0,1)\";\n    taskAssigned = \"#(argb,8,8,3)color(1,1,1,1)\";\n    taskSucceeded = \"#(argb,8,8,3)color(0,1,0,1)\";\n    taskFailed = \"#(argb,8,8,3)color(1,0,0,1)\";\n    taskCanceled = \"#(argb,8,8,3)color(1,0.5,0,1)\";\n    colorCreated[] = {1,1,1,1};\n    colorCanceled[] = {0.7,0.7,0.7,1};\n    colorDone[] = {0.7,1,0.3,1};\n    colorFailed[] = {1,0.3,0.2,1};\n    color[] = {\"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])\",\"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])\",\"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])\",\"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])\"};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIcon_CA.paa\";\n    iconCreated = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconCreated_CA.paa\";\n    iconCanceled = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconCanceled_CA.paa\";\n    iconDone = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconDone_CA.paa\";\n    iconFailed = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconFailed_CA.paa\";\n    size = 27;\n    importance = 1;\n    coefMin = 1;\n    coefMax = 1;\n};\n```\n\n##### textureComboBoxColor\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureComboBoxColor = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### textureCompass\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureCompass = \"\\A3\\Ui_f\\data\\IGUI\\RscCustomInfo\\north_ca.paa\";\n```\n\n##### Tourism\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Tourism\n{\n    icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n    color[] = {0,0,0,0};\n    size = 0;\n    importance = \"1 * 16 * 0.05\";\n    coefMin = 0.7;\n    coefMax = 4;\n};\n```\n\n##### Transmitter\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Transmitter\n{\n    color[] = {1,1,1,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\transmitter_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```\n\n##### Tree\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Tree\n{\n    color[] = {0.45,0.64,0.33,0.4};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bush_ca.paa\";\n    size = 12;\n    importance = \"0.9 * 16 * 0.05\";\n    coefMin = 0.25;\n    coefMax = 4;\n};\n```\n\n#### V\n\n##### ViewTower\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass ViewTower\n{\n    color[] = {0,0,0,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\viewtower_ca.paa\";\n    size = 16;\n    importance = \"2.5 * 16 * 0.05\";\n    coefMin = 0.5;\n    coefMax = 4;\n};\n```\n\n#### W\n\n##### Watertower\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Watertower\n{\n    color[] = {1,1,1,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\watertower_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```\n\n##### Waypoint\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Waypoint\n{\n    color[] = {1,1,1,1};\n    importance = 1;\n    coefMin = 1;\n    coefMax = 1;\n    icon = \"\\a3\\ui_f\\data\\map\\mapcontrol\\waypoint_ca.paa\";\n    size = 18;\n};\n```\n\n##### WaypointCompleted\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass WaypointCompleted\n{\n    color[] = {1,1,1,1};\n    importance = 1;\n    coefMin = 1;\n    coefMax = 1;\n    icon = \"\\a3\\ui_f\\data\\map\\mapcontrol\\waypointcompleted_ca.paa\";\n    size = 18;\n};\n```\n\n##### widthPowerLines\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nwidthPowerLines = 6;\n```\n\n##### widthRailWay\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nwidthRailWay = 4;\n```\n\n#### Y\n\n##### yCollapsed\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nyCollapsed = \"1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY)\";\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscMapControl\n\n```cpp\nclass RscMapControl\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_MAP_MAIN;\n    idc = 51;\n    style = ST_MULTI + ST_TITLE_BAR;\n    colorBackground[] = {0.969,0.957,0.949,1};\n    colorOutside[] = {0,0,0,1};\n    colorText[] = {0,0,0,1};\n    font = \"TahomaB\";\n    sizeEx = 0.04;\n    colorSea[] = {0.467,0.631,0.851,0.5};\n    colorForest[] = {0.624,0.78,0.388,0.5};\n    colorRocks[] = {0,0,0,0.3};\n    colorCountlines[] = {0.572,0.354,0.188,0.25};\n    colorMainCountlines[] = {0.572,0.354,0.188,0.5};\n    colorCountlinesWater[] = {0.491,0.577,0.702,0.3};\n    colorMainCountlinesWater[] = {0.491,0.577,0.702,0.6};\n    colorForestBorder[] = {0,0,0,0};\n    colorRocksBorder[] = {0,0,0,0};\n    colorPowerLines[] = {0.1,0.1,0.1,1};\n    colorRailWay[] = {0.8,0.2,0,1};\n    colorNames[] = {0.1,0.1,0.1,0.9};\n    colorInactive[] = {1,1,1,0.5};\n    colorLevels[] = {0.286,0.177,0.094,0.5};\n    colorTracks[] = {0.84,0.76,0.65,0.15};\n    colorRoads[] = {0.7,0.7,0.7,1};\n    colorMainRoads[] = {0.9,0.5,0.3,1};\n    colorTracksFill[] = {0.84,0.76,0.65,1};\n    colorRoadsFill[] = {1,1,1,1};\n    colorMainRoadsFill[] = {1,0.6,0.4,1};\n    colorGrid[] = {0.1,0.1,0.1,0.6};\n    colorGridMap[] = {0.1,0.1,0.1,0.6};\n    stickX[] = {0.2,[\"Gamma\",1,1.5]};\n    stickY[] = {0.2,[\"Gamma\",1,1.5]};\n    class Legend\n    {\n        colorBackground[] = {1,1,1,0.5};\n        color[] = {0,0,0,1};\n        x = SafeZoneX + GUI_GRID_W;\n        y = SafeZoneY + safezoneH - 4.5 * GUI_GRID_H;\n        w = 10 * GUI_GRID_W;\n        h = 3.5 * GUI_GRID_H;\n        font = \"RobotoCondensed\";\n        sizeEx = GUI_TEXT_SIZE_SMALL;\n    };\n    class ActiveMarker\n    {\n        color[] = {0.3,0.1,0.9,1};\n        size = 50;\n    };\n    class Command\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\a3\\ui_f\\data\\map\\mapcontrol\\waypoint_ca.paa\";\n        size = 18;\n        importance = 1;\n        coefMin = 1;\n        coefMax = 1;\n    };\n    class Task\n    {\n        taskNone = \"#(argb,8,8,3)color(0,0,0,0)\";\n        taskCreated = \"#(argb,8,8,3)color(0,0,0,1)\";\n        taskAssigned = \"#(argb,8,8,3)color(1,1,1,1)\";\n        taskSucceeded = \"#(argb,8,8,3)color(0,1,0,1)\";\n        taskFailed = \"#(argb,8,8,3)color(1,0,0,1)\";\n        taskCanceled = \"#(argb,8,8,3)color(1,0.5,0,1)\";\n        colorCreated[] = {1,1,1,1};\n        colorCanceled[] = {0.7,0.7,0.7,1};\n        colorDone[] = {0.7,1,0.3,1};\n        colorFailed[] = {1,0.3,0.2,1};\n        color[] =\n        {\n            \"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])\",\n            \"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])\",\n            \"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])\",\n            \"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])\"\n        };\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIcon_CA.paa\";\n        iconCreated = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconCreated_CA.paa\";\n        iconCanceled = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconCanceled_CA.paa\";\n        iconDone = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconDone_CA.paa\";\n        iconFailed = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconFailed_CA.paa\";\n        size = 27;\n        importance = 1;\n        coefMin = 1;\n        coefMax = 1;\n    };\n    class CustomMark\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\a3\\ui_f\\data\\map\\mapcontrol\\custommark_ca.paa\";\n        size = 18;\n        importance = 1;\n        coefMin = 1;\n        coefMax = 1;\n    };\n    class Tree\n    {\n        color[] = {0.45,0.64,0.33,0.4};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bush_ca.paa\";\n        size = 12;\n        importance = \"0.9 * 16 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4;\n    };\n    class SmallTree\n    {\n        color[] = {0.45,0.64,0.33,0.4};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bush_ca.paa\";\n        size = 12;\n        importance = \"0.6 * 12 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4;\n    };\n    class Bush\n    {\n        color[] = {0.45,0.64,0.33,0.4};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bush_ca.paa\";\n        size = \"14/2\";\n        importance = \"0.2 * 14 * 0.05 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4;\n    };\n    class Church\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\church_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Chapel\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\Chapel_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Cross\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\Cross_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Rock\n    {\n        color[] = {0.1,0.1,0.1,0.8};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\rock_ca.paa\";\n        size = 12;\n        importance = \"0.5 * 12 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4;\n    };\n    class Bunker\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bunker_ca.paa\";\n        size = 14;\n        importance = \"1.5 * 14 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4;\n    };\n    class Fortress\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bunker_ca.paa\";\n        size = 16;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4;\n    };\n    class Fountain\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\fountain_ca.paa\";\n        size = 11;\n        importance = \"1 * 12 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4;\n    };\n    class ViewTower\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\viewtower_ca.paa\";\n        size = 16;\n        importance = \"2.5 * 16 * 0.05\";\n        coefMin = 0.5;\n        coefMax = 4;\n    };\n    class Lighthouse\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\lighthouse_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Quay\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\quay_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Fuelstation\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\fuelstation_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Hospital\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\hospital_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class BusStop\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\busstop_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class LineMarker\n    {\n        textureComboBoxColor = \"#(argb,8,8,3)color(1,1,1,1)\";\n        lineWidthThin = 0.008;\n        lineWidthThick = 0.014;\n        lineDistanceMin = 3e-005;\n        lineLengthMin = 5;\n    };\n    class Transmitter\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\transmitter_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Stack\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\stack_ca.paa\";\n        size = 16;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.4;\n        coefMax = 2;\n    };\n    class Ruin\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\ruin_ca.paa\";\n        size = 16;\n        importance = \"1.2 * 16 * 0.05\";\n        coefMin = 1;\n        coefMax = 4;\n    };\n    class Tourism\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\tourism_ca.paa\";\n        size = 16;\n        importance = \"1 * 16 * 0.05\";\n        coefMin = 0.7;\n        coefMax = 4;\n    };\n    class Watertower\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\watertower_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Waypoint\n    {\n        color[] = {1,1,1,1};\n        importance = 1;\n        coefMin = 1;\n        coefMax = 1;\n        icon = \"\\a3\\ui_f\\data\\map\\mapcontrol\\waypoint_ca.paa\";\n        size = 18;\n    };\n    class WaypointCompleted\n    {\n        color[] = {1,1,1,1};\n        importance = 1;\n        coefMin = 1;\n        coefMax = 1;\n        icon = \"\\a3\\ui_f\\data\\map\\mapcontrol\\waypointcompleted_ca.paa\";\n        size = 18;\n    };\n    moveOnEdges = 1;\n    x = \"SafeZoneXAbs\";\n    y = SafeZoneY + 1.5 * GUI_GRID_H;\n    w = \"SafeZoneWAbs\";\n    h = SafeZoneH - 1.5 * GUI_GRID_H;\n    shadow = 0;\n    ptsPerSquareSea = 5;\n    ptsPerSquareTxt = 20;\n    ptsPerSquareCLn = 10;\n    ptsPerSquareExp = 10;\n    ptsPerSquareCost = 10;\n    ptsPerSquareFor = 9;\n    ptsPerSquareForEdge = 9;\n    ptsPerSquareRoad = 6;\n    ptsPerSquareObj = 9;\n    showCountourInterval = 0;\n    scaleMin = 0.001;\n    scaleMax = 1;\n    scaleDefault = 0.16;\n    maxSatelliteAlpha = 0.85;\n    alphaFadeStartScale = 2;\n    alphaFadeEndScale = 2;\n    colorTrails[] = {0.84,0.76,0.65,0.15};\n    colorTrailsFill[] = {0.84,0.76,0.65,0.65};\n    widthRailWay = 4;\n    fontLabel = \"RobotoCondensed\";\n    sizeExLabel = GUI_TEXT_SIZE_SMALL;\n    fontGrid = \"TahomaB\";\n    sizeExGrid = 0.02;\n    fontUnits = \"TahomaB\";\n    sizeExUnits = GUI_TEXT_SIZE_SMALL;\n    fontNames = \"RobotoCondensed\";\n    sizeExNames = GUI_TEXT_SIZE_SMALL * 2;\n    fontInfo = \"RobotoCondensed\";\n    sizeExInfo = GUI_TEXT_SIZE_SMALL;\n    fontLevel = \"TahomaB\";\n    sizeExLevel = 0.02;\n    text = \"#(argb,8,8,3)color(1,1,1,1)\";\n    idcMarkerColor = -1;\n    idcMarkerIcon = -1;\n    textureComboBoxColor = \"#(argb,8,8,3)color(1,1,1,1)\";\n    showMarkers = 1;\n    class power\n    {\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\power_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n        color[] = {1,1,1,1};\n    };\n    class powersolar\n    {\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\powersolar_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n        color[] = {1,1,1,1};\n    };\n    class powerwave\n    {\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\powerwave_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n        color[] = {1,1,1,1};\n    };\n    class powerwind\n    {\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\powerwind_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n        color[] = {1,1,1,1};\n    };\n    class Shipwreck\n    {\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\Shipwreck_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n        color[] = {0,0,0,1};\n    };\n};\n```\n\n#### RscMapControlEmpty\n\n```cpp\nclass RscMapControlEmpty : RscMapControl\n{\n    type = CT_MAP_MAIN;\n    ptsPerSquareSea = 1000;\n    ptsPerSquareTxt = 1000;\n    ptsPerSquareCLn = 1000;\n    ptsPerSquareExp = 1000;\n    ptsPerSquareCost = 1000;\n    ptsPerSquareFor = 1000;\n    ptsPerSquareForEdge = 1000;\n    ptsPerSquareRoad = 1000;\n    ptsPerSquareObj = 1000;\n    alphaFadeStartScale = 0;\n    alphaFadeEndScale = 0;\n    colorBackground[] = {1,1,1,1};\n    colorOutside[] = {1,1,1,1};\n    colorSea[] = {0,0,0,0};\n    colorForest[] = {0,0,0,0};\n    colorForestBorder[] = {0,0,0,0};\n    colorRocks[] = {0,0,0,0};\n    colorRocksBorder[] = {0,0,0,0};\n    colorLevels[] = {0,0,0,0};\n    colorMainCountlines[] = {0,0,0,0};\n    colorCountlines[] = {0,0,0,0};\n    colorMainCountlinesWater[] = {0,0,0,0};\n    colorCountlinesWater[] = {0,0,0,0};\n    colorPowerLines[] = {0,0,0,0};\n    colorRailWay[] = {0,0,0,0};\n    colorNames[] = {0,0,0,0};\n    colorInactive[] = {0,0,0,0};\n    colorGrid[] = {0,0,0,0};\n    colorGridMap[] = {0,0,0,0};\n    class Task : Task\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        iconCreated = \"#(argb,8,8,3)color(0,0,0,0)\";\n        iconCanceled = \"#(argb,8,8,3)color(0,0,0,0)\";\n        iconDone = \"#(argb,8,8,3)color(0,0,0,0)\";\n        iconFailed = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        colorCreated[] = {0,0,0,0};\n        colorCanceled[] = {0,0,0,0};\n        colorDone[] = {0,0,0,0};\n        colorFailed[] = {0,0,0,0};\n        size = 0;\n    };\n    class Waypoint : Waypoint\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class WaypointCompleted : WaypointCompleted\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class CustomMark : CustomMark\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Command : Command\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Bush : Bush\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Rock : Rock\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class SmallTree : SmallTree\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Tree : Tree\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class busstop : BusStop\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class fuelstation : Fuelstation\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class hospital : Hospital\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class church : Church\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class lighthouse : Lighthouse\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class power : power\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class powersolar : powersolar\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class powerwave : powerwave\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class powerwind : powerwind\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class quay : Quay\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class shipwreck : Shipwreck\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class transmitter : Transmitter\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class watertower : Watertower\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Bunker : Bunker\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Cross : Cross\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Fortress : Fortress\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Fountain : Fountain\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Chapel : Chapel\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Ruin : Ruin\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Stack : Stack\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Tourism : Tourism\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class ViewTower : ViewTower\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n};\n```\n\n### Other Examples\n\n```cpp\n#define CT_MAP_MAIN 101\n#define ST_PICTURE 48\n\nclass RscMapControl\n{\n    access = 0;\n    idc = -1;\n    type = CT_MAP_MAIN;\n    style = ST_PICTURE;\n\n    x = 0.10;\n    y = 0.10;\n    w = 0.80;\n    h = 0.60;\n\n    colorBackground[] = { 1.00, 1.00, 1.00, 1.00 };\n    colorText[] = { 0.00, 0.00, 0.00, 1.00 };\n    colorSea[] = { 0.56, 0.80, 0.98, 0.50 };\n    colorForest[] = { 0.60, 0.80, 0.20, 0.50 };\n    colorRocks[] = { 0.50, 0.50, 0.50, 0.50 };\n    colorCountlines[] = { 0.65, 0.45, 0.27, 0.50 };\n    colorMainCountlines[] = { 0.65, 0.45, 0.27, 1.00 };\n    colorCountlinesWater[] = { 0.00, 0.53, 1.00, 0.50 };\n    colorMainCountlinesWater[] = { 0.00, 0.53, 1.00, 1.00 };\n    colorForestBorder[] = { 0.40, 0.80, 0.00, 1.00 };\n    colorRocksBorder[] = { 0.50, 0.50, 0.50, 1.00 };\n    colorPowerLines[] = { 0.00, 0.00, 0.00, 1.00 };\n    colorNames[] = { 0.00, 0.00, 0.00, 1.00 };\n    colorInactive[] = { 1.00, 1.00, 1.00, 0.50 };\n    colorLevels[] = { 0.00, 0.00, 0.00, 1.00 };\n\n    font = \"TahomaB\";\n    sizeEx = 0.040000;\n\n    fontLabel = \"TahomaB\";\n    sizeExLabel = 0.02;\n    fontGrid = \"TahomaB\";\n    sizeExGrid = 0.02;\n    fontUnits = \"TahomaB\";\n    sizeExUnits = 0.02;\n    fontNames = \"TahomaB\";\n    sizeExNames = 0.02;\n    fontInfo = \"TahomaB\";\n    sizeExInfo = 0.02;\n    fontLevel = \"TahomaB\";\n    sizeExLevel = 0.02;\n\n    ptsPerSquareSea = 6;\n    ptsPerSquareTxt = 8;\n    ptsPerSquareCLn = 8;\n    ptsPerSquareExp = 8;\n    ptsPerSquareCost = 8;\n    ptsPerSquareFor = \"4.0f\";\n    ptsPerSquareForEdge = \"10.0f\";\n    ptsPerSquareRoad = 2;\n    ptsPerSquareObj = 10;\n\n    text = \"\\ca\\ui\\data\\map_background2_co.paa\";\n    showCountourInterval = 2;\n    scaleDefault = 0.1;\n    onMouseButtonClick = \"\";\n    onMouseButtonDblClick = \"\";\n\n    class ActiveMarker\n    {\n        color[] = { 0.30, 0.10, 0.90, 1.00 };\n        size = 50;\n    };\n    class Bunker\n    {\n        icon = \"\\ca\\ui\\data\\map_bunker_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 14;\n        importance = \"1.5 * 14 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class Bush\n    {\n        icon = \"\\ca\\ui\\data\\map_bush_ca.paa\";\n        color[] = { 0.55, 0.64, 0.43, 1.00 };\n        size = 14;\n        importance = \"0.2 * 14 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class BusStop\n    {\n        icon = \"\\ca\\ui\\data\\map_busstop_ca.paa\";\n        color[] = { 0.00, 0.00, 1.00, 1.00 };\n        size = 10;\n        importance = \"1 * 10 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class Command\n    {\n        icon = \"#(argb,8,8,3)color(1,1,1,1)\";\n        color[] = { 0.00, 0.00, 0.00, 1.00 };\n        size = 18;\n        importance = 1.00;\n        coefMin = 1.00;\n        coefMax = 1.00;\n    };\n    class Cross\n    {\n        icon = \"\\ca\\ui\\data\\map_cross_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 16;\n        importance = \"0.7 * 16 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class Fortress\n    {\n        icon = \"\\ca\\ui\\data\\map_bunker_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 16;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class Fuelstation\n    {\n        icon = \"\\ca\\ui\\data\\map_fuelstation_ca.paa\";\n        color[] = { 1.00, 0.35, 0.35, 1.00 };\n        size = 16;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.75;\n        coefMax = 4.00;\n    };\n    class Fountain\n    {\n        icon = \"\\ca\\ui\\data\\map_fountain_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 12;\n        importance = \"1 * 12 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class Hospital\n    {\n        icon = \"\\ca\\ui\\data\\map_hospital_ca.paa\";\n        color[] = { 0.78, 0.00, 0.05, 1.00 };\n        size = 16;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.50;\n        coefMax = 4;\n    };\n    class Chapel\n    {\n        icon = \"\\ca\\ui\\data\\map_chapel_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 16;\n        importance = \"1 * 16 * 0.05\";\n        coefMin = 0.90;\n        coefMax = 4.00;\n    };\n    class Church\n    {\n        icon = \"\\ca\\ui\\data\\map_church_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 16;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.90;\n        coefMax = 4.00;\n    };\n    class Lighthouse\n    {\n        icon = \"\\ca\\ui\\data\\map_lighthouse_ca.paa\";\n        color[] = { 0.78, 0.00, 0.05, 1.00 };\n        size = 20;\n        importance = \"3 * 16 * 0.05\";\n        coefMin = 0.90;\n        coefMax = 4.00;\n    };\n    class Quay\n    {\n        icon = \"\\ca\\ui\\data\\map_quay_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 16;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.50;\n        coefMax = 4.00;\n    };\n    class Rock\n    {\n        icon = \"\\ca\\ui\\data\\map_rock_ca.paa\";\n        color[] = { 0.35, 0.35, 0.35, 1.00 };\n        size = 12;\n        importance = \"0.5 * 12 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class Ruin\n    {\n        icon = \"\\ca\\ui\\data\\map_ruin_ca.paa\";\n        color[] = { 0.78, 0.00, 0.05, 1.00 };\n        size = 16;\n        importance = \"1.2 * 16 * 0.05\";\n        coefMin = 1.00;\n        coefMax = 4.00;\n    };\n    class Stack\n    {\n        icon = \"\\ca\\ui\\data\\map_stack_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 20;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.90;\n        coefMax = 4.00;\n    };\n    class Tree\n    {\n        icon = \"\\ca\\ui\\data\\map_tree_ca.paa\";\n        color[] = { 0.55, 0.64, 0.43, 1.00 };\n        size = 12;\n        importance = \"0.9 * 16 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class SmallTree\n    {\n        icon = \"\\ca\\ui\\data\\map_smalltree_ca.paa\";\n        color[] = { 0.55, 0.64, 0.43, 1.00 };\n        size = 12;\n        importance = \"0.6 * 12 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class Tourism\n    {\n        icon = \"\\ca\\ui\\data\\map_tourism_ca.paa\";\n        color[] = { 0.78, 0.00, 0.05, 1.00 };\n        size = 16;\n        importance = \"1 * 16 * 0.05\";\n        coefMin = 0.70;\n        coefMax = 4.00;\n    };\n    class Transmitter\n    {\n        icon = \"\\ca\\ui\\data\\map_transmitter_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 20;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.90;\n        coefMax = 4.00;\n    };\n    class ViewTower\n    {\n        icon = \"\\ca\\ui\\data\\map_viewtower_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 16;\n        importance = \"2.5 * 16 * 0.05\";\n        coefMin = 0.50;\n        coefMax = 4.00;\n    };\n    class Watertower\n    {\n        icon = \"\\ca\\ui\\data\\map_watertower_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 32;\n        importance = \"1.2 * 16 * 0.05\";\n        coefMin = 0.90;\n        coefMax = 4.00;\n    };\n    class Waypoint\n    {\n        icon = \"\\ca\\ui\\data\\map_waypoint_ca.paa\";\n        color[] = { 0.00, 0.00, 0.00, 1.00 };\n        size = 24;\n        importance = 1.00;\n        coefMin = 1.00;\n        coefMax = 1.00;\n    };\n    class WaypointCompleted\n    {\n        icon = \"\\ca\\ui\\data\\map_waypoint_completed_ca.paa\";\n        color[] = { 0.00, 0.00, 0.00, 1.00 };\n        size = 24;\n        importance = 1.00;\n        coefMin = 1.00;\n        coefMax = 1.00;\n    };\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"A control that gives access to the map including markers. The ingame map that is opened with <kbd>M</kbd> uses this control type. CT_MAP_MAIN controls cannot be placed inside a CT_CONTROLS_GROUP, because they are handled differently inside the engine due to their complexity. For more information see: [BI Forums](https://forums.bohemia.net/forums/topic/191876-map-control-not-positioned-correctly-using-ctrlcreate/?tab=comments#comment-3049009)."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Map"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- onDraw"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_MAP_MAIN 101\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"ActiveMarker","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass ActiveMarker\n{\n    color[] = {0.3,0.1,0.9,1};\n    size = 50;\n};\n```"},{"heading":"alphaFadeEndScale","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nalphaFadeEndScale = 2;\n```"},{"heading":"alphaFadeStartScale","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nalphaFadeStartScale = 10;\n```"},{"heading":"altitudeMapColorHigh","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\naltitudeMapColorHigh[] = {1,0,0,0.15};\n```"},{"heading":"altitudeMapColorLow","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\naltitudeMapColorLow[] = {0,1,0,0.15};\n```"},{"heading":"altitudeMapColorMid","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\naltitudeMapColorMid[] = {1,1,0,0.15};\n```"},{"heading":"altitudeMapRange","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\naltitudeMapRange = 100;\n```"},{"heading":"B","level":4,"markdown":""},{"heading":"Bunker","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Bunker\n{\n    color[] = {0,0,0,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bunker_ca.paa\";\n    size = 14;\n    importance = \"1.5 * 14 * 0.05\";\n    coefMin = 0.25;\n    coefMax = 4;\n};\n```"},{"heading":"Bush","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Bush\n{\n    color[] = {0.45,0.64,0.33,0.4};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bush_ca.paa\";\n    size = \"14/2\";\n    importance = \"0.2 * 14 * 0.05 * 0.05\";\n    coefMin = 0.25;\n    coefMax = 4;\n};\n```"},{"heading":"BusStop","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass BusStop\n{\n    color[] = {1,1,1,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\busstop_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"Chapel","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Chapel\n{\n    color[] = {0,0,0,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\Chapel_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```"},{"heading":"church","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass church\n{\n    color[] = {\"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])\",\"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])\",\"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])\",1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\church_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```"},{"heading":"colorCountlines","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorCountlines[] = {0.572,0.354,0.188,0.25};\n```"},{"heading":"colorCountlinesWater","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorCountlinesWater[] = {0.491,0.577,0.702,0.3};\n```"},{"heading":"colorForest","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorForest[] = {\"(profilenamespace getvariable ['IGUI_BCG_RGB_R',0])\",\"(profilenamespace getvariable ['IGUI_BCG_RGB_G',1])\",\"(profilenamespace getvariable ['IGUI_BCG_RGB_B',1])\",0.7};\n```"},{"heading":"colorForestBorder","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorForestBorder[] = {\"(profilenamespace getvariable ['IGUI_BCG_RGB_R',0])\",\"(profilenamespace getvariable ['IGUI_BCG_RGB_G',1])\",\"(profilenamespace getvariable ['IGUI_BCG_RGB_B',1])\",0.5};\n```"},{"heading":"colorForestTextured","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorForestTextured[] = {0.624,0.78,0.388,0.25};\n```"},{"heading":"colorGrid","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorGrid[] = {0.1,0.1,0.1,0.6};\n```"},{"heading":"colorGridMap","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorGridMap[] = {0.1,0.1,0.1,0.6};\n```"},{"heading":"colorInactive","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorInactive[] = {1,1,1,0.5};\n```"},{"heading":"colorLevels","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorLevels[] = {0,0,0,0};\n```"},{"heading":"colorMainCountlines","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorMainCountlines[] = {0.572,0.354,0.188,0.5};\n```"},{"heading":"colorMainCountlinesWater","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorMainCountlinesWater[] = {0.491,0.577,0.702,0.6};\n```"},{"heading":"colorMainRoads","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorMainRoads[] = {0.9,0.5,0.3,1};\n```"},{"heading":"colorMainRoadsFill","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorMainRoadsFill[] = {1,0.6,0.4,1};\n```"},{"heading":"colorNames","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorNames[] = {0.1,0.1,0.1,0.9};\n```"},{"heading":"colorOutside","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorOutside[] = {0,0,0,1};\n```"},{"heading":"colorPowerLines","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPowerLines[] = {0.1,0.1,0.1,1};\n```"},{"heading":"colorRailWay","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorRailWay[] = {0.8,0.2,0,1};\n```"},{"heading":"colorRoads","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorRoads[] = {0.7,0.7,0.7,1};\n```"},{"heading":"colorRoadsFill","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorRoadsFill[] = {1,1,1,1};\n```"},{"heading":"colorRocks","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorRocks[] = {0,0,0,0.3};\n```"},{"heading":"colorRocksBorder","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorRocksBorder[] = {0,0,0,0};\n```"},{"heading":"colorSea","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSea[] = {0.467,0.631,0.851,0.5};\n```\n\nArma 3 v2.24"},{"heading":"colorShipwreck","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorShipwreck[] = {0.35025,0.47325,0.63825,0.375}; // Shipwreck color (colorSea * 0.75);\n```"},{"heading":"colorTracks","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTracks[] = {0.84,0.76,0.65,0.15};\n```"},{"heading":"colorTracksFill","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTracksFill[] = {0.84,0.76,0.65,1};\n```"},{"heading":"colorTrails","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTrails[] = {0.84,0.76,0.65,0.15};\n```"},{"heading":"colorTrailsFill","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTrailsFill[] = {0.84,0.76,0.65,0.65};\n```"},{"heading":"Command","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Command\n{\n    icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n    color[] = {0,0,0,0};\n    size = 0;\n    importance = 1;\n    coefMin = 1;\n    coefMax = 1;\n};\n```"},{"heading":"compassPos","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncompassPos[] = {-0.04,0};\n```"},{"heading":"compassSize","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncompassSize[] = {0.08,0.08};\n```"},{"heading":"Cross","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Cross\n{\n    icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n    color[] = {0,0,0,0};\n    size = 0;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```"},{"heading":"CustomMark","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass CustomMark\n{\n    color[] = {1,1,1,1};\n    icon = \"\\a3\\ui_f\\data\\map\\mapcontrol\\custommark_ca.paa\";\n    size = 18;\n    importance = 1;\n    coefMin = 1;\n    coefMax = 1;\n};\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"drawObjects","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\ndrawObjects = 0;\n```"},{"heading":"drawShaded","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\ndrawShaded = 0.1;\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"fontGrid","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nfontGrid = \"TahomaB\";\n```"},{"heading":"fontInfo","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nfontInfo = \"RobotoCondensed\";\n```"},{"heading":"fontLabel","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nfontLabel = \"RobotoCondensed\";\n```"},{"heading":"fontLevel","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nfontLevel = \"TahomaB\";\n```"},{"heading":"fontNames","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nfontNames = \"RobotoCondensed\";\n```"},{"heading":"fontUnits","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nfontUnits = \"TahomaB\";\n```"},{"heading":"Fortress","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Fortress\n{\n    color[] = {0,0,0,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bunker_ca.paa\";\n    size = 16;\n    importance = \"2 * 16 * 0.05\";\n    coefMin = 0.25;\n    coefMax = 4;\n};\n```"},{"heading":"Fountain","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Fountain\n{\n    color[] = {0,0,0,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\fountain_ca.paa\";\n    size = 11;\n    importance = \"1 * 12 * 0.05\";\n    coefMin = 0.25;\n    coefMax = 4;\n};\n```"},{"heading":"Fuelstation","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Fuelstation\n{\n    color[] = {1,1,1,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\fuelstation_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```"},{"heading":"H","level":4,"markdown":""},{"heading":"hCollapsed","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nhCollapsed = \"safezoneH - 2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n```"},{"heading":"Hospital","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Hospital\n{\n    color[] = {1,1,1,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\hospital_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"iconCamera","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\niconCamera = \"\\A3\\ui_f\\data\\GUI\\Rsc\\RscDisplayMissionEditor\\iconCamera_ca.paa\";\n```"},{"heading":"iconCameraColor","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\niconCameraColor[] = {0.8,0.6,0.05,0.8};\n```"},{"heading":"iconCameraSize","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\niconCameraSize = 24;\n```"},{"heading":"idcMarkerColor","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nidcMarkerColor = 1090;\n```"},{"heading":"idcMarkerIcon","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nidcMarkerIcon = 1091;\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"Legend","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Legend\n{\n    colorBackground[] = {1,1,1,0.5};\n    color[] = {0,0,0,1};\n    x = \"SafeZoneX + (((safezoneW / safezoneH) min 1.2) / 40)\";\n    y = \"SafeZoneY + safezoneH - 4.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    w = \"10 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    h = \"3.5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    font = \"RobotoCondensed\";\n    sizeEx = \"(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)\";\n};\n```"},{"heading":"Lighthouse","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Lighthouse\n{\n    color[] = {1,1,1,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\lighthouse_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```"},{"heading":"LineMarker","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass LineMarker\n{\n    textureComboBoxColor = \"#(argb,8,8,3)color(1,1,1,1)\";\n    lineWidthThin = 0.008;\n    lineWidthThick = 0.014;\n    lineDistanceMin = 3e-005;\n    lineLengthMin = 5;\n};\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"maxSatelliteAlpha","level":5,"markdown":"**Type:** Number, String\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\nmaxSatelliteAlpha = 0.85;\n```\n\nString example:\n\n```cpp\nmaxSatelliteAlpha = \"uinamespace getvariable ['RscDisplayStrategicMap_maxSatelliteAlpha',1]\";\n```"},{"heading":"moveOnEdges","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nmoveOnEdges = 1;\n```"},{"heading":"N","level":4,"markdown":""},{"heading":"NAME","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass NAME\n{\n    icon = \"\";\n    color[] = {0,0,0,0};\n    size = 0;\n    importance = 0;\n    coefMin = 0;\n    coefMax = 0;\n};\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"power","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass power\n{\n    icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n    color[] = {0,0,0,0};\n    size = 0;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```"},{"heading":"powersolar","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass powersolar\n{\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\powersolar_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n    color[] = {1,1,1,1};\n};\n```"},{"heading":"powerwave","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass powerwave\n{\n    icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n    color[] = {0,0,0,0};\n    size = 0;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```"},{"heading":"powerwind","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass powerwind\n{\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\powerwind_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n    color[] = {1,1,1,1};\n};\n```"},{"heading":"ptsPerSquareCLn","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareCLn = 10;\n```"},{"heading":"ptsPerSquareCost","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareCost = 10;\n```"},{"heading":"ptsPerSquareExp","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareExp = 10;\n```"},{"heading":"ptsPerSquareFor","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareFor = 9;\n```"},{"heading":"ptsPerSquareForEdge","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareForEdge = 9;\n```"},{"heading":"ptsPerSquareForLod1","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareForLod1 = 4;\n```"},{"heading":"ptsPerSquareForLod2","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareForLod2 = 1;\n```"},{"heading":"ptsPerSquareMainRoad","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareMainRoad = 6;\n```"},{"heading":"ptsPerSquareMainRoadSimple","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareMainRoadSimple = 0.01;\n```"},{"heading":"ptsPerSquareObj","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareObj = 9;\n```"},{"heading":"ptsPerSquareObjLod1","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareObjLod1 = 2;\n```"},{"heading":"ptsPerSquareRoad","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareRoad = 6;\n```"},{"heading":"ptsPerSquareRoadSimple","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareRoadSimple = 1;\n```"},{"heading":"ptsPerSquareSea","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareSea = 5;\n```"},{"heading":"ptsPerSquareTxt","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nptsPerSquareTxt = 20;\n```"},{"heading":"Q","level":4,"markdown":""},{"heading":"Quay","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Quay\n{\n    color[] = {1,1,1,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\quay_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"Rock","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Rock\n{\n    color[] = {0.1,0.1,0.1,0.8};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\rock_ca.paa\";\n    size = 12;\n    importance = \"0.5 * 12 * 0.05\";\n    coefMin = 0.25;\n    coefMax = 4;\n};\n```"},{"heading":"Ruin","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Ruin\n{\n    color[] = {0,0,0,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\ruin_ca.paa\";\n    size = 16;\n    importance = \"1.2 * 16 * 0.05\";\n    coefMin = 1;\n    coefMax = 4;\n};\n```"},{"heading":"runwayFont","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nrunwayFont = \"LCD14\";\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"scaleDefault","level":5,"markdown":"**Type:** Number, String\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\nscaleDefault = 0.16;\n```\n\nString example:\n\n```cpp\nscaleDefault = \"uinamespace getvariable ['RscDisplayStrategicMap_scaleDefault',0.3]\";\n```"},{"heading":"scaleMax","level":5,"markdown":"**Type:** Number, String\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\nscaleMax = 1;\n```\n\nString example:\n\n```cpp\nscaleMax = \"uinamespace getvariable ['RscDisplayStrategicMap_scaleMax',0.3]\";\n```"},{"heading":"scaleMin","level":5,"markdown":"**Type:** Number, String\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\nscaleMin = 0.001;\n```\n\nString example:\n\n```cpp\nscaleMin = \"uinamespace getvariable ['RscDisplayORBAT_scaleMin',0.005]\";\n```"},{"heading":"shadedSea","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nshadedSea = 0.3;\n```"},{"heading":"Shipwreck","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Shipwreck\n{\n    coefMax = 1;\n    coefMin = 4;\n    color[] = {0,0,0,1};\n    icon = \"#(argb,8,8,3)color(0,0,0,1)\";\n    importance = 1;\n    size = 2;\n};\n```"},{"heading":"showCountourInterval","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nshowCountourInterval = 1;\n```"},{"heading":"showMarkers","level":5,"markdown":"**Type:** Number, String\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\nshowMarkers = 1;\n```\n\nString example:\n\n```cpp\nshowMarkers = \"true\";\n```"},{"heading":"sizeExGrid","level":5,"markdown":"**Type:** Number, String\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\nsizeExGrid = 0.02;\n```\n\nString example:\n\n```cpp\nsizeExGrid = \"((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.5\";\n```"},{"heading":"sizeExInfo","level":5,"markdown":"**Type:** String, Number\n\n**Description:** n/a\n\nString example:\n\n```cpp\nsizeExInfo = \"((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.5\";\n```\n\nNumber example:\n\n```cpp\nsizeExInfo = 0.05;\n```"},{"heading":"sizeExLabel","level":5,"markdown":"**Type:** String, Number\n\n**Description:** n/a\n\nString example:\n\n```cpp\nsizeExLabel = \"(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)\";\n```\n\nNumber example:\n\n```cpp\nsizeExLabel = 0.05;\n```"},{"heading":"sizeExLevel","level":5,"markdown":"**Type:** Number, String\n\n**Description:** n/a\n\nNumber example:\n\n```cpp\nsizeExLevel = 0.02;\n```\n\nString example:\n\n```cpp\nsizeExLevel = \"((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.5\";\n```"},{"heading":"sizeExNames","level":5,"markdown":"**Type:** String, Number\n\n**Description:** n/a\n\nString example:\n\n```cpp\nsizeExNames = \"(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8) * 2\";\n```\n\nNumber example:\n\n```cpp\nsizeExNames = 0.05;\n```"},{"heading":"sizeExUnits","level":5,"markdown":"**Type:** String, Number\n\n**Description:** n/a\n\nString example:\n\n```cpp\nsizeExUnits = \"(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)\";\n```\n\nNumber example:\n\n```cpp\nsizeExUnits = 0.05;\n```"},{"heading":"SmallTree","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass SmallTree\n{\n    icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n    color[] = {0,0,0,0};\n    size = 0;\n    importance = \"0.6 * 12 * 0.05\";\n    coefMin = 0.25;\n    coefMax = 4;\n};\n```"},{"heading":"speedCoefSpeed0","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nspeedCoefSpeed0 = 500;\n```"},{"heading":"speedCoefSpeedMax","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nspeedCoefSpeedMax = 30;\n```"},{"heading":"Stack","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Stack\n{\n    color[] = {0,0,0,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\stack_ca.paa\";\n    size = 16;\n    importance = \"2 * 16 * 0.05\";\n    coefMin = 0.4;\n    coefMax = 2;\n};\n```"},{"heading":"stickX","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nstickX[] = {0.2,[\"Gamma\",1,1.5]};\n```"},{"heading":"stickY","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nstickY[] = {0.2,[\"Gamma\",1,1.5]};\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"Task","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Task\n{\n    taskNone = \"#(argb,8,8,3)color(0,0,0,0)\";\n    taskCreated = \"#(argb,8,8,3)color(0,0,0,1)\";\n    taskAssigned = \"#(argb,8,8,3)color(1,1,1,1)\";\n    taskSucceeded = \"#(argb,8,8,3)color(0,1,0,1)\";\n    taskFailed = \"#(argb,8,8,3)color(1,0,0,1)\";\n    taskCanceled = \"#(argb,8,8,3)color(1,0.5,0,1)\";\n    colorCreated[] = {1,1,1,1};\n    colorCanceled[] = {0.7,0.7,0.7,1};\n    colorDone[] = {0.7,1,0.3,1};\n    colorFailed[] = {1,0.3,0.2,1};\n    color[] = {\"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])\",\"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])\",\"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])\",\"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])\"};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIcon_CA.paa\";\n    iconCreated = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconCreated_CA.paa\";\n    iconCanceled = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconCanceled_CA.paa\";\n    iconDone = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconDone_CA.paa\";\n    iconFailed = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconFailed_CA.paa\";\n    size = 27;\n    importance = 1;\n    coefMin = 1;\n    coefMax = 1;\n};\n```"},{"heading":"textureComboBoxColor","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureComboBoxColor = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"textureCompass","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\ntextureCompass = \"\\A3\\Ui_f\\data\\IGUI\\RscCustomInfo\\north_ca.paa\";\n```"},{"heading":"Tourism","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Tourism\n{\n    icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n    color[] = {0,0,0,0};\n    size = 0;\n    importance = \"1 * 16 * 0.05\";\n    coefMin = 0.7;\n    coefMax = 4;\n};\n```"},{"heading":"Transmitter","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Transmitter\n{\n    color[] = {1,1,1,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\transmitter_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```"},{"heading":"Tree","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Tree\n{\n    color[] = {0.45,0.64,0.33,0.4};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bush_ca.paa\";\n    size = 12;\n    importance = \"0.9 * 16 * 0.05\";\n    coefMin = 0.25;\n    coefMax = 4;\n};\n```"},{"heading":"V","level":4,"markdown":""},{"heading":"ViewTower","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass ViewTower\n{\n    color[] = {0,0,0,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\viewtower_ca.paa\";\n    size = 16;\n    importance = \"2.5 * 16 * 0.05\";\n    coefMin = 0.5;\n    coefMax = 4;\n};\n```"},{"heading":"W","level":4,"markdown":""},{"heading":"Watertower","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Watertower\n{\n    color[] = {1,1,1,1};\n    icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\watertower_CA.paa\";\n    size = 24;\n    importance = 1;\n    coefMin = 0.85;\n    coefMax = 1;\n};\n```"},{"heading":"Waypoint","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Waypoint\n{\n    color[] = {1,1,1,1};\n    importance = 1;\n    coefMin = 1;\n    coefMax = 1;\n    icon = \"\\a3\\ui_f\\data\\map\\mapcontrol\\waypoint_ca.paa\";\n    size = 18;\n};\n```"},{"heading":"WaypointCompleted","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass WaypointCompleted\n{\n    color[] = {1,1,1,1};\n    importance = 1;\n    coefMin = 1;\n    coefMax = 1;\n    icon = \"\\a3\\ui_f\\data\\map\\mapcontrol\\waypointcompleted_ca.paa\";\n    size = 18;\n};\n```"},{"heading":"widthPowerLines","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nwidthPowerLines = 6;\n```"},{"heading":"widthRailWay","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nwidthRailWay = 4;\n```"},{"heading":"Y","level":4,"markdown":""},{"heading":"yCollapsed","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nyCollapsed = \"1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY)\";\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscMapControl","level":4,"markdown":"```cpp\nclass RscMapControl\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_MAP_MAIN;\n    idc = 51;\n    style = ST_MULTI + ST_TITLE_BAR;\n    colorBackground[] = {0.969,0.957,0.949,1};\n    colorOutside[] = {0,0,0,1};\n    colorText[] = {0,0,0,1};\n    font = \"TahomaB\";\n    sizeEx = 0.04;\n    colorSea[] = {0.467,0.631,0.851,0.5};\n    colorForest[] = {0.624,0.78,0.388,0.5};\n    colorRocks[] = {0,0,0,0.3};\n    colorCountlines[] = {0.572,0.354,0.188,0.25};\n    colorMainCountlines[] = {0.572,0.354,0.188,0.5};\n    colorCountlinesWater[] = {0.491,0.577,0.702,0.3};\n    colorMainCountlinesWater[] = {0.491,0.577,0.702,0.6};\n    colorForestBorder[] = {0,0,0,0};\n    colorRocksBorder[] = {0,0,0,0};\n    colorPowerLines[] = {0.1,0.1,0.1,1};\n    colorRailWay[] = {0.8,0.2,0,1};\n    colorNames[] = {0.1,0.1,0.1,0.9};\n    colorInactive[] = {1,1,1,0.5};\n    colorLevels[] = {0.286,0.177,0.094,0.5};\n    colorTracks[] = {0.84,0.76,0.65,0.15};\n    colorRoads[] = {0.7,0.7,0.7,1};\n    colorMainRoads[] = {0.9,0.5,0.3,1};\n    colorTracksFill[] = {0.84,0.76,0.65,1};\n    colorRoadsFill[] = {1,1,1,1};\n    colorMainRoadsFill[] = {1,0.6,0.4,1};\n    colorGrid[] = {0.1,0.1,0.1,0.6};\n    colorGridMap[] = {0.1,0.1,0.1,0.6};\n    stickX[] = {0.2,[\"Gamma\",1,1.5]};\n    stickY[] = {0.2,[\"Gamma\",1,1.5]};\n    class Legend\n    {\n        colorBackground[] = {1,1,1,0.5};\n        color[] = {0,0,0,1};\n        x = SafeZoneX + GUI_GRID_W;\n        y = SafeZoneY + safezoneH - 4.5 * GUI_GRID_H;\n        w = 10 * GUI_GRID_W;\n        h = 3.5 * GUI_GRID_H;\n        font = \"RobotoCondensed\";\n        sizeEx = GUI_TEXT_SIZE_SMALL;\n    };\n    class ActiveMarker\n    {\n        color[] = {0.3,0.1,0.9,1};\n        size = 50;\n    };\n    class Command\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\a3\\ui_f\\data\\map\\mapcontrol\\waypoint_ca.paa\";\n        size = 18;\n        importance = 1;\n        coefMin = 1;\n        coefMax = 1;\n    };\n    class Task\n    {\n        taskNone = \"#(argb,8,8,3)color(0,0,0,0)\";\n        taskCreated = \"#(argb,8,8,3)color(0,0,0,1)\";\n        taskAssigned = \"#(argb,8,8,3)color(1,1,1,1)\";\n        taskSucceeded = \"#(argb,8,8,3)color(0,1,0,1)\";\n        taskFailed = \"#(argb,8,8,3)color(1,0,0,1)\";\n        taskCanceled = \"#(argb,8,8,3)color(1,0.5,0,1)\";\n        colorCreated[] = {1,1,1,1};\n        colorCanceled[] = {0.7,0.7,0.7,1};\n        colorDone[] = {0.7,1,0.3,1};\n        colorFailed[] = {1,0.3,0.2,1};\n        color[] =\n        {\n            \"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])\",\n            \"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])\",\n            \"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])\",\n            \"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])\"\n        };\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIcon_CA.paa\";\n        iconCreated = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconCreated_CA.paa\";\n        iconCanceled = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconCanceled_CA.paa\";\n        iconDone = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconDone_CA.paa\";\n        iconFailed = \"\\A3\\ui_f\\data\\map\\mapcontrol\\taskIconFailed_CA.paa\";\n        size = 27;\n        importance = 1;\n        coefMin = 1;\n        coefMax = 1;\n    };\n    class CustomMark\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\a3\\ui_f\\data\\map\\mapcontrol\\custommark_ca.paa\";\n        size = 18;\n        importance = 1;\n        coefMin = 1;\n        coefMax = 1;\n    };\n    class Tree\n    {\n        color[] = {0.45,0.64,0.33,0.4};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bush_ca.paa\";\n        size = 12;\n        importance = \"0.9 * 16 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4;\n    };\n    class SmallTree\n    {\n        color[] = {0.45,0.64,0.33,0.4};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bush_ca.paa\";\n        size = 12;\n        importance = \"0.6 * 12 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4;\n    };\n    class Bush\n    {\n        color[] = {0.45,0.64,0.33,0.4};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bush_ca.paa\";\n        size = \"14/2\";\n        importance = \"0.2 * 14 * 0.05 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4;\n    };\n    class Church\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\church_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Chapel\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\Chapel_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Cross\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\Cross_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Rock\n    {\n        color[] = {0.1,0.1,0.1,0.8};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\rock_ca.paa\";\n        size = 12;\n        importance = \"0.5 * 12 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4;\n    };\n    class Bunker\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bunker_ca.paa\";\n        size = 14;\n        importance = \"1.5 * 14 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4;\n    };\n    class Fortress\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\bunker_ca.paa\";\n        size = 16;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4;\n    };\n    class Fountain\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\fountain_ca.paa\";\n        size = 11;\n        importance = \"1 * 12 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4;\n    };\n    class ViewTower\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\viewtower_ca.paa\";\n        size = 16;\n        importance = \"2.5 * 16 * 0.05\";\n        coefMin = 0.5;\n        coefMax = 4;\n    };\n    class Lighthouse\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\lighthouse_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Quay\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\quay_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Fuelstation\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\fuelstation_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Hospital\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\hospital_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class BusStop\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\busstop_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class LineMarker\n    {\n        textureComboBoxColor = \"#(argb,8,8,3)color(1,1,1,1)\";\n        lineWidthThin = 0.008;\n        lineWidthThick = 0.014;\n        lineDistanceMin = 3e-005;\n        lineLengthMin = 5;\n    };\n    class Transmitter\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\transmitter_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Stack\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\stack_ca.paa\";\n        size = 16;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.4;\n        coefMax = 2;\n    };\n    class Ruin\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\ruin_ca.paa\";\n        size = 16;\n        importance = \"1.2 * 16 * 0.05\";\n        coefMin = 1;\n        coefMax = 4;\n    };\n    class Tourism\n    {\n        color[] = {0,0,0,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\tourism_ca.paa\";\n        size = 16;\n        importance = \"1 * 16 * 0.05\";\n        coefMin = 0.7;\n        coefMax = 4;\n    };\n    class Watertower\n    {\n        color[] = {1,1,1,1};\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\watertower_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n    };\n    class Waypoint\n    {\n        color[] = {1,1,1,1};\n        importance = 1;\n        coefMin = 1;\n        coefMax = 1;\n        icon = \"\\a3\\ui_f\\data\\map\\mapcontrol\\waypoint_ca.paa\";\n        size = 18;\n    };\n    class WaypointCompleted\n    {\n        color[] = {1,1,1,1};\n        importance = 1;\n        coefMin = 1;\n        coefMax = 1;\n        icon = \"\\a3\\ui_f\\data\\map\\mapcontrol\\waypointcompleted_ca.paa\";\n        size = 18;\n    };\n    moveOnEdges = 1;\n    x = \"SafeZoneXAbs\";\n    y = SafeZoneY + 1.5 * GUI_GRID_H;\n    w = \"SafeZoneWAbs\";\n    h = SafeZoneH - 1.5 * GUI_GRID_H;\n    shadow = 0;\n    ptsPerSquareSea = 5;\n    ptsPerSquareTxt = 20;\n    ptsPerSquareCLn = 10;\n    ptsPerSquareExp = 10;\n    ptsPerSquareCost = 10;\n    ptsPerSquareFor = 9;\n    ptsPerSquareForEdge = 9;\n    ptsPerSquareRoad = 6;\n    ptsPerSquareObj = 9;\n    showCountourInterval = 0;\n    scaleMin = 0.001;\n    scaleMax = 1;\n    scaleDefault = 0.16;\n    maxSatelliteAlpha = 0.85;\n    alphaFadeStartScale = 2;\n    alphaFadeEndScale = 2;\n    colorTrails[] = {0.84,0.76,0.65,0.15};\n    colorTrailsFill[] = {0.84,0.76,0.65,0.65};\n    widthRailWay = 4;\n    fontLabel = \"RobotoCondensed\";\n    sizeExLabel = GUI_TEXT_SIZE_SMALL;\n    fontGrid = \"TahomaB\";\n    sizeExGrid = 0.02;\n    fontUnits = \"TahomaB\";\n    sizeExUnits = GUI_TEXT_SIZE_SMALL;\n    fontNames = \"RobotoCondensed\";\n    sizeExNames = GUI_TEXT_SIZE_SMALL * 2;\n    fontInfo = \"RobotoCondensed\";\n    sizeExInfo = GUI_TEXT_SIZE_SMALL;\n    fontLevel = \"TahomaB\";\n    sizeExLevel = 0.02;\n    text = \"#(argb,8,8,3)color(1,1,1,1)\";\n    idcMarkerColor = -1;\n    idcMarkerIcon = -1;\n    textureComboBoxColor = \"#(argb,8,8,3)color(1,1,1,1)\";\n    showMarkers = 1;\n    class power\n    {\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\power_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n        color[] = {1,1,1,1};\n    };\n    class powersolar\n    {\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\powersolar_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n        color[] = {1,1,1,1};\n    };\n    class powerwave\n    {\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\powerwave_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n        color[] = {1,1,1,1};\n    };\n    class powerwind\n    {\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\powerwind_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n        color[] = {1,1,1,1};\n    };\n    class Shipwreck\n    {\n        icon = \"\\A3\\ui_f\\data\\map\\mapcontrol\\Shipwreck_CA.paa\";\n        size = 24;\n        importance = 1;\n        coefMin = 0.85;\n        coefMax = 1;\n        color[] = {0,0,0,1};\n    };\n};\n```"},{"heading":"RscMapControlEmpty","level":4,"markdown":"```cpp\nclass RscMapControlEmpty : RscMapControl\n{\n    type = CT_MAP_MAIN;\n    ptsPerSquareSea = 1000;\n    ptsPerSquareTxt = 1000;\n    ptsPerSquareCLn = 1000;\n    ptsPerSquareExp = 1000;\n    ptsPerSquareCost = 1000;\n    ptsPerSquareFor = 1000;\n    ptsPerSquareForEdge = 1000;\n    ptsPerSquareRoad = 1000;\n    ptsPerSquareObj = 1000;\n    alphaFadeStartScale = 0;\n    alphaFadeEndScale = 0;\n    colorBackground[] = {1,1,1,1};\n    colorOutside[] = {1,1,1,1};\n    colorSea[] = {0,0,0,0};\n    colorForest[] = {0,0,0,0};\n    colorForestBorder[] = {0,0,0,0};\n    colorRocks[] = {0,0,0,0};\n    colorRocksBorder[] = {0,0,0,0};\n    colorLevels[] = {0,0,0,0};\n    colorMainCountlines[] = {0,0,0,0};\n    colorCountlines[] = {0,0,0,0};\n    colorMainCountlinesWater[] = {0,0,0,0};\n    colorCountlinesWater[] = {0,0,0,0};\n    colorPowerLines[] = {0,0,0,0};\n    colorRailWay[] = {0,0,0,0};\n    colorNames[] = {0,0,0,0};\n    colorInactive[] = {0,0,0,0};\n    colorGrid[] = {0,0,0,0};\n    colorGridMap[] = {0,0,0,0};\n    class Task : Task\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        iconCreated = \"#(argb,8,8,3)color(0,0,0,0)\";\n        iconCanceled = \"#(argb,8,8,3)color(0,0,0,0)\";\n        iconDone = \"#(argb,8,8,3)color(0,0,0,0)\";\n        iconFailed = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        colorCreated[] = {0,0,0,0};\n        colorCanceled[] = {0,0,0,0};\n        colorDone[] = {0,0,0,0};\n        colorFailed[] = {0,0,0,0};\n        size = 0;\n    };\n    class Waypoint : Waypoint\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class WaypointCompleted : WaypointCompleted\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class CustomMark : CustomMark\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Command : Command\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Bush : Bush\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Rock : Rock\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class SmallTree : SmallTree\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Tree : Tree\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class busstop : BusStop\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class fuelstation : Fuelstation\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class hospital : Hospital\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class church : Church\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class lighthouse : Lighthouse\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class power : power\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class powersolar : powersolar\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class powerwave : powerwave\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class powerwind : powerwind\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class quay : Quay\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class shipwreck : Shipwreck\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class transmitter : Transmitter\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class watertower : Watertower\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Bunker : Bunker\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Cross : Cross\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Fortress : Fortress\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Fountain : Fountain\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Chapel : Chapel\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Ruin : Ruin\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Stack : Stack\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class Tourism : Tourism\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n    class ViewTower : ViewTower\n    {\n        icon = \"#(argb,8,8,3)color(0,0,0,0)\";\n        color[] = {0,0,0,0};\n        size = 0;\n    };\n};\n```"},{"heading":"Other Examples","level":3,"markdown":"```cpp\n#define CT_MAP_MAIN 101\n#define ST_PICTURE 48\n\nclass RscMapControl\n{\n    access = 0;\n    idc = -1;\n    type = CT_MAP_MAIN;\n    style = ST_PICTURE;\n\n    x = 0.10;\n    y = 0.10;\n    w = 0.80;\n    h = 0.60;\n\n    colorBackground[] = { 1.00, 1.00, 1.00, 1.00 };\n    colorText[] = { 0.00, 0.00, 0.00, 1.00 };\n    colorSea[] = { 0.56, 0.80, 0.98, 0.50 };\n    colorForest[] = { 0.60, 0.80, 0.20, 0.50 };\n    colorRocks[] = { 0.50, 0.50, 0.50, 0.50 };\n    colorCountlines[] = { 0.65, 0.45, 0.27, 0.50 };\n    colorMainCountlines[] = { 0.65, 0.45, 0.27, 1.00 };\n    colorCountlinesWater[] = { 0.00, 0.53, 1.00, 0.50 };\n    colorMainCountlinesWater[] = { 0.00, 0.53, 1.00, 1.00 };\n    colorForestBorder[] = { 0.40, 0.80, 0.00, 1.00 };\n    colorRocksBorder[] = { 0.50, 0.50, 0.50, 1.00 };\n    colorPowerLines[] = { 0.00, 0.00, 0.00, 1.00 };\n    colorNames[] = { 0.00, 0.00, 0.00, 1.00 };\n    colorInactive[] = { 1.00, 1.00, 1.00, 0.50 };\n    colorLevels[] = { 0.00, 0.00, 0.00, 1.00 };\n\n    font = \"TahomaB\";\n    sizeEx = 0.040000;\n\n    fontLabel = \"TahomaB\";\n    sizeExLabel = 0.02;\n    fontGrid = \"TahomaB\";\n    sizeExGrid = 0.02;\n    fontUnits = \"TahomaB\";\n    sizeExUnits = 0.02;\n    fontNames = \"TahomaB\";\n    sizeExNames = 0.02;\n    fontInfo = \"TahomaB\";\n    sizeExInfo = 0.02;\n    fontLevel = \"TahomaB\";\n    sizeExLevel = 0.02;\n\n    ptsPerSquareSea = 6;\n    ptsPerSquareTxt = 8;\n    ptsPerSquareCLn = 8;\n    ptsPerSquareExp = 8;\n    ptsPerSquareCost = 8;\n    ptsPerSquareFor = \"4.0f\";\n    ptsPerSquareForEdge = \"10.0f\";\n    ptsPerSquareRoad = 2;\n    ptsPerSquareObj = 10;\n\n    text = \"\\ca\\ui\\data\\map_background2_co.paa\";\n    showCountourInterval = 2;\n    scaleDefault = 0.1;\n    onMouseButtonClick = \"\";\n    onMouseButtonDblClick = \"\";\n\n    class ActiveMarker\n    {\n        color[] = { 0.30, 0.10, 0.90, 1.00 };\n        size = 50;\n    };\n    class Bunker\n    {\n        icon = \"\\ca\\ui\\data\\map_bunker_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 14;\n        importance = \"1.5 * 14 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class Bush\n    {\n        icon = \"\\ca\\ui\\data\\map_bush_ca.paa\";\n        color[] = { 0.55, 0.64, 0.43, 1.00 };\n        size = 14;\n        importance = \"0.2 * 14 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class BusStop\n    {\n        icon = \"\\ca\\ui\\data\\map_busstop_ca.paa\";\n        color[] = { 0.00, 0.00, 1.00, 1.00 };\n        size = 10;\n        importance = \"1 * 10 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class Command\n    {\n        icon = \"#(argb,8,8,3)color(1,1,1,1)\";\n        color[] = { 0.00, 0.00, 0.00, 1.00 };\n        size = 18;\n        importance = 1.00;\n        coefMin = 1.00;\n        coefMax = 1.00;\n    };\n    class Cross\n    {\n        icon = \"\\ca\\ui\\data\\map_cross_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 16;\n        importance = \"0.7 * 16 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class Fortress\n    {\n        icon = \"\\ca\\ui\\data\\map_bunker_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 16;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class Fuelstation\n    {\n        icon = \"\\ca\\ui\\data\\map_fuelstation_ca.paa\";\n        color[] = { 1.00, 0.35, 0.35, 1.00 };\n        size = 16;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.75;\n        coefMax = 4.00;\n    };\n    class Fountain\n    {\n        icon = \"\\ca\\ui\\data\\map_fountain_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 12;\n        importance = \"1 * 12 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class Hospital\n    {\n        icon = \"\\ca\\ui\\data\\map_hospital_ca.paa\";\n        color[] = { 0.78, 0.00, 0.05, 1.00 };\n        size = 16;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.50;\n        coefMax = 4;\n    };\n    class Chapel\n    {\n        icon = \"\\ca\\ui\\data\\map_chapel_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 16;\n        importance = \"1 * 16 * 0.05\";\n        coefMin = 0.90;\n        coefMax = 4.00;\n    };\n    class Church\n    {\n        icon = \"\\ca\\ui\\data\\map_church_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 16;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.90;\n        coefMax = 4.00;\n    };\n    class Lighthouse\n    {\n        icon = \"\\ca\\ui\\data\\map_lighthouse_ca.paa\";\n        color[] = { 0.78, 0.00, 0.05, 1.00 };\n        size = 20;\n        importance = \"3 * 16 * 0.05\";\n        coefMin = 0.90;\n        coefMax = 4.00;\n    };\n    class Quay\n    {\n        icon = \"\\ca\\ui\\data\\map_quay_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 16;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.50;\n        coefMax = 4.00;\n    };\n    class Rock\n    {\n        icon = \"\\ca\\ui\\data\\map_rock_ca.paa\";\n        color[] = { 0.35, 0.35, 0.35, 1.00 };\n        size = 12;\n        importance = \"0.5 * 12 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class Ruin\n    {\n        icon = \"\\ca\\ui\\data\\map_ruin_ca.paa\";\n        color[] = { 0.78, 0.00, 0.05, 1.00 };\n        size = 16;\n        importance = \"1.2 * 16 * 0.05\";\n        coefMin = 1.00;\n        coefMax = 4.00;\n    };\n    class Stack\n    {\n        icon = \"\\ca\\ui\\data\\map_stack_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 20;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.90;\n        coefMax = 4.00;\n    };\n    class Tree\n    {\n        icon = \"\\ca\\ui\\data\\map_tree_ca.paa\";\n        color[] = { 0.55, 0.64, 0.43, 1.00 };\n        size = 12;\n        importance = \"0.9 * 16 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class SmallTree\n    {\n        icon = \"\\ca\\ui\\data\\map_smalltree_ca.paa\";\n        color[] = { 0.55, 0.64, 0.43, 1.00 };\n        size = 12;\n        importance = \"0.6 * 12 * 0.05\";\n        coefMin = 0.25;\n        coefMax = 4.00;\n    };\n    class Tourism\n    {\n        icon = \"\\ca\\ui\\data\\map_tourism_ca.paa\";\n        color[] = { 0.78, 0.00, 0.05, 1.00 };\n        size = 16;\n        importance = \"1 * 16 * 0.05\";\n        coefMin = 0.70;\n        coefMax = 4.00;\n    };\n    class Transmitter\n    {\n        icon = \"\\ca\\ui\\data\\map_transmitter_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 20;\n        importance = \"2 * 16 * 0.05\";\n        coefMin = 0.90;\n        coefMax = 4.00;\n    };\n    class ViewTower\n    {\n        icon = \"\\ca\\ui\\data\\map_viewtower_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 16;\n        importance = \"2.5 * 16 * 0.05\";\n        coefMin = 0.50;\n        coefMax = 4.00;\n    };\n    class Watertower\n    {\n        icon = \"\\ca\\ui\\data\\map_watertower_ca.paa\";\n        color[] = { 0.00, 0.35, 0.70, 1.00 };\n        size = 32;\n        importance = \"1.2 * 16 * 0.05\";\n        coefMin = 0.90;\n        coefMax = 4.00;\n    };\n    class Waypoint\n    {\n        icon = \"\\ca\\ui\\data\\map_waypoint_ca.paa\";\n        color[] = { 0.00, 0.00, 0.00, 1.00 };\n        size = 24;\n        importance = 1.00;\n        coefMin = 1.00;\n        coefMax = 1.00;\n    };\n    class WaypointCompleted\n    {\n        icon = \"\\ca\\ui\\data\\map_waypoint_completed_ca.paa\";\n        color[] = { 0.00, 0.00, 0.00, 1.00 };\n        size = 24;\n        importance = 1.00;\n        coefMin = 1.00;\n        coefMax = 1.00;\n    };\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT MENU","title":"CT MENU","type":"topic","url":"https://community.bistudio.com/wiki/CT_MENU","revid":342185,"updated":"2023-07-09T12:27:00Z","aliases":[],"markdown":"### Introduction\n\nEden Editor context menu which is opened with right click. Same problems as CT_CONTEXT_MENU. When created as part of class controls it is visible and functional until clicked on/clicked on another part of the display and thereupon deleted. When listed as an independed class similar to controls and controlsBackground, like in 3den, it is not created at all. Also, the menu commands (menuAdd, menuSize, etc) don't seem to work on it.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Menu\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_MENU 46\n```\n\n#### A\n\n##### arrow\n\n**Type:** String\n\n**Description:** Path to .paa file or procedural texture.\n\n```cpp\narrow = \"\";\n```\n\n#### I\n\n##### itemSpacingH\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nitemSpacingH = 0;\n```\n\n##### itemSpacingW\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nitemSpacingW = 0;\n```\n\n##### Items\n\n**Type:** Class\n\n**Description:** First entry is an `items[]` array listing all entry classes. Afterwards come the entry classes themselves. There has to be a Default class. See Eden Editor: Entity Context Menu for more information.\n\n| Properties |  |  |\n|---|---|---|\n| Name | Type | Remark |\n| Entry | class | Name can be anything |\n\n**Custom Items Class**\n\n| Properties |  |  |\n|---|---|---|\n| Name | Type | Remark |\n| text | string |  |\n| action | string | Has to contain valid sqf command(s) |\n| conditionShow | string | Simple Expression. Refer to Eden Editor: Entity Context Menu |\n\n```cpp\nclass Items\n{\n    items[]=\n    {\n        \"entry1\",\n        \"entry2\"\n    };\n    class Separator\n    {\n        value=0;\n    };\n    class entry1\n    {\n        text = \"My first entry\";\n        action = \"systemchat \"\"Selected first entry.\"\";\";\n        conditionShow=\"hoverObject\";\n    };\n    class entry2\n    {\n        text = \"My second entry\";\n        action = \"systemchat \"\"Selected second entry.\"\";\";\n        conditionShow=\"1\";\n    };\n    class Default\n    {\n        text=\"\";\n        data=\"Empty\";\n        enable=0;\n    };\n};\n```\n\n#### P\n\n##### pictureCheckboxEnabled\n\n**Type:** String\n\n**Description:** Path to .paa file or procedural texture.\n\n```cpp\npictureCheckboxEnabled = \"\";\n```\n\n##### pictureCheckboxDisabled\n\n**Type:** String\n\n**Description:** Path to .paa file or procedural texture.\n\n```cpp\npictureCheckboxDisabled = \"\";\n```\n\n##### pictureRadioEnabled\n\n**Type:** String\n\n**Description:** Path to .paa file or procedural texture.\n\n```cpp\npictureRadioEnabled = \"\";\n```\n\n##### pictureRadioDisabled\n\n**Type:** String\n\n**Description:** Path to .paa file or procedural texture.\n\n```cpp\npictureRadioDisabled = \"\";\n```\n\n#### R\n\n##### rowHeight\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nrowHeight = 0.025;\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone\n\n### Other Examples\n\n```cpp\nclass ContextMenu\n{\n    idc=1100;\n    type=CT_MENU;\n    shadow=1;\n    sizeEx=\"4.32 * (1 / (getResolution select 3)) * pixelGrid * 0.5\";\n    font=\"RobotoCondensedLight\";\n    colorBorder[]={0,0,0,0};\n    colorBackground[]={0.1,0.1,0.1,1};\n    colorText[]={1,1,1,1};\n    colorSelect[]={0,0,0,1};\n    colorSelectBackground[]=\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.77])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.51])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.08])\",\n        1\n    };\n    colorDisabled[]={1,1,1,0.25};\n    colorPicture[]={1,1,1,1};\n    colorPictureSelect[]={0,0,0,1};\n    colorPictureDisabled[]={1,1,1,0.5};\n    arrow=\"\\a3\\3DEN\\Data\\Controls\\ctrlMenu\\arrow_ca.paa\";\n    rowHeight=0;\n    itemSpacingW=0.0099999998;\n    itemSpacingH=0.0099999998;\n    pictureCheckboxEnabled=\"\\a3\\3DEN\\Data\\Controls\\CtrlMenu\\pictureCheckboxEnabled_ca.paa\";\n    pictureCheckboxDisabled=\"#(argb,8,8,3)color(0,0,0,0)\";\n    pictureRadioEnabled=\"\\a3\\3DEN\\Data\\Controls\\CtrlMenu\\pictureRadioEnabled_ca.paa\";\n    pictureRadioDisabled=\"#(argb,8,8,3)color(0,0,0,0)\";\n    class Items\n    {\n        items[]=\n        {\n            \"entry1\",\n            \"entry2\"\n        };\n        class Separator\n        {\n            value=0;\n        };\n        class entry1\n        {\n            text = \"My first entry\";\n            action = \"systemchat \"\"Selected first entry.\"\";\";\n            conditionShow=\"hoverObject\";\n        };\n        class entry2\n        {\n            text = \"My second entry\";\n            action = \"systemchat \"\"Selected second entry.\"\";\";\n            conditionShow=\"1\";\n        };\n        class Default\n        {\n            text=\"\";\n            data=\"Empty\";\n            enable=0;\n        };\n    };\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"Eden Editor context menu which is opened with right click. Same problems as CT_CONTEXT_MENU. When created as part of class controls it is visible and functional until clicked on/clicked on another part of the display and thereupon deleted. When listed as an independed class similar to controls and controlsBackground, like in 3den, it is not created at all. Also, the menu commands (menuAdd, menuSize, etc) don't seem to work on it."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Menu"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_MENU 46\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"arrow","level":5,"markdown":"**Type:** String\n\n**Description:** Path to .paa file or procedural texture.\n\n```cpp\narrow = \"\";\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"itemSpacingH","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nitemSpacingH = 0;\n```"},{"heading":"itemSpacingW","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nitemSpacingW = 0;\n```"},{"heading":"Items","level":5,"markdown":"**Type:** Class\n\n**Description:** First entry is an `items[]` array listing all entry classes. Afterwards come the entry classes themselves. There has to be a Default class. See Eden Editor: Entity Context Menu for more information.\n\n| Properties |  |  |\n|---|---|---|\n| Name | Type | Remark |\n| Entry | class | Name can be anything |\n\n**Custom Items Class**\n\n| Properties |  |  |\n|---|---|---|\n| Name | Type | Remark |\n| text | string |  |\n| action | string | Has to contain valid sqf command(s) |\n| conditionShow | string | Simple Expression. Refer to Eden Editor: Entity Context Menu |\n\n```cpp\nclass Items\n{\n    items[]=\n    {\n        \"entry1\",\n        \"entry2\"\n    };\n    class Separator\n    {\n        value=0;\n    };\n    class entry1\n    {\n        text = \"My first entry\";\n        action = \"systemchat \"\"Selected first entry.\"\";\";\n        conditionShow=\"hoverObject\";\n    };\n    class entry2\n    {\n        text = \"My second entry\";\n        action = \"systemchat \"\"Selected second entry.\"\";\";\n        conditionShow=\"1\";\n    };\n    class Default\n    {\n        text=\"\";\n        data=\"Empty\";\n        enable=0;\n    };\n};\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"pictureCheckboxEnabled","level":5,"markdown":"**Type:** String\n\n**Description:** Path to .paa file or procedural texture.\n\n```cpp\npictureCheckboxEnabled = \"\";\n```"},{"heading":"pictureCheckboxDisabled","level":5,"markdown":"**Type:** String\n\n**Description:** Path to .paa file or procedural texture.\n\n```cpp\npictureCheckboxDisabled = \"\";\n```"},{"heading":"pictureRadioEnabled","level":5,"markdown":"**Type:** String\n\n**Description:** Path to .paa file or procedural texture.\n\n```cpp\npictureRadioEnabled = \"\";\n```"},{"heading":"pictureRadioDisabled","level":5,"markdown":"**Type:** String\n\n**Description:** Path to .paa file or procedural texture.\n\n```cpp\npictureRadioDisabled = \"\";\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"rowHeight","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nrowHeight = 0.025;\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone"},{"heading":"Other Examples","level":3,"markdown":"```cpp\nclass ContextMenu\n{\n    idc=1100;\n    type=CT_MENU;\n    shadow=1;\n    sizeEx=\"4.32 * (1 / (getResolution select 3)) * pixelGrid * 0.5\";\n    font=\"RobotoCondensedLight\";\n    colorBorder[]={0,0,0,0};\n    colorBackground[]={0.1,0.1,0.1,1};\n    colorText[]={1,1,1,1};\n    colorSelect[]={0,0,0,1};\n    colorSelectBackground[]=\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.77])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.51])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.08])\",\n        1\n    };\n    colorDisabled[]={1,1,1,0.25};\n    colorPicture[]={1,1,1,1};\n    colorPictureSelect[]={0,0,0,1};\n    colorPictureDisabled[]={1,1,1,0.5};\n    arrow=\"\\a3\\3DEN\\Data\\Controls\\ctrlMenu\\arrow_ca.paa\";\n    rowHeight=0;\n    itemSpacingW=0.0099999998;\n    itemSpacingH=0.0099999998;\n    pictureCheckboxEnabled=\"\\a3\\3DEN\\Data\\Controls\\CtrlMenu\\pictureCheckboxEnabled_ca.paa\";\n    pictureCheckboxDisabled=\"#(argb,8,8,3)color(0,0,0,0)\";\n    pictureRadioEnabled=\"\\a3\\3DEN\\Data\\Controls\\CtrlMenu\\pictureRadioEnabled_ca.paa\";\n    pictureRadioDisabled=\"#(argb,8,8,3)color(0,0,0,0)\";\n    class Items\n    {\n        items[]=\n        {\n            \"entry1\",\n            \"entry2\"\n        };\n        class Separator\n        {\n            value=0;\n        };\n        class entry1\n        {\n            text = \"My first entry\";\n            action = \"systemchat \"\"Selected first entry.\"\";\";\n            conditionShow=\"hoverObject\";\n        };\n        class entry2\n        {\n            text = \"My second entry\";\n            action = \"systemchat \"\"Selected second entry.\"\";\";\n            conditionShow=\"1\";\n        };\n        class Default\n        {\n            text=\"\";\n            data=\"Empty\";\n            enable=0;\n        };\n    };\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT MENU STRIP","title":"CT MENU STRIP","type":"topic","url":"https://community.bistudio.com/wiki/CT_MENU_STRIP","revid":377981,"updated":"2026-01-20T13:49:58Z","aliases":[],"markdown":"### Introduction\n\nControl with expandable sublists. The top bar in 3den uses this CT.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Menu\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_MENU_STRIP 47\n```\n\n#### A\n\n##### arrow\n\n**Type:** String\n\n**Description:** Icon used to navigate from second to third level.\n\n```cpp\narrow = \"\\a3\\3DEN\\Data\\Controls\\ctrlMenu\\arrow_ca.paa\";\n```\n\n#### C\n\n##### colorBorder\n\n**Type:** Array\n\n**Description:** Color of the border drawn around the menu strip and the flyout.\n\n```cpp\ncolorBorder[] = { 0, 0, 0, 0 };\n```\n\n##### colorPicture\n\n**Type:** Array\n\n**Description:** Default picture color.\n\n```cpp\ncolorPicture[] = { 1, 1, 1, 1 };\n```\n\n##### colorPictureDisabled\n\n**Type:** Array\n\n**Description:** Picture color when menu strip is disabled.\n\n```cpp\ncolorPictureDisabled[] = { 1, 1, 1, 0.5 };\n```\n\n##### colorPictureSelect\n\n**Type:** Array\n\n**Description:** Picture color when entry is selected. All levels!\n\n```cpp\ncolorPictureSelect[] = { 0, 0, 0, 1 };\n```\n\n##### colorSelect\n\n**Type:** Array\n\n**Description:** Text color when entry is selected. All levels!\n\n```cpp\ncolorSelect[] = { 0, 0, 0, 1 };\n```\n\n##### colorSelectBackground\n\n**Type:** Array\n\n**Description:** Background color when entry is selected. Only sub first level.\n\n```cpp\ncolorSelectBackground[] = {\n    \"(profileNamespace getVariable ['GUI_BCG_RGB_R', 0.77])\",\n    \"(profileNamespace getVariable ['GUI_BCG_RGB_G', 0.51])\",\n    \"(profileNamespace getVariable ['GUI_BCG_RGB_B', 0.08])\",\n    1\n};\n```\n\n##### colorStripBackground\n\n**Type:** Array\n\n**Description:** Background color.\n\n```cpp\ncolorStripBackground[] = { 0, 0, 0, 0 };\n```\n\n##### colorStripDisabled\n\n**Type:** Array\n\n**Description:** Does not seem to do anything.\n\n```cpp\ncolorStripDisabled[] = { 1, 1, 1, 0.25 };\n```\n\n##### colorStripSelect\n\n**Type:** Array\n\n**Description:** Does not seem to do anything.\n\n```cpp\ncolorStripSelect[] = { 0, 0, 0, 1 };\n```\n\n##### colorStripSelectBackground\n\n**Type:** Array\n\n**Description:** Background color when entry is selected. First level only!\n\n```cpp\ncolorStripSelectBackground[] = {\n    \"(profileNamespace getVariable ['GUI_BCG_RGB_R', 0.77])\",\n    \"(profileNamespace getVariable ['GUI_BCG_RGB_G', 0.51])\",\n    \"(profileNamespace getVariable ['GUI_BCG_RGB_B', 0.08])\",\n    1\n};\n```\n\n##### colorStripText\n\n**Type:** Array\n\n**Description:** Text color\n\n```cpp\ncolorStripText[] = { 1, 1, 1, 1 };\n```\n\n#### I\n\n##### Items\n\n**Type:** Class\n\n**Description:** List of entries ordered in subclasses. The `Default` class needs to be defined.\n\n```cpp\nclass Items\n{\n    items[] = { \"MissionNew\" }; // First level entries\n    class MissionNew\n    {\n        action = \"systemChat str _this\";                                     // Action that is called when entry is selected. _this contains the control and the path to the entry e.g. [control#10, [0, 1, 5]]\n        data = \"Data\";                                                        // Data, see menuSetData, menuData. String only. If set in Eden Editor it means that the functionality is handle in engine\n        default = \"true\";                                                    // Sets the default state of the entry. Needs type property to be defined\n        opensNewWindow = 1;                                                    // ... is added to the action, indicating that a new window will be opened. In this example, displayed text would be \"New...\"\n        picture = \"\\a3\\3DEN\\Data\\Displays\\Display3DEN\\ToolBar\\new_ca.paa\";    // Picture displayed to the left\n        shortcuts[] = {\"512 + 0x31\"};                                        // Shortcut that will automatically execute attached action\n        text = \"New\";                                                        // Text displayed\n        type = \"Checkbox2\";                                                    // Control type used for indicating the selection state. Only \"Checkbox\" seems to work\n        value = 1337;                                                        // Value, see menuSetValue, menuValue. Number only\n        weblink = \"https:// arma3.com/\";                                    // URL, see menuSetURL, menuURL\n    };\n\n    class Default; // Default entry. Needs to be defined otherwise error is shown upon creation of the display\n    class Separator; // Needs to be defined to create a separator\n};\n```\n\n##### itemSpacingH\n\n**Type:** Number\n\n**Description:** Vertical distance between two entries. Will cause icons and text to not be aligned anymore if anything else than default value is used. Real use is unknown and should probably not be changed.\n\n```cpp\nitemSpacingH = 0.01;\n```\n\n##### itemSpacingW\n\n**Type:** Number\n\n**Description:** Horizontal distance between two entries. (Seems to have no effect)\n\n```cpp\nitemSpacingW = 0.01;\n```\n\n#### P\n\n##### pictureCheckboxDisabled\n\n**Type:** String\n\n**Description:** Icon shown if entry was disabled. Seems to have no effect since there is no way to disable an entry.\n\n```cpp\npictureCheckboxDisabled = \"#(argb,8,8,3)color(0,0,0,0)\";\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n### Other Examples\n\n```cpp\nclass MenuStrip\n{\n    idc = 120;\n    type = CT_MENU_STRIP;\n    colorStripBackground[] = { 0, 0, 0, 1 };\n    colorStripText[] = { 1, 1, 1, 1 };\n    colorStripSelect[] = { 0, 0, 0, 1 };\n    colorStripSelectBackground[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R', 0.77])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G', 0.51])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B', 0.08])\",\n        1\n    };\n\n    colorStripDisabled[] = { 1, 1, 1, 0.25 };\n    x = \"safezoneX\";\n    y = \"safezoneY\";\n    w = \"safezoneW -     5 * (pixelW * pixelGrid * 0.50)\";\n    h = \"5 * (pixelH * pixelGrid * 0.50)\";\n    colorStripBackground[] = { 0, 0, 0, 0 };\n    colorBackground[] = { 0.1, 0.1, 0.1, 1 };\n    font = \"RobotoCondensedLight\";\n    colorBorder[] = { 0, 0, 0, 0 };\n    colorText[] = { 1, 1, 1, 1 };\n    colorSelect[] = { 0, 0, 0, 1 };\n    colorSelectBackground[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R', 0.77])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G', 0.51])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B', 0.08])\",\n        1\n    };\n    colorDisabled[] = { 1, 1, 1, 0.25 };\n    colorPicture[] = { 1, 1, 1, 1 };\n    colorPictureSelect[] = { 0, 0, 0, 1 };\n    colorPictureDisabled[] = { 1, 1, 1, 0.5 };\n    arrow = \"\\a3\\3DEN\\Data\\Controls\\ctrlMenu\\arrow_ca.paa\";\n    rowHeight = 0;\n    itemSpacingW = 0.0099999998;\n    itemSpacingH = 0.0099999998;\n    pictureCheckboxEnabled = \"\\a3\\3DEN\\Data\\Controls\\CtrlMenu\\pictureCheckboxEnabled_ca.paa\";\n    pictureCheckboxDisabled = \"#(argb,8,8,3)color(0,0,0,0)\";\n    pictureRadioEnabled = \"\\a3\\3DEN\\Data\\Controls\\CtrlMenu\\pictureRadioEnabled_ca.paa\";\n    pictureRadioDisabled = \"#(argb,8,8,3)color(0,0,0,0)\";\n    class Items\n    {\n        items[] =\n        {\n            \"entry1\",\n            \"entry2\",\n            \"entry3\",\n        };\n\n        class entry1\n        {\n            text = \"First Entry\";\n            items[] =\n            {\n                \"sub1_1\",\n                \"sub1_2\"\n            };\n        };\n\n        class sub1_1\n        {\n            text = \"First Sub Entry\";\n            action = \"systemchat \"\"Sub entry one.\"\";\";\n        };\n\n        class sub1_2\n        {\n            text = \"Second Sub Entry\";\n        };\n\n        class entry2\n        {\n            text = \"Entry 2, no sub menu\";\n            action = \"systemchat \"\"Entry 2.\"\";\";\n        };\n\n        class entry3\n        {\n            text = \"Fancy entry 3\";\n            action = \"systemchat \"\"Entry 3.\"\";\";\n            data = \"CustomData\";\n            shortcuts[] =\n            {\n                \"512 + 0x31\" // CTRL+N\n            };\n\n            picture = \"\\a3\\3DEN\\Data\\Displays\\Display3DEN\\ToolBar\\new_ca.paa\";\n        };\n\n        class Default;\n        class Separator;\n    };\n};\n```\n\n```cpp\nclass RscMenuStrip\n{\n    idd = -1;\n    movingEnable = true;\n    enableSimulation = true;\n    onLoad = \"\";\n    onUnload = \"\";\n    class Controls\n    {\n        class MenuStrip : ctrlMenuStrip\n        {\n            idc = 1000;\n            x = safeZoneX;\n            y = (safeZoneY + (safezoneH * 0.132));\n            w =  safezoneW;\n            h = (safezoneH  * 0.03);\n            class Items\n            {\n                items[] = // First Level Entries, when editing an existing menu strip, one can use the += operator to add new entries without overwriting the old ones\n                {\n                    \"Menu1\",\n                    \"Menu2\"\n                };\n\n                 class Menu1\n                {\n                    text = \"Menu 1\";\n                    items[] = // Second Level Entries\n                    {\n                        \"WebLink\"\n                    };\n                };\n\n                class Menu2\n                {\n                    text = \"Menu 2\";\n                    items[] = // Second Level Entries\n                    {\n                        \"SayHello\",\n                        \"PlayMusic\"\n                    };\n                };\n\n                class WebLink\n                {\n                    text = \"Go to Arma 3 Webpage\"; // Display name of menu entry\n                    picture = \"\\A3\\Ui_f\\data\\Logos\\arma3_white_ca.paa\"; // Picture shown in front of text\n                    weblink = \"https:// arma3.com/\"; // Opens a web page in default webbrowser\n                    opensNewWindow = 1; // Adds ... after text, indicating that this menu entry will open a new display\n                };\n\n                class SayHello\n                {\n                    text = \"Say Hello\";\n                    action = \"systemChat 'Hello World!'\"; // Code executed when entry is clicked\n                };\n\n                class PlayMusic\n                {\n                    text = \"Play Music\";\n                    picture = \"\\a3\\Modules_F_Curator\\Data\\portraitMusic_ca.paa\";\n                    action = \"playMusic 'Track15_MainTheme'\";\n                };\n\n                class Default;\n                class Separator;\n            };\n        };\n    };\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"Control with expandable sublists. The top bar in 3den uses this CT."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Menu"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_MENU_STRIP 47\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"arrow","level":5,"markdown":"**Type:** String\n\n**Description:** Icon used to navigate from second to third level.\n\n```cpp\narrow = \"\\a3\\3DEN\\Data\\Controls\\ctrlMenu\\arrow_ca.paa\";\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"colorBorder","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the border drawn around the menu strip and the flyout.\n\n```cpp\ncolorBorder[] = { 0, 0, 0, 0 };\n```"},{"heading":"colorPicture","level":5,"markdown":"**Type:** Array\n\n**Description:** Default picture color.\n\n```cpp\ncolorPicture[] = { 1, 1, 1, 1 };\n```"},{"heading":"colorPictureDisabled","level":5,"markdown":"**Type:** Array\n\n**Description:** Picture color when menu strip is disabled.\n\n```cpp\ncolorPictureDisabled[] = { 1, 1, 1, 0.5 };\n```"},{"heading":"colorPictureSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** Picture color when entry is selected. All levels!\n\n```cpp\ncolorPictureSelect[] = { 0, 0, 0, 1 };\n```"},{"heading":"colorSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** Text color when entry is selected. All levels!\n\n```cpp\ncolorSelect[] = { 0, 0, 0, 1 };\n```"},{"heading":"colorSelectBackground","level":5,"markdown":"**Type:** Array\n\n**Description:** Background color when entry is selected. Only sub first level.\n\n```cpp\ncolorSelectBackground[] = {\n    \"(profileNamespace getVariable ['GUI_BCG_RGB_R', 0.77])\",\n    \"(profileNamespace getVariable ['GUI_BCG_RGB_G', 0.51])\",\n    \"(profileNamespace getVariable ['GUI_BCG_RGB_B', 0.08])\",\n    1\n};\n```"},{"heading":"colorStripBackground","level":5,"markdown":"**Type:** Array\n\n**Description:** Background color.\n\n```cpp\ncolorStripBackground[] = { 0, 0, 0, 0 };\n```"},{"heading":"colorStripDisabled","level":5,"markdown":"**Type:** Array\n\n**Description:** Does not seem to do anything.\n\n```cpp\ncolorStripDisabled[] = { 1, 1, 1, 0.25 };\n```"},{"heading":"colorStripSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** Does not seem to do anything.\n\n```cpp\ncolorStripSelect[] = { 0, 0, 0, 1 };\n```"},{"heading":"colorStripSelectBackground","level":5,"markdown":"**Type:** Array\n\n**Description:** Background color when entry is selected. First level only!\n\n```cpp\ncolorStripSelectBackground[] = {\n    \"(profileNamespace getVariable ['GUI_BCG_RGB_R', 0.77])\",\n    \"(profileNamespace getVariable ['GUI_BCG_RGB_G', 0.51])\",\n    \"(profileNamespace getVariable ['GUI_BCG_RGB_B', 0.08])\",\n    1\n};\n```"},{"heading":"colorStripText","level":5,"markdown":"**Type:** Array\n\n**Description:** Text color\n\n```cpp\ncolorStripText[] = { 1, 1, 1, 1 };\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"Items","level":5,"markdown":"**Type:** Class\n\n**Description:** List of entries ordered in subclasses. The `Default` class needs to be defined.\n\n```cpp\nclass Items\n{\n    items[] = { \"MissionNew\" }; // First level entries\n    class MissionNew\n    {\n        action = \"systemChat str _this\";                                     // Action that is called when entry is selected. _this contains the control and the path to the entry e.g. [control#10, [0, 1, 5]]\n        data = \"Data\";                                                        // Data, see menuSetData, menuData. String only. If set in Eden Editor it means that the functionality is handle in engine\n        default = \"true\";                                                    // Sets the default state of the entry. Needs type property to be defined\n        opensNewWindow = 1;                                                    // ... is added to the action, indicating that a new window will be opened. In this example, displayed text would be \"New...\"\n        picture = \"\\a3\\3DEN\\Data\\Displays\\Display3DEN\\ToolBar\\new_ca.paa\";    // Picture displayed to the left\n        shortcuts[] = {\"512 + 0x31\"};                                        // Shortcut that will automatically execute attached action\n        text = \"New\";                                                        // Text displayed\n        type = \"Checkbox2\";                                                    // Control type used for indicating the selection state. Only \"Checkbox\" seems to work\n        value = 1337;                                                        // Value, see menuSetValue, menuValue. Number only\n        weblink = \"https:// arma3.com/\";                                    // URL, see menuSetURL, menuURL\n    };\n\n    class Default; // Default entry. Needs to be defined otherwise error is shown upon creation of the display\n    class Separator; // Needs to be defined to create a separator\n};\n```"},{"heading":"itemSpacingH","level":5,"markdown":"**Type:** Number\n\n**Description:** Vertical distance between two entries. Will cause icons and text to not be aligned anymore if anything else than default value is used. Real use is unknown and should probably not be changed.\n\n```cpp\nitemSpacingH = 0.01;\n```"},{"heading":"itemSpacingW","level":5,"markdown":"**Type:** Number\n\n**Description:** Horizontal distance between two entries. (Seems to have no effect)\n\n```cpp\nitemSpacingW = 0.01;\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"pictureCheckboxDisabled","level":5,"markdown":"**Type:** String\n\n**Description:** Icon shown if entry was disabled. Seems to have no effect since there is no way to disable an entry.\n\n```cpp\npictureCheckboxDisabled = \"#(argb,8,8,3)color(0,0,0,0)\";\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"Other Examples","level":3,"markdown":"```cpp\nclass MenuStrip\n{\n    idc = 120;\n    type = CT_MENU_STRIP;\n    colorStripBackground[] = { 0, 0, 0, 1 };\n    colorStripText[] = { 1, 1, 1, 1 };\n    colorStripSelect[] = { 0, 0, 0, 1 };\n    colorStripSelectBackground[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R', 0.77])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G', 0.51])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B', 0.08])\",\n        1\n    };\n\n    colorStripDisabled[] = { 1, 1, 1, 0.25 };\n    x = \"safezoneX\";\n    y = \"safezoneY\";\n    w = \"safezoneW -     5 * (pixelW * pixelGrid * 0.50)\";\n    h = \"5 * (pixelH * pixelGrid * 0.50)\";\n    colorStripBackground[] = { 0, 0, 0, 0 };\n    colorBackground[] = { 0.1, 0.1, 0.1, 1 };\n    font = \"RobotoCondensedLight\";\n    colorBorder[] = { 0, 0, 0, 0 };\n    colorText[] = { 1, 1, 1, 1 };\n    colorSelect[] = { 0, 0, 0, 1 };\n    colorSelectBackground[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R', 0.77])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G', 0.51])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B', 0.08])\",\n        1\n    };\n    colorDisabled[] = { 1, 1, 1, 0.25 };\n    colorPicture[] = { 1, 1, 1, 1 };\n    colorPictureSelect[] = { 0, 0, 0, 1 };\n    colorPictureDisabled[] = { 1, 1, 1, 0.5 };\n    arrow = \"\\a3\\3DEN\\Data\\Controls\\ctrlMenu\\arrow_ca.paa\";\n    rowHeight = 0;\n    itemSpacingW = 0.0099999998;\n    itemSpacingH = 0.0099999998;\n    pictureCheckboxEnabled = \"\\a3\\3DEN\\Data\\Controls\\CtrlMenu\\pictureCheckboxEnabled_ca.paa\";\n    pictureCheckboxDisabled = \"#(argb,8,8,3)color(0,0,0,0)\";\n    pictureRadioEnabled = \"\\a3\\3DEN\\Data\\Controls\\CtrlMenu\\pictureRadioEnabled_ca.paa\";\n    pictureRadioDisabled = \"#(argb,8,8,3)color(0,0,0,0)\";\n    class Items\n    {\n        items[] =\n        {\n            \"entry1\",\n            \"entry2\",\n            \"entry3\",\n        };\n\n        class entry1\n        {\n            text = \"First Entry\";\n            items[] =\n            {\n                \"sub1_1\",\n                \"sub1_2\"\n            };\n        };\n\n        class sub1_1\n        {\n            text = \"First Sub Entry\";\n            action = \"systemchat \"\"Sub entry one.\"\";\";\n        };\n\n        class sub1_2\n        {\n            text = \"Second Sub Entry\";\n        };\n\n        class entry2\n        {\n            text = \"Entry 2, no sub menu\";\n            action = \"systemchat \"\"Entry 2.\"\";\";\n        };\n\n        class entry3\n        {\n            text = \"Fancy entry 3\";\n            action = \"systemchat \"\"Entry 3.\"\";\";\n            data = \"CustomData\";\n            shortcuts[] =\n            {\n                \"512 + 0x31\" // CTRL+N\n            };\n\n            picture = \"\\a3\\3DEN\\Data\\Displays\\Display3DEN\\ToolBar\\new_ca.paa\";\n        };\n\n        class Default;\n        class Separator;\n    };\n};\n```\n\n```cpp\nclass RscMenuStrip\n{\n    idd = -1;\n    movingEnable = true;\n    enableSimulation = true;\n    onLoad = \"\";\n    onUnload = \"\";\n    class Controls\n    {\n        class MenuStrip : ctrlMenuStrip\n        {\n            idc = 1000;\n            x = safeZoneX;\n            y = (safeZoneY + (safezoneH * 0.132));\n            w =  safezoneW;\n            h = (safezoneH  * 0.03);\n            class Items\n            {\n                items[] = // First Level Entries, when editing an existing menu strip, one can use the += operator to add new entries without overwriting the old ones\n                {\n                    \"Menu1\",\n                    \"Menu2\"\n                };\n\n                 class Menu1\n                {\n                    text = \"Menu 1\";\n                    items[] = // Second Level Entries\n                    {\n                        \"WebLink\"\n                    };\n                };\n\n                class Menu2\n                {\n                    text = \"Menu 2\";\n                    items[] = // Second Level Entries\n                    {\n                        \"SayHello\",\n                        \"PlayMusic\"\n                    };\n                };\n\n                class WebLink\n                {\n                    text = \"Go to Arma 3 Webpage\"; // Display name of menu entry\n                    picture = \"\\A3\\Ui_f\\data\\Logos\\arma3_white_ca.paa\"; // Picture shown in front of text\n                    weblink = \"https:// arma3.com/\"; // Opens a web page in default webbrowser\n                    opensNewWindow = 1; // Adds ... after text, indicating that this menu entry will open a new display\n                };\n\n                class SayHello\n                {\n                    text = \"Say Hello\";\n                    action = \"systemChat 'Hello World!'\"; // Code executed when entry is clicked\n                };\n\n                class PlayMusic\n                {\n                    text = \"Play Music\";\n                    picture = \"\\a3\\Modules_F_Curator\\Data\\portraitMusic_ca.paa\";\n                    action = \"playMusic 'Track15_MainTheme'\";\n                };\n\n                class Default;\n                class Separator;\n            };\n        };\n    };\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT OBJECT","title":"CT OBJECT","type":"topic","url":"https://community.bistudio.com/wiki/CT_OBJECT","revid":373015,"updated":"2025-03-18T09:44:42Z","aliases":[],"markdown":"### Introduction\n\nWith this control type it is possible to integrate 3D objects into a dialog. For some more information you may want to look at this blog post by User:Killzone_Kid: http://killzonekid.com/arma-scripting-tutorials-gui-part-6/.\n\n> [!IMPORTANT]\n> The y and z values for the vectorDir (direction array) and vectorUp (up) are switched.\n>\n> The control position can be defined with either 'position' property, which is an array or separate 'x', 'y' and 'z' properties, which are floats. If both are used, the former overrides the latter.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Object\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- onObjectMoved\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_OBJECT 80\n```\n\n#### B\n\n##### boneHead\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneHead = \"head\";\n```\n\n##### boneLEye\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneLEye = \"l_eye\";\n```\n\n##### boneLEyelidDown\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneLEyelidDown = \"eye_lwl\";\n```\n\n##### boneLEyelidUp\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneLEyelidUp = \"eye_upl\";\n```\n\n##### boneLPupil\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneLPupil = \"l_pupila\";\n```\n\n##### boneREye\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneREye = \"r_eye\";\n```\n\n##### boneREyelidDown\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneREyelidDown = \"eye_lwr\";\n```\n\n##### boneREyelidUp\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneREyelidUp = \"eye_upr\";\n```\n\n##### boneRPupil\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneRPupil = \"r_pupila\";\n```\n\n#### D\n\n##### direction\n\n**Type:** Array\n\n**Description:** Equivalent of vectorDir with switched y and z values.\n\n```cpp\ndirection[] = {1,0,0};\n```\n\n#### E\n\n##### enableZoom\n\n**Type:** Number\n\n**Description:** Toggle the ability to double click on the object to zoom in or out.\n\n```cpp\nenableZoom = 1;\n```\n\n#### F\n\n##### faceType\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nfaceType = \"Man_A3\";\n```\n\n#### I\n\n##### inBack\n\n**Type:** Number, String\n\n**Description:** Determines which set of coordinates to use.\n\nNumber example:\n\n```cpp\ninBack = 0;\n```\n\nString example:\n\n```cpp\ninBack = \"False\";\n```\n\n#### M\n\n##### model\n\n**Type:** String\n\n**Description:** Path to the to be used p3d file.\n\n```cpp\nmodel = \"\\A3\\ui_f\\objects\\face_preview\";\n```\n\n##### modelWoman\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nmodelWoman = \"\\A3\\ui_f\\objects\\face_preview\";\n```\n\n##### minGlobalLightIntensity\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nminGlobalLightIntensity = 0.25;\n```\n\n#### P\n\n##### position\n\n**Type:** Array\n\n**Description:** Position of the object relative to [0,0] on the screen.\n\n```cpp\nposition[] = {0,0,0.053};\n```\n\n#### S\n\n##### scale\n\n**Type:** Number\n\n**Description:** Changes the size of the object.\n\n```cpp\nscale = 0.35;\n```\n\n##### selectionArrow\n\n**Type:** String\n\n**Description:** Compass object only.\n\n```cpp\nselectionArrow = \"\";\n```\n\n##### selectionDate1\n\n**Type:** String\n\n**Description:** Watch object only.\n\n```cpp\nselectionDate1 = \"\";\n```\n\n##### selectionDate2\n\n**Type:** String\n\n**Description:** Watch object only.\n\n```cpp\nselectionDate2 = \"\";\n```\n\n##### selectionEyelid\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionEyelid = \"eyelids\";\n```\n\n##### selectionGlasses\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionGlasses = \"eyelids\";\n```\n\n##### selectionLBrow\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionLBrow = \"lBrow\";\n```\n\n##### selectionLip\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionLip = \"LLip\";\n```\n\n##### selectionLMouth\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionLMouth = \"lMouth\";\n```\n\n##### selectionMBrow\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionMBrow = \"mBrow\";\n```\n\n##### selectionMMouth\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionMMouth = \"mMouth\";\n```\n\n##### selectionPersonality\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionPersonality = \"personality\";\n```\n\n##### selectionRBrow\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionRBrow = \"rBrow\";\n```\n\n##### selectionRMouth\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionRMouth = \"rMouth\";\n```\n\n#### U\n\n##### up\n\n**Type:** Array\n\n**Description:** Equivalent to vectorUp command where y and z values are swapped.\n\n```cpp\nup[] = {0,1,0};\n```\n\n##### useGlobalLight\n\n**Type:** Number\n\n**Description:** Enables Global Illumination on the Object.\n\n```cpp\nuseGlobalLight = 0;\n```\n\n#### W\n\n##### waitForLoad\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nwaitForLoad = 0;\n```\n\n#### X\n\n##### xBack\n\n**Type:** Number\n\n**Description:** x coordinate of the object with `inBack = 1`.\n\n```cpp\nxBack = 0.6;\n```\n\n#### Y\n\n##### yBack\n\n**Type:** Number\n\n**Description:** < coordinate of the object with `inBack = 1`.\n\n```cpp\nyBack = 0.5;\n```\n\n#### Z\n\n##### z\n\n**Type:** Number\n\n**Description:** z coordinate of the object with `inBack = 0`.\n\n```cpp\nz = 0.2;\n```\n\n##### zBack\n\n**Type:** Number\n\n**Description:** z coordinate of the object with `inBack = 1`.\n\n```cpp\nzBack = 0.1;\n```\n\n##### zoomDuration\n\n**Type:** Number\n\n**Description:** How long the zooming animation takes.\n\n```cpp\nzoomDuration = 1;\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscObject\n\n```cpp\nclass RscObject\n{\n    access = 0;\n    type = CT_OBJECT;\n    scale = 1;\n    direction[] = {0,0,1};\n    up[] = {0,1,0};\n    shadow = 0;\n};\n```\n\n### Other examples\n\n```cpp\nclass MyWatch\n{\n    idd = -1;\n    class objects\n    {\n        class Watch /* : RscObject */\n        {\n            access = 0;\n            shadow = 0;\n            idc = 101;\n            type = 80;\n            model = \"\\core\\watch\\watch.p3d\";\n            selectionDate1 = \"date1\";\n            selectionDate2 = \"date2\";\n            selectionDay = \"day\";\n            x = 0.7;\n            xBack = 0.7;\n            y = 0.12;\n            yBack = 0.12;\n            z = 0.22;\n            zBack = 0.22;\n            inBack = 0;\n            enableZoom = 0;\n            direction[] = { 0, 0, 1 };\n            up[] = { 0, 1, 0 };\n            zoomDuration = 1;\n            scale = 0.7;\n            waitForLoad = 0;\n            class Animations\n            {\n                class WatchHour\n                {\n                    type = \"rotation\";\n                    source = \"clockHour\";\n                    selection = \"hodinova\";\n                    axis = \"osa\";\n                    memory = 1;\n                    animPeriod = 0;\n                    angle0 = 0;\n                    angle1 = \"rad 360\";\n                };\n                class WatchMinute\n                {\n                    type = \"rotation\";\n                    source = \"clockMinute\";\n                    selection = \"minutova\";\n                    axis = \"osa\";\n                    memory = 1;\n                    animPeriod = 0;\n                    angle0 = 0;\n                    angle1 = \"rad 360\";\n                };\n                class WatchSecond\n                {\n                    type = \"rotation\";\n                    source = \"clockSecond\";\n                    selection = \"vterinova\";\n                    axis = \"osa\";\n                    memory = 1;\n                    animPeriod = 0;\n                    angle0 = 0;\n                    angle1 = \"rad 360\";\n                };\n            };\n        };\n    };\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"With this control type it is possible to integrate 3D objects into a dialog. For some more information you may want to look at this blog post by User:Killzone_Kid: http://killzonekid.com/arma-scripting-tutorials-gui-part-6/.\n\n> [!IMPORTANT]\n> The y and z values for the vectorDir (direction array) and vectorUp (up) are switched.\n>\n> The control position can be defined with either 'position' property, which is an array or separate 'x', 'y' and 'z' properties, which are floats. If both are used, the former overrides the latter."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Object"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- onObjectMoved"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_OBJECT 80\n```"},{"heading":"B","level":4,"markdown":""},{"heading":"boneHead","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneHead = \"head\";\n```"},{"heading":"boneLEye","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneLEye = \"l_eye\";\n```"},{"heading":"boneLEyelidDown","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneLEyelidDown = \"eye_lwl\";\n```"},{"heading":"boneLEyelidUp","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneLEyelidUp = \"eye_upl\";\n```"},{"heading":"boneLPupil","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneLPupil = \"l_pupila\";\n```"},{"heading":"boneREye","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneREye = \"r_eye\";\n```"},{"heading":"boneREyelidDown","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneREyelidDown = \"eye_lwr\";\n```"},{"heading":"boneREyelidUp","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneREyelidUp = \"eye_upr\";\n```"},{"heading":"boneRPupil","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nboneRPupil = \"r_pupila\";\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"direction","level":5,"markdown":"**Type:** Array\n\n**Description:** Equivalent of vectorDir with switched y and z values.\n\n```cpp\ndirection[] = {1,0,0};\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"enableZoom","level":5,"markdown":"**Type:** Number\n\n**Description:** Toggle the ability to double click on the object to zoom in or out.\n\n```cpp\nenableZoom = 1;\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"faceType","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nfaceType = \"Man_A3\";\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"inBack","level":5,"markdown":"**Type:** Number, String\n\n**Description:** Determines which set of coordinates to use.\n\nNumber example:\n\n```cpp\ninBack = 0;\n```\n\nString example:\n\n```cpp\ninBack = \"False\";\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"model","level":5,"markdown":"**Type:** String\n\n**Description:** Path to the to be used p3d file.\n\n```cpp\nmodel = \"\\A3\\ui_f\\objects\\face_preview\";\n```"},{"heading":"modelWoman","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nmodelWoman = \"\\A3\\ui_f\\objects\\face_preview\";\n```"},{"heading":"minGlobalLightIntensity","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nminGlobalLightIntensity = 0.25;\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"position","level":5,"markdown":"**Type:** Array\n\n**Description:** Position of the object relative to [0,0] on the screen.\n\n```cpp\nposition[] = {0,0,0.053};\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"scale","level":5,"markdown":"**Type:** Number\n\n**Description:** Changes the size of the object.\n\n```cpp\nscale = 0.35;\n```"},{"heading":"selectionArrow","level":5,"markdown":"**Type:** String\n\n**Description:** Compass object only.\n\n```cpp\nselectionArrow = \"\";\n```"},{"heading":"selectionDate1","level":5,"markdown":"**Type:** String\n\n**Description:** Watch object only.\n\n```cpp\nselectionDate1 = \"\";\n```"},{"heading":"selectionDate2","level":5,"markdown":"**Type:** String\n\n**Description:** Watch object only.\n\n```cpp\nselectionDate2 = \"\";\n```"},{"heading":"selectionEyelid","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionEyelid = \"eyelids\";\n```"},{"heading":"selectionGlasses","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionGlasses = \"eyelids\";\n```"},{"heading":"selectionLBrow","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionLBrow = \"lBrow\";\n```"},{"heading":"selectionLip","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionLip = \"LLip\";\n```"},{"heading":"selectionLMouth","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionLMouth = \"lMouth\";\n```"},{"heading":"selectionMBrow","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionMBrow = \"mBrow\";\n```"},{"heading":"selectionMMouth","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionMMouth = \"mMouth\";\n```"},{"heading":"selectionPersonality","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionPersonality = \"personality\";\n```"},{"heading":"selectionRBrow","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionRBrow = \"rBrow\";\n```"},{"heading":"selectionRMouth","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionRMouth = \"rMouth\";\n```"},{"heading":"U","level":4,"markdown":""},{"heading":"up","level":5,"markdown":"**Type:** Array\n\n**Description:** Equivalent to vectorUp command where y and z values are swapped.\n\n```cpp\nup[] = {0,1,0};\n```"},{"heading":"useGlobalLight","level":5,"markdown":"**Type:** Number\n\n**Description:** Enables Global Illumination on the Object.\n\n```cpp\nuseGlobalLight = 0;\n```"},{"heading":"W","level":4,"markdown":""},{"heading":"waitForLoad","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nwaitForLoad = 0;\n```"},{"heading":"X","level":4,"markdown":""},{"heading":"xBack","level":5,"markdown":"**Type:** Number\n\n**Description:** x coordinate of the object with `inBack = 1`.\n\n```cpp\nxBack = 0.6;\n```"},{"heading":"Y","level":4,"markdown":""},{"heading":"yBack","level":5,"markdown":"**Type:** Number\n\n**Description:** < coordinate of the object with `inBack = 1`.\n\n```cpp\nyBack = 0.5;\n```"},{"heading":"Z","level":4,"markdown":""},{"heading":"z","level":5,"markdown":"**Type:** Number\n\n**Description:** z coordinate of the object with `inBack = 0`.\n\n```cpp\nz = 0.2;\n```"},{"heading":"zBack","level":5,"markdown":"**Type:** Number\n\n**Description:** z coordinate of the object with `inBack = 1`.\n\n```cpp\nzBack = 0.1;\n```"},{"heading":"zoomDuration","level":5,"markdown":"**Type:** Number\n\n**Description:** How long the zooming animation takes.\n\n```cpp\nzoomDuration = 1;\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscObject","level":4,"markdown":"```cpp\nclass RscObject\n{\n    access = 0;\n    type = CT_OBJECT;\n    scale = 1;\n    direction[] = {0,0,1};\n    up[] = {0,1,0};\n    shadow = 0;\n};\n```"},{"heading":"Other examples","level":3,"markdown":"```cpp\nclass MyWatch\n{\n    idd = -1;\n    class objects\n    {\n        class Watch /* : RscObject */\n        {\n            access = 0;\n            shadow = 0;\n            idc = 101;\n            type = 80;\n            model = \"\\core\\watch\\watch.p3d\";\n            selectionDate1 = \"date1\";\n            selectionDate2 = \"date2\";\n            selectionDay = \"day\";\n            x = 0.7;\n            xBack = 0.7;\n            y = 0.12;\n            yBack = 0.12;\n            z = 0.22;\n            zBack = 0.22;\n            inBack = 0;\n            enableZoom = 0;\n            direction[] = { 0, 0, 1 };\n            up[] = { 0, 1, 0 };\n            zoomDuration = 1;\n            scale = 0.7;\n            waitForLoad = 0;\n            class Animations\n            {\n                class WatchHour\n                {\n                    type = \"rotation\";\n                    source = \"clockHour\";\n                    selection = \"hodinova\";\n                    axis = \"osa\";\n                    memory = 1;\n                    animPeriod = 0;\n                    angle0 = 0;\n                    angle1 = \"rad 360\";\n                };\n                class WatchMinute\n                {\n                    type = \"rotation\";\n                    source = \"clockMinute\";\n                    selection = \"minutova\";\n                    axis = \"osa\";\n                    memory = 1;\n                    animPeriod = 0;\n                    angle0 = 0;\n                    angle1 = \"rad 360\";\n                };\n                class WatchSecond\n                {\n                    type = \"rotation\";\n                    source = \"clockSecond\";\n                    selection = \"vterinova\";\n                    axis = \"osa\";\n                    memory = 1;\n                    animPeriod = 0;\n                    angle0 = 0;\n                    angle1 = \"rad 360\";\n                };\n            };\n        };\n    };\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT OBJECT CONT ANIM","title":"CT OBJECT CONT ANIM","type":"topic","url":"https://community.bistudio.com/wiki/CT_OBJECT_CONT_ANIM","revid":170158,"updated":"2020-11-29T14:31:46Z","aliases":[],"markdown":"### Introduction\n\nUnknown control type.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_OBJECT_CONT_ANIM 83\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone","sections":[{"heading":"Introduction","level":3,"markdown":"Unknown control type."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_OBJECT_CONT_ANIM 83\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT OBJECT CONTAINER","title":"CT OBJECT CONTAINER","type":"topic","url":"https://community.bistudio.com/wiki/CT_OBJECT_CONTAINER","revid":364508,"updated":"2024-05-16T20:42:02Z","aliases":[],"markdown":"### Introduction\n\nSee CT_OBJECT for more information on the basics of object dialogs. In addition to CT_OBJECT this control type supports the addition of controls inside of a predefined area of the object which means that if the object moves so do the controls inside of it.\n\n> [!NOTE]\n> For an object with selections one can use user texture. For example `\"\\A3\\Misc_F\\Helpers\\UserTexture1m.p3d\"` has selections: `usertexture`, `usertexture TL`,`usertexture TR`, `usertexture BL`.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_OBJECT_CONTAINER 82\n```\n\n#### A\n\n##### Areas\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Areas\n{\n    class Usertexture\n    {\n        selection = \"display\";\n        class Controls\n        {\n        };\n    };\n};\n```\n\n#### D\n\n##### direction\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ndirection[] = {0,0,1};\n```\n\n#### E\n\n##### enableZoom\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nenableZoom = 1;\n```\n\n#### I\n\n##### inBack\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\ninBack = 0;\n```\n\n#### M\n\n##### model\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nmodel = \"\\core\\notepad\\notepad.p3d\";\n```\n\n#### P\n\n##### paper1\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\npaper1 = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### paper2\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\npaper2 = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### paper3\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\npaper3 = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### paper4\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\npaper4 = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### paper5\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\npaper5 = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### paper6\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\npaper6 = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### paper7\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\npaper7 = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### position\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nposition[] = {-0.08,0,0.32};\n```\n\n##### positionBack\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\npositionBack[] = {-0.325,0.197,0.8};\n```\n\n#### S\n\n##### scale\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nscale = 1.2;\n```\n\n##### selectionPaper\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionPaper = \"paper\";\n```\n\n#### U\n\n##### up\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nup[] = {0,1,0};\n```\n\n#### X\n\n##### xBack\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nxBack = \"25 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)\";\n```\n\n#### Y\n\n##### yBack\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nyBack = \"12 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)\";\n```\n\n#### Z\n\n##### z\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nz = 1;\n```\n\n##### zBack\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nzBack = 2;\n```\n\n##### zoomDuration\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nzoomDuration = 0.5;\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone\n\n### Other Examples\n\n```cpp\nclass MyDrink\n{\n\n    idd = -1;\n    movingEnable = 0;\n    enableSimulation = 1;\n\n    class Objects\n    {\n\n        class Can\n        {\n\n            onObjectMoved = \"systemChat str _this\";\n\n            idc = -1;\n            type = 82;\n            model = \"\\A3\\Structures_F\\Items\\Food\\Can_V3_F.p3d\";\n            scale = 1;\n\n            direction[] = {0, -0.35, -0.65};\n            up[] = {0, 0.65, -0.35};\n\n            //position[] = {0,0,0.2}; optional\n\n            x = 0.5;\n            y = 0.5;\n            z = 0.2;\n\n            //positionBack[] = {0,0,1.2}; optional\n\n            xBack = 0.5;\n            yBack = 0.5;\n            zBack = 1.2;\n\n            inBack = 1;\n            enableZoom = 1;\n            zoomDuration = 0.001;\n            class Areas\n            {\n                class Something1\n                {\n                    selection = \"Area_1\";\n                    // game will expect \"Area_1 TL\", \"Area_1 TR\", \"Area_1 BL\" memory points (Top Left, Top Right, Bottom Left) to be present in memory LOD. Basing on that surface will be created for rendering your controls\n\n                    // Only controls are supported (no object in object)\n                    class Controls\n                    {\n                    };\n                };\n                // Multiple areas are supported\n                class Something2\n                {\n                    selection = \"Area_2\";\n                    // game will expect \"Area_2 TL\", \"Area_2 TR\", \"Area_2 BL\" memory points (Top Left, Top Right, Bottom Left) to be present in memory LOD. Basing on that surface will be created for rendering your controls\n                    class Controls\n                    {\n                    };\n                };\n            };\n        };\n    };\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"See CT_OBJECT for more information on the basics of object dialogs. In addition to CT_OBJECT this control type supports the addition of controls inside of a predefined area of the object which means that if the object moves so do the controls inside of it.\n\n> [!NOTE]\n> For an object with selections one can use user texture. For example `\"\\A3\\Misc_F\\Helpers\\UserTexture1m.p3d\"` has selections: `usertexture`, `usertexture TL`,`usertexture TR`, `usertexture BL`."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_OBJECT_CONTAINER 82\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"Areas","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Areas\n{\n    class Usertexture\n    {\n        selection = \"display\";\n        class Controls\n        {\n        };\n    };\n};\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"direction","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ndirection[] = {0,0,1};\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"enableZoom","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nenableZoom = 1;\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"inBack","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\ninBack = 0;\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"model","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nmodel = \"\\core\\notepad\\notepad.p3d\";\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"paper1","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\npaper1 = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"paper2","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\npaper2 = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"paper3","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\npaper3 = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"paper4","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\npaper4 = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"paper5","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\npaper5 = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"paper6","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\npaper6 = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"paper7","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\npaper7 = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"position","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nposition[] = {-0.08,0,0.32};\n```"},{"heading":"positionBack","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\npositionBack[] = {-0.325,0.197,0.8};\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"scale","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nscale = 1.2;\n```"},{"heading":"selectionPaper","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionPaper = \"paper\";\n```"},{"heading":"U","level":4,"markdown":""},{"heading":"up","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nup[] = {0,1,0};\n```"},{"heading":"X","level":4,"markdown":""},{"heading":"xBack","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nxBack = \"25 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)\";\n```"},{"heading":"Y","level":4,"markdown":""},{"heading":"yBack","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nyBack = \"12 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)\";\n```"},{"heading":"Z","level":4,"markdown":""},{"heading":"z","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nz = 1;\n```"},{"heading":"zBack","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nzBack = 2;\n```"},{"heading":"zoomDuration","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nzoomDuration = 0.5;\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone"},{"heading":"Other Examples","level":3,"markdown":"```cpp\nclass MyDrink\n{\n\n    idd = -1;\n    movingEnable = 0;\n    enableSimulation = 1;\n\n    class Objects\n    {\n\n        class Can\n        {\n\n            onObjectMoved = \"systemChat str _this\";\n\n            idc = -1;\n            type = 82;\n            model = \"\\A3\\Structures_F\\Items\\Food\\Can_V3_F.p3d\";\n            scale = 1;\n\n            direction[] = {0, -0.35, -0.65};\n            up[] = {0, 0.65, -0.35};\n\n            //position[] = {0,0,0.2}; optional\n\n            x = 0.5;\n            y = 0.5;\n            z = 0.2;\n\n            //positionBack[] = {0,0,1.2}; optional\n\n            xBack = 0.5;\n            yBack = 0.5;\n            zBack = 1.2;\n\n            inBack = 1;\n            enableZoom = 1;\n            zoomDuration = 0.001;\n            class Areas\n            {\n                class Something1\n                {\n                    selection = \"Area_1\";\n                    // game will expect \"Area_1 TL\", \"Area_1 TR\", \"Area_1 BL\" memory points (Top Left, Top Right, Bottom Left) to be present in memory LOD. Basing on that surface will be created for rendering your controls\n\n                    // Only controls are supported (no object in object)\n                    class Controls\n                    {\n                    };\n                };\n                // Multiple areas are supported\n                class Something2\n                {\n                    selection = \"Area_2\";\n                    // game will expect \"Area_2 TL\", \"Area_2 TR\", \"Area_2 BL\" memory points (Top Left, Top Right, Bottom Left) to be present in memory LOD. Basing on that surface will be created for rendering your controls\n                    class Controls\n                    {\n                    };\n                };\n            };\n        };\n    };\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT OBJECT ZOOM","title":"CT OBJECT ZOOM","type":"topic","url":"https://community.bistudio.com/wiki/CT_OBJECT_ZOOM","revid":170128,"updated":"2020-11-29T14:25:53Z","aliases":[],"markdown":"### Introduction\n\nVery similar to CT_OBJECT. See that page for information on objects in dialogs.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Object\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- onObjectMoved\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_OBJECT_ZOOM 81\n```\n\n#### A\n\n##### AnimationSources\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass AnimationSources\n{\n    class Threat_Level_Source\n    {\n        source = \"user\";\n        initPhase = 0.005;\n        animPeriod = 1;\n    };\n};\n```\n\n#### D\n\n##### direction\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ndirection[] = {0,0,1};\n```\n\n#### E\n\n##### enableZoom\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nenableZoom = 1;\n```\n\n#### I\n\n##### inBack\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\ninBack = 0;\n```\n\n#### M\n\n##### model\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nmodel = \"\\a3\\Missions_F_Oldman\\Systems\\UI\\Objects\\WatchDummy.p3d\";\n```\n\n#### P\n\n##### position\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nposition[] = {0,0,0.15};\n```\n\n##### positionBack\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\npositionBack[] = {0.0475,-0.0575,0.225};\n```\n\n#### S\n\n##### scale\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nscale = 2;\n```\n\n##### selectionDate1\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionDate1 = \"date1\";\n```\n\n##### selectionDate2\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionDate2 = \"date2\";\n```\n\n##### selectionDay\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionDay = \"day\";\n```\n\n#### U\n\n##### up\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nup[] = {0,1,0};\n```\n\n#### X\n\n##### xBack\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nxBack = \"26 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)\";\n```\n\n#### Y\n\n##### yBack\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nyBack = \"13 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)\";\n```\n\n#### Z\n\n##### z\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nz = 1;\n```\n\n##### zBack\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nzBack = 2;\n```\n\n##### zoomDuration\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nzoomDuration = 0.5;\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone\n\n### Other Examples\n\n#### RscExample\n\n```cpp\nclass MyCompass\n{\n    idd = -1;\n    class objects\n    {\n        class RscCompass /*: RscObject */\n        {\n            idc = -1;\n            type = 81;\n            scale = 1;\n            shadow = 0;\n            model = \"\\core\\compass\\compass.p3d\";\n            selectionArrow = \"arrow\";\n            position[] = { 0.026, 0.047, 0.2 };\n            direction[] = { 0, 1, 1 };\n            up[] = { 0, 0, -1 };\n            positionBack[] = { 0.0749, -0.059, 0.315 };\n            inBack = 1;\n            enableZoom = 0;\n            zoomDuration = 0.5;\n            class Animations\n            {\n                class Pointer\n                {\n                    type = \"rotation\";\n                    source = \"compassPointer\";\n                    selection = \"kompas\";\n                    axis = \"osa kompasu\";\n                    memory = 1;\n                    animPeriod = 0;\n                    minValue = \"rad -180\";\n                    maxValue = \"rad 180\";\n                    angle0 = \"rad -180\";\n                    angle1 = \"rad 180\";\n                };\n                class Arrow\n                {\n                    type = \"rotation\";\n                    source = \"compassArrow\";\n                    selection = \"arrow\";\n                    axis = \"osa kompasu\";\n                    memory = 1;\n                    animPeriod = 0;\n                    minValue = \"rad -180\";\n                    maxValue = \"rad 180\";\n                    angle0 = \"rad -180\";\n                    angle1 = \"rad 180\";\n                };\n                class Cover\n                {\n                    type = \"rotation\";\n                    source = \"compassCover\";\n                    selection = \"vicko\";\n                    axis = \"osa vicka\";\n                    memory = 1;\n                    animPeriod = 0;\n                    angle0 = 0;\n                    angle1 = \"rad -81\";\n                };\n            };\n        };\n    };\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"Very similar to CT_OBJECT. See that page for information on objects in dialogs."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Object"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- onObjectMoved"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_OBJECT_ZOOM 81\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"AnimationSources","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass AnimationSources\n{\n    class Threat_Level_Source\n    {\n        source = \"user\";\n        initPhase = 0.005;\n        animPeriod = 1;\n    };\n};\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"direction","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ndirection[] = {0,0,1};\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"enableZoom","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nenableZoom = 1;\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"inBack","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\ninBack = 0;\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"model","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nmodel = \"\\a3\\Missions_F_Oldman\\Systems\\UI\\Objects\\WatchDummy.p3d\";\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"position","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nposition[] = {0,0,0.15};\n```"},{"heading":"positionBack","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\npositionBack[] = {0.0475,-0.0575,0.225};\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"scale","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nscale = 2;\n```"},{"heading":"selectionDate1","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionDate1 = \"date1\";\n```"},{"heading":"selectionDate2","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionDate2 = \"date2\";\n```"},{"heading":"selectionDay","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nselectionDay = \"day\";\n```"},{"heading":"U","level":4,"markdown":""},{"heading":"up","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nup[] = {0,1,0};\n```"},{"heading":"X","level":4,"markdown":""},{"heading":"xBack","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nxBack = \"26 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)\";\n```"},{"heading":"Y","level":4,"markdown":""},{"heading":"yBack","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nyBack = \"13 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)\";\n```"},{"heading":"Z","level":4,"markdown":""},{"heading":"z","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nz = 1;\n```"},{"heading":"zBack","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nzBack = 2;\n```"},{"heading":"zoomDuration","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nzoomDuration = 0.5;\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone"},{"heading":"Other Examples","level":3,"markdown":""},{"heading":"RscExample","level":4,"markdown":"```cpp\nclass MyCompass\n{\n    idd = -1;\n    class objects\n    {\n        class RscCompass /*: RscObject */\n        {\n            idc = -1;\n            type = 81;\n            scale = 1;\n            shadow = 0;\n            model = \"\\core\\compass\\compass.p3d\";\n            selectionArrow = \"arrow\";\n            position[] = { 0.026, 0.047, 0.2 };\n            direction[] = { 0, 1, 1 };\n            up[] = { 0, 0, -1 };\n            positionBack[] = { 0.0749, -0.059, 0.315 };\n            inBack = 1;\n            enableZoom = 0;\n            zoomDuration = 0.5;\n            class Animations\n            {\n                class Pointer\n                {\n                    type = \"rotation\";\n                    source = \"compassPointer\";\n                    selection = \"kompas\";\n                    axis = \"osa kompasu\";\n                    memory = 1;\n                    animPeriod = 0;\n                    minValue = \"rad -180\";\n                    maxValue = \"rad 180\";\n                    angle0 = \"rad -180\";\n                    angle1 = \"rad 180\";\n                };\n                class Arrow\n                {\n                    type = \"rotation\";\n                    source = \"compassArrow\";\n                    selection = \"arrow\";\n                    axis = \"osa kompasu\";\n                    memory = 1;\n                    animPeriod = 0;\n                    minValue = \"rad -180\";\n                    maxValue = \"rad 180\";\n                    angle0 = \"rad -180\";\n                    angle1 = \"rad 180\";\n                };\n                class Cover\n                {\n                    type = \"rotation\";\n                    source = \"compassCover\";\n                    selection = \"vicko\";\n                    axis = \"osa vicka\";\n                    memory = 1;\n                    animPeriod = 0;\n                    angle0 = 0;\n                    angle1 = \"rad -81\";\n                };\n            };\n        };\n    };\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT PROGRESS","title":"CT PROGRESS","type":"topic","url":"https://community.bistudio.com/wiki/CT_PROGRESS","revid":259182,"updated":"2021-06-06T13:56:05Z","aliases":["DialogControls-ProgressBar"],"markdown":"### Introduction\n\nSince Arma 2 the progressSetPosition command can be used to change the value.\nSince Arma 3 v1.40 the fill color can be changed via the ctrlSetTextColor command. Prior to Arma 2 there were no means to manipulate a progress bar.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- progressSetPosition\n- progressPosition\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_PROGRESS 8\n```\n\n#### C\n\n##### colorBar\n\n**Type:** Array\n\n**Description:** Color of the filled progress bar.\n\n```cpp\ncolorBar[] = {1,1,1,1};\n```\n\n##### colorFrame\n\n**Type:** Array\n\n**Description:** Color of the surrounding frame.\n\n```cpp\ncolorFrame[] = {0,0,0,0};\n```\n\n#### T\n\n##### texture\n\n**Type:** String\n\n**Description:** Texture of the bar. See Procedural Textures. If *texture* and *colorBar* are provided, both are mixed together, creating a different color.\n\n```cpp\ntexture = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscExample\n\n```cpp\nclass RscProgress\n{\n    onLoad = \"_this spawn { for '_i' from 0 to 1 step 0.01 do { (_this # 0) progressSetPosition _i; sleep 0.01 } }\";\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_PROGRESS;\n    style = ST_HORIZONTAL;\n    colorFrame[] = {0,0,0,0};\n    colorBar[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_A',0.8])\"\n    };\n    x = 0.344;\n    y = 0.619;\n    w = 0.313726;\n    h = 0.0261438;\n    shadow = 2;\n    texture = \"#(argb,8,8,3)color(1,1,1,1)\";\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"Since Arma 2 the progressSetPosition command can be used to change the value.\nSince Arma 3 v1.40 the fill color can be changed via the ctrlSetTextColor command. Prior to Arma 2 there were no means to manipulate a progress bar."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- progressSetPosition\n- progressPosition"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_PROGRESS 8\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"colorBar","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the filled progress bar.\n\n```cpp\ncolorBar[] = {1,1,1,1};\n```"},{"heading":"colorFrame","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the surrounding frame.\n\n```cpp\ncolorFrame[] = {0,0,0,0};\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"texture","level":5,"markdown":"**Type:** String\n\n**Description:** Texture of the bar. See Procedural Textures. If *texture* and *colorBar* are provided, both are mixed together, creating a different color.\n\n```cpp\ntexture = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscExample","level":4,"markdown":"```cpp\nclass RscProgress\n{\n    onLoad = \"_this spawn { for '_i' from 0 to 1 step 0.01 do { (_this # 0) progressSetPosition _i; sleep 0.01 } }\";\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_PROGRESS;\n    style = ST_HORIZONTAL;\n    colorFrame[] = {0,0,0,0};\n    colorBar[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_A',0.8])\"\n    };\n    x = 0.344;\n    y = 0.619;\n    w = 0.313726;\n    h = 0.0261438;\n    shadow = 2;\n    texture = \"#(argb,8,8,3)color(1,1,1,1)\";\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT SHORTCUTBUTTON","title":"CT SHORTCUTBUTTON","type":"topic","url":"https://community.bistudio.com/wiki/CT_SHORTCUTBUTTON","revid":369833,"updated":"2024-10-16T07:26:33Z","aliases":[],"markdown":"### Introduction\n\nA more customizable and modern version of CT_BUTTON that also supports Structured Text and an image with text at the same time (see below).\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- Events: Button\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_SHORTCUTBUTTON 16\n```\n\n#### A\n\n##### action\n\n**Type:** String\n\n**Description:** SQS code executed when button is clicked.\n\n```cpp\naction = \"if (profilenamespace getvariable ['BIS_fnc_init_recompileEditor',false]) then {[1] call (uinamespace getvariable 'BIS_fnc_recompile')}\";\n```\n\n##### animTextureDefault\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nanimTextureDefault = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\normal_ca.paa\";\n```\n\n##### animTextureDisabled\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nanimTextureDisabled = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\normal_ca.paa\";\n```\n\n##### animTextureFocused\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nanimTextureFocused = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### animTextureNormal\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nanimTextureNormal = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### animTextureOver\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nanimTextureOver = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### animTexturePressed\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nanimTexturePressed = \"#(argb,8,8,3)color(1,1,1,1)\";\n```\n\n##### Attributes\n\n**Type:** Class\n\n**Description:** Attributes of the text (Only 'font' has effect). See Structured Text control text attributes.\n\n```cpp\nclass Attributes\n{\n    font = \"PuristaLight\";\n    color = \"#E5E5E5\";\n    align = \"left\";\n    shadow = \"false\";\n};\n```\n\n##### AttributesImage\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass AttributesImage\n{\n    font = \"RobotoCondensed\";\n    color = \"#E5E5E5\";\n    align = \"left\";\n};\n```\n\n##### autoAdjustTexture\n\n**Type:** Boolean\n\n**Description:** Introduced with Arma 3 v2.10. Default: false. When this attribute set to true the texture will be rendered in the following way:\n\n- If the original texture aspect ratio is 2:1 or more (`w >= 2 * h`) and the button aspect ration is 2:1 or more (`w >= 2 * h`), the corners of the texture are preserved (rounded corners would scale but not stretch).\n- In all other cases the texture is stretched to cover the button.\n\n```cpp\nautoAdjustTexture = true;\n```\n\n#### C\n\n##### color\n\n**Type:** Array\n\n**Description:** Text color.\n\n```cpp\ncolor[] = {1,1,1,1};\n```\n\n##### color2\n\n**Type:** Array\n\n**Description:** When hovering over the button the text color changes from color[] to color2[].\n\n```cpp\ncolor2[] = {0.95,0.95,0.95,1};\n```\n\n##### color2Secondary\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor2Secondary[] = {0,0,0,1};\n```\n\n##### colorBackground2\n\n**Type:** Array\n\n**Description:** When hovering over the button the background color changes from colorBackground[] to colorBackground2[].\n\n```cpp\ncolorBackground2[] = {1,1,1,1};\n```\n\n##### colorBackgroundActive\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBackgroundActive[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.77])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.51])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.08])\",1};\n```\n\n##### colorBackgroundFocused\n\n**Type:** Array\n\n**Description:** Color of the background when the control is focused.\n\n```cpp\ncolorBackgroundFocused[] = {1,1,1,1};\n```\n\n##### colorDisabledSecondary\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorDisabledSecondary[] = {1,1,1,0.25};\n```\n\n##### colorFocused\n\n**Type:** Array\n\n**Description:** Text color when the control is focused.\n\n```cpp\ncolorFocused[] = {0,0,0,1};\n```\n\n##### colorFocusedSecondary\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorFocusedSecondary[] = {0,0,0,1};\n```\n\n##### colorSecondary\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSecondary[] = {1,1,1,1};\n```\n\n#### D\n\n##### default\n\n**Type:** Number\n\n**Description:** If set to 1, this control is focused when the GUI is opened.\n\n```cpp\ndefault = 1;\n```\n\n#### F\n\n##### fontSecondary\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nfontSecondary = \"PuristaLight\";\n```\n\n#### H\n\n##### HitZone\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass HitZone\n{\n    left = 0;\n    top = 0;\n    right = 0;\n    bottom = 0;\n};\n```\n\n#### K\n\n##### KeyHints\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass KeyHints\n{\n    class A\n    {\n        key = \"0x00050000 + 0\";\n        hint = \"\";\n    };\n};\n```\n\n#### P\n\n##### period\n\n**Type:** Number\n\n**Description:** Blinking period.\n\n```cpp\nperiod = 1.2;\n```\n\n##### periodFocus\n\n**Type:** Number\n\n**Description:** Blinking period when focused.\n\n```cpp\nperiodFocus = 1.2;\n```\n\n##### periodOver\n\n**Type:** Number\n\n**Description:** Blinking period when mouse is hovering over the button.\n\n```cpp\nperiodOver = 1.2;\n```\n\n#### S\n\n##### ShortcutPos\n\n**Type:** Class\n\n**Description:** Position of the texture used on the button.\n\n```cpp\nclass ShortcutPos\n{\n    left = \"5.25 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    top = 0;\n    w = \"1 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    h = \"1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n};\n```\n\n##### shortcuts\n\n**Type:** Array\n\n**Description:** Key shortcuts. often over-ridden/ignored by engine.\n\n```cpp\nshortcuts[] = {\"0x00050000 + 1\"};\n```\n\n##### shpw\n\n**Type:** Number\n\n**Description:** Typo for **show**. See common attributes.\n\n```cpp\nshpw = 0;\n```\n\n##### sizeExSecondary\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nsizeExSecondary = \"(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)\";\n```\n\n##### soundClick\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundClick[] = {\"\\A3\\ui_f\\data\\sound\\RscButtonMenu\\soundClick\",0.09,1};\n```\n\n##### soundEnter\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundEnter[] = {\"\\A3\\ui_f\\data\\sound\\RscButtonMenu\\soundEnter\",0.09,1};\n```\n\n##### soundEscape\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundEscape[] = {\"\\A3\\ui_f\\data\\sound\\RscButtonMenu\\soundEscape\",0.09,1};\n```\n\n##### soundPush\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundPush[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundPush\",0.09,1};\n```\n\n#### T\n\n##### TextPos\n\n**Type:** Class\n\n**Description:** Position of the text. Useful for aligning with ShortcutPos.\n\n```cpp\nclass TextPos\n{\n    left = 0;\n    top = \"(1*(safezoneH / 40) - (0.028*SafezoneH)) / 2\";\n    right = 0.005;\n    bottom = 0;\n    forceMiddle = true; // Since Arma 3 v2.10, default false. When true, text will be forced in the middle of the button vertically\n};\n```\n\n##### textSecondary\n\n**Type:** String\n\n**Description:** Sets the secondary text of the button.\n\n```cpp\ntextSecondary = \"\";\n```\n\n##### textureNoShortcut\n\n**Type:** String\n\n**Description:** A custom Texture to be displayed alongside text. Position can be set in the ShortcutPos (texture) and TextPos (text) class.\n\n```cpp\ntextureNoShortcut = \"#(argb,8,8,3)color(0,0,0,0)\";\n```\n\n#### U\n\n##### url\n\n**Type:** String\n\n**Description:** Link to open when clicked.\n\n```cpp\nurl = \"https://steamcommunity.com/workshop/browse?appid=107410\";\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscShortcutButton\n\nAn older version of the shortcut button.\n\n```cpp\nclass RscShortcutButton\n{\n    deletable = 0;\n    fade = 0;\n    type = CT_SHORTCUTBUTTON;\n    x = 0.1;\n    y = 0.1;\n    class HitZone\n    {\n        left = 0;\n        top = 0;\n        right = 0;\n        bottom = 0;\n    };\n    class ShortcutPos\n    {\n        left = 0;\n        top = ((GUI_GRID_HAbs / 20) - GUI_TEXT_SIZE_MEDIUM) / 2;\n        w = GUI_TEXT_SIZE_MEDIUM * (3/4);\n        h = GUI_TEXT_SIZE_MEDIUM;\n    };\n    class TextPos\n    {\n        left = GUI_TEXT_SIZE_MEDIUM * (3/4);\n        top = ((GUI_GRID_HAbs / 20) - GUI_TEXT_SIZE_MEDIUM) / 2;\n        right = 0.005;\n        bottom = 0;\n    };\n    shortcuts[] = {};\n    textureNoShortcut = \"#(argb,8,8,3)color(0,0,0,0)\";\n    color[] = {1,1,1,1};\n    colorFocused[] = {1,1,1,1};\n    color2[] = {0.95,0.95,0.95,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorBackground[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n        1\n    };\n    colorBackgroundFocused[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n        1\n    };\n    colorBackground2[] = {1,1,1,1};\n    soundEnter[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundEnter\",\n        0.09,\n        1\n    };\n    soundPush[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundPush\",\n        0.09,\n        1\n    };\n    soundClick[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundClick\",\n        0.09,\n        1\n    };\n    soundEscape[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundEscape\",\n        0.09,\n        1\n    };\n    class Attributes\n    {\n        font = \"RobotoCondensed\";\n        color = \"#E5E5E5\";\n        align = \"left\";\n        shadow = \"true\";\n    };\n    idc = -1;\n    style = ST_LEFT;\n    default = 0;\n    shadow = 1;\n    w = 0.183825;\n    h = (GUI_GRID_HAbs / 20);\n    textSecondary = \"\";\n    colorSecondary[] = {1,1,1,1};\n    colorFocusedSecondary[] = {1,1,1,1};\n    color2Secondary[] = {0.95,0.95,0.95,1};\n    colorDisabledSecondary[] = {1,1,1,0.25};\n    sizeExSecondary = GUI_TEXT_SIZE_MEDIUM;\n    fontSecondary = \"RobotoCondensed\";\n    animTextureDefault = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\normal_ca.paa\";\n    animTextureNormal = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\normal_ca.paa\";\n    animTextureDisabled = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\normal_ca.paa\";\n    animTextureOver = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\over_ca.paa\";\n    animTextureFocused = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\focus_ca.paa\";\n    animTexturePressed = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\down_ca.paa\";\n    periodFocus = 1.2;\n    periodOver = 0.8;\n    period = 0.4;\n    font = \"RobotoCondensed\";\n    size = GUI_TEXT_SIZE_MEDIUM;\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    text = \"\";\n    url = \"\";\n    action = \"\";\n    class AttributesImage\n    {\n        font = \"RobotoCondensed\";\n        color = \"#E5E5E5\";\n        align = \"left\";\n    };\n};\n```\n\n#### RscButtonMenu\n\nThe modern Arma 3 button like the ones in the escape display.\n\n```cpp\nclass RscButtonMenu : RscShortcutButton\n{\n    idc = -1;\n    type = CT_SHORTCUTBUTTON;\n    style = ST_CENTER + ST_FRAME + ST_HUD_BACKGROUND;\n    default = 0;\n    shadow = 0;\n    x = 0;\n    y = 0;\n    w = 0.095589;\n    h = 0.039216;\n    animTextureNormal = \"#(argb,8,8,3)color(1,1,1,1)\";\n    animTextureDisabled = \"#(argb,8,8,3)color(1,1,1,1)\";\n    animTextureOver = \"#(argb,8,8,3)color(1,1,1,1)\";\n    animTextureFocused = \"#(argb,8,8,3)color(1,1,1,1)\";\n    animTexturePressed = \"#(argb,8,8,3)color(1,1,1,1)\";\n    animTextureDefault = \"#(argb,8,8,3)color(1,1,1,1)\";\n    colorBackground[] = {0,0,0,0.8};\n    colorBackgroundFocused[] = {1,1,1,1};\n    colorBackground2[] = {0.75,0.75,0.75,1};\n    color[] = {1,1,1,1};\n    colorFocused[] = {0,0,0,1};\n    color2[] = {0,0,0,1};\n    colorText[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.25};\n    textSecondary = \"\";\n    colorSecondary[] = {1,1,1,1};\n    colorFocusedSecondary[] = {0,0,0,1};\n    color2Secondary[] = {0,0,0,1};\n    colorDisabledSecondary[] = {1,1,1,0.25};\n    sizeExSecondary = GUI_TEXT_SIZE_MEDIUM;\n    fontSecondary = \"PuristaLight\";\n    period = 1.2;\n    periodFocus = 1.2;\n    periodOver = 1.2;\n    size = GUI_TEXT_SIZE_MEDIUM;\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n    class TextPos\n    {\n        left = 0.25 * GUI_GRID_W;\n        top = (GUI_GRID_H - GUI_TEXT_SIZE_MEDIUM) / 2;\n        right = 0.005;\n        bottom = 0;\n    };\n    class Attributes\n    {\n        font = \"PuristaLight\";\n        color = \"#E5E5E5\";\n        align = \"left\";\n        shadow = \"false\";\n    };\n    class ShortcutPos\n    {\n        left = 5.25 * GUI_GRID_W;\n        top = 0;\n        w = 1 * GUI_GRID_W;\n        h = 1 * GUI_GRID_H;\n    };\n    soundEnter[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButtonMenu\\soundEnter\",\n        0.09,\n        1\n    };\n    soundPush[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButtonMenu\\soundPush\",\n        0.09,\n        1\n    };\n    soundClick[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButtonMenu\\soundClick\",\n        0.09,\n        1\n    };\n    soundEscape[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButtonMenu\\soundEscape\",\n        0.09,\n        1\n    };\n};\n```\n\n### Other examples\n\nThis is an example with an image and text combined in one control.\n\n```cpp\nclass RscButtonMenuSteam : RscButtonMenu\n{\n    text = \"STEAM\";\n    colorBackground[] = {0.03137255,0.72156864,0.91764706,1.0};\n    textureNoShortcut = \"\\A3\\Ui_f\\data\\GUI\\RscCommon\\RscButtonMenuSteam\\steam_ca.paa\";\n    class TextPos\n    {\n        left = 0.0325;\n        top = \"(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) - (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)) / 2\";\n        right = 0.005;\n        bottom = 0.0;\n    };\n    class ShortcutPos\n    {\n        left = 0.005;\n        top = 0.005;\n        w = 0.0225;\n        h = 0.03;\n    };\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"A more customizable and modern version of CT_BUTTON that also supports Structured Text and an image with text at the same time (see below)."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- Events: Button"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_SHORTCUTBUTTON 16\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"action","level":5,"markdown":"**Type:** String\n\n**Description:** SQS code executed when button is clicked.\n\n```cpp\naction = \"if (profilenamespace getvariable ['BIS_fnc_init_recompileEditor',false]) then {[1] call (uinamespace getvariable 'BIS_fnc_recompile')}\";\n```"},{"heading":"animTextureDefault","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nanimTextureDefault = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\normal_ca.paa\";\n```"},{"heading":"animTextureDisabled","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nanimTextureDisabled = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\normal_ca.paa\";\n```"},{"heading":"animTextureFocused","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nanimTextureFocused = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"animTextureNormal","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nanimTextureNormal = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"animTextureOver","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nanimTextureOver = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"animTexturePressed","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nanimTexturePressed = \"#(argb,8,8,3)color(1,1,1,1)\";\n```"},{"heading":"Attributes","level":5,"markdown":"**Type:** Class\n\n**Description:** Attributes of the text (Only 'font' has effect). See Structured Text control text attributes.\n\n```cpp\nclass Attributes\n{\n    font = \"PuristaLight\";\n    color = \"#E5E5E5\";\n    align = \"left\";\n    shadow = \"false\";\n};\n```"},{"heading":"AttributesImage","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass AttributesImage\n{\n    font = \"RobotoCondensed\";\n    color = \"#E5E5E5\";\n    align = \"left\";\n};\n```"},{"heading":"autoAdjustTexture","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Introduced with Arma 3 v2.10. Default: false. When this attribute set to true the texture will be rendered in the following way:\n\n- If the original texture aspect ratio is 2:1 or more (`w >= 2 * h`) and the button aspect ration is 2:1 or more (`w >= 2 * h`), the corners of the texture are preserved (rounded corners would scale but not stretch).\n- In all other cases the texture is stretched to cover the button.\n\n```cpp\nautoAdjustTexture = true;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"color","level":5,"markdown":"**Type:** Array\n\n**Description:** Text color.\n\n```cpp\ncolor[] = {1,1,1,1};\n```"},{"heading":"color2","level":5,"markdown":"**Type:** Array\n\n**Description:** When hovering over the button the text color changes from color[] to color2[].\n\n```cpp\ncolor2[] = {0.95,0.95,0.95,1};\n```"},{"heading":"color2Secondary","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor2Secondary[] = {0,0,0,1};\n```"},{"heading":"colorBackground2","level":5,"markdown":"**Type:** Array\n\n**Description:** When hovering over the button the background color changes from colorBackground[] to colorBackground2[].\n\n```cpp\ncolorBackground2[] = {1,1,1,1};\n```"},{"heading":"colorBackgroundActive","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBackgroundActive[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.77])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.51])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.08])\",1};\n```"},{"heading":"colorBackgroundFocused","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the background when the control is focused.\n\n```cpp\ncolorBackgroundFocused[] = {1,1,1,1};\n```"},{"heading":"colorDisabledSecondary","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorDisabledSecondary[] = {1,1,1,0.25};\n```"},{"heading":"colorFocused","level":5,"markdown":"**Type:** Array\n\n**Description:** Text color when the control is focused.\n\n```cpp\ncolorFocused[] = {0,0,0,1};\n```"},{"heading":"colorFocusedSecondary","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorFocusedSecondary[] = {0,0,0,1};\n```"},{"heading":"colorSecondary","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSecondary[] = {1,1,1,1};\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"default","level":5,"markdown":"**Type:** Number\n\n**Description:** If set to 1, this control is focused when the GUI is opened.\n\n```cpp\ndefault = 1;\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"fontSecondary","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nfontSecondary = \"PuristaLight\";\n```"},{"heading":"H","level":4,"markdown":""},{"heading":"HitZone","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass HitZone\n{\n    left = 0;\n    top = 0;\n    right = 0;\n    bottom = 0;\n};\n```"},{"heading":"K","level":4,"markdown":""},{"heading":"KeyHints","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass KeyHints\n{\n    class A\n    {\n        key = \"0x00050000 + 0\";\n        hint = \"\";\n    };\n};\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"period","level":5,"markdown":"**Type:** Number\n\n**Description:** Blinking period.\n\n```cpp\nperiod = 1.2;\n```"},{"heading":"periodFocus","level":5,"markdown":"**Type:** Number\n\n**Description:** Blinking period when focused.\n\n```cpp\nperiodFocus = 1.2;\n```"},{"heading":"periodOver","level":5,"markdown":"**Type:** Number\n\n**Description:** Blinking period when mouse is hovering over the button.\n\n```cpp\nperiodOver = 1.2;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"ShortcutPos","level":5,"markdown":"**Type:** Class\n\n**Description:** Position of the texture used on the button.\n\n```cpp\nclass ShortcutPos\n{\n    left = \"5.25 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    top = 0;\n    w = \"1 * (((safezoneW / safezoneH) min 1.2) / 40)\";\n    h = \"1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n};\n```"},{"heading":"shortcuts","level":5,"markdown":"**Type:** Array\n\n**Description:** Key shortcuts. often over-ridden/ignored by engine.\n\n```cpp\nshortcuts[] = {\"0x00050000 + 1\"};\n```"},{"heading":"shpw","level":5,"markdown":"**Type:** Number\n\n**Description:** Typo for **show**. See common attributes.\n\n```cpp\nshpw = 0;\n```"},{"heading":"sizeExSecondary","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nsizeExSecondary = \"(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)\";\n```"},{"heading":"soundClick","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundClick[] = {\"\\A3\\ui_f\\data\\sound\\RscButtonMenu\\soundClick\",0.09,1};\n```"},{"heading":"soundEnter","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundEnter[] = {\"\\A3\\ui_f\\data\\sound\\RscButtonMenu\\soundEnter\",0.09,1};\n```"},{"heading":"soundEscape","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundEscape[] = {\"\\A3\\ui_f\\data\\sound\\RscButtonMenu\\soundEscape\",0.09,1};\n```"},{"heading":"soundPush","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundPush[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundPush\",0.09,1};\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"TextPos","level":5,"markdown":"**Type:** Class\n\n**Description:** Position of the text. Useful for aligning with ShortcutPos.\n\n```cpp\nclass TextPos\n{\n    left = 0;\n    top = \"(1*(safezoneH / 40) - (0.028*SafezoneH)) / 2\";\n    right = 0.005;\n    bottom = 0;\n    forceMiddle = true; // Since Arma 3 v2.10, default false. When true, text will be forced in the middle of the button vertically\n};\n```"},{"heading":"textSecondary","level":5,"markdown":"**Type:** String\n\n**Description:** Sets the secondary text of the button.\n\n```cpp\ntextSecondary = \"\";\n```"},{"heading":"textureNoShortcut","level":5,"markdown":"**Type:** String\n\n**Description:** A custom Texture to be displayed alongside text. Position can be set in the ShortcutPos (texture) and TextPos (text) class.\n\n```cpp\ntextureNoShortcut = \"#(argb,8,8,3)color(0,0,0,0)\";\n```"},{"heading":"U","level":4,"markdown":""},{"heading":"url","level":5,"markdown":"**Type:** String\n\n**Description:** Link to open when clicked.\n\n```cpp\nurl = \"https://steamcommunity.com/workshop/browse?appid=107410\";\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscShortcutButton","level":4,"markdown":"An older version of the shortcut button.\n\n```cpp\nclass RscShortcutButton\n{\n    deletable = 0;\n    fade = 0;\n    type = CT_SHORTCUTBUTTON;\n    x = 0.1;\n    y = 0.1;\n    class HitZone\n    {\n        left = 0;\n        top = 0;\n        right = 0;\n        bottom = 0;\n    };\n    class ShortcutPos\n    {\n        left = 0;\n        top = ((GUI_GRID_HAbs / 20) - GUI_TEXT_SIZE_MEDIUM) / 2;\n        w = GUI_TEXT_SIZE_MEDIUM * (3/4);\n        h = GUI_TEXT_SIZE_MEDIUM;\n    };\n    class TextPos\n    {\n        left = GUI_TEXT_SIZE_MEDIUM * (3/4);\n        top = ((GUI_GRID_HAbs / 20) - GUI_TEXT_SIZE_MEDIUM) / 2;\n        right = 0.005;\n        bottom = 0;\n    };\n    shortcuts[] = {};\n    textureNoShortcut = \"#(argb,8,8,3)color(0,0,0,0)\";\n    color[] = {1,1,1,1};\n    colorFocused[] = {1,1,1,1};\n    color2[] = {0.95,0.95,0.95,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorBackground[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n        1\n    };\n    colorBackgroundFocused[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n        1\n    };\n    colorBackground2[] = {1,1,1,1};\n    soundEnter[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundEnter\",\n        0.09,\n        1\n    };\n    soundPush[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundPush\",\n        0.09,\n        1\n    };\n    soundClick[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundClick\",\n        0.09,\n        1\n    };\n    soundEscape[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButton\\soundEscape\",\n        0.09,\n        1\n    };\n    class Attributes\n    {\n        font = \"RobotoCondensed\";\n        color = \"#E5E5E5\";\n        align = \"left\";\n        shadow = \"true\";\n    };\n    idc = -1;\n    style = ST_LEFT;\n    default = 0;\n    shadow = 1;\n    w = 0.183825;\n    h = (GUI_GRID_HAbs / 20);\n    textSecondary = \"\";\n    colorSecondary[] = {1,1,1,1};\n    colorFocusedSecondary[] = {1,1,1,1};\n    color2Secondary[] = {0.95,0.95,0.95,1};\n    colorDisabledSecondary[] = {1,1,1,0.25};\n    sizeExSecondary = GUI_TEXT_SIZE_MEDIUM;\n    fontSecondary = \"RobotoCondensed\";\n    animTextureDefault = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\normal_ca.paa\";\n    animTextureNormal = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\normal_ca.paa\";\n    animTextureDisabled = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\normal_ca.paa\";\n    animTextureOver = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\over_ca.paa\";\n    animTextureFocused = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\focus_ca.paa\";\n    animTexturePressed = \"\\A3\\ui_f\\data\\GUI\\RscCommon\\RscShortcutButton\\down_ca.paa\";\n    periodFocus = 1.2;\n    periodOver = 0.8;\n    period = 0.4;\n    font = \"RobotoCondensed\";\n    size = GUI_TEXT_SIZE_MEDIUM;\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    text = \"\";\n    url = \"\";\n    action = \"\";\n    class AttributesImage\n    {\n        font = \"RobotoCondensed\";\n        color = \"#E5E5E5\";\n        align = \"left\";\n    };\n};\n```"},{"heading":"RscButtonMenu","level":4,"markdown":"The modern Arma 3 button like the ones in the escape display.\n\n```cpp\nclass RscButtonMenu : RscShortcutButton\n{\n    idc = -1;\n    type = CT_SHORTCUTBUTTON;\n    style = ST_CENTER + ST_FRAME + ST_HUD_BACKGROUND;\n    default = 0;\n    shadow = 0;\n    x = 0;\n    y = 0;\n    w = 0.095589;\n    h = 0.039216;\n    animTextureNormal = \"#(argb,8,8,3)color(1,1,1,1)\";\n    animTextureDisabled = \"#(argb,8,8,3)color(1,1,1,1)\";\n    animTextureOver = \"#(argb,8,8,3)color(1,1,1,1)\";\n    animTextureFocused = \"#(argb,8,8,3)color(1,1,1,1)\";\n    animTexturePressed = \"#(argb,8,8,3)color(1,1,1,1)\";\n    animTextureDefault = \"#(argb,8,8,3)color(1,1,1,1)\";\n    colorBackground[] = {0,0,0,0.8};\n    colorBackgroundFocused[] = {1,1,1,1};\n    colorBackground2[] = {0.75,0.75,0.75,1};\n    color[] = {1,1,1,1};\n    colorFocused[] = {0,0,0,1};\n    color2[] = {0,0,0,1};\n    colorText[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.25};\n    textSecondary = \"\";\n    colorSecondary[] = {1,1,1,1};\n    colorFocusedSecondary[] = {0,0,0,1};\n    color2Secondary[] = {0,0,0,1};\n    colorDisabledSecondary[] = {1,1,1,0.25};\n    sizeExSecondary = GUI_TEXT_SIZE_MEDIUM;\n    fontSecondary = \"PuristaLight\";\n    period = 1.2;\n    periodFocus = 1.2;\n    periodOver = 1.2;\n    size = GUI_TEXT_SIZE_MEDIUM;\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n    class TextPos\n    {\n        left = 0.25 * GUI_GRID_W;\n        top = (GUI_GRID_H - GUI_TEXT_SIZE_MEDIUM) / 2;\n        right = 0.005;\n        bottom = 0;\n    };\n    class Attributes\n    {\n        font = \"PuristaLight\";\n        color = \"#E5E5E5\";\n        align = \"left\";\n        shadow = \"false\";\n    };\n    class ShortcutPos\n    {\n        left = 5.25 * GUI_GRID_W;\n        top = 0;\n        w = 1 * GUI_GRID_W;\n        h = 1 * GUI_GRID_H;\n    };\n    soundEnter[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButtonMenu\\soundEnter\",\n        0.09,\n        1\n    };\n    soundPush[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButtonMenu\\soundPush\",\n        0.09,\n        1\n    };\n    soundClick[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButtonMenu\\soundClick\",\n        0.09,\n        1\n    };\n    soundEscape[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscButtonMenu\\soundEscape\",\n        0.09,\n        1\n    };\n};\n```"},{"heading":"Other examples","level":3,"markdown":"This is an example with an image and text combined in one control.\n\n```cpp\nclass RscButtonMenuSteam : RscButtonMenu\n{\n    text = \"STEAM\";\n    colorBackground[] = {0.03137255,0.72156864,0.91764706,1.0};\n    textureNoShortcut = \"\\A3\\Ui_f\\data\\GUI\\RscCommon\\RscButtonMenuSteam\\steam_ca.paa\";\n    class TextPos\n    {\n        left = 0.0325;\n        top = \"(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) - (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)) / 2\";\n        right = 0.005;\n        bottom = 0.0;\n    };\n    class ShortcutPos\n    {\n        left = 0.005;\n        top = 0.005;\n        w = 0.0225;\n        h = 0.03;\n    };\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT SLIDER","title":"CT SLIDER","type":"topic","url":"https://community.bistudio.com/wiki/CT_SLIDER","revid":349721,"updated":"2023-11-20T22:09:51Z","aliases":[],"markdown":"### Introduction\n\n> [!IMPORTANT]\n> This slider is deprecated. You might want to use CT_XSLIDER.\n\nA slider can be used to make the user select a value in a predefined range.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- sliderPosition\n- sliderRange\n- sliderSetPosition\n- sliderSetRange\n- sliderSetSpeed\n- sliderSpeed\n- BIS_fnc_initSliderValue\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- onSliderPosChanged\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_SLIDER 3\n```\n\n#### C\n\n##### color\n\n**Type:** Array\n\n**Description:** Color of the slider.\n\n```cpp\ncolor[] = {1,1,1,0.8};\n```\n\n##### colorActive\n\n**Type:** Array\n\n**Description:** Color when the slider is focused.\n\n```cpp\ncolorActive[] = {1,1,1,1};\n```\n\n#### S\n\n##### sliderPosition\n\n**Type:** Number\n\n**Description:** Inital value the slider is set to when loaded.\n\n```cpp\nsliderPosition = 42;\n```\n\n##### sliderRange\n\n**Type:** Array\n\n**Description:** Slider range in format {min,max}.\n\n```cpp\nsliderRange[] = {0,100};\n```\n\n##### sliderStep\n\n**Type:** Number\n\n**Description:** Size of the steps when slider is dragged, eg if sliderStep is 1 only integers are possible for the slider value.\n\n```cpp\nsliderStep = 1;\n```\n\n#### T\n\n##### Title\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Title\n{\n    idc = -1;\n    colorBase[] = {1,1,1,1};\n    colorActive[] = {1,0.5,0,1};\n};\n```\n\n#### V\n\n##### Value\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Value\n{\n    idc = 1200;\n    format = \"%.f\";\n    type = \"SPTPlain\";\n    colorBase[] = {1,1,1,1};\n    colorActive[] = {1,0.5,0,1};\n};\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscExample\n\n```cpp\nclass RscSlider\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_SLIDER;\n    style = SL_HORZ;\n    color[] = {1,1,1,0.8};\n    colorActive[] = {1,1,1,1};\n    shadow = 0;\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.025;\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"> [!IMPORTANT]\n> This slider is deprecated. You might want to use CT_XSLIDER.\n\nA slider can be used to make the user select a value in a predefined range."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- sliderPosition\n- sliderRange\n- sliderSetPosition\n- sliderSetRange\n- sliderSetSpeed\n- sliderSpeed\n- BIS_fnc_initSliderValue"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- onSliderPosChanged"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_SLIDER 3\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"color","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the slider.\n\n```cpp\ncolor[] = {1,1,1,0.8};\n```"},{"heading":"colorActive","level":5,"markdown":"**Type:** Array\n\n**Description:** Color when the slider is focused.\n\n```cpp\ncolorActive[] = {1,1,1,1};\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"sliderPosition","level":5,"markdown":"**Type:** Number\n\n**Description:** Inital value the slider is set to when loaded.\n\n```cpp\nsliderPosition = 42;\n```"},{"heading":"sliderRange","level":5,"markdown":"**Type:** Array\n\n**Description:** Slider range in format {min,max}.\n\n```cpp\nsliderRange[] = {0,100};\n```"},{"heading":"sliderStep","level":5,"markdown":"**Type:** Number\n\n**Description:** Size of the steps when slider is dragged, eg if sliderStep is 1 only integers are possible for the slider value.\n\n```cpp\nsliderStep = 1;\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"Title","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Title\n{\n    idc = -1;\n    colorBase[] = {1,1,1,1};\n    colorActive[] = {1,0.5,0,1};\n};\n```"},{"heading":"V","level":4,"markdown":""},{"heading":"Value","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Value\n{\n    idc = 1200;\n    format = \"%.f\";\n    type = \"SPTPlain\";\n    colorBase[] = {1,1,1,1};\n    colorActive[] = {1,0.5,0,1};\n};\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscExample","level":4,"markdown":"```cpp\nclass RscSlider\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_SLIDER;\n    style = SL_HORZ;\n    color[] = {1,1,1,0.8};\n    colorActive[] = {1,1,1,1};\n    shadow = 0;\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.025;\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT STATIC","title":"CT STATIC","type":"topic","url":"https://community.bistudio.com/wiki/CT_STATIC","revid":376897,"updated":"2025-12-20T15:48:42Z","aliases":[],"markdown":"### Introduction\n\nStatic controls represent exactly that: static data. Static means there is NO possible user interaction. CT_STATIC is primarily used for texts, dialog backgrounds, pictures (and videos). The constant *type* property for these controls usually is `CT_STATIC`.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_STATIC 0\n```\n\n#### A\n\n##### align\n\n**Type:** String\n\n**Description:** Alignment of text. Values can be \"left\", \"center\" or \"right\". Seems to have no effect. Use ST_LEFT/ST_CENTER/ST_RIGHT instead.\n\n```cpp\nalign = \"center\";\n```\n\n##### angle\n\n**Type:** Number\n\n**Description:** Rotation of the image. See ctrlSetAngle.\n\n```cpp\nangle = 180;\n```\n\n##### autoplay\n\n**Type:** Number\n\n**Description:** Used on video controls. 1 means that the video starts playing as soon as the UI is opened.\n\n```cpp\nautoplay = 0;\n```\n\n#### B\n\n##### background\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nbackground = 1;\n```\n\n#### C\n\n##### centerU\n\n**Type:** Number\n\n**Description:** Sets the horizontal center for the rotation of images with ST_PICTURE controls. 0 is left border of the control, 1 is right border. See also: ctrlSetAngle.\n\n```cpp\ncenterU = 0.5;\n```\n\n##### centerV\n\n**Type:** Number\n\n**Description:** Sets the vertical center for the rotation of images with ST_PICTURE controls. 0 is top border of the control, 1 is bottom border. See also: ctrlSetAngle.\n\n```cpp\ncenterV = 0.5;\n```\n\n##### color\n\n**Type:** Array\n\n**Description:** Most likely without function.\n\n```cpp\ncolor[] = { 1, 1, 1, 1 };\n```\n\n##### colorActive\n\n**Type:** Array\n\n**Description:** Not applicable for this type as it can not be active.\n\n```cpp\ncolorActive[] = { 0.23, 0.35, 0.42, 0.9 };\n```\n\n##### colorShadow\n\n**Type:** Array\n\n**Description:** Color of the shadow of the text.\n\n```cpp\ncolorShadow[] = { 0, 0, 0, 1 };\n```\n\n#### F\n\n##### fixedWidth\n\n**Type:** Number\n\n**Description:** Makes normal text like \"LALALA\" appear like \"L A L A L A\".\n\n```cpp\nfixedWidth = 0;\n```\n\n#### L\n\n##### lines\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nlines = 3;\n```\n\n##### lineSpacing\n\n**Type:** Number\n\n**Description:** Space between lines, required if the style was set to ST_MULTI.\n\n```cpp\nlineSpacing = 0;\n```\n\n##### loops\n\n**Type:** Number\n\n**Description:** Defines how many times video will be restarted.\n\n```cpp\nloops = 0;\n```\n\n#### S\n\n##### sortDown\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nsortDown = \"\\a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\arrow_down_ca.paa\";\n```\n\n##### sortUp\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nsortUp = \"\\a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\arrow_up_ca.paa\";\n```\n\n#### T\n\n##### tileH\n\n**Type:** Number, String\n\n**Description:** Height of one tile. Used with ST_TILE_PICTURE to create a repeating wall of pictures, such as the fullscreen backgrounds in the Eden Editor. Uses GUI Coordinates.\n\nNumber example:\n\n```cpp\ntileH = 1;\n```\n\nString example:\n\n```cpp\ntileH = \"4 / (32 * pixelH)\";\n```\n\n##### tileW\n\n**Type:** Number, String\n\n**Description:** Width of one tile. Used with ST_TILE_PICTURE to create a repeating wall of pictures, such as the fullscreen backgrounds in the Eden Editor. Uses GUI Coordinates.\n\nNumber example:\n\n```cpp\ntileW = 1;\n```\n\nString example:\n\n```cpp\ntileW = \"8 / (32 * pixelW)\";\n```\n\n#### W\n\n##### widgetLineWidth\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nwidgetLineWidth = 10;\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscText\n\nMost often this type of control will be used to add text to dialogs. If you want the text to change dynamically while playing the mission, you should set the *idc* property to a positive number, which allows usage of the ctrlSetText function. Text alignment can be controlled using the *style* property and the `ST_*` constants.\n\nBy default, this will only display a **single line** (and cut the overflow); use `ST_MULTI` if you intend to use multiple lines. This also requires setting the property *lineSpacing*, which indicates the relative space between lines; usually, you can set this to 1 for normal line spacing.\n\n```cpp\nclass RscText\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_STATIC;\n    idc = -1;\n    colorBackground[] = { 0, 0, 0, 0 };\n    colorText[] = { 1, 1, 1, 1 };\n    text = \"\";\n    fixedWidth = 0;\n    x = 0;\n    y = 0;\n    h = 0.037;\n    w = 0.3;\n    style = ST_LEFT;\n    shadow = 1;\n    colorShadow[] = { 0, 0, 0, 0.5 };\n    font = \"RobotoCondensed\";\n    SizeEx = GUI_TEXT_SIZE_MEDIUM;\n    linespacing = 1;\n    tooltipColorText[] = { 1, 1, 1, 1 };\n    tooltipColorBox[] = { 1, 1, 1, 1 };\n    tooltipColorShade[] = { 0, 0, 0, 0.65 };\n};\n```\n\n##### Trivia\n\nWhen an RscText control with IDC 101 is added to the map, it displays the current time.\n\n```sqf\nprivate _ctrl = findDisplay 12 ctrlCreate [\"RscText\", 101];\n_ctrl ctrlSetPosition [0, 0, 1, 1];\n_ctrl ctrlCommit 0;\n_ctrl ctrlSetFontHeight 0.5;\n```\n\n#### RscLine\n\nDraws a single line from top left to bottom right corner of the control.\n\n```cpp\nclass RscLine : RscText\n{\n    idc = -1;\n    style = ST_MULTI + ST_TITLE_BAR + ST_HUD_BACKGROUND;\n    x = 0.17;\n    y = 0.48;\n    w = 0.66;\n    h = 0;\n    text = \"\";\n    colorBackground[] = { 0, 0, 0, 0 };\n    colorText[] = { 1, 1, 1, 1 };\n};\n```\n\n#### RscFrame\n\nFrame that outlines the control's borders. When text is set it appears on the top line to the left.\n\n```cpp\nclass RscFrame\n{\n    type = CT_STATIC;\n    idc = -1;\n    deletable = 0;\n    style = ST_FRAME;\n    shadow = 2;\n    colorBackground[] = { 0, 0, 0, 0 };\n    colorText[] = { 1, 1, 1, 1 };\n    font = \"RobotoCondensed\";\n    sizeEx = 0.02;\n    text = \"\";\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.3;\n};\n```\n\n#### RscPicture\n\nUsing specific style constants you can enhance your dialogs with pictures too.\nThese pictures should reside in your mission folder as paa-files.\nThen set your *style* property to `ST_PICTURE` (to display it once) or `ST_TILE_PICTURE` (to tile it) and use the *text* property to locate the paa image you want to use, relative to your addon or mission folder (*absolute paths should not be used*).\n\n```cpp\nclass RscPicture\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_STATIC;\n    idc = -1;\n    style = ST_MULTI + ST_TITLE_BAR;\n    colorBackground[] = { 0, 0, 0, 0 };\n    colorText[] = { 1, 1, 1, 1 };\n    font = \"TahomaB\";\n    sizeEx = 0;\n    lineSpacing = 0;\n    text = \"\";\n    fixedWidth = 0;\n    shadow = 0;\n    x = 0;\n    y = 0;\n    w = 0.2;\n    h = 0.15;\n    tooltipColorText[] = { 1, 1, 1, 1 };\n    tooltipColorBox[] = { 1, 1, 1, 1 };\n    tooltipColorShade[] = { 0, 0, 0, 0.65 };\n};\n```\n\n#### RscPictureKeepAspect\n\nSame as RscPicture, but keeps the image the same ratio as in the source file.\n\n```cpp\nclass RscPictureKeepAspect : RscPicture\n{\n    style = ST_MULTI + ST_TITLE_BAR + ST_KEEP_ASPECT_RATIO;\n};\n```\n\n#### RscVideo (Arma 2: Operation Arrowhead v1.56)\n\nAll settings are same as for pictures, only source file must be of *.OGV* format.\nTwo additional properties are available - *autoplay* (when 1, video starts automatically) and *loops* (defines how many times video will be played in loop).\n\nFor video encoding, you can use:\n\n- [ffmpeg2theora](http://www.v2v.cc/~j/ffmpeg2theora/download.html)\n- [Theora Converter .NET (GUI for ffmpeg2theora)](http://sourceforge.net/projects/theoraconverter/)\n\n```cpp\nclass RscVideo : RscPicture\n{\n    autoplay = 1;\n    loops = 1;\n};\n```\n\n#### RscVideoKeepAspect (Arma 3)\n\nSame as RscVideo but keeps the source video's aspect ratio.\n\n```cpp\nclass RscVideoKeepAspect : RscVideo\n{\n    autoplay = 1;\n    loops = 1;\n    style = ST_MULTI + ST_TITLE_BAR + ST_KEEP_ASPECT_RATIO;\n};\n```\n\n### Other Classes\n\n#### Static background\n\nOne can also use this control type to add solid background to dialogs by simply leaving the *text* property empty. This way, it will look like a regular rectangle.\n\n```cpp\nclass MyRedBackgroundExample\n{\n    /* ... same as the text example, except for */\n    colorBackground[] = { 1, 0.1, 0.1, 0.8 };\n    text = \"\";\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"Static controls represent exactly that: static data. Static means there is NO possible user interaction. CT_STATIC is primarily used for texts, dialog backgrounds, pictures (and videos). The constant *type* property for these controls usually is `CT_STATIC`."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_STATIC 0\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"align","level":5,"markdown":"**Type:** String\n\n**Description:** Alignment of text. Values can be \"left\", \"center\" or \"right\". Seems to have no effect. Use ST_LEFT/ST_CENTER/ST_RIGHT instead.\n\n```cpp\nalign = \"center\";\n```"},{"heading":"angle","level":5,"markdown":"**Type:** Number\n\n**Description:** Rotation of the image. See ctrlSetAngle.\n\n```cpp\nangle = 180;\n```"},{"heading":"autoplay","level":5,"markdown":"**Type:** Number\n\n**Description:** Used on video controls. 1 means that the video starts playing as soon as the UI is opened.\n\n```cpp\nautoplay = 0;\n```"},{"heading":"B","level":4,"markdown":""},{"heading":"background","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nbackground = 1;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"centerU","level":5,"markdown":"**Type:** Number\n\n**Description:** Sets the horizontal center for the rotation of images with ST_PICTURE controls. 0 is left border of the control, 1 is right border. See also: ctrlSetAngle.\n\n```cpp\ncenterU = 0.5;\n```"},{"heading":"centerV","level":5,"markdown":"**Type:** Number\n\n**Description:** Sets the vertical center for the rotation of images with ST_PICTURE controls. 0 is top border of the control, 1 is bottom border. See also: ctrlSetAngle.\n\n```cpp\ncenterV = 0.5;\n```"},{"heading":"color","level":5,"markdown":"**Type:** Array\n\n**Description:** Most likely without function.\n\n```cpp\ncolor[] = { 1, 1, 1, 1 };\n```"},{"heading":"colorActive","level":5,"markdown":"**Type:** Array\n\n**Description:** Not applicable for this type as it can not be active.\n\n```cpp\ncolorActive[] = { 0.23, 0.35, 0.42, 0.9 };\n```"},{"heading":"colorShadow","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the shadow of the text.\n\n```cpp\ncolorShadow[] = { 0, 0, 0, 1 };\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"fixedWidth","level":5,"markdown":"**Type:** Number\n\n**Description:** Makes normal text like \"LALALA\" appear like \"L A L A L A\".\n\n```cpp\nfixedWidth = 0;\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"lines","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nlines = 3;\n```"},{"heading":"lineSpacing","level":5,"markdown":"**Type:** Number\n\n**Description:** Space between lines, required if the style was set to ST_MULTI.\n\n```cpp\nlineSpacing = 0;\n```"},{"heading":"loops","level":5,"markdown":"**Type:** Number\n\n**Description:** Defines how many times video will be restarted.\n\n```cpp\nloops = 0;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"sortDown","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nsortDown = \"\\a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\arrow_down_ca.paa\";\n```"},{"heading":"sortUp","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nsortUp = \"\\a3\\ui_f\\data\\gui\\rsc\\rscdisplaymultiplayer\\arrow_up_ca.paa\";\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"tileH","level":5,"markdown":"**Type:** Number, String\n\n**Description:** Height of one tile. Used with ST_TILE_PICTURE to create a repeating wall of pictures, such as the fullscreen backgrounds in the Eden Editor. Uses GUI Coordinates.\n\nNumber example:\n\n```cpp\ntileH = 1;\n```\n\nString example:\n\n```cpp\ntileH = \"4 / (32 * pixelH)\";\n```"},{"heading":"tileW","level":5,"markdown":"**Type:** Number, String\n\n**Description:** Width of one tile. Used with ST_TILE_PICTURE to create a repeating wall of pictures, such as the fullscreen backgrounds in the Eden Editor. Uses GUI Coordinates.\n\nNumber example:\n\n```cpp\ntileW = 1;\n```\n\nString example:\n\n```cpp\ntileW = \"8 / (32 * pixelW)\";\n```"},{"heading":"W","level":4,"markdown":""},{"heading":"widgetLineWidth","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nwidgetLineWidth = 10;\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscText","level":4,"markdown":"Most often this type of control will be used to add text to dialogs. If you want the text to change dynamically while playing the mission, you should set the *idc* property to a positive number, which allows usage of the ctrlSetText function. Text alignment can be controlled using the *style* property and the `ST_*` constants.\n\nBy default, this will only display a **single line** (and cut the overflow); use `ST_MULTI` if you intend to use multiple lines. This also requires setting the property *lineSpacing*, which indicates the relative space between lines; usually, you can set this to 1 for normal line spacing.\n\n```cpp\nclass RscText\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_STATIC;\n    idc = -1;\n    colorBackground[] = { 0, 0, 0, 0 };\n    colorText[] = { 1, 1, 1, 1 };\n    text = \"\";\n    fixedWidth = 0;\n    x = 0;\n    y = 0;\n    h = 0.037;\n    w = 0.3;\n    style = ST_LEFT;\n    shadow = 1;\n    colorShadow[] = { 0, 0, 0, 0.5 };\n    font = \"RobotoCondensed\";\n    SizeEx = GUI_TEXT_SIZE_MEDIUM;\n    linespacing = 1;\n    tooltipColorText[] = { 1, 1, 1, 1 };\n    tooltipColorBox[] = { 1, 1, 1, 1 };\n    tooltipColorShade[] = { 0, 0, 0, 0.65 };\n};\n```"},{"heading":"Trivia","level":5,"markdown":"When an RscText control with IDC 101 is added to the map, it displays the current time.\n\n```sqf\nprivate _ctrl = findDisplay 12 ctrlCreate [\"RscText\", 101];\n_ctrl ctrlSetPosition [0, 0, 1, 1];\n_ctrl ctrlCommit 0;\n_ctrl ctrlSetFontHeight 0.5;\n```"},{"heading":"RscLine","level":4,"markdown":"Draws a single line from top left to bottom right corner of the control.\n\n```cpp\nclass RscLine : RscText\n{\n    idc = -1;\n    style = ST_MULTI + ST_TITLE_BAR + ST_HUD_BACKGROUND;\n    x = 0.17;\n    y = 0.48;\n    w = 0.66;\n    h = 0;\n    text = \"\";\n    colorBackground[] = { 0, 0, 0, 0 };\n    colorText[] = { 1, 1, 1, 1 };\n};\n```"},{"heading":"RscFrame","level":4,"markdown":"Frame that outlines the control's borders. When text is set it appears on the top line to the left.\n\n```cpp\nclass RscFrame\n{\n    type = CT_STATIC;\n    idc = -1;\n    deletable = 0;\n    style = ST_FRAME;\n    shadow = 2;\n    colorBackground[] = { 0, 0, 0, 0 };\n    colorText[] = { 1, 1, 1, 1 };\n    font = \"RobotoCondensed\";\n    sizeEx = 0.02;\n    text = \"\";\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.3;\n};\n```"},{"heading":"RscPicture","level":4,"markdown":"Using specific style constants you can enhance your dialogs with pictures too.\nThese pictures should reside in your mission folder as paa-files.\nThen set your *style* property to `ST_PICTURE` (to display it once) or `ST_TILE_PICTURE` (to tile it) and use the *text* property to locate the paa image you want to use, relative to your addon or mission folder (*absolute paths should not be used*).\n\n```cpp\nclass RscPicture\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_STATIC;\n    idc = -1;\n    style = ST_MULTI + ST_TITLE_BAR;\n    colorBackground[] = { 0, 0, 0, 0 };\n    colorText[] = { 1, 1, 1, 1 };\n    font = \"TahomaB\";\n    sizeEx = 0;\n    lineSpacing = 0;\n    text = \"\";\n    fixedWidth = 0;\n    shadow = 0;\n    x = 0;\n    y = 0;\n    w = 0.2;\n    h = 0.15;\n    tooltipColorText[] = { 1, 1, 1, 1 };\n    tooltipColorBox[] = { 1, 1, 1, 1 };\n    tooltipColorShade[] = { 0, 0, 0, 0.65 };\n};\n```"},{"heading":"RscPictureKeepAspect","level":4,"markdown":"Same as RscPicture, but keeps the image the same ratio as in the source file.\n\n```cpp\nclass RscPictureKeepAspect : RscPicture\n{\n    style = ST_MULTI + ST_TITLE_BAR + ST_KEEP_ASPECT_RATIO;\n};\n```"},{"heading":"RscVideo (Arma 2: Operation Arrowhead v1.56)","level":4,"markdown":"All settings are same as for pictures, only source file must be of *.OGV* format.\nTwo additional properties are available - *autoplay* (when 1, video starts automatically) and *loops* (defines how many times video will be played in loop).\n\nFor video encoding, you can use:\n\n- [ffmpeg2theora](http://www.v2v.cc/~j/ffmpeg2theora/download.html)\n- [Theora Converter .NET (GUI for ffmpeg2theora)](http://sourceforge.net/projects/theoraconverter/)\n\n```cpp\nclass RscVideo : RscPicture\n{\n    autoplay = 1;\n    loops = 1;\n};\n```"},{"heading":"RscVideoKeepAspect (Arma 3)","level":4,"markdown":"Same as RscVideo but keeps the source video's aspect ratio.\n\n```cpp\nclass RscVideoKeepAspect : RscVideo\n{\n    autoplay = 1;\n    loops = 1;\n    style = ST_MULTI + ST_TITLE_BAR + ST_KEEP_ASPECT_RATIO;\n};\n```"},{"heading":"Other Classes","level":3,"markdown":""},{"heading":"Static background","level":4,"markdown":"One can also use this control type to add solid background to dialogs by simply leaving the *text* property empty. This way, it will look like a regular rectangle.\n\n```cpp\nclass MyRedBackgroundExample\n{\n    /* ... same as the text example, except for */\n    colorBackground[] = { 1, 0.1, 0.1, 0.8 };\n    text = \"\";\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT STATIC SKEW","title":"CT STATIC SKEW","type":"topic","url":"https://community.bistudio.com/wiki/CT_STATIC_SKEW","revid":170141,"updated":"2020-11-29T14:29:07Z","aliases":[],"markdown":"### Introduction\n\nUnknown control type.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_STATIC_SKEW 10\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone","sections":[{"heading":"Introduction","level":3,"markdown":"Unknown control type."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_STATIC_SKEW 10\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT STRUCTURED TEXT","title":"CT STRUCTURED TEXT","type":"topic","url":"https://community.bistudio.com/wiki/CT_STRUCTURED_TEXT","revid":352117,"updated":"2024-02-01T23:25:00Z","aliases":[],"markdown":"### Introduction\n\nThe Structured Text control can display Structured Text. This is a separate data type in Arma.\nStructured Text can not only hold some text values, it also can contain some attributes to format the text, as you can see in the example picture below.\n\nYou *can* add the `Attributes` subclass to change the default Structured Text attributes of your control, but the `Attributes` class and all of its attributes are *optional* and do not have to be specified.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Structured Text\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_STRUCTURED_TEXT 13\n```\n\n#### A\n\n##### Attributes\n\n**Type:** Class\n\n**Description**\n\nSubclass with options how the text should be rendered. Attributes represent the Structured Text options.\n\n> [!WARNING]\n> Attributes ( `class Attributes`) are not inherited from an existing CT_STRUCTURED_TEXT control. While no error is shown, properties of `class Attributes` will be set to some default values. Re-define needed properties manually.\n\n| Optional SubClass Attributes Properties |  |  |  |\n|---|---|---|---|\n| Name | Type | Remark | Default Value |\n| **font** | string | fontname to use | \"Zeppelin32\" |\n| **size** | Float | Set the size of the text where 1 is the size value of parent class. | 1 |\n| **color** | string | text color defined in HMTL-like syntax. | \"#ffffff\" |\n| **align** | string | align of text. Values can be \"left\", \"center\" or \"right\" | \"center\" |\n| **valign** | string | Vertical align of text. Values can be \"top\", \"middle\", \"bottom\".<br>> [!IMPORTANT]<br>> Seems to be broken | \"middle\" |\n| **shadow** | Integer | affects the shadow of the text. | 1 (true) |\n| **shadowColor** | string | shadow color defined in HMTL-like syntax. | \"#000000\" |\n| **shadowOffset** |  |  |  |\n| **image** | string |  |  |\n| **underline** |  |  |  |\n| **href** | string |  |  |\n| **linkColor** | string |  |  |\n\n```cpp\nclass Attributes\n{\n    font = \"RobotoCondensed\";\n    color = \"#ffffff\";\n    colorLink = \"#D09B43\";\n    align = \"left\";\n    shadow = 1;\n};\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscStructuredText\n\n```cpp\nclass RscStructuredText\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_STRUCTURED_TEXT;\n    idc = -1;\n    style = ST_LEFT;\n    colorText[] = {1,1,1,1};\n    class Attributes\n    {\n        font = \"RobotoCondensed\";\n        color = \"#ffffff\";\n        colorLink = \"#D09B43\";\n        align = \"left\";\n        shadow = 1;\n    };\n    x = 0;\n    y = 0;\n    h = 0.035;\n    w = 0.1;\n    text = \"\";\n    size = GUI_TEXT_SIZE_MEDIUM;\n    shadow = 1;\n};\n```\n\n### Other Examples\n\nThe following example uses almost the same code as the controls shown in the example screenshot.\n\n```cpp\nclass MyRscStructuredText\n{\n    idc = -1;\n    type = CT_STRUCTURED_TEXT;    // defined constant\n    style = ST_LEFT;                // defined constant\n    colorBackground[] = { 1, 1, 1, 1 };\n    x = 0.1;\n    y = 0.1;\n    w = 0.3;\n    h = 0.1;\n    size = 0.018;\n    text = \"\";\n    class Attributes\n    {\n        font = \"TahomaB\";\n        color = \"#000000\";\n        align = \"center\";\n        valign = \"middle\";\n        shadow = false;\n        shadowColor = \"#ff0000\";\n        size = \"1\";\n    };\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"The Structured Text control can display Structured Text. This is a separate data type in Arma.\nStructured Text can not only hold some text values, it also can contain some attributes to format the text, as you can see in the example picture below.\n\nYou *can* add the `Attributes` subclass to change the default Structured Text attributes of your control, but the `Attributes` class and all of its attributes are *optional* and do not have to be specified."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Structured Text"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_STRUCTURED_TEXT 13\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"Attributes","level":5,"markdown":"**Type:** Class\n\n**Description**\n\nSubclass with options how the text should be rendered. Attributes represent the Structured Text options.\n\n> [!WARNING]\n> Attributes ( `class Attributes`) are not inherited from an existing CT_STRUCTURED_TEXT control. While no error is shown, properties of `class Attributes` will be set to some default values. Re-define needed properties manually.\n\n| Optional SubClass Attributes Properties |  |  |  |\n|---|---|---|---|\n| Name | Type | Remark | Default Value |\n| **font** | string | fontname to use | \"Zeppelin32\" |\n| **size** | Float | Set the size of the text where 1 is the size value of parent class. | 1 |\n| **color** | string | text color defined in HMTL-like syntax. | \"#ffffff\" |\n| **align** | string | align of text. Values can be \"left\", \"center\" or \"right\" | \"center\" |\n| **valign** | string | Vertical align of text. Values can be \"top\", \"middle\", \"bottom\".<br>> [!IMPORTANT]<br>> Seems to be broken | \"middle\" |\n| **shadow** | Integer | affects the shadow of the text. | 1 (true) |\n| **shadowColor** | string | shadow color defined in HMTL-like syntax. | \"#000000\" |\n| **shadowOffset** |  |  |  |\n| **image** | string |  |  |\n| **underline** |  |  |  |\n| **href** | string |  |  |\n| **linkColor** | string |  |  |\n\n```cpp\nclass Attributes\n{\n    font = \"RobotoCondensed\";\n    color = \"#ffffff\";\n    colorLink = \"#D09B43\";\n    align = \"left\";\n    shadow = 1;\n};\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscStructuredText","level":4,"markdown":"```cpp\nclass RscStructuredText\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_STRUCTURED_TEXT;\n    idc = -1;\n    style = ST_LEFT;\n    colorText[] = {1,1,1,1};\n    class Attributes\n    {\n        font = \"RobotoCondensed\";\n        color = \"#ffffff\";\n        colorLink = \"#D09B43\";\n        align = \"left\";\n        shadow = 1;\n    };\n    x = 0;\n    y = 0;\n    h = 0.035;\n    w = 0.1;\n    text = \"\";\n    size = GUI_TEXT_SIZE_MEDIUM;\n    shadow = 1;\n};\n```"},{"heading":"Other Examples","level":3,"markdown":"The following example uses almost the same code as the controls shown in the example screenshot.\n\n```cpp\nclass MyRscStructuredText\n{\n    idc = -1;\n    type = CT_STRUCTURED_TEXT;    // defined constant\n    style = ST_LEFT;                // defined constant\n    colorBackground[] = { 1, 1, 1, 1 };\n    x = 0.1;\n    y = 0.1;\n    w = 0.3;\n    h = 0.1;\n    size = 0.018;\n    text = \"\";\n    class Attributes\n    {\n        font = \"TahomaB\";\n        color = \"#000000\";\n        align = \"center\";\n        valign = \"middle\";\n        shadow = false;\n        shadowColor = \"#ff0000\";\n        size = \"1\";\n    };\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT TOOLBOX","title":"CT TOOLBOX","type":"topic","url":"https://community.bistudio.com/wiki/CT_TOOLBOX","revid":268260,"updated":"2021-06-12T11:04:18Z","aliases":["DialogControls-Toolbox"],"markdown":"### Introduction\n\nA Toolbox is a set of options, ordered by columns and rows. Only one can be active at a time and one is always selected (the first one by default). For Toolbox with multiple selections see CT_CHECKBOXES.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Listbox\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- Events: Listbox\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_TOOLBOX 6\n```\n\n#### C\n\n##### checked_strings\n\n**Type:** Array\n\n**Description:** Options texts to display when an option is selected.\n\n```cpp\nchecked_strings[] = {\"[Entry 1]\",\"[Entry 2]\",\"[Entry 3]\",\"[Entry 4]\",\"[Entry 5]\",\"[Entry 6]\"};\n```\n\n##### color\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {0.95,0.95,0.95,1};\n```\n\n##### colorBackground\n\n**Type:** Array\n\n**Description:** Color of the background when option is not selected.\n\n```cpp\ncolorBackground[] = {0.95,0.95,0.95,1};\n```\n\n##### colorDisable\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorDisable[] = {0,0,0,0};\n```\n\n##### colorSelect\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect[] = {0.95,0.95,0.95,1};\n```\n\n##### colorSelectedBg\n\n**Type:** Array\n\n**Description:** Color of the background when option is selected.\n\n```cpp\ncolorSelectedBg[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",0.5};\n```\n\n##### colorTextDisable\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTextDisable[] = {0.4,0.4,0.4,1};\n```\n\n##### colorTextSelect\n\n**Type:** Array\n\n**Description:** Color of the selected option text.\n\n```cpp\ncolorTextSelect[] = {1,1,1,1};\n```\n\n##### columns\n\n**Type:** Number, String\n\n**Description:** Amount of columns to arrange options into.\n\nNumber example:\n\n```cpp\ncolumns = 3;\n```\n\nString example:\n\n```cpp\ncolumns = \"4 - 1\";\n```\n\n#### N\n\n##### names\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nnames[] = {\"MOVE\",\"GETOUT\",\"UNLOAD\",\"TR UNLOAD\",\"%1/cfgWaypoints/A3/Land\",\"%1/cfgWaypoints/A3/Artillery\",\"UNHOOK\"};\n```\n\n#### R\n\n##### rows\n\n**Type:** Number\n\n**Description:** Amount of rows to arrange options into.\n\n```cpp\nrows = 2;\n```\n\n#### S\n\n##### strings\n\n**Type:** Array\n\n**Description:** Options texts to display.\n\n```cpp\nstrings[] = {\"100m\",\"200m\",\"500m\"};\n```\n\n#### T\n\n##### tooltips\n\n**Type:** Array\n\n**Description:** Tooltips for each option.\n\n```cpp\ntooltips[] = {\"Objects\",\"Compositions\",\"Triggers\",\"Systems\",\"Markers\"};\n```\n\n#### V\n\n##### values\n\n**Type:** Array\n\n**Description:** Numerical values associated with items. Can be retrieved or set with lbValue and lbSetValue.\n\n```cpp\nvalues[] = {0,1,2,3,4,5,6};\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscExample\n\n```cpp\nclass RscToolbox\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_TOOLBOX;\n    style = ST_CENTER;\n    colorText[] = {0.95,0.95,0.95,1};\n    color[] = {0.95,0.95,0.95,1};\n    colorTextSelect[] = {0.95,0.95,0.95,1};\n    colorSelect[] = {0.95,0.95,0.95,1};\n    colorTextDisable[] = {0.4,0.4,0.4,1};\n    colorDisable[] = {0.4,0.4,0.4,1};\n    colorSelectedBg[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n        0.5\n    };\n    shadow = 0;\n    strings[] =\n    {\n        \"\",\n        \"\"\n    };\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.025;\n    rows = 1;\n    columns = 2;\n    font = \"RobotoCondensed\";\n    sizeEx = GUI_TEXT_SIZE_SMALL;\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"A Toolbox is a set of options, ordered by columns and rows. Only one can be active at a time and one is always selected (the first one by default). For Toolbox with multiple selections see CT_CHECKBOXES."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Listbox"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- Events: Listbox"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_TOOLBOX 6\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"checked_strings","level":5,"markdown":"**Type:** Array\n\n**Description:** Options texts to display when an option is selected.\n\n```cpp\nchecked_strings[] = {\"[Entry 1]\",\"[Entry 2]\",\"[Entry 3]\",\"[Entry 4]\",\"[Entry 5]\",\"[Entry 6]\"};\n```"},{"heading":"color","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {0.95,0.95,0.95,1};\n```"},{"heading":"colorBackground","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the background when option is not selected.\n\n```cpp\ncolorBackground[] = {0.95,0.95,0.95,1};\n```"},{"heading":"colorDisable","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorDisable[] = {0,0,0,0};\n```"},{"heading":"colorSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect[] = {0.95,0.95,0.95,1};\n```"},{"heading":"colorSelectedBg","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the background when option is selected.\n\n```cpp\ncolorSelectedBg[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",0.5};\n```"},{"heading":"colorTextDisable","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorTextDisable[] = {0.4,0.4,0.4,1};\n```"},{"heading":"colorTextSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the selected option text.\n\n```cpp\ncolorTextSelect[] = {1,1,1,1};\n```"},{"heading":"columns","level":5,"markdown":"**Type:** Number, String\n\n**Description:** Amount of columns to arrange options into.\n\nNumber example:\n\n```cpp\ncolumns = 3;\n```\n\nString example:\n\n```cpp\ncolumns = \"4 - 1\";\n```"},{"heading":"N","level":4,"markdown":""},{"heading":"names","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nnames[] = {\"MOVE\",\"GETOUT\",\"UNLOAD\",\"TR UNLOAD\",\"%1/cfgWaypoints/A3/Land\",\"%1/cfgWaypoints/A3/Artillery\",\"UNHOOK\"};\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"rows","level":5,"markdown":"**Type:** Number\n\n**Description:** Amount of rows to arrange options into.\n\n```cpp\nrows = 2;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"strings","level":5,"markdown":"**Type:** Array\n\n**Description:** Options texts to display.\n\n```cpp\nstrings[] = {\"100m\",\"200m\",\"500m\"};\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"tooltips","level":5,"markdown":"**Type:** Array\n\n**Description:** Tooltips for each option.\n\n```cpp\ntooltips[] = {\"Objects\",\"Compositions\",\"Triggers\",\"Systems\",\"Markers\"};\n```"},{"heading":"V","level":4,"markdown":""},{"heading":"values","level":5,"markdown":"**Type:** Array\n\n**Description:** Numerical values associated with items. Can be retrieved or set with lbValue and lbSetValue.\n\n```cpp\nvalues[] = {0,1,2,3,4,5,6};\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscExample","level":4,"markdown":"```cpp\nclass RscToolbox\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_TOOLBOX;\n    style = ST_CENTER;\n    colorText[] = {0.95,0.95,0.95,1};\n    color[] = {0.95,0.95,0.95,1};\n    colorTextSelect[] = {0.95,0.95,0.95,1};\n    colorSelect[] = {0.95,0.95,0.95,1};\n    colorTextDisable[] = {0.4,0.4,0.4,1};\n    colorDisable[] = {0.4,0.4,0.4,1};\n    colorSelectedBg[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n        0.5\n    };\n    shadow = 0;\n    strings[] =\n    {\n        \"\",\n        \"\"\n    };\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.025;\n    rows = 1;\n    columns = 2;\n    font = \"RobotoCondensed\";\n    sizeEx = GUI_TEXT_SIZE_SMALL;\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT TREE","title":"CT TREE","type":"topic","url":"https://community.bistudio.com/wiki/CT_TREE","revid":352088,"updated":"2024-02-01T23:24:41Z","aliases":["DialogControls-Tree","Tree View"],"markdown":"### Introduction\n\nThe CT_TREE, also referred to as tree view (tv), is a control with similar functionality as the CT_LISTBOX. In addition to that it supports multiple levels of entries as well as a search functionality.\nSince Arma 3 v2.01: Multiple selections are now also supported via commands.\n\n> [!IMPORTANT]\n> The engine driven search is very slow. Searching a tree view with many entries can freeze the game.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Tree View\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- Events: Tree View\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_TREE 12\n```\n\n#### B\n\n##### borderSize\n\n**Type:** Number\n\n**Description:** Shows a border around the control. Setting the size to 0 will not hide the border. Set the `colorBorder` to transparent instead.\n\n```cpp\nborderSize = 0;\n```\n\n#### C\n\n##### colorArrow\n\n> [!IMPORTANT]\n> This attribute is mandatory for the control to work!\n\n**Type:** Array\n\n**Description:** Has no effect but without it an error is thrown.\n\n```cpp\ncolorArrow[] = {1,1,1,1};\n```\n\n##### colorBorder\n\n**Type:** Array\n\n**Description:** With `borderSize = 1` determines the color of that border.\n\n```cpp\ncolorBorder[] = {0,0,0,0};\n```\n\n##### colorLines\n\n**Type:** Array\n\n**Description:** These lines connect the different entries for better clarity.\n\n```cpp\ncolorLines[] = {0,0,0,0};\n```\n\n##### colorMarked\n\n**Type:** Array\n\n**Description:** Background color of all subsequently selected entries when `multiselectEnabled = 1;`.\n\n```cpp\ncolorMarked[] = {0.2,0.3,0.7,1};\n```\n\n##### colorMarkedSelected\n\n**Type:** Array\n\n**Description:** Background color of the first selected entry with `multiselectEnabled = 1;`.\n\n```cpp\ncolorMarkedSelected[] = {0,0.5,0.5,1};\n```\n\n##### colorMarkedText\n\n**Type:** Array\n\n**Description:** Text color of secondarly selected entries with `multiselectEnabled = 1;`.\n\n```cpp\ncolorMarkedText[] = {0,0,0,1};\n```\n\n##### colorPicture\n\n**Type:** Array\n\n**Description:** Left picture color of an unselected entry.\n\n```cpp\ncolorPicture[] = {1,1,1,1};\n```\n\n##### colorPictureDisabled\n\n**Type:** Array\n\n**Description:** Left picture color when control is disabled.\n\n```cpp\ncolorPictureDisabled[] = {1,1,1,0.25};\n```\n\n##### colorPictureRight\n\n**Type:** Array\n\n**Description:** Right picture color of an unselected entry.\n\n```cpp\ncolorPictureRight[] = {1,1,1,1};\n```\n\n##### colorPictureRightDisabled\n\n**Type:** Array\n\n**Description:** Right picture color when control is disabled.\n\n```cpp\ncolorPictureRightDisabled[] = {1,1,1,0.25};\n```\n\n##### colorPictureRightSelected\n\n**Type:** Array\n\n**Description:** Right picture color of an selected entry.\n\n```cpp\ncolorPictureRightSelected[] = {0,0,0,1};\n```\n\n##### colorPictureSelected\n\n**Type:** Array\n\n**Description:** Left picture color of an selected entry.\n\n```cpp\ncolorPictureSelected[] = {1,1,1,1};\n```\n\n##### colorSearch\n\n**Type:** Array\n\n**Description:** Color of the entries that fit the search of the idcSearch listbox.\n\n```cpp\ncolorSearch[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.77])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.51])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.08])\",1};\n```\n\n##### colorSelect\n\n**Type:** Array\n\n**Description:** Entry's background when `multiselectEnabled = 0;`.\n\n```cpp\ncolorSelect[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.77])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.51])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.08])\",1};\n```\n\n##### colorSelectBackground\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectBackground[] = {0,0,0,0.5};\n```\n\n##### colorSelectText\n\n**Type:** Array\n\n**Description:** Text color of a selected entry with `multiselectEnabled = 0;`.\n\n```cpp\ncolorSelectText[] = {0,0,0,1};\n```\n\n#### D\n\n##### defaultItem\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ndefaultItem[] = {\"BLU_F\",\"Infantry\"};\n```\n\n##### disableKeyboardSearch\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\ndisableKeyboardSearch = 1;\n```\n\n##### disableSearchHighlight\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\ndisableSearchHighlight = 1;\n```\n\n#### E\n\n##### expandedTexture\n\n**Type:** String\n\n**Description:** \"Arrow\" texture on the left side, if non is given (\"\") a minus with box will be displayed.\n\n```cpp\nexpandedTexture = \"A3\\ui_f\\data\\gui\\rsccommon\\rsctree\\expandedTexture_ca.paa\";\n```\n\n##### expandOnDoubleclick\n\n**Type:** Number\n\n**Description:** Enable/disable expanding and collapsing with double-click.\n\n```cpp\nexpandOnDoubleclick = 1;\n```\n\n#### H\n\n##### hiddenTexture\n\n**Type:** String\n\n**Description:** \"Arrow\" texture on the left side, if non is given (\"\") a plus with box will be displayed.\n\n```cpp\nhiddenTexture = \"A3\\ui_f\\data\\gui\\rsccommon\\rsctree\\hiddenTexture_ca.paa\";\n```\n\n#### I\n\n##### iconFolder\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\niconFolder = \"\\a3\\3DEN\\Data\\Cfg3DEN\\Layer\\icon_ca.paa\";\n```\n\n##### iconFolderDefault\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\niconFolderDefault = \"\\a3\\3DEN\\Data\\Cfg3DEN\\Layer\\iconDefault_ca.paa\";\n```\n\n##### idcSearch\n\n**Type:** Number\n\n**Description:** IDC of a CT_EDIT control which functions as the search input.\n\n```cpp\nidcSearch = 283;\n```\n\n#### M\n\n##### maxHistoryDelay\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nmaxHistoryDelay = 1;\n```\n\n##### multiselectEnabled\n\n**Type:** Number\n\n**Description:** Enable/disable multi selection with CTRL or SHIFT to select all entries up to the first selected entry.\n\n> [!NOTE]\n> Commands to retrieve all selected entries in a multi selection tv are only available after Arma 3 v2.01.\n\n```cpp\nmultiselectEnabled = 1;\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscExample\n\n```cpp\nclass RscTree\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_TREE;\n    colorBackground[] = {0,0,0,0};\n    colorSelect[] = {1,1,1,0.7};\n    colorDisabled[] = {1,1,1,0.25};\n    colorText[] = {1,1,1,1};\n    colorSelectText[] = {0,0,0,1};\n    colorBorder[] = {0,0,0,0};\n    colorSearch[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_A',0.8])\"\n    };\n    colorMarked[] = {0.2,0.3,0.7,1};\n    colorMarkedText[] = {0,0,0,1};\n    colorMarkedSelected[] = {0,0.5,0.5,1};\n    multiselectEnabled = 0;\n    colorPicture[] = {1,1,1,1};\n    colorPictureSelected[] = {0,0,0,1};\n    colorPictureDisabled[] = {1,1,1,0.25};\n    colorPictureRight[] = {1,1,1,1};\n    colorPictureRightSelected[] = {0,0,0,1};\n    colorPictureRightDisabled[] = {1,1,1,0.25};\n    colorArrow[] = {1,1,1,1};\n    maxHistoryDelay = 1;\n    shadow = 0;\n    style = ST_LEFT;\n    font = \"RobotoCondensed\";\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    expandedTexture = \"A3\\ui_f\\data\\gui\\rsccommon\\rsctree\\expandedTexture_ca.paa\";\n    hiddenTexture = \"A3\\ui_f\\data\\gui\\rsccommon\\rsctree\\hiddenTexture_ca.paa\";\n    x = 0;\n    y = 0;\n    w = 0.1;\n    h = 0.2;\n    rowHeight = 0.0439091;\n    colorSelectBackground[] = {0,0,0,0.5};\n    colorLines[] = {0,0,0,0};\n    borderSize = 0;\n    expandOnDoubleclick = 1;\n    class ScrollBar : ScrollBar\n    {\n    };\n};\n```\n\n### Other examples\n\n#### RscTree with search functionality\n\n```cpp\nclass Dialog\n{\n    idd = -1;\n    class Controls\n    {\n        class _CT_EDIT\n        {\n            idc = 100;\n            type = 2;\n            style = \"512\";\n            x = GUI_GRID_CENTER_X + 10 * GUI_GRID_CENTER_W;\n            y = GUI_GRID_CENTER_Y + 0 * GUI_GRID_CENTER_H;\n            w = 20 * GUI_GRID_CENTER_W;\n            h = 2 * GUI_GRID_CENTER_H;\n            font = \"PuristaMedium\";\n            sizeEx = 0.04;\n            autocomplete = \"\";\n            canModify = true;\n            maxChars = 100;\n            forceDrawCaret = false;\n            colorSelection[] = {0,1,0,1};\n            colorText[] = {1,1,1,1};\n            colorDisabled[] = {1,0,0,1};\n            colorBackground[] = {0,0,0,0.8};\n            text = \"\";\n            tooltip = \"Type to search\";\n        };\n        class _CT_TREE\n        {\n            /* Common properties */\n            idc = 200;\n            /* Add some entries */\n            onLoad = \"params ['_tv'];\\\n                    _classes = 'true' configClasses (configFile >> 'CfgVehicles');\\\n                    for '_i' from 0 to 10 do\\\n                    {\\\n                        _tv tvAdd [[], configName selectRandom _classes];\\\n                        for '_j' from 0 to 10 do\\\n                        {\\\n                            _tv tvAdd [[_i], configName selectRandom _classes];\\\n                            for '_k' from 0 to 10 do\\\n                            {\\\n                                _tv tvAdd [[_i, _j], configName selectRandom _classes];\\\n                            };\\\n                        };\\\n                    };\";\n            moving = 0;\n            type = CT_TREE;\n            style = ST_LEFT;\n            x = GUI_GRID_CENTER_X + 10 * GUI_GRID_CENTER_W;\n            y = GUI_GRID_CENTER_Y + 3 * GUI_GRID_CENTER_H;\n            w = 20 * GUI_GRID_CENTER_W;\n            h = 23 * GUI_GRID_CENTER_H;\n            sizeEx = GUI_TEXT_SIZE_MEDIUM;\n            font = \"RobotoCondensed\";\n            colorText[] = {1,1,1,1};\n            colorBackground[] = {0,0,0,0.8};\n            colorDisabled[] = {1,1,1,0.25};\n            shadow = 0;\n            access = 0;\n\n            /* CT_TREE specific properties */\n            idcSearch = 100;\n            colorSelect[] = {1,1,1,0.7};\n            colorSelectText[] = {0,0,0,1};\n            colorBorder[] = {0,0,0,0};\n            colorSearch[] =\n            {\n                \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n                \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n                \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n                \"(profilenamespace getvariable ['GUI_BCG_RGB_A',0.8])\"\n            };\n            colorMarked[] = {0.2,0.3,0.7,1};\n            colorMarkedText[] = {0,0,0,1};\n            colorMarkedSelected[] = {0,0.5,0.5,1};\n            multiselectEnabled = 0;\n            colorPicture[] = {1,1,1,1};\n            colorPictureSelected[] = {0,0,0,1};\n            colorPictureDisabled[] = {1,1,1,0.25};\n            colorPictureRight[] = {1,1,1,1};\n            colorPictureRightSelected[] = {0,0,0,1};\n            colorPictureRightDisabled[] = {1,1,1,0.25};\n            colorArrow[] = {1,1,1,1};\n            maxHistoryDelay = 1;\n            colorSelectBackground[] = {0,0,0,0.5};\n            colorLines[] = {0,0,0,0};\n            class ScrollBar : ScrollBar\n            {\n            };\n            expandedTexture = \"A3\\ui_f\\data\\gui\\rsccommon\\rsctree\\expandedTexture_ca.paa\";\n            hiddenTexture = \"A3\\ui_f\\data\\gui\\rsccommon\\rsctree\\hiddenTexture_ca.paa\";\n            rowHeight = 0.0439091;\n            borderSize = 0;\n            expandOnDoubleclick = 1;\n\n            /* CT_TREE user interface eventhandlers */\n            onTreeSelChanged = \"systemChat str ['onTreeSelChanged',_this]; false\";\n            onTreeLButtonDown = \"systemChat str ['onTreeLButtonDown',_this]; false\";\n            onTreeDblClick = \"systemChat str ['onTreeDblClick',_this]; false\";\n            onTreeExpanded = \"systemChat str ['onTreeExpanded',_this]; false\";\n            onTreeCollapsed = \"systemChat str ['onTreeCollapsed',_this]; false\";\n            onTreeMouseMove = \"systemChat str ['onTreeMouseMove',_this]; false\";\n            onTreeMouseHold = \"systemChat str ['onTreeMouseHold',_this]; false\";\n            onTreeMouseExit = \"systemChat str ['onTreeMouseExit',_this]; false\";\n        };\n    };\n};\n```\n\n### Scripting Example\n\n|  |  |\n|---|---|\n| ```sqf<br>private [\"_count\", \"_current\", \"_data\", \"_text\", \"_value\", \"_pic\"];<br>_CT_TREE tvAdd [[], \"Parent_A\"];<br>_CT_TREE tvAdd [[0], \"Child_A\"];<br>_CT_TREE tvAdd [[0,0], \"Grandchild_A\"];<br>_CT_TREE tvAdd [[], \"Parent_B\"];<br>_CT_TREE tvAdd [[1], \"Child_B\"];<br>``` |  |\n| ```sqf<br>_count = _CT_TREE tvCount []; // return 2<br>_CT_TREE tvSetCurSel [0,0,0]; // select grandchild_A<br>``` |  |\n| ```sqf<br>_current = tvCurSel _CT_TREE; // return [0,0,0]<br>_CT_TREE tvSetData [_current, \"I'm grandchild_A\"];<br>_data = _CT_TREE tvData _current; // \"I'm grandchild_A\"<br>_text = _CT_TREE tvText _current; // \"Grandchild_A\"<br>_CT_TREE tvSetValue [_current,14];<br>_value = _CT_TREE tvValue _current; // 14<br>_CT_TREE tvSetPicture [_current, getText (configFile >> \"CfgWeapons\" >> \"optic_NVS\" >> \"picture\")];<br>_pic = _CT_TREE tvPicture _current;<br>``` |  |\n| `_CT_TREE tvExpand [1];` |  |\n| ```sqf<br>_CT_TREE tvSort [[], false];<br>_CT_TREE tvSortByValue [[], false];<br>``` |  |\n| ```sqf<br>_CT_TREE tvDelete [0,0]; // remove child_b<br>tvClear 12;<br>_CT_TREE tvCollapse [];<br>``` |  |","sections":[{"heading":"Introduction","level":3,"markdown":"The CT_TREE, also referred to as tree view (tv), is a control with similar functionality as the CT_LISTBOX. In addition to that it supports multiple levels of entries as well as a search functionality.\nSince Arma 3 v2.01: Multiple selections are now also supported via commands.\n\n> [!IMPORTANT]\n> The engine driven search is very slow. Searching a tree view with many entries can freeze the game."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Tree View"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- Events: Tree View"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_TREE 12\n```"},{"heading":"B","level":4,"markdown":""},{"heading":"borderSize","level":5,"markdown":"**Type:** Number\n\n**Description:** Shows a border around the control. Setting the size to 0 will not hide the border. Set the `colorBorder` to transparent instead.\n\n```cpp\nborderSize = 0;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"colorArrow","level":5,"markdown":"> [!IMPORTANT]\n> This attribute is mandatory for the control to work!\n\n**Type:** Array\n\n**Description:** Has no effect but without it an error is thrown.\n\n```cpp\ncolorArrow[] = {1,1,1,1};\n```"},{"heading":"colorBorder","level":5,"markdown":"**Type:** Array\n\n**Description:** With `borderSize = 1` determines the color of that border.\n\n```cpp\ncolorBorder[] = {0,0,0,0};\n```"},{"heading":"colorLines","level":5,"markdown":"**Type:** Array\n\n**Description:** These lines connect the different entries for better clarity.\n\n```cpp\ncolorLines[] = {0,0,0,0};\n```"},{"heading":"colorMarked","level":5,"markdown":"**Type:** Array\n\n**Description:** Background color of all subsequently selected entries when `multiselectEnabled = 1;`.\n\n```cpp\ncolorMarked[] = {0.2,0.3,0.7,1};\n```"},{"heading":"colorMarkedSelected","level":5,"markdown":"**Type:** Array\n\n**Description:** Background color of the first selected entry with `multiselectEnabled = 1;`.\n\n```cpp\ncolorMarkedSelected[] = {0,0.5,0.5,1};\n```"},{"heading":"colorMarkedText","level":5,"markdown":"**Type:** Array\n\n**Description:** Text color of secondarly selected entries with `multiselectEnabled = 1;`.\n\n```cpp\ncolorMarkedText[] = {0,0,0,1};\n```"},{"heading":"colorPicture","level":5,"markdown":"**Type:** Array\n\n**Description:** Left picture color of an unselected entry.\n\n```cpp\ncolorPicture[] = {1,1,1,1};\n```"},{"heading":"colorPictureDisabled","level":5,"markdown":"**Type:** Array\n\n**Description:** Left picture color when control is disabled.\n\n```cpp\ncolorPictureDisabled[] = {1,1,1,0.25};\n```"},{"heading":"colorPictureRight","level":5,"markdown":"**Type:** Array\n\n**Description:** Right picture color of an unselected entry.\n\n```cpp\ncolorPictureRight[] = {1,1,1,1};\n```"},{"heading":"colorPictureRightDisabled","level":5,"markdown":"**Type:** Array\n\n**Description:** Right picture color when control is disabled.\n\n```cpp\ncolorPictureRightDisabled[] = {1,1,1,0.25};\n```"},{"heading":"colorPictureRightSelected","level":5,"markdown":"**Type:** Array\n\n**Description:** Right picture color of an selected entry.\n\n```cpp\ncolorPictureRightSelected[] = {0,0,0,1};\n```"},{"heading":"colorPictureSelected","level":5,"markdown":"**Type:** Array\n\n**Description:** Left picture color of an selected entry.\n\n```cpp\ncolorPictureSelected[] = {1,1,1,1};\n```"},{"heading":"colorSearch","level":5,"markdown":"**Type:** Array\n\n**Description:** Color of the entries that fit the search of the idcSearch listbox.\n\n```cpp\ncolorSearch[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.77])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.51])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.08])\",1};\n```"},{"heading":"colorSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** Entry's background when `multiselectEnabled = 0;`.\n\n```cpp\ncolorSelect[] = {\"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.77])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.51])\",\"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.08])\",1};\n```"},{"heading":"colorSelectBackground","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectBackground[] = {0,0,0,0.5};\n```"},{"heading":"colorSelectText","level":5,"markdown":"**Type:** Array\n\n**Description:** Text color of a selected entry with `multiselectEnabled = 0;`.\n\n```cpp\ncolorSelectText[] = {0,0,0,1};\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"defaultItem","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ndefaultItem[] = {\"BLU_F\",\"Infantry\"};\n```"},{"heading":"disableKeyboardSearch","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\ndisableKeyboardSearch = 1;\n```"},{"heading":"disableSearchHighlight","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\ndisableSearchHighlight = 1;\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"expandedTexture","level":5,"markdown":"**Type:** String\n\n**Description:** \"Arrow\" texture on the left side, if non is given (\"\") a minus with box will be displayed.\n\n```cpp\nexpandedTexture = \"A3\\ui_f\\data\\gui\\rsccommon\\rsctree\\expandedTexture_ca.paa\";\n```"},{"heading":"expandOnDoubleclick","level":5,"markdown":"**Type:** Number\n\n**Description:** Enable/disable expanding and collapsing with double-click.\n\n```cpp\nexpandOnDoubleclick = 1;\n```"},{"heading":"H","level":4,"markdown":""},{"heading":"hiddenTexture","level":5,"markdown":"**Type:** String\n\n**Description:** \"Arrow\" texture on the left side, if non is given (\"\") a plus with box will be displayed.\n\n```cpp\nhiddenTexture = \"A3\\ui_f\\data\\gui\\rsccommon\\rsctree\\hiddenTexture_ca.paa\";\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"iconFolder","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\niconFolder = \"\\a3\\3DEN\\Data\\Cfg3DEN\\Layer\\icon_ca.paa\";\n```"},{"heading":"iconFolderDefault","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\niconFolderDefault = \"\\a3\\3DEN\\Data\\Cfg3DEN\\Layer\\iconDefault_ca.paa\";\n```"},{"heading":"idcSearch","level":5,"markdown":"**Type:** Number\n\n**Description:** IDC of a CT_EDIT control which functions as the search input.\n\n```cpp\nidcSearch = 283;\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"maxHistoryDelay","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nmaxHistoryDelay = 1;\n```"},{"heading":"multiselectEnabled","level":5,"markdown":"**Type:** Number\n\n**Description:** Enable/disable multi selection with CTRL or SHIFT to select all entries up to the first selected entry.\n\n> [!NOTE]\n> Commands to retrieve all selected entries in a multi selection tv are only available after Arma 3 v2.01.\n\n```cpp\nmultiselectEnabled = 1;\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscExample","level":4,"markdown":"```cpp\nclass RscTree\n{\n    deletable = 0;\n    fade = 0;\n    access = 0;\n    type = CT_TREE;\n    colorBackground[] = {0,0,0,0};\n    colorSelect[] = {1,1,1,0.7};\n    colorDisabled[] = {1,1,1,0.25};\n    colorText[] = {1,1,1,1};\n    colorSelectText[] = {0,0,0,1};\n    colorBorder[] = {0,0,0,0};\n    colorSearch[] =\n    {\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n        \"(profilenamespace getvariable ['GUI_BCG_RGB_A',0.8])\"\n    };\n    colorMarked[] = {0.2,0.3,0.7,1};\n    colorMarkedText[] = {0,0,0,1};\n    colorMarkedSelected[] = {0,0.5,0.5,1};\n    multiselectEnabled = 0;\n    colorPicture[] = {1,1,1,1};\n    colorPictureSelected[] = {0,0,0,1};\n    colorPictureDisabled[] = {1,1,1,0.25};\n    colorPictureRight[] = {1,1,1,1};\n    colorPictureRightSelected[] = {0,0,0,1};\n    colorPictureRightDisabled[] = {1,1,1,0.25};\n    colorArrow[] = {1,1,1,1};\n    maxHistoryDelay = 1;\n    shadow = 0;\n    style = ST_LEFT;\n    font = \"RobotoCondensed\";\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n    expandedTexture = \"A3\\ui_f\\data\\gui\\rsccommon\\rsctree\\expandedTexture_ca.paa\";\n    hiddenTexture = \"A3\\ui_f\\data\\gui\\rsccommon\\rsctree\\hiddenTexture_ca.paa\";\n    x = 0;\n    y = 0;\n    w = 0.1;\n    h = 0.2;\n    rowHeight = 0.0439091;\n    colorSelectBackground[] = {0,0,0,0.5};\n    colorLines[] = {0,0,0,0};\n    borderSize = 0;\n    expandOnDoubleclick = 1;\n    class ScrollBar : ScrollBar\n    {\n    };\n};\n```"},{"heading":"Other examples","level":3,"markdown":""},{"heading":"RscTree with search functionality","level":4,"markdown":"```cpp\nclass Dialog\n{\n    idd = -1;\n    class Controls\n    {\n        class _CT_EDIT\n        {\n            idc = 100;\n            type = 2;\n            style = \"512\";\n            x = GUI_GRID_CENTER_X + 10 * GUI_GRID_CENTER_W;\n            y = GUI_GRID_CENTER_Y + 0 * GUI_GRID_CENTER_H;\n            w = 20 * GUI_GRID_CENTER_W;\n            h = 2 * GUI_GRID_CENTER_H;\n            font = \"PuristaMedium\";\n            sizeEx = 0.04;\n            autocomplete = \"\";\n            canModify = true;\n            maxChars = 100;\n            forceDrawCaret = false;\n            colorSelection[] = {0,1,0,1};\n            colorText[] = {1,1,1,1};\n            colorDisabled[] = {1,0,0,1};\n            colorBackground[] = {0,0,0,0.8};\n            text = \"\";\n            tooltip = \"Type to search\";\n        };\n        class _CT_TREE\n        {\n            /* Common properties */\n            idc = 200;\n            /* Add some entries */\n            onLoad = \"params ['_tv'];\\\n                    _classes = 'true' configClasses (configFile >> 'CfgVehicles');\\\n                    for '_i' from 0 to 10 do\\\n                    {\\\n                        _tv tvAdd [[], configName selectRandom _classes];\\\n                        for '_j' from 0 to 10 do\\\n                        {\\\n                            _tv tvAdd [[_i], configName selectRandom _classes];\\\n                            for '_k' from 0 to 10 do\\\n                            {\\\n                                _tv tvAdd [[_i, _j], configName selectRandom _classes];\\\n                            };\\\n                        };\\\n                    };\";\n            moving = 0;\n            type = CT_TREE;\n            style = ST_LEFT;\n            x = GUI_GRID_CENTER_X + 10 * GUI_GRID_CENTER_W;\n            y = GUI_GRID_CENTER_Y + 3 * GUI_GRID_CENTER_H;\n            w = 20 * GUI_GRID_CENTER_W;\n            h = 23 * GUI_GRID_CENTER_H;\n            sizeEx = GUI_TEXT_SIZE_MEDIUM;\n            font = \"RobotoCondensed\";\n            colorText[] = {1,1,1,1};\n            colorBackground[] = {0,0,0,0.8};\n            colorDisabled[] = {1,1,1,0.25};\n            shadow = 0;\n            access = 0;\n\n            /* CT_TREE specific properties */\n            idcSearch = 100;\n            colorSelect[] = {1,1,1,0.7};\n            colorSelectText[] = {0,0,0,1};\n            colorBorder[] = {0,0,0,0};\n            colorSearch[] =\n            {\n                \"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])\",\n                \"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])\",\n                \"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])\",\n                \"(profilenamespace getvariable ['GUI_BCG_RGB_A',0.8])\"\n            };\n            colorMarked[] = {0.2,0.3,0.7,1};\n            colorMarkedText[] = {0,0,0,1};\n            colorMarkedSelected[] = {0,0.5,0.5,1};\n            multiselectEnabled = 0;\n            colorPicture[] = {1,1,1,1};\n            colorPictureSelected[] = {0,0,0,1};\n            colorPictureDisabled[] = {1,1,1,0.25};\n            colorPictureRight[] = {1,1,1,1};\n            colorPictureRightSelected[] = {0,0,0,1};\n            colorPictureRightDisabled[] = {1,1,1,0.25};\n            colorArrow[] = {1,1,1,1};\n            maxHistoryDelay = 1;\n            colorSelectBackground[] = {0,0,0,0.5};\n            colorLines[] = {0,0,0,0};\n            class ScrollBar : ScrollBar\n            {\n            };\n            expandedTexture = \"A3\\ui_f\\data\\gui\\rsccommon\\rsctree\\expandedTexture_ca.paa\";\n            hiddenTexture = \"A3\\ui_f\\data\\gui\\rsccommon\\rsctree\\hiddenTexture_ca.paa\";\n            rowHeight = 0.0439091;\n            borderSize = 0;\n            expandOnDoubleclick = 1;\n\n            /* CT_TREE user interface eventhandlers */\n            onTreeSelChanged = \"systemChat str ['onTreeSelChanged',_this]; false\";\n            onTreeLButtonDown = \"systemChat str ['onTreeLButtonDown',_this]; false\";\n            onTreeDblClick = \"systemChat str ['onTreeDblClick',_this]; false\";\n            onTreeExpanded = \"systemChat str ['onTreeExpanded',_this]; false\";\n            onTreeCollapsed = \"systemChat str ['onTreeCollapsed',_this]; false\";\n            onTreeMouseMove = \"systemChat str ['onTreeMouseMove',_this]; false\";\n            onTreeMouseHold = \"systemChat str ['onTreeMouseHold',_this]; false\";\n            onTreeMouseExit = \"systemChat str ['onTreeMouseExit',_this]; false\";\n        };\n    };\n};\n```"},{"heading":"Scripting Example","level":3,"markdown":"|  |  |\n|---|---|\n| ```sqf<br>private [\"_count\", \"_current\", \"_data\", \"_text\", \"_value\", \"_pic\"];<br>_CT_TREE tvAdd [[], \"Parent_A\"];<br>_CT_TREE tvAdd [[0], \"Child_A\"];<br>_CT_TREE tvAdd [[0,0], \"Grandchild_A\"];<br>_CT_TREE tvAdd [[], \"Parent_B\"];<br>_CT_TREE tvAdd [[1], \"Child_B\"];<br>``` |  |\n| ```sqf<br>_count = _CT_TREE tvCount []; // return 2<br>_CT_TREE tvSetCurSel [0,0,0]; // select grandchild_A<br>``` |  |\n| ```sqf<br>_current = tvCurSel _CT_TREE; // return [0,0,0]<br>_CT_TREE tvSetData [_current, \"I'm grandchild_A\"];<br>_data = _CT_TREE tvData _current; // \"I'm grandchild_A\"<br>_text = _CT_TREE tvText _current; // \"Grandchild_A\"<br>_CT_TREE tvSetValue [_current,14];<br>_value = _CT_TREE tvValue _current; // 14<br>_CT_TREE tvSetPicture [_current, getText (configFile >> \"CfgWeapons\" >> \"optic_NVS\" >> \"picture\")];<br>_pic = _CT_TREE tvPicture _current;<br>``` |  |\n| `_CT_TREE tvExpand [1];` |  |\n| ```sqf<br>_CT_TREE tvSort [[], false];<br>_CT_TREE tvSortByValue [[], false];<br>``` |  |\n| ```sqf<br>_CT_TREE tvDelete [0,0]; // remove child_b<br>tvClear 12;<br>_CT_TREE tvCollapse [];<br>``` |  |"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT USER","title":"CT USER","type":"topic","url":"https://community.bistudio.com/wiki/CT_USER","revid":258325,"updated":"2021-05-25T09:02:07Z","aliases":["DialogControls-User"],"markdown":"### Introduction\n\nThis control type is used by the engine for Performance Profiling and has probably no use outside of it.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_USER 99\n```\n\n#### C\n\n##### colorBar\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBar[] = {0.8,0.8,0.8,1};\n```\n\n##### colorLines\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorLines[] = {0,0,0,1};\n```\n\n##### colorSelection\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelection[] = {1,0,0,1};\n```\n\n##### colorShadow\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorShadow[] = {0,0,0,0.5};\n```\n\n#### F\n\n##### fixedWidth\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nfixedWidth = 0;\n```\n\n#### L\n\n##### linespacing\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nlinespacing = 1;\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### TimeLines\n\n```cpp\nclass TimeLines\n{\n  type = CT_USER;\n  style = 0;\n  idc = 102;\n  shadow = 0;\n  x = \"0.03 + 0.02\";\n  y = 0.53;\n  w = \"0.90 - 0.04\";\n  h = 0.26;\n  class Scrollbar{};\n  font = \"TahomaB\";\n  colorLines[] = {0,0,0,1};\n  colorBackground[] = {1,1,1,1};\n  colorBar[] = {0.8,0.8,0.8,1};\n  colorSelection[] = {1,0,0,1};\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"This control type is used by the engine for Performance Profiling and has probably no use outside of it."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_USER 99\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"colorBar","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBar[] = {0.8,0.8,0.8,1};\n```"},{"heading":"colorLines","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorLines[] = {0,0,0,1};\n```"},{"heading":"colorSelection","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelection[] = {1,0,0,1};\n```"},{"heading":"colorShadow","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorShadow[] = {0,0,0,0.5};\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"fixedWidth","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nfixedWidth = 0;\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"linespacing","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nlinespacing = 1;\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"TimeLines","level":4,"markdown":"```cpp\nclass TimeLines\n{\n  type = CT_USER;\n  style = 0;\n  idc = 102;\n  shadow = 0;\n  x = \"0.03 + 0.02\";\n  y = 0.53;\n  w = \"0.90 - 0.04\";\n  h = 0.26;\n  class Scrollbar{};\n  font = \"TahomaB\";\n  colorLines[] = {0,0,0,1};\n  colorBackground[] = {1,1,1,1};\n  colorBar[] = {0.8,0.8,0.8,1};\n  colorSelection[] = {1,0,0,1};\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT VEHICLE DIRECTION","title":"CT VEHICLE DIRECTION","type":"topic","url":"https://community.bistudio.com/wiki/CT_VEHICLE_DIRECTION","revid":170156,"updated":"2020-11-29T14:31:19Z","aliases":[],"markdown":"### Introduction\n\nUnknown control type.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_VEHICLE_DIRECTION 105\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone","sections":[{"heading":"Introduction","level":3,"markdown":"Unknown control type."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_VEHICLE_DIRECTION 105\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT VEHICLETOGGLES","title":"CT VEHICLETOGGLES","type":"topic","url":"https://community.bistudio.com/wiki/CT_VEHICLETOGGLES","revid":170203,"updated":"2020-12-01T09:51:01Z","aliases":[],"markdown":"### Introduction\n\nUnknown control type.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_VEHICLETOGGLES 18\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone","sections":[{"heading":"Introduction","level":3,"markdown":"Unknown control type."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_VEHICLETOGGLES 18\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT WEBBROWSER","title":"CT WEBBROWSER","type":"topic","url":"https://community.bistudio.com/wiki/CT_WEBBROWSER","revid":379123,"updated":"2026-10-09T12:45:41Z","aliases":[],"markdown":"Arma 3 v2.20\n\n### Introduction\n\nWeb browser control features an embedded Chromium window.\nThe URL is subject to `allowedHTMLLoadURIs[]` whitelisting in Description.ext - CfgCommands.\nctrlSetURL can be used to change the URL after creation of the control.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_WEBBROWSER 106\n```\n\n#### A\n\n##### allowExternalURL\n\n**Type:** Boolean\n\n**Description:** Whether this browser will allow external URLs, as opposed to local content.\n\n> [!WARNING]\n> This is an experimental feature currently available for testing on Development Branch.\n> It is not yet decided whether this will ever become available in Stable branch.\n\n```cpp\nallowExternalURL = 1;\n```\n\n#### U\n\n##### url\n\n**Type:** String\n\n**Description:** An external (if allowExternalURL is enabled) URL to be opened, or a path to a local file to load. Local files are subject to `allowedHTMLLoadURIs[]`.\n\n```cpp\nurl = \"https://arma3.com\";\n```\n\n### Scripting\n\n> [!NOTE]\n> See ctrlWebBrowserAction.\n\n#### Control Event Handlers\n\nThe following event handlers can only be added to CT_WEBBROWSER controls.\n\n##### JSDialog\n\n- **Use on:** Control (CT_WEBBROWSER)\n- **Fired on:** Fires when JavaScript triggers an `alert()` or `confirm()` dialog.\n\n```sqf\nparams [\"_control\", \"_isConfirmDialog\", \"_message\"];\n```\n\nThe code handling this event can return a Boolean true/false. Which will stop the next Eventhandlers from being triggered, and will be interpreted as a reply to the dialog.\nIf the code does not immediately provide a reply, it should return Nothing.\nIf the code does not return bool, then the script must call ctrlWebBrowserAction with the \"JSDialog\" action to reply to the dialog, the WebBrowser will be unresponsive until a reply has been sent.\n\n##### Draw\n\n- **Use on:** Control (CT_WEBBROWSER)\n- **Fired on:** Fires when the WebBrowser has drawn a new frame (NOT when the game control displays a new frame)\n\n```sqf\nparams [\"_control\"];\n```\n\n##### PageLoaded\n\n- **Use on:** Control (CT_WEBBROWSER)\n- **Fired on:** Fires when the current page has finished loading. This only contains the main page, the page may contain content (scripts, images) that will load asynchronously and may not be ready. This fires multiple times, when the current page (URL) was changed or when the browser is Resumed.\n\n```sqf\nparams [\"_control\"];\n```\n\nOnce PageLoaded is triggered, it is safe to execute JavaScript on the page. Before PageLoaded, the page might not be ready to receive JavaScript and may drop ExecJS requests.\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscWebBrowser\n\nBaseline RscWebBrowser example\n\n```cpp\nclass RscWebBrowser\n{\n    type = CT_WEBBROWSER; // 106\n    idc = -1;\n    deletable = 0;\n    style = 0;\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.3;\n    allowExternalURL = 1;\n    url = \"https://arma3.com\";\n};\n```\n\n### Browser Content\n\nThe browser is separated into two modes:\n\n- Remote content (i.e. loading external resources using a URL), which can be enabled with the allowExternalURL attribute.\n- Local content (i.e. loading local HTML files from within a PBO or mission).\n\n#### Remote Content\n\nRemote content is considered unsafe. Any browser that uses allowExternalURL will prompt the player to allow it being opened.\nURLs are limited by the `allowedHTMLLoadURIs[]` configuration.\n\n#### Local Content\n\nLoading Local Content forces the browser into a sandbox mode.\nPlayers will not receive a permission popup for Local Content.\nLocal Content offers a JavaScript API to interact with the game without having to go through SQF.\nLocal files are subject to `allowedHTMLLoadURIs[]`.\n\n##### Sandbox\n\nThe content is loaded into a [sandboxed](https://developer.mozilla.org/en-US/docs/Web/HTML/Element/iframe#sandbox) `<iframe>` with a [Content Security Policy](https://developer.mozilla.org/en-US/docs/Web/HTTP/CSP).\n\nAny external communication via [fetch](https://developer.mozilla.org/en-US/docs/Web/API/Fetch_API) or [XMLHttpRequest](https://developer.mozilla.org/de/docs/Web/API/XMLHttpRequest) is unavailable.\nAccess to [Local Storage](https://developer.mozilla.org/en-US/docs/Web/API/Window/localStorage) and [IndexedDB](https://developer.mozilla.org/en-US/docs/Web/API/IndexedDB_API) is unvailable.\n[alert()](https://developer.mozilla.org/en-US/docs/Web/API/Window/alert) and [confirm()](https://developer.mozilla.org/en-US/docs/Web/API/Window/confirm) are not directly accessible, but the JavaScript API provides a wrapper.\n\nContent like images, styles, fonts, scripts and media can only be specified inline (in case of scripts and styles) or via [Data URLs](https://developer.mozilla.org/en-US/docs/Web/URI/Schemes/data).\n\n##### JavaScript API\n\nThis API is injected into every local content page automatically.\n\nThe API offers the following functions (here expressed as TypeScript to clarify argument and return types):\n\n```javascript\nclass A3API\n{\n    /**\n     * Loads file from game filesystem.\n     *\n     * @param filePath - Path in game filesystem, without leading backslash\n     * @param maxSize - maximum texture width (used to select Mip)\n     * @returns The image as a data-url\n     */\n    static RequestTexture(texturePath: string, maxSize: number): Promise<string>;\n\n    /**\n     * Loads file from game filesystem.\n     *\n     * @param filePath - same as loadFile SQF command\n     * @returns The file content\n     */\n    static RequestFile(filePath: string): Promise<string>;\n\n    /**\n     * Loads and preprocesses file from game filesystem.\n     *\n     * @param filePath - same as preprocessFile SQF command\n     * @returns The file content\n     */\n    static RequestPreprocessedFile(filePath: string): Promise<string>;\n\n    // Triggers a alert() (Needs to be piped due to https://chromestatus.com/feature/5148698084376576)\n    static SendAlert(content: string): void;\n\n    static SendConfirm(content: string): Promise<bool>;\n}\n```\n\nExample, this is how to load a image out of the game, into JavaScript, and insert it into the page\n\n```javascript\nconst eWeaponImage = document.createElement('img');\nA3API.RequestTexture(\"A3\\\\weapons_F\\\\Rifles\\\\MX\\\\data\\\\UI\\\\gear_mx_rifle_X_CA.paa\", 512).then(imageContent => eWeaponImage.src = imageContent);\ndocument.body.appendChild(eWeaponImage);\n```\n\n##### Example HUD\n\nHere is an example of how to create a basic WebBrowser based HUD overlay purely inside a mission file.\n\nCreate a basic mission, and place the following files next to the mission.sqm\n\ndescription.ext:\n\n```cpp\nimport RscText;\nclass RscTitles\n{\n    class HudOverlayUI\n    {\n        idd = 13371337;\n        fadein = 0; // Required parameters for RscTitles\n        fadeout = 0;\n        duration = 1e+011;\n\n        onLoad = \"GHUDOverlay = _this\"; // Store our Display in a variable so we can access it from script\n\n        class controls\n        {\n            class Texture: RscText\n            {\n                type = 106; // CT_WEBBROWSER\n                idc = 1337;\n                x = safeZoneX; // Full screen from corner to corner\n                y = safeZoneY;\n                w = safeZoneW;\n                h = safeZoneH;\n                url = \"file://hudOverlay.html\"; // Reference to a file inside our mission\n            };\n        };\n    };\n};\n```\n\ninit.sqf\n\n```sqf\n(\"MyHudLayer\" call BIS_fnc_rscLayer) cutRsc [\"HudOverlayUI\", \"PLAIN\"]; // Add our Display to the HUD\n\nprivate _ctrl = ((GHUDOverlay#0) displayCtrl 1337);\n\n_ctrl ctrlAddEventHandler [\"JSDialog\", {\n    params [\"_control\", \"_isConfirmDialog\", \"_message\"];\n\n    // Insert message as text into the page, by assembling JavaScript code to insert a new element and set its text.\n    _control ctrlWebBrowserAction [\n        \"ExecJS\",\n        format [\"const eSpan = document.createElement('span'); eSpan.textContent = 'Script says %1!'; document.body.appendChild(eSpan);\", _message]\n    ];\n\n    true; // We need to tell it that we handled the \"dialog\", by returning true or false.\n}];\n\n//_ctrl ctrlWebBrowserAction [\"OpenDevConsole\"]; // Can open developer console here\n//_ctrl ctrlWebBrowserAction [\"LoadFile\", \"hudOverlay.html\"];    // Instead of using url= in description.ext, we could also load the file here,\n                                                                // that way we can open dev console before the page is loaded\n```\n\nhudOverlay.html\n\n```html\n<!DOCTYPE html>\n<html lang=\"en\">\n<body>\n\n<script>\n// Load the MX Rifle inventory image and add it to the page\nconst eWeaponImage = document.createElement('img');\nA3API.RequestTexture(\"A3\\\\weapons_F\\\\Rifles\\\\MX\\\\data\\\\UI\\\\gear_mx_rifle_X_CA.paa\", 512).then(imageContent => eWeaponImage.src = imageContent);\ndocument.body.appendChild(eWeaponImage);\n\n// Send a message to script\nA3API.SendAlert(\"JavaScript is sending an alert\"); // This alert will trigger a JSDialog (Alert Dialog) eventhandler\n</script>\n\n</body>\n</html>\n```\n\n##### Seamless Stop / Resume\n\nWhen you stop a browser, and resume it again, the browser will have to reload the last page which might take a couple frames. During the reload, the browser might display a few empty.\nInside a ui2texture containing a browser, it is possible to skip/hide these empty frames by also pausing the ui2texture updates.\n\nThis code assumes that the displayUpdate calls on the ui2texture, are done with a EachFrame Mission EH.\nAnd also the WebBrowser control is directly inside the ui2texture display.\n\n```sqf\n_ctrl ctrlWebBrowserAction [\"StopBrowser\"];\n// Remove the EachFrame handler doing displayUpdate. So our ui2tex will also be frozen\nremoveMissionEventHandler [\"EachFrame\", (ctrlParent _ctrl) getVariable \"displayUpdateHandler\"];\n```\n\n```sqf\n// Resume the browser, it will now start loading the page\nprivate _display = ctrlParent _ctrl;\n_ctrl ctrlWebBrowserAction [\"ResumeBrowser\"];\n\n// Remember when the last browser draw happened, so we can wait for it to become stable (once it stops drawing for a while)\n_ctrl setVariable [\"lastDraw\", diag_frameNo];\nprivate _drawHandlerIndex = _ctrl ctrlAddEventHandler [\"Draw\", {\n    params [\"_ctrl\"];\n    _ctrl setVariable [\"lastDraw\", diag_frameNo]; // Remember when the last draw happened\n}];\n\n// Note that this will not serialize into savegames, and will probably cause errors if Save/Load is involved.\nwaitUntil { ((_ctrl getVariable \"lastDraw\") + 60) < diag_frameNo };\n//#TODO handle the control becoming null because the UI was closed\n\n// No draw for 60 frames, its probably stable, so we resume updating the ui2tex\n\n// Note that this will not serialize into savegames, and will probably cause errors if Save/Load is involved.\nprivate _handlerID = addMissionEventHandler [\"EachFrame\", {displayUpdate (_thisArgs#0)}, [_display]];\n\n_display setVariable [\"displayUpdateHandler\", _handlerID];\n\n_ctrl ctrlRemoveEventHandler [\"Draw\", _drawHandlerIndex]; // Stop listening for draw events\n```\n\n##### Redirecting links into Arma files\n\nYou can build a \"normal\" web page, with \"normal\" `<a href=\"..\">` links on it and have the links navigate to files that are inside Arma 3.\nThis JavaScript will redirect all links to the A3API which will make it load the file from the game filesystem.\nJust like using \"LoadFile\" ctrlWebBrowserAction.\n\n```html\n<script>\ndocument.addEventListener(\"DOMContentLoaded\", () => {\n    var allLinks = document.getElementsByTagName(\"a\");\n    [...allLinks].forEach((link) => {\n        link.onclick = function (e) {\n            e.preventDefault();\n            var targetUrl = e.currentTarget.getAttribute('href');\n            A3API.NavigateTo(targetUrl);\n        };\n    });\n});\n</script>\n\n<body>\n<a href=\"arma://MissionSubFolder/index.html\">Click me to get to page</a>\n</body>\n```","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v2.20"},{"heading":"Introduction","level":3,"markdown":"Web browser control features an embedded Chromium window.\nThe URL is subject to `allowedHTMLLoadURIs[]` whitelisting in Description.ext - CfgCommands.\nctrlSetURL can be used to change the URL after creation of the control."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_WEBBROWSER 106\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"allowExternalURL","level":5,"markdown":"**Type:** Boolean\n\n**Description:** Whether this browser will allow external URLs, as opposed to local content.\n\n> [!WARNING]\n> This is an experimental feature currently available for testing on Development Branch.\n> It is not yet decided whether this will ever become available in Stable branch.\n\n```cpp\nallowExternalURL = 1;\n```"},{"heading":"U","level":4,"markdown":""},{"heading":"url","level":5,"markdown":"**Type:** String\n\n**Description:** An external (if allowExternalURL is enabled) URL to be opened, or a path to a local file to load. Local files are subject to `allowedHTMLLoadURIs[]`.\n\n```cpp\nurl = \"https://arma3.com\";\n```"},{"heading":"Scripting","level":3,"markdown":"> [!NOTE]\n> See ctrlWebBrowserAction."},{"heading":"Control Event Handlers","level":4,"markdown":"The following event handlers can only be added to CT_WEBBROWSER controls."},{"heading":"JSDialog","level":5,"markdown":"- **Use on:** Control (CT_WEBBROWSER)\n- **Fired on:** Fires when JavaScript triggers an `alert()` or `confirm()` dialog.\n\n```sqf\nparams [\"_control\", \"_isConfirmDialog\", \"_message\"];\n```\n\nThe code handling this event can return a Boolean true/false. Which will stop the next Eventhandlers from being triggered, and will be interpreted as a reply to the dialog.\nIf the code does not immediately provide a reply, it should return Nothing.\nIf the code does not return bool, then the script must call ctrlWebBrowserAction with the \"JSDialog\" action to reply to the dialog, the WebBrowser will be unresponsive until a reply has been sent."},{"heading":"Draw","level":5,"markdown":"- **Use on:** Control (CT_WEBBROWSER)\n- **Fired on:** Fires when the WebBrowser has drawn a new frame (NOT when the game control displays a new frame)\n\n```sqf\nparams [\"_control\"];\n```"},{"heading":"PageLoaded","level":5,"markdown":"- **Use on:** Control (CT_WEBBROWSER)\n- **Fired on:** Fires when the current page has finished loading. This only contains the main page, the page may contain content (scripts, images) that will load asynchronously and may not be ready. This fires multiple times, when the current page (URL) was changed or when the browser is Resumed.\n\n```sqf\nparams [\"_control\"];\n```\n\nOnce PageLoaded is triggered, it is safe to execute JavaScript on the page. Before PageLoaded, the page might not be ready to receive JavaScript and may drop ExecJS requests."},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscWebBrowser","level":4,"markdown":"Baseline RscWebBrowser example\n\n```cpp\nclass RscWebBrowser\n{\n    type = CT_WEBBROWSER; // 106\n    idc = -1;\n    deletable = 0;\n    style = 0;\n    x = 0;\n    y = 0;\n    w = 0.3;\n    h = 0.3;\n    allowExternalURL = 1;\n    url = \"https://arma3.com\";\n};\n```"},{"heading":"Browser Content","level":3,"markdown":"The browser is separated into two modes:\n\n- Remote content (i.e. loading external resources using a URL), which can be enabled with the allowExternalURL attribute.\n- Local content (i.e. loading local HTML files from within a PBO or mission)."},{"heading":"Remote Content","level":4,"markdown":"Remote content is considered unsafe. Any browser that uses allowExternalURL will prompt the player to allow it being opened.\nURLs are limited by the `allowedHTMLLoadURIs[]` configuration."},{"heading":"Local Content","level":4,"markdown":"Loading Local Content forces the browser into a sandbox mode.\nPlayers will not receive a permission popup for Local Content.\nLocal Content offers a JavaScript API to interact with the game without having to go through SQF.\nLocal files are subject to `allowedHTMLLoadURIs[]`."},{"heading":"Sandbox","level":5,"markdown":"The content is loaded into a [sandboxed](https://developer.mozilla.org/en-US/docs/Web/HTML/Element/iframe#sandbox) `<iframe>` with a [Content Security Policy](https://developer.mozilla.org/en-US/docs/Web/HTTP/CSP).\n\nAny external communication via [fetch](https://developer.mozilla.org/en-US/docs/Web/API/Fetch_API) or [XMLHttpRequest](https://developer.mozilla.org/de/docs/Web/API/XMLHttpRequest) is unavailable.\nAccess to [Local Storage](https://developer.mozilla.org/en-US/docs/Web/API/Window/localStorage) and [IndexedDB](https://developer.mozilla.org/en-US/docs/Web/API/IndexedDB_API) is unvailable.\n[alert()](https://developer.mozilla.org/en-US/docs/Web/API/Window/alert) and [confirm()](https://developer.mozilla.org/en-US/docs/Web/API/Window/confirm) are not directly accessible, but the JavaScript API provides a wrapper.\n\nContent like images, styles, fonts, scripts and media can only be specified inline (in case of scripts and styles) or via [Data URLs](https://developer.mozilla.org/en-US/docs/Web/URI/Schemes/data)."},{"heading":"JavaScript API","level":5,"markdown":"This API is injected into every local content page automatically.\n\nThe API offers the following functions (here expressed as TypeScript to clarify argument and return types):\n\n```javascript\nclass A3API\n{\n    /**\n     * Loads file from game filesystem.\n     *\n     * @param filePath - Path in game filesystem, without leading backslash\n     * @param maxSize - maximum texture width (used to select Mip)\n     * @returns The image as a data-url\n     */\n    static RequestTexture(texturePath: string, maxSize: number): Promise<string>;\n\n    /**\n     * Loads file from game filesystem.\n     *\n     * @param filePath - same as loadFile SQF command\n     * @returns The file content\n     */\n    static RequestFile(filePath: string): Promise<string>;\n\n    /**\n     * Loads and preprocesses file from game filesystem.\n     *\n     * @param filePath - same as preprocessFile SQF command\n     * @returns The file content\n     */\n    static RequestPreprocessedFile(filePath: string): Promise<string>;\n\n    // Triggers a alert() (Needs to be piped due to https://chromestatus.com/feature/5148698084376576)\n    static SendAlert(content: string): void;\n\n    static SendConfirm(content: string): Promise<bool>;\n}\n```\n\nExample, this is how to load a image out of the game, into JavaScript, and insert it into the page\n\n```javascript\nconst eWeaponImage = document.createElement('img');\nA3API.RequestTexture(\"A3\\\\weapons_F\\\\Rifles\\\\MX\\\\data\\\\UI\\\\gear_mx_rifle_X_CA.paa\", 512).then(imageContent => eWeaponImage.src = imageContent);\ndocument.body.appendChild(eWeaponImage);\n```"},{"heading":"Example HUD","level":5,"markdown":"Here is an example of how to create a basic WebBrowser based HUD overlay purely inside a mission file.\n\nCreate a basic mission, and place the following files next to the mission.sqm\n\ndescription.ext:\n\n```cpp\nimport RscText;\nclass RscTitles\n{\n    class HudOverlayUI\n    {\n        idd = 13371337;\n        fadein = 0; // Required parameters for RscTitles\n        fadeout = 0;\n        duration = 1e+011;\n\n        onLoad = \"GHUDOverlay = _this\"; // Store our Display in a variable so we can access it from script\n\n        class controls\n        {\n            class Texture: RscText\n            {\n                type = 106; // CT_WEBBROWSER\n                idc = 1337;\n                x = safeZoneX; // Full screen from corner to corner\n                y = safeZoneY;\n                w = safeZoneW;\n                h = safeZoneH;\n                url = \"file://hudOverlay.html\"; // Reference to a file inside our mission\n            };\n        };\n    };\n};\n```\n\ninit.sqf\n\n```sqf\n(\"MyHudLayer\" call BIS_fnc_rscLayer) cutRsc [\"HudOverlayUI\", \"PLAIN\"]; // Add our Display to the HUD\n\nprivate _ctrl = ((GHUDOverlay#0) displayCtrl 1337);\n\n_ctrl ctrlAddEventHandler [\"JSDialog\", {\n    params [\"_control\", \"_isConfirmDialog\", \"_message\"];\n\n    // Insert message as text into the page, by assembling JavaScript code to insert a new element and set its text.\n    _control ctrlWebBrowserAction [\n        \"ExecJS\",\n        format [\"const eSpan = document.createElement('span'); eSpan.textContent = 'Script says %1!'; document.body.appendChild(eSpan);\", _message]\n    ];\n\n    true; // We need to tell it that we handled the \"dialog\", by returning true or false.\n}];\n\n//_ctrl ctrlWebBrowserAction [\"OpenDevConsole\"]; // Can open developer console here\n//_ctrl ctrlWebBrowserAction [\"LoadFile\", \"hudOverlay.html\"];    // Instead of using url= in description.ext, we could also load the file here,\n                                                                // that way we can open dev console before the page is loaded\n```\n\nhudOverlay.html\n\n```html\n<!DOCTYPE html>\n<html lang=\"en\">\n<body>\n\n<script>\n// Load the MX Rifle inventory image and add it to the page\nconst eWeaponImage = document.createElement('img');\nA3API.RequestTexture(\"A3\\\\weapons_F\\\\Rifles\\\\MX\\\\data\\\\UI\\\\gear_mx_rifle_X_CA.paa\", 512).then(imageContent => eWeaponImage.src = imageContent);\ndocument.body.appendChild(eWeaponImage);\n\n// Send a message to script\nA3API.SendAlert(\"JavaScript is sending an alert\"); // This alert will trigger a JSDialog (Alert Dialog) eventhandler\n</script>\n\n</body>\n</html>\n```"},{"heading":"Seamless Stop / Resume","level":5,"markdown":"When you stop a browser, and resume it again, the browser will have to reload the last page which might take a couple frames. During the reload, the browser might display a few empty.\nInside a ui2texture containing a browser, it is possible to skip/hide these empty frames by also pausing the ui2texture updates.\n\nThis code assumes that the displayUpdate calls on the ui2texture, are done with a EachFrame Mission EH.\nAnd also the WebBrowser control is directly inside the ui2texture display.\n\n```sqf\n_ctrl ctrlWebBrowserAction [\"StopBrowser\"];\n// Remove the EachFrame handler doing displayUpdate. So our ui2tex will also be frozen\nremoveMissionEventHandler [\"EachFrame\", (ctrlParent _ctrl) getVariable \"displayUpdateHandler\"];\n```\n\n```sqf\n// Resume the browser, it will now start loading the page\nprivate _display = ctrlParent _ctrl;\n_ctrl ctrlWebBrowserAction [\"ResumeBrowser\"];\n\n// Remember when the last browser draw happened, so we can wait for it to become stable (once it stops drawing for a while)\n_ctrl setVariable [\"lastDraw\", diag_frameNo];\nprivate _drawHandlerIndex = _ctrl ctrlAddEventHandler [\"Draw\", {\n    params [\"_ctrl\"];\n    _ctrl setVariable [\"lastDraw\", diag_frameNo]; // Remember when the last draw happened\n}];\n\n// Note that this will not serialize into savegames, and will probably cause errors if Save/Load is involved.\nwaitUntil { ((_ctrl getVariable \"lastDraw\") + 60) < diag_frameNo };\n//#TODO handle the control becoming null because the UI was closed\n\n// No draw for 60 frames, its probably stable, so we resume updating the ui2tex\n\n// Note that this will not serialize into savegames, and will probably cause errors if Save/Load is involved.\nprivate _handlerID = addMissionEventHandler [\"EachFrame\", {displayUpdate (_thisArgs#0)}, [_display]];\n\n_display setVariable [\"displayUpdateHandler\", _handlerID];\n\n_ctrl ctrlRemoveEventHandler [\"Draw\", _drawHandlerIndex]; // Stop listening for draw events\n```"},{"heading":"Redirecting links into Arma files","level":5,"markdown":"You can build a \"normal\" web page, with \"normal\" `<a href=\"..\">` links on it and have the links navigate to files that are inside Arma 3.\nThis JavaScript will redirect all links to the A3API which will make it load the file from the game filesystem.\nJust like using \"LoadFile\" ctrlWebBrowserAction.\n\n```html\n<script>\ndocument.addEventListener(\"DOMContentLoaded\", () => {\n    var allLinks = document.getElementsByTagName(\"a\");\n    [...allLinks].forEach((link) => {\n        link.onclick = function (e) {\n            e.preventDefault();\n            var targetUrl = e.currentTarget.getAttribute('href');\n            A3API.NavigateTo(targetUrl);\n        };\n    });\n});\n</script>\n\n<body>\n<a href=\"arma://MissionSubFolder/index.html\">Click me to get to page</a>\n</body>\n```"}],"categories":["Control Types","Introduced with Arma 3 version 2.20"],"groups":["GUI"]},{"name":"CT XBUTTON","title":"CT XBUTTON","type":"topic","url":"https://community.bistudio.com/wiki/CT_XBUTTON","revid":170192,"updated":"2020-11-30T10:08:46Z","aliases":[],"markdown":"### Introduction\n\nAnother type of button. Seems like the only difference between other buttons is, that it has no animation when being clicked.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_XBUTTON 41\n```\n\n#### C\n\n##### color\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {1,1,1,1};\n```\n\n##### colorActive\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActive[] = {1,1,1,1};\n```\n\n##### colorActive2\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActive2[] = {1,1,1,1};\n```\n\n##### colorActiveBackground\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActiveBackground[] = {1,0.5,0,1};\n```\n\n##### colorActiveBackground2\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActiveBackground2[] = {0,0,0,1};\n```\n\n#### P\n\n##### period\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nperiod = 1;\n```\n\n#### S\n\n##### soundClick\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundClick[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundClick\",0.09,1};\n```\n\n##### soundEnter\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundEnter[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEnter\",0.09,1};\n```\n\n##### soundEscape\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundEscape[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEscape\",0.09,1};\n```\n\n##### soundPush\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundPush[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundPush\",0.09,1};\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone.\n\n### Other Examples\n\n```cpp\nclass _CT_XBUTTON\n{\n    access = 0;\n    idc = 41;\n    type = 41;\n    style = 0;\n    default = 0;\n    enable = 1;\n    show = 1;\n    fade = 0;\n    blinkingPeriod = 0;\n    x = 12 * GUI_GRID_W + GUI_GRID_CENTER_X\";\n    y = 15 * GUI_GRID_H + GUI_GRID_CENTER_Y;\n    w = 10 * GUI_GRID_W;\n    h = 1 * GUI_GRID_H;\n    colorBackground[] = {0,0,0,0};\n    colorActiveBackground[] = {1,0.5,0,1};\n    colorActiveBackground2[] = {0,0,0,1};\n    colorDisabled[] = {0,1,1,1};\n    text = \"CT_XBUTTON\";\n    size = GUI_GRID_H;\n    font = \"RobotoCondensed\";\n    shadow = 0;\n    color[] = {1,1,1,1};\n    colorActive[] = {1,1,1,1};\n    colorActive2[] = {1,1,1,1};\n    tooltip = \"CT_XBUTTON\";\n    tooltipColorShade[] = {0,0,0,1};\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    period = 1;\n    soundClick[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundClick\",0.09,1};\n    soundEnter[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEnter\",0.09,1};\n    soundPush[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundPush\",0.09,1};\n    soundEscape[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEscape\",0.09,1};\n    onCanDestroy = \"diag_log ['Log: onCanDestroy',ctrlClassname (_this select 0),_this]; true\";\n    onDestroy = \"diag_log ['Log: onDestroy',ctrlClassname (_this select 0),_this]; false\";\n    onMouseEnter = \"diag_log ['Log: onMouseEnter',ctrlClassname (_this select 0),_this]; false\";\n    onMouseExit = \"diag_log ['Log: onMouseExit',ctrlClassname (_this select 0),_this]; false\";\n    onSetFocus = \"diag_log ['Log: onSetFocus',ctrlClassname (_this select 0),_this]; false\";\n    onKillFocus = \"diag_log ['Log: onKillFocus',ctrlClassname (_this select 0),_this]; false\";\n    onKeyDown = \"diag_log ['Log: onKeyDown',ctrlClassname (_this select 0),_this]; false\";\n    onKeyUp = \"diag_log ['Log: onKeyUp',ctrlClassname (_this select 0),_this]; false\";\n    onMouseButtonDown = \"diag_log ['Log: onMouseButtonDown',ctrlClassname (_this select 0),_this]; false\";\n    onMouseButtonUp = \"diag_log ['Log: onMouseButtonUp',ctrlClassname (_this select 0),_this]; false\";\n    onMouseButtonClick = \"diag_log ['Log: onMouseButtonClick',ctrlClassname (_this select 0),_this]; false\";\n    onMouseButtonDblClick = \"diag_log ['Log: onMouseButtonDblClick',ctrlClassname (_this select 0),_this]; false\";\n    onMouseZChanged = \"diag_log ['Log: onMouseZChanged',ctrlClassname (_this select 0),_this]; false\";\n    onMouseMoving = \"\";\n    onMouseHolding = \"\";\n    onButtonClick = \"diag_log ['Log: onButtonClick',ctrlClassname (_this select 0),_this]; false\";\n    onButtonDown = \"diag_log ['Log: onButtonDown',ctrlClassname (_this select 0),_this]; false\";\n    onButtonUp = \"diag_log ['Log: onButtonUp',ctrlClassname (_this select 0),_this]; false\";\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"Another type of button. Seems like the only difference between other buttons is, that it has no animation when being clicked."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_XBUTTON 41\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"color","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {1,1,1,1};\n```"},{"heading":"colorActive","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActive[] = {1,1,1,1};\n```"},{"heading":"colorActive2","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActive2[] = {1,1,1,1};\n```"},{"heading":"colorActiveBackground","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActiveBackground[] = {1,0.5,0,1};\n```"},{"heading":"colorActiveBackground2","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActiveBackground2[] = {0,0,0,1};\n```"},{"heading":"P","level":4,"markdown":""},{"heading":"period","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nperiod = 1;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"soundClick","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundClick[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundClick\",0.09,1};\n```"},{"heading":"soundEnter","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundEnter[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEnter\",0.09,1};\n```"},{"heading":"soundEscape","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundEscape[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEscape\",0.09,1};\n```"},{"heading":"soundPush","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundPush[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundPush\",0.09,1};\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone."},{"heading":"Other Examples","level":3,"markdown":"```cpp\nclass _CT_XBUTTON\n{\n    access = 0;\n    idc = 41;\n    type = 41;\n    style = 0;\n    default = 0;\n    enable = 1;\n    show = 1;\n    fade = 0;\n    blinkingPeriod = 0;\n    x = 12 * GUI_GRID_W + GUI_GRID_CENTER_X\";\n    y = 15 * GUI_GRID_H + GUI_GRID_CENTER_Y;\n    w = 10 * GUI_GRID_W;\n    h = 1 * GUI_GRID_H;\n    colorBackground[] = {0,0,0,0};\n    colorActiveBackground[] = {1,0.5,0,1};\n    colorActiveBackground2[] = {0,0,0,1};\n    colorDisabled[] = {0,1,1,1};\n    text = \"CT_XBUTTON\";\n    size = GUI_GRID_H;\n    font = \"RobotoCondensed\";\n    shadow = 0;\n    color[] = {1,1,1,1};\n    colorActive[] = {1,1,1,1};\n    colorActive2[] = {1,1,1,1};\n    tooltip = \"CT_XBUTTON\";\n    tooltipColorShade[] = {0,0,0,1};\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    period = 1;\n    soundClick[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundClick\",0.09,1};\n    soundEnter[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEnter\",0.09,1};\n    soundPush[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundPush\",0.09,1};\n    soundEscape[] = {\"\\A3\\ui_f\\data\\sound\\RscButton\\soundEscape\",0.09,1};\n    onCanDestroy = \"diag_log ['Log: onCanDestroy',ctrlClassname (_this select 0),_this]; true\";\n    onDestroy = \"diag_log ['Log: onDestroy',ctrlClassname (_this select 0),_this]; false\";\n    onMouseEnter = \"diag_log ['Log: onMouseEnter',ctrlClassname (_this select 0),_this]; false\";\n    onMouseExit = \"diag_log ['Log: onMouseExit',ctrlClassname (_this select 0),_this]; false\";\n    onSetFocus = \"diag_log ['Log: onSetFocus',ctrlClassname (_this select 0),_this]; false\";\n    onKillFocus = \"diag_log ['Log: onKillFocus',ctrlClassname (_this select 0),_this]; false\";\n    onKeyDown = \"diag_log ['Log: onKeyDown',ctrlClassname (_this select 0),_this]; false\";\n    onKeyUp = \"diag_log ['Log: onKeyUp',ctrlClassname (_this select 0),_this]; false\";\n    onMouseButtonDown = \"diag_log ['Log: onMouseButtonDown',ctrlClassname (_this select 0),_this]; false\";\n    onMouseButtonUp = \"diag_log ['Log: onMouseButtonUp',ctrlClassname (_this select 0),_this]; false\";\n    onMouseButtonClick = \"diag_log ['Log: onMouseButtonClick',ctrlClassname (_this select 0),_this]; false\";\n    onMouseButtonDblClick = \"diag_log ['Log: onMouseButtonDblClick',ctrlClassname (_this select 0),_this]; false\";\n    onMouseZChanged = \"diag_log ['Log: onMouseZChanged',ctrlClassname (_this select 0),_this]; false\";\n    onMouseMoving = \"\";\n    onMouseHolding = \"\";\n    onButtonClick = \"diag_log ['Log: onButtonClick',ctrlClassname (_this select 0),_this]; false\";\n    onButtonDown = \"diag_log ['Log: onButtonDown',ctrlClassname (_this select 0),_this]; false\";\n    onButtonUp = \"diag_log ['Log: onButtonUp',ctrlClassname (_this select 0),_this]; false\";\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT XCOMBO","title":"CT XCOMBO","type":"topic","url":"https://community.bistudio.com/wiki/CT_XCOMBO","revid":255883,"updated":"2021-04-24T19:58:22Z","aliases":[],"markdown":"### Introduction\n\nSideways CT_COMBO.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Listbox\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- Events: Listbox\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_XCOMBO 44\n```\n\n#### C\n\n##### colorBorder\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBorder[] = {1,0,1,1};\n```\n\n##### colorDisabledBorder\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorDisabledBorder[] = {0,1,1,1};\n```\n\n##### colorSelect\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect[] = {1,1,1,1};\n```\n\n##### colorSelect2\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect2[] = {1,1,1,1};\n```\n\n##### colorSelectBackground2\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectBackground2[] = {0,0,0,1};\n```\n\n##### colorSelectBorder\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectBorder[] = {1,1,1,1};\n```\n\n#### L\n\n##### List\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass List\n{\n    x = \"22 * (((safezoneW  / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)\";\n    y = \"22 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)\";\n    w = \"10 * (((safezoneW  / safezoneH) min 1.2) / 40)\";\n    h = \" 5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    colorBackground[] = {0.2,0.2,0.2,1};\n    colorSelectBackground[] = {1,0.5,0,1};\n    colorBorder[] = {1,1,1,1};\n    rowHeight = \"1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    sizeEx = \"((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    colorText[] = {1,1,1,1};\n    colorSelect[] = {1,1,1,1};\n};\n```\n\n#### S\n\n##### soundCollapse\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundCollapse[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundCollapse\",0.1,1};\n```\n\n##### soundExpand\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundExpand[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundExpand\",0.1,1};\n```\n\n##### soundSelect\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundSelect[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundSelect\",0.1,1};\n```\n\n#### T\n\n##### Title\n\n**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Title\n{\n    text = \"CT_XCOMBO\";\n    x = \"12 * (((safezoneW  / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2)) / 2)\";\n    y = \"21 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2)) / 2)\";\n    w = \"10 * (((safezoneW  / safezoneH) min 1.2) / 40)\";\n    h = \" 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    colorBackground[] = {0.2,0.2,0.2,1};\n    colorSelectBackground[] = {1,0.5,0,1};\n    colorBorder[] = {0,0,0,1};\n    colorSelectBorder[] = {0,0,0,1};\n    colorDisabledBorder[] = {1,1,1,1};\n    font = \"RobotoCondensed\";\n    size = \"((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    colorText[] = {1,1,1,1};\n    colorSelect[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.5};\n};\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone\n\n### Other examples\n\n```cpp\nclass _CT_XCOMBO // Xbox combo box, cannot be controlled with mouse\n{\n    access = 0; // Control access (0 - ReadAndWrite, 1 - ReadAndCreate, 2 - ReadOnly, 3 - ReadOnlyVerified)\n    idc = CT_XCOMBO; // Control identification (without it, the control won't be displayed)\n    type = CT_XCOMBO; // Type is 44\n    style = ST_LEFT + LB_TEXTURES; // Style\n    default = 0; // Control selected by default (only one within a display can be used)\n    blinkingPeriod = 0; // Time in which control will fade out and back in. Use 0 to disable the effect.\n\n    x = 12 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X; // Horizontal coordinates\n    y = 22 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y; // Vertical coordinates\n    w = 10 * GUI_GRID_CENTER_W; // Width\n    h = 1 * GUI_GRID_CENTER_H; // Height\n\n    colorSelectBackground2[] = {0,0,0,1}; // Selected fill color (oscillates between this and List >> colorSelectBackground)\n\n    colorBorder[] = {1,0,1,1}; // arrow color\n    colorSelectBorder[] = {1,1,1,1}; // Selected arrow color\n    colorDisabledBorder[] = {0,1,1,1}; // arrow color when disabled\n\n    sizeEx = GUI_GRID_CENTER_H; // Text size\n    font = GUI_FONT_NORMAL; // Font from CfgFontFamilies\n    shadow = 0; // Shadow (0 - none, 1 - N/A, 2 - black outline)\n    colorText[] = {1,1,1,1}; // Text color\n    colorSelect[] = {1,1,1,1}; // Selected text color\n    colorSelect2[] = {1,1,1,1}; // Selected text color (oscillates between this and colorSelect)\n    colorDisabled[] = {1,1,1,0.5}; // Disabled text color\n\n    tooltip = \"CT_XCOMBO\"; // Tooltip text\n    tooltipColorShade[] = {0,0,0,1}; // Tooltip background color\n    tooltipColorText[] = {1,1,1,1}; // Tooltip text color\n    tooltipColorBox[] = {1,1,1,1}; // Tooltip frame color\n\n    soundExpand[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundExpand\",0.1,1}; // Sound played when the list is expanded\n    soundCollapse[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundCollapse\",0.1,1}; // Sound played when the list is collapsed\n    soundSelect[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundSelect\",0.1,1}; // Sound played when an item is selected\n\n    // List title (not moved when display is dragged)\n    class Title\n    {\n        text = \"CT_XCOMBO\";\n        x = 12 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X; // Horizontal coordinates\n        y = 21 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y; // Vertical coordinates\n        w = 10 * GUI_GRID_CENTER_W; // Width\n        h = 1 * GUI_GRID_CENTER_H; // Height\n\n        colorBackground[] = {0.2,0.2,0.2,1}; // Fill color\n        colorSelectBackground[] = {1,0.5,0,1}; // Selected item fill color\n\n        colorBorder[] = {0,0,0,1}; // Border color\n        colorSelectBorder[] = {0,0,0,1}; // Selected border color\n        colorDisabledBorder[] = {1,1,1,1}; // Disabled border color\n\n        font = GUI_FONT_NORMAL; // Font from CfgFontFamilies\n        size = GUI_GRID_CENTER_H; // Text size\n        colorText[] = {1,1,1,1}; // Text color\n        colorSelect[] = {1,1,1,1}; // Selected text color\n        colorDisabled[] = {1,1,1,0.5}; // Disabled text color\n    };\n    // Item list displayed when arrow right is pressed while the control is in focus (not moved when display is dragged)\n    class List\n    {\n        x = 22 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X; // Horizontal coordinates\n        y = 22 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y; // Vertical coordinates\n        w = 10 * GUI_GRID_CENTER_W; // Width\n        h = 5 * GUI_GRID_CENTER_H; // Height\n\n        colorBackground[] = {0.2,0.2,0.2,1}; // List fill color\n        colorSelectBackground[] = {1,0.5,0,1}; // Selected item fill color (oscillates between this and colorSelectBackground2 in control root)\n\n        colorBorder[] = {1,1,1,1}; // List scrollbar color (combined with Scrollbar >> color)\n\n        rowHeight = 1 * GUI_GRID_CENTER_H; // Row height\n        sizeEx = GUI_GRID_CENTER_H; // Text size\n        colorText[] = {1,1,1,1}; // Text color\n        colorSelect[] = {1,1,1,1}; // Selected text color (oscillates between this and colorSelect2 in control root)\n    };\n    // Scrollbar configuration (applied only when LB_TEXTURES style is used)\n    class ScrollBar\n    {\n        width = 0; // width of scrollBar\n        height = 0; // height of scrollbar\n        scrollSpeed = 0.01; // speed of scroll bar\n\n        arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowEmpty_ca.paa\";    // Arrow\n        arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowFull_ca.paa\";        // Arrow when clicked on\n        border = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\border_ca.paa\";            // Slider background (stretched vertically)\n        thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\thumb_ca.paa\";                // Dragging element (stretched vertically)\n\n        color[] = {1,1,1,1}; // Scrollbar color (combined with List >> colorBorder)\n    };\n\n    onCanDestroy = \"systemChat str ['onCanDestroy',_this]; true\";\n    onDestroy = \"systemChat str ['onDestroy',_this]; false\";\n    onMouseEnter = \"systemChat str ['onMouseEnter',_this]; false\";\n    onMouseExit = \"systemChat str ['onMouseExit',_this]; false\";\n    onSetFocus = \"systemChat str ['onSetFocus',_this]; false\";\n    onKillFocus = \"systemChat str ['onKillFocus',_this]; false\";\n    onKeyDown = \"systemChat str ['onKeyDown',_this]; false\";\n    onKeyUp = \"systemChat str ['onKeyUp',_this]; false\";\n    onMouseButtonDown = \"systemChat str ['onMouseButtonDown',_this]; false\";\n    onMouseButtonUp = \"systemChat str ['onMouseButtonUp',_this]; false\";\n    onMouseButtonClick = \"systemChat str ['onMouseButtonClick',_this]; false\";\n    onMouseButtonDblClick = \"systemChat str ['onMouseButtonDblClick',_this]; false\";\n    onMouseZChanged = \"systemChat str ['onMouseZChanged',_this]; false\";\n    onMouseMoving = \"\";\n    onMouseHolding = \"\";\n\n    onLBSelChanged = \"systemChat str ['onLBSelChanged',_this]; false\";\n    onLBDblClick = \"systemChat str ['onLBDblClick',_this]; false\";\n    onLBListSelChanged = \"systemChat str ['onLBListSelChanged',_this]; false\";\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"Sideways CT_COMBO."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Listbox"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- Events: Listbox"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_XCOMBO 44\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"colorBorder","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorBorder[] = {1,0,1,1};\n```"},{"heading":"colorDisabledBorder","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorDisabledBorder[] = {0,1,1,1};\n```"},{"heading":"colorSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect[] = {1,1,1,1};\n```"},{"heading":"colorSelect2","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect2[] = {1,1,1,1};\n```"},{"heading":"colorSelectBackground2","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectBackground2[] = {0,0,0,1};\n```"},{"heading":"colorSelectBorder","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelectBorder[] = {1,1,1,1};\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"List","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass List\n{\n    x = \"22 * (((safezoneW  / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)\";\n    y = \"22 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2)\";\n    w = \"10 * (((safezoneW  / safezoneH) min 1.2) / 40)\";\n    h = \" 5 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    colorBackground[] = {0.2,0.2,0.2,1};\n    colorSelectBackground[] = {1,0.5,0,1};\n    colorBorder[] = {1,1,1,1};\n    rowHeight = \"1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    sizeEx = \"((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    colorText[] = {1,1,1,1};\n    colorSelect[] = {1,1,1,1};\n};\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"soundCollapse","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundCollapse[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundCollapse\",0.1,1};\n```"},{"heading":"soundExpand","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundExpand[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundExpand\",0.1,1};\n```"},{"heading":"soundSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundSelect[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundSelect\",0.1,1};\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"Title","level":5,"markdown":"**Type:** Class\n\n**Description:** n/a\n\n```cpp\nclass Title\n{\n    text = \"CT_XCOMBO\";\n    x = \"12 * (((safezoneW  / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2)) / 2)\";\n    y = \"21 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2)) / 2)\";\n    w = \"10 * (((safezoneW  / safezoneH) min 1.2) / 40)\";\n    h = \" 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    colorBackground[] = {0.2,0.2,0.2,1};\n    colorSelectBackground[] = {1,0.5,0,1};\n    colorBorder[] = {0,0,0,1};\n    colorSelectBorder[] = {0,0,0,1};\n    colorDisabledBorder[] = {1,1,1,1};\n    font = \"RobotoCondensed\";\n    size = \"((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)\";\n    colorText[] = {1,1,1,1};\n    colorSelect[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.5};\n};\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone"},{"heading":"Other examples","level":3,"markdown":"```cpp\nclass _CT_XCOMBO // Xbox combo box, cannot be controlled with mouse\n{\n    access = 0; // Control access (0 - ReadAndWrite, 1 - ReadAndCreate, 2 - ReadOnly, 3 - ReadOnlyVerified)\n    idc = CT_XCOMBO; // Control identification (without it, the control won't be displayed)\n    type = CT_XCOMBO; // Type is 44\n    style = ST_LEFT + LB_TEXTURES; // Style\n    default = 0; // Control selected by default (only one within a display can be used)\n    blinkingPeriod = 0; // Time in which control will fade out and back in. Use 0 to disable the effect.\n\n    x = 12 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X; // Horizontal coordinates\n    y = 22 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y; // Vertical coordinates\n    w = 10 * GUI_GRID_CENTER_W; // Width\n    h = 1 * GUI_GRID_CENTER_H; // Height\n\n    colorSelectBackground2[] = {0,0,0,1}; // Selected fill color (oscillates between this and List >> colorSelectBackground)\n\n    colorBorder[] = {1,0,1,1}; // arrow color\n    colorSelectBorder[] = {1,1,1,1}; // Selected arrow color\n    colorDisabledBorder[] = {0,1,1,1}; // arrow color when disabled\n\n    sizeEx = GUI_GRID_CENTER_H; // Text size\n    font = GUI_FONT_NORMAL; // Font from CfgFontFamilies\n    shadow = 0; // Shadow (0 - none, 1 - N/A, 2 - black outline)\n    colorText[] = {1,1,1,1}; // Text color\n    colorSelect[] = {1,1,1,1}; // Selected text color\n    colorSelect2[] = {1,1,1,1}; // Selected text color (oscillates between this and colorSelect)\n    colorDisabled[] = {1,1,1,0.5}; // Disabled text color\n\n    tooltip = \"CT_XCOMBO\"; // Tooltip text\n    tooltipColorShade[] = {0,0,0,1}; // Tooltip background color\n    tooltipColorText[] = {1,1,1,1}; // Tooltip text color\n    tooltipColorBox[] = {1,1,1,1}; // Tooltip frame color\n\n    soundExpand[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundExpand\",0.1,1}; // Sound played when the list is expanded\n    soundCollapse[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundCollapse\",0.1,1}; // Sound played when the list is collapsed\n    soundSelect[] = {\"\\A3\\ui_f\\data\\sound\\RscCombo\\soundSelect\",0.1,1}; // Sound played when an item is selected\n\n    // List title (not moved when display is dragged)\n    class Title\n    {\n        text = \"CT_XCOMBO\";\n        x = 12 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X; // Horizontal coordinates\n        y = 21 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y; // Vertical coordinates\n        w = 10 * GUI_GRID_CENTER_W; // Width\n        h = 1 * GUI_GRID_CENTER_H; // Height\n\n        colorBackground[] = {0.2,0.2,0.2,1}; // Fill color\n        colorSelectBackground[] = {1,0.5,0,1}; // Selected item fill color\n\n        colorBorder[] = {0,0,0,1}; // Border color\n        colorSelectBorder[] = {0,0,0,1}; // Selected border color\n        colorDisabledBorder[] = {1,1,1,1}; // Disabled border color\n\n        font = GUI_FONT_NORMAL; // Font from CfgFontFamilies\n        size = GUI_GRID_CENTER_H; // Text size\n        colorText[] = {1,1,1,1}; // Text color\n        colorSelect[] = {1,1,1,1}; // Selected text color\n        colorDisabled[] = {1,1,1,0.5}; // Disabled text color\n    };\n    // Item list displayed when arrow right is pressed while the control is in focus (not moved when display is dragged)\n    class List\n    {\n        x = 22 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X; // Horizontal coordinates\n        y = 22 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y; // Vertical coordinates\n        w = 10 * GUI_GRID_CENTER_W; // Width\n        h = 5 * GUI_GRID_CENTER_H; // Height\n\n        colorBackground[] = {0.2,0.2,0.2,1}; // List fill color\n        colorSelectBackground[] = {1,0.5,0,1}; // Selected item fill color (oscillates between this and colorSelectBackground2 in control root)\n\n        colorBorder[] = {1,1,1,1}; // List scrollbar color (combined with Scrollbar >> color)\n\n        rowHeight = 1 * GUI_GRID_CENTER_H; // Row height\n        sizeEx = GUI_GRID_CENTER_H; // Text size\n        colorText[] = {1,1,1,1}; // Text color\n        colorSelect[] = {1,1,1,1}; // Selected text color (oscillates between this and colorSelect2 in control root)\n    };\n    // Scrollbar configuration (applied only when LB_TEXTURES style is used)\n    class ScrollBar\n    {\n        width = 0; // width of scrollBar\n        height = 0; // height of scrollbar\n        scrollSpeed = 0.01; // speed of scroll bar\n\n        arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowEmpty_ca.paa\";    // Arrow\n        arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\arrowFull_ca.paa\";        // Arrow when clicked on\n        border = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\border_ca.paa\";            // Slider background (stretched vertically)\n        thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\scrollbar\\thumb_ca.paa\";                // Dragging element (stretched vertically)\n\n        color[] = {1,1,1,1}; // Scrollbar color (combined with List >> colorBorder)\n    };\n\n    onCanDestroy = \"systemChat str ['onCanDestroy',_this]; true\";\n    onDestroy = \"systemChat str ['onDestroy',_this]; false\";\n    onMouseEnter = \"systemChat str ['onMouseEnter',_this]; false\";\n    onMouseExit = \"systemChat str ['onMouseExit',_this]; false\";\n    onSetFocus = \"systemChat str ['onSetFocus',_this]; false\";\n    onKillFocus = \"systemChat str ['onKillFocus',_this]; false\";\n    onKeyDown = \"systemChat str ['onKeyDown',_this]; false\";\n    onKeyUp = \"systemChat str ['onKeyUp',_this]; false\";\n    onMouseButtonDown = \"systemChat str ['onMouseButtonDown',_this]; false\";\n    onMouseButtonUp = \"systemChat str ['onMouseButtonUp',_this]; false\";\n    onMouseButtonClick = \"systemChat str ['onMouseButtonClick',_this]; false\";\n    onMouseButtonDblClick = \"systemChat str ['onMouseButtonDblClick',_this]; false\";\n    onMouseZChanged = \"systemChat str ['onMouseZChanged',_this]; false\";\n    onMouseMoving = \"\";\n    onMouseHolding = \"\";\n\n    onLBSelChanged = \"systemChat str ['onLBSelChanged',_this]; false\";\n    onLBDblClick = \"systemChat str ['onLBDblClick',_this]; false\";\n    onLBListSelChanged = \"systemChat str ['onLBListSelChanged',_this]; false\";\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT XKEYDESC","title":"CT XKEYDESC","type":"topic","url":"https://community.bistudio.com/wiki/CT_XKEYDESC","revid":170149,"updated":"2020-11-29T14:30:29Z","aliases":["DialogControls-XKey"],"markdown":"### Introduction\n\nUnknown control type.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_XKEYDESC 40\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone","sections":[{"heading":"Introduction","level":3,"markdown":"Unknown control type."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_XKEYDESC 40\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\nNone"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT XLISTBOX","title":"CT XLISTBOX","type":"topic","url":"https://community.bistudio.com/wiki/CT_XLISTBOX","revid":258316,"updated":"2021-05-25T08:59:30Z","aliases":[],"markdown":"### Introduction\n\nSideways listbox with only one entry visible at a time. More similar to CT_COMBO. This control should probably not be used at all because of its poor usability. The user has to click through all entries to find the correct one. Use CT_TOOLBOX, CT_COMBO or CT_LISTBOX instead.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Listbox\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- Events: Listbox\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_XLISTBOX 42\n```\n\n#### A\n\n##### arrowEmpty\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowEmpty_ca.paa\";\n```\n\n##### arrowFull\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowFull_ca.paa\";\n```\n\n#### B\n\n##### border\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nborder = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\border_ca.paa\";\n```\n\n#### C\n\n##### color\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {1,1,1,0.6};\n```\n\n##### colorActive\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActive[] = {1,1,1,1};\n```\n\n##### colorPicture\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPicture[] = {1,1,1,1};\n```\n\n##### colorPictureDisabled\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureDisabled[] = {1,1,1,0.25};\n```\n\n##### colorPictureRight\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRight[] = {1,1,1,1};\n```\n\n##### colorPictureRightDisabled\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRightDisabled[] = {1,1,1,0.25};\n```\n\n##### colorPictureRightSelected\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRightSelected[] = {1,1,1,1};\n```\n\n##### colorPictureSelected\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureSelected[] = {1,1,1,1};\n```\n\n##### colorSelect\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect[] = {0.95,0.95,0.95,1};\n```\n\n##### cycle\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\ncycle = 1;\n```\n\n#### I\n\n##### Items\n\n**Type:** Class\n\n**Description:** List of default items. Supports most Listbox commands as a config entry.\n\n```cpp\nclass Items\n{\n    class Item0\n    {\n        text = \"LOL\";\n        picture = \"\\a3\\Ui_f\\data\\Map\\Markers\\Military\\warning_CA.paa\";\n        color[] = {1,0,1,1};\n        colorPicture[] = {0,1,1,1};\n        data = \"WTF\";\n        value = 42;\n        default = 0;\n    };\n    class AnotherItem\n    {\n        text = \"O RLY\";\n        default = 1;\n    };\n};\n```\n\n#### S\n\n##### soundSelect\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundSelect[] = {\"\\A3\\ui_f\\data\\sound\\RscListbox\\soundSelect\",0.09,1};\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscXListBox\n\n```cpp\nclass RscXListBox\n{\n    deletable = 0;\n    fade = 0;\n    idc = -1;\n    type = CT_XLISTBOX;\n    x = 0.1;\n    y = 0.1;\n    color[] = {1,1,1,0.6};\n    colorActive[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorSelect[] = {0.95,0.95,0.95,1};\n    colorText[] = {1,1,1,1};\n    soundSelect[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscListbox\\soundSelect\",\n        0.09,\n        1\n    };\n    colorPicture[] = {1,1,1,1};\n    colorPictureSelected[] = {1,1,1,1};\n    colorPictureDisabled[] = {1,1,1,0.25};\n    colorPictureRight[] = {1,1,1,1};\n    colorPictureRightSelected[] = {1,1,1,1};\n    colorPictureRightDisabled[] = {1,1,1,0.25};\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n    style = ST_CENTER + LB_TEXTURES + SL_HORZ;\n    shadow = 2;\n    arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowEmpty_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowFull_ca.paa\";\n    border = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\border_ca.paa\";\n    w = 0.14706;\n    h = 0.039216;\n    font = \"RobotoCondensed\";\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n};\n```\n\n### Other examples\n\n```cpp\nclass _CT_XLISTBOX\n{\n  access = 0; // Control access (0 - ReadAndWrite, 1 - ReadAndCreate, 2 - ReadOnly, 3 - ReadOnlyVerified)\n  idc = CT_XLISTBOX; // Control identification (without it, the control won't be displayed)\n  type = CT_XLISTBOX; // Type is 42\n  style = SL_HORZ + ST_CENTER + LB_TEXTURES; // Style\n  default = 0; // Control selected by default (only one within a display can be used)\n  blinkingPeriod = 0; // Time in which control will fade out and back in. Use 0 to disable the effect.\n\n  x = 12 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X; // Horizontal coordinates\n  y = 17 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y; // Vertical coordinates\n  w = 10 * GUI_GRID_CENTER_W; // Width\n  h = 1 * GUI_GRID_CENTER_H; // Height\n\n  color[] = {1,1,1,1}; // Arrow color\n  colorActive[] = {1,0.5,0,1}; // Selected arrow color\n\n  sizeEx = GUI_GRID_CENTER_H; // Text size\n  font = GUI_FONT_NORMAL; // Font from CfgFontFamilies\n  shadow = 0; // Shadow (0 - none, 1 - N/A, 2 - black outline)\n  colorText[] = {1,1,1,1}; // Text color\n  colorSelect[] = {1,0.5,0,1}; // Selected text color\n  colorDisabled[] = {1,1,1,0.5}; // Disabled text color\n\n  tooltip = \"CT_XLISTBOX\"; // Tooltip text\n  tooltipColorShade[] = {0,0,0,1}; // Tooltip background color\n  tooltipColorText[] = {1,1,1,1}; // Tooltip text color\n  tooltipColorBox[] = {1,1,1,1}; // Tooltip frame color\n\n  arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowEmpty_ca.paa\"; // Arrow\n  arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowFull_ca.paa\"; // Arrow when clicked on\n  border = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\border_ca.paa\"; // Fill texture\n\n  soundSelect[] = {\"\\A3\\ui_f\\data\\sound\\RscListbox\\soundSelect\",0.09,1}; // Sound played when an item is selected\n\n  onCanDestroy = \"systemChat str ['onCanDestroy',_this]; true\";\n  onDestroy = \"systemChat str ['onDestroy',_this]; false\";\n  onSetFocus = \"systemChat str ['onSetFocus',_this]; false\";\n  onKillFocus = \"systemChat str ['onKillFocus',_this]; false\";\n  onKeyDown = \"systemChat str ['onKeyDown',_this]; false\";\n  onKeyUp = \"systemChat str ['onKeyUp',_this]; false\";\n  onMouseButtonDown = \"systemChat str ['onMouseButtonDown',_this]; false\";\n  onMouseButtonUp = \"systemChat str ['onMouseButtonUp',_this]; false\";\n  onMouseButtonClick = \"systemChat str ['onMouseButtonClick',_this]; false\";\n  onMouseButtonDblClick = \"systemChat str ['onMouseButtonDblClick',_this]; false\";\n  onMouseZChanged = \"systemChat str ['onMouseZChanged',_this]; false\";\n  onMouseMoving = \"\";\n  onMouseHolding = \"\";\n\n  onLBSelChanged = \"systemChat str ['onLBSelChanged',_this]; false\";\n  onLBDblClick = \"systemChat str ['onLBDblClick',_this]; false\";\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"Sideways listbox with only one entry visible at a time. More similar to CT_COMBO. This control should probably not be used at all because of its poor usability. The user has to click through all entries to find the correct one. Use CT_TOOLBOX, CT_COMBO or CT_LISTBOX instead."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- Commands: Listbox"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- Events: Listbox"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_XLISTBOX 42\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"arrowEmpty","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowEmpty_ca.paa\";\n```"},{"heading":"arrowFull","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowFull_ca.paa\";\n```"},{"heading":"B","level":4,"markdown":""},{"heading":"border","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nborder = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\border_ca.paa\";\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"color","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {1,1,1,0.6};\n```"},{"heading":"colorActive","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActive[] = {1,1,1,1};\n```"},{"heading":"colorPicture","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPicture[] = {1,1,1,1};\n```"},{"heading":"colorPictureDisabled","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureDisabled[] = {1,1,1,0.25};\n```"},{"heading":"colorPictureRight","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRight[] = {1,1,1,1};\n```"},{"heading":"colorPictureRightDisabled","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRightDisabled[] = {1,1,1,0.25};\n```"},{"heading":"colorPictureRightSelected","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureRightSelected[] = {1,1,1,1};\n```"},{"heading":"colorPictureSelected","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorPictureSelected[] = {1,1,1,1};\n```"},{"heading":"colorSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorSelect[] = {0.95,0.95,0.95,1};\n```"},{"heading":"cycle","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\ncycle = 1;\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"Items","level":5,"markdown":"**Type:** Class\n\n**Description:** List of default items. Supports most Listbox commands as a config entry.\n\n```cpp\nclass Items\n{\n    class Item0\n    {\n        text = \"LOL\";\n        picture = \"\\a3\\Ui_f\\data\\Map\\Markers\\Military\\warning_CA.paa\";\n        color[] = {1,0,1,1};\n        colorPicture[] = {0,1,1,1};\n        data = \"WTF\";\n        value = 42;\n        default = 0;\n    };\n    class AnotherItem\n    {\n        text = \"O RLY\";\n        default = 1;\n    };\n};\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"soundSelect","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\nsoundSelect[] = {\"\\A3\\ui_f\\data\\sound\\RscListbox\\soundSelect\",0.09,1};\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscXListBox","level":4,"markdown":"```cpp\nclass RscXListBox\n{\n    deletable = 0;\n    fade = 0;\n    idc = -1;\n    type = CT_XLISTBOX;\n    x = 0.1;\n    y = 0.1;\n    color[] = {1,1,1,0.6};\n    colorActive[] = {1,1,1,1};\n    colorDisabled[] = {1,1,1,0.25};\n    colorSelect[] = {0.95,0.95,0.95,1};\n    colorText[] = {1,1,1,1};\n    soundSelect[] =\n    {\n        \"\\A3\\ui_f\\data\\sound\\RscListbox\\soundSelect\",\n        0.09,\n        1\n    };\n    colorPicture[] = {1,1,1,1};\n    colorPictureSelected[] = {1,1,1,1};\n    colorPictureDisabled[] = {1,1,1,0.25};\n    colorPictureRight[] = {1,1,1,1};\n    colorPictureRightSelected[] = {1,1,1,1};\n    colorPictureRightDisabled[] = {1,1,1,0.25};\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n    style = ST_CENTER + LB_TEXTURES + SL_HORZ;\n    shadow = 2;\n    arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowEmpty_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowFull_ca.paa\";\n    border = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\border_ca.paa\";\n    w = 0.14706;\n    h = 0.039216;\n    font = \"RobotoCondensed\";\n    sizeEx = GUI_TEXT_SIZE_MEDIUM;\n};\n```"},{"heading":"Other examples","level":3,"markdown":"```cpp\nclass _CT_XLISTBOX\n{\n  access = 0; // Control access (0 - ReadAndWrite, 1 - ReadAndCreate, 2 - ReadOnly, 3 - ReadOnlyVerified)\n  idc = CT_XLISTBOX; // Control identification (without it, the control won't be displayed)\n  type = CT_XLISTBOX; // Type is 42\n  style = SL_HORZ + ST_CENTER + LB_TEXTURES; // Style\n  default = 0; // Control selected by default (only one within a display can be used)\n  blinkingPeriod = 0; // Time in which control will fade out and back in. Use 0 to disable the effect.\n\n  x = 12 * GUI_GRID_CENTER_W + GUI_GRID_CENTER_X; // Horizontal coordinates\n  y = 17 * GUI_GRID_CENTER_H + GUI_GRID_CENTER_Y; // Vertical coordinates\n  w = 10 * GUI_GRID_CENTER_W; // Width\n  h = 1 * GUI_GRID_CENTER_H; // Height\n\n  color[] = {1,1,1,1}; // Arrow color\n  colorActive[] = {1,0.5,0,1}; // Selected arrow color\n\n  sizeEx = GUI_GRID_CENTER_H; // Text size\n  font = GUI_FONT_NORMAL; // Font from CfgFontFamilies\n  shadow = 0; // Shadow (0 - none, 1 - N/A, 2 - black outline)\n  colorText[] = {1,1,1,1}; // Text color\n  colorSelect[] = {1,0.5,0,1}; // Selected text color\n  colorDisabled[] = {1,1,1,0.5}; // Disabled text color\n\n  tooltip = \"CT_XLISTBOX\"; // Tooltip text\n  tooltipColorShade[] = {0,0,0,1}; // Tooltip background color\n  tooltipColorText[] = {1,1,1,1}; // Tooltip text color\n  tooltipColorBox[] = {1,1,1,1}; // Tooltip frame color\n\n  arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowEmpty_ca.paa\"; // Arrow\n  arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowFull_ca.paa\"; // Arrow when clicked on\n  border = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\border_ca.paa\"; // Fill texture\n\n  soundSelect[] = {\"\\A3\\ui_f\\data\\sound\\RscListbox\\soundSelect\",0.09,1}; // Sound played when an item is selected\n\n  onCanDestroy = \"systemChat str ['onCanDestroy',_this]; true\";\n  onDestroy = \"systemChat str ['onDestroy',_this]; false\";\n  onSetFocus = \"systemChat str ['onSetFocus',_this]; false\";\n  onKillFocus = \"systemChat str ['onKillFocus',_this]; false\";\n  onKeyDown = \"systemChat str ['onKeyDown',_this]; false\";\n  onKeyUp = \"systemChat str ['onKeyUp',_this]; false\";\n  onMouseButtonDown = \"systemChat str ['onMouseButtonDown',_this]; false\";\n  onMouseButtonUp = \"systemChat str ['onMouseButtonUp',_this]; false\";\n  onMouseButtonClick = \"systemChat str ['onMouseButtonClick',_this]; false\";\n  onMouseButtonDblClick = \"systemChat str ['onMouseButtonDblClick',_this]; false\";\n  onMouseZChanged = \"systemChat str ['onMouseZChanged',_this]; false\";\n  onMouseMoving = \"\";\n  onMouseHolding = \"\";\n\n  onLBSelChanged = \"systemChat str ['onLBSelChanged',_this]; false\";\n  onLBDblClick = \"systemChat str ['onLBDblClick',_this]; false\";\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"CT XSLIDER","title":"CT XSLIDER","type":"topic","url":"https://community.bistudio.com/wiki/CT_XSLIDER","revid":365145,"updated":"2024-07-27T09:52:47Z","aliases":[],"markdown":"### Introduction\n\n- *Sliders* and *Scrollbars* are synonymous.\n- While there are horizontal and vertical versions of CT_SLIDER (see Arma: GUI Configuration - CT_SLIDER Specific Styles), CT_XSLIDER can only be horizontal.\n- Embedded child scrollbars are created by the engine as and when required for various control types (e.g. CT_CONTROLS_GROUP or CT_LISTBOX). The engine generates its own IDC for them. In most cases it is possible to configure (auto-generated) scrollbars via `Scrollbar` classes.\n\n> [!IMPORTANT]\n> It makes no sense to create an independent scrollbar without an IDC.\n\n#### Related commands & functions\n\n- Commands: General\n- Commands: UI Eventhandlers\n- sliderPosition\n- sliderRange\n- sliderSetPosition\n- sliderSetRange\n- sliderSetSpeed\n- sliderSpeed\n\n#### Related User Interface Eventhandlers\n\n- Events: General\n- onSliderPosChanged\n\n### Alphabetical Order\n\n> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_XSLIDER 43\n```\n\n#### A\n\n##### arrowEmpty\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowEmpty_ca.paa\";\n```\n\n##### arrowFull\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowFull_ca.paa\";\n```\n\n#### B\n\n##### border\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nborder = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\border_ca.paa\";\n```\n\n#### C\n\n##### color\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {1,1,1,0.6};\n```\n\n##### colorActive\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActive[] = {1,1,1,0.6};\n```\n\n##### colorDisable\n\n**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorDisable[] = {1,1,1,0.4};\n```\n\n#### L\n\n##### lineSize\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nlineSize = 0.1;\n```\n\n#### S\n\n##### sliderPosition\n\n**Type:** Number\n\n**Description:** n/a\n\n```cpp\nsliderPosition = 42;\n```\n\n##### sliderRange\n\n**Type:** Array\n\n**Description:** Defines the from-to range of the slider.\n\n```cpp\nsliderRange[] = {0, 1};\n```\n\n##### sliderStep\n\n**Type:** Number\n\n**Description:** Defines the increment size in which the value is changed when the slider is dragged.\n\n```cpp\nsliderStep = 1;\n```\n\n#### T\n\n##### thumb\n\n**Type:** String\n\n**Description:** n/a\n\n```cpp\nthumb = \"\\a3\\3DEN\\Data\\Controls\\CtrlXSlider\\thumb_ca.paa\";\n```\n\n### Default Classes\n\n> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext.\n\n#### RscXSliderH\n\n```cpp\nclass RscXSliderH\n{\n    deletable = 0;\n    fade = 0;\n    type = CT_XSLIDER ;\n    color[] = {1,1,1,0.6};\n    colorActive[] = {1,1,1,1};\n    colorDisable[] = {1,1,1,0.4};\n    style = SL_HORZ + SL_TEXTURES;\n    shadow = 0;\n    x = 0;\n    y = 0;\n    h = 0.03;\n    w = 0.4;\n    colorDisabled[] = {1,1,1,0.2};\n    arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowEmpty_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowFull_ca.paa\";\n    border = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\border_ca.paa\";\n    thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\thumb_ca.paa\";\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n};\n```","sections":[{"heading":"Introduction","level":3,"markdown":"- *Sliders* and *Scrollbars* are synonymous.\n- While there are horizontal and vertical versions of CT_SLIDER (see Arma: GUI Configuration - CT_SLIDER Specific Styles), CT_XSLIDER can only be horizontal.\n- Embedded child scrollbars are created by the engine as and when required for various control types (e.g. CT_CONTROLS_GROUP or CT_LISTBOX). The engine generates its own IDC for them. In most cases it is possible to configure (auto-generated) scrollbars via `Scrollbar` classes.\n\n> [!IMPORTANT]\n> It makes no sense to create an independent scrollbar without an IDC."},{"heading":"Related commands & functions","level":4,"markdown":"- Commands: General\n- Commands: UI Eventhandlers\n- sliderPosition\n- sliderRange\n- sliderSetPosition\n- sliderSetRange\n- sliderSetSpeed\n- sliderSpeed"},{"heading":"Related User Interface Eventhandlers","level":4,"markdown":"- Events: General\n- onSliderPosChanged"},{"heading":"Alphabetical Order","level":3,"markdown":"> [!NOTE]\n> TokenNames common to most controls, such as x, y, w, h, text, idc... can be found **here**.\n\n> [!WARNING]\n> Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with [this](https://github.com/7erra/BIKI.VR/blob/master/fnc/generateCTPage.sqf) config crawler.\n\n```cpp\n#define CT_XSLIDER 43\n```"},{"heading":"A","level":4,"markdown":""},{"heading":"arrowEmpty","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowEmpty_ca.paa\";\n```"},{"heading":"arrowFull","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\narrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowFull_ca.paa\";\n```"},{"heading":"B","level":4,"markdown":""},{"heading":"border","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nborder = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\border_ca.paa\";\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"color","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolor[] = {1,1,1,0.6};\n```"},{"heading":"colorActive","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorActive[] = {1,1,1,0.6};\n```"},{"heading":"colorDisable","level":5,"markdown":"**Type:** Array\n\n**Description:** n/a\n\n```cpp\ncolorDisable[] = {1,1,1,0.4};\n```"},{"heading":"L","level":4,"markdown":""},{"heading":"lineSize","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nlineSize = 0.1;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"sliderPosition","level":5,"markdown":"**Type:** Number\n\n**Description:** n/a\n\n```cpp\nsliderPosition = 42;\n```"},{"heading":"sliderRange","level":5,"markdown":"**Type:** Array\n\n**Description:** Defines the from-to range of the slider.\n\n```cpp\nsliderRange[] = {0, 1};\n```"},{"heading":"sliderStep","level":5,"markdown":"**Type:** Number\n\n**Description:** Defines the increment size in which the value is changed when the slider is dragged.\n\n```cpp\nsliderStep = 1;\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"thumb","level":5,"markdown":"**Type:** String\n\n**Description:** n/a\n\n```cpp\nthumb = \"\\a3\\3DEN\\Data\\Controls\\CtrlXSlider\\thumb_ca.paa\";\n```"},{"heading":"Default Classes","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** **AddOns:** Classes need to be initialised first with `class SomeClass;`\n>\n> ---\n>\n> **Missions:** Since Arma 3 v2.02 one can use `import SomeClass;` to initialise a class (see the import keyword).\n>\n> In older versions, use `\"Default\" call BIS_fnc_exportGUIBaseClasses;` and paste the result into the description.ext."},{"heading":"RscXSliderH","level":4,"markdown":"```cpp\nclass RscXSliderH\n{\n    deletable = 0;\n    fade = 0;\n    type = CT_XSLIDER ;\n    color[] = {1,1,1,0.6};\n    colorActive[] = {1,1,1,1};\n    colorDisable[] = {1,1,1,0.4};\n    style = SL_HORZ + SL_TEXTURES;\n    shadow = 0;\n    x = 0;\n    y = 0;\n    h = 0.03;\n    w = 0.4;\n    colorDisabled[] = {1,1,1,0.2};\n    arrowEmpty = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowEmpty_ca.paa\";\n    arrowFull = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\arrowFull_ca.paa\";\n    border = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\border_ca.paa\";\n    thumb = \"\\A3\\ui_f\\data\\gui\\cfg\\slider\\thumb_ca.paa\";\n    tooltipColorText[] = {1,1,1,1};\n    tooltipColorBox[] = {1,1,1,1};\n    tooltipColorShade[] = {0,0,0,0.65};\n};\n```"}],"categories":["Control Types"],"groups":["GUI"]},{"name":"Date","title":"Date","type":"topic","url":"https://community.bistudio.com/wiki/Date","revid":379096,"updated":"2026-09-29T13:44:23Z","aliases":[],"markdown":"**Default Mission Editor Terrains dates**\n\n| Game | Terrain | DateTime |\n|---|---|---|\n| OFP | Everon | 1985-05-10 07:30 |\n| OFP | Malden | 1985-05-10 07:30 |\n| OFP | Kolgujev | 1985-05-10 07:30 |\n| OFP | Desert Island | 1985-05-10 07:30 |\n| OFP:R | Nogova | 1985(?)-05-10 07:30 |\n| ArmA | Sahrani | 2007-06-07 08:30 |\n| ArmA | Southern Sahrani | 2007-06-07 08:30 |\n| ArmA | Rahmadi | 2007-06-07 08:30 |\n| Arma:QG | United Sahrani | 2008-06-24 15:30 |\n| Arma:QG | Porto | 2008-06-24 15:30 |\n| Arma 2 | Utes | 2008-10-11 14:20 |\n| Arma 2 | Chernarus | 2008-10-11 14:20 |\n| Arma 2:OA | Takistan | 2009-05-28 16:20 |\n| Arma 2:OA | Zargabad | 2009-05-29 11:30 |\n| Arma 2:OA | Desert | 2012-06-24 07:30 |\n| Arma 2:BAF | Shapur | 2012-07-24 10:00 |\n| Arma 2:PMC | Proving Grounds | 2012-06-24 13:00 |\n| Arma 2:ACR | Bukovina | 2008-10-11 09:20 |\n| Arma 2:ACR | Takistan (cut out) | 2009-05-28 16:20 |\n| Arma 2:ACR | Bystrica | 2010-07-06 10:00 |\n| Arma 3 | Stratis | 2035-06-06 12:00 |\n| Arma 3 | Altis | 2035-06-24 12:00 |\n| Arma 3 | Malden 2035 | 2035-06-24 12:00 |\n| Arma 3 | Virtual Reality | 2035-05-28 13:37 |\n| Arma 3 Apex | Tanoa | 2035-06-06 12:00 |\n| Arma 3 Contact | Livonia | 2035-06-24 10:00 |\n| Global<br>Mobilization | Weferlingen | 1983-08-03 09:15 |\n| Global<br>Mobilization | Weferlingen (Winter) | 1984-01-19 10:45 |\n| TKOH | Oil Rig | 2011-01-04 09:20 |\n| TKOH | Seattle | 2013-05-08 11:20 |\n| TKOH | South Asia | 2012-06-01 10:20 |\n\n**Format:**\n\n[year, month, day, hour, minute]\n\n> [!IMPORTANT]\n> Please note that this array format does not contain seconds. See daytime examples for an alternative.\n\n**Description:**\nall values are Numbers. *month* and *day* start at 1:\n\n- year - year set in the game (see side table)\n- month - a number from 1 to 12\n- day - a number from 1 to 31\n- hour - a number from 0 to 23\n- minute - a number from 0 to 59\n\n|  |  |\n|---|---|\n| **Commands**<br>- date<br>- setDate<br>- dateToNumber<br>- numberToDate | **Functions**<br>- BIS_fnc_setDate<br>- BIS_fnc_calculateDateTime<br>- BIS_fnc_calculateDateTime<br>- BIS_fnc_compareDateTimes<br>- BIS_fnc_fixDate<br>- BIS_fnc_isDateTimeNewer<br>- BIS_fnc_isLeapYear<br>- BIS_fnc_monthDays<br>- BIS_fnc_sunriseSunsetTime |","sections":[{"heading":null,"level":1,"markdown":"**Default Mission Editor Terrains dates**\n\n| Game | Terrain | DateTime |\n|---|---|---|\n| OFP | Everon | 1985-05-10 07:30 |\n| OFP | Malden | 1985-05-10 07:30 |\n| OFP | Kolgujev | 1985-05-10 07:30 |\n| OFP | Desert Island | 1985-05-10 07:30 |\n| OFP:R | Nogova | 1985(?)-05-10 07:30 |\n| ArmA | Sahrani | 2007-06-07 08:30 |\n| ArmA | Southern Sahrani | 2007-06-07 08:30 |\n| ArmA | Rahmadi | 2007-06-07 08:30 |\n| Arma:QG | United Sahrani | 2008-06-24 15:30 |\n| Arma:QG | Porto | 2008-06-24 15:30 |\n| Arma 2 | Utes | 2008-10-11 14:20 |\n| Arma 2 | Chernarus | 2008-10-11 14:20 |\n| Arma 2:OA | Takistan | 2009-05-28 16:20 |\n| Arma 2:OA | Zargabad | 2009-05-29 11:30 |\n| Arma 2:OA | Desert | 2012-06-24 07:30 |\n| Arma 2:BAF | Shapur | 2012-07-24 10:00 |\n| Arma 2:PMC | Proving Grounds | 2012-06-24 13:00 |\n| Arma 2:ACR | Bukovina | 2008-10-11 09:20 |\n| Arma 2:ACR | Takistan (cut out) | 2009-05-28 16:20 |\n| Arma 2:ACR | Bystrica | 2010-07-06 10:00 |\n| Arma 3 | Stratis | 2035-06-06 12:00 |\n| Arma 3 | Altis | 2035-06-24 12:00 |\n| Arma 3 | Malden 2035 | 2035-06-24 12:00 |\n| Arma 3 | Virtual Reality | 2035-05-28 13:37 |\n| Arma 3 Apex | Tanoa | 2035-06-06 12:00 |\n| Arma 3 Contact | Livonia | 2035-06-24 10:00 |\n| Global<br>Mobilization | Weferlingen | 1983-08-03 09:15 |\n| Global<br>Mobilization | Weferlingen (Winter) | 1984-01-19 10:45 |\n| TKOH | Oil Rig | 2011-01-04 09:20 |\n| TKOH | Seattle | 2013-05-08 11:20 |\n| TKOH | South Asia | 2012-06-01 10:20 |\n\n**Format:**\n\n[year, month, day, hour, minute]\n\n> [!IMPORTANT]\n> Please note that this array format does not contain seconds. See daytime examples for an alternative.\n\n**Description:**\nall values are Numbers. *month* and *day* start at 1:\n\n- year - year set in the game (see side table)\n- month - a number from 1 to 12\n- day - a number from 1 to 31\n- hour - a number from 0 to 23\n- minute - a number from 0 to 59\n\n|  |  |\n|---|---|\n| **Commands**<br>- date<br>- setDate<br>- dateToNumber<br>- numberToDate | **Functions**<br>- BIS_fnc_setDate<br>- BIS_fnc_calculateDateTime<br>- BIS_fnc_calculateDateTime<br>- BIS_fnc_compareDateTimes<br>- BIS_fnc_fixDate<br>- BIS_fnc_isDateTimeNewer<br>- BIS_fnc_isLeapYear<br>- BIS_fnc_monthDays<br>- BIS_fnc_sunriseSunsetTime |"}],"categories":["Arrays"],"groups":["Scripting"]},{"name":"Debugging Techniques","title":"Debugging Techniques","type":"topic","url":"https://community.bistudio.com/wiki/Debugging_Techniques","revid":369845,"updated":"2024-10-16T13:51:58Z","aliases":["Debug"],"markdown":"Debugging Techniques are ways for a developers to debug (narrow down/determine the root source), or to learn and understand where and why errors or unexpected outcomes are occurring within their code.\n\n> « Debugging is the process of finding and resolving defects or problems within a computer program that prevent correct operation of computer software or a system. » – Wikipedia ([source](https://en.wikipedia.org/w/index.php?title=Debugging))\n\n### Code basics\n\nVarious links about code and how to write it:\n\n- SQF Syntax\n- SQS Syntax\n- Code Optimisation\n\n#### IDE and Syntax Highlight\n\nSyntax errors are a frequent occurrence when developing scripts. **Syntax highlight** will help you find typos in commands and in your scripts.\n\nAn **I**ntegrated **D**evelopment **E**nvironment (short **IDE**) is a development environment software that provides among other things **code analysis**, **code completion** and **syntax highlight** to help you write better, more error free code.\n\nSee further Debugging Tools page section for download links.\n\n#### Errors\n\nAn error in SQF **will** purely and simply **halt** the current script, leading to unpredictable behavior.\nError are not to happen as it may reduce performance as well as break a mission/feature.\nSo if you notice an issue, address it as your script **will** stop.\n\n#### Finding Errors\n\nDebugging is usually as complicated as writing the actual code itself. You usually get hinted by the game, where some error happened, and what it was.\nThere are instances where actual error reason might be something completely different than announced (eg. you get the error on a variable being nil somewhere, but the actual error is that you mistyped it where you set it initially).\n\n> [!IMPORTANT]\n> Make sure you enable *Show Script Errors* in the Launcher (for Arma 3) or set the corresponding -showScriptErrors startup parameter.\n\nA script error will greet you with this box:\n\nIt tells you what went wrong, shows a snippet of the code that failed and what file and line it occurred in (unless you used a command combination like eg. `compile loadFile \"filename\";`).\nKnowing this, you now can proceed to find the actual reason why that specific piece of code errored.\n\n> [!NOTE]\n> This information can also be found in the RPT log.\n\nTo solve an issue, you must first to became aware that of it. Aside from your script not having the desired result/effect (if any), an error message can tell you about the problem.\n\n- Be sure to use `-showScriptErrors` startup parameter to display the error on-screen when it happens\n- To learn about the location in your script use preprocessFileLineNumbers to preprocessFile\n- Read RPT files for more information (make sure `-noLogs` startup parameter is **not** active - otherwise the log will empty)\n  - Scripts running on a server use the **Arma*X*Server.RPT** file which has varying location depending upon the type of server being run.\n  - Scripts running on a client use the **Arma*X*.RPT** file.\n\n##### RPT files\n\nThe RPT is also used by the game's engine log other type of problems (low level engine issues, or content problems for example). Hence it will dump all kinds of debug information, warnings, errors as well as encountered script errors.\nOne can also write information to it by using commands like diag_log.\n\n> [!IMPORTANT]\n> The RPT file might be disabled using the Arma 3 launcher or by setting the corresponding -noLogs startup parameter (Arma 3 or Arma 2: Operation Arrowhead option)\n\n**RPT File location per game (See Crash Files for more information)**\n\n| Game | Location | Files |\n|---|---|---|\n| Arma 3 v1.00 Arma 3 | `%localappdata%\\Arma 3` | `Arma3_x64_yyyy-mm-dd_hh-mm-ss.rpt` |\n| Arma 2 v1.00 Arma 2 | `%localappdata%\\Arma 2` | `arma2.rpt` |\n| Armed Assault v1.00 Armed Assault | `%localappdata%\\ArmA` | `arma.rpt` |\n| Operation Flashpoint v1.00 Operation Flashpoint | `OFP root directory` | ```<br>flashpoint.rpt<br>context.bin<br>``` |\n\n#### Solving Errors\n\nOnce the script error is located: **Make sure to check first the BiKi page corresponding to the command/function you are using to learn about potential misuse or other important information mentioned on the page!**\n\nThe most simple thing you can do is to output expected values. This can be done using for example diag_log or systemChat.\nOutput yourself a few variables that relate to your problem (for example: When the error occurs because you land in some if block, output the corresponding variables inside of the if).\nYou continue doing this until you hit the actual problem: When variable A is not set, go to where variable A gets set and check around there, repeat and continue.\n\nThe same can be done for non-critical errors like when a method is \"just\" computing the wrong values.\n\n> [!NOTE]\n> If you're having great difficulty solving a problem, the good way is to narrow down the issue to the simplest code block possible;\n>\n> or take the mission part that doesn't work, paste it into a new test mission and go from here.\n>\n> Doing so will save you dealing with other scripts' potential side effects!\n\n##### Common errors\n\n| Error message | Cause | Solution |\n|---|---|---|\n| `Error Undefined variable in expression: _varName` | Variable *_varName* has not been initialised properly in this context.<br>`hint _nonExistentVar;` | - in the case of a spawned code, previous local variables are **not** accessible and must be passed as arguments in order to access them.<br>- a variable may have been *undefined* (`_varName = nil;`). Unset it obviously *after* you are done using it. |\n| `Error x elements provided, y is expected` | A wrong number of arguments in array was provided<br>`_unit setPos [0]; // setPos only takes an array of 2 to 3 elements` | **Read the wiki about said command**.<br>Use typeName to output a variable type and compare it to the command's wiki page. |\n| `Error type x, expected y` | An ill-typed argument was provided.<br>`hint 5; // must be String or Structured Text, Number provided` | **Read the wiki about said command**.<br>Use typeName to output a variable type and compare it to the command's wiki page. |\n| `Error Zero divisor` | Pretty self-explanatory, somewhere in the code is a division by zero.<br>```sqf<br>private _number = 0;<br>private _result = 100/_number;<br>``` | - Make sure to check that your divisor is different from zero before dividing.<br>`private _result = if (_number != 0) then { 100 / _number } else { 100 };` |\n| `Error Zero divisor` | Also happens when using an invalid select index.<br>`[\"a\", \"b\", \"c\"] select 20; // index can only be 0, 1 or 2` | - Ensure your select happens within the array boundaries.<br>- Use selectRandom to pick a random item in an array. |\n| `Local variable in global space` | An attempt to private a public variable happened<br>`private \"myVar\"; // should be \"_myVar\"` | - Replace public variable usage with private variables. |\n| `Error Generic error in expression` | A sleep/uiSleep/waitUntil command has been used in an unscheduled environment.<br>`player addEventHandler [\"Fired\", { sleep 1; hint \"bang\"; }];` | - Do **not** use such suspending commands in unscheduled environment.<br>- For an **FSM** condition, a common workaround would be:<br>`private _t = time + 5; // code - having to wait for 5 seconds`<br>`time > _t // condition`<br>- spawn code:<br>  `player addEventHandler [\"Fired\", { 0 spawn { sleep 1; hint \"bang\"; }; }];` |\n| `Error Generic error in expression` | Further code reading is required. | - Cut your code in smaller pieces and locate the concerned line(s). |\n\n#### Working with Addons\n\nIf you are working on an addon, repacking a PBO can be time-intensive.\nThis operation can be replaced simply by creating a basic mission in the \"Missions\" or \"MPmissions\" (if your feature is multiplayer-specific) folder of your game installation, and running the mission locally.\nThe easiest way of accomplishing this is by the use of Event Scripts to run your code such as init.sqf.\nOnce you have tested your code this way, you can then sequentially pack your PBO when major changes have been made, rather than for each debug session of a script or piece of code.\n\n#### Debugging specific sections of code\n\nAlthough primitive, the combined use of diag_log, systemChat/hint and format can help to debug the content of function arguments.\nIn the case that specific pieces of code do not run, or if specific *if* conditions don't appear to fire, debugging the variable content with diag_log can be useful.\nAs with all debugging, as long as the developer is methodical and logical in checking each section of code that runs, finding bugs and resolving them can be straightforward.\n\n### Debugging Tools\n\n#### Code Editing\n\nSee Community Tools Category.\n\n#### Debug Console/System\n\nSee Community Tools Category.\n\n#### SQF and debug Tools\n\nSee Community Tools Category.","sections":[{"heading":null,"level":1,"markdown":"Debugging Techniques are ways for a developers to debug (narrow down/determine the root source), or to learn and understand where and why errors or unexpected outcomes are occurring within their code.\n\n> « Debugging is the process of finding and resolving defects or problems within a computer program that prevent correct operation of computer software or a system. » – Wikipedia ([source](https://en.wikipedia.org/w/index.php?title=Debugging))"},{"heading":"Code basics","level":3,"markdown":"Various links about code and how to write it:\n\n- SQF Syntax\n- SQS Syntax\n- Code Optimisation"},{"heading":"IDE and Syntax Highlight","level":4,"markdown":"Syntax errors are a frequent occurrence when developing scripts. **Syntax highlight** will help you find typos in commands and in your scripts.\n\nAn **I**ntegrated **D**evelopment **E**nvironment (short **IDE**) is a development environment software that provides among other things **code analysis**, **code completion** and **syntax highlight** to help you write better, more error free code.\n\nSee further Debugging Tools page section for download links."},{"heading":"Errors","level":4,"markdown":"An error in SQF **will** purely and simply **halt** the current script, leading to unpredictable behavior.\nError are not to happen as it may reduce performance as well as break a mission/feature.\nSo if you notice an issue, address it as your script **will** stop."},{"heading":"Finding Errors","level":4,"markdown":"Debugging is usually as complicated as writing the actual code itself. You usually get hinted by the game, where some error happened, and what it was.\nThere are instances where actual error reason might be something completely different than announced (eg. you get the error on a variable being nil somewhere, but the actual error is that you mistyped it where you set it initially).\n\n> [!IMPORTANT]\n> Make sure you enable *Show Script Errors* in the Launcher (for Arma 3) or set the corresponding -showScriptErrors startup parameter.\n\nA script error will greet you with this box:\n\nIt tells you what went wrong, shows a snippet of the code that failed and what file and line it occurred in (unless you used a command combination like eg. `compile loadFile \"filename\";`).\nKnowing this, you now can proceed to find the actual reason why that specific piece of code errored.\n\n> [!NOTE]\n> This information can also be found in the RPT log.\n\nTo solve an issue, you must first to became aware that of it. Aside from your script not having the desired result/effect (if any), an error message can tell you about the problem.\n\n- Be sure to use `-showScriptErrors` startup parameter to display the error on-screen when it happens\n- To learn about the location in your script use preprocessFileLineNumbers to preprocessFile\n- Read RPT files for more information (make sure `-noLogs` startup parameter is **not** active - otherwise the log will empty)\n  - Scripts running on a server use the **Arma*X*Server.RPT** file which has varying location depending upon the type of server being run.\n  - Scripts running on a client use the **Arma*X*.RPT** file."},{"heading":"RPT files","level":5,"markdown":"The RPT is also used by the game's engine log other type of problems (low level engine issues, or content problems for example). Hence it will dump all kinds of debug information, warnings, errors as well as encountered script errors.\nOne can also write information to it by using commands like diag_log.\n\n> [!IMPORTANT]\n> The RPT file might be disabled using the Arma 3 launcher or by setting the corresponding -noLogs startup parameter (Arma 3 or Arma 2: Operation Arrowhead option)\n\n**RPT File location per game (See Crash Files for more information)**\n\n| Game | Location | Files |\n|---|---|---|\n| Arma 3 v1.00 Arma 3 | `%localappdata%\\Arma 3` | `Arma3_x64_yyyy-mm-dd_hh-mm-ss.rpt` |\n| Arma 2 v1.00 Arma 2 | `%localappdata%\\Arma 2` | `arma2.rpt` |\n| Armed Assault v1.00 Armed Assault | `%localappdata%\\ArmA` | `arma.rpt` |\n| Operation Flashpoint v1.00 Operation Flashpoint | `OFP root directory` | ```<br>flashpoint.rpt<br>context.bin<br>``` |"},{"heading":"Solving Errors","level":4,"markdown":"Once the script error is located: **Make sure to check first the BiKi page corresponding to the command/function you are using to learn about potential misuse or other important information mentioned on the page!**\n\nThe most simple thing you can do is to output expected values. This can be done using for example diag_log or systemChat.\nOutput yourself a few variables that relate to your problem (for example: When the error occurs because you land in some if block, output the corresponding variables inside of the if).\nYou continue doing this until you hit the actual problem: When variable A is not set, go to where variable A gets set and check around there, repeat and continue.\n\nThe same can be done for non-critical errors like when a method is \"just\" computing the wrong values.\n\n> [!NOTE]\n> If you're having great difficulty solving a problem, the good way is to narrow down the issue to the simplest code block possible;\n>\n> or take the mission part that doesn't work, paste it into a new test mission and go from here.\n>\n> Doing so will save you dealing with other scripts' potential side effects!"},{"heading":"Common errors","level":5,"markdown":"| Error message | Cause | Solution |\n|---|---|---|\n| `Error Undefined variable in expression: _varName` | Variable *_varName* has not been initialised properly in this context.<br>`hint _nonExistentVar;` | - in the case of a spawned code, previous local variables are **not** accessible and must be passed as arguments in order to access them.<br>- a variable may have been *undefined* (`_varName = nil;`). Unset it obviously *after* you are done using it. |\n| `Error x elements provided, y is expected` | A wrong number of arguments in array was provided<br>`_unit setPos [0]; // setPos only takes an array of 2 to 3 elements` | **Read the wiki about said command**.<br>Use typeName to output a variable type and compare it to the command's wiki page. |\n| `Error type x, expected y` | An ill-typed argument was provided.<br>`hint 5; // must be String or Structured Text, Number provided` | **Read the wiki about said command**.<br>Use typeName to output a variable type and compare it to the command's wiki page. |\n| `Error Zero divisor` | Pretty self-explanatory, somewhere in the code is a division by zero.<br>```sqf<br>private _number = 0;<br>private _result = 100/_number;<br>``` | - Make sure to check that your divisor is different from zero before dividing.<br>`private _result = if (_number != 0) then { 100 / _number } else { 100 };` |\n| `Error Zero divisor` | Also happens when using an invalid select index.<br>`[\"a\", \"b\", \"c\"] select 20; // index can only be 0, 1 or 2` | - Ensure your select happens within the array boundaries.<br>- Use selectRandom to pick a random item in an array. |\n| `Local variable in global space` | An attempt to private a public variable happened<br>`private \"myVar\"; // should be \"_myVar\"` | - Replace public variable usage with private variables. |\n| `Error Generic error in expression` | A sleep/uiSleep/waitUntil command has been used in an unscheduled environment.<br>`player addEventHandler [\"Fired\", { sleep 1; hint \"bang\"; }];` | - Do **not** use such suspending commands in unscheduled environment.<br>- For an **FSM** condition, a common workaround would be:<br>`private _t = time + 5; // code - having to wait for 5 seconds`<br>`time > _t // condition`<br>- spawn code:<br>  `player addEventHandler [\"Fired\", { 0 spawn { sleep 1; hint \"bang\"; }; }];` |\n| `Error Generic error in expression` | Further code reading is required. | - Cut your code in smaller pieces and locate the concerned line(s). |"},{"heading":"Working with Addons","level":4,"markdown":"If you are working on an addon, repacking a PBO can be time-intensive.\nThis operation can be replaced simply by creating a basic mission in the \"Missions\" or \"MPmissions\" (if your feature is multiplayer-specific) folder of your game installation, and running the mission locally.\nThe easiest way of accomplishing this is by the use of Event Scripts to run your code such as init.sqf.\nOnce you have tested your code this way, you can then sequentially pack your PBO when major changes have been made, rather than for each debug session of a script or piece of code."},{"heading":"Debugging specific sections of code","level":4,"markdown":"Although primitive, the combined use of diag_log, systemChat/hint and format can help to debug the content of function arguments.\nIn the case that specific pieces of code do not run, or if specific *if* conditions don't appear to fire, debugging the variable content with diag_log can be useful.\nAs with all debugging, as long as the developer is methodical and logical in checking each section of code that runs, finding bugs and resolving them can be straightforward."},{"heading":"Debugging Tools","level":3,"markdown":""},{"heading":"Code Editing","level":4,"markdown":"See Community Tools Category."},{"heading":"Debug Console/System","level":4,"markdown":"See Community Tools Category."},{"heading":"SQF and debug Tools","level":4,"markdown":"See Community Tools Category."}],"categories":["Scripting Topics"],"groups":["Scripting"]},{"name":"Description.ext","title":"Description.ext","type":"topic","url":"https://community.bistudio.com/wiki/Description.ext","revid":378503,"updated":"2026-04-29T15:54:18Z","aliases":["Arma 3 CfgCommands","Arma 3: CfgCommands","CfgCommands","CfgSounds","EXT","desc.ext","description.ext","disableAI (description.ext)"],"markdown":"The Description.ext file is a missionConfigFile and is used to set the overall mission attributes or to define global properties that will be available for other scripts.\nIt is placed in the mission root folder and uses the same syntax as the config.cpp file, but supports only a limited number of config classes.\n\nAdditionally, many attributes can also be set via the Eden Editor, where changes are automatically refreshed upon scenario preview.\nIn the 2D Editor the mission has to be reloaded for changes to be applied.\n\n> [!NOTE]\n> This file is required in Operation Flashpoint: Elite for MP missions to work, otherwise a **-1 error** is shown.\n\n> [!NOTE]\n> This page is about the **Mission Description.ext**. For the campaign version, see Campaign Description.ext.\n\n> [!WARNING]\n> The keyword `class` for class definitions **must** be lowercase, otherwise a parsing error will occur.\n\n> [!IMPORTANT]\n> Accidentally creating this file with a wrong file extension is a frequent cause of issues.\n> If you are unfamiliar with script file creation, read Introduction to Arma Scripting - File Creation for a step-by-step tutorial.\n\n> [!NOTE]\n> **Arma 3:** Since Arma 3 v2.02, it is possible to import a class from main config and inherit from it in mission config:\n>\n> ```cpp\n> import RscText;\n> class MyText : RscText\n> {\n>     // ...\n> };\n> ```\n>\n> For more information, see the import (Config) page.\n\n### Mission Information\n\nThis section helps you find out how to customise Mission overall external appearance, from Mission Overview to Loading Screens.\n\n**Loading screen parameters**\n\n```cpp\nauthor            = \"Varanon\";\nonLoadName        = \"Point Insertion\";\nonLoadMission    = \"A group of NATO soldiers is tasked with sabotaging a coastal defense.\";\nloadScreen        = \"images\\loadScreen.paa\";\n\nclass Header\n{\n    gameType = \"Coop\";    // game type\n    minPlayers =  1;    // minimum number of players the mission supports\n    maxPlayers = 10;    // maximum number of players the mission supports\n};\n```\n\n> [!NOTE]\n> Header's `playerCountMultipleOf` entry is available in earlier titles (from Operation Flashpoint: Elite to Arma 3 1.30), allowing to setup the auto-assign team balancing factor: 1 for Coop, 2 for Versus.\n\n##### author (Arma 3 v0.50)\n\nMission author's name. The default loading screen shows this string below the onLoadName in a smaller font prefixed by \"by \".\n\n##### onLoadName (Arma 3 v0.50)\n\nString (usually mission name) shown during mission loading. The string is shown in a slightly larger font above the loadScreen.\nThe onLoadMission text is placed below the load screen and the header gameType determines the game type on top of the box.\n\n##### onLoadMission\n\nDisplays a message while the mission is loading. Note that a mission that takes very little time to load will only display the message for a short time.\nIn **OFP** this is the name you see when selecting a mission in MP and also the name that is presented to the Multiplayer browser.\n\n```cpp\nonLoadMission = \"YourMissionName\";\n```\n\n##### loadScreen (Arma 2: Operation Arrowhead v1.50)\n\nThe picture to be shown while the mission is loaded. The path is relative to the mission folder. Must be in PAA file format.\n2:1 aspect ratio (different aspect are rendered correctly as well, but won't cover the whole area).\nIdeally 1024x512 pixels.\n\n```cpp\nloadScreen = \"pictures\\intro.paa\";\n```\n\n##### header (Armed Assault v1.00)\n\nThis class defines mission type and other settings displayed in the multiplayer browser.\n\n```cpp\nclass Header\n{\n    gameType = \"CTF\";    // Game type\n    minPlayers =  1;    // minimum number of players the mission supports\n    maxPlayers = 10;    // maximum number of players the mission supports\n};\n```\n\nSee Multiplayer Game Types for more detailed information.\n\n##### onLoadIntro\n\nDisplays a message while the intro is loading.\n\n```cpp\nonLoadIntro = \"YourMessage\";\n```\n\n##### onLoadMissionTime\n\nDefine whether you will see the time and date displayed while the mission loads. Effect unkown in Arma 3.\n\n```cpp\nonLoadMissionTime = 1; // 0: disabled - 1: enabled. Default: 1\n```\n\n##### onLoadIntroTime\n\nDefine whether you will see the time and date displayed while the intro loads.\n\n```cpp\nonLoadIntroTime = 1; // 0: disabled - 1: enabled. Default: 0\n```\n\n##### briefingName (Arma 3 v1.56)\n\nMission name displayed in the mission selection menu.\n\n```cpp\nbriefingName = \"TAG 1-5 CO My super mission\";\n```\n\n> [!IMPORTANT]\n> Please note that the same parameter can be defined in 3DEN in Attributes->General->Presentation->Title, but 'briefingName' from 'description.ext' has a priority. To use localized string either in 3DEN field or in 'description.ext', prefix stringtable ID with `@`.\n\n##### CfgLoadingTexts (Take On Helicopters v1.00)\n\nDefine mission specific loading texts.\n\n##### overviewPicture (Arma 3 v0.50)\n\nPath to image which will be displayed when the mission is highlighted on the mission selection screen. Image should be .paa format and in 2:1 aspect ratio – ideally 1024×512 (Arma 3).\n\n##### overviewText (Arma 3 v0.50)\n\nText to be displayed below the overviewPicture on the mission selection screen when the mission is available to play.\n\n> [!IMPORTANT]\n> Please note that the same parameter can be defined in 3DEN in Attributes->General->Overview->Text, but 'overviewText' from 'description.ext' has a priority. To use localized string either in 3DEN field or in 'description.ext', prefix stringtable ID with `@`.\n\n> [!IMPORTANT]\n> The text that appears at the top of an MP mission is defined in **mod** mission definition and **not** through Description.ext:\n>\n> ```cpp\n> class Mission\n> {\n>     // ...\n>     class Intel\n>     {\n>         overviewText = \"This text here\";\n>         // ...\n>     };\n>     // ...\n> };\n> ```\n\n##### overviewTextLocked (Arma 3 v0.50)\n\nText to be displayed below the overviewPicture on the mission selection screen when the mission is locked from play.\n\n> [!IMPORTANT]\n> Please note that to use localized string prefix stringtable ID with `@`.\n\n##### onBriefingGear\n\nDefines a sound (defined in CfgSounds) that will play when accessing the gear part of the briefing. See Briefing.html.\n\n```cpp\nonBriefingGear = \"SoundName\";\n```\n\n> [!NOTE]\n> **Arma 3:** Has no effect in Arma 3.\n\n##### onBriefingGroup\n\nDefines a sound (defined in CfgSounds) that will play when accessing the group part of the briefing. See Briefing.html.\n\n```cpp\nonBriefingGroup = \"SoundName\";\n```\n\n> [!NOTE]\n> **Arma 3:** Has no effect in Arma 3.\n\n##### onBriefingPlan\n\nDefines a sound (defined in CfgSounds) that will play when accessing the plan part of the briefing. See Briefing.html.\n\n```cpp\nonBriefingPlan = \"SoundName\";\n```\n\n> [!NOTE]\n> **Arma 3:** Has no effect in Arma 3.\n\n##### CfgWorlds (Arma 3 v2.02)\n\nCould be used to override the following properties used on mission loading: author, description, pictureMap, pictureShot, loadingTexts[].\nIf a specific world name given as a subclass, override will happen only when this world is loading. If subclass with name Any is used, then aforementioned properties would be overridden for any world that is loading.\n\n```cpp\nclass CfgWorlds\n{\n    class Any // or specific world name\n    {\n        author = \"author\";\n        description = \"description\";\n        pictureMap = \"picturepath\";\n        pictureShot = \"picturepath\";\n        loadingTexts[] = { \"text1\", \"text2\", \"text3\" };\n    };\n};\n```\n\n### Respawn/Revive\n\nThis section talks about respawn and revive actions.\n\n- for Arma 2, see First Aid.\n- for Arma 3, see Arma 3: Respawn and Arma 3: Revive.\n\n**Respawn types**\n\n| ID | Text version | Description |\n|---|---|---|\n| **0** | **\"NONE\"** | No respawn |\n| **1** | **\"BIRD\"** | Respawn as a seagull |\n| **2** | **\"INSTANT\"** | Respawn just where you died. |\n| **3** | **\"BASE\"** | Respawn in base.<br>A respawn marker is needed. If no marker is defined, respawn behaviour will be the same as **\"INSTANT\"**.<br>Marker role names:<br>- Unit respawn: *respawn_**SIDE***<br>- Vehicle respawn: *respawn_vehicle_**SIDE***<br>Side can be one of *west*, *east*, *guerrila* (sic), *civilian*, e.g **respawn_west**.<br>Any suffix (eg: respawn_west**ABC**, respawn_west**_1**, etc) will allow multiple random respawn points. |\n| **4** | **\"GROUP\"** | Respawn in your group. If there is no remaining AI, you will become a seagull. |\n| **5** | **\"SIDE\"** | Armed Assault v1.08 Respawn into an AI unit on your side (if there's no AI left, you'll become a seagull).<br>With this respawn type, team switch is also available to any AI controlled playable units. |\n\n##### respawn\n\nSets soldiers and vehicles respawn type.\n\n```cpp\nrespawn = 0;        // Default: 0 for SP, 1 for MP\nrespawn = \"SIDE\";    // text version works too\n```\n\n##### respawnVehicle (Arma 3 v2.18)\n\nSets vehicles only respawn type. Vehicles can only have 2 (or \"INSTANT\") and 3 (or \"BASE\") respawn mode. All other modes are equal to disabled respawn. If 'respawnVehicle' is not defined, the 'respawn' value is used.\n\n```cpp\nrespawnVehicle = 3;            // number version\nrespawnVehicle = \"BASE\";    // text version works too\n```\n\n##### respawnButton\n\nEnable or disable the respawn button in the menu for INSTANT and BASE respawn types.\n\n```cpp\nrespawnButton = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\n##### respawnDelay\n\nSet respawn delay in seconds.\n\n```cpp\nrespawnDelay = 42; // Default: ?\n```\n\n##### respawnVehicleDelay\n\nSet vehicle respawn delay in seconds.\n\n```cpp\nrespawnVehicleDelay = 12; // Default: ?\n```\n\n##### respawnDialog\n\nShow the scoreboard and respawn countdown timer for a player if he is killed with respawn type **3**.\n\n```cpp\nrespawnDialog = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\n##### respawnOnStart\n\nRespawn player when he joins the game. Available only for INSTANT and BASE respawn types.\n\n```cpp\nrespawnOnStart = 1; // Default: 0\n```\n\n- -1 - Dont respawn on start. Don't run respawn script on start.\n-  0 - Dont respawn on start. Run respawn script on start.\n-  1 - Respawn on start. Run respawn script on start.\n\n##### respawnTemplates\n\nRespawn templates from CfgRespawnTemplates. You can combine any number of them together.\n\n```cpp\nrespawnTemplates[] = { \"Counter\", \"Wave\" };\n```\n\n> [!IMPORTANT]\n> Side specific respawn templates can be specified with *respawnTemplates***SIDE***[]* where **SIDE** can be any playable side (West, East, Guer, Civ).\n> When such is undefined, general respawnTemplates are used instead.\n\n##### respawnWeapons (Armed Assault v1.00)\n\nSet weapons players will receive upon respawn. respawnMagazines has to be defined as well.\n\n```cpp\nrespawnWeapons[] = { \"arifle_Katiba_GL_F\" };\n```\n\n> [!IMPORTANT]\n> Side specific respawn weapons can be specified with *respawnWeapons***SIDE***[]* where **SIDE** can be any playable side (West, East, Guer, Civ).\n> Corresponding *respawnMagazines***SIDE***[]* has to be defined as well.\n\n##### respawnMagazines (Armed Assault v1.00)\n\nSet magazines players will receive upon respawn. respawnWeapons has to be defined as well.\n\n```cpp\nrespawnMagazines[] = { \"30Rnd_65x39_caseless_green\", \"30Rnd_65x39_caseless_green\" };\n```\n\n> [!IMPORTANT]\n> Side specific respawn weapons can be specified with *respawnMagazines***SIDE***[]* where **SIDE** can be any playable side (West, East, Guer, Civ).\n> Corresponding *respawnWeapons***SIDE***[]* has to be defined as well.\n\n##### reviveMode (Arma 3 v1.62)\n\nDefine if Revive mode is enabled.\n\n```cpp\nreviveMode = 1; // Default: 0\n```\n\n- 0 - disabled\n- 1 - enabled\n- 2 - controlled by player attributes\n\n##### reviveUnconsciousStateMode (Arma 3 v1.62)\n\nDefine revive mode.\n\n```cpp\nreviveUnconsciousStateMode = 0; // Default: 0\n```\n\n- 0 - basic mode\n- 1 - advanced mode\n- 2 - realistic\n\nSee damage model for more detailed information.\n\n##### reviveRequiredTrait (Arma 3 v1.62)\n\nDefine if only a medic (or unit with medic trait) can perform a revive.\n\n```cpp\nreviveRequiredTrait = 0; // 0: disabled - 1: enabled. Default: 0\n```\n\n##### reviveRequiredItems (Arma 3 v1.62)\n\nDefine if a medical item (first aid kit or medkit) is required to begin a revive process.\n\n```cpp\nreviveRequiredItems = 2; // Default: ?\n```\n\n- 0 - none\n- 1 - medkit\n- 2 - medkit or first aid kit\n\n##### reviveRequiredItemsFakConsumed (Arma 3 v1.62)\n\nDefine if a first aid kit is consumed on reviving a teammate\n\n```cpp\nreviveRequiredItemsFakConsumed = 1; // 0: disabled - 1: enabled. Default: ?\n```\n\n##### reviveMedicSpeedMultiplier (Arma 3 v1.62)\n\nSpeed multiplier for revive performed by medic\n\n```cpp\nreviveMedicSpeedMultiplier = 2; // medic revive will be two times faster compared to another soldier\n```\n\n##### reviveDelay (Arma 3 v1.62)\n\nThe time in seconds it takes to revive an incapacitated unit. Having a Medikit will halve this time.\n\n```cpp\nreviveDelay = 10; // Default: 6\n```\n\n##### reviveForceRespawnDelay (Arma 3 v1.62)\n\nThe time in seconds it takes for an incapacitated unit to force their respawn.\n\n```cpp\nreviveForceRespawnDelay = 5; // Default: 3\n```\n\n##### reviveBleedOutDelay (Arma 3 v1.62)\n\nThe time in seconds it takes for a unit to bleed out.\n\n```cpp\nreviveBleedOutDelay = 300; // Default: 120\n```\n\n##### enablePlayerAddRespawn (Arma 3 v1.62)\n\nUsage unsure, may be related to respawn template **MenuPosition**.\n\n```cpp\nenablePlayerAddRespawn = 0; // Disable framework respawn\n```\n\n##### CfgRespawnInventory (Arma 3 v1.62)\n\nThis class defines a respawn inventory, used with **MenuInventory** respawn template.\nLoadouts with no assigned role are automatically assigned to the \"Default\" role.\nSee also BIS_fnc_addRespawnInventory, BIS_fnc_removeRespawnInventory\n\n```cpp\nclass CfgRespawnInventory\n{\n    class Blufor1\n    {\n        displayName = \"Light\";                                    // Name visible in the menu\n        icon = \"\\A3\\Ui_f\\data\\GUI\\Cfg\\Ranks\\sergeant_gs.paa\";    // Icon displayed next to the name\n        role = \"Assault\";                                        // Optional, see CfgRoles\n\n        // Loadout definition, uses same entries as CfgVehicles classes\n        weapons[] =\n        {\n            \"arifle_MXC_F\",\n            \"Binocular\"\n        };\n\n        magazines[] =\n        {\n            \"30Rnd_65x39_caseless_mag\",\n            \"30Rnd_65x39_caseless_mag\",\n            \"SmokeShell\"\n        };\n\n        items[] =\n        {\n            \"FirstAidKit\"\n        };\n\n        linkedItems[] =\n        {\n            \"V_Chestrig_khk\",\n            \"H_Watchcap_blk\",\n            \"optic_Aco\",\n            \"acc_flashlight\",\n            \"ItemMap\",\n            \"ItemCompass\",\n            \"ItemWatch\",\n            \"ItemRadio\"\n        };\n\n        uniformClass = \"U_B_CombatUniform_mcam_tshirt\";\n        backpack = \"B_AssaultPack_mcamo\";\n    };\n\n    class Blufor2\n    {\n        // Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it.\n        vehicle = \"B_soldier_AR_F\";\n    };\n};\n```\n\n##### CfgRespawnTemplates (Arma 3 v1.62)\n\nThis class defines new respawn templates to be used with respawn templates.\n\n```cpp\nclass CfgRespawnTemplates\n{\n    // class used in respawnTemplates entry\n    class myTag_beacon\n    {\n        // function or script executed upon death\n        // parameters passed into it are the same as are passed into onPlayerKilled.sqf file\n        onPlayerKilled = \"\\myAddon\\scripts\\respawnBeacon.sqf\";\n\n        // function or script executed upon respawn\n        // parameters passed into it are the same as are passed into onPlayerRespawn.sqf file\n        onPlayerRespawn = \"\\myAddon\\scripts\\respawnBeacon.sqf\";\n\n        // default respawn delay\n        // can be overwitten by description.ext attribute of the same name\n        respawnDelay = 20;\n\n        // see respawnOnStart for description and limitations\n        // can be overridden by description.ext attribute of the same name\n        respawnOnStart = 1;\n    };\n\n    class Spectator\n    {\n        onPlayerRespawn = \"BIS_fnc_respawnSpectator\"; // a function can be used instead of a script\n    };\n};\n```\n\n##### CfgRoles (Arma 3 v1.62)\n\nThis class defines Respawn roles. The main purpose of Roles is to make things clearer and simpler for player when selecting a loadout. All the loadouts available in a mission are now divided into various roles.\nMission designer can use roles already created in the game config, or custom roles can be defined in description.ext file. Loadouts with no role assigned are automatically assigned to the *Default* role.\n\n```cpp\n// all default roles with icons\nclass CfgRoles\n{\n    class Assault\n    {\n        displayName = \"$STR_A3_Role_Assault\";\n        icon = \"a3\\Ui_f\\data\\GUI\\Cfg\\RespawnRoles\\assault_ca.paa\";\n    };\n\n    class Support\n    {\n        displayName = \"$STR_A3_Role_Support\";\n        icon = \"a3\\Ui_f\\data\\GUI\\Cfg\\RespawnRoles\\support_ca.paa\";\n    };\n\n    class Recon\n    {\n        displayName = \"$STR_A3_Role_Recon\";\n        icon = \"a3\\Ui_f\\data\\GUI\\Cfg\\RespawnRoles\\recon_ca.paa\";\n    };\n};\n```\n\n### Mission Keys\n\nMission keys are used to lock/unlock certain missions until you completed other ones. It can also be used in mission to know which missions you finished.\nActivated keys can be found in user profile (e.g documents\\*username.Arma3profile*) under *activeKeys* section.\nSee also commands activateKey, isKeyActive and deActivateKey for more detailed information.\n\n> [!IMPORTANT]\n> Please note that unlike other text items, stringtable translations ($STR_*) cannot be used.\n\n##### keys (Armed Assault v1.00)\n\nList of keys from which keysLimit counts the *done* ones.\n\n```cpp\nkeys[] = { \"key1\", \"key2\", \"key3\" };\n```\n\n##### keysLimit (Armed Assault v1.00)\n\nNumber of keys from the keys list needed *done* to unlock (and be able to play) this mission.\n\n```cpp\nkeysLimit = 2;\n```\n\n##### doneKeys (Armed Assault v1.00)\n\nName of keys marked *done* on mission completion.\n\n```cpp\ndoneKeys[] = { \"key4\" };\n```\n\n### Player's UI\n\nThis section explains HUD customisation possibilities.\nSee also commands:\n\n- showCompass, shownCompass, visibleCompass\n- showGPS, shownGPS, visibleGPS\n- showHUD, shownHUD\n- showWatch, shownWatch, visibleWatch\n- showUAVFeed, shownUAVFeed Arma 3 v1.16\n- showPad, shownPad Operation Flashpoint v1.00\n\n##### overrideFeedback (Arma 3 v1.98)\n\nSome of the feedback effects in Arma 3 are scripted and executed by `functions_f\\feedback\\fn_feedbackMain.fsm`. Those include being hit, pulsation, dirt from explosion, choking etc.\nAdding `overrideFeedback` with value > 0 will stop feedback FSM from executing, allowing mission/mod makers to script their own, custom effects. The param is first checked in the mission config and then mod config.\nIf mission config has this param set to 0, it will force default feedback handling without possibility to override it by mods. Do not set this param unless you are planning to enforce feedback one way or another.\n\n```cpp\noverrideFeedback = 1; // 0: force default handling, 1+: allow custom handling. Default: not set\n```\n\n##### showHUD\n\nEnables/Disables the following IGUI elements:\n\n- Vehicle and unit info\n- Radar and tactical display\n- Vehicle compass\n- Tank direction indicator\n- Commanding menu\n- Group info bar\n- HUD weapon cursors\n- Vehicle display panels\n- Kill messages\n- 3D Icons visibility\n\n```cpp\nshowHUD = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\nThe effect of using the above **showHUD** param is different from the effects of showHUD scripting command, both methods are rather complementary to each other.\nSince Arma 3 v1.50 **showHUD** param can be an array to allow control over separate HUD elements, for example:\n\n```cpp\nshowHUD[] =\n{\n    1,    // Scripted HUD (same as showHUD command)\n    1,    // Vehicle and unit info\n    0,    // Vehicle radar [HIDDEN]\n    0,    // Vehicle compass [HIDDEN]\n    1,    // Tank direction indicator\n    1,    // Commanding menu\n    1,    // Group info bar\n    1,    // HUD weapon cursors\n    1,    // Vehicle display panels\n    1,    // \"x killed by y\" systemChat messages\n    1    // force show drawIcon3D icons\n};\n```\n\n> [!IMPORTANT]\n> Using the **showHUD[]** array parameter will disable the showHUD command entirely.\n\n##### showCompass\n\nDefines if the compass is visible.\n\n```cpp\nshowCompass = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\n##### showGPS\n\nEnables/Disables the GPS.\n\n```cpp\nshowGPS = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\nIn Armed Assault *1.04* toggle this option to disable the mini map attached to the GPS.\n\n##### showGroupIndicator (Arma 3 v1.00)\n\nChanges default GPS mini map into a radar like display that indicates group members relative position to the player.\n\n```cpp\nshowGroupIndicator = 1; // 0: disabled - 1: enabled. Default: 0\n```\n\n> [!IMPORTANT]\n> Has no effect since custom panels were introduced in Arma 3. See BIS_fnc_groupIndicator.\n\n##### showMap\n\nDefines if the map is shown after the mission starts.\n\n```cpp\nshowMap = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\n##### showNotePad (Armed Assault v1.00)\n\nIn Armed Assault, defines if the NotePad is shown after the mission starts.\n\n```cpp\nshowNotePad = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\n##### showPad (Operation Flashpoint v1.00)\n\nDefines if the NotePad is shown after the mission starts. **Only in OFP:CWC**.\n\n```cpp\nshowPad = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\n##### showWatch\n\nDefines if the watch is visible.\n\n```cpp\nshowWatch = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\n##### showUAVFeed (Arma 3 v1.16)\n\nEnables/Disables the UAV Feed.\n\n```cpp\nshowUAVFeed = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\n##### showSquadRadar (Arma 3 v1.60)\n\nDefines if the Squad Radar is visible.\n\n```cpp\nshowSquadRadar = 0; // 0: disabled - 1: enabled. Default: 0\n```\n\n> [!IMPORTANT]\n> Has no effect since custom panels were introduced in Arma 3.\n\n##### overrideHazeQuality (Arma 3 v2.16)\n\n0/1/2 - VeryLow/Low/Standard - Forces haze quality and in MP has priority over the server 'overrideHazeQuality' option. Standard(2) - mod config driven. Default(-1) - do not force.\n\n```cpp\noverrideHazeQuality = 1; // Low\n```\n\n### Starting Gear\n\nStarting gear points to briefing-available equipment. For respawn equipment, see Respawn/Revive.\nSee also Weapon Pool Commands for more detailed information about weapon pool system.\n\n##### weapons\n\nSet weapons available to players during the briefing.\n\n```cpp\nclass Weapons\n{\n    class AK74        { count = 8; };\n    class RPG7V        { count = 2; };\n    class Binocular    { count = 2; };\n};\n```\n\n##### magazines\n\nSet magazines available to players during the briefing.\n\n```cpp\nclass Magazines\n{\n    class 30Rnd_545x39_AK    { count = 32; };\n    class PG7V                { count =  6; };\n    class HandGrenade        { count = 16; };\n};\n```\n\n##### backpacks (Arma 2: Operation Arrowhead v1.50)\n\nSet backpacks available to players during the briefing.\n\n```cpp\nclass Backpacks\n{\n    class US_Patrol_Pack_EP1    { count = 4; };\n    class US_Assault_Pack_EP1    { count = 4; };\n};\n```\n\n##### allowSubordinatesTakeWeapons (Arma 2: Operation Arrowhead v1.56)\n\nAllows subordinates (i.e., not leaders) to equip items defined in weapons, magazines and backpacks.\n\n```cpp\nallowSubordinatesTakeWeapons = 1; // 0: disabled - 1: enabled. Default: ?\n```\n\n##### arsenalRestrictedItems (Arma 3 v1.98)\n\nUsed to blacklist undesired Arsenal equipment, which prevents user saved loadout from being loaded if it contains restricted items.\n\n```cpp\narsenalRestrictedItems[] = { \"U_B_Soldier_VR\" };\n```\n\n##### allowProfileGlasses (Arma 3 v2.04)\n\nWhen set to 0 will stop glasses set in player profile from being added to player's gear:\n\n```cpp\nallowProfileGlasses = 0;\n```\n\n### Corpse and Wreck Management\n\nThis section explains how to use game-included **garbage collector** (**GC**) for better performances.\nSee also addToRemainsCollector, isInRemainsCollector and removeFromRemainsCollector commands.\n\nThe Remains Collector, if enabled, runs at background on every client and clears mission of corpses and wrecks depending on set params and mode.\nIndividual objects can be added or removed from collector monitoring. Items in remains collector are sorted depending on how valuable they are.\nThe most valuable items are pushed to the end of remains array and will be deleted last if possible; for example, the flag carrier is never deleted while it has the flag.\n\n##### corpseManagerMode (Arma 3 v1.32)\n\nSets the mode for automatic corpse removal.\n\n```cpp\ncorpseManagerMode = 0; // Default: 0\n```\n\n- 0 *(Default)* = None - None of the units are automatically managed by the manager\n- 1 = All - All units are automatically managed by the manager\n- 2 = None_But_Respawned - Only units that can respawn are automatically managed by the manager\n- 3 = All_But_Respawned - All units are automatically managed by the manager with the exception of respawned ones (opposite to mode 2)\n\n##### corpseLimit (Arma 3 v0.50)\n\nIf the total number of monitored corpses is higher than **corpseLimit**, the corpses that have been dead for longer than corpseRemovalMinTime will be considered for removal.\n\n```cpp\ncorpseLimit = 1; // Default: 15\n```\n\n##### corpseRemovalMinTime (Arma 3 v0.50)\n\nSee corpseLimit above.\n\n```cpp\ncorpseRemovalMinTime = 60; // seconds. Default: 10\n```\n\n##### corpseRemovalMaxTime (Arma 3 v0.50)\n\nMonitored corpses that are dead for longer than **corpseRemovalMaxTime** will be considered for removal regardless of the corpseLimit.\n\n```cpp\ncorpseRemovalMaxTime = 1200; // seconds. Default: 3600\n```\n\n##### disposalCheckPeriod (Arma 3 v2.18)\n\nHow often the remains collector checks monitored remains for removal. The value can be between 1 and 60.\n\n```cpp\ndisposalCheckPeriod = 30; // seconds. Default: 10\n```\n\n##### minPlayerDistance (Arma 3 v1.66)\n\nThis value applies for monitored corpses, wrecks and weaponholders. The minimum distance between remains and the nearest player before the remains are allowed to be removed by the remains collector.\nThe remains closer than minimum distance to nearest player will not be removed until distance increases. If 'minPlayerDistance' is set to 0, the distance check is not performed.\n\n```cpp\nminPlayerDistance = 50; // meters. Default: 0\n```\n\nArma 3 v2.18 The array variant allows setting individual minPlayerDistance for corpses, wrecks and weaponholders:\n\n```cpp\nminPlayerDistance[] = { 50, 60, 70 }; // metres. Default: { 0, 0, 0 }\n```\n\nArma 3 v2.20 The array supports override times now, format `{ corpsesMinDist, wrecksMinDist, weaponholdersMinDist, corpsesOverrideTime, wrecksOverrideTime, weaponholdersOverrideTime }`\nOverride times are \"force-remove after\" times. For example a corpse is scheduled for deletion but cannot be deleted because a player is nearby.\nIf override time is set, the corpse will be deleted regardless of player proximity.\nSo if for example removalMaxTime is 3600 and override time is 300, the remains will be definitely deleted within 3600 + 300 = 3900 seconds even if a player is close by.\n\n```cpp\nminPlayerDistance[] = { // metres. Default: { 0, 0, 0, -1, -1, -1 }\n    50,        60,        70,        // corpsesMinDist,        wrecksMinDist,        weaponholdersMinDist\n    300,    120,    60        // corpsesOverrideTime,    wrecksOverrideTime,    weaponholdersOverrideTime\n};\n```\n\n##### weaponholderManagerMode (Arma 3 v2.18)\n\nSets the mode for automatic weapon holder removal.\n\n```cpp\nweaponholderManagerMode = 0; // Default: 0\n```\n\n- 0 *(Default)* = None - None of the weapon holders are automatically managed by the manager\n- 1 = All - All weapon holders are automatically managed by the manager\n- 2 = None_But_Respawned - Only weapon holders from units that can respawn are automatically managed by the manager\n- 3 = All_But_Respawned - All weapon holders are automatically managed by the manager with the exception of the ones from respawned units (opposite to mode 2)\n\n> [!NOTE]\n> WeaponHolderSimulated which is created after unit is dead and contains unit's weapon is not managed by the collector, but linked to the corpse and will be deleted when corpse is deleted. WeaponHolderSimulated that is created manually is managed by the collector just like GroundWeaponHolder\n\n##### weaponholderLimit (Arma 3 v2.18)\n\nIf the total number of monitored weapon holders is higher than **weaponholderLimit**, the weapon holders that exist for longer than weaponholderRemovalMinTime will be considered for removal.\n\n```cpp\nweaponholderLimit = 1; // Default: 50\n```\n\n##### weaponholderRemovalMinTime (Arma 3 v2.18)\n\nSee weaponholderLimit above.\n\n```cpp\nweaponholderRemovalMinTime = 60; // seconds. Default: 3600\n```\n\n##### weaponholderRemovalMaxTime (Arma 3 v2.18)\n\nMonitored weapon holders that exist for longer than **weaponholderRemovalMaxTime** will be considered for removal regardless of the weaponholderLimit.\n\n```cpp\nweaponholderRemovalMaxTime = 1200; // seconds. Default: 36000\n```\n\n##### wreckManagerMode (Arma 3 v1.32)\n\nSets the mode for automatic wreck removal.\n\n```cpp\nwreckManagerMode = 0; // Default: 0\n```\n\n- 0 *(Default)* = None - None of the vehicles are automatically managed by the manager\n- 1 = All - All vehicles are automatically managed by the manager\n- 2 = None_But_Respawned - Only vehicles that can respawn are automatically managed by the manager\n- 3 = All_But_Respawned - All vehicles are automatically managed by the manager with exception of respawned (opposite to mode 2)\n\n##### wreckLimit (Arma 3 v0.50)\n\nIf the total number of monitored wrecks is higher than **wreckLimit**, the wrecks that existed for longer than wreckRemovalMinTime will be considered for removal.\n\n```cpp\nwreckLimit = 1; // seconds. Default: 15\n```\n\n##### wreckRemovalMinTime (Arma 3 v0.50)\n\nSee wreckLimit above.\n\n```cpp\nwreckRemovalMinTime = 60; // seconds. Default: 10\n```\n\n##### wreckRemovalMaxTime (Arma 3 v0.50)\n\nMonitored wrecks that existed for longer than **wreckRemovalMaxTime** will be considered for removal regardless of the wreckLimit.\n\n```cpp\nwreckRemovalMaxTime = 1800; // seconds. Default: 36000 (10 hours)\n```\n\n### Mission Parameters\n\nMission parameters allow you to add settings to your creation. These settings are in-game accessible only in Multiplayer mode, but can also be accessed by commands for a scripted use in Singleplayer mode.\nSee Mission Parameters, along with BIS_fnc_getParamValue function (paramsArray usage is **not** recommended).\n\n##### param1/param2 (Operation Flashpoint v1.00)\n\n**param1** and **param2** are multiplayer options that can be seen in the multiplayer lobby.\nThey can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches.\nOther popular uses include time acceleration, setting the mission difficulty or switching the intro on/off.\n\nIn the mission, variables **param1** and **param2** have the corresponding values of the chosen options.\n\n> [!IMPORTANT]\n> - While **param1**/**param2** were introduced in **OFP** and can still be used in later titles, it is **highly recommended** to use config class Params, available since Arma 2 v1.03.\n> - **param1**/**param2** variables can be overridden during the mission as they are **not** read-only.\n\n```cpp\ntitleParam1 = \"Time limit:\";\nvaluesParam1[] = { 0, 300, 600, 900 };\ndefValueParam1 = 900;\ntextsParam1[] = { \"Unlimited\", \"5 min\", \"10 min\", \"15 min\" };\n\ntitleParam2 = \"Score to win:\";\nvaluesParam2[] = { 10000, 5, 7, 10, 15, 20, 25, 30 };\ndefValueParam2 = 5;\ntextsParam2[] = { \"Unlimited\", 5, 7, 10, 15, 20, 25, 30 };\n```\n\nExample:\n\n```sqf\nhint format [\"param1 = %1\\nparam2 = %2\", param1, param2];\n```\n\n##### Params (Arma 2 v1.03)\n\nThese are Multiplayer parameters, available in the lobby by the server administrator.\nThey are intended as a replacement for param1/param2.\n\n```cpp\nclass Params\n{\n    class ViewDistance\n    {\n        // Visible name in lobby settings list\n        title = \"View distance\";\n\n        // must be integers - commas e.g 1.5 are not allowed\n        values[] = { 500, 1000, 2000, 5000 };\n\n        // Description of each selectable item - must have the same number of items as 'values'\n        // If texts are missing, the values will be displayed instead\n        texts[] = { \"500m\", \"1000m\", \"2 km\", \"5 km\" };\n\n        // must be listed in 'values' array, otherwise 0 is used. If not integer, fallback value is 1\n        default = 1000;\n\n        // (optional) script file called when player joins, selected value is passed as an argument\n        file = \"setViewDistance.sqf\";\n    };\n};\n```\n\nSee Mission Parameters for more detailed information.\n\n### Mission Settings\n\nThese are non-editable, mission maker design settings.\nThey can be used for a smoother experience, briefing/debriefing behaviour, saving options, etc.\nSee also Debriefing for more detailed information.\n\n##### aiKills\n\nEnables AI units score to appear in score table.\n\n```cpp\naiKills = 1; // 0: disabled - 1: enabled. Default: 0\n```\n\n##### briefing\n\nSkip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway.\n\n```cpp\nbriefing = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\nBriefing will still be displayed until all clients are connected and done loading.\n\n##### debriefing\n\nDefines if the debriefing is shown or not at the end of the mission.\n\n```cpp\ndebriefing = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\n##### CfgDebriefing (Arma 3 v0.50)\n\nDefine custom mission endings or override the default endings (found under CfgDebriefing in the game's config file).\n\n```cpp\nclass CfgDebriefing\n{\n    // Used when all players die in MP\n    class endDeath\n    {\n        title = \"Both teams have died.\";\n        description = \"Everyone was killed by the bomb.\";\n        picture = \"KIA\";\n    };\n};\n```\n\n**For a detailed description, see Arma 3: Debriefing.**\n\n##### CfgDebriefingSections (Arma 3 v0.50)\n\nDefine custom sections to be displayed on the debriefing screen. Useful for custom scoring systems or displaying player achievements.\n\n```cpp\nclass CfgDebriefingSections\n{\n    class bPoints\n    {\n        title = \"Blufor Points\";\n        variable = \"BLU_P\";\n    };\n\n    class oPoints\n    {\n        title = \"Opfor Points\";\n        variable = \"OPF_P\";\n    };\n};\n```\n\n##### DifficultyOverride (Arma 3 v2.16)\n\nAllow to override a difficulty setting for the mission only.\n\nAt the moment, only `tacticalPing` is supported.\n\n```cpp\nclass DifficultyOverride\n{\n    tacticalPing = 0; // disables tactical ping in this mission, even if selected difficulty preset has it enabled\n}\n```\n\n**Channel ID number command correspondence**\n\n| Name | ID | Radio | Chat |\n|---|---|---|---|\n| Global | 0 | globalRadio | globalChat |\n| Side | 1 | sideRadio | sideChat |\n| Command | 2 | commandRadio | commandChat |\n| Group | 3 | groupRadio | groupChat |\n| Vehicle | 4 | vehicleRadio | vehicleChat |\n| Direct | 5 | directSay | N/A |\n| System | 6 Arma 2: Operation Arrowhead v1.62<br>16 Arma 3 v0.50 | N/A | systemChat |\n\n##### disableChannels (Arma 2: Operation Arrowhead v1.62)\n\nDisable global, side, command or system chat. MOTD and admin say have exception and will show in global.\n\n> [!NOTE]\n> - This setting is not considered when hosting from Eden Editor.\n> - A mission using **disableChannels** will override any `disableChannels[]` value in server config.\n\n> [!NOTE]\n> **Arma 3:** See enableChannel.\n\nArma 2: Operation Arrowhead v1.62 **basic syntax**:\n\n```cpp\ndisableChannels[] = { 0, 3 }; // simple channel ID list\n```\n\nArma 3 v1.60 **advanced syntax**:\n\n```cpp\ndisableChannels[] =\n{\n    {\n        0,        // channel ID\n        false,    // text chat remains enabled\n        true,    // voice chat is disabled\n        false,    // allow placing map markers (Optional, default false - added in v2.20)\n        true    // disable drawing on map (Optional, default false - added in v2.20)\n    },\n    { 3, true, true }\n};\n```\n\n##### disabledAI\n\nMultiplayer setting that removes all playable units which do not have a human player.\nWhen AI is disabled, a player logging out will **not** have AI take control of his character.\n\n> [!IMPORTANT]\n> Disabling AI units will prevent JIP into playable units if **respawn** is disabled.\n\n```cpp\ndisabledAI = 1; // 0: AIs fill empty slots - 1: AIs are disabled, only players can spawn. Default: 0\n```\n\n##### disableRandomization (Arma 3 v1.42)\n\nDisables randomisation on certain objects, object types or object kinds in the mission. For more information visit: Arma 3: Vehicle Customisation\n\n```cpp\ndisableRandomization[] = { \"All\", \"AllVehicles\", \"B_G_Offroad_01_F\", \"myCar\", \"MyUnitName\", \"B_Soldier_F\" };\n```\n\nNote: This takes higher priority and will override the following:\n\n```sqf\n_vehicle setVariable [\"BIS_enableRandomization\", true]; // cannot enable for all or specific vehicles once disabled in description.ext\n```\n\n##### enableDebugConsole (Arma 3 v0.50)\n\nAllows access to the Debug Console in multiplayer scenarios outside of the editor. This has no effect for singleplayer scenarios.\n\nSince Arma 3 v2.18 also makes the console available in singleplayer scenarios.\n\n```cpp\nenableDebugConsole = 2; // dangerous in MP\n```\n\n- 0 - Default behavior, available only in editor\n- 1 - Available in SP and for hosts / logged in admins\n- 2 - Available for everyone\n\nAlternative since Arma 3 v1.72\n\n```cpp\nenableDebugConsole[] = { \"76561198XXXXXXXXX\", \"76561198YYYYYYYYY\", }; // admins and players with their UID in this list have access\n```\n\n##### enableItemsDropping (Arma 2: Operation Arrowhead v1.62)\n\nDisable dropping items while swimming. Introduced in Arma 2: Operation Arrowhead BETA 1.60.93965. Doesn't seem to have any effect in Arma 3.\n\n```cpp\nenableItemsDropping = 0; // 0: disabled - 1: enabled. Default: ?\n```\n\n##### enableTeamSwitch\n\nEnables or disables Team Switch functionality in MP when respawn type is 5 (SIDE).\n\n```cpp\nenableTeamSwitch = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\n##### forceRotorLibSimulation (Arma 3 v1.34)\n\nForce enable or disable RotorLib flight model.\n\n```cpp\nforceRotorLibSimulation = 1; // Default: 0\n```\n\n- 0 - based on player's options\n- 1 - enabled (advanced mode)\n- 2 - disabled (default flight mode)\n\n##### hostDoesNotSkipLobby (Arma 3 v2.06)\n\nStops hosting player from skipping the lobby if `skipLobby = 1;` is used\n\n```cpp\nhostDoesNotSkipLobby = 1;\n```\n\n##### joinUnassigned (Arma 3 v0.50)\n\nBy default a new player is not auto assigned a free playable slot in the mission lobby in Multiplayer.\nDisable this setting to make him auto assigned to the side with least players.\n\n```cpp\njoinUnassigned = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\n##### minScore, avgScore, maxScore\n\nSet minimum, average and maximum score for your mission.\nScore is related to the star display in the debriefing screen (OFP:CWC).\nThe score can be influenced during a missions progress by using the addRating command.\n\n```cpp\nminScore = 0;\navgScore = 1800;\nmaxScore = 75000;\n```\n\n> [!IMPORTANT]\n> Values have to follow this formula: **minScore < avgScore < maxScore**. Any other combinations can lead to game freeze upon mission end.\n\n##### missionGroup (Arma 3 v2.10)\n\nShared mission group name to override default missionName used with missionProfileNamespace, saveMissionProfileNamespace\n\n```cpp\nmissionGroup = \"SomeNameDescribingCommonMissions\";\n```\n\n##### onCheat (Arma 3 v1.00)\n\nExecutes custom statement when player enters the GETALLGEAR cheat (see: GETALLGEAR).\n\n```cpp\nonCheat = \"hint str _this\";\n```\n\n##### onPauseScript (Arma 2: Operation Arrowhead v1.62)\n\nExecutes a custom SQF script or function in scheduled environment (execVM) when player brings up Game Pause screen (presses 'Esc' button).\nDisplay parameter of the resulting dialog is available via `_this select 0` inside the script.\n\n```cpp\nonPauseScript    = \"myOnPauseScript.sqf\";                            // file path\nonPauseScript[]    = { \"myOnPauseFunction1\", \"myOnPauseFunction2\" };    // function name - since Arma 3\n```\n\n> [!IMPORTANT]\n> The script or function executes **in its own namespace**. In order to get/set external global variable you need to explicitly use mission namespace:\n>\n> **Set**\n>\n> ```sqf\n> // myVar2 = \"345\";                                    // will set the variable only in onPauseScript namespace\n> missionNamespace setVariable [\"myVar2\", \"345\"];        // will be available as a global variable\n> ```\n>\n> **Get**\n>\n> ```sqf\n> // hint str myVar;                                    // will raise an undefined variable myVar error\n> hint str (missionNamespace getVariable \"myVar\");    // will access the global variable properly\n> ```\n\n##### saving (Armed Assault v1.00)\n\nToggle saving possibility.\n\n```cpp\nsaving = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\n##### scriptedPlayer (Take On Helicopters v1.00)\n\nWhen scripted player is enabled, game no longer shows \"No player select\" error message upon mission start when no player unit is present.\n\n```cpp\nscriptedPlayer = 1; // 0: disabled - 1: enabled. Default: 0\n```\n\n##### skipLobby (Arma 3 v1.60)\n\nWhen enabled, joining player will join the mission bypassing role selection screen.\nThe joinUnassigned param will be set to 1 automatically, so that player receives first available role from mission template. When leaving such mission, player will go straight back to server browser.\n\n```cpp\nskipLobby = 1; // 0: disabled - 1: enabled. Default: 0\n```\n\n### Server Security\n\nThis section underlines mission security settings for server. They can secure or break your mission, so be sure to use them wisely.\n\n##### allowFunctionsLog (Arma 3 v0.50)\n\nAllows functions to log to the RPT file.\n\n```cpp\nallowFunctionsLog = 1; // 0: disabled - 1: enabled. Default: ?\n```\n\n##### allowFunctionsRecompile (Arma 3 v1.00)\n\nAs a security measure, functions are by default protected against rewriting during mission.\nThis restriction does not apply in missions previewed from the editor.\n\n```cpp\nallowFunctionsRecompile = 1; // 0: disabled - 1: enabled. Default: 0\n```\n\n##### zeusCompositionScriptLevel (Arma 3 v2.06)\n\n```cpp\nzeusCompositionScriptLevel = 0;    // 0: all scripts are forbidden\n                                // 1: only attributes are allowed (including custom attributes added by mods)\n                                // 2: all scripts are allowed including init scripts\n                                // Default: 1\n```\n\n##### CfgDisabledCommands (Arma 3 v1.66)\n\nDefine disabled script commands. See CfgDisabledCommands for more detailed explanations.\n\n##### CfgRemoteExec (Arma 3 v1.50)\n\nDefine remoteExec and remoteExecCall restrictions. See CfgRemoteExec for more detailed explanations and examples.\n\n### Tasks\n\nTasks are part of the mission. This section deals with the settings for them.\nSee also Arma 3: Task Framework - Task Overhaul\n\n##### taskManagement_markers2D (Arma 3 v1.42)\n\nUse new 2D markers.\n\n```cpp\ntaskManagement_markers2D = 1; // 0: disabled - 1: enabled. Default: 0\n```\n\n##### taskManagement_markers3D (Arma 3 v1.42)\n\nUse new 3D markers.\n\n```cpp\ntaskManagement_markers3D = 1; // 0: disabled - 1: enabled. Default: 0\n```\n\n##### taskManagement_propagate (Arma 3 v1.42)\n\nPropagate shared tasks to subordinates.\n\n```cpp\ntaskManagement_propagate = 1; // 0: disabled - 1: enabled. Default: 0\n```\n\n##### taskManagement_drawDist (Arma 3 v1.42)\n\n3D marker maximum draw distance in meters. within this range, unassigned tasks are drawn on screen.\n\n```cpp\ntaskManagement_drawDist = 2500; // in meters. Default: 2000\n```\n\n##### CfgTasks (Armed Assault v1.00)\n\nAgents task config\n\n```cpp\nclass CfgTasks\n{\n    class Default\n    {\n        name = \"\";\n        fsm = \"\";        // relative path to fsm file\n        condition = \"\";    // relative path to sqf file (compiled and stored for the duration of run time, executed frequently)\n        description = \"\";\n        destination = \"\";\n        resources[] = {};\n    };\n};\n```\n\n##### CfgTaskTypes (Arma 3 v1.54)\n\nDefine Task types and their icons.\n\n```cpp\nclass CfgTaskTypes\n{\n    class Attack\n    {\n        icon    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types\\Attack_ca.paa\";\n        icon3D    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types3D\\Attack_ca.paa\";\n    };\n\n    class Defend\n    {\n        icon    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types\\Defend_ca.paa\";\n        icon3D    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types3D\\Defend_ca.paa\";\n    };\n};\n```\n\n##### CfgTaskDescriptions (Arma 3 v1.12)\n\nDefine Task titles and descriptions.\n\n```cpp\nclass CfgTaskDescriptions\n{\n    class myTask1\n    {\n        title        = \"my task title\";\n        description    = \"my task description\";\n        marker        = \"my task destination marker\";\n    };\n\n    class myTask2\n    {\n        title        = \"STR_myTask2Title\";            // note the lack of $ sign here!\n        description    = \"STR_myTask2Description\";        // without $, it translates for each client\n        marker        = \"STR_myTask2Marker\";            // with $ everyone sees the server's language\n    };\n};\n```\n\n##### CfgTaskEnhancements (Arma 3 v1.42)\n\nDefines tasks enhancements directly in a class.\n\n```cpp\nclass CfgTaskEnhancements\n{\n    enable        = 1; // 0: disable new task features (default), 1: enable new task features and add new task markers and task widgets into the map\n    3d            = 1; // 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers\n    3dDrawDist    = 0; // 3d marker draw distance (default: 2000)\n    share        = 1; // 0: do not count assigned players (default), 1: count how many players have the task assigned\n    propagate    = 1; // 0: do not propagate (default), 1: propagate shared tasks to subordinates\n};\n```\n\n### Custom Content Definition\n\nThe following class definitions allow for mission-defined content like sounds, music, or more advanced content like functions\n\n##### CfgCameraEffects\n\nConfigure custom cameraEffect.\n\n```cpp\nclass CfgCameraEffects\n{\n    class Array\n    {\n        class External\n        {\n            type = 0;\n            duration = 6;    // 3 seconds for some reason\n            file = \"\";        // some kind of custom .p3d file for camera\n        };\n\n        class AutoTerminate : External\n        {\n            type = 3;        // CamChained\n            chain[] = { \"External\", \"Terminate\" }; // Terminate will trigger after 3 seconds\n        };\n    };\n};\n```\n\nExample:\n\n```sqf\nshowCinemaBorder false;\nprivate _dur = getNumber (missionConfigFile >> \"CfgCameraEffects\" >> \"Array\" >> _this >> \"duration\");\nprivate _cam = \"camera\" camCreate (player modelToWorld [0, -100, 50]);\n_cam camSetTarget player;\n_cam camSetRelPos [0, -0.1, 1.8];\n_cam camCommit (_dur / 2);\n_cam cameraEffect [\"AutoTerminate\", \"Back\"];\nwaitUntil { camCommitted _cam };\ncamDestroy _cam;\n```\n\n##### CfgCommunicationMenu (Arma 3 v1.00)\n\nThis entry allows to add commanding menu option in the communication menu. See Arma 3: Communication Menu for more information.\n\n##### CfgCommands (Arma 3 v1.50)\n\nThis entry contains a list of configurations for certain scripting commands (currently only `allowedHTMLLoadURIs` for htmlLoad, ctrlSetURL and menuSetURL).\nThis entry can be defined in Config.cpp or in a campaign or mission Description.ext; the most local variant is used.\n\n```cpp\nclass CfgCommands\n{\n    // Note that in case of clients connected to dedicated server, restrictions defined in its config have priority.\n    allowedHTMLLoadURIs[] +=\n    {\n        \"*.mywebsite.com\",\n        \"*.mywebsite2.com/something/*\",\n        // ...\n        \"*.mywebsiteN.com\"\n    };\n};\n```\n\n###### `allowedHTMLLoadURIs`\n\nDefines a list of URIs that can be used with htmlLoad, ctrlSetURL and menuSetURL. Only URIs with the following protocols are supported:\n\n- HTTP (e.g. `http://example.com/`)\n- HTTPS (e.g. `https://example.com/`)\n- FTP (e.g. `ftp://ftp.example.com/`)\n- Gopher (e.g. `gopher://gopher.example.com/`)\n- Arma 3 v2.22 TeamSpeak 3 (e.g. `ts3server://ts3.example.com`)\n\nThe URIs support wildcards:\n\n- `*` matches any character zero or more times (e.g. `https://*.example.com/` matches `https://www.example.com/` and `https://files.example.com/`)\n- `?` matches any character exactly once (e.g. `https://example.com/?` matches `https://example.com/a` and `https://example.com/b`)\n\n> [!NOTE]\n> Some domains are automatically whitelisted, such as \"arma3.com\" or \"bistudio.com\".\n>\n> This is a list of all patterns for whitelisted URLs in the engine:\n>\n> ```sqf\n> \"(ftp|http|https)://arma3\\\\.com/.*\"\n> \"(ftp|http|https)://[a-zA-Z0-9]+\\\\.arma3\\\\.com/.*\"\n> \"(ftp|http|https)://bistudio\\\\.com/.*\"\n> \"(ftp|http|https)://[a-zA-Z0-9]+\\\\.bistudio\\\\.com/.*\"\n> \"(ftp|http|https)://bohemia\\\\.net/.*\"\n> \"(ftp|http|https)://[a-zA-Z0-9]+\\\\.bohemia\\\\.net/.*\"\n> \"(ftp|http|https)://armaplatform\\\\.com/.*\"\n> \"(ftp|http|https)://[a-zA-Z0-9]+\\\\.armaplatform\\\\.com/.*\"\n> \"(ftp|http|https)://store\\\\.steampowered\\\\.com/.*\"\n> \"https://steamcommunity\\\\.com/workshop/.*\"\n> ```\n\n##### CfgFunctions (Arma 2 v1.00)\n\nDefine functions for your mission. For a detailed explanation, see:\n\n|  |  |\n|---|---|\n| - Arma 3 v1.00 | Arma 3: Functions Library |\n| - Arma 2 v1.00 Arma 2: Operation Arrowhead v1.00 | Arma 2: Functions Library |\n| - Take On Helicopters v1.00 | Take On Helicopters: Functions Library |\n\n##### CfgHints (Arma 3 v1.00)\n\nDefine Advanced Hints (similar to the Field Manual ones). See Advanced Hints for more information.\n\n##### CfgIdentities\n\nDefine the identities of individual units, you can specify the face, type of glasses worn, voice, tone of voice and name of an identity.\nYou then give a specific unit this identity by using the command setIdentity in the mission.\n\n> [!NOTE]\n> the `nameSound` entry is only valid since Arma 3. See setNameSound for possible values.\n\n```cpp\nclass CfgIdentities\n{\n    class MyLittleSoldier\n    {\n        name        = \"Givens\";\n        nameSound    = \"Givens\"; // Arma 3 only!\n        face        = \"whiteHead_06\";\n        glasses        = \"None\";\n        speaker        = \"Male05ENG\";\n        pitch        = 1.1;\n    };\n};\n```\n\nExample:\n\n```sqf\nplayer setIdentity \"MyLittleSoldier\";\n```\n\nSee CfgIdentities for more detailed information and valid options for face, glasses, speaker etc.\n\n##### CfgLeaflets (Arma 3 v1.76)\n\nDefine leaflets for your missions. See Arma 3: Leaflets for more information.\n\n##### CfgMusic\n\nDefines music you can play with playMusic.\n\n```cpp\nclass CfgMusic\n{\n    tracks[] = {};\n    class MyIntro\n    {\n        // display name\n        name    = \"My intro music\";\n\n        // filename, volume, pitch\n        sound[]    = { \"\\music\\filename.ogg\", db + 0, 1.0 };\n    };\n    class Ludwig9\n    {\n        name    = \"Ludwig Van Beethoven's Ninth Symphony\";\n        sound[]    = { \"\\music\\ludwig9.ogg\", db + 10, 1.0 };\n    };\n};\n```\n\nExample:\n\n```sqf\nplayMusic \"MyIntro\";\n```\n\n> [!IMPORTANT]\n> Setting volume (db) of music far from zero will disable fadeMusic command. Optimal values are from -10 to 10.\n\n##### CfgNotifications (Arma 3 v1.12)\n\nDefine custom notifications to be shown with BIS_fnc_showNotification. See Notification for more detailed information and examples.\n\n##### CfgPostprocessTemplates (Arma 3 v1.00)\n\nDefine custom post-process effects, to Post Process Effects format (only \"colorCorrection\" and \"filmGrain\" are supported for now).\nTo be used with BIS_fnc_setPPeffectTemplate.\n\n```cpp\nclass CfgPostprocessTemplates\n{\n    class MyPurplePP\n    {\n        colorCorrections[] = { 1, 1, 0, { 1, 1, 1, 0 }, { 1, 0.5, 1, 0 }, { 0.75, 0.25, 0, 1 } };\n        displayName = \"Purple-ish!\";\n        filmGrain[] = { 0.04, 1, 1, 0, 1 };\n    };\n};\n```\n\n##### CfgRadio\n\nDefines radio sentences you can play with these radio commands: customRadio, vehicleRadio, groupRadio, sideRadio, globalRadio.\n\n```cpp\nclass CfgRadio\n{\n    sounds[] = {};\n    class RadioMsg1\n    {\n        // display name\n        name    = \"\";\n\n        // filename, volume, pitch\n        sound[]    = { \"\\sound\\filename1.ogg\", db - 100, 1.0 };\n\n        // radio caption\n        title    = \"I am ready for your orders.\";\n    };\n\n    class RadioMsg2\n    {\n        name    = \"\";\n        sound[]    = { \"\\sound\\filename2\", db - 100, 1.0 }; // .wss implied\n        title    = \"$STR_RADIO_2\";\n    };\n};\n```\n\nExample:\n\n```sqf\nunit sideRadio \"RadioMsg2\";\n```\n\n##### CfgSentences\n\nSee Conversations for more information.\n\n##### CfgSFX\n\nSee CfgSFX for more information.\n\n##### CfgSounds\n\nGeneral sounds that can be used for dialog, voiceovers in the briefing etc.\nSee also commands playSound, say, say2D and say3D.\n\n```cpp\nclass CfgSounds\n{\n    sounds[] = {}; // OFP required it filled, now it can be empty or absent depending on the game's version\n\n    class wolf1\n    {\n        name = \"My wolf sound\";                        // display name\n        sound[] = { \"fx\\wolf1.ogg\", 1, 1, 100 };    // file, volume, pitch, maxDistance\n        titles[] = { 0, \"*wolf growls*\" };            // subtitles\n\n        titlesFont = \"LCD14\";        // OFP:R - titles font family\n        titlesSize = 0.1;            // OFP:R - titles font size\n\n        forceTitles = 1;            // Arma 3 - display titles even if global show titles option is off (1) or not (0)\n        titlesStructured = 1;        // Arma 3 - treat titles as Structured Text (1) or not (0)\n    };\n};\n```\n\n| Property | Description |\n|---|---|\n| sounds[] | *Was* required in previous titles, and needed to be filled with `CfgSounds` defined sounds at the beginning of Operation Flashpoint.<br>At least in Arma 3 the engine finds them without this value which can now be ignored entirely. |\n| name | (Optional) how the sound is referred to in the editor (e.g. name in trigger effects) this can be a translation (e.g `\"$STR_My_Translation\"`) |\n| sound[] | An array containing:<br>- file path: the relative path to the file<br>  Since Arma 3 v1.50 the path can be prefixed with `@` in order to look directly into addon files, e.g `\"@a3\\Ui_F_Curator\\Data\\Sound\\CfgSound\\visionMode\"`<br>- volume: between 0 and 5, 1 being normal volume<br>  > [!NOTE]<br>  > Volume may at some point be found defined with **db** (e.g `db-40`). The formula for db-based volume is: `10^(number * (1/20))`.<br>- pitch: 1 is normal pitch, 2 = chipmunk, 0.5 = Darth Vader, etc<br>- max distance: (Optional, default `volume × 1000`) maximum distance at which the sound is heard, in metres |\n| titles[] | An array format `{ time1, text1, time2, text2 }` etc:<br>- time#: can be a number or an array:<br>  - number: sound time at which the text is displayed (2 = 2s after sound start)<br>  - array: format `{ displayTime, displayDurationFactor }`:<br>    - displayTime: sound time at which the text is displayed (2 = 2s after sound start)<br>    - displayDurationFactor: default value is 1 (for 10s subtitle display), 0.5 means half the time (5s), 2 means twice the time (20s) etc<br>- text#: the text to be displayed<br>> [!IMPORTANT]<br>> If a subtitle is timed for *after* the sound is done, the sound will repeat until the subtitle is played (then played until its end). |\n| Operation Flashpoint: Resistance v1.75 titlesFont | (Optional) titles font family |\n| Operation Flashpoint: Resistance v1.75 titlesSize | (Optional) titles font size |\n| Arma 3 v0.50 forceTitles | (Optional) if set to 1, will display titles even if global show titles option is off |\n| Arma 3 v0.50 titlesStructured | (Optional) if set to 1, treat titles as Structured Text (e.g `0, \"<t color=\"\"#ff0000\"\">Red text</t>\"`) |\n\nExample:\n\n```sqf\nplaySound \"wolf1\"; // class name as string\nplayer say [\"wolf1\", 100];\n```\n\n> [!NOTE]\n> See [OFP ToadLife's tutorial](http://ofp.toadlife.net/downloads/tutorials/tutorial_sound/tutorial_sound.html) for a sound advice.\n\n##### CfgUnitInsignia (Arma 3 v1.24)\n\nDefine custom unit insignia (shoulder patches). See Arma 3: Unit Insignia for more detailed information.\n\n```cpp\nclass CfgUnitInsignia\n{\n    class 111thID\n    {\n        displayName = \"111th Infantry Division\";    // name displayed in Arsenal\n        author = \"Bohemia Interactive\";                // author displayed in Arsenal\n        texture = \"\\a3\\UI_F_Bootcamp\\Data\\CfgUnitInsignia\\B_111thID_texture_ca.paa\"; // image path\n        textureVehicle = \"\";                        // does nothing, was reserved for future use\n    };\n};\n```\n\n##### CfgUnitTemplates (Arma 3 v1.50)\n\nThis class is used to create units templates. For now, this is only used with the function BIS_fnc_unitHeadgear.\n\n```cpp\nclass CfgUnitTemplates\n{\n    // Classic selectRandom\n    class MyFirstTemplate : Default\n    {\n        headgearList[] =\n        {\n            \"H_Cap_blk\",\n            \"H_Cap_grn\",\n            \"H_Cap_oli_hs\"\n        };\n\n        facewearList[] =\n        {\n            \"G_Bandanna_beast\",\n            \"G_Bandanna_blk\",\n            \"G_Bandanna_khk\"\n        };\n    };\n\n    // the probabilities will be considered, weighted random\n    class MySecondTemplate : Default\n    {\n        headgearList[] =\n        {\n            \"H_Cap_blk\",    0.9,\n            \"H_Cap_grn\",    0.6,\n            \"H_Cap_oli_hs\",    0.55\n        };\n\n        facewearList[] =\n        {\n            \"G_Bandanna_beast\",    0.5,\n            \"G_Bandanna_blk\",    0.5,\n            \"G_Bandanna_khk\",    0.5\n        };\n    };\n};\n```\n\nExample:\n\n```sqf\n[myUnit, \"MyFirstTemplate\"]        call BIS_fnc_unitHeadgear;\n[myUnit, \"MySecondTemplate\"]    call BIS_fnc_unitHeadgear;\n```\n\n##### CfgVehicles (Arma 3 v1.70)\n\nThis class can only be used to create sound sources.\nSee also CfgSFX for more detailed information.\n\n```cpp\nclass CfgVehicles\n{\n    class MyOwlSound        // class name to be used with createSoundSource\n    {\n        sound = \"MyOwl\";    // reference to CfgSFX class\n    };\n};\n```\n\n##### CfgVehicleTemplates (Arma 3 v1.42)\n\nThis class is used to create vehicle templates used by the Vehicle Customisation system.\n\n```cpp\nclass CfgVehicleTemplates\n{\n    class BIS_Offroad_01_default\n    {\n        displayName = \"Default\";\n        author = \"Bohemia Interactive\";\n        textureList[] =\n        {\n            \"guerilla_01\", 0.5,\n            \"guerilla_02\", 1\n        };\n\n        animationList[] =\n        {\n            \"HideBumper1\", 1,\n            \"HideBumper2\", 1\n        };\n    };\n};\n```\n\n##### RscTitles\n\nThis class is used to define custom HUDs. See Arma: GUI Configuration for more information.","sections":[{"heading":null,"level":1,"markdown":"The Description.ext file is a missionConfigFile and is used to set the overall mission attributes or to define global properties that will be available for other scripts.\nIt is placed in the mission root folder and uses the same syntax as the config.cpp file, but supports only a limited number of config classes.\n\nAdditionally, many attributes can also be set via the Eden Editor, where changes are automatically refreshed upon scenario preview.\nIn the 2D Editor the mission has to be reloaded for changes to be applied.\n\n> [!NOTE]\n> This file is required in Operation Flashpoint: Elite for MP missions to work, otherwise a **-1 error** is shown.\n\n> [!NOTE]\n> This page is about the **Mission Description.ext**. For the campaign version, see Campaign Description.ext.\n\n> [!WARNING]\n> The keyword `class` for class definitions **must** be lowercase, otherwise a parsing error will occur.\n\n> [!IMPORTANT]\n> Accidentally creating this file with a wrong file extension is a frequent cause of issues.\n> If you are unfamiliar with script file creation, read Introduction to Arma Scripting - File Creation for a step-by-step tutorial.\n\n> [!NOTE]\n> **Arma 3:** Since Arma 3 v2.02, it is possible to import a class from main config and inherit from it in mission config:\n>\n> ```cpp\n> import RscText;\n> class MyText : RscText\n> {\n>     // ...\n> };\n> ```\n>\n> For more information, see the import (Config) page."},{"heading":"Mission Information","level":3,"markdown":"This section helps you find out how to customise Mission overall external appearance, from Mission Overview to Loading Screens.\n\n**Loading screen parameters**\n\n```cpp\nauthor            = \"Varanon\";\nonLoadName        = \"Point Insertion\";\nonLoadMission    = \"A group of NATO soldiers is tasked with sabotaging a coastal defense.\";\nloadScreen        = \"images\\loadScreen.paa\";\n\nclass Header\n{\n    gameType = \"Coop\";    // game type\n    minPlayers =  1;    // minimum number of players the mission supports\n    maxPlayers = 10;    // maximum number of players the mission supports\n};\n```\n\n> [!NOTE]\n> Header's `playerCountMultipleOf` entry is available in earlier titles (from Operation Flashpoint: Elite to Arma 3 1.30), allowing to setup the auto-assign team balancing factor: 1 for Coop, 2 for Versus."},{"heading":"author (Arma 3 v0.50)","level":5,"markdown":"Mission author's name. The default loading screen shows this string below the onLoadName in a smaller font prefixed by \"by \"."},{"heading":"onLoadName (Arma 3 v0.50)","level":5,"markdown":"String (usually mission name) shown during mission loading. The string is shown in a slightly larger font above the loadScreen.\nThe onLoadMission text is placed below the load screen and the header gameType determines the game type on top of the box."},{"heading":"onLoadMission","level":5,"markdown":"Displays a message while the mission is loading. Note that a mission that takes very little time to load will only display the message for a short time.\nIn **OFP** this is the name you see when selecting a mission in MP and also the name that is presented to the Multiplayer browser.\n\n```cpp\nonLoadMission = \"YourMissionName\";\n```"},{"heading":"loadScreen (Arma 2: Operation Arrowhead v1.50)","level":5,"markdown":"The picture to be shown while the mission is loaded. The path is relative to the mission folder. Must be in PAA file format.\n2:1 aspect ratio (different aspect are rendered correctly as well, but won't cover the whole area).\nIdeally 1024x512 pixels.\n\n```cpp\nloadScreen = \"pictures\\intro.paa\";\n```"},{"heading":"header (Armed Assault v1.00)","level":5,"markdown":"This class defines mission type and other settings displayed in the multiplayer browser.\n\n```cpp\nclass Header\n{\n    gameType = \"CTF\";    // Game type\n    minPlayers =  1;    // minimum number of players the mission supports\n    maxPlayers = 10;    // maximum number of players the mission supports\n};\n```\n\nSee Multiplayer Game Types for more detailed information."},{"heading":"onLoadIntro","level":5,"markdown":"Displays a message while the intro is loading.\n\n```cpp\nonLoadIntro = \"YourMessage\";\n```"},{"heading":"onLoadMissionTime","level":5,"markdown":"Define whether you will see the time and date displayed while the mission loads. Effect unkown in Arma 3.\n\n```cpp\nonLoadMissionTime = 1; // 0: disabled - 1: enabled. Default: 1\n```"},{"heading":"onLoadIntroTime","level":5,"markdown":"Define whether you will see the time and date displayed while the intro loads.\n\n```cpp\nonLoadIntroTime = 1; // 0: disabled - 1: enabled. Default: 0\n```"},{"heading":"briefingName (Arma 3 v1.56)","level":5,"markdown":"Mission name displayed in the mission selection menu.\n\n```cpp\nbriefingName = \"TAG 1-5 CO My super mission\";\n```\n\n> [!IMPORTANT]\n> Please note that the same parameter can be defined in 3DEN in Attributes->General->Presentation->Title, but 'briefingName' from 'description.ext' has a priority. To use localized string either in 3DEN field or in 'description.ext', prefix stringtable ID with `@`."},{"heading":"CfgLoadingTexts (Take On Helicopters v1.00)","level":5,"markdown":"Define mission specific loading texts."},{"heading":"overviewPicture (Arma 3 v0.50)","level":5,"markdown":"Path to image which will be displayed when the mission is highlighted on the mission selection screen. Image should be .paa format and in 2:1 aspect ratio – ideally 1024×512 (Arma 3)."},{"heading":"overviewText (Arma 3 v0.50)","level":5,"markdown":"Text to be displayed below the overviewPicture on the mission selection screen when the mission is available to play.\n\n> [!IMPORTANT]\n> Please note that the same parameter can be defined in 3DEN in Attributes->General->Overview->Text, but 'overviewText' from 'description.ext' has a priority. To use localized string either in 3DEN field or in 'description.ext', prefix stringtable ID with `@`.\n\n> [!IMPORTANT]\n> The text that appears at the top of an MP mission is defined in **mod** mission definition and **not** through Description.ext:\n>\n> ```cpp\n> class Mission\n> {\n>     // ...\n>     class Intel\n>     {\n>         overviewText = \"This text here\";\n>         // ...\n>     };\n>     // ...\n> };\n> ```"},{"heading":"overviewTextLocked (Arma 3 v0.50)","level":5,"markdown":"Text to be displayed below the overviewPicture on the mission selection screen when the mission is locked from play.\n\n> [!IMPORTANT]\n> Please note that to use localized string prefix stringtable ID with `@`."},{"heading":"onBriefingGear","level":5,"markdown":"Defines a sound (defined in CfgSounds) that will play when accessing the gear part of the briefing. See Briefing.html.\n\n```cpp\nonBriefingGear = \"SoundName\";\n```\n\n> [!NOTE]\n> **Arma 3:** Has no effect in Arma 3."},{"heading":"onBriefingGroup","level":5,"markdown":"Defines a sound (defined in CfgSounds) that will play when accessing the group part of the briefing. See Briefing.html.\n\n```cpp\nonBriefingGroup = \"SoundName\";\n```\n\n> [!NOTE]\n> **Arma 3:** Has no effect in Arma 3."},{"heading":"onBriefingPlan","level":5,"markdown":"Defines a sound (defined in CfgSounds) that will play when accessing the plan part of the briefing. See Briefing.html.\n\n```cpp\nonBriefingPlan = \"SoundName\";\n```\n\n> [!NOTE]\n> **Arma 3:** Has no effect in Arma 3."},{"heading":"CfgWorlds (Arma 3 v2.02)","level":5,"markdown":"Could be used to override the following properties used on mission loading: author, description, pictureMap, pictureShot, loadingTexts[].\nIf a specific world name given as a subclass, override will happen only when this world is loading. If subclass with name Any is used, then aforementioned properties would be overridden for any world that is loading.\n\n```cpp\nclass CfgWorlds\n{\n    class Any // or specific world name\n    {\n        author = \"author\";\n        description = \"description\";\n        pictureMap = \"picturepath\";\n        pictureShot = \"picturepath\";\n        loadingTexts[] = { \"text1\", \"text2\", \"text3\" };\n    };\n};\n```"},{"heading":"Respawn/Revive","level":3,"markdown":"This section talks about respawn and revive actions.\n\n- for Arma 2, see First Aid.\n- for Arma 3, see Arma 3: Respawn and Arma 3: Revive.\n\n**Respawn types**\n\n| ID | Text version | Description |\n|---|---|---|\n| **0** | **\"NONE\"** | No respawn |\n| **1** | **\"BIRD\"** | Respawn as a seagull |\n| **2** | **\"INSTANT\"** | Respawn just where you died. |\n| **3** | **\"BASE\"** | Respawn in base.<br>A respawn marker is needed. If no marker is defined, respawn behaviour will be the same as **\"INSTANT\"**.<br>Marker role names:<br>- Unit respawn: *respawn_**SIDE***<br>- Vehicle respawn: *respawn_vehicle_**SIDE***<br>Side can be one of *west*, *east*, *guerrila* (sic), *civilian*, e.g **respawn_west**.<br>Any suffix (eg: respawn_west**ABC**, respawn_west**_1**, etc) will allow multiple random respawn points. |\n| **4** | **\"GROUP\"** | Respawn in your group. If there is no remaining AI, you will become a seagull. |\n| **5** | **\"SIDE\"** | Armed Assault v1.08 Respawn into an AI unit on your side (if there's no AI left, you'll become a seagull).<br>With this respawn type, team switch is also available to any AI controlled playable units. |"},{"heading":"respawn","level":5,"markdown":"Sets soldiers and vehicles respawn type.\n\n```cpp\nrespawn = 0;        // Default: 0 for SP, 1 for MP\nrespawn = \"SIDE\";    // text version works too\n```"},{"heading":"respawnVehicle (Arma 3 v2.18)","level":5,"markdown":"Sets vehicles only respawn type. Vehicles can only have 2 (or \"INSTANT\") and 3 (or \"BASE\") respawn mode. All other modes are equal to disabled respawn. If 'respawnVehicle' is not defined, the 'respawn' value is used.\n\n```cpp\nrespawnVehicle = 3;            // number version\nrespawnVehicle = \"BASE\";    // text version works too\n```"},{"heading":"respawnButton","level":5,"markdown":"Enable or disable the respawn button in the menu for INSTANT and BASE respawn types.\n\n```cpp\nrespawnButton = 0; // 0: disabled - 1: enabled. Default: 1\n```"},{"heading":"respawnDelay","level":5,"markdown":"Set respawn delay in seconds.\n\n```cpp\nrespawnDelay = 42; // Default: ?\n```"},{"heading":"respawnVehicleDelay","level":5,"markdown":"Set vehicle respawn delay in seconds.\n\n```cpp\nrespawnVehicleDelay = 12; // Default: ?\n```"},{"heading":"respawnDialog","level":5,"markdown":"Show the scoreboard and respawn countdown timer for a player if he is killed with respawn type **3**.\n\n```cpp\nrespawnDialog = 0; // 0: disabled - 1: enabled. Default: 1\n```"},{"heading":"respawnOnStart","level":5,"markdown":"Respawn player when he joins the game. Available only for INSTANT and BASE respawn types.\n\n```cpp\nrespawnOnStart = 1; // Default: 0\n```\n\n- -1 - Dont respawn on start. Don't run respawn script on start.\n-  0 - Dont respawn on start. Run respawn script on start.\n-  1 - Respawn on start. Run respawn script on start."},{"heading":"respawnTemplates","level":5,"markdown":"Respawn templates from CfgRespawnTemplates. You can combine any number of them together.\n\n```cpp\nrespawnTemplates[] = { \"Counter\", \"Wave\" };\n```\n\n> [!IMPORTANT]\n> Side specific respawn templates can be specified with *respawnTemplates***SIDE***[]* where **SIDE** can be any playable side (West, East, Guer, Civ).\n> When such is undefined, general respawnTemplates are used instead."},{"heading":"respawnWeapons (Armed Assault v1.00)","level":5,"markdown":"Set weapons players will receive upon respawn. respawnMagazines has to be defined as well.\n\n```cpp\nrespawnWeapons[] = { \"arifle_Katiba_GL_F\" };\n```\n\n> [!IMPORTANT]\n> Side specific respawn weapons can be specified with *respawnWeapons***SIDE***[]* where **SIDE** can be any playable side (West, East, Guer, Civ).\n> Corresponding *respawnMagazines***SIDE***[]* has to be defined as well."},{"heading":"respawnMagazines (Armed Assault v1.00)","level":5,"markdown":"Set magazines players will receive upon respawn. respawnWeapons has to be defined as well.\n\n```cpp\nrespawnMagazines[] = { \"30Rnd_65x39_caseless_green\", \"30Rnd_65x39_caseless_green\" };\n```\n\n> [!IMPORTANT]\n> Side specific respawn weapons can be specified with *respawnMagazines***SIDE***[]* where **SIDE** can be any playable side (West, East, Guer, Civ).\n> Corresponding *respawnWeapons***SIDE***[]* has to be defined as well."},{"heading":"reviveMode (Arma 3 v1.62)","level":5,"markdown":"Define if Revive mode is enabled.\n\n```cpp\nreviveMode = 1; // Default: 0\n```\n\n- 0 - disabled\n- 1 - enabled\n- 2 - controlled by player attributes"},{"heading":"reviveUnconsciousStateMode (Arma 3 v1.62)","level":5,"markdown":"Define revive mode.\n\n```cpp\nreviveUnconsciousStateMode = 0; // Default: 0\n```\n\n- 0 - basic mode\n- 1 - advanced mode\n- 2 - realistic\n\nSee damage model for more detailed information."},{"heading":"reviveRequiredTrait (Arma 3 v1.62)","level":5,"markdown":"Define if only a medic (or unit with medic trait) can perform a revive.\n\n```cpp\nreviveRequiredTrait = 0; // 0: disabled - 1: enabled. Default: 0\n```"},{"heading":"reviveRequiredItems (Arma 3 v1.62)","level":5,"markdown":"Define if a medical item (first aid kit or medkit) is required to begin a revive process.\n\n```cpp\nreviveRequiredItems = 2; // Default: ?\n```\n\n- 0 - none\n- 1 - medkit\n- 2 - medkit or first aid kit"},{"heading":"reviveRequiredItemsFakConsumed (Arma 3 v1.62)","level":5,"markdown":"Define if a first aid kit is consumed on reviving a teammate\n\n```cpp\nreviveRequiredItemsFakConsumed = 1; // 0: disabled - 1: enabled. Default: ?\n```"},{"heading":"reviveMedicSpeedMultiplier (Arma 3 v1.62)","level":5,"markdown":"Speed multiplier for revive performed by medic\n\n```cpp\nreviveMedicSpeedMultiplier = 2; // medic revive will be two times faster compared to another soldier\n```"},{"heading":"reviveDelay (Arma 3 v1.62)","level":5,"markdown":"The time in seconds it takes to revive an incapacitated unit. Having a Medikit will halve this time.\n\n```cpp\nreviveDelay = 10; // Default: 6\n```"},{"heading":"reviveForceRespawnDelay (Arma 3 v1.62)","level":5,"markdown":"The time in seconds it takes for an incapacitated unit to force their respawn.\n\n```cpp\nreviveForceRespawnDelay = 5; // Default: 3\n```"},{"heading":"reviveBleedOutDelay (Arma 3 v1.62)","level":5,"markdown":"The time in seconds it takes for a unit to bleed out.\n\n```cpp\nreviveBleedOutDelay = 300; // Default: 120\n```"},{"heading":"enablePlayerAddRespawn (Arma 3 v1.62)","level":5,"markdown":"Usage unsure, may be related to respawn template **MenuPosition**.\n\n```cpp\nenablePlayerAddRespawn = 0; // Disable framework respawn\n```"},{"heading":"CfgRespawnInventory (Arma 3 v1.62)","level":5,"markdown":"This class defines a respawn inventory, used with **MenuInventory** respawn template.\nLoadouts with no assigned role are automatically assigned to the \"Default\" role.\nSee also BIS_fnc_addRespawnInventory, BIS_fnc_removeRespawnInventory\n\n```cpp\nclass CfgRespawnInventory\n{\n    class Blufor1\n    {\n        displayName = \"Light\";                                    // Name visible in the menu\n        icon = \"\\A3\\Ui_f\\data\\GUI\\Cfg\\Ranks\\sergeant_gs.paa\";    // Icon displayed next to the name\n        role = \"Assault\";                                        // Optional, see CfgRoles\n\n        // Loadout definition, uses same entries as CfgVehicles classes\n        weapons[] =\n        {\n            \"arifle_MXC_F\",\n            \"Binocular\"\n        };\n\n        magazines[] =\n        {\n            \"30Rnd_65x39_caseless_mag\",\n            \"30Rnd_65x39_caseless_mag\",\n            \"SmokeShell\"\n        };\n\n        items[] =\n        {\n            \"FirstAidKit\"\n        };\n\n        linkedItems[] =\n        {\n            \"V_Chestrig_khk\",\n            \"H_Watchcap_blk\",\n            \"optic_Aco\",\n            \"acc_flashlight\",\n            \"ItemMap\",\n            \"ItemCompass\",\n            \"ItemWatch\",\n            \"ItemRadio\"\n        };\n\n        uniformClass = \"U_B_CombatUniform_mcam_tshirt\";\n        backpack = \"B_AssaultPack_mcamo\";\n    };\n\n    class Blufor2\n    {\n        // Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it.\n        vehicle = \"B_soldier_AR_F\";\n    };\n};\n```"},{"heading":"CfgRespawnTemplates (Arma 3 v1.62)","level":5,"markdown":"This class defines new respawn templates to be used with respawn templates.\n\n```cpp\nclass CfgRespawnTemplates\n{\n    // class used in respawnTemplates entry\n    class myTag_beacon\n    {\n        // function or script executed upon death\n        // parameters passed into it are the same as are passed into onPlayerKilled.sqf file\n        onPlayerKilled = \"\\myAddon\\scripts\\respawnBeacon.sqf\";\n\n        // function or script executed upon respawn\n        // parameters passed into it are the same as are passed into onPlayerRespawn.sqf file\n        onPlayerRespawn = \"\\myAddon\\scripts\\respawnBeacon.sqf\";\n\n        // default respawn delay\n        // can be overwitten by description.ext attribute of the same name\n        respawnDelay = 20;\n\n        // see respawnOnStart for description and limitations\n        // can be overridden by description.ext attribute of the same name\n        respawnOnStart = 1;\n    };\n\n    class Spectator\n    {\n        onPlayerRespawn = \"BIS_fnc_respawnSpectator\"; // a function can be used instead of a script\n    };\n};\n```"},{"heading":"CfgRoles (Arma 3 v1.62)","level":5,"markdown":"This class defines Respawn roles. The main purpose of Roles is to make things clearer and simpler for player when selecting a loadout. All the loadouts available in a mission are now divided into various roles.\nMission designer can use roles already created in the game config, or custom roles can be defined in description.ext file. Loadouts with no role assigned are automatically assigned to the *Default* role.\n\n```cpp\n// all default roles with icons\nclass CfgRoles\n{\n    class Assault\n    {\n        displayName = \"$STR_A3_Role_Assault\";\n        icon = \"a3\\Ui_f\\data\\GUI\\Cfg\\RespawnRoles\\assault_ca.paa\";\n    };\n\n    class Support\n    {\n        displayName = \"$STR_A3_Role_Support\";\n        icon = \"a3\\Ui_f\\data\\GUI\\Cfg\\RespawnRoles\\support_ca.paa\";\n    };\n\n    class Recon\n    {\n        displayName = \"$STR_A3_Role_Recon\";\n        icon = \"a3\\Ui_f\\data\\GUI\\Cfg\\RespawnRoles\\recon_ca.paa\";\n    };\n};\n```"},{"heading":"Mission Keys","level":3,"markdown":"Mission keys are used to lock/unlock certain missions until you completed other ones. It can also be used in mission to know which missions you finished.\nActivated keys can be found in user profile (e.g documents\\*username.Arma3profile*) under *activeKeys* section.\nSee also commands activateKey, isKeyActive and deActivateKey for more detailed information.\n\n> [!IMPORTANT]\n> Please note that unlike other text items, stringtable translations ($STR_*) cannot be used."},{"heading":"keys (Armed Assault v1.00)","level":5,"markdown":"List of keys from which keysLimit counts the *done* ones.\n\n```cpp\nkeys[] = { \"key1\", \"key2\", \"key3\" };\n```"},{"heading":"keysLimit (Armed Assault v1.00)","level":5,"markdown":"Number of keys from the keys list needed *done* to unlock (and be able to play) this mission.\n\n```cpp\nkeysLimit = 2;\n```"},{"heading":"doneKeys (Armed Assault v1.00)","level":5,"markdown":"Name of keys marked *done* on mission completion.\n\n```cpp\ndoneKeys[] = { \"key4\" };\n```"},{"heading":"Player's UI","level":3,"markdown":"This section explains HUD customisation possibilities.\nSee also commands:\n\n- showCompass, shownCompass, visibleCompass\n- showGPS, shownGPS, visibleGPS\n- showHUD, shownHUD\n- showWatch, shownWatch, visibleWatch\n- showUAVFeed, shownUAVFeed Arma 3 v1.16\n- showPad, shownPad Operation Flashpoint v1.00"},{"heading":"overrideFeedback (Arma 3 v1.98)","level":5,"markdown":"Some of the feedback effects in Arma 3 are scripted and executed by `functions_f\\feedback\\fn_feedbackMain.fsm`. Those include being hit, pulsation, dirt from explosion, choking etc.\nAdding `overrideFeedback` with value > 0 will stop feedback FSM from executing, allowing mission/mod makers to script their own, custom effects. The param is first checked in the mission config and then mod config.\nIf mission config has this param set to 0, it will force default feedback handling without possibility to override it by mods. Do not set this param unless you are planning to enforce feedback one way or another.\n\n```cpp\noverrideFeedback = 1; // 0: force default handling, 1+: allow custom handling. Default: not set\n```"},{"heading":"showHUD","level":5,"markdown":"Enables/Disables the following IGUI elements:\n\n- Vehicle and unit info\n- Radar and tactical display\n- Vehicle compass\n- Tank direction indicator\n- Commanding menu\n- Group info bar\n- HUD weapon cursors\n- Vehicle display panels\n- Kill messages\n- 3D Icons visibility\n\n```cpp\nshowHUD = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\nThe effect of using the above **showHUD** param is different from the effects of showHUD scripting command, both methods are rather complementary to each other.\nSince Arma 3 v1.50 **showHUD** param can be an array to allow control over separate HUD elements, for example:\n\n```cpp\nshowHUD[] =\n{\n    1,    // Scripted HUD (same as showHUD command)\n    1,    // Vehicle and unit info\n    0,    // Vehicle radar [HIDDEN]\n    0,    // Vehicle compass [HIDDEN]\n    1,    // Tank direction indicator\n    1,    // Commanding menu\n    1,    // Group info bar\n    1,    // HUD weapon cursors\n    1,    // Vehicle display panels\n    1,    // \"x killed by y\" systemChat messages\n    1    // force show drawIcon3D icons\n};\n```\n\n> [!IMPORTANT]\n> Using the **showHUD[]** array parameter will disable the showHUD command entirely."},{"heading":"showCompass","level":5,"markdown":"Defines if the compass is visible.\n\n```cpp\nshowCompass = 0; // 0: disabled - 1: enabled. Default: 1\n```"},{"heading":"showGPS","level":5,"markdown":"Enables/Disables the GPS.\n\n```cpp\nshowGPS = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\nIn Armed Assault *1.04* toggle this option to disable the mini map attached to the GPS."},{"heading":"showGroupIndicator (Arma 3 v1.00)","level":5,"markdown":"Changes default GPS mini map into a radar like display that indicates group members relative position to the player.\n\n```cpp\nshowGroupIndicator = 1; // 0: disabled - 1: enabled. Default: 0\n```\n\n> [!IMPORTANT]\n> Has no effect since custom panels were introduced in Arma 3. See BIS_fnc_groupIndicator."},{"heading":"showMap","level":5,"markdown":"Defines if the map is shown after the mission starts.\n\n```cpp\nshowMap = 0; // 0: disabled - 1: enabled. Default: 1\n```"},{"heading":"showNotePad (Armed Assault v1.00)","level":5,"markdown":"In Armed Assault, defines if the NotePad is shown after the mission starts.\n\n```cpp\nshowNotePad = 0; // 0: disabled - 1: enabled. Default: 1\n```"},{"heading":"showPad (Operation Flashpoint v1.00)","level":5,"markdown":"Defines if the NotePad is shown after the mission starts. **Only in OFP:CWC**.\n\n```cpp\nshowPad = 0; // 0: disabled - 1: enabled. Default: 1\n```"},{"heading":"showWatch","level":5,"markdown":"Defines if the watch is visible.\n\n```cpp\nshowWatch = 0; // 0: disabled - 1: enabled. Default: 1\n```"},{"heading":"showUAVFeed (Arma 3 v1.16)","level":5,"markdown":"Enables/Disables the UAV Feed.\n\n```cpp\nshowUAVFeed = 0; // 0: disabled - 1: enabled. Default: 1\n```"},{"heading":"showSquadRadar (Arma 3 v1.60)","level":5,"markdown":"Defines if the Squad Radar is visible.\n\n```cpp\nshowSquadRadar = 0; // 0: disabled - 1: enabled. Default: 0\n```\n\n> [!IMPORTANT]\n> Has no effect since custom panels were introduced in Arma 3."},{"heading":"overrideHazeQuality (Arma 3 v2.16)","level":5,"markdown":"0/1/2 - VeryLow/Low/Standard - Forces haze quality and in MP has priority over the server 'overrideHazeQuality' option. Standard(2) - mod config driven. Default(-1) - do not force.\n\n```cpp\noverrideHazeQuality = 1; // Low\n```"},{"heading":"Starting Gear","level":3,"markdown":"Starting gear points to briefing-available equipment. For respawn equipment, see Respawn/Revive.\nSee also Weapon Pool Commands for more detailed information about weapon pool system."},{"heading":"weapons","level":5,"markdown":"Set weapons available to players during the briefing.\n\n```cpp\nclass Weapons\n{\n    class AK74        { count = 8; };\n    class RPG7V        { count = 2; };\n    class Binocular    { count = 2; };\n};\n```"},{"heading":"magazines","level":5,"markdown":"Set magazines available to players during the briefing.\n\n```cpp\nclass Magazines\n{\n    class 30Rnd_545x39_AK    { count = 32; };\n    class PG7V                { count =  6; };\n    class HandGrenade        { count = 16; };\n};\n```"},{"heading":"backpacks (Arma 2: Operation Arrowhead v1.50)","level":5,"markdown":"Set backpacks available to players during the briefing.\n\n```cpp\nclass Backpacks\n{\n    class US_Patrol_Pack_EP1    { count = 4; };\n    class US_Assault_Pack_EP1    { count = 4; };\n};\n```"},{"heading":"allowSubordinatesTakeWeapons (Arma 2: Operation Arrowhead v1.56)","level":5,"markdown":"Allows subordinates (i.e., not leaders) to equip items defined in weapons, magazines and backpacks.\n\n```cpp\nallowSubordinatesTakeWeapons = 1; // 0: disabled - 1: enabled. Default: ?\n```"},{"heading":"arsenalRestrictedItems (Arma 3 v1.98)","level":5,"markdown":"Used to blacklist undesired Arsenal equipment, which prevents user saved loadout from being loaded if it contains restricted items.\n\n```cpp\narsenalRestrictedItems[] = { \"U_B_Soldier_VR\" };\n```"},{"heading":"allowProfileGlasses (Arma 3 v2.04)","level":5,"markdown":"When set to 0 will stop glasses set in player profile from being added to player's gear:\n\n```cpp\nallowProfileGlasses = 0;\n```"},{"heading":"Corpse and Wreck Management","level":3,"markdown":"This section explains how to use game-included **garbage collector** (**GC**) for better performances.\nSee also addToRemainsCollector, isInRemainsCollector and removeFromRemainsCollector commands.\n\nThe Remains Collector, if enabled, runs at background on every client and clears mission of corpses and wrecks depending on set params and mode.\nIndividual objects can be added or removed from collector monitoring. Items in remains collector are sorted depending on how valuable they are.\nThe most valuable items are pushed to the end of remains array and will be deleted last if possible; for example, the flag carrier is never deleted while it has the flag."},{"heading":"corpseManagerMode (Arma 3 v1.32)","level":5,"markdown":"Sets the mode for automatic corpse removal.\n\n```cpp\ncorpseManagerMode = 0; // Default: 0\n```\n\n- 0 *(Default)* = None - None of the units are automatically managed by the manager\n- 1 = All - All units are automatically managed by the manager\n- 2 = None_But_Respawned - Only units that can respawn are automatically managed by the manager\n- 3 = All_But_Respawned - All units are automatically managed by the manager with the exception of respawned ones (opposite to mode 2)"},{"heading":"corpseLimit (Arma 3 v0.50)","level":5,"markdown":"If the total number of monitored corpses is higher than **corpseLimit**, the corpses that have been dead for longer than corpseRemovalMinTime will be considered for removal.\n\n```cpp\ncorpseLimit = 1; // Default: 15\n```"},{"heading":"corpseRemovalMinTime (Arma 3 v0.50)","level":5,"markdown":"See corpseLimit above.\n\n```cpp\ncorpseRemovalMinTime = 60; // seconds. Default: 10\n```"},{"heading":"corpseRemovalMaxTime (Arma 3 v0.50)","level":5,"markdown":"Monitored corpses that are dead for longer than **corpseRemovalMaxTime** will be considered for removal regardless of the corpseLimit.\n\n```cpp\ncorpseRemovalMaxTime = 1200; // seconds. Default: 3600\n```"},{"heading":"disposalCheckPeriod (Arma 3 v2.18)","level":5,"markdown":"How often the remains collector checks monitored remains for removal. The value can be between 1 and 60.\n\n```cpp\ndisposalCheckPeriod = 30; // seconds. Default: 10\n```"},{"heading":"minPlayerDistance (Arma 3 v1.66)","level":5,"markdown":"This value applies for monitored corpses, wrecks and weaponholders. The minimum distance between remains and the nearest player before the remains are allowed to be removed by the remains collector.\nThe remains closer than minimum distance to nearest player will not be removed until distance increases. If 'minPlayerDistance' is set to 0, the distance check is not performed.\n\n```cpp\nminPlayerDistance = 50; // meters. Default: 0\n```\n\nArma 3 v2.18 The array variant allows setting individual minPlayerDistance for corpses, wrecks and weaponholders:\n\n```cpp\nminPlayerDistance[] = { 50, 60, 70 }; // metres. Default: { 0, 0, 0 }\n```\n\nArma 3 v2.20 The array supports override times now, format `{ corpsesMinDist, wrecksMinDist, weaponholdersMinDist, corpsesOverrideTime, wrecksOverrideTime, weaponholdersOverrideTime }`\nOverride times are \"force-remove after\" times. For example a corpse is scheduled for deletion but cannot be deleted because a player is nearby.\nIf override time is set, the corpse will be deleted regardless of player proximity.\nSo if for example removalMaxTime is 3600 and override time is 300, the remains will be definitely deleted within 3600 + 300 = 3900 seconds even if a player is close by.\n\n```cpp\nminPlayerDistance[] = { // metres. Default: { 0, 0, 0, -1, -1, -1 }\n    50,        60,        70,        // corpsesMinDist,        wrecksMinDist,        weaponholdersMinDist\n    300,    120,    60        // corpsesOverrideTime,    wrecksOverrideTime,    weaponholdersOverrideTime\n};\n```"},{"heading":"weaponholderManagerMode (Arma 3 v2.18)","level":5,"markdown":"Sets the mode for automatic weapon holder removal.\n\n```cpp\nweaponholderManagerMode = 0; // Default: 0\n```\n\n- 0 *(Default)* = None - None of the weapon holders are automatically managed by the manager\n- 1 = All - All weapon holders are automatically managed by the manager\n- 2 = None_But_Respawned - Only weapon holders from units that can respawn are automatically managed by the manager\n- 3 = All_But_Respawned - All weapon holders are automatically managed by the manager with the exception of the ones from respawned units (opposite to mode 2)\n\n> [!NOTE]\n> WeaponHolderSimulated which is created after unit is dead and contains unit's weapon is not managed by the collector, but linked to the corpse and will be deleted when corpse is deleted. WeaponHolderSimulated that is created manually is managed by the collector just like GroundWeaponHolder"},{"heading":"weaponholderLimit (Arma 3 v2.18)","level":5,"markdown":"If the total number of monitored weapon holders is higher than **weaponholderLimit**, the weapon holders that exist for longer than weaponholderRemovalMinTime will be considered for removal.\n\n```cpp\nweaponholderLimit = 1; // Default: 50\n```"},{"heading":"weaponholderRemovalMinTime (Arma 3 v2.18)","level":5,"markdown":"See weaponholderLimit above.\n\n```cpp\nweaponholderRemovalMinTime = 60; // seconds. Default: 3600\n```"},{"heading":"weaponholderRemovalMaxTime (Arma 3 v2.18)","level":5,"markdown":"Monitored weapon holders that exist for longer than **weaponholderRemovalMaxTime** will be considered for removal regardless of the weaponholderLimit.\n\n```cpp\nweaponholderRemovalMaxTime = 1200; // seconds. Default: 36000\n```"},{"heading":"wreckManagerMode (Arma 3 v1.32)","level":5,"markdown":"Sets the mode for automatic wreck removal.\n\n```cpp\nwreckManagerMode = 0; // Default: 0\n```\n\n- 0 *(Default)* = None - None of the vehicles are automatically managed by the manager\n- 1 = All - All vehicles are automatically managed by the manager\n- 2 = None_But_Respawned - Only vehicles that can respawn are automatically managed by the manager\n- 3 = All_But_Respawned - All vehicles are automatically managed by the manager with exception of respawned (opposite to mode 2)"},{"heading":"wreckLimit (Arma 3 v0.50)","level":5,"markdown":"If the total number of monitored wrecks is higher than **wreckLimit**, the wrecks that existed for longer than wreckRemovalMinTime will be considered for removal.\n\n```cpp\nwreckLimit = 1; // seconds. Default: 15\n```"},{"heading":"wreckRemovalMinTime (Arma 3 v0.50)","level":5,"markdown":"See wreckLimit above.\n\n```cpp\nwreckRemovalMinTime = 60; // seconds. Default: 10\n```"},{"heading":"wreckRemovalMaxTime (Arma 3 v0.50)","level":5,"markdown":"Monitored wrecks that existed for longer than **wreckRemovalMaxTime** will be considered for removal regardless of the wreckLimit.\n\n```cpp\nwreckRemovalMaxTime = 1800; // seconds. Default: 36000 (10 hours)\n```"},{"heading":"Mission Parameters","level":3,"markdown":"Mission parameters allow you to add settings to your creation. These settings are in-game accessible only in Multiplayer mode, but can also be accessed by commands for a scripted use in Singleplayer mode.\nSee Mission Parameters, along with BIS_fnc_getParamValue function (paramsArray usage is **not** recommended)."},{"heading":"param1/param2 (Operation Flashpoint v1.00)","level":5,"markdown":"**param1** and **param2** are multiplayer options that can be seen in the multiplayer lobby.\nThey can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches.\nOther popular uses include time acceleration, setting the mission difficulty or switching the intro on/off.\n\nIn the mission, variables **param1** and **param2** have the corresponding values of the chosen options.\n\n> [!IMPORTANT]\n> - While **param1**/**param2** were introduced in **OFP** and can still be used in later titles, it is **highly recommended** to use config class Params, available since Arma 2 v1.03.\n> - **param1**/**param2** variables can be overridden during the mission as they are **not** read-only.\n\n```cpp\ntitleParam1 = \"Time limit:\";\nvaluesParam1[] = { 0, 300, 600, 900 };\ndefValueParam1 = 900;\ntextsParam1[] = { \"Unlimited\", \"5 min\", \"10 min\", \"15 min\" };\n\ntitleParam2 = \"Score to win:\";\nvaluesParam2[] = { 10000, 5, 7, 10, 15, 20, 25, 30 };\ndefValueParam2 = 5;\ntextsParam2[] = { \"Unlimited\", 5, 7, 10, 15, 20, 25, 30 };\n```\n\nExample:\n\n```sqf\nhint format [\"param1 = %1\\nparam2 = %2\", param1, param2];\n```"},{"heading":"Params (Arma 2 v1.03)","level":5,"markdown":"These are Multiplayer parameters, available in the lobby by the server administrator.\nThey are intended as a replacement for param1/param2.\n\n```cpp\nclass Params\n{\n    class ViewDistance\n    {\n        // Visible name in lobby settings list\n        title = \"View distance\";\n\n        // must be integers - commas e.g 1.5 are not allowed\n        values[] = { 500, 1000, 2000, 5000 };\n\n        // Description of each selectable item - must have the same number of items as 'values'\n        // If texts are missing, the values will be displayed instead\n        texts[] = { \"500m\", \"1000m\", \"2 km\", \"5 km\" };\n\n        // must be listed in 'values' array, otherwise 0 is used. If not integer, fallback value is 1\n        default = 1000;\n\n        // (optional) script file called when player joins, selected value is passed as an argument\n        file = \"setViewDistance.sqf\";\n    };\n};\n```\n\nSee Mission Parameters for more detailed information."},{"heading":"Mission Settings","level":3,"markdown":"These are non-editable, mission maker design settings.\nThey can be used for a smoother experience, briefing/debriefing behaviour, saving options, etc.\nSee also Debriefing for more detailed information."},{"heading":"aiKills","level":5,"markdown":"Enables AI units score to appear in score table.\n\n```cpp\naiKills = 1; // 0: disabled - 1: enabled. Default: 0\n```"},{"heading":"briefing","level":5,"markdown":"Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway.\n\n```cpp\nbriefing = 0; // 0: disabled - 1: enabled. Default: 1\n```\n\nBriefing will still be displayed until all clients are connected and done loading."},{"heading":"debriefing","level":5,"markdown":"Defines if the debriefing is shown or not at the end of the mission.\n\n```cpp\ndebriefing = 0; // 0: disabled - 1: enabled. Default: 1\n```"},{"heading":"CfgDebriefing (Arma 3 v0.50)","level":5,"markdown":"Define custom mission endings or override the default endings (found under CfgDebriefing in the game's config file).\n\n```cpp\nclass CfgDebriefing\n{\n    // Used when all players die in MP\n    class endDeath\n    {\n        title = \"Both teams have died.\";\n        description = \"Everyone was killed by the bomb.\";\n        picture = \"KIA\";\n    };\n};\n```\n\n**For a detailed description, see Arma 3: Debriefing.**"},{"heading":"CfgDebriefingSections (Arma 3 v0.50)","level":5,"markdown":"Define custom sections to be displayed on the debriefing screen. Useful for custom scoring systems or displaying player achievements.\n\n```cpp\nclass CfgDebriefingSections\n{\n    class bPoints\n    {\n        title = \"Blufor Points\";\n        variable = \"BLU_P\";\n    };\n\n    class oPoints\n    {\n        title = \"Opfor Points\";\n        variable = \"OPF_P\";\n    };\n};\n```"},{"heading":"DifficultyOverride (Arma 3 v2.16)","level":5,"markdown":"Allow to override a difficulty setting for the mission only.\n\nAt the moment, only `tacticalPing` is supported.\n\n```cpp\nclass DifficultyOverride\n{\n    tacticalPing = 0; // disables tactical ping in this mission, even if selected difficulty preset has it enabled\n}\n```\n\n**Channel ID number command correspondence**\n\n| Name | ID | Radio | Chat |\n|---|---|---|---|\n| Global | 0 | globalRadio | globalChat |\n| Side | 1 | sideRadio | sideChat |\n| Command | 2 | commandRadio | commandChat |\n| Group | 3 | groupRadio | groupChat |\n| Vehicle | 4 | vehicleRadio | vehicleChat |\n| Direct | 5 | directSay | N/A |\n| System | 6 Arma 2: Operation Arrowhead v1.62<br>16 Arma 3 v0.50 | N/A | systemChat |"},{"heading":"disableChannels (Arma 2: Operation Arrowhead v1.62)","level":5,"markdown":"Disable global, side, command or system chat. MOTD and admin say have exception and will show in global.\n\n> [!NOTE]\n> - This setting is not considered when hosting from Eden Editor.\n> - A mission using **disableChannels** will override any `disableChannels[]` value in server config.\n\n> [!NOTE]\n> **Arma 3:** See enableChannel.\n\nArma 2: Operation Arrowhead v1.62 **basic syntax**:\n\n```cpp\ndisableChannels[] = { 0, 3 }; // simple channel ID list\n```\n\nArma 3 v1.60 **advanced syntax**:\n\n```cpp\ndisableChannels[] =\n{\n    {\n        0,        // channel ID\n        false,    // text chat remains enabled\n        true,    // voice chat is disabled\n        false,    // allow placing map markers (Optional, default false - added in v2.20)\n        true    // disable drawing on map (Optional, default false - added in v2.20)\n    },\n    { 3, true, true }\n};\n```"},{"heading":"disabledAI","level":5,"markdown":"Multiplayer setting that removes all playable units which do not have a human player.\nWhen AI is disabled, a player logging out will **not** have AI take control of his character.\n\n> [!IMPORTANT]\n> Disabling AI units will prevent JIP into playable units if **respawn** is disabled.\n\n```cpp\ndisabledAI = 1; // 0: AIs fill empty slots - 1: AIs are disabled, only players can spawn. Default: 0\n```"},{"heading":"disableRandomization (Arma 3 v1.42)","level":5,"markdown":"Disables randomisation on certain objects, object types or object kinds in the mission. For more information visit: Arma 3: Vehicle Customisation\n\n```cpp\ndisableRandomization[] = { \"All\", \"AllVehicles\", \"B_G_Offroad_01_F\", \"myCar\", \"MyUnitName\", \"B_Soldier_F\" };\n```\n\nNote: This takes higher priority and will override the following:\n\n```sqf\n_vehicle setVariable [\"BIS_enableRandomization\", true]; // cannot enable for all or specific vehicles once disabled in description.ext\n```"},{"heading":"enableDebugConsole (Arma 3 v0.50)","level":5,"markdown":"Allows access to the Debug Console in multiplayer scenarios outside of the editor. This has no effect for singleplayer scenarios.\n\nSince Arma 3 v2.18 also makes the console available in singleplayer scenarios.\n\n```cpp\nenableDebugConsole = 2; // dangerous in MP\n```\n\n- 0 - Default behavior, available only in editor\n- 1 - Available in SP and for hosts / logged in admins\n- 2 - Available for everyone\n\nAlternative since Arma 3 v1.72\n\n```cpp\nenableDebugConsole[] = { \"76561198XXXXXXXXX\", \"76561198YYYYYYYYY\", }; // admins and players with their UID in this list have access\n```"},{"heading":"enableItemsDropping (Arma 2: Operation Arrowhead v1.62)","level":5,"markdown":"Disable dropping items while swimming. Introduced in Arma 2: Operation Arrowhead BETA 1.60.93965. Doesn't seem to have any effect in Arma 3.\n\n```cpp\nenableItemsDropping = 0; // 0: disabled - 1: enabled. Default: ?\n```"},{"heading":"enableTeamSwitch","level":5,"markdown":"Enables or disables Team Switch functionality in MP when respawn type is 5 (SIDE).\n\n```cpp\nenableTeamSwitch = 0; // 0: disabled - 1: enabled. Default: 1\n```"},{"heading":"forceRotorLibSimulation (Arma 3 v1.34)","level":5,"markdown":"Force enable or disable RotorLib flight model.\n\n```cpp\nforceRotorLibSimulation = 1; // Default: 0\n```\n\n- 0 - based on player's options\n- 1 - enabled (advanced mode)\n- 2 - disabled (default flight mode)"},{"heading":"hostDoesNotSkipLobby (Arma 3 v2.06)","level":5,"markdown":"Stops hosting player from skipping the lobby if `skipLobby = 1;` is used\n\n```cpp\nhostDoesNotSkipLobby = 1;\n```"},{"heading":"joinUnassigned (Arma 3 v0.50)","level":5,"markdown":"By default a new player is not auto assigned a free playable slot in the mission lobby in Multiplayer.\nDisable this setting to make him auto assigned to the side with least players.\n\n```cpp\njoinUnassigned = 0; // 0: disabled - 1: enabled. Default: 1\n```"},{"heading":"minScore, avgScore, maxScore","level":5,"markdown":"Set minimum, average and maximum score for your mission.\nScore is related to the star display in the debriefing screen (OFP:CWC).\nThe score can be influenced during a missions progress by using the addRating command.\n\n```cpp\nminScore = 0;\navgScore = 1800;\nmaxScore = 75000;\n```\n\n> [!IMPORTANT]\n> Values have to follow this formula: **minScore < avgScore < maxScore**. Any other combinations can lead to game freeze upon mission end."},{"heading":"missionGroup (Arma 3 v2.10)","level":5,"markdown":"Shared mission group name to override default missionName used with missionProfileNamespace, saveMissionProfileNamespace\n\n```cpp\nmissionGroup = \"SomeNameDescribingCommonMissions\";\n```"},{"heading":"onCheat (Arma 3 v1.00)","level":5,"markdown":"Executes custom statement when player enters the GETALLGEAR cheat (see: GETALLGEAR).\n\n```cpp\nonCheat = \"hint str _this\";\n```"},{"heading":"onPauseScript (Arma 2: Operation Arrowhead v1.62)","level":5,"markdown":"Executes a custom SQF script or function in scheduled environment (execVM) when player brings up Game Pause screen (presses 'Esc' button).\nDisplay parameter of the resulting dialog is available via `_this select 0` inside the script.\n\n```cpp\nonPauseScript    = \"myOnPauseScript.sqf\";                            // file path\nonPauseScript[]    = { \"myOnPauseFunction1\", \"myOnPauseFunction2\" };    // function name - since Arma 3\n```\n\n> [!IMPORTANT]\n> The script or function executes **in its own namespace**. In order to get/set external global variable you need to explicitly use mission namespace:\n>\n> **Set**\n>\n> ```sqf\n> // myVar2 = \"345\";                                    // will set the variable only in onPauseScript namespace\n> missionNamespace setVariable [\"myVar2\", \"345\"];        // will be available as a global variable\n> ```\n>\n> **Get**\n>\n> ```sqf\n> // hint str myVar;                                    // will raise an undefined variable myVar error\n> hint str (missionNamespace getVariable \"myVar\");    // will access the global variable properly\n> ```"},{"heading":"saving (Armed Assault v1.00)","level":5,"markdown":"Toggle saving possibility.\n\n```cpp\nsaving = 0; // 0: disabled - 1: enabled. Default: 1\n```"},{"heading":"scriptedPlayer (Take On Helicopters v1.00)","level":5,"markdown":"When scripted player is enabled, game no longer shows \"No player select\" error message upon mission start when no player unit is present.\n\n```cpp\nscriptedPlayer = 1; // 0: disabled - 1: enabled. Default: 0\n```"},{"heading":"skipLobby (Arma 3 v1.60)","level":5,"markdown":"When enabled, joining player will join the mission bypassing role selection screen.\nThe joinUnassigned param will be set to 1 automatically, so that player receives first available role from mission template. When leaving such mission, player will go straight back to server browser.\n\n```cpp\nskipLobby = 1; // 0: disabled - 1: enabled. Default: 0\n```"},{"heading":"Server Security","level":3,"markdown":"This section underlines mission security settings for server. They can secure or break your mission, so be sure to use them wisely."},{"heading":"allowFunctionsLog (Arma 3 v0.50)","level":5,"markdown":"Allows functions to log to the RPT file.\n\n```cpp\nallowFunctionsLog = 1; // 0: disabled - 1: enabled. Default: ?\n```"},{"heading":"allowFunctionsRecompile (Arma 3 v1.00)","level":5,"markdown":"As a security measure, functions are by default protected against rewriting during mission.\nThis restriction does not apply in missions previewed from the editor.\n\n```cpp\nallowFunctionsRecompile = 1; // 0: disabled - 1: enabled. Default: 0\n```"},{"heading":"zeusCompositionScriptLevel (Arma 3 v2.06)","level":5,"markdown":"```cpp\nzeusCompositionScriptLevel = 0;    // 0: all scripts are forbidden\n                                // 1: only attributes are allowed (including custom attributes added by mods)\n                                // 2: all scripts are allowed including init scripts\n                                // Default: 1\n```"},{"heading":"CfgDisabledCommands (Arma 3 v1.66)","level":5,"markdown":"Define disabled script commands. See CfgDisabledCommands for more detailed explanations."},{"heading":"CfgRemoteExec (Arma 3 v1.50)","level":5,"markdown":"Define remoteExec and remoteExecCall restrictions. See CfgRemoteExec for more detailed explanations and examples."},{"heading":"Tasks","level":3,"markdown":"Tasks are part of the mission. This section deals with the settings for them.\nSee also Arma 3: Task Framework - Task Overhaul"},{"heading":"taskManagement_markers2D (Arma 3 v1.42)","level":5,"markdown":"Use new 2D markers.\n\n```cpp\ntaskManagement_markers2D = 1; // 0: disabled - 1: enabled. Default: 0\n```"},{"heading":"taskManagement_markers3D (Arma 3 v1.42)","level":5,"markdown":"Use new 3D markers.\n\n```cpp\ntaskManagement_markers3D = 1; // 0: disabled - 1: enabled. Default: 0\n```"},{"heading":"taskManagement_propagate (Arma 3 v1.42)","level":5,"markdown":"Propagate shared tasks to subordinates.\n\n```cpp\ntaskManagement_propagate = 1; // 0: disabled - 1: enabled. Default: 0\n```"},{"heading":"taskManagement_drawDist (Arma 3 v1.42)","level":5,"markdown":"3D marker maximum draw distance in meters. within this range, unassigned tasks are drawn on screen.\n\n```cpp\ntaskManagement_drawDist = 2500; // in meters. Default: 2000\n```"},{"heading":"CfgTasks (Armed Assault v1.00)","level":5,"markdown":"Agents task config\n\n```cpp\nclass CfgTasks\n{\n    class Default\n    {\n        name = \"\";\n        fsm = \"\";        // relative path to fsm file\n        condition = \"\";    // relative path to sqf file (compiled and stored for the duration of run time, executed frequently)\n        description = \"\";\n        destination = \"\";\n        resources[] = {};\n    };\n};\n```"},{"heading":"CfgTaskTypes (Arma 3 v1.54)","level":5,"markdown":"Define Task types and their icons.\n\n```cpp\nclass CfgTaskTypes\n{\n    class Attack\n    {\n        icon    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types\\Attack_ca.paa\";\n        icon3D    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types3D\\Attack_ca.paa\";\n    };\n\n    class Defend\n    {\n        icon    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types\\Defend_ca.paa\";\n        icon3D    = \"\\A3\\UI_F_MP_Mark\\Data\\Tasks\\Types3D\\Defend_ca.paa\";\n    };\n};\n```"},{"heading":"CfgTaskDescriptions (Arma 3 v1.12)","level":5,"markdown":"Define Task titles and descriptions.\n\n```cpp\nclass CfgTaskDescriptions\n{\n    class myTask1\n    {\n        title        = \"my task title\";\n        description    = \"my task description\";\n        marker        = \"my task destination marker\";\n    };\n\n    class myTask2\n    {\n        title        = \"STR_myTask2Title\";            // note the lack of $ sign here!\n        description    = \"STR_myTask2Description\";        // without $, it translates for each client\n        marker        = \"STR_myTask2Marker\";            // with $ everyone sees the server's language\n    };\n};\n```"},{"heading":"CfgTaskEnhancements (Arma 3 v1.42)","level":5,"markdown":"Defines tasks enhancements directly in a class.\n\n```cpp\nclass CfgTaskEnhancements\n{\n    enable        = 1; // 0: disable new task features (default), 1: enable new task features and add new task markers and task widgets into the map\n    3d            = 1; // 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers\n    3dDrawDist    = 0; // 3d marker draw distance (default: 2000)\n    share        = 1; // 0: do not count assigned players (default), 1: count how many players have the task assigned\n    propagate    = 1; // 0: do not propagate (default), 1: propagate shared tasks to subordinates\n};\n```"},{"heading":"Custom Content Definition","level":3,"markdown":"The following class definitions allow for mission-defined content like sounds, music, or more advanced content like functions"},{"heading":"CfgCameraEffects","level":5,"markdown":"Configure custom cameraEffect.\n\n```cpp\nclass CfgCameraEffects\n{\n    class Array\n    {\n        class External\n        {\n            type = 0;\n            duration = 6;    // 3 seconds for some reason\n            file = \"\";        // some kind of custom .p3d file for camera\n        };\n\n        class AutoTerminate : External\n        {\n            type = 3;        // CamChained\n            chain[] = { \"External\", \"Terminate\" }; // Terminate will trigger after 3 seconds\n        };\n    };\n};\n```\n\nExample:\n\n```sqf\nshowCinemaBorder false;\nprivate _dur = getNumber (missionConfigFile >> \"CfgCameraEffects\" >> \"Array\" >> _this >> \"duration\");\nprivate _cam = \"camera\" camCreate (player modelToWorld [0, -100, 50]);\n_cam camSetTarget player;\n_cam camSetRelPos [0, -0.1, 1.8];\n_cam camCommit (_dur / 2);\n_cam cameraEffect [\"AutoTerminate\", \"Back\"];\nwaitUntil { camCommitted _cam };\ncamDestroy _cam;\n```"},{"heading":"CfgCommunicationMenu (Arma 3 v1.00)","level":5,"markdown":"This entry allows to add commanding menu option in the communication menu. See Arma 3: Communication Menu for more information."},{"heading":"CfgCommands (Arma 3 v1.50)","level":5,"markdown":"This entry contains a list of configurations for certain scripting commands (currently only `allowedHTMLLoadURIs` for htmlLoad, ctrlSetURL and menuSetURL).\nThis entry can be defined in Config.cpp or in a campaign or mission Description.ext; the most local variant is used.\n\n```cpp\nclass CfgCommands\n{\n    // Note that in case of clients connected to dedicated server, restrictions defined in its config have priority.\n    allowedHTMLLoadURIs[] +=\n    {\n        \"*.mywebsite.com\",\n        \"*.mywebsite2.com/something/*\",\n        // ...\n        \"*.mywebsiteN.com\"\n    };\n};\n```"},{"heading":"`allowedHTMLLoadURIs`","level":6,"markdown":"Defines a list of URIs that can be used with htmlLoad, ctrlSetURL and menuSetURL. Only URIs with the following protocols are supported:\n\n- HTTP (e.g. `http://example.com/`)\n- HTTPS (e.g. `https://example.com/`)\n- FTP (e.g. `ftp://ftp.example.com/`)\n- Gopher (e.g. `gopher://gopher.example.com/`)\n- Arma 3 v2.22 TeamSpeak 3 (e.g. `ts3server://ts3.example.com`)\n\nThe URIs support wildcards:\n\n- `*` matches any character zero or more times (e.g. `https://*.example.com/` matches `https://www.example.com/` and `https://files.example.com/`)\n- `?` matches any character exactly once (e.g. `https://example.com/?` matches `https://example.com/a` and `https://example.com/b`)\n\n> [!NOTE]\n> Some domains are automatically whitelisted, such as \"arma3.com\" or \"bistudio.com\".\n>\n> This is a list of all patterns for whitelisted URLs in the engine:\n>\n> ```sqf\n> \"(ftp|http|https)://arma3\\\\.com/.*\"\n> \"(ftp|http|https)://[a-zA-Z0-9]+\\\\.arma3\\\\.com/.*\"\n> \"(ftp|http|https)://bistudio\\\\.com/.*\"\n> \"(ftp|http|https)://[a-zA-Z0-9]+\\\\.bistudio\\\\.com/.*\"\n> \"(ftp|http|https)://bohemia\\\\.net/.*\"\n> \"(ftp|http|https)://[a-zA-Z0-9]+\\\\.bohemia\\\\.net/.*\"\n> \"(ftp|http|https)://armaplatform\\\\.com/.*\"\n> \"(ftp|http|https)://[a-zA-Z0-9]+\\\\.armaplatform\\\\.com/.*\"\n> \"(ftp|http|https)://store\\\\.steampowered\\\\.com/.*\"\n> \"https://steamcommunity\\\\.com/workshop/.*\"\n> ```"},{"heading":"CfgFunctions (Arma 2 v1.00)","level":5,"markdown":"Define functions for your mission. For a detailed explanation, see:\n\n|  |  |\n|---|---|\n| - Arma 3 v1.00 | Arma 3: Functions Library |\n| - Arma 2 v1.00 Arma 2: Operation Arrowhead v1.00 | Arma 2: Functions Library |\n| - Take On Helicopters v1.00 | Take On Helicopters: Functions Library |"},{"heading":"CfgHints (Arma 3 v1.00)","level":5,"markdown":"Define Advanced Hints (similar to the Field Manual ones). See Advanced Hints for more information."},{"heading":"CfgIdentities","level":5,"markdown":"Define the identities of individual units, you can specify the face, type of glasses worn, voice, tone of voice and name of an identity.\nYou then give a specific unit this identity by using the command setIdentity in the mission.\n\n> [!NOTE]\n> the `nameSound` entry is only valid since Arma 3. See setNameSound for possible values.\n\n```cpp\nclass CfgIdentities\n{\n    class MyLittleSoldier\n    {\n        name        = \"Givens\";\n        nameSound    = \"Givens\"; // Arma 3 only!\n        face        = \"whiteHead_06\";\n        glasses        = \"None\";\n        speaker        = \"Male05ENG\";\n        pitch        = 1.1;\n    };\n};\n```\n\nExample:\n\n```sqf\nplayer setIdentity \"MyLittleSoldier\";\n```\n\nSee CfgIdentities for more detailed information and valid options for face, glasses, speaker etc."},{"heading":"CfgLeaflets (Arma 3 v1.76)","level":5,"markdown":"Define leaflets for your missions. See Arma 3: Leaflets for more information."},{"heading":"CfgMusic","level":5,"markdown":"Defines music you can play with playMusic.\n\n```cpp\nclass CfgMusic\n{\n    tracks[] = {};\n    class MyIntro\n    {\n        // display name\n        name    = \"My intro music\";\n\n        // filename, volume, pitch\n        sound[]    = { \"\\music\\filename.ogg\", db + 0, 1.0 };\n    };\n    class Ludwig9\n    {\n        name    = \"Ludwig Van Beethoven's Ninth Symphony\";\n        sound[]    = { \"\\music\\ludwig9.ogg\", db + 10, 1.0 };\n    };\n};\n```\n\nExample:\n\n```sqf\nplayMusic \"MyIntro\";\n```\n\n> [!IMPORTANT]\n> Setting volume (db) of music far from zero will disable fadeMusic command. Optimal values are from -10 to 10."},{"heading":"CfgNotifications (Arma 3 v1.12)","level":5,"markdown":"Define custom notifications to be shown with BIS_fnc_showNotification. See Notification for more detailed information and examples."},{"heading":"CfgPostprocessTemplates (Arma 3 v1.00)","level":5,"markdown":"Define custom post-process effects, to Post Process Effects format (only \"colorCorrection\" and \"filmGrain\" are supported for now).\nTo be used with BIS_fnc_setPPeffectTemplate.\n\n```cpp\nclass CfgPostprocessTemplates\n{\n    class MyPurplePP\n    {\n        colorCorrections[] = { 1, 1, 0, { 1, 1, 1, 0 }, { 1, 0.5, 1, 0 }, { 0.75, 0.25, 0, 1 } };\n        displayName = \"Purple-ish!\";\n        filmGrain[] = { 0.04, 1, 1, 0, 1 };\n    };\n};\n```"},{"heading":"CfgRadio","level":5,"markdown":"Defines radio sentences you can play with these radio commands: customRadio, vehicleRadio, groupRadio, sideRadio, globalRadio.\n\n```cpp\nclass CfgRadio\n{\n    sounds[] = {};\n    class RadioMsg1\n    {\n        // display name\n        name    = \"\";\n\n        // filename, volume, pitch\n        sound[]    = { \"\\sound\\filename1.ogg\", db - 100, 1.0 };\n\n        // radio caption\n        title    = \"I am ready for your orders.\";\n    };\n\n    class RadioMsg2\n    {\n        name    = \"\";\n        sound[]    = { \"\\sound\\filename2\", db - 100, 1.0 }; // .wss implied\n        title    = \"$STR_RADIO_2\";\n    };\n};\n```\n\nExample:\n\n```sqf\nunit sideRadio \"RadioMsg2\";\n```"},{"heading":"CfgSentences","level":5,"markdown":"See Conversations for more information."},{"heading":"CfgSFX","level":5,"markdown":"See CfgSFX for more information."},{"heading":"CfgSounds","level":5,"markdown":"General sounds that can be used for dialog, voiceovers in the briefing etc.\nSee also commands playSound, say, say2D and say3D.\n\n```cpp\nclass CfgSounds\n{\n    sounds[] = {}; // OFP required it filled, now it can be empty or absent depending on the game's version\n\n    class wolf1\n    {\n        name = \"My wolf sound\";                        // display name\n        sound[] = { \"fx\\wolf1.ogg\", 1, 1, 100 };    // file, volume, pitch, maxDistance\n        titles[] = { 0, \"*wolf growls*\" };            // subtitles\n\n        titlesFont = \"LCD14\";        // OFP:R - titles font family\n        titlesSize = 0.1;            // OFP:R - titles font size\n\n        forceTitles = 1;            // Arma 3 - display titles even if global show titles option is off (1) or not (0)\n        titlesStructured = 1;        // Arma 3 - treat titles as Structured Text (1) or not (0)\n    };\n};\n```\n\n| Property | Description |\n|---|---|\n| sounds[] | *Was* required in previous titles, and needed to be filled with `CfgSounds` defined sounds at the beginning of Operation Flashpoint.<br>At least in Arma 3 the engine finds them without this value which can now be ignored entirely. |\n| name | (Optional) how the sound is referred to in the editor (e.g. name in trigger effects) this can be a translation (e.g `\"$STR_My_Translation\"`) |\n| sound[] | An array containing:<br>- file path: the relative path to the file<br>  Since Arma 3 v1.50 the path can be prefixed with `@` in order to look directly into addon files, e.g `\"@a3\\Ui_F_Curator\\Data\\Sound\\CfgSound\\visionMode\"`<br>- volume: between 0 and 5, 1 being normal volume<br>  > [!NOTE]<br>  > Volume may at some point be found defined with **db** (e.g `db-40`). The formula for db-based volume is: `10^(number * (1/20))`.<br>- pitch: 1 is normal pitch, 2 = chipmunk, 0.5 = Darth Vader, etc<br>- max distance: (Optional, default `volume × 1000`) maximum distance at which the sound is heard, in metres |\n| titles[] | An array format `{ time1, text1, time2, text2 }` etc:<br>- time#: can be a number or an array:<br>  - number: sound time at which the text is displayed (2 = 2s after sound start)<br>  - array: format `{ displayTime, displayDurationFactor }`:<br>    - displayTime: sound time at which the text is displayed (2 = 2s after sound start)<br>    - displayDurationFactor: default value is 1 (for 10s subtitle display), 0.5 means half the time (5s), 2 means twice the time (20s) etc<br>- text#: the text to be displayed<br>> [!IMPORTANT]<br>> If a subtitle is timed for *after* the sound is done, the sound will repeat until the subtitle is played (then played until its end). |\n| Operation Flashpoint: Resistance v1.75 titlesFont | (Optional) titles font family |\n| Operation Flashpoint: Resistance v1.75 titlesSize | (Optional) titles font size |\n| Arma 3 v0.50 forceTitles | (Optional) if set to 1, will display titles even if global show titles option is off |\n| Arma 3 v0.50 titlesStructured | (Optional) if set to 1, treat titles as Structured Text (e.g `0, \"<t color=\"\"#ff0000\"\">Red text</t>\"`) |\n\nExample:\n\n```sqf\nplaySound \"wolf1\"; // class name as string\nplayer say [\"wolf1\", 100];\n```\n\n> [!NOTE]\n> See [OFP ToadLife's tutorial](http://ofp.toadlife.net/downloads/tutorials/tutorial_sound/tutorial_sound.html) for a sound advice."},{"heading":"CfgUnitInsignia (Arma 3 v1.24)","level":5,"markdown":"Define custom unit insignia (shoulder patches). See Arma 3: Unit Insignia for more detailed information.\n\n```cpp\nclass CfgUnitInsignia\n{\n    class 111thID\n    {\n        displayName = \"111th Infantry Division\";    // name displayed in Arsenal\n        author = \"Bohemia Interactive\";                // author displayed in Arsenal\n        texture = \"\\a3\\UI_F_Bootcamp\\Data\\CfgUnitInsignia\\B_111thID_texture_ca.paa\"; // image path\n        textureVehicle = \"\";                        // does nothing, was reserved for future use\n    };\n};\n```"},{"heading":"CfgUnitTemplates (Arma 3 v1.50)","level":5,"markdown":"This class is used to create units templates. For now, this is only used with the function BIS_fnc_unitHeadgear.\n\n```cpp\nclass CfgUnitTemplates\n{\n    // Classic selectRandom\n    class MyFirstTemplate : Default\n    {\n        headgearList[] =\n        {\n            \"H_Cap_blk\",\n            \"H_Cap_grn\",\n            \"H_Cap_oli_hs\"\n        };\n\n        facewearList[] =\n        {\n            \"G_Bandanna_beast\",\n            \"G_Bandanna_blk\",\n            \"G_Bandanna_khk\"\n        };\n    };\n\n    // the probabilities will be considered, weighted random\n    class MySecondTemplate : Default\n    {\n        headgearList[] =\n        {\n            \"H_Cap_blk\",    0.9,\n            \"H_Cap_grn\",    0.6,\n            \"H_Cap_oli_hs\",    0.55\n        };\n\n        facewearList[] =\n        {\n            \"G_Bandanna_beast\",    0.5,\n            \"G_Bandanna_blk\",    0.5,\n            \"G_Bandanna_khk\",    0.5\n        };\n    };\n};\n```\n\nExample:\n\n```sqf\n[myUnit, \"MyFirstTemplate\"]        call BIS_fnc_unitHeadgear;\n[myUnit, \"MySecondTemplate\"]    call BIS_fnc_unitHeadgear;\n```"},{"heading":"CfgVehicles (Arma 3 v1.70)","level":5,"markdown":"This class can only be used to create sound sources.\nSee also CfgSFX for more detailed information.\n\n```cpp\nclass CfgVehicles\n{\n    class MyOwlSound        // class name to be used with createSoundSource\n    {\n        sound = \"MyOwl\";    // reference to CfgSFX class\n    };\n};\n```"},{"heading":"CfgVehicleTemplates (Arma 3 v1.42)","level":5,"markdown":"This class is used to create vehicle templates used by the Vehicle Customisation system.\n\n```cpp\nclass CfgVehicleTemplates\n{\n    class BIS_Offroad_01_default\n    {\n        displayName = \"Default\";\n        author = \"Bohemia Interactive\";\n        textureList[] =\n        {\n            \"guerilla_01\", 0.5,\n            \"guerilla_02\", 1\n        };\n\n        animationList[] =\n        {\n            \"HideBumper1\", 1,\n            \"HideBumper2\", 1\n        };\n    };\n};\n```"},{"heading":"RscTitles","level":5,"markdown":"This class is used to define custom HUDs. See Arma: GUI Configuration for more information."}],"categories":["Mission Editing"],"groups":["Scripting"]},{"name":"Diary","title":"Diary","type":"topic","url":"https://community.bistudio.com/wiki/Diary","revid":256015,"updated":"2021-04-27T14:08:47Z","aliases":[],"markdown":"### Subjects\n\n#### Default Subjects\n\n| Display Name | Internal Name | Can be Linked | Can be Edited | Notes |\n|---|---|---|---|---|\n| Map | Map | ✗ | ✗ | Dummy tab |\n| Tasks | Tasks | ✓ | ✗ | Hidden when no tasks exist |\n| Briefing | Diary | ✓ | ✓ | Always shown, even when empty. Can be edited with createDiaryRecord. |\n| Team | Units | ✓ | ✗ | Always shown |\n| Players | Players | ✓ | ✗ | Hidden in singleplayer |\n| Statistics | Statistics | ✓ | ✗ | Hidden until scores are changed |\n\n#### Custom Subjects\n\nCan be created with createDiarySubject - they go after all the default ones and can obviously be modified.\n\n#### Related Commands\n\n- Command Group: Briefing\n\n| Subject commands | Record commands | Helper commands |\n|---|---|---|\n| createDiarySubject | createDiaryRecord | createDiaryLink |\n| removeDiarySubject | removeDiaryRecord | processDiaryLink |\n| selectDiarySubject | setDiaryRecordText |  |\n| diarySubjectExists | diaryRecordNull |  |\n| setDiarySubjectPicture |  |  |\n| allDiarySubjects |  |  |","sections":[{"heading":"Subjects","level":3,"markdown":""},{"heading":"Default Subjects","level":4,"markdown":"| Display Name | Internal Name | Can be Linked | Can be Edited | Notes |\n|---|---|---|---|---|\n| Map | Map | ✗ | ✗ | Dummy tab |\n| Tasks | Tasks | ✓ | ✗ | Hidden when no tasks exist |\n| Briefing | Diary | ✓ | ✓ | Always shown, even when empty. Can be edited with createDiaryRecord. |\n| Team | Units | ✓ | ✗ | Always shown |\n| Players | Players | ✓ | ✗ | Hidden in singleplayer |\n| Statistics | Statistics | ✓ | ✗ | Hidden until scores are changed |"},{"heading":"Custom Subjects","level":4,"markdown":"Can be created with createDiarySubject - they go after all the default ones and can obviously be modified."},{"heading":"Related Commands","level":4,"markdown":"- Command Group: Briefing\n\n| Subject commands | Record commands | Helper commands |\n|---|---|---|\n| createDiarySubject | createDiaryRecord | createDiaryLink |\n| removeDiarySubject | removeDiaryRecord | processDiaryLink |\n| selectDiarySubject | setDiaryRecordText |  |\n| diarySubjectExists | diaryRecordNull |  |\n| setDiarySubjectPicture |  |  |\n| allDiarySubjects |  |  |"}],"categories":["Scripting Topics"],"groups":["Scripting"]},{"name":"Diary Record","title":"Diary Record","type":"topic","url":"https://community.bistudio.com/wiki/Diary_Record","revid":340880,"updated":"2023-05-13T21:43:01Z","aliases":[],"markdown":"**Description:** A Diary Record is created by createDiaryRecord - introduced in Arma 2.","sections":[{"heading":null,"level":1,"markdown":"**Description:** A Diary Record is created by createDiaryRecord - introduced in Arma 2."}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"DIK KeyCodes","title":"DIK KeyCodes","type":"topic","url":"https://community.bistudio.com/wiki/DIK_KeyCodes","revid":378099,"updated":"2026-02-13T10:43:17Z","aliases":["DIK","ListOfKeyCodes"],"markdown":"Each key on any keyboard has a unique Direct Input Keyboard (DIK) code. They are **not** character symbols.\nThey refer to the **position of the key** on the keyboard. In other words, depending on the keyboard layout, the actual key can change, but its position is always identical.\nThis is useful to **fulfill ergonomic needs**.\n\n**In addition to that, using DIK codes has more advantages:**\n\n- Recognize keys that can not be represented in character equivalents. Function keys for example have no character set code.\n- Using the defines below, makes using key codes easier in configs, since the actual code is replaced by a memorable string, e.g `DIK_K` instead of `0x25`.\n- Unique DIK codes exist for numeric pad '9' versus standard key '9'. They are key codes, not character codes.\n\n> [!NOTE]\n> Specific keys cannot be detected with DIK codes, since the position of the keys changes with the Keyboard layout ([QWERTY](https://en.wikipedia.org/wiki/QWERTY), [Dvorak](https://en.wikipedia.org/wiki/Dvorak_Simplified_Keyboard)).\n\n### Script Usage\n\nDIK codes are **always** accompanied by the state of the <kbd>⇧ Shift</kbd>, <kbd>Alt</kbd>, and <kbd>Ctrl</kbd> keys. Any script can differentiate between e.g <kbd>Q</kbd> and <kbd>Alt</kbd> + <kbd>Q</kbd>.\n\n> [!NOTE]\n> For parameters passed to key event handlers, see onKeyDown event handler.\n\n#### Example Script\n\n```sqf\n#include \"\\a3\\ui_f\\hpp\\definedikcodes.inc\"\n\nfindDisplay 46 displayAddEventHandler [\"KeyDown\", {\n    params [\"_displayOrControl\", \"_key\", \"_shift\", \"_ctrl\", \"_alt\"];\n\n    private _override = false;\n\n    if (_key isEqualTo DIK_W) then // DIK_W = 17 = 0x11\n    {\n        systemChat \"You pressed W.\";\n\n        if (_shift) then\n        {\n            systemChat \"You are not allowed to use Shift + W!\";\n            _override = true;\n        };\n    };\n\n    _override;\n}];\n```\n\n### Defines\n\n**Arma 3**\n\n```cpp\n#include \"\\a3\\ui_f\\hpp\\definedikcodes.inc\"\n```\n\n### DIK Codes\n\n#### North-American Keyboard\n\n`QWERTY`\n\n| Key | Type | DIK ID | Hexadecimal | Integer | Note |\n|---|---|---|---|---|---|\n| Function Keys |  |  |  |  |  |\n| <kbd>F1</kbd> | F1..F24 | DIK_F1 | 0x3B | 59 | N/A |\n| <kbd>F2</kbd> | F1..F24 | DIK_F2 | 0x3C | 60 | N/A |\n| <kbd>F3</kbd> | F1..F24 | DIK_F3 | 0x3D | 61 | N/A |\n| <kbd>F4</kbd> | F1..F24 | DIK_F4 | 0x3E | 62 | N/A |\n| <kbd>F5</kbd> | F1..F24 | DIK_F5 | 0x3F | 63 | N/A |\n| <kbd>F6</kbd> | F1..F24 | DIK_F6 | 0x40 | 64 | N/A |\n| <kbd>F7</kbd> | F1..F24 | DIK_F7 | 0x41 | 65 | N/A |\n| <kbd>F8</kbd> | F1..F24 | DIK_F8 | 0x42 | 66 | N/A |\n| <kbd>F9</kbd> | F1..F24 | DIK_F9 | 0x43 | 67 | N/A |\n| <kbd>F10</kbd> | F1..F24 | DIK_F10 | 0x44 | 68 | N/A |\n| <kbd>F11</kbd> | F1..F24 | DIK_F11 | 0x57 | 87 | N/A |\n| <kbd>F12</kbd> | F1..F24 | DIK_F12 | 0x58 | 88 | N/A |\n| <kbd>F13</kbd> | F1..F24 | DIK_F13 | 0x64 | 100 | NEC PC98 |\n| <kbd>F14</kbd> | F1..F24 | DIK_F14 | 0x65 | 101 | NEC PC98 |\n| <kbd>F15</kbd> | F1..F24 | DIK_F15 | 0x66 | 102 | NEC PC98 |\n| <kbd>F16</kbd> | F1..F24 | DIK_F16 | 0x67 | 103 | N/A |\n| <kbd>F17</kbd> | F1..F24 | DIK_F17 | 0x68 | 104 | N/A |\n| <kbd>F18</kbd> | F1..F24 | DIK_F18 | 0x69 | 105 | N/A |\n| <kbd>F19</kbd> | F1..F24 | DIK_F19 | 0x6A | 106 | N/A |\n| <kbd>F20</kbd> | F1..F24 | DIK_F20 | 0x6B | 107 | N/A |\n| <kbd>F21</kbd> | F1..F24 | DIK_F21 | 0x6C | 108 | N/A |\n| <kbd>F22</kbd> | F1..F24 | DIK_F22 | 0x6D | 109 | N/A |\n| <kbd>F23</kbd> | F1..F24 | DIK_F23 | 0x6E | 110 | N/A |\n| <kbd>F24</kbd> | F1..F24 | DIK_F24 | 0x76 | 118 | N/A |\n| Numeric Keys |  |  |  |  |  |\n| <kbd>0</kbd> | 0..9 | DIK_0 | 0x0B | 11 | N/A |\n| <kbd>1</kbd> | 0..9 | DIK_1 | 0x02 | 2 | N/A |\n| <kbd>2</kbd> | 0..9 | DIK_2 | 0x03 | 3 | N/A |\n| <kbd>3</kbd> | 0..9 | DIK_3 | 0x04 | 4 | N/A |\n| <kbd>4</kbd> | 0..9 | DIK_4 | 0x05 | 5 | N/A |\n| <kbd>5</kbd> | 0..9 | DIK_5 | 0x06 | 6 | N/A |\n| <kbd>6</kbd> | 0..9 | DIK_6 | 0x07 | 7 | N/A |\n| <kbd>7</kbd> | 0..9 | DIK_7 | 0x08 | 8 | N/A |\n| <kbd>8</kbd> | 0..9 | DIK_8 | 0x09 | 9 | N/A |\n| <kbd>9</kbd> | 0..9 | DIK_9 | 0x0A | 10 | N/A |\n| Numpad Keys |  |  |  |  |  |\n| <kbd>NUM 0</kbd> | Numpad | DIK_NUMPAD0 | 0x52 | 82 | N/A |\n| <kbd>NUM 1</kbd> | Numpad | DIK_NUMPAD1 | 0x4F | 79 | N/A |\n| <kbd>NUM 2</kbd> | Numpad | DIK_NUMPAD2 | 0x50 | 80 | N/A |\n| <kbd>NUM 3</kbd> | Numpad | DIK_NUMPAD3 | 0x51 | 81 | N/A |\n| <kbd>NUM 4</kbd> | Numpad | DIK_NUMPAD4 | 0x4B | 75 | N/A |\n| <kbd>NUM 5</kbd> | Numpad | DIK_NUMPAD5 | 0x4C | 76 | N/A |\n| <kbd>NUM 6</kbd> | Numpad | DIK_NUMPAD6 | 0x4D | 77 | N/A |\n| <kbd>NUM 7</kbd> | Numpad | DIK_NUMPAD7 | 0x47 | 71 | N/A |\n| <kbd>NUM 8</kbd> | Numpad | DIK_NUMPAD8 | 0x48 | 72 | N/A |\n| <kbd>NUM 9</kbd> | Numpad | DIK_NUMPAD9 | 0x49 | 73 | N/A |\n| Alphabet Keys |  |  |  |  |  |\n| <kbd>A</kbd> | A..Z | DIK_A | 0x1E | 30 | N/A |\n| <kbd>B</kbd> | A..Z | DIK_B | 0x30 | 48 | N/A |\n| <kbd>C</kbd> | A..Z | DIK_C | 0x2E | 46 | N/A |\n| <kbd>D</kbd> | A..Z | DIK_D | 0x20 | 32 | N/A |\n| <kbd>E</kbd> | A..Z | DIK_E | 0x12 | 18 | N/A |\n| <kbd>F</kbd> | A..Z | DIK_F | 0x21 | 33 | N/A |\n| <kbd>G</kbd> | A..Z | DIK_G | 0x22 | 34 | N/A |\n| <kbd>H</kbd> | A..Z | DIK_H | 0x23 | 35 | N/A |\n| <kbd>I</kbd> | A..Z | DIK_I | 0x17 | 23 | N/A |\n| <kbd>J</kbd> | A..Z | DIK_J | 0x24 | 36 | N/A |\n| <kbd>K</kbd> | A..Z | DIK_K | 0x25 | 37 | N/A |\n| <kbd>L</kbd> | A..Z | DIK_L | 0x26 | 38 | N/A |\n| <kbd>M</kbd> | A..Z | DIK_M | 0x32 | 50 | N/A |\n| <kbd>N</kbd> | A..Z | DIK_N | 0x31 | 49 | N/A |\n| <kbd>O</kbd> | A..Z | DIK_O | 0x18 | 24 | N/A |\n| <kbd>P</kbd> | A..Z | DIK_P | 0x19 | 25 | N/A |\n| <kbd>Q</kbd> | A..Z | DIK_Q | 0x10 | 16 | N/A |\n| <kbd>R</kbd> | A..Z | DIK_R | 0x13 | 19 | N/A |\n| <kbd>S</kbd> | A..Z | DIK_S | 0x1F | 31 | N/A |\n| <kbd>T</kbd> | A..Z | DIK_T | 0x14 | 20 | N/A |\n| <kbd>U</kbd> | A..Z | DIK_U | 0x16 | 22 | N/A |\n| <kbd>V</kbd> | A..Z | DIK_V | 0x2F | 47 | N/A |\n| <kbd>W</kbd> | A..Z | DIK_W | 0x11 | 17 | N/A |\n| <kbd>X</kbd> | A..Z | DIK_X | 0x2D | 45 | N/A |\n| <kbd>Y</kbd> | A..Z | DIK_Y | 0x15 | 21 | N/A |\n| <kbd>Z</kbd> | A..Z | DIK_Z | 0x2C | 44 | N/A |\n| Control Keys |  |  |  |  |  |\n| <kbd>Esc</kbd> | Control key | DIK_ESCAPE | 0x01 | 1 | N/A |\n| <kbd>↹ Tab</kbd> | Control key | DIK_TAB | 0x0F | 15 | N/A |\n| <kbd>⇧ Shift</kbd> Shift (left) | Control key | DIK_LSHIFT | 0x2A | 42 | N/A |\n| <kbd>RShift ⇧</kbd> Shift (right) | Control key | DIK_RSHIFT | 0x36 | 54 | N/A |\n| <kbd>Ctrl</kbd> Control (left) | Control key | DIK_LCONTROL | 0x1D | 29 | N/A |\n| <kbd>RCtrl</kbd> Control (right) | Control key | DIK_RCONTROL | 0x9D | 157 | N/A |\n| <kbd>⟵ Backspace</kbd> | Control key | DIK_BACK | 0x0E | 14 | N/A |\n|  | Control key | DIK_BACKSPACE | DIK_BACK |  | N/A |\n| <kbd>Return ↵</kbd> | Control key | DIK_RETURN | 0x1C | 28 | N/A |\n| <kbd>NUM Enter ↵</kbd> | Control key | DIK_NUMPADENTER | 0x9C | 156 | N/A |\n| <kbd>Alt</kbd> | Control key | DIK_LMENU | 0x38 | 56 | N/A |\n|  | Control key | DIK_LALT | DIK_LMENU |  | N/A |\n| <kbd>Space</kbd> | Control key | DIK_SPACE | 0x39 | 57 | N/A |\n| <kbd>⇪ Caps Lock</kbd> | Control key | DIK_CAPITAL | 0x3A | 58 | N/A |\n| <kbd>⇪ Caps Lock</kbd> | Control key | DIK_CAPSLOCK | DIK_CAPITAL |  | N/A |\n| Num lock (numpad) | Control key | DIK_NUMLOCK | 0x45 | 69 | N/A |\n| Scroll lock | Control key | DIK_SCROLL | 0x46 | 70 | N/A |\n| Menu button | Control key | DIK_RMENU | 0xB8 | 184 | N/A |\n| <kbd>AltGr</kbd> | Control key | DIK_RALT | DIK_RMENU |  | N/A |\n| <kbd>Ctrl</kbd> (left, right) | Control key | INPUT_CTRL_OFFSET | N/A | 512 | N/A |\n| <kbd>⇧ Shift</kbd> (left, right) | Control key | INPUT_SHIFT_OFFSET | N/A | 1024 | N/A |\n| <kbd>Alt</kbd> (left, right) | Control key | INPUT_ALT_OFFSET | N/A | 2048 | N/A |\n| Symbol Keys |  |  |  |  |  |\n|  | Graphics | DIK_AT | 0x91 | 145 | NEC PC98 |\n|  | Graphics | DIK_COLON | 0x92 | 146 | NEC PC98 |\n|  | Graphics | DIK_UNDERLINE | 0x93 | 147 | NEC PC98 |\n| Minus (on main keyboard) | Graphics | DIK_MINUS | 0x0C | 12 | N/A |\n|  | Graphics | DIK_EQUALS | 0x0D | 13 | N/A |\n|  | Graphics | DIK_LBRACKET | 0x1A | 26 | N/A |\n|  | Graphics | DIK_RBRACKET | 0x1B | 27 | N/A |\n| Semicolon | Graphics | DIK_SEMICOLON | 0x27 | 39 | N/A |\n| Apostrophe | Graphics | DIK_APOSTROPHE | 0x28 | 40 | N/A |\n| Accent grave | Graphics | DIK_GRAVE | 0x29 | 41 | N/A |\n| Backslash | Graphics | DIK_BACKSLASH | 0x2B | 43 | N/A |\n| Comma | Graphics | DIK_COMMA | 0x33 | 51 | N/A |\n| Period (main) | Graphics | DIK_PERIOD | 0x34 | 52 | N/A |\n| Slash (main) | Graphics | DIK_SLASH | 0x35 | 53 | N/A |\n| * (numpad) | Graphics | DIK_MULTIPLY | 0x37 | 55 | N/A |\n| * (numpad) | Graphics | DIK_NUMPADSTAR | DIK_MULTIPLY |  | N/A |\n| - (numpad) | Graphics | DIK_SUBTRACT | 0x4A | 74 | N/A |\n| + (numpad) | Graphics | DIK_ADD | 0x4E | 78 | N/A |\n| . (numpad) | Graphics | DIK_DECIMAL | 0x53 | 83 | N/A |\n| = (numpad) | Graphics | DIK_NUMPADEQUALS | 0x8D | 141 | NEC PC98 |\n| - (numpad) | Graphics | DIK_NUMPADMINUS | DIK_SUBTRACT |  | N/A |\n| + (numpad) | Graphics | DIK_NUMPADPLUS | DIK_ADD |  | N/A |\n| . (numpad) | Graphics | DIK_NUMPADPERIOD | DIK_DECIMAL |  | N/A |\n| / (numpad) | Graphics | DIK_NUMPADSLASH | DIK_DIVIDE |  | N/A |\n| KataKana Keys |  |  |  |  |  |\n|  | KataKana | DIK_KANA | 0x70 | 112 | Japanese keyboard |\n|  | KataKana | DIK_ABNT_C1 | 0x73 | 115 | / ? on Portugese (Brazilian) keyboards |\n|  | KataKana | DIK_CONVERT | 0x79 | 121 | Japanese keyboard |\n|  | KataKana | DIK_NOCONVERT | 0x7B | 123 | Japanese keyboard |\n|  | KataKana | DIK_YEN | 0x7D | 125 | Japanese keyboard |\n|  | KataKana | DIK_OEM_102 | 0x56 | 86 | on UK/Germany keyboards |\n|  | KataKana | DIK_ABNT_C2 | 0x7E | 126 | Numpad . on Portugese (Brazilian) keyboards |\n|  | KataKana | DIK_PREVTRACK | 0x90 | 144 | Previous Track (DIK_CIRCUMFLEX on Japanese keyboard) |\n|  | KataKana | DIK_KANJI | 0x94 | 148 | Japanese keyboard |\n|  | KataKana | DIK_STOP | 0x95 | 149 | NEC PC98 |\n|  | KataKana | DIK_AX | 0x96 | 150 | Japan AX |\n|  | KataKana | DIK_UNLABELED | 0x97 | 151 | J3100 |\n|  | KataKana | DIK_NUMPADCOMMA | 0xB3 | 179 | , on numeric keypad - NEC PC98 |\n|  | KataKana | DIK_CIRCUMFLEX | DIK_PREVTRACK |  | Japanese keyboard |\n| App Keys |  |  |  |  |  |\n|  | Apps | DIK_NEXTTRACK | 0x99 | 153 | Next Track |\n|  | Apps | DIK_MUTE | 0xA0 | 160 | Mute |\n|  | Apps | DIK_CALCULATOR | 0xA1 | 161 | Calculator |\n|  | Apps | DIK_PLAYPAUSE | 0xA2 | 162 | Play / Pause |\n|  | Apps | DIK_MEDIASTOP | 0xA4 | 164 | Media Stop |\n|  | Apps | DIK_VOLUMEDOWN | 0xAE | 174 | Volume - |\n|  | Apps | DIK_VOLUMEUP | 0xB0 | 176 | Volume + |\n|  | Apps | DIK_WEBHOME | 0xB2 | 178 | Web home |\n|  | Apps | DIK_SYSRQ | 0xB7 | 183 | N/A |\n|  | Apps | DIK_PAUSE | 0xC5 | 197 | Pause |\n|  | Apps | DIK_APPS | 0xDD | 221 | AppMenu key |\n|  | Apps | DIK_POWER | 0xDE | 222 | System Power |\n|  | Apps | DIK_SLEEP | 0xDF | 223 | System Sleep |\n|  | Apps | DIK_WAKE | 0xE3 | 227 | System Wake |\n|  | Apps | DIK_WEBSEARCH | 0xE5 | 229 | Web Search |\n|  | Apps | DIK_WEBFAVORITES | 0xE6 | 230 | Web Favorites |\n|  | Apps | DIK_WEBREFRESH | 0xE7 | 231 | Web Refresh |\n|  | Apps | DIK_WEBSTOP | 0xE8 | 232 | Web Stop |\n|  | Apps | DIK_WEBFORWARD | 0xE9 | 233 | Web Forward |\n|  | Apps | DIK_WEBBACK | 0xEA | 234 | Web Back |\n|  | Apps | DIK_MYCOMPUTER | 0xEB | 235 | My Computer |\n|  | Apps | DIK_MAIL | 0xEC | 236 | Mail |\n|  | Apps | DIK_MEDIASELECT | 0xED | 237 | Media Select |\n| Arrow Keypad |  |  |  |  |  |\n|  | ArrowKeypad | DIK_HOME | 0xC7 | 199 | Home on arrow keypad |\n|  | ArrowKeypad | DIK_UP | 0xC8 | 200 | UpArrow on arrow keypad |\n|  | ArrowKeypad | DIK_PRIOR | 0xC9 | 201 | PgUp on arrow keypad |\n|  | ArrowKeypad | DIK_LEFT | 0xCB | 203 | LeftArrow on arrow keypad |\n|  | ArrowKeypad | DIK_RIGHT | 0xCD | 205 | RightArrow on arrow keypad |\n|  | ArrowKeypad | DIK_END | 0xCF | 207 | End on arrow keypad |\n|  | ArrowKeypad | DIK_DOWN | 0xD0 | 208 | DownArrow on arrow keypad |\n|  | ArrowKeypad | DIK_NEXT | 0xD1 | 209 | PgDn on arrow keypad |\n|  | ArrowKeypad | DIK_INSERT | 0xD2 | 210 | Insert on arrow keypad |\n|  | ArrowKeypad | DIK_DELETE | 0xD3 | 211 | Delete on arrow keypad |\n|  | ArrowKeypad | DIK_UPARROW | DIK_UP |  | UpArrow on arrow keypad |\n|  | ArrowKeypad | DIK_PGUP | DIK_PRIOR |  | PgUp on arrow keypad |\n|  | ArrowKeypad | DIK_LEFTARROW | DIK_LEFT |  | LeftArrow on arrow keypad |\n|  | ArrowKeypad | DIK_RIGHTARROW | DIK_RIGHT |  | RightArrow on arrow keypad |\n|  | ArrowKeypad | DIK_DOWNARROW | DIK_DOWN |  | DownArrow on arrow keypad |\n|  | ArrowKeypad | DIK_PGDN | DIK_NEXT |  | PgDn on arrow keypad |\n| Other Keys |  |  |  |  |  |\n| <kbd>⊞ Win</kbd> OS key (left) | Other | DIK_LWIN | 0xDB | 219 | Left Windows key |\n| <kbd>RWin ⊞</kbd> key (right) | Other | DIK_RWIN | 0xDC | 220 | Right Windows key |\n\n#### German Keyboard\n\n`QWERTZ`\n\n| Number | Key Name | Number | Key Name | Number | Key Name |\n|---|---|---|---|---|---|\n| 1 | ESC | 11 | 0 | 21 | Z |\n| 2 | 1 | 12 | ß | 22 | U |\n| 3 | 2 | 13 | ´ | 23 | I |\n| 4 | 3 | 14 | BACKSPACE | 24 | O |\n| 5 | 4 | 15 | TAB | 25 | P |\n| 6 | 5 | 16 | Q | 26 | Ü |\n| 7 | 6 | 17 | W |  |  |\n| 8 | 7 | 18 | E | 28 | ENTER |\n| 9 | 8 | 19 | R | 29 | STRGL |\n| 10 | 9 | 20 | T | 30 | A |\n| 31 | S | 41 | ^ | 51 | , |\n| 32 | D | 42 | SHIFTL | 52 | . |\n| 33 | F | 43 | # | 53 | - |\n| 34 | G | 44 | Y | 54 | SHIFTR |\n| 35 | H | 45 | X | 55 | NUM_* |\n| 36 | J | 46 | C | 56 | ALT |\n| 37 | K | 47 | V | 57 | SPACE |\n| 38 | L | 48 | B | 58 | CAPS |\n| 39 | Ö | 49 | N | 59 | F1 |\n| 40 | Ä | 50 | M | 60 | F2 |\n| 61 | F3 | 71 | NUM_7 | 81 | NUM_3 |\n| 62 | F4 | 72 | NUM_8 | 82 | NUM_0 |\n| 63 | F5 | 73 | NUM_9 | 83 | NUM_, |\n| 64 | F6 | 74 | NUM_- |  |  |\n| 65 | F7 | 75 | NUM_4 |  |  |\n| 66 | F8 | 76 | NUM_5 | 86 | < |\n| 67 | F9 | 77 | NUM_6 | 87 | F11 |\n| 68 | F10 | 78 | NUM_+ | 88 | F12 |\n| 69 | NUM | 79 | NUM_1 |  |  |\n| 70 | SCROLL | 80 | NUM_2 |  |  |\n| 156 | NUM_ENTER | 200 | UP | 211 | DELETE |\n| 157 | STRGR | 201 | PAGEUP | 219 | WINR |\n|  |  | 220 | WINL |  |  |\n| 181 | NUM_/ | 203 | LEFT | 221 | APP |\n| 183 | PRINT |  |  |  |  |\n| 184 | ALTGR | 205 | RIGHT | NOT DEFINED | + |\n| 197 | PAUSE | 207 | END |  |  |\n| 199 | POS1 | 208 | DOWN |  |  |\n|  |  | 209 | PAGEDOWN |  |  |\n|  |  | 210 | INSERT |  |  |\n\n#### French Keyboard\n\n`AZERTY`\n\n| Number | Key Name | Number | Key Name | Number | Key Name |\n|---|---|---|---|---|---|\n| 1 | ESC | 11 | 0 | 21 | Y |\n| 2 | 1 | 12 | ) | 22 | U |\n| 3 | 2 | 13 | = | 23 | I |\n| 4 | 3 | 14 | BACKSPACE | 24 | O |\n| 5 | 4 | 15 | TAB | 25 | P |\n| 6 | 5 | 16 | A | 26 | ^ |\n| 7 | 6 | 17 | Z | 27 | $ |\n| 8 | 7 | 18 | E | 28 | ENTER |\n| 9 | 8 | 19 | R | 29 | CTRLG |\n| 10 | 9 | 20 | T | 30 | Q |\n| 31 | S | 41 | ² | 51 | ; |\n| 32 | D | 42 | SHIFTL | 52 | : |\n| 33 | F | 43 | * | 53 | ! |\n| 34 | G | 44 | W | 54 | SHIFTR |\n| 35 | H | 45 | X | 55 | NUM_* |\n| 36 | J | 46 | C | 56 | ALT |\n| 37 | K | 47 | V | 57 | SPACE |\n| 38 | L | 48 | B | 58 | CAPS |\n| 39 | M | 49 | N | 59 | F1 |\n| 40 | ù | 50 | , | 60 | F2 |\n| 61 | F3 | 71 | NUM_7 | 81 | NUM_3 |\n| 62 | F4 | 72 | NUM_8 | 82 | NUM_0 |\n| 63 | F5 | 73 | NUM_9 | 83 | NUM_. |\n| 64 | F6 | 74 | NUM_- |  |  |\n| 65 | F7 | 75 | NUM_4 |  |  |\n| 66 | F8 | 76 | NUM_5 | 86 | < |\n| 67 | F9 | 77 | NUM_6 | 87 | F11 |\n| 68 | F10 | 78 | NUM_+ | 88 | F12 |\n| 69 | NUM | 79 | NUM_1 |  |  |\n| 70 | SCROLL | 80 | NUM_2 |  |  |\n| 156 | NUM_ENTER | 200 | UP | 211 | DELETE |\n| 157 | CTRLR | 201 | PAGEUP | 219 | WINR |\n|  |  | 220 | WINL |  |  |\n| 181 | NUM_/ | 203 | LEFT | 221 | APP |\n| 183 | PRINT |  |  |  |  |\n| 184 | ALTGR | 205 | RIGHT | NOT DEFINED | + |\n| 197 | PAUSE | 207 | END |  |  |\n| 199 | POS1 | 208 | DOWN |  |  |\n|  |  | 209 | PAGEDOWN |  |  |\n|  |  | 210 | INSERT |  |  |","sections":[{"heading":null,"level":1,"markdown":"Each key on any keyboard has a unique Direct Input Keyboard (DIK) code. They are **not** character symbols.\nThey refer to the **position of the key** on the keyboard. In other words, depending on the keyboard layout, the actual key can change, but its position is always identical.\nThis is useful to **fulfill ergonomic needs**.\n\n**In addition to that, using DIK codes has more advantages:**\n\n- Recognize keys that can not be represented in character equivalents. Function keys for example have no character set code.\n- Using the defines below, makes using key codes easier in configs, since the actual code is replaced by a memorable string, e.g `DIK_K` instead of `0x25`.\n- Unique DIK codes exist for numeric pad '9' versus standard key '9'. They are key codes, not character codes.\n\n> [!NOTE]\n> Specific keys cannot be detected with DIK codes, since the position of the keys changes with the Keyboard layout ([QWERTY](https://en.wikipedia.org/wiki/QWERTY), [Dvorak](https://en.wikipedia.org/wiki/Dvorak_Simplified_Keyboard))."},{"heading":"Script Usage","level":3,"markdown":"DIK codes are **always** accompanied by the state of the <kbd>⇧ Shift</kbd>, <kbd>Alt</kbd>, and <kbd>Ctrl</kbd> keys. Any script can differentiate between e.g <kbd>Q</kbd> and <kbd>Alt</kbd> + <kbd>Q</kbd>.\n\n> [!NOTE]\n> For parameters passed to key event handlers, see onKeyDown event handler."},{"heading":"Example Script","level":4,"markdown":"```sqf\n#include \"\\a3\\ui_f\\hpp\\definedikcodes.inc\"\n\nfindDisplay 46 displayAddEventHandler [\"KeyDown\", {\n    params [\"_displayOrControl\", \"_key\", \"_shift\", \"_ctrl\", \"_alt\"];\n\n    private _override = false;\n\n    if (_key isEqualTo DIK_W) then // DIK_W = 17 = 0x11\n    {\n        systemChat \"You pressed W.\";\n\n        if (_shift) then\n        {\n            systemChat \"You are not allowed to use Shift + W!\";\n            _override = true;\n        };\n    };\n\n    _override;\n}];\n```"},{"heading":"Defines","level":3,"markdown":"**Arma 3**\n\n```cpp\n#include \"\\a3\\ui_f\\hpp\\definedikcodes.inc\"\n```"},{"heading":"DIK Codes","level":3,"markdown":""},{"heading":"North-American Keyboard","level":4,"markdown":"`QWERTY`\n\n| Key | Type | DIK ID | Hexadecimal | Integer | Note |\n|---|---|---|---|---|---|\n| Function Keys |  |  |  |  |  |\n| <kbd>F1</kbd> | F1..F24 | DIK_F1 | 0x3B | 59 | N/A |\n| <kbd>F2</kbd> | F1..F24 | DIK_F2 | 0x3C | 60 | N/A |\n| <kbd>F3</kbd> | F1..F24 | DIK_F3 | 0x3D | 61 | N/A |\n| <kbd>F4</kbd> | F1..F24 | DIK_F4 | 0x3E | 62 | N/A |\n| <kbd>F5</kbd> | F1..F24 | DIK_F5 | 0x3F | 63 | N/A |\n| <kbd>F6</kbd> | F1..F24 | DIK_F6 | 0x40 | 64 | N/A |\n| <kbd>F7</kbd> | F1..F24 | DIK_F7 | 0x41 | 65 | N/A |\n| <kbd>F8</kbd> | F1..F24 | DIK_F8 | 0x42 | 66 | N/A |\n| <kbd>F9</kbd> | F1..F24 | DIK_F9 | 0x43 | 67 | N/A |\n| <kbd>F10</kbd> | F1..F24 | DIK_F10 | 0x44 | 68 | N/A |\n| <kbd>F11</kbd> | F1..F24 | DIK_F11 | 0x57 | 87 | N/A |\n| <kbd>F12</kbd> | F1..F24 | DIK_F12 | 0x58 | 88 | N/A |\n| <kbd>F13</kbd> | F1..F24 | DIK_F13 | 0x64 | 100 | NEC PC98 |\n| <kbd>F14</kbd> | F1..F24 | DIK_F14 | 0x65 | 101 | NEC PC98 |\n| <kbd>F15</kbd> | F1..F24 | DIK_F15 | 0x66 | 102 | NEC PC98 |\n| <kbd>F16</kbd> | F1..F24 | DIK_F16 | 0x67 | 103 | N/A |\n| <kbd>F17</kbd> | F1..F24 | DIK_F17 | 0x68 | 104 | N/A |\n| <kbd>F18</kbd> | F1..F24 | DIK_F18 | 0x69 | 105 | N/A |\n| <kbd>F19</kbd> | F1..F24 | DIK_F19 | 0x6A | 106 | N/A |\n| <kbd>F20</kbd> | F1..F24 | DIK_F20 | 0x6B | 107 | N/A |\n| <kbd>F21</kbd> | F1..F24 | DIK_F21 | 0x6C | 108 | N/A |\n| <kbd>F22</kbd> | F1..F24 | DIK_F22 | 0x6D | 109 | N/A |\n| <kbd>F23</kbd> | F1..F24 | DIK_F23 | 0x6E | 110 | N/A |\n| <kbd>F24</kbd> | F1..F24 | DIK_F24 | 0x76 | 118 | N/A |\n| Numeric Keys |  |  |  |  |  |\n| <kbd>0</kbd> | 0..9 | DIK_0 | 0x0B | 11 | N/A |\n| <kbd>1</kbd> | 0..9 | DIK_1 | 0x02 | 2 | N/A |\n| <kbd>2</kbd> | 0..9 | DIK_2 | 0x03 | 3 | N/A |\n| <kbd>3</kbd> | 0..9 | DIK_3 | 0x04 | 4 | N/A |\n| <kbd>4</kbd> | 0..9 | DIK_4 | 0x05 | 5 | N/A |\n| <kbd>5</kbd> | 0..9 | DIK_5 | 0x06 | 6 | N/A |\n| <kbd>6</kbd> | 0..9 | DIK_6 | 0x07 | 7 | N/A |\n| <kbd>7</kbd> | 0..9 | DIK_7 | 0x08 | 8 | N/A |\n| <kbd>8</kbd> | 0..9 | DIK_8 | 0x09 | 9 | N/A |\n| <kbd>9</kbd> | 0..9 | DIK_9 | 0x0A | 10 | N/A |\n| Numpad Keys |  |  |  |  |  |\n| <kbd>NUM 0</kbd> | Numpad | DIK_NUMPAD0 | 0x52 | 82 | N/A |\n| <kbd>NUM 1</kbd> | Numpad | DIK_NUMPAD1 | 0x4F | 79 | N/A |\n| <kbd>NUM 2</kbd> | Numpad | DIK_NUMPAD2 | 0x50 | 80 | N/A |\n| <kbd>NUM 3</kbd> | Numpad | DIK_NUMPAD3 | 0x51 | 81 | N/A |\n| <kbd>NUM 4</kbd> | Numpad | DIK_NUMPAD4 | 0x4B | 75 | N/A |\n| <kbd>NUM 5</kbd> | Numpad | DIK_NUMPAD5 | 0x4C | 76 | N/A |\n| <kbd>NUM 6</kbd> | Numpad | DIK_NUMPAD6 | 0x4D | 77 | N/A |\n| <kbd>NUM 7</kbd> | Numpad | DIK_NUMPAD7 | 0x47 | 71 | N/A |\n| <kbd>NUM 8</kbd> | Numpad | DIK_NUMPAD8 | 0x48 | 72 | N/A |\n| <kbd>NUM 9</kbd> | Numpad | DIK_NUMPAD9 | 0x49 | 73 | N/A |\n| Alphabet Keys |  |  |  |  |  |\n| <kbd>A</kbd> | A..Z | DIK_A | 0x1E | 30 | N/A |\n| <kbd>B</kbd> | A..Z | DIK_B | 0x30 | 48 | N/A |\n| <kbd>C</kbd> | A..Z | DIK_C | 0x2E | 46 | N/A |\n| <kbd>D</kbd> | A..Z | DIK_D | 0x20 | 32 | N/A |\n| <kbd>E</kbd> | A..Z | DIK_E | 0x12 | 18 | N/A |\n| <kbd>F</kbd> | A..Z | DIK_F | 0x21 | 33 | N/A |\n| <kbd>G</kbd> | A..Z | DIK_G | 0x22 | 34 | N/A |\n| <kbd>H</kbd> | A..Z | DIK_H | 0x23 | 35 | N/A |\n| <kbd>I</kbd> | A..Z | DIK_I | 0x17 | 23 | N/A |\n| <kbd>J</kbd> | A..Z | DIK_J | 0x24 | 36 | N/A |\n| <kbd>K</kbd> | A..Z | DIK_K | 0x25 | 37 | N/A |\n| <kbd>L</kbd> | A..Z | DIK_L | 0x26 | 38 | N/A |\n| <kbd>M</kbd> | A..Z | DIK_M | 0x32 | 50 | N/A |\n| <kbd>N</kbd> | A..Z | DIK_N | 0x31 | 49 | N/A |\n| <kbd>O</kbd> | A..Z | DIK_O | 0x18 | 24 | N/A |\n| <kbd>P</kbd> | A..Z | DIK_P | 0x19 | 25 | N/A |\n| <kbd>Q</kbd> | A..Z | DIK_Q | 0x10 | 16 | N/A |\n| <kbd>R</kbd> | A..Z | DIK_R | 0x13 | 19 | N/A |\n| <kbd>S</kbd> | A..Z | DIK_S | 0x1F | 31 | N/A |\n| <kbd>T</kbd> | A..Z | DIK_T | 0x14 | 20 | N/A |\n| <kbd>U</kbd> | A..Z | DIK_U | 0x16 | 22 | N/A |\n| <kbd>V</kbd> | A..Z | DIK_V | 0x2F | 47 | N/A |\n| <kbd>W</kbd> | A..Z | DIK_W | 0x11 | 17 | N/A |\n| <kbd>X</kbd> | A..Z | DIK_X | 0x2D | 45 | N/A |\n| <kbd>Y</kbd> | A..Z | DIK_Y | 0x15 | 21 | N/A |\n| <kbd>Z</kbd> | A..Z | DIK_Z | 0x2C | 44 | N/A |\n| Control Keys |  |  |  |  |  |\n| <kbd>Esc</kbd> | Control key | DIK_ESCAPE | 0x01 | 1 | N/A |\n| <kbd>↹ Tab</kbd> | Control key | DIK_TAB | 0x0F | 15 | N/A |\n| <kbd>⇧ Shift</kbd> Shift (left) | Control key | DIK_LSHIFT | 0x2A | 42 | N/A |\n| <kbd>RShift ⇧</kbd> Shift (right) | Control key | DIK_RSHIFT | 0x36 | 54 | N/A |\n| <kbd>Ctrl</kbd> Control (left) | Control key | DIK_LCONTROL | 0x1D | 29 | N/A |\n| <kbd>RCtrl</kbd> Control (right) | Control key | DIK_RCONTROL | 0x9D | 157 | N/A |\n| <kbd>⟵ Backspace</kbd> | Control key | DIK_BACK | 0x0E | 14 | N/A |\n|  | Control key | DIK_BACKSPACE | DIK_BACK |  | N/A |\n| <kbd>Return ↵</kbd> | Control key | DIK_RETURN | 0x1C | 28 | N/A |\n| <kbd>NUM Enter ↵</kbd> | Control key | DIK_NUMPADENTER | 0x9C | 156 | N/A |\n| <kbd>Alt</kbd> | Control key | DIK_LMENU | 0x38 | 56 | N/A |\n|  | Control key | DIK_LALT | DIK_LMENU |  | N/A |\n| <kbd>Space</kbd> | Control key | DIK_SPACE | 0x39 | 57 | N/A |\n| <kbd>⇪ Caps Lock</kbd> | Control key | DIK_CAPITAL | 0x3A | 58 | N/A |\n| <kbd>⇪ Caps Lock</kbd> | Control key | DIK_CAPSLOCK | DIK_CAPITAL |  | N/A |\n| Num lock (numpad) | Control key | DIK_NUMLOCK | 0x45 | 69 | N/A |\n| Scroll lock | Control key | DIK_SCROLL | 0x46 | 70 | N/A |\n| Menu button | Control key | DIK_RMENU | 0xB8 | 184 | N/A |\n| <kbd>AltGr</kbd> | Control key | DIK_RALT | DIK_RMENU |  | N/A |\n| <kbd>Ctrl</kbd> (left, right) | Control key | INPUT_CTRL_OFFSET | N/A | 512 | N/A |\n| <kbd>⇧ Shift</kbd> (left, right) | Control key | INPUT_SHIFT_OFFSET | N/A | 1024 | N/A |\n| <kbd>Alt</kbd> (left, right) | Control key | INPUT_ALT_OFFSET | N/A | 2048 | N/A |\n| Symbol Keys |  |  |  |  |  |\n|  | Graphics | DIK_AT | 0x91 | 145 | NEC PC98 |\n|  | Graphics | DIK_COLON | 0x92 | 146 | NEC PC98 |\n|  | Graphics | DIK_UNDERLINE | 0x93 | 147 | NEC PC98 |\n| Minus (on main keyboard) | Graphics | DIK_MINUS | 0x0C | 12 | N/A |\n|  | Graphics | DIK_EQUALS | 0x0D | 13 | N/A |\n|  | Graphics | DIK_LBRACKET | 0x1A | 26 | N/A |\n|  | Graphics | DIK_RBRACKET | 0x1B | 27 | N/A |\n| Semicolon | Graphics | DIK_SEMICOLON | 0x27 | 39 | N/A |\n| Apostrophe | Graphics | DIK_APOSTROPHE | 0x28 | 40 | N/A |\n| Accent grave | Graphics | DIK_GRAVE | 0x29 | 41 | N/A |\n| Backslash | Graphics | DIK_BACKSLASH | 0x2B | 43 | N/A |\n| Comma | Graphics | DIK_COMMA | 0x33 | 51 | N/A |\n| Period (main) | Graphics | DIK_PERIOD | 0x34 | 52 | N/A |\n| Slash (main) | Graphics | DIK_SLASH | 0x35 | 53 | N/A |\n| * (numpad) | Graphics | DIK_MULTIPLY | 0x37 | 55 | N/A |\n| * (numpad) | Graphics | DIK_NUMPADSTAR | DIK_MULTIPLY |  | N/A |\n| - (numpad) | Graphics | DIK_SUBTRACT | 0x4A | 74 | N/A |\n| + (numpad) | Graphics | DIK_ADD | 0x4E | 78 | N/A |\n| . (numpad) | Graphics | DIK_DECIMAL | 0x53 | 83 | N/A |\n| = (numpad) | Graphics | DIK_NUMPADEQUALS | 0x8D | 141 | NEC PC98 |\n| - (numpad) | Graphics | DIK_NUMPADMINUS | DIK_SUBTRACT |  | N/A |\n| + (numpad) | Graphics | DIK_NUMPADPLUS | DIK_ADD |  | N/A |\n| . (numpad) | Graphics | DIK_NUMPADPERIOD | DIK_DECIMAL |  | N/A |\n| / (numpad) | Graphics | DIK_NUMPADSLASH | DIK_DIVIDE |  | N/A |\n| KataKana Keys |  |  |  |  |  |\n|  | KataKana | DIK_KANA | 0x70 | 112 | Japanese keyboard |\n|  | KataKana | DIK_ABNT_C1 | 0x73 | 115 | / ? on Portugese (Brazilian) keyboards |\n|  | KataKana | DIK_CONVERT | 0x79 | 121 | Japanese keyboard |\n|  | KataKana | DIK_NOCONVERT | 0x7B | 123 | Japanese keyboard |\n|  | KataKana | DIK_YEN | 0x7D | 125 | Japanese keyboard |\n|  | KataKana | DIK_OEM_102 | 0x56 | 86 | on UK/Germany keyboards |\n|  | KataKana | DIK_ABNT_C2 | 0x7E | 126 | Numpad . on Portugese (Brazilian) keyboards |\n|  | KataKana | DIK_PREVTRACK | 0x90 | 144 | Previous Track (DIK_CIRCUMFLEX on Japanese keyboard) |\n|  | KataKana | DIK_KANJI | 0x94 | 148 | Japanese keyboard |\n|  | KataKana | DIK_STOP | 0x95 | 149 | NEC PC98 |\n|  | KataKana | DIK_AX | 0x96 | 150 | Japan AX |\n|  | KataKana | DIK_UNLABELED | 0x97 | 151 | J3100 |\n|  | KataKana | DIK_NUMPADCOMMA | 0xB3 | 179 | , on numeric keypad - NEC PC98 |\n|  | KataKana | DIK_CIRCUMFLEX | DIK_PREVTRACK |  | Japanese keyboard |\n| App Keys |  |  |  |  |  |\n|  | Apps | DIK_NEXTTRACK | 0x99 | 153 | Next Track |\n|  | Apps | DIK_MUTE | 0xA0 | 160 | Mute |\n|  | Apps | DIK_CALCULATOR | 0xA1 | 161 | Calculator |\n|  | Apps | DIK_PLAYPAUSE | 0xA2 | 162 | Play / Pause |\n|  | Apps | DIK_MEDIASTOP | 0xA4 | 164 | Media Stop |\n|  | Apps | DIK_VOLUMEDOWN | 0xAE | 174 | Volume - |\n|  | Apps | DIK_VOLUMEUP | 0xB0 | 176 | Volume + |\n|  | Apps | DIK_WEBHOME | 0xB2 | 178 | Web home |\n|  | Apps | DIK_SYSRQ | 0xB7 | 183 | N/A |\n|  | Apps | DIK_PAUSE | 0xC5 | 197 | Pause |\n|  | Apps | DIK_APPS | 0xDD | 221 | AppMenu key |\n|  | Apps | DIK_POWER | 0xDE | 222 | System Power |\n|  | Apps | DIK_SLEEP | 0xDF | 223 | System Sleep |\n|  | Apps | DIK_WAKE | 0xE3 | 227 | System Wake |\n|  | Apps | DIK_WEBSEARCH | 0xE5 | 229 | Web Search |\n|  | Apps | DIK_WEBFAVORITES | 0xE6 | 230 | Web Favorites |\n|  | Apps | DIK_WEBREFRESH | 0xE7 | 231 | Web Refresh |\n|  | Apps | DIK_WEBSTOP | 0xE8 | 232 | Web Stop |\n|  | Apps | DIK_WEBFORWARD | 0xE9 | 233 | Web Forward |\n|  | Apps | DIK_WEBBACK | 0xEA | 234 | Web Back |\n|  | Apps | DIK_MYCOMPUTER | 0xEB | 235 | My Computer |\n|  | Apps | DIK_MAIL | 0xEC | 236 | Mail |\n|  | Apps | DIK_MEDIASELECT | 0xED | 237 | Media Select |\n| Arrow Keypad |  |  |  |  |  |\n|  | ArrowKeypad | DIK_HOME | 0xC7 | 199 | Home on arrow keypad |\n|  | ArrowKeypad | DIK_UP | 0xC8 | 200 | UpArrow on arrow keypad |\n|  | ArrowKeypad | DIK_PRIOR | 0xC9 | 201 | PgUp on arrow keypad |\n|  | ArrowKeypad | DIK_LEFT | 0xCB | 203 | LeftArrow on arrow keypad |\n|  | ArrowKeypad | DIK_RIGHT | 0xCD | 205 | RightArrow on arrow keypad |\n|  | ArrowKeypad | DIK_END | 0xCF | 207 | End on arrow keypad |\n|  | ArrowKeypad | DIK_DOWN | 0xD0 | 208 | DownArrow on arrow keypad |\n|  | ArrowKeypad | DIK_NEXT | 0xD1 | 209 | PgDn on arrow keypad |\n|  | ArrowKeypad | DIK_INSERT | 0xD2 | 210 | Insert on arrow keypad |\n|  | ArrowKeypad | DIK_DELETE | 0xD3 | 211 | Delete on arrow keypad |\n|  | ArrowKeypad | DIK_UPARROW | DIK_UP |  | UpArrow on arrow keypad |\n|  | ArrowKeypad | DIK_PGUP | DIK_PRIOR |  | PgUp on arrow keypad |\n|  | ArrowKeypad | DIK_LEFTARROW | DIK_LEFT |  | LeftArrow on arrow keypad |\n|  | ArrowKeypad | DIK_RIGHTARROW | DIK_RIGHT |  | RightArrow on arrow keypad |\n|  | ArrowKeypad | DIK_DOWNARROW | DIK_DOWN |  | DownArrow on arrow keypad |\n|  | ArrowKeypad | DIK_PGDN | DIK_NEXT |  | PgDn on arrow keypad |\n| Other Keys |  |  |  |  |  |\n| <kbd>⊞ Win</kbd> OS key (left) | Other | DIK_LWIN | 0xDB | 219 | Left Windows key |\n| <kbd>RWin ⊞</kbd> key (right) | Other | DIK_RWIN | 0xDC | 220 | Right Windows key |"},{"heading":"German Keyboard","level":4,"markdown":"`QWERTZ`\n\n| Number | Key Name | Number | Key Name | Number | Key Name |\n|---|---|---|---|---|---|\n| 1 | ESC | 11 | 0 | 21 | Z |\n| 2 | 1 | 12 | ß | 22 | U |\n| 3 | 2 | 13 | ´ | 23 | I |\n| 4 | 3 | 14 | BACKSPACE | 24 | O |\n| 5 | 4 | 15 | TAB | 25 | P |\n| 6 | 5 | 16 | Q | 26 | Ü |\n| 7 | 6 | 17 | W |  |  |\n| 8 | 7 | 18 | E | 28 | ENTER |\n| 9 | 8 | 19 | R | 29 | STRGL |\n| 10 | 9 | 20 | T | 30 | A |\n| 31 | S | 41 | ^ | 51 | , |\n| 32 | D | 42 | SHIFTL | 52 | . |\n| 33 | F | 43 | # | 53 | - |\n| 34 | G | 44 | Y | 54 | SHIFTR |\n| 35 | H | 45 | X | 55 | NUM_* |\n| 36 | J | 46 | C | 56 | ALT |\n| 37 | K | 47 | V | 57 | SPACE |\n| 38 | L | 48 | B | 58 | CAPS |\n| 39 | Ö | 49 | N | 59 | F1 |\n| 40 | Ä | 50 | M | 60 | F2 |\n| 61 | F3 | 71 | NUM_7 | 81 | NUM_3 |\n| 62 | F4 | 72 | NUM_8 | 82 | NUM_0 |\n| 63 | F5 | 73 | NUM_9 | 83 | NUM_, |\n| 64 | F6 | 74 | NUM_- |  |  |\n| 65 | F7 | 75 | NUM_4 |  |  |\n| 66 | F8 | 76 | NUM_5 | 86 | < |\n| 67 | F9 | 77 | NUM_6 | 87 | F11 |\n| 68 | F10 | 78 | NUM_+ | 88 | F12 |\n| 69 | NUM | 79 | NUM_1 |  |  |\n| 70 | SCROLL | 80 | NUM_2 |  |  |\n| 156 | NUM_ENTER | 200 | UP | 211 | DELETE |\n| 157 | STRGR | 201 | PAGEUP | 219 | WINR |\n|  |  | 220 | WINL |  |  |\n| 181 | NUM_/ | 203 | LEFT | 221 | APP |\n| 183 | PRINT |  |  |  |  |\n| 184 | ALTGR | 205 | RIGHT | NOT DEFINED | + |\n| 197 | PAUSE | 207 | END |  |  |\n| 199 | POS1 | 208 | DOWN |  |  |\n|  |  | 209 | PAGEDOWN |  |  |\n|  |  | 210 | INSERT |  |  |"},{"heading":"French Keyboard","level":4,"markdown":"`AZERTY`\n\n| Number | Key Name | Number | Key Name | Number | Key Name |\n|---|---|---|---|---|---|\n| 1 | ESC | 11 | 0 | 21 | Y |\n| 2 | 1 | 12 | ) | 22 | U |\n| 3 | 2 | 13 | = | 23 | I |\n| 4 | 3 | 14 | BACKSPACE | 24 | O |\n| 5 | 4 | 15 | TAB | 25 | P |\n| 6 | 5 | 16 | A | 26 | ^ |\n| 7 | 6 | 17 | Z | 27 | $ |\n| 8 | 7 | 18 | E | 28 | ENTER |\n| 9 | 8 | 19 | R | 29 | CTRLG |\n| 10 | 9 | 20 | T | 30 | Q |\n| 31 | S | 41 | ² | 51 | ; |\n| 32 | D | 42 | SHIFTL | 52 | : |\n| 33 | F | 43 | * | 53 | ! |\n| 34 | G | 44 | W | 54 | SHIFTR |\n| 35 | H | 45 | X | 55 | NUM_* |\n| 36 | J | 46 | C | 56 | ALT |\n| 37 | K | 47 | V | 57 | SPACE |\n| 38 | L | 48 | B | 58 | CAPS |\n| 39 | M | 49 | N | 59 | F1 |\n| 40 | ù | 50 | , | 60 | F2 |\n| 61 | F3 | 71 | NUM_7 | 81 | NUM_3 |\n| 62 | F4 | 72 | NUM_8 | 82 | NUM_0 |\n| 63 | F5 | 73 | NUM_9 | 83 | NUM_. |\n| 64 | F6 | 74 | NUM_- |  |  |\n| 65 | F7 | 75 | NUM_4 |  |  |\n| 66 | F8 | 76 | NUM_5 | 86 | < |\n| 67 | F9 | 77 | NUM_6 | 87 | F11 |\n| 68 | F10 | 78 | NUM_+ | 88 | F12 |\n| 69 | NUM | 79 | NUM_1 |  |  |\n| 70 | SCROLL | 80 | NUM_2 |  |  |\n| 156 | NUM_ENTER | 200 | UP | 211 | DELETE |\n| 157 | CTRLR | 201 | PAGEUP | 219 | WINR |\n|  |  | 220 | WINL |  |  |\n| 181 | NUM_/ | 203 | LEFT | 221 | APP |\n| 183 | PRINT |  |  |  |  |\n| 184 | ALTGR | 205 | RIGHT | NOT DEFINED | + |\n| 197 | PAUSE | 207 | END |  |  |\n| 199 | POS1 | 208 | DOWN |  |  |\n|  |  | 209 | PAGEDOWN |  |  |\n|  |  | 210 | INSERT |  |  |"}],"categories":["Reference Lists"],"groups":["Reference Lists"]},{"name":"Display","title":"Display","type":"topic","url":"https://community.bistudio.com/wiki/Display","revid":149025,"updated":"2020-03-10T21:07:04Z","aliases":[],"markdown":"**Display** is a UI object that holds Dialogs and Controls. Similar to how controls are identified by IDCs, displays and dialogs are identified by IDDs. If the IDD is available, displays (and dialogs) can be accessed with findDisplay. The existence of a distinction between displays and dialogs becomes apparent at time of creation and closing. A display uses the functions createDisplay and closeDisplay, whereas a dialog uses createDialog and closeDialog.\n\nIntroduced with Armed Assault, does not refer to Cold War Crisis or Resistance.","sections":[{"heading":null,"level":1,"markdown":"**Display** is a UI object that holds Dialogs and Controls. Similar to how controls are identified by IDCs, displays and dialogs are identified by IDDs. If the IDD is available, displays (and dialogs) can be accessed with findDisplay. The existence of a distinction between displays and dialogs becomes apparent at time of creation and closing. A display uses the functions createDisplay and closeDisplay, whereas a dialog uses createDialog and closeDialog.\n\nIntroduced with Armed Assault, does not refer to Cold War Crisis or Resistance."}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Documentation Sources","title":"Documentation Sources","type":"topic","url":"https://community.bistudio.com/wiki/Documentation_Sources","revid":339885,"updated":"2023-04-28T16:20:27Z","aliases":[],"markdown":"## Documentation Sources for Arma 3 Modding\n\nAs you've probably noticed, there is no comprehensive resource for Arma 3 modding. Finding reliable information requires a lot of Google-searching, reading forum threads, backtracking through potentially obsolete tutorials from previous versions of Arma, etc. It is very frustrating. In an attempt to ease your path to finding reliable information, here is a list of links to some key resources on the web. This list currently includes (semi-)official documentation-type resources rather than links to forum threads and the like. You'll have to do those searches on your own and hope for the best.\n\n### Vehicle Configs\n\nBI config links root page\n\nModel Config fundamentals\n\nMain Vehicle config reference (BI)\n\nTurret Config Reference\n\nA3 CarX Config Guidelines\n\nA3 TankX Config Guidelines\n\nHowto Model Config (some modest skeleton reference)\n\nAI Dectection config properties\n\nHow to Animate a Model (vehicle parts animation)\n\n### Weapon Configs & Damage Modeling\n\nCfgAmmo Config Reference (BI)\n\nDamage (newer damage properties from the Biki)\n\nBullet Penetrability\n\nWeapons Settings (more weapon-related properties)\n\nCfgWeapons Config Reference (dated but possibly useful)\n\n### More Information\n\n[Great intro-to-modding YouTube series by CUP member Nonov](https://www.youtube.com/playlist?list=PLD7hd9B3fKvyW8G3U7SynEP7nhpHTvFLr)","sections":[{"heading":"Documentation Sources for Arma 3 Modding","level":2,"markdown":"As you've probably noticed, there is no comprehensive resource for Arma 3 modding. Finding reliable information requires a lot of Google-searching, reading forum threads, backtracking through potentially obsolete tutorials from previous versions of Arma, etc. It is very frustrating. In an attempt to ease your path to finding reliable information, here is a list of links to some key resources on the web. This list currently includes (semi-)official documentation-type resources rather than links to forum threads and the like. You'll have to do those searches on your own and hope for the best."},{"heading":"Vehicle Configs","level":3,"markdown":"BI config links root page\n\nModel Config fundamentals\n\nMain Vehicle config reference (BI)\n\nTurret Config Reference\n\nA3 CarX Config Guidelines\n\nA3 TankX Config Guidelines\n\nHowto Model Config (some modest skeleton reference)\n\nAI Dectection config properties\n\nHow to Animate a Model (vehicle parts animation)"},{"heading":"Weapon Configs & Damage Modeling","level":3,"markdown":"CfgAmmo Config Reference (BI)\n\nDamage (newer damage properties from the Biki)\n\nBullet Penetrability\n\nWeapons Settings (more weapon-related properties)\n\nCfgWeapons Config Reference (dated but possibly useful)"},{"heading":"More Information","level":3,"markdown":"[Great intro-to-modding YouTube series by CUP member Nonov](https://www.youtube.com/playlist?list=PLD7hd9B3fKvyW8G3U7SynEP7nhpHTvFLr)"}],"categories":["ArmA: Armed Assault: Addon Configuration","Arma 3: Tutorials"],"groups":["Configuration"]},{"name":"DSCheckSignatures","title":"DSCheckSignatures","type":"topic","url":"https://community.bistudio.com/wiki/DSCheckSignatures","revid":336686,"updated":"2023-01-04T15:23:41Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** DSCheckSignatures is a tool for checking ArmA digital signatures. It allows you to verify your signatures match your pbo files. This verification is recommended step before publishing signed addons, as it emulates the signature verification done on the server, and by using it you can verify your signatures are up to date and are working fine.\n\n#### Usage\n\n**Line call:** DSCheckSignatures <checked directory> <keys directory>\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:**\n\nDSUtils 2,\nArmed Assault: Addon Signatures","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** DSCheckSignatures is a tool for checking ArmA digital signatures. It allows you to verify your signatures match your pbo files. This verification is recommended step before publishing signed addons, as it emulates the signature verification done on the server, and by using it you can verify your signatures are up to date and are working fine."},{"heading":"Usage","level":4,"markdown":"**Line call:** DSCheckSignatures <checked directory> <keys directory>"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:**\n\nDSUtils 2,\nArmed Assault: Addon Signatures"}],"categories":["ArmA: Armed Assault: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"DSCreateKey","title":"DSCreateKey","type":"topic","url":"https://community.bistudio.com/wiki/DSCreateKey","revid":336510,"updated":"2023-01-04T15:22:24Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:**\n\nArmed Assault,\nArma 3\n\n**Download:**\n\n[DSUtils](http://downloads.bistudio.com/Tools/DSUtils.zip) (Arma 2),\n[Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** DSCreateKey is a tool to create digital signing keys for signing ArmA content.\n\n**Notes:**\n\nIt will generate private and public keys (authorityname.biprivatekey authorityname.bikey ).\nAuthority name is the name of signing authority, usually the author of addons to be signed. Using TAG is recommended practice. The name itself serves only to identify the group.\nIMPORTANT: Make sure to protect your private key well. Only public keys can be distributed with your content to public.\n\n#### Usage\n\n**Line call:** DSCreateKey <authorityname>\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Armed Assault: Addon Signatures","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:**\n\nArmed Assault,\nArma 3\n\n**Download:**\n\n[DSUtils](http://downloads.bistudio.com/Tools/DSUtils.zip) (Arma 2),\n[Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** DSCreateKey is a tool to create digital signing keys for signing ArmA content.\n\n**Notes:**\n\nIt will generate private and public keys (authorityname.biprivatekey authorityname.bikey ).\nAuthority name is the name of signing authority, usually the author of addons to be signed. Using TAG is recommended practice. The name itself serves only to identify the group.\nIMPORTANT: Make sure to protect your private key well. Only public keys can be distributed with your content to public."},{"heading":"Usage","level":4,"markdown":"**Line call:** DSCreateKey <authorityname>"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Armed Assault: Addon Signatures"}],"categories":["ArmA: Armed Assault: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"DSKeys","title":"DSKeys","type":"topic","url":"https://community.bistudio.com/wiki/DSKeys","revid":373420,"updated":"2025-05-08T11:27:12Z","aliases":[],"markdown":"FileStruct\n\n```\n{\n  Asciiz OFPEC_TAGG_Name;  //\"mikero\" eg\n  Bytes  PubSig[24];\n    OR   PrvSig[24];\n  Bytes  data[528]; // v2 bisign\n    OR   data[260]; // v1 bisign\n    OR   data[128]; // Public BiKey\n    OR   data[576]; // private bikey\n}\nBytes PublicSig[]=\n{\n   0x94,0x00,0x00,0x00,0x06,0x02,0x00,0x00,0x00,0x24,0x00,0x00,\n   'R',  'S','A', '1', 0x00,0x04,0x00,0x00,0x01,0x00,0x01,0x00\n};\nBytes PrivateSig[]=\n{\n  0x54,0x02,0x00,0x00,0x07,0x02,0x00,0x00,0x00,0x24,0x00,0x00,\n  'R',  'S', 'A', '2',0x00,0x04,0x00,0x00,0x01,0x00,0x01,0x00\n};\n```\n\n- Author.bikey's are public\n- Author.privatebikey's are private\n- NameOf.pbo.Author.bisign are public (two versions)\n\nDsCheckSignatures (and probably the MP engine too) does not check filenames. it reads *all* *.bikeys from wherever it can (eg root or ~expansions) and only checks the internal signames at that point. you can rename your bikey PinkElephants.bikey for all it matters.","sections":[{"heading":null,"level":1,"markdown":"FileStruct\n\n```\n{\n  Asciiz OFPEC_TAGG_Name;  //\"mikero\" eg\n  Bytes  PubSig[24];\n    OR   PrvSig[24];\n  Bytes  data[528]; // v2 bisign\n    OR   data[260]; // v1 bisign\n    OR   data[128]; // Public BiKey\n    OR   data[576]; // private bikey\n}\nBytes PublicSig[]=\n{\n   0x94,0x00,0x00,0x00,0x06,0x02,0x00,0x00,0x00,0x24,0x00,0x00,\n   'R',  'S','A', '1', 0x00,0x04,0x00,0x00,0x01,0x00,0x01,0x00\n};\nBytes PrivateSig[]=\n{\n  0x54,0x02,0x00,0x00,0x07,0x02,0x00,0x00,0x00,0x24,0x00,0x00,\n  'R',  'S', 'A', '2',0x00,0x04,0x00,0x00,0x01,0x00,0x01,0x00\n};\n```\n\n- Author.bikey's are public\n- Author.privatebikey's are private\n- NameOf.pbo.Author.bisign are public (two versions)\n\nDsCheckSignatures (and probably the MP engine too) does not check filenames. it reads *all* *.bikeys from wherever it can (eg root or ~expansions) and only checks the internal signames at that point. you can rename your bikey PinkElephants.bikey for all it matters."}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"DSSignFile","title":"DSSignFile","type":"topic","url":"https://community.bistudio.com/wiki/DSSignFile","revid":336674,"updated":"2023-01-04T15:23:39Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:**\n\nArmed Assault\nArma 3\n\n**Download:**\n\nIncluded in BI Tools (as part of BinPBO),\n[Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** DSSignFile is a tool for signing ArmA content.\n\n#### Usage\n\n**Line call:** dsSignFile private_key_filename file_to_sign_filename\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Armed Assault: Addon Signatures","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:**\n\nArmed Assault\nArma 3\n\n**Download:**\n\nIncluded in BI Tools (as part of BinPBO),\n[Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** DSSignFile is a tool for signing ArmA content."},{"heading":"Usage","level":4,"markdown":"**Line call:** dsSignFile private_key_filename file_to_sign_filename"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Armed Assault: Addon Signatures"}],"categories":["ArmA: Armed Assault: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"DSUtils","title":"DSUtils","type":"topic","url":"https://community.bistudio.com/wiki/DSUtils","revid":336463,"updated":"2023-01-04T15:21:54Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Only\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:**\n\nThis tool provides an easy-to-use visual interface to all addon signature tools.\n\n> [!IMPORTANT]\n> For \"Key not valid for use in specified state\" errors removing the folder RSA from C:\\Users<User>\\AppData\\Roaming\\Microsoft\\Crypto\\RSA fixed the issue with DSUtils making working BISigns\n\n#### Usage\n\n**Line call:** DSUtils.exe\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** DSCheckSignatures, DSCreateKey, DSSignFile","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Only\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:**\n\nThis tool provides an easy-to-use visual interface to all addon signature tools.\n\n> [!IMPORTANT]\n> For \"Key not valid for use in specified state\" errors removing the folder RSA from C:\\Users<User>\\AppData\\Roaming\\Microsoft\\Crypto\\RSA fixed the issue with DSUtils making working BISigns"},{"heading":"Usage","level":4,"markdown":"**Line call:** DSUtils.exe"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** DSCheckSignatures, DSCreateKey, DSSignFile"}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Eden Editor: Actions","title":"Eden Editor: Actions","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Actions","revid":378784,"updated":"2026-06-05T10:55:06Z","aliases":[],"markdown":"Actions are engine operations used by Menu Bar and are available for scripting.\n\nPerform an action:\n\n```sqf\ndo3DENAction \"actionName\"\n```\n\nGet action state, can be 0 or 1. Available only for selected actions (see the **State** column below); when an action doesn't have any state, -1 is returned.\n\n```sqf\nget3DENActionState \"actionName\"\n```\n\nSince Arma 3 v2.22 some actions can also have an argument. See syntax 2 of do3DENAction.\n\n| Action | Description | State | Argument |\n|---|---|---|---|\n| **AddCustomConnection** | No implemented. Can only happen through context menu. | ✗ |  |\n| **AddRandomStart** | Initializes the *Set Random Start* action. Same as if selecting the option in the context menu. At least one marker must be selected. | ✗ |  |\n| **AddUnitToSel** | Add entity under cursor to selection, the same as when you press <kbd>Ctrl</kbd> + Left Mouse Button on an entity |  |  |\n| **AddWaypoint** | Add quick waypoint to currently selected entities / groups. The same as when you press <kbd>⇧ Shift</kbd> + Right Mouse Button. |  |  |\n| **CenterCameraOnPlayer** | Move camera to player's position. |  |  |\n| **ChangeSeat** | No implemented. Can only happen through context menu. | ✗ |  |\n| **ClearSelections** | Cancel the current selection. |  |  |\n| **CopyUnit** | Copy all selected entities. The same as when you press <kbd>Ctrl</kbd> + <kbd>C</kbd>. |  |  |\n| **CreateAndChangeComment** | Create a comment under cursor and open its attributes window. |  |  |\n| **CreateComment** | Create a comment under cursor. |  |  |\n| **CreateCustomComposition** | Create a composition from selected objects. |  |  |\n| **CreateTextFile (Arma 3 v2.22)** | Creates a text file in the scenario folder. | ✗ | HashMap with the following keys:<br>- name: String - name of the file. Maximum length 64 characters. Can only contain `A-z0-9_-` characters. Name is force-prefixed with `generated_`<br>- folder: String - (optional, default \"\") - name of the subfolder. Only one level is supported. Maximum allowed characters 16. Can only contain `A-z0-9_-` characters<br>- content: String - content of the file<br>```sqf<br>private _par = createHashMap;<br>_par set [\"name\", \"testfile\"];<br>_par set [\"folder\", \"subfolder\"];<br>_par set [\"content\", \"R3voing\"];<br>do3DENAction [\"CreateTextFile\", _par];<br>``` |\n| **CutUnit** | Cut all selected entities. The same as when you press <kbd>Ctrl</kbd> + <kbd>X</kbd>. |  |  |\n| **DeleteCustomComposition** | Delete a composition. |  |  |\n| **DeleteUnits** | Delete all selected entities. The same as when you press <kbd>Del</kbd>. |  |  |\n| **EditCustomComposition** | Edit a composition. |  |  |\n| **Exit3DEN** | Exit the Eden Editor, with a prompt asking for confirmation being displayed first. The same as when you press <kbd>Esc</kbd>. |  |  |\n| **FolderMission** | Opens the scenario folder if it exists. |  |  |\n| **ForceToFormation** | Move all selected group members to their default formation positions. |  |  |\n| **GroupWith** | Initializes the *Group With* action. Same as if selecting the option in the context menu. At least one group must be selected. | ✗ |  |\n| **LevelOutObjects** | Orient all selected entities to sea normal. |  |  |\n| **LevelWithSurface** | Orient all selected entities to terrain normal. |  |  |\n| **MissionExportMP** | Export the scenario to multiplayer scenarios. |  |  |\n| **MissionExportSP** | Export the scenario to scenario scenarios. |  |  |\n| **MissionLoad** | Show \"Open Scenario\" window. |  |  |\n| **MissionMerge** | Opens the merge UI. | ✗ |  |\n| **MissionNew** | Show \"New Scenario\" window. |  |  |\n| **MissionPartIntro** | Select *Intro* phase. | ✓ |  |\n| **MissionPartMission** | Select *Scenario* phase. | ✓ |  |\n| **MissionPartOutroLoose** | Select *Outro - Lose* phase. | ✓ |  |\n| **MissionPartOutroWin** | Select *Outro - Win* phase. | ✓ |  |\n| **MissionPreview** | Preview the scenario in singleplayer. |  |  |\n| **MissionPreviewBriefing** | Preview the scenario in singleplayer with briefing. |  |  |\n| **MissionPreviewMP** | Preview the scenario in multiplayer. |  |  |\n| **MissionSave** | Save the scenario. If it has not been saved yet, open \"Save Scenario\" window. |  |  |\n| **MissionSaveAs** | Open \"Save Scenario\" window. |  |  |\n| **MoveGridDecrease** | Decreases the move grid by 0.25 m. If this grid doesn't exist a new entry is added to the drop down menu in the toolbar (3.75 m (Custom)).<br>Also triggers `OnMoveGridDecrease` event. | ✗ |  |\n| **MoveGridIncrease** | Increases the move grid by 0.25 m. If this grid doesn't exist a new entry is added to the drop down menu in the toolbar (3.75 m (Custom)).<br>Also triggers `OnMoveGridIncrease` event. | ✗ |  |\n| **MoveGridToggle** | Toggle translation grid. | ✓ |  |\n| **OpenAttributes** | Open attributes of selected entities. |  |  |\n| **OpenIntelDisplay** | Opens the Edit: Environment UI. | ✗ |  |\n| **OpenRequiredAddons** | Opens the required addons UI. | ✗ |  |\n| **OpenSteamPublishDialog** | Open Steam Publish Options window. |  |  |\n| **OptionsAudio** | Open Audio Options window. |  |  |\n| **OptionsControls** | Open Controls Options window. |  |  |\n| **OptionsGame** | Open Game Options window. |  |  |\n| **OptionsVideo** | Open Video Options window. |  |  |\n| **PasteUnit** | Paste copied entities. The same as when you press <kbd>Ctrl</kbd> + <kbd>V</kbd>. |  |  |\n| **PasteUnitOrig** | Paste copied entities on their original positions. The same as when you press <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>V</kbd>.<br>> [!IMPORTANT]<br>> Keep in mind that *Surface Snapping* and the selected *Vertical Mode* will influence the positioning when pasting! |  |  |\n| **PublishCustomComposition** | Opens the Workshop Composition Management UI. At least one custom composition has to be selected in the asset browser (right panel). | ✗ |  |\n| **Redo** | Redo the undone operation. |  |  |\n| **RestoreEditTreeExpansion** | Restores previous state of the nodes in the entity browser (left panel). | ✗ |  |\n| **RotateGridDecrease** | Decreases the rotation grid by 5°. If this grid doesn't exist a new entry is added to the drop down menu in the toolbar (15 ° (Custom)).<br>Also triggers `OnRotateGridDecrease` event. | ✗ |  |\n| **RotateGridIncrease** | Decreases the rotation grid by 5°. If this grid doesn't exist a new entry is added to the drop down menu in the toolbar (15 ° (Custom)).<br>Also triggers `OnRotateGridIncrease` event. | ✗ |  |\n| **RotateGridToggle** | Toggle rotation grid. | ✓ |  |\n| **ScaleGridToggle** | Toggle area scaling grid. | ✓ |  |\n| **SearchCreate** | Switch focus to asset browser search field. |  |  |\n| **SearchEdit** | Switch focus to entity list search field. |  |  |\n| **SelectAllOnScreen** | Select all entities currently visible on the screen. |  |  |\n| **SelectGroupMode** | Select the *Compositions* mode. The same as when you press <kbd>F2</kbd>. | ✓ |  |\n| **SelectLayerAllDescendants** | Select all entities in selected layers and all sub-layers. |  |  |\n| **SelectLayerChildren** | Select all entities directly in selected layers. |  |  |\n| **SelectMarkerMode** | Select the *Markers* mode. The same as when you press <kbd>F6</kbd>. | ✓ |  |\n| **SelectModuleMode** | Select the *Systems* mode. The same as when you press <kbd>F5</kbd>. | ✓ |  |\n| **SelectObjectMode** | Select the *Objects* mode. The same as when you press <kbd>F1</kbd>. | ✓ |  |\n| **SelectSubmode1** | Select the first sub-mode. Based on the selected mode; for example it is *BLUFOR* when *Objects* mode is selected. | ✓ |  |\n| **SelectSubmode2** | Select the second submode. Based on the selected mode; for example it is *OPFOR* when *Objects* mode is selected. | ✓ |  |\n| **SelectSubmode3** | Select the third sub-mode. Based on the selected mode; for example it is *Independent* when *Objects* mode is selected. | ✓ |  |\n| **SelectSubmode4** | Select the fourth sub-mode. Based on the selected mode; for example it is *Civilian* when *Objects* mode is selected. | ✓ |  |\n| **SelectSubmode5** | Select the fifth sub-mode. Based on the selected mode; for example it is *Props* when *Objects* mode is selected. | ✓ |  |\n| **SelectSubmode6** | Select the sixth sub-mode. Based on the selected mode; for example it is *Custom* when *Compositions* mode is selected. | ✓ |  |\n| **SelectTriggerMode** | Select the *Triggers* mode. The same as when you press <kbd>F3</kbd>. | ✓ |  |\n| **SelectUnit** | Select the entity under cursor. |  |  |\n| **SelectWaypointMode** | Select the *Waypoints* mode. The same as when you press <kbd>F4</kbd>. | ✓ |  |\n| **SetFlyingHeight** | Move selected entities to default flying height. Only available for flying objects, i.e., planes and helicopters. |  |  |\n| **SetTriggerOwner** | Initializes the *Set Trigger Owner* action. Same as if selecting the option in the context menu. At least one trigger must be selected. | ✗ |  |\n| **SetWaypointActivation** | Initializes the *Set Waypoint Activation* action. Same as if selecting the option in the context menu. At least one waypoint must be selected. | ✗ |  |\n| **SnapToSurface** | Snap selected entities to the ground. |  |  |\n| **SubmodeToggle** | Toggle sub-mode (browse through all available ones). |  |  |\n| **SurfaceSnapDisable** | Toggle surface snap off. |  |  |\n| **SurfaceSnapEnable** | Toggle surface snap on. |  |  |\n| **SurfaceSnapToggle** | Toggle surface snap on/off. | ✓ |  |\n| **SyncWith** | Initializes the *Synch With* action. Same as if selecting the option in the context menu. At least syncable entity must be selected. | ✗ |  |\n| **ToggleMap** | Toggle map on/off. | ✓ |  |\n| **ToggleMapIDs** | Toggle map IDs on/off. | ✓ |  |\n| **ToggleMapTextures** | Toggle map textures on/off. | ✓ |  |\n| **TogglePlaceEmptyVehicle** | Toggle place empty vehicles on/off. | ✓ |  |\n| **ToggleUnitSel** | Toggle entity selection on/off. |  |  |\n| **ToggleVegetion** | Toggles vegetation on/off. |  |  |\n| **Undo** | Undo the last operation. |  |  |\n| **Unknown** | Engine placeholder. Not implemented. | ✗ |  |\n| **VerticalASL** | Set vertical mode to ASL (Above Sea Level). | ✓ |  |\n| **VerticalATL** | Set vertical mode to ATL (Above Terrain Level). | ✓ |  |\n| **VerticalToggle** | Toggle vertical mode. | ✓ |  |\n| **WidgetArea** | Toggle area widget on. | ✓ |  |\n| **WidgetCoord** | Toggle widget coordinate space between global and local. | ✓ |  |\n| **WidgetNone** | Toggle widget off. | ✓ |  |\n| **WidgetRotation** | Toggle rotation widget on. | ✓ |  |\n| **WidgetScale** | Toggle scaling widget on. | ✓ |  |\n| **WidgetSpaceLocal** | Set widget coordinate space to local. |  |  |\n| **WidgetSpaceWorld** | Set widget coordinate space to global. |  |  |\n| **WidgetToggle** | Toggle widget (browse through all available widget types). |  |  |\n| **WidgetTranslation** | Toggle translation widget on. | ✓ |  |","sections":[{"heading":null,"level":1,"markdown":"Actions are engine operations used by Menu Bar and are available for scripting.\n\nPerform an action:\n\n```sqf\ndo3DENAction \"actionName\"\n```\n\nGet action state, can be 0 or 1. Available only for selected actions (see the **State** column below); when an action doesn't have any state, -1 is returned.\n\n```sqf\nget3DENActionState \"actionName\"\n```\n\nSince Arma 3 v2.22 some actions can also have an argument. See syntax 2 of do3DENAction.\n\n| Action | Description | State | Argument |\n|---|---|---|---|\n| **AddCustomConnection** | No implemented. Can only happen through context menu. | ✗ |  |\n| **AddRandomStart** | Initializes the *Set Random Start* action. Same as if selecting the option in the context menu. At least one marker must be selected. | ✗ |  |\n| **AddUnitToSel** | Add entity under cursor to selection, the same as when you press <kbd>Ctrl</kbd> + Left Mouse Button on an entity |  |  |\n| **AddWaypoint** | Add quick waypoint to currently selected entities / groups. The same as when you press <kbd>⇧ Shift</kbd> + Right Mouse Button. |  |  |\n| **CenterCameraOnPlayer** | Move camera to player's position. |  |  |\n| **ChangeSeat** | No implemented. Can only happen through context menu. | ✗ |  |\n| **ClearSelections** | Cancel the current selection. |  |  |\n| **CopyUnit** | Copy all selected entities. The same as when you press <kbd>Ctrl</kbd> + <kbd>C</kbd>. |  |  |\n| **CreateAndChangeComment** | Create a comment under cursor and open its attributes window. |  |  |\n| **CreateComment** | Create a comment under cursor. |  |  |\n| **CreateCustomComposition** | Create a composition from selected objects. |  |  |\n| **CreateTextFile (Arma 3 v2.22)** | Creates a text file in the scenario folder. | ✗ | HashMap with the following keys:<br>- name: String - name of the file. Maximum length 64 characters. Can only contain `A-z0-9_-` characters. Name is force-prefixed with `generated_`<br>- folder: String - (optional, default \"\") - name of the subfolder. Only one level is supported. Maximum allowed characters 16. Can only contain `A-z0-9_-` characters<br>- content: String - content of the file<br>```sqf<br>private _par = createHashMap;<br>_par set [\"name\", \"testfile\"];<br>_par set [\"folder\", \"subfolder\"];<br>_par set [\"content\", \"R3voing\"];<br>do3DENAction [\"CreateTextFile\", _par];<br>``` |\n| **CutUnit** | Cut all selected entities. The same as when you press <kbd>Ctrl</kbd> + <kbd>X</kbd>. |  |  |\n| **DeleteCustomComposition** | Delete a composition. |  |  |\n| **DeleteUnits** | Delete all selected entities. The same as when you press <kbd>Del</kbd>. |  |  |\n| **EditCustomComposition** | Edit a composition. |  |  |\n| **Exit3DEN** | Exit the Eden Editor, with a prompt asking for confirmation being displayed first. The same as when you press <kbd>Esc</kbd>. |  |  |\n| **FolderMission** | Opens the scenario folder if it exists. |  |  |\n| **ForceToFormation** | Move all selected group members to their default formation positions. |  |  |\n| **GroupWith** | Initializes the *Group With* action. Same as if selecting the option in the context menu. At least one group must be selected. | ✗ |  |\n| **LevelOutObjects** | Orient all selected entities to sea normal. |  |  |\n| **LevelWithSurface** | Orient all selected entities to terrain normal. |  |  |\n| **MissionExportMP** | Export the scenario to multiplayer scenarios. |  |  |\n| **MissionExportSP** | Export the scenario to scenario scenarios. |  |  |\n| **MissionLoad** | Show \"Open Scenario\" window. |  |  |\n| **MissionMerge** | Opens the merge UI. | ✗ |  |\n| **MissionNew** | Show \"New Scenario\" window. |  |  |\n| **MissionPartIntro** | Select *Intro* phase. | ✓ |  |\n| **MissionPartMission** | Select *Scenario* phase. | ✓ |  |\n| **MissionPartOutroLoose** | Select *Outro - Lose* phase. | ✓ |  |\n| **MissionPartOutroWin** | Select *Outro - Win* phase. | ✓ |  |\n| **MissionPreview** | Preview the scenario in singleplayer. |  |  |\n| **MissionPreviewBriefing** | Preview the scenario in singleplayer with briefing. |  |  |\n| **MissionPreviewMP** | Preview the scenario in multiplayer. |  |  |\n| **MissionSave** | Save the scenario. If it has not been saved yet, open \"Save Scenario\" window. |  |  |\n| **MissionSaveAs** | Open \"Save Scenario\" window. |  |  |\n| **MoveGridDecrease** | Decreases the move grid by 0.25 m. If this grid doesn't exist a new entry is added to the drop down menu in the toolbar (3.75 m (Custom)).<br>Also triggers `OnMoveGridDecrease` event. | ✗ |  |\n| **MoveGridIncrease** | Increases the move grid by 0.25 m. If this grid doesn't exist a new entry is added to the drop down menu in the toolbar (3.75 m (Custom)).<br>Also triggers `OnMoveGridIncrease` event. | ✗ |  |\n| **MoveGridToggle** | Toggle translation grid. | ✓ |  |\n| **OpenAttributes** | Open attributes of selected entities. |  |  |\n| **OpenIntelDisplay** | Opens the Edit: Environment UI. | ✗ |  |\n| **OpenRequiredAddons** | Opens the required addons UI. | ✗ |  |\n| **OpenSteamPublishDialog** | Open Steam Publish Options window. |  |  |\n| **OptionsAudio** | Open Audio Options window. |  |  |\n| **OptionsControls** | Open Controls Options window. |  |  |\n| **OptionsGame** | Open Game Options window. |  |  |\n| **OptionsVideo** | Open Video Options window. |  |  |\n| **PasteUnit** | Paste copied entities. The same as when you press <kbd>Ctrl</kbd> + <kbd>V</kbd>. |  |  |\n| **PasteUnitOrig** | Paste copied entities on their original positions. The same as when you press <kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd>V</kbd>.<br>> [!IMPORTANT]<br>> Keep in mind that *Surface Snapping* and the selected *Vertical Mode* will influence the positioning when pasting! |  |  |\n| **PublishCustomComposition** | Opens the Workshop Composition Management UI. At least one custom composition has to be selected in the asset browser (right panel). | ✗ |  |\n| **Redo** | Redo the undone operation. |  |  |\n| **RestoreEditTreeExpansion** | Restores previous state of the nodes in the entity browser (left panel). | ✗ |  |\n| **RotateGridDecrease** | Decreases the rotation grid by 5°. If this grid doesn't exist a new entry is added to the drop down menu in the toolbar (15 ° (Custom)).<br>Also triggers `OnRotateGridDecrease` event. | ✗ |  |\n| **RotateGridIncrease** | Decreases the rotation grid by 5°. If this grid doesn't exist a new entry is added to the drop down menu in the toolbar (15 ° (Custom)).<br>Also triggers `OnRotateGridIncrease` event. | ✗ |  |\n| **RotateGridToggle** | Toggle rotation grid. | ✓ |  |\n| **ScaleGridToggle** | Toggle area scaling grid. | ✓ |  |\n| **SearchCreate** | Switch focus to asset browser search field. |  |  |\n| **SearchEdit** | Switch focus to entity list search field. |  |  |\n| **SelectAllOnScreen** | Select all entities currently visible on the screen. |  |  |\n| **SelectGroupMode** | Select the *Compositions* mode. The same as when you press <kbd>F2</kbd>. | ✓ |  |\n| **SelectLayerAllDescendants** | Select all entities in selected layers and all sub-layers. |  |  |\n| **SelectLayerChildren** | Select all entities directly in selected layers. |  |  |\n| **SelectMarkerMode** | Select the *Markers* mode. The same as when you press <kbd>F6</kbd>. | ✓ |  |\n| **SelectModuleMode** | Select the *Systems* mode. The same as when you press <kbd>F5</kbd>. | ✓ |  |\n| **SelectObjectMode** | Select the *Objects* mode. The same as when you press <kbd>F1</kbd>. | ✓ |  |\n| **SelectSubmode1** | Select the first sub-mode. Based on the selected mode; for example it is *BLUFOR* when *Objects* mode is selected. | ✓ |  |\n| **SelectSubmode2** | Select the second submode. Based on the selected mode; for example it is *OPFOR* when *Objects* mode is selected. | ✓ |  |\n| **SelectSubmode3** | Select the third sub-mode. Based on the selected mode; for example it is *Independent* when *Objects* mode is selected. | ✓ |  |\n| **SelectSubmode4** | Select the fourth sub-mode. Based on the selected mode; for example it is *Civilian* when *Objects* mode is selected. | ✓ |  |\n| **SelectSubmode5** | Select the fifth sub-mode. Based on the selected mode; for example it is *Props* when *Objects* mode is selected. | ✓ |  |\n| **SelectSubmode6** | Select the sixth sub-mode. Based on the selected mode; for example it is *Custom* when *Compositions* mode is selected. | ✓ |  |\n| **SelectTriggerMode** | Select the *Triggers* mode. The same as when you press <kbd>F3</kbd>. | ✓ |  |\n| **SelectUnit** | Select the entity under cursor. |  |  |\n| **SelectWaypointMode** | Select the *Waypoints* mode. The same as when you press <kbd>F4</kbd>. | ✓ |  |\n| **SetFlyingHeight** | Move selected entities to default flying height. Only available for flying objects, i.e., planes and helicopters. |  |  |\n| **SetTriggerOwner** | Initializes the *Set Trigger Owner* action. Same as if selecting the option in the context menu. At least one trigger must be selected. | ✗ |  |\n| **SetWaypointActivation** | Initializes the *Set Waypoint Activation* action. Same as if selecting the option in the context menu. At least one waypoint must be selected. | ✗ |  |\n| **SnapToSurface** | Snap selected entities to the ground. |  |  |\n| **SubmodeToggle** | Toggle sub-mode (browse through all available ones). |  |  |\n| **SurfaceSnapDisable** | Toggle surface snap off. |  |  |\n| **SurfaceSnapEnable** | Toggle surface snap on. |  |  |\n| **SurfaceSnapToggle** | Toggle surface snap on/off. | ✓ |  |\n| **SyncWith** | Initializes the *Synch With* action. Same as if selecting the option in the context menu. At least syncable entity must be selected. | ✗ |  |\n| **ToggleMap** | Toggle map on/off. | ✓ |  |\n| **ToggleMapIDs** | Toggle map IDs on/off. | ✓ |  |\n| **ToggleMapTextures** | Toggle map textures on/off. | ✓ |  |\n| **TogglePlaceEmptyVehicle** | Toggle place empty vehicles on/off. | ✓ |  |\n| **ToggleUnitSel** | Toggle entity selection on/off. |  |  |\n| **ToggleVegetion** | Toggles vegetation on/off. |  |  |\n| **Undo** | Undo the last operation. |  |  |\n| **Unknown** | Engine placeholder. Not implemented. | ✗ |  |\n| **VerticalASL** | Set vertical mode to ASL (Above Sea Level). | ✓ |  |\n| **VerticalATL** | Set vertical mode to ATL (Above Terrain Level). | ✓ |  |\n| **VerticalToggle** | Toggle vertical mode. | ✓ |  |\n| **WidgetArea** | Toggle area widget on. | ✓ |  |\n| **WidgetCoord** | Toggle widget coordinate space between global and local. | ✓ |  |\n| **WidgetNone** | Toggle widget off. | ✓ |  |\n| **WidgetRotation** | Toggle rotation widget on. | ✓ |  |\n| **WidgetScale** | Toggle scaling widget on. | ✓ |  |\n| **WidgetSpaceLocal** | Set widget coordinate space to local. |  |  |\n| **WidgetSpaceWorld** | Set widget coordinate space to global. |  |  |\n| **WidgetToggle** | Toggle widget (browse through all available widget types). |  |  |\n| **WidgetTranslation** | Toggle translation widget on. | ✓ |  |"}],"categories":["Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Eden Editor: Asset Browser","title":"Eden Editor: Asset Browser","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Asset_Browser","revid":378233,"updated":"2026-03-19T14:20:56Z","aliases":[],"markdown":"The **Asset Browser** shows all available assets which can be placed in the scenario, sorted into various lists. When unofficial addons are installed, assets added by them are listed as well.\n\n1. **Mode** - the main functional filter, divides assets by entity types.\n   - You can also use F keys (F1-F6) to quickly select the desired mode.\n   - The asset types are:\n     - Object\n     - Composition\n     - Trigger\n     - Waypoint\n     - System\n     - Marker\n1. **Submode** - mode specific separation to keep major asset groups together (e.g., BLUFOR objects).\n   - Submodes are not available for triggers and waypoints, where low number of assets wouldn't justify them.\n1. **Search** - search the asset tree.\n   - Use `class` prefix to search by class name (e.g., `class B_Soldier`)\n   - Use `mod` prefix to search by mod name (e.g., `mod kart`). This can also be done via the dropdown menu (not shown in the image)\n   - Arma 3 v2.22 Use `*` and `?` for wildcard matching (e.g., `house*ruin`)\n   - Arma 3 v2.22 Prefix by `/` to search with a Regular Expression (e.g., `/(Brick`)\n1. **List** - List of actual assets, further divided by up to two layers of categorization.\n   - You can use the search field to filter the list by specific asset name.\n   - Entities are indicated by an icon. Category folders don't have one.","sections":[{"heading":null,"level":1,"markdown":"The **Asset Browser** shows all available assets which can be placed in the scenario, sorted into various lists. When unofficial addons are installed, assets added by them are listed as well.\n\n1. **Mode** - the main functional filter, divides assets by entity types.\n   - You can also use F keys (F1-F6) to quickly select the desired mode.\n   - The asset types are:\n     - Object\n     - Composition\n     - Trigger\n     - Waypoint\n     - System\n     - Marker\n1. **Submode** - mode specific separation to keep major asset groups together (e.g., BLUFOR objects).\n   - Submodes are not available for triggers and waypoints, where low number of assets wouldn't justify them.\n1. **Search** - search the asset tree.\n   - Use `class` prefix to search by class name (e.g., `class B_Soldier`)\n   - Use `mod` prefix to search by mod name (e.g., `mod kart`). This can also be done via the dropdown menu (not shown in the image)\n   - Arma 3 v2.22 Use `*` and `?` for wildcard matching (e.g., `house*ruin`)\n   - Arma 3 v2.22 Prefix by `/` to search with a Regular Expression (e.g., `/(Brick`)\n1. **List** - List of actual assets, further divided by up to two layers of categorization.\n   - You can use the search field to filter the list by specific asset name.\n   - Entities are indicated by an icon. Category folders don't have one."}],"categories":["Eden Editor: Interface"],"groups":["Mission Editing"]},{"name":"Eden Editor: Cfg3DEN","title":"Eden Editor: Cfg3DEN","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Cfg3DEN","revid":152545,"updated":"2020-06-01T12:31:02Z","aliases":[],"markdown":"```cpp\n// Editor configuration\nclass Cfg3DEN\n{\n    class MyAddon\n    {\n        // Entity settings for each type\n        class Object {};\n        class Group {};\n        class Trigger {};\n        class Waypoint {};\n        class Logic {};\n        class Marker {};\n\n        class Mission {}; // Scenario attributes and global preferences\n        class Layer {}; // Layer settings and attributes\n        class Comment {}; // Comment entity settings and attributes\n        class Attributes {}; // User interface for attributes\n        class Default {}; // General visualization settings\n        class Camera {}; // Camera settings\n        class Connections {}; // Configuration of all connection types\n        class Messages {}; // Pop-up messages\n        class Notifications {}; // Non-interruptive on-screen notifications\n        class EventHandlers {}; // Default event handlers\n        class History {}; // Visualization of history list entries\n        class Updates {}; // Update log configuration\n        class Tutorials {}; // Tutorials and their categories\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"```cpp\n// Editor configuration\nclass Cfg3DEN\n{\n    class MyAddon\n    {\n        // Entity settings for each type\n        class Object {};\n        class Group {};\n        class Trigger {};\n        class Waypoint {};\n        class Logic {};\n        class Marker {};\n\n        class Mission {}; // Scenario attributes and global preferences\n        class Layer {}; // Layer settings and attributes\n        class Comment {}; // Comment entity settings and attributes\n        class Attributes {}; // User interface for attributes\n        class Default {}; // General visualization settings\n        class Camera {}; // Camera settings\n        class Connections {}; // Configuration of all connection types\n        class Messages {}; // Pop-up messages\n        class Notifications {}; // Non-interruptive on-screen notifications\n        class EventHandlers {}; // Default event handlers\n        class History {}; // Visualization of history list entries\n        class Updates {}; // Update log configuration\n        class Tutorials {}; // Tutorials and their categories\n    };\n};\n```"}],"categories":["Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Eden Editor: Comment","title":"Eden Editor: Comment","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Comment","revid":376480,"updated":"2025-10-19T10:19:54Z","aliases":[],"markdown":"A comment is an annotation in the scenario. It is a virtual entity which only exists in the editor and has no effect on the scenario playthrough.\n\n### Placing Comments\n\nTo place a comment, click the **right mouse button** on an empty space and select the **Place Comment** option. This will create the comment and open its attributes editing window, where you can set a title and a tooltip.\n\n### Editing Comments\n\nA comment can be edited like any other entity. You can drag it around, copy and paste it, move it to layers, delete it, etc. It can also be saved to custom compositions, where it can help explain some aspects of the composition.\n\n### Attributes\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Title** | Init | Text displayed above the comment icon. | `Name` | String |\n| **Tooltip** | Init | Text displayed as a tooltip when hovering over the comment icon. | `Description` | String |\n| **Position** | Init | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above sea level. | `position` | Position3D |\n| **Rotation** | Init | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Number |","sections":[{"heading":null,"level":1,"markdown":"A comment is an annotation in the scenario. It is a virtual entity which only exists in the editor and has no effect on the scenario playthrough."},{"heading":"Placing Comments","level":3,"markdown":"To place a comment, click the **right mouse button** on an empty space and select the **Place Comment** option. This will create the comment and open its attributes editing window, where you can set a title and a tooltip."},{"heading":"Editing Comments","level":3,"markdown":"A comment can be edited like any other entity. You can drag it around, copy and paste it, move it to layers, delete it, etc. It can also be saved to custom compositions, where it can help explain some aspects of the composition."},{"heading":"Attributes","level":3,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Title** | Init | Text displayed above the comment icon. | `Name` | String |\n| **Tooltip** | Init | Text displayed as a tooltip when hovering over the comment icon. | `Description` | String |\n| **Position** | Init | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above sea level. | `position` | Position3D |\n| **Rotation** | Init | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Number |"}],"categories":["Eden Editor: Asset Types"],"groups":["Mission Editing"]},{"name":"Eden Editor: Configuring Asset Previews","title":"Eden Editor: Configuring Asset Previews","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Asset_Previews","revid":376722,"updated":"2025-11-12T13:58:28Z","aliases":[],"markdown":"#### Picture Production\n\n1. Increase folder size for screenshots to at least 1000 MB. The process how to do it is described in screenshot command description.\n1. Run Arma 3\n1. Set the following video settings:\n   - **16:9** aspect ratio\n   - Brightness at 0.5\n   - Object, texture and shadow quality to at least Very High\n   - FSAA at 8x\n   - PPAA disabled (brightens the image too much)\n   - Bloom disabled\n   - Make sure **HDRprecision is set to 16** in the arma3.cfg\n\n   > [!NOTE]\n   > Disabling Depth of Field along with the above settings can be used to generate images with a transparent background, which can be useful for image editing.\n   > However by convention, Arma 3 asset previews include the ground plane background and the asset's shadow projected on the ground plane. So it is advisable to set the DoF slider to a non-zero value.\n1. Open Eden Editor on VR terrain\n1. Run the BIS_fnc_exportEditorPreviews function to capture images. Code examples:\n\n   ```cpp\n   // All objects\n   [] spawn BIS_fnc_exportEditorPreviews;\n\n   // All characters and vehicles. Capturing delay will be 0.5 seconds\n   [0.5,\"vehicles\"] spawn BIS_fnc_exportEditorPreviews;\n\n   // BLUFOR characters and vehicles\n   [nil,\"vehicles\",[west]] spawn BIS_fnc_exportEditorPreviews;\n\n   // Props in Karts DLC\n   [nil,\"props\",[],[\"kart\"]] spawn BIS_fnc_exportEditorPreviews;\n\n   // All objects in specified addons\n   [nil,\"all\",[],[],[\"A3_Armor_F_Slammer\",\"A3_Air_F_Heli_Heli_Transport_03\"]] spawn BIS_fnc_exportEditorPreviews;\n\n   // BLUFOR characters and vehicles in Marksmen DLC\n   [nil,\"vehicles\",[west],[\"mark\"]] spawn BIS_fnc_exportEditorPreviews;\n   ```\n1. The function will go through given objects and automatically create screenshots for them in the following folder:\n\n   ```\n   <Arma 3 Profile>\\Screenshots\\EditorPreviews\n   ```\n\n   Pictures of objects belonging to a mod will be created in sub-folder with the mod class.\n\n   This operation can take several minutes. If you wish to cancel it, exit the editor.\n1. Resize all images to 455x256 and save them in **JPG** format.\n1. Move pictures to your addon.\n1. Add `editorPreview` config property to all your objects. Let it point to a picture which belongs to the object.\n\n   ```cpp\n   class CfgVehicles\n   {\n       class MyObject\n       {\n           editorPreview = \"\\A3\\EditorPreviews_F\\Data\\myObject.jpg\";\n       };\n   };\n   ```\n1. Pack your addon. Don't forget to set JPG files to be packed as well.","sections":[{"heading":"Picture Production","level":4,"markdown":"1. Increase folder size for screenshots to at least 1000 MB. The process how to do it is described in screenshot command description.\n1. Run Arma 3\n1. Set the following video settings:\n   - **16:9** aspect ratio\n   - Brightness at 0.5\n   - Object, texture and shadow quality to at least Very High\n   - FSAA at 8x\n   - PPAA disabled (brightens the image too much)\n   - Bloom disabled\n   - Make sure **HDRprecision is set to 16** in the arma3.cfg\n\n   > [!NOTE]\n   > Disabling Depth of Field along with the above settings can be used to generate images with a transparent background, which can be useful for image editing.\n   > However by convention, Arma 3 asset previews include the ground plane background and the asset's shadow projected on the ground plane. So it is advisable to set the DoF slider to a non-zero value.\n1. Open Eden Editor on VR terrain\n1. Run the BIS_fnc_exportEditorPreviews function to capture images. Code examples:\n\n   ```cpp\n   // All objects\n   [] spawn BIS_fnc_exportEditorPreviews;\n\n   // All characters and vehicles. Capturing delay will be 0.5 seconds\n   [0.5,\"vehicles\"] spawn BIS_fnc_exportEditorPreviews;\n\n   // BLUFOR characters and vehicles\n   [nil,\"vehicles\",[west]] spawn BIS_fnc_exportEditorPreviews;\n\n   // Props in Karts DLC\n   [nil,\"props\",[],[\"kart\"]] spawn BIS_fnc_exportEditorPreviews;\n\n   // All objects in specified addons\n   [nil,\"all\",[],[],[\"A3_Armor_F_Slammer\",\"A3_Air_F_Heli_Heli_Transport_03\"]] spawn BIS_fnc_exportEditorPreviews;\n\n   // BLUFOR characters and vehicles in Marksmen DLC\n   [nil,\"vehicles\",[west],[\"mark\"]] spawn BIS_fnc_exportEditorPreviews;\n   ```\n1. The function will go through given objects and automatically create screenshots for them in the following folder:\n\n   ```\n   <Arma 3 Profile>\\Screenshots\\EditorPreviews\n   ```\n\n   Pictures of objects belonging to a mod will be created in sub-folder with the mod class.\n\n   This operation can take several minutes. If you wish to cancel it, exit the editor.\n1. Resize all images to 455x256 and save them in **JPG** format.\n1. Move pictures to your addon.\n1. Add `editorPreview` config property to all your objects. Let it point to a picture which belongs to the object.\n\n   ```cpp\n   class CfgVehicles\n   {\n       class MyObject\n       {\n           editorPreview = \"\\A3\\EditorPreviews_F\\Data\\myObject.jpg\";\n       };\n   };\n   ```\n1. Pack your addon. Don't forget to set JPG files to be packed as well."}],"categories":["Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Eden Editor: Configuring Attributes","title":"Eden Editor: Configuring Attributes","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes","revid":378458,"updated":"2026-04-19T11:59:09Z","aliases":["Eden Editor: Attributes: Modding","Eden Editor: Entity Attributes: Modding","Eden Editor: Modding Attributes"],"markdown":"A scenario and each entity in it are defined by their attributes.\nAn attribute is a value customizable by the user, and it has some function tied to it. For example *position* object attribute tells engine where to create the object, and *respawn* scenario attributes determines what rule set will be used when players respawn.\n\nEach attribute is configured in the global Config.cpp. Major engine-driven attributes are already present in the default Editor and can be modified to a degree.\nModders can also add completely new attributes and decide how will they appear in the attribute window and what scripted functionality will they execute in the scenario.\n\nAttributes can be added for general entity type (e.g., shared by all objects) or for specific entity types (e.g., just for BLUFOR Rifleman).\nAn entity type can also override default values of general attributes (e.g., story character can have customized *name* and *rank*).\n\n> [!IMPORTANT]\n> Attributes are available only within the Eden Editor workspace. You cannot access them in scenario preview or exported scenario!\n> A scripted expression is used to apply their values in the scenario (see below).\n\n### Structure\n\nAttributes are configured and presented in the following structure:\n\n**Owner** - defines what does the attribute set. Can be an entity, a scenario or editor preferences. In user interface, this is the whole attributes window.\n\n└ **Category** - thematic category. Used only for sorting in the window, has no effect on the scenario.\n\n└ **Attribute** - setting itself, represented by tailored user interface.\n\n### Configuration\n\n#### Entity\n\n##### General\n\nGeneral attributes are available for all entity classes of given type. Optional conditions can be applied to show the attribute only for limited subset of entities. For example *rank* attribute is shared by every object, be it a character, a vehicle or a prop. But its condition makes sure only characters have it available.\n\nAttribute functionality is determined by its *expression* property. It is a code called at the scenario start, and it is purpose is to apply the attribute's value. The expression is saved to the scenario file together with value, which makes it independent on the addon which introduced the attribute. **Only attributes with values different from the default are saved to the scenario file, which means only their expression will be called.**\n\n> [!NOTE]\n> The attribute **wikiType** is only used to export default attributes to this wiki with BIS_fnc_3DENExportAttributes. **You do not need to declare it.**\n\n```cpp\nclass Cfg3DEN\n{\n    // Configuration of all objects\n    class Object\n    {\n        // Categories collapsible in \"Edit Attributes\" window\n        class AttributeCategories\n        {\n            // Category class, can be anything\n            class MyCategory\n            {\n                displayName = \"Object Init\"; // Category name visible in Edit Attributes window\n                collapsed = 1; // When 1, the category is collapsed by default\n                class Attributes\n                {\n                    // Attribute class, can be anything\n                    class MyAttribute\n                    {\n                        //--- Mandatory properties\n                        displayName = \"My Attribute\"; // Name assigned to UI control class Title\n                        tooltip = \"Configure all the things!\"; // Tooltip assigned to UI control class Title\n                        property = \"MyAttributeUniqueID\"; // Unique config property name saved in SQM\n                        control = \"Edit\"; // UI control base class displayed in Edit Attributes window, points to Cfg3DEN >> Attributes\n\n                        // Expression called when applying the attribute in Eden and at the scenario start\n                        // The expression is called twice - first for data validation, and second for actual saving\n                        // Entity is passed as _this, value is passed as _value\n                        // %s is replaced by attribute config name\n                        // In MP scenario, the expression is called only on server.\n                        expression = \"_this setVariable ['%s',_value];\";\n\n                        // Expression called when custom property is undefined yet (i.e., when setting the attribute for the first time)\n                        // Entity (unit, group, marker, comment etc.) is passed as _this\n                        // Returned value is the default value\n                        // Used when no value is returned, or when it is of other type than NUMBER, STRING or ARRAY\n                        // Custom attributes of logic entities (e.g., modules) are saved always, even when they have default value\n                        defaultValue = \"42\";\n\n                        //--- Optional properties\n                        unique = 0; // When 1, only one entity of the type can have the value in the mission (used for example for variable names or player control)\n                        validate = \"number\"; // Validate the value before saving. If the value is not of given type e.g. \"number\", the default value will be set. Can be \"none\", \"expression\", \"condition\", \"number\" or \"variable\"\n                        condition = \"object\"; // Condition for attribute to appear (see the table below)\n                        typeName = \"NUMBER\"; // Defines data type of saved value, can be STRING, NUMBER or BOOL. Used only when control is \"Combo\", \"Edit\" or their variants. This is a scripted feature and has no engine support. See code in (configFile >> \"Cfg3DEN\" >> \"Attributes\" >> \"Combo\" >> \"attributeSave\")\n                    };\n                };\n            };\n        };\n    };\n};\n```\n\n##### Complex Attribute Expressions vs. BIS_fnc_3DENExportSQF\n\nWhen the scenario creator uses the *Export Mission to SQF* functionality, the following happens with the expression code:\n\n- **%1** will be replaced with the content of **_value** - Use str, a plus b or similar to format and join strings\n- **_value** will be replaced by its actual content - **Do not** do something like this: `params [\"_group\", \"_value\"];`\n\nKeep that in mind when creating an attribute because otherwise it **will** break it in combination with BIS_fnc_3DENExportSQF\n\n##### Entity Specific\n\nSome entities can also have attributes available only for them. This is most commonly used by systems - for example Air Strike module can have attribute for picking attack type and plane used, both of which would be unusable by other modules.\n\nEntity specific attributes are configured directly in the entity class. For user, they are visible in single category which also shows entity name.\n\n- **CfgVehicles** - objects and systems\n- **CfgNonAIVehicles** - triggers\n- **CfgWaypoints** - waypoints\n- **CfgMarkers** - markers\n\n```cpp\nclass CfgVehicles\n{\n    class B_Soldier_F;\n    class MyEntity : B_Soldier_F // Your entity class\n    {\n        class Attributes // Entity attributes have no categories, they are all defined directly in class Attributes\n        {\n            class MyEntityAttribute\n            {\n                // ... attribute properties, see entity attributes\n            };\n        };\n    };\n};\n```\n\n#### Scenario\n\nSome attributes are available for the scenario as a whole. Instead of belonging to an entity, they are configured for a **section**. All attributes within a section are shown in one window, for example weather and time of the day settings are in Environment section, while scenario name or picture are in Scenario section.\n\nScenario attributes work together with properties in Description.ext. An attribute \"respawnDelay\" can be configurable in Eden, but it can be also defined in the external file like this:\n\n```cpp\nrespawn = 10;\n```\n\nValues in external files have priority over the ones set in the Eden Editor.\n\nConfiguration of scenario attributes is similar to general entity attributes. Sections are placed in pre-defined **Mission** class, and they contain attribute categories with attributes in them.\n\n```cpp\nclass Cfg3DEN\n{\n    class Mission\n    {\n        class MySection // Custom section class, everything inside will be opened in one window\n        {\n            displayName = \"My Attributes\"; // Text visible in the window title as \"Edit <displayName>\"\n            display = \"Display3DENEditAttributesPreview\"; // Optional - display for attributes window. Must have the same structure and IDCs as the default Display3DENEditAttributes\n            class AttributeCategories\n            {\n                // The following structure is the same as the one used for entity attributes\n                class MyMissionCategory\n                {\n                    class Attributes\n                    {\n                        class MyMissionAttribute\n                        {\n                            property = \"MyMissionAttributeUniqueID\";\n                        };\n                    };\n                };\n            };\n        };\n    };\n};\n```\n\nConsider adding a link to this new section to the Menu Bar.\n\nSpecial script commands can be used to manipulate scenario attributes:\n\n- Open window with attributes belonging to given section:\n\n```sqf\nedit3DENMissionAttributes \"MySection\";\n```\n\n- Set value of scenario attributes:\n\n```sqf\nset3DENMissionAttributes [[\"MySection\", \"MyMissionAttributeUniqueID\", 42]];\n```\n\n- Get value of scenario attribute:\n\n```sqf\n_myAttributes = \"MySection\" get3DENMissionAttribute \"MyMissionAttributeUniqueID\";\n```\n\n- Access attribute value in the scenario itself. Compatible with Eden Editor attributes and with properties defined in external Description.ext file.\n\n```sqf\ngetMissionConfigValue \"MyMissionAttributeUniqueID\";\n```\n\n#### Preferences\n\nThere is a special scenario attribute section called **Preferences**. Any attribute configured in it will be saved in player's profile instead of inside mission file. This is used for global editor preferences, like camera speed or autosave settings.\n\nValues are saved to `<profileName>.3den.Arma3Profile` file in your profile folder. As opposed to scripted variables, they are saved unbinarized and can be edited manually.\n\n> [!IMPORTANT]\n> Keep in mind that all settings of a mod in `<profileName>.3den.Arma3Profile` get wiped if the game was loaded without that mod.\n>\n> In order to prevent that, it is best to save the setting's value in a separate profileNamespace variable.\n>\n> ```cpp\n> class ShowCompositionPlacementNotification\n> {\n>     displayName = \"Composition Placement Notification\";\n>     tooltip = \"\";\n>     property = \"ShowCompositionPlacementNotification\";\n>     control = \"Checkbox\";\n>     expression = \"profileNamespace setVariable ['ShowCompositionPlacementNotification', _value]\";\n>     defaultValue = \"profileNamespace getVariable ['ShowCompositionPlacementNotification', true]\";\n> };\n> ```\n\n- Expressions are automatically executed when:\n  - Their value was changed and saved. E.g., pressing OK in the attribute window.\n  - onTerrainNew\n  - onMissionPreviewEnd\n\n> [!IMPORTANT]\n> They are not executed onMissionLoad or onMissionNew! If the attribute needs to be executed on those events, the expression needs to be added to these event handlers.\n\n```cpp\nclass Cfg3DEN\n{\n    class Mission\n    {\n        class Preferences // Anything in this section will be displayed in Editor Preferences\n        {\n            class AttributeCategories\n            {\n                // ... Attribute categories\n            };\n        };\n    };\n};\n```\n\n### Presets\n\nApart from being able to add their own attributes, entities can also overwrite default values of general attributes. This can be useful for customizing story character (a character can have pre-defined name, face and rank, but mission designer will be still able to change it).\n\nIn the example below, we create a trigger with custom area size:\n\n```cpp\nclass CfgNonAIVehicles\n{\n    class EmptyDetector;\n    class MyTrigger : EmptyDetector\n    {\n        class AttributeValues\n        {\n            sizeA = 1000; // Property name match the attribute name\n            sizeB = 1000;\n        };\n    };\n};\n```\n\n### Properties\n\n#### Condition\n\nConditions are written as simple expressions.\nExample:\n\n```cpp\ncondition = \"objectControllable + objectVehicle\";\n```\n\nAll characters and vehicles will have this attribute.\n\n> [!NOTE]\n> To make an attribute available for all objects, use: **condition = 1;**.\n\n**Supported conditions:**\n\n| Condition | For Type | Description |\n|---|---|---|\n| objectBrain | Object | Object with simulation \"soldier\" or \"UAVpilot\" |\n| objectControllable | Object | Object with simulation \"soldier\" |\n| objectAgent | Object | Object with non-empty *agentTasks[]*, i.e., animals |\n| objectVehicle | Object | Vehicle which can be boarded |\n| objectSimulated | Object | Object which is simulated (e.g., falls down when in the air) |\n| objectDestructable | Object | Indestructible object, i.e., when *destrType* config property set not *DestructNo* |\n| logicModule | Logic | Logic which is a module (*vehicleClass* config property is *\"Modules\"*) |\n| objectHasInventoryCargo | Object | All objects which have an openable inventory |\n| CommentCamera | Comment | Returns true if selected comment is the Eden Editor camera (3DENID: -999). Use this condition if you want to add an attribute only available to the camera and not all comments |\n| Arma 3 v2.22 Script | - | Contains sqf condition defined in `conditionScript` property |\n\n#### Arma 3 v2.22 ConditionScript\n\nContains a sqf expression that serves as a more flexible condition. The result is available in the simple expression called `script`. The following variables are available inside the expression:\n\n- _this: Eden Entity\n- _thisType: String - the type of the Eden Entity\n\nExample:\n\n```cpp\nclass ENH_MarkerShape\n{\n    displayName = \"$STR_ENH_MAIN_MARKER_SHAPE_DISPLAYNAME\";\n    tooltip = \"$STR_ENH_MAIN_MARKER_SHAPE_TOOLTIP\";\n    property = \"ENH_markerShape\";\n    control = \"ENH_MarkerShape\";\n    expression = \"if (_value != 'NONE' && isServer) then {_this setMarkerShape _value}\";\n    defaultValue = \"NONE\";\n    typeName = \"STRING\";\n    validate = \"STRING\";\n    conditionScript = \"_this get3DENAttribute 'MarkerType' select 0 > -1\";\n    condition = \"script\";\n};\n```\n\nIn this example, the attribute will only show for markers of type area. This filtering was not possible prior to Arma 3 v2.22.\n\n> [!IMPORTANT]\n> Hidden attribute are still saved to the mission.sqm and their value stay there. By setting `condition = \"script\"` and `conditionScript = \"false\"` one can effectively hide an attribute.\n\n#### Validation\n\nText input fields allow user to type in any value. This is undesired for many attributes, for example entity rotation expects number, and using a string would break it. For these cases, it is possible to enable optional data validation.\nValidation type is set using `validate` property in the attribute config:\n\n```cpp\nvalidate = \"number\";\n```\n\nThe following table lists all available options:\n\n| Validation | Usage | Condition |\n|---|---|---|\n| none | Default, without restrictions | N/A |\n| variable | Variable names | Can contain only a-z, A-Z, 0-9 and _ characters. |\n| expression | Code input. Offers autocomplete for known scripting commands. | Must be valid scripted expressions |\n| condition | Code input, returned value is expected. Offers autocomplete for known scripting commands. | Must be valid scripted expressions |\n| number | Numerical input. | Must be real number |\n\n#### Control\n\nEntity attributes in Eden Editor are represented by specific UI controls. By default, the game offers a wide range of pre-define controls, and you also can create new ones tailored for specific attributes. For more information visit Eden Editor: Modding Attributes: Controls.\n\n##### Configuration\n\nNew UI controls can be added to introduce more advanced functionality. They are Controls, not Displays, and they are define in *Cfg3DEN >> Attributes*. Using CT_CONTROLS_GROUP will allow you to create more complicated structures. Configuration is possible only in global Config.cpp, not in Description.ext.\n\n> [!NOTE]\n> See Eden Editor: User Interface for more details about GUI configuration.\n\n> [!IMPORTANT]\n> When creating new controls inside an attribute controls group it is recommended to avoid IDCs in range from 100 - 199 as some of them invoke engine functionality and prevent the custom controls from behaving as intended.\n\n```cpp\n// Include Eden Editor UI macros\n// For attributes, you'll be interested in these:\n// ATTRIBUTE_TITLE_W - title width\n// ATTRIBUTE_CONTENT_W - content width\n#include \"\\a3\\3DEN\\UI\\macros.inc\"\n\n// Inherit base classes\nclass ctrlEdit;\n\nclass Cfg3DEN\n{\n    class Attributes // Attribute UI controls are placed in this pre-defined class\n    {\n        // Base class templates\n        class Default; // Empty template with pre-defined width and single line height\n        class Title : Default\n        {\n            class Controls\n            {\n                class Title;\n            };\n        }; // Two-column template with title on the left and space for content on the right\n        class TitleWide : Default\n        {\n            class Controls\n            {\n                class Title;\n            };\n        }; // Template with full-width single line title and space for content below it\n\n        // Your attribute class\n        class MyAttributeControl : Title\n        {\n            // Expression called when the control is loaded, used to apply the value. It is not called when multiple entities are edited at once due to the fact that _value would not be available then.\n            // See the note below this config extract\n            // Passed params are: _this - controlsGroup, _value - saved value, _config - Path to attribute config e.g.:bin\\config.bin/Cfg3DEN/Object/AttributeCategories/CATEGORY/Attributes/ATTRIBUTE\n            attributeLoad = \"(_this controlsGroupCtrl 100) ctrlSetText _value\";\n\n            // Expression called when attributes window is closed and changes confirmed. Used to save the value.\n            // Passed param: _this - control\n            attributeSave = \"ctrlText (_this controlsGroupCtrl 100)\";\n\n            // List of controls, structure is the same as with any other controls group\n            class Controls : Controls\n            {\n                class Title : Title{}; // Inherit existing title control. Text of any control with class Title will be changed to attribute displayName\n                class Value : ctrlEdit\n                {\n                    idc = 100;\n                    x = ATTRIBUTE_TITLE_W * GRID_W;\n                    w = ATTRIBUTE_CONTENT_W * GRID_W;\n                    h = SIZE_M * GRID_H;\n                };\n            };\n        };\n    };\n};\n```\n\n> [!IMPORTANT]\n> When creating a custom attribute control it is important to also set up the controls via the onLoad control event handler. That way they also get correctly setup (listboxes get filled etc.) when multiple entities are edited at once. This is caused by the fact that **onAttributeLoad** is not executed if multiple entities are selected! An example configuration can be found here: `configfile >> \"Cfg3DEN\" >> \"Attributes\" >> \"Face\" >> \"Controls\" >> \"Value\" >> \"onload\"`.\n\n### Scripting Commands\n\n> [!NOTE]\n> For a full list of Eden Editor commands, see Command Group: Eden Editor.\n\n- edit3DENMissionAttributes\n- get3DENAttribute\n- get3DENMissionAttribute\n- set3DENAttribute\n- set3DENAttributes\n- set3DENMissionAttributes\n\n#### Initialisation Order\n\n- Initialisation Order","sections":[{"heading":null,"level":1,"markdown":"A scenario and each entity in it are defined by their attributes.\nAn attribute is a value customizable by the user, and it has some function tied to it. For example *position* object attribute tells engine where to create the object, and *respawn* scenario attributes determines what rule set will be used when players respawn.\n\nEach attribute is configured in the global Config.cpp. Major engine-driven attributes are already present in the default Editor and can be modified to a degree.\nModders can also add completely new attributes and decide how will they appear in the attribute window and what scripted functionality will they execute in the scenario.\n\nAttributes can be added for general entity type (e.g., shared by all objects) or for specific entity types (e.g., just for BLUFOR Rifleman).\nAn entity type can also override default values of general attributes (e.g., story character can have customized *name* and *rank*).\n\n> [!IMPORTANT]\n> Attributes are available only within the Eden Editor workspace. You cannot access them in scenario preview or exported scenario!\n> A scripted expression is used to apply their values in the scenario (see below)."},{"heading":"Structure","level":3,"markdown":"Attributes are configured and presented in the following structure:\n\n**Owner** - defines what does the attribute set. Can be an entity, a scenario or editor preferences. In user interface, this is the whole attributes window.\n\n└ **Category** - thematic category. Used only for sorting in the window, has no effect on the scenario.\n\n└ **Attribute** - setting itself, represented by tailored user interface."},{"heading":"Configuration","level":3,"markdown":""},{"heading":"Entity","level":4,"markdown":""},{"heading":"General","level":5,"markdown":"General attributes are available for all entity classes of given type. Optional conditions can be applied to show the attribute only for limited subset of entities. For example *rank* attribute is shared by every object, be it a character, a vehicle or a prop. But its condition makes sure only characters have it available.\n\nAttribute functionality is determined by its *expression* property. It is a code called at the scenario start, and it is purpose is to apply the attribute's value. The expression is saved to the scenario file together with value, which makes it independent on the addon which introduced the attribute. **Only attributes with values different from the default are saved to the scenario file, which means only their expression will be called.**\n\n> [!NOTE]\n> The attribute **wikiType** is only used to export default attributes to this wiki with BIS_fnc_3DENExportAttributes. **You do not need to declare it.**\n\n```cpp\nclass Cfg3DEN\n{\n    // Configuration of all objects\n    class Object\n    {\n        // Categories collapsible in \"Edit Attributes\" window\n        class AttributeCategories\n        {\n            // Category class, can be anything\n            class MyCategory\n            {\n                displayName = \"Object Init\"; // Category name visible in Edit Attributes window\n                collapsed = 1; // When 1, the category is collapsed by default\n                class Attributes\n                {\n                    // Attribute class, can be anything\n                    class MyAttribute\n                    {\n                        //--- Mandatory properties\n                        displayName = \"My Attribute\"; // Name assigned to UI control class Title\n                        tooltip = \"Configure all the things!\"; // Tooltip assigned to UI control class Title\n                        property = \"MyAttributeUniqueID\"; // Unique config property name saved in SQM\n                        control = \"Edit\"; // UI control base class displayed in Edit Attributes window, points to Cfg3DEN >> Attributes\n\n                        // Expression called when applying the attribute in Eden and at the scenario start\n                        // The expression is called twice - first for data validation, and second for actual saving\n                        // Entity is passed as _this, value is passed as _value\n                        // %s is replaced by attribute config name\n                        // In MP scenario, the expression is called only on server.\n                        expression = \"_this setVariable ['%s',_value];\";\n\n                        // Expression called when custom property is undefined yet (i.e., when setting the attribute for the first time)\n                        // Entity (unit, group, marker, comment etc.) is passed as _this\n                        // Returned value is the default value\n                        // Used when no value is returned, or when it is of other type than NUMBER, STRING or ARRAY\n                        // Custom attributes of logic entities (e.g., modules) are saved always, even when they have default value\n                        defaultValue = \"42\";\n\n                        //--- Optional properties\n                        unique = 0; // When 1, only one entity of the type can have the value in the mission (used for example for variable names or player control)\n                        validate = \"number\"; // Validate the value before saving. If the value is not of given type e.g. \"number\", the default value will be set. Can be \"none\", \"expression\", \"condition\", \"number\" or \"variable\"\n                        condition = \"object\"; // Condition for attribute to appear (see the table below)\n                        typeName = \"NUMBER\"; // Defines data type of saved value, can be STRING, NUMBER or BOOL. Used only when control is \"Combo\", \"Edit\" or their variants. This is a scripted feature and has no engine support. See code in (configFile >> \"Cfg3DEN\" >> \"Attributes\" >> \"Combo\" >> \"attributeSave\")\n                    };\n                };\n            };\n        };\n    };\n};\n```"},{"heading":"Complex Attribute Expressions vs. BIS_fnc_3DENExportSQF","level":5,"markdown":"When the scenario creator uses the *Export Mission to SQF* functionality, the following happens with the expression code:\n\n- **%1** will be replaced with the content of **_value** - Use str, a plus b or similar to format and join strings\n- **_value** will be replaced by its actual content - **Do not** do something like this: `params [\"_group\", \"_value\"];`\n\nKeep that in mind when creating an attribute because otherwise it **will** break it in combination with BIS_fnc_3DENExportSQF"},{"heading":"Entity Specific","level":5,"markdown":"Some entities can also have attributes available only for them. This is most commonly used by systems - for example Air Strike module can have attribute for picking attack type and plane used, both of which would be unusable by other modules.\n\nEntity specific attributes are configured directly in the entity class. For user, they are visible in single category which also shows entity name.\n\n- **CfgVehicles** - objects and systems\n- **CfgNonAIVehicles** - triggers\n- **CfgWaypoints** - waypoints\n- **CfgMarkers** - markers\n\n```cpp\nclass CfgVehicles\n{\n    class B_Soldier_F;\n    class MyEntity : B_Soldier_F // Your entity class\n    {\n        class Attributes // Entity attributes have no categories, they are all defined directly in class Attributes\n        {\n            class MyEntityAttribute\n            {\n                // ... attribute properties, see entity attributes\n            };\n        };\n    };\n};\n```"},{"heading":"Scenario","level":4,"markdown":"Some attributes are available for the scenario as a whole. Instead of belonging to an entity, they are configured for a **section**. All attributes within a section are shown in one window, for example weather and time of the day settings are in Environment section, while scenario name or picture are in Scenario section.\n\nScenario attributes work together with properties in Description.ext. An attribute \"respawnDelay\" can be configurable in Eden, but it can be also defined in the external file like this:\n\n```cpp\nrespawn = 10;\n```\n\nValues in external files have priority over the ones set in the Eden Editor.\n\nConfiguration of scenario attributes is similar to general entity attributes. Sections are placed in pre-defined **Mission** class, and they contain attribute categories with attributes in them.\n\n```cpp\nclass Cfg3DEN\n{\n    class Mission\n    {\n        class MySection // Custom section class, everything inside will be opened in one window\n        {\n            displayName = \"My Attributes\"; // Text visible in the window title as \"Edit <displayName>\"\n            display = \"Display3DENEditAttributesPreview\"; // Optional - display for attributes window. Must have the same structure and IDCs as the default Display3DENEditAttributes\n            class AttributeCategories\n            {\n                // The following structure is the same as the one used for entity attributes\n                class MyMissionCategory\n                {\n                    class Attributes\n                    {\n                        class MyMissionAttribute\n                        {\n                            property = \"MyMissionAttributeUniqueID\";\n                        };\n                    };\n                };\n            };\n        };\n    };\n};\n```\n\nConsider adding a link to this new section to the Menu Bar.\n\nSpecial script commands can be used to manipulate scenario attributes:\n\n- Open window with attributes belonging to given section:\n\n```sqf\nedit3DENMissionAttributes \"MySection\";\n```\n\n- Set value of scenario attributes:\n\n```sqf\nset3DENMissionAttributes [[\"MySection\", \"MyMissionAttributeUniqueID\", 42]];\n```\n\n- Get value of scenario attribute:\n\n```sqf\n_myAttributes = \"MySection\" get3DENMissionAttribute \"MyMissionAttributeUniqueID\";\n```\n\n- Access attribute value in the scenario itself. Compatible with Eden Editor attributes and with properties defined in external Description.ext file.\n\n```sqf\ngetMissionConfigValue \"MyMissionAttributeUniqueID\";\n```"},{"heading":"Preferences","level":4,"markdown":"There is a special scenario attribute section called **Preferences**. Any attribute configured in it will be saved in player's profile instead of inside mission file. This is used for global editor preferences, like camera speed or autosave settings.\n\nValues are saved to `<profileName>.3den.Arma3Profile` file in your profile folder. As opposed to scripted variables, they are saved unbinarized and can be edited manually.\n\n> [!IMPORTANT]\n> Keep in mind that all settings of a mod in `<profileName>.3den.Arma3Profile` get wiped if the game was loaded without that mod.\n>\n> In order to prevent that, it is best to save the setting's value in a separate profileNamespace variable.\n>\n> ```cpp\n> class ShowCompositionPlacementNotification\n> {\n>     displayName = \"Composition Placement Notification\";\n>     tooltip = \"\";\n>     property = \"ShowCompositionPlacementNotification\";\n>     control = \"Checkbox\";\n>     expression = \"profileNamespace setVariable ['ShowCompositionPlacementNotification', _value]\";\n>     defaultValue = \"profileNamespace getVariable ['ShowCompositionPlacementNotification', true]\";\n> };\n> ```\n\n- Expressions are automatically executed when:\n  - Their value was changed and saved. E.g., pressing OK in the attribute window.\n  - onTerrainNew\n  - onMissionPreviewEnd\n\n> [!IMPORTANT]\n> They are not executed onMissionLoad or onMissionNew! If the attribute needs to be executed on those events, the expression needs to be added to these event handlers.\n\n```cpp\nclass Cfg3DEN\n{\n    class Mission\n    {\n        class Preferences // Anything in this section will be displayed in Editor Preferences\n        {\n            class AttributeCategories\n            {\n                // ... Attribute categories\n            };\n        };\n    };\n};\n```"},{"heading":"Presets","level":3,"markdown":"Apart from being able to add their own attributes, entities can also overwrite default values of general attributes. This can be useful for customizing story character (a character can have pre-defined name, face and rank, but mission designer will be still able to change it).\n\nIn the example below, we create a trigger with custom area size:\n\n```cpp\nclass CfgNonAIVehicles\n{\n    class EmptyDetector;\n    class MyTrigger : EmptyDetector\n    {\n        class AttributeValues\n        {\n            sizeA = 1000; // Property name match the attribute name\n            sizeB = 1000;\n        };\n    };\n};\n```"},{"heading":"Properties","level":3,"markdown":""},{"heading":"Condition","level":4,"markdown":"Conditions are written as simple expressions.\nExample:\n\n```cpp\ncondition = \"objectControllable + objectVehicle\";\n```\n\nAll characters and vehicles will have this attribute.\n\n> [!NOTE]\n> To make an attribute available for all objects, use: **condition = 1;**.\n\n**Supported conditions:**\n\n| Condition | For Type | Description |\n|---|---|---|\n| objectBrain | Object | Object with simulation \"soldier\" or \"UAVpilot\" |\n| objectControllable | Object | Object with simulation \"soldier\" |\n| objectAgent | Object | Object with non-empty *agentTasks[]*, i.e., animals |\n| objectVehicle | Object | Vehicle which can be boarded |\n| objectSimulated | Object | Object which is simulated (e.g., falls down when in the air) |\n| objectDestructable | Object | Indestructible object, i.e., when *destrType* config property set not *DestructNo* |\n| logicModule | Logic | Logic which is a module (*vehicleClass* config property is *\"Modules\"*) |\n| objectHasInventoryCargo | Object | All objects which have an openable inventory |\n| CommentCamera | Comment | Returns true if selected comment is the Eden Editor camera (3DENID: -999). Use this condition if you want to add an attribute only available to the camera and not all comments |\n| Arma 3 v2.22 Script | - | Contains sqf condition defined in `conditionScript` property |"},{"heading":"Arma 3 v2.22 ConditionScript","level":4,"markdown":"Contains a sqf expression that serves as a more flexible condition. The result is available in the simple expression called `script`. The following variables are available inside the expression:\n\n- _this: Eden Entity\n- _thisType: String - the type of the Eden Entity\n\nExample:\n\n```cpp\nclass ENH_MarkerShape\n{\n    displayName = \"$STR_ENH_MAIN_MARKER_SHAPE_DISPLAYNAME\";\n    tooltip = \"$STR_ENH_MAIN_MARKER_SHAPE_TOOLTIP\";\n    property = \"ENH_markerShape\";\n    control = \"ENH_MarkerShape\";\n    expression = \"if (_value != 'NONE' && isServer) then {_this setMarkerShape _value}\";\n    defaultValue = \"NONE\";\n    typeName = \"STRING\";\n    validate = \"STRING\";\n    conditionScript = \"_this get3DENAttribute 'MarkerType' select 0 > -1\";\n    condition = \"script\";\n};\n```\n\nIn this example, the attribute will only show for markers of type area. This filtering was not possible prior to Arma 3 v2.22.\n\n> [!IMPORTANT]\n> Hidden attribute are still saved to the mission.sqm and their value stay there. By setting `condition = \"script\"` and `conditionScript = \"false\"` one can effectively hide an attribute."},{"heading":"Validation","level":4,"markdown":"Text input fields allow user to type in any value. This is undesired for many attributes, for example entity rotation expects number, and using a string would break it. For these cases, it is possible to enable optional data validation.\nValidation type is set using `validate` property in the attribute config:\n\n```cpp\nvalidate = \"number\";\n```\n\nThe following table lists all available options:\n\n| Validation | Usage | Condition |\n|---|---|---|\n| none | Default, without restrictions | N/A |\n| variable | Variable names | Can contain only a-z, A-Z, 0-9 and _ characters. |\n| expression | Code input. Offers autocomplete for known scripting commands. | Must be valid scripted expressions |\n| condition | Code input, returned value is expected. Offers autocomplete for known scripting commands. | Must be valid scripted expressions |\n| number | Numerical input. | Must be real number |"},{"heading":"Control","level":4,"markdown":"Entity attributes in Eden Editor are represented by specific UI controls. By default, the game offers a wide range of pre-define controls, and you also can create new ones tailored for specific attributes. For more information visit Eden Editor: Modding Attributes: Controls."},{"heading":"Configuration","level":5,"markdown":"New UI controls can be added to introduce more advanced functionality. They are Controls, not Displays, and they are define in *Cfg3DEN >> Attributes*. Using CT_CONTROLS_GROUP will allow you to create more complicated structures. Configuration is possible only in global Config.cpp, not in Description.ext.\n\n> [!NOTE]\n> See Eden Editor: User Interface for more details about GUI configuration.\n\n> [!IMPORTANT]\n> When creating new controls inside an attribute controls group it is recommended to avoid IDCs in range from 100 - 199 as some of them invoke engine functionality and prevent the custom controls from behaving as intended.\n\n```cpp\n// Include Eden Editor UI macros\n// For attributes, you'll be interested in these:\n// ATTRIBUTE_TITLE_W - title width\n// ATTRIBUTE_CONTENT_W - content width\n#include \"\\a3\\3DEN\\UI\\macros.inc\"\n\n// Inherit base classes\nclass ctrlEdit;\n\nclass Cfg3DEN\n{\n    class Attributes // Attribute UI controls are placed in this pre-defined class\n    {\n        // Base class templates\n        class Default; // Empty template with pre-defined width and single line height\n        class Title : Default\n        {\n            class Controls\n            {\n                class Title;\n            };\n        }; // Two-column template with title on the left and space for content on the right\n        class TitleWide : Default\n        {\n            class Controls\n            {\n                class Title;\n            };\n        }; // Template with full-width single line title and space for content below it\n\n        // Your attribute class\n        class MyAttributeControl : Title\n        {\n            // Expression called when the control is loaded, used to apply the value. It is not called when multiple entities are edited at once due to the fact that _value would not be available then.\n            // See the note below this config extract\n            // Passed params are: _this - controlsGroup, _value - saved value, _config - Path to attribute config e.g.:bin\\config.bin/Cfg3DEN/Object/AttributeCategories/CATEGORY/Attributes/ATTRIBUTE\n            attributeLoad = \"(_this controlsGroupCtrl 100) ctrlSetText _value\";\n\n            // Expression called when attributes window is closed and changes confirmed. Used to save the value.\n            // Passed param: _this - control\n            attributeSave = \"ctrlText (_this controlsGroupCtrl 100)\";\n\n            // List of controls, structure is the same as with any other controls group\n            class Controls : Controls\n            {\n                class Title : Title{}; // Inherit existing title control. Text of any control with class Title will be changed to attribute displayName\n                class Value : ctrlEdit\n                {\n                    idc = 100;\n                    x = ATTRIBUTE_TITLE_W * GRID_W;\n                    w = ATTRIBUTE_CONTENT_W * GRID_W;\n                    h = SIZE_M * GRID_H;\n                };\n            };\n        };\n    };\n};\n```\n\n> [!IMPORTANT]\n> When creating a custom attribute control it is important to also set up the controls via the onLoad control event handler. That way they also get correctly setup (listboxes get filled etc.) when multiple entities are edited at once. This is caused by the fact that **onAttributeLoad** is not executed if multiple entities are selected! An example configuration can be found here: `configfile >> \"Cfg3DEN\" >> \"Attributes\" >> \"Face\" >> \"Controls\" >> \"Value\" >> \"onload\"`."},{"heading":"Scripting Commands","level":3,"markdown":"> [!NOTE]\n> For a full list of Eden Editor commands, see Command Group: Eden Editor.\n\n- edit3DENMissionAttributes\n- get3DENAttribute\n- get3DENMissionAttribute\n- set3DENAttribute\n- set3DENAttributes\n- set3DENMissionAttributes"},{"heading":"Initialisation Order","level":4,"markdown":"- Initialisation Order"}],"categories":["Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Eden Editor: Configuring Attributes: Controls","title":"Eden Editor: Configuring Attributes: Controls","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes:_Controls","revid":369518,"updated":"2024-09-12T09:46:28Z","aliases":["Eden Editor: Modding Attributes: Controls"],"markdown":"Entity attributes in Eden Editor are represented by specific UI controls.\nBy default, the game offers a wide range of pre-define controls. Not all available controls are listed here due to frequent updates.\nAll available controls can be found in `configFile >> \"Cfg3DEN\" >> \"Attributes\"` but be careful, some of those attributes are not meant to be used with custom attributes.\nTrial and error!\n\n### Configuration\n\n*Full article - Eden Editor: Configuring Attributes*\n\n```cpp\nclass Cfg3DEN\n{\n    class Object\n    {\n        class AttributeCategories\n        {\n            class MyCategory\n            {\n                class Attributes\n                {\n                    class MyAttribute\n                    {\n                        control = \"Edit\"; // Control name, see the list below\n                    };\n                };\n            };\n        };\n    };\n};\n```\n\n### List\n\n| Class | Description | Saved Value |\n|---|---|---|\n| **ActivationType** | Drop-down list which shows default triggerActivation options | String |\n| **AmmoBox** | Table with all weapons and equipment in the game, filtered by type. | Array in format:<br>```<br>[<br>     [<br>         [<W>, <Wn>],<br>         [<M>, <Mn>]<br>         [<I>, <In>],<br>         [<B>, <Bn>]<br>     ],<br>     <isVirtual><br>]<br>```<br>- Arrays with String class names<br>  - **W**eapons<br>  - **M**agazines<br>  - **I**tems<br>  - **B**ackpacks<br>- ***n** - Arrays with counts. Indexes match class name indexes<br>- **isVirtual** - Boolean, true if equipment is in infinite number (array with counts is empty then) |\n| **BehaviourGroup** | Drop-down list which shows all behaviour states | String |\n| **BehaviourWaypoint** | Drop-down list which shows all waypointBehaviour states | String |\n| **Checkbox** | Simple checkbox | Boolean - true if the checkbox is ticked |\n| **CheckboxNumber** | Simple checkbox with numeric output | Number - 1 if the checkbox is ticked, 0 if it isn't |\n| **CheckboxReversed** | Simple checkbox with reversed output | Boolean - false if the checkbox is ticked |\n| **CheckboxState** | Category toggle. When ticked off, all other attributes in the category will be disabled and greyed out. | Boolean - true if the checkbox is ticked |\n| **CombatModeGroup** | Drop-down list which shows all combatMode states | String |\n| **CombatModeWaypoint** | Drop-down list which shows all waypointCombatMode states | String |\n| **Combo** | Empty drop-down list, used as a base class.<br>Additional options available when configuring a control inherited from class Combo (this is a control config, not an attribute config):<br>```cpp<br>class Value : Combo<br>{<br>    // Static items<br>    class Items<br>    {<br>        class None<br>        {<br>            text = \"None\";<br>            data = \"\";<br>        };<br>    };<br>    // Dynamically loaded items<br>    class ItemsConfig<br>    {<br>        path[] = { \"CfgNotifications\" };    // Path to config container<br>        localConfig = 1;                    // 1 to search local Description.ext as well<br>        propertyText = \"title\";                // item's text<br>        propertyTextRight = \"description\";    // item's right text<br>        propertyPicture = \"iconPicture\";    // item's picture<br>        propertyColor = \"color\";            // item's text colour<br>        sort = 1; // whether the list should be sorted or not (1 = sorted/ 0 = unsorted)<br>    };<br>};<br>```<br>**Attribute Config**<br>```cpp<br>class CustomAttributeWithCombo<br>{<br>    control = \"combo\";<br>    property = \"UniqueProperty\";<br>    displayName = \"Custom Combo Attribute\";<br>    tooltip = \"This combo has three values.\";<br>    expression = \"_this setVariable ['%s', _value];\";<br>    defaultValue = 0;<br>    typeName = \"NUMBER\";<br>    class Values <br>    {<br>        class None<br>        {<br>            name = \"Value 0\";<br>            tooltip = \"Some tooltip\";<br>            value = 0;<br>            picture = \"\\a3\\data_f_tank\\images\\upgradedaudio_ca.paa\";<br>            pictureRight = \"\\a3\\data_f_tacops\\logos\\arma3_tacops_icon_ca.paa\";<br>        };<br>        class Info<br>        {<br>            name = \"Value 1\";<br>            value = 1;<br>        };<br>        class Debug<br>        {<br>            name = \"Value 2\";<br>            value = 2;<br>        };<br>    };<br>};<br>``` | String or Number (depends on original value type) |\n| **ComboPreview** | Empty drop-down list with preview button, used as a base class. If data of the selected item are found in CfgSounds, CfgEnvSounds, CfgMusic or CfgSFX, clicking on the button will play the sound. | String |\n| **Date** | Three drop-down lists for year, month and day selection. Days of the week described and weekends are highlighted. | Array in format [<year>, <month>, <day>] |\n| **Default** | Base class for other attribute controls | N/A |\n| **Edit** | Single line text input. | String |\n| **EditAB** | Two-dimensional size setting. | String |\n| **EditArray** | Array input. Items must be divided by commas or semicolons. | String |\n| **EditCode** | Single line code input. Uses monospace font and offers scripting help. | String |\n| **EditCodeMulti3** | Multi line code input. Uses monospace font and offers scripting help. | String |\n| **EditCodeMulti5** | Multi line code input. Uses monospace font and offers scripting help. | String |\n| **EditCodeShort** | Single line code input with decreased width. Good for shorter values, like numbers. Uses monospace font and offers scripting help. | String |\n| **EditMulti3** | Multi line text input. | String |\n| **EditMulti5** | Multi line text input. | String |\n| **EditShort** | Single line text input with decreased width. Good for shorter values, like numbers. | String |\n| **EditXY** | Position setting of X and Y axis. | Array |\n| **EditXYZ** | Position setting of X, Y and Z axis. | Array |\n| **EditZ** | Position setting of Z axis. | Number |\n| **EnableDebugConsole** | Drop-down menu with Debug Console settings | Number |\n| **Face** | Drop-down list which shows all faces from CfgFaces. | String |\n| **GameType** | Drop-down list which shows all game types from CfgMPGameTypes. | String |\n| **GarbageCollectorMode** | Drop-down list which shows corpseManagerMode options | Number |\n| **GuerAllegiance** | Toolbox |  |\n| **Lock** | Drop-down list which shows all lock options. | Number |\n| **MarkerBrush** | Drop-down list which shows all marker brushes from CfgMarkerBrushes. | String |\n| **MarkerColor** | Drop-down list which shows all marker colors from CfgMarkerColors. | String |\n| **ModuleInfo** | Non-interactive control. When used on a module which uses module framework, it shows detailed module description, properties and synchronization map. | N/A |\n| **Music** | Drop-down list which shows all music tracks from CfgMusic. | String |\n| **Pitch** | Voice pitch slider, value is in range <0.9; 1.1>, default value is 1, description adds \"x\" at the end (e.g., \"1x\") | Number |\n| **PreferencesSavegame** | Drop-down list which shows autosave options | Number |\n| **Respawn** | Drop-down list which shows respawn options | Number |\n| **RespawnTemplates** | Table with available respawn templates. See Arma 3: Respawn for more details. | Array of Strings - classes from CfgRespawnTemplates |\n| **RscTitle** | Drop-down list which shows all UI overlays from RscTitles. | String |\n| **Skill** | Slider in range <0.2; 1> (AI is too dumb with skill 0, so designer shouldn't be unable to set it), with customized tooltip describing specific values | Number |\n| **Slider** | Percentage slider, value is in range <0; 1>, default value is 1, description adds \"%\" at the end (e.g., \"100%\") | Number |\n| **SliderMultiplier** | Multiplier slider, value is in range <0.5; 1.5>, default value is 1, description adds \"x\" at the end (e.g., \"1x\") | Number |\n| **SliderTime** | Time slider, value is in seconds and in range <0; 3600>, default value is 0, description appears in format \"HH:MM:SS\" | Number |\n| **SliderTimeDay** | Variation of SliderTime, with range <0; 86399> (0 to 23 h, 59 m, 59 s) and default 43200 (12 h) | Number |\n| **SliderTimeForecast** | Variation of SliderTime, with range <1800; 28800> (30 min to 8 h) and default 3600 (1 h) | Number |\n| **SliderTimeRespawn** | Variation of SliderTime, with range <0; 300> (0 min to 5 min) and default 0 | Number |\n| **Sound** | Drop-down list which shows all sounds from CfgSounds. | String |\n| **SoundEffect** | Drop-down list which shows all sounds from CfgSFX. | String |\n| **SoundEnvironment** | Drop-down list which shows all sounds from CfgEnvSounds. | String |\n| **SoundVoice** | Drop-down list which shows all sounds from CfgSounds. As opposed to \"Sound\" control, its \"No Sound\" option has different value. | String |\n| **Speaker** | Drop-down list which shows all voices from CfgVoice. | String |\n| **StructuredText1-9** | Non-interactive element. Shows text defined by *description* property in the attribute config (where *displayName* or *tooltip* are) | N/A |\n| **Timeout** | Setting of triggerTimeout | Array in format [<min>,<mid>,<max>] |\n| **TriggerActivation** | Drop-down list which shows default triggerActivation options | String |\n| **TriggerActivationOwner** | Drop-down list which shows triggerActivation options when the trigger has owner defined (see connecting) | String |\n| **TriggerType** | Drop-down list which shows default triggerType options | String |\n\n#### Decorative / Informative Control\n\nThese attribute controls can be used to display additional information to the user. Some of them provide support for structured text so one can display links, highlight important information with color and much more.\n\n| Class | Description | Preview | Example Attribute Config |\n|---|---|---|---|\n| **SubCategory** | Shows a single line text. |  | ```cpp<br>class SubCategory<br>{<br>    property = \"TAG_MyAttribute_Subcategory\";<br>    control = \"SubCategory\";<br>    displayName = \"Activation Distance Settings\"; // Visible text. Despite the attribute code saying the property should be title, displayName is correct<br>};<br>``` |\n| **SubCategoryDesc1** | Shows a headline and a single line description. If the description is too long, it will be cut off. |  | ```cpp<br>class SubCategoryDesc1<br>{<br>    displayName = \"SubCategoryDesc1\";<br>    property = \"TAG_MyAttribute_Subcategory\";<br>    control = \"SubCategoryDesc1\";<br>    description = \"Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt \\<br>ut labore et dolore magna aliquyam erat, sed diam voluptua. At vero eos et accusam et.\";<br>};<br>``` |\n| **SubCategoryDesc2** | Shows a headline and a two line description. If the description is too long, it will be cut off. |  | ```cpp<br>class SubCategoryDesc2<br>{<br>    displayName = \"SubCategoryDesc2\";<br>    property = \"TAG_MyAttribute_Subcategory\";<br>    control = \"SubCategoryDesc2\";<br>    description = \"Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt ut labore et dolore magna aliquyam erat, sed diam voluptua. \\<br>    At vero eos et accusam et justo duo dolores et ea rebum. Stet clita kasd gubergren, no sea takimata sanctus est Lorem ipsum dolor sit amet. \\<br>Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam.\";<br>};<br>``` |\n| **SubCategoryNoHeader1** | Shows a single line description but no headline. Text that is too long is cut off. This control is slighly misconfigured as the text control is taller than the controls group. This will cause unwanted scrolling. |  | ```cpp<br>class SubCategoryNoHeader1<br>{<br>    property = \"TAG_MyAttribute_Subcategory\";<br>    control = \"SubCategoryNoHeader1\";<br>    description = \"Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt ut labore et dolore magna aliquyam erat, sed diam voluptua. \\<br>    At vero eos et accusam et justo duo dolores et ea rebum. Stet clita kasd gubergren, no sea takimata sanctus est Lorem ipsum dolor sit amet. \\<br>Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam.\";<br>};<br>``` |\n| **SubCategoryNoHeader2** | Shows a two line description but no headline. Text that is too long is cut off. This control is slighly misconfigured as the text control is taller than the controls group. This will cause unwanted scrolling. |  | ```cpp<br>class SubCategoryNoHeader2<br>{<br>    property = \"TAG_MyAttribute_Subcategory\";<br>    control = \"SubCategoryNoHeader2\";<br>    description = \"Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt ut labore et dolore magna aliquyam erat, sed diam voluptua. \\<br>    At vero eos et accusam et justo duo dolores et ea rebum. Stet clita kasd gubergren, no sea takimata sanctus est Lorem ipsum dolor sit amet. \\<br>Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam.\";<br>};<br>``` |\n| **SubCategoryNoHeader2 with Structured Text** | Colored text with clickable links. |  | ```cpp<br>class SubCategoryNoHeader2<br>{<br>    property = \"TAG_MyAttribute_Subcategory\";<br>    control = \"SubCategoryNoHeader2\";<br>    description = \"Event Handlers are triggered upon certain events. The event handler is added where the entity is local. \\<br>Event parameters are passed to it via the &lt;t colorLink='#e69710'&gt;&lt;a href='https://community.bistudio.com/wiki/Magic_Variables#this'&gt;_this&lt;/a&gt; variable. \\<br>See &lt;t colorLink='#e69710'&gt;&lt;a href='https://community.bistudio.com/wiki/Arma_3:_Event_Handlers'&gt;Arma 3 - Event Handlers&lt;/a&gt; and \\<br>&lt;t colorLink='#e69710'&gt;&lt;a href='https://community.bistudio.com/wiki/addEventHandler'&gt;addEventHandler&lt;/a&gt; for more information.\";<br>};<br>``` |\n|  |  |  |  |","sections":[{"heading":null,"level":1,"markdown":"Entity attributes in Eden Editor are represented by specific UI controls.\nBy default, the game offers a wide range of pre-define controls. Not all available controls are listed here due to frequent updates.\nAll available controls can be found in `configFile >> \"Cfg3DEN\" >> \"Attributes\"` but be careful, some of those attributes are not meant to be used with custom attributes.\nTrial and error!"},{"heading":"Configuration","level":3,"markdown":"*Full article - Eden Editor: Configuring Attributes*\n\n```cpp\nclass Cfg3DEN\n{\n    class Object\n    {\n        class AttributeCategories\n        {\n            class MyCategory\n            {\n                class Attributes\n                {\n                    class MyAttribute\n                    {\n                        control = \"Edit\"; // Control name, see the list below\n                    };\n                };\n            };\n        };\n    };\n};\n```"},{"heading":"List","level":3,"markdown":"| Class | Description | Saved Value |\n|---|---|---|\n| **ActivationType** | Drop-down list which shows default triggerActivation options | String |\n| **AmmoBox** | Table with all weapons and equipment in the game, filtered by type. | Array in format:<br>```<br>[<br>     [<br>         [<W>, <Wn>],<br>         [<M>, <Mn>]<br>         [<I>, <In>],<br>         [<B>, <Bn>]<br>     ],<br>     <isVirtual><br>]<br>```<br>- Arrays with String class names<br>  - **W**eapons<br>  - **M**agazines<br>  - **I**tems<br>  - **B**ackpacks<br>- ***n** - Arrays with counts. Indexes match class name indexes<br>- **isVirtual** - Boolean, true if equipment is in infinite number (array with counts is empty then) |\n| **BehaviourGroup** | Drop-down list which shows all behaviour states | String |\n| **BehaviourWaypoint** | Drop-down list which shows all waypointBehaviour states | String |\n| **Checkbox** | Simple checkbox | Boolean - true if the checkbox is ticked |\n| **CheckboxNumber** | Simple checkbox with numeric output | Number - 1 if the checkbox is ticked, 0 if it isn't |\n| **CheckboxReversed** | Simple checkbox with reversed output | Boolean - false if the checkbox is ticked |\n| **CheckboxState** | Category toggle. When ticked off, all other attributes in the category will be disabled and greyed out. | Boolean - true if the checkbox is ticked |\n| **CombatModeGroup** | Drop-down list which shows all combatMode states | String |\n| **CombatModeWaypoint** | Drop-down list which shows all waypointCombatMode states | String |\n| **Combo** | Empty drop-down list, used as a base class.<br>Additional options available when configuring a control inherited from class Combo (this is a control config, not an attribute config):<br>```cpp<br>class Value : Combo<br>{<br>    // Static items<br>    class Items<br>    {<br>        class None<br>        {<br>            text = \"None\";<br>            data = \"\";<br>        };<br>    };<br>    // Dynamically loaded items<br>    class ItemsConfig<br>    {<br>        path[] = { \"CfgNotifications\" };    // Path to config container<br>        localConfig = 1;                    // 1 to search local Description.ext as well<br>        propertyText = \"title\";                // item's text<br>        propertyTextRight = \"description\";    // item's right text<br>        propertyPicture = \"iconPicture\";    // item's picture<br>        propertyColor = \"color\";            // item's text colour<br>        sort = 1; // whether the list should be sorted or not (1 = sorted/ 0 = unsorted)<br>    };<br>};<br>```<br>**Attribute Config**<br>```cpp<br>class CustomAttributeWithCombo<br>{<br>    control = \"combo\";<br>    property = \"UniqueProperty\";<br>    displayName = \"Custom Combo Attribute\";<br>    tooltip = \"This combo has three values.\";<br>    expression = \"_this setVariable ['%s', _value];\";<br>    defaultValue = 0;<br>    typeName = \"NUMBER\";<br>    class Values <br>    {<br>        class None<br>        {<br>            name = \"Value 0\";<br>            tooltip = \"Some tooltip\";<br>            value = 0;<br>            picture = \"\\a3\\data_f_tank\\images\\upgradedaudio_ca.paa\";<br>            pictureRight = \"\\a3\\data_f_tacops\\logos\\arma3_tacops_icon_ca.paa\";<br>        };<br>        class Info<br>        {<br>            name = \"Value 1\";<br>            value = 1;<br>        };<br>        class Debug<br>        {<br>            name = \"Value 2\";<br>            value = 2;<br>        };<br>    };<br>};<br>``` | String or Number (depends on original value type) |\n| **ComboPreview** | Empty drop-down list with preview button, used as a base class. If data of the selected item are found in CfgSounds, CfgEnvSounds, CfgMusic or CfgSFX, clicking on the button will play the sound. | String |\n| **Date** | Three drop-down lists for year, month and day selection. Days of the week described and weekends are highlighted. | Array in format [<year>, <month>, <day>] |\n| **Default** | Base class for other attribute controls | N/A |\n| **Edit** | Single line text input. | String |\n| **EditAB** | Two-dimensional size setting. | String |\n| **EditArray** | Array input. Items must be divided by commas or semicolons. | String |\n| **EditCode** | Single line code input. Uses monospace font and offers scripting help. | String |\n| **EditCodeMulti3** | Multi line code input. Uses monospace font and offers scripting help. | String |\n| **EditCodeMulti5** | Multi line code input. Uses monospace font and offers scripting help. | String |\n| **EditCodeShort** | Single line code input with decreased width. Good for shorter values, like numbers. Uses monospace font and offers scripting help. | String |\n| **EditMulti3** | Multi line text input. | String |\n| **EditMulti5** | Multi line text input. | String |\n| **EditShort** | Single line text input with decreased width. Good for shorter values, like numbers. | String |\n| **EditXY** | Position setting of X and Y axis. | Array |\n| **EditXYZ** | Position setting of X, Y and Z axis. | Array |\n| **EditZ** | Position setting of Z axis. | Number |\n| **EnableDebugConsole** | Drop-down menu with Debug Console settings | Number |\n| **Face** | Drop-down list which shows all faces from CfgFaces. | String |\n| **GameType** | Drop-down list which shows all game types from CfgMPGameTypes. | String |\n| **GarbageCollectorMode** | Drop-down list which shows corpseManagerMode options | Number |\n| **GuerAllegiance** | Toolbox |  |\n| **Lock** | Drop-down list which shows all lock options. | Number |\n| **MarkerBrush** | Drop-down list which shows all marker brushes from CfgMarkerBrushes. | String |\n| **MarkerColor** | Drop-down list which shows all marker colors from CfgMarkerColors. | String |\n| **ModuleInfo** | Non-interactive control. When used on a module which uses module framework, it shows detailed module description, properties and synchronization map. | N/A |\n| **Music** | Drop-down list which shows all music tracks from CfgMusic. | String |\n| **Pitch** | Voice pitch slider, value is in range <0.9; 1.1>, default value is 1, description adds \"x\" at the end (e.g., \"1x\") | Number |\n| **PreferencesSavegame** | Drop-down list which shows autosave options | Number |\n| **Respawn** | Drop-down list which shows respawn options | Number |\n| **RespawnTemplates** | Table with available respawn templates. See Arma 3: Respawn for more details. | Array of Strings - classes from CfgRespawnTemplates |\n| **RscTitle** | Drop-down list which shows all UI overlays from RscTitles. | String |\n| **Skill** | Slider in range <0.2; 1> (AI is too dumb with skill 0, so designer shouldn't be unable to set it), with customized tooltip describing specific values | Number |\n| **Slider** | Percentage slider, value is in range <0; 1>, default value is 1, description adds \"%\" at the end (e.g., \"100%\") | Number |\n| **SliderMultiplier** | Multiplier slider, value is in range <0.5; 1.5>, default value is 1, description adds \"x\" at the end (e.g., \"1x\") | Number |\n| **SliderTime** | Time slider, value is in seconds and in range <0; 3600>, default value is 0, description appears in format \"HH:MM:SS\" | Number |\n| **SliderTimeDay** | Variation of SliderTime, with range <0; 86399> (0 to 23 h, 59 m, 59 s) and default 43200 (12 h) | Number |\n| **SliderTimeForecast** | Variation of SliderTime, with range <1800; 28800> (30 min to 8 h) and default 3600 (1 h) | Number |\n| **SliderTimeRespawn** | Variation of SliderTime, with range <0; 300> (0 min to 5 min) and default 0 | Number |\n| **Sound** | Drop-down list which shows all sounds from CfgSounds. | String |\n| **SoundEffect** | Drop-down list which shows all sounds from CfgSFX. | String |\n| **SoundEnvironment** | Drop-down list which shows all sounds from CfgEnvSounds. | String |\n| **SoundVoice** | Drop-down list which shows all sounds from CfgSounds. As opposed to \"Sound\" control, its \"No Sound\" option has different value. | String |\n| **Speaker** | Drop-down list which shows all voices from CfgVoice. | String |\n| **StructuredText1-9** | Non-interactive element. Shows text defined by *description* property in the attribute config (where *displayName* or *tooltip* are) | N/A |\n| **Timeout** | Setting of triggerTimeout | Array in format [<min>,<mid>,<max>] |\n| **TriggerActivation** | Drop-down list which shows default triggerActivation options | String |\n| **TriggerActivationOwner** | Drop-down list which shows triggerActivation options when the trigger has owner defined (see connecting) | String |\n| **TriggerType** | Drop-down list which shows default triggerType options | String |"},{"heading":"Decorative / Informative Control","level":4,"markdown":"These attribute controls can be used to display additional information to the user. Some of them provide support for structured text so one can display links, highlight important information with color and much more.\n\n| Class | Description | Preview | Example Attribute Config |\n|---|---|---|---|\n| **SubCategory** | Shows a single line text. |  | ```cpp<br>class SubCategory<br>{<br>    property = \"TAG_MyAttribute_Subcategory\";<br>    control = \"SubCategory\";<br>    displayName = \"Activation Distance Settings\"; // Visible text. Despite the attribute code saying the property should be title, displayName is correct<br>};<br>``` |\n| **SubCategoryDesc1** | Shows a headline and a single line description. If the description is too long, it will be cut off. |  | ```cpp<br>class SubCategoryDesc1<br>{<br>    displayName = \"SubCategoryDesc1\";<br>    property = \"TAG_MyAttribute_Subcategory\";<br>    control = \"SubCategoryDesc1\";<br>    description = \"Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt \\<br>ut labore et dolore magna aliquyam erat, sed diam voluptua. At vero eos et accusam et.\";<br>};<br>``` |\n| **SubCategoryDesc2** | Shows a headline and a two line description. If the description is too long, it will be cut off. |  | ```cpp<br>class SubCategoryDesc2<br>{<br>    displayName = \"SubCategoryDesc2\";<br>    property = \"TAG_MyAttribute_Subcategory\";<br>    control = \"SubCategoryDesc2\";<br>    description = \"Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt ut labore et dolore magna aliquyam erat, sed diam voluptua. \\<br>    At vero eos et accusam et justo duo dolores et ea rebum. Stet clita kasd gubergren, no sea takimata sanctus est Lorem ipsum dolor sit amet. \\<br>Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam.\";<br>};<br>``` |\n| **SubCategoryNoHeader1** | Shows a single line description but no headline. Text that is too long is cut off. This control is slighly misconfigured as the text control is taller than the controls group. This will cause unwanted scrolling. |  | ```cpp<br>class SubCategoryNoHeader1<br>{<br>    property = \"TAG_MyAttribute_Subcategory\";<br>    control = \"SubCategoryNoHeader1\";<br>    description = \"Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt ut labore et dolore magna aliquyam erat, sed diam voluptua. \\<br>    At vero eos et accusam et justo duo dolores et ea rebum. Stet clita kasd gubergren, no sea takimata sanctus est Lorem ipsum dolor sit amet. \\<br>Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam.\";<br>};<br>``` |\n| **SubCategoryNoHeader2** | Shows a two line description but no headline. Text that is too long is cut off. This control is slighly misconfigured as the text control is taller than the controls group. This will cause unwanted scrolling. |  | ```cpp<br>class SubCategoryNoHeader2<br>{<br>    property = \"TAG_MyAttribute_Subcategory\";<br>    control = \"SubCategoryNoHeader2\";<br>    description = \"Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt ut labore et dolore magna aliquyam erat, sed diam voluptua. \\<br>    At vero eos et accusam et justo duo dolores et ea rebum. Stet clita kasd gubergren, no sea takimata sanctus est Lorem ipsum dolor sit amet. \\<br>Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam.\";<br>};<br>``` |\n| **SubCategoryNoHeader2 with Structured Text** | Colored text with clickable links. |  | ```cpp<br>class SubCategoryNoHeader2<br>{<br>    property = \"TAG_MyAttribute_Subcategory\";<br>    control = \"SubCategoryNoHeader2\";<br>    description = \"Event Handlers are triggered upon certain events. The event handler is added where the entity is local. \\<br>Event parameters are passed to it via the &lt;t colorLink='#e69710'&gt;&lt;a href='https://community.bistudio.com/wiki/Magic_Variables#this'&gt;_this&lt;/a&gt; variable. \\<br>See &lt;t colorLink='#e69710'&gt;&lt;a href='https://community.bistudio.com/wiki/Arma_3:_Event_Handlers'&gt;Arma 3 - Event Handlers&lt;/a&gt; and \\<br>&lt;t colorLink='#e69710'&gt;&lt;a href='https://community.bistudio.com/wiki/addEventHandler'&gt;addEventHandler&lt;/a&gt; for more information.\";<br>};<br>``` |\n|  |  |  |  |"}],"categories":["Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Eden Editor: Configuring Menu Bar","title":"Eden Editor: Configuring Menu Bar","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Menu_Bar","revid":347885,"updated":"2023-10-31T13:12:43Z","aliases":["Eden Editor: Menu Bar: Modding","Eden Editor: Modding Menu Bar"],"markdown":"Menu Bar is the central control element of the Eden Editor, where all available options and tools are available.\nWhen adding a new functionality to the editor, you should strongly consider listing the feature there.\n\nThe menu bar is configured as a CT_MENU_STRIP, and it is possible to freely modify it from an addon.\nBecause anyone can access the configuration, remember to tag your class names to make them unique (i.e., **TAG_AwesomeTool** instead of just **AwesomeTool**).\n\nFollowing code examples will show the most common ways how to extend the menu bar.\n\n### Tool\n\nWhen adding a tool which has its own isolated functionality, **Tools** section is the best place where to put it.\n\n#### Single\n\n```cpp\nclass ctrlMenuStrip;\nclass display3DEN\n{\n    class Controls\n    {\n        class MenuStrip : ctrlMenuStrip\n        {\n            class Items\n            {\n                class Tools\n                {\n                    items[] += { \"TAG_MyTool\" }; // += must be used; you want to expand the array, not override it!\n                };\n\n                class TAG_MyTool\n                {\n                    text = \"My Awesome Tool\"; // Item text\n                    picture = \"\\MyAddon\\data\\myAwesomeTool_ca.paa\"; // Item picture\n                    action = \"[] call TAG_fnc_MyAwesomeTool;\"; // Expression called upon clicking; ideally, it should call your custom function\n                    opensNewWindow = 1;// Adds '...' to the name of the menu entry, indicating the user that a new window will be opened.\n                };\n            };\n        };\n    };\n};\n```\n\n#### Folder\n\nIf your feature is more complex and one menu item would not be enough to control it, you can instead add a folder with all required options inside.\n\n```cpp\nclass ctrlMenuStrip;\nclass display3DEN\n{\n    class Controls\n    {\n        class MenuStrip : ctrlMenuStrip\n        {\n            class Items\n            {\n                class Tools\n                {\n                    items[] += {\"TAG_MyFolder\"};\n                };\n\n                class TAG_MyFolder\n                {\n                    text = \"My Awesome Folder...\";\n                    items[] = { \"TAG_MyTool1\", \"TAG_MyTool1\" }; // Links to items inside the folder\n                };\n\n                class TAG_MyTool1\n                {\n                    text = \"My Awesome Tool 1\";\n                };\n\n                class TAG_MyTool2\n                {\n                    text = \"My Awesome Tool 1\";\n                };\n            };\n        };\n    };\n};\n```\n\n#### Separators\n\nTo ensure the user is not overwhelmed by the sheer amount of tools it is recommended to not only use folders, but also **separators**. You can add a separator like so:\n\n```cpp\nclass ctrlMenuStrip;\nclass display3DEN\n{\n    class Controls\n    {\n        class MenuStrip : ctrlMenuStrip\n        {\n            class Items\n            {\n                class Tools\n                {\n                    items[] += { \"TAG_MyFolder\" };\n                };\n\n                class TAG_MyFolder\n                {\n                    text = \"My Awesome Folder...\";\n                    items[] = { \"TAG_MyTool1\", \"Separator\", \"TAG_MyTool1\" }; // The separator is treated like any other tool\n                };\n\n                class TAG_MyTool1\n                {\n                    text = \"My Awesome Tool 1\";\n                };\n\n                class TAG_MyTool2\n                {\n                    text = \"My Awesome Tool 1\";\n                };\n            };\n        };\n    };\n};\n```\n\n### Scenario Attributes\n\nWhen you add a new window with scenario attributes (see Attributes Modding to learn how it can be achieved), the user will still need a way how to access it.\nThe best way is to add a link to the window at the end of **Attributes** option.\n\n```cpp\nclass ctrlMenuStrip;\nclass display3DEN\n{\n    class Controls\n    {\n        class MenuStrip : ctrlMenuStrip\n        {\n            class Items\n            {\n                class Attributes\n                {\n                    items[] += { \"TAG_MyAttributes\" };\n                };\n\n                class TAG_MyAttributes\n                {\n                    text = \"My Awesome Attributes\";\n                    action = \"edit3DENMissionAttributes 'MyScenarioAttributes';\";\n                };\n            };\n        };\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"Menu Bar is the central control element of the Eden Editor, where all available options and tools are available.\nWhen adding a new functionality to the editor, you should strongly consider listing the feature there.\n\nThe menu bar is configured as a CT_MENU_STRIP, and it is possible to freely modify it from an addon.\nBecause anyone can access the configuration, remember to tag your class names to make them unique (i.e., **TAG_AwesomeTool** instead of just **AwesomeTool**).\n\nFollowing code examples will show the most common ways how to extend the menu bar."},{"heading":"Tool","level":3,"markdown":"When adding a tool which has its own isolated functionality, **Tools** section is the best place where to put it."},{"heading":"Single","level":4,"markdown":"```cpp\nclass ctrlMenuStrip;\nclass display3DEN\n{\n    class Controls\n    {\n        class MenuStrip : ctrlMenuStrip\n        {\n            class Items\n            {\n                class Tools\n                {\n                    items[] += { \"TAG_MyTool\" }; // += must be used; you want to expand the array, not override it!\n                };\n\n                class TAG_MyTool\n                {\n                    text = \"My Awesome Tool\"; // Item text\n                    picture = \"\\MyAddon\\data\\myAwesomeTool_ca.paa\"; // Item picture\n                    action = \"[] call TAG_fnc_MyAwesomeTool;\"; // Expression called upon clicking; ideally, it should call your custom function\n                    opensNewWindow = 1;// Adds '...' to the name of the menu entry, indicating the user that a new window will be opened.\n                };\n            };\n        };\n    };\n};\n```"},{"heading":"Folder","level":4,"markdown":"If your feature is more complex and one menu item would not be enough to control it, you can instead add a folder with all required options inside.\n\n```cpp\nclass ctrlMenuStrip;\nclass display3DEN\n{\n    class Controls\n    {\n        class MenuStrip : ctrlMenuStrip\n        {\n            class Items\n            {\n                class Tools\n                {\n                    items[] += {\"TAG_MyFolder\"};\n                };\n\n                class TAG_MyFolder\n                {\n                    text = \"My Awesome Folder...\";\n                    items[] = { \"TAG_MyTool1\", \"TAG_MyTool1\" }; // Links to items inside the folder\n                };\n\n                class TAG_MyTool1\n                {\n                    text = \"My Awesome Tool 1\";\n                };\n\n                class TAG_MyTool2\n                {\n                    text = \"My Awesome Tool 1\";\n                };\n            };\n        };\n    };\n};\n```"},{"heading":"Separators","level":4,"markdown":"To ensure the user is not overwhelmed by the sheer amount of tools it is recommended to not only use folders, but also **separators**. You can add a separator like so:\n\n```cpp\nclass ctrlMenuStrip;\nclass display3DEN\n{\n    class Controls\n    {\n        class MenuStrip : ctrlMenuStrip\n        {\n            class Items\n            {\n                class Tools\n                {\n                    items[] += { \"TAG_MyFolder\" };\n                };\n\n                class TAG_MyFolder\n                {\n                    text = \"My Awesome Folder...\";\n                    items[] = { \"TAG_MyTool1\", \"Separator\", \"TAG_MyTool1\" }; // The separator is treated like any other tool\n                };\n\n                class TAG_MyTool1\n                {\n                    text = \"My Awesome Tool 1\";\n                };\n\n                class TAG_MyTool2\n                {\n                    text = \"My Awesome Tool 1\";\n                };\n            };\n        };\n    };\n};\n```"},{"heading":"Scenario Attributes","level":3,"markdown":"When you add a new window with scenario attributes (see Attributes Modding to learn how it can be achieved), the user will still need a way how to access it.\nThe best way is to add a link to the window at the end of **Attributes** option.\n\n```cpp\nclass ctrlMenuStrip;\nclass display3DEN\n{\n    class Controls\n    {\n        class MenuStrip : ctrlMenuStrip\n        {\n            class Items\n            {\n                class Attributes\n                {\n                    items[] += { \"TAG_MyAttributes\" };\n                };\n\n                class TAG_MyAttributes\n                {\n                    text = \"My Awesome Attributes\";\n                    action = \"edit3DENMissionAttributes 'MyScenarioAttributes';\";\n                };\n            };\n        };\n    };\n};\n```"}],"categories":["Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Eden Editor: Configuring Tutorials","title":"Eden Editor: Configuring Tutorials","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Tutorials","revid":286013,"updated":"2021-06-20T17:24:17Z","aliases":[],"markdown":"Eden Editor offers in-game tutorial system. By default, it contains tutorials for controlling various editor features.\n\nModders can add new tutorials and categories to describe their custom features. Whenever new tutorial is added, icon in top right will show red notification for player.\n\n### Config\n\n```cpp\n// File with IDCs of UI controls which can be highlighted (see 'highlight' property below)\n#include \"\\a3\\3DEN\\UI\\resincl.inc\"\n\nclass Cfg3DEN\n{\n    // Container with all tutorials\n    class Tutorials\n    {\n        // Category class. You can use one of the existing ones, or create a new one\n        class Intro\n        {\n            displayName = \"Introduction\"; // Name visible in the list. Don't define when you're using existing category!\n            // Category sections\n            class Sections\n            {\n                // Section class\n                class MyTutorial\n                {\n                    displayName = \"My Tutorial\"; // Name visible in the list\n                    // Individual tutorial steps (shown as post-it notes), sorted in-game as they appear here\n                    class Steps\n                    {\n                        // Classname can be anything\n                        class Hello\n                        {\n                            text = \"Hello World\"; // Step text\n                            highlight = IDC_DISPLAY3DEN_TOOLBAR_MISSION_MAP; // IDC of highlighted UI control (none by default)\n                            expression = \"['showInterface',true] call BIS_fnc_3DENInterface;\"; // Code called when the step is displayed (before highlight)\n                            x = safeZoneX + 0.1; // Custom X coordinate (centered when undefined)\n                            y = safeZoneY + 0.9; // Custom Y coordinate (centered when undefined)\n                        };\n                        class Text2\n                        {\n                            text = \"Schnobble!\";\n                        };\n                    };\n                };\n            };\n        };\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"Eden Editor offers in-game tutorial system. By default, it contains tutorials for controlling various editor features.\n\nModders can add new tutorials and categories to describe their custom features. Whenever new tutorial is added, icon in top right will show red notification for player."},{"heading":"Config","level":3,"markdown":"```cpp\n// File with IDCs of UI controls which can be highlighted (see 'highlight' property below)\n#include \"\\a3\\3DEN\\UI\\resincl.inc\"\n\nclass Cfg3DEN\n{\n    // Container with all tutorials\n    class Tutorials\n    {\n        // Category class. You can use one of the existing ones, or create a new one\n        class Intro\n        {\n            displayName = \"Introduction\"; // Name visible in the list. Don't define when you're using existing category!\n            // Category sections\n            class Sections\n            {\n                // Section class\n                class MyTutorial\n                {\n                    displayName = \"My Tutorial\"; // Name visible in the list\n                    // Individual tutorial steps (shown as post-it notes), sorted in-game as they appear here\n                    class Steps\n                    {\n                        // Classname can be anything\n                        class Hello\n                        {\n                            text = \"Hello World\"; // Step text\n                            highlight = IDC_DISPLAY3DEN_TOOLBAR_MISSION_MAP; // IDC of highlighted UI control (none by default)\n                            expression = \"['showInterface',true] call BIS_fnc_3DENInterface;\"; // Code called when the step is displayed (before highlight)\n                            x = safeZoneX + 0.1; // Custom X coordinate (centered when undefined)\n                            y = safeZoneY + 0.9; // Custom Y coordinate (centered when undefined)\n                        };\n                        class Text2\n                        {\n                            text = \"Schnobble!\";\n                        };\n                    };\n                };\n            };\n        };\n    };\n};\n```"}],"categories":["Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Eden Editor: Configuring User Interface","title":"Eden Editor: Configuring User Interface","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Configuring_User_Interface","revid":347886,"updated":"2023-10-31T13:16:07Z","aliases":["Eden Editor: User Interface"],"markdown":"|  |  |\n|---|---|\n| **Displays**<br>\\| Class \\| IDD \\|<br>\\|---\\|---\\|<br>\\| class Display3DEN {}; \\| 313 \\|<br>\\| class Display3DENCopy {}; \\| 319 \\|<br>\\| class Display3DENEditAttributes {}; \\| 315 \\|<br>\\| class Display3DENEditAttributesIntel {}; \\| 315 \\|<br>\\| class Display3DENEditAttributesPreview {}; \\| 315 \\|<br>\\| class Display3DENEditComposition {}; \\| 317 \\|<br>\\| class Display3DENHostSettings {}; \\| \"IDD_HOST_SETTINGS\" \\|<br>\\| class Display3DENMsgBox {}; \\| -1 \\|<br>\\| class Display3DENNew {}; \\| 316 \\|<br>\\| class Display3DENRename {}; \\| 320 \\|<br>\\| class Display3DENRequiredAddons {}; \\| 322 \\|<br>\\| class Display3DENSave {}; \\| 314 \\|<br>\\| class Display3DENSaveComposition {}; \\| 317 \\|<br>\\| class Display3DENTutorial {}; \\| 318 \\|<br>\\| class Display3DENUpdates {}; \\| 330 \\| | **Controls**<br>```cpp<br>class ctrlActivePicture;<br>class ctrlActivePictureKeepAspect;<br>class ctrlActiveText;<br>class ctrlButton;<br>class ctrlButtonCancel;<br>class ctrlButtonClose;<br>class ctrlButtonFilter;<br>class ctrlButtonOK;<br>class ctrlButtonPicture;<br>class ctrlButtonPictureKeepAspect;<br>class ctrlButtonSearch;<br>class ctrlButtonToolbar;<br>class ctrlCheckbox;<br>class ctrlCheckboxBaseline;<br>class ctrlCheckboxes;<br>class ctrlCheckboxToolbar;<br>class ctrlCombo;<br>class ctrlComboToolbar;<br>class ctrlControlsGroup;<br>class ctrlControlsGroupHighlight;<br>class ctrlControlsGroupNoHScrollbars;<br>class ctrlControlsGroupNoScrollbars;<br>class ctrlControlsGroupNoVScrollbars;<br>class ctrlControlsGroupTutorial;<br>class ctrlDefault;<br>class ctrlDefaultButton;<br>class ctrlDefaultText;<br>class ctrlEdit;<br>class ctrlEditMulti;<br>class ctrlHTML;<br>class ctrlListbox;<br>class ctrlListNBox;<br>class ctrlMap;<br>class ctrlMapEmpty;<br>class ctrlMapMain;<br>class ctrlMenu;<br>class ctrlMenuStrip;<br>class ctrlObject;<br>class ctrlObjectContainer;<br>class ctrlObjectZoom;<br>class ctrlProgress;<br>class ctrlShortcutButton;<br>class ctrlSliderH;<br>class ctrlSliderV;<br>class ctrlStatic;<br>class ctrlStaticBackground;<br>class ctrlStaticBackgroundDisable;<br>class ctrlStaticBackgroundDisableTiles;<br>class ctrlStaticFooter;<br>class ctrlStaticFrame;<br>class ctrlStaticLine;<br>class ctrlStaticMulti;<br>class ctrlStaticOverlay;<br>class ctrlStaticPicture;<br>class ctrlStaticPictureKeepAspect;<br>class ctrlStaticPictureTile;<br>class ctrlStaticTitle;<br>class ctrlStructuredText;<br>class ctrlToolbox;<br>class ctrlToolboxPicture;<br>class ctrlToolboxPictureKeepAspect;<br>class ctrlTree;<br>class ctrlXListbox;<br>class ctrlXSliderH;<br>class ctrlXSliderV;<br>``` |","sections":[{"heading":null,"level":1,"markdown":"|  |  |\n|---|---|\n| **Displays**<br>\\| Class \\| IDD \\|<br>\\|---\\|---\\|<br>\\| class Display3DEN {}; \\| 313 \\|<br>\\| class Display3DENCopy {}; \\| 319 \\|<br>\\| class Display3DENEditAttributes {}; \\| 315 \\|<br>\\| class Display3DENEditAttributesIntel {}; \\| 315 \\|<br>\\| class Display3DENEditAttributesPreview {}; \\| 315 \\|<br>\\| class Display3DENEditComposition {}; \\| 317 \\|<br>\\| class Display3DENHostSettings {}; \\| \"IDD_HOST_SETTINGS\" \\|<br>\\| class Display3DENMsgBox {}; \\| -1 \\|<br>\\| class Display3DENNew {}; \\| 316 \\|<br>\\| class Display3DENRename {}; \\| 320 \\|<br>\\| class Display3DENRequiredAddons {}; \\| 322 \\|<br>\\| class Display3DENSave {}; \\| 314 \\|<br>\\| class Display3DENSaveComposition {}; \\| 317 \\|<br>\\| class Display3DENTutorial {}; \\| 318 \\|<br>\\| class Display3DENUpdates {}; \\| 330 \\| | **Controls**<br>```cpp<br>class ctrlActivePicture;<br>class ctrlActivePictureKeepAspect;<br>class ctrlActiveText;<br>class ctrlButton;<br>class ctrlButtonCancel;<br>class ctrlButtonClose;<br>class ctrlButtonFilter;<br>class ctrlButtonOK;<br>class ctrlButtonPicture;<br>class ctrlButtonPictureKeepAspect;<br>class ctrlButtonSearch;<br>class ctrlButtonToolbar;<br>class ctrlCheckbox;<br>class ctrlCheckboxBaseline;<br>class ctrlCheckboxes;<br>class ctrlCheckboxToolbar;<br>class ctrlCombo;<br>class ctrlComboToolbar;<br>class ctrlControlsGroup;<br>class ctrlControlsGroupHighlight;<br>class ctrlControlsGroupNoHScrollbars;<br>class ctrlControlsGroupNoScrollbars;<br>class ctrlControlsGroupNoVScrollbars;<br>class ctrlControlsGroupTutorial;<br>class ctrlDefault;<br>class ctrlDefaultButton;<br>class ctrlDefaultText;<br>class ctrlEdit;<br>class ctrlEditMulti;<br>class ctrlHTML;<br>class ctrlListbox;<br>class ctrlListNBox;<br>class ctrlMap;<br>class ctrlMapEmpty;<br>class ctrlMapMain;<br>class ctrlMenu;<br>class ctrlMenuStrip;<br>class ctrlObject;<br>class ctrlObjectContainer;<br>class ctrlObjectZoom;<br>class ctrlProgress;<br>class ctrlShortcutButton;<br>class ctrlSliderH;<br>class ctrlSliderV;<br>class ctrlStatic;<br>class ctrlStaticBackground;<br>class ctrlStaticBackgroundDisable;<br>class ctrlStaticBackgroundDisableTiles;<br>class ctrlStaticFooter;<br>class ctrlStaticFrame;<br>class ctrlStaticLine;<br>class ctrlStaticMulti;<br>class ctrlStaticOverlay;<br>class ctrlStaticPicture;<br>class ctrlStaticPictureKeepAspect;<br>class ctrlStaticPictureTile;<br>class ctrlStaticTitle;<br>class ctrlStructuredText;<br>class ctrlToolbox;<br>class ctrlToolboxPicture;<br>class ctrlToolboxPictureKeepAspect;<br>class ctrlTree;<br>class ctrlXListbox;<br>class ctrlXSliderH;<br>class ctrlXSliderV;<br>``` |"}],"categories":["Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Eden Editor: Connecting","title":"Eden Editor: Connecting","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Connecting","revid":296499,"updated":"2021-12-20T10:48:28Z","aliases":[],"markdown":"Connecting can bind certain entities together and affect their functionality.\n\n### Connecting Entities\n\nTo connect entities together, click the **right mouse button** on an entity, expand the **Connect** folder and pick a connection type to start the connecting operation.\nClick the **left mouse button** on the desired target to connect all selected entities to the target. You can also press the **right mouse button** to cancel the operation.\n\n### Disconnecting Entities\n\nTo remove an existing connection, hover over the connection line in the scene and press <kbd>Del</kbd>. Alternatively, clicking into an empty space while connecting will remove any connection of the selected type.\n\n### Additional Notes\n\nIt is also possible to group or sync multiple units with another entity at once.\nConnections are shown as lines, both in the scene and on the map. Each connection type is represented by a different color.\nUnless selected, the line will be obstructed by the terrain and environmental settings.\n\n### Connection Types\n\n#### Grouping\n\n*Character & Character*\n\nCharacters grouped together become a group with a leader. Subordinates follow the leader and carry out issued orders.\nGrouping can also be quickly accessed by **holding** <kbd>Ctrl</kbd> and dragging a line from one character to another.\n\nRead more: Eden Editor: Group\n\n#### Syncing\n\n*Character & Object*\n\nA generic connection without any inherent functionality. Often used by scripted systems. One of the connected entities has to be a character, otherwise the connection will not be recognized once the scenario starts.\n\n#### Setting Trigger Owner\n\n*Trigger & Character*\n\nTrigger owner changes a trigger's activation from being side based (e.g., activated by BLUFOR) to object based (e.g., activated by the owner or its group members).\n\nRead more: Eden Editor: Trigger\n\n#### Setting Random Start\n\n*Object & Marker*\n\nWhen the scenario starts, an object will appear randomly either on its default position, or on the position of any connected marker. Each restart will bring different results.\n\n#### Setting Waypoint Activation\n\n*Waypoint & Trigger*\n\nA Waypoint will only be completed once all connected triggers are activated. This is useful, for example, for sending reinforcements once enemy locations are cleared.\n\nRead more: Eden Editor: Waypoint","sections":[{"heading":null,"level":1,"markdown":"Connecting can bind certain entities together and affect their functionality."},{"heading":"Connecting Entities","level":3,"markdown":"To connect entities together, click the **right mouse button** on an entity, expand the **Connect** folder and pick a connection type to start the connecting operation.\nClick the **left mouse button** on the desired target to connect all selected entities to the target. You can also press the **right mouse button** to cancel the operation."},{"heading":"Disconnecting Entities","level":3,"markdown":"To remove an existing connection, hover over the connection line in the scene and press <kbd>Del</kbd>. Alternatively, clicking into an empty space while connecting will remove any connection of the selected type."},{"heading":"Additional Notes","level":3,"markdown":"It is also possible to group or sync multiple units with another entity at once.\nConnections are shown as lines, both in the scene and on the map. Each connection type is represented by a different color.\nUnless selected, the line will be obstructed by the terrain and environmental settings."},{"heading":"Connection Types","level":3,"markdown":""},{"heading":"Grouping","level":4,"markdown":"*Character & Character*\n\nCharacters grouped together become a group with a leader. Subordinates follow the leader and carry out issued orders.\nGrouping can also be quickly accessed by **holding** <kbd>Ctrl</kbd> and dragging a line from one character to another.\n\nRead more: Eden Editor: Group"},{"heading":"Syncing","level":4,"markdown":"*Character & Object*\n\nA generic connection without any inherent functionality. Often used by scripted systems. One of the connected entities has to be a character, otherwise the connection will not be recognized once the scenario starts."},{"heading":"Setting Trigger Owner","level":4,"markdown":"*Trigger & Character*\n\nTrigger owner changes a trigger's activation from being side based (e.g., activated by BLUFOR) to object based (e.g., activated by the owner or its group members).\n\nRead more: Eden Editor: Trigger"},{"heading":"Setting Random Start","level":4,"markdown":"*Object & Marker*\n\nWhen the scenario starts, an object will appear randomly either on its default position, or on the position of any connected marker. Each restart will bring different results."},{"heading":"Setting Waypoint Activation","level":4,"markdown":"*Waypoint & Trigger*\n\nA Waypoint will only be completed once all connected triggers are activated. This is useful, for example, for sending reinforcements once enemy locations are cleared.\n\nRead more: Eden Editor: Waypoint"}],"categories":["Eden Editor: Editing"],"groups":["Mission Editing"]},{"name":"Eden Editor: Controls","title":"Eden Editor: Controls","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Controls","revid":339187,"updated":"2023-04-27T16:04:25Z","aliases":[],"markdown":"This page lists Eden Editor controls based on pressed (or not) modifiers.\n\n> [!NOTE]\n> A modifier is a key that changes another key behaviour when pressed in a combination; in Eden Editor such keys are <kbd>Ctrl</kbd>, <kbd>⇧ Shift</kbd> and/or <kbd>Alt</kbd>.\n\n### No Modifier\n\nActions performed after pressing the given key directly, without modifier.\n\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n| Escape<br>**Exit** |  |  | F1<br>**Objects** |  | F2<br>**Groups** |  | F3<br>**Triggers** |  | F4<br>**Waypoints** |  |  | F5<br>**Systems** |  | F6<br>**Markers** |  | F7 |  | F8 |  |  | F9 |  | F10 |  | F11 |  | F12 |  |  | Prt Scr |  | Scr Lck |  | Pause |  |  |  |  |  |  |  |  |  | Help |\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n| `<br>**Debug Console** |  | 1<br>**No Widget** |  | 2<br>**Translation Widget** |  | 3<br>**Rotation Widget** |  | 4<br>**Scaling Widget** |  | 5<br>**Area Widget** |  | 6 |  | 7 |  | 8 |  | 9 |  | 0 |  | - |  | = |  | Backspace |  |  |  | Insert |  | Home<br>**Center on Player** |  | Pg Up |  |  | Num Lck |  | / |  | * |  | - |  |\n| Tab<br>**Toggle Submode** |  |  | Q<br>**Cam Up** |  | W<br>**Cam Forward** |  | E<br>**Toggle Asset Browser** |  | R<br>**Toggle Entity List** |  | T |  | Y |  | U |  | I |  | O |  | P |  | [<br>**Decrease Grid Size** |  | ]<br>**Increase Grid Size** |  | \\<br>**Toggle Surface Snap** |  |  | Delete |  | End |  | Pg Down |  |  | 7 |  | 8 |  | 9 |  | + |  |\n| Caps Lock |  |  |  | A<br>**Cam Left** |  | S<br>**Cam Back** |  | D<br>**Cam Right** |  | F<br>**Center on Entity** |  | G |  | H |  | J |  | K |  | L<br>**Toggle Flashlight** |  | ;<br>**Toggle Grid** |  | '<br>**Toggle Vertical Mode** |  | Enter<br>**Preview Scenario** |  |  |  |  |  |  |  |  |  |  | 4 |  | 5 |  | 6 |  | + |  |\n| Shift<br>**Rotation Modifier** |  |  |  |  | Z<br>**Cam Down** |  | X |  | C |  | V |  | B |  | N<br>**Toggle Vision Mode** |  | M<br>**Toggle Map** |  | , |  | . |  | /<br>**Toggle Waypoint Snap** |  | Shift |  |  |  |  |  |  | ↑ |  |  |  |  | 1 |  | 2 |  | 3 |  | Enter<br>**Preview Scenario** |  |\n| Ctrl<br>**Selection Modifier** |  |  | Win |  | Alt<br>**Altitude Modifier** |  |  | Space<br>**Toggle Widget** |  |  |  |  |  |  |  |  |  |  |  | Alt Gr |  | Win |  | Menu |  | Ctrl |  |  |  | ← |  | ↓ |  | → |  |  | 0 |  |  |  | , |  | Enter<br>**Preview Scenario** |  |\n\n|  |  |  |  |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|\n| Hard-coded keys | Keys assigned in *Editor Camera* controls category |  |  |  |  |  |  |  |  |\n\n### Ctrl Modifier\n\nActions performed after pressing the given key while holding Ctrl (<kbd>Ctrl</kbd> + <kbd><Key></kbd>)\n\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n| Escape |  |  | F1 |  | F2 |  | F3 |  | F4 |  |  | F5 |  | F6 |  | F7 |  | F8 |  |  | F9 |  | F10 |  | F11 |  | F12 |  |  | Prt Scr |  | Scr Lck |  | Pause |  |  |  |  |  |  |  |  |  | Help |\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n| ` |  | 1 |  | 2 |  | 3 |  | 4 |  | 5 |  | 6 |  | 7 |  | 8 |  | 9 |  | 0 |  | - |  | = |  | Backspace |  |  |  | Insert |  | Home |  | Pg Up |  |  | Num Lck |  | / |  | * |  | - |  |\n| Tab |  |  | Q |  | W |  | E |  | R<br>**Center on Random Position** |  | T<br>**Toggle Map Textures** |  | Y<br>**Redo** |  | U |  | I |  | O<br>**Open Scenario** |  | P |  | [ |  | ] |  | \\ |  |  | Delete |  | End |  | Pg Down |  |  | 7 |  | 8 |  | 9 |  | + |  |\n| Caps Lock |  |  |  | A<br>**Select All on Screen** |  | S<br>**Save Scenario** |  | D |  | F<br>**Search in Asset Browser** |  | G<br>**Toggle Vegetation** |  | H |  | J |  | K<br>**Open Preferences** |  | L |  | ; |  | ' |  | Enter |  |  |  |  |  |  |  |  |  |  | 4 |  | 5 |  | 6 |  | + |  |\n| Shift |  |  |  |  | Z<br>**Undo** |  | X<br>**Cut Entities** |  | C<br>**Copy Entities** |  | V<br>**Paste Entities** |  | B |  | N<br>**New Scenario** |  | M<br>**Merge Scenarios** |  | , |  | . |  | / |  | Shift |  |  |  |  |  |  | ↑ |  |  |  |  | 1 |  | 2 |  | 3 |  | Enter |  |\n| Ctrl |  |  | Win |  | Alt |  |  | Space |  |  |  |  |  |  |  |  |  |  |  | Alt Gr |  | Win |  | Menu |  | Ctrl |  |  |  | ← |  | ↓ |  | → |  |  | 0 |  |  |  | , |  | Enter |  |\n\n|  |  |  |  |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|\n|  |  |  |  |  |  |  |  |  |  |\n\n### Ctrl+Shift Modifier\n\nActions performed after pressing the given key while holding Ctrl and Shift (<kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd><Key></kbd>)\n\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n| Escape |  |  | F1 |  | F2 |  | F3 |  | F4 |  |  | F5 |  | F6 |  | F7 |  | F8 |  |  | F9 |  | F10 |  | F11 |  | F12 |  |  | Prt Scr |  | Scr Lck |  | Pause |  |  |  |  |  |  |  |  |  | Help |\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n| ` |  | 1 |  | 2 |  | 3 |  | 4 |  | 5 |  | 6 |  | 7 |  | 8 |  | 9 |  | 0 |  | - |  | = |  | Backspace |  |  |  | Insert |  | Home |  | Pg Up |  |  | Num Lck |  | / |  | * |  | - |  |\n| Tab |  |  | Q |  | W |  | E |  | R |  | T |  | Y |  | U |  | I |  | O |  | P |  | [ |  | ] |  | \\ |  |  | Delete |  | End |  | Pg Down |  |  | 7 |  | 8 |  | 9 |  | + |  |\n| Caps Lock |  |  |  | A |  | S<br>**Save As** |  | D |  | F<br>**Search in entities** |  | G |  | H |  | J |  | K |  | L |  | ; |  | ' |  | Enter<br>**Preview from camera position** |  |  |  |  |  |  |  |  |  |  | 4 |  | 5 |  | 6 |  | + |  |\n| Shift |  |  |  |  | Z |  | X |  | C |  | V<br>**Raw-paste entities** |  | B |  | N |  | M |  | , |  | . |  | / |  | Shift |  |  |  |  |  |  | ↑ |  |  |  |  | 1 |  | 2 |  | 3 |  | Enter<br>**Preview from camera position** |  |\n| Ctrl |  |  | Win |  | Alt |  |  | Space |  |  |  |  |  |  |  |  |  |  |  | Alt Gr |  | Win |  | Menu |  | Ctrl |  |  |  | ← |  | ↓ |  | → |  |  | 0 |  |  |  | , |  | Enter<br>**Preview from camera position** |  |\n\n|  |  |  |  |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|\n|  |  |  |  |  |  |  |  |  |  |","sections":[{"heading":null,"level":1,"markdown":"This page lists Eden Editor controls based on pressed (or not) modifiers.\n\n> [!NOTE]\n> A modifier is a key that changes another key behaviour when pressed in a combination; in Eden Editor such keys are <kbd>Ctrl</kbd>, <kbd>⇧ Shift</kbd> and/or <kbd>Alt</kbd>."},{"heading":"No Modifier","level":3,"markdown":"Actions performed after pressing the given key directly, without modifier.\n\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n| Escape<br>**Exit** |  |  | F1<br>**Objects** |  | F2<br>**Groups** |  | F3<br>**Triggers** |  | F4<br>**Waypoints** |  |  | F5<br>**Systems** |  | F6<br>**Markers** |  | F7 |  | F8 |  |  | F9 |  | F10 |  | F11 |  | F12 |  |  | Prt Scr |  | Scr Lck |  | Pause |  |  |  |  |  |  |  |  |  | Help |\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n| `<br>**Debug Console** |  | 1<br>**No Widget** |  | 2<br>**Translation Widget** |  | 3<br>**Rotation Widget** |  | 4<br>**Scaling Widget** |  | 5<br>**Area Widget** |  | 6 |  | 7 |  | 8 |  | 9 |  | 0 |  | - |  | = |  | Backspace |  |  |  | Insert |  | Home<br>**Center on Player** |  | Pg Up |  |  | Num Lck |  | / |  | * |  | - |  |\n| Tab<br>**Toggle Submode** |  |  | Q<br>**Cam Up** |  | W<br>**Cam Forward** |  | E<br>**Toggle Asset Browser** |  | R<br>**Toggle Entity List** |  | T |  | Y |  | U |  | I |  | O |  | P |  | [<br>**Decrease Grid Size** |  | ]<br>**Increase Grid Size** |  | \\<br>**Toggle Surface Snap** |  |  | Delete |  | End |  | Pg Down |  |  | 7 |  | 8 |  | 9 |  | + |  |\n| Caps Lock |  |  |  | A<br>**Cam Left** |  | S<br>**Cam Back** |  | D<br>**Cam Right** |  | F<br>**Center on Entity** |  | G |  | H |  | J |  | K |  | L<br>**Toggle Flashlight** |  | ;<br>**Toggle Grid** |  | '<br>**Toggle Vertical Mode** |  | Enter<br>**Preview Scenario** |  |  |  |  |  |  |  |  |  |  | 4 |  | 5 |  | 6 |  | + |  |\n| Shift<br>**Rotation Modifier** |  |  |  |  | Z<br>**Cam Down** |  | X |  | C |  | V |  | B |  | N<br>**Toggle Vision Mode** |  | M<br>**Toggle Map** |  | , |  | . |  | /<br>**Toggle Waypoint Snap** |  | Shift |  |  |  |  |  |  | ↑ |  |  |  |  | 1 |  | 2 |  | 3 |  | Enter<br>**Preview Scenario** |  |\n| Ctrl<br>**Selection Modifier** |  |  | Win |  | Alt<br>**Altitude Modifier** |  |  | Space<br>**Toggle Widget** |  |  |  |  |  |  |  |  |  |  |  | Alt Gr |  | Win |  | Menu |  | Ctrl |  |  |  | ← |  | ↓ |  | → |  |  | 0 |  |  |  | , |  | Enter<br>**Preview Scenario** |  |\n\n|  |  |  |  |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|\n| Hard-coded keys | Keys assigned in *Editor Camera* controls category |  |  |  |  |  |  |  |  |"},{"heading":"Ctrl Modifier","level":3,"markdown":"Actions performed after pressing the given key while holding Ctrl (<kbd>Ctrl</kbd> + <kbd><Key></kbd>)\n\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n| Escape |  |  | F1 |  | F2 |  | F3 |  | F4 |  |  | F5 |  | F6 |  | F7 |  | F8 |  |  | F9 |  | F10 |  | F11 |  | F12 |  |  | Prt Scr |  | Scr Lck |  | Pause |  |  |  |  |  |  |  |  |  | Help |\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n| ` |  | 1 |  | 2 |  | 3 |  | 4 |  | 5 |  | 6 |  | 7 |  | 8 |  | 9 |  | 0 |  | - |  | = |  | Backspace |  |  |  | Insert |  | Home |  | Pg Up |  |  | Num Lck |  | / |  | * |  | - |  |\n| Tab |  |  | Q |  | W |  | E |  | R<br>**Center on Random Position** |  | T<br>**Toggle Map Textures** |  | Y<br>**Redo** |  | U |  | I |  | O<br>**Open Scenario** |  | P |  | [ |  | ] |  | \\ |  |  | Delete |  | End |  | Pg Down |  |  | 7 |  | 8 |  | 9 |  | + |  |\n| Caps Lock |  |  |  | A<br>**Select All on Screen** |  | S<br>**Save Scenario** |  | D |  | F<br>**Search in Asset Browser** |  | G<br>**Toggle Vegetation** |  | H |  | J |  | K<br>**Open Preferences** |  | L |  | ; |  | ' |  | Enter |  |  |  |  |  |  |  |  |  |  | 4 |  | 5 |  | 6 |  | + |  |\n| Shift |  |  |  |  | Z<br>**Undo** |  | X<br>**Cut Entities** |  | C<br>**Copy Entities** |  | V<br>**Paste Entities** |  | B |  | N<br>**New Scenario** |  | M<br>**Merge Scenarios** |  | , |  | . |  | / |  | Shift |  |  |  |  |  |  | ↑ |  |  |  |  | 1 |  | 2 |  | 3 |  | Enter |  |\n| Ctrl |  |  | Win |  | Alt |  |  | Space |  |  |  |  |  |  |  |  |  |  |  | Alt Gr |  | Win |  | Menu |  | Ctrl |  |  |  | ← |  | ↓ |  | → |  |  | 0 |  |  |  | , |  | Enter |  |\n\n|  |  |  |  |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|\n|  |  |  |  |  |  |  |  |  |  |"},{"heading":"Ctrl+Shift Modifier","level":3,"markdown":"Actions performed after pressing the given key while holding Ctrl and Shift (<kbd>Ctrl</kbd> + <kbd>⇧ Shift</kbd> + <kbd><Key></kbd>)\n\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n| Escape |  |  | F1 |  | F2 |  | F3 |  | F4 |  |  | F5 |  | F6 |  | F7 |  | F8 |  |  | F9 |  | F10 |  | F11 |  | F12 |  |  | Prt Scr |  | Scr Lck |  | Pause |  |  |  |  |  |  |  |  |  | Help |\n|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |\n| ` |  | 1 |  | 2 |  | 3 |  | 4 |  | 5 |  | 6 |  | 7 |  | 8 |  | 9 |  | 0 |  | - |  | = |  | Backspace |  |  |  | Insert |  | Home |  | Pg Up |  |  | Num Lck |  | / |  | * |  | - |  |\n| Tab |  |  | Q |  | W |  | E |  | R |  | T |  | Y |  | U |  | I |  | O |  | P |  | [ |  | ] |  | \\ |  |  | Delete |  | End |  | Pg Down |  |  | 7 |  | 8 |  | 9 |  | + |  |\n| Caps Lock |  |  |  | A |  | S<br>**Save As** |  | D |  | F<br>**Search in entities** |  | G |  | H |  | J |  | K |  | L |  | ; |  | ' |  | Enter<br>**Preview from camera position** |  |  |  |  |  |  |  |  |  |  | 4 |  | 5 |  | 6 |  | + |  |\n| Shift |  |  |  |  | Z |  | X |  | C |  | V<br>**Raw-paste entities** |  | B |  | N |  | M |  | , |  | . |  | / |  | Shift |  |  |  |  |  |  | ↑ |  |  |  |  | 1 |  | 2 |  | 3 |  | Enter<br>**Preview from camera position** |  |\n| Ctrl |  |  | Win |  | Alt |  |  | Space |  |  |  |  |  |  |  |  |  |  |  | Alt Gr |  | Win |  | Menu |  | Ctrl |  |  |  | ← |  | ↓ |  | → |  |  | 0 |  |  |  | , |  | Enter<br>**Preview from camera position** |  |\n\n|  |  |  |  |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|\n|  |  |  |  |  |  |  |  |  |  |"}],"categories":["Eden Editor: Getting Started"],"groups":["Mission Editing"]},{"name":"Eden Editor: Custom Composition","title":"Eden Editor: Custom Composition","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Custom_Composition","revid":368928,"updated":"2024-08-13T11:04:44Z","aliases":["Eden Editor: Composition"],"markdown":"Apart from pre-defined groups and compositions, you can save and share your own custom compositions.\n\nThe following things will be saved with the composition:\n\n- Attribute values (inventory, simulation, simple object, etc.)\n- Layer structure (i.e. one can place comments in their own sub-layer for easy removal)\n- Layer visibility and transformation\n- Connections\n\nSince Arma 3 v2.06, custom Eden Editor compositions are also available in Zeus.\n\n### Saving Compositions\n\nTo save a composition, select the entities in the scene, click **right mouse button** on one of them and pick the **Save Custom Composition** option (or use the button in the Asset Browser).\n\nA window will be opened where you can set a title, author and category for your composition.\n\nIn the list on the left, you can either choose to create a new composition, or overwite one of the existing ones. This way, you can edit already created compositions.\nTo edit a composition's attributes, **double-click** on it, or select it and click on the **Edit** button (or use the button in the Asset Browser). It will open a window where you can change the title, author and category again.\n\nIn order to delete a composition permanently, select it in list and then use the button.\n\n### Placing Compositions\n\nYou can find compositions in **Compositions > Custom**.\nPlace it just like any other entity - either select it and then click in the scene on desired position, or drag it from the list to the scene.\n\n> [!IMPORTANT]\n> Vertical mode defines how the composition will be placed.\n>\n> - **Terrain Level** - composition will be snapped to the surface underneath. Please note that objects which are placed on another objects may no longer be positioned precisely.\n> - **Sea Level** - the composition will be placed exactly as it was saved, ignoring surface slope. This option may work better for complex compositions, especially when manually lowering the entities after placing.\n\nIf you need to correct the position or rotation of a placed composition it is recommended to use the Translation Widget and Rotation Widget.\nThis way, relative position and orientation of all entities in the composition will be preserved.\n\nIf you do not want each composition to be placed in its own layer turn off `Automatic Composition Layering` which can be found in `Settings... -> Preferences... -> Misc`.\n\n### Publishing Compositions\n\nYou can also publish your compositions to [Steam Workshop](https://steamcommunity.com/workshop/browse/?appid=107410). Do so by selecting the saved composition in the Asset Browser, and then using the button there.\n\nA publishing window will be opened where you can enter a name, description, visibility setting, image, and various tags. After agreeing with the Workshop license, you are free to publish the composition and share the link with others.\n\n#### Creating a Screenshot\n\nIn order for your composition to be found easier in the Steam Workshop you should add a meaningful screenshot. It is very easy to do so:\n\n- Place your composition\n- Move the Eden Editor camera so that only the composition is visible\n- Press the Backspace button to hide the Eden Editor interface\n- Press F12 (or the key you have assigned for screenshots in your steam application)\n- Select your screenshot in the publish composition UI by pressing the **Browse...** button, navigate to **Steam screenshots** and select the previously taken screenshot\n\n### Republishing Compositions\n\nUpdating a composition that was already published is effectively the same as the first time. Select the composition and use .\nIn the publishing window, select your already published composition on the left. Consider entering relevant change notes and publish.\n\n### Unpublishing Compositions\n\nIn order to unpublish a composition from within Eden Editor, open the publishing window by selecting any saved composition and using the button.\nNow select the published composition in the list on the left and press **DELETE**.\n\n### Subscribing to Compositions\n\nYou can easily find all published compositions made by yourself and others by selecting the **Steam subscribed content** entry in the Asset Browser, and then pressing the button.\nThis will open a Steam overlay with the [Workshop](https://steamcommunity.com/workshop/browse/?appid=107410) opened and compositions filtered.\nSoon after subscribing to any number of composition items there, the game should download these in the background. Large compositions may take a brief while to download and appear.\nThey will then be listed in the Asset Browser, ready for regular placement. Note that certain compositions require placement using a specific vertical mode to work correctly (see above).\n\n### Unsubscribing from Compositions\n\nTo unsubscribe from a Workshop composition from within Eden Editor, select it in the Asset Browser and press the button.\nNote that you should look for compositions listed under **Steam subscribed content**, otherwise you may accidentally delete a local composition instead.\n\n### Local Files\n\nCompositions are saved in the *Compositions* folder in your Profile directory.\n\nThey can be shared freely - if you pack a composition folder into a *.zip file and make it available for download, people who place the unpacked composition to their *Compositions* folder will have it available as well.\n\n### Modding Compositions (Arma 3 v2.10)\n\nIt is possible for mods to add their own compositions.\nThe mod needs to register them in config (see the Example below) for them to be loaded and displayed in groups tabs in Eden and Zeus.\n\n> [!NOTE]\n> Init scripts and all other composition features are supported.\n\nModded Compositions can be used as replacement for `CfgGroups` and the arsenal can be used in compositions, thus removing the need to make custom hidden unit classes with custom loadouts in order to construct a group.\nNote that placement-wise, compositions are slightly less efficient than using `CfgGroups`.\n\n#### Example\n\n```cpp\nclass CfgEditorCategories\n{\n    class EdCat_NATO // CfgGroups NATO\n    {\n        displayName = \"$STR_A3_CfgGroups_West_BLU_F0\";\n    };\n};\n\nclass CfgEditorSubcategories\n{\n    class EdSubcat_Armored // CfgGroups Armored\n    {\n        displayName = \"$STR_A3_CfgGroups_West_BLU_F_Armored0\";\n    };\n};\n\nclass Cfg3DEN\n{\n    class Compositions\n    {\n        class ModTag_MyComposition1 // one class per composition\n        {\n            path = \"edenCompositionTestmod\\compositionTank\";    // pbo path to a folder containing header.sqe/composition.sqe files\n            side = 0;                                            // 0 opfor, 1 blufor, 2 indfor, 3 civ, 8 Empty/Props\n            editorCategory = \"EdCat_NATO\";                        // link to CfgEditorCategories\n            editorSubcategory = \"EdSubcat_Armored\";                // link to CfgEditorSubcategories\n            displayName = \"$STR_Composition_Armored01\";\n            icon = \"\\A3\\ui_f\\data\\map\\markers\\nato\\b_inf.paa\";    // left side icon in groups list\n            useSideColorOnIcon = 1;                                // 1 == icon is always colored in faction color\n        };\n    };\n};\n```\n\n### Automating Composition Creation\n\nIt's possible to automate the creation of compositions. This is extremly helpful for maintaining a large number of compositions.\n\n> [!WARNING]\n> Always make a backup of your composition folder before running this script. It will overwrite existing compositions!\n\n```sqf\n0 spawn\n{\n    private _compositionLayers = [];\n\n    // Get all layers that follow a naming scheme\n    all3DENEntities # 6 apply\n    {\n        private _name = _x get3DENAttribute \"name\" select 0;\n        if (\"SPE_Comp_\" in _name) then\n        {\n            _compositionLayers pushBack [_name, _x];\n        };\n    };\n\n    // Loop though all layers\n    {\n        _x params [\"_name\", \"_ID\"];\n\n        // Get the entities\n        private _entities = get3DENLayerEntities _ID;\n\n        // Select the entities so do3DENAction works\n        set3DENSelected _entities;\n\n        // Open the create composition dialog\n        do3DENAction \"CreateCustomComposition\";\n\n        // Make sure it's open\n        waitUntil { !(isNull findDisplay 317) };\n\n        // Set the layer name as composition name in the dialog\n        findDisplay 317 displayCtrl 95 ctrlSetText _name;\n\n        // Close the dialog by activating the OK button\n        ctrlActivate (findDisplay 317 displayCtrl 1);\n\n        // Add a small delay\n        sleep 0.1;\n    } forEach _compositionLayers;\n};\n```","sections":[{"heading":null,"level":1,"markdown":"Apart from pre-defined groups and compositions, you can save and share your own custom compositions.\n\nThe following things will be saved with the composition:\n\n- Attribute values (inventory, simulation, simple object, etc.)\n- Layer structure (i.e. one can place comments in their own sub-layer for easy removal)\n- Layer visibility and transformation\n- Connections\n\nSince Arma 3 v2.06, custom Eden Editor compositions are also available in Zeus."},{"heading":"Saving Compositions","level":3,"markdown":"To save a composition, select the entities in the scene, click **right mouse button** on one of them and pick the **Save Custom Composition** option (or use the button in the Asset Browser).\n\nA window will be opened where you can set a title, author and category for your composition.\n\nIn the list on the left, you can either choose to create a new composition, or overwite one of the existing ones. This way, you can edit already created compositions.\nTo edit a composition's attributes, **double-click** on it, or select it and click on the **Edit** button (or use the button in the Asset Browser). It will open a window where you can change the title, author and category again.\n\nIn order to delete a composition permanently, select it in list and then use the button."},{"heading":"Placing Compositions","level":3,"markdown":"You can find compositions in **Compositions > Custom**.\nPlace it just like any other entity - either select it and then click in the scene on desired position, or drag it from the list to the scene.\n\n> [!IMPORTANT]\n> Vertical mode defines how the composition will be placed.\n>\n> - **Terrain Level** - composition will be snapped to the surface underneath. Please note that objects which are placed on another objects may no longer be positioned precisely.\n> - **Sea Level** - the composition will be placed exactly as it was saved, ignoring surface slope. This option may work better for complex compositions, especially when manually lowering the entities after placing.\n\nIf you need to correct the position or rotation of a placed composition it is recommended to use the Translation Widget and Rotation Widget.\nThis way, relative position and orientation of all entities in the composition will be preserved.\n\nIf you do not want each composition to be placed in its own layer turn off `Automatic Composition Layering` which can be found in `Settings... -> Preferences... -> Misc`."},{"heading":"Publishing Compositions","level":3,"markdown":"You can also publish your compositions to [Steam Workshop](https://steamcommunity.com/workshop/browse/?appid=107410). Do so by selecting the saved composition in the Asset Browser, and then using the button there.\n\nA publishing window will be opened where you can enter a name, description, visibility setting, image, and various tags. After agreeing with the Workshop license, you are free to publish the composition and share the link with others."},{"heading":"Creating a Screenshot","level":4,"markdown":"In order for your composition to be found easier in the Steam Workshop you should add a meaningful screenshot. It is very easy to do so:\n\n- Place your composition\n- Move the Eden Editor camera so that only the composition is visible\n- Press the Backspace button to hide the Eden Editor interface\n- Press F12 (or the key you have assigned for screenshots in your steam application)\n- Select your screenshot in the publish composition UI by pressing the **Browse...** button, navigate to **Steam screenshots** and select the previously taken screenshot"},{"heading":"Republishing Compositions","level":3,"markdown":"Updating a composition that was already published is effectively the same as the first time. Select the composition and use .\nIn the publishing window, select your already published composition on the left. Consider entering relevant change notes and publish."},{"heading":"Unpublishing Compositions","level":3,"markdown":"In order to unpublish a composition from within Eden Editor, open the publishing window by selecting any saved composition and using the button.\nNow select the published composition in the list on the left and press **DELETE**."},{"heading":"Subscribing to Compositions","level":3,"markdown":"You can easily find all published compositions made by yourself and others by selecting the **Steam subscribed content** entry in the Asset Browser, and then pressing the button.\nThis will open a Steam overlay with the [Workshop](https://steamcommunity.com/workshop/browse/?appid=107410) opened and compositions filtered.\nSoon after subscribing to any number of composition items there, the game should download these in the background. Large compositions may take a brief while to download and appear.\nThey will then be listed in the Asset Browser, ready for regular placement. Note that certain compositions require placement using a specific vertical mode to work correctly (see above)."},{"heading":"Unsubscribing from Compositions","level":3,"markdown":"To unsubscribe from a Workshop composition from within Eden Editor, select it in the Asset Browser and press the button.\nNote that you should look for compositions listed under **Steam subscribed content**, otherwise you may accidentally delete a local composition instead."},{"heading":"Local Files","level":3,"markdown":"Compositions are saved in the *Compositions* folder in your Profile directory.\n\nThey can be shared freely - if you pack a composition folder into a *.zip file and make it available for download, people who place the unpacked composition to their *Compositions* folder will have it available as well."},{"heading":"Modding Compositions (Arma 3 v2.10)","level":3,"markdown":"It is possible for mods to add their own compositions.\nThe mod needs to register them in config (see the Example below) for them to be loaded and displayed in groups tabs in Eden and Zeus.\n\n> [!NOTE]\n> Init scripts and all other composition features are supported.\n\nModded Compositions can be used as replacement for `CfgGroups` and the arsenal can be used in compositions, thus removing the need to make custom hidden unit classes with custom loadouts in order to construct a group.\nNote that placement-wise, compositions are slightly less efficient than using `CfgGroups`."},{"heading":"Example","level":4,"markdown":"```cpp\nclass CfgEditorCategories\n{\n    class EdCat_NATO // CfgGroups NATO\n    {\n        displayName = \"$STR_A3_CfgGroups_West_BLU_F0\";\n    };\n};\n\nclass CfgEditorSubcategories\n{\n    class EdSubcat_Armored // CfgGroups Armored\n    {\n        displayName = \"$STR_A3_CfgGroups_West_BLU_F_Armored0\";\n    };\n};\n\nclass Cfg3DEN\n{\n    class Compositions\n    {\n        class ModTag_MyComposition1 // one class per composition\n        {\n            path = \"edenCompositionTestmod\\compositionTank\";    // pbo path to a folder containing header.sqe/composition.sqe files\n            side = 0;                                            // 0 opfor, 1 blufor, 2 indfor, 3 civ, 8 Empty/Props\n            editorCategory = \"EdCat_NATO\";                        // link to CfgEditorCategories\n            editorSubcategory = \"EdSubcat_Armored\";                // link to CfgEditorSubcategories\n            displayName = \"$STR_Composition_Armored01\";\n            icon = \"\\A3\\ui_f\\data\\map\\markers\\nato\\b_inf.paa\";    // left side icon in groups list\n            useSideColorOnIcon = 1;                                // 1 == icon is always colored in faction color\n        };\n    };\n};\n```"},{"heading":"Automating Composition Creation","level":3,"markdown":"It's possible to automate the creation of compositions. This is extremly helpful for maintaining a large number of compositions.\n\n> [!WARNING]\n> Always make a backup of your composition folder before running this script. It will overwrite existing compositions!\n\n```sqf\n0 spawn\n{\n    private _compositionLayers = [];\n\n    // Get all layers that follow a naming scheme\n    all3DENEntities # 6 apply\n    {\n        private _name = _x get3DENAttribute \"name\" select 0;\n        if (\"SPE_Comp_\" in _name) then\n        {\n            _compositionLayers pushBack [_name, _x];\n        };\n    };\n\n    // Loop though all layers\n    {\n        _x params [\"_name\", \"_ID\"];\n\n        // Get the entities\n        private _entities = get3DENLayerEntities _ID;\n\n        // Select the entities so do3DENAction works\n        set3DENSelected _entities;\n\n        // Open the create composition dialog\n        do3DENAction \"CreateCustomComposition\";\n\n        // Make sure it's open\n        waitUntil { !(isNull findDisplay 317) };\n\n        // Set the layer name as composition name in the dialog\n        findDisplay 317 displayCtrl 95 ctrlSetText _name;\n\n        // Close the dialog by activating the OK button\n        ctrlActivate (findDisplay 317 displayCtrl 1);\n\n        // Add a small delay\n        sleep 0.1;\n    } forEach _compositionLayers;\n};\n```"}],"categories":["Eden Editor: Asset Types"],"groups":["Mission Editing"]},{"name":"Eden Editor: Custom Connections","title":"Eden Editor: Custom Connections","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Custom_Connections","revid":379540,"updated":"2026-10-31T10:44:33Z","aliases":[],"markdown":"Since Arma 3 v2.10 it is possible to create custom connections.\n\n### Config\n\n```cpp\nclass Cfg3DEN\n{\n    class Connections\n    {\n        class TAG_CustomConnection\n        {\n            displayName = \"Set Custom Connection\";\n            condition1 = \"marker * script1\";\n            condition2 = \"objectAI\";\n            conditionScript1 = \"markerType _this == 'hd_dot'\";\n            property = \"TAG_CustomConnection\";\n            data = \"TAG_CustomConnection\";\n            color[] = { 1, 0, 1, 1 };\n            cursor = \"3DENConnectSync\";\n            expression = \"hint str [_entity0, _entity1, _type];\";\n        };\n    };\n};\n```\n\n#### Properties\n\n| Property | Description | Data type |\n|---|---|---|\n| displayName | Display name of the connection shown in the context menu | String |\n| condition1 | Simple expression | String |\n| condition2 | Simple expression | String |\n| Arma 3 v2.22 conditionScript1 | Scripted condition that needs to return a Boolean. It is only evaluated if simple expression `script1` is used inside `condition1`. The entity is available in the `_this` variable. | String |\n| Arma 3 v2.22 conditionScript2 | Scripted condition that needs to return a Boolean. It is only evaluated if simple expression `script2` is used inside `condition2`. The entity is available in the `_this` variable. | String |\n| property | Custom property name. Must be unique | String |\n| data | Needs to be the same as the class name. It is passed to event handlers and used in add3DENConnection as well as inside the _data variable in the expression | String |\n| color[] | Color | Array |\n| cursor | Cursor that is shown when connecting entities | String |\n| expression | *_this* is array of source entities, *_target* is target entity. The expression is called on the server after all other entity expressions.<br>- _entity0: Object or String - The entity the connection started from<br>- _entity1: Object or String - The second entity<br>- _type: String - The `data` entry from the connection's config | String |\n| value | An internal bit flag. Set it to 0 to always show the item in the root of the config menu. Otherwise ignore it | Number |\n\n### Simple Expressions\n\nSimple expressions for custom connections.\n\n| Condition | Description |\n|---|---|\n| Object | Any object |\n| ObjectBrain | Object with simulation \"soldier\" or \"UAVpilot\" |\n| ObjectVehicle | Any vehicle |\n| Group | Any group |\n| Trigger | Any trigger |\n| Waypoint | Any waypoint |\n| Logic | Any logic or system |\n| Marker | Any marker |\n| Arma 3 v2.22 Script1 | Contains sqf condition defined in `conditionScript1` property |\n| Arma 3 v2.22 Script2 | Contains sqf condition defined in `conditionScript2` property |","sections":[{"heading":null,"level":1,"markdown":"Since Arma 3 v2.10 it is possible to create custom connections."},{"heading":"Config","level":3,"markdown":"```cpp\nclass Cfg3DEN\n{\n    class Connections\n    {\n        class TAG_CustomConnection\n        {\n            displayName = \"Set Custom Connection\";\n            condition1 = \"marker * script1\";\n            condition2 = \"objectAI\";\n            conditionScript1 = \"markerType _this == 'hd_dot'\";\n            property = \"TAG_CustomConnection\";\n            data = \"TAG_CustomConnection\";\n            color[] = { 1, 0, 1, 1 };\n            cursor = \"3DENConnectSync\";\n            expression = \"hint str [_entity0, _entity1, _type];\";\n        };\n    };\n};\n```"},{"heading":"Properties","level":4,"markdown":"| Property | Description | Data type |\n|---|---|---|\n| displayName | Display name of the connection shown in the context menu | String |\n| condition1 | Simple expression | String |\n| condition2 | Simple expression | String |\n| Arma 3 v2.22 conditionScript1 | Scripted condition that needs to return a Boolean. It is only evaluated if simple expression `script1` is used inside `condition1`. The entity is available in the `_this` variable. | String |\n| Arma 3 v2.22 conditionScript2 | Scripted condition that needs to return a Boolean. It is only evaluated if simple expression `script2` is used inside `condition2`. The entity is available in the `_this` variable. | String |\n| property | Custom property name. Must be unique | String |\n| data | Needs to be the same as the class name. It is passed to event handlers and used in add3DENConnection as well as inside the _data variable in the expression | String |\n| color[] | Color | Array |\n| cursor | Cursor that is shown when connecting entities | String |\n| expression | *_this* is array of source entities, *_target* is target entity. The expression is called on the server after all other entity expressions.<br>- _entity0: Object or String - The entity the connection started from<br>- _entity1: Object or String - The second entity<br>- _type: String - The `data` entry from the connection's config | String |\n| value | An internal bit flag. Set it to 0 to always show the item in the root of the config menu. Otherwise ignore it | Number |"},{"heading":"Simple Expressions","level":3,"markdown":"Simple expressions for custom connections.\n\n| Condition | Description |\n|---|---|\n| Object | Any object |\n| ObjectBrain | Object with simulation \"soldier\" or \"UAVpilot\" |\n| ObjectVehicle | Any vehicle |\n| Group | Any group |\n| Trigger | Any trigger |\n| Waypoint | Any waypoint |\n| Logic | Any logic or system |\n| Marker | Any marker |\n| Arma 3 v2.22 Script1 | Contains sqf condition defined in `conditionScript1` property |\n| Arma 3 v2.22 Script2 | Contains sqf condition defined in `conditionScript2` property |"}],"categories":["Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Eden Editor: Custom Entity Textures","title":"Eden Editor: Custom Entity Textures","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Custom_Entity_Textures","revid":363151,"updated":"2024-03-24T16:00:10Z","aliases":[],"markdown":"The following list shows all entities that allow for changing their textures through the Eden Editor custom textures attribute either by providing the path to a texture or by using a Procedural Textures.\nSome more information can be found on Arma 3: Art of War Artwork Textures.\n\n| No. | Display Name | Class Name | Preview | Textures |\n|---|---|---|---|---|\n| 1 | Area Marker | AreaMarker_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_decade\\objectives\\data\\confrontationarea_01_area_f_ca.paa \\| 1024x256 \\| |\n| 2 | Banner (AAF) | Banner_01_AAF_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Data_f\\Flags\\flag_aaf_CO.paa \\| 512x256 \\| |\n| 3 | Banner (CSAT) | Banner_01_CSAT_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Data_f\\Flags\\flag_csat_CO.paa \\| 512x256 \\| |\n| 4 | Banner (LDF) | Banner_01_EAF_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Data_F_Enoch\\Flags\\flag_EAF_CO.paa \\| 512x256 \\| |\n| 5 | Banner | Banner_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\data_f\\flags\\flag_white_co.paa \\| 512x256 \\| |\n| 6 | Banner (FIA) | Banner_01_FIA_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Data_f\\Flags\\flag_fia_CO.paa \\| 512x256 \\| |\n| 7 | Banner (IDAP) | Banner_01_IDAP_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Data_F_Orange\\Flags\\flag_IDAP_CO.paa \\| 512x256 \\| |\n| 8 | Banner (NATO) | Banner_01_NATO_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Data_f\\Flags\\flag_nato_CO.paa \\| 512x256 \\| |\n| 9 | Blood Pool (Large, New) | BloodPool_01_Large_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodPool_Large_Fresh_CA.paa \\| 1024x1024 \\| |\n| 10 | Blood Pool (Large, Old) | BloodPool_01_Large_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodPool_Large_Old_CA.paa \\| 1024x1024 \\| |\n| 11 | Blood Pool (Medium, New) | BloodPool_01_Medium_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodPool_Medium_Fresh_CA.paa \\| 512x512 \\| |\n| 12 | Blood Pool (Medium, Old) | BloodPool_01_Medium_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodPool_Medium_Old_CA.paa \\| 512x512 \\| |\n| 13 | Blood Splatter (Large, New) | BloodSplatter_01_Large_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSplatter_Large_Fresh_CA.paa \\| 1024x1024 \\| |\n| 14 | Blood Splatter (Large, Old) | BloodSplatter_01_Large_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSplatter_Large_Old_CA.paa \\| 1024x1024 \\| |\n| 15 | Blood Splatter (Medium, New) | BloodSplatter_01_Medium_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSplatter_Medium_Fresh_CA.paa \\| 512x512 \\| |\n| 16 | Blood Splatter (Medium, Old) | BloodSplatter_01_Medium_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSplatter_Medium_Old_CA.paa \\| 512x512 \\| |\n| 17 | Blood Splatter (Small, New) | BloodSplatter_01_Small_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSplatter_Small_Fresh_CA.paa \\| 256x256 \\| |\n| 18 | Blood Splatter (Small, Old) | BloodSplatter_01_Small_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSplatter_Small_Old_CA.paa \\| 256x256 \\| |\n| 19 | Blood Spray (New) | BloodSpray_01_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSpray_Fresh_CA.paa \\| 512x512 \\| |\n| 20 | Blood Spray (Old) | BloodSpray_01_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSpray_Old_CA.paa \\| 512x512 \\| |\n| 21 | Blood Trail (New) | BloodTrail_01_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodTrail_Fresh_CA.paa \\| 256x1024 \\| |\n| 22 | Blood Trail (Old) | BloodTrail_01_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodTrail_Old_CA.paa \\| 256x1024 \\| |\n| 23 | Canvas (Medium) | Canvas_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\canvas_rectangle_large_image_f_co.paa \\| 2048x1024 \\| |\n| 24 | Canvas (Medium, Landscape) | Canvas_01_Landscape_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\canvas_rectangle_large_image_f_co.paa \\| 2048x1024 \\| |\n| 25 | Canvas (Large) | Canvas_01_Large_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\canvas_rectangle_large_image_f_co.paa \\| 2048x1024 \\| |\n| 26 | Canvas (Small) | Canvas_01_Small_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\canvas_rectangle_large_image_f_co.paa \\| 2048x1024 \\| |\n| 27 | Canvas (Medium, Square) | Canvas_01_Square_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\canvas_rectangle_large_image_f_co.paa \\| 2048x1024 \\| |\n| 28 | Aftershave (Boxed) | EauDeCombat_01_box_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_EPA\\Items\\Vessels\\data\\eaudecombat_01_box_co.paa \\| 1024x1024 \\| |\n| 29 | Flag (Marker) | FlagMarker_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.93,0.43,0.22,1.0,CO) \\| N/A \\| |\n| 30 | Folded Flag (Altis) | FoldedFlag_01_Altis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Items\\Decorative\\Data\\FoldedFlag_01_Altis_CO.paa \\| 1024x1024 \\| |\n| 31 | Folded Flag (Livonia) | FoldedFlag_01_Livonia_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Items\\Decorative\\Data\\FoldedFlag_01_Livonia_CO.paa \\| 1024x1024 \\| |\n| 32 | Folded Flag (Horizon Islands) | FoldedFlag_01_Tanoa_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Items\\Decorative\\Data\\FoldedFlag_01_Tanoa_CO.paa \\| 1024x1024 \\| |\n| 33 | Folded Flag (UK) | FoldedFlag_01_UK_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Items\\Decorative\\Data\\FoldedFlag_01_UK_CO.paa \\| 1024x1024 \\| |\n| 34 | Folded Flag (US) | FoldedFlag_01_US_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Items\\Decorative\\Data\\FoldedFlag_01_US_CO.paa \\| 1024x1024 \\| |\n| 35 | Diorama Base (Dirt) | GalleryDioramaBase_01_Dirt_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\Base_Dirt_co.paa \\| 2048x2048 \\| |\n| 36 | Diorama Base (Grass) | GalleryDioramaBase_01_Grass_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\base_grass_co.paa \\| 2048x2048 \\| |\n| 37 | Diorama Base (Sand) | GalleryDioramaBase_01_Sand_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\base_Sand_co.paa \\| 2048x2048 \\| |\n| 38 | Diorama Unit (Astra) | GalleryDioramaUnit_01_Astra_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\screen_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.4665,0.5215,0.8905,1.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\Diorama_Base_Unit_02_Astra_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_03_co.paa \\| 2048x2048 \\| |\n| 39 | Diorama Unit (Blank) | GalleryDioramaUnit_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\screen_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.4665,0.5215,0.8905,1.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_02_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_03_co.paa \\| 2048x2048 \\| |\n| 40 | Diorama Unit (IDAP) | GalleryDioramaUnit_01_IDAP_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\screen_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.4665,0.5215,0.8905,1.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\Diorama_Base_Unit_02_IDAP_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_03_co.paa \\| 2048x2048 \\| |\n| 41 | Diorama Unit (Macrotech) | GalleryDioramaUnit_01_Macrotech_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\screen_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.4665,0.5215,0.8905,1.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\Diorama_Base_Unit_02_Macrotech_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_03_co.paa \\| 2048x2048 \\| |\n| 42 | Diorama Unit (Opsis) | GalleryDioramaUnit_01_opsis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\screen_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.4665,0.5215,0.8905,1.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\Diorama_Base_Unit_02_Opsis_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_03_co.paa \\| 2048x2048 \\| |\n| 43 | Diorama Unit (Redstone) | GalleryDioramaUnit_01_Redstone_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\screen_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.4665,0.5215,0.8905,1.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\Diorama_Base_Unit_02_Redstone_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_03_co.paa \\| 2048x2048 \\| |\n| 44 | Diorama Unit (Vrana) | GalleryDioramaUnit_01_Vrana_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\screen_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.4665,0.5215,0.8905,1.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\Diorama_Base_Unit_02_Vrana_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_03_co.paa \\| 2048x2048 \\| |\n| 45 | Gallery Frame (Large, Portrait) | GalleryFrame_01_large_portrait_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_01_large_portrait_picture_f_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_01_large_portrait_f_co.paa \\| 2048x1024 \\|<br>\\| Texture #2 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_01_large_portrait_f_co.paa \\| 2048x1024 \\| |\n| 46 | Gallery Frame (Large, v1) | GalleryFrame_01_large_v1_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_01_picture_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_01_large_f_co.paa \\| 2048x1024 \\|<br>\\| Texture #2 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_01_large_f_co.paa \\| 2048x1024 \\| |\n| 47 | Gallery Frame (Large, v2) | GalleryFrame_01_large_v2_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_picture_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_large_f_co.paa \\| 2048x1024 \\|<br>\\| Texture #2 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_large_f_co.paa \\| 2048x1024 \\| |\n| 48 | Gallery Frame (Large, v3) | GalleryFrame_01_large_v3_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_03_picture_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_03_large_f_co.paa \\| 2048x1024 \\|<br>\\| Texture #2 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_03_large_f_co.paa \\| 2048x1024 \\| |\n| 49 | Gallery Frame (Medium) | GalleryFrame_02_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryFrame_02_rectangle_picture_alt_co.paa \\| 2048x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_large_rectangle_f_co.paa \\| 2048x2048 \\|<br>\\| Texture #2 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_large_rectangle_f_co.paa \\| 2048x2048 \\| |\n| 50 | Gallery Frame (Large, Rectangle) | GalleryFrame_02_large_rectangle_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_rectangle_picture_co.paa \\| 2048x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_large_rectangle_f_co.paa \\| 2048x2048 \\|<br>\\| Texture #2 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_large_rectangle_f_co.paa \\| 2048x2048 \\| |\n| 51 | Gallery Frame (Medium, Square) | GalleryFrame_02_square_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_square_picture_co.paa \\| 2048x2048 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_square_f_co.paa \\| 2048x2048 \\|<br>\\| Texture #2 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_square_f_co.paa \\| 2048x2048 \\| |\n| 52 | Gallery Label | GalleryLabel_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\gallery_label_01_f_co.paa \\| 1024x1024 \\| |\n| 53 | Photo | Intel_Photos_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\structures_f\\items\\documents\\data\\photos_camo_co.paa \\| 512x256 \\| |\n| 54 | Balloon (Air) | Land_Balloon_01_air_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.941,0.510,0.192,1,co) \\| N/A \\| |\n| 55 | Balloon (Water) | Land_Balloon_01_water_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.941,0.510,0.192,1,co) \\| N/A \\| |\n| 56 | Billboard 1 (Blank) | Land_Billboard_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F\\Civ\\InfoBoards\\Data\\Billboard_metal_CO.paa \\| 256x256 \\| |\n| 57 | Briefing Room Desk | Land_BriefingRoomDesk_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Boat_F_Destroyer\\Destroyer_01\\Data\\Destroyer_01_Screen_01_co.paa \\| 2048x2048 \\| |\n| 58 | Briefing Room Screen | Land_BriefingRoomScreen_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Boat_F_Destroyer\\Destroyer_01\\Data\\Destroyer_01_Screen_01_co.paa \\| 2048x2048 \\| |\n| 59 | File (Documents) | Land_File1_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.835294,0,0,0.0,ca) \\| N/A \\| |\n| 60 | File (Research) | Land_File2_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.835294,0,0,0.0,ca) \\| N/A \\| |\n| 61 | File (Top Secret) | Land_File_research_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_EPC\\Items\\Documents\\Data\\Files_secret_CA.paa \\| 512x256 \\| |\n| 62 | Flat TV | Land_FlatTV_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,co) \\| N/A \\| |\n| 63 | Infostand (1 leg) | Land_InfoStand_V1_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\| A3\\Structures_F\\Civ\\InfoBoards\\Data\\InfoStands_CA.paa \\| 256x256 \\| |\n| 64 | Infostand (2 legs) | Land_InfoStand_V2_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\| A3\\Structures_F\\Civ\\InfoBoards\\Data\\InfoStands_CA.paa \\| 256x256 \\| |\n| 65 | Old Laptop (Closed) | Land_Laptop_02_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Props_F_Argo\\Items\\Electronics\\data\\laptop_02_screen_co.paa \\| 1024x512 \\| |\n| 66 | Old Laptop (Open) | Land_Laptop_02_unfolded_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Props_F_Argo\\Items\\Electronics\\data\\laptop_02_screen_co.paa \\| 1024x512 \\| |\n| 67 | Laptop (Device readings) | Land_Laptop_device_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_EPC\\Items\\Electronics\\Data\\Electronics_screens_laptop_device_CO.paa \\| 1024x512 \\| |\n| 68 | Laptop (Open, Intel v1) | Land_Laptop_Intel_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Missions_F_Oldman\\Data\\img\\Screens\\CSATNtb_co.paa \\| 1024x512 \\| |\n| 69 | Laptop (Open, Intel v2) | Land_Laptop_Intel_02_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Missions_F_Oldman\\Data\\img\\Screens\\CSATNtb_co.paa \\| 1024x512 \\| |\n| 70 | Laptop (Open, Intel v3) | Land_Laptop_Intel_Oldman_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Missions_F_Oldman\\Data\\img\\Screens\\CSATNtb_co.paa \\| 1024x512 \\| |\n| 71 | Laptop (Open) | Land_Laptop_unfolded_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Items\\Electronics\\Data\\Electronics_screens_laptop_CO.paa \\| 1024x512 \\| |\n| 72 | Sleeved Map (Altis) | Land_Map_unfolded_Altis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Argo\\Items\\Documents\\Data\\Map_unfolded_altis_CO.paa \\| 512x512 \\| |\n| 73 | Sleeved Map (Livonia) | Land_Map_unfolded_Enoch_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Enoch\\Items\\Documents\\Data\\Map_unfolded_Enoch_CO.paa \\| 512x512 \\| |\n| 74 | Sleeved map (Stratis) | Land_Map_unfolded_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Items\\Documents\\Data\\map_stratis_CO.paa \\| 512x512 \\| |\n| 75 | Sleeved Map (Malden) | Land_Map_unfolded_Malden_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Argo\\Items\\Documents\\Data\\Map_unfolded_malden_CO.paa \\| 512x512 \\| |\n| 76 | Sleeved Map (Tanoa) | Land_Map_unfolded_Tanoa_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Argo\\Items\\Documents\\Data\\Map_unfolded_tanoa_CO.paa \\| 512x512 \\| |\n| 77 | Whiteboard (Map of Altis, Wall) | Land_MapBoard_01_Wall_Altis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Civ\\InfoBoards\\Data\\MapBoard_Altis_CO.paa \\| 2048x2048 \\| |\n| 78 | Whiteboard (Map of Livonia, Wall) | Land_MapBoard_01_Wall_Enoch_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\Props_F_Enoch\\Civilian\\InfoBoards\\data\\MapBoard_Enoch_CO.paa \\| 2048x2048 \\| |\n| 79 | Whiteboard (Empty, Wall) | Land_MapBoard_01_Wall_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\structures_f\\civ\\infoboards\\data\\mapboard_default_co.paa \\| 2048x2048 \\| |\n| 80 | Whiteboard (Map of Malden, Wall) | Land_MapBoard_01_Wall_Malden_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Argo\\Civilian\\InfoBoards\\Data\\MapBoard_Malden_CO.paa \\| 2048x2048 \\| |\n| 81 | Whiteboard (Map of Stratis, Wall) | Land_MapBoard_01_Wall_Stratis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Civ\\InfoBoards\\Data\\MapBoard_Stratis_CO.paa \\| 2048x2048 \\| |\n| 82 | Whiteboard (Map of Tanoa, Wall) | Land_MapBoard_01_Wall_Tanoa_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Argo\\Civilian\\InfoBoards\\Data\\MapBoard_Tanoa_CO.paa \\| 2048x2048 \\| |\n| 83 | Whiteboard (Map of Livonia) | Land_MapBoard_Enoch_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\Props_F_Enoch\\Civilian\\InfoBoards\\data\\MapBoard_Enoch_CO.paa \\| 2048x2048 \\| |\n| 84 | Whiteboard (Empty) | Land_MapBoard_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Civ\\InfoBoards\\Data\\MapBoard_Default_CO.paa \\| 2048x2048 \\| |\n| 85 | Mobile Phone (Old) | Land_MobilePhone_old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Items\\Electronics\\Data\\Electronics_screens_mobilePhone_old_CO.paa \\| 256x256 \\| |\n| 86 | Mobile Phone (New) | Land_MobilePhone_smart_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Items\\Electronics\\Data\\Electronics_screens_mobilePhone_smart_CO.paa \\| 256x512 \\| |\n| 87 | Notepad | Land_Notepad_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.835294,0,0,0.0,ca) \\| N/A \\| |\n| 88 | Noticeboard | Land_Noticeboard_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Civ\\InfoBoards\\Data\\Noticeboard_CA.paa \\| 256x256 \\| |\n| 89 | PC Set (Screen) | Land_PCSet_01_screen_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,co) \\| N/A \\| |\n| 90 | PC Set (Screen, Intel v1) | Land_PCSet_Intel_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Missions_F_Oldman\\Data\\img\\Screens\\CSATNtbDesktop_co.paa \\| 1024x1024 \\| |\n| 91 | PC Set (Screen, Intel v2) | Land_PCSet_Intel_02_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Missions_F_Oldman\\Data\\img\\Screens\\CSATNtbDesktop_co.paa \\| 1024x1024 \\| |\n| 92 | Photoframe (broken) | Land_Photoframe_01_broken_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Items\\Decorative\\Data\\photos_camo_co.paa \\| 512x512 \\|<br>\\| Texture #1 \\| a3\\props_f_orange\\items\\decorative\\data\\photoframe_01_f_co.paa \\| 1024x1024 \\| |\n| 93 | Photoframe | Land_Photoframe_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Items\\Decorative\\Data\\photos_camo_co.paa \\| 512x512 \\|<br>\\| Texture #1 \\| a3\\props_f_orange\\items\\decorative\\data\\photoframe_01_f_co.paa \\| 1024x1024 \\| |\n| 94 | Photo Frame (Portrait) | Land_Photoframe_02_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\items\\decorative\\data\\photoframe_02_us_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\items\\decorative\\data\\photoframe_02_f_co.paa \\| 1024x1024 \\| |\n| 95 | Photo Frame (Portrait, Standing) | Land_Photoframe_02_standing_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\items\\decorative\\data\\photoframe_02_aaf_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\items\\decorative\\data\\photoframe_02_f_co.paa \\| 1024x1024 \\| |\n| 96 | Photos 1 | Land_Photos_V1_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\structures_f\\items\\documents\\data\\photos_camo_co.paa \\| 512x256 \\| |\n| 97 | Photos 2 | Land_Photos_V2_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\structures_f\\items\\documents\\data\\photos_camo_co.paa \\| 512x256 \\| |\n| 98 | Photos 3 | Land_Photos_V3_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\structures_f\\items\\documents\\data\\photos_camo_co.paa \\| 512x256 \\| |\n| 99 | Photos 4 | Land_Photos_V4_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\structures_f\\items\\documents\\data\\photos_camo_co.paa \\| 512x256 \\| |\n| 100 | Photos 5 | Land_Photos_V5_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\structures_f\\items\\documents\\data\\photos_camo_co.paa \\| 512x256 \\| |\n| 101 | Photos 6 | Land_Photos_V6_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\structures_f\\items\\documents\\data\\photos_camo_co.paa \\| 512x256 \\| |\n| 102 | Sign (Mines) | Land_Sign_Mines_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\signs_f\\signm\\data\\signm_mines_co.paa \\| 256x256 \\| |\n| 103 | Sign (Mines Danger, International) | Land_Sign_MinesDanger_English_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Mines\\Data\\SignMinesDanger_English_CO.paa \\| 1024x512 \\| |\n| 104 | Sign (Mines Danger, Altis) | Land_Sign_MinesDanger_Greek_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Mines\\Data\\SignMinesDanger_Greek_CO.paa \\| 1024x512 \\| |\n| 105 | Sign (Mines, Tall, International) | Land_Sign_MinesTall_English_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Mines\\Data\\SignMines_English_CO.paa \\| 256x256 \\| |\n| 106 | Sign (Mines, Tall) | Land_Sign_MinesTall_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\signs_f\\signm\\data\\signm_mines_co.paa \\| 256x256 \\| |\n| 107 | Sign (Mines, Tall, Altis) | Land_Sign_MinesTall_Greek_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Mines\\Data\\SignMines_Greek_CO.paa \\| 256x256 \\| |\n| 108 | Sign (Military Area, Small, Greek & English) | Land_Sign_WarningMilAreaSmall_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\signs_f\\signm\\data\\SignM_NoEntry_CO.paa \\| 512x256 \\| |\n| 109 | Sign (Military Area, Greek & English) | Land_Sign_WarningMilitaryArea_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\signs_f\\signm\\data\\signm_warningmilitaryarea_co.paa \\| 1024x512 \\| |\n| 110 | Sign (Military Vehicles, Greek & English) | Land_Sign_WarningMilitaryVehicles_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\signs_f\\signm\\data\\SignM_WarningMilitaryVehicles_CO.paa \\| 512x256 \\| |\n| 111 | Sign (No Weapons, International) | Land_Sign_WarningNoWeapon_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Mines\\Data\\SignM_WarningNoWeapon_CO.paa \\| 1024x512 \\| |\n| 112 | Sign (No Weapons, Altis) | Land_Sign_WarningNoWeaponAltis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Mines\\Data\\SignM_WarningNoWeaponAltis_CO.paa \\| 1024x512 \\| |\n| 113 | Sign (No Weapons, Tanoa) | Land_Sign_WarningNoWeaponTanoa_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Mines\\Data\\SignM_WarningNoWeaponTanoa_CO.paa \\| 1024x512 \\| |\n| 114 | Sign (Risk Area) | Land_Sign_WarningUnexplodedAmmo_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\signs_f\\signm\\data\\SignM_WarningUnexplodedAmmo_CO.paa \\| 512x1024 \\| |\n| 115 | Tablet | Land_Tablet_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_Heli\\Items\\Electronics\\Data\\Tablet_Screen_CO.paa \\| 2048x2048 \\| |\n| 116 | Rugged Tablet (Black) | Land_Tablet_02_black_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_Heli\\Items\\Electronics\\Data\\Tablet_Screen_CO.paa \\| 2048x2048 \\|<br>\\| Texture #1 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\RuggedTablet_black_CO.paa \\| 1024x1024 \\| |\n| 117 | Rugged Tablet | Land_Tablet_02_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_Heli\\Items\\Electronics\\Data\\Tablet_Screen_CO.paa \\| 2048x2048 \\|<br>\\| Texture #1 \\| a3\\props_f_exp_a\\military\\equipment\\data\\ruggedtablet_co.paa \\| 1024x1024 \\| |\n| 118 | Rugged Tablet (Sand) | Land_Tablet_02_sand_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_Heli\\Items\\Electronics\\Data\\Tablet_Screen_CO.paa \\| 2048x2048 \\|<br>\\| Texture #1 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\RuggedTablet_Sand_CO.paa \\| 1024x1024 \\| |\n| 119 | Target - Oval (Ground) | Land_Target_Oval_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,CA) \\| N/A \\| |\n| 120 | Target - Oval (Wall, Bottom) | Land_Target_Oval_Wall_Bottom_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,CA) \\| N/A \\| |\n| 121 | Target - Oval (Wall, Left) | Land_Target_Oval_Wall_Left_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,CA) \\| N/A \\| |\n| 122 | Target - Oval (Wall, Right) | Land_Target_Oval_Wall_Right_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,CA) \\| N/A \\| |\n| 123 | Target - Oval (Wall, Top) | Land_Target_Oval_Wall_Top_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,CA) \\| N/A \\| |\n| 124 | Rugged Dual Screen (Black, Horizontal) | Land_TripodScreen_01_dual_v1_black_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\|  \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\TripodScreen_01_black_CO.paa \\| 2048x2048 \\| |\n| 125 | Rugged Dual Screen (Horizontal) | Land_TripodScreen_01_dual_v1_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\props_f_exp\\military\\camps\\data\\tripodscreen_01_co.paa \\| 2048x2048 \\| |\n| 126 | Rugged Dual Screen (Sand, Horizontal) | Land_TripodScreen_01_dual_v1_sand_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\|  \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\TripodScreen_01_sand_CO.paa \\| 2048x2048 \\| |\n| 127 | Rugged Dual Screen (Black, Vertical) | Land_TripodScreen_01_dual_v2_black_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\|  \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\TripodScreen_01_black_CO.paa \\| 2048x2048 \\| |\n| 128 | Rugged Dual Screen (Vertical) | Land_TripodScreen_01_dual_v2_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\props_f_exp\\military\\camps\\data\\tripodscreen_01_co.paa \\| 2048x2048 \\| |\n| 129 | Rugged Dual Screen (Sand, Vertical) | Land_TripodScreen_01_dual_v2_sand_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\|  \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\TripodScreen_01_sand_CO.paa \\| 2048x2048 \\| |\n| 130 | Rugged Large Screen (Black) | Land_TripodScreen_01_large_black_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\|  \\| N/A \\|<br>\\| Texture #2 \\|  \\| N/A \\|<br>\\| Texture #3 \\|  \\| N/A \\|<br>\\| Texture #4 \\|  \\| N/A \\|<br>\\| Texture #5 \\|  \\| N/A \\|<br>\\| Texture #6 \\|  \\| N/A \\|<br>\\| Texture #7 \\|  \\| N/A \\|<br>\\| Texture #8 \\|  \\| N/A \\|<br>\\| Texture #9 \\|  \\| N/A \\|<br>\\| Texture #10 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\TripodScreen_01_black_CO.paa \\| 2048x2048 \\| |\n| 131 | Rugged Large Screen | Land_TripodScreen_01_large_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #2 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #3 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #4 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #5 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #6 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #7 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #8 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #9 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #10 \\| a3\\props_f_exp\\military\\camps\\data\\tripodscreen_01_co.paa \\| 2048x2048 \\| |\n| 132 | Rugged Large Screen (Sand) | Land_TripodScreen_01_large_sand_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\|  \\| N/A \\|<br>\\| Texture #2 \\|  \\| N/A \\|<br>\\| Texture #3 \\|  \\| N/A \\|<br>\\| Texture #4 \\|  \\| N/A \\|<br>\\| Texture #5 \\|  \\| N/A \\|<br>\\| Texture #6 \\|  \\| N/A \\|<br>\\| Texture #7 \\|  \\| N/A \\|<br>\\| Texture #8 \\|  \\| N/A \\|<br>\\| Texture #9 \\|  \\| N/A \\|<br>\\| Texture #10 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\TripodScreen_01_sand_CO.paa \\| 2048x2048 \\| |\n| 133 | VR Obstacle (20x10x8) | Land_VR_Block_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 134 | VR Obstacle (12x12x4) | Land_VR_Block_02_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 135 | VR Obstacle (12x7.5x6) | Land_VR_Block_03_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 136 | VR Obstacle (10.5x10.5x9) | Land_VR_Block_04_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 137 | VR Obstacle (10x5x4) | Land_VR_Block_05_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 138 | VR Cover Object (Kneel) | Land_VR_CoverObject_01_kneel_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 139 | VR Cover Object (High kneel) | Land_VR_CoverObject_01_kneelHigh_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 140 | VR Cover Object (Low kneel) | Land_VR_CoverObject_01_kneelLow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 141 | VR Cover Object (Stand) | Land_VR_CoverObject_01_stand_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 142 | VR Cover Object (High stand) | Land_VR_CoverObject_01_standHigh_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 143 | VR Slope (10x5x4) | Land_VR_Slope_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 144 | Wallet | Land_Wallet_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Items\\Documents\\Data\\Wallet_picture_CO.paa \\| 1024x1024 \\| |\n| 145 | Wall Sign (Chalkboard) | Land_WallSign_01_chalkboard_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Special\\Data\\WallSign_01_F_chalkboard_CO.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\Structures_F_Orange\\Signs\\Special\\Data\\WallSign_01_F_chalkboard_CO.paa \\| 1024x1024 \\| |\n| 146 | Wall Sign | Land_WallSign_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Special\\Data\\WallSign_01_F_wood_CO.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\Structures_F_Orange\\Signs\\Special\\Data\\WallSign_01_F_wood_CO.paa \\| 1024x1024 \\| |\n| 147 | Leaflet | Leaflet_05_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\weapons_f_orange\\ammo\\data\\leaflet_default_co.paa \\| 32x32 \\| |\n| 148 | Leaflet (New) | Leaflet_05_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\weapons_f_orange\\ammo\\data\\leaflet_default_co.paa \\| 32x32 \\| |\n| 149 | Leaflet (Old) | Leaflet_05_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\weapons_f_orange\\ammo\\data\\leaflet_default_co.paa \\| 32x32 \\| |\n| 150 | Leaflet (Stack) | Leaflet_05_Stack_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\weapons_f_orange\\ammo\\data\\leaflet_default_co.paa \\| 32x32 \\| |\n| 151 | Whiteboard (Map of Altis) | MapBoard_altis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Civ\\InfoBoards\\Data\\MapBoard_Altis_CO.paa \\| 2048x2048 \\| |\n| 152 | Whiteboard (Map of Malden) | MapBoard_Malden_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Argo\\Civilian\\InfoBoards\\Data\\MapBoard_Malden_CO.paa \\| 2048x2048 \\| |\n| 153 | Whiteboard (Seismic map) | MapBoard_seismic_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_EPC\\Civ\\InfoBoards\\Data\\MapBoard_Seismic_CO.paa \\| 2048x2048 \\| |\n| 154 | Whiteboard (Map of Stratis) | MapBoard_stratis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Civ\\InfoBoards\\Data\\MapBoard_Stratis_CO.paa \\| 2048x2048 \\| |\n| 155 | Whiteboard (Map of Tanoa) | MapBoard_Tanoa_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Argo\\Civilian\\InfoBoards\\Data\\MapBoard_Tanoa_CO.paa \\| 2048x2048 \\| |\n| 156 | Rugged Communications Terminal | RuggedTerminal_01_communications_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_decade\\objectives\\data\\computerscreen_flame_ca.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1,0.5,0.25,0.99,CA) \\| N/A \\|<br>\\| Texture #2 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_02_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_01_ntb_ant_co.paa \\| 2048x2048 \\|<br>\\| Texture #5 \\| a3\\props_f_decade\\objectives\\data\\linknode_01_main_f_acessories_co.paa \\| 2048x2048 \\| |\n| 157 | Rugged Communications Hub | RuggedTerminal_01_communications_hub_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_decade\\objectives\\data\\computerscreen_flame_ca.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1,0.5,0.25,0.99,CA) \\| N/A \\|<br>\\| Texture #2 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_02_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_01_ntb_ant_co.paa \\| 2048x2048 \\|<br>\\| Texture #5 \\| a3\\props_f_decade\\objectives\\data\\linknode_01_main_f_acessories_co.paa \\| 2048x2048 \\| |\n| 158 | Rugged Terminal | RuggedTerminal_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_decade\\objectives\\data\\computerscreen_flame_ca.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1,0.5,0.25,0.99,CA) \\| N/A \\|<br>\\| Texture #2 \\| #(argb,8,8,3)color(1,1,1,0.99,CA) \\| N/A \\|<br>\\| Texture #3 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_03_co.paa \\| 2048x2048 \\|<br>\\| Texture #5 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_01_ntb_ant_co.paa \\| 2048x2048 \\|<br>\\| Texture #6 \\| a3\\props_f_decade\\objectives\\data\\linknode_01_main_f_acessories_co.paa \\| 2048x2048 \\|<br>\\| Texture #7 \\| a3\\props_f_decade\\objectives\\data\\raidterminal_generator_co.paa \\| 2048x2048 \\| |\n| 159 | Rugged Communications Terminal (Large) | RuggedTerminal_02_communications_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_decade\\objectives\\data\\computerscreen_flame_ca.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1,0.5,0.25,0.99,CA) \\| N/A \\|<br>\\| Texture #2 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_02_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_01_ntb_ant_co.paa \\| 2048x2048 \\|<br>\\| Texture #5 \\| a3\\props_f_decade\\objectives\\data\\linknode_01_main_f_acessories_co.paa \\| 2048x2048 \\| |\n| 160 | Arrow (Blue) | Sign_Arrow_Blue_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,1,0.75,ca) \\| N/A \\| |\n| 161 | Arrow (Cyan) | Sign_Arrow_Cyan_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,1,0.75,ca) \\| N/A \\| |\n| 162 | Arrow (Direction, Blue) | Sign_Arrow_Direction_Blue_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,1,0.75,ca) \\| N/A \\| |\n| 163 | Arrow (Direction, Cyan) | Sign_Arrow_Direction_Cyan_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,1,0.75,ca) \\| N/A \\| |\n| 164 | Arrow (Direction, Red) | Sign_Arrow_Direction_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,0,0.75,ca) \\| N/A \\| |\n| 165 | Arrow (Direction, Green) | Sign_Arrow_Direction_Green_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,0,0.75,ca) \\| N/A \\| |\n| 166 | Arrow (Direction, Pink) | Sign_Arrow_Direction_Pink_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,1,0.75,ca) \\| N/A \\| |\n| 167 | Arrow (Direction, Yellow) | Sign_Arrow_Direction_Yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,1,0,0.75,ca) \\| N/A \\| |\n| 168 | Arrow (Red) | Sign_Arrow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,0,0.75,ca) \\| N/A \\| |\n| 169 | Arrow (Green) | Sign_Arrow_Green_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,0,0.75,ca) \\| N/A \\| |\n| 170 | Arrow (Large, Blue) | Sign_Arrow_Large_Blue_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,1,0.75,ca) \\| N/A \\| |\n| 171 | Arrow (Large, Cyan) | Sign_Arrow_Large_Cyan_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,1,0.75,ca) \\| N/A \\| |\n| 172 | Arrow (Large, Red) | Sign_Arrow_Large_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,0,0.75,ca) \\| N/A \\| |\n| 173 | Arrow (Large, Green) | Sign_Arrow_Large_Green_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,0,0.75,ca) \\| N/A \\| |\n| 174 | Arrow (Large, Pink) | Sign_Arrow_Large_Pink_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,1,0.75,ca) \\| N/A \\| |\n| 175 | Arrow (Large, Yellow) | Sign_Arrow_Large_Yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,1,0,0.75,ca) \\| N/A \\| |\n| 176 | Arrow (Pink) | Sign_Arrow_Pink_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,1,0.75,ca) \\| N/A \\| |\n| 177 | Arrow (Yellow) | Sign_Arrow_Yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,1,0,0.75,ca) \\| N/A \\| |\n| 178 | Circle | Sign_Circle_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0.6,0.1,0.1,ca) \\| N/A \\| |\n| 179 | Pointer (Blue) | Sign_Pointer_Blue_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,1,0.75,ca) \\| N/A \\| |\n| 180 | Pointer (Cyan) | Sign_Pointer_Cyan_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,1,0.75,ca) \\| N/A \\| |\n| 181 | Pointer (Red) | Sign_Pointer_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,0,0.75,ca) \\| N/A \\| |\n| 182 | Pointer (Green) | Sign_Pointer_Green_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,0,0.75,ca) \\| N/A \\| |\n| 183 | Pointer (Pink) | Sign_Pointer_Pink_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,1,0.75,ca) \\| N/A \\| |\n| 184 | Pointer (Yellow) | Sign_Pointer_Yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,1,0,0.75,ca) \\| N/A \\| |\n| 185 | Sphere (100cm) | Sign_Sphere100cm_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0.6,0.1,1.0,ca) \\| N/A \\| |\n| 186 | Sphere (Geometry, 100cm) | Sign_Sphere100cm_Geometry_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.898039,0.403922,0.133333,1.000000,ca) \\| N/A \\| |\n| 187 | Sphere (10cm) | Sign_Sphere10cm_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0.6,0.1,1.0,ca) \\| N/A \\| |\n| 188 | Sphere (Geometry, 10cm) | Sign_Sphere10cm_Geometry_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.898039,0.403922,0.133333,1.000000,ca) \\| N/A \\| |\n| 189 | Sphere (200cm) | Sign_Sphere200cm_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0.6,0.1,1.0,ca) \\| N/A \\| |\n| 190 | Sphere (Geometry, 200cm) | Sign_Sphere200cm_Geometry_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.898039,0.403922,0.133333,1.000000,ca) \\| N/A \\| |\n| 191 | Sphere (25cm) | Sign_Sphere25cm_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0.6,0.1,1.0,ca) \\| N/A \\| |\n| 192 | Sphere (Geometry, 25cm) | Sign_Sphere25cm_Geometry_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.898039,0.403922,0.133333,1.000000,ca) \\| N/A \\| |\n| 193 | Sign (IDAP) | SignAd_Sponsor_01_IDAP_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Special\\Data\\ad_IDAP_sponsor_ca.paa \\| 1024x512 \\| |\n| 194 | Sign (ARMEX) | SignAd_Sponsor_ARMEX_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_armex_ca.paa \\| 1024x512 \\| |\n| 195 | Sign (Blueking) | SignAd_Sponsor_Blueking_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_bluking_CA.paa \\| 1024x512 \\| |\n| 196 | Sign (Burstkoke) | SignAd_Sponsor_Burstkoke_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_koke_CA.paa \\| 1024x512 \\| |\n| 197 | Sign (Sponsor) | SignAd_Sponsor_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\| |\n| 198 | Sign (Fuel, green) | SignAd_Sponsor_Fuel_green_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_fuel2_CA.paa \\| 1024x512 \\| |\n| 199 | Sign (Fuel, white) | SignAd_Sponsor_Fuel_white_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_fuel1_CA.paa \\| 1024x512 \\| |\n| 200 | Sign (IDAP) | SignAd_Sponsor_IDAP_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Special\\Data\\ad_IDAP_ca.paa \\| 1024x512 \\| |\n| 201 | Sign (ION) | SignAd_Sponsor_ION_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_ion_ca.paa \\| 1024x512 \\| |\n| 202 | Sign (Larkin) | SignAd_Sponsor_Larkin_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_larkin_ca.paa \\| 1024x512 \\| |\n| 203 | Sign (Quontrol) | SignAd_Sponsor_Quontrol_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_quontrol_ca.paa \\| 1024x512 \\| |\n| 204 | Sign (Redburger) | SignAd_Sponsor_Redburger_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_redburger_CA.paa \\| 1024x512 \\| |\n| 205 | Sign (Redstone) | SignAd_Sponsor_Redstone_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_redstone_CA.paa \\| 1024x512 \\| |\n| 206 | Sign (Suatmm) | SignAd_Sponsor_Suatmm_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_suatmm_CA.paa \\| 1024x512 \\| |\n| 207 | Sign (Vrana) | SignAd_Sponsor_Vrana_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_vrana_ca.paa \\| 1024x512 \\| |\n| 208 | Sign (IDAP - Small) | SignAd_SponsorS_01_IDAP_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Special\\Data\\ad_IDAP_sponsor_ca.paa \\| 1024x512 \\| |\n| 209 | Sign (ARMEX - Small) | SignAd_SponsorS_ARMEX_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_armex_ca.paa \\| 1024x512 \\| |\n| 210 | Sign (Blueking - Small) | SignAd_SponsorS_Blueking_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_bluking_CA.paa \\| 1024x512 \\| |\n| 211 | Sign (Burstkoke - Small) | SignAd_SponsorS_Burstkoke_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_koke_CA.paa \\| 1024x512 \\| |\n| 212 | Sign (Sponsor - Small) | SignAd_SponsorS_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\| |\n| 213 | Sign (Fuel, green - Small) | SignAd_SponsorS_Fuel_green_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_fuel2_CA.paa \\| 1024x512 \\| |\n| 214 | Sign (Fuel, white - Small) | SignAd_SponsorS_Fuel_white_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_fuel1_CA.paa \\| 1024x512 \\| |\n| 215 | Sign (ION - Small) | SignAd_SponsorS_ION_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_ion_ca.paa \\| 1024x512 \\| |\n| 216 | Sign (Larkin - Small) | SignAd_SponsorS_Larkin_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_larkin_ca.paa \\| 1024x512 \\| |\n| 217 | Sign (Quontrol - Small) | SignAd_SponsorS_Quontrol_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_quontrol_ca.paa \\| 1024x512 \\| |\n| 218 | Sign (Redburger - Small) | SignAd_SponsorS_Redburger_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_redburger_CA.paa \\| 1024x512 \\| |\n| 219 | Sign (Redstone - Small) | SignAd_SponsorS_Redstone_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_redstone_CA.paa \\| 1024x512 \\| |\n| 220 | Sign (Suatmm - Small) | SignAd_SponsorS_Suatmm_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_suatmm_CA.paa \\| 1024x512 \\| |\n| 221 | Sign (Vrana - Small) | SignAd_SponsorS_Vrana_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_vrana_ca.paa \\| 1024x512 \\| |\n| 222 | User Texture (10m) | UserTexture10m_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\| |\n| 223 | User Texture (1m) | UserTexture1m_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\| |\n| 224 | User Texture (1x2m) | UserTexture_1x2_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,ca) \\| N/A \\| |\n| 225 | VR Area (Circle, 4m, Grey) | VR_Area_01_circle_4_grey_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.45,0.45,0.45,1,co) \\| N/A \\| |\n| 226 | VR Area (Circle, 4m, Yellow) | VR_Area_01_circle_4_yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.581,0.441,0.293,1,co) \\| N/A \\| |\n| 227 | VR Area (Square, 1x1, Grey) | VR_Area_01_square_1x1_grey_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.45,0.45,0.45,1,co) \\| N/A \\| |\n| 228 | VR Area (Square, 1x1, Yellow) | VR_Area_01_square_1x1_yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.581,0.441,0.293,1,co) \\| N/A \\| |\n| 229 | VR Area (Square, 2x2, Grey) | VR_Area_01_square_2x2_grey_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.45,0.45,0.45,1,co) \\| N/A \\| |\n| 230 | VR Area (Square, 2x2, Yellow) | VR_Area_01_square_2x2_yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.581,0.441,0.293,1,co) \\| N/A \\| |\n| 231 | VR Area (Square, 4x4, Grey) | VR_Area_01_square_4x4_grey_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.45,0.45,0.45,1,co) \\| N/A \\| |\n| 232 | VR Area (Square, 4x4, Yellow) | VR_Area_01_square_4x4_yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.581,0.441,0.293,1,co) \\| N/A \\| |\n| 233 | VR Wall | VR_Billboard_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,1,1,0.2,ca) \\| N/A \\| |\n| 234 | VR Ground Icon | VR_GroundIcon_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_Bootcamp\\VR\\Helpers\\Data\\VR_GroundIcon_01_default_CA.paa \\| 1024x1024 \\| |\n| 235 | VR Sector (60deg, 50m, Grey) | VR_Sector_01_60deg_50_grey_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,1,1,0.01,ca) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1,1,1,0.1,ca) \\| N/A \\| |\n| 236 | VR Sector (60deg, 50m, Red) | VR_Sector_01_60deg_50_red_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.433,0.107,0.088,0.1,ca) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.433,0.107,0.088,0.7,ca) \\| N/A \\| |","sections":[{"heading":null,"level":1,"markdown":"The following list shows all entities that allow for changing their textures through the Eden Editor custom textures attribute either by providing the path to a texture or by using a Procedural Textures.\nSome more information can be found on Arma 3: Art of War Artwork Textures.\n\n| No. | Display Name | Class Name | Preview | Textures |\n|---|---|---|---|---|\n| 1 | Area Marker | AreaMarker_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_decade\\objectives\\data\\confrontationarea_01_area_f_ca.paa \\| 1024x256 \\| |\n| 2 | Banner (AAF) | Banner_01_AAF_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Data_f\\Flags\\flag_aaf_CO.paa \\| 512x256 \\| |\n| 3 | Banner (CSAT) | Banner_01_CSAT_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Data_f\\Flags\\flag_csat_CO.paa \\| 512x256 \\| |\n| 4 | Banner (LDF) | Banner_01_EAF_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Data_F_Enoch\\Flags\\flag_EAF_CO.paa \\| 512x256 \\| |\n| 5 | Banner | Banner_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\data_f\\flags\\flag_white_co.paa \\| 512x256 \\| |\n| 6 | Banner (FIA) | Banner_01_FIA_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Data_f\\Flags\\flag_fia_CO.paa \\| 512x256 \\| |\n| 7 | Banner (IDAP) | Banner_01_IDAP_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Data_F_Orange\\Flags\\flag_IDAP_CO.paa \\| 512x256 \\| |\n| 8 | Banner (NATO) | Banner_01_NATO_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Data_f\\Flags\\flag_nato_CO.paa \\| 512x256 \\| |\n| 9 | Blood Pool (Large, New) | BloodPool_01_Large_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodPool_Large_Fresh_CA.paa \\| 1024x1024 \\| |\n| 10 | Blood Pool (Large, Old) | BloodPool_01_Large_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodPool_Large_Old_CA.paa \\| 1024x1024 \\| |\n| 11 | Blood Pool (Medium, New) | BloodPool_01_Medium_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodPool_Medium_Fresh_CA.paa \\| 512x512 \\| |\n| 12 | Blood Pool (Medium, Old) | BloodPool_01_Medium_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodPool_Medium_Old_CA.paa \\| 512x512 \\| |\n| 13 | Blood Splatter (Large, New) | BloodSplatter_01_Large_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSplatter_Large_Fresh_CA.paa \\| 1024x1024 \\| |\n| 14 | Blood Splatter (Large, Old) | BloodSplatter_01_Large_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSplatter_Large_Old_CA.paa \\| 1024x1024 \\| |\n| 15 | Blood Splatter (Medium, New) | BloodSplatter_01_Medium_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSplatter_Medium_Fresh_CA.paa \\| 512x512 \\| |\n| 16 | Blood Splatter (Medium, Old) | BloodSplatter_01_Medium_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSplatter_Medium_Old_CA.paa \\| 512x512 \\| |\n| 17 | Blood Splatter (Small, New) | BloodSplatter_01_Small_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSplatter_Small_Fresh_CA.paa \\| 256x256 \\| |\n| 18 | Blood Splatter (Small, Old) | BloodSplatter_01_Small_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSplatter_Small_Old_CA.paa \\| 256x256 \\| |\n| 19 | Blood Spray (New) | BloodSpray_01_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSpray_Fresh_CA.paa \\| 512x512 \\| |\n| 20 | Blood Spray (Old) | BloodSpray_01_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodSpray_Old_CA.paa \\| 512x512 \\| |\n| 21 | Blood Trail (New) | BloodTrail_01_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodTrail_Fresh_CA.paa \\| 256x1024 \\| |\n| 22 | Blood Trail (Old) | BloodTrail_01_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Humanitarian\\Garbage\\data\\BloodTrail_Old_CA.paa \\| 256x1024 \\| |\n| 23 | Canvas (Medium) | Canvas_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\canvas_rectangle_large_image_f_co.paa \\| 2048x1024 \\| |\n| 24 | Canvas (Medium, Landscape) | Canvas_01_Landscape_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\canvas_rectangle_large_image_f_co.paa \\| 2048x1024 \\| |\n| 25 | Canvas (Large) | Canvas_01_Large_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\canvas_rectangle_large_image_f_co.paa \\| 2048x1024 \\| |\n| 26 | Canvas (Small) | Canvas_01_Small_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\canvas_rectangle_large_image_f_co.paa \\| 2048x1024 \\| |\n| 27 | Canvas (Medium, Square) | Canvas_01_Square_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\canvas_rectangle_large_image_f_co.paa \\| 2048x1024 \\| |\n| 28 | Aftershave (Boxed) | EauDeCombat_01_box_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_EPA\\Items\\Vessels\\data\\eaudecombat_01_box_co.paa \\| 1024x1024 \\| |\n| 29 | Flag (Marker) | FlagMarker_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.93,0.43,0.22,1.0,CO) \\| N/A \\| |\n| 30 | Folded Flag (Altis) | FoldedFlag_01_Altis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Items\\Decorative\\Data\\FoldedFlag_01_Altis_CO.paa \\| 1024x1024 \\| |\n| 31 | Folded Flag (Livonia) | FoldedFlag_01_Livonia_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Items\\Decorative\\Data\\FoldedFlag_01_Livonia_CO.paa \\| 1024x1024 \\| |\n| 32 | Folded Flag (Horizon Islands) | FoldedFlag_01_Tanoa_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Items\\Decorative\\Data\\FoldedFlag_01_Tanoa_CO.paa \\| 1024x1024 \\| |\n| 33 | Folded Flag (UK) | FoldedFlag_01_UK_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Items\\Decorative\\Data\\FoldedFlag_01_UK_CO.paa \\| 1024x1024 \\| |\n| 34 | Folded Flag (US) | FoldedFlag_01_US_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Items\\Decorative\\Data\\FoldedFlag_01_US_CO.paa \\| 1024x1024 \\| |\n| 35 | Diorama Base (Dirt) | GalleryDioramaBase_01_Dirt_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\Base_Dirt_co.paa \\| 2048x2048 \\| |\n| 36 | Diorama Base (Grass) | GalleryDioramaBase_01_Grass_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\base_grass_co.paa \\| 2048x2048 \\| |\n| 37 | Diorama Base (Sand) | GalleryDioramaBase_01_Sand_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\base_Sand_co.paa \\| 2048x2048 \\| |\n| 38 | Diorama Unit (Astra) | GalleryDioramaUnit_01_Astra_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\screen_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.4665,0.5215,0.8905,1.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\Diorama_Base_Unit_02_Astra_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_03_co.paa \\| 2048x2048 \\| |\n| 39 | Diorama Unit (Blank) | GalleryDioramaUnit_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\screen_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.4665,0.5215,0.8905,1.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_02_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_03_co.paa \\| 2048x2048 \\| |\n| 40 | Diorama Unit (IDAP) | GalleryDioramaUnit_01_IDAP_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\screen_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.4665,0.5215,0.8905,1.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\Diorama_Base_Unit_02_IDAP_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_03_co.paa \\| 2048x2048 \\| |\n| 41 | Diorama Unit (Macrotech) | GalleryDioramaUnit_01_Macrotech_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\screen_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.4665,0.5215,0.8905,1.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\Diorama_Base_Unit_02_Macrotech_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_03_co.paa \\| 2048x2048 \\| |\n| 42 | Diorama Unit (Opsis) | GalleryDioramaUnit_01_opsis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\screen_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.4665,0.5215,0.8905,1.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\Diorama_Base_Unit_02_Opsis_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_03_co.paa \\| 2048x2048 \\| |\n| 43 | Diorama Unit (Redstone) | GalleryDioramaUnit_01_Redstone_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\screen_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.4665,0.5215,0.8905,1.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\Diorama_Base_Unit_02_Redstone_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_03_co.paa \\| 2048x2048 \\| |\n| 44 | Diorama Unit (Vrana) | GalleryDioramaUnit_01_Vrana_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\screen_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.4665,0.5215,0.8905,1.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\Diorama_Base_Unit_02_Vrana_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\Props_F_AoW\\Civilian\\Gallery\\data\\diorama_base_unit_03_co.paa \\| 2048x2048 \\| |\n| 45 | Gallery Frame (Large, Portrait) | GalleryFrame_01_large_portrait_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_01_large_portrait_picture_f_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_01_large_portrait_f_co.paa \\| 2048x1024 \\|<br>\\| Texture #2 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_01_large_portrait_f_co.paa \\| 2048x1024 \\| |\n| 46 | Gallery Frame (Large, v1) | GalleryFrame_01_large_v1_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_01_picture_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_01_large_f_co.paa \\| 2048x1024 \\|<br>\\| Texture #2 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_01_large_f_co.paa \\| 2048x1024 \\| |\n| 47 | Gallery Frame (Large, v2) | GalleryFrame_01_large_v2_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_picture_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_large_f_co.paa \\| 2048x1024 \\|<br>\\| Texture #2 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_large_f_co.paa \\| 2048x1024 \\| |\n| 48 | Gallery Frame (Large, v3) | GalleryFrame_01_large_v3_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_03_picture_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_03_large_f_co.paa \\| 2048x1024 \\|<br>\\| Texture #2 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_03_large_f_co.paa \\| 2048x1024 \\| |\n| 49 | Gallery Frame (Medium) | GalleryFrame_02_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryFrame_02_rectangle_picture_alt_co.paa \\| 2048x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_large_rectangle_f_co.paa \\| 2048x2048 \\|<br>\\| Texture #2 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_large_rectangle_f_co.paa \\| 2048x2048 \\| |\n| 50 | Gallery Frame (Large, Rectangle) | GalleryFrame_02_large_rectangle_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_rectangle_picture_co.paa \\| 2048x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_large_rectangle_f_co.paa \\| 2048x2048 \\|<br>\\| Texture #2 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_large_rectangle_f_co.paa \\| 2048x2048 \\| |\n| 51 | Gallery Frame (Medium, Square) | GalleryFrame_02_square_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_square_picture_co.paa \\| 2048x2048 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_square_f_co.paa \\| 2048x2048 \\|<br>\\| Texture #2 \\| a3\\props_f_aow\\civilian\\gallery\\data\\galleryframe_02_square_f_co.paa \\| 2048x2048 \\| |\n| 52 | Gallery Label | GalleryLabel_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\civilian\\gallery\\data\\gallery_label_01_f_co.paa \\| 1024x1024 \\| |\n| 53 | Photo | Intel_Photos_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\structures_f\\items\\documents\\data\\photos_camo_co.paa \\| 512x256 \\| |\n| 54 | Balloon (Air) | Land_Balloon_01_air_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.941,0.510,0.192,1,co) \\| N/A \\| |\n| 55 | Balloon (Water) | Land_Balloon_01_water_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.941,0.510,0.192,1,co) \\| N/A \\| |\n| 56 | Billboard 1 (Blank) | Land_Billboard_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F\\Civ\\InfoBoards\\Data\\Billboard_metal_CO.paa \\| 256x256 \\| |\n| 57 | Briefing Room Desk | Land_BriefingRoomDesk_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Boat_F_Destroyer\\Destroyer_01\\Data\\Destroyer_01_Screen_01_co.paa \\| 2048x2048 \\| |\n| 58 | Briefing Room Screen | Land_BriefingRoomScreen_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Boat_F_Destroyer\\Destroyer_01\\Data\\Destroyer_01_Screen_01_co.paa \\| 2048x2048 \\| |\n| 59 | File (Documents) | Land_File1_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.835294,0,0,0.0,ca) \\| N/A \\| |\n| 60 | File (Research) | Land_File2_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.835294,0,0,0.0,ca) \\| N/A \\| |\n| 61 | File (Top Secret) | Land_File_research_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_EPC\\Items\\Documents\\Data\\Files_secret_CA.paa \\| 512x256 \\| |\n| 62 | Flat TV | Land_FlatTV_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,co) \\| N/A \\| |\n| 63 | Infostand (1 leg) | Land_InfoStand_V1_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\| A3\\Structures_F\\Civ\\InfoBoards\\Data\\InfoStands_CA.paa \\| 256x256 \\| |\n| 64 | Infostand (2 legs) | Land_InfoStand_V2_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\| A3\\Structures_F\\Civ\\InfoBoards\\Data\\InfoStands_CA.paa \\| 256x256 \\| |\n| 65 | Old Laptop (Closed) | Land_Laptop_02_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Props_F_Argo\\Items\\Electronics\\data\\laptop_02_screen_co.paa \\| 1024x512 \\| |\n| 66 | Old Laptop (Open) | Land_Laptop_02_unfolded_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Props_F_Argo\\Items\\Electronics\\data\\laptop_02_screen_co.paa \\| 1024x512 \\| |\n| 67 | Laptop (Device readings) | Land_Laptop_device_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_EPC\\Items\\Electronics\\Data\\Electronics_screens_laptop_device_CO.paa \\| 1024x512 \\| |\n| 68 | Laptop (Open, Intel v1) | Land_Laptop_Intel_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Missions_F_Oldman\\Data\\img\\Screens\\CSATNtb_co.paa \\| 1024x512 \\| |\n| 69 | Laptop (Open, Intel v2) | Land_Laptop_Intel_02_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Missions_F_Oldman\\Data\\img\\Screens\\CSATNtb_co.paa \\| 1024x512 \\| |\n| 70 | Laptop (Open, Intel v3) | Land_Laptop_Intel_Oldman_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Missions_F_Oldman\\Data\\img\\Screens\\CSATNtb_co.paa \\| 1024x512 \\| |\n| 71 | Laptop (Open) | Land_Laptop_unfolded_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Items\\Electronics\\Data\\Electronics_screens_laptop_CO.paa \\| 1024x512 \\| |\n| 72 | Sleeved Map (Altis) | Land_Map_unfolded_Altis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Argo\\Items\\Documents\\Data\\Map_unfolded_altis_CO.paa \\| 512x512 \\| |\n| 73 | Sleeved Map (Livonia) | Land_Map_unfolded_Enoch_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Enoch\\Items\\Documents\\Data\\Map_unfolded_Enoch_CO.paa \\| 512x512 \\| |\n| 74 | Sleeved map (Stratis) | Land_Map_unfolded_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Items\\Documents\\Data\\map_stratis_CO.paa \\| 512x512 \\| |\n| 75 | Sleeved Map (Malden) | Land_Map_unfolded_Malden_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Argo\\Items\\Documents\\Data\\Map_unfolded_malden_CO.paa \\| 512x512 \\| |\n| 76 | Sleeved Map (Tanoa) | Land_Map_unfolded_Tanoa_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Argo\\Items\\Documents\\Data\\Map_unfolded_tanoa_CO.paa \\| 512x512 \\| |\n| 77 | Whiteboard (Map of Altis, Wall) | Land_MapBoard_01_Wall_Altis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Civ\\InfoBoards\\Data\\MapBoard_Altis_CO.paa \\| 2048x2048 \\| |\n| 78 | Whiteboard (Map of Livonia, Wall) | Land_MapBoard_01_Wall_Enoch_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\Props_F_Enoch\\Civilian\\InfoBoards\\data\\MapBoard_Enoch_CO.paa \\| 2048x2048 \\| |\n| 79 | Whiteboard (Empty, Wall) | Land_MapBoard_01_Wall_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\structures_f\\civ\\infoboards\\data\\mapboard_default_co.paa \\| 2048x2048 \\| |\n| 80 | Whiteboard (Map of Malden, Wall) | Land_MapBoard_01_Wall_Malden_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Argo\\Civilian\\InfoBoards\\Data\\MapBoard_Malden_CO.paa \\| 2048x2048 \\| |\n| 81 | Whiteboard (Map of Stratis, Wall) | Land_MapBoard_01_Wall_Stratis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Civ\\InfoBoards\\Data\\MapBoard_Stratis_CO.paa \\| 2048x2048 \\| |\n| 82 | Whiteboard (Map of Tanoa, Wall) | Land_MapBoard_01_Wall_Tanoa_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Argo\\Civilian\\InfoBoards\\Data\\MapBoard_Tanoa_CO.paa \\| 2048x2048 \\| |\n| 83 | Whiteboard (Map of Livonia) | Land_MapBoard_Enoch_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\Props_F_Enoch\\Civilian\\InfoBoards\\data\\MapBoard_Enoch_CO.paa \\| 2048x2048 \\| |\n| 84 | Whiteboard (Empty) | Land_MapBoard_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Civ\\InfoBoards\\Data\\MapBoard_Default_CO.paa \\| 2048x2048 \\| |\n| 85 | Mobile Phone (Old) | Land_MobilePhone_old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Items\\Electronics\\Data\\Electronics_screens_mobilePhone_old_CO.paa \\| 256x256 \\| |\n| 86 | Mobile Phone (New) | Land_MobilePhone_smart_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Items\\Electronics\\Data\\Electronics_screens_mobilePhone_smart_CO.paa \\| 256x512 \\| |\n| 87 | Notepad | Land_Notepad_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.835294,0,0,0.0,ca) \\| N/A \\| |\n| 88 | Noticeboard | Land_Noticeboard_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Civ\\InfoBoards\\Data\\Noticeboard_CA.paa \\| 256x256 \\| |\n| 89 | PC Set (Screen) | Land_PCSet_01_screen_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,co) \\| N/A \\| |\n| 90 | PC Set (Screen, Intel v1) | Land_PCSet_Intel_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Missions_F_Oldman\\Data\\img\\Screens\\CSATNtbDesktop_co.paa \\| 1024x1024 \\| |\n| 91 | PC Set (Screen, Intel v2) | Land_PCSet_Intel_02_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Missions_F_Oldman\\Data\\img\\Screens\\CSATNtbDesktop_co.paa \\| 1024x1024 \\| |\n| 92 | Photoframe (broken) | Land_Photoframe_01_broken_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Items\\Decorative\\Data\\photos_camo_co.paa \\| 512x512 \\|<br>\\| Texture #1 \\| a3\\props_f_orange\\items\\decorative\\data\\photoframe_01_f_co.paa \\| 1024x1024 \\| |\n| 93 | Photoframe | Land_Photoframe_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Items\\Decorative\\Data\\photos_camo_co.paa \\| 512x512 \\|<br>\\| Texture #1 \\| a3\\props_f_orange\\items\\decorative\\data\\photoframe_01_f_co.paa \\| 1024x1024 \\| |\n| 94 | Photo Frame (Portrait) | Land_Photoframe_02_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\items\\decorative\\data\\photoframe_02_us_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\items\\decorative\\data\\photoframe_02_f_co.paa \\| 1024x1024 \\| |\n| 95 | Photo Frame (Portrait, Standing) | Land_Photoframe_02_standing_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_aow\\items\\decorative\\data\\photoframe_02_aaf_co.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\props_f_aow\\items\\decorative\\data\\photoframe_02_f_co.paa \\| 1024x1024 \\| |\n| 96 | Photos 1 | Land_Photos_V1_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\structures_f\\items\\documents\\data\\photos_camo_co.paa \\| 512x256 \\| |\n| 97 | Photos 2 | Land_Photos_V2_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\structures_f\\items\\documents\\data\\photos_camo_co.paa \\| 512x256 \\| |\n| 98 | Photos 3 | Land_Photos_V3_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\structures_f\\items\\documents\\data\\photos_camo_co.paa \\| 512x256 \\| |\n| 99 | Photos 4 | Land_Photos_V4_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\structures_f\\items\\documents\\data\\photos_camo_co.paa \\| 512x256 \\| |\n| 100 | Photos 5 | Land_Photos_V5_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\structures_f\\items\\documents\\data\\photos_camo_co.paa \\| 512x256 \\| |\n| 101 | Photos 6 | Land_Photos_V6_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\a3\\structures_f\\items\\documents\\data\\photos_camo_co.paa \\| 512x256 \\| |\n| 102 | Sign (Mines) | Land_Sign_Mines_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\signs_f\\signm\\data\\signm_mines_co.paa \\| 256x256 \\| |\n| 103 | Sign (Mines Danger, International) | Land_Sign_MinesDanger_English_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Mines\\Data\\SignMinesDanger_English_CO.paa \\| 1024x512 \\| |\n| 104 | Sign (Mines Danger, Altis) | Land_Sign_MinesDanger_Greek_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Mines\\Data\\SignMinesDanger_Greek_CO.paa \\| 1024x512 \\| |\n| 105 | Sign (Mines, Tall, International) | Land_Sign_MinesTall_English_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Mines\\Data\\SignMines_English_CO.paa \\| 256x256 \\| |\n| 106 | Sign (Mines, Tall) | Land_Sign_MinesTall_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\signs_f\\signm\\data\\signm_mines_co.paa \\| 256x256 \\| |\n| 107 | Sign (Mines, Tall, Altis) | Land_Sign_MinesTall_Greek_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Mines\\Data\\SignMines_Greek_CO.paa \\| 256x256 \\| |\n| 108 | Sign (Military Area, Small, Greek & English) | Land_Sign_WarningMilAreaSmall_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\signs_f\\signm\\data\\SignM_NoEntry_CO.paa \\| 512x256 \\| |\n| 109 | Sign (Military Area, Greek & English) | Land_Sign_WarningMilitaryArea_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\signs_f\\signm\\data\\signm_warningmilitaryarea_co.paa \\| 1024x512 \\| |\n| 110 | Sign (Military Vehicles, Greek & English) | Land_Sign_WarningMilitaryVehicles_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\signs_f\\signm\\data\\SignM_WarningMilitaryVehicles_CO.paa \\| 512x256 \\| |\n| 111 | Sign (No Weapons, International) | Land_Sign_WarningNoWeapon_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Mines\\Data\\SignM_WarningNoWeapon_CO.paa \\| 1024x512 \\| |\n| 112 | Sign (No Weapons, Altis) | Land_Sign_WarningNoWeaponAltis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Mines\\Data\\SignM_WarningNoWeaponAltis_CO.paa \\| 1024x512 \\| |\n| 113 | Sign (No Weapons, Tanoa) | Land_Sign_WarningNoWeaponTanoa_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Mines\\Data\\SignM_WarningNoWeaponTanoa_CO.paa \\| 1024x512 \\| |\n| 114 | Sign (Risk Area) | Land_Sign_WarningUnexplodedAmmo_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\signs_f\\signm\\data\\SignM_WarningUnexplodedAmmo_CO.paa \\| 512x1024 \\| |\n| 115 | Tablet | Land_Tablet_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_Heli\\Items\\Electronics\\Data\\Tablet_Screen_CO.paa \\| 2048x2048 \\| |\n| 116 | Rugged Tablet (Black) | Land_Tablet_02_black_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_Heli\\Items\\Electronics\\Data\\Tablet_Screen_CO.paa \\| 2048x2048 \\|<br>\\| Texture #1 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\RuggedTablet_black_CO.paa \\| 1024x1024 \\| |\n| 117 | Rugged Tablet | Land_Tablet_02_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_Heli\\Items\\Electronics\\Data\\Tablet_Screen_CO.paa \\| 2048x2048 \\|<br>\\| Texture #1 \\| a3\\props_f_exp_a\\military\\equipment\\data\\ruggedtablet_co.paa \\| 1024x1024 \\| |\n| 118 | Rugged Tablet (Sand) | Land_Tablet_02_sand_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_Heli\\Items\\Electronics\\Data\\Tablet_Screen_CO.paa \\| 2048x2048 \\|<br>\\| Texture #1 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\RuggedTablet_Sand_CO.paa \\| 1024x1024 \\| |\n| 119 | Target - Oval (Ground) | Land_Target_Oval_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,CA) \\| N/A \\| |\n| 120 | Target - Oval (Wall, Bottom) | Land_Target_Oval_Wall_Bottom_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,CA) \\| N/A \\| |\n| 121 | Target - Oval (Wall, Left) | Land_Target_Oval_Wall_Left_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,CA) \\| N/A \\| |\n| 122 | Target - Oval (Wall, Right) | Land_Target_Oval_Wall_Right_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,CA) \\| N/A \\| |\n| 123 | Target - Oval (Wall, Top) | Land_Target_Oval_Wall_Top_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,CA) \\| N/A \\| |\n| 124 | Rugged Dual Screen (Black, Horizontal) | Land_TripodScreen_01_dual_v1_black_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\|  \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\TripodScreen_01_black_CO.paa \\| 2048x2048 \\| |\n| 125 | Rugged Dual Screen (Horizontal) | Land_TripodScreen_01_dual_v1_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\props_f_exp\\military\\camps\\data\\tripodscreen_01_co.paa \\| 2048x2048 \\| |\n| 126 | Rugged Dual Screen (Sand, Horizontal) | Land_TripodScreen_01_dual_v1_sand_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\|  \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\TripodScreen_01_sand_CO.paa \\| 2048x2048 \\| |\n| 127 | Rugged Dual Screen (Black, Vertical) | Land_TripodScreen_01_dual_v2_black_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\|  \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\TripodScreen_01_black_CO.paa \\| 2048x2048 \\| |\n| 128 | Rugged Dual Screen (Vertical) | Land_TripodScreen_01_dual_v2_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #2 \\| a3\\props_f_exp\\military\\camps\\data\\tripodscreen_01_co.paa \\| 2048x2048 \\| |\n| 129 | Rugged Dual Screen (Sand, Vertical) | Land_TripodScreen_01_dual_v2_sand_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\|  \\| N/A \\|<br>\\| Texture #2 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\TripodScreen_01_sand_CO.paa \\| 2048x2048 \\| |\n| 130 | Rugged Large Screen (Black) | Land_TripodScreen_01_large_black_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\|  \\| N/A \\|<br>\\| Texture #2 \\|  \\| N/A \\|<br>\\| Texture #3 \\|  \\| N/A \\|<br>\\| Texture #4 \\|  \\| N/A \\|<br>\\| Texture #5 \\|  \\| N/A \\|<br>\\| Texture #6 \\|  \\| N/A \\|<br>\\| Texture #7 \\|  \\| N/A \\|<br>\\| Texture #8 \\|  \\| N/A \\|<br>\\| Texture #9 \\|  \\| N/A \\|<br>\\| Texture #10 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\TripodScreen_01_black_CO.paa \\| 2048x2048 \\| |\n| 131 | Rugged Large Screen | Land_TripodScreen_01_large_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #2 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #3 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #4 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #5 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #6 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #7 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #8 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #9 \\| #(argb,8,8,3)color(0,0,0,0.0,co) \\| N/A \\|<br>\\| Texture #10 \\| a3\\props_f_exp\\military\\camps\\data\\tripodscreen_01_co.paa \\| 2048x2048 \\| |\n| 132 | Rugged Large Screen (Sand) | Land_TripodScreen_01_large_sand_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\|  \\| N/A \\|<br>\\| Texture #1 \\|  \\| N/A \\|<br>\\| Texture #2 \\|  \\| N/A \\|<br>\\| Texture #3 \\|  \\| N/A \\|<br>\\| Texture #4 \\|  \\| N/A \\|<br>\\| Texture #5 \\|  \\| N/A \\|<br>\\| Texture #6 \\|  \\| N/A \\|<br>\\| Texture #7 \\|  \\| N/A \\|<br>\\| Texture #8 \\|  \\| N/A \\|<br>\\| Texture #9 \\|  \\| N/A \\|<br>\\| Texture #10 \\| a3\\Props_F_Enoch\\Military\\Camps\\data\\TripodScreen_01_sand_CO.paa \\| 2048x2048 \\| |\n| 133 | VR Obstacle (20x10x8) | Land_VR_Block_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 134 | VR Obstacle (12x12x4) | Land_VR_Block_02_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 135 | VR Obstacle (12x7.5x6) | Land_VR_Block_03_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 136 | VR Obstacle (10.5x10.5x9) | Land_VR_Block_04_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 137 | VR Obstacle (10x5x4) | Land_VR_Block_05_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 138 | VR Cover Object (Kneel) | Land_VR_CoverObject_01_kneel_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 139 | VR Cover Object (High kneel) | Land_VR_CoverObject_01_kneelHigh_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 140 | VR Cover Object (Low kneel) | Land_VR_CoverObject_01_kneelLow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 141 | VR Cover Object (Stand) | Land_VR_CoverObject_01_stand_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 142 | VR Cover Object (High stand) | Land_VR_CoverObject_01_standHigh_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 143 | VR Slope (10x5x4) | Land_VR_Slope_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.75,0.75,0.75,1.0,CO) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1.0,1.0,1.0,1.0,CO) \\| N/A \\| |\n| 144 | Wallet | Land_Wallet_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Props_F_Orange\\Items\\Documents\\Data\\Wallet_picture_CO.paa \\| 1024x1024 \\| |\n| 145 | Wall Sign (Chalkboard) | Land_WallSign_01_chalkboard_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Special\\Data\\WallSign_01_F_chalkboard_CO.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\Structures_F_Orange\\Signs\\Special\\Data\\WallSign_01_F_chalkboard_CO.paa \\| 1024x1024 \\| |\n| 146 | Wall Sign | Land_WallSign_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Special\\Data\\WallSign_01_F_wood_CO.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| a3\\Structures_F_Orange\\Signs\\Special\\Data\\WallSign_01_F_wood_CO.paa \\| 1024x1024 \\| |\n| 147 | Leaflet | Leaflet_05_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\weapons_f_orange\\ammo\\data\\leaflet_default_co.paa \\| 32x32 \\| |\n| 148 | Leaflet (New) | Leaflet_05_New_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\weapons_f_orange\\ammo\\data\\leaflet_default_co.paa \\| 32x32 \\| |\n| 149 | Leaflet (Old) | Leaflet_05_Old_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\weapons_f_orange\\ammo\\data\\leaflet_default_co.paa \\| 32x32 \\| |\n| 150 | Leaflet (Stack) | Leaflet_05_Stack_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\weapons_f_orange\\ammo\\data\\leaflet_default_co.paa \\| 32x32 \\| |\n| 151 | Whiteboard (Map of Altis) | MapBoard_altis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Civ\\InfoBoards\\Data\\MapBoard_Altis_CO.paa \\| 2048x2048 \\| |\n| 152 | Whiteboard (Map of Malden) | MapBoard_Malden_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Argo\\Civilian\\InfoBoards\\Data\\MapBoard_Malden_CO.paa \\| 2048x2048 \\| |\n| 153 | Whiteboard (Seismic map) | MapBoard_seismic_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_EPC\\Civ\\InfoBoards\\Data\\MapBoard_Seismic_CO.paa \\| 2048x2048 \\| |\n| 154 | Whiteboard (Map of Stratis) | MapBoard_stratis_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F\\Civ\\InfoBoards\\Data\\MapBoard_Stratis_CO.paa \\| 2048x2048 \\| |\n| 155 | Whiteboard (Map of Tanoa) | MapBoard_Tanoa_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Props_F_Argo\\Civilian\\InfoBoards\\Data\\MapBoard_Tanoa_CO.paa \\| 2048x2048 \\| |\n| 156 | Rugged Communications Terminal | RuggedTerminal_01_communications_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_decade\\objectives\\data\\computerscreen_flame_ca.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1,0.5,0.25,0.99,CA) \\| N/A \\|<br>\\| Texture #2 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_02_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_01_ntb_ant_co.paa \\| 2048x2048 \\|<br>\\| Texture #5 \\| a3\\props_f_decade\\objectives\\data\\linknode_01_main_f_acessories_co.paa \\| 2048x2048 \\| |\n| 157 | Rugged Communications Hub | RuggedTerminal_01_communications_hub_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_decade\\objectives\\data\\computerscreen_flame_ca.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1,0.5,0.25,0.99,CA) \\| N/A \\|<br>\\| Texture #2 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_02_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_01_ntb_ant_co.paa \\| 2048x2048 \\|<br>\\| Texture #5 \\| a3\\props_f_decade\\objectives\\data\\linknode_01_main_f_acessories_co.paa \\| 2048x2048 \\| |\n| 158 | Rugged Terminal | RuggedTerminal_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_decade\\objectives\\data\\computerscreen_flame_ca.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1,0.5,0.25,0.99,CA) \\| N/A \\|<br>\\| Texture #2 \\| #(argb,8,8,3)color(1,1,1,0.99,CA) \\| N/A \\|<br>\\| Texture #3 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_03_co.paa \\| 2048x2048 \\|<br>\\| Texture #5 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_01_ntb_ant_co.paa \\| 2048x2048 \\|<br>\\| Texture #6 \\| a3\\props_f_decade\\objectives\\data\\linknode_01_main_f_acessories_co.paa \\| 2048x2048 \\|<br>\\| Texture #7 \\| a3\\props_f_decade\\objectives\\data\\raidterminal_generator_co.paa \\| 2048x2048 \\| |\n| 159 | Rugged Communications Terminal (Large) | RuggedTerminal_02_communications_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\props_f_decade\\objectives\\data\\computerscreen_flame_ca.paa \\| 1024x1024 \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1,0.5,0.25,0.99,CA) \\| N/A \\|<br>\\| Texture #2 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_01_co.paa \\| 2048x2048 \\|<br>\\| Texture #3 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_box_02_co.paa \\| 2048x2048 \\|<br>\\| Texture #4 \\| a3\\props_f_decade\\objectives\\data\\linkterminal_01_ntb_ant_co.paa \\| 2048x2048 \\|<br>\\| Texture #5 \\| a3\\props_f_decade\\objectives\\data\\linknode_01_main_f_acessories_co.paa \\| 2048x2048 \\| |\n| 160 | Arrow (Blue) | Sign_Arrow_Blue_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,1,0.75,ca) \\| N/A \\| |\n| 161 | Arrow (Cyan) | Sign_Arrow_Cyan_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,1,0.75,ca) \\| N/A \\| |\n| 162 | Arrow (Direction, Blue) | Sign_Arrow_Direction_Blue_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,1,0.75,ca) \\| N/A \\| |\n| 163 | Arrow (Direction, Cyan) | Sign_Arrow_Direction_Cyan_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,1,0.75,ca) \\| N/A \\| |\n| 164 | Arrow (Direction, Red) | Sign_Arrow_Direction_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,0,0.75,ca) \\| N/A \\| |\n| 165 | Arrow (Direction, Green) | Sign_Arrow_Direction_Green_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,0,0.75,ca) \\| N/A \\| |\n| 166 | Arrow (Direction, Pink) | Sign_Arrow_Direction_Pink_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,1,0.75,ca) \\| N/A \\| |\n| 167 | Arrow (Direction, Yellow) | Sign_Arrow_Direction_Yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,1,0,0.75,ca) \\| N/A \\| |\n| 168 | Arrow (Red) | Sign_Arrow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,0,0.75,ca) \\| N/A \\| |\n| 169 | Arrow (Green) | Sign_Arrow_Green_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,0,0.75,ca) \\| N/A \\| |\n| 170 | Arrow (Large, Blue) | Sign_Arrow_Large_Blue_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,1,0.75,ca) \\| N/A \\| |\n| 171 | Arrow (Large, Cyan) | Sign_Arrow_Large_Cyan_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,1,0.75,ca) \\| N/A \\| |\n| 172 | Arrow (Large, Red) | Sign_Arrow_Large_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,0,0.75,ca) \\| N/A \\| |\n| 173 | Arrow (Large, Green) | Sign_Arrow_Large_Green_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,0,0.75,ca) \\| N/A \\| |\n| 174 | Arrow (Large, Pink) | Sign_Arrow_Large_Pink_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,1,0.75,ca) \\| N/A \\| |\n| 175 | Arrow (Large, Yellow) | Sign_Arrow_Large_Yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,1,0,0.75,ca) \\| N/A \\| |\n| 176 | Arrow (Pink) | Sign_Arrow_Pink_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,1,0.75,ca) \\| N/A \\| |\n| 177 | Arrow (Yellow) | Sign_Arrow_Yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,1,0,0.75,ca) \\| N/A \\| |\n| 178 | Circle | Sign_Circle_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0.6,0.1,0.1,ca) \\| N/A \\| |\n| 179 | Pointer (Blue) | Sign_Pointer_Blue_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,1,0.75,ca) \\| N/A \\| |\n| 180 | Pointer (Cyan) | Sign_Pointer_Cyan_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,1,0.75,ca) \\| N/A \\| |\n| 181 | Pointer (Red) | Sign_Pointer_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,0,0.75,ca) \\| N/A \\| |\n| 182 | Pointer (Green) | Sign_Pointer_Green_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,1,0,0.75,ca) \\| N/A \\| |\n| 183 | Pointer (Pink) | Sign_Pointer_Pink_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0,1,0.75,ca) \\| N/A \\| |\n| 184 | Pointer (Yellow) | Sign_Pointer_Yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,1,0,0.75,ca) \\| N/A \\| |\n| 185 | Sphere (100cm) | Sign_Sphere100cm_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0.6,0.1,1.0,ca) \\| N/A \\| |\n| 186 | Sphere (Geometry, 100cm) | Sign_Sphere100cm_Geometry_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.898039,0.403922,0.133333,1.000000,ca) \\| N/A \\| |\n| 187 | Sphere (10cm) | Sign_Sphere10cm_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0.6,0.1,1.0,ca) \\| N/A \\| |\n| 188 | Sphere (Geometry, 10cm) | Sign_Sphere10cm_Geometry_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.898039,0.403922,0.133333,1.000000,ca) \\| N/A \\| |\n| 189 | Sphere (200cm) | Sign_Sphere200cm_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0.6,0.1,1.0,ca) \\| N/A \\| |\n| 190 | Sphere (Geometry, 200cm) | Sign_Sphere200cm_Geometry_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.898039,0.403922,0.133333,1.000000,ca) \\| N/A \\| |\n| 191 | Sphere (25cm) | Sign_Sphere25cm_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,0.6,0.1,1.0,ca) \\| N/A \\| |\n| 192 | Sphere (Geometry, 25cm) | Sign_Sphere25cm_Geometry_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.898039,0.403922,0.133333,1.000000,ca) \\| N/A \\| |\n| 193 | Sign (IDAP) | SignAd_Sponsor_01_IDAP_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Special\\Data\\ad_IDAP_sponsor_ca.paa \\| 1024x512 \\| |\n| 194 | Sign (ARMEX) | SignAd_Sponsor_ARMEX_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_armex_ca.paa \\| 1024x512 \\| |\n| 195 | Sign (Blueking) | SignAd_Sponsor_Blueking_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_bluking_CA.paa \\| 1024x512 \\| |\n| 196 | Sign (Burstkoke) | SignAd_Sponsor_Burstkoke_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_koke_CA.paa \\| 1024x512 \\| |\n| 197 | Sign (Sponsor) | SignAd_Sponsor_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\| |\n| 198 | Sign (Fuel, green) | SignAd_Sponsor_Fuel_green_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_fuel2_CA.paa \\| 1024x512 \\| |\n| 199 | Sign (Fuel, white) | SignAd_Sponsor_Fuel_white_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_fuel1_CA.paa \\| 1024x512 \\| |\n| 200 | Sign (IDAP) | SignAd_Sponsor_IDAP_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Special\\Data\\ad_IDAP_ca.paa \\| 1024x512 \\| |\n| 201 | Sign (ION) | SignAd_Sponsor_ION_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_ion_ca.paa \\| 1024x512 \\| |\n| 202 | Sign (Larkin) | SignAd_Sponsor_Larkin_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_larkin_ca.paa \\| 1024x512 \\| |\n| 203 | Sign (Quontrol) | SignAd_Sponsor_Quontrol_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_quontrol_ca.paa \\| 1024x512 \\| |\n| 204 | Sign (Redburger) | SignAd_Sponsor_Redburger_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_redburger_CA.paa \\| 1024x512 \\| |\n| 205 | Sign (Redstone) | SignAd_Sponsor_Redstone_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_redstone_CA.paa \\| 1024x512 \\| |\n| 206 | Sign (Suatmm) | SignAd_Sponsor_Suatmm_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_suatmm_CA.paa \\| 1024x512 \\| |\n| 207 | Sign (Vrana) | SignAd_Sponsor_Vrana_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_vrana_ca.paa \\| 1024x512 \\| |\n| 208 | Sign (IDAP - Small) | SignAd_SponsorS_01_IDAP_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| a3\\Structures_F_Orange\\Signs\\Special\\Data\\ad_IDAP_sponsor_ca.paa \\| 1024x512 \\| |\n| 209 | Sign (ARMEX - Small) | SignAd_SponsorS_ARMEX_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_armex_ca.paa \\| 1024x512 \\| |\n| 210 | Sign (Blueking - Small) | SignAd_SponsorS_Blueking_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_bluking_CA.paa \\| 1024x512 \\| |\n| 211 | Sign (Burstkoke - Small) | SignAd_SponsorS_Burstkoke_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_koke_CA.paa \\| 1024x512 \\| |\n| 212 | Sign (Sponsor - Small) | SignAd_SponsorS_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\| |\n| 213 | Sign (Fuel, green - Small) | SignAd_SponsorS_Fuel_green_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_fuel2_CA.paa \\| 1024x512 \\| |\n| 214 | Sign (Fuel, white - Small) | SignAd_SponsorS_Fuel_white_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_fuel1_CA.paa \\| 1024x512 \\| |\n| 215 | Sign (ION - Small) | SignAd_SponsorS_ION_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_ion_ca.paa \\| 1024x512 \\| |\n| 216 | Sign (Larkin - Small) | SignAd_SponsorS_Larkin_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_larkin_ca.paa \\| 1024x512 \\| |\n| 217 | Sign (Quontrol - Small) | SignAd_SponsorS_Quontrol_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_quontrol_ca.paa \\| 1024x512 \\| |\n| 218 | Sign (Redburger - Small) | SignAd_SponsorS_Redburger_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_redburger_CA.paa \\| 1024x512 \\| |\n| 219 | Sign (Redstone - Small) | SignAd_SponsorS_Redstone_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_redstone_CA.paa \\| 1024x512 \\| |\n| 220 | Sign (Suatmm - Small) | SignAd_SponsorS_Suatmm_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Structures_F_Kart\\Signs\\Companies\\Data\\Ad_suatmm_CA.paa \\| 1024x512 \\| |\n| 221 | Sign (Vrana - Small) | SignAd_SponsorS_Vrana_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| A3\\Signs_F\\Signs_Ad\\Data\\ad_vrana_ca.paa \\| 1024x512 \\| |\n| 222 | User Texture (10m) | UserTexture10m_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\| |\n| 223 | User Texture (1m) | UserTexture1m_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\| |\n| 224 | User Texture (1x2m) | UserTexture_1x2_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0,0,0,0,ca) \\| N/A \\| |\n| 225 | VR Area (Circle, 4m, Grey) | VR_Area_01_circle_4_grey_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.45,0.45,0.45,1,co) \\| N/A \\| |\n| 226 | VR Area (Circle, 4m, Yellow) | VR_Area_01_circle_4_yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.581,0.441,0.293,1,co) \\| N/A \\| |\n| 227 | VR Area (Square, 1x1, Grey) | VR_Area_01_square_1x1_grey_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.45,0.45,0.45,1,co) \\| N/A \\| |\n| 228 | VR Area (Square, 1x1, Yellow) | VR_Area_01_square_1x1_yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.581,0.441,0.293,1,co) \\| N/A \\| |\n| 229 | VR Area (Square, 2x2, Grey) | VR_Area_01_square_2x2_grey_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.45,0.45,0.45,1,co) \\| N/A \\| |\n| 230 | VR Area (Square, 2x2, Yellow) | VR_Area_01_square_2x2_yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.581,0.441,0.293,1,co) \\| N/A \\| |\n| 231 | VR Area (Square, 4x4, Grey) | VR_Area_01_square_4x4_grey_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.45,0.45,0.45,1,co) \\| N/A \\| |\n| 232 | VR Area (Square, 4x4, Yellow) | VR_Area_01_square_4x4_yellow_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.581,0.441,0.293,1,co) \\| N/A \\| |\n| 233 | VR Wall | VR_Billboard_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,1,1,0.2,ca) \\| N/A \\| |\n| 234 | VR Ground Icon | VR_GroundIcon_01_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| \\A3\\Structures_F_Bootcamp\\VR\\Helpers\\Data\\VR_GroundIcon_01_default_CA.paa \\| 1024x1024 \\| |\n| 235 | VR Sector (60deg, 50m, Grey) | VR_Sector_01_60deg_50_grey_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(1,1,1,0.01,ca) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(1,1,1,0.1,ca) \\| N/A \\| |\n| 236 | VR Sector (60deg, 50m, Red) | VR_Sector_01_60deg_50_red_F |  | \\| Attribute \\| Default Texture \\| Default Texture Size \\|<br>\\|---\\|---\\|---\\|<br>\\| Texture #0 \\| #(argb,8,8,3)color(0.433,0.107,0.088,0.1,ca) \\| N/A \\|<br>\\| Texture #1 \\| #(argb,8,8,3)color(0.433,0.107,0.088,0.7,ca) \\| N/A \\| |"}],"categories":["Eden Editor: Editing"],"groups":["Mission Editing"]},{"name":"Eden Editor: Entity Attributes","title":"Eden Editor: Entity Attributes","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Entity_Attributes","revid":364518,"updated":"2024-05-16T20:46:23Z","aliases":[],"markdown":"An entity is defined by its attributes. Each entity type has a different set of attributes. Object attributes, for example, can be type, position or health, while a marker is configured by size or color values.\n\n> [!WARNING]\n> 'Disable Simulation' and 'Simple Object' attributes do not work well with custom animation attributes. Consider using object 'init' as workaround to achieve desired effect\n\n### Editing Attributes\n\nEntity attributes can be tweaked in the **Edit Attributes** window. To open it, **double-click** on the entity.\n\nAlternatively, you can click the **right mouse button** on an entity and pick **Attributes** option from the context menu.\n\n#### Editing multiple entities\n\nWhen multiple entities are selected, attributes will be modified for all of them. This is useful for batch changes, e.g., making multiple characters playable in multiplayer.\n\n### Attribute Categories\n\nAttributes in the **Edit Attributes** window are sorted into categories, each of which can be expanded and collapsed by clicking on their titles. Their state is remembered and restored after returning.\n\nThe description for each attribute is available in a tooltip when hovering over the attribute's title.\nThe modified values are only saved after pressing **OK**; clicking on **Cancel** will discard all changes.\n\n#### Editing multiple entities\n\nWhen multiple entities are being edited, an attribute can only be edited if its value is shared by all of them. When it is not, the attribute is disabled and the original values will not be overwritten.\nIf you wish to edit the attribute, enable it using the checkbox on its right. The modified value will be applied to all the selected entities.\n\n### Entity Specific Attributes\n\nSome entities, in particular modules and other systems, may have specific attributes unique only to them. They are always shown as the last category called **Entity Specific - [Entity Name]**.\n\nAttributes are a cornerstone of the editing process. Also, be sure to check the Eden Editor: Scenario Attributes tutorial which will explain how to configure the whole scenario, not only the single entities.","sections":[{"heading":null,"level":1,"markdown":"An entity is defined by its attributes. Each entity type has a different set of attributes. Object attributes, for example, can be type, position or health, while a marker is configured by size or color values.\n\n> [!WARNING]\n> 'Disable Simulation' and 'Simple Object' attributes do not work well with custom animation attributes. Consider using object 'init' as workaround to achieve desired effect"},{"heading":"Editing Attributes","level":3,"markdown":"Entity attributes can be tweaked in the **Edit Attributes** window. To open it, **double-click** on the entity.\n\nAlternatively, you can click the **right mouse button** on an entity and pick **Attributes** option from the context menu."},{"heading":"Editing multiple entities","level":4,"markdown":"When multiple entities are selected, attributes will be modified for all of them. This is useful for batch changes, e.g., making multiple characters playable in multiplayer."},{"heading":"Attribute Categories","level":3,"markdown":"Attributes in the **Edit Attributes** window are sorted into categories, each of which can be expanded and collapsed by clicking on their titles. Their state is remembered and restored after returning.\n\nThe description for each attribute is available in a tooltip when hovering over the attribute's title.\nThe modified values are only saved after pressing **OK**; clicking on **Cancel** will discard all changes."},{"heading":"Editing multiple entities","level":4,"markdown":"When multiple entities are being edited, an attribute can only be edited if its value is shared by all of them. When it is not, the attribute is disabled and the original values will not be overwritten.\nIf you wish to edit the attribute, enable it using the checkbox on its right. The modified value will be applied to all the selected entities."},{"heading":"Entity Specific Attributes","level":3,"markdown":"Some entities, in particular modules and other systems, may have specific attributes unique only to them. They are always shown as the last category called **Entity Specific - [Entity Name]**.\n\nAttributes are a cornerstone of the editing process. Also, be sure to check the Eden Editor: Scenario Attributes tutorial which will explain how to configure the whole scenario, not only the single entities."}],"categories":["Eden Editor: Editing"],"groups":["Mission Editing"]},{"name":"Eden Editor: Entity Context Menu","title":"Eden Editor: Entity Context Menu","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Entity_Context_Menu","revid":378463,"updated":"2026-04-20T10:56:57Z","aliases":[],"markdown":"### Create a custom Entity Context Menu entry\n\n- Entries for the **Context Menu** are defined in the class **Display3DEN**.\n- The menu has multiple levels, the first level for example contains options like \"Go Here\" or folders like \"Log\". Those folders on the other hand can have another level, level 2.\n\n### Config\n\n```cpp\nclass ctrlMenu; // Load base class\nclass Display3DEN\n{\n    class ContextMenu : ctrlMenu\n    {\n        class Items\n        {\n            items[] += {\"TAG_RootFolder\"}; // Root items\n            class TAG_RootFolder // Level 1 item\n            {\n                picture = \"someLogo.paa\";\n                text = \"Custom Folder\";\n                value = 0;\n                items[] = {\"TAG_ShowSomeText\"}; // Items in \"folder\" TAG_RootFolder\n            };\n            class TAG_ShowSomeText // Level 2 item\n            {\n                text = \"Show Text\";\n                action = \"systemChat 'Showing some text.'\";\n                conditionShow = \"hoverObject + script1\"; // Only show this entry when the object is set to be playable in multiplayer\n                conditionScript1 = \"_this get3DENAttribute 'ControlMP' isEqualTo [true];\"\n            };\n        };\n    };\n};\n```\n\n#### Properties\n\n| Property | Description | Data type |\n|---|---|---|\n| text | Text shown in the menu. Can be localized. | String |\n| picture | Item path to a picture shown in front of the text. | String |\n| action | An SQF expression called when the item is activated. | String |\n| data | Used by the engine. Internal use only. | String |\n| enable | Used by the engine. Internal use only. | Number |\n| shortcuts[] | Each entry can have a single shortcut assigned to it. The shortcut only works when the context menu is open. This did not work prior to Arma 3 v2.22. | Array |\n| value | An internal bit flag. Set it to 0 to always show the item in the root of the config menu. Otherwise ignore it. | Number |\n| Arma 3 v2.22 conditionScript1 | Scripted condition that needs to return a Boolean. It is only evaluated if simple expression `script1` is used inside `conditionShow`.<br>> [!WARNING]<br>> This condition is evaluated for all menu items and all selected entities `entityCount * menuItemCount = evaluationCount`. Keep these expressions as simple as possible! | String |\n| conditionShow | A condition represented as simple expression. Needs to return 1 (true) in order for the item to be visible. A list of all available expression is listed below. | String |\n\n| Condition | Description |\n|---|---|\n| hoverFolder | True when hovering over a folder (layer) |\n| hoverGroup | True when hovering over any group |\n| hoverLayer | True when hovering over a Layer |\n| hoverLogic | True when hovering over any logic |\n| hoverLogicModule | True when hovering over a module |\n| hoverMarker | True when hovering over any marker |\n| hoverMarkerArea | True when hovering over a marker of type area |\n| hoverObject | True when hovering over any object |\n| hoverObjectAgent |  |\n| hoverObjectAttached |  |\n| hoverObjectBrain | True when hovering over an object with simulation \"soldier\" or \"UAVpilot\" |\n| hoverObjectCanFly | True when hovering an object which can fly |\n| hoverObjectFlying | True when hovering over a object that can fly |\n| hoverObjectUav | True when hovering over an UAV |\n| hoverObjectVehicle | True when hovering over a vehicle |\n| hoverTrigger | True when hovering over any trigger |\n| hoverWaypoint | True when hovering over any waypoint |\n| IsInternal | True when using internal executable. For developers only! |\n| isMultiplayer | True when editing in multiplayer environment |\n| Map | True when the map is open |\n| selected | True when an Eden entity is selected |\n| selectedGroup | True when a group is selected |\n| selectedLogic | True when a logic is selected |\n| selectedLogicModule | Try when a module is selected |\n| selectedMarker | True when a Marker is selected |\n| selectedMarkerArea | True when a marker of type area is selected |\n| selectedObject | True when an object is selected |\n| selectedObjectAgent |  |\n| selectedObjectAttached |  |\n| selectedObjectBrain | True when an object with simulation \"soldier\" or \"UAVpilot\" is selected |\n| selectedObjectCanFly | True when the selected object can fly |\n| selectedObjectFlying | True when the selected object is flying |\n| selectedObjectVehicle | True when a vehicle is selected |\n| selectedTrigger | True when a trigger is selected |\n| selectedWaypoint | True when a waypoint is selected |\n| Arma 3 v2.22 script1 | Contains SQF condition defined in `scriptedCondition1` property. |\n\n### Variables\n\nOnce the menu has been opened, the following variables can be accessed:\n\n```sqf\n(uiNamespace getVariable \"BIS_fnc_3DENEntityMenu_data\") params [\"_posEntity3D\", \"_entity\"];\n```\n\n- 0: _posEntity3D: Vector3D - Position of the entity on which the right click happened\n- 1: _entity: Object - Eden entity on which the right click happened","sections":[{"heading":"Create a custom Entity Context Menu entry","level":3,"markdown":"- Entries for the **Context Menu** are defined in the class **Display3DEN**.\n- The menu has multiple levels, the first level for example contains options like \"Go Here\" or folders like \"Log\". Those folders on the other hand can have another level, level 2."},{"heading":"Config","level":3,"markdown":"```cpp\nclass ctrlMenu; // Load base class\nclass Display3DEN\n{\n    class ContextMenu : ctrlMenu\n    {\n        class Items\n        {\n            items[] += {\"TAG_RootFolder\"}; // Root items\n            class TAG_RootFolder // Level 1 item\n            {\n                picture = \"someLogo.paa\";\n                text = \"Custom Folder\";\n                value = 0;\n                items[] = {\"TAG_ShowSomeText\"}; // Items in \"folder\" TAG_RootFolder\n            };\n            class TAG_ShowSomeText // Level 2 item\n            {\n                text = \"Show Text\";\n                action = \"systemChat 'Showing some text.'\";\n                conditionShow = \"hoverObject + script1\"; // Only show this entry when the object is set to be playable in multiplayer\n                conditionScript1 = \"_this get3DENAttribute 'ControlMP' isEqualTo [true];\"\n            };\n        };\n    };\n};\n```"},{"heading":"Properties","level":4,"markdown":"| Property | Description | Data type |\n|---|---|---|\n| text | Text shown in the menu. Can be localized. | String |\n| picture | Item path to a picture shown in front of the text. | String |\n| action | An SQF expression called when the item is activated. | String |\n| data | Used by the engine. Internal use only. | String |\n| enable | Used by the engine. Internal use only. | Number |\n| shortcuts[] | Each entry can have a single shortcut assigned to it. The shortcut only works when the context menu is open. This did not work prior to Arma 3 v2.22. | Array |\n| value | An internal bit flag. Set it to 0 to always show the item in the root of the config menu. Otherwise ignore it. | Number |\n| Arma 3 v2.22 conditionScript1 | Scripted condition that needs to return a Boolean. It is only evaluated if simple expression `script1` is used inside `conditionShow`.<br>> [!WARNING]<br>> This condition is evaluated for all menu items and all selected entities `entityCount * menuItemCount = evaluationCount`. Keep these expressions as simple as possible! | String |\n| conditionShow | A condition represented as simple expression. Needs to return 1 (true) in order for the item to be visible. A list of all available expression is listed below. | String |\n\n| Condition | Description |\n|---|---|\n| hoverFolder | True when hovering over a folder (layer) |\n| hoverGroup | True when hovering over any group |\n| hoverLayer | True when hovering over a Layer |\n| hoverLogic | True when hovering over any logic |\n| hoverLogicModule | True when hovering over a module |\n| hoverMarker | True when hovering over any marker |\n| hoverMarkerArea | True when hovering over a marker of type area |\n| hoverObject | True when hovering over any object |\n| hoverObjectAgent |  |\n| hoverObjectAttached |  |\n| hoverObjectBrain | True when hovering over an object with simulation \"soldier\" or \"UAVpilot\" |\n| hoverObjectCanFly | True when hovering an object which can fly |\n| hoverObjectFlying | True when hovering over a object that can fly |\n| hoverObjectUav | True when hovering over an UAV |\n| hoverObjectVehicle | True when hovering over a vehicle |\n| hoverTrigger | True when hovering over any trigger |\n| hoverWaypoint | True when hovering over any waypoint |\n| IsInternal | True when using internal executable. For developers only! |\n| isMultiplayer | True when editing in multiplayer environment |\n| Map | True when the map is open |\n| selected | True when an Eden entity is selected |\n| selectedGroup | True when a group is selected |\n| selectedLogic | True when a logic is selected |\n| selectedLogicModule | Try when a module is selected |\n| selectedMarker | True when a Marker is selected |\n| selectedMarkerArea | True when a marker of type area is selected |\n| selectedObject | True when an object is selected |\n| selectedObjectAgent |  |\n| selectedObjectAttached |  |\n| selectedObjectBrain | True when an object with simulation \"soldier\" or \"UAVpilot\" is selected |\n| selectedObjectCanFly | True when the selected object can fly |\n| selectedObjectFlying | True when the selected object is flying |\n| selectedObjectVehicle | True when a vehicle is selected |\n| selectedTrigger | True when a trigger is selected |\n| selectedWaypoint | True when a waypoint is selected |\n| Arma 3 v2.22 script1 | Contains SQF condition defined in `scriptedCondition1` property. |"},{"heading":"Variables","level":3,"markdown":"Once the menu has been opened, the following variables can be accessed:\n\n```sqf\n(uiNamespace getVariable \"BIS_fnc_3DENEntityMenu_data\") params [\"_posEntity3D\", \"_entity\"];\n```\n\n- 0: _posEntity3D: Vector3D - Position of the entity on which the right click happened\n- 1: _entity: Object - Eden entity on which the right click happened"}],"categories":["Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Eden Editor: Entity Placing","title":"Eden Editor: Entity Placing","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Entity_Placing","revid":174902,"updated":"2020-12-29T02:10:29Z","aliases":[],"markdown":"New **assets** can be added to the scenario by placing them. Once added, they become editable **entities**.\n\n### Asset Browser\n\nAll available assets can be previewed in the asset browser. They are divided by type and its specific sub-type. They are further sorted into categories. Assets themselves are represented by an icon.\n\n#### Asset Search\n\nYou can quickly search for the desired asset name. Switching between types and sub-types will not erase the search field.\n\n### Placing Entities\n\nTo place an entity, click the **Left Mouse Button** on its name in the asset browser, and then click the **Left Mouse Button** on the desired position in the view. The entity will be selected afterwards and you can interact with it (e.g., give it waypoints or delete it).\n\nAlternatively, you can place an entity by **dragging** it from the asset browser to the desired position in the view.\n\nYou can also **double-click** on an empty space in the scene to add a new entity. A window where you can select entity type will be opened.\n\n#### Placing multiple entities\n\nTo place multiple entities in a row, **hold Ctrl** while placing an entity. It will preserve the placing operation, so you can continue adding more entities.\n\n#### Placing vehicles with crew\n\nBy default, vehicles are placed with crew inside. Toggle between placing manned and unmanned vehicles using a switch below the asset browser.\nYou can also **hold Alt** while placing to inverse the functionality.\n\n#### Placing area entities\n\nIn the map, entities with an area - triggers and markers - can be placed by drawing the area. Click **Left Mouse Button** to select such entity from the asset browser, and then click and hold **Left Mouse Button** in the map. You will start drawing the area. Release the button to confirm the placement.","sections":[{"heading":null,"level":1,"markdown":"New **assets** can be added to the scenario by placing them. Once added, they become editable **entities**."},{"heading":"Asset Browser","level":3,"markdown":"All available assets can be previewed in the asset browser. They are divided by type and its specific sub-type. They are further sorted into categories. Assets themselves are represented by an icon."},{"heading":"Asset Search","level":4,"markdown":"You can quickly search for the desired asset name. Switching between types and sub-types will not erase the search field."},{"heading":"Placing Entities","level":3,"markdown":"To place an entity, click the **Left Mouse Button** on its name in the asset browser, and then click the **Left Mouse Button** on the desired position in the view. The entity will be selected afterwards and you can interact with it (e.g., give it waypoints or delete it).\n\nAlternatively, you can place an entity by **dragging** it from the asset browser to the desired position in the view.\n\nYou can also **double-click** on an empty space in the scene to add a new entity. A window where you can select entity type will be opened."},{"heading":"Placing multiple entities","level":4,"markdown":"To place multiple entities in a row, **hold Ctrl** while placing an entity. It will preserve the placing operation, so you can continue adding more entities."},{"heading":"Placing vehicles with crew","level":4,"markdown":"By default, vehicles are placed with crew inside. Toggle between placing manned and unmanned vehicles using a switch below the asset browser.\nYou can also **hold Alt** while placing to inverse the functionality."},{"heading":"Placing area entities","level":4,"markdown":"In the map, entities with an area - triggers and markers - can be placed by drawing the area. Click **Left Mouse Button** to select such entity from the asset browser, and then click and hold **Left Mouse Button** in the map. You will start drawing the area. Release the button to confirm the placement."}],"categories":["Eden Editor: Editing"],"groups":["Mission Editing"]},{"name":"Eden Editor: Entity Transforming","title":"Eden Editor: Entity Transforming","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Entity_Transforming","revid":174806,"updated":"2020-12-29T01:24:40Z","aliases":[],"markdown":"Entities in the scenario can be quickly manipulated using basic transformation.\n\n### Position\n\nTo change the entity's position, simply **drag it around** with the **Left Mouse Button**.\n\n### Altitude\n\nTo change the entity's altitude, **hold Alt** and drag it up and down.\n\n#### Vertical Mode\n\nBy default, the entity's altitude above the terrain is maintained while dragging it, and it cannot be moved underground.**Toggle Vertical Mode** to make it follow the sea surface instead, allowing it to be moved underground as well.\n\n#### Surface Snapping\n\nWhen an entity gets near any surface while its altitude is being changed, it will be snapped to it. This is useful for quick positioning on building floors or terraces. You can **Toggle Surface Snap** to disable this behavior when necessary.\n\n### Direction\n\nTo rotate an entity, **hold Shift** and drag it. It will rotate to face the cursor.\n\nThis is all you need to know about basic transformation. Check Transformation Widget tutorial to learn more about the advanced editing.","sections":[{"heading":null,"level":1,"markdown":"Entities in the scenario can be quickly manipulated using basic transformation."},{"heading":"Position","level":3,"markdown":"To change the entity's position, simply **drag it around** with the **Left Mouse Button**."},{"heading":"Altitude","level":3,"markdown":"To change the entity's altitude, **hold Alt** and drag it up and down."},{"heading":"Vertical Mode","level":4,"markdown":"By default, the entity's altitude above the terrain is maintained while dragging it, and it cannot be moved underground.**Toggle Vertical Mode** to make it follow the sea surface instead, allowing it to be moved underground as well."},{"heading":"Surface Snapping","level":4,"markdown":"When an entity gets near any surface while its altitude is being changed, it will be snapped to it. This is useful for quick positioning on building floors or terraces. You can **Toggle Surface Snap** to disable this behavior when necessary."},{"heading":"Direction","level":3,"markdown":"To rotate an entity, **hold Shift** and drag it. It will rotate to face the cursor.\n\nThis is all you need to know about basic transformation. Check Transformation Widget tutorial to learn more about the advanced editing."}],"categories":["Eden Editor: Editing"],"groups":["Mission Editing"]},{"name":"Eden Editor: Group","title":"Eden Editor: Group","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Group","revid":295428,"updated":"2021-11-15T22:54:46Z","aliases":["Eden Editor: Groups"],"markdown":"A group is a composition of characters which are linked together in a command structure.\n\n### General Information\n\n#### Creation\n\nA group is created when a new character is placed. However, if the character is near another one of the same side, it will be grouped to it instead. This functionality can be disabled using the **Automatic Grouping** attribute in the editor preferences.\n\n#### Leader\n\nA group always has a leader who is able to issue orders to the other group members. Usually, the highest ranking character is the leader, and if he dies, the second highest ranking character takes his place.\nYou can manually change the group leader using the grouping connection or the context menu. The character you connect others to will become the leader.\n\n#### Side\n\nThe group side dictates its relation with other groups, e.g. characters in BLUFOR groups will engage those in OPFOR groups.\nA character inherits the group side, even if its own side is different. For example, an OPFOR character grouped to a BLUFOR group will be BLUFOR as well.\n\n### Groups in the Eden Editor\n\nA group is represented by an icon hovering above the leader's position. Lone units do not have the icon visible unless they are selected.\nClicking on the icon will select all group members.\nWhen zoomed out, the icons of nearby group members are stacked together with the group icon.\n\nIn the **entity list**, a group is represented as a folder with all its members and waypoints placed inside.\nOnly a whole group can be moved between layers, not its individual members. Dragging one member will move the rest of the group as well.\n\nSorting characters into logical groups can speed up designing your scenario, make sure to use them well.\n\n### Attributes\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Variable Name** | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `Name` | String |\n| **Init** | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | `Init` | String |\n| **Callsign** | Init | Group callsign as displayed in the radio chat log. | `groupID` | String |\n| **Placement Radius** | Init | Placement radius in meters. The entity will start at a random position within the radius. | `placementRadius` | Number |\n| **Combat Mode** | State | Controls how and when the group will choose to engage enemy targets.<br>Available options:<br>- **Forced Hold Fire** - The group will never fire under any circumstances.<br>- **Do Not Fire Unless Fired Upon, Keep Formation** - Group members will hold fire unless directly threatened.<br>- **Do Not Fire Unless Fired Upon** - Group members will move into positions from which they can shoot at the enemy, but will hold fire unless directly threatened.<br>- **Open Fire, Keep Formation** - Default combat mode. Group members will fire upon any target in range, while staying in formation. The group leader may order individual members to engage specific targets.<br>- **Open Fire** - Group members will fire at any suitable target in range, leaving the formation to find a suitable shooting position. | `combatMode` | String |\n| **Behavior** | State | Behavior pattern of the group.<br>Available options:<br>- **Careless** - The same as 'Safe', except that it will not be switched automatically after spotting a threat. Use with caution, player may perceive AIs in this behavior as defective.<br>- **Safe** - Non-combat behavior. Characters have weapons lowered. Vehicles follow roads and use lights. They automatically switch to 'Aware' upon spotting a threat.<br>- **Aware** - Default behavior. Characters are in ready position. Vehicles prefer roads, do not use lights and their passengers will disembark to counter threats.<br>- **Combat** - Firefight behavior. Characters break formation and take cover. Vehicles ignore roads and do not use lights.<br>- **Stealth** - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but do not use lights. | `behaviour` | String |\n| **Formation** | State | Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes.<br>Available options:<br>- 0 for **Wedge**<br>- 1 for **Vee**<br>- 2 for **Line**<br>- 3 for **Column**<br>- 4 for **File**<br>- 5 for **Staggered Col.**<br>- 6 for **Echelon L.**<br>- 7 for **Echelon R.**<br>- 8 for **Diamond** | `formation` | Number |\n| **SpeedMode** | State | Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting.<br>Available options:<br>- **Limited**<br>- **Normal**<br>- **Full** | `speedMode` | String |\n| **Enable Dynamic Simulation** | State | Activates dynamic simulation for all characters in the group. | `dynamicSimulation` | Boolean |\n| **Delete when Empty** | State | Automatically delete the group when it is empty.<br>Note: Deletion is not immediate. | `garbageCollectGroup` | Boolean |","sections":[{"heading":null,"level":1,"markdown":"A group is a composition of characters which are linked together in a command structure."},{"heading":"General Information","level":3,"markdown":""},{"heading":"Creation","level":4,"markdown":"A group is created when a new character is placed. However, if the character is near another one of the same side, it will be grouped to it instead. This functionality can be disabled using the **Automatic Grouping** attribute in the editor preferences."},{"heading":"Leader","level":4,"markdown":"A group always has a leader who is able to issue orders to the other group members. Usually, the highest ranking character is the leader, and if he dies, the second highest ranking character takes his place.\nYou can manually change the group leader using the grouping connection or the context menu. The character you connect others to will become the leader."},{"heading":"Side","level":4,"markdown":"The group side dictates its relation with other groups, e.g. characters in BLUFOR groups will engage those in OPFOR groups.\nA character inherits the group side, even if its own side is different. For example, an OPFOR character grouped to a BLUFOR group will be BLUFOR as well."},{"heading":"Groups in the Eden Editor","level":3,"markdown":"A group is represented by an icon hovering above the leader's position. Lone units do not have the icon visible unless they are selected.\nClicking on the icon will select all group members.\nWhen zoomed out, the icons of nearby group members are stacked together with the group icon.\n\nIn the **entity list**, a group is represented as a folder with all its members and waypoints placed inside.\nOnly a whole group can be moved between layers, not its individual members. Dragging one member will move the rest of the group as well.\n\nSorting characters into logical groups can speed up designing your scenario, make sure to use them well."},{"heading":"Attributes","level":3,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Variable Name** | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `Name` | String |\n| **Init** | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | `Init` | String |\n| **Callsign** | Init | Group callsign as displayed in the radio chat log. | `groupID` | String |\n| **Placement Radius** | Init | Placement radius in meters. The entity will start at a random position within the radius. | `placementRadius` | Number |\n| **Combat Mode** | State | Controls how and when the group will choose to engage enemy targets.<br>Available options:<br>- **Forced Hold Fire** - The group will never fire under any circumstances.<br>- **Do Not Fire Unless Fired Upon, Keep Formation** - Group members will hold fire unless directly threatened.<br>- **Do Not Fire Unless Fired Upon** - Group members will move into positions from which they can shoot at the enemy, but will hold fire unless directly threatened.<br>- **Open Fire, Keep Formation** - Default combat mode. Group members will fire upon any target in range, while staying in formation. The group leader may order individual members to engage specific targets.<br>- **Open Fire** - Group members will fire at any suitable target in range, leaving the formation to find a suitable shooting position. | `combatMode` | String |\n| **Behavior** | State | Behavior pattern of the group.<br>Available options:<br>- **Careless** - The same as 'Safe', except that it will not be switched automatically after spotting a threat. Use with caution, player may perceive AIs in this behavior as defective.<br>- **Safe** - Non-combat behavior. Characters have weapons lowered. Vehicles follow roads and use lights. They automatically switch to 'Aware' upon spotting a threat.<br>- **Aware** - Default behavior. Characters are in ready position. Vehicles prefer roads, do not use lights and their passengers will disembark to counter threats.<br>- **Combat** - Firefight behavior. Characters break formation and take cover. Vehicles ignore roads and do not use lights.<br>- **Stealth** - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but do not use lights. | `behaviour` | String |\n| **Formation** | State | Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes.<br>Available options:<br>- 0 for **Wedge**<br>- 1 for **Vee**<br>- 2 for **Line**<br>- 3 for **Column**<br>- 4 for **File**<br>- 5 for **Staggered Col.**<br>- 6 for **Echelon L.**<br>- 7 for **Echelon R.**<br>- 8 for **Diamond** | `formation` | Number |\n| **SpeedMode** | State | Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting.<br>Available options:<br>- **Limited**<br>- **Normal**<br>- **Full** | `speedMode` | String |\n| **Enable Dynamic Simulation** | State | Activates dynamic simulation for all characters in the group. | `dynamicSimulation` | Boolean |\n| **Delete when Empty** | State | Automatically delete the group when it is empty.<br>Note: Deletion is not immediate. | `garbageCollectGroup` | Boolean |"}],"categories":["Eden Editor: Asset Types"],"groups":["Mission Editing"]},{"name":"Eden Editor: Introduction","title":"Eden Editor: Introduction","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Introduction","revid":342221,"updated":"2023-07-09T12:27:26Z","aliases":[],"markdown":"Eden Editor is scenario editor introduced in Arma 3. It replaces previous 2D Editor, sharing many of its features, but also adding a wide range of new ones.\n\n### Starting Eden Editor\n\nEden Editor can be used for designing both singleplayer and multiplayer scenarios. A singleplayer scenario can be tested directly on your computer, but previewing a multiplayer one requires server running in the background. While it is possible to host a server and start multiplayer preview of any scenario straight from the editor, you can also create a server before launching the editor.\n\n|  |  |\n|---|---|\n| **Singleplayer**<br>1. Press **EDITOR**<br>1. Select a terrain and press **3D EDITOR** | **Multiplayer**<br>1. Press **PLAY** and then **MULTIPLAYER** to open server list<br>1. Press **NEW** to host a server<br>1. Set server parameters (or leave defaults) and confirm by **OK**<br>1. The server is now created and you can see a list of scenarios for each terrain. To start a new scenario, pick **<<New - 3D Editor>>** option from the list and press **PLAY** or simply double-click on it. |\n\n### Navigating the Scene\n\nWhen the editor is opened, you'll be first greeted by a 3D **Scene**. The camera starts at randomized position, so you may sometimes discover completely unexpected locations.\n\nThe scene is useful for various scenario editing operations:\n\n- Building object compositions\n- Setting weather and time of day\n- Tactical planning\n\nThe camera controls are based on character or vehicle controls in the game:\n\n| Control | Action |\n|---|---|\n| Right Mouse Button + Mouse | Look around with the camera |\n| Middle Mouse Button up / down | Move the camera towards / away from the screen center |\n| <kbd>W</kbd><kbd>S</kbd><kbd>A</kbd><kbd>D</kbd> | Move the camera forward/backward/left/right |\n| <kbd>Q</kbd><kbd>Z</kbd> | Move the camera up/down |\n| <kbd>NUM 8</kbd><kbd>NUM 2</kbd><kbd>NUM 4</kbd><kbd>NUM 6</kbd> | Look up/down/left/right |\n\n### Navigating the Map\n\nYou can also toggle a 2D topographic **Map**. Its appearance is the same as the map available when playing, including markers and entity icons.\n\nThe map is especially useful for following scenario editing operations:\n\n- Setting scenario logic, e.g., triggers, waypoints or systems, where clear overview is more important than precise positioning\n- Placing markers\n- Strategic planning\n\nThe controls are shared with map controls everywhere else in the game:\n\n| Control | Action |\n|---|---|\n| Right Mouse Button + Mouse | Move the map around |\n| Middle Mouse Button up / down | Zoom the map in / out |\n| <kbd>W</kbd><kbd>S</kbd><kbd>A</kbd><kbd>D</kbd><br><kbd>NUM 8</kbd><kbd>NUM 2</kbd><kbd>NUM 4</kbd><kbd>NUM 6</kbd> | Move the camera forward/backward/left/right |\n\n### Creating a New Scenario\n\n**Scenario** is a name for the project you'll be working on. It's set on a specific terrain, contains entities you'll place, has settings like weather or description, and is saved to a scenario folder where you can add external files.\n\nAfter opening the editor, you already start in a clean scenario. If you want to anytime start another one manually, select **Scenario > New** from the menu bar or click on **New** icon on the toolbar.\nSelect a terrain here and confirm by clicking on the **NEW SCENARIO** button.\n\nIf you have unsaved changes in the current scenario, you will be prompted to either save or abandon them first.\n\n### Placing New Entities\n\nScenario consists of entities - characters, vehicles, props, waypoints, markers, etc. Before an entity is placed, it is available as an asset in the **Asset Browser**.\n\nSteps for placing an entity:\n\n1. Select **Asset Type**, for example an Object.\n1. Select **Asset Sub-type**, which further categorizes the type. For objects, these sub-types are sides to which the object can belong to (e.g., BLUFOR, OPFOR, Civilians, etc.)\n1. Pick an object from the list (e.g., \"Rifleman\") by clicking on it with left mouse button.\n1. Click left mouse button in the scene or on the map to place it.\n\nFirst placed character will automatically become a player, but you can change this status later in Attributes.\n\n### Editing Entities\n\nOnce an entity is placed, it cane bed edited using various operations\n\n| Control | Action |\n|---|---|\n| Left Mouse Button + Mouse | **Move** entity |\n| <kbd>Alt</kbd> + Left Mouse Button + Mouse | Change **altitude** |\n| <kbd>⇧ Shift</kbd> + Left Mouse Button + Mouse | **Rotate** entity |\n| <kbd>Ctrl</kbd> + Left Mouse Button + Mouse | **Group** entity to another entity. Available only for characters and manned vehicles. |\n| <kbd>⇧ Shift</kbd> + Right Mouse Button | **Place a waypoint**. Available only when a character or a group is selected. |\n| 2× Left Mouse Button | Open **Attributes** |\n\n### Previewing Scenario\n\nTo preview the scenario as players will experience it, press PLAY button in the bottom right corner. You will start from the beginning, taking role of the unit marked as player (red circle around its icon).\n\nYou can play as long as you wish, but when you return back to the Workspace, the state of the scenario will return back to the initial state.\n\n### End Result\n\nNow when you started your own scenario, it is time to finish it. Visit the main **Eden Editor** portal, where you can find links to many specialized tutorials.","sections":[{"heading":null,"level":1,"markdown":"Eden Editor is scenario editor introduced in Arma 3. It replaces previous 2D Editor, sharing many of its features, but also adding a wide range of new ones."},{"heading":"Starting Eden Editor","level":3,"markdown":"Eden Editor can be used for designing both singleplayer and multiplayer scenarios. A singleplayer scenario can be tested directly on your computer, but previewing a multiplayer one requires server running in the background. While it is possible to host a server and start multiplayer preview of any scenario straight from the editor, you can also create a server before launching the editor.\n\n|  |  |\n|---|---|\n| **Singleplayer**<br>1. Press **EDITOR**<br>1. Select a terrain and press **3D EDITOR** | **Multiplayer**<br>1. Press **PLAY** and then **MULTIPLAYER** to open server list<br>1. Press **NEW** to host a server<br>1. Set server parameters (or leave defaults) and confirm by **OK**<br>1. The server is now created and you can see a list of scenarios for each terrain. To start a new scenario, pick **<<New - 3D Editor>>** option from the list and press **PLAY** or simply double-click on it. |"},{"heading":"Navigating the Scene","level":3,"markdown":"When the editor is opened, you'll be first greeted by a 3D **Scene**. The camera starts at randomized position, so you may sometimes discover completely unexpected locations.\n\nThe scene is useful for various scenario editing operations:\n\n- Building object compositions\n- Setting weather and time of day\n- Tactical planning\n\nThe camera controls are based on character or vehicle controls in the game:\n\n| Control | Action |\n|---|---|\n| Right Mouse Button + Mouse | Look around with the camera |\n| Middle Mouse Button up / down | Move the camera towards / away from the screen center |\n| <kbd>W</kbd><kbd>S</kbd><kbd>A</kbd><kbd>D</kbd> | Move the camera forward/backward/left/right |\n| <kbd>Q</kbd><kbd>Z</kbd> | Move the camera up/down |\n| <kbd>NUM 8</kbd><kbd>NUM 2</kbd><kbd>NUM 4</kbd><kbd>NUM 6</kbd> | Look up/down/left/right |"},{"heading":"Navigating the Map","level":3,"markdown":"You can also toggle a 2D topographic **Map**. Its appearance is the same as the map available when playing, including markers and entity icons.\n\nThe map is especially useful for following scenario editing operations:\n\n- Setting scenario logic, e.g., triggers, waypoints or systems, where clear overview is more important than precise positioning\n- Placing markers\n- Strategic planning\n\nThe controls are shared with map controls everywhere else in the game:\n\n| Control | Action |\n|---|---|\n| Right Mouse Button + Mouse | Move the map around |\n| Middle Mouse Button up / down | Zoom the map in / out |\n| <kbd>W</kbd><kbd>S</kbd><kbd>A</kbd><kbd>D</kbd><br><kbd>NUM 8</kbd><kbd>NUM 2</kbd><kbd>NUM 4</kbd><kbd>NUM 6</kbd> | Move the camera forward/backward/left/right |"},{"heading":"Creating a New Scenario","level":3,"markdown":"**Scenario** is a name for the project you'll be working on. It's set on a specific terrain, contains entities you'll place, has settings like weather or description, and is saved to a scenario folder where you can add external files.\n\nAfter opening the editor, you already start in a clean scenario. If you want to anytime start another one manually, select **Scenario > New** from the menu bar or click on **New** icon on the toolbar.\nSelect a terrain here and confirm by clicking on the **NEW SCENARIO** button.\n\nIf you have unsaved changes in the current scenario, you will be prompted to either save or abandon them first."},{"heading":"Placing New Entities","level":3,"markdown":"Scenario consists of entities - characters, vehicles, props, waypoints, markers, etc. Before an entity is placed, it is available as an asset in the **Asset Browser**.\n\nSteps for placing an entity:\n\n1. Select **Asset Type**, for example an Object.\n1. Select **Asset Sub-type**, which further categorizes the type. For objects, these sub-types are sides to which the object can belong to (e.g., BLUFOR, OPFOR, Civilians, etc.)\n1. Pick an object from the list (e.g., \"Rifleman\") by clicking on it with left mouse button.\n1. Click left mouse button in the scene or on the map to place it.\n\nFirst placed character will automatically become a player, but you can change this status later in Attributes."},{"heading":"Editing Entities","level":3,"markdown":"Once an entity is placed, it cane bed edited using various operations\n\n| Control | Action |\n|---|---|\n| Left Mouse Button + Mouse | **Move** entity |\n| <kbd>Alt</kbd> + Left Mouse Button + Mouse | Change **altitude** |\n| <kbd>⇧ Shift</kbd> + Left Mouse Button + Mouse | **Rotate** entity |\n| <kbd>Ctrl</kbd> + Left Mouse Button + Mouse | **Group** entity to another entity. Available only for characters and manned vehicles. |\n| <kbd>⇧ Shift</kbd> + Right Mouse Button | **Place a waypoint**. Available only when a character or a group is selected. |\n| 2× Left Mouse Button | Open **Attributes** |"},{"heading":"Previewing Scenario","level":3,"markdown":"To preview the scenario as players will experience it, press PLAY button in the bottom right corner. You will start from the beginning, taking role of the unit marked as player (red circle around its icon).\n\nYou can play as long as you wish, but when you return back to the Workspace, the state of the scenario will return back to the initial state."},{"heading":"End Result","level":3,"markdown":"Now when you started your own scenario, it is time to finish it. Visit the main **Eden Editor** portal, where you can find links to many specialized tutorials."}],"categories":["Eden Editor: Getting Started"],"groups":["Mission Editing"]},{"name":"Eden Editor: Layer","title":"Eden Editor: Layer","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Layer","revid":352005,"updated":"2024-02-01T23:24:02Z","aliases":[],"markdown":"A layer is like a folder that can contain multiple entities of type object, group, trigger, waypoint, system or marker.\nThey can also contain sub-layers. Layers can be useful in various ways such as:\n\n- Tidying up the editor view while editing by hiding the layers and their entities\n- Grouping certain entities together thematically\n- Preventing a group of entities from being accidentally edited by disabling transformation\n- Dynamically creating the entities within a layer during the scenario\n\n### Creating a layer\n\nThere multiple ways to create layers:\n\n1. Select entities in the 3D or map view or the entity list (left panel) and press the *New Layer* button in the entity list\n1. Use the add3DENLayer scripting command\n\n> [!NOTE]\n> Pressing the *New Layer* button without having entities selected will create an empty layer\n\n### Deleting a layer\n\nLayers can be deleted by either selecting them in the entity list and pressing the <kbd>Del</kbd> key or using the *Delete* button in the entity list.\n\n> [!IMPORTANT]\n> Deleting a layer will also delete all sub-layers and entities within it!\n\n### Dynamically create layer entities\n\nOne advantage of layers is that they can be used to hide or show all entities within the layer dynamically via scripting during a scenario.\n\n1. Create a layer, name it *NewAO* and add some objects and markers to it.\n1. Select all objects in that layer and uncheck *Show Model* and *Enable Simulation* in the attributes. In case of markers, set the *Alpha* value to `0`\n1. Preview the scenario\n1. All objects and markers will now be invisible\n1. Open the Arma 3: Debug Console and execute the following code. If you use want to activate the layer via a trigger, make sure to check the *Server only* checkbox\n\n   ```sqf\n   getMissionLayerEntities \"NewAO\" params [\"_objects\", \"_markers\"]; // The command returns an array with two arrays. First array contains all objects, second array contains all makers\n   _markers apply { _x setMarkerAlpha 1; }; // Show all markers\n   _objects apply { _x enableSimulationGlobal true; _x hideObjectGlobal false; }; // Show all entities and enable their simulation\n   ```\n\n### Attributes\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Name** | Init | Name of the layer set in Eden Editor | `Name` | String |\n| **Enable Transformation** | Init | If set to false (unchecked), the layer cannot be modified inside Eden Editor. | `Transformation` | Boolean |\n| **Enable Visibility** | Init | If set to false (unchecked), the layer will not be shown inside Eden Editor. This **will not** affect visibility during the scenario! | `Visibility` | Boolean |","sections":[{"heading":null,"level":1,"markdown":"A layer is like a folder that can contain multiple entities of type object, group, trigger, waypoint, system or marker.\nThey can also contain sub-layers. Layers can be useful in various ways such as:\n\n- Tidying up the editor view while editing by hiding the layers and their entities\n- Grouping certain entities together thematically\n- Preventing a group of entities from being accidentally edited by disabling transformation\n- Dynamically creating the entities within a layer during the scenario"},{"heading":"Creating a layer","level":3,"markdown":"There multiple ways to create layers:\n\n1. Select entities in the 3D or map view or the entity list (left panel) and press the *New Layer* button in the entity list\n1. Use the add3DENLayer scripting command\n\n> [!NOTE]\n> Pressing the *New Layer* button without having entities selected will create an empty layer"},{"heading":"Deleting a layer","level":3,"markdown":"Layers can be deleted by either selecting them in the entity list and pressing the <kbd>Del</kbd> key or using the *Delete* button in the entity list.\n\n> [!IMPORTANT]\n> Deleting a layer will also delete all sub-layers and entities within it!"},{"heading":"Dynamically create layer entities","level":3,"markdown":"One advantage of layers is that they can be used to hide or show all entities within the layer dynamically via scripting during a scenario.\n\n1. Create a layer, name it *NewAO* and add some objects and markers to it.\n1. Select all objects in that layer and uncheck *Show Model* and *Enable Simulation* in the attributes. In case of markers, set the *Alpha* value to `0`\n1. Preview the scenario\n1. All objects and markers will now be invisible\n1. Open the Arma 3: Debug Console and execute the following code. If you use want to activate the layer via a trigger, make sure to check the *Server only* checkbox\n\n   ```sqf\n   getMissionLayerEntities \"NewAO\" params [\"_objects\", \"_markers\"]; // The command returns an array with two arrays. First array contains all objects, second array contains all makers\n   _markers apply { _x setMarkerAlpha 1; }; // Show all markers\n   _objects apply { _x enableSimulationGlobal true; _x hideObjectGlobal false; }; // Show all entities and enable their simulation\n   ```"},{"heading":"Attributes","level":3,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Name** | Init | Name of the layer set in Eden Editor | `Name` | String |\n| **Enable Transformation** | Init | If set to false (unchecked), the layer cannot be modified inside Eden Editor. | `Transformation` | Boolean |\n| **Enable Visibility** | Init | If set to false (unchecked), the layer will not be shown inside Eden Editor. This **will not** affect visibility during the scenario! | `Visibility` | Boolean |"}],"categories":["Eden Editor: Asset Types"],"groups":["Mission Editing"]},{"name":"Eden Editor: Marker","title":"Eden Editor: Marker","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Marker","revid":376659,"updated":"2025-11-03T16:14:49Z","aliases":["Eden Editor: Markers"],"markdown":"A marker is an image shown on the player's map. It is visible to every player, and it is visible only on the map, not in the scene.\n\n### Icon Markers\n\nA marker can be an **icon**. It is a single image which has a constant size on the screen when zooming the map in and out. When you set its text, it will be shown on its right side. It is used to mark points of interest, like an enemy base or an insertion point.\n\n### Area Markers\n\nMarkers can also be **areas**. Their size is set in meters and is constant in the world space. They are used for marking specific zones, such as an enemy area or border line.\nSimilarly to trigger areas, the marker area can also be edited using the area scaling widget.\n\nThe area is always shown, but by default you cannot interact with it. However, when the marker is selected, you can drag it by its area as well.\n\nMarkers are a powerful tool for explaining your intentions to the player with little or no text. Do not forget to use them while designing your scenario.\n\n### Attributes\n\n| Info |  |  | Development |  |  |\n|---|---|---|---|---|---|\n| Name | Category | Description | Property | Type | Correspondence |\n| **Type** | Type | Icon texture. | `itemClass` | String | markerType |\n| **Variable Name** | Init | Unique system name. Can contain any characters. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `markerName` | String | createMarker |\n| **Text** | Init | Text displayed right from the marker. | `text` | String | markerText |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East and Y from South to North. | `position` | Position3D | markerPos |\n| **Size** | Transformation | Marker A and B size. | `size2` | Array | markerSize |\n| **Rotation** | Transformation | Rotation in degrees. | `rotation` | Number | markerDir |\n| **Shape** | Style | Marker shape. The marker has to be created as shape marker, for this use \"\" empty string as class name with create3DENEntity, this will create rectangular marker.<br>Available options:<br>- 0 - rectangle<br>- 1 - ellipse | `markerType` | Number | markerShape |\n| **Brush** | Style | Area fill texture. | `brush` | String | markerBrush |\n| **Color** | Style | Marker color. 'Default' is based on the selected marker type. Since Arma 3 v2.22 custom color format is supported as well. See setMarkerColor. | `baseColor` | Array | markerColor |\n| **Alpha** | Style | Transparency. When the icon marker has a shadow, it will be visible behind the transparent icon. | `alpha` | Number | markerAlpha |","sections":[{"heading":null,"level":1,"markdown":"A marker is an image shown on the player's map. It is visible to every player, and it is visible only on the map, not in the scene."},{"heading":"Icon Markers","level":3,"markdown":"A marker can be an **icon**. It is a single image which has a constant size on the screen when zooming the map in and out. When you set its text, it will be shown on its right side. It is used to mark points of interest, like an enemy base or an insertion point."},{"heading":"Area Markers","level":3,"markdown":"Markers can also be **areas**. Their size is set in meters and is constant in the world space. They are used for marking specific zones, such as an enemy area or border line.\nSimilarly to trigger areas, the marker area can also be edited using the area scaling widget.\n\nThe area is always shown, but by default you cannot interact with it. However, when the marker is selected, you can drag it by its area as well.\n\nMarkers are a powerful tool for explaining your intentions to the player with little or no text. Do not forget to use them while designing your scenario."},{"heading":"Attributes","level":3,"markdown":"| Info |  |  | Development |  |  |\n|---|---|---|---|---|---|\n| Name | Category | Description | Property | Type | Correspondence |\n| **Type** | Type | Icon texture. | `itemClass` | String | markerType |\n| **Variable Name** | Init | Unique system name. Can contain any characters. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `markerName` | String | createMarker |\n| **Text** | Init | Text displayed right from the marker. | `text` | String | markerText |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East and Y from South to North. | `position` | Position3D | markerPos |\n| **Size** | Transformation | Marker A and B size. | `size2` | Array | markerSize |\n| **Rotation** | Transformation | Rotation in degrees. | `rotation` | Number | markerDir |\n| **Shape** | Style | Marker shape. The marker has to be created as shape marker, for this use \"\" empty string as class name with create3DENEntity, this will create rectangular marker.<br>Available options:<br>- 0 - rectangle<br>- 1 - ellipse | `markerType` | Number | markerShape |\n| **Brush** | Style | Area fill texture. | `brush` | String | markerBrush |\n| **Color** | Style | Marker color. 'Default' is based on the selected marker type. Since Arma 3 v2.22 custom color format is supported as well. See setMarkerColor. | `baseColor` | Array | markerColor |\n| **Alpha** | Style | Transparency. When the icon marker has a shadow, it will be visible behind the transparent icon. | `alpha` | Number | markerAlpha |"}],"categories":["Eden Editor: Asset Types"],"groups":["Mission Editing"]},{"name":"Eden Editor: Menu Bar","title":"Eden Editor: Menu Bar","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Menu_Bar","revid":370571,"updated":"2025-01-10T21:45:20Z","aliases":[],"markdown":"The **Menu Bar** is displayed at the top of the Workspace. It contains almost all available actions and tools in the Eden Editor, sorted into logical categories.\n\n### Scenario\n\n| Option | Description |\n|---|---|\n| **New** | Open a dialog to create a new scenario |\n| **Open** | Open a dialog to choose a scenario to open |\n| **Save** | Save the current scenario. If it has not been saved yet, open a dialog to save the scenario with specific name. |\n| **Save As** | Open a dialog to save the scenario with specific name. |\n| **Publish to Steam Workshop** | Open a dialog to publish the current scenario to Steam Workshop. |\n| **Export** | Export the scenario to specific format. |\n| **Exit** | Close the Eden Editor. |\n\n### Edit\n\n| Option | Description |\n|---|---|\n| **Undo** | Undo the last operation. You can see the list of all operations in the editing history panel. |\n| **Redo** | Redo previously undone operation. You can see the list of all operations in the editing history panel. |\n| **Select All on Screen** | Select all entities which have icon visible in the current view. |\n| **Transformation Widget** | Toggle specific transformation widget. |\n| **Grid** | Toggle one of specific grid types:<br>- Transformation<br>- Rotation<br>- Area Scaling |\n| **Vertical Mode** | Toggle Vertical Mode. |\n| **Toggle Surface Snapping** | Toggle Surface Snapping. |\n| **Toggle Waypoint Snapping** | Toggle waypoint snapping. |\n| **Phase** | Select scenario phase. |\n| **Asset Type** | Select asset browser mode. |\n| **Toggle Asset Sub-type** | Select asset browser submode. |\n\n### View\n\n| Option | Description |\n|---|---|\n| **Center on Random Position** | Move view to random location in the world. Positions on land and not in a forest are preferred. |\n| **Center on Player** | Move view to player's position. |\n| **Toggle Map** | Show / hide the map. |\n| **Toggle Map Textures** | Show / hide map background texture. |\n| **Vision Mode** | Enables Night Vision and Thermal Vision modes in the editor scene |\n| **Toggle Flashlight** | Toggle light which is snapped to the camera. Useful for editing night scenarios when you don't want to use night vision mode. |\n| **Toggle Location Labels (3D)** | Toggle town labels in the scene. Map labels will remain unaffected. |\n| **Search** | Commence search in of the the lists:<br>- Search in Asset Browser<br>- Search in Entity List |\n| **Interface** | Show / hide specific interface element.<br>- Entity List<br>- Asset Browser<br>- Controls Hint<br>- Navigation Widget |\n\n### Settings\n\n| Option | Description |\n|---|---|\n| **Preferences** | Open editor specific settings |\n| **Video Options** | Open game video options. |\n| **Audio Options** | Open game audio options. |\n| **Game Options** | Open general game options. |\n| **Controls** | Open controls settings. |\n\n### Attributes\n\n| Option | Description |\n|---|---|\n| **General** | Open general scenario attributes |\n| **Environment** | Open environment scenario attributes |\n| **Multiplayer** | Open multiplayer scenario attributes |\n| **Garbage Collection** | Open garbage collection scenario attributes |\n\n### Tools\n\n| Option | Description |\n|---|---|\n| **Debug Console** | Open debug console. |\n| **Functions Viewer** | Open the functions viewer. |\n| **Config Viewer** | Open the config viewer. |\n\n### Play\n\n| Option | Description |\n|---|---|\n| **Play in Singleplayer (SP)** | Play the scenario in singleplayer. If a server is running in the background (as a result of starting the preview in multiplayer previously), you will be asked to shut it down. |\n| **Play in SP with Briefing** | Play the scenario in singleplayer, but show briefing at the start. |\n| **Play in SP at Camera Position** | Play the scenario in singleplayer, but teleport player to the current camera position. If the player is not in a flying vehicle (i.e., a plane or helicopter), the position on the ground below the camera will be picked instead. |\n| **Play in Multiplayer** | Play the scenario in multiplayer. If no server is running yet, you will be asked to set up one. |\n\n### Help\n\n| Option | Description |\n|---|---|\n| **Documentation** | A link to Eden Editor. |\n| **Scripting** | A link to Scripting Commands Arma 3. |\n| **Community Wiki** | A link to the Wiki. |\n| **Forums** | A link to [forums.bistudio.com/forum/161-arma-3-editing](https://forums.bistudio.com/forum/161-arma-3-editing). |\n| **Feedback Tracker** | A link to [feedback.arma3.com](https://feedback.arma3.com). |\n| **Dev Hub** | A link to [dev.arma3.com](https://dev.arma3.com). |\n| **Tutorials** | Open the list of in-game tutorials. |","sections":[{"heading":null,"level":1,"markdown":"The **Menu Bar** is displayed at the top of the Workspace. It contains almost all available actions and tools in the Eden Editor, sorted into logical categories."},{"heading":"Scenario","level":3,"markdown":"| Option | Description |\n|---|---|\n| **New** | Open a dialog to create a new scenario |\n| **Open** | Open a dialog to choose a scenario to open |\n| **Save** | Save the current scenario. If it has not been saved yet, open a dialog to save the scenario with specific name. |\n| **Save As** | Open a dialog to save the scenario with specific name. |\n| **Publish to Steam Workshop** | Open a dialog to publish the current scenario to Steam Workshop. |\n| **Export** | Export the scenario to specific format. |\n| **Exit** | Close the Eden Editor. |"},{"heading":"Edit","level":3,"markdown":"| Option | Description |\n|---|---|\n| **Undo** | Undo the last operation. You can see the list of all operations in the editing history panel. |\n| **Redo** | Redo previously undone operation. You can see the list of all operations in the editing history panel. |\n| **Select All on Screen** | Select all entities which have icon visible in the current view. |\n| **Transformation Widget** | Toggle specific transformation widget. |\n| **Grid** | Toggle one of specific grid types:<br>- Transformation<br>- Rotation<br>- Area Scaling |\n| **Vertical Mode** | Toggle Vertical Mode. |\n| **Toggle Surface Snapping** | Toggle Surface Snapping. |\n| **Toggle Waypoint Snapping** | Toggle waypoint snapping. |\n| **Phase** | Select scenario phase. |\n| **Asset Type** | Select asset browser mode. |\n| **Toggle Asset Sub-type** | Select asset browser submode. |"},{"heading":"View","level":3,"markdown":"| Option | Description |\n|---|---|\n| **Center on Random Position** | Move view to random location in the world. Positions on land and not in a forest are preferred. |\n| **Center on Player** | Move view to player's position. |\n| **Toggle Map** | Show / hide the map. |\n| **Toggle Map Textures** | Show / hide map background texture. |\n| **Vision Mode** | Enables Night Vision and Thermal Vision modes in the editor scene |\n| **Toggle Flashlight** | Toggle light which is snapped to the camera. Useful for editing night scenarios when you don't want to use night vision mode. |\n| **Toggle Location Labels (3D)** | Toggle town labels in the scene. Map labels will remain unaffected. |\n| **Search** | Commence search in of the the lists:<br>- Search in Asset Browser<br>- Search in Entity List |\n| **Interface** | Show / hide specific interface element.<br>- Entity List<br>- Asset Browser<br>- Controls Hint<br>- Navigation Widget |"},{"heading":"Settings","level":3,"markdown":"| Option | Description |\n|---|---|\n| **Preferences** | Open editor specific settings |\n| **Video Options** | Open game video options. |\n| **Audio Options** | Open game audio options. |\n| **Game Options** | Open general game options. |\n| **Controls** | Open controls settings. |"},{"heading":"Attributes","level":3,"markdown":"| Option | Description |\n|---|---|\n| **General** | Open general scenario attributes |\n| **Environment** | Open environment scenario attributes |\n| **Multiplayer** | Open multiplayer scenario attributes |\n| **Garbage Collection** | Open garbage collection scenario attributes |"},{"heading":"Tools","level":3,"markdown":"| Option | Description |\n|---|---|\n| **Debug Console** | Open debug console. |\n| **Functions Viewer** | Open the functions viewer. |\n| **Config Viewer** | Open the config viewer. |"},{"heading":"Play","level":3,"markdown":"| Option | Description |\n|---|---|\n| **Play in Singleplayer (SP)** | Play the scenario in singleplayer. If a server is running in the background (as a result of starting the preview in multiplayer previously), you will be asked to shut it down. |\n| **Play in SP with Briefing** | Play the scenario in singleplayer, but show briefing at the start. |\n| **Play in SP at Camera Position** | Play the scenario in singleplayer, but teleport player to the current camera position. If the player is not in a flying vehicle (i.e., a plane or helicopter), the position on the ground below the camera will be picked instead. |\n| **Play in Multiplayer** | Play the scenario in multiplayer. If no server is running yet, you will be asked to set up one. |"},{"heading":"Help","level":3,"markdown":"| Option | Description |\n|---|---|\n| **Documentation** | A link to Eden Editor. |\n| **Scripting** | A link to Scripting Commands Arma 3. |\n| **Community Wiki** | A link to the Wiki. |\n| **Forums** | A link to [forums.bistudio.com/forum/161-arma-3-editing](https://forums.bistudio.com/forum/161-arma-3-editing). |\n| **Feedback Tracker** | A link to [feedback.arma3.com](https://feedback.arma3.com). |\n| **Dev Hub** | A link to [dev.arma3.com](https://dev.arma3.com). |\n| **Tutorials** | Open the list of in-game tutorials. |"}],"categories":["Eden Editor: Interface"],"groups":["Mission Editing"]},{"name":"Eden Editor: Modding","title":"Eden Editor: Modding","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Modding","revid":342225,"updated":"2023-07-09T12:27:28Z","aliases":[],"markdown":"Eden Editor is a powerful modding tool for designing scenarios, but what makes it truly unique is that the editor itself is moddable. Custom addons can add or modify almost all features, using configs, user interface controls, scripting commands and event handlers.\n\n> [!IMPORTANT]\n> While the public name is *Eden Editor*, the system name is *3DEN*.*\n\n** The system name is different because during the development, a neutral technical name had to be used while public name was not selected yet. 3DEN is acronym for **3D** **E**ditor **N**ew*.\n\n### Workspace\n\nEditor Workspace is a standard scenario where editing takes places. Time simulation is paused, but everything else works exactly like in an other scenario - it can contain objects, markers and other entities, scripts can be executed there, weather can be set, etc.\n\nHowever, this state is not permanent. When preview starts, the workspace scenario is closed and is replaced by preview scenario. Returning back to the editor ends the preview and opens the workspace scenario again, but completely fresh - for example none of previously saved variables will be available again. The same happens when a new terrain is loaded.\n\nBecause of this, you have to be really careful when working with scenario-specific data. All of the following information will be lost when scenario ends:\n\n- missionNamespace (global) and object variables\n- Object and mission event handlers\n- Scheduled scripts\n- Anything which is not set and saved by the editor (e.g., objects created by createVehicle, weather set by setOvercast, etc.)\n\n### Addon\n\nAny extension of the Eden Editor has to be configured in an addon, not in a scenario (e.g., in Description.ext or scenario scripts). The reason is obvious - Eden edits scenarios, not the other way around.\nA scenario can be edited with two kinds of addons installed:\n\n- **Standard addon** - pretty much anything you use place or activate in the scenario - soldiers, vehicles, terrains, gameplay enhancements, etc.\n- **Editor addon** - editor plug-in, like new attributes, tools, etc.\n\nWhen you publish a mission, standard addons are still required. When you place a soldier from a specific addon, player still needs to have that addon installed to see the soldier. However, editor addons are not required anymore. They add some functionality for the scenario designer, but player doesn't care about them.\n\n#### Addon Configuration\n\nWhen expanding or modifying Eden Editor configs, make sure you have **3DEN** addon in the list of required addons. Without it, the game could load your addon before the 3DEN addon, which could in turn lead to unpredictable issues.\n\nWhen scenario designer uses some object from an addon, that addon will be automatically added to the list of addons required by the scenario. Make sure your editor plug-ins don't contain any objects which can be placed in the editor!\n\n```cpp\nclass CfgPatches\n{\n    class My3DENAddon\n    {\n        units[] = {}; // No objects must belong to the addon. CfgVehicles should ideally not be present at all.\n        weapons[] = {};\n        requiredVersion = 1.0;\n        requiredAddons[] = {3DEN}; // 3DEN must be among required addons!\n        is3DENmod = 1;    /* IMPORTANT! This will mark the missions saved with modded editor, so that when such missions are loaded into unmodded 3DEN,\n                        the user will get a warning of possible loss of custom attributes and prompted to install missing editor mod(s) */\n    };\n};\n```\n\n> [!IMPORTANT]\n> At this moment, required addons are calculated only based on objects used in the scenario. In the future, other assets like weapons, equipment, etc. might be checked as well.\n\n### Configuration\n\nFollowing pages explain selected options in detail:\n\n- Cfg3DEN\n- Setting Attributes\n- Configuring Attributes\n- Configuring User Interface\n- Configuring Menu Bar\n- Configuring Context Menu\n- Available Attribute Controls\n- Eden Scripting Commands\n- Eden Event Handlers\n- Eden Actions\n- Configuring Tutorials","sections":[{"heading":null,"level":1,"markdown":"Eden Editor is a powerful modding tool for designing scenarios, but what makes it truly unique is that the editor itself is moddable. Custom addons can add or modify almost all features, using configs, user interface controls, scripting commands and event handlers.\n\n> [!IMPORTANT]\n> While the public name is *Eden Editor*, the system name is *3DEN*.*\n\n** The system name is different because during the development, a neutral technical name had to be used while public name was not selected yet. 3DEN is acronym for **3D** **E**ditor **N**ew*."},{"heading":"Workspace","level":3,"markdown":"Editor Workspace is a standard scenario where editing takes places. Time simulation is paused, but everything else works exactly like in an other scenario - it can contain objects, markers and other entities, scripts can be executed there, weather can be set, etc.\n\nHowever, this state is not permanent. When preview starts, the workspace scenario is closed and is replaced by preview scenario. Returning back to the editor ends the preview and opens the workspace scenario again, but completely fresh - for example none of previously saved variables will be available again. The same happens when a new terrain is loaded.\n\nBecause of this, you have to be really careful when working with scenario-specific data. All of the following information will be lost when scenario ends:\n\n- missionNamespace (global) and object variables\n- Object and mission event handlers\n- Scheduled scripts\n- Anything which is not set and saved by the editor (e.g., objects created by createVehicle, weather set by setOvercast, etc.)"},{"heading":"Addon","level":3,"markdown":"Any extension of the Eden Editor has to be configured in an addon, not in a scenario (e.g., in Description.ext or scenario scripts). The reason is obvious - Eden edits scenarios, not the other way around.\nA scenario can be edited with two kinds of addons installed:\n\n- **Standard addon** - pretty much anything you use place or activate in the scenario - soldiers, vehicles, terrains, gameplay enhancements, etc.\n- **Editor addon** - editor plug-in, like new attributes, tools, etc.\n\nWhen you publish a mission, standard addons are still required. When you place a soldier from a specific addon, player still needs to have that addon installed to see the soldier. However, editor addons are not required anymore. They add some functionality for the scenario designer, but player doesn't care about them."},{"heading":"Addon Configuration","level":4,"markdown":"When expanding or modifying Eden Editor configs, make sure you have **3DEN** addon in the list of required addons. Without it, the game could load your addon before the 3DEN addon, which could in turn lead to unpredictable issues.\n\nWhen scenario designer uses some object from an addon, that addon will be automatically added to the list of addons required by the scenario. Make sure your editor plug-ins don't contain any objects which can be placed in the editor!\n\n```cpp\nclass CfgPatches\n{\n    class My3DENAddon\n    {\n        units[] = {}; // No objects must belong to the addon. CfgVehicles should ideally not be present at all.\n        weapons[] = {};\n        requiredVersion = 1.0;\n        requiredAddons[] = {3DEN}; // 3DEN must be among required addons!\n        is3DENmod = 1;    /* IMPORTANT! This will mark the missions saved with modded editor, so that when such missions are loaded into unmodded 3DEN,\n                        the user will get a warning of possible loss of custom attributes and prompted to install missing editor mod(s) */\n    };\n};\n```\n\n> [!IMPORTANT]\n> At this moment, required addons are calculated only based on objects used in the scenario. In the future, other assets like weapons, equipment, etc. might be checked as well."},{"heading":"Configuration","level":3,"markdown":"Following pages explain selected options in detail:\n\n- Cfg3DEN\n- Setting Attributes\n- Configuring Attributes\n- Configuring User Interface\n- Configuring Menu Bar\n- Configuring Context Menu\n- Available Attribute Controls\n- Eden Scripting Commands\n- Eden Event Handlers\n- Eden Actions\n- Configuring Tutorials"}],"categories":["Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Eden Editor: Object","title":"Eden Editor: Object","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Object","revid":376305,"updated":"2025-10-05T13:13:47Z","aliases":["Eden Editor: Objects"],"markdown":"An object is an entity with physical representation in the world. The player can see it as a model with textures, while the game recognizes its technical properties like the simulation type, collision geometry or damage.\n\nObjects can be divided into three main categories as listed below.\n\n### Characters\n\nA **Character** is a living entity controlled either by a player, or by an **AI** (Artificial Intelligence; sometimes also known as NPC - Non-Playable Character).\n\n### Vehicles\n\nA **Vehicle** is an object which can have a crew composed of characters. A crewed vehicle has an effective commander, who can issue orders to the rest of the crew. The vehicle also inherits the side of the commander (i.e., BLUFOR pilot will render a helicopter BLUFOR as well).\n\n### Props\n\nA **Prop** is any other object without special functionality, for example, houses, fences or signs. Empty vehicles are not props. Animals are, mainly because they cannot be considered characters.\n\nThe object is the entity type you will be editing the most, so make sure to familiarize yourself with all its options.\n\n### Attributes\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Type** | Type | Object type. Can be changed only to another type of the same side,<br>e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop. | `ItemClass` | String |\n| **Variable Name** | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `Name` | String |\n| **Init** | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | `Init` | String |\n| N/A | Pylons Settings |  | `Pylons` |  |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Rotation** | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Number |\n| **Size** | Transformation | Area size in meters. | `size3` | Array |\n| **Shape** | Transformation | Area shape.<br>Available options:<br>- **Ellipse**<br>- **Rectangle** | `IsRectangle` | Boolean |\n| **Placement Radius** | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | `placementRadius` | Number |\n| **Player** | Control | Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case). | `ControlSP` | Boolean |\n| **Playable** | Control | When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch. | `ControlMP` | Boolean |\n| **Role Description** | Control | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | `description` | String |\n| **Lock** | States | Vehicle lock. When locked, characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving.<br>Available options:<br>- **Unlocked** - Anyone can get in<br>- **Default** - Group leaders and anyone who was ordered in by their group leader can get in<br>- **Locked** - No one can get in<br>- **Locked for players** - Anyone except for players can get in | `lock` | Number |\n| **Skill** | States | General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified. | `skill` | Number |\n| **Health / Armor** | States | Object health / armor. When close to 0%, the object will be destroyed. | `Health` | Number |\n| **Fuel** | States | Vehicle fuel. | `fuel` | Number |\n| **Ammunition** | States | General vehicle ammo state. | `ammo` | Number |\n| **Rank** | States | Character rank. When a group leader is killed, the subordinate with the highest rank will take over.<br>Available options:<br>- **Private**<br>- **Corporal**<br>- **Sergeant**<br>- **Lieutenant**<br>- **Captain**<br>- **Major**<br>- **Colonel** | `rank` | String |\n| **Stance** | States | Available options:<br>- **Default Stance**<br>- **Lie Down**<br>- **Crouch**<br>- **Stand Up** | `unitPos` |  |\n| **Enable Dynamic Simulation** | Special States | Entity simulation is enabled only if the player or an enemy unit is nearby.<br>Note: Does not work on simple objects and it overwrites basic simulation settings. | `dynamicSimulation` | Boolean |\n| **Wake-Up Dynamic Simulation** | Special States | Controls unit capability to activate dynamically simulated entities. | `addToDynSimGrid` | Number |\n| **Enable Simulation** | Special States | When disabled, the object will freeze and ignore any input or collisions.<br>Note: This option does not have any effect on dynamically simulated objects. | `enableSimulation` | Boolean |\n| **Simple Object** | Special States | When enabled, the object will behave like a map object (e.g. rocks or trees), which significantly saves performance. This option is available only for objects where it leads to improved performance.<br>Warning: If set, the setting is enforced at the start of the scenario and is irreversible during its runtime! | `objectIsSimple` | Boolean |\n| **Show Model** | Special States | Show model and collisions. Even when disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot). | `hideObject` | Boolean |\n| **Enable Damage** | Special States | Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. | `allowDamage` | Boolean |\n| **Enable Stamina** | Special States | Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely. | `enableStamina` | Boolean |\n| **Revive Enabled** | Special States | Enable revive for this unit. | `EnableRevive` | Boolean |\n| **Doors States** | Special States | Set closed, locked or opened state for terrain object doors.<br>LMB - cycle between states<br>RMB - close door (reset to default state)<br>LMB + Alt - open door<br>LMB + Shift - lock door<br>LMB + Ctrl - close door | `DoorStates` |  |\n| **Local Only** | Special States | When enabled, the object will exist as a local instance on every client. It will not be synchronized over the network. Use this primarily for static (decorative) objects in order to optimize large-scale scenarios. | `isLocalOnly` | Boolean |\n| **Name** | Identity | Character name, by default automatically generated based on faction. | `unitName` | String |\n| **Face** | Identity | Character face. | `face` | String |\n| **Call Sign** | Identity | Call sign used in radio protocol (e.g., leader will order 'Kerry, fall back' instead of generic '2, fall back'). It does not affect character's actual name; consider changing it as well so they match together.<br>Available options:<br>- **No Call Sign**<br>- **Miller**<br>- **Reynolds**<br>- **Armstrong**<br>- **Nichols**<br>- **Tanny**<br>- **Frost**<br>- **Lacey**<br>- **Larkin**<br>- **Kerry**<br>- **Jackson**<br>- **McKendrick**<br>- **Levine**<br>- **James**<br>- **McKay**<br>- **Hardy**<br>- **Northgate**<br>- **Adams**<br>- **Bennett**<br>- **Campbell**<br>- **Dixon**<br>- **Everett**<br>- **Franklin**<br>- **Givens**<br>- **Hawkins**<br>- **Lopez**<br>- **Martinez**<br>- **OConnor**<br>- **Ryan**<br>- **Patterson**<br>- **Sykes**<br>- **Taylor**<br>- **Walker**<br>- **Amin**<br>- **Masood**<br>- **Fahim**<br>- **Habibi**<br>- **Kushan**<br>- **Jawadi**<br>- **Nazari**<br>- **Siddiqi**<br>- **Takhtar**<br>- **Wardak**<br>- **Yousuf**<br>- **Anthis**<br>- **Costa**<br>- **Dimitirou**<br>- **Elias**<br>- **Gekas**<br>- **Kouris**<br>- **Leventis**<br>- **Markos**<br>- **Nikas**<br>- **Nicolo**<br>- **Panas**<br>- **Petros**<br>- **Rosi**<br>- **Samaras**<br>- **Stavrou**<br>- **Ghost**<br>- **Stranger**<br>- **Fox**<br>- **Snake**<br>- **Razer**<br>- **Jester**<br>- **Nomad**<br>- **Viper**<br>- **Korneedler** | `NameSound` | String |\n| **Voice** | Identity | Radio voice used in group communication (e.g., target reporting). | `speaker` | String |\n| **Voice Pitch** | Identity | Voice pitch. Higher number means higher voice. | `pitch` | Number |\n| **Insignia** | Identity | Left shoulder insignia. Right shoulder insignia is reserved for a squad logo and cannot be changed by the scenario. | `unitInsignia` | String |\n| **Probability of Presence** | Presence | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | `presence` | Number |\n| **Condition of Presence** | Presence | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | `presenceCondition` | String |\n| **Equipment Storage** | Equipment Storage |  | `ammoBox` | String |\n| **Data Link Send** | Electronics & Sensors | Vehicle will broadcast targets tracked by its sensors to any other unit on the same side with Data Link enabled. | `ReportRemoteTargets` | Boolean |\n| **Data Link Receive** | Electronics & Sensors | Vehicle will receive targeting and positional data from any other broadcasting vehicle on the same side. | `ReceiveRemoteTargets` | Boolean |\n| **Data Link Position** | Electronics & Sensors | Vehicle will broadcast its own position to any other unit on the same side with Data Link enabled. | `ReportOwnPosition` | Boolean |\n| **Emission Control** | Electronics & Sensors | Radar EMCON rules for the AI<br>Available options:<br>- **Default** - AI will use the Radar when in Aware or Combat behavior.<br>- **Active** - AI will keep the Radar active and emitting at all times<br>- **Off** - AI will keep Radar silent at all times | `RadarUsageAI` | String |","sections":[{"heading":null,"level":1,"markdown":"An object is an entity with physical representation in the world. The player can see it as a model with textures, while the game recognizes its technical properties like the simulation type, collision geometry or damage.\n\nObjects can be divided into three main categories as listed below."},{"heading":"Characters","level":3,"markdown":"A **Character** is a living entity controlled either by a player, or by an **AI** (Artificial Intelligence; sometimes also known as NPC - Non-Playable Character)."},{"heading":"Vehicles","level":3,"markdown":"A **Vehicle** is an object which can have a crew composed of characters. A crewed vehicle has an effective commander, who can issue orders to the rest of the crew. The vehicle also inherits the side of the commander (i.e., BLUFOR pilot will render a helicopter BLUFOR as well)."},{"heading":"Props","level":3,"markdown":"A **Prop** is any other object without special functionality, for example, houses, fences or signs. Empty vehicles are not props. Animals are, mainly because they cannot be considered characters.\n\nThe object is the entity type you will be editing the most, so make sure to familiarize yourself with all its options."},{"heading":"Attributes","level":3,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Type** | Type | Object type. Can be changed only to another type of the same side,<br>e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop. | `ItemClass` | String |\n| **Variable Name** | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `Name` | String |\n| **Init** | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | `Init` | String |\n| N/A | Pylons Settings |  | `Pylons` |  |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Rotation** | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Number |\n| **Size** | Transformation | Area size in meters. | `size3` | Array |\n| **Shape** | Transformation | Area shape.<br>Available options:<br>- **Ellipse**<br>- **Rectangle** | `IsRectangle` | Boolean |\n| **Placement Radius** | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | `placementRadius` | Number |\n| **Player** | Control | Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case). | `ControlSP` | Boolean |\n| **Playable** | Control | When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch. | `ControlMP` | Boolean |\n| **Role Description** | Control | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | `description` | String |\n| **Lock** | States | Vehicle lock. When locked, characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving.<br>Available options:<br>- **Unlocked** - Anyone can get in<br>- **Default** - Group leaders and anyone who was ordered in by their group leader can get in<br>- **Locked** - No one can get in<br>- **Locked for players** - Anyone except for players can get in | `lock` | Number |\n| **Skill** | States | General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified. | `skill` | Number |\n| **Health / Armor** | States | Object health / armor. When close to 0%, the object will be destroyed. | `Health` | Number |\n| **Fuel** | States | Vehicle fuel. | `fuel` | Number |\n| **Ammunition** | States | General vehicle ammo state. | `ammo` | Number |\n| **Rank** | States | Character rank. When a group leader is killed, the subordinate with the highest rank will take over.<br>Available options:<br>- **Private**<br>- **Corporal**<br>- **Sergeant**<br>- **Lieutenant**<br>- **Captain**<br>- **Major**<br>- **Colonel** | `rank` | String |\n| **Stance** | States | Available options:<br>- **Default Stance**<br>- **Lie Down**<br>- **Crouch**<br>- **Stand Up** | `unitPos` |  |\n| **Enable Dynamic Simulation** | Special States | Entity simulation is enabled only if the player or an enemy unit is nearby.<br>Note: Does not work on simple objects and it overwrites basic simulation settings. | `dynamicSimulation` | Boolean |\n| **Wake-Up Dynamic Simulation** | Special States | Controls unit capability to activate dynamically simulated entities. | `addToDynSimGrid` | Number |\n| **Enable Simulation** | Special States | When disabled, the object will freeze and ignore any input or collisions.<br>Note: This option does not have any effect on dynamically simulated objects. | `enableSimulation` | Boolean |\n| **Simple Object** | Special States | When enabled, the object will behave like a map object (e.g. rocks or trees), which significantly saves performance. This option is available only for objects where it leads to improved performance.<br>Warning: If set, the setting is enforced at the start of the scenario and is irreversible during its runtime! | `objectIsSimple` | Boolean |\n| **Show Model** | Special States | Show model and collisions. Even when disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot). | `hideObject` | Boolean |\n| **Enable Damage** | Special States | Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. | `allowDamage` | Boolean |\n| **Enable Stamina** | Special States | Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely. | `enableStamina` | Boolean |\n| **Revive Enabled** | Special States | Enable revive for this unit. | `EnableRevive` | Boolean |\n| **Doors States** | Special States | Set closed, locked or opened state for terrain object doors.<br>LMB - cycle between states<br>RMB - close door (reset to default state)<br>LMB + Alt - open door<br>LMB + Shift - lock door<br>LMB + Ctrl - close door | `DoorStates` |  |\n| **Local Only** | Special States | When enabled, the object will exist as a local instance on every client. It will not be synchronized over the network. Use this primarily for static (decorative) objects in order to optimize large-scale scenarios. | `isLocalOnly` | Boolean |\n| **Name** | Identity | Character name, by default automatically generated based on faction. | `unitName` | String |\n| **Face** | Identity | Character face. | `face` | String |\n| **Call Sign** | Identity | Call sign used in radio protocol (e.g., leader will order 'Kerry, fall back' instead of generic '2, fall back'). It does not affect character's actual name; consider changing it as well so they match together.<br>Available options:<br>- **No Call Sign**<br>- **Miller**<br>- **Reynolds**<br>- **Armstrong**<br>- **Nichols**<br>- **Tanny**<br>- **Frost**<br>- **Lacey**<br>- **Larkin**<br>- **Kerry**<br>- **Jackson**<br>- **McKendrick**<br>- **Levine**<br>- **James**<br>- **McKay**<br>- **Hardy**<br>- **Northgate**<br>- **Adams**<br>- **Bennett**<br>- **Campbell**<br>- **Dixon**<br>- **Everett**<br>- **Franklin**<br>- **Givens**<br>- **Hawkins**<br>- **Lopez**<br>- **Martinez**<br>- **OConnor**<br>- **Ryan**<br>- **Patterson**<br>- **Sykes**<br>- **Taylor**<br>- **Walker**<br>- **Amin**<br>- **Masood**<br>- **Fahim**<br>- **Habibi**<br>- **Kushan**<br>- **Jawadi**<br>- **Nazari**<br>- **Siddiqi**<br>- **Takhtar**<br>- **Wardak**<br>- **Yousuf**<br>- **Anthis**<br>- **Costa**<br>- **Dimitirou**<br>- **Elias**<br>- **Gekas**<br>- **Kouris**<br>- **Leventis**<br>- **Markos**<br>- **Nikas**<br>- **Nicolo**<br>- **Panas**<br>- **Petros**<br>- **Rosi**<br>- **Samaras**<br>- **Stavrou**<br>- **Ghost**<br>- **Stranger**<br>- **Fox**<br>- **Snake**<br>- **Razer**<br>- **Jester**<br>- **Nomad**<br>- **Viper**<br>- **Korneedler** | `NameSound` | String |\n| **Voice** | Identity | Radio voice used in group communication (e.g., target reporting). | `speaker` | String |\n| **Voice Pitch** | Identity | Voice pitch. Higher number means higher voice. | `pitch` | Number |\n| **Insignia** | Identity | Left shoulder insignia. Right shoulder insignia is reserved for a squad logo and cannot be changed by the scenario. | `unitInsignia` | String |\n| **Probability of Presence** | Presence | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | `presence` | Number |\n| **Condition of Presence** | Presence | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | `presenceCondition` | String |\n| **Equipment Storage** | Equipment Storage |  | `ammoBox` | String |\n| **Data Link Send** | Electronics & Sensors | Vehicle will broadcast targets tracked by its sensors to any other unit on the same side with Data Link enabled. | `ReportRemoteTargets` | Boolean |\n| **Data Link Receive** | Electronics & Sensors | Vehicle will receive targeting and positional data from any other broadcasting vehicle on the same side. | `ReceiveRemoteTargets` | Boolean |\n| **Data Link Position** | Electronics & Sensors | Vehicle will broadcast its own position to any other unit on the same side with Data Link enabled. | `ReportOwnPosition` | Boolean |\n| **Emission Control** | Electronics & Sensors | Radar EMCON rules for the AI<br>Available options:<br>- **Default** - AI will use the Radar when in Aware or Combat behavior.<br>- **Active** - AI will keep the Radar active and emitting at all times<br>- **Off** - AI will keep Radar silent at all times | `RadarUsageAI` | String |"}],"categories":["Eden Editor: Asset Types"],"groups":["Mission Editing"]},{"name":"Eden Editor: Object Categorization","title":"Eden Editor: Object Categorization","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization","revid":363844,"updated":"2024-04-23T15:11:50Z","aliases":[],"markdown":"### Hierarchy\n\n#### Mode Sorting\n\n1. **Mode** - All objects placed in *Objects* mode\n1. **Submode** - Characters and vehicles are sorted per side (e.g., BLUFOR), the rest is under *Props*\n\n#### Object Sorting\n\n1. **Category** - the topmost tree hierarchy item. Characters and vehicles are usually sorted by faction (e.g., NATO), while props are sorted by some shared functionality (e.g., Furniture)\n1. **Subcategory** - more detailed categorization specific to the main category.\n1. **Entity** - the object asset which can be actually placed. Identified by an icon; categories don't have one.\n\n### Configuration\n\n#### Object\n\n*For the list of all config properties, see CfgVehicles Config Reference*\n\n```cpp\n// MODE\n// All objects are configured in CfgVehicles (even those which are not technically vehicles)\nclass CfgVehicles\n{\n    class MyObject : Car\n    {\n        // SUBMODE\n        // The side decides under which submode (e.g., BLUFOR) is the object sorted\n        // When the class doesn't inherit from AllVehicles or its child classes (e.g., Car),\n        // the side is ignored and the object will be a Prop\n        side = 1;\n\n        // CATEGORY\n        // Two ways how to set it exist. When both are present, editorCategory has priority.\n        editorCategory = \"MyCategory\"; // Class from CfgEditorCategories. Usually used for props.\n        faction = \"MyCategory\"; // Class from CfgFactionClasses. Usually used for characters and vehicles.\n\n        // SUBCATEGORY\n        // Two ways how to set it exist. When both are present, editorSubcategory has priority.\n        editorSubcategory = \"MySubcategory\"; // Class from CfgEditorSubcategories. Should be used everywhere.\n        vehicleClass = \"MySubcategory\"; // Class from CfgVehicleClasses. Deprecated, should not be used anymore.\n    };\n};\n```\n\n#### Categories\n\nWhen you find out that default categories and subcategories don't fit your needs, you can add your own ones. However, we recommend to stick to existing categorization as much as possible.\n\n```cpp\nclass CfgEditorCategories\n{\n    class MyCategory // Category class, you point to it in editorCategory property\n    {\n        displayName = \"My Category\"; // Name visible in the list\n    };\n};\n```\n\n```cpp\nclass CfgEditorSubcategories\n{\n    class MySubcategory // Category class, you point to it in editorSubcategory property\n    {\n        displayName = \"My Subcategory\"; // Name visible in the list\n    };\n};\n```\n\n### Categories and Subcategories\n\n#### Characters and Vehicles\n\n##### Faction\n\nExample configuration:\n\n```cpp\nfaction = \"OPF_F\";\n```\n\n| Class | Display Name | Side |\n|---|---|---|\n| `OPF_F` | *CSAT* | OPFOR |\n| `OPF_G_F` | *FIA* | OPFOR |\n| `BLU_F` | *NATO* | BLUFOR |\n| `BLU_G_F` | *FIA* | BLUFOR |\n| `IND_F` | *AAF* | Independent |\n| `IND_G_F` | *FIA* | Independent |\n| `CIV_F` | *Civilians* | Civilian |\n\n##### Subcategory\n\nExample configuration:\n\n```cpp\neditorSubcategory = \"EdSubcat_AAs\";\n```\n\n| Class | Display Name | Contents |\n|---|---|---|\n| `EdSubcat_AAs` | *Anti-Air* | Vehicles specifically equipped for neutralizing air threats. |\n| `EdSubcat_APCs` | *APCs* | Vehicles which were designed as Armored Vehicle Carriers. A tank with passenger seats (e.g., M4A2 Slammer) is not an APC, because such functionality is not its main purpose. |\n| `EdSubcat_Artillery` | *Artillery* | Vehicles which were designed to engage distant targets. Generally reserved only with vehicles where gunner can access the ballistic computer. |\n| `EdSubcat_Boats` | *Boats* | Naval vehicles. |\n| `EdSubcat_Cars` | *Cars* | Lightly armored wheeled vehicles. |\n| `EdSubcat_Drones` | *Drones* | Vehicles which doesn't need crew and are controlled using UAV interface. |\n| `EdSubcat_Helicopters` | *Helicopters* | Rotary wing aircrafts. |\n| `EdSubcat_Personnel` | *Men* | Default characters folder. |\n| `EdSubcat_Personnel_African` | *Men (African)* | Civilians with African identity sets. |\n| `EdSubcat_Personnel_Asian` | *Men (Asian)* | Civilians with Asian identity sets. |\n| `EdSubcat_Personnel_Camo_Arctic` | *Men (Arctic)* | Characters in arctic (snow) camouflage uniforms. |\n| `EdSubcat_Personnel_Camo_Arid` | *Men (Arid)* | Characters in arid camouflage uniforms. |\n| `EdSubcat_Personnel_Camo_Desert` | *Men (Desert)* | Characters in desert camouflage uniforms. |\n| `EdSubcat_Personnel_Camo_Jungle` | *Men (Jungle)* | Characters in jungle camouflage uniforms. |\n| `EdSubcat_Personnel_Camo_Urban` | *Men (Urban)* | Characters in urban camouflage uniforms. |\n| `EdSubcat_Personnel_Camo_Woodland` | *Men (Woodland)* | Characters in woodland camouflage uniforms. |\n| `EdSubcat_Personnel_European` | *Men (European)* | Civilians with European identity sets. |\n| `EdSubcat_Personnel_SpecialForces` | *Men (Special Forces)* | Characters with special purpose (e.g., recon, snipers, divers, etc.) |\n| `EdSubcat_Personnel_Story` | *Men (Story)* | Special story characters, usually with specific names and identities already assigned. |\n| `EdSubcat_Personnel_VR` | *Men (Virtual Reality)* | Virtual characters. |\n| `EdSubcat_Planes` | *Planes* | Fixed wing aircrafts. |\n| `EdSubcat_Submersibles` | *Submersibles* | Vehicles operating underwater. |\n| `EdSubcat_Tanks` | *Tanks* | Armored vehicles with main purpose to neutralize other armored vehicles. |\n| `EdSubcat_Targets` | *Targets* | Virtual targets for AI. |\n| `EdSubcat_Turrets` | *Turrets* | Static weapons, e.g., fixed machine guns or mortars. This subcategory has priority over others (e.g., mortar is an artillery as well, but it is a turret first). |\n\n#### Props\n\n##### Category\n\nExample configuration:\n\n```cpp\neditorCategory = \"EdCat_Animals\";\n```\n\n| Class | Display Name | Contents |\n|---|---|---|\n| `EdCat_Animals` | *Animals* | Animals, i.e., objects inherited from `class Animal`. |\n| `EdCat_Default` | *Other* | Default category where unsorted objects belong. Ideally, you should never use it and pick one of the more specific categories instead. |\n| `EdCat_Equipment` | *Equipment* | Character equipment (i.e., uniforms, vests, backpacks and headgear) which player can pick. Usually inherited from weapon `class WeaponHolder` and vehicle `class Backpack`. |\n| `EdCat_Fences` | *Fences* | Fence is [defined](https://en.wikipedia.org/wiki/Fence) as *a structure that encloses an area, typically outdoors, and is usually constructed from posts that are connected by boards, wire, rails or netting.[1] A fence differs from a wall in not having a solid foundation along its whole length.* Includes matching gates and corner elements. |\n| `EdCat_Furniture` | *Furniture* | Furniture is [defined](https://en.wikipedia.org/wiki/Furniture) as *the movable objects intended to support various human activities such as seating (e.g., chairs, stools and sofas) and sleeping (e.g., beds)* |\n| `EdCat_Ruins` | *Ruins* | Ruins of objects categorized in *Structures* class. Not destroyed vehicles, they should be placed in *Wrecks*. |\n| `EdCat_Ruins_Altis` | *Ruins (Altis)* | Ruins of objects categorized in *Structures (Altis)* class. |\n| `EdCat_Ruins_Tanoa` | *Ruins (Tanoa)* | Ruins of objects categorized in *Structures (Tanoa)* class. |\n| `EdCat_Signs` | *Signs* | Signs, wall and ground decals and helper objects. |\n| `EdCat_Structures` | *Structures* | Immovable man-made objects, like buildings, industrial objects or utility network. |\n| `EdCat_Structures_Altis` | *Structures (Altis)* | Structures belonging specifically to Altis (i.e., Mediterranean) themed terrains. |\n| `EdCat_Structures_Tanoa` | *Structures (Tanoa)* | Structures belonging specifically to Tanoa (i.e., Pacific) themed terrains. |\n| `EdCat_Supplies` | *Supplies* | Equipment containers which can store weapons, magazines, items and equipment. Used for cargo crates, equipment which are visualized directly (e.g., specific rifle) belong to *Equipment* and *Weapon Attachments*and *Weapons* categories. |\n| `EdCat_Things` | *Things* | Movable man-made objects. |\n| `EdCat_VRObjects` | *VR Objects* | Virtual Reality themed objects, including structures and walls (this category has larger priority than others). |\n| `EdCat_Walls` | *Walls* | Objects for area enclosure with solid foundation. Includes matching gates and corner elements. |\n| `EdCat_WeaponAttachments` | *Weapon Attachments* | Weapon attachments which player can pick. Usually inherited from `class WeaponHolder`. |\n| `EdCat_Weapons` | *Weapons* | Weapons attachments which player can pick. Usually inherited from `class WeaponHolder`. |\n| `EdCat_Wrecks` | *Wrecks* | Destroyed vehicles. Should use the subcategories as unamaged vehicles have. |\n\n##### Subcategory\n\nExample configuration:\n\n```cpp\neditorSubcategory = \"EdSubcat_Advertisements\";\n```\n\n| Class | Display Name | Intended Category | Contents |\n|---|---|---|---|\n| `EdSubcat_Advertisements` | *Advertisements* | Signs | Company signs and billboards. |\n| `EdSubcat_Airports` | *Airport* |  | Airport themed objects. |\n| `EdSubcat_Aquatic` | *Aquatic* | Animals | Aquatic animals (e.g., fish, sharks or turtles) |\n| `EdSubcat_AssaultRifles` | *Assault Rifles* | Weapons | Assault rifles which can be picked up from the ground. |\n| `EdSubcat_Avian` | *Avian* | Animals | Avian animals (e.g., birds) |\n| `EdSubcat_Backpacks` | *Backpacks* | Equipment | Backpacks which can be picked up from the ground. |\n| `EdSubcat_Beach` | *Beach* |  | Beach themed objects. |\n| `EdSubcat_BlankSigns` | *Blanks* | Signs | Blank signs to which deigner can map a texture using setObjectTexture. |\n| `EdSubcat_Blocks` | *Blocks* | VR Objects | Virtual Reality blocks. |\n| `EdSubcat_BottomSlot` | *Bipods* | Weapon Attachments | Weapon attachments which can be picked up from the ground. |\n| `EdSubcat_Camping` | *Camping* |  | Objects with touristic and camping theme. |\n| `EdSubcat_Cemetery` | *Cemetery* |  | Cemetery themed objects. |\n| `EdSubcat_Chemlights` | *Chemlights* | Equipment | Chemlights which can be picked up from the ground. |\n| `EdSubcat_ConstructionSites` | *Construction Sites* |  | Construction themed objects. |\n| `EdSubcat_Decals` | *Decals* | Signs | Semi-transparent flat signs which can be placed on the ground or on walls. |\n| `EdSubcat_Default` | *Other* |  | Defaul subcategory. Ideally, you should never use it and pick one of the more specific subcategories instead. |\n| `EdSubcat_DismantledWeapons` | *Dismantled Weapons* | Equipment | Backpacks with dismantled weapons (e.g., mortar) which can be picked up from the ground. |\n| `EdSubcat_Electronics` | *Electronics* |  | Electronics and appliances. |\n| `EdSubcat_Explosives` | *Explosives* | Weapons | Explosives and mines which can be picked up from the ground. They are inventory items, not explosives that can be immediatelly detonated. |\n| `EdSubcat_Flags` | *Flags* | Signs | Flags on a flagpole. |\n| `EdSubcat_Food` | *Food* |  | Food related objects. |\n| `EdSubcat_FrontSlot` | *Suppressors* | Weapon Attachments | Front slot attachments which can be picked up from the ground. |\n| `EdSubcat_Garbage` | *Junk* |  | Garbage and junk themed objects. |\n| `EdSubcat_Graffiti` | *Graffiti* | Signs | Graffiti themed decals which can be placed on a wall. |\n| `EdSubcat_Hats` | *Hats* | Equipment | Hats which can be picked up from the ground. |\n| `EdSubcat_Helipads` | *Helipads* | Signs | Landing zone decals which can be placed on the ground. |\n| `EdSubcat_Helmets` | *Helmets* | Equipment | Helmets which can be picked up from the ground. |\n| `EdSubcat_Helpers` | *Helpers* | Signs | Abstract helper symbols and marks. |\n| `EdSubcat_Historical` | *Historical* |  | Historical objects, e.g., ancient or medieval themed objects. |\n| `EdSubcat_Industrial` | *Industrial* |  | Industrial themed objects. |\n| `EdSubcat_Intel` | *Intel* |  | Intel items, e.g., documents or maps. |\n| `EdSubcat_InventoryItems` | *Inventory Items* | Equipment | Misc inventory items which can be picked up from the ground. |\n| `EdSubcat_Lamps` | *Lamps* |  | Lamps illuminating their surroundings. |\n| `EdSubcat_Launchers` | *Launchers* | Weapons | Rocket launchers which can be picked up from the ground. |\n| `EdSubcat_MachineGuns` | *Machine Guns* | Weapons | Machine guns which can be picked up from the ground. |\n| `EdSubcat_Machines` | *Machines* |  | Various machines and devices. |\n| `EdSubcat_Magazines` | *Magazines* |  | Magazines which can be picked up from the ground. |\n| `EdSubcat_Market` | *Market* |  | Outdoor market themed objects. |\n| `EdSubcat_Medicine` | *Medicine* |  | Healthcare themed objects. |\n| `EdSubcat_Military` | *Military* |  | Military themed objects. |\n| `EdSubcat_Obstacles` | *Obstacles* |  | Infantry and vehicle obstacles, mainly for training courses. |\n| `EdSubcat_Office` | *Office* |  | Office themed objects. |\n| `EdSubcat_Pistols` | *Pistols* | Weapons | Handguns which can be picked up from the ground. |\n| `EdSubcat_Posters` | *Posters* | Signs | Posters which can be placed on a wall. |\n| `EdSubcat_Racing` | *Racing* |  | Racing themed objects. |\n| `EdSubcat_Religious` | *Religious* |  | Religious objects, with specific religion undefined. |\n| `EdSubcat_Residential_City` | *City* |  | City themed objects. |\n| `EdSubcat_Residential_Village` | *Village* |  | Village themed objects. |\n| `EdSubcat_RoadSigns` | *Road Signs* |  | Road signs and barriers. |\n| `EdSubcat_Seaports` | *Seaport* |  | Seaport themed objects. |\n| `EdSubcat_Services` | *Services* |  | Commercial zone objects. |\n| `EdSubcat_ShootHouse` | *Shoot House* |  | Objects with a theme of plywood training shoot house. |\n| `EdSubcat_Shops` | *Shop* |  | Shop themed objects. |\n| `EdSubcat_SideSlot` | *Accessories* | Weapon Attachments | Side attachments which can be picked up from the ground. |\n| `EdSubcat_SniperRifles` | *Sniper & Marksmen Rifles* | Weapons | Sniper rifles which can be picked up from the ground. |\n| `EdSubcat_Sports` | *Sport & Recreation* |  | Sport and recreation themed objects. |\n| `EdSubcat_Storage` | *Storage* |  | Storage facilities and objects. Not weapon and equipment storage. |\n| `EdSubcat_SubMachineGuns` | *SMGs* | Weapons | Sub-machine guns which can be picked up from the ground. |\n| `EdSubcat_Terrestrial` | *Terrestrial* | Animals | Terrestrial animals (e.g., dog or rabbit). |\n| `EdSubcat_Tools` | *Tools* |  | Tools and small devices. |\n| `EdSubcat_TopSlot_Collimators` | *Collimator Sights* | Weapon Attachments | Collimator sight attachments which can be picked up from the ground. |\n| `EdSubcat_TopSlot_Optics` | *Optic Sights* | Weapon Attachments | Optic sight attachments which can be picked up from the ground. |\n| `EdSubcat_Trains` | *Trains* |  | Railroad themed objects. |\n| `EdSubcat_Transportation` | *Transportation* |  | Transportation themed objects. |\n| `EdSubcat_Uniforms` | *Uniforms* | Equipment | Uniforms which can be picked up from the ground. |\n| `EdSubcat_Utilities` | *Utilities* |  | Utility objects, e.g., power, gas or water distribution. |\n| `EdSubcat_Vests` | *Vests* | Equipment | Vests which can be picked up from the ground. |\n| `EdSubcat_WarningSigns` | *Warnings* | Signs | Warning signs. |","sections":[{"heading":"Hierarchy","level":3,"markdown":""},{"heading":"Mode Sorting","level":4,"markdown":"1. **Mode** - All objects placed in *Objects* mode\n1. **Submode** - Characters and vehicles are sorted per side (e.g., BLUFOR), the rest is under *Props*"},{"heading":"Object Sorting","level":4,"markdown":"1. **Category** - the topmost tree hierarchy item. Characters and vehicles are usually sorted by faction (e.g., NATO), while props are sorted by some shared functionality (e.g., Furniture)\n1. **Subcategory** - more detailed categorization specific to the main category.\n1. **Entity** - the object asset which can be actually placed. Identified by an icon; categories don't have one."},{"heading":"Configuration","level":3,"markdown":""},{"heading":"Object","level":4,"markdown":"*For the list of all config properties, see CfgVehicles Config Reference*\n\n```cpp\n// MODE\n// All objects are configured in CfgVehicles (even those which are not technically vehicles)\nclass CfgVehicles\n{\n    class MyObject : Car\n    {\n        // SUBMODE\n        // The side decides under which submode (e.g., BLUFOR) is the object sorted\n        // When the class doesn't inherit from AllVehicles or its child classes (e.g., Car),\n        // the side is ignored and the object will be a Prop\n        side = 1;\n\n        // CATEGORY\n        // Two ways how to set it exist. When both are present, editorCategory has priority.\n        editorCategory = \"MyCategory\"; // Class from CfgEditorCategories. Usually used for props.\n        faction = \"MyCategory\"; // Class from CfgFactionClasses. Usually used for characters and vehicles.\n\n        // SUBCATEGORY\n        // Two ways how to set it exist. When both are present, editorSubcategory has priority.\n        editorSubcategory = \"MySubcategory\"; // Class from CfgEditorSubcategories. Should be used everywhere.\n        vehicleClass = \"MySubcategory\"; // Class from CfgVehicleClasses. Deprecated, should not be used anymore.\n    };\n};\n```"},{"heading":"Categories","level":4,"markdown":"When you find out that default categories and subcategories don't fit your needs, you can add your own ones. However, we recommend to stick to existing categorization as much as possible.\n\n```cpp\nclass CfgEditorCategories\n{\n    class MyCategory // Category class, you point to it in editorCategory property\n    {\n        displayName = \"My Category\"; // Name visible in the list\n    };\n};\n```\n\n```cpp\nclass CfgEditorSubcategories\n{\n    class MySubcategory // Category class, you point to it in editorSubcategory property\n    {\n        displayName = \"My Subcategory\"; // Name visible in the list\n    };\n};\n```"},{"heading":"Categories and Subcategories","level":3,"markdown":""},{"heading":"Characters and Vehicles","level":4,"markdown":""},{"heading":"Faction","level":5,"markdown":"Example configuration:\n\n```cpp\nfaction = \"OPF_F\";\n```\n\n| Class | Display Name | Side |\n|---|---|---|\n| `OPF_F` | *CSAT* | OPFOR |\n| `OPF_G_F` | *FIA* | OPFOR |\n| `BLU_F` | *NATO* | BLUFOR |\n| `BLU_G_F` | *FIA* | BLUFOR |\n| `IND_F` | *AAF* | Independent |\n| `IND_G_F` | *FIA* | Independent |\n| `CIV_F` | *Civilians* | Civilian |"},{"heading":"Subcategory","level":5,"markdown":"Example configuration:\n\n```cpp\neditorSubcategory = \"EdSubcat_AAs\";\n```\n\n| Class | Display Name | Contents |\n|---|---|---|\n| `EdSubcat_AAs` | *Anti-Air* | Vehicles specifically equipped for neutralizing air threats. |\n| `EdSubcat_APCs` | *APCs* | Vehicles which were designed as Armored Vehicle Carriers. A tank with passenger seats (e.g., M4A2 Slammer) is not an APC, because such functionality is not its main purpose. |\n| `EdSubcat_Artillery` | *Artillery* | Vehicles which were designed to engage distant targets. Generally reserved only with vehicles where gunner can access the ballistic computer. |\n| `EdSubcat_Boats` | *Boats* | Naval vehicles. |\n| `EdSubcat_Cars` | *Cars* | Lightly armored wheeled vehicles. |\n| `EdSubcat_Drones` | *Drones* | Vehicles which doesn't need crew and are controlled using UAV interface. |\n| `EdSubcat_Helicopters` | *Helicopters* | Rotary wing aircrafts. |\n| `EdSubcat_Personnel` | *Men* | Default characters folder. |\n| `EdSubcat_Personnel_African` | *Men (African)* | Civilians with African identity sets. |\n| `EdSubcat_Personnel_Asian` | *Men (Asian)* | Civilians with Asian identity sets. |\n| `EdSubcat_Personnel_Camo_Arctic` | *Men (Arctic)* | Characters in arctic (snow) camouflage uniforms. |\n| `EdSubcat_Personnel_Camo_Arid` | *Men (Arid)* | Characters in arid camouflage uniforms. |\n| `EdSubcat_Personnel_Camo_Desert` | *Men (Desert)* | Characters in desert camouflage uniforms. |\n| `EdSubcat_Personnel_Camo_Jungle` | *Men (Jungle)* | Characters in jungle camouflage uniforms. |\n| `EdSubcat_Personnel_Camo_Urban` | *Men (Urban)* | Characters in urban camouflage uniforms. |\n| `EdSubcat_Personnel_Camo_Woodland` | *Men (Woodland)* | Characters in woodland camouflage uniforms. |\n| `EdSubcat_Personnel_European` | *Men (European)* | Civilians with European identity sets. |\n| `EdSubcat_Personnel_SpecialForces` | *Men (Special Forces)* | Characters with special purpose (e.g., recon, snipers, divers, etc.) |\n| `EdSubcat_Personnel_Story` | *Men (Story)* | Special story characters, usually with specific names and identities already assigned. |\n| `EdSubcat_Personnel_VR` | *Men (Virtual Reality)* | Virtual characters. |\n| `EdSubcat_Planes` | *Planes* | Fixed wing aircrafts. |\n| `EdSubcat_Submersibles` | *Submersibles* | Vehicles operating underwater. |\n| `EdSubcat_Tanks` | *Tanks* | Armored vehicles with main purpose to neutralize other armored vehicles. |\n| `EdSubcat_Targets` | *Targets* | Virtual targets for AI. |\n| `EdSubcat_Turrets` | *Turrets* | Static weapons, e.g., fixed machine guns or mortars. This subcategory has priority over others (e.g., mortar is an artillery as well, but it is a turret first). |"},{"heading":"Props","level":4,"markdown":""},{"heading":"Category","level":5,"markdown":"Example configuration:\n\n```cpp\neditorCategory = \"EdCat_Animals\";\n```\n\n| Class | Display Name | Contents |\n|---|---|---|\n| `EdCat_Animals` | *Animals* | Animals, i.e., objects inherited from `class Animal`. |\n| `EdCat_Default` | *Other* | Default category where unsorted objects belong. Ideally, you should never use it and pick one of the more specific categories instead. |\n| `EdCat_Equipment` | *Equipment* | Character equipment (i.e., uniforms, vests, backpacks and headgear) which player can pick. Usually inherited from weapon `class WeaponHolder` and vehicle `class Backpack`. |\n| `EdCat_Fences` | *Fences* | Fence is [defined](https://en.wikipedia.org/wiki/Fence) as *a structure that encloses an area, typically outdoors, and is usually constructed from posts that are connected by boards, wire, rails or netting.[1] A fence differs from a wall in not having a solid foundation along its whole length.* Includes matching gates and corner elements. |\n| `EdCat_Furniture` | *Furniture* | Furniture is [defined](https://en.wikipedia.org/wiki/Furniture) as *the movable objects intended to support various human activities such as seating (e.g., chairs, stools and sofas) and sleeping (e.g., beds)* |\n| `EdCat_Ruins` | *Ruins* | Ruins of objects categorized in *Structures* class. Not destroyed vehicles, they should be placed in *Wrecks*. |\n| `EdCat_Ruins_Altis` | *Ruins (Altis)* | Ruins of objects categorized in *Structures (Altis)* class. |\n| `EdCat_Ruins_Tanoa` | *Ruins (Tanoa)* | Ruins of objects categorized in *Structures (Tanoa)* class. |\n| `EdCat_Signs` | *Signs* | Signs, wall and ground decals and helper objects. |\n| `EdCat_Structures` | *Structures* | Immovable man-made objects, like buildings, industrial objects or utility network. |\n| `EdCat_Structures_Altis` | *Structures (Altis)* | Structures belonging specifically to Altis (i.e., Mediterranean) themed terrains. |\n| `EdCat_Structures_Tanoa` | *Structures (Tanoa)* | Structures belonging specifically to Tanoa (i.e., Pacific) themed terrains. |\n| `EdCat_Supplies` | *Supplies* | Equipment containers which can store weapons, magazines, items and equipment. Used for cargo crates, equipment which are visualized directly (e.g., specific rifle) belong to *Equipment* and *Weapon Attachments*and *Weapons* categories. |\n| `EdCat_Things` | *Things* | Movable man-made objects. |\n| `EdCat_VRObjects` | *VR Objects* | Virtual Reality themed objects, including structures and walls (this category has larger priority than others). |\n| `EdCat_Walls` | *Walls* | Objects for area enclosure with solid foundation. Includes matching gates and corner elements. |\n| `EdCat_WeaponAttachments` | *Weapon Attachments* | Weapon attachments which player can pick. Usually inherited from `class WeaponHolder`. |\n| `EdCat_Weapons` | *Weapons* | Weapons attachments which player can pick. Usually inherited from `class WeaponHolder`. |\n| `EdCat_Wrecks` | *Wrecks* | Destroyed vehicles. Should use the subcategories as unamaged vehicles have. |"},{"heading":"Subcategory","level":5,"markdown":"Example configuration:\n\n```cpp\neditorSubcategory = \"EdSubcat_Advertisements\";\n```\n\n| Class | Display Name | Intended Category | Contents |\n|---|---|---|---|\n| `EdSubcat_Advertisements` | *Advertisements* | Signs | Company signs and billboards. |\n| `EdSubcat_Airports` | *Airport* |  | Airport themed objects. |\n| `EdSubcat_Aquatic` | *Aquatic* | Animals | Aquatic animals (e.g., fish, sharks or turtles) |\n| `EdSubcat_AssaultRifles` | *Assault Rifles* | Weapons | Assault rifles which can be picked up from the ground. |\n| `EdSubcat_Avian` | *Avian* | Animals | Avian animals (e.g., birds) |\n| `EdSubcat_Backpacks` | *Backpacks* | Equipment | Backpacks which can be picked up from the ground. |\n| `EdSubcat_Beach` | *Beach* |  | Beach themed objects. |\n| `EdSubcat_BlankSigns` | *Blanks* | Signs | Blank signs to which deigner can map a texture using setObjectTexture. |\n| `EdSubcat_Blocks` | *Blocks* | VR Objects | Virtual Reality blocks. |\n| `EdSubcat_BottomSlot` | *Bipods* | Weapon Attachments | Weapon attachments which can be picked up from the ground. |\n| `EdSubcat_Camping` | *Camping* |  | Objects with touristic and camping theme. |\n| `EdSubcat_Cemetery` | *Cemetery* |  | Cemetery themed objects. |\n| `EdSubcat_Chemlights` | *Chemlights* | Equipment | Chemlights which can be picked up from the ground. |\n| `EdSubcat_ConstructionSites` | *Construction Sites* |  | Construction themed objects. |\n| `EdSubcat_Decals` | *Decals* | Signs | Semi-transparent flat signs which can be placed on the ground or on walls. |\n| `EdSubcat_Default` | *Other* |  | Defaul subcategory. Ideally, you should never use it and pick one of the more specific subcategories instead. |\n| `EdSubcat_DismantledWeapons` | *Dismantled Weapons* | Equipment | Backpacks with dismantled weapons (e.g., mortar) which can be picked up from the ground. |\n| `EdSubcat_Electronics` | *Electronics* |  | Electronics and appliances. |\n| `EdSubcat_Explosives` | *Explosives* | Weapons | Explosives and mines which can be picked up from the ground. They are inventory items, not explosives that can be immediatelly detonated. |\n| `EdSubcat_Flags` | *Flags* | Signs | Flags on a flagpole. |\n| `EdSubcat_Food` | *Food* |  | Food related objects. |\n| `EdSubcat_FrontSlot` | *Suppressors* | Weapon Attachments | Front slot attachments which can be picked up from the ground. |\n| `EdSubcat_Garbage` | *Junk* |  | Garbage and junk themed objects. |\n| `EdSubcat_Graffiti` | *Graffiti* | Signs | Graffiti themed decals which can be placed on a wall. |\n| `EdSubcat_Hats` | *Hats* | Equipment | Hats which can be picked up from the ground. |\n| `EdSubcat_Helipads` | *Helipads* | Signs | Landing zone decals which can be placed on the ground. |\n| `EdSubcat_Helmets` | *Helmets* | Equipment | Helmets which can be picked up from the ground. |\n| `EdSubcat_Helpers` | *Helpers* | Signs | Abstract helper symbols and marks. |\n| `EdSubcat_Historical` | *Historical* |  | Historical objects, e.g., ancient or medieval themed objects. |\n| `EdSubcat_Industrial` | *Industrial* |  | Industrial themed objects. |\n| `EdSubcat_Intel` | *Intel* |  | Intel items, e.g., documents or maps. |\n| `EdSubcat_InventoryItems` | *Inventory Items* | Equipment | Misc inventory items which can be picked up from the ground. |\n| `EdSubcat_Lamps` | *Lamps* |  | Lamps illuminating their surroundings. |\n| `EdSubcat_Launchers` | *Launchers* | Weapons | Rocket launchers which can be picked up from the ground. |\n| `EdSubcat_MachineGuns` | *Machine Guns* | Weapons | Machine guns which can be picked up from the ground. |\n| `EdSubcat_Machines` | *Machines* |  | Various machines and devices. |\n| `EdSubcat_Magazines` | *Magazines* |  | Magazines which can be picked up from the ground. |\n| `EdSubcat_Market` | *Market* |  | Outdoor market themed objects. |\n| `EdSubcat_Medicine` | *Medicine* |  | Healthcare themed objects. |\n| `EdSubcat_Military` | *Military* |  | Military themed objects. |\n| `EdSubcat_Obstacles` | *Obstacles* |  | Infantry and vehicle obstacles, mainly for training courses. |\n| `EdSubcat_Office` | *Office* |  | Office themed objects. |\n| `EdSubcat_Pistols` | *Pistols* | Weapons | Handguns which can be picked up from the ground. |\n| `EdSubcat_Posters` | *Posters* | Signs | Posters which can be placed on a wall. |\n| `EdSubcat_Racing` | *Racing* |  | Racing themed objects. |\n| `EdSubcat_Religious` | *Religious* |  | Religious objects, with specific religion undefined. |\n| `EdSubcat_Residential_City` | *City* |  | City themed objects. |\n| `EdSubcat_Residential_Village` | *Village* |  | Village themed objects. |\n| `EdSubcat_RoadSigns` | *Road Signs* |  | Road signs and barriers. |\n| `EdSubcat_Seaports` | *Seaport* |  | Seaport themed objects. |\n| `EdSubcat_Services` | *Services* |  | Commercial zone objects. |\n| `EdSubcat_ShootHouse` | *Shoot House* |  | Objects with a theme of plywood training shoot house. |\n| `EdSubcat_Shops` | *Shop* |  | Shop themed objects. |\n| `EdSubcat_SideSlot` | *Accessories* | Weapon Attachments | Side attachments which can be picked up from the ground. |\n| `EdSubcat_SniperRifles` | *Sniper & Marksmen Rifles* | Weapons | Sniper rifles which can be picked up from the ground. |\n| `EdSubcat_Sports` | *Sport & Recreation* |  | Sport and recreation themed objects. |\n| `EdSubcat_Storage` | *Storage* |  | Storage facilities and objects. Not weapon and equipment storage. |\n| `EdSubcat_SubMachineGuns` | *SMGs* | Weapons | Sub-machine guns which can be picked up from the ground. |\n| `EdSubcat_Terrestrial` | *Terrestrial* | Animals | Terrestrial animals (e.g., dog or rabbit). |\n| `EdSubcat_Tools` | *Tools* |  | Tools and small devices. |\n| `EdSubcat_TopSlot_Collimators` | *Collimator Sights* | Weapon Attachments | Collimator sight attachments which can be picked up from the ground. |\n| `EdSubcat_TopSlot_Optics` | *Optic Sights* | Weapon Attachments | Optic sight attachments which can be picked up from the ground. |\n| `EdSubcat_Trains` | *Trains* |  | Railroad themed objects. |\n| `EdSubcat_Transportation` | *Transportation* |  | Transportation themed objects. |\n| `EdSubcat_Uniforms` | *Uniforms* | Equipment | Uniforms which can be picked up from the ground. |\n| `EdSubcat_Utilities` | *Utilities* |  | Utility objects, e.g., power, gas or water distribution. |\n| `EdSubcat_Vests` | *Vests* | Equipment | Vests which can be picked up from the ground. |\n| `EdSubcat_WarningSigns` | *Warnings* | Signs | Warning signs. |"}],"categories":["Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Eden Editor: Preview","title":"Eden Editor: Preview","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Preview","revid":296497,"updated":"2021-12-20T10:48:25Z","aliases":[],"markdown":"When designing a scenario, it is important to periodically preview it from the player's point of view. This will give you a better picture about what the scenario looks like, how difficult it is and if it is actually fun.\n\nWhen you return from the preview, the scenario will be in the same state in which you started it. Anything that happened during the preview (e.g. you moving or killing enemies) is reverted.\n\n### Preview Types\n\n#### Singleplayer\n\nThe most basic type of preview is **Play In Singleplayer**. It starts the scenario from the beginning, starting where the player is placed in the editor. By default, this preview starts after pressing <kbd>Return ↵</kbd>.\n\n#### Singleplayer with Briefing\n\n**Play In SP with Briefing** is a variant of singleplayer preview which will show the briefing before the scenario starts, the same as when you start a scenario from the main menu. Please note that the briefing will not appear when you restart the preview from the pause menu.\n\n#### Multiplayer\n\n**Play In Multiplayer** allows you to try the scenario on the hosted server, and the other players will be able to join you. If no server exists as yet, you will be prompted to host one before continuing.\nAfter the first use, the <kbd>Return ↵</kbd> key will be assigned to the multiplayer preview instead.\n\nWhen you return to the editor from the multiplayer preview, the server will keep running and already connected players will not be kicked out. However, running a singleplayer preview afterwards will terminate the server.\n\n#### Singleplayer at Camera Position\n\n**Play In SP at Camera Position** is a debugging option which will start the preview in singleplayer, but teleport the player to the position of the editor camera. If the player is not in a flying vehicle (i.e., a plane or helicopter), the position on the ground below the camera will be picked instead.\n\n### Preview from the context menu\n\nContext menu available after clicking the **right mouse button** in the scene offers additional debugging preview options.\n\n#### Empty Space\n\nWhen clicked on an empty space, **Play from Here** will start the singleplayer preview and move the player on the selected position on the ground.\n\n#### Character\n\nWhen clicked on a character, **Play as the Character** will also trigger the singleplayer preview, but allow the player to control the selected entity instead of his default one.","sections":[{"heading":null,"level":1,"markdown":"When designing a scenario, it is important to periodically preview it from the player's point of view. This will give you a better picture about what the scenario looks like, how difficult it is and if it is actually fun.\n\nWhen you return from the preview, the scenario will be in the same state in which you started it. Anything that happened during the preview (e.g. you moving or killing enemies) is reverted."},{"heading":"Preview Types","level":3,"markdown":""},{"heading":"Singleplayer","level":4,"markdown":"The most basic type of preview is **Play In Singleplayer**. It starts the scenario from the beginning, starting where the player is placed in the editor. By default, this preview starts after pressing <kbd>Return ↵</kbd>."},{"heading":"Singleplayer with Briefing","level":4,"markdown":"**Play In SP with Briefing** is a variant of singleplayer preview which will show the briefing before the scenario starts, the same as when you start a scenario from the main menu. Please note that the briefing will not appear when you restart the preview from the pause menu."},{"heading":"Multiplayer","level":4,"markdown":"**Play In Multiplayer** allows you to try the scenario on the hosted server, and the other players will be able to join you. If no server exists as yet, you will be prompted to host one before continuing.\nAfter the first use, the <kbd>Return ↵</kbd> key will be assigned to the multiplayer preview instead.\n\nWhen you return to the editor from the multiplayer preview, the server will keep running and already connected players will not be kicked out. However, running a singleplayer preview afterwards will terminate the server."},{"heading":"Singleplayer at Camera Position","level":4,"markdown":"**Play In SP at Camera Position** is a debugging option which will start the preview in singleplayer, but teleport the player to the position of the editor camera. If the player is not in a flying vehicle (i.e., a plane or helicopter), the position on the ground below the camera will be picked instead."},{"heading":"Preview from the context menu","level":3,"markdown":"Context menu available after clicking the **right mouse button** in the scene offers additional debugging preview options."},{"heading":"Empty Space","level":4,"markdown":"When clicked on an empty space, **Play from Here** will start the singleplayer preview and move the player on the selected position on the ground."},{"heading":"Character","level":4,"markdown":"When clicked on a character, **Play as the Character** will also trigger the singleplayer preview, but allow the player to control the selected entity instead of his default one."}],"categories":["Eden Editor: Scenario"],"groups":["Mission Editing"]},{"name":"Eden Editor: Publishing","title":"Eden Editor: Publishing","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Publishing","revid":174796,"updated":"2020-12-29T01:15:53Z","aliases":[],"markdown":"Once you have finished creating your scenario, there are several options for sharing it with others.\n\n### Publish to Steam Workshop\n\nTo share the scenario online directly, expand **Scenario** option in the menu bar and pick the **Publish to Steam Workshop** option. A window with upload settings will appear. Make sure to add either **Singleplayer** or **Multiplayer** tag; it is important for filtering.\nAfter agreeing with the Workshop license, you are free to publish the scenario and share the link with others.\n\nNote that you can also publish custom compositions to Steam Workshop.\n\n### Export as PBO\n\nYou can also export the scenario into packed ***.pbo** format. Expand **Scenario > Export** and pick either **Export to Singleplayer** or **Export to Multiplayer**. The scenario with all files and folders inside will be packed into a *.pbo file. You can find it in the game's root folder in the folders named *Missions* and *MPMissions* respectively.\nIf anyone else places the file in the same folders, they will be able to play the scenario from the main menu.\n\n**Before sharing your mission, make sure you read Mission Presentation!**","sections":[{"heading":null,"level":1,"markdown":"Once you have finished creating your scenario, there are several options for sharing it with others."},{"heading":"Publish to Steam Workshop","level":3,"markdown":"To share the scenario online directly, expand **Scenario** option in the menu bar and pick the **Publish to Steam Workshop** option. A window with upload settings will appear. Make sure to add either **Singleplayer** or **Multiplayer** tag; it is important for filtering.\nAfter agreeing with the Workshop license, you are free to publish the scenario and share the link with others.\n\nNote that you can also publish custom compositions to Steam Workshop."},{"heading":"Export as PBO","level":3,"markdown":"You can also export the scenario into packed ***.pbo** format. Expand **Scenario > Export** and pick either **Export to Singleplayer** or **Export to Multiplayer**. The scenario with all files and folders inside will be packed into a *.pbo file. You can find it in the game's root folder in the folders named *Missions* and *MPMissions* respectively.\nIf anyone else places the file in the same folders, they will be able to play the scenario from the main menu.\n\n**Before sharing your mission, make sure you read Mission Presentation!**"}],"categories":["Eden Editor: Scenario"],"groups":["Mission Editing"]},{"name":"Eden Editor: Scenario Attributes","title":"Eden Editor: Scenario Attributes","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Attributes","revid":364855,"updated":"2024-06-25T09:25:33Z","aliases":["Eden Editor: Scenario Atttributes"],"markdown":"**Scenario Attributes** are used to set, customize and define numerous scenario settings.\n\n### Attributes\n\n##### General\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Title** | Presentation | Scenario name. Appears in the scenarios menu, multiplayer lobby and loading screens. Use @STR_ prefix to link to localization keys. | `IntelBriefingName` | String |\n| **Author** | Presentation | Scenario author. Appears in the scenarios menu and in loading screens. | `Author` | String |\n| **Picture** | Overview | Path to overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in loading screen instead. | `OverviewPicture` | String |\n| **Text** | Overview | Short overview text visible in the scenarios menu. When no loading screen text is defined, this will be used in loading screens instead. Use @STR_ prefix to link to localization keys. | `OverviewText` | String |\n| **DLC** | Overview | When set, the overview image will be overlaid with a DLC frame indicating the scenario belongs to the DLC. | `AppId` | Number |\n| **Require DLC** | Overview | Sets if the DLC is required. When checked, the player will not be able to play the scenario if the DLC is not owned. | `AssetType` | String |\n| **Picture** | Overview (Locked) | Path to the overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in the loading screen instead. | `OverviewPictureLocked` | String |\n| **Text** | Overview (Locked) | Short overview text visible in the scenarios menu when the scenario is locked (see 'Unlock' category for more details). Use @STR_ prefix to link to localization keys. | `OverviewTextLocked` | String |\n| **Picture** | Loading Screen | Path to the picture visible in the loading screens before and during the scenario. | `LoadScreen` | String |\n| **Text** | Loading Screen | Short text visible in loading screens before and during the scenario. Use @STR_ prefix to link to localization keys. | `OnLoadMission` | String |\n| **Show Briefing** | States | When disabled, the scenario will start automatically after the loading, without showing the briefing. Valid only for singleplayer scenarios. | `Briefing` | Boolean |\n| **Show Debriefing** | States | When disabled, the debriefing screen will not be shown when the scenario is completed. | `Debriefing` | Boolean |\n| **Enable Saving** | States | When disabled, the 'SAVE' option in the pause menu will be disabled and scripted autosaves will not do anything. | `Saving` | Boolean |\n| **Show Map** | States | When disabled, a black screen is shown instead of the map. Tasks, notes and other information will remain accessible. Can also be achieved by removing the map from the player's inventory. | `ShowMap` | Boolean |\n| **Show Compass** | States | When disabled, the compass will not be available either on the map, or in the scene after pressing the 'Compass' key. Can also be achieved by removing the compass from the player's inventory. | `ShowCompass` | Boolean |\n| **Show Watch** | States | When disabled, the watch will not be available in the scene after pressing the 'Watch' key. Can also be achieved by removing the watch from the player's inventory. | `ShowWatch` | Boolean |\n| **Show GPS** | States | When disabled, the GPS minimap will not be available in the scene after pressing the 'GPS' key. Can also be achieved by removing the GPS from the player's inventory. | `ShowGPS` | Boolean |\n| **Show HUD** | States | When disabled, on-screen information such as weapon information or the command menu will be hidden. | `ShowHUD` | Boolean |\n| **Show UAV Feed** | States | When disabled, the UAV feed will not be available in the scene after pressing the 'AV Camera' key. | `ShowUAVFeed` | Boolean |\n| **Advanced Flight Model** | States | When enabled, all player controlled helicopters will use the advanced flight model. | `ForceRotorLibSimulation` | Boolean |\n| **Debug Console** | States | Determines debug console availability<br>Available options:<br>- **Available only in editor**<br>- **Available for the host or logged-in admin**<br>- **Available for everyone** | `EnableDebugConsole` | Number |\n| **Unlocked Keys** | Unlock | Keys needed to mark the scenario as completed in the scenarios menu. Can be multiple words divided by a semicolon. Key can be activated using 'activateKey' scripting command. Does not affect the multiplayer and campaign scenarios, and the scenarios downloaded from Steam. | `DoneKeys` | Array |\n| **Required Keys** | Unlock | Keys required for mission to be available for playing from the scenarios menu. Can be multiple words divided by a semicolon. Does not affect the multiplayer and campaign scenarios. | `Keys` | Array |\n| **Required Keys Limit** | Unlock | The number of required keys to be active for the mission to be unlocked. | `KeysLimit` | Number |\n| **Init** | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object.<br>> [!WARNING]<br>> Despite the tooltip saying that 'this' refers to the affected object, it does not. There are no arguments passed to this attribute!<br>This attribute behaves similar to the init.sqf. | `Init` | String |\n| **Independents Allegiance** | Misc | Sets who the Independent side will be friendly to. The value is shared across all scenario phases. | `IntelIndepAllegiance` | Array in format [west:Number,east:Number] |\n| **Binarize the Scenario File** | Misc | When true, the *.sqm file will be binarized. The process saves loading time, but makes the file uneditable in a text editor. | `SaveBinarized` | Boolean |\n\n##### Environment\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Date** | Date | Starting date. | `IntelDate` | Array in format [year, month, day] |\n| **Time** | Date | Starting time of the day. Please note that the sunrise and sunset times are influenced by the date (e.g., days are shorter in winter) and the longitude and latitude of the terrain. | `IntelTime` | Number |\n| **Time of Changes** | Weather Forecast | Delay until all forecasted weather values take effect. | `IntelTimeOfChanges` | Number |\n| **Overcast Start** | Overcast | Initial cloud cover. Unless set manually, this value also affects rain, lightning, waves, wind and gusts values. | `IntelWeatherStart` | Number |\n| **Overcast Forecast** | Overcast | Forecasted cloud cover. | `IntelWeatherForecast` | Number |\n| **Fog Start** | Fog | Initial fog. Strength affects not only how far player can see, but also limits the sight of AI entities. | `IntelFogStart` | Number |\n| **Fog Forecast** | Fog | Forecasted fog. | `IntelFogForecast` | Number |\n| **Manual Override** | Rain | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelRainIsForced` | Boolean |\n| **Rain Start** | Rain | Initial rain strength. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. | `IntelRainStart` | Number |\n| **Rain Forecast** | Rain | Forecasted rain strength. | `IntelRainForecast` | Number |\n| **Manual Override** | Lightnings | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelLightningIsForced` | Boolean |\n| **Lightnings Start** | Lightnings | Initial frequency of lightning. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. | `IntelLightningStart` | Number |\n| **Lightnings Forecast** | Lightnings | Forecasted frequency of lightning. | `IntelLightningForecast` | Number |\n| **Manual Override** | Waves | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelWavesIsForced` | Boolean |\n| **Waves Start** | Waves | Initial waves size. Applied independently of cloud cover settings. | `IntelWavesStart` | Number |\n| **Waves Forecast** | Waves | Forecasted waves size. | `IntelWavesForecast` | Number |\n| **Manual Override** | Wind | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelWindIsForced` | Boolean |\n| **Wind Start** | Wind | Initial wind strength. Together with wind direction, it influences how clouds, smoke, vegetation or flags are moving. | `IntelWindStart` | Number |\n| **Wind Forecast** | Wind | Forecasted wind strength. | `IntelWindForecast` | Number |\n| **Gusts Start** | Wind | Initial gusts strength. Gusts are randomly changing wind direction. The worse the cloud cover, the stronger and more frequent the changes. | `IntelWindGustStart` | Number |\n| **Gusts Forecast** | Wind | Forecasted gusts value. | `IntelWindGustForecast` | Number |\n| **Direction Start** | Wind | Initial wind direction. | `IntelWindDirectionStart` | Number |\n| **Direction Forecast** | Wind | Forecasted wind direction. | `IntelWindDirectionForecast` | Number |\n\n##### Multiplayer\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Game Type** | Type | Scenario type shown in the server browser and in the loading screen. | `GameType` | String |\n| **Min Players** | Type | Minimum number of required players. | `MinPlayers` | Number |\n| **Max Players** | Type | Minimum number of allowed players. | `MaxPlayers` | Number |\n| **Summary** | Lobby | Short summary shown in the scenario lobby. | `IntelOverviewText` | Structured Text |\n| **Enable AI** | Lobby | When AI is enabled, all playable characters are created at the scenario start, controlled by AI. Upon joining, a player takes control of an existing character.<br>When AI is disabled, a new character is created for each connecting player.<br>Server host can disable AI even when it is allowed by default. | `DisabledAI` | Boolean |\n| **Auto Assign Slots** | Lobby | When enabled, arriving players will be first assigned to the side with the lowest number of players. Valid only for scenarios with multiple playable sides involved. | `JoinUnassigned` | Boolean |\n| **Respawn** | Respawn | Character respawn type. Defines what happens to players and playable characters after they die in multiplayer scenarios. Has no effect in singleplayer scenarios.<br>Available options:<br>- **Disabled** - No respawn.<br>- **Respawn on Custom Position** - Respawn on a position defined by the marker with a specific prefix in the name. When multiple ones are available, a random one is selected.<br>- respawn - position available for all sides<br>- respawn_west - BLUFOR respawn<br>- respawn_east - OPFOR respawn<br>- respawn_guerrila - Independent respawn<br>- respawn_civilian - Civilian respawn<br>Because these are prefixes, anything can follow them, e.g., respawn_1, respawn_west_base, etc.<br>- **Respawn on Position of Death** - Respawn where killed, even if the dead body moved.<br>- **Switch to Group Member** - Take control of the next available group member. When none are left, 'Switch to Spectator' respawn is used instead.<br>- **Switch to Side Member** - Pick a character on the same side to take control of. When none are left, 'Switch to Spectator' respawn is used instead.<br>- **Switch to Spectator** - Spectate the scenario without being directly involved. | `Respawn` | Number |\n| **Rulesets** | Respawn | Specific respawn rulesets based on currently selected 'Respawn'. | `RespawnTemplates` | Array |\n| **Respawn Delay** | Respawn | Time in seconds after which players respawn. | `RespawnDelay` | Number |\n| **Vehicle Respawn Delay** | Respawn | Time in seconds after which vehicles respawn. | `RespawnVehicleDelay` | Number |\n| **Show Scoreboard** | Respawn | When enabled, the scoreboard is shown while waiting for respawn. May be subdued by some respawn rulesets. | `RespawnDialog` | Boolean |\n| **Allow Manual Respawn** | Respawn | When enabled, players will have the option to manually respawn in the pause menu. | `RespawnButton` | Boolean |\n| **Enable Team Switch** | Respawn | When enabled, players will be able to manually switch to any other playable character in the scenario not controlled by another player. | `EnableTeamSwitch` | Boolean |\n| **Allow AI Score** | Respawn | When enabled, the score of playable characters controlled by AI will appear on the scoreboard. | `AIKills` | Boolean |\n| **Shared Objectives** | Tasks | Sets if tasks assigned to friendlies are visualized to player and who can assign/unassign tasks.<br>Available options:<br>- **Disabled** - Tasks assigned by friendlies are not marked.<br>- **Enabled** - Tasks assigned by friendlies are marked to player.<br>- **Enabled with Task Propagation** - Tasks assigned by friendlies are marked to player, but only group leaders can assign and unassign tasks. Task assignment changes are automatically propagated to subordinates. | `SharedObjectives` | String |\n| **Revive Mode** | Revive | Controls who can be incapacitated and who can revive others.<br>Available options:<br>- **Disabled** - Revive is completely disabled. All players will die immediately.<br>- **Enabled for all players** - Revive is enabled for all players.<br>- **Controlled by player Attributes** - Only players with Revive enabled in their Attributes are effected. | `ReviveMode` | String |\n| **Required Trait** | Revive | Controls the specialty required to revive others.<br>Available options:<br>- **None** - Anyone can revive.<br>- **Medic** - Only players with the 'Medic' trait can revive. | `ReviveRequiredTrait` | String |\n| **Required Items** | Revive | Controls the item required to revive others.<br>Available options:<br>- **None** - No special item is required in order to revive.<br>- **Medikit** - The 'Medikit' item is required in order to revive.<br>- **First Aid Kit / Medikit** - 'Medikit' or 'First Aid Kit' items are required in order to revive. | `ReviveRequiredItems` | String |\n| **Revive Duration** | Revive | Controls the time it takes to revive someone. | `ReviveDelay` | String |\n| **Medic Speed Multiplier** | Revive | Controls how much faster a medic revives someone. | `ReviveMedicSpeedMultiplier` | String |\n| **Force Respawn Duration** | Revive | Controls how long it takes to force respawn while incapacitated. | `ReviveForceRespawnDelay` | String |\n| **Incapacitation Mode** | Revive | Controls the level of simulation involved in triggering incapacitation.<br>Available options:<br>- **Basic** - Players will always enter the incapacitated state.<br>- **Advanced** - Extensive wounds will kill players instantly. | `ReviveUnconsciousStateMode` | String |\n| **Bleed Out Duration** | Revive | Controls how long it takes an incapacitated unit to bleed out. | `ReviveBleedOutDelay` | String |\n\n##### Garbage Collection\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Minimum distance** | Garbage Collection | The minimum distance from any player. Set the value to 0 to remove the min. distance. | `MinPlayerDistance` | Number |\n| **Character Corpses** | Garbage Collection |  | `AttributeSystemSubcategory` |  |\n| **Mode** | Garbage Collection | Garbage collecting mode.<br>Available options:<br>- **None**<br>- **All scenario objects**<br>- **Only objects that can respawn**<br>- **Only objects that cannot respawn** | `CorpseManagerMode` | Number |\n| **Limit** | Garbage Collection | Maximum allowed number of dead bodies in the scenario. | `CorpseLimit` | Number |\n| **Min Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. | `CorpseRemovalMinTime` | Number |\n| **Max Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. | `CorpseRemovalMaxTime` | Number |\n| **Vehicle Wrecks** | Garbage Collection |  | `AttributeSystemSubcategory` |  |\n| **Mode** | Garbage Collection | Garbage collecting mode.<br>Available options:<br>- **None**<br>- **All scenario objects**<br>- **Only objects that can respawn**<br>- **Only objects that cannot respawn** | `WreckManagerMode` | Number |\n| **Limit** | Garbage Collection | Maximum allowed number of dead bodies in the scenario. | `WreckLimit` | Number |\n| **Min Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. | `WreckRemovalMinTime` | Number |\n| **Max Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. | `WreckRemovalMaxTime` | Number |\n| **Enable Dynamic Simulation** | Dynamic Simulation | Turns on the 'Dynamic Simulation' system. Only entities and groups with the 'Dynamic Simulation' will be affected. | `DynSimEnabled` |  |\n| **Characters** | Dynamic Simulation |  | `DynSimDistGroup` |  |\n| **Manned Vehicles** | Dynamic Simulation |  | `DynSimDistVehicle` |  |\n| **Props** | Dynamic Simulation |  | `DynSimDistProp` |  |\n| **Empty Vehicles** | Dynamic Simulation |  | `DynSimDistEmptyVehicle` |  |\n| **Is Moving** | Dynamic Simulation | Multiplies activation distance of non-static entity by set value. | `DynSimMovingCoef` |  |\n| **Limit by View Distance** | Dynamic Simulation | Limits all activation distances to player's object view distance. Dynamically simulated entities beyond the object view distance will be disabled. | `DynSimSaturateByObjDist` |  |","sections":[{"heading":null,"level":1,"markdown":"**Scenario Attributes** are used to set, customize and define numerous scenario settings."},{"heading":"Attributes","level":3,"markdown":""},{"heading":"General","level":5,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Title** | Presentation | Scenario name. Appears in the scenarios menu, multiplayer lobby and loading screens. Use @STR_ prefix to link to localization keys. | `IntelBriefingName` | String |\n| **Author** | Presentation | Scenario author. Appears in the scenarios menu and in loading screens. | `Author` | String |\n| **Picture** | Overview | Path to overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in loading screen instead. | `OverviewPicture` | String |\n| **Text** | Overview | Short overview text visible in the scenarios menu. When no loading screen text is defined, this will be used in loading screens instead. Use @STR_ prefix to link to localization keys. | `OverviewText` | String |\n| **DLC** | Overview | When set, the overview image will be overlaid with a DLC frame indicating the scenario belongs to the DLC. | `AppId` | Number |\n| **Require DLC** | Overview | Sets if the DLC is required. When checked, the player will not be able to play the scenario if the DLC is not owned. | `AssetType` | String |\n| **Picture** | Overview (Locked) | Path to the overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in the loading screen instead. | `OverviewPictureLocked` | String |\n| **Text** | Overview (Locked) | Short overview text visible in the scenarios menu when the scenario is locked (see 'Unlock' category for more details). Use @STR_ prefix to link to localization keys. | `OverviewTextLocked` | String |\n| **Picture** | Loading Screen | Path to the picture visible in the loading screens before and during the scenario. | `LoadScreen` | String |\n| **Text** | Loading Screen | Short text visible in loading screens before and during the scenario. Use @STR_ prefix to link to localization keys. | `OnLoadMission` | String |\n| **Show Briefing** | States | When disabled, the scenario will start automatically after the loading, without showing the briefing. Valid only for singleplayer scenarios. | `Briefing` | Boolean |\n| **Show Debriefing** | States | When disabled, the debriefing screen will not be shown when the scenario is completed. | `Debriefing` | Boolean |\n| **Enable Saving** | States | When disabled, the 'SAVE' option in the pause menu will be disabled and scripted autosaves will not do anything. | `Saving` | Boolean |\n| **Show Map** | States | When disabled, a black screen is shown instead of the map. Tasks, notes and other information will remain accessible. Can also be achieved by removing the map from the player's inventory. | `ShowMap` | Boolean |\n| **Show Compass** | States | When disabled, the compass will not be available either on the map, or in the scene after pressing the 'Compass' key. Can also be achieved by removing the compass from the player's inventory. | `ShowCompass` | Boolean |\n| **Show Watch** | States | When disabled, the watch will not be available in the scene after pressing the 'Watch' key. Can also be achieved by removing the watch from the player's inventory. | `ShowWatch` | Boolean |\n| **Show GPS** | States | When disabled, the GPS minimap will not be available in the scene after pressing the 'GPS' key. Can also be achieved by removing the GPS from the player's inventory. | `ShowGPS` | Boolean |\n| **Show HUD** | States | When disabled, on-screen information such as weapon information or the command menu will be hidden. | `ShowHUD` | Boolean |\n| **Show UAV Feed** | States | When disabled, the UAV feed will not be available in the scene after pressing the 'AV Camera' key. | `ShowUAVFeed` | Boolean |\n| **Advanced Flight Model** | States | When enabled, all player controlled helicopters will use the advanced flight model. | `ForceRotorLibSimulation` | Boolean |\n| **Debug Console** | States | Determines debug console availability<br>Available options:<br>- **Available only in editor**<br>- **Available for the host or logged-in admin**<br>- **Available for everyone** | `EnableDebugConsole` | Number |\n| **Unlocked Keys** | Unlock | Keys needed to mark the scenario as completed in the scenarios menu. Can be multiple words divided by a semicolon. Key can be activated using 'activateKey' scripting command. Does not affect the multiplayer and campaign scenarios, and the scenarios downloaded from Steam. | `DoneKeys` | Array |\n| **Required Keys** | Unlock | Keys required for mission to be available for playing from the scenarios menu. Can be multiple words divided by a semicolon. Does not affect the multiplayer and campaign scenarios. | `Keys` | Array |\n| **Required Keys Limit** | Unlock | The number of required keys to be active for the mission to be unlocked. | `KeysLimit` | Number |\n| **Init** | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object.<br>> [!WARNING]<br>> Despite the tooltip saying that 'this' refers to the affected object, it does not. There are no arguments passed to this attribute!<br>This attribute behaves similar to the init.sqf. | `Init` | String |\n| **Independents Allegiance** | Misc | Sets who the Independent side will be friendly to. The value is shared across all scenario phases. | `IntelIndepAllegiance` | Array in format [west:Number,east:Number] |\n| **Binarize the Scenario File** | Misc | When true, the *.sqm file will be binarized. The process saves loading time, but makes the file uneditable in a text editor. | `SaveBinarized` | Boolean |"},{"heading":"Environment","level":5,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Date** | Date | Starting date. | `IntelDate` | Array in format [year, month, day] |\n| **Time** | Date | Starting time of the day. Please note that the sunrise and sunset times are influenced by the date (e.g., days are shorter in winter) and the longitude and latitude of the terrain. | `IntelTime` | Number |\n| **Time of Changes** | Weather Forecast | Delay until all forecasted weather values take effect. | `IntelTimeOfChanges` | Number |\n| **Overcast Start** | Overcast | Initial cloud cover. Unless set manually, this value also affects rain, lightning, waves, wind and gusts values. | `IntelWeatherStart` | Number |\n| **Overcast Forecast** | Overcast | Forecasted cloud cover. | `IntelWeatherForecast` | Number |\n| **Fog Start** | Fog | Initial fog. Strength affects not only how far player can see, but also limits the sight of AI entities. | `IntelFogStart` | Number |\n| **Fog Forecast** | Fog | Forecasted fog. | `IntelFogForecast` | Number |\n| **Manual Override** | Rain | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelRainIsForced` | Boolean |\n| **Rain Start** | Rain | Initial rain strength. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. | `IntelRainStart` | Number |\n| **Rain Forecast** | Rain | Forecasted rain strength. | `IntelRainForecast` | Number |\n| **Manual Override** | Lightnings | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelLightningIsForced` | Boolean |\n| **Lightnings Start** | Lightnings | Initial frequency of lightning. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. | `IntelLightningStart` | Number |\n| **Lightnings Forecast** | Lightnings | Forecasted frequency of lightning. | `IntelLightningForecast` | Number |\n| **Manual Override** | Waves | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelWavesIsForced` | Boolean |\n| **Waves Start** | Waves | Initial waves size. Applied independently of cloud cover settings. | `IntelWavesStart` | Number |\n| **Waves Forecast** | Waves | Forecasted waves size. | `IntelWavesForecast` | Number |\n| **Manual Override** | Wind | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelWindIsForced` | Boolean |\n| **Wind Start** | Wind | Initial wind strength. Together with wind direction, it influences how clouds, smoke, vegetation or flags are moving. | `IntelWindStart` | Number |\n| **Wind Forecast** | Wind | Forecasted wind strength. | `IntelWindForecast` | Number |\n| **Gusts Start** | Wind | Initial gusts strength. Gusts are randomly changing wind direction. The worse the cloud cover, the stronger and more frequent the changes. | `IntelWindGustStart` | Number |\n| **Gusts Forecast** | Wind | Forecasted gusts value. | `IntelWindGustForecast` | Number |\n| **Direction Start** | Wind | Initial wind direction. | `IntelWindDirectionStart` | Number |\n| **Direction Forecast** | Wind | Forecasted wind direction. | `IntelWindDirectionForecast` | Number |"},{"heading":"Multiplayer","level":5,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Game Type** | Type | Scenario type shown in the server browser and in the loading screen. | `GameType` | String |\n| **Min Players** | Type | Minimum number of required players. | `MinPlayers` | Number |\n| **Max Players** | Type | Minimum number of allowed players. | `MaxPlayers` | Number |\n| **Summary** | Lobby | Short summary shown in the scenario lobby. | `IntelOverviewText` | Structured Text |\n| **Enable AI** | Lobby | When AI is enabled, all playable characters are created at the scenario start, controlled by AI. Upon joining, a player takes control of an existing character.<br>When AI is disabled, a new character is created for each connecting player.<br>Server host can disable AI even when it is allowed by default. | `DisabledAI` | Boolean |\n| **Auto Assign Slots** | Lobby | When enabled, arriving players will be first assigned to the side with the lowest number of players. Valid only for scenarios with multiple playable sides involved. | `JoinUnassigned` | Boolean |\n| **Respawn** | Respawn | Character respawn type. Defines what happens to players and playable characters after they die in multiplayer scenarios. Has no effect in singleplayer scenarios.<br>Available options:<br>- **Disabled** - No respawn.<br>- **Respawn on Custom Position** - Respawn on a position defined by the marker with a specific prefix in the name. When multiple ones are available, a random one is selected.<br>- respawn - position available for all sides<br>- respawn_west - BLUFOR respawn<br>- respawn_east - OPFOR respawn<br>- respawn_guerrila - Independent respawn<br>- respawn_civilian - Civilian respawn<br>Because these are prefixes, anything can follow them, e.g., respawn_1, respawn_west_base, etc.<br>- **Respawn on Position of Death** - Respawn where killed, even if the dead body moved.<br>- **Switch to Group Member** - Take control of the next available group member. When none are left, 'Switch to Spectator' respawn is used instead.<br>- **Switch to Side Member** - Pick a character on the same side to take control of. When none are left, 'Switch to Spectator' respawn is used instead.<br>- **Switch to Spectator** - Spectate the scenario without being directly involved. | `Respawn` | Number |\n| **Rulesets** | Respawn | Specific respawn rulesets based on currently selected 'Respawn'. | `RespawnTemplates` | Array |\n| **Respawn Delay** | Respawn | Time in seconds after which players respawn. | `RespawnDelay` | Number |\n| **Vehicle Respawn Delay** | Respawn | Time in seconds after which vehicles respawn. | `RespawnVehicleDelay` | Number |\n| **Show Scoreboard** | Respawn | When enabled, the scoreboard is shown while waiting for respawn. May be subdued by some respawn rulesets. | `RespawnDialog` | Boolean |\n| **Allow Manual Respawn** | Respawn | When enabled, players will have the option to manually respawn in the pause menu. | `RespawnButton` | Boolean |\n| **Enable Team Switch** | Respawn | When enabled, players will be able to manually switch to any other playable character in the scenario not controlled by another player. | `EnableTeamSwitch` | Boolean |\n| **Allow AI Score** | Respawn | When enabled, the score of playable characters controlled by AI will appear on the scoreboard. | `AIKills` | Boolean |\n| **Shared Objectives** | Tasks | Sets if tasks assigned to friendlies are visualized to player and who can assign/unassign tasks.<br>Available options:<br>- **Disabled** - Tasks assigned by friendlies are not marked.<br>- **Enabled** - Tasks assigned by friendlies are marked to player.<br>- **Enabled with Task Propagation** - Tasks assigned by friendlies are marked to player, but only group leaders can assign and unassign tasks. Task assignment changes are automatically propagated to subordinates. | `SharedObjectives` | String |\n| **Revive Mode** | Revive | Controls who can be incapacitated and who can revive others.<br>Available options:<br>- **Disabled** - Revive is completely disabled. All players will die immediately.<br>- **Enabled for all players** - Revive is enabled for all players.<br>- **Controlled by player Attributes** - Only players with Revive enabled in their Attributes are effected. | `ReviveMode` | String |\n| **Required Trait** | Revive | Controls the specialty required to revive others.<br>Available options:<br>- **None** - Anyone can revive.<br>- **Medic** - Only players with the 'Medic' trait can revive. | `ReviveRequiredTrait` | String |\n| **Required Items** | Revive | Controls the item required to revive others.<br>Available options:<br>- **None** - No special item is required in order to revive.<br>- **Medikit** - The 'Medikit' item is required in order to revive.<br>- **First Aid Kit / Medikit** - 'Medikit' or 'First Aid Kit' items are required in order to revive. | `ReviveRequiredItems` | String |\n| **Revive Duration** | Revive | Controls the time it takes to revive someone. | `ReviveDelay` | String |\n| **Medic Speed Multiplier** | Revive | Controls how much faster a medic revives someone. | `ReviveMedicSpeedMultiplier` | String |\n| **Force Respawn Duration** | Revive | Controls how long it takes to force respawn while incapacitated. | `ReviveForceRespawnDelay` | String |\n| **Incapacitation Mode** | Revive | Controls the level of simulation involved in triggering incapacitation.<br>Available options:<br>- **Basic** - Players will always enter the incapacitated state.<br>- **Advanced** - Extensive wounds will kill players instantly. | `ReviveUnconsciousStateMode` | String |\n| **Bleed Out Duration** | Revive | Controls how long it takes an incapacitated unit to bleed out. | `ReviveBleedOutDelay` | String |"},{"heading":"Garbage Collection","level":5,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Minimum distance** | Garbage Collection | The minimum distance from any player. Set the value to 0 to remove the min. distance. | `MinPlayerDistance` | Number |\n| **Character Corpses** | Garbage Collection |  | `AttributeSystemSubcategory` |  |\n| **Mode** | Garbage Collection | Garbage collecting mode.<br>Available options:<br>- **None**<br>- **All scenario objects**<br>- **Only objects that can respawn**<br>- **Only objects that cannot respawn** | `CorpseManagerMode` | Number |\n| **Limit** | Garbage Collection | Maximum allowed number of dead bodies in the scenario. | `CorpseLimit` | Number |\n| **Min Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. | `CorpseRemovalMinTime` | Number |\n| **Max Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. | `CorpseRemovalMaxTime` | Number |\n| **Vehicle Wrecks** | Garbage Collection |  | `AttributeSystemSubcategory` |  |\n| **Mode** | Garbage Collection | Garbage collecting mode.<br>Available options:<br>- **None**<br>- **All scenario objects**<br>- **Only objects that can respawn**<br>- **Only objects that cannot respawn** | `WreckManagerMode` | Number |\n| **Limit** | Garbage Collection | Maximum allowed number of dead bodies in the scenario. | `WreckLimit` | Number |\n| **Min Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. | `WreckRemovalMinTime` | Number |\n| **Max Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. | `WreckRemovalMaxTime` | Number |\n| **Enable Dynamic Simulation** | Dynamic Simulation | Turns on the 'Dynamic Simulation' system. Only entities and groups with the 'Dynamic Simulation' will be affected. | `DynSimEnabled` |  |\n| **Characters** | Dynamic Simulation |  | `DynSimDistGroup` |  |\n| **Manned Vehicles** | Dynamic Simulation |  | `DynSimDistVehicle` |  |\n| **Props** | Dynamic Simulation |  | `DynSimDistProp` |  |\n| **Empty Vehicles** | Dynamic Simulation |  | `DynSimDistEmptyVehicle` |  |\n| **Is Moving** | Dynamic Simulation | Multiplies activation distance of non-static entity by set value. | `DynSimMovingCoef` |  |\n| **Limit by View Distance** | Dynamic Simulation | Limits all activation distances to player's object view distance. Dynamically simulated entities beyond the object view distance will be disabled. | `DynSimSaturateByObjDist` |  |"}],"categories":["Eden Editor: Editing"],"groups":["Mission Editing"]},{"name":"Eden Editor: Scenario Folder","title":"Eden Editor: Scenario Folder","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Folder","revid":293264,"updated":"2021-08-28T17:21:03Z","aliases":[],"markdown":"The scenario folder can contain various scripts, but also images used during the mission. Commonly used are:\n\n- Description.ext\n- Event Scripts\n- Scripts","sections":[{"heading":null,"level":1,"markdown":"The scenario folder can contain various scripts, but also images used during the mission. Commonly used are:\n\n- Description.ext\n- Event Scripts\n- Scripts"}],"categories":["Eden Editor: Scenario"],"groups":["Mission Editing"]},{"name":"Eden Editor: Scenario Phases","title":"Eden Editor: Scenario Phases","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Phases","revid":152609,"updated":"2020-06-02T21:02:07Z","aliases":[],"markdown":"The scenario is divided into four phases. Each has its own set of entities and environmental settings (e.g. a night scenario with a player in a tank can have an infantry only intro set during the day).\n\nThe sequence of phases is:\n\n1. In singleplayer, **Intro** is automatically played before the scenario starts (even before briefing). It is primarily used for cutscenes, and it can be skipped using the button in the pause menu. This phase is optional and is skipped when it doesn't contain any character with the *Player* attribute.\n1. **Scenario** is the core part. It is the only phase available in multiplayer, and the only one where player has control over his character.\n1. **Outro - Win** and **Outro - Lose** phases are similar to the Intro, but are played after the scenario ends. 'The Win' part is selected when the scenario ends successfully, otherwise the 'Lose' part is chosen.","sections":[{"heading":null,"level":1,"markdown":"The scenario is divided into four phases. Each has its own set of entities and environmental settings (e.g. a night scenario with a player in a tank can have an infantry only intro set during the day).\n\nThe sequence of phases is:\n\n1. In singleplayer, **Intro** is automatically played before the scenario starts (even before briefing). It is primarily used for cutscenes, and it can be skipped using the button in the pause menu. This phase is optional and is skipped when it doesn't contain any character with the *Player* attribute.\n1. **Scenario** is the core part. It is the only phase available in multiplayer, and the only one where player has control over his character.\n1. **Outro - Win** and **Outro - Lose** phases are similar to the Intro, but are played after the scenario ends. 'The Win' part is selected when the scenario ends successfully, otherwise the 'Lose' part is chosen."}],"categories":["Eden Editor: Scenario"],"groups":["Mission Editing"]},{"name":"Eden Editor: Setting Attributes","title":"Eden Editor: Setting Attributes","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Setting_Attributes","revid":364857,"updated":"2024-06-25T09:35:04Z","aliases":[],"markdown":"While Eden Editor Workspace behaves like a normal scenario and it is possible to modify entities using existing commands (e.g., setPosATL), such changes would be invisible for the editor and not saved to the scenario file.\n\nInstead, the editor is using attributes to store all entity and scenario settings. Most commonly, the scenario designer can edit them using Attributes window available after double-clicking on an entity. Some are also edited directly, like position when dragging entities around.\n\nWhen an attribute is changed, the functionality attached to it is also performed. Setting *position* attribute of an object will move it to the given position, and adjusting `IntelWeatherStart` attribute will change the weather.\nUsing setPosATL or setOvercast commands would seemingly achieve the same, but without permanent effect - the changes would not be visible next time the scenario is loaded.\n\n### Scripting\n\nA scenario designer is not the only one who can modify attributes. Scripted systems can access them as well, giving you an ability to write some automated systems.\n\n> [!IMPORTANT]\n> Attributes are available only within the Eden Editor workspace. They cannot be accessed in scenario preview or exported scenario.\n\n#### Setting Entity Attributes\n\nTo set an attribute, you need to know it is *property* and value *type*. Tables below will help you with that - look at the last two columns, labeled **Development**.\nFor example to set player as invincible, we'll use **Enable Damage** attribute.\nYou can see its class is `allowDamage` (corresponding with allowDamage command; most attributes are named this way) and its value type is Boolean. This is how the expression will look like:\n\n```sqf\nplayer set3DENAttribute [\"allowDamage\", false];\n```\n\nYou can also check for the attribute state:\n\n```sqf\n_isInvincible = player get3DENAttribute \"allowDamage\";\n```\n\n#### Managing History\n\nWhen setting attributes, each command execution would create a new history entry. When doing a batch change, the user would have to press undo for each entity modified, which would be uncomfortable.\nTo prevent this, you can collect multiple changes together by wrapping them inside collect3DENHistory command:\n\n```sqf\ncollect3DENHistory {\n    {\n        _x set3DENAttribute [\"allowDamage\",false];\n    } forEach (all3DENEntities select 0);\n};\n```\n\nAlternatively, you can use more set3DENAttributes command which is able to modify multiple entities at once already.\n\n#### Setting Object Type\n\nObjects also have the *ItemType* special attribute, which defines which object class will represent them (i.e., a soldier, a car, a house, etc.).\nIt cannot be changed as a normal attribute, because it requires replacing the old model with the new one. There's a special command to handle this:\n\n```sqf\nplayer set3DENObjectType \"B_Soldier_F\";\n```\n\n#### Setting Scenario Attributes\n\nScenario attributes can be set with the following commands.\n\n- set3DENMissionAttributes\n- set3DENMissionAttribute\n\nTo return a specific scenario attribute value use get3DENMissionAttribute.\n\n##### Sections & Properties\n\nUse the following sections to return the scenario attribute values.\n\n| Display Name | Section (Class Name) |\n|---|---|\n| Environment | `Intel` |\n| Multiplayer | `Multiplayer` |\n| Performance | `GarbageCollection` |\n| Preferences | `Preferences` |\n\nThe `property` can be retrieved from the tables below.\n\n### Attributes\n\n#### Object\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Type** | Type | Object type. Can be changed only to another type of the same side,<br>e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop. | `ItemClass` | String |\n| **Variable Name** | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `Name` | String |\n| **Init** | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | `Init` | String |\n| N/A | Pylons Settings |  | `Pylons` |  |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Rotation** | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Number |\n| **Size** | Transformation | Area size in meters. | `size3` | Array |\n| **Shape** | Transformation | Area shape.<br>Available options:<br>- **Ellipse**<br>- **Rectangle** | `IsRectangle` | Boolean |\n| **Placement Radius** | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | `placementRadius` | Number |\n| **Player** | Control | Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case). | `ControlSP` | Boolean |\n| **Playable** | Control | When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch. | `ControlMP` | Boolean |\n| **Role Description** | Control | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | `description` | String |\n| **Lock** | States | Vehicle lock. When locked, characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving.<br>Available options:<br>- **Unlocked** - Anyone can get in<br>- **Default** - Group leaders and anyone who was ordered in by their group leader can get in<br>- **Locked** - No one can get in<br>- **Locked for players** - Anyone except for players can get in | `lock` | Number |\n| **Skill** | States | General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified. | `skill` | Number |\n| **Health / Armor** | States | Object health / armor. When close to 0%, the object will be destroyed. | `Health` | Number |\n| **Fuel** | States | Vehicle fuel. | `fuel` | Number |\n| **Ammunition** | States | General vehicle ammo state. | `ammo` | Number |\n| **Rank** | States | Character rank. When a group leader is killed, the subordinate with the highest rank will take over.<br>Available options:<br>- **Private**<br>- **Corporal**<br>- **Sergeant**<br>- **Lieutenant**<br>- **Captain**<br>- **Major**<br>- **Colonel** | `rank` | String |\n| **Stance** | States | Available options:<br>- **Default Stance**<br>- **Lie Down**<br>- **Crouch**<br>- **Stand Up** | `unitPos` |  |\n| **Enable Dynamic Simulation** | Special States | Entity simulation is enabled only if the player or an enemy unit is nearby.<br>Note: Does not work on simple objects and it overwrites basic simulation settings. | `dynamicSimulation` | Boolean |\n| **Wake-Up Dynamic Simulation** | Special States | Controls unit capability to activate dynamically simulated entities. | `addToDynSimGrid` | Number |\n| **Enable Simulation** | Special States | When disabled, the object will freeze and ignore any input or collisions.<br>Note: This option does not have any effect on dynamically simulated objects. | `enableSimulation` | Boolean |\n| **Simple Object** | Special States | When enabled, the object will behave like a map object (e.g. rocks or trees), which significantly saves performance. This option is available only for objects where it leads to improved performance.<br>Warning: If set, the setting is enforced at the start of the scenario and is irreversible during its runtime! | `objectIsSimple` | Boolean |\n| **Show Model** | Special States | Show model and collisions. Even when disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot). | `hideObject` | Boolean |\n| **Enable Damage** | Special States | Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. | `allowDamage` | Boolean |\n| **Enable Stamina** | Special States | Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely. | `enableStamina` | Boolean |\n| **Revive Enabled** | Special States | Enable revive for this unit. | `EnableRevive` | Boolean |\n| **Doors States** | Special States | Set closed, locked or opened state for terrain object doors.<br>LMB - cycle between states<br>RMB - close door (reset to default state)<br>LMB + Alt - open door<br>LMB + Shift - lock door<br>LMB + Ctrl - close door | `DoorStates` |  |\n| **Local Only** | Special States | When enabled, the object will exist as a local instance on every client. It will not be synchronized over the network. Use this primarily for static (decorative) objects in order to optimize large-scale scenarios. | `isLocalOnly` | Boolean |\n| **Name** | Identity | Character name, by default automatically generated based on faction. | `unitName` | String |\n| **Face** | Identity | Character face. | `face` | String |\n| **Call Sign** | Identity | Call sign used in radio protocol (e.g., leader will order 'Kerry, fall back' instead of generic '2, fall back'). It does not affect character's actual name; consider changing it as well so they match together.<br>Available options:<br>- **No Call Sign**<br>- **Miller**<br>- **Reynolds**<br>- **Armstrong**<br>- **Nichols**<br>- **Tanny**<br>- **Frost**<br>- **Lacey**<br>- **Larkin**<br>- **Kerry**<br>- **Jackson**<br>- **McKendrick**<br>- **Levine**<br>- **James**<br>- **McKay**<br>- **Hardy**<br>- **Northgate**<br>- **Adams**<br>- **Bennett**<br>- **Campbell**<br>- **Dixon**<br>- **Everett**<br>- **Franklin**<br>- **Givens**<br>- **Hawkins**<br>- **Lopez**<br>- **Martinez**<br>- **OConnor**<br>- **Ryan**<br>- **Patterson**<br>- **Sykes**<br>- **Taylor**<br>- **Walker**<br>- **Amin**<br>- **Masood**<br>- **Fahim**<br>- **Habibi**<br>- **Kushan**<br>- **Jawadi**<br>- **Nazari**<br>- **Siddiqi**<br>- **Takhtar**<br>- **Wardak**<br>- **Yousuf**<br>- **Anthis**<br>- **Costa**<br>- **Dimitirou**<br>- **Elias**<br>- **Gekas**<br>- **Kouris**<br>- **Leventis**<br>- **Markos**<br>- **Nikas**<br>- **Nicolo**<br>- **Panas**<br>- **Petros**<br>- **Rosi**<br>- **Samaras**<br>- **Stavrou**<br>- **Ghost**<br>- **Stranger**<br>- **Fox**<br>- **Snake**<br>- **Razer**<br>- **Jester**<br>- **Nomad**<br>- **Viper**<br>- **Korneedler** | `NameSound` | String |\n| **Voice** | Identity | Radio voice used in group communication (e.g., target reporting). | `speaker` | String |\n| **Voice Pitch** | Identity | Voice pitch. Higher number means higher voice. | `pitch` | Number |\n| **Insignia** | Identity | Left shoulder insignia. Right shoulder insignia is reserved for a squad logo and cannot be changed by the scenario. | `unitInsignia` | String |\n| **Probability of Presence** | Presence | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | `presence` | Number |\n| **Condition of Presence** | Presence | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | `presenceCondition` | String |\n| **Equipment Storage** | Equipment Storage |  | `ammoBox` | String |\n| **Data Link Send** | Electronics & Sensors | Vehicle will broadcast targets tracked by its sensors to any other unit on the same side with Data Link enabled. | `ReportRemoteTargets` | Boolean |\n| **Data Link Receive** | Electronics & Sensors | Vehicle will receive targeting and positional data from any other broadcasting vehicle on the same side. | `ReceiveRemoteTargets` | Boolean |\n| **Data Link Position** | Electronics & Sensors | Vehicle will broadcast its own position to any other unit on the same side with Data Link enabled. | `ReportOwnPosition` | Boolean |\n| **Emission Control** | Electronics & Sensors | Radar EMCON rules for the AI<br>Available options:<br>- **Default** - AI will use the Radar when in Aware or Combat behavior.<br>- **Active** - AI will keep the Radar active and emitting at all times<br>- **Off** - AI will keep Radar silent at all times | `RadarUsageAI` | String |\n\n#### Composition\n\nApart from pre-defined groups and compositions, you can save and share your own custom compositions.\n\nThe following things will be saved with the composition:\n\n- Attribute values (inventory, simulation, simple object, etc.)\n- Layer structure (i.e. one can place comments in their own sub-layer for easy removal)\n- Layer visibility and transformation\n- Connections\n\nSince Arma 3 v2.06, custom Eden Editor compositions are also available in Zeus.\n\n### Saving Compositions\n\nTo save a composition, select the entities in the scene, click **right mouse button** on one of them and pick the **Save Custom Composition** option (or use the button in the Asset Browser).\n\nA window will be opened where you can set a title, author and category for your composition.\n\nIn the list on the left, you can either choose to create a new composition, or overwite one of the existing ones. This way, you can edit already created compositions.\nTo edit a composition's attributes, **double-click** on it, or select it and click on the **Edit** button (or use the button in the Asset Browser). It will open a window where you can change the title, author and category again.\n\nIn order to delete a composition permanently, select it in list and then use the button.\n\n### Placing Compositions\n\nYou can find compositions in **Compositions > Custom**.\nPlace it just like any other entity - either select it and then click in the scene on desired position, or drag it from the list to the scene.\n\n> [!IMPORTANT]\n> Vertical mode defines how the composition will be placed.\n>\n> - **Terrain Level** - composition will be snapped to the surface underneath. Please note that objects which are placed on another objects may no longer be positioned precisely.\n> - **Sea Level** - the composition will be placed exactly as it was saved, ignoring surface slope. This option may work better for complex compositions, especially when manually lowering the entities after placing.\n\nIf you need to correct the position or rotation of a placed composition it is recommended to use the Translation Widget and Rotation Widget.\nThis way, relative position and orientation of all entities in the composition will be preserved.\n\nIf you do not want each composition to be placed in its own layer turn off `Automatic Composition Layering` which can be found in `Settings... -> Preferences... -> Misc`.\n\n### Publishing Compositions\n\nYou can also publish your compositions to [Steam Workshop](https://steamcommunity.com/workshop/browse/?appid=107410). Do so by selecting the saved composition in the Asset Browser, and then using the button there.\n\nA publishing window will be opened where you can enter a name, description, visibility setting, image, and various tags. After agreeing with the Workshop license, you are free to publish the composition and share the link with others.\n\n#### Creating a Screenshot\n\nIn order for your composition to be found easier in the Steam Workshop you should add a meaningful screenshot. It is very easy to do so:\n\n- Place your composition\n- Move the Eden Editor camera so that only the composition is visible\n- Press the Backspace button to hide the Eden Editor interface\n- Press F12 (or the key you have assigned for screenshots in your steam application)\n- Select your screenshot in the publish composition UI by pressing the **Browse...** button, navigate to **Steam screenshots** and select the previously taken screenshot\n\n### Republishing Compositions\n\nUpdating a composition that was already published is effectively the same as the first time. Select the composition and use .\nIn the publishing window, select your already published composition on the left. Consider entering relevant change notes and publish.\n\n### Unpublishing Compositions\n\nIn order to unpublish a composition from within Eden Editor, open the publishing window by selecting any saved composition and using the button.\nNow select the published composition in the list on the left and press **DELETE**.\n\n### Subscribing to Compositions\n\nYou can easily find all published compositions made by yourself and others by selecting the **Steam subscribed content** entry in the Asset Browser, and then pressing the button.\nThis will open a Steam overlay with the [Workshop](https://steamcommunity.com/workshop/browse/?appid=107410) opened and compositions filtered.\nSoon after subscribing to any number of composition items there, the game should download these in the background. Large compositions may take a brief while to download and appear.\nThey will then be listed in the Asset Browser, ready for regular placement. Note that certain compositions require placement using a specific vertical mode to work correctly (see above).\n\n### Unsubscribing from Compositions\n\nTo unsubscribe from a Workshop composition from within Eden Editor, select it in the Asset Browser and press the button.\nNote that you should look for compositions listed under **Steam subscribed content**, otherwise you may accidentally delete a local composition instead.\n\n### Local Files\n\nCompositions are saved in the *Compositions* folder in your Profile directory.\n\nThey can be shared freely - if you pack a composition folder into a *.zip file and make it available for download, people who place the unpacked composition to their *Compositions* folder will have it available as well.\n\n### Modding Compositions (Arma 3 v2.10)\n\nIt is possible for mods to add their own compositions.\nThe mod needs to register them in config (see the Example below) for them to be loaded and displayed in groups tabs in Eden and Zeus.\n\n> [!NOTE]\n> Init scripts and all other composition features are supported.\n\nModded Compositions can be used as replacement for `CfgGroups` and the arsenal can be used in compositions, thus removing the need to make custom hidden unit classes with custom loadouts in order to construct a group.\nNote that placement-wise, compositions are slightly less efficient than using `CfgGroups`.\n\n#### Example\n\n```cpp\nclass CfgEditorCategories\n{\n    class EdCat_NATO // CfgGroups NATO\n    {\n        displayName = \"$STR_A3_CfgGroups_West_BLU_F0\";\n    };\n};\n\nclass CfgEditorSubcategories\n{\n    class EdSubcat_Armored // CfgGroups Armored\n    {\n        displayName = \"$STR_A3_CfgGroups_West_BLU_F_Armored0\";\n    };\n};\n\nclass Cfg3DEN\n{\n    class Compositions\n    {\n        class ModTag_MyComposition1 // one class per composition\n        {\n            path = \"edenCompositionTestmod\\compositionTank\";    // pbo path to a folder containing header.sqe/composition.sqe files\n            side = 0;                                            // 0 opfor, 1 blufor, 2 indfor, 3 civ, 8 Empty/Props\n            editorCategory = \"EdCat_NATO\";                        // link to CfgEditorCategories\n            editorSubcategory = \"EdSubcat_Armored\";                // link to CfgEditorSubcategories\n            displayName = \"$STR_Composition_Armored01\";\n            icon = \"\\A3\\ui_f\\data\\map\\markers\\nato\\b_inf.paa\";    // left side icon in groups list\n            useSideColorOnIcon = 1;                                // 1 == icon is always colored in faction color\n        };\n    };\n};\n```\n\n### Automating Composition Creation\n\nIt's possible to automate the creation of compositions. This is extremly helpful for maintaining a large number of compositions.\n\n> [!WARNING]\n> Always make a backup of your composition folder before running this script. It will overwrite existing compositions!\n\n```sqf\n0 spawn\n{\n    private _compositionLayers = [];\n\n    // Get all layers that follow a naming scheme\n    all3DENEntities # 6 apply\n    {\n        private _name = _x get3DENAttribute \"name\" select 0;\n        if (\"SPE_Comp_\" in _name) then\n        {\n            _compositionLayers pushBack [_name, _x];\n        };\n    };\n\n    // Loop though all layers\n    {\n        _x params [\"_name\", \"_ID\"];\n\n        // Get the entities\n        private _entities = get3DENLayerEntities _ID;\n\n        // Select the entities so do3DENAction works\n        set3DENSelected _entities;\n\n        // Open the create composition dialog\n        do3DENAction \"CreateCustomComposition\";\n\n        // Make sure it's open\n        waitUntil { !(isNull findDisplay 317) };\n\n        // Set the layer name as composition name in the dialog\n        findDisplay 317 displayCtrl 95 ctrlSetText _name;\n\n        // Close the dialog by activating the OK button\n        ctrlActivate (findDisplay 317 displayCtrl 1);\n\n        // Add a small delay\n        sleep 0.1;\n    } forEach _compositionLayers;\n};\n```\n\n#### Trigger\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Variable Name** | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `name` | String |\n| **Text** | Init | Trigger description. Players can see it in the radio menu when its activation is set to 'Radio'. Also visible in tooltip when hovering over the trigger in the editor. | `text` | String |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Rotation** | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Number |\n| **Size** | Transformation | Area size in meters in format [a, b, c]. | `size3` | Array |\n| **Shape** | Transformation | Area shape.<br>Available options:<br>- **Ellipse**<br>- **Rectangle** | `IsRectangle` | Boolean |\n| **Type** | Activation | Trigger type, determines special behavior upon activation.<br>Available options:<br>- **None** - No other effects except of those defined by 'On Activation' expression.<br>- **Guarded by BLUFOR**/**OPFOR**/**Independent** - The trigger position becomes a point to be guarded by the given side. Groups with a 'Guard' waypoint will protect all guard points in the scenario, prioritizing them by the distance and order in which they were placed (the first placed is the most important).<br>- **Skip Waypoint** - Meant to work with a waypoint linked to the trigger using the 'Set Waypoint Activation' connection. Once activated, the trigger will force the waypoint to skip. Particularly useful for 'Hold' or 'Guard' waypoint types, which do not complete automatically.<br>- **End #1**/**#2**/**#3**/**#4**/**#5**/**#6** - Complete the scenario successfully.<br>- **Lose** - Fail the scenario. | `TriggerType` | String |\n| **Activation** | Activation | What or who can activate the trigger. Some options further depend on 'Activation Condition'.<br>Available options:<br>- **None** - No default activation, only a custom condition expression can activate the trigger.<br>- **Any Player** - Activated when any player of the given side satisfies the 'Activation Condition'.<br>- **Anybody** - Activated when any object satisfies the 'Activation Condition'.<br>- **BLUFOR**/**OPFOR**/**Independent**/**Civilian Game Logic** - Activated when any object of the given side satisfies the 'Activation Condition'.<br>- **Seized by BLUFOR**/**OPFOR**/**Independent** - Activated when the given side is in control of the area. Strength matters, which means one tank can be in control of an area while ten enemy infantrymen are still present.<br>- **Radio Alpha**/**Bravo**/**Charlie**/**Delta**/**Echo**/**Foxtrot**/**Golf**/**Hotel**/**India**/**Juliet** - Activated by a player using a radio command (accessible for the player by pressing 0-0 on a standard keyboard). The trigger's 'Text' will be used as the command title. | `ActivationBy` | String |\n| **Activation** | Activation | What or who can activate the trigger. Some options further depend on 'Activation Type'. The available options are specific to the connected trigger owner.<br>Available options:<br>- **Owner Only** - Activated when the connected trigger owner (or its vehicle, if the owner is a crew member) satisfies the 'Activation Condition'.<br>- **Whole Group** - Activated when all the owner's group members satisfy the 'Activation Condition'.<br>- **Group Leader** - Activated when leader of the owner's group satisfies the 'Activation Condition'.<br>- **Any Group Member** - Activated when anyone from the owner's group satisfies the 'Activation Condition'. | `activationByOwner` | String |\n| **Activation Type** | Activation | Condition of the 'Activation' attribute.<br>Available options:<br>- **Present** - Activated when objects are in the area.<br>- **Not Present** - Activated when objects are not in the area.<br>- **Detected by BLUFOR**/**OPFOR**/**Independent**/**Civilian** - Activated when objects are in the area and are discovered by the given side. | `activationType` | String |\n| **Repeatable** | Activation | Repetition rules. When enabled, the trigger can be activated again once deactivated. | `repeatable` | Boolean |\n| **Server Only** | Activation | When enabled, the trigger will only be created and evaluated on the server. | `isServerOnly` | Boolean |\n| **Condition** | Expression | Repeatedly calculated condition, must return boolean expression. When true, the trigger will be activated.<br>Passed variables are:<br>- this - boolean value of activation condition<br>- thisList - list of all objects in trigger area, based on 'Activation'<br>- thisTrigger - trigger object | `condition` | String |\n| **Interval** | Expression | How frequently the trigger condition is evaluated in seconds. | `triggerInterval` | Number |\n| **On Activation** | Expression | Expression executed once the trigger is activated.<br>Passed variables are:<br>- thisList - list of all objects in trigger area, based on 'Activation'<br>- thisTrigger - trigger object | `onActivation` | String |\n| **On Deactivation** | Expression | Expression executed once the trigger is deactivated.<br>> [!NOTE]<br>> This only concerns **Repeatable** triggers.<br>Passed variables are:<br>- thisTrigger - trigger object | `onDeactivation` | String |\n| **Timer Type** | Timer | Type of activation timer.<br>Available options:<br>- **Countdown** - Once the conditions are met, the trigger will activate after the specified amount of time has elapsed.<br>- **Timeout** - The trigger's conditions must be satisfied for the specified duration for the trigger to be activated. | `interuptable` | Boolean |\n| **Timer Values** | Timer | Timer values in seconds, selected randomly in a range from Min to Max, gravitating towards Mid. | `timeout` | Array in format [min, mid, max] |\n| **Effect Condition** | Effects | Condition for effects to be played, must return boolean expression. | `effectCondition` | String |\n| **Sound** | Effects | Sound played upon activation. | `sound` | String |\n| **Voice** | Effects | Sound spoken by the first unit which activated the trigger. | `voice` | String |\n| **Environment** | Effects | Environment sounds played upon activation. | `soundEnvironment` | String |\n| **SFX** | Effects | Sound effect played by the trigger upon activation. Repeats as long as the repeatable trigger is active or forever for non-repeatable triggers. | `soundTrigger` | String |\n| **Music** | Effects | Music played upon activation. Replaces previously playing music track. | `music` | String |\n| **UI Overlay** | Effects | User interface overlay shown upon activation. | `title` | String |\n\n#### Waypoint\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Type** | Type | Waypoint type defines what the group will do when the waypoint becomes active, and the condition when it becomes completed. Applies mainly to AI-led groups, as players will not be prompted to perform any specific actions, even though the waypoint completion condition is the same.<br>Some waypoints have special attributes, which are only available the next time you access the attribute window. | `itemClass` | String |\n| **Description** | Init | Text visible for the player next to the waypoint icon in the scene. | `description` | String |\n| **Order** | Init | Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down. | `order` |  |\n| **Identified** | Init | System name of the waypoint, used for identification in scripts. | `name` | String |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Placement Radius** | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | `placementRadius` | Number |\n| **Completion Radius** | Transformation | Distance in meters in which a group member has to be in order for the waypoint to be considered completed. | `completionRadius` | Number |\n| **Combat Mode** | State | Controls how and when the group will choose to engage enemy targets.<br>Available options:<br>- **Unchanged** - No change compared to the previous state.<br>- **Forced Hold Fire** - The group will never fire under any circumstances.<br>- **Do Not Fire Unless Fired Upon, Keep Formation** - Group members will hold fire unless directly threatened.<br>- **Do Not Fire Unless Fired Upon** - Group members will move into positions from which they can shoot at the enemy, but will hold fire unless directly threatened.<br>- **Open Fire, Keep Formation** - Default combat mode. Group members will fire upon any target in range, while staying in formation. The group leader may order individual members to engage specific targets.<br>- **Open Fire** - Group members will fire at any suitable target in range, leaving the formation to find a suitable shooting position. | `combatMode` | String |\n| **Behavior** | State | Behavior pattern of the group.<br>Available options:<br>- **Unchanged** - No change compared to the previous state.<br>- **Careless** - The same as 'Safe', except that it will not be switched automatically after spotting a threat. Use with caution, player may perceive AIs in this behavior as defective.<br>- **Safe** - Non-combat behavior. Characters have weapons lowered. Vehicles follow roads and use lights. They automatically switch to 'Aware' upon spotting a threat.<br>- **Aware** - Default behavior. Characters are in ready position. Vehicles prefer roads, do not use lights and their passengers will disembark to counter threats.<br>- **Combat** - Firefight behavior. Characters break formation and take cover. Vehicles ignore roads and do not use lights.<br>- **Stealth** - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but do not use lights. | `behaviour` | String |\n| **Formation** | State | Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes.<br>Available options:<br>- **Unchanged**<br>- **Wedge**<br>- **Vee**<br>- **Line**<br>- **Column**<br>- **File**<br>- **Staggered Col.**<br>- **Echelon L.**<br>- **Echelon R.**<br>- **Diamond** | `formation` | String |\n| **SpeedMode** | State | Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting.<br>Available options:<br>- **Unchanged**<br>- **Limited**<br>- **Normal**<br>- **Full** | `speedMode` | String |\n| **Condition** | Expression | Repeatedly calculated condition, must return boolean expression. When the waypoint type conditions are met and this expression returns true, the waypoint is completed.<br>Passed variables are:<br>- this - group leader<br>- thisList - array with all group members | `condition` | String |\n| **On Activation** | Expression | Expression called when the waypoint is completed.<br>Passed variables are:<br>- this - group leader<br>- thisList - array with all group members | `onActivation` | String |\n| **Script** | Expression | Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished. | `script` | String |\n| **Map Visibility** | Visibility | Make the waypoint visible for the player on the map. | `show2D` | Boolean |\n| **Scene Visibility** | Visibility | Make the waypoint visible for the player in the scene. | `show3D` | Boolean |\n| **Timer Values** | Timer | Time in seconds passed between when the waypoint would be considered complete and when it actually completes. Selected randomly in a range from Min to Max, gravitating towards Mid. | `timeout` | Array in format [min, mid, max] |\n| **Effect Condition** | Effects | Condition for effects to be played, must return boolean expression. | `effectCondition` | String |\n| **Sound** | Effects | Sound played upon activation. | `sound` | String |\n| **Voice** | Effects | Sound spoken by the first unit which activated the trigger. | `voice` | String |\n| **Environment** | Effects | Environment sounds played upon activation. | `soundEnvironment` | String |\n| **Music** | Effects | Music played upon activation. Replaces previously playing music track. | `music` | String |\n| **UI Overlay** | Effects | User interface overlay shown upon activation. | `title` | String |\n\n#### System\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Type** | Type |  | `itemClass` | String |\n| **Variable Name** | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `Name` | String |\n| **Init** | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | `Init` | String |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Rotation** | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Array |\n| **Size** | Transformation | Area size in meters. | `size2` | Array |\n| **Size** | Transformation | Area size in meters. | `size3` | Array |\n| **Shape** | Transformation | Area shape.<br>Available options:<br>- **Ellipse**<br>- **Rectangle** | `IsRectangle` | Boolean |\n| **Placement Radius** | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | `placementRadius` | Number |\n| **Player** | Control | Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case). | `ControlSP` | Boolean |\n| **Playable** | Control | When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch. | `ControlMP` | Boolean |\n| **Role Description** | Control | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | `description` | String |\n| **Probability of Presence** | Presence | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | `presence` | Number |\n| **Condition of Presence** | Presence | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | `presenceCondition` | String |\n\n#### Marker\n\n| Info |  |  | Development |  |  |\n|---|---|---|---|---|---|\n| Name | Category | Description | Property | Type | Correspondence |\n| **Type** | Type | Icon texture. | `itemClass` | String | markerType |\n| **Variable Name** | Init | Unique system name. Can contain any characters. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `markerName` | String | createMarker |\n| **Text** | Init | Text displayed right from the marker. | `text` | String | markerText |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East and Y from South to North. | `position` | Position3D | markerPos |\n| **Size** | Transformation | Marker A and B size. | `size2` | Array | markerSize |\n| **Rotation** | Transformation | Rotation in degrees. | `rotation` | Number | markerDir |\n| **Shape** | Style | Marker shape. The marker has to be created as shape marker, for this use \"\" empty string as class name with create3DENEntity, this will create rectangular marker.<br>Available options:<br>- 0 - rectangle<br>- 1 - ellipse | `markerType` | Number | markerShape |\n| **Brush** | Style | Area fill texture. | `brush` | String | markerBrush |\n| **Color** | Style | Marker color. 'Default' is based on the selected marker type. Since Arma 3 v2.22 custom color format is supported as well. See setMarkerColor. | `baseColor` | Array | markerColor |\n| **Alpha** | Style | Transparency. When the icon marker has a shadow, it will be visible behind the transparent icon. | `alpha` | Number | markerAlpha |\n\n#### Scenario\n\n##### General\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Title** | Presentation | Scenario name. Appears in the scenarios menu, multiplayer lobby and loading screens. Use @STR_ prefix to link to localization keys. | `IntelBriefingName` | String |\n| **Author** | Presentation | Scenario author. Appears in the scenarios menu and in loading screens. | `Author` | String |\n| **Picture** | Overview | Path to overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in loading screen instead. | `OverviewPicture` | String |\n| **Text** | Overview | Short overview text visible in the scenarios menu. When no loading screen text is defined, this will be used in loading screens instead. Use @STR_ prefix to link to localization keys. | `OverviewText` | String |\n| **DLC** | Overview | When set, the overview image will be overlaid with a DLC frame indicating the scenario belongs to the DLC. | `AppId` | Number |\n| **Require DLC** | Overview | Sets if the DLC is required. When checked, the player will not be able to play the scenario if the DLC is not owned. | `AssetType` | String |\n| **Picture** | Overview (Locked) | Path to the overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in the loading screen instead. | `OverviewPictureLocked` | String |\n| **Text** | Overview (Locked) | Short overview text visible in the scenarios menu when the scenario is locked (see 'Unlock' category for more details). Use @STR_ prefix to link to localization keys. | `OverviewTextLocked` | String |\n| **Picture** | Loading Screen | Path to the picture visible in the loading screens before and during the scenario. | `LoadScreen` | String |\n| **Text** | Loading Screen | Short text visible in loading screens before and during the scenario. Use @STR_ prefix to link to localization keys. | `OnLoadMission` | String |\n| **Show Briefing** | States | When disabled, the scenario will start automatically after the loading, without showing the briefing. Valid only for singleplayer scenarios. | `Briefing` | Boolean |\n| **Show Debriefing** | States | When disabled, the debriefing screen will not be shown when the scenario is completed. | `Debriefing` | Boolean |\n| **Enable Saving** | States | When disabled, the 'SAVE' option in the pause menu will be disabled and scripted autosaves will not do anything. | `Saving` | Boolean |\n| **Show Map** | States | When disabled, a black screen is shown instead of the map. Tasks, notes and other information will remain accessible. Can also be achieved by removing the map from the player's inventory. | `ShowMap` | Boolean |\n| **Show Compass** | States | When disabled, the compass will not be available either on the map, or in the scene after pressing the 'Compass' key. Can also be achieved by removing the compass from the player's inventory. | `ShowCompass` | Boolean |\n| **Show Watch** | States | When disabled, the watch will not be available in the scene after pressing the 'Watch' key. Can also be achieved by removing the watch from the player's inventory. | `ShowWatch` | Boolean |\n| **Show GPS** | States | When disabled, the GPS minimap will not be available in the scene after pressing the 'GPS' key. Can also be achieved by removing the GPS from the player's inventory. | `ShowGPS` | Boolean |\n| **Show HUD** | States | When disabled, on-screen information such as weapon information or the command menu will be hidden. | `ShowHUD` | Boolean |\n| **Show UAV Feed** | States | When disabled, the UAV feed will not be available in the scene after pressing the 'AV Camera' key. | `ShowUAVFeed` | Boolean |\n| **Advanced Flight Model** | States | When enabled, all player controlled helicopters will use the advanced flight model. | `ForceRotorLibSimulation` | Boolean |\n| **Debug Console** | States | Determines debug console availability<br>Available options:<br>- **Available only in editor**<br>- **Available for the host or logged-in admin**<br>- **Available for everyone** | `EnableDebugConsole` | Number |\n| **Unlocked Keys** | Unlock | Keys needed to mark the scenario as completed in the scenarios menu. Can be multiple words divided by a semicolon. Key can be activated using 'activateKey' scripting command. Does not affect the multiplayer and campaign scenarios, and the scenarios downloaded from Steam. | `DoneKeys` | Array |\n| **Required Keys** | Unlock | Keys required for mission to be available for playing from the scenarios menu. Can be multiple words divided by a semicolon. Does not affect the multiplayer and campaign scenarios. | `Keys` | Array |\n| **Required Keys Limit** | Unlock | The number of required keys to be active for the mission to be unlocked. | `KeysLimit` | Number |\n| **Init** | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object.<br>> [!WARNING]<br>> Despite the tooltip saying that 'this' refers to the affected object, it does not. There are no arguments passed to this attribute!<br>This attribute behaves similar to the init.sqf. | `Init` | String |\n| **Independents Allegiance** | Misc | Sets who the Independent side will be friendly to. The value is shared across all scenario phases. | `IntelIndepAllegiance` | Array in format [west:Number,east:Number] |\n| **Binarize the Scenario File** | Misc | When true, the *.sqm file will be binarized. The process saves loading time, but makes the file uneditable in a text editor. | `SaveBinarized` | Boolean |\n\n##### Environment\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Date** | Date | Starting date. | `IntelDate` | Array in format [year, month, day] |\n| **Time** | Date | Starting time of the day. Please note that the sunrise and sunset times are influenced by the date (e.g., days are shorter in winter) and the longitude and latitude of the terrain. | `IntelTime` | Number |\n| **Time of Changes** | Weather Forecast | Delay until all forecasted weather values take effect. | `IntelTimeOfChanges` | Number |\n| **Overcast Start** | Overcast | Initial cloud cover. Unless set manually, this value also affects rain, lightning, waves, wind and gusts values. | `IntelWeatherStart` | Number |\n| **Overcast Forecast** | Overcast | Forecasted cloud cover. | `IntelWeatherForecast` | Number |\n| **Fog Start** | Fog | Initial fog. Strength affects not only how far player can see, but also limits the sight of AI entities. | `IntelFogStart` | Number |\n| **Fog Forecast** | Fog | Forecasted fog. | `IntelFogForecast` | Number |\n| **Manual Override** | Rain | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelRainIsForced` | Boolean |\n| **Rain Start** | Rain | Initial rain strength. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. | `IntelRainStart` | Number |\n| **Rain Forecast** | Rain | Forecasted rain strength. | `IntelRainForecast` | Number |\n| **Manual Override** | Lightnings | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelLightningIsForced` | Boolean |\n| **Lightnings Start** | Lightnings | Initial frequency of lightning. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. | `IntelLightningStart` | Number |\n| **Lightnings Forecast** | Lightnings | Forecasted frequency of lightning. | `IntelLightningForecast` | Number |\n| **Manual Override** | Waves | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelWavesIsForced` | Boolean |\n| **Waves Start** | Waves | Initial waves size. Applied independently of cloud cover settings. | `IntelWavesStart` | Number |\n| **Waves Forecast** | Waves | Forecasted waves size. | `IntelWavesForecast` | Number |\n| **Manual Override** | Wind | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelWindIsForced` | Boolean |\n| **Wind Start** | Wind | Initial wind strength. Together with wind direction, it influences how clouds, smoke, vegetation or flags are moving. | `IntelWindStart` | Number |\n| **Wind Forecast** | Wind | Forecasted wind strength. | `IntelWindForecast` | Number |\n| **Gusts Start** | Wind | Initial gusts strength. Gusts are randomly changing wind direction. The worse the cloud cover, the stronger and more frequent the changes. | `IntelWindGustStart` | Number |\n| **Gusts Forecast** | Wind | Forecasted gusts value. | `IntelWindGustForecast` | Number |\n| **Direction Start** | Wind | Initial wind direction. | `IntelWindDirectionStart` | Number |\n| **Direction Forecast** | Wind | Forecasted wind direction. | `IntelWindDirectionForecast` | Number |\n\n##### Multiplayer\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Game Type** | Type | Scenario type shown in the server browser and in the loading screen. | `GameType` | String |\n| **Min Players** | Type | Minimum number of required players. | `MinPlayers` | Number |\n| **Max Players** | Type | Minimum number of allowed players. | `MaxPlayers` | Number |\n| **Summary** | Lobby | Short summary shown in the scenario lobby. | `IntelOverviewText` | Structured Text |\n| **Enable AI** | Lobby | When AI is enabled, all playable characters are created at the scenario start, controlled by AI. Upon joining, a player takes control of an existing character.<br>When AI is disabled, a new character is created for each connecting player.<br>Server host can disable AI even when it is allowed by default. | `DisabledAI` | Boolean |\n| **Auto Assign Slots** | Lobby | When enabled, arriving players will be first assigned to the side with the lowest number of players. Valid only for scenarios with multiple playable sides involved. | `JoinUnassigned` | Boolean |\n| **Respawn** | Respawn | Character respawn type. Defines what happens to players and playable characters after they die in multiplayer scenarios. Has no effect in singleplayer scenarios.<br>Available options:<br>- **Disabled** - No respawn.<br>- **Respawn on Custom Position** - Respawn on a position defined by the marker with a specific prefix in the name. When multiple ones are available, a random one is selected.<br>- respawn - position available for all sides<br>- respawn_west - BLUFOR respawn<br>- respawn_east - OPFOR respawn<br>- respawn_guerrila - Independent respawn<br>- respawn_civilian - Civilian respawn<br>Because these are prefixes, anything can follow them, e.g., respawn_1, respawn_west_base, etc.<br>- **Respawn on Position of Death** - Respawn where killed, even if the dead body moved.<br>- **Switch to Group Member** - Take control of the next available group member. When none are left, 'Switch to Spectator' respawn is used instead.<br>- **Switch to Side Member** - Pick a character on the same side to take control of. When none are left, 'Switch to Spectator' respawn is used instead.<br>- **Switch to Spectator** - Spectate the scenario without being directly involved. | `Respawn` | Number |\n| **Rulesets** | Respawn | Specific respawn rulesets based on currently selected 'Respawn'. | `RespawnTemplates` | Array |\n| **Respawn Delay** | Respawn | Time in seconds after which players respawn. | `RespawnDelay` | Number |\n| **Vehicle Respawn Delay** | Respawn | Time in seconds after which vehicles respawn. | `RespawnVehicleDelay` | Number |\n| **Show Scoreboard** | Respawn | When enabled, the scoreboard is shown while waiting for respawn. May be subdued by some respawn rulesets. | `RespawnDialog` | Boolean |\n| **Allow Manual Respawn** | Respawn | When enabled, players will have the option to manually respawn in the pause menu. | `RespawnButton` | Boolean |\n| **Enable Team Switch** | Respawn | When enabled, players will be able to manually switch to any other playable character in the scenario not controlled by another player. | `EnableTeamSwitch` | Boolean |\n| **Allow AI Score** | Respawn | When enabled, the score of playable characters controlled by AI will appear on the scoreboard. | `AIKills` | Boolean |\n| **Shared Objectives** | Tasks | Sets if tasks assigned to friendlies are visualized to player and who can assign/unassign tasks.<br>Available options:<br>- **Disabled** - Tasks assigned by friendlies are not marked.<br>- **Enabled** - Tasks assigned by friendlies are marked to player.<br>- **Enabled with Task Propagation** - Tasks assigned by friendlies are marked to player, but only group leaders can assign and unassign tasks. Task assignment changes are automatically propagated to subordinates. | `SharedObjectives` | String |\n| **Revive Mode** | Revive | Controls who can be incapacitated and who can revive others.<br>Available options:<br>- **Disabled** - Revive is completely disabled. All players will die immediately.<br>- **Enabled for all players** - Revive is enabled for all players.<br>- **Controlled by player Attributes** - Only players with Revive enabled in their Attributes are effected. | `ReviveMode` | String |\n| **Required Trait** | Revive | Controls the specialty required to revive others.<br>Available options:<br>- **None** - Anyone can revive.<br>- **Medic** - Only players with the 'Medic' trait can revive. | `ReviveRequiredTrait` | String |\n| **Required Items** | Revive | Controls the item required to revive others.<br>Available options:<br>- **None** - No special item is required in order to revive.<br>- **Medikit** - The 'Medikit' item is required in order to revive.<br>- **First Aid Kit / Medikit** - 'Medikit' or 'First Aid Kit' items are required in order to revive. | `ReviveRequiredItems` | String |\n| **Revive Duration** | Revive | Controls the time it takes to revive someone. | `ReviveDelay` | String |\n| **Medic Speed Multiplier** | Revive | Controls how much faster a medic revives someone. | `ReviveMedicSpeedMultiplier` | String |\n| **Force Respawn Duration** | Revive | Controls how long it takes to force respawn while incapacitated. | `ReviveForceRespawnDelay` | String |\n| **Incapacitation Mode** | Revive | Controls the level of simulation involved in triggering incapacitation.<br>Available options:<br>- **Basic** - Players will always enter the incapacitated state.<br>- **Advanced** - Extensive wounds will kill players instantly. | `ReviveUnconsciousStateMode` | String |\n| **Bleed Out Duration** | Revive | Controls how long it takes an incapacitated unit to bleed out. | `ReviveBleedOutDelay` | String |\n\n##### Garbage Collection\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Minimum distance** | Garbage Collection | The minimum distance from any player. Set the value to 0 to remove the min. distance. | `MinPlayerDistance` | Number |\n| **Character Corpses** | Garbage Collection |  | `AttributeSystemSubcategory` |  |\n| **Mode** | Garbage Collection | Garbage collecting mode.<br>Available options:<br>- **None**<br>- **All scenario objects**<br>- **Only objects that can respawn**<br>- **Only objects that cannot respawn** | `CorpseManagerMode` | Number |\n| **Limit** | Garbage Collection | Maximum allowed number of dead bodies in the scenario. | `CorpseLimit` | Number |\n| **Min Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. | `CorpseRemovalMinTime` | Number |\n| **Max Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. | `CorpseRemovalMaxTime` | Number |\n| **Vehicle Wrecks** | Garbage Collection |  | `AttributeSystemSubcategory` |  |\n| **Mode** | Garbage Collection | Garbage collecting mode.<br>Available options:<br>- **None**<br>- **All scenario objects**<br>- **Only objects that can respawn**<br>- **Only objects that cannot respawn** | `WreckManagerMode` | Number |\n| **Limit** | Garbage Collection | Maximum allowed number of dead bodies in the scenario. | `WreckLimit` | Number |\n| **Min Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. | `WreckRemovalMinTime` | Number |\n| **Max Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. | `WreckRemovalMaxTime` | Number |\n| **Enable Dynamic Simulation** | Dynamic Simulation | Turns on the 'Dynamic Simulation' system. Only entities and groups with the 'Dynamic Simulation' will be affected. | `DynSimEnabled` |  |\n| **Characters** | Dynamic Simulation |  | `DynSimDistGroup` |  |\n| **Manned Vehicles** | Dynamic Simulation |  | `DynSimDistVehicle` |  |\n| **Props** | Dynamic Simulation |  | `DynSimDistProp` |  |\n| **Empty Vehicles** | Dynamic Simulation |  | `DynSimDistEmptyVehicle` |  |\n| **Is Moving** | Dynamic Simulation | Multiplies activation distance of non-static entity by set value. | `DynSimMovingCoef` |  |\n| **Limit by View Distance** | Dynamic Simulation | Limits all activation distances to player's object view distance. Dynamically simulated entities beyond the object view distance will be disabled. | `DynSimSaturateByObjDist` |  |\n\n#### Comment\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Title** | Init | Text displayed above the comment icon. | `Name` | String |\n| **Tooltip** | Init | Text displayed as a tooltip when hovering over the comment icon. | `Description` | String |\n| **Position** | Init | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above sea level. | `position` | Position3D |\n| **Rotation** | Init | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Number |","sections":[{"heading":null,"level":1,"markdown":"While Eden Editor Workspace behaves like a normal scenario and it is possible to modify entities using existing commands (e.g., setPosATL), such changes would be invisible for the editor and not saved to the scenario file.\n\nInstead, the editor is using attributes to store all entity and scenario settings. Most commonly, the scenario designer can edit them using Attributes window available after double-clicking on an entity. Some are also edited directly, like position when dragging entities around.\n\nWhen an attribute is changed, the functionality attached to it is also performed. Setting *position* attribute of an object will move it to the given position, and adjusting `IntelWeatherStart` attribute will change the weather.\nUsing setPosATL or setOvercast commands would seemingly achieve the same, but without permanent effect - the changes would not be visible next time the scenario is loaded."},{"heading":"Scripting","level":3,"markdown":"A scenario designer is not the only one who can modify attributes. Scripted systems can access them as well, giving you an ability to write some automated systems.\n\n> [!IMPORTANT]\n> Attributes are available only within the Eden Editor workspace. They cannot be accessed in scenario preview or exported scenario."},{"heading":"Setting Entity Attributes","level":4,"markdown":"To set an attribute, you need to know it is *property* and value *type*. Tables below will help you with that - look at the last two columns, labeled **Development**.\nFor example to set player as invincible, we'll use **Enable Damage** attribute.\nYou can see its class is `allowDamage` (corresponding with allowDamage command; most attributes are named this way) and its value type is Boolean. This is how the expression will look like:\n\n```sqf\nplayer set3DENAttribute [\"allowDamage\", false];\n```\n\nYou can also check for the attribute state:\n\n```sqf\n_isInvincible = player get3DENAttribute \"allowDamage\";\n```"},{"heading":"Managing History","level":4,"markdown":"When setting attributes, each command execution would create a new history entry. When doing a batch change, the user would have to press undo for each entity modified, which would be uncomfortable.\nTo prevent this, you can collect multiple changes together by wrapping them inside collect3DENHistory command:\n\n```sqf\ncollect3DENHistory {\n    {\n        _x set3DENAttribute [\"allowDamage\",false];\n    } forEach (all3DENEntities select 0);\n};\n```\n\nAlternatively, you can use more set3DENAttributes command which is able to modify multiple entities at once already."},{"heading":"Setting Object Type","level":4,"markdown":"Objects also have the *ItemType* special attribute, which defines which object class will represent them (i.e., a soldier, a car, a house, etc.).\nIt cannot be changed as a normal attribute, because it requires replacing the old model with the new one. There's a special command to handle this:\n\n```sqf\nplayer set3DENObjectType \"B_Soldier_F\";\n```"},{"heading":"Setting Scenario Attributes","level":4,"markdown":"Scenario attributes can be set with the following commands.\n\n- set3DENMissionAttributes\n- set3DENMissionAttribute\n\nTo return a specific scenario attribute value use get3DENMissionAttribute."},{"heading":"Sections & Properties","level":5,"markdown":"Use the following sections to return the scenario attribute values.\n\n| Display Name | Section (Class Name) |\n|---|---|\n| Environment | `Intel` |\n| Multiplayer | `Multiplayer` |\n| Performance | `GarbageCollection` |\n| Preferences | `Preferences` |\n\nThe `property` can be retrieved from the tables below."},{"heading":"Attributes","level":3,"markdown":""},{"heading":"Object","level":4,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Type** | Type | Object type. Can be changed only to another type of the same side,<br>e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop. | `ItemClass` | String |\n| **Variable Name** | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `Name` | String |\n| **Init** | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | `Init` | String |\n| N/A | Pylons Settings |  | `Pylons` |  |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Rotation** | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Number |\n| **Size** | Transformation | Area size in meters. | `size3` | Array |\n| **Shape** | Transformation | Area shape.<br>Available options:<br>- **Ellipse**<br>- **Rectangle** | `IsRectangle` | Boolean |\n| **Placement Radius** | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | `placementRadius` | Number |\n| **Player** | Control | Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case). | `ControlSP` | Boolean |\n| **Playable** | Control | When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch. | `ControlMP` | Boolean |\n| **Role Description** | Control | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | `description` | String |\n| **Lock** | States | Vehicle lock. When locked, characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving.<br>Available options:<br>- **Unlocked** - Anyone can get in<br>- **Default** - Group leaders and anyone who was ordered in by their group leader can get in<br>- **Locked** - No one can get in<br>- **Locked for players** - Anyone except for players can get in | `lock` | Number |\n| **Skill** | States | General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified. | `skill` | Number |\n| **Health / Armor** | States | Object health / armor. When close to 0%, the object will be destroyed. | `Health` | Number |\n| **Fuel** | States | Vehicle fuel. | `fuel` | Number |\n| **Ammunition** | States | General vehicle ammo state. | `ammo` | Number |\n| **Rank** | States | Character rank. When a group leader is killed, the subordinate with the highest rank will take over.<br>Available options:<br>- **Private**<br>- **Corporal**<br>- **Sergeant**<br>- **Lieutenant**<br>- **Captain**<br>- **Major**<br>- **Colonel** | `rank` | String |\n| **Stance** | States | Available options:<br>- **Default Stance**<br>- **Lie Down**<br>- **Crouch**<br>- **Stand Up** | `unitPos` |  |\n| **Enable Dynamic Simulation** | Special States | Entity simulation is enabled only if the player or an enemy unit is nearby.<br>Note: Does not work on simple objects and it overwrites basic simulation settings. | `dynamicSimulation` | Boolean |\n| **Wake-Up Dynamic Simulation** | Special States | Controls unit capability to activate dynamically simulated entities. | `addToDynSimGrid` | Number |\n| **Enable Simulation** | Special States | When disabled, the object will freeze and ignore any input or collisions.<br>Note: This option does not have any effect on dynamically simulated objects. | `enableSimulation` | Boolean |\n| **Simple Object** | Special States | When enabled, the object will behave like a map object (e.g. rocks or trees), which significantly saves performance. This option is available only for objects where it leads to improved performance.<br>Warning: If set, the setting is enforced at the start of the scenario and is irreversible during its runtime! | `objectIsSimple` | Boolean |\n| **Show Model** | Special States | Show model and collisions. Even when disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot). | `hideObject` | Boolean |\n| **Enable Damage** | Special States | Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. | `allowDamage` | Boolean |\n| **Enable Stamina** | Special States | Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely. | `enableStamina` | Boolean |\n| **Revive Enabled** | Special States | Enable revive for this unit. | `EnableRevive` | Boolean |\n| **Doors States** | Special States | Set closed, locked or opened state for terrain object doors.<br>LMB - cycle between states<br>RMB - close door (reset to default state)<br>LMB + Alt - open door<br>LMB + Shift - lock door<br>LMB + Ctrl - close door | `DoorStates` |  |\n| **Local Only** | Special States | When enabled, the object will exist as a local instance on every client. It will not be synchronized over the network. Use this primarily for static (decorative) objects in order to optimize large-scale scenarios. | `isLocalOnly` | Boolean |\n| **Name** | Identity | Character name, by default automatically generated based on faction. | `unitName` | String |\n| **Face** | Identity | Character face. | `face` | String |\n| **Call Sign** | Identity | Call sign used in radio protocol (e.g., leader will order 'Kerry, fall back' instead of generic '2, fall back'). It does not affect character's actual name; consider changing it as well so they match together.<br>Available options:<br>- **No Call Sign**<br>- **Miller**<br>- **Reynolds**<br>- **Armstrong**<br>- **Nichols**<br>- **Tanny**<br>- **Frost**<br>- **Lacey**<br>- **Larkin**<br>- **Kerry**<br>- **Jackson**<br>- **McKendrick**<br>- **Levine**<br>- **James**<br>- **McKay**<br>- **Hardy**<br>- **Northgate**<br>- **Adams**<br>- **Bennett**<br>- **Campbell**<br>- **Dixon**<br>- **Everett**<br>- **Franklin**<br>- **Givens**<br>- **Hawkins**<br>- **Lopez**<br>- **Martinez**<br>- **OConnor**<br>- **Ryan**<br>- **Patterson**<br>- **Sykes**<br>- **Taylor**<br>- **Walker**<br>- **Amin**<br>- **Masood**<br>- **Fahim**<br>- **Habibi**<br>- **Kushan**<br>- **Jawadi**<br>- **Nazari**<br>- **Siddiqi**<br>- **Takhtar**<br>- **Wardak**<br>- **Yousuf**<br>- **Anthis**<br>- **Costa**<br>- **Dimitirou**<br>- **Elias**<br>- **Gekas**<br>- **Kouris**<br>- **Leventis**<br>- **Markos**<br>- **Nikas**<br>- **Nicolo**<br>- **Panas**<br>- **Petros**<br>- **Rosi**<br>- **Samaras**<br>- **Stavrou**<br>- **Ghost**<br>- **Stranger**<br>- **Fox**<br>- **Snake**<br>- **Razer**<br>- **Jester**<br>- **Nomad**<br>- **Viper**<br>- **Korneedler** | `NameSound` | String |\n| **Voice** | Identity | Radio voice used in group communication (e.g., target reporting). | `speaker` | String |\n| **Voice Pitch** | Identity | Voice pitch. Higher number means higher voice. | `pitch` | Number |\n| **Insignia** | Identity | Left shoulder insignia. Right shoulder insignia is reserved for a squad logo and cannot be changed by the scenario. | `unitInsignia` | String |\n| **Probability of Presence** | Presence | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | `presence` | Number |\n| **Condition of Presence** | Presence | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | `presenceCondition` | String |\n| **Equipment Storage** | Equipment Storage |  | `ammoBox` | String |\n| **Data Link Send** | Electronics & Sensors | Vehicle will broadcast targets tracked by its sensors to any other unit on the same side with Data Link enabled. | `ReportRemoteTargets` | Boolean |\n| **Data Link Receive** | Electronics & Sensors | Vehicle will receive targeting and positional data from any other broadcasting vehicle on the same side. | `ReceiveRemoteTargets` | Boolean |\n| **Data Link Position** | Electronics & Sensors | Vehicle will broadcast its own position to any other unit on the same side with Data Link enabled. | `ReportOwnPosition` | Boolean |\n| **Emission Control** | Electronics & Sensors | Radar EMCON rules for the AI<br>Available options:<br>- **Default** - AI will use the Radar when in Aware or Combat behavior.<br>- **Active** - AI will keep the Radar active and emitting at all times<br>- **Off** - AI will keep Radar silent at all times | `RadarUsageAI` | String |"},{"heading":"Composition","level":4,"markdown":"Apart from pre-defined groups and compositions, you can save and share your own custom compositions.\n\nThe following things will be saved with the composition:\n\n- Attribute values (inventory, simulation, simple object, etc.)\n- Layer structure (i.e. one can place comments in their own sub-layer for easy removal)\n- Layer visibility and transformation\n- Connections\n\nSince Arma 3 v2.06, custom Eden Editor compositions are also available in Zeus."},{"heading":"Saving Compositions","level":3,"markdown":"To save a composition, select the entities in the scene, click **right mouse button** on one of them and pick the **Save Custom Composition** option (or use the button in the Asset Browser).\n\nA window will be opened where you can set a title, author and category for your composition.\n\nIn the list on the left, you can either choose to create a new composition, or overwite one of the existing ones. This way, you can edit already created compositions.\nTo edit a composition's attributes, **double-click** on it, or select it and click on the **Edit** button (or use the button in the Asset Browser). It will open a window where you can change the title, author and category again.\n\nIn order to delete a composition permanently, select it in list and then use the button."},{"heading":"Placing Compositions","level":3,"markdown":"You can find compositions in **Compositions > Custom**.\nPlace it just like any other entity - either select it and then click in the scene on desired position, or drag it from the list to the scene.\n\n> [!IMPORTANT]\n> Vertical mode defines how the composition will be placed.\n>\n> - **Terrain Level** - composition will be snapped to the surface underneath. Please note that objects which are placed on another objects may no longer be positioned precisely.\n> - **Sea Level** - the composition will be placed exactly as it was saved, ignoring surface slope. This option may work better for complex compositions, especially when manually lowering the entities after placing.\n\nIf you need to correct the position or rotation of a placed composition it is recommended to use the Translation Widget and Rotation Widget.\nThis way, relative position and orientation of all entities in the composition will be preserved.\n\nIf you do not want each composition to be placed in its own layer turn off `Automatic Composition Layering` which can be found in `Settings... -> Preferences... -> Misc`."},{"heading":"Publishing Compositions","level":3,"markdown":"You can also publish your compositions to [Steam Workshop](https://steamcommunity.com/workshop/browse/?appid=107410). Do so by selecting the saved composition in the Asset Browser, and then using the button there.\n\nA publishing window will be opened where you can enter a name, description, visibility setting, image, and various tags. After agreeing with the Workshop license, you are free to publish the composition and share the link with others."},{"heading":"Creating a Screenshot","level":4,"markdown":"In order for your composition to be found easier in the Steam Workshop you should add a meaningful screenshot. It is very easy to do so:\n\n- Place your composition\n- Move the Eden Editor camera so that only the composition is visible\n- Press the Backspace button to hide the Eden Editor interface\n- Press F12 (or the key you have assigned for screenshots in your steam application)\n- Select your screenshot in the publish composition UI by pressing the **Browse...** button, navigate to **Steam screenshots** and select the previously taken screenshot"},{"heading":"Republishing Compositions","level":3,"markdown":"Updating a composition that was already published is effectively the same as the first time. Select the composition and use .\nIn the publishing window, select your already published composition on the left. Consider entering relevant change notes and publish."},{"heading":"Unpublishing Compositions","level":3,"markdown":"In order to unpublish a composition from within Eden Editor, open the publishing window by selecting any saved composition and using the button.\nNow select the published composition in the list on the left and press **DELETE**."},{"heading":"Subscribing to Compositions","level":3,"markdown":"You can easily find all published compositions made by yourself and others by selecting the **Steam subscribed content** entry in the Asset Browser, and then pressing the button.\nThis will open a Steam overlay with the [Workshop](https://steamcommunity.com/workshop/browse/?appid=107410) opened and compositions filtered.\nSoon after subscribing to any number of composition items there, the game should download these in the background. Large compositions may take a brief while to download and appear.\nThey will then be listed in the Asset Browser, ready for regular placement. Note that certain compositions require placement using a specific vertical mode to work correctly (see above)."},{"heading":"Unsubscribing from Compositions","level":3,"markdown":"To unsubscribe from a Workshop composition from within Eden Editor, select it in the Asset Browser and press the button.\nNote that you should look for compositions listed under **Steam subscribed content**, otherwise you may accidentally delete a local composition instead."},{"heading":"Local Files","level":3,"markdown":"Compositions are saved in the *Compositions* folder in your Profile directory.\n\nThey can be shared freely - if you pack a composition folder into a *.zip file and make it available for download, people who place the unpacked composition to their *Compositions* folder will have it available as well."},{"heading":"Modding Compositions (Arma 3 v2.10)","level":3,"markdown":"It is possible for mods to add their own compositions.\nThe mod needs to register them in config (see the Example below) for them to be loaded and displayed in groups tabs in Eden and Zeus.\n\n> [!NOTE]\n> Init scripts and all other composition features are supported.\n\nModded Compositions can be used as replacement for `CfgGroups` and the arsenal can be used in compositions, thus removing the need to make custom hidden unit classes with custom loadouts in order to construct a group.\nNote that placement-wise, compositions are slightly less efficient than using `CfgGroups`."},{"heading":"Example","level":4,"markdown":"```cpp\nclass CfgEditorCategories\n{\n    class EdCat_NATO // CfgGroups NATO\n    {\n        displayName = \"$STR_A3_CfgGroups_West_BLU_F0\";\n    };\n};\n\nclass CfgEditorSubcategories\n{\n    class EdSubcat_Armored // CfgGroups Armored\n    {\n        displayName = \"$STR_A3_CfgGroups_West_BLU_F_Armored0\";\n    };\n};\n\nclass Cfg3DEN\n{\n    class Compositions\n    {\n        class ModTag_MyComposition1 // one class per composition\n        {\n            path = \"edenCompositionTestmod\\compositionTank\";    // pbo path to a folder containing header.sqe/composition.sqe files\n            side = 0;                                            // 0 opfor, 1 blufor, 2 indfor, 3 civ, 8 Empty/Props\n            editorCategory = \"EdCat_NATO\";                        // link to CfgEditorCategories\n            editorSubcategory = \"EdSubcat_Armored\";                // link to CfgEditorSubcategories\n            displayName = \"$STR_Composition_Armored01\";\n            icon = \"\\A3\\ui_f\\data\\map\\markers\\nato\\b_inf.paa\";    // left side icon in groups list\n            useSideColorOnIcon = 1;                                // 1 == icon is always colored in faction color\n        };\n    };\n};\n```"},{"heading":"Automating Composition Creation","level":3,"markdown":"It's possible to automate the creation of compositions. This is extremly helpful for maintaining a large number of compositions.\n\n> [!WARNING]\n> Always make a backup of your composition folder before running this script. It will overwrite existing compositions!\n\n```sqf\n0 spawn\n{\n    private _compositionLayers = [];\n\n    // Get all layers that follow a naming scheme\n    all3DENEntities # 6 apply\n    {\n        private _name = _x get3DENAttribute \"name\" select 0;\n        if (\"SPE_Comp_\" in _name) then\n        {\n            _compositionLayers pushBack [_name, _x];\n        };\n    };\n\n    // Loop though all layers\n    {\n        _x params [\"_name\", \"_ID\"];\n\n        // Get the entities\n        private _entities = get3DENLayerEntities _ID;\n\n        // Select the entities so do3DENAction works\n        set3DENSelected _entities;\n\n        // Open the create composition dialog\n        do3DENAction \"CreateCustomComposition\";\n\n        // Make sure it's open\n        waitUntil { !(isNull findDisplay 317) };\n\n        // Set the layer name as composition name in the dialog\n        findDisplay 317 displayCtrl 95 ctrlSetText _name;\n\n        // Close the dialog by activating the OK button\n        ctrlActivate (findDisplay 317 displayCtrl 1);\n\n        // Add a small delay\n        sleep 0.1;\n    } forEach _compositionLayers;\n};\n```"},{"heading":"Trigger","level":4,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Variable Name** | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `name` | String |\n| **Text** | Init | Trigger description. Players can see it in the radio menu when its activation is set to 'Radio'. Also visible in tooltip when hovering over the trigger in the editor. | `text` | String |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Rotation** | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Number |\n| **Size** | Transformation | Area size in meters in format [a, b, c]. | `size3` | Array |\n| **Shape** | Transformation | Area shape.<br>Available options:<br>- **Ellipse**<br>- **Rectangle** | `IsRectangle` | Boolean |\n| **Type** | Activation | Trigger type, determines special behavior upon activation.<br>Available options:<br>- **None** - No other effects except of those defined by 'On Activation' expression.<br>- **Guarded by BLUFOR**/**OPFOR**/**Independent** - The trigger position becomes a point to be guarded by the given side. Groups with a 'Guard' waypoint will protect all guard points in the scenario, prioritizing them by the distance and order in which they were placed (the first placed is the most important).<br>- **Skip Waypoint** - Meant to work with a waypoint linked to the trigger using the 'Set Waypoint Activation' connection. Once activated, the trigger will force the waypoint to skip. Particularly useful for 'Hold' or 'Guard' waypoint types, which do not complete automatically.<br>- **End #1**/**#2**/**#3**/**#4**/**#5**/**#6** - Complete the scenario successfully.<br>- **Lose** - Fail the scenario. | `TriggerType` | String |\n| **Activation** | Activation | What or who can activate the trigger. Some options further depend on 'Activation Condition'.<br>Available options:<br>- **None** - No default activation, only a custom condition expression can activate the trigger.<br>- **Any Player** - Activated when any player of the given side satisfies the 'Activation Condition'.<br>- **Anybody** - Activated when any object satisfies the 'Activation Condition'.<br>- **BLUFOR**/**OPFOR**/**Independent**/**Civilian Game Logic** - Activated when any object of the given side satisfies the 'Activation Condition'.<br>- **Seized by BLUFOR**/**OPFOR**/**Independent** - Activated when the given side is in control of the area. Strength matters, which means one tank can be in control of an area while ten enemy infantrymen are still present.<br>- **Radio Alpha**/**Bravo**/**Charlie**/**Delta**/**Echo**/**Foxtrot**/**Golf**/**Hotel**/**India**/**Juliet** - Activated by a player using a radio command (accessible for the player by pressing 0-0 on a standard keyboard). The trigger's 'Text' will be used as the command title. | `ActivationBy` | String |\n| **Activation** | Activation | What or who can activate the trigger. Some options further depend on 'Activation Type'. The available options are specific to the connected trigger owner.<br>Available options:<br>- **Owner Only** - Activated when the connected trigger owner (or its vehicle, if the owner is a crew member) satisfies the 'Activation Condition'.<br>- **Whole Group** - Activated when all the owner's group members satisfy the 'Activation Condition'.<br>- **Group Leader** - Activated when leader of the owner's group satisfies the 'Activation Condition'.<br>- **Any Group Member** - Activated when anyone from the owner's group satisfies the 'Activation Condition'. | `activationByOwner` | String |\n| **Activation Type** | Activation | Condition of the 'Activation' attribute.<br>Available options:<br>- **Present** - Activated when objects are in the area.<br>- **Not Present** - Activated when objects are not in the area.<br>- **Detected by BLUFOR**/**OPFOR**/**Independent**/**Civilian** - Activated when objects are in the area and are discovered by the given side. | `activationType` | String |\n| **Repeatable** | Activation | Repetition rules. When enabled, the trigger can be activated again once deactivated. | `repeatable` | Boolean |\n| **Server Only** | Activation | When enabled, the trigger will only be created and evaluated on the server. | `isServerOnly` | Boolean |\n| **Condition** | Expression | Repeatedly calculated condition, must return boolean expression. When true, the trigger will be activated.<br>Passed variables are:<br>- this - boolean value of activation condition<br>- thisList - list of all objects in trigger area, based on 'Activation'<br>- thisTrigger - trigger object | `condition` | String |\n| **Interval** | Expression | How frequently the trigger condition is evaluated in seconds. | `triggerInterval` | Number |\n| **On Activation** | Expression | Expression executed once the trigger is activated.<br>Passed variables are:<br>- thisList - list of all objects in trigger area, based on 'Activation'<br>- thisTrigger - trigger object | `onActivation` | String |\n| **On Deactivation** | Expression | Expression executed once the trigger is deactivated.<br>> [!NOTE]<br>> This only concerns **Repeatable** triggers.<br>Passed variables are:<br>- thisTrigger - trigger object | `onDeactivation` | String |\n| **Timer Type** | Timer | Type of activation timer.<br>Available options:<br>- **Countdown** - Once the conditions are met, the trigger will activate after the specified amount of time has elapsed.<br>- **Timeout** - The trigger's conditions must be satisfied for the specified duration for the trigger to be activated. | `interuptable` | Boolean |\n| **Timer Values** | Timer | Timer values in seconds, selected randomly in a range from Min to Max, gravitating towards Mid. | `timeout` | Array in format [min, mid, max] |\n| **Effect Condition** | Effects | Condition for effects to be played, must return boolean expression. | `effectCondition` | String |\n| **Sound** | Effects | Sound played upon activation. | `sound` | String |\n| **Voice** | Effects | Sound spoken by the first unit which activated the trigger. | `voice` | String |\n| **Environment** | Effects | Environment sounds played upon activation. | `soundEnvironment` | String |\n| **SFX** | Effects | Sound effect played by the trigger upon activation. Repeats as long as the repeatable trigger is active or forever for non-repeatable triggers. | `soundTrigger` | String |\n| **Music** | Effects | Music played upon activation. Replaces previously playing music track. | `music` | String |\n| **UI Overlay** | Effects | User interface overlay shown upon activation. | `title` | String |"},{"heading":"Waypoint","level":4,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Type** | Type | Waypoint type defines what the group will do when the waypoint becomes active, and the condition when it becomes completed. Applies mainly to AI-led groups, as players will not be prompted to perform any specific actions, even though the waypoint completion condition is the same.<br>Some waypoints have special attributes, which are only available the next time you access the attribute window. | `itemClass` | String |\n| **Description** | Init | Text visible for the player next to the waypoint icon in the scene. | `description` | String |\n| **Order** | Init | Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down. | `order` |  |\n| **Identified** | Init | System name of the waypoint, used for identification in scripts. | `name` | String |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Placement Radius** | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | `placementRadius` | Number |\n| **Completion Radius** | Transformation | Distance in meters in which a group member has to be in order for the waypoint to be considered completed. | `completionRadius` | Number |\n| **Combat Mode** | State | Controls how and when the group will choose to engage enemy targets.<br>Available options:<br>- **Unchanged** - No change compared to the previous state.<br>- **Forced Hold Fire** - The group will never fire under any circumstances.<br>- **Do Not Fire Unless Fired Upon, Keep Formation** - Group members will hold fire unless directly threatened.<br>- **Do Not Fire Unless Fired Upon** - Group members will move into positions from which they can shoot at the enemy, but will hold fire unless directly threatened.<br>- **Open Fire, Keep Formation** - Default combat mode. Group members will fire upon any target in range, while staying in formation. The group leader may order individual members to engage specific targets.<br>- **Open Fire** - Group members will fire at any suitable target in range, leaving the formation to find a suitable shooting position. | `combatMode` | String |\n| **Behavior** | State | Behavior pattern of the group.<br>Available options:<br>- **Unchanged** - No change compared to the previous state.<br>- **Careless** - The same as 'Safe', except that it will not be switched automatically after spotting a threat. Use with caution, player may perceive AIs in this behavior as defective.<br>- **Safe** - Non-combat behavior. Characters have weapons lowered. Vehicles follow roads and use lights. They automatically switch to 'Aware' upon spotting a threat.<br>- **Aware** - Default behavior. Characters are in ready position. Vehicles prefer roads, do not use lights and their passengers will disembark to counter threats.<br>- **Combat** - Firefight behavior. Characters break formation and take cover. Vehicles ignore roads and do not use lights.<br>- **Stealth** - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but do not use lights. | `behaviour` | String |\n| **Formation** | State | Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes.<br>Available options:<br>- **Unchanged**<br>- **Wedge**<br>- **Vee**<br>- **Line**<br>- **Column**<br>- **File**<br>- **Staggered Col.**<br>- **Echelon L.**<br>- **Echelon R.**<br>- **Diamond** | `formation` | String |\n| **SpeedMode** | State | Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting.<br>Available options:<br>- **Unchanged**<br>- **Limited**<br>- **Normal**<br>- **Full** | `speedMode` | String |\n| **Condition** | Expression | Repeatedly calculated condition, must return boolean expression. When the waypoint type conditions are met and this expression returns true, the waypoint is completed.<br>Passed variables are:<br>- this - group leader<br>- thisList - array with all group members | `condition` | String |\n| **On Activation** | Expression | Expression called when the waypoint is completed.<br>Passed variables are:<br>- this - group leader<br>- thisList - array with all group members | `onActivation` | String |\n| **Script** | Expression | Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished. | `script` | String |\n| **Map Visibility** | Visibility | Make the waypoint visible for the player on the map. | `show2D` | Boolean |\n| **Scene Visibility** | Visibility | Make the waypoint visible for the player in the scene. | `show3D` | Boolean |\n| **Timer Values** | Timer | Time in seconds passed between when the waypoint would be considered complete and when it actually completes. Selected randomly in a range from Min to Max, gravitating towards Mid. | `timeout` | Array in format [min, mid, max] |\n| **Effect Condition** | Effects | Condition for effects to be played, must return boolean expression. | `effectCondition` | String |\n| **Sound** | Effects | Sound played upon activation. | `sound` | String |\n| **Voice** | Effects | Sound spoken by the first unit which activated the trigger. | `voice` | String |\n| **Environment** | Effects | Environment sounds played upon activation. | `soundEnvironment` | String |\n| **Music** | Effects | Music played upon activation. Replaces previously playing music track. | `music` | String |\n| **UI Overlay** | Effects | User interface overlay shown upon activation. | `title` | String |"},{"heading":"System","level":4,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Type** | Type |  | `itemClass` | String |\n| **Variable Name** | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `Name` | String |\n| **Init** | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | `Init` | String |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Rotation** | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Array |\n| **Size** | Transformation | Area size in meters. | `size2` | Array |\n| **Size** | Transformation | Area size in meters. | `size3` | Array |\n| **Shape** | Transformation | Area shape.<br>Available options:<br>- **Ellipse**<br>- **Rectangle** | `IsRectangle` | Boolean |\n| **Placement Radius** | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | `placementRadius` | Number |\n| **Player** | Control | Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case). | `ControlSP` | Boolean |\n| **Playable** | Control | When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch. | `ControlMP` | Boolean |\n| **Role Description** | Control | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | `description` | String |\n| **Probability of Presence** | Presence | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | `presence` | Number |\n| **Condition of Presence** | Presence | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | `presenceCondition` | String |"},{"heading":"Marker","level":4,"markdown":"| Info |  |  | Development |  |  |\n|---|---|---|---|---|---|\n| Name | Category | Description | Property | Type | Correspondence |\n| **Type** | Type | Icon texture. | `itemClass` | String | markerType |\n| **Variable Name** | Init | Unique system name. Can contain any characters. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `markerName` | String | createMarker |\n| **Text** | Init | Text displayed right from the marker. | `text` | String | markerText |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East and Y from South to North. | `position` | Position3D | markerPos |\n| **Size** | Transformation | Marker A and B size. | `size2` | Array | markerSize |\n| **Rotation** | Transformation | Rotation in degrees. | `rotation` | Number | markerDir |\n| **Shape** | Style | Marker shape. The marker has to be created as shape marker, for this use \"\" empty string as class name with create3DENEntity, this will create rectangular marker.<br>Available options:<br>- 0 - rectangle<br>- 1 - ellipse | `markerType` | Number | markerShape |\n| **Brush** | Style | Area fill texture. | `brush` | String | markerBrush |\n| **Color** | Style | Marker color. 'Default' is based on the selected marker type. Since Arma 3 v2.22 custom color format is supported as well. See setMarkerColor. | `baseColor` | Array | markerColor |\n| **Alpha** | Style | Transparency. When the icon marker has a shadow, it will be visible behind the transparent icon. | `alpha` | Number | markerAlpha |"},{"heading":"Scenario","level":4,"markdown":""},{"heading":"General","level":5,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Title** | Presentation | Scenario name. Appears in the scenarios menu, multiplayer lobby and loading screens. Use @STR_ prefix to link to localization keys. | `IntelBriefingName` | String |\n| **Author** | Presentation | Scenario author. Appears in the scenarios menu and in loading screens. | `Author` | String |\n| **Picture** | Overview | Path to overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in loading screen instead. | `OverviewPicture` | String |\n| **Text** | Overview | Short overview text visible in the scenarios menu. When no loading screen text is defined, this will be used in loading screens instead. Use @STR_ prefix to link to localization keys. | `OverviewText` | String |\n| **DLC** | Overview | When set, the overview image will be overlaid with a DLC frame indicating the scenario belongs to the DLC. | `AppId` | Number |\n| **Require DLC** | Overview | Sets if the DLC is required. When checked, the player will not be able to play the scenario if the DLC is not owned. | `AssetType` | String |\n| **Picture** | Overview (Locked) | Path to the overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in the loading screen instead. | `OverviewPictureLocked` | String |\n| **Text** | Overview (Locked) | Short overview text visible in the scenarios menu when the scenario is locked (see 'Unlock' category for more details). Use @STR_ prefix to link to localization keys. | `OverviewTextLocked` | String |\n| **Picture** | Loading Screen | Path to the picture visible in the loading screens before and during the scenario. | `LoadScreen` | String |\n| **Text** | Loading Screen | Short text visible in loading screens before and during the scenario. Use @STR_ prefix to link to localization keys. | `OnLoadMission` | String |\n| **Show Briefing** | States | When disabled, the scenario will start automatically after the loading, without showing the briefing. Valid only for singleplayer scenarios. | `Briefing` | Boolean |\n| **Show Debriefing** | States | When disabled, the debriefing screen will not be shown when the scenario is completed. | `Debriefing` | Boolean |\n| **Enable Saving** | States | When disabled, the 'SAVE' option in the pause menu will be disabled and scripted autosaves will not do anything. | `Saving` | Boolean |\n| **Show Map** | States | When disabled, a black screen is shown instead of the map. Tasks, notes and other information will remain accessible. Can also be achieved by removing the map from the player's inventory. | `ShowMap` | Boolean |\n| **Show Compass** | States | When disabled, the compass will not be available either on the map, or in the scene after pressing the 'Compass' key. Can also be achieved by removing the compass from the player's inventory. | `ShowCompass` | Boolean |\n| **Show Watch** | States | When disabled, the watch will not be available in the scene after pressing the 'Watch' key. Can also be achieved by removing the watch from the player's inventory. | `ShowWatch` | Boolean |\n| **Show GPS** | States | When disabled, the GPS minimap will not be available in the scene after pressing the 'GPS' key. Can also be achieved by removing the GPS from the player's inventory. | `ShowGPS` | Boolean |\n| **Show HUD** | States | When disabled, on-screen information such as weapon information or the command menu will be hidden. | `ShowHUD` | Boolean |\n| **Show UAV Feed** | States | When disabled, the UAV feed will not be available in the scene after pressing the 'AV Camera' key. | `ShowUAVFeed` | Boolean |\n| **Advanced Flight Model** | States | When enabled, all player controlled helicopters will use the advanced flight model. | `ForceRotorLibSimulation` | Boolean |\n| **Debug Console** | States | Determines debug console availability<br>Available options:<br>- **Available only in editor**<br>- **Available for the host or logged-in admin**<br>- **Available for everyone** | `EnableDebugConsole` | Number |\n| **Unlocked Keys** | Unlock | Keys needed to mark the scenario as completed in the scenarios menu. Can be multiple words divided by a semicolon. Key can be activated using 'activateKey' scripting command. Does not affect the multiplayer and campaign scenarios, and the scenarios downloaded from Steam. | `DoneKeys` | Array |\n| **Required Keys** | Unlock | Keys required for mission to be available for playing from the scenarios menu. Can be multiple words divided by a semicolon. Does not affect the multiplayer and campaign scenarios. | `Keys` | Array |\n| **Required Keys Limit** | Unlock | The number of required keys to be active for the mission to be unlocked. | `KeysLimit` | Number |\n| **Init** | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object.<br>> [!WARNING]<br>> Despite the tooltip saying that 'this' refers to the affected object, it does not. There are no arguments passed to this attribute!<br>This attribute behaves similar to the init.sqf. | `Init` | String |\n| **Independents Allegiance** | Misc | Sets who the Independent side will be friendly to. The value is shared across all scenario phases. | `IntelIndepAllegiance` | Array in format [west:Number,east:Number] |\n| **Binarize the Scenario File** | Misc | When true, the *.sqm file will be binarized. The process saves loading time, but makes the file uneditable in a text editor. | `SaveBinarized` | Boolean |"},{"heading":"Environment","level":5,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Date** | Date | Starting date. | `IntelDate` | Array in format [year, month, day] |\n| **Time** | Date | Starting time of the day. Please note that the sunrise and sunset times are influenced by the date (e.g., days are shorter in winter) and the longitude and latitude of the terrain. | `IntelTime` | Number |\n| **Time of Changes** | Weather Forecast | Delay until all forecasted weather values take effect. | `IntelTimeOfChanges` | Number |\n| **Overcast Start** | Overcast | Initial cloud cover. Unless set manually, this value also affects rain, lightning, waves, wind and gusts values. | `IntelWeatherStart` | Number |\n| **Overcast Forecast** | Overcast | Forecasted cloud cover. | `IntelWeatherForecast` | Number |\n| **Fog Start** | Fog | Initial fog. Strength affects not only how far player can see, but also limits the sight of AI entities. | `IntelFogStart` | Number |\n| **Fog Forecast** | Fog | Forecasted fog. | `IntelFogForecast` | Number |\n| **Manual Override** | Rain | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelRainIsForced` | Boolean |\n| **Rain Start** | Rain | Initial rain strength. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. | `IntelRainStart` | Number |\n| **Rain Forecast** | Rain | Forecasted rain strength. | `IntelRainForecast` | Number |\n| **Manual Override** | Lightnings | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelLightningIsForced` | Boolean |\n| **Lightnings Start** | Lightnings | Initial frequency of lightning. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. | `IntelLightningStart` | Number |\n| **Lightnings Forecast** | Lightnings | Forecasted frequency of lightning. | `IntelLightningForecast` | Number |\n| **Manual Override** | Waves | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelWavesIsForced` | Boolean |\n| **Waves Start** | Waves | Initial waves size. Applied independently of cloud cover settings. | `IntelWavesStart` | Number |\n| **Waves Forecast** | Waves | Forecasted waves size. | `IntelWavesForecast` | Number |\n| **Manual Override** | Wind | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | `IntelWindIsForced` | Boolean |\n| **Wind Start** | Wind | Initial wind strength. Together with wind direction, it influences how clouds, smoke, vegetation or flags are moving. | `IntelWindStart` | Number |\n| **Wind Forecast** | Wind | Forecasted wind strength. | `IntelWindForecast` | Number |\n| **Gusts Start** | Wind | Initial gusts strength. Gusts are randomly changing wind direction. The worse the cloud cover, the stronger and more frequent the changes. | `IntelWindGustStart` | Number |\n| **Gusts Forecast** | Wind | Forecasted gusts value. | `IntelWindGustForecast` | Number |\n| **Direction Start** | Wind | Initial wind direction. | `IntelWindDirectionStart` | Number |\n| **Direction Forecast** | Wind | Forecasted wind direction. | `IntelWindDirectionForecast` | Number |"},{"heading":"Multiplayer","level":5,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Game Type** | Type | Scenario type shown in the server browser and in the loading screen. | `GameType` | String |\n| **Min Players** | Type | Minimum number of required players. | `MinPlayers` | Number |\n| **Max Players** | Type | Minimum number of allowed players. | `MaxPlayers` | Number |\n| **Summary** | Lobby | Short summary shown in the scenario lobby. | `IntelOverviewText` | Structured Text |\n| **Enable AI** | Lobby | When AI is enabled, all playable characters are created at the scenario start, controlled by AI. Upon joining, a player takes control of an existing character.<br>When AI is disabled, a new character is created for each connecting player.<br>Server host can disable AI even when it is allowed by default. | `DisabledAI` | Boolean |\n| **Auto Assign Slots** | Lobby | When enabled, arriving players will be first assigned to the side with the lowest number of players. Valid only for scenarios with multiple playable sides involved. | `JoinUnassigned` | Boolean |\n| **Respawn** | Respawn | Character respawn type. Defines what happens to players and playable characters after they die in multiplayer scenarios. Has no effect in singleplayer scenarios.<br>Available options:<br>- **Disabled** - No respawn.<br>- **Respawn on Custom Position** - Respawn on a position defined by the marker with a specific prefix in the name. When multiple ones are available, a random one is selected.<br>- respawn - position available for all sides<br>- respawn_west - BLUFOR respawn<br>- respawn_east - OPFOR respawn<br>- respawn_guerrila - Independent respawn<br>- respawn_civilian - Civilian respawn<br>Because these are prefixes, anything can follow them, e.g., respawn_1, respawn_west_base, etc.<br>- **Respawn on Position of Death** - Respawn where killed, even if the dead body moved.<br>- **Switch to Group Member** - Take control of the next available group member. When none are left, 'Switch to Spectator' respawn is used instead.<br>- **Switch to Side Member** - Pick a character on the same side to take control of. When none are left, 'Switch to Spectator' respawn is used instead.<br>- **Switch to Spectator** - Spectate the scenario without being directly involved. | `Respawn` | Number |\n| **Rulesets** | Respawn | Specific respawn rulesets based on currently selected 'Respawn'. | `RespawnTemplates` | Array |\n| **Respawn Delay** | Respawn | Time in seconds after which players respawn. | `RespawnDelay` | Number |\n| **Vehicle Respawn Delay** | Respawn | Time in seconds after which vehicles respawn. | `RespawnVehicleDelay` | Number |\n| **Show Scoreboard** | Respawn | When enabled, the scoreboard is shown while waiting for respawn. May be subdued by some respawn rulesets. | `RespawnDialog` | Boolean |\n| **Allow Manual Respawn** | Respawn | When enabled, players will have the option to manually respawn in the pause menu. | `RespawnButton` | Boolean |\n| **Enable Team Switch** | Respawn | When enabled, players will be able to manually switch to any other playable character in the scenario not controlled by another player. | `EnableTeamSwitch` | Boolean |\n| **Allow AI Score** | Respawn | When enabled, the score of playable characters controlled by AI will appear on the scoreboard. | `AIKills` | Boolean |\n| **Shared Objectives** | Tasks | Sets if tasks assigned to friendlies are visualized to player and who can assign/unassign tasks.<br>Available options:<br>- **Disabled** - Tasks assigned by friendlies are not marked.<br>- **Enabled** - Tasks assigned by friendlies are marked to player.<br>- **Enabled with Task Propagation** - Tasks assigned by friendlies are marked to player, but only group leaders can assign and unassign tasks. Task assignment changes are automatically propagated to subordinates. | `SharedObjectives` | String |\n| **Revive Mode** | Revive | Controls who can be incapacitated and who can revive others.<br>Available options:<br>- **Disabled** - Revive is completely disabled. All players will die immediately.<br>- **Enabled for all players** - Revive is enabled for all players.<br>- **Controlled by player Attributes** - Only players with Revive enabled in their Attributes are effected. | `ReviveMode` | String |\n| **Required Trait** | Revive | Controls the specialty required to revive others.<br>Available options:<br>- **None** - Anyone can revive.<br>- **Medic** - Only players with the 'Medic' trait can revive. | `ReviveRequiredTrait` | String |\n| **Required Items** | Revive | Controls the item required to revive others.<br>Available options:<br>- **None** - No special item is required in order to revive.<br>- **Medikit** - The 'Medikit' item is required in order to revive.<br>- **First Aid Kit / Medikit** - 'Medikit' or 'First Aid Kit' items are required in order to revive. | `ReviveRequiredItems` | String |\n| **Revive Duration** | Revive | Controls the time it takes to revive someone. | `ReviveDelay` | String |\n| **Medic Speed Multiplier** | Revive | Controls how much faster a medic revives someone. | `ReviveMedicSpeedMultiplier` | String |\n| **Force Respawn Duration** | Revive | Controls how long it takes to force respawn while incapacitated. | `ReviveForceRespawnDelay` | String |\n| **Incapacitation Mode** | Revive | Controls the level of simulation involved in triggering incapacitation.<br>Available options:<br>- **Basic** - Players will always enter the incapacitated state.<br>- **Advanced** - Extensive wounds will kill players instantly. | `ReviveUnconsciousStateMode` | String |\n| **Bleed Out Duration** | Revive | Controls how long it takes an incapacitated unit to bleed out. | `ReviveBleedOutDelay` | String |"},{"heading":"Garbage Collection","level":5,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Minimum distance** | Garbage Collection | The minimum distance from any player. Set the value to 0 to remove the min. distance. | `MinPlayerDistance` | Number |\n| **Character Corpses** | Garbage Collection |  | `AttributeSystemSubcategory` |  |\n| **Mode** | Garbage Collection | Garbage collecting mode.<br>Available options:<br>- **None**<br>- **All scenario objects**<br>- **Only objects that can respawn**<br>- **Only objects that cannot respawn** | `CorpseManagerMode` | Number |\n| **Limit** | Garbage Collection | Maximum allowed number of dead bodies in the scenario. | `CorpseLimit` | Number |\n| **Min Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. | `CorpseRemovalMinTime` | Number |\n| **Max Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. | `CorpseRemovalMaxTime` | Number |\n| **Vehicle Wrecks** | Garbage Collection |  | `AttributeSystemSubcategory` |  |\n| **Mode** | Garbage Collection | Garbage collecting mode.<br>Available options:<br>- **None**<br>- **All scenario objects**<br>- **Only objects that can respawn**<br>- **Only objects that cannot respawn** | `WreckManagerMode` | Number |\n| **Limit** | Garbage Collection | Maximum allowed number of dead bodies in the scenario. | `WreckLimit` | Number |\n| **Min Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. | `WreckRemovalMinTime` | Number |\n| **Max Delay** | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. | `WreckRemovalMaxTime` | Number |\n| **Enable Dynamic Simulation** | Dynamic Simulation | Turns on the 'Dynamic Simulation' system. Only entities and groups with the 'Dynamic Simulation' will be affected. | `DynSimEnabled` |  |\n| **Characters** | Dynamic Simulation |  | `DynSimDistGroup` |  |\n| **Manned Vehicles** | Dynamic Simulation |  | `DynSimDistVehicle` |  |\n| **Props** | Dynamic Simulation |  | `DynSimDistProp` |  |\n| **Empty Vehicles** | Dynamic Simulation |  | `DynSimDistEmptyVehicle` |  |\n| **Is Moving** | Dynamic Simulation | Multiplies activation distance of non-static entity by set value. | `DynSimMovingCoef` |  |\n| **Limit by View Distance** | Dynamic Simulation | Limits all activation distances to player's object view distance. Dynamically simulated entities beyond the object view distance will be disabled. | `DynSimSaturateByObjDist` |  |"},{"heading":"Comment","level":4,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Title** | Init | Text displayed above the comment icon. | `Name` | String |\n| **Tooltip** | Init | Text displayed as a tooltip when hovering over the comment icon. | `Description` | String |\n| **Position** | Init | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above sea level. | `position` | Position3D |\n| **Rotation** | Init | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Number |"}],"categories":["Eden Editor: Asset Types","Eden Editor: Editing","Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Eden Editor: Status Bar","title":"Eden Editor: Status Bar","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Status_Bar","revid":152509,"updated":"2020-05-31T09:27:12Z","aliases":[],"markdown":"The **Status Bar** provides real-time information about the view and the current game session.\n\n### Status Bar Entries\n\n| Icon | Description |\n|---|---|\n|  | Cursor position in X coordinate (West to East). |\n|  | Cursor position in Y coordinate (South to North). |\n|  | Elevation at cursor position. |\n|  | In the scene, the value shows distance between camera and the cursor position.<br>In the map, the value shows resolution in meters per pixel. |\n|  | Game version, can be selected and copied. |\n|  | Mod indicator. The icon is white when some unofficial mods are installed. |\n|  | Server indicator. When a server is running in the background, the icon turns white and tooltip describes server name. |","sections":[{"heading":null,"level":1,"markdown":"The **Status Bar** provides real-time information about the view and the current game session."},{"heading":"Status Bar Entries","level":3,"markdown":"| Icon | Description |\n|---|---|\n|  | Cursor position in X coordinate (West to East). |\n|  | Cursor position in Y coordinate (South to North). |\n|  | Elevation at cursor position. |\n|  | In the scene, the value shows distance between camera and the cursor position.<br>In the map, the value shows resolution in meters per pixel. |\n|  | Game version, can be selected and copied. |\n|  | Mod indicator. The icon is white when some unofficial mods are installed. |\n|  | Server indicator. When a server is running in the background, the icon turns white and tooltip describes server name. |"}],"categories":["Eden Editor: Interface"],"groups":["Mission Editing"]},{"name":"Eden Editor: Switching from 2D Editor","title":"Eden Editor: Switching from 2D Editor","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Switching_from_2D_Editor","revid":353692,"updated":"2024-03-21T12:23:08Z","aliases":[],"markdown":"While Eden Editor is based on the good old 2D Editor, there are some major differences.\nApart from the obvious addition of the 3D view, many new features were introduced or improved, while a few other, less important ones, had to be discontinued.\n\n### Discontinued Features\n\n- Map object interaction (e.g., attaching waypoints to map objects)\n- AND and OR waypoints for logics\n- **Special** object attribute:\n  - *Flying* is set by increasing altitude.\n  - *Formation* is available in the context menu.\n  - *In Cargo* is achieved by moving characters to vehicles directly.\n\n### Placing Entities\n\nTo place an entity in the 2D editor, you first had to select an editing mode (e.g., Objects), then double-click in the map and select type in the attributes window.\n\nIn Eden Editor, the order is different. You first pick a type from the Asset Browser (e.g., Rifleman in Objects) and then simply click Left Mouse Button in the view to place the new entity.\nHolding <kbd>Ctrl</kbd> while clicking will let you place multiple entities of the same type in a row.\n\n### Logics and Modules\n\nLogics and Modules are now grouped together under systems. Their icons were tweaked to make them easily recognisable.\n\n### Groups Mode\n\nGroups (<kbd>F2</kbd>) were renamed to **Compositions** and apart from infantry or tank formations, you can also find composition of props there. Perfect when you want to quickly build a camp or an outpost.\n\n### Empty Vehicles\n\nEmpty Vehicles are no longer mixed together under **Props**.\n\nTo place a vehicle without default crew, find it under its side (e.g., BLUFOR Hunter) and hold **Alt** while placing it.\n\n### Vehicle Crew\n\nYou can now edit vehicle crew individually. When you hover the cursor over a vehicle, an interactive list of all crew members inside will be expanded next to the vehicle icon.\n\nWhen the vehicle has visible crew positions (e.g., soldiers sitting inside a car), you can also see icons directly on each member.\n\n### Placing Waypoints\n\nWhile placing waypoints from the Waypoints (F4) list is still possible, you can also hold <kbd>Ctrl</kbd> and press Right Mouse Button to quickly add a waypoint.\n\n### Attaching Waypoints\n\nWhen you place a waypoint on another object, it will be attached to it. While in 2D Editor there was no way how to detach it afterwards, you can now simply drag it away from the object.\nDragging the waypoint back onto the object will attach it again.\n\n### Synchronisation\n\nSynchronisation mode is gone. Instead, you can pick a specific connection type from the entity context menu (press Right Mouse Button on it).\n\nGrouping characters together can also be achieved by holding <kbd>Ctrl</kbd> and dragging a line from one character to another.\n\n### Group Entity\n\nGroup is now an editable entity, its icon shown above its leader. Selecting it will also select all of its members. You can also access its attributes when you double-click on it.\n\nTo avoid scene cluttering, group icons are not drawn above a lone unit unless it is selected.\n\n### Editing Multiple Entities\n\nDouble-clicking on an entity will open its attributes.\nWhen you have multiple entities selected, you can edit their attributes together by opening the context menu Right Mouse Button and picking the **Attributes** option.\n\nIf the attribute value is not shared by all selected entities, the attribute will be disabled in the window. To apply its value to all selected entities, you have to manually enable it using a check box on the right.\n\n### Undo\n\nAnd last, but not least, you can now undo recent changes you've made.\n\nPlease keep in mind that history is reset every time you play the scenario or load another one.","sections":[{"heading":null,"level":1,"markdown":"While Eden Editor is based on the good old 2D Editor, there are some major differences.\nApart from the obvious addition of the 3D view, many new features were introduced or improved, while a few other, less important ones, had to be discontinued."},{"heading":"Discontinued Features","level":3,"markdown":"- Map object interaction (e.g., attaching waypoints to map objects)\n- AND and OR waypoints for logics\n- **Special** object attribute:\n  - *Flying* is set by increasing altitude.\n  - *Formation* is available in the context menu.\n  - *In Cargo* is achieved by moving characters to vehicles directly."},{"heading":"Placing Entities","level":3,"markdown":"To place an entity in the 2D editor, you first had to select an editing mode (e.g., Objects), then double-click in the map and select type in the attributes window.\n\nIn Eden Editor, the order is different. You first pick a type from the Asset Browser (e.g., Rifleman in Objects) and then simply click Left Mouse Button in the view to place the new entity.\nHolding <kbd>Ctrl</kbd> while clicking will let you place multiple entities of the same type in a row."},{"heading":"Logics and Modules","level":3,"markdown":"Logics and Modules are now grouped together under systems. Their icons were tweaked to make them easily recognisable."},{"heading":"Groups Mode","level":3,"markdown":"Groups (<kbd>F2</kbd>) were renamed to **Compositions** and apart from infantry or tank formations, you can also find composition of props there. Perfect when you want to quickly build a camp or an outpost."},{"heading":"Empty Vehicles","level":3,"markdown":"Empty Vehicles are no longer mixed together under **Props**.\n\nTo place a vehicle without default crew, find it under its side (e.g., BLUFOR Hunter) and hold **Alt** while placing it."},{"heading":"Vehicle Crew","level":3,"markdown":"You can now edit vehicle crew individually. When you hover the cursor over a vehicle, an interactive list of all crew members inside will be expanded next to the vehicle icon.\n\nWhen the vehicle has visible crew positions (e.g., soldiers sitting inside a car), you can also see icons directly on each member."},{"heading":"Placing Waypoints","level":3,"markdown":"While placing waypoints from the Waypoints (F4) list is still possible, you can also hold <kbd>Ctrl</kbd> and press Right Mouse Button to quickly add a waypoint."},{"heading":"Attaching Waypoints","level":3,"markdown":"When you place a waypoint on another object, it will be attached to it. While in 2D Editor there was no way how to detach it afterwards, you can now simply drag it away from the object.\nDragging the waypoint back onto the object will attach it again."},{"heading":"Synchronisation","level":3,"markdown":"Synchronisation mode is gone. Instead, you can pick a specific connection type from the entity context menu (press Right Mouse Button on it).\n\nGrouping characters together can also be achieved by holding <kbd>Ctrl</kbd> and dragging a line from one character to another."},{"heading":"Group Entity","level":3,"markdown":"Group is now an editable entity, its icon shown above its leader. Selecting it will also select all of its members. You can also access its attributes when you double-click on it.\n\nTo avoid scene cluttering, group icons are not drawn above a lone unit unless it is selected."},{"heading":"Editing Multiple Entities","level":3,"markdown":"Double-clicking on an entity will open its attributes.\nWhen you have multiple entities selected, you can edit their attributes together by opening the context menu Right Mouse Button and picking the **Attributes** option.\n\nIf the attribute value is not shared by all selected entities, the attribute will be disabled in the window. To apply its value to all selected entities, you have to manually enable it using a check box on the right."},{"heading":"Undo","level":3,"markdown":"And last, but not least, you can now undo recent changes you've made.\n\nPlease keep in mind that history is reset every time you play the scenario or load another one."}],"categories":["Eden Editor: Getting Started"],"groups":["Mission Editing"]},{"name":"Eden Editor: System","title":"Eden Editor: System","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_System","revid":338898,"updated":"2023-04-16T14:04:40Z","aliases":["Eden Editor: Systems"],"markdown":"A system is a virtual object which can help expand your scenario with a new functionality.\n\n### Modules\n\nA **module** provides complex functionality which would otherwise have to be scripted. It can usually be configured using custom attributes, and can sometimes be affected by **synchronization** connections. For example, many modules are activated only once all the synchronized triggers are active. To see more about the individual modules, explore their attributes.\n\n### Logic Entities\n\nA **logic entity** is simply a virtual object without any inherent functionality. It is mainly used in cooperation with modules or scripts, for example, to mark positions and their relations.\n\n### Virtual Entities\n\nSome **virtual entities** are playable. They are used in multiplayer for abstract roles such as a spectator or headless client.\n\nBe sure to investigate all the available systems, especially Modules. Because each has its own rules, do not forget to also check their attributes.\n\n### Attributes\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Type** | Type |  | `itemClass` | String |\n| **Variable Name** | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `Name` | String |\n| **Init** | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | `Init` | String |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Rotation** | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Array |\n| **Size** | Transformation | Area size in meters. | `size2` | Array |\n| **Size** | Transformation | Area size in meters. | `size3` | Array |\n| **Shape** | Transformation | Area shape.<br>Available options:<br>- **Ellipse**<br>- **Rectangle** | `IsRectangle` | Boolean |\n| **Placement Radius** | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | `placementRadius` | Number |\n| **Player** | Control | Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case). | `ControlSP` | Boolean |\n| **Playable** | Control | When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch. | `ControlMP` | Boolean |\n| **Role Description** | Control | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | `description` | String |\n| **Probability of Presence** | Presence | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | `presence` | Number |\n| **Condition of Presence** | Presence | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | `presenceCondition` | String |","sections":[{"heading":null,"level":1,"markdown":"A system is a virtual object which can help expand your scenario with a new functionality."},{"heading":"Modules","level":3,"markdown":"A **module** provides complex functionality which would otherwise have to be scripted. It can usually be configured using custom attributes, and can sometimes be affected by **synchronization** connections. For example, many modules are activated only once all the synchronized triggers are active. To see more about the individual modules, explore their attributes."},{"heading":"Logic Entities","level":3,"markdown":"A **logic entity** is simply a virtual object without any inherent functionality. It is mainly used in cooperation with modules or scripts, for example, to mark positions and their relations."},{"heading":"Virtual Entities","level":3,"markdown":"Some **virtual entities** are playable. They are used in multiplayer for abstract roles such as a spectator or headless client.\n\nBe sure to investigate all the available systems, especially Modules. Because each has its own rules, do not forget to also check their attributes."},{"heading":"Attributes","level":3,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Type** | Type |  | `itemClass` | String |\n| **Variable Name** | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `Name` | String |\n| **Init** | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | `Init` | String |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Rotation** | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Array |\n| **Size** | Transformation | Area size in meters. | `size2` | Array |\n| **Size** | Transformation | Area size in meters. | `size3` | Array |\n| **Shape** | Transformation | Area shape.<br>Available options:<br>- **Ellipse**<br>- **Rectangle** | `IsRectangle` | Boolean |\n| **Placement Radius** | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | `placementRadius` | Number |\n| **Player** | Control | Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case). | `ControlSP` | Boolean |\n| **Playable** | Control | When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch. | `ControlMP` | Boolean |\n| **Role Description** | Control | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | `description` | String |\n| **Probability of Presence** | Presence | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | `presence` | Number |\n| **Condition of Presence** | Presence | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | `presenceCondition` | String |"}],"categories":["Eden Editor: Asset Types"],"groups":["Mission Editing"]},{"name":"Eden Editor: Terminology","title":"Eden Editor: Terminology","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Terminology","revid":353519,"updated":"2024-03-19T12:01:20Z","aliases":[],"markdown":"A list of commonly used terms related to the Eden Editor documentation.\n\n| Term | Description | See Also |\n|---|---|---|\n| **AI** | Artificial Intelligence - Object controlled by the computer. Similar to character, but not limited to humans (e.g., can include animals). | Object |\n| **Area Marker** | Special kind of marker, which is not represented by an icon, but the elliptic or rectangular area. | Marker |\n| **Area Scaling** | Action of changing size of an entity area. | Eden Editor: Area Scaling |\n| **Asset** | Content available for placing. Once placed, it becomes an entity. |  |\n| **Asset Sub-type** | Minor categorization of the asset browser. Available sub-types are based on currently selected asset type (e.g., for objects, sub-types are sides like BLUFOR, OFPOR, etc.) |  |\n| **Asset Type** | Major categorization of the asset browser. Formerly known as *editing mode* in the 2D editor. Modes are objects, compositions, triggers, waypoints, systems and markers. |  |\n| **Asset Browser** | A list of all assets available for placing. Categorized by asset type and asset sub-type. |  |\n| **Attribute** | Individual setting of an entity (e.g., object attributes are position, name, fuel, etc.) | Attributes |\n| **Briefing** | Text-based introduction to the scenario. It is shown before Scenario phase starts, but only after intro ends. Can be disabled completely. | Scenario Phases |\n| **Character** | A person, e.g., soldier, civilian, etc. It's a type of object. | Object |\n| **Composition** | Collection of objects. When the objects are characters, the composition is also known as group. | Composition |\n| **Connecting** | Action of connecting one or more entities to another entity, using specific connection type. | Connecting |\n| **Context Menu** | Menu opened by clicking **Right Mouse Button** on an entity. Will show only options related to selected entities. | Context Menu |\n| **Entity** | An editable element. Can be object, group, trigger, waypoint, system or marker. All entities are represented by an icon in the view and by an entry in the entity list. Before placing, an entity is an asset available in the asset browser. |  |\n| **Entity List** | A list of all entities currently in the scenario. | Entity List |\n| **Group** | Group entity type. A group consists of characters and has one leader, who's able to issue orders to others. | Group |\n| **Grouping** | Action of connecting one AI character to another Character or a group. | Connecting |\n| **Intro** | Opening phase of the scenario, performed before the scenario itself (including briefing) starts. It's available only in singleplayer and player cannot control it. | Scenario Phases |\n| **Logic** | Dummy system which doesn't have any existing functionality on its own, but can be used together with other systems. | System |\n| **Map** | 2D view where environment and entities are visible. 3D part of the view is the scene. |  |\n| **Marker** | Eden Editor: Marker entity type. Marker is symbol or an area drawn only in the map. | Marker |\n| **Menu Bar** | Menus structure which lists almost all available actions and tools with their keyboard shortcuts. | Menu Bar |\n| **Mission** | See Scenario. Mission is an older name that was used until Arma 2, but may still appear in some cases. |  |\n| **Module** | Advanced system which executes pre-defined functionality (e.g., sector module, save game module, etc.) It can be often configured using custom attributes. | System |\n| **Object** | Object entity type. It's basic entity type, usually with a model, textures and some sort of simulation (e.g., car, house, etc.) It's further divided to characters, vehicles and props. | Object |\n| **Outro** | Closing phase of the scenario, performed after the scenario ends. It has Win and Lose versions, only one of them is selected based on outcome of the scenario. It's available only in singleplayer and player cannot control it. | Scenario Phases |\n| **Phase** | Scenario section, launched sequentially in order Intro > Scenario > Outro (either Win or Lose version). | Scenario Phases |\n| **Placing** | Action of adding one or more entities to the scenario from the asset browser |  |\n| **Player** | Character controlled by the user once the scenario starts. | Object |\n| **Preview** | Playing a scenario from the editor to see how it performs. |  |\n| **Prop** | Static decoration, e.g., house, chair, etc. It's a type of object. | Object |\n| **Rotating** | Action of changing entity angle around X, Y or Z axis. | Transforming |\n| **Scenario** | Most commonly the name of the whole project, where all entities or scenario attributes are saved. The final scenario can be exported to PBO and shared, or published to Steam Workshop.<br>Alternatively, Scenario can refer to a phase where all interactive gameplay happens. | Scenario Phases |\n| **Scene** | 3D view where environment and entities are visible. 2D part of the view is the map. |  |\n| **Status Bar** | Non-interactive bar providing user with various debugging information. | Status Bar |\n| **Synchronizing** | See Syncing. | Connecting |\n| **Syncing** | Action of connecting one or more entities to another entity using general connection type. | Connecting |\n| **System** | System entity type. System is a virtual object with specific purpose, and can be a logic or a module. | System |\n| **Toolbar** | A bar with icons for quick access to the most commonly used actions and tools. They can also be found in the menu bar. | Toolbar |\n| **Transformation Widget** | Interactive helper model for precise transformation, rotation and area scaling. | Transformation Widget |\n| **Transforming** | Action of direct manipulation of entities in the view, can be translating, rotating, area scaling or connecting |  |\n| **Translating** | Action of changing X, Y or Z coordinates of an entity. | Transforming |\n| **Trigger** | Trigger entity type. A trigger is an event called once a specific set of conditions is met. It can have a volume and check for presence of objects in it. | Trigger |\n| **~~Unit~~** | An older name for characters and vehicles, i.e., objects player or AI can control. Should not be used anymore to avoid confusion with [Multiplayer Units](http://units.arma3.com/). |  |\n| **Vehicle** | A vehicle, e.g., car, helicopter, etc. It's a type of object. | Object |\n| **View** | Representation of scenario environment, can be 3D scene or 2D map |  |\n| **Waypoint** | Waypoint entity type. Waypoint belongs to a group, and tells it to perform some operation. When the group has multiple waypoints, it will go through them in a pre-defined order. | Waypoint |\n| **Widget** | See Transformation Widget. | Transformation Widget |\n| **Workspace** | Working environment, contains the view and all main user interface elements - menu bar, toolbar, entity list, asset browser and status bar. |  |","sections":[{"heading":null,"level":1,"markdown":"A list of commonly used terms related to the Eden Editor documentation.\n\n| Term | Description | See Also |\n|---|---|---|\n| **AI** | Artificial Intelligence - Object controlled by the computer. Similar to character, but not limited to humans (e.g., can include animals). | Object |\n| **Area Marker** | Special kind of marker, which is not represented by an icon, but the elliptic or rectangular area. | Marker |\n| **Area Scaling** | Action of changing size of an entity area. | Eden Editor: Area Scaling |\n| **Asset** | Content available for placing. Once placed, it becomes an entity. |  |\n| **Asset Sub-type** | Minor categorization of the asset browser. Available sub-types are based on currently selected asset type (e.g., for objects, sub-types are sides like BLUFOR, OFPOR, etc.) |  |\n| **Asset Type** | Major categorization of the asset browser. Formerly known as *editing mode* in the 2D editor. Modes are objects, compositions, triggers, waypoints, systems and markers. |  |\n| **Asset Browser** | A list of all assets available for placing. Categorized by asset type and asset sub-type. |  |\n| **Attribute** | Individual setting of an entity (e.g., object attributes are position, name, fuel, etc.) | Attributes |\n| **Briefing** | Text-based introduction to the scenario. It is shown before Scenario phase starts, but only after intro ends. Can be disabled completely. | Scenario Phases |\n| **Character** | A person, e.g., soldier, civilian, etc. It's a type of object. | Object |\n| **Composition** | Collection of objects. When the objects are characters, the composition is also known as group. | Composition |\n| **Connecting** | Action of connecting one or more entities to another entity, using specific connection type. | Connecting |\n| **Context Menu** | Menu opened by clicking **Right Mouse Button** on an entity. Will show only options related to selected entities. | Context Menu |\n| **Entity** | An editable element. Can be object, group, trigger, waypoint, system or marker. All entities are represented by an icon in the view and by an entry in the entity list. Before placing, an entity is an asset available in the asset browser. |  |\n| **Entity List** | A list of all entities currently in the scenario. | Entity List |\n| **Group** | Group entity type. A group consists of characters and has one leader, who's able to issue orders to others. | Group |\n| **Grouping** | Action of connecting one AI character to another Character or a group. | Connecting |\n| **Intro** | Opening phase of the scenario, performed before the scenario itself (including briefing) starts. It's available only in singleplayer and player cannot control it. | Scenario Phases |\n| **Logic** | Dummy system which doesn't have any existing functionality on its own, but can be used together with other systems. | System |\n| **Map** | 2D view where environment and entities are visible. 3D part of the view is the scene. |  |\n| **Marker** | Eden Editor: Marker entity type. Marker is symbol or an area drawn only in the map. | Marker |\n| **Menu Bar** | Menus structure which lists almost all available actions and tools with their keyboard shortcuts. | Menu Bar |\n| **Mission** | See Scenario. Mission is an older name that was used until Arma 2, but may still appear in some cases. |  |\n| **Module** | Advanced system which executes pre-defined functionality (e.g., sector module, save game module, etc.) It can be often configured using custom attributes. | System |\n| **Object** | Object entity type. It's basic entity type, usually with a model, textures and some sort of simulation (e.g., car, house, etc.) It's further divided to characters, vehicles and props. | Object |\n| **Outro** | Closing phase of the scenario, performed after the scenario ends. It has Win and Lose versions, only one of them is selected based on outcome of the scenario. It's available only in singleplayer and player cannot control it. | Scenario Phases |\n| **Phase** | Scenario section, launched sequentially in order Intro > Scenario > Outro (either Win or Lose version). | Scenario Phases |\n| **Placing** | Action of adding one or more entities to the scenario from the asset browser |  |\n| **Player** | Character controlled by the user once the scenario starts. | Object |\n| **Preview** | Playing a scenario from the editor to see how it performs. |  |\n| **Prop** | Static decoration, e.g., house, chair, etc. It's a type of object. | Object |\n| **Rotating** | Action of changing entity angle around X, Y or Z axis. | Transforming |\n| **Scenario** | Most commonly the name of the whole project, where all entities or scenario attributes are saved. The final scenario can be exported to PBO and shared, or published to Steam Workshop.<br>Alternatively, Scenario can refer to a phase where all interactive gameplay happens. | Scenario Phases |\n| **Scene** | 3D view where environment and entities are visible. 2D part of the view is the map. |  |\n| **Status Bar** | Non-interactive bar providing user with various debugging information. | Status Bar |\n| **Synchronizing** | See Syncing. | Connecting |\n| **Syncing** | Action of connecting one or more entities to another entity using general connection type. | Connecting |\n| **System** | System entity type. System is a virtual object with specific purpose, and can be a logic or a module. | System |\n| **Toolbar** | A bar with icons for quick access to the most commonly used actions and tools. They can also be found in the menu bar. | Toolbar |\n| **Transformation Widget** | Interactive helper model for precise transformation, rotation and area scaling. | Transformation Widget |\n| **Transforming** | Action of direct manipulation of entities in the view, can be translating, rotating, area scaling or connecting |  |\n| **Translating** | Action of changing X, Y or Z coordinates of an entity. | Transforming |\n| **Trigger** | Trigger entity type. A trigger is an event called once a specific set of conditions is met. It can have a volume and check for presence of objects in it. | Trigger |\n| **~~Unit~~** | An older name for characters and vehicles, i.e., objects player or AI can control. Should not be used anymore to avoid confusion with [Multiplayer Units](http://units.arma3.com/). |  |\n| **Vehicle** | A vehicle, e.g., car, helicopter, etc. It's a type of object. | Object |\n| **View** | Representation of scenario environment, can be 3D scene or 2D map |  |\n| **Waypoint** | Waypoint entity type. Waypoint belongs to a group, and tells it to perform some operation. When the group has multiple waypoints, it will go through them in a pre-defined order. | Waypoint |\n| **Widget** | See Transformation Widget. | Transformation Widget |\n| **Workspace** | Working environment, contains the view and all main user interface elements - menu bar, toolbar, entity list, asset browser and status bar. |  |"}],"categories":["Eden Editor: Getting Started"],"groups":["Mission Editing"]},{"name":"Eden Editor: Toolbar","title":"Eden Editor: Toolbar","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Toolbar","revid":336440,"updated":"2023-01-04T15:21:42Z","aliases":[],"markdown":"The **Toolbar** is displayed at the top of the Workspace. It provided quick access to commonly used actions and tools.\n\n### Toolbar Buttons\n\n| Icon | Description |\n|---|---|\n|  | Open a dialog to create a new scenario |\n|  | Open a dialog to choose a scenario to open |\n|  | Save the current scenario. If it has not been saved yet, open a dialog to save the scenario with specific name. |\n|  | Open Workshop Scenario Management window, from which you can publish the scenario to the [Steam Workshop](http://steamcommunity.com/app/107410/workshop/). Only scenario which is already saved can be published. |\n|  | Undo the last completed action. |\n|  | Redo the last undone action. |\n|  | Toggle the transformation widget off. |\n|  | Toggle the translation widget. |\n|  | Toggle the rotation widget. |\n|  | Toggle the area scaling widget. |\n|  | Toggle the Area Widget. |\n|  | Toggle between global and local coordinate space for the transformation widget.<br>- Global - widget is rotated in cardinal directions (X axis points east, Y axis points north, and Z axis points up).<br>- Local - widget is rotated together with the selected entity (X axis points right, Y axis points forward, and Z points above the entity). |\n|  | Toggle between translation parallel to the surface level and parallel to the sea level.<br>- Surface Level - preserve entity altitude above surface (e.g., terrain, building floor, etc.)<br>- Sea Level - preserve entity altitude above sea level. |\n|  | Toggle ground snapping. When on, entity will be snapped to the ground surface when it gets near it during translation editing. |\n|  | Toggle or set the translation grid. |\n|  | Toggle or set the rotation grid. |\n|  | Toggle or set the area scaling grid. |\n|  | Open scenario attributes dialog. |\n|  | Toggle between Scene (3D) and Map (2D) view. |\n|  | Toggle flashlight. At night, it will light up the immediate surroundings of the camera. |\n|  | Toggle vision mode.<br>- Normal<br>- Night Vision<br>- Thermal Vision |\n|  | Select the scenario phase. |\n|  | Open tutorial dialog. You can pick from various courses which will guide you through basic Editor features. |","sections":[{"heading":null,"level":1,"markdown":"The **Toolbar** is displayed at the top of the Workspace. It provided quick access to commonly used actions and tools."},{"heading":"Toolbar Buttons","level":3,"markdown":"| Icon | Description |\n|---|---|\n|  | Open a dialog to create a new scenario |\n|  | Open a dialog to choose a scenario to open |\n|  | Save the current scenario. If it has not been saved yet, open a dialog to save the scenario with specific name. |\n|  | Open Workshop Scenario Management window, from which you can publish the scenario to the [Steam Workshop](http://steamcommunity.com/app/107410/workshop/). Only scenario which is already saved can be published. |\n|  | Undo the last completed action. |\n|  | Redo the last undone action. |\n|  | Toggle the transformation widget off. |\n|  | Toggle the translation widget. |\n|  | Toggle the rotation widget. |\n|  | Toggle the area scaling widget. |\n|  | Toggle the Area Widget. |\n|  | Toggle between global and local coordinate space for the transformation widget.<br>- Global - widget is rotated in cardinal directions (X axis points east, Y axis points north, and Z axis points up).<br>- Local - widget is rotated together with the selected entity (X axis points right, Y axis points forward, and Z points above the entity). |\n|  | Toggle between translation parallel to the surface level and parallel to the sea level.<br>- Surface Level - preserve entity altitude above surface (e.g., terrain, building floor, etc.)<br>- Sea Level - preserve entity altitude above sea level. |\n|  | Toggle ground snapping. When on, entity will be snapped to the ground surface when it gets near it during translation editing. |\n|  | Toggle or set the translation grid. |\n|  | Toggle or set the rotation grid. |\n|  | Toggle or set the area scaling grid. |\n|  | Open scenario attributes dialog. |\n|  | Toggle between Scene (3D) and Map (2D) view. |\n|  | Toggle flashlight. At night, it will light up the immediate surroundings of the camera. |\n|  | Toggle vision mode.<br>- Normal<br>- Night Vision<br>- Thermal Vision |\n|  | Select the scenario phase. |\n|  | Open tutorial dialog. You can pick from various courses which will guide you through basic Editor features. |"}],"categories":["Eden Editor: Interface"],"groups":["Mission Editing"]},{"name":"Eden Editor: Transformation Widget","title":"Eden Editor: Transformation Widget","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Transformation_Widget","revid":257620,"updated":"2021-05-17T21:29:31Z","aliases":[],"markdown":"### Overview\n\nThe **Transformation Widget** is a tool for precise entity manipulation. It consists of a set of color-coded parts, each offering a transformation in a different axis:\n\n- X - West to East, or local left to right\n- Y - South to North, or local back to front\n- Z - up\n\nEach of the axes can be manipulated by dragging it. The entity icon in the middle can still be used for moving the entity around.\n\n### Variants\n\nThe widget has several variants, between which you can toggle either using the toolbar buttons or the keyboard shortcut **Space**.\n\n#### Translation Widget\n\nThe **translation widget** allows you to move an entity along each of its axes.\nThe vertical mode is ignored, but the surface snap setting is still respected when moving the entity along its Z axis.\n\n#### Rotation Widget\n\nThe **rotation widget** is used for rotating an entity along each of its axes.\nTurning some objects to the side or upside down can lead to unpredictable results once they are simulated in the preview.\n\n#### Area Scaling Widget\n\nUse the **area scaling widget** to change the size of the triggers and the area markers.\n\n#### Area Widget\n\nUse the **area widget** to change the size and orientation of the triggers and the area markers.\n\n### Changing the Reference System\n\nYou can chose the reference **coordinate system** the widget will use. The entity can be transformed either by world axes (X points to the East), or along its own local axes (X points to the right of the entity).","sections":[{"heading":"Overview","level":3,"markdown":"The **Transformation Widget** is a tool for precise entity manipulation. It consists of a set of color-coded parts, each offering a transformation in a different axis:\n\n- X - West to East, or local left to right\n- Y - South to North, or local back to front\n- Z - up\n\nEach of the axes can be manipulated by dragging it. The entity icon in the middle can still be used for moving the entity around."},{"heading":"Variants","level":3,"markdown":"The widget has several variants, between which you can toggle either using the toolbar buttons or the keyboard shortcut **Space**."},{"heading":"Translation Widget","level":4,"markdown":"The **translation widget** allows you to move an entity along each of its axes.\nThe vertical mode is ignored, but the surface snap setting is still respected when moving the entity along its Z axis."},{"heading":"Rotation Widget","level":4,"markdown":"The **rotation widget** is used for rotating an entity along each of its axes.\nTurning some objects to the side or upside down can lead to unpredictable results once they are simulated in the preview."},{"heading":"Area Scaling Widget","level":4,"markdown":"Use the **area scaling widget** to change the size of the triggers and the area markers."},{"heading":"Area Widget","level":4,"markdown":"Use the **area widget** to change the size and orientation of the triggers and the area markers."},{"heading":"Changing the Reference System","level":3,"markdown":"You can chose the reference **coordinate system** the widget will use. The entity can be transformed either by world axes (X points to the East), or along its own local axes (X points to the right of the entity)."}],"categories":["Eden Editor: Editing"],"groups":["Mission Editing"]},{"name":"Eden Editor: Transforming Crew","title":"Eden Editor: Transforming Crew","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Transforming_Crew","revid":352230,"updated":"2024-02-01T23:26:09Z","aliases":[],"markdown":"### Overview\n\nCharacters can become vehicle crew members, while still being independently editable entities.\nThe available vehicle roles are:\n\n- **Driver / Pilot** - controls vehicle movement\n- **Commander** - can issue orders to other crew members.\n- **Turret** - any other active crew member, such as the gunner, co-pilot, or passenger with the ability to shoot from the vehicle\n- **Passenger** - passive role, just takes a ride\n\n### Crew in the editor interface\n\nWhen you hover over a vehicle, a panel with all the crew icons will be shown next to the vehicle's icon.\n\nThe additional icon is shown on the crew members which are rendered in the scene (i.e., the car driver, but not a tank driver who is hidden inside).\n\n### Moving crew into a vehicle\n\nTo move a character into a vehicle, **drag it** onto the vehicle's icon or model. If there is no space left, the character will only be moved to the vehicle's position.\n\n> [!NOTE]\n> You will be notified when attempting to drag a character into an enemy vehicle. While it is possible, it can cause problems in the scenario.\n\n### Removing crew from a vehicle\n\nTo move the character out, drag its icon out again.\n\n### Changing Seats\n\nYou can change the seat of a crew member. Click **right mouse button** on the crew member, expand **Change Seat** option and pick the new seat from the list.\nIf someone else is sitting on the desired seat, the crew members will swap seats.","sections":[{"heading":"Overview","level":3,"markdown":"Characters can become vehicle crew members, while still being independently editable entities.\nThe available vehicle roles are:\n\n- **Driver / Pilot** - controls vehicle movement\n- **Commander** - can issue orders to other crew members.\n- **Turret** - any other active crew member, such as the gunner, co-pilot, or passenger with the ability to shoot from the vehicle\n- **Passenger** - passive role, just takes a ride"},{"heading":"Crew in the editor interface","level":3,"markdown":"When you hover over a vehicle, a panel with all the crew icons will be shown next to the vehicle's icon.\n\nThe additional icon is shown on the crew members which are rendered in the scene (i.e., the car driver, but not a tank driver who is hidden inside)."},{"heading":"Moving crew into a vehicle","level":3,"markdown":"To move a character into a vehicle, **drag it** onto the vehicle's icon or model. If there is no space left, the character will only be moved to the vehicle's position.\n\n> [!NOTE]\n> You will be notified when attempting to drag a character into an enemy vehicle. While it is possible, it can cause problems in the scenario."},{"heading":"Removing crew from a vehicle","level":3,"markdown":"To move the character out, drag its icon out again."},{"heading":"Changing Seats","level":3,"markdown":"You can change the seat of a crew member. Click **right mouse button** on the crew member, expand **Change Seat** option and pick the new seat from the list.\nIf someone else is sitting on the desired seat, the crew members will swap seats."}],"categories":["Eden Editor: Editing"],"groups":["Mission Editing"]},{"name":"Eden Editor: Trigger","title":"Eden Editor: Trigger","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Trigger","revid":369831,"updated":"2024-10-15T15:37:52Z","aliases":["Eden Editor: Triggers"],"markdown":"A trigger is a virtual entity which executes an action once a specific condition is met.\n\n### Trigger Area\n\nA trigger has an area. It can be scaled in all axes and it can be rotated around Z (up) axis. Some areas have unlimited height by default, but that can be changed by manually adjusting their vertical scale. Setting it to negative value will make them unlimited vertically again.\n\nYou can see it visualised both in the scene and in the map, but by default you cannot interact with it. However, when the trigger is selected, you can drag it by its area in the map.\n\n### Activation Condition\n\nThe activation condition can be based on the trigger area (e.g. no OFPOR present within a 500 m radius), but a scripted condition or combination of both can be applied as well.\n\n> [!IMPORTANT]\n> Animals are part of the civillian side. That means they can activate triggers which condition is set to \"Civilian\".\n\n### Trigger Owner\n\nUse the **Set Trigger Owner** connection to assign the trigger to a specific group. It will change the available activation options from the general ones (e.g. any BLUFOR character) to the group specific ones (e.g. any member of the group).\n\n### Timer\n\nUsing the **Timer** attribute, you can set the trigger to be activated either after a certain period of time since the condition has been met, or while the condition is met for the specified duration.\n\n### On Activation\n\nOnce the condition is met, the trigger becomes activated. Its **On Activation** expression is executed, and connected waypoints or modules may be activated as well.\n\n### Repeatable\n\nIf the trigger is set as repeatable, it will be deactivated once the condition is not met anymore. Afterwards, the trigger can be activated again, and this can continue until the scenario ends.\n\nTriggers are the primary way to design the scenario flow without use of external scripts. Find out more about their configuration in the tooltips of their attributes.\n\n### Attributes\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Variable Name** | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `name` | String |\n| **Text** | Init | Trigger description. Players can see it in the radio menu when its activation is set to 'Radio'. Also visible in tooltip when hovering over the trigger in the editor. | `text` | String |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Rotation** | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Number |\n| **Size** | Transformation | Area size in meters in format [a, b, c]. | `size3` | Array |\n| **Shape** | Transformation | Area shape.<br>Available options:<br>- **Ellipse**<br>- **Rectangle** | `IsRectangle` | Boolean |\n| **Type** | Activation | Trigger type, determines special behavior upon activation.<br>Available options:<br>- **None** - No other effects except of those defined by 'On Activation' expression.<br>- **Guarded by BLUFOR**/**OPFOR**/**Independent** - The trigger position becomes a point to be guarded by the given side. Groups with a 'Guard' waypoint will protect all guard points in the scenario, prioritizing them by the distance and order in which they were placed (the first placed is the most important).<br>- **Skip Waypoint** - Meant to work with a waypoint linked to the trigger using the 'Set Waypoint Activation' connection. Once activated, the trigger will force the waypoint to skip. Particularly useful for 'Hold' or 'Guard' waypoint types, which do not complete automatically.<br>- **End #1**/**#2**/**#3**/**#4**/**#5**/**#6** - Complete the scenario successfully.<br>- **Lose** - Fail the scenario. | `TriggerType` | String |\n| **Activation** | Activation | What or who can activate the trigger. Some options further depend on 'Activation Condition'.<br>Available options:<br>- **None** - No default activation, only a custom condition expression can activate the trigger.<br>- **Any Player** - Activated when any player of the given side satisfies the 'Activation Condition'.<br>- **Anybody** - Activated when any object satisfies the 'Activation Condition'.<br>- **BLUFOR**/**OPFOR**/**Independent**/**Civilian Game Logic** - Activated when any object of the given side satisfies the 'Activation Condition'.<br>- **Seized by BLUFOR**/**OPFOR**/**Independent** - Activated when the given side is in control of the area. Strength matters, which means one tank can be in control of an area while ten enemy infantrymen are still present.<br>- **Radio Alpha**/**Bravo**/**Charlie**/**Delta**/**Echo**/**Foxtrot**/**Golf**/**Hotel**/**India**/**Juliet** - Activated by a player using a radio command (accessible for the player by pressing 0-0 on a standard keyboard). The trigger's 'Text' will be used as the command title. | `ActivationBy` | String |\n| **Activation** | Activation | What or who can activate the trigger. Some options further depend on 'Activation Type'. The available options are specific to the connected trigger owner.<br>Available options:<br>- **Owner Only** - Activated when the connected trigger owner (or its vehicle, if the owner is a crew member) satisfies the 'Activation Condition'.<br>- **Whole Group** - Activated when all the owner's group members satisfy the 'Activation Condition'.<br>- **Group Leader** - Activated when leader of the owner's group satisfies the 'Activation Condition'.<br>- **Any Group Member** - Activated when anyone from the owner's group satisfies the 'Activation Condition'. | `activationByOwner` | String |\n| **Activation Type** | Activation | Condition of the 'Activation' attribute.<br>Available options:<br>- **Present** - Activated when objects are in the area.<br>- **Not Present** - Activated when objects are not in the area.<br>- **Detected by BLUFOR**/**OPFOR**/**Independent**/**Civilian** - Activated when objects are in the area and are discovered by the given side. | `activationType` | String |\n| **Repeatable** | Activation | Repetition rules. When enabled, the trigger can be activated again once deactivated. | `repeatable` | Boolean |\n| **Server Only** | Activation | When enabled, the trigger will only be created and evaluated on the server. | `isServerOnly` | Boolean |\n| **Condition** | Expression | Repeatedly calculated condition, must return boolean expression. When true, the trigger will be activated.<br>Passed variables are:<br>- this - boolean value of activation condition<br>- thisList - list of all objects in trigger area, based on 'Activation'<br>- thisTrigger - trigger object | `condition` | String |\n| **Interval** | Expression | How frequently the trigger condition is evaluated in seconds. | `triggerInterval` | Number |\n| **On Activation** | Expression | Expression executed once the trigger is activated.<br>Passed variables are:<br>- thisList - list of all objects in trigger area, based on 'Activation'<br>- thisTrigger - trigger object | `onActivation` | String |\n| **On Deactivation** | Expression | Expression executed once the trigger is deactivated.<br>> [!NOTE]<br>> This only concerns **Repeatable** triggers.<br>Passed variables are:<br>- thisTrigger - trigger object | `onDeactivation` | String |\n| **Timer Type** | Timer | Type of activation timer.<br>Available options:<br>- **Countdown** - Once the conditions are met, the trigger will activate after the specified amount of time has elapsed.<br>- **Timeout** - The trigger's conditions must be satisfied for the specified duration for the trigger to be activated. | `interuptable` | Boolean |\n| **Timer Values** | Timer | Timer values in seconds, selected randomly in a range from Min to Max, gravitating towards Mid. | `timeout` | Array in format [min, mid, max] |\n| **Effect Condition** | Effects | Condition for effects to be played, must return boolean expression. | `effectCondition` | String |\n| **Sound** | Effects | Sound played upon activation. | `sound` | String |\n| **Voice** | Effects | Sound spoken by the first unit which activated the trigger. | `voice` | String |\n| **Environment** | Effects | Environment sounds played upon activation. | `soundEnvironment` | String |\n| **SFX** | Effects | Sound effect played by the trigger upon activation. Repeats as long as the repeatable trigger is active or forever for non-repeatable triggers. | `soundTrigger` | String |\n| **Music** | Effects | Music played upon activation. Replaces previously playing music track. | `music` | String |\n| **UI Overlay** | Effects | User interface overlay shown upon activation. | `title` | String |","sections":[{"heading":null,"level":1,"markdown":"A trigger is a virtual entity which executes an action once a specific condition is met."},{"heading":"Trigger Area","level":3,"markdown":"A trigger has an area. It can be scaled in all axes and it can be rotated around Z (up) axis. Some areas have unlimited height by default, but that can be changed by manually adjusting their vertical scale. Setting it to negative value will make them unlimited vertically again.\n\nYou can see it visualised both in the scene and in the map, but by default you cannot interact with it. However, when the trigger is selected, you can drag it by its area in the map."},{"heading":"Activation Condition","level":3,"markdown":"The activation condition can be based on the trigger area (e.g. no OFPOR present within a 500 m radius), but a scripted condition or combination of both can be applied as well.\n\n> [!IMPORTANT]\n> Animals are part of the civillian side. That means they can activate triggers which condition is set to \"Civilian\"."},{"heading":"Trigger Owner","level":3,"markdown":"Use the **Set Trigger Owner** connection to assign the trigger to a specific group. It will change the available activation options from the general ones (e.g. any BLUFOR character) to the group specific ones (e.g. any member of the group)."},{"heading":"Timer","level":3,"markdown":"Using the **Timer** attribute, you can set the trigger to be activated either after a certain period of time since the condition has been met, or while the condition is met for the specified duration."},{"heading":"On Activation","level":3,"markdown":"Once the condition is met, the trigger becomes activated. Its **On Activation** expression is executed, and connected waypoints or modules may be activated as well."},{"heading":"Repeatable","level":3,"markdown":"If the trigger is set as repeatable, it will be deactivated once the condition is not met anymore. Afterwards, the trigger can be activated again, and this can continue until the scenario ends.\n\nTriggers are the primary way to design the scenario flow without use of external scripts. Find out more about their configuration in the tooltips of their attributes."},{"heading":"Attributes","level":3,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Variable Name** | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | `name` | String |\n| **Text** | Init | Trigger description. Players can see it in the radio menu when its activation is set to 'Radio'. Also visible in tooltip when hovering over the trigger in the editor. | `text` | String |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Rotation** | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | `rotation` | Number |\n| **Size** | Transformation | Area size in meters in format [a, b, c]. | `size3` | Array |\n| **Shape** | Transformation | Area shape.<br>Available options:<br>- **Ellipse**<br>- **Rectangle** | `IsRectangle` | Boolean |\n| **Type** | Activation | Trigger type, determines special behavior upon activation.<br>Available options:<br>- **None** - No other effects except of those defined by 'On Activation' expression.<br>- **Guarded by BLUFOR**/**OPFOR**/**Independent** - The trigger position becomes a point to be guarded by the given side. Groups with a 'Guard' waypoint will protect all guard points in the scenario, prioritizing them by the distance and order in which they were placed (the first placed is the most important).<br>- **Skip Waypoint** - Meant to work with a waypoint linked to the trigger using the 'Set Waypoint Activation' connection. Once activated, the trigger will force the waypoint to skip. Particularly useful for 'Hold' or 'Guard' waypoint types, which do not complete automatically.<br>- **End #1**/**#2**/**#3**/**#4**/**#5**/**#6** - Complete the scenario successfully.<br>- **Lose** - Fail the scenario. | `TriggerType` | String |\n| **Activation** | Activation | What or who can activate the trigger. Some options further depend on 'Activation Condition'.<br>Available options:<br>- **None** - No default activation, only a custom condition expression can activate the trigger.<br>- **Any Player** - Activated when any player of the given side satisfies the 'Activation Condition'.<br>- **Anybody** - Activated when any object satisfies the 'Activation Condition'.<br>- **BLUFOR**/**OPFOR**/**Independent**/**Civilian Game Logic** - Activated when any object of the given side satisfies the 'Activation Condition'.<br>- **Seized by BLUFOR**/**OPFOR**/**Independent** - Activated when the given side is in control of the area. Strength matters, which means one tank can be in control of an area while ten enemy infantrymen are still present.<br>- **Radio Alpha**/**Bravo**/**Charlie**/**Delta**/**Echo**/**Foxtrot**/**Golf**/**Hotel**/**India**/**Juliet** - Activated by a player using a radio command (accessible for the player by pressing 0-0 on a standard keyboard). The trigger's 'Text' will be used as the command title. | `ActivationBy` | String |\n| **Activation** | Activation | What or who can activate the trigger. Some options further depend on 'Activation Type'. The available options are specific to the connected trigger owner.<br>Available options:<br>- **Owner Only** - Activated when the connected trigger owner (or its vehicle, if the owner is a crew member) satisfies the 'Activation Condition'.<br>- **Whole Group** - Activated when all the owner's group members satisfy the 'Activation Condition'.<br>- **Group Leader** - Activated when leader of the owner's group satisfies the 'Activation Condition'.<br>- **Any Group Member** - Activated when anyone from the owner's group satisfies the 'Activation Condition'. | `activationByOwner` | String |\n| **Activation Type** | Activation | Condition of the 'Activation' attribute.<br>Available options:<br>- **Present** - Activated when objects are in the area.<br>- **Not Present** - Activated when objects are not in the area.<br>- **Detected by BLUFOR**/**OPFOR**/**Independent**/**Civilian** - Activated when objects are in the area and are discovered by the given side. | `activationType` | String |\n| **Repeatable** | Activation | Repetition rules. When enabled, the trigger can be activated again once deactivated. | `repeatable` | Boolean |\n| **Server Only** | Activation | When enabled, the trigger will only be created and evaluated on the server. | `isServerOnly` | Boolean |\n| **Condition** | Expression | Repeatedly calculated condition, must return boolean expression. When true, the trigger will be activated.<br>Passed variables are:<br>- this - boolean value of activation condition<br>- thisList - list of all objects in trigger area, based on 'Activation'<br>- thisTrigger - trigger object | `condition` | String |\n| **Interval** | Expression | How frequently the trigger condition is evaluated in seconds. | `triggerInterval` | Number |\n| **On Activation** | Expression | Expression executed once the trigger is activated.<br>Passed variables are:<br>- thisList - list of all objects in trigger area, based on 'Activation'<br>- thisTrigger - trigger object | `onActivation` | String |\n| **On Deactivation** | Expression | Expression executed once the trigger is deactivated.<br>> [!NOTE]<br>> This only concerns **Repeatable** triggers.<br>Passed variables are:<br>- thisTrigger - trigger object | `onDeactivation` | String |\n| **Timer Type** | Timer | Type of activation timer.<br>Available options:<br>- **Countdown** - Once the conditions are met, the trigger will activate after the specified amount of time has elapsed.<br>- **Timeout** - The trigger's conditions must be satisfied for the specified duration for the trigger to be activated. | `interuptable` | Boolean |\n| **Timer Values** | Timer | Timer values in seconds, selected randomly in a range from Min to Max, gravitating towards Mid. | `timeout` | Array in format [min, mid, max] |\n| **Effect Condition** | Effects | Condition for effects to be played, must return boolean expression. | `effectCondition` | String |\n| **Sound** | Effects | Sound played upon activation. | `sound` | String |\n| **Voice** | Effects | Sound spoken by the first unit which activated the trigger. | `voice` | String |\n| **Environment** | Effects | Environment sounds played upon activation. | `soundEnvironment` | String |\n| **SFX** | Effects | Sound effect played by the trigger upon activation. Repeats as long as the repeatable trigger is active or forever for non-repeatable triggers. | `soundTrigger` | String |\n| **Music** | Effects | Music played upon activation. Replaces previously playing music track. | `music` | String |\n| **UI Overlay** | Effects | User interface overlay shown upon activation. | `title` | String |"}],"categories":["Eden Editor: Asset Types"],"groups":["Mission Editing"]},{"name":"Eden Editor: Waypoint","title":"Eden Editor: Waypoint","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Waypoint","revid":296772,"updated":"2022-01-05T15:55:14Z","aliases":["Eden Editor: Waypoints"],"markdown":"A waypoint defines the destination for a group. Waypoints are ordered sequentially, and only one can be active at any given time.\n\n### Waypoint Types\n\nEach waypoint has a specific type, which decides what the group has to do to complete the waypoint. A group led by an AI character will pursue the waypoint automatically, but the player is expected to issue necessary orders when in charge of the group.\n\nYou can use any type of waypoint from the **Waypoints** list in the asset browser. Because waypoints are added to groups, the existing character, group or any of its waypoints has to be selected in order for new waypoint to be added.\n\n#### MOVE Waypoint Shortcut\n\nAlternatively, you can quickly add a MOVE waypoint by **holding Shift** and pressing the **right mouse button**.\n\n### Attaching Waypoints\n\nA waypoint can also be attached to an object. Some waypoint types even require it, like DESTROY or GET IN.\nTo attach a waypoint, drag it to an object. Similarly, you can detach it by dragging it away. Moving the object around will move all the attached waypoints as well.\nThe attached waypoint is visualized by a different icon outline ( instead of ).\n\n### Waypoint Completion\n\nThe waypoint is completed when requirements set by its type are met, but additional conditions can be added. A scripted condition can be set in attributes, but you can also connect the waypoint to one or more triggers using **Set Waypoint Activation** connection. The waypoint will be completed only once all the connected triggers are active.\n\nOnce a waypoint is completed, the group will move to the next one. If there is none, the group will remain where it is.\nYou can find more about the waypoint in the tooltips of their attributes.\n\n### Attributes\n\n| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Type** | Type | Waypoint type defines what the group will do when the waypoint becomes active, and the condition when it becomes completed. Applies mainly to AI-led groups, as players will not be prompted to perform any specific actions, even though the waypoint completion condition is the same.<br>Some waypoints have special attributes, which are only available the next time you access the attribute window. | `itemClass` | String |\n| **Description** | Init | Text visible for the player next to the waypoint icon in the scene. | `description` | String |\n| **Order** | Init | Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down. | `order` |  |\n| **Identified** | Init | System name of the waypoint, used for identification in scripts. | `name` | String |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Placement Radius** | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | `placementRadius` | Number |\n| **Completion Radius** | Transformation | Distance in meters in which a group member has to be in order for the waypoint to be considered completed. | `completionRadius` | Number |\n| **Combat Mode** | State | Controls how and when the group will choose to engage enemy targets.<br>Available options:<br>- **Unchanged** - No change compared to the previous state.<br>- **Forced Hold Fire** - The group will never fire under any circumstances.<br>- **Do Not Fire Unless Fired Upon, Keep Formation** - Group members will hold fire unless directly threatened.<br>- **Do Not Fire Unless Fired Upon** - Group members will move into positions from which they can shoot at the enemy, but will hold fire unless directly threatened.<br>- **Open Fire, Keep Formation** - Default combat mode. Group members will fire upon any target in range, while staying in formation. The group leader may order individual members to engage specific targets.<br>- **Open Fire** - Group members will fire at any suitable target in range, leaving the formation to find a suitable shooting position. | `combatMode` | String |\n| **Behavior** | State | Behavior pattern of the group.<br>Available options:<br>- **Unchanged** - No change compared to the previous state.<br>- **Careless** - The same as 'Safe', except that it will not be switched automatically after spotting a threat. Use with caution, player may perceive AIs in this behavior as defective.<br>- **Safe** - Non-combat behavior. Characters have weapons lowered. Vehicles follow roads and use lights. They automatically switch to 'Aware' upon spotting a threat.<br>- **Aware** - Default behavior. Characters are in ready position. Vehicles prefer roads, do not use lights and their passengers will disembark to counter threats.<br>- **Combat** - Firefight behavior. Characters break formation and take cover. Vehicles ignore roads and do not use lights.<br>- **Stealth** - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but do not use lights. | `behaviour` | String |\n| **Formation** | State | Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes.<br>Available options:<br>- **Unchanged**<br>- **Wedge**<br>- **Vee**<br>- **Line**<br>- **Column**<br>- **File**<br>- **Staggered Col.**<br>- **Echelon L.**<br>- **Echelon R.**<br>- **Diamond** | `formation` | String |\n| **SpeedMode** | State | Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting.<br>Available options:<br>- **Unchanged**<br>- **Limited**<br>- **Normal**<br>- **Full** | `speedMode` | String |\n| **Condition** | Expression | Repeatedly calculated condition, must return boolean expression. When the waypoint type conditions are met and this expression returns true, the waypoint is completed.<br>Passed variables are:<br>- this - group leader<br>- thisList - array with all group members | `condition` | String |\n| **On Activation** | Expression | Expression called when the waypoint is completed.<br>Passed variables are:<br>- this - group leader<br>- thisList - array with all group members | `onActivation` | String |\n| **Script** | Expression | Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished. | `script` | String |\n| **Map Visibility** | Visibility | Make the waypoint visible for the player on the map. | `show2D` | Boolean |\n| **Scene Visibility** | Visibility | Make the waypoint visible for the player in the scene. | `show3D` | Boolean |\n| **Timer Values** | Timer | Time in seconds passed between when the waypoint would be considered complete and when it actually completes. Selected randomly in a range from Min to Max, gravitating towards Mid. | `timeout` | Array in format [min, mid, max] |\n| **Effect Condition** | Effects | Condition for effects to be played, must return boolean expression. | `effectCondition` | String |\n| **Sound** | Effects | Sound played upon activation. | `sound` | String |\n| **Voice** | Effects | Sound spoken by the first unit which activated the trigger. | `voice` | String |\n| **Environment** | Effects | Environment sounds played upon activation. | `soundEnvironment` | String |\n| **Music** | Effects | Music played upon activation. Replaces previously playing music track. | `music` | String |\n| **UI Overlay** | Effects | User interface overlay shown upon activation. | `title` | String |\n\n### See Also\n\n- Waypoints\n- Data Type Waypoint","sections":[{"heading":null,"level":1,"markdown":"A waypoint defines the destination for a group. Waypoints are ordered sequentially, and only one can be active at any given time."},{"heading":"Waypoint Types","level":3,"markdown":"Each waypoint has a specific type, which decides what the group has to do to complete the waypoint. A group led by an AI character will pursue the waypoint automatically, but the player is expected to issue necessary orders when in charge of the group.\n\nYou can use any type of waypoint from the **Waypoints** list in the asset browser. Because waypoints are added to groups, the existing character, group or any of its waypoints has to be selected in order for new waypoint to be added."},{"heading":"MOVE Waypoint Shortcut","level":4,"markdown":"Alternatively, you can quickly add a MOVE waypoint by **holding Shift** and pressing the **right mouse button**."},{"heading":"Attaching Waypoints","level":3,"markdown":"A waypoint can also be attached to an object. Some waypoint types even require it, like DESTROY or GET IN.\nTo attach a waypoint, drag it to an object. Similarly, you can detach it by dragging it away. Moving the object around will move all the attached waypoints as well.\nThe attached waypoint is visualized by a different icon outline ( instead of )."},{"heading":"Waypoint Completion","level":3,"markdown":"The waypoint is completed when requirements set by its type are met, but additional conditions can be added. A scripted condition can be set in attributes, but you can also connect the waypoint to one or more triggers using **Set Waypoint Activation** connection. The waypoint will be completed only once all the connected triggers are active.\n\nOnce a waypoint is completed, the group will move to the next one. If there is none, the group will remain where it is.\nYou can find more about the waypoint in the tooltips of their attributes."},{"heading":"Attributes","level":3,"markdown":"| Info |  |  | Development |  |\n|---|---|---|---|---|\n| Name | Category | Description | Property | Type |\n| **Type** | Type | Waypoint type defines what the group will do when the waypoint becomes active, and the condition when it becomes completed. Applies mainly to AI-led groups, as players will not be prompted to perform any specific actions, even though the waypoint completion condition is the same.<br>Some waypoints have special attributes, which are only available the next time you access the attribute window. | `itemClass` | String |\n| **Description** | Init | Text visible for the player next to the waypoint icon in the scene. | `description` | String |\n| **Order** | Init | Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down. | `order` |  |\n| **Identified** | Init | System name of the waypoint, used for identification in scripts. | `name` | String |\n| **Position** | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | `position` | Position3D |\n| **Placement Radius** | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | `placementRadius` | Number |\n| **Completion Radius** | Transformation | Distance in meters in which a group member has to be in order for the waypoint to be considered completed. | `completionRadius` | Number |\n| **Combat Mode** | State | Controls how and when the group will choose to engage enemy targets.<br>Available options:<br>- **Unchanged** - No change compared to the previous state.<br>- **Forced Hold Fire** - The group will never fire under any circumstances.<br>- **Do Not Fire Unless Fired Upon, Keep Formation** - Group members will hold fire unless directly threatened.<br>- **Do Not Fire Unless Fired Upon** - Group members will move into positions from which they can shoot at the enemy, but will hold fire unless directly threatened.<br>- **Open Fire, Keep Formation** - Default combat mode. Group members will fire upon any target in range, while staying in formation. The group leader may order individual members to engage specific targets.<br>- **Open Fire** - Group members will fire at any suitable target in range, leaving the formation to find a suitable shooting position. | `combatMode` | String |\n| **Behavior** | State | Behavior pattern of the group.<br>Available options:<br>- **Unchanged** - No change compared to the previous state.<br>- **Careless** - The same as 'Safe', except that it will not be switched automatically after spotting a threat. Use with caution, player may perceive AIs in this behavior as defective.<br>- **Safe** - Non-combat behavior. Characters have weapons lowered. Vehicles follow roads and use lights. They automatically switch to 'Aware' upon spotting a threat.<br>- **Aware** - Default behavior. Characters are in ready position. Vehicles prefer roads, do not use lights and their passengers will disembark to counter threats.<br>- **Combat** - Firefight behavior. Characters break formation and take cover. Vehicles ignore roads and do not use lights.<br>- **Stealth** - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but do not use lights. | `behaviour` | String |\n| **Formation** | State | Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes.<br>Available options:<br>- **Unchanged**<br>- **Wedge**<br>- **Vee**<br>- **Line**<br>- **Column**<br>- **File**<br>- **Staggered Col.**<br>- **Echelon L.**<br>- **Echelon R.**<br>- **Diamond** | `formation` | String |\n| **SpeedMode** | State | Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting.<br>Available options:<br>- **Unchanged**<br>- **Limited**<br>- **Normal**<br>- **Full** | `speedMode` | String |\n| **Condition** | Expression | Repeatedly calculated condition, must return boolean expression. When the waypoint type conditions are met and this expression returns true, the waypoint is completed.<br>Passed variables are:<br>- this - group leader<br>- thisList - array with all group members | `condition` | String |\n| **On Activation** | Expression | Expression called when the waypoint is completed.<br>Passed variables are:<br>- this - group leader<br>- thisList - array with all group members | `onActivation` | String |\n| **Script** | Expression | Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished. | `script` | String |\n| **Map Visibility** | Visibility | Make the waypoint visible for the player on the map. | `show2D` | Boolean |\n| **Scene Visibility** | Visibility | Make the waypoint visible for the player in the scene. | `show3D` | Boolean |\n| **Timer Values** | Timer | Time in seconds passed between when the waypoint would be considered complete and when it actually completes. Selected randomly in a range from Min to Max, gravitating towards Mid. | `timeout` | Array in format [min, mid, max] |\n| **Effect Condition** | Effects | Condition for effects to be played, must return boolean expression. | `effectCondition` | String |\n| **Sound** | Effects | Sound played upon activation. | `sound` | String |\n| **Voice** | Effects | Sound spoken by the first unit which activated the trigger. | `voice` | String |\n| **Environment** | Effects | Environment sounds played upon activation. | `soundEnvironment` | String |\n| **Music** | Effects | Music played upon activation. Replaces previously playing music track. | `music` | String |\n| **UI Overlay** | Effects | User interface overlay shown upon activation. | `title` | String |"},{"heading":"See Also","level":3,"markdown":"- Waypoints\n- Data Type Waypoint"}],"categories":["Eden Editor: Asset Types"],"groups":["Mission Editing"]},{"name":"Eden Entity","title":"Eden Entity","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Entity","revid":342177,"updated":"2023-07-09T12:26:58Z","aliases":[],"markdown":"Eden Entity is an entity which can be created, edited or deleted in the Eden Editor.\n\nIt is not a unique data type; instead it represents one of the existing types:\n\n| Data Type | Eden Entity |\n|---|---|\n| Object | Eden Editor Object |\n| Group | Eden Editor Group |\n| Object | Eden Editor Trigger |\n| Object | Eden Editor System |\n| Array | Eden Editor Waypoint |\n| String | Eden Editor Marker |\n| Number | Eden Editor Layer |\n| Number | Eden Editor Comment |","sections":[{"heading":null,"level":1,"markdown":"Eden Entity is an entity which can be created, edited or deleted in the Eden Editor.\n\nIt is not a unique data type; instead it represents one of the existing types:\n\n| Data Type | Eden Entity |\n|---|---|\n| Object | Eden Editor Object |\n| Group | Eden Editor Group |\n| Object | Eden Editor Trigger |\n| Object | Eden Editor System |\n| Array | Eden Editor Waypoint |\n| String | Eden Editor Marker |\n| Number | Eden Editor Layer |\n| Number | Eden Editor Comment |"}],"categories":["Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Eden ID","title":"Eden ID","type":"topic","url":"https://community.bistudio.com/wiki/Eden_ID","revid":257605,"updated":"2021-05-16T21:14:21Z","aliases":[],"markdown":"Eden ID is unique index of an Eden Entity. This Number remains the same even after saving and loading the scenario. Editor layers and Editor comments are always represented by their Eden ID","sections":[{"heading":null,"level":1,"markdown":"Eden ID is unique index of an Eden Entity. This Number remains the same even after saving and loading the scenario. Editor layers and Editor comments are always represented by their Eden ID"}],"categories":["Eden Editor: Modding"],"groups":["Mission Editing"]},{"name":"Editor Object","title":"Editor Object","type":"topic","url":"https://community.bistudio.com/wiki/Editor_Object","revid":295451,"updated":"2021-11-15T22:55:04Z","aliases":[],"markdown":"## Editor Object Type\n\n**Description:**\nEditor objects are used in *Offline Mission Editor* (VBS2) and *Real Time Editor* for an abstract representation of what is on the map.\n\nAn editor object is a String build this way: `\"_type_x\"`, with type being the editor object's type, e.g. \"unit\", and x being the reference number. For example `\"_unit_1\"`, `\"_artillery_23\"`, `\"_marker_4\"`.\n\nIntroduced with Virtual Battlespace 2, does not refer to Operation Flashpoint, Operation Flashpoint: Resistance or Armed Assault.","sections":[{"heading":"Editor Object Type","level":2,"markdown":"**Description:**\nEditor objects are used in *Offline Mission Editor* (VBS2) and *Real Time Editor* for an abstract representation of what is on the map.\n\nAn editor object is a String build this way: `\"_type_x\"`, with type being the editor object's type, e.g. \"unit\", and x being the reference number. For example `\"_unit_1\"`, `\"_artillery_23\"`, `\"_marker_4\"`.\n\nIntroduced with Virtual Battlespace 2, does not refer to Operation Flashpoint, Operation Flashpoint: Resistance or Armed Assault."}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Error Generic Error in Expression","title":"Error Generic Error in Expression","type":"topic","url":"https://community.bistudio.com/wiki/Error_Generic_Error_in_Expression","revid":363360,"updated":"2024-03-27T12:35:11Z","aliases":[],"markdown":"This error occurs when the type of data an operator is expecting does not match.\n\n**Compatibility:**\n\nVersion **1.96**\n\n**Example:**\n\n```sqf\n_myString = \"The meaning of life is \" + 42;                    // error\n_myString = \"The meaning of life is \" + str 42;                // OK\n_myString = \"The meaning of life is \" + format [\"%1\", 42];    // OK - OFP\n```","sections":[{"heading":null,"level":1,"markdown":"This error occurs when the type of data an operator is expecting does not match.\n\n**Compatibility:**\n\nVersion **1.96**\n\n**Example:**\n\n```sqf\n_myString = \"The meaning of life is \" + 42;                    // error\n_myString = \"The meaning of life is \" + str 42;                // OK\n_myString = \"The meaning of life is \" + format [\"%1\", 42];    // OK - OFP\n```"}],"categories":["Common Scripting Errors"],"groups":["Scripting"]},{"name":"Error Type Something Expected Nothing","title":"Error Type Something Expected Nothing","type":"topic","url":"https://community.bistudio.com/wiki/Error_Type_Something_Expected_Nothing","revid":55496,"updated":"2010-01-18T21:01:47Z","aliases":[],"markdown":"This error usually occurs when a statement is incomplete, malformed, or non-existent.\n\n**Compatibility:**\n\nVersion **1.96**\n\n**Example (non-existent statement):**\n\n7 + 6 * 5\n\n**Example (malformed statement):**\n\n3 = 4\n\n**Example (incomplete statement):**\n\n_myVariable","sections":[{"heading":null,"level":1,"markdown":"This error usually occurs when a statement is incomplete, malformed, or non-existent.\n\n**Compatibility:**\n\nVersion **1.96**\n\n**Example (non-existent statement):**\n\n7 + 6 * 5\n\n**Example (malformed statement):**\n\n3 = 4\n\n**Example (incomplete statement):**\n\n_myVariable"}],"categories":["Common Scripting Errors"],"groups":["Scripting"]},{"name":"Error Type String Expected Code","title":"Error Type String Expected Code","type":"topic","url":"https://community.bistudio.com/wiki/Error_Type_String_Expected_Code","revid":377941,"updated":"2026-01-11T22:48:39Z","aliases":[],"markdown":"This error occurs when there is a syntax error contained inside a block of code that makes up part of another statement.\nThe error will be identified as being part of the original statement, not on the specific line where it actually occurs.\nFor instance, if there is a syntax error inside an if statement's \"then\" or \"else\" block, the error will be identified in front of the \"then\"/\"else\" keyword.\n\n**Compatibility:**\n\nVersion Unknown\n\n**Example:**\n\n```sqf\nif (_USD + _EUR == 0) then\n{\n    hint \"Your wallet is empty.\";\n}\nelse // the missing semicolon error below is reported to be before this else keyword\n{\n    _output = \"Your wallet contains:\";\n    if (_USD > 0) then\n    {\n        _output = _output + format[\"\\n- %1 USD\", _USD];\n    } // <-- missing semicolon\n\n    if (_EUR > 0) then\n    {\n        _output = _output + format[\"\\n- %1 EUR\", _EUR];\n    } // <-- missing semicolon\n\n    hint _output;\n};\n```\n\nThe missing semicolons on the if statements within the else block will be reported being before the \"else\" command as \"Type String, Expected Code\".\n\n**See Also:**\n\n- When an error makes no sense\n- Error Type Something Expected Nothing","sections":[{"heading":null,"level":1,"markdown":"This error occurs when there is a syntax error contained inside a block of code that makes up part of another statement.\nThe error will be identified as being part of the original statement, not on the specific line where it actually occurs.\nFor instance, if there is a syntax error inside an if statement's \"then\" or \"else\" block, the error will be identified in front of the \"then\"/\"else\" keyword.\n\n**Compatibility:**\n\nVersion Unknown\n\n**Example:**\n\n```sqf\nif (_USD + _EUR == 0) then\n{\n    hint \"Your wallet is empty.\";\n}\nelse // the missing semicolon error below is reported to be before this else keyword\n{\n    _output = \"Your wallet contains:\";\n    if (_USD > 0) then\n    {\n        _output = _output + format[\"\\n- %1 USD\", _USD];\n    } // <-- missing semicolon\n\n    if (_EUR > 0) then\n    {\n        _output = _output + format[\"\\n- %1 EUR\", _EUR];\n    } // <-- missing semicolon\n\n    hint _output;\n};\n```\n\nThe missing semicolons on the if statements within the else block will be reported being before the \"else\" command as \"Type String, Expected Code\".\n\n**See Also:**\n\n- When an error makes no sense\n- Error Type Something Expected Nothing"}],"categories":["Common Scripting Errors"],"groups":["Scripting"]},{"name":"Error Unknown Operator","title":"Error Unknown Operator","type":"topic","url":"https://community.bistudio.com/wiki/Error_Unknown_Operator","revid":8353,"updated":"2006-06-11T00:25:38Z","aliases":[],"markdown":"This error occurs when the game engine has attempted to parse something as an operator, but could not successfully find the given symbol.\n\n**Examples:**\n\n_myBits = 1002 | 43\n_myVariable = \"hello \" concat \"world!\"\n\nThere are several reasons why this might happen. If a script intended for a new version of OFP makes use of a new operator, and is run on an old copy of the game, this error will show up. Another common cause is when executing a formatted String as an instruction, where a variable inside the instruction is undefined.\n\n**Example:**\n\n[\"a = %1\", b]\n\n*Outputted instruction:*\n\na = scalar bool array string 0xfcfffef\n\n**Result:**\n\nThe engine interprets 'scalar' as an uninitialised variable (similar to 'b' in the above example), and the parser expects an operator as the next token. 'bool' cannot be found in the list of operators (since it isn't one), and so an Unknown Operator message is given.\n\n**Compatibility:**\n\nVersion **1.96**","sections":[{"heading":null,"level":1,"markdown":"This error occurs when the game engine has attempted to parse something as an operator, but could not successfully find the given symbol.\n\n**Examples:**\n\n_myBits = 1002 | 43\n_myVariable = \"hello \" concat \"world!\"\n\nThere are several reasons why this might happen. If a script intended for a new version of OFP makes use of a new operator, and is run on an old copy of the game, this error will show up. Another common cause is when executing a formatted String as an instruction, where a variable inside the instruction is undefined.\n\n**Example:**\n\n[\"a = %1\", b]\n\n*Outputted instruction:*\n\na = scalar bool array string 0xfcfffef\n\n**Result:**\n\nThe engine interprets 'scalar' as an uninitialised variable (similar to 'b' in the above example), and the parser expects an operator as the next token. 'bool' cannot be found in the list of operators (since it isn't one), and so an Unknown Operator message is given.\n\n**Compatibility:**\n\nVersion **1.96**"}],"categories":["Common Scripting Errors"],"groups":["Scripting"]},{"name":"Error Zero Divisor","title":"Error Zero Divisor","type":"topic","url":"https://community.bistudio.com/wiki/Error_Zero_Divisor","revid":184829,"updated":"2021-01-06T16:26:53Z","aliases":[],"markdown":"#### Description\n\nThis error occurs when you attempt to divide a variable by 0.\nIt also occurs when you attempt to access an element of an array which does not exist.\n\n#### Compatibility\n\nVersion **1.96**\n\n#### Example\n\n```\n_myVar = 15 / 0\n_myVar = [1,2,3] select 15\n```","sections":[{"heading":"Description","level":4,"markdown":"This error occurs when you attempt to divide a variable by 0.\nIt also occurs when you attempt to access an element of an array which does not exist."},{"heading":"Compatibility","level":4,"markdown":"Version **1.96**"},{"heading":"Example","level":4,"markdown":"```\n_myVar = 15 / 0\n_myVar = [1,2,3] select 15\n```"}],"categories":["Common Scripting Errors"],"groups":["Scripting"]},{"name":"Event Scripts","title":"Event Scripts","type":"topic","url":"https://community.bistudio.com/wiki/Event_Scripts","revid":377939,"updated":"2026-01-11T17:03:24Z","aliases":["Event based scripts","Init.sqs","Initintro.sqs","init.sqf","init.sqs","onPlayerRespawn.sqf"],"markdown":"**Default Scripts Location**\n\n| Game | Path |\n|---|---|\n| Operation Flashpoint v1.00 | `DTA/scripts.pbo` |\n| Armed Assault v1.00 | `Ca.pbo/data/scripts` |\n| Arma 2 v1.00 | `Ca.pbo/data/scripts` |\n| Arma 2: Operation Arrowhead v1.50 | `Ca.pbo/data/scripts` |\n| Arma 3 v1.00 | `functions_f.pbo/scripts` |\n| Take On Helicopters v1.00 | `data_h.pbo/data/scripts` |\n\nEvent Scripts are scripts that are executed upon specific events. Not all event scripts are executed directly by the engine.\n\nTo use an Event Script, create a file of the given name in the mission directory.\n\n| init* scripts | (on)Player* scripts | Other Scripts |\n|---|---|---|\n| - init.sqf<br>- init.sqs<br>- init3DEN.sqf<br>- initIntro.sqf<br>- initIntro.sqs<br>- initJIPcompatible.sqf<br>- initPlayerLocal.sqf<br>- initPlayerServer.sqf<br>- initServer.sqf | - onPlayerKilled.sqf<br>- onPlayerKilled.sqs<br>- onPlayerRespawn.sqf<br>- onPlayerRespawn.sqs<br>- onPlayerRespawnAsSeagull.sqs<br>- onPlayerRespawnOtherUnit.sqs<br>- onPlayerResurrect.sqs<br>- playerKilledScript.sqs<br>- playerRespawnScript.sqs<br>- playerRespawnSeagullScript.sqs<br>- playerRespawnOtherUnit.sqs<br>- playerResurrectScript.sqs | - exit.sqf<br>- exit.sqs<br>- missionFlow.fsm<br>- onFlare.sqs<br>- pauseOnLoad.sqf<br>- teamSwitchScript.sqs |\n\n> [!NOTE]\n> - See Initialisation Order to learn when initialisation scripts are executed.\n> - Additional initialisation scripts can be executed using functions with preInit or postInit attribute.\n\n### Available Scripts\n\n| File | Present in |  |  |  |  |  |  | Details |\n|---|---|---|---|---|---|---|---|---|\n| File | Operation Flashpoint v1.00 | Operation Flashpoint: Resistance v1.75 | Armed Assault v1.00 | Arma 2 v1.00 | Arma 2: Operation Arrowhead v1.50 | Arma 3 v1.00 | Take On Helicopters v1.00 | Can suspend |\n| **exit.sqf**<br>Executed when mission is finished (before debriefing screen).<br>In Arma 3, see also \"Ended\" and \"MPEnded\" Mission Event Handlers.<br>`params [\"_endType\"];`<br>- endType: String |  |  |  | ✓ | ✓ | ✓ | ✓ | ✓ |\n| **exit.sqs**<br>Executed when mission is finished (before debriefing screen).<br>In Arma 3, see also \"Ended\" and \"MPEnded\" Mission Event Handlers.<br>`params [\"_endType\"];`<br>- endType: String |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **init.sqf**<br>Executed when mission is started (before briefing screen). |  |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| **init.sqs**<br>Executed when mission is started (before briefing screen). | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **init3DEN.sqf**<br>Executed when loading a scenario in Eden Editor if the file is present. Useful for executing scenario-specific editor functionality. |  |  |  |  |  | ✓ |  | ✗ |\n| **initIntro.sqf**<br>Executed when intro, outro win or outro lose is started.<br>> [!NOTE]<br>> **Arma 3:** Functional in Arma 3 only for intro. |  |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| **initIntro.sqs**<br>Executed when intro, outro win or outro lose is started.<br>> [!NOTE]<br>> **Arma 3:** Functional in Arma 3 only for intro. |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **initJIPcompatible.sqf**<br>Executed locally by Arma 2: Multiplayer Framework when a player joins mission (includes both mission start and JIP). Also executed locally on server at mission start. |  |  |  | ✓ | ✓ |  |  |  |\n| **initPlayerLocal.sqf**<br>Executed locally when player joins mission (includes both mission start and JIP). See Initialisation Order for details about when exactly the script is executed.<br>`params [\"_player\", \"_didJIP\"];`<br>- player: Object<br>- didJIP: Boolean |  |  |  |  |  | ✓ |  | ✓ |\n| **initPlayerServer.sqf**<br>Executed only on server when a player joins mission (includes both mission start and JIP). See Initialisation Order for details about when exactly the script is executed.<br>This script relies on BIS_fnc_execVM and remoteExec. If CfgRemoteExec's `class Functions` is set to mode = 0 or 1, the script will never be executed.<br>Therefore, `initPlayerServer.sqf` should be avoided - use [this method](https://www.reddit.com/r/armadev/comments/8fkitd/initplayerserversqf_therefore_initplayerserversqf/dy5k5pf/) instead.<br>`params [\"_playerUnit\", \"_didJIP\"];`<br>- playerUnit: Object<br>- didJIP: Boolean |  |  |  |  |  | ✓ |  | ✓ |\n| **initServer.sqf**<br>Executed only on server when mission is started. See Initialisation Order for details about when exactly the script is executed. |  |  |  |  |  | ✓ |  | ✓ |\n| **missionFlow.fsm**<br>Executed on post-init when mission is started. See BIS_fnc_missionFlow. |  |  |  |  |  | ✓ |  |  |\n| **onFlare.sqs**<br>Executed when a flare is lit after being fired from grenade launcher.<br>`params [\"_colorRGB\", \"_shooter\", \"_projectile\", \"_instigator\"];`<br>- colorRGB: Color (RGBA)<br>- shooter: Object<br>- Arma 3 v2.10 projectile: Object - the flare itself<br>- Arma 3 v2.18 instigator: Object - shot instigator |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **onPlayerKilled.sqf**<br>Executed when player is killed in singleplayer or in multiplayer mission.<br>`params [\"_oldUnit\", \"_killer\", \"_respawn\", \"_respawnDelay\"];`<br>- oldUnit: Object<br>- killer: Object<br>- respawnType: Number<br>- respawnDelay: Number |  |  |  |  |  | ✓ |  | ✓ |\n| **onPlayerKilled.sqs**<br>Executed when player is killed in singleplayer or in multiplayer mission with \"NONE\" respawn type.<br>`params [\"_player\", \"_killer\"];`<br>- player: Object<br>- killer: Object | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ | ✓ |  |\n| **onPlayerRespawn.sqf**<br>Executed locally when player respawns in a multiplayer mission.<br>This event script will also fire at the beginning of a mission if respawnOnStart is 0 or 1, oldUnit will be objNull in this instance.<br>This script will not fire at mission start if respawnOnStart equals -1.<br>`params [\"_newUnit\", \"_oldUnit\", \"_respawn\", \"_respawnDelay\"];`<br>- newUnit: Object<br>- oldUnit: Object<br>- respawnType: Number<br>- respawnDelay: Number |  |  |  |  |  | ✓ |  | ✓ |\n| **onPlayerRespawn.sqs**<br>Executed when player is killed in multiplayer mission with \"INSTANT\" or \"BASE\" respawn type. It will not work if *dta\\scripts\\onPlayerRespawn.sqs* does not exist.<br>`params [\"_player\", \"_killer\", \"_respawnDelay\"];`<br>- player: Object<br>- killer: Object<br>- respawnDelay: Number |  | ✓ |  |  |  |  |  |  |\n| **onPlayerRespawnAsSeagull.sqs**<br>Executed when player is killed in multiplayer mission with \"SEAGULL\" respawn type, or when the type is \"GROUP\" or \"SIDE\", but no remaining respawn slots are left.<br>This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnAsSeagull.sqs` was renamed to `playerRespawnSeagullScript.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_seagull\"];`<br>- player: Object<br>- killer: Object<br>- seagull: Object | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ | ✓ |  |\n| **onPlayerRespawnOtherUnit.sqs**<br>Executed when player is killed in multiplayer mission with \"GROUP\" or \"SIDE\" respawn type. This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnOtherUnit.sqs` was renamed to `playerRespawnOtherUnit.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_newUnit\"];`<br>- player: Object<br>- killer: Object<br>- newUnit: Object | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ | ✓ |  |\n| **onPlayerResurrect.sqs**<br>Executed when player is respawned in multiplayer mission with \"INSTANT\" or \"BASE\" respawn type. It will not work if `dta\\scripts\\onPlayerResurrect.sqs` does not exist.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerResurrect.sqs` was renamed to `playerResurrectScript.sqs` in Arma 3.<br>`params [\"_player\"];`<br>- player: Object |  | ✓ |  |  |  | ✗ |  |  |\n| **pauseOnLoad.sqf**<br>Executed when pause menu is activated.<br>To make it work in MP or Arma 3, use `onPauseScript = \"pauseOnLoad.sqf\";` in Description.ext.<br>`params [\"_pauseMenuDisplay\"];`<br>- pauseMenuDisplay: Display |  |  |  | ✓ | ✓ |  | ✓ | ✓ |\n| **playerKilledScript.sqs**<br>Executed locally when player is killed in singleplayer or in multiplayer mission with \"NONE\" respawn type.<br>Overrides default behavior of mission death screen in single player. Game may become unplayable if not scripted correctly. Avoid use if not experienced with this script.<br>`params [\"_player\", \"_killer\"];`<br>- player: Object<br>- killer: Object | Unknown | Unknown | Unknown | Unknown | Unknown | ✓ | Unknown |  |\n| **playerRespawnScript.sqs**<br>Executed locally and immediately when player is killed in multiplayer mission with \"BASE\" or \"INSTANT\" respawn type.<br>Overrides default behavior of multiplayer respawn. Game may become unplayable if not scripted correctly. Avoid use if not experienced with this script.<br>`params [\"_player\", \"_killer\", \"_respawnDelay\"];`<br>- player: Object<br>- killer: Object<br>- respawnDelay: Number | Unknown | Unknown | Unknown | Unknown | Unknown | ✓ | Unknown |  |\n| **playerRespawnSeagullScript.sqs**<br>Executed when player is killed in multiplayer mission with \"SEAGULL\" respawn type, or when the type is \"GROUP\" or \"SIDE\", but no remaining respawn slots are left.<br>This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnAsSeagull.sqs` was renamed to `playerRespawnSeagullScript.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_seagull\"];`<br>- player: Object<br>- killer: Object<br>- seagull: Object | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |  |\n| **playerRespawnOtherUnit.sqs**<br>Executed when player is killed in multiplayer mission with \"GROUP\" or \"SIDE\" respawn type. This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnOtherUnit.sqs` was renamed to `playerRespawnOtherUnit.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_newUnit\"];`<br>- player: Object<br>- killer: Object<br>- newUnit: Object | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |  |\n| **playerResurrectScript.sqs**<br>Executed when player is respawned in multiplayer mission with \"INSTANT\" or \"BASE\" respawn type. It will not work if `dta\\scripts\\onPlayerResurrect.sqs` does not exist.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerResurrect.sqs` was renamed to `playerResurrectScript.sqs` in Arma 3.<br>`params [\"_player\"];`<br>- player: Object | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |  |\n| **teamSwitchScript.sqs**<br>Executed *after* a Team Switch is done. **Not** triggered by selectPlayer.<br>`params [\"_oldUnit\", \"_newUnit\"];`<br>- oldUnit: Object<br>- newUnit: Object | ✗ |  |  |  |  | ✓ |  |  |","sections":[{"heading":null,"level":1,"markdown":"**Default Scripts Location**\n\n| Game | Path |\n|---|---|\n| Operation Flashpoint v1.00 | `DTA/scripts.pbo` |\n| Armed Assault v1.00 | `Ca.pbo/data/scripts` |\n| Arma 2 v1.00 | `Ca.pbo/data/scripts` |\n| Arma 2: Operation Arrowhead v1.50 | `Ca.pbo/data/scripts` |\n| Arma 3 v1.00 | `functions_f.pbo/scripts` |\n| Take On Helicopters v1.00 | `data_h.pbo/data/scripts` |\n\nEvent Scripts are scripts that are executed upon specific events. Not all event scripts are executed directly by the engine.\n\nTo use an Event Script, create a file of the given name in the mission directory.\n\n| init* scripts | (on)Player* scripts | Other Scripts |\n|---|---|---|\n| - init.sqf<br>- init.sqs<br>- init3DEN.sqf<br>- initIntro.sqf<br>- initIntro.sqs<br>- initJIPcompatible.sqf<br>- initPlayerLocal.sqf<br>- initPlayerServer.sqf<br>- initServer.sqf | - onPlayerKilled.sqf<br>- onPlayerKilled.sqs<br>- onPlayerRespawn.sqf<br>- onPlayerRespawn.sqs<br>- onPlayerRespawnAsSeagull.sqs<br>- onPlayerRespawnOtherUnit.sqs<br>- onPlayerResurrect.sqs<br>- playerKilledScript.sqs<br>- playerRespawnScript.sqs<br>- playerRespawnSeagullScript.sqs<br>- playerRespawnOtherUnit.sqs<br>- playerResurrectScript.sqs | - exit.sqf<br>- exit.sqs<br>- missionFlow.fsm<br>- onFlare.sqs<br>- pauseOnLoad.sqf<br>- teamSwitchScript.sqs |\n\n> [!NOTE]\n> - See Initialisation Order to learn when initialisation scripts are executed.\n> - Additional initialisation scripts can be executed using functions with preInit or postInit attribute."},{"heading":"Available Scripts","level":3,"markdown":"| File | Present in |  |  |  |  |  |  | Details |\n|---|---|---|---|---|---|---|---|---|\n| File | Operation Flashpoint v1.00 | Operation Flashpoint: Resistance v1.75 | Armed Assault v1.00 | Arma 2 v1.00 | Arma 2: Operation Arrowhead v1.50 | Arma 3 v1.00 | Take On Helicopters v1.00 | Can suspend |\n| **exit.sqf**<br>Executed when mission is finished (before debriefing screen).<br>In Arma 3, see also \"Ended\" and \"MPEnded\" Mission Event Handlers.<br>`params [\"_endType\"];`<br>- endType: String |  |  |  | ✓ | ✓ | ✓ | ✓ | ✓ |\n| **exit.sqs**<br>Executed when mission is finished (before debriefing screen).<br>In Arma 3, see also \"Ended\" and \"MPEnded\" Mission Event Handlers.<br>`params [\"_endType\"];`<br>- endType: String |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **init.sqf**<br>Executed when mission is started (before briefing screen). |  |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| **init.sqs**<br>Executed when mission is started (before briefing screen). | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **init3DEN.sqf**<br>Executed when loading a scenario in Eden Editor if the file is present. Useful for executing scenario-specific editor functionality. |  |  |  |  |  | ✓ |  | ✗ |\n| **initIntro.sqf**<br>Executed when intro, outro win or outro lose is started.<br>> [!NOTE]<br>> **Arma 3:** Functional in Arma 3 only for intro. |  |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| **initIntro.sqs**<br>Executed when intro, outro win or outro lose is started.<br>> [!NOTE]<br>> **Arma 3:** Functional in Arma 3 only for intro. |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **initJIPcompatible.sqf**<br>Executed locally by Arma 2: Multiplayer Framework when a player joins mission (includes both mission start and JIP). Also executed locally on server at mission start. |  |  |  | ✓ | ✓ |  |  |  |\n| **initPlayerLocal.sqf**<br>Executed locally when player joins mission (includes both mission start and JIP). See Initialisation Order for details about when exactly the script is executed.<br>`params [\"_player\", \"_didJIP\"];`<br>- player: Object<br>- didJIP: Boolean |  |  |  |  |  | ✓ |  | ✓ |\n| **initPlayerServer.sqf**<br>Executed only on server when a player joins mission (includes both mission start and JIP). See Initialisation Order for details about when exactly the script is executed.<br>This script relies on BIS_fnc_execVM and remoteExec. If CfgRemoteExec's `class Functions` is set to mode = 0 or 1, the script will never be executed.<br>Therefore, `initPlayerServer.sqf` should be avoided - use [this method](https://www.reddit.com/r/armadev/comments/8fkitd/initplayerserversqf_therefore_initplayerserversqf/dy5k5pf/) instead.<br>`params [\"_playerUnit\", \"_didJIP\"];`<br>- playerUnit: Object<br>- didJIP: Boolean |  |  |  |  |  | ✓ |  | ✓ |\n| **initServer.sqf**<br>Executed only on server when mission is started. See Initialisation Order for details about when exactly the script is executed. |  |  |  |  |  | ✓ |  | ✓ |\n| **missionFlow.fsm**<br>Executed on post-init when mission is started. See BIS_fnc_missionFlow. |  |  |  |  |  | ✓ |  |  |\n| **onFlare.sqs**<br>Executed when a flare is lit after being fired from grenade launcher.<br>`params [\"_colorRGB\", \"_shooter\", \"_projectile\", \"_instigator\"];`<br>- colorRGB: Color (RGBA)<br>- shooter: Object<br>- Arma 3 v2.10 projectile: Object - the flare itself<br>- Arma 3 v2.18 instigator: Object - shot instigator |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **onPlayerKilled.sqf**<br>Executed when player is killed in singleplayer or in multiplayer mission.<br>`params [\"_oldUnit\", \"_killer\", \"_respawn\", \"_respawnDelay\"];`<br>- oldUnit: Object<br>- killer: Object<br>- respawnType: Number<br>- respawnDelay: Number |  |  |  |  |  | ✓ |  | ✓ |\n| **onPlayerKilled.sqs**<br>Executed when player is killed in singleplayer or in multiplayer mission with \"NONE\" respawn type.<br>`params [\"_player\", \"_killer\"];`<br>- player: Object<br>- killer: Object | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ | ✓ |  |\n| **onPlayerRespawn.sqf**<br>Executed locally when player respawns in a multiplayer mission.<br>This event script will also fire at the beginning of a mission if respawnOnStart is 0 or 1, oldUnit will be objNull in this instance.<br>This script will not fire at mission start if respawnOnStart equals -1.<br>`params [\"_newUnit\", \"_oldUnit\", \"_respawn\", \"_respawnDelay\"];`<br>- newUnit: Object<br>- oldUnit: Object<br>- respawnType: Number<br>- respawnDelay: Number |  |  |  |  |  | ✓ |  | ✓ |\n| **onPlayerRespawn.sqs**<br>Executed when player is killed in multiplayer mission with \"INSTANT\" or \"BASE\" respawn type. It will not work if *dta\\scripts\\onPlayerRespawn.sqs* does not exist.<br>`params [\"_player\", \"_killer\", \"_respawnDelay\"];`<br>- player: Object<br>- killer: Object<br>- respawnDelay: Number |  | ✓ |  |  |  |  |  |  |\n| **onPlayerRespawnAsSeagull.sqs**<br>Executed when player is killed in multiplayer mission with \"SEAGULL\" respawn type, or when the type is \"GROUP\" or \"SIDE\", but no remaining respawn slots are left.<br>This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnAsSeagull.sqs` was renamed to `playerRespawnSeagullScript.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_seagull\"];`<br>- player: Object<br>- killer: Object<br>- seagull: Object | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ | ✓ |  |\n| **onPlayerRespawnOtherUnit.sqs**<br>Executed when player is killed in multiplayer mission with \"GROUP\" or \"SIDE\" respawn type. This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnOtherUnit.sqs` was renamed to `playerRespawnOtherUnit.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_newUnit\"];`<br>- player: Object<br>- killer: Object<br>- newUnit: Object | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ | ✓ |  |\n| **onPlayerResurrect.sqs**<br>Executed when player is respawned in multiplayer mission with \"INSTANT\" or \"BASE\" respawn type. It will not work if `dta\\scripts\\onPlayerResurrect.sqs` does not exist.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerResurrect.sqs` was renamed to `playerResurrectScript.sqs` in Arma 3.<br>`params [\"_player\"];`<br>- player: Object |  | ✓ |  |  |  | ✗ |  |  |\n| **pauseOnLoad.sqf**<br>Executed when pause menu is activated.<br>To make it work in MP or Arma 3, use `onPauseScript = \"pauseOnLoad.sqf\";` in Description.ext.<br>`params [\"_pauseMenuDisplay\"];`<br>- pauseMenuDisplay: Display |  |  |  | ✓ | ✓ |  | ✓ | ✓ |\n| **playerKilledScript.sqs**<br>Executed locally when player is killed in singleplayer or in multiplayer mission with \"NONE\" respawn type.<br>Overrides default behavior of mission death screen in single player. Game may become unplayable if not scripted correctly. Avoid use if not experienced with this script.<br>`params [\"_player\", \"_killer\"];`<br>- player: Object<br>- killer: Object | Unknown | Unknown | Unknown | Unknown | Unknown | ✓ | Unknown |  |\n| **playerRespawnScript.sqs**<br>Executed locally and immediately when player is killed in multiplayer mission with \"BASE\" or \"INSTANT\" respawn type.<br>Overrides default behavior of multiplayer respawn. Game may become unplayable if not scripted correctly. Avoid use if not experienced with this script.<br>`params [\"_player\", \"_killer\", \"_respawnDelay\"];`<br>- player: Object<br>- killer: Object<br>- respawnDelay: Number | Unknown | Unknown | Unknown | Unknown | Unknown | ✓ | Unknown |  |\n| **playerRespawnSeagullScript.sqs**<br>Executed when player is killed in multiplayer mission with \"SEAGULL\" respawn type, or when the type is \"GROUP\" or \"SIDE\", but no remaining respawn slots are left.<br>This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnAsSeagull.sqs` was renamed to `playerRespawnSeagullScript.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_seagull\"];`<br>- player: Object<br>- killer: Object<br>- seagull: Object | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |  |\n| **playerRespawnOtherUnit.sqs**<br>Executed when player is killed in multiplayer mission with \"GROUP\" or \"SIDE\" respawn type. This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnOtherUnit.sqs` was renamed to `playerRespawnOtherUnit.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_newUnit\"];`<br>- player: Object<br>- killer: Object<br>- newUnit: Object | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |  |\n| **playerResurrectScript.sqs**<br>Executed when player is respawned in multiplayer mission with \"INSTANT\" or \"BASE\" respawn type. It will not work if `dta\\scripts\\onPlayerResurrect.sqs` does not exist.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerResurrect.sqs` was renamed to `playerResurrectScript.sqs` in Arma 3.<br>`params [\"_player\"];`<br>- player: Object | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |  |\n| **teamSwitchScript.sqs**<br>Executed *after* a Team Switch is done. **Not** triggered by selectPlayer.<br>`params [\"_oldUnit\", \"_newUnit\"];`<br>- oldUnit: Object<br>- newUnit: Object | ✗ |  |  |  |  | ✓ |  |  |"}],"categories":["Event Handlers","Mission Editing","Scripting Topics"],"groups":["Scripting"]},{"name":"Example Code: Convert Position To Map Grid","title":"Example Code: Convert Position To Map Grid","type":"topic","url":"https://community.bistudio.com/wiki/Example_Code:_Convert_Position_To_Map_Grid","revid":378162,"updated":"2026-02-28T20:46:00Z","aliases":["Converting position to map grid"],"markdown":"### Arma 3 (Arma 3 v1.00 Arma 2 v1.04)\n\n> [!NOTE]\n> - mapGridPosition has been introduced in Arma 2 v1.04\n\n```sqf\nprivate _mapGridPosition = mapGridPosition player;\n```\n\n### Arma 2 (Arma 2 v1.00)\n\n> [!NOTE]\n> - BIS_fnc_posToGrid has been introduced in Arma 2 v1.00\n\n```sqf\nlocal _mapGridPosition = player call BIS_fnc_posToGrid;\n```\n\n### Armed Assault (Armed Assault v1.00)\n\n> [!NOTE]\n> - floor has been introduced in Armed Assault v1.00\n\n```sqf\nprivate [\"_gridSize\", \"_yOffset\", \"_xPos\", \"_yPos\"]\nprivate [\"_letter1Index\", \"_letter2Index\", \"_letter1Choice\", \"_letter2Choice\", \"_letter1\", \"_letter2\"]\nprivate [\"_numbers\", \"_mapGridPosition\"]\n\n_gridSize = 200; // given grid squares are 200 × 200\n_yOffset = -280; // position [0,0,0] is somewhere in the middle of second big grid on Y axis\n\n_xPos = floor ((_this select 0) / _gridSize);\n_yPos = floor (((_this select 1) + _yOffset) / _gridSize);\n\n_letter1Index = floor (_xPos / 10);\n_letter2Index = floor (_xPos % 10);\n_letter1Choice = [\"A\", \"B\", \"C\", \"D\", \"E\", \"F\", \"G\", \"H\", \"I\", \"J\"];\n_letter2Choice = [\"a\", \"b\", \"c\", \"d\", \"e\", \"f\", \"g\", \"h\", \"i\", \"j\"];\n_letter1 = _letter1Choice select _letter1Index;\n_letter2 = _letter2Choice select _letter2Index;\n\n_numbers = 100 - _yPos; // coordinate numbers start from top-left of the map\n\n_mapGridPosition = format [\"%1%2%3\", _letter1, _letter2, _numbers];\n```\n\n### Operation Flashpoint (Operation Flashpoint v1.00)\n\n```sqs\nprivate [\"_gridSize\", \"_yOffset\", \"_xPos\", \"_yPos\"]\nprivate [\"_letter1Index\", \"_letter2Index\", \"_letter1Choice\", \"_letter2Choice\", \"_letter1\", \"_letter2\"]\nprivate [\"_numbers\", \"_mapGridPosition\"]\n\n; given grid squares are 200 × 200\n_gridSize = 200\n\n; position [0,0,0] is somewhere in the middle of second big grid on Y axis\n_yOffset = -280\n\n_xPos = (_this select 0) / _gridSize\n_yPos = ((_this select 1) + _yOffset) / _gridSize\n_xPos = _xPos - (_xPos mod 1)\n_yPos = _yPos - (_yPos mod 1)\n\n_letter1Index = _xPos / 10\n_letter2Index = _xPos % 10\n_letter1Index = _letter1Index - (_letter1Index mod 1)\n_letter2Index = _letter2Index - (_letter2Index mod 1)\n_letter1Choice = [\"A\", \"B\", \"C\", \"D\", \"E\", \"F\", \"G\", \"H\", \"I\", \"J\"]\n_letter2Choice = [\"a\", \"b\", \"c\", \"d\", \"e\", \"f\", \"g\", \"h\", \"i\", \"j\"]\n_letter1 = _letter1Choice select _letter1Index\n_letter2 = _letter2Choice select _letter2Index\n\n; coordinate numbers start from top-left of the map\n_numbers = 100 - _yPos\n\n_mapGridPosition = format [\"%1%2%3\", _letter1, _letter2, _numbers]\n```","sections":[{"heading":"Arma 3 (Arma 3 v1.00 Arma 2 v1.04)","level":3,"markdown":"> [!NOTE]\n> - mapGridPosition has been introduced in Arma 2 v1.04\n\n```sqf\nprivate _mapGridPosition = mapGridPosition player;\n```"},{"heading":"Arma 2 (Arma 2 v1.00)","level":3,"markdown":"> [!NOTE]\n> - BIS_fnc_posToGrid has been introduced in Arma 2 v1.00\n\n```sqf\nlocal _mapGridPosition = player call BIS_fnc_posToGrid;\n```"},{"heading":"Armed Assault (Armed Assault v1.00)","level":3,"markdown":"> [!NOTE]\n> - floor has been introduced in Armed Assault v1.00\n\n```sqf\nprivate [\"_gridSize\", \"_yOffset\", \"_xPos\", \"_yPos\"]\nprivate [\"_letter1Index\", \"_letter2Index\", \"_letter1Choice\", \"_letter2Choice\", \"_letter1\", \"_letter2\"]\nprivate [\"_numbers\", \"_mapGridPosition\"]\n\n_gridSize = 200; // given grid squares are 200 × 200\n_yOffset = -280; // position [0,0,0] is somewhere in the middle of second big grid on Y axis\n\n_xPos = floor ((_this select 0) / _gridSize);\n_yPos = floor (((_this select 1) + _yOffset) / _gridSize);\n\n_letter1Index = floor (_xPos / 10);\n_letter2Index = floor (_xPos % 10);\n_letter1Choice = [\"A\", \"B\", \"C\", \"D\", \"E\", \"F\", \"G\", \"H\", \"I\", \"J\"];\n_letter2Choice = [\"a\", \"b\", \"c\", \"d\", \"e\", \"f\", \"g\", \"h\", \"i\", \"j\"];\n_letter1 = _letter1Choice select _letter1Index;\n_letter2 = _letter2Choice select _letter2Index;\n\n_numbers = 100 - _yPos; // coordinate numbers start from top-left of the map\n\n_mapGridPosition = format [\"%1%2%3\", _letter1, _letter2, _numbers];\n```"},{"heading":"Operation Flashpoint (Operation Flashpoint v1.00)","level":3,"markdown":"```sqs\nprivate [\"_gridSize\", \"_yOffset\", \"_xPos\", \"_yPos\"]\nprivate [\"_letter1Index\", \"_letter2Index\", \"_letter1Choice\", \"_letter2Choice\", \"_letter1\", \"_letter2\"]\nprivate [\"_numbers\", \"_mapGridPosition\"]\n\n; given grid squares are 200 × 200\n_gridSize = 200\n\n; position [0,0,0] is somewhere in the middle of second big grid on Y axis\n_yOffset = -280\n\n_xPos = (_this select 0) / _gridSize\n_yPos = ((_this select 1) + _yOffset) / _gridSize\n_xPos = _xPos - (_xPos mod 1)\n_yPos = _yPos - (_yPos mod 1)\n\n_letter1Index = _xPos / 10\n_letter2Index = _xPos % 10\n_letter1Index = _letter1Index - (_letter1Index mod 1)\n_letter2Index = _letter2Index - (_letter2Index mod 1)\n_letter1Choice = [\"A\", \"B\", \"C\", \"D\", \"E\", \"F\", \"G\", \"H\", \"I\", \"J\"]\n_letter2Choice = [\"a\", \"b\", \"c\", \"d\", \"e\", \"f\", \"g\", \"h\", \"i\", \"j\"]\n_letter1 = _letter1Choice select _letter1Index\n_letter2 = _letter2Choice select _letter2Index\n\n; coordinate numbers start from top-left of the map\n_numbers = 100 - _yPos\n\n_mapGridPosition = format [\"%1%2%3\", _letter1, _letter2, _numbers]\n```"}],"categories":["Example Code"],"groups":["Scripting"]},{"name":"Example Code: General Deletion","title":"Example Code: General Deletion","type":"topic","url":"https://community.bistudio.com/wiki/Example_Code:_General_Deletion","revid":378119,"updated":"2026-02-20T13:52:34Z","aliases":[],"markdown":"**fn_delete.sqf**:\n\n```sqf\n/*\n    Author: Lou Montana\n\n    Description:\n        Deletes anything that is passed to it.\n\n    Parameters:\n        0: ANYTHING\n        1: NUMBER or ARRAY or STRING - see examples below\n\n    Returns:\n        ANYTHING (false in case of a bad parameter, e.g null or number)\n\n    Examples:\n        cursorObject                        call LM_fnc_delete\n        group player                        call LM_fnc_delete\n        myLocation                            call LM_fnc_delete\n        myScriptHandle                        call LM_fnc_delete\n        myTeamMember                        call LM_fnc_delete\n        myControl                            call LM_fnc_delete\n        myDisplay                            call LM_fnc_delete\n        mySimpleTask                        call LM_fnc_delete\n        \"myMarker\"                            call LM_fnc_delete\n        [myDisplay, 1]                        call LM_fnc_delete // display + errorCode\n        [\"myMarker\", \"local\"]                call LM_fnc_delete // uses deleteMarkerLocal\n        [\"myIdentity\", \"identity\"]            call LM_fnc_delete // uses deleteIdentity\n        [\"myCustomStatus\", \"status\"]        call LM_fnc_delete // uses deleteStatus\n        [\"myFrameworkTaskId\", \"task\"]        call LM_fnc_delete // uses BIS_fnc_deleteTask\n        [units group player]                call LM_fnc_delete // USE [] for arrays!\n        [waypoints group player select 3]    call LM_fnc_delete // waypoint - USE [] as a waypoint is an array\n        [group player, 3]                    call LM_fnc_delete // waypoint as well\n        blufor                                call LM_fnc_delete // deletes all the blufor units (keeping the side centre)\n        [blufor, \"center\"]                    call LM_fnc_delete // deletes the side centre\n        [myArray, 3]                        call LM_fnc_delete // myArray deleteAt 3\n        [myArray, [0, 3]]                    call LM_fnc_delete // myArray deleteRange [0, 3]\n        [[group player, \"myMarker\", blufor, myScriptHandle]] call LM_fnc_delete // everything can be mixed together\n*/\n\nparams [\n    \"_argument\",\n    [\"_parameter\", {}, [0, [], \"\"]]\n];\n\nif (isNil \"_argument\" ||\n    {\n        _argument in [objNull, grpNull, controlNull, displayNull, locationNull, scriptNull, taskNull, teamMemberNull] ||\n        { _argument isEqualTypeAny [0, {}, configNull, missionNamespace] }\n    }\n) exitWith { false };\n\nif (_argument isEqualType objNull) exitWith // ...the initial reason this function was written\n{\n    if (vehicle _argument == _argument) then\n    {\n        if (crew _argument isNotEqualTo []) then\n        {\n            { _argument deleteVehicleCrew _x } forEach crew _argument;\n        };\n        private _vehicleCargo = getVehicleCargo _argument;\n        if (_vehicleCargo isNotEqualTo []) then\n        {\n            [_vehicleCargo] call LM_fnc_delete;\n        };\n        deleteVehicle _argument;\n    } else {\n        objectParent _argument deleteVehicleCrew _argument;\n    };\n};\n\nif (_argument isEqualType grpNull) exitWith\n{\n    if (!isNil \"_parameter\" && { _parameter isEqualType 0 }) exitWith { deleteWaypoint [_argument, _parameter] };\n    [units _argument] call LM_fnc_delete;\n    deleteGroup _argument;\n};\n\nif (_argument isEqualType []) exitWith\n{\n    private _mustExit = false;\n    if (!isNil \"_parameter\") then\n    {\n        if (_parameter isEqualType 0) exitWith { _mustExit = true; _argument deleteAt _parameter };\n        if (_parameter isEqualType [] && { count _item1 > 1 && _item1 isEqualTypeAll 0 }) exitWith\n        {\n            _mustExit = true;\n            _parameter params [\"_from\", \"_range\"];\n            _argument deleteRange [_from, _range];\n        };\n    };\n    if (_mustExit) exitWith {};\n    { [_x] call LM_fnc_delete } forEach _argument;\n};\n\nif (_argument isEqualType \"\") exitWith\n{\n    private _mustExit = false;\n    if (!isNil \"_parameter\" && { _parameter isEqualType \"\" }) then\n    {\n        if (_parameter == \"identity\") exitWith { _mustExit = true; deleteIdentity _argument };\n        if (_parameter == \"status\")   exitWith { _mustExit = true; deleteStatus _argument };\n        if (_parameter == \"local\")    exitWith { _mustExit = true; deleteMarkerLocal _argument };\n        if (_parameter == \"task\")     exitWith\n        {\n            _mustExit = true;\n            [_argument, allUnits + allDeadMen + [blufor, opfor, independent, civilian]] call BIS_fnc_deleteTask;\n        };\n    };\n    if (_mustExit) exitWith {};\n    deleteMarker _argument;\n};\n\nif (_argument isEqualType scriptNull)     exitWith { terminate _argument };\nif (_argument isEqualType locationNull)   exitWith { deleteLocation _argument };\n\nif (_argument isEqualType blufor)         exitWith\n{\n    if (!isNil \"_parameter\" && { _parameter isEqualType \"\" && { _parameter == \"center\" } }) then\n    {\n        deleteCenter _argument;\n    } else {\n        [allGroups select { side _x == _argument }] call LM_fnc_delete;\n    };\n};\n\nif (_argument isEqualType controlNull) exitWith { ctrlDelete _argument };\nif (_argument isEqualType displayNull) exitWith\n{\n    private _exitCode = 0;\n    if (!isNil \"_parameter\" && { _parameter isEqualType 0 }) then { _exitCode = _parameter };\n    _argument closeDisplay _exitCode;\n};\n\nif (_argument isEqualType taskNull && _parameter isEqualType objNull) exitWith { _parameter removeSimpleTask _argument };\nif (_argument isEqualType teamMemberNull) exitWith { deleteTeam _argument };\n\nfalse;\n```","sections":[{"heading":null,"level":1,"markdown":"**fn_delete.sqf**:\n\n```sqf\n/*\n    Author: Lou Montana\n\n    Description:\n        Deletes anything that is passed to it.\n\n    Parameters:\n        0: ANYTHING\n        1: NUMBER or ARRAY or STRING - see examples below\n\n    Returns:\n        ANYTHING (false in case of a bad parameter, e.g null or number)\n\n    Examples:\n        cursorObject                        call LM_fnc_delete\n        group player                        call LM_fnc_delete\n        myLocation                            call LM_fnc_delete\n        myScriptHandle                        call LM_fnc_delete\n        myTeamMember                        call LM_fnc_delete\n        myControl                            call LM_fnc_delete\n        myDisplay                            call LM_fnc_delete\n        mySimpleTask                        call LM_fnc_delete\n        \"myMarker\"                            call LM_fnc_delete\n        [myDisplay, 1]                        call LM_fnc_delete // display + errorCode\n        [\"myMarker\", \"local\"]                call LM_fnc_delete // uses deleteMarkerLocal\n        [\"myIdentity\", \"identity\"]            call LM_fnc_delete // uses deleteIdentity\n        [\"myCustomStatus\", \"status\"]        call LM_fnc_delete // uses deleteStatus\n        [\"myFrameworkTaskId\", \"task\"]        call LM_fnc_delete // uses BIS_fnc_deleteTask\n        [units group player]                call LM_fnc_delete // USE [] for arrays!\n        [waypoints group player select 3]    call LM_fnc_delete // waypoint - USE [] as a waypoint is an array\n        [group player, 3]                    call LM_fnc_delete // waypoint as well\n        blufor                                call LM_fnc_delete // deletes all the blufor units (keeping the side centre)\n        [blufor, \"center\"]                    call LM_fnc_delete // deletes the side centre\n        [myArray, 3]                        call LM_fnc_delete // myArray deleteAt 3\n        [myArray, [0, 3]]                    call LM_fnc_delete // myArray deleteRange [0, 3]\n        [[group player, \"myMarker\", blufor, myScriptHandle]] call LM_fnc_delete // everything can be mixed together\n*/\n\nparams [\n    \"_argument\",\n    [\"_parameter\", {}, [0, [], \"\"]]\n];\n\nif (isNil \"_argument\" ||\n    {\n        _argument in [objNull, grpNull, controlNull, displayNull, locationNull, scriptNull, taskNull, teamMemberNull] ||\n        { _argument isEqualTypeAny [0, {}, configNull, missionNamespace] }\n    }\n) exitWith { false };\n\nif (_argument isEqualType objNull) exitWith // ...the initial reason this function was written\n{\n    if (vehicle _argument == _argument) then\n    {\n        if (crew _argument isNotEqualTo []) then\n        {\n            { _argument deleteVehicleCrew _x } forEach crew _argument;\n        };\n        private _vehicleCargo = getVehicleCargo _argument;\n        if (_vehicleCargo isNotEqualTo []) then\n        {\n            [_vehicleCargo] call LM_fnc_delete;\n        };\n        deleteVehicle _argument;\n    } else {\n        objectParent _argument deleteVehicleCrew _argument;\n    };\n};\n\nif (_argument isEqualType grpNull) exitWith\n{\n    if (!isNil \"_parameter\" && { _parameter isEqualType 0 }) exitWith { deleteWaypoint [_argument, _parameter] };\n    [units _argument] call LM_fnc_delete;\n    deleteGroup _argument;\n};\n\nif (_argument isEqualType []) exitWith\n{\n    private _mustExit = false;\n    if (!isNil \"_parameter\") then\n    {\n        if (_parameter isEqualType 0) exitWith { _mustExit = true; _argument deleteAt _parameter };\n        if (_parameter isEqualType [] && { count _item1 > 1 && _item1 isEqualTypeAll 0 }) exitWith\n        {\n            _mustExit = true;\n            _parameter params [\"_from\", \"_range\"];\n            _argument deleteRange [_from, _range];\n        };\n    };\n    if (_mustExit) exitWith {};\n    { [_x] call LM_fnc_delete } forEach _argument;\n};\n\nif (_argument isEqualType \"\") exitWith\n{\n    private _mustExit = false;\n    if (!isNil \"_parameter\" && { _parameter isEqualType \"\" }) then\n    {\n        if (_parameter == \"identity\") exitWith { _mustExit = true; deleteIdentity _argument };\n        if (_parameter == \"status\")   exitWith { _mustExit = true; deleteStatus _argument };\n        if (_parameter == \"local\")    exitWith { _mustExit = true; deleteMarkerLocal _argument };\n        if (_parameter == \"task\")     exitWith\n        {\n            _mustExit = true;\n            [_argument, allUnits + allDeadMen + [blufor, opfor, independent, civilian]] call BIS_fnc_deleteTask;\n        };\n    };\n    if (_mustExit) exitWith {};\n    deleteMarker _argument;\n};\n\nif (_argument isEqualType scriptNull)     exitWith { terminate _argument };\nif (_argument isEqualType locationNull)   exitWith { deleteLocation _argument };\n\nif (_argument isEqualType blufor)         exitWith\n{\n    if (!isNil \"_parameter\" && { _parameter isEqualType \"\" && { _parameter == \"center\" } }) then\n    {\n        deleteCenter _argument;\n    } else {\n        [allGroups select { side _x == _argument }] call LM_fnc_delete;\n    };\n};\n\nif (_argument isEqualType controlNull) exitWith { ctrlDelete _argument };\nif (_argument isEqualType displayNull) exitWith\n{\n    private _exitCode = 0;\n    if (!isNil \"_parameter\" && { _parameter isEqualType 0 }) then { _exitCode = _parameter };\n    _argument closeDisplay _exitCode;\n};\n\nif (_argument isEqualType taskNull && _parameter isEqualType objNull) exitWith { _parameter removeSimpleTask _argument };\nif (_argument isEqualType teamMemberNull) exitWith { deleteTeam _argument };\n\nfalse;\n```"}],"categories":["Example Code"],"groups":["Scripting"]},{"name":"Example Code: Get Center","title":"Example Code: Get Center","type":"topic","url":"https://community.bistudio.com/wiki/Example_Code:_Get_Center","revid":308807,"updated":"2022-04-02T17:43:10Z","aliases":[],"markdown":"Arma 3 v1.92\n\n```sqf\n/*\n   Author: R3vo\n\n   Date: 2019-08-18\n\n   Description:\n   Returns the center position of given coordinates or objects.\n\n   Parameter(s):\n   0: ARRAY -  Array of positions, objects, markers, groups or locations.\n\n   Returns:\n   ARRAY - Array of center in form [x,y,z]\n*/\n\nparams [\n    [\"_entities\", [], [[]]] // array of positions, objects, markers, groups or locations\n];\n\nprivate _sumPositions = [0,0,0];\n\nif (_entities isEqualTo []) exitWith { _sumPositions };\n\n{\n    _sumPositions = _sumPositions vectorAdd (_x call BIS_fnc_position);\n} forEach _entities;\n\n// return center position\n_sumPositions vectorMultiply (1 / count _entities);\n```","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.92\n\n```sqf\n/*\n   Author: R3vo\n\n   Date: 2019-08-18\n\n   Description:\n   Returns the center position of given coordinates or objects.\n\n   Parameter(s):\n   0: ARRAY -  Array of positions, objects, markers, groups or locations.\n\n   Returns:\n   ARRAY - Array of center in form [x,y,z]\n*/\n\nparams [\n    [\"_entities\", [], [[]]] // array of positions, objects, markers, groups or locations\n];\n\nprivate _sumPositions = [0,0,0];\n\nif (_entities isEqualTo []) exitWith { _sumPositions };\n\n{\n    _sumPositions = _sumPositions vectorAdd (_x call BIS_fnc_position);\n} forEach _entities;\n\n// return center position\n_sumPositions vectorMultiply (1 / count _entities);\n```"}],"categories":["Example Code"],"groups":["Scripting"]},{"name":"Example Code: Random Area Distribution","title":"Example Code: Random Area Distribution","type":"topic","url":"https://community.bistudio.com/wiki/Example_Code:_Random_Area_Distribution","revid":378182,"updated":"2026-03-05T16:55:15Z","aliases":[],"markdown":"Originally from Commy2's [sqf.ovh post](https://sqf.ovh/sqf%20math/2018/05/05/generate-a-random-position.html).\n\n### Arma 3 (Arma 3 v1.56)\n\n> [!NOTE]\n> - `_object getPos [_distance, _direction]` has been introduced in Arma 3 v1.56\n> - Gaussian `random [_min, _mid, _max]` has been introduced in Arma 3 v1.56\n\n```sqf\nprivate _center = getPosATL player;                    // disc center definition\nprivate _radius = 50;                                // radius definition\n\n// random radius\nprivate _angle = random 360;                        // angle definition (0..360)\nprivate _distance = random _radius;                    // distance from the center definition (0..radius)\nprivate _position = _center getPos [_distance, _angle];\n\n// random position\nprivate _angle = random 360;                        // angle definition (0..360)\nprivate _randomSquareRoot = sqrt random 1;            // random square-root to obtain a non-linear 0..1 value\nprivate _distance = _radius * _randomSquareRoot;    // distance from the center definition (0..radius)\nprivate _position = _center getPos [_distance, _angle];\n\n// Gaussian normal distribution\nprivate _angleHalf = random 180;\nprivate _randomGauss = random [-1, 0, 1];\nprivate _distance = _radius * _randomGauss;\nprivate _position = _center getPos [_distance, _angleHalf];\n```\n\n### Arma 2 (Arma 2 v1.03)\n\n> [!NOTE]\n> - getPosATL has been introduced in Arma 2 v1.03\n\n```sqf\nprivate [\"_center\", \"_radius\", \"_angle\", \"_distance\", \"_offset\", \"_position\"];    // private definitions\n_center = getPosATL player;    // disc center definition\n_radius = 50;                // radius definition\n\n// random radius\n_angle = random 360;\n_distance = random _radius;\n_offset = [sin _angle * _distance, cos _angle * _distance, 0];\n_position = [_center, _offset] call BIS_fnc_vectorAdd;\n\n// random position\n_angle = random 360;\n_distance = _radius * sqrt random 1;\n_offset = [sin _angle * _distance, cos _angle * _distance, 0];\n_position = [_center, _offset] call BIS_fnc_vectorAdd;\n```\n\n### Armed Assault / Operation Flashpoint: Resistance (Armed Assault v1.00 Operation Flashpoint: Resistance v1.85)\n\n> [!NOTE]\n> - getPosASL has been introduced in Armed Assault v1.00\n\n```sqf\nprivate [\"_center\", \"_radius\", \"_angle\", \"_distance\", \"_offset\", \"_position\"];    // private definitions\n_center = getPos player;    // disc center definition - getPosASL can be used in Armed Assault\n_radius = 50;                // radius definition\n\n// random radius\n_angle = random 360;\n_distance = random _radius;\n_offset = [sin _angle * _distance, cos _angle * _distance];\n_position = [(_center select 0) + (_offset select 0), (_center select 1) + (_offset select 1)];\n\n// random position\n_angle = random 360;\n_distance = _radius * sqrt random 1;\n_offset = [sin _angle * _distance, cos _angle * _distance, 0];\n_position = [(_center select 0) + (_offset select 0), (_center select 1) + (_offset select 1)];\n```\n\n### Operation Flashpoint (Operation Flashpoint v1.00)\n\n> [!NOTE]\n> This is an SQS Syntax example.\n\n```sqs\n; private definitions\nprivate [\"_center\", \"_radius\", \"_angle\", \"_distance\", \"_offset\", \"_position\"]\n_center = getPos player;    \"disc center definition\"\n_radius = 50;                \"radius definition\"\n\n; random radius\n_angle = random 360\n_distance = random _radius\n_offset = [sin _angle * _distance, cos _angle * _distance]\n_position = [(_center select 0) + (_offset select 0), (_center select 1) + (_offset select 1)]\n\n; random position\n_angle = random 360\n_distance = _radius * sqrt random 1\n_offset = [sin _angle * _distance, cos _angle * _distance, 0]\n_position = [(_center select 0) + (_offset select 0), (_center select 1) + (_offset select 1)]\n```","sections":[{"heading":null,"level":1,"markdown":"Originally from Commy2's [sqf.ovh post](https://sqf.ovh/sqf%20math/2018/05/05/generate-a-random-position.html)."},{"heading":"Arma 3 (Arma 3 v1.56)","level":3,"markdown":"> [!NOTE]\n> - `_object getPos [_distance, _direction]` has been introduced in Arma 3 v1.56\n> - Gaussian `random [_min, _mid, _max]` has been introduced in Arma 3 v1.56\n\n```sqf\nprivate _center = getPosATL player;                    // disc center definition\nprivate _radius = 50;                                // radius definition\n\n// random radius\nprivate _angle = random 360;                        // angle definition (0..360)\nprivate _distance = random _radius;                    // distance from the center definition (0..radius)\nprivate _position = _center getPos [_distance, _angle];\n\n// random position\nprivate _angle = random 360;                        // angle definition (0..360)\nprivate _randomSquareRoot = sqrt random 1;            // random square-root to obtain a non-linear 0..1 value\nprivate _distance = _radius * _randomSquareRoot;    // distance from the center definition (0..radius)\nprivate _position = _center getPos [_distance, _angle];\n\n// Gaussian normal distribution\nprivate _angleHalf = random 180;\nprivate _randomGauss = random [-1, 0, 1];\nprivate _distance = _radius * _randomGauss;\nprivate _position = _center getPos [_distance, _angleHalf];\n```"},{"heading":"Arma 2 (Arma 2 v1.03)","level":3,"markdown":"> [!NOTE]\n> - getPosATL has been introduced in Arma 2 v1.03\n\n```sqf\nprivate [\"_center\", \"_radius\", \"_angle\", \"_distance\", \"_offset\", \"_position\"];    // private definitions\n_center = getPosATL player;    // disc center definition\n_radius = 50;                // radius definition\n\n// random radius\n_angle = random 360;\n_distance = random _radius;\n_offset = [sin _angle * _distance, cos _angle * _distance, 0];\n_position = [_center, _offset] call BIS_fnc_vectorAdd;\n\n// random position\n_angle = random 360;\n_distance = _radius * sqrt random 1;\n_offset = [sin _angle * _distance, cos _angle * _distance, 0];\n_position = [_center, _offset] call BIS_fnc_vectorAdd;\n```"},{"heading":"Armed Assault / Operation Flashpoint: Resistance (Armed Assault v1.00 Operation Flashpoint: Resistance v1.85)","level":3,"markdown":"> [!NOTE]\n> - getPosASL has been introduced in Armed Assault v1.00\n\n```sqf\nprivate [\"_center\", \"_radius\", \"_angle\", \"_distance\", \"_offset\", \"_position\"];    // private definitions\n_center = getPos player;    // disc center definition - getPosASL can be used in Armed Assault\n_radius = 50;                // radius definition\n\n// random radius\n_angle = random 360;\n_distance = random _radius;\n_offset = [sin _angle * _distance, cos _angle * _distance];\n_position = [(_center select 0) + (_offset select 0), (_center select 1) + (_offset select 1)];\n\n// random position\n_angle = random 360;\n_distance = _radius * sqrt random 1;\n_offset = [sin _angle * _distance, cos _angle * _distance, 0];\n_position = [(_center select 0) + (_offset select 0), (_center select 1) + (_offset select 1)];\n```"},{"heading":"Operation Flashpoint (Operation Flashpoint v1.00)","level":3,"markdown":"> [!NOTE]\n> This is an SQS Syntax example.\n\n```sqs\n; private definitions\nprivate [\"_center\", \"_radius\", \"_angle\", \"_distance\", \"_offset\", \"_position\"]\n_center = getPos player;    \"disc center definition\"\n_radius = 50;                \"radius definition\"\n\n; random radius\n_angle = random 360\n_distance = random _radius\n_offset = [sin _angle * _distance, cos _angle * _distance]\n_position = [(_center select 0) + (_offset select 0), (_center select 1) + (_offset select 1)]\n\n; random position\n_angle = random 360\n_distance = _radius * sqrt random 1\n_offset = [sin _angle * _distance, cos _angle * _distance, 0]\n_position = [(_center select 0) + (_offset select 0), (_center select 1) + (_offset select 1)]\n```"}],"categories":["Example Code"],"groups":["Scripting"]},{"name":"Example Code: Remove NVGs From Enemies","title":"Example Code: Remove NVGs From Enemies","type":"topic","url":"https://community.bistudio.com/wiki/Example_Code:_Remove_NVGs_From_Enemies","revid":364504,"updated":"2024-05-16T20:42:04Z","aliases":[],"markdown":"### Arma 3 (Arma 3 v2.02)\n\n> [!NOTE]\n> - units *side* has been introduced in Arma 3 v2.02\n\n```sqf\n{\n    _x unlinkItem hmd _x;                                        // removal of each unit's hmd\n} forEach units opfor;                                            // code is to be executed for each enemy\n```\n\n### Arma 3 (Arma 3 v1.56)\n\n> [!NOTE]\n> - opfor has been introduced in Arma 3 v0.50\n> - `_array select _code` has been introduced in Arma 3 v1.56\n\n```sqf\nprivate _enemySide = opfor;                                        // definition of the enemy side\nprivate _enemies = allUnits select { side _x == _enemySide; };    // selection of all enemy units from allUnits\n{\n    _x unlinkItem hmd _x;                                        // removal of each unit's hmd\n} forEach _enemies;                                                // code is to be executed for each enemy\n```\n\n### Arma 2 (Arma 2 v1.00)\n\n> [!NOTE]\n> - allUnits has been introduced in Arma 2 v1.00\n\n```sqf\nprivate \"_enemySide\";                    // private definition of the _enemySide variable\n_enemySide = east;                        // value attribution to _enemySide\n{\n    if (side _x == _enemySide) then        // if the unit is on the _enemySide, process the next step\n    {\n        _x removeWeapon \"NVGoggles\";    // removal of the enemy unit's NVG\n    }\n} forEach allUnits;                        // going through -all- units\n```\n\n### Armed Assault / Operation Flashpoint: Resistance (Armed Assault v1.00 Operation Flashpoint: Resistance v1.85)\n\n> [!NOTE]\n> - SQF Syntax has been introduced in Operation Flashpoint: Resistance v1.85\n\n```sqf\nprivate \"_enemySide\";                    // private definition of the _enemySide variable\n_enemySide = east;                        // value attribution to _enemySide\n{\n    if (side _x == _enemySide) then        // if the unit is on the _enemySide, process the next step\n    {\n        _x removeWeapon \"NVGoggles\";    // removal of the enemy unit's NVG\n    }\n} forEach _unitsArray;                    // going through provided units - allUnits has been introduced in Arma 2\n```\n\n### Operation Flashpoint (Operation Flashpoint v1.00)\n\n> [!NOTE]\n> This is an SQS Syntax example.\n\n```sqs\n; remove its NVG for each provided enemy units\n\"_x removeWeapon \"\"NVGoggles\"\"\" forEach _enemyUnitsArray\n```","sections":[{"heading":"Arma 3 (Arma 3 v2.02)","level":3,"markdown":"> [!NOTE]\n> - units *side* has been introduced in Arma 3 v2.02\n\n```sqf\n{\n    _x unlinkItem hmd _x;                                        // removal of each unit's hmd\n} forEach units opfor;                                            // code is to be executed for each enemy\n```"},{"heading":"Arma 3 (Arma 3 v1.56)","level":3,"markdown":"> [!NOTE]\n> - opfor has been introduced in Arma 3 v0.50\n> - `_array select _code` has been introduced in Arma 3 v1.56\n\n```sqf\nprivate _enemySide = opfor;                                        // definition of the enemy side\nprivate _enemies = allUnits select { side _x == _enemySide; };    // selection of all enemy units from allUnits\n{\n    _x unlinkItem hmd _x;                                        // removal of each unit's hmd\n} forEach _enemies;                                                // code is to be executed for each enemy\n```"},{"heading":"Arma 2 (Arma 2 v1.00)","level":3,"markdown":"> [!NOTE]\n> - allUnits has been introduced in Arma 2 v1.00\n\n```sqf\nprivate \"_enemySide\";                    // private definition of the _enemySide variable\n_enemySide = east;                        // value attribution to _enemySide\n{\n    if (side _x == _enemySide) then        // if the unit is on the _enemySide, process the next step\n    {\n        _x removeWeapon \"NVGoggles\";    // removal of the enemy unit's NVG\n    }\n} forEach allUnits;                        // going through -all- units\n```"},{"heading":"Armed Assault / Operation Flashpoint: Resistance (Armed Assault v1.00 Operation Flashpoint: Resistance v1.85)","level":3,"markdown":"> [!NOTE]\n> - SQF Syntax has been introduced in Operation Flashpoint: Resistance v1.85\n\n```sqf\nprivate \"_enemySide\";                    // private definition of the _enemySide variable\n_enemySide = east;                        // value attribution to _enemySide\n{\n    if (side _x == _enemySide) then        // if the unit is on the _enemySide, process the next step\n    {\n        _x removeWeapon \"NVGoggles\";    // removal of the enemy unit's NVG\n    }\n} forEach _unitsArray;                    // going through provided units - allUnits has been introduced in Arma 2\n```"},{"heading":"Operation Flashpoint (Operation Flashpoint v1.00)","level":3,"markdown":"> [!NOTE]\n> This is an SQS Syntax example.\n\n```sqs\n; remove its NVG for each provided enemy units\n\"_x removeWeapon \"\"NVGoggles\"\"\" forEach _enemyUnitsArray\n```"}],"categories":["Example Code"],"groups":["Scripting"]},{"name":"Example Code: Reveal Units Temporarily","title":"Example Code: Reveal Units Temporarily","type":"topic","url":"https://community.bistudio.com/wiki/Example_Code:_Reveal_Units_Temporarily","revid":330100,"updated":"2022-08-20T21:18:54Z","aliases":["Example Code: Reveal Units Temporary"],"markdown":"Arma 3 v1.92\n\n```sqf\n/*\n    Author: Revo\n\n    Description:\n    Reveals units in a defined area temporarily.\n\n    Parameter(s):\n    See defines below\n    Returns:\n    BOOLEAN - true\n*/\n\n// replace here\n#define CENTER player    // the area around this object will be scanned\n#define RADIUS 100        // radius of the area\n#define DELETE_TIME 5    // how long will the units be revealed in seconds\n#define TOLERANCE 5        // accuracy of the units positions in meters\n#define DELAY 1            // delay in between reveal of units in seconds (60 units take 60 seconds to show)\n// replace end\n\n[CENTER, RADIUS, DELETE_TIME, TOLERANCE, DELAY] spawn\n{\n    params [\"_center\", \"_radius\", \"_deleteTime\", \"_tolerance\", \"_delay\"];\n    private _nearestUnits = nearestObjects [_center, [\"CAManBase\"], _radius];\n\n    systemChat \"Scanning in progress...\";\n\n    createMarker [\"areaBorderTemp\", _center];\n    \"areaBorderTemp\" setMarkerShape \"ELLIPSE\";\n    \"areaBorderTemp\" setMarkerSize [_radius, _radius];\n    \"areaBorderTemp\" setMarkerBrush \"Border\";\n\n    {\n        private _marker = createMarker [format [\"tempMarker_%1\", _forEachIndex], _x getPos [_tolerance, random 360]];\n        _marker setMarkerType \"o_unknown\";\n        _marker setMarkerColor \"ColorUNKNOWN\";\n        _marker setMarkerSize [0.5, 0.5];\n        sleep _delay;\n    } forEach _nearestUnits;\n\n    systemChat format [\"%1 entities found.\", count _nearestUnits];\n    systemChat format [\"Position tolerance: %1 m\", _tolerance];\n\n    sleep _deleteTime;\n\n    for \"_i\" from 0 to (count _nearestUnits) - 1 do\n    {\n        deleteMarker format [\"tempMarker_%1\", _i];\n        sleep _delay;\n    };\n\n    deleteMarker \"areaBorderTemp\";\n};\n\ntrue;\n```","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v1.92\n\n```sqf\n/*\n    Author: Revo\n\n    Description:\n    Reveals units in a defined area temporarily.\n\n    Parameter(s):\n    See defines below\n    Returns:\n    BOOLEAN - true\n*/\n\n// replace here\n#define CENTER player    // the area around this object will be scanned\n#define RADIUS 100        // radius of the area\n#define DELETE_TIME 5    // how long will the units be revealed in seconds\n#define TOLERANCE 5        // accuracy of the units positions in meters\n#define DELAY 1            // delay in between reveal of units in seconds (60 units take 60 seconds to show)\n// replace end\n\n[CENTER, RADIUS, DELETE_TIME, TOLERANCE, DELAY] spawn\n{\n    params [\"_center\", \"_radius\", \"_deleteTime\", \"_tolerance\", \"_delay\"];\n    private _nearestUnits = nearestObjects [_center, [\"CAManBase\"], _radius];\n\n    systemChat \"Scanning in progress...\";\n\n    createMarker [\"areaBorderTemp\", _center];\n    \"areaBorderTemp\" setMarkerShape \"ELLIPSE\";\n    \"areaBorderTemp\" setMarkerSize [_radius, _radius];\n    \"areaBorderTemp\" setMarkerBrush \"Border\";\n\n    {\n        private _marker = createMarker [format [\"tempMarker_%1\", _forEachIndex], _x getPos [_tolerance, random 360]];\n        _marker setMarkerType \"o_unknown\";\n        _marker setMarkerColor \"ColorUNKNOWN\";\n        _marker setMarkerSize [0.5, 0.5];\n        sleep _delay;\n    } forEach _nearestUnits;\n\n    systemChat format [\"%1 entities found.\", count _nearestUnits];\n    systemChat format [\"Position tolerance: %1 m\", _tolerance];\n\n    sleep _deleteTime;\n\n    for \"_i\" from 0 to (count _nearestUnits) - 1 do\n    {\n        deleteMarker format [\"tempMarker_%1\", _i];\n        sleep _delay;\n    };\n\n    deleteMarker \"areaBorderTemp\";\n};\n\ntrue;\n```"}],"categories":["Example Code"],"groups":["Scripting"]},{"name":"Exception handling","title":"Exception handling","type":"topic","url":"https://community.bistudio.com/wiki/Exception_handling","revid":377910,"updated":"2026-01-07T16:15:07Z","aliases":[],"markdown":"Armed Assault v1.00\n\nArmed Assault introduced exception handling through the try, catch and throw scripting commands, allowing scripts to create and react to exceptions.\n\nStandard structure:\n\n```sqf\ntry        // code block that can throw exception\n{\n    if (_name == \"\") then { throw \"no name\"; };    // this exits the try block and enters the catch block below\n    if (_name == \"\") throw \"no name\";            // since Arma 3 v1.54\n\n    titleText [format [\"Good morning, Captain %1.\", _name], \"PLAIN DOWN\"];\n}\ncatch    // code block that processes an exception\n{\n    if (_exception == \"no name\") then\n    {\n        hint \"Name was not entered\";\n        titleText [\"Good morning, anonymous Captain.\", \"PLAIN DOWN\"];\n    };\n};\n```\n\n> [!IMPORTANT]\n> Real Virtuality scripting commands do **not** create SQF exceptions by themselves if they encounter an illegal situation,\n>\n> they throw a ***compilation*** exception that cannot be caught by this try-catch structure explained here.\n>\n> The following would therefore **not** create a catchable exception:\n>\n> ```sqf\n> _divider = 0;\n> try        { a = 1 / _divider; }            // SQF error happens here already\n> catch    { hint \"illegal operation\"; };    // useless\n> ```\n>\n> The proper way:\n>\n> ```sqf\n> _divider = 0;\n> try        { if (_divider == 0) then { throw \"div0\"; }; a = 1 / _divider; }\n> catch    { hint \"illegal operation\"; };\n> ```","sections":[{"heading":null,"level":1,"markdown":"Armed Assault v1.00\n\nArmed Assault introduced exception handling through the try, catch and throw scripting commands, allowing scripts to create and react to exceptions.\n\nStandard structure:\n\n```sqf\ntry        // code block that can throw exception\n{\n    if (_name == \"\") then { throw \"no name\"; };    // this exits the try block and enters the catch block below\n    if (_name == \"\") throw \"no name\";            // since Arma 3 v1.54\n\n    titleText [format [\"Good morning, Captain %1.\", _name], \"PLAIN DOWN\"];\n}\ncatch    // code block that processes an exception\n{\n    if (_exception == \"no name\") then\n    {\n        hint \"Name was not entered\";\n        titleText [\"Good morning, anonymous Captain.\", \"PLAIN DOWN\"];\n    };\n};\n```\n\n> [!IMPORTANT]\n> Real Virtuality scripting commands do **not** create SQF exceptions by themselves if they encounter an illegal situation,\n>\n> they throw a ***compilation*** exception that cannot be caught by this try-catch structure explained here.\n>\n> The following would therefore **not** create a catchable exception:\n>\n> ```sqf\n> _divider = 0;\n> try        { a = 1 / _divider; }            // SQF error happens here already\n> catch    { hint \"illegal operation\"; };    // useless\n> ```\n>\n> The proper way:\n>\n> ```sqf\n> _divider = 0;\n> try        { if (_divider == 0) then { throw \"div0\"; }; a = 1 / _divider; }\n> catch    { hint \"illegal operation\"; };\n> ```"}],"categories":["Introduced with Armed Assault version 1.00","Scripting Topics"],"groups":["Scripting"]},{"name":"Expression","title":"Expression","type":"topic","url":"https://community.bistudio.com/wiki/Expression","revid":337051,"updated":"2023-01-10T14:32:59Z","aliases":["expression"],"markdown":"An **expression** is a piece of code that returns a value.\n\n### Expression Types\n\nAn expression can be:\n\n- variable\n- operation\n- scripting command\n- control structure\n\n#### Variable\n\nAn expression can be a simple variable (identifier):\n\n**Examples:**\n\n```sqs\n_myVariable\nglobalVariable\n```\n\n#### Operation\n\nAn expression can be an operation including its operands.\n\n**Examples:**\n\n```sqs\n5 * 6\na % 2\nb * c\n```\n\n#### Scripting Command\n\nAn expression can be a scripting command returning a value including its arguments.\n\n**Examples:**\n\n```sqs\ncount myArray\nposition unit1\n```\n\n#### Control Structure\n\nAn expression can be a control structure returning a value.\n\n**Examples:**\n\n```sqs\n; returns myValueA or myValueB\nif (myCondition) then { myValueA } else { myValueB }\n```","sections":[{"heading":null,"level":1,"markdown":"An **expression** is a piece of code that returns a value."},{"heading":"Expression Types","level":3,"markdown":"An expression can be:\n\n- variable\n- operation\n- scripting command\n- control structure"},{"heading":"Variable","level":4,"markdown":"An expression can be a simple variable (identifier):\n\n**Examples:**\n\n```sqs\n_myVariable\nglobalVariable\n```"},{"heading":"Operation","level":4,"markdown":"An expression can be an operation including its operands.\n\n**Examples:**\n\n```sqs\n5 * 6\na % 2\nb * c\n```"},{"heading":"Scripting Command","level":4,"markdown":"An expression can be a scripting command returning a value including its arguments.\n\n**Examples:**\n\n```sqs\ncount myArray\nposition unit1\n```"},{"heading":"Control Structure","level":4,"markdown":"An expression can be a control structure returning a value.\n\n**Examples:**\n\n```sqs\n; returns myValueA or myValueB\nif (myCondition) then { myValueA } else { myValueB }\n```"}],"categories":["Syntax"],"groups":["Scripting"]},{"name":"EXT","title":"EXT","type":"topic","url":"https://community.bistudio.com/wiki/EXT","revid":21824,"updated":"2006-11-11T14:01:55Z","aliases":[],"markdown":"1. REDIRECT Description.ext","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT Description.ext"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"Extensions","title":"Extensions","type":"topic","url":"https://community.bistudio.com/wiki/Extensions","revid":379582,"updated":"2026-11-03T14:36:25Z","aliases":[],"markdown":"> [!WARNING]\n> If you came here because you have been told to install an extension, be warned! Extensions are just like executables. They may contain viruses etc. More on that, in the FAQ section.\n\n## Historical\n\n- Arma 2 v1.61 The first stable version of this functionality arrived.\n- Arma 3 v1.18 Linux (server) support was introduced.\n- Arma 3 v1.68 The ability to pass multiple arguments to callExtension and the interface `RVExtensionArgs` got added.\n- Arma 3 v1.70 `RVExtensionVersion` became available. It is called when the extension loads. Will be printed into the RPT log.\n- Arma 3 v1.96 Callbacks became available.\n- Arma 3 v2.12 Context became available.\n- Arma 3 v2.18 `RVExtensionFeatureFlags` and Game Functions became available.\n- Arma 3 v2.20 `Extension UI` became available.\n- Arma 3 v2.22 `Extension Texture Source` became available.\n\n## FAQ\n\n##### How to use Extensions?\n\nExtensions can be accessed using callExtension.\n\n> [!NOTE]\n> The exact way about how to use an extension is up to the developer of said extension.\n\n##### Where to put Extensions?\n\nArma 3 will look at the following places to find your extension files:\n\n- In all loaded mods root folders (for example: `..\\arma3\\@ModXYZ\\yourextension.dll`).\n- In your Arma 3 installation folder (for example: `..\\arma3\\yourextension.dll`).\n\nAt best, you place your extensions inside some mod folder and load it.\nAt worst, you just throw it where the Arma 3 executable is located.\n\n*Extensions may require other libraries and runtimes to be installed on the computer it is to run on.*\nConsult the authors installation manual if it exists.\n\n##### What are Extensions?\n\nExtensions are *Dynamic Link Library* (DLL) files written in, for example, C.\n\nLinux systems use a different file type: *Shared Object* (SO).\n\n##### What do I have to look out for?\n\nExtensions fall under the same rules as executable files.\nThey may require additional runtime libraries or cause the game to crash.\n\n> [!WARNING]\n> Extensions can contain malicious code!\n> Be sure to only use extensions from reliable developers, obtained through reliable sources!\n\n##### How to know which extensions can be trusted?\n\nTheoretically, never trust anything! Including Arma and your OS itself.\nTechnically however, this would make a boring experience, as all you would be left with is an expensive heater.\n\nThus a better rule is: If the are sources freely available, you probably can trust the extension.\nEven if you cannot read the source code, chances are that somebody out there can and would find something odd.\nThat will not protect you!\nDevelopers might add malicious code that is not exposed in the available source files, they not even need to be aware of this.\nThey may be infected already and the virus is just writing itself into the compiled extension.\n\n##### When I call the extension method, Arma freezes.\n\nThis is most likely caused by the extension taking too much time.\nDue to the low-level nature of extensions, an extension cannot be suspended like scheduled scripts can be.\nYou should notify the developer of said extension about this freezing issue or use the extension less extensively.\n\n##### Can I join BattlEye protected servers with my extension?\n\nIf the extension is whitelisted by BattlEye, it will be allowed to load - see Getting your extension whitelisted by BattlEye.\nIf it is not, it just will be blocked causing any callExtension attempt to fail.\n\nGenerally speaking, joining BattlEye-protected servers should be no problem with or without extensions.\n\nIf in doubt, ask the extension's author.\n\n##### Can I use extensions in my mission?\n\nYes, you can use extensions in your missions, but you should consider if it is worth it.\nUsing extensions requires that all hosts (servers and clients) which use the extension have it installed. Extensions are not packed into the mission pbo.\n\n> [!NOTE]\n> If only the server is using the extension, the clients do not need it.\n\n##### What do i have to look out for when deploying my extension?\n\nExtensions have to be provided for 32bit and 64bit Arma.\nWhen you deploy your extension, you thus have to build it twice.\nOnce for the 32bit support and once for the 64bit support.\n\nAfter you are done, copy both output files to some location and add a `_x64.dll` suffix to the 64bit file.\n\nExample:\n\n- Windows:\n  - `MyExtension.dll` (32bit)\n  - `MyExtension_x64.dll` (64bit)\n- Linux:\n  - `MyExtension.so` (32bit)\n  - `MyExtension_x64.so` (64bit)\n\n## Creating Extensions\n\n### Preamble\n\nBefore we start, ask yourself the following questions:\n\n- is SQF unable to fulfill your needs?\n- Making an extension requires knowledge of a programming language. Are you capable of performing that programming task?\n- Why should a user trust you and use your extension?\n- Is it worth adding an extension for the feature you want to implement?\n\nIf the answer to any question was no, you probably should not proceed to create an extension but rather use plain SQF.\n\n### Getting Started\n\nAt first, we have to choose what language we want to use.\n\nThis wiki currently covers the following: **C**, **C++**, **C#**\n\n#### Preparations\n\n##### C/C++\n\nCreate a new library project in the IDE of your choice.\n\n##### C\\#\n\nC# requires you to install additional dependencies to work out of the box.\nThe snippets in here all are using [DllExport](https://www.nuget.org/packages/UnmanagedExports) ([sources](https://github.com/3F/DllExport)) which can be installed using NuGet.\n\nCreate a new Class Library project in the IDE of your choice.\n\n### Available Interfaces\n\nThe Extension is required to contain at least the entry point in a form of a method named RVExtension or RVExtensionArgs.\nEverything else is optional.\n\nThe actual exports need to look like this (Windows only):\n\n**32-bit requires usage of [decorated names](https://docs.microsoft.com/en-us/cpp/build/reference/decorated-names?view=vs-2019) following the `__stdcall` convention**\n\n- `_RVExtension@12`\n- `_RVExtensionArgs@20`\n- `_RVExtensionVersion@8`\n\n**64-bit**\n\n- `RVExtension`\n- `RVExtensionArgs`\n- `RVExtensionVersion`\n\nIf you use the Visual C++ compiler, this should work out of the box. But other compilers might require some manual work.\n\n#### C/C++\n\n##### Visual C++\n\n```c\n    //--- Called by Engine on extension load\n    __declspec (dllexport) void __stdcall RVExtensionVersion(char *output, unsigned int outputSize);\n    //--- STRING callExtension STRING\n    __declspec (dllexport) void __stdcall RVExtension(char *output, unsigned int outputSize, const char *function);\n    //--- STRING callExtension ARRAY\n    __declspec (dllexport) int __stdcall RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc);\n    //--- Extension Callback\n    __declspec (dllexport) void __stdcall RVExtensionRegisterCallback(int(*callbackProc)(char const *name, char const *function, char const *data));\n    //--- Engine passed context [steamID, fileSource, missionSourceName, serverName] since Arma 3 v2.12\n    __declspec (dllexport) void __stdcall RVExtensionContext(const char **argv, unsigned int argc);\n    //--- Request creation of UI element\n    __declspec (dllexport) bool __stdcall RVExtensionRequestUI(const char *uiClass, void *interfaceStruct);\n    //--- Request filling in a Extension Texture Source\n    __declspec (dllexport) void __stdcall RVExtensionFillTextureSource(const char* uniqueName, uint16_t width, uint16_t height, uint16_t pitch, uint8_t mipLevel, uint32_t format, void* buffer);\n    //--- Check if a animated Extension Texture Source should be updated\n    __declspec (dllexport) bool __stdcall RVExtensionHasTextureSourceUpdate(const char* uniqueName);\n```\n\n##### GCC\n\n```c\n    //--- Called by Engine on extension load\n    __attribute__((dllexport)) void RVExtensionVersion(char *output, unsigned int outputSize);\n    //--- STRING callExtension STRING\n    __attribute__((dllexport)) void RVExtension(char *output, unsigned int outputSize, const char *function);\n    //--- STRING callExtension ARRAY\n    __attribute__((dllexport)) int RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc);\n    //--- Extension Callback\n    __attribute__((dllexport)) void RVExtensionRegisterCallback(int(*callbackProc)(char const *name, char const *function, char const *data));\n    //--- Engine passed context [steamID, fileSource, missionSourceName, serverName] since Arma 3 v2.12\n    __attribute__((dllexport)) void RVExtensionContext(const char **argv, unsigned int argc);\n```\n\nSee GCC documentation on [\"How to use the new C++ visibility support\"](https://gcc.gnu.org/wiki/Visibility)\n\n#### C\\#\n\n> [!NOTE]\n> You might need to install [UnmanagedExports](https://www.nuget.org/packages/UnmanagedExports). You might also need to additionally set `WIN64` and `WIN32` in project properties.\n>\n> Go to: `Project->Properties->Build tab->Conditional compilation symbols`, add `WIN32` for your `x86` platform and `WIN64` for your `x64` platform. Save.\n>\n> Rename resulting `WIN64` `dllname.dll` to `dllname_x64.dll`.\n\n> [!NOTE]\n> If you intend to use .NET instead of .NET Framework, the **UnmanagedExports** package above might not work properly. Use [DllExport](https://github.com/3F/DllExport) instead\n\n```c#\n        /// <summary>\n        /// Gets called when Arma starts up and loads all extension.\n        /// It's perfect to load in static objects in a separate thread so that the extension doesn't needs any separate initalization\n        /// </summary>\n        /// <param name=\"output\">The string builder object that contains the result of the function</param>\n        /// <param name=\"outputSize\">The maximum size of bytes that can be returned</param>\n#if WIN64\n        [DllExport(\"RVExtensionVersion\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtensionVersion@8\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static void RvExtensionVersion(StringBuilder output, unsigned int outputSize) { }\n\n        /// <summary>\n        /// The entry point for the default callExtension command.\n        /// </summary>\n        /// <param name=\"output\">The string builder object that contains the result of the function</param>\n        /// <param name=\"outputSize\">The maximum size of bytes that can be returned</param>\n        /// <param name=\"function\">The string argument that is used along with callExtension</param>\n#if WIN64\n        [DllExport(\"RVExtension\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtension@12\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static void RvExtension(StringBuilder output, unsigned int outputSize,\n            [MarshalAs(UnmanagedType.LPStr)] string function) { }\n\n        /// <summary>\n        /// The entry point for the callExtensionArgs command.\n        /// </summary>\n        /// <param name=\"output\">The string builder object that contains the result of the function</param>\n        /// <param name=\"outputSize\">The maximum size of bytes that can be returned</param>\n        /// <param name=\"function\">The string argument that is used along with callExtension</param>\n        /// <param name=\"args\">The args passed to callExtension as a string array</param>\n        /// <param name=\"argsCount\">The size of the string array args</param>\n        /// <returns>The result code</returns>\n#if WIN64\n        [DllExport(\"RVExtensionArgs\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtensionArgs@20\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static int RvExtensionArgs(StringBuilder output, unsigned int outputSize,\n            [MarshalAs(UnmanagedType.LPStr)] string function,\n            [MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.LPStr, SizeParamIndex = 4)] string[] args, unsigned int argCount) { }\n```\n\n### Getting your extension whitelisted by BattlEye (Arma 3 v1.46)\n\nSince Arma 3 v1.46, client extensions need to be whitelisted in order to get loaded.\n\nThe [SITREP #00109](https://dev.arma3.com/post/sitrep-00109) said the following on that topic:\n\n```\nThe enhanced BattlEye protection in 1.46 will require extensions to be white-listed, or their access to the game's processes will be blocked.\nIn order to get your extension white-listed, please contact BattlEye support via its web form or support[at]battleye.com.\nBe sure to include the file name, a description and possibly a download link.\n```\n\nThis boils down to the following tasks to get your extension whitelisted:\n\n1. Upload the extension in question somewhere.\n1. Open the [BattlEye Contact Page](http://www.battleye.com/contact/).\n1. Pick the topic `Other requests` (may change in future, select the most appropriate).\n1. Fill in your Name and E-Mail.\n1. Set the subject to something like `Arma extension whitelisting`.\n1. Add link to your extension from step 1 (you may include other information too) into the Message.\n\nAfter a certain time, your extension should be whitelisted.\n\n### Deploying extensions\n\nTo correctly deploy your extensions, you have to make sure to have a 32bit and a 64bit variant of your extension.\nThe reason for this is because 64bit Arma cannot load 32bit extensions and vice versa.\n\nYou also should create an addon package (even if you only deploy the actual extension binaries) + add the documentation for your extension.\n\nAn example might be structured like this:\n\n- `/@MyExtension/`\n  - `/MyExtension.dll`\n  - `/MyExtension_x64.dll`\n  - `/docs/`\n    - `/MyExtension_Documentation.txt`\n\nYou may also want to provide convenience SQF functions to access your extension.\n\n### Minimum Viable Example\n\nThe following examples will copy the input into the output. They are provided to show some practical example.\n\n**C (Visual C++)**\n\n```c\n__declspec(dllexport) void __stdcall RVExtension(char *output, unsigned int outputSize, const char *function);\n__declspec(dllexport) int __stdcall RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc);\n__declspec(dllexport) void __stdcall RVExtensionVersion(char *output, unsigned int outputSize);\n\nint strncpy_safe(char *output, const char *src, int size)\n{\n    int i;\n    size--;\n    for (i = 0; i < size && src[i] != '\\0'; i++)\n    {\n        output[i] = src[i];\n    }\n    output[i] = '\\0';\n    return i;\n}\n\nvoid __stdcall RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    strncpy_safe(output, function, outputSize);\n}\n\nint __stdcall RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc)\n{\n    int index = 0;\n    for (int i = 0; i < argc && index < outputSize; i++)\n    {\n        index += strncpy_safe(output + index, argv[i], outputSize - 1 - index);\n    }\n    return 0;\n}\n\nvoid __stdcall RVExtensionVersion(char *output, unsigned int outputSize)\n{\n    strncpy_safe(output, \"Test-Extension v1.0\", outputSize);\n}\n```\n\n**C (GCC)**\n\n```c\n__attribute__((dllexport)) void RVExtension(char *output, unsigned int outputSize, const char *function);\n__attribute__((dllexport)) int RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc);\n__attribute__((dllexport)) void RVExtensionVersion(char *output, unsigned int outputSize);\n\nint strncpy_safe(char *output, const char *src, int size)\n{\n    int i;\n    size--;\n    for (i = 0; i < size && src[i] != '\\0'; i++)\n    {\n        output[i] = src[i];\n    }\n    output[i] = '\\0';\n    return i;\n}\n\nvoid RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    strncpy_safe(output, function, outputSize);\n}\n\nint RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc)\n{\n    int index = 0;\n    for (int i = 0; i < argc && index < outputSize; i++)\n    {\n        index += strncpy_safe(output + index, argv[i], outputSize - 1 - index);\n    }\n    return 0;\n}\n\nvoid RVExtensionVersion(char *output, unsigned int outputSize)\n{\n    strncpy_safe(output, \"Test-Extension v1.0\", outputSize);\n}\n```\n\n**C++ (Visual C++)**\n\n```cpp\n#include <string>\n#include <cstring>\n#include <sstream>\nextern \"C\"\n{\n    __declspec(dllexport) void __stdcall RVExtension(char *output, unsigned int outputSize, const char *function);\n    __declspec(dllexport) int __stdcall RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc);\n    __declspec(dllexport) void __stdcall RVExtensionVersion(char *output, unsigned int outputSize);\n}\nvoid __stdcall RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    std::strncpy(output, function, outputSize - 1);\n}\n\nint __stdcall RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc)\n{\n    std::stringstream sstream;\n    for (int i = 0; i < argc; i++)\n    {\n        sstream << argv[i];\n    }\n    std::strncpy(output, sstream.str().c_str(), outputSize - 1);\n    return 0;\n}\n\nvoid __stdcall RVExtensionVersion(char *output, unsigned int outputSize)\n{\n    std::strncpy(output, \"Test-Extension v1.0\", outputSize - 1);\n}\n```\n\n**C++ (GCC)**\n\n```cpp\n#include <string>\n#include <cstring>\n#include <sstream>\nextern \"C\"\n{\n    __attribute__((dllexport)) void RVExtension(char *output, unsigned int outputSize, const char *function);\n    __attribute__((dllexport)) int RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc);\n    __attribute__((dllexport)) void RVExtensionVersion(char *output, unsigned int outputSize);\n}\nvoid RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    std::strncpy(output, function, outputSize - 1);\n}\n\nint RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc)\n{\n    std::stringstream sstream;\n    for (int i = 0; i < argc; i++)\n    {\n        sstream << argv[i];\n    }\n    std::strncpy(output, sstream.str().c_str(), outputSize - 1);\n    return 0;\n}\n\nvoid RVExtensionVersion(char *output, unsigned int outputSize)\n{\n    std::strncpy(output, \"Test-Extension v1.0\", outputSize - 1);\n}\n```\n\n**C#**\n\n```c#\nusing System.Text;\nusing System.Runtime.InteropServices;\nusing RGiesecke.DllExport;\n\nclass MyExtension {\n\n#if WIN64\n        [DllExport(\"RVExtensionVersion\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtensionVersion@8\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static void RvExtensionVersion(StringBuilder output, unsigned int outputSize)\n        {\n            output.Append(\"Test-Extension v1.0\");\n        }\n\n#if WIN64\n        [DllExport(\"RVExtension\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtension@12\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static void RvExtension(StringBuilder output, unsigned int outputSize,\n            [MarshalAs(UnmanagedType.LPStr)] string function)\n        {\n            output.Append(function);\n        }\n\n#if WIN64\n        [DllExport(\"RVExtensionArgs\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtensionArgs@20\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static int RvExtensionArgs(StringBuilder output, unsigned int outputSize,\n            [MarshalAs(UnmanagedType.LPStr)] string function,\n            [MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.LPStr, SizeParamIndex = 4)] string[] args, unsigned int argCount)\n        {\n            foreach(var arg in args)\n            {\n                output.Append(arg);\n            }\n            return 0;\n        }\n}\n```\n\n**C# (w/ callback)**\n\n```c#\nusing System.Text;\nusing System.Runtime.InteropServices;\nusing RGiesecke.DllExport;\n\nclass MyExtension {\n\n    public static ExtensionCallback callback;\n    public delegate int ExtensionCallback([MarshalAs(UnmanagedType.LPStr)] string name, [MarshalAs(UnmanagedType.LPStr)] string function, [MarshalAs(UnmanagedType.LPStr)] string data);\n\n#if WIN64\n        [DllExport(\"RVExtensionRegisterCallback\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtensionRegisterCallback@4\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static void RVExtensionRegisterCallback([MarshalAs(UnmanagedType.FunctionPtr)] ExtensionCallback func)\n        {\n            callback = func;\n        }\n\n#if WIN64\n        [DllExport(\"RVExtensionVersion\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtensionVersion@8\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static void RvExtensionVersion(StringBuilder output, unsigned int outputSize)\n        {\n            output.Append(\"Test-Extension v1.0\");\n        }\n\n#if WIN64\n        [DllExport(\"RVExtension\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtension@12\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static void RvExtension(StringBuilder output, unsigned int outputSize,\n            [MarshalAs(UnmanagedType.LPStr)] string function)\n        {\n            output.Append(function);\n        }\n\n#if WIN64\n        [DllExport(\"RVExtensionArgs\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtensionArgs@20\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static int RvExtensionArgs(StringBuilder output, unsigned int outputSize,\n            [MarshalAs(UnmanagedType.LPStr)] string function,\n            [MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.LPStr, SizeParamIndex = 4)] string[] args, unsigned int argCount)\n        {\n            foreach(var arg in args)\n            {\n                output.Append(arg);\n            }\n            return 0;\n        }\n}\n```\n\n### Other Languages\n\nThis section contains other languages which may or may not work. Finding out requirements etc. is up to you.\n\n> [!NOTE]\n> Help Wanted!\n\nIf you know any of the following languages, consider editing this page to add the language to the upper list properly.\n\n**Delphi/Pascal**\n\n```delphi\nlibrary dllTest;\n\nuses\n  SysUtils;\n\n{Return value is not used.}\nprocedure RVExtension(toArma: PAnsiChar; outputSize: Integer; fromArma: PAnsiChar); stdcall; export;\nbegin\n  StrCopy(toArma, fromArma);\nend;\n\nexports\n  { 32-bit }\n  RVExtension name '_RVExtension@12';\n  { 64-bit }\n  RVExtension name 'RVExtension';\nbegin\nend;\n```\n\n**D**\n\n```d\nimport std.c.windows.windows;\nimport core.sys.windows.dll;\n\n__gshared HINSTANCE g_hInst;\n\nextern (Windows) BOOL DllMain(HINSTANCE hInstance, ULONG ulReason, LPVOID pvReserved) {\n    final switch (ulReason) {\n        case DLL_PROCESS_ATTACH:\n            g_hInst = hInstance;\n            dll_process_attach(hInstance, true);\n            break;\n\n        case DLL_PROCESS_DETACH:\n            dll_process_detach(hInstance, true);\n            break;\n\n        case DLL_THREAD_ATTACH:\n            dll_thread_attach(true, true);\n            break;\n\n        case DLL_THREAD_DETACH:\n            dll_thread_detach(true, true);\n            break;\n    }\n\n    return true;\n}\n\nimport std.conv;\nimport std.exception;\n\nexport extern (Windows) void RVExtension(char* output, int output_size, const char* cinput) {\n    auto dinput = to!string(cinput);\n    auto doutput = output[0 .. output_size];\n    string result;\n\n    // ...\n\n    enforce(result.length <= output_size, \"Output length too long\");\n    doutput[0 .. result.length] = result[];\n    doutput[result.length] = '\\0';\n}\n```\n\n### Utility Header\n\nThis C++ header file can be used to define most of the Extension interface. It works on Windows and Linux.\nIt will be used in the following examples to keep them shorter. It also contains useful definitions for Feature Flags and Context -\nIts name is RVExtensionUtils.hpp\n\n```cpp\n#pragma once\n#include <cstdint>\n#ifdef _WIN32\n#include <windows.h> // GetModuleHandle, GetProcAddress\n#else // Linux\n#include <dlfcn.h> // dlopen, dlclose, dlsym\n#endif\n\n// bitset\nenum DllExtensionFeatureFlags : uint64_t\n{\n    RVFeature_ContextArgumentsVoidPtr = 1 << 0,\n    RVFeature_ContextStackTrace = 1 << 1,\n    RVFeature_ContextNoDefaultCall = 1 << 2,\n    RVFeature_ArgumentNoEscapeString = 1 << 3,\n};\n\nstruct RVContext_StackTrace\n{\n    struct StackTraceLine\n    {\n        // Line number in file (before preprocessing if preprocessed with line numbers)\n        uint32_t lineNumber;\n        // File offset in bytes from the start of the file (after preprocessing)\n        uint32_t fileOffset;\n        // Filepath to the source file\n        const char* sourceFile;\n        // scopeName set on that level\n        const char* scopeName;\n        // Complete fileContent of the sourceFile (after preprocessing, can be combined with fileOffset to find exact location)\n        const char* fileContent;\n    };\n\n    StackTraceLine* lines = nullptr;\n    uint32_t lineCount = 0;\n};\n\nstruct ProjectionViewTransform\n{\n    typedef float M4x4[4][4];\n\n    M4x4 projection;\n    M4x4 view;\n};\n\nstruct CExtensionControlInterface\n{\n    CExtensionControlInterface()\n    {\n        memset(this, 0, sizeof(CExtensionControlInterface));\n    }\n\n    uint32_t size = sizeof(CExtensionControlInterface);\n\n    enum Flags : uint32_t\n    {\n        None = 0,\n        DynamicTexture = 1 << 0, // If set we do not set render target, and instead pass a texture that can be mapped with D3D11_MAP_WRITE_DISCARD\n        TextureFormatBGRA = 1 << 1 // If set the texture is BGRA, if not set its ARGB\n    };\n    Flags flags = Flags::None;\n\n    // This is passed to every callback\n    void* context;\n\n    // [required]\n    // Render into currently active target\n    // target is a ID3D11RenderTargetView if Flags::DynamicTexture is not set\n    // target is a ID3D11Texture2D if Flags::DynamicTexture is set\n    void (*OnDraw)(void* context, float alpha, void* target);\n    // [required]\n    // Called after \"Unload\" display EH and \"Destroy\" control EH\n    // This is the last call before the control is destroyed. Release all your resources\n    void (*OnDestroy)(void* context, int code);\n\n    // optional\n    // Called before OnDraw, if the control (including backing render target) size has changed\n    void (*OnSizeChanged)(void* context, unsigned int width, unsigned int height);\n\n    // Interactions\n    // Optional all of these\n\n    // Return if you accept the focus\n    bool (*OnSetFocus)(void* context, bool focus);\n\n    void (*OnLButtonDown)(void* context, float x, float y);\n    void (*OnLButtonUp)(void* context, float x, float y);\n    void (*OnLButtonClick)(void* context, float x, float y);\n    void (*OnLButtonDblClick)(void* context, float x, float y);\n    void (*OnRButtonDown)(void* context, float x, float y);\n    void (*OnRButtonUp)(void* context, float x, float y);\n    void (*OnRButtonClick)(void* context, float x, float y);\n    void (*OnMouseMove)(void* context, float x, float y);\n    // Return if the input was handled, if not it will be passed to the parent controlsgroup/display\n    bool (*OnMouseZChanged)(void* context, float dz);\n\n    void (*OnMouseEnter)(void* context, float x, float y);\n    void (*OnMouseExit)(void* context, float x, float y);\n\n    // Return if the key was handled, if not it will be passed to the parent controlsgroup/display\n    bool (*OnKeyDown)(void* context, int dikCode);\n    bool (*OnKeyUp)(void* context, int dikCode);\n    bool (*OnChar)(void* context, unsigned nChar, unsigned nRepCnt, unsigned nFlags);\n};\n\n#ifdef _D3D11_CONSTANTS // Only available with d3d11.h header\nstruct RVExtensionRenderInfo\n{\n    ID3D11Device*            d3dDevice;\n    ID3D11DeviceContext*     d3dDeviceContext;\n};\n\nstruct RVExtensionGraphicsLockGuard\n{\n    //! Call this when done with the lock, forgetting to call this will freeze the game.\n    virtual void ReleaseLock() const = 0;\n    virtual ~RVExtensionGraphicsLockGuard() = default;\n};\n#endif\n\nenum TextureFormat : uint32_t\n{\n    PacAI88 = 1,\n    PacARGB8888 = 5\n};\n\n#ifdef _WIN32\n#define DLLEXPORT __declspec (dllexport)\n#define CALL_CONVENTION __stdcall\n#else // Linux\n#if __GNUC__ >= 4\n#define DLLEXPORT __attribute__ ((visibility (\"default\")))\n#else\n#define DLLEXPORT __attribute__((dllexport))\n#endif\n\n#define CALL_CONVENTION\n#endif\n\nextern \"C\"\n{\n    typedef int (CALL_CONVENTION RVExtensionCallbackProc)(char const* name, char const* function, char const* data);\n    typedef void CALL_CONVENTION RVExtensionRequestContextProc();\n    typedef void (CALL_CONVENTION RVGetProjectionViewTransformProc)(ProjectionViewTransform& pvTransform);\n    typedef uint64_t (CALL_CONVENTION RVExtensionLoadFile)(const char* path, void* buffer, uint64_t bufferSize);\n\n#ifdef _D3D11_CONSTANTS // Only available with d3d11.h header\n    typedef RVExtensionGraphicsLockGuard* (CALL_CONVENTION RVExtensionGLockProc)();\n    typedef void (CALL_CONVENTION RVExtensionGSetWHkProc)(bool (CALL_CONVENTION *newHook)(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam));\n    typedef void (CALL_CONVENTION RVExtensionGSetResetHook)(void (CALL_CONVENTION *newHook)());\n    typedef void (CALL_CONVENTION RVExtensionGGetR2TTexture)(const char* name, void (CALLCONVENTION *onResult)(ID3D11Texture2D* texture, ID3D11ShaderResourceView* resView, ID3D11RenderTargetView* rtView, uint32_t width, uint32_t height, uint32_t lastSeenFrameID, const char* name));\n#endif\n\n    //--- Called by Engine on extension load\n    DLLEXPORT void CALL_CONVENTION RVExtensionVersion(char* output, unsigned int outputSize);\n    //--- STRING callExtension STRING\n    DLLEXPORT void CALL_CONVENTION RVExtension(char* output, unsigned int outputSize, const char* function);\n    //--- STRING callExtension ARRAY\n    DLLEXPORT int CALL_CONVENTION RVExtensionArgs(char* output, unsigned int outputSize, const char* function, const char** argv, unsigned int argc);\n    //--- Called by Engine on extension load to pass RVExtensionCallbackProc to it\n    DLLEXPORT void CALL_CONVENTION RVExtensionRegisterCallback(RVExtensionCallbackProc* callbackProc);\n    //--- Request creation of UI element\n    DLLEXPORT bool CALL_CONVENTION RVExtensionRequestUI(const char* uiClass, CExtensionControlInterface* interfaceStruct);\n    //--- Request filling in a Extension Texture Source\n    DLLEXPORT void CALL_CONVENTION RVExtensionFillTextureSource(const char* uniqueName, uint16_t width, uint16_t height, uint16_t pitch, uint8_t mipLevel, TextureFormat format, void* buffer);\n    DLLEXPORT bool CALL_CONVENTION RVExtensionHasTextureSourceUpdate(const char* uniqueName);\n}\n\n//--- Finds a game exported function by its name\ninline const void* FindRVFunction(const char* name)\n{\n#ifdef _WIN32\n    return reinterpret_cast<void*>(GetProcAddress(GetModuleHandle(nullptr), name));\n#else // Linux\n    auto armaHandle = dlopen(nullptr, RTLD_LAZY | RTLD_NOLOAD);\n    auto result = dlsym(armaHandle, name);\n    dlclose(armaHandle);\n    return result;\n#endif\n}\n```\n\n### Feature Flags (Arma 3 v2.18)\n\nFeature flags can change the behavior of the Extension.\nTheir main purpose is to only enable certain features when they are needed, so that Extensions that don't need them don't have to pay the cost for it.\nMultiple flags can be combined.\nTo set no flags, either 0 must be specified or the RVExtensionFeatureFlags variable must be omitted.\n\nFlags are checked before every RVExtension/RVExtensionArgs execution. They can be changed at runtime between executions, but make sure that the effects of changed flags are handled correctly.\n\nExisting flags\n\n- `RVFeature_ContextArgumentsVoidPtr` - RVExtensionContext takes `const void**` as argument, instead of the default `const char**`, and arguments will be passed in their custom types - see Context Arguments.\n- `RVFeature_ContextStackTrace` - RVExtensionContext will retrieve a full Stacktrace - see Context.\n- `RVFeature_ContextNoDefaultCall` - RVExtensionContext will not be called automatically. It must be manually requested via RVExtensionRequestContext (This improves performance when context is not needed).\n- Arma 3 v2.22 `RVFeature_ArgumentNoEscapeString` - RVExtensionArgs string arguments will not be escaped (double-quoted) and instead passed directly. Provides significant performance advantage, and removes the need to un-escape the strings after receiving them.\n\nSetting Flags\n\nExample Visual C++\n\n```cpp\n#include <cstdint>\n#include \"RVExtensionUtil.hpp\"\n\nextern \"C\"\n{\n    __declspec(dllexport) uint64_t RVExtensionFeatureFlags = RVFeature_ContextStackTrace | RVFeature_ContextNoDefaultCall;\n}\n```\n\n### Game Functions (Arma 3 v2.18)\n\nThe Game exports some functions that can be retrieved, in order to call back into Game functionality.\nThe Utility Header defines a function called `FindRVFunction` that can be used to retrieve their addresses.\n\n**Available Game Functions**\n\n| Name | Type | Description |\n|---|---|---|\n| RVExtensionCallback | `typedef int (CALL_CONVENTION RVExtensionCallbackProc)(char const* name, char const* function, char const* data);` | Adds a callback, see #TODO |\n| RVExtensionRequestContext | `typedef void CALL_CONVENTION RVExtensionRequestContextProc();` | Requests execution of `RVExtensionContext` |\n| RVExtensionGData | ```cpp<br>struct RVExtensionRenderInfo<br>{<br>    ID3D11Device*            d3dDevice;<br>    ID3D11DeviceContext*     d3dDeviceContext;<br>};<br>const RVExtensionRenderInfo* const *<br>``` | Acquires pointers to the DirectX 11 device and device context. |\n| RVExtensionGLock | ```cpp<br>struct RVExtensionGraphicsLockGuard<br>{<br>    //! Call this when done with the lock, forgetting to call this will freeze the game.<br>    virtual void ReleaseLock() const = 0;<br>    virtual ~RVExtensionGraphicsLockGuard() = default;<br>};<br>typedef RVExtensionGraphicsLockGuard* (CALL_CONVENTION RVExtensionGLockProc)();<br>``` | Acquires a DirectX lock, required to access DirectX functions. |\n| RVGetProjectionViewTransform | ```cpp<br>struct ProjectionViewTransform<br>{<br>    typedef float M4x4[4][4];<br>    M4x4 projection;<br>    M4x4 view;<br>};<br>typedef void (CALL_CONVENTION RVGetProjectionViewTransformProc)(ProjectionViewTransform& pvTransform);<br>``` | Returns the projection and camera view (i.e. \"look at\") matrices for drawing 3D content. The matrices are row-major. The camera view matrix is left-handed. |\n| RVExtensionGSetWHk | `typedef void (CALL_CONVENTION RVExtensionGSetWHkProc)(bool (CALL_CONVENTION *newHook)(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam));` | Sets a WNDPROC hook to handle mouse/key inputs when rendering external UI. |\n| RVExtensionGSetResetHook | `typedef void (CALL_CONVENTION RVExtensionGSetResetHook)(void (CALL_CONVENTION *newHook)());` | Sets a hook that gets called when the game 3D engine is shut down. At this point the extension must destroy its D3D resources and release the pointers to the D3D device/context. |\n| RVExtensionGGetR2TTexture Arma 3 v2.22 | `typedef void (CALL_CONVENTION RVExtensionGGetR2TTexture)(const char* name, void (CALLCONVENTION *onResult)(ID3D11Texture2D* texture, ID3D11ShaderResourceView* resView, ID3D11RenderTargetView* rtView, uint32_t width, uint32_t height, uint32_t lastSeenFrameID, const char* name));` | Retrieves R2T texture's by name, name can be nullptr, in which case all textures are returned via the callback. |\n| RVExtensionLoadFile Arma 3 v2.24 | `typedef uint64_t (CALL_CONVENTION RVExtensionLoadFile)(const char* path, void* buffer, uint64_t bufferSize);` | Load file from PBO (Similar to loadFile script command). Pass buffer as nullptr to retrieve actual size of the file (0 if not found). If buffer is too small, it will be fully written and return value will be bufferSize. |\n\n### Callback (Arma 3 v1.96)\n\nIt is possible to call the game directly from the extension via function pointer provided when extension is called for the first time.\nSince Arma 3 v2.18 it can also be requested when needed, see Game Functions.\nThe function pointer passed over to `RVExtensionRegisterCallback` method is of the following signature:\n\n```cpp\nint(*callbackProc)(char const *name, char const *function, char const *data)\n```\n\nCalling this function pointer from extension will trigger \"ExtensionCallback\" mission event handler with three user-supplied\nparams. The params are:\n\n- `name` - make it unique name, for example the extension name, so that other modders can quickly filter out calls from own extensions\n- `function` - make it name of the function the extension sends the result to. (Note: The returned function is just a STRING! So compile is needed, before using call or spawn, to execute it)\n- `data` - make it the actual result. You can also format it as an array so it could be parsed by parseSimpleArray\n\nCalling function pointer returns an `int`. This is the number of available slots in the input buffer left for this frame after your call and can range from 99 to -1.\nThe buffer is processed and cleared every frame and the maximum number of slots that can be filled per frame is 100.\nIf you are planning to call back with more than 100 results per frame, make sure your extension retries if it receives negative `int`, which means the buffer was full and your call did not succeed.\nIdeally suited for callbacks from different threads, but if callback is initiated from the calling thread, the EH will fire on the next frame of game simulation.\nThe \"ExtensionCallback\" event handler needs to exist before any callbacks, otherwise the data will just stay in the buffer. Removing all \"ExtensionCallback\" EHs clears the buffer as well as mission restart.\n\nUsage Example:\n\n```sqf\nfncToExecute_1 = { hint format [\"Extension Result 1: %1\", _this] };\nfncToExecute_2 = { hint format [\"Extension Result 2: %1\", _this] };\nfncToExecute_3 = { hint format [\"Extension Result 3: %1\", _this] };\n\naddMissionEventHandler [\"ExtensionCallback\",\n{\n    params [\"_name\", \"_function\", \"_data\"];\n    if (_name isEqualTo \"test_callback\") then\n    {\n        parseSimpleArray _data call (missionNamespace getVariable [_function,\n        {\n            hint \"Function does not exist!\";\n        }]);\n    };\n}];\n\n\"test_callback\" callExtension str \"test data\";\n```\n\nHere is a minimal example of an extension using extension callback (do not actually do it like this for a real extension).\n*fncToExecute_X* function is called from \"ExtensionCallback\" event handler when it is triggered after 2 seconds of the extension call.\n\n```cpp\n#include <thread>\n#include <string>\n#include <chrono>\n\n#include \"RVExtensionUtil.hpp\"\n\nRVExtensionCallbackProc* callbackPtr = nullptr;\n\nvoid CALL_CONVENTION RVExtensionRegisterCallback(RVExtensionCallbackProc* callbackProc)\n{\n    callbackPtr = callbackProc;\n}\n\nvoid CALL_CONVENTION RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    if (!callbackPtr)\n        return;\n\n    std::thread ([](std::string fnc)\n    {\n        using namespace std::chrono_literals;\n        fnc = \"[1,2,3,\" + fnc + \"]\";\n\n        for (int i = 1; i < 4; ++i) // run 3 times\n        {\n            std::this_thread::sleep_for(2s); // sleep for 2 seconds\n            callbackPtr(\"test_callback\", (\"fncToExecute_\" + std::to_string(i)).c_str(), fnc.c_str());\n        }\n\n    }, function).detach();\n}\n```\n\n### Context (Arma 3 v2.12)\n\nRVExtensionContext is called before every RVExtension/RVExtensionArgs execution, providing context about where the call came from.\nUsing Feature Flags can change the number of elements passed, but it does not change their order.\n\n#### Context Arguments\n\nBy default (due to backwards compatability) context receives an array of char*. Every value will be converted to a string.\nHowever with the `RVFeature_ContextArgumentsVoidPtr` Feature Flags, it can be switched to an array of void*, where the specific datatype per entry is defined per context element.\n\nIt will pass the following data in this order:\n\n**Caption text**\n\n| Name | Description | String content | Custom datatype with `RVFeature_ContextArgumentsVoidPtr` |\n|---|---|---|---|\n| steamId | Steam 64bit userID of the local machine, same as getPlayerUID | \"0\", number as string, no extra quotes | `const uint64_t*` the UID |\n| fileSource | file from which the extension was executed or \"\" if unavailable | X | `const char*` |\n| missionName | missionNameSource | X | `const char*` |\n| serverName | serverName | X | `const char*` |\n| remoteExecutedOwner | remoteExecutedOwner | \"0\", number as string, no extra quotes | `const int16_t*` |\n| stackTrace | Stacktrace of the script that executed callExtension. diag_stacktrace | In format `LineNumber;SourceFile;ScopeName\\n` for each stack level. | `const RVContext_StackTrace*`<br>```cpp<br>struct RVContext_StackTrace<br>{<br>    struct StackTraceLine<br>    {<br>        // Line number in file (before preprocessing if preprocessed with line numbers)<br>        uint32_t lineNumber;<br>        // File offset in bytes from the start of the file (after preprocessing)<br>        uint32_t fileOffset;<br>        // Filepath to the source file<br>        const char* sourceFile;<br>        // scopeName set on that level<br>        const char* scopeName;<br>        // Complete fileContent of the sourceFile (after preprocessing, can be combined with fileOffset to find exact location)<br>        const char* fileContent;<br>    };<br>    StackTraceLine* lines = nullptr;<br>    uint32_t lineCount = 0;<br>};<br>``` |\n\nHere is a minimal example:\n\n```cpp\n#include <string>\n#include <vector>\n#include <iterator>\n#include <sstream>\n#include <iomanip>\n#include \"RVExtensionUtil.hpp\"\n\nstd::vector<std::string> contextInfo;\n\nextern \"C\"\n{\n    //--- Engine passed context\n    __declspec (dllexport) void __stdcall RVExtensionContext(const char **args, unsigned int argsCnt);\n}\n\n//--- name callExtension function\nvoid CALL_CONVENTION RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    //--- Not used here\n    (void)function;\n\n    if (!contextInfo.empty())\n    {\n        std::ostringstream oss;\n        const char qt = '\"';\n\n        for (auto it = contextInfo.begin(); it != contextInfo.end() - 1; ++it)\n            oss << std::quoted(*it, qt, qt) << \",\";\n        oss << std::quoted(contextInfo.back(), qt, qt);\n\n        //--- Send context info back\n        strncpy_s(output, outputSize, (\"[\" + oss.str() + \"]\").c_str(), _TRUNCATE);\n    }\n}\n\n//--- Context is executed first, copy it\nvoid CALL_CONVENTION RVExtensionContext(const char **args, unsigned int argsCnt)\n{\n    contextInfo.assign(args, std::next(args, argsCnt));\n}\n```\n\nHere is a example using `RVFeature_ContextArgumentsVoidPtr` combined with `RVFeature_ContextStackTrace`:\n\n```cpp\n#include <string>\n#include <vector>\n#include <iterator>\n#include <sstream>\n#include <iomanip>\n\n#include \"RVExtensionUtil.hpp\"\n\nstruct CallContext\n{\n    uint64_t steamId;\n    std::string fileSource;\n    std::string missionName;\n    std::string serverName;\n    int16_t remoteExecutedOwner;\n\n    struct StackTraceLine\n    {\n        // Line number in file (before preprocessing if preprocessed with line numbers)\n        uint32_t lineNumber;\n        // File offset in bytes from the start of the file (after preprocessing)\n        uint32_t fileOffset;\n        // Filepath to the source file\n        std::string sourceFile;\n        // scopeName set on that level\n        std::string scopeName;\n        // Complete fileContent of the sourceFile (after preprocessing, can be combined with fileOffset to find exact location)\n        std::string fileContent;\n    };\n\n    std::vector<StackTraceLine> stackTrace;\n} contextInfo;\n\nextern \"C\"\n{\n    //--- Engine passed context\n    __declspec (dllexport) void __stdcall RVExtensionContext(const void **args, unsigned int argsCnt);\n\n    __declspec(dllexport) uint64_t RVExtensionFeatureFlags = RVFeature_ContextArgumentsVoidPtr | RVFeature_ContextStackTrace;\n}\n\n//--- name callExtension function\nvoid CALL_CONVENTION RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    //--- Not used here\n    (void)function;\n\n    {\n        std::ostringstream oss;\n        const char qt = '\"';\n\n        oss << qt << contextInfo.steamId << qt << \",\";\n        oss << std::quoted(contextInfo.fileSource, qt, qt) << \",\";\n        oss << std::quoted(contextInfo.missionName, qt, qt) << \",\";\n        oss << std::quoted(contextInfo.serverName, qt, qt) << \",\";\n        oss << contextInfo.remoteExecutedOwner << \",\";\n\n        //--- Send context info back\n        strncpy_s(output, outputSize, (\"[\" + oss.str() + \"]\").c_str(), _TRUNCATE);\n    }\n}\n\n//--- Context is executed before RVExtension is called, and its values are only valid while inside RVExtensionContext function, so we need to copy them to use them later\nvoid CALL_CONVENTION RVExtensionContext(const void **args, unsigned int argsCnt)\n{\n    size_t index = 0;\n    contextInfo.steamId = *static_cast<const uint64_t*>(args[index++]);\n    contextInfo.fileSource = static_cast<const char*>(args[index++]);\n    contextInfo.missionName = static_cast<const char*>(args[index++]);\n    contextInfo.serverName = static_cast<const char*>(args[index++]);\n    contextInfo.remoteExecutedOwner = *static_cast<const int16_t*>(args[index++]);\n\n    if (RVExtensionFeatureFlags & RVFeature_ContextStackTrace) {\n        auto stackTrace = static_cast<const RVContext_StackTrace*>(argv[index++]);\n\n        std::transform(stackTrace->lines, stackTrace->lines + stackTrace->lineCount, std::back_inserter(contextInfo.stackTrace),\n            [](const RVContext_StackTrace::StackTraceLine& line)\n            {\n                    return CallContext::StackTraceLine\n                    {\n                        line.lineNumber,\n                        line.fileOffset,\n                        line.sourceFile,\n                        line.scopeName,\n                        line.fileContent // File content is large and expensive to copy\n                    };\n            });\n    }\n}\n```\n\n#### Manually Request Context\n\nHaving RVExtensionContext be called every time before every extension execution can be a waste of performance if the context is not required every time.\nThis automatic call can be disabled with the `RVFeature_ContextNoDefaultCall` Feature Flag. When the flag is set, the context must be requested.\n\nThe Game is exporting a function called `RVExtensionRequestContext` that can be used to request it, it will then call `RVExtensionContext`.\nThe `RVExtensionContext` execution will be completed when `RVExtensionRequestContext` returns.\nIf the `RVExtensionContext` exported function is not defined, requesting context will have no effect.\nThe `RVExtensionContext` call will respect the currently set `RVExtensionFeatureFlags`, `RVExtensionContext` can also be called multiple times, with different feature flags.\n\nHere is a example on how to fetch the RequestContext function, and how to use it:\n\n```cpp\n#include <string>\n#include <vector>\n#include <iterator>\n#include <sstream>\n#include <iomanip>\n\n#include \"RVExtensionUtil.hpp\"\n\nstruct CallContext\n{\n    uint64_t steamId;\n    std::string fileSource;\n    std::string missionName;\n    std::string serverName;\n    int16_t remoteExecutedOwner;\n} contextInfo;\n\nextern \"C\"\n{\n    //--- Engine passed context\n    __declspec (dllexport) void __stdcall RVExtensionContext(const void **args, unsigned int argsCnt);\n\n    __declspec(dllexport) uint64_t RVExtensionFeatureFlags = RVFeature_ContextArgumentsVoidPtr | RVFeature_ContextStackTrace | RVFeature_ContextNoDefaultCall;\n}\n\nRVExtensionRequestContextProc* requestContext;\n\nvoid CALL_CONVENTION RVExtensionVersion(char *output, unsigned int outputSize)\n{\n    requestContext = reinterpret_cast<RVExtensionRequestContextProc*>(FindRVFunction(\"RVExtensionRequestContext\"));\n    std::strncpy(output, \"Test-Extension v1.0\", outputSize - 1);\n}\n\n//--- name callExtension function\nvoid CALL_CONVENTION RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    //--- Not used here\n    (void)function;\n\n    requestContext(); // Request the context dynamically when we need it\n\n    {\n        std::ostringstream oss;\n        const char qt = '\"';\n\n        oss << qt << contextInfo.steamId << qt << \",\";\n        oss << std::quoted(contextInfo.fileSource, qt, qt) << \",\";\n        oss << std::quoted(contextInfo.missionName, qt, qt) << \",\";\n        oss << std::quoted(contextInfo.serverName, qt, qt) << \",\";\n        oss << contextInfo.remoteExecutedOwner << \",\";\n\n        //--- Send context info back\n        strncpy_s(output, outputSize, (\"[\" + oss.str() + \"]\").c_str(), _TRUNCATE);\n    }\n}\n\n//--- Its values are only valid while inside RVExtensionContext function, so we need to copy them to use them later\nvoid CALL_CONVENTION RVExtensionContext(const void **args, unsigned int argsCnt)\n{\n    size_t index = 0;\n    contextInfo.steamId = *static_cast<const uint64_t*>(args[index++]);\n    contextInfo.fileSource = static_cast<const char*>(args[index++]);\n    contextInfo.missionName = static_cast<const char*>(args[index++]);\n    contextInfo.serverName = static_cast<const char*>(args[index++]);\n    contextInfo.remoteExecutedOwner = *static_cast<const int16_t*>(args[index++]);\n}\n```\n\n### Extension UI (Arma 3 v2.20)\n\n> [!WARNING]\n> This is a experimental feature currently available for testing on Development-Branch. It is not yet decided whether this will become available in Stable branch.\n\nUsing RVExtensionRequestUI and CT_EXTENSION, Extensions can implement their own UI Controls.\n\n`RVExtensionRequestUI` receives a \"uiClass\" name that is defined in the UI Control's config, based on that the Extension should decide what UI to create internally.\nIt then has to fill out the passed `CExtensionControlInterface` structure.\nVerify that the `size` member of the passed structure, matches the expected size of the structure. If it does not, then a Game Update has changed the structure and additional code for backwards compatibility might be needed.\n\nA sample is available at https://github.com/arma3/RVExtensionImGui/blob/main/dllmain.cpp#L38\n\n`OnSizeChanged` will be called before the first `OnDraw` call. And every time that the control's size is changed via ctrlSetScale, ctrlSetPosition or others.\nThe passed size, will also be the size of the RenderTarget/Texture, used in `OnDraw`.\n\nInside OnDraw, DirectX functions must be used to draw into the RenderTarget/Texture. DirectX device and context are available via \"RVExtensionGData\", see Game Functions.\n\nThere are two methods for drawing.\n\nThe default is a RenderTarget, the Game will set the active RenderTarget before the call to \"OnDraw\", and every DirectX render command will render into it.\nThe alternative is setting `CExtensionControlInterface::Flags::DynamicTexture` into the \"flags\" member of the interface structure. Then the Game will provide a texture allocated with `D3D11_USAGE_DYNAMIC`, which can be mapped using `d3dDeviceContext->Map` and the `D3D11_MAP_WRITE_DISCARD` MapType, and the CPU can then write data into the mapped memory.\n\n### Extension Texture Source (Arma 3 v2.22)\n\nProcedural texture source (#TODO link to the wiki page, and also document it there)\n\n1. (rgb,width,height,nMips)extension(\"RVExtensionName\",\"UniqueName\", isAnimated, textureType)\n\nRVExtensionFillTextureSource will be called whenever the engine needs to fill the texture.\nThe Texture will be stored in video memory. It may be deleted from Video memory at any time, and when its visible on screen again it will be re-fetched from extension.\nThe extension fetch is done on a separate texture loading thread.\n\nIn video/animated mode, the texture is re-loaded/re-requested from the extension, every frame that the texture is visible on-screen. Be mindful of performance.\n\nWhen using animated textures that do not have to update every frame, it is recommended to implement RVExtensionHasTextureSourceUpdate.\nThat function will be called every frame to check if an update is required, and provides a performance advantage over updating the texture anyway even though it didn't change.\nTextures are only checked for updates, if it is visible on screen and considered for rendering.\n\n### Extension Signatures (Arma 3 v2.22)\n\nDLLs can be signed on windows with SignTool [\"How to sign an app package using SignTool\"](https://learn.microsoft.com/en-us/windows/win32/appxpkg/how-to-sign-a-package-using-signtool)\nSelf signed certificates are possible!\n\nallExtensions and \"ExtensionLoaded\" eventhandler provide signature information.\nImportant is the \"status\" field.\n\"badDigest\" means the signature does not match the file, likely the file was modified after it was signed, the signature cannot be trusted.\n\"expired\" means the signature is now expired, but it might still have been valid when the signature was created.\n\"revoked\" means the signature was revoked after the file was signed, likely because the certificate is compromised, it might not be trustworthy.\n\"partialChain\" means the full certificate chain could not be verified, while the known certificate is valid, it might have been created by a invalid authority, it might not be trustworthy.\n\"ok\" is set if there were no errors with the validation (Certificate is valid and matches the file, but we ignore expiry date, ignore self signed certificates ), it is better to check individual status values than just relying on this.\n\nThe recommended method to check is to make sure that \"badDigest\" is not set (The file was actually really signed by the certificate, and not modified afterwards), and that the certificate's public key matches the expected one (It was signed by the intended certificate, and not a self-signed certificate someone else created).\n\nSignature verification script can be set in config\n\n```cpp\nclass CfgExtensions {\n  class MyModName {\n    extensions[] = {\"extension1\", \"extension2\"}; // Whitelist, which extension names to run this check on (so its not ran on unrelated extensions we don't care about)\n    onCheckLoad = \"call MyMod_fnc_checkExtensionLoad\";\n    publicKey = \"308201...E4EA81730203010001\"; // The handler has access to the config class, so we can store some properties here)\n  }\n}\n```\n\n```sqf\nMyMod_fnc_checkExtensionLoad = {\n\n  if !(\"signatures\" in _this) exitWith { true; }; // This must be linux, it doesn't have signature reading. We'll just skip validation here\n\n  // must have signature, so signatures can't be empty\n  if ((_this get \"signatures\") isNotEqualTo []) exitWith { false; };\n\n  // Find a signature that is..\n  _validSignatureFound = (_this get \"signatures\"]) findIf {\n    (_x get \"publicKey\") == getText((_this get \"config\") >> \"publicKey\") // Signed by my key (Easy access to config that added the handler, so can store the key there)\n    &&\n    !(\"expired\" in (_x get \"status\")) // Not expired\n    &&\n    !(\"badDigest\" in (_x get \"status\")) // The signature actually matches the binary (it was not edited after signing)\n  };\n\n  _validSignatureFound != -1 // If signature found we load, otherwise we block\n}\n```\n\n## External References\n\nThe [Community-Lead Examples Repository](https://github.com/arma3/RV-Extension-Examples) can be used for further examples which go more into detail.\nTo get your example on there, just fork the repository and create a Pull-Request afterwards.\n\n##### C/C++\n\nKillzone_Kid's \"How To Make an Arma Extension\" tutorials:\n\n[Part 1](http://killzonekid.com/arma-scripting-tutorials-how-to-make-arma-extension-part-1/) [Part 2](http://killzonekid.com/arma-scripting-tutorials-how-to-make-arma-extension-part-2/) [Part 3](http://killzonekid.com/arma-scripting-tutorials-how-to-make-arma-extension-part-3/) [Part 4](http://killzonekid.com/arma-scripting-tutorials-how-to-make-arma-extension-part-4/)\n\n##### C\\#\n\n- [Write An Arma Extension In C#/.NET](http://maca134.co.uk/tutorial/write-an-arma-extension-in-c-sharp-dot-net/)\n\n##### Python\n\n- [Pythia - an Arma 3 extension that lets you write Python extensions for the game](https://github.com/overfl0/Pythia)\n\n##### Rust\n\n- [arma-rs - Crate for easily and quickly building powerful extensions](https://github.com/BrettMayson/arma-rs)\n\n##### Golang\n\n- [a3go](https://github.com/indig0fox/a3go), an Arma Go library by IndigoFox - for Go **1.20**\n- [Armago](https://github.com/code34/armago_x64/), an Arma template extension - for Go ***1.16***\n\n##### External Applications\n\n- [KK's Arma 3 Extension Tester](http://killzonekid.com/arma-3-extension-tester-callextension-exe-callextension_x64-exe/)\n- [KK's Arma 3 Extension Tester v2.0 with callback](http://killzonekid.com/callextension-v2-0/)\n- [SQF-VM - Community implementation of SQF](https://github.com/SQFvm/vm/releases)","sections":[{"heading":null,"level":1,"markdown":"> [!WARNING]\n> If you came here because you have been told to install an extension, be warned! Extensions are just like executables. They may contain viruses etc. More on that, in the FAQ section."},{"heading":"Historical","level":2,"markdown":"- Arma 2 v1.61 The first stable version of this functionality arrived.\n- Arma 3 v1.18 Linux (server) support was introduced.\n- Arma 3 v1.68 The ability to pass multiple arguments to callExtension and the interface `RVExtensionArgs` got added.\n- Arma 3 v1.70 `RVExtensionVersion` became available. It is called when the extension loads. Will be printed into the RPT log.\n- Arma 3 v1.96 Callbacks became available.\n- Arma 3 v2.12 Context became available.\n- Arma 3 v2.18 `RVExtensionFeatureFlags` and Game Functions became available.\n- Arma 3 v2.20 `Extension UI` became available.\n- Arma 3 v2.22 `Extension Texture Source` became available."},{"heading":"FAQ","level":2,"markdown":""},{"heading":"How to use Extensions?","level":5,"markdown":"Extensions can be accessed using callExtension.\n\n> [!NOTE]\n> The exact way about how to use an extension is up to the developer of said extension."},{"heading":"Where to put Extensions?","level":5,"markdown":"Arma 3 will look at the following places to find your extension files:\n\n- In all loaded mods root folders (for example: `..\\arma3\\@ModXYZ\\yourextension.dll`).\n- In your Arma 3 installation folder (for example: `..\\arma3\\yourextension.dll`).\n\nAt best, you place your extensions inside some mod folder and load it.\nAt worst, you just throw it where the Arma 3 executable is located.\n\n*Extensions may require other libraries and runtimes to be installed on the computer it is to run on.*\nConsult the authors installation manual if it exists."},{"heading":"What are Extensions?","level":5,"markdown":"Extensions are *Dynamic Link Library* (DLL) files written in, for example, C.\n\nLinux systems use a different file type: *Shared Object* (SO)."},{"heading":"What do I have to look out for?","level":5,"markdown":"Extensions fall under the same rules as executable files.\nThey may require additional runtime libraries or cause the game to crash.\n\n> [!WARNING]\n> Extensions can contain malicious code!\n> Be sure to only use extensions from reliable developers, obtained through reliable sources!"},{"heading":"How to know which extensions can be trusted?","level":5,"markdown":"Theoretically, never trust anything! Including Arma and your OS itself.\nTechnically however, this would make a boring experience, as all you would be left with is an expensive heater.\n\nThus a better rule is: If the are sources freely available, you probably can trust the extension.\nEven if you cannot read the source code, chances are that somebody out there can and would find something odd.\nThat will not protect you!\nDevelopers might add malicious code that is not exposed in the available source files, they not even need to be aware of this.\nThey may be infected already and the virus is just writing itself into the compiled extension."},{"heading":"When I call the extension method, Arma freezes.","level":5,"markdown":"This is most likely caused by the extension taking too much time.\nDue to the low-level nature of extensions, an extension cannot be suspended like scheduled scripts can be.\nYou should notify the developer of said extension about this freezing issue or use the extension less extensively."},{"heading":"Can I join BattlEye protected servers with my extension?","level":5,"markdown":"If the extension is whitelisted by BattlEye, it will be allowed to load - see Getting your extension whitelisted by BattlEye.\nIf it is not, it just will be blocked causing any callExtension attempt to fail.\n\nGenerally speaking, joining BattlEye-protected servers should be no problem with or without extensions.\n\nIf in doubt, ask the extension's author."},{"heading":"Can I use extensions in my mission?","level":5,"markdown":"Yes, you can use extensions in your missions, but you should consider if it is worth it.\nUsing extensions requires that all hosts (servers and clients) which use the extension have it installed. Extensions are not packed into the mission pbo.\n\n> [!NOTE]\n> If only the server is using the extension, the clients do not need it."},{"heading":"What do i have to look out for when deploying my extension?","level":5,"markdown":"Extensions have to be provided for 32bit and 64bit Arma.\nWhen you deploy your extension, you thus have to build it twice.\nOnce for the 32bit support and once for the 64bit support.\n\nAfter you are done, copy both output files to some location and add a `_x64.dll` suffix to the 64bit file.\n\nExample:\n\n- Windows:\n  - `MyExtension.dll` (32bit)\n  - `MyExtension_x64.dll` (64bit)\n- Linux:\n  - `MyExtension.so` (32bit)\n  - `MyExtension_x64.so` (64bit)"},{"heading":"Creating Extensions","level":2,"markdown":""},{"heading":"Preamble","level":3,"markdown":"Before we start, ask yourself the following questions:\n\n- is SQF unable to fulfill your needs?\n- Making an extension requires knowledge of a programming language. Are you capable of performing that programming task?\n- Why should a user trust you and use your extension?\n- Is it worth adding an extension for the feature you want to implement?\n\nIf the answer to any question was no, you probably should not proceed to create an extension but rather use plain SQF."},{"heading":"Getting Started","level":3,"markdown":"At first, we have to choose what language we want to use.\n\nThis wiki currently covers the following: **C**, **C++**, **C#**"},{"heading":"Preparations","level":4,"markdown":""},{"heading":"C/C++","level":5,"markdown":"Create a new library project in the IDE of your choice."},{"heading":"C\\#","level":5,"markdown":"C# requires you to install additional dependencies to work out of the box.\nThe snippets in here all are using [DllExport](https://www.nuget.org/packages/UnmanagedExports) ([sources](https://github.com/3F/DllExport)) which can be installed using NuGet.\n\nCreate a new Class Library project in the IDE of your choice."},{"heading":"Available Interfaces","level":3,"markdown":"The Extension is required to contain at least the entry point in a form of a method named RVExtension or RVExtensionArgs.\nEverything else is optional.\n\nThe actual exports need to look like this (Windows only):\n\n**32-bit requires usage of [decorated names](https://docs.microsoft.com/en-us/cpp/build/reference/decorated-names?view=vs-2019) following the `__stdcall` convention**\n\n- `_RVExtension@12`\n- `_RVExtensionArgs@20`\n- `_RVExtensionVersion@8`\n\n**64-bit**\n\n- `RVExtension`\n- `RVExtensionArgs`\n- `RVExtensionVersion`\n\nIf you use the Visual C++ compiler, this should work out of the box. But other compilers might require some manual work."},{"heading":"C/C++","level":4,"markdown":""},{"heading":"Visual C++","level":5,"markdown":"```c\n    //--- Called by Engine on extension load\n    __declspec (dllexport) void __stdcall RVExtensionVersion(char *output, unsigned int outputSize);\n    //--- STRING callExtension STRING\n    __declspec (dllexport) void __stdcall RVExtension(char *output, unsigned int outputSize, const char *function);\n    //--- STRING callExtension ARRAY\n    __declspec (dllexport) int __stdcall RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc);\n    //--- Extension Callback\n    __declspec (dllexport) void __stdcall RVExtensionRegisterCallback(int(*callbackProc)(char const *name, char const *function, char const *data));\n    //--- Engine passed context [steamID, fileSource, missionSourceName, serverName] since Arma 3 v2.12\n    __declspec (dllexport) void __stdcall RVExtensionContext(const char **argv, unsigned int argc);\n    //--- Request creation of UI element\n    __declspec (dllexport) bool __stdcall RVExtensionRequestUI(const char *uiClass, void *interfaceStruct);\n    //--- Request filling in a Extension Texture Source\n    __declspec (dllexport) void __stdcall RVExtensionFillTextureSource(const char* uniqueName, uint16_t width, uint16_t height, uint16_t pitch, uint8_t mipLevel, uint32_t format, void* buffer);\n    //--- Check if a animated Extension Texture Source should be updated\n    __declspec (dllexport) bool __stdcall RVExtensionHasTextureSourceUpdate(const char* uniqueName);\n```"},{"heading":"GCC","level":5,"markdown":"```c\n    //--- Called by Engine on extension load\n    __attribute__((dllexport)) void RVExtensionVersion(char *output, unsigned int outputSize);\n    //--- STRING callExtension STRING\n    __attribute__((dllexport)) void RVExtension(char *output, unsigned int outputSize, const char *function);\n    //--- STRING callExtension ARRAY\n    __attribute__((dllexport)) int RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc);\n    //--- Extension Callback\n    __attribute__((dllexport)) void RVExtensionRegisterCallback(int(*callbackProc)(char const *name, char const *function, char const *data));\n    //--- Engine passed context [steamID, fileSource, missionSourceName, serverName] since Arma 3 v2.12\n    __attribute__((dllexport)) void RVExtensionContext(const char **argv, unsigned int argc);\n```\n\nSee GCC documentation on [\"How to use the new C++ visibility support\"](https://gcc.gnu.org/wiki/Visibility)"},{"heading":"C\\#","level":4,"markdown":"> [!NOTE]\n> You might need to install [UnmanagedExports](https://www.nuget.org/packages/UnmanagedExports). You might also need to additionally set `WIN64` and `WIN32` in project properties.\n>\n> Go to: `Project->Properties->Build tab->Conditional compilation symbols`, add `WIN32` for your `x86` platform and `WIN64` for your `x64` platform. Save.\n>\n> Rename resulting `WIN64` `dllname.dll` to `dllname_x64.dll`.\n\n> [!NOTE]\n> If you intend to use .NET instead of .NET Framework, the **UnmanagedExports** package above might not work properly. Use [DllExport](https://github.com/3F/DllExport) instead\n\n```c#\n        /// <summary>\n        /// Gets called when Arma starts up and loads all extension.\n        /// It's perfect to load in static objects in a separate thread so that the extension doesn't needs any separate initalization\n        /// </summary>\n        /// <param name=\"output\">The string builder object that contains the result of the function</param>\n        /// <param name=\"outputSize\">The maximum size of bytes that can be returned</param>\n#if WIN64\n        [DllExport(\"RVExtensionVersion\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtensionVersion@8\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static void RvExtensionVersion(StringBuilder output, unsigned int outputSize) { }\n\n        /// <summary>\n        /// The entry point for the default callExtension command.\n        /// </summary>\n        /// <param name=\"output\">The string builder object that contains the result of the function</param>\n        /// <param name=\"outputSize\">The maximum size of bytes that can be returned</param>\n        /// <param name=\"function\">The string argument that is used along with callExtension</param>\n#if WIN64\n        [DllExport(\"RVExtension\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtension@12\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static void RvExtension(StringBuilder output, unsigned int outputSize,\n            [MarshalAs(UnmanagedType.LPStr)] string function) { }\n\n        /// <summary>\n        /// The entry point for the callExtensionArgs command.\n        /// </summary>\n        /// <param name=\"output\">The string builder object that contains the result of the function</param>\n        /// <param name=\"outputSize\">The maximum size of bytes that can be returned</param>\n        /// <param name=\"function\">The string argument that is used along with callExtension</param>\n        /// <param name=\"args\">The args passed to callExtension as a string array</param>\n        /// <param name=\"argsCount\">The size of the string array args</param>\n        /// <returns>The result code</returns>\n#if WIN64\n        [DllExport(\"RVExtensionArgs\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtensionArgs@20\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static int RvExtensionArgs(StringBuilder output, unsigned int outputSize,\n            [MarshalAs(UnmanagedType.LPStr)] string function,\n            [MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.LPStr, SizeParamIndex = 4)] string[] args, unsigned int argCount) { }\n```"},{"heading":"Getting your extension whitelisted by BattlEye (Arma 3 v1.46)","level":3,"markdown":"Since Arma 3 v1.46, client extensions need to be whitelisted in order to get loaded.\n\nThe [SITREP #00109](https://dev.arma3.com/post/sitrep-00109) said the following on that topic:\n\n```\nThe enhanced BattlEye protection in 1.46 will require extensions to be white-listed, or their access to the game's processes will be blocked.\nIn order to get your extension white-listed, please contact BattlEye support via its web form or support[at]battleye.com.\nBe sure to include the file name, a description and possibly a download link.\n```\n\nThis boils down to the following tasks to get your extension whitelisted:\n\n1. Upload the extension in question somewhere.\n1. Open the [BattlEye Contact Page](http://www.battleye.com/contact/).\n1. Pick the topic `Other requests` (may change in future, select the most appropriate).\n1. Fill in your Name and E-Mail.\n1. Set the subject to something like `Arma extension whitelisting`.\n1. Add link to your extension from step 1 (you may include other information too) into the Message.\n\nAfter a certain time, your extension should be whitelisted."},{"heading":"Deploying extensions","level":3,"markdown":"To correctly deploy your extensions, you have to make sure to have a 32bit and a 64bit variant of your extension.\nThe reason for this is because 64bit Arma cannot load 32bit extensions and vice versa.\n\nYou also should create an addon package (even if you only deploy the actual extension binaries) + add the documentation for your extension.\n\nAn example might be structured like this:\n\n- `/@MyExtension/`\n  - `/MyExtension.dll`\n  - `/MyExtension_x64.dll`\n  - `/docs/`\n    - `/MyExtension_Documentation.txt`\n\nYou may also want to provide convenience SQF functions to access your extension."},{"heading":"Minimum Viable Example","level":3,"markdown":"The following examples will copy the input into the output. They are provided to show some practical example.\n\n**C (Visual C++)**\n\n```c\n__declspec(dllexport) void __stdcall RVExtension(char *output, unsigned int outputSize, const char *function);\n__declspec(dllexport) int __stdcall RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc);\n__declspec(dllexport) void __stdcall RVExtensionVersion(char *output, unsigned int outputSize);\n\nint strncpy_safe(char *output, const char *src, int size)\n{\n    int i;\n    size--;\n    for (i = 0; i < size && src[i] != '\\0'; i++)\n    {\n        output[i] = src[i];\n    }\n    output[i] = '\\0';\n    return i;\n}\n\nvoid __stdcall RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    strncpy_safe(output, function, outputSize);\n}\n\nint __stdcall RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc)\n{\n    int index = 0;\n    for (int i = 0; i < argc && index < outputSize; i++)\n    {\n        index += strncpy_safe(output + index, argv[i], outputSize - 1 - index);\n    }\n    return 0;\n}\n\nvoid __stdcall RVExtensionVersion(char *output, unsigned int outputSize)\n{\n    strncpy_safe(output, \"Test-Extension v1.0\", outputSize);\n}\n```\n\n**C (GCC)**\n\n```c\n__attribute__((dllexport)) void RVExtension(char *output, unsigned int outputSize, const char *function);\n__attribute__((dllexport)) int RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc);\n__attribute__((dllexport)) void RVExtensionVersion(char *output, unsigned int outputSize);\n\nint strncpy_safe(char *output, const char *src, int size)\n{\n    int i;\n    size--;\n    for (i = 0; i < size && src[i] != '\\0'; i++)\n    {\n        output[i] = src[i];\n    }\n    output[i] = '\\0';\n    return i;\n}\n\nvoid RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    strncpy_safe(output, function, outputSize);\n}\n\nint RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc)\n{\n    int index = 0;\n    for (int i = 0; i < argc && index < outputSize; i++)\n    {\n        index += strncpy_safe(output + index, argv[i], outputSize - 1 - index);\n    }\n    return 0;\n}\n\nvoid RVExtensionVersion(char *output, unsigned int outputSize)\n{\n    strncpy_safe(output, \"Test-Extension v1.0\", outputSize);\n}\n```\n\n**C++ (Visual C++)**\n\n```cpp\n#include <string>\n#include <cstring>\n#include <sstream>\nextern \"C\"\n{\n    __declspec(dllexport) void __stdcall RVExtension(char *output, unsigned int outputSize, const char *function);\n    __declspec(dllexport) int __stdcall RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc);\n    __declspec(dllexport) void __stdcall RVExtensionVersion(char *output, unsigned int outputSize);\n}\nvoid __stdcall RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    std::strncpy(output, function, outputSize - 1);\n}\n\nint __stdcall RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc)\n{\n    std::stringstream sstream;\n    for (int i = 0; i < argc; i++)\n    {\n        sstream << argv[i];\n    }\n    std::strncpy(output, sstream.str().c_str(), outputSize - 1);\n    return 0;\n}\n\nvoid __stdcall RVExtensionVersion(char *output, unsigned int outputSize)\n{\n    std::strncpy(output, \"Test-Extension v1.0\", outputSize - 1);\n}\n```\n\n**C++ (GCC)**\n\n```cpp\n#include <string>\n#include <cstring>\n#include <sstream>\nextern \"C\"\n{\n    __attribute__((dllexport)) void RVExtension(char *output, unsigned int outputSize, const char *function);\n    __attribute__((dllexport)) int RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc);\n    __attribute__((dllexport)) void RVExtensionVersion(char *output, unsigned int outputSize);\n}\nvoid RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    std::strncpy(output, function, outputSize - 1);\n}\n\nint RVExtensionArgs(char *output, unsigned int outputSize, const char *function, const char **argv, unsigned int argc)\n{\n    std::stringstream sstream;\n    for (int i = 0; i < argc; i++)\n    {\n        sstream << argv[i];\n    }\n    std::strncpy(output, sstream.str().c_str(), outputSize - 1);\n    return 0;\n}\n\nvoid RVExtensionVersion(char *output, unsigned int outputSize)\n{\n    std::strncpy(output, \"Test-Extension v1.0\", outputSize - 1);\n}\n```\n\n**C#**\n\n```c#\nusing System.Text;\nusing System.Runtime.InteropServices;\nusing RGiesecke.DllExport;\n\nclass MyExtension {\n\n#if WIN64\n        [DllExport(\"RVExtensionVersion\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtensionVersion@8\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static void RvExtensionVersion(StringBuilder output, unsigned int outputSize)\n        {\n            output.Append(\"Test-Extension v1.0\");\n        }\n\n#if WIN64\n        [DllExport(\"RVExtension\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtension@12\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static void RvExtension(StringBuilder output, unsigned int outputSize,\n            [MarshalAs(UnmanagedType.LPStr)] string function)\n        {\n            output.Append(function);\n        }\n\n#if WIN64\n        [DllExport(\"RVExtensionArgs\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtensionArgs@20\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static int RvExtensionArgs(StringBuilder output, unsigned int outputSize,\n            [MarshalAs(UnmanagedType.LPStr)] string function,\n            [MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.LPStr, SizeParamIndex = 4)] string[] args, unsigned int argCount)\n        {\n            foreach(var arg in args)\n            {\n                output.Append(arg);\n            }\n            return 0;\n        }\n}\n```\n\n**C# (w/ callback)**\n\n```c#\nusing System.Text;\nusing System.Runtime.InteropServices;\nusing RGiesecke.DllExport;\n\nclass MyExtension {\n\n    public static ExtensionCallback callback;\n    public delegate int ExtensionCallback([MarshalAs(UnmanagedType.LPStr)] string name, [MarshalAs(UnmanagedType.LPStr)] string function, [MarshalAs(UnmanagedType.LPStr)] string data);\n\n#if WIN64\n        [DllExport(\"RVExtensionRegisterCallback\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtensionRegisterCallback@4\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static void RVExtensionRegisterCallback([MarshalAs(UnmanagedType.FunctionPtr)] ExtensionCallback func)\n        {\n            callback = func;\n        }\n\n#if WIN64\n        [DllExport(\"RVExtensionVersion\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtensionVersion@8\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static void RvExtensionVersion(StringBuilder output, unsigned int outputSize)\n        {\n            output.Append(\"Test-Extension v1.0\");\n        }\n\n#if WIN64\n        [DllExport(\"RVExtension\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtension@12\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static void RvExtension(StringBuilder output, unsigned int outputSize,\n            [MarshalAs(UnmanagedType.LPStr)] string function)\n        {\n            output.Append(function);\n        }\n\n#if WIN64\n        [DllExport(\"RVExtensionArgs\", CallingConvention = CallingConvention.Winapi)]\n#else\n        [DllExport(\"_RVExtensionArgs@20\", CallingConvention = CallingConvention.Winapi)]\n#endif\n        public static int RvExtensionArgs(StringBuilder output, unsigned int outputSize,\n            [MarshalAs(UnmanagedType.LPStr)] string function,\n            [MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.LPStr, SizeParamIndex = 4)] string[] args, unsigned int argCount)\n        {\n            foreach(var arg in args)\n            {\n                output.Append(arg);\n            }\n            return 0;\n        }\n}\n```"},{"heading":"Other Languages","level":3,"markdown":"This section contains other languages which may or may not work. Finding out requirements etc. is up to you.\n\n> [!NOTE]\n> Help Wanted!\n\nIf you know any of the following languages, consider editing this page to add the language to the upper list properly.\n\n**Delphi/Pascal**\n\n```delphi\nlibrary dllTest;\n\nuses\n  SysUtils;\n\n{Return value is not used.}\nprocedure RVExtension(toArma: PAnsiChar; outputSize: Integer; fromArma: PAnsiChar); stdcall; export;\nbegin\n  StrCopy(toArma, fromArma);\nend;\n\nexports\n  { 32-bit }\n  RVExtension name '_RVExtension@12';\n  { 64-bit }\n  RVExtension name 'RVExtension';\nbegin\nend;\n```\n\n**D**\n\n```d\nimport std.c.windows.windows;\nimport core.sys.windows.dll;\n\n__gshared HINSTANCE g_hInst;\n\nextern (Windows) BOOL DllMain(HINSTANCE hInstance, ULONG ulReason, LPVOID pvReserved) {\n    final switch (ulReason) {\n        case DLL_PROCESS_ATTACH:\n            g_hInst = hInstance;\n            dll_process_attach(hInstance, true);\n            break;\n\n        case DLL_PROCESS_DETACH:\n            dll_process_detach(hInstance, true);\n            break;\n\n        case DLL_THREAD_ATTACH:\n            dll_thread_attach(true, true);\n            break;\n\n        case DLL_THREAD_DETACH:\n            dll_thread_detach(true, true);\n            break;\n    }\n\n    return true;\n}\n\nimport std.conv;\nimport std.exception;\n\nexport extern (Windows) void RVExtension(char* output, int output_size, const char* cinput) {\n    auto dinput = to!string(cinput);\n    auto doutput = output[0 .. output_size];\n    string result;\n\n    // ...\n\n    enforce(result.length <= output_size, \"Output length too long\");\n    doutput[0 .. result.length] = result[];\n    doutput[result.length] = '\\0';\n}\n```"},{"heading":"Utility Header","level":3,"markdown":"This C++ header file can be used to define most of the Extension interface. It works on Windows and Linux.\nIt will be used in the following examples to keep them shorter. It also contains useful definitions for Feature Flags and Context -\nIts name is RVExtensionUtils.hpp\n\n```cpp\n#pragma once\n#include <cstdint>\n#ifdef _WIN32\n#include <windows.h> // GetModuleHandle, GetProcAddress\n#else // Linux\n#include <dlfcn.h> // dlopen, dlclose, dlsym\n#endif\n\n// bitset\nenum DllExtensionFeatureFlags : uint64_t\n{\n    RVFeature_ContextArgumentsVoidPtr = 1 << 0,\n    RVFeature_ContextStackTrace = 1 << 1,\n    RVFeature_ContextNoDefaultCall = 1 << 2,\n    RVFeature_ArgumentNoEscapeString = 1 << 3,\n};\n\nstruct RVContext_StackTrace\n{\n    struct StackTraceLine\n    {\n        // Line number in file (before preprocessing if preprocessed with line numbers)\n        uint32_t lineNumber;\n        // File offset in bytes from the start of the file (after preprocessing)\n        uint32_t fileOffset;\n        // Filepath to the source file\n        const char* sourceFile;\n        // scopeName set on that level\n        const char* scopeName;\n        // Complete fileContent of the sourceFile (after preprocessing, can be combined with fileOffset to find exact location)\n        const char* fileContent;\n    };\n\n    StackTraceLine* lines = nullptr;\n    uint32_t lineCount = 0;\n};\n\nstruct ProjectionViewTransform\n{\n    typedef float M4x4[4][4];\n\n    M4x4 projection;\n    M4x4 view;\n};\n\nstruct CExtensionControlInterface\n{\n    CExtensionControlInterface()\n    {\n        memset(this, 0, sizeof(CExtensionControlInterface));\n    }\n\n    uint32_t size = sizeof(CExtensionControlInterface);\n\n    enum Flags : uint32_t\n    {\n        None = 0,\n        DynamicTexture = 1 << 0, // If set we do not set render target, and instead pass a texture that can be mapped with D3D11_MAP_WRITE_DISCARD\n        TextureFormatBGRA = 1 << 1 // If set the texture is BGRA, if not set its ARGB\n    };\n    Flags flags = Flags::None;\n\n    // This is passed to every callback\n    void* context;\n\n    // [required]\n    // Render into currently active target\n    // target is a ID3D11RenderTargetView if Flags::DynamicTexture is not set\n    // target is a ID3D11Texture2D if Flags::DynamicTexture is set\n    void (*OnDraw)(void* context, float alpha, void* target);\n    // [required]\n    // Called after \"Unload\" display EH and \"Destroy\" control EH\n    // This is the last call before the control is destroyed. Release all your resources\n    void (*OnDestroy)(void* context, int code);\n\n    // optional\n    // Called before OnDraw, if the control (including backing render target) size has changed\n    void (*OnSizeChanged)(void* context, unsigned int width, unsigned int height);\n\n    // Interactions\n    // Optional all of these\n\n    // Return if you accept the focus\n    bool (*OnSetFocus)(void* context, bool focus);\n\n    void (*OnLButtonDown)(void* context, float x, float y);\n    void (*OnLButtonUp)(void* context, float x, float y);\n    void (*OnLButtonClick)(void* context, float x, float y);\n    void (*OnLButtonDblClick)(void* context, float x, float y);\n    void (*OnRButtonDown)(void* context, float x, float y);\n    void (*OnRButtonUp)(void* context, float x, float y);\n    void (*OnRButtonClick)(void* context, float x, float y);\n    void (*OnMouseMove)(void* context, float x, float y);\n    // Return if the input was handled, if not it will be passed to the parent controlsgroup/display\n    bool (*OnMouseZChanged)(void* context, float dz);\n\n    void (*OnMouseEnter)(void* context, float x, float y);\n    void (*OnMouseExit)(void* context, float x, float y);\n\n    // Return if the key was handled, if not it will be passed to the parent controlsgroup/display\n    bool (*OnKeyDown)(void* context, int dikCode);\n    bool (*OnKeyUp)(void* context, int dikCode);\n    bool (*OnChar)(void* context, unsigned nChar, unsigned nRepCnt, unsigned nFlags);\n};\n\n#ifdef _D3D11_CONSTANTS // Only available with d3d11.h header\nstruct RVExtensionRenderInfo\n{\n    ID3D11Device*            d3dDevice;\n    ID3D11DeviceContext*     d3dDeviceContext;\n};\n\nstruct RVExtensionGraphicsLockGuard\n{\n    //! Call this when done with the lock, forgetting to call this will freeze the game.\n    virtual void ReleaseLock() const = 0;\n    virtual ~RVExtensionGraphicsLockGuard() = default;\n};\n#endif\n\nenum TextureFormat : uint32_t\n{\n    PacAI88 = 1,\n    PacARGB8888 = 5\n};\n\n#ifdef _WIN32\n#define DLLEXPORT __declspec (dllexport)\n#define CALL_CONVENTION __stdcall\n#else // Linux\n#if __GNUC__ >= 4\n#define DLLEXPORT __attribute__ ((visibility (\"default\")))\n#else\n#define DLLEXPORT __attribute__((dllexport))\n#endif\n\n#define CALL_CONVENTION\n#endif\n\nextern \"C\"\n{\n    typedef int (CALL_CONVENTION RVExtensionCallbackProc)(char const* name, char const* function, char const* data);\n    typedef void CALL_CONVENTION RVExtensionRequestContextProc();\n    typedef void (CALL_CONVENTION RVGetProjectionViewTransformProc)(ProjectionViewTransform& pvTransform);\n    typedef uint64_t (CALL_CONVENTION RVExtensionLoadFile)(const char* path, void* buffer, uint64_t bufferSize);\n\n#ifdef _D3D11_CONSTANTS // Only available with d3d11.h header\n    typedef RVExtensionGraphicsLockGuard* (CALL_CONVENTION RVExtensionGLockProc)();\n    typedef void (CALL_CONVENTION RVExtensionGSetWHkProc)(bool (CALL_CONVENTION *newHook)(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam));\n    typedef void (CALL_CONVENTION RVExtensionGSetResetHook)(void (CALL_CONVENTION *newHook)());\n    typedef void (CALL_CONVENTION RVExtensionGGetR2TTexture)(const char* name, void (CALLCONVENTION *onResult)(ID3D11Texture2D* texture, ID3D11ShaderResourceView* resView, ID3D11RenderTargetView* rtView, uint32_t width, uint32_t height, uint32_t lastSeenFrameID, const char* name));\n#endif\n\n    //--- Called by Engine on extension load\n    DLLEXPORT void CALL_CONVENTION RVExtensionVersion(char* output, unsigned int outputSize);\n    //--- STRING callExtension STRING\n    DLLEXPORT void CALL_CONVENTION RVExtension(char* output, unsigned int outputSize, const char* function);\n    //--- STRING callExtension ARRAY\n    DLLEXPORT int CALL_CONVENTION RVExtensionArgs(char* output, unsigned int outputSize, const char* function, const char** argv, unsigned int argc);\n    //--- Called by Engine on extension load to pass RVExtensionCallbackProc to it\n    DLLEXPORT void CALL_CONVENTION RVExtensionRegisterCallback(RVExtensionCallbackProc* callbackProc);\n    //--- Request creation of UI element\n    DLLEXPORT bool CALL_CONVENTION RVExtensionRequestUI(const char* uiClass, CExtensionControlInterface* interfaceStruct);\n    //--- Request filling in a Extension Texture Source\n    DLLEXPORT void CALL_CONVENTION RVExtensionFillTextureSource(const char* uniqueName, uint16_t width, uint16_t height, uint16_t pitch, uint8_t mipLevel, TextureFormat format, void* buffer);\n    DLLEXPORT bool CALL_CONVENTION RVExtensionHasTextureSourceUpdate(const char* uniqueName);\n}\n\n//--- Finds a game exported function by its name\ninline const void* FindRVFunction(const char* name)\n{\n#ifdef _WIN32\n    return reinterpret_cast<void*>(GetProcAddress(GetModuleHandle(nullptr), name));\n#else // Linux\n    auto armaHandle = dlopen(nullptr, RTLD_LAZY | RTLD_NOLOAD);\n    auto result = dlsym(armaHandle, name);\n    dlclose(armaHandle);\n    return result;\n#endif\n}\n```"},{"heading":"Feature Flags (Arma 3 v2.18)","level":3,"markdown":"Feature flags can change the behavior of the Extension.\nTheir main purpose is to only enable certain features when they are needed, so that Extensions that don't need them don't have to pay the cost for it.\nMultiple flags can be combined.\nTo set no flags, either 0 must be specified or the RVExtensionFeatureFlags variable must be omitted.\n\nFlags are checked before every RVExtension/RVExtensionArgs execution. They can be changed at runtime between executions, but make sure that the effects of changed flags are handled correctly.\n\nExisting flags\n\n- `RVFeature_ContextArgumentsVoidPtr` - RVExtensionContext takes `const void**` as argument, instead of the default `const char**`, and arguments will be passed in their custom types - see Context Arguments.\n- `RVFeature_ContextStackTrace` - RVExtensionContext will retrieve a full Stacktrace - see Context.\n- `RVFeature_ContextNoDefaultCall` - RVExtensionContext will not be called automatically. It must be manually requested via RVExtensionRequestContext (This improves performance when context is not needed).\n- Arma 3 v2.22 `RVFeature_ArgumentNoEscapeString` - RVExtensionArgs string arguments will not be escaped (double-quoted) and instead passed directly. Provides significant performance advantage, and removes the need to un-escape the strings after receiving them.\n\nSetting Flags\n\nExample Visual C++\n\n```cpp\n#include <cstdint>\n#include \"RVExtensionUtil.hpp\"\n\nextern \"C\"\n{\n    __declspec(dllexport) uint64_t RVExtensionFeatureFlags = RVFeature_ContextStackTrace | RVFeature_ContextNoDefaultCall;\n}\n```"},{"heading":"Game Functions (Arma 3 v2.18)","level":3,"markdown":"The Game exports some functions that can be retrieved, in order to call back into Game functionality.\nThe Utility Header defines a function called `FindRVFunction` that can be used to retrieve their addresses.\n\n**Available Game Functions**\n\n| Name | Type | Description |\n|---|---|---|\n| RVExtensionCallback | `typedef int (CALL_CONVENTION RVExtensionCallbackProc)(char const* name, char const* function, char const* data);` | Adds a callback, see #TODO |\n| RVExtensionRequestContext | `typedef void CALL_CONVENTION RVExtensionRequestContextProc();` | Requests execution of `RVExtensionContext` |\n| RVExtensionGData | ```cpp<br>struct RVExtensionRenderInfo<br>{<br>    ID3D11Device*            d3dDevice;<br>    ID3D11DeviceContext*     d3dDeviceContext;<br>};<br>const RVExtensionRenderInfo* const *<br>``` | Acquires pointers to the DirectX 11 device and device context. |\n| RVExtensionGLock | ```cpp<br>struct RVExtensionGraphicsLockGuard<br>{<br>    //! Call this when done with the lock, forgetting to call this will freeze the game.<br>    virtual void ReleaseLock() const = 0;<br>    virtual ~RVExtensionGraphicsLockGuard() = default;<br>};<br>typedef RVExtensionGraphicsLockGuard* (CALL_CONVENTION RVExtensionGLockProc)();<br>``` | Acquires a DirectX lock, required to access DirectX functions. |\n| RVGetProjectionViewTransform | ```cpp<br>struct ProjectionViewTransform<br>{<br>    typedef float M4x4[4][4];<br>    M4x4 projection;<br>    M4x4 view;<br>};<br>typedef void (CALL_CONVENTION RVGetProjectionViewTransformProc)(ProjectionViewTransform& pvTransform);<br>``` | Returns the projection and camera view (i.e. \"look at\") matrices for drawing 3D content. The matrices are row-major. The camera view matrix is left-handed. |\n| RVExtensionGSetWHk | `typedef void (CALL_CONVENTION RVExtensionGSetWHkProc)(bool (CALL_CONVENTION *newHook)(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam));` | Sets a WNDPROC hook to handle mouse/key inputs when rendering external UI. |\n| RVExtensionGSetResetHook | `typedef void (CALL_CONVENTION RVExtensionGSetResetHook)(void (CALL_CONVENTION *newHook)());` | Sets a hook that gets called when the game 3D engine is shut down. At this point the extension must destroy its D3D resources and release the pointers to the D3D device/context. |\n| RVExtensionGGetR2TTexture Arma 3 v2.22 | `typedef void (CALL_CONVENTION RVExtensionGGetR2TTexture)(const char* name, void (CALLCONVENTION *onResult)(ID3D11Texture2D* texture, ID3D11ShaderResourceView* resView, ID3D11RenderTargetView* rtView, uint32_t width, uint32_t height, uint32_t lastSeenFrameID, const char* name));` | Retrieves R2T texture's by name, name can be nullptr, in which case all textures are returned via the callback. |\n| RVExtensionLoadFile Arma 3 v2.24 | `typedef uint64_t (CALL_CONVENTION RVExtensionLoadFile)(const char* path, void* buffer, uint64_t bufferSize);` | Load file from PBO (Similar to loadFile script command). Pass buffer as nullptr to retrieve actual size of the file (0 if not found). If buffer is too small, it will be fully written and return value will be bufferSize. |"},{"heading":"Callback (Arma 3 v1.96)","level":3,"markdown":"It is possible to call the game directly from the extension via function pointer provided when extension is called for the first time.\nSince Arma 3 v2.18 it can also be requested when needed, see Game Functions.\nThe function pointer passed over to `RVExtensionRegisterCallback` method is of the following signature:\n\n```cpp\nint(*callbackProc)(char const *name, char const *function, char const *data)\n```\n\nCalling this function pointer from extension will trigger \"ExtensionCallback\" mission event handler with three user-supplied\nparams. The params are:\n\n- `name` - make it unique name, for example the extension name, so that other modders can quickly filter out calls from own extensions\n- `function` - make it name of the function the extension sends the result to. (Note: The returned function is just a STRING! So compile is needed, before using call or spawn, to execute it)\n- `data` - make it the actual result. You can also format it as an array so it could be parsed by parseSimpleArray\n\nCalling function pointer returns an `int`. This is the number of available slots in the input buffer left for this frame after your call and can range from 99 to -1.\nThe buffer is processed and cleared every frame and the maximum number of slots that can be filled per frame is 100.\nIf you are planning to call back with more than 100 results per frame, make sure your extension retries if it receives negative `int`, which means the buffer was full and your call did not succeed.\nIdeally suited for callbacks from different threads, but if callback is initiated from the calling thread, the EH will fire on the next frame of game simulation.\nThe \"ExtensionCallback\" event handler needs to exist before any callbacks, otherwise the data will just stay in the buffer. Removing all \"ExtensionCallback\" EHs clears the buffer as well as mission restart.\n\nUsage Example:\n\n```sqf\nfncToExecute_1 = { hint format [\"Extension Result 1: %1\", _this] };\nfncToExecute_2 = { hint format [\"Extension Result 2: %1\", _this] };\nfncToExecute_3 = { hint format [\"Extension Result 3: %1\", _this] };\n\naddMissionEventHandler [\"ExtensionCallback\",\n{\n    params [\"_name\", \"_function\", \"_data\"];\n    if (_name isEqualTo \"test_callback\") then\n    {\n        parseSimpleArray _data call (missionNamespace getVariable [_function,\n        {\n            hint \"Function does not exist!\";\n        }]);\n    };\n}];\n\n\"test_callback\" callExtension str \"test data\";\n```\n\nHere is a minimal example of an extension using extension callback (do not actually do it like this for a real extension).\n*fncToExecute_X* function is called from \"ExtensionCallback\" event handler when it is triggered after 2 seconds of the extension call.\n\n```cpp\n#include <thread>\n#include <string>\n#include <chrono>\n\n#include \"RVExtensionUtil.hpp\"\n\nRVExtensionCallbackProc* callbackPtr = nullptr;\n\nvoid CALL_CONVENTION RVExtensionRegisterCallback(RVExtensionCallbackProc* callbackProc)\n{\n    callbackPtr = callbackProc;\n}\n\nvoid CALL_CONVENTION RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    if (!callbackPtr)\n        return;\n\n    std::thread ([](std::string fnc)\n    {\n        using namespace std::chrono_literals;\n        fnc = \"[1,2,3,\" + fnc + \"]\";\n\n        for (int i = 1; i < 4; ++i) // run 3 times\n        {\n            std::this_thread::sleep_for(2s); // sleep for 2 seconds\n            callbackPtr(\"test_callback\", (\"fncToExecute_\" + std::to_string(i)).c_str(), fnc.c_str());\n        }\n\n    }, function).detach();\n}\n```"},{"heading":"Context (Arma 3 v2.12)","level":3,"markdown":"RVExtensionContext is called before every RVExtension/RVExtensionArgs execution, providing context about where the call came from.\nUsing Feature Flags can change the number of elements passed, but it does not change their order."},{"heading":"Context Arguments","level":4,"markdown":"By default (due to backwards compatability) context receives an array of char*. Every value will be converted to a string.\nHowever with the `RVFeature_ContextArgumentsVoidPtr` Feature Flags, it can be switched to an array of void*, where the specific datatype per entry is defined per context element.\n\nIt will pass the following data in this order:\n\n**Caption text**\n\n| Name | Description | String content | Custom datatype with `RVFeature_ContextArgumentsVoidPtr` |\n|---|---|---|---|\n| steamId | Steam 64bit userID of the local machine, same as getPlayerUID | \"0\", number as string, no extra quotes | `const uint64_t*` the UID |\n| fileSource | file from which the extension was executed or \"\" if unavailable | X | `const char*` |\n| missionName | missionNameSource | X | `const char*` |\n| serverName | serverName | X | `const char*` |\n| remoteExecutedOwner | remoteExecutedOwner | \"0\", number as string, no extra quotes | `const int16_t*` |\n| stackTrace | Stacktrace of the script that executed callExtension. diag_stacktrace | In format `LineNumber;SourceFile;ScopeName\\n` for each stack level. | `const RVContext_StackTrace*`<br>```cpp<br>struct RVContext_StackTrace<br>{<br>    struct StackTraceLine<br>    {<br>        // Line number in file (before preprocessing if preprocessed with line numbers)<br>        uint32_t lineNumber;<br>        // File offset in bytes from the start of the file (after preprocessing)<br>        uint32_t fileOffset;<br>        // Filepath to the source file<br>        const char* sourceFile;<br>        // scopeName set on that level<br>        const char* scopeName;<br>        // Complete fileContent of the sourceFile (after preprocessing, can be combined with fileOffset to find exact location)<br>        const char* fileContent;<br>    };<br>    StackTraceLine* lines = nullptr;<br>    uint32_t lineCount = 0;<br>};<br>``` |\n\nHere is a minimal example:\n\n```cpp\n#include <string>\n#include <vector>\n#include <iterator>\n#include <sstream>\n#include <iomanip>\n#include \"RVExtensionUtil.hpp\"\n\nstd::vector<std::string> contextInfo;\n\nextern \"C\"\n{\n    //--- Engine passed context\n    __declspec (dllexport) void __stdcall RVExtensionContext(const char **args, unsigned int argsCnt);\n}\n\n//--- name callExtension function\nvoid CALL_CONVENTION RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    //--- Not used here\n    (void)function;\n\n    if (!contextInfo.empty())\n    {\n        std::ostringstream oss;\n        const char qt = '\"';\n\n        for (auto it = contextInfo.begin(); it != contextInfo.end() - 1; ++it)\n            oss << std::quoted(*it, qt, qt) << \",\";\n        oss << std::quoted(contextInfo.back(), qt, qt);\n\n        //--- Send context info back\n        strncpy_s(output, outputSize, (\"[\" + oss.str() + \"]\").c_str(), _TRUNCATE);\n    }\n}\n\n//--- Context is executed first, copy it\nvoid CALL_CONVENTION RVExtensionContext(const char **args, unsigned int argsCnt)\n{\n    contextInfo.assign(args, std::next(args, argsCnt));\n}\n```\n\nHere is a example using `RVFeature_ContextArgumentsVoidPtr` combined with `RVFeature_ContextStackTrace`:\n\n```cpp\n#include <string>\n#include <vector>\n#include <iterator>\n#include <sstream>\n#include <iomanip>\n\n#include \"RVExtensionUtil.hpp\"\n\nstruct CallContext\n{\n    uint64_t steamId;\n    std::string fileSource;\n    std::string missionName;\n    std::string serverName;\n    int16_t remoteExecutedOwner;\n\n    struct StackTraceLine\n    {\n        // Line number in file (before preprocessing if preprocessed with line numbers)\n        uint32_t lineNumber;\n        // File offset in bytes from the start of the file (after preprocessing)\n        uint32_t fileOffset;\n        // Filepath to the source file\n        std::string sourceFile;\n        // scopeName set on that level\n        std::string scopeName;\n        // Complete fileContent of the sourceFile (after preprocessing, can be combined with fileOffset to find exact location)\n        std::string fileContent;\n    };\n\n    std::vector<StackTraceLine> stackTrace;\n} contextInfo;\n\nextern \"C\"\n{\n    //--- Engine passed context\n    __declspec (dllexport) void __stdcall RVExtensionContext(const void **args, unsigned int argsCnt);\n\n    __declspec(dllexport) uint64_t RVExtensionFeatureFlags = RVFeature_ContextArgumentsVoidPtr | RVFeature_ContextStackTrace;\n}\n\n//--- name callExtension function\nvoid CALL_CONVENTION RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    //--- Not used here\n    (void)function;\n\n    {\n        std::ostringstream oss;\n        const char qt = '\"';\n\n        oss << qt << contextInfo.steamId << qt << \",\";\n        oss << std::quoted(contextInfo.fileSource, qt, qt) << \",\";\n        oss << std::quoted(contextInfo.missionName, qt, qt) << \",\";\n        oss << std::quoted(contextInfo.serverName, qt, qt) << \",\";\n        oss << contextInfo.remoteExecutedOwner << \",\";\n\n        //--- Send context info back\n        strncpy_s(output, outputSize, (\"[\" + oss.str() + \"]\").c_str(), _TRUNCATE);\n    }\n}\n\n//--- Context is executed before RVExtension is called, and its values are only valid while inside RVExtensionContext function, so we need to copy them to use them later\nvoid CALL_CONVENTION RVExtensionContext(const void **args, unsigned int argsCnt)\n{\n    size_t index = 0;\n    contextInfo.steamId = *static_cast<const uint64_t*>(args[index++]);\n    contextInfo.fileSource = static_cast<const char*>(args[index++]);\n    contextInfo.missionName = static_cast<const char*>(args[index++]);\n    contextInfo.serverName = static_cast<const char*>(args[index++]);\n    contextInfo.remoteExecutedOwner = *static_cast<const int16_t*>(args[index++]);\n\n    if (RVExtensionFeatureFlags & RVFeature_ContextStackTrace) {\n        auto stackTrace = static_cast<const RVContext_StackTrace*>(argv[index++]);\n\n        std::transform(stackTrace->lines, stackTrace->lines + stackTrace->lineCount, std::back_inserter(contextInfo.stackTrace),\n            [](const RVContext_StackTrace::StackTraceLine& line)\n            {\n                    return CallContext::StackTraceLine\n                    {\n                        line.lineNumber,\n                        line.fileOffset,\n                        line.sourceFile,\n                        line.scopeName,\n                        line.fileContent // File content is large and expensive to copy\n                    };\n            });\n    }\n}\n```"},{"heading":"Manually Request Context","level":4,"markdown":"Having RVExtensionContext be called every time before every extension execution can be a waste of performance if the context is not required every time.\nThis automatic call can be disabled with the `RVFeature_ContextNoDefaultCall` Feature Flag. When the flag is set, the context must be requested.\n\nThe Game is exporting a function called `RVExtensionRequestContext` that can be used to request it, it will then call `RVExtensionContext`.\nThe `RVExtensionContext` execution will be completed when `RVExtensionRequestContext` returns.\nIf the `RVExtensionContext` exported function is not defined, requesting context will have no effect.\nThe `RVExtensionContext` call will respect the currently set `RVExtensionFeatureFlags`, `RVExtensionContext` can also be called multiple times, with different feature flags.\n\nHere is a example on how to fetch the RequestContext function, and how to use it:\n\n```cpp\n#include <string>\n#include <vector>\n#include <iterator>\n#include <sstream>\n#include <iomanip>\n\n#include \"RVExtensionUtil.hpp\"\n\nstruct CallContext\n{\n    uint64_t steamId;\n    std::string fileSource;\n    std::string missionName;\n    std::string serverName;\n    int16_t remoteExecutedOwner;\n} contextInfo;\n\nextern \"C\"\n{\n    //--- Engine passed context\n    __declspec (dllexport) void __stdcall RVExtensionContext(const void **args, unsigned int argsCnt);\n\n    __declspec(dllexport) uint64_t RVExtensionFeatureFlags = RVFeature_ContextArgumentsVoidPtr | RVFeature_ContextStackTrace | RVFeature_ContextNoDefaultCall;\n}\n\nRVExtensionRequestContextProc* requestContext;\n\nvoid CALL_CONVENTION RVExtensionVersion(char *output, unsigned int outputSize)\n{\n    requestContext = reinterpret_cast<RVExtensionRequestContextProc*>(FindRVFunction(\"RVExtensionRequestContext\"));\n    std::strncpy(output, \"Test-Extension v1.0\", outputSize - 1);\n}\n\n//--- name callExtension function\nvoid CALL_CONVENTION RVExtension(char *output, unsigned int outputSize, const char *function)\n{\n    //--- Not used here\n    (void)function;\n\n    requestContext(); // Request the context dynamically when we need it\n\n    {\n        std::ostringstream oss;\n        const char qt = '\"';\n\n        oss << qt << contextInfo.steamId << qt << \",\";\n        oss << std::quoted(contextInfo.fileSource, qt, qt) << \",\";\n        oss << std::quoted(contextInfo.missionName, qt, qt) << \",\";\n        oss << std::quoted(contextInfo.serverName, qt, qt) << \",\";\n        oss << contextInfo.remoteExecutedOwner << \",\";\n\n        //--- Send context info back\n        strncpy_s(output, outputSize, (\"[\" + oss.str() + \"]\").c_str(), _TRUNCATE);\n    }\n}\n\n//--- Its values are only valid while inside RVExtensionContext function, so we need to copy them to use them later\nvoid CALL_CONVENTION RVExtensionContext(const void **args, unsigned int argsCnt)\n{\n    size_t index = 0;\n    contextInfo.steamId = *static_cast<const uint64_t*>(args[index++]);\n    contextInfo.fileSource = static_cast<const char*>(args[index++]);\n    contextInfo.missionName = static_cast<const char*>(args[index++]);\n    contextInfo.serverName = static_cast<const char*>(args[index++]);\n    contextInfo.remoteExecutedOwner = *static_cast<const int16_t*>(args[index++]);\n}\n```"},{"heading":"Extension UI (Arma 3 v2.20)","level":3,"markdown":"> [!WARNING]\n> This is a experimental feature currently available for testing on Development-Branch. It is not yet decided whether this will become available in Stable branch.\n\nUsing RVExtensionRequestUI and CT_EXTENSION, Extensions can implement their own UI Controls.\n\n`RVExtensionRequestUI` receives a \"uiClass\" name that is defined in the UI Control's config, based on that the Extension should decide what UI to create internally.\nIt then has to fill out the passed `CExtensionControlInterface` structure.\nVerify that the `size` member of the passed structure, matches the expected size of the structure. If it does not, then a Game Update has changed the structure and additional code for backwards compatibility might be needed.\n\nA sample is available at https://github.com/arma3/RVExtensionImGui/blob/main/dllmain.cpp#L38\n\n`OnSizeChanged` will be called before the first `OnDraw` call. And every time that the control's size is changed via ctrlSetScale, ctrlSetPosition or others.\nThe passed size, will also be the size of the RenderTarget/Texture, used in `OnDraw`.\n\nInside OnDraw, DirectX functions must be used to draw into the RenderTarget/Texture. DirectX device and context are available via \"RVExtensionGData\", see Game Functions.\n\nThere are two methods for drawing.\n\nThe default is a RenderTarget, the Game will set the active RenderTarget before the call to \"OnDraw\", and every DirectX render command will render into it.\nThe alternative is setting `CExtensionControlInterface::Flags::DynamicTexture` into the \"flags\" member of the interface structure. Then the Game will provide a texture allocated with `D3D11_USAGE_DYNAMIC`, which can be mapped using `d3dDeviceContext->Map` and the `D3D11_MAP_WRITE_DISCARD` MapType, and the CPU can then write data into the mapped memory."},{"heading":"Extension Texture Source (Arma 3 v2.22)","level":3,"markdown":"Procedural texture source (#TODO link to the wiki page, and also document it there)\n\n1. (rgb,width,height,nMips)extension(\"RVExtensionName\",\"UniqueName\", isAnimated, textureType)\n\nRVExtensionFillTextureSource will be called whenever the engine needs to fill the texture.\nThe Texture will be stored in video memory. It may be deleted from Video memory at any time, and when its visible on screen again it will be re-fetched from extension.\nThe extension fetch is done on a separate texture loading thread.\n\nIn video/animated mode, the texture is re-loaded/re-requested from the extension, every frame that the texture is visible on-screen. Be mindful of performance.\n\nWhen using animated textures that do not have to update every frame, it is recommended to implement RVExtensionHasTextureSourceUpdate.\nThat function will be called every frame to check if an update is required, and provides a performance advantage over updating the texture anyway even though it didn't change.\nTextures are only checked for updates, if it is visible on screen and considered for rendering."},{"heading":"Extension Signatures (Arma 3 v2.22)","level":3,"markdown":"DLLs can be signed on windows with SignTool [\"How to sign an app package using SignTool\"](https://learn.microsoft.com/en-us/windows/win32/appxpkg/how-to-sign-a-package-using-signtool)\nSelf signed certificates are possible!\n\nallExtensions and \"ExtensionLoaded\" eventhandler provide signature information.\nImportant is the \"status\" field.\n\"badDigest\" means the signature does not match the file, likely the file was modified after it was signed, the signature cannot be trusted.\n\"expired\" means the signature is now expired, but it might still have been valid when the signature was created.\n\"revoked\" means the signature was revoked after the file was signed, likely because the certificate is compromised, it might not be trustworthy.\n\"partialChain\" means the full certificate chain could not be verified, while the known certificate is valid, it might have been created by a invalid authority, it might not be trustworthy.\n\"ok\" is set if there were no errors with the validation (Certificate is valid and matches the file, but we ignore expiry date, ignore self signed certificates ), it is better to check individual status values than just relying on this.\n\nThe recommended method to check is to make sure that \"badDigest\" is not set (The file was actually really signed by the certificate, and not modified afterwards), and that the certificate's public key matches the expected one (It was signed by the intended certificate, and not a self-signed certificate someone else created).\n\nSignature verification script can be set in config\n\n```cpp\nclass CfgExtensions {\n  class MyModName {\n    extensions[] = {\"extension1\", \"extension2\"}; // Whitelist, which extension names to run this check on (so its not ran on unrelated extensions we don't care about)\n    onCheckLoad = \"call MyMod_fnc_checkExtensionLoad\";\n    publicKey = \"308201...E4EA81730203010001\"; // The handler has access to the config class, so we can store some properties here)\n  }\n}\n```\n\n```sqf\nMyMod_fnc_checkExtensionLoad = {\n\n  if !(\"signatures\" in _this) exitWith { true; }; // This must be linux, it doesn't have signature reading. We'll just skip validation here\n\n  // must have signature, so signatures can't be empty\n  if ((_this get \"signatures\") isNotEqualTo []) exitWith { false; };\n\n  // Find a signature that is..\n  _validSignatureFound = (_this get \"signatures\"]) findIf {\n    (_x get \"publicKey\") == getText((_this get \"config\") >> \"publicKey\") // Signed by my key (Easy access to config that added the handler, so can store the key there)\n    &&\n    !(\"expired\" in (_x get \"status\")) // Not expired\n    &&\n    !(\"badDigest\" in (_x get \"status\")) // The signature actually matches the binary (it was not edited after signing)\n  };\n\n  _validSignatureFound != -1 // If signature found we load, otherwise we block\n}\n```"},{"heading":"External References","level":2,"markdown":"The [Community-Lead Examples Repository](https://github.com/arma3/RV-Extension-Examples) can be used for further examples which go more into detail.\nTo get your example on there, just fork the repository and create a Pull-Request afterwards."},{"heading":"C/C++","level":5,"markdown":"Killzone_Kid's \"How To Make an Arma Extension\" tutorials:\n\n[Part 1](http://killzonekid.com/arma-scripting-tutorials-how-to-make-arma-extension-part-1/) [Part 2](http://killzonekid.com/arma-scripting-tutorials-how-to-make-arma-extension-part-2/) [Part 3](http://killzonekid.com/arma-scripting-tutorials-how-to-make-arma-extension-part-3/) [Part 4](http://killzonekid.com/arma-scripting-tutorials-how-to-make-arma-extension-part-4/)"},{"heading":"C\\#","level":5,"markdown":"- [Write An Arma Extension In C#/.NET](http://maca134.co.uk/tutorial/write-an-arma-extension-in-c-sharp-dot-net/)"},{"heading":"Python","level":5,"markdown":"- [Pythia - an Arma 3 extension that lets you write Python extensions for the game](https://github.com/overfl0/Pythia)"},{"heading":"Rust","level":5,"markdown":"- [arma-rs - Crate for easily and quickly building powerful extensions](https://github.com/BrettMayson/arma-rs)"},{"heading":"Golang","level":5,"markdown":"- [a3go](https://github.com/indig0fox/a3go), an Arma Go library by IndigoFox - for Go **1.20**\n- [Armago](https://github.com/code34/armago_x64/), an Arma template extension - for Go ***1.16***"},{"heading":"External Applications","level":5,"markdown":"- [KK's Arma 3 Extension Tester](http://killzonekid.com/arma-3-extension-tester-callextension-exe-callextension_x64-exe/)\n- [KK's Arma 3 Extension Tester v2.0 with callback](http://killzonekid.com/callextension-v2-0/)\n- [SQF-VM - Community implementation of SQF](https://github.com/SQFvm/vm/releases)"}],"categories":["Arma 2: Editing","Arma 3: Editing"],"groups":["Scripting"]},{"name":"FBX to RTM","title":"FBX to RTM","type":"topic","url":"https://community.bistudio.com/wiki/FBX_to_RTM","revid":336565,"updated":"2023-01-04T15:23:01Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** FBX to RTM is a simple tool to convert animations from Motion Builder FBX format into RV Engine RTM\n\n#### Usage\n\n**Line call:**\n\nFBXToRTMGui.exe\nFbx2Rtm.exe [[-cfg model.xml] [-skeleton skeletonname]][-step bonename][-removestep][-bindpose bindpose.fbx][-fps framerate] [-scale scale][-log logname][-output filename.rtm] filename.fbx\n\n- cfg *XML config with skeleton definitions*\n- skeleton *Name of skeleton definition*\n- step *Name of root bone defining movement (Usually \"Hips\")*\n- removestep *Neutralize movement (remove step)*\n- bindpose *Fbx scene with character in bind pose. When not defined, the first animation frame is taken as bind pose.*\n- fps *Desired animation framerate. Default 30*\n- scale *Scale factor. Default is 0.01*\n- log *Name of log-file*\n- output *Output file name. Default is source name with .rtm extension*\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n#### Additional information\n\n##### Supported formats\n\nInput:\n\n- FBX (Motion Builder)\n\nOutput:\n\n- RTM (nonbinarized)\n\n##### How to use it\n\nby [Zdeněk \"Vespa\" Vespalec](http://forums.bistudio.com/member.php?84576-Vespa)\n\n###### in Motionbuilder\n\n- Use MoBu 2009. Other versions probably work too, but they are not tested. However, Mobu 2015 has been tested and does not work with FBXtoRTM.\n- Open a scene, do your animation and then select \"Animation - Plot all\" and plot it in the same FPS you intend it to have for game. Then save.\n- To match your animations on existing Arma3 ones, you can use poses from bank_20_07_2012.fbx.\n\n###### export procedure using FbxToRtm:\n\n- Run FBXToRTMGui.exe and manually set paths in fields (to bindposeman.fbx and modelbox.xml).\n- Pick input file and output dir and filename.\n- Make sure FPS is the same as input file FPS.\n- Make sure to pick ManSkeleton and Hips as root bone.\n- Check or not check step. (aka normalization) Depends what you want to achieve.\n- Hit export, and it should produce an .rtm.\n- Test the RTM with \\p3d_skeleton\\Male-light.p3d. If the rifle and launcher float (don't stick on a characters back) then you encountered so called \"rifle/launcher bug\". it is some voodoo in motionbuilder that nobody knows how to solve.\n\n###### \"fixing\" rifle/launcher bug\n\n- Open \\rifle_bug_fix\\AidlPercMstpSrasWrflDnon_1.fbx.\n- Plot all, do not save.\n- Open your actual file.\n- Plot all, save.\n- Try exporting and see if the bug disappeared.\n- If not, the repeat the process with \\rifle_bug_fix\\AmovPercMrunSlowWpstDbl.fbx.\n- Once you get your motionbuilder to a state when it doesn't produce weapon bugs, it will stay that way until you close it - so keep it running if you plan to work longer periods.","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** FBX to RTM is a simple tool to convert animations from Motion Builder FBX format into RV Engine RTM"},{"heading":"Usage","level":4,"markdown":"**Line call:**\n\nFBXToRTMGui.exe\nFbx2Rtm.exe [[-cfg model.xml] [-skeleton skeletonname]][-step bonename][-removestep][-bindpose bindpose.fbx][-fps framerate] [-scale scale][-log logname][-output filename.rtm] filename.fbx\n\n- cfg *XML config with skeleton definitions*\n- skeleton *Name of skeleton definition*\n- step *Name of root bone defining movement (Usually \"Hips\")*\n- removestep *Neutralize movement (remove step)*\n- bindpose *Fbx scene with character in bind pose. When not defined, the first animation frame is taken as bind pose.*\n- fps *Desired animation framerate. Default 30*\n- scale *Scale factor. Default is 0.01*\n- log *Name of log-file*\n- output *Output file name. Default is source name with .rtm extension*"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"Supported formats","level":5,"markdown":"Input:\n\n- FBX (Motion Builder)\n\nOutput:\n\n- RTM (nonbinarized)"},{"heading":"How to use it","level":5,"markdown":"by [Zdeněk \"Vespa\" Vespalec](http://forums.bistudio.com/member.php?84576-Vespa)"},{"heading":"in Motionbuilder","level":6,"markdown":"- Use MoBu 2009. Other versions probably work too, but they are not tested. However, Mobu 2015 has been tested and does not work with FBXtoRTM.\n- Open a scene, do your animation and then select \"Animation - Plot all\" and plot it in the same FPS you intend it to have for game. Then save.\n- To match your animations on existing Arma3 ones, you can use poses from bank_20_07_2012.fbx."},{"heading":"export procedure using FbxToRtm:","level":6,"markdown":"- Run FBXToRTMGui.exe and manually set paths in fields (to bindposeman.fbx and modelbox.xml).\n- Pick input file and output dir and filename.\n- Make sure FPS is the same as input file FPS.\n- Make sure to pick ManSkeleton and Hips as root bone.\n- Check or not check step. (aka normalization) Depends what you want to achieve.\n- Hit export, and it should produce an .rtm.\n- Test the RTM with \\p3d_skeleton\\Male-light.p3d. If the rifle and launcher float (don't stick on a characters back) then you encountered so called \"rifle/launcher bug\". it is some voodoo in motionbuilder that nobody knows how to solve."},{"heading":"\"fixing\" rifle/launcher bug","level":6,"markdown":"- Open \\rifle_bug_fix\\AidlPercMstpSrasWrflDnon_1.fbx.\n- Plot all, do not save.\n- Open your actual file.\n- Plot all, save.\n- Try exporting and see if the bug disappeared.\n- If not, the repeat the process with \\rifle_bug_fix\\AmovPercMrunSlowWpstDbl.fbx.\n- Once you get your motionbuilder to a state when it doesn't produce weapon bugs, it will stay that way until you close it - so keep it running if you plan to work longer periods."}],"categories":["ArmA: Armed Assault: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"File Assoc","title":"File Assoc","type":"topic","url":"https://community.bistudio.com/wiki/File_Assoc","revid":336644,"updated":"2023-01-04T15:23:36Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** File Assoc is used to associate file types (like scripts or 3D files) with the appropriate application.\n\n#### Usage\n\n**Line call:** FileAssoc.exe [options]\n\n**Options:**\n\n/addOnly\n/clearOnly\n-pbo\n\n**Examples:** fileAssoc /addOnly\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n#### Additional information\n\n##### Supported file types\n\n- FSM (*with FSM Editor*)\n- BIFSM (*with FSM Editor*)\n- P3D (*with Objcet Builder*)\n- PAA (*with TexView*)\n- PAC (*with TexView*)\n- SQF (*with Poseidon Tools, when linked via mapFolders*)\n- SQS (*with Poseidon Tools, when linked via mapFolders*)\n- PBO (*with BankRev, when started with the parameter -pbo*)\n- TPP (*with Terrain Processor*)","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** File Assoc is used to associate file types (like scripts or 3D files) with the appropriate application."},{"heading":"Usage","level":4,"markdown":"**Line call:** FileAssoc.exe [options]\n\n**Options:**\n\n/addOnly\n/clearOnly\n-pbo\n\n**Examples:** fileAssoc /addOnly"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"Supported file types","level":5,"markdown":"- FSM (*with FSM Editor*)\n- BIFSM (*with FSM Editor*)\n- P3D (*with Objcet Builder*)\n- PAA (*with TexView*)\n- PAC (*with TexView*)\n- SQF (*with Poseidon Tools, when linked via mapFolders*)\n- SQS (*with Poseidon Tools, when linked via mapFolders*)\n- PBO (*with BankRev, when started with the parameter -pbo*)\n- TPP (*with Terrain Processor*)"}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"FileBank","title":"FileBank","type":"topic","url":"https://community.bistudio.com/wiki/FileBank","revid":336598,"updated":"2023-01-04T15:23:17Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:**\n\nArmed Assault,\nArma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** FileBank is a data packer for packing data into PBO format.\n\n#### Usage\n\n**Line call:**\n\nFileBank {options} source [source]\nsource may be directory name or log file name (.log)\n\n**Options:**\n\nFile with list of masks of files and directories to leave a packing into PBO.\n\n- -exclude filename\n\nto be set for files in pbo file\n\n- -property prefix=path\n- -property name=value\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:**\n\nArmed Assault,\nArma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** FileBank is a data packer for packing data into PBO format."},{"heading":"Usage","level":4,"markdown":"**Line call:**\n\nFileBank {options} source [source]\nsource may be directory name or log file name (.log)\n\n**Options:**\n\nFile with list of masks of files and directories to leave a packing into PBO.\n\n- -exclude filename\n\nto be set for files in pbo file\n\n- -property prefix=path\n- -property name=value"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement"}],"categories":["ArmA: Armed Assault: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"FontToTga","title":"FontToTga","type":"topic","url":"https://community.bistudio.com/wiki/FontToTga","revid":336678,"updated":"2023-01-04T15:23:40Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:**\n\nThis tool helps you to get your favourite TrueType font (.ttf) into Arma 3. It creates the needed .tga texture files containing the characters and the .fxy file, which tells the engine where the characters are on the texture.\nFontToTgaGUI will generate the given font with the following sizes: 6 to 31, 34 and 35, 37 and 46.\n\n**Notes:** This readme was originally not written by BI staff but from members of the CWR˛ Mod team to provide you some help to get the tool working.\n\n#### Usage\n\n**Line call:**\n\nFontToTga.exe {options} -size=XX fontName [destination]\nFontToTgaGUI.exe\n\n**Options:**\n\n**fontName** is the name of a font that is installed in C:\\Windows\\Fonts (not the name or path of .ttf file)\n\n- -size=xx [is required. size in points pt.]\n- -bold\n- -italic\n- -maxTexSize=<size> (valid values are 128, 256, 512, 1024, 2048)\n- -cfg=<config file> Custom config file definition\n\n**Examples:** FontToTga.exe -size=8 -bold \"Times New Roman\" myTimesRomanFont\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** FXY File Format, ImageToPAA\n\n#### Additional information\n\nYou can individually use the FontToTga command line or use the provided generateFontFamily.bat file instead as a base. In the example generateFontFamily.bat \"Arial\" is the fontName and the following number the size of the font to be created. So if you execute the given bat file, six fonts should be created into the Fonts folder. You can define which characters are created by editing FontToTga.cfg.\n\n**Error Handling:**\n\n- FontToTga will not generate the font if the destination folder does not exist.\n- If your **fontName** is incorrect, an Arial character set is generated by default.","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:**\n\nThis tool helps you to get your favourite TrueType font (.ttf) into Arma 3. It creates the needed .tga texture files containing the characters and the .fxy file, which tells the engine where the characters are on the texture.\nFontToTgaGUI will generate the given font with the following sizes: 6 to 31, 34 and 35, 37 and 46.\n\n**Notes:** This readme was originally not written by BI staff but from members of the CWR˛ Mod team to provide you some help to get the tool working."},{"heading":"Usage","level":4,"markdown":"**Line call:**\n\nFontToTga.exe {options} -size=XX fontName [destination]\nFontToTgaGUI.exe\n\n**Options:**\n\n**fontName** is the name of a font that is installed in C:\\Windows\\Fonts (not the name or path of .ttf file)\n\n- -size=xx [is required. size in points pt.]\n- -bold\n- -italic\n- -maxTexSize=<size> (valid values are 128, 256, 512, 1024, 2048)\n- -cfg=<config file> Custom config file definition\n\n**Examples:** FontToTga.exe -size=8 -bold \"Times New Roman\" myTimesRomanFont"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** FXY File Format, ImageToPAA"},{"heading":"Additional information","level":4,"markdown":"You can individually use the FontToTga command line or use the provided generateFontFamily.bat file instead as a base. In the example generateFontFamily.bat \"Arial\" is the fontName and the following number the size of the font to be created. So if you execute the given bat file, six fonts should be created into the Fonts folder. You can define which characters are created by editing FontToTga.cfg.\n\n**Error Handling:**\n\n- FontToTga will not generate the font if the destination folder does not exist.\n- If your **fontName** is incorrect, an Arial character set is generated by default."}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"For Type","title":"For Type","type":"topic","url":"https://community.bistudio.com/wiki/For_Type","revid":245328,"updated":"2021-02-10T23:45:38Z","aliases":[],"markdown":"**Description:**\nThis type handles 'For' cycles.\n\n**Usage of this type:**\n\nfor \"_var\" from :expr: to :expr: [step <expr>] do {..code..};\n\n**Second usage:**\n\nfor [\":initPhase:\",\":condition:\",\":updatePhase:\"] do {...code...};\n\nIntroduced with Armed Assault, does not refer to Cold War Crisis or Resistance.\n\n### See Also\n\nfor, Control Structures","sections":[{"heading":null,"level":1,"markdown":"**Description:**\nThis type handles 'For' cycles.\n\n**Usage of this type:**\n\nfor \"_var\" from :expr: to :expr: [step <expr>] do {..code..};\n\n**Second usage:**\n\nfor [\":initPhase:\",\":condition:\",\":updatePhase:\"] do {...code...};\n\nIntroduced with Armed Assault, does not refer to Cold War Crisis or Resistance."},{"heading":"See Also","level":3,"markdown":"for, Control Structures"}],"categories":["Syntactical Helper Types"],"groups":["Data Types"]},{"name":"FSM","title":"FSM","type":"topic","url":"https://community.bistudio.com/wiki/FSM","revid":368869,"updated":"2024-08-12T13:07:49Z","aliases":[],"markdown":"The FSM file is a new format and has been introduced in Armed Assault.\n**FSM** stands for **F**inite-**S**tate **M**achine and is the primary method of coordinating Artificial Intelligence within these products.\n\n#### What is the purpose of a Finite State Machine?\n\nA [Finite-State Machine](https://en.wikipedia.org/wiki/Finite-state) (as defined on Wikipedia) \"is a model of behavior composed of states, transitions and actions\".\n\nBy allowing an object to change states, we can give the appearance of dynamics. By allowing an object to change states conditionally, we can give the appearance of not only dynamics, but also intelligence.\n\nAs an object changes states, we perform actions which emit the desired behavior of that state. As in the above example, an object might start in State 1 and perform Action A. After the action is performed, the state machine looks at the next possible transitions and tries to find the transition in which a condition is satisfied. Perhaps in the above example, our object finds Condition Y is satisfied. In this case, the object would enter State 3 and perform Action C. In this crude example, the state machine would exit and our example would be complete. In more elaborate examples there might exist a transition which would take our object from State 3 to some other state such as back to State 1 - or even back to itself to perform the Action C again.\n\n### File Format\n\nBohemia Interactive's FSM file format is similar in syntax to other \"class\" containing files such as the Description.ext file or the Config.cpp file.\n\n```cpp\nclass FSM\n{\n    fsmName = \"\";\n    class States\n    {\n        class SampleState\n        {\n            name = \"\";\n            init = \"\";\n            class Links\n            {\n                class SampleLink\n                {\n                    priority = 0.000000;\n                    to = \"\";\n                    condition = \"\";\n                    action = \"\";\n                };\n            };\n        };\n    };\n    initState = \"\";\n    finalStates[] = {};\n};\n```\n\n#### FSM Class\n\nThe FSM class contains three properties and a collection of States.\n\n- **fsmName**: This property takes a string argument and defines the name of the FSM.\n- **initState**: This property takes a string argument and refers the engine to begin at a predefined state in the state collection.\n- **finalStates**: This property takes an array of string arguments. Once the FSM reaches and of final states, it is flagged and finished.\n\nThe scripted FSM structure normally consists of one **init state**, one or more **conditional links**, one or more **normal states** and one or more **final states**.\nEach state has `init` and `precondition` section, while each conditional link has `precondition`, `condition` and `action` sections.\nThe order of execution is:\n\n- State: `init` → `precondition`\n- Conditional link (condition is true): `precondition` → `condition` → `action`\n- Conditional link (condition is false): `precondition` → `condition`\n\nScripted FSMs are added into the scheduler just like exec scripts, execVM scripts and spawn scripts.\nTo see what FSMs are currently in the scheduler, use diag_activeMissionFSMs command.\n\n> [!IMPORTANT]\n> While the code placed into any of the sections of FSM cannot be suspended (canSuspend is false), the FSM itself is suspended every simulation between the state's `init` and `precondition` (exception is the **init state**).\n>\n> The usual difference between the state's `init` and `precondition` is 1 frame but if the scheduler is busy it can take longer.\n>\n> This is the only place where scripted FSM is suspended/resumed.\n\n#### State Class\n\nThe State Class is the definition of a single state and the actions it performs. This class contains two properties and a collection of Links.\n\n- **name**: This property takes a string argument and defines the name of the state.\n- **init**: This property takes a string argument and represents the code executed upon an objects entering of the state. The code follows standard coding guidelines for SQF Syntax.\n\n#### Link Class\n\nThe Link Class contains 4 properties.\n\n- **priority**: This property is a floating point number which defines in what order the engine is to check conditions. A high value indicates higher priority.\n\n```\nExample: A link with the priority value of 1 exists along with another link which has a\npriority of 0. Even though both might contain different conditions, both could have satisfied\nconditions when the machine is looking for a state change (both conditions evaluate true). In\nthis case, the priority of 1 will become the transition chosen.\n```\n\n- **to**: This property takes a string argument and defines the destination of the Link. The string should match the string of the destination State's **name** definition.\n- **condition**: This property takes a string argument and is a code statement which must evaluate to **true** or **false**\n\n```\nExample:  (side player == West)\n```\n\n- **action**: This property also takes a string argument and defines code to execute during the transition (prior to state change). The code follows standard coding guidelines for SQF Syntax.\n\n### Concepts and Examples\n\n#### Example\n\nIn the above example, we can see a more complex definition of an FSM. The States represent what a unit might encounter during a fictional battle. We can see things like the Reload State and Fire Single Shot state which represent actions a unit will perform at least once. Once a state has executed once, there are Links (or transitions) which determine the next state to traverse to. In some cases, there are transitions which loop to the same state. These transitions explain behavior that is carried out repeatedly until another condition occurs. None of the above Links themselves contain any actions (none were needed for this example), but they do display their conditions and priority.\n\nWhen we examine a state change from the state **Target Acquired** in the above example we get three optional transitions.\n\n- To Fire 3rd Burst\n- To Fire Single Shot\n- To Reload Magazine\n\nEach transition has a condition which is different from each other and a priority to sort the list when checking the conditions. If we take the highest priority transition (Weapon Out of Ammo), we find it this check only applies if the unit has fully run out of ammo in his weapon. If this evaluates true, the state changes to **Reload**. If the unit has ammo in his weapon, the engine then checks the next transition which is to see if the units magazine count is above 2 AND if they can enable bursts. This is a crude way of identifying that the unit might be more liberal with their shooting if they knew they had more magazines available. If this evaluates true, the **Fire 3rd Bursts** becomes how the unit engages. If that also evaluates false, then the default transition is that the unit **Fires Single Shots**. This would always evaluate true and cover any condition in which the unit cannot burst fire or is running low on ammo. It is also a safety in that if there are any other conditions we have not checked for, this is the transition to always follow.\n\n```\nThe above example is very simple and is missing a lot of elements to make it a working FSM that\nis both believable and efficient. I only use this example because it shows different approaches\none might commonly use in FSM design. - CrashDome\n```\n\n### FSM types in Armed Assault\n\nThere are two basic FSM types available in Armed Assault: Scripted and Native. In both FSM types it is possible to customize the FSM graph.\nThe major difference is that while in the Scripted FSM each condition and action is given as a scripted command, in the Native FSM the conditions and actions are selected from a pre-defined set (they can also be given additional parameters, but it is not possible to create a new condition or action from scratch). Scripted FSM provide more customization possibilities, but also require more processing power.\nIf the FSM is expected to be used by many entities at the same time, most often Native FSM should be used.\n\n### FSM roles in Armed Assault\n\nA unit can have several FSMs attached. See also Arma 2: Operation Arrowhead: AI FSM.\n\n### External Resources\n\n- FSM Editor\n- [Rune's FSM Tutorial](https://www.ofpec.com/editors-depot/index.php?action=details&id=459&game=ArmA) for ArmA, mirrored by [OFPEC](https://www.ofpec.com/)\n- [Libero](http://imatix-legacy.github.io/libero/index.htm) - a free, commercial grade FSM IDE by [Hintjens Pieter Hintjens](https://en.wikipedia.org/wiki/Pieter) at [iMatix](https://imatix-legacy.github.io/)\n- [machine Finite-state machine](https://en.wikipedia.org/wiki/Finite-state)\n- [National Institute for Standards and Technology's Definition of Finite State Machine](http://www.nist.gov/dads/HTML/finiteStateMachine.html)","sections":[{"heading":null,"level":1,"markdown":"The FSM file is a new format and has been introduced in Armed Assault.\n**FSM** stands for **F**inite-**S**tate **M**achine and is the primary method of coordinating Artificial Intelligence within these products."},{"heading":"What is the purpose of a Finite State Machine?","level":4,"markdown":"A [Finite-State Machine](https://en.wikipedia.org/wiki/Finite-state) (as defined on Wikipedia) \"is a model of behavior composed of states, transitions and actions\".\n\nBy allowing an object to change states, we can give the appearance of dynamics. By allowing an object to change states conditionally, we can give the appearance of not only dynamics, but also intelligence.\n\nAs an object changes states, we perform actions which emit the desired behavior of that state. As in the above example, an object might start in State 1 and perform Action A. After the action is performed, the state machine looks at the next possible transitions and tries to find the transition in which a condition is satisfied. Perhaps in the above example, our object finds Condition Y is satisfied. In this case, the object would enter State 3 and perform Action C. In this crude example, the state machine would exit and our example would be complete. In more elaborate examples there might exist a transition which would take our object from State 3 to some other state such as back to State 1 - or even back to itself to perform the Action C again."},{"heading":"File Format","level":3,"markdown":"Bohemia Interactive's FSM file format is similar in syntax to other \"class\" containing files such as the Description.ext file or the Config.cpp file.\n\n```cpp\nclass FSM\n{\n    fsmName = \"\";\n    class States\n    {\n        class SampleState\n        {\n            name = \"\";\n            init = \"\";\n            class Links\n            {\n                class SampleLink\n                {\n                    priority = 0.000000;\n                    to = \"\";\n                    condition = \"\";\n                    action = \"\";\n                };\n            };\n        };\n    };\n    initState = \"\";\n    finalStates[] = {};\n};\n```"},{"heading":"FSM Class","level":4,"markdown":"The FSM class contains three properties and a collection of States.\n\n- **fsmName**: This property takes a string argument and defines the name of the FSM.\n- **initState**: This property takes a string argument and refers the engine to begin at a predefined state in the state collection.\n- **finalStates**: This property takes an array of string arguments. Once the FSM reaches and of final states, it is flagged and finished.\n\nThe scripted FSM structure normally consists of one **init state**, one or more **conditional links**, one or more **normal states** and one or more **final states**.\nEach state has `init` and `precondition` section, while each conditional link has `precondition`, `condition` and `action` sections.\nThe order of execution is:\n\n- State: `init` → `precondition`\n- Conditional link (condition is true): `precondition` → `condition` → `action`\n- Conditional link (condition is false): `precondition` → `condition`\n\nScripted FSMs are added into the scheduler just like exec scripts, execVM scripts and spawn scripts.\nTo see what FSMs are currently in the scheduler, use diag_activeMissionFSMs command.\n\n> [!IMPORTANT]\n> While the code placed into any of the sections of FSM cannot be suspended (canSuspend is false), the FSM itself is suspended every simulation between the state's `init` and `precondition` (exception is the **init state**).\n>\n> The usual difference between the state's `init` and `precondition` is 1 frame but if the scheduler is busy it can take longer.\n>\n> This is the only place where scripted FSM is suspended/resumed."},{"heading":"State Class","level":4,"markdown":"The State Class is the definition of a single state and the actions it performs. This class contains two properties and a collection of Links.\n\n- **name**: This property takes a string argument and defines the name of the state.\n- **init**: This property takes a string argument and represents the code executed upon an objects entering of the state. The code follows standard coding guidelines for SQF Syntax."},{"heading":"Link Class","level":4,"markdown":"The Link Class contains 4 properties.\n\n- **priority**: This property is a floating point number which defines in what order the engine is to check conditions. A high value indicates higher priority.\n\n```\nExample: A link with the priority value of 1 exists along with another link which has a\npriority of 0. Even though both might contain different conditions, both could have satisfied\nconditions when the machine is looking for a state change (both conditions evaluate true). In\nthis case, the priority of 1 will become the transition chosen.\n```\n\n- **to**: This property takes a string argument and defines the destination of the Link. The string should match the string of the destination State's **name** definition.\n- **condition**: This property takes a string argument and is a code statement which must evaluate to **true** or **false**\n\n```\nExample:  (side player == West)\n```\n\n- **action**: This property also takes a string argument and defines code to execute during the transition (prior to state change). The code follows standard coding guidelines for SQF Syntax."},{"heading":"Concepts and Examples","level":3,"markdown":""},{"heading":"Example","level":4,"markdown":"In the above example, we can see a more complex definition of an FSM. The States represent what a unit might encounter during a fictional battle. We can see things like the Reload State and Fire Single Shot state which represent actions a unit will perform at least once. Once a state has executed once, there are Links (or transitions) which determine the next state to traverse to. In some cases, there are transitions which loop to the same state. These transitions explain behavior that is carried out repeatedly until another condition occurs. None of the above Links themselves contain any actions (none were needed for this example), but they do display their conditions and priority.\n\nWhen we examine a state change from the state **Target Acquired** in the above example we get three optional transitions.\n\n- To Fire 3rd Burst\n- To Fire Single Shot\n- To Reload Magazine\n\nEach transition has a condition which is different from each other and a priority to sort the list when checking the conditions. If we take the highest priority transition (Weapon Out of Ammo), we find it this check only applies if the unit has fully run out of ammo in his weapon. If this evaluates true, the state changes to **Reload**. If the unit has ammo in his weapon, the engine then checks the next transition which is to see if the units magazine count is above 2 AND if they can enable bursts. This is a crude way of identifying that the unit might be more liberal with their shooting if they knew they had more magazines available. If this evaluates true, the **Fire 3rd Bursts** becomes how the unit engages. If that also evaluates false, then the default transition is that the unit **Fires Single Shots**. This would always evaluate true and cover any condition in which the unit cannot burst fire or is running low on ammo. It is also a safety in that if there are any other conditions we have not checked for, this is the transition to always follow.\n\n```\nThe above example is very simple and is missing a lot of elements to make it a working FSM that\nis both believable and efficient. I only use this example because it shows different approaches\none might commonly use in FSM design. - CrashDome\n```"},{"heading":"FSM types in Armed Assault","level":3,"markdown":"There are two basic FSM types available in Armed Assault: Scripted and Native. In both FSM types it is possible to customize the FSM graph.\nThe major difference is that while in the Scripted FSM each condition and action is given as a scripted command, in the Native FSM the conditions and actions are selected from a pre-defined set (they can also be given additional parameters, but it is not possible to create a new condition or action from scratch). Scripted FSM provide more customization possibilities, but also require more processing power.\nIf the FSM is expected to be used by many entities at the same time, most often Native FSM should be used."},{"heading":"FSM roles in Armed Assault","level":3,"markdown":"A unit can have several FSMs attached. See also Arma 2: Operation Arrowhead: AI FSM."},{"heading":"External Resources","level":3,"markdown":"- FSM Editor\n- [Rune's FSM Tutorial](https://www.ofpec.com/editors-depot/index.php?action=details&id=459&game=ArmA) for ArmA, mirrored by [OFPEC](https://www.ofpec.com/)\n- [Libero](http://imatix-legacy.github.io/libero/index.htm) - a free, commercial grade FSM IDE by [Hintjens Pieter Hintjens](https://en.wikipedia.org/wiki/Pieter) at [iMatix](https://imatix-legacy.github.io/)\n- [machine Finite-state machine](https://en.wikipedia.org/wiki/Finite-state)\n- [National Institute for Standards and Technology's Definition of Finite State Machine](http://www.nist.gov/dads/HTML/finiteStateMachine.html)"}],"categories":["File extensions","Scripting Topics"],"groups":["Scripting"]},{"name":"FSM Editor","title":"FSM Editor","type":"topic","url":"https://community.bistudio.com/wiki/FSM_Editor","revid":370524,"updated":"2025-01-01T22:49:45Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Version:** 1.3.3.18\n\n**Compatibility:** Armed Assault, Arma 2 and Arma 3\n\n**Download:** Version 1.2.1.2 included in BI Tools, BI Tools 2, BI Tools 2.5 and newer versions included in Poseidon Tools and [part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** GUI application for creating and editing FSM files.\n\n**Notes:** The most recent version is only available from the Arma 3 Tools package on Steam.\n\n#### Usage\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** FSM Editor Manual\n\n#### Additional information\n\n##### Shortcuts\n\n|  |  |\n|---|---|\n| \\|  \\|  \\|<br>\\|---\\|---\\|<br>\\| <kbd>Ctrl</kbd> + <kbd>N</kbd> \\| New file \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>O</kbd> / <kbd>Ctrl</kbd> + <kbd>L</kbd> \\| Open file \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>S</kbd> \\| Save the current file \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>E</kbd> \\| Save the current file as EMF \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>D</kbd> \\| Duplicate the selection \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>G</kbd> \\| Group or ungroup the selection \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>↟ PgUp</kbd> \\| Bring the current node to the front \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>↡ PgDown</kbd> \\| Bring the current node to the back \\| | \\|  \\|  \\|<br>\\|---\\|---\\|<br>\\| <kbd>⇧ Shift</kbd> + <kbd>F3</kbd> \\| Find previous occurrence \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>F3</kbd> \\| Find next occurrence \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>A</kbd> \\| Select all \\|<br>\\| <kbd>F1</kbd> \\| Insert mode \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>F2</kbd> \\| Design mode \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>F3</kbd> \\| Link mode \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>F4</kbd> \\| (over a link) Change the shape of the link \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>F8</kbd> \\| Reset zoom \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>C</kbd> \\| Change color \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>K</kbd> \\| (over a link) Reproduce last link's customisation \\| |","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Version:** 1.3.3.18\n\n**Compatibility:** Armed Assault, Arma 2 and Arma 3\n\n**Download:** Version 1.2.1.2 included in BI Tools, BI Tools 2, BI Tools 2.5 and newer versions included in Poseidon Tools and [part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** GUI application for creating and editing FSM files.\n\n**Notes:** The most recent version is only available from the Arma 3 Tools package on Steam."},{"heading":"Usage","level":4,"markdown":""},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** FSM Editor Manual"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"Shortcuts","level":5,"markdown":"|  |  |\n|---|---|\n| \\|  \\|  \\|<br>\\|---\\|---\\|<br>\\| <kbd>Ctrl</kbd> + <kbd>N</kbd> \\| New file \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>O</kbd> / <kbd>Ctrl</kbd> + <kbd>L</kbd> \\| Open file \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>S</kbd> \\| Save the current file \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>E</kbd> \\| Save the current file as EMF \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>D</kbd> \\| Duplicate the selection \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>G</kbd> \\| Group or ungroup the selection \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>↟ PgUp</kbd> \\| Bring the current node to the front \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>↡ PgDown</kbd> \\| Bring the current node to the back \\| | \\|  \\|  \\|<br>\\|---\\|---\\|<br>\\| <kbd>⇧ Shift</kbd> + <kbd>F3</kbd> \\| Find previous occurrence \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>F3</kbd> \\| Find next occurrence \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>A</kbd> \\| Select all \\|<br>\\| <kbd>F1</kbd> \\| Insert mode \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>F2</kbd> \\| Design mode \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>F3</kbd> \\| Link mode \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>F4</kbd> \\| (over a link) Change the shape of the link \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>F8</kbd> \\| Reset zoom \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>C</kbd> \\| Change color \\|<br>\\| <kbd>Ctrl</kbd> + <kbd>K</kbd> \\| (over a link) Reproduce last link's customisation \\| |"}],"categories":["ArmA: Armed Assault: Official Tools","Arma 2: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"FSM Editor Manual","title":"FSM Editor Manual","type":"topic","url":"https://community.bistudio.com/wiki/FSM_Editor_Manual","revid":352252,"updated":"2024-02-03T20:43:04Z","aliases":[],"markdown":"FSM stands for **F**inite **S**tate **M**achine.\nIf this is the first thing you are reading about FSM, please read the FSM article first.\n\n### Terminology\n\nInside this documentation, the following terms are used:\n\n- Compile config ... paramFile config used to control the compilation process.\n- Compilation result ... output of compilation using compile config. (FSMCompiler.exe fsminput.bifsm -o compilationResult.someExt)\n- Attribute ... named value editted in FSMEditor. Which Attributes can be used is specified in compile config class Attributes. Attributes are used from print command using %(attrName) notation. In compilation result attribute name corresponds to tag name.\n- Tag ... Tag is xml like comment used to mark parts of compilation result for possible decompilation. It's usually of form /*%FSM<tagName \"possible value\">*/ for opening tag, or /*%FSM</tagName\">*/ for closing tag. Tags mostly correspond to some FSM properties or state/condition data values. (action, condition, stateinit,...)\n\n### Basic knowledge for designers\n\nThere is an information about some warnings and errors every designer should know.\n\n1. Save as\n   - when saving as, you should choose some other extension than *.bifsm to force saving through FSMCompiler (for instance when working with FSMScripted)\n1. Getting the errors/warnings information\n   - if there are any errors, saving throu compilation will show them\n   - you can use the key F7 (compile) to show the compilation result window\n1. Common Warnings and Errors\n   - Warning: State with duplicate name, changing to: xxxxxx_nn\n     - every FSM state should have different name. If not, the name will be slightly changed through compilation, which can be checked in the compilation result (fsm scripted for instance)\n   - Warning: Condition with duplicate name, changing to: xxxxxx_nn\n     - all conditions called from the same state should also have different name\n   - Warning: Condition has in degree greater than 1\n     - if the same condition is used for more states, the condition and action code will be compiled to more different places in the compilation result. But only one of them can be used during decompilation! So, one cannot freely change the compilation result in text editor (decompilation can indeterministically copy such changes to all places or ignore it at all).\n   - Error: Condition has out degree greater than 1\n     - impossible, as no one can say, what happens when the condition is true\n   - Error: There is an edge between two conditions\n     - you cannot concatenate conditions, you should combine their condition to one or insert dummy state in between\n1. Using knees\n   - holding ctrl while creating new state/condition, there will be no state/condition, but special little black square item called knee. It's purpose is only to bring possibility for better drawing of FSM. Knees with multiple degrees can yield to warnings and errors as described above.\n   - on the picture, there is shown how the knees are eliminated during the compilation. Only the multiple lines are reduced to single one (which was not true before June, 1 2006).\n\n### States\n\nEvery state can has two editable tabs:\n\n1. Init code\n   - This code is processed when this state is reached.\n1. Precondition\n   - This code is processed when conditions are to be tested inside this state, before testing the first condition. (This code is processed every time, the condition starts to be tested, which contrasts to the Init code, which is tested only once the state is reached.)\n\nConditions are tested in the decreasing order of their priority.\nThis implies that True conditions should have zero priority in order not to shadow other conditions to be tested.\n\n### Conditions\n\nConditions have three editable tabs and priority edit box:\n\n1. Precondition\n   - This code is processed before the condition test.\n1. Condition\n   - The condition.\n1. Action\n   - This code is processed after the condition was true.\n   - Notice: without this feature one should create use condition linking to the state with Init code equal to Action code and one True condition linking to the next state.\n1. Priority is used to define the order to process the conditions. Higher values first.\n\nIn FSMScripted, multiline scripts can be used too. The last statement is relevant, as shown in the example:\n\n```sqf\n_vehicle = vehicle _this;\n_commander = effectiveCommander _vehicle;\nisHidden _commander;\n```\n\n### FSM Compiler\n\nFSMCompilers compiles the FSM created (or edited) in FSMEditor into some other format, using compile config.\n\n- .bifsm ... format used by FSMEditor. No compilation needed.\n- *.* ... format after compilation. Can be decompiled only if compile config defines decompilation info, which make the compilation result possible to open by FSMEditor.\n\nAt present, the following formats and compile configs are possible:\n\n### FSM Entity\n\n- compile config: entityFSM.cfg ... can be decompiled\n\nFSM using FSMEntity functions. This FSM is referred in config, loaded and processed during simulation. This FSM format is currently used for ambient behaviour (butterfly, honeybee, dragonfly).\n\n```cpp\nclass CfgNonAIVehicles\n{\n    class DragonFly : Insect\n    {\n        model = \"dragonfly.p3d\";\n        flySound[] = { \"animals\\fly.wss\", db-105, 1, 1 };\n        fsm[] = { \"Dragonfly\" };\n        straightDistance = 2;\n    };\n    // ...\n}\n```\n\n### Thresholds\n\nEach state defines thresholds, which can be used to define which of multiple links from this state is selected. This is done like:\n\n```cpp\nthresholds[] = { { 1, 0, 1 } };\n```\n\nThis will store a random value with a minimal value of 0 (second element) and a maximum value of 1 (third element) and store it in slot 1 (first element). Every condition returns a value. This value is compared against the number a defined slot:\n\n```cpp\nthreshold = 1;\n```\n\nWhen the condition value is greater or equal than the value in the slot, this link is selected.\n\nWhen FSM starts, all threshold slots are initialized to 0.5. Slot value set by one state is then left at that value even for all states to come.\n\n### FSM Scripted\n\n- compile config: scriptedFSM.cfg ... can be decompiled\n\nFSM using scripted commands and condition. These FSM are not used yet, but were tested on simple FSM (teleport), trigered by radio alpha.\n\nNew functions commandFSM and doFSM added:\n\n```sqf\n_unit commandFSM [\"FSM filename\", destination, target];\n_unit doFSM [\"FSM filename\", destination, target];\n```\n\nin scripts in FSM, following parameters are defined:\n\n- _leader ... leader of subgroup with this command\n- _destination ... command destination\n- _target ... command target\n- _units ... list of all persons in subgroup\n\nto make this application useful, some functions for controlling units on low level needs to be added.\n\n### Global Switch FSM\n\n- compile config: globalSwitchFSM.cfg ... can be decompiled\n\nCompilation to the *.cpp code, using switch to navigate through FSM states. The compile uses many FSM attributes, to define function declaration, precondition codes etc. This FSM was first used in seagull.cpp to code autopilot functionality. So, opening seagull.cpp in FSMEditor.\n\n### Class Compile FSM\n\n- compile config: classFSMcompile.cfg ... can be decompiled\n\nCompilation to the *.cpp, using Fsm class architecture. It creates %(stateName) functions for state initialization and check%(stateName functions for checking conditions. No FSM created by FSMEditor has been compiled and used in engine, but some were coded manually before FSMEditor existence.\n\n### How does the FSMCompiler work\n\nWe say, that FSMCompiler works as compiler, if it compiles FSM edited in FSMEditor into any other format. And we say, FSMCompiler works as decompiler, if it decompiles compilation result into FSM format, which can FSMEditor read.\n\nIn order to make decompilation possible, compilation must write some decompile info into compilation result. Compiler writes this info using xml like tags enclosed, by default, by C/C++ program comments \"/*...*/\".\n\nThe compilation result has the following structure:\n\n```cpp\n/*%FSM<COMPILE \"compileConfigPath, fsmName\">*/\n/*%FSM<HEAD>*/\n/*\nitem0[] = {\"someStateName\",0,250,-55.278748,-369.225311,34.721249,-319.225342,0.000000;}\nitem1[] = {\"someOtherStateName\",4,218,-55.288883,-274.332214,34.711143,-224.332199,1.000000;}\n...\nlink0[] = {0,1};\nlink1[] = {0,3};\n...\nglobals[] = {0.000000,1,0,1,65280,640,480,1,25,6316128,1,-147.218781,307.800598,236.949921,-392.713837,482,667,1};\nwindow[] = {0,-1,-1,-1,-1,894,66,837,87,1,500};\n*//*%FSM</HEAD>*/\n\n<compilation pass result is here>\n\n/*%FSM</COMPILE>*/\n```\n\nThe whole result is enclosed by COMPILE tag, with compileConfig and FSMName specified.\nIn the HEAD tag, there are data to specify GUI representation of FSM, in order to display it is structure the same way, it was last edited and saved in FSMEditor.\nEach Compile tag uniquely determines the FSM compiled into some file, by its FSMName.\nFile can contain more than one FSM, each enclosed by it is COMPILE tags with different FSMName. It works in such a way, that:\n\n- the output file is created if it doesn't exist yet\n- if the output file exists and it contains COMPILE tag with our FSMName, the whole section of our FSM is rewriten\n- if the output file exists but it doesn't contain COMPILE tag with our FSMName, the compilation result appends to the file.\n  - it will be appended to the place marked by /*%FSM<APPEND/>*/ tag, or to the end of file otherwise.\n\n### Compile Configs\n\nCompile config is param file, which controls compilation process. It contains three main classes:\n\n- Attributes... It contains only one array value names containing names of attributes, which can be used in print commands, using %(attrName) notation. These names are also used as tag names in compilation result.\n- Compile ... Main class to control compilation process. It contains Pass subclasses and other commands.\n- Decompile ... This class only control prefixes and sufixes, which are written after (or before) each tag in compilation result.\n\nAll classes or command names should contain some postfix to make their multiple usage possible.\nFor instance, you can use multiple prints inside one class, using for something like print_1, print_2, etc.\nIt is due to paramFile assumption of name uniqueness.\n\n#### Compile Config - Classes Structure\n\nThe classes have the following structure:\n\n- class Compile ... one of three root classes\n  - Can contain: class Pass\n- class Pass\n  - the content of this class will be processed for the whole FSM\n  - Can contain: State, FinalStates, print, noDecompile\n- class State\n  - the content of this class will be processed for each FSM state\n  - Can contain: Link, FinalStates, print, noDecompile\n- class Link\n  - the content of this class will be processed for each FSM condition\n  - Can contain: FinalStates, print, noDecompile\n- class FinalStates\n  - the content of this class will be processed for each final state\n  - Can contain: print\n- class Attributes\n  - It is one of three root classes\n  - contains array value names[].\n- class Decompile\n  - It is one of three root classes\n  - it defines prefixes and sufixes of tags for decompilation\n  - Can contain:\n    - process = 1; ... 0 for not processing Decompile info\n    - FSMLeft = \"/*\"; ... what to write before tag\n    - FSMRight = \"*/\"; ... what to write after tag\n    - class FSMPrefix ... prefix of opening tags\n    - class FSMPrefix2 ... prefix of closing tags\n    - class FSMSufix ... sufix of opening tags\n    - class FSMSufix2 ... sufix of closing tags\n- class FSMPrefix,FSMPrefix2,FSMSufix,FSMSufix2\n  - defines prefixes and sufixes for every tag\n  - Can contain:\n    - default = \"\"; ... value for tags which are not specified\n    - tagName = \"someText\"; ... value for specific tag\n- entry print\n  - it defines text to print into compilation result\n\nexample: print_1 = \"FSM contains %(numStates) states, from which %(numFinalStates) are final\\n\";\n\n- - Some specific FSM values can be printed using the following format: ***%modifier(varName)\n    - modifiers:\n      - %( ... text is not modified\n      - %quoted( ... quatation chars \" are doubled\n      - %qt( ... enclose the text into quotes \"\"\n      - %qtquoted( ... combine qt and quoted together\n    - varNames:\n      - statename ... name of state which is currently processed\n      - linkname ... name of condition which is currently processed\n      - stateinit ... state initialization code\n      - statePrecondition ... precondition code before condition testing\n      - condition ... condition code\n      - action ... action code\n      - condPrecondition ... precondition code before testing this condition\n      - to ... target state to change if this condition is true\n      - priority ... priority\n      - initStatename ... name of starting state\n      - finalStatename ... name of final state currently processed (iterates inside class FinalStates)\n      - numStates ... total number of FSM states\n      - numConditions ... total number of condition within current state\n      - numFinalStates ... total number of final states\n      - fsmName ... name of FSM\n      - \"anyAttributeName\" ... any other attribute defined in FSMEditor\n    - some specific char can be printed using the following:\n      - %% ... the char %\n      - \\\\ ... the char \\\n      - \\n ... the newline char\n      - \\t ... the tabulator char\n- entry indent\n  - specifies the number of spaces to insert before each line of compilation result\n  - value -1 for no \"indenting\"\n- entry rewritefile\n  - value 0 ... output will be appended to the file\n  - value 1 ... output will rewrite the file\n- entry ifstart\n  - value -1 ... process only states, which are not starting\n  - value 1 ... process only starting states\n  - value 0 ... process both starting and not starting states\n- entry iffinal\n  - value -1 ... process only states, which are not final\n  - value 1 ... process only final states\n  - value 0 ... process both final and not final states\n- entry iffirst\n  - value -1 ... from now on, process only iff the state/finalState/link is not the first\n  - value 1 ... from now on, process only iff the state/finalState/link IS the first one\n  - value 0 ... do not check first/not first (default)\n  - This is needed when printing some arrays and the first item should be printed different way\n\n```cpp\nprint_3 = \"_finalStateArray = [\";\nclass FinalStates\n{\n    iffirst_yes = 1;\n    print_1 = \"%qt(finalStateName)\";\n    iffirst_no = -1;\n    print_2 = \", %qt(finalStateName)\"; // not first, so start with comma separator\n    iffirst_all = 0;\n}\nprint_4 = \"];\\n\";\n```\n\n- entry clearNewLines\n  - value 1 ... convert all values to one line\n  - value 0 ... converting to one line off\n- entry noDecompile\n  - value 1 ... printing decompile tags off\n  - value 0 ... printing decompile tags on\n\n#### Printing decompile tags\n\nIn order to allow decompiler to rebuild the FSM from compilation result, each state, condition or other values must be processed during compilation.\nIf compilation uses many passes, than there is no need to use decompile tags printing in each pass.\nYou can control the compile tags printing, using the following:\n\n- No decompile tags: noDecompile = 1;\n  - No tags at all.\n- No decompile tags in print commands: hprint\n  - Using hprint instead of print has the effect of switching noDecompile on, but only within the scope of this one print. If the noDecompile is switched on yet, the hprint has no effect.\n- Print all tags: print\n  - It prints all tags used inside print text. If the noDecompile is switched on yet, the print works like hprint.\n\n### Remarks\n\n1. Scripted FSM does not allow values containing newline chars. In order not to force user to write all values (in FSMEditor) into one line, there is modifier clearNewLines. It can be used inside Compile class.\n1. If there is such need to enclose value into quotes, the modifier qt should be used.\n   - Wrong usage: print = \"StateInfo(\\\"%(statename)\\\"\";\n   - Correct: print = \"StateInfo(%qt(statename)\";\n1. In order to access the FSM handle from inside the FSM, use _thisFSM.","sections":[{"heading":null,"level":1,"markdown":"FSM stands for **F**inite **S**tate **M**achine.\nIf this is the first thing you are reading about FSM, please read the FSM article first."},{"heading":"Terminology","level":3,"markdown":"Inside this documentation, the following terms are used:\n\n- Compile config ... paramFile config used to control the compilation process.\n- Compilation result ... output of compilation using compile config. (FSMCompiler.exe fsminput.bifsm -o compilationResult.someExt)\n- Attribute ... named value editted in FSMEditor. Which Attributes can be used is specified in compile config class Attributes. Attributes are used from print command using %(attrName) notation. In compilation result attribute name corresponds to tag name.\n- Tag ... Tag is xml like comment used to mark parts of compilation result for possible decompilation. It's usually of form /*%FSM<tagName \"possible value\">*/ for opening tag, or /*%FSM</tagName\">*/ for closing tag. Tags mostly correspond to some FSM properties or state/condition data values. (action, condition, stateinit,...)"},{"heading":"Basic knowledge for designers","level":3,"markdown":"There is an information about some warnings and errors every designer should know.\n\n1. Save as\n   - when saving as, you should choose some other extension than *.bifsm to force saving through FSMCompiler (for instance when working with FSMScripted)\n1. Getting the errors/warnings information\n   - if there are any errors, saving throu compilation will show them\n   - you can use the key F7 (compile) to show the compilation result window\n1. Common Warnings and Errors\n   - Warning: State with duplicate name, changing to: xxxxxx_nn\n     - every FSM state should have different name. If not, the name will be slightly changed through compilation, which can be checked in the compilation result (fsm scripted for instance)\n   - Warning: Condition with duplicate name, changing to: xxxxxx_nn\n     - all conditions called from the same state should also have different name\n   - Warning: Condition has in degree greater than 1\n     - if the same condition is used for more states, the condition and action code will be compiled to more different places in the compilation result. But only one of them can be used during decompilation! So, one cannot freely change the compilation result in text editor (decompilation can indeterministically copy such changes to all places or ignore it at all).\n   - Error: Condition has out degree greater than 1\n     - impossible, as no one can say, what happens when the condition is true\n   - Error: There is an edge between two conditions\n     - you cannot concatenate conditions, you should combine their condition to one or insert dummy state in between\n1. Using knees\n   - holding ctrl while creating new state/condition, there will be no state/condition, but special little black square item called knee. It's purpose is only to bring possibility for better drawing of FSM. Knees with multiple degrees can yield to warnings and errors as described above.\n   - on the picture, there is shown how the knees are eliminated during the compilation. Only the multiple lines are reduced to single one (which was not true before June, 1 2006)."},{"heading":"States","level":3,"markdown":"Every state can has two editable tabs:\n\n1. Init code\n   - This code is processed when this state is reached.\n1. Precondition\n   - This code is processed when conditions are to be tested inside this state, before testing the first condition. (This code is processed every time, the condition starts to be tested, which contrasts to the Init code, which is tested only once the state is reached.)\n\nConditions are tested in the decreasing order of their priority.\nThis implies that True conditions should have zero priority in order not to shadow other conditions to be tested."},{"heading":"Conditions","level":3,"markdown":"Conditions have three editable tabs and priority edit box:\n\n1. Precondition\n   - This code is processed before the condition test.\n1. Condition\n   - The condition.\n1. Action\n   - This code is processed after the condition was true.\n   - Notice: without this feature one should create use condition linking to the state with Init code equal to Action code and one True condition linking to the next state.\n1. Priority is used to define the order to process the conditions. Higher values first.\n\nIn FSMScripted, multiline scripts can be used too. The last statement is relevant, as shown in the example:\n\n```sqf\n_vehicle = vehicle _this;\n_commander = effectiveCommander _vehicle;\nisHidden _commander;\n```"},{"heading":"FSM Compiler","level":3,"markdown":"FSMCompilers compiles the FSM created (or edited) in FSMEditor into some other format, using compile config.\n\n- .bifsm ... format used by FSMEditor. No compilation needed.\n- *.* ... format after compilation. Can be decompiled only if compile config defines decompilation info, which make the compilation result possible to open by FSMEditor.\n\nAt present, the following formats and compile configs are possible:"},{"heading":"FSM Entity","level":3,"markdown":"- compile config: entityFSM.cfg ... can be decompiled\n\nFSM using FSMEntity functions. This FSM is referred in config, loaded and processed during simulation. This FSM format is currently used for ambient behaviour (butterfly, honeybee, dragonfly).\n\n```cpp\nclass CfgNonAIVehicles\n{\n    class DragonFly : Insect\n    {\n        model = \"dragonfly.p3d\";\n        flySound[] = { \"animals\\fly.wss\", db-105, 1, 1 };\n        fsm[] = { \"Dragonfly\" };\n        straightDistance = 2;\n    };\n    // ...\n}\n```"},{"heading":"Thresholds","level":3,"markdown":"Each state defines thresholds, which can be used to define which of multiple links from this state is selected. This is done like:\n\n```cpp\nthresholds[] = { { 1, 0, 1 } };\n```\n\nThis will store a random value with a minimal value of 0 (second element) and a maximum value of 1 (third element) and store it in slot 1 (first element). Every condition returns a value. This value is compared against the number a defined slot:\n\n```cpp\nthreshold = 1;\n```\n\nWhen the condition value is greater or equal than the value in the slot, this link is selected.\n\nWhen FSM starts, all threshold slots are initialized to 0.5. Slot value set by one state is then left at that value even for all states to come."},{"heading":"FSM Scripted","level":3,"markdown":"- compile config: scriptedFSM.cfg ... can be decompiled\n\nFSM using scripted commands and condition. These FSM are not used yet, but were tested on simple FSM (teleport), trigered by radio alpha.\n\nNew functions commandFSM and doFSM added:\n\n```sqf\n_unit commandFSM [\"FSM filename\", destination, target];\n_unit doFSM [\"FSM filename\", destination, target];\n```\n\nin scripts in FSM, following parameters are defined:\n\n- _leader ... leader of subgroup with this command\n- _destination ... command destination\n- _target ... command target\n- _units ... list of all persons in subgroup\n\nto make this application useful, some functions for controlling units on low level needs to be added."},{"heading":"Global Switch FSM","level":3,"markdown":"- compile config: globalSwitchFSM.cfg ... can be decompiled\n\nCompilation to the *.cpp code, using switch to navigate through FSM states. The compile uses many FSM attributes, to define function declaration, precondition codes etc. This FSM was first used in seagull.cpp to code autopilot functionality. So, opening seagull.cpp in FSMEditor."},{"heading":"Class Compile FSM","level":3,"markdown":"- compile config: classFSMcompile.cfg ... can be decompiled\n\nCompilation to the *.cpp, using Fsm class architecture. It creates %(stateName) functions for state initialization and check%(stateName functions for checking conditions. No FSM created by FSMEditor has been compiled and used in engine, but some were coded manually before FSMEditor existence."},{"heading":"How does the FSMCompiler work","level":3,"markdown":"We say, that FSMCompiler works as compiler, if it compiles FSM edited in FSMEditor into any other format. And we say, FSMCompiler works as decompiler, if it decompiles compilation result into FSM format, which can FSMEditor read.\n\nIn order to make decompilation possible, compilation must write some decompile info into compilation result. Compiler writes this info using xml like tags enclosed, by default, by C/C++ program comments \"/*...*/\".\n\nThe compilation result has the following structure:\n\n```cpp\n/*%FSM<COMPILE \"compileConfigPath, fsmName\">*/\n/*%FSM<HEAD>*/\n/*\nitem0[] = {\"someStateName\",0,250,-55.278748,-369.225311,34.721249,-319.225342,0.000000;}\nitem1[] = {\"someOtherStateName\",4,218,-55.288883,-274.332214,34.711143,-224.332199,1.000000;}\n...\nlink0[] = {0,1};\nlink1[] = {0,3};\n...\nglobals[] = {0.000000,1,0,1,65280,640,480,1,25,6316128,1,-147.218781,307.800598,236.949921,-392.713837,482,667,1};\nwindow[] = {0,-1,-1,-1,-1,894,66,837,87,1,500};\n*//*%FSM</HEAD>*/\n\n<compilation pass result is here>\n\n/*%FSM</COMPILE>*/\n```\n\nThe whole result is enclosed by COMPILE tag, with compileConfig and FSMName specified.\nIn the HEAD tag, there are data to specify GUI representation of FSM, in order to display it is structure the same way, it was last edited and saved in FSMEditor.\nEach Compile tag uniquely determines the FSM compiled into some file, by its FSMName.\nFile can contain more than one FSM, each enclosed by it is COMPILE tags with different FSMName. It works in such a way, that:\n\n- the output file is created if it doesn't exist yet\n- if the output file exists and it contains COMPILE tag with our FSMName, the whole section of our FSM is rewriten\n- if the output file exists but it doesn't contain COMPILE tag with our FSMName, the compilation result appends to the file.\n  - it will be appended to the place marked by /*%FSM<APPEND/>*/ tag, or to the end of file otherwise."},{"heading":"Compile Configs","level":3,"markdown":"Compile config is param file, which controls compilation process. It contains three main classes:\n\n- Attributes... It contains only one array value names containing names of attributes, which can be used in print commands, using %(attrName) notation. These names are also used as tag names in compilation result.\n- Compile ... Main class to control compilation process. It contains Pass subclasses and other commands.\n- Decompile ... This class only control prefixes and sufixes, which are written after (or before) each tag in compilation result.\n\nAll classes or command names should contain some postfix to make their multiple usage possible.\nFor instance, you can use multiple prints inside one class, using for something like print_1, print_2, etc.\nIt is due to paramFile assumption of name uniqueness."},{"heading":"Compile Config - Classes Structure","level":4,"markdown":"The classes have the following structure:\n\n- class Compile ... one of three root classes\n  - Can contain: class Pass\n- class Pass\n  - the content of this class will be processed for the whole FSM\n  - Can contain: State, FinalStates, print, noDecompile\n- class State\n  - the content of this class will be processed for each FSM state\n  - Can contain: Link, FinalStates, print, noDecompile\n- class Link\n  - the content of this class will be processed for each FSM condition\n  - Can contain: FinalStates, print, noDecompile\n- class FinalStates\n  - the content of this class will be processed for each final state\n  - Can contain: print\n- class Attributes\n  - It is one of three root classes\n  - contains array value names[].\n- class Decompile\n  - It is one of three root classes\n  - it defines prefixes and sufixes of tags for decompilation\n  - Can contain:\n    - process = 1; ... 0 for not processing Decompile info\n    - FSMLeft = \"/*\"; ... what to write before tag\n    - FSMRight = \"*/\"; ... what to write after tag\n    - class FSMPrefix ... prefix of opening tags\n    - class FSMPrefix2 ... prefix of closing tags\n    - class FSMSufix ... sufix of opening tags\n    - class FSMSufix2 ... sufix of closing tags\n- class FSMPrefix,FSMPrefix2,FSMSufix,FSMSufix2\n  - defines prefixes and sufixes for every tag\n  - Can contain:\n    - default = \"\"; ... value for tags which are not specified\n    - tagName = \"someText\"; ... value for specific tag\n- entry print\n  - it defines text to print into compilation result\n\nexample: print_1 = \"FSM contains %(numStates) states, from which %(numFinalStates) are final\\n\";\n\n- - Some specific FSM values can be printed using the following format: ***%modifier(varName)\n    - modifiers:\n      - %( ... text is not modified\n      - %quoted( ... quatation chars \" are doubled\n      - %qt( ... enclose the text into quotes \"\"\n      - %qtquoted( ... combine qt and quoted together\n    - varNames:\n      - statename ... name of state which is currently processed\n      - linkname ... name of condition which is currently processed\n      - stateinit ... state initialization code\n      - statePrecondition ... precondition code before condition testing\n      - condition ... condition code\n      - action ... action code\n      - condPrecondition ... precondition code before testing this condition\n      - to ... target state to change if this condition is true\n      - priority ... priority\n      - initStatename ... name of starting state\n      - finalStatename ... name of final state currently processed (iterates inside class FinalStates)\n      - numStates ... total number of FSM states\n      - numConditions ... total number of condition within current state\n      - numFinalStates ... total number of final states\n      - fsmName ... name of FSM\n      - \"anyAttributeName\" ... any other attribute defined in FSMEditor\n    - some specific char can be printed using the following:\n      - %% ... the char %\n      - \\\\ ... the char \\\n      - \\n ... the newline char\n      - \\t ... the tabulator char\n- entry indent\n  - specifies the number of spaces to insert before each line of compilation result\n  - value -1 for no \"indenting\"\n- entry rewritefile\n  - value 0 ... output will be appended to the file\n  - value 1 ... output will rewrite the file\n- entry ifstart\n  - value -1 ... process only states, which are not starting\n  - value 1 ... process only starting states\n  - value 0 ... process both starting and not starting states\n- entry iffinal\n  - value -1 ... process only states, which are not final\n  - value 1 ... process only final states\n  - value 0 ... process both final and not final states\n- entry iffirst\n  - value -1 ... from now on, process only iff the state/finalState/link is not the first\n  - value 1 ... from now on, process only iff the state/finalState/link IS the first one\n  - value 0 ... do not check first/not first (default)\n  - This is needed when printing some arrays and the first item should be printed different way\n\n```cpp\nprint_3 = \"_finalStateArray = [\";\nclass FinalStates\n{\n    iffirst_yes = 1;\n    print_1 = \"%qt(finalStateName)\";\n    iffirst_no = -1;\n    print_2 = \", %qt(finalStateName)\"; // not first, so start with comma separator\n    iffirst_all = 0;\n}\nprint_4 = \"];\\n\";\n```\n\n- entry clearNewLines\n  - value 1 ... convert all values to one line\n  - value 0 ... converting to one line off\n- entry noDecompile\n  - value 1 ... printing decompile tags off\n  - value 0 ... printing decompile tags on"},{"heading":"Printing decompile tags","level":4,"markdown":"In order to allow decompiler to rebuild the FSM from compilation result, each state, condition or other values must be processed during compilation.\nIf compilation uses many passes, than there is no need to use decompile tags printing in each pass.\nYou can control the compile tags printing, using the following:\n\n- No decompile tags: noDecompile = 1;\n  - No tags at all.\n- No decompile tags in print commands: hprint\n  - Using hprint instead of print has the effect of switching noDecompile on, but only within the scope of this one print. If the noDecompile is switched on yet, the hprint has no effect.\n- Print all tags: print\n  - It prints all tags used inside print text. If the noDecompile is switched on yet, the print works like hprint."},{"heading":"Remarks","level":3,"markdown":"1. Scripted FSM does not allow values containing newline chars. In order not to force user to write all values (in FSMEditor) into one line, there is modifier clearNewLines. It can be used inside Compile class.\n1. If there is such need to enclose value into quotes, the modifier qt should be used.\n   - Wrong usage: print = \"StateInfo(\\\"%(statename)\\\"\";\n   - Correct: print = \"StateInfo(%qt(statename)\";\n1. In order to access the FSM handle from inside the FSM, use _thisFSM."}],"categories":["ArmA: Armed Assault: Official Tools","Arma 2: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Function","title":"Function","type":"topic","url":"https://community.bistudio.com/wiki/Function","revid":349916,"updated":"2023-11-20T22:11:06Z","aliases":["Functions - SQF","In-line function","Inline function","function"],"markdown":"> [!IMPORTANT]\n> For a proper writing tutorial, see Writing a Function.\n>\n> See also:\n>\n> - Arma 2: Functions Library\n> - Take On Helicopters: Functions Library\n> - Arma 3: Functions Library\n\nA **function** contains code which usually consists of an *input*, *processing* and *output* part. Functions were first introduced in the Operation Flashpoint: Resistance patch.\nThe main advantages of functions are:\n\n**Improved legibility:** By writing the code once and re-using it by calling the function\n\n**Easier debugging:** If your function contains an error, you only have to fix it in one place\n\n### Types of function\n\n#### Functions-as-files\n\n*See calling functions for how a function-as-file is called.*\n\nFunctions as files are functions stored within a file. These are usually used for larger and more complex functions. The code is evaluated in the same way, however, there are additional commands which must include the file before the function itself can be called.\n\n```sqf\n// Code inside fn_showHint.sqf\nhint \"Function was executed!\"; // Function will show a hint when executed\n```\n\n#### Inline functions\n\nInline functions are functions are technically code which is often stored within a variable or declared as a function parameter. Inline functions operate the same way as functions-as-files as both are evaluated in the same way, but the difference is that inline functions are stored within parentheses `{`}, whereas functions-as-files do not require these.\n\n```sqf\n// Inline function as variable\nTAG_fnc_showHint =\n{\n    hint \"Function was executed!\"; // Function will show a hint when executed\n};\ncall TAG_fnc_showHint;\n```\n\n### Anatomy of a function\n\nWhen scripting, there are two types of functions: functions-as-files and inline functions.\nFunctions-as-files are instances where the a whole file itself is used to house a function, whereas inline functions are either contained within a variable or as a parameter of a function.\nSome built-in functions require functions-as-files, whereas most will support both.\n\n#### Parameters (input)\n\nParameters for functions are available to the function via the magic variable _this.\nDeclaration of parameters can be done using the params command. Common practice for defining parameters is done via the use of private variables and defined variables.\n\n```sqf\n// Code inside fn_showHint.sqf\nparams [\"_text\"];\nhint _text;\n```\n\n```sqf\n// Inline function as variable\nTAG_fnc_showHint =\n{\n    params [\"_text\"];\n    hint _text;\n};\n```\n\n```sqf\n\"Function was executed!\" call TAG_fnc_showHint;\n```\n\nParameters passed to functions are passed **before** the function, rather than after (such as the mathematical or c-like syntax *f(x)*).\n\n```sqf\n// Array variable as parameter\n_myTempParams = [_parameterOne, _parameterTwo];\n_myTempVariableTwo = _myTempParams call myInlineFunction;\n```\n\n```sqf\n// Array as parameter\n_myTempVariable = [_parameterOne,_parameterTwo] call myInlineFunction;\n```\n\n#### Return Values (output)\n\nThe value of the last executed statement in a function is returned to the calling instance.\n\n```sqf\nmy_fnc = {\n    if (_this > 0) exitWith {\n        _this + 1\n    };\n    _this - 1\n};\n\nhint str ( 5 call my_fnc); //  6\nhint str (-5 call my_fnc); // -6\n```\n\nIn the first example \"_this + 1\" is the last executed statement in my_fnc, in the second example it is \"_this - 1\".\n\n> [!NOTE]\n> It was believed at one point that the returning statement should not have a semicolon `;` after it; this is false and having a semicolon does not change anything and is recommended.\n\n```sqf\nmy_fnc = {\n    a = 1;\n    b = 2;\n    c = a + b;\n    c // ← fine\n};\n```\n\n```sqf\nmy_fnc = {\n    a = 1;\n    b = 2;\n    c = a + b;\n    c; // ← better\n};\n```\n\nMore examples:\n\n```sqf\n// myCode.sqf\nprivate _myName = _this select 0;\n\nprivate _returnMe = \"FAIL\";\n\nif (_myName == \"Test\") then\n{\n    _returnMe = \"PASS\";\n};\n_returnMe;\n```\n\n```sqf\n// myCodeInline\nmyCodeReturnValue = {\n    private _myName = _this select 0;\n    private _returnMe = \"FAIL\";\n\n    if (_myName == \"Kaboom\") then\n    {\n        _returnMe = \"PASS\";\n    };\n\n    _returnMe\n};\n\n_myCalledVariable = [\"Kaboom\"] call myCodeReturnValue; // \"PASS\"\n_myCalledVariableFail = [\"Blah\"] call myCodeReturnValue; // \"FAIL\"\n```\n\n```sqf\n// return.sqf\nSTATEMENT 1;\nSTATEMENT 2;\nRETURN_VALUE\n```\n\n```sqf\n// test.sqf\nvalue = call compile preprocessFile \"return.sqf\";\n// value is now RETURN_VALUE\n\ncall compile preprocessFile \"return.sqf\";\n// valid, but RETURN_VALUE is not saved anywhere\n```\n\n#### Execution\n\nFunctions can be executed from several points in the game:\n\n- Other scripts\n- Other functions\n- Scripting lines in the Mission Editor\n- Event Handlers in addon config files\n\nFunctions are first loaded as String from a file via preprocessFile or loadFile. They are then executed via the call or spawn command. Since Armed Assault the loaded String needs to be compiled in order to convert it to Code, which is required for call or spawn.\n\n##### Call\n\nExample (Operation Flashpoint):\n\n```sqf\nmyFunction1 = loadFile \"myFunction1.sqf\";\nmyFunction2 = preprocessFile \"myFunction2.sqf\";\n\ncall myFunction1;\n[1, 2] call myFunction2;\n```\n\nExample (Armed Assault):\n\n```sqf\nmyFunction1 = compile loadFile \"myFunction1.sqf\";\nmyFunction2 = compile preprocessFile \"myFunction2.sqf\";\n\n_result1 = call myFunction1;\n_result2 = [1, 2] call myFunction2;\n```\n\nFunctions executed using call are run *within* the executing instance, which waits for the result of the function.\nUnlike scripts, functions halt all other game engine processes until the function has completed its instructions.\nThis means functions run faster than scripts, and the result of functions is immediate and unambiguous.\nIt can also mean that if a function takes too long to run it will have an adverse effect on game play - large functions or CPU intensive functions can cause the game to seize up until it completes.\nWhen creating a functions you want the function to be short and sweet to achieve the best results.\n\n> [!NOTE]\n> You can still use the special variables and commands of scripts in functions (Armed Assault only)!\n\n##### Spawn\n\nFunctions may also be executed using spawn, but then the function result is not accessible, making it behave more like a procedure.\nSpawned functions will run asynchronously or *alongside* the executing instance. This helps prevent large CPU intensive functions from seizing up the game.\n\nExample (Armed Assault):\n\n```sqf\nmyFunction1 = compile loadFile \"myFunction1.sqf\";\nmyFunction2 = compile preprocessFile \"myFunction2.sqf\";\n\n_param spawn myFunction1;\n[1, 2] spawn myFunction2;\n```\n\n### Examples\n\n#### Example 1: max.sqf\n\nIn this example the function returns maximum of first and second argument.\n\nmax.sqf\n\n```sqf\n//\"Return maximum of first and second argument\";\nparams [\"_a\", \"_b\"];\n[_b, _a] select (_a > _b);\n```\n\nalternative max.sqf (big boys code :))\n\n```sqf\n(_this select 0) max (_this select 1);\n```\n\nexecuting script:\n\n```sqf\nfMax = compile preprocessFile \"max.sqf\";\nmaxValue = [3, 5] call fMax;\n\n// maxValue is now 5\n```\n\n#### Example 2: infantrySafe.sqf\n\nIn this example the function returns no value and switches all units to safe mode.\n\n```sqf\n// Switch all infantry units to safe mode\n{\n    if (vehicle _x == _x) then\n    {\n        _x setBehaviour \"safe\";\n    }\n} forEach _this;\n```\n\n#### Example 3: Inline Function\n\nAn inline-function can be created in any script:\n\n```sqf\nFNC_sayhello = {hint format [\"hello %1\", _this]};\n```\n\nThis function can then be called (in other scripts, functions, unit's init lines, trigger activation fields, etc.) via:\n\n```sqf\nname player call FNC_sayhello\n```\n\nIn case the function doesn't require any arguments you can just call the function.\n\n```sqf\ncall FNC_helloall\n```\n\n### See also\n\n- Scripts\n- SQF Syntax\n- call","sections":[{"heading":null,"level":1,"markdown":"> [!IMPORTANT]\n> For a proper writing tutorial, see Writing a Function.\n>\n> See also:\n>\n> - Arma 2: Functions Library\n> - Take On Helicopters: Functions Library\n> - Arma 3: Functions Library\n\nA **function** contains code which usually consists of an *input*, *processing* and *output* part. Functions were first introduced in the Operation Flashpoint: Resistance patch.\nThe main advantages of functions are:\n\n**Improved legibility:** By writing the code once and re-using it by calling the function\n\n**Easier debugging:** If your function contains an error, you only have to fix it in one place"},{"heading":"Types of function","level":3,"markdown":""},{"heading":"Functions-as-files","level":4,"markdown":"*See calling functions for how a function-as-file is called.*\n\nFunctions as files are functions stored within a file. These are usually used for larger and more complex functions. The code is evaluated in the same way, however, there are additional commands which must include the file before the function itself can be called.\n\n```sqf\n// Code inside fn_showHint.sqf\nhint \"Function was executed!\"; // Function will show a hint when executed\n```"},{"heading":"Inline functions","level":4,"markdown":"Inline functions are functions are technically code which is often stored within a variable or declared as a function parameter. Inline functions operate the same way as functions-as-files as both are evaluated in the same way, but the difference is that inline functions are stored within parentheses `{`}, whereas functions-as-files do not require these.\n\n```sqf\n// Inline function as variable\nTAG_fnc_showHint =\n{\n    hint \"Function was executed!\"; // Function will show a hint when executed\n};\ncall TAG_fnc_showHint;\n```"},{"heading":"Anatomy of a function","level":3,"markdown":"When scripting, there are two types of functions: functions-as-files and inline functions.\nFunctions-as-files are instances where the a whole file itself is used to house a function, whereas inline functions are either contained within a variable or as a parameter of a function.\nSome built-in functions require functions-as-files, whereas most will support both."},{"heading":"Parameters (input)","level":4,"markdown":"Parameters for functions are available to the function via the magic variable _this.\nDeclaration of parameters can be done using the params command. Common practice for defining parameters is done via the use of private variables and defined variables.\n\n```sqf\n// Code inside fn_showHint.sqf\nparams [\"_text\"];\nhint _text;\n```\n\n```sqf\n// Inline function as variable\nTAG_fnc_showHint =\n{\n    params [\"_text\"];\n    hint _text;\n};\n```\n\n```sqf\n\"Function was executed!\" call TAG_fnc_showHint;\n```\n\nParameters passed to functions are passed **before** the function, rather than after (such as the mathematical or c-like syntax *f(x)*).\n\n```sqf\n// Array variable as parameter\n_myTempParams = [_parameterOne, _parameterTwo];\n_myTempVariableTwo = _myTempParams call myInlineFunction;\n```\n\n```sqf\n// Array as parameter\n_myTempVariable = [_parameterOne,_parameterTwo] call myInlineFunction;\n```"},{"heading":"Return Values (output)","level":4,"markdown":"The value of the last executed statement in a function is returned to the calling instance.\n\n```sqf\nmy_fnc = {\n    if (_this > 0) exitWith {\n        _this + 1\n    };\n    _this - 1\n};\n\nhint str ( 5 call my_fnc); //  6\nhint str (-5 call my_fnc); // -6\n```\n\nIn the first example \"_this + 1\" is the last executed statement in my_fnc, in the second example it is \"_this - 1\".\n\n> [!NOTE]\n> It was believed at one point that the returning statement should not have a semicolon `;` after it; this is false and having a semicolon does not change anything and is recommended.\n\n```sqf\nmy_fnc = {\n    a = 1;\n    b = 2;\n    c = a + b;\n    c // ← fine\n};\n```\n\n```sqf\nmy_fnc = {\n    a = 1;\n    b = 2;\n    c = a + b;\n    c; // ← better\n};\n```\n\nMore examples:\n\n```sqf\n// myCode.sqf\nprivate _myName = _this select 0;\n\nprivate _returnMe = \"FAIL\";\n\nif (_myName == \"Test\") then\n{\n    _returnMe = \"PASS\";\n};\n_returnMe;\n```\n\n```sqf\n// myCodeInline\nmyCodeReturnValue = {\n    private _myName = _this select 0;\n    private _returnMe = \"FAIL\";\n\n    if (_myName == \"Kaboom\") then\n    {\n        _returnMe = \"PASS\";\n    };\n\n    _returnMe\n};\n\n_myCalledVariable = [\"Kaboom\"] call myCodeReturnValue; // \"PASS\"\n_myCalledVariableFail = [\"Blah\"] call myCodeReturnValue; // \"FAIL\"\n```\n\n```sqf\n// return.sqf\nSTATEMENT 1;\nSTATEMENT 2;\nRETURN_VALUE\n```\n\n```sqf\n// test.sqf\nvalue = call compile preprocessFile \"return.sqf\";\n// value is now RETURN_VALUE\n\ncall compile preprocessFile \"return.sqf\";\n// valid, but RETURN_VALUE is not saved anywhere\n```"},{"heading":"Execution","level":4,"markdown":"Functions can be executed from several points in the game:\n\n- Other scripts\n- Other functions\n- Scripting lines in the Mission Editor\n- Event Handlers in addon config files\n\nFunctions are first loaded as String from a file via preprocessFile or loadFile. They are then executed via the call or spawn command. Since Armed Assault the loaded String needs to be compiled in order to convert it to Code, which is required for call or spawn."},{"heading":"Call","level":5,"markdown":"Example (Operation Flashpoint):\n\n```sqf\nmyFunction1 = loadFile \"myFunction1.sqf\";\nmyFunction2 = preprocessFile \"myFunction2.sqf\";\n\ncall myFunction1;\n[1, 2] call myFunction2;\n```\n\nExample (Armed Assault):\n\n```sqf\nmyFunction1 = compile loadFile \"myFunction1.sqf\";\nmyFunction2 = compile preprocessFile \"myFunction2.sqf\";\n\n_result1 = call myFunction1;\n_result2 = [1, 2] call myFunction2;\n```\n\nFunctions executed using call are run *within* the executing instance, which waits for the result of the function.\nUnlike scripts, functions halt all other game engine processes until the function has completed its instructions.\nThis means functions run faster than scripts, and the result of functions is immediate and unambiguous.\nIt can also mean that if a function takes too long to run it will have an adverse effect on game play - large functions or CPU intensive functions can cause the game to seize up until it completes.\nWhen creating a functions you want the function to be short and sweet to achieve the best results.\n\n> [!NOTE]\n> You can still use the special variables and commands of scripts in functions (Armed Assault only)!"},{"heading":"Spawn","level":5,"markdown":"Functions may also be executed using spawn, but then the function result is not accessible, making it behave more like a procedure.\nSpawned functions will run asynchronously or *alongside* the executing instance. This helps prevent large CPU intensive functions from seizing up the game.\n\nExample (Armed Assault):\n\n```sqf\nmyFunction1 = compile loadFile \"myFunction1.sqf\";\nmyFunction2 = compile preprocessFile \"myFunction2.sqf\";\n\n_param spawn myFunction1;\n[1, 2] spawn myFunction2;\n```"},{"heading":"Examples","level":3,"markdown":""},{"heading":"Example 1: max.sqf","level":4,"markdown":"In this example the function returns maximum of first and second argument.\n\nmax.sqf\n\n```sqf\n//\"Return maximum of first and second argument\";\nparams [\"_a\", \"_b\"];\n[_b, _a] select (_a > _b);\n```\n\nalternative max.sqf (big boys code :))\n\n```sqf\n(_this select 0) max (_this select 1);\n```\n\nexecuting script:\n\n```sqf\nfMax = compile preprocessFile \"max.sqf\";\nmaxValue = [3, 5] call fMax;\n\n// maxValue is now 5\n```"},{"heading":"Example 2: infantrySafe.sqf","level":4,"markdown":"In this example the function returns no value and switches all units to safe mode.\n\n```sqf\n// Switch all infantry units to safe mode\n{\n    if (vehicle _x == _x) then\n    {\n        _x setBehaviour \"safe\";\n    }\n} forEach _this;\n```"},{"heading":"Example 3: Inline Function","level":4,"markdown":"An inline-function can be created in any script:\n\n```sqf\nFNC_sayhello = {hint format [\"hello %1\", _this]};\n```\n\nThis function can then be called (in other scripts, functions, unit's init lines, trigger activation fields, etc.) via:\n\n```sqf\nname player call FNC_sayhello\n```\n\nIn case the function doesn't require any arguments you can just call the function.\n\n```sqf\ncall FNC_helloall\n```"},{"heading":"See also","level":3,"markdown":"- Scripts\n- SQF Syntax\n- call"}],"categories":["Scripting Topics"],"groups":["Scripting"]},{"name":"FXY","title":"FXY","type":"topic","url":"https://community.bistudio.com/wiki/FXY","revid":177392,"updated":"2020-12-30T05:46:32Z","aliases":[],"markdown":"1. REDIRECT FXY File Format","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT FXY File Format"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"FXY File Format","title":"FXY File Format","type":"topic","url":"https://community.bistudio.com/wiki/FXY_File_Format","revid":376491,"updated":"2025-10-22T15:56:34Z","aliases":["CfgFontFamilies","FXY","Fonts"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n### Introduction\n\nThe Operation Flashpoint and ArmA: Armed Assault engines use a limited set of bit mapped fonts developed by Bohemia Interactive for the engine. They are bitmaps and each glyph within is treated as a texture.\n\nA character set (such as [Ascii](https://en.wikipedia.org/wiki/ASCII)) is a series of 'glyphs' (characters) where any one of these characters is always identified by the same index value. For example the letter **A** is always hex **41** and so on. Regardless of the font set employed, the character set within it, is set-in-concrete. Hex 41 always renders a glyph that 'looks like' the letter A. Be it **bold**, *italic*, or fills the entire screen, it is the letter 'A'.\n\nThe character set for all BI fonts in OFP is different for each language version. For Western languages it approximates [Latin codepage 858](https://en.wikipedia.org/wiki/Code_page_858). In ArmA Unicode is used for fonts.\n\nA font set is a collection of displayable characters (termed glyphs) that have a common appearance. E.g all glyphs in THIS set are bold, or all the glyphs are italic, all the glyphs are Times Roman (seriffed).\n\nIndividual font sets exist for Tahoma, Garamond, and so on. The glyphs within these sets are contained in a series of .paa files.\n\nAnd, because these are bitmapped fonts, eg fixed dimensions, non-scaleable, there are unique font sets, for, unique sizes.\n\nFor example, in Resistance engine, the popular Tahoma font is in three different font sets. 24 point, 36 point, 48 point.\n\nA 'point' approximates 1/72th of an inch. Thus the Tahoma fonts available (for Resistance) are approximately a third, a half, and two thirds of an inch tall when displayed.\n\n### Description\n\nAn fxy file is the 'character set' index. It is, the codepage.\n\nAn fxy file is implicitly associated with one or more paa files within the same folder. The fxy file is the header entry for these files, it describes the position in the paa file and the size to be rendered on screen, for a 'glyph'.\n\nAssociation of files between fxy and paa is implicit. The CourierNewB64.fxy is implicitly associated with the CourierNewB64-xx.paa file(s). xx indicating one of several CourierNewB64 paa's.\n\n#### Legend\n\nsee Generic FileFormat Data Types.\n\n#### Struct\n\n```cpp\nFxy\n{\n// ===== ARMA ONLY ========\n    char MimeType[4];    // e.g \"BIFo\", BI Font\n    ulong Version;        // 0x101 == Arma 1 and 2\n                        // 0x102 == Arma 3\n// =========================\n    FxyEntry    Entry1;\n//    (...)\n    FxyEntry    EntryLast;\n}\n```\n\n##### FxyEntry\n\n```cpp\nFxyEntry\n{\n    ushort CharCode;        // '''0x21''' = 'A' <<< see note\n    ushort PaaFileNumber;    // 01\n    ushort X,Y;                // Offset (in pixels) in the paa file, to the Top-left of this glyph.\n    ushort Width,Height;    // area (number of) pixels used from the paa file for this glyph.\n    ushort KerningWidth;    // ARMA only. Width used to determine this character spacing\n};\n```\n\nApart from the ARMA header (in Arma fxy files only), the fxy is a contiguous series of 12 byte (ofp) or 14 byte (Arma) entries.\n\n##### CharCode\n\nOFP uses a USASCII character set. Arma uses Unicode.\n\nThe first 256 unicodes ARE us-ascii. For this reason, the first 32 (x20) glyphs in EITHER character set, are control characters, never intended for display, and not included in the paa file(s) nor the fxy header. For that reason, in all circumstances, *the* displayed character is charcode+x20. Thus\n\n```\n'Actual Character' = charcode + x20;\n```\n\n```\nCharcode x21 = index-entry = x21 = character x20 + x21 = 0x41 = Glyph 'A'.\n```\n\nThis is a constant, irrespective of the number of fxy tables (fonts) now or in the future. Charcode x21 can only ever be glyph 'A' (rendered in whatever style and size the font wants to render it)\n\n- For Operation Flashpoint, there are 224 entries in any fxy table (which therefore covers the 256 (224 + 32) possible us ascii 'characters').\n- Armed Assault fxy's have 448 character entries + 16 specials, as each font supports both Western European, Eastern European and Cyrillic character sets.\n\nBearing in mind that basic 16 bit Unicode can display 65,000 glyphs, standard Arma fonts only use (and are only capable of displaying) a small selection:\n\n- x20...17F Us Ascii + (most) European Languages\n- 400...45F Cyrillic\n- 2010...201F Special chars. unknown how they work.\n\nYou could extend this range in custom fonts of course to whatever you need from 16bit Unicode.\n\nNote that index entries happen to be linear sequential. The nth index entry is also CharCode n. Which way, the engine actually accesses this table for character 'n' is up to the engine.\n\n##### PaaFileNumber\n\n`-number` of texture file:\nThis is simply a convenience to allow large fonts to be spread across several paa's. For example if font name is \"CourierNewB64\":\n\n- The fxy file is `CourierNewB64.fxy`\n- The first texture file is `CourierNewB64-01.paa`\n- The second texture file is `CourierNewB64-02.paa`\n- etc.\n\n> [!NOTE]\n> Note that you cannot assume the glyph character 'A' (nor any other glyph) is ordered the same way in any given paa font-set, nor, in fact that the glyph will 'always be' in e.g fontfile 1.\n\nOrder of glyphs is entirely random in the sense that binarising these files uses a 'best fit' method to squeeze as much content into that file. Not perfect, but not badly done either.\n\n### Usage\n\nThis example uses the new font name in a Description.ext:\n\n```cpp\nclass RscText\n{\n    type = CT_STATIC;\n    idc = -1;\n    style = ST_LEFT;\n    colorBackground[] = { 0, 0, 0, 0 };\n    colorText[] = { 1, 1, 1, 1 };\n    font = Bitstream;\n    sizeEx = 0.04;\n};\n```\n\n### Paa Content\n\n#### Resistance\n\n.paa files used for the font must be in 8080 format: (Alpha luminosity)\n\n- 8bit - Brightness (all with 255 value - \"white\")\n- 8bit - Alpha (255 for character, 0 for space)\n\n#### Armed Assault\n\nArmA Glyph files (paa) are formatted in DXT5 compressed textures. Using the TAGG labelling, they must additionally specify:\n\n```\nAvg Color: any\nMax Color: always FFFFFFFF\nAlphaFlag: 1\n```\n\n### Available Fonts\n\n#### Arma 3\n\nThese fonts can be found in CfgFontFamilies:\n\n- Caveat\n- EtelkaMonospacePro\n- EtelkaMonospaceProBold\n- EtelkaNarrowMediumPro\n- LCD14\n- LucidaConsoleB\n- PuristaBold\n- PuristaLight\n- PuristaMedium\n- PuristaSemibold\n- RobotoCondensed\n- RobotoCondensedBold\n- RobotoCondensedLight\n- TahomaB\n\n#### Arma 2\n\n- LucidaConsoleB\n- Zeppelin33\n- Zeppelin33Italic\n- Zeppelin32\n- EtelkaNarrowMediumPro\n- Bitstream\n- TahomaB\n- EtelkaMonospaceProBold\n\n#### Armed Assault\n\n- Arial Bold 7 -> 24 pt\n- BitStream\n- Versans bold 7 -> 20, 22, 28 pt\n- Zeppelin32 12 -> 20, 22, 28 pt\n- Zeppelin33 12 -> 20, 22, 28 pt\n- Zeppelin33 italic 12 -> 20, 22, 28pt\n\n#### Operation Flashpoint: Elite\n\n- Arial Bold 7, 8, 10, 11, 12 pt\n- Arial Italic 9, 13, 18, 48 pt\n- CourierNew 9pt\n- Hel67-CM 10, 11 pt\n- HelvCondLight 8, 9, 10 pt\n- Helvetica-Narrow 11pt\n- Helvetica-Narrow Bold 8pt\n- Helvetica37-CondensedThin bold 10pt\n- Helvetica57-Condensed 10, 13, 16pt\n- Helvetica57-Condensed 9, 13, 14 pt Bold\n- Helvetica67-Condensed 9, 10, 11pt Medium\n- HelveticaNarrow 10, 11pt\n- HelveticaNarrow bold 10, 13, 18, 22pt\n- HelveticaNeue 10 -> 14, 22pt\n- HelveticaNeue Bold 22pt\n- LucidaConsole Bold 8, 11pt\n- MSS Bold 9pt\n- System 10pt\n- System Bold 10pt\n- Tahoma 10, 11, 12, 14, 16, 20, 21pt\n- Tahoma bold 5, 6, 7, 9 -> 14, 16, 20, 21pt\n- Tahoma Bold Italic 12pt\n\n#### Operation Flashpoint\n\n- AudreysHand Italic 48pt\n- AudreysHand Bold 48pt\n- CourierNew Bold 64pt\n- Garamond 64pt\n- Steelfish bold 64, 128pt\n- SteelfishCE bold 64 pt\n- Tahoma bold 24, 36, 48pt","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"Introduction","level":3,"markdown":"The Operation Flashpoint and ArmA: Armed Assault engines use a limited set of bit mapped fonts developed by Bohemia Interactive for the engine. They are bitmaps and each glyph within is treated as a texture.\n\nA character set (such as [Ascii](https://en.wikipedia.org/wiki/ASCII)) is a series of 'glyphs' (characters) where any one of these characters is always identified by the same index value. For example the letter **A** is always hex **41** and so on. Regardless of the font set employed, the character set within it, is set-in-concrete. Hex 41 always renders a glyph that 'looks like' the letter A. Be it **bold**, *italic*, or fills the entire screen, it is the letter 'A'.\n\nThe character set for all BI fonts in OFP is different for each language version. For Western languages it approximates [Latin codepage 858](https://en.wikipedia.org/wiki/Code_page_858). In ArmA Unicode is used for fonts.\n\nA font set is a collection of displayable characters (termed glyphs) that have a common appearance. E.g all glyphs in THIS set are bold, or all the glyphs are italic, all the glyphs are Times Roman (seriffed).\n\nIndividual font sets exist for Tahoma, Garamond, and so on. The glyphs within these sets are contained in a series of .paa files.\n\nAnd, because these are bitmapped fonts, eg fixed dimensions, non-scaleable, there are unique font sets, for, unique sizes.\n\nFor example, in Resistance engine, the popular Tahoma font is in three different font sets. 24 point, 36 point, 48 point.\n\nA 'point' approximates 1/72th of an inch. Thus the Tahoma fonts available (for Resistance) are approximately a third, a half, and two thirds of an inch tall when displayed."},{"heading":"Description","level":3,"markdown":"An fxy file is the 'character set' index. It is, the codepage.\n\nAn fxy file is implicitly associated with one or more paa files within the same folder. The fxy file is the header entry for these files, it describes the position in the paa file and the size to be rendered on screen, for a 'glyph'.\n\nAssociation of files between fxy and paa is implicit. The CourierNewB64.fxy is implicitly associated with the CourierNewB64-xx.paa file(s). xx indicating one of several CourierNewB64 paa's."},{"heading":"Legend","level":4,"markdown":"see Generic FileFormat Data Types."},{"heading":"Struct","level":4,"markdown":"```cpp\nFxy\n{\n// ===== ARMA ONLY ========\n    char MimeType[4];    // e.g \"BIFo\", BI Font\n    ulong Version;        // 0x101 == Arma 1 and 2\n                        // 0x102 == Arma 3\n// =========================\n    FxyEntry    Entry1;\n//    (...)\n    FxyEntry    EntryLast;\n}\n```"},{"heading":"FxyEntry","level":5,"markdown":"```cpp\nFxyEntry\n{\n    ushort CharCode;        // '''0x21''' = 'A' <<< see note\n    ushort PaaFileNumber;    // 01\n    ushort X,Y;                // Offset (in pixels) in the paa file, to the Top-left of this glyph.\n    ushort Width,Height;    // area (number of) pixels used from the paa file for this glyph.\n    ushort KerningWidth;    // ARMA only. Width used to determine this character spacing\n};\n```\n\nApart from the ARMA header (in Arma fxy files only), the fxy is a contiguous series of 12 byte (ofp) or 14 byte (Arma) entries."},{"heading":"CharCode","level":5,"markdown":"OFP uses a USASCII character set. Arma uses Unicode.\n\nThe first 256 unicodes ARE us-ascii. For this reason, the first 32 (x20) glyphs in EITHER character set, are control characters, never intended for display, and not included in the paa file(s) nor the fxy header. For that reason, in all circumstances, *the* displayed character is charcode+x20. Thus\n\n```\n'Actual Character' = charcode + x20;\n```\n\n```\nCharcode x21 = index-entry = x21 = character x20 + x21 = 0x41 = Glyph 'A'.\n```\n\nThis is a constant, irrespective of the number of fxy tables (fonts) now or in the future. Charcode x21 can only ever be glyph 'A' (rendered in whatever style and size the font wants to render it)\n\n- For Operation Flashpoint, there are 224 entries in any fxy table (which therefore covers the 256 (224 + 32) possible us ascii 'characters').\n- Armed Assault fxy's have 448 character entries + 16 specials, as each font supports both Western European, Eastern European and Cyrillic character sets.\n\nBearing in mind that basic 16 bit Unicode can display 65,000 glyphs, standard Arma fonts only use (and are only capable of displaying) a small selection:\n\n- x20...17F Us Ascii + (most) European Languages\n- 400...45F Cyrillic\n- 2010...201F Special chars. unknown how they work.\n\nYou could extend this range in custom fonts of course to whatever you need from 16bit Unicode.\n\nNote that index entries happen to be linear sequential. The nth index entry is also CharCode n. Which way, the engine actually accesses this table for character 'n' is up to the engine."},{"heading":"PaaFileNumber","level":5,"markdown":"`-number` of texture file:\nThis is simply a convenience to allow large fonts to be spread across several paa's. For example if font name is \"CourierNewB64\":\n\n- The fxy file is `CourierNewB64.fxy`\n- The first texture file is `CourierNewB64-01.paa`\n- The second texture file is `CourierNewB64-02.paa`\n- etc.\n\n> [!NOTE]\n> Note that you cannot assume the glyph character 'A' (nor any other glyph) is ordered the same way in any given paa font-set, nor, in fact that the glyph will 'always be' in e.g fontfile 1.\n\nOrder of glyphs is entirely random in the sense that binarising these files uses a 'best fit' method to squeeze as much content into that file. Not perfect, but not badly done either."},{"heading":"Usage","level":3,"markdown":"This example uses the new font name in a Description.ext:\n\n```cpp\nclass RscText\n{\n    type = CT_STATIC;\n    idc = -1;\n    style = ST_LEFT;\n    colorBackground[] = { 0, 0, 0, 0 };\n    colorText[] = { 1, 1, 1, 1 };\n    font = Bitstream;\n    sizeEx = 0.04;\n};\n```"},{"heading":"Paa Content","level":3,"markdown":""},{"heading":"Resistance","level":4,"markdown":".paa files used for the font must be in 8080 format: (Alpha luminosity)\n\n- 8bit - Brightness (all with 255 value - \"white\")\n- 8bit - Alpha (255 for character, 0 for space)"},{"heading":"Armed Assault","level":4,"markdown":"ArmA Glyph files (paa) are formatted in DXT5 compressed textures. Using the TAGG labelling, they must additionally specify:\n\n```\nAvg Color: any\nMax Color: always FFFFFFFF\nAlphaFlag: 1\n```"},{"heading":"Available Fonts","level":3,"markdown":""},{"heading":"Arma 3","level":4,"markdown":"These fonts can be found in CfgFontFamilies:\n\n- Caveat\n- EtelkaMonospacePro\n- EtelkaMonospaceProBold\n- EtelkaNarrowMediumPro\n- LCD14\n- LucidaConsoleB\n- PuristaBold\n- PuristaLight\n- PuristaMedium\n- PuristaSemibold\n- RobotoCondensed\n- RobotoCondensedBold\n- RobotoCondensedLight\n- TahomaB"},{"heading":"Arma 2","level":4,"markdown":"- LucidaConsoleB\n- Zeppelin33\n- Zeppelin33Italic\n- Zeppelin32\n- EtelkaNarrowMediumPro\n- Bitstream\n- TahomaB\n- EtelkaMonospaceProBold"},{"heading":"Armed Assault","level":4,"markdown":"- Arial Bold 7 -> 24 pt\n- BitStream\n- Versans bold 7 -> 20, 22, 28 pt\n- Zeppelin32 12 -> 20, 22, 28 pt\n- Zeppelin33 12 -> 20, 22, 28 pt\n- Zeppelin33 italic 12 -> 20, 22, 28pt"},{"heading":"Operation Flashpoint: Elite","level":4,"markdown":"- Arial Bold 7, 8, 10, 11, 12 pt\n- Arial Italic 9, 13, 18, 48 pt\n- CourierNew 9pt\n- Hel67-CM 10, 11 pt\n- HelvCondLight 8, 9, 10 pt\n- Helvetica-Narrow 11pt\n- Helvetica-Narrow Bold 8pt\n- Helvetica37-CondensedThin bold 10pt\n- Helvetica57-Condensed 10, 13, 16pt\n- Helvetica57-Condensed 9, 13, 14 pt Bold\n- Helvetica67-Condensed 9, 10, 11pt Medium\n- HelveticaNarrow 10, 11pt\n- HelveticaNarrow bold 10, 13, 18, 22pt\n- HelveticaNeue 10 -> 14, 22pt\n- HelveticaNeue Bold 22pt\n- LucidaConsole Bold 8, 11pt\n- MSS Bold 9pt\n- System 10pt\n- System Bold 10pt\n- Tahoma 10, 11, 12, 14, 16, 20, 21pt\n- Tahoma bold 5, 6, 7, 9 -> 14, 16, 20, 21pt\n- Tahoma Bold Italic 12pt"},{"heading":"Operation Flashpoint","level":4,"markdown":"- AudreysHand Italic 48pt\n- AudreysHand Bold 48pt\n- CourierNew Bold 64pt\n- Garamond 64pt\n- Steelfish bold 64, 128pt\n- SteelfishCE bold 64 pt\n- Tahoma bold 24, 36, 48pt"}],"categories":["ArmA: Armed Assault: File Formats","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Game Updater","title":"Game Updater","type":"topic","url":"https://community.bistudio.com/wiki/Game_Updater","revid":336623,"updated":"2023-01-04T15:23:29Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Tools\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:**\n\nThis application aims to improve the experience of switching between Steam branches of the game by avoiding the inconvenience of additional downloads every time you change. It downloads, install and update additional copies of Arma 3 from different branches (Main, Development, Legacy and Release Candidate).\nKeep in mind this software was initially designed to maintain an installation from the development branch.\n\n#### Usage\n\n**Line call:** GameUpdater.exe\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Game Updater Manual\n\n#### Additional information\n\n##### Running the Arma 3 installed with GU\n\nYou cannot run directly Arma 3 from the installation path, Arma3 will use the default addons directory (from the Steam installation). You need to use Arma3GU.exe to force Arma3 to use the Addons directory of your new installation.\n\nArma3GU.exe accepts the same arguments as Arma3.exe. examples:\n\n- Run Arma3diag.exe with the mod @debug\n\n*Arma3GU.exe /diag -mod=@Debug*\n\n- Run Arma3.exe with the mod @debug\n\n*Arma3GU.exe -mod=@Debug*","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Tools\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:**\n\nThis application aims to improve the experience of switching between Steam branches of the game by avoiding the inconvenience of additional downloads every time you change. It downloads, install and update additional copies of Arma 3 from different branches (Main, Development, Legacy and Release Candidate).\nKeep in mind this software was initially designed to maintain an installation from the development branch."},{"heading":"Usage","level":4,"markdown":"**Line call:** GameUpdater.exe"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Game Updater Manual"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"Running the Arma 3 installed with GU","level":5,"markdown":"You cannot run directly Arma 3 from the installation path, Arma3 will use the default addons directory (from the Steam installation). You need to use Arma3GU.exe to force Arma3 to use the Addons directory of your new installation.\n\nArma3GU.exe accepts the same arguments as Arma3.exe. examples:\n\n- Run Arma3diag.exe with the mod @debug\n\n*Arma3GU.exe /diag -mod=@Debug*\n\n- Run Arma3.exe with the mod @debug\n\n*Arma3GU.exe -mod=@Debug*"}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Game Updater Manual","title":"Game Updater Manual","type":"topic","url":"https://community.bistudio.com/wiki/Game_Updater_Manual","revid":363713,"updated":"2024-04-16T18:22:56Z","aliases":[],"markdown":"## Foreword\n\nThis page contains all necessary data to install and use **Game Updater** (hereafter, **GU**). GU aims to improve the experience of switching between branches of the game by avoiding the fuss of additional downloads every time you change. More information can be found here: Game Updater.\n\n### Notes\n\nFirstly, you need to have Arma 3 Tools installed correctly. Installation manual can be found here: Arma 3: Tools Installation.\n\n## How to install\n\n1. Run Arma 3 Tools from Steam\n1. Find GU on the main form\n\nThen, from GU itself, on the first startup, click ok in the message box telling you GU is not installed and:\n\n1. Type your Steam credentials (leave Steam Guard Code empty) and click \"Ok\"\n1. A console window appears, to check your Steam account\n   1. If your account is protected by Steam Guard, it will ask you the code that you will find in your emails (sent automatically)\n   1. Type the given code and hit ENTER\n1. After a few seconds, the time to check your Steam license, the console window will close itself and the main form of GU should appears\n1. Congratulations, GU is installed and ready to work\n\n### Notes\n\nIn case of mistake on the Steam logging info, you will need to run \"Delete user data.bat\", located in the directory \"Arma 3 Tools\\GU\"\n\n## How to use it?\n\n### Parameters\n\nOnce it is installed, there are two forms in which you should have a look.\n\n#### Options\n\nFrom the main form of GU, click on \"options\"\n\n- \"Select Branch\" allows you to select what branch you want to use to install or update\n  - In case you want to install, either legacy or RC branch, a access code will be asked. If it is incorrect, the update process will fail.\n  - The text-box of the access code is disabled when the branch is password free.\n- \"Play sound when the update is done\"\n- \"Handle Steam Client\"\n  - If enabled the updater will log you out of your Steam automatically instead of asking you what to do when you hit \"update\".\n- \"Check local content\"\n  - If checked, It will check for errors or corrupted files in the existing data. The update process will be a bit longer but it is the safer method.\n  - Otherwise, it will just download the modified data from your version to the newer, without any check on existing files.\n\nIn the main form, the only available option is the path to the installation to add or update. By default, this is \"...\\YourSteamPath\\steamapps\\common\\Arma 3 [development]\", change it if needed.\n\n#### Notes\n\nBe careful on your installation path when you change the branch. The main form give you some information about the version found in the selected directory (based on the executable).\n\n### The update process\n\n1. Run GU\n1. Double check the branch and the installation path\n1. Click on Update\n   1. If Steam client is running live (started and on online mode), it will ask you to continue or not\n   1. A message box is displayed, click yes to proceed (by clicking \"No\", the main form will be displayed)\n   1. Other questions may be asked\n1. Here you are, just wait until the end of the update process\n   1. If you are using the mobile authenticator, its code will be asked\n1. Once the update done, you can open the installation directory or just exit GU.\n\n#### Notes\n\n- GU has some child processes, ran in asynchronous mode, to get better stability and performances. This is why the information displayed are not in real time. The delay can be from seconds to minutes.\n- If for some reason the update fails, check out the output and the step\n- You can send GU to the notification zone during the update. A balloon tool tip will be displayed as soon as the update process is completed\n- You can cancel the update at any time, \"Resume update\" is handled.\n- Update steps are:\n  - Preparing: Prepare account info and game data\n  - Starting: Check parameters and run child processes\n  - Validating: Validate the local data if option is set to \"Yes\"\n  - Preallocating: Reservation of the disk space needed\n  - Downloading: Download of the new files\n  - Success: Self explained\n\n### Logs\n\nThere are two log files, stored in \"*Arma 3 Tools\\Logs*\":\n\n1. *GameUpdaterYYYY-MM-DD.rpt*: Main log of GU\n1. *GameUpdaterChildYYYY-MM-DD.rpt*: For child processes\n\nAdditional logs from Steam can be find in \"Arma 3 Tools\\GU\\logs\", the most relevant is \"stderr.txt\", filled in case of error.","sections":[{"heading":"Foreword","level":2,"markdown":"This page contains all necessary data to install and use **Game Updater** (hereafter, **GU**). GU aims to improve the experience of switching between branches of the game by avoiding the fuss of additional downloads every time you change. More information can be found here: Game Updater."},{"heading":"Notes","level":3,"markdown":"Firstly, you need to have Arma 3 Tools installed correctly. Installation manual can be found here: Arma 3: Tools Installation."},{"heading":"How to install","level":2,"markdown":"1. Run Arma 3 Tools from Steam\n1. Find GU on the main form\n\nThen, from GU itself, on the first startup, click ok in the message box telling you GU is not installed and:\n\n1. Type your Steam credentials (leave Steam Guard Code empty) and click \"Ok\"\n1. A console window appears, to check your Steam account\n   1. If your account is protected by Steam Guard, it will ask you the code that you will find in your emails (sent automatically)\n   1. Type the given code and hit ENTER\n1. After a few seconds, the time to check your Steam license, the console window will close itself and the main form of GU should appears\n1. Congratulations, GU is installed and ready to work"},{"heading":"Notes","level":3,"markdown":"In case of mistake on the Steam logging info, you will need to run \"Delete user data.bat\", located in the directory \"Arma 3 Tools\\GU\""},{"heading":"How to use it?","level":2,"markdown":""},{"heading":"Parameters","level":3,"markdown":"Once it is installed, there are two forms in which you should have a look."},{"heading":"Options","level":4,"markdown":"From the main form of GU, click on \"options\"\n\n- \"Select Branch\" allows you to select what branch you want to use to install or update\n  - In case you want to install, either legacy or RC branch, a access code will be asked. If it is incorrect, the update process will fail.\n  - The text-box of the access code is disabled when the branch is password free.\n- \"Play sound when the update is done\"\n- \"Handle Steam Client\"\n  - If enabled the updater will log you out of your Steam automatically instead of asking you what to do when you hit \"update\".\n- \"Check local content\"\n  - If checked, It will check for errors or corrupted files in the existing data. The update process will be a bit longer but it is the safer method.\n  - Otherwise, it will just download the modified data from your version to the newer, without any check on existing files.\n\nIn the main form, the only available option is the path to the installation to add or update. By default, this is \"...\\YourSteamPath\\steamapps\\common\\Arma 3 [development]\", change it if needed."},{"heading":"Notes","level":4,"markdown":"Be careful on your installation path when you change the branch. The main form give you some information about the version found in the selected directory (based on the executable)."},{"heading":"The update process","level":3,"markdown":"1. Run GU\n1. Double check the branch and the installation path\n1. Click on Update\n   1. If Steam client is running live (started and on online mode), it will ask you to continue or not\n   1. A message box is displayed, click yes to proceed (by clicking \"No\", the main form will be displayed)\n   1. Other questions may be asked\n1. Here you are, just wait until the end of the update process\n   1. If you are using the mobile authenticator, its code will be asked\n1. Once the update done, you can open the installation directory or just exit GU."},{"heading":"Notes","level":4,"markdown":"- GU has some child processes, ran in asynchronous mode, to get better stability and performances. This is why the information displayed are not in real time. The delay can be from seconds to minutes.\n- If for some reason the update fails, check out the output and the step\n- You can send GU to the notification zone during the update. A balloon tool tip will be displayed as soon as the update process is completed\n- You can cancel the update at any time, \"Resume update\" is handled.\n- Update steps are:\n  - Preparing: Prepare account info and game data\n  - Starting: Check parameters and run child processes\n  - Validating: Validate the local data if option is set to \"Yes\"\n  - Preallocating: Reservation of the disk space needed\n  - Downloading: Download of the new files\n  - Success: Self explained"},{"heading":"Logs","level":3,"markdown":"There are two log files, stored in \"*Arma 3 Tools\\Logs*\":\n\n1. *GameUpdaterYYYY-MM-DD.rpt*: Main log of GU\n1. *GameUpdaterChildYYYY-MM-DD.rpt*: For child processes\n\nAdditional logs from Steam can be find in \"Arma 3 Tools\\GU\\logs\", the most relevant is \"stderr.txt\", filled in case of error."}],"categories":["Arma 3: Official Tools Manual"],"groups":["Tools and File Formats"]},{"name":"Generic FileFormat Data Types","title":"Generic FileFormat Data Types","type":"topic","url":"https://community.bistudio.com/wiki/Generic_FileFormat_Data_Types","revid":373408,"updated":"2025-05-08T11:27:11Z","aliases":[],"markdown":"### Intro\n\nThis is a generic list of data types encountered in **all** file formats. Not all of which will be used in a specific file format.\n\nThey are listed here, rather than repetitive typing in each of file format's documentation.\n\n### Endian\n\n[Little endian](https://en.wikipedia.org/wiki/Endianness#Little-endian) byte order, lsb first for numeric values,\ntext is stored in [Big endian](https://en.wikipedia.org/wiki/Endianness#Big-endian) byte order.\n\n### Data Types\n\n| Type | Description |\n|---|---|\n| byte | unsigned 8 bit (1 byte) |\n| char | signed 8 bit Ascii(utf8)character |\n| char[] | fixed length string |\n| tbool | byte (0 = false). |\n| short | 16 bit signed short (2 bytes) |\n| ushort | 16 bit **unsigned** short (2 bytes) |\n| long | 32 bit signed integer (4 bytes) |\n| ulong | 32 bit **unsigned** integer (4 bytes) |\n| float | 32 bit IEEE-single precision floating point value (4 bytes) |\n| double | 64 bit IEEE-double precision floating point value (8 bytes) |\n| asciiz | Null terminated (0x00) variable length ascii string |\n| asciiz... | zero or more concatenated asciiz strings |\n| ascii | fixed length ascii string(UTF-8) |\n\n#### XYPair\n\n```\nXYPair\n{\n ulong x,y; // normally associated with cell sizes\n}\n```\n\n##### XYZTriplet\n\n```\nXYZTriplet\n{\n float    x,y,z;\n}\n```\n\n```\nNormally, this structure is associated with positional information.\n```\n\n#### RGBAColor\n\n```\nRGBAColor\n{\n byte r,g,b,a; // // 0xFF:FF:FF:FF means 'default'\n}\n```\n\n- RGBA colors correspond to Microsoft's D3DCOLORVALUE\n- They normally come in pairs inside the pew structures to reflect object and outline colors\n\n#### String\n\n```\nLenString\n{\n ulong  Length;\n Asciiz Characters[Length];// null terminated regardless.\n};\n```\n\nLength always =strlen(Characters)+1;\n\nThis is a pre-calculated convenience to reduce load times (and skip over the variable length block).\n\n#### TransformMatrices\n\n##### RowFormat[4][3]\n\nThis is the transform matrix as used by Microsoft DirectX. Known as row-vector format\n\nIn fact, the 'correct' matrix is actually 4 x 4, but the last column always represents 0,0,0,1 thus\n\n```\nM11,M12 M13 (0.0)\nM21,M22,M23 (0.0)\nM31,M32,M33 (0.0)\nM41,M42,M43 (1.0)\n```\n\nand so is never stored. This identical matrix is used for all formats other than pew (WRP files RTM files eg)\n\nIn this documentation the above matrix is represented as XYZTriplets\n\n```\nstruct TransformMatrix\n{\n XYZTriplet XYZ[4];\n};\n```\n\nThe last row (M41..., or XYZ[3]...) corresponds to the position of the object.\n\nIt is useful, coding wise, to view the above matrix as:\n\n```\nTriplet[0] r11   r12   r13\nTriplet[1] r21   r22   r23\nTriplet[2] r31   r32   r33\nTriplet[3]  x     y     z\n```\n\n###### Rotations\n\nAn object (using above transform) can be rotated on 3 axis at once (the X-axis, the Y-axis and the Z-axis). It is useful however to look at individual axis rotations first.\n\nAn object with no rotation (0 degrees) from any of it is axis is represented as\n\n```\n1  0  0\n0  1  0\n0  0  1\n```\n\n###### Single Axis rotations\n\nThis does not mean the object in question doesn't already have a tilt or slant. The above, is the stasis point where none of it is axis are oriented other than 0 degrees from the designer's intended rest position. Eg, a cannon may already be tilted upward at 30 degrees.\n\nRotation around\n\n```\n   Y-axis                   X-axis              Z-axis\n\ncosY  .  -SinY        1    .     .          cosZ SinZ   .\n  .   1    .          .   cosX  SinX       -SinZ cosZ   .\nSinY  .   cosY        .  -SinX  cosX         .     .    1\n```\n\nExample:\n\n```\nA right turn of 10° from the south uses the Y axis\n                                   (float radians)\ncos 10°   0    -sin 10°          0.9848077    0    -0.1736482\n  0       1       0       =      0            1     0\nsin 10°   0     cos 10°          0.1736482    0     0.9848077\n```\n\nNote very carefully that for the above to be true the other two axis are in stasis (0 degrees)\n\n###### Multi-Axis Rotations\n\n**All credit for this section (and most of the transform matrix topic) is to Snake Man, PMC**\n\nA rotation around more than 1 axis is a matrix multiplication of the separate rotation matrixes:\n\n```\nY-axis * X-axis  *Z-axis\n```\n\n```\ncosY  0  -sinY             1      0     0            cosZ  sinZ    0\n0     1     0        *     0    cosX    sinX     *  -sinZ  cosZ    0\nsinY  0   cosY             0   -sinX    cosX           0    0      1\n```\n\n( cosY * cosZ - cosX * sinZ * sinY) (cosY * sinZ + cosX * cosZ * sinY) (sinY * sinX)\n\n= (-sinY * cosZ - cosX * sinZ * cosY) (-sin Y * sinZ + cosX * cosZ * cosY) (cosY* sinX) (sinX * sinZ)(-sinX * cosZ) (cosX)\n\nThe formula for a rotation of Z° around the Z-axis, then X° around the X-axis and finaly Y° around the Y-axis (exactly in this order) is:\n\n```\nr11 =  cosZ * cosY - cosX * sinY * sinZ\nr12 =  cosZ * sinY + cosX * cosY * sinZ\nr13 =  sinZ * sinX\nr21 = -sinZ * cosY - cosX * sinY * cosZ\nr22 = -sinZ * sinY + cosX * cosY * cosZ\nr23 =  cosZ * sinX\nr31 =  sinX * sinY\nr32 = -sinX * cosY\nr33 =  cosX\n```\n\nTo get the rotation angles:\n\nThe rotation around the X-axis you get directly out of r33 by doing an inverse cos on it, since r33 = cosX.\n\n```\nx° = inv cos (r33)\n```\n\nTo get the angle of the Y-axis you take r31 = sin b * sin c. Since you already have b you get the following:\n\n```\ny° = inv sin (r31/sin b)\n```\n\nAnd to get the angle of the Z-axis you take r23 = sin a * sin b. Since you already have b you get the following:\n\n```\nz° = inv sin (r23/sin b)\n```\n\n##### ColumnFormat[3][4]\n\nAs a special consideration, Pew files, and only pew files, were geared to OpenGL, not directX, so hold this data in Column (rather than row) vectors.\n\nThus visually:\n\n```\nWrp      Pew\nABC      ADGx\nDEF      BEHy\nGHI      CFIz\nxyz\n```\n\n```\nAny subsequent examples of how to discover rotation or position assume Wrp (row) format.\n```\n\nSince the same amount of identical data is held in both (types of) transforms, just in different positions, it is useful to work with functions that work in a preferred format (Row) and convert to from the other where necessary. Using XYZTriplets as a base, essentially meaning row format:\n\n```\nTriplet[0] r11   r12   r13\nTriplet[1] r21   r22   r23\nTriplet[2] r31   r32   r33\nTriplet[3]  x     y     z\n```\n\nNote that the xyz triplet (in this format) lends itself exceptionally well to simply being passed as an array of 3 floats without further massaging.\n\nTo convert one to the other (with the above construct in mind)\n\n```\nrow to col\nr11 r21 r31\n X  r12 r22\nr32  Y  r13\nr23 r33  Z\n```\n\n#### C++ code\n\n##### Column2Row\n\n```\nvoid Column2Row(float ColumnIn[12],RowOut[12])// eg pew to wrp\n{\n  for (int r=0;r<4;r++)\n    for (int c=0;c<3;c++)\n     *RowOut++=ColumnIn[c*4+r];\n}\n```\n\n##### Row2Column\n\n```\nvoid Row2Column(float RowIn[12],ColumnOut[12]) // eg wrp->pew\n{\n for (int r=0;r<3;r++)\n  for (int c=0;c<4;c++)\n   *ColumnOut++=RowIn[c*3+r];\n}\n```\n\n### Index/Indexes/Indices\n\nAn index is a table of integers that lookup a separate table, or series of separate tables.\n\nPut simply\n\n```\nInteger= Index[AValue];\n```\n\nand\n\n```\nstruct thing = Array[Integer];\n```\n\n- Integers are ALWAYS zero based. They refer to the 0th to n-1 element of a table.\n\n- The 'integers' can be bytes, shorts, or longs. In general, unbinarised file formats use longs. Binarised formats use the smallest practical sizeof(). Eg if the table referred to cannot exceed 32k elements, binarised formats (generally) use shorts.\n\n- Just like every other table, index tables might be compressed by the 1024 rule.\n\n- The type of tables referred to are immaterial. They can contain a mixuture of floats and strings, or, simply, a table of floats, or indeed, another index table!\n\n- The same index value, the 'integer', can refer to multiple tables that all have the same **number** of elements (not necessarily the same **type** of data. Eg: a points table and a separate string table, both having the same number of elements. Or the table could refer to a table that CONTAINS a table of floats and a table of strings (MLOO vertices eg)\n\n- Tables are described as structures in the 'biki file-formats'.\n\n#### Dummmy Entries\n\n- In some formats, the 0th element is a dummy entry and never accessed. (Warp files eg). It must be 'there' for the zero based indexing to work.\n\n- Alternatively, the table uses a default indicator of -1.\n\nThis use of default indicator is (one of) the rare instances in Bis where the 'integer' is a signed value.\n\n### Note\n\nNote that 'int' is not used in this documentation for the following reasons:\n\n- an 'int' is machine and compiler and language dependent. It is an arbitrary size SIGNED value.\n- with exceptions, BI use floats when requiring negative values.\n- almost all references to 'integers' in BI file formats are either positive-only offsets into memory, zero based indexes, and counts.\n- the incidence of true shorts and true integers in BI is quite rare. Exception -1 is a favourite, to indicate default\n\n### Floating Point Comparisons\n\nBI use floating point precision to four decimal places, mostly, and 2 decimal places sometimes (pew relative height eg)\n\n'Identical' floating point values are rare because the IEEE represention of any given value is a range of precisions. The value 0.02 eg cannot be represented exactly, as a float (or double for that matter).\n\nThe following code compares, in a general sense, two floats for 'identicalness'\n\n```\nbool AlmostEqual(float A, float B)\n{\n   if (A == B)  return true; // gets over neg and positive zero\n   return abs(*(int*)&A - *(int*)&B)==0; // gets around nans' qnans\n}\n```\n\nFor a very, very good article on this subject http://www.cygnus-software.com/papers/comparingfloats/comparingfloats.htm","sections":[{"heading":"Intro","level":3,"markdown":"This is a generic list of data types encountered in **all** file formats. Not all of which will be used in a specific file format.\n\nThey are listed here, rather than repetitive typing in each of file format's documentation."},{"heading":"Endian","level":3,"markdown":"[Little endian](https://en.wikipedia.org/wiki/Endianness#Little-endian) byte order, lsb first for numeric values,\ntext is stored in [Big endian](https://en.wikipedia.org/wiki/Endianness#Big-endian) byte order."},{"heading":"Data Types","level":3,"markdown":"| Type | Description |\n|---|---|\n| byte | unsigned 8 bit (1 byte) |\n| char | signed 8 bit Ascii(utf8)character |\n| char[] | fixed length string |\n| tbool | byte (0 = false). |\n| short | 16 bit signed short (2 bytes) |\n| ushort | 16 bit **unsigned** short (2 bytes) |\n| long | 32 bit signed integer (4 bytes) |\n| ulong | 32 bit **unsigned** integer (4 bytes) |\n| float | 32 bit IEEE-single precision floating point value (4 bytes) |\n| double | 64 bit IEEE-double precision floating point value (8 bytes) |\n| asciiz | Null terminated (0x00) variable length ascii string |\n| asciiz... | zero or more concatenated asciiz strings |\n| ascii | fixed length ascii string(UTF-8) |"},{"heading":"XYPair","level":4,"markdown":"```\nXYPair\n{\n ulong x,y; // normally associated with cell sizes\n}\n```"},{"heading":"XYZTriplet","level":5,"markdown":"```\nXYZTriplet\n{\n float    x,y,z;\n}\n```\n\n```\nNormally, this structure is associated with positional information.\n```"},{"heading":"RGBAColor","level":4,"markdown":"```\nRGBAColor\n{\n byte r,g,b,a; // // 0xFF:FF:FF:FF means 'default'\n}\n```\n\n- RGBA colors correspond to Microsoft's D3DCOLORVALUE\n- They normally come in pairs inside the pew structures to reflect object and outline colors"},{"heading":"String","level":4,"markdown":"```\nLenString\n{\n ulong  Length;\n Asciiz Characters[Length];// null terminated regardless.\n};\n```\n\nLength always =strlen(Characters)+1;\n\nThis is a pre-calculated convenience to reduce load times (and skip over the variable length block)."},{"heading":"TransformMatrices","level":4,"markdown":""},{"heading":"RowFormat[4][3]","level":5,"markdown":"This is the transform matrix as used by Microsoft DirectX. Known as row-vector format\n\nIn fact, the 'correct' matrix is actually 4 x 4, but the last column always represents 0,0,0,1 thus\n\n```\nM11,M12 M13 (0.0)\nM21,M22,M23 (0.0)\nM31,M32,M33 (0.0)\nM41,M42,M43 (1.0)\n```\n\nand so is never stored. This identical matrix is used for all formats other than pew (WRP files RTM files eg)\n\nIn this documentation the above matrix is represented as XYZTriplets\n\n```\nstruct TransformMatrix\n{\n XYZTriplet XYZ[4];\n};\n```\n\nThe last row (M41..., or XYZ[3]...) corresponds to the position of the object.\n\nIt is useful, coding wise, to view the above matrix as:\n\n```\nTriplet[0] r11   r12   r13\nTriplet[1] r21   r22   r23\nTriplet[2] r31   r32   r33\nTriplet[3]  x     y     z\n```"},{"heading":"Rotations","level":6,"markdown":"An object (using above transform) can be rotated on 3 axis at once (the X-axis, the Y-axis and the Z-axis). It is useful however to look at individual axis rotations first.\n\nAn object with no rotation (0 degrees) from any of it is axis is represented as\n\n```\n1  0  0\n0  1  0\n0  0  1\n```"},{"heading":"Single Axis rotations","level":6,"markdown":"This does not mean the object in question doesn't already have a tilt or slant. The above, is the stasis point where none of it is axis are oriented other than 0 degrees from the designer's intended rest position. Eg, a cannon may already be tilted upward at 30 degrees.\n\nRotation around\n\n```\n   Y-axis                   X-axis              Z-axis\n\ncosY  .  -SinY        1    .     .          cosZ SinZ   .\n  .   1    .          .   cosX  SinX       -SinZ cosZ   .\nSinY  .   cosY        .  -SinX  cosX         .     .    1\n```\n\nExample:\n\n```\nA right turn of 10° from the south uses the Y axis\n                                   (float radians)\ncos 10°   0    -sin 10°          0.9848077    0    -0.1736482\n  0       1       0       =      0            1     0\nsin 10°   0     cos 10°          0.1736482    0     0.9848077\n```\n\nNote very carefully that for the above to be true the other two axis are in stasis (0 degrees)"},{"heading":"Multi-Axis Rotations","level":6,"markdown":"**All credit for this section (and most of the transform matrix topic) is to Snake Man, PMC**\n\nA rotation around more than 1 axis is a matrix multiplication of the separate rotation matrixes:\n\n```\nY-axis * X-axis  *Z-axis\n```\n\n```\ncosY  0  -sinY             1      0     0            cosZ  sinZ    0\n0     1     0        *     0    cosX    sinX     *  -sinZ  cosZ    0\nsinY  0   cosY             0   -sinX    cosX           0    0      1\n```\n\n( cosY * cosZ - cosX * sinZ * sinY) (cosY * sinZ + cosX * cosZ * sinY) (sinY * sinX)\n\n= (-sinY * cosZ - cosX * sinZ * cosY) (-sin Y * sinZ + cosX * cosZ * cosY) (cosY* sinX) (sinX * sinZ)(-sinX * cosZ) (cosX)\n\nThe formula for a rotation of Z° around the Z-axis, then X° around the X-axis and finaly Y° around the Y-axis (exactly in this order) is:\n\n```\nr11 =  cosZ * cosY - cosX * sinY * sinZ\nr12 =  cosZ * sinY + cosX * cosY * sinZ\nr13 =  sinZ * sinX\nr21 = -sinZ * cosY - cosX * sinY * cosZ\nr22 = -sinZ * sinY + cosX * cosY * cosZ\nr23 =  cosZ * sinX\nr31 =  sinX * sinY\nr32 = -sinX * cosY\nr33 =  cosX\n```\n\nTo get the rotation angles:\n\nThe rotation around the X-axis you get directly out of r33 by doing an inverse cos on it, since r33 = cosX.\n\n```\nx° = inv cos (r33)\n```\n\nTo get the angle of the Y-axis you take r31 = sin b * sin c. Since you already have b you get the following:\n\n```\ny° = inv sin (r31/sin b)\n```\n\nAnd to get the angle of the Z-axis you take r23 = sin a * sin b. Since you already have b you get the following:\n\n```\nz° = inv sin (r23/sin b)\n```"},{"heading":"ColumnFormat[3][4]","level":5,"markdown":"As a special consideration, Pew files, and only pew files, were geared to OpenGL, not directX, so hold this data in Column (rather than row) vectors.\n\nThus visually:\n\n```\nWrp      Pew\nABC      ADGx\nDEF      BEHy\nGHI      CFIz\nxyz\n```\n\n```\nAny subsequent examples of how to discover rotation or position assume Wrp (row) format.\n```\n\nSince the same amount of identical data is held in both (types of) transforms, just in different positions, it is useful to work with functions that work in a preferred format (Row) and convert to from the other where necessary. Using XYZTriplets as a base, essentially meaning row format:\n\n```\nTriplet[0] r11   r12   r13\nTriplet[1] r21   r22   r23\nTriplet[2] r31   r32   r33\nTriplet[3]  x     y     z\n```\n\nNote that the xyz triplet (in this format) lends itself exceptionally well to simply being passed as an array of 3 floats without further massaging.\n\nTo convert one to the other (with the above construct in mind)\n\n```\nrow to col\nr11 r21 r31\n X  r12 r22\nr32  Y  r13\nr23 r33  Z\n```"},{"heading":"C++ code","level":4,"markdown":""},{"heading":"Column2Row","level":5,"markdown":"```\nvoid Column2Row(float ColumnIn[12],RowOut[12])// eg pew to wrp\n{\n  for (int r=0;r<4;r++)\n    for (int c=0;c<3;c++)\n     *RowOut++=ColumnIn[c*4+r];\n}\n```"},{"heading":"Row2Column","level":5,"markdown":"```\nvoid Row2Column(float RowIn[12],ColumnOut[12]) // eg wrp->pew\n{\n for (int r=0;r<3;r++)\n  for (int c=0;c<4;c++)\n   *ColumnOut++=RowIn[c*3+r];\n}\n```"},{"heading":"Index/Indexes/Indices","level":3,"markdown":"An index is a table of integers that lookup a separate table, or series of separate tables.\n\nPut simply\n\n```\nInteger= Index[AValue];\n```\n\nand\n\n```\nstruct thing = Array[Integer];\n```\n\n- Integers are ALWAYS zero based. They refer to the 0th to n-1 element of a table.\n\n- The 'integers' can be bytes, shorts, or longs. In general, unbinarised file formats use longs. Binarised formats use the smallest practical sizeof(). Eg if the table referred to cannot exceed 32k elements, binarised formats (generally) use shorts.\n\n- Just like every other table, index tables might be compressed by the 1024 rule.\n\n- The type of tables referred to are immaterial. They can contain a mixuture of floats and strings, or, simply, a table of floats, or indeed, another index table!\n\n- The same index value, the 'integer', can refer to multiple tables that all have the same **number** of elements (not necessarily the same **type** of data. Eg: a points table and a separate string table, both having the same number of elements. Or the table could refer to a table that CONTAINS a table of floats and a table of strings (MLOO vertices eg)\n\n- Tables are described as structures in the 'biki file-formats'."},{"heading":"Dummmy Entries","level":4,"markdown":"- In some formats, the 0th element is a dummy entry and never accessed. (Warp files eg). It must be 'there' for the zero based indexing to work.\n\n- Alternatively, the table uses a default indicator of -1.\n\nThis use of default indicator is (one of) the rare instances in Bis where the 'integer' is a signed value."},{"heading":"Note","level":3,"markdown":"Note that 'int' is not used in this documentation for the following reasons:\n\n- an 'int' is machine and compiler and language dependent. It is an arbitrary size SIGNED value.\n- with exceptions, BI use floats when requiring negative values.\n- almost all references to 'integers' in BI file formats are either positive-only offsets into memory, zero based indexes, and counts.\n- the incidence of true shorts and true integers in BI is quite rare. Exception -1 is a favourite, to indicate default"},{"heading":"Floating Point Comparisons","level":3,"markdown":"BI use floating point precision to four decimal places, mostly, and 2 decimal places sometimes (pew relative height eg)\n\n'Identical' floating point values are rare because the IEEE represention of any given value is a range of precisions. The value 0.02 eg cannot be represented exactly, as a float (or double for that matter).\n\nThe following code compares, in a general sense, two floats for 'identicalness'\n\n```\nbool AlmostEqual(float A, float B)\n{\n   if (A == B)  return true; // gets over neg and positive zero\n   return abs(*(int*)&A - *(int*)&B)==0; // gets around nans' qnans\n}\n```\n\nFor a very, very good article on this subject http://www.cygnus-software.com/papers/comparingfloats/comparingfloats.htm"}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Geometric Occluders","title":"Geometric Occluders","type":"topic","url":"https://community.bistudio.com/wiki/Geometric_Occluders","revid":229619,"updated":"2021-02-01T13:22:18Z","aliases":[],"markdown":"This feature is introduced to **DayZ** and **Arma 3** in **Eden Update**. The original text has been written by Filip Doksanský.\n\n**Geometric occluders** (GO) are new feature for improving rendering performance. Their purpose is to quickly filter out rendering of objects that are occluded by other objects. To get most of its benefit, there must be as few of GOs in scene as possible and they should be as big as possible. When there is too much small GOs it may happen that computing occlusion will be more consuming than to render those occluded objects.\n\nGOs are part of P3D objects, represented by either convex components or convex polygons placed in view geometry LOD. They are usually in buildings as they perfectly fit the purpose. In the best case there should be one big box, aligned with building walls. When there is too much windows or doors that you should see through, you can represent occluder by few convex polygons covering these walls, where are not any windows etc.\n\nExample:\n\nWhen some building do not offer opportunity to cover it with 1-3 occluders, it is better to leave it without occluder. When camera is inside occluder, then the occluder is omitted so you must not be afraid that you'll not see out of building with occluder.\n\nNaming convention is **\"occluder_#\"**, where # is number of component. This is the *must*, as the system uses this prefix as identification of occluders.\n\nWhen occluders are used well, it can bring acceleration in order of hundreds percent especially in crowded town areas.\n\n#### Proxy Occluders\n\nThere is also another feature for occluding interior proxy objects, that is called proxy-occluder. They can be represented only by box and they should cover only interior objects, so window frames (often represented by proxies) are not occluded as it would look bad when they'll disappear.\n\nNaming convention is \"proxyoccluder_#\", where # is number of component\n\n#### Summary of usage rules\n\n- Use as few occluders as possible. When it is not possible to satisfy it, leave the object without occluders.\n- Interior proxies should be always encapsulated in proxy-occluder unless there are huge openings in building walls that fully expose these proxies.\n- When box is not suitable, use convex polygons. Keep number of edges low. The best would be 4 edges, up to 6 as maximum. The best example of such building is warehouse, where there are huge opened doors.\n- When shape of object is not suitable for box at all, use just convex polygon. The best example is heap of rocks.\n- Don't care about some impressions that could cause occluding of objects that would be visible through windows in rare cases. Always think about object usage in the game.\n- When part of the building is well suited for occluders and another part isn't, use occluders only where it is worth it.\n\nExamples:","sections":[{"heading":null,"level":1,"markdown":"This feature is introduced to **DayZ** and **Arma 3** in **Eden Update**. The original text has been written by Filip Doksanský.\n\n**Geometric occluders** (GO) are new feature for improving rendering performance. Their purpose is to quickly filter out rendering of objects that are occluded by other objects. To get most of its benefit, there must be as few of GOs in scene as possible and they should be as big as possible. When there is too much small GOs it may happen that computing occlusion will be more consuming than to render those occluded objects.\n\nGOs are part of P3D objects, represented by either convex components or convex polygons placed in view geometry LOD. They are usually in buildings as they perfectly fit the purpose. In the best case there should be one big box, aligned with building walls. When there is too much windows or doors that you should see through, you can represent occluder by few convex polygons covering these walls, where are not any windows etc.\n\nExample:\n\nWhen some building do not offer opportunity to cover it with 1-3 occluders, it is better to leave it without occluder. When camera is inside occluder, then the occluder is omitted so you must not be afraid that you'll not see out of building with occluder.\n\nNaming convention is **\"occluder_#\"**, where # is number of component. This is the *must*, as the system uses this prefix as identification of occluders.\n\nWhen occluders are used well, it can bring acceleration in order of hundreds percent especially in crowded town areas."},{"heading":"Proxy Occluders","level":4,"markdown":"There is also another feature for occluding interior proxy objects, that is called proxy-occluder. They can be represented only by box and they should cover only interior objects, so window frames (often represented by proxies) are not occluded as it would look bad when they'll disappear.\n\nNaming convention is \"proxyoccluder_#\", where # is number of component"},{"heading":"Summary of usage rules","level":4,"markdown":"- Use as few occluders as possible. When it is not possible to satisfy it, leave the object without occluders.\n- Interior proxies should be always encapsulated in proxy-occluder unless there are huge openings in building walls that fully expose these proxies.\n- When box is not suitable, use convex polygons. Keep number of edges low. The best would be 4 edges, up to 6 as maximum. The best example of such building is warehouse, where there are huge opened doors.\n- When shape of object is not suitable for box at all, use just convex polygon. The best example is heap of rocks.\n- Don't care about some impressions that could cause occluding of objects that would be visible through windows in rare cases. Always think about object usage in the game.\n- When part of the building is well suited for occluders and another part isn't, use occluders only where it is worth it.\n\nExamples:"}],"categories":["Arma 3: Editing","Arma 3: Tutorials","DayZ: Editing"],"groups":["Modding"]},{"name":"Group","title":"Group","type":"topic","url":"https://community.bistudio.com/wiki/Group","revid":330390,"updated":"2022-09-05T21:46:56Z","aliases":[],"markdown":"A group is its own data type in the scripting language. All units belong to a group. If units are linked together in the editor, they are all part of the same group. If a unit is not linked to anyone else, then it belongs to its own group.\n\n- The AI makes many decisions as an entire group, instead of on an individual unit level. For example, behavior, combat mode, and waypoints are decided on a group, not an individual level.\n- Note that empty objects do not belong to a group. Nor do empty vehicles.\n- To get the group that a unit belongs to, use the group command.\n- To get the unit that currently leads a group, use the leader command.\n- To get an array of units that are in a group, use the units command.\n\n|  |  |  |  |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|\n| Game | Operation Flashpoint v1.00 | Operation Flashpoint: Elite v1.00 | Armed Assault v1.00 | Arma 2 v1.00 | Arma 2: Operation Arrowhead v1.50 | Take On Helicopters v1.00 | Arma 3 v1.00 | Arma 3 v1.68 |  |\n| Max. No. of Groups per Side | 63 | 144 |  |  |  |  |  | 288 |  |\n| Max. No. of Units per Group | 12 | ? | 10000+ |  |  |  |  |  |  |","sections":[{"heading":null,"level":1,"markdown":"A group is its own data type in the scripting language. All units belong to a group. If units are linked together in the editor, they are all part of the same group. If a unit is not linked to anyone else, then it belongs to its own group.\n\n- The AI makes many decisions as an entire group, instead of on an individual unit level. For example, behavior, combat mode, and waypoints are decided on a group, not an individual level.\n- Note that empty objects do not belong to a group. Nor do empty vehicles.\n- To get the group that a unit belongs to, use the group command.\n- To get the unit that currently leads a group, use the leader command.\n- To get an array of units that are in a group, use the units command.\n\n|  |  |  |  |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|\n| Game | Operation Flashpoint v1.00 | Operation Flashpoint: Elite v1.00 | Armed Assault v1.00 | Arma 2 v1.00 | Arma 2: Operation Arrowhead v1.50 | Take On Helicopters v1.00 | Arma 3 v1.00 | Arma 3 v1.68 |  |\n| Max. No. of Groups per Side | 63 | 144 |  |  |  |  |  | 288 |  |\n| Max. No. of Units per Group | 12 | ? | 10000+ |  |  |  |  |  |  |"}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"GUI Tutorial","title":"GUI Tutorial","type":"topic","url":"https://community.bistudio.com/wiki/GUI_Tutorial","revid":376703,"updated":"2025-11-08T12:23:22Z","aliases":[],"markdown":"This page will teach you how to create your very own User Interface for Arma.\nThe second part of this page will dive deeper into the possibilities for creating User Interfaces for Arma 3.\n\n## The Basics\n\n#### Terminology\n\nBefore we begin, let us define a few words:\n\n| Term | Meaning |\n|---|---|\n| UI | **U**ser **I**nterface. This is a general term that describes anything on a screen that can interface with the user. |\n| GUI | **G**raphical **U**ser **I**nterface. a more specific version of UI. It refers to a user interface that has a graphical appearance. |\n| Dialog/Display | Both of them refer to a Graphical User Interface, but within the context of Arma, there are small differences between the two, which is explained later in this page. |\n| HUD | **H**eads-**u**p-**D**isplay. A type of display meant for showing information without affecting the ability of the user to move and look around. |\n| UIEH | **U**ser **I**nterface **E**vent **H**andler. Specific events can happen inside User Interface, for example: when the mouse cursor enters a specific area of the User Interface. If a Handler for that particular event has been created, it will execute any code which has been assigned to that handler. More details about this can be found later in this page. |\n\n### Config\n\nYou will need files for the following parts:\n\n- A config\n- Basic control classes\n- A display config\n\nYour folder structure could look something like this:\n\n```\nmission.World/\n├── mission.sqm\n├── description.ext\n├── UI/\n│   ├── BaseControls.hpp\n│   ├── RscDisplayName.hpp\n```\n\nIf you are making a mod the description.ext will be called config.cpp and there is no mission.sqm. For an introduction to creating mods, see Creating An Addon. We will call the description.ext and config.cpp the main config to cover both.\n\n#### Main Config Content\n\nAll display classes are defined in here. Since the config can get very long we will instead include the files in one another with the `#include` preprocessor:\n\n```cpp\n#include \"UI\\BaseControls.hpp\"\n#include \"UI\\RscDisplayName.hpp\"\n```\n\n#### Parent Controls\n\nAlso known as base controls. They are the controls that we will be inheriting from. This means that we will copy the content of the parent class without having to rewrite every class. Each parent class has its own unique functionality or appearance determined by their attributes, for example the color of the background is determined by the `colorBackground` attribute. If we inherit from this parent class then our dialog control will have the same background color as the parent class. The concept of class inheritance is explained here. There are three ways to declare these base classes.\n\n##### Import Classes Via import Keyword (Mission Only)\n\nArma 3 v2.02 You can use the base classes from the game config by using the import keyword:\n\n```cpp\nimport RscObject;\nimport RscText;\nimport RscFrame;\nimport RscLine;\nimport RscProgress;\nimport RscPicture;\nimport RscPictureKeepAspect;\nimport RscVideo;\nimport RscHTML;\nimport RscButton;\nimport RscShortcutButton;\nimport RscEdit;\nimport RscCombo;\nimport RscListBox;\nimport RscListNBox;\nimport RscXListBox;\nimport RscTree;\nimport RscSlider;\nimport RscXSliderH;\nimport RscActiveText;\nimport RscActivePicture;\nimport RscActivePictureKeepAspect;\nimport RscStructuredText;\nimport RscToolbox;\nimport RscControlsGroup;\nimport RscControlsGroupNoScrollbars;\nimport RscControlsGroupNoHScrollbars;\nimport RscControlsGroupNoVScrollbars;\nimport RscButtonTextOnly;\nimport RscButtonMenu;\nimport RscButtonMenuOK;\nimport RscButtonMenuCancel;\nimport RscButtonMenuSteam;\nimport RscMapControl;\nimport RscMapControlEmpty;\nimport RscCheckBox;\n```\n\n##### Declare Classes (Addon Only)\n\nWe have access to the classes from the game's config when we declare them beforehand.\n\n```cpp\nclass RscObject;\nclass RscText;\nclass RscFrame;\nclass RscLine;\nclass RscProgress;\nclass RscPicture;\nclass RscPictureKeepAspect;\nclass RscVideo;\nclass RscHTML;\nclass RscButton;\nclass RscShortcutButton;\nclass RscEdit;\nclass RscCombo;\nclass RscListBox;\nclass RscListNBox;\nclass RscXListBox;\nclass RscTree;\nclass RscSlider;\nclass RscXSliderH;\nclass RscActiveText;\nclass RscActivePicture;\nclass RscActivePictureKeepAspect;\nclass RscStructuredText;\nclass RscToolbox;\nclass RscControlsGroup;\nclass RscControlsGroupNoScrollbars;\nclass RscControlsGroupNoHScrollbars;\nclass RscControlsGroupNoVScrollbars;\nclass RscButtonTextOnly;\nclass RscButtonMenu;\nclass RscButtonMenuOK;\nclass RscButtonMenuCancel;\nclass RscButtonMenuSteam;\nclass RscMapControl;\nclass RscMapControlEmpty;\nclass RscCheckBox;\n```\n\n##### Export Classes Via BIS_fnc_exportGUIBaseClasses\n\n> [!CAUTION]\n> This information is **obsolete**.\n\nRun this command from the debug console:\n\n```sqf\n[\"Default\"] call BIS_fnc_exportGUIBaseClasses;\n```\n\nThe result is copied to the clipboard. Paste it into BaseControls.hpp.\n\n#### Display Config\n\nA display class looks like this:\n\n```cpp\nclass RscDisplayName\n{\n    idd = 1234;\n    class ControlsBackground\n    {\n    };\n    class Controls\n    {\n    };\n};\n```\n\n`RscDisplayName` is the name of the display which will be used in the createDisplay/createDialog commands.\n`idd` is the identification number for the display. It is used in the findDisplay command. It is mandatory to have it defined. If you don't intend to use the idd you can set it to -1.\n`ControlsBackground` contains all controls that should stay in the background, for example the dark background of the display.\n`Controls` contains all important controls, for example buttons.\n\n##### Controls Config\n\nThe most common way to create a UI in Arma 3 is via the Arma 3: User Interface Editor. The BIKI page contains a tutorial on it too. You might also be interested in some of the external UI editors listed [here](https://forums.bohemia.net/forums/topic/226269-tools-utilities-compilation-list-for-arma3/).\n\nA possible output from the GUI Editor might look like this:\n\n```cpp\nclass RscButton_1600: RscButton\n{\n    idc = 1600;\n    x = GUI_GRID_CENTER_X + 0 * GUI_GRID_CENTER_W;\n    y = GUI_GRID_CENTER_Y + 0 * GUI_GRID_CENTER_H;\n    w = 40 * GUI_GRID_CENTER_W;\n    h = 25 * GUI_GRID_CENTER_H;\n};\n```\n\nThe `idc` is the identification number for a control. It is used in the displayCtrl command and can be returned by the ctrlIDC command.\n`x` and `y` determine the position of the control. `w` and `h` determine the size. These numbers are given in screen coordinates. They are somewhat complicated so read about them on the linked page. In the example the `GUI_GRID_CENTER_X/Y/W/H` macro is used to keep the UI in the middle of the screen on all possible screen resolutions and UI sizes.\nApart from the editable attributes in the GUI Editor there are even more. Which exactly depends on the `type` of the control. Here is an overview over all available control types (CTs).\n\n#### HUDs\n\nA Head-Up-Display is just another type of display in Arma 3. All of the above applies to them too. The differences are:\n\n- The player will be able to move and look around while the display is open but can not interact with it.\n- The display class has to be listed as part of the RscTitles class:\n\n```cpp\n#include \"UI\\BaseControls.hpp\"\nclass RscTitles\n{\n    #include \"UI\\RscMyHUD.hpp\"\n};\n```\n\n- The display class needs the `duration` attribute. It determines how long the display will stay on screen. You can choose a large number to make it stay \"forever\", for example 10^6 (scientific notation: 1e+6) seconds.\n\n```cpp\nclass RscMyHUD\n{\n    idd = -1;\n    duration = 1e+6;\n    { // ...\n```\n\n- The commands for controlling the display are also different:\n  - HUDs are created with cutRsc.\n  - findDisplay does not work on RscTitles displays. Save the display as a variable to uiNamespace instead. You can get the display with the following code:\n\n```sqf\nuiNamespace getVariable [\"RscMyHUD\", displayNull];\n```\n\n```cpp\nclass RscMyHUD\n{\n    idd = -1;\n    onLoad = \"uiNamespace setVariable ['RscMyHUD', _this select 0];\";\n    duration = 1e+6;\n    class Controls\n    { // ...\n```\n\n### Scripting\n\nTo bring your dialog to life you will need to know how to influence it with sqf commands. A list of all available UI related commands can be found here. A list of GUI related functions can be found here. Some control types have special commands such as lbAdd to add an item to a listbox. A list of commands that are related to the control type can be found on the control type's BIKI page.\n\n#### createDialog vs createDisplay vs cutRsc\n\ncreateDialog, createDisplay and cutRsc (for HUDs) all have their own unique use cases. Here is an overview of what each command does or does not do:\n\n|  | createDialog | createDisplay | cutRsc |\n|---|---|---|---|\n| Interactable | ✓ | ✓ | ✗ |\n| Player can move | ✗ | ✓ (unless player movement is blocked by the parent display, e.g. if the parent display is a dialog) | ✓ |\n| Player can look around | ✗ | ✗ | ✓ |\n| Player can use text chat (multiplayer only) | ✓ | ✓ | ✓ |\n| Player can use voice chat (i.e. VoN; multiplayer only) | ✗ | ✓ | ✓ |\n| <kbd>Esc</kbd> closes display | ✓ | ✓ | ✗ |\n| Can be returned by findDisplay and allDisplays | ✓ | ✓ | ✗ |\n| Returns created display | Depends on command syntax | ✓ | ✗ |\n| Can be created on top of another display | ✓ (not recommended) | ✓ (preferred method) | ✓ (can coexist with other displays but remains uninteractable) |\n\n#### User Interface Event Handlers\n\nUser interface event handlers (UIEH) are a way to detect changes to the UI. A list of them can be found here. Once again, different control types have different UIEHs. For example onButtonClick will detect when a button is clicked. The arguments that are passed to the script also depend on the UIEH. The onButtonClick event will pass the button itself as the only argument in the _this variable. On the other hand onLBSelChanged will pass the control and the selected index as arguments into the script. Since the UIEH is a different script instance, all previously defined local variables will not be available in the code. There are two ways to add an UIEH to a control:\n\n##### Adding UIEHs via config\n\nThe UIEH is given as an attribute of the control's class like this:\n\n```cpp\nclass ClickMe: RscButton\n{\n    idc = -1;\n    text = \"Click Me!\";\n    onButtonClick = \"hint 'You clicked the button!';\"; // Display a hint when clicked upon\n    x = GUI_GRID_CENTER_X + 10 * GUI_GRID_CENTER_W;\n    y = GUI_GRID_CENTER_Y + 12 * GUI_GRID_CENTER_H;\n    w = 20 * GUI_GRID_CENTER_W;\n    h = 1 * GUI_GRID_CENTER_H;\n};\n```\n\nThe UIEH's name always starts with \"on\". The code that should be executed is given as a string.\n\n##### Adding UIEHs via script\n\nTo add UIEHs you can also use ctrlAddEventHandler. In this case the UIEH does NOT start with \"on\"!\n\n```sqf\n// This script does the same as the config example\n_display = findDisplay 1234;\n_ctrl = _display displayCtrl 1000;\n_ctrl ctrlAddEventHandler [\"ButtonClick\", { // Notice the missing \"on\"!\n    params [\"_ctrl\"];\n    hint \"You clicked the button!\";\n}];\n```\n\n#### UI Variables and Serialization\n\nVariables containing Displays or Controls are not serializable, meaning they can not be stored in save files such as those used by saveGame and loadGame.\nWhile treating UI variables like other variables does not crash the game when saving, it is at least bad practice and leads to error log entries (see Crash Files).\nUI variables should therefore be used properly like so:\n\nUse the uiNamespace to store UI variables outside of scripts and functions.\n\n```sqf\n// Wrong, stores MissionDisplay in the missionNamespace:\nMissionDisplay = findDisplay 46;\n```\n\n```sqf\n// Correct:\nwith uiNamespace do {\n    MissionDisplay = findDisplay 46;\n};\n```\n\n```sqf\n// Also correct:\nuiNamespace setVariable [\"MissionDisplay\", findDisplay 46];\n```\n\nUse disableSerialization before introducing UI variables in scripts and functions.\n\n```sqf\n// Wrong:\nparams [[\"_myCtrl\", controlNull, [controlNull]], [\"_text\", \"\", [\"\"]]];\n_myCtrl ctrlSetText _text;\n```\n\n```sqf\n// Correct:\ndisableSerialization;\nparams [[\"_myCtrl\", controlNull, [controlNull]], [\"_text\", \"\", [\"\"]]];\n_myCtrl ctrlSetText _text;\n```\n\n### Final Result\n\n#### description.ext or config.cpp\n\n```cpp\n#include \"\\a3\\ui_f\\hpp\\defineCommonGrids.inc\"\n#include \"UI\\BaseControls.hpp\"\n#include \"UI\\RscDisplayName.hpp\"\nclass RscTitles\n{\n    #include \"UI\\RscMyHUD.hpp\"\n};\n```\n\n#### BaseControls.hpp\n\nIt is only necessary to import/declare the base classes that you actually intend to use.\nMore usable base controls can be found in the base config of the game. Use the ingame Config Viewer to find them.\n\n##### Mission\n\n```cpp\nimport RscObject;\nimport RscText;\nimport RscFrame;\nimport RscLine;\nimport RscProgress;\nimport RscPicture;\nimport RscPictureKeepAspect;\nimport RscVideo;\nimport RscHTML;\nimport RscButton;\nimport RscShortcutButton;\nimport RscEdit;\nimport RscCombo;\nimport RscListBox;\nimport RscListNBox;\nimport RscXListBox;\nimport RscTree;\nimport RscSlider;\nimport RscXSliderH;\nimport RscActiveText;\nimport RscActivePicture;\nimport RscActivePictureKeepAspect;\nimport RscStructuredText;\nimport RscToolbox;\nimport RscControlsGroup;\nimport RscControlsGroupNoScrollbars;\nimport RscControlsGroupNoHScrollbars;\nimport RscControlsGroupNoVScrollbars;\nimport RscButtonTextOnly;\nimport RscButtonMenu;\nimport RscButtonMenuOK;\nimport RscButtonMenuCancel;\nimport RscButtonMenuSteam;\nimport RscMapControl;\nimport RscMapControlEmpty;\nimport RscCheckBox;\n```\n\n##### Addon\n\n```cpp\nclass RscObject;\nclass RscText;\nclass RscFrame;\nclass RscLine;\nclass RscProgress;\nclass RscPicture;\nclass RscPictureKeepAspect;\nclass RscVideo;\nclass RscHTML;\nclass RscButton;\nclass RscShortcutButton;\nclass RscEdit;\nclass RscCombo;\nclass RscListBox;\nclass RscListNBox;\nclass RscXListBox;\nclass RscTree;\nclass RscSlider;\nclass RscXSliderH;\nclass RscActiveText;\nclass RscActivePicture;\nclass RscActivePictureKeepAspect;\nclass RscStructuredText;\nclass RscToolbox;\nclass RscControlsGroup;\nclass RscControlsGroupNoScrollbars;\nclass RscControlsGroupNoHScrollbars;\nclass RscControlsGroupNoVScrollbars;\nclass RscButtonTextOnly;\nclass RscButtonMenu;\nclass RscButtonMenuOK;\nclass RscButtonMenuCancel;\nclass RscButtonMenuSteam;\nclass RscMapControl;\nclass RscMapControlEmpty;\nclass RscCheckBox;\n```\n\n#### RscDisplayName.hpp\n\n```cpp\nclass RscDisplayName\n{\n    idd = 1234;\n    class ControlsBackground\n    {\n        class Background : RscText\n        {\n            idc = -1;\n            x = GUI_GRID_CENTER_X;\n            y = GUI_GRID_CENTER_Y;\n            w = 40 * GUI_GRID_CENTER_W;\n            h = 25 * GUI_GRID_CENTER_H;\n            colorBackground[] = {0,0,0,0.8};\n        };\n    };\n    class Controls\n    {\n        class ClickMe : RscButton\n        {\n            idc = -1;\n            text = \"Click Me!\";\n            onButtonClick = \"hint 'You clicked the button!';\";\n            x = GUI_GRID_CENTER_X + 10 * GUI_GRID_CENTER_W;\n            y = GUI_GRID_CENTER_Y + 12 * GUI_GRID_CENTER_H;\n            w = 20 * GUI_GRID_CENTER_W;\n            h = 1 * GUI_GRID_CENTER_H;\n        };\n    };\n};\n```\n\n#### RscMyHUD.hpp\n\n```cpp\nclass RscMyHUD\n{\n    idd = -1;\n    onLoad = \"uiNamespace setVariable ['RscMyHUD', _this select 0];\";\n    duration = 10;\n    fadeIn = 1;\n    fadeOut = 1;\n    class Controls\n    {\n        class CenterText : RscStructuredText\n        {\n            text = \"This text box will stay here for 10 seconds. You can still move and look around.\";\n            x = GUI_GRID_CENTER_X;\n            y = GUI_GRID_CENTER_Y;\n            w = 40 * GUI_GRID_CENTER_W;\n            h = 25 * GUI_GRID_CENTER_H;\n            colorBackground[] = {0,0,0,0.8};\n        };\n    };\n};\n```\n\n#### Creating the UIs ingame\n\nFor the dialog execute:\n\n```sqf\ncreateDialog \"RscDisplayName\";\n```\n\nAnd for the HUD:\n\n```sqf\n(\"RscMyHUD_layer\" call BIS_fnc_rscLayer) cutRsc [\"RscMyHUD\", \"PLAIN\"];\n```\n\nNote: The `BIS_fnc_rscLayer` call is not really necessary, as well as having a named layer at all, but this is the recommended way.\n\n### Summary\n\n- A UI consists of the following parts:\n  - Base controls to inherit from\n  - The display\n  - UIEHs\n- You can get the base controls in a few different ways\n- The display contains a list of (non) interactable controls\n- These controls can have different styles and functionalities\n- You can use the GUI Editor or external tools to have a \"What You See Is What You Get\" approach\n- UIEHs can detect interactions with the UI\n\n### Afterword\n\nNow it is up to you to create some UIs. If you have questions feel free to ask them on the BI Forums for [mission makers](https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/) or [addon makers](https://forums.bohemia.net/forums/forum/162-arma-3-addons-configs-scripting/). You can also find a Discord channel dedicated to GUI editing on the [Arma 3 Discord](https://discord.com/invite/arma).\n\n## Advanced UI Creation\n\nThis part will list some of the more advanced techniques to create and handle UIs. The list is somewhat unordered, as it is more of a list of \"nice to know\" things.\n\n### Faster Debugging\n\n#### Mission\n\nThe mission config is reloaded every time the mission is saved or when you return from the preview to Eden. Instead of previewing the mission and creating your UI it is possible to instead preview the UI in Eden directly. Execute the following command in the Debug Console while in Eden:\n\n```sqf\nfindDisplay 313 createDisplay \"RscDisplayAAR\";\n```\n\nYour UI is created on top of the Eden display (IDD: 313). Now you can simply make changes to the UI, close the display, save the mission and execute the command again. The changes should now take effect.\n\n> [!NOTE]\n> Be aware that interacting with mission objects is not possible (or at least different) while in Eden! This debugging method is meant to be used for changes to the design.\n\n#### Addon\n\n> [!IMPORTANT]\n> You need to run the Arma 3: Diagnostics Exe to use the diag_mergeConfigFile command!\n\nThe diag_mergeConfigFile command will enable you to reload the UI's config without having to restart the game or repack the mod. Here is a little script that would do just that:\n\n```sqf\ndiag_mergeConfigFile [\"P:\\MyModFolder\\config.cpp\"];\n([findDisplay 49, findDisplay 313] select is3DEN) createDisplay \"RscDisplayAAR\";\n```\n\nThe second line either creates your dialog on top of the Eden display, if you are in Eden, or on top of the escape menu when you are ingame.\n\n### BIS_fnc_initDisplay\n\n> [!NOTE]\n> Only available for addons!\n\nWhen creating a mod you are able to utilize BIS_fnc_initDisplay which will handle parts of your UI. As an example we will be taking a look at an Arma 3 display called `RscDisplayAAR`.\n\n#### Compiling display script to uiNamespace\n\nThe partial config of `RscDisplayAAR` looks like this:\n\n```cpp\nclass RscDisplayAAR\n{\n    scriptName = \"RscDisplayAAR\";\n    scriptPath = \"GUI\";\n    onLoad = \"[\"\"onLoad\"\",_this,\"\"RscDisplayAAR\"\",'GUI'] call     (uinamespace getvariable 'BIS_fnc_initDisplay')\";\n    onUnload = \"[\"\"onUnload\"\",_this,\"\"RscDisplayAAR\"\",'GUI'] call     (uinamespace getvariable 'BIS_fnc_initDisplay')\";\n    idd = 2121;\n    //...\n```\n\nWe can utilize the `INIT_DISPLAY` macro from \"\\a3\\ui_f\\hpp\\defineCommon.inc\" to shorten that config:\n\n```cpp\n#include \"\\a3\\ui_f\\hpp\\defineCommon.inc\"\nclass RscDisplayAAR\n{\n    INIT_DISPLAY(RscDisplayAAR,GUI)\n    idd = 2121;\n    //...\n```\n\nNow let's see what these attributes do. On game start BIS_fnc_initDisplay will look through the following configs to search for UIs:\n\n- ```sqf\n  configFile\n  ```\n- ```sqf\n  configFile >> \"RscTitles\"\n  ```\n- ```sqf\n  configFile >> \"RscIngameUI\"\n  ```\n- ```sqf\n  configFile >> \"Cfg3den\" >> \"Attributes\"\n  ```\n\nIf a class has the attributes `scriptName` and `scriptPath` (and the attribute `scriptIsInternal` is not defined or 0) then the display function is compiled into uiNamespace in the following way:\n\n- `scriptPath` points to a config attribute in `configFile >> \"CfgScriptPaths\"`\n- The value of that attribute points to a folder which contains the sqf file with the name provided by `scriptName`\n- This script is compiled to uiNamespace as the value given by the `scriptName` attribute and appended by \"_script\"\n\nIn case of `RscDisplayAAR`:\n\n- `scriptPath` is \"GUI\"\n- The value of the attribute \"GUI\" from `configFile >> \"CfgScriptPaths\"` is \"A3\\ui_f\\scripts\\GUI\\\"\n- The script \"A3\\ui_f\\scripts\\GUI\\RscDisplayAAR.sqf\" is compiled as `RscDisplayAAR_script` to uiNamespace\n\n#### Handling onLoad and onUnload UIEHs\n\nBIS_fnc_initDisplay is meant to be called from the onLoad and onUnload UIEH of the display as you can see in the config above. In both UIEHs the display's function is called with the following parameters:\n\n```sqf\nparams [\"_mode\", \"_params\", \"_class\"];\n```\n\n- _mode: String - either \"onLoad\" or \"onUnload\"\n- _params: Array - The parameters of the onLoad or onUnload UIEH\n- _class: String - The classname of the display\n\nHere is an overview of the variables that are introduced by BIS_fnc_initDisplay. All variables are updated in the onLoad and onUnload UIEH.\n\n| Variable | Namespace | Explanation | Example |\n|---|---|---|---|\n| RscDisplayName_script | uiNamespace | The display's script as defined by the `scriptPath` and `scriptName` attributes | `_script = uiNamespace getVariable \"RscDisplayAAR_script\"` |\n| RscDisplayName | uiNamespace | Reference to the display which can be used with GUI commands | `_display = uiNamespace getVariable \"RscDisplayAAR\"` |\n| BIS_fnc_initDisplay_configClass | Display | Config path of the display | `_configName = _display getVariable \"BIS_fnc_initDisplay_configClass\"` |\n| PREFIX_displays | uiNamespace | List of open displays with the PREFIX provided as the fourth param of the function | `_displays = uiNamespace getVariable \"GUI_displays\";` |\n\n##### Scripted Event Handlers\n\nThe function calls the following Scripted Eventhandlers:\n\n- `OnDisplayRegistered`\n- `OnDisplayUnregistered`\n\nIn both cases the scripted eventhandlers are executed in missionNamespace and the display and the classname of the display are passed as arguments.\n\n```sqf\nparams [\"_display\", \"_class\"];\n```\n\nExample:\n\n```sqf\n[] spawn {\n    [missionNamespace, \"OnDisplayRegistered\", {\n        params [\"_display\", \"_class\"];\n        if (_class == \"RscDisplayFunctionsViewer\") then {\n            systemChat \"You opened the Functions Viewer!\";\n        };\n    }] call BIS_fnc_addScriptedEventHandler;\n\n    [missionNamespace, \"OnDisplayUnregistered\", {\n        params [\"_display\", \"_class\"];\n        if (_class == \"RscDisplayFunctionsViewer\") then {\n            systemChat \"You closed the Functions Viewer!\";\n        };\n    }] call BIS_fnc_addScriptedEventHandler;\n\n    // Execute in Eden:\n    _display = findDisplay 313 createDisplay \"RscDisplayFunctionsViewer\"; // -> You opened the Functions Viewer!\n    uiSleep 2;\n    _display closeDisplay 1; // -> You closed the Functions Viewer!\n};\n```\n\n### UI Scripts\n\nThis section will explain how BI handles the sqf part of their dialogs. Most, if not all, UIs rely on BIS_fnc_initDisplay. As explained earlier, this function compiles and calls the script for the display. Most of the UI scripts can be found in the game files under `\\a3\\ui_f\\scripts`. A very basic UI script might look like this:\n\n```sqf\n#define SELF RscDisplayTest_script\n#include \"path\\to\\idcMacros.inc\"\nparams [\"_mode\", \"_params\", \"_class\"];\nswitch _mode do\n{\n    case \"onLoad\":\n    {\n        _params params [\"_display\"];\n        _ctrlText = _display displayCtrl IDC_RSCDISPLAYTEST_TEXT;\n        _ctrlText ctrlSetText str time;\n        _ctrlHint = _display displayCtrl IDC_RSCDISPLAYTEST_HINT;\n        _ctrlHint ctrlAddEventHandler [\"ButtonClick\", {\n            with uiNamespace do {[\"ShowHint\", _this] call SELF;};\n        }];\n    };\n    case \"ShowHint\":\n    {\n        _params params [\"_ctrlHint\"];\n        _ctrlHint ctrlSetBackgroundColor [1,0,0,1];\n        hint \"Changed background color to red\";\n    };\n    case \"onUnload\":\n    {\n        _params params [\"_display\", \"_exitCode\"];\n    };\n};\n```\n\n`#define SELF RscDisplayTest_script` - The macro \"SELF\" refers to the UI's script in the uiNamespace set by BIS_fnc_initDisplay.\n\n`#include \"path\\to\\idcMacros.inc\"` - This line will move the content of the given file to this script. In our case that file might look like this:\n\n```cpp\n//--- RscDisplayTest\n#define IDD_RSCDISPLAYTEST 1234\n#define IDC_RSCDISPLAYTEST_TEXT 1000\n#define IDC_RSCDISPLAYTEST_HINT 1001\n```\n\nThe idcs must match the config, the idcMacros.inc file is included in the description.ext/config.cpp:\n\n```cpp\nclass RscDisplayTest\n{\n    idd = IDD_RSCDISPLAYTEST;\n    ...\n    class Controls\n    {\n        class Text : RscStructuredText\n        {\n            idc = IDC_RSCDISPLAYTEST_TEXT;\n            ...\n        };\n        class Hint : RscButton\n        {\n            idc = IDC_RSCDISPLAYTEST_HINT;\n            ...\n        };\n    };\n};\n```\n\nNow we can use the macros instead of the idcs. This makes changing the idc of a given control way easier as you only have to change one line instead of tracking down every instance where you used the idc. The extension \".inc\" usually denotes a file that can be included by configs and sqf scripts alike.\n\n`params [\"_mode\", \"_params\", \"_class\"];` - Since the script is called from BIS_fnc_initDisplay it will contain these params. We will also use the same structure for any subsequent calls of our script as we will see later.\n\n`switch _mode do` - Using a switch will enable us to reuse the same script for different purposes which are all related to the same UI.\n\n`case \"onLoad\" // or \"onUnload\"` - These events are called by BIS_fnc_initDisplay. While both can be omitted, the onLoad UIEH is used to set up the UI.\n\n`_params params [\"_display\"];` - _params is an array which contains the arguments specific to the given case. In the case of the onLoad event it contains the arguments passed through BIS_fnc_initDisplay which are the same arguments used in the onLoad UIEH. The same applies to the onUnload UIEH which passes a reference to the display as well as the exit code (number, 0 = OK, 2 = CANCEL).\n\n`_ctrlText ctrlSetText str time;` - The onLoad event is used to set the initial state of the display and...\n\n`_ctrlHint ctrlAddEventHandler [\"ButtonClick\", { /* ... */ }];` - ...to add UIEHs to the controls.\n\n`with uiNamespace do { [\"ShowHint\", _this] call SELF; };` - Since BIS_fnc_initDisplay compiles the script to uiNamespace, we have to call it there too. This UIEH executes the \"ShowHint\" case of the script and passes the UIEH's parameters directly to the script. The code of the UIEH \"ButtonClick\" here knows nothing about the rest of the script. All local variables set beforehand are not available.\n\n`case \"ShowHint\":` - You can add your own events to the script like this. Be aware that the switch is case sensitive!\n\n`_params params [\"_ctrlHint\"];` - The ButtonClick UIEH passes a reference to the clicked button inside the _this variable of the UIEH (or the _params variable in the script).\n\nYou can also take a look at `\\a3\\ui_f\\scripts\\GUI\\RscDisplayInterruptEditorPreview.sqf` for a short and simple example from the game. Keep in mind that the params command was probably not available at the time the script was written so private and select were used instead.","sections":[{"heading":null,"level":1,"markdown":"This page will teach you how to create your very own User Interface for Arma.\nThe second part of this page will dive deeper into the possibilities for creating User Interfaces for Arma 3."},{"heading":"The Basics","level":2,"markdown":""},{"heading":"Terminology","level":4,"markdown":"Before we begin, let us define a few words:\n\n| Term | Meaning |\n|---|---|\n| UI | **U**ser **I**nterface. This is a general term that describes anything on a screen that can interface with the user. |\n| GUI | **G**raphical **U**ser **I**nterface. a more specific version of UI. It refers to a user interface that has a graphical appearance. |\n| Dialog/Display | Both of them refer to a Graphical User Interface, but within the context of Arma, there are small differences between the two, which is explained later in this page. |\n| HUD | **H**eads-**u**p-**D**isplay. A type of display meant for showing information without affecting the ability of the user to move and look around. |\n| UIEH | **U**ser **I**nterface **E**vent **H**andler. Specific events can happen inside User Interface, for example: when the mouse cursor enters a specific area of the User Interface. If a Handler for that particular event has been created, it will execute any code which has been assigned to that handler. More details about this can be found later in this page. |"},{"heading":"Config","level":3,"markdown":"You will need files for the following parts:\n\n- A config\n- Basic control classes\n- A display config\n\nYour folder structure could look something like this:\n\n```\nmission.World/\n├── mission.sqm\n├── description.ext\n├── UI/\n│   ├── BaseControls.hpp\n│   ├── RscDisplayName.hpp\n```\n\nIf you are making a mod the description.ext will be called config.cpp and there is no mission.sqm. For an introduction to creating mods, see Creating An Addon. We will call the description.ext and config.cpp the main config to cover both."},{"heading":"Main Config Content","level":4,"markdown":"All display classes are defined in here. Since the config can get very long we will instead include the files in one another with the `#include` preprocessor:\n\n```cpp\n#include \"UI\\BaseControls.hpp\"\n#include \"UI\\RscDisplayName.hpp\"\n```"},{"heading":"Parent Controls","level":4,"markdown":"Also known as base controls. They are the controls that we will be inheriting from. This means that we will copy the content of the parent class without having to rewrite every class. Each parent class has its own unique functionality or appearance determined by their attributes, for example the color of the background is determined by the `colorBackground` attribute. If we inherit from this parent class then our dialog control will have the same background color as the parent class. The concept of class inheritance is explained here. There are three ways to declare these base classes."},{"heading":"Import Classes Via import Keyword (Mission Only)","level":5,"markdown":"Arma 3 v2.02 You can use the base classes from the game config by using the import keyword:\n\n```cpp\nimport RscObject;\nimport RscText;\nimport RscFrame;\nimport RscLine;\nimport RscProgress;\nimport RscPicture;\nimport RscPictureKeepAspect;\nimport RscVideo;\nimport RscHTML;\nimport RscButton;\nimport RscShortcutButton;\nimport RscEdit;\nimport RscCombo;\nimport RscListBox;\nimport RscListNBox;\nimport RscXListBox;\nimport RscTree;\nimport RscSlider;\nimport RscXSliderH;\nimport RscActiveText;\nimport RscActivePicture;\nimport RscActivePictureKeepAspect;\nimport RscStructuredText;\nimport RscToolbox;\nimport RscControlsGroup;\nimport RscControlsGroupNoScrollbars;\nimport RscControlsGroupNoHScrollbars;\nimport RscControlsGroupNoVScrollbars;\nimport RscButtonTextOnly;\nimport RscButtonMenu;\nimport RscButtonMenuOK;\nimport RscButtonMenuCancel;\nimport RscButtonMenuSteam;\nimport RscMapControl;\nimport RscMapControlEmpty;\nimport RscCheckBox;\n```"},{"heading":"Declare Classes (Addon Only)","level":5,"markdown":"We have access to the classes from the game's config when we declare them beforehand.\n\n```cpp\nclass RscObject;\nclass RscText;\nclass RscFrame;\nclass RscLine;\nclass RscProgress;\nclass RscPicture;\nclass RscPictureKeepAspect;\nclass RscVideo;\nclass RscHTML;\nclass RscButton;\nclass RscShortcutButton;\nclass RscEdit;\nclass RscCombo;\nclass RscListBox;\nclass RscListNBox;\nclass RscXListBox;\nclass RscTree;\nclass RscSlider;\nclass RscXSliderH;\nclass RscActiveText;\nclass RscActivePicture;\nclass RscActivePictureKeepAspect;\nclass RscStructuredText;\nclass RscToolbox;\nclass RscControlsGroup;\nclass RscControlsGroupNoScrollbars;\nclass RscControlsGroupNoHScrollbars;\nclass RscControlsGroupNoVScrollbars;\nclass RscButtonTextOnly;\nclass RscButtonMenu;\nclass RscButtonMenuOK;\nclass RscButtonMenuCancel;\nclass RscButtonMenuSteam;\nclass RscMapControl;\nclass RscMapControlEmpty;\nclass RscCheckBox;\n```"},{"heading":"Export Classes Via BIS_fnc_exportGUIBaseClasses","level":5,"markdown":"> [!CAUTION]\n> This information is **obsolete**.\n\nRun this command from the debug console:\n\n```sqf\n[\"Default\"] call BIS_fnc_exportGUIBaseClasses;\n```\n\nThe result is copied to the clipboard. Paste it into BaseControls.hpp."},{"heading":"Display Config","level":4,"markdown":"A display class looks like this:\n\n```cpp\nclass RscDisplayName\n{\n    idd = 1234;\n    class ControlsBackground\n    {\n    };\n    class Controls\n    {\n    };\n};\n```\n\n`RscDisplayName` is the name of the display which will be used in the createDisplay/createDialog commands.\n`idd` is the identification number for the display. It is used in the findDisplay command. It is mandatory to have it defined. If you don't intend to use the idd you can set it to -1.\n`ControlsBackground` contains all controls that should stay in the background, for example the dark background of the display.\n`Controls` contains all important controls, for example buttons."},{"heading":"Controls Config","level":5,"markdown":"The most common way to create a UI in Arma 3 is via the Arma 3: User Interface Editor. The BIKI page contains a tutorial on it too. You might also be interested in some of the external UI editors listed [here](https://forums.bohemia.net/forums/topic/226269-tools-utilities-compilation-list-for-arma3/).\n\nA possible output from the GUI Editor might look like this:\n\n```cpp\nclass RscButton_1600: RscButton\n{\n    idc = 1600;\n    x = GUI_GRID_CENTER_X + 0 * GUI_GRID_CENTER_W;\n    y = GUI_GRID_CENTER_Y + 0 * GUI_GRID_CENTER_H;\n    w = 40 * GUI_GRID_CENTER_W;\n    h = 25 * GUI_GRID_CENTER_H;\n};\n```\n\nThe `idc` is the identification number for a control. It is used in the displayCtrl command and can be returned by the ctrlIDC command.\n`x` and `y` determine the position of the control. `w` and `h` determine the size. These numbers are given in screen coordinates. They are somewhat complicated so read about them on the linked page. In the example the `GUI_GRID_CENTER_X/Y/W/H` macro is used to keep the UI in the middle of the screen on all possible screen resolutions and UI sizes.\nApart from the editable attributes in the GUI Editor there are even more. Which exactly depends on the `type` of the control. Here is an overview over all available control types (CTs)."},{"heading":"HUDs","level":4,"markdown":"A Head-Up-Display is just another type of display in Arma 3. All of the above applies to them too. The differences are:\n\n- The player will be able to move and look around while the display is open but can not interact with it.\n- The display class has to be listed as part of the RscTitles class:\n\n```cpp\n#include \"UI\\BaseControls.hpp\"\nclass RscTitles\n{\n    #include \"UI\\RscMyHUD.hpp\"\n};\n```\n\n- The display class needs the `duration` attribute. It determines how long the display will stay on screen. You can choose a large number to make it stay \"forever\", for example 10^6 (scientific notation: 1e+6) seconds.\n\n```cpp\nclass RscMyHUD\n{\n    idd = -1;\n    duration = 1e+6;\n    { // ...\n```\n\n- The commands for controlling the display are also different:\n  - HUDs are created with cutRsc.\n  - findDisplay does not work on RscTitles displays. Save the display as a variable to uiNamespace instead. You can get the display with the following code:\n\n```sqf\nuiNamespace getVariable [\"RscMyHUD\", displayNull];\n```\n\n```cpp\nclass RscMyHUD\n{\n    idd = -1;\n    onLoad = \"uiNamespace setVariable ['RscMyHUD', _this select 0];\";\n    duration = 1e+6;\n    class Controls\n    { // ...\n```"},{"heading":"Scripting","level":3,"markdown":"To bring your dialog to life you will need to know how to influence it with sqf commands. A list of all available UI related commands can be found here. A list of GUI related functions can be found here. Some control types have special commands such as lbAdd to add an item to a listbox. A list of commands that are related to the control type can be found on the control type's BIKI page."},{"heading":"createDialog vs createDisplay vs cutRsc","level":4,"markdown":"createDialog, createDisplay and cutRsc (for HUDs) all have their own unique use cases. Here is an overview of what each command does or does not do:\n\n|  | createDialog | createDisplay | cutRsc |\n|---|---|---|---|\n| Interactable | ✓ | ✓ | ✗ |\n| Player can move | ✗ | ✓ (unless player movement is blocked by the parent display, e.g. if the parent display is a dialog) | ✓ |\n| Player can look around | ✗ | ✗ | ✓ |\n| Player can use text chat (multiplayer only) | ✓ | ✓ | ✓ |\n| Player can use voice chat (i.e. VoN; multiplayer only) | ✗ | ✓ | ✓ |\n| <kbd>Esc</kbd> closes display | ✓ | ✓ | ✗ |\n| Can be returned by findDisplay and allDisplays | ✓ | ✓ | ✗ |\n| Returns created display | Depends on command syntax | ✓ | ✗ |\n| Can be created on top of another display | ✓ (not recommended) | ✓ (preferred method) | ✓ (can coexist with other displays but remains uninteractable) |"},{"heading":"User Interface Event Handlers","level":4,"markdown":"User interface event handlers (UIEH) are a way to detect changes to the UI. A list of them can be found here. Once again, different control types have different UIEHs. For example onButtonClick will detect when a button is clicked. The arguments that are passed to the script also depend on the UIEH. The onButtonClick event will pass the button itself as the only argument in the _this variable. On the other hand onLBSelChanged will pass the control and the selected index as arguments into the script. Since the UIEH is a different script instance, all previously defined local variables will not be available in the code. There are two ways to add an UIEH to a control:"},{"heading":"Adding UIEHs via config","level":5,"markdown":"The UIEH is given as an attribute of the control's class like this:\n\n```cpp\nclass ClickMe: RscButton\n{\n    idc = -1;\n    text = \"Click Me!\";\n    onButtonClick = \"hint 'You clicked the button!';\"; // Display a hint when clicked upon\n    x = GUI_GRID_CENTER_X + 10 * GUI_GRID_CENTER_W;\n    y = GUI_GRID_CENTER_Y + 12 * GUI_GRID_CENTER_H;\n    w = 20 * GUI_GRID_CENTER_W;\n    h = 1 * GUI_GRID_CENTER_H;\n};\n```\n\nThe UIEH's name always starts with \"on\". The code that should be executed is given as a string."},{"heading":"Adding UIEHs via script","level":5,"markdown":"To add UIEHs you can also use ctrlAddEventHandler. In this case the UIEH does NOT start with \"on\"!\n\n```sqf\n// This script does the same as the config example\n_display = findDisplay 1234;\n_ctrl = _display displayCtrl 1000;\n_ctrl ctrlAddEventHandler [\"ButtonClick\", { // Notice the missing \"on\"!\n    params [\"_ctrl\"];\n    hint \"You clicked the button!\";\n}];\n```"},{"heading":"UI Variables and Serialization","level":4,"markdown":"Variables containing Displays or Controls are not serializable, meaning they can not be stored in save files such as those used by saveGame and loadGame.\nWhile treating UI variables like other variables does not crash the game when saving, it is at least bad practice and leads to error log entries (see Crash Files).\nUI variables should therefore be used properly like so:\n\nUse the uiNamespace to store UI variables outside of scripts and functions.\n\n```sqf\n// Wrong, stores MissionDisplay in the missionNamespace:\nMissionDisplay = findDisplay 46;\n```\n\n```sqf\n// Correct:\nwith uiNamespace do {\n    MissionDisplay = findDisplay 46;\n};\n```\n\n```sqf\n// Also correct:\nuiNamespace setVariable [\"MissionDisplay\", findDisplay 46];\n```\n\nUse disableSerialization before introducing UI variables in scripts and functions.\n\n```sqf\n// Wrong:\nparams [[\"_myCtrl\", controlNull, [controlNull]], [\"_text\", \"\", [\"\"]]];\n_myCtrl ctrlSetText _text;\n```\n\n```sqf\n// Correct:\ndisableSerialization;\nparams [[\"_myCtrl\", controlNull, [controlNull]], [\"_text\", \"\", [\"\"]]];\n_myCtrl ctrlSetText _text;\n```"},{"heading":"Final Result","level":3,"markdown":""},{"heading":"description.ext or config.cpp","level":4,"markdown":"```cpp\n#include \"\\a3\\ui_f\\hpp\\defineCommonGrids.inc\"\n#include \"UI\\BaseControls.hpp\"\n#include \"UI\\RscDisplayName.hpp\"\nclass RscTitles\n{\n    #include \"UI\\RscMyHUD.hpp\"\n};\n```"},{"heading":"BaseControls.hpp","level":4,"markdown":"It is only necessary to import/declare the base classes that you actually intend to use.\nMore usable base controls can be found in the base config of the game. Use the ingame Config Viewer to find them."},{"heading":"Mission","level":5,"markdown":"```cpp\nimport RscObject;\nimport RscText;\nimport RscFrame;\nimport RscLine;\nimport RscProgress;\nimport RscPicture;\nimport RscPictureKeepAspect;\nimport RscVideo;\nimport RscHTML;\nimport RscButton;\nimport RscShortcutButton;\nimport RscEdit;\nimport RscCombo;\nimport RscListBox;\nimport RscListNBox;\nimport RscXListBox;\nimport RscTree;\nimport RscSlider;\nimport RscXSliderH;\nimport RscActiveText;\nimport RscActivePicture;\nimport RscActivePictureKeepAspect;\nimport RscStructuredText;\nimport RscToolbox;\nimport RscControlsGroup;\nimport RscControlsGroupNoScrollbars;\nimport RscControlsGroupNoHScrollbars;\nimport RscControlsGroupNoVScrollbars;\nimport RscButtonTextOnly;\nimport RscButtonMenu;\nimport RscButtonMenuOK;\nimport RscButtonMenuCancel;\nimport RscButtonMenuSteam;\nimport RscMapControl;\nimport RscMapControlEmpty;\nimport RscCheckBox;\n```"},{"heading":"Addon","level":5,"markdown":"```cpp\nclass RscObject;\nclass RscText;\nclass RscFrame;\nclass RscLine;\nclass RscProgress;\nclass RscPicture;\nclass RscPictureKeepAspect;\nclass RscVideo;\nclass RscHTML;\nclass RscButton;\nclass RscShortcutButton;\nclass RscEdit;\nclass RscCombo;\nclass RscListBox;\nclass RscListNBox;\nclass RscXListBox;\nclass RscTree;\nclass RscSlider;\nclass RscXSliderH;\nclass RscActiveText;\nclass RscActivePicture;\nclass RscActivePictureKeepAspect;\nclass RscStructuredText;\nclass RscToolbox;\nclass RscControlsGroup;\nclass RscControlsGroupNoScrollbars;\nclass RscControlsGroupNoHScrollbars;\nclass RscControlsGroupNoVScrollbars;\nclass RscButtonTextOnly;\nclass RscButtonMenu;\nclass RscButtonMenuOK;\nclass RscButtonMenuCancel;\nclass RscButtonMenuSteam;\nclass RscMapControl;\nclass RscMapControlEmpty;\nclass RscCheckBox;\n```"},{"heading":"RscDisplayName.hpp","level":4,"markdown":"```cpp\nclass RscDisplayName\n{\n    idd = 1234;\n    class ControlsBackground\n    {\n        class Background : RscText\n        {\n            idc = -1;\n            x = GUI_GRID_CENTER_X;\n            y = GUI_GRID_CENTER_Y;\n            w = 40 * GUI_GRID_CENTER_W;\n            h = 25 * GUI_GRID_CENTER_H;\n            colorBackground[] = {0,0,0,0.8};\n        };\n    };\n    class Controls\n    {\n        class ClickMe : RscButton\n        {\n            idc = -1;\n            text = \"Click Me!\";\n            onButtonClick = \"hint 'You clicked the button!';\";\n            x = GUI_GRID_CENTER_X + 10 * GUI_GRID_CENTER_W;\n            y = GUI_GRID_CENTER_Y + 12 * GUI_GRID_CENTER_H;\n            w = 20 * GUI_GRID_CENTER_W;\n            h = 1 * GUI_GRID_CENTER_H;\n        };\n    };\n};\n```"},{"heading":"RscMyHUD.hpp","level":4,"markdown":"```cpp\nclass RscMyHUD\n{\n    idd = -1;\n    onLoad = \"uiNamespace setVariable ['RscMyHUD', _this select 0];\";\n    duration = 10;\n    fadeIn = 1;\n    fadeOut = 1;\n    class Controls\n    {\n        class CenterText : RscStructuredText\n        {\n            text = \"This text box will stay here for 10 seconds. You can still move and look around.\";\n            x = GUI_GRID_CENTER_X;\n            y = GUI_GRID_CENTER_Y;\n            w = 40 * GUI_GRID_CENTER_W;\n            h = 25 * GUI_GRID_CENTER_H;\n            colorBackground[] = {0,0,0,0.8};\n        };\n    };\n};\n```"},{"heading":"Creating the UIs ingame","level":4,"markdown":"For the dialog execute:\n\n```sqf\ncreateDialog \"RscDisplayName\";\n```\n\nAnd for the HUD:\n\n```sqf\n(\"RscMyHUD_layer\" call BIS_fnc_rscLayer) cutRsc [\"RscMyHUD\", \"PLAIN\"];\n```\n\nNote: The `BIS_fnc_rscLayer` call is not really necessary, as well as having a named layer at all, but this is the recommended way."},{"heading":"Summary","level":3,"markdown":"- A UI consists of the following parts:\n  - Base controls to inherit from\n  - The display\n  - UIEHs\n- You can get the base controls in a few different ways\n- The display contains a list of (non) interactable controls\n- These controls can have different styles and functionalities\n- You can use the GUI Editor or external tools to have a \"What You See Is What You Get\" approach\n- UIEHs can detect interactions with the UI"},{"heading":"Afterword","level":3,"markdown":"Now it is up to you to create some UIs. If you have questions feel free to ask them on the BI Forums for [mission makers](https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/) or [addon makers](https://forums.bohemia.net/forums/forum/162-arma-3-addons-configs-scripting/). You can also find a Discord channel dedicated to GUI editing on the [Arma 3 Discord](https://discord.com/invite/arma)."},{"heading":"Advanced UI Creation","level":2,"markdown":"This part will list some of the more advanced techniques to create and handle UIs. The list is somewhat unordered, as it is more of a list of \"nice to know\" things."},{"heading":"Faster Debugging","level":3,"markdown":""},{"heading":"Mission","level":4,"markdown":"The mission config is reloaded every time the mission is saved or when you return from the preview to Eden. Instead of previewing the mission and creating your UI it is possible to instead preview the UI in Eden directly. Execute the following command in the Debug Console while in Eden:\n\n```sqf\nfindDisplay 313 createDisplay \"RscDisplayAAR\";\n```\n\nYour UI is created on top of the Eden display (IDD: 313). Now you can simply make changes to the UI, close the display, save the mission and execute the command again. The changes should now take effect.\n\n> [!NOTE]\n> Be aware that interacting with mission objects is not possible (or at least different) while in Eden! This debugging method is meant to be used for changes to the design."},{"heading":"Addon","level":4,"markdown":"> [!IMPORTANT]\n> You need to run the Arma 3: Diagnostics Exe to use the diag_mergeConfigFile command!\n\nThe diag_mergeConfigFile command will enable you to reload the UI's config without having to restart the game or repack the mod. Here is a little script that would do just that:\n\n```sqf\ndiag_mergeConfigFile [\"P:\\MyModFolder\\config.cpp\"];\n([findDisplay 49, findDisplay 313] select is3DEN) createDisplay \"RscDisplayAAR\";\n```\n\nThe second line either creates your dialog on top of the Eden display, if you are in Eden, or on top of the escape menu when you are ingame."},{"heading":"BIS_fnc_initDisplay","level":3,"markdown":"> [!NOTE]\n> Only available for addons!\n\nWhen creating a mod you are able to utilize BIS_fnc_initDisplay which will handle parts of your UI. As an example we will be taking a look at an Arma 3 display called `RscDisplayAAR`."},{"heading":"Compiling display script to uiNamespace","level":4,"markdown":"The partial config of `RscDisplayAAR` looks like this:\n\n```cpp\nclass RscDisplayAAR\n{\n    scriptName = \"RscDisplayAAR\";\n    scriptPath = \"GUI\";\n    onLoad = \"[\"\"onLoad\"\",_this,\"\"RscDisplayAAR\"\",'GUI'] call     (uinamespace getvariable 'BIS_fnc_initDisplay')\";\n    onUnload = \"[\"\"onUnload\"\",_this,\"\"RscDisplayAAR\"\",'GUI'] call     (uinamespace getvariable 'BIS_fnc_initDisplay')\";\n    idd = 2121;\n    //...\n```\n\nWe can utilize the `INIT_DISPLAY` macro from \"\\a3\\ui_f\\hpp\\defineCommon.inc\" to shorten that config:\n\n```cpp\n#include \"\\a3\\ui_f\\hpp\\defineCommon.inc\"\nclass RscDisplayAAR\n{\n    INIT_DISPLAY(RscDisplayAAR,GUI)\n    idd = 2121;\n    //...\n```\n\nNow let's see what these attributes do. On game start BIS_fnc_initDisplay will look through the following configs to search for UIs:\n\n- ```sqf\n  configFile\n  ```\n- ```sqf\n  configFile >> \"RscTitles\"\n  ```\n- ```sqf\n  configFile >> \"RscIngameUI\"\n  ```\n- ```sqf\n  configFile >> \"Cfg3den\" >> \"Attributes\"\n  ```\n\nIf a class has the attributes `scriptName` and `scriptPath` (and the attribute `scriptIsInternal` is not defined or 0) then the display function is compiled into uiNamespace in the following way:\n\n- `scriptPath` points to a config attribute in `configFile >> \"CfgScriptPaths\"`\n- The value of that attribute points to a folder which contains the sqf file with the name provided by `scriptName`\n- This script is compiled to uiNamespace as the value given by the `scriptName` attribute and appended by \"_script\"\n\nIn case of `RscDisplayAAR`:\n\n- `scriptPath` is \"GUI\"\n- The value of the attribute \"GUI\" from `configFile >> \"CfgScriptPaths\"` is \"A3\\ui_f\\scripts\\GUI\\\"\n- The script \"A3\\ui_f\\scripts\\GUI\\RscDisplayAAR.sqf\" is compiled as `RscDisplayAAR_script` to uiNamespace"},{"heading":"Handling onLoad and onUnload UIEHs","level":4,"markdown":"BIS_fnc_initDisplay is meant to be called from the onLoad and onUnload UIEH of the display as you can see in the config above. In both UIEHs the display's function is called with the following parameters:\n\n```sqf\nparams [\"_mode\", \"_params\", \"_class\"];\n```\n\n- _mode: String - either \"onLoad\" or \"onUnload\"\n- _params: Array - The parameters of the onLoad or onUnload UIEH\n- _class: String - The classname of the display\n\nHere is an overview of the variables that are introduced by BIS_fnc_initDisplay. All variables are updated in the onLoad and onUnload UIEH.\n\n| Variable | Namespace | Explanation | Example |\n|---|---|---|---|\n| RscDisplayName_script | uiNamespace | The display's script as defined by the `scriptPath` and `scriptName` attributes | `_script = uiNamespace getVariable \"RscDisplayAAR_script\"` |\n| RscDisplayName | uiNamespace | Reference to the display which can be used with GUI commands | `_display = uiNamespace getVariable \"RscDisplayAAR\"` |\n| BIS_fnc_initDisplay_configClass | Display | Config path of the display | `_configName = _display getVariable \"BIS_fnc_initDisplay_configClass\"` |\n| PREFIX_displays | uiNamespace | List of open displays with the PREFIX provided as the fourth param of the function | `_displays = uiNamespace getVariable \"GUI_displays\";` |"},{"heading":"Scripted Event Handlers","level":5,"markdown":"The function calls the following Scripted Eventhandlers:\n\n- `OnDisplayRegistered`\n- `OnDisplayUnregistered`\n\nIn both cases the scripted eventhandlers are executed in missionNamespace and the display and the classname of the display are passed as arguments.\n\n```sqf\nparams [\"_display\", \"_class\"];\n```\n\nExample:\n\n```sqf\n[] spawn {\n    [missionNamespace, \"OnDisplayRegistered\", {\n        params [\"_display\", \"_class\"];\n        if (_class == \"RscDisplayFunctionsViewer\") then {\n            systemChat \"You opened the Functions Viewer!\";\n        };\n    }] call BIS_fnc_addScriptedEventHandler;\n\n    [missionNamespace, \"OnDisplayUnregistered\", {\n        params [\"_display\", \"_class\"];\n        if (_class == \"RscDisplayFunctionsViewer\") then {\n            systemChat \"You closed the Functions Viewer!\";\n        };\n    }] call BIS_fnc_addScriptedEventHandler;\n\n    // Execute in Eden:\n    _display = findDisplay 313 createDisplay \"RscDisplayFunctionsViewer\"; // -> You opened the Functions Viewer!\n    uiSleep 2;\n    _display closeDisplay 1; // -> You closed the Functions Viewer!\n};\n```"},{"heading":"UI Scripts","level":3,"markdown":"This section will explain how BI handles the sqf part of their dialogs. Most, if not all, UIs rely on BIS_fnc_initDisplay. As explained earlier, this function compiles and calls the script for the display. Most of the UI scripts can be found in the game files under `\\a3\\ui_f\\scripts`. A very basic UI script might look like this:\n\n```sqf\n#define SELF RscDisplayTest_script\n#include \"path\\to\\idcMacros.inc\"\nparams [\"_mode\", \"_params\", \"_class\"];\nswitch _mode do\n{\n    case \"onLoad\":\n    {\n        _params params [\"_display\"];\n        _ctrlText = _display displayCtrl IDC_RSCDISPLAYTEST_TEXT;\n        _ctrlText ctrlSetText str time;\n        _ctrlHint = _display displayCtrl IDC_RSCDISPLAYTEST_HINT;\n        _ctrlHint ctrlAddEventHandler [\"ButtonClick\", {\n            with uiNamespace do {[\"ShowHint\", _this] call SELF;};\n        }];\n    };\n    case \"ShowHint\":\n    {\n        _params params [\"_ctrlHint\"];\n        _ctrlHint ctrlSetBackgroundColor [1,0,0,1];\n        hint \"Changed background color to red\";\n    };\n    case \"onUnload\":\n    {\n        _params params [\"_display\", \"_exitCode\"];\n    };\n};\n```\n\n`#define SELF RscDisplayTest_script` - The macro \"SELF\" refers to the UI's script in the uiNamespace set by BIS_fnc_initDisplay.\n\n`#include \"path\\to\\idcMacros.inc\"` - This line will move the content of the given file to this script. In our case that file might look like this:\n\n```cpp\n//--- RscDisplayTest\n#define IDD_RSCDISPLAYTEST 1234\n#define IDC_RSCDISPLAYTEST_TEXT 1000\n#define IDC_RSCDISPLAYTEST_HINT 1001\n```\n\nThe idcs must match the config, the idcMacros.inc file is included in the description.ext/config.cpp:\n\n```cpp\nclass RscDisplayTest\n{\n    idd = IDD_RSCDISPLAYTEST;\n    ...\n    class Controls\n    {\n        class Text : RscStructuredText\n        {\n            idc = IDC_RSCDISPLAYTEST_TEXT;\n            ...\n        };\n        class Hint : RscButton\n        {\n            idc = IDC_RSCDISPLAYTEST_HINT;\n            ...\n        };\n    };\n};\n```\n\nNow we can use the macros instead of the idcs. This makes changing the idc of a given control way easier as you only have to change one line instead of tracking down every instance where you used the idc. The extension \".inc\" usually denotes a file that can be included by configs and sqf scripts alike.\n\n`params [\"_mode\", \"_params\", \"_class\"];` - Since the script is called from BIS_fnc_initDisplay it will contain these params. We will also use the same structure for any subsequent calls of our script as we will see later.\n\n`switch _mode do` - Using a switch will enable us to reuse the same script for different purposes which are all related to the same UI.\n\n`case \"onLoad\" // or \"onUnload\"` - These events are called by BIS_fnc_initDisplay. While both can be omitted, the onLoad UIEH is used to set up the UI.\n\n`_params params [\"_display\"];` - _params is an array which contains the arguments specific to the given case. In the case of the onLoad event it contains the arguments passed through BIS_fnc_initDisplay which are the same arguments used in the onLoad UIEH. The same applies to the onUnload UIEH which passes a reference to the display as well as the exit code (number, 0 = OK, 2 = CANCEL).\n\n`_ctrlText ctrlSetText str time;` - The onLoad event is used to set the initial state of the display and...\n\n`_ctrlHint ctrlAddEventHandler [\"ButtonClick\", { /* ... */ }];` - ...to add UIEHs to the controls.\n\n`with uiNamespace do { [\"ShowHint\", _this] call SELF; };` - Since BIS_fnc_initDisplay compiles the script to uiNamespace, we have to call it there too. This UIEH executes the \"ShowHint\" case of the script and passes the UIEH's parameters directly to the script. The code of the UIEH \"ButtonClick\" here knows nothing about the rest of the script. All local variables set beforehand are not available.\n\n`case \"ShowHint\":` - You can add your own events to the script like this. Be aware that the switch is case sensitive!\n\n`_params params [\"_ctrlHint\"];` - The ButtonClick UIEH passes a reference to the clicked button inside the _this variable of the UIEH (or the _params variable in the script).\n\nYou can also take a look at `\\a3\\ui_f\\scripts\\GUI\\RscDisplayInterruptEditorPreview.sqf` for a short and simple example from the game. Keep in mind that the params command was probably not available at the time the script was written so private and select were used instead."}],"categories":["Arma: Tutorials","GUI Topics"],"groups":["GUI"]},{"name":"HashMap","title":"HashMap","type":"topic","url":"https://community.bistudio.com/wiki/HashMap","revid":339000,"updated":"2023-04-24T16:22:14Z","aliases":[],"markdown":"Arma 3 v2.02\n\nA **HashMap** is a specialized data structure that contains key-value pairs.\nHashMaps provide (near) constant-time lookup for keys, making them highly efficient at finding the value associated with a specific key - even if there is a very large amount of keys.\nSee [Wikipedia](https://en.wikipedia.org/wiki/Hash_table) to learn more about the underlying technology.\n\nWhile HashMaps and Arrays share many traits (and SQF command names), there are important differences and HashMaps must not be considered as some sort of new or improved replacement for the Array.\n\n### HashMap Basics\n\nThis section introduces the HashMap and its features and is intended to help create a basic understanding of what HashMaps are and what they can be used for.\n\n#### Comparison with Arrays\n\nThe HashMap and the Array are both data structures that are used to store multiple elements. Arrays are simple and only store single elements, one after the other, while HashMaps store key-value pairs, where each key uniquely identifies a single value.\n\nUnlike Arrays, HashMaps have no order, i.e. there is no such thing as a first, second, third or last element in a HashMap. As such, the # and select commands can not be used with HashMaps. This also means that the order in which the forEach-loop processes a HashMap's key-value pairs is not deterministic.\n\nIterating over all elements in a HashMap is less efficient than doing the same in an Array.\n\n#### Constant-time Key Lookup\n\nHashMaps are specifically designed for (near) constant-time lookup of keys.\n\nConsider the following example to understand what that means: Let's say we have an Array that looks like this:\n\n```sqf\nprivate _playerDataArray = [[\"Player_A_UID\", \"Data A-1\", \"Data A-2\" /*, ... */], [\"Player_B_UID\", \"Data B-1\", \"Data B-2\" /*, ... */], [\"Player_C_UID\", \"Data C-1\", \"Data C-2\" /*, ... */] /*, ... */];\n```\n\nWe want to find a specific UID so that we can retrieve the corresponding data. We can easily achieve that using the findIf command:\n\n```sqf\n_index = _playerDataArray findIf {_x # 0 isEqualTo \"Wanted_UID\"};\n_data = _playerDataArray # _index;\n```\n\nBut what findIf actually does for us is something like this:\n\n```sqf\n{\n    if (_x # 0 isEqualTo \"Wanted_UID\") then\n    {\n        breakWith _forEachIndex;\n    };\n} forEach _playerDataArray;\n```\n\nNow consider how many isEqualTo comparisons this forEach-loop has to perform: If the element identified by \"Wanted_UID\" is stored at or near the end of `_playerDataArray`, then our code has to go through (almost) the entire Array to find it - and the same is the case if the element we are looking for does not exist in our Array.\n\nEvery single one of these comparisons takes some time - not much, but it will add up eventually. This is no problem as long as our Array is relatively small, but it becomes a serious issue when the Array starts growing: If there are 10,000 elements in the Array that means up to 10,000 comparisons might be necessary just to find a single element, if there are 100,000 elements that means up to 100,000 comparisons and so on - the amount of steps and time needed to find an element grows linearly with the Array size.\n\nAnd this is where HashMaps come in. Simply put: When a key-value pair is inserted into a HashMap, a hash function is applied to the key to determine the position at which the key-value pair is going to be stored. Then, when we want to retrieve the value associated with a specific key, the same hash function (Arma 3 uses [FNV-1a 64-bit](https://en.wikipedia.org/wiki/Fowler%E2%80%93Noll%E2%80%93Vo_hash_function)) is applied to that key and the resulting position tells the HashMap exactly where to find the key-value pair that we are looking for.\n\n```sqf\nprivate _data = _playerDataHashMap get \"Wanted_UID\";\n```\n\nSince the process to find a given key-value pair is always the same (apply hash function, look at the resulting position, return the value that is stored there), it also always takes (more or less) the same amount of time - regardless of the size of the HashMap.\n\nThat is what constant-time lookup for keys means. And it comes with very useful benefits: The procedures to search for, retrieve, modify or remove a specific element can all be completed in constant time; whether the HashMap contains 10, 10,000 or 1,000,000 elements does not matter.\n\n### Working with HashMaps\n\n#### Supported Key Types\n\nBecause of the requirement for the keys to be hashable (and constant), not all Data Types can be used as keys.\n\nSupported types are limited to:\n\n- Array\n- Boolean\n- Code\n- Config\n- Namespace\n- NaN\n- Number\n- Side\n- String\n\n> [!IMPORTANT]\n> - For some unsupported key types, such as Objects, a workaround can be used. See Unsupported Key Types.\n> - Array keys can only contain supported types.\n> - Array keys are deep-copied on insertion and cannot be modified when retrieved via keys or inside forEach.\n> - The virtual type HashMapKey is a combination of all the supported types.\n\n#### Creating a HashMap\n\n```sqf\n// example of an empty HashMap:\nprivate _myMap = createHashMap;\ncount _myMap; // returns 0\n\n// example of a prefilled HashMap:\nprivate _myFilledMap = createHashMapFromArray [[\"a\",1], [\"b\",2], [\"c\", 3]];\ncount _myFilledMap; // returns 3\n```\n\n#### Setting an element\n\n```sqf\nprivate _myMap = createHashMap;\n_myMap set [1, \"hello there\"]; // _myMap is 1, \"hello there\"\n```\n\nInserting an element with a key that already exists inside the HashMap will overwrite the existing key.\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\nprivate _overwritten = _myMap set [\"a\", 1337]; // _myMap is now [[\"a\",1337], [\"b\",2]] and _overwritten is true\n```\n\n#### Getting an element\n\nValues are retrieved by their key:\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\n_myMap get \"a\"; // returns 1\n_myMap get \"z\"; // returns Nothing\n_myMap getOrDefault [\"z\", \"NotFound\"]; // returns \"NotFound\"\n// alternatively\n_myMap getOrDefaultCall [\"z\", { systemChat \"key 'z' does not exist, creating it\"; \"26\"; }, true];\n```\n\n#### Removing an element\n\nElements can be removed (deleted) from the HashMap using deleteAt with the element's key:\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\n_myMap deleteAt \"b\"; // _myMap is \"a\",1\n```\n\n#### Checking if an element exists\n\nIt is possible to check if a key is present in the HashMap using the in command:\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\n\"a\" in _myMap; // returns true\n\"z\" in _myMap; // returns false\n```\n\n#### Counting elements\n\nThe count command can be used to return the number of key-value pairs stored in the HashMap:\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\ncount _myMap ; // returns 2\n```\n\n#### Retrieving keys\n\nRetrieving an Array of all keys in the HashMap using the keys command:\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\nkeys _myMap; // returns [\"a\", \"b\"]\n```\n\n#### HashMap variables\n\nA HashMap variable is a reference to the HashMap (see [Wikipedia](https://en.wikipedia.org/wiki/Reference_(computer_science))); this means that if the HashMap is edited, all scripts and functions using this HashMap will see the changes.\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2], [\"c\",3]];\nprivate _myNewMap = _myMap;\n_myMap set [\"z\", 4];\n_myNewMap get \"z\"; // returns 4\n```\n\nA HashMap set through setVariable does not need to be assigned again:\n\n```sqf\nplayer setVariable [\"myMap\", createHashMapFromArray [[\"a\",1], [\"b\",2], [\"c\",3]]];\nprivate _myMap = player getVariable \"myMap\";\n_myMap set [\"z\", 4];\nplayer getVariable \"myMap\"; // returns [[\"a\",1], [\"b\",2], [\"c\",3], [\"z\",4]]\n```\n\n#### Copying a HashMap\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\nprivate _myNewMap = _myMap;\n_myMap set [\"a\", 1337];\n_myNewMap get \"a\"; // returns 1337\n```\n\nIn order to avoid this behaviour, **copy** the HashMap with + (plus):\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\nprivate _myNewMap = +_myMap;\n_myMap set [\"a\", 1337];\n_myNewMap get \"a\"; // still 1\n```\n\nArrays stored as key or value in the HashMap will also be deep-copied.\n\n### Advanced Usage\n\n#### Iterating through a HashMap\n\nIn general, HashMaps have to be considered unordered. While iterating through them is possible with forEach, it is less efficient than looping through Arrays.\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\", 1], [\"b\", 2]];\n{ systemChat str [_x, _y] } forEach _myMap;\n```\n\nWhen iterating through a HashMap with forEach, `_x` contains the key of the current element and `_y` contains the corresponding value.\n\n#### Merging two HashMaps\n\nTwo HashMaps can be merged together using merge.\n\n```sqf\n_hashMap1 merge _hashMap2;\n```\n\n#### Unsupported Key Types\n\nFor some unsupported data types, such as Objects, the following workaround can be used, as long as they're supported by the hashValue command:\n\n```sqf\nTAG_fnc_set = {\n    params [\"_hashmap\", \"_key\", \"_value\"];\n    isNil {\n        private _hash = hashValue _key;\n        private _keyVals = _hashmap getOrDefault [_hash, [[],[]], true]; // uses an array to resolve any potential hash collision\n\n        private _keyIndex = _keyVals#0 find _key;\n        if (_keyIndex < 0) then {\n            _keyVals#0 pushBack _key;\n            _keyVals#1 pushBack _value;\n        } else {\n            _keyVals#1 set [_keyIndex, _value];\n        };\n    };\n};\nTAG_fnc_get = {\n    params [\"_hashmap\", \"_key\", \"_defaultValue\"];\n    private \"_return\";\n    isNil { // force unscheduled check\n        private _hash = hashValue _key;\n        private _keyVals = _hashmap getOrDefault [_hash, [[],[]]];\n        _return = _keyVals#1 param [_keyVals#0 find _key, _defaultValue];\n    };\n    _return;\n};\nTAG_fnc_remove = {\n    params [\"_hashmap\", \"_key\"];\n    isNil { // force unscheduled check\n        private _hash = hashValue _key;\n        private _keyVals = _hashmap getOrDefault [_hash, [[],[]]];\n        private _keyIndex = _keyVals#0 find _key;\n        if (_keyIndex >= 0) then {\n            _keyVals#0 deleteAt _keyIndex;\n            _keyVals#1 deleteAt _keyIndex;\n        };\n    };\n};\n\n// Example: Add the player object to hashmap (assuming player is not null)\nprivate _tempHashmap = createHashMap;\n[_tempHashmap, player, 1] call TAG_fnc_set; // add the player object as key, and 1 as its value\nprivate _value1 = [_tempHashmap, player, 2] call TAG_fnc_get; // will return 1\nprivate _value2 = [_tempHashmap, objNull, 2] call TAG_fnc_get; // will return 2, the default value\n```\n\nThe above example can be extended to add support for iterations, etc. as well.\n\n#### Automagic assignation\n\nKeys can be prefixed by an underscore so that the HashMap can be converted to private variables on-the-fly using params. This can be useful if a HashMap is kept alive for a long time and its values need to be accessed often, or to further simplify passing data between computers. Here's an example with a simple vehicle respawn system:\n\n```sqf\nprivate _vehicleHashMaps = nearestObjects [player, [\"LandVehicle\"], 50] apply\n{\n    createHashMapFromArray\n    [\n        [\"_vehicle\", _x],\n        [\"_class\", typeOf _x],\n        [\"_startPos\", getPosATL _x],\n        [\"_respawnTimeout\", 10*60],\n        [\"_lastSeenAlive\", diag_tickTime]\n    ]\n};\n\n_vehicleHashMaps spawn\n{\n    while {true} do\n    {\n        {\n            _settings = _x;\n            (values _settings) params (keys _settings); // automagic assignation of each value to a private variable of its key name\n\n            if (alive _vehicle) then\n            {\n                _settings set [\"_lastSeenAlive\", diag_tickTime];\n            }\n            else\n            {\n                if (diag_tickTime - _lastSeenAlive >= _respawnTimeout) then\n                {\n                    deleteVehicle _vehicle;\n                    _vehicle = createVehicle [_class, _startPos, [], 0, \"NONE\"];\n                    _settings set [\"_vehicle\", _vehicle];\n                    _settings set [\"_lastSeenAlive\", diag_tickTime];\n                };\n            };\n\n            sleep 1;\n        } forEach _this;\n\n        sleep 60;\n    };\n};\n```\n\n### Common Errors\n\n#### Scalar Key Precision\n\nNumbers in Arma 3 are floating point numbers, and because there are gaps between floating point numbers, rounding is necessary - see also [Wikipedia](https://en.wikipedia.org/wiki/Single-precision_floating-point_format). For example, 87654316, 87654317, 87654318, 87654319, 87654320, 87654321, 87654322, 87654323 and 87654324 will all be rounded to and treated as the same value by the game engine (because the actual value of each of these numbers can not be represented as an Arma 3 floating point number). Similar problems occur with fractional numbers:\n\n```sqf\n// this will return false:\n(0.3 + 0.4 == 0.7)\n```\n\nThis means that using very large numbers or fractional numbers as HashMap keys has to be done cautiously to avoid accidentally overwriting existing keys.\n\n### See Also\n\n- All HashMap commands","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v2.02\n\nA **HashMap** is a specialized data structure that contains key-value pairs.\nHashMaps provide (near) constant-time lookup for keys, making them highly efficient at finding the value associated with a specific key - even if there is a very large amount of keys.\nSee [Wikipedia](https://en.wikipedia.org/wiki/Hash_table) to learn more about the underlying technology.\n\nWhile HashMaps and Arrays share many traits (and SQF command names), there are important differences and HashMaps must not be considered as some sort of new or improved replacement for the Array."},{"heading":"HashMap Basics","level":3,"markdown":"This section introduces the HashMap and its features and is intended to help create a basic understanding of what HashMaps are and what they can be used for."},{"heading":"Comparison with Arrays","level":4,"markdown":"The HashMap and the Array are both data structures that are used to store multiple elements. Arrays are simple and only store single elements, one after the other, while HashMaps store key-value pairs, where each key uniquely identifies a single value.\n\nUnlike Arrays, HashMaps have no order, i.e. there is no such thing as a first, second, third or last element in a HashMap. As such, the # and select commands can not be used with HashMaps. This also means that the order in which the forEach-loop processes a HashMap's key-value pairs is not deterministic.\n\nIterating over all elements in a HashMap is less efficient than doing the same in an Array."},{"heading":"Constant-time Key Lookup","level":4,"markdown":"HashMaps are specifically designed for (near) constant-time lookup of keys.\n\nConsider the following example to understand what that means: Let's say we have an Array that looks like this:\n\n```sqf\nprivate _playerDataArray = [[\"Player_A_UID\", \"Data A-1\", \"Data A-2\" /*, ... */], [\"Player_B_UID\", \"Data B-1\", \"Data B-2\" /*, ... */], [\"Player_C_UID\", \"Data C-1\", \"Data C-2\" /*, ... */] /*, ... */];\n```\n\nWe want to find a specific UID so that we can retrieve the corresponding data. We can easily achieve that using the findIf command:\n\n```sqf\n_index = _playerDataArray findIf {_x # 0 isEqualTo \"Wanted_UID\"};\n_data = _playerDataArray # _index;\n```\n\nBut what findIf actually does for us is something like this:\n\n```sqf\n{\n    if (_x # 0 isEqualTo \"Wanted_UID\") then\n    {\n        breakWith _forEachIndex;\n    };\n} forEach _playerDataArray;\n```\n\nNow consider how many isEqualTo comparisons this forEach-loop has to perform: If the element identified by \"Wanted_UID\" is stored at or near the end of `_playerDataArray`, then our code has to go through (almost) the entire Array to find it - and the same is the case if the element we are looking for does not exist in our Array.\n\nEvery single one of these comparisons takes some time - not much, but it will add up eventually. This is no problem as long as our Array is relatively small, but it becomes a serious issue when the Array starts growing: If there are 10,000 elements in the Array that means up to 10,000 comparisons might be necessary just to find a single element, if there are 100,000 elements that means up to 100,000 comparisons and so on - the amount of steps and time needed to find an element grows linearly with the Array size.\n\nAnd this is where HashMaps come in. Simply put: When a key-value pair is inserted into a HashMap, a hash function is applied to the key to determine the position at which the key-value pair is going to be stored. Then, when we want to retrieve the value associated with a specific key, the same hash function (Arma 3 uses [FNV-1a 64-bit](https://en.wikipedia.org/wiki/Fowler%E2%80%93Noll%E2%80%93Vo_hash_function)) is applied to that key and the resulting position tells the HashMap exactly where to find the key-value pair that we are looking for.\n\n```sqf\nprivate _data = _playerDataHashMap get \"Wanted_UID\";\n```\n\nSince the process to find a given key-value pair is always the same (apply hash function, look at the resulting position, return the value that is stored there), it also always takes (more or less) the same amount of time - regardless of the size of the HashMap.\n\nThat is what constant-time lookup for keys means. And it comes with very useful benefits: The procedures to search for, retrieve, modify or remove a specific element can all be completed in constant time; whether the HashMap contains 10, 10,000 or 1,000,000 elements does not matter."},{"heading":"Working with HashMaps","level":3,"markdown":""},{"heading":"Supported Key Types","level":4,"markdown":"Because of the requirement for the keys to be hashable (and constant), not all Data Types can be used as keys.\n\nSupported types are limited to:\n\n- Array\n- Boolean\n- Code\n- Config\n- Namespace\n- NaN\n- Number\n- Side\n- String\n\n> [!IMPORTANT]\n> - For some unsupported key types, such as Objects, a workaround can be used. See Unsupported Key Types.\n> - Array keys can only contain supported types.\n> - Array keys are deep-copied on insertion and cannot be modified when retrieved via keys or inside forEach.\n> - The virtual type HashMapKey is a combination of all the supported types."},{"heading":"Creating a HashMap","level":4,"markdown":"```sqf\n// example of an empty HashMap:\nprivate _myMap = createHashMap;\ncount _myMap; // returns 0\n\n// example of a prefilled HashMap:\nprivate _myFilledMap = createHashMapFromArray [[\"a\",1], [\"b\",2], [\"c\", 3]];\ncount _myFilledMap; // returns 3\n```"},{"heading":"Setting an element","level":4,"markdown":"```sqf\nprivate _myMap = createHashMap;\n_myMap set [1, \"hello there\"]; // _myMap is 1, \"hello there\"\n```\n\nInserting an element with a key that already exists inside the HashMap will overwrite the existing key.\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\nprivate _overwritten = _myMap set [\"a\", 1337]; // _myMap is now [[\"a\",1337], [\"b\",2]] and _overwritten is true\n```"},{"heading":"Getting an element","level":4,"markdown":"Values are retrieved by their key:\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\n_myMap get \"a\"; // returns 1\n_myMap get \"z\"; // returns Nothing\n_myMap getOrDefault [\"z\", \"NotFound\"]; // returns \"NotFound\"\n// alternatively\n_myMap getOrDefaultCall [\"z\", { systemChat \"key 'z' does not exist, creating it\"; \"26\"; }, true];\n```"},{"heading":"Removing an element","level":4,"markdown":"Elements can be removed (deleted) from the HashMap using deleteAt with the element's key:\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\n_myMap deleteAt \"b\"; // _myMap is \"a\",1\n```"},{"heading":"Checking if an element exists","level":4,"markdown":"It is possible to check if a key is present in the HashMap using the in command:\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\n\"a\" in _myMap; // returns true\n\"z\" in _myMap; // returns false\n```"},{"heading":"Counting elements","level":4,"markdown":"The count command can be used to return the number of key-value pairs stored in the HashMap:\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\ncount _myMap ; // returns 2\n```"},{"heading":"Retrieving keys","level":4,"markdown":"Retrieving an Array of all keys in the HashMap using the keys command:\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\nkeys _myMap; // returns [\"a\", \"b\"]\n```"},{"heading":"HashMap variables","level":4,"markdown":"A HashMap variable is a reference to the HashMap (see [Wikipedia](https://en.wikipedia.org/wiki/Reference_(computer_science))); this means that if the HashMap is edited, all scripts and functions using this HashMap will see the changes.\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2], [\"c\",3]];\nprivate _myNewMap = _myMap;\n_myMap set [\"z\", 4];\n_myNewMap get \"z\"; // returns 4\n```\n\nA HashMap set through setVariable does not need to be assigned again:\n\n```sqf\nplayer setVariable [\"myMap\", createHashMapFromArray [[\"a\",1], [\"b\",2], [\"c\",3]]];\nprivate _myMap = player getVariable \"myMap\";\n_myMap set [\"z\", 4];\nplayer getVariable \"myMap\"; // returns [[\"a\",1], [\"b\",2], [\"c\",3], [\"z\",4]]\n```"},{"heading":"Copying a HashMap","level":4,"markdown":"```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\nprivate _myNewMap = _myMap;\n_myMap set [\"a\", 1337];\n_myNewMap get \"a\"; // returns 1337\n```\n\nIn order to avoid this behaviour, **copy** the HashMap with + (plus):\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\",1], [\"b\",2]];\nprivate _myNewMap = +_myMap;\n_myMap set [\"a\", 1337];\n_myNewMap get \"a\"; // still 1\n```\n\nArrays stored as key or value in the HashMap will also be deep-copied."},{"heading":"Advanced Usage","level":3,"markdown":""},{"heading":"Iterating through a HashMap","level":4,"markdown":"In general, HashMaps have to be considered unordered. While iterating through them is possible with forEach, it is less efficient than looping through Arrays.\n\n```sqf\nprivate _myMap = createHashMapFromArray [[\"a\", 1], [\"b\", 2]];\n{ systemChat str [_x, _y] } forEach _myMap;\n```\n\nWhen iterating through a HashMap with forEach, `_x` contains the key of the current element and `_y` contains the corresponding value."},{"heading":"Merging two HashMaps","level":4,"markdown":"Two HashMaps can be merged together using merge.\n\n```sqf\n_hashMap1 merge _hashMap2;\n```"},{"heading":"Unsupported Key Types","level":4,"markdown":"For some unsupported data types, such as Objects, the following workaround can be used, as long as they're supported by the hashValue command:\n\n```sqf\nTAG_fnc_set = {\n    params [\"_hashmap\", \"_key\", \"_value\"];\n    isNil {\n        private _hash = hashValue _key;\n        private _keyVals = _hashmap getOrDefault [_hash, [[],[]], true]; // uses an array to resolve any potential hash collision\n\n        private _keyIndex = _keyVals#0 find _key;\n        if (_keyIndex < 0) then {\n            _keyVals#0 pushBack _key;\n            _keyVals#1 pushBack _value;\n        } else {\n            _keyVals#1 set [_keyIndex, _value];\n        };\n    };\n};\nTAG_fnc_get = {\n    params [\"_hashmap\", \"_key\", \"_defaultValue\"];\n    private \"_return\";\n    isNil { // force unscheduled check\n        private _hash = hashValue _key;\n        private _keyVals = _hashmap getOrDefault [_hash, [[],[]]];\n        _return = _keyVals#1 param [_keyVals#0 find _key, _defaultValue];\n    };\n    _return;\n};\nTAG_fnc_remove = {\n    params [\"_hashmap\", \"_key\"];\n    isNil { // force unscheduled check\n        private _hash = hashValue _key;\n        private _keyVals = _hashmap getOrDefault [_hash, [[],[]]];\n        private _keyIndex = _keyVals#0 find _key;\n        if (_keyIndex >= 0) then {\n            _keyVals#0 deleteAt _keyIndex;\n            _keyVals#1 deleteAt _keyIndex;\n        };\n    };\n};\n\n// Example: Add the player object to hashmap (assuming player is not null)\nprivate _tempHashmap = createHashMap;\n[_tempHashmap, player, 1] call TAG_fnc_set; // add the player object as key, and 1 as its value\nprivate _value1 = [_tempHashmap, player, 2] call TAG_fnc_get; // will return 1\nprivate _value2 = [_tempHashmap, objNull, 2] call TAG_fnc_get; // will return 2, the default value\n```\n\nThe above example can be extended to add support for iterations, etc. as well."},{"heading":"Automagic assignation","level":4,"markdown":"Keys can be prefixed by an underscore so that the HashMap can be converted to private variables on-the-fly using params. This can be useful if a HashMap is kept alive for a long time and its values need to be accessed often, or to further simplify passing data between computers. Here's an example with a simple vehicle respawn system:\n\n```sqf\nprivate _vehicleHashMaps = nearestObjects [player, [\"LandVehicle\"], 50] apply\n{\n    createHashMapFromArray\n    [\n        [\"_vehicle\", _x],\n        [\"_class\", typeOf _x],\n        [\"_startPos\", getPosATL _x],\n        [\"_respawnTimeout\", 10*60],\n        [\"_lastSeenAlive\", diag_tickTime]\n    ]\n};\n\n_vehicleHashMaps spawn\n{\n    while {true} do\n    {\n        {\n            _settings = _x;\n            (values _settings) params (keys _settings); // automagic assignation of each value to a private variable of its key name\n\n            if (alive _vehicle) then\n            {\n                _settings set [\"_lastSeenAlive\", diag_tickTime];\n            }\n            else\n            {\n                if (diag_tickTime - _lastSeenAlive >= _respawnTimeout) then\n                {\n                    deleteVehicle _vehicle;\n                    _vehicle = createVehicle [_class, _startPos, [], 0, \"NONE\"];\n                    _settings set [\"_vehicle\", _vehicle];\n                    _settings set [\"_lastSeenAlive\", diag_tickTime];\n                };\n            };\n\n            sleep 1;\n        } forEach _this;\n\n        sleep 60;\n    };\n};\n```"},{"heading":"Common Errors","level":3,"markdown":""},{"heading":"Scalar Key Precision","level":4,"markdown":"Numbers in Arma 3 are floating point numbers, and because there are gaps between floating point numbers, rounding is necessary - see also [Wikipedia](https://en.wikipedia.org/wiki/Single-precision_floating-point_format). For example, 87654316, 87654317, 87654318, 87654319, 87654320, 87654321, 87654322, 87654323 and 87654324 will all be rounded to and treated as the same value by the game engine (because the actual value of each of these numbers can not be represented as an Arma 3 floating point number). Similar problems occur with fractional numbers:\n\n```sqf\n// this will return false:\n(0.3 + 0.4 == 0.7)\n```\n\nThis means that using very large numbers or fractional numbers as HashMap keys has to be done cautiously to avoid accidentally overwriting existing keys."},{"heading":"See Also","level":3,"markdown":"- All HashMap commands"}],"categories":["Data Types","Introduced with Arma 3 version 2.02"],"groups":["Data Types"]},{"name":"HashMapKey","title":"HashMapKey","type":"topic","url":"https://community.bistudio.com/wiki/HashMapKey","revid":330441,"updated":"2022-09-15T21:04:29Z","aliases":[],"markdown":"HashMapKey is a virtual compound type containing all the possible types that can be used as keys in a HashMap.\n\nThe types are:\n\n- Number\n- Boolean\n- String\n- Code\n- Side\n- Config\n- Namespace\n- NaN\n- Array","sections":[{"heading":null,"level":1,"markdown":"HashMapKey is a virtual compound type containing all the possible types that can be used as keys in a HashMap.\n\nThe types are:\n\n- Number\n- Boolean\n- String\n- Code\n- Side\n- Config\n- Namespace\n- NaN\n- Array"}],"categories":["Magic Types"],"groups":["Data Types"]},{"name":"HDR Lighting","title":"HDR Lighting","type":"topic","url":"https://community.bistudio.com/wiki/HDR_Lighting","revid":364386,"updated":"2024-05-13T08:26:54Z","aliases":[],"markdown":"High Dynamic Range Lighting (**HDR Lighting**) refers to all of the lighting values which are rendered in Armed Assault can consist of real world ranges.\nThis means that the Real Virtuality engine since ArmA: Armed Assault is handling lighting conditions which are several orders of magnitude different.\nFor the player it means that when entering dark areas from light it takes some time to adjust the eyes so it’s not only a visual effect but also influences the way that the game is played.\n\n### See Also\n\n- Real Virtuality\n- [Wikipedia Article on HDR Lighting](https://en.wikipedia.org/wiki/High_dynamic_range_rendering)","sections":[{"heading":null,"level":1,"markdown":"High Dynamic Range Lighting (**HDR Lighting**) refers to all of the lighting values which are rendered in Armed Assault can consist of real world ranges.\nThis means that the Real Virtuality engine since ArmA: Armed Assault is handling lighting conditions which are several orders of magnitude different.\nFor the player it means that when entering dark areas from light it takes some time to adjust the eyes so it’s not only a visual effect but also influences the way that the game is played."},{"heading":"See Also","level":3,"markdown":"- Real Virtuality\n- [Wikipedia Article on HDR Lighting](https://en.wikipedia.org/wiki/High_dynamic_range_rendering)"}],"categories":["ArmA: Armed Assault","Arma 2","Arma 3"],"groups":["Modding"]},{"name":"Helicopter Flight Model Config (XML)","title":"Helicopter Flight Model Config (XML)","type":"topic","url":"https://community.bistudio.com/wiki/Helicopter_Flight_Model_Config_(XML)","revid":378042,"updated":"2026-01-27T16:51:24Z","aliases":[],"markdown":"> **This documentation was reproduced from the official RotorLib Programmer's Guide with permission from [RTDynamics](http://www.rtdynamics.com).**\n> This version of the documentation (4.0) is based on a version of the library that was used in TKOH patch 1.04.\n> Arma 3 Helicopters DLC introduced new version (4.1.1) that contains simulation of vortex ring state. See Arma 3: Advanced Helicopter Flight Model for more information.\n\n### What is RotorLib FDM?\n\nRotorLib FDM is RTDynamics' rotary wing aircraft flight dynamics model solution. It includes aerodynamic models, ground contact model, flight instrument models and flight control system simulation.\n\nRotorLib FDM is designed for pilot-in-the-loop applications such as flight training simulators, mission rehearsal systems and combat training simulators.\n\n### RotorLib Flight Dynamics Model\n\n#### GenHeli600 model\n\nThe generic RotorLib FDM helicopter flight dynamics model is implemented in *RotorLibFDM::GenHeli600 class*. This class uses several mathematical models as components to create a generic helicopter model. GenHeli600 consists of:\n\n- rotor models\n- vertical and horizontal stabilizers & wings\n- fuselage model\n- ground contacts (skids, wheels, inflatable buoys)\n- engine model\n- drive train model\n- flight control system\n- flight instruments\n\nForces and moments computed by these models are used by a real-time rigid body dynamics model to update the rigid body state of the helicopter. Below you can find an overview of the flight dynamics model.\n\n#### GenHeli600 configuration\n\nGenHeli600 flight dynamics model is configured through XML configuration files. These configuration files are given to the constructor of the GenHeli600 class.\n\nConfiguration files start with an FDM type declaration and file version definition. Configuration parameters are defined between the opening and closing tags of this type declaration. The simplified layout of the configuration is provided below.\n\n```xml\n<GenHeli600 version=\"1.0\">\n    <!-- Physical parameters of the Main Body -->\n    <MomentsOfInertia Ixx Iyy Izz Iyz /><!-- Kg*m^2 -->\n    <Mass mass /><!-- Kg -->\n    <CenterOfGravity x y z /><!-- meters, relative to reference datum -->\n\n    <Fuselage>\n        <!-- GenHeli600 fuselage model is implemented using RotorLibFDM::FGHeliFuselage100 model. See Fuselage section below for details. -->\n    </Fuselage>\n\n    <Engines>\n        <Engine type>\n            <!-- Configuration for the chosen engine models must be provided inside the <Engine> </Engine> tags -->\n        </Engine>\n        .\n        .\n        .\n        <Engine type>\n            <!-- The number of engines that can be added to a helicopter is not limited. -->\n        </Engine>\n    </Engines>\n\n    <DriveTrains>\n        <DriveTrain type>\n            <!-- Configuration for the chosen engine model must be provided inside the <DriveTrain> </DriveTrain> tags -->\n        </DriveTrain>\n        .\n        .\n        .\n        <DriveTrain type>\n            <!-- The number of drive trains that can be added to a helicopter is not limited. -->\n        </DriveTrain>\n    </DriveTrains>\n\n    <ControlSystem>\n        <CSComponent type >\n            <!-- Flight control system configuration. In this section a multitude of flight control system components can be defined. -->\n            <!-- Each component should be defined in a separate <CSComponent> section. -->\n            <!-- type parameter in CSComponent defines which component type (e.g. FCSRotationDamper ) will be created. -->\n        </CSComponent>\n        .\n        .\n        .\n        <CSComponent type >\n            <!-- Inside the <CSComponent> </CSComponent> configuration parameters of the chosen component model has to be provided. -->\n        </CSComponent>\n    </ControlSystem>\n\n    <Rotors>\n        <Rotor type>\n            <!-- Type of the rotor model (e.g. FGRotorBladeElementTheory) must be defined with the type attribute in <Rotor> tag. -->\n            <!-- Configuration of the chosen model resides inside <Rotor></Rotor> tags. -->\n        </Rotor>\n        .\n        .\n        .\n        <Rotor type>\n            <!-- Number of rotors that can be added is not limited. See Rotor Models section for information about rotor models. -->\n        </Rotor>\n    </Rotors>\n\n    <!-- N stabilizers. Name of the stabilizers are to be given by the developers. -->\n    <StabilizersAndWings>\n        <StabilizerName_1>\n            <!-- Each stabilizer is defined within opening and closing tags which are named by the developer. -->\n            <!-- For example, if it is desired that the first stabilizer is called HorizontalStabilizerRight, -->\n            <!-- than the stabilizer configuration is made within <HorizontalStabilizerRight> </HorizontalStabilizerRight> tags.-->\n            <!-- Stabilizers and wings use RTD::FGHelicopterStabilizerWing wing model which supports rotor downwash effects. -->\n            <!-- See Stabilizers section for details.-->\n        </StabilizerName_1>\n        .\n        .\n        .\n        <StabilizerName_n>\n            <!-- The number of stabilizers and wings is not limited. -->\n        </StabilizerName_n>\n    </StabilizersAndWings>\n    <GroundContacts>\n        <GeneralConfiguration\n            gearExtensionTime gearDragCoefficient\n            gearReferenceArea maxSteerableGearDeflection\n            maxSteerableGearDeflection\n            steerableGearSpeedCorrectionFactor/ >\n        <GroundContact type>\n            <!-- See Ground Contacts section for details -->\n        </GroundContact>\n        .\n        .\n        .\n        <GroundContact type>\n            <!-- The number of Ground contacts is not limited. -->\n        </GroundContact>\n    </GroundContacts>\n</GenHeli600>\n```\n\n#### Rotor Model\n\nRTDynamics SDK provides two rotor models which are implemented in *FGRotorBladeElementTheory* and *FGRotorMomentumTheory* classes. These models simulate aerodynamic and mechanical behavior of a rotor. Both of the models are suitable as main and tail rotors, however, a good tradeoff between performance and fidelity is obtained when the blade element model is used for the main rotor and the momentum theory based model is used for the tail rotor. Inputs and outputs of the model are summarized below:\n\nFollowing figure summarizes some of the conventions used in the models. The figure is prepared for a CCW rotor, but except the azimuth (psi) the definitions remain the same. Azimuth angle increases always in the direction of rotation and differs for CCW and CW rotors.\n\nRotor models compute forces (thrust, drag and side force) and moments (pitching, rolling and yawing) at the rotor hub and apply them to the aircraft at its center of gravity. The direction convention for forces and moments is independent of rotor rotation direction.\n\nRotor models compute induced velocity and rotor wake skew angle which are used by other simulation model components to simulate interference effects, e.g. downwash on fuselage. Induced velocity is positive downwards. Rotor wake skew angle is defined zero downwards and increases bacwards (see figure).\n\n##### FGRotorBladeElementTheory configuration format\n\nTo configure a blade element theory model based rotor, a <Rotor> section with type FGRotorBladeElementTheory must be defined in the configuration file. Configuration parameters of the rotor must be in this section.\n\nThe layout of the configuration format is as follows.\n\n```xml\n<Rotor type=\"FGRotorBladeElementTheory\">\n\n    <Geometry>\n        <Position x y z /> <!-- RTDynamics coordinate system ( Y forward, X rightward, Z up) relative to the vehicle body coordinate system. -->\n        <Tilt lateralTilt longitudinalTilt /> <!-- degrees, positive values denote a right/back tilt -->\n        <Blades radius chord count hingeOffset flappingHingeLowerLimit flappingHingeHigherLimit />\n        <Rotation clockwise /> <!-- true/false -->\n        <Delta3 angle /> <!-- pitch-flap coupling in degrees. see \"blade azimuth, feathering and flapping diagram\" -->\n    </Geometry>\n\n    <MechanicalFeatures Ir Ib maxBrakeTorque />\n    <!-- Ir : Moment of inertia (rotational inertia) of the rotor about the shaft axis in kg*m^2. -->\n    <!-- Ib : Moment of inertia (rotational inertia) of a blade about the flapping hinge in kg*m^2. -->\n    <!-- maxBrakeTorque : Maximum torque that is applied by the rotor brake in N*m. -->\n\n    <AerodynamicFeatures>\n\n        <InducedVelocity thrustGain rollMomentGain pitchMomentGain groundEffectFactor />\n        <!-- unitless, empirical correction factors, default 1 = no effect -->\n        <!-- thrustFactor: strength of the induced velocity depending on the rotor thrust -->\n        <!-- groundEffectFactor : strength of the ground effect -->\n\n        <DesignRPM rpm /><!-- If no engine is connected to the rotor, it will rotate with this speed -->\n\n        <Controls swashPlatePhaseAngle /> <!-- degrees, see \"blade azimuth, feathering and flapping diagram\" -->\n\n        <Blades twist><!-- degrees, usually a negativ value -->\n\n        <LiftCoefficient>\n\n                        Mach_1        Mach_2    ...    Mach_m\n            AoA_1        Cl_1_1        Cl_1_2    ...    Cl_1_m\n            AoA_2        Cl_2_1        Cl_2_2    ...    Cl_2_m\n\n            <!-- . . . -->\n\n            AoA_n        Cl_n_1        Cl_n_2    ...    Cl_n_m\n\n        </LiftCoefficient>\n\n        <DragCoefficient>\n\n                        Mach_1        Mach_2    ...    Mach_m\n            AoA_1        Cd_1_1        Cd_1_2    ...    Cd_1_m\n            AoA_2        Cd_2_1        Cd_2_2    ...    Cd_2_m\n            .\n            .\n            .\n            AoA_n        Cd_n_1        Cd_n_2    ...    Cd_n_m\n\n        </DragCoefficient>\n\n        <!-- 2D look up tables describe the lift and drag coefficients for various Mach number and angle of attack combinations. -->\n        <!-- Lift and drag coefficients are unitless aerodynamic parameters. -->\n        <!-- Mach numbers must start from zero and go until the largest expected maximum Mach number for the advancing blade's tip. -->\n        <!-- Angle of attack range must be [-180,180] to ensure that the tables provide a look up value in all flight conditions. -->\n\n        </Blades>\n\n    </AerodynamicFeatures>\n\n</Rotor>\n```\n\n##### FGRotorMomentumTheory configuration format\n\nTo configure a momentum theory model based rotor, a <Rotor> section with type *FGRotorMomentumTheory* must be defined in the configuration file. Configuration parameters of the rotor must be in this section.\n\nA simplified layout of the model configuration is provided below.\n\n```xml\n<Rotor type=\"FGRotorMomentumTheory\">\n<Geometry>\n    <Position x y z /><!-- RTDynamics coordinate system ( Y forward, X rightward, Z up) relative to the vehicle body coordinate system. -->\n    <Tilt lateralTilt longitudinalTilt /> <!-- degrees, positive values denote a right/back tilt -->\n    <Blades radius chord count hingeOffset flappingHingeLowerLimit flappingHingeHigherLimit />\n    <Rotation clockwise /> <!-- true/false -->\n    <Delta3 angle /> <!-- pitch-flap coupling in degrees. see \"blade azimuth, feathering and flapping diagram\" -->\n</Geometry>\n\n<MechanicalFeatures Ir Ib maxBrakeTorque />\n<!-- Ir : Moment of inertia (rotational inertia) of the rotor about the shaft axis in kg*m^2. -->\n<!-- Ib : Moment of inertia (rotational inertia) of a blade about the flapping hinge in kg*m^2. -->\n<!-- maxBrakeTorque : Maximum torque that is applied by the rotor brake in N*m. -->\n\n<AerodynamicFeatures>\n    <Blades liftCurveSlope zeroLiftDragCoefficient twist />\n    <!-- liftCurveSlope : unitless, Slope of the blade lift curve. X axis of the curve is assumed to be in degrees. -->\n    <!-- Example: If a lift curve has Clmax = 1.5 at 15 degrees , liftCurveSlope will be 1.5/15 = 0.1. -->\n    <!-- zeroLiftDragCoefficient : unitless, Drag coefficient of the blades at zero lift. -->\n    <!-- twist : Blade twist in degrees. -->\n    <Power inducedPowerCorrectionFactor /> <!-- an empirical correction factor for the computation of the induced power -->\n    <GroundEffect magnitude /> <!-- unitless, empirical correction factor -->\n    <DesignRPM rpm /> <!-- If no engine is connected to the rotor, it will rotate with this speed -->\n</AerodynamicFeatures>\n<MainRotor>\n```\n\n#### Fuselage\n\nFuselage model is implemented in *FGHeliFuselage100* class. Inputs and outputs of the model are summarized in the following diagram:\n\nAll forces and moments are computed at the center of gravity.\n\nDuring simulation update, fuselage model initially computes the effective relative wind (in other words, air stream velocity) acting on the fuselage. To compute the effective relative wind helicopter velocity, wind velocity and the main rotor downwash is used. Downwash is characterized by rotor wake skew angle and induced velocity, which are outputs of the rotor model (see Rotor model section for details). Unfortunately, these values can not be used directly to compute the rotor's effect on the fuselage because they are only reference values and the actual induced velocity changes depending on the position on the helicopter. Different parts of the fuselage receive different amount of induced air stream. Therefore there are two curve sets in the configuration file ( *MainRotorDownwash and MainRotorInplanewash*) which define downwash and inplanewash coefficients depending on the rotor wake skew angle. Using induced velocity output of the main rotor and these curves (as look-up tables indexed by rotor wake angle) final air stream velocity vector is computed.\n\nBoth the magnitude and direction of the incoming air stream affect the resulting forces and moments so the angle of attack and side slip angles for the effective relative wind are computed. Configuration parameters of the fuselage includes two curves for each force and moment. One of them bases on angle of attack and the other on side slip angle. These are used as look-up tables for computing the forces and the moments.\n\n##### FGHeliFuselage100 configuration format\n\nSimplified layout of the model configuration is provided below.\n\n```xml\n<Fuselage CoPX CoPY CoPZ>\n    <MainRotorInplanewash>\n        <Low_a1 a1>\n            WakeSkewAngle_1 Cinplanewash_1\n            WakeSkewAngle_2 Cinplanewash_2\n            .\n            .\n            .\n            WakeSkewAngle_n Cinplanewash_n\n        </Low_a1>\n\n        <Medium_a1 a1>\n            <!-- As in Low_a1 -->\n        </Medium_a1>\n\n        <High_a1 a1>\n            <!-- As in Low_a1 -->\n        </High_a1>\n    </MainRotorInplanewash>\n\n    <MainRotorDownwash>\n        <Low_a1 a1>\n            WakeSkewAngle_1 Cdownwash_1\n            WakeSkewAngle_2 Cdownwash_2\n            .\n            .\n            .\n            WakeSkewAngle_n Cdownwash_n\n        </Low_a1>\n\n        <Medium_a1 a1>\n            <!-- As in Low_a1 -->\n        </Medium_a1>\n\n        <High_a1 a1>\n            <!-- As in Low_a1 -->\n        </High_a1>\n    </MainRotorDownwash>\n\n    <LiftDueToAoA>\n        AngleOfAttack_1        Cliftaoa_1\n        AngleOfAttack_2        Cliftaoa_2\n        .\n        .\n        .\n        AngleOfAttack_n        Cliftaoa_n\n    </LiftDueToAoA>\n\n    <LiftDueToSideslip>\n        SideSlip_1        Cliftsideslip_1\n        SideSlip_2        Cliftsideslip_2\n        .\n        .\n        .\n        SideSlip_n        Cliftsideslip_n\n    </LiftDueToSideslip>\n\n    <SideForceDueToAoA>\n        <!-- Similar to LiftDueToAoA -->\n    </SideForceDueToAoA>\n\n    <SideForceDueToSideslip>\n        <!-- Similar to LiftDueToSideslip -->\n    </SideForceDueToSideslip>\n\n    <DragDueToAoA>\n        <!-- Similar to LiftDueToAoA -->\n    </DragDueToAoA>\n\n    <DragDueToSideslip>\n        <!-- Similar to LiftDueToSideslip -->\n    </DragDueToSideslip>\n\n    <PitchingMomentDueToAoA>\n        <!-- Similar to LiftDueToAoA -->\n    </PitchingMomentDueToAoA>\n\n    <PitchingMomentDueToSideslip>\n        <!-- Similar to LiftDueToSideslip -->\n    </PitchingMomentDueToSideslip>\n\n    <RollingMomentDueToAoA>\n        <!-- Similar to LiftDueToAoA -->\n    </RollingMomentDueToAoA>\n\n    <RollingMomentDueToSideslip>\n        <!-- Similar to LiftDueToSideslip -->\n    </RollingMomentDueToSideslip>\n\n    <YawingMomentDueToAoA>\n        <!-- Similar to LiftDueToAoA -->\n    </YawingMomentDueToAoA>\n\n    <YawingMomentDueToSideslip>\n        <!-- Similar to LiftDueToSideslip -->\n    </YawingMomentDueToSideslip>\n</Fuselage>\n```\n\n###### Fuselage\n\nCoPX CoPY CoPZ: Position of center of pressure relative to the fuselage center of gravity. These parameters are in meters.\n\n###### MainRotorDownwash and MainRotorInplanewash\n\nEach of these sections contain three curves which define the relationship between the induced velocity acting on the fuselage and the induced velocity of the main rotor. MainRotorDownwash is used to compute Cdownwash and MainRotorInplanewash is used to compute Cinplanewash. These are used to compute the rotorwash acting on the fuselage as follows:\n\n- Downwash (positive downwards) = Main Rotor Induced Velocity * Cdownwash\n- Inplanewash (positive backwards) = Main Rotor Induced Velocity * Cinplanewash\n\nMainRotorDownwash and MainRotorInplanewash can contain three curves for three different a1 (main rotor longitudinal flapping in degrees) values. Depending on current a1, two nearest curves are selected and the coefficients for the current wake skew angle are looked up. Final coefficient is found by linear interpolation between the look-up values.\n\n###### Force curves (Lift, Drag and Side force due to angle of attack and side slip)\n\nThese curves contain lift, drag and side force coefficients depending on angle of attack and side slip. Coefficients due to angle of attack and side slip are found by using these curves as look-up tables. An example computation is provided below:\n\n- Clift = Cliftaoa + Cliftsideslip\n- Lift = dynamic pressure * Clift\n\n###### Moment curves (Pitching, yawing and rolling moments due to angle of attack and side slip)\n\nThese curves contain pitching moment, yawing moment and rolling moment coefficients depending on angle of attack and side slip. Coefficients due to angle of attack and side slip are found by using these curves as look-up tables. An example computation is provided below:\n\n- Cpitch = Cpitchaoa + Cpitchsideslip\n- PitchingMoment = dynamics pressure * Cpitch\n\n#### Stabilizers\n\nStabilizers are simulated with *FGHelicopterStabilizerWing* class. It is derived from *FGWing* and inherits most of the functionality from it. It extends *FGWing* by adding downwash and dynamic pressure change effects.\n\n##### *FGHelicopterStabilizerWing* configuration\n\nGenHeli600 allows definition of one vertical and two horizontal stabilizers. The definitions of the stabilizers are made in <VerticalStabilizer>, <HorizontalStabilizerRight> and <HorizontalStabilizerLeft> sections in the configuration file. Simplified layout of the configuration is provided below.\n\n```xml\n<HorizontalStabilizerRight>\n    <Geometry>\n        <Position x y z /><!-- aerodynamic center of the wing with respect to the reference datum in meters -->\n        <Up x y z /><!-- vector of the wing UP direction in vehicle body coordinates -->\n        <Front x y z /><!-- vector of the wing FRONT direction in vehicle body coordinates -->\n        <SurfaceArea area /><!-- m2 -->\n    </Geometry>\n\n    <AerodynamicFeatures>\n        <DynamicPressureRatio>\n            <AoA>\n                AoA_1 ratio_1\n                AoA_2 ratio_2\n                .\n                .\n                .\n                AoA_n ratio_n\n            </AoA>\n\n            <Sideslip>\n                Sideslip_1 ratio_1\n                Sideslip_2 ratio_2\n                .\n                .\n                .\n                Sideslip_n ratio_n\n            </Sideslip>\n        </DynamicPressureRatio>\n\n        <MainRotorDownwash>\n            <Low_a1 a1>\n                WakeSkew_1 DownwashFactor1\n                WakeSkew_2 DownwashFactor2\n                .\n                .\n                .\n                WakeSkew_n DownwashFactorn\n            </Low_a1>\n\n            <Medium_a1 a1>\n                WakeSkew_1 DownwashFactor_1\n                WakeSkew_2 DownwashFactor_2\n                .\n                .\n                .\n                WakeSkew_n DownwashFactor_n\n            </Medium_a1>\n\n            <High_a1 a1>\n                WakeSkew_1 DownwashFactor_1\n                WakeSkew_2 DownwashFactor_2\n                .\n                .\n                .\n                WakeSkew_n DownwashFactor_n\n            </High_a1>\n        </MainRotorDownwash>\n\n        <MainRotorInplanewash>\n            <!-- As in MainRotorDownwash -->\n        </MainRotorInplanewash>\n\n        <LiftCurve>\n            AoA_1 Cl_1\n            AoA_2 Cl_2\n            .\n            .\n            .\n            AoA_n Cl_n\n        </LiftCurve>\n\n        <DragCurve >\n            AoA_1 Cd_1\n            AoA_2 Cd_2\n            .\n            .\n            .\n            AoA_n Cd_n\n        </DragCurve>\n    </AerodynamicFeatures>\n<HorizontalStabilizerRight>\n```\n\n**DynamicPressureRatio**\n\nIt is possible that due to interference with the fuselage, dynamic pressure observed at the stabilizers are different than the one which is computed using air density and the velocity. This effect is simulated using curves which contain the dynamic pressure ratio vs. fuselage angle of attack and side slip angles. Following equation is used:\n\n**Stabilizer Dynamic Pressure = Dynamic Pressure * RatioAoA * RatioSideslip**\n\nHere RatioAoA is looked up from <AoA> section (angles in degrees, ratio unitless), and RatioSideslip from <sideslip> (angles in degrees, ratio unitless) sections.\n\n**MainRotorDownwash and MainRotorInplanewash**\n\nEach of these sections contain three curves which define the relationship between the induced velocity acting on the stabilizer and the induced velocity of the main rotor. MainRotorDownwash is used to compute Cdownwash and MainRotorInplanewash is used to compute Cinplanewash. These are used to compute the rotorwash acting on the stabilizer as follows:\n\n**Downwash (positive downwards) = Main Rotor Induced Velocity * Cdownwash**\n\n**Inplanewash (positive backwards) = Main Rotor Induced Velocity * Cinplanewash**\n\nMainRotorDownwash and MainRotorInplanewash can contain three curves for three different a1 (main rotor longitudinal flapping in degrees) values. Depending on current a1, two nearest curves are selected and the coefficients for the current wake skew angle are looked up. Final coefficient is found by linear interpolation between the look-up values.\n\n**LiftCurve and DragCurve**\n\nThese curves contain the coefficient of lift and drag vs. angle of attack. Coefficients are unitless and angle of attack is in degrees.\n\n#### Engine and Drive Train\n\nRotorLib FDM has an extensible engine model architecture. Engine models are classes that are derived from *RTD::EngineModelBase*. An existing or user-developed engine model can be attached to the helicopter by defining it in the XML configuration file. To create an engine, an <Engine> section should be defined and engine type has to be set. The configuration parameters of the engine should be between opening and closing tags of the section. Here is an example which creates and configures a ConstantRPMEngine.\n\n```xml\n<Engine type=\"ConstantRPMEngine\">\n    <Performance maxPower=\"3000\" />\n    <ControllerParams P=\"0.04\" I=\"1.0\" D=\"0.0\" offset=\"200\" targetRPM=\"20900\" />\n</Engine>\n```\n\nFollowing figure provides an overview of RotorLib's engine and transmission model. The central component of the model is the transmission which receives the torques as input and computes the final RPM's of the rotors and the engine shaft. The resistance torques applied by the rotors to the transmission are the torques generated by the air resistance on the rotor blades. The engine torque shown in the figure is the torque produced by the engine to rotate the rotors. Transmission uses these torques and the information about rotor gear ratios and rotor rotational inertias to compute angular accelerations and finally the final RPM's for the current frame.\n\nIt is important to note that the engine does not update its own RPM. Engines and rotors provide only the torques acting on the system. Angular accelerations and hence the final RPM's are computed by the transmission model by solving an equation system where solutions for all variables are found simultaneously.\n\n##### ConstantRPMEngine\n\nConstantRPMEngine engine model has an internal PID controller that tries to maintain the rotor RPM at a given rate. The input of the controller is RPM error ( targetRPM - currentShaftRPM ) and its output is shaft torque. The torque that is requested by the controller is not directly applied to the shaft. Final torque output is computed as follows:\n\n**Pmax = emergencyPower * (airDensity / 1.22406) * HP_to_Watt**\n\n**Tmax = min( maxTorque , Pmax / (currentShaftRPM * RPM_to_radsec) )**\n\n**Toutput = min( Tcontroller - currentShaftRPM2 * rotationResistance , Tmax )**\n\nConfiguration format of the model is as follows:\n\n```xml\n<Engine type=\"ConstantRPMEngine\">\n    <General inertia throttleAlwaysFull />\n    <Performance emergencyPower takeOffPower maximumContinuousPower maxTorque rotationResistance />\n    <ControllerParams P I D offset targetRPM />\n<Engine>\n```\n\n- **inertia** : Rotational inertia of the engine in kg*m2.\n- **throttleAlwaysFull** : When set to true, which is the default, throttle input is ignored and always 100% throttle is assumed.\n- **maximumContinuousPower , takeOffPower , emergencyPower** : Available engine power for maximum continuous and takeoff ratings in HP. These parameters are not used in the mathematical model but only as reference. TKOH engine has torque limits and damage defined in *.cpp config files.\n- **maxTorque** : Maximum torque the engine can apply to the shaft. This parameter must be defined in N*m.\n- **rotationResistance** : Engines have a small resistance to the rotation of the shaft due to internal friction. This resistance reduces the efficiency of the engines. In ConstantRPMengine, resistance is modeled as a torque that is proportional to the square of the RPM. rotationResistance parameter is used to adjust the strength of the resistance and has the unit N.m/ RPM2.\n- A **PID controller** is used to regulate the engine torque output.\n  - output = P * error + clamp( I * errorIntegral , integralLimitLow , integralLimitHigh ) + D * errorDerivative + offset\n  - P, I, D, offset, integralLimitLow and integralLimitHigh are the configuration parameters. error is the input of the PID (in this case the RPM error). errorIntegral and errorDerivative are automatically computed. output is the torque, in N*m, that will be applied to the output shaft.\n\n#### Control Systems\n\nRTDynamics SDK has an extensible control system architecture. Existing and/or user developed control system components can be attached to the vehicles and configured using XML configuration files. Control system components are created and configured in <ControlSystem> section of the configuration file. In this section, for each component ( in other words, for each stage ) a <CSComponent> subsection must be defined and the component type must be set using the *type* attribute. Following example defines a single stage of type *FCSRotationDamper*\n\n```xml\n<ControlSystem>\n    <CSComponent type=\"FCSRotationDamper\">\n        <YawController P=\"2\" D=\"0\" />\n        <PitchController P=\"2.0\" D=\"0\" />\n        <RollController P=\"2\" D=\"0.2\" />\n    </CSComponent>\n</ControlSystem>\n```\n\nIf multiple components are defined in the configuration, they are connected to each other in a cascade, i.e. each stage receives its inputs from the previous stage. Only the first stage receives its inputs directly from the application. A disabled stage passes its inputs to the next stage without any change. By enabling/disabling the stages, different automatic control system configurations can be obtained.\n\nEach stage is a control system component. Input and output of each stage is of type *RTD::InoutData*\n\nControl system components are not limited to operate only on their inputs and outputs. *RTD::InputData* is only the default input/output format. The information flow to and from a stage can be extended in two ways:\n\n- Control system components can read from and write to all simulation variables of a vehicle. E.g. *GenericControlSystem* component works this way.\n\n- Components can call each other's class methods to implement master/slave relationships. E.g. RotorLib FDM autopilot implementation works this way.\n\n##### RTD::GenericControlSystem\n\nGenericControlSystem component uses Generic Mathematical Model module.\n\n**MathExpression**\n\nA MathExpression operation contains multiple mathematical expressions separated with comma. These mathematical expressions are compiled into a byte code and can be computed very fast in run-time.\n\nMathematical expressions consist of standard algebraic operators, parantheses, a conditional operator, a predefined set of functions and the assignment operator ( \"=\" ). The aliases that are defined in the Variables section can be used to refer to simulation variables in the expressions. More information about the syntax and available functions is provided in the MathExpression Syntax Appendix.\n\nIn the following example average engine RPM and pitch rate in deg/sec are computed. The results are written to two newly created simulation variables.\n\n```xml\n<Variables>\n    <Variable alias=\"rpm0\" name=\"Engine_0/rpm\" />\n    <Variable alias=\"rpm1\" name=\"Engine_1/rpm\" />\n    <Variable alias=\"pitchRateRadSec\" member=\"X\" name=\"angularVelocityBCS\" />\n    <Variable alias=\"pitchRateDegSec\" dataType=\"REAL\" name=\"pitchRateDegSec\" />\n    <Variable alias=\"averageRPM\" dataType=\"REAL\" name=\"averageRPM\" />\n</Variables>\n\n<MathExpression>\n    <Expression>\n        averageRPM = (rpm0+rpm1)/2.0,\n        pitchRateDegSec = pitchRateRadSec * 180.0 / 3.1415\n    </Expression>\n</MathExpression>\n```\n\nThe first three variable declerations refer to existing simulation variables that are created when the vehicle is created and initialized. The next two, pitchRateDegSec and averageRPM , are created by the generic model. We compute new values and assign to these variables in the Expression section.\n\n**RTD::FCSRotationDamper**\n\nThis control system component is used to dampen the rotational motion of the helicopter in all three axes. It can be used for both airplane and helicopters. FCSRotationDamper contains, for each rotational degree of freedom, a PD controller.\n\n```xml\n<FCSComponent type=\"FCSRotationDamper\">\n    <YawController P D />\n    <PitchController P D />\n    <RollController P D />\n</FCSComponent>\n```\n\nYawController\n\nConfigures the PD controller that damps yawing motion.\n\nP : Proportional coefficient of the controller.\n\nD : Derivative coefficient of the controller.\n\nPitchController\n\nConfigures the PD controller that damps pitching motion.\n\nP : Proportional coefficient of the controller.\n\nD : Derivative coefficient of the controller.\n\nRollController\n\nConfigures the PD controller that damps rolling motion.\n\nP : Proportional coefficient of the controller.\n\nD : Derivative coefficient of the controller.\n\nMore info about **PID controller** concept on Wikipedia: http://en.wikipedia.org/wiki/PID_controller\n\n##### Helicopter Control System Modeling\n\nHelicopter flight control is accomplished by controlling the rotor swash plates, which, by axial movements or tilting, can change the blade pitch collectively (same amount of pitch at every blade azimuth) or cyclically (periodically changing amounts of pitch depending on current azimuth of the blade). Aerodynamic effects, that are produced by blade pitch control, can be used to control the thrust and rotational moments that are produced by a rotor.\n\nPilots control the swash plates, and hence the helicopters, with cyclic stick, collective lever and anti-torque pedals. Flight control system modeling is about modeling the way these control devices are connected to the swash plates. Every helicopter has a different mechanical mixing method, different actuators, and different stability augmentation methods. Because of this, GenHeli600 does not connect pilot inputs to the swash plates automatically. Instead, GenericControlSystem component must be used to connect control system outputs to the swash plates.\n\nIn the following example a simple flight control system is modeled. The first control system stage, which receives the pilot inputs, is a FCSRotationDamper. FCSRotationDamper modifies the inputs to reduce the angular rates. For example, if the helicopter has a positive roll rate (rolling right), FCSRotationDamper will reduce the RTD::PilotInputs::m_rollPitchControl[0] slightly to dampen this roll motion. The output of the stage will include the reduced value.\n\nThe second stage of the control system is a GenericControlSystem. Input to this component is the output of the first stage. In this stage, m_rollPitchControl input is used to tilt the main rotor swash plate and hence the rotor itself to produce pitching and rolling moments. m_collective is used to move the main rotor swash plate vertically for controlling the rotor thrust. Finally, m_pedals input is used to move the tail rotor swash plate axially to provide tail rotor thrust control (i.e yaw control).\n\n***Note***\nIn reality, most of the helicopters have a more complex mechanical mixer unit. For example, collective lever is usually connected to the tail rotor so that when collective lever is moved, some amount of yaw moment compensation is provided automatically. There are various similar mixing methods that are used to alleviate control coupling problems.\n\nWe have to change the simulation variables that represent swash plate state to connect the control inputs to the swash plates as described above. These variables are listed below. Note that, all variables are in radians :\n\n- MainRotor/theta0 : Main rotor collective pitch.\n- MainRotor/A1 : Main rotor cyclic blade pitch lateral component\n- MainRotor/B1: Main rotor cyclic blade pitch longitudinal component\n- TailRotor/theta0 : Tail rotor collective pitch\n- TailRotor/A1 : Tail rotor cyclic blade pitch lateral component\n- TailRotor/B1: Tail rotor cyclic blade pitch longitudinal component\n\nIn the example control system, following control ranges are used:\n\n- Collective [6.5, 20] deg\n- Lateral cyclic [-13 , 9] deg\n- Longitudinal cyclic [-12 , 16] deg\n- Pedals [30,-30] deg\n\nYou can find the configuration of the described system below. Note that, *latCyclic , lonCyclic* and *pedals* are in [-1,1] range. This is why they are mapped into [0,1] range inside the linearInterp function.\n\n```xml\n<ControlSystem>\n    <FCSComponent type=\"FCSRotationDamper\">\n        <YawController P=\"2\" D=\"0\" />\n        <PitchController P=\"2.0\" D=\"0\" />\n        <RollController P=\"0.4\" D=\"0.01\" />\n    </FCSComponent>\n\n    <CSComponent type=\"GenericControlSystem\">\n        <Variables>\n            <Variable name=\"CSComponent_1/ControlOutput/pitchRollControl\" member=\"roll\" alias=\"latCyclic\" />\n            <Variable name=\"CSComponent_1/ControlOutput/pitchRollControl\" member=\"pitch\" alias=\"lonCyclic\" />\n            <Variable name=\"CSComponent_1/ControlOutput/pedals\" alias=\"pedals\" />\n            <Variable name=\"CSComponent_1/ControlOutput/collective\" alias=\"collective\" />\n\n            <Variable name=\"MainRotor/A1\" alias=\"A1m\" />\n            <Variable name=\"MainRotor/B1\" alias=\"B1m\" />\n            <Variable name=\"MainRotor/theta0\" alias=\"Th0m\" />\n\n            <Variable name=\"TailRotor/A1\" alias=\"A1t\" />\n            <Variable name=\"TailRotor/B1\" alias=\"B1t\" />\n            <Variable name=\"TailRotor/theta0\" alias=\"Th0t\" />\n        </Variables>\n\n        <MathExpression>\n            <Expression>\n                A1m = linearInterp( -13 , 9 , (latCyclic + 1)/2 ),\n                B1m = linearInterp( -12 , 16 , (lonCyclic + 1)/2 ),\n                Th0m= collective * 13.5 + 6.5,\n\n                A1t = 0.0,\n                B1t = 0.0,\n                Th0t = linearInterp( 30 , -30 , (pedals + 1)/2 ),\n\n                A1m = degToRad(A1m),\n                B1m = degToRad(B1m),\n                Th0m = degToRad(Th0m),\n                Th0t = degToRad(Th0t)\n            </Expression>\n        </MathExpression>\n    </CSComponent>\n</ControlSystem>\n```\n\n##### RotorLibFDM::FCSHelicopterAutoTrim\n\nThis control system component is used to trim the helicopter automatically and hence remove the coupling between controls (i.e. collective / pedal coupling). It translates pilot inputs to requested heading, pitch and roll rates or to requested side slip and controls the actuators to achieve the desired state. The final result is a simpler flight.\n\nFCSHelicopterAutoTrim is suitable for simulators where simple input devices, such as a joystick, is used. In case real helicopter input devices with trim lock controls are used, FCSHelicopterAutoTrim should not be used.\n\n```xml\n<FCSComponent type=\"FCSHelicopterAutoTrim\">\n    <YawRateAndSideslipController printDebugInfo>\n        <YawRatePID  P I D offset integralMin integralMax />\n        <SideslipPID P I D offset integralMin integralMax />\n        <Transition speedLow speedHigh />\n        <Maximums maxYawRate maxSideslip />\n        <InputMapping nonlinearity />\n    </YawRateAndSideslipController>\n    <PitchRateController printDebugInfo>\n        <PID P I D offset integralMin integralMax />\n        <MaxPitchRate maxPitchRate />\n    </PitchRateController>\n    <RollRateController printDebugInfo>\n        <PID P I D offset integralMin integralMax />\n        <MaxRollRate maxRollRate />\n    </RollRateController>\n</FCSComponent>\n```\n\nYawRateAndSideslipController\n\nThis controller controls the pedals to reach and maintain a certain yaw rate or side slip. Yaw rate control mode is active at low speeds, whereas side slip control mode is activated at high speeds. The mode change occurs smoothly within a user defined speed range (see Transition below). Within this transition region, both yaw rate and side slip control modes are active but their contribution to the final output varies depending on speed.\n\nprintDebugInfo : A boolean parameter (possible values \"true\" and \"false\" ) to enable/disable debug output to the console from the controller. This is useful for the parametrization of the controller.\n\nYawratePID: Parameters of the PID controller that is used to control yaw rate. Error input to this PID is desired yaw rate - current yaw rate. Desired yaw rate is determined by the pedal input, i.e. pilot's pedal input is translated to a desired yaw rate by the controller.\n\nP : Proportional coefficient of the controller.\n\nI : Integral coefficient of the controller.\n\nD : Derivative coefficient of the controller.\n\noffset : \"Zero point\" of the controller. When error, error derivative and error sum is zero resulting value will be offset.\n\nIntegralMin and integralMax : Minimum/Maximum value the error sum can reach. If the sum of errors go below/above this value it is clamped to this value.\n\nSideslipPID: Parameters of the PID controller that is used to control side slip. Error input to this PID is desired side slip - current side slip. Desired side slip is determined by the pedal input, i.e. pilot's pedal input is translated to a desired side slip by the controller.\n\nP : Proportional coefficient of the controller.\n\nI : Integral coefficient of the controller.\n\nD : Derivative coefficient of the controller.\n\noffset : \"Zero point\" of the controller. When error, error derivative and error sum is zero resulting value will be offset.\n\nIntegralMin and integralMax : Minimum/Maximum value the error sum can reach. If the sum of errors go below/above this value it is clamped to this value.\n\nTransition\n\nYawRateAndSideslipController is designed so that it interprets the pilot pedal input as desired yaw rate at low speeds and as desired side slip at high speeds. A transition region based on speed can be defined to enable a smooth transition between these modes.\n\nspeedLow and speedHigh : Below speedLow, the pedal input will be interpreted as desired yaw rate and after speedHigh as desired side slip. Between these two speeds, the outputs of the Yaw Rate and Side slip subcontrollers will be linearly mixed.\n\nMaximums\n\nmaxYawRate : Maximum yaw rate that can be requested from the controller. This parameter is in deg/s and must be positive always.\n\nmaxSideslip : Maximum side slip angle that can be requested from the controller. This parameter is in degrees and must be positive always.\n\nInputMapping\n\nnonlinearity : In some cases, it might be better to pass the pilot input to the control system non-linearly. For example, in a desktop simulator, where the input device is a common joystick, we might want to have a better precision at the zero point. We can define an exponential relationship between pilot's input and the control system input using nonlinearity parameter. The pedal input that is given to the control system is computed as follows: pedal input to controller = (|pilot pedal input| ^ nonlinearity) * sign(pilot pedal input).\n\nPitchRateController, RollRateController\n\nControllers for pitch and roll rates.\n\nprintDebugInfo : A boolean parameter (possible values \"true\" and \"false\" ) to enable/disable debug output to the console from the controller. This is useful for the parametrization of the controller.\n\nPID : Parameters of the PID controller that is used to regulate the rotational motion.\n\nP : Proportional coefficient of the controller.\n\nI : Integral coefficient of the controller.\n\nD : Derivative coefficient of the controller.\n\noffset : \"Zero point\" of the controller. When error, error derivative and error sum is zero resulting value will be offset.\n\nIntegralMin and integralMax : Minimum/Maximum value the error sum can reach. If the sum of errors go below/above this value it is clamped to this value.\n\nMaxPitchRate and MaxRollRate\n\nThese are maximum angular speeds the controllers are trying to reach. E.g. if control stick is pulled 100% right, RollRateController will try to reach a roll rate of maxRollRate. The values are in deg/sec.\n\nInputMapping\n\nnonlinearity : In some cases, it might be better to pass the pilot input to the control system non-linearly. For example, in a desktop simulator, where the input device is a common joystick, we might want to have a better precision at the zero point. We can define an exponential relationship between pilot's input and the control system input using nonlinearity parameter. The actual input that is given to the control system is computed as follows: input to controller = (|pilot input| ^ nonlinearity) * sign(pilot input).\n\n#### Ground contacts\n\nInteraction with terrain is simulated by ground contacts, classes that are derived from RTD::FGGroundContactBase. Highest fidelity ground contact implementation is RTD::FGGroundContact200 class in the current version. Initially gears are extended.\n\nGround contacts are defined in <GroundContacts> section of the configuration file. Each new ground contact has to be defined in its own section with name <GroundContact>. Also the type of the ground contact has to be declared here using the type attribute. In <GroundContacts> section <GeneralConfiguration> subsection is used to define some parameters that are common to all ground contacts.\n\n```xml\n<GroundContacts>\n    <GeneralConfiguration\n        gearExtensionTime gearDragCoefficient\n        gearReferenceArea maxSteerableGearDeflection\n        steerableGearSpeedCorrectionFactor />\n        <GroundContact type>\n        <!-- Parameters Related to chosen ground contact model -->\n    </GroundContact>\n</GroundContacts>\n```\n\n###### GeneralConfiguration\n\n- gearExtensionTime: Time needed to extend/retract landing gears in seconds.\n- gearDragCoefficient: Coefficient of drag for landing gears.\n- gearReferenceArea: Reference area of the landing gears to be used in air drag computation.\n- maxSteerableGearDeflection: Maximum deflection (in degrees) of the steerable gears.\n- steerableGearSpeedCorrectionFactor: As the speed of the aircraft increases, deflections of steerable gears are automatically reduced to keep the aircraft controllable. This parameter defines the strength of this correction.\n\n###### GroundContact\n\nA multitude of <GroundContact> </GroundContact> sections can be defined. The type parameter defines which ground contact model (E.g. FGGroundContact200) has to be used. Inside the opening and closing tags, configuration parameters of the chosen model has to be provided.\n\n##### FGGroundContact200 configuration\n\nFGGroundContact200 implements a multibody dynamics based ground contact model. It supports inclined and moving surfaces (e.g. for ship deck landing).\n\n```xml\n<GroundContact type=\"FGGroundContact200\">\n    <Features isBrakable isRetractable isSteerable />\n    <Suspension>\n        <MountStation x y z />\n        <SliderAxis x y z />\n        <SuspensionLength length />\n        <SpringParameters\n            springConstant\n            damperConstant\n            maxCompression />\n    </Suspension>\n    <Wheel mass radius>\n        <RollAxis x y z />\n        <Friction\n            slidingFriction\n            resistanceTorqueNoBrake\n            resistanceTorqueFullBrake />\n    </Wheel>\n    <SteeringController\n        maxTorque\n        maxRotSpeed\n        controllerGain\n        inverseRotation\n        keepCenter />\n    <Damage thresholdLoad />\n</GroundContact>\n```\n\n###### Features\n\nGeneral features of the ground contact.\n\n- isBrakable: Is the ground contact a brakable landing gear? (true or false)\n- isRetractable: Is the ground contact a retractable landing gear? (true or false)\n- isSteerable: Is the ground contact a steerable landing gear? (true or false)\n\n###### Suspension\n\nParameters of the suspension.\n\n- MountStation: Position at which the landing gear is mounted onto the aircraft body. Relative to center of gravity and in meters.\n- SliderAxis: This is a unit direction vector which determines along which direction suspension slider can move. It is defined relative to aircraft body coordinates in RTDDynamics coordinate system convention.\n- SuspensionLength: Length of the suspension, i.e. the distance from mount station to middle point of wheel when suspensions are not compressed or decompressed. In meters.\n- SpringParameters\n  - springConstant: Spring constant of the suspension spring. In N/m.\n  - damperConstant: Damper constant of the suspension spring. In N*sec/meter.\n  - maxCompression: Maximum amount the suspension spring can be compressed. This value should be less than or equal to suspension length. In meters.\n\n###### Wheel\n\nParameters of the wheel.\n\n- mass: Mass in Kg.\n- radius: Radius of the wheel in meters.\n- rotationalInertia: Rotational inertia of the wheel in Kg*m^2.\n  - RollAxis: A direction vector that defines the axis of wheel rotation. It is defined relative to aircraft body coordinates.\n  - Friction\n    - slidingFriction: Coefficient of friction between the tire and the ground.\n    - resistanceTorqueNoBrake and resistanceTorqueFullBrake: An effective resistance torque from linear interpolation of resistanceTorqueNoBrake and resistanceTorqueFullBrake depending on the amount of applied wheel brake is applied to the wheel continuously to simulate rolling friction. The resistance torque acts in a direction that opposes the current rotation of the wheel. In N*m.\n\n###### SteeringController\n\n- maxTorque: The steering controller rotates the wheel left or right depending on the pilot's input for steering on the ground. This parameter defines how much torque can be applied to the wheel for this purpose. This parameter is in N*m.\n- maxRotSpeed: This parameter defines how fast the wheel can rotate around the vertical axis. In Deg/sec.\n- controllerGain: The torque applied to the wheel to rotate it is proportional to the difference of pilot's desired wheel direction and current direction multiplied by \\e m_steeringControllerGain (the result is clamped at \\e m_steeringMaxTorque ). This parameter is unitless.\n- inverseRotation: If this parameter is set to true, the wheel will rotate in the opposite direction of the pilot input (if pilot input is to the right wheel will rotate to the left etc. ). This is necessary if the steering wheel is at the back instead of front.\n- keepCenter: If this parameter is set to true, the wheel will not be affected by the pilot's control input but instead will try to keep the wheel in center always. This is useful to model free rotating wheels (a wheel that can rotate around vertical axis but is not actively controlled by actuators ).\n\n###### Damage\n\n- thresholdLoad: During landing the forces acting on the wheel are transferred to the fuselage. Beyond a certain threshold the transferred forces result in damage in the aircraft. The load defined in thresholdLoad (in N) is the threshold used for this purpose.","sections":[{"heading":null,"level":1,"markdown":"> **This documentation was reproduced from the official RotorLib Programmer's Guide with permission from [RTDynamics](http://www.rtdynamics.com).**\n> This version of the documentation (4.0) is based on a version of the library that was used in TKOH patch 1.04.\n> Arma 3 Helicopters DLC introduced new version (4.1.1) that contains simulation of vortex ring state. See Arma 3: Advanced Helicopter Flight Model for more information."},{"heading":"What is RotorLib FDM?","level":3,"markdown":"RotorLib FDM is RTDynamics' rotary wing aircraft flight dynamics model solution. It includes aerodynamic models, ground contact model, flight instrument models and flight control system simulation.\n\nRotorLib FDM is designed for pilot-in-the-loop applications such as flight training simulators, mission rehearsal systems and combat training simulators."},{"heading":"RotorLib Flight Dynamics Model","level":3,"markdown":""},{"heading":"GenHeli600 model","level":4,"markdown":"The generic RotorLib FDM helicopter flight dynamics model is implemented in *RotorLibFDM::GenHeli600 class*. This class uses several mathematical models as components to create a generic helicopter model. GenHeli600 consists of:\n\n- rotor models\n- vertical and horizontal stabilizers & wings\n- fuselage model\n- ground contacts (skids, wheels, inflatable buoys)\n- engine model\n- drive train model\n- flight control system\n- flight instruments\n\nForces and moments computed by these models are used by a real-time rigid body dynamics model to update the rigid body state of the helicopter. Below you can find an overview of the flight dynamics model."},{"heading":"GenHeli600 configuration","level":4,"markdown":"GenHeli600 flight dynamics model is configured through XML configuration files. These configuration files are given to the constructor of the GenHeli600 class.\n\nConfiguration files start with an FDM type declaration and file version definition. Configuration parameters are defined between the opening and closing tags of this type declaration. The simplified layout of the configuration is provided below.\n\n```xml\n<GenHeli600 version=\"1.0\">\n    <!-- Physical parameters of the Main Body -->\n    <MomentsOfInertia Ixx Iyy Izz Iyz /><!-- Kg*m^2 -->\n    <Mass mass /><!-- Kg -->\n    <CenterOfGravity x y z /><!-- meters, relative to reference datum -->\n\n    <Fuselage>\n        <!-- GenHeli600 fuselage model is implemented using RotorLibFDM::FGHeliFuselage100 model. See Fuselage section below for details. -->\n    </Fuselage>\n\n    <Engines>\n        <Engine type>\n            <!-- Configuration for the chosen engine models must be provided inside the <Engine> </Engine> tags -->\n        </Engine>\n        .\n        .\n        .\n        <Engine type>\n            <!-- The number of engines that can be added to a helicopter is not limited. -->\n        </Engine>\n    </Engines>\n\n    <DriveTrains>\n        <DriveTrain type>\n            <!-- Configuration for the chosen engine model must be provided inside the <DriveTrain> </DriveTrain> tags -->\n        </DriveTrain>\n        .\n        .\n        .\n        <DriveTrain type>\n            <!-- The number of drive trains that can be added to a helicopter is not limited. -->\n        </DriveTrain>\n    </DriveTrains>\n\n    <ControlSystem>\n        <CSComponent type >\n            <!-- Flight control system configuration. In this section a multitude of flight control system components can be defined. -->\n            <!-- Each component should be defined in a separate <CSComponent> section. -->\n            <!-- type parameter in CSComponent defines which component type (e.g. FCSRotationDamper ) will be created. -->\n        </CSComponent>\n        .\n        .\n        .\n        <CSComponent type >\n            <!-- Inside the <CSComponent> </CSComponent> configuration parameters of the chosen component model has to be provided. -->\n        </CSComponent>\n    </ControlSystem>\n\n    <Rotors>\n        <Rotor type>\n            <!-- Type of the rotor model (e.g. FGRotorBladeElementTheory) must be defined with the type attribute in <Rotor> tag. -->\n            <!-- Configuration of the chosen model resides inside <Rotor></Rotor> tags. -->\n        </Rotor>\n        .\n        .\n        .\n        <Rotor type>\n            <!-- Number of rotors that can be added is not limited. See Rotor Models section for information about rotor models. -->\n        </Rotor>\n    </Rotors>\n\n    <!-- N stabilizers. Name of the stabilizers are to be given by the developers. -->\n    <StabilizersAndWings>\n        <StabilizerName_1>\n            <!-- Each stabilizer is defined within opening and closing tags which are named by the developer. -->\n            <!-- For example, if it is desired that the first stabilizer is called HorizontalStabilizerRight, -->\n            <!-- than the stabilizer configuration is made within <HorizontalStabilizerRight> </HorizontalStabilizerRight> tags.-->\n            <!-- Stabilizers and wings use RTD::FGHelicopterStabilizerWing wing model which supports rotor downwash effects. -->\n            <!-- See Stabilizers section for details.-->\n        </StabilizerName_1>\n        .\n        .\n        .\n        <StabilizerName_n>\n            <!-- The number of stabilizers and wings is not limited. -->\n        </StabilizerName_n>\n    </StabilizersAndWings>\n    <GroundContacts>\n        <GeneralConfiguration\n            gearExtensionTime gearDragCoefficient\n            gearReferenceArea maxSteerableGearDeflection\n            maxSteerableGearDeflection\n            steerableGearSpeedCorrectionFactor/ >\n        <GroundContact type>\n            <!-- See Ground Contacts section for details -->\n        </GroundContact>\n        .\n        .\n        .\n        <GroundContact type>\n            <!-- The number of Ground contacts is not limited. -->\n        </GroundContact>\n    </GroundContacts>\n</GenHeli600>\n```"},{"heading":"Rotor Model","level":4,"markdown":"RTDynamics SDK provides two rotor models which are implemented in *FGRotorBladeElementTheory* and *FGRotorMomentumTheory* classes. These models simulate aerodynamic and mechanical behavior of a rotor. Both of the models are suitable as main and tail rotors, however, a good tradeoff between performance and fidelity is obtained when the blade element model is used for the main rotor and the momentum theory based model is used for the tail rotor. Inputs and outputs of the model are summarized below:\n\nFollowing figure summarizes some of the conventions used in the models. The figure is prepared for a CCW rotor, but except the azimuth (psi) the definitions remain the same. Azimuth angle increases always in the direction of rotation and differs for CCW and CW rotors.\n\nRotor models compute forces (thrust, drag and side force) and moments (pitching, rolling and yawing) at the rotor hub and apply them to the aircraft at its center of gravity. The direction convention for forces and moments is independent of rotor rotation direction.\n\nRotor models compute induced velocity and rotor wake skew angle which are used by other simulation model components to simulate interference effects, e.g. downwash on fuselage. Induced velocity is positive downwards. Rotor wake skew angle is defined zero downwards and increases bacwards (see figure)."},{"heading":"FGRotorBladeElementTheory configuration format","level":5,"markdown":"To configure a blade element theory model based rotor, a <Rotor> section with type FGRotorBladeElementTheory must be defined in the configuration file. Configuration parameters of the rotor must be in this section.\n\nThe layout of the configuration format is as follows.\n\n```xml\n<Rotor type=\"FGRotorBladeElementTheory\">\n\n    <Geometry>\n        <Position x y z /> <!-- RTDynamics coordinate system ( Y forward, X rightward, Z up) relative to the vehicle body coordinate system. -->\n        <Tilt lateralTilt longitudinalTilt /> <!-- degrees, positive values denote a right/back tilt -->\n        <Blades radius chord count hingeOffset flappingHingeLowerLimit flappingHingeHigherLimit />\n        <Rotation clockwise /> <!-- true/false -->\n        <Delta3 angle /> <!-- pitch-flap coupling in degrees. see \"blade azimuth, feathering and flapping diagram\" -->\n    </Geometry>\n\n    <MechanicalFeatures Ir Ib maxBrakeTorque />\n    <!-- Ir : Moment of inertia (rotational inertia) of the rotor about the shaft axis in kg*m^2. -->\n    <!-- Ib : Moment of inertia (rotational inertia) of a blade about the flapping hinge in kg*m^2. -->\n    <!-- maxBrakeTorque : Maximum torque that is applied by the rotor brake in N*m. -->\n\n    <AerodynamicFeatures>\n\n        <InducedVelocity thrustGain rollMomentGain pitchMomentGain groundEffectFactor />\n        <!-- unitless, empirical correction factors, default 1 = no effect -->\n        <!-- thrustFactor: strength of the induced velocity depending on the rotor thrust -->\n        <!-- groundEffectFactor : strength of the ground effect -->\n\n        <DesignRPM rpm /><!-- If no engine is connected to the rotor, it will rotate with this speed -->\n\n        <Controls swashPlatePhaseAngle /> <!-- degrees, see \"blade azimuth, feathering and flapping diagram\" -->\n\n        <Blades twist><!-- degrees, usually a negativ value -->\n\n        <LiftCoefficient>\n\n                        Mach_1        Mach_2    ...    Mach_m\n            AoA_1        Cl_1_1        Cl_1_2    ...    Cl_1_m\n            AoA_2        Cl_2_1        Cl_2_2    ...    Cl_2_m\n\n            <!-- . . . -->\n\n            AoA_n        Cl_n_1        Cl_n_2    ...    Cl_n_m\n\n        </LiftCoefficient>\n\n        <DragCoefficient>\n\n                        Mach_1        Mach_2    ...    Mach_m\n            AoA_1        Cd_1_1        Cd_1_2    ...    Cd_1_m\n            AoA_2        Cd_2_1        Cd_2_2    ...    Cd_2_m\n            .\n            .\n            .\n            AoA_n        Cd_n_1        Cd_n_2    ...    Cd_n_m\n\n        </DragCoefficient>\n\n        <!-- 2D look up tables describe the lift and drag coefficients for various Mach number and angle of attack combinations. -->\n        <!-- Lift and drag coefficients are unitless aerodynamic parameters. -->\n        <!-- Mach numbers must start from zero and go until the largest expected maximum Mach number for the advancing blade's tip. -->\n        <!-- Angle of attack range must be [-180,180] to ensure that the tables provide a look up value in all flight conditions. -->\n\n        </Blades>\n\n    </AerodynamicFeatures>\n\n</Rotor>\n```"},{"heading":"FGRotorMomentumTheory configuration format","level":5,"markdown":"To configure a momentum theory model based rotor, a <Rotor> section with type *FGRotorMomentumTheory* must be defined in the configuration file. Configuration parameters of the rotor must be in this section.\n\nA simplified layout of the model configuration is provided below.\n\n```xml\n<Rotor type=\"FGRotorMomentumTheory\">\n<Geometry>\n    <Position x y z /><!-- RTDynamics coordinate system ( Y forward, X rightward, Z up) relative to the vehicle body coordinate system. -->\n    <Tilt lateralTilt longitudinalTilt /> <!-- degrees, positive values denote a right/back tilt -->\n    <Blades radius chord count hingeOffset flappingHingeLowerLimit flappingHingeHigherLimit />\n    <Rotation clockwise /> <!-- true/false -->\n    <Delta3 angle /> <!-- pitch-flap coupling in degrees. see \"blade azimuth, feathering and flapping diagram\" -->\n</Geometry>\n\n<MechanicalFeatures Ir Ib maxBrakeTorque />\n<!-- Ir : Moment of inertia (rotational inertia) of the rotor about the shaft axis in kg*m^2. -->\n<!-- Ib : Moment of inertia (rotational inertia) of a blade about the flapping hinge in kg*m^2. -->\n<!-- maxBrakeTorque : Maximum torque that is applied by the rotor brake in N*m. -->\n\n<AerodynamicFeatures>\n    <Blades liftCurveSlope zeroLiftDragCoefficient twist />\n    <!-- liftCurveSlope : unitless, Slope of the blade lift curve. X axis of the curve is assumed to be in degrees. -->\n    <!-- Example: If a lift curve has Clmax = 1.5 at 15 degrees , liftCurveSlope will be 1.5/15 = 0.1. -->\n    <!-- zeroLiftDragCoefficient : unitless, Drag coefficient of the blades at zero lift. -->\n    <!-- twist : Blade twist in degrees. -->\n    <Power inducedPowerCorrectionFactor /> <!-- an empirical correction factor for the computation of the induced power -->\n    <GroundEffect magnitude /> <!-- unitless, empirical correction factor -->\n    <DesignRPM rpm /> <!-- If no engine is connected to the rotor, it will rotate with this speed -->\n</AerodynamicFeatures>\n<MainRotor>\n```"},{"heading":"Fuselage","level":4,"markdown":"Fuselage model is implemented in *FGHeliFuselage100* class. Inputs and outputs of the model are summarized in the following diagram:\n\nAll forces and moments are computed at the center of gravity.\n\nDuring simulation update, fuselage model initially computes the effective relative wind (in other words, air stream velocity) acting on the fuselage. To compute the effective relative wind helicopter velocity, wind velocity and the main rotor downwash is used. Downwash is characterized by rotor wake skew angle and induced velocity, which are outputs of the rotor model (see Rotor model section for details). Unfortunately, these values can not be used directly to compute the rotor's effect on the fuselage because they are only reference values and the actual induced velocity changes depending on the position on the helicopter. Different parts of the fuselage receive different amount of induced air stream. Therefore there are two curve sets in the configuration file ( *MainRotorDownwash and MainRotorInplanewash*) which define downwash and inplanewash coefficients depending on the rotor wake skew angle. Using induced velocity output of the main rotor and these curves (as look-up tables indexed by rotor wake angle) final air stream velocity vector is computed.\n\nBoth the magnitude and direction of the incoming air stream affect the resulting forces and moments so the angle of attack and side slip angles for the effective relative wind are computed. Configuration parameters of the fuselage includes two curves for each force and moment. One of them bases on angle of attack and the other on side slip angle. These are used as look-up tables for computing the forces and the moments."},{"heading":"FGHeliFuselage100 configuration format","level":5,"markdown":"Simplified layout of the model configuration is provided below.\n\n```xml\n<Fuselage CoPX CoPY CoPZ>\n    <MainRotorInplanewash>\n        <Low_a1 a1>\n            WakeSkewAngle_1 Cinplanewash_1\n            WakeSkewAngle_2 Cinplanewash_2\n            .\n            .\n            .\n            WakeSkewAngle_n Cinplanewash_n\n        </Low_a1>\n\n        <Medium_a1 a1>\n            <!-- As in Low_a1 -->\n        </Medium_a1>\n\n        <High_a1 a1>\n            <!-- As in Low_a1 -->\n        </High_a1>\n    </MainRotorInplanewash>\n\n    <MainRotorDownwash>\n        <Low_a1 a1>\n            WakeSkewAngle_1 Cdownwash_1\n            WakeSkewAngle_2 Cdownwash_2\n            .\n            .\n            .\n            WakeSkewAngle_n Cdownwash_n\n        </Low_a1>\n\n        <Medium_a1 a1>\n            <!-- As in Low_a1 -->\n        </Medium_a1>\n\n        <High_a1 a1>\n            <!-- As in Low_a1 -->\n        </High_a1>\n    </MainRotorDownwash>\n\n    <LiftDueToAoA>\n        AngleOfAttack_1        Cliftaoa_1\n        AngleOfAttack_2        Cliftaoa_2\n        .\n        .\n        .\n        AngleOfAttack_n        Cliftaoa_n\n    </LiftDueToAoA>\n\n    <LiftDueToSideslip>\n        SideSlip_1        Cliftsideslip_1\n        SideSlip_2        Cliftsideslip_2\n        .\n        .\n        .\n        SideSlip_n        Cliftsideslip_n\n    </LiftDueToSideslip>\n\n    <SideForceDueToAoA>\n        <!-- Similar to LiftDueToAoA -->\n    </SideForceDueToAoA>\n\n    <SideForceDueToSideslip>\n        <!-- Similar to LiftDueToSideslip -->\n    </SideForceDueToSideslip>\n\n    <DragDueToAoA>\n        <!-- Similar to LiftDueToAoA -->\n    </DragDueToAoA>\n\n    <DragDueToSideslip>\n        <!-- Similar to LiftDueToSideslip -->\n    </DragDueToSideslip>\n\n    <PitchingMomentDueToAoA>\n        <!-- Similar to LiftDueToAoA -->\n    </PitchingMomentDueToAoA>\n\n    <PitchingMomentDueToSideslip>\n        <!-- Similar to LiftDueToSideslip -->\n    </PitchingMomentDueToSideslip>\n\n    <RollingMomentDueToAoA>\n        <!-- Similar to LiftDueToAoA -->\n    </RollingMomentDueToAoA>\n\n    <RollingMomentDueToSideslip>\n        <!-- Similar to LiftDueToSideslip -->\n    </RollingMomentDueToSideslip>\n\n    <YawingMomentDueToAoA>\n        <!-- Similar to LiftDueToAoA -->\n    </YawingMomentDueToAoA>\n\n    <YawingMomentDueToSideslip>\n        <!-- Similar to LiftDueToSideslip -->\n    </YawingMomentDueToSideslip>\n</Fuselage>\n```"},{"heading":"Fuselage","level":6,"markdown":"CoPX CoPY CoPZ: Position of center of pressure relative to the fuselage center of gravity. These parameters are in meters."},{"heading":"MainRotorDownwash and MainRotorInplanewash","level":6,"markdown":"Each of these sections contain three curves which define the relationship between the induced velocity acting on the fuselage and the induced velocity of the main rotor. MainRotorDownwash is used to compute Cdownwash and MainRotorInplanewash is used to compute Cinplanewash. These are used to compute the rotorwash acting on the fuselage as follows:\n\n- Downwash (positive downwards) = Main Rotor Induced Velocity * Cdownwash\n- Inplanewash (positive backwards) = Main Rotor Induced Velocity * Cinplanewash\n\nMainRotorDownwash and MainRotorInplanewash can contain three curves for three different a1 (main rotor longitudinal flapping in degrees) values. Depending on current a1, two nearest curves are selected and the coefficients for the current wake skew angle are looked up. Final coefficient is found by linear interpolation between the look-up values."},{"heading":"Force curves (Lift, Drag and Side force due to angle of attack and side slip)","level":6,"markdown":"These curves contain lift, drag and side force coefficients depending on angle of attack and side slip. Coefficients due to angle of attack and side slip are found by using these curves as look-up tables. An example computation is provided below:\n\n- Clift = Cliftaoa + Cliftsideslip\n- Lift = dynamic pressure * Clift"},{"heading":"Moment curves (Pitching, yawing and rolling moments due to angle of attack and side slip)","level":6,"markdown":"These curves contain pitching moment, yawing moment and rolling moment coefficients depending on angle of attack and side slip. Coefficients due to angle of attack and side slip are found by using these curves as look-up tables. An example computation is provided below:\n\n- Cpitch = Cpitchaoa + Cpitchsideslip\n- PitchingMoment = dynamics pressure * Cpitch"},{"heading":"Stabilizers","level":4,"markdown":"Stabilizers are simulated with *FGHelicopterStabilizerWing* class. It is derived from *FGWing* and inherits most of the functionality from it. It extends *FGWing* by adding downwash and dynamic pressure change effects."},{"heading":"*FGHelicopterStabilizerWing* configuration","level":5,"markdown":"GenHeli600 allows definition of one vertical and two horizontal stabilizers. The definitions of the stabilizers are made in <VerticalStabilizer>, <HorizontalStabilizerRight> and <HorizontalStabilizerLeft> sections in the configuration file. Simplified layout of the configuration is provided below.\n\n```xml\n<HorizontalStabilizerRight>\n    <Geometry>\n        <Position x y z /><!-- aerodynamic center of the wing with respect to the reference datum in meters -->\n        <Up x y z /><!-- vector of the wing UP direction in vehicle body coordinates -->\n        <Front x y z /><!-- vector of the wing FRONT direction in vehicle body coordinates -->\n        <SurfaceArea area /><!-- m2 -->\n    </Geometry>\n\n    <AerodynamicFeatures>\n        <DynamicPressureRatio>\n            <AoA>\n                AoA_1 ratio_1\n                AoA_2 ratio_2\n                .\n                .\n                .\n                AoA_n ratio_n\n            </AoA>\n\n            <Sideslip>\n                Sideslip_1 ratio_1\n                Sideslip_2 ratio_2\n                .\n                .\n                .\n                Sideslip_n ratio_n\n            </Sideslip>\n        </DynamicPressureRatio>\n\n        <MainRotorDownwash>\n            <Low_a1 a1>\n                WakeSkew_1 DownwashFactor1\n                WakeSkew_2 DownwashFactor2\n                .\n                .\n                .\n                WakeSkew_n DownwashFactorn\n            </Low_a1>\n\n            <Medium_a1 a1>\n                WakeSkew_1 DownwashFactor_1\n                WakeSkew_2 DownwashFactor_2\n                .\n                .\n                .\n                WakeSkew_n DownwashFactor_n\n            </Medium_a1>\n\n            <High_a1 a1>\n                WakeSkew_1 DownwashFactor_1\n                WakeSkew_2 DownwashFactor_2\n                .\n                .\n                .\n                WakeSkew_n DownwashFactor_n\n            </High_a1>\n        </MainRotorDownwash>\n\n        <MainRotorInplanewash>\n            <!-- As in MainRotorDownwash -->\n        </MainRotorInplanewash>\n\n        <LiftCurve>\n            AoA_1 Cl_1\n            AoA_2 Cl_2\n            .\n            .\n            .\n            AoA_n Cl_n\n        </LiftCurve>\n\n        <DragCurve >\n            AoA_1 Cd_1\n            AoA_2 Cd_2\n            .\n            .\n            .\n            AoA_n Cd_n\n        </DragCurve>\n    </AerodynamicFeatures>\n<HorizontalStabilizerRight>\n```\n\n**DynamicPressureRatio**\n\nIt is possible that due to interference with the fuselage, dynamic pressure observed at the stabilizers are different than the one which is computed using air density and the velocity. This effect is simulated using curves which contain the dynamic pressure ratio vs. fuselage angle of attack and side slip angles. Following equation is used:\n\n**Stabilizer Dynamic Pressure = Dynamic Pressure * RatioAoA * RatioSideslip**\n\nHere RatioAoA is looked up from <AoA> section (angles in degrees, ratio unitless), and RatioSideslip from <sideslip> (angles in degrees, ratio unitless) sections.\n\n**MainRotorDownwash and MainRotorInplanewash**\n\nEach of these sections contain three curves which define the relationship between the induced velocity acting on the stabilizer and the induced velocity of the main rotor. MainRotorDownwash is used to compute Cdownwash and MainRotorInplanewash is used to compute Cinplanewash. These are used to compute the rotorwash acting on the stabilizer as follows:\n\n**Downwash (positive downwards) = Main Rotor Induced Velocity * Cdownwash**\n\n**Inplanewash (positive backwards) = Main Rotor Induced Velocity * Cinplanewash**\n\nMainRotorDownwash and MainRotorInplanewash can contain three curves for three different a1 (main rotor longitudinal flapping in degrees) values. Depending on current a1, two nearest curves are selected and the coefficients for the current wake skew angle are looked up. Final coefficient is found by linear interpolation between the look-up values.\n\n**LiftCurve and DragCurve**\n\nThese curves contain the coefficient of lift and drag vs. angle of attack. Coefficients are unitless and angle of attack is in degrees."},{"heading":"Engine and Drive Train","level":4,"markdown":"RotorLib FDM has an extensible engine model architecture. Engine models are classes that are derived from *RTD::EngineModelBase*. An existing or user-developed engine model can be attached to the helicopter by defining it in the XML configuration file. To create an engine, an <Engine> section should be defined and engine type has to be set. The configuration parameters of the engine should be between opening and closing tags of the section. Here is an example which creates and configures a ConstantRPMEngine.\n\n```xml\n<Engine type=\"ConstantRPMEngine\">\n    <Performance maxPower=\"3000\" />\n    <ControllerParams P=\"0.04\" I=\"1.0\" D=\"0.0\" offset=\"200\" targetRPM=\"20900\" />\n</Engine>\n```\n\nFollowing figure provides an overview of RotorLib's engine and transmission model. The central component of the model is the transmission which receives the torques as input and computes the final RPM's of the rotors and the engine shaft. The resistance torques applied by the rotors to the transmission are the torques generated by the air resistance on the rotor blades. The engine torque shown in the figure is the torque produced by the engine to rotate the rotors. Transmission uses these torques and the information about rotor gear ratios and rotor rotational inertias to compute angular accelerations and finally the final RPM's for the current frame.\n\nIt is important to note that the engine does not update its own RPM. Engines and rotors provide only the torques acting on the system. Angular accelerations and hence the final RPM's are computed by the transmission model by solving an equation system where solutions for all variables are found simultaneously."},{"heading":"ConstantRPMEngine","level":5,"markdown":"ConstantRPMEngine engine model has an internal PID controller that tries to maintain the rotor RPM at a given rate. The input of the controller is RPM error ( targetRPM - currentShaftRPM ) and its output is shaft torque. The torque that is requested by the controller is not directly applied to the shaft. Final torque output is computed as follows:\n\n**Pmax = emergencyPower * (airDensity / 1.22406) * HP_to_Watt**\n\n**Tmax = min( maxTorque , Pmax / (currentShaftRPM * RPM_to_radsec) )**\n\n**Toutput = min( Tcontroller - currentShaftRPM2 * rotationResistance , Tmax )**\n\nConfiguration format of the model is as follows:\n\n```xml\n<Engine type=\"ConstantRPMEngine\">\n    <General inertia throttleAlwaysFull />\n    <Performance emergencyPower takeOffPower maximumContinuousPower maxTorque rotationResistance />\n    <ControllerParams P I D offset targetRPM />\n<Engine>\n```\n\n- **inertia** : Rotational inertia of the engine in kg*m2.\n- **throttleAlwaysFull** : When set to true, which is the default, throttle input is ignored and always 100% throttle is assumed.\n- **maximumContinuousPower , takeOffPower , emergencyPower** : Available engine power for maximum continuous and takeoff ratings in HP. These parameters are not used in the mathematical model but only as reference. TKOH engine has torque limits and damage defined in *.cpp config files.\n- **maxTorque** : Maximum torque the engine can apply to the shaft. This parameter must be defined in N*m.\n- **rotationResistance** : Engines have a small resistance to the rotation of the shaft due to internal friction. This resistance reduces the efficiency of the engines. In ConstantRPMengine, resistance is modeled as a torque that is proportional to the square of the RPM. rotationResistance parameter is used to adjust the strength of the resistance and has the unit N.m/ RPM2.\n- A **PID controller** is used to regulate the engine torque output.\n  - output = P * error + clamp( I * errorIntegral , integralLimitLow , integralLimitHigh ) + D * errorDerivative + offset\n  - P, I, D, offset, integralLimitLow and integralLimitHigh are the configuration parameters. error is the input of the PID (in this case the RPM error). errorIntegral and errorDerivative are automatically computed. output is the torque, in N*m, that will be applied to the output shaft."},{"heading":"Control Systems","level":4,"markdown":"RTDynamics SDK has an extensible control system architecture. Existing and/or user developed control system components can be attached to the vehicles and configured using XML configuration files. Control system components are created and configured in <ControlSystem> section of the configuration file. In this section, for each component ( in other words, for each stage ) a <CSComponent> subsection must be defined and the component type must be set using the *type* attribute. Following example defines a single stage of type *FCSRotationDamper*\n\n```xml\n<ControlSystem>\n    <CSComponent type=\"FCSRotationDamper\">\n        <YawController P=\"2\" D=\"0\" />\n        <PitchController P=\"2.0\" D=\"0\" />\n        <RollController P=\"2\" D=\"0.2\" />\n    </CSComponent>\n</ControlSystem>\n```\n\nIf multiple components are defined in the configuration, they are connected to each other in a cascade, i.e. each stage receives its inputs from the previous stage. Only the first stage receives its inputs directly from the application. A disabled stage passes its inputs to the next stage without any change. By enabling/disabling the stages, different automatic control system configurations can be obtained.\n\nEach stage is a control system component. Input and output of each stage is of type *RTD::InoutData*\n\nControl system components are not limited to operate only on their inputs and outputs. *RTD::InputData* is only the default input/output format. The information flow to and from a stage can be extended in two ways:\n\n- Control system components can read from and write to all simulation variables of a vehicle. E.g. *GenericControlSystem* component works this way.\n\n- Components can call each other's class methods to implement master/slave relationships. E.g. RotorLib FDM autopilot implementation works this way."},{"heading":"RTD::GenericControlSystem","level":5,"markdown":"GenericControlSystem component uses Generic Mathematical Model module.\n\n**MathExpression**\n\nA MathExpression operation contains multiple mathematical expressions separated with comma. These mathematical expressions are compiled into a byte code and can be computed very fast in run-time.\n\nMathematical expressions consist of standard algebraic operators, parantheses, a conditional operator, a predefined set of functions and the assignment operator ( \"=\" ). The aliases that are defined in the Variables section can be used to refer to simulation variables in the expressions. More information about the syntax and available functions is provided in the MathExpression Syntax Appendix.\n\nIn the following example average engine RPM and pitch rate in deg/sec are computed. The results are written to two newly created simulation variables.\n\n```xml\n<Variables>\n    <Variable alias=\"rpm0\" name=\"Engine_0/rpm\" />\n    <Variable alias=\"rpm1\" name=\"Engine_1/rpm\" />\n    <Variable alias=\"pitchRateRadSec\" member=\"X\" name=\"angularVelocityBCS\" />\n    <Variable alias=\"pitchRateDegSec\" dataType=\"REAL\" name=\"pitchRateDegSec\" />\n    <Variable alias=\"averageRPM\" dataType=\"REAL\" name=\"averageRPM\" />\n</Variables>\n\n<MathExpression>\n    <Expression>\n        averageRPM = (rpm0+rpm1)/2.0,\n        pitchRateDegSec = pitchRateRadSec * 180.0 / 3.1415\n    </Expression>\n</MathExpression>\n```\n\nThe first three variable declerations refer to existing simulation variables that are created when the vehicle is created and initialized. The next two, pitchRateDegSec and averageRPM , are created by the generic model. We compute new values and assign to these variables in the Expression section.\n\n**RTD::FCSRotationDamper**\n\nThis control system component is used to dampen the rotational motion of the helicopter in all three axes. It can be used for both airplane and helicopters. FCSRotationDamper contains, for each rotational degree of freedom, a PD controller.\n\n```xml\n<FCSComponent type=\"FCSRotationDamper\">\n    <YawController P D />\n    <PitchController P D />\n    <RollController P D />\n</FCSComponent>\n```\n\nYawController\n\nConfigures the PD controller that damps yawing motion.\n\nP : Proportional coefficient of the controller.\n\nD : Derivative coefficient of the controller.\n\nPitchController\n\nConfigures the PD controller that damps pitching motion.\n\nP : Proportional coefficient of the controller.\n\nD : Derivative coefficient of the controller.\n\nRollController\n\nConfigures the PD controller that damps rolling motion.\n\nP : Proportional coefficient of the controller.\n\nD : Derivative coefficient of the controller.\n\nMore info about **PID controller** concept on Wikipedia: http://en.wikipedia.org/wiki/PID_controller"},{"heading":"Helicopter Control System Modeling","level":5,"markdown":"Helicopter flight control is accomplished by controlling the rotor swash plates, which, by axial movements or tilting, can change the blade pitch collectively (same amount of pitch at every blade azimuth) or cyclically (periodically changing amounts of pitch depending on current azimuth of the blade). Aerodynamic effects, that are produced by blade pitch control, can be used to control the thrust and rotational moments that are produced by a rotor.\n\nPilots control the swash plates, and hence the helicopters, with cyclic stick, collective lever and anti-torque pedals. Flight control system modeling is about modeling the way these control devices are connected to the swash plates. Every helicopter has a different mechanical mixing method, different actuators, and different stability augmentation methods. Because of this, GenHeli600 does not connect pilot inputs to the swash plates automatically. Instead, GenericControlSystem component must be used to connect control system outputs to the swash plates.\n\nIn the following example a simple flight control system is modeled. The first control system stage, which receives the pilot inputs, is a FCSRotationDamper. FCSRotationDamper modifies the inputs to reduce the angular rates. For example, if the helicopter has a positive roll rate (rolling right), FCSRotationDamper will reduce the RTD::PilotInputs::m_rollPitchControl[0] slightly to dampen this roll motion. The output of the stage will include the reduced value.\n\nThe second stage of the control system is a GenericControlSystem. Input to this component is the output of the first stage. In this stage, m_rollPitchControl input is used to tilt the main rotor swash plate and hence the rotor itself to produce pitching and rolling moments. m_collective is used to move the main rotor swash plate vertically for controlling the rotor thrust. Finally, m_pedals input is used to move the tail rotor swash plate axially to provide tail rotor thrust control (i.e yaw control).\n\n***Note***\nIn reality, most of the helicopters have a more complex mechanical mixer unit. For example, collective lever is usually connected to the tail rotor so that when collective lever is moved, some amount of yaw moment compensation is provided automatically. There are various similar mixing methods that are used to alleviate control coupling problems.\n\nWe have to change the simulation variables that represent swash plate state to connect the control inputs to the swash plates as described above. These variables are listed below. Note that, all variables are in radians :\n\n- MainRotor/theta0 : Main rotor collective pitch.\n- MainRotor/A1 : Main rotor cyclic blade pitch lateral component\n- MainRotor/B1: Main rotor cyclic blade pitch longitudinal component\n- TailRotor/theta0 : Tail rotor collective pitch\n- TailRotor/A1 : Tail rotor cyclic blade pitch lateral component\n- TailRotor/B1: Tail rotor cyclic blade pitch longitudinal component\n\nIn the example control system, following control ranges are used:\n\n- Collective [6.5, 20] deg\n- Lateral cyclic [-13 , 9] deg\n- Longitudinal cyclic [-12 , 16] deg\n- Pedals [30,-30] deg\n\nYou can find the configuration of the described system below. Note that, *latCyclic , lonCyclic* and *pedals* are in [-1,1] range. This is why they are mapped into [0,1] range inside the linearInterp function.\n\n```xml\n<ControlSystem>\n    <FCSComponent type=\"FCSRotationDamper\">\n        <YawController P=\"2\" D=\"0\" />\n        <PitchController P=\"2.0\" D=\"0\" />\n        <RollController P=\"0.4\" D=\"0.01\" />\n    </FCSComponent>\n\n    <CSComponent type=\"GenericControlSystem\">\n        <Variables>\n            <Variable name=\"CSComponent_1/ControlOutput/pitchRollControl\" member=\"roll\" alias=\"latCyclic\" />\n            <Variable name=\"CSComponent_1/ControlOutput/pitchRollControl\" member=\"pitch\" alias=\"lonCyclic\" />\n            <Variable name=\"CSComponent_1/ControlOutput/pedals\" alias=\"pedals\" />\n            <Variable name=\"CSComponent_1/ControlOutput/collective\" alias=\"collective\" />\n\n            <Variable name=\"MainRotor/A1\" alias=\"A1m\" />\n            <Variable name=\"MainRotor/B1\" alias=\"B1m\" />\n            <Variable name=\"MainRotor/theta0\" alias=\"Th0m\" />\n\n            <Variable name=\"TailRotor/A1\" alias=\"A1t\" />\n            <Variable name=\"TailRotor/B1\" alias=\"B1t\" />\n            <Variable name=\"TailRotor/theta0\" alias=\"Th0t\" />\n        </Variables>\n\n        <MathExpression>\n            <Expression>\n                A1m = linearInterp( -13 , 9 , (latCyclic + 1)/2 ),\n                B1m = linearInterp( -12 , 16 , (lonCyclic + 1)/2 ),\n                Th0m= collective * 13.5 + 6.5,\n\n                A1t = 0.0,\n                B1t = 0.0,\n                Th0t = linearInterp( 30 , -30 , (pedals + 1)/2 ),\n\n                A1m = degToRad(A1m),\n                B1m = degToRad(B1m),\n                Th0m = degToRad(Th0m),\n                Th0t = degToRad(Th0t)\n            </Expression>\n        </MathExpression>\n    </CSComponent>\n</ControlSystem>\n```"},{"heading":"RotorLibFDM::FCSHelicopterAutoTrim","level":5,"markdown":"This control system component is used to trim the helicopter automatically and hence remove the coupling between controls (i.e. collective / pedal coupling). It translates pilot inputs to requested heading, pitch and roll rates or to requested side slip and controls the actuators to achieve the desired state. The final result is a simpler flight.\n\nFCSHelicopterAutoTrim is suitable for simulators where simple input devices, such as a joystick, is used. In case real helicopter input devices with trim lock controls are used, FCSHelicopterAutoTrim should not be used.\n\n```xml\n<FCSComponent type=\"FCSHelicopterAutoTrim\">\n    <YawRateAndSideslipController printDebugInfo>\n        <YawRatePID  P I D offset integralMin integralMax />\n        <SideslipPID P I D offset integralMin integralMax />\n        <Transition speedLow speedHigh />\n        <Maximums maxYawRate maxSideslip />\n        <InputMapping nonlinearity />\n    </YawRateAndSideslipController>\n    <PitchRateController printDebugInfo>\n        <PID P I D offset integralMin integralMax />\n        <MaxPitchRate maxPitchRate />\n    </PitchRateController>\n    <RollRateController printDebugInfo>\n        <PID P I D offset integralMin integralMax />\n        <MaxRollRate maxRollRate />\n    </RollRateController>\n</FCSComponent>\n```\n\nYawRateAndSideslipController\n\nThis controller controls the pedals to reach and maintain a certain yaw rate or side slip. Yaw rate control mode is active at low speeds, whereas side slip control mode is activated at high speeds. The mode change occurs smoothly within a user defined speed range (see Transition below). Within this transition region, both yaw rate and side slip control modes are active but their contribution to the final output varies depending on speed.\n\nprintDebugInfo : A boolean parameter (possible values \"true\" and \"false\" ) to enable/disable debug output to the console from the controller. This is useful for the parametrization of the controller.\n\nYawratePID: Parameters of the PID controller that is used to control yaw rate. Error input to this PID is desired yaw rate - current yaw rate. Desired yaw rate is determined by the pedal input, i.e. pilot's pedal input is translated to a desired yaw rate by the controller.\n\nP : Proportional coefficient of the controller.\n\nI : Integral coefficient of the controller.\n\nD : Derivative coefficient of the controller.\n\noffset : \"Zero point\" of the controller. When error, error derivative and error sum is zero resulting value will be offset.\n\nIntegralMin and integralMax : Minimum/Maximum value the error sum can reach. If the sum of errors go below/above this value it is clamped to this value.\n\nSideslipPID: Parameters of the PID controller that is used to control side slip. Error input to this PID is desired side slip - current side slip. Desired side slip is determined by the pedal input, i.e. pilot's pedal input is translated to a desired side slip by the controller.\n\nP : Proportional coefficient of the controller.\n\nI : Integral coefficient of the controller.\n\nD : Derivative coefficient of the controller.\n\noffset : \"Zero point\" of the controller. When error, error derivative and error sum is zero resulting value will be offset.\n\nIntegralMin and integralMax : Minimum/Maximum value the error sum can reach. If the sum of errors go below/above this value it is clamped to this value.\n\nTransition\n\nYawRateAndSideslipController is designed so that it interprets the pilot pedal input as desired yaw rate at low speeds and as desired side slip at high speeds. A transition region based on speed can be defined to enable a smooth transition between these modes.\n\nspeedLow and speedHigh : Below speedLow, the pedal input will be interpreted as desired yaw rate and after speedHigh as desired side slip. Between these two speeds, the outputs of the Yaw Rate and Side slip subcontrollers will be linearly mixed.\n\nMaximums\n\nmaxYawRate : Maximum yaw rate that can be requested from the controller. This parameter is in deg/s and must be positive always.\n\nmaxSideslip : Maximum side slip angle that can be requested from the controller. This parameter is in degrees and must be positive always.\n\nInputMapping\n\nnonlinearity : In some cases, it might be better to pass the pilot input to the control system non-linearly. For example, in a desktop simulator, where the input device is a common joystick, we might want to have a better precision at the zero point. We can define an exponential relationship between pilot's input and the control system input using nonlinearity parameter. The pedal input that is given to the control system is computed as follows: pedal input to controller = (|pilot pedal input| ^ nonlinearity) * sign(pilot pedal input).\n\nPitchRateController, RollRateController\n\nControllers for pitch and roll rates.\n\nprintDebugInfo : A boolean parameter (possible values \"true\" and \"false\" ) to enable/disable debug output to the console from the controller. This is useful for the parametrization of the controller.\n\nPID : Parameters of the PID controller that is used to regulate the rotational motion.\n\nP : Proportional coefficient of the controller.\n\nI : Integral coefficient of the controller.\n\nD : Derivative coefficient of the controller.\n\noffset : \"Zero point\" of the controller. When error, error derivative and error sum is zero resulting value will be offset.\n\nIntegralMin and integralMax : Minimum/Maximum value the error sum can reach. If the sum of errors go below/above this value it is clamped to this value.\n\nMaxPitchRate and MaxRollRate\n\nThese are maximum angular speeds the controllers are trying to reach. E.g. if control stick is pulled 100% right, RollRateController will try to reach a roll rate of maxRollRate. The values are in deg/sec.\n\nInputMapping\n\nnonlinearity : In some cases, it might be better to pass the pilot input to the control system non-linearly. For example, in a desktop simulator, where the input device is a common joystick, we might want to have a better precision at the zero point. We can define an exponential relationship between pilot's input and the control system input using nonlinearity parameter. The actual input that is given to the control system is computed as follows: input to controller = (|pilot input| ^ nonlinearity) * sign(pilot input)."},{"heading":"Ground contacts","level":4,"markdown":"Interaction with terrain is simulated by ground contacts, classes that are derived from RTD::FGGroundContactBase. Highest fidelity ground contact implementation is RTD::FGGroundContact200 class in the current version. Initially gears are extended.\n\nGround contacts are defined in <GroundContacts> section of the configuration file. Each new ground contact has to be defined in its own section with name <GroundContact>. Also the type of the ground contact has to be declared here using the type attribute. In <GroundContacts> section <GeneralConfiguration> subsection is used to define some parameters that are common to all ground contacts.\n\n```xml\n<GroundContacts>\n    <GeneralConfiguration\n        gearExtensionTime gearDragCoefficient\n        gearReferenceArea maxSteerableGearDeflection\n        steerableGearSpeedCorrectionFactor />\n        <GroundContact type>\n        <!-- Parameters Related to chosen ground contact model -->\n    </GroundContact>\n</GroundContacts>\n```"},{"heading":"GeneralConfiguration","level":6,"markdown":"- gearExtensionTime: Time needed to extend/retract landing gears in seconds.\n- gearDragCoefficient: Coefficient of drag for landing gears.\n- gearReferenceArea: Reference area of the landing gears to be used in air drag computation.\n- maxSteerableGearDeflection: Maximum deflection (in degrees) of the steerable gears.\n- steerableGearSpeedCorrectionFactor: As the speed of the aircraft increases, deflections of steerable gears are automatically reduced to keep the aircraft controllable. This parameter defines the strength of this correction."},{"heading":"GroundContact","level":6,"markdown":"A multitude of <GroundContact> </GroundContact> sections can be defined. The type parameter defines which ground contact model (E.g. FGGroundContact200) has to be used. Inside the opening and closing tags, configuration parameters of the chosen model has to be provided."},{"heading":"FGGroundContact200 configuration","level":5,"markdown":"FGGroundContact200 implements a multibody dynamics based ground contact model. It supports inclined and moving surfaces (e.g. for ship deck landing).\n\n```xml\n<GroundContact type=\"FGGroundContact200\">\n    <Features isBrakable isRetractable isSteerable />\n    <Suspension>\n        <MountStation x y z />\n        <SliderAxis x y z />\n        <SuspensionLength length />\n        <SpringParameters\n            springConstant\n            damperConstant\n            maxCompression />\n    </Suspension>\n    <Wheel mass radius>\n        <RollAxis x y z />\n        <Friction\n            slidingFriction\n            resistanceTorqueNoBrake\n            resistanceTorqueFullBrake />\n    </Wheel>\n    <SteeringController\n        maxTorque\n        maxRotSpeed\n        controllerGain\n        inverseRotation\n        keepCenter />\n    <Damage thresholdLoad />\n</GroundContact>\n```"},{"heading":"Features","level":6,"markdown":"General features of the ground contact.\n\n- isBrakable: Is the ground contact a brakable landing gear? (true or false)\n- isRetractable: Is the ground contact a retractable landing gear? (true or false)\n- isSteerable: Is the ground contact a steerable landing gear? (true or false)"},{"heading":"Suspension","level":6,"markdown":"Parameters of the suspension.\n\n- MountStation: Position at which the landing gear is mounted onto the aircraft body. Relative to center of gravity and in meters.\n- SliderAxis: This is a unit direction vector which determines along which direction suspension slider can move. It is defined relative to aircraft body coordinates in RTDDynamics coordinate system convention.\n- SuspensionLength: Length of the suspension, i.e. the distance from mount station to middle point of wheel when suspensions are not compressed or decompressed. In meters.\n- SpringParameters\n  - springConstant: Spring constant of the suspension spring. In N/m.\n  - damperConstant: Damper constant of the suspension spring. In N*sec/meter.\n  - maxCompression: Maximum amount the suspension spring can be compressed. This value should be less than or equal to suspension length. In meters."},{"heading":"Wheel","level":6,"markdown":"Parameters of the wheel.\n\n- mass: Mass in Kg.\n- radius: Radius of the wheel in meters.\n- rotationalInertia: Rotational inertia of the wheel in Kg*m^2.\n  - RollAxis: A direction vector that defines the axis of wheel rotation. It is defined relative to aircraft body coordinates.\n  - Friction\n    - slidingFriction: Coefficient of friction between the tire and the ground.\n    - resistanceTorqueNoBrake and resistanceTorqueFullBrake: An effective resistance torque from linear interpolation of resistanceTorqueNoBrake and resistanceTorqueFullBrake depending on the amount of applied wheel brake is applied to the wheel continuously to simulate rolling friction. The resistance torque acts in a direction that opposes the current rotation of the wheel. In N*m."},{"heading":"SteeringController","level":6,"markdown":"- maxTorque: The steering controller rotates the wheel left or right depending on the pilot's input for steering on the ground. This parameter defines how much torque can be applied to the wheel for this purpose. This parameter is in N*m.\n- maxRotSpeed: This parameter defines how fast the wheel can rotate around the vertical axis. In Deg/sec.\n- controllerGain: The torque applied to the wheel to rotate it is proportional to the difference of pilot's desired wheel direction and current direction multiplied by \\e m_steeringControllerGain (the result is clamped at \\e m_steeringMaxTorque ). This parameter is unitless.\n- inverseRotation: If this parameter is set to true, the wheel will rotate in the opposite direction of the pilot input (if pilot input is to the right wheel will rotate to the left etc. ). This is necessary if the steering wheel is at the back instead of front.\n- keepCenter: If this parameter is set to true, the wheel will not be affected by the pilot's control input but instead will try to keep the wheel in center always. This is useful to model free rotating wheels (a wheel that can rotate around vertical axis but is not actively controlled by actuators )."},{"heading":"Damage","level":6,"markdown":"- thresholdLoad: During landing the forces acting on the wheel are transferred to the fuselage. Beyond a certain threshold the transferred forces result in damage in the aircraft. The load defined in thresholdLoad (in N) is the threshold used for this purpose."}],"categories":["Arma 3: Vehicle Configuration","Take On Helicopters: Editing"],"groups":["Configuration"]},{"name":"hosts.txt","title":"hosts.txt","type":"topic","url":"https://community.bistudio.com/wiki/hosts.txt","revid":295577,"updated":"2021-11-15T22:57:10Z","aliases":[],"markdown":"The **hosts.txt** file is a special file that lists servers for Real Virtuality games.\nWhen the multiplayer option is selected, the game will scan the file and list these servers in the multiplayer interface.\n\n### Supported Games\n\n- Operation Flashpoint\n- ArmA: Armed Assault\n- Arma 2\n- Arma 2: Operation Arrowhead\n- Take On Helicopters\n- Arma 3\n\n### Location\n\nThe file has to be manually created in the game's root directory and named **hosts.txt**.\n\n### Format\n\nThe content of this file is so that each line is a server, defined as follow:\n\n```\nserver:port\n```\n\n- *server* can be an IPv4 address (e.g `192.168.1.33`) or a DNS name (e.g `arma3.my-server.com`)\n- *port* is optional and is set to `2302` by default if it is not defined.\n\nThere is no limit to the amount of lines in the file.\n\n### Example\n\n```\n192.168.1.33\n192.168.1.42:2402\narma3.my-server.com\narma3.my-server.com:2302\n```","sections":[{"heading":null,"level":1,"markdown":"The **hosts.txt** file is a special file that lists servers for Real Virtuality games.\nWhen the multiplayer option is selected, the game will scan the file and list these servers in the multiplayer interface."},{"heading":"Supported Games","level":3,"markdown":"- Operation Flashpoint\n- ArmA: Armed Assault\n- Arma 2\n- Arma 2: Operation Arrowhead\n- Take On Helicopters\n- Arma 3"},{"heading":"Location","level":3,"markdown":"The file has to be manually created in the game's root directory and named **hosts.txt**."},{"heading":"Format","level":3,"markdown":"The content of this file is so that each line is a server, defined as follow:\n\n```\nserver:port\n```\n\n- *server* can be an IPv4 address (e.g `192.168.1.33`) or a DNS name (e.g `arma3.my-server.com`)\n- *port* is optional and is set to `2302` by default if it is not defined.\n\nThere is no limit to the amount of lines in the file."},{"heading":"Example","level":3,"markdown":"```\n192.168.1.33\n192.168.1.42:2402\narma3.my-server.com\narma3.my-server.com:2302\n```"}],"categories":["ArmA: Armed Assault: Multiplayer","Arma 2: Multiplayer","Arma 3: Multiplayer","Multiplayer Hints and Tips","Operation Flashpoint: Multiplayer","Take On Helicopters"],"groups":["Multiplayer and Server"]},{"name":"How to create destroyable wheels","title":"How to create destroyable wheels","type":"topic","url":"https://community.bistudio.com/wiki/How_to_create_destroyable_wheels","revid":293910,"updated":"2021-10-30T01:10:49Z","aliases":[],"markdown":"#### The Principle\n\nThe model already contains the destroyed wheels, but they are hidden with animations. These animations uses the damage value of hitpoints to switch the wheels when needed.\n\n#### Prepare the model\n\nIn the case of wheels it makes sense to create an extra model for a destroyed wheel. This way you are able to implement the destroyed wheels in the original model via proxies which reference to the destroyed wheel model. It doesn't need to be done via proxies though. Now, you just need to create named selections for every wheel and for every destroyed wheel. The normal wheels are called \"wheel_x_x_hide\" and the destroyed ones \"wheel_x_x_unhide\" in this tutorial.\n\n#### The Animations\n\nYou should have some basic knowledge about animations and model.cfg as this is not covered here.\n\nThe following class is an example animation that makes the destroyed wheel visible:\n\n```cpp\nclass wheel_1_1_destruct_unhide\n{\n    type = \"hide\";\n    source = \"HitLFWheel\";\n    sourceAddress = \"mirror\";\n    selection = \"wheel_1_1_unhide\";\n    minValue = -1;\n    maxValue = 0;\n    minPhase = -1;\n    maxPhase = 0;\n    hideValue = 0.010000;\n};\n```\n\nThe animation that hides the undestroyed wheel looks like this:\n\n```cpp\nclass wheel_1_1_destruct\n{\n    type = \"hide\";\n    source = \"HitLFWheel\";\n    selection = \"wheel_1_1_hide\";\n    minValue = 0;\n    maxValue = 1;\n    minPhase = 0;\n    maxPhase = 1;\n    hideValue = 0.990000;\n};\n```\n\nMake sure that the sum of the hideValues of two corresponding anims is 1, so the switch happens at the same time.\n\n#### Animation sources\n\nThe animationsource used in the previous section is a custom one which needs to be defined in the config of the vehicle:\n\n```cpp\nclass AnimationSources\n{\n    class HitLFWheel\n    {\n        source = \"Hit\";\n        hitpoint = \"HitLFWheel\";\n        raw = 1;\n    };\n};\n```\n\nThe hitpoint entry refers to the hitpoints defined in the vehicle config, e.g.\n\n```cpp\nclass HitLFWheel\n{\n    armor = 0.15;\n    material = -1;\n    name = \"wheel_1_1_steering\";\n    visual = \"\";\n    passThrough = 0.3;\n};\n```","sections":[{"heading":"The Principle","level":4,"markdown":"The model already contains the destroyed wheels, but they are hidden with animations. These animations uses the damage value of hitpoints to switch the wheels when needed."},{"heading":"Prepare the model","level":4,"markdown":"In the case of wheels it makes sense to create an extra model for a destroyed wheel. This way you are able to implement the destroyed wheels in the original model via proxies which reference to the destroyed wheel model. It doesn't need to be done via proxies though. Now, you just need to create named selections for every wheel and for every destroyed wheel. The normal wheels are called \"wheel_x_x_hide\" and the destroyed ones \"wheel_x_x_unhide\" in this tutorial."},{"heading":"The Animations","level":4,"markdown":"You should have some basic knowledge about animations and model.cfg as this is not covered here.\n\nThe following class is an example animation that makes the destroyed wheel visible:\n\n```cpp\nclass wheel_1_1_destruct_unhide\n{\n    type = \"hide\";\n    source = \"HitLFWheel\";\n    sourceAddress = \"mirror\";\n    selection = \"wheel_1_1_unhide\";\n    minValue = -1;\n    maxValue = 0;\n    minPhase = -1;\n    maxPhase = 0;\n    hideValue = 0.010000;\n};\n```\n\nThe animation that hides the undestroyed wheel looks like this:\n\n```cpp\nclass wheel_1_1_destruct\n{\n    type = \"hide\";\n    source = \"HitLFWheel\";\n    selection = \"wheel_1_1_hide\";\n    minValue = 0;\n    maxValue = 1;\n    minPhase = 0;\n    maxPhase = 1;\n    hideValue = 0.990000;\n};\n```\n\nMake sure that the sum of the hideValues of two corresponding anims is 1, so the switch happens at the same time."},{"heading":"Animation sources","level":4,"markdown":"The animationsource used in the previous section is a custom one which needs to be defined in the config of the vehicle:\n\n```cpp\nclass AnimationSources\n{\n    class HitLFWheel\n    {\n        source = \"Hit\";\n        hitpoint = \"HitLFWheel\";\n        raw = 1;\n    };\n};\n```\n\nThe hitpoint entry refers to the hitpoints defined in the vehicle config, e.g.\n\n```cpp\nclass HitLFWheel\n{\n    armor = 0.15;\n    material = -1;\n    name = \"wheel_1_1_steering\";\n    visual = \"\";\n    passThrough = 0.3;\n};\n```"}],"categories":["ArmA: Armed Assault: Addon Editing","Arma 2: Editing","Arma 3: Editing"],"groups":["Modding"]},{"name":"Identifier","title":"Identifier","type":"topic","url":"https://community.bistudio.com/wiki/Identifier","revid":377927,"updated":"2026-01-11T16:19:20Z","aliases":["identifier"],"markdown":"An Identifier is the name given to a variable that the scripter can choose: It is the name that *identifies* the variable.\n\n### Rules\n\n**Regex: `[a-zA-Z_][a-zA-Z0-9_]*`**\n\n| Valid | Invalid |\n|---|---|\n| - variable1<br>- _my_local_variable<br>- _1variable<br>- _player | - 1variable<br>- _my#localVar<br>- _guy1&2var<br>- player (player) |\n\nBinding rules for identifiers:\n\n- Identifiers may consist of any ASCII text characters (a-z, A-Z), numbers (0-9) and underscores (_).\n- Identifiers **must not** start with a number (e.g \"9myVariable\" is invalid).\n- Identifiers of local variables **must** start with an underscore.\n- Identifiers are **case-insensitive**.\n- Identifiers **cannot be the same as reserved words** (e.g commands and functions).\n\n### Recommendations\n\nIt is recommended to write **local variable identifiers** in [camel case](https://en.wikipedia.org/wiki/Camel_case) syntax. This makes identifiers more readable:\n\n```sqf\nprivate _myVariableName = 5;\n```\n\n> [!IMPORTANT]\n> [Snake case](https://en.wikipedia.org/wiki/Snake_case) is sometimes encountered but is not recommended and should be avoided:\n>\n> ```sqf\n> _my_variable_name = 5;\n> ```\n\nIt is also recommended to prefix **global variable identifiers** with **your** tag in order to avoid any potential conflict between addons, scripts and missions:\n\n```\n// Tag_identifier\nUNIQUETAG_player = player;\n```\n\n### See also\n\n- Variables","sections":[{"heading":null,"level":1,"markdown":"An Identifier is the name given to a variable that the scripter can choose: It is the name that *identifies* the variable."},{"heading":"Rules","level":3,"markdown":"**Regex: `[a-zA-Z_][a-zA-Z0-9_]*`**\n\n| Valid | Invalid |\n|---|---|\n| - variable1<br>- _my_local_variable<br>- _1variable<br>- _player | - 1variable<br>- _my#localVar<br>- _guy1&2var<br>- player (player) |\n\nBinding rules for identifiers:\n\n- Identifiers may consist of any ASCII text characters (a-z, A-Z), numbers (0-9) and underscores (_).\n- Identifiers **must not** start with a number (e.g \"9myVariable\" is invalid).\n- Identifiers of local variables **must** start with an underscore.\n- Identifiers are **case-insensitive**.\n- Identifiers **cannot be the same as reserved words** (e.g commands and functions)."},{"heading":"Recommendations","level":3,"markdown":"It is recommended to write **local variable identifiers** in [camel case](https://en.wikipedia.org/wiki/Camel_case) syntax. This makes identifiers more readable:\n\n```sqf\nprivate _myVariableName = 5;\n```\n\n> [!IMPORTANT]\n> [Snake case](https://en.wikipedia.org/wiki/Snake_case) is sometimes encountered but is not recommended and should be avoided:\n>\n> ```sqf\n> _my_variable_name = 5;\n> ```\n\nIt is also recommended to prefix **global variable identifiers** with **your** tag in order to avoid any potential conflict between addons, scripts and missions:\n\n```\n// Tag_identifier\nUNIQUETAG_player = player;\n```"},{"heading":"See also","level":3,"markdown":"- Variables"}],"categories":["Syntax"],"groups":["Scripting"]},{"name":"If Type","title":"If Type","type":"topic","url":"https://community.bistudio.com/wiki/If_Type","revid":245280,"updated":"2021-02-10T14:24:06Z","aliases":[],"markdown":"**Description:**\nHelper type used in if...then construct.","sections":[{"heading":null,"level":1,"markdown":"**Description:**\nHelper type used in if...then construct."}],"categories":["Syntactical Helper Types"],"groups":["Data Types"]},{"name":"ImageToPAA","title":"ImageToPAA","type":"topic","url":"https://community.bistudio.com/wiki/ImageToPAA","revid":364106,"updated":"2024-05-04T21:57:07Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:**\n\nImageToPAA is a command line tool for texture conversion. The conversion engine is identical to TexView 2. See Arma: Texture Naming Rules (also available in the tools) for more information about the conversion process.\nImageToPAA also has an interface which allows batch processing from multiple source directories, error output in case of failure and some other feature.\n\n#### Usage\n\n**Line call:**\n\nImageToPAA.exe [saveoptions] source [<destination>]\nImageToPaaGUI.exe\n\n**Options:**\n\nSize of the texture output\n\n- -size=<n>\n\n**Examples:** ImageToPAA.exe X:\\MySourceFolder\\*.tga\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** TexView 2, Pal2PacE\n\n#### Additional information\n\n##### Supported formats\n\nInput:\n\n- JPG\n- TGA (24 bit / 32 bit with alpha channel )\n- PNG (with or without alpha channel)\n- PAA\n- PAC\n\n**Important note**: All input textures must have resolution 2^x / 2^y (e.g. 16 / 16, 32 / 32, 64 / 64, 256 /256). The largest texture size commonly supported by graphics cards and RV engine is 4096x4096, in future, larger could be possible and it is already supported in Pal2PacE. However, some textures which don't respect these rules might be converted via TexView 2 (right click, open with TexView).\n\nAlso, if ImageToPAA fails to convert a texture which appears to be valid, please, consider switching your source file to 8bits.\n\nOutput:\n\n- PAA/PAC\n- TGA (32 bit with alpha channel)\n- PNG (with alpha channel)","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:**\n\nImageToPAA is a command line tool for texture conversion. The conversion engine is identical to TexView 2. See Arma: Texture Naming Rules (also available in the tools) for more information about the conversion process.\nImageToPAA also has an interface which allows batch processing from multiple source directories, error output in case of failure and some other feature."},{"heading":"Usage","level":4,"markdown":"**Line call:**\n\nImageToPAA.exe [saveoptions] source [<destination>]\nImageToPaaGUI.exe\n\n**Options:**\n\nSize of the texture output\n\n- -size=<n>\n\n**Examples:** ImageToPAA.exe X:\\MySourceFolder\\*.tga"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** TexView 2, Pal2PacE"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"Supported formats","level":5,"markdown":"Input:\n\n- JPG\n- TGA (24 bit / 32 bit with alpha channel )\n- PNG (with or without alpha channel)\n- PAA\n- PAC\n\n**Important note**: All input textures must have resolution 2^x / 2^y (e.g. 16 / 16, 32 / 32, 64 / 64, 256 /256). The largest texture size commonly supported by graphics cards and RV engine is 4096x4096, in future, larger could be possible and it is already supported in Pal2PacE. However, some textures which don't respect these rules might be converted via TexView 2 (right click, open with TexView).\n\nAlso, if ImageToPAA fails to convert a texture which appears to be valid, please, consider switching your source file to 8bits.\n\nOutput:\n\n- PAA/PAC\n- TGA (32 bit with alpha channel)\n- PNG (with alpha channel)"}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"import (Config)","title":"import (Config)","type":"topic","url":"https://community.bistudio.com/wiki/import_(Config)","revid":352475,"updated":"2024-02-11T23:38:07Z","aliases":[],"markdown":"Arma 3 v2.02\nThe `import` keyword **can only be used** in mission config, pretty much like `class` keyword, in order to import a class from main config into mission config.\nUseful for UI creation as UI controls have a lot of properties which are already defined in main config, so if only some tweaks are required, it could be easily done after importing the class.\n\nThe keyword tells parser to copy given class during parsing of the mission config so the imported class will be placed where the keyword `import` was placed.\nFor example if one needs to inherit from `RscText`, the `import RscText;` should precede the inheritance:\n\n```cpp\nimport RscText;\nclass MyText : RscText\n{\n    // ...\n};\n```\n\nThe `import` keyword tells the engine to look for the base class in main config, which means classes in base directory. However, it is also possible to look in other dirs using `from` keyword.\n\n### Modifiers\n\n#### from\n\nThe `from` keyword is used to indicate specific config path from where the class should be imported. For example, one can do things like this, not that one will even need this particular usage:\n\n```cpp\nimport Default from CfgTasks;\nclass CfgTasks\n{\n    class MyAwesomeTask : Default\n    {\n        name = \"My Awesome Task\";\n    };\n};\n```\n\n#### as (Arma 3 v2.14)\n\nThe `as` keyword is used to import a class from main config as another name, for example:\n\n```cpp\nimport CfgRemoteExec as CfgRemoteExecMod;\n\nclass CfgRemoteExec : CfgRemoteExecMod\n{\n    class Server : Server\n    {\n        class Functions : Functions\n        {\n            jip = 0;\n            class BIS_fnc_effectKilledSecondaries\n            {\n                allowedTargets = 0;\n                jip = 0;\n            };\n        };\n    };\n};\n```\n\n### Properties Override\n\nThe properties override is done in the same way it is done for modding.\n\n```cpp\nimport RscText;\nclass MyText : RscText\n{\n    style = 2;\n};\n```\n\nWhen the property is inside another class, this is how it can be done:\n\n```cpp\nimport RscStructuredText;\nclass MyText : RscStructuredText\n{\n    class Attributes : Attributes\n    {\n        align = \"right\";\n    };\n};\n```\n\nHere is example of overriding the color of vignette:\n\n```cpp\nimport RscDisplayEmpty;\nclass MyRscDisplayEmpty : RscDisplayEmpty\n{\n    class controls : controls\n    {\n        class CA_Vignette : CA_Vignette\n        {\n            colorText[] = { 1, 0, 0, 1 };\n        };\n    };\n};\n```\n\nAnd the result, after executing `findDisplay 46 createDisplay \"MyRscDisplayEmpty\";` in debug console:\n\n### Check Imported Classes\n\nIn debug console type `utils 2`, `LOCAL EXEC`, and select mission config from drop down menu. The mission config will be displayed including imported classes","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v2.02\nThe `import` keyword **can only be used** in mission config, pretty much like `class` keyword, in order to import a class from main config into mission config.\nUseful for UI creation as UI controls have a lot of properties which are already defined in main config, so if only some tweaks are required, it could be easily done after importing the class.\n\nThe keyword tells parser to copy given class during parsing of the mission config so the imported class will be placed where the keyword `import` was placed.\nFor example if one needs to inherit from `RscText`, the `import RscText;` should precede the inheritance:\n\n```cpp\nimport RscText;\nclass MyText : RscText\n{\n    // ...\n};\n```\n\nThe `import` keyword tells the engine to look for the base class in main config, which means classes in base directory. However, it is also possible to look in other dirs using `from` keyword."},{"heading":"Modifiers","level":3,"markdown":""},{"heading":"from","level":4,"markdown":"The `from` keyword is used to indicate specific config path from where the class should be imported. For example, one can do things like this, not that one will even need this particular usage:\n\n```cpp\nimport Default from CfgTasks;\nclass CfgTasks\n{\n    class MyAwesomeTask : Default\n    {\n        name = \"My Awesome Task\";\n    };\n};\n```"},{"heading":"as (Arma 3 v2.14)","level":4,"markdown":"The `as` keyword is used to import a class from main config as another name, for example:\n\n```cpp\nimport CfgRemoteExec as CfgRemoteExecMod;\n\nclass CfgRemoteExec : CfgRemoteExecMod\n{\n    class Server : Server\n    {\n        class Functions : Functions\n        {\n            jip = 0;\n            class BIS_fnc_effectKilledSecondaries\n            {\n                allowedTargets = 0;\n                jip = 0;\n            };\n        };\n    };\n};\n```"},{"heading":"Properties Override","level":3,"markdown":"The properties override is done in the same way it is done for modding.\n\n```cpp\nimport RscText;\nclass MyText : RscText\n{\n    style = 2;\n};\n```\n\nWhen the property is inside another class, this is how it can be done:\n\n```cpp\nimport RscStructuredText;\nclass MyText : RscStructuredText\n{\n    class Attributes : Attributes\n    {\n        align = \"right\";\n    };\n};\n```\n\nHere is example of overriding the color of vignette:\n\n```cpp\nimport RscDisplayEmpty;\nclass MyRscDisplayEmpty : RscDisplayEmpty\n{\n    class controls : controls\n    {\n        class CA_Vignette : CA_Vignette\n        {\n            colorText[] = { 1, 0, 0, 1 };\n        };\n    };\n};\n```\n\nAnd the result, after executing `findDisplay 46 createDisplay \"MyRscDisplayEmpty\";` in debug console:"},{"heading":"Check Imported Classes","level":3,"markdown":"In debug console type `utils 2`, `LOCAL EXEC`, and select mission config from drop down menu. The mission config will be displayed including imported classes"}],"categories":["Introduced with Arma 3 version 2.02","Scripting Topics"],"groups":["Scripting"]},{"name":"Initialisation Order","title":"Initialisation Order","type":"topic","url":"https://community.bistudio.com/wiki/Initialisation_Order","revid":373629,"updated":"2025-05-29T15:41:33Z","aliases":["Initialization Order"],"markdown":"Whenever a mission is launched (or joined in Multiplayer) certain tasks are performed to ensure the mission's various components are initialised correctly and that everyone is synced in multiplayer games (particularly JIP players).\nInitialisation order refers to the order in which those tasks are executed and it is important to take into account when setting up the start of a mission.\n\nEvent Scripts are a key part of a mission's initialisation order and will be utilised often when working with SQF.\n\n**Key**\n\n| Item | Meaning |\n|---|---|\n|  | Single Player Only |\n|  | Multiplayer Only |\n|  | Order is not guaranteed |\n\nTake note that the order of initialisation is different in single player and multiplayer environments. If an entry is unmarked then it applies to both.\n\n> [!NOTE]\n> In multiplayer the following is relevant to every machine including the server and headless clients.\n> If the server is non-dedicated then it should be considered both a server and client.\n\n### Arma 3\n\n**Order of Initialisation (From First to Last)**\n\n| Task | Applies To | JIP | Related To | Exec Environment | Notes |\n|---|---|---|---|---|---|\n| Functions with *recompile* attribute are recompiled | All | ✓ | Arma 3: Functions Library |  |  |\n| Functions with *preInit* attribute are called | All | ✓ | Arma 3: Functions Library | Unscheduled |  |\n| Object Init Event Handlers are called | All | ✗ |  | Unscheduled |  |\n| Expressions of Eden Editor entity attributes are called | Server | ✗ | Eden Editor: Configuring Attributes | Unscheduled | `isPlayer _entity` does not return true immediately. Once the entity has become a player, it is transfered to the client. |\n| Object initialisation fields are called | All | ✓ |  | Unscheduled |  |\n| init.sqs is executed | Singleplayer | N/A | Event Scripts |  |  |\n| init.sqf is executed | Singleplayer | N/A | Event Scripts | Scheduled (ref: Note **in single player** that while the environment is Scheduled (canSuspend returns true), the engine seems to wait until the script is done executing, essentially behaving similarly to an Unscheduled environment - infinite loops will freeze the game, uiSleep may pause the game for up to ~20s (postInit), waitUntil can cause catastrophic issues, etc.) |  |\n| Expressions of Eden Editor scenario attributes are called | All | ✓ | Eden Editor: Configuring Attributes | Unscheduled | player is not available immediately. |\n| Persistent functions are called | Client | ✓ | Arma 3: Remote Execution, BIS_fnc_MP |  |  |\n| Modules are initialised | All | ✗ |  |  | Modules with `isTriggerActivated = 0` execute their functions in scheduled environment |\n| initServer.sqf is executed | Server | N/A | Event Scripts | Scheduled |  |\n| initPlayerLocal.sqf is executed | Client | ✓ | Event Scripts | Scheduled |  |\n| initPlayerServer.sqf is executed on the server | Client | ✓ | Event Scripts | Scheduled |  |\n| Functions with *postInit* attribute are called | All | ✓ | Arma 3: Functions Library | Scheduled (ref: Note **in single player** that while the environment is Scheduled (canSuspend returns true), the engine seems to wait until the script is done executing, essentially behaving similarly to an Unscheduled environment - infinite loops will freeze the game, uiSleep may pause the game for up to ~20s (postInit), waitUntil can cause catastrophic issues, etc.) |  |\n| \"BIS_fnc_init\" variable is set to true | All | ✓ | Arma 2: Functions Library |  |  |\n| init.sqs is executed | Multiplayer | ✓ | Event Scripts | Scheduled |  |\n| init.sqf is executed | Multiplayer | ✓ | Event Scripts | Scheduled |  |","sections":[{"heading":null,"level":1,"markdown":"Whenever a mission is launched (or joined in Multiplayer) certain tasks are performed to ensure the mission's various components are initialised correctly and that everyone is synced in multiplayer games (particularly JIP players).\nInitialisation order refers to the order in which those tasks are executed and it is important to take into account when setting up the start of a mission.\n\nEvent Scripts are a key part of a mission's initialisation order and will be utilised often when working with SQF.\n\n**Key**\n\n| Item | Meaning |\n|---|---|\n|  | Single Player Only |\n|  | Multiplayer Only |\n|  | Order is not guaranteed |\n\nTake note that the order of initialisation is different in single player and multiplayer environments. If an entry is unmarked then it applies to both.\n\n> [!NOTE]\n> In multiplayer the following is relevant to every machine including the server and headless clients.\n> If the server is non-dedicated then it should be considered both a server and client."},{"heading":"Arma 3","level":3,"markdown":"**Order of Initialisation (From First to Last)**\n\n| Task | Applies To | JIP | Related To | Exec Environment | Notes |\n|---|---|---|---|---|---|\n| Functions with *recompile* attribute are recompiled | All | ✓ | Arma 3: Functions Library |  |  |\n| Functions with *preInit* attribute are called | All | ✓ | Arma 3: Functions Library | Unscheduled |  |\n| Object Init Event Handlers are called | All | ✗ |  | Unscheduled |  |\n| Expressions of Eden Editor entity attributes are called | Server | ✗ | Eden Editor: Configuring Attributes | Unscheduled | `isPlayer _entity` does not return true immediately. Once the entity has become a player, it is transfered to the client. |\n| Object initialisation fields are called | All | ✓ |  | Unscheduled |  |\n| init.sqs is executed | Singleplayer | N/A | Event Scripts |  |  |\n| init.sqf is executed | Singleplayer | N/A | Event Scripts | Scheduled (ref: Note **in single player** that while the environment is Scheduled (canSuspend returns true), the engine seems to wait until the script is done executing, essentially behaving similarly to an Unscheduled environment - infinite loops will freeze the game, uiSleep may pause the game for up to ~20s (postInit), waitUntil can cause catastrophic issues, etc.) |  |\n| Expressions of Eden Editor scenario attributes are called | All | ✓ | Eden Editor: Configuring Attributes | Unscheduled | player is not available immediately. |\n| Persistent functions are called | Client | ✓ | Arma 3: Remote Execution, BIS_fnc_MP |  |  |\n| Modules are initialised | All | ✗ |  |  | Modules with `isTriggerActivated = 0` execute their functions in scheduled environment |\n| initServer.sqf is executed | Server | N/A | Event Scripts | Scheduled |  |\n| initPlayerLocal.sqf is executed | Client | ✓ | Event Scripts | Scheduled |  |\n| initPlayerServer.sqf is executed on the server | Client | ✓ | Event Scripts | Scheduled |  |\n| Functions with *postInit* attribute are called | All | ✓ | Arma 3: Functions Library | Scheduled (ref: Note **in single player** that while the environment is Scheduled (canSuspend returns true), the engine seems to wait until the script is done executing, essentially behaving similarly to an Unscheduled environment - infinite loops will freeze the game, uiSleep may pause the game for up to ~20s (postInit), waitUntil can cause catastrophic issues, etc.) |  |\n| \"BIS_fnc_init\" variable is set to true | All | ✓ | Arma 2: Functions Library |  |  |\n| init.sqs is executed | Multiplayer | ✓ | Event Scripts | Scheduled |  |\n| init.sqf is executed | Multiplayer | ✓ | Event Scripts | Scheduled |  |"}],"categories":["Mission Editing","Scripting Topics"],"groups":["Scripting"]},{"name":"inputAction/actions","title":"inputAction/actions","type":"topic","url":"https://community.bistudio.com/wiki/inputAction/actions","revid":352476,"updated":"2024-02-11T23:38:55Z","aliases":["Arma 3: Default Controls","Arma 3: Input Actions","inputAction/actions/bindings"],"markdown":"Ancillary sub-page of inputAction, listing input actions (keybinds) available in Arma 3.\n\n| Action information |  |  | Presets |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|\n| Type | actionName | Name | Arma 2 | Arma 3 | Arma 3 Apex<br>(Default) | Arma 3 Alternative | Arma Reforger | Buldozer | Industry Standard |\n| Common | `gear` | Inventory | G | I | I | I | Tab | I | I |\n| Common | `showMap` | Map | M | M | M | M | M | M | M |\n| Common | `hideMap` | Hide Map | M | M | M | M | M | M | M |\n| Common | `diary` | Diary | J | J | 2xJ | J | J | J | J |\n| Common | `tasks` | Task Overview |  |  | J |  |  |  |  |\n| Common | `MiniMap` | GPS |  |  |  |  |  |  |  |\n| Common | `MiniMapToggle` | GPS (Toggle) | Right Ctrl+M | Right Ctrl+M | Right Ctrl+M | Right Ctrl+M | Right Ctrl+M | Right Ctrl+M | Right Ctrl+M |\n| Common | `uavView` | AV Camera |  | Tab | Tab | Tab | Left Ctrl+Tab | Tab | Tab |\n| Common | `uavViewToggle` | AV Camera (Toggle) |  | 2xTab | 2xTab | 2xTab | 2xTab | 2xTab | 2xTab |\n| Common | `pilotCamera` | Targeting Camera |  | Left Ctrl+Sec. Mouse Btn. | Left Ctrl+Sec. Mouse Btn. | Left Ctrl+Sec. Mouse Btn. | Left Ctrl+Sec. Mouse Btn. | Left Ctrl+Sec. Mouse Btn. | Left Ctrl+Sec. Mouse Btn. |\n| Common | `openDlcScreen` | Open DLC Screen | Left Shift+P | Left Shift+P | Left Shift+P | Left Shift+P | Left Shift+P | Left Shift+P | Left Shift+P |\n| Common | `compass` | Compass | K | K | K |  |  | K | K |\n| Common | `compassToggle` | Compass (Toggle) | 2xK | 2xK | 2xK | K | K | 2xK | 2xK |\n| Common | `watch` | Watch | O | O | O |  |  | O | O |\n| Common | `watchToggle` | Watch (Toggle) | 2xO | 2xO | 2xO | O | O | 2xO | 2xO |\n| Common | `ListLeftVehicleDisplay` | Left Panel Next |  | [ | [ | [ | [ | [ | [ |\n| Common | `ListRightVehicleDisplay` | Right Panel Next |  | ] | ] | ] | ] | ] | ] |\n| Common | `ListPrevLeftVehicleDisplay` | Left Panel Previous |  |  |  |  |  |  |  |\n| Common | `ListPrevRightVehicleDisplay` | Right Panel Previous |  |  |  |  |  |  |  |\n| Common | `CloseLeftVehicleDisplay` | Close Left Panel |  |  |  |  |  |  |  |\n| Common | `CloseRightVehicleDisplay` | Close Right Panel |  |  |  |  |  |  |  |\n| Common | `NextModeLeftVehicleDisplay` | Left Panel Mode |  | Right Ctrl+[ | Right Ctrl+[ | Right Ctrl+[ | Right Ctrl+[ | Right Ctrl+[ | Right Ctrl+[ |\n| Common | `NextModeRightVehicleDisplay` | Right Panel Mode |  | Right Ctrl+] | Right Ctrl+] | Right Ctrl+] | Right Ctrl+] | Right Ctrl+] | Right Ctrl+] |\n| Common | `nightVision` | Night Vision | N | N | N | N | N | N | N |\n| Common | `TransportNightVision` | Vision Mode (Vehicle) | Right Ctrl+N | Right Ctrl+N | Right Ctrl+N | Right Ctrl+N | Right Ctrl+N | Right Ctrl+N | Right Ctrl+N |\n| Common | `binocular` | Binoculars | B | B | B | B | B | B | B |\n| Common | `headlights` | Headlights On/Off | L | L | L | L | L | L | L |\n| Common | `prevAction` | Previous | Mouse wheel up | Mouse wheel up | Mouse wheel up | Mouse wheel up | Mouse wheel up | Mouse wheel up | Mouse wheel up |\n| Common | `nextAction` | Next | Mouse wheel down | Mouse wheel down | Mouse wheel down | Mouse wheel down | Mouse wheel down | Mouse wheel down | Mouse wheel down |\n| Common | `Action` | Use Default Action | Enter | Space | Space | Enter | F | Space | F |\n| Common | `ActionContext` | Use Selected Action | Middle Mouse Btn. | Middle Mouse Btn. | Middle Mouse Btn. | F | F | Middle Mouse Btn. | Middle Mouse Btn. |\n| Common | `ActionInMap` | Use Command Action (Map) |  | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. |\n| Common | `navigateMenu` | Navigate Menu | Backspace | Backspace | Backspace | Backspace | Backspace | Backspace | Backspace |\n| Common | `closeContext` | Close Context Menu | Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. |\n| Common | `LiteUnitInfoToggle` | N/A | Right Ctrl+H | Right Ctrl+H | Right Ctrl+H | Right Ctrl+H | Right Ctrl+H | Right Ctrl+H | Right Ctrl+H |\n| Common | `help` | Last Help | H | H | H | H | H | H | H |\n| Common | `engineToggle` | Engine On/Off |  |  |  |  |  |  |  |\n| Common | `vehicleTurbo` | Vehicle Turbo | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Common | `GetOut` | Get Out |  | V | V | V | X | V | V |\n| Common | `Eject` | Eject |  | 2xV | 2xV | 2xV | 2xX | 2xV | 2xV |\n| Common | `swapGunner` | Swap Gunner |  |  |  |  |  |  |  |\n| Common | `teamSwitch` | Team Switch | U | U | U | U | U | U | U |\n| Common | `teamSwitchPrev` | Team Switch to Previous |  |  |  |  |  |  |  |\n| Common | `teamSwitchNext` | Team Switch to Next |  |  |  |  |  |  |  |\n| Common | `timeDec` | Time Deceleration | - | - | - | - | - | - | - |\n| Common | `timeInc` | Time Acceleration | = | = | = | = | = | = | = |\n| Common | `copyVersion` | Copy Version to Clipboard |  | Left Ctrl+/ | Left Ctrl+/ | Left Ctrl+/ | Left Ctrl+/ | Left Ctrl+/ | Left Ctrl+/ |\n| Common | `ingamePause` | Pause | Escape | Escape | Escape | Escape | Escape | Escape | Escape |\n| Weapons | `defaultAction` | Fire | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. |\n| Weapons | `fire` | Command Fire | Left Ctrl+Prim. Mouse Btn. | Left Ctrl+Prim. Mouse Btn. | Left Ctrl+Prim. Mouse Btn. | Left Ctrl+Prim. Mouse Btn. | Left Ctrl+Prim. Mouse Btn. | Left Ctrl+Prim. Mouse Btn. | Left Ctrl+Prim. Mouse Btn. |\n| Weapons | `reloadMagazine` | Reload | R | R | R | R | R | R | R |\n| Weapons | `SwitchPrimary` | Switch to Primary Weapon |  |  | 1 |  | 1 |  |  |\n| Weapons | `SwitchHandgun` | Switch to Handgun |  |  | 2 |  | 3 |  |  |\n| Weapons | `SwitchSecondary` | Switch to Secondary Weapon |  |  | 3 |  | 2 |  |  |\n| Weapons | `SwitchWeaponGrp1` | Switch to Weapons Group 1 |  |  | 1 |  | 1 |  |  |\n| Weapons | `SwitchWeaponGrp2` | Switch to Weapons Group 2 |  |  | 2 |  | 2 |  |  |\n| Weapons | `SwitchWeaponGrp3` | Switch to Weapons Group 3 |  |  | 3 |  | 3 |  |  |\n| Weapons | `SwitchWeaponGrp4` | Switch to Weapons Group 4 |  |  | 4 |  |  |  |  |\n| Weapons | `nextWeapon` | Next Weapon | F | F | F | C | V | F | Z |\n| Weapons | `prevWeapon` | Previous Weapon |  |  |  |  |  |  |  |\n| Weapons | `switchWeapon` | Switch Gun/Launcher |  | Right Ctrl+; | Right Ctrl+; | Right Ctrl+; | Right Ctrl+; | Right Ctrl+; | Right Ctrl+; |\n| Weapons | `handgun` | Switch Gun/Handgun | ; | ; | ; | ; | ; | ; | ; |\n| Weapons | `optics` | Optics | Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. | 0 [NUM] | Sec. Mouse Btn. | Sec. Mouse Btn. |  |\n| Weapons | `opticsTemp` | Optics Temporary | Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. | Hold Sec. Mouse Btn. |\n| Weapons | `opticsMode` | Optics Mode | / [NUM] | Left Ctrl+ | Left Ctrl+ | Left Ctrl+ | Left Ctrl+ | Left Ctrl+ | X |\n| Weapons | `holdBreath` | Hold Breath | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Left Shift | Left Shift | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Left Shift |\n| Weapons | `deployWeaponAuto` | Deploy Weapon | Left Ctrl+C | C | C | Left Ctrl+C | C | C | C |\n| Weapons | `tempRaiseWeapon` | Raise Weapon |  |  |  |  |  |  |  |\n| Weapons | `toggleRaiseWeapon` | Toggle Raise Weapon | 2xLeft Ctrl | 2xLeft Ctrl | 2xLeft Ctrl | 2xLeft Ctrl | 2xLeft Ctrl | 2xLeft Ctrl | 2xC |\n| Weapons | `throw` | Throw | T | G | G | G | 4 | G | G |\n| Weapons | `cycleThrownItems` | Cycle Throw Items | Left Ctrl+T | Left Ctrl+G | Left Ctrl+G | Left Ctrl+G | Left Ctrl+4 | Left Ctrl+G | Left Shift+G |\n| Weapons | `zeroingUp` | Zeroing Up | Page Up | Page Up | Page Up | Page Up | Page Up | Page Up | Page Up |\n| Weapons | `zeroingDown` | Zeroing Down | Page Down | Page Down | Page Down | Page Down | Page Down | Page Down | Page Down |\n| Weapons | `gunElevUp` | Gun Elevation Up | Page Up | Page Up | Page Up | Page Up | Page Up | Page Up | Page Up |\n| Weapons | `gunElevDown` | Gun Elevation Down | Page Down | Page Down | Page Down | Page Down | Page Down | Page Down | Page Down |\n| Weapons | `gunElevSlow` | Slow Gun Elevation | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Weapons | `gunElevAuto` | Lase Range | \\ | T | T | T | T | T | T |\n| Weapons | `ActiveSensorsToggle` | Radar On/Off |  | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R |\n| Weapons | `lockTarget` | Lock Target | Hold Sec. Mouse Btn. | T | T | T | T | T | T |\n| Weapons | `lockTargetToggle` | N/A |  |  |  |  |  |  |  |\n| Weapons | `revealTarget` | Reveal Target | Hold Sec. Mouse Btn. | T | T | T | T | T | T |\n| Weapons | `lockTargets` | Next Target | Tab |  |  |  |  |  |  |\n| Weapons | `lockEmptyTargets` | Next Empty Target | Left Ctrl+Tab |  |  |  |  |  |  |\n| Weapons | `vehLockTargets` | Next Target (Vehicle) | Tab | R | R | R | R | R | R |\n| Weapons | `vehLockEmptyTargets` | Next Empty Target (Vehicle) | Left Ctrl+Tab |  |  |  |  |  |  |\n| Weapons | `vehLockTurretView` | Stabilize Turret |  | Left Ctrl+T | Left Ctrl+T | Left Ctrl+T | Left Ctrl+T | Left Ctrl+T | Left Ctrl+T |\n| Weapons | `switchGunnerWeapon` | Change Gunner Weapon | Left Ctrl+F | Left Ctrl+F | Left Ctrl+F | Left Ctrl+F | Left Ctrl+V | Left Ctrl+F | Left Ctrl+Z |\n| Weapons | `heliManualFire` | Toggle Manual Fire | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla |\n| Weapons | `launchCM` | Countermeasures | R | C | C | C | C | C | C |\n| Weapons | `nextCM` | Countermeasures Mode | Left Ctrl+R | Left Ctrl+C | Left Ctrl+C | Left Ctrl+C | Left Ctrl+C | Left Ctrl+C | Left Ctrl+C |\n| View | `AimUp` | Aim Up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up |\n| View | `AimDown` | Aim Down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down |\n| View | `AimLeft` | Aim Left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left |\n| View | `AimRight` | Aim Right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right |\n| View | `AimHeadUp` | Look Up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up |\n| View | `AimHeadDown` | Look Down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down |\n| View | `AimHeadLeft` | Look Left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left |\n| View | `AimHeadRight` | Look Right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right |\n| View | `personView` | Toggle View | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] |\n| View | `tacticalView` | Tactical View | . [NUM] | . [NUM] | . [NUM] | . [NUM] | . [NUM] | . [NUM] | . [NUM] |\n| View | `zoomTemp` | Zoom Temporary | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. |\n| View | `lookAround` | Look | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt |\n| View | `commandWatch` | Command Watch | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt |\n| View | `lookAroundToggle` | Freelook | 2xLeft Alt | 2xLeft Alt | 2xLeft Alt | 2xLeft Alt | 2xLeft Alt | 2xLeft Alt | 2xLeft Alt |\n| View | `lookLeftUp` | Look Left Up | 7 [NUM] | 7 [NUM] | 7 [NUM] | 7 [NUM] | 7 [NUM] | 7 [NUM] | 7 [NUM] |\n| View | `lookUp` | Look Up | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] |\n| View | `lookRightUp` | Look Right Up | 9 [NUM] | 9 [NUM] | 9 [NUM] | 9 [NUM] | 9 [NUM] | 9 [NUM] | 9 [NUM] |\n| View | `lookLeft` | Look Left | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] |\n| View | `lookCenter` | Center Look | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] |\n| View | `lookRight` | Look Right | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] |\n| View | `lookLeftDown` | Look Left Down | 1 [NUM] | 1 [NUM] | 1 [NUM] | 1 [NUM] | 1 [NUM] | 1 [NUM] | 1 [NUM] |\n| View | `lookDown` | Look Down | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] |\n| View | `lookRightDown` | Look Right Down | 3 [NUM] | 3 [NUM] | 3 [NUM] | 3 [NUM] | 3 [NUM] | 3 [NUM] | 3 [NUM] |\n| View | `zoomIn` | Zoom In | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] |\n| View | `zoomInToggle` | Zoom In (Toggle) | 2x+ [NUM] | 2x+ [NUM] | 2x+ [NUM] | 2x+ [NUM] | 2x+ [NUM] | 2x+ [NUM] | 2x+ [NUM] |\n| View | `zoomOut` | Zoom Out | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] |\n| View | `zoomOutToggle` | Zoom Out (Toggle) | 2x- [NUM] | 2x- [NUM] | 2x- [NUM] | 2x- [NUM] | 2x- [NUM] | 2x- [NUM] | 2x- [NUM] |\n| View | `lookShiftUp` | Move Head Up | Left Ctrl+Page Up | Left Ctrl+Page Up | Left Ctrl+Page Up | Left Ctrl+Page Up | Left Ctrl+Page Up | Left Ctrl+Page Up |  |\n| View | `lookShiftDown` | Move Head Down | Left Ctrl+Page Down | Left Ctrl+Page Down | Left Ctrl+Page Down | Left Ctrl+Page Down | Left Ctrl+Page Down | Left Ctrl+Page Down |  |\n| View | `lookShiftForward` | Move Head Forward |  | Left Ctrl+8 [NUM] | Left Ctrl+8 [NUM] | Left Ctrl+8 [NUM] | Left Ctrl+8 [NUM] | Left Ctrl+8 [NUM] |  |\n| View | `lookShiftLeft` | Move Head Left |  | Left Ctrl+4 [NUM] | Left Ctrl+4 [NUM] | Left Ctrl+4 [NUM] | Left Ctrl+4 [NUM] | Left Ctrl+4 [NUM] |  |\n| View | `lookShiftCenter` | Center Head Move | Left Ctrl+5 [NUM] | Left Ctrl+5 [NUM] | Left Ctrl+5 [NUM] | Left Ctrl+5 [NUM] | Left Ctrl+5 [NUM] | Left Ctrl+5 [NUM] |  |\n| View | `lookShiftRight` | Move Head Right |  | Left Ctrl+6 [NUM] | Left Ctrl+6 [NUM] | Left Ctrl+6 [NUM] | Left Ctrl+6 [NUM] | Left Ctrl+6 [NUM] |  |\n| View | `lookShiftBack` | Move Head Back |  | Left Ctrl+2 [NUM] | Left Ctrl+2 [NUM] | Left Ctrl+2 [NUM] | Left Ctrl+2 [NUM] | Left Ctrl+2 [NUM] |  |\n| View | `lookRollLeft` | Head Roll Left | Left Ctrl+7 [NUM] | Left Ctrl+7 [NUM] | Left Ctrl+7 [NUM] | Left Ctrl+7 [NUM] | Left Ctrl+7 [NUM] | Left Ctrl+7 [NUM] |  |\n| View | `lookRollRight` | Head Roll Right | Left Ctrl+9 [NUM] | Left Ctrl+9 [NUM] | Left Ctrl+9 [NUM] | Left Ctrl+9 [NUM] | Left Ctrl+9 [NUM] | Left Ctrl+9 [NUM] |  |\n| View | `lookLeftCont` | Look Left (Analog) | Tracking device Rot Left | Tracking device Rot Left | Tracking device Rot Left | Tracking device Rot Left | Tracking device Rot Left | Tracking device Rot Left | Tracking device Rot Left |\n| View | `lookRightCont` | Look Right (Analog) | Tracking device Rot Right | Tracking device Rot Right | Tracking device Rot Right | Tracking device Rot Right | Tracking device Rot Right | Tracking device Rot Right | Tracking device Rot Right |\n| View | `lookDownCont` | Look Down (Analog) | Tracking device Rot Down | Tracking device Rot Down | Tracking device Rot Down | Tracking device Rot Down | Tracking device Rot Down | Tracking device Rot Down | Tracking device Rot Down |\n| View | `lookUpCont` | Look Up (Analog) | Tracking device Rot Up | Tracking device Rot Up | Tracking device Rot Up | Tracking device Rot Up | Tracking device Rot Up | Tracking device Rot Up | Tracking device Rot Up |\n| View | `zoomContIn` | Zoom In (Continuous) | Tracking device -tZ | Tracking device -tZ | Tracking device -tZ | Tracking device -tZ | Tracking device -tZ | Tracking device -tZ | Tracking device -tZ |\n| View | `zoomContOut` | Zoom Out (Continuous) | Tracking device +tZ | Tracking device +tZ | Tracking device +tZ | Tracking device +tZ | Tracking device +tZ | Tracking device +tZ | Tracking device +tZ |\n| View | `lookShiftLeftCont` | Head Left (Analog) | Tracking device Left | Tracking device Left | Tracking device Left | Tracking device Left | Tracking device Left | Tracking device Left | Tracking device Left |\n| View | `lookShiftRightCont` | Head Right (Analog) | Tracking device Right | Tracking device Right | Tracking device Right | Tracking device Right | Tracking device Right | Tracking device Right | Tracking device Right |\n| View | `lookShiftUpCont` | Head Up (Analog) |  |  |  |  |  |  |  |\n| View | `lookShiftDownCont` | Head Down (Analog) |  |  |  |  |  |  |  |\n| View | `lookShiftForwardCont` | Head Forward (Analog) |  |  |  |  |  |  |  |\n| View | `lookShiftBackCont` | Head Back (Analog) |  |  |  |  |  |  |  |\n| View | `lookRollLeftCont` | Head Roll Left (Analog) | Tracking device +rZ | Tracking device +rZ | Tracking device +rZ | Tracking device +rZ | Tracking device +rZ | Tracking device +rZ | Tracking device +rZ |\n| View | `lookRollRightCont` | Head Roll Right (Analog) | Tracking device -rZ | Tracking device -rZ | Tracking device -rZ | Tracking device -rZ | Tracking device -rZ | Tracking device -rZ | Tracking device -rZ |\n| View | `turretElevationUp` | Raise Turret | Left Ctrl+Q | E | E | E | E | E | E |\n| View | `turretElevationDown` | Lower turret | Left Ctrl+Z | Q | Q | Q | Q | Q | Q |\n| Command | `selectAll` | Select All Units | grave | grave | grave | 2xgrave | grave | grave | grave |\n| Command | `switchCommand` | Switch Command Menu | Left Ctrl+Space, | Left Ctrl+Space, | Left Ctrl+Space, | Left Ctrl+Space, | Left Ctrl+Space, | Left Ctrl+Space, | Left Shift+F, |\n| Command | `SelectGroupUnit1` | Select Unit 1 | F1 | F1 | F1 | F1 | F1 | F1 | F1 |\n| Command | `SelectGroupUnit2` | Select Unit 2 | F2 | F2 | F2 | F2 | F2 | F2 | F2 |\n| Command | `SelectGroupUnit3` | Select Unit 3 | F3 | F3 | F3 | F3 | F3 | F3 | F3 |\n| Command | `SelectGroupUnit4` | Select Unit 4 | F4 | F4 | F4 | F4 | F4 | F4 | F4 |\n| Command | `SelectGroupUnit5` | Select Unit 5 | F5 | F5 | F5 | F5 | F5 | F5 | F5 |\n| Command | `SelectGroupUnit6` | Select Unit 6 | F6 | F6 | F6 | F6 | F6 | F6 | F6 |\n| Command | `SelectGroupUnit7` | Select Unit 7 | F7 | F7 | F7 | F7 | F7 | F7 | F7 |\n| Command | `SelectGroupUnit8` | Select Unit 8 | F8 | F8 | F8 | F8 | F8 | F8 | F8 |\n| Command | `SelectGroupUnit9` | Select Unit 9 | F9 | F9 | F9 | F9 | F9 | F9 | F9 |\n| Command | `SelectGroupUnit0` | Select Unit 10 | F10 | F10 | F10 | F10 | F10 | F10 | F10 |\n| Command | `GroupPagePrev` | Previous Unit Page | F11 | F11 | F11 | F11 | F11 | F11 | F11 |\n| Command | `GroupPageNext` | Next Unit Page | F12 | F12 | F12 | F12 | F12 | F12 | F12 |\n| Command | `SetTeamRed` | Set Team Red | Left Ctrl+F1, Right Ctrl+F1 | Left Ctrl+F1, Right Ctrl+F1 | Left Ctrl+F1, Right Ctrl+F1 | Left Ctrl+F1, Right Ctrl+F1 | Left Ctrl+F1, Right Ctrl+F1 | Left Ctrl+F1, Right Ctrl+F1 | Left Ctrl+F1, Right Ctrl+F1 |\n| Command | `SetTeamGreen` | Set Team Green | Left Ctrl+F2, Right Ctrl+F2 | Left Ctrl+F2, Right Ctrl+F2 | Left Ctrl+F2, Right Ctrl+F2 | Left Ctrl+F2, Right Ctrl+F2 | Left Ctrl+F2, Right Ctrl+F2 | Left Ctrl+F2, Right Ctrl+F2 | Left Ctrl+F2, Right Ctrl+F2 |\n| Command | `SetTeamBlue` | Set Team Blue | Left Ctrl+F3, Right Ctrl+F3 | Left Ctrl+F3, Right Ctrl+F3 | Left Ctrl+F3, Right Ctrl+F3 | Left Ctrl+F3, Right Ctrl+F3 | Left Ctrl+F3, Right Ctrl+F3 | Left Ctrl+F3, Right Ctrl+F3 | Left Ctrl+F3, Right Ctrl+F3 |\n| Command | `SetTeamYellow` | Set Team Yellow | Left Ctrl+F4, Right Ctrl+F4 | Left Ctrl+F4, Right Ctrl+F4 | Left Ctrl+F4, Right Ctrl+F4 | Left Ctrl+F4, Right Ctrl+F4 | Left Ctrl+F4, Right Ctrl+F4 | Left Ctrl+F4, Right Ctrl+F4 | Left Ctrl+F4, Right Ctrl+F4 |\n| Command | `SetTeamWhite` | Set Team White | Left Ctrl+F5, Right Ctrl+F5 | Left Ctrl+F5, Right Ctrl+F5 | Left Ctrl+F5, Right Ctrl+F5 | Left Ctrl+F5, Right Ctrl+F5 | Left Ctrl+F5, Right Ctrl+F5 | Left Ctrl+F5, Right Ctrl+F5 | Left Ctrl+F5, Right Ctrl+F5 |\n| Command | `SelectTeamRed` | Select Team Red | Left Shift+F1, Right Shift+F1 | Left Shift+F1, Right Shift+F1 | Left Shift+F1, Right Shift+F1 | Left Shift+F1, Right Shift+F1 | Left Shift+F1, Right Shift+F1 | Left Shift+F1, Right Shift+F1 | Left Shift+F1, Right Shift+F1 |\n| Command | `SelectTeamGreen` | Select Team Green | Left Shift+F2, Right Shift+F2 | Left Shift+F2, Right Shift+F2 | Left Shift+F2, Right Shift+F2 | Left Shift+F2, Right Shift+F2 | Left Shift+F2, Right Shift+F2 | Left Shift+F2, Right Shift+F2 | Left Shift+F2, Right Shift+F2 |\n| Command | `SelectTeamBlue` | Select Team Blue | Left Shift+F3, Right Shift+F3 | Left Shift+F3, Right Shift+F3 | Left Shift+F3, Right Shift+F3 | Left Shift+F3, Right Shift+F3 | Left Shift+F3, Right Shift+F3 | Left Shift+F3, Right Shift+F3 | Left Shift+F3, Right Shift+F3 |\n| Command | `SelectTeamYellow` | Select Team Yellow | Left Shift+F4, Right Shift+F4 | Left Shift+F4, Right Shift+F4 | Left Shift+F4, Right Shift+F4 | Left Shift+F4, Right Shift+F4 | Left Shift+F4, Right Shift+F4 | Left Shift+F4, Right Shift+F4 | Left Shift+F4, Right Shift+F4 |\n| Command | `SelectTeamWhite` | Select Team White | Left Shift+F5, Right Shift+F5 | Left Shift+F5, Right Shift+F5 | Left Shift+F5, Right Shift+F5 | Left Shift+F5, Right Shift+F5 | Left Shift+F5, Right Shift+F5 | Left Shift+F5, Right Shift+F5 | Left Shift+F5, Right Shift+F5 |\n| Command | `CommandingMenu1` | Open Menu (Move) | 1 | 1 |  | 1 |  | 1 | 1 |\n| Command | `CommandingMenu2` | Open Menu (Target) | 2 | 2 |  | 2 |  | 2 | 2 |\n| Command | `CommandingMenu3` | Open Menu (Engage) | 3 | 3 |  | 3 |  | 3 | 3 |\n| Command | `CommandingMenu4` | Open Menu (Mount) | 4 | 4 |  | 4 |  | 4 | 4 |\n| Command | `CommandingMenu5` | Open Menu (Status) | 5 | 5 |  | 5 |  | 5 | 5 |\n| Command | `CommandingMenu6` | Open Menu (Action) | 6 | 6 |  | 6 |  | 6 | 6 |\n| Command | `CommandingMenu7` | Open Menu (Combat Mode) | 7 | 7 |  | 7 |  | 7 | 7 |\n| Command | `CommandingMenu8` | Open Menu (Formation) | 8 | 8 |  | 8 |  | 8 | 8 |\n| Command | `CommandingMenu9` | Open Menu (Team) | 9 | 9 |  | 9 |  | 9 | 9 |\n| Command | `CommandingMenu0` | Open Menu (Reply) | 0 | 0 | 0 | 0 | 0 | 0 | 0 |\n| Command | `CommandingMenuSelect1` | Select Menu 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |\n| Command | `CommandingMenuSelect2` | Select Menu 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |\n| Command | `CommandingMenuSelect3` | Select Menu 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |\n| Command | `CommandingMenuSelect4` | Select Menu 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |\n| Command | `CommandingMenuSelect5` | Select Menu 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |\n| Command | `CommandingMenuSelect6` | Select Menu 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |\n| Command | `CommandingMenuSelect7` | Select Menu 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 |\n| Command | `CommandingMenuSelect8` | Select Menu 8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 |\n| Command | `CommandingMenuSelect9` | Select Menu 9 | 9 | 9 | 9 | 9 | 9 | 9 | 9 |\n| Command | `CommandingMenuSelect0` | Select Menu 10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |\n| Command | `commandWatch` | Command Watch | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt |\n| Command | `commandLeft` | Command Left | A | A | A | A | A | A | A |\n| Command | `commandRight` | Command Right | D | D | D | D | D | D | D |\n| Command | `commandForward` | Command Forward | W | W | W | W | W | W | W |\n| Command | `commandBack` | Command Back | S | S | S | S | S | S | S |\n| Command | `commandFast` | Command Fast | E | W+Left Shift | W+Left Shift | W+Left Shift | W+Left Shift | W+Left Shift | W+Left Shift |\n| Command | `commandSlow` | Command Slow | Q | W+Left Ctrl, Left Ctrl+W | W+Left Ctrl, Left Ctrl+W | W+Left Ctrl, Left Ctrl+W | W+Left Ctrl, Left Ctrl+W | W+Left Ctrl, Left Ctrl+W | W+Left Ctrl, Left Ctrl+W |\n| Multiplayer | `networkStats` | Multiplayer Statistics | I | P | P | P | P | P | P |\n| Multiplayer | `networkPlayers` | List Of Players | P | Right Ctrl+P | Right Ctrl+P | Right Ctrl+P | Right Ctrl+P | Right Ctrl+P | Right Ctrl+P |\n| Multiplayer | `prevChannel` | Previous Channel | , | , | , | , | , | , | , |\n| Multiplayer | `nextChannel` | Next Channel | . | . | . | . | . | . | . |\n| Multiplayer | `chat` | Chat | / | / | / | / | <null> | / | Enter |\n| Multiplayer | `pushToTalk` | Push To Talk | Caps Lock | Caps Lock | Caps Lock | Caps Lock | Caps Lock | Caps Lock | Caps Lock |\n| Multiplayer | `voiceOverNet` | Voice Over Net |  |  |  |  |  |  |  |\n| Multiplayer | `PushToTalkAll` | Talk On Global Channel |  |  |  |  |  |  |  |\n| Multiplayer | `PushToTalkSide` | Talk On Side Channel |  |  |  |  |  |  |  |\n| Multiplayer | `PushToTalkCommand` | Talk On Command Channel |  |  |  |  |  |  |  |\n| Multiplayer | `PushToTalkGroup` | Talk On Group Channel |  |  |  |  |  |  |  |\n| Multiplayer | `PushToTalkVehicle` | Talk on Vehicle channel |  |  |  |  |  |  |  |\n| Multiplayer | `PushToTalkDirect` | Talk on Direct channel |  |  |  |  |  |  |  |\n| Multiplayer | `TacticalPing` | Tactical Ping |  | Left Shift+T | Left Shift+T | Left Shift+T | Left Shift+T | Left Shift+T | Left Shift+T |\n| Infantry Movement | `MoveForward` | Move Forward | W | W | W | W | W | UP | W |\n| Infantry Movement | `MoveBack` | Move Back | S | S | S | S | S | DOWN | S |\n| Infantry Movement | `TurnLeft` | Strafe Left | A | A | A | A | A | LEFT | A |\n| Infantry Movement | `TurnRight` | Strafe Right | D | D | D | D | D | RIGHT | D |\n| Infantry Movement | `MoveFastForward` | Fast Forward | 2xW |  |  | W+S, S+W |  |  |  |\n| Infantry Movement | `MoveSlowForward` | Slow forward |  |  |  |  |  |  |  |\n| Infantry Movement | `turbo` | Sprint |  | Left Shift | Left Shift |  | Left Shift | Left Shift | Left Shift |\n| Infantry Movement | `TurboToggle` | Sprint (Toggle) |  |  |  |  |  |  |  |\n| Infantry Movement | `MoveLeft` | Turn Left | Left Shift+Q |  |  |  |  |  |  |\n| Infantry Movement | `MoveRight` | Turn Right | Left Shift+E |  |  |  |  |  |  |\n| Infantry Movement | `TactTemp` | Combat Pace |  |  |  | Left Shift |  |  |  |\n| Infantry Movement | `TactToggle` | Combat Pace Toggle | Y | C | 2xC |  | C | C | C |\n| Infantry Movement | `TactShort` | Combat Pace 3 Sec. |  | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. |\n| Infantry Movement | `WalkRunTemp` | Walk/Run (Temporary) | Left Shift |  |  | Space |  |  |  |\n| Infantry Movement | `WalkRunToggle` | Walk/Run (Toggle) | 2xLeft Shift | W+S, S+W | Left Ctrl+C |  | 2xLeft Shift | W+S, S+W | W+S, S+W |\n| Infantry Movement | `AdjustUp` | Adjust Stance Up | Left Ctrl+W | Left Ctrl+W | Left Ctrl+W | Left Ctrl+W | Left Ctrl+W | Left Ctrl+W | UP |\n| Infantry Movement | `AdjustDown` | Adjust Stance Down | Left Ctrl+S | Left Ctrl+S | Left Ctrl+S | Left Ctrl+S | Left Ctrl+S | Left Ctrl+S | DOWN |\n| Infantry Movement | `AdjustLeft` | Adjust Stance Left | Left Ctrl+A | Left Ctrl+A | Left Ctrl+A | Left Ctrl+A | Left Ctrl+A | Left Ctrl+A | LEFT |\n| Infantry Movement | `AdjustRight` | Adjust Stance Right | Left Ctrl+D | Left Ctrl+D | Left Ctrl+D | Left Ctrl+D | Left Ctrl+D | Left Ctrl+D | RIGHT |\n| Infantry Movement | `Stand` | Stand Up (Toggle) | C |  |  |  |  |  |  |\n| Infantry Movement | `Crouch` | Crouch (Toggle) |  |  |  |  |  |  |  |\n| Infantry Movement | `Prone` | Prone (Toggle) |  |  |  |  |  |  |  |\n| Infantry Movement | `MoveUp` | Crouch / Stand Up | X | X | X | X | X | X | Left Ctrl |\n| Infantry Movement | `MoveDown` | Go Prone / Stand Up | Z | Z | Z | Z | Z | Z | Space |\n| Infantry Movement | `SwimUp` | Swim Up | Q | X | X | X | X | X | Left Shift |\n| Infantry Movement | `SwimDown` | Swim Down | Z | Z | Z | Z | Z | Z | Space |\n| Infantry Movement | `EvasiveLeft` | Evasive Left | Q | Q | Q | Q | Q |  | Q |\n| Infantry Movement | `EvasiveRight` | Evasive Right | E | E | E | E | E | E | E |\n| Infantry Movement | `LeanLeft` | Lean Left | Q | Q | Q | Q | Q | Tracking device Left | Q |\n| Infantry Movement | `LeanLeftToggle` | Lean Left Toggle | 2xQ | 2xQ | 2xQ | 2xQ | Left Ctrl+Q | 2xQ | 2xQ |\n| Infantry Movement | `LeanRight` | Lean Right | E | E | E | E | E | E | E |\n| Infantry Movement | `LeanRightToggle` | Lean Right Toggle | 2xE | 2xE | 2xE | 2xE | Left Ctrl+E | 2xE | 2xE |\n| Infantry Movement | `GetOver` | Step Over | V | V | V | V | Space | V | V |\n| Infantry Movement | `Salute` | Salute | \\ | \\ | \\ | \\ | \\ | \\ | \\ |\n| Infantry Movement | `SitDown` | Sit Down | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla |\n| Vehicle Movement | `CarForward` | Car Forward | W | W | W | UP | W | W | W |\n| Vehicle Movement | `CarBack` | Car Back | S | S | S | S | S | S | S |\n| Vehicle Movement | `CarLeft` | Car Left | A | A | A | A | A | A | A |\n| Vehicle Movement | `CarRight` | Car Right | D | D | D | D | D | D | D |\n| Vehicle Movement | `CarLinearLeft` | Car Left (Analog) |  |  |  |  |  |  |  |\n| Vehicle Movement | `CarLinearRight` | Car Right (Analog) |  |  |  |  |  |  |  |\n| Vehicle Movement | `CarFastForward` | Car Fast Forward | E | Left Shift+W | Left Shift+W | W | Left Shift+W | Left Shift+W | Left Shift+W |\n| Vehicle Movement | `CarSlowForward` | Car Slow Forward | Q | Left Ctrl+W | Left Ctrl+W | W+S, S+W | Left Ctrl+W | Left Ctrl+W | Left Ctrl+W |\n| Vehicle Movement | `CarHandBrake` | Hand Brake |  | X | X | Space | Space | X | Space |\n| Vehicle Movement | `CarWheelLeft` | Car More Left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left |\n| Vehicle Movement | `CarWheelRight` | Car More Right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right |\n| Vehicle Movement | `CarAimUp` | Aim Up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up |\n| Vehicle Movement | `CarAimDown` | Aim Down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down |\n| Vehicle Movement | `CarAimLeft` | Aim Left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left |\n| Vehicle Movement | `CarAimRight` | Aim Right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right |\n| Vehicle Movement | `TurnIn` | Turn In | X | Left Ctrl+Q | Left Ctrl+Q | Z | Left Ctrl+Q | Left Ctrl+Q | Left Ctrl+Q |\n| Vehicle Movement | `TurnOut` | Turn out | Z | Left Ctrl+E | Left Ctrl+E | X | Left Ctrl+E | Left Ctrl+E | Left Ctrl+E |\n| Helicopter Movement | `HeliCyclicForward` | Cyclic Forward | W | W | W | W | W | W | W |\n| Helicopter Movement | `HeliCyclicBack` | Cyclic Backward | S | S | S | S | S | S | S |\n| Helicopter Movement | `HeliCyclicLeft` | Cyclic Left | A | A | A | A | A | A | A |\n| Helicopter Movement | `HeliCyclicRight` | Cyclic Right | D | D | D | D | D | D | D |\n| Helicopter Movement | `HeliCollectiveRaise` | Collective Raise | Q | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Helicopter Movement | `HeliCollectiveLower` | Collective Lower | Z | Z | Z | Space | Z | Z | Space |\n| Helicopter Movement | `HeliRudderLeft` | Left Pedal | X | Q | Q | Q | Q | Q | Q |\n| Helicopter Movement | `HeliRudderRight` | Right Pedal | C | E | E | E | E | E | E |\n| Helicopter Movement | `HeliLeft` | Left Turn | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left |\n| Helicopter Movement | `HeliRight` | Right Turn | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right |\n| Helicopter Movement | `AutoHover` | Auto-Hover On | 2x\\ | X | X |  | 2xLeft Shift | X | X |\n| Helicopter Movement | `AutoHoverCancel` | Auto-Hover Off | \\ | X | X |  | 2xLeft Shift | X | X |\n| Helicopter Movement | `LandGear` | Gear Down | Right Ctrl+G | G | G | G | G | G | G |\n| Helicopter Movement | `LandGearUp` | Gear Up | Right Ctrl+G | G | G | G | G | G | G |\n| Helicopter Movement | `HeliCollectiveRaiseCont` | Collective Raise (Analog) |  |  |  |  |  |  |  |\n| Helicopter Movement | `HeliCollectiveLowerCont` | Collective Lower (Analog) |  |  |  |  |  |  |  |\n| Helicopter Movement | `HeliWheelsBrake` | Wheel Brake Hold/Release | Right Ctrl+W | Right Ctrl+W | Right Ctrl+W | Right Ctrl+W | Right Ctrl+W | Right Ctrl+W | Right Ctrl+W |\n| Helicopter Movement | `HelicopterTrimOn` | Manual Trim Set | Right Ctrl+5 [NUM] | Right Ctrl+5 [NUM] | Right Ctrl+5 [NUM] | Right Ctrl+5 [NUM] | Right Ctrl+5 [NUM] | Right Ctrl+5 [NUM] | Right Ctrl+5 [NUM] |\n| Helicopter Movement | `HelicopterTrimOff` | Manual Trim Release | Right Ctrl+. [NUM] | Right Ctrl+. [NUM] | Right Ctrl+. [NUM] | Right Ctrl+. [NUM] | Right Ctrl+. [NUM] | Right Ctrl+. [NUM] | Right Ctrl+. [NUM] |\n| Helicopter Movement | `HeliTrimLeft` | Manual Trim (Left) | Right Ctrl+4 [NUM] | Right Ctrl+4 [NUM] | Right Ctrl+4 [NUM] | Right Ctrl+4 [NUM] | Right Ctrl+4 [NUM] | Right Ctrl+4 [NUM] | Right Ctrl+4 [NUM] |\n| Helicopter Movement | `HeliTrimRight` | Manual Trim (Right) | Right Ctrl+6 [NUM] | Right Ctrl+6 [NUM] | Right Ctrl+6 [NUM] | Right Ctrl+6 [NUM] | Right Ctrl+6 [NUM] | Right Ctrl+6 [NUM] | Right Ctrl+6 [NUM] |\n| Helicopter Movement | `HeliTrimForward` | Manual Trim (Forward) | Right Ctrl+8 [NUM] | Right Ctrl+8 [NUM] | Right Ctrl+8 [NUM] | Right Ctrl+8 [NUM] | Right Ctrl+8 [NUM] | Right Ctrl+8 [NUM] | Right Ctrl+8 [NUM] |\n| Helicopter Movement | `HeliTrimBackward` | Manual Trim (Backward) | Right Ctrl+2 [NUM] | Right Ctrl+2 [NUM] | Right Ctrl+2 [NUM] | Right Ctrl+2 [NUM] | Right Ctrl+2 [NUM] | Right Ctrl+2 [NUM] | Right Ctrl+2 [NUM] |\n| Helicopter Movement | `HeliTrimRudderLeft` | Manual Trim (Pedals Left) | Right Ctrl+1 [NUM] | Right Ctrl+1 [NUM] | Right Ctrl+1 [NUM] | Right Ctrl+1 [NUM] | Right Ctrl+1 [NUM] | Right Ctrl+1 [NUM] | Right Ctrl+1 [NUM] |\n| Helicopter Movement | `HeliTrimRudderRight` | Manual Trim (Pedals Right) | Right Ctrl+3 [NUM] | Right Ctrl+3 [NUM] | Right Ctrl+3 [NUM] | Right Ctrl+3 [NUM] | Right Ctrl+3 [NUM] | Right Ctrl+3 [NUM] | Right Ctrl+3 [NUM] |\n| Helicopter Movement | `HeliRopeAction` | Rope Interaction | B | B | B | B | B | B | B |\n| Helicopter Movement | `HeliSlingLoadManager` | Sling Load Assistant | Right Ctrl+B | Right Ctrl+B | Right Ctrl+B | Right Ctrl+B | Right Ctrl+B | Right Ctrl+B | Right Ctrl+B |\n| Plane Movement | `HeliForward` | Nose Down | W | W | W | W | W | W | W |\n| Plane Movement | `HeliBack` | Nose Up | S | S | S | S | S | S | S |\n| Plane Movement | `AirBankLeft` | Bank Left | A | A | A | A | A | A | A |\n| Plane Movement | `AirBankRight` | Bank Right | D | D | D | D | D | D | D |\n| Plane Movement | `HeliFastForward` | Fast Forward | E |  |  |  |  |  |  |\n| Plane Movement | `HeliUp` | Increase Thrust | Q | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Plane Movement | `HeliDown` | Decrease Thrust | Z | Z | Z | Space | Z | Z | Space |\n| Plane Movement | `HeliThrottlePos` | Thrust (Analog) |  |  |  |  |  |  |  |\n| Plane Movement | `AirPlaneBrake` | Speedbrake |  | X | X | X |  | X | X |\n| Plane Movement | `HeliRudderLeft` | Left Pedal | X | Q | Q | Q | Q | Q | Q |\n| Plane Movement | `HeliRudderRight` | Right Pedal | C | E | E | E | E | E | E |\n| Plane Movement | `HeliLeft` | Left Turn | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left |\n| Plane Movement | `HeliRight` | Right Turn | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right |\n| Plane Movement | `vtolVectoring` | Auto-Vectoring On | 2x\\ | Left Ctrl+X | Left Ctrl+X | Left Ctrl+X | Left Ctrl+X | Left Ctrl+X | X |\n| Plane Movement | `vtolVectoringCancel` | Auto-Vectoring Off | \\ | Left Ctrl+X | Left Ctrl+X | Left Ctrl+X | Left Ctrl+X | Left Ctrl+X | X |\n| Plane Movement | `LandGear` | Gear Down | Right Ctrl+G | G | G | G | G | G | G |\n| Plane Movement | `LandGearUp` | Gear Up | Right Ctrl+G | G | G | G | G | G | G |\n| Plane Movement | `FlapsDown` | Flaps Down | Right Ctrl+K | Left Ctrl+Mouse left | Left Ctrl+Mouse left | Right Ctrl+L | Left Ctrl+Mouse left | Left Ctrl+Mouse left | Left Ctrl+Mouse left |\n| Plane Movement | `FlapsUp` | Flaps Up | Right Ctrl+L | Left Ctrl+Mouse left | Left Ctrl+Mouse left | Left Ctrl+Mouse left | Left Ctrl+Mouse left | Left Ctrl+Mouse left | Left Ctrl+Mouse left |\n| Plane Movement | `HeliThrottleNeg` | Speedbrake (Analog) |  |  |  |  |  |  |  |\n| Submarine Movement | `submarineUp` | Surface | Q | X | X | Left Shift | Q | X | Left Shift |\n| Submarine Movement | `submarineDown` | Dive | Z | Z | Z | Space | Z | Z | Space |\n| Submarine Movement | `submarineLeft` | Turn Left | A | A | A | A | A | A | A |\n| Submarine Movement | `submarineRight` | Turn Right | D | D | D | D | D | D | D |\n| Submarine Movement | `submarineForward` | Move Forward | W | W | W | W | W | W | W |\n| Submarine Movement | `submarineBack` | Move Backward | S | S | S | S | S | S | S |\n| Submarine Movement | `submarineCyclicForward` | Nose Up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up |\n| Submarine Movement | `submarineCyclicBack` | Nose Down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down |\n| Development | `BuldSwitchCamera` | Buldozer Switch Camera | Insert | Insert | Insert | Insert | Insert | Insert | Insert |\n| Development | `BuldFreeLook` | Buldozer Free Look | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] |\n| Development | `BuldSelect` | Buldozer Select | Space | Space | Space | Space | Space | Space | Space |\n| Development | `BuldResetCamera` | Buldozer Reset Camera | 0 [NUM] | 0 [NUM] | 0 [NUM] | 0 [NUM] | 0 [NUM] | 0 [NUM] | 0 [NUM] |\n| Development | `BuldMagnetizePoints` | Buldozer Magnetize Points | F5 | F5 | F5 | F5 | F5 | F5 | F5 |\n| Development | `BuldMagnetizePlanes` | Buldozer Magnetize Planes | F6 | F6 | F6 | F6 | F6 | F6 | F6 |\n| Development | `BuldMagnetizeYFixed` | Buldozer Magnetize Fixed Y | F7 | F7 | F7 | F7 | F7 | F7 | F7 |\n| Development | `BuldTerrainRaise1m` | Buldozer Raise Terrain 1 m | O | O | O | O | O | O | O |\n| Development | `BuldTerrainRaise10cm` | Buldozer Raise Terrain 10 cm | U | U | U | U | U | U | U |\n| Development | `BuldTerrainLower1m` | Buldozer Lower Terrain 1 m | L | L | L | L | L | L | L |\n| Development | `BuldTerrainLower10cm` | Buldozer Lower Terrain 10 cm | J | J | J | J | J | J | J |\n| Development | `BuldTerrainRaise5m` | Buldozer Raise Terrain 5 m | P | P | P | P | P | P | P |\n| Development | `BuldTerrainRaise50cm` | Buldozer Raise Terrain 50 cm | I | I | I | I | I | I | I |\n| Development | `BuldTerrainLower5m` | Buldozer Lower Terrain 5 m | ; | ; | ; | ; | ; | ; | ; |\n| Development | `BuldTerrainLower50cm` | Buldozer Lower Terrain 50 cm | K | K | K | K | K | K | K |\n| Development | `BuldTerrainShowNode` | Buldozer Show Terrain Node | H | H | H | H | H | H | H |\n| Development | `BuldSelectionType` | Buldozer Selection Type | S | S | S | S | S | S | S |\n| Development | `BuldLeft` | Buldozer Left | LEFT | LEFT | LEFT | LEFT | LEFT | LEFT | LEFT |\n| Development | `BuldRight` | Buldozer Right | RIGHT | RIGHT | RIGHT | RIGHT | RIGHT | RIGHT | RIGHT |\n| Development | `BuldForward` | Buldozer Forward | UP | UP | UP | UP | UP | UP | UP |\n| Development | `BuldBack` | Buldozer Back | DOWN | DOWN | DOWN | DOWN | DOWN | DOWN | DOWN |\n| Development | `BuldMoveLeft` | Buldozer Move Left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left |\n| Development | `BuldMoveRight` | Buldozer Move Right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right |\n| Development | `BuldMoveForward` | Buldozer Move Forward | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up |\n| Development | `BuldMoveBack` | Buldozer Move Back | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down |\n| Development | `BuldTurbo` | Buldozer Turbo | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Development | `BuldUp` | Buldozer Up | Page Up | Page Up | Page Up | Page Up | Page Up | Page Up | Page Up |\n| Development | `BuldDown` | Buldozer Down | Page Down | Page Down | Page Down | Page Down | Page Down | Page Down | Page Down |\n| Development | `BuldLookLeft` | Buldozer Look Left | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] |\n| Development | `BuldLookRight` | Buldozer Look Right | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] |\n| Development | `BuldLookUp` | Buldozer Look Up | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] |\n| Development | `BuldLookDown` | Buldozer Look Down | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] |\n| Development | `BuldZoomIn` | Buldozer Zoom In | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] |\n| Development | `BuldZoomOut` | Buldozer Zoom Out | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] |\n| Development | `BuldTextureInfo` | Buldozer Show Texture Info | T | T | T | T | T | T | T |\n| Development | `BuldBrushRatio` | Brush Ratio | B | B | B | B | B | B | B |\n| Development | `BuldBrushStrength` | Brush Strength | M | M | M | M | M | F | M |\n| Development | `BuldBrushSmooth` | Brush Smooth | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Development | `BuldBrushRandomize` | Randomize | R | R | R | R | R | R | R |\n| Development | `BuldBrushSetHeight` | Set Height Brush | C | C | C | C | C | C | C |\n| Development | `BuldBrushOuter` | Brush Outer | N | N | N | N | N | N | N |\n| Development | `BuldUndo` | Undo | Left Ctrl+Z | Left Ctrl+Z | Left Ctrl+Z | Left Ctrl+Z | Left Ctrl+Z | Left Ctrl+Z | Left Ctrl+Z |\n| Development | `BuldRedo` | Redo | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R |\n| Development | `BuldCreateObj` | Create Object | V | V | V | V | V | V | V |\n| Development | `BuldDuplicateSel` | Duplicate Selection | C | C | C | C | C | C | C |\n| Development | `BuldRemoveSel` | Remove Selection | D | D | D | D | D | D | D |\n| Development | `BuldRotateSelX` | Rotate X | X | X | X | X | X | X | X |\n| Development | `BuldRotateSelZ` | Rotate Y | Z | Z | Z | Z | Z | Z | Z |\n| Development | `BuldScaleSel` | Scale | E | E | E | E | E | E | E |\n| Development | `BuldElevateSel` | Elevate | W | W | W | W | W | W | W |\n| Development | `BuldKeepAbsoluteElevationSel` | Lock Object Elevation | M | M | M | M | M | M | M |\n| Development | `BuldClearAllElevationLocks` | Unlock Object Elevation | Left Shift+M, Right Shift+M | Left Shift+M, Right Shift+M | Left Shift+M, Right Shift+M | Left Shift+M, Right Shift+M | Left Shift+M, Right Shift+M | Left Shift+M, Right Shift+M | Left Shift+M, Right Shift+M |\n| Development | `SeagullUp` | Seagull Up | Q | Q | Q | Q | Q | Q | Q |\n| Development | `SeagullDown` | Seagull Down | Z | Z | Z | Z | Z | Z | Z |\n| Development | `SeagullForward` | Seagull Forward | W | W | W | W | W | W | W |\n| Development | `SeagullBack` | Seagull Back | S | S | S | S | S | S | S |\n| Development | `SeagullFastForward` | Seagull Fast Forward | E | E | E | E | E | E | E |\n| Development | `cheat1` | N/A | Right Windows | Right Windows | Right Windows | Right Windows | Right Windows | Right Windows | Right Windows |\n| Development | `cheat2` | N/A | Right Alt | Right Alt | Right Alt | Right Alt | Right Alt | Right Alt | Right Alt |\n| Custom controls | `User1` | Use Action 1 |  |  |  |  |  |  |  |\n| Custom controls | `User2` | Use Action 2 |  |  |  |  |  |  |  |\n| Custom controls | `User3` | Use Action 3 |  |  |  |  |  |  |  |\n| Custom controls | `User4` | Use Action 4 |  |  |  |  |  |  |  |\n| Custom controls | `User5` | Use Action 5 |  |  |  |  |  |  |  |\n| Custom controls | `User6` | Use Action 6 |  |  |  |  |  |  |  |\n| Custom controls | `User7` | Use Action 7 |  |  |  |  |  |  |  |\n| Custom controls | `User8` | Use Action 8 |  |  |  |  |  |  |  |\n| Custom controls | `User9` | Use Action 9 |  |  |  |  |  |  |  |\n| Custom controls | `User10` | Use Action 10 |  |  |  |  |  |  |  |\n| Custom controls | `User11` | Use Action 11 |  |  |  |  |  |  |  |\n| Custom controls | `User12` | Use Action 12 |  |  |  |  |  |  |  |\n| Custom controls | `User13` | Use Action 13 |  |  |  |  |  |  |  |\n| Custom controls | `User14` | Use Action 14 |  |  |  |  |  |  |  |\n| Custom controls | `User15` | Use Action 15 |  |  |  |  |  |  |  |\n| Custom controls | `User16` | Use Action 16 |  |  |  |  |  |  |  |\n| Custom controls | `User17` | Use Action 17 |  |  |  |  |  |  |  |\n| Custom controls | `User18` | Use Action 18 |  |  |  |  |  |  |  |\n| Custom controls | `User19` | Use Action 19 |  |  |  |  |  |  |  |\n| Custom controls | `User20` | Use Action 20 |  |  |  |  |  |  |  |\n| Zeus | `curatorInterface` | Zeus | Y | Y | Y | Y | Y | Y | Y |\n| Zeus | `curatorRotateMod` | Rotate entity | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Zeus | `curatorMoveY` | Raise entity | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt |\n| Zeus | `curatorDelete` | Delete entity | Delete | Delete | Delete | Delete | Delete | Delete | Delete |\n| Zeus | `curatorDestroy` | Destroy entity | End | End | End | End | End | End | End |\n| Zeus | `curatorGetOut` | Order units to get out | G | G | G | G | G | G | G |\n| Zeus | `curatorContentWaypoint` | Place 'cycle' waypoint | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt |\n| Zeus | `curatorMoveCamTo` | Move camera to selected entity | F | F | F | F | F | F | F |\n| Zeus | `curatorLockCameraTo` | Lock camera on selected entity | Left Ctrl+F | Left Ctrl+F | Left Ctrl+F | Left Ctrl+F | Left Ctrl+F | Left Ctrl+F | Left Ctrl+F |\n| Zeus | `curatorLevelObject` | Adjust object to sea level | X | X | X | X | X | X | X |\n| Zeus | `curatorGroupMod` | Group units together | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl |\n| Zeus | `curatorMultipleMod` | Select multiple entities | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl |\n| Zeus | `CuratorCollapseParent` | Collapse / Expand Section | C | C | C | C | C | C | C |\n| Zeus | `curatorNightvision` | Toggle vision mode | N | N | N | N | N | N | N |\n| Zeus | `curatorPersonView` | Toggle View | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] |\n| Zeus | `curatorPingView` | Move to pinged player | Space | Space | Space | Space | E | Space | Space |\n| Zeus | `curatorToggleInterface` | Toggle interface | Backspace | Backspace | Backspace | Backspace | I | Backspace | Backspace |\n| Zeus | `curatorToggleEdit` | Toggle EDIT list | E | E | E | E | U | E | E |\n| Zeus | `curatorToggleCreate` | Toggle CREATE list | R | R | R | R | R | R | R |\n| Zeus | `curatorMapTextures` | Toggle map textures | T | T | T | T | T | T | T |\n| Zeus | `curatorCompass` | Compass | K | K | K | K | K | K | K |\n| Zeus | `curatorWatch` | Toggle time information | O | O | O | O | O | O | O |\n| Camera | `cameraMoveForward` | Move Forward | W | W | W | W | W | W | W |\n| Camera | `cameraMoveBackward` | Move Backward | S | S | S | S | S | S | S |\n| Camera | `cameraMoveLeft` | Move Left | A | A | A | A | A | A | A |\n| Camera | `cameraMoveRight` | Move Right | D | D | D | D | D | D | D |\n| Camera | `cameraMoveUp` | Move Up | Q | Q | Q | Q | Q | Q | Q |\n| Camera | `cameraMoveDown` | Move Down | Z | Z | Z | Z | Z | Z | Z |\n| Camera | `cameraMoveTurbo1` | Speed Modifier | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Camera | `cameraMoveTurbo2` | Extreme Speed Modifier | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt |\n| Camera | `cameraZoomIn` | Zoom In | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] |\n| Camera | `cameraZoomOut` | Zoom Out | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] |\n| Camera | `cameraLookUp` | Look Up | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] |\n| Camera | `cameraLookDown` | Look Down | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] |\n| Camera | `cameraLookLeft` | Look Left | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] |\n| Camera | `cameraLookRight` | Look Right | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] |\n| Camera | `cameraReset` | Reset View | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] |\n| Camera | `cameraTarget` | Move to Target | F | F | F | F | F | F | F |\n| Camera | `cameraVisionMode` | Toggle Vision Mode | N | N | N | N | N | N | N |\n| Camera | `cameraFlashlight` | Toggle Flashlight | L | L | L | L | L | L | L |\n| Camera | `cameraInterface` | Toggle Interface | Backspace | Backspace | Backspace | Backspace | Backspace | Backspace | Backspace |\n| Editor Camera | `editorCameraMoveForward` | Move Forward | W | W | W | W | W | W | W |\n| Editor Camera | `editorCameraMoveBackward` | Move Backward | S | S | S | S | S | S | S |\n| Editor Camera | `editorCameraMoveLeft` | Move Left | A | A | A | A | A | A | A |\n| Editor Camera | `editorCameraMoveRight` | Move Right | D | D | D | D | D | D | D |\n| Editor Camera | `editorCameraMoveUp` | Move Up | Q | Q | Q | Q | Q | Q | Q |\n| Editor Camera | `editorCameraMoveDown` | Move Down | Z | Z | Z | Z | Z | Z | Z |\n| Editor Camera | `editorCameraMoveTurbo` | Speed Modifier | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Editor Camera | `editorCameraLookUp` | Look Up | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] |\n| Editor Camera | `editorCameraLookDown` | Look Down | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] |\n| Editor Camera | `editorCameraLookLeft` | Look Left | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] |\n| Editor Camera | `editorCameraLookRight` | Look Right | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] |\n| Editor Camera | `editorCameraReset` | N/A | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.","sections":[{"heading":null,"level":1,"markdown":"Ancillary sub-page of inputAction, listing input actions (keybinds) available in Arma 3.\n\n| Action information |  |  | Presets |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|\n| Type | actionName | Name | Arma 2 | Arma 3 | Arma 3 Apex<br>(Default) | Arma 3 Alternative | Arma Reforger | Buldozer | Industry Standard |\n| Common | `gear` | Inventory | G | I | I | I | Tab | I | I |\n| Common | `showMap` | Map | M | M | M | M | M | M | M |\n| Common | `hideMap` | Hide Map | M | M | M | M | M | M | M |\n| Common | `diary` | Diary | J | J | 2xJ | J | J | J | J |\n| Common | `tasks` | Task Overview |  |  | J |  |  |  |  |\n| Common | `MiniMap` | GPS |  |  |  |  |  |  |  |\n| Common | `MiniMapToggle` | GPS (Toggle) | Right Ctrl+M | Right Ctrl+M | Right Ctrl+M | Right Ctrl+M | Right Ctrl+M | Right Ctrl+M | Right Ctrl+M |\n| Common | `uavView` | AV Camera |  | Tab | Tab | Tab | Left Ctrl+Tab | Tab | Tab |\n| Common | `uavViewToggle` | AV Camera (Toggle) |  | 2xTab | 2xTab | 2xTab | 2xTab | 2xTab | 2xTab |\n| Common | `pilotCamera` | Targeting Camera |  | Left Ctrl+Sec. Mouse Btn. | Left Ctrl+Sec. Mouse Btn. | Left Ctrl+Sec. Mouse Btn. | Left Ctrl+Sec. Mouse Btn. | Left Ctrl+Sec. Mouse Btn. | Left Ctrl+Sec. Mouse Btn. |\n| Common | `openDlcScreen` | Open DLC Screen | Left Shift+P | Left Shift+P | Left Shift+P | Left Shift+P | Left Shift+P | Left Shift+P | Left Shift+P |\n| Common | `compass` | Compass | K | K | K |  |  | K | K |\n| Common | `compassToggle` | Compass (Toggle) | 2xK | 2xK | 2xK | K | K | 2xK | 2xK |\n| Common | `watch` | Watch | O | O | O |  |  | O | O |\n| Common | `watchToggle` | Watch (Toggle) | 2xO | 2xO | 2xO | O | O | 2xO | 2xO |\n| Common | `ListLeftVehicleDisplay` | Left Panel Next |  | [ | [ | [ | [ | [ | [ |\n| Common | `ListRightVehicleDisplay` | Right Panel Next |  | ] | ] | ] | ] | ] | ] |\n| Common | `ListPrevLeftVehicleDisplay` | Left Panel Previous |  |  |  |  |  |  |  |\n| Common | `ListPrevRightVehicleDisplay` | Right Panel Previous |  |  |  |  |  |  |  |\n| Common | `CloseLeftVehicleDisplay` | Close Left Panel |  |  |  |  |  |  |  |\n| Common | `CloseRightVehicleDisplay` | Close Right Panel |  |  |  |  |  |  |  |\n| Common | `NextModeLeftVehicleDisplay` | Left Panel Mode |  | Right Ctrl+[ | Right Ctrl+[ | Right Ctrl+[ | Right Ctrl+[ | Right Ctrl+[ | Right Ctrl+[ |\n| Common | `NextModeRightVehicleDisplay` | Right Panel Mode |  | Right Ctrl+] | Right Ctrl+] | Right Ctrl+] | Right Ctrl+] | Right Ctrl+] | Right Ctrl+] |\n| Common | `nightVision` | Night Vision | N | N | N | N | N | N | N |\n| Common | `TransportNightVision` | Vision Mode (Vehicle) | Right Ctrl+N | Right Ctrl+N | Right Ctrl+N | Right Ctrl+N | Right Ctrl+N | Right Ctrl+N | Right Ctrl+N |\n| Common | `binocular` | Binoculars | B | B | B | B | B | B | B |\n| Common | `headlights` | Headlights On/Off | L | L | L | L | L | L | L |\n| Common | `prevAction` | Previous | Mouse wheel up | Mouse wheel up | Mouse wheel up | Mouse wheel up | Mouse wheel up | Mouse wheel up | Mouse wheel up |\n| Common | `nextAction` | Next | Mouse wheel down | Mouse wheel down | Mouse wheel down | Mouse wheel down | Mouse wheel down | Mouse wheel down | Mouse wheel down |\n| Common | `Action` | Use Default Action | Enter | Space | Space | Enter | F | Space | F |\n| Common | `ActionContext` | Use Selected Action | Middle Mouse Btn. | Middle Mouse Btn. | Middle Mouse Btn. | F | F | Middle Mouse Btn. | Middle Mouse Btn. |\n| Common | `ActionInMap` | Use Command Action (Map) |  | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. |\n| Common | `navigateMenu` | Navigate Menu | Backspace | Backspace | Backspace | Backspace | Backspace | Backspace | Backspace |\n| Common | `closeContext` | Close Context Menu | Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. |\n| Common | `LiteUnitInfoToggle` | N/A | Right Ctrl+H | Right Ctrl+H | Right Ctrl+H | Right Ctrl+H | Right Ctrl+H | Right Ctrl+H | Right Ctrl+H |\n| Common | `help` | Last Help | H | H | H | H | H | H | H |\n| Common | `engineToggle` | Engine On/Off |  |  |  |  |  |  |  |\n| Common | `vehicleTurbo` | Vehicle Turbo | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Common | `GetOut` | Get Out |  | V | V | V | X | V | V |\n| Common | `Eject` | Eject |  | 2xV | 2xV | 2xV | 2xX | 2xV | 2xV |\n| Common | `swapGunner` | Swap Gunner |  |  |  |  |  |  |  |\n| Common | `teamSwitch` | Team Switch | U | U | U | U | U | U | U |\n| Common | `teamSwitchPrev` | Team Switch to Previous |  |  |  |  |  |  |  |\n| Common | `teamSwitchNext` | Team Switch to Next |  |  |  |  |  |  |  |\n| Common | `timeDec` | Time Deceleration | - | - | - | - | - | - | - |\n| Common | `timeInc` | Time Acceleration | = | = | = | = | = | = | = |\n| Common | `copyVersion` | Copy Version to Clipboard |  | Left Ctrl+/ | Left Ctrl+/ | Left Ctrl+/ | Left Ctrl+/ | Left Ctrl+/ | Left Ctrl+/ |\n| Common | `ingamePause` | Pause | Escape | Escape | Escape | Escape | Escape | Escape | Escape |\n| Weapons | `defaultAction` | Fire | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. |\n| Weapons | `fire` | Command Fire | Left Ctrl+Prim. Mouse Btn. | Left Ctrl+Prim. Mouse Btn. | Left Ctrl+Prim. Mouse Btn. | Left Ctrl+Prim. Mouse Btn. | Left Ctrl+Prim. Mouse Btn. | Left Ctrl+Prim. Mouse Btn. | Left Ctrl+Prim. Mouse Btn. |\n| Weapons | `reloadMagazine` | Reload | R | R | R | R | R | R | R |\n| Weapons | `SwitchPrimary` | Switch to Primary Weapon |  |  | 1 |  | 1 |  |  |\n| Weapons | `SwitchHandgun` | Switch to Handgun |  |  | 2 |  | 3 |  |  |\n| Weapons | `SwitchSecondary` | Switch to Secondary Weapon |  |  | 3 |  | 2 |  |  |\n| Weapons | `SwitchWeaponGrp1` | Switch to Weapons Group 1 |  |  | 1 |  | 1 |  |  |\n| Weapons | `SwitchWeaponGrp2` | Switch to Weapons Group 2 |  |  | 2 |  | 2 |  |  |\n| Weapons | `SwitchWeaponGrp3` | Switch to Weapons Group 3 |  |  | 3 |  | 3 |  |  |\n| Weapons | `SwitchWeaponGrp4` | Switch to Weapons Group 4 |  |  | 4 |  |  |  |  |\n| Weapons | `nextWeapon` | Next Weapon | F | F | F | C | V | F | Z |\n| Weapons | `prevWeapon` | Previous Weapon |  |  |  |  |  |  |  |\n| Weapons | `switchWeapon` | Switch Gun/Launcher |  | Right Ctrl+; | Right Ctrl+; | Right Ctrl+; | Right Ctrl+; | Right Ctrl+; | Right Ctrl+; |\n| Weapons | `handgun` | Switch Gun/Handgun | ; | ; | ; | ; | ; | ; | ; |\n| Weapons | `optics` | Optics | Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. | 0 [NUM] | Sec. Mouse Btn. | Sec. Mouse Btn. |  |\n| Weapons | `opticsTemp` | Optics Temporary | Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Sec. Mouse Btn. | Sec. Mouse Btn. | Hold Sec. Mouse Btn. |\n| Weapons | `opticsMode` | Optics Mode | / [NUM] | Left Ctrl+ | Left Ctrl+ | Left Ctrl+ | Left Ctrl+ | Left Ctrl+ | X |\n| Weapons | `holdBreath` | Hold Breath | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Left Shift | Left Shift | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Left Shift |\n| Weapons | `deployWeaponAuto` | Deploy Weapon | Left Ctrl+C | C | C | Left Ctrl+C | C | C | C |\n| Weapons | `tempRaiseWeapon` | Raise Weapon |  |  |  |  |  |  |  |\n| Weapons | `toggleRaiseWeapon` | Toggle Raise Weapon | 2xLeft Ctrl | 2xLeft Ctrl | 2xLeft Ctrl | 2xLeft Ctrl | 2xLeft Ctrl | 2xLeft Ctrl | 2xC |\n| Weapons | `throw` | Throw | T | G | G | G | 4 | G | G |\n| Weapons | `cycleThrownItems` | Cycle Throw Items | Left Ctrl+T | Left Ctrl+G | Left Ctrl+G | Left Ctrl+G | Left Ctrl+4 | Left Ctrl+G | Left Shift+G |\n| Weapons | `zeroingUp` | Zeroing Up | Page Up | Page Up | Page Up | Page Up | Page Up | Page Up | Page Up |\n| Weapons | `zeroingDown` | Zeroing Down | Page Down | Page Down | Page Down | Page Down | Page Down | Page Down | Page Down |\n| Weapons | `gunElevUp` | Gun Elevation Up | Page Up | Page Up | Page Up | Page Up | Page Up | Page Up | Page Up |\n| Weapons | `gunElevDown` | Gun Elevation Down | Page Down | Page Down | Page Down | Page Down | Page Down | Page Down | Page Down |\n| Weapons | `gunElevSlow` | Slow Gun Elevation | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Weapons | `gunElevAuto` | Lase Range | \\ | T | T | T | T | T | T |\n| Weapons | `ActiveSensorsToggle` | Radar On/Off |  | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R |\n| Weapons | `lockTarget` | Lock Target | Hold Sec. Mouse Btn. | T | T | T | T | T | T |\n| Weapons | `lockTargetToggle` | N/A |  |  |  |  |  |  |  |\n| Weapons | `revealTarget` | Reveal Target | Hold Sec. Mouse Btn. | T | T | T | T | T | T |\n| Weapons | `lockTargets` | Next Target | Tab |  |  |  |  |  |  |\n| Weapons | `lockEmptyTargets` | Next Empty Target | Left Ctrl+Tab |  |  |  |  |  |  |\n| Weapons | `vehLockTargets` | Next Target (Vehicle) | Tab | R | R | R | R | R | R |\n| Weapons | `vehLockEmptyTargets` | Next Empty Target (Vehicle) | Left Ctrl+Tab |  |  |  |  |  |  |\n| Weapons | `vehLockTurretView` | Stabilize Turret |  | Left Ctrl+T | Left Ctrl+T | Left Ctrl+T | Left Ctrl+T | Left Ctrl+T | Left Ctrl+T |\n| Weapons | `switchGunnerWeapon` | Change Gunner Weapon | Left Ctrl+F | Left Ctrl+F | Left Ctrl+F | Left Ctrl+F | Left Ctrl+V | Left Ctrl+F | Left Ctrl+Z |\n| Weapons | `heliManualFire` | Toggle Manual Fire | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla |\n| Weapons | `launchCM` | Countermeasures | R | C | C | C | C | C | C |\n| Weapons | `nextCM` | Countermeasures Mode | Left Ctrl+R | Left Ctrl+C | Left Ctrl+C | Left Ctrl+C | Left Ctrl+C | Left Ctrl+C | Left Ctrl+C |\n| View | `AimUp` | Aim Up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up |\n| View | `AimDown` | Aim Down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down |\n| View | `AimLeft` | Aim Left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left |\n| View | `AimRight` | Aim Right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right |\n| View | `AimHeadUp` | Look Up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up |\n| View | `AimHeadDown` | Look Down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down |\n| View | `AimHeadLeft` | Look Left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left |\n| View | `AimHeadRight` | Look Right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right |\n| View | `personView` | Toggle View | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] |\n| View | `tacticalView` | Tactical View | . [NUM] | . [NUM] | . [NUM] | . [NUM] | . [NUM] | . [NUM] | . [NUM] |\n| View | `zoomTemp` | Zoom Temporary | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. | Hold Sec. Mouse Btn. |\n| View | `lookAround` | Look | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt |\n| View | `commandWatch` | Command Watch | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt |\n| View | `lookAroundToggle` | Freelook | 2xLeft Alt | 2xLeft Alt | 2xLeft Alt | 2xLeft Alt | 2xLeft Alt | 2xLeft Alt | 2xLeft Alt |\n| View | `lookLeftUp` | Look Left Up | 7 [NUM] | 7 [NUM] | 7 [NUM] | 7 [NUM] | 7 [NUM] | 7 [NUM] | 7 [NUM] |\n| View | `lookUp` | Look Up | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] |\n| View | `lookRightUp` | Look Right Up | 9 [NUM] | 9 [NUM] | 9 [NUM] | 9 [NUM] | 9 [NUM] | 9 [NUM] | 9 [NUM] |\n| View | `lookLeft` | Look Left | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] |\n| View | `lookCenter` | Center Look | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] |\n| View | `lookRight` | Look Right | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] |\n| View | `lookLeftDown` | Look Left Down | 1 [NUM] | 1 [NUM] | 1 [NUM] | 1 [NUM] | 1 [NUM] | 1 [NUM] | 1 [NUM] |\n| View | `lookDown` | Look Down | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] |\n| View | `lookRightDown` | Look Right Down | 3 [NUM] | 3 [NUM] | 3 [NUM] | 3 [NUM] | 3 [NUM] | 3 [NUM] | 3 [NUM] |\n| View | `zoomIn` | Zoom In | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] |\n| View | `zoomInToggle` | Zoom In (Toggle) | 2x+ [NUM] | 2x+ [NUM] | 2x+ [NUM] | 2x+ [NUM] | 2x+ [NUM] | 2x+ [NUM] | 2x+ [NUM] |\n| View | `zoomOut` | Zoom Out | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] |\n| View | `zoomOutToggle` | Zoom Out (Toggle) | 2x- [NUM] | 2x- [NUM] | 2x- [NUM] | 2x- [NUM] | 2x- [NUM] | 2x- [NUM] | 2x- [NUM] |\n| View | `lookShiftUp` | Move Head Up | Left Ctrl+Page Up | Left Ctrl+Page Up | Left Ctrl+Page Up | Left Ctrl+Page Up | Left Ctrl+Page Up | Left Ctrl+Page Up |  |\n| View | `lookShiftDown` | Move Head Down | Left Ctrl+Page Down | Left Ctrl+Page Down | Left Ctrl+Page Down | Left Ctrl+Page Down | Left Ctrl+Page Down | Left Ctrl+Page Down |  |\n| View | `lookShiftForward` | Move Head Forward |  | Left Ctrl+8 [NUM] | Left Ctrl+8 [NUM] | Left Ctrl+8 [NUM] | Left Ctrl+8 [NUM] | Left Ctrl+8 [NUM] |  |\n| View | `lookShiftLeft` | Move Head Left |  | Left Ctrl+4 [NUM] | Left Ctrl+4 [NUM] | Left Ctrl+4 [NUM] | Left Ctrl+4 [NUM] | Left Ctrl+4 [NUM] |  |\n| View | `lookShiftCenter` | Center Head Move | Left Ctrl+5 [NUM] | Left Ctrl+5 [NUM] | Left Ctrl+5 [NUM] | Left Ctrl+5 [NUM] | Left Ctrl+5 [NUM] | Left Ctrl+5 [NUM] |  |\n| View | `lookShiftRight` | Move Head Right |  | Left Ctrl+6 [NUM] | Left Ctrl+6 [NUM] | Left Ctrl+6 [NUM] | Left Ctrl+6 [NUM] | Left Ctrl+6 [NUM] |  |\n| View | `lookShiftBack` | Move Head Back |  | Left Ctrl+2 [NUM] | Left Ctrl+2 [NUM] | Left Ctrl+2 [NUM] | Left Ctrl+2 [NUM] | Left Ctrl+2 [NUM] |  |\n| View | `lookRollLeft` | Head Roll Left | Left Ctrl+7 [NUM] | Left Ctrl+7 [NUM] | Left Ctrl+7 [NUM] | Left Ctrl+7 [NUM] | Left Ctrl+7 [NUM] | Left Ctrl+7 [NUM] |  |\n| View | `lookRollRight` | Head Roll Right | Left Ctrl+9 [NUM] | Left Ctrl+9 [NUM] | Left Ctrl+9 [NUM] | Left Ctrl+9 [NUM] | Left Ctrl+9 [NUM] | Left Ctrl+9 [NUM] |  |\n| View | `lookLeftCont` | Look Left (Analog) | Tracking device Rot Left | Tracking device Rot Left | Tracking device Rot Left | Tracking device Rot Left | Tracking device Rot Left | Tracking device Rot Left | Tracking device Rot Left |\n| View | `lookRightCont` | Look Right (Analog) | Tracking device Rot Right | Tracking device Rot Right | Tracking device Rot Right | Tracking device Rot Right | Tracking device Rot Right | Tracking device Rot Right | Tracking device Rot Right |\n| View | `lookDownCont` | Look Down (Analog) | Tracking device Rot Down | Tracking device Rot Down | Tracking device Rot Down | Tracking device Rot Down | Tracking device Rot Down | Tracking device Rot Down | Tracking device Rot Down |\n| View | `lookUpCont` | Look Up (Analog) | Tracking device Rot Up | Tracking device Rot Up | Tracking device Rot Up | Tracking device Rot Up | Tracking device Rot Up | Tracking device Rot Up | Tracking device Rot Up |\n| View | `zoomContIn` | Zoom In (Continuous) | Tracking device -tZ | Tracking device -tZ | Tracking device -tZ | Tracking device -tZ | Tracking device -tZ | Tracking device -tZ | Tracking device -tZ |\n| View | `zoomContOut` | Zoom Out (Continuous) | Tracking device +tZ | Tracking device +tZ | Tracking device +tZ | Tracking device +tZ | Tracking device +tZ | Tracking device +tZ | Tracking device +tZ |\n| View | `lookShiftLeftCont` | Head Left (Analog) | Tracking device Left | Tracking device Left | Tracking device Left | Tracking device Left | Tracking device Left | Tracking device Left | Tracking device Left |\n| View | `lookShiftRightCont` | Head Right (Analog) | Tracking device Right | Tracking device Right | Tracking device Right | Tracking device Right | Tracking device Right | Tracking device Right | Tracking device Right |\n| View | `lookShiftUpCont` | Head Up (Analog) |  |  |  |  |  |  |  |\n| View | `lookShiftDownCont` | Head Down (Analog) |  |  |  |  |  |  |  |\n| View | `lookShiftForwardCont` | Head Forward (Analog) |  |  |  |  |  |  |  |\n| View | `lookShiftBackCont` | Head Back (Analog) |  |  |  |  |  |  |  |\n| View | `lookRollLeftCont` | Head Roll Left (Analog) | Tracking device +rZ | Tracking device +rZ | Tracking device +rZ | Tracking device +rZ | Tracking device +rZ | Tracking device +rZ | Tracking device +rZ |\n| View | `lookRollRightCont` | Head Roll Right (Analog) | Tracking device -rZ | Tracking device -rZ | Tracking device -rZ | Tracking device -rZ | Tracking device -rZ | Tracking device -rZ | Tracking device -rZ |\n| View | `turretElevationUp` | Raise Turret | Left Ctrl+Q | E | E | E | E | E | E |\n| View | `turretElevationDown` | Lower turret | Left Ctrl+Z | Q | Q | Q | Q | Q | Q |\n| Command | `selectAll` | Select All Units | grave | grave | grave | 2xgrave | grave | grave | grave |\n| Command | `switchCommand` | Switch Command Menu | Left Ctrl+Space, | Left Ctrl+Space, | Left Ctrl+Space, | Left Ctrl+Space, | Left Ctrl+Space, | Left Ctrl+Space, | Left Shift+F, |\n| Command | `SelectGroupUnit1` | Select Unit 1 | F1 | F1 | F1 | F1 | F1 | F1 | F1 |\n| Command | `SelectGroupUnit2` | Select Unit 2 | F2 | F2 | F2 | F2 | F2 | F2 | F2 |\n| Command | `SelectGroupUnit3` | Select Unit 3 | F3 | F3 | F3 | F3 | F3 | F3 | F3 |\n| Command | `SelectGroupUnit4` | Select Unit 4 | F4 | F4 | F4 | F4 | F4 | F4 | F4 |\n| Command | `SelectGroupUnit5` | Select Unit 5 | F5 | F5 | F5 | F5 | F5 | F5 | F5 |\n| Command | `SelectGroupUnit6` | Select Unit 6 | F6 | F6 | F6 | F6 | F6 | F6 | F6 |\n| Command | `SelectGroupUnit7` | Select Unit 7 | F7 | F7 | F7 | F7 | F7 | F7 | F7 |\n| Command | `SelectGroupUnit8` | Select Unit 8 | F8 | F8 | F8 | F8 | F8 | F8 | F8 |\n| Command | `SelectGroupUnit9` | Select Unit 9 | F9 | F9 | F9 | F9 | F9 | F9 | F9 |\n| Command | `SelectGroupUnit0` | Select Unit 10 | F10 | F10 | F10 | F10 | F10 | F10 | F10 |\n| Command | `GroupPagePrev` | Previous Unit Page | F11 | F11 | F11 | F11 | F11 | F11 | F11 |\n| Command | `GroupPageNext` | Next Unit Page | F12 | F12 | F12 | F12 | F12 | F12 | F12 |\n| Command | `SetTeamRed` | Set Team Red | Left Ctrl+F1, Right Ctrl+F1 | Left Ctrl+F1, Right Ctrl+F1 | Left Ctrl+F1, Right Ctrl+F1 | Left Ctrl+F1, Right Ctrl+F1 | Left Ctrl+F1, Right Ctrl+F1 | Left Ctrl+F1, Right Ctrl+F1 | Left Ctrl+F1, Right Ctrl+F1 |\n| Command | `SetTeamGreen` | Set Team Green | Left Ctrl+F2, Right Ctrl+F2 | Left Ctrl+F2, Right Ctrl+F2 | Left Ctrl+F2, Right Ctrl+F2 | Left Ctrl+F2, Right Ctrl+F2 | Left Ctrl+F2, Right Ctrl+F2 | Left Ctrl+F2, Right Ctrl+F2 | Left Ctrl+F2, Right Ctrl+F2 |\n| Command | `SetTeamBlue` | Set Team Blue | Left Ctrl+F3, Right Ctrl+F3 | Left Ctrl+F3, Right Ctrl+F3 | Left Ctrl+F3, Right Ctrl+F3 | Left Ctrl+F3, Right Ctrl+F3 | Left Ctrl+F3, Right Ctrl+F3 | Left Ctrl+F3, Right Ctrl+F3 | Left Ctrl+F3, Right Ctrl+F3 |\n| Command | `SetTeamYellow` | Set Team Yellow | Left Ctrl+F4, Right Ctrl+F4 | Left Ctrl+F4, Right Ctrl+F4 | Left Ctrl+F4, Right Ctrl+F4 | Left Ctrl+F4, Right Ctrl+F4 | Left Ctrl+F4, Right Ctrl+F4 | Left Ctrl+F4, Right Ctrl+F4 | Left Ctrl+F4, Right Ctrl+F4 |\n| Command | `SetTeamWhite` | Set Team White | Left Ctrl+F5, Right Ctrl+F5 | Left Ctrl+F5, Right Ctrl+F5 | Left Ctrl+F5, Right Ctrl+F5 | Left Ctrl+F5, Right Ctrl+F5 | Left Ctrl+F5, Right Ctrl+F5 | Left Ctrl+F5, Right Ctrl+F5 | Left Ctrl+F5, Right Ctrl+F5 |\n| Command | `SelectTeamRed` | Select Team Red | Left Shift+F1, Right Shift+F1 | Left Shift+F1, Right Shift+F1 | Left Shift+F1, Right Shift+F1 | Left Shift+F1, Right Shift+F1 | Left Shift+F1, Right Shift+F1 | Left Shift+F1, Right Shift+F1 | Left Shift+F1, Right Shift+F1 |\n| Command | `SelectTeamGreen` | Select Team Green | Left Shift+F2, Right Shift+F2 | Left Shift+F2, Right Shift+F2 | Left Shift+F2, Right Shift+F2 | Left Shift+F2, Right Shift+F2 | Left Shift+F2, Right Shift+F2 | Left Shift+F2, Right Shift+F2 | Left Shift+F2, Right Shift+F2 |\n| Command | `SelectTeamBlue` | Select Team Blue | Left Shift+F3, Right Shift+F3 | Left Shift+F3, Right Shift+F3 | Left Shift+F3, Right Shift+F3 | Left Shift+F3, Right Shift+F3 | Left Shift+F3, Right Shift+F3 | Left Shift+F3, Right Shift+F3 | Left Shift+F3, Right Shift+F3 |\n| Command | `SelectTeamYellow` | Select Team Yellow | Left Shift+F4, Right Shift+F4 | Left Shift+F4, Right Shift+F4 | Left Shift+F4, Right Shift+F4 | Left Shift+F4, Right Shift+F4 | Left Shift+F4, Right Shift+F4 | Left Shift+F4, Right Shift+F4 | Left Shift+F4, Right Shift+F4 |\n| Command | `SelectTeamWhite` | Select Team White | Left Shift+F5, Right Shift+F5 | Left Shift+F5, Right Shift+F5 | Left Shift+F5, Right Shift+F5 | Left Shift+F5, Right Shift+F5 | Left Shift+F5, Right Shift+F5 | Left Shift+F5, Right Shift+F5 | Left Shift+F5, Right Shift+F5 |\n| Command | `CommandingMenu1` | Open Menu (Move) | 1 | 1 |  | 1 |  | 1 | 1 |\n| Command | `CommandingMenu2` | Open Menu (Target) | 2 | 2 |  | 2 |  | 2 | 2 |\n| Command | `CommandingMenu3` | Open Menu (Engage) | 3 | 3 |  | 3 |  | 3 | 3 |\n| Command | `CommandingMenu4` | Open Menu (Mount) | 4 | 4 |  | 4 |  | 4 | 4 |\n| Command | `CommandingMenu5` | Open Menu (Status) | 5 | 5 |  | 5 |  | 5 | 5 |\n| Command | `CommandingMenu6` | Open Menu (Action) | 6 | 6 |  | 6 |  | 6 | 6 |\n| Command | `CommandingMenu7` | Open Menu (Combat Mode) | 7 | 7 |  | 7 |  | 7 | 7 |\n| Command | `CommandingMenu8` | Open Menu (Formation) | 8 | 8 |  | 8 |  | 8 | 8 |\n| Command | `CommandingMenu9` | Open Menu (Team) | 9 | 9 |  | 9 |  | 9 | 9 |\n| Command | `CommandingMenu0` | Open Menu (Reply) | 0 | 0 | 0 | 0 | 0 | 0 | 0 |\n| Command | `CommandingMenuSelect1` | Select Menu 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |\n| Command | `CommandingMenuSelect2` | Select Menu 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |\n| Command | `CommandingMenuSelect3` | Select Menu 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |\n| Command | `CommandingMenuSelect4` | Select Menu 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |\n| Command | `CommandingMenuSelect5` | Select Menu 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |\n| Command | `CommandingMenuSelect6` | Select Menu 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |\n| Command | `CommandingMenuSelect7` | Select Menu 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 |\n| Command | `CommandingMenuSelect8` | Select Menu 8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 |\n| Command | `CommandingMenuSelect9` | Select Menu 9 | 9 | 9 | 9 | 9 | 9 | 9 | 9 |\n| Command | `CommandingMenuSelect0` | Select Menu 10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |\n| Command | `commandWatch` | Command Watch | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt |\n| Command | `commandLeft` | Command Left | A | A | A | A | A | A | A |\n| Command | `commandRight` | Command Right | D | D | D | D | D | D | D |\n| Command | `commandForward` | Command Forward | W | W | W | W | W | W | W |\n| Command | `commandBack` | Command Back | S | S | S | S | S | S | S |\n| Command | `commandFast` | Command Fast | E | W+Left Shift | W+Left Shift | W+Left Shift | W+Left Shift | W+Left Shift | W+Left Shift |\n| Command | `commandSlow` | Command Slow | Q | W+Left Ctrl, Left Ctrl+W | W+Left Ctrl, Left Ctrl+W | W+Left Ctrl, Left Ctrl+W | W+Left Ctrl, Left Ctrl+W | W+Left Ctrl, Left Ctrl+W | W+Left Ctrl, Left Ctrl+W |\n| Multiplayer | `networkStats` | Multiplayer Statistics | I | P | P | P | P | P | P |\n| Multiplayer | `networkPlayers` | List Of Players | P | Right Ctrl+P | Right Ctrl+P | Right Ctrl+P | Right Ctrl+P | Right Ctrl+P | Right Ctrl+P |\n| Multiplayer | `prevChannel` | Previous Channel | , | , | , | , | , | , | , |\n| Multiplayer | `nextChannel` | Next Channel | . | . | . | . | . | . | . |\n| Multiplayer | `chat` | Chat | / | / | / | / | <null> | / | Enter |\n| Multiplayer | `pushToTalk` | Push To Talk | Caps Lock | Caps Lock | Caps Lock | Caps Lock | Caps Lock | Caps Lock | Caps Lock |\n| Multiplayer | `voiceOverNet` | Voice Over Net |  |  |  |  |  |  |  |\n| Multiplayer | `PushToTalkAll` | Talk On Global Channel |  |  |  |  |  |  |  |\n| Multiplayer | `PushToTalkSide` | Talk On Side Channel |  |  |  |  |  |  |  |\n| Multiplayer | `PushToTalkCommand` | Talk On Command Channel |  |  |  |  |  |  |  |\n| Multiplayer | `PushToTalkGroup` | Talk On Group Channel |  |  |  |  |  |  |  |\n| Multiplayer | `PushToTalkVehicle` | Talk on Vehicle channel |  |  |  |  |  |  |  |\n| Multiplayer | `PushToTalkDirect` | Talk on Direct channel |  |  |  |  |  |  |  |\n| Multiplayer | `TacticalPing` | Tactical Ping |  | Left Shift+T | Left Shift+T | Left Shift+T | Left Shift+T | Left Shift+T | Left Shift+T |\n| Infantry Movement | `MoveForward` | Move Forward | W | W | W | W | W | UP | W |\n| Infantry Movement | `MoveBack` | Move Back | S | S | S | S | S | DOWN | S |\n| Infantry Movement | `TurnLeft` | Strafe Left | A | A | A | A | A | LEFT | A |\n| Infantry Movement | `TurnRight` | Strafe Right | D | D | D | D | D | RIGHT | D |\n| Infantry Movement | `MoveFastForward` | Fast Forward | 2xW |  |  | W+S, S+W |  |  |  |\n| Infantry Movement | `MoveSlowForward` | Slow forward |  |  |  |  |  |  |  |\n| Infantry Movement | `turbo` | Sprint |  | Left Shift | Left Shift |  | Left Shift | Left Shift | Left Shift |\n| Infantry Movement | `TurboToggle` | Sprint (Toggle) |  |  |  |  |  |  |  |\n| Infantry Movement | `MoveLeft` | Turn Left | Left Shift+Q |  |  |  |  |  |  |\n| Infantry Movement | `MoveRight` | Turn Right | Left Shift+E |  |  |  |  |  |  |\n| Infantry Movement | `TactTemp` | Combat Pace |  |  |  | Left Shift |  |  |  |\n| Infantry Movement | `TactToggle` | Combat Pace Toggle | Y | C | 2xC |  | C | C | C |\n| Infantry Movement | `TactShort` | Combat Pace 3 Sec. |  | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. | Prim. Mouse Btn. |\n| Infantry Movement | `WalkRunTemp` | Walk/Run (Temporary) | Left Shift |  |  | Space |  |  |  |\n| Infantry Movement | `WalkRunToggle` | Walk/Run (Toggle) | 2xLeft Shift | W+S, S+W | Left Ctrl+C |  | 2xLeft Shift | W+S, S+W | W+S, S+W |\n| Infantry Movement | `AdjustUp` | Adjust Stance Up | Left Ctrl+W | Left Ctrl+W | Left Ctrl+W | Left Ctrl+W | Left Ctrl+W | Left Ctrl+W | UP |\n| Infantry Movement | `AdjustDown` | Adjust Stance Down | Left Ctrl+S | Left Ctrl+S | Left Ctrl+S | Left Ctrl+S | Left Ctrl+S | Left Ctrl+S | DOWN |\n| Infantry Movement | `AdjustLeft` | Adjust Stance Left | Left Ctrl+A | Left Ctrl+A | Left Ctrl+A | Left Ctrl+A | Left Ctrl+A | Left Ctrl+A | LEFT |\n| Infantry Movement | `AdjustRight` | Adjust Stance Right | Left Ctrl+D | Left Ctrl+D | Left Ctrl+D | Left Ctrl+D | Left Ctrl+D | Left Ctrl+D | RIGHT |\n| Infantry Movement | `Stand` | Stand Up (Toggle) | C |  |  |  |  |  |  |\n| Infantry Movement | `Crouch` | Crouch (Toggle) |  |  |  |  |  |  |  |\n| Infantry Movement | `Prone` | Prone (Toggle) |  |  |  |  |  |  |  |\n| Infantry Movement | `MoveUp` | Crouch / Stand Up | X | X | X | X | X | X | Left Ctrl |\n| Infantry Movement | `MoveDown` | Go Prone / Stand Up | Z | Z | Z | Z | Z | Z | Space |\n| Infantry Movement | `SwimUp` | Swim Up | Q | X | X | X | X | X | Left Shift |\n| Infantry Movement | `SwimDown` | Swim Down | Z | Z | Z | Z | Z | Z | Space |\n| Infantry Movement | `EvasiveLeft` | Evasive Left | Q | Q | Q | Q | Q |  | Q |\n| Infantry Movement | `EvasiveRight` | Evasive Right | E | E | E | E | E | E | E |\n| Infantry Movement | `LeanLeft` | Lean Left | Q | Q | Q | Q | Q | Tracking device Left | Q |\n| Infantry Movement | `LeanLeftToggle` | Lean Left Toggle | 2xQ | 2xQ | 2xQ | 2xQ | Left Ctrl+Q | 2xQ | 2xQ |\n| Infantry Movement | `LeanRight` | Lean Right | E | E | E | E | E | E | E |\n| Infantry Movement | `LeanRightToggle` | Lean Right Toggle | 2xE | 2xE | 2xE | 2xE | Left Ctrl+E | 2xE | 2xE |\n| Infantry Movement | `GetOver` | Step Over | V | V | V | V | Space | V | V |\n| Infantry Movement | `Salute` | Salute | \\ | \\ | \\ | \\ | \\ | \\ | \\ |\n| Infantry Movement | `SitDown` | Sit Down | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla | acute/cedilla |\n| Vehicle Movement | `CarForward` | Car Forward | W | W | W | UP | W | W | W |\n| Vehicle Movement | `CarBack` | Car Back | S | S | S | S | S | S | S |\n| Vehicle Movement | `CarLeft` | Car Left | A | A | A | A | A | A | A |\n| Vehicle Movement | `CarRight` | Car Right | D | D | D | D | D | D | D |\n| Vehicle Movement | `CarLinearLeft` | Car Left (Analog) |  |  |  |  |  |  |  |\n| Vehicle Movement | `CarLinearRight` | Car Right (Analog) |  |  |  |  |  |  |  |\n| Vehicle Movement | `CarFastForward` | Car Fast Forward | E | Left Shift+W | Left Shift+W | W | Left Shift+W | Left Shift+W | Left Shift+W |\n| Vehicle Movement | `CarSlowForward` | Car Slow Forward | Q | Left Ctrl+W | Left Ctrl+W | W+S, S+W | Left Ctrl+W | Left Ctrl+W | Left Ctrl+W |\n| Vehicle Movement | `CarHandBrake` | Hand Brake |  | X | X | Space | Space | X | Space |\n| Vehicle Movement | `CarWheelLeft` | Car More Left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left |\n| Vehicle Movement | `CarWheelRight` | Car More Right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right |\n| Vehicle Movement | `CarAimUp` | Aim Up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up |\n| Vehicle Movement | `CarAimDown` | Aim Down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down |\n| Vehicle Movement | `CarAimLeft` | Aim Left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left |\n| Vehicle Movement | `CarAimRight` | Aim Right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right |\n| Vehicle Movement | `TurnIn` | Turn In | X | Left Ctrl+Q | Left Ctrl+Q | Z | Left Ctrl+Q | Left Ctrl+Q | Left Ctrl+Q |\n| Vehicle Movement | `TurnOut` | Turn out | Z | Left Ctrl+E | Left Ctrl+E | X | Left Ctrl+E | Left Ctrl+E | Left Ctrl+E |\n| Helicopter Movement | `HeliCyclicForward` | Cyclic Forward | W | W | W | W | W | W | W |\n| Helicopter Movement | `HeliCyclicBack` | Cyclic Backward | S | S | S | S | S | S | S |\n| Helicopter Movement | `HeliCyclicLeft` | Cyclic Left | A | A | A | A | A | A | A |\n| Helicopter Movement | `HeliCyclicRight` | Cyclic Right | D | D | D | D | D | D | D |\n| Helicopter Movement | `HeliCollectiveRaise` | Collective Raise | Q | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Helicopter Movement | `HeliCollectiveLower` | Collective Lower | Z | Z | Z | Space | Z | Z | Space |\n| Helicopter Movement | `HeliRudderLeft` | Left Pedal | X | Q | Q | Q | Q | Q | Q |\n| Helicopter Movement | `HeliRudderRight` | Right Pedal | C | E | E | E | E | E | E |\n| Helicopter Movement | `HeliLeft` | Left Turn | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left |\n| Helicopter Movement | `HeliRight` | Right Turn | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right |\n| Helicopter Movement | `AutoHover` | Auto-Hover On | 2x\\ | X | X |  | 2xLeft Shift | X | X |\n| Helicopter Movement | `AutoHoverCancel` | Auto-Hover Off | \\ | X | X |  | 2xLeft Shift | X | X |\n| Helicopter Movement | `LandGear` | Gear Down | Right Ctrl+G | G | G | G | G | G | G |\n| Helicopter Movement | `LandGearUp` | Gear Up | Right Ctrl+G | G | G | G | G | G | G |\n| Helicopter Movement | `HeliCollectiveRaiseCont` | Collective Raise (Analog) |  |  |  |  |  |  |  |\n| Helicopter Movement | `HeliCollectiveLowerCont` | Collective Lower (Analog) |  |  |  |  |  |  |  |\n| Helicopter Movement | `HeliWheelsBrake` | Wheel Brake Hold/Release | Right Ctrl+W | Right Ctrl+W | Right Ctrl+W | Right Ctrl+W | Right Ctrl+W | Right Ctrl+W | Right Ctrl+W |\n| Helicopter Movement | `HelicopterTrimOn` | Manual Trim Set | Right Ctrl+5 [NUM] | Right Ctrl+5 [NUM] | Right Ctrl+5 [NUM] | Right Ctrl+5 [NUM] | Right Ctrl+5 [NUM] | Right Ctrl+5 [NUM] | Right Ctrl+5 [NUM] |\n| Helicopter Movement | `HelicopterTrimOff` | Manual Trim Release | Right Ctrl+. [NUM] | Right Ctrl+. [NUM] | Right Ctrl+. [NUM] | Right Ctrl+. [NUM] | Right Ctrl+. [NUM] | Right Ctrl+. [NUM] | Right Ctrl+. [NUM] |\n| Helicopter Movement | `HeliTrimLeft` | Manual Trim (Left) | Right Ctrl+4 [NUM] | Right Ctrl+4 [NUM] | Right Ctrl+4 [NUM] | Right Ctrl+4 [NUM] | Right Ctrl+4 [NUM] | Right Ctrl+4 [NUM] | Right Ctrl+4 [NUM] |\n| Helicopter Movement | `HeliTrimRight` | Manual Trim (Right) | Right Ctrl+6 [NUM] | Right Ctrl+6 [NUM] | Right Ctrl+6 [NUM] | Right Ctrl+6 [NUM] | Right Ctrl+6 [NUM] | Right Ctrl+6 [NUM] | Right Ctrl+6 [NUM] |\n| Helicopter Movement | `HeliTrimForward` | Manual Trim (Forward) | Right Ctrl+8 [NUM] | Right Ctrl+8 [NUM] | Right Ctrl+8 [NUM] | Right Ctrl+8 [NUM] | Right Ctrl+8 [NUM] | Right Ctrl+8 [NUM] | Right Ctrl+8 [NUM] |\n| Helicopter Movement | `HeliTrimBackward` | Manual Trim (Backward) | Right Ctrl+2 [NUM] | Right Ctrl+2 [NUM] | Right Ctrl+2 [NUM] | Right Ctrl+2 [NUM] | Right Ctrl+2 [NUM] | Right Ctrl+2 [NUM] | Right Ctrl+2 [NUM] |\n| Helicopter Movement | `HeliTrimRudderLeft` | Manual Trim (Pedals Left) | Right Ctrl+1 [NUM] | Right Ctrl+1 [NUM] | Right Ctrl+1 [NUM] | Right Ctrl+1 [NUM] | Right Ctrl+1 [NUM] | Right Ctrl+1 [NUM] | Right Ctrl+1 [NUM] |\n| Helicopter Movement | `HeliTrimRudderRight` | Manual Trim (Pedals Right) | Right Ctrl+3 [NUM] | Right Ctrl+3 [NUM] | Right Ctrl+3 [NUM] | Right Ctrl+3 [NUM] | Right Ctrl+3 [NUM] | Right Ctrl+3 [NUM] | Right Ctrl+3 [NUM] |\n| Helicopter Movement | `HeliRopeAction` | Rope Interaction | B | B | B | B | B | B | B |\n| Helicopter Movement | `HeliSlingLoadManager` | Sling Load Assistant | Right Ctrl+B | Right Ctrl+B | Right Ctrl+B | Right Ctrl+B | Right Ctrl+B | Right Ctrl+B | Right Ctrl+B |\n| Plane Movement | `HeliForward` | Nose Down | W | W | W | W | W | W | W |\n| Plane Movement | `HeliBack` | Nose Up | S | S | S | S | S | S | S |\n| Plane Movement | `AirBankLeft` | Bank Left | A | A | A | A | A | A | A |\n| Plane Movement | `AirBankRight` | Bank Right | D | D | D | D | D | D | D |\n| Plane Movement | `HeliFastForward` | Fast Forward | E |  |  |  |  |  |  |\n| Plane Movement | `HeliUp` | Increase Thrust | Q | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Plane Movement | `HeliDown` | Decrease Thrust | Z | Z | Z | Space | Z | Z | Space |\n| Plane Movement | `HeliThrottlePos` | Thrust (Analog) |  |  |  |  |  |  |  |\n| Plane Movement | `AirPlaneBrake` | Speedbrake |  | X | X | X |  | X | X |\n| Plane Movement | `HeliRudderLeft` | Left Pedal | X | Q | Q | Q | Q | Q | Q |\n| Plane Movement | `HeliRudderRight` | Right Pedal | C | E | E | E | E | E | E |\n| Plane Movement | `HeliLeft` | Left Turn | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left |\n| Plane Movement | `HeliRight` | Right Turn | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right |\n| Plane Movement | `vtolVectoring` | Auto-Vectoring On | 2x\\ | Left Ctrl+X | Left Ctrl+X | Left Ctrl+X | Left Ctrl+X | Left Ctrl+X | X |\n| Plane Movement | `vtolVectoringCancel` | Auto-Vectoring Off | \\ | Left Ctrl+X | Left Ctrl+X | Left Ctrl+X | Left Ctrl+X | Left Ctrl+X | X |\n| Plane Movement | `LandGear` | Gear Down | Right Ctrl+G | G | G | G | G | G | G |\n| Plane Movement | `LandGearUp` | Gear Up | Right Ctrl+G | G | G | G | G | G | G |\n| Plane Movement | `FlapsDown` | Flaps Down | Right Ctrl+K | Left Ctrl+Mouse left | Left Ctrl+Mouse left | Right Ctrl+L | Left Ctrl+Mouse left | Left Ctrl+Mouse left | Left Ctrl+Mouse left |\n| Plane Movement | `FlapsUp` | Flaps Up | Right Ctrl+L | Left Ctrl+Mouse left | Left Ctrl+Mouse left | Left Ctrl+Mouse left | Left Ctrl+Mouse left | Left Ctrl+Mouse left | Left Ctrl+Mouse left |\n| Plane Movement | `HeliThrottleNeg` | Speedbrake (Analog) |  |  |  |  |  |  |  |\n| Submarine Movement | `submarineUp` | Surface | Q | X | X | Left Shift | Q | X | Left Shift |\n| Submarine Movement | `submarineDown` | Dive | Z | Z | Z | Space | Z | Z | Space |\n| Submarine Movement | `submarineLeft` | Turn Left | A | A | A | A | A | A | A |\n| Submarine Movement | `submarineRight` | Turn Right | D | D | D | D | D | D | D |\n| Submarine Movement | `submarineForward` | Move Forward | W | W | W | W | W | W | W |\n| Submarine Movement | `submarineBack` | Move Backward | S | S | S | S | S | S | S |\n| Submarine Movement | `submarineCyclicForward` | Nose Up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up |\n| Submarine Movement | `submarineCyclicBack` | Nose Down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down |\n| Development | `BuldSwitchCamera` | Buldozer Switch Camera | Insert | Insert | Insert | Insert | Insert | Insert | Insert |\n| Development | `BuldFreeLook` | Buldozer Free Look | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] |\n| Development | `BuldSelect` | Buldozer Select | Space | Space | Space | Space | Space | Space | Space |\n| Development | `BuldResetCamera` | Buldozer Reset Camera | 0 [NUM] | 0 [NUM] | 0 [NUM] | 0 [NUM] | 0 [NUM] | 0 [NUM] | 0 [NUM] |\n| Development | `BuldMagnetizePoints` | Buldozer Magnetize Points | F5 | F5 | F5 | F5 | F5 | F5 | F5 |\n| Development | `BuldMagnetizePlanes` | Buldozer Magnetize Planes | F6 | F6 | F6 | F6 | F6 | F6 | F6 |\n| Development | `BuldMagnetizeYFixed` | Buldozer Magnetize Fixed Y | F7 | F7 | F7 | F7 | F7 | F7 | F7 |\n| Development | `BuldTerrainRaise1m` | Buldozer Raise Terrain 1 m | O | O | O | O | O | O | O |\n| Development | `BuldTerrainRaise10cm` | Buldozer Raise Terrain 10 cm | U | U | U | U | U | U | U |\n| Development | `BuldTerrainLower1m` | Buldozer Lower Terrain 1 m | L | L | L | L | L | L | L |\n| Development | `BuldTerrainLower10cm` | Buldozer Lower Terrain 10 cm | J | J | J | J | J | J | J |\n| Development | `BuldTerrainRaise5m` | Buldozer Raise Terrain 5 m | P | P | P | P | P | P | P |\n| Development | `BuldTerrainRaise50cm` | Buldozer Raise Terrain 50 cm | I | I | I | I | I | I | I |\n| Development | `BuldTerrainLower5m` | Buldozer Lower Terrain 5 m | ; | ; | ; | ; | ; | ; | ; |\n| Development | `BuldTerrainLower50cm` | Buldozer Lower Terrain 50 cm | K | K | K | K | K | K | K |\n| Development | `BuldTerrainShowNode` | Buldozer Show Terrain Node | H | H | H | H | H | H | H |\n| Development | `BuldSelectionType` | Buldozer Selection Type | S | S | S | S | S | S | S |\n| Development | `BuldLeft` | Buldozer Left | LEFT | LEFT | LEFT | LEFT | LEFT | LEFT | LEFT |\n| Development | `BuldRight` | Buldozer Right | RIGHT | RIGHT | RIGHT | RIGHT | RIGHT | RIGHT | RIGHT |\n| Development | `BuldForward` | Buldozer Forward | UP | UP | UP | UP | UP | UP | UP |\n| Development | `BuldBack` | Buldozer Back | DOWN | DOWN | DOWN | DOWN | DOWN | DOWN | DOWN |\n| Development | `BuldMoveLeft` | Buldozer Move Left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left | Mouse left |\n| Development | `BuldMoveRight` | Buldozer Move Right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right | Mouse right |\n| Development | `BuldMoveForward` | Buldozer Move Forward | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up | Mouse up |\n| Development | `BuldMoveBack` | Buldozer Move Back | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down | Mouse down |\n| Development | `BuldTurbo` | Buldozer Turbo | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Development | `BuldUp` | Buldozer Up | Page Up | Page Up | Page Up | Page Up | Page Up | Page Up | Page Up |\n| Development | `BuldDown` | Buldozer Down | Page Down | Page Down | Page Down | Page Down | Page Down | Page Down | Page Down |\n| Development | `BuldLookLeft` | Buldozer Look Left | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] |\n| Development | `BuldLookRight` | Buldozer Look Right | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] |\n| Development | `BuldLookUp` | Buldozer Look Up | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] |\n| Development | `BuldLookDown` | Buldozer Look Down | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] |\n| Development | `BuldZoomIn` | Buldozer Zoom In | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] |\n| Development | `BuldZoomOut` | Buldozer Zoom Out | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] |\n| Development | `BuldTextureInfo` | Buldozer Show Texture Info | T | T | T | T | T | T | T |\n| Development | `BuldBrushRatio` | Brush Ratio | B | B | B | B | B | B | B |\n| Development | `BuldBrushStrength` | Brush Strength | M | M | M | M | M | F | M |\n| Development | `BuldBrushSmooth` | Brush Smooth | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Development | `BuldBrushRandomize` | Randomize | R | R | R | R | R | R | R |\n| Development | `BuldBrushSetHeight` | Set Height Brush | C | C | C | C | C | C | C |\n| Development | `BuldBrushOuter` | Brush Outer | N | N | N | N | N | N | N |\n| Development | `BuldUndo` | Undo | Left Ctrl+Z | Left Ctrl+Z | Left Ctrl+Z | Left Ctrl+Z | Left Ctrl+Z | Left Ctrl+Z | Left Ctrl+Z |\n| Development | `BuldRedo` | Redo | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R | Left Ctrl+R |\n| Development | `BuldCreateObj` | Create Object | V | V | V | V | V | V | V |\n| Development | `BuldDuplicateSel` | Duplicate Selection | C | C | C | C | C | C | C |\n| Development | `BuldRemoveSel` | Remove Selection | D | D | D | D | D | D | D |\n| Development | `BuldRotateSelX` | Rotate X | X | X | X | X | X | X | X |\n| Development | `BuldRotateSelZ` | Rotate Y | Z | Z | Z | Z | Z | Z | Z |\n| Development | `BuldScaleSel` | Scale | E | E | E | E | E | E | E |\n| Development | `BuldElevateSel` | Elevate | W | W | W | W | W | W | W |\n| Development | `BuldKeepAbsoluteElevationSel` | Lock Object Elevation | M | M | M | M | M | M | M |\n| Development | `BuldClearAllElevationLocks` | Unlock Object Elevation | Left Shift+M, Right Shift+M | Left Shift+M, Right Shift+M | Left Shift+M, Right Shift+M | Left Shift+M, Right Shift+M | Left Shift+M, Right Shift+M | Left Shift+M, Right Shift+M | Left Shift+M, Right Shift+M |\n| Development | `SeagullUp` | Seagull Up | Q | Q | Q | Q | Q | Q | Q |\n| Development | `SeagullDown` | Seagull Down | Z | Z | Z | Z | Z | Z | Z |\n| Development | `SeagullForward` | Seagull Forward | W | W | W | W | W | W | W |\n| Development | `SeagullBack` | Seagull Back | S | S | S | S | S | S | S |\n| Development | `SeagullFastForward` | Seagull Fast Forward | E | E | E | E | E | E | E |\n| Development | `cheat1` | N/A | Right Windows | Right Windows | Right Windows | Right Windows | Right Windows | Right Windows | Right Windows |\n| Development | `cheat2` | N/A | Right Alt | Right Alt | Right Alt | Right Alt | Right Alt | Right Alt | Right Alt |\n| Custom controls | `User1` | Use Action 1 |  |  |  |  |  |  |  |\n| Custom controls | `User2` | Use Action 2 |  |  |  |  |  |  |  |\n| Custom controls | `User3` | Use Action 3 |  |  |  |  |  |  |  |\n| Custom controls | `User4` | Use Action 4 |  |  |  |  |  |  |  |\n| Custom controls | `User5` | Use Action 5 |  |  |  |  |  |  |  |\n| Custom controls | `User6` | Use Action 6 |  |  |  |  |  |  |  |\n| Custom controls | `User7` | Use Action 7 |  |  |  |  |  |  |  |\n| Custom controls | `User8` | Use Action 8 |  |  |  |  |  |  |  |\n| Custom controls | `User9` | Use Action 9 |  |  |  |  |  |  |  |\n| Custom controls | `User10` | Use Action 10 |  |  |  |  |  |  |  |\n| Custom controls | `User11` | Use Action 11 |  |  |  |  |  |  |  |\n| Custom controls | `User12` | Use Action 12 |  |  |  |  |  |  |  |\n| Custom controls | `User13` | Use Action 13 |  |  |  |  |  |  |  |\n| Custom controls | `User14` | Use Action 14 |  |  |  |  |  |  |  |\n| Custom controls | `User15` | Use Action 15 |  |  |  |  |  |  |  |\n| Custom controls | `User16` | Use Action 16 |  |  |  |  |  |  |  |\n| Custom controls | `User17` | Use Action 17 |  |  |  |  |  |  |  |\n| Custom controls | `User18` | Use Action 18 |  |  |  |  |  |  |  |\n| Custom controls | `User19` | Use Action 19 |  |  |  |  |  |  |  |\n| Custom controls | `User20` | Use Action 20 |  |  |  |  |  |  |  |\n| Zeus | `curatorInterface` | Zeus | Y | Y | Y | Y | Y | Y | Y |\n| Zeus | `curatorRotateMod` | Rotate entity | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Zeus | `curatorMoveY` | Raise entity | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt |\n| Zeus | `curatorDelete` | Delete entity | Delete | Delete | Delete | Delete | Delete | Delete | Delete |\n| Zeus | `curatorDestroy` | Destroy entity | End | End | End | End | End | End | End |\n| Zeus | `curatorGetOut` | Order units to get out | G | G | G | G | G | G | G |\n| Zeus | `curatorContentWaypoint` | Place 'cycle' waypoint | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt |\n| Zeus | `curatorMoveCamTo` | Move camera to selected entity | F | F | F | F | F | F | F |\n| Zeus | `curatorLockCameraTo` | Lock camera on selected entity | Left Ctrl+F | Left Ctrl+F | Left Ctrl+F | Left Ctrl+F | Left Ctrl+F | Left Ctrl+F | Left Ctrl+F |\n| Zeus | `curatorLevelObject` | Adjust object to sea level | X | X | X | X | X | X | X |\n| Zeus | `curatorGroupMod` | Group units together | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl |\n| Zeus | `curatorMultipleMod` | Select multiple entities | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl | Left Ctrl |\n| Zeus | `CuratorCollapseParent` | Collapse / Expand Section | C | C | C | C | C | C | C |\n| Zeus | `curatorNightvision` | Toggle vision mode | N | N | N | N | N | N | N |\n| Zeus | `curatorPersonView` | Toggle View | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] | Enter [NUM] |\n| Zeus | `curatorPingView` | Move to pinged player | Space | Space | Space | Space | E | Space | Space |\n| Zeus | `curatorToggleInterface` | Toggle interface | Backspace | Backspace | Backspace | Backspace | I | Backspace | Backspace |\n| Zeus | `curatorToggleEdit` | Toggle EDIT list | E | E | E | E | U | E | E |\n| Zeus | `curatorToggleCreate` | Toggle CREATE list | R | R | R | R | R | R | R |\n| Zeus | `curatorMapTextures` | Toggle map textures | T | T | T | T | T | T | T |\n| Zeus | `curatorCompass` | Compass | K | K | K | K | K | K | K |\n| Zeus | `curatorWatch` | Toggle time information | O | O | O | O | O | O | O |\n| Camera | `cameraMoveForward` | Move Forward | W | W | W | W | W | W | W |\n| Camera | `cameraMoveBackward` | Move Backward | S | S | S | S | S | S | S |\n| Camera | `cameraMoveLeft` | Move Left | A | A | A | A | A | A | A |\n| Camera | `cameraMoveRight` | Move Right | D | D | D | D | D | D | D |\n| Camera | `cameraMoveUp` | Move Up | Q | Q | Q | Q | Q | Q | Q |\n| Camera | `cameraMoveDown` | Move Down | Z | Z | Z | Z | Z | Z | Z |\n| Camera | `cameraMoveTurbo1` | Speed Modifier | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Camera | `cameraMoveTurbo2` | Extreme Speed Modifier | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt | Left Alt |\n| Camera | `cameraZoomIn` | Zoom In | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] | + [NUM] |\n| Camera | `cameraZoomOut` | Zoom Out | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] | - [NUM] |\n| Camera | `cameraLookUp` | Look Up | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] |\n| Camera | `cameraLookDown` | Look Down | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] |\n| Camera | `cameraLookLeft` | Look Left | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] |\n| Camera | `cameraLookRight` | Look Right | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] |\n| Camera | `cameraReset` | Reset View | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] |\n| Camera | `cameraTarget` | Move to Target | F | F | F | F | F | F | F |\n| Camera | `cameraVisionMode` | Toggle Vision Mode | N | N | N | N | N | N | N |\n| Camera | `cameraFlashlight` | Toggle Flashlight | L | L | L | L | L | L | L |\n| Camera | `cameraInterface` | Toggle Interface | Backspace | Backspace | Backspace | Backspace | Backspace | Backspace | Backspace |\n| Editor Camera | `editorCameraMoveForward` | Move Forward | W | W | W | W | W | W | W |\n| Editor Camera | `editorCameraMoveBackward` | Move Backward | S | S | S | S | S | S | S |\n| Editor Camera | `editorCameraMoveLeft` | Move Left | A | A | A | A | A | A | A |\n| Editor Camera | `editorCameraMoveRight` | Move Right | D | D | D | D | D | D | D |\n| Editor Camera | `editorCameraMoveUp` | Move Up | Q | Q | Q | Q | Q | Q | Q |\n| Editor Camera | `editorCameraMoveDown` | Move Down | Z | Z | Z | Z | Z | Z | Z |\n| Editor Camera | `editorCameraMoveTurbo` | Speed Modifier | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift | Left Shift |\n| Editor Camera | `editorCameraLookUp` | Look Up | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] | 8 [NUM] |\n| Editor Camera | `editorCameraLookDown` | Look Down | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] | 2 [NUM] |\n| Editor Camera | `editorCameraLookLeft` | Look Left | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] | 4 [NUM] |\n| Editor Camera | `editorCameraLookRight` | Look Right | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] | 6 [NUM] |\n| Editor Camera | `editorCameraReset` | N/A | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] | 5 [NUM] |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."}],"categories":["Arma 3: Controls"],"groups":["Reference Lists"]},{"name":"Introduction to Arma Scripting","title":"Introduction to Arma Scripting","type":"topic","url":"https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting","revid":371144,"updated":"2025-02-28T17:08:27Z","aliases":["ArmA: Armed Assault: Introduction to Scripting","ArmA: Introduction to Scripting","Scripting"],"markdown":"Scripting is one of the most powerful and most versatile tools available in the Arma sandbox. Unfortunately, it is also one of the most complex and unforgiving aspects of addon (i.e. mod) and mission creation.\n\nAll Arma games from Arma: Cold War Assault to Arma 3 use a scripting language called SQF. Its predecessor SQS has been considered deprecated since Armed Assault (2006) and is no longer used.\nAs of Arma Reforger (2022), SQF has been succeeded by Enforce Script. This document only considers SQF.\n\n### Scripting Topics\n\nThere is a plethora of topics to learn about in the context of Arma scripting (see the table below).\nFortunately, there is no need to acquire detailed knowledge about all of these things in order to get started with scripting.\nTo aid with prioritisation, this page provides three selections of topics, each relevant to beginner, intermediate and advanced scripters respectively.\n\n| Real Virtuality Scripting |  |  |\n|---|---|---|\n| Terminology |  | Argument ● Identifier ● Expression ● Operand ● Operators ● Parameter ● Statement ● Variables ● Magic Variables ● Function |\n| Syntax |  | SQF Syntax ● SQS Syntax ● Order of Precedence ● Control Structures |\n| Tutorials |  | Introduction to Arma Scripting ● Code Best Practices ● Example Code ● Code Optimisation ● Mission Optimisation ● Multiplayer Scripting ● SQS → SQF |\n| Data Types | General | Array ● Boolean ● Code ● Config ● Control ● Diary Record ● Display ● Eden Entity ● Eden ID ● Editor Object ● Group ● HashMap ● Location ● Namespace ● Number ● Object ● Script Handle <br>Side ● String ● Structured Text ● Task ● Team ● Team Member ● NaN ● Anything ● Nothing ● Void ● Switch Type ● While Type ● With Type ● For Type ● If Type |\n| Data Types | Special Arrays | Array of Eden Entities ● Color ● Date ● ParticleArray ● Position ● Unit Loadout Array ● Vector3D ● Waypoint |\n| Scripting Commands |  | Scripting Commands ● Scripting Commands by Functionality |\n| Scripting Functions |  | Scripting Functions ● Functions by Functionality |\n| Debugging |  | Common Scripting Errors ● Debugging Techniques ● Exception handling |\n| Advanced |  | Event Scripts ● Event Handlers ● PreProcessor Commands ● Initialisation Order ● Performance Profiling |\n\n### Beginner Scripting\n\n#### Variables\n\nVariables are a fundamental building block of scripting (and programming in general). Like in mathematics, they serve as placeholders for values. A few examples:\n\n- `A = 1;` The variable `A` now has the value 1.\n- `B = 2;` The variable `B` now has the value 2.\n- `C = \"Hello World!\";` The variable `C` now has the value \"Hello World!\".\n\nA variable always has a Data Type. In the example above, the variables `A` and `B` both have the data type Number, while `C` has the data type String. The data type of a variable is not fixed and changes automatically based on the current value of the variable.\n\n#### Commands and Operators\n\nTwo other basic tools of scripting are commands and Operators. In fact, they are so basic that the examples in the Variables section above already had to make use of an operator: The equals sign (`=`) serves as the assignment operator, assigning values to variables. Similarly, symbols such as `+`, `-`, `*` and `/` are also operators. Using operators is quite simple:\n\n```sqf\nA = 1.5;\nB = -2 * A;\nC = A + B + 3.5; // Result: C is 2\n```\n\nCommands are often more versatile and complex than operators and can sometimes be used to interact with the game in some way. For instance, the setPosATL command can be used to change the position of an object in the game world, the damage command returns the amount of damage an object has suffered and the systemChat command can be used to display a message in the system chat.\n\nWhile operators are usually fairly intuitive to use, commands are often more complicated. As such, every single command (and every single operator) has a dedicated Community Wiki page documenting it. This makes the Community Wiki an essential resource for scripting as it can be consulted whenever an unfamiliar command is encountered or needs to be used. The documentation commonly includes information about the behaviour and effect of the command, its return value and the purpose and data types of its parameters.\n\n> [!NOTE]\n> Commands List can be found here: Scripting Commands.\n\n#### Control Structures, Conditions and Booleans\n\nControl Structures allow scripts to accomplish complex tasks. See the following:\n\n```sqf\nif (damage player > 0.5) then\n{\n    player setDamage 0;\n    systemChat \"The player has been healed.\";\n}\nelse\n{\n    systemChat \"The player is fine.\";\n};\n```\n\nThis code behaves differently depending on the damage status of the player. The systemChat output and whether or not the player is healed changes dynamically based on how much health the player has when the code is executed.\n\n##### Conditions\n\nIn the example above, the condition is `damage player > 0.5`. Like all conditions, it results in a Boolean value when evaluated:\n\n1. First, `damage player` is evaluated and returns a number.\n1. Then, the `>` operator compares that number to 0.5:\n   - If the number is greater than 0.5, the `>` operator returns true.\n   - If the number is less than or equal to 0.5, the `>` operator returns false.\n\n##### Booleans\n\nThe data type Boolean only has two possible values: true and false.\n\n###### Boolean Operations\n\nThere are three basic operations that can be performed on Boolean values:\n\n| Operation | Description | SQF Operator | SQF Command |\n|---|---|---|---|\n| NOT (Negation) | Inverts the input value. | `!` | not |\n| AND (Conjunction) | Combines two Booleans into one. Only returns true if both input values are true. | `&&` | and |\n| OR (Disjunction) | Combines two Booleans into one. Returns true if at least one of the input values is true. | `\\|\\|` | or |\n\nBoth the input and the output of these operations are Boolean values. Their behaviour is defined as follows:\n\n|  |  |  |\n|---|---|---|\n| \\| NOT \\|  \\|<br>\\|---\\|---\\|<br>\\| Expression \\| Result \\|<br>\\| `!true` \\| false \\|<br>\\| `!false` \\| true \\| | \\| AND \\|  \\|<br>\\|---\\|---\\|<br>\\| Expression \\| Result \\|<br>\\| `true && true` \\| true \\|<br>\\| `true && false` \\| false \\|<br>\\| `false && true` \\| false \\|<br>\\| `false && false` \\| false \\| | \\| OR \\|  \\|<br>\\|---\\|---\\|<br>\\| Expression \\| Result \\|<br>\\| `true \\\\|\\\\| true` \\| true \\|<br>\\| `true \\\\|\\\\| false` \\| true \\|<br>\\| `false \\\\|\\\\| true` \\| true \\|<br>\\| `false \\\\|\\\\| false` \\| false \\| |\n\n##### Complex Conditions\n\nBoolean operations can be used to create complex conditions by combining multiple conditions into one.\n\n```sqf\nif ((alive VIP_1 && triggerActivated VIP_1_Task_Complete) || (alive VIP_2 && triggerActivated VIP_2_Task_Complete)) then\n{\n    systemChat \"At least one VIP has been rescued.\";\n};\n```\n\n> [!NOTE]\n> Beginners sometimes write conditions such as `if (Condition == true)` or `if (Condition == false)`.\n>\n> While doing so is not a real error, it is unnecessary because Control Structures (and Triggers) always implicitly compare the condition to true.\n>\n> The correct (as in faster, more common and more readable) way to write such conditions is `if (Condition)` and `if (!Condition)` respectively.\n\n#### Arrays\n\nAn Array is a Data Type that can be seen as a list of items. This list can hold none to multiple elements of different types:\n\n```sqf\n[]                        // an empty array\n[true]                    // an array of 1 element (Boolean)\n[0, 10, 20, 30, 40, 50]    // an array of 6 elements of Number type\n[\"John Doe\", 32, true]    // an array of 3 elements of different types (String, Number, Boolean)\n```\n\nAn array is a useful way to keep data together and is used for example to store positions.\n\n##### Positions\n\nPositions are represented as 2D or 3D Arrays of Numbers (usually in the format `[X, Y]` or `[X, Y, Z]`) where X represents West-East, Y represents South-North and Z represents altitude.\nHowever, there are some important caveats and distinctions one should be aware of - for instance, the positions `[0, 0, 0]` ASL (**A**bove **S**ea **L**evel) and `[0, 0, 0]` AGL (**A**bove **G**round **L**evel) are not necessarily equivalent.\nIt is therefore highly recommended to read the Positions page before working with positions.\n\n#### Script Files\n\nScripts are usually placed in Script Files. It is of course possible and sometimes even necessary to use short pieces of code in the Editor (e.g. in the *On Activation* expression of a Trigger), but scripts can become long and complex, and then working with them is far easier when they are properly placed in script files. Additionally, some features are only accessible through the use of script files (Event Scripts for example).\n\nScript files are basically just text files with a certain filename extension. For script files, that file extension is `.sqf` (or `.sqs`), but in the broader context of Arma scripting, modification, configuration and mission design, more file extensions can be encountered: `.ext`, `.hpp`, `.cpp` and `.cfg` to mention the most common ones.\n\n##### File Creation\n\nUnfortunately, Windows does not make the creation of blank files with a desired file extension easily accessible.\n\nFor instance, a common pitfall when trying to use Description.ext (a file that is used to configure certain mission features such as the respawn settings) for the first time is (unknowingly) creating `Description.ext.txt` instead of `Description.ext` because the Windows File Explorer hides file extensions by default.\nObviously, `Description.ext.txt` will not work and will not have any of the desired effects on the mission because the game does not recognize it as `Description.ext`, but identifying a wrong file extension as the root cause of an issue when troubleshooting is notoriously difficult as one is usually looking for errors in the code and not in the filename.\n\nWhile there are many different ways to create a blank text file with a specific file extension, the easiest method using native Windows tools is probably this:\n\n- Preparation (only needs to be done once):\n\n1. Open the File Explorer\n1. Open the *View* tab at the top\n1. Tick the *File name extensions* checkbox\n\n- File Creation:\n\n1. Navigate to the location where you want to create a new script file\n1. Right-click\n1. Go to *New*\n1. Click on *Text Document*\n1. Rename `New Text Document.txt` to what you need\n\n> [!NOTE]\n> It is also possible to bypass Notepad's automatic addition of the `.txt` extension by wrapping the file name in quote, e.g `\"description.ext\"`.\n\n##### File Locations\n\nIn the context of mission creation, script files generally need to be placed in the corresponding *scenario folder* (often also called the *mission root folder*). Every mission has its own scenario folder, it is created by the Editor when saving the scenario for the first time.\nBy default it only contains a single file called `mission.sqm`; this file mostly stores data regarding Editor-placed entities and does not need to be touched when scripting.\n\nDescription.ext and Event Scripts have to be placed directly in the root of the scenario folder (i.e. next to `mission.sqm`), but all other files can be placed in subfolders of the scenario folder.\nA well-structured scenario folder could look like this:\n\n```\nApex%20Protocol.Tanoa/\n├── functions/\n│   ├── fn_myFirstFunction.sqf\n│   └── fn_mySecondFunction.sqf\n├── scripts/\n│   ├── myFirstScript.sqf\n│   └── mySecondScript.sqf\n├── description.ext\n├── initPlayerLocal.sqf\n├── initServer.sqf\n└── mission.sqm\n```\n\nEach scenario folder is stored in either the `missions` or the `mpmissions` subfolder of the folder containing the Arma Profile that was used to create the scenario.\nFor instance, the path to the scenario folder from the example above could be:\n\n```\nC:\\Users\\Scott Miller\\Documents\\Arma 3 - Other Profiles\\Keystone\\missions\\Apex%20Protocol.Tanoa\n```\n\nThe Editor uses [percent-encoding](https://en.wikipedia.org/wiki/Percent-encoding) for scenario folder names, that is why whitespaces in the scenario name are replaced with `%20`.\n\n> [!NOTE]\n> The Eden Editor provides a useful shortcut to quickly open a mission's scenario folder in the Windows File Explorer:\n> With the mission open in the Editor, go to *Scenario* in the top left and then click on *Open Scenario Folder*.\n\n**See Also:**\n\n- 2D Editor: External\n- Eden Editor: Scenario Folder\n- Profile (the possible profile folder paths are listed there)\n\n##### Editing Script Files\n\nBecause script files are essentially plain text files, they can be edited with just about any text editor. For instance, the native Windows Notepad can be used, but working with it is not very comfortable. As such, regular scripters typically use more versatile applications such as [Notepad++](https://notepad-plus-plus.org) or [Visual Studio Code](https://code.visualstudio.com), usually in combination with plugins that add additional support for SQF. One feature commonly provided by these plugins is *syntax highlighting*, and for good reason: Syntax highlighting makes code significantly more readable and helps recognizing and avoiding basic syntax errors. Consequently, it is highly recommended to use syntax highlighting.\n\nSee Community Tools - Code Edition for a selection of community-made applications and plugins for Arma Scripting.\n\n##### Script Execution\n\nThe execVM command is used to execute script files.\n\nFor instance, `myFirstScript.sqf` from the File Locations example above can simply be executed like so:\n\n```sqf\nexecVM \"scripts\\myFirstScript.sqf\";\n```\n\nThis can be done anywhere: Within another script, from the Debug Console, in the *On Activation* or *On Deactivation* expression of a Trigger or in the init field of an Object in the Editor.\n\n### Intermediate Scripting\n\n### Advanced Scripting\n\n### Miscellaneous\n\n> [!NOTE]\n> This section contains content from an old version of this page which is due to be updated.\n\n### Before anything\n\n**Is your idea necessary?** Will players even notice or use what you want to script? Just because you can does not mean you should. Sometimes less is more!\n\n**Is it possible to do this in the editor?** The Eden Editor is a powerful tool and with it alone one can achieve a lot of things without writing a single line of code.\n\nPoorly written scripts are a frequent cause of poor performance, both in singleplayer and multiplayer scenarios.\n\n**Can it be scripted using SQF?** This question might be hard to answer. Try to get as much information about what you want to do and what commands and functions there are before spending time on writing a script, just to find out that what you hoped to achieve is not possible after all.\n\n> [!NOTE]\n> Scripting is not the solution for everything!\n\n#### Terms\n\nThe following is a collection of terms frequently encountered when talking or reading about scripting.\n\n**Game Engine:** The core program of the game which executes your scripting commands at run time.\n\n**Script / Script File:** Scripts are usually placed in script files. Script files contain code.\n\n**Syntax:** See SQF Syntax (Arma, Arma 2, Arma 3).\n\nSee SQS Syntax (Operation Flashpoint, Arma).\n\n**Variables:** A Variable is a named storage container for data.\n\nThe name of a variable is called its Identifier.\n\n**Data Types:** The Data Type of a variable specifies which kind of data that variable can contain.\n\n**Operators:** See Operators\n\n**Control Structures:** See Control Structures\n\n**Functions:** See Function\n\n#### Must-Read Articles\n\n##### Best Practices\n\nSee Code Best Practices\n\n##### Debugging\n\n- Debugging Techniques\n- Community Tools - Debug Console/System\n\n##### Optimisation\n\n- Code Optimisation\n- Mission Optimisation\n\n#### Useful Links\n\nThese pages cover further aspects of scripting:\n\n- Example Code\n- Control Structures\n- Multiplayer Scripting\n- Exception handling\n- Script File\n- Function\n- SQS to SQF conversion\n\nConsider the following resources for more general learning:\n\n- 6thSense.eu Editing Guide\n- *Fockers Arma 3 Scripting Guide* (dead link)\n- *Mr-Murray's Armed Assault Editing Guide - Deluxe Edition* (dead link)\n- [Excellent German SQF tutorial (YouTube)](https://youtu.be/WmEBN-RbK44)","sections":[{"heading":null,"level":1,"markdown":"Scripting is one of the most powerful and most versatile tools available in the Arma sandbox. Unfortunately, it is also one of the most complex and unforgiving aspects of addon (i.e. mod) and mission creation.\n\nAll Arma games from Arma: Cold War Assault to Arma 3 use a scripting language called SQF. Its predecessor SQS has been considered deprecated since Armed Assault (2006) and is no longer used.\nAs of Arma Reforger (2022), SQF has been succeeded by Enforce Script. This document only considers SQF."},{"heading":"Scripting Topics","level":3,"markdown":"There is a plethora of topics to learn about in the context of Arma scripting (see the table below).\nFortunately, there is no need to acquire detailed knowledge about all of these things in order to get started with scripting.\nTo aid with prioritisation, this page provides three selections of topics, each relevant to beginner, intermediate and advanced scripters respectively.\n\n| Real Virtuality Scripting |  |  |\n|---|---|---|\n| Terminology |  | Argument ● Identifier ● Expression ● Operand ● Operators ● Parameter ● Statement ● Variables ● Magic Variables ● Function |\n| Syntax |  | SQF Syntax ● SQS Syntax ● Order of Precedence ● Control Structures |\n| Tutorials |  | Introduction to Arma Scripting ● Code Best Practices ● Example Code ● Code Optimisation ● Mission Optimisation ● Multiplayer Scripting ● SQS → SQF |\n| Data Types | General | Array ● Boolean ● Code ● Config ● Control ● Diary Record ● Display ● Eden Entity ● Eden ID ● Editor Object ● Group ● HashMap ● Location ● Namespace ● Number ● Object ● Script Handle <br>Side ● String ● Structured Text ● Task ● Team ● Team Member ● NaN ● Anything ● Nothing ● Void ● Switch Type ● While Type ● With Type ● For Type ● If Type |\n| Data Types | Special Arrays | Array of Eden Entities ● Color ● Date ● ParticleArray ● Position ● Unit Loadout Array ● Vector3D ● Waypoint |\n| Scripting Commands |  | Scripting Commands ● Scripting Commands by Functionality |\n| Scripting Functions |  | Scripting Functions ● Functions by Functionality |\n| Debugging |  | Common Scripting Errors ● Debugging Techniques ● Exception handling |\n| Advanced |  | Event Scripts ● Event Handlers ● PreProcessor Commands ● Initialisation Order ● Performance Profiling |"},{"heading":"Beginner Scripting","level":3,"markdown":""},{"heading":"Variables","level":4,"markdown":"Variables are a fundamental building block of scripting (and programming in general). Like in mathematics, they serve as placeholders for values. A few examples:\n\n- `A = 1;` The variable `A` now has the value 1.\n- `B = 2;` The variable `B` now has the value 2.\n- `C = \"Hello World!\";` The variable `C` now has the value \"Hello World!\".\n\nA variable always has a Data Type. In the example above, the variables `A` and `B` both have the data type Number, while `C` has the data type String. The data type of a variable is not fixed and changes automatically based on the current value of the variable."},{"heading":"Commands and Operators","level":4,"markdown":"Two other basic tools of scripting are commands and Operators. In fact, they are so basic that the examples in the Variables section above already had to make use of an operator: The equals sign (`=`) serves as the assignment operator, assigning values to variables. Similarly, symbols such as `+`, `-`, `*` and `/` are also operators. Using operators is quite simple:\n\n```sqf\nA = 1.5;\nB = -2 * A;\nC = A + B + 3.5; // Result: C is 2\n```\n\nCommands are often more versatile and complex than operators and can sometimes be used to interact with the game in some way. For instance, the setPosATL command can be used to change the position of an object in the game world, the damage command returns the amount of damage an object has suffered and the systemChat command can be used to display a message in the system chat.\n\nWhile operators are usually fairly intuitive to use, commands are often more complicated. As such, every single command (and every single operator) has a dedicated Community Wiki page documenting it. This makes the Community Wiki an essential resource for scripting as it can be consulted whenever an unfamiliar command is encountered or needs to be used. The documentation commonly includes information about the behaviour and effect of the command, its return value and the purpose and data types of its parameters.\n\n> [!NOTE]\n> Commands List can be found here: Scripting Commands."},{"heading":"Control Structures, Conditions and Booleans","level":4,"markdown":"Control Structures allow scripts to accomplish complex tasks. See the following:\n\n```sqf\nif (damage player > 0.5) then\n{\n    player setDamage 0;\n    systemChat \"The player has been healed.\";\n}\nelse\n{\n    systemChat \"The player is fine.\";\n};\n```\n\nThis code behaves differently depending on the damage status of the player. The systemChat output and whether or not the player is healed changes dynamically based on how much health the player has when the code is executed."},{"heading":"Conditions","level":5,"markdown":"In the example above, the condition is `damage player > 0.5`. Like all conditions, it results in a Boolean value when evaluated:\n\n1. First, `damage player` is evaluated and returns a number.\n1. Then, the `>` operator compares that number to 0.5:\n   - If the number is greater than 0.5, the `>` operator returns true.\n   - If the number is less than or equal to 0.5, the `>` operator returns false."},{"heading":"Booleans","level":5,"markdown":"The data type Boolean only has two possible values: true and false."},{"heading":"Boolean Operations","level":6,"markdown":"There are three basic operations that can be performed on Boolean values:\n\n| Operation | Description | SQF Operator | SQF Command |\n|---|---|---|---|\n| NOT (Negation) | Inverts the input value. | `!` | not |\n| AND (Conjunction) | Combines two Booleans into one. Only returns true if both input values are true. | `&&` | and |\n| OR (Disjunction) | Combines two Booleans into one. Returns true if at least one of the input values is true. | `\\|\\|` | or |\n\nBoth the input and the output of these operations are Boolean values. Their behaviour is defined as follows:\n\n|  |  |  |\n|---|---|---|\n| \\| NOT \\|  \\|<br>\\|---\\|---\\|<br>\\| Expression \\| Result \\|<br>\\| `!true` \\| false \\|<br>\\| `!false` \\| true \\| | \\| AND \\|  \\|<br>\\|---\\|---\\|<br>\\| Expression \\| Result \\|<br>\\| `true && true` \\| true \\|<br>\\| `true && false` \\| false \\|<br>\\| `false && true` \\| false \\|<br>\\| `false && false` \\| false \\| | \\| OR \\|  \\|<br>\\|---\\|---\\|<br>\\| Expression \\| Result \\|<br>\\| `true \\\\|\\\\| true` \\| true \\|<br>\\| `true \\\\|\\\\| false` \\| true \\|<br>\\| `false \\\\|\\\\| true` \\| true \\|<br>\\| `false \\\\|\\\\| false` \\| false \\| |"},{"heading":"Complex Conditions","level":5,"markdown":"Boolean operations can be used to create complex conditions by combining multiple conditions into one.\n\n```sqf\nif ((alive VIP_1 && triggerActivated VIP_1_Task_Complete) || (alive VIP_2 && triggerActivated VIP_2_Task_Complete)) then\n{\n    systemChat \"At least one VIP has been rescued.\";\n};\n```\n\n> [!NOTE]\n> Beginners sometimes write conditions such as `if (Condition == true)` or `if (Condition == false)`.\n>\n> While doing so is not a real error, it is unnecessary because Control Structures (and Triggers) always implicitly compare the condition to true.\n>\n> The correct (as in faster, more common and more readable) way to write such conditions is `if (Condition)` and `if (!Condition)` respectively."},{"heading":"Arrays","level":4,"markdown":"An Array is a Data Type that can be seen as a list of items. This list can hold none to multiple elements of different types:\n\n```sqf\n[]                        // an empty array\n[true]                    // an array of 1 element (Boolean)\n[0, 10, 20, 30, 40, 50]    // an array of 6 elements of Number type\n[\"John Doe\", 32, true]    // an array of 3 elements of different types (String, Number, Boolean)\n```\n\nAn array is a useful way to keep data together and is used for example to store positions."},{"heading":"Positions","level":5,"markdown":"Positions are represented as 2D or 3D Arrays of Numbers (usually in the format `[X, Y]` or `[X, Y, Z]`) where X represents West-East, Y represents South-North and Z represents altitude.\nHowever, there are some important caveats and distinctions one should be aware of - for instance, the positions `[0, 0, 0]` ASL (**A**bove **S**ea **L**evel) and `[0, 0, 0]` AGL (**A**bove **G**round **L**evel) are not necessarily equivalent.\nIt is therefore highly recommended to read the Positions page before working with positions."},{"heading":"Script Files","level":4,"markdown":"Scripts are usually placed in Script Files. It is of course possible and sometimes even necessary to use short pieces of code in the Editor (e.g. in the *On Activation* expression of a Trigger), but scripts can become long and complex, and then working with them is far easier when they are properly placed in script files. Additionally, some features are only accessible through the use of script files (Event Scripts for example).\n\nScript files are basically just text files with a certain filename extension. For script files, that file extension is `.sqf` (or `.sqs`), but in the broader context of Arma scripting, modification, configuration and mission design, more file extensions can be encountered: `.ext`, `.hpp`, `.cpp` and `.cfg` to mention the most common ones."},{"heading":"File Creation","level":5,"markdown":"Unfortunately, Windows does not make the creation of blank files with a desired file extension easily accessible.\n\nFor instance, a common pitfall when trying to use Description.ext (a file that is used to configure certain mission features such as the respawn settings) for the first time is (unknowingly) creating `Description.ext.txt` instead of `Description.ext` because the Windows File Explorer hides file extensions by default.\nObviously, `Description.ext.txt` will not work and will not have any of the desired effects on the mission because the game does not recognize it as `Description.ext`, but identifying a wrong file extension as the root cause of an issue when troubleshooting is notoriously difficult as one is usually looking for errors in the code and not in the filename.\n\nWhile there are many different ways to create a blank text file with a specific file extension, the easiest method using native Windows tools is probably this:\n\n- Preparation (only needs to be done once):\n\n1. Open the File Explorer\n1. Open the *View* tab at the top\n1. Tick the *File name extensions* checkbox\n\n- File Creation:\n\n1. Navigate to the location where you want to create a new script file\n1. Right-click\n1. Go to *New*\n1. Click on *Text Document*\n1. Rename `New Text Document.txt` to what you need\n\n> [!NOTE]\n> It is also possible to bypass Notepad's automatic addition of the `.txt` extension by wrapping the file name in quote, e.g `\"description.ext\"`."},{"heading":"File Locations","level":5,"markdown":"In the context of mission creation, script files generally need to be placed in the corresponding *scenario folder* (often also called the *mission root folder*). Every mission has its own scenario folder, it is created by the Editor when saving the scenario for the first time.\nBy default it only contains a single file called `mission.sqm`; this file mostly stores data regarding Editor-placed entities and does not need to be touched when scripting.\n\nDescription.ext and Event Scripts have to be placed directly in the root of the scenario folder (i.e. next to `mission.sqm`), but all other files can be placed in subfolders of the scenario folder.\nA well-structured scenario folder could look like this:\n\n```\nApex%20Protocol.Tanoa/\n├── functions/\n│   ├── fn_myFirstFunction.sqf\n│   └── fn_mySecondFunction.sqf\n├── scripts/\n│   ├── myFirstScript.sqf\n│   └── mySecondScript.sqf\n├── description.ext\n├── initPlayerLocal.sqf\n├── initServer.sqf\n└── mission.sqm\n```\n\nEach scenario folder is stored in either the `missions` or the `mpmissions` subfolder of the folder containing the Arma Profile that was used to create the scenario.\nFor instance, the path to the scenario folder from the example above could be:\n\n```\nC:\\Users\\Scott Miller\\Documents\\Arma 3 - Other Profiles\\Keystone\\missions\\Apex%20Protocol.Tanoa\n```\n\nThe Editor uses [percent-encoding](https://en.wikipedia.org/wiki/Percent-encoding) for scenario folder names, that is why whitespaces in the scenario name are replaced with `%20`.\n\n> [!NOTE]\n> The Eden Editor provides a useful shortcut to quickly open a mission's scenario folder in the Windows File Explorer:\n> With the mission open in the Editor, go to *Scenario* in the top left and then click on *Open Scenario Folder*.\n\n**See Also:**\n\n- 2D Editor: External\n- Eden Editor: Scenario Folder\n- Profile (the possible profile folder paths are listed there)"},{"heading":"Editing Script Files","level":5,"markdown":"Because script files are essentially plain text files, they can be edited with just about any text editor. For instance, the native Windows Notepad can be used, but working with it is not very comfortable. As such, regular scripters typically use more versatile applications such as [Notepad++](https://notepad-plus-plus.org) or [Visual Studio Code](https://code.visualstudio.com), usually in combination with plugins that add additional support for SQF. One feature commonly provided by these plugins is *syntax highlighting*, and for good reason: Syntax highlighting makes code significantly more readable and helps recognizing and avoiding basic syntax errors. Consequently, it is highly recommended to use syntax highlighting.\n\nSee Community Tools - Code Edition for a selection of community-made applications and plugins for Arma Scripting."},{"heading":"Script Execution","level":5,"markdown":"The execVM command is used to execute script files.\n\nFor instance, `myFirstScript.sqf` from the File Locations example above can simply be executed like so:\n\n```sqf\nexecVM \"scripts\\myFirstScript.sqf\";\n```\n\nThis can be done anywhere: Within another script, from the Debug Console, in the *On Activation* or *On Deactivation* expression of a Trigger or in the init field of an Object in the Editor."},{"heading":"Intermediate Scripting","level":3,"markdown":""},{"heading":"Advanced Scripting","level":3,"markdown":""},{"heading":"Miscellaneous","level":3,"markdown":"> [!NOTE]\n> This section contains content from an old version of this page which is due to be updated."},{"heading":"Before anything","level":3,"markdown":"**Is your idea necessary?** Will players even notice or use what you want to script? Just because you can does not mean you should. Sometimes less is more!\n\n**Is it possible to do this in the editor?** The Eden Editor is a powerful tool and with it alone one can achieve a lot of things without writing a single line of code.\n\nPoorly written scripts are a frequent cause of poor performance, both in singleplayer and multiplayer scenarios.\n\n**Can it be scripted using SQF?** This question might be hard to answer. Try to get as much information about what you want to do and what commands and functions there are before spending time on writing a script, just to find out that what you hoped to achieve is not possible after all.\n\n> [!NOTE]\n> Scripting is not the solution for everything!"},{"heading":"Terms","level":4,"markdown":"The following is a collection of terms frequently encountered when talking or reading about scripting.\n\n**Game Engine:** The core program of the game which executes your scripting commands at run time.\n\n**Script / Script File:** Scripts are usually placed in script files. Script files contain code.\n\n**Syntax:** See SQF Syntax (Arma, Arma 2, Arma 3).\n\nSee SQS Syntax (Operation Flashpoint, Arma).\n\n**Variables:** A Variable is a named storage container for data.\n\nThe name of a variable is called its Identifier.\n\n**Data Types:** The Data Type of a variable specifies which kind of data that variable can contain.\n\n**Operators:** See Operators\n\n**Control Structures:** See Control Structures\n\n**Functions:** See Function"},{"heading":"Must-Read Articles","level":4,"markdown":""},{"heading":"Best Practices","level":5,"markdown":"See Code Best Practices"},{"heading":"Debugging","level":5,"markdown":"- Debugging Techniques\n- Community Tools - Debug Console/System"},{"heading":"Optimisation","level":5,"markdown":"- Code Optimisation\n- Mission Optimisation"},{"heading":"Useful Links","level":4,"markdown":"These pages cover further aspects of scripting:\n\n- Example Code\n- Control Structures\n- Multiplayer Scripting\n- Exception handling\n- Script File\n- Function\n- SQS to SQF conversion\n\nConsider the following resources for more general learning:\n\n- 6thSense.eu Editing Guide\n- *Fockers Arma 3 Scripting Guide* (dead link)\n- *Mr-Murray's Armed Assault Editing Guide - Deluxe Edition* (dead link)\n- [Excellent German SQF tutorial (YouTube)](https://youtu.be/WmEBN-RbK44)"}],"categories":["Arma Scripting Tutorials","To-do"],"groups":["Scripting"]},{"name":"Iron Front: Weapons","title":"Iron Front: Weapons","type":"topic","url":"https://community.bistudio.com/wiki/Iron_Front:_Weapons","revid":292566,"updated":"2021-08-10T12:51:12Z","aliases":[],"markdown":"#### German Weapons\n\n| Weapon Classname | Magazine Classnames | Muzzle Classname | Ammo Classnames |\n|---|---|---|---|\n| LIB_P38 | lib_8Rnd_9x19 | --- | B_9x19_Ball |\n| LIB_M1908 | lib_8Rnd_9x19 | --- | B_9x19_Ball |\n| LIB_FLARE_PISTOL | lib_1Rnd_flare_white<br>lib_1Rnd_flare_red<br>lib_1Rnd_flare_green<br>lib_1Rnd_flare_yellow | ---<br>---<br>---<br>--- | F_40mm_White<br>F_40mm_Red<br>F_40mm_Green<br>F_40mm_Yellow |\n| LIB_MP40 | LIB_32Rnd_9x19 | --- | B_9x19_Ball |\n| LIB_K98 | lib_5Rnd_792x57 | --- | B_792x57_Ball_NoCartridge |\n| LIB_K98ZF39 | lib_5Rnd_792x57 | --- | B_792x57_Ball_NoCartridge |\n| LIB_MP44 | lib_30Rnd_792x33 | --- | B_792x33_Ball |\n| LIB_G43 | lib_10Rnd_792x57<br>lib_5Rnd_792x57 | ---<br>--- | B_792x57_Ball |\n| LIB_MG42 | lib_50Rnd_792x57 | ---<br>--- | B_792x57_Ball |\n| LIB_MLMG42 | lib_250Rnd_792x57 | ---<br>--- | B_792x57_Ball |\n| LIB_PzFaust_30m | 1Rnd_LIB_PzFaust_30m | --- | LIB_PzFaust_30m |\n| LIB_RPzB | LIB_1Rnd_RPzB | --- | LIB_R_88mm_RPzB |\n\n#### German Vehicle & Static Weapons\n\n| Weapon Classname | Magazine Classnames | Muzzle Classname | Ammo Classnames |\n|---|---|---|---|\n| LIB_MG42_Tripod | lib_250Rnd_792x57 | --- | B_792x57_Ball |\n| LIB_MG42_veh | lib_250Rnd_792x57 | --- | B_792x57_Ball |\n| LIB_GRWR34 | LIB_8Rnd_81mmHE_GRWR34<br>ARTY_LIB_8Rnd_81mmHE_GRWR34 | ---<br>--- | LIB_Sh_81_HE<br>ARTY_LIB_Sh_81_HE |\n| LIB_Pak40 | LIB_40x_PzGr39_Pak40_AP<br>LIB_10x_PzGr40_Pak40_APCR<br>LIB_50x_SprGr34_Pak40_HE<br>LIB_PzGr39_KWK40_AP<br>LIB_PzGr40_KWK40_APCR<br>LIB_SprGr34_KWK40_HE | ---<br>---<br>---<br>---<br>---<br>--- |  |\n\n#### Soviet Weapons\n\n| Weapon Classname | Magazine Classnames | Muzzle Classname | Ammo Classnames |\n|---|---|---|---|\n| LIB_TT33 | lib_8Rnd_762x25 | --- | B_762x25_Ball |\n| LIB_M1895 | lib_7Rnd_762x38 | --- | B_762x25_Ball |\n| LIB_PPSh41_m | lib_35Rnd_762x25 | --- | B_762x25_Ball |\n| LIB_PPSh41_d | lib_71Rnd_762x25 | --- | B_762x25_Ball |\n| LIB_M9130 | lib_5Rnd_762x54 | --- | B_762x54_Ball_NoCartridge |\n| LIB_M9130PU | lib_5Rnd_762x54 | --- | B_762x54_Ball_NoCartridge |\n| LIB_SVT_40 | lib_10Rnd_762x54<br>lib_5Rnd_762x54 | ---<br>--- | B_762x54_Ball |\n| LIB_DP28 | lib_47Rnd_762x54 | --- | B_762x54_Ball |\n| LIB_DT | lib_63Rnd_762x54 | --- | B_762x54_Ball |\n| LIB_DT_OPTIC | lib_63Rnd_762x54 | ---<br>--- | B_762x54_Ball |\n\n#### Soviet Vehicle & Static Weapons\n\n| Weapon Classname | Magazine Classnames | Muzzle Classname | Ammo Classnames |\n|---|---|---|---|\n| lib_maxim_m30 | lib_250rnd_7_62x54R_maxim | --- | B_762x54_Ball |\n| LIB_BM37 | LIB_8Rnd_82mmHE_BM37<br>ARTY_LIB_8Rnd_82mmHE_BM37<br>LIB_8Rnd_81mmHE_GRWR34<br>ARTY_LIB_8Rnd_81mmHE_GRWR34 | ---<br>---<br>---<br>--- | LIB_Sh_82_HE<br>ARTY_LIB_Sh_82_HE<br>LIB_Sh_81_HE<br>ARTY_LIB_Sh_81_HE |\n| LIB_BM13 | ARTY_40Rnd_120mmHE_BM21<br>LIB_16Rnd_BM13 | ---<br>--- | R_BM13<br>R_BM13 |\n| M2 | 100Rnd_127x99_M2 | ---<br>--- | B_127x99_Ball |\n| LIB_61k | LIB_5x_61k | ---<br>--- | B_37mm_AA |\n\n#### Soviet Items\n\n| Weapon Classname | Magazine Classnames | Muzzle Classname | Ammo Classnames |\n|---|---|---|---|\n| LIB_Binocular_SU | --- | --- | --- |\n\n#### US Weapons\n\n| Weapon Classname | Magazine Classnames | Muzzle Classname | Ammo Classnames |\n|---|---|---|---|\n| LIB_Colt_M1911 | LIB_7Rnd_45ACP | --- | B_45ACP_Ball |\n| LIB_M1_Garand | LIB_8Rnd_762x63 | --- | B_762x63_Ball |\n| LIB_M1_Carbine | LIB_15Rnd_762x33 | --- | B_762x33_Ball |\n| LIB_M1903A4_Springfield | LIB_5Rnd_762x63 | --- | B_762x63_Ball_NoCartridge |\n| LIB_M1A1_Thompson | LIB_30Rnd_45ACP | --- | B_45ACP_Ball |\n| LIB_M1918A2_BAR | LIB_20Rnd_762x63 | --- | B_762x63_Ball |\n| LIB_M1A1_Bazooka | LIB_1Rnd_60mm_M6 | --- | LIB_60mm_M6 |\n| LIB_w | LIB_US_M1A1_ATMINE_mag<br>LIB_US_M3_MINE_mag<br>LIB_US_TNT_4pound_mag<br>LIB_US_BM10_PM_mag | LIB_US_M1A1_ATMINE_Muzzle<br>LIB_US_M3_Muzzle<br>LIB_US_TNT_4pound_Muzzle<br>LIB_US_BM10_PM_Muzzle | LIB_US_M1A1_ATMINE_mag<br>LIB_US_M3_MINE_mag<br>LIB_US_TNT_4pound_mag<br>LIB_US_BM10_PM_mag |\n\n#### General Weapons\n\n| Weapon Classname | Magazine Classnames | Muzzle Classname | Ammo Classnames |\n|---|---|---|---|\n| Throw | lib_shg24<br>lib_shg24x7<br>lib_m39<br>lib_f1<br>lib_rg42<br>lib_rpg6<br>lib_pwm<br>lib_nb39<br>LIB_US_Mk_2<br>LIB_US_M18<br>LIB_US_M18_Red<br>LIB_US_M18_Green<br>LIB_US_M18_Yellow | HandGrenadeMuzzle<br>HandGrenadeMuzzle<br>HandGrenadeMuzzle<br>HandGrenadeMuzzle<br>HandGrenadeMuzzle<br>HandGrenadeMuzzle<br>HandGrenadeMuzzle<br>SmokeShellMuzzle<br>HandGrenadeMuzzle<br>SmokeShellMuzzle<br>SmokeShellMuzzle<br>SmokeShellMuzzle<br>SmokeShellMuzzle | lib_SHG24<br>lib_SHG24x7<br>lib_m39<br>lib_f1<br>lib_rg42<br>lib_rpg6<br>lib_PWM<br>lib_nb39<br>LIB_US_Mk_2<br>LIB_US_M18<br>LIB_US_M18_Red<br>LIB_US_M18_Green<br>LIB_US_M18_Yellow |","sections":[{"heading":"German Weapons","level":4,"markdown":"| Weapon Classname | Magazine Classnames | Muzzle Classname | Ammo Classnames |\n|---|---|---|---|\n| LIB_P38 | lib_8Rnd_9x19 | --- | B_9x19_Ball |\n| LIB_M1908 | lib_8Rnd_9x19 | --- | B_9x19_Ball |\n| LIB_FLARE_PISTOL | lib_1Rnd_flare_white<br>lib_1Rnd_flare_red<br>lib_1Rnd_flare_green<br>lib_1Rnd_flare_yellow | ---<br>---<br>---<br>--- | F_40mm_White<br>F_40mm_Red<br>F_40mm_Green<br>F_40mm_Yellow |\n| LIB_MP40 | LIB_32Rnd_9x19 | --- | B_9x19_Ball |\n| LIB_K98 | lib_5Rnd_792x57 | --- | B_792x57_Ball_NoCartridge |\n| LIB_K98ZF39 | lib_5Rnd_792x57 | --- | B_792x57_Ball_NoCartridge |\n| LIB_MP44 | lib_30Rnd_792x33 | --- | B_792x33_Ball |\n| LIB_G43 | lib_10Rnd_792x57<br>lib_5Rnd_792x57 | ---<br>--- | B_792x57_Ball |\n| LIB_MG42 | lib_50Rnd_792x57 | ---<br>--- | B_792x57_Ball |\n| LIB_MLMG42 | lib_250Rnd_792x57 | ---<br>--- | B_792x57_Ball |\n| LIB_PzFaust_30m | 1Rnd_LIB_PzFaust_30m | --- | LIB_PzFaust_30m |\n| LIB_RPzB | LIB_1Rnd_RPzB | --- | LIB_R_88mm_RPzB |"},{"heading":"German Vehicle & Static Weapons","level":4,"markdown":"| Weapon Classname | Magazine Classnames | Muzzle Classname | Ammo Classnames |\n|---|---|---|---|\n| LIB_MG42_Tripod | lib_250Rnd_792x57 | --- | B_792x57_Ball |\n| LIB_MG42_veh | lib_250Rnd_792x57 | --- | B_792x57_Ball |\n| LIB_GRWR34 | LIB_8Rnd_81mmHE_GRWR34<br>ARTY_LIB_8Rnd_81mmHE_GRWR34 | ---<br>--- | LIB_Sh_81_HE<br>ARTY_LIB_Sh_81_HE |\n| LIB_Pak40 | LIB_40x_PzGr39_Pak40_AP<br>LIB_10x_PzGr40_Pak40_APCR<br>LIB_50x_SprGr34_Pak40_HE<br>LIB_PzGr39_KWK40_AP<br>LIB_PzGr40_KWK40_APCR<br>LIB_SprGr34_KWK40_HE | ---<br>---<br>---<br>---<br>---<br>--- |  |"},{"heading":"Soviet Weapons","level":4,"markdown":"| Weapon Classname | Magazine Classnames | Muzzle Classname | Ammo Classnames |\n|---|---|---|---|\n| LIB_TT33 | lib_8Rnd_762x25 | --- | B_762x25_Ball |\n| LIB_M1895 | lib_7Rnd_762x38 | --- | B_762x25_Ball |\n| LIB_PPSh41_m | lib_35Rnd_762x25 | --- | B_762x25_Ball |\n| LIB_PPSh41_d | lib_71Rnd_762x25 | --- | B_762x25_Ball |\n| LIB_M9130 | lib_5Rnd_762x54 | --- | B_762x54_Ball_NoCartridge |\n| LIB_M9130PU | lib_5Rnd_762x54 | --- | B_762x54_Ball_NoCartridge |\n| LIB_SVT_40 | lib_10Rnd_762x54<br>lib_5Rnd_762x54 | ---<br>--- | B_762x54_Ball |\n| LIB_DP28 | lib_47Rnd_762x54 | --- | B_762x54_Ball |\n| LIB_DT | lib_63Rnd_762x54 | --- | B_762x54_Ball |\n| LIB_DT_OPTIC | lib_63Rnd_762x54 | ---<br>--- | B_762x54_Ball |"},{"heading":"Soviet Vehicle & Static Weapons","level":4,"markdown":"| Weapon Classname | Magazine Classnames | Muzzle Classname | Ammo Classnames |\n|---|---|---|---|\n| lib_maxim_m30 | lib_250rnd_7_62x54R_maxim | --- | B_762x54_Ball |\n| LIB_BM37 | LIB_8Rnd_82mmHE_BM37<br>ARTY_LIB_8Rnd_82mmHE_BM37<br>LIB_8Rnd_81mmHE_GRWR34<br>ARTY_LIB_8Rnd_81mmHE_GRWR34 | ---<br>---<br>---<br>--- | LIB_Sh_82_HE<br>ARTY_LIB_Sh_82_HE<br>LIB_Sh_81_HE<br>ARTY_LIB_Sh_81_HE |\n| LIB_BM13 | ARTY_40Rnd_120mmHE_BM21<br>LIB_16Rnd_BM13 | ---<br>--- | R_BM13<br>R_BM13 |\n| M2 | 100Rnd_127x99_M2 | ---<br>--- | B_127x99_Ball |\n| LIB_61k | LIB_5x_61k | ---<br>--- | B_37mm_AA |"},{"heading":"Soviet Items","level":4,"markdown":"| Weapon Classname | Magazine Classnames | Muzzle Classname | Ammo Classnames |\n|---|---|---|---|\n| LIB_Binocular_SU | --- | --- | --- |"},{"heading":"US Weapons","level":4,"markdown":"| Weapon Classname | Magazine Classnames | Muzzle Classname | Ammo Classnames |\n|---|---|---|---|\n| LIB_Colt_M1911 | LIB_7Rnd_45ACP | --- | B_45ACP_Ball |\n| LIB_M1_Garand | LIB_8Rnd_762x63 | --- | B_762x63_Ball |\n| LIB_M1_Carbine | LIB_15Rnd_762x33 | --- | B_762x33_Ball |\n| LIB_M1903A4_Springfield | LIB_5Rnd_762x63 | --- | B_762x63_Ball_NoCartridge |\n| LIB_M1A1_Thompson | LIB_30Rnd_45ACP | --- | B_45ACP_Ball |\n| LIB_M1918A2_BAR | LIB_20Rnd_762x63 | --- | B_762x63_Ball |\n| LIB_M1A1_Bazooka | LIB_1Rnd_60mm_M6 | --- | LIB_60mm_M6 |\n| LIB_w | LIB_US_M1A1_ATMINE_mag<br>LIB_US_M3_MINE_mag<br>LIB_US_TNT_4pound_mag<br>LIB_US_BM10_PM_mag | LIB_US_M1A1_ATMINE_Muzzle<br>LIB_US_M3_Muzzle<br>LIB_US_TNT_4pound_Muzzle<br>LIB_US_BM10_PM_Muzzle | LIB_US_M1A1_ATMINE_mag<br>LIB_US_M3_MINE_mag<br>LIB_US_TNT_4pound_mag<br>LIB_US_BM10_PM_mag |"},{"heading":"General Weapons","level":4,"markdown":"| Weapon Classname | Magazine Classnames | Muzzle Classname | Ammo Classnames |\n|---|---|---|---|\n| Throw | lib_shg24<br>lib_shg24x7<br>lib_m39<br>lib_f1<br>lib_rg42<br>lib_rpg6<br>lib_pwm<br>lib_nb39<br>LIB_US_Mk_2<br>LIB_US_M18<br>LIB_US_M18_Red<br>LIB_US_M18_Green<br>LIB_US_M18_Yellow | HandGrenadeMuzzle<br>HandGrenadeMuzzle<br>HandGrenadeMuzzle<br>HandGrenadeMuzzle<br>HandGrenadeMuzzle<br>HandGrenadeMuzzle<br>HandGrenadeMuzzle<br>SmokeShellMuzzle<br>HandGrenadeMuzzle<br>SmokeShellMuzzle<br>SmokeShellMuzzle<br>SmokeShellMuzzle<br>SmokeShellMuzzle | lib_SHG24<br>lib_SHG24x7<br>lib_m39<br>lib_f1<br>lib_rg42<br>lib_rpg6<br>lib_PWM<br>lib_nb39<br>LIB_US_Mk_2<br>LIB_US_M18<br>LIB_US_M18_Red<br>LIB_US_M18_Green<br>LIB_US_M18_Yellow |"}],"categories":["CfgWeapons"],"groups":["Reference Lists"]},{"name":"Light Source Tutorial","title":"Light Source Tutorial","type":"topic","url":"https://community.bistudio.com/wiki/Light_Source_Tutorial","revid":370877,"updated":"2025-02-21T10:44:02Z","aliases":["Lightpoint Tutorial"],"markdown":"Armed Assault v1.00\n\n### Basics\n\nA **light source** is a non-physical object that shines a light. Its light does not cast shadows (only the sun or the moon can) and can go through walls. It can be of one of these two types:\n\n- A **light point** (glowing light source) is an all-directional light source, like a floating lightbulb, that emits light all around it.\n- A **light reflector**, much like projectors or vehicle headlights, is a beam-shaped light that was introduced in Arma 3 v2.06 (see this example below).\n\nSuch light source is **local** to the computer where the script has been called; one player could see a light in the dark while another would not have such light \"object\" created.\n\n#### Colour\n\nColour set via setLightColor determines the lens flare effect colour, as well as light's first colour.\n\n#### Ambient\n\nColour set via setLightAmbient determines the outer colour shone by the light source.\n\n> [!IMPORTANT]\n> Light colour does not affect AI spotting ability, but ambient **does**.\n\n#### Flare\n\nThe flare is the \"colour point\" centre that emits light. It can be visible or invisible (set by setLightUseFlare).\n\n> [!NOTE]\n> Flare is **not** visible by day, even using setLightDayLight.\n\n### How To\n\nThe list of all light source commands can be found in the Lights command group category.\n\n#### Create a Light Source\n\n```sqf\nprivate _lightSource = \"#lightpoint\" createVehicleLocal player modelToWorld [0, 2, 1.5];\n// alternatively, a light reflector (cone) can be created since Arma 3 v2.06\nprivate _lightSource = \"#lightreflector\" createVehicleLocal player modelToWorld [0, 2, 1.5];\n```\n\n> [!NOTE]\n> A light source is **local** (and all the light commands take a local argument too), hence createVehicleLocal's usage.\n\n#### Set Light Colour\n\n##### Colour\n\n```sqf\n_lightSource setLightColor [0.25, 1, 1]; // also defines Flare colour\n```\n\n##### Ambient Colour\n\n```sqf\n_lightSource setLightAmbient [1, 1, 1]; // sets the colour applied to the surroundings\n```\n\n#### Set Flare\n\n> [!NOTE]\n> For the flare to be visible, all the following values (use flare, size, visibility) must be defined and light colour set by setLightColor must not be [0,0,0].\n\n##### Enable Flare (Arma 3 v0.50)\n\n```sqf\n_lightSource setLightUseFlare true;\n```\n\n##### Set Flare Size (Arma 3 v0.50)\n\n```sqf\n_lightSource setLightFlareSize 1; // in metre\n```\n\n##### Set Flare Visibility (Arma 3 v0.50)\n\n```sqf\n_lightSource setLightFlareMaxDistance 100; // in metre\n```\n\n#### Set Light Brightness\n\n##### Set Brightness\n\n```sqf\n_lightSource setLightBrightness 8;\n```\n\n> [!IMPORTANT]\n> Does **not** work with `#lightreflector` - use setLightIntensity instead.\n\n##### Set Intensity (Arma 3 v0.50)\n\n```sqf\n_lightSource setLightIntensity 3000;\n```\n\n##### Set Attenuation (Arma 3 v0.50)\n\n```sqf\n_lightSource setLightAttenuation [0, 2, 4, 4, 0, 9, 10]; // [start, constant, linear, quadratic, hardLimitStart, hardLimitEnd]\n```\n\n> [!NOTE]\n> Formula is `1 / (constant + linear × dist + quadratic × dist × dist)` - see setLightAttenuation for more information.\n\n#### Make Light Visible by Day (Arma 3 v0.50)\n\n```sqf\n_lightSource setLightDayLight true; // only for the light itself, not the flare\n```\n\n#### Set IR (Arma 3 v2.06)\n\n```sqf\n_lightSource setLightIR true;\n```\n\n#### Set Reflector Angles (Arma 3 v2.06)\n\n##### Set Cone Parameters\n\n```sqf\n_lightReflector setLightConePars [90, 45, 1];\n```\n\n##### Set Reflector Volume Shape\n\n```sqf\n_lightReflector setLightVolumeShape [\"a3\\data_f\\VolumeLightFlashlight.p3d\", [1, 1, 1]];\n```\n\n#### Delete Light Source\n\n```sqf\ndeleteVehicle _lightSource; // as simple as that\n```\n\n### Examples\n\n#### Dark Souls\n\n```sqf\nskipTime -dayTime;\n\n_lightSource = \"#lightpoint\" createVehicleLocal [0,0,0];\n_lightSource attachTo [player, [0, 0, 1.5]];\n_lightSource setLightColor [0,0,0];\n_lightSource setLightAmbient [1,0.8, 0.25];\n_lightSource setLightBrightness 0.15;\n```\n\n#### Contact\n\n```sqf\nskipTime -dayTime;\n\nprivate _position = player modelToWorld [0, 20, 1.5];\nprivate _lightSource = \"#lightpoint\" createVehicleLocal _position;\n_lightSource setLightColor [0,1,1];\n_lightSource setLightAmbient [0.2,0.0,0.3];\n_lightSource setLightUseFlare true;\n_lightSource setLightFlareSize 3;\n_lightSource setLightFlareMaxDistance 3.5;\n_lightSource setLightBrightness 4;\n_lightSource setLightDayLight true;\n\n_lightSource spawn {\n    while { sleep 0.05; player distance _this > 2 } do\n    {\n        _this setLightBrightness 4 max (40 / (player distance _this));\n    };\n    deleteVehicle _this;\n};\n```\n\n#### Heli Spotlight\n\n```sqf\nprivate _reflector = \"#lightreflector\" createVehicleLocal [0, 0, 0];\n_reflector attachTo [myHeliVariable, [0, 0, 0], \"light_l\"];\n_reflector setLightColor [1, 1, 1];\n_reflector setLightAmbient [1, 1, 1];\n_reflector setLightIntensity 1e6;\n_reflector setLightConePars [60, 10, 1];\nprivate _vector3D = [[[0, 1, 0], [0, 0, 1]], 0, -45, 0] call BIS_fnc_transformVectorDirAndUp;\n_reflector setVectorDirAndUp _vector3D;\n\nprivate _light = \"#lightpoint\" createVehicleLocal [0, 0, 0];\n_light attachTo [myHeliVariable, [0, 0, 0], \"light_l\"];\n_light setLightColor [1, 1, 1];\n_light setLightAmbient [1, 1, 1];\n_light setLightUseFlare true;\n_light setLightFlareSize 5;\n_light setLightFlareMaxDistance 500;\n_light setLightBrightness 1000;\n_light setLightIntensity 10;\n```\n\n### See Also\n\n- Command Group: Lights","sections":[{"heading":null,"level":1,"markdown":"Armed Assault v1.00"},{"heading":"Basics","level":3,"markdown":"A **light source** is a non-physical object that shines a light. Its light does not cast shadows (only the sun or the moon can) and can go through walls. It can be of one of these two types:\n\n- A **light point** (glowing light source) is an all-directional light source, like a floating lightbulb, that emits light all around it.\n- A **light reflector**, much like projectors or vehicle headlights, is a beam-shaped light that was introduced in Arma 3 v2.06 (see this example below).\n\nSuch light source is **local** to the computer where the script has been called; one player could see a light in the dark while another would not have such light \"object\" created."},{"heading":"Colour","level":4,"markdown":"Colour set via setLightColor determines the lens flare effect colour, as well as light's first colour."},{"heading":"Ambient","level":4,"markdown":"Colour set via setLightAmbient determines the outer colour shone by the light source.\n\n> [!IMPORTANT]\n> Light colour does not affect AI spotting ability, but ambient **does**."},{"heading":"Flare","level":4,"markdown":"The flare is the \"colour point\" centre that emits light. It can be visible or invisible (set by setLightUseFlare).\n\n> [!NOTE]\n> Flare is **not** visible by day, even using setLightDayLight."},{"heading":"How To","level":3,"markdown":"The list of all light source commands can be found in the Lights command group category."},{"heading":"Create a Light Source","level":4,"markdown":"```sqf\nprivate _lightSource = \"#lightpoint\" createVehicleLocal player modelToWorld [0, 2, 1.5];\n// alternatively, a light reflector (cone) can be created since Arma 3 v2.06\nprivate _lightSource = \"#lightreflector\" createVehicleLocal player modelToWorld [0, 2, 1.5];\n```\n\n> [!NOTE]\n> A light source is **local** (and all the light commands take a local argument too), hence createVehicleLocal's usage."},{"heading":"Set Light Colour","level":4,"markdown":""},{"heading":"Colour","level":5,"markdown":"```sqf\n_lightSource setLightColor [0.25, 1, 1]; // also defines Flare colour\n```"},{"heading":"Ambient Colour","level":5,"markdown":"```sqf\n_lightSource setLightAmbient [1, 1, 1]; // sets the colour applied to the surroundings\n```"},{"heading":"Set Flare","level":4,"markdown":"> [!NOTE]\n> For the flare to be visible, all the following values (use flare, size, visibility) must be defined and light colour set by setLightColor must not be [0,0,0]."},{"heading":"Enable Flare (Arma 3 v0.50)","level":5,"markdown":"```sqf\n_lightSource setLightUseFlare true;\n```"},{"heading":"Set Flare Size (Arma 3 v0.50)","level":5,"markdown":"```sqf\n_lightSource setLightFlareSize 1; // in metre\n```"},{"heading":"Set Flare Visibility (Arma 3 v0.50)","level":5,"markdown":"```sqf\n_lightSource setLightFlareMaxDistance 100; // in metre\n```"},{"heading":"Set Light Brightness","level":4,"markdown":""},{"heading":"Set Brightness","level":5,"markdown":"```sqf\n_lightSource setLightBrightness 8;\n```\n\n> [!IMPORTANT]\n> Does **not** work with `#lightreflector` - use setLightIntensity instead."},{"heading":"Set Intensity (Arma 3 v0.50)","level":5,"markdown":"```sqf\n_lightSource setLightIntensity 3000;\n```"},{"heading":"Set Attenuation (Arma 3 v0.50)","level":5,"markdown":"```sqf\n_lightSource setLightAttenuation [0, 2, 4, 4, 0, 9, 10]; // [start, constant, linear, quadratic, hardLimitStart, hardLimitEnd]\n```\n\n> [!NOTE]\n> Formula is `1 / (constant + linear × dist + quadratic × dist × dist)` - see setLightAttenuation for more information."},{"heading":"Make Light Visible by Day (Arma 3 v0.50)","level":4,"markdown":"```sqf\n_lightSource setLightDayLight true; // only for the light itself, not the flare\n```"},{"heading":"Set IR (Arma 3 v2.06)","level":4,"markdown":"```sqf\n_lightSource setLightIR true;\n```"},{"heading":"Set Reflector Angles (Arma 3 v2.06)","level":4,"markdown":""},{"heading":"Set Cone Parameters","level":5,"markdown":"```sqf\n_lightReflector setLightConePars [90, 45, 1];\n```"},{"heading":"Set Reflector Volume Shape","level":5,"markdown":"```sqf\n_lightReflector setLightVolumeShape [\"a3\\data_f\\VolumeLightFlashlight.p3d\", [1, 1, 1]];\n```"},{"heading":"Delete Light Source","level":4,"markdown":"```sqf\ndeleteVehicle _lightSource; // as simple as that\n```"},{"heading":"Examples","level":3,"markdown":""},{"heading":"Dark Souls","level":4,"markdown":"```sqf\nskipTime -dayTime;\n\n_lightSource = \"#lightpoint\" createVehicleLocal [0,0,0];\n_lightSource attachTo [player, [0, 0, 1.5]];\n_lightSource setLightColor [0,0,0];\n_lightSource setLightAmbient [1,0.8, 0.25];\n_lightSource setLightBrightness 0.15;\n```"},{"heading":"Contact","level":4,"markdown":"```sqf\nskipTime -dayTime;\n\nprivate _position = player modelToWorld [0, 20, 1.5];\nprivate _lightSource = \"#lightpoint\" createVehicleLocal _position;\n_lightSource setLightColor [0,1,1];\n_lightSource setLightAmbient [0.2,0.0,0.3];\n_lightSource setLightUseFlare true;\n_lightSource setLightFlareSize 3;\n_lightSource setLightFlareMaxDistance 3.5;\n_lightSource setLightBrightness 4;\n_lightSource setLightDayLight true;\n\n_lightSource spawn {\n    while { sleep 0.05; player distance _this > 2 } do\n    {\n        _this setLightBrightness 4 max (40 / (player distance _this));\n    };\n    deleteVehicle _this;\n};\n```"},{"heading":"Heli Spotlight","level":4,"markdown":"```sqf\nprivate _reflector = \"#lightreflector\" createVehicleLocal [0, 0, 0];\n_reflector attachTo [myHeliVariable, [0, 0, 0], \"light_l\"];\n_reflector setLightColor [1, 1, 1];\n_reflector setLightAmbient [1, 1, 1];\n_reflector setLightIntensity 1e6;\n_reflector setLightConePars [60, 10, 1];\nprivate _vector3D = [[[0, 1, 0], [0, 0, 1]], 0, -45, 0] call BIS_fnc_transformVectorDirAndUp;\n_reflector setVectorDirAndUp _vector3D;\n\nprivate _light = \"#lightpoint\" createVehicleLocal [0, 0, 0];\n_light attachTo [myHeliVariable, [0, 0, 0], \"light_l\"];\n_light setLightColor [1, 1, 1];\n_light setLightAmbient [1, 1, 1];\n_light setLightUseFlare true;\n_light setLightFlareSize 5;\n_light setLightFlareMaxDistance 500;\n_light setLightBrightness 1000;\n_light setLightIntensity 10;\n```"},{"heading":"See Also","level":3,"markdown":"- Command Group: Lights"}],"categories":["ArmA: Armed Assault: Tutorials","Arma 2: Tutorials","Arma 3: Tutorials","Arma Scripting Tutorials"],"groups":["Scripting"]},{"name":"Lip File Format","title":"Lip File Format","type":"topic","url":"https://community.bistudio.com/wiki/Lip_File_Format","revid":373456,"updated":"2025-05-08T13:20:46Z","aliases":[],"markdown":"Lip is a humanly readable text file generated by WaveToLip from any wss, wav, or ogg sound file and produces lip expressions (lip sync) for the speaking character.\n\n> [!NOTE]\n> - The source sound must be mono, 16 bit, to have any meaning in a lip file\n> - The lip file must be named the same as the speech sound file for the engine to use it, e.g `PlayerTaunt.ogg`, `PlayerTaunt.lip`\n\n### Syntax\n\nThe file begins with the frame step value `frame = <value>`, e.g `frame = 0.040` (this value is hardcoded in WaveToLip).\n\n> [!NOTE]\n> This line is inserted by WaveToLip and is not necessary for the file to work.\n\nIt is then followed with lines of `<timestamp>, <value>`:\n\n- `<timestamp>` is a 3 digits precision float ranging between 0.000 (beginning of the file) and the audio file duration in seconds\n- `<value>` is an integer ranging between 0 and 7 (included) which corresponds to an animation index in:\n\n|  |  |\n|---|---|\n| `\"CfgHeads\" >> \"Default_A3\" >> \"Grimaces\" >> \"Lipsync\" >> \"vizem\"` | - `A3\\Characters_F\\Heads\\Anim\\male\\Neutral.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\male\\a.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\male\\e2.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\male\\f.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\male\\m.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\male\\y.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\male\\v.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\male\\i.rtm` |\n| `\"CfgHeads\" >> \"WomanHead_A3\" >> \"Grimaces\" >> \"Lipsync\" >> \"vizem\"` | - `A3\\Characters_F\\Heads\\Anim\\female\\Neutral.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\female\\a.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\female\\e2.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\female\\f.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\female\\m.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\female\\y.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\female\\v.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\female\\i.rtm` |\n\nThe first timestamp-value line is always `0.000, 0`.\nThe final line is `<fileDuration>, -1`, indicating the lip movement's end.\n\n```cpp\nframe = 0.040\n0.000, 0\n0.080, 2\n// ...\n11.080, -1\n```","sections":[{"heading":null,"level":1,"markdown":"Lip is a humanly readable text file generated by WaveToLip from any wss, wav, or ogg sound file and produces lip expressions (lip sync) for the speaking character.\n\n> [!NOTE]\n> - The source sound must be mono, 16 bit, to have any meaning in a lip file\n> - The lip file must be named the same as the speech sound file for the engine to use it, e.g `PlayerTaunt.ogg`, `PlayerTaunt.lip`"},{"heading":"Syntax","level":3,"markdown":"The file begins with the frame step value `frame = <value>`, e.g `frame = 0.040` (this value is hardcoded in WaveToLip).\n\n> [!NOTE]\n> This line is inserted by WaveToLip and is not necessary for the file to work.\n\nIt is then followed with lines of `<timestamp>, <value>`:\n\n- `<timestamp>` is a 3 digits precision float ranging between 0.000 (beginning of the file) and the audio file duration in seconds\n- `<value>` is an integer ranging between 0 and 7 (included) which corresponds to an animation index in:\n\n|  |  |\n|---|---|\n| `\"CfgHeads\" >> \"Default_A3\" >> \"Grimaces\" >> \"Lipsync\" >> \"vizem\"` | - `A3\\Characters_F\\Heads\\Anim\\male\\Neutral.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\male\\a.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\male\\e2.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\male\\f.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\male\\m.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\male\\y.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\male\\v.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\male\\i.rtm` |\n| `\"CfgHeads\" >> \"WomanHead_A3\" >> \"Grimaces\" >> \"Lipsync\" >> \"vizem\"` | - `A3\\Characters_F\\Heads\\Anim\\female\\Neutral.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\female\\a.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\female\\e2.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\female\\f.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\female\\m.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\female\\y.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\female\\v.rtm`<br>- `A3\\Characters_F\\Heads\\Anim\\female\\i.rtm` |\n\nThe first timestamp-value line is always `0.000, 0`.\nThe final line is `<fileDuration>, -1`, indicating the lip movement's end.\n\n```cpp\nframe = 0.040\n0.000, 0\n0.080, 2\n// ...\n11.080, -1\n```"}],"categories":["ArmA: Armed Assault: File Formats","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"LITE mod version creation guide","title":"LITE mod version creation guide","type":"topic","url":"https://community.bistudio.com/wiki/LITE_mod_version_creation_guide","revid":363715,"updated":"2024-04-16T18:27:14Z","aliases":[],"markdown":"This guide describes briefly the process to create a LITE version of a pbo.\n\nNotes:\n\n- LITE refers to reduced quality usually.\n\n### Benefit\n\n1. Smaller pbo size.\n1. Faster game loading time.\n1. Reduced GPU requirements.\n\nThe main use is for **dedicated servers**.\n\n> [!NOTE]\n> This cannot be used in multiplayer *as a player* unless the signature checking system is disabled, or the LITE version has been signed and the key is added to the server.\n\n### Scope\n\n1. This is not an absolute beginners guide.\n1. This is not about creating textures.\n1. This is not about explaining tools setup.\n1. This guide only handles textures. There is also sounds, scripts, mission files.\n\n### Process\n\nBrief summary:\n\n1. Install Arma 3 Tools\n1. Install [mikero's tools](https://forums.bistudio.com/topic/113852-mikeros-dos-tools)\n1. Create a text file named `CreateLITE.bat`\n1. Open with a text editor\n1. Copy & paste the **code below** in it and save\n1. **Adjust the paths at the top** and save\n1. **Optional**: Adjust the desired **texture resolution** at the top and save\n1. Execute the batch file\n\nIn case of error, check the created log file.\n\n#### CreateLITE.bat\n\n```batch\nrem ### Configure paths ###\n\nset _SOURCE_PATH=x:\\SourceFolder\nset _TARGET_PATH=x:\\TargetFolder\n\nset _TEMP_PATH=x:\\TempFolder\n\nrem ### Configure desired texture resolution ###\n\nset _TEXTURE_QUALITY=128\n\nrem ### Configure tools path ###\n\nset _MIKERO_DEPBOTOOLS=C:\\Program Files (x86)\\Mikero\\DePboTools\nset _STEAM=c:\\Program Files (x86)\\Steam\n\nrem ### DONT TOUCH ###\n\nset _MYTAG_YEAR=%date:~-4%\nset _MYTAG_MONTH=%date:~-7,2%\nset _MYTAG_DAY=%date:~-10,2%\n\nrem ---\n\nset _EXTRACTPBO_EXE=%_MIKERO_DEPBOTOOLS%\\bin\\ExtractPboDos.exe\nset _MAKEPBO_EXE=%_MIKERO_DEPBOTOOLS%\\bin\\MakePbo.exe\n\nset _PAL2PACE_EXE=%_STEAM%\\SteamApps\\common\\Arma 3 Tools\\ImageToPAA\\ImageToPAA.exe\n\nrem ----\n\nSETLOCAL ENABLEDELAYEDEXPANSION\n\nrem ---\n\n@echo off\ncall :sub >>LITE_%_MYTAG_YEAR%_%_MYTAG_MONTH%_%_MYTAG_DAY%.log 2>&1\nexit /b\n\nrem ---\n\n:sub\n\nfor /R %_SOURCE_PATH% %%i in (*.pbo) do (\n\n    \"%_EXTRACTPBO_EXE%\" -RPK \"%%i\" \"%_TEMP_PATH%\"\n\n    for /R \"%_TEMP_PATH%\" %%j in (*.paa) do (\n\n        \"%_PAL2PACE_EXE%\" -size=%_TEXTURE_QUALITY% \"%%j\" \"%%j\"\n    )\n\n    for /D %%j in (\"%_TEMP_PATH%\\*.*\") do (\n\n        if /I not \"%%j\" == \"%_TEMP_PATH%\\TEMP\" (\n\n            if /I not \"%%j\" == \"%_TEMP_PATH%\\cache\" (\n\n                \"%_MAKEPBO_EXE%\" -UPDN -$ \"%%j\" %_TARGET_PATH%\n\n                RD \"%%j\" /Q /S\n            )\n        )\n    )\n)\n```\n\n### Credits\n\n- BI\n- T_D\n- mikero","sections":[{"heading":null,"level":1,"markdown":"This guide describes briefly the process to create a LITE version of a pbo.\n\nNotes:\n\n- LITE refers to reduced quality usually."},{"heading":"Benefit","level":3,"markdown":"1. Smaller pbo size.\n1. Faster game loading time.\n1. Reduced GPU requirements.\n\nThe main use is for **dedicated servers**.\n\n> [!NOTE]\n> This cannot be used in multiplayer *as a player* unless the signature checking system is disabled, or the LITE version has been signed and the key is added to the server."},{"heading":"Scope","level":3,"markdown":"1. This is not an absolute beginners guide.\n1. This is not about creating textures.\n1. This is not about explaining tools setup.\n1. This guide only handles textures. There is also sounds, scripts, mission files."},{"heading":"Process","level":3,"markdown":"Brief summary:\n\n1. Install Arma 3 Tools\n1. Install [mikero's tools](https://forums.bistudio.com/topic/113852-mikeros-dos-tools)\n1. Create a text file named `CreateLITE.bat`\n1. Open with a text editor\n1. Copy & paste the **code below** in it and save\n1. **Adjust the paths at the top** and save\n1. **Optional**: Adjust the desired **texture resolution** at the top and save\n1. Execute the batch file\n\nIn case of error, check the created log file."},{"heading":"CreateLITE.bat","level":4,"markdown":"```batch\nrem ### Configure paths ###\n\nset _SOURCE_PATH=x:\\SourceFolder\nset _TARGET_PATH=x:\\TargetFolder\n\nset _TEMP_PATH=x:\\TempFolder\n\nrem ### Configure desired texture resolution ###\n\nset _TEXTURE_QUALITY=128\n\nrem ### Configure tools path ###\n\nset _MIKERO_DEPBOTOOLS=C:\\Program Files (x86)\\Mikero\\DePboTools\nset _STEAM=c:\\Program Files (x86)\\Steam\n\nrem ### DONT TOUCH ###\n\nset _MYTAG_YEAR=%date:~-4%\nset _MYTAG_MONTH=%date:~-7,2%\nset _MYTAG_DAY=%date:~-10,2%\n\nrem ---\n\nset _EXTRACTPBO_EXE=%_MIKERO_DEPBOTOOLS%\\bin\\ExtractPboDos.exe\nset _MAKEPBO_EXE=%_MIKERO_DEPBOTOOLS%\\bin\\MakePbo.exe\n\nset _PAL2PACE_EXE=%_STEAM%\\SteamApps\\common\\Arma 3 Tools\\ImageToPAA\\ImageToPAA.exe\n\nrem ----\n\nSETLOCAL ENABLEDELAYEDEXPANSION\n\nrem ---\n\n@echo off\ncall :sub >>LITE_%_MYTAG_YEAR%_%_MYTAG_MONTH%_%_MYTAG_DAY%.log 2>&1\nexit /b\n\nrem ---\n\n:sub\n\nfor /R %_SOURCE_PATH% %%i in (*.pbo) do (\n\n    \"%_EXTRACTPBO_EXE%\" -RPK \"%%i\" \"%_TEMP_PATH%\"\n\n    for /R \"%_TEMP_PATH%\" %%j in (*.paa) do (\n\n        \"%_PAL2PACE_EXE%\" -size=%_TEXTURE_QUALITY% \"%%j\" \"%%j\"\n    )\n\n    for /D %%j in (\"%_TEMP_PATH%\\*.*\") do (\n\n        if /I not \"%%j\" == \"%_TEMP_PATH%\\TEMP\" (\n\n            if /I not \"%%j\" == \"%_TEMP_PATH%\\cache\" (\n\n                \"%_MAKEPBO_EXE%\" -UPDN -$ \"%%j\" %_TARGET_PATH%\n\n                RD \"%%j\" /Q /S\n            )\n        )\n    )\n)\n```"},{"heading":"Credits","level":3,"markdown":"- BI\n- T_D\n- mikero"}],"categories":["ArmA: Armed Assault: Editing Tutorials","ArmA: Armed Assault: Texturing","Arma: Tutorials","Arma 2: Editing","Arma 2: Tutorials","Arma 3: Editing","Arma 3: Tutorials"],"groups":["Tools and File Formats"]},{"name":"Livonia","title":"Livonia","type":"topic","url":"https://community.bistudio.com/wiki/Livonia","revid":349918,"updated":"2023-11-20T22:11:08Z","aliases":[],"markdown":"Dense forests, wide open fields, and plenty of interesting landmarks – get ready to explore a fresh temperate summer environment ideally suited for combined arms warfare. Arma 3 Contact's 163 km2 Eastern European terrain covers the partly abandoned **Nadbór** region within the larger Polish-speaking country of Livonia. This landlocked NATO member state shares borders with four other nations, including the Russian exclave Kaliningrad and CSAT partner Belarus, which inherently makes it a place of great geo-strategic importance. Its woodland locale is composed of a big set of completely new structures, props, and natural objects, complemented by objects from other Bohemia terrains.\n\nLivonia is based on real-life data from Czech Republic; Livonia represents the North-East part of Chřiby mountains, South of the city of Kroměřiž.\n\n| In-game city | Real-life counterpart |\n|---|---|\n| Topolin | Zdounky |\n| Polana | Bunč |\n| Nadbór | Kostelany |\n| Gieraltów | Nová Dědina |\n\n### Maps\n\n|  |  |\n|---|---|\n|  |  |","sections":[{"heading":null,"level":1,"markdown":"Dense forests, wide open fields, and plenty of interesting landmarks – get ready to explore a fresh temperate summer environment ideally suited for combined arms warfare. Arma 3 Contact's 163 km2 Eastern European terrain covers the partly abandoned **Nadbór** region within the larger Polish-speaking country of Livonia. This landlocked NATO member state shares borders with four other nations, including the Russian exclave Kaliningrad and CSAT partner Belarus, which inherently makes it a place of great geo-strategic importance. Its woodland locale is composed of a big set of completely new structures, props, and natural objects, complemented by objects from other Bohemia terrains.\n\nLivonia is based on real-life data from Czech Republic; Livonia represents the North-East part of Chřiby mountains, South of the city of Kroměřiž.\n\n| In-game city | Real-life counterpart |\n|---|---|\n| Topolin | Zdounky |\n| Polana | Bunč |\n| Nadbór | Kostelany |\n| Gieraltów | Nová Dědina |"},{"heading":"Maps","level":3,"markdown":"|  |  |\n|---|---|\n|  |  |"}],"categories":["Arma 3: Terrains"],"groups":["Tools and File Formats"]},{"name":"Location","title":"Location","type":"topic","url":"https://community.bistudio.com/wiki/Location","revid":378131,"updated":"2026-02-22T20:29:35Z","aliases":["Arma 2: CfgLocationTypes","location"],"markdown":"A location is an extended type of marker. For example city names displayed on the map are locations; their information can be accessed and modified with Location commands.\n\nLocation notion was introduced in Armed Assault v1.08.\n\n### Specifics\n\nLocations:\n\n- are defined in `bin\\Config.bin\\CfgLocationTypes` / `configFile >> \"CfgLocationTypes\"`\n- have a name, a side, a 3D position, a 2D area, and an orientation\n- have a non-scaling map representation (icon and/or text, depending on their class)\n- can be attached to objects, with all of the location's relevant properties inherited from the object\n- are local, their properties are not synchronised over the network\n\nTerrain built-in locations:\n\n- provide a way to find nearby high points, towns, etc.\n- are defined in an island's `.pew` file. When the island is exported to `.wrp` its `.hpp` file is also produced, containing the location names used in the `.pew` file. This `.hpp` file is then incorporated into the config for the island using an #include statement.\n  This section included in the island config ensures any locations set in the `.pew` file are included in the island during packing.\n\n| Modification | Terrain Location | Scripted Terrain Location<br>using createLocation - Syntax 2 | Scripted Location |\n|---|---|---|---|\n| Side | ✓ | ✓ | ✓ |\n| Size | ✗ | ✓ | ✓ |\n| Direction | ✗ | ✓ | ✓ |\n| setVariable/getVariable | ✗ | ✓ | ✓ |\n| 3D Position | ✗ | ✗ | ✓ |\n| Attach to an object | ✗ | ✗ | ✓ |\n| Deletion | ✗ | ✗ | ✓ |\n\n### Location Types\n\n#### Armed Assault\n\nPossible location types are:\n\n- Mount\n- Name\n- NameMarine\n- NameCityCapital\n- NameCity\n- NameVillage\n- NameLocal\n- Hill\n- ViewPoint\n- RockArea\n- BorderCrossing\n- VegetationBroadleaf\n- VegetationFir\n- VegetationPalm\n- VegetationVineyard\n\n#### Arma 2\n\n- Name\n- Strategic\n- StrongpointArea\n- FlatArea\n- FlatAreaCity\n- FlatAreaCitySmall\n- CityCenter\n- Airport\n- NameMarine\n- NameCityCapital\n- NameCity\n- NameVillage\n- NameLocal\n- Hill\n- ViewPoint\n- RockArea\n- BorderCrossing\n- VegetationBroadleaf\n- VegetationFir\n- VegetationPalm\n- VegetationVineyard\n\n#### Arma 3\n\n- Airport (on Tanoa only. Tanoan airports have their own location type. On Altis and Stratis, airports are **NameLocal**)\n- Area\n- BorderCrossing\n- CityCenter\n- CivilDefense\n- CulturalProperty\n- DangerousForces\n- Flag\n- FlatArea\n- FlatAreaCity\n- FlatAreaCitySmall\n- Hill\n- HistoricalSite\n- Invisible\n- Mount\n- Name\n- NameCity\n- NameCityCapital\n- NameLocal (will return names like Airport)\n- NameMarine\n- NameVillage\n- RockArea\n- SafetyZone\n- Strategic\n- StrongpointArea\n- VegetationBroadleaf\n- VegetationFir\n- VegetationPalm\n- VegetationVineyard\n- ViewPoint\n- b_air\n- b_antiair\n- b_armor\n- b_art\n- b_hq\n- b_inf\n- b_installation\n- b_maint\n- b_mech_inf\n- b_med\n- b_mortar\n- b_motor_inf\n- b_naval\n- b_plane\n- b_recon\n- b_service\n- b_support\n- b_uav\n- b_unknown\n- c_air\n- c_car\n- c_plane\n- c_ship\n- c_unknown\n- fakeTown\n- group_0\n- group_1\n- group_10\n- group_11\n- group_2\n- group_3\n- group_4\n- group_5\n- group_6\n- group_7\n- group_8\n- group_9\n- n_air\n- n_antiair\n- n_armor\n- n_art\n- n_hq\n- n_inf\n- n_installation\n- n_maint\n- n_mech_inf\n- n_med\n- n_mortar\n- n_motor_inf\n- n_naval\n- n_plane\n- n_recon\n- n_service\n- n_support\n- n_uav\n- n_unknown\n- o_air\n- o_antiair\n- o_armor\n- o_art\n- o_hq\n- o_inf\n- o_installation\n- o_maint\n- o_mech_inf\n- o_med\n- o_mortar\n- o_motor_inf\n- o_naval\n- o_plane\n- o_recon\n- o_service\n- o_support\n- o_uav\n- o_unknown\n- respawn_air\n- respawn_armor\n- respawn_inf\n- respawn_motor\n- respawn_naval\n- respawn_para\n- respawn_plane\n- respawn_unknown\n- u_installation","sections":[{"heading":null,"level":1,"markdown":"A location is an extended type of marker. For example city names displayed on the map are locations; their information can be accessed and modified with Location commands.\n\nLocation notion was introduced in Armed Assault v1.08."},{"heading":"Specifics","level":3,"markdown":"Locations:\n\n- are defined in `bin\\Config.bin\\CfgLocationTypes` / `configFile >> \"CfgLocationTypes\"`\n- have a name, a side, a 3D position, a 2D area, and an orientation\n- have a non-scaling map representation (icon and/or text, depending on their class)\n- can be attached to objects, with all of the location's relevant properties inherited from the object\n- are local, their properties are not synchronised over the network\n\nTerrain built-in locations:\n\n- provide a way to find nearby high points, towns, etc.\n- are defined in an island's `.pew` file. When the island is exported to `.wrp` its `.hpp` file is also produced, containing the location names used in the `.pew` file. This `.hpp` file is then incorporated into the config for the island using an #include statement.\n  This section included in the island config ensures any locations set in the `.pew` file are included in the island during packing.\n\n| Modification | Terrain Location | Scripted Terrain Location<br>using createLocation - Syntax 2 | Scripted Location |\n|---|---|---|---|\n| Side | ✓ | ✓ | ✓ |\n| Size | ✗ | ✓ | ✓ |\n| Direction | ✗ | ✓ | ✓ |\n| setVariable/getVariable | ✗ | ✓ | ✓ |\n| 3D Position | ✗ | ✗ | ✓ |\n| Attach to an object | ✗ | ✗ | ✓ |\n| Deletion | ✗ | ✗ | ✓ |"},{"heading":"Location Types","level":3,"markdown":""},{"heading":"Armed Assault","level":4,"markdown":"Possible location types are:\n\n- Mount\n- Name\n- NameMarine\n- NameCityCapital\n- NameCity\n- NameVillage\n- NameLocal\n- Hill\n- ViewPoint\n- RockArea\n- BorderCrossing\n- VegetationBroadleaf\n- VegetationFir\n- VegetationPalm\n- VegetationVineyard"},{"heading":"Arma 2","level":4,"markdown":"- Name\n- Strategic\n- StrongpointArea\n- FlatArea\n- FlatAreaCity\n- FlatAreaCitySmall\n- CityCenter\n- Airport\n- NameMarine\n- NameCityCapital\n- NameCity\n- NameVillage\n- NameLocal\n- Hill\n- ViewPoint\n- RockArea\n- BorderCrossing\n- VegetationBroadleaf\n- VegetationFir\n- VegetationPalm\n- VegetationVineyard"},{"heading":"Arma 3","level":4,"markdown":"- Airport (on Tanoa only. Tanoan airports have their own location type. On Altis and Stratis, airports are **NameLocal**)\n- Area\n- BorderCrossing\n- CityCenter\n- CivilDefense\n- CulturalProperty\n- DangerousForces\n- Flag\n- FlatArea\n- FlatAreaCity\n- FlatAreaCitySmall\n- Hill\n- HistoricalSite\n- Invisible\n- Mount\n- Name\n- NameCity\n- NameCityCapital\n- NameLocal (will return names like Airport)\n- NameMarine\n- NameVillage\n- RockArea\n- SafetyZone\n- Strategic\n- StrongpointArea\n- VegetationBroadleaf\n- VegetationFir\n- VegetationPalm\n- VegetationVineyard\n- ViewPoint\n- b_air\n- b_antiair\n- b_armor\n- b_art\n- b_hq\n- b_inf\n- b_installation\n- b_maint\n- b_mech_inf\n- b_med\n- b_mortar\n- b_motor_inf\n- b_naval\n- b_plane\n- b_recon\n- b_service\n- b_support\n- b_uav\n- b_unknown\n- c_air\n- c_car\n- c_plane\n- c_ship\n- c_unknown\n- fakeTown\n- group_0\n- group_1\n- group_10\n- group_11\n- group_2\n- group_3\n- group_4\n- group_5\n- group_6\n- group_7\n- group_8\n- group_9\n- n_air\n- n_antiair\n- n_armor\n- n_art\n- n_hq\n- n_inf\n- n_installation\n- n_maint\n- n_mech_inf\n- n_med\n- n_mortar\n- n_motor_inf\n- n_naval\n- n_plane\n- n_recon\n- n_service\n- n_support\n- n_uav\n- n_unknown\n- o_air\n- o_antiair\n- o_armor\n- o_art\n- o_hq\n- o_inf\n- o_installation\n- o_maint\n- o_mech_inf\n- o_med\n- o_mortar\n- o_motor_inf\n- o_naval\n- o_plane\n- o_recon\n- o_service\n- o_support\n- o_uav\n- o_unknown\n- respawn_air\n- respawn_armor\n- respawn_inf\n- respawn_motor\n- respawn_naval\n- respawn_para\n- respawn_plane\n- respawn_unknown\n- u_installation"}],"categories":["Data Types","Introduced with Armed Assault version 1.08"],"groups":["Data Types"]},{"name":"LOD","title":"LOD","type":"topic","url":"https://community.bistudio.com/wiki/LOD","revid":352092,"updated":"2024-02-01T23:24:49Z","aliases":[],"markdown":"|  |  |\n|---|---|\n| LOD means Level of Detail, and is a method of defining, via different variations of a model, how high or low the viewable quality of the model should be, and how it should interact with the environment.<br>Note that having too many (30 or more) LODs in total could cause the binarize process to crash. |  |\n\n|  |  |\n|---|---|\n| **<resolution>**<br>Resolution LOD are those LOD that are visible in the game to the player from the outside view. There should always be more than 1 resolution LOD (unless it is a low poly object).<br>In Open-World 3D Games (including all Arma Titles) it is standard practice to swap out high-resolution Models with medium- or low-resolution models at far distance from the observer. This is done to prevent excessive demand of computing ressources. Without the resolution LOD technique, the games would be unplayable due to bad performance.<br>The switching of different resolution LOD happens automatically, based on various factors / in-game conditions (e.g. view-distance, number of objects, video quality, CPU utilization, etc.). In Arma 3 the number of the resolution LOD has no impact and there is no way to specify which LOD is to be used at which range. The algorithm needs enough different resolution LOD to be effective. Therefore the modeller needs to provide multiple resolution LOD with different polygon-density. They should be ordered according to their polygoncount (highest polycount has number 0 (or 1), second highest one number 1(or 2) and so on).<br>Proxies need to be included in every resolution LOD that they should appear in. The proxies switch LOD independantly of the main p3d's resolution LOD however. (Example: Tank has Commander Machinegun as a Proxy - the machinegun may switch to lowest poly LOD before Tank switches from resLOD 0 to resLOD 1). |  |\n\nArma 3 example:\n\n| Model | Data | res 1 | res 2 | res 3 | res 4 | res 5 | res 6 |\n|---|---|---|---|---|---|---|---|\n| T-100 Varsuk | Points | 27600 | 18400 | 11500 | 5100 | 2500 | 800 |\n| T-100 Varsuk | Faces | 14100 | 9100 | 5500 | 2300 | 1200 | 350 |\n| T-100 Varsuk | Sections | 12 | 12 | 12 | 12 | 11 | 7 |\n\nA common practice is to half the polygon amount for the next lower resolution LOD by ~2.\nAs a guideline, the lowest resolution LOD should have a polygoncount of somewhere around 500 and as few sections as possible. If a resolution LOD has far below 500 Polygons, the amount of sections has a much bigger impact on performance then the Polygoncount (e.g. it does not really matter if a resolution LOD has 50 or 400 Polygons, it does matter alot more in this case if it has 1 section or 4 sections). This has to do with how draw-calls work (instructions that the CPU sends to the GPU).\nIn addition to reducing the polygon density, it is best practice to also reduce shader complexity and the amount of textures used - because those too eat valuable ressources. The lowest resolution LOD won't need a normalmap and propably not even a specular or gloss map (test it for your object).\n\nThis LOD should not contain any empty Named Selections which are used in animations or by the game engine (wheels, etc), as this might cause the game to crash once the LOD becomes active.\nTo demonstrate the complexity of the LOD selection, and the effect the resolution name has on LOD switching, a series of tests have been documented here: Resolution LOD Samples\n\nThe modelgeometry in each LOD needs to be below a \"maximum polygoncount\". This \"maximum polygoncount\" varies depending on how your model looks. The actual limit is based off [vertex normals](http://wiki.polycount.com/wiki/VertexNormal). The total amount of triangles you can use therefore depends on the [Smoothing splits and UV splits](http://www.ericchadwick.com/examples/provost/byf2.html#wts) in your model. According to some tests and documentation of DirectX9 the limit appears to be 2^15 = 32768 vertex normals in ArmA, Arma 2 and early Arma 3 (where DirectX9 is used). In a recent (Q1/2016) update, the .p3d format in Arma 3 was updated to version 70 and now has a higher limit (above 2^16 vertex normals). If you exceed the vertex normal limit, loading your model may crash the game or it simply won't display it. You can check it in Objectbuilder by loading up Bulldozer - if the LOD is not displayed, you are above the limit. Modern 3D modelling tools also offer native or user created tools to check the amount of vertex normals. Please remember that this is the absolute maximum you can use - this does not mean you should fully utilize it on every object.\n\n> [!WARNING]\n> **Do not** just make identical copies of your res LOD. This is pointless, leads to errors and increased model size (→ increased loading time and memory footprint) - and no performance is gained.\n\nThe default Named Property for resolution LODs is: `LodNoShadow = 1`.\n\nWhen using alpha textures inside the model, sometimes Ambient-Shadows of other objects shine through the entire model (instead of just the alpha mapped parts). To fix this, add the named Property `Forcenotalpha = 1` to your Geometry LOD (not resolution LOD).\n\n### Edit\n\nThis is a LOD that you can use for temporarily storing models / model parts in the p3d. They are stored regulary like any other LOD.\nPlease note that these LODs will be included when binarizing, so before you release your mod, delete all edit LODs in your models.\n\n### Geometry\n\nDefines where the model will collide with other objects.\nShould be **very** simple, and has to fulfill the following criteria in order to work:\n\n- Object must be named ComponentXX (where XX is a consecutive number between 01 and 2048 (a limit in earlier games might have been 99).\n- Must have 'Mass' (Alt-M). A minimum of 10 is required for character collision.\n- Must be closed and convex. Always validate your Geometry LOD. (Validating Geometries)\n- Some object types require that every component must have some mass assigned in order to work properly. Does not apply to vehicles\n- It must be smaller than the size limit.\n\nIf the geometry LOD is larger than the size limit, it gets glitchy (collision does not work for example and the object may disappear at certain view angles).\nThe exact value of the limit is not yet known, but it is somewhere around 50-60 meter from the center of origin (meaning that your object can be 100m wide/long at max if it is symmetrical to the center of origin).\nAccording to reports there is no limit skywards, so you could make a tower of 200m height.\nNote that if your object requires a roadway LOD, you need to stay within the roadway size limit, which is smaller.\n\nGeometry objects should have a thickness of at least 0.5 meters in order to work properly.\n\n> [!NOTE]\n> Oxygen2/Objectbuilder can do ComponentXX naming automatically. [Structures->Topology->Find Components]\n\n**Arma 3:**\n\n- Geometry LOD is used for Collision if one of the colliding Objects is not a PhysX simulated Object. For example living Soldiers are not PhysX objects. Tank-Soldier Collision is therefore determined by Geometry LOD, even-though the Tank is a PhysX simulated Object.\n- For PhysX Objects the Mass value and the Mass distribution is critically important for the Objects physical behavior *[Keywords: \"Inertia\" and \"Moment of Inertia\"]*\n\n- The default Named Properties for the Geometry LOD are: `canocclude = 0` and `canbeoccluded = 1` (for Vehicles, Characters and Weapons)\n\nWhen creating terrain objects that have to be navigated or used by infantry, it is good to keep the [infantry metrics](https://forums.bistudio.com/topic/201408-info-infantry-metrics/) in mind.\n\n### Geometry PhysX (Arma 3 v1.00)\n\nDefines the collision model that is used in a collision between two PhysX Objects.\n\nThe same criteria like for the Geometry LOD apply. The difference is that Geometry Phys does not (should not) contain Mass information.\nThe detail should be even lower than in the Geometry LOD if possible, as PhysX collisions are computationally more expensive.\nFor helicopters, cut the blades and any non critical structures out of the PhysX LOD, otherwise the rotor blades can cause critical failure.\nFor tanks or other vehicles with turrets/ large cannons it is best practice not to include the cannon barrel or long protruding turret parts in the PhysX LOD. The rotation of turrets is not limited by forces, therefore the collision of a barrel with the environment will cause the tank or other PhysX objects to move (often very violently, causing serious glitches and flying tanks).\n\n> [!NOTE]\n> - Requires Objectbuilder to be selectable in the LOD list. Oxygen2 does not have this capability.\n> - Arma 3 v1.00 Grenades are currently PhysX objects, that means they do use this LOD instead of Fire Geometry.\n\n### Fire Geometry\n\nDefines where the model will collide with bullets & rockets.\nIf this LOD is not present the ViewGeometry LOD will be used instead. If the ViewGeo LOD is not present either then Geometry LOD will be used instead.\nShould be simplified as much as possible, but can be a bit more complex then Geometry or Geometry Phys\n\n- Object must be named ComponentXX (where XX is a consecutive number between 01 and 2000). (see Geometry LOD)\n- Must be closed and convex (see: Validating Geometries).\n\nProxies for the driver & passenger must be present into this LOD as well (they can be copied from the Resolution LOD). Otherwise the units will be invincible. One should also do any geometry validation *before* adding the proxies, otherwise they will not be functional.\n\n- Object must have less than 3500 points\n\n> [!NOTE]\n> **Arma 3:** Arma 3 only\n\nAll Components should have a damage material applied. This defined the penetrability of the object and the impact effect type.\nThere are two possibilities for Materials: Normal Materials or Plate Materials.\n\n- Normal Materials only define material characteristics. The thickness is determined by the modelled component.\n- Plate Materials have a pre-defined thickness value. The armor thickness check will take the defined thickness and the modelled thickness into account. It will always use the value that is lower.\n\nExample1:\nA component representing a Wall with a thickness of 2m is modelled in the Fire Geometry.\nIf we apply `concrete.rvmat` it will behave like a 2m thick concrete wall.\nIf we apply `concrete_plate.rvmat`, it will behave like a 30mm thick concrete wall.\n\nExample2:\nA component representing an armorpiece with a thickness of 50mm is modelled in the Fire Geometry.\nIf we apply `armour_plate_100mm.rvmat` it will behave like a 50mm thick armorpanel (modelled thickness is lower than defined thickness).\nIf we apply `armour_plate_30mm.rvmat`, it will behave like a 30mm thick armorpanel (defined thickness is lower than modelled thickness)\n\n> [!NOTE]\n> - If no materials are applied, Arma 3 will default to a nonpenetrable material with dirt impact effect type\n> - If during binarization, the P: drive is not properly set up the referenced materials won't be found -> default to dirt impact type\n> - Arma 3 has many materials that can be used directly or as base for custom materials, they can be found in \"...\\arma3\\addons\\data_f.pbo\\penetration\\\"\n> - Arma 3 Plate materials are usually 30mm thick. Armour plate materials are the only ones with different thicknesses.\n> - The penetration system does not work reliably for modelled plate thicknesses below 10mm. If you want plate thicknesses smaller than 10mm, model firegeometry with at least 10 to 20 mm but apply custom plate materials for decreased thickness.\n> - If you have a case where 2 armor plates (or other Firegeometry) are ontop of each other, they should be modelled as 1 piece. Otherwise the second plate might get ignored by a bullet due to close proximity, which is caused by limited bullet simulationstep and therefore limited bullet simulation accuracy. Might be fps dependant.\n\nFor more details on how Damage & Penetration interact see Arma 3 Damage Description\n\n### Geometry Buoyancy (Arma 3 v1.00)\n\nFor calculating buoyancy of ships and amphibious vehicles. To enable this LOD you must create a named property \"buoyancy = 1\" in the Geometry LOD (not Geometry Buoyancy)\nSimilar to PhysX LOD, it should be extremely simple and have as few objects as possible. It must be convex and triangulated. Multiple objects should not intersect each other (otherwise the intersecting volume is calculated twice). See also:\n\n- Arma 3: Ships Config Guidelines\n\n### Hit-points\n\nHit-pointLODs define, via unconnected named vertexes, where certain destroyable parts of a model are (e.g. wheels, lights, etc.).\n\n> [!NOTE]\n> The spacing between the points needs to be tuned in close correlation with the Hitpoint Config Class in the Objects Config and the Fire Geometry.\n\nFor more details on how Damage & Penetration interact see Arma 3: Damage Description.\n\nWith the Marksman DLC, we got a platform update that introduced a new hitpoint dependency feature for better soldier protection. Arma_3_Soldier_Protection Note that this dependancy feature is not only usable for soldiers, but for regular vehicles as well.\n\n### Memory\n\nNamed Selections that are used to define lights, vehicle entry points, etc., as well as control points for Animations.\n\n> [!NOTE]\n> For memorypoint creation in an external modelling tool that has no export plugin, you can create a triangle in the external modeller. Place one or two vertices of the triangle where you need them. Import the triangle(s) into Oxygen2/Objectbuilder. Delete the obsolete point(s) of the triangle.\n\nYou can animate Memory LOD Selections via model.cfg just like any ordinary LOD. However, it is not guaranteed that this will work for the thing you intent to. Particles for example ignore animated memorypoints, they always use the default position from Objectbuilder. Same holds true for gun/cannon Memorypoints on vehicle turrets. Vehicle Reflector class lights however do animate properly.\n\n### Paths\n\nImportant LOD for AI path finding. With the help of this LOD the AI can find its way through objects (such as buildings). Not required for objects that don't require AI pathfinding.\nIt consists of an interconnected mesh. All path vertices's must be connected by polygons.\n\nVertices where the AI can stop must be defined by named selection with ascending number (\"posXX\" where XX is the number). Those points can be used by scriptcommand <link>buildingpos and in the Mission editor for placing Units. Name selections called \"inXX\" (where XX is a number) serve as AI access points (doorways, ramps, etc) to the building. These \"inXX\" points must be above the terrain surface for the AI to be able to see them. The A3 sample house shows how it can be set up, using multiple \"entry-fan's\" with one raised point to allow access to the building, independant of terrain slope.\n\nAI ignore the Geometry LOD when on a pathway. This means that they can walk through walls if you dont set up your pathway to lead around obstacles. The AI follow connected vertices but it is somewhat imprecise when following a path, so leave enough clearance to walls, corners and so on.\n\nPaths are best to be 10cm above the roadway/walkway/ground surface.\nEntry points (named selections \"in#\") are simply entry points onto the path network, and don't necessarily have to be positioned outside the doorways of models.\nAccording to user reports, path vertices may be hidden via animation, which stops the AI from using the hidden path points.\n\n### Roadway\n\nIf a units is supposed to be able to stand *on top* of a model, that surface has to be defined by a RoadwayLOD.\n\nRoadway LOD needs to be present below Ladder memory points for them to work.\n\nMake sure that a RoadwayLOD doesn't overlap with a GeometryLOD, or the unit will start to wobble at those points.\n\nIf roadway contains animated elements (bones), amount of points must be less than 255 (127 prior to 1.96 patch). This limitation doesn't apply if there are no animated elements in roadway LOD.\n\nThe roadway LOD does not work if components are further away from the center of origin than approximately 36 meters (estimate value, it is dependent on map size/cell size and may be bigger or smaller between terrains).\nTherefore you can make 72m long bridges at most. If that is not sufficient for your object then you need to split your model into multiple smaller segments with a separate .p3d modelfile each.\n\nThis LOD is used to determine the sound environment effects the player hears. The used environment effect are defined by the texture of the roadway LOD surface the player are standing on. The texture name corresponds to the file=\"<string>\" property in CfgSurfaces classes.\n\n### LandContact\n\nWhere the object touches the ground (defined by a single vertex per contact point).\n\n### ViewGeometry\n\nThe visible geometry of the model.\n\nAs an example: If you have an object with this LOD properly configured, you will not be able to spot other units through the model. AI will not be able to spot other units through the model.\nIf this LOD is not present the Geometry LOD will be used instead.\n\n### View - Cargo\n\nWhat a cargo passenger can see of the model.\n\nIn vehicles of the class \"Car\", the player will **always** see this view, whether he is the driver, co-driver or cargo. (Unless the \"View - Pilot\" is defined. Then *that* view is taken for any position inside the vehicle).\n\n### View - Commander\n\nWhat the commander can see of the model.\nIn vehicles, this will be the commander's first person view of the model.\n\n### View - Gunner\n\nWhat the gunner can see of the model.\nIn vehicles, this will be the gunner's first person view of the model.\n\n### View - Pilot\n\nWhat the pilot/driver can see of the model.\nIn vehicles of the class \"Car\", the player will **always** see this view, whether he's the driver, co-driver or cargo. Players position in the LOD is determined by his proxy position.\n\n### ShadowVolume\n\nThis LOD is used to cast shadows on the ground, other objects and on the object itself.\nShadow LOD should be simplified compared to resolution LOD, but can be more detailed then Geometry/Fire Geometry LOD.\nShadow LOD must be slightly shrinked compared to resolution LOD (in 3dsmax you can use a push modifier to do this), otherwise the Model may look partly or completely shaded in the game.\nThere are usually two Shadow LODs - one detailed for close range and one very simple one for long distances.\nLOD **must** be:\n\n- Closed\n- Triangulated\n- Sharp Edges\n\n> [!NOTE]\n> **Armed Assault:** **Armed Assault/Operation Flashpoint: Elite only:** Typically named ShadowVolume 0.000 (Few features) and ShadowVolume 0.100 (same amount of features as the main visual model (i.e. equipment, weapon systems, etc).(Also see this article)\n\n### Exporting .fbx with LODs\n\nObject Builder's .fbx import tool is able to process mesh groups created in other 3D software into correct LODs, so long as the mesh groups are correctly named.\n\nNames should follow the format:\n**NAME**_**LOD###**\nWhere \"NAME\" is the desired named selection for the mesh group when it imports to Object Builder, and \"###\" is the numeric value of the target LOD that the mesh will be allocated to.\n\nNumeric values for each kind of LOD can be found in the table below. Alternate syntax is provided for software that does not support mesh group names containing decimal points:\n\n| LOD type | _LOD### | _LOD### (alt.) |\n|---|---|---|\n| <resolution> # | # |  |\n| View Gunner | 1.0e3 | 1000 or 10e2 |\n| View Pilot | 1.1e3 | 1100 or 11e2 |\n| View Cargo | 1.2e3 | 1200 or 12e2 |\n| Shadow Volume 0 | 1e4 | 10000 |\n| Shadow Volume 10 | 1.001e4 | 10010 |\n| Shadow Buffer 0 | 1.1e4 | 11000 |\n| Shadow Buffer 10 | 1.101e4 | 11010 |\n| Edit # | 2.000#e4 | 2000# |\n| Geometry | 1e13 |  |\n| Geometry Buoyancy | 2e13 |  |\n| Geometry PysX | 4e13 |  |\n| Memory | 1e15 |  |\n| Land Contact | 2e15 |  |\n| Roadway | 3e15 |  |\n| Paths | 4e15 |  |\n| Hit-points | 5e15 |  |\n| View Geometry | 6e15 |  |\n| Fire Geometry | 7e15 |  |\n| View Cargo Geom. | 8e15 |  |\n| View Cargo Fire Geom. | 9e15 |  |\n| View Commander | 1e16 |  |\n| View Commander Geom. | 1.1e16 | 11e15 |\n| View Commander Fire Geom. | 1.2e16 | 12e15 |\n| View Pilot Geom. | 1.3e16 | 13e15 |\n| View Pilot Fire Geom. | 1.4e16 | 14e15 |\n| View Gunner Geom. | 1.5e16 | 15e15 |\n| View Gunner Fire Geom. | 1.6e16 | 16e15 |\n| Sub Parts | 1.7e16 | 17e15 |\n| Shadow Volume - View Cargo | 1.8e16 | 18e15 |\n| Shadow Volume - View Pilot | 1.9e16 | 19e15 |\n| Shadow Volume - View Gunner | 2e16 |  |\n| Wreck | 2.1e16 | 21e15 |","sections":[{"heading":null,"level":1,"markdown":"|  |  |\n|---|---|\n| LOD means Level of Detail, and is a method of defining, via different variations of a model, how high or low the viewable quality of the model should be, and how it should interact with the environment.<br>Note that having too many (30 or more) LODs in total could cause the binarize process to crash. |  |\n\n|  |  |\n|---|---|\n| **<resolution>**<br>Resolution LOD are those LOD that are visible in the game to the player from the outside view. There should always be more than 1 resolution LOD (unless it is a low poly object).<br>In Open-World 3D Games (including all Arma Titles) it is standard practice to swap out high-resolution Models with medium- or low-resolution models at far distance from the observer. This is done to prevent excessive demand of computing ressources. Without the resolution LOD technique, the games would be unplayable due to bad performance.<br>The switching of different resolution LOD happens automatically, based on various factors / in-game conditions (e.g. view-distance, number of objects, video quality, CPU utilization, etc.). In Arma 3 the number of the resolution LOD has no impact and there is no way to specify which LOD is to be used at which range. The algorithm needs enough different resolution LOD to be effective. Therefore the modeller needs to provide multiple resolution LOD with different polygon-density. They should be ordered according to their polygoncount (highest polycount has number 0 (or 1), second highest one number 1(or 2) and so on).<br>Proxies need to be included in every resolution LOD that they should appear in. The proxies switch LOD independantly of the main p3d's resolution LOD however. (Example: Tank has Commander Machinegun as a Proxy - the machinegun may switch to lowest poly LOD before Tank switches from resLOD 0 to resLOD 1). |  |\n\nArma 3 example:\n\n| Model | Data | res 1 | res 2 | res 3 | res 4 | res 5 | res 6 |\n|---|---|---|---|---|---|---|---|\n| T-100 Varsuk | Points | 27600 | 18400 | 11500 | 5100 | 2500 | 800 |\n| T-100 Varsuk | Faces | 14100 | 9100 | 5500 | 2300 | 1200 | 350 |\n| T-100 Varsuk | Sections | 12 | 12 | 12 | 12 | 11 | 7 |\n\nA common practice is to half the polygon amount for the next lower resolution LOD by ~2.\nAs a guideline, the lowest resolution LOD should have a polygoncount of somewhere around 500 and as few sections as possible. If a resolution LOD has far below 500 Polygons, the amount of sections has a much bigger impact on performance then the Polygoncount (e.g. it does not really matter if a resolution LOD has 50 or 400 Polygons, it does matter alot more in this case if it has 1 section or 4 sections). This has to do with how draw-calls work (instructions that the CPU sends to the GPU).\nIn addition to reducing the polygon density, it is best practice to also reduce shader complexity and the amount of textures used - because those too eat valuable ressources. The lowest resolution LOD won't need a normalmap and propably not even a specular or gloss map (test it for your object).\n\nThis LOD should not contain any empty Named Selections which are used in animations or by the game engine (wheels, etc), as this might cause the game to crash once the LOD becomes active.\nTo demonstrate the complexity of the LOD selection, and the effect the resolution name has on LOD switching, a series of tests have been documented here: Resolution LOD Samples\n\nThe modelgeometry in each LOD needs to be below a \"maximum polygoncount\". This \"maximum polygoncount\" varies depending on how your model looks. The actual limit is based off [vertex normals](http://wiki.polycount.com/wiki/VertexNormal). The total amount of triangles you can use therefore depends on the [Smoothing splits and UV splits](http://www.ericchadwick.com/examples/provost/byf2.html#wts) in your model. According to some tests and documentation of DirectX9 the limit appears to be 2^15 = 32768 vertex normals in ArmA, Arma 2 and early Arma 3 (where DirectX9 is used). In a recent (Q1/2016) update, the .p3d format in Arma 3 was updated to version 70 and now has a higher limit (above 2^16 vertex normals). If you exceed the vertex normal limit, loading your model may crash the game or it simply won't display it. You can check it in Objectbuilder by loading up Bulldozer - if the LOD is not displayed, you are above the limit. Modern 3D modelling tools also offer native or user created tools to check the amount of vertex normals. Please remember that this is the absolute maximum you can use - this does not mean you should fully utilize it on every object.\n\n> [!WARNING]\n> **Do not** just make identical copies of your res LOD. This is pointless, leads to errors and increased model size (→ increased loading time and memory footprint) - and no performance is gained.\n\nThe default Named Property for resolution LODs is: `LodNoShadow = 1`.\n\nWhen using alpha textures inside the model, sometimes Ambient-Shadows of other objects shine through the entire model (instead of just the alpha mapped parts). To fix this, add the named Property `Forcenotalpha = 1` to your Geometry LOD (not resolution LOD)."},{"heading":"Edit","level":3,"markdown":"This is a LOD that you can use for temporarily storing models / model parts in the p3d. They are stored regulary like any other LOD.\nPlease note that these LODs will be included when binarizing, so before you release your mod, delete all edit LODs in your models."},{"heading":"Geometry","level":3,"markdown":"Defines where the model will collide with other objects.\nShould be **very** simple, and has to fulfill the following criteria in order to work:\n\n- Object must be named ComponentXX (where XX is a consecutive number between 01 and 2048 (a limit in earlier games might have been 99).\n- Must have 'Mass' (Alt-M). A minimum of 10 is required for character collision.\n- Must be closed and convex. Always validate your Geometry LOD. (Validating Geometries)\n- Some object types require that every component must have some mass assigned in order to work properly. Does not apply to vehicles\n- It must be smaller than the size limit.\n\nIf the geometry LOD is larger than the size limit, it gets glitchy (collision does not work for example and the object may disappear at certain view angles).\nThe exact value of the limit is not yet known, but it is somewhere around 50-60 meter from the center of origin (meaning that your object can be 100m wide/long at max if it is symmetrical to the center of origin).\nAccording to reports there is no limit skywards, so you could make a tower of 200m height.\nNote that if your object requires a roadway LOD, you need to stay within the roadway size limit, which is smaller.\n\nGeometry objects should have a thickness of at least 0.5 meters in order to work properly.\n\n> [!NOTE]\n> Oxygen2/Objectbuilder can do ComponentXX naming automatically. [Structures->Topology->Find Components]\n\n**Arma 3:**\n\n- Geometry LOD is used for Collision if one of the colliding Objects is not a PhysX simulated Object. For example living Soldiers are not PhysX objects. Tank-Soldier Collision is therefore determined by Geometry LOD, even-though the Tank is a PhysX simulated Object.\n- For PhysX Objects the Mass value and the Mass distribution is critically important for the Objects physical behavior *[Keywords: \"Inertia\" and \"Moment of Inertia\"]*\n\n- The default Named Properties for the Geometry LOD are: `canocclude = 0` and `canbeoccluded = 1` (for Vehicles, Characters and Weapons)\n\nWhen creating terrain objects that have to be navigated or used by infantry, it is good to keep the [infantry metrics](https://forums.bistudio.com/topic/201408-info-infantry-metrics/) in mind."},{"heading":"Geometry PhysX (Arma 3 v1.00)","level":3,"markdown":"Defines the collision model that is used in a collision between two PhysX Objects.\n\nThe same criteria like for the Geometry LOD apply. The difference is that Geometry Phys does not (should not) contain Mass information.\nThe detail should be even lower than in the Geometry LOD if possible, as PhysX collisions are computationally more expensive.\nFor helicopters, cut the blades and any non critical structures out of the PhysX LOD, otherwise the rotor blades can cause critical failure.\nFor tanks or other vehicles with turrets/ large cannons it is best practice not to include the cannon barrel or long protruding turret parts in the PhysX LOD. The rotation of turrets is not limited by forces, therefore the collision of a barrel with the environment will cause the tank or other PhysX objects to move (often very violently, causing serious glitches and flying tanks).\n\n> [!NOTE]\n> - Requires Objectbuilder to be selectable in the LOD list. Oxygen2 does not have this capability.\n> - Arma 3 v1.00 Grenades are currently PhysX objects, that means they do use this LOD instead of Fire Geometry."},{"heading":"Fire Geometry","level":3,"markdown":"Defines where the model will collide with bullets & rockets.\nIf this LOD is not present the ViewGeometry LOD will be used instead. If the ViewGeo LOD is not present either then Geometry LOD will be used instead.\nShould be simplified as much as possible, but can be a bit more complex then Geometry or Geometry Phys\n\n- Object must be named ComponentXX (where XX is a consecutive number between 01 and 2000). (see Geometry LOD)\n- Must be closed and convex (see: Validating Geometries).\n\nProxies for the driver & passenger must be present into this LOD as well (they can be copied from the Resolution LOD). Otherwise the units will be invincible. One should also do any geometry validation *before* adding the proxies, otherwise they will not be functional.\n\n- Object must have less than 3500 points\n\n> [!NOTE]\n> **Arma 3:** Arma 3 only\n\nAll Components should have a damage material applied. This defined the penetrability of the object and the impact effect type.\nThere are two possibilities for Materials: Normal Materials or Plate Materials.\n\n- Normal Materials only define material characteristics. The thickness is determined by the modelled component.\n- Plate Materials have a pre-defined thickness value. The armor thickness check will take the defined thickness and the modelled thickness into account. It will always use the value that is lower.\n\nExample1:\nA component representing a Wall with a thickness of 2m is modelled in the Fire Geometry.\nIf we apply `concrete.rvmat` it will behave like a 2m thick concrete wall.\nIf we apply `concrete_plate.rvmat`, it will behave like a 30mm thick concrete wall.\n\nExample2:\nA component representing an armorpiece with a thickness of 50mm is modelled in the Fire Geometry.\nIf we apply `armour_plate_100mm.rvmat` it will behave like a 50mm thick armorpanel (modelled thickness is lower than defined thickness).\nIf we apply `armour_plate_30mm.rvmat`, it will behave like a 30mm thick armorpanel (defined thickness is lower than modelled thickness)\n\n> [!NOTE]\n> - If no materials are applied, Arma 3 will default to a nonpenetrable material with dirt impact effect type\n> - If during binarization, the P: drive is not properly set up the referenced materials won't be found -> default to dirt impact type\n> - Arma 3 has many materials that can be used directly or as base for custom materials, they can be found in \"...\\arma3\\addons\\data_f.pbo\\penetration\\\"\n> - Arma 3 Plate materials are usually 30mm thick. Armour plate materials are the only ones with different thicknesses.\n> - The penetration system does not work reliably for modelled plate thicknesses below 10mm. If you want plate thicknesses smaller than 10mm, model firegeometry with at least 10 to 20 mm but apply custom plate materials for decreased thickness.\n> - If you have a case where 2 armor plates (or other Firegeometry) are ontop of each other, they should be modelled as 1 piece. Otherwise the second plate might get ignored by a bullet due to close proximity, which is caused by limited bullet simulationstep and therefore limited bullet simulation accuracy. Might be fps dependant.\n\nFor more details on how Damage & Penetration interact see Arma 3 Damage Description"},{"heading":"Geometry Buoyancy (Arma 3 v1.00)","level":3,"markdown":"For calculating buoyancy of ships and amphibious vehicles. To enable this LOD you must create a named property \"buoyancy = 1\" in the Geometry LOD (not Geometry Buoyancy)\nSimilar to PhysX LOD, it should be extremely simple and have as few objects as possible. It must be convex and triangulated. Multiple objects should not intersect each other (otherwise the intersecting volume is calculated twice). See also:\n\n- Arma 3: Ships Config Guidelines"},{"heading":"Hit-points","level":3,"markdown":"Hit-pointLODs define, via unconnected named vertexes, where certain destroyable parts of a model are (e.g. wheels, lights, etc.).\n\n> [!NOTE]\n> The spacing between the points needs to be tuned in close correlation with the Hitpoint Config Class in the Objects Config and the Fire Geometry.\n\nFor more details on how Damage & Penetration interact see Arma 3: Damage Description.\n\nWith the Marksman DLC, we got a platform update that introduced a new hitpoint dependency feature for better soldier protection. Arma_3_Soldier_Protection Note that this dependancy feature is not only usable for soldiers, but for regular vehicles as well."},{"heading":"Memory","level":3,"markdown":"Named Selections that are used to define lights, vehicle entry points, etc., as well as control points for Animations.\n\n> [!NOTE]\n> For memorypoint creation in an external modelling tool that has no export plugin, you can create a triangle in the external modeller. Place one or two vertices of the triangle where you need them. Import the triangle(s) into Oxygen2/Objectbuilder. Delete the obsolete point(s) of the triangle.\n\nYou can animate Memory LOD Selections via model.cfg just like any ordinary LOD. However, it is not guaranteed that this will work for the thing you intent to. Particles for example ignore animated memorypoints, they always use the default position from Objectbuilder. Same holds true for gun/cannon Memorypoints on vehicle turrets. Vehicle Reflector class lights however do animate properly."},{"heading":"Paths","level":3,"markdown":"Important LOD for AI path finding. With the help of this LOD the AI can find its way through objects (such as buildings). Not required for objects that don't require AI pathfinding.\nIt consists of an interconnected mesh. All path vertices's must be connected by polygons.\n\nVertices where the AI can stop must be defined by named selection with ascending number (\"posXX\" where XX is the number). Those points can be used by scriptcommand <link>buildingpos and in the Mission editor for placing Units. Name selections called \"inXX\" (where XX is a number) serve as AI access points (doorways, ramps, etc) to the building. These \"inXX\" points must be above the terrain surface for the AI to be able to see them. The A3 sample house shows how it can be set up, using multiple \"entry-fan's\" with one raised point to allow access to the building, independant of terrain slope.\n\nAI ignore the Geometry LOD when on a pathway. This means that they can walk through walls if you dont set up your pathway to lead around obstacles. The AI follow connected vertices but it is somewhat imprecise when following a path, so leave enough clearance to walls, corners and so on.\n\nPaths are best to be 10cm above the roadway/walkway/ground surface.\nEntry points (named selections \"in#\") are simply entry points onto the path network, and don't necessarily have to be positioned outside the doorways of models.\nAccording to user reports, path vertices may be hidden via animation, which stops the AI from using the hidden path points."},{"heading":"Roadway","level":3,"markdown":"If a units is supposed to be able to stand *on top* of a model, that surface has to be defined by a RoadwayLOD.\n\nRoadway LOD needs to be present below Ladder memory points for them to work.\n\nMake sure that a RoadwayLOD doesn't overlap with a GeometryLOD, or the unit will start to wobble at those points.\n\nIf roadway contains animated elements (bones), amount of points must be less than 255 (127 prior to 1.96 patch). This limitation doesn't apply if there are no animated elements in roadway LOD.\n\nThe roadway LOD does not work if components are further away from the center of origin than approximately 36 meters (estimate value, it is dependent on map size/cell size and may be bigger or smaller between terrains).\nTherefore you can make 72m long bridges at most. If that is not sufficient for your object then you need to split your model into multiple smaller segments with a separate .p3d modelfile each.\n\nThis LOD is used to determine the sound environment effects the player hears. The used environment effect are defined by the texture of the roadway LOD surface the player are standing on. The texture name corresponds to the file=\"<string>\" property in CfgSurfaces classes."},{"heading":"LandContact","level":3,"markdown":"Where the object touches the ground (defined by a single vertex per contact point)."},{"heading":"ViewGeometry","level":3,"markdown":"The visible geometry of the model.\n\nAs an example: If you have an object with this LOD properly configured, you will not be able to spot other units through the model. AI will not be able to spot other units through the model.\nIf this LOD is not present the Geometry LOD will be used instead."},{"heading":"View - Cargo","level":3,"markdown":"What a cargo passenger can see of the model.\n\nIn vehicles of the class \"Car\", the player will **always** see this view, whether he is the driver, co-driver or cargo. (Unless the \"View - Pilot\" is defined. Then *that* view is taken for any position inside the vehicle)."},{"heading":"View - Commander","level":3,"markdown":"What the commander can see of the model.\nIn vehicles, this will be the commander's first person view of the model."},{"heading":"View - Gunner","level":3,"markdown":"What the gunner can see of the model.\nIn vehicles, this will be the gunner's first person view of the model."},{"heading":"View - Pilot","level":3,"markdown":"What the pilot/driver can see of the model.\nIn vehicles of the class \"Car\", the player will **always** see this view, whether he's the driver, co-driver or cargo. Players position in the LOD is determined by his proxy position."},{"heading":"ShadowVolume","level":3,"markdown":"This LOD is used to cast shadows on the ground, other objects and on the object itself.\nShadow LOD should be simplified compared to resolution LOD, but can be more detailed then Geometry/Fire Geometry LOD.\nShadow LOD must be slightly shrinked compared to resolution LOD (in 3dsmax you can use a push modifier to do this), otherwise the Model may look partly or completely shaded in the game.\nThere are usually two Shadow LODs - one detailed for close range and one very simple one for long distances.\nLOD **must** be:\n\n- Closed\n- Triangulated\n- Sharp Edges\n\n> [!NOTE]\n> **Armed Assault:** **Armed Assault/Operation Flashpoint: Elite only:** Typically named ShadowVolume 0.000 (Few features) and ShadowVolume 0.100 (same amount of features as the main visual model (i.e. equipment, weapon systems, etc).(Also see this article)"},{"heading":"Exporting .fbx with LODs","level":3,"markdown":"Object Builder's .fbx import tool is able to process mesh groups created in other 3D software into correct LODs, so long as the mesh groups are correctly named.\n\nNames should follow the format:\n**NAME**_**LOD###**\nWhere \"NAME\" is the desired named selection for the mesh group when it imports to Object Builder, and \"###\" is the numeric value of the target LOD that the mesh will be allocated to.\n\nNumeric values for each kind of LOD can be found in the table below. Alternate syntax is provided for software that does not support mesh group names containing decimal points:\n\n| LOD type | _LOD### | _LOD### (alt.) |\n|---|---|---|\n| <resolution> # | # |  |\n| View Gunner | 1.0e3 | 1000 or 10e2 |\n| View Pilot | 1.1e3 | 1100 or 11e2 |\n| View Cargo | 1.2e3 | 1200 or 12e2 |\n| Shadow Volume 0 | 1e4 | 10000 |\n| Shadow Volume 10 | 1.001e4 | 10010 |\n| Shadow Buffer 0 | 1.1e4 | 11000 |\n| Shadow Buffer 10 | 1.101e4 | 11010 |\n| Edit # | 2.000#e4 | 2000# |\n| Geometry | 1e13 |  |\n| Geometry Buoyancy | 2e13 |  |\n| Geometry PysX | 4e13 |  |\n| Memory | 1e15 |  |\n| Land Contact | 2e15 |  |\n| Roadway | 3e15 |  |\n| Paths | 4e15 |  |\n| Hit-points | 5e15 |  |\n| View Geometry | 6e15 |  |\n| Fire Geometry | 7e15 |  |\n| View Cargo Geom. | 8e15 |  |\n| View Cargo Fire Geom. | 9e15 |  |\n| View Commander | 1e16 |  |\n| View Commander Geom. | 1.1e16 | 11e15 |\n| View Commander Fire Geom. | 1.2e16 | 12e15 |\n| View Pilot Geom. | 1.3e16 | 13e15 |\n| View Pilot Fire Geom. | 1.4e16 | 14e15 |\n| View Gunner Geom. | 1.5e16 | 15e15 |\n| View Gunner Fire Geom. | 1.6e16 | 16e15 |\n| Sub Parts | 1.7e16 | 17e15 |\n| Shadow Volume - View Cargo | 1.8e16 | 18e15 |\n| Shadow Volume - View Pilot | 1.9e16 | 19e15 |\n| Shadow Volume - View Gunner | 2e16 |  |\n| Wreck | 2.1e16 | 21e15 |"}],"categories":["ArmA: Armed Assault: Modelling","Arma 2: Editing","Arma 3: Editing","Operation Flashpoint: Elite: Modelling","Operation Flashpoint: Modelling","Take On Helicopters: Editing"],"groups":["Tools and File Formats"]},{"name":"Magic Variables","title":"Magic Variables","type":"topic","url":"https://community.bistudio.com/wiki/Magic_Variables","revid":378809,"updated":"2026-06-30T19:25:43Z","aliases":["fnc scriptName","forEachIndex","this","thisActivator","thisArgs","thisList","thisScript","thisTrigger","thisargs","x","y"],"markdown":"Magic variables are engine-maintained variables that serve a specific purpose within a given scope and are often used by the engine to provide data to a script or code fragment.\nThey are usually no longer present after leaving the scope (e.g. after code execution or after a forEach-statement).\n\n#### _this\n\nUsed to make the arguments of a script call (call, exec, execVM, spawn) visible and accessible to the script. Also used by Event Handlers to provide parameters.\n\n#### _x\n\nRepresents the current element during iteration with apply, count, configClasses, configProperties, findIf, forEach and select.\n\n#### _y (Arma 3 v2.02)\n\nIterating over a HashMap with forEach will return the key as _x and the value as _y.\n\n#### _exception (Armed Assault v1.00)\n\nException handling using a try-catch-statement declares this variable which contains details about the thrown exception in the try-block.\n\n#### _fnc_scriptName (Arma 3 v1.00)\n\n> [!NOTE]\n> Not engine-maintained, but added by `functions_f/initFunctions.sqf` – see scriptName.\n\nWithin a Function, the `TAG_fnc_functionName` function name (e.g. `\"myTag_fnc_myFunction\"`).\n\n#### _fnc_scriptNameParent (Arma 3 v1.00)\n\n> [!NOTE]\n> Not engine-maintained, but added by `functions_f/initFunctions.sqf` – see scriptName.\n\nWithin a Function, the name of the function that called the current function (same as _fnc_scriptName if the function was not called by another function).\n\n#### _forEachIndex (Arma 2: Operation Arrowhead v1.55)\n\nRepresents the (zero-based) index of a forEach- / forEachReversed-loop.\n\n#### _self (Arma 3 v2.14)\n\nAvailable in HashMapObject methods. Contains the HashMapObject instance that the method was invoked on (see createHashMapObject).\n\n#### _thisArgs (Arma 3 v2.04)\n\nAdditional Event Handler arguments available with addMissionEventHandler.\n\n#### _thisEvent (Arma 3 v2.06)\n\nThe name of the Event added with addEventHandler, addMPEventHandler, addMissionEventHandler,addUserActionEventHandler, ctrlAddEventHandler and displayAddEventHandler, as well as for config types EHs.\n\n#### _thisEventHandler (Arma 3 v1.64)\n\nThe index for Event Handlers added with addEventHandler, addMPEventHandler, addMissionEventHandler, addUserActionEventHandler, ctrlAddEventHandler and displayAddEventHandler.\n\n#### _thisFSM (Arma 3 v1.54)\n\nThe FSM ID for FSMs executed with execFSM.\n\n#### _thisScript (Arma 3 v1.54)\n\nThe Script Handle of a script started with execVM, call or spawn.\n\n#### _thisScriptedEventHandler (Arma 3 v1.68)\n\nThe index for Scripted Event Handlers added with BIS_fnc_addScriptedEventHandler.\n\n#### _time\n\n> [!WARNING]\n> SQS only.\n\nThe time elapsed since the script started running.\n\n#### this\n\n- **Addon Config Files** (e.g. UserActions, onInit, etc.)**:** The object to which the entry belongs.\n- **Dialogs:** The player unit that activated control (e.g. via mouseEnter). false if non-activated.\n- **Object Init Fields:** The object to which the init field belongs.\n- **Triggers:**\n  - *Condition*: The Boolean return value of the Trigger's condition (e.g. \"East Not Present\").\n  - *On Activation* and *On Deactivation*: Seems to always return false.\n- **Waypoints:**\n  - *Condition*, *On Activation* and *On Deactivation*: The group leader that completed the waypoint (or the driver, if the waypoint is assigned to a vehicle).\n\n#### thisList\n\n- **Triggers:**\n  - Accessible in the *Condition*, *On Activation* and *On Deactivation* code.\n  - Defines an array of objects that have been detected by the trigger (same as what is returned by the list command).\n  - Seems to be undefined in the *On Deactivation* expression and should not be used. It will either be an empty array, or possibly the contents of a different trigger.\n- **Waypoints:**\n  - Accessible within the *Condition* or *On Activation* code.\n  - Defines an array containing all group members that completed the waypoint.\n\n#### thisTrigger\n\nRefers to the trigger object itself - accessible within the *Condition*, *On Activation* and *On Deactivation* code.\n\n#### thisActivator (Arma 3 v2.22)\n\nRefers to an Object, which activated this trigger. Default: the trigger Object itself.","sections":[{"heading":null,"level":1,"markdown":"Magic variables are engine-maintained variables that serve a specific purpose within a given scope and are often used by the engine to provide data to a script or code fragment.\nThey are usually no longer present after leaving the scope (e.g. after code execution or after a forEach-statement)."},{"heading":"_this","level":4,"markdown":"Used to make the arguments of a script call (call, exec, execVM, spawn) visible and accessible to the script. Also used by Event Handlers to provide parameters."},{"heading":"_x","level":4,"markdown":"Represents the current element during iteration with apply, count, configClasses, configProperties, findIf, forEach and select."},{"heading":"_y (Arma 3 v2.02)","level":4,"markdown":"Iterating over a HashMap with forEach will return the key as _x and the value as _y."},{"heading":"_exception (Armed Assault v1.00)","level":4,"markdown":"Exception handling using a try-catch-statement declares this variable which contains details about the thrown exception in the try-block."},{"heading":"_fnc_scriptName (Arma 3 v1.00)","level":4,"markdown":"> [!NOTE]\n> Not engine-maintained, but added by `functions_f/initFunctions.sqf` – see scriptName.\n\nWithin a Function, the `TAG_fnc_functionName` function name (e.g. `\"myTag_fnc_myFunction\"`)."},{"heading":"_fnc_scriptNameParent (Arma 3 v1.00)","level":4,"markdown":"> [!NOTE]\n> Not engine-maintained, but added by `functions_f/initFunctions.sqf` – see scriptName.\n\nWithin a Function, the name of the function that called the current function (same as _fnc_scriptName if the function was not called by another function)."},{"heading":"_forEachIndex (Arma 2: Operation Arrowhead v1.55)","level":4,"markdown":"Represents the (zero-based) index of a forEach- / forEachReversed-loop."},{"heading":"_self (Arma 3 v2.14)","level":4,"markdown":"Available in HashMapObject methods. Contains the HashMapObject instance that the method was invoked on (see createHashMapObject)."},{"heading":"_thisArgs (Arma 3 v2.04)","level":4,"markdown":"Additional Event Handler arguments available with addMissionEventHandler."},{"heading":"_thisEvent (Arma 3 v2.06)","level":4,"markdown":"The name of the Event added with addEventHandler, addMPEventHandler, addMissionEventHandler,addUserActionEventHandler, ctrlAddEventHandler and displayAddEventHandler, as well as for config types EHs."},{"heading":"_thisEventHandler (Arma 3 v1.64)","level":4,"markdown":"The index for Event Handlers added with addEventHandler, addMPEventHandler, addMissionEventHandler, addUserActionEventHandler, ctrlAddEventHandler and displayAddEventHandler."},{"heading":"_thisFSM (Arma 3 v1.54)","level":4,"markdown":"The FSM ID for FSMs executed with execFSM."},{"heading":"_thisScript (Arma 3 v1.54)","level":4,"markdown":"The Script Handle of a script started with execVM, call or spawn."},{"heading":"_thisScriptedEventHandler (Arma 3 v1.68)","level":4,"markdown":"The index for Scripted Event Handlers added with BIS_fnc_addScriptedEventHandler."},{"heading":"_time","level":4,"markdown":"> [!WARNING]\n> SQS only.\n\nThe time elapsed since the script started running."},{"heading":"this","level":4,"markdown":"- **Addon Config Files** (e.g. UserActions, onInit, etc.)**:** The object to which the entry belongs.\n- **Dialogs:** The player unit that activated control (e.g. via mouseEnter). false if non-activated.\n- **Object Init Fields:** The object to which the init field belongs.\n- **Triggers:**\n  - *Condition*: The Boolean return value of the Trigger's condition (e.g. \"East Not Present\").\n  - *On Activation* and *On Deactivation*: Seems to always return false.\n- **Waypoints:**\n  - *Condition*, *On Activation* and *On Deactivation*: The group leader that completed the waypoint (or the driver, if the waypoint is assigned to a vehicle)."},{"heading":"thisList","level":4,"markdown":"- **Triggers:**\n  - Accessible in the *Condition*, *On Activation* and *On Deactivation* code.\n  - Defines an array of objects that have been detected by the trigger (same as what is returned by the list command).\n  - Seems to be undefined in the *On Deactivation* expression and should not be used. It will either be an empty array, or possibly the contents of a different trigger.\n- **Waypoints:**\n  - Accessible within the *Condition* or *On Activation* code.\n  - Defines an array containing all group members that completed the waypoint."},{"heading":"thisTrigger","level":4,"markdown":"Refers to the trigger object itself - accessible within the *Condition*, *On Activation* and *On Deactivation* code."},{"heading":"thisActivator (Arma 3 v2.22)","level":4,"markdown":"Refers to an Object, which activated this trigger. Default: the trigger Object itself."}],"categories":["Scripting Topics"],"groups":["Scripting"]},{"name":"Malden 2035","title":"Malden 2035","type":"topic","url":"https://community.bistudio.com/wiki/Malden_2035","revid":255851,"updated":"2021-04-24T18:49:48Z","aliases":[],"markdown":"Malden 2035 is a fresh take on the original Malden terrain featured in the very first Arma game. While Malden 2035 re-uses many vanilla Arma 3 structures, vegetation, and similar assets, it also includes additions such as colored buildings, vineyards, and barns. Malden 2035 was initially developed for Bohemia Interactive’s free tactical multiplayer shooter, Argo, and benefits greatly from Argo's infantry focus. A lot of effort was put into the gameplay flow of each location, and as such, this new version of Malden is ideal for Close Quarters Combat.","sections":[{"heading":null,"level":1,"markdown":"Malden 2035 is a fresh take on the original Malden terrain featured in the very first Arma game. While Malden 2035 re-uses many vanilla Arma 3 structures, vegetation, and similar assets, it also includes additions such as colored buildings, vineyards, and barns. Malden 2035 was initially developed for Bohemia Interactive’s free tactical multiplayer shooter, Argo, and benefits greatly from Argo's infantry focus. A lot of effort was put into the gameplay flow of each location, and as such, this new version of Malden is ideal for Close Quarters Combat."}],"categories":["Arma 3: Terrains"],"groups":["Tools and File Formats"]},{"name":"MDMP","title":"MDMP","type":"topic","url":"https://community.bistudio.com/wiki/MDMP","revid":177331,"updated":"2020-12-30T05:18:50Z","aliases":[],"markdown":"1. REDIRECT Crash Files","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT Crash Files"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"Military Symbols","title":"Military Symbols","type":"topic","url":"https://community.bistudio.com/wiki/Military_Symbols","revid":377934,"updated":"2026-01-11T16:52:03Z","aliases":[],"markdown":"Military Symbols allow to display units' military symbol in real time either in-game (above units), on map or both.\n\n### Initialization\n\n#### Module Location\n\n- Arma 2: Modules (F7)\n- Arma 3 Eden Editor: Systems (F5) > Modules > Other > Military Symbols\n\n#### Enable Icons\n\nPlace the \"Military Symbols\" module and include the following code in the init line:\n\n```sqf\nsetGroupIconsVisible [true /* markers on map */, true /* 3D markers */];\n```\n\n#### Set up Module\n\n##### Set variables to BIS_marta_mainscope with desired values\n\n- **rules = <array>;** - custom settings which defines how will be each side/faction shown. Array contains of array in format [<prefix>,<markercolor>]. Prefix is one of NATO marker prefixes (\"b_\" for BLUFOR,\"o_\" for OPFOR or \"n_\" for NEUTRAL) and markercolor is color of marker from CfgMarkerColors. If number of array items is 4, it is applied to sides. Otherwise it is applied to factions.\n\nExample:\n\n```sqf\nBIS_marta_mainscope setVariable [\"rules\", [[\"o_\", \"colorred\"], [\"b_\", \"colorgreen\"], [\"n_\", \"colorgreen\"], [\"n_\", \"coloryellow\"]]];\n```\n\nDefault value: [[\"o_\", \"colorred\"], [\"b_\", \"colorgreen\"], [\"n_\", \"colorgreen\"], [\"n_\", \"coloryellow\"]]\n\nTo set up colors in RGB format put the following into module`s init line:\n\nExample:\n\n```sqf\nthis setVariable [\"rules\", [[\"o_\", [0.00001, 1, 0, 1]], [\"b_\", [1, 0, 0, 1]], [\"n_\", [0, 0.7, 0, 1]], [\"n_\", [0.8, 0.8, 0, 0]]], true]\n```\n\nWhere array after prefix has format : [Red, Green, Blue, Alpha (transparency)]\n\n- **delay = <number>;** - Refresh delay in seconds\n\nExample:\n\n```sqf\nBIS_marta_mainscope setVariable [\"delay\", 0.1];\n```\n\nDefault value: 0.5\n\n- **duration = <number>;** - duration defines how long will be markers shown after group get out from detection area (destroyed groups will have 1/10 of this duration)\n\nExample:\n\n```sqf\nBIS_marta_mainscope setVariable [\"duration\", 600];\n```\n\nDefault value: 300 (5 minutes)\n\n- **minSize = <number>;** - Minimal size of group which is requested to draw a marker.\n\nExample:\n\n```sqf\nBIS_marta_mainscope setVariable [\"minSize\", 3];\n```\n\nDefault value: 1\n\n- **WPgroups = <array>;** - Set which groups will have displayed waypoints.\n\nExample:\n\n```sqf\nBIS_marta_mainscope setVariable [\"WPgroups\", [group soldier1, group player]];\n```\n\nDefault value: empty array\n\n#### Set up groups\n\n- **MARTA_customIcon = <string>;** - Define custom marker class for given group\n\nExample:\n\n```sqf\n(group player) setVariable [\"MARTA_customIcon\", \"b_recon\"];\n```\n\n- **MARTA_WP_isText = <boolean>;** - true if waypoints numbers are to be displayed\n\nExample:\n\n```sqf\n(group ruOfficer) setVariable [\"MARTA_WP_isText\", true];\n```\n\n#### Set up units\n\n- **MARTA_showRules = <array>;** - Custom show rules of specific unit for given faction (1 is always show, 0 means automatic detection when spotted, -1 is never show).\n\nExample:\n\n```sqf\nplayer setVariable [\"MARTA_showRules\", [\"USMC\", 1, \"CDF\", 0]];\n```\n\n(GeneralCarver, 11/27/10) - As of Arma 2 v1.7 and Operation Arrowhead v1.55 this command seems to be ignored in multiplayer, but works in single player.\nA complete list of factions can be found here: faction\n\n- **MARTA_reveal = <array>;** - Groups which will be always visible for given unit.\n\nExample:\n\n```sqf\nplayer setVariable [\"MARTA_reveal\", [group ruTarget]];\n```\n\n- **MARTA_hide = <array>;** - Groups which will be always hidden for given unit.\n\nExample:\n\n```sqf\nplayer setVariable [\"MARTA_hide\", [group usmcPatrol]];\n```\n\n### Functions\n\n> [!IMPORTANT]\n> In Arma 2 you have to use `waitUntil { not isNil \"BIS_fnc_init\" };.`.\n\n#### Get visible groups\n\n```sqf\n[centre, radius] call BIS_Marta_getVisibleGroups;\n```\n\n- centre, radius - none (using whole map data) or both arguments\n- Returned value: list of groups that have visible NATO marker (in given circle)\n- Returned value: Group - marker associated with group\n\n### Marker list\n\nIcon name consists of **prefix** and **name**. Prefix is used to define side and can be one of following:\n\n| Value | Description |\n|---|---|\n| b_ | BLUFOR |\n| o_ | OPFOR |\n| n_ | neutral |\n\nName defines purpose of the icon. See picture on the right or code below to get visual list of icons:\n\n| Value | Description |\n|---|---|\n| inf | Infantry |\n| motor_inf | Motorized infantry |\n| mech_inf | Mechanized infantry |\n| armor | Armored platoon |\n| air | Rotary wing aircraft |\n| maint | Maintanance group |\n| hq | Headquarters |\n| supply | Supply convoy |\n| plane | Fixed wing aircraft |\n| art | Artillery |\n| mortar | Mortar |\n| med | Medical |\n| recon | Reconnaissance team |\n| uav | Unmanned Aerial Vehicle |\n| empty | Unknown |\n\nFor example, to set icon of enemy artillery, use prefix `o_` and type `art` to get `o_art` icon type.\n\nIcons are defined in *cfgGroupIcons* section.","sections":[{"heading":null,"level":1,"markdown":"Military Symbols allow to display units' military symbol in real time either in-game (above units), on map or both."},{"heading":"Initialization","level":3,"markdown":""},{"heading":"Module Location","level":4,"markdown":"- Arma 2: Modules (F7)\n- Arma 3 Eden Editor: Systems (F5) > Modules > Other > Military Symbols"},{"heading":"Enable Icons","level":4,"markdown":"Place the \"Military Symbols\" module and include the following code in the init line:\n\n```sqf\nsetGroupIconsVisible [true /* markers on map */, true /* 3D markers */];\n```"},{"heading":"Set up Module","level":4,"markdown":""},{"heading":"Set variables to BIS_marta_mainscope with desired values","level":5,"markdown":"- **rules = <array>;** - custom settings which defines how will be each side/faction shown. Array contains of array in format [<prefix>,<markercolor>]. Prefix is one of NATO marker prefixes (\"b_\" for BLUFOR,\"o_\" for OPFOR or \"n_\" for NEUTRAL) and markercolor is color of marker from CfgMarkerColors. If number of array items is 4, it is applied to sides. Otherwise it is applied to factions.\n\nExample:\n\n```sqf\nBIS_marta_mainscope setVariable [\"rules\", [[\"o_\", \"colorred\"], [\"b_\", \"colorgreen\"], [\"n_\", \"colorgreen\"], [\"n_\", \"coloryellow\"]]];\n```\n\nDefault value: [[\"o_\", \"colorred\"], [\"b_\", \"colorgreen\"], [\"n_\", \"colorgreen\"], [\"n_\", \"coloryellow\"]]\n\nTo set up colors in RGB format put the following into module`s init line:\n\nExample:\n\n```sqf\nthis setVariable [\"rules\", [[\"o_\", [0.00001, 1, 0, 1]], [\"b_\", [1, 0, 0, 1]], [\"n_\", [0, 0.7, 0, 1]], [\"n_\", [0.8, 0.8, 0, 0]]], true]\n```\n\nWhere array after prefix has format : [Red, Green, Blue, Alpha (transparency)]\n\n- **delay = <number>;** - Refresh delay in seconds\n\nExample:\n\n```sqf\nBIS_marta_mainscope setVariable [\"delay\", 0.1];\n```\n\nDefault value: 0.5\n\n- **duration = <number>;** - duration defines how long will be markers shown after group get out from detection area (destroyed groups will have 1/10 of this duration)\n\nExample:\n\n```sqf\nBIS_marta_mainscope setVariable [\"duration\", 600];\n```\n\nDefault value: 300 (5 minutes)\n\n- **minSize = <number>;** - Minimal size of group which is requested to draw a marker.\n\nExample:\n\n```sqf\nBIS_marta_mainscope setVariable [\"minSize\", 3];\n```\n\nDefault value: 1\n\n- **WPgroups = <array>;** - Set which groups will have displayed waypoints.\n\nExample:\n\n```sqf\nBIS_marta_mainscope setVariable [\"WPgroups\", [group soldier1, group player]];\n```\n\nDefault value: empty array"},{"heading":"Set up groups","level":4,"markdown":"- **MARTA_customIcon = <string>;** - Define custom marker class for given group\n\nExample:\n\n```sqf\n(group player) setVariable [\"MARTA_customIcon\", \"b_recon\"];\n```\n\n- **MARTA_WP_isText = <boolean>;** - true if waypoints numbers are to be displayed\n\nExample:\n\n```sqf\n(group ruOfficer) setVariable [\"MARTA_WP_isText\", true];\n```"},{"heading":"Set up units","level":4,"markdown":"- **MARTA_showRules = <array>;** - Custom show rules of specific unit for given faction (1 is always show, 0 means automatic detection when spotted, -1 is never show).\n\nExample:\n\n```sqf\nplayer setVariable [\"MARTA_showRules\", [\"USMC\", 1, \"CDF\", 0]];\n```\n\n(GeneralCarver, 11/27/10) - As of Arma 2 v1.7 and Operation Arrowhead v1.55 this command seems to be ignored in multiplayer, but works in single player.\nA complete list of factions can be found here: faction\n\n- **MARTA_reveal = <array>;** - Groups which will be always visible for given unit.\n\nExample:\n\n```sqf\nplayer setVariable [\"MARTA_reveal\", [group ruTarget]];\n```\n\n- **MARTA_hide = <array>;** - Groups which will be always hidden for given unit.\n\nExample:\n\n```sqf\nplayer setVariable [\"MARTA_hide\", [group usmcPatrol]];\n```"},{"heading":"Functions","level":3,"markdown":"> [!IMPORTANT]\n> In Arma 2 you have to use `waitUntil { not isNil \"BIS_fnc_init\" };.`."},{"heading":"Get visible groups","level":4,"markdown":"```sqf\n[centre, radius] call BIS_Marta_getVisibleGroups;\n```\n\n- centre, radius - none (using whole map data) or both arguments\n- Returned value: list of groups that have visible NATO marker (in given circle)\n- Returned value: Group - marker associated with group"},{"heading":"Marker list","level":3,"markdown":"Icon name consists of **prefix** and **name**. Prefix is used to define side and can be one of following:\n\n| Value | Description |\n|---|---|\n| b_ | BLUFOR |\n| o_ | OPFOR |\n| n_ | neutral |\n\nName defines purpose of the icon. See picture on the right or code below to get visual list of icons:\n\n| Value | Description |\n|---|---|\n| inf | Infantry |\n| motor_inf | Motorized infantry |\n| mech_inf | Mechanized infantry |\n| armor | Armored platoon |\n| air | Rotary wing aircraft |\n| maint | Maintanance group |\n| hq | Headquarters |\n| supply | Supply convoy |\n| plane | Fixed wing aircraft |\n| art | Artillery |\n| mortar | Mortar |\n| med | Medical |\n| recon | Reconnaissance team |\n| uav | Unmanned Aerial Vehicle |\n| empty | Unknown |\n\nFor example, to set icon of enemy artillery, use prefix `o_` and type `art` to get `o_art` icon type.\n\nIcons are defined in *cfgGroupIcons* section."}],"categories":["Arma 2: Editor Modules","Arma 3: Editor Modules"],"groups":["Mission Editing"]},{"name":"Mission Design","title":"Mission Design","type":"topic","url":"https://community.bistudio.com/wiki/Mission_Design","revid":364466,"updated":"2024-05-16T20:41:51Z","aliases":[],"markdown":"Mission Design is an important aspect to consider in order to keep the player(s) entertained. **Arma is a game** after all!\n\nBut what makes a mission *enjoyable*? This page aims to define what players usually expect from a game:\n\n1. Wanting to play through the whole mission\n1. Seeing an effect to their actions\n1. In the end, having **a sense of accomplishment**.\n\n### Action/Reward\n\nThe meat of player's interest is here; an achieved goal must reward the player with an evolution: either a reward (new intel, less enemies, easier progress) or a scenario evolution (enemy counterattack, reinforcements incoming, radio update).\n\n### Mission Structure\n\n#### Gameplay Structure\n\n*PvP (DM/TDM/etc)*\n\nIn missions without scenario (or a very basic one), **fighting** is the main course.\nPlayers want to fight, battle, win over the other team. So firefight it is!\n\n> [!IMPORTANT]\n> When winning an objective, it is important to know that something has been achieved. If the action is not obvious by itself, use the HUD to inform the players.\n\n##### Balance\n\n***Balance*** is a bigger concern in these missions as a feeling of unfairness can kill the mood. Balance does not mean equal forces (e.g 1 airplane, 3 tanks and 20 soldiers each) but it should mean that with same-level players, the chances of winning is 50/50 (or 33.33/33.33/33.33 in the event of a tripartite scenario).\n\nIf forces are imbalanced, think of [GoldenEye (N64)](https://en.wikipedia.org/wiki/GoldenEye_007_(1997_video_game)) Golden Gun system: a player with an insta-kill weapon stood against all the other players, but had to reload after each shot.\nIn Arma this could be translated as one person having an assault helicopter with Air-to-Ground locking missiles, while all the other players have AA guns and try to take him down.\n\nAnother example of \"balanced imbalance\" would be high technology blufor forces outnumbered 2 to 1 by rusty AK47-equipped insurgents - the goal would then be to *Survive, Adapt, and Win*.\n\n##### Examples\n\n| Game Type | HUD | Information |\n|---|---|---|\n| DeathMatch | Top Score on the screen | N/A |\n| Team DeathMatch | Side's Score on the screen | N/A |\n| Capture The Flag | Side's Score on the screen | A Notification on flag taken/captured/dropped/picked up |\n| CTI | Side's Score on the screen | A Notification on city under attack/captured/lost |\n| Sector Control | Side's Score on the screen | A Notification on sector under attack/captured/lost |\n| Last Man | Number of Survivors on the screen | N/A |\n\n#### Narrative Structure\n\n*PvE (rarely PvP)* (SP/MP)\n\nThe basics are that most stories follow the [narrative structure](https://en.wikipedia.org/wiki/Narrative_structure), which can be boldly boiled down to the following step:\n\n|  |  |\n|---|---|\n| Initial Situation | - The initial situation does not have to be peaceful or positive<br>- Briefing can be used to provide some background without having to create it in-game |\n| Event<br>bringing imbalance to the situation | - The origin of it is not always coming from the designated or future enemy<br>- The event can or can not come from a player's action |\n| Actions and resulting events | - Actions can be taken against said event, but also (and/or) against its consequences |\n| *Dénouement* | *Dénouement* means the end of actions and situation evolution, it can be:<br>- A lead to solve the initial situation<br>- A way to escape it<br>- Reaching the goal set by it |\n| Ending | - Ending does not always mean problem resolution; it can be:<br>  - Reducing the damages provoked by event's consequences<br>  - Leaving the immediate danger<br>  - Solving the initial problem and getting everything back to normal. |\n\n> [!NOTE]\n> Scripting aside, The difference between Singleplayer and Multiplayer is the felt importance of **Cooperation**.\n\n##### Mission Goal\n\nWhile the *mission's* goal can remain hidden or obscure to the player(s), his *current* goal must be crystal clear. For example, the end goal of \"fighting back\" can remain hidden, but the first goal of \"patrol the camp\" must be made obvious so the player is not at loss and feels he has something to accomplish.\n\n##### Examples\n\n| Initial Situation | Event | Actions | Dénouement | Ending | Notes |\n|---|---|---|---|---|---|\n| During blufor/opfor war, a specops operation at night with the objective to blow up enemy tanks | N/A | **Player's role:** fulfilling the mission | Tanks are blown up | Extraction | This scenario may look bland, and should therefore focus on **immersion** and **achievement** |\n| During blufor/opfor war, a specops operation at night with the objective to blow up enemy tanks | While approaching, the alarm is raised because the opfor got some information about a night attack. | **Player's role:** fulfilling the mission while a sub-group goes and creates a diversion in another depot | Diversion is made, then tanks are blown up | Extraction | This additional event gives (the) player(s) the feeling to have influenced the story, making the **cooperation** feel useful |\n| Normal day | Enemies attack the base | Riposting, taking fire<br>**Player's role:** take strategical shooting positions and cover fellow soldiers | Killing/defeating all the enemies | Back to normal | Same as above, the scenario might be seen as too simple (\"defending\") and immersion should be prioritised |\n| Normal day | Nuclear attack | Panic, explosions, firefights<br>**Player's role:** survive | Getting to a long-range radio | HQ sends a team to extract the player | This whole scenario is based on player's survival |","sections":[{"heading":null,"level":1,"markdown":"Mission Design is an important aspect to consider in order to keep the player(s) entertained. **Arma is a game** after all!\n\nBut what makes a mission *enjoyable*? This page aims to define what players usually expect from a game:\n\n1. Wanting to play through the whole mission\n1. Seeing an effect to their actions\n1. In the end, having **a sense of accomplishment**."},{"heading":"Action/Reward","level":3,"markdown":"The meat of player's interest is here; an achieved goal must reward the player with an evolution: either a reward (new intel, less enemies, easier progress) or a scenario evolution (enemy counterattack, reinforcements incoming, radio update)."},{"heading":"Mission Structure","level":3,"markdown":""},{"heading":"Gameplay Structure","level":4,"markdown":"*PvP (DM/TDM/etc)*\n\nIn missions without scenario (or a very basic one), **fighting** is the main course.\nPlayers want to fight, battle, win over the other team. So firefight it is!\n\n> [!IMPORTANT]\n> When winning an objective, it is important to know that something has been achieved. If the action is not obvious by itself, use the HUD to inform the players."},{"heading":"Balance","level":5,"markdown":"***Balance*** is a bigger concern in these missions as a feeling of unfairness can kill the mood. Balance does not mean equal forces (e.g 1 airplane, 3 tanks and 20 soldiers each) but it should mean that with same-level players, the chances of winning is 50/50 (or 33.33/33.33/33.33 in the event of a tripartite scenario).\n\nIf forces are imbalanced, think of [GoldenEye (N64)](https://en.wikipedia.org/wiki/GoldenEye_007_(1997_video_game)) Golden Gun system: a player with an insta-kill weapon stood against all the other players, but had to reload after each shot.\nIn Arma this could be translated as one person having an assault helicopter with Air-to-Ground locking missiles, while all the other players have AA guns and try to take him down.\n\nAnother example of \"balanced imbalance\" would be high technology blufor forces outnumbered 2 to 1 by rusty AK47-equipped insurgents - the goal would then be to *Survive, Adapt, and Win*."},{"heading":"Examples","level":5,"markdown":"| Game Type | HUD | Information |\n|---|---|---|\n| DeathMatch | Top Score on the screen | N/A |\n| Team DeathMatch | Side's Score on the screen | N/A |\n| Capture The Flag | Side's Score on the screen | A Notification on flag taken/captured/dropped/picked up |\n| CTI | Side's Score on the screen | A Notification on city under attack/captured/lost |\n| Sector Control | Side's Score on the screen | A Notification on sector under attack/captured/lost |\n| Last Man | Number of Survivors on the screen | N/A |"},{"heading":"Narrative Structure","level":4,"markdown":"*PvE (rarely PvP)* (SP/MP)\n\nThe basics are that most stories follow the [narrative structure](https://en.wikipedia.org/wiki/Narrative_structure), which can be boldly boiled down to the following step:\n\n|  |  |\n|---|---|\n| Initial Situation | - The initial situation does not have to be peaceful or positive<br>- Briefing can be used to provide some background without having to create it in-game |\n| Event<br>bringing imbalance to the situation | - The origin of it is not always coming from the designated or future enemy<br>- The event can or can not come from a player's action |\n| Actions and resulting events | - Actions can be taken against said event, but also (and/or) against its consequences |\n| *Dénouement* | *Dénouement* means the end of actions and situation evolution, it can be:<br>- A lead to solve the initial situation<br>- A way to escape it<br>- Reaching the goal set by it |\n| Ending | - Ending does not always mean problem resolution; it can be:<br>  - Reducing the damages provoked by event's consequences<br>  - Leaving the immediate danger<br>  - Solving the initial problem and getting everything back to normal. |\n\n> [!NOTE]\n> Scripting aside, The difference between Singleplayer and Multiplayer is the felt importance of **Cooperation**."},{"heading":"Mission Goal","level":5,"markdown":"While the *mission's* goal can remain hidden or obscure to the player(s), his *current* goal must be crystal clear. For example, the end goal of \"fighting back\" can remain hidden, but the first goal of \"patrol the camp\" must be made obvious so the player is not at loss and feels he has something to accomplish."},{"heading":"Examples","level":5,"markdown":"| Initial Situation | Event | Actions | Dénouement | Ending | Notes |\n|---|---|---|---|---|---|\n| During blufor/opfor war, a specops operation at night with the objective to blow up enemy tanks | N/A | **Player's role:** fulfilling the mission | Tanks are blown up | Extraction | This scenario may look bland, and should therefore focus on **immersion** and **achievement** |\n| During blufor/opfor war, a specops operation at night with the objective to blow up enemy tanks | While approaching, the alarm is raised because the opfor got some information about a night attack. | **Player's role:** fulfilling the mission while a sub-group goes and creates a diversion in another depot | Diversion is made, then tanks are blown up | Extraction | This additional event gives (the) player(s) the feeling to have influenced the story, making the **cooperation** feel useful |\n| Normal day | Enemies attack the base | Riposting, taking fire<br>**Player's role:** take strategical shooting positions and cover fellow soldiers | Killing/defeating all the enemies | Back to normal | Same as above, the scenario might be seen as too simple (\"defending\") and immersion should be prioritised |\n| Normal day | Nuclear attack | Panic, explosions, firefights<br>**Player's role:** survive | Getting to a long-range radio | HQ sends a team to extract the player | This whole scenario is based on player's survival |"}],"categories":["Mission Editing"],"groups":["Mission Editing"]},{"name":"Mission Export","title":"Mission Export","type":"topic","url":"https://community.bistudio.com/wiki/Mission_Export","revid":336552,"updated":"2023-01-04T15:22:50Z","aliases":[],"markdown":"Two export methods are available, both with certain pros and cons.\n\n### Mission Format\n\nOlder export variant working since Arma: Cold War Assault. Mission PBO contains only mission folder itself and additional options are limited, e.g. you cannot have multiple missions in one file and in case you need mission specific addon, it has to be created separately.\n\nMultiplayer missions are sent by server to every connected user, occasionally leading to increased bandwidth. It's recommended not to use any large files (pictures, sounds, ...) to prevent it.\n\nFile itself is always named in following format\n\n```\n<mission name>.<world name>.pbo\n```\n\nExamples:\n\n```\nTopGun.abel.pbo\nSpyGame.Chernarus.pbo\nDomino.ProvingGrounds_PMC.pbo\n```\n\nWorld name matches the class in *CfgWorlds*.pbo\n\n#### Installation\n\nPut missions/campaigns in following folders or in folders of the same names in mod subfolders.\n\n##### Singleplayer Missions\n\n```\n%ROOT%\\Missions\n```\n\n##### Multiplayer Missions\n\n```\n%ROOT%\\MPMissions\n```\n\n##### Campaigns\n\n```\n%ROOT%\\Campaigns\n```\n\n#### Export\n\n##### Ingame\n\n1. When in mission editor, click on Save button.\n1. Select 'Export to single-missions' or 'Export to multiplayer missions', depending on type of your mission\n\nMission PBO was created in Missions or MPMissions folder in the game's root.\n\n- You can publish the mission directly from Editor in [Arma 3] to [Steam Workshop](http://steamcommunity.com/workshop/browse?appid=107410) . Click on the Steam icon and provide necessary data: name, description, tags and image.\n\n##### External\n\n1. Pack mission folder using BinPBO or other preferred packing tool.\n\n### Addon Format\n\nArmed Assault introduced mission export based on addon structure, giving designers more control of PBO structure.\nMissions or campaigns can be grouped in single PBO (like official missions) or with other supporting addons like new objects or functions.\n\nMultiplayer missions has to be installed before the game is run. No file size limitations exists.\n\n#### Installation\n\nPut missions/campaigns in following folder or in folder of the same names in mod subfolders.\n\n```\n%ROOT%\\Addons\n```\n\n#### Export\n\n1. Create folder with name of the addon (example: *MyMission*)\n1. Copy mission folder into the addon folder (example: *MyMission\\MissionFolder.World*)\n1. Create Config.cpp in addon folder with CfgPatches and CfgMissions classes (example: *MyMission\\config.cpp*)\n\n   ```cpp\n   class CfgPatches\n   {\n       class MyAddonClass\n       {\n           units[] = {};\n           weapons[] = {};\n           requiredVersion = 1.0;\n           requiredAddons[] = {};\n       };\n   };\n   class CfgMissions\n   {\n       class Missions\n       {\n           class MyMissionClass\n           {\n               directory = \"MyMission\\MissionFolder.World\";\n           };\n       };\n   };\n   ```\n1. Pack addon folder using BinPBO or other preferred packing tool. It's recommended **not** to binarize it.\n\n### Format Comparison\n\n| Feature | Mission Format | Addon Format |\n|---|---|---|\n| Ingame Export | ✓ | ✗ |\n| External Export | ✓ | ✓ |\n| Multiple missions in one file | ✗ | ✓ |\n| Custom addon in mission file | ✗ | ✓ |\n| Localized mission name | ✗ | ✓ |\n| Designer controlled subfolders | ✗ | ✓ |\n| User controlled subfolders | ✓ | ✗ |\n| Ingame download of MP mission | ✓ | ✗ |","sections":[{"heading":null,"level":1,"markdown":"Two export methods are available, both with certain pros and cons."},{"heading":"Mission Format","level":3,"markdown":"Older export variant working since Arma: Cold War Assault. Mission PBO contains only mission folder itself and additional options are limited, e.g. you cannot have multiple missions in one file and in case you need mission specific addon, it has to be created separately.\n\nMultiplayer missions are sent by server to every connected user, occasionally leading to increased bandwidth. It's recommended not to use any large files (pictures, sounds, ...) to prevent it.\n\nFile itself is always named in following format\n\n```\n<mission name>.<world name>.pbo\n```\n\nExamples:\n\n```\nTopGun.abel.pbo\nSpyGame.Chernarus.pbo\nDomino.ProvingGrounds_PMC.pbo\n```\n\nWorld name matches the class in *CfgWorlds*.pbo"},{"heading":"Installation","level":4,"markdown":"Put missions/campaigns in following folders or in folders of the same names in mod subfolders."},{"heading":"Singleplayer Missions","level":5,"markdown":"```\n%ROOT%\\Missions\n```"},{"heading":"Multiplayer Missions","level":5,"markdown":"```\n%ROOT%\\MPMissions\n```"},{"heading":"Campaigns","level":5,"markdown":"```\n%ROOT%\\Campaigns\n```"},{"heading":"Export","level":4,"markdown":""},{"heading":"Ingame","level":5,"markdown":"1. When in mission editor, click on Save button.\n1. Select 'Export to single-missions' or 'Export to multiplayer missions', depending on type of your mission\n\nMission PBO was created in Missions or MPMissions folder in the game's root.\n\n- You can publish the mission directly from Editor in [Arma 3] to [Steam Workshop](http://steamcommunity.com/workshop/browse?appid=107410) . Click on the Steam icon and provide necessary data: name, description, tags and image."},{"heading":"External","level":5,"markdown":"1. Pack mission folder using BinPBO or other preferred packing tool."},{"heading":"Addon Format","level":3,"markdown":"Armed Assault introduced mission export based on addon structure, giving designers more control of PBO structure.\nMissions or campaigns can be grouped in single PBO (like official missions) or with other supporting addons like new objects or functions.\n\nMultiplayer missions has to be installed before the game is run. No file size limitations exists."},{"heading":"Installation","level":4,"markdown":"Put missions/campaigns in following folder or in folder of the same names in mod subfolders.\n\n```\n%ROOT%\\Addons\n```"},{"heading":"Export","level":4,"markdown":"1. Create folder with name of the addon (example: *MyMission*)\n1. Copy mission folder into the addon folder (example: *MyMission\\MissionFolder.World*)\n1. Create Config.cpp in addon folder with CfgPatches and CfgMissions classes (example: *MyMission\\config.cpp*)\n\n   ```cpp\n   class CfgPatches\n   {\n       class MyAddonClass\n       {\n           units[] = {};\n           weapons[] = {};\n           requiredVersion = 1.0;\n           requiredAddons[] = {};\n       };\n   };\n   class CfgMissions\n   {\n       class Missions\n       {\n           class MyMissionClass\n           {\n               directory = \"MyMission\\MissionFolder.World\";\n           };\n       };\n   };\n   ```\n1. Pack addon folder using BinPBO or other preferred packing tool. It's recommended **not** to binarize it."},{"heading":"Format Comparison","level":3,"markdown":"| Feature | Mission Format | Addon Format |\n|---|---|---|\n| Ingame Export | ✓ | ✗ |\n| External Export | ✓ | ✓ |\n| Multiple missions in one file | ✗ | ✓ |\n| Custom addon in mission file | ✗ | ✓ |\n| Localized mission name | ✗ | ✓ |\n| Designer controlled subfolders | ✗ | ✓ |\n| User controlled subfolders | ✓ | ✗ |\n| Ingame download of MP mission | ✓ | ✗ |"}],"categories":["2D Editor"],"groups":["Mission Editing"]},{"name":"Mission Optimisation","title":"Mission Optimisation","type":"topic","url":"https://community.bistudio.com/wiki/Mission_Optimisation","revid":377936,"updated":"2026-01-11T16:56:35Z","aliases":[],"markdown":"> [!NOTE]\n> This page is about Mission Optimisation. For *scripting* optimisation, see Code Optimisation.\n\nThis article will try to be a general guide about improving your **mission's** performance.\nAs usual, moderation is the key; do not expect to find on this page a magical solution that makes it possible to run thousands of AI at 240 FPS.\nEverything comes at a cost, the tweaks here will simply allow you to locate issues and calibrate your mission properly.\n\n### Before Anything\n\nBefore optimising anything, make sure you do not have any performance issue running the game itself:\n\n- Read Arma 3: Performance Optimisation\n- Open the editor, place a unit in the area you like and test your computer.\n  - You can get current FPS in Arma 3 by going into **video options** or using diag_fps\n  - **Steam** allows you to display FPS in a screen corner, in *Settings > In game > FPS Counter*\n- Use (unofficial) Performance Guides to get better performances:\n  - [Arma 3 performance guide](https://steamcommunity.com/sharedfiles/filedetails/?id=1731305438)\n  - [Arma 2 performance guide](https://www.moddb.com/forum/thread/arma-2-ultimate-tweak-thread)\n  - [Armed Assault performance guide](https://forums.bohemia.net/forums/topic/50167-pc-optimization-for-arma/)\n- Play your mission in singleplayer. If your mission runs fine, its network messages might very well be the issue. See Multiplayer Scripting for good practice tips.\n- Usual bottlenecks:\n  - Lower your graphical settings (resolution, textures). If you get way better performances, at least your **GPU** limits you.\n  - If the game keeps having low FPS when running @ 1024×768/low textures then your CPU is most likely the issue. Mission scripts may be performance-hogging too.\n\n> [!IMPORTANT]\n> Please note that view distance (among other settings) impacts both GPU and CPU!\n\n> [!NOTE]\n> View distance can be separately set for each clients independently from the server's value through scripting.\n> This can make or break performance for the client.\n\n### Mission Creation\n\n- Be sure to create your scripts with the latest available commands and functions.\n  - In Arma 3 use remoteExec / remoteExecCall and **DITCH BIS_fnc_MP FOR GOOD!** See Arma 3: Remote Execution for more information.\n  - In Arma 2 network communication is done using the Arma 2: Multiplayer Framework.\n- Use the available frameworks and functions for each topic, unless you replace them by third-party ones:\n  - Arma 3: Respawn\n  - Arma 3: Revive\n  - Arma 3: Task Framework\n  - Arma 3: Animated Briefing\n  - Arma 3: Animated Opening\n  - Arma 3: Dynamic Groups\n  - Arma 3: Key Frame Animation\n  - and most importantly: Functions\n\n### Performance Impact Table\n\n> [!NOTE]\n> ● means a heavy impact on performance\n> ●\tmeans an average impact\n> ● means little to no performance impact.\n\n| Topic | CPU | GPU | Net-<br>work | Solution |\n|---|---|---|---|---|\n| **AI unit quantity** | ● | ● | ● | - Use Agents whenever possible<br>- The more units there are, the more network updates there will be - hence the impact on both CPU and network.<br>- If a client has a low-end machine, they should not lead a group of many AIs as these would then be locally computed.<br>- Arma 3: Dynamic Simulation allows you to freeze AI that are distant from players. Many distance settings should be set according to the mission.<br>> [!NOTE]<br>> If you own more than one average computer, you could consider Headless client to offload AI from the server. |\n| **Object quantity** | ● | ● | ● | The less objects, the more FPS you will have.<br>- Lower the quantity of objects in the mission, such as:<br>  - AI units, agents<br>  - vehicles, simple objects<br>  - weapon attachments (their proxies are attachedTo)<br>  - headgear, clothing, vests, backpacks<br>  - head-mounted devices (NVGs, etc.)<br>- Lower view distance<br>- Lower terrain details<br>- Lower the Dynamic Simulation threshold<br>- Use Simple Objects<br>- Use **Garbage Collection** in order to automatically delete bodies and wreckages:<br>  - Arma 3's Eden-integrated Garbage Collection<br>  - Arma 2's Garbage Collector<br>  - Take On Helicopters's BIS_fnc_GC<br>> [!NOTE]<br>> Only the *on-screen* objects will strongly impact the GPU. |\n| **General script mistakes** | ● | ● | ● | Having too many scripts running is a cause for severe performance issues and execution delays in singleplayer as well as multiplayer.<br>- You can track the number of running scripts using diag_activeScripts; you can also use:<br>  - diag_activeSQFScripts<br>  - diag_activeSQSScripts<br>  - diag_activeMissionFSMs<br>- A common bad practice is to spawn a function for each units that need it; the good practice would be to have a single script working with an array of units, array that is edited (unit added/removed) whenever needed:<br>  ```sqf<br>  { _x spawn _myCode; } forEach _units;    // bad<br>  _units spawn _myCode;                    // good<br>  ```<br>  You can use diag_activeSQFScripts to ensure you are not clogging your CPU with multiple instances of the same script.<br>- **Not compiling your scripts:** running multiple times the same script with execVM will make the game read the file every single time; This is an issue, especially if you execute it frequently.<br>  ```sqf<br>  while { sleep 5; alive player } do { player execVM \"myScript.sqf\"; };    // bad<br>  private _myScript = compile preprocessFileLineNumbers \"myScript.sqf\";<br>  while { sleep 5; alive player } do { player spawn _myScript; };            // better<br>  while { sleep 5; alive player } do { player spawn TAG_fnc_myScript; };    // perfect! see Functions<br>  ``` |\n| **High-frequency scripts** | ● | ● | ● | Checking a condition too often is usually a source of poor performance. Does your code execution need to be frame-perfect, or can you afford a delay of a few seconds?<br>- A while-loop checking without a minimum loop-sleep time is usually a sign of bad conception.<br>  ```sqf<br>  while { true }                        // bad if you do not know what you are doing<br>  while { alive player }                // better<br>  while { sleep 1 ; alive player }    // perfect<br>  ```<br>- By default, Triggers check their set condition **every 0.5 second**. If a large area is covered or condition code is too complex, this can become an issue; the triggers should then be converted to scripts if possible. Since Arma 3 v2.00 it is possible to change trigger intervals, either via trigger attributes in 3DEN, or via the scripting command setTriggerInterval.<br>- Triggers can be made **Server-Side only** to save clients' resources.<br>> [!IMPORTANT]<br>> All of the mission-related calculation (objectives, completion distance, etc.) must be done **server-side**. Local effects should be calculated **client-side**. |\n| **High-frequency network messages** | ● | ● | ● | - Use publicVariable wisely; for specific cases, consider publicVariableServer / publicVariableClient<br>- Creating units/vehicles globally implies a network synchronisation, keep them to a minimum / at one-point in the mission.<br>- Keep global effect commands to a minimum:<br>  - e.g a setPos will synchronise the unit position to every client, a good practice is to use these commands punctually. If you need a frequent \"set position\" you may want to look at attachTo depending on your usage.<br>  - global marker commands always send *all* the marker's information. If you are creating/updating many markers e.g server-side, edit them with local commands, except the last one (that will be global) to send the whole marker's status over the network, once.<br>- Lower client's view distance in order to lessen its object position update requests |\n| **Unscheduled code** | ● | ● | ● | Unscheduled code can have a high impact on the framerate, as such code is not subject to the scheduler's management (as its name suggests) and will run without limitation. Cyclic unscheduled low-performance code can make the game unplayable, up to freezing it.<br>- As only time-critical scripts should run unscheduled, spawn any other code from unscheduled environment once you have the required results:<br>  ```sqf<br>  /* ... */ // unscheduled code<br>  [_var1, _var2] spawn TAG_fnc_MyFunction;<br>  /* ... */ // other unscheduled code<br>  ```<br>> [!NOTE]<br>> See also Scheduler - Where code starts unscheduled. |\n\n### What Else?\n\nIf you have applied all these recommendations and your mission still does not run well in multiplayer (but does in singleplayer),\nit might be caused by **mods** that you are running which could be badly, or not at all, optimised.\n\nIf you want to be sure, run the same mission with and without mods. If you have a big difference in performance, look no further.\n\n### Performance Diagnostic Tools\n\n#### Server Commands\n\n- #monitor 5\n  - Shows performance information of the server. Interval 0 means to stop monitoring.\n- #monitords 5\n  - Shows performance information in the dedicated server console. Interval 0 means to stop monitoring. (since Arma 3 v1.64)\n\n#### Diagnostic Commands\n\n- Diag. commands only available in Diagnostic Branch\n- Diag. command available in all builds\n\n### See Also\n\n- Multiplayer Scripting\n- Code Optimisation\n- Code Best Practices\n- Performance Profiling\n- Dedmen's ArmaScriptProfiler ([forum post](https://forums.bohemia.net/forums/topic/211626-arma-script-profiler/))","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> This page is about Mission Optimisation. For *scripting* optimisation, see Code Optimisation.\n\nThis article will try to be a general guide about improving your **mission's** performance.\nAs usual, moderation is the key; do not expect to find on this page a magical solution that makes it possible to run thousands of AI at 240 FPS.\nEverything comes at a cost, the tweaks here will simply allow you to locate issues and calibrate your mission properly."},{"heading":"Before Anything","level":3,"markdown":"Before optimising anything, make sure you do not have any performance issue running the game itself:\n\n- Read Arma 3: Performance Optimisation\n- Open the editor, place a unit in the area you like and test your computer.\n  - You can get current FPS in Arma 3 by going into **video options** or using diag_fps\n  - **Steam** allows you to display FPS in a screen corner, in *Settings > In game > FPS Counter*\n- Use (unofficial) Performance Guides to get better performances:\n  - [Arma 3 performance guide](https://steamcommunity.com/sharedfiles/filedetails/?id=1731305438)\n  - [Arma 2 performance guide](https://www.moddb.com/forum/thread/arma-2-ultimate-tweak-thread)\n  - [Armed Assault performance guide](https://forums.bohemia.net/forums/topic/50167-pc-optimization-for-arma/)\n- Play your mission in singleplayer. If your mission runs fine, its network messages might very well be the issue. See Multiplayer Scripting for good practice tips.\n- Usual bottlenecks:\n  - Lower your graphical settings (resolution, textures). If you get way better performances, at least your **GPU** limits you.\n  - If the game keeps having low FPS when running @ 1024×768/low textures then your CPU is most likely the issue. Mission scripts may be performance-hogging too.\n\n> [!IMPORTANT]\n> Please note that view distance (among other settings) impacts both GPU and CPU!\n\n> [!NOTE]\n> View distance can be separately set for each clients independently from the server's value through scripting.\n> This can make or break performance for the client."},{"heading":"Mission Creation","level":3,"markdown":"- Be sure to create your scripts with the latest available commands and functions.\n  - In Arma 3 use remoteExec / remoteExecCall and **DITCH BIS_fnc_MP FOR GOOD!** See Arma 3: Remote Execution for more information.\n  - In Arma 2 network communication is done using the Arma 2: Multiplayer Framework.\n- Use the available frameworks and functions for each topic, unless you replace them by third-party ones:\n  - Arma 3: Respawn\n  - Arma 3: Revive\n  - Arma 3: Task Framework\n  - Arma 3: Animated Briefing\n  - Arma 3: Animated Opening\n  - Arma 3: Dynamic Groups\n  - Arma 3: Key Frame Animation\n  - and most importantly: Functions"},{"heading":"Performance Impact Table","level":3,"markdown":"> [!NOTE]\n> ● means a heavy impact on performance\n> ●\tmeans an average impact\n> ● means little to no performance impact.\n\n| Topic | CPU | GPU | Net-<br>work | Solution |\n|---|---|---|---|---|\n| **AI unit quantity** | ● | ● | ● | - Use Agents whenever possible<br>- The more units there are, the more network updates there will be - hence the impact on both CPU and network.<br>- If a client has a low-end machine, they should not lead a group of many AIs as these would then be locally computed.<br>- Arma 3: Dynamic Simulation allows you to freeze AI that are distant from players. Many distance settings should be set according to the mission.<br>> [!NOTE]<br>> If you own more than one average computer, you could consider Headless client to offload AI from the server. |\n| **Object quantity** | ● | ● | ● | The less objects, the more FPS you will have.<br>- Lower the quantity of objects in the mission, such as:<br>  - AI units, agents<br>  - vehicles, simple objects<br>  - weapon attachments (their proxies are attachedTo)<br>  - headgear, clothing, vests, backpacks<br>  - head-mounted devices (NVGs, etc.)<br>- Lower view distance<br>- Lower terrain details<br>- Lower the Dynamic Simulation threshold<br>- Use Simple Objects<br>- Use **Garbage Collection** in order to automatically delete bodies and wreckages:<br>  - Arma 3's Eden-integrated Garbage Collection<br>  - Arma 2's Garbage Collector<br>  - Take On Helicopters's BIS_fnc_GC<br>> [!NOTE]<br>> Only the *on-screen* objects will strongly impact the GPU. |\n| **General script mistakes** | ● | ● | ● | Having too many scripts running is a cause for severe performance issues and execution delays in singleplayer as well as multiplayer.<br>- You can track the number of running scripts using diag_activeScripts; you can also use:<br>  - diag_activeSQFScripts<br>  - diag_activeSQSScripts<br>  - diag_activeMissionFSMs<br>- A common bad practice is to spawn a function for each units that need it; the good practice would be to have a single script working with an array of units, array that is edited (unit added/removed) whenever needed:<br>  ```sqf<br>  { _x spawn _myCode; } forEach _units;    // bad<br>  _units spawn _myCode;                    // good<br>  ```<br>  You can use diag_activeSQFScripts to ensure you are not clogging your CPU with multiple instances of the same script.<br>- **Not compiling your scripts:** running multiple times the same script with execVM will make the game read the file every single time; This is an issue, especially if you execute it frequently.<br>  ```sqf<br>  while { sleep 5; alive player } do { player execVM \"myScript.sqf\"; };    // bad<br>  private _myScript = compile preprocessFileLineNumbers \"myScript.sqf\";<br>  while { sleep 5; alive player } do { player spawn _myScript; };            // better<br>  while { sleep 5; alive player } do { player spawn TAG_fnc_myScript; };    // perfect! see Functions<br>  ``` |\n| **High-frequency scripts** | ● | ● | ● | Checking a condition too often is usually a source of poor performance. Does your code execution need to be frame-perfect, or can you afford a delay of a few seconds?<br>- A while-loop checking without a minimum loop-sleep time is usually a sign of bad conception.<br>  ```sqf<br>  while { true }                        // bad if you do not know what you are doing<br>  while { alive player }                // better<br>  while { sleep 1 ; alive player }    // perfect<br>  ```<br>- By default, Triggers check their set condition **every 0.5 second**. If a large area is covered or condition code is too complex, this can become an issue; the triggers should then be converted to scripts if possible. Since Arma 3 v2.00 it is possible to change trigger intervals, either via trigger attributes in 3DEN, or via the scripting command setTriggerInterval.<br>- Triggers can be made **Server-Side only** to save clients' resources.<br>> [!IMPORTANT]<br>> All of the mission-related calculation (objectives, completion distance, etc.) must be done **server-side**. Local effects should be calculated **client-side**. |\n| **High-frequency network messages** | ● | ● | ● | - Use publicVariable wisely; for specific cases, consider publicVariableServer / publicVariableClient<br>- Creating units/vehicles globally implies a network synchronisation, keep them to a minimum / at one-point in the mission.<br>- Keep global effect commands to a minimum:<br>  - e.g a setPos will synchronise the unit position to every client, a good practice is to use these commands punctually. If you need a frequent \"set position\" you may want to look at attachTo depending on your usage.<br>  - global marker commands always send *all* the marker's information. If you are creating/updating many markers e.g server-side, edit them with local commands, except the last one (that will be global) to send the whole marker's status over the network, once.<br>- Lower client's view distance in order to lessen its object position update requests |\n| **Unscheduled code** | ● | ● | ● | Unscheduled code can have a high impact on the framerate, as such code is not subject to the scheduler's management (as its name suggests) and will run without limitation. Cyclic unscheduled low-performance code can make the game unplayable, up to freezing it.<br>- As only time-critical scripts should run unscheduled, spawn any other code from unscheduled environment once you have the required results:<br>  ```sqf<br>  /* ... */ // unscheduled code<br>  [_var1, _var2] spawn TAG_fnc_MyFunction;<br>  /* ... */ // other unscheduled code<br>  ```<br>> [!NOTE]<br>> See also Scheduler - Where code starts unscheduled. |"},{"heading":"What Else?","level":3,"markdown":"If you have applied all these recommendations and your mission still does not run well in multiplayer (but does in singleplayer),\nit might be caused by **mods** that you are running which could be badly, or not at all, optimised.\n\nIf you want to be sure, run the same mission with and without mods. If you have a big difference in performance, look no further."},{"heading":"Performance Diagnostic Tools","level":3,"markdown":""},{"heading":"Server Commands","level":4,"markdown":"- #monitor 5\n  - Shows performance information of the server. Interval 0 means to stop monitoring.\n- #monitords 5\n  - Shows performance information in the dedicated server console. Interval 0 means to stop monitoring. (since Arma 3 v1.64)"},{"heading":"Diagnostic Commands","level":4,"markdown":"- Diag. commands only available in Diagnostic Branch\n- Diag. command available in all builds"},{"heading":"See Also","level":3,"markdown":"- Multiplayer Scripting\n- Code Optimisation\n- Code Best Practices\n- Performance Profiling\n- Dedmen's ArmaScriptProfiler ([forum post](https://forums.bohemia.net/forums/topic/211626-arma-script-profiler/))"}],"categories":["Arma Scripting Tutorials"],"groups":["Scripting"]},{"name":"Mission Parameters","title":"Mission Parameters","type":"topic","url":"https://community.bistudio.com/wiki/Mission_Parameters","revid":364570,"updated":"2024-05-17T12:36:05Z","aliases":["Arma 3 Mission Parameters","Arma 3: Mission Parameters","param1","param2","paramsArray"],"markdown":"Mission parameters are integer values that are passed to the mission at the beginning and which are used by the mission designer to customise user experience accordingly.\nThe parameters are set in description.ext.\nThey can also be either manually altered by a dedicated server admin or host during ROLE ASSIGNMENT in MP lobby from available parameters menu or by including override values in dedicated server config server config.\nIn short:\n\n- Mission maker can set up a list of parameters for the game and set default values for each\n- Server admin or host can change default values by selecting different options from provided parameters menu\n- Server owner can additionally override the default values in server config for each mission separately\n\nIn any case, a person selecting parameters from parameters menu at the beginning of the mission has the final say what those options will be.\n\nSince Arma 3 v2.18 it is possible to deactivate automatic parameter initialization in **singleplayer** by setting `BIS_fnc_initParams_skip` to true in preInit.\n\n### Param Types\n\nThere are 2 types of parameters, primary and secondary. While primary parameters are inherited from earlier versions of Arma, they are still valid and recognised by the engine.\n\n#### Primary Params\n\nPrimary parameters were introduced with **Arma: Cold War Assault / Operation Flashpoint**. They are also known as **param1** and **param2**. They are defined in the following way in description.ext, for example:\n\n```cpp\ntitleParam1 = \"Time limit:\";\ntextsParam1[] = { \"Unlimited\", \"5 min\", \"10 min\", \"15 min\" };\nvaluesParam1[] = { 0, 300, 600, 900 };\ndefValueParam1 = 900;\n\ntitleParam2 = \"Score to win:\";\ntextsParam2[] = { \"Don't keep score\", \"50\", \"100\", \"150\" };\nvaluesParam2[] = { 0, 50, 100, 150 };\ndefValueParam2 = 50;\n```\n\nHere is some info about each entry and what it means:\n\n- *titleParam* - This is the title that will be displayed in parameters menu available to server admin or host at ROLE ASSIGNMENT\n- *textsParam* - These are options presented to the server admin or host when they double click on the title in the parameters menu\n- *valuesParam* - These are the actual param values for each of the text options, that will be passed to the mission accordingly to chosen option\n- *defValueParam* - This is default option which would be passed to the mission if no selection was made. It **must** match one of the *valuesParam* values\n\nThe chosen option value will be stored in **param1** or **param2** variable (respectfully) and then broadcast to everyone as publicVariable. As mentioned before, *defValueParam* value can be overridden from the server config. Here is an example of such override for both params in server config:\n\n```cpp\nclass Missions\n{\n    class Mission1\n    {\n        template = \"Mission1.Altis\";\n        difficulty = \"Veteran\";\n        param1 = 600;\n        param2 = 100;\n    };\n};\n```\n\nAs with *defValueParam* provided override values **must** match one of the *valuesParam* values. The logged admin during ROLE ASSIGNMENT phase can still override even server override by selecting an option from parameters UI.\n\n> [!IMPORTANT]\n> Try to **avoid using Primary Params** in **Arma 2 v1.03** and above and use **Secondary Params** instead!\n\n#### Secondary Params (Arma 2 v1.03)\n\nSecondary params were introduced with **Arma 2 v1.03**. You can think of the secondary params as primary params extended and wrapped in a class called *Params*:\n\n```cpp\nclass Params\n{\n    class name1\n    {\n        title = \"Item 1\";\n        texts[] = { \"One\", \"Two\", \"Three\" };\n        values[] = { 1, 2, 3 };\n        default = 1;\n    };\n\n    class name2\n    {\n        title = \"Item 2\";\n        texts[] = { \"Ten\", \"Twenty\", \"Thirty\" };\n        values[] = { 10, 20, 30 };\n        default = 20;\n    };\n\n    class name3\n    {\n        title = \"Item 3\";\n        texts[] = { \"One Hundred\", \"Two Hundred\", \"Three Hundred\" };\n        values[] = { 100, 200, 300 };\n        default = 300;\n    };\n};\n```\n\nAs you can see the structure is the same, but the names of the entries are slightly different, but consistently different (apart from *default*):\n\n- *title* - (same as *titleParam*) - This is the title that will be displayed in parameters menu available to server admin or host at ROLE ASSIGNMENT\n- *texts* - (same as *textsParam*) - These are options presented to the server admin or host when they double click on the title in the parameters menu\n- *values* - (same as *valuesParam*) - These are the actual (numerical) param values for each of the text options, that will be passed to the mission accordingly to chosen option\n\n  > [!NOTE]\n  > **Arma 3:** Since Arma 3, *values* can only be integers (0, 1, 42, -33). Before it, floats were accepted (1.25, 17.2, etc).\n- *default* - (same as *defValueParam*) - This is default option which would be passed to the mission if no selection was made. It **must** match one of the *values* values\n\nThe chosen options values will be stored in **paramsArray** variable, in the order of appearance in the *Params* class and then broadcast to everyone as publicVariable.\nAs with primary params, the *default* value can be overridden from the server config using class names of the defined params. Here is an example of such override in server config:\n\n```cpp\nclass Missions\n{\n    class Mission1\n    {\n        template = \"Mission1.Altis\";\n        difficulty = \"Veteran\";\n        class Params\n        {\n            name1 = 2;\n            name2 = 30;\n            name3 = 100;\n        };\n    };\n};\n```\n\nAs override values provided **must** match one of the *values* values. The logged admin during ROLE ASSIGNMENT phase can still override the server override by selecting options from parameters UI manually.\n\n> [!WARNING]\n> You should be careful when using both primary and secondary params in the same mission as **paramsArray** in this case will contain both types of parameters.\n>\n> For example, if just secondary params used from the example above, **paramsArray** would look something like this: [1,20,300].\n>\n> However if both types are used at the same time, **paramsArray** will look something like this: [900,50,1,20,30]. The primary params are added in front of the secondary params in **paramsArray**.\n\n### Mission Implementation\n\nAs pointed out, params are just values that are passed over to the mission. In order to retrieve passed param value in mission use BIS_fnc_getParamValue function. For example to retrieve mission param *name2*:\n\n```sqf\n_param = [\"name2\", -1] call BIS_fnc_getParamValue;\n```\n\nThis should return 20 (in default example above) or -1 if no param with this name is found. This method is good to be used in other scripts, but there is even better way of setting mission params at the start of the mission.\nYou can instruct the game to run a function or a script of your choice automatically by including it in the secondary *Params* config. Note that it is not possible to do with primary params.\nFor example:\n\n```cpp\nclass Params\n{\n    class Daytime\n    {\n        title = \"Time\";\n        texts[] = { \"Morning\", \"Day\", \"Evening\", \"Night\" };\n        values[] = { 6, 12, 18, 0 };\n        default = 12;\n        function = \"BIS_fnc_paramDaytime\";\n    };\n};\n```\n\nThe BIS_fnc_paramDaytime function will be executed on mission start on the server. It will also receive current value of the parameter *Daytime* as an argument in `_this select 0`.\nYou can also instruct the game to execute a script file instead and not just on server but on every client including the JIP clients:\n\n```cpp\nclass Params\n{\n    class ViewDistance\n    {\n        title = \"View distance (in metres)\";\n        values[] = { 500, 1000, 2000, 5000 };\n        default = 1000;\n        file = \"setViewDistance.sqf\";\n        isGlobal = 1;\n    };\n};\n```\n\nThe *setViewDistance.sqf* script will be compiled and called globally (`isGlobal = 1;`) on **every client including server** and param value is passed to it in `_this select 0`.\nIf for some weird reason you have both *function* and *file* entries, the priority is given to *function*.\n\n#### Available Templates\n\n**Arma 3** introduces a framework for defining commonly used params (e.g., time of the day or mission duration), which can be shared across multiple missions.\nOnce included in description.ext, they will initialize automatically. Some of them can be further customized using specific macros.\n\n> [!WARNING]\n> Make sure that include path to a3 mod has leading backslash (\\) `#include \"\\a3\\functions_f\\Params\\paramCountdown.hpp\"`.\n\n> [!IMPORTANT]\n> Param templates **do not** work with PBO missions manually copied to MPMissions folder. Unpacked missions, Steam missions and missions which are part of an addon works correctly.\n\n| File | Description | Optional variables |\n|---|---|---|\n| `\"\\a3\\functions_f\\Params\\paramCountdown.hpp\"`<br>`\"\\a3\\functions_f\\Params\\paramCountdownNoDisabled.hpp\"` | Set mission countdown (in seconds)<br>The \"NoDisabled\" version has no \"disabled\" option, and will pick the middle option by default. | ```cpp<br>#define COUNTDOWN_MIN        600<br>#define COUNTDOWN_MAX        3600<br>#define COUNTDOWN_DEFAULT    -1<br>``` |\n| `\"\\a3\\functions_f\\Params\\paramDaytimeHour.hpp\"` | Set starting hour, options are represented by whole hours | ```cpp<br>// can be any integer between 0 and 23<br>#define DAYTIMEHOUR_DEFAULT    19<br>``` |\n| `\"\\a3\\functions_f\\Params\\paramDaytimePeriod.hpp\"` | Set starting hour, options are described by words | ```cpp<br>// can be 0, 6, 12 or 18<br>#define DAYTIMEPERIOD_DEFAULT    12<br>``` |\n| `\"\\a3\\functions_f\\Params\\paramDebugConsole.hpp\"` | Allow debug console for server host or logged in admin | ```cpp<br>// 0 (disabled) or 1 (enabled)<br>#define DEBUGCONSOLE_DEFAULT    1<br>``` |\n| `\"\\a3\\functions_f\\Params\\paramGuerFriendly.hpp\"` | Set to whom will independent side be friendly | ```cpp<br>// can be any -1 (Nobody}, 0 (OPFOR), 1 (BLUFOR) or 2 (Everybody)<br>#define GUERFRIENDLY_DEFAULT    -1<br>``` |\n| `\"\\a3\\functions_f\\Params\\paramRespawnTickets.hpp\"`<br>`\"\\a3\\functions_f\\Params\\paramRespawnTicketsNoDisabled.hpp\"` | Set respawn tickets for all sides<br>The \"NoDisabled\" version has no \"disabled\" option, and will pick the middle option by default. | ```cpp<br>#define TICKETS_MIN            100<br>#define TICKETS_MAX            1100<br>#define TICKETS_DEFAULT        -1<br>``` |\n| `\"\\a3\\functions_f\\Params\\paramWeather.hpp\"` | Set default weather | ```cpp<br>// can be 0 (sunny), 25, 50, 75 or 100 (storm))<br>#define WEATHER_DEFAULT        75<br>``` |\n| `\"\\a3\\Functions_F_MP_Mark\\Params\\paramTimeAcceleration.hpp\"` | Sets a time multiplier for in-game time. See setTimeMultiplier | ```cpp<br>// can be x1, x2, x5, x10 or x20<br>#define TIMEACCELERATION_DEFAULT    10<br>``` |\n| `\"\\a3\\Functions_F_Heli\\Params\\paramViewDistance.hpp\"` | Set rendering distance, in meters. See setViewDistance | ```cpp<br>#define VIEW_DISTANCE_MIN        1500<br>#define VIEW_DISTANCE_MAX        4000<br>#define VIEW_DISTANCE_DEFAULT    2000<br>``` |\n| `\"\\a3\\Functions_F\\Params\\paramRevive.hpp\"` | Set various revive related options Arma 3: Revive | N/A |\n\n```cpp\nclass Params\n{\n    #define COUNTDOWN_MIN 600\n    #define COUNTDOWN_MAX 3600\n    #define COUNTDOWN_DEFAULT -1\n    #include \"\\a3\\functions_f\\Params\\paramCountdown.hpp\"\n\n    #define DAYTIMEHOUR_DEFAULT 19\n    #include \"\\a3\\functions_f\\Params\\paramDaytimeHour.hpp\"\n\n    // #define DAYTIMEPERIOD_DEFAULT 12\n    // #include \"\\a3\\functions_f\\Params\\paramDaytimePeriod.hpp\"\n\n    #define DEBUGCONSOLE_DEFAULT 1\n    #include \"\\a3\\functions_f\\Params\\paramDebugConsole.hpp\"\n\n    #define GUERFRIENDLY_DEFAULT -1\n    #include \"\\a3\\functions_f\\Params\\paramGuerFriendly.hpp\"\n\n    #define TICKETS_MIN 100\n    #define TICKETS_MAX    1100\n    #define TICKETS_DEFAULT    -1\n    #include \"\\a3\\functions_f\\Params\\paramRespawnTickets.hpp\"\n\n    #define WEATHER_DEFAULT    40\n    #include \"\\a3\\functions_f\\Params\\paramWeather.hpp\"\n\n    #define TIMEACCELERATION_DEFAULT 10\n    #include \"\\a3\\Functions_F_MP_Mark\\Params\\paramTimeAcceleration.hpp\"\n\n    #define VIEW_DISTANCE_MIN 1500\n    #define VIEW_DISTANCE_MAX 4000\n    #define VIEW_DISTANCE_DEFAULT 2000\n    #include \"\\a3\\Functions_F_Heli\\Params\\paramViewDistance.hpp\"\n\n    #include \"\\a3\\Functions_F\\Params\\paramRevive.hpp\"\n};\n```\n\n### Extraction\n\nThe link below offers a script allowing to extract mission parameters in Description.ext format.\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.\n\n### See Also\n\n- Description.ext - Mission Parameters\n- BIS_fnc_getParamValue\n- BIS_fnc_storeParamsValues\n- getMissionConfigValue\n- getMissionConfig","sections":[{"heading":null,"level":1,"markdown":"Mission parameters are integer values that are passed to the mission at the beginning and which are used by the mission designer to customise user experience accordingly.\nThe parameters are set in description.ext.\nThey can also be either manually altered by a dedicated server admin or host during ROLE ASSIGNMENT in MP lobby from available parameters menu or by including override values in dedicated server config server config.\nIn short:\n\n- Mission maker can set up a list of parameters for the game and set default values for each\n- Server admin or host can change default values by selecting different options from provided parameters menu\n- Server owner can additionally override the default values in server config for each mission separately\n\nIn any case, a person selecting parameters from parameters menu at the beginning of the mission has the final say what those options will be.\n\nSince Arma 3 v2.18 it is possible to deactivate automatic parameter initialization in **singleplayer** by setting `BIS_fnc_initParams_skip` to true in preInit."},{"heading":"Param Types","level":3,"markdown":"There are 2 types of parameters, primary and secondary. While primary parameters are inherited from earlier versions of Arma, they are still valid and recognised by the engine."},{"heading":"Primary Params","level":4,"markdown":"Primary parameters were introduced with **Arma: Cold War Assault / Operation Flashpoint**. They are also known as **param1** and **param2**. They are defined in the following way in description.ext, for example:\n\n```cpp\ntitleParam1 = \"Time limit:\";\ntextsParam1[] = { \"Unlimited\", \"5 min\", \"10 min\", \"15 min\" };\nvaluesParam1[] = { 0, 300, 600, 900 };\ndefValueParam1 = 900;\n\ntitleParam2 = \"Score to win:\";\ntextsParam2[] = { \"Don't keep score\", \"50\", \"100\", \"150\" };\nvaluesParam2[] = { 0, 50, 100, 150 };\ndefValueParam2 = 50;\n```\n\nHere is some info about each entry and what it means:\n\n- *titleParam* - This is the title that will be displayed in parameters menu available to server admin or host at ROLE ASSIGNMENT\n- *textsParam* - These are options presented to the server admin or host when they double click on the title in the parameters menu\n- *valuesParam* - These are the actual param values for each of the text options, that will be passed to the mission accordingly to chosen option\n- *defValueParam* - This is default option which would be passed to the mission if no selection was made. It **must** match one of the *valuesParam* values\n\nThe chosen option value will be stored in **param1** or **param2** variable (respectfully) and then broadcast to everyone as publicVariable. As mentioned before, *defValueParam* value can be overridden from the server config. Here is an example of such override for both params in server config:\n\n```cpp\nclass Missions\n{\n    class Mission1\n    {\n        template = \"Mission1.Altis\";\n        difficulty = \"Veteran\";\n        param1 = 600;\n        param2 = 100;\n    };\n};\n```\n\nAs with *defValueParam* provided override values **must** match one of the *valuesParam* values. The logged admin during ROLE ASSIGNMENT phase can still override even server override by selecting an option from parameters UI.\n\n> [!IMPORTANT]\n> Try to **avoid using Primary Params** in **Arma 2 v1.03** and above and use **Secondary Params** instead!"},{"heading":"Secondary Params (Arma 2 v1.03)","level":4,"markdown":"Secondary params were introduced with **Arma 2 v1.03**. You can think of the secondary params as primary params extended and wrapped in a class called *Params*:\n\n```cpp\nclass Params\n{\n    class name1\n    {\n        title = \"Item 1\";\n        texts[] = { \"One\", \"Two\", \"Three\" };\n        values[] = { 1, 2, 3 };\n        default = 1;\n    };\n\n    class name2\n    {\n        title = \"Item 2\";\n        texts[] = { \"Ten\", \"Twenty\", \"Thirty\" };\n        values[] = { 10, 20, 30 };\n        default = 20;\n    };\n\n    class name3\n    {\n        title = \"Item 3\";\n        texts[] = { \"One Hundred\", \"Two Hundred\", \"Three Hundred\" };\n        values[] = { 100, 200, 300 };\n        default = 300;\n    };\n};\n```\n\nAs you can see the structure is the same, but the names of the entries are slightly different, but consistently different (apart from *default*):\n\n- *title* - (same as *titleParam*) - This is the title that will be displayed in parameters menu available to server admin or host at ROLE ASSIGNMENT\n- *texts* - (same as *textsParam*) - These are options presented to the server admin or host when they double click on the title in the parameters menu\n- *values* - (same as *valuesParam*) - These are the actual (numerical) param values for each of the text options, that will be passed to the mission accordingly to chosen option\n\n  > [!NOTE]\n  > **Arma 3:** Since Arma 3, *values* can only be integers (0, 1, 42, -33). Before it, floats were accepted (1.25, 17.2, etc).\n- *default* - (same as *defValueParam*) - This is default option which would be passed to the mission if no selection was made. It **must** match one of the *values* values\n\nThe chosen options values will be stored in **paramsArray** variable, in the order of appearance in the *Params* class and then broadcast to everyone as publicVariable.\nAs with primary params, the *default* value can be overridden from the server config using class names of the defined params. Here is an example of such override in server config:\n\n```cpp\nclass Missions\n{\n    class Mission1\n    {\n        template = \"Mission1.Altis\";\n        difficulty = \"Veteran\";\n        class Params\n        {\n            name1 = 2;\n            name2 = 30;\n            name3 = 100;\n        };\n    };\n};\n```\n\nAs override values provided **must** match one of the *values* values. The logged admin during ROLE ASSIGNMENT phase can still override the server override by selecting options from parameters UI manually.\n\n> [!WARNING]\n> You should be careful when using both primary and secondary params in the same mission as **paramsArray** in this case will contain both types of parameters.\n>\n> For example, if just secondary params used from the example above, **paramsArray** would look something like this: [1,20,300].\n>\n> However if both types are used at the same time, **paramsArray** will look something like this: [900,50,1,20,30]. The primary params are added in front of the secondary params in **paramsArray**."},{"heading":"Mission Implementation","level":3,"markdown":"As pointed out, params are just values that are passed over to the mission. In order to retrieve passed param value in mission use BIS_fnc_getParamValue function. For example to retrieve mission param *name2*:\n\n```sqf\n_param = [\"name2\", -1] call BIS_fnc_getParamValue;\n```\n\nThis should return 20 (in default example above) or -1 if no param with this name is found. This method is good to be used in other scripts, but there is even better way of setting mission params at the start of the mission.\nYou can instruct the game to run a function or a script of your choice automatically by including it in the secondary *Params* config. Note that it is not possible to do with primary params.\nFor example:\n\n```cpp\nclass Params\n{\n    class Daytime\n    {\n        title = \"Time\";\n        texts[] = { \"Morning\", \"Day\", \"Evening\", \"Night\" };\n        values[] = { 6, 12, 18, 0 };\n        default = 12;\n        function = \"BIS_fnc_paramDaytime\";\n    };\n};\n```\n\nThe BIS_fnc_paramDaytime function will be executed on mission start on the server. It will also receive current value of the parameter *Daytime* as an argument in `_this select 0`.\nYou can also instruct the game to execute a script file instead and not just on server but on every client including the JIP clients:\n\n```cpp\nclass Params\n{\n    class ViewDistance\n    {\n        title = \"View distance (in metres)\";\n        values[] = { 500, 1000, 2000, 5000 };\n        default = 1000;\n        file = \"setViewDistance.sqf\";\n        isGlobal = 1;\n    };\n};\n```\n\nThe *setViewDistance.sqf* script will be compiled and called globally (`isGlobal = 1;`) on **every client including server** and param value is passed to it in `_this select 0`.\nIf for some weird reason you have both *function* and *file* entries, the priority is given to *function*."},{"heading":"Available Templates","level":4,"markdown":"**Arma 3** introduces a framework for defining commonly used params (e.g., time of the day or mission duration), which can be shared across multiple missions.\nOnce included in description.ext, they will initialize automatically. Some of them can be further customized using specific macros.\n\n> [!WARNING]\n> Make sure that include path to a3 mod has leading backslash (\\) `#include \"\\a3\\functions_f\\Params\\paramCountdown.hpp\"`.\n\n> [!IMPORTANT]\n> Param templates **do not** work with PBO missions manually copied to MPMissions folder. Unpacked missions, Steam missions and missions which are part of an addon works correctly.\n\n| File | Description | Optional variables |\n|---|---|---|\n| `\"\\a3\\functions_f\\Params\\paramCountdown.hpp\"`<br>`\"\\a3\\functions_f\\Params\\paramCountdownNoDisabled.hpp\"` | Set mission countdown (in seconds)<br>The \"NoDisabled\" version has no \"disabled\" option, and will pick the middle option by default. | ```cpp<br>#define COUNTDOWN_MIN        600<br>#define COUNTDOWN_MAX        3600<br>#define COUNTDOWN_DEFAULT    -1<br>``` |\n| `\"\\a3\\functions_f\\Params\\paramDaytimeHour.hpp\"` | Set starting hour, options are represented by whole hours | ```cpp<br>// can be any integer between 0 and 23<br>#define DAYTIMEHOUR_DEFAULT    19<br>``` |\n| `\"\\a3\\functions_f\\Params\\paramDaytimePeriod.hpp\"` | Set starting hour, options are described by words | ```cpp<br>// can be 0, 6, 12 or 18<br>#define DAYTIMEPERIOD_DEFAULT    12<br>``` |\n| `\"\\a3\\functions_f\\Params\\paramDebugConsole.hpp\"` | Allow debug console for server host or logged in admin | ```cpp<br>// 0 (disabled) or 1 (enabled)<br>#define DEBUGCONSOLE_DEFAULT    1<br>``` |\n| `\"\\a3\\functions_f\\Params\\paramGuerFriendly.hpp\"` | Set to whom will independent side be friendly | ```cpp<br>// can be any -1 (Nobody}, 0 (OPFOR), 1 (BLUFOR) or 2 (Everybody)<br>#define GUERFRIENDLY_DEFAULT    -1<br>``` |\n| `\"\\a3\\functions_f\\Params\\paramRespawnTickets.hpp\"`<br>`\"\\a3\\functions_f\\Params\\paramRespawnTicketsNoDisabled.hpp\"` | Set respawn tickets for all sides<br>The \"NoDisabled\" version has no \"disabled\" option, and will pick the middle option by default. | ```cpp<br>#define TICKETS_MIN            100<br>#define TICKETS_MAX            1100<br>#define TICKETS_DEFAULT        -1<br>``` |\n| `\"\\a3\\functions_f\\Params\\paramWeather.hpp\"` | Set default weather | ```cpp<br>// can be 0 (sunny), 25, 50, 75 or 100 (storm))<br>#define WEATHER_DEFAULT        75<br>``` |\n| `\"\\a3\\Functions_F_MP_Mark\\Params\\paramTimeAcceleration.hpp\"` | Sets a time multiplier for in-game time. See setTimeMultiplier | ```cpp<br>// can be x1, x2, x5, x10 or x20<br>#define TIMEACCELERATION_DEFAULT    10<br>``` |\n| `\"\\a3\\Functions_F_Heli\\Params\\paramViewDistance.hpp\"` | Set rendering distance, in meters. See setViewDistance | ```cpp<br>#define VIEW_DISTANCE_MIN        1500<br>#define VIEW_DISTANCE_MAX        4000<br>#define VIEW_DISTANCE_DEFAULT    2000<br>``` |\n| `\"\\a3\\Functions_F\\Params\\paramRevive.hpp\"` | Set various revive related options Arma 3: Revive | N/A |\n\n```cpp\nclass Params\n{\n    #define COUNTDOWN_MIN 600\n    #define COUNTDOWN_MAX 3600\n    #define COUNTDOWN_DEFAULT -1\n    #include \"\\a3\\functions_f\\Params\\paramCountdown.hpp\"\n\n    #define DAYTIMEHOUR_DEFAULT 19\n    #include \"\\a3\\functions_f\\Params\\paramDaytimeHour.hpp\"\n\n    // #define DAYTIMEPERIOD_DEFAULT 12\n    // #include \"\\a3\\functions_f\\Params\\paramDaytimePeriod.hpp\"\n\n    #define DEBUGCONSOLE_DEFAULT 1\n    #include \"\\a3\\functions_f\\Params\\paramDebugConsole.hpp\"\n\n    #define GUERFRIENDLY_DEFAULT -1\n    #include \"\\a3\\functions_f\\Params\\paramGuerFriendly.hpp\"\n\n    #define TICKETS_MIN 100\n    #define TICKETS_MAX    1100\n    #define TICKETS_DEFAULT    -1\n    #include \"\\a3\\functions_f\\Params\\paramRespawnTickets.hpp\"\n\n    #define WEATHER_DEFAULT    40\n    #include \"\\a3\\functions_f\\Params\\paramWeather.hpp\"\n\n    #define TIMEACCELERATION_DEFAULT 10\n    #include \"\\a3\\Functions_F_MP_Mark\\Params\\paramTimeAcceleration.hpp\"\n\n    #define VIEW_DISTANCE_MIN 1500\n    #define VIEW_DISTANCE_MAX 4000\n    #define VIEW_DISTANCE_DEFAULT 2000\n    #include \"\\a3\\Functions_F_Heli\\Params\\paramViewDistance.hpp\"\n\n    #include \"\\a3\\Functions_F\\Params\\paramRevive.hpp\"\n};\n```"},{"heading":"Extraction","level":3,"markdown":"The link below offers a script allowing to extract mission parameters in Description.ext format.\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."},{"heading":"See Also","level":3,"markdown":"- Description.ext - Mission Parameters\n- BIS_fnc_getParamValue\n- BIS_fnc_storeParamsValues\n- getMissionConfigValue\n- getMissionConfig"}],"categories":["Mission Editing"],"groups":["Mission Editing"]},{"name":"Mission Readme Template","title":"Mission Readme Template","type":"topic","url":"https://community.bistudio.com/wiki/Mission_Readme_Template","revid":363963,"updated":"2024-04-27T20:46:58Z","aliases":[],"markdown":"The following text can be freely used as a basis for creating [readme](https://en.wikipedia.org/wiki/README) text as part of a user made mission distribution.\nNote text inside square brackets is intended as example or placeholder text and should be replaced.\n\n```\n=====================================\n[Mission name]\nVersion:\nRelease date:\nAuthor(s):\nMultiplayer compatible: [Yes/No/Only]\n=====================================\n\nAn unofficial mission for the PC game \"Arma 2: Operation Arrowhead\" by Bohemia Interactive.\n\n=====================================\nDESCRIPTION\n=====================================\n\n[Mission descriptive text]\n\n=====================================\nREQUIREMENTS\n=====================================\n\nArma 2 - version [1.XX] - Bohemia Interactive\nArma 2: Operation Arrowhead - version [1.XX] - Bohemia Interactive\nBritish Armed Forces - version [1.XX] - Bohemia Interactive\nPrivate Military Contractors - version [1.XX] - Bohemia Interactive\n[Addon Name] - [Version] - [Author]\n[Addon Name] - [Version] - [Author]\n\n=====================================\nINSTALLATION\n=====================================\n\nExtract the supplied files into the Arma 2 single player mission folder \"Arma2/Missions\".\nFor multiplayer use, extract the supplied files into the Arma 2 multiplayer folder \"Arma2/MPMissions\"\nFor more information, please refer to http://community.bistudio.com/wiki/Missions\n\n=====================================\nTECHNICAL DETAILS\n=====================================\n\n[Script interaction, changes to default gameplay]\n\n=====================================\nKNOWN ISSUES\n=====================================\n\n[Known issue description]\n\n=====================================\nVERSION HISTORY\n=====================================\n\n[1.0 - Initial release]\n\n=====================================\nLICENSE\n=====================================\n\n[Example License text follows:\nCopyright (c) 2012 by Joe Bloggs. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.\nTo view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.]\n\n=====================================\nCREDITS\n=====================================\n\n[Example credit text follows:\nMission design and scripts by Joe Bloggs.\nThis mission makes use of the Ultimate Revival Script © 2010 John Smith, used under a Creative Commons Attribution-Noncommercial license: http://creativecommons.org/licenses/by-nc/3.0/.]\n\n=====================================\nCONTACT DETAILS\n=====================================\n\n[Example credit text follows:\nJoe Bloggs can be contacted at joe.bloggs@email.net.zz]\n```","sections":[{"heading":null,"level":1,"markdown":"The following text can be freely used as a basis for creating [readme](https://en.wikipedia.org/wiki/README) text as part of a user made mission distribution.\nNote text inside square brackets is intended as example or placeholder text and should be replaced.\n\n```\n=====================================\n[Mission name]\nVersion:\nRelease date:\nAuthor(s):\nMultiplayer compatible: [Yes/No/Only]\n=====================================\n\nAn unofficial mission for the PC game \"Arma 2: Operation Arrowhead\" by Bohemia Interactive.\n\n=====================================\nDESCRIPTION\n=====================================\n\n[Mission descriptive text]\n\n=====================================\nREQUIREMENTS\n=====================================\n\nArma 2 - version [1.XX] - Bohemia Interactive\nArma 2: Operation Arrowhead - version [1.XX] - Bohemia Interactive\nBritish Armed Forces - version [1.XX] - Bohemia Interactive\nPrivate Military Contractors - version [1.XX] - Bohemia Interactive\n[Addon Name] - [Version] - [Author]\n[Addon Name] - [Version] - [Author]\n\n=====================================\nINSTALLATION\n=====================================\n\nExtract the supplied files into the Arma 2 single player mission folder \"Arma2/Missions\".\nFor multiplayer use, extract the supplied files into the Arma 2 multiplayer folder \"Arma2/MPMissions\"\nFor more information, please refer to http://community.bistudio.com/wiki/Missions\n\n=====================================\nTECHNICAL DETAILS\n=====================================\n\n[Script interaction, changes to default gameplay]\n\n=====================================\nKNOWN ISSUES\n=====================================\n\n[Known issue description]\n\n=====================================\nVERSION HISTORY\n=====================================\n\n[1.0 - Initial release]\n\n=====================================\nLICENSE\n=====================================\n\n[Example License text follows:\nCopyright (c) 2012 by Joe Bloggs. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.\nTo view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.]\n\n=====================================\nCREDITS\n=====================================\n\n[Example credit text follows:\nMission design and scripts by Joe Bloggs.\nThis mission makes use of the Ultimate Revival Script © 2010 John Smith, used under a Creative Commons Attribution-Noncommercial license: http://creativecommons.org/licenses/by-nc/3.0/.]\n\n=====================================\nCONTACT DETAILS\n=====================================\n\n[Example credit text follows:\nJoe Bloggs can be contacted at joe.bloggs@email.net.zz]\n```"}],"categories":["Mission Editing"],"groups":["Mission Editing"]},{"name":"Mission.sqm","title":"Mission.sqm","type":"topic","url":"https://community.bistudio.com/wiki/Mission.sqm","revid":370251,"updated":"2024-11-15T14:02:43Z","aliases":["SQM","mission.sqm"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nMission.sqm is the file generated by the Mission Editor;\nit contains mission information (date, time, weather),\nobject placement information (position, direction and other parameters) as well as every other setting that can be set from the editor (respawn type and duration, etc).\n\n### Versions\n\nSQM version can be found by opening the file with a basic text editor: it is the very first line of the file, to format `version=version;` - correspondence below:\n\n| Version | Game | Format |\n|---|---|---|\n| 11 | - Operation Flashpoint<br>- Operation Flashpoint: Resistance<br>- Armed Assault<br>- Arma 2<br>- Arma 2: Operation Arrowhead<br>- Take On Helicopters | 2D |\n| 12 | - Arma 3 (2D Editor) | 2D |\n| 53 | - Arma 3 (Eden Editor) | 3D |\n\n### Eden Editor format\n\nAs seen above, the first line is `version`, then come:\n\n- `class EditorData` - Eden Editor settings, like camera position, entity id\n- `binarizationWanted` - 0 to output the mission in plain (non-binary) text\n- `addons` - list of required addons\n- `AddonsMetaData` - user-friendly required addons' information\n- `randomSeed` - seed for randomisation, most likely used by random. This number is unique for each mission!\n- `class ScenarioData` - scenario's meta data (author name) as well as respawn settings (respawn type, etc)\n- `class CustomAttributes` - advanced scenario attributes (such as respawn templates, revive, etc. Also contains**modded** attributes)\n- `class Intro` - if it exists: intro\n- `class Mission` - if it exists: mission\n- `class OutroLoosesic` - if it exists: failure outro\n- `class OutroWin` - if it exists: success outro\n\n- Intro, Mission, OutroLoose [sic] and OutroWin contain the following sub-classes:\n  - `class Intel` - date/time and weather settings\n  - `class Entities` - the various entities present in the `Mission`\n  - `class Connections` - connections like synchronized triggers present in the `Mission`\n\nA bare minimum mission.sqm looks like this, the other attributes are added when the mission is saved in the editor:\n\n```cpp\nversion=53;\nclass EditorData\n{\n    class Camera\n    {\n    };\n};\nrandomSeed=123456;\n```\n\n#### class EditorData\n\n```cpp\nclass EditorData\n{\n    moveGridStep=1;\n    angleGridStep=0.2617994;\n    scaleGridStep=1;\n    autoGroupingDist=10;\n    toggles=1;\n    mods[]=\n    {\n        \"3denEnhanced\"\n    };\n    class ItemIDProvider\n    {\n        nextID=13;\n    };\n    class MarkerIDProvider\n    {\n        nextID=1;\n    };\n    class Camera\n    {\n        // simplified example for the sake of readability\n        // ...\n    };\n};\n```\n\n##### moveGridStep\n\nTranslation Widget's step size in meters.\n\n##### angleGridStep\n\nAngle Widget's step size in radians.\n\n##### scaleGridStep\n\nArea Scaling Widget's step size in meters.\n\n##### autoGroupingDist\n\nDefines the distance in meter to auto-group units.\nThis value can only be changed in the mission.sqm file and not from within Eden Editor.\nThe change is not overwritten if the mission is saved and is persistent across different mission.sqm files.\n\n##### toggles\n\nIs a number created out of different flags.\n\n**Flag Details**\n\n| Value | Description | Icon |\n|---|---|---|\n| 0 | Nothing selected | N/A |\n| 1 | Terrain Mode ATL |  |\n| 2 | Terrain Mode ASL / Don't adjust up vector |  |\n| 4 | Move in grid |  |\n| 8 | Don't snap to surface |  |\n| 16 | *Not implemented on purpose* | N/A |\n| 32 | Rotate in grid |  |\n| 64 | Scale in grid |  |\n| 128 | Force show bounding boxes<br>*Can not be toggled from the editor* | N/A |\n| 256 | Disable mouseOver model highlight<br>*Can not be toggled from the editor* | N/A |\n| 512 | Insert empty vehicle as default | N/A |\n| 1024 | Allow resize/rotate widget |  |\n\n##### Mods\n\nArma 3 v2.04 Mods listed here have `is3DENMod = 1;` set in CfgPatches.\n\n##### class ItemIDProvider\n\ncontains a single entry: `nextID` that is the next item id value (auto incremented on every item addition);\n\n##### class MarkerIDProvider\n\ncontains a single entry: `nextID` that is the next marker id value (auto incremented on every marker addition);\n\n##### class Camera\n\nDefines the editor's camera position/orientation.\n\n```cpp\nclass Camera\n{\n    // positions are to format X, Z, Y\n    pos[]={2325.9604,24.771292,5133.4385};                // camera position\n    dir[]={0.361072,-0.27934057,0.88971913};            // camera vectorDir\n    up[]={0.10504395,0.96019292,0.25883871};            // camera vectorUp\n    aside[]={0.92660606,2.7686474e-007,-0.37604135};    //\n};\n```\n\n#### binarizationWanted\n\nA number (0 or 1) representing a Boolean, to tell the editor to save the mission.sqm to binary format or not.\n\n```cpp\nbinarizationWanted=0;\n```\n\n#### addons\n\nA config array of **CfgPatches** entries, determining which addons are needed.\n\n```cpp\naddons[]=\n{\n    \"A3_Characters_F\",\n    \"A3_Modules_F_Sites\",\n    \"A3_Ui_F\"\n};\n```\n\n#### AddonsMetaData\n\nA \"list\" of required addons' user-friendly details, with author's name, friendly name, URL.\n\n```cpp\nclass AddonsMetaData\n{\n    class List\n    {\n        items=3;\n        class Item0\n        {\n            className=\"A3_Characters_F\";\n            name=\"Arma 3 Alpha - Characters and Clothing\";\n            author=\"Bohemia Interactive\";\n            url=\"https://www.arma3.com\";\n        };\n        class Item1\n        {\n            className=\"A3_Modules_F\";\n            name=\"Arma 3 Alpha - Scripted Modules\";\n            author=\"Bohemia Interactive\";\n            url=\"https://www.arma3.com\";\n        };\n        class Item2\n        {\n            className=\"A3_Ui_F\";\n            name=\"Arma 3 - User Interface\";\n            author=\"Bohemia Interactive\";\n            url=\"https://www.arma3.com\";\n        };\n    };\n};\n```\n\n#### randomSeed\n\nA random seed most likely used by weather settings and/or other random values.\n\n```cpp\nrandomSeed=4125053;\n```\n\n#### ScenarioData\n\n##### author\n\nThe mission's author name.\n\n```cpp\nauthor=\"Bohemia Interactive\";\n```\n\n#### class Mission\n\n#### class Intro\n\n#### class OutroWin\n\n#### class OutroLoose\n\nConstituted of two sub-entries class Intel and class Entities,\nThis structure applies to class Intro, class OutroWin and class OutroLoose as well.\n\n##### class Intel\n\nMission setup information.\n\n```cpp\nclass Intel\n{\n    timeOfChanges=1800.0002;\n    startWeather=0;\n    startWind=0.1;\n    startWaves=0.1;\n    forecastWeather=0;\n    forecastWind=0.1;\n    forecastWaves=0.1;\n    forecastLightnings=0.1;\n    year=2035;\n    day=28;\n    hour=13;\n    minute=37;\n    startFogDecay=0.014;\n    forecastFogDecay=0.014;\n};\n```\n\n##### class Entities\n\n`class Entities` is a data bag that can contain items, and items can contain instances of `class Entities`.\nIn the example below, the \"main\" `class Entities` contains an item (the group), item which contains another `class Entities` with items (group units).\n\n```cpp\nclass Entities\n{\n    items=1;\n    class Item0\n    {\n        dataType=\"Group\";\n        side=\"West\";\n        class Entities\n        {\n            items=1;\n            class Item0\n            {\n                // simplified example for the sake of readability\n                // ...\n            };\n        };\n    };\n};\n```\n\n##### class ItemX\n\nWhere X is from 0 to items number -1.\n\nA `class ItemX` can be of the following *dataType*s:\n\n- \"Comment\"\n- \"Group\"\n- \"Logic\"\n- \"Marker\"\n- \"Object\"\n- \"Trigger\"\n- \"Waypoint\"\n\n```cpp\nclass Item0\n{\n    dataType=\"Object\";\n    class PositionInfo\n    {\n        position[]={256,1029.0015,512.0498}; // X, Z, Y in world position\n    };\n    side=\"West\";\n    flags=3;\n    class Attributes\n    {\n        health=0.89999998;\n        skill=0.60000002;\n        ammo=0.89999998;\n        rank=\"CORPORAL\";\n        presence=0.68964958;\n        isPlayable=1;\n        disableSimulation=1;\n        ignoreByDynSimulGrid=1;\n        reportRemoteTargets=1;\n        receiveRemoteTargets=1;\n        reportOwnPosition=1;\n        stance=\"Down\";\n    };\n    id=1;\n    type=\"B_Soldier_F\";    // CfgVehicles class\n    atlOffset=1024;        // altitude offset\n    class CustomAttributes\n    {\n        class Attribute0\n        {\n            // simplified example for the sake of readability\n            // ...\n        };\n        nAttributes=1; // attributes count; similar to \"items=x\" in class Entities\n    };\n};\n```\n\n###### Flags\n\nFlag value is a combination of the following values:\n\n- 1 = KeepHorizontal\n- 2 = IsGroupLeader\n- 4 = IsSnappedToSurface\n- 8 = ContainsArea\n\nFor example, a flag of 7 means 1 + 2 + 4: KeepHorizontal, IsGroupLeader, IsSnappedToSurface and not ContainsArea.\n\n###### class AttributeX\n\nAttributes are children classes of items and are listed in the `class CustomAttributes` sub-class.\n\n```cpp\nclass Attribute0\n{\n    property=\"allowDamage\";\n    expression=\"_this allowdamage _value;\";    // SQF code to be executed (_this = the object, _value = 'value' field below)\n    class Value\n    {\n        class data\n        {\n            class type\n            {\n                type[]=\n                {\n                    \"BOOL\"\n                };\n            };\n            value=0; // for a boolean, 1 = true, 0 = false\n        };\n    };\n};\n```\n\n### 2D Editor format\n\nFirst line is `version`, then four classes of data, all of the same structure - they are:\n\n- class Mission\n- class Intro\n- class OutroWin\n- class OutroLoose [sic]\n\n#### class Mission\n\nIt is filled as such:\n\n```cpp\n// addons required to run the mission\n// Once you are done creating/updating your mission, it is always good practice\n// to check the mission.sqm for presence of unwanted addons in \"addOns\" and \"addOnsAuto\"\" arrays.\n// They contain \"CfgPatches\" classes of used addons.\n// Apart from \"class Mission\", list of addons is also present in \"Intro\", \"OutroWin\" and \"OutroLoose\" classes.\naddOns[]=\n{\n    \"cacharacters\",\n    \"desert\"\n};\naddOnsAuto[]=\n{\n    \"cacharacters\",\n    \"desert\"\n};\nrandomSeed=9361411; // the random seed, most probably used to generate random numbers\nclass Intel // pretty self-explanatory\n{\n    startWeather=0.100000;\n    forecastWeather=0.300000;\n    year=2007;\n    month=6;\n    day=7;\n    hour=8;\n};\n```\n\n##### class Groups\n\n```cpp\nclass Groups\n{\n    items=1;\n    class Item0\n    {\n        side=\"WEST\";\n        class Vehicles\n        {\n            items=1;\n            class Item0\n            {\n                position[]={2606.808838,14.685581,2408.266602}; // X, Z, Y\n                id=0;\n                side=\"WEST\";\n                vehicle=\"SoldierWB\";            // CfgVehicles class\n                player=\"PLAYER COMMANDER\";\n                leader=1;                        // group leader\n                skill=0.600000;\n            };\n        };\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nMission.sqm is the file generated by the Mission Editor;\nit contains mission information (date, time, weather),\nobject placement information (position, direction and other parameters) as well as every other setting that can be set from the editor (respawn type and duration, etc)."},{"heading":"Versions","level":3,"markdown":"SQM version can be found by opening the file with a basic text editor: it is the very first line of the file, to format `version=version;` - correspondence below:\n\n| Version | Game | Format |\n|---|---|---|\n| 11 | - Operation Flashpoint<br>- Operation Flashpoint: Resistance<br>- Armed Assault<br>- Arma 2<br>- Arma 2: Operation Arrowhead<br>- Take On Helicopters | 2D |\n| 12 | - Arma 3 (2D Editor) | 2D |\n| 53 | - Arma 3 (Eden Editor) | 3D |"},{"heading":"Eden Editor format","level":3,"markdown":"As seen above, the first line is `version`, then come:\n\n- `class EditorData` - Eden Editor settings, like camera position, entity id\n- `binarizationWanted` - 0 to output the mission in plain (non-binary) text\n- `addons` - list of required addons\n- `AddonsMetaData` - user-friendly required addons' information\n- `randomSeed` - seed for randomisation, most likely used by random. This number is unique for each mission!\n- `class ScenarioData` - scenario's meta data (author name) as well as respawn settings (respawn type, etc)\n- `class CustomAttributes` - advanced scenario attributes (such as respawn templates, revive, etc. Also contains**modded** attributes)\n- `class Intro` - if it exists: intro\n- `class Mission` - if it exists: mission\n- `class OutroLoosesic` - if it exists: failure outro\n- `class OutroWin` - if it exists: success outro\n\n- Intro, Mission, OutroLoose [sic] and OutroWin contain the following sub-classes:\n  - `class Intel` - date/time and weather settings\n  - `class Entities` - the various entities present in the `Mission`\n  - `class Connections` - connections like synchronized triggers present in the `Mission`\n\nA bare minimum mission.sqm looks like this, the other attributes are added when the mission is saved in the editor:\n\n```cpp\nversion=53;\nclass EditorData\n{\n    class Camera\n    {\n    };\n};\nrandomSeed=123456;\n```"},{"heading":"class EditorData","level":4,"markdown":"```cpp\nclass EditorData\n{\n    moveGridStep=1;\n    angleGridStep=0.2617994;\n    scaleGridStep=1;\n    autoGroupingDist=10;\n    toggles=1;\n    mods[]=\n    {\n        \"3denEnhanced\"\n    };\n    class ItemIDProvider\n    {\n        nextID=13;\n    };\n    class MarkerIDProvider\n    {\n        nextID=1;\n    };\n    class Camera\n    {\n        // simplified example for the sake of readability\n        // ...\n    };\n};\n```"},{"heading":"moveGridStep","level":5,"markdown":"Translation Widget's step size in meters."},{"heading":"angleGridStep","level":5,"markdown":"Angle Widget's step size in radians."},{"heading":"scaleGridStep","level":5,"markdown":"Area Scaling Widget's step size in meters."},{"heading":"autoGroupingDist","level":5,"markdown":"Defines the distance in meter to auto-group units.\nThis value can only be changed in the mission.sqm file and not from within Eden Editor.\nThe change is not overwritten if the mission is saved and is persistent across different mission.sqm files."},{"heading":"toggles","level":5,"markdown":"Is a number created out of different flags.\n\n**Flag Details**\n\n| Value | Description | Icon |\n|---|---|---|\n| 0 | Nothing selected | N/A |\n| 1 | Terrain Mode ATL |  |\n| 2 | Terrain Mode ASL / Don't adjust up vector |  |\n| 4 | Move in grid |  |\n| 8 | Don't snap to surface |  |\n| 16 | *Not implemented on purpose* | N/A |\n| 32 | Rotate in grid |  |\n| 64 | Scale in grid |  |\n| 128 | Force show bounding boxes<br>*Can not be toggled from the editor* | N/A |\n| 256 | Disable mouseOver model highlight<br>*Can not be toggled from the editor* | N/A |\n| 512 | Insert empty vehicle as default | N/A |\n| 1024 | Allow resize/rotate widget |  |"},{"heading":"Mods","level":5,"markdown":"Arma 3 v2.04 Mods listed here have `is3DENMod = 1;` set in CfgPatches."},{"heading":"class ItemIDProvider","level":5,"markdown":"contains a single entry: `nextID` that is the next item id value (auto incremented on every item addition);"},{"heading":"class MarkerIDProvider","level":5,"markdown":"contains a single entry: `nextID` that is the next marker id value (auto incremented on every marker addition);"},{"heading":"class Camera","level":5,"markdown":"Defines the editor's camera position/orientation.\n\n```cpp\nclass Camera\n{\n    // positions are to format X, Z, Y\n    pos[]={2325.9604,24.771292,5133.4385};                // camera position\n    dir[]={0.361072,-0.27934057,0.88971913};            // camera vectorDir\n    up[]={0.10504395,0.96019292,0.25883871};            // camera vectorUp\n    aside[]={0.92660606,2.7686474e-007,-0.37604135};    //\n};\n```"},{"heading":"binarizationWanted","level":4,"markdown":"A number (0 or 1) representing a Boolean, to tell the editor to save the mission.sqm to binary format or not.\n\n```cpp\nbinarizationWanted=0;\n```"},{"heading":"addons","level":4,"markdown":"A config array of **CfgPatches** entries, determining which addons are needed.\n\n```cpp\naddons[]=\n{\n    \"A3_Characters_F\",\n    \"A3_Modules_F_Sites\",\n    \"A3_Ui_F\"\n};\n```"},{"heading":"AddonsMetaData","level":4,"markdown":"A \"list\" of required addons' user-friendly details, with author's name, friendly name, URL.\n\n```cpp\nclass AddonsMetaData\n{\n    class List\n    {\n        items=3;\n        class Item0\n        {\n            className=\"A3_Characters_F\";\n            name=\"Arma 3 Alpha - Characters and Clothing\";\n            author=\"Bohemia Interactive\";\n            url=\"https://www.arma3.com\";\n        };\n        class Item1\n        {\n            className=\"A3_Modules_F\";\n            name=\"Arma 3 Alpha - Scripted Modules\";\n            author=\"Bohemia Interactive\";\n            url=\"https://www.arma3.com\";\n        };\n        class Item2\n        {\n            className=\"A3_Ui_F\";\n            name=\"Arma 3 - User Interface\";\n            author=\"Bohemia Interactive\";\n            url=\"https://www.arma3.com\";\n        };\n    };\n};\n```"},{"heading":"randomSeed","level":4,"markdown":"A random seed most likely used by weather settings and/or other random values.\n\n```cpp\nrandomSeed=4125053;\n```"},{"heading":"ScenarioData","level":4,"markdown":""},{"heading":"author","level":5,"markdown":"The mission's author name.\n\n```cpp\nauthor=\"Bohemia Interactive\";\n```"},{"heading":"class Mission","level":4,"markdown":""},{"heading":"class Intro","level":4,"markdown":""},{"heading":"class OutroWin","level":4,"markdown":""},{"heading":"class OutroLoose","level":4,"markdown":"Constituted of two sub-entries class Intel and class Entities,\nThis structure applies to class Intro, class OutroWin and class OutroLoose as well."},{"heading":"class Intel","level":5,"markdown":"Mission setup information.\n\n```cpp\nclass Intel\n{\n    timeOfChanges=1800.0002;\n    startWeather=0;\n    startWind=0.1;\n    startWaves=0.1;\n    forecastWeather=0;\n    forecastWind=0.1;\n    forecastWaves=0.1;\n    forecastLightnings=0.1;\n    year=2035;\n    day=28;\n    hour=13;\n    minute=37;\n    startFogDecay=0.014;\n    forecastFogDecay=0.014;\n};\n```"},{"heading":"class Entities","level":5,"markdown":"`class Entities` is a data bag that can contain items, and items can contain instances of `class Entities`.\nIn the example below, the \"main\" `class Entities` contains an item (the group), item which contains another `class Entities` with items (group units).\n\n```cpp\nclass Entities\n{\n    items=1;\n    class Item0\n    {\n        dataType=\"Group\";\n        side=\"West\";\n        class Entities\n        {\n            items=1;\n            class Item0\n            {\n                // simplified example for the sake of readability\n                // ...\n            };\n        };\n    };\n};\n```"},{"heading":"class ItemX","level":5,"markdown":"Where X is from 0 to items number -1.\n\nA `class ItemX` can be of the following *dataType*s:\n\n- \"Comment\"\n- \"Group\"\n- \"Logic\"\n- \"Marker\"\n- \"Object\"\n- \"Trigger\"\n- \"Waypoint\"\n\n```cpp\nclass Item0\n{\n    dataType=\"Object\";\n    class PositionInfo\n    {\n        position[]={256,1029.0015,512.0498}; // X, Z, Y in world position\n    };\n    side=\"West\";\n    flags=3;\n    class Attributes\n    {\n        health=0.89999998;\n        skill=0.60000002;\n        ammo=0.89999998;\n        rank=\"CORPORAL\";\n        presence=0.68964958;\n        isPlayable=1;\n        disableSimulation=1;\n        ignoreByDynSimulGrid=1;\n        reportRemoteTargets=1;\n        receiveRemoteTargets=1;\n        reportOwnPosition=1;\n        stance=\"Down\";\n    };\n    id=1;\n    type=\"B_Soldier_F\";    // CfgVehicles class\n    atlOffset=1024;        // altitude offset\n    class CustomAttributes\n    {\n        class Attribute0\n        {\n            // simplified example for the sake of readability\n            // ...\n        };\n        nAttributes=1; // attributes count; similar to \"items=x\" in class Entities\n    };\n};\n```"},{"heading":"Flags","level":6,"markdown":"Flag value is a combination of the following values:\n\n- 1 = KeepHorizontal\n- 2 = IsGroupLeader\n- 4 = IsSnappedToSurface\n- 8 = ContainsArea\n\nFor example, a flag of 7 means 1 + 2 + 4: KeepHorizontal, IsGroupLeader, IsSnappedToSurface and not ContainsArea."},{"heading":"class AttributeX","level":6,"markdown":"Attributes are children classes of items and are listed in the `class CustomAttributes` sub-class.\n\n```cpp\nclass Attribute0\n{\n    property=\"allowDamage\";\n    expression=\"_this allowdamage _value;\";    // SQF code to be executed (_this = the object, _value = 'value' field below)\n    class Value\n    {\n        class data\n        {\n            class type\n            {\n                type[]=\n                {\n                    \"BOOL\"\n                };\n            };\n            value=0; // for a boolean, 1 = true, 0 = false\n        };\n    };\n};\n```"},{"heading":"2D Editor format","level":3,"markdown":"First line is `version`, then four classes of data, all of the same structure - they are:\n\n- class Mission\n- class Intro\n- class OutroWin\n- class OutroLoose [sic]"},{"heading":"class Mission","level":4,"markdown":"It is filled as such:\n\n```cpp\n// addons required to run the mission\n// Once you are done creating/updating your mission, it is always good practice\n// to check the mission.sqm for presence of unwanted addons in \"addOns\" and \"addOnsAuto\"\" arrays.\n// They contain \"CfgPatches\" classes of used addons.\n// Apart from \"class Mission\", list of addons is also present in \"Intro\", \"OutroWin\" and \"OutroLoose\" classes.\naddOns[]=\n{\n    \"cacharacters\",\n    \"desert\"\n};\naddOnsAuto[]=\n{\n    \"cacharacters\",\n    \"desert\"\n};\nrandomSeed=9361411; // the random seed, most probably used to generate random numbers\nclass Intel // pretty self-explanatory\n{\n    startWeather=0.100000;\n    forecastWeather=0.300000;\n    year=2007;\n    month=6;\n    day=7;\n    hour=8;\n};\n```"},{"heading":"class Groups","level":5,"markdown":"```cpp\nclass Groups\n{\n    items=1;\n    class Item0\n    {\n        side=\"WEST\";\n        class Vehicles\n        {\n            items=1;\n            class Item0\n            {\n                position[]={2606.808838,14.685581,2408.266602}; // X, Z, Y\n                id=0;\n                side=\"WEST\";\n                vehicle=\"SoldierWB\";            // CfgVehicles class\n                player=\"PLAYER COMMANDER\";\n                leader=1;                        // group leader\n                skill=0.600000;\n            };\n        };\n    };\n};\n```"}],"categories":["Mission Editing"],"groups":["Mission Editing"]},{"name":"Missions","title":"Missions","type":"topic","url":"https://community.bistudio.com/wiki/Missions","revid":377938,"updated":"2026-01-11T17:01:53Z","aliases":[],"markdown":"Information regarding missions for each of the Bohemia Interactive games is available from the appropriate link below.\n\n- Arma 3: Editing\n- Arma 2: Editing\n- ArmA: Armed Assault: Editing\n- ArmA: Armed Assault: Mission Editing\n- Operation Flashpoint: Missions\n\n### Types of Mission Files\n\n#### In Armed Assault\n\nThere are three forms of mission file in ArmA:\n\n- Editable missions.\n\nThese exist as folders, named with either a \".sara\" or \".intro\" suffix. The folders contain a variety of files and subfolders that define the mission; usually at least including a \"mission.sqm\" file.\n\n- PBO Files.\n\nThese are single files with a \".pbo\" extension. They are compressed versions of the contents of an editable mission folder. They are not themselves editable, but a variety of 3rd-party tools exist to recreate the original editable mission folder.\n\n- ArmA Wizard Missions.\n\nThese are single files, with a \".ArmAWizardMission\" extension. They are created by the ArmA mission wizard, and are actually text files.\n\n### Locations of Mission Files\n\n#### in Armed Assault\n\nThere are four locations where ArmA looks for mission files. Which ones are used, and what is looked for in each location, depends on which option you choose in the ArmA user interface.\n\nThere are five options available in the ArmA interface for accessing missions to play (this doesn't count accessing missions for editing - that is still TBD).\n\nIn the following, locations that start with \"ArmA\\\" refer to folders under your Armed Assault installation; usually in C:\\Program Files\\Bohemia Interactive\\ArmA. Locations that start with \"My Documents\\\" refer to folders in your My Documents folder. Terms like <*folder*> and <*name*> indicate values which vary depending on your environment.\n\n##### Play -> Missions\n\nArmA will look for missions in the following locations:\n\nArmA\\Missions\\*.pbo\nArmA\\Missions\\<*mission name*>.sara\\\nArmA\\Missions\\<*mission name*>.intro\\\n\nYou can select any such missions and click 'play'.\nIn addition, any other sub-folders in ArmA\\Missions will be listed. You will be able to select them and click 'open' to display any .pbo and editable mission folders they contain.\n\n*It has not been determined whether you can also have sub-sub-folders!*\n\nFinally, ArmA also displays two special options; \"My Missions...\" and \"Training Missions...\". They are described below.\n\n##### Play -> Missions -> My Missions...\n\nArmA will look for missions in the following locations:\n\nMy Documents\\ArmA Other Profiles\\<*name*>\\Missions\\*.ArmAWizardMission\n\nThis option will only show ArmAWizardMission files. Other mission types, and subfolders, will *not* be displayed.\n\n##### Play -> Missions -> Training Missions...\n\nArmA will look for missions in the following locations:\n\nArmA\\Missions\\Tutorial\\*.pbo\n\nThis option will only show \".pbo\" missions. Other mission types, and subfolders, will *not* be displayed.\n\n##### Play -> Multiplayer -> New -> Sahrani\n\nArmA will look for missions in the following locations:\n\nArmA\\MPMissions\\*.pbo\nArmA\\MPMissions\\<*mission name*>.sara\\\nMy Documents\\ArmA Other Profiles\\<*name*>\\MPMissions\\<*mission name*>.sara\\\nMy Documents\\ArmA Other Profiles\\<*name*>\\MPMissions\\*.ArmAWizardMission\n\nNote that this option does *not* allow sub-folders, and does *not* detect \".pbo\" missions in the ArmA Other Profiles folder, and does *not* detect ArmAWizardMissions in the \"ArmA\\MPMissions\" folder.\n\n##### Play -> Multiplayer -> New -> Rahmadi\n\nArmA will look for missions in the following locations:\n\nArmA\\MPMissions\\*.pbo\nArmA\\MPMissions\\<*mission name*>.intro\\\nMy Documents\\ArmA Other Profiles\\<*name*>\\MPMissions\\<*mission name*>.intro\\\nMy Documents\\ArmA Other Profiles\\<*name*>\\MPMissions\\*.ArmAWizardMission\n\nNote that this option does *not* allow sub-folders, and does *not* detect \".pbo\" missions in the \"ArmA Other Profiles\" folder, and does *not* detect ArmAWizardMissions in the \"ArmA\\MPMissions\" folder.","sections":[{"heading":null,"level":1,"markdown":"Information regarding missions for each of the Bohemia Interactive games is available from the appropriate link below.\n\n- Arma 3: Editing\n- Arma 2: Editing\n- ArmA: Armed Assault: Editing\n- ArmA: Armed Assault: Mission Editing\n- Operation Flashpoint: Missions"},{"heading":"Types of Mission Files","level":3,"markdown":""},{"heading":"In Armed Assault","level":4,"markdown":"There are three forms of mission file in ArmA:\n\n- Editable missions.\n\nThese exist as folders, named with either a \".sara\" or \".intro\" suffix. The folders contain a variety of files and subfolders that define the mission; usually at least including a \"mission.sqm\" file.\n\n- PBO Files.\n\nThese are single files with a \".pbo\" extension. They are compressed versions of the contents of an editable mission folder. They are not themselves editable, but a variety of 3rd-party tools exist to recreate the original editable mission folder.\n\n- ArmA Wizard Missions.\n\nThese are single files, with a \".ArmAWizardMission\" extension. They are created by the ArmA mission wizard, and are actually text files."},{"heading":"Locations of Mission Files","level":3,"markdown":""},{"heading":"in Armed Assault","level":4,"markdown":"There are four locations where ArmA looks for mission files. Which ones are used, and what is looked for in each location, depends on which option you choose in the ArmA user interface.\n\nThere are five options available in the ArmA interface for accessing missions to play (this doesn't count accessing missions for editing - that is still TBD).\n\nIn the following, locations that start with \"ArmA\\\" refer to folders under your Armed Assault installation; usually in C:\\Program Files\\Bohemia Interactive\\ArmA. Locations that start with \"My Documents\\\" refer to folders in your My Documents folder. Terms like <*folder*> and <*name*> indicate values which vary depending on your environment."},{"heading":"Play -> Missions","level":5,"markdown":"ArmA will look for missions in the following locations:\n\nArmA\\Missions\\*.pbo\nArmA\\Missions\\<*mission name*>.sara\\\nArmA\\Missions\\<*mission name*>.intro\\\n\nYou can select any such missions and click 'play'.\nIn addition, any other sub-folders in ArmA\\Missions will be listed. You will be able to select them and click 'open' to display any .pbo and editable mission folders they contain.\n\n*It has not been determined whether you can also have sub-sub-folders!*\n\nFinally, ArmA also displays two special options; \"My Missions...\" and \"Training Missions...\". They are described below."},{"heading":"Play -> Missions -> My Missions...","level":5,"markdown":"ArmA will look for missions in the following locations:\n\nMy Documents\\ArmA Other Profiles\\<*name*>\\Missions\\*.ArmAWizardMission\n\nThis option will only show ArmAWizardMission files. Other mission types, and subfolders, will *not* be displayed."},{"heading":"Play -> Missions -> Training Missions...","level":5,"markdown":"ArmA will look for missions in the following locations:\n\nArmA\\Missions\\Tutorial\\*.pbo\n\nThis option will only show \".pbo\" missions. Other mission types, and subfolders, will *not* be displayed."},{"heading":"Play -> Multiplayer -> New -> Sahrani","level":5,"markdown":"ArmA will look for missions in the following locations:\n\nArmA\\MPMissions\\*.pbo\nArmA\\MPMissions\\<*mission name*>.sara\\\nMy Documents\\ArmA Other Profiles\\<*name*>\\MPMissions\\<*mission name*>.sara\\\nMy Documents\\ArmA Other Profiles\\<*name*>\\MPMissions\\*.ArmAWizardMission\n\nNote that this option does *not* allow sub-folders, and does *not* detect \".pbo\" missions in the ArmA Other Profiles folder, and does *not* detect ArmAWizardMissions in the \"ArmA\\MPMissions\" folder."},{"heading":"Play -> Multiplayer -> New -> Rahmadi","level":5,"markdown":"ArmA will look for missions in the following locations:\n\nArmA\\MPMissions\\*.pbo\nArmA\\MPMissions\\<*mission name*>.intro\\\nMy Documents\\ArmA Other Profiles\\<*name*>\\MPMissions\\<*mission name*>.intro\\\nMy Documents\\ArmA Other Profiles\\<*name*>\\MPMissions\\*.ArmAWizardMission\n\nNote that this option does *not* allow sub-folders, and does *not* detect \".pbo\" missions in the \"ArmA Other Profiles\" folder, and does *not* detect ArmAWizardMissions in the \"ArmA\\MPMissions\" folder."}],"categories":["ArmA: Armed Assault: Editing","ArmA: Armed Assault: Mission Editing","Arma 2: Editing","Arma 3: Editing","Operation Flashpoint: Missions"],"groups":["Mission Editing"]},{"name":"Mod.cpp/bin File Format","title":"Mod.cpp/bin File Format","type":"topic","url":"https://community.bistudio.com/wiki/Mod.cpp/bin_File_Format","revid":373415,"updated":"2025-05-08T11:27:11Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n### mod.cpp/bin\n\nAs of Arma 2: Operation Arrowhead, the root folder of your @mod can contain an (optional) mod.cpp/bin.\n\n```\nsomewhere\\@YourMod\\mod.bin\n```\n\nand on the command line to start Arma 2: Operation Arrowhead\n\n```\n-mod=somewhere\\@YourMod\n```\n\nA mod.cpp/bin allows for more detailed information in the Game's expansion menu for mod folders (rather than the engine simply declaring there is a mysterious `@yourmod`)\n\nContents of this cpp/bin could be as follows:\n\n```cpp\nname            = \"mod_\";                    // Name of your mod\nauthor            = \"author_mod\";                // Affects Arma 3 Launcher, when the mod are loaded as local\nlogo            = \"files\\ic.paa\";            // Logo displayed in the main menu\nlogoOver        = \"files\\ic_active.paa\";    // When the mouse is over, in the main menu\ntooltip            = \"mod_\";\ntooltipOwned    = \"credit_mod\";                // Tool tip displayed when the mouse is left over, in the main menu\npicture            = \"files\\overview.paa\";        // Picture displayed from the expansions menu. Optimal size is 2048x1024\nactionName        = \"GitHub\";\naction            = \"https://github.com/my-mod-page\";            // Website URL, that can be accessed from the expansions menu\noverview        = \"This awesome mod does this and that.\";    // Supports structured text\nhideName        = 0;                        // Hide the extension name\nhidePicture        = 0;                        // Hide the extension menu\ndlcColor[]        = { 0.23, 0.39, 0.30, 1 };    // Color used for DLC stripes and backgrounds (RGBA)\nlogoSmall        = \"files\\ic_small.paa\";        // Display in creative lists, next to the entities added by the mod\n```\n\nThis is the standard, easy to apply, method.\n\nAs convenient (and clever) as it may be, it does not fit well with standard methods of distribution. E.g.m, all things pbo.\n\n> [!NOTE]\n> **Arma 3:** In Arma 3 the `mod.cpp` is needed to display mod information in the Arma 3: Launcher.\n\n### CfgMods\n\n> [!WARNING]\n> As of Arma 3 v2.02 CfgMods is broken and does not work!\n\nThe alternative is to insert a CfgMods class into one of your pbo's, or, make one specifically for this.\nThe following are BI samples of how it is done (find more samples here):\n\n> [!IMPORTANT]\n> `true`/`false` values are invalid values in `mod.cpp`; use `1`/`0` instead or define them with\n>\n> ```cpp\n> #define true 1\n> #define false 0\n> ```\n\n#### Arma 2\n\n```cpp\n//config.cpp\n#define true 1\n#define false 0\n\nclass CfgMods\n{\n    defaultAction = \"http://www.arma2.com/mods\";\n\n    class Expansion\n    {\n        dir = \"Expansion\";\n        name = \"Arma 2: Operation Arrowhead\";\n        picture = \"ca\\ui\\data\\logo_arma2ep1_ca.paa\";\n        hidePicture = false;\n        hideName = true;\n        action = \"http://www.arma2.com/arrowhead\";\n    };\n\n    class BAF\n    {\n        dir = \"BAF\";\n        name = \"Arma 2: British Armed Forces (Lite)\";\n        picture = \"ca\\data_baf\\mod.paa\";\n        action = \"http://www.arma2.com/BAF\";\n        hash = \"BAF v. 1.03\";\n        hideName = 1;\n        actionName = \"Buy Now\";\n        hidePicture = 1;\n        islite = 1;\n    };\n\n    class PMC\n    {\n        dir = \"PMC\";\n        picture = \"ca\\ui\\data\\logo_arma2pmc_ca.paa\";\n        hash = \"PMC v. 1.02\";\n        action = \"http://www.arma2.com/PMC\";\n        hideName = 1;\n        name = \"Arma 2: Private Military Company\";\n        hidePicture = 0;\n    };\n};\n```\n\n#### Arma 3 - Zeus\n\n```cpp\nclass CfgMods\n{\n    class Mod_Base;\n    class Curator : Mod_Base\n    {\n        picture = \"\\A3\\Ui_F_Curator\\Data\\Logos\\arma3_zeus_icon_ca.paa\";\n        logo = \"\\A3\\Ui_F_Curator\\Data\\Logos\\arma3_curator_logo_ca.paa\";\n        logoOver = \"\\A3\\Ui_F_Curator\\Data\\Logos\\arma3_curator_logoOver_ca.paa\";\n        tooltipOwned = \"$STR_A3_CFGMODS_CURATOR_NAME\";\n        action = \"http://zeus.arma3.com\";\n        fieldManualTopicAndHint[] = {\"Curator\",\"Curator\"};\n        dlcColor[] = { 0.31, 0.78, 0.78, 1 };\n        overview = \"$STR_A3_DLC_CURATOR_DESCRIPTION\";\n        hideName = 1;\n        hidePicture = 0;\n        name = \"$STR_A3_CFGMODS_CURATOR_NAME\";\n        dir = \"Curator\";\n        appId = 275700;\n    };\n};\n```\n\n### Notes\n\n> **Benargee** (2015-02-02):\n>\n> **ARMA 3**\n> Use **<br />** to get a line break for mod overview.\n>\n> HTML Link tags can also be used in overview, but you must use single quotes around the url. Example:\n> **\"<a href='http://www.arma3.com'>Arma 3 Home Page</a>\"**\n> Colored text works too: **<t color='#ffff00'>Your yellow text!</t>**\n> Other html tags might work, but I have not tested them. See: Structured Text.","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"mod.cpp/bin","level":3,"markdown":"As of Arma 2: Operation Arrowhead, the root folder of your @mod can contain an (optional) mod.cpp/bin.\n\n```\nsomewhere\\@YourMod\\mod.bin\n```\n\nand on the command line to start Arma 2: Operation Arrowhead\n\n```\n-mod=somewhere\\@YourMod\n```\n\nA mod.cpp/bin allows for more detailed information in the Game's expansion menu for mod folders (rather than the engine simply declaring there is a mysterious `@yourmod`)\n\nContents of this cpp/bin could be as follows:\n\n```cpp\nname            = \"mod_\";                    // Name of your mod\nauthor            = \"author_mod\";                // Affects Arma 3 Launcher, when the mod are loaded as local\nlogo            = \"files\\ic.paa\";            // Logo displayed in the main menu\nlogoOver        = \"files\\ic_active.paa\";    // When the mouse is over, in the main menu\ntooltip            = \"mod_\";\ntooltipOwned    = \"credit_mod\";                // Tool tip displayed when the mouse is left over, in the main menu\npicture            = \"files\\overview.paa\";        // Picture displayed from the expansions menu. Optimal size is 2048x1024\nactionName        = \"GitHub\";\naction            = \"https://github.com/my-mod-page\";            // Website URL, that can be accessed from the expansions menu\noverview        = \"This awesome mod does this and that.\";    // Supports structured text\nhideName        = 0;                        // Hide the extension name\nhidePicture        = 0;                        // Hide the extension menu\ndlcColor[]        = { 0.23, 0.39, 0.30, 1 };    // Color used for DLC stripes and backgrounds (RGBA)\nlogoSmall        = \"files\\ic_small.paa\";        // Display in creative lists, next to the entities added by the mod\n```\n\nThis is the standard, easy to apply, method.\n\nAs convenient (and clever) as it may be, it does not fit well with standard methods of distribution. E.g.m, all things pbo.\n\n> [!NOTE]\n> **Arma 3:** In Arma 3 the `mod.cpp` is needed to display mod information in the Arma 3: Launcher."},{"heading":"CfgMods","level":3,"markdown":"> [!WARNING]\n> As of Arma 3 v2.02 CfgMods is broken and does not work!\n\nThe alternative is to insert a CfgMods class into one of your pbo's, or, make one specifically for this.\nThe following are BI samples of how it is done (find more samples here):\n\n> [!IMPORTANT]\n> `true`/`false` values are invalid values in `mod.cpp`; use `1`/`0` instead or define them with\n>\n> ```cpp\n> #define true 1\n> #define false 0\n> ```"},{"heading":"Arma 2","level":4,"markdown":"```cpp\n//config.cpp\n#define true 1\n#define false 0\n\nclass CfgMods\n{\n    defaultAction = \"http://www.arma2.com/mods\";\n\n    class Expansion\n    {\n        dir = \"Expansion\";\n        name = \"Arma 2: Operation Arrowhead\";\n        picture = \"ca\\ui\\data\\logo_arma2ep1_ca.paa\";\n        hidePicture = false;\n        hideName = true;\n        action = \"http://www.arma2.com/arrowhead\";\n    };\n\n    class BAF\n    {\n        dir = \"BAF\";\n        name = \"Arma 2: British Armed Forces (Lite)\";\n        picture = \"ca\\data_baf\\mod.paa\";\n        action = \"http://www.arma2.com/BAF\";\n        hash = \"BAF v. 1.03\";\n        hideName = 1;\n        actionName = \"Buy Now\";\n        hidePicture = 1;\n        islite = 1;\n    };\n\n    class PMC\n    {\n        dir = \"PMC\";\n        picture = \"ca\\ui\\data\\logo_arma2pmc_ca.paa\";\n        hash = \"PMC v. 1.02\";\n        action = \"http://www.arma2.com/PMC\";\n        hideName = 1;\n        name = \"Arma 2: Private Military Company\";\n        hidePicture = 0;\n    };\n};\n```"},{"heading":"Arma 3 - Zeus","level":4,"markdown":"```cpp\nclass CfgMods\n{\n    class Mod_Base;\n    class Curator : Mod_Base\n    {\n        picture = \"\\A3\\Ui_F_Curator\\Data\\Logos\\arma3_zeus_icon_ca.paa\";\n        logo = \"\\A3\\Ui_F_Curator\\Data\\Logos\\arma3_curator_logo_ca.paa\";\n        logoOver = \"\\A3\\Ui_F_Curator\\Data\\Logos\\arma3_curator_logoOver_ca.paa\";\n        tooltipOwned = \"$STR_A3_CFGMODS_CURATOR_NAME\";\n        action = \"http://zeus.arma3.com\";\n        fieldManualTopicAndHint[] = {\"Curator\",\"Curator\"};\n        dlcColor[] = { 0.31, 0.78, 0.78, 1 };\n        overview = \"$STR_A3_DLC_CURATOR_DESCRIPTION\";\n        hideName = 1;\n        hidePicture = 0;\n        name = \"$STR_A3_CFGMODS_CURATOR_NAME\";\n        dir = \"Curator\";\n        appId = 275700;\n    };\n};\n```"},{"heading":"Notes","level":3,"markdown":"> **Benargee** (2015-02-02):\n>\n> **ARMA 3**\n> Use **<br />** to get a line break for mod overview.\n>\n> HTML Link tags can also be used in overview, but you must use single quotes around the url. Example:\n> **\"<a href='http://www.arma3.com'>Arma 3 Home Page</a>\"**\n> Colored text works too: **<t color='#ffff00'>Your yellow text!</t>**\n> Other html tags might work, but I have not tested them. See: Structured Text."}],"categories":["ArmA: Armed Assault: Addon Configuration","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Modelling Tutorials","title":"Modelling Tutorials","type":"topic","url":"https://community.bistudio.com/wiki/Modelling_Tutorials","revid":340139,"updated":"2023-04-28T16:30:05Z","aliases":[],"markdown":"### General Introductions into Modelling\n\n[Making your first addon](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson1%2Flesson1_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/)\n\n### Common Topics\n\n#### Animations\n\nIntro\n\n[Custom Object Animations](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson9%2Flesson9_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/)(OFP)\n\n[Pseudo Multiple Aircraft Weapons effects](http://www.dc3d.co.nz/tutorials/guneffect.htm)\n\n[Animated Undercarriage Gear and Gear Up warning sound](http://www.dc3d.co.nz/tutorials/OFP/images/Animations/gear/gear2.jpg)\n\n[Animated Navigation Lights](http://www.dc3d.co.nz/tutorials/navlightss.htm)\n\n[Animated Canopies](http://www.dc3d.co.nz/tutorials/canopies.htm)\n\n[Animated Aircraft Exhausts](http://www.dc3d.co.nz/tutorials/jetstream.htm)\n\n#### Texturing\n\n[Texture Changing](http://fab.ofp.free.fr/Tutorials/SetObjectTexture.htm) (OFP)\n\n[Advanced Texturing](http://fab.ofp.free.fr/Tutorials/Textures.htm) (OFP)\n\n*Smooth/Sharp Edges* (dead link)\n\n### Object Types\n\n#### Characters\n\n#### Weapons\n\n[Your first weapon](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson3%2Flesson3_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/) (OFP)\n\n#### Cars, Trucks\n\n[Your first car](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson2%2Flesson2_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/) (OFP)\n\n#### Tanks\n\n#### Planes, Helicopters\n\n[Modelling the Piper Cheyenne executive aircraft](http://www.dc3d.co.nz/tutorials/cheyenne.htm)\n\n[Your first helicopter](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson4%2Flesson4_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/) (OFP)\n\n[Your first airplane](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson6%2Flesson6_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/) (OFP)\n\n[Your first armed plane](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson7%2Flesson7_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/) (OFP)\n\n#### Boats\n\n[Your first gunboat](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson5%2Flesson5_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/) (OFP)\n\n#### Buildings\n\n[Your first house](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson8%2Flesson8_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/) (OFP)\n\n### Specific Techniques\n\n#### Damage Indication\n\n[Damaged Tank](http://fab.ofp.free.fr/Tutorials/Damaged_Tank.htm) (OFP)\n\n#### Glass\n\n#### Importing models from other programs\n\n#### Hidden Selections\n\n[Intro](http://fab.ofp.free.fr/Tutorials/Hidden_Selections.htm) (OFP)\n\n#### Ladders\n\n#### Optics\n\n#### Shadows\n\n[Intro](http://fab.ofp.free.fr/Tutorials/Shadow.htm) (OFP)\n\n### Tools\n\n#### Oxygen2\n\n[How to install o2 and Viewer](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Fstart%2Fstart.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/)\n\n[Oxygen for Newbies](http://www.storiamilitare.org/o2/tuts.php)\n\n[Oxygen Light for Newbies (German) / Oxygen Light Mini-Tutorial für Einsteiger (deutsch)](http://www.legionary2k.de/include.php?path=content/download.php&contentid=22&PHPKITSID=d8a2f248c5fcce7615e43d50c62a4e17)","sections":[{"heading":"General Introductions into Modelling","level":3,"markdown":"[Making your first addon](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson1%2Flesson1_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/)"},{"heading":"Common Topics","level":3,"markdown":""},{"heading":"Animations","level":4,"markdown":"Intro\n\n[Custom Object Animations](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson9%2Flesson9_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/)(OFP)\n\n[Pseudo Multiple Aircraft Weapons effects](http://www.dc3d.co.nz/tutorials/guneffect.htm)\n\n[Animated Undercarriage Gear and Gear Up warning sound](http://www.dc3d.co.nz/tutorials/OFP/images/Animations/gear/gear2.jpg)\n\n[Animated Navigation Lights](http://www.dc3d.co.nz/tutorials/navlightss.htm)\n\n[Animated Canopies](http://www.dc3d.co.nz/tutorials/canopies.htm)\n\n[Animated Aircraft Exhausts](http://www.dc3d.co.nz/tutorials/jetstream.htm)"},{"heading":"Texturing","level":4,"markdown":"[Texture Changing](http://fab.ofp.free.fr/Tutorials/SetObjectTexture.htm) (OFP)\n\n[Advanced Texturing](http://fab.ofp.free.fr/Tutorials/Textures.htm) (OFP)\n\n*Smooth/Sharp Edges* (dead link)"},{"heading":"Object Types","level":3,"markdown":""},{"heading":"Characters","level":4,"markdown":""},{"heading":"Weapons","level":4,"markdown":"[Your first weapon](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson3%2Flesson3_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/) (OFP)"},{"heading":"Cars, Trucks","level":4,"markdown":"[Your first car](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson2%2Flesson2_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/) (OFP)"},{"heading":"Tanks","level":4,"markdown":""},{"heading":"Planes, Helicopters","level":4,"markdown":"[Modelling the Piper Cheyenne executive aircraft](http://www.dc3d.co.nz/tutorials/cheyenne.htm)\n\n[Your first helicopter](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson4%2Flesson4_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/) (OFP)\n\n[Your first airplane](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson6%2Flesson6_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/) (OFP)\n\n[Your first armed plane](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson7%2Flesson7_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/) (OFP)"},{"heading":"Boats","level":4,"markdown":"[Your first gunboat](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson5%2Flesson5_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/) (OFP)"},{"heading":"Buildings","level":4,"markdown":"[Your first house](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Flesson8%2Flesson8_a.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/) (OFP)"},{"heading":"Specific Techniques","level":3,"markdown":""},{"heading":"Damage Indication","level":4,"markdown":"[Damaged Tank](http://fab.ofp.free.fr/Tutorials/Damaged_Tank.htm) (OFP)"},{"heading":"Glass","level":4,"markdown":""},{"heading":"Importing models from other programs","level":4,"markdown":""},{"heading":"Hidden Selections","level":4,"markdown":"[Intro](http://fab.ofp.free.fr/Tutorials/Hidden_Selections.htm) (OFP)"},{"heading":"Ladders","level":4,"markdown":""},{"heading":"Optics","level":4,"markdown":""},{"heading":"Shadows","level":4,"markdown":"[Intro](http://fab.ofp.free.fr/Tutorials/Shadow.htm) (OFP)"},{"heading":"Tools","level":3,"markdown":""},{"heading":"Oxygen2","level":4,"markdown":"[How to install o2 and Viewer](https://ofp-faguss.com/addonsearch.php?searchfor=http%3A%2F%2Fofp.gamepark.cz%2F_hosted%2Fbrsseb%2Ftutorials%2Fstart%2Fstart.htm) link courtesy of\n[OFP-Faguss.com](https://ofp-faguss.com/)\n\n[Oxygen for Newbies](http://www.storiamilitare.org/o2/tuts.php)\n\n[Oxygen Light for Newbies (German) / Oxygen Light Mini-Tutorial für Einsteiger (deutsch)](http://www.legionary2k.de/include.php?path=content/download.php&contentid=22&PHPKITSID=d8a2f248c5fcce7615e43d50c62a4e17)"}],"categories":["Arma: Tutorials","Operation Flashpoint: Modelling"],"groups":["Tools and File Formats"]},{"name":"ModHashCalculator","title":"ModHashCalculator","type":"topic","url":"https://community.bistudio.com/wiki/ModHashCalculator","revid":336616,"updated":"2023-01-04T15:23:25Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Tools\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** Mod Hash Calculator is a tool designed to calculate short and long hash of the selected mod folders. The result can be exported to a file or the to the clipboard.\n\n#### Usage\n\n**Line call:** ModHashCalculator.exe\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Tools\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** Mod Hash Calculator is a tool designed to calculate short and long hash of the selected mod folders. The result can be exported to a file or the to the clipboard."},{"heading":"Usage","level":4,"markdown":"**Line call:** ModHashCalculator.exe"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement"}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Modules","title":"Modules","type":"topic","url":"https://community.bistudio.com/wiki/Modules","revid":376217,"updated":"2025-09-18T02:22:59Z","aliases":["Arma 3 Module Framework","Arma 3 Modules","Arma 3: Editor Modules","Arma 3: Module Framework","Arma 3: Modules","modules"],"markdown":"This page can be considered a hub when it comes to Modules.\nHere you will find everything you need to know when it comes to creating modules, available modules in Arma 3 and existing module documentation.\n\n### General Information\n\n- Modules are executed before initServer.sqf, initPlayerLocal.sqf and initPlayerServer.sqf (See Initialisation Order)\n- Modules are very easy to set up, even for unexperienced users\n- They can easily be used to create mission templates\n\n### Create a Module by Script\n\nA module can be created using createUnit (do **not** use createVehicle or createAgent). Same as normal units, a Group must be created first.\nSince Arma 3 v1.86 the variable BIS_fnc_initModules_disableAutoActivation must be set to false in its init to allow its init code to run.\n\n**Example:**\n\n```sqf\nprivate _moduleGroup = createGroup sideLogic;\n\"ModuleSmokeWhite_F\" createUnit [\n    getPosATL player,\n    _moduleGroup,\n    \"this setVariable ['BIS_fnc_initModules_disableAutoActivation', false, true];\"\n];\n```\n\n### Creating a Module\n\nArma 3 introduces a module framework which aims to simplify the configuration of modules and the way their functions are executed (Globally,JIP)\n\n#### Create a Module Addon\n\n- Make a folder named *TAG_addonName* a create a *config.cpp* file in it.\n- Inside, declare a CfgPatches class with your addon and its modules (in the *units* array). Without this, the game would not recognise the addon.\n- Make sure the addon and all objects start with your tag, e.g. TAG_.\n\n**Example**\n\n```\nclass CfgPatches\n{\n    class TAG_addonName\n    {\n        units[] = { \"TAG_ModuleNuke\" };\n        requiredVersion = 1.0;\n        requiredAddons[] = { \"A3_Modules_F\" };\n    };\n};\n```\n\n#### Module Category\n\n- Modules are placed into basic categories which makes finding a desired module easier.\n\nYou can use on of the existing categories *(See table to the right)* or create your own category (see example below).\n\n| class | displayName |\n|---|---|\n| *Effects* | Effects |\n| *Events* | Events |\n| *Modes* | Gameplay Modes |\n| *GroupModifiers* | Group Modifiers |\n| *Intel* | Intel |\n| *NO_CATEGORY* | Misc |\n| *Multiplayer* | Multiplayer |\n| *ObjectModifiers* | Object Modifiers |\n| *Sites* | Sites |\n| *StrategicMap* | Strategic |\n| *Supports* | Supports |\n\n**Example**\n\n```\nclass CfgFactionClasses\n{\n    class NO_CATEGORY;\n    class TAG_explosions: NO_CATEGORY\n    {\n        displayName = \"Explosions\";\n    };\n};\n```\n\n#### Creating the Module Config\n\n- All in-game objects (soldiers, vehicles, buildings, logics, modules, ...) are defined in *CfgVehicles* class.\n- **All modules must inherit from Module_F** parent class, either directly or through some additional sub-parent.\n- Modules functions are by default **not** executed when in Eden Editor workspace. It can be enabled using **is3DEN** property, but that will also change format of function params.\n\n**Example:**\n\n```cpp\nclass CfgVehicles\n{\n    class Logic;\n    class Module_F : Logic\n    {\n        class AttributesBase\n        {\n            class Default;\n            class Edit;                    // Default edit box (i.e. text input field)\n            class Combo;                // Default combo box (i.e. drop-down menu)\n            class Checkbox;                // Default checkbox (returned value is Boolean)\n            class CheckboxNumber;        // Default checkbox (returned value is Number)\n            class ModuleDescription;    // Module description\n            class Units;                // Selection of units on which the module is applied\n        };\n\n        // Description base classes (for more information see below):\n        class ModuleDescription\n        {\n            class AnyBrain;\n        };\n    };\n\n    class TAG_Module_Nuke : Module_F\n    {\n        // Standard object definitions:\n        scope = 2;                                        // Editor visibility; 2 will show it in the menu, 1 will hide it.\n        scopeCurator = 2;                                // Zeus visibility\n        displayName = \"Nuclear Explosion\";                // Name displayed in the menu\n        icon = \"\\TAG_addonName\\data\\icon_Nuke_ca.paa\";    // Map icon. Delete this entry to use the default icon.\n        category = \"Effects\";\n\n        function = \"TAG_fnc_moduleNuke\";    // Name of function triggered once conditions are met\n        functionPriority = 1;                // Execution priority, modules with lower number are executed first. 0 is used when the attribute is undefined\n        isGlobal = 1;                        // 0 for server only execution, 1 for global execution, 2 for persistent global execution\n        isTriggerActivated = 1;                // 1 for module waiting until all synced triggers are activated\n        isDisposable = 1;                    // 1 if modules is to be disabled once it is activated (i.e. repeated trigger activation will not work)\n        is3DEN = 1;                            // 1 to run init function in Eden Editor as well\n        curatorCanAttach = 1;                // 1 to allow Zeus to attach the module to an entity\n        curatorInfoType = \"RscDisplayAttributeModuleNuke\"; // Menu displayed when the module is placed or double-clicked on by Zeus\n\n        // 3DEN Attributes Menu Options\n        canSetArea = 1;                        // Allows for setting the area values in the Attributes menu in 3DEN\n        canSetAreaShape = 1;                // Allows for setting \"Rectangle\" or \"Ellipse\" in Attributes menu in 3DEN\n        canSetAreaHeight = 1;                // Allows for setting height or Z value in Attributes menu in 3DEN\n        class AttributeValues\n        {\n            // This section allows you to set the default values for the attributes menu in 3DEN\n            size3[] = { 100, 100, -1 };        // 3D size (x-axis radius, y-axis radius, z-axis radius)\n            isRectangle = 0;                // Sets if the default shape should be a rectangle or ellipse\n        };\n\n        // Module attributes (uses https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#Entity_Specific):\n        class Attributes : AttributesBase\n        {\n            // Arguments shared by specific module type (have to be mentioned in order to be present):\n            class Units : Units\n            {\n                property = \"TAG_Module_Nuke_Units\";\n            };\n\n            // Module-specific arguments:\n            class Yield : Combo\n            {\n                property = \"TAG_Module_Nuke_Yield\";                // Unique property (use \"<tag>_<moduleClass>_<attributeClass>\" format to ensure that the name is unique)\n                displayName = \"Nuclear weapon yield\";            // Argument label\n                tooltip = \"How strong will the explosion be\";    // Tooltip description\n                typeName = \"NUMBER\";                            // Value type, can be \"NUMBER\", \"STRING\" or \"BOOL\"\n                defaultValue = \"50\";                            // Default attribute value. Warning: this is an expression, and its returned value will be used (50 in this case).\n\n                // Listbox items\n                class Values\n                {\n                    class 50Mt    { name = \"50 megatons\";    value = 50; };\n                    class 100Mt    { name = \"100 megatons\"; value = 100; };\n                };\n            };\n\n            class Name : Edit\n            {\n                displayName = \"Name\";\n                tooltip = \"Name of the nuclear device\";\n                property = \"TAG_Module_Nuke_Name\";\n                // Default text for the input box:\n                defaultValue = \"\"\"Tsar Bomba\"\"\"; // Because this is an expression, one must have a string within a string to return a string\n            };\n\n            class ModuleDescription : ModuleDescription {}; // Module description should be shown last\n        };\n\n        // Module description (must inherit from base class, otherwise pre-defined entities won't be available)\n        class ModuleDescription : ModuleDescription\n        {\n            description = \"Short module description\";    // Short description, will be formatted as structured text\n            sync[] = { \"LocationArea_F\" };                // Array of synced entities (can contain base classes)\n\n            class LocationArea_F\n            {\n                description[] = { // Multi-line descriptions are supported\n                    \"First line\",\n                    \"Second line\"\n                };\n                position = 1;    // Position is taken into effect\n                direction = 1;    // Direction is taken into effect\n                optional = 1;    // Synced entity is optional\n                duplicate = 1;    // Multiple entities of this type can be synced\n                synced[] = { \"BluforUnit\", \"AnyBrain\" };    // Pre-defined entities like \"AnyBrain\" can be used (see the table below)\n            };\n\n            class BluforUnit\n            {\n                description = \"Short description\";\n                displayName = \"Any BLUFOR unit\";    // Custom name\n                icon = \"iconMan\";                    // Custom icon (can be file path or CfgVehicleIcons entry)\n                side = 1;                            // Custom side (determines icon color)\n            };\n        };\n    };\n};\n```\n\nPre-defined sync preview entities can be:\n\n| Class | Descripton |\n|---|---|\n| *Anything* | Any object - persons, vehicles, static objects, etc. |\n| *AnyPerson* | Any person. Not vehicles or static objects. |\n| *AnyVehicle* | Any vehicle. No persons or static objects. |\n| *GroupModifiers* | Group Modifiers |\n| *AnyStaticObject* | Any static object. Not persons or vehicles. |\n| *AnyBrain* | Any AI or player. Not empty objects |\n| *AnyAI* | Any AI unit. Not players or empty objects |\n| *AnyPlayer* | Any player. Not AI units or empty objects |\n| *EmptyDetector* | Any trigger |\n\n#### Configuring the Module Function\n\n- Place *class CfgFunctions* to *config.cpp*. See Arma 3: Functions Library for more info about functions configuration.\n\n**Example**\n\n```\nclass CfgFunctions\n{\n    class TAG\n    {\n        class Effects\n        {\n            file = \"\\TAG_addonName\\functions\";\n            class moduleNuke {};\n        };\n    };\n};\n```\n\n#### Writing the Module Function\n\n- Create the *functions* folder within the addon folder and place *.sqf or *.fsm files there.\n- Example: *\\TAG_addonName\\functions\\fn_moduleNuke.sqf*\n- Input parameters differ based on value of *is3DEN* property.\n\n**Default Example** (is3DEN = 0)\n\n```sqf\nparams [\n    [\"_logic\", objNull, [objNull]],        // Argument 0 is module logic\n    [\"_units\", [], [[]]],                // Argument 1 is a list of affected units (affected by value selected in the 'class Units' argument))\n    [\"_activated\", true, [true]]        // True when the module was activated, false when it is deactivated (i.e., synced triggers are no longer active)\n];\n\n// Module specific behavior. Function can extract arguments from logic and use them.\nif (_activated) then\n{\n    // Attribute values are saved in module's object space under their class names\n    private _bombYield = _logic getVariable [\"Yield\", -1]; // (as per the previous example, but you can define your own)\n    hint format [\"Bomb yield is: %1\", _bombYield]; // will display the bomb yield, once the game is started\n};\n// Module function is executed by spawn command, so returned value is not necessary, but it is good practice.\ntrue;\n```\n\n**Example Eden Editor** (is3DEN = 1)\n\nWhen **is3DEN = 1** is set in module config, different, more detailed params are passed to the function.\n\n```sqf\nparams [\n    [\"_mode\", \"\", [\"\"]],\n    [\"_input\", [], [[]]]\n];\n\nswitch _mode do\n{\n    // Default object init\n    case \"init\":\n    {\n        _input params [\n            [\"_logic\", objNull, [objNull]],        // Module logic\n            [\"_isActivated\", true, [true]],        // True when the module was activated, false when it is deactivated\n            [\"_isCuratorPlaced\", false, [true]]    // True if the module was placed by Zeus\n        ];\n        // ... code here...\n    };\n    // When some attributes were changed (including position and rotation)\n    // Fires when module is initially placed in 3DEN\n    case \"attributesChanged3DEN\": {\n        _input params [\n            [\"_logic\", objNull, [objNull]]\n        ];\n        // ... code here...\n    };\n    // When added to the world (e.g., after undoing and redoing creation)\n    case \"registeredToWorld3DEN\": {\n        _input params [\n            [\"_logic\", objNull, [objNull]]\n        ];\n        // ... code here...\n    };\n    // When removed from the world (i.e., by deletion or undoing creation)\n    case \"unregisteredFromWorld3DEN\": {\n        _input params [\n            [\"_logic\", objNull, [objNull]]\n        ];\n        // ... code here...\n    };\n    // When connection to object changes (i.e., new one is added or existing one removed)\n    case \"connectionChanged3DEN\": {\n        _input params [\n            [\"_logic\", objNull, [objNull]]\n        ];\n        // ... code here...\n    };\n    // When object is being dragged\n    case \"dragged3DEN\": {\n        _input params [\n            [\"_logic\", objNull, [objNull]]\n        ];\n        // ...code here...\n    };\n};\ntrue;\n```\n\n> [!IMPORTANT]\n> Zeus place-able modules are local to the client that placed the module.\n\n### Module Properties\n\n> [!NOTE]\n> **Arma 3:** If you use the Eden Editor please visit Eden Editor: System.\n\n| Property Name | Description |\n|---|---|\n| *Name* | The name of a module can be used to refer to the object in script code. Like all variable names, the name must not contain any spaces or reserved characters. You should try to make it something meaningful and avoid conflicts. Note that if a variable exists with an identical name, no warning will be given and the name will refer to the variable first, rather than the named unit. If you copy and paste a named entity, the duplicate will be automatically have an underscore and number appended to it is name to avoid conflicts. |\n| *Initialization* | Any script code placed in this box will be executed as the mission begins. Script code is extremely powerful and useful - it allows you to create many effects and change aspects of the mission that would not be possible using only the graphical interface of the mission editor. For example, to make a soldier begin the mission unarmed, add \"removeAllWeapons this\" (without the quotation marks) to it is initialization string. Any expressions in the initialization field must return nothing, or an error message will prevent the unit dialogue from closing. |\n| *Description* | The description property is not used by modules. However, it is used by some functions and it changes the tooltip in Eden Editor when hovering over the module icon. |\n| *Probability of Presence* | Defines how likely it is that the entity will exist each time the mission is played. This can be used to add a bit of randomness to missions. Moving the slider all the way to the right means the object will always be there, all the way to the left means the unit will never appear. Note the *Condition of Presence* must also return true if the entity is to appear in the mission. |\n| *Condition of Presence* | This is a script code condition which must return true in order for the object to appear in the mission. By default this reads \"true\" which means the object will appear as defined by it is *Probability of Presence*. For an example, if you wanted a unit to appear only if the mission is being played in Veteran mode, place \"!cadetMode\" (without quotation marks) in it is Condition of Presence box. A unit with a Condition of Presence that returns false will not exist in the mission, irrespective of its *Probability of Presence*. |\n| *Placement Radius* | Changes the object's starting position to a random point within a circle of this radius, in metres. This can be used to add some randomness to your mission. For grouped units, the placement radius is only used by the group leader, and group members with a special setting of *None* (or *In Cargo* for a group without suitable vehicle). |\n\n### Module Documentation\n\nHere you can find links to modules which are documented on this wiki.\n\n#### Arma 2\n\n- Simple Support Module\n- Ambient Animals\n- Environment - Colors\n- Arma 2: Editor Modules\n\n#### Arma 3\n\nLast updated: Arma 3 v2.10\n\n| Module Name | Category | Addon | Function | Description |\n|---|---|---|---|---|\n| Hide Terrain Objects | Environment | Arma 3 | BIS_fnc_moduleHideTerrainObjects |  |\n| Edit Terrain Object | Environment | Arma 3 | BIS_fnc_moduleEditTerrainObject |  |\n| Timeline | Keyframe Animation | Arma 3 |  |  |\n| Rich Curve | Keyframe Animation | Arma 3 |  |  |\n| Rich Curve Key | Keyframe Animation | Arma 3 |  |  |\n| Rich Curve Key Control Point | Keyframe Animation | Arma 3 |  |  |\n| Camera | Keyframe Animation | Arma 3 |  |  |\n| Smoke Grenade | Effects | Arma 3 | BIS_fnc_moduleGrenade | Create a smoke shell. |\n| Chem light | Effects | Arma 3 | BIS_fnc_moduleGrenade | Create a chem light. |\n| Tracers | Effects | Arma 3 | BIS_fnc_moduleTracers | Shoot tracers upwards to create an illusion of battle. |\n| Plankton | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Plankton module creates an underwater plankton effect around player. |\n| Bubbles | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates underwater bubbles on position of the module. Unless you set the position of the module manually (via script commands), bubbles will be created at the bottom. |\n| Cartridges | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates empty cartridges on the position of the module. |\n| Smoke | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates smoke on a position of the module. |\n| Fire | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates fire on a position of the module. |\n| Date | Events | Arma 3 | BIS_fnc_moduleDate | Set mission date. |\n| Weather | Environment | Arma 3 | BIS_fnc_moduleWeather | Set mission weather. Certain changes can take some time to appear. |\n| Save Game | Events | Arma 3 | BIS_fnc_moduleSaveGame | Set the mission progress. Will replace the previous automatic save. User save won't be affected. |\n| Radio Chat | Events | Arma 3 | BIS_fnc_moduleChat | Show a chat message. |\n| Volume | Events | Arma 3 | BIS_fnc_moduleVolume | Set mission sound/music volume. Changes won't affect user options. |\n| Generic radio message | Events | Arma 3 | BIS_fnc_moduleGenericRadio | Show a chat message. |\n| Set Callsign | Group Modifiers | Arma 3 | BIS_fnc_moduleGroupID | Assign group callsign. Each group has to have a unique callsign - assigning an existing one will remove it from the group which used it previously. |\n| Combat Get In | Group Modifiers | Arma 3 | BIS_fnc_moduleCombatGetIn |  |\n| High Command - Commander | Others | Arma 3 |  | Set person as a high commander, giving him an ability to control whole groups. |\n| Skip time | Environment | Arma 3 | BIS_fnc_moduleSkiptime | Skip mission time. |\n| Create Task | Intel | Arma 3 | BIS_fnc_moduleTaskCreate | Add a task to synced objects or to larger pool of units. |\n| Set Task Description | Intel | Arma 3 | BIS_fnc_moduleTaskSetDescription | Set task description. |\n| Set Task Destination | Intel | Arma 3 | BIS_fnc_moduleTaskSetDestination | Set task destination. |\n| Set Task State | Intel | Arma 3 | BIS_fnc_moduleTaskSetState | Set task state. |\n| Create Diary Record | Intel | Arma 3 | BIS_fnc_moduleCreateDiaryRecord | Create a diary record for synced objects or for larger a pool of units. |\n| Headquarters Entity | Intel | Arma 3 | BIS_fnc_moduleHQ | Virtual headquarters unit which can be used for playing radio messages. |\n| Military Symbols | Others | Arma 3 |  |  |\n| Zone Restriction | Others | Arma 3 | BIS_fnc_moduleZoneRestriction | Set punishment for leaving the Area of Operation. |\n| Trident | Others | Arma 3 | BIS_fnc_moduleTrident | Set diplomacy options. When involved sides start killing each other, they won't be punished by a negative rating. Once too many kills are reached, the sides will turn hostile. |\n| Unlock Object | Others | Arma 3 | BIS_fnc_moduleUnlockObject | Unlock addons of synced objects for the curator. E.g., when synced to a BLUFOR soldier, all BLUFOR soldiers will be unlocked, because they belong to the same addon. |\n| Unlock Area | Others | Arma 3 | BIS_fnc_moduleUnlockArea | Unlock area for curator unit spawning. |\n| Friendly Fire | Others | Arma 3 | BIS_fnc_moduleFriendlyFire | Set punishment for killing friendly units. |\n| Sector | Multiplayer | Arma 3 | BIS_fnc_moduleSector |  |\n| Respawn Position | Multiplayer | Arma 3 | BIS_fnc_moduleRespawnPosition | Add a respawn position. |\n| Vehicle Respawn | Multiplayer | Arma 3 | BIS_fnc_moduleRespawnVehicle | Set vehicle respawn parameters. |\n| Show / Hide | Object Modifiers | Arma 3 | BIS_fnc_moduleShowHide | Show/hide synced objects. They will become invisible and their simulation will be disabled. |\n| Set Position / Rotation | Object Modifiers | Arma 3 | BIS_fnc_modulePositioning | Set position and rotation of synced objects. |\n| Set Skill | Object Modifiers | Arma 3 | BIS_fnc_moduleSkill | Set AI skill of synced objects. Has no effect on players. |\n| Set Character Damage | Object Modifiers | Arma 3 | BIS_fnc_moduleHealth | Set damage of synced persons. |\n| Set Vehicle Damage | Object Modifiers | Arma 3 | BIS_fnc_moduleDamage | Set damage of synced vehicles. |\n| Set Vehicle Fuel | Object Modifiers | Arma 3 | BIS_fnc_moduleFuel | Set fuel of synced vehicles. |\n| Set Ammo | Object Modifiers | Arma 3 | BIS_fnc_moduleAmmo | Set total ammo of synced objects. Affects only ammo of their weapons, not ammo carried in cargo space (e.g., ammo boxes). |\n| Set Mode | Object Modifiers | Arma 3 | BIS_fnc_moduleMode | Set behavior pattern of synced objects. |\n| Set Rank | Object Modifiers | Arma 3 | BIS_fnc_moduleRank | Set military rank of synced objects. |\n| Set AI Mode | Object Modifiers | Arma 3 | BIS_fnc_moduleAI | Enable/disable AI modes. |\n| Add Rating / Score | Object Modifiers | Arma 3 | BIS_fnc_moduleRating | Add rating to synced objects. Rating is automatically awarded for killed enemies and players can see it in the debriefing screen. Shooting friendlies will lead to a negative rating and turning hostile to your own units. |\n| Open / Close Doors | Object Modifiers | Arma 3 | BIS_fnc_moduleDoorOpen | Open/close door of synced objects. |\n| Simulation Manager | Object Modifiers | Arma 3 | BIS_fnc_moduleSimulationManager | Keep all AI units disabled until someone from the player's group gets near. |\n| Open Strategic Map | Strategic | Arma 3 | BIS_fnc_moduleStrategicMapOpen | Open a strategic map. |\n| Support Requester | Supports | Arma 3 | BIS_fnc_moduleSupportsInitRequester | Supports framework. A support requester unit has to be synchronized with the Requester module. The Requester module has to be synchronized with Provider module(s). A Provider module has to be synchronized with a support provider unit(s), unless a Virtual Provider module is used. |\n| Firing Drill | Firing Drills | Arma 3 | BIS_fnc_moduleFiringDrill |  |\n| Posters | Others | Arma 3 | BIS_fnc_modulePoster | Creates posters and leafets on walls of buildings. Those buildings are made indestructible. |\n| Animals | Others | Arma 3 Zeus | BIS_fnc_moduleAnimals | Creates a group of animals and handles their basic behavior. Deleting the module will delete the animals as well. |\n| Close Air Support (CAS) | Effects | Arma 3 Zeus | BIS_fnc_moduleCAS | Send an air strike on the module position. It will take a few seconds before the plane arrives at the module's position. Unless it is destroyed, it will be deleted after flying away. |\n| Game Master | Zeus | Arma 3 Zeus | BIS_fnc_moduleCurator | Zeus logic which provides access to the 3D real-time editor. |\n| Manage Addons | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddAddons | Manage addons (i.e. object packs) available to Zeus. |\n| Manage Resources | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddPoints | Add or subtract resources available to Zeus. They are required for placing or editing objects. |\n| Add Editing Area | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddEditingArea | Add an area inside of which Zeus is allowed to place or edit objects. |\n| Restrict Editing Around Players | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddEditingAreaPlayers |  |\n| Set Editing Area Type | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetEditingAreaType | Set whether editing in all editing areas is allowed or restricted. |\n| Add Camera Area | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddCameraArea | Add an area inside of which Zeus can move with the camera. |\n| Set Camera Position | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCamera | Move the Zeus camera to the module position. |\n| Add Editable Objects | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddEditableObjects | Add objects which Zeus can edit. |\n| Set Editing Costs | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCoefs | Set coefficients for operations Zeus can perform. The object cost is multiplied by these. Use a large negative value (e.g. -1e10) to disable the operation. |\n| Set Costs (Default) | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCostsDefault |  |\n| Set Costs (Side) | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCostsSide | Simplified definition of object costs. Can be combined with other \"Set Costs\" modules (e.g., cost of a BLUFOR soldier can be defined by \"Set Costs - Sides\" and \"Set Costs - Soldiers & Vehicles\" module. All matching values are multiplied together). |\n| Set Costs - Soldiers & Vehicles | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCostsVehicleClass | Simplified definition of object costs. Can be combined with other \"Set Costs\" modules (e.g., cost of a BLUFOR soldier can be defined by \"Set Costs - Sides\" and \"Set Costs - Soldiers & Vehicles\" module. All matching values are multiplied together). |\n| Add Icon | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddIcon | Show icon visible only to a specific Zeus. |\n| Set Attributes - Objects | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetAttributes | Set which attributes are available for objects. The attribute window is accessed when Zeus double-clicks LMB on an object. |\n| Post-Process | Environment | Arma 3 Zeus | BIS_fnc_modulePostprocess | Set a scene Post-Processing effect (e.g. color correction or film grain) |\n| IR Grenade | Effects | Arma 3 Zeus | BIS_fnc_moduleGrenade |  |\n| Time Acceleration | Environment | Arma 3 Zeus | BIS_fnc_moduleTimeMultiplier |  |\n| Flare | Effects | Arma 3 Zeus | BIS_fnc_moduleProjectile | Creates a signal flare on the module position (visible only at night). |\n| End Scenario | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleEndMission | End the scenario for all players. |\n| Scenario Name | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleMissionName | Set the scenario name. It's shown to every player upon joining and after each respawn. |\n| Zeus Lightning Bolt | Zeus | Arma 3 Zeus | BIS_fnc_moduleLightning | Creates a lightning strike powerful enough to destroy an object where it impacts. |\n| Cover Map | Others | Arma 3 Zeus | BIS_fnc_moduleCoverMap | Highlight an Area of Operations in the map by enclosing it and covering the unused part. |\n| Create Radio Channel | Others | Arma 3 Zeus | BIS_fnc_moduleRadioChannelCreate | Creates a custom radio channel for the given sides / Zeus players. |\n| Zone Protection | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleZoneProtection | Prevents players from entering the given area. |\n| Countdown | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleCountdown |  |\n| Respawn Tickets | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleRespawnTickets | Set the number of respawn tickets available to each side. |\n| Bleed Tickets | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleBleedTickets | Allow ticket bleeding when one side is holding the majority of sectors. |\n| Ordnance | Effects | Arma 3 Zeus | BIS_fnc_moduleProjectile | Create an artillery shell on the module position. It will take a few seconds until it hits the ground. |\n| Time Trial | Time Trials | Arma 3 Karts | BIS_fnc_moduleTimeTrial |  |\n| Spawn AI | Others | Arma 3 Helicopters | BIS_fnc_moduleSpawnAI |  |\n| Spawn AI: Spawnpoint | Others | Arma 3 Helicopters | BIS_fnc_moduleSpawnAIPoint |  |\n| Spawn AI: Sector Tactic | Others | Arma 3 Helicopters | BIS_fnc_moduleSpawnAISectorTactic |  |\n| Spawn AI: Options | Others | Arma 3 Helicopters | BIS_fnc_moduleSpawnAIOptions |  |\n| Sling Load | Others | Arma 3 Helicopters | BIS_fnc_moduleSlingload |  |\n| EndGame Objectives Instance | Objectives | Arma 3 Marksmen | BIS_fnc_moduleHvtObjectives |  |\n| End Game Simple Objective | Objectives | Arma 3 Marksmen | BIS_fnc_moduleHvtObjectives |  |\n| End Game Start Game Objective | Objectives | Arma 3 Marksmen | BIS_fnc_moduleHvtObjectives |  |\n| End Game - End Game Objective | Objectives | Arma 3 Marksmen | BIS_fnc_moduleHvtObjectives |  |\n| Combat Patrol Init | Combat Patrol | Arma 3 Malden | BIS_fnc_CPInit | Initializes the Combat Patrol mode upon scenario start. |\n| Combat Patrol Location Add | Combat Patrol | Arma 3 Malden |  | Adds a new selectable location to the map. |\n| Combat Patrol Location Remove | Combat Patrol | Arma 3 Malden |  | Removes the nearest location in a 1000m radius from the map selection. |\n| Combat Patrol Location Reposition | Combat Patrol | Arma 3 Malden |  | Moves the nearest location in a 1000m radius to this module's position. |\n| Combat Patrol Azimuth Blacklist | Combat Patrol | Arma 3 Malden |  | Blacklists the nearest location's in a 1000m radius azimuth range so it can't be used for the starting / ending position or reinforcements spawning point. |\n| Civilian Presence | Ambient | Arma 3 Tac-Ops | BIS_fnc_moduleCivilianPresence |  |\n| Civilian Presence Spawnpoint | Ambient | Arma 3 Tac-Ops | BIS_fnc_moduleCivilianPresenceUnit |  |\n| Civilian Presence Position | Ambient | Arma 3 Tac-Ops | BIS_fnc_moduleCivilianPresenceSafeSpot |  |\n| Vanguard: Starting Area | Gameplay Modes | Arma 3 Tanks | BIS_fnc_moduleVanguardFob |  |\n| Vanguard: Score Persistence | Gameplay Modes | Arma 3 Tanks | BIS_fnc_moduleVanguardScorePersistence |  |\n| Vanguard: Objective Area | Gameplay Modes | Arma 3 Tanks | BIS_fnc_moduleVanguardObjective |  |\n| Old Man Sector | Old Man | Arma 3 Apex |  | Module for configuring sectors. All vehicles and groups placed inside will be persistently spawned. Sectors must not overlap! This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Patrol Area | Old Man | Arma 3 Apex |  | Module for randomly spawning groups in an area. Groups that have some unit synchronized are used as a template; units will randomly spawn in positions inside the patrol area. If you synchronize multiple groups, a random group will be selected. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Restricted Area | Old Man | Arma 3 Apex |  | Sets up restricted areas which will raise player's threat level if seen within it. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Relationship | Old Man | Arma 3 Apex |  | Set up the relationship with a given side. Do not set up for player's own side. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man QRF | Others | Arma 3 Apex |  | QRF Module. Synchronized units will be spawned on QRF activation. Only one instance of the module is allowed. It cannot be used without first adding the Old Man Init. module. |\n| Old Man Smart Markers | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleSmartMarkers | Managing smart marker enhancements, interactive smart marker compositions, and LODing of the information. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Insurgent Agent | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleSyndikatAgent | Module manages insurgent resources. It generates attack events. It cannot be used without first adding the Old Man Init. module. |\n| Old Man Insurgent Team | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleSyndikatTeam | Manages size of insurgent teams and income. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Insurgent Camp Position | Old Man | Arma 3 Apex |  | Defines the placement of a camp. Synchronize the position with a unit, which will serve as a template for the unit actually spawned in the camp. Behavior and waypoints will be inherited, as well as code from any synchronized init. script module. It cannot be used without first adding the Old Man Init. module. |\n| Old Man Economy | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleEconomy | Manage player income and starting money. This module cannot be used without first adding the Old Man Init. module. |\n| Oldman Action Queue | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleActionQueue | Action Queue can be used for the sequential execution of actions (scripts, dialogues) in a non-specified time. |\n| Old Man Radio | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleRadio | Sets parameters for radio stations and what content will be aired. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Reputation | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleReputation | Reputation calculated in conjunction with the Relationship module. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Awareness | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleAwareness | Player's awareness regarding his relationship to the enemy via ambient radio chatter. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Protected Vehicle | Old Man | Arma 3 Apex |  | Vehicle that will be marked as stolen by a given side. It will elicit an appropriate response if taken. Note that all CSAT, NATO, and Gendarmerie vehicles are registered by default. This module must be synchronized to a vehicle. It cannot be used without first adding the Old Man Init. Module. |\n| Old Man Init. Script | Old Man | Arma 3 Apex |  | Init. script applied to any unit synchronized with a module. Do not use system: Init. field. Instead, use the field in the lower part of the module. Script will be called every time a unit in the sector is created. |\n| Old Man Init. | Old Man | Arma 3 Apex | BIS_fnc_OM_init | Integral module for Old Man, enabling all functionality. If you create a new mission, do not forget the common description.ext to enable the rest of the functions.<br>It is possible to include other missions directly into this mission. You must have them all in one folder, with the path mapped in this module. Furthermore, in each mission folder, you must have the missionName.sqf file included. For the name of the included mission, use the mission name, without the accompanying terrain suffix. |\n| Old Man Night | Old Man | Arma 3 Apex |  | Synchronize units you want to spawn to the closest sector. According to the module settings, synchronized units will remain at night. Use this module for each sector that should be different from a sector in the daytime. It cannot be used without first adding the Old Man Init. module. |\n| Old Man Intel | Old Man | Arma 3 Apex |  | Module for creating collectible intel. It adds a new diary record and can reveal sector markers. It cannot be used without first adding the Old Man Init. module. |\n| Old Man Tracked Device | Old Man | Arma 3 Apex |  | Synchronize this module with any object that should be audible on the player's phone's geo-finder. The module itself will only prime the object. It will be despawned after. Do not use on vehicles or units inside a sector which can be despawned. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Drop-off Point | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleDepot | Player is able to unload/sell equipment inside of the sector area. Synchronize a container so it can be used to store items from inventory. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Rest Point | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleRestPoint | Player is able to rest at synchronized object(s). This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Mosquitoes | Old Man | Arma 3 Apex | BIS_fnc_OM_Epicentrum | Creates an area infested with mosquitoes. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Market | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleMarket | Player is able to shop at a synchronized container when talking to a synchronized shopkeeper. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Random Conversations | Old Man | Arma 3 Apex |  | Synchronize one or two units to talk to each other or to the player. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Fast Travel | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleFastTravel | Module for handling player Fast Travel. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Fast Travel Position | Old Man | Arma 3 Apex |  | Defines the position where the player should be transported to after Fast Travel. This module cannot be used without first adding the Old Man Init. module. |\n\nTotal number of modules: 154\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.\n\n#### Take On Helicopters\n\n- Ambient Boats\n- Ambient Helicopters\n- Take On Helicopters: Editor Modules","sections":[{"heading":null,"level":1,"markdown":"This page can be considered a hub when it comes to Modules.\nHere you will find everything you need to know when it comes to creating modules, available modules in Arma 3 and existing module documentation."},{"heading":"General Information","level":3,"markdown":"- Modules are executed before initServer.sqf, initPlayerLocal.sqf and initPlayerServer.sqf (See Initialisation Order)\n- Modules are very easy to set up, even for unexperienced users\n- They can easily be used to create mission templates"},{"heading":"Create a Module by Script","level":3,"markdown":"A module can be created using createUnit (do **not** use createVehicle or createAgent). Same as normal units, a Group must be created first.\nSince Arma 3 v1.86 the variable BIS_fnc_initModules_disableAutoActivation must be set to false in its init to allow its init code to run.\n\n**Example:**\n\n```sqf\nprivate _moduleGroup = createGroup sideLogic;\n\"ModuleSmokeWhite_F\" createUnit [\n    getPosATL player,\n    _moduleGroup,\n    \"this setVariable ['BIS_fnc_initModules_disableAutoActivation', false, true];\"\n];\n```"},{"heading":"Creating a Module","level":3,"markdown":"Arma 3 introduces a module framework which aims to simplify the configuration of modules and the way their functions are executed (Globally,JIP)"},{"heading":"Create a Module Addon","level":4,"markdown":"- Make a folder named *TAG_addonName* a create a *config.cpp* file in it.\n- Inside, declare a CfgPatches class with your addon and its modules (in the *units* array). Without this, the game would not recognise the addon.\n- Make sure the addon and all objects start with your tag, e.g. TAG_.\n\n**Example**\n\n```\nclass CfgPatches\n{\n    class TAG_addonName\n    {\n        units[] = { \"TAG_ModuleNuke\" };\n        requiredVersion = 1.0;\n        requiredAddons[] = { \"A3_Modules_F\" };\n    };\n};\n```"},{"heading":"Module Category","level":4,"markdown":"- Modules are placed into basic categories which makes finding a desired module easier.\n\nYou can use on of the existing categories *(See table to the right)* or create your own category (see example below).\n\n| class | displayName |\n|---|---|\n| *Effects* | Effects |\n| *Events* | Events |\n| *Modes* | Gameplay Modes |\n| *GroupModifiers* | Group Modifiers |\n| *Intel* | Intel |\n| *NO_CATEGORY* | Misc |\n| *Multiplayer* | Multiplayer |\n| *ObjectModifiers* | Object Modifiers |\n| *Sites* | Sites |\n| *StrategicMap* | Strategic |\n| *Supports* | Supports |\n\n**Example**\n\n```\nclass CfgFactionClasses\n{\n    class NO_CATEGORY;\n    class TAG_explosions: NO_CATEGORY\n    {\n        displayName = \"Explosions\";\n    };\n};\n```"},{"heading":"Creating the Module Config","level":4,"markdown":"- All in-game objects (soldiers, vehicles, buildings, logics, modules, ...) are defined in *CfgVehicles* class.\n- **All modules must inherit from Module_F** parent class, either directly or through some additional sub-parent.\n- Modules functions are by default **not** executed when in Eden Editor workspace. It can be enabled using **is3DEN** property, but that will also change format of function params.\n\n**Example:**\n\n```cpp\nclass CfgVehicles\n{\n    class Logic;\n    class Module_F : Logic\n    {\n        class AttributesBase\n        {\n            class Default;\n            class Edit;                    // Default edit box (i.e. text input field)\n            class Combo;                // Default combo box (i.e. drop-down menu)\n            class Checkbox;                // Default checkbox (returned value is Boolean)\n            class CheckboxNumber;        // Default checkbox (returned value is Number)\n            class ModuleDescription;    // Module description\n            class Units;                // Selection of units on which the module is applied\n        };\n\n        // Description base classes (for more information see below):\n        class ModuleDescription\n        {\n            class AnyBrain;\n        };\n    };\n\n    class TAG_Module_Nuke : Module_F\n    {\n        // Standard object definitions:\n        scope = 2;                                        // Editor visibility; 2 will show it in the menu, 1 will hide it.\n        scopeCurator = 2;                                // Zeus visibility\n        displayName = \"Nuclear Explosion\";                // Name displayed in the menu\n        icon = \"\\TAG_addonName\\data\\icon_Nuke_ca.paa\";    // Map icon. Delete this entry to use the default icon.\n        category = \"Effects\";\n\n        function = \"TAG_fnc_moduleNuke\";    // Name of function triggered once conditions are met\n        functionPriority = 1;                // Execution priority, modules with lower number are executed first. 0 is used when the attribute is undefined\n        isGlobal = 1;                        // 0 for server only execution, 1 for global execution, 2 for persistent global execution\n        isTriggerActivated = 1;                // 1 for module waiting until all synced triggers are activated\n        isDisposable = 1;                    // 1 if modules is to be disabled once it is activated (i.e. repeated trigger activation will not work)\n        is3DEN = 1;                            // 1 to run init function in Eden Editor as well\n        curatorCanAttach = 1;                // 1 to allow Zeus to attach the module to an entity\n        curatorInfoType = \"RscDisplayAttributeModuleNuke\"; // Menu displayed when the module is placed or double-clicked on by Zeus\n\n        // 3DEN Attributes Menu Options\n        canSetArea = 1;                        // Allows for setting the area values in the Attributes menu in 3DEN\n        canSetAreaShape = 1;                // Allows for setting \"Rectangle\" or \"Ellipse\" in Attributes menu in 3DEN\n        canSetAreaHeight = 1;                // Allows for setting height or Z value in Attributes menu in 3DEN\n        class AttributeValues\n        {\n            // This section allows you to set the default values for the attributes menu in 3DEN\n            size3[] = { 100, 100, -1 };        // 3D size (x-axis radius, y-axis radius, z-axis radius)\n            isRectangle = 0;                // Sets if the default shape should be a rectangle or ellipse\n        };\n\n        // Module attributes (uses https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#Entity_Specific):\n        class Attributes : AttributesBase\n        {\n            // Arguments shared by specific module type (have to be mentioned in order to be present):\n            class Units : Units\n            {\n                property = \"TAG_Module_Nuke_Units\";\n            };\n\n            // Module-specific arguments:\n            class Yield : Combo\n            {\n                property = \"TAG_Module_Nuke_Yield\";                // Unique property (use \"<tag>_<moduleClass>_<attributeClass>\" format to ensure that the name is unique)\n                displayName = \"Nuclear weapon yield\";            // Argument label\n                tooltip = \"How strong will the explosion be\";    // Tooltip description\n                typeName = \"NUMBER\";                            // Value type, can be \"NUMBER\", \"STRING\" or \"BOOL\"\n                defaultValue = \"50\";                            // Default attribute value. Warning: this is an expression, and its returned value will be used (50 in this case).\n\n                // Listbox items\n                class Values\n                {\n                    class 50Mt    { name = \"50 megatons\";    value = 50; };\n                    class 100Mt    { name = \"100 megatons\"; value = 100; };\n                };\n            };\n\n            class Name : Edit\n            {\n                displayName = \"Name\";\n                tooltip = \"Name of the nuclear device\";\n                property = \"TAG_Module_Nuke_Name\";\n                // Default text for the input box:\n                defaultValue = \"\"\"Tsar Bomba\"\"\"; // Because this is an expression, one must have a string within a string to return a string\n            };\n\n            class ModuleDescription : ModuleDescription {}; // Module description should be shown last\n        };\n\n        // Module description (must inherit from base class, otherwise pre-defined entities won't be available)\n        class ModuleDescription : ModuleDescription\n        {\n            description = \"Short module description\";    // Short description, will be formatted as structured text\n            sync[] = { \"LocationArea_F\" };                // Array of synced entities (can contain base classes)\n\n            class LocationArea_F\n            {\n                description[] = { // Multi-line descriptions are supported\n                    \"First line\",\n                    \"Second line\"\n                };\n                position = 1;    // Position is taken into effect\n                direction = 1;    // Direction is taken into effect\n                optional = 1;    // Synced entity is optional\n                duplicate = 1;    // Multiple entities of this type can be synced\n                synced[] = { \"BluforUnit\", \"AnyBrain\" };    // Pre-defined entities like \"AnyBrain\" can be used (see the table below)\n            };\n\n            class BluforUnit\n            {\n                description = \"Short description\";\n                displayName = \"Any BLUFOR unit\";    // Custom name\n                icon = \"iconMan\";                    // Custom icon (can be file path or CfgVehicleIcons entry)\n                side = 1;                            // Custom side (determines icon color)\n            };\n        };\n    };\n};\n```\n\nPre-defined sync preview entities can be:\n\n| Class | Descripton |\n|---|---|\n| *Anything* | Any object - persons, vehicles, static objects, etc. |\n| *AnyPerson* | Any person. Not vehicles or static objects. |\n| *AnyVehicle* | Any vehicle. No persons or static objects. |\n| *GroupModifiers* | Group Modifiers |\n| *AnyStaticObject* | Any static object. Not persons or vehicles. |\n| *AnyBrain* | Any AI or player. Not empty objects |\n| *AnyAI* | Any AI unit. Not players or empty objects |\n| *AnyPlayer* | Any player. Not AI units or empty objects |\n| *EmptyDetector* | Any trigger |"},{"heading":"Configuring the Module Function","level":4,"markdown":"- Place *class CfgFunctions* to *config.cpp*. See Arma 3: Functions Library for more info about functions configuration.\n\n**Example**\n\n```\nclass CfgFunctions\n{\n    class TAG\n    {\n        class Effects\n        {\n            file = \"\\TAG_addonName\\functions\";\n            class moduleNuke {};\n        };\n    };\n};\n```"},{"heading":"Writing the Module Function","level":4,"markdown":"- Create the *functions* folder within the addon folder and place *.sqf or *.fsm files there.\n- Example: *\\TAG_addonName\\functions\\fn_moduleNuke.sqf*\n- Input parameters differ based on value of *is3DEN* property.\n\n**Default Example** (is3DEN = 0)\n\n```sqf\nparams [\n    [\"_logic\", objNull, [objNull]],        // Argument 0 is module logic\n    [\"_units\", [], [[]]],                // Argument 1 is a list of affected units (affected by value selected in the 'class Units' argument))\n    [\"_activated\", true, [true]]        // True when the module was activated, false when it is deactivated (i.e., synced triggers are no longer active)\n];\n\n// Module specific behavior. Function can extract arguments from logic and use them.\nif (_activated) then\n{\n    // Attribute values are saved in module's object space under their class names\n    private _bombYield = _logic getVariable [\"Yield\", -1]; // (as per the previous example, but you can define your own)\n    hint format [\"Bomb yield is: %1\", _bombYield]; // will display the bomb yield, once the game is started\n};\n// Module function is executed by spawn command, so returned value is not necessary, but it is good practice.\ntrue;\n```\n\n**Example Eden Editor** (is3DEN = 1)\n\nWhen **is3DEN = 1** is set in module config, different, more detailed params are passed to the function.\n\n```sqf\nparams [\n    [\"_mode\", \"\", [\"\"]],\n    [\"_input\", [], [[]]]\n];\n\nswitch _mode do\n{\n    // Default object init\n    case \"init\":\n    {\n        _input params [\n            [\"_logic\", objNull, [objNull]],        // Module logic\n            [\"_isActivated\", true, [true]],        // True when the module was activated, false when it is deactivated\n            [\"_isCuratorPlaced\", false, [true]]    // True if the module was placed by Zeus\n        ];\n        // ... code here...\n    };\n    // When some attributes were changed (including position and rotation)\n    // Fires when module is initially placed in 3DEN\n    case \"attributesChanged3DEN\": {\n        _input params [\n            [\"_logic\", objNull, [objNull]]\n        ];\n        // ... code here...\n    };\n    // When added to the world (e.g., after undoing and redoing creation)\n    case \"registeredToWorld3DEN\": {\n        _input params [\n            [\"_logic\", objNull, [objNull]]\n        ];\n        // ... code here...\n    };\n    // When removed from the world (i.e., by deletion or undoing creation)\n    case \"unregisteredFromWorld3DEN\": {\n        _input params [\n            [\"_logic\", objNull, [objNull]]\n        ];\n        // ... code here...\n    };\n    // When connection to object changes (i.e., new one is added or existing one removed)\n    case \"connectionChanged3DEN\": {\n        _input params [\n            [\"_logic\", objNull, [objNull]]\n        ];\n        // ... code here...\n    };\n    // When object is being dragged\n    case \"dragged3DEN\": {\n        _input params [\n            [\"_logic\", objNull, [objNull]]\n        ];\n        // ...code here...\n    };\n};\ntrue;\n```\n\n> [!IMPORTANT]\n> Zeus place-able modules are local to the client that placed the module."},{"heading":"Module Properties","level":3,"markdown":"> [!NOTE]\n> **Arma 3:** If you use the Eden Editor please visit Eden Editor: System.\n\n| Property Name | Description |\n|---|---|\n| *Name* | The name of a module can be used to refer to the object in script code. Like all variable names, the name must not contain any spaces or reserved characters. You should try to make it something meaningful and avoid conflicts. Note that if a variable exists with an identical name, no warning will be given and the name will refer to the variable first, rather than the named unit. If you copy and paste a named entity, the duplicate will be automatically have an underscore and number appended to it is name to avoid conflicts. |\n| *Initialization* | Any script code placed in this box will be executed as the mission begins. Script code is extremely powerful and useful - it allows you to create many effects and change aspects of the mission that would not be possible using only the graphical interface of the mission editor. For example, to make a soldier begin the mission unarmed, add \"removeAllWeapons this\" (without the quotation marks) to it is initialization string. Any expressions in the initialization field must return nothing, or an error message will prevent the unit dialogue from closing. |\n| *Description* | The description property is not used by modules. However, it is used by some functions and it changes the tooltip in Eden Editor when hovering over the module icon. |\n| *Probability of Presence* | Defines how likely it is that the entity will exist each time the mission is played. This can be used to add a bit of randomness to missions. Moving the slider all the way to the right means the object will always be there, all the way to the left means the unit will never appear. Note the *Condition of Presence* must also return true if the entity is to appear in the mission. |\n| *Condition of Presence* | This is a script code condition which must return true in order for the object to appear in the mission. By default this reads \"true\" which means the object will appear as defined by it is *Probability of Presence*. For an example, if you wanted a unit to appear only if the mission is being played in Veteran mode, place \"!cadetMode\" (without quotation marks) in it is Condition of Presence box. A unit with a Condition of Presence that returns false will not exist in the mission, irrespective of its *Probability of Presence*. |\n| *Placement Radius* | Changes the object's starting position to a random point within a circle of this radius, in metres. This can be used to add some randomness to your mission. For grouped units, the placement radius is only used by the group leader, and group members with a special setting of *None* (or *In Cargo* for a group without suitable vehicle). |"},{"heading":"Module Documentation","level":3,"markdown":"Here you can find links to modules which are documented on this wiki."},{"heading":"Arma 2","level":4,"markdown":"- Simple Support Module\n- Ambient Animals\n- Environment - Colors\n- Arma 2: Editor Modules"},{"heading":"Arma 3","level":4,"markdown":"Last updated: Arma 3 v2.10\n\n| Module Name | Category | Addon | Function | Description |\n|---|---|---|---|---|\n| Hide Terrain Objects | Environment | Arma 3 | BIS_fnc_moduleHideTerrainObjects |  |\n| Edit Terrain Object | Environment | Arma 3 | BIS_fnc_moduleEditTerrainObject |  |\n| Timeline | Keyframe Animation | Arma 3 |  |  |\n| Rich Curve | Keyframe Animation | Arma 3 |  |  |\n| Rich Curve Key | Keyframe Animation | Arma 3 |  |  |\n| Rich Curve Key Control Point | Keyframe Animation | Arma 3 |  |  |\n| Camera | Keyframe Animation | Arma 3 |  |  |\n| Smoke Grenade | Effects | Arma 3 | BIS_fnc_moduleGrenade | Create a smoke shell. |\n| Chem light | Effects | Arma 3 | BIS_fnc_moduleGrenade | Create a chem light. |\n| Tracers | Effects | Arma 3 | BIS_fnc_moduleTracers | Shoot tracers upwards to create an illusion of battle. |\n| Plankton | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Plankton module creates an underwater plankton effect around player. |\n| Bubbles | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates underwater bubbles on position of the module. Unless you set the position of the module manually (via script commands), bubbles will be created at the bottom. |\n| Cartridges | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates empty cartridges on the position of the module. |\n| Smoke | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates smoke on a position of the module. |\n| Fire | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates fire on a position of the module. |\n| Date | Events | Arma 3 | BIS_fnc_moduleDate | Set mission date. |\n| Weather | Environment | Arma 3 | BIS_fnc_moduleWeather | Set mission weather. Certain changes can take some time to appear. |\n| Save Game | Events | Arma 3 | BIS_fnc_moduleSaveGame | Set the mission progress. Will replace the previous automatic save. User save won't be affected. |\n| Radio Chat | Events | Arma 3 | BIS_fnc_moduleChat | Show a chat message. |\n| Volume | Events | Arma 3 | BIS_fnc_moduleVolume | Set mission sound/music volume. Changes won't affect user options. |\n| Generic radio message | Events | Arma 3 | BIS_fnc_moduleGenericRadio | Show a chat message. |\n| Set Callsign | Group Modifiers | Arma 3 | BIS_fnc_moduleGroupID | Assign group callsign. Each group has to have a unique callsign - assigning an existing one will remove it from the group which used it previously. |\n| Combat Get In | Group Modifiers | Arma 3 | BIS_fnc_moduleCombatGetIn |  |\n| High Command - Commander | Others | Arma 3 |  | Set person as a high commander, giving him an ability to control whole groups. |\n| Skip time | Environment | Arma 3 | BIS_fnc_moduleSkiptime | Skip mission time. |\n| Create Task | Intel | Arma 3 | BIS_fnc_moduleTaskCreate | Add a task to synced objects or to larger pool of units. |\n| Set Task Description | Intel | Arma 3 | BIS_fnc_moduleTaskSetDescription | Set task description. |\n| Set Task Destination | Intel | Arma 3 | BIS_fnc_moduleTaskSetDestination | Set task destination. |\n| Set Task State | Intel | Arma 3 | BIS_fnc_moduleTaskSetState | Set task state. |\n| Create Diary Record | Intel | Arma 3 | BIS_fnc_moduleCreateDiaryRecord | Create a diary record for synced objects or for larger a pool of units. |\n| Headquarters Entity | Intel | Arma 3 | BIS_fnc_moduleHQ | Virtual headquarters unit which can be used for playing radio messages. |\n| Military Symbols | Others | Arma 3 |  |  |\n| Zone Restriction | Others | Arma 3 | BIS_fnc_moduleZoneRestriction | Set punishment for leaving the Area of Operation. |\n| Trident | Others | Arma 3 | BIS_fnc_moduleTrident | Set diplomacy options. When involved sides start killing each other, they won't be punished by a negative rating. Once too many kills are reached, the sides will turn hostile. |\n| Unlock Object | Others | Arma 3 | BIS_fnc_moduleUnlockObject | Unlock addons of synced objects for the curator. E.g., when synced to a BLUFOR soldier, all BLUFOR soldiers will be unlocked, because they belong to the same addon. |\n| Unlock Area | Others | Arma 3 | BIS_fnc_moduleUnlockArea | Unlock area for curator unit spawning. |\n| Friendly Fire | Others | Arma 3 | BIS_fnc_moduleFriendlyFire | Set punishment for killing friendly units. |\n| Sector | Multiplayer | Arma 3 | BIS_fnc_moduleSector |  |\n| Respawn Position | Multiplayer | Arma 3 | BIS_fnc_moduleRespawnPosition | Add a respawn position. |\n| Vehicle Respawn | Multiplayer | Arma 3 | BIS_fnc_moduleRespawnVehicle | Set vehicle respawn parameters. |\n| Show / Hide | Object Modifiers | Arma 3 | BIS_fnc_moduleShowHide | Show/hide synced objects. They will become invisible and their simulation will be disabled. |\n| Set Position / Rotation | Object Modifiers | Arma 3 | BIS_fnc_modulePositioning | Set position and rotation of synced objects. |\n| Set Skill | Object Modifiers | Arma 3 | BIS_fnc_moduleSkill | Set AI skill of synced objects. Has no effect on players. |\n| Set Character Damage | Object Modifiers | Arma 3 | BIS_fnc_moduleHealth | Set damage of synced persons. |\n| Set Vehicle Damage | Object Modifiers | Arma 3 | BIS_fnc_moduleDamage | Set damage of synced vehicles. |\n| Set Vehicle Fuel | Object Modifiers | Arma 3 | BIS_fnc_moduleFuel | Set fuel of synced vehicles. |\n| Set Ammo | Object Modifiers | Arma 3 | BIS_fnc_moduleAmmo | Set total ammo of synced objects. Affects only ammo of their weapons, not ammo carried in cargo space (e.g., ammo boxes). |\n| Set Mode | Object Modifiers | Arma 3 | BIS_fnc_moduleMode | Set behavior pattern of synced objects. |\n| Set Rank | Object Modifiers | Arma 3 | BIS_fnc_moduleRank | Set military rank of synced objects. |\n| Set AI Mode | Object Modifiers | Arma 3 | BIS_fnc_moduleAI | Enable/disable AI modes. |\n| Add Rating / Score | Object Modifiers | Arma 3 | BIS_fnc_moduleRating | Add rating to synced objects. Rating is automatically awarded for killed enemies and players can see it in the debriefing screen. Shooting friendlies will lead to a negative rating and turning hostile to your own units. |\n| Open / Close Doors | Object Modifiers | Arma 3 | BIS_fnc_moduleDoorOpen | Open/close door of synced objects. |\n| Simulation Manager | Object Modifiers | Arma 3 | BIS_fnc_moduleSimulationManager | Keep all AI units disabled until someone from the player's group gets near. |\n| Open Strategic Map | Strategic | Arma 3 | BIS_fnc_moduleStrategicMapOpen | Open a strategic map. |\n| Support Requester | Supports | Arma 3 | BIS_fnc_moduleSupportsInitRequester | Supports framework. A support requester unit has to be synchronized with the Requester module. The Requester module has to be synchronized with Provider module(s). A Provider module has to be synchronized with a support provider unit(s), unless a Virtual Provider module is used. |\n| Firing Drill | Firing Drills | Arma 3 | BIS_fnc_moduleFiringDrill |  |\n| Posters | Others | Arma 3 | BIS_fnc_modulePoster | Creates posters and leafets on walls of buildings. Those buildings are made indestructible. |\n| Animals | Others | Arma 3 Zeus | BIS_fnc_moduleAnimals | Creates a group of animals and handles their basic behavior. Deleting the module will delete the animals as well. |\n| Close Air Support (CAS) | Effects | Arma 3 Zeus | BIS_fnc_moduleCAS | Send an air strike on the module position. It will take a few seconds before the plane arrives at the module's position. Unless it is destroyed, it will be deleted after flying away. |\n| Game Master | Zeus | Arma 3 Zeus | BIS_fnc_moduleCurator | Zeus logic which provides access to the 3D real-time editor. |\n| Manage Addons | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddAddons | Manage addons (i.e. object packs) available to Zeus. |\n| Manage Resources | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddPoints | Add or subtract resources available to Zeus. They are required for placing or editing objects. |\n| Add Editing Area | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddEditingArea | Add an area inside of which Zeus is allowed to place or edit objects. |\n| Restrict Editing Around Players | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddEditingAreaPlayers |  |\n| Set Editing Area Type | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetEditingAreaType | Set whether editing in all editing areas is allowed or restricted. |\n| Add Camera Area | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddCameraArea | Add an area inside of which Zeus can move with the camera. |\n| Set Camera Position | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCamera | Move the Zeus camera to the module position. |\n| Add Editable Objects | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddEditableObjects | Add objects which Zeus can edit. |\n| Set Editing Costs | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCoefs | Set coefficients for operations Zeus can perform. The object cost is multiplied by these. Use a large negative value (e.g. -1e10) to disable the operation. |\n| Set Costs (Default) | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCostsDefault |  |\n| Set Costs (Side) | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCostsSide | Simplified definition of object costs. Can be combined with other \"Set Costs\" modules (e.g., cost of a BLUFOR soldier can be defined by \"Set Costs - Sides\" and \"Set Costs - Soldiers & Vehicles\" module. All matching values are multiplied together). |\n| Set Costs - Soldiers & Vehicles | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCostsVehicleClass | Simplified definition of object costs. Can be combined with other \"Set Costs\" modules (e.g., cost of a BLUFOR soldier can be defined by \"Set Costs - Sides\" and \"Set Costs - Soldiers & Vehicles\" module. All matching values are multiplied together). |\n| Add Icon | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddIcon | Show icon visible only to a specific Zeus. |\n| Set Attributes - Objects | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetAttributes | Set which attributes are available for objects. The attribute window is accessed when Zeus double-clicks LMB on an object. |\n| Post-Process | Environment | Arma 3 Zeus | BIS_fnc_modulePostprocess | Set a scene Post-Processing effect (e.g. color correction or film grain) |\n| IR Grenade | Effects | Arma 3 Zeus | BIS_fnc_moduleGrenade |  |\n| Time Acceleration | Environment | Arma 3 Zeus | BIS_fnc_moduleTimeMultiplier |  |\n| Flare | Effects | Arma 3 Zeus | BIS_fnc_moduleProjectile | Creates a signal flare on the module position (visible only at night). |\n| End Scenario | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleEndMission | End the scenario for all players. |\n| Scenario Name | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleMissionName | Set the scenario name. It's shown to every player upon joining and after each respawn. |\n| Zeus Lightning Bolt | Zeus | Arma 3 Zeus | BIS_fnc_moduleLightning | Creates a lightning strike powerful enough to destroy an object where it impacts. |\n| Cover Map | Others | Arma 3 Zeus | BIS_fnc_moduleCoverMap | Highlight an Area of Operations in the map by enclosing it and covering the unused part. |\n| Create Radio Channel | Others | Arma 3 Zeus | BIS_fnc_moduleRadioChannelCreate | Creates a custom radio channel for the given sides / Zeus players. |\n| Zone Protection | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleZoneProtection | Prevents players from entering the given area. |\n| Countdown | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleCountdown |  |\n| Respawn Tickets | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleRespawnTickets | Set the number of respawn tickets available to each side. |\n| Bleed Tickets | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleBleedTickets | Allow ticket bleeding when one side is holding the majority of sectors. |\n| Ordnance | Effects | Arma 3 Zeus | BIS_fnc_moduleProjectile | Create an artillery shell on the module position. It will take a few seconds until it hits the ground. |\n| Time Trial | Time Trials | Arma 3 Karts | BIS_fnc_moduleTimeTrial |  |\n| Spawn AI | Others | Arma 3 Helicopters | BIS_fnc_moduleSpawnAI |  |\n| Spawn AI: Spawnpoint | Others | Arma 3 Helicopters | BIS_fnc_moduleSpawnAIPoint |  |\n| Spawn AI: Sector Tactic | Others | Arma 3 Helicopters | BIS_fnc_moduleSpawnAISectorTactic |  |\n| Spawn AI: Options | Others | Arma 3 Helicopters | BIS_fnc_moduleSpawnAIOptions |  |\n| Sling Load | Others | Arma 3 Helicopters | BIS_fnc_moduleSlingload |  |\n| EndGame Objectives Instance | Objectives | Arma 3 Marksmen | BIS_fnc_moduleHvtObjectives |  |\n| End Game Simple Objective | Objectives | Arma 3 Marksmen | BIS_fnc_moduleHvtObjectives |  |\n| End Game Start Game Objective | Objectives | Arma 3 Marksmen | BIS_fnc_moduleHvtObjectives |  |\n| End Game - End Game Objective | Objectives | Arma 3 Marksmen | BIS_fnc_moduleHvtObjectives |  |\n| Combat Patrol Init | Combat Patrol | Arma 3 Malden | BIS_fnc_CPInit | Initializes the Combat Patrol mode upon scenario start. |\n| Combat Patrol Location Add | Combat Patrol | Arma 3 Malden |  | Adds a new selectable location to the map. |\n| Combat Patrol Location Remove | Combat Patrol | Arma 3 Malden |  | Removes the nearest location in a 1000m radius from the map selection. |\n| Combat Patrol Location Reposition | Combat Patrol | Arma 3 Malden |  | Moves the nearest location in a 1000m radius to this module's position. |\n| Combat Patrol Azimuth Blacklist | Combat Patrol | Arma 3 Malden |  | Blacklists the nearest location's in a 1000m radius azimuth range so it can't be used for the starting / ending position or reinforcements spawning point. |\n| Civilian Presence | Ambient | Arma 3 Tac-Ops | BIS_fnc_moduleCivilianPresence |  |\n| Civilian Presence Spawnpoint | Ambient | Arma 3 Tac-Ops | BIS_fnc_moduleCivilianPresenceUnit |  |\n| Civilian Presence Position | Ambient | Arma 3 Tac-Ops | BIS_fnc_moduleCivilianPresenceSafeSpot |  |\n| Vanguard: Starting Area | Gameplay Modes | Arma 3 Tanks | BIS_fnc_moduleVanguardFob |  |\n| Vanguard: Score Persistence | Gameplay Modes | Arma 3 Tanks | BIS_fnc_moduleVanguardScorePersistence |  |\n| Vanguard: Objective Area | Gameplay Modes | Arma 3 Tanks | BIS_fnc_moduleVanguardObjective |  |\n| Old Man Sector | Old Man | Arma 3 Apex |  | Module for configuring sectors. All vehicles and groups placed inside will be persistently spawned. Sectors must not overlap! This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Patrol Area | Old Man | Arma 3 Apex |  | Module for randomly spawning groups in an area. Groups that have some unit synchronized are used as a template; units will randomly spawn in positions inside the patrol area. If you synchronize multiple groups, a random group will be selected. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Restricted Area | Old Man | Arma 3 Apex |  | Sets up restricted areas which will raise player's threat level if seen within it. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Relationship | Old Man | Arma 3 Apex |  | Set up the relationship with a given side. Do not set up for player's own side. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man QRF | Others | Arma 3 Apex |  | QRF Module. Synchronized units will be spawned on QRF activation. Only one instance of the module is allowed. It cannot be used without first adding the Old Man Init. module. |\n| Old Man Smart Markers | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleSmartMarkers | Managing smart marker enhancements, interactive smart marker compositions, and LODing of the information. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Insurgent Agent | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleSyndikatAgent | Module manages insurgent resources. It generates attack events. It cannot be used without first adding the Old Man Init. module. |\n| Old Man Insurgent Team | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleSyndikatTeam | Manages size of insurgent teams and income. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Insurgent Camp Position | Old Man | Arma 3 Apex |  | Defines the placement of a camp. Synchronize the position with a unit, which will serve as a template for the unit actually spawned in the camp. Behavior and waypoints will be inherited, as well as code from any synchronized init. script module. It cannot be used without first adding the Old Man Init. module. |\n| Old Man Economy | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleEconomy | Manage player income and starting money. This module cannot be used without first adding the Old Man Init. module. |\n| Oldman Action Queue | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleActionQueue | Action Queue can be used for the sequential execution of actions (scripts, dialogues) in a non-specified time. |\n| Old Man Radio | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleRadio | Sets parameters for radio stations and what content will be aired. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Reputation | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleReputation | Reputation calculated in conjunction with the Relationship module. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Awareness | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleAwareness | Player's awareness regarding his relationship to the enemy via ambient radio chatter. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Protected Vehicle | Old Man | Arma 3 Apex |  | Vehicle that will be marked as stolen by a given side. It will elicit an appropriate response if taken. Note that all CSAT, NATO, and Gendarmerie vehicles are registered by default. This module must be synchronized to a vehicle. It cannot be used without first adding the Old Man Init. Module. |\n| Old Man Init. Script | Old Man | Arma 3 Apex |  | Init. script applied to any unit synchronized with a module. Do not use system: Init. field. Instead, use the field in the lower part of the module. Script will be called every time a unit in the sector is created. |\n| Old Man Init. | Old Man | Arma 3 Apex | BIS_fnc_OM_init | Integral module for Old Man, enabling all functionality. If you create a new mission, do not forget the common description.ext to enable the rest of the functions.<br>It is possible to include other missions directly into this mission. You must have them all in one folder, with the path mapped in this module. Furthermore, in each mission folder, you must have the missionName.sqf file included. For the name of the included mission, use the mission name, without the accompanying terrain suffix. |\n| Old Man Night | Old Man | Arma 3 Apex |  | Synchronize units you want to spawn to the closest sector. According to the module settings, synchronized units will remain at night. Use this module for each sector that should be different from a sector in the daytime. It cannot be used without first adding the Old Man Init. module. |\n| Old Man Intel | Old Man | Arma 3 Apex |  | Module for creating collectible intel. It adds a new diary record and can reveal sector markers. It cannot be used without first adding the Old Man Init. module. |\n| Old Man Tracked Device | Old Man | Arma 3 Apex |  | Synchronize this module with any object that should be audible on the player's phone's geo-finder. The module itself will only prime the object. It will be despawned after. Do not use on vehicles or units inside a sector which can be despawned. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Drop-off Point | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleDepot | Player is able to unload/sell equipment inside of the sector area. Synchronize a container so it can be used to store items from inventory. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Rest Point | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleRestPoint | Player is able to rest at synchronized object(s). This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Mosquitoes | Old Man | Arma 3 Apex | BIS_fnc_OM_Epicentrum | Creates an area infested with mosquitoes. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Market | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleMarket | Player is able to shop at a synchronized container when talking to a synchronized shopkeeper. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Random Conversations | Old Man | Arma 3 Apex |  | Synchronize one or two units to talk to each other or to the player. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Fast Travel | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleFastTravel | Module for handling player Fast Travel. This module cannot be used without first adding the Old Man Init. module. |\n| Old Man Fast Travel Position | Old Man | Arma 3 Apex |  | Defines the position where the player should be transported to after Fast Travel. This module cannot be used without first adding the Old Man Init. module. |\n\nTotal number of modules: 154\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."},{"heading":"Take On Helicopters","level":4,"markdown":"- Ambient Boats\n- Ambient Helicopters\n- Take On Helicopters: Editor Modules"}],"categories":["Arma 2: Editing","Arma 3: Editing","Take On Helicopters: Editing"],"groups":["Mission Editing"]},{"name":"Multiplayer Custom Sounds Tutorial","title":"Multiplayer Custom Sounds Tutorial","type":"topic","url":"https://community.bistudio.com/wiki/Multiplayer_Custom_Sounds_Tutorial","revid":353566,"updated":"2024-03-19T12:01:45Z","aliases":[],"markdown":"Armed Assault v1.00Arma 2 v1.00Arma 3 v1.00\n\nOperation Flashpoint, Armed Assault, Arma 2 and Arma 3 support players having their own custom radio sounds in multiplayer which can be used to both amuse and annoy other players. However, many players make the mistake of using too high bitrates resulting in unnecessarily high file sizes causing extra lag and longer load/join times. The [Vorbis (\"OGG\")](https://en.wikipedia.org/wiki/Vorbis) codec used by BIS handles low bitrates quite well resulting in small yet usable sound files.\n\n### File location\n\nCreate a directory \"*Sound*\" in your players profile directory and place your OGG-files there.\n\n| Game | O/S | Path |\n|---|---|---|\n| Armed Assault v1.00 | Windows XP | \"*C:\\Documents and Settings\\UserName\\My Documents\\Arma (or Arma Other Profiles)\\Sound*\" |\n| Armed Assault v1.00 | Windows Vista/7/8/10 | \"*C:\\Users\\UserName\\Documents\\ArmA Other Profiles\\PlayerName\\Sound*\" |\n| Arma 2 v1.00 | Windows XP | \"*C:\\Documents and Settings\\UserName\\My Documents\\Arma 2\\Sound*\" |\n| Arma 2 v1.00 | Windows Vista/7/8/10 | \"*C:\\Users\\UserName\\Documents\\Arma 2\\Sound*\" |\n| Arma 3 v1.00 | Windows XP | \"*C:\\Documents and Settings\\UserName\\My Documents\\Arma 3\\Sound*\" |\n| Arma 3 v1.00 | Windows Vista/7/8/10 | \"*C\\:Users\\UserName\\Documents\\Arma 3\\Sound*\" |\n\n### Known restrictions\n\n- **Filesize**: max. 50 KB (beside possible server-side restrictions)\n- **Filetype**: OGG\n- **Number of custom sounds**: max. 10\n\n### Filename\n\nAlthough there is no special restriction, the filename becomes the text which will be shown in the chat\nwhile you play your custom sound. So if your sound file says something\nlike \"I need a medic\" then it would make sense to name your soundfile \"I need a medic.ogg\".\n\n### How to use In-game\n\nIn Multiplayer use your custom sound radio menu (0-9-x) to play your custom sounds. \"x\" is the number of the listed sound file. So push\n\n- Key \"0\"\n- Key \"9\"\n- Key \"x\", where x is 0,1,2,3,4,5,6,7,8 or 9\n\n### Converting your custom sounds to OGG format\n\nThere are several tools to convert sound files to OGG. Let's explain the method with two of them:\n\n- [Audacity](http://audacity.sourceforge.net/) (Open Source), sound editor\n- [oggdropXPd](http://www.rarewares.org/ogg.html) (Free to use), OGG converter only\n\n**Tips**\n\n- Sampling rate of 44.1 kHz is OK.\n- Stereo isn't really needed, and as benefit mono will reduce filesize\n- For simulated radio transmissions 16 Bit sampling format is best. For better quality stay with 32 Bit, but consider the bigger filesize.\n\n#### Audacity\n\n1. Load your soundfile into Audacity (File -> Open)\n1. Set bitrate if necessary (see Fig. 2)\n1. Export to OGG-format (File -> Export to OGG)\n\n|  |  |  |\n|---|---|---|\n|  |  |  |\n\n**Enhancements**\n\nIf your filesize as OGG is still bigger than 50 KB then you may consider to reduce the quality of your OGG file. Under \"Edit -> Properties -> Fileformats\" (see Fig. 3) you can set the quality of your OGG export from 0 to 10 (preset is 5).\n\n#### oggdropXPd\n\n**Remark**: Your original sound file has to be in WAV format.\n\n1. Download the newest version of [oggdropXPd](http://www.rarewares.org/ogg.html). Extract and run the program.\n1. Right click the oggdrop window and select encoding options.\n1. Set you compression options, only the uppermost options are relevant in most cases. I personally prefer \"Use CBR mode\" and 32Kbits, it produces sufficient quality while keeping most of my short clips under 10KB. Click accept after you have chosen your options.\n1. Now, drag your WAV file into the oggdrop main window and an .ogg file should be generated into the same directory where the origal WAV file is located. Play the .ogg file with an audio player just to make sure it is working.\n1. Move the resulting .ogg file into your user folder's \"*Sound*\" subfolder.\n\n|  |  |\n|---|---|\n|  |  |\n\n### Useful links\n\n- [Radio transmissions sound effects in Audacity](http://www.brickfilms.com/index.php?action=tutorials&op=view&tutorialname=Radio%20Transmission%20Sound%20Effect%20in%20Audacity)\n- [Audacity Wiki](http://wiki.audacityteam.org/index.php?title=Audacity_Wiki_Home_Page)","sections":[{"heading":null,"level":1,"markdown":"Armed Assault v1.00Arma 2 v1.00Arma 3 v1.00\n\nOperation Flashpoint, Armed Assault, Arma 2 and Arma 3 support players having their own custom radio sounds in multiplayer which can be used to both amuse and annoy other players. However, many players make the mistake of using too high bitrates resulting in unnecessarily high file sizes causing extra lag and longer load/join times. The [Vorbis (\"OGG\")](https://en.wikipedia.org/wiki/Vorbis) codec used by BIS handles low bitrates quite well resulting in small yet usable sound files."},{"heading":"File location","level":3,"markdown":"Create a directory \"*Sound*\" in your players profile directory and place your OGG-files there.\n\n| Game | O/S | Path |\n|---|---|---|\n| Armed Assault v1.00 | Windows XP | \"*C:\\Documents and Settings\\UserName\\My Documents\\Arma (or Arma Other Profiles)\\Sound*\" |\n| Armed Assault v1.00 | Windows Vista/7/8/10 | \"*C:\\Users\\UserName\\Documents\\ArmA Other Profiles\\PlayerName\\Sound*\" |\n| Arma 2 v1.00 | Windows XP | \"*C:\\Documents and Settings\\UserName\\My Documents\\Arma 2\\Sound*\" |\n| Arma 2 v1.00 | Windows Vista/7/8/10 | \"*C:\\Users\\UserName\\Documents\\Arma 2\\Sound*\" |\n| Arma 3 v1.00 | Windows XP | \"*C:\\Documents and Settings\\UserName\\My Documents\\Arma 3\\Sound*\" |\n| Arma 3 v1.00 | Windows Vista/7/8/10 | \"*C\\:Users\\UserName\\Documents\\Arma 3\\Sound*\" |"},{"heading":"Known restrictions","level":3,"markdown":"- **Filesize**: max. 50 KB (beside possible server-side restrictions)\n- **Filetype**: OGG\n- **Number of custom sounds**: max. 10"},{"heading":"Filename","level":3,"markdown":"Although there is no special restriction, the filename becomes the text which will be shown in the chat\nwhile you play your custom sound. So if your sound file says something\nlike \"I need a medic\" then it would make sense to name your soundfile \"I need a medic.ogg\"."},{"heading":"How to use In-game","level":3,"markdown":"In Multiplayer use your custom sound radio menu (0-9-x) to play your custom sounds. \"x\" is the number of the listed sound file. So push\n\n- Key \"0\"\n- Key \"9\"\n- Key \"x\", where x is 0,1,2,3,4,5,6,7,8 or 9"},{"heading":"Converting your custom sounds to OGG format","level":3,"markdown":"There are several tools to convert sound files to OGG. Let's explain the method with two of them:\n\n- [Audacity](http://audacity.sourceforge.net/) (Open Source), sound editor\n- [oggdropXPd](http://www.rarewares.org/ogg.html) (Free to use), OGG converter only\n\n**Tips**\n\n- Sampling rate of 44.1 kHz is OK.\n- Stereo isn't really needed, and as benefit mono will reduce filesize\n- For simulated radio transmissions 16 Bit sampling format is best. For better quality stay with 32 Bit, but consider the bigger filesize."},{"heading":"Audacity","level":4,"markdown":"1. Load your soundfile into Audacity (File -> Open)\n1. Set bitrate if necessary (see Fig. 2)\n1. Export to OGG-format (File -> Export to OGG)\n\n|  |  |  |\n|---|---|---|\n|  |  |  |\n\n**Enhancements**\n\nIf your filesize as OGG is still bigger than 50 KB then you may consider to reduce the quality of your OGG file. Under \"Edit -> Properties -> Fileformats\" (see Fig. 3) you can set the quality of your OGG export from 0 to 10 (preset is 5)."},{"heading":"oggdropXPd","level":4,"markdown":"**Remark**: Your original sound file has to be in WAV format.\n\n1. Download the newest version of [oggdropXPd](http://www.rarewares.org/ogg.html). Extract and run the program.\n1. Right click the oggdrop window and select encoding options.\n1. Set you compression options, only the uppermost options are relevant in most cases. I personally prefer \"Use CBR mode\" and 32Kbits, it produces sufficient quality while keeping most of my short clips under 10KB. Click accept after you have chosen your options.\n1. Now, drag your WAV file into the oggdrop main window and an .ogg file should be generated into the same directory where the origal WAV file is located. Play the .ogg file with an audio player just to make sure it is working.\n1. Move the resulting .ogg file into your user folder's \"*Sound*\" subfolder.\n\n|  |  |\n|---|---|\n|  |  |"},{"heading":"Useful links","level":3,"markdown":"- [Radio transmissions sound effects in Audacity](http://www.brickfilms.com/index.php?action=tutorials&op=view&tutorialname=Radio%20Transmission%20Sound%20Effect%20in%20Audacity)\n- [Audacity Wiki](http://wiki.audacityteam.org/index.php?title=Audacity_Wiki_Home_Page)"}],"categories":["Arma Scripting Tutorials"],"groups":["Scripting"]},{"name":"Multiplayer Game Types","title":"Multiplayer Game Types","type":"topic","url":"https://community.bistudio.com/wiki/Multiplayer_Game_Types","revid":295478,"updated":"2021-11-15T22:55:22Z","aliases":[],"markdown":"**Game type** is a simplified category describing what a mission is about. It helps player to navigate through potentially large number of available missions and pick the one they would like to play.\n\nNumber of available types is limited to a range of well recognized and easily understandable entries like Deathmatch or Sector Control.\n\n#### Mission Configuration\n\nGame type can be defined Eden Editor scenario attributes or in Description.ext file.\n\n```cpp\nclass Header\n{\n    gameType =  CTF;    // Game type\n    minPlayers =  1;    // minimum number of players the mission supports\n    maxPlayers = 10;    // maximum number of players the mission supports\n};\n```\n\nWhen type is not defined or misconfigured (e.g., using non-existent type), default \"Unknown\" is used instead.\n\n#### Available Types\n\nIcon denotes version in which changes were introduced. Game types are defined in `CfgMPGameTypes`\n\n| Arma 3 v2.00 | Operation Flashpoint v1.00Armed Assault v1.00Arma 2 v1.00Arma 2: Operation Arrowhead v1.50Take On Helicopters v1.00 |\n|---|---|\n| \\| Class \\| Name \\| Shortcut \\|<br>\\|---\\|---\\|---\\|<br>\\| `Unknown` \\| Undefined Game Mode \\| Undefined \\|<br>\\| `DM` \\| Deathmatch \\| DM \\|<br>\\| `CTF` \\| Capture The Flag \\| CTF \\|<br>\\| `Coop` \\| Cooperative Mission \\| Coop \\|<br>\\| `CTI` \\| Capture The Island \\| CTI \\|<br>\\| `SC` \\| Sector Control \\| SC \\|<br>\\| `TDM` \\| Team Deathmatch \\| TDM \\|<br>\\| `RPG` \\| Role-Playing Game \\| RPG \\|<br>\\| `Sandbox` \\| Sandbox \\| Sandbox \\|<br>\\| `KOTH` \\| King Of The Hill \\| KOTH \\|<br>\\| `LastMan` \\| Last Man Standing \\| Last Man \\|<br>\\| `Survive` \\| Survival \\| Survival \\|<br>\\| `Zeus` \\| Zeus \\| Zeus \\|<br>\\| `Support` \\| Support \\| Support \\|<br>\\| `EndGame` \\| End Game \\| End Game \\|<br>\\| `Apex` \\| Campaign - Apex Protocol \\| Apex Protocol \\|<br>\\| `Escape` \\| Escape \\| Escape \\|<br>\\| `Patrol` \\| Combat Patrol \\| Patrol \\|<br>\\| `Vanguard` \\| Vanguard \\| Vanguard \\|<br>\\| `Warlords` \\| Warlords \\| Warlords \\| | \\| Class \\| Name \\| Shortcut \\|<br>\\|---\\|---\\|---\\|<br>\\| `Unknown` \\| Unknown \\| Unknown \\|<br>\\| `Coop` \\| Cooperative Mission \\| Coop \\|<br>\\| `DM` \\| Death Match \\| DM \\|<br>\\| `Team` \\| Team Mission \\| Team \\|<br>\\| `CTF` \\| Capture the Flag \\| CTF \\|<br>\\| `SCont` \\| Sector Control \\| Scontrol \\|<br>\\| `CTI` \\| Capture The Island \\| CTI \\|<br>\\| `FF` \\| Flag Fight \\| FF \\|<br>\\| `Hold` \\| Hold Location \\| Hold \\| |","sections":[{"heading":null,"level":1,"markdown":"**Game type** is a simplified category describing what a mission is about. It helps player to navigate through potentially large number of available missions and pick the one they would like to play.\n\nNumber of available types is limited to a range of well recognized and easily understandable entries like Deathmatch or Sector Control."},{"heading":"Mission Configuration","level":4,"markdown":"Game type can be defined Eden Editor scenario attributes or in Description.ext file.\n\n```cpp\nclass Header\n{\n    gameType =  CTF;    // Game type\n    minPlayers =  1;    // minimum number of players the mission supports\n    maxPlayers = 10;    // maximum number of players the mission supports\n};\n```\n\nWhen type is not defined or misconfigured (e.g., using non-existent type), default \"Unknown\" is used instead."},{"heading":"Available Types","level":4,"markdown":"Icon denotes version in which changes were introduced. Game types are defined in `CfgMPGameTypes`\n\n| Arma 3 v2.00 | Operation Flashpoint v1.00Armed Assault v1.00Arma 2 v1.00Arma 2: Operation Arrowhead v1.50Take On Helicopters v1.00 |\n|---|---|\n| \\| Class \\| Name \\| Shortcut \\|<br>\\|---\\|---\\|---\\|<br>\\| `Unknown` \\| Undefined Game Mode \\| Undefined \\|<br>\\| `DM` \\| Deathmatch \\| DM \\|<br>\\| `CTF` \\| Capture The Flag \\| CTF \\|<br>\\| `Coop` \\| Cooperative Mission \\| Coop \\|<br>\\| `CTI` \\| Capture The Island \\| CTI \\|<br>\\| `SC` \\| Sector Control \\| SC \\|<br>\\| `TDM` \\| Team Deathmatch \\| TDM \\|<br>\\| `RPG` \\| Role-Playing Game \\| RPG \\|<br>\\| `Sandbox` \\| Sandbox \\| Sandbox \\|<br>\\| `KOTH` \\| King Of The Hill \\| KOTH \\|<br>\\| `LastMan` \\| Last Man Standing \\| Last Man \\|<br>\\| `Survive` \\| Survival \\| Survival \\|<br>\\| `Zeus` \\| Zeus \\| Zeus \\|<br>\\| `Support` \\| Support \\| Support \\|<br>\\| `EndGame` \\| End Game \\| End Game \\|<br>\\| `Apex` \\| Campaign - Apex Protocol \\| Apex Protocol \\|<br>\\| `Escape` \\| Escape \\| Escape \\|<br>\\| `Patrol` \\| Combat Patrol \\| Patrol \\|<br>\\| `Vanguard` \\| Vanguard \\| Vanguard \\|<br>\\| `Warlords` \\| Warlords \\| Warlords \\| | \\| Class \\| Name \\| Shortcut \\|<br>\\|---\\|---\\|---\\|<br>\\| `Unknown` \\| Unknown \\| Unknown \\|<br>\\| `Coop` \\| Cooperative Mission \\| Coop \\|<br>\\| `DM` \\| Death Match \\| DM \\|<br>\\| `Team` \\| Team Mission \\| Team \\|<br>\\| `CTF` \\| Capture the Flag \\| CTF \\|<br>\\| `SCont` \\| Sector Control \\| Scontrol \\|<br>\\| `CTI` \\| Capture The Island \\| CTI \\|<br>\\| `FF` \\| Flag Fight \\| FF \\|<br>\\| `Hold` \\| Hold Location \\| Hold \\| |"}],"categories":["Mission Editing"],"groups":["Mission Editing"]},{"name":"Multiplayer Scripting","title":"Multiplayer Scripting","type":"topic","url":"https://community.bistudio.com/wiki/Multiplayer_Scripting","revid":376938,"updated":"2025-12-31T22:33:57Z","aliases":["JIP","Join In Progress","Locality in Multiplayer","Multiplayer scripting"],"markdown":"This page aims to explain notions and specificities of Multiplayer Scripting and its differences with Singleplayer Scripting.\nIt features three parts:\n\n1. Notions and general knowledge\n1. Structuring Multiplayer code\n1. Testing locally\n\n## Notions and general knowledge\n\n### The basics\n\n- In Multiplayer, players are connected to a **server**.\n  - The server is a machine that distributes information among clients, such as unit positions, vehicle speeds, etc.\n  - The server can be either a dedicated machine, or hosted by a player; in the latter it means the server can have a player unit.\n- A machine connected to a server is called a **client**.\n  - Clients can join a mission *after* it started: they are considered \"JIP\" and scripting should be adapted to them. See the Join In Progress chapter for more information.\n\n> [!NOTE]\n> In Singleplayer, the game acts as a player-hosted server (isServer returns true).\n\n> [!WARNING]\n> Some Multiplayer commands do **not** work in Singleplayer, such as netId!\n> The other way around, some Singleplayer commands do not work in Multiplayer (e.g setAccTime).\n\n### Locality\n\n#### Definitions\n\n- **LOCAL** is an attribute for the machine where the command/script/function is executed or the AI calculated.\n  - to check if an argument is local, use the local command\n- **REMOTE** means **non local** - on another machine. All player-controlled soldiers are remote units to a dedicated server, for example.\n  - to check if an argument is remote, simply use `not local _myObject`\n- commands arguments and effects can be either **local** or **global**:\n\n|  |  |\n|---|---|\n| Local argument | a **local** argument means an argument that is processed on the machine where the command is executed |\n| Global argument | a **global** argument means any argument, even a remote one |\n| Local effect | a **local** effect means that the effect will only happen on the machine where the command is executed |\n| Global effect | a **global** effect means that all the computers will receive it |\n| Server execution | **server exec** means that the command or function has to be executed on the server machine, either mission host or dedicated server |\n\n> [!NOTE]\n> See also:\n>\n> - Scripting Commands: Local Effect\n> - Scripting Commands: Global Effect\n> - Scripting Commands: Server Execution\n> - Functions: Local Effect\n> - Functions: Global Effect\n> - Functions: Server Execution\n\n#### Different machines and how to target them\n\n> [!NOTE]\n> - For obvious reasons, a server cannot be JIP.\n> - Use didJIP to determine if a client joined during the game.\n\n| Scripting Commands | Server |  | Player client | Headless client | Note |\n|---|---|---|---|---|---|\n| Scripting Commands | Dedicated | Player-Hosted | Player client | Headless client | Note |\n| `isDedicated` | ✓ | ✗ | ✗ | ✗ | Dedicated server |\n| `hasInterface && isServer` | ✗ | ✓ | ✗ | ✗ | Player server |\n| `hasInterface && not isServer` | ✗ | ✗ | ✓ | ✗ | Player client |\n| `not hasInterface && not isDedicated` | ✗ | ✗ | ✗ | ✓ | Headless client |\n| `isServer` | ✓ | ✓ | ✗ | ✗ | Any server |\n| `hasInterface` | ✗ | ✓ | ✓ | ✗ | Any player |\n| Miscellaneous |  |  |  |  |  |\n| `not isServer` | ✗ | ✗ | ✓ | ✓ | All server clients, including headless clients, but excluding player host |\n| `not isDedicated` | ✗ | ✓ | ✓ | ✓ | Everything but a dedicated server |\n| `not hasInterface` | ✓ | ✗ | ✗ | ✓ | Headless clients and dedicated server |\n\n**For an extended version for all games, click**\n\n> [!NOTE]\n> Before Operation Flashpoint v1.99 and the backport of isServer, the server could be identified by placing a Game Logic in the editor (that would always remain local to the server), then using the following: `local myLogic`.\n\n| Targeted machine | Operation Flashpoint | Armed Assault | Arma 2 | Arma 3 |\n|---|---|---|---|---|\n| **Dedicated Server**<br>A server without a human player behind it | `isServer && isNull player` | `isServer && isNull player` | `isDedicated` | `isDedicated` |\n| **Player Server**<br>A server hosted by a player | `isServer && not isNull player` | `isServer && not isNull player` | `isServer && not isDedicated` | `hasInterface && isServer` |\n| **Server**<br>Any server, dedicated or hosted | `isServer` | `isServer` | `isServer` | `isServer` |\n| **Player Client**<br>A player connected since the lobby | `not isServer && not isNull player` | `not isServer && not isNull player` | `not isServer && not isNull player` | `hasInterface && not isServer` |\n| **JIP Player Client**<br>A player connected in the middle of a mission | N/A | `not isServer && isNull player` | `not isServer && isNull player` | `hasInterface && didJIP` |\n| **Headless Client**<br>A client without a human player behind it<br>(used to offload server calculations) | N/A |  |  | `not hasInterface && not isServer` |\n| **JIP Headless Client**<br>Headless client connected during the ongoing mission | N/A |  |  | `not hasInterface && not isServer && didJIP` |\n\n- If you want to know if the current machine is a server (Dedicated Server or Player Server), use isServer.\n- If you want to know if the current machine has a player (Player Server included), use hasInterface.\n\n> [!NOTE]\n> **Arma 3:** Since Arma 3, a server-only init file is available: **initServer.sqf** (see Event Scripts)\n\n> [!NOTE]\n> **Arma 3:** **BIS_fnc_getNetMode** can be used to have a string value representing the local machine status (\"DedicatedServer\", \"Server\", \"HeadlessClient\", \"Client\", \"SinglePlayer\" ).\n> This function doesn't make the JIP distinction and should be used along didJIP.\n\n#### General information about locality\n\n- about player:\n  - a player's unit is **always** local to the (human) player's machine\n  - a dedicated server doesn't have a player unit (`isNull player` returns true)\n  - to know if a certain unit is *a* player, use isPlayer\n- groups and AI:\n  - an AI group with a player-leader will be local to the player's computer\n  - a subordinate player being in a player-lead group will remain local to its computer (see bulletpoint #1)\n- objects:\n  - a driven vehicle is always local to the machine of its driver (not the commander's, not the gunner's)\n  - terrain objects (buildings, vegetation, roads etc.) are local everywhere (`local nearestBuilding player` returns true on every client)\n  - editor-placed objects and empty vehicles are local to the server\n  - editor-placed **triggers** are created on every machine unless specified otherwise (\"Server Only\" Eden Editor option ticked)\n  - units created with createUnit will be local to the computer that issued the command\n  - objects and vehicles created with createVehicle will be local to the computer that issued the command\n\n#### Locality changes\n\n- if the player-leader dies, the AI is transferred to the machine where the new leader is local (server in case of AI, client in case of another player)\n- joining AI units will change locality to the new leader's computer\n- locality will change from server to client when a player gets in an empty vehicle\n- locality can also change in the event of a Team Switch or usage of selectPlayer\n\n> [!NOTE]\n> **Arma 3:** Since Arma 3 the \"Local\" Event Handler triggers when an object's locality is changed.\n\n#### Code examples\n\n| Code | Argu-ments | Effect | Description |\n|---|---|---|---|\n| `remoteUnit setDamage 1;` | Global argument | Global effect | Any unit (local or remote) will die, and all the computers will know |\n| `localUnit addMagazine \"30Rnd_556x45_STANAG\";` | Local argument | Global effect | Only a local unit can have its inventory edited with this command, but all the machines will be notified: if a player looks into the *localUnit* inventory, the added magazine will be there |\n| `remoteUnit setFace \"Miller\";` | Global argument | Local effect | Any unit (local or remote) can get its face changed, but the new face will not be propagated through the network. Only the local machine's player will see the effect of the command<br>> [!NOTE]<br>> This command should ideally be **executed on every machine**, for example with:<br>><br>> `[remoteUnit, \"Miller\"] remoteExec [\"setFace\", 0, true];`<br>><br>> See the Remote Execution chapter for more information. |\n| `localCamera cameraEffect [\"Internal\", \"Back\"];` | Local argument | Local effect | Only a local camera can be entered, and of course only the local machine will see through this camera |\n\n### Network ID\n\nNetwork IDs identify machines and network objects. They can be used to target proper machines with remote execution; see the Remote Execution chapter for more information.\n\n> [!WARNING]\n> **A machine ID** (ownerID) is not to be confused with **an object's network ID** (netId).\n\n#### Machine network ID\n\nEvery machine, including the server, has a **network ID**.\nA server always has an ID of **2**, every new client has the next number (the first client will be number **3**, second client number **4**, etc.)\n\n- To get the current machine's ID, use clientOwner.\n- To get the machine ID of an object's owner, use owner *object* (MP only).\n- To get the machine ID of a group's owner, use groupOwner *object* (MP only).\n\n> [!NOTE]\n> **0** and **1** are special values:\n>\n> - **0** means **everyone** (including the server)\n> - **1** means **current machine** but **is not implemented** and should **not** be used.\n\n#### Object network ID\n\nEvery object synchronised through the network has a network ID, shortened to **netId**.\n\n- To get an object's netId, use netId (MP only). **SP & MP variant:** BIS_fnc_netId\n- To get an object from a netId, use objectFromNetId (MP only). **SP & MP variant:** BIS_fnc_objectFromNetId\n- To get a group from a netId, use groupFromNetId (MP only). **SP & MP variant:** BIS_fnc_groupFromNetId\n\n### Sending information across network\n\n#### Remote Execution\n\nSince Arma 3 v1.50, remoteExec and remoteExecCall efficient engine network commands are available:\n\n```sqf\n\"Message to everyone, including JIP players!\" remoteExec [\"hint\", 0, true];\n```\n\nSee Arma 3: Remote Execution for more information.\n\nArma 3 alpha introduced BIS_fnc_MP (**obsolete** since Arma 3 v1.50, use the above version):\n\n```sqf\n[\"Message to everyone, including JIP  players!\", \"hint\", true, true] call BIS_fnc_MP;  // obsolete since Arma 3 v1.50, use remoteExec or remoteExecCall\n```\n\nArma 2 introduced the Arma 2: Multiplayer Framework (not present in Arma 3):\n\n```sqf\n// having the Functions module placed in the editor\nwaitUntil { not isNil \"BIS_MPF_InitDone\"; };\n[nil, nil, rHINT, \"Message to everyone!\"] call RE;\n```\n\n#### PublicVariable commands\n\nPublicVariable commands allow to send **global** variables to specified machines.\n\n- Network reception is guaranteed\n- Short variable names should be used for network performance\n- These commands shouldn't be used intensely for the same reason\n\n| Command | Effect | JIP synchronised |\n|---|---|---|\n| publicVariable | Set/update a variable value from the local machine to all the other machines (including server) | ✓ |\n| publicVariableServer | Set/update a variable value **from a client to the server** | ✗ |\n| publicVariableClient | Set/update a variable value **from the local machine** (not necessarily the server) **to a specific client** | ✗ |\n\n##### How it works\n\nThe server has the variable `ABC_Score` to broadcast:\n\n```sqf\nABC_Score = 5;                // sets the value\npublicVariable \"ABC_Score\"    // publishes the variable (do not forget the quotes!)\n```\n\nThis sends the variable name and value to the clients.\n\n- If the variable is not yet declared on their machine, it will declare it as well.\n- If the variable already exists, **the value is overridden** by the server's value.\n- If the variable changes again on the server, it has to be manually publicVariable'd once again!\n- A JIP player will synchronise **server's** publicVariable'd variables **before** executing **init.sqf**. See Initialisation Order for more information.\n  - A JIP player will **not** synchronise publicVariableClient-received variables after he disconnects/reconnects. Only server-known public variables sent with publicVariable will be synchronised.\n\n#### setVariable command\n\nAvailable since Arma 2, the **public** version of the setVariable command (alternative syntax) allows you to store a variable into an object and spread this variable across the network.\n\n> [!NOTE]\n> **Arma 3:** In Arma 3 it is possible to broadcast the nil value, thus deleting the variable from the target.\n\n### Player connection events\n\nThe following commands will execute given code when a player is connecting or disconnecting. This code will run for players connecting in the lobby **and** for JIP players!\n\n- \"PlayerConnected\" mission Event Handler\n- \"PlayerDisconnected\" mission Event Handler\n\n> [!NOTE]\n> Before Arma 3 v1.58, use BIS_fnc_addStackedEventHandler for onPlayerConnected/onPlayerDisconnected.\n\n### Client state\n\nA client state is the client's connection state. It can be obtained with getClientState and getClientStateNumber commands on both server and clients.\n\n| getClientStateNumber | getClientState | Description |\n|---|---|---|\n| 0 | \"NONE\" | No client (or singleplayer) |\n| 1 | \"CREATED\" | Client is created |\n| 2 | \"CONNECTED\" | Client is connected to server, message formats are registered |\n| 3 | \"LOGGED IN\" | Identity is created |\n| 4 | \"MISSION SELECTED\" | Mission is selected |\n| 5 | \"MISSION ASKED\" | Server was asked to send / not send mission |\n| 6 | \"ROLE ASSIGNED\" | Role was assigned (and confirmed) |\n| 7 | \"MISSION RECEIVED\" | Mission received |\n| 8 | \"GAME LOADED\" | Island loaded, vehicles received |\n| 9 | \"BRIEFING SHOWN\" | Briefing was displayed |\n| 10 | \"BRIEFING READ\" | Ready to play mission |\n| 11 | \"GAME FINISHED\" | Game was finished |\n| 12 | \"DEBRIEFING READ\" | Debriefing read, ready to continue with next mission |\n\n### Join In Progress (Armed Assault v1.00)\n\n**Join In Progress** (JIP) is the ability for a player to connect while a game is running, unlike in Operation Flashpoint where one had to wait for the game to be over.\nIt was introduced in Operation Flashpoint: Elite on Xbox and Armed Assault on PC.\n\nA player that joined in progress will be referred to as **JIP player**.\n\n> [!NOTE]\n> To disable JIP on a server:\n>\n> - the server admin can disable playable slots on the role selection screen\n> - the mission designer can disable AI within mission config\n>\n> However, JIP remains available if respawn is enabled in the mission.\n\n#### JIP Synchronisation\n\nA JIP player will have a lot of information synchronised (publicVariable'd and setVariable server variables for example) by the game **before** accessing the mission itself; see below:\n\n| Information | Arma 1 | Arma 2 | Arma 3 |\n|---|---|---|---|\n| date/time | ✓ | ✓ | ✓ |\n| date/time + setDate/skipTime | ✗ | ✗ | ✓ |\n| weather (overcast, fog) | ✗ | ✓ | ✓ |\n| weather + setOvercast/setFog/setRain/setLightnings | ✗ | ✗ | ✓ |\n| time passed since mission start (time command) | Unknown | Unknown | ✓ |\n| publicVariable-sent variables (Number, String, Structured Text, Array, Code) | ✓ | ✓ | ✓ |\n| publicVariable-sent variables (nil) | ✗ | ✗ | ✓ |\n| setVariable-assigned variables (when alternative syntax's *public* parameter is set to true) | N/A | ✓ | ✓ |\n| remoteExec- and remoteExecCall-executed code if *JIP* prerequisites are met | N/A |  | ✓ |\n\n> [!WARNING]\n> All the **initialisation fields** code get executed again for **each and every JIP connecting player**.\n> This means that code with global effect Global effect (such as setDamage) **WILL** be re-executed (depending on locality)!\n\n#### Related Commands\n\n- remoteExec\n- remoteExecCall\n- didJIP\n- didJIPOwner\n- exportJIPMessages\n- isRemoteExecutedJIP\n\n### See also\n\n- Headless Client\n- Initialisation Order\n- Arma 3: Remote Execution\n\n## Structuring Multiplayer code\n\n### Responsibilities\n\n- The **server** initialises and works with **variables**\n- A connecting or connected **player-client** gets the mission data from the server\n- Once an objective is reached, **the server tells the players** via remoteExec/remoteExecCall, publicVariable or setVariable\n- Players can get their client-side UI code triggered by the server\n\nSee this earlier chapter to know how to target specific machines.\n\n#### Server\n\nThe **Server** must be considered as the one ruler of the mission. He is the game's referee and all the decisions should come from it. All the values on the server should be considered as **true**.\nConsider the server as a powerful machine where you can put all the mission conditions and heavy scripting on.\nIn case of a very heavy mission, the server can be assisted by Headless Clients (this involves a per-mission specific design).\n\nServer-side code must gather or wait all the variables (potentially from client-side scripts and publicVariableServer) and take and broadcast its decisions accordingly using publicVariable.\n\nServer-side code should ideally **not** make any reference to a player variable considering a server can potentially be **dedicated**, unless you want to force this mission to be player-hosted (such as Arma 2's campaign).\n\n> [!NOTE]\n> Use allPlayers, BIS_fnc_listPlayers, playableUnits (and switchableUnits for SP compatibility) to refer to players.\n\n#### Client\n\nThe **Client** must be considered as an average machine that can leave the game at any moment.\n**No mission-vital code must be executed on its side** and **no decisions must be taken client-side**.\nAgain, **one must expect that any client can disconnect at any moment**.\n\nThe client executes all the (local) UI code (Post Process Effects, Dialogs, etc.)\nThe player's machine should not deal with a great piece of code.\n\n> [!IMPORTANT]\n> Do not forget that a server **can** be a player, and therefore should execute player code in that case.\n\nThe proper way to check for player-side condition is\n\n```sqf\nif (hasInterface) then { /* (...) */ };\n```\n\nNote that the following example is **incorrect**:\n\n```sqf\nif (isServer) then\n{\n    // ...\n}\nelse // WRONG: a server CAN be a player\n{\n    // ...\n};\n```\n\n### Code writing\n\nThe usual four steps of coding are the following:\n\n- Think it well\n  - If you cannot figure out how to write your code, say what you want to do out loud or write it down in your language, then replace it by code little by little.\n- Make it work\n  - use the -showScriptErrors startup parameter to see your code errors.\n- Make it readable\n  - name your variables properly, as if you had to give it to someone that should get it without the need of explaining\n- Optimise then\n  - use more performance-friendly commands, reduce your search radius and loop frequencies once everything works.\n\nSee Code Optimisation - Rules for advices and more information.\n\n### See also\n\n- Event Scripts\n- Code Optimisation\n\n## Local Multiplayer Testing\n\nTo ensure all cases, your mission should ideally work properly:\n\n- in Singleplayer\n- in Player-hosted Multiplayer\n- in a Dedicated Server-hosted game\n\nThe following chapters explain how to mimic multiple clients on one computer. Of course, nothing prevents you from inviting friends to play your mission and report bugs!\n\n### Dedicated Server\n\nTo properly test MP scripting locality issues, it is recommended to run a **dedicated server** and connect with **two** clients. In order to do so:\n\n- In your server executable's server.cfg:\n\n  ```cpp\n  loopback = true;    // force LAN-only server\n  kickDuplicate = 0;    // disable duplicate Arma kick\n\n  // needed in case of Headless Client test only\n  headlessClients[]    = { \"127.0.0.1\" };\n  localClient[]        = { \"127.0.0.1\" };\n  ```\n- Run the game twice from Steam and connect each (with `-showScriptErrors` flag)\n  - If you use one screen for the first client and the other screen for the second client, use `-noPause -window` launcher options. This will not pause render if the window doesn't have focus.\n\n    > [!IMPORTANT]\n    > Be sure to disable BattlEye or it will close any additional instances.\n- Try your mission and check for script errors:\n  - on client's screens and RPT files\n  - in your server's RPT files\n\n| Pros | Cons |\n|---|---|\n| - Tests almost all \"can go wrong\" scenarios<br>- Can test Headless Clients, persistent server, server restart, admin login/logout | - Misses cases where isDedicated is used instead of isServer<br>- \"Big\" setup |\n\n### Player-Hosted Server\n\nWhile this method covers less cases than the Dedicated Server Test method above, this method is faster:\n\n- Open the Arma 3: Launcher and disable BattlEye\n- Select the mods that the host will use (if any)\n- Launch the game using the `Play`/`Play with Mods` button\n- Select the mods that clients will use\n- Launch the game again using the `Play`/`Play with Mods` button\n- In the first game instance (server), host the mission either through local hosting or with Eden Editor MP mission type launch\n- In the second game instance (client), join the session using the MP tab LAN section and entering the mission hosted by the server\n\n| Pros | Cons |\n|---|---|\n| - Fast setup (with quick modlist support)<br>- Helps find cases where isDedicated is used instead of isServer | - May miss locality issues (code that happens to run on the server because it runs on the server's *client* like e.g hideObjectGlobal)<br>- No headless client testing (this can be solved by using a custom server.cfg) |\n\n### See Also\n\n- Arma 3: Dedicated Server\n- server config","sections":[{"heading":null,"level":1,"markdown":"This page aims to explain notions and specificities of Multiplayer Scripting and its differences with Singleplayer Scripting.\nIt features three parts:\n\n1. Notions and general knowledge\n1. Structuring Multiplayer code\n1. Testing locally"},{"heading":"Notions and general knowledge","level":2,"markdown":""},{"heading":"The basics","level":3,"markdown":"- In Multiplayer, players are connected to a **server**.\n  - The server is a machine that distributes information among clients, such as unit positions, vehicle speeds, etc.\n  - The server can be either a dedicated machine, or hosted by a player; in the latter it means the server can have a player unit.\n- A machine connected to a server is called a **client**.\n  - Clients can join a mission *after* it started: they are considered \"JIP\" and scripting should be adapted to them. See the Join In Progress chapter for more information.\n\n> [!NOTE]\n> In Singleplayer, the game acts as a player-hosted server (isServer returns true).\n\n> [!WARNING]\n> Some Multiplayer commands do **not** work in Singleplayer, such as netId!\n> The other way around, some Singleplayer commands do not work in Multiplayer (e.g setAccTime)."},{"heading":"Locality","level":3,"markdown":""},{"heading":"Definitions","level":4,"markdown":"- **LOCAL** is an attribute for the machine where the command/script/function is executed or the AI calculated.\n  - to check if an argument is local, use the local command\n- **REMOTE** means **non local** - on another machine. All player-controlled soldiers are remote units to a dedicated server, for example.\n  - to check if an argument is remote, simply use `not local _myObject`\n- commands arguments and effects can be either **local** or **global**:\n\n|  |  |\n|---|---|\n| Local argument | a **local** argument means an argument that is processed on the machine where the command is executed |\n| Global argument | a **global** argument means any argument, even a remote one |\n| Local effect | a **local** effect means that the effect will only happen on the machine where the command is executed |\n| Global effect | a **global** effect means that all the computers will receive it |\n| Server execution | **server exec** means that the command or function has to be executed on the server machine, either mission host or dedicated server |\n\n> [!NOTE]\n> See also:\n>\n> - Scripting Commands: Local Effect\n> - Scripting Commands: Global Effect\n> - Scripting Commands: Server Execution\n> - Functions: Local Effect\n> - Functions: Global Effect\n> - Functions: Server Execution"},{"heading":"Different machines and how to target them","level":4,"markdown":"> [!NOTE]\n> - For obvious reasons, a server cannot be JIP.\n> - Use didJIP to determine if a client joined during the game.\n\n| Scripting Commands | Server |  | Player client | Headless client | Note |\n|---|---|---|---|---|---|\n| Scripting Commands | Dedicated | Player-Hosted | Player client | Headless client | Note |\n| `isDedicated` | ✓ | ✗ | ✗ | ✗ | Dedicated server |\n| `hasInterface && isServer` | ✗ | ✓ | ✗ | ✗ | Player server |\n| `hasInterface && not isServer` | ✗ | ✗ | ✓ | ✗ | Player client |\n| `not hasInterface && not isDedicated` | ✗ | ✗ | ✗ | ✓ | Headless client |\n| `isServer` | ✓ | ✓ | ✗ | ✗ | Any server |\n| `hasInterface` | ✗ | ✓ | ✓ | ✗ | Any player |\n| Miscellaneous |  |  |  |  |  |\n| `not isServer` | ✗ | ✗ | ✓ | ✓ | All server clients, including headless clients, but excluding player host |\n| `not isDedicated` | ✗ | ✓ | ✓ | ✓ | Everything but a dedicated server |\n| `not hasInterface` | ✓ | ✗ | ✗ | ✓ | Headless clients and dedicated server |\n\n**For an extended version for all games, click**\n\n> [!NOTE]\n> Before Operation Flashpoint v1.99 and the backport of isServer, the server could be identified by placing a Game Logic in the editor (that would always remain local to the server), then using the following: `local myLogic`.\n\n| Targeted machine | Operation Flashpoint | Armed Assault | Arma 2 | Arma 3 |\n|---|---|---|---|---|\n| **Dedicated Server**<br>A server without a human player behind it | `isServer && isNull player` | `isServer && isNull player` | `isDedicated` | `isDedicated` |\n| **Player Server**<br>A server hosted by a player | `isServer && not isNull player` | `isServer && not isNull player` | `isServer && not isDedicated` | `hasInterface && isServer` |\n| **Server**<br>Any server, dedicated or hosted | `isServer` | `isServer` | `isServer` | `isServer` |\n| **Player Client**<br>A player connected since the lobby | `not isServer && not isNull player` | `not isServer && not isNull player` | `not isServer && not isNull player` | `hasInterface && not isServer` |\n| **JIP Player Client**<br>A player connected in the middle of a mission | N/A | `not isServer && isNull player` | `not isServer && isNull player` | `hasInterface && didJIP` |\n| **Headless Client**<br>A client without a human player behind it<br>(used to offload server calculations) | N/A |  |  | `not hasInterface && not isServer` |\n| **JIP Headless Client**<br>Headless client connected during the ongoing mission | N/A |  |  | `not hasInterface && not isServer && didJIP` |\n\n- If you want to know if the current machine is a server (Dedicated Server or Player Server), use isServer.\n- If you want to know if the current machine has a player (Player Server included), use hasInterface.\n\n> [!NOTE]\n> **Arma 3:** Since Arma 3, a server-only init file is available: **initServer.sqf** (see Event Scripts)\n\n> [!NOTE]\n> **Arma 3:** **BIS_fnc_getNetMode** can be used to have a string value representing the local machine status (\"DedicatedServer\", \"Server\", \"HeadlessClient\", \"Client\", \"SinglePlayer\" ).\n> This function doesn't make the JIP distinction and should be used along didJIP."},{"heading":"General information about locality","level":4,"markdown":"- about player:\n  - a player's unit is **always** local to the (human) player's machine\n  - a dedicated server doesn't have a player unit (`isNull player` returns true)\n  - to know if a certain unit is *a* player, use isPlayer\n- groups and AI:\n  - an AI group with a player-leader will be local to the player's computer\n  - a subordinate player being in a player-lead group will remain local to its computer (see bulletpoint #1)\n- objects:\n  - a driven vehicle is always local to the machine of its driver (not the commander's, not the gunner's)\n  - terrain objects (buildings, vegetation, roads etc.) are local everywhere (`local nearestBuilding player` returns true on every client)\n  - editor-placed objects and empty vehicles are local to the server\n  - editor-placed **triggers** are created on every machine unless specified otherwise (\"Server Only\" Eden Editor option ticked)\n  - units created with createUnit will be local to the computer that issued the command\n  - objects and vehicles created with createVehicle will be local to the computer that issued the command"},{"heading":"Locality changes","level":4,"markdown":"- if the player-leader dies, the AI is transferred to the machine where the new leader is local (server in case of AI, client in case of another player)\n- joining AI units will change locality to the new leader's computer\n- locality will change from server to client when a player gets in an empty vehicle\n- locality can also change in the event of a Team Switch or usage of selectPlayer\n\n> [!NOTE]\n> **Arma 3:** Since Arma 3 the \"Local\" Event Handler triggers when an object's locality is changed."},{"heading":"Code examples","level":4,"markdown":"| Code | Argu-ments | Effect | Description |\n|---|---|---|---|\n| `remoteUnit setDamage 1;` | Global argument | Global effect | Any unit (local or remote) will die, and all the computers will know |\n| `localUnit addMagazine \"30Rnd_556x45_STANAG\";` | Local argument | Global effect | Only a local unit can have its inventory edited with this command, but all the machines will be notified: if a player looks into the *localUnit* inventory, the added magazine will be there |\n| `remoteUnit setFace \"Miller\";` | Global argument | Local effect | Any unit (local or remote) can get its face changed, but the new face will not be propagated through the network. Only the local machine's player will see the effect of the command<br>> [!NOTE]<br>> This command should ideally be **executed on every machine**, for example with:<br>><br>> `[remoteUnit, \"Miller\"] remoteExec [\"setFace\", 0, true];`<br>><br>> See the Remote Execution chapter for more information. |\n| `localCamera cameraEffect [\"Internal\", \"Back\"];` | Local argument | Local effect | Only a local camera can be entered, and of course only the local machine will see through this camera |"},{"heading":"Network ID","level":3,"markdown":"Network IDs identify machines and network objects. They can be used to target proper machines with remote execution; see the Remote Execution chapter for more information.\n\n> [!WARNING]\n> **A machine ID** (ownerID) is not to be confused with **an object's network ID** (netId)."},{"heading":"Machine network ID","level":4,"markdown":"Every machine, including the server, has a **network ID**.\nA server always has an ID of **2**, every new client has the next number (the first client will be number **3**, second client number **4**, etc.)\n\n- To get the current machine's ID, use clientOwner.\n- To get the machine ID of an object's owner, use owner *object* (MP only).\n- To get the machine ID of a group's owner, use groupOwner *object* (MP only).\n\n> [!NOTE]\n> **0** and **1** are special values:\n>\n> - **0** means **everyone** (including the server)\n> - **1** means **current machine** but **is not implemented** and should **not** be used."},{"heading":"Object network ID","level":4,"markdown":"Every object synchronised through the network has a network ID, shortened to **netId**.\n\n- To get an object's netId, use netId (MP only). **SP & MP variant:** BIS_fnc_netId\n- To get an object from a netId, use objectFromNetId (MP only). **SP & MP variant:** BIS_fnc_objectFromNetId\n- To get a group from a netId, use groupFromNetId (MP only). **SP & MP variant:** BIS_fnc_groupFromNetId"},{"heading":"Sending information across network","level":3,"markdown":""},{"heading":"Remote Execution","level":4,"markdown":"Since Arma 3 v1.50, remoteExec and remoteExecCall efficient engine network commands are available:\n\n```sqf\n\"Message to everyone, including JIP players!\" remoteExec [\"hint\", 0, true];\n```\n\nSee Arma 3: Remote Execution for more information.\n\nArma 3 alpha introduced BIS_fnc_MP (**obsolete** since Arma 3 v1.50, use the above version):\n\n```sqf\n[\"Message to everyone, including JIP  players!\", \"hint\", true, true] call BIS_fnc_MP;  // obsolete since Arma 3 v1.50, use remoteExec or remoteExecCall\n```\n\nArma 2 introduced the Arma 2: Multiplayer Framework (not present in Arma 3):\n\n```sqf\n// having the Functions module placed in the editor\nwaitUntil { not isNil \"BIS_MPF_InitDone\"; };\n[nil, nil, rHINT, \"Message to everyone!\"] call RE;\n```"},{"heading":"PublicVariable commands","level":4,"markdown":"PublicVariable commands allow to send **global** variables to specified machines.\n\n- Network reception is guaranteed\n- Short variable names should be used for network performance\n- These commands shouldn't be used intensely for the same reason\n\n| Command | Effect | JIP synchronised |\n|---|---|---|\n| publicVariable | Set/update a variable value from the local machine to all the other machines (including server) | ✓ |\n| publicVariableServer | Set/update a variable value **from a client to the server** | ✗ |\n| publicVariableClient | Set/update a variable value **from the local machine** (not necessarily the server) **to a specific client** | ✗ |"},{"heading":"How it works","level":5,"markdown":"The server has the variable `ABC_Score` to broadcast:\n\n```sqf\nABC_Score = 5;                // sets the value\npublicVariable \"ABC_Score\"    // publishes the variable (do not forget the quotes!)\n```\n\nThis sends the variable name and value to the clients.\n\n- If the variable is not yet declared on their machine, it will declare it as well.\n- If the variable already exists, **the value is overridden** by the server's value.\n- If the variable changes again on the server, it has to be manually publicVariable'd once again!\n- A JIP player will synchronise **server's** publicVariable'd variables **before** executing **init.sqf**. See Initialisation Order for more information.\n  - A JIP player will **not** synchronise publicVariableClient-received variables after he disconnects/reconnects. Only server-known public variables sent with publicVariable will be synchronised."},{"heading":"setVariable command","level":4,"markdown":"Available since Arma 2, the **public** version of the setVariable command (alternative syntax) allows you to store a variable into an object and spread this variable across the network.\n\n> [!NOTE]\n> **Arma 3:** In Arma 3 it is possible to broadcast the nil value, thus deleting the variable from the target."},{"heading":"Player connection events","level":3,"markdown":"The following commands will execute given code when a player is connecting or disconnecting. This code will run for players connecting in the lobby **and** for JIP players!\n\n- \"PlayerConnected\" mission Event Handler\n- \"PlayerDisconnected\" mission Event Handler\n\n> [!NOTE]\n> Before Arma 3 v1.58, use BIS_fnc_addStackedEventHandler for onPlayerConnected/onPlayerDisconnected."},{"heading":"Client state","level":3,"markdown":"A client state is the client's connection state. It can be obtained with getClientState and getClientStateNumber commands on both server and clients.\n\n| getClientStateNumber | getClientState | Description |\n|---|---|---|\n| 0 | \"NONE\" | No client (or singleplayer) |\n| 1 | \"CREATED\" | Client is created |\n| 2 | \"CONNECTED\" | Client is connected to server, message formats are registered |\n| 3 | \"LOGGED IN\" | Identity is created |\n| 4 | \"MISSION SELECTED\" | Mission is selected |\n| 5 | \"MISSION ASKED\" | Server was asked to send / not send mission |\n| 6 | \"ROLE ASSIGNED\" | Role was assigned (and confirmed) |\n| 7 | \"MISSION RECEIVED\" | Mission received |\n| 8 | \"GAME LOADED\" | Island loaded, vehicles received |\n| 9 | \"BRIEFING SHOWN\" | Briefing was displayed |\n| 10 | \"BRIEFING READ\" | Ready to play mission |\n| 11 | \"GAME FINISHED\" | Game was finished |\n| 12 | \"DEBRIEFING READ\" | Debriefing read, ready to continue with next mission |"},{"heading":"Join In Progress (Armed Assault v1.00)","level":3,"markdown":"**Join In Progress** (JIP) is the ability for a player to connect while a game is running, unlike in Operation Flashpoint where one had to wait for the game to be over.\nIt was introduced in Operation Flashpoint: Elite on Xbox and Armed Assault on PC.\n\nA player that joined in progress will be referred to as **JIP player**.\n\n> [!NOTE]\n> To disable JIP on a server:\n>\n> - the server admin can disable playable slots on the role selection screen\n> - the mission designer can disable AI within mission config\n>\n> However, JIP remains available if respawn is enabled in the mission."},{"heading":"JIP Synchronisation","level":4,"markdown":"A JIP player will have a lot of information synchronised (publicVariable'd and setVariable server variables for example) by the game **before** accessing the mission itself; see below:\n\n| Information | Arma 1 | Arma 2 | Arma 3 |\n|---|---|---|---|\n| date/time | ✓ | ✓ | ✓ |\n| date/time + setDate/skipTime | ✗ | ✗ | ✓ |\n| weather (overcast, fog) | ✗ | ✓ | ✓ |\n| weather + setOvercast/setFog/setRain/setLightnings | ✗ | ✗ | ✓ |\n| time passed since mission start (time command) | Unknown | Unknown | ✓ |\n| publicVariable-sent variables (Number, String, Structured Text, Array, Code) | ✓ | ✓ | ✓ |\n| publicVariable-sent variables (nil) | ✗ | ✗ | ✓ |\n| setVariable-assigned variables (when alternative syntax's *public* parameter is set to true) | N/A | ✓ | ✓ |\n| remoteExec- and remoteExecCall-executed code if *JIP* prerequisites are met | N/A |  | ✓ |\n\n> [!WARNING]\n> All the **initialisation fields** code get executed again for **each and every JIP connecting player**.\n> This means that code with global effect Global effect (such as setDamage) **WILL** be re-executed (depending on locality)!"},{"heading":"Related Commands","level":4,"markdown":"- remoteExec\n- remoteExecCall\n- didJIP\n- didJIPOwner\n- exportJIPMessages\n- isRemoteExecutedJIP"},{"heading":"See also","level":3,"markdown":"- Headless Client\n- Initialisation Order\n- Arma 3: Remote Execution"},{"heading":"Structuring Multiplayer code","level":2,"markdown":""},{"heading":"Responsibilities","level":3,"markdown":"- The **server** initialises and works with **variables**\n- A connecting or connected **player-client** gets the mission data from the server\n- Once an objective is reached, **the server tells the players** via remoteExec/remoteExecCall, publicVariable or setVariable\n- Players can get their client-side UI code triggered by the server\n\nSee this earlier chapter to know how to target specific machines."},{"heading":"Server","level":4,"markdown":"The **Server** must be considered as the one ruler of the mission. He is the game's referee and all the decisions should come from it. All the values on the server should be considered as **true**.\nConsider the server as a powerful machine where you can put all the mission conditions and heavy scripting on.\nIn case of a very heavy mission, the server can be assisted by Headless Clients (this involves a per-mission specific design).\n\nServer-side code must gather or wait all the variables (potentially from client-side scripts and publicVariableServer) and take and broadcast its decisions accordingly using publicVariable.\n\nServer-side code should ideally **not** make any reference to a player variable considering a server can potentially be **dedicated**, unless you want to force this mission to be player-hosted (such as Arma 2's campaign).\n\n> [!NOTE]\n> Use allPlayers, BIS_fnc_listPlayers, playableUnits (and switchableUnits for SP compatibility) to refer to players."},{"heading":"Client","level":4,"markdown":"The **Client** must be considered as an average machine that can leave the game at any moment.\n**No mission-vital code must be executed on its side** and **no decisions must be taken client-side**.\nAgain, **one must expect that any client can disconnect at any moment**.\n\nThe client executes all the (local) UI code (Post Process Effects, Dialogs, etc.)\nThe player's machine should not deal with a great piece of code.\n\n> [!IMPORTANT]\n> Do not forget that a server **can** be a player, and therefore should execute player code in that case.\n\nThe proper way to check for player-side condition is\n\n```sqf\nif (hasInterface) then { /* (...) */ };\n```\n\nNote that the following example is **incorrect**:\n\n```sqf\nif (isServer) then\n{\n    // ...\n}\nelse // WRONG: a server CAN be a player\n{\n    // ...\n};\n```"},{"heading":"Code writing","level":3,"markdown":"The usual four steps of coding are the following:\n\n- Think it well\n  - If you cannot figure out how to write your code, say what you want to do out loud or write it down in your language, then replace it by code little by little.\n- Make it work\n  - use the -showScriptErrors startup parameter to see your code errors.\n- Make it readable\n  - name your variables properly, as if you had to give it to someone that should get it without the need of explaining\n- Optimise then\n  - use more performance-friendly commands, reduce your search radius and loop frequencies once everything works.\n\nSee Code Optimisation - Rules for advices and more information."},{"heading":"See also","level":3,"markdown":"- Event Scripts\n- Code Optimisation"},{"heading":"Local Multiplayer Testing","level":2,"markdown":"To ensure all cases, your mission should ideally work properly:\n\n- in Singleplayer\n- in Player-hosted Multiplayer\n- in a Dedicated Server-hosted game\n\nThe following chapters explain how to mimic multiple clients on one computer. Of course, nothing prevents you from inviting friends to play your mission and report bugs!"},{"heading":"Dedicated Server","level":3,"markdown":"To properly test MP scripting locality issues, it is recommended to run a **dedicated server** and connect with **two** clients. In order to do so:\n\n- In your server executable's server.cfg:\n\n  ```cpp\n  loopback = true;    // force LAN-only server\n  kickDuplicate = 0;    // disable duplicate Arma kick\n\n  // needed in case of Headless Client test only\n  headlessClients[]    = { \"127.0.0.1\" };\n  localClient[]        = { \"127.0.0.1\" };\n  ```\n- Run the game twice from Steam and connect each (with `-showScriptErrors` flag)\n  - If you use one screen for the first client and the other screen for the second client, use `-noPause -window` launcher options. This will not pause render if the window doesn't have focus.\n\n    > [!IMPORTANT]\n    > Be sure to disable BattlEye or it will close any additional instances.\n- Try your mission and check for script errors:\n  - on client's screens and RPT files\n  - in your server's RPT files\n\n| Pros | Cons |\n|---|---|\n| - Tests almost all \"can go wrong\" scenarios<br>- Can test Headless Clients, persistent server, server restart, admin login/logout | - Misses cases where isDedicated is used instead of isServer<br>- \"Big\" setup |"},{"heading":"Player-Hosted Server","level":3,"markdown":"While this method covers less cases than the Dedicated Server Test method above, this method is faster:\n\n- Open the Arma 3: Launcher and disable BattlEye\n- Select the mods that the host will use (if any)\n- Launch the game using the `Play`/`Play with Mods` button\n- Select the mods that clients will use\n- Launch the game again using the `Play`/`Play with Mods` button\n- In the first game instance (server), host the mission either through local hosting or with Eden Editor MP mission type launch\n- In the second game instance (client), join the session using the MP tab LAN section and entering the mission hosted by the server\n\n| Pros | Cons |\n|---|---|\n| - Fast setup (with quick modlist support)<br>- Helps find cases where isDedicated is used instead of isServer | - May miss locality issues (code that happens to run on the server because it runs on the server's *client* like e.g hideObjectGlobal)<br>- No headless client testing (this can be solved by using a custom server.cfg) |"},{"heading":"See Also","level":3,"markdown":"- Arma 3: Dedicated Server\n- server config"}],"categories":["Arma Scripting Tutorials"],"groups":["Scripting"]},{"name":"Multiplayer Server Commands","title":"Multiplayer Server Commands","type":"topic","url":"https://community.bistudio.com/wiki/Multiplayer_Server_Commands","revid":378924,"updated":"2026-08-17T09:05:08Z","aliases":["In Game Server Commands"],"markdown":"> [!NOTE]\n> **Arma Reforger:** For Arma Reforger see Arma Reforger:Server Management.\n\n> [!IMPORTANT]\n> It is recommended to use BattlEye's RCon tool to administrate the server.\n>\n> RCON cannot be affected by in-game script exploits.\n>\n> It uses custom port which one may easily secure by firewall rules!\n\n### How To\n\nYou can access the command line **by pressing the chat key** (default <kbd>/</kbd>).\n\nIn the chat input window you can type any of the following commands in and confirm them with the enter key.\n\nYou **have** to add the `#` character before the command.\n\nThe commands can be used in SQF scripts by using serverCommand.\n\n> [!NOTE]\n> **Troubleshooting**:\n>\n> Some commands are confirmed via a message in the console.\n> If you enter a command that is properly formatted, and you see no confirmation of the command, then an error may have occurred.\n>\n> Check your server log for potentially more information why it failed (e.g. one or more of your mission files is corrupt or has an error which prevents the Missions Lobby from loading, or may prevent other commands like #restart or #reassign from executing).\n\n### Commands\n\nThe following commands are available to you once you have connected to a server:\n\n#### Admin Commands\n\n##### Server/Session Administration\n\n| Command | Example | Description |\n|---|---|---|\n| `#login`<br>`#login` *password* | `#login`<br>`#login adminPW` | Log in as the admin. Without password only possible if you are listed as an admin[] in Arma 3: Server Config File#Server_Options |\n| `#logout` |  | Admin log out. |\n| `#mission` *filename*<br>`#mission` *filename* *difficulty* | `#mission myDM.intro`<br>`#mission myDM.intro Veteran` | Select mission with known name and set the difficulty. Difficulty parameter is optional and if not set, current difficulty is kept. |\n| `#missions` |  | Allows selection of mission on shown list of available missions (all or those inside missionWhiteList[] = {}; within server.cfg). <br>Note: this will trigger `missionEnd` (so if server.cfg is set with e.g. MissionsToServerRestart or MissionsToShutdown threshold, the server may immediately restart/shutdown) |\n| `#restart` |  | Restart mission. |\n| `#reassign` |  | Start over and reassign roles. |\n| `#lock` | Locks the server, prevents new clients from joining. |  |\n| `#unlock` | Unlocks the server, allows new clients to join. |  |\n| `#shutdown` |  | Shuts down the server immediately |\n| `#restartserver` |  | Arma 3 v1.66 Shuts down and restarts the server immediately |\n| `#shutdownaftermission` |  | Arma 3 v1.72 Shuts down the server after mission ends |\n| `#restartserveraftermission` |  | Arma 3 v1.72 Shuts down and restarts the server after mission ends |\n| `#init` |  | Reload server config file loaded by `-config` option. |\n\n##### Player Punishment (Armed Assault v1.00)\n\n`#exec` *server side command* allows executing administration scripting command.\n\n> [!IMPORTANT]\n> Only works on **dedicated** servers.\n\n| Command | Example | Description |\n|---|---|---|\n| `#exec ban` *name*<br>`#exec ban` *ID*<br>`#exec ban` *Player#*<br>`#exec ban \"user reason\"` | `#exec ban nickName`<br>`#exec ban 47114712`<br>`#exec ban 3`<br>`#exec ban \"3 Griefing\"`<br>Arma 3 v2.18 `#exec ban \"\"\"Some Username\"\"\" \"\"Some Ban Reason Text\"\"\"` | Allows you to ban a player. Their ID will be added to the `ban.txt` file. |\n| `#kick` *name*<br>`#kick` *ID*<br>`#kick` *Player#*<br>`#kick user reason` | `#kick nickName`<br>`#kick 47114712`<br>`#kick 3`<br>Arma 3 v2.18 `#kick \"Some Username\" \"Some Kick Reason Text\"` | Allows you to kick a player. |\n\n##### Network/Connection Quality\n\n| Command | Example | Description |\n|---|---|---|\n| `#maxdesync` *(amount in %)* | `#maxdesync 95` | Set the maximum accepted desynchronisation<br>Desync is the value you can also see on the map screen when clicking on a player. Or get from *networkInfo* by getUserInfo. <br>Unclear if percent value or number. The max value seems to be 100000. <br>Note the relation to \"yellow chain\" and \"red chain\". 2000 triggers yellow chain. 20000 triggers red chain. |\n| `#maxpacketloss` *(amount in %)* | `#maxpacketloss 50` | Set the maximum accepted packet loss |\n| `#maxping` *(time in ms)* | `#maxping 250` | Set the maximum accepted ping |\n| `#dctimeout` *(time in sec)* | `#dctimeout 60` | Set the disconnect timeout |\n\n##### Monitoring/Analysis\n\n| Command | Example | Description |\n|---|---|---|\n| `#monitor`<br>`#monitor` *(interval in sec)* | `#monitor`<br>`#monitor 1` | Shows performance information of the server. Interval `0` means to stop monitoring (default 10).<br>**Values description**<br>\\| Traffic \\|  \\|<br>\\|---\\|---\\|<br>\\| G \\| Guaranteed messages \\|<br>\\| NG \\| Non-Guaranteed messages \\|<br>\\| Player info \\|  \\|<br>\\| L \\| lobby \\|<br>\\| R \\| role selection \\|<br>\\| B \\| briefing \\|<br>\\| G \\| in-game \\|<br>\\| D \\| debriefing \\| |\n| `#monitords`<br>`#monitords` *(interval in sec)*<br>`#monitords` *(console)*,*(rcon)* | `#monitords`<br>`#monitords 1`<br>`#monitords 1,5` | Arma 3 v1.64 Shows performance information in the dedicated server console. Interval `0` means to stop monitoring (default 10,0).<br>Arma 3 v2.22 Sends performance information to RCON every Y seconds.<br>> [!IMPORTANT]<br>> The separation between the interval and the RCON id is a **comma**. |\n| `#debug` *(interval in sec)* | `#debug 30` | Default interval is `10` seconds. |\n| `#debug on` *(command)* | `#debug on Console`<br>`#debug on TotalSent`<br>`#debug on UserSent`<br>`#debug on UserInfo`<br>`#debug on UserQueue`<br>`#debug on JIPQueue` | The available commands are:<br>- `Console` - All server console prints, are forwarded to your client. Send to submitter what's on server console. Works as *DebugAnswer* for all writes into the console.<br>- `TotalSent` - Every debug interval, tells you the bits per second, msg per second. Send/Receive for the whole server<br>- `UserSent` - Every debug interval, tells you the bits per second, messages per second. Send/Receive statistics for every player<br>- `UserInfo` - Every debug interval, some statistics, for every player<br>- `UserQueue` - Every debug interval, Info about how many bytes/messages are currently queued up, per player<br>- `JIPQueue` - Every debug interval, the number of messages in JIP queue's<br>Each command can be disabled by the use of the `off` parameter *e.g.* `#debug off UserSent`<br>Each command differs a bit - some output to screen, some to log file etc.<br>See below for example output.<br>You need some debugger capable of catching *OutputDebugString* running on the client machine.<br>A very small and easy to use called **DebugView** is available on the *SysInternals* website.<br>You launch this debugger, then launch ARMA client, connect to the server, and issue any of the commands. |\n| `#debug off <OPTION>` | `#debug off TotalSent` | Disables the specific debugging <OPTION>. See available options above. |\n| `#debug off` | `#debug off` | Disables all debugging options. |\n| `#debug checkFile` *(PATH\\TO\\FILE.PBO)* | `#debug checkFile Expansion\\Dta\\ui.pbo` | Trigger integrity check on filename. |\n| `#debug von` | `#debug von` | Triggers VoN debug mode. Outputs into *logFile* defined in server config as *e.g.* `logFile = \"server_console.log\";`. See below for example output. |\n| `#debug limitOut` *bitsPerSecond* | `#debug limitOut 100000` | Change bandwidth limit (in bits per second). Must be larger than 0. You get response message: \"Outgoing bandwidth limited to %d B/s (%d bps) per client\". |\n| `#exportJIPqueue` |  | Creates a log file containing an overview on all JIP (network) messages currently in the JIP queue. See exportJIPMessages for more info. |\n\n##### Performance Profiling\n\n| Command | Example | Description |\n|---|---|---|\n| Arma 3 vPROF `#captureframe` |  | The current frame **on the server** is captured and written to a log file in the same directory as the .rpt file. See diag_captureFrameToFile for more info.<br>> [!NOTE]<br>> Until 2.20 Arma 3 vPROF on client was required to trigger `#captureFrame` on server. Starting with Arma 3 v2.20 they can mismatch.<br>> You can trigger `#captureFrame` on a Arma 3 vPROF server (always required), coming from a Arma 3 vPERF client for example. |\n| Arma 3 vPROF `#captureslowframe` *scope, threshold, frameOffset, numberOfSlowFrames to capture* | `#captureSlowFrame sLoop 0 0 0`<br>`#captureSlowFrame sLoop 0.033 0 1` <br>`#captureSlowFrame sLoop 33ms` <br>`#captureSlowFrame sLoop 30fps` | Captures the current frame **on the server** if it exceeds the set threshold in seconds and get written to a log file in the same directory as the .rpt file.<br>Note: `#captureSlowFrame sLoop 0.033 0 1` equals to `diag_captureSlowFrame ['sLoop', 0.033]`. See diag_captureSlowFrame for more info. |\n| Arma 3 vDIAG Arma 3 vPROF `#logEntities` |  | Creates a log file containing the list of all game entities in scene. See logEntities for more info. |\n| Arma 3 v2.20 Arma 3 vDIAG Arma 3 vPROF `#logremains` |  | Log remains collector entities into a file in the RPT directory. See also `diag_remainsCollector -1` and the `#logremains` server command. |\n| `#debug jipPerf` | `#debug jipPerf` | Dumps the JIP queue in your client's chat. It might also print to client/server RPT? (TBC). It is the top part of what exportJIPMessages does. |\n\n#### Samples\n\n##### \"#debug von\"\n\n**server_console.log**\n\n```\n*** VoN Topology Diagnostics ((***\n=Player=: #2\nP2PManager: Time: 13:38:48 waiting edges: 0, active negotiations: 0\nMatrix:\n  3056006: #2\n  #2: 3056006\nCliques:\n  3056006,#2\nVersion: 1.60.86277\nPrivate: 192.168.178.21\nConnections:\n  3056006: Direct P2P, 5 KA, snd: 10 sec, rcv: 10 sec, (192.168.178.21:2317) snd=0 rcv=0(0) Repl(-5,0,0)\nCliques:\n  3056006,Unknown\n=Player=: 3056006\nVersion: 1.60.86277\nPrivate: 192.168.178.21\nPublic: 77.4.35.154\nConnections:\n  #2: Direct P2P, 5 KA, snd: 10 sec, rcv: 10 sec, (192.168.178.21:2305) snd=0 rcv=0(0) Repl(-5,0,0)\nCliques:\n  3056006,Unknown\n*** VoN Topology Diagnostics ))***\n```\n\n##### \"#debug on <OPTION>\"\n\n**DebugView**\n\n```\n#debug on TotalSent\n// Send/Receive for the whole server. bps = Bits per second. Msgps = messages per second.\n** Total: sent 1447 bps (2.10 Msgps), received 3788 bps (6.10 Msgps)\n\n#debug on UserSent\n// Send/Receive statistics for every player. bps = Bits per second. Msgps = messages per second.\nplayerName: sent 1531 bps (2.30 Msgps), received 1259 bps (1.70 Msgps)\n\n#debug on UserInfo\n// Some statistics for every player.\n__SERVER__: Info Unknown player ID = 2\nplayerName: Info ping   0ms(   0,   1) BWfee  286Kb(   3, 204,   3) lost22.2%%(  2) queue   0B(   0) ackWait  0(0.0,0.0)\n\n#debug on UserQueue\n// Info about how many bytes/messages are currently queued up for every player.\n__SERVER__: Queue 0 B (0) 0 B Guaranteed (0), Desync 0\nplayerName: Queue 0 B (0) 222 B Guaranteed (3), Desync 0\n\nThis is monitoring data. This should be how many bytes were sent recently.\nIn parenthesis is the number of messages sitting in queue.\nBE is for BattlEye - BE has its own messaging.\n\n#debug on JIPQueue\n// The total number of messages in JIP queue. As well as amount per message type.\nAddInitAndRemoveOverridden  statistics ... total messages = 2543\n110 ... Type_10\n45 ... Type_31\n57 ... Type_53\n193 ... Type_54\n11 ... Type_56\n11 ... Type_57\n52 ... Type_59\n11 ... Type_60\n562 ... Type_64\n5 ... Type_65\n11 ... Type_183\n10 ... Type_187\n422 ... Type_248\n167 ... Type_272\n34 ... Type_273\n1 ... Type_274\n652 ... Type_291\n1 ... Type_295\n5 ... Type_296\n5 ... Type_307\n2 ... Type_308\n10 ... Type_324\n2 ... Type_328\n2 ... Type_329\n2 ... Type_330\n73 ... Type_337\n35 ... Type_360\n10 ... Type_364\n1 ... Type\n```\n\n#### Player Commands\n\n| Command | Example | Description |\n|---|---|---|\n| `#vote missions` |  | Users can vote for the mission selection. |\n| `#vote mission` *(name)* | `#vote mission myD.intro` | Users can vote on a particular mission to loaded. |\n| `#vote admin` *(name/ID/PLR#)* | `#vote admin nickName`<br>`#vote admin 47114712`<br>`#vote admin 3` | Users can vote an admin to control the server. |\n| `#vote kick` *(name, ID or Player#)* | `#vote kick nickName`<br>`#vote kick 47114712`<br>`#vote kick 3` | Users can vote to kick off an individual. |\n| `#vote restart` |  | Vote to restart the mission. |\n| `#vote reassign` |  | Vote to reassign. |\n| `#userlist` |  | Displays the list of users on the server (use *PgUp* to scroll up). |\n\n#### BattlEye commands\n\n| Command | Description |\n|---|---|\n| `#beclient players` | Displays the list of *GUID's* of all players on the server. |\n| `#beclient guid` | Show your own *GUID*. |\n\n#### Arma 3 #exec Notes\n\n> [!NOTE]\n> **Arma 3:** See Arma 3: Server Side Scripting.\n\nIn Arma 3 **#exec kick** and **#exec ban** commands require quotes (string) for *Name*, *UID* or *Player#*. To do this for the UID or Player#, use format command to turn the user ID into a string.\n\n```\n#exec kick \"5\"\n#exec ban \"imah4x0r\"\n#exec kick \"938679499494\"\n```\n\n**#kick** command can still be used either way:\n\n```\n#kick imah4x0r\n#kick \"imah4x0r\"\n```\n\nIn case of banning, a *ban.txt* file containing a list of banned UIDs is created in Arma 3's root directory. To unban a user by UID (UID is the only option) or to clear the *ban.txt*:\n\n```\n#exec unban \"98749837498374\"\n#exec clearbans\n```","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> **Arma Reforger:** For Arma Reforger see Arma Reforger:Server Management.\n\n> [!IMPORTANT]\n> It is recommended to use BattlEye's RCon tool to administrate the server.\n>\n> RCON cannot be affected by in-game script exploits.\n>\n> It uses custom port which one may easily secure by firewall rules!"},{"heading":"How To","level":3,"markdown":"You can access the command line **by pressing the chat key** (default <kbd>/</kbd>).\n\nIn the chat input window you can type any of the following commands in and confirm them with the enter key.\n\nYou **have** to add the `#` character before the command.\n\nThe commands can be used in SQF scripts by using serverCommand.\n\n> [!NOTE]\n> **Troubleshooting**:\n>\n> Some commands are confirmed via a message in the console.\n> If you enter a command that is properly formatted, and you see no confirmation of the command, then an error may have occurred.\n>\n> Check your server log for potentially more information why it failed (e.g. one or more of your mission files is corrupt or has an error which prevents the Missions Lobby from loading, or may prevent other commands like #restart or #reassign from executing)."},{"heading":"Commands","level":3,"markdown":"The following commands are available to you once you have connected to a server:"},{"heading":"Admin Commands","level":4,"markdown":""},{"heading":"Server/Session Administration","level":5,"markdown":"| Command | Example | Description |\n|---|---|---|\n| `#login`<br>`#login` *password* | `#login`<br>`#login adminPW` | Log in as the admin. Without password only possible if you are listed as an admin[] in Arma 3: Server Config File#Server_Options |\n| `#logout` |  | Admin log out. |\n| `#mission` *filename*<br>`#mission` *filename* *difficulty* | `#mission myDM.intro`<br>`#mission myDM.intro Veteran` | Select mission with known name and set the difficulty. Difficulty parameter is optional and if not set, current difficulty is kept. |\n| `#missions` |  | Allows selection of mission on shown list of available missions (all or those inside missionWhiteList[] = {}; within server.cfg). <br>Note: this will trigger `missionEnd` (so if server.cfg is set with e.g. MissionsToServerRestart or MissionsToShutdown threshold, the server may immediately restart/shutdown) |\n| `#restart` |  | Restart mission. |\n| `#reassign` |  | Start over and reassign roles. |\n| `#lock` | Locks the server, prevents new clients from joining. |  |\n| `#unlock` | Unlocks the server, allows new clients to join. |  |\n| `#shutdown` |  | Shuts down the server immediately |\n| `#restartserver` |  | Arma 3 v1.66 Shuts down and restarts the server immediately |\n| `#shutdownaftermission` |  | Arma 3 v1.72 Shuts down the server after mission ends |\n| `#restartserveraftermission` |  | Arma 3 v1.72 Shuts down and restarts the server after mission ends |\n| `#init` |  | Reload server config file loaded by `-config` option. |"},{"heading":"Player Punishment (Armed Assault v1.00)","level":5,"markdown":"`#exec` *server side command* allows executing administration scripting command.\n\n> [!IMPORTANT]\n> Only works on **dedicated** servers.\n\n| Command | Example | Description |\n|---|---|---|\n| `#exec ban` *name*<br>`#exec ban` *ID*<br>`#exec ban` *Player#*<br>`#exec ban \"user reason\"` | `#exec ban nickName`<br>`#exec ban 47114712`<br>`#exec ban 3`<br>`#exec ban \"3 Griefing\"`<br>Arma 3 v2.18 `#exec ban \"\"\"Some Username\"\"\" \"\"Some Ban Reason Text\"\"\"` | Allows you to ban a player. Their ID will be added to the `ban.txt` file. |\n| `#kick` *name*<br>`#kick` *ID*<br>`#kick` *Player#*<br>`#kick user reason` | `#kick nickName`<br>`#kick 47114712`<br>`#kick 3`<br>Arma 3 v2.18 `#kick \"Some Username\" \"Some Kick Reason Text\"` | Allows you to kick a player. |"},{"heading":"Network/Connection Quality","level":5,"markdown":"| Command | Example | Description |\n|---|---|---|\n| `#maxdesync` *(amount in %)* | `#maxdesync 95` | Set the maximum accepted desynchronisation<br>Desync is the value you can also see on the map screen when clicking on a player. Or get from *networkInfo* by getUserInfo. <br>Unclear if percent value or number. The max value seems to be 100000. <br>Note the relation to \"yellow chain\" and \"red chain\". 2000 triggers yellow chain. 20000 triggers red chain. |\n| `#maxpacketloss` *(amount in %)* | `#maxpacketloss 50` | Set the maximum accepted packet loss |\n| `#maxping` *(time in ms)* | `#maxping 250` | Set the maximum accepted ping |\n| `#dctimeout` *(time in sec)* | `#dctimeout 60` | Set the disconnect timeout |"},{"heading":"Monitoring/Analysis","level":5,"markdown":"| Command | Example | Description |\n|---|---|---|\n| `#monitor`<br>`#monitor` *(interval in sec)* | `#monitor`<br>`#monitor 1` | Shows performance information of the server. Interval `0` means to stop monitoring (default 10).<br>**Values description**<br>\\| Traffic \\|  \\|<br>\\|---\\|---\\|<br>\\| G \\| Guaranteed messages \\|<br>\\| NG \\| Non-Guaranteed messages \\|<br>\\| Player info \\|  \\|<br>\\| L \\| lobby \\|<br>\\| R \\| role selection \\|<br>\\| B \\| briefing \\|<br>\\| G \\| in-game \\|<br>\\| D \\| debriefing \\| |\n| `#monitords`<br>`#monitords` *(interval in sec)*<br>`#monitords` *(console)*,*(rcon)* | `#monitords`<br>`#monitords 1`<br>`#monitords 1,5` | Arma 3 v1.64 Shows performance information in the dedicated server console. Interval `0` means to stop monitoring (default 10,0).<br>Arma 3 v2.22 Sends performance information to RCON every Y seconds.<br>> [!IMPORTANT]<br>> The separation between the interval and the RCON id is a **comma**. |\n| `#debug` *(interval in sec)* | `#debug 30` | Default interval is `10` seconds. |\n| `#debug on` *(command)* | `#debug on Console`<br>`#debug on TotalSent`<br>`#debug on UserSent`<br>`#debug on UserInfo`<br>`#debug on UserQueue`<br>`#debug on JIPQueue` | The available commands are:<br>- `Console` - All server console prints, are forwarded to your client. Send to submitter what's on server console. Works as *DebugAnswer* for all writes into the console.<br>- `TotalSent` - Every debug interval, tells you the bits per second, msg per second. Send/Receive for the whole server<br>- `UserSent` - Every debug interval, tells you the bits per second, messages per second. Send/Receive statistics for every player<br>- `UserInfo` - Every debug interval, some statistics, for every player<br>- `UserQueue` - Every debug interval, Info about how many bytes/messages are currently queued up, per player<br>- `JIPQueue` - Every debug interval, the number of messages in JIP queue's<br>Each command can be disabled by the use of the `off` parameter *e.g.* `#debug off UserSent`<br>Each command differs a bit - some output to screen, some to log file etc.<br>See below for example output.<br>You need some debugger capable of catching *OutputDebugString* running on the client machine.<br>A very small and easy to use called **DebugView** is available on the *SysInternals* website.<br>You launch this debugger, then launch ARMA client, connect to the server, and issue any of the commands. |\n| `#debug off <OPTION>` | `#debug off TotalSent` | Disables the specific debugging <OPTION>. See available options above. |\n| `#debug off` | `#debug off` | Disables all debugging options. |\n| `#debug checkFile` *(PATH\\TO\\FILE.PBO)* | `#debug checkFile Expansion\\Dta\\ui.pbo` | Trigger integrity check on filename. |\n| `#debug von` | `#debug von` | Triggers VoN debug mode. Outputs into *logFile* defined in server config as *e.g.* `logFile = \"server_console.log\";`. See below for example output. |\n| `#debug limitOut` *bitsPerSecond* | `#debug limitOut 100000` | Change bandwidth limit (in bits per second). Must be larger than 0. You get response message: \"Outgoing bandwidth limited to %d B/s (%d bps) per client\". |\n| `#exportJIPqueue` |  | Creates a log file containing an overview on all JIP (network) messages currently in the JIP queue. See exportJIPMessages for more info. |"},{"heading":"Performance Profiling","level":5,"markdown":"| Command | Example | Description |\n|---|---|---|\n| Arma 3 vPROF `#captureframe` |  | The current frame **on the server** is captured and written to a log file in the same directory as the .rpt file. See diag_captureFrameToFile for more info.<br>> [!NOTE]<br>> Until 2.20 Arma 3 vPROF on client was required to trigger `#captureFrame` on server. Starting with Arma 3 v2.20 they can mismatch.<br>> You can trigger `#captureFrame` on a Arma 3 vPROF server (always required), coming from a Arma 3 vPERF client for example. |\n| Arma 3 vPROF `#captureslowframe` *scope, threshold, frameOffset, numberOfSlowFrames to capture* | `#captureSlowFrame sLoop 0 0 0`<br>`#captureSlowFrame sLoop 0.033 0 1` <br>`#captureSlowFrame sLoop 33ms` <br>`#captureSlowFrame sLoop 30fps` | Captures the current frame **on the server** if it exceeds the set threshold in seconds and get written to a log file in the same directory as the .rpt file.<br>Note: `#captureSlowFrame sLoop 0.033 0 1` equals to `diag_captureSlowFrame ['sLoop', 0.033]`. See diag_captureSlowFrame for more info. |\n| Arma 3 vDIAG Arma 3 vPROF `#logEntities` |  | Creates a log file containing the list of all game entities in scene. See logEntities for more info. |\n| Arma 3 v2.20 Arma 3 vDIAG Arma 3 vPROF `#logremains` |  | Log remains collector entities into a file in the RPT directory. See also `diag_remainsCollector -1` and the `#logremains` server command. |\n| `#debug jipPerf` | `#debug jipPerf` | Dumps the JIP queue in your client's chat. It might also print to client/server RPT? (TBC). It is the top part of what exportJIPMessages does. |"},{"heading":"Samples","level":4,"markdown":""},{"heading":"\"#debug von\"","level":5,"markdown":"**server_console.log**\n\n```\n*** VoN Topology Diagnostics ((***\n=Player=: #2\nP2PManager: Time: 13:38:48 waiting edges: 0, active negotiations: 0\nMatrix:\n  3056006: #2\n  #2: 3056006\nCliques:\n  3056006,#2\nVersion: 1.60.86277\nPrivate: 192.168.178.21\nConnections:\n  3056006: Direct P2P, 5 KA, snd: 10 sec, rcv: 10 sec, (192.168.178.21:2317) snd=0 rcv=0(0) Repl(-5,0,0)\nCliques:\n  3056006,Unknown\n=Player=: 3056006\nVersion: 1.60.86277\nPrivate: 192.168.178.21\nPublic: 77.4.35.154\nConnections:\n  #2: Direct P2P, 5 KA, snd: 10 sec, rcv: 10 sec, (192.168.178.21:2305) snd=0 rcv=0(0) Repl(-5,0,0)\nCliques:\n  3056006,Unknown\n*** VoN Topology Diagnostics ))***\n```"},{"heading":"\"#debug on <OPTION>\"","level":5,"markdown":"**DebugView**\n\n```\n#debug on TotalSent\n// Send/Receive for the whole server. bps = Bits per second. Msgps = messages per second.\n** Total: sent 1447 bps (2.10 Msgps), received 3788 bps (6.10 Msgps)\n\n#debug on UserSent\n// Send/Receive statistics for every player. bps = Bits per second. Msgps = messages per second.\nplayerName: sent 1531 bps (2.30 Msgps), received 1259 bps (1.70 Msgps)\n\n#debug on UserInfo\n// Some statistics for every player.\n__SERVER__: Info Unknown player ID = 2\nplayerName: Info ping   0ms(   0,   1) BWfee  286Kb(   3, 204,   3) lost22.2%%(  2) queue   0B(   0) ackWait  0(0.0,0.0)\n\n#debug on UserQueue\n// Info about how many bytes/messages are currently queued up for every player.\n__SERVER__: Queue 0 B (0) 0 B Guaranteed (0), Desync 0\nplayerName: Queue 0 B (0) 222 B Guaranteed (3), Desync 0\n\nThis is monitoring data. This should be how many bytes were sent recently.\nIn parenthesis is the number of messages sitting in queue.\nBE is for BattlEye - BE has its own messaging.\n\n#debug on JIPQueue\n// The total number of messages in JIP queue. As well as amount per message type.\nAddInitAndRemoveOverridden  statistics ... total messages = 2543\n110 ... Type_10\n45 ... Type_31\n57 ... Type_53\n193 ... Type_54\n11 ... Type_56\n11 ... Type_57\n52 ... Type_59\n11 ... Type_60\n562 ... Type_64\n5 ... Type_65\n11 ... Type_183\n10 ... Type_187\n422 ... Type_248\n167 ... Type_272\n34 ... Type_273\n1 ... Type_274\n652 ... Type_291\n1 ... Type_295\n5 ... Type_296\n5 ... Type_307\n2 ... Type_308\n10 ... Type_324\n2 ... Type_328\n2 ... Type_329\n2 ... Type_330\n73 ... Type_337\n35 ... Type_360\n10 ... Type_364\n1 ... Type\n```"},{"heading":"Player Commands","level":4,"markdown":"| Command | Example | Description |\n|---|---|---|\n| `#vote missions` |  | Users can vote for the mission selection. |\n| `#vote mission` *(name)* | `#vote mission myD.intro` | Users can vote on a particular mission to loaded. |\n| `#vote admin` *(name/ID/PLR#)* | `#vote admin nickName`<br>`#vote admin 47114712`<br>`#vote admin 3` | Users can vote an admin to control the server. |\n| `#vote kick` *(name, ID or Player#)* | `#vote kick nickName`<br>`#vote kick 47114712`<br>`#vote kick 3` | Users can vote to kick off an individual. |\n| `#vote restart` |  | Vote to restart the mission. |\n| `#vote reassign` |  | Vote to reassign. |\n| `#userlist` |  | Displays the list of users on the server (use *PgUp* to scroll up). |"},{"heading":"BattlEye commands","level":4,"markdown":"| Command | Description |\n|---|---|\n| `#beclient players` | Displays the list of *GUID's* of all players on the server. |\n| `#beclient guid` | Show your own *GUID*. |"},{"heading":"Arma 3 #exec Notes","level":4,"markdown":"> [!NOTE]\n> **Arma 3:** See Arma 3: Server Side Scripting.\n\nIn Arma 3 **#exec kick** and **#exec ban** commands require quotes (string) for *Name*, *UID* or *Player#*. To do this for the UID or Player#, use format command to turn the user ID into a string.\n\n```\n#exec kick \"5\"\n#exec ban \"imah4x0r\"\n#exec kick \"938679499494\"\n```\n\n**#kick** command can still be used either way:\n\n```\n#kick imah4x0r\n#kick \"imah4x0r\"\n```\n\nIn case of banning, a *ban.txt* file containing a list of banned UIDs is created in Arma 3's root directory. To unban a user by UID (UID is the only option) or to clear the *ban.txt*:\n\n```\n#exec unban \"98749837498374\"\n#exec clearbans\n```"}],"categories":["ArmA: Armed Assault: Multiplayer","Arma 2: Multiplayer","Arma 3: Multiplayer","Multiplayer Hints and Tips","Operation Flashpoint: Multiplayer"],"groups":["Multiplayer and Server"]},{"name":"Namespace","title":"Namespace","type":"topic","url":"https://community.bistudio.com/wiki/Namespace","revid":369024,"updated":"2024-08-26T13:59:25Z","aliases":[],"markdown":"Arma 2 v1.00\n\nA Namespace is a container for Variables.\nAny global variable is always part of exactly one namespace - another namespace may contain a variable with the same Identifier, but they remain two distinct independent variables.\nScripts and functions are always executed in the context of some namespace.\n\nThe default namespace is the missionNamespace.\n\n### Namespaces\n\n| Game | Namespace | Description | Lifetime |\n|---|---|---|---|\n| Arma 2 v1.00 | missionNamespace | The global namespace of the mission. Every mission has its own missionNamespace. | Mission duration |\n| Arma 2 v1.00 | parsingNamespace | The global namespace attached to the Config Parser. | Game session |\n| Arma 2 v1.00 | uiNamespace | The global namespace attached to the user interface. | Game session |\n| Take On Helicopters v1.00 | profileNamespace | The global namespace attached to the user profile. | Profile lifetime |\n| Arma 3 v2.00 | localNamespace | This namespace is like the missionNamespace, except that its variables can not be sent over network (e.g. with publicVariable) or serialised. | Mission duration |\n| Arma 3 v2.06 | serverNamespace | The namespace used by Server Event Handlers. This namespace is only available on servers. | Game session |\n| Arma 3 v2.10 | missionProfileNamespace | This namespace is like profileNamespace but is also attached to a missionName or missionGroup. Automatically loaded before init.sqf. | Profile lifetime |\n\n### Serialisation\n\nOnly the missionNamespace is serialised, as in only the variables from this namespace are saved when the game is saved (e.g. with saveGame) and loaded when the game is loaded (e.g. with loadGame).\nThis is also the reason the game will complain that one should use disableSerialization when storing UI variables in missionNamespace - UI elements are temporary and therefore exempt from serialisation by default.\n\n### Scripting\n\nInteracting with namespaces is not difficult:\n\n- The getVariable and setVariable commands can be used to work with variables from different namespaces.\n- The with-do construct can be used to switch the context of an entire code block to another namespace.\n- The currentNamespace command can be used to obtain the namespace which the calling script is running in.","sections":[{"heading":null,"level":1,"markdown":"Arma 2 v1.00\n\nA Namespace is a container for Variables.\nAny global variable is always part of exactly one namespace - another namespace may contain a variable with the same Identifier, but they remain two distinct independent variables.\nScripts and functions are always executed in the context of some namespace.\n\nThe default namespace is the missionNamespace."},{"heading":"Namespaces","level":3,"markdown":"| Game | Namespace | Description | Lifetime |\n|---|---|---|---|\n| Arma 2 v1.00 | missionNamespace | The global namespace of the mission. Every mission has its own missionNamespace. | Mission duration |\n| Arma 2 v1.00 | parsingNamespace | The global namespace attached to the Config Parser. | Game session |\n| Arma 2 v1.00 | uiNamespace | The global namespace attached to the user interface. | Game session |\n| Take On Helicopters v1.00 | profileNamespace | The global namespace attached to the user profile. | Profile lifetime |\n| Arma 3 v2.00 | localNamespace | This namespace is like the missionNamespace, except that its variables can not be sent over network (e.g. with publicVariable) or serialised. | Mission duration |\n| Arma 3 v2.06 | serverNamespace | The namespace used by Server Event Handlers. This namespace is only available on servers. | Game session |\n| Arma 3 v2.10 | missionProfileNamespace | This namespace is like profileNamespace but is also attached to a missionName or missionGroup. Automatically loaded before init.sqf. | Profile lifetime |"},{"heading":"Serialisation","level":3,"markdown":"Only the missionNamespace is serialised, as in only the variables from this namespace are saved when the game is saved (e.g. with saveGame) and loaded when the game is loaded (e.g. with loadGame).\nThis is also the reason the game will complain that one should use disableSerialization when storing UI variables in missionNamespace - UI elements are temporary and therefore exempt from serialisation by default."},{"heading":"Scripting","level":3,"markdown":"Interacting with namespaces is not difficult:\n\n- The getVariable and setVariable commands can be used to work with variables from different namespaces.\n- The with-do construct can be used to switch the context of an entire code block to another namespace.\n- The currentNamespace command can be used to obtain the namespace which the calling script is running in."}],"categories":["Data Types","Introduced with Arma 2 version 1.00"],"groups":["Data Types"]},{"name":"NaN","title":"NaN","type":"topic","url":"https://community.bistudio.com/wiki/NaN","revid":245383,"updated":"2021-02-11T19:08:30Z","aliases":[],"markdown":"**Description:**\nA dummy data type to trigger errors.\n\nIntroduced with Arma 3.","sections":[{"heading":null,"level":1,"markdown":"**Description:**\nA dummy data type to trigger errors.\n\nIntroduced with Arma 3."}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Nothing","title":"Nothing","type":"topic","url":"https://community.bistudio.com/wiki/Nothing","revid":87135,"updated":"2014-12-22T17:42:31Z","aliases":[],"markdown":"An expression of type **Nothing** is no value. It cannot be assigned to a variable. It exists because each expression needs to return some value and needs to have some clearly identified type.\n\nIts presence can be checked using isNil.","sections":[{"heading":null,"level":1,"markdown":"An expression of type **Nothing** is no value. It cannot be assigned to a variable. It exists because each expression needs to return some value and needs to have some clearly identified type.\n\nIts presence can be checked using isNil."}],"categories":["Magic Types"],"groups":["Data Types"]},{"name":"Number","title":"Number","type":"topic","url":"https://community.bistudio.com/wiki/Number","revid":373155,"updated":"2025-04-07T12:09:57Z","aliases":["Scalar"],"markdown":"A number is, depending on scope, either a [single precision floating-point number](https://en.wikipedia.org/wiki/Single-precision_floating-point_format) (when talking about scripting) or a range of numerical types when talking about config context.\n\n### Scripting\n\nIn SQF, there are multiple accepted number formats.\nHowever, all of them will result in the same `SCALAR` (typeName) value type **as long as they remain within float range**;\n\n**Infinity string representation**\n\n| Value | Before<br>Arma 3 v2.18 | Since<br>Arma 3 v2.18 |\n|---|---|---|\n| +Inf | `1.#INF` | `inf` |\n| -Inf | `-1.#INF` | `-inf` |\n\nThe **largest positive** number that can be achieved is `3.4028235e38` and the **largest negative** is `-3.4028235e38`.\nIt is possible to generate positive or negative infinity values using either `1e39` or `-1e39`, both being of `\"NaN\"` typeName.\n\nTo check if a number is finite one can use the finite operator.\n\n> [!NOTE]\n> Regex to match all numbers in SQF is `(((\\$|0x)[0-9a-fA-F]+)|(\\.[0-9]+))|(\\b[0-9]+(\\.[0-9]+|[eE][-+]?[0-9]+)?)\\b`\n\n> [!IMPORTANT]\n> Due to technical limitations, the precision of floating-point numbers is limited. Please refer to [IEEE 754](https://en.wikipedia.org/wiki/IEEE_754) for more info about the technical details.\n\n#### Decimal (Base 10)\n\nA decimal number is your normal `0.5` syntax stuff with one extra: You may omit the initial pack of digits.\n\nSome Examples would be:\n\n- `5.197`\n- `0.47`\n- `16.0`\n- `.8314`\n- `12345`\n\nA regex catching these kind of numbers could look like this `((\\.[0-9]+)|(\\b[0-9]+(\\.[0-9]+)?))\\b`\n\n##### Scientific Notation\n\nThe [Scientific Notation](https://en.wikipedia.org/wiki/Scientific_notation) is a way of expressing numbers that are too big or too small to be conveniently written in decimal form.\n\nIt starts of like a normal decimal and then gets expressed by an `E` (Not case-sensitive, thus `e` is also valid) followed by an **optional** `+` or `-` sign and ends with a range of digits.\n\nSome examples would be:\n\n- `1.23E4 ⇔ 1.23 ⋅ 104  ⇔ 12300`\n- `5e-2   ⇔    5 ⋅ 10-2 ⇔  0.05`\n\nA regex catching these kind of numbers could look like this `([0-9]+.)?[0-9]+[eE][+-]?[0-9]+`\n\n#### Hexadecimal (Base 16)\n\nIn SQF, [hexadecimal](https://en.wikipedia.org/wiki/Hexadecimal) (also base 16, or hex) is a positional numeral system with a base of 16.\nThey start either with `0x` or with a single `$`.\n\nThis gets followed by one of the following characters: `0 1 2 3 4 5 6 7 8 9 A B C D E F`.\nNote that casing does not matter, thus both `0xa` and `0xA` are valid.\n\nSome Examples would be:\n\n- `0xa5`\n- `$5C`\n- `$FFFFFF`\n- `0x123ABC`\n\nA regex catching these kind of numbers could look like this `((\\$|0x)[0-9a-fA-F]+)\\b`\n\n### Config\n\nUnlike scripting, configs actually do allow for multiple number types (Integer, Float, etc). They are properly stored with their corresponding type in mind.\n\n> [!NOTE]\n> In a config, a Number can also mean a Boolean: in Description.ext for example, `disabledAI = 1;` means true.\n\n```cpp\nclass MyClass\n{\n    myInt = 1;        // integer\n    myFloat = 0.01;    // float\n};\n\n// description.ext example\ndisabledAI = 1;        // boolean: 0 = false, everything else = true (usually 1)\n```\n\n### Floating-point Precision\n\nHumans are typically used to performing mathematical calculations on the set of *real numbers* (ℝ). There are no gaps between real numbers, i.e. there is always another real number between two real numbers. However, as mentioned above, every number in scripting is a *floating-point number*. Because any given floating-point number can only consist of a finite amount of bits (a computer's memory is finite after all), any given floating-point format can only represent a finite amount of distinct numbers. Consequently, there are gaps between floating-point numbers.\n\nThis induces the following problem: There are real numbers that the computer does not have a binary representation for (and that it therefore can not work with) because there is no representation for these numbers in the specific floating-point format used by the computer. Of course, by extension, this also applies to the Real Virtuality Engine - there are real numbers that it does not have a representation for.\n\nThis issue is dealt with by rounding to the nearest number that can actually be represented as a floating-point number.\n\n| `n` ∈ ℝ | `n` in Arma 3<br>(value of `n toFixed 20`) |\n|---|---|\n| 0 | 0.00000000000000000000 |\n| 1 | 1.00000000000000000000 |\n| 1.1 | 1.10000002384185790000 |\n| 2.5 | 2.50000000000000000000 |\n| 2.51 | 2.50999999046325680000 |\n\nUnfortunately, this rounding introduces a new problem in the form of unexpected, seemingly erroneous behaviour: For instance, despite being entirely correct mathematically, the expression `0.3 + 0.4 == 0.7` surprisingly returns false in Arma 3. In order to understand why this happens, examine the evaluation of the expression step by step:\n\n1. The 0.3 from the source code has to be rounded to 0.30000001192092896\n1. The 0.4 from the source code has to be rounded to 0.40000000596046448\n1. Now the addition can be performed: 0.30000001192092896 + 0.40000000596046448 = 0.70000004768371582\n   (that is the result with floating-point arithmetic; the result of the same addition in ℝ is 0.70000001788139344)\n1. The 0.7 from the source code has to be rounded to 0.69999998807907104\n1. Finally, the comparison `0.70000004768371582 == 0.69999998807907104` returns false\n\nTo add to the confusion, `0.3 + 0.4` will actually output `0.7` in the Debug Console or when used with commands like hint or systemChat - that is because numbers are rounded yet again when they are converted to String for the output. If this needs to be avoided, the toFixed command can be used to obtain the accurate value of a number.\n\nFloating-point formats are designed so that the density of floating-point numbers is highest around the number zero. Accordingly, there are more floating-point numbers between 0 and 1 than there are between 100,000 and 100,001. As such, the gaps between consecutive floating-point numbers with small absolute values are also small, while the gaps between consecutive floating-point numbers with large absolute values become increasingly larger. For instance, the next larger floating-point number after 87,654,320 is 87,654,328 in Arma 3.\n\n#### Consequences\n\n- Fractional floating-point numbers should not be compared for exact equality. Instead, one should check the distance (i.e. absolute difference) between the numbers. Numbers can then be considered equal if the distance between them is smaller than some threshold (e.g. 0.000001). Consequently, expressions like `0.3 + 0.4 == 0.7` should be replaced with expressions such as `_res = 0.3 + 0.4; abs (_res - 0.7) < 0.000001`.\n  Note that this is only necessary if fractional numbers are involved; if only whole numbers are involved, this procedure is not necessary.\n- Large numbers can not always be incremented / decremented. For example, `87654320 + 1` returns `87,654,320` because any real number between 87,654,316 and 87,654,324 has to be rounded to 87,654,320 in Arma 3.\n\n### String Number Formats\n\nArma 3 v2.20\nSome config entries or script parameters support receiving numbers as a string.\nThese string formats are Case-Sensitive!\n\n#### Time\n\nSpecifies a time duration.\nTime also supports decimals like \"0.5s\".\n\nSupported variants:\n\n```cpp\n\"5ns\" // Nanoseconds\n\"5us\" // Microseconds\n\"5ms\" // Milliseconds\n\"5s\" // Seconds\n\"5m\" // Minutes\n\"5h\" // Hours\n\"5d\" // Days\n\"5fps\" // Duration of one frame at specified frames per second rate (5fps = 1000ms/5 = 200ms = 0.2s)\n```\n\n#### Data Size\n\nSpecifies some amount of data in bytes.\nDoes not support decimals like \"0.5MB\", only whole numbers like \"500KB\" are supported.\n\nSupported variants:\n\n```cpp\n\"5B\" // bytes\n\"5KB\" // Kilobytes\n\"5MB\" // Megabytes\n\"5GB\" // Gigabytes\n\"5TB\" // Terabytes\n\"5KiB\" // Kibibytes\n\"5MiB\" // Mebibytes\n\"5GiB\" // Gibibytes\n\"5TiB\" // Tibibytes\n```\n\n#### Data Transfer rate\n\nSpecifies a data transfer rates in Bytes or Bits per second\nDoes not support decimals like \"0.5Mbps\", only whole numbers like \"500kbps\" are supported.\n\nSupported variants:\n\n```cpp\n\"5bps\" // Bits per second\n\"5kbps\" // Kilobits per second\n\"5Mbps\" // Megabits per second\n\"5Gbps\" // Gigabits per second\n\"5bit/s\" // Bits per second\n\"5kbit/s\" // Kilobits per second\n\"5Mbit/s\" // Megabits per second\n\"5Gbit/s\" // Gigabits per second\n\n\"5Kibps\" // Kibibits per second\n\"5Mibps\" // Mebibits per second\n\"5Gibps\" // Gibibits per second\n\"5Kibit/s\" // Kibibits per second\n\"5Mibit/s\" // Mebibits per second\n\"5Gibit/s\" // Gibibits per second\n\n\"5kB/s\" // Kilobytes per second\n\"5MB/s\" // Megabytes per second\n\"5GB/s\" // Gigabytes per second\n\n\"5KiB/s\" // Kibibytes per second\n\"5MiB/s\" // Mebibytes per second\n\"5GiB/s\" // Gibibytes per second\n```","sections":[{"heading":null,"level":1,"markdown":"A number is, depending on scope, either a [single precision floating-point number](https://en.wikipedia.org/wiki/Single-precision_floating-point_format) (when talking about scripting) or a range of numerical types when talking about config context."},{"heading":"Scripting","level":3,"markdown":"In SQF, there are multiple accepted number formats.\nHowever, all of them will result in the same `SCALAR` (typeName) value type **as long as they remain within float range**;\n\n**Infinity string representation**\n\n| Value | Before<br>Arma 3 v2.18 | Since<br>Arma 3 v2.18 |\n|---|---|---|\n| +Inf | `1.#INF` | `inf` |\n| -Inf | `-1.#INF` | `-inf` |\n\nThe **largest positive** number that can be achieved is `3.4028235e38` and the **largest negative** is `-3.4028235e38`.\nIt is possible to generate positive or negative infinity values using either `1e39` or `-1e39`, both being of `\"NaN\"` typeName.\n\nTo check if a number is finite one can use the finite operator.\n\n> [!NOTE]\n> Regex to match all numbers in SQF is `(((\\$|0x)[0-9a-fA-F]+)|(\\.[0-9]+))|(\\b[0-9]+(\\.[0-9]+|[eE][-+]?[0-9]+)?)\\b`\n\n> [!IMPORTANT]\n> Due to technical limitations, the precision of floating-point numbers is limited. Please refer to [IEEE 754](https://en.wikipedia.org/wiki/IEEE_754) for more info about the technical details."},{"heading":"Decimal (Base 10)","level":4,"markdown":"A decimal number is your normal `0.5` syntax stuff with one extra: You may omit the initial pack of digits.\n\nSome Examples would be:\n\n- `5.197`\n- `0.47`\n- `16.0`\n- `.8314`\n- `12345`\n\nA regex catching these kind of numbers could look like this `((\\.[0-9]+)|(\\b[0-9]+(\\.[0-9]+)?))\\b`"},{"heading":"Scientific Notation","level":5,"markdown":"The [Scientific Notation](https://en.wikipedia.org/wiki/Scientific_notation) is a way of expressing numbers that are too big or too small to be conveniently written in decimal form.\n\nIt starts of like a normal decimal and then gets expressed by an `E` (Not case-sensitive, thus `e` is also valid) followed by an **optional** `+` or `-` sign and ends with a range of digits.\n\nSome examples would be:\n\n- `1.23E4 ⇔ 1.23 ⋅ 104  ⇔ 12300`\n- `5e-2   ⇔    5 ⋅ 10-2 ⇔  0.05`\n\nA regex catching these kind of numbers could look like this `([0-9]+.)?[0-9]+[eE][+-]?[0-9]+`"},{"heading":"Hexadecimal (Base 16)","level":4,"markdown":"In SQF, [hexadecimal](https://en.wikipedia.org/wiki/Hexadecimal) (also base 16, or hex) is a positional numeral system with a base of 16.\nThey start either with `0x` or with a single `$`.\n\nThis gets followed by one of the following characters: `0 1 2 3 4 5 6 7 8 9 A B C D E F`.\nNote that casing does not matter, thus both `0xa` and `0xA` are valid.\n\nSome Examples would be:\n\n- `0xa5`\n- `$5C`\n- `$FFFFFF`\n- `0x123ABC`\n\nA regex catching these kind of numbers could look like this `((\\$|0x)[0-9a-fA-F]+)\\b`"},{"heading":"Config","level":3,"markdown":"Unlike scripting, configs actually do allow for multiple number types (Integer, Float, etc). They are properly stored with their corresponding type in mind.\n\n> [!NOTE]\n> In a config, a Number can also mean a Boolean: in Description.ext for example, `disabledAI = 1;` means true.\n\n```cpp\nclass MyClass\n{\n    myInt = 1;        // integer\n    myFloat = 0.01;    // float\n};\n\n// description.ext example\ndisabledAI = 1;        // boolean: 0 = false, everything else = true (usually 1)\n```"},{"heading":"Floating-point Precision","level":3,"markdown":"Humans are typically used to performing mathematical calculations on the set of *real numbers* (ℝ). There are no gaps between real numbers, i.e. there is always another real number between two real numbers. However, as mentioned above, every number in scripting is a *floating-point number*. Because any given floating-point number can only consist of a finite amount of bits (a computer's memory is finite after all), any given floating-point format can only represent a finite amount of distinct numbers. Consequently, there are gaps between floating-point numbers.\n\nThis induces the following problem: There are real numbers that the computer does not have a binary representation for (and that it therefore can not work with) because there is no representation for these numbers in the specific floating-point format used by the computer. Of course, by extension, this also applies to the Real Virtuality Engine - there are real numbers that it does not have a representation for.\n\nThis issue is dealt with by rounding to the nearest number that can actually be represented as a floating-point number.\n\n| `n` ∈ ℝ | `n` in Arma 3<br>(value of `n toFixed 20`) |\n|---|---|\n| 0 | 0.00000000000000000000 |\n| 1 | 1.00000000000000000000 |\n| 1.1 | 1.10000002384185790000 |\n| 2.5 | 2.50000000000000000000 |\n| 2.51 | 2.50999999046325680000 |\n\nUnfortunately, this rounding introduces a new problem in the form of unexpected, seemingly erroneous behaviour: For instance, despite being entirely correct mathematically, the expression `0.3 + 0.4 == 0.7` surprisingly returns false in Arma 3. In order to understand why this happens, examine the evaluation of the expression step by step:\n\n1. The 0.3 from the source code has to be rounded to 0.30000001192092896\n1. The 0.4 from the source code has to be rounded to 0.40000000596046448\n1. Now the addition can be performed: 0.30000001192092896 + 0.40000000596046448 = 0.70000004768371582\n   (that is the result with floating-point arithmetic; the result of the same addition in ℝ is 0.70000001788139344)\n1. The 0.7 from the source code has to be rounded to 0.69999998807907104\n1. Finally, the comparison `0.70000004768371582 == 0.69999998807907104` returns false\n\nTo add to the confusion, `0.3 + 0.4` will actually output `0.7` in the Debug Console or when used with commands like hint or systemChat - that is because numbers are rounded yet again when they are converted to String for the output. If this needs to be avoided, the toFixed command can be used to obtain the accurate value of a number.\n\nFloating-point formats are designed so that the density of floating-point numbers is highest around the number zero. Accordingly, there are more floating-point numbers between 0 and 1 than there are between 100,000 and 100,001. As such, the gaps between consecutive floating-point numbers with small absolute values are also small, while the gaps between consecutive floating-point numbers with large absolute values become increasingly larger. For instance, the next larger floating-point number after 87,654,320 is 87,654,328 in Arma 3."},{"heading":"Consequences","level":4,"markdown":"- Fractional floating-point numbers should not be compared for exact equality. Instead, one should check the distance (i.e. absolute difference) between the numbers. Numbers can then be considered equal if the distance between them is smaller than some threshold (e.g. 0.000001). Consequently, expressions like `0.3 + 0.4 == 0.7` should be replaced with expressions such as `_res = 0.3 + 0.4; abs (_res - 0.7) < 0.000001`.\n  Note that this is only necessary if fractional numbers are involved; if only whole numbers are involved, this procedure is not necessary.\n- Large numbers can not always be incremented / decremented. For example, `87654320 + 1` returns `87,654,320` because any real number between 87,654,316 and 87,654,324 has to be rounded to 87,654,320 in Arma 3."},{"heading":"String Number Formats","level":3,"markdown":"Arma 3 v2.20\nSome config entries or script parameters support receiving numbers as a string.\nThese string formats are Case-Sensitive!"},{"heading":"Time","level":4,"markdown":"Specifies a time duration.\nTime also supports decimals like \"0.5s\".\n\nSupported variants:\n\n```cpp\n\"5ns\" // Nanoseconds\n\"5us\" // Microseconds\n\"5ms\" // Milliseconds\n\"5s\" // Seconds\n\"5m\" // Minutes\n\"5h\" // Hours\n\"5d\" // Days\n\"5fps\" // Duration of one frame at specified frames per second rate (5fps = 1000ms/5 = 200ms = 0.2s)\n```"},{"heading":"Data Size","level":4,"markdown":"Specifies some amount of data in bytes.\nDoes not support decimals like \"0.5MB\", only whole numbers like \"500KB\" are supported.\n\nSupported variants:\n\n```cpp\n\"5B\" // bytes\n\"5KB\" // Kilobytes\n\"5MB\" // Megabytes\n\"5GB\" // Gigabytes\n\"5TB\" // Terabytes\n\"5KiB\" // Kibibytes\n\"5MiB\" // Mebibytes\n\"5GiB\" // Gibibytes\n\"5TiB\" // Tibibytes\n```"},{"heading":"Data Transfer rate","level":4,"markdown":"Specifies a data transfer rates in Bytes or Bits per second\nDoes not support decimals like \"0.5Mbps\", only whole numbers like \"500kbps\" are supported.\n\nSupported variants:\n\n```cpp\n\"5bps\" // Bits per second\n\"5kbps\" // Kilobits per second\n\"5Mbps\" // Megabits per second\n\"5Gbps\" // Gigabits per second\n\"5bit/s\" // Bits per second\n\"5kbit/s\" // Kilobits per second\n\"5Mbit/s\" // Megabits per second\n\"5Gbit/s\" // Gigabits per second\n\n\"5Kibps\" // Kibibits per second\n\"5Mibps\" // Mebibits per second\n\"5Gibps\" // Gibibits per second\n\"5Kibit/s\" // Kibibits per second\n\"5Mibit/s\" // Mebibits per second\n\"5Gibit/s\" // Gibibits per second\n\n\"5kB/s\" // Kilobytes per second\n\"5MB/s\" // Megabytes per second\n\"5GB/s\" // Gigabytes per second\n\n\"5KiB/s\" // Kibibytes per second\n\"5MiB/s\" // Mebibytes per second\n\"5GiB/s\" // Gibibytes per second\n```"}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Object","title":"Object","type":"topic","url":"https://community.bistudio.com/wiki/Object","revid":352059,"updated":"2024-02-01T23:24:36Z","aliases":["Game Logic","Logic","ObjectRTD"],"markdown":"**Object** refers to a building block within a scenario. In general when using this term the author refers to the representation of an object (soldier, house, crate, etc.) that can be manipulated when in the 3D environment via the scripting language. As there is a special representation that is used in the mission editor, one might distinguish between a 'game object' (this article) and an 'editor object' (see Editor Object).\n\n### Object Type\n\nAn Object in the scripting language is a generic reference for a soldier, vehicle or building. Such an object can be animated (a house, a tank), can have AI associated with it (a soldier), or, simply be a rock. Various commands in the scripting language can refer as equally to generic (e.g. Object) types, as much as specific sub-types.\n\n```sqf\n_posAGL = getPos player;\n_posATL = getPosATL _house;\n```\n\n### Sub-types\n\nIn this wiki, when describing commands, various 'subtypes' of an object are distinguished. Although in general the commands accept parameters of type 'object', when a subtype is listed, the use of subtypes indicates that the command might not make sense or might not work on all objects.\n\n| Sub-type | Description | Only for |\n|---|---|---|\n| Vehicle | A vehicle is an object such as a tank, car, helicopter or jet. | - |\n| ObjectRTD, HelicopterRTD | A helicopter using the advanced flight model. | Arma 3, Take On Helicopters |\n| Game Logic | If a game logic is created via scripting after mission start, then the logic will be local to the client that created it. A logic is an invisible object with no model. It has a namespace like every object and it has simulation like most objects.<br>> [!NOTE]<br>> In multiplayer, a game logic will always be local to the host computer, if it was placed in the mission editor. This works on both dedicated and player-hosted servers. | - |\n| Person | A human | - |\n| Animal | An animal such as dog and goat. | - |\n| Rope | A rope is flexible and is connected to another object at one or both ends. See ropeCreate | Arma 3, Take On Helicopters |\n| Unit | A unit is either a person or a vehicle. | - |\n| Units | Units are an Array of type unit. | - |\n| Unit(s) | Unit(s) refers to either an array of type unit, a single unit or a Group. This distinction in the command reference refers to very different types, any of which could be used in the same command syntax. | - |\n| Building | When used in the command reference, this object specifically refers to a non AI type model, such as a house, a rock or any other static object. | - |\n| Container | A container can hold items such as weapons, magazines and uniforms.<br>\\| Container \\|  \\|  \\|<br>\\|---\\|---\\|---\\|<br>\\| Sub-type \\| Command usually contains \\| Example \\|<br>\\| Vehicle with inventory \\| `cargo*` \\| `clearWeaponCargo _truck;` \\|<br>\\| Backpack \\| `backpack*` \\| `clearAllItemsFromBackpack player;` \\|<br>\\| Vest \\| `vest*` \\| `vestContainer player;` \\|<br>\\| Uniform \\| `uniform*` \\| `uniformContainer player;` \\|<br>\\| Scripted weapon holder \\| `cargo*` \\| `backpackCargo _ammoBox;` \\|<br>\\| Ammo box, supply box \\| `cargo*` \\| `backpackCargo _ammoBox;` \\| | - |","sections":[{"heading":null,"level":1,"markdown":"**Object** refers to a building block within a scenario. In general when using this term the author refers to the representation of an object (soldier, house, crate, etc.) that can be manipulated when in the 3D environment via the scripting language. As there is a special representation that is used in the mission editor, one might distinguish between a 'game object' (this article) and an 'editor object' (see Editor Object)."},{"heading":"Object Type","level":3,"markdown":"An Object in the scripting language is a generic reference for a soldier, vehicle or building. Such an object can be animated (a house, a tank), can have AI associated with it (a soldier), or, simply be a rock. Various commands in the scripting language can refer as equally to generic (e.g. Object) types, as much as specific sub-types.\n\n```sqf\n_posAGL = getPos player;\n_posATL = getPosATL _house;\n```"},{"heading":"Sub-types","level":3,"markdown":"In this wiki, when describing commands, various 'subtypes' of an object are distinguished. Although in general the commands accept parameters of type 'object', when a subtype is listed, the use of subtypes indicates that the command might not make sense or might not work on all objects.\n\n| Sub-type | Description | Only for |\n|---|---|---|\n| Vehicle | A vehicle is an object such as a tank, car, helicopter or jet. | - |\n| ObjectRTD, HelicopterRTD | A helicopter using the advanced flight model. | Arma 3, Take On Helicopters |\n| Game Logic | If a game logic is created via scripting after mission start, then the logic will be local to the client that created it. A logic is an invisible object with no model. It has a namespace like every object and it has simulation like most objects.<br>> [!NOTE]<br>> In multiplayer, a game logic will always be local to the host computer, if it was placed in the mission editor. This works on both dedicated and player-hosted servers. | - |\n| Person | A human | - |\n| Animal | An animal such as dog and goat. | - |\n| Rope | A rope is flexible and is connected to another object at one or both ends. See ropeCreate | Arma 3, Take On Helicopters |\n| Unit | A unit is either a person or a vehicle. | - |\n| Units | Units are an Array of type unit. | - |\n| Unit(s) | Unit(s) refers to either an array of type unit, a single unit or a Group. This distinction in the command reference refers to very different types, any of which could be used in the same command syntax. | - |\n| Building | When used in the command reference, this object specifically refers to a non AI type model, such as a house, a rock or any other static object. | - |\n| Container | A container can hold items such as weapons, magazines and uniforms.<br>\\| Container \\|  \\|  \\|<br>\\|---\\|---\\|---\\|<br>\\| Sub-type \\| Command usually contains \\| Example \\|<br>\\| Vehicle with inventory \\| `cargo*` \\| `clearWeaponCargo _truck;` \\|<br>\\| Backpack \\| `backpack*` \\| `clearAllItemsFromBackpack player;` \\|<br>\\| Vest \\| `vest*` \\| `vestContainer player;` \\|<br>\\| Uniform \\| `uniform*` \\| `uniformContainer player;` \\|<br>\\| Scripted weapon holder \\| `cargo*` \\| `backpackCargo _ammoBox;` \\|<br>\\| Ammo box, supply box \\| `cargo*` \\| `backpackCargo _ammoBox;` \\| | - |"}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Object Builder","title":"Object Builder","type":"topic","url":"https://community.bistudio.com/wiki/Object_Builder","revid":364236,"updated":"2024-05-06T09:38:16Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:**\n\nThis tool is used to create, edit and configure 3D models made for Arma 3.\nObject Builder is the successor to Oxygen 2.\n\n**Notes:**\n\nBuldozer (the viewer) might not work as expected if you run Object Builder from Steam or from Arma 3: Tools Launcher if this last was ran from Steam. The best case of use is to run Arma 3: Tools Launcher from the installation directory and run Object Builder from it.\nIt also includes Material Editor (material tweaking) and O2Scripts (automation).\n\n#### Usage\n\n**Line call:** ObjectBuilder.exe\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Oxygen 2 - Manual, Oxygen 2 - UV Editor, Oxygen 2, Buldozer Manual\n\n#### Additional information\n\n##### Supported formats\n\nInput:\n\n- P3D (file with model, supported are nonbinarized version[MLOD])\n- 3DS (legacy 3d model file format)\n- ASC (ASCII 3D object)\n- SDA (Vicon Surface Data)\n\nImport:\n\n- 3DS (legacy 3d model file format)\n- OBJ (3D Object Format)\n- FBX (Autodesk FBX)\n- ASF (Acclaim Skeleton Format, MoCap)\n- BVH (Biovision Hierarchy, FilmBox)\n\nExport:\n\n- 3DS\n- MDA\n- FBX\n\nTextures:\n\n- TGA (24 bit / 32 bit with alpha channel)\n- GIF (with or without alpha channel)\n- PAA,PAC (textures formats using in BI's game engines)\n\nOutput:\n\n- P3D (nonbinarized)\n\n##### How to use it\n\nYou can open any supported model using menu File / Open or drag and drop the model file icon into the main window of Object Builder (tip: you may assign P3D file extensions to Object Builder application using Windows desktop).\n\nYou can make empty model using menu File / New.\n\nYou can save (save as) the file only into the P3D format.\n\nPreview of model can be showed by Viewer Tool (Buldozer).\n\n##### Viewer setup\n\nparameters for the viewer.\n\nYou can use **Buldozer Configurator** or define your settings manually:\n\nPath to viewer (Commands in [] are optional; leave [] away when using that command):\nP:\\Buldozer.exe -buldozer [-window] [-noland] [-cfg=PathToConfig] [-maxmem=1024]\n\n-window : Starts Buldozer in window instead of fullscreen.\n\n-noland : Buldozer will not load a island.\n\n-cfg=PathToConfig : Forces Buldozer to use a certain config.\n\nTo run viewer correctly you need a Arma 3 successfully installed on hard drive. Using P drive tool prepares P: drive with buldozer.exe\n\n**Known issues:** Running Object Builder directly from Steam may prevent attaching of Buldozer. Using shortcut or running directly from app directory is a possible workaround until the issue is fixed.","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:**\n\nThis tool is used to create, edit and configure 3D models made for Arma 3.\nObject Builder is the successor to Oxygen 2.\n\n**Notes:**\n\nBuldozer (the viewer) might not work as expected if you run Object Builder from Steam or from Arma 3: Tools Launcher if this last was ran from Steam. The best case of use is to run Arma 3: Tools Launcher from the installation directory and run Object Builder from it.\nIt also includes Material Editor (material tweaking) and O2Scripts (automation)."},{"heading":"Usage","level":4,"markdown":"**Line call:** ObjectBuilder.exe"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Oxygen 2 - Manual, Oxygen 2 - UV Editor, Oxygen 2, Buldozer Manual"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"Supported formats","level":5,"markdown":"Input:\n\n- P3D (file with model, supported are nonbinarized version[MLOD])\n- 3DS (legacy 3d model file format)\n- ASC (ASCII 3D object)\n- SDA (Vicon Surface Data)\n\nImport:\n\n- 3DS (legacy 3d model file format)\n- OBJ (3D Object Format)\n- FBX (Autodesk FBX)\n- ASF (Acclaim Skeleton Format, MoCap)\n- BVH (Biovision Hierarchy, FilmBox)\n\nExport:\n\n- 3DS\n- MDA\n- FBX\n\nTextures:\n\n- TGA (24 bit / 32 bit with alpha channel)\n- GIF (with or without alpha channel)\n- PAA,PAC (textures formats using in BI's game engines)\n\nOutput:\n\n- P3D (nonbinarized)"},{"heading":"How to use it","level":5,"markdown":"You can open any supported model using menu File / Open or drag and drop the model file icon into the main window of Object Builder (tip: you may assign P3D file extensions to Object Builder application using Windows desktop).\n\nYou can make empty model using menu File / New.\n\nYou can save (save as) the file only into the P3D format.\n\nPreview of model can be showed by Viewer Tool (Buldozer)."},{"heading":"Viewer setup","level":5,"markdown":"parameters for the viewer.\n\nYou can use **Buldozer Configurator** or define your settings manually:\n\nPath to viewer (Commands in [] are optional; leave [] away when using that command):\nP:\\Buldozer.exe -buldozer [-window] [-noland] [-cfg=PathToConfig] [-maxmem=1024]\n\n-window : Starts Buldozer in window instead of fullscreen.\n\n-noland : Buldozer will not load a island.\n\n-cfg=PathToConfig : Forces Buldozer to use a certain config.\n\nTo run viewer correctly you need a Arma 3 successfully installed on hard drive. Using P drive tool prepares P: drive with buldozer.exe\n\n**Known issues:** Running Object Builder directly from Steam may prevent attaching of Buldozer. Using shortcut or running directly from app directory is a possible workaround until the issue is fixed."}],"categories":["ArmA: Armed Assault: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Objects.sav","title":"Objects.sav","type":"topic","url":"https://community.bistudio.com/wiki/Objects.sav","revid":292565,"updated":"2021-08-10T12:50:54Z","aliases":[],"markdown":"The Objects.sav file is the save/load location of the following commands:\n\n- saveIdentity / loadIdentity\n- saveStatus / loadStatus\n\nIt was first introduced in **Operation Flashpoint: Resistance** campaign.\n\n### Location\n\n| Game | Campaign | Directory |\n|---|---|---|\n| Operation Flashpoint: Resistance v1.75 | **Resistance** | *<ofpDirectory>*\\Users\\*<username>*\\Saved |\n| Armed Assault v1.00 | **Royal Flush** | Documents\\ArmA\\Saved\\campaigns\\Merc |\n| Arma 2 v1.00 | **Harvest Red** | Documents\\Arma 2\\Saved\\ca\\missions\\campaign |\n| Arma 2 v1.00 | **BAF** | Documents\\Arma 2\\Saved\\ca\\missions_baf\\campaign |\n| Arma 2 v1.00 | **PMC** | Documents\\Arma 2\\Saved\\ca\\missions_pmc\\campaign |\n| Arma 3 v1.00 | **The East Wind - Chapter A** | Documents\\Arma 3\\Saved\\a3\\Missions_F_EPA |\n| Arma 3 v1.00 | **The East Wind - Chapter B** | Documents\\Arma 3\\Saved\\a3\\Missions_F_EPB |\n| Arma 3 v1.00 | **The East Wind - Chapter C** | Documents\\Arma 3\\Saved\\a3\\Missions_F_EPC |","sections":[{"heading":null,"level":1,"markdown":"The Objects.sav file is the save/load location of the following commands:\n\n- saveIdentity / loadIdentity\n- saveStatus / loadStatus\n\nIt was first introduced in **Operation Flashpoint: Resistance** campaign."},{"heading":"Location","level":3,"markdown":"| Game | Campaign | Directory |\n|---|---|---|\n| Operation Flashpoint: Resistance v1.75 | **Resistance** | *<ofpDirectory>*\\Users\\*<username>*\\Saved |\n| Armed Assault v1.00 | **Royal Flush** | Documents\\ArmA\\Saved\\campaigns\\Merc |\n| Arma 2 v1.00 | **Harvest Red** | Documents\\Arma 2\\Saved\\ca\\missions\\campaign |\n| Arma 2 v1.00 | **BAF** | Documents\\Arma 2\\Saved\\ca\\missions_baf\\campaign |\n| Arma 2 v1.00 | **PMC** | Documents\\Arma 2\\Saved\\ca\\missions_pmc\\campaign |\n| Arma 3 v1.00 | **The East Wind - Chapter A** | Documents\\Arma 3\\Saved\\a3\\Missions_F_EPA |\n| Arma 3 v1.00 | **The East Wind - Chapter B** | Documents\\Arma 3\\Saved\\a3\\Missions_F_EPB |\n| Arma 3 v1.00 | **The East Wind - Chapter C** | Documents\\Arma 3\\Saved\\a3\\Missions_F_EPC |"}],"categories":["ArmA: Armed Assault: Editing","Arma 2: Editing","Arma 3: Editing","Operation Flashpoint: Editing"],"groups":["Game and Troubleshooting"]},{"name":"OFPEC Tags List","title":"OFPEC Tags List","type":"topic","url":"https://community.bistudio.com/wiki/OFPEC_Tags_List","revid":378273,"updated":"2026-03-30T16:58:17Z","aliases":["OFPEC tag list"],"markdown":"This list is a copy of [OFPEC's tag list](https://www.ofpec.com/tags/?action=list) (with the addition of Bohemia Interactive's `BI_`/`BIN_`/`BIS_`/`SCR_` prefixes) as a mirror backup.\n\n> [!NOTE]\n> For details about this list and how to add your own tags, see Scripting Tags.\n\nABCDEFGHIJKLMNOPQRSTUVWXYZ#\n\n#### A\n\n| TAG | Owner |\n|---|---|\n| A139 | Kostas2413 |\n| A140 | kevinb |\n| A1618 | nesmonartis |\n| A165 | Limeisland |\n| A177 | Jona |\n| A1L1P | prestonchism5 |\n| A1PJ | Jona |\n| A2020 | Aeneas2020 |\n| A2203 | Big_Al |\n| A2B | Snake@A2B |\n| A2C | Laxentis |\n| A2HOE | maxenzo2 |\n| A2M | a2m |\n| A2S | A2Script |\n| A2TS3 | NouberNou |\n| A32ND | CTLondon501st |\n| A375E | tchou |\n| A3B | WeißeFeder_Bruuudis |\n| A3BL | TheIrishTrinity |\n| A3DAN | Danerzz |\n| A3DM | TRIPDEPALS |\n| A3DS | TRIPDEPALS |\n| A3FDEV | Freezer |\n| A3HL | Tom Squirrel |\n| A3L | Дмитруй |\n| A3LFE | jonnyetiz |\n| A3LIF | A3LifeBlue |\n| A3M | Skeltoras |\n| A3PH | Arma Philippines |\n| A3PL | KokaKolaA3 |\n| A3PMC | sy4 |\n| A3R | acurlyninja |\n| A3RES | Pillord |\n| A3RO | Rangooo1337 |\n| A3RP | Michael Swiss |\n| A3RU | Blender |\n| A3S | FunkFest |\n| A3SRX | SAYREX |\n| A3TC | Tomcat_1995 |\n| A3TP | W0lle |\n| A3YCA | YanCosta |\n| A40K | ladie from hell |\n| A455 | Andy455 |\n| A4L | A.Deubelskerl [DBK] |\n| A4RP | A.Deubelskerl [DBK] |\n| A506 | Margiotta |\n| A5221 | TiernanTheMan |\n| A6105 | hairston630 |\n| A69 | SandX |\n| A974 | Christopher974 |\n| A999 | DoctorSparks |\n| AAA | Sama |\n| AAAAA | QwertQ9 |\n| AAC | Boiorix |\n| AACF | ONI |\n| AAD | Sabelzahntiger |\n| AAF | eagles talon |\n| AAK | Ala Ad Kabeer |\n| AAL | al_liga |\n| AALM | Ace |\n| AAM | teratino |\n| AAP | Dimitri_Harkov |\n| AAS | Aasgeier |\n| AAT | Bloberg |\n| AAW | Australians At War |\n| AB82 | Pollitt |\n| ABASH | Abash |\n| ABATO | Abartho |\n| ABCDE | Broadsword |\n| ABDDN | mrzachhigginsofficial |\n| ABED | Abel |\n| ABG | Sheildsy |\n| ABI | JingaDinga |\n| ABIP | RichesMaps |\n| ABN13 | ThatArmaGuy |\n| ABNOE | Wolfpack_Neko |\n| ABO | Alph@bravo |\n| ABR | Aberrunto |\n| ABS | Abs_01 |\n| ABT | coolcl |\n| ABU | Abuu |\n| ABYSS | AdeptAbyss |\n| ABZ | Whitedan |\n| ACA | acoustic |\n| ACAVE | th3flyboy |\n| ACDSU | d4n1ch |\n| ACE | Advanced Combat Environment |\n| ACERO | @CERO |\n| ACES | Aircraft and Chopper Equipment Standard |\n| ACF | ACF |\n| ACH | Apache (AKA Dark Soldier) |\n| ACHN | ItsYaBoiJabool |\n| ACI | LiveFastDieFree |\n| ACID | acidioussoul |\n| ACL | razoraresharp |\n| ACMM | antoniocarlosmaia |\n| ACOLYTE | MemphisAcolyte |\n| ACOM | OneMysteryMan |\n| ACPL | zGuba |\n| ACR | TheSun |\n| ACS | razoraresharp |\n| ACSE | Advanced Combat Sound Environment |\n| ACTRG | Marksman1942 |\n| ACU | Zerro |\n| ACW | Kumariashamaki |\n| ADAM | castell |\n| ADC | cmndr_andi |\n| ADDON | rodhalberd |\n| ADE | Adelemphii |\n| ADENF | AdenFlorian |\n| ADEQU | AderQ |\n| ADF | Australian Defence Force Mod |\n| ADFT | mahtt |\n| ADFU | pastor399 |\n| ADG | tipster1 |\n| ADL | ADLewis1975 |\n| ADLER | GAdler |\n| ADLP | Andy455 |\n| ADM | iAd4m |\n| ADMS | Adams (16AA) |\n| ADNG | Thoron |\n| ADR | AmerikanSn1p3r |\n| ADS | admiralducksauce |\n| ADT | DT_Holding |\n| ADVIC | advictoriam |\n| ADX | .:mazed:. |\n| AE608 | AE-6080 |\n| AED | eldstal |\n| AEDIT | pastor399 |\n| AEDS | rodhalberd |\n| AEG | Loyalguard |\n| AEGIS | Aegis |\n| AEKO | Aeko |\n| AER | rodhalberd |\n| AERDF | jello100 |\n| AEREO | rodhalberd |\n| AERO | rodhalberd |\n| AFB | afbrad |\n| AFD | affraid |\n| AFF | affraid |\n| AFFRA | affraid |\n| AFFRD | affraid |\n| AFG | DarkFenix100 |\n| AFG80 | granQ |\n| AFGHA | Afghanka |\n| AFMC | CSLA Mod |\n| AFMOD | ArmA Francais Mission Development |\n| AFRD | affraid |\n| AFS | teamwolf |\n| AFSF2 | coremanite |\n| AFSR | EMSI |\n| AFTL | Insane |\n| AFUK | Uro |\n| AFVET | Fire_Medic |\n| AFW | mecharius |\n| AG9 | ageA9 |\n| AGAR | ignotus17 |\n| AGG | Matthijs |\n| AGGF | Jack6366 |\n| AGITATOR | DogmatistAgitator |\n| AGM | andersgrim |\n| AGN | Attoric Games |\n| AGP | Anglo Greek Pole Productions |\n| AGR | AGERSTONE |\n| AGRPG | Triebtaeter |\n| AGS | ag_smith |\n| AGUA | Agua |\n| AHA | AugustoHA |\n| AHK | jelrite346 |\n| AHOST | seytan69 |\n| AIA | Allies In Arms |\n| AIBG | MasterJ |\n| AIC23 | AICA |\n| AIGAM | Danite |\n| AIM | Typhon |\n| AIOC | Noahd99 |\n| AIR | Assassinator |\n| AIRBO | DLocker |\n| AIS | Fen |\n| AJB | BiggAndrew24 |\n| AJM | angusjm |\n| AJN | McGling |\n| AJS | Abuu & Jonno Studios |\n| AJSK | AJS |\n| AK3 | AK_A3 |\n| AKA | kAk |\n| AKE | Jayhawk |\n| AKIRA | NevsZA |\n| AKL | AK_A3 |\n| AKO | Akolex |\n| AKU | Akugagi |\n| AKVA | Celgus |\n| ALA46 | GrayFox |\n| ALB92 | ALB92 |\n| ALC | Alcore |\n| ALD15 | Aldo15 |\n| ALDI | alderous |\n| ALE | Ale |\n| ALEXA | alexa.hunts |\n| ALEXK | alex-krug |\n| ALEXS | Hasmat2815 |\n| ALF | Rikugun |\n| ALFA | AlexAltea |\n| ALG | ITZSESHH |\n| ALI | Alipali |\n| ALIEN | Digital Carbon |\n| ALJ0D | aljd |\n| ALK | Linus |\n| ALL | Arma Ladder/Liga |\n| ALMAMONS | Shuljamac |\n| ALO | Xtreme |\n| ALPH0 | merauder146 |\n| ALPHY | Alphawolfun |\n| ALR | EthanB0527 |\n| ALRP | AlexisFR |\n| ALTF | sport308 |\n| ALTF4 | Brycie |\n| ALU | Alukard |\n| ALV | AlexVestin |\n| ALW | a-lone-wolf |\n| ALWA | Alwandy |\n| ALXMA | AlexanderHoraitis |\n| ALZ | angry_lizard |\n| AM92 | AnimalMother92 |\n| AMA | TopHatt |\n| AMB | Hairy Primate |\n| AMB11 | Smootch |\n| AMC | Anmac |\n| AMF | Legion Tactical |\n| AMH | TRG_Holicer |\n| AMM | ianbanks |\n| AMMO | rodhalberd |\n| AMOD | ArmA Modifications |\n| AMORE | The Avon Lady |\n| AMPER | Amperloom |\n| AMR | ThePhysGun |\n| AMR28 | 4yDiK |\n| AMRG | Coldfront15 |\n| AMS | Assault Mission Studio |\n| AMS66 | Moeller88DK |\n| AMS88 | Moeller88DK |\n| AMT | AustriaMod |\n| AMU | jotel |\n| AMUR | 4yDiK |\n| AMUT | Raango |\n| AMWAY | Mr_Amway |\n| ANA | TriTard |\n| ANATO | anatomix |\n| ANC | giraffe |\n| ANCH | Angeloh111 |\n| AND | AND |\n| AND2 | AND |\n| ANDE | ande |\n| ANDOR | andrewor |\n| ANDY | andersson |\n| ANDY1 | little_andy |\n| ANG | ocramweb |\n| ANGEL | MRANGELL96/David Angel |\n| ANK | gonzai |\n| ANN | AnotherNormalNick |\n| ANNIE | WildAnnie |\n| ANOE | ALEX.50 |\n| ANON | AnonAustria13 |\n| ANT | LtMadine |\n| ANTH | Anthariel |\n| ANTHA | Anthariel |\n| ANTI | Antiprotestant |\n| ANZ | anzacsas |\n| AOA | TESHUB |\n| AOH | ParryJD |\n| AOI | th3flyboy |\n| AOS | Ambient Occlusion Studios |\n| AOT | Roaban |\n| APAN | keivlech |\n| APBW | GamingPanthers |\n| APD | Aspide |\n| APE | Apecengo |\n| APEX1 | apexgames |\n| APH | ahunn |\n| APOC | Muppet1856 |\n| APS | Australian Phantom Soldiers |\n| APT | Cpt-Fred |\n| APU | Apouh |\n| APX | apexgaming |\n| AQUIS | Aquis |\n| AR308 | chayfo |\n| ARA | Australian Regular Army |\n| ARAB | damnbino |\n| ARAKA | Arakatonga |\n| ARAR | affraid |\n| ARB | Aerobat14 |\n| ARC | Archaine |\n| ARCH | TemplarVX |\n| ARCHI | Archi49 |\n| ARCTO | Arctor |\n| ARD | Aidas |\n| ARDIN | Aridin |\n| ARES | Clayman |\n| ARG | ZoTTiixX |\n| ARGO | ArgoChris |\n| ARICP | Ariussin |\n| ARK | Arctor |\n| ARM4LIFE | MrRatSuper |\n| ARMA | OFPEC |\n| ARMA3MO | Redays |\n| ARMAG | Giorgy |\n| ARMAS | rodhalberd |\n| ARMAT | ArMaTec |\n| ARMEC | Aramec |\n| ARMPT | onlybaldwin16 |\n| ARMST | Dragster |\n| ARN | Hotbrass |\n| ARO | Aron |\n| ARP | thedog |\n| ARPA | MidShip |\n| ARPL | MRANGELL96 |\n| ARRON | Arronax |\n| ARROW | baca85 |\n| ARS | Ares |\n| ARST1 | hfuser1 |\n| ART | Ragnar |\n| ARTIC | blazester |\n| ARU | Spyke |\n| ARW | theArdboegamer |\n| ARWEN | dobermann91 |\n| AS2 | FunkFest |\n| ASB | Buehgler_AS |\n| ASC | ASC |\n| ASCT | CyDoN |\n| ASCW | Julian2990 |\n| ASD | asd163255 |\n| ASDG | AlphaSquad.net |\n| ASE | Advanced Sound Environment |\n| ASEOB | obliv1on |\n| ASF | David Berka |\n| ASFF | firefly2442 |\n| ASG | Gnome |\n| ASH | AaronAsh |\n| ASI | Vigilante |\n| ASIN | Toaster |\n| ASITA | joshpier3 |\n| ASL | Vigilante |\n| ASM | asmodeus |\n| ASO | Picasso |\n| ASP | ASP |\n| ASPE | Asperche |\n| ASRX | SAYREX |\n| ASS | SnowSky |\n| AST | astatine |\n| ASTA | astast |\n| ASTBY | mariusvnh |\n| ASTHMA | Asthma |\n| ASTR | STALKERGB |\n| ASTRO | ionpara |\n| ASV | Aramis |\n| ASX | Assasin X |\n| ASY | Stiltman |\n| ASZ | arremba |\n| ATC | Unnamed |\n| ATDEF | SmokeDef |\n| ATF | AustriaTacticalForce |\n| ATG | Attoric Games |\n| ATH | Math |\n| ATHM | Marseille77 |\n| ATK | toadeater |\n| ATL | Atlas123 |\n| ATM | nolips71 |\n| ATMK | FraP-zsz |\n| ATN | Atunero |\n| ATOW | ArmA: Theatre of War Tournament |\n| ATPN | bytopin |\n| ATRO | Atrocittus |\n| AUG | august_nox |\n| AUNA | KarbineR |\n| AURI | nate6631 |\n| AUS | Foxhound |\n| AUSIM | ausimus |\n| AUSMD | austin_medic |\n| AUST | AusTac |\n| AUT | Blackii93 |\n| AUXIL | Auxilirate |\n| AVERS | mhodgson89 |\n| AVO | dartist |\n| AVON | The Avon Lady |\n| AVS | Atom_Monky |\n| AW0012 | Theawsome0012 |\n| AWA | annihilator825 |\n| AWAS | Authentic Warfare Addon Studio |\n| AWM | Airwolf Mod |\n| AWS | aws188 |\n| AX2D | Grizlyian |\n| AX4 | axhacker4 |\n| AXL | Axyl |\n| AXP | Alex.XP |\n| AXXE | axxe |\n| AYBAB | theonciest |\n| AYM | Andymon |\n| AZE | altazure |\n| AZIZ | Abdulaziz Alashaikh |\n| AZK | Pyrospastiac |\n| AZP | AngeredZeus |\n| AZR | Azraell_X |\n| AZRYV | Y0an |\n| AZT | Aztechnology |\n| AZY | Azy |\n\n#### B\n\n|  |  |\n|---|---|\n| B0SS | AnotherNormalNick |\n| B10 | b101uk |\n| B182 | Bebop182 |\n| B2P | Chere |\n| B2Z | Bravo 2 Zero Campaign Addons: spider_ipc |\n| B33 | Sgt.James |\n| B3N | cebus |\n| B45 | Berlin1945 Staff |\n| B4609 | Bread |\n| B47 | BrendoB47 |\n| B500 | Falcon |\n| B851678 | Failiatus |\n| BAAD | BrookeAnne |\n| BAAL | baalzebuv |\n| BABE | Bad_Benson |\n| BABS | Zeak |\n| BABYZ | Gigantobaby |\n| BAC | CCrAsHH |\n| BAD | B.A.D. |\n| BADBOY | ruanbadboy |\n| BADGR | FlattestGuitar |\n| BADR | omarelrussi |\n| BAE | Zim |\n| BAEM | BAEM |\n| BAER | unbrauchbaer |\n| BAF | pathy |\n| BAFS | Infiltrator_2K |\n| BAGE | RoyalCabbage |\n| BAGEL | Nuufa |\n| BAGPE | bagdigger_actual |\n| BAJ | baj1991 |\n| BAK | Backoff |\n| BAK0 | Bak0 |\n| BAKFT | zhestyr |\n| BAKH | byalexeykh |\n| BAL | Gamefreak2ful |\n| BALI | bali0025 |\n| BALIS | Ballisticd8 |\n| BALSK | wcnones |\n| BAM | Brazilian Army Mod |\n| BAMSE | Bamse |\n| BANG | johnbangs |\n| BAR | BarCode |\n| BAR31 | barakokula31 |\n| BART | bartkusa |\n| BAS | Ballistic Addon Studio |\n| BASE | rodhalberd |\n| BASIC | Basic_Infantry |\n| BAT | Ekengren |\n| BATTL | rodhalberd |\n| BATTY | batboyx2 |\n| BATZ | AlexDovoski |\n| BAUER | Schwarzbauer |\n| BAV | B.A.Verrecus |\n| BAZ | KevBaz |\n| BAZBO | Bazooka_Boy |\n| BAZEF | ENGENER |\n| BBA | Black Baron Austria |\n| BBB | bL4s |\n| BBE | =[BBE]= MOD |\n| BBEAR | bigdancingbear3 |\n| BBEM | BBE Squad |\n| BBM | General_Bacon_965 |\n| BBOY | BladderBoy |\n| BBP | Big Ben |\n| BBR | ak12546 |\n| BBRR | boberro |\n| BBWV147 | bachbwv147 |\n| BBY | BB128 |\n| BC6 | bravo 6 |\n| BCA3 | that1drifter |\n| BCCAN | Cyanide1973 |\n| BCD | darkmol12 |\n| BCK | blue chook |\n| BCM | beatzcraft |\n| BCO | brando |\n| BCRPG | B.Johnson |\n| BCT | bobcatt666 |\n| BDE | beedee |\n| BDEF | bcdeforest |\n| BDH | monk76 |\n| BDK | bundook |\n| BDKR | baedeker |\n| BDM | Bloody Days Mod |\n| BDN | Bandana |\n| BDO | Baddo |\n| BDOG | Scheintot |\n| BDP | Backoff & DeaDMeaT Productions |\n| BDPS | badpapasmurf |\n| BDPSF | badpapasmurf |\n| BDS | ryogugu |\n| BEAR | GodsFist |\n| BEAUSHAR | Mellowluva88 |\n| BEB | bebbakhuis |\n| BED | LordBen |\n| BEDCR | Imatisis |\n| BEDZ | DeliveryService |\n| BEEF | WhereIsBeef |\n| BEEP | banini |\n| BEER | GodsFist |\n| BEL | battlestar255 |\n| BEL28 | Warrior |\n| BEN | bennyboy |\n| BENNZ | Ben.NZ |\n| BENQ | BenQ |\n| BENTDEV | malfar |\n| BEO | MBMC |\n| BEOB | 404 Dave Not Found |\n| BEPO | McLupo |\n| BERG | berghoff1 (aka Berghoff) |\n| BERN | Bern |\n| BERNO | Berno |\n| BERT | albertoesponera |\n| BES | Black Element Studio |\n| BET | Beton |\n| BETA | Betaknight |\n| BETO | Beto |\n| BETTY | Jona |\n| BEW | Bullseyeworks |\n| BFI | super-truite |\n| BFM | Gurk |\n| BFS | LoupVert |\n| BFSGF | klinGiii |\n| BG | Zelik and Mojo |\n| BGA | bmgarcangel |\n| BGBR | Bugbear44 |\n| BGG | Biggs25 |\n| BGI | scottieo321 |\n| BGLEN | bglen |\n| BGM | BritishGM |\n| BGP | bloodyzyy |\n| BGT | tini |\n| BHAZ | Bhaz |\n| BHB | bauerhousebourne |\n| BHC | Thomas |\n| BHD | Linker Split |\n| BHG | ChaseTheFun |\n| BHZ | BadHabitz |\n| **BI** | **Bohemia Interactive** |\n| BIALY | Ziemek |\n| BIB | Bibmi |\n| BIBO | Bibo164 |\n| BIF | Belle Ile France |\n| BIG | martynfromholland |\n| BIGGS | Biggs25 |\n| BIGL | BigLebowski |\n| BIGPH | ebrand |\n| BIGT | bigtony |\n| BIH | cluster |\n| BILA | turbo2 |\n| *BIN* | Binesi |\n| **BIN** | **BI Netherlands** (Arma 3 Contact functions) |\n| BINF | alxntc2 |\n| BINK | Binkowski |\n| BIO | bio138 |\n| BIOC | CD8-T-Lymphocyte |\n| BIOPEG | BioPegasus |\n| BIP | BipBip |\n| BIR | Black1ron |\n| BIRD | thebird |\n| **BIS** | **Bohemia Interactive** (Arma 2, Arma 2:OA, TKOH, Arma 3) |\n| BIW | Biwi |\n| BJAX | Banjaxed |\n| BJD | Grekain1 |\n| BJM | bombajack |\n| BJP | bombajack |\n| BJS | purefocus |\n| BK12 | bk1276 |\n| BKD | blackdog |\n| BKF | BKFighter |\n| BKH | lBlackDeathl |\n| BKM | BKM Mod |\n| BKR | BurgerKingRetard |\n| BKS | 1B1KSniper |\n| BL5KA | baltushka |\n| BLACK | Blackflash |\n| BLAZE | Blaze F22A |\n| BLB | Blackblood |\n| BLCKL1ST | Blacklist370 |\n| BLD | BLADE |\n| BLE | Blender |\n| BLEF | Bleff |\n| BLF | black_feather |\n| BLG | Bloberg |\n| BLG14 | bloodsheddt |\n| BLIND | rodhalberd |\n| BLIV | TheBliveon |\n| BLIVE | TheBliveon |\n| BLK | Blacknite |\n| BLKAD | Blackadder |\n| BLKCL | Blackclaw |\n| BLKFS | blackfisch |\n| BLKRV | Blackraven93 |\n| BLND | Blindside |\n| BLNW | blaunarwal |\n| BLO | JussiPik |\n| BLOOD | -Blood- |\n| BLOW | thelobotomobile |\n| BLP | Bloppo |\n| BLRPG | musicshaggy |\n| BLT | Blunt |\n| BLTMC | TheBliveon |\n| BLU | bluebottle |\n| BLUE | ShadowBlue |\n| BLW | SchleckDieNudel |\n| BLX | cleggy |\n| BLYAM | Blyamps |\n| BLZ | blazero |\n| BLZE | Blaze |\n| BMC | BMCha |\n| BMI | Bambi |\n| BMICK | billy12822 |\n| BMP | BM Production |\n| BMR | BeAMer |\n| BMRF | NotCorsair |\n| BMS | daniellovatt |\n| BNC | BoNeCoLLeCToR |\n| BND | Bond006 |\n| BNDR | bending_unit_22 |\n| BNG | Bongo Bongo |\n| BNI | BeenIdle |\n| BNM | Challenger3 |\n| BNSN | Benson |\n| BOAT | rodhalberd |\n| BOB | Ranger Bob |\n| BOC | BoNeCoLLeCToR |\n| BODE | Bode |\n| BOE | Fokker |\n| BOF | Rebel Man |\n| BOFD | Rebel Man |\n| BOG | bog819 |\n| BOGEY | mkfester923 |\n| BOH | Project:Battle Over Hokkaido |\n| BOI | Mahboison |\n| BOL | bol398 |\n| BOMB | BeetleBomb |\n| BON | TheBonBon |\n| BOO | booRadley |\n| BOOM | Boomotang |\n| BOON | BoonChi |\n| BOOP | Henri |\n| BOOZ | booz |\n| BOP | Blackop |\n| BOPMA | *BOP*Matt |\n| BOR | Bases Over Rahmadi |\n| BORG | Borgamagos |\n| BORGMAN | BorgerMan |\n| BOROS | House Boros |\n| BOS | Bases Over Sahrani |\n| BOUNT | BountyXY |\n| BOX | boxter |\n| BOXY | Boxfinate |\n| BOZO | BoZo_135 |\n| BPC | tom_48_97 |\n| BPS | [PTS] Panthers |\n| BPX | BlackPixxel |\n| BQC | curiousinternals |\n| BRA | bracer |\n| BRAD | TuszPro |\n| BRADY | aefbrady319 |\n| BRAF | Bran Flakes |\n| BRANF | Bran Flakes |\n| BRANK | lalote |\n| BRAS | rodhalberd |\n| BRASR | minimus |\n| BRDT | Brandt |\n| BREAD | SlicedBread |\n| BRF | Brutal Force |\n| BRG | berghoff1 (aka Berghoff) |\n| BRGDA | Brigandia36 |\n| BRH | Boborish |\n| BRIG | TuszPro |\n| BRIT | British89 |\n| BRKT | GrooveByte |\n| BRMOD | Battle Royale Mod |\n| BRN | SgtBarnes73 |\n| BRN73 | tgm0 |\n| BRNDT | Brandt |\n| BRO | BeerOps |\n| BROAD | Broadsword |\n| BROK | xpt0x |\n| BRON | brontal77 |\n| BRONX | kyoshofreak |\n| BRP | Batdog |\n| BRPG | BritishLifeRPG |\n| BRS | BRAS |\n| BRT | BraTTy |\n| BRT96 | Its_imp |\n| BRUH | koptwo |\n| BRW | Battleredwing |\n| BRX | Braxel |\n| BRZ | rodhalberd |\n| BS3 | BeefSunda3 |\n| BSA | Burning Sands: Africa 42 |\n| BSC | The Plague Healer |\n| BSCT | Jack00 |\n| BSD | BraveSteelDragon |\n| BSF | TroyT |\n| BSFC | TroyT |\n| BSFM | Flax |\n| BSH | Bishop |\n| BSH19 | peter1415 |\n| BSK | Bounty |\n| BSLK | Sanchez00 |\n| BSOC | Bastard Sons of Cannon Fodder |\n| BSQ | icausecancer |\n| BSQN | tomtucka |\n| BSR | BrockLee |\n| BSS | Abel |\n| BSW | BusStopWilly |\n| BT | BeeTee |\n| BT153 | birdman |\n| BTA | BTA-horrific |\n| BTC | Giallustio |\n| BTD | bTd Clan |\n| BTH | BobTheHunted |\n| BTHBC | BobTheHunted |\n| BTP | Target Practice |\n| BTS | BlackBat |\n| BTYR | Reddagger36 |\n| BUCE | ms1v |\n| BUCK | buckfast |\n| BUG | Joe Lemonade PSC |\n| BUILD | rodhalberd |\n| BUK | Buckerooski |\n| BUKA | Buuka7 |\n| BULB | GreenLightbulb |\n| BUN | BUNTRO |\n| BUNLU | bun76 |\n| BURES | Burkal |\n| BURRD | burrd |\n| BURT | BadLuckBurt |\n| BUSH | Bushlurker |\n| BUSH1 | Bushbeater |\n| BUST | BUST1 |\n| BUTCH | TheButcher |\n| BUTT | InquisitorL |\n| BUTT1 | InquisitorL |\n| BUUKA | Buuka |\n| BW2 | SAAF |\n| BWB | Black Watch Battalion |\n| BWC | Bush Wars Conflict Mod |\n| BWC1 | Rumplestiltz |\n| BWCRO | bwcrow |\n| BWE | kyoshofreak |\n| BWF | Le_CuLtO |\n| BWG | BWGw |\n| BWINT | adios113 |\n| BWMOD | Bundeswehr Mod |\n| BWPH | bwph4273 |\n| BWPP | BattlePOWER |\n| BXX | Bioxx |\n| BYB | Yellow Basterd |\n| BYD | bydolg |\n| BYR | DaBayer |\n| BYRNE | Byrne |\n| BZK | BerZerK |\n| BZLY | Beazley |\n| BZS | deroxaxe |\n\n#### C\n\n|  |  |\n|---|---|\n| C094 | Cerberus094 |\n| C130 | OperationSoulReaper |\n| C15 | wantafanta |\n| C1896 | Connorwarman |\n| C1976 | Dimitri_Harkov |\n| C1987 | Christian.1987 |\n| C2K | Hamo |\n| C3RB | Cerberus |\n| C404 | Concept404 |\n| C47 | crook47 |\n| C4N | ChaseTheFun |\n| C4TV | C4TVAtlas |\n| C555 | CringleBerry |\n| C76 | Camaro76 |\n| C7K | c7kizer |\n| C8X | Earl |\n| CAA | alex.caa |\n| CAA1 | kju |\n| CAB | cabal0428 |\n| CABLE | Cablebox |\n| CACHE | bcashin |\n| CAD | MajorElimRawne |\n| CAEDE | Ahadiel |\n| CAF | Edgecrusher |\n| CAFT | Moofins |\n| CAG | TheCaptain |\n| CAIRS | kju |\n| CAKES | Fail Cakes |\n| CAL | calamity |\n| CAL68 | burns |\n| CALIM | diveyez |\n| CAM | rodhalberd |\n| CAME | camealeon |\n| CAMP | rodhalberd |\n| CAMUH | camuhflage |\n| CAN | Can35 |\n| CANMN | CANMAN |\n| CAP | Captain |\n| CAPP | The_Sprite |\n| CAPPY | Cappylock |\n| CAPRY | CapryCorn |\n| CAPS | CAPTNCAPS |\n| CAPTN | Captain Courageous |\n| CAR | jano20 |\n| CAR69 | Carthaginian_Reaper |\n| CARL | SugarFreek |\n| CAROL | FileEditor97 |\n| CAS | Crazy addons studio |\n| CASCO | Cablebox |\n| CASH | ColeAshford |\n| CASKT | CaspianKT |\n| CASP | kju |\n| CASS | Cassandras Addon Studio |\n| CASSI | Cassius |\n| CAT | CAT SHIT ONE MM |\n| CATAR | CatArmour |\n| CAU | Caucasus Crisis Mod |\n| CAV | tierdisogni |\n| CAV25 | veers13 |\n| CAVS | MDI |\n| CAW | BloodyRaiden907 |\n| CAZ | Cazalla |\n| CB3 | Apollo |\n| CBA | Code Blue Addons |\n| CBCP | kju |\n| CBF | CBFASI |\n| CBM | Code Blue MOD |\n| CBN | chrisbobnorwich |\n| CBO | kingfisher |\n| CBR | CareyBear |\n| CBT | Clan COMBAT! |\n| CBW | Foxhound_ca |\n| CC4 | Capt_Colt45 |\n| CC45 | Capt_Colt45 |\n| CCC | DESTINY0ne |\n| CCG | justJenkins |\n| CCH | clarkhalf |\n| CCHOW | Yin0105 |\n| CCM | Crime City Mod |\n| CCO | Carol Cray |\n| CCP | CatCaptain |\n| CCR | 200rabbits |\n| CCRPG | Avery Foutz |\n| CCS | creepycrappyshow |\n| CCT | cctoide |\n| CDAH | Lotzo |\n| CDC | x2dezjohn |\n| CDE | Chernarus.de |\n| CDEE | CodeE |\n| CDHM | crazyDHarrison2 |\n| CDM | ApocalypseDan |\n| CEB | SlimShadII |\n| CEEB | Ceeb |\n| CEG | Loyalguard |\n| CEL | Cell |\n| CELO | celoush |\n| CELTR | celltsar |\n| CEP | CEP |\n| CFD | CFD_Spectre |\n| CFE | Chinese Fonts Engine |\n| CFS | cfsfirefighter |\n| CFSG | cfsjrandazzo |\n| CFTEX | Captain Fantastic |\n| CFX | CfX |\n| CGB | CGB |\n| CGC1 | CG-Robo |\n| CGF1 | Chaingunfighter |\n| CGI | Central Graphics and Imaging |\n| CGR | christian2526 |\n| CH2R | Ch2rly |\n| CH35 | christoph35 |\n| CH974 | Christopher974 |\n| CHA | Chairborne |\n| CHAD | chaddlesg |\n| CHAF1 | Chickensky |\n| CHAL | Challenger |\n| CHANG | BakerChang |\n| CHAR | Charlie Howarth |\n| CHD | Chris Death |\n| CHE | Cheetah |\n| CHEF | chefd261 |\n| CHGMS | Cyrokrypto |\n| CHILE | Fabiantronc |\n| CHILI | chillagin |\n| CHIZ | Chizdna |\n| CHK | chkilroy |\n| CHL | Fabiantronc |\n| CHMOD | Christophorus Mod |\n| CHN | Charon Productions |\n| CHO | Chonee |\n| CHOYA | ChoYaYa |\n| CHP | Jona |\n| CHR | chris330 |\n| CHRIS | chris4335 |\n| CHRO | Chromegus |\n| CHS | ChaosStudios |\n| CHSCJ | Cj93Play |\n| CHT | Crazy Hussars Team |\n| CHUCK | cyckuan |\n| CHUD | Chudlik |\n| CHUMY | chumymalo |\n| CHUP | ChupChup |\n| CIA | Comrades in Arms |\n| CIDF | Craggy Island Defence Force |\n| CIL | Caillou |\n| CIPE | HateDread |\n| CIT | Citali |\n| CIV | Sariel |\n| CIVF | Flax |\n| CIVIL | CivilityRP |\n| CJ5 | cj525 |\n| CJACK | jackjack |\n| CJF | Popinjay_John |\n| CJJ | jarv |\n| CKMES | TimRambo |\n| CKRU | Capt Krüger |\n| CKY | cyckuan |\n| CL3 | R3411y |\n| CLA | Robster |\n| CLAUS | pplluuttoo |\n| CLEGG | Knobee |\n| CLHK | leungkaho_p54 |\n| CLI | clivewil |\n| CLICK | ClicheUsername |\n| CLINT | cring0 |\n| CLON | Clon |\n| CLR | xZeven |\n| CLY | Celery |\n| CMA | kju |\n| CMC | Fsxcrone |\n| CMCARTHY | C.McCarthy |\n| CMCD | CameronMcDonald |\n| CMCTD | Eckzy |\n| CMD | Evalach |\n| CMDBR | PedroLuigi |\n| CMDO | capitao_commando |\n| CME | Bigsmok |\n| CMF | AtinAkiri |\n| CMG | Panadur |\n| CMGE | Zkorpyun |\n| CMINF | Commander Infinty |\n| CML | Jeringo |\n| CMP | CymPatheeY |\n| CMPB | XSparky |\n| CMPGN | SULcorp |\n| CMR | Commander |\n| CMS | raptor 6 actual |\n| CMT | Capt MacTavish |\n| CMW | AlcapurriaPR |\n| CMY | CrimyStickR |\n| CN4 | ChaseTheFun |\n| CNC | ThorWedd |\n| CNCTE | HorribleGoat |\n| CNGM | ChaseTheFun |\n| CNM | Bravo93 |\n| CNNT | hobart |\n| CNO | Costno |\n| CNR | Conroy |\n| CNS | PewPewStraykbol |\n| CNT | Capt MacTavish |\n| CNW | Chrisnw |\n| CO284 | cool2844 |\n| COA | BadAss |\n| COC | The Chain of Command |\n| CODE | CodeBugd |\n| CODI | Coding |\n| CODY | CaptainCody |\n| COE | FFAA Mod |\n| COG | CognitoCon |\n| COH | Coward_Heart |\n| COL | ClawOfLight |\n| COLEJ | colej_uk |\n| COLH | saltybear |\n| COLIX | ColibriX |\n| COLLO | FloatStreak |\n| COLSH | Col_Sherman |\n| COLT | SoldierEPilot |\n| COLUM | columdrum |\n| COM | XSparky |\n| COMET | BierAIG Comet |\n| COMMA | Commandante |\n| CON | Sgt.Ace |\n| CONC | Concurssi |\n| COOP | gYMO |\n| COR2A | antonescu |\n| CORAX | Corax |\n| CORE | Methusalem |\n| CORI | csudab |\n| CORN | cornman |\n| CORPS | Zycorpse |\n| COS | Thyrrus |\n| COTH | Cory-C |\n| COU | Couga |\n| COUL | Coulson |\n| COV | CoValent |\n| COW | W1nn13 |\n| COWS | MutatedJackal |\n| COY | Coyota |\n| CPC | Sparfell_19 |\n| CPF | complete_freak |\n| CPJ | arles2464 |\n| CPS | chops |\n| CPT | CptCox |\n| CPTBI | cptbirdseye |\n| CPTN | Nick van der Lee |\n| CPTVI | CPTVIEIRA |\n| CQB | CQB |\n| CRA | Craziks |\n| CRAW | Crawliiee |\n| CRB | wolffy.au |\n| CRBR | crimsonbrother |\n| CRCK | wildTangent |\n| CREAL | Santa Cruz |\n| CREEP | creeper |\n| CREPR | Creeper |\n| CRESP | AlbertoSGM |\n| CREW | Rave |\n| CRF | Mang |\n| CRG | Divinitize |\n| CRING | cring0 |\n| CRIPP | Crippler |\n| CRL | CarlW |\n| CRM | krulsalomon |\n| CRMIS | crmish |\n| CRNY | Corny, but no jokes |\n| CRO | crobarr |\n| CROC | Crocuta |\n| CROD | cronet |\n| CROFT | Croftyy |\n| CRONI | camilo |\n| CROSS | Cross |\n| CROWE | Crowe2Extreme |\n| CRP | cockney_reeper |\n| CRPSY | Crippsey |\n| CRS | Christoph |\n| CRSDR | lostcrusader93 |\n| CRT | CRThumper |\n| CRUE | TehDango |\n| CRUVI | joaol |\n| CRX | Corax |\n| CRYPT | cryptonat |\n| CRZDH | crazyDHarrison2 |\n| CRZM | crazyDHarrison2 |\n| CSA | Chritopher S. Atkins |\n| CSA38 | petrlach |\n| CSALTY | CFisk |\n| CSAUK | TheDesertFox |\n| CSC | Dan |\n| CSF | CSF_Carlo |\n| CSIG | babylonstew |\n| CSJ | Scud |\n| CSL | ColonelSandersLite |\n| CSL | ColonelSandersLite |\n| CSLA | MAA |\n| CSLA2 | CSLA Mod |\n| CSLA3 | CSLA Mod |\n| CSM | MacGyver |\n| CSM2 | Protegimus |\n| CSM3 | Protegimus |\n| CSMIT | csmith51637 |\n| CSNOW | Cpt.Snow |\n| CSS | Denisko-Redisko |\n| CSSA3 | Cyrokrypto |\n| CSSP | kju |\n| CST | Shelestov |\n| CSU | Doc. Caliban |\n| CSV | Azamo |\n| CSW | comradesythar |\n| CSWP | Polish Army Addon |\n| CTBAN | TreeoM |\n| CTBS | TreeoM |\n| CTC | CasualTheoryCrafters |\n| CTGBA | Balu R.I.P |\n| CTI44 | Der Blaue Wolf |\n| CTITC | Coward_Heart |\n| CTKEY | TreeoM |\n| CTL | Contrails |\n| CTOAD | CaneToad |\n| CTRG | Flax |\n| CTRO | Aitor |\n| CTU | CTU Miguel |\n| CUB | Cubitron |\n| CUBA | tulkazurf |\n| CUI | cuisinart8 |\n| CULTO | Le_CuLtO |\n| CUNT | randomdude |\n| CUP | kju |\n| CUS | JimBOB |\n| CUSMC | CoyoteUSMC |\n| CUSP | darwinscusp |\n| CUSTOM | customseaglass |\n| CVG | bobtom |\n| CVL | Gulogulo |\n| CVM | cavemanmods |\n| CVP | TheMadMan24 |\n| CW40K | Macser |\n| CWAK | ChrisWithAKube |\n| CWE | Cold War Expansion |\n| CWK | Colonel_Klink |\n| CWM | CRIONYK |\n| CWR | Hoz |\n| CWR2 | W0lle |\n| CWR3 | Mikero |\n| CWW | CWWSonic |\n| CYB | Cybersoft |\n| CYBP | Cyborg11 |\n| CYCK | cyckuan |\n| CYMIA | CommanderYuri |\n| CYNO | cynobill |\n| CYP | Chris Young Productions |\n| CYPA3 | Ethan Cartwright |\n| CYPE | CypeRevenge |\n| CYT01 | CMB Unit 01 |\n| CYURI | CommanderYuri |\n| CZM | Conflict Zone Mindanao |\n| CZS | haroon1992 |\n\n#### D\n\n|  |  |\n|---|---|\n| D1404 | vip08 |\n| D1A | Delta 1 Actual |\n| D1H | d1haus |\n| D3DO | Design-3Do |\n| D3LTA | d3lta481 |\n| D3P | F2F_BHO |\n| D41 | Cosmo |\n| D5211 | Dyer |\n| DAA | Deejay1979 |\n| DAB | blitzer |\n| DAC | DaCoroner |\n| DAE | Daeron |\n| DAEMON | daemonspring |\n| DAF | Danish Armed Forces Mod |\n| DAFTI | Flamm |\n| DAG | setman590 |\n| DAGA1 | Dagarul |\n| DAGON | Methusalem1982 |\n| DAK | Deutsche Afrika Korps |\n| DAKA | Pusztuljka/DaKa |\n| DAKKA | dakkafex |\n| DAKM | Dakmor |\n| DALE | dale0404 |\n| DAM | DeadActionMan |\n| DAMN | Renz |\n| DAMO | dev75 |\n| DAN | DanAK47 |\n| DANA | Dans |\n| DANF | damianfiocca |\n| DANL | dan-levi |\n| DANL2 | DanL2mx |\n| DANS | Dans |\n| DANV | DanielV |\n| DANY | face_smasher |\n| DANYL | Danielle_rva |\n| DAP | fizzyrocketeer |\n| DAR | RichardsD |\n| DARE | DarkSoldier |\n| DARK | Darktower |\n| DARKY | Barotall/Darky |\n| DARTH | Darthfab |\n| DASH | SoldierEPilot |\n| DASHI | Bak0 |\n| DAT | parabola949 |\n| DATC | Datcoder |\n| DAV | Dudeman44 |\n| DAVID | David Ostman |\n| DAVR | redoper |\n| DAX | Duke Dax, aka Dax, aka ])a)( |\n| DAY0 | corey88 |\n| DAYI | galaxyblast |\n| DAYZ | thepnarinch |\n| DAYZG | dayzgo |\n| DAYZS | Rekh0n |\n| DAZ | Matijs |\n| DBD | Axedup |\n| DBE | BIS |\n| DBFV | DerpyBlade |\n| DBG | ukloadtoad |\n| DBHBH | TeamZero |\n| DBK | A.Deubelskerl |\n| DBM | acurlyninja |\n| DBO | DeanosBeano |\n| DBY | DutchBoY |\n| DC39 | DC39 |\n| DCB | zsa_zsa_rasputin |\n| DCP | DraigCoch |\n| DCR | dreadnought |\n| DCS | dcs_daryn |\n| DCU | DC |\n| DCV | DaChevs |\n| DDAM | Danish Defence Army Mod |\n| DDD | Ddriod |\n| DDL | Daddldiddl (aka Joltan) |\n| DDM | Darthdrunken |\n| DDOG | Ddog-nz- |\n| DDR | NVA-Mod Team |\n| DDRS | Deaders |\n| DDS | Knipper |\n| DDZ | DangerousDiz |\n| DEA | Deadeye |\n| DEADF | DeadlyFreeze |\n| DEATH | DeathmagnetiK |\n| DEBUG | Worldeater |\n| DED | gotdead |\n| DEE | Deejay1979 |\n| DEF | Deftoner |\n| DEF0 | Defocus |\n| DEFUK | defsco |\n| DEG | drowelf23 |\n| DEGA | deltagamer |\n| DEIN | Localhost |\n| DEJAY | Deejay1979 |\n| DEL | CaptainCheesecake |\n| DELA | The Irish Ace \\| NPMproductions13 |\n| DELTA | DELTA_STO |\n| DELVO | Delvo_Boss |\n| DEMI | demicanadian |\n| DEMP | demsoft |\n| DENUT | Denuth |\n| DEOX | DeoX |\n| DERK | Derkiantor |\n| DERNG | Chasir01 |\n| DERP | Bhaz / Hellrazor collaborative |\n| DES | destiny14 |\n| DESK | Desktop |\n| DESPE | OPK-Desperado |\n| DEST | destruktoid |\n| DEUS | YouAreBamboozled |\n| DEV | hk |\n| DEV2 | kju |\n| DEV49 | Devint |\n| DEVH | kju |\n| DEVS | The Negotiator |\n| DEW | Dewsader |\n| DEX | DeZzErX |\n| DEZ | Dez |\n| DFC | [D.F] Pat Cpt. |\n| DFL | Daffles |\n| DFNT | arma3reed@gmail.com |\n| DFO | DeltaForce |\n| DFP | Dpesce |\n| DFRAG | deFRAGer |\n| DFS | Deadfast |\n| DFX | DesertFox |\n| DG5 | DragonGurdian5 |\n| DGAL | Domination Gaming |\n| DGB | Doughboi |\n| DGC | DGC |\n| DGFX | darkgiver |\n| DGGR | ColonialDagger |\n| DGH | danimalhanke |\n| DGZ | J3SUSM4N |\n| DHC | dhc |\n| DHL | I Can Explain |\n| DHM | crazyDHarrison2 |\n| DHU | Deaths Head Unit |\n| DIAOS | JPDIAOSI |\n| DICK | cunico |\n| DIGI | digitaldeath |\n| DIH | Dimitri_Harkov |\n| DIIZ | Diizmo |\n| DIK | 4yDiK |\n| DIKDN | DickDanitz |\n| DILON | cpldillon |\n| DING | Schrödinger |\n| DINO | pdinosaur |\n| DIP | 11thSven |\n| DIRT | DirtySanchezHUN |\n| DIRTLORD | GRUBBYGRIMM |\n| DIRTY | dirtyrazor01 |\n| DISCI | discipulo |\n| DISCO | tnayeatssavan |\n| DISIDENT | DtheDissident |\n| DITH | TheDragon117 |\n| DIZZY | Dizzmaal |\n| DJB | djbarney |\n| DJD | donjuandavis |\n| DJICH | DjIch1 |\n| DJL | D_J_LMeyer |\n| DJLF | SrDaju |\n| DJMAP | Djalmajrr |\n| DJOLE | djole94hns |\n| DK12 | dkopl |\n| DK7 | VAXPLAY |\n| DKM | Xi Relax |\n| DKMM | Decisive Killing Machines Mod |\n| DKS | Doutor Suco |\n| DKW | Dropkiwi |\n| DLA | Drty_Windshield |\n| DLB | Dozette |\n| DLCNL | CrabNipples |\n| DLL | rundll |\n| DLM | DeLiltMon |\n| DLPP | DL++ |\n| DLS | Lukas Smith |\n| DLSMS | Phil! |\n| DLT8 | [MSK]Delta8 |\n| DLXY | Dalaxy |\n| DMA | Dynamic Mission Alliance |\n| DMC | Demon Cleaner |\n| DMI | Dmitri |\n| DMK | Doomek |\n| DMM | dragula |\n| DMN | dmn |\n| DMS | J_Murphy |\n| DMX | deadmeatxm2 |\n| DMY | dolomighty |\n| DNA | colddna |\n| DND | DND |\n| DNF | damianfiocca |\n| DNG | ding_jimmy |\n| DNGEATER | Dung_eater |\n| DNK | slamdunk |\n| DNL | dnl04 |\n| DNS | DonSucio |\n| DNTFM | daniel1060 |\n| DNZ | Denz |\n| DOA | Disciples OFP Studio |\n| DOARB | Doa. |\n| DOARG | DaOarge |\n| DOBO | Dobo |\n| DOBY | JDoberman |\n| DOC | Doc_69 |\n| DOD | zer0_us |\n| DOE | I-DOE-I |\n| DOF | Drunken Officer |\n| DOFP | Department of Funky Proxies / Peacepunk |\n| DOG | dogigniter |\n| DOLF | Dolfrang |\n| DOMTARO | Domtaro |\n| DON | DonDon |\n| DONG | InquisitorL |\n| DONGS | InquisitorL |\n| DONK | DoNKaNaLi3 |\n| DOO | Doolittle |\n| DOS | dose |\n| DOT | SoldierEPilot |\n| DOUZI | 豆子Doge |\n| DOV | Donnervogel |\n| DOVEV | Dovev |\n| DOW | Flowan |\n| DPKEY | davipedroza |\n| DPS | Das Penguin Studios |\n| DPSEL | Select |\n| DPT | dumpytom |\n| DPTT | dpatt711 |\n| DQC | dimitriqc |\n| DR3AM | DR3AM |\n| DRA | Dragunov |\n| DRACK | DrackIxus |\n| DRAM | Dramier |\n| DREAD | Dread |\n| DREAM | DreamRebel |\n| DREX | Waveridr |\n| DRF | DragoFire |\n| DRG | Nightstalker Mod |\n| DRGD | DaringD |\n| DRGS | Dragster |\n| DRI | Drill |\n| DRIFT | That1Drifter |\n| DRJ | Jona |\n| DRK | sherbo |\n| DRKSS | Darren Kesselman |\n| DRKY | darkypunch |\n| DRO | Drofseh |\n| DRPRO | DreamRebel |\n| DRS | Death Recon Squad |\n| DRU | DrummFreak |\n| DRWMS | Drewmaster |\n| DS1 | Dutch_Sapper |\n| DS7 | dragonslayer |\n| DSA | Drill Sergeant |\n| DSB | dsonbill |\n| DSC | killick |\n| DSD | Huntah |\n| DSF | Deepsmeg & Frost |\n| DSK | RedSmookey |\n| DSL | Diesel |\n| DSP | dr_strangepete |\n| DST | TheDarkstar |\n| DST1 | ocramweb |\n| DSTPL | Dusty |\n| DSV | diseva |\n| DSW | dw5533 |\n| DTC | datoco |\n| DTLAB | DiabolicaTrix |\n| DTM | Dirtman |\n| DTNRW | Gooswin |\n| DTT | CrabNipples |\n| DTY | Dusty |\n| DUCK | hducke |\n| DUD | Dudestin |\n| DUE | boulderer |\n| DUTCH | dutchy |\n| DUX | DuckVanDyke |\n| DVDM1 | djazz |\n| DVH | crazyDHarrison2 |\n| DVPOL | SamCantCu |\n| DVS | oneshot |\n| DW316 | Daemonwulff316 |\n| DWARD | Dwarden |\n| DWCZ | DarkWolf |\n| DWG | DeadWalking |\n| DWK | soldier2390 |\n| DWP | Sgt.Ace |\n| DWR | Rhino592 |\n| DWS | Vixer |\n| DYBRO | kewin bertel |\n| DYER | Dyer |\n| DYHA | DynamiteHarry |\n| DYNA | Deejay1979 |\n| DYS | Dysproxia |\n| DYZA | Dyzalonius |\n| DZ | cebus |\n| DZG | ikea_in_flames |\n| DZK | Psyfer |\n| DZM | KatzSmile |\n| DZT | Dazitt |\n\n#### E\n\n|  |  |\n|---|---|\n| E1000 | E1000 |\n| E1K | e1k |\n| E2411 | smithy2411 |\n| E3D | bioxx |\n| E4R | Echo4Romeo |\n| E502 | 502_Entertainment |\n| E76 | el76 |\n| E7S36UAR | CallMeSnake |\n| EA6 | Eagle-6 |\n| EAF | East Asia Forces |\n| EAGL | Blood Eagle |\n| EAGLE | eagle_dev |\n| EAL | Erik Master / Exclusiv Altis Life |\n| EARTH | Thezigginator |\n| EAX | ErazorX |\n| EAZY | EAZY |\n| EBA | rodhalberd |\n| EBB | 8bitbilly |\n| EBD | Ebud |\n| EBE | EBEALIEN |\n| EBIN | juhansson |\n| EBK | Saber154 |\n| EBO | ebolarama |\n| EBR | Eric Brunik Reis Strambeque |\n| EBV | rodhalberd |\n| ECA | WWIIEC |\n| ECAT | Ecatom |\n| ECB | FW200 |\n| ECH01 | echel0n1234 |\n| ECHO | Evil_Echo |\n| ECKLE | Eckle |\n| ECL | everoncartel |\n| ECLAP | bakzz |\n| ECLPS | ECLYPSE_JAN |\n| ECM | theonciest |\n| ECO | Ecoalfa |\n| ECP | Enhanced OFP Config Project |\n| ECS | Enhanced Configuration System |\n| ED102 | Mikero |\n| ED88 | ed88 |\n| EDAV | Davis237 |\n| EDC | imemyself/edc |\n| EDEN | GamingAstronamy |\n| EDG | Edge OF The World |\n| EDL | flui1989 |\n| EDS | FishBop |\n| EDU | Eduzumaki |\n| EFF | Eff3ct1v |\n| EFFGT | Eff3ct1v |\n| EFL | terox |\n| EFM | Zettrus |\n| EFP | [EliteFraggers] PuNkRoCkEr |\n| EFT | ReDDinG |\n| EFW | enfusion-framework |\n| EGN | ExiledVibe |\n| EGO | Zeak |\n| EGOX | Zeak |\n| EGY | sherbo |\n| EHC | EH_Chaser |\n| EHD | EHDSeven |\n| EHJ | einherj |\n| EIRE | Irishpride92 |\n| EJB | TGG |\n| EJL | ejlemaire |\n| EJW | EJ Will |\n| ELAYSIA | squag__ |\n| ELCA | elcabronazo |\n| ELECH | elechos |\n| ELECO | elechos |\n| ELFO | raca20 |\n| ELITE | Elite051 |\n| ELLI | EliteWarfare |\n| ELW | Elliot |\n| EMC | edgemaster |\n| EMFA | rodhalberd |\n| EMS | Lukas.Spohn |\n| EMSI | EMSI |\n| ENDY | Endymion |\n| ENEX | enex |\n| ENF | enfusion-framework |\n| ENFW | enfusion-framework |\n| ENG | rodhalberd |\n| ENGEN | rodhalberd |\n| ENGIN | rodhalberd |\n| ENI | eniac94 |\n| ENNFO | Ennfo Merrow |\n| ENT | entspeak |\n| ENTR | Entaryn |\n| ENV | Vespade |\n| EOOQE | EOOQE |\n| EPD | epd140 |\n| EPIC | lbatalha |\n| EPL | Epeli |\n| EPOCH | theonciest |\n| EPP | ExtracTioN & Pappy Bpyington Productions |\n| EPWFL | EpicWaffles |\n| EQU | Equalizer |\n| EQUA | Hawk |\n| EQW | Doglord |\n| ERAL | grimmeral |\n| ERAZ | ERazgriz13 |\n| ERBUS | Erebus |\n| ERCMT | ERC Modding Team |\n| ERD | erik_red |\n| ERETZ | TGG |\n| ERGO | ergonsale |\n| ERS | Erson |\n| ERSON | Erson |\n| ESF | [CSG] El Scheffe |\n| ESG | EgilSandfeld |\n| ESH | esham |\n| ESK | Eskandare |\n| ESL | Electronic Sports League |\n| ESP | Esprit de Corps |\n| ESPOO | floof |\n| ESQN | Indisus |\n| ESTER | Castor Willis |\n| ESZO | Eszo |\n| ETCH | Outdatedkero |\n| ETDG | eltitodg |\n| ETP | patomarin |\n| ETQC | SpandexQc |\n| EUBG | Smootch |\n| EUCL | European Combat League |\n| EUFOR | Nilia |\n| EURO | Smootch |\n| EUROF | Aplion |\n| EUS | XtremeMikel |\n| EUT | EUT.FakeTaxiDriver |\n| EVE | Mikado |\n| EVERON | cebus |\n| EVI | Eviscerator |\n| EVIL | e-VIL-loR-d |\n| EVK | evoke |\n| EVO | Evolutionary Productions |\n| EVOG | Finex |\n| EWD | Invasion of France/Europe |\n| EWE | thumper |\n| EWP | Yahoo |\n| EXB | rodhalberd |\n| EXBR | rodhalberd |\n| EXBRA | rodhalberd |\n| EXG | Rodeostar42 |\n| EXI | Exiled Vibe |\n| EXILE | HalusmNation |\n| EXLPR | slimeenergy |\n| EXO | IkåR |\n| EXOP | _matteo_c |\n| EXPLO | rodhalberd |\n| EXPW | ROFLer |\n| EXR | Ex-RoNiN |\n| EXTRE | Marksman |\n\n#### F\n\n|  |  |\n|---|---|\n| F00 | JamesF1 |\n| F11N | f11n_7 |\n| F1200 | Tarkus |\n| F18 | Pennywise |\n| F1977 | Novaline |\n| F1RE | Firestorm4204 |\n| F2F | TheFirst2Fight |\n| F2FBH | F2FBHO |\n| F2FUN | F2F Unkn0wn |\n| F3WX | Schoeler |\n| F4MM | Dragnipur47 |\n| FAAB | Faab |\n| FAB | FAB |\n| FABS | fabian |\n| FAC | Fenix Alliance |\n| FACP | ms1v |\n| FAG | Adumb |\n| FAKED | FakeDeath |\n| FAL | falconsan |\n| FAP | fapret |\n| FAR | Farside |\n| FARN | farmerno1 |\n| FAS | Fascist |\n| FAT | fat-erik |\n| FATAL | Gibster |\n| FATEX | Mr Fatex |\n| FAVOR | Favorlock |\n| FBC | FenelBangcracker |\n| FBG | scottieo321 |\n| FBG12 | scottieo321 |\n| FBS | Darkstar |\n| FCF | Flashpoint Combat Force (GalComT) |\n| FCS | Unnamed |\n| FCZI | Ferenczi |\n| FDA | olympicman |\n| FDD | Doyle |\n| FDEV | Fantasma |\n| FDF | Finnish Defence Forces Modification |\n| FDFHG | ruarai |\n| FDG | 5dgaming |\n| FDKTZ | fredkatz |\n| FDM | Smootch |\n| FDZ | CartoonrBOY |\n| FEAN | feanix |\n| FECNI | Nightmare |\n| FEL | Felan |\n| FELE | Feler |\n| FELIZ | Feliz |\n| FEN | Fen |\n| FENG | Firewall233 |\n| FENOY | Fenoy |\n| FERCHU | Zeus1810 |\n| FETTZERO | alphahomer15@gmail.com |\n| FEVER | Jungle Fever |\n| FEW | scud |\n| FEX | Feuerex |\n| FFD | FacuFeca |\n| FFE | DanBonehill |\n| FFFF | Puggerz |\n| FFG | TheManDude |\n| FFN | Fight For Nogova MOD by TonyRanger |\n| FFR | justinn |\n| FFS | FF Studio |\n| FFS056 | ttanev056 |\n| FFW | FFW-Helifreak |\n| FG2 | l4ndl0rd |\n| FGA | Gunny |\n| FGC | SilverKnight |\n| FGD | FatGod |\n| FGDC | DmitryAlekseyev |\n| FGF | DmitryAlekseyev |\n| FGS | FugaS |\n| FGSF | DmitryAlekseyev |\n| FGSV | DmitryAlekseyev |\n| FHA | AndyH |\n| FHI | foxhoundinternational |\n| FHPT | FourthPoint |\n| FHQ | Varanon, Alwarren |\n| FHT | JustNothing |\n| FHW | deralky |\n| FIA | Aeon & Edge |\n| FIAL | FIAL Mod |\n| FIC | Fiedelc |\n| FICO | nirtulys |\n| FIDEL | Fidel Tiger |\n| FIFOX | FirefoxZeroOne |\n| FIL | Filip5 |\n| FILIN | Filin |\n| FILO | [FILO] HuBBa |\n| FIN | Blaster |\n| FINCH | PlagueRaven_ |\n| FIR | Firewill |\n| FIRE | rocky_peter99 |\n| FIREW | brfire1980 |\n| FIRMA | jano20 |\n| FISK1 | CFisk36 |\n| FIST | GodsFist |\n| FIZ | PsychD |\n| FJT | Temme & Lagus |\n| FKMAP | [FK] Fred |\n| FL | Fountain Life |\n| FLA | Flatline |\n| FLAN | flanders25 |\n| FLAY | mrflay |\n| FLB | Floobie |\n| FLBBQ | spartan31337 |\n| FLC | mathematix |\n| FLF | F.Lundin \"Fox\" |\n| FLINT | AustinFlint |\n| FLK | Falklands MOD |\n| FLO | floosy |\n| FLP | FlipeR |\n| FLPI | ThePenguin |\n| FLS | flashist |\n| FLT | frankltcol |\n| FLY | McFly |\n| FMD | DmitryAlekseyev |\n| FMFG | red281gt |\n| FMODS | [FK] Fred |\n| FMP | SagaraSousuke |\n| FMS | FullMetalSoldier |\n| FMT | Santa Cruz |\n| FN07 | Mr Fatex |\n| FNC | Fincuan |\n| FNIX | Fnixer |\n| FNK | FatNinjaKid |\n| FNXD | mattiascibien |\n| FOA | Alucard_Voss |\n| FOCK | mikiej |\n| FOF | Falloutfun |\n| FOL | Folgore |\n| FOLEY | Foley |\n| FOLP | FossoresLP |\n| FOO | JamesF1 |\n| FOR | Fordy |\n| FORCE | CSF_Carlo |\n| FOS | Novaline |\n| FOSCO | FoSCo |\n| FOSSY | Novaline |\n| FOU | Unnamed |\n| FOUNTAIN | Fountain Life |\n| FOUZ | Acecombat |\n| FOW | Mathues82nd |\n| FOX | Foxhound |\n| FOX07 | Foxone007 |\n| FOX1 | FOXONE |\n| FOX2 | Fox2 |\n| FOXUS | fox |\n| FOXY | Foxy |\n| FOZZ | foxernator |\n| FPS | SoldierEPilot |\n| FPSH | fps_holland |\n| FR3EM | Fr3eMan |\n| FR4 | Fr4nKy |\n| FR83 | freeman83 |\n| FRA | FragileTNT |\n| FRAG | Fragsta |\n| FRAN | Le sicilien |\n| FRAN6 | FragileTNT |\n| FRB | Frostbite |\n| FRC | Pcorp |\n| FRD | Freddo3000 |\n| FRE | vixen |\n| FRE19 | Fred19 |\n| FRED | Fred bystrong |\n| FREEX | MrFreex |\n| FREEZ | Enfreez |\n| FREGI | Zomblard |\n| FRG | Fragorl |\n| FRK | FREAK |\n| FRL | FRL-Myke |\n| FRM | Freshman |\n| FRMAN | Freeman |\n| FRO | froesch |\n| FROMZ | Polo Fromz |\n| FROST | Frost993 |\n| FRP | Operation FrenchPoint |\n| FRS | Frost |\n| FRST | Frost |\n| FRT | Forrestal |\n| FRUMP | Frumpus |\n| FRXA | freexavier |\n| FRZ | frzburn |\n| FSB | First Scots Brigade |\n| FSCHJ | CrosShadow |\n| FSG | Floof |\n| FSH | Fishion |\n| FSMC | XxFri3ndlyxX |\n| FSQ | FatSquirrel |\n| FSS | FlySimy Studios |\n| FSTPC | SpawnThrasher |\n| FT | leba101 |\n| FTA | Fallen01135 |\n| FTB | M. Lee |\n| FTL | failtolawl |\n| FTR | fighter |\n| FTS | Sniperwolf572 |\n| FTS27 | FTS27boyscout |\n| FUD | Fudo |\n| FUHAC | Dylmar |\n| FUIN | Refurius |\n| FULLY | Fully |\n| FUN | Chain of Command Function Library Element |\n| FUNC | Worldeater |\n| FUNK | defunkt |\n| FUNKY | FunkyBunch |\n| FUS | HitmanFF |\n| FUT | Futek |\n| FUZZY | MikeD |\n| FVL | halfgamer |\n| FVN | DilutedSalt |\n| FVRIO | viarty |\n| FVT | Finlanders Vietnam Team |\n| FWA | FW200 |\n| FWB | FatWombat |\n| FWS | FailWithStyle |\n| FWW | Finnish Winter War modification |\n| FWW2 | h- |\n| FX2 | Fox2 |\n| FX2K | FX2K |\n| FX303 | FeliX303 |\n| FXL | LaserWiesel |\n| FXY69 | Foxy |\n| FY2 | Foxhound948 |\n| FZA | Franze |\n| FZY | MikeD |\n\n#### G\n\n|  |  |\n|---|---|\n| G1M3L | grimmeral |\n| G1RRL | grimmeral |\n| G2DX | .:mazed:. |\n| G2R | jasox54 |\n| G3698 | grimmeral |\n| G3NTL | G3nt13psyc0 |\n| G404 | deadbeat91 |\n| GA | The Gator |\n| GA2 | ga2 |\n| GAD | Aldo15 |\n| GAF | German Armed Forces Mod |\n| GAFFA | gaffa |\n| GAGE | Jsniper650 |\n| GAIA | Gaia |\n| GALVY | galvvy |\n| GAM | gamma |\n| GAMMO | paul gammage |\n| GANG | arsagang |\n| GAO | Gaosax |\n| GAP | Kalle |\n| GARB | Jacob_Mango |\n| GARE | SabreSharks |\n| GARR | Garritos |\n| GAS | Gastovski |\n| GAT | Gatsworth |\n| GAW | Galaxy At War Team |\n| GAZZA | Gazza |\n| GBA | GreenBeret |\n| GBAT | EckoMoire |\n| GBCO | Gbco |\n| GBL | Glowbal |\n| GBO | gabiroska12 |\n| GBR | GreenBeret |\n| GBS | GRUBES |\n| GC101 | Guy Cutler |\n| GCA | g3015867 |\n| GDC | Warzen |\n| GDI | RicoADF |\n| GDLD | Craziks |\n| GDR | NVA-Mod Team |\n| GDS | Geo-Dev Studios |\n| GDY | gordy |\n| GEARF | Flax |\n| GECKO | Gecko6 |\n| GEHCK | Gehock |\n| GEHOC | Gehock |\n| GEM | GemStar |\n| GENB | General Barron |\n| GEO | helpgeo5 |\n| GEOD | Jakerod |\n| GEOD5 | Jakerod |\n| GEOG | Jakerod |\n| GER | Gerben127 |\n| GEWS | Gews |\n| GFM | GodFather |\n| GFST | Ghost Forces Sniper Team |\n| GFX | GrayFox |\n| GGR | GeeGeeRaffe |\n| GGTP | geduardae |\n| GH05T | LaserWiesel |\n| GH0ST | LaserWiesel |\n| GHBBT | GodlikeHobbit |\n| GHCK | Gehock |\n| GHEN | Ghengis Khan Designs |\n| GHG | Jutka_GHG |\n| GHK | Bloberg |\n| GHORT | Ghorthor |\n| GHOST | radical.ghost |\n| GHOST79 | GH0ST |\n| GHOZA | fgfghoza |\n| GHS | GhostTeam1818 |\n| GHST | Ghost644 |\n| GHT | geoh13 |\n| GIAN | Giampy |\n| GIB | Gibbet |\n| GICVT | captnmericah |\n| GID | Lynx |\n| GIG | Ghost in the Grass |\n| GIJO | Aboode |\n| GIJOE | Gijoe775 |\n| GIL | fosko |\n| GILA | Gilatar |\n| GILIS | stuphor |\n| GILS | Gil Shannon |\n| GIM | grimmeral |\n| GIMP | Jona |\n| GIMP1 | Jona |\n| GINSU | Ginsu |\n| GISA | gug |\n| GIT | trinec |\n| GITM | Toppskillz |\n| GIX | Giorox |\n| GK | GameKnighted |\n| GKA | Gourka |\n| GKB | Gekkibi |\n| GLA | Glaedar |\n| GLAED | Glaedar |\n| GLAGINA | gulagina |\n| GLD | LegoUnicorn |\n| GLG | Athan |\n| GLR | Taskmaster65 |\n| GLT | Legislator |\n| GLTCH | TehGlitch |\n| GLTOP | Likeboss |\n| GLTOR | Likeboss |\n| GLUIP | Gluipertje |\n| GLXXY | Glxxyaj |\n| GM404 | Infoulein |\n| GMAN | gmangavin |\n| GMC | ADOGMC |\n| GMCN | GlitchedMan |\n| GME | gameer_77 |\n| GMEO | W0lle |\n| GMI | Gummi |\n| GMJ | gmJamez |\n| GMK | TheGmork |\n| GMM | GUSMARME |\n| GMO | GuantanaMo |\n| GMP | Gimplord |\n| GMR | goldmember13 |\n| GMRAL | grimmeral |\n| GMRAL | grimmeral |\n| GMRE | ghoulishpeach |\n| GMRL | grimmeral |\n| GMRR | grimmeral |\n| GMS | gms |\n| GMX | GeminiX |\n| GNB | Green and Blue Clan |\n| GNCIN | GenCincinnatus |\n| GNG | GNGNUT |\n| GNO | gnosis |\n| GNOVA | Gazpa Nova |\n| GNT | Gnat |\n| GNV | Gone Native |\n| GOAL | podjaa |\n| GOAT | Mr White |\n| GOBBL | THEGOBBLER |\n| GOBEL | Gobelgobel |\n| GOD | armygod |\n| GOE | PepinKr |\n| GOES | Teodosio Alforja |\n| GOG | Gogs |\n| GOGY | Gogy |\n| GOL | GOL Clan |\n| GOLD | NZXSHADOWS |\n| GOON | gibfender |\n| GOONS | GOON |\n| GOT2 | .:mazed:. |\n| GPA | Henrik |\n| GR33N | gREENbERRY |\n| GRACE | Grace |\n| GRAVE | Mr.Hatchet |\n| GRB | grazyboy |\n| GRCON | DeltaGhost |\n| GREAL | grimmreal |\n| GREEN | Greenman |\n| GRENA | Greenaa |\n| GREY | Soldierman |\n| GRF | GRFoxhound |\n| GRH | grhayes |\n| GRIFFY | Griff587 |\n| GRIM | grimesy |\n| GRK | Grokk |\n| GRL | grimmeral |\n| GRM | Grimfist |\n| GRML | grimmeral |\n| GRMRL | grimmeral |\n| GRN | GreenMonster |\n| GRNTS | Grunts1996 |\n| GRO | DilutedSalt |\n| GROTO | GGRotor |\n| GRRAL | grimmeral |\n| GRRL | grimmeral |\n| GRRR | grrrrobots |\n| GRRTH | Gauroroth |\n| GRSTR | grester |\n| GRT | Grotsky |\n| GRTR | grester |\n| GRU | massi |\n| GRUNT | Choctaw |\n| GRX | Gore |\n| GSAVA | GuySavage |\n| GSE | Fox2 |\n| GSEP | Green Sea Expansion Project |\n| GSF | Mr. Goodstuff |\n| GSG9 | Grenzshutzgruppe 9 |\n| GSH | Gunnery sergent Highway |\n| GSRI | www.gsri.team |\n| GST | Ghost |\n| GSTE | Vibes |\n| GSTUD | Gunther01 |\n| GSW | Lt_Phoenix |\n| GTA | ztrund |\n| GTBR | tuszynski |\n| GTF | inblow,jasox |\n| GTM | Ghostman |\n| GTOE | 22gtoe |\n| GTOWN | capn_blastoff |\n| GTV | HetzerGTV |\n| GTV2 | Esro |\n| GTWP | Evalach |\n| GUARD | Guardian |\n| GULAG | Warrior24 |\n| GUMA3 | Mr.M98 |\n| GUNIT | 50CENT |\n| GUNN | SGTGunner |\n| GURU | Guru Bear |\n| GUSTY | Gustyy21 |\n| GVKEY | gvn |\n| GW | Leone |\n| GW2 | Gulf War 2 Mod |\n| GWA | gwa2100 |\n| GWAR | Sham-13 |\n| GWD | coyote39 |\n| GWF | XxFri3ndlyxX |\n| GWN | Gwnsystems |\n| GWNAK | ZogMadDog |\n| GWP | shawm3 |\n| GWS | gonk |\n| GXW | Falk |\n| GZREP | GamerZ Repository |\n\n#### H\n\n|  |  |\n|---|---|\n| H34 | headup |\n| H3H | SaschQuasch |\n| H3K | h3killa |\n| H69 | Hellrazor69 |\n| HAAD | Tomek |\n| HAAS | Drofseh |\n| HAB | Hablos |\n| HAC | Hellenic ArmA Community |\n| HACV | Aplion |\n| HAF | Ex-RoNiN |\n| HAFM | Aplion |\n| HAGEN | Hagesol |\n| HAHN | Micaelhahn |\n| HAIZ | Haizor |\n| HAL | Blockdude |\n| HALF | Halftone |\n| HAM | HAMMY |\n| HAMM | Hammer |\n| HAMO | Hamo |\n| HAMU | chorodai |\n| HANDD | Harold_Hoffmann |\n| HAPPY | sebbe284 |\n| HAR | hartreinn2015 |\n| HARD | pochmann |\n| HARDY | Hardy |\n| HART | Hartwich |\n| HARZ | Harzach |\n| HAS | HoRi |\n| HASE | Schokohase |\n| HAT | Hattricx |\n| HATE | HateDread |\n| HAVE | TheDoctor63 |\n| HAVEN | utomnia |\n| HAW | Hawkins |\n| HAWAI | ArmedGaming |\n| HAWK | Hawk |\n| HAWKES | HawkesTFS |\n| HAX | Stanov |\n| HAZ | Hazjibab |\n| HAZC | HazardousChurch |\n| HAZCK | hazckar |\n| HAZE | Diablohaze |\n| HAZZR | Hazzr |\n| HBC | EggMcDragon |\n| HBF | Hunter Bluefire |\n| HBL | Herbal |\n| HBNJ | HoboNinja |\n| HBV | Humbugbananavan |\n| HC | leba101 |\n| HC1 | Hell's Circus |\n| HCC | cartmen180 |\n| HCMOD | SoldierEPilot |\n| HCOLL | cunamo |\n| HCP | Headcase9675 |\n| HCRHH | Hellcow_2RHh |\n| HCRT1 | hcrt1@hotmail.com |\n| HCX | HitCorp/Captain Kirby |\n| HDB03 | HDBrosky |\n| HDBW | Adler |\n| HDR | Hardrock |\n| HDS | Elliot Carver |\n| HDT | Linker Split |\n| HDV | House Divided mod |\n| HEA | Head |\n| HEAD | Jona |\n| HEAVY | Nullfati |\n| HED | Hedcrusha |\n| HED | Hedcrusha |\n| HEDO | hedoniix |\n| HEDU | Helmut Duregger |\n| HEG | ILLUXN |\n| HEH | Denisko-Redisko |\n| HEJ | HeliJunkie |\n| HEL | Helvete |\n| HEL4 | Helion4 |\n| HELI | rodhalberd |\n| HELLF | Hellfire |\n| HELYO | Heliioss |\n| HEM | pvtHenk |\n| HER | heros |\n| HERB | herb0021 |\n| HERO | MrHero55 |\n| HEX | Fate |\n| HEXA | IkåR |\n| HEXOM | Hexomanya |\n| HEXRP | HexReaper |\n| HEY | ferio29 |\n| HFF | HitmanFF |\n| HFM | Feldmann |\n| HFP | L0rd Vetinari |\n| HFPL | halfapple |\n| HFR | Helifreak |\n| HGFS | Konchjaz |\n| HGH | HenrikGH |\n| HGR | Foxy |\n| HGS | Ransid |\n| HH101 | headedhorseman101 |\n| HHSIR | HHSirbone |\n| HIA3 | btmoon17 |\n| HIC | Hiesc |\n| HIDE | hide86 |\n| HILL | Henrik |\n| HIM | Him-Self |\n| HIP | cunico |\n| HIPPO | couplewavylines |\n| HIS77 | Jona |\n| HIZ | Hinkkiz |\n| HJLA | Hejila |\n| HKA | Hunter Killers Addons |\n| HKK | Hawkkster |\n| HKS | Hara Kiri |\n| HLF | Hellfire257 |\n| HLO | Hailo2 |\n| HLS | Hawk_Silk |\n| HMADE | human626 |\n| HMFA | crazyDHarrison2 |\n| HMFA3 | crazyDHarrison2 |\n| HMG | Mast3r |\n| HMJ | Mayor |\n| HMLGT | Himmelsgott |\n| HMM | JamesF1 |\n| HMN | HumanNic |\n| HMO | Jimpy |\n| HMRMC | TemplarVX |\n| HMXS | Haych |\n| HNEG | h- |\n| HNG | thevisad |\n| HNK | hoink |\n| HNTR | JackalopeHunter |\n| HOB | Hobnob |\n| HOBO | HoboPacifist |\n| HOER | Soultakerl996 |\n| HOGS | hogscraper |\n| HOHO | HossHooray |\n| HOJO | HomerJohnston |\n| HOK | RavenDK |\n| HOL | PsychoChicken |\n| HOLDL | darpeyface |\n| HOLI | Holibu |\n| HOLIB | Holibu |\n| HOLY | Inblow |\n| HOME | spacenavy90 |\n| HOMJ | Homer Johnston |\n| HON | Hondobot |\n| HOP | Hoplite |\n| HOPL | Raven |\n| HOR | horrido |\n| HORDE | Das Attorney |\n| HORVA | Horvath |\n| HOSS | captainjack42 |\n| HOTZE | Hotzenplotz |\n| HOZ | Hoz |\n| HPS | Hooah! Production Studios |\n| HQR | Leo |\n| HRBLS | Hairballs |\n| HRD | SGTHardcore |\n| HRF | HRF_avenger |\n| HRG | ByteWad |\n| HRN | haroon1992 |\n| HRV | Hrvoje |\n| HRY | harry))) |\n| HRZ | Horizon |\n| HSP | humansteak |\n| HST | Mozz |\n| HTC | Hugo the Clown |\n| HTDM | Hektor_The_Dead_Medic |\n| HTGO | Helikaon |\n| HTK | Herratik |\n| HTM | Hitman0956 |\n| HTN | Norse_Harold |\n| HTR | h- |\n| HTR1 | frednaar |\n| HTRDW | Hotrodw |\n| HTRX | HunTRaX |\n| HUBBA | hubba |\n| HULK | HulkingUnicorn |\n| HUMPH | humphrey |\n| HUNTA | HuNtA |\n| HUSKY | Husky |\n| HVBS | Muzz123321 |\n| HWM | Hellenic Warfare Mod |\n| HWP | wizzywig/Hobbit |\n| HWZ | HOWZ1T |\n| HX001 | lululau8 |\n| HX002 | lululau8 |\n| HX003 | lululau8 |\n| HX1 | VUSN042 |\n| HYB | Hybrid |\n| HYPER | bijx |\n| HYPR | HarryPlobber |\n| HYRO | Hyronos |\n\n#### I\n\n|  |  |\n|---|---|\n| I2HI | LegaliseCheese |\n| I420 | smittyjergensen |\n| I44 | Invasion 1944 |\n| I444 | kekwood |\n| I878 | Lizardpile |\n| IAC | Gummybear_Qc |\n| IAN | Ian Malcolm |\n| IAP | RKSL-Rock |\n| IBER | Sovietzug |\n| IBL | Aka: Hugo_Bishop |\n| IBR | IceBreakr |\n| IBULL | Irish_Bu11et |\n| IBUX | ibux |\n| ICA | International Conflict:Armed Assault |\n| ICA3 | IC-Hit |\n| ICARG | TheIcarus |\n| ICE | Dr Eyeball |\n| ICEP | englishbullox |\n| ICET | iCEtIMed |\n| ICK | IceColdKilla |\n| ICKYN | ickynk |\n| ICM | Darylsteak |\n| ICO | Iconoclast |\n| ICP | ORCS Development Studios |\n| ICY | Icy |\n| IDA | IPDarby |\n| IDFH | idfhayal |\n| IDM | dragonsyr |\n| IEC9 | LinuxMaster9 |\n| IEG | Soul_Assassin |\n| IFEXP | jagy |\n| IGRX | IguanasaurusRex |\n| IGT | ingametek Studios |\n| IGW | walker |\n| IIW | Burt |\n| IJA | Itsjustale |\n| IKAR | IkÃƒÂ¥R |\n| IKE | Ike |\n| IKG | ikillglitch |\n| IKRS | Anthall |\n| IKSE | IKSE-Phoenix |\n| IKY | [icarus_uk] |\n| IKZ | ikiilzom |\n| ILL | TheIllest57 |\n| ILMAR | Ilmars |\n| ILS | Kammorne |\n| ILYA | ilya.erokha |\n| ILZ | redeye |\n| IMA | Reimarus |\n| IMB | Bremmer |\n| IMBEL | rodhalberd |\n| IMD | AAB |\n| IMF | Morgan Montiel |\n| IMIKE | iReckonItzMike |\n| IMUC | Iraqi Mod: Unforeseen Circumstances |\n| INACI | Inacio |\n| INC | Increment |\n| INCA | Le sicilien |\n| IND | Indieboi918 |\n| INDIE | Indie |\n| INF | infinity |\n| INFA | TheInfamousNA |\n| INFI | Infidel |\n| INK | Ink_25 |\n| INKO | Inkompetent |\n| INL | Inlesco |\n| INQ | InQUisiToR |\n| INR | iNeaR |\n| INRDF | International Rapid Deployment Force |\n| INS | Instructor |\n| INSET | InsetJesux |\n| INSNE | Insane |\n| INSOMNIA | Insomnia |\n| INT | Intruder |\n| INTER | interoth |\n| INV | Invasion 1944 |\n| IOH | Invasion of Holland |\n| IOM | McCabe |\n| ION | i0n0s |\n| IOSKY | Foxtrotter |\n| IOWAR | IO Warrior |\n| IPL | EddyStark |\n| IQQ | Synchronized |\n| IR0N | ir0n |\n| IR0N1 | Ir0n1E |\n| IRA | The_MusswaH |\n| IRDF | Irish Defence forces |\n| IRE | IrregularElements |\n| IRISH | Irishpride |\n| IRM | Sariel |\n| IRMA | saffuan666 |\n| IRO | Ironsight |\n| IRON | Ironman |\n| IRONX | ironxbay |\n| IRP | Phelps |\n| IRS | Imal rai Shakeen |\n| IRZ | I-RZ# |\n| ISAF | NZXSHADOWS |\n| ISCP | ISCP |\n| ISIL | Isildur |\n| ISIS | ISIS |\n| ISK | Mac Spliff |\n| ISKY | isky |\n| ISL | Buba |\n| ISLES | Willliam |\n| ISLSK | Foxtrotter |\n| ISMA | Isma22. |\n| ISN1P | isn1p3r |\n| ISO | iso111 |\n| ISOS | Isoterik |\n| ISOTE | Isoterik |\n| ISR | johnny0964 |\n| ISS | Schubi |\n| ISSK | Foxtrotter |\n| ISSKE | Foxtrotter |\n| ISSKY | Foxtrotter |\n| IST | Gruul |\n| ITA | colorchanger |\n| ITC | Scott Marshall(Nodrog1061) |\n| ITD | Bhaz |\n| ITLA | Itla |\n| ITZ | iTzREAPER |\n| IVH | [_PcE_]Bastian |\n| IWAS | iwasinnamuknow |\n| IWS | Iron Warriors |\n| IXWXI | IIxWALSHxII |\n| IZLK | iZunLeK |\n| IZU | Izu |\n| IZULK | iZunLeK |\n\n#### J\n\n|  |  |\n|---|---|\n| J117 | J117 |\n| J198 | jens198 |\n| J1FZ | technicalow |\n| J23 | jthil23 |\n| J2464 | James2464 |\n| J33 | Jonpas |\n| J45 | James45-Youtube |\n| J4CK | J4ckInTheB0x |\n| J4P | mp5gosu |\n| J6392 | crow |\n| J791 | J791 |\n| JAAJ | ARNPIK |\n| JAB | MrFlibbleUK |\n| JACK | Jackson.M |\n| JACO | JacoJazz |\n| JAD | gastovski |\n| JAE | Jaentzen |\n| JAFFA | Jaffa |\n| JAFKR | Jaffa |\n| JAH | Jahve |\n| JAKAL | JKL_ |\n| JAKE | Leehr_19 |\n| JALBY | yoomama |\n| JAM | JAM |\n| JAM1 | jam1234 |\n| JAMES | J_Goodwin16 |\n| JAN | D.Jankovic |\n| JANIN | polskimacerator |\n| JAP | jimbop |\n| JARNO | jarno1227 |\n| JASDF | Japan Air Self Defence Force Project |\n| JASS | DoktorDauerfeuer |\n| JAX | jaxCDN |\n| JAXX | Jaaxxxxon |\n| JAY | alan9413 |\n| JAYCD | JayCodes |\n| JAZZP | HotJazzCP |\n| JBAD | M1lkm8n and Smokedog |\n| JBCPP | Brendan |\n| JBOY | johnnyboy |\n| JBTO | Jabato |\n| JBU | JACKBU |\n| JBX | JoelBoiaX |\n| JBY | Jellybelly |\n| JC128 | JC128 |\n| JCA | jack4607 (Jimmy Bulmer) |\n| JCB | Cobra |\n| JCK | Jock |\n| JDAM | Spyder001 |\n| JDF | DiFool |\n| JDG | JDog |\n| JDGAR | jdgaravito |\n| JDO | JDoberman |\n| JDOE | JohnDoe |\n| JDP | JoeyD |\n| JED | Jedra |\n| JEDAN | Jesper |\n| JEFFS | jeffs |\n| JELLO | Jellow |\n| JELME | windo |\n| JELON | xarxil |\n| JEQ | JanusEQ |\n| JER | J3RICO |\n| JEREM | jelrite346 |\n| JERRY | jerryyou |\n| JESS | Scarletmaunka |\n| JESSE | jesse3339 |\n| JETKR | Jetkar |\n| JETS | Theflyingjets |\n| JEX | Colonel Jex |\n| JEY | JeyR |\n| JEZ | jez_CreepingDeath |\n| JF1 | JamesF1 |\n| JFK | foglemark |\n| JFL | JFL |\n| JFLEX | JFL |\n| JGAME | jgames |\n| JGBTL | Grey Wolf |\n| JGKP | Onizuka |\n| JGSDF | gachopin |\n| JHONK | LORDJHONKAS |\n| JHPPR | jerryhopper |\n| JHPR | joelbhv |\n| JICL | CornerWookie |\n| JJA | juanchoad |\n| JJB | The Jub-Jub Bird |\n| JJC | -----jayjayc----- |\n| JJH | Rellikplug |\n| JJS | Jenkins |\n| JJS87 | Ignor_Uhallus |\n| JKL | Junklord |\n| JKN | JKNuke12 |\n| JKR | Joker303 |\n| JKRPT | jKrapotke |\n| JLO | JohnO |\n| JMAD | MichaelJMAD |\n| JMADG | MichaelJMAD |\n| JMAN | Jona |\n| JMAP | Jsniper650 |\n| JMAS | Jochem |\n| JMB | JmB314 |\n| JMG | Scanger |\n| JMGJ | midgetgrimm |\n| JMN | j-man |\n| JMS | Herr Doktor |\n| JMS7 | jonassm |\n| JMSDF | gachopin |\n| JNA | Jona33 |\n| JNEEV | JNeeves |\n| JNGLZ | AnointedServant |\n| JNK | justJenkins |\n| JNS | Jonpas |\n| JNSN | Jensen, 16AA |\n| JOAOL | joaol |\n| JOAR | Joarius |\n| JOC | Mew_AG |\n| JODO | JohnDoe |\n| JOE | Joe Lemonade PSC |\n| JOE11 | jostler11 |\n| JOEL | joelbhv |\n| JOF | JorgF |\n| JOFB | John & FAB's work |\n| JOG | JesterOfGods |\n| JOH | Jonny |\n| JOHNS | sharkeye |\n| JON | Jonno |\n| JONA | Jona |\n| JONA7 | Jona |\n| JONAS | Jona |\n| JONS | Jonpas |\n| JORG | jorgchamorro |\n| JOSGC | JONeill |\n| JOTEL | jotel |\n| JPAJ | Jona |\n| JPH | jphacken |\n| JPJ | Jona |\n| JPL | James Lucas |\n| JPP | Japan Police Project |\n| JPS | SoldiA |\n| JPS1 | Juanp15 |\n| JPT | JahBit |\n| JPTIG | jptiger |\n| JR40 | juragan |\n| JRE | jelrite346 |\n| JRED | Jarob22 |\n| JREH | jelrite346 |\n| JRG | Jormangeud |\n| JRH | JRH |\n| JRS | JerStone |\n| JRS2 | Josep02 |\n| JSAW | James Sawyer |\n| JSDF | JSDF |\n| JSF | Grace |\n| JSF10 | Grace |\n| JSFHV | JSF 223 Havoc |\n| JSK | jusk |\n| JSN | Jonsson, 16AA |\n| JSP | Jakerod |\n| JSPH | Joseph |\n| JSRS | JSRSMod |\n| JSS | SultanJS |\n| JSY | Juisy |\n| JTAK | Takelmeifter |\n| JTD | JTD |\n| JTF2 | Psycho |\n| JTL | JackalTeamLeader |\n| JTOG | [1st JTOG] Cypher |\n| JTP | jtp54 |\n| JTR | jthered |\n| JUCIY | JuciyFruity |\n| JUDGE | Judge_Niklas |\n| JULIU | Arquilius |\n| JURA | Wollmilchsau |\n| JUTKA | Jutka_GHG |\n| JVG | asf |\n| JVS | Josef |\n| JW23 | kizio001 |\n| JWC | JW Custom |\n| JWMT | JWMissionTeam |\n| JWTG | JustWayTooGangster |\n| JYB | Yoshi |\n| JYK | Jekyll |\n| JYL | M. Vind |\n| JYNX | Jynx |\n| JZR | Jezuro |\n\n#### K\n\n|  |  |\n|---|---|\n| K000 | Ceary Gaska |\n| K10 | Killer10 |\n| K1920 | Reign19k |\n| K1MOD | kill1ng4nl |\n| K432 | Ceary Gaska |\n| K444 | Ceary Gaska |\n| KAAR | kaar |\n| KAG | KillerAussie |\n| KAH | Sneaky_elephant |\n| KAI | Kaiser |\n| KAIN | Kain_Lowsta |\n| KAL | Kaliyuga |\n| KALE | kalelele |\n| KALEL | fOkStROt |\n| KAM | reyemlrak |\n| KAN | Kanny |\n| KANOR | seytan69 |\n| KANZZ | canoekovski |\n| KAO | Ka-Oz |\n| KAP | Pr0t0s |\n| KARR | Karrmann |\n| KAT | kot |\n| KATE | Katekarin |\n| KATS | Katastrophenschutzmod |\n| KAUE | Kaue1996 |\n| KAUE2 | Kaue1996 |\n| KAZ | Ka-Oz |\n| KBC | SirClarks |\n| KBG | KaBoNG |\n| KBS | snajdan |\n| KCD | mrkarp |\n| KCT | Smootch |\n| KDL | König_der_Leere |\n| KDOKP | Insane / 7. Kommando Kompanie |\n| KDUBS | KDubs |\n| KEEF | KeefVCB |\n| KEG | Kegetys |\n| KEH | Kehlian |\n| KEHL | Bier AIG Kehlenschnitt |\n| KEIF | keif149 |\n| KEIKA | KantanKei |\n| KELLY | Cross |\n| KEN | kenta |\n| KENYA | puffadder |\n| KERN | KernalPanic |\n| KEXFM | ZOOmbi |\n| KEY | KeyCat |\n| KFC | GodTookMyKFC |\n| KGM | KailGale |\n| KH1 | ianbanks |\n| KHA | King Homer |\n| KHALI | Khalise |\n| KHAN | Ghengis Khan Designs |\n| KHI | ianbanks |\n| KHNTR | koalahunter |\n| KHOVA | Khovanet |\n| KHP | KansasHellPrairie |\n| KHS | Khayes |\n| KIA | Jona |\n| KIB | kiba3x |\n| KIII | Ceary Gaska |\n| KILO | KiloJules |\n| KIM | Beyrunn |\n| KIN | Kinnon |\n| KING | King_Pyrrhus |\n| KINGG | King_of_Gondor12 |\n| KINGT | KingTsunami |\n| KIO | Kiory |\n| KIR | Kirthi Iyer |\n| KIRU | Kirumy |\n| KISL | Ceary Gaska |\n| KISLA | Ceary Gaska |\n| KITRA | KillTrader |\n| KITTY | GetThatCat |\n| KIVEC | Kivech |\n| KIVI | Kivi |\n| KK44 | Ceary Gaska |\n| KKA3 | KokaKola |\n| KKB | KKB |\n| KKEIF | kaptinkeiff |\n| KKK | BlinkDog |\n| KKK4 | Ceary Gaska |\n| KKM | Kabala Konflikt Mod |\n| KKV | KokaKola |\n| KKY | Kronzky |\n| KLA | klavan |\n| KLAM | klamacz |\n| KLD | Klan_Destino |\n| KLEDO | k2 |\n| KLG | klgreload |\n| KLJ | excelsior |\n| KLL | kikill |\n| KLMK | Klamauk |\n| KLS | Killswitch |\n| KLU | klubargutan |\n| KMA | Smootch |\n| KMD | RainDrop |\n| KMDR | Kmdrfarsight |\n| KMK | Kammak |\n| KMP | the-f |\n| KMT | Krzycu |\n| KMZ | Kamizz |\n| KN7 | KimsterN7 |\n| KNDR | kondor |\n| KNG8 | king8bit |\n| KNO | knoedelsalat |\n| KNP | KP |\n| KNR | Keneraali |\n| KNT | kevsnotrev |\n| KNV | Knoxville |\n| KNX | Knoxxius |\n| KOBLD | TinfoilHate |\n| KOBRA | Zapata |\n| KOH | Alucard88 |\n| KOHL | icekohl |\n| KOJAK | Kojack |\n| KOM | Kombatkow |\n| KOMA | KomaKommander |\n| KOMP | Kompetenzz |\n| KOND | Ceary Gaska |\n| KONDO | Ceary Gaska |\n| KOR | Khorne |\n| KORB | Korbelz |\n| KORBI | Lt. Korbi |\n| KORVA | korvalaakari |\n| KOS | K0s |\n| KOSEI | NekoSensei |\n| KOT | SoldierEPilot |\n| KOZ | kozak |\n| KOZA | Kozach |\n| KPFS | Marseille77 |\n| KPH | Kill_Phil |\n| KRA | Hans von Zettour |\n| KRCE | Kristiyan Tsenov |\n| KRDKY | LinuxMaster9 |\n| KREM | Striborg |\n| KRG | Krieg |\n| KRGB | kbernges |\n| KRIJG | Krijag |\n| KRK | -=Kriesen Reaktions KrÃƒÂ¤fte=- |\n| KRL | Karlos |\n| KRNIS | MrFreex |\n| KROK | Krok |\n| KRON | Kronzky |\n| KRONI | Kronik |\n| KRP | TheLexoPlexx |\n| KRSJ | Kresjah |\n| KRY | Krynoc |\n| KRYPT | Kryptonite |\n| KRZ | KraveZ |\n| KRZYC | Krzyciu |\n| KSA | EleGhost |\n| KSH | Katla_Haddock |\n| KSN | Ksanatos |\n| KSR | kaiser_5sm |\n| KSZ | ks0908 |\n| KTE | KTottE |\n| KUANG | kuangmk11 |\n| KUB | kuba |\n| KUNAR | raptor_aviation |\n| KUP | kuplion |\n| KUR | Kuro |\n| KURAS | AhegaoMyEggao |\n| KUS | SmartGun [KUSARI] |\n| KVBDF | Vendaar |\n| KVS | Komplex |\n| KYL | kylania |\n| KZBK | 4Shades |\n| KZO | krzychuzokecia |\n\n#### L\n\n|  |  |\n|---|---|\n| L01 | LoserOne |\n| L2K | Legionary2000 |\n| L4145 | Liberation 1941-1945 |\n| L4Z0R | l4z0rr0b0tz |\n| L86 | Lifted86 |\n| LABS | luk108 |\n| LAC | Lacota |\n| LAE | Laertes |\n| LAF | Aidas |\n| LAGGY | laggy |\n| LAGNS | nigeyuk |\n| LAKOS | Laikos_Vidar |\n| LAMB | lambert |\n| LAN | Landdon |\n| LAND | Motra |\n| LARIS | Pierson |\n| LARS | Larrow |\n| LAST | Last Aussie |\n| LAT | l4t3 |\n| LATIG | black.dragoncr18 |\n| LATIN | StreetDog |\n| LAUTS | laustrike |\n| LAX | Laxentis |\n| LAZY | lambofgodz |\n| LBM | LBmaster |\n| LBT | Totor Jenkins |\n| LCA | Luca |\n| LCD | LCD |\n| LCDF | Lokiro |\n| LCK33 | luckywin3 |\n| LCO | LeadCommando |\n| LDA | Roaban |\n| LDG | Loc-Dog |\n| LDL | LurchiDerLurch |\n| LDN | Double Doppler |\n| LDTM | LtDanTheArmyMan |\n| LEARS | learsi0013 |\n| LEB | unknownx9 |\n| LECHO | elechos |\n| LEE | Lulee |\n| LEGIN | Legin88 |\n| LEGIO | Emiuz97 |\n| LEGIT | polskimacerator |\n| LEGS | LuckyLegs |\n| LEH | lendrom |\n| LEL | Barazin |\n| LEM | SubsidedLemon |\n| LEMIL | Felipe Leclerc |\n| LEN | LennyD |\n| LEO | Leonardus |\n| LEO1 | Leo_666_1 |\n| LEON | leonz2019 |\n| LEP | Lefterboy123 |\n| LES | Lester |\n| LESH | Leshrack |\n| LETH | Lethio |\n| LFMR | moonracer1313 |\n| LFN | LucaGER |\n| LFOV | FreddyCruger |\n| LG666 | [Gen]F.Larry-12thACR |\n| LG83 | Logan83 |\n| LGD | Loyalguard |\n| LHA | Laurenzl33 |\n| LIB | Liberation 1941-1945 |\n| LIBZ | Libz0rzz |\n| LILG | JasonO |\n| LILJE | thielbmw |\n| LINCE | Fr4nKy |\n| LIQD7 | liquid-7 |\n| LIS | lis |\n| LITTL | Littledog |\n| LIZ | Lizard |\n| LJPDZ | Proaf0 |\n| LK108 | luk108 |\n| LK40 | Skeltoras |\n| LKD | Kinch |\n| LKS | Vortex |\n| LKY | Locky |\n| LLAMA | Llama |\n| LLOBU | llobu |\n| LM | Lou Montana |\n| LMC | LimeCordial |\n| LMP | 33OF11PE00 |\n| LMS | Lockheed Martin$ch |\n| LNB | Lean Bear |\n| LNWH | loki72 |\n| LNX | Lanix |\n| LOBO | Lost Brothers Mod |\n| LOC | Lockers |\n| LOCKE | Locke@Germany |\n| LOEL | Hoyt |\n| LOGI | logi |\n| LOK | unloco |\n| LOKE | Loki |\n| LOKI | loki72 |\n| LOKII | Lokiro |\n| LOKIL | Lokiro |\n| LOKYI | Lokyi |\n| LOL | windo |\n| LOLMA | Smiffy |\n| LOLO | Mr Fatex |\n| LOLWHAT | WhatThe |\n| LON | vilnil |\n| LONDO | CTLondon501st |\n| LOP | Loopez |\n| LOR | Lorelei |\n| LOU | 2lou2 |\n| LOV | Mikjall |\n| LOVE | WonderMike |\n| LOW | LonelyWarrior |\n| LOWP | ajlex |\n| LPR | Diesel |\n| LQG | candle088 |\n| LRD | LORDREMCOK |\n| LRS | larsen |\n| LSD | sxpra |\n| LSGSP | Sportyha11 |\n| LSI | Liquid_Silence |\n| LSR | Laser |\n| LST | Lost_ofp |\n| LSTF | Nojuxxs |\n| LSW | liammanator |\n| LT1 | Lieutenant |\n| LTH | Lt HuNTeR |\n| LTK | LoTekK |\n| LTM | Lt.Meerkatflyer |\n| LTS | A8B7C6 |\n| LTU | ofpartizan |\n| LTZK | latzka |\n| LUCA | lucasmelo |\n| LUCAS | SeriouK1LLS |\n| LUCCI | rodhalberd |\n| LUFT | Starluft |\n| LUGS | Softpoint |\n| LUKIS | lukis_spectre |\n| LUM | Lumme |\n| LUMA | Eluminate |\n| LUMOD | LupusTheCanine |\n| LUNAR | Lunarrabi |\n| LUPO | McLupo |\n| LURCH | LurchiDerLurch |\n| LUT | lut |\n| LV412 | Saethkept |\n| LVH | LokiVH |\n| LVW | Lovwyr |\n| LWOF | lobo |\n| LWOLF | lobo |\n| LWP | LWP MOD |\n| LWRET | Lost World Returns |\n| LWZ | LegaWarz |\n| LYGD | Loyalguard |\n| LYNX | TinfoilHate |\n| LYNXM | Lynx |\n| LYRA | LyraGuy1985 |\n| LZK | LizardKing |\n| LZONE | antonin86 |\n| LZX | LizardX |\n\n#### M\n\n|  |  |\n|---|---|\n| M0100 | Michael0100 |\n| M10ER | Mountaineer |\n| M152 | MachinistG |\n| M1J66 | mjdigit |\n| M1LK | M1lkm8n |\n| M1X | M1XT3NZ |\n| M2033 | konna |\n| M225 | AlexMcClaine |\n| M2OP | Sgt Mix |\n| M3M | mcmatrix |\n| M3TAZ | Mootaz20Khelifi |\n| M4XD | M4xD |\n| M59 | Mysterion59 |\n| M64 | massi64 |\n| M720 | m720 |\n| M90 | granQ |\n| MAA | MAA |\n| MAALL | mja2106 |\n| MAAM | Mutually Accepted Ammo & Magazines |\n| MAATZ | Maatz |\n| MAC | Samu |\n| MACAM | macamur2 |\n| MACD | mattmac76 |\n| MACE | SoldierEPilot |\n| MACEC | flup52 |\n| MACG | macguba |\n| MACH | fragmachine |\n| MAD | mollusc |\n| MAD3 | fogu |\n| MADL | Cowboy |\n| MADQC | Madelinot |\n| MAF | MAAC & MARFY |\n| MAFF | iiMaffasouras |\n| MAFIA | luckyluciano |\n| MAG | alimag |\n| MAG01 | Gizmo258963 |\n| MAGBJ | Benjellio |\n| MAGUM | Magnum |\n| MAHP | mahp |\n| MAHT | Maht |\n| MAJ | McHide |\n| MAJAR | Majarkin |\n| MAJO | majoess |\n| MAJOO | Majoolwip |\n| MAK | Makhno |\n| MAKAR | Makarenko |\n| MALIC | Malicidus |\n| MALKE | malkekoen |\n| MALYN | Scott Malyn |\n| MAN | M4NUM4N |\n| MANA | Manason |\n| MANAP | exitbrexit |\n| MANDI | KlosTher |\n| MANDO | Mandoble |\n| MANGO | MangoAU |\n| MANNY | kingmanatea |\n| MANX | vaida |\n| MAO | Mangoo |\n| MAP | Mapfact |\n| MAP1 | ItsCane |\n| MAPL | Santa Cruz |\n| MAPLE | Maple_Syrup32 |\n| MAPZ | owej |\n| MAR | Meatball0311 |\n| MARC | Marcooo |\n| MARF | Manyack |\n| MARGE | Dealbreaker Jones |\n| MARKY | markypea |\n| MARLA | MarineLayer |\n| MARO | MattRoch |\n| MARQ | hugoomarques |\n| MARS | Rastafa |\n| MARSU | goldfinger |\n| MART | PhonicStudios |\n| MARTI | MartinFrost |\n| MAS | massi |\n| MASH | masheads |\n| MAT | McLupo |\n| MAT56 | matty5665 |\n| MATH | Maddmatt |\n| MATT | Mad |\n| MATTY | matty45 |\n| MATZ | Matt_T |\n| MAU | Maurin080 |\n| MAUR | Maur |\n| MAV | Maverick |\n| MAW | mwise |\n| MAX | max |\n| MAXVI | Maxvil |\n| MAXZ | MaxZ |\n| MAY | mayrhofen |\n| MAYD | mayday simulations |\n| MBART | mikebart |\n| MBG | Mondkalb |\n| MBK | The Milky Bar Kid |\n| MBM | Martin_BM |\n| MBMC | MBMC |\n| MBOI | Mahboison |\n| MBRAS | rodhalberd |\n| MBT | rodhalberd |\n| MC134 | maca134 |\n| MC225 | Philipp S. |\n| MC5TH | Sablerno |\n| MC9 | Macko |\n| MCAR | mcar engine |\n| MCB | McBeardy |\n| MCC | Bloberg |\n| MCCL | AlexMcClaine |\n| MCDEE | sapharion |\n| MCG | McGough |\n| MCGEE | McGee |\n| MCH | McHale |\n| MCK | Macolik |\n| MCL | mattaust |\n| MCLU | McLupo |\n| MCMC | McMonkeycho |\n| MCOM | Mission Command |\n| MCON | Max Conway |\n| MCORD | matheuscordeiro |\n| MCP | MrCrispPacket |\n| MCR | MasterCipher |\n| MCRD | raptor 6 actual |\n| MCS | Semajnad |\n| MCSR | Macser |\n| MCSS | Mad_Cheese |\n| MCY | MercenaryS |\n| MDA | US Marine and Deadsoldier |\n| MDAYZ | xdeejaycrazyx |\n| MDCD | Michael Dorosh |\n| MDF | Smootch |\n| MDG | mdavidg |\n| MDI | Magen David Industries |\n| MDK | Elffi & too_Frosty of Marduk |\n| MDO | Marek779 |\n| MDR | mdr |\n| MDS | MadDuck Studios |\n| MDS17 | Fossil |\n| MDSA | MenaceMedusa |\n| MDSL | Mauricio_Souza_Leon |\n| MDT | Maddmatt |\n| MDX | MadDogX |\n| MEA | Makad |\n| MEATY | ChristmasMeat |\n| MEB | Munk-E-Boi |\n| MEC | Mendip Editing Consortium |\n| MECHA | Mechanite |\n| MED | Denisko-Redisko |\n| MEDI | SyntaxMedium |\n| MEE | Oxigeno |\n| MEF | Mattastic |\n| MEFA | Melissa |\n| MEH | MehMan |\n| MEI | todschlaeger |\n| MEKA | Meka |\n| MEL | Mellis |\n| MEMO | alex31535 |\n| MERCS | AK-Chester and AK-George |\n| MERCY | Mercy |\n| MERCZ | Merczateers |\n| MERIC | mericerenler |\n| MERL | Merlin |\n| MES | messiah |\n| MESH | meshcarver |\n| MET | Double Doppler |\n| METRO | Hazckar |\n| MEU | 11thMEU Kavinsky |\n| MEU13 | Degray |\n| MEWLE | mewle |\n| MEX | \"México en Guerra\" Mod |\n| MEXT | MexterInfinite |\n| MEZ | Itsmez |\n| MFAF | Mod Armée Française |\n| MFB | Major Fubar |\n| MFMP | MrFarmer |\n| MFOUR | Maxvil |\n| MFP | The_MusswaH |\n| MGA | warlord |\n| MGG | Messiah and Greatgraddage Productions |\n| MGI | Pierre MGI |\n| MGS | Metal Gear Mod |\n| MHE | Fumbles |\n| MHJ | MaHuJa |\n| MHL | Mikhail |\n| MIA | MadAussie |\n| MIC | michiyl |\n| MIDF | The_Blink |\n| MIG | mig |\n| MIHKL | TheMihikle |\n| MIK | M.K. |\n| MIKE | freda |\n| MIKEB | HellfireVevo |\n| MIKEY | ciscomikey |\n| MIKRO | Mike Andrew |\n| MIL | Forest |\n| MILER | mileredit |\n| MINER | Minermail01 |\n| MINF | Minf |\n| MINT | mintblackbeard |\n| MIP | micropilot |\n| MIQ | miq |\n| MIR4G | Miragexl |\n| MIROS | nico100 |\n| MIS | Misch |\n| MISU | Misu |\n| MISU1 | Castiel |\n| MIW | annihilator825 |\n| MIZOU | Mingala |\n| MJB | Blath |\n| MJD | Marshal_Jud |\n| MJDI | mjdigit |\n| MJDIG | mjdigit |\n| MJDII | mjdigit |\n| MJR | MJRamon |\n| MJW | Major Woody |\n| MK4 | mikey |\n| MK5 | Mk5 |\n| MKD | vasmkd |\n| MKD3 | MKD |\n| MKEY | CRUDER |\n| MKH | Elfogadodhe |\n| MKK | xorforever |\n| MKM | Marksman |\n| MKP | monkeyking |\n| MKVMC | Kursius |\n| MKY | m0nkey |\n| ML559 | MiffedLyric559 |\n| MLI345 | Bread Boi |\n| MLK | Milkduster |\n| MLM | Mellem |\n| MLOS | Marlos |\n| MLV | MOD Malvinas |\n| MLW | MakeLoveWork |\n| MM100 | Minimedic100 |\n| MMH | MMHTsunami |\n| MMK | MorMel reKreations |\n| MMP | Military Mod Project |\n| MMS | Marccom |\n| MMT | sgtjonn |\n| MMU | Mission Makers Unit |\n| MMX | Madus Maximus |\n| MMXX | .:mazed:. |\n| MNICK | mnickels |\n| MNKY | Jona |\n| MNKY | Jona |\n| MNKY | Jona |\n| MNKY | Jona |\n| MNN | marcosfnjf |\n| MNYET | monyetswa |\n| MOACH | moach |\n| MOBY | Pro X |\n| MOD | rodhalberd |\n| MODBR | rodhalberd |\n| MODEM | modEmMaik |\n| MOK | bruteforce |\n| MOKKA | Mokka |\n| MOLO | Antonio Molo |\n| MOM | Mother |\n| MONS | BlueMonstro |\n| MONSI | tjmonsi |\n| MOO | mooncaine |\n| MOOF | Moofins |\n| MOOG | Moog |\n| MOON | moonunit42 |\n| MOPS | CfX |\n| MOR | Morloc |\n| MORI | Moriquendi |\n| MORS | 5133p39 |\n| MORTS | Morts |\n| MOS | mossy |\n| MOSH | Mosh |\n| MOT | Motan |\n| MOTIN | Motionman2008 |\n| MOTO | BigBen |\n| MOTOR | rodhalberd |\n| MOU | Bell.K |\n| MOW | Machines of War |\n| MOX | MOXYJR |\n| MP15 | Mantis |\n| MP62 | Martinp62 |\n| MPC | MultiPlayerCampaign |\n| MPJ | Alezil |\n| MPMC | GTR-34 |\n| MPS | Double Doppler |\n| MPU28 | kilroy952 |\n| MPY | Moppy |\n| MQS | muriloqsiqueira |\n| MR85 | Master85 |\n| MRAB | madrabbit711 |\n| MRB | burns |\n| MRC | Mrc |\n| MRCA | MarcAlecai |\n| MRCHO | MrChow |\n| MRCMP | MrCappuccino |\n| MRF | MrFata |\n| MRG | Mrgascat |\n| MRK | Operation Merkur MOD |\n| MRM | Mr-Murray |\n| MRMP | MrCappuccino |\n| MRO | MisterO |\n| MROM | Mromson |\n| MROP | MrOwl |\n| MRR | mikro |\n| MRS | MrSherenai |\n| MRSOC | MrSocomDude |\n| MRT | MRT Accessory Functions team |\n| MRVL | 2020Visionbut |\n| MRY | Cadilakor |\n| MRZ | MarcesscoMalkyre |\n| MS | Dragnipur47 |\n| MSA | Petie |\n| MSALT | MashedSalt |\n| MSBR | TRStinky |\n| MSD | MustDie |\n| MSDA | MrSocomDude |\n| MSFIT | MisfitMaid |\n| MSH | Messiah |\n| MSK | Morthon |\n| MSKEY | DineiDevos |\n| MSMAP | brunoroseni |\n| MSOT8 | Stump |\n| MSP | Schilp |\n| MSS | Spence |\n| MST | Mostly |\n| MSTEV | MRsteve |\n| MSTH | [25th]Mountain Sheep |\n| MSTK | KaulTheMystic |\n| MSWD | Thereal-Chaseman |\n| MT6 | Kokuroku |\n| MTAC | Helikaon |\n| MTB | MintyBoy |\n| MTBR | fuchsmulder |\n| MTCS | TheodoreM |\n| MTEST | defusL |\n| MTF | SenorMeltyface |\n| MTG | lifeman |\n| MTH | motho38 |\n| MTI | Mokka/MokTech Industries |\n| MTL | Metal Productions (Mads Furuvald) |\n| MTM | Mr.ThunderMakeR |\n| MTN | MaxQ |\n| MTP | flaber |\n| MTS | Tojo |\n| MTY | Matyboy |\n| MUD | Mud_Spike |\n| MUG | GodsFist |\n| MUHO | FDFj |\n| MUKI | loki72 |\n| MULF | TheSlufs |\n| MUN | robert.munsey |\n| MUNKE | Mun_key |\n| MUPLA | multplaneta |\n| MUR | J_Murphy |\n| MURU | MugRuncher |\n| MUX | MiauX |\n| MVH | Mad Vince |\n| MVR | mav |\n| MWD | mwd2 |\n| MWDOD | MWDodo |\n| MWILL | M.Wills |\n| MX | CRUDER |\n| MXB | Mikeyxb |\n| MXRY | Mixuray |\n| MXY | MOXY |\n| MYM | MightyMouse |\n| MYMAP | orcadontist |\n| MYN | MooN |\n| MYT | Foley |\n| MYUH | Jerimiah |\n| MYZ | Yazza |\n| MZA | Milky Bar Kid and Zippy Productions |\n| MZP | MiszczuZPolski |\n\n#### N\n\n|  |  |\n|---|---|\n| N0VA | novadose |\n| N19 | Nano19 |\n| N21 | At.St_Walker |\n| N4DZ | namco-4 |\n| N4P | XylofonKobra414 |\n| N9NE | Midnightorder |\n| NAAKK | naakkaparturi |\n| NAAXA | naaksa |\n| NAC | Larner6903 |\n| NAF | Nogovan Armed Forces Mod |\n| NAIL | Nailbomb72 |\n| NAK | Vile Ace |\n| NAKED | burtnaked |\n| NALKSTUF | Nalkarauke |\n| NAM | GodsFist |\n| NANAT | DilutedSalt |\n| NAPPA | GHoST_NApPA |\n| NARA | Naranox |\n| NARD | Nardypants |\n| NAS | Ylguf |\n| NASCO | Nascosta |\n| NASSF | Black_Mantis |\n| NATE | NAtionale Anti Terror Einheit |\n| NATO | moritus |\n| NAVAL | rodhalberd |\n| NAZ | Rednaz |\n| NBELL | Nicholas Bell |\n| NBW | Nathan White |\n| NCA | Nica |\n| NCAFF | NCaffrey |\n| NCE90 | NickEd90 |\n| NCK | nick15654 |\n| NDAC | nikos85 |\n| NDJ | affraid |\n| NDRN | Frostie |\n| NDS | Neddles |\n| NEA | NeoArmageddon |\n| NEAL | nealsch |\n| NEKO | kuroneko |\n| NEL | Nelios |\n| NEM | Nemesis |\n| NEO | beowulf2014 |\n| NERD | MrBoolean |\n| NEREF | nÃ©rÃ©flo |\n| NERO | Nero1986 |\n| NETRS | George V |\n| NEU | qba69 |\n| NEURO | luckyluciano |\n| NEW97 | sampmapper |\n| NEWLF | Roran |\n| NEWOR | burrd |\n| NEXUSZ | sebafreitas |\n| NEY | Neymeyer |\n| NEZEL | hassenhoff |\n| NF | h- |\n| NF404 | Help_Im_Lost |\n| NFACE | rodhalberd |\n| NFC | Sauce, Mr_Sulli_Van |\n| NFC3 | rodhalberd |\n| NFCW | h- |\n| NFS | Nfshotrods |\n| NGG | Greatgraddage |\n| NGL | NextGen |\n| NGM48 | NGM48 |\n| NGP | tipster1;Thomas White;Greg Smith;Floyd |\n| NGS | JustKidding |\n| NHK | lordkezlar |\n| NHS3A | TheHutch |\n| NIBB | fivenine |\n| NIGHT | Nightwish1978 |\n| NIK | nik |\n| NIKE | TheNiki |\n| NILCO | Nilcoireion |\n| NIM | Northern Ireland Mod |\n| NIN | GirrTheNinja |\n| NIS | ejlemaire |\n| NIT | NITRO |\n| NIX | Nixer |\n| NJDR | affraid |\n| NKI | LEGION-Niki |\n| NKM | x2dezjohn |\n| NKNWN | Unknown |\n| NKT | NekoTracker |\n| NLAF | VXR |\n| NLBS | ItsJustStan |\n| NLD44 | Tuttie |\n| NLDAF | OfficerGek |\n| NLDO | Smootch |\n| NLF | killmito |\n| NLK | Filisecond |\n| NLM | Fishu |\n| NLRP | Guy Cutler |\n| NLS | nameless |\n| NMA | Noma |\n| NME | neomagus00 |\n| NML | No Man's Land |\n| NMM | Nuclear_Man |\n| NMMOD | Nuclear_Man |\n| NNA | NNA |\n| NNM | Bloberg |\n| NNYA | MacBoy |\n| NOAF | Stiltman |\n| NOBAF | burns |\n| NOBL1 | NoblGaming |\n| NOF | freddern |\n| NOLAG | nominesine, Laggy |\n| NOM | Norwegian Mod team |\n| NOMAD | Nomad Mod |\n| NOMEX | Nomexe |\n| NOMIN | nominesine |\n| NOMM | FearsomeFenrir |\n| NON | Noone |\n| NONEL | Nonel |\n| NOOK | el_P |\n| NOOKA | el_P |\n| NOOR | noordo |\n| NOOVA | Novaline |\n| NOQ | NoQuarter |\n| NOR | NoRSu |\n| NORAC | norac145 |\n| NORAF | SceneryExplosion |\n| NORD | Nordbo |\n| NORG | NorGear Norwegian Armed Forces |\n| NORRN | norrin |\n| NORTH | h- |\n| NOSE | Nosebai |\n| NOT | Notorious |\n| NOU | NouberNou |\n| NOVA | RattSplat |\n| NOVAL | Novaline |\n| NPAM | Nam Pack Air Module |\n| NPC | SoldierEPilot |\n| NPCIT | Chuck Lebug |\n| NPE | nick103 |\n| NPM | SBSmac |\n| NPTO | Not_PotatOS |\n| NPTW | Napoleonm97d |\n| NPW | GioSoupnazi |\n| NRC | enarcy |\n| NRPG | Nerds RPG |\n| NRPL | SrDaju |\n| NSBM | Blood Eagle |\n| NSC | RobertJonesNSC |\n| NSH | NSha1D0W |\n| NSN | NotSoNinja |\n| NSOF | Proxno |\n| NSS | feb199 |\n| NST | Sumrak |\n| NSW | NinjaSayWhat |\n| NSWC | VUSN042 |\n| NSZ | CartoonrBOY |\n| NTHB | NotaHappyBunneh |\n| NTM | NATOMOD |\n| NTMO | Notmo |\n| NTX | nuttex |\n| NUGS | Nuggit |\n| NUKAF | Nikeleye |\n| NUKE | NukePlant |\n| NUM1 | rpoltera |\n| NUN | NunoArstotzka |\n| NUT | The KMan 3000 |\n| NUTT | NuttyRabbit |\n| NUTWK | NUTWORKS |\n| NUX | nuxil |\n| NV1 | Natversion1 |\n| NVA | NVA-Mod Team |\n| NVB | NavyBauer |\n| NVBX | Nevbox |\n| NVCHK | novacheck |\n| NVTS | Legenden |\n| NWD | NonWonderDog |\n| NWDUL | j.ty.hall |\n| NWF | spacecadett |\n| NWO | NonovUrbizniz |\n| NWOLF | Nightwolf |\n| NX576 | RSF_Horn |\n| NXG | NxG_Anima |\n| NXS | sebafreitas |\n| NYLON | CoreNylon |\n| NYP | Singapore Home Grown MOD |\n| NZB | Botanicus |\n| NZBT | Botanicus |\n| NZDF | New Zealand Defence Force Pack |\n| NZDF2 | NZDF CRASH |\n| NZDF3 | NZDF CRASH |\n| NZDFX | A6 Intruder |\n| NZL | almostOVERDOSE |\n| NZLIF | iTzZJas0n |\n| NZX | MR.B |\n| NZX1 | NZXSHADOWS |\n| NZX2 | NZXSHADOWS |\n| NZX3 | NZXSHADOWS |\n\n#### O\n\n|  |  |\n|---|---|\n| O1S | osol1tair3 |\n| O311 | Cavs0311 |\n| O3T | [L2K]s German Addon Tutorial Vers. 3 (ArmA) |\n| O521 | theforeseen |\n| OAC | kju |\n| OAP | respawn |\n| OAW | The Omega & a-lone-wolf |\n| OBE | moberfel |\n| OBL | obliv1on |\n| OBO | Onkel Bo |\n| OC1 | spartancain |\n| OCD | Nixon |\n| OCF | MOODQX |\n| OCR | ocramweb Team =DST= |\n| OCRAM | ocramweb |\n| OCT | Octavian |\n| OCU | 0cular |\n| ODIN | cabewz |\n| ODN | j-man |\n| OEMOD | TomNedry |\n| OFC | hdchristopher |\n| OFCRA | OFCRA |\n| OFD | OFP_f3d3 |\n| OFFG | oifriendlyfire |\n| OFP | todschlaeger |\n| OFPDB | Operation Flashpoint Mission Database |\n| OFPEC | OFPEC |\n| OFPIP | the-f |\n| OFPL | PL Mod |\n| OFPS | SoldierEPilot |\n| OFPTF | MI_Fred |\n| OFR | einstein44 |\n| OFRP | OperationFrenchPoint |\n| OG420 | Stickyfingaz |\n| OGD | SpikyPlatypus |\n| OGI | obren2obren |\n| OGR | DavidAtheist |\n| OGRE | OldGit |\n| OGRM | outlookgrim |\n| OHL | K9 |\n| OKA956 | Oka956 |\n| OKI | antoniv |\n| OKO | okoman |\n| OKT | oktane |\n| OKTY | Oktyabr |\n| OKW | Vernichtend |\n| OLDBR | OldBear |\n| OLLI | Peter Haroski |\n| OLY | olympi |\n| OMA | OMaHTLD |\n| OMAHA | seethingword |\n| OMB | Cryptid87 |\n| OME | Omega |\n| OMG | The Omega |\n| OMGI | NonovUrbizniz |\n| OMP | Pillord |\n| ONE | p1 |\n| ONE8 | oNe8s3v3N |\n| ONFS | operation flashpoint need for speed team |\n| ONIX | DBR_ONIX |\n| ONK | Onkel Bo |\n| ONS | Abs |\n| ONU | sonoboss |\n| ONY | VivaLaViper |\n| OO9 | mag009 |\n| OOG | Oogieboogie |\n| OOO | IMASoft |\n| OORAH | JamesGarrison |\n| OP1 | jimdangle |\n| OP4 | ViperMcgee |\n| OPB | Operation : Barbarossa team |\n| OPEF | Operation Enduring Freedom |\n| OPF | mr_shady |\n| OPFG | bob123 |\n| OPFL | Goschie |\n| OPFOR | LoupVert |\n| OPG | overpricedgorilla |\n| OPGWC | Leone |\n| OPJ | Jona |\n| OPK | Frandsen |\n| OPKID | Aldrone |\n| OPP | Jona |\n| OPT | Ultimatum |\n| OPTRE | thedog |\n| OPX | Opteryx |\n| ORBX | BinaryPi |\n| ORC | Orcinus |\n| ORCUT | Firsk |\n| ORDER | TheOrdersMaster |\n| ORE | DavidAtheist |\n| ORF | Macko |\n| ORION | Orion |\n| ORLY | OrlyNO |\n| ORM | oRobin |\n| ORNG | AppleOrange72 |\n| ORS | orsone |\n| ORUST | Vargen |\n| ORWEL | Orwell |\n| OS11 | hupfer |\n| OSCER | OscerMike |\n| OSE | Operation Snakeyes MOD |\n| OSH | oshovah |\n| OSK | Oskar |\n| OSKO | Russellocean |\n| OSS | GingaWRATH |\n| OSSR | Faly |\n| OTCP | Sgt. Anderson/Trident Team |\n| OTE | otectg |\n| OTI | banini |\n| OTL7 | Outlawz7 |\n| OTT | Ottie |\n| OUB | OutbreakeR |\n| OUF | Operation Urgent Fury Mod |\n| OUT | Outlander |\n| OUTER | OUTER GAMER |\n| OVAS | ovas11 |\n| OVI | Ovibag |\n| OVT | aaronstatic |\n| OW3 | Overwatch3 |\n| OWAR | Cienias |\n| OWL | O:W:L |\n| OWN | Mellis |\n| OWNER | LaserWiesel |\n| OWP | Our Weapons Project (Nashe Orujie) |\n| OWWW | OwwwThatHurts |\n| OXI | Oxi |\n| OYMAN | oyman |\n| OZ | KatataFish |\n| OZ3D | Ozono |\n| OZR | DragoMican |\n\n#### P\n\n|  |  |\n|---|---|\n| P0INT | p0int |\n| P11 | podvoxx |\n| P1350 | Phoenix1350 |\n| P141 | itzphi |\n| P3P | PepperMenthe |\n| P613 | xXExiledPandaXx |\n| P77 | Jona |\n| P82 | CimaleX |\n| P88 | Fuggschen |\n| PABLO | PabloDiablo |\n| PAC | zGuba |\n| PACK | thepackett |\n| PACP | zGuba |\n| PAF | Pafetik Bazerka |\n| PAJ | Jona |\n| PAK | Pakman |\n| PAL | Paladin |\n| PALO | Palono |\n| PANDA | [K.I.A.murcia] PandaPilot |\n| PANIC | FranticPanic |\n| PANTH | panthera283 |\n| PANTS | Pants_Johnson |\n| PANTZ | SilentPantz |\n| PAR | johnparker |\n| PARA | Paralyzed |\n| PARAS | Stealth_Alpha |\n| PARSC | parsec |\n| PARTZ | Pvt. Partz |\n| PAS | People's Army Studio |\n| PASKA | Laur1x |\n| PATAG | cptnnick |\n| PATCH | patchs |\n| PATHF | thecleaner |\n| PAULS | Pauliesss |\n| PAVE | allergic2life |\n| PAYRO | Payrot |\n| PAZ | pazzze |\n| PAZE | Paze |\n| PBC | pbcrazy |\n| PBIT | paritybit |\n| PBJ | suhsjake |\n| PBL | Paintball Mod |\n| PBM | Paintball MOD |\n| PCA3 | PolyCat |\n| PCANE | pcaneto |\n| PCP | BBaY |\n| PCRPG | SpawnThrasher |\n| PCV | pcverden |\n| PDB | Pandoras Box |\n| PDC | MiraJu |\n| PDG | XianGrim |\n| PDH | PanDemiHuman |\n| PDT | Fawks |\n| PEACE | peacebob |\n| PEARL | seethingword |\n| PEB | Prancer |\n| PEC | lucapec |\n| PED | Predator |\n| PEDRO | Pedro |\n| PEE | needaweeman |\n| PEER | Peer |\n| PEG6 | BrenGun |\n| PEGY | PegarosCZ |\n| PEK | Pek |\n| PEN | pennyworth |\n| PENG | PenguinInATuxedo |\n| PENIS | Sydcul |\n| PER | Pachacutec |\n| PERC | Colonel_Moustache |\n| PERCD | PerceptionD |\n| PERGR | PervasiveGroove |\n| PERP | Perpetual |\n| PERRY | perry_rhodan |\n| PESTIS | Bilgecrank |\n| PET | Russellocean |\n| PET17 | peter1415 |\n| PET24 | Petrich |\n| PETNC | prestonchism5 |\n| PEUH | 11004757 |\n| PFE | TheWaltsu |\n| PFH | Pfhaota |\n| PFLP | LCD |\n| PFU | PuFu |\n| PFVK | paulofvkbo |\n| PFWD | ThePointForward |\n| PGKGH | eniac94 |\n| PGS | pablogsalto |\n| PH1 | Palehorse1 |\n| PHA | Phantom |\n| PHAHX | bluu |\n| PHE | Phemetrix |\n| PHER | pherik |\n| PHIL | phillyb |\n| PHU | Phusck |\n| PIE | pi123263 |\n| PIERS | Pierson |\n| PIKE | pike713 |\n| PILOT | Student Pilot |\n| PINGU | pingu |\n| PINV3 | mortdurone |\n| PIRAT | PIRAT |\n| PIXEL | Chicago |\n| PJ1 | Jona |\n| PJ111 | Jona |\n| PJ12 | Jona |\n| PJ77 | Jona |\n| PJA | pjarnold |\n| PJE | PatriotJake |\n| PJETU | Pjetu |\n| PJJ | Jona |\n| PJJ77 | Jona |\n| PJL | Pjlom |\n| PKM | SoldierEPilot |\n| PKO | PakoAry |\n| PKR | Parker |\n| PKW | YacieK |\n| PLA | PLA MOD |\n| PLAN | _William |\n| PLAS | callumw2 |\n| PLC | SpawnThrasher |\n| PLD | Palador |\n| PLDSA | PedroLuigi |\n| PLK | Planck |\n| PLP | poolpank |\n| PLR | Prowler |\n| PLS | Aarronious |\n| PLUM | PlummerHD |\n| PLXYABLE | PLXYABLE Team |\n| PLZ | PolariZ |\n| PMA | FlamedBanana |\n| PMB | Pedro |\n| PMC | InsetJesux |\n| PMDR | paladinmcdragon |\n| PMRV | PacmanRv |\n| PMS | Phantom Modification Studio |\n| PN915 | Person915 |\n| PND | djp4nd4 |\n| PNL | Pekuru |\n| PNMOD | OnyxPhoenix |\n| PNWMP | Neoluminum |\n| PO1 | fallujahmedic |\n| POC | Linkyman |\n| POCEK | darkus |\n| POD | Mikkelsen |\n| POL | polat |\n| POLI | SgtPoli |\n| POLO | ehpolo |\n| POLOK | Polok |\n| POLU | ItsAkea |\n| POO | GhostRanger |\n| POP | otto |\n| POPE | the_pope |\n| POR | Skaven |\n| PORSH | Porshen |\n| PORTA | JosephPorta |\n| POTAT | NightPotato |\n| POUL | Poulern |\n| POW | GodsFist |\n| POWER | PowerBOX |\n| POX | smallpox |\n| POZU | pozuelo |\n| PPP | Platoon Patton Projects |\n| PPT | AlphaNeoFight |\n| PQDPQ | pqdpq |\n| PR3S0 | prestonchism5 |\n| PR9IN | PR9INICHEK |\n| PRA | -Para- |\n| PRA3 | Project Reality |\n| PRAA | DeanosBeano |\n| PRAAA | Deadfast |\n| PRACS | wld427 |\n| PRAE | trapw0w |\n| PRC | Kareca |\n| PRCM | highlandff7 |\n| PRD | PRDxcm |\n| PRE | preca |\n| PRECH | prestonchism5 |\n| PREFIX | YouAreBamboozled |\n| PRERP | NatanBrody |\n| PRES | prestonchism5 |\n| PRES5 | prestonchism5 |\n| PRESH | phresh |\n| PRF | Profecy |\n| PRIM | Primzon |\n| PRIME | gprime87 |\n| PRJ | Piraj |\n| PRL | A.Deubelskerl [DBK] |\n| PRO | silesian |\n| PROAF | Proaf0 |\n| PROG | progamler |\n| PROPE | PROPER MOD Team |\n| PROWL | Prowler |\n| PROX | TermiKiller |\n| PRP | Private-Pile |\n| PRSC | parsec |\n| PRTK | parataku |\n| PRY0 | primey0 |\n| PSC | PSC |\n| PSERV | Xaneas |\n| PSG | Forry |\n| PSNI | DrDank |\n| PSORA | PsychOrange |\n| PSQDM | kinhos |\n| PST | Pochyst |\n| PST30 | pastito30 |\n| PSY | Psychic Productions |\n| PSYFX | Psyfox |\n| PSZ | zGuba |\n| PT2 | leba101 |\n| PTA | Smootch |\n| PTG | Mutal |\n| PTMAO | PowderedToastMan |\n| PTR | [PTS] Panthers |\n| PTS | Partisan. |\n| PTSA | PipoTheSailor |\n| PTW | PTW-105 |\n| PTX | paleo |\n| PTY | Pathfinder |\n| PTZ | Partizan |\n| PUB | TheLocalPub |\n| PUB1 | TheLocalPub |\n| PUD | Puddleflop |\n| PUDD | Puddingdwarf |\n| PUFIN | RagingPufindail |\n| PUG | KainIronmonger |\n| PUK | ProjectUK |\n| PUL | Pringles |\n| PULSE | Cobra@Pulse |\n| PUN | Punk |\n| PUNK | Lorelei |\n| PUP22 | Puppa |\n| PUPZ | Kefvski |\n| PUREG | vicious |\n| PURGA | CoffeeFluff |\n| PURP | drewdevelops |\n| PUSH | Pushtan |\n| PVDV1 | TheHelmetHead |\n| PVP | sbsmac |\n| PVPFW | Conroy |\n| PVT60 | Pvt. Partz |\n| PVTGN | PRIVATE_GREEN |\n| PWA | Umbarion |\n| PWE | PENNYWISE |\n| PWR | Poweruser |\n| PX1 | Richie |\n| PXH | pixelhenne |\n| PXMO | iTrAmPzi |\n| PXS | Pixel Art Studio |\n| PYN | pynaple |\n| PYP | SOPMOD |\n| PYR | pyrofriendie |\n| PYRO | pyro05x |\n| PZ23 | T.Muller |\n| PZB | PizzaBoytjuh |\n| PZE | Paze |\n| PZF | Pizzafreak5 |\n\n#### Q\n\n|  |  |\n|---|---|\n| Q11 | Q1184 |\n| QAZ | qazwsxal |\n| QKG | quakergamer |\n| QNICO | Cunico |\n| QRK | GrandNagusQuark |\n| QTZ | CRUDER |\n| QUA | SamWarren |\n| QUAD | QuadBLScopes |\n| QUAG | McQuag |\n| QUAN | Motra |\n| QUEL | quelphath |\n| QUI | Quinncunx |\n| QUK | quantum |\n| QWERT | Qwertyalex |\n| QZG | GooseQZG |\n\n#### R\n\n|  |  |\n|---|---|\n| R0CK | Rockoria |\n| R2112 | 00doubleoh |\n| R25 | Chris1986 |\n| R34L | Steezy |\n| R3D | ScotG |\n| R3F | clint |\n| R4L | J117 |\n| R974 | Christopher974 |\n| R98 | redoper |\n| R981 | redoper |\n| RA256 | RusselAngelos |\n| RAA | riksuFIN |\n| RAB | Rabidus |\n| RAB18 | 18Rabbit |\n| RABB | rabbity |\n| RABIT | R@bbiT |\n| RABS | Rabs |\n| RACKY | Racky |\n| RACS | FA Dalai Lamar |\n| RAD | Hudson & Pennywise |\n| RADAR | Radarcontact |\n| RAE | raedor |\n| RAF | NZXShadows |\n| RAFAS | shoXy |\n| RAFO | Rafo23 |\n| RAFT | Grimlock |\n| RAFTY | Rafters |\n| RAG | {442}RangerNick |\n| RAGE | RagingPufindail |\n| RAGE4 | RagingPufindail |\n| RAGEP | RagingPufindail |\n| RAGES | Rage |\n| RAGEZ | PinkLegacy |\n| RAIZE | Raizer91 |\n| RAL | ralian |\n| RALLY | escortrally |\n| RAM | Ramzi Sah |\n| RAMA | ramissin |\n| RAMC | Royal Army Medical Corps |\n| RAMP | DutchMuffin |\n| RAN | Rancid |\n| RANCO | Rancorusia |\n| RANG2 | theranger12 |\n| RAO | Ogrinho83 |\n| RAOA | Ogrinho83 |\n| RAP | Rapter |\n| RAPT | RaptorBravo5 |\n| RAS | Rastavovich |\n| RASH | Rashomon |\n| RAT | shinRaiden |\n| RATS | rats404 |\n| RAV | ravetree |\n| RAVE | corvus |\n| RAVEN | Raven3.14 |\n| RAW | REAL ADDON WORKSHOPS |\n| RAX | RaXaR |\n| RAY | ran (the.yan) |\n| RAYK | RayK |\n| RAZOR | razoraresharp |\n| RAZR | stolzerrabe |\n| RAZZ | Razzolution |\n| RB211 | rorybateman |\n| RBB | Ranger Bob |\n| RBB83 | robborobbo |\n| RBL | SoulRebel18 |\n| RBLM | Rebel Man |\n| RBM | Rhodesian Bushwar Mini-mod |\n| RBN | Roaban |\n| RBRE | ribera1945e |\n| RBRS | rbrs |\n| RBS | ruhigBlut |\n| RCC | 1RCC Kay |\n| RCD | Redcloud |\n| RCDC | redleouf |\n| RCFG | joemoemino |\n| RCHT | RatchetTheWusky |\n| RCIR | zandhaas |\n| RCK | Rockeye |\n| RCO | RicoADF |\n| RCP | Nahuel |\n| RCT | Nasogx |\n| RCX | rodhalberd |\n| RDAM | Faab |\n| RDC | Bod57 |\n| RDD | Stiltman |\n| RDF | Royal Danish Forces |\n| RDGUN | redgun |\n| RDI | Rhodes |\n| RDK | RaoulJWZ |\n| RDLS | venter08 |\n| RDP | 11RDP |\n| RDS | Reyhard Addons |\n| RDW | mhodgson89 |\n| RDX | raid3n |\n| RE974 | Christopher974 |\n| REACH | Leshrack |\n| REAL | RA_Thirias |\n| REALDO | Realdo |\n| REALQ | vovi |\n| REBEL | RebelCid |\n| REBO | MrRebo |\n| REBOR | Ltc-Bullet |\n| REBUS | Rebus |\n| RECON | Sniper Recon |\n| RECON2 | RedRecon |\n| RED | RED |\n| RED1 | redoper |\n| RED11 | REDDAWG 1 |\n| REDB | RedBeard |\n| REDBA | red_bandit |\n| REDO | redoper |\n| REDOP | redoper |\n| REE | Resident Emil |\n| REEP | Cockney Reeper |\n| REFRB | RefinedRubbr |\n| REH | reh052965 |\n| REI | reiler cardoso |\n| REIDY | Reidy |\n| REIT | Reitherfuzi |\n| RELS | A.Deubelskerl [DBK] |\n| REM | Lt. Hawkins |\n| REM41 | REM41 |\n| REN | Cpt_Overlord_ |\n| RENG | Renegade Gaming Management |\n| RENZ | Renz |\n| REOX | reox |\n| REP | gogus12 |\n| REPZ | Repz |\n| RES | BIS |\n| RESR | Planck |\n| RESTK | ReStrooke |\n| RETR | fsxfreak |\n| RETRD | Spire1812 |\n| REUST | reustonium |\n| REV | revellion |\n| REV1 | super-truite |\n| REVEN | Reven_Darkwood |\n| REVN | Revan9190 |\n| REVO | Real Men of Genius |\n| REX | Rastic & Eamoe |\n| REXS | RASmith1030 |\n| REXX | Rexxenexx |\n| REY | reyemlrak |\n| REZ | rezende2352 |\n| RFFAZ | AzzaR4 |\n| RFL | shoXyRafael |\n| RFLO | RFlorea |\n| RFLY | Airfly |\n| RFR31 | RavenFR31 |\n| RFV | registered_fugitiv |\n| RFX | cc114 |\n| RGBOB | Bobby_McDangle |\n| RGE | Rageman |\n| RGM | RG_Murphy |\n| RGMS | RaccoonGaming |\n| RGN | bitto |\n| RGO | Darkstar |\n| RGR | Evan Kev |\n| RGR21 | bjacobs9944 |\n| RGT | Rangerteam |\n| RGTF | TheIcarus |\n| RGY | ryguy |\n| RH96 | rustyhook96 |\n| RHA | BbGunroo |\n| RHARP | Cots |\n| RHB | RichUK |\n| RHENN | rhennigan |\n| RHI | RobertHammer |\n| RHO | rhodesy_77 |\n| RHOD | RhodesianScout |\n| RHP | NyremC |\n| RHR | RedheadedRed |\n| RHS | Red Hammer Studios |\n| RHSCA | Abaddon |\n| RHX | rodhalberd |\n| RHZM | rhzm23 |\n| RIA | Liam McKendrick |\n| RIBER | ribera1945e |\n| RIC98 | Herpyderpy987 |\n| RID | Walthzer |\n| RIGGI | GRSteelers |\n| RINJ | RinJ |\n| RIO | MyransGhost |\n| RIP | randyandy |\n| RIVAL | Rosellonsito |\n| RJDEV | Ronald |\n| RJM | RjM |\n| RJS | Robert James Sullivan |\n| RJT | nindall |\n| RKKA | badanov |\n| RKN | Runekn |\n| RKSL | Rockape |\n| RKT | footmunch |\n| RKTCO | Rocket Taco |\n| RLK | FA Dalai Lamar |\n| RLP | kinhos |\n| RLRPG | CreedSun |\n| RLS | Denisko-Redisko |\n| RM104 | Rom104 |\n| RMC | rm_snipe |\n| RMCTJ | ipagewebsite |\n| RMG | ramgee |\n| RMM | Rommel |\n| RMMU | RMMU_Gibbs |\n| RMO | jamick94 |\n| RMP | Romnipotent |\n| RMR | Reimarus |\n| RMS | rm_snipe |\n| RMY | Orakel78 |\n| RN974 | Christopher974 |\n| RNBAM | RazMan83 |\n| RNE | Escobar_RN |\n| RNJ | nordvang |\n| RNK | GerDeBuX |\n| RNM | Williamson |\n| RNY | Rainey |\n| RO4 | Roaban |\n| ROA | Roach |\n| ROAB | Roaban |\n| ROB | ausimus |\n| ROB21 | Rob21C_UK |\n| ROBB | Roaban |\n| ROC | Macko |\n| ROCH | Caillou |\n| ROCK | SoldierEPilot |\n| ROCKO | rocko |\n| ROD | rodhalberd |\n| RODEO | Rodeostar42 |\n| RODI | FlintForossa |\n| ROF | rofice |\n| ROFL | roflpie |\n| ROFL8 | ROFLer |\n| ROHO | Bastet |\n| ROJ | Yourry |\n| ROK | rokket |\n| ROKM | RokMelon |\n| ROKME | RokMelon |\n| ROM | romanze87 |\n| ROMEO | Romeo Foxtrot |\n| ROMM | Rommel92 |\n| RONE | affraid |\n| RONIN | Dotanuki |\n| ROOK | Moses |\n| ROOT | xMidnightSnowx |\n| ROPEY | Ropeytwo |\n| ROR | ROR |\n| ROS | Régiment des Operations spéciales |\n| ROSEB | matthew.sm |\n| ROSS | rossoe |\n| ROW | Robnewww |\n| ROX | [ROX]Rocku |\n| ROY | roykingtree |\n| ROYAL | RoyalTS |\n| ROYSC | Royal351 |\n| ROZC | ROZC team |\n| RPG | rolandinho |\n| RPL | RangerPL |\n| RPM | Raptor-Man |\n| RPS | Schwimmfreak1 |\n| RPT | Raptorsaurus |\n| RPTR | EmRaptor |\n| RRB | RabsRincon |\n| RRCJM | JamesMason |\n| RRL | grimmeral |\n| RRYD | RedRyder |\n| RSA | rubaka |\n| RSF | Royal Silver Falcons |\n| RSG | Scoobz187 |\n| RSK | Raserisk |\n| RSK2003 | Ryski |\n| RSKEW | Siuqram_ |\n| RSKY | Ryski |\n| RSL | Radiosilence |\n| RSLO | Riouken |\n| RSO | SpookyGnu |\n| RSP | Raging Storm Productions |\n| RSQ | AWildBrian |\n| RSS | Red Star Studio |\n| RST | Volk |\n| RSTM | TheodoreM |\n| RSTTV | Soda_ |\n| RSW | Raven Sheep Wolf |\n| RTA | Jakerod |\n| RTF | Rastafa |\n| RTF42 | Fr4nKy |\n| RTI | The War of Last Man |\n| RTK | Rutek |\n| RTMS | Goschie |\n| RTR | RTR_Commander |\n| RU23 | Iexpertman |\n| RUB | RubberKite |\n| RUBE | ruebe (rÃ¼be) |\n| RUEB | Rübenritter |\n| RUF | Ruffled Grouse |\n| RUG | Wolfrug |\n| RUIZ | Sklaven |\n| RUK | rexehuk |\n| RUM | Meatball0311 |\n| RUMP | DrRumpPhD |\n| RUND | rund |\n| RUS | AND |\n| RUSK | D_J_LMeyer |\n| RUSS | Dakir |\n| RUTLAND | Landfaller |\n| RUUL | live:.cid.af0d27413f371e0 |\n| RVCS | Yuri |\n| RVN | Raven |\n| RW18 | Razorwings18 |\n| RWC | raid3n |\n| RWD | Zelik |\n| RWF | Rathwulf |\n| RWM | Crytech |\n| RWS | joshpier3 |\n| RWT | longbow |\n| RWTS | longbow |\n| RX8 | msiarx8 |\n| RXO | Rxo |\n| RXO01 | Rxo |\n| RYAKR | ryakr |\n| RYAN | Ryan |\n| RYANL | ryry_208 |\n| RYD | jackryder |\n| RYJMC | ryanjmcmanus |\n| RZN | Rezin's Addons |\n| RZT | Razzmatazz |\n\n#### S\n\n|  |  |\n|---|---|\n| S0120 | steven00120 |\n| S117 | SIDNESS |\n| S13 | Sierra 13 |\n| S2040 | s2040 |\n| S2300 | Sgt.Toaster |\n| S47KA | mkfester923 |\n| S4G | Cunico |\n| S63 | Spectre-63 |\n| S73OB | s73obrien |\n| S75R | Seavea |\n| S76 | #76 |\n| S76S | #76 |\n| S8B | Soldier8Boy |\n| S8S | [S8S] Vapor |\n| SAAF | Floosy |\n| SAB | Sabelzahntiger |\n| SABAS | SABAS |\n| SABB | Dr.Death JM |\n| SABER | SoldierEPilot |\n| SAD | sad |\n| SADGG | thegoatman |\n| SADIZ | CT-7567 |\n| SAF | Mellis |\n| SAFAR | Safari |\n| SAFFG | prestonchism5 |\n| SAG | JemsKeks |\n| SAGE | sagefhopkins |\n| SAGO | Sago |\n| SAH | Sahbazz |\n| SAHEH | Sasc_ |\n| SAIGN | Saigon Flashback |\n| SAK | Hateboarder |\n| SAKS | sakstoki |\n| SAKU | SaschQuasch |\n| SAL | Sabre, Ardvarkdb and Lennard |\n| SALAD | koalasalad |\n| SALB | gamersasa |\n| SALT | zisb |\n| SALTY | Salty McHaggis |\n| SAM | Stiltman |\n| SAM1 | samwardle1 |\n| SAMA | Sama |\n| SAMAX | Samax |\n| SAML | samotion |\n| SAMR | samir17864 |\n| SAN | Sanchez00 |\n| SANDF | hellfish6.2 |\n| SANDI | Sandiford |\n| SANDY | SandyBandy |\n| SANDZ | Sandz |\n| SANZ | Sanzhere |\n| SAP | Sgt.Ace |\n| SAPP | Sapper |\n| SAR | The KMan 3000 |\n| SARO | Sarogahtyp |\n| SAS | Smart Ass Scripters |\n| SASC | Sasc_ |\n| SASM | SASMOD |\n| SASR | Anmac |\n| SAT | Atsche |\n| SATR | Satire |\n| SAU | Sauen |\n| SAV | steggieav |\n| SAVOT | Savot |\n| SAW | shaneuk |\n| SAX | SAX |\n| SAY | SniperAndy |\n| SB101 | SteveBuchanan |\n| SBAC | SBacon |\n| SBAY | ScriptingBay |\n| SBE | sabre19 |\n| SBFR | www.shark-bambi.fr |\n| SBG | savedbygrace |\n| SBJ | Team SBJ |\n| SBLK | SomeBloke |\n| SBR | saber3 |\n| SBS | Flax |\n| SBT | Smootch |\n| SBW | SabinoWess |\n| SC9 | scars09 |\n| SCA | Scaatis |\n| SCANIA | PentiumD |\n| SCANY | Flames09 |\n| SCB | ScottyB |\n| SCC | CollCreper |\n| SCE | Reidond |\n| SCF | vektorboson |\n| SCG | DragonGurdian5 |\n| SCHEP | Drake Vhett |\n| SCHS | Howl Shepard |\n| SCHTZ | Schultz |\n| SCJ | ScouseJedi |\n| SCM | scabstermooch |\n| SCN | SCFan42 |\n| SCO | [= M Troops =]scouter |\n| SCOM | TheCaptain |\n| SCOO | Scoo Studios |\n| SCOOB | Scoob |\n| SCOR | DSV |\n| SCOTT | Scotty1207 |\n| SCOUT | proeteus |\n| SCPAR | Tyran |\n| **SCR** | **Bohemia Interactive** (Reforger) |\n| SCRIM | sgeour |\n| SCT | reconscout |\n| SCU | xneilyox |\n| SCUBA | sgtscuba |\n| SCY | Scythax |\n| SD48 | sleepydragon4888 |\n| SDJ | RDL109 |\n| SDK | ShAdOwKiller |\n| SDL | Shaun Lepisto (aka TheShadow) |\n| SDM | Sodom |\n| SDMF | krik killer |\n| SDN | Sandman |\n| SDOC | sdoc |\n| SDP | Sudden Death Projects |\n| SDR | silderoy |\n| SEA | Sefe |\n| SEAD | Sefe |\n| SEALS | rocha amry 3 |\n| SEB | SelectThis/ebud |\n| SEB01 | Seb |\n| SEB11 | Sawyer11 |\n| SEB3 | seb3sec |\n| SEBA | sebandrez |\n| SEBAS | SebasSalazar |\n| SEC | Somerset Editing Consortium |\n| SED | physhack |\n| SEF | Sefe |\n| SEFE | Sefe |\n| SEH | seedhe |\n| SEJAR | Nizo117 |\n| SEK | Sekra |\n| SELRK | Selrahk |\n| SEOW | 4Shades |\n| SER | Serializer |\n| SERC | Serclaes |\n| SERO | seroktika |\n| SES | Wildgoose |\n| SETH | JustSeth |\n| SEV | SEV |\n| SEV07 | sev501cc7001 |\n| SFC | sfc.itzhak |\n| SFF1 | SFF |\n| SFG | SFG |\n| SFM | Spetsnaz Mod |\n| SFP | Swedish Forces Pack |\n| SFTY | SafetyCatch |\n| SFUK | Pxzys |\n| SFX | Silent Fox |\n| SGA | BTK |\n| SGB | sgtbarnes73 |\n| SGC | SGCTrooper |\n| SGCA3 | Ace |\n| SGCOL | Jutka |\n| SGF | sgt-franko |\n| SGH | sgtGunneryHighway |\n| SGL | SigiL |\n| SGM | Master0r0 |\n| SGM82 | SniperGhost |\n| SGMAP | frizensami |\n| SGN | Sgt_Nathan |\n| SGP | AcadianCrusader |\n| SGREG | praguado |\n| SGRT | ScreamingRobot |\n| SGS | Sarge |\n| SGT | tgm0 |\n| SGTB | SgtBryne |\n| SGTEV | Sgt Eversman |\n| SGTF | SgtFlyer |\n| SGTW | SGTWilliams |\n| SGUN | SmokingGun |\n| SGW | someguywho |\n| SGWD | SGTWilliams_Daddy |\n| SGWZ | Sturmgrenadier Warzone |\n| SHA | Shakal |\n| SHAD | shadow64 |\n| SHADC | ShadowCola |\n| SHADO | aviax |\n| SHAE | shaeone |\n| SHAKA | shaka |\n| SHAL | shalazan |\n| SHANG | Ketzl |\n| SHAW | Shadow1 |\n| SHAY1 | Shayamal |\n| SHB | jockeyboy2_0 |\n| SHED | shed |\n| SHEEP | fallingsheep1985 |\n| SHEZ | shezan74 |\n| SHG | Shogun |\n| SHGL | Bob Winser |\n| SHIP | rodhalberd |\n| SHK | ShakI |\n| SHL | sheltem |\n| SHM | Shamwill |\n| SHNK | Shennko |\n| SHOE | w33n33s |\n| SHOK | CaptainWalker |\n| SHOW | showmaker |\n| SHP | MyersTheShape |\n| SHREK | DavidAtheist |\n| SHRTB | short boi |\n| SHRTY | Shorty |\n| SHS | ShadeySam |\n| SHY | Shockley |\n| SHZ | Shiza |\n| SIA | Liam McKendrick |\n| SIA3F | Soldiers In Arms |\n| SIC | SiC |\n| SICUK | SiC_UK |\n| SID | Sidthesloth |\n| SIG | EAGLE_Sigurd |\n| SIGDT | SiGclan |\n| SIGE | SiegeToaster |\n| SIGHT | CFSight |\n| SIGM | EckoMoire |\n| SIL | silderoy |\n| SILASP | Petrich |\n| SILOS | bstocks32 |\n| SILV | spSilver |\n| SIM | Simonpro |\n| SIMHQ | Wepps |\n| SIN13 | Fugitive2013 |\n| SING | singlot |\n| SINGL | singlot |\n| SINK | Sniki |\n| SINO | hiddenzone |\n| SINON | Sinon50BMG |\n| SINOP | koptwo |\n| SIR | SirDude |\n| SIRK | sirklejerk |\n| SIS | siredwin24 |\n| SITC | Quinncunx |\n| SITHX | sithixc |\n| SIV | Sivutle |\n| SIXX | Neko |\n| SJB | Jackal326 |\n| SJDVD | SSJDiVaD |\n| SJH | mesh |\n| SJK | sojaku |\n| SJM | SanjuromackOFP |\n| SJM50 | SJM505427 |\n| SJOUL | sjoulbak |\n| SK1 | Sigie |\n| SK3Y | Sk3y |\n| SKA | Ska1ix |\n| SKB | Skeltoras |\n| SKBOZ | theworrior |\n| SKBT | Bareen |\n| SKC | Skaircro |\n| SKE | Special Kodo Edition |\n| SKEG | skeg_man |\n| SKEL | Skeltoras |\n| SKEYE | skeye |\n| SKI | skiline5 |\n| SKIRA | GENPrice10 |\n| SKIS | Foxtrotter |\n| SKM | Skumball |\n| SKN | Mr.Skellington |\n| SKRS | Fire Vine |\n| SKS | ViconX |\n| SKSE | SK-SE |\n| SKT | SilvesterKilledTweety |\n| SKULL | Ginsu |\n| SKUNK | skunk |\n| SKW | Skewballzz |\n| SKY | stankywizzleteets |\n| SKYE | SkyeGuy |\n| SLAP | Slapstick |\n| SLAT | SlatDogg |\n| SLAW | slawterer |\n| SLAY | slayercccp |\n| SLIMY | theycallmehslimy |\n| SLIVE | steviedlive |\n| SLK | Solski |\n| SLNSH | SlaaneshiBoi |\n| SLOTH | wantafanta |\n| SLOTHA | HowSloth |\n| SLOW | Slowrider8 |\n| SLP | Sleepingbag |\n| SLR | ArmA-RPG |\n| SLRHK | Selrahk |\n| SLS | S. Snake |\n| SLT | Silent_64 |\n| SLX | Solus |\n| SLYNX | SlovakianLynx |\n| SMAG | swissMAG |\n| SMANG | sMangust |\n| SMB | Sock Monkey Brigade |\n| SMBD | Some_Belgian_Dude |\n| SMBJS | BJS |\n| SMC | Smoking Cloud |\n| SMCB | Scouty_McBird |\n| SMD | NonovUrbizniz |\n| SMDC | Rapter |\n| SMES | dech81 |\n| SMF | sneakymcfox |\n| SMG | Scumbag |\n| SMHL | smalhill |\n| SMITH | Igor \"Smith\" Petruchek |\n| SMK | XWP-Smoke |\n| SMKS | smurkus |\n| SML | Smile89 |\n| SMM | AAB |\n| SMO | Smokeylope |\n| SMOKE | SmokeDog |\n| SMOON | salamouis |\n| SMP | Sandro M. Passos |\n| SMPR | Semperfid |\n| SMR | shlomo |\n| SMS | Syrtis Major Studios |\n| SMT | Pennyworth |\n| SMW | Sage |\n| SMY | smallfly |\n| SN4 | thesn4k3 |\n| SN90 | spacenavy90 |\n| SNA | snafu |\n| SNACK | Snack |\n| SNAFU | indecimal |\n| SNAKE | Snakeater |\n| SNB | SirPsychoBerg |\n| SNBN | SeenBeen |\n| SNBZ | Skullnbonez |\n| SNC | -Sonic- |\n| SNCHZ | Sanchez |\n| SND | Sandman |\n| SNEAK | SneakyBeaver |\n| SNEAKY | SneakyAzWhat |\n| SNFO | nfosam |\n| SNK | SolidSnake-(SNK) |\n| SNLNG | Sneling |\n| SNO | LeahSnow |\n| SNOW | Snowflake |\n| SNS | Stormtrooper and Skaven |\n| SNW | Snekw |\n| SNWO | NonovUrbizniz |\n| SNY | snYpir |\n| SO9 | Spec Op 9 |\n| SOAP | soapboxsubmarine |\n| SOAPY | thediscript |\n| SOAS | WarLord554 |\n| SOB | Sobric |\n| SOBS | Guardian |\n| SOC | Meatball0311 |\n| SOC36 | 36SOC |\n| SOCAL | BarnesBL0278 |\n| SOCOM | radicalatheart |\n| SOD | Trash Can Man |\n| SODS | Nalv Arrac |\n| SOEP | Jesper |\n| SOFMF | sofmisfortune |\n| SOFS | Camouflage |\n| SOG | DirtDiver |\n| SOGC | JDubbSOG |\n| SOI | solomani |\n| SOLTG | 1(nld)soltg |\n| SOPROTIV | studzy |\n| SOSP | bigpickle |\n| SOTD | sotdyeti |\n| SOTO | Tomms123 |\n| SOUL | Spiedr |\n| SOULY | souly |\n| SOUTH | southy |\n| SOW | CrashDome |\n| SOYU | Soyunidota |\n| SPA | aulero |\n| SPACE | spacerules |\n| SPAG | Lord_Spag |\n| SPAIN | pozuelo |\n| SPAIS | Spaceballcookie |\n| SPANK | SpankFrank |\n| SPAR | Sparib |\n| SPARTA | TheSparta |\n| SPB | Spackenbremse |\n| SPC | Scorpio |\n| SPC4 | cunico |\n| SPD | spider |\n| SPDY | Speedy |\n| SPEC | spec |\n| SPEC4 | cunico |\n| SPECE | JSpectre |\n| SPECT | SpectrumWarrior |\n| SPEED | Speedy1978 |\n| SPENC | marsuk21 |\n| SPF | spiffalski |\n| SPG | switchplategaming |\n| SPG44 | Verus12b |\n| SPGDZ | Spounge84 |\n| SPHD | Spearhead |\n| SPI | Almightyom |\n| SPICY | Scoob256 |\n| SPIF | spifmo |\n| SPIL | Victor94,Bamupa,SpainIsLife Team |\n| SPIRIT | kaiotcp1 |\n| SPK | Spyke |\n| SPKEY | kaiotcp1 |\n| SPKG | SpookyGnu |\n| SPM | Isardy |\n| SPM8R | spamin8r |\n| SPN | scorpion |\n| SPNY | spacenavy90 |\n| SPON | Spooner |\n| SPOTT | spottersblink |\n| SPR | SparK |\n| SPRK | Dreager |\n| SPRUT | Spruten |\n| SPS | Stalker Production Studios |\n| SPT | patr1 |\n| SPTFR | Spitfire1102 |\n| SPUDS | McSpuds |\n| SPUR | Spur |\n| SPV | Supervenio |\n| SPWE | Remus111VADT |\n| SPWNH | Spooneh |\n| SPY | Spyder001 |\n| SPYLO | spylon |\n| SPYR | parsec |\n| SPZ | Spetznatz |\n| SQD | ubersquid |\n| SQL | Squelch |\n| SQU | Squeeze |\n| SQUIL | onepantsuman |\n| SQUIZ | squizzy |\n| SQY | squidy08 |\n| SR5 | Crasso |\n| SRA | Marseille77 |\n| SRAF | Jastreb |\n| SRAT | Spac3Rat |\n| SRB | Radnik |\n| SRG | Sergei_Q |\n| SRK | Serial Killer |\n| SRL | surrealalucard |\n| SRM | Devilsartist |\n| SRP | Sr.Pomidor |\n| SRRA | SRPSKI RATNIK |\n| SRSGS | Jutka_GHG |\n| SRSR | StonedRhino |\n| SRT | ScreamingRobot |\n| SRU | Spackenbremse |\n| SRV | BTK |\n| SRX | shinraiden |\n| SS3 | CaboVieira |\n| SS38 | Cowboy |\n| SS9 | SickSidewinder9 |\n| SSA | SirSmok@lot |\n| SSAL | ssalaza |\n| SSC | SScrivener |\n| SSDD | Darkhorse-1-6 |\n| SSG | SSG Squad Modworks |\n| SSGAR | SoYouDie |\n| SSK | lilmock22 |\n| SSM | minuzed |\n| SSQD | TheG4Gaming |\n| SSS | Spanish Sniper Squad |\n| SST | Starship Troopers Mod |\n| SSTRM | SandstormA3 |\n| SSV | Sole |\n| ST3 | st3rv |\n| ST6 | Joey King |\n| STA2 | Abs |\n| STAF | Moony |\n| STAHL | CYXAPNK |\n| STAOS | Staos |\n| STAR | startrekern |\n| STARF | Starfanger |\n| STARG | TheSenate |\n| STASH | St5ashy |\n| STAT | Staticky |\n| STBE | Stickie |\n| STBIA | lieutenantlz |\n| STD | Swatdog |\n| STDR | Sparfell_19 |\n| STE | SelectThis, Ebud |\n| STE86 | Ste86 |\n| STEAK | humansteak |\n| STEIN | SteinTroll |\n| STEOT | StealthyOtter |\n| STERK | sterkt |\n| STEYR | Liberator |\n| STFU | Vixer |\n| STG | Woods |\n| STGN | STGN |\n| STGST | Stormgast |\n| STH | Solttuh |\n| STI | Stiltman |\n| STICK | Br |\n| STIVI | [SONAF]stivik |\n| STK | stijniman |\n| STKR | STALKERGB |\n| STL | STEELE |\n| STLGD | ph_enix |\n| STO | Strike Tactical Operations |\n| STONE | stonecold |\n| STOO | stoo65 |\n| STORK | kuba14063 |\n| STOSN | Arioio |\n| STOV | Storied.Veterans |\n| STP | ShrewdTactician |\n| STPMC | Spartan Tactical Group |\n| STPUP | fence |\n| STR | Stress2 |\n| STR8 | Str8jackitz |\n| STRA | Gaia ArmA Missions |\n| STRAT | Strat |\n| STREE | michelvanw |\n| STRM | stormridge |\n| STS | Status_cz |\n| STSDE | Deathhood98 |\n| STSU | EroMusha |\n| STT | SelectThis |\n| STTH | Steffen Thomsen |\n| STTS | SauronTs |\n| STU | StuKa |\n| STUBB | stubbies |\n| STUMP | Stump |\n| STURM | Sturmovik |\n| STY | styles2304 |\n| STZ | Steezy |\n| SUB | subminuentisch |\n| SUBAR | subarulibtard |\n| SUCH | suchey |\n| SUD | sudden |\n| SUKH | CYXAPNK |\n| SUL | SULcorpÃ‚Â© |\n| SULLY | Sully |\n| SULO | Soolie |\n| SUM | Beton |\n| SUOMI | wuffe |\n| SUP | Superchaschper |\n| SUPER | super-truite |\n| SURPH | surpher |\n| SVD | Dragunovska |\n| SVG | StrohVogel |\n| SVN | Sven2157 |\n| SWAF | Exodus_SWAF |\n| SWAG | bozott |\n| SWAGG | swaggy |\n| SWAGU | Chazillor |\n| SWAMP | swampy |\n| SWC | shadow552 |\n| SWE | granQ |\n| SWEC | Coward_Heart |\n| SWEDE | Swede295 |\n| SWEE2 | Seaweed |\n| SWEED | Seaweed |\n| SWF | swordfish |\n| SWFLA | shockwaveflash |\n| SWI | PicVert |\n| SWIFTPAW | Fox Swiftpaw |\n| SWISS | Bibo164 |\n| SWM | Switzerland Mod |\n| SWO | SilverWolf |\n| SWORD | SoldierEPilot |\n| SWP | Patrik.91 |\n| SWR | Soviet War Rebellion |\n| SWRSW | JarredT1029 |\n| SWT | SWIFT88 |\n| SWU | Turnip Dreams |\n| SX69 | Schneidex69 |\n| SY4 | sy4 |\n| SYD | Syd Zedler |\n| SYDD | Sydney |\n| SYF | syphboy |\n| SYG | sygsky |\n| SYM | Synide |\n| SYN | Synide |\n| SYNA | Syna |\n| SYNC | Syncing |\n| SYNCO | SYNCO |\n| SYNCY | Syncy34 |\n| SYNDE | Synide |\n| SYNG | jester |\n| SYNWR | SynWreck |\n| SYNXE | Synxe |\n| SYP | syphobia |\n| SZE | Szephi |\n| SZEPY | SzepyCZ |\n| SZM | Tow. Szumek |\n| SZRP | zGuba |\n| SZWAGIER | Szwagier |\n| SZY | Szymanski |\n\n#### T\n\n|  |  |\n|---|---|\n| T0BI | T0bi |\n| T0MMY | Tommy |\n| T147 | TITO147 |\n| T1CW | Spyder001 |\n| T2P | t2p |\n| T3D | volchara |\n| T3G | DarthWeasel |\n| T4G | TGG |\n| T4TH | combs |\n| T5051 | Finnoraven |\n| T69 | tanin69 |\n| T6CL | CliffracerX |\n| T9988 | timo9988 |\n| TABOU | equipier_sas |\n| TAC | Theseus Inc. |\n| TACD | Tactical Distractions |\n| TACDB | Tac |\n| TACER | atacticalerror |\n| TACG | Cat Harsis |\n| TACGT | Theseus Incorporated |\n| TACHI | th3flyboy |\n| TACO | YarX |\n| TACP | tacplay |\n| TACRG | Armaholicer & Shorty |\n| TACS | Theseus Services |\n| TACSO | Theseus Incorporated |\n| TACT | Tactician |\n| TACTG | Unkl |\n| TACTR | PeenerShot |\n| TAFM | Bread Boi |\n| TAG | Nixon |\n| TAGBL | BigLebowski |\n| TAGD | Dickcheney |\n| TAGR | Missile Magnet |\n| TAGTC | BigLebowski |\n| TAGTS | BigLebowski |\n| TAH | Snakeater |\n| TAHO | Snakeater |\n| TALI | TALIHAM |\n| TALIT | thomasbeech123 |\n| TALLTEX | TallTexGuy |\n| TALM | alminator |\n| TALOS | Tristanxh |\n| TAM | synQ |\n| TANK | rodhalberd |\n| TANK6 | Tank615 |\n| TAOST | t0ast |\n| TARI | Tari |\n| TARMA | TurmaApe |\n| TAROV | Nickarma3 |\n| TAS | Thomas |\n| TAS88 | Schrödinger |\n| TASM | AlphaSquad |\n| TASMA | Tasman83 |\n| TASO | CYXAPNK |\n| TASRPT | DooieHaai |\n| TAST | Team Alpha Studios |\n| TAT | pointblank |\n| TATER | Tatertot |\n| TATH | Tath |\n| TAV | Tavish |\n| TAW | JonBons |\n| TBA | Tom_Anger |\n| TBC | kraftholocism24 |\n| TBLST | Tablesalt |\n| TBM | NatherAylomen |\n| TBN | T_Bone |\n| TBO | T-BO |\n| TBR | thebarricade |\n| TBS | tbsthug |\n| TBST | Tablesalt |\n| TBW | DaaRuski |\n| TC6 | Rubble_Maker |\n| TCA | Masterofdie |\n| TCE | SoldierEPilot |\n| TCGE | thecubegaming |\n| TCGM | TaurusCGM |\n| TCGN | thecubegaming |\n| TCGNO | thecubegaming |\n| TCM | The Corps Mod |\n| TCN | TheCaptain |\n| TCOTS | Cots |\n| TCP | teaCup |\n| TCR | TheCrazyRussian |\n| TCRAT | justinstroud@gmail.com |\n| TCUBE | thecubegaming |\n| TCVM | tcvm |\n| TCW | Frogstar |\n| TD3 | ThreeDots |\n| TDARK | TomDark |\n| TDM | Porshen |\n| TDMC | Mr.Ben |\n| TDMG | Total Damage |\n| TDNL | michelvanw |\n| TEAJ | Tea_jaey |\n| TED | teddy |\n| TEDDY | knaaarfel |\n| TEET | Jona |\n| TEI | spacenavy90 |\n| TEIM | Teimir |\n| TEL | Telson1968 |\n| TEM | Temppa |\n| TEMPLAR | CroatianTemplar91 |\n| TEN | Sniperwolf572 |\n| TENDG | Tendgar |\n| TENTH | NeoShadowdream |\n| TER | TeRpEnTiN |\n| TERRA | rodhalberd |\n| TEST | rodhalberd |\n| TEST91 | Piter91 |\n| TESTH | Havanna |\n| TETE | ngttrojo |\n| TEX | texaschainsaw01 |\n| TEXAS | texaschainsaw01 |\n| TEXT | rodhalberd |\n| TEZZA | Terramesa |\n| TF168 | ICEMAN3668 |\n| TF47 | Costo |\n| TF47A | audiocustoms |\n| TF47M | meat147 |\n| TF63P | ZogMadDog |\n| TFB | UGLY58 |\n| TFBS | cilerc |\n| TFD | christian2526 |\n| TFG | The Forgotten Guard |\n| TFH | Chris1986 , Task Force Helmand |\n| TFP | TheFallingPlane |\n| TFR | J. Andrews |\n| TFS | KamikazeXeX |\n| TFSA | Collision |\n| TFSU | iiMaffasouras |\n| TFT | Trenchfeet |\n| TFW | bmgarcangel |\n| TFWC | Rave808 |\n| TGA | The Great Ape |\n| TGA4567 | Bread Boi |\n| TGG | The Guild Gaming |\n| TGGUK | TGG |\n| TGI | ToW:GI |\n| TGL | Neborno |\n| TGM | tgm0 |\n| TGM0 | tgm0 |\n| TGM73 | tgm0 |\n| TGNJ | Two Guys Named Jim |\n| TGO | TheGoldyOne |\n| TGS | Tigg@lot |\n| TGWPS | Ghostworrior |\n| TGX | TugeX |\n| TGZ | Teags |\n| THB | thomsonb |\n| THC | TheCounter54231 |\n| THE | TheBliveon |\n| THEA | chrisbobnorwich |\n| THEIM | Forumtroll |\n| THEOD | theodean |\n| THERO | therob |\n| THEV | theveninja |\n| THG | Skyshift |\n| THINQ | thinq |\n| THIRD | Third Infantry Division |\n| THOR | ThorWedd |\n| THP | THP |\n| THPAR | theparagon |\n| THR | Thorne |\n| THS | TheShadow |\n| THY | Thyreos |\n| THYED | Thy_English_DeViiL |\n| TIA | The Irish Ace |\n| TIAD | Ghost77788 |\n| TIGER | Tigerwulf |\n| TIJAI | Tijai |\n| TIKA | tikakino |\n| TIL | NathanRulez213 |\n| TIMMY | TIMSTONe |\n| TIMOY | timothefisherboy |\n| TIN | Tinnuculus |\n| TINF | D.Bowling[3RD] |\n| TIP | tipster1 |\n| TIRP | Tirpitz93 |\n| TIS | Drunken Cheetah |\n| TISPI | Thomas Helledi |\n| TIT | Tito |\n| TITO | titodumortier |\n| TJM | cartman69 |\n| TJOBO | tjobo |\n| TJP | Tigershark/JellyBelly Productions |\n| TKA | tomtucka |\n| TKGAM | TKGamer01 |\n| TKM | TKM |\n| TKO | SoldierEPilot |\n| TKY | Tankbuster |\n| TKZ | Tuerkas |\n| TLA | droogs |\n| TLC | io-oi |\n| TLF | toadlife |\n| TLOW | birdistdaswort |\n| TLP | Teller |\n| TM2 | kingcoran |\n| TM21 | the_master_21 |\n| TMAN | TMan10K |\n| TMB | Tomb |\n| TMD | TomiD |\n| TMDBN | TimidBun |\n| TME | Temme |\n| TMF | Tyrghen |\n| TMH | The-Mad_Hatter |\n| TMI | TheMinion |\n| TMJ | Tha_Masta_Joo |\n| TMK | TeMaK |\n| TMM | Captain Winters |\n| TMN | TMN_Fr33d0m |\n| TMS | TabloMaxos |\n| TMYK | Team Yankee |\n| TNDR | Thunder |\n| TNK | Tawnik |\n| TNL | Deadfast |\n| TNOR | TNOR |\n| TNRL | madsl |\n| TNW | TheNoobWar |\n| TOAST | iwanttoasty |\n| TOB | tOBdavian |\n| TOBS | TobsA13 |\n| TOBSA | TobsA13 |\n| TOC | ToC |\n| TOD | todschlaeger |\n| TOF | Russellocean |\n| TOFU | lolo |\n| TOHO | pizywizy506 |\n| TOKES | FapperDanMan |\n| TOM | Toma |\n| TOMA | wizzywig |\n| TOMEU | KantanKei |\n| TOMLV | tomislav |\n| TOMMY | tommyelgamer |\n| TOMTE | Tomtefan |\n| TOMZO | Tomzo |\n| TON | LegendaryShark |\n| TONE | AlbertONEx |\n| TONG | rodhalberd |\n| TONY | VladimirY |\n| TOON | Jona |\n| TOP | Tactical Operation |\n| TOP1 | Tactical Operation |\n| TOP2 | Tactical Operation |\n| TOP21 | topster21 |\n| TOP23 | Top2323 |\n| TOR | Patrik.91 |\n| TORTI | torti |\n| TOUR | The Tour Of Teamrespawn |\n| TOW | Tales of War |\n| TOWJC | Tales of War: Joint Command |\n| TP | TuszPro |\n| TPA | osymann |\n| TPG | ThePhysGun |\n| TPIST | osymann |\n| TPZ | Salbei |\n| TQP | Pathy |\n| TR | TonyRanger |\n| TR8 | Travis One |\n| TRA | dmakatra |\n| TRAC | TRACY |\n| TRAU | Trauzer |\n| TRB | TheRob |\n| TRBLR | TROFIM BLACK |\n| TRCNR | Tracnor |\n| TRDUK | z5342x |\n| TRE | nyqbgcd |\n| TREE | Treelor |\n| TREND | treendy |\n| TRENT | Trento |\n| TRG | TriggerHappy |\n| TRGU | Fizz and Rabidus |\n| TRH | Burt77 |\n| TRI | trident |\n| TRIBE | Tribe |\n| TRICO | tricolo |\n| TRIODOS | mendys |\n| TRIT | MSG Trit |\n| TROLL | Trollgaard |\n| TRON | Jona |\n| TRONE | Tyrone144 |\n| TROP | TROPtastic |\n| TRRH | CornerWookie |\n| TRS | nigeysuk |\n| TRSP | FreakPsych |\n| TRT | paolo.trotta |\n| TRUBB | trubb |\n| TRUE | cheap_truth |\n| TRUPE | Trupe |\n| TRUPP | Trupper1990 |\n| TRX | TraX |\n| TRY | Taray |\n| TRYZN | Tryzen |\n| TS2 | DineiDevos |\n| TSBMA | ModAddict |\n| TSC | Plage |\n| TSF | tyra314 |\n| TSG | Toppskillz |\n| TSH | Tigershark |\n| TSI | The_Sanctuary_Island |\n| TSM | Kefvski |\n| TSN | TheSun |\n| TSP | Satchel, PSC |\n| TSRP | Sylver |\n| TST | TST |\n| TSTAG | DineiDevos |\n| TTI | Skullman |\n| TTLOR | TheTrueLor |\n| TTP | TTP_nutcase |\n| TTT | TeTeT |\n| TUB | Tubal |\n| TUC | Plutonium |\n| TUCKA | tomtucka |\n| TUG | Tug2000 |\n| TUKA | ReverseTV |\n| TUMOD | Turkish Union Mod - Armed Forces |\n| TUP | Tupolov |\n| TURSU | TurboSulttaani |\n| TUT | Filip5 |\n| TUTO | tutoveenee |\n| TUVEI | Vegard |\n| TVR | PK |\n| TWA | wedge |\n| TWADD | TheWaltsu |\n| TWAM | wedge |\n| TWC | The Wrecking Crew |\n| TWD | Tom Daniels (Tomfool) |\n| TWG | Twyggy |\n| TWIRL | twirly |\n| TWK | sciencetweak |\n| TWL | JamesCatra |\n| TWLI | lien0233 |\n| TWN | Twean |\n| TWOC | CERDIP |\n| TWOOD | TwoodZ |\n| TWP | NathanRulez213 |\n| TWS | TheWaltsu |\n| TXCT | toxiccat |\n| TXH | Tristanxh |\n| TXU | Terox Utilities |\n| TYB | tybriel |\n| TYG | Tyger |\n| TYNE | Revlim |\n| TYPEO | CommanderSalamander |\n| TYR | Tyrryal |\n| TYTL | Bctytler |\n| TZR | 2kohm |\n| TZU | Ash2501 |\n\n#### U\n\n|  |  |\n|---|---|\n| UAMRC | Methusalem |\n| UBE | subarulibtard |\n| UBERU | overunity |\n| UBR | soccermiles |\n| UBUTO | Ubuto |\n| UBZ | Urbeltz |\n| UCE | UceeFin |\n| UCG | Tuitor |\n| UD45P | Shana-Chan |\n| UDL | udaloy |\n| UELS | jÜffLoS |\n| UETF | Yuuki |\n| UGAF | G-Man |\n| UGG | Ugga |\n| UGM | UglyMogly |\n| UIOX | uiox |\n| UK2SG | J_Murphy |\n| UK3CB | Apollo |\n| UKAF | madkaddy |\n| UKBL | Sabergaming |\n| UKF | Project-UKForces |\n| UKL | Double Doppler |\n| UKO | Roku |\n| UKPR | kngpig |\n| UKR | UkrMOD |\n| UKRP | Double Doppler |\n| UKRPG | Double Doppler |\n| UKRPVP | gmomo |\n| UKSF | Markus Fisher/TemplarVX |\n| UKT | UrKeT |\n| UL | Jat1ya |\n| UL2 | MUMIA |\n| ULF | Proxno |\n| ULT | ultima |\n| ULT1M | Ult1mateForce |\n| ULTIM | ultima911 |\n| ULTRA | RonhillUltra |\n| ULU | Jat1ya |\n| ULV | Steiner |\n| UMB | Umbarion |\n| UMBRE | Methusalem |\n| UMI | umi |\n| UNA | UNA-Dark |\n| UNBR | rodhalberd |\n| UNC | Zeak |\n| UND | Undeceived |\n| UNL | Jat1ya |\n| UNN | Unnamed |\n| UNPNG | Unknown.png |\n| UNS | The Unsung |\n| UNSC | AkulaSerona |\n| UNX | Dimitri_Harkov |\n| UPO | NOPROBLEMFOME |\n| UPR | GRUBES |\n| UPSL | upsl |\n| URA | URANIOM |\n| URAN | uranoxyd |\n| URBAN | Jonposo |\n| URBCN | urban__concepts |\n| URC | Larner6903 |\n| URO | Uro |\n| URRP | TristenBill |\n| URS | Ursidae |\n| URX | uranoxyd |\n| US101 | columdrum |\n| USA | NZXSHADOWS |\n| USAC | Bubby |\n| USASS | zenrevolt |\n| USCAD | Cadman |\n| USD | AmerikanSn1p3r |\n| USEC | Rocket |\n| USM | Bennett |\n| USM1 | usm1 |\n| USMC | NZXSHADOWS |\n| USMC | Phaeden |\n| USS | ussmarines |\n| USSR | USSRsniper |\n| UST | Urist |\n| USUKR | PewPewStraykbol |\n| USW | Jenkins |\n| UTDS | Matt_T |\n| UTG | Jonpas |\n| UTOM | utomnia |\n| UVA | Angelocasali007 |\n| UVQQ | UmVeadoQualquer |\n| UWAR | Unscripted War |\n| UXPB | uranoxyd |\n| UXR | Larner6903 |\n\n#### V\n\n|  |  |\n|---|---|\n| V0ID | void |\n| V200 | Viper200 |\n| V29 | veteran29 |\n| V3LLU | V3LLU |\n| VA123 | Voodoo_Actual |\n| VAA | Mat11155 |\n| VAC | Varick |\n| VAD3R | VaD_3r |\n| VADER | NeoShadowdream |\n| VAKE | VAKE |\n| VAL | valdark |\n| VAN | vanhouten.cz |\n| VANRA | Vanra |\n| VARG | Vargen |\n| VAS | Vastiny |\n| VASF | jeffs |\n| VAUL | Vaultin |\n| VAXBR | VAXPLAY |\n| VBI | Verbii |\n| VBRAS | rodhalberd |\n| VBS | Virtual Battlefield Systems |\n| VBS1 | NZXSHADOWS |\n| VBS2 | NZXSHADOWS |\n| VBW | vBundeswehr |\n| VBWA3 | vBundeswehr |\n| VCA | VBS Commuity Addon |\n| VCB | SteveVCB |\n| VCL | Morpheus |\n| VCTM | Victim913 |\n| VDA | Flax |\n| VDE | VoRtHaX |\n| VDMJ | Denisko-Redisko |\n| VDPL | VeryCaptain |\n| VEF | mecharius |\n| VEGA | Vega Paradox |\n| VEK | vek0611 |\n| VELIK | birdistdaswort |\n| VEN | Venom |\n| VENUS | BiGangEnbyGang |\n| VEP | Sim |\n| VER | Verox |\n| VERTO | verto |\n| VES | Vespade |\n| VET | [VE] (OF-4) Tilliboy |\n| VET1 | mzerby |\n| VFL | IronmentalisT |\n| VFX | bizibiz |\n| VGH | Vaaghoofd |\n| VGN | TwisT |\n| VIA | viking and angusjm |\n| VIBE | Vibe |\n| VIBI | vilas |\n| VICE | heli_pilot |\n| VICFA | VictorFarbau |\n| VICKO | vicko |\n| VICTA | ODSTGeneral |\n| VICWW | VIPER[CWW] |\n| VIDORTX | FaLL1726 |\n| VIET | Aixie |\n| VIF | Viking |\n| VIG | Vigilante |\n| VIGAM | Violator Gaming |\n| VIGH | Vigilante & GodHammer |\n| VIK | Vikingo |\n| VIK22 | Viking22 |\n| VIKIN | pplluuttoo |\n| VIL | vilas |\n| VILAK | Kaike123 |\n| VILAS | vilas |\n| VILE | Vile Ace |\n| VIP | Vipersheart |\n| VIPER | viper169th |\n| VIPRR | VIPER[CWW] |\n| VIRUZ | sigwar |\n| VIS | Mandible |\n| VIT | AKM74 |\n| VIX | Vixer |\n| VIZOR | Scott Malyn |\n| VJO | von Jo |\n| VKU | Vosku |\n| VLA | Vladimir |\n| VLPNK | VoltairePunk |\n| VMA | A6 Intruder |\n| VMC | domasgim |\n| VME | Virtual Military Engineers |\n| VMZA | Vleismasjien |\n| VN | Savage Game Design |\n| VNDF | Arne |\n| VNEM | vNeMeSiiSsx - Harman Uppal |\n| VNX | Savage Game Design |\n| VOID | burrywog |\n| VONR | Von Rundstedt |\n| VOO | Voodoo |\n| VOR | The Raven Guard Chapter |\n| VORES | voorhees |\n| VOWS | desrat |\n| VOXER | VoXeR |\n| VPM | VATICAN PSYCHO |\n| VPR | VIPeR2511 |\n| VPSA | VATICAN PSYCHO |\n| VPSC | VATICAN PSYCHO |\n| VRASI | Vrasin |\n| VRS | Verse |\n| VSD | wired |\n| VSS | Hayden.T |\n| VSUK | froggy333 |\n| VSW | R. Diveyez Neff |\n| VTE | Vietnam: The Experience |\n| VTG | PixelMonkey |\n| VTN | udaloy |\n| VTP | Izu |\n| VTR | Tyrghen |\n| VTS | Izu |\n| VTT | ClunkiestPage8 |\n| VTX | vortex3d |\n| VVW | viktortw |\n| VWM | Dude96 |\n| VXBW | ViconX-Bionic |\n| VXR | VXR |\n| VZL | ElvisDS |\n| VZM | sigwar |\n\n#### W\n\n|  |  |\n|---|---|\n| W0L | W0lle |\n| W39 | petrlach |\n| W4Y | W4lly63 |\n| WAB | Wabbit |\n| WACKY | WackyIraqi |\n| WAF | wantafanta |\n| WAFEL | DirtyShoes |\n| WAG | Wagons |\n| WAITW | g3015867 |\n| WAK | Jona |\n| WAKER | 654wak654 |\n| WAKO | Jona |\n| WAL | Col Bob |\n| WALC | Claymore |\n| WALOP | wallop |\n| WALSH | IIxWALSHxII |\n| WALTS | Walts |\n| WAM | Jona |\n| WANG | DehKushGuy420 |\n| WANTA | wantafanta |\n| WAR | Worldeater |\n| WARFX | opticalsnare |\n| WARLO | WarLord554 |\n| WARS | 7angel7 |\n| WAS | wastul |\n| WASCI | DinapeS |\n| WASTE | Zelik and Mojo |\n| WATER | Waterman |\n| WATS | wats |\n| WAX | Waxbutter |\n| WB22 | will221996 |\n| WBB | themoosemasoose |\n| WBC | WanderingBear |\n| WBE | wolfbane |\n| WBG | warbirdguy1 |\n| WBJR | bennyman71 |\n| WBT | Wildebeest |\n| WCG | usmc2847 |\n| WCM | Rave808 |\n| WDB | willdebohun |\n| WDJN | WoodyJohnson |\n| WDL | Lockers |\n| WDM | Wardking |\n| WDS | tmthwoods |\n| WDW | Who Dares Wins |\n| WDY | Artharon |\n| WEAP | rodhalberd |\n| WEAST | Zkull |\n| WEED | indaweed |\n| WEEDY | deroxaxe |\n| WEF | mhodgson89 |\n| WEK | Walter_E_Kurtz |\n| WES | WesleyS |\n| WES28 | wihardy |\n| WESSX | wessix |\n| WESTI | WestDevs |\n| WESTS | wests |\n| WESTY | Westy |\n| WGL | WarGames League |\n| WHA | Whale |\n| WHALE | Whale |\n| WHB | wobbleyheadedbob |\n| WHD | walkinghd |\n| WHIS | WhisperOFP |\n| WHM | WolfhoundActual |\n| WHSKY | Whiskey.S |\n| WHT | wh1ten3ss |\n| WIA3 | btmoon17 |\n| WIEL | Harold_Hoffmann |\n| WIKED | Wiked Bubble |\n| WIL | Cliger |\n| WILK | JohnWildkins |\n| WILL | Willsdorf |\n| WILLS | torak289 |\n| WILLY | Chill |\n| WIN | Windfeld |\n| WINCON | umibato |\n| WINDO | jelmer50 |\n| WING7 | wing70 |\n| WIP | charles wipman |\n| WIR | Wires |\n| WISKY | wiskey |\n| WITEKPPL | Witek.PL |\n| WIZ | wizzywig |\n| WKF | Wikfin |\n| WL5 | WarLord554 |\n| WLD | greyhound32 |\n| WLF | LoneWulf |\n| WLFLB | WolfePatches |\n| WLK | Walrusking |\n| WLLE | joelbhv |\n| WLM | william1 |\n| WLRUS | Walrus |\n| WLY | B.Poncho |\n| WM61 | 2Alpha |\n| WMC | Nightwolf |\n| WMP | WesMP |\n| WNB | Williamson |\n| WNTRS | Winters |\n| WODS | Woodstock21 |\n| WODZU | Wodzu |\n| WOLF | XxTRUExxWOLFxX |\n| WOLFE | Wolfenburgz |\n| WOLFG | gaffa |\n| WOM | BrokenWombat |\n| WOODS | Woods |\n| WOODY | Artharon |\n| WORKING | panzersniper |\n| WOTAN | LaserWiesel |\n| WOUPY | woupypoupy |\n| WP2 | zGuba |\n| WPL | Razor (Worthy Platoon) |\n| WPS | zGuba |\n| WQG | wanderley |\n| WR5 | WinteR5 |\n| WRATH | Wraith68 |\n| WRECC | Wrecca |\n| WRG | teejza |\n| WRN | Mike Styles |\n| WRSUN | Warrior |\n| WRW | +Werewolf+ |\n| WSC | SGTGunner |\n| WSI | SGTGunner |\n| WSK | WhiskeyWarrior |\n| WSL | WhiteSkyline |\n| WSS | WarriorScholar |\n| WSTLD | Agent_jetz |\n| WT7 | Wytetyger7 |\n| WTF | WiredTiger |\n| WUB | wubz |\n| WUD | Wudy |\n| WUFPK | BNS130 |\n| WUK | trippingtourist |\n| WVNT | Williamson |\n| WW1 | No Man's Land |\n| WW2 | Operation WW2 |\n| WW2EC | WWIIEC |\n| WW2MA | WW2 Mod Alliance |\n| WW2W | WW2Weasel |\n| WWA | White Wolf Addons |\n| WWAF | Nightwolf |\n| WWAR | Makad |\n| WWB | Worgal |\n| WWM | Silva |\n| WYS | wysterine |\n| WYVER | zSchlopp |\n| WYW | newiy/WYWY |\n| WZN | Wizzen |\n| WZR | WZR |\n\n#### X\n\n|  |  |\n|---|---|\n| X29A | VirtualReal |\n| X2D | x2dezjohn |\n| X2RGT | ChoYaYa |\n| XAN | Xankriegor |\n| XAS | Extreme Addon Studios |\n| XAVO | xavo |\n| XCOM | X-COM |\n| XDSJ | koptwo |\n| XEN | Xeno |\n| XES | owen250708 |\n| XESS | DarkXess |\n| XFX | xFURYx |\n| XHK | x_Horst |\n| XIII | MOC_XIII |\n| XIM | x00010 |\n| XIMEN | ximenjia |\n| XKHDX | xKurtHDx |\n| XLA | Alexander (ImperialAlex) |\n| XM29 | XM29 |\n| XNO | Xeno |\n| XOR | SoldierEPilot |\n| XOTO | Xotodazo |\n| XOW | OnyxWyvern |\n| XPO | Expostech |\n| XPS | xpsion |\n| XRA | Xram |\n| XRFLO | XRflo |\n| XRO | Xer0 |\n| XRP | Whip |\n| XSF | StormForce |\n| XSHDX | xXShrekHDXx |\n| XSQS | Texx |\n| XSX | nidaroz |\n| XTA | xT._AnGeLr!pPeR_.Tx |\n| XTR | dev1ceR6 |\n| XULAT | Xulat |\n| XWO | ocramweb |\n| XWX | turk3y |\n| XXX | Joe Lemonade PSC |\n| XYV | Xyvern |\n| XZE | xZeven |\n\n#### Y\n\n|  |  |\n|---|---|\n| YAA | Jona |\n| YAB | YouAreBamboozled |\n| YAH | silderoy |\n| YAMA | Jona |\n| YAMUA | Yamuar |\n| YANKI | Ben_Nachos |\n| YANKO | Yanko |\n| YAS | SargeantCannoot |\n| YAZZA | Yazza |\n| YB | YouAreBamboozled |\n| YB3 | Nagual |\n| YBA | SchleckDieNudel |\n| YBS | yosarin |\n| YCAA3 | yancosta01 |\n| YDE | framedyannick |\n| YEB | Yeb |\n| YEIIJ | Yeiij |\n| YETI | TheYeti |\n| YGO2 | rezin |\n| YHM | Yearhoo |\n| YLS | yannis |\n| YMAN | YesmanY |\n| YOL | Yol96 |\n| YOUNG | youngTriceps |\n| YOWL | alexyowl |\n| YP27 | YEETpotato27 |\n| YPA | mawr |\n| YRRY | Yourry |\n| YRUN | Hooty |\n| YSA | YetheSamartaka |\n| YSB | coronelcortez |\n| YSL | Yoshilus |\n| YSP | Yanshuo Production |\n| YSTER | Ysterfeis |\n| YTRPG | zitrone475 |\n| YUG | Vojo_Kecman |\n| YUP | yurapetrov |\n| YURTX | Yurtex |\n| YVL | Yuval |\n| YVL | Yuval |\n| YWN | Yawnathan |\n\n#### Z\n\n|  |  |\n|---|---|\n| Z0M | Z0MBiE |\n| Z3D | Zjajo |\n| ZADE | DerZade |\n| ZAGOR | Askanio |\n| ZAK | Zak |\n| ZAKT | zman6258 |\n| ZAM | Zetho |\n| ZAMO | Zulu-Alpha Mods Office |\n| ZAP | ZAP |\n| ZAR | Oldnick |\n| ZARV | zarvona |\n| ZASAR | Kikiobi |\n| ZAV | zavodnyrichard |\n| ZAY | Zayfod |\n| ZCD | Zeus |\n| ZCOW | zippycow |\n| ZDC | medicalzombiez |\n| ZDGC | jobey44 |\n| ZDGS | rodhalberd |\n| ZDRK | ZephyrDark |\n| ZEAK | Zeak |\n| ZEB | zebra1993 |\n| ZED | Placeholder Interactive |\n| ZEDZ | Smoozilla |\n| ZEEP | Jona |\n| ZEL | Zelik |\n| ZEN | Zen Llama |\n| ZEN77 | Jona |\n| ZENIT | rodhalberd |\n| ZERO | Kikiobi |\n| ZERO6 | ZeroSix |\n| ZEROT | Fugitive09 |\n| ZEROX | MrZeroX |\n| ZET | Zethre |\n| ZETA | Zeedious |\n| ZEU | Protegimus |\n| ZEUS | Pimmelorus |\n| ZFJKP | knaaarfel |\n| ZGB | zGuba |\n| ZGM | ZeroG |\n| ZHOST | PoweredByte |\n| ZIJ | Ziijej |\n| ZIP | Zippy |\n| ZIPNG | Zipang |\n| ZISB | zisb |\n| ZJA | Zjajo |\n| ZKB | zkb1325 |\n| ZKJ1 | droogs |\n| ZLT | Zealot |\n| ZLX | ZileX |\n| ZLXEN | zloxen |\n| ZMX | Terox |\n| ZNDR | vlekzandr |\n| ZOCK | J3r3my1337 |\n| ZOD | Zodd |\n| ZOM | l552342444 |\n| ZONA | Bravo Wilco |\n| ZONAP | zukera2 |\n| ZONE | Welcome_To_Hell |\n| ZOOL | Jona |\n| ZOOM | Jona |\n| ZOOT | Jona |\n| ZOOT | Jona |\n| ZOOT | Jona |\n| ZOPS | MasterCraftyMonster |\n| ZOR | xorzizten |\n| ZORG | ZorgBot |\n| ZOU | zouloum |\n| ZOV | Zovirl |\n| ZP5 | Zipper5 |\n| ZPP | Zippy |\n| ZRDP | 11RDP |\n| ZRG | ZRG |\n| ZRO | zaro |\n| ZRU | rpoltera |\n| ZRW | Lucifer |\n| ZSF | Zelik |\n| ZSO | morox |\n| ZTLOV | voltz |\n| ZUL99 | Zul99 |\n| ZULU | SoldierEPilot |\n| ZUMBI | Jonathan30 |\n| ZUMO | zumorc |\n| ZUP | soupie von soup |\n| ZUSERZ | zzusernamezz |\n| ZVS | zwobot |\n| ZWA | zwadar |\n| ZWEAR | Zwear1 |\n| ZYAD | rando |\n| ZZR | Zsa_Zsa_Rasputin |\n| ZZZ | Jona |","sections":[{"heading":null,"level":1,"markdown":"This list is a copy of [OFPEC's tag list](https://www.ofpec.com/tags/?action=list) (with the addition of Bohemia Interactive's `BI_`/`BIN_`/`BIS_`/`SCR_` prefixes) as a mirror backup.\n\n> [!NOTE]\n> For details about this list and how to add your own tags, see Scripting Tags.\n\nABCDEFGHIJKLMNOPQRSTUVWXYZ#"},{"heading":"A","level":4,"markdown":"| TAG | Owner |\n|---|---|\n| A139 | Kostas2413 |\n| A140 | kevinb |\n| A1618 | nesmonartis |\n| A165 | Limeisland |\n| A177 | Jona |\n| A1L1P | prestonchism5 |\n| A1PJ | Jona |\n| A2020 | Aeneas2020 |\n| A2203 | Big_Al |\n| A2B | Snake@A2B |\n| A2C | Laxentis |\n| A2HOE | maxenzo2 |\n| A2M | a2m |\n| A2S | A2Script |\n| A2TS3 | NouberNou |\n| A32ND | CTLondon501st |\n| A375E | tchou |\n| A3B | WeißeFeder_Bruuudis |\n| A3BL | TheIrishTrinity |\n| A3DAN | Danerzz |\n| A3DM | TRIPDEPALS |\n| A3DS | TRIPDEPALS |\n| A3FDEV | Freezer |\n| A3HL | Tom Squirrel |\n| A3L | Дмитруй |\n| A3LFE | jonnyetiz |\n| A3LIF | A3LifeBlue |\n| A3M | Skeltoras |\n| A3PH | Arma Philippines |\n| A3PL | KokaKolaA3 |\n| A3PMC | sy4 |\n| A3R | acurlyninja |\n| A3RES | Pillord |\n| A3RO | Rangooo1337 |\n| A3RP | Michael Swiss |\n| A3RU | Blender |\n| A3S | FunkFest |\n| A3SRX | SAYREX |\n| A3TC | Tomcat_1995 |\n| A3TP | W0lle |\n| A3YCA | YanCosta |\n| A40K | ladie from hell |\n| A455 | Andy455 |\n| A4L | A.Deubelskerl [DBK] |\n| A4RP | A.Deubelskerl [DBK] |\n| A506 | Margiotta |\n| A5221 | TiernanTheMan |\n| A6105 | hairston630 |\n| A69 | SandX |\n| A974 | Christopher974 |\n| A999 | DoctorSparks |\n| AAA | Sama |\n| AAAAA | QwertQ9 |\n| AAC | Boiorix |\n| AACF | ONI |\n| AAD | Sabelzahntiger |\n| AAF | eagles talon |\n| AAK | Ala Ad Kabeer |\n| AAL | al_liga |\n| AALM | Ace |\n| AAM | teratino |\n| AAP | Dimitri_Harkov |\n| AAS | Aasgeier |\n| AAT | Bloberg |\n| AAW | Australians At War |\n| AB82 | Pollitt |\n| ABASH | Abash |\n| ABATO | Abartho |\n| ABCDE | Broadsword |\n| ABDDN | mrzachhigginsofficial |\n| ABED | Abel |\n| ABG | Sheildsy |\n| ABI | JingaDinga |\n| ABIP | RichesMaps |\n| ABN13 | ThatArmaGuy |\n| ABNOE | Wolfpack_Neko |\n| ABO | Alph@bravo |\n| ABR | Aberrunto |\n| ABS | Abs_01 |\n| ABT | coolcl |\n| ABU | Abuu |\n| ABYSS | AdeptAbyss |\n| ABZ | Whitedan |\n| ACA | acoustic |\n| ACAVE | th3flyboy |\n| ACDSU | d4n1ch |\n| ACE | Advanced Combat Environment |\n| ACERO | @CERO |\n| ACES | Aircraft and Chopper Equipment Standard |\n| ACF | ACF |\n| ACH | Apache (AKA Dark Soldier) |\n| ACHN | ItsYaBoiJabool |\n| ACI | LiveFastDieFree |\n| ACID | acidioussoul |\n| ACL | razoraresharp |\n| ACMM | antoniocarlosmaia |\n| ACOLYTE | MemphisAcolyte |\n| ACOM | OneMysteryMan |\n| ACPL | zGuba |\n| ACR | TheSun |\n| ACS | razoraresharp |\n| ACSE | Advanced Combat Sound Environment |\n| ACTRG | Marksman1942 |\n| ACU | Zerro |\n| ACW | Kumariashamaki |\n| ADAM | castell |\n| ADC | cmndr_andi |\n| ADDON | rodhalberd |\n| ADE | Adelemphii |\n| ADENF | AdenFlorian |\n| ADEQU | AderQ |\n| ADF | Australian Defence Force Mod |\n| ADFT | mahtt |\n| ADFU | pastor399 |\n| ADG | tipster1 |\n| ADL | ADLewis1975 |\n| ADLER | GAdler |\n| ADLP | Andy455 |\n| ADM | iAd4m |\n| ADMS | Adams (16AA) |\n| ADNG | Thoron |\n| ADR | AmerikanSn1p3r |\n| ADS | admiralducksauce |\n| ADT | DT_Holding |\n| ADVIC | advictoriam |\n| ADX | .:mazed:. |\n| AE608 | AE-6080 |\n| AED | eldstal |\n| AEDIT | pastor399 |\n| AEDS | rodhalberd |\n| AEG | Loyalguard |\n| AEGIS | Aegis |\n| AEKO | Aeko |\n| AER | rodhalberd |\n| AERDF | jello100 |\n| AEREO | rodhalberd |\n| AERO | rodhalberd |\n| AFB | afbrad |\n| AFD | affraid |\n| AFF | affraid |\n| AFFRA | affraid |\n| AFFRD | affraid |\n| AFG | DarkFenix100 |\n| AFG80 | granQ |\n| AFGHA | Afghanka |\n| AFMC | CSLA Mod |\n| AFMOD | ArmA Francais Mission Development |\n| AFRD | affraid |\n| AFS | teamwolf |\n| AFSF2 | coremanite |\n| AFSR | EMSI |\n| AFTL | Insane |\n| AFUK | Uro |\n| AFVET | Fire_Medic |\n| AFW | mecharius |\n| AG9 | ageA9 |\n| AGAR | ignotus17 |\n| AGG | Matthijs |\n| AGGF | Jack6366 |\n| AGITATOR | DogmatistAgitator |\n| AGM | andersgrim |\n| AGN | Attoric Games |\n| AGP | Anglo Greek Pole Productions |\n| AGR | AGERSTONE |\n| AGRPG | Triebtaeter |\n| AGS | ag_smith |\n| AGUA | Agua |\n| AHA | AugustoHA |\n| AHK | jelrite346 |\n| AHOST | seytan69 |\n| AIA | Allies In Arms |\n| AIBG | MasterJ |\n| AIC23 | AICA |\n| AIGAM | Danite |\n| AIM | Typhon |\n| AIOC | Noahd99 |\n| AIR | Assassinator |\n| AIRBO | DLocker |\n| AIS | Fen |\n| AJB | BiggAndrew24 |\n| AJM | angusjm |\n| AJN | McGling |\n| AJS | Abuu & Jonno Studios |\n| AJSK | AJS |\n| AK3 | AK_A3 |\n| AKA | kAk |\n| AKE | Jayhawk |\n| AKIRA | NevsZA |\n| AKL | AK_A3 |\n| AKO | Akolex |\n| AKU | Akugagi |\n| AKVA | Celgus |\n| ALA46 | GrayFox |\n| ALB92 | ALB92 |\n| ALC | Alcore |\n| ALD15 | Aldo15 |\n| ALDI | alderous |\n| ALE | Ale |\n| ALEXA | alexa.hunts |\n| ALEXK | alex-krug |\n| ALEXS | Hasmat2815 |\n| ALF | Rikugun |\n| ALFA | AlexAltea |\n| ALG | ITZSESHH |\n| ALI | Alipali |\n| ALIEN | Digital Carbon |\n| ALJ0D | aljd |\n| ALK | Linus |\n| ALL | Arma Ladder/Liga |\n| ALMAMONS | Shuljamac |\n| ALO | Xtreme |\n| ALPH0 | merauder146 |\n| ALPHY | Alphawolfun |\n| ALR | EthanB0527 |\n| ALRP | AlexisFR |\n| ALTF | sport308 |\n| ALTF4 | Brycie |\n| ALU | Alukard |\n| ALV | AlexVestin |\n| ALW | a-lone-wolf |\n| ALWA | Alwandy |\n| ALXMA | AlexanderHoraitis |\n| ALZ | angry_lizard |\n| AM92 | AnimalMother92 |\n| AMA | TopHatt |\n| AMB | Hairy Primate |\n| AMB11 | Smootch |\n| AMC | Anmac |\n| AMF | Legion Tactical |\n| AMH | TRG_Holicer |\n| AMM | ianbanks |\n| AMMO | rodhalberd |\n| AMOD | ArmA Modifications |\n| AMORE | The Avon Lady |\n| AMPER | Amperloom |\n| AMR | ThePhysGun |\n| AMR28 | 4yDiK |\n| AMRG | Coldfront15 |\n| AMS | Assault Mission Studio |\n| AMS66 | Moeller88DK |\n| AMS88 | Moeller88DK |\n| AMT | AustriaMod |\n| AMU | jotel |\n| AMUR | 4yDiK |\n| AMUT | Raango |\n| AMWAY | Mr_Amway |\n| ANA | TriTard |\n| ANATO | anatomix |\n| ANC | giraffe |\n| ANCH | Angeloh111 |\n| AND | AND |\n| AND2 | AND |\n| ANDE | ande |\n| ANDOR | andrewor |\n| ANDY | andersson |\n| ANDY1 | little_andy |\n| ANG | ocramweb |\n| ANGEL | MRANGELL96/David Angel |\n| ANK | gonzai |\n| ANN | AnotherNormalNick |\n| ANNIE | WildAnnie |\n| ANOE | ALEX.50 |\n| ANON | AnonAustria13 |\n| ANT | LtMadine |\n| ANTH | Anthariel |\n| ANTHA | Anthariel |\n| ANTI | Antiprotestant |\n| ANZ | anzacsas |\n| AOA | TESHUB |\n| AOH | ParryJD |\n| AOI | th3flyboy |\n| AOS | Ambient Occlusion Studios |\n| AOT | Roaban |\n| APAN | keivlech |\n| APBW | GamingPanthers |\n| APD | Aspide |\n| APE | Apecengo |\n| APEX1 | apexgames |\n| APH | ahunn |\n| APOC | Muppet1856 |\n| APS | Australian Phantom Soldiers |\n| APT | Cpt-Fred |\n| APU | Apouh |\n| APX | apexgaming |\n| AQUIS | Aquis |\n| AR308 | chayfo |\n| ARA | Australian Regular Army |\n| ARAB | damnbino |\n| ARAKA | Arakatonga |\n| ARAR | affraid |\n| ARB | Aerobat14 |\n| ARC | Archaine |\n| ARCH | TemplarVX |\n| ARCHI | Archi49 |\n| ARCTO | Arctor |\n| ARD | Aidas |\n| ARDIN | Aridin |\n| ARES | Clayman |\n| ARG | ZoTTiixX |\n| ARGO | ArgoChris |\n| ARICP | Ariussin |\n| ARK | Arctor |\n| ARM4LIFE | MrRatSuper |\n| ARMA | OFPEC |\n| ARMA3MO | Redays |\n| ARMAG | Giorgy |\n| ARMAS | rodhalberd |\n| ARMAT | ArMaTec |\n| ARMEC | Aramec |\n| ARMPT | onlybaldwin16 |\n| ARMST | Dragster |\n| ARN | Hotbrass |\n| ARO | Aron |\n| ARP | thedog |\n| ARPA | MidShip |\n| ARPL | MRANGELL96 |\n| ARRON | Arronax |\n| ARROW | baca85 |\n| ARS | Ares |\n| ARST1 | hfuser1 |\n| ART | Ragnar |\n| ARTIC | blazester |\n| ARU | Spyke |\n| ARW | theArdboegamer |\n| ARWEN | dobermann91 |\n| AS2 | FunkFest |\n| ASB | Buehgler_AS |\n| ASC | ASC |\n| ASCT | CyDoN |\n| ASCW | Julian2990 |\n| ASD | asd163255 |\n| ASDG | AlphaSquad.net |\n| ASE | Advanced Sound Environment |\n| ASEOB | obliv1on |\n| ASF | David Berka |\n| ASFF | firefly2442 |\n| ASG | Gnome |\n| ASH | AaronAsh |\n| ASI | Vigilante |\n| ASIN | Toaster |\n| ASITA | joshpier3 |\n| ASL | Vigilante |\n| ASM | asmodeus |\n| ASO | Picasso |\n| ASP | ASP |\n| ASPE | Asperche |\n| ASRX | SAYREX |\n| ASS | SnowSky |\n| AST | astatine |\n| ASTA | astast |\n| ASTBY | mariusvnh |\n| ASTHMA | Asthma |\n| ASTR | STALKERGB |\n| ASTRO | ionpara |\n| ASV | Aramis |\n| ASX | Assasin X |\n| ASY | Stiltman |\n| ASZ | arremba |\n| ATC | Unnamed |\n| ATDEF | SmokeDef |\n| ATF | AustriaTacticalForce |\n| ATG | Attoric Games |\n| ATH | Math |\n| ATHM | Marseille77 |\n| ATK | toadeater |\n| ATL | Atlas123 |\n| ATM | nolips71 |\n| ATMK | FraP-zsz |\n| ATN | Atunero |\n| ATOW | ArmA: Theatre of War Tournament |\n| ATPN | bytopin |\n| ATRO | Atrocittus |\n| AUG | august_nox |\n| AUNA | KarbineR |\n| AURI | nate6631 |\n| AUS | Foxhound |\n| AUSIM | ausimus |\n| AUSMD | austin_medic |\n| AUST | AusTac |\n| AUT | Blackii93 |\n| AUXIL | Auxilirate |\n| AVERS | mhodgson89 |\n| AVO | dartist |\n| AVON | The Avon Lady |\n| AVS | Atom_Monky |\n| AW0012 | Theawsome0012 |\n| AWA | annihilator825 |\n| AWAS | Authentic Warfare Addon Studio |\n| AWM | Airwolf Mod |\n| AWS | aws188 |\n| AX2D | Grizlyian |\n| AX4 | axhacker4 |\n| AXL | Axyl |\n| AXP | Alex.XP |\n| AXXE | axxe |\n| AYBAB | theonciest |\n| AYM | Andymon |\n| AZE | altazure |\n| AZIZ | Abdulaziz Alashaikh |\n| AZK | Pyrospastiac |\n| AZP | AngeredZeus |\n| AZR | Azraell_X |\n| AZRYV | Y0an |\n| AZT | Aztechnology |\n| AZY | Azy |"},{"heading":"B","level":4,"markdown":"|  |  |\n|---|---|\n| B0SS | AnotherNormalNick |\n| B10 | b101uk |\n| B182 | Bebop182 |\n| B2P | Chere |\n| B2Z | Bravo 2 Zero Campaign Addons: spider_ipc |\n| B33 | Sgt.James |\n| B3N | cebus |\n| B45 | Berlin1945 Staff |\n| B4609 | Bread |\n| B47 | BrendoB47 |\n| B500 | Falcon |\n| B851678 | Failiatus |\n| BAAD | BrookeAnne |\n| BAAL | baalzebuv |\n| BABE | Bad_Benson |\n| BABS | Zeak |\n| BABYZ | Gigantobaby |\n| BAC | CCrAsHH |\n| BAD | B.A.D. |\n| BADBOY | ruanbadboy |\n| BADGR | FlattestGuitar |\n| BADR | omarelrussi |\n| BAE | Zim |\n| BAEM | BAEM |\n| BAER | unbrauchbaer |\n| BAF | pathy |\n| BAFS | Infiltrator_2K |\n| BAGE | RoyalCabbage |\n| BAGEL | Nuufa |\n| BAGPE | bagdigger_actual |\n| BAJ | baj1991 |\n| BAK | Backoff |\n| BAK0 | Bak0 |\n| BAKFT | zhestyr |\n| BAKH | byalexeykh |\n| BAL | Gamefreak2ful |\n| BALI | bali0025 |\n| BALIS | Ballisticd8 |\n| BALSK | wcnones |\n| BAM | Brazilian Army Mod |\n| BAMSE | Bamse |\n| BANG | johnbangs |\n| BAR | BarCode |\n| BAR31 | barakokula31 |\n| BART | bartkusa |\n| BAS | Ballistic Addon Studio |\n| BASE | rodhalberd |\n| BASIC | Basic_Infantry |\n| BAT | Ekengren |\n| BATTL | rodhalberd |\n| BATTY | batboyx2 |\n| BATZ | AlexDovoski |\n| BAUER | Schwarzbauer |\n| BAV | B.A.Verrecus |\n| BAZ | KevBaz |\n| BAZBO | Bazooka_Boy |\n| BAZEF | ENGENER |\n| BBA | Black Baron Austria |\n| BBB | bL4s |\n| BBE | =[BBE]= MOD |\n| BBEAR | bigdancingbear3 |\n| BBEM | BBE Squad |\n| BBM | General_Bacon_965 |\n| BBOY | BladderBoy |\n| BBP | Big Ben |\n| BBR | ak12546 |\n| BBRR | boberro |\n| BBWV147 | bachbwv147 |\n| BBY | BB128 |\n| BC6 | bravo 6 |\n| BCA3 | that1drifter |\n| BCCAN | Cyanide1973 |\n| BCD | darkmol12 |\n| BCK | blue chook |\n| BCM | beatzcraft |\n| BCO | brando |\n| BCRPG | B.Johnson |\n| BCT | bobcatt666 |\n| BDE | beedee |\n| BDEF | bcdeforest |\n| BDH | monk76 |\n| BDK | bundook |\n| BDKR | baedeker |\n| BDM | Bloody Days Mod |\n| BDN | Bandana |\n| BDO | Baddo |\n| BDOG | Scheintot |\n| BDP | Backoff & DeaDMeaT Productions |\n| BDPS | badpapasmurf |\n| BDPSF | badpapasmurf |\n| BDS | ryogugu |\n| BEAR | GodsFist |\n| BEAUSHAR | Mellowluva88 |\n| BEB | bebbakhuis |\n| BED | LordBen |\n| BEDCR | Imatisis |\n| BEDZ | DeliveryService |\n| BEEF | WhereIsBeef |\n| BEEP | banini |\n| BEER | GodsFist |\n| BEL | battlestar255 |\n| BEL28 | Warrior |\n| BEN | bennyboy |\n| BENNZ | Ben.NZ |\n| BENQ | BenQ |\n| BENTDEV | malfar |\n| BEO | MBMC |\n| BEOB | 404 Dave Not Found |\n| BEPO | McLupo |\n| BERG | berghoff1 (aka Berghoff) |\n| BERN | Bern |\n| BERNO | Berno |\n| BERT | albertoesponera |\n| BES | Black Element Studio |\n| BET | Beton |\n| BETA | Betaknight |\n| BETO | Beto |\n| BETTY | Jona |\n| BEW | Bullseyeworks |\n| BFI | super-truite |\n| BFM | Gurk |\n| BFS | LoupVert |\n| BFSGF | klinGiii |\n| BG | Zelik and Mojo |\n| BGA | bmgarcangel |\n| BGBR | Bugbear44 |\n| BGG | Biggs25 |\n| BGI | scottieo321 |\n| BGLEN | bglen |\n| BGM | BritishGM |\n| BGP | bloodyzyy |\n| BGT | tini |\n| BHAZ | Bhaz |\n| BHB | bauerhousebourne |\n| BHC | Thomas |\n| BHD | Linker Split |\n| BHG | ChaseTheFun |\n| BHZ | BadHabitz |\n| **BI** | **Bohemia Interactive** |\n| BIALY | Ziemek |\n| BIB | Bibmi |\n| BIBO | Bibo164 |\n| BIF | Belle Ile France |\n| BIG | martynfromholland |\n| BIGGS | Biggs25 |\n| BIGL | BigLebowski |\n| BIGPH | ebrand |\n| BIGT | bigtony |\n| BIH | cluster |\n| BILA | turbo2 |\n| *BIN* | Binesi |\n| **BIN** | **BI Netherlands** (Arma 3 Contact functions) |\n| BINF | alxntc2 |\n| BINK | Binkowski |\n| BIO | bio138 |\n| BIOC | CD8-T-Lymphocyte |\n| BIOPEG | BioPegasus |\n| BIP | BipBip |\n| BIR | Black1ron |\n| BIRD | thebird |\n| **BIS** | **Bohemia Interactive** (Arma 2, Arma 2:OA, TKOH, Arma 3) |\n| BIW | Biwi |\n| BJAX | Banjaxed |\n| BJD | Grekain1 |\n| BJM | bombajack |\n| BJP | bombajack |\n| BJS | purefocus |\n| BK12 | bk1276 |\n| BKD | blackdog |\n| BKF | BKFighter |\n| BKH | lBlackDeathl |\n| BKM | BKM Mod |\n| BKR | BurgerKingRetard |\n| BKS | 1B1KSniper |\n| BL5KA | baltushka |\n| BLACK | Blackflash |\n| BLAZE | Blaze F22A |\n| BLB | Blackblood |\n| BLCKL1ST | Blacklist370 |\n| BLD | BLADE |\n| BLE | Blender |\n| BLEF | Bleff |\n| BLF | black_feather |\n| BLG | Bloberg |\n| BLG14 | bloodsheddt |\n| BLIND | rodhalberd |\n| BLIV | TheBliveon |\n| BLIVE | TheBliveon |\n| BLK | Blacknite |\n| BLKAD | Blackadder |\n| BLKCL | Blackclaw |\n| BLKFS | blackfisch |\n| BLKRV | Blackraven93 |\n| BLND | Blindside |\n| BLNW | blaunarwal |\n| BLO | JussiPik |\n| BLOOD | -Blood- |\n| BLOW | thelobotomobile |\n| BLP | Bloppo |\n| BLRPG | musicshaggy |\n| BLT | Blunt |\n| BLTMC | TheBliveon |\n| BLU | bluebottle |\n| BLUE | ShadowBlue |\n| BLW | SchleckDieNudel |\n| BLX | cleggy |\n| BLYAM | Blyamps |\n| BLZ | blazero |\n| BLZE | Blaze |\n| BMC | BMCha |\n| BMI | Bambi |\n| BMICK | billy12822 |\n| BMP | BM Production |\n| BMR | BeAMer |\n| BMRF | NotCorsair |\n| BMS | daniellovatt |\n| BNC | BoNeCoLLeCToR |\n| BND | Bond006 |\n| BNDR | bending_unit_22 |\n| BNG | Bongo Bongo |\n| BNI | BeenIdle |\n| BNM | Challenger3 |\n| BNSN | Benson |\n| BOAT | rodhalberd |\n| BOB | Ranger Bob |\n| BOC | BoNeCoLLeCToR |\n| BODE | Bode |\n| BOE | Fokker |\n| BOF | Rebel Man |\n| BOFD | Rebel Man |\n| BOG | bog819 |\n| BOGEY | mkfester923 |\n| BOH | Project:Battle Over Hokkaido |\n| BOI | Mahboison |\n| BOL | bol398 |\n| BOMB | BeetleBomb |\n| BON | TheBonBon |\n| BOO | booRadley |\n| BOOM | Boomotang |\n| BOON | BoonChi |\n| BOOP | Henri |\n| BOOZ | booz |\n| BOP | Blackop |\n| BOPMA | *BOP*Matt |\n| BOR | Bases Over Rahmadi |\n| BORG | Borgamagos |\n| BORGMAN | BorgerMan |\n| BOROS | House Boros |\n| BOS | Bases Over Sahrani |\n| BOUNT | BountyXY |\n| BOX | boxter |\n| BOXY | Boxfinate |\n| BOZO | BoZo_135 |\n| BPC | tom_48_97 |\n| BPS | [PTS] Panthers |\n| BPX | BlackPixxel |\n| BQC | curiousinternals |\n| BRA | bracer |\n| BRAD | TuszPro |\n| BRADY | aefbrady319 |\n| BRAF | Bran Flakes |\n| BRANF | Bran Flakes |\n| BRANK | lalote |\n| BRAS | rodhalberd |\n| BRASR | minimus |\n| BRDT | Brandt |\n| BREAD | SlicedBread |\n| BRF | Brutal Force |\n| BRG | berghoff1 (aka Berghoff) |\n| BRGDA | Brigandia36 |\n| BRH | Boborish |\n| BRIG | TuszPro |\n| BRIT | British89 |\n| BRKT | GrooveByte |\n| BRMOD | Battle Royale Mod |\n| BRN | SgtBarnes73 |\n| BRN73 | tgm0 |\n| BRNDT | Brandt |\n| BRO | BeerOps |\n| BROAD | Broadsword |\n| BROK | xpt0x |\n| BRON | brontal77 |\n| BRONX | kyoshofreak |\n| BRP | Batdog |\n| BRPG | BritishLifeRPG |\n| BRS | BRAS |\n| BRT | BraTTy |\n| BRT96 | Its_imp |\n| BRUH | koptwo |\n| BRW | Battleredwing |\n| BRX | Braxel |\n| BRZ | rodhalberd |\n| BS3 | BeefSunda3 |\n| BSA | Burning Sands: Africa 42 |\n| BSC | The Plague Healer |\n| BSCT | Jack00 |\n| BSD | BraveSteelDragon |\n| BSF | TroyT |\n| BSFC | TroyT |\n| BSFM | Flax |\n| BSH | Bishop |\n| BSH19 | peter1415 |\n| BSK | Bounty |\n| BSLK | Sanchez00 |\n| BSOC | Bastard Sons of Cannon Fodder |\n| BSQ | icausecancer |\n| BSQN | tomtucka |\n| BSR | BrockLee |\n| BSS | Abel |\n| BSW | BusStopWilly |\n| BT | BeeTee |\n| BT153 | birdman |\n| BTA | BTA-horrific |\n| BTC | Giallustio |\n| BTD | bTd Clan |\n| BTH | BobTheHunted |\n| BTHBC | BobTheHunted |\n| BTP | Target Practice |\n| BTS | BlackBat |\n| BTYR | Reddagger36 |\n| BUCE | ms1v |\n| BUCK | buckfast |\n| BUG | Joe Lemonade PSC |\n| BUILD | rodhalberd |\n| BUK | Buckerooski |\n| BUKA | Buuka7 |\n| BULB | GreenLightbulb |\n| BUN | BUNTRO |\n| BUNLU | bun76 |\n| BURES | Burkal |\n| BURRD | burrd |\n| BURT | BadLuckBurt |\n| BUSH | Bushlurker |\n| BUSH1 | Bushbeater |\n| BUST | BUST1 |\n| BUTCH | TheButcher |\n| BUTT | InquisitorL |\n| BUTT1 | InquisitorL |\n| BUUKA | Buuka |\n| BW2 | SAAF |\n| BWB | Black Watch Battalion |\n| BWC | Bush Wars Conflict Mod |\n| BWC1 | Rumplestiltz |\n| BWCRO | bwcrow |\n| BWE | kyoshofreak |\n| BWF | Le_CuLtO |\n| BWG | BWGw |\n| BWINT | adios113 |\n| BWMOD | Bundeswehr Mod |\n| BWPH | bwph4273 |\n| BWPP | BattlePOWER |\n| BXX | Bioxx |\n| BYB | Yellow Basterd |\n| BYD | bydolg |\n| BYR | DaBayer |\n| BYRNE | Byrne |\n| BZK | BerZerK |\n| BZLY | Beazley |\n| BZS | deroxaxe |"},{"heading":"C","level":4,"markdown":"|  |  |\n|---|---|\n| C094 | Cerberus094 |\n| C130 | OperationSoulReaper |\n| C15 | wantafanta |\n| C1896 | Connorwarman |\n| C1976 | Dimitri_Harkov |\n| C1987 | Christian.1987 |\n| C2K | Hamo |\n| C3RB | Cerberus |\n| C404 | Concept404 |\n| C47 | crook47 |\n| C4N | ChaseTheFun |\n| C4TV | C4TVAtlas |\n| C555 | CringleBerry |\n| C76 | Camaro76 |\n| C7K | c7kizer |\n| C8X | Earl |\n| CAA | alex.caa |\n| CAA1 | kju |\n| CAB | cabal0428 |\n| CABLE | Cablebox |\n| CACHE | bcashin |\n| CAD | MajorElimRawne |\n| CAEDE | Ahadiel |\n| CAF | Edgecrusher |\n| CAFT | Moofins |\n| CAG | TheCaptain |\n| CAIRS | kju |\n| CAKES | Fail Cakes |\n| CAL | calamity |\n| CAL68 | burns |\n| CALIM | diveyez |\n| CAM | rodhalberd |\n| CAME | camealeon |\n| CAMP | rodhalberd |\n| CAMUH | camuhflage |\n| CAN | Can35 |\n| CANMN | CANMAN |\n| CAP | Captain |\n| CAPP | The_Sprite |\n| CAPPY | Cappylock |\n| CAPRY | CapryCorn |\n| CAPS | CAPTNCAPS |\n| CAPTN | Captain Courageous |\n| CAR | jano20 |\n| CAR69 | Carthaginian_Reaper |\n| CARL | SugarFreek |\n| CAROL | FileEditor97 |\n| CAS | Crazy addons studio |\n| CASCO | Cablebox |\n| CASH | ColeAshford |\n| CASKT | CaspianKT |\n| CASP | kju |\n| CASS | Cassandras Addon Studio |\n| CASSI | Cassius |\n| CAT | CAT SHIT ONE MM |\n| CATAR | CatArmour |\n| CAU | Caucasus Crisis Mod |\n| CAV | tierdisogni |\n| CAV25 | veers13 |\n| CAVS | MDI |\n| CAW | BloodyRaiden907 |\n| CAZ | Cazalla |\n| CB3 | Apollo |\n| CBA | Code Blue Addons |\n| CBCP | kju |\n| CBF | CBFASI |\n| CBM | Code Blue MOD |\n| CBN | chrisbobnorwich |\n| CBO | kingfisher |\n| CBR | CareyBear |\n| CBT | Clan COMBAT! |\n| CBW | Foxhound_ca |\n| CC4 | Capt_Colt45 |\n| CC45 | Capt_Colt45 |\n| CCC | DESTINY0ne |\n| CCG | justJenkins |\n| CCH | clarkhalf |\n| CCHOW | Yin0105 |\n| CCM | Crime City Mod |\n| CCO | Carol Cray |\n| CCP | CatCaptain |\n| CCR | 200rabbits |\n| CCRPG | Avery Foutz |\n| CCS | creepycrappyshow |\n| CCT | cctoide |\n| CDAH | Lotzo |\n| CDC | x2dezjohn |\n| CDE | Chernarus.de |\n| CDEE | CodeE |\n| CDHM | crazyDHarrison2 |\n| CDM | ApocalypseDan |\n| CEB | SlimShadII |\n| CEEB | Ceeb |\n| CEG | Loyalguard |\n| CEL | Cell |\n| CELO | celoush |\n| CELTR | celltsar |\n| CEP | CEP |\n| CFD | CFD_Spectre |\n| CFE | Chinese Fonts Engine |\n| CFS | cfsfirefighter |\n| CFSG | cfsjrandazzo |\n| CFTEX | Captain Fantastic |\n| CFX | CfX |\n| CGB | CGB |\n| CGC1 | CG-Robo |\n| CGF1 | Chaingunfighter |\n| CGI | Central Graphics and Imaging |\n| CGR | christian2526 |\n| CH2R | Ch2rly |\n| CH35 | christoph35 |\n| CH974 | Christopher974 |\n| CHA | Chairborne |\n| CHAD | chaddlesg |\n| CHAF1 | Chickensky |\n| CHAL | Challenger |\n| CHANG | BakerChang |\n| CHAR | Charlie Howarth |\n| CHD | Chris Death |\n| CHE | Cheetah |\n| CHEF | chefd261 |\n| CHGMS | Cyrokrypto |\n| CHILE | Fabiantronc |\n| CHILI | chillagin |\n| CHIZ | Chizdna |\n| CHK | chkilroy |\n| CHL | Fabiantronc |\n| CHMOD | Christophorus Mod |\n| CHN | Charon Productions |\n| CHO | Chonee |\n| CHOYA | ChoYaYa |\n| CHP | Jona |\n| CHR | chris330 |\n| CHRIS | chris4335 |\n| CHRO | Chromegus |\n| CHS | ChaosStudios |\n| CHSCJ | Cj93Play |\n| CHT | Crazy Hussars Team |\n| CHUCK | cyckuan |\n| CHUD | Chudlik |\n| CHUMY | chumymalo |\n| CHUP | ChupChup |\n| CIA | Comrades in Arms |\n| CIDF | Craggy Island Defence Force |\n| CIL | Caillou |\n| CIPE | HateDread |\n| CIT | Citali |\n| CIV | Sariel |\n| CIVF | Flax |\n| CIVIL | CivilityRP |\n| CJ5 | cj525 |\n| CJACK | jackjack |\n| CJF | Popinjay_John |\n| CJJ | jarv |\n| CKMES | TimRambo |\n| CKRU | Capt Krüger |\n| CKY | cyckuan |\n| CL3 | R3411y |\n| CLA | Robster |\n| CLAUS | pplluuttoo |\n| CLEGG | Knobee |\n| CLHK | leungkaho_p54 |\n| CLI | clivewil |\n| CLICK | ClicheUsername |\n| CLINT | cring0 |\n| CLON | Clon |\n| CLR | xZeven |\n| CLY | Celery |\n| CMA | kju |\n| CMC | Fsxcrone |\n| CMCARTHY | C.McCarthy |\n| CMCD | CameronMcDonald |\n| CMCTD | Eckzy |\n| CMD | Evalach |\n| CMDBR | PedroLuigi |\n| CMDO | capitao_commando |\n| CME | Bigsmok |\n| CMF | AtinAkiri |\n| CMG | Panadur |\n| CMGE | Zkorpyun |\n| CMINF | Commander Infinty |\n| CML | Jeringo |\n| CMP | CymPatheeY |\n| CMPB | XSparky |\n| CMPGN | SULcorp |\n| CMR | Commander |\n| CMS | raptor 6 actual |\n| CMT | Capt MacTavish |\n| CMW | AlcapurriaPR |\n| CMY | CrimyStickR |\n| CN4 | ChaseTheFun |\n| CNC | ThorWedd |\n| CNCTE | HorribleGoat |\n| CNGM | ChaseTheFun |\n| CNM | Bravo93 |\n| CNNT | hobart |\n| CNO | Costno |\n| CNR | Conroy |\n| CNS | PewPewStraykbol |\n| CNT | Capt MacTavish |\n| CNW | Chrisnw |\n| CO284 | cool2844 |\n| COA | BadAss |\n| COC | The Chain of Command |\n| CODE | CodeBugd |\n| CODI | Coding |\n| CODY | CaptainCody |\n| COE | FFAA Mod |\n| COG | CognitoCon |\n| COH | Coward_Heart |\n| COL | ClawOfLight |\n| COLEJ | colej_uk |\n| COLH | saltybear |\n| COLIX | ColibriX |\n| COLLO | FloatStreak |\n| COLSH | Col_Sherman |\n| COLT | SoldierEPilot |\n| COLUM | columdrum |\n| COM | XSparky |\n| COMET | BierAIG Comet |\n| COMMA | Commandante |\n| CON | Sgt.Ace |\n| CONC | Concurssi |\n| COOP | gYMO |\n| COR2A | antonescu |\n| CORAX | Corax |\n| CORE | Methusalem |\n| CORI | csudab |\n| CORN | cornman |\n| CORPS | Zycorpse |\n| COS | Thyrrus |\n| COTH | Cory-C |\n| COU | Couga |\n| COUL | Coulson |\n| COV | CoValent |\n| COW | W1nn13 |\n| COWS | MutatedJackal |\n| COY | Coyota |\n| CPC | Sparfell_19 |\n| CPF | complete_freak |\n| CPJ | arles2464 |\n| CPS | chops |\n| CPT | CptCox |\n| CPTBI | cptbirdseye |\n| CPTN | Nick van der Lee |\n| CPTVI | CPTVIEIRA |\n| CQB | CQB |\n| CRA | Craziks |\n| CRAW | Crawliiee |\n| CRB | wolffy.au |\n| CRBR | crimsonbrother |\n| CRCK | wildTangent |\n| CREAL | Santa Cruz |\n| CREEP | creeper |\n| CREPR | Creeper |\n| CRESP | AlbertoSGM |\n| CREW | Rave |\n| CRF | Mang |\n| CRG | Divinitize |\n| CRING | cring0 |\n| CRIPP | Crippler |\n| CRL | CarlW |\n| CRM | krulsalomon |\n| CRMIS | crmish |\n| CRNY | Corny, but no jokes |\n| CRO | crobarr |\n| CROC | Crocuta |\n| CROD | cronet |\n| CROFT | Croftyy |\n| CRONI | camilo |\n| CROSS | Cross |\n| CROWE | Crowe2Extreme |\n| CRP | cockney_reeper |\n| CRPSY | Crippsey |\n| CRS | Christoph |\n| CRSDR | lostcrusader93 |\n| CRT | CRThumper |\n| CRUE | TehDango |\n| CRUVI | joaol |\n| CRX | Corax |\n| CRYPT | cryptonat |\n| CRZDH | crazyDHarrison2 |\n| CRZM | crazyDHarrison2 |\n| CSA | Chritopher S. Atkins |\n| CSA38 | petrlach |\n| CSALTY | CFisk |\n| CSAUK | TheDesertFox |\n| CSC | Dan |\n| CSF | CSF_Carlo |\n| CSIG | babylonstew |\n| CSJ | Scud |\n| CSL | ColonelSandersLite |\n| CSL | ColonelSandersLite |\n| CSLA | MAA |\n| CSLA2 | CSLA Mod |\n| CSLA3 | CSLA Mod |\n| CSM | MacGyver |\n| CSM2 | Protegimus |\n| CSM3 | Protegimus |\n| CSMIT | csmith51637 |\n| CSNOW | Cpt.Snow |\n| CSS | Denisko-Redisko |\n| CSSA3 | Cyrokrypto |\n| CSSP | kju |\n| CST | Shelestov |\n| CSU | Doc. Caliban |\n| CSV | Azamo |\n| CSW | comradesythar |\n| CSWP | Polish Army Addon |\n| CTBAN | TreeoM |\n| CTBS | TreeoM |\n| CTC | CasualTheoryCrafters |\n| CTGBA | Balu R.I.P |\n| CTI44 | Der Blaue Wolf |\n| CTITC | Coward_Heart |\n| CTKEY | TreeoM |\n| CTL | Contrails |\n| CTOAD | CaneToad |\n| CTRG | Flax |\n| CTRO | Aitor |\n| CTU | CTU Miguel |\n| CUB | Cubitron |\n| CUBA | tulkazurf |\n| CUI | cuisinart8 |\n| CULTO | Le_CuLtO |\n| CUNT | randomdude |\n| CUP | kju |\n| CUS | JimBOB |\n| CUSMC | CoyoteUSMC |\n| CUSP | darwinscusp |\n| CUSTOM | customseaglass |\n| CVG | bobtom |\n| CVL | Gulogulo |\n| CVM | cavemanmods |\n| CVP | TheMadMan24 |\n| CW40K | Macser |\n| CWAK | ChrisWithAKube |\n| CWE | Cold War Expansion |\n| CWK | Colonel_Klink |\n| CWM | CRIONYK |\n| CWR | Hoz |\n| CWR2 | W0lle |\n| CWR3 | Mikero |\n| CWW | CWWSonic |\n| CYB | Cybersoft |\n| CYBP | Cyborg11 |\n| CYCK | cyckuan |\n| CYMIA | CommanderYuri |\n| CYNO | cynobill |\n| CYP | Chris Young Productions |\n| CYPA3 | Ethan Cartwright |\n| CYPE | CypeRevenge |\n| CYT01 | CMB Unit 01 |\n| CYURI | CommanderYuri |\n| CZM | Conflict Zone Mindanao |\n| CZS | haroon1992 |"},{"heading":"D","level":4,"markdown":"|  |  |\n|---|---|\n| D1404 | vip08 |\n| D1A | Delta 1 Actual |\n| D1H | d1haus |\n| D3DO | Design-3Do |\n| D3LTA | d3lta481 |\n| D3P | F2F_BHO |\n| D41 | Cosmo |\n| D5211 | Dyer |\n| DAA | Deejay1979 |\n| DAB | blitzer |\n| DAC | DaCoroner |\n| DAE | Daeron |\n| DAEMON | daemonspring |\n| DAF | Danish Armed Forces Mod |\n| DAFTI | Flamm |\n| DAG | setman590 |\n| DAGA1 | Dagarul |\n| DAGON | Methusalem1982 |\n| DAK | Deutsche Afrika Korps |\n| DAKA | Pusztuljka/DaKa |\n| DAKKA | dakkafex |\n| DAKM | Dakmor |\n| DALE | dale0404 |\n| DAM | DeadActionMan |\n| DAMN | Renz |\n| DAMO | dev75 |\n| DAN | DanAK47 |\n| DANA | Dans |\n| DANF | damianfiocca |\n| DANL | dan-levi |\n| DANL2 | DanL2mx |\n| DANS | Dans |\n| DANV | DanielV |\n| DANY | face_smasher |\n| DANYL | Danielle_rva |\n| DAP | fizzyrocketeer |\n| DAR | RichardsD |\n| DARE | DarkSoldier |\n| DARK | Darktower |\n| DARKY | Barotall/Darky |\n| DARTH | Darthfab |\n| DASH | SoldierEPilot |\n| DASHI | Bak0 |\n| DAT | parabola949 |\n| DATC | Datcoder |\n| DAV | Dudeman44 |\n| DAVID | David Ostman |\n| DAVR | redoper |\n| DAX | Duke Dax, aka Dax, aka ])a)( |\n| DAY0 | corey88 |\n| DAYI | galaxyblast |\n| DAYZ | thepnarinch |\n| DAYZG | dayzgo |\n| DAYZS | Rekh0n |\n| DAZ | Matijs |\n| DBD | Axedup |\n| DBE | BIS |\n| DBFV | DerpyBlade |\n| DBG | ukloadtoad |\n| DBHBH | TeamZero |\n| DBK | A.Deubelskerl |\n| DBM | acurlyninja |\n| DBO | DeanosBeano |\n| DBY | DutchBoY |\n| DC39 | DC39 |\n| DCB | zsa_zsa_rasputin |\n| DCP | DraigCoch |\n| DCR | dreadnought |\n| DCS | dcs_daryn |\n| DCU | DC |\n| DCV | DaChevs |\n| DDAM | Danish Defence Army Mod |\n| DDD | Ddriod |\n| DDL | Daddldiddl (aka Joltan) |\n| DDM | Darthdrunken |\n| DDOG | Ddog-nz- |\n| DDR | NVA-Mod Team |\n| DDRS | Deaders |\n| DDS | Knipper |\n| DDZ | DangerousDiz |\n| DEA | Deadeye |\n| DEADF | DeadlyFreeze |\n| DEATH | DeathmagnetiK |\n| DEBUG | Worldeater |\n| DED | gotdead |\n| DEE | Deejay1979 |\n| DEF | Deftoner |\n| DEF0 | Defocus |\n| DEFUK | defsco |\n| DEG | drowelf23 |\n| DEGA | deltagamer |\n| DEIN | Localhost |\n| DEJAY | Deejay1979 |\n| DEL | CaptainCheesecake |\n| DELA | The Irish Ace \\| NPMproductions13 |\n| DELTA | DELTA_STO |\n| DELVO | Delvo_Boss |\n| DEMI | demicanadian |\n| DEMP | demsoft |\n| DENUT | Denuth |\n| DEOX | DeoX |\n| DERK | Derkiantor |\n| DERNG | Chasir01 |\n| DERP | Bhaz / Hellrazor collaborative |\n| DES | destiny14 |\n| DESK | Desktop |\n| DESPE | OPK-Desperado |\n| DEST | destruktoid |\n| DEUS | YouAreBamboozled |\n| DEV | hk |\n| DEV2 | kju |\n| DEV49 | Devint |\n| DEVH | kju |\n| DEVS | The Negotiator |\n| DEW | Dewsader |\n| DEX | DeZzErX |\n| DEZ | Dez |\n| DFC | [D.F] Pat Cpt. |\n| DFL | Daffles |\n| DFNT | arma3reed@gmail.com |\n| DFO | DeltaForce |\n| DFP | Dpesce |\n| DFRAG | deFRAGer |\n| DFS | Deadfast |\n| DFX | DesertFox |\n| DG5 | DragonGurdian5 |\n| DGAL | Domination Gaming |\n| DGB | Doughboi |\n| DGC | DGC |\n| DGFX | darkgiver |\n| DGGR | ColonialDagger |\n| DGH | danimalhanke |\n| DGZ | J3SUSM4N |\n| DHC | dhc |\n| DHL | I Can Explain |\n| DHM | crazyDHarrison2 |\n| DHU | Deaths Head Unit |\n| DIAOS | JPDIAOSI |\n| DICK | cunico |\n| DIGI | digitaldeath |\n| DIH | Dimitri_Harkov |\n| DIIZ | Diizmo |\n| DIK | 4yDiK |\n| DIKDN | DickDanitz |\n| DILON | cpldillon |\n| DING | Schrödinger |\n| DINO | pdinosaur |\n| DIP | 11thSven |\n| DIRT | DirtySanchezHUN |\n| DIRTLORD | GRUBBYGRIMM |\n| DIRTY | dirtyrazor01 |\n| DISCI | discipulo |\n| DISCO | tnayeatssavan |\n| DISIDENT | DtheDissident |\n| DITH | TheDragon117 |\n| DIZZY | Dizzmaal |\n| DJB | djbarney |\n| DJD | donjuandavis |\n| DJICH | DjIch1 |\n| DJL | D_J_LMeyer |\n| DJLF | SrDaju |\n| DJMAP | Djalmajrr |\n| DJOLE | djole94hns |\n| DK12 | dkopl |\n| DK7 | VAXPLAY |\n| DKM | Xi Relax |\n| DKMM | Decisive Killing Machines Mod |\n| DKS | Doutor Suco |\n| DKW | Dropkiwi |\n| DLA | Drty_Windshield |\n| DLB | Dozette |\n| DLCNL | CrabNipples |\n| DLL | rundll |\n| DLM | DeLiltMon |\n| DLPP | DL++ |\n| DLS | Lukas Smith |\n| DLSMS | Phil! |\n| DLT8 | [MSK]Delta8 |\n| DLXY | Dalaxy |\n| DMA | Dynamic Mission Alliance |\n| DMC | Demon Cleaner |\n| DMI | Dmitri |\n| DMK | Doomek |\n| DMM | dragula |\n| DMN | dmn |\n| DMS | J_Murphy |\n| DMX | deadmeatxm2 |\n| DMY | dolomighty |\n| DNA | colddna |\n| DND | DND |\n| DNF | damianfiocca |\n| DNG | ding_jimmy |\n| DNGEATER | Dung_eater |\n| DNK | slamdunk |\n| DNL | dnl04 |\n| DNS | DonSucio |\n| DNTFM | daniel1060 |\n| DNZ | Denz |\n| DOA | Disciples OFP Studio |\n| DOARB | Doa. |\n| DOARG | DaOarge |\n| DOBO | Dobo |\n| DOBY | JDoberman |\n| DOC | Doc_69 |\n| DOD | zer0_us |\n| DOE | I-DOE-I |\n| DOF | Drunken Officer |\n| DOFP | Department of Funky Proxies / Peacepunk |\n| DOG | dogigniter |\n| DOLF | Dolfrang |\n| DOMTARO | Domtaro |\n| DON | DonDon |\n| DONG | InquisitorL |\n| DONGS | InquisitorL |\n| DONK | DoNKaNaLi3 |\n| DOO | Doolittle |\n| DOS | dose |\n| DOT | SoldierEPilot |\n| DOUZI | 豆子Doge |\n| DOV | Donnervogel |\n| DOVEV | Dovev |\n| DOW | Flowan |\n| DPKEY | davipedroza |\n| DPS | Das Penguin Studios |\n| DPSEL | Select |\n| DPT | dumpytom |\n| DPTT | dpatt711 |\n| DQC | dimitriqc |\n| DR3AM | DR3AM |\n| DRA | Dragunov |\n| DRACK | DrackIxus |\n| DRAM | Dramier |\n| DREAD | Dread |\n| DREAM | DreamRebel |\n| DREX | Waveridr |\n| DRF | DragoFire |\n| DRG | Nightstalker Mod |\n| DRGD | DaringD |\n| DRGS | Dragster |\n| DRI | Drill |\n| DRIFT | That1Drifter |\n| DRJ | Jona |\n| DRK | sherbo |\n| DRKSS | Darren Kesselman |\n| DRKY | darkypunch |\n| DRO | Drofseh |\n| DRPRO | DreamRebel |\n| DRS | Death Recon Squad |\n| DRU | DrummFreak |\n| DRWMS | Drewmaster |\n| DS1 | Dutch_Sapper |\n| DS7 | dragonslayer |\n| DSA | Drill Sergeant |\n| DSB | dsonbill |\n| DSC | killick |\n| DSD | Huntah |\n| DSF | Deepsmeg & Frost |\n| DSK | RedSmookey |\n| DSL | Diesel |\n| DSP | dr_strangepete |\n| DST | TheDarkstar |\n| DST1 | ocramweb |\n| DSTPL | Dusty |\n| DSV | diseva |\n| DSW | dw5533 |\n| DTC | datoco |\n| DTLAB | DiabolicaTrix |\n| DTM | Dirtman |\n| DTNRW | Gooswin |\n| DTT | CrabNipples |\n| DTY | Dusty |\n| DUCK | hducke |\n| DUD | Dudestin |\n| DUE | boulderer |\n| DUTCH | dutchy |\n| DUX | DuckVanDyke |\n| DVDM1 | djazz |\n| DVH | crazyDHarrison2 |\n| DVPOL | SamCantCu |\n| DVS | oneshot |\n| DW316 | Daemonwulff316 |\n| DWARD | Dwarden |\n| DWCZ | DarkWolf |\n| DWG | DeadWalking |\n| DWK | soldier2390 |\n| DWP | Sgt.Ace |\n| DWR | Rhino592 |\n| DWS | Vixer |\n| DYBRO | kewin bertel |\n| DYER | Dyer |\n| DYHA | DynamiteHarry |\n| DYNA | Deejay1979 |\n| DYS | Dysproxia |\n| DYZA | Dyzalonius |\n| DZ | cebus |\n| DZG | ikea_in_flames |\n| DZK | Psyfer |\n| DZM | KatzSmile |\n| DZT | Dazitt |"},{"heading":"E","level":4,"markdown":"|  |  |\n|---|---|\n| E1000 | E1000 |\n| E1K | e1k |\n| E2411 | smithy2411 |\n| E3D | bioxx |\n| E4R | Echo4Romeo |\n| E502 | 502_Entertainment |\n| E76 | el76 |\n| E7S36UAR | CallMeSnake |\n| EA6 | Eagle-6 |\n| EAF | East Asia Forces |\n| EAGL | Blood Eagle |\n| EAGLE | eagle_dev |\n| EAL | Erik Master / Exclusiv Altis Life |\n| EARTH | Thezigginator |\n| EAX | ErazorX |\n| EAZY | EAZY |\n| EBA | rodhalberd |\n| EBB | 8bitbilly |\n| EBD | Ebud |\n| EBE | EBEALIEN |\n| EBIN | juhansson |\n| EBK | Saber154 |\n| EBO | ebolarama |\n| EBR | Eric Brunik Reis Strambeque |\n| EBV | rodhalberd |\n| ECA | WWIIEC |\n| ECAT | Ecatom |\n| ECB | FW200 |\n| ECH01 | echel0n1234 |\n| ECHO | Evil_Echo |\n| ECKLE | Eckle |\n| ECL | everoncartel |\n| ECLAP | bakzz |\n| ECLPS | ECLYPSE_JAN |\n| ECM | theonciest |\n| ECO | Ecoalfa |\n| ECP | Enhanced OFP Config Project |\n| ECS | Enhanced Configuration System |\n| ED102 | Mikero |\n| ED88 | ed88 |\n| EDAV | Davis237 |\n| EDC | imemyself/edc |\n| EDEN | GamingAstronamy |\n| EDG | Edge OF The World |\n| EDL | flui1989 |\n| EDS | FishBop |\n| EDU | Eduzumaki |\n| EFF | Eff3ct1v |\n| EFFGT | Eff3ct1v |\n| EFL | terox |\n| EFM | Zettrus |\n| EFP | [EliteFraggers] PuNkRoCkEr |\n| EFT | ReDDinG |\n| EFW | enfusion-framework |\n| EGN | ExiledVibe |\n| EGO | Zeak |\n| EGOX | Zeak |\n| EGY | sherbo |\n| EHC | EH_Chaser |\n| EHD | EHDSeven |\n| EHJ | einherj |\n| EIRE | Irishpride92 |\n| EJB | TGG |\n| EJL | ejlemaire |\n| EJW | EJ Will |\n| ELAYSIA | squag__ |\n| ELCA | elcabronazo |\n| ELECH | elechos |\n| ELECO | elechos |\n| ELFO | raca20 |\n| ELITE | Elite051 |\n| ELLI | EliteWarfare |\n| ELW | Elliot |\n| EMC | edgemaster |\n| EMFA | rodhalberd |\n| EMS | Lukas.Spohn |\n| EMSI | EMSI |\n| ENDY | Endymion |\n| ENEX | enex |\n| ENF | enfusion-framework |\n| ENFW | enfusion-framework |\n| ENG | rodhalberd |\n| ENGEN | rodhalberd |\n| ENGIN | rodhalberd |\n| ENI | eniac94 |\n| ENNFO | Ennfo Merrow |\n| ENT | entspeak |\n| ENTR | Entaryn |\n| ENV | Vespade |\n| EOOQE | EOOQE |\n| EPD | epd140 |\n| EPIC | lbatalha |\n| EPL | Epeli |\n| EPOCH | theonciest |\n| EPP | ExtracTioN & Pappy Bpyington Productions |\n| EPWFL | EpicWaffles |\n| EQU | Equalizer |\n| EQUA | Hawk |\n| EQW | Doglord |\n| ERAL | grimmeral |\n| ERAZ | ERazgriz13 |\n| ERBUS | Erebus |\n| ERCMT | ERC Modding Team |\n| ERD | erik_red |\n| ERETZ | TGG |\n| ERGO | ergonsale |\n| ERS | Erson |\n| ERSON | Erson |\n| ESF | [CSG] El Scheffe |\n| ESG | EgilSandfeld |\n| ESH | esham |\n| ESK | Eskandare |\n| ESL | Electronic Sports League |\n| ESP | Esprit de Corps |\n| ESPOO | floof |\n| ESQN | Indisus |\n| ESTER | Castor Willis |\n| ESZO | Eszo |\n| ETCH | Outdatedkero |\n| ETDG | eltitodg |\n| ETP | patomarin |\n| ETQC | SpandexQc |\n| EUBG | Smootch |\n| EUCL | European Combat League |\n| EUFOR | Nilia |\n| EURO | Smootch |\n| EUROF | Aplion |\n| EUS | XtremeMikel |\n| EUT | EUT.FakeTaxiDriver |\n| EVE | Mikado |\n| EVERON | cebus |\n| EVI | Eviscerator |\n| EVIL | e-VIL-loR-d |\n| EVK | evoke |\n| EVO | Evolutionary Productions |\n| EVOG | Finex |\n| EWD | Invasion of France/Europe |\n| EWE | thumper |\n| EWP | Yahoo |\n| EXB | rodhalberd |\n| EXBR | rodhalberd |\n| EXBRA | rodhalberd |\n| EXG | Rodeostar42 |\n| EXI | Exiled Vibe |\n| EXILE | HalusmNation |\n| EXLPR | slimeenergy |\n| EXO | IkåR |\n| EXOP | _matteo_c |\n| EXPLO | rodhalberd |\n| EXPW | ROFLer |\n| EXR | Ex-RoNiN |\n| EXTRE | Marksman |"},{"heading":"F","level":4,"markdown":"|  |  |\n|---|---|\n| F00 | JamesF1 |\n| F11N | f11n_7 |\n| F1200 | Tarkus |\n| F18 | Pennywise |\n| F1977 | Novaline |\n| F1RE | Firestorm4204 |\n| F2F | TheFirst2Fight |\n| F2FBH | F2FBHO |\n| F2FUN | F2F Unkn0wn |\n| F3WX | Schoeler |\n| F4MM | Dragnipur47 |\n| FAAB | Faab |\n| FAB | FAB |\n| FABS | fabian |\n| FAC | Fenix Alliance |\n| FACP | ms1v |\n| FAG | Adumb |\n| FAKED | FakeDeath |\n| FAL | falconsan |\n| FAP | fapret |\n| FAR | Farside |\n| FARN | farmerno1 |\n| FAS | Fascist |\n| FAT | fat-erik |\n| FATAL | Gibster |\n| FATEX | Mr Fatex |\n| FAVOR | Favorlock |\n| FBC | FenelBangcracker |\n| FBG | scottieo321 |\n| FBG12 | scottieo321 |\n| FBS | Darkstar |\n| FCF | Flashpoint Combat Force (GalComT) |\n| FCS | Unnamed |\n| FCZI | Ferenczi |\n| FDA | olympicman |\n| FDD | Doyle |\n| FDEV | Fantasma |\n| FDF | Finnish Defence Forces Modification |\n| FDFHG | ruarai |\n| FDG | 5dgaming |\n| FDKTZ | fredkatz |\n| FDM | Smootch |\n| FDZ | CartoonrBOY |\n| FEAN | feanix |\n| FECNI | Nightmare |\n| FEL | Felan |\n| FELE | Feler |\n| FELIZ | Feliz |\n| FEN | Fen |\n| FENG | Firewall233 |\n| FENOY | Fenoy |\n| FERCHU | Zeus1810 |\n| FETTZERO | alphahomer15@gmail.com |\n| FEVER | Jungle Fever |\n| FEW | scud |\n| FEX | Feuerex |\n| FFD | FacuFeca |\n| FFE | DanBonehill |\n| FFFF | Puggerz |\n| FFG | TheManDude |\n| FFN | Fight For Nogova MOD by TonyRanger |\n| FFR | justinn |\n| FFS | FF Studio |\n| FFS056 | ttanev056 |\n| FFW | FFW-Helifreak |\n| FG2 | l4ndl0rd |\n| FGA | Gunny |\n| FGC | SilverKnight |\n| FGD | FatGod |\n| FGDC | DmitryAlekseyev |\n| FGF | DmitryAlekseyev |\n| FGS | FugaS |\n| FGSF | DmitryAlekseyev |\n| FGSV | DmitryAlekseyev |\n| FHA | AndyH |\n| FHI | foxhoundinternational |\n| FHPT | FourthPoint |\n| FHQ | Varanon, Alwarren |\n| FHT | JustNothing |\n| FHW | deralky |\n| FIA | Aeon & Edge |\n| FIAL | FIAL Mod |\n| FIC | Fiedelc |\n| FICO | nirtulys |\n| FIDEL | Fidel Tiger |\n| FIFOX | FirefoxZeroOne |\n| FIL | Filip5 |\n| FILIN | Filin |\n| FILO | [FILO] HuBBa |\n| FIN | Blaster |\n| FINCH | PlagueRaven_ |\n| FIR | Firewill |\n| FIRE | rocky_peter99 |\n| FIREW | brfire1980 |\n| FIRMA | jano20 |\n| FISK1 | CFisk36 |\n| FIST | GodsFist |\n| FIZ | PsychD |\n| FJT | Temme & Lagus |\n| FKMAP | [FK] Fred |\n| FL | Fountain Life |\n| FLA | Flatline |\n| FLAN | flanders25 |\n| FLAY | mrflay |\n| FLB | Floobie |\n| FLBBQ | spartan31337 |\n| FLC | mathematix |\n| FLF | F.Lundin \"Fox\" |\n| FLINT | AustinFlint |\n| FLK | Falklands MOD |\n| FLO | floosy |\n| FLP | FlipeR |\n| FLPI | ThePenguin |\n| FLS | flashist |\n| FLT | frankltcol |\n| FLY | McFly |\n| FMD | DmitryAlekseyev |\n| FMFG | red281gt |\n| FMODS | [FK] Fred |\n| FMP | SagaraSousuke |\n| FMS | FullMetalSoldier |\n| FMT | Santa Cruz |\n| FN07 | Mr Fatex |\n| FNC | Fincuan |\n| FNIX | Fnixer |\n| FNK | FatNinjaKid |\n| FNXD | mattiascibien |\n| FOA | Alucard_Voss |\n| FOCK | mikiej |\n| FOF | Falloutfun |\n| FOL | Folgore |\n| FOLEY | Foley |\n| FOLP | FossoresLP |\n| FOO | JamesF1 |\n| FOR | Fordy |\n| FORCE | CSF_Carlo |\n| FOS | Novaline |\n| FOSCO | FoSCo |\n| FOSSY | Novaline |\n| FOU | Unnamed |\n| FOUNTAIN | Fountain Life |\n| FOUZ | Acecombat |\n| FOW | Mathues82nd |\n| FOX | Foxhound |\n| FOX07 | Foxone007 |\n| FOX1 | FOXONE |\n| FOX2 | Fox2 |\n| FOXUS | fox |\n| FOXY | Foxy |\n| FOZZ | foxernator |\n| FPS | SoldierEPilot |\n| FPSH | fps_holland |\n| FR3EM | Fr3eMan |\n| FR4 | Fr4nKy |\n| FR83 | freeman83 |\n| FRA | FragileTNT |\n| FRAG | Fragsta |\n| FRAN | Le sicilien |\n| FRAN6 | FragileTNT |\n| FRB | Frostbite |\n| FRC | Pcorp |\n| FRD | Freddo3000 |\n| FRE | vixen |\n| FRE19 | Fred19 |\n| FRED | Fred bystrong |\n| FREEX | MrFreex |\n| FREEZ | Enfreez |\n| FREGI | Zomblard |\n| FRG | Fragorl |\n| FRK | FREAK |\n| FRL | FRL-Myke |\n| FRM | Freshman |\n| FRMAN | Freeman |\n| FRO | froesch |\n| FROMZ | Polo Fromz |\n| FROST | Frost993 |\n| FRP | Operation FrenchPoint |\n| FRS | Frost |\n| FRST | Frost |\n| FRT | Forrestal |\n| FRUMP | Frumpus |\n| FRXA | freexavier |\n| FRZ | frzburn |\n| FSB | First Scots Brigade |\n| FSCHJ | CrosShadow |\n| FSG | Floof |\n| FSH | Fishion |\n| FSMC | XxFri3ndlyxX |\n| FSQ | FatSquirrel |\n| FSS | FlySimy Studios |\n| FSTPC | SpawnThrasher |\n| FT | leba101 |\n| FTA | Fallen01135 |\n| FTB | M. Lee |\n| FTL | failtolawl |\n| FTR | fighter |\n| FTS | Sniperwolf572 |\n| FTS27 | FTS27boyscout |\n| FUD | Fudo |\n| FUHAC | Dylmar |\n| FUIN | Refurius |\n| FULLY | Fully |\n| FUN | Chain of Command Function Library Element |\n| FUNC | Worldeater |\n| FUNK | defunkt |\n| FUNKY | FunkyBunch |\n| FUS | HitmanFF |\n| FUT | Futek |\n| FUZZY | MikeD |\n| FVL | halfgamer |\n| FVN | DilutedSalt |\n| FVRIO | viarty |\n| FVT | Finlanders Vietnam Team |\n| FWA | FW200 |\n| FWB | FatWombat |\n| FWS | FailWithStyle |\n| FWW | Finnish Winter War modification |\n| FWW2 | h- |\n| FX2 | Fox2 |\n| FX2K | FX2K |\n| FX303 | FeliX303 |\n| FXL | LaserWiesel |\n| FXY69 | Foxy |\n| FY2 | Foxhound948 |\n| FZA | Franze |\n| FZY | MikeD |"},{"heading":"G","level":4,"markdown":"|  |  |\n|---|---|\n| G1M3L | grimmeral |\n| G1RRL | grimmeral |\n| G2DX | .:mazed:. |\n| G2R | jasox54 |\n| G3698 | grimmeral |\n| G3NTL | G3nt13psyc0 |\n| G404 | deadbeat91 |\n| GA | The Gator |\n| GA2 | ga2 |\n| GAD | Aldo15 |\n| GAF | German Armed Forces Mod |\n| GAFFA | gaffa |\n| GAGE | Jsniper650 |\n| GAIA | Gaia |\n| GALVY | galvvy |\n| GAM | gamma |\n| GAMMO | paul gammage |\n| GANG | arsagang |\n| GAO | Gaosax |\n| GAP | Kalle |\n| GARB | Jacob_Mango |\n| GARE | SabreSharks |\n| GARR | Garritos |\n| GAS | Gastovski |\n| GAT | Gatsworth |\n| GAW | Galaxy At War Team |\n| GAZZA | Gazza |\n| GBA | GreenBeret |\n| GBAT | EckoMoire |\n| GBCO | Gbco |\n| GBL | Glowbal |\n| GBO | gabiroska12 |\n| GBR | GreenBeret |\n| GBS | GRUBES |\n| GC101 | Guy Cutler |\n| GCA | g3015867 |\n| GDC | Warzen |\n| GDI | RicoADF |\n| GDLD | Craziks |\n| GDR | NVA-Mod Team |\n| GDS | Geo-Dev Studios |\n| GDY | gordy |\n| GEARF | Flax |\n| GECKO | Gecko6 |\n| GEHCK | Gehock |\n| GEHOC | Gehock |\n| GEM | GemStar |\n| GENB | General Barron |\n| GEO | helpgeo5 |\n| GEOD | Jakerod |\n| GEOD5 | Jakerod |\n| GEOG | Jakerod |\n| GER | Gerben127 |\n| GEWS | Gews |\n| GFM | GodFather |\n| GFST | Ghost Forces Sniper Team |\n| GFX | GrayFox |\n| GGR | GeeGeeRaffe |\n| GGTP | geduardae |\n| GH05T | LaserWiesel |\n| GH0ST | LaserWiesel |\n| GHBBT | GodlikeHobbit |\n| GHCK | Gehock |\n| GHEN | Ghengis Khan Designs |\n| GHG | Jutka_GHG |\n| GHK | Bloberg |\n| GHORT | Ghorthor |\n| GHOST | radical.ghost |\n| GHOST79 | GH0ST |\n| GHOZA | fgfghoza |\n| GHS | GhostTeam1818 |\n| GHST | Ghost644 |\n| GHT | geoh13 |\n| GIAN | Giampy |\n| GIB | Gibbet |\n| GICVT | captnmericah |\n| GID | Lynx |\n| GIG | Ghost in the Grass |\n| GIJO | Aboode |\n| GIJOE | Gijoe775 |\n| GIL | fosko |\n| GILA | Gilatar |\n| GILIS | stuphor |\n| GILS | Gil Shannon |\n| GIM | grimmeral |\n| GIMP | Jona |\n| GIMP1 | Jona |\n| GINSU | Ginsu |\n| GISA | gug |\n| GIT | trinec |\n| GITM | Toppskillz |\n| GIX | Giorox |\n| GK | GameKnighted |\n| GKA | Gourka |\n| GKB | Gekkibi |\n| GLA | Glaedar |\n| GLAED | Glaedar |\n| GLAGINA | gulagina |\n| GLD | LegoUnicorn |\n| GLG | Athan |\n| GLR | Taskmaster65 |\n| GLT | Legislator |\n| GLTCH | TehGlitch |\n| GLTOP | Likeboss |\n| GLTOR | Likeboss |\n| GLUIP | Gluipertje |\n| GLXXY | Glxxyaj |\n| GM404 | Infoulein |\n| GMAN | gmangavin |\n| GMC | ADOGMC |\n| GMCN | GlitchedMan |\n| GME | gameer_77 |\n| GMEO | W0lle |\n| GMI | Gummi |\n| GMJ | gmJamez |\n| GMK | TheGmork |\n| GMM | GUSMARME |\n| GMO | GuantanaMo |\n| GMP | Gimplord |\n| GMR | goldmember13 |\n| GMRAL | grimmeral |\n| GMRAL | grimmeral |\n| GMRE | ghoulishpeach |\n| GMRL | grimmeral |\n| GMRR | grimmeral |\n| GMS | gms |\n| GMX | GeminiX |\n| GNB | Green and Blue Clan |\n| GNCIN | GenCincinnatus |\n| GNG | GNGNUT |\n| GNO | gnosis |\n| GNOVA | Gazpa Nova |\n| GNT | Gnat |\n| GNV | Gone Native |\n| GOAL | podjaa |\n| GOAT | Mr White |\n| GOBBL | THEGOBBLER |\n| GOBEL | Gobelgobel |\n| GOD | armygod |\n| GOE | PepinKr |\n| GOES | Teodosio Alforja |\n| GOG | Gogs |\n| GOGY | Gogy |\n| GOL | GOL Clan |\n| GOLD | NZXSHADOWS |\n| GOON | gibfender |\n| GOONS | GOON |\n| GOT2 | .:mazed:. |\n| GPA | Henrik |\n| GR33N | gREENbERRY |\n| GRACE | Grace |\n| GRAVE | Mr.Hatchet |\n| GRB | grazyboy |\n| GRCON | DeltaGhost |\n| GREAL | grimmreal |\n| GREEN | Greenman |\n| GRENA | Greenaa |\n| GREY | Soldierman |\n| GRF | GRFoxhound |\n| GRH | grhayes |\n| GRIFFY | Griff587 |\n| GRIM | grimesy |\n| GRK | Grokk |\n| GRL | grimmeral |\n| GRM | Grimfist |\n| GRML | grimmeral |\n| GRMRL | grimmeral |\n| GRN | GreenMonster |\n| GRNTS | Grunts1996 |\n| GRO | DilutedSalt |\n| GROTO | GGRotor |\n| GRRAL | grimmeral |\n| GRRL | grimmeral |\n| GRRR | grrrrobots |\n| GRRTH | Gauroroth |\n| GRSTR | grester |\n| GRT | Grotsky |\n| GRTR | grester |\n| GRU | massi |\n| GRUNT | Choctaw |\n| GRX | Gore |\n| GSAVA | GuySavage |\n| GSE | Fox2 |\n| GSEP | Green Sea Expansion Project |\n| GSF | Mr. Goodstuff |\n| GSG9 | Grenzshutzgruppe 9 |\n| GSH | Gunnery sergent Highway |\n| GSRI | www.gsri.team |\n| GST | Ghost |\n| GSTE | Vibes |\n| GSTUD | Gunther01 |\n| GSW | Lt_Phoenix |\n| GTA | ztrund |\n| GTBR | tuszynski |\n| GTF | inblow,jasox |\n| GTM | Ghostman |\n| GTOE | 22gtoe |\n| GTOWN | capn_blastoff |\n| GTV | HetzerGTV |\n| GTV2 | Esro |\n| GTWP | Evalach |\n| GUARD | Guardian |\n| GULAG | Warrior24 |\n| GUMA3 | Mr.M98 |\n| GUNIT | 50CENT |\n| GUNN | SGTGunner |\n| GURU | Guru Bear |\n| GUSTY | Gustyy21 |\n| GVKEY | gvn |\n| GW | Leone |\n| GW2 | Gulf War 2 Mod |\n| GWA | gwa2100 |\n| GWAR | Sham-13 |\n| GWD | coyote39 |\n| GWF | XxFri3ndlyxX |\n| GWN | Gwnsystems |\n| GWNAK | ZogMadDog |\n| GWP | shawm3 |\n| GWS | gonk |\n| GXW | Falk |\n| GZREP | GamerZ Repository |"},{"heading":"H","level":4,"markdown":"|  |  |\n|---|---|\n| H34 | headup |\n| H3H | SaschQuasch |\n| H3K | h3killa |\n| H69 | Hellrazor69 |\n| HAAD | Tomek |\n| HAAS | Drofseh |\n| HAB | Hablos |\n| HAC | Hellenic ArmA Community |\n| HACV | Aplion |\n| HAF | Ex-RoNiN |\n| HAFM | Aplion |\n| HAGEN | Hagesol |\n| HAHN | Micaelhahn |\n| HAIZ | Haizor |\n| HAL | Blockdude |\n| HALF | Halftone |\n| HAM | HAMMY |\n| HAMM | Hammer |\n| HAMO | Hamo |\n| HAMU | chorodai |\n| HANDD | Harold_Hoffmann |\n| HAPPY | sebbe284 |\n| HAR | hartreinn2015 |\n| HARD | pochmann |\n| HARDY | Hardy |\n| HART | Hartwich |\n| HARZ | Harzach |\n| HAS | HoRi |\n| HASE | Schokohase |\n| HAT | Hattricx |\n| HATE | HateDread |\n| HAVE | TheDoctor63 |\n| HAVEN | utomnia |\n| HAW | Hawkins |\n| HAWAI | ArmedGaming |\n| HAWK | Hawk |\n| HAWKES | HawkesTFS |\n| HAX | Stanov |\n| HAZ | Hazjibab |\n| HAZC | HazardousChurch |\n| HAZCK | hazckar |\n| HAZE | Diablohaze |\n| HAZZR | Hazzr |\n| HBC | EggMcDragon |\n| HBF | Hunter Bluefire |\n| HBL | Herbal |\n| HBNJ | HoboNinja |\n| HBV | Humbugbananavan |\n| HC | leba101 |\n| HC1 | Hell's Circus |\n| HCC | cartmen180 |\n| HCMOD | SoldierEPilot |\n| HCOLL | cunamo |\n| HCP | Headcase9675 |\n| HCRHH | Hellcow_2RHh |\n| HCRT1 | hcrt1@hotmail.com |\n| HCX | HitCorp/Captain Kirby |\n| HDB03 | HDBrosky |\n| HDBW | Adler |\n| HDR | Hardrock |\n| HDS | Elliot Carver |\n| HDT | Linker Split |\n| HDV | House Divided mod |\n| HEA | Head |\n| HEAD | Jona |\n| HEAVY | Nullfati |\n| HED | Hedcrusha |\n| HED | Hedcrusha |\n| HEDO | hedoniix |\n| HEDU | Helmut Duregger |\n| HEG | ILLUXN |\n| HEH | Denisko-Redisko |\n| HEJ | HeliJunkie |\n| HEL | Helvete |\n| HEL4 | Helion4 |\n| HELI | rodhalberd |\n| HELLF | Hellfire |\n| HELYO | Heliioss |\n| HEM | pvtHenk |\n| HER | heros |\n| HERB | herb0021 |\n| HERO | MrHero55 |\n| HEX | Fate |\n| HEXA | IkåR |\n| HEXOM | Hexomanya |\n| HEXRP | HexReaper |\n| HEY | ferio29 |\n| HFF | HitmanFF |\n| HFM | Feldmann |\n| HFP | L0rd Vetinari |\n| HFPL | halfapple |\n| HFR | Helifreak |\n| HGFS | Konchjaz |\n| HGH | HenrikGH |\n| HGR | Foxy |\n| HGS | Ransid |\n| HH101 | headedhorseman101 |\n| HHSIR | HHSirbone |\n| HIA3 | btmoon17 |\n| HIC | Hiesc |\n| HIDE | hide86 |\n| HILL | Henrik |\n| HIM | Him-Self |\n| HIP | cunico |\n| HIPPO | couplewavylines |\n| HIS77 | Jona |\n| HIZ | Hinkkiz |\n| HJLA | Hejila |\n| HKA | Hunter Killers Addons |\n| HKK | Hawkkster |\n| HKS | Hara Kiri |\n| HLF | Hellfire257 |\n| HLO | Hailo2 |\n| HLS | Hawk_Silk |\n| HMADE | human626 |\n| HMFA | crazyDHarrison2 |\n| HMFA3 | crazyDHarrison2 |\n| HMG | Mast3r |\n| HMJ | Mayor |\n| HMLGT | Himmelsgott |\n| HMM | JamesF1 |\n| HMN | HumanNic |\n| HMO | Jimpy |\n| HMRMC | TemplarVX |\n| HMXS | Haych |\n| HNEG | h- |\n| HNG | thevisad |\n| HNK | hoink |\n| HNTR | JackalopeHunter |\n| HOB | Hobnob |\n| HOBO | HoboPacifist |\n| HOER | Soultakerl996 |\n| HOGS | hogscraper |\n| HOHO | HossHooray |\n| HOJO | HomerJohnston |\n| HOK | RavenDK |\n| HOL | PsychoChicken |\n| HOLDL | darpeyface |\n| HOLI | Holibu |\n| HOLIB | Holibu |\n| HOLY | Inblow |\n| HOME | spacenavy90 |\n| HOMJ | Homer Johnston |\n| HON | Hondobot |\n| HOP | Hoplite |\n| HOPL | Raven |\n| HOR | horrido |\n| HORDE | Das Attorney |\n| HORVA | Horvath |\n| HOSS | captainjack42 |\n| HOTZE | Hotzenplotz |\n| HOZ | Hoz |\n| HPS | Hooah! Production Studios |\n| HQR | Leo |\n| HRBLS | Hairballs |\n| HRD | SGTHardcore |\n| HRF | HRF_avenger |\n| HRG | ByteWad |\n| HRN | haroon1992 |\n| HRV | Hrvoje |\n| HRY | harry))) |\n| HRZ | Horizon |\n| HSP | humansteak |\n| HST | Mozz |\n| HTC | Hugo the Clown |\n| HTDM | Hektor_The_Dead_Medic |\n| HTGO | Helikaon |\n| HTK | Herratik |\n| HTM | Hitman0956 |\n| HTN | Norse_Harold |\n| HTR | h- |\n| HTR1 | frednaar |\n| HTRDW | Hotrodw |\n| HTRX | HunTRaX |\n| HUBBA | hubba |\n| HULK | HulkingUnicorn |\n| HUMPH | humphrey |\n| HUNTA | HuNtA |\n| HUSKY | Husky |\n| HVBS | Muzz123321 |\n| HWM | Hellenic Warfare Mod |\n| HWP | wizzywig/Hobbit |\n| HWZ | HOWZ1T |\n| HX001 | lululau8 |\n| HX002 | lululau8 |\n| HX003 | lululau8 |\n| HX1 | VUSN042 |\n| HYB | Hybrid |\n| HYPER | bijx |\n| HYPR | HarryPlobber |\n| HYRO | Hyronos |"},{"heading":"I","level":4,"markdown":"|  |  |\n|---|---|\n| I2HI | LegaliseCheese |\n| I420 | smittyjergensen |\n| I44 | Invasion 1944 |\n| I444 | kekwood |\n| I878 | Lizardpile |\n| IAC | Gummybear_Qc |\n| IAN | Ian Malcolm |\n| IAP | RKSL-Rock |\n| IBER | Sovietzug |\n| IBL | Aka: Hugo_Bishop |\n| IBR | IceBreakr |\n| IBULL | Irish_Bu11et |\n| IBUX | ibux |\n| ICA | International Conflict:Armed Assault |\n| ICA3 | IC-Hit |\n| ICARG | TheIcarus |\n| ICE | Dr Eyeball |\n| ICEP | englishbullox |\n| ICET | iCEtIMed |\n| ICK | IceColdKilla |\n| ICKYN | ickynk |\n| ICM | Darylsteak |\n| ICO | Iconoclast |\n| ICP | ORCS Development Studios |\n| ICY | Icy |\n| IDA | IPDarby |\n| IDFH | idfhayal |\n| IDM | dragonsyr |\n| IEC9 | LinuxMaster9 |\n| IEG | Soul_Assassin |\n| IFEXP | jagy |\n| IGRX | IguanasaurusRex |\n| IGT | ingametek Studios |\n| IGW | walker |\n| IIW | Burt |\n| IJA | Itsjustale |\n| IKAR | IkÃƒÂ¥R |\n| IKE | Ike |\n| IKG | ikillglitch |\n| IKRS | Anthall |\n| IKSE | IKSE-Phoenix |\n| IKY | [icarus_uk] |\n| IKZ | ikiilzom |\n| ILL | TheIllest57 |\n| ILMAR | Ilmars |\n| ILS | Kammorne |\n| ILYA | ilya.erokha |\n| ILZ | redeye |\n| IMA | Reimarus |\n| IMB | Bremmer |\n| IMBEL | rodhalberd |\n| IMD | AAB |\n| IMF | Morgan Montiel |\n| IMIKE | iReckonItzMike |\n| IMUC | Iraqi Mod: Unforeseen Circumstances |\n| INACI | Inacio |\n| INC | Increment |\n| INCA | Le sicilien |\n| IND | Indieboi918 |\n| INDIE | Indie |\n| INF | infinity |\n| INFA | TheInfamousNA |\n| INFI | Infidel |\n| INK | Ink_25 |\n| INKO | Inkompetent |\n| INL | Inlesco |\n| INQ | InQUisiToR |\n| INR | iNeaR |\n| INRDF | International Rapid Deployment Force |\n| INS | Instructor |\n| INSET | InsetJesux |\n| INSNE | Insane |\n| INSOMNIA | Insomnia |\n| INT | Intruder |\n| INTER | interoth |\n| INV | Invasion 1944 |\n| IOH | Invasion of Holland |\n| IOM | McCabe |\n| ION | i0n0s |\n| IOSKY | Foxtrotter |\n| IOWAR | IO Warrior |\n| IPL | EddyStark |\n| IQQ | Synchronized |\n| IR0N | ir0n |\n| IR0N1 | Ir0n1E |\n| IRA | The_MusswaH |\n| IRDF | Irish Defence forces |\n| IRE | IrregularElements |\n| IRISH | Irishpride |\n| IRM | Sariel |\n| IRMA | saffuan666 |\n| IRO | Ironsight |\n| IRON | Ironman |\n| IRONX | ironxbay |\n| IRP | Phelps |\n| IRS | Imal rai Shakeen |\n| IRZ | I-RZ# |\n| ISAF | NZXSHADOWS |\n| ISCP | ISCP |\n| ISIL | Isildur |\n| ISIS | ISIS |\n| ISK | Mac Spliff |\n| ISKY | isky |\n| ISL | Buba |\n| ISLES | Willliam |\n| ISLSK | Foxtrotter |\n| ISMA | Isma22. |\n| ISN1P | isn1p3r |\n| ISO | iso111 |\n| ISOS | Isoterik |\n| ISOTE | Isoterik |\n| ISR | johnny0964 |\n| ISS | Schubi |\n| ISSK | Foxtrotter |\n| ISSKE | Foxtrotter |\n| ISSKY | Foxtrotter |\n| IST | Gruul |\n| ITA | colorchanger |\n| ITC | Scott Marshall(Nodrog1061) |\n| ITD | Bhaz |\n| ITLA | Itla |\n| ITZ | iTzREAPER |\n| IVH | [_PcE_]Bastian |\n| IWAS | iwasinnamuknow |\n| IWS | Iron Warriors |\n| IXWXI | IIxWALSHxII |\n| IZLK | iZunLeK |\n| IZU | Izu |\n| IZULK | iZunLeK |"},{"heading":"J","level":4,"markdown":"|  |  |\n|---|---|\n| J117 | J117 |\n| J198 | jens198 |\n| J1FZ | technicalow |\n| J23 | jthil23 |\n| J2464 | James2464 |\n| J33 | Jonpas |\n| J45 | James45-Youtube |\n| J4CK | J4ckInTheB0x |\n| J4P | mp5gosu |\n| J6392 | crow |\n| J791 | J791 |\n| JAAJ | ARNPIK |\n| JAB | MrFlibbleUK |\n| JACK | Jackson.M |\n| JACO | JacoJazz |\n| JAD | gastovski |\n| JAE | Jaentzen |\n| JAFFA | Jaffa |\n| JAFKR | Jaffa |\n| JAH | Jahve |\n| JAKAL | JKL_ |\n| JAKE | Leehr_19 |\n| JALBY | yoomama |\n| JAM | JAM |\n| JAM1 | jam1234 |\n| JAMES | J_Goodwin16 |\n| JAN | D.Jankovic |\n| JANIN | polskimacerator |\n| JAP | jimbop |\n| JARNO | jarno1227 |\n| JASDF | Japan Air Self Defence Force Project |\n| JASS | DoktorDauerfeuer |\n| JAX | jaxCDN |\n| JAXX | Jaaxxxxon |\n| JAY | alan9413 |\n| JAYCD | JayCodes |\n| JAZZP | HotJazzCP |\n| JBAD | M1lkm8n and Smokedog |\n| JBCPP | Brendan |\n| JBOY | johnnyboy |\n| JBTO | Jabato |\n| JBU | JACKBU |\n| JBX | JoelBoiaX |\n| JBY | Jellybelly |\n| JC128 | JC128 |\n| JCA | jack4607 (Jimmy Bulmer) |\n| JCB | Cobra |\n| JCK | Jock |\n| JDAM | Spyder001 |\n| JDF | DiFool |\n| JDG | JDog |\n| JDGAR | jdgaravito |\n| JDO | JDoberman |\n| JDOE | JohnDoe |\n| JDP | JoeyD |\n| JED | Jedra |\n| JEDAN | Jesper |\n| JEFFS | jeffs |\n| JELLO | Jellow |\n| JELME | windo |\n| JELON | xarxil |\n| JEQ | JanusEQ |\n| JER | J3RICO |\n| JEREM | jelrite346 |\n| JERRY | jerryyou |\n| JESS | Scarletmaunka |\n| JESSE | jesse3339 |\n| JETKR | Jetkar |\n| JETS | Theflyingjets |\n| JEX | Colonel Jex |\n| JEY | JeyR |\n| JEZ | jez_CreepingDeath |\n| JF1 | JamesF1 |\n| JFK | foglemark |\n| JFL | JFL |\n| JFLEX | JFL |\n| JGAME | jgames |\n| JGBTL | Grey Wolf |\n| JGKP | Onizuka |\n| JGSDF | gachopin |\n| JHONK | LORDJHONKAS |\n| JHPPR | jerryhopper |\n| JHPR | joelbhv |\n| JICL | CornerWookie |\n| JJA | juanchoad |\n| JJB | The Jub-Jub Bird |\n| JJC | -----jayjayc----- |\n| JJH | Rellikplug |\n| JJS | Jenkins |\n| JJS87 | Ignor_Uhallus |\n| JKL | Junklord |\n| JKN | JKNuke12 |\n| JKR | Joker303 |\n| JKRPT | jKrapotke |\n| JLO | JohnO |\n| JMAD | MichaelJMAD |\n| JMADG | MichaelJMAD |\n| JMAN | Jona |\n| JMAP | Jsniper650 |\n| JMAS | Jochem |\n| JMB | JmB314 |\n| JMG | Scanger |\n| JMGJ | midgetgrimm |\n| JMN | j-man |\n| JMS | Herr Doktor |\n| JMS7 | jonassm |\n| JMSDF | gachopin |\n| JNA | Jona33 |\n| JNEEV | JNeeves |\n| JNGLZ | AnointedServant |\n| JNK | justJenkins |\n| JNS | Jonpas |\n| JNSN | Jensen, 16AA |\n| JOAOL | joaol |\n| JOAR | Joarius |\n| JOC | Mew_AG |\n| JODO | JohnDoe |\n| JOE | Joe Lemonade PSC |\n| JOE11 | jostler11 |\n| JOEL | joelbhv |\n| JOF | JorgF |\n| JOFB | John & FAB's work |\n| JOG | JesterOfGods |\n| JOH | Jonny |\n| JOHNS | sharkeye |\n| JON | Jonno |\n| JONA | Jona |\n| JONA7 | Jona |\n| JONAS | Jona |\n| JONS | Jonpas |\n| JORG | jorgchamorro |\n| JOSGC | JONeill |\n| JOTEL | jotel |\n| JPAJ | Jona |\n| JPH | jphacken |\n| JPJ | Jona |\n| JPL | James Lucas |\n| JPP | Japan Police Project |\n| JPS | SoldiA |\n| JPS1 | Juanp15 |\n| JPT | JahBit |\n| JPTIG | jptiger |\n| JR40 | juragan |\n| JRE | jelrite346 |\n| JRED | Jarob22 |\n| JREH | jelrite346 |\n| JRG | Jormangeud |\n| JRH | JRH |\n| JRS | JerStone |\n| JRS2 | Josep02 |\n| JSAW | James Sawyer |\n| JSDF | JSDF |\n| JSF | Grace |\n| JSF10 | Grace |\n| JSFHV | JSF 223 Havoc |\n| JSK | jusk |\n| JSN | Jonsson, 16AA |\n| JSP | Jakerod |\n| JSPH | Joseph |\n| JSRS | JSRSMod |\n| JSS | SultanJS |\n| JSY | Juisy |\n| JTAK | Takelmeifter |\n| JTD | JTD |\n| JTF2 | Psycho |\n| JTL | JackalTeamLeader |\n| JTOG | [1st JTOG] Cypher |\n| JTP | jtp54 |\n| JTR | jthered |\n| JUCIY | JuciyFruity |\n| JUDGE | Judge_Niklas |\n| JULIU | Arquilius |\n| JURA | Wollmilchsau |\n| JUTKA | Jutka_GHG |\n| JVG | asf |\n| JVS | Josef |\n| JW23 | kizio001 |\n| JWC | JW Custom |\n| JWMT | JWMissionTeam |\n| JWTG | JustWayTooGangster |\n| JYB | Yoshi |\n| JYK | Jekyll |\n| JYL | M. Vind |\n| JYNX | Jynx |\n| JZR | Jezuro |"},{"heading":"K","level":4,"markdown":"|  |  |\n|---|---|\n| K000 | Ceary Gaska |\n| K10 | Killer10 |\n| K1920 | Reign19k |\n| K1MOD | kill1ng4nl |\n| K432 | Ceary Gaska |\n| K444 | Ceary Gaska |\n| KAAR | kaar |\n| KAG | KillerAussie |\n| KAH | Sneaky_elephant |\n| KAI | Kaiser |\n| KAIN | Kain_Lowsta |\n| KAL | Kaliyuga |\n| KALE | kalelele |\n| KALEL | fOkStROt |\n| KAM | reyemlrak |\n| KAN | Kanny |\n| KANOR | seytan69 |\n| KANZZ | canoekovski |\n| KAO | Ka-Oz |\n| KAP | Pr0t0s |\n| KARR | Karrmann |\n| KAT | kot |\n| KATE | Katekarin |\n| KATS | Katastrophenschutzmod |\n| KAUE | Kaue1996 |\n| KAUE2 | Kaue1996 |\n| KAZ | Ka-Oz |\n| KBC | SirClarks |\n| KBG | KaBoNG |\n| KBS | snajdan |\n| KCD | mrkarp |\n| KCT | Smootch |\n| KDL | König_der_Leere |\n| KDOKP | Insane / 7. Kommando Kompanie |\n| KDUBS | KDubs |\n| KEEF | KeefVCB |\n| KEG | Kegetys |\n| KEH | Kehlian |\n| KEHL | Bier AIG Kehlenschnitt |\n| KEIF | keif149 |\n| KEIKA | KantanKei |\n| KELLY | Cross |\n| KEN | kenta |\n| KENYA | puffadder |\n| KERN | KernalPanic |\n| KEXFM | ZOOmbi |\n| KEY | KeyCat |\n| KFC | GodTookMyKFC |\n| KGM | KailGale |\n| KH1 | ianbanks |\n| KHA | King Homer |\n| KHALI | Khalise |\n| KHAN | Ghengis Khan Designs |\n| KHI | ianbanks |\n| KHNTR | koalahunter |\n| KHOVA | Khovanet |\n| KHP | KansasHellPrairie |\n| KHS | Khayes |\n| KIA | Jona |\n| KIB | kiba3x |\n| KIII | Ceary Gaska |\n| KILO | KiloJules |\n| KIM | Beyrunn |\n| KIN | Kinnon |\n| KING | King_Pyrrhus |\n| KINGG | King_of_Gondor12 |\n| KINGT | KingTsunami |\n| KIO | Kiory |\n| KIR | Kirthi Iyer |\n| KIRU | Kirumy |\n| KISL | Ceary Gaska |\n| KISLA | Ceary Gaska |\n| KITRA | KillTrader |\n| KITTY | GetThatCat |\n| KIVEC | Kivech |\n| KIVI | Kivi |\n| KK44 | Ceary Gaska |\n| KKA3 | KokaKola |\n| KKB | KKB |\n| KKEIF | kaptinkeiff |\n| KKK | BlinkDog |\n| KKK4 | Ceary Gaska |\n| KKM | Kabala Konflikt Mod |\n| KKV | KokaKola |\n| KKY | Kronzky |\n| KLA | klavan |\n| KLAM | klamacz |\n| KLD | Klan_Destino |\n| KLEDO | k2 |\n| KLG | klgreload |\n| KLJ | excelsior |\n| KLL | kikill |\n| KLMK | Klamauk |\n| KLS | Killswitch |\n| KLU | klubargutan |\n| KMA | Smootch |\n| KMD | RainDrop |\n| KMDR | Kmdrfarsight |\n| KMK | Kammak |\n| KMP | the-f |\n| KMT | Krzycu |\n| KMZ | Kamizz |\n| KN7 | KimsterN7 |\n| KNDR | kondor |\n| KNG8 | king8bit |\n| KNO | knoedelsalat |\n| KNP | KP |\n| KNR | Keneraali |\n| KNT | kevsnotrev |\n| KNV | Knoxville |\n| KNX | Knoxxius |\n| KOBLD | TinfoilHate |\n| KOBRA | Zapata |\n| KOH | Alucard88 |\n| KOHL | icekohl |\n| KOJAK | Kojack |\n| KOM | Kombatkow |\n| KOMA | KomaKommander |\n| KOMP | Kompetenzz |\n| KOND | Ceary Gaska |\n| KONDO | Ceary Gaska |\n| KOR | Khorne |\n| KORB | Korbelz |\n| KORBI | Lt. Korbi |\n| KORVA | korvalaakari |\n| KOS | K0s |\n| KOSEI | NekoSensei |\n| KOT | SoldierEPilot |\n| KOZ | kozak |\n| KOZA | Kozach |\n| KPFS | Marseille77 |\n| KPH | Kill_Phil |\n| KRA | Hans von Zettour |\n| KRCE | Kristiyan Tsenov |\n| KRDKY | LinuxMaster9 |\n| KREM | Striborg |\n| KRG | Krieg |\n| KRGB | kbernges |\n| KRIJG | Krijag |\n| KRK | -=Kriesen Reaktions KrÃƒÂ¤fte=- |\n| KRL | Karlos |\n| KRNIS | MrFreex |\n| KROK | Krok |\n| KRON | Kronzky |\n| KRONI | Kronik |\n| KRP | TheLexoPlexx |\n| KRSJ | Kresjah |\n| KRY | Krynoc |\n| KRYPT | Kryptonite |\n| KRZ | KraveZ |\n| KRZYC | Krzyciu |\n| KSA | EleGhost |\n| KSH | Katla_Haddock |\n| KSN | Ksanatos |\n| KSR | kaiser_5sm |\n| KSZ | ks0908 |\n| KTE | KTottE |\n| KUANG | kuangmk11 |\n| KUB | kuba |\n| KUNAR | raptor_aviation |\n| KUP | kuplion |\n| KUR | Kuro |\n| KURAS | AhegaoMyEggao |\n| KUS | SmartGun [KUSARI] |\n| KVBDF | Vendaar |\n| KVS | Komplex |\n| KYL | kylania |\n| KZBK | 4Shades |\n| KZO | krzychuzokecia |"},{"heading":"L","level":4,"markdown":"|  |  |\n|---|---|\n| L01 | LoserOne |\n| L2K | Legionary2000 |\n| L4145 | Liberation 1941-1945 |\n| L4Z0R | l4z0rr0b0tz |\n| L86 | Lifted86 |\n| LABS | luk108 |\n| LAC | Lacota |\n| LAE | Laertes |\n| LAF | Aidas |\n| LAGGY | laggy |\n| LAGNS | nigeyuk |\n| LAKOS | Laikos_Vidar |\n| LAMB | lambert |\n| LAN | Landdon |\n| LAND | Motra |\n| LARIS | Pierson |\n| LARS | Larrow |\n| LAST | Last Aussie |\n| LAT | l4t3 |\n| LATIG | black.dragoncr18 |\n| LATIN | StreetDog |\n| LAUTS | laustrike |\n| LAX | Laxentis |\n| LAZY | lambofgodz |\n| LBM | LBmaster |\n| LBT | Totor Jenkins |\n| LCA | Luca |\n| LCD | LCD |\n| LCDF | Lokiro |\n| LCK33 | luckywin3 |\n| LCO | LeadCommando |\n| LDA | Roaban |\n| LDG | Loc-Dog |\n| LDL | LurchiDerLurch |\n| LDN | Double Doppler |\n| LDTM | LtDanTheArmyMan |\n| LEARS | learsi0013 |\n| LEB | unknownx9 |\n| LECHO | elechos |\n| LEE | Lulee |\n| LEGIN | Legin88 |\n| LEGIO | Emiuz97 |\n| LEGIT | polskimacerator |\n| LEGS | LuckyLegs |\n| LEH | lendrom |\n| LEL | Barazin |\n| LEM | SubsidedLemon |\n| LEMIL | Felipe Leclerc |\n| LEN | LennyD |\n| LEO | Leonardus |\n| LEO1 | Leo_666_1 |\n| LEON | leonz2019 |\n| LEP | Lefterboy123 |\n| LES | Lester |\n| LESH | Leshrack |\n| LETH | Lethio |\n| LFMR | moonracer1313 |\n| LFN | LucaGER |\n| LFOV | FreddyCruger |\n| LG666 | [Gen]F.Larry-12thACR |\n| LG83 | Logan83 |\n| LGD | Loyalguard |\n| LHA | Laurenzl33 |\n| LIB | Liberation 1941-1945 |\n| LIBZ | Libz0rzz |\n| LILG | JasonO |\n| LILJE | thielbmw |\n| LINCE | Fr4nKy |\n| LIQD7 | liquid-7 |\n| LIS | lis |\n| LITTL | Littledog |\n| LIZ | Lizard |\n| LJPDZ | Proaf0 |\n| LK108 | luk108 |\n| LK40 | Skeltoras |\n| LKD | Kinch |\n| LKS | Vortex |\n| LKY | Locky |\n| LLAMA | Llama |\n| LLOBU | llobu |\n| LM | Lou Montana |\n| LMC | LimeCordial |\n| LMP | 33OF11PE00 |\n| LMS | Lockheed Martin$ch |\n| LNB | Lean Bear |\n| LNWH | loki72 |\n| LNX | Lanix |\n| LOBO | Lost Brothers Mod |\n| LOC | Lockers |\n| LOCKE | Locke@Germany |\n| LOEL | Hoyt |\n| LOGI | logi |\n| LOK | unloco |\n| LOKE | Loki |\n| LOKI | loki72 |\n| LOKII | Lokiro |\n| LOKIL | Lokiro |\n| LOKYI | Lokyi |\n| LOL | windo |\n| LOLMA | Smiffy |\n| LOLO | Mr Fatex |\n| LOLWHAT | WhatThe |\n| LON | vilnil |\n| LONDO | CTLondon501st |\n| LOP | Loopez |\n| LOR | Lorelei |\n| LOU | 2lou2 |\n| LOV | Mikjall |\n| LOVE | WonderMike |\n| LOW | LonelyWarrior |\n| LOWP | ajlex |\n| LPR | Diesel |\n| LQG | candle088 |\n| LRD | LORDREMCOK |\n| LRS | larsen |\n| LSD | sxpra |\n| LSGSP | Sportyha11 |\n| LSI | Liquid_Silence |\n| LSR | Laser |\n| LST | Lost_ofp |\n| LSTF | Nojuxxs |\n| LSW | liammanator |\n| LT1 | Lieutenant |\n| LTH | Lt HuNTeR |\n| LTK | LoTekK |\n| LTM | Lt.Meerkatflyer |\n| LTS | A8B7C6 |\n| LTU | ofpartizan |\n| LTZK | latzka |\n| LUCA | lucasmelo |\n| LUCAS | SeriouK1LLS |\n| LUCCI | rodhalberd |\n| LUFT | Starluft |\n| LUGS | Softpoint |\n| LUKIS | lukis_spectre |\n| LUM | Lumme |\n| LUMA | Eluminate |\n| LUMOD | LupusTheCanine |\n| LUNAR | Lunarrabi |\n| LUPO | McLupo |\n| LURCH | LurchiDerLurch |\n| LUT | lut |\n| LV412 | Saethkept |\n| LVH | LokiVH |\n| LVW | Lovwyr |\n| LWOF | lobo |\n| LWOLF | lobo |\n| LWP | LWP MOD |\n| LWRET | Lost World Returns |\n| LWZ | LegaWarz |\n| LYGD | Loyalguard |\n| LYNX | TinfoilHate |\n| LYNXM | Lynx |\n| LYRA | LyraGuy1985 |\n| LZK | LizardKing |\n| LZONE | antonin86 |\n| LZX | LizardX |"},{"heading":"M","level":4,"markdown":"|  |  |\n|---|---|\n| M0100 | Michael0100 |\n| M10ER | Mountaineer |\n| M152 | MachinistG |\n| M1J66 | mjdigit |\n| M1LK | M1lkm8n |\n| M1X | M1XT3NZ |\n| M2033 | konna |\n| M225 | AlexMcClaine |\n| M2OP | Sgt Mix |\n| M3M | mcmatrix |\n| M3TAZ | Mootaz20Khelifi |\n| M4XD | M4xD |\n| M59 | Mysterion59 |\n| M64 | massi64 |\n| M720 | m720 |\n| M90 | granQ |\n| MAA | MAA |\n| MAALL | mja2106 |\n| MAAM | Mutually Accepted Ammo & Magazines |\n| MAATZ | Maatz |\n| MAC | Samu |\n| MACAM | macamur2 |\n| MACD | mattmac76 |\n| MACE | SoldierEPilot |\n| MACEC | flup52 |\n| MACG | macguba |\n| MACH | fragmachine |\n| MAD | mollusc |\n| MAD3 | fogu |\n| MADL | Cowboy |\n| MADQC | Madelinot |\n| MAF | MAAC & MARFY |\n| MAFF | iiMaffasouras |\n| MAFIA | luckyluciano |\n| MAG | alimag |\n| MAG01 | Gizmo258963 |\n| MAGBJ | Benjellio |\n| MAGUM | Magnum |\n| MAHP | mahp |\n| MAHT | Maht |\n| MAJ | McHide |\n| MAJAR | Majarkin |\n| MAJO | majoess |\n| MAJOO | Majoolwip |\n| MAK | Makhno |\n| MAKAR | Makarenko |\n| MALIC | Malicidus |\n| MALKE | malkekoen |\n| MALYN | Scott Malyn |\n| MAN | M4NUM4N |\n| MANA | Manason |\n| MANAP | exitbrexit |\n| MANDI | KlosTher |\n| MANDO | Mandoble |\n| MANGO | MangoAU |\n| MANNY | kingmanatea |\n| MANX | vaida |\n| MAO | Mangoo |\n| MAP | Mapfact |\n| MAP1 | ItsCane |\n| MAPL | Santa Cruz |\n| MAPLE | Maple_Syrup32 |\n| MAPZ | owej |\n| MAR | Meatball0311 |\n| MARC | Marcooo |\n| MARF | Manyack |\n| MARGE | Dealbreaker Jones |\n| MARKY | markypea |\n| MARLA | MarineLayer |\n| MARO | MattRoch |\n| MARQ | hugoomarques |\n| MARS | Rastafa |\n| MARSU | goldfinger |\n| MART | PhonicStudios |\n| MARTI | MartinFrost |\n| MAS | massi |\n| MASH | masheads |\n| MAT | McLupo |\n| MAT56 | matty5665 |\n| MATH | Maddmatt |\n| MATT | Mad |\n| MATTY | matty45 |\n| MATZ | Matt_T |\n| MAU | Maurin080 |\n| MAUR | Maur |\n| MAV | Maverick |\n| MAW | mwise |\n| MAX | max |\n| MAXVI | Maxvil |\n| MAXZ | MaxZ |\n| MAY | mayrhofen |\n| MAYD | mayday simulations |\n| MBART | mikebart |\n| MBG | Mondkalb |\n| MBK | The Milky Bar Kid |\n| MBM | Martin_BM |\n| MBMC | MBMC |\n| MBOI | Mahboison |\n| MBRAS | rodhalberd |\n| MBT | rodhalberd |\n| MC134 | maca134 |\n| MC225 | Philipp S. |\n| MC5TH | Sablerno |\n| MC9 | Macko |\n| MCAR | mcar engine |\n| MCB | McBeardy |\n| MCC | Bloberg |\n| MCCL | AlexMcClaine |\n| MCDEE | sapharion |\n| MCG | McGough |\n| MCGEE | McGee |\n| MCH | McHale |\n| MCK | Macolik |\n| MCL | mattaust |\n| MCLU | McLupo |\n| MCMC | McMonkeycho |\n| MCOM | Mission Command |\n| MCON | Max Conway |\n| MCORD | matheuscordeiro |\n| MCP | MrCrispPacket |\n| MCR | MasterCipher |\n| MCRD | raptor 6 actual |\n| MCS | Semajnad |\n| MCSR | Macser |\n| MCSS | Mad_Cheese |\n| MCY | MercenaryS |\n| MDA | US Marine and Deadsoldier |\n| MDAYZ | xdeejaycrazyx |\n| MDCD | Michael Dorosh |\n| MDF | Smootch |\n| MDG | mdavidg |\n| MDI | Magen David Industries |\n| MDK | Elffi & too_Frosty of Marduk |\n| MDO | Marek779 |\n| MDR | mdr |\n| MDS | MadDuck Studios |\n| MDS17 | Fossil |\n| MDSA | MenaceMedusa |\n| MDSL | Mauricio_Souza_Leon |\n| MDT | Maddmatt |\n| MDX | MadDogX |\n| MEA | Makad |\n| MEATY | ChristmasMeat |\n| MEB | Munk-E-Boi |\n| MEC | Mendip Editing Consortium |\n| MECHA | Mechanite |\n| MED | Denisko-Redisko |\n| MEDI | SyntaxMedium |\n| MEE | Oxigeno |\n| MEF | Mattastic |\n| MEFA | Melissa |\n| MEH | MehMan |\n| MEI | todschlaeger |\n| MEKA | Meka |\n| MEL | Mellis |\n| MEMO | alex31535 |\n| MERCS | AK-Chester and AK-George |\n| MERCY | Mercy |\n| MERCZ | Merczateers |\n| MERIC | mericerenler |\n| MERL | Merlin |\n| MES | messiah |\n| MESH | meshcarver |\n| MET | Double Doppler |\n| METRO | Hazckar |\n| MEU | 11thMEU Kavinsky |\n| MEU13 | Degray |\n| MEWLE | mewle |\n| MEX | \"México en Guerra\" Mod |\n| MEXT | MexterInfinite |\n| MEZ | Itsmez |\n| MFAF | Mod Armée Française |\n| MFB | Major Fubar |\n| MFMP | MrFarmer |\n| MFOUR | Maxvil |\n| MFP | The_MusswaH |\n| MGA | warlord |\n| MGG | Messiah and Greatgraddage Productions |\n| MGI | Pierre MGI |\n| MGS | Metal Gear Mod |\n| MHE | Fumbles |\n| MHJ | MaHuJa |\n| MHL | Mikhail |\n| MIA | MadAussie |\n| MIC | michiyl |\n| MIDF | The_Blink |\n| MIG | mig |\n| MIHKL | TheMihikle |\n| MIK | M.K. |\n| MIKE | freda |\n| MIKEB | HellfireVevo |\n| MIKEY | ciscomikey |\n| MIKRO | Mike Andrew |\n| MIL | Forest |\n| MILER | mileredit |\n| MINER | Minermail01 |\n| MINF | Minf |\n| MINT | mintblackbeard |\n| MIP | micropilot |\n| MIQ | miq |\n| MIR4G | Miragexl |\n| MIROS | nico100 |\n| MIS | Misch |\n| MISU | Misu |\n| MISU1 | Castiel |\n| MIW | annihilator825 |\n| MIZOU | Mingala |\n| MJB | Blath |\n| MJD | Marshal_Jud |\n| MJDI | mjdigit |\n| MJDIG | mjdigit |\n| MJDII | mjdigit |\n| MJR | MJRamon |\n| MJW | Major Woody |\n| MK4 | mikey |\n| MK5 | Mk5 |\n| MKD | vasmkd |\n| MKD3 | MKD |\n| MKEY | CRUDER |\n| MKH | Elfogadodhe |\n| MKK | xorforever |\n| MKM | Marksman |\n| MKP | monkeyking |\n| MKVMC | Kursius |\n| MKY | m0nkey |\n| ML559 | MiffedLyric559 |\n| MLI345 | Bread Boi |\n| MLK | Milkduster |\n| MLM | Mellem |\n| MLOS | Marlos |\n| MLV | MOD Malvinas |\n| MLW | MakeLoveWork |\n| MM100 | Minimedic100 |\n| MMH | MMHTsunami |\n| MMK | MorMel reKreations |\n| MMP | Military Mod Project |\n| MMS | Marccom |\n| MMT | sgtjonn |\n| MMU | Mission Makers Unit |\n| MMX | Madus Maximus |\n| MMXX | .:mazed:. |\n| MNICK | mnickels |\n| MNKY | Jona |\n| MNKY | Jona |\n| MNKY | Jona |\n| MNKY | Jona |\n| MNN | marcosfnjf |\n| MNYET | monyetswa |\n| MOACH | moach |\n| MOBY | Pro X |\n| MOD | rodhalberd |\n| MODBR | rodhalberd |\n| MODEM | modEmMaik |\n| MOK | bruteforce |\n| MOKKA | Mokka |\n| MOLO | Antonio Molo |\n| MOM | Mother |\n| MONS | BlueMonstro |\n| MONSI | tjmonsi |\n| MOO | mooncaine |\n| MOOF | Moofins |\n| MOOG | Moog |\n| MOON | moonunit42 |\n| MOPS | CfX |\n| MOR | Morloc |\n| MORI | Moriquendi |\n| MORS | 5133p39 |\n| MORTS | Morts |\n| MOS | mossy |\n| MOSH | Mosh |\n| MOT | Motan |\n| MOTIN | Motionman2008 |\n| MOTO | BigBen |\n| MOTOR | rodhalberd |\n| MOU | Bell.K |\n| MOW | Machines of War |\n| MOX | MOXYJR |\n| MP15 | Mantis |\n| MP62 | Martinp62 |\n| MPC | MultiPlayerCampaign |\n| MPJ | Alezil |\n| MPMC | GTR-34 |\n| MPS | Double Doppler |\n| MPU28 | kilroy952 |\n| MPY | Moppy |\n| MQS | muriloqsiqueira |\n| MR85 | Master85 |\n| MRAB | madrabbit711 |\n| MRB | burns |\n| MRC | Mrc |\n| MRCA | MarcAlecai |\n| MRCHO | MrChow |\n| MRCMP | MrCappuccino |\n| MRF | MrFata |\n| MRG | Mrgascat |\n| MRK | Operation Merkur MOD |\n| MRM | Mr-Murray |\n| MRMP | MrCappuccino |\n| MRO | MisterO |\n| MROM | Mromson |\n| MROP | MrOwl |\n| MRR | mikro |\n| MRS | MrSherenai |\n| MRSOC | MrSocomDude |\n| MRT | MRT Accessory Functions team |\n| MRVL | 2020Visionbut |\n| MRY | Cadilakor |\n| MRZ | MarcesscoMalkyre |\n| MS | Dragnipur47 |\n| MSA | Petie |\n| MSALT | MashedSalt |\n| MSBR | TRStinky |\n| MSD | MustDie |\n| MSDA | MrSocomDude |\n| MSFIT | MisfitMaid |\n| MSH | Messiah |\n| MSK | Morthon |\n| MSKEY | DineiDevos |\n| MSMAP | brunoroseni |\n| MSOT8 | Stump |\n| MSP | Schilp |\n| MSS | Spence |\n| MST | Mostly |\n| MSTEV | MRsteve |\n| MSTH | [25th]Mountain Sheep |\n| MSTK | KaulTheMystic |\n| MSWD | Thereal-Chaseman |\n| MT6 | Kokuroku |\n| MTAC | Helikaon |\n| MTB | MintyBoy |\n| MTBR | fuchsmulder |\n| MTCS | TheodoreM |\n| MTEST | defusL |\n| MTF | SenorMeltyface |\n| MTG | lifeman |\n| MTH | motho38 |\n| MTI | Mokka/MokTech Industries |\n| MTL | Metal Productions (Mads Furuvald) |\n| MTM | Mr.ThunderMakeR |\n| MTN | MaxQ |\n| MTP | flaber |\n| MTS | Tojo |\n| MTY | Matyboy |\n| MUD | Mud_Spike |\n| MUG | GodsFist |\n| MUHO | FDFj |\n| MUKI | loki72 |\n| MULF | TheSlufs |\n| MUN | robert.munsey |\n| MUNKE | Mun_key |\n| MUPLA | multplaneta |\n| MUR | J_Murphy |\n| MURU | MugRuncher |\n| MUX | MiauX |\n| MVH | Mad Vince |\n| MVR | mav |\n| MWD | mwd2 |\n| MWDOD | MWDodo |\n| MWILL | M.Wills |\n| MX | CRUDER |\n| MXB | Mikeyxb |\n| MXRY | Mixuray |\n| MXY | MOXY |\n| MYM | MightyMouse |\n| MYMAP | orcadontist |\n| MYN | MooN |\n| MYT | Foley |\n| MYUH | Jerimiah |\n| MYZ | Yazza |\n| MZA | Milky Bar Kid and Zippy Productions |\n| MZP | MiszczuZPolski |"},{"heading":"N","level":4,"markdown":"|  |  |\n|---|---|\n| N0VA | novadose |\n| N19 | Nano19 |\n| N21 | At.St_Walker |\n| N4DZ | namco-4 |\n| N4P | XylofonKobra414 |\n| N9NE | Midnightorder |\n| NAAKK | naakkaparturi |\n| NAAXA | naaksa |\n| NAC | Larner6903 |\n| NAF | Nogovan Armed Forces Mod |\n| NAIL | Nailbomb72 |\n| NAK | Vile Ace |\n| NAKED | burtnaked |\n| NALKSTUF | Nalkarauke |\n| NAM | GodsFist |\n| NANAT | DilutedSalt |\n| NAPPA | GHoST_NApPA |\n| NARA | Naranox |\n| NARD | Nardypants |\n| NAS | Ylguf |\n| NASCO | Nascosta |\n| NASSF | Black_Mantis |\n| NATE | NAtionale Anti Terror Einheit |\n| NATO | moritus |\n| NAVAL | rodhalberd |\n| NAZ | Rednaz |\n| NBELL | Nicholas Bell |\n| NBW | Nathan White |\n| NCA | Nica |\n| NCAFF | NCaffrey |\n| NCE90 | NickEd90 |\n| NCK | nick15654 |\n| NDAC | nikos85 |\n| NDJ | affraid |\n| NDRN | Frostie |\n| NDS | Neddles |\n| NEA | NeoArmageddon |\n| NEAL | nealsch |\n| NEKO | kuroneko |\n| NEL | Nelios |\n| NEM | Nemesis |\n| NEO | beowulf2014 |\n| NERD | MrBoolean |\n| NEREF | nÃ©rÃ©flo |\n| NERO | Nero1986 |\n| NETRS | George V |\n| NEU | qba69 |\n| NEURO | luckyluciano |\n| NEW97 | sampmapper |\n| NEWLF | Roran |\n| NEWOR | burrd |\n| NEXUSZ | sebafreitas |\n| NEY | Neymeyer |\n| NEZEL | hassenhoff |\n| NF | h- |\n| NF404 | Help_Im_Lost |\n| NFACE | rodhalberd |\n| NFC | Sauce, Mr_Sulli_Van |\n| NFC3 | rodhalberd |\n| NFCW | h- |\n| NFS | Nfshotrods |\n| NGG | Greatgraddage |\n| NGL | NextGen |\n| NGM48 | NGM48 |\n| NGP | tipster1;Thomas White;Greg Smith;Floyd |\n| NGS | JustKidding |\n| NHK | lordkezlar |\n| NHS3A | TheHutch |\n| NIBB | fivenine |\n| NIGHT | Nightwish1978 |\n| NIK | nik |\n| NIKE | TheNiki |\n| NILCO | Nilcoireion |\n| NIM | Northern Ireland Mod |\n| NIN | GirrTheNinja |\n| NIS | ejlemaire |\n| NIT | NITRO |\n| NIX | Nixer |\n| NJDR | affraid |\n| NKI | LEGION-Niki |\n| NKM | x2dezjohn |\n| NKNWN | Unknown |\n| NKT | NekoTracker |\n| NLAF | VXR |\n| NLBS | ItsJustStan |\n| NLD44 | Tuttie |\n| NLDAF | OfficerGek |\n| NLDO | Smootch |\n| NLF | killmito |\n| NLK | Filisecond |\n| NLM | Fishu |\n| NLRP | Guy Cutler |\n| NLS | nameless |\n| NMA | Noma |\n| NME | neomagus00 |\n| NML | No Man's Land |\n| NMM | Nuclear_Man |\n| NMMOD | Nuclear_Man |\n| NNA | NNA |\n| NNM | Bloberg |\n| NNYA | MacBoy |\n| NOAF | Stiltman |\n| NOBAF | burns |\n| NOBL1 | NoblGaming |\n| NOF | freddern |\n| NOLAG | nominesine, Laggy |\n| NOM | Norwegian Mod team |\n| NOMAD | Nomad Mod |\n| NOMEX | Nomexe |\n| NOMIN | nominesine |\n| NOMM | FearsomeFenrir |\n| NON | Noone |\n| NONEL | Nonel |\n| NOOK | el_P |\n| NOOKA | el_P |\n| NOOR | noordo |\n| NOOVA | Novaline |\n| NOQ | NoQuarter |\n| NOR | NoRSu |\n| NORAC | norac145 |\n| NORAF | SceneryExplosion |\n| NORD | Nordbo |\n| NORG | NorGear Norwegian Armed Forces |\n| NORRN | norrin |\n| NORTH | h- |\n| NOSE | Nosebai |\n| NOT | Notorious |\n| NOU | NouberNou |\n| NOVA | RattSplat |\n| NOVAL | Novaline |\n| NPAM | Nam Pack Air Module |\n| NPC | SoldierEPilot |\n| NPCIT | Chuck Lebug |\n| NPE | nick103 |\n| NPM | SBSmac |\n| NPTO | Not_PotatOS |\n| NPTW | Napoleonm97d |\n| NPW | GioSoupnazi |\n| NRC | enarcy |\n| NRPG | Nerds RPG |\n| NRPL | SrDaju |\n| NSBM | Blood Eagle |\n| NSC | RobertJonesNSC |\n| NSH | NSha1D0W |\n| NSN | NotSoNinja |\n| NSOF | Proxno |\n| NSS | feb199 |\n| NST | Sumrak |\n| NSW | NinjaSayWhat |\n| NSWC | VUSN042 |\n| NSZ | CartoonrBOY |\n| NTHB | NotaHappyBunneh |\n| NTM | NATOMOD |\n| NTMO | Notmo |\n| NTX | nuttex |\n| NUGS | Nuggit |\n| NUKAF | Nikeleye |\n| NUKE | NukePlant |\n| NUM1 | rpoltera |\n| NUN | NunoArstotzka |\n| NUT | The KMan 3000 |\n| NUTT | NuttyRabbit |\n| NUTWK | NUTWORKS |\n| NUX | nuxil |\n| NV1 | Natversion1 |\n| NVA | NVA-Mod Team |\n| NVB | NavyBauer |\n| NVBX | Nevbox |\n| NVCHK | novacheck |\n| NVTS | Legenden |\n| NWD | NonWonderDog |\n| NWDUL | j.ty.hall |\n| NWF | spacecadett |\n| NWO | NonovUrbizniz |\n| NWOLF | Nightwolf |\n| NX576 | RSF_Horn |\n| NXG | NxG_Anima |\n| NXS | sebafreitas |\n| NYLON | CoreNylon |\n| NYP | Singapore Home Grown MOD |\n| NZB | Botanicus |\n| NZBT | Botanicus |\n| NZDF | New Zealand Defence Force Pack |\n| NZDF2 | NZDF CRASH |\n| NZDF3 | NZDF CRASH |\n| NZDFX | A6 Intruder |\n| NZL | almostOVERDOSE |\n| NZLIF | iTzZJas0n |\n| NZX | MR.B |\n| NZX1 | NZXSHADOWS |\n| NZX2 | NZXSHADOWS |\n| NZX3 | NZXSHADOWS |"},{"heading":"O","level":4,"markdown":"|  |  |\n|---|---|\n| O1S | osol1tair3 |\n| O311 | Cavs0311 |\n| O3T | [L2K]s German Addon Tutorial Vers. 3 (ArmA) |\n| O521 | theforeseen |\n| OAC | kju |\n| OAP | respawn |\n| OAW | The Omega & a-lone-wolf |\n| OBE | moberfel |\n| OBL | obliv1on |\n| OBO | Onkel Bo |\n| OC1 | spartancain |\n| OCD | Nixon |\n| OCF | MOODQX |\n| OCR | ocramweb Team =DST= |\n| OCRAM | ocramweb |\n| OCT | Octavian |\n| OCU | 0cular |\n| ODIN | cabewz |\n| ODN | j-man |\n| OEMOD | TomNedry |\n| OFC | hdchristopher |\n| OFCRA | OFCRA |\n| OFD | OFP_f3d3 |\n| OFFG | oifriendlyfire |\n| OFP | todschlaeger |\n| OFPDB | Operation Flashpoint Mission Database |\n| OFPEC | OFPEC |\n| OFPIP | the-f |\n| OFPL | PL Mod |\n| OFPS | SoldierEPilot |\n| OFPTF | MI_Fred |\n| OFR | einstein44 |\n| OFRP | OperationFrenchPoint |\n| OG420 | Stickyfingaz |\n| OGD | SpikyPlatypus |\n| OGI | obren2obren |\n| OGR | DavidAtheist |\n| OGRE | OldGit |\n| OGRM | outlookgrim |\n| OHL | K9 |\n| OKA956 | Oka956 |\n| OKI | antoniv |\n| OKO | okoman |\n| OKT | oktane |\n| OKTY | Oktyabr |\n| OKW | Vernichtend |\n| OLDBR | OldBear |\n| OLLI | Peter Haroski |\n| OLY | olympi |\n| OMA | OMaHTLD |\n| OMAHA | seethingword |\n| OMB | Cryptid87 |\n| OME | Omega |\n| OMG | The Omega |\n| OMGI | NonovUrbizniz |\n| OMP | Pillord |\n| ONE | p1 |\n| ONE8 | oNe8s3v3N |\n| ONFS | operation flashpoint need for speed team |\n| ONIX | DBR_ONIX |\n| ONK | Onkel Bo |\n| ONS | Abs |\n| ONU | sonoboss |\n| ONY | VivaLaViper |\n| OO9 | mag009 |\n| OOG | Oogieboogie |\n| OOO | IMASoft |\n| OORAH | JamesGarrison |\n| OP1 | jimdangle |\n| OP4 | ViperMcgee |\n| OPB | Operation : Barbarossa team |\n| OPEF | Operation Enduring Freedom |\n| OPF | mr_shady |\n| OPFG | bob123 |\n| OPFL | Goschie |\n| OPFOR | LoupVert |\n| OPG | overpricedgorilla |\n| OPGWC | Leone |\n| OPJ | Jona |\n| OPK | Frandsen |\n| OPKID | Aldrone |\n| OPP | Jona |\n| OPT | Ultimatum |\n| OPTRE | thedog |\n| OPX | Opteryx |\n| ORBX | BinaryPi |\n| ORC | Orcinus |\n| ORCUT | Firsk |\n| ORDER | TheOrdersMaster |\n| ORE | DavidAtheist |\n| ORF | Macko |\n| ORION | Orion |\n| ORLY | OrlyNO |\n| ORM | oRobin |\n| ORNG | AppleOrange72 |\n| ORS | orsone |\n| ORUST | Vargen |\n| ORWEL | Orwell |\n| OS11 | hupfer |\n| OSCER | OscerMike |\n| OSE | Operation Snakeyes MOD |\n| OSH | oshovah |\n| OSK | Oskar |\n| OSKO | Russellocean |\n| OSS | GingaWRATH |\n| OSSR | Faly |\n| OTCP | Sgt. Anderson/Trident Team |\n| OTE | otectg |\n| OTI | banini |\n| OTL7 | Outlawz7 |\n| OTT | Ottie |\n| OUB | OutbreakeR |\n| OUF | Operation Urgent Fury Mod |\n| OUT | Outlander |\n| OUTER | OUTER GAMER |\n| OVAS | ovas11 |\n| OVI | Ovibag |\n| OVT | aaronstatic |\n| OW3 | Overwatch3 |\n| OWAR | Cienias |\n| OWL | O:W:L |\n| OWN | Mellis |\n| OWNER | LaserWiesel |\n| OWP | Our Weapons Project (Nashe Orujie) |\n| OWWW | OwwwThatHurts |\n| OXI | Oxi |\n| OYMAN | oyman |\n| OZ | KatataFish |\n| OZ3D | Ozono |\n| OZR | DragoMican |"},{"heading":"P","level":4,"markdown":"|  |  |\n|---|---|\n| P0INT | p0int |\n| P11 | podvoxx |\n| P1350 | Phoenix1350 |\n| P141 | itzphi |\n| P3P | PepperMenthe |\n| P613 | xXExiledPandaXx |\n| P77 | Jona |\n| P82 | CimaleX |\n| P88 | Fuggschen |\n| PABLO | PabloDiablo |\n| PAC | zGuba |\n| PACK | thepackett |\n| PACP | zGuba |\n| PAF | Pafetik Bazerka |\n| PAJ | Jona |\n| PAK | Pakman |\n| PAL | Paladin |\n| PALO | Palono |\n| PANDA | [K.I.A.murcia] PandaPilot |\n| PANIC | FranticPanic |\n| PANTH | panthera283 |\n| PANTS | Pants_Johnson |\n| PANTZ | SilentPantz |\n| PAR | johnparker |\n| PARA | Paralyzed |\n| PARAS | Stealth_Alpha |\n| PARSC | parsec |\n| PARTZ | Pvt. Partz |\n| PAS | People's Army Studio |\n| PASKA | Laur1x |\n| PATAG | cptnnick |\n| PATCH | patchs |\n| PATHF | thecleaner |\n| PAULS | Pauliesss |\n| PAVE | allergic2life |\n| PAYRO | Payrot |\n| PAZ | pazzze |\n| PAZE | Paze |\n| PBC | pbcrazy |\n| PBIT | paritybit |\n| PBJ | suhsjake |\n| PBL | Paintball Mod |\n| PBM | Paintball MOD |\n| PCA3 | PolyCat |\n| PCANE | pcaneto |\n| PCP | BBaY |\n| PCRPG | SpawnThrasher |\n| PCV | pcverden |\n| PDB | Pandoras Box |\n| PDC | MiraJu |\n| PDG | XianGrim |\n| PDH | PanDemiHuman |\n| PDT | Fawks |\n| PEACE | peacebob |\n| PEARL | seethingword |\n| PEB | Prancer |\n| PEC | lucapec |\n| PED | Predator |\n| PEDRO | Pedro |\n| PEE | needaweeman |\n| PEER | Peer |\n| PEG6 | BrenGun |\n| PEGY | PegarosCZ |\n| PEK | Pek |\n| PEN | pennyworth |\n| PENG | PenguinInATuxedo |\n| PENIS | Sydcul |\n| PER | Pachacutec |\n| PERC | Colonel_Moustache |\n| PERCD | PerceptionD |\n| PERGR | PervasiveGroove |\n| PERP | Perpetual |\n| PERRY | perry_rhodan |\n| PESTIS | Bilgecrank |\n| PET | Russellocean |\n| PET17 | peter1415 |\n| PET24 | Petrich |\n| PETNC | prestonchism5 |\n| PEUH | 11004757 |\n| PFE | TheWaltsu |\n| PFH | Pfhaota |\n| PFLP | LCD |\n| PFU | PuFu |\n| PFVK | paulofvkbo |\n| PFWD | ThePointForward |\n| PGKGH | eniac94 |\n| PGS | pablogsalto |\n| PH1 | Palehorse1 |\n| PHA | Phantom |\n| PHAHX | bluu |\n| PHE | Phemetrix |\n| PHER | pherik |\n| PHIL | phillyb |\n| PHU | Phusck |\n| PIE | pi123263 |\n| PIERS | Pierson |\n| PIKE | pike713 |\n| PILOT | Student Pilot |\n| PINGU | pingu |\n| PINV3 | mortdurone |\n| PIRAT | PIRAT |\n| PIXEL | Chicago |\n| PJ1 | Jona |\n| PJ111 | Jona |\n| PJ12 | Jona |\n| PJ77 | Jona |\n| PJA | pjarnold |\n| PJE | PatriotJake |\n| PJETU | Pjetu |\n| PJJ | Jona |\n| PJJ77 | Jona |\n| PJL | Pjlom |\n| PKM | SoldierEPilot |\n| PKO | PakoAry |\n| PKR | Parker |\n| PKW | YacieK |\n| PLA | PLA MOD |\n| PLAN | _William |\n| PLAS | callumw2 |\n| PLC | SpawnThrasher |\n| PLD | Palador |\n| PLDSA | PedroLuigi |\n| PLK | Planck |\n| PLP | poolpank |\n| PLR | Prowler |\n| PLS | Aarronious |\n| PLUM | PlummerHD |\n| PLXYABLE | PLXYABLE Team |\n| PLZ | PolariZ |\n| PMA | FlamedBanana |\n| PMB | Pedro |\n| PMC | InsetJesux |\n| PMDR | paladinmcdragon |\n| PMRV | PacmanRv |\n| PMS | Phantom Modification Studio |\n| PN915 | Person915 |\n| PND | djp4nd4 |\n| PNL | Pekuru |\n| PNMOD | OnyxPhoenix |\n| PNWMP | Neoluminum |\n| PO1 | fallujahmedic |\n| POC | Linkyman |\n| POCEK | darkus |\n| POD | Mikkelsen |\n| POL | polat |\n| POLI | SgtPoli |\n| POLO | ehpolo |\n| POLOK | Polok |\n| POLU | ItsAkea |\n| POO | GhostRanger |\n| POP | otto |\n| POPE | the_pope |\n| POR | Skaven |\n| PORSH | Porshen |\n| PORTA | JosephPorta |\n| POTAT | NightPotato |\n| POUL | Poulern |\n| POW | GodsFist |\n| POWER | PowerBOX |\n| POX | smallpox |\n| POZU | pozuelo |\n| PPP | Platoon Patton Projects |\n| PPT | AlphaNeoFight |\n| PQDPQ | pqdpq |\n| PR3S0 | prestonchism5 |\n| PR9IN | PR9INICHEK |\n| PRA | -Para- |\n| PRA3 | Project Reality |\n| PRAA | DeanosBeano |\n| PRAAA | Deadfast |\n| PRACS | wld427 |\n| PRAE | trapw0w |\n| PRC | Kareca |\n| PRCM | highlandff7 |\n| PRD | PRDxcm |\n| PRE | preca |\n| PRECH | prestonchism5 |\n| PREFIX | YouAreBamboozled |\n| PRERP | NatanBrody |\n| PRES | prestonchism5 |\n| PRES5 | prestonchism5 |\n| PRESH | phresh |\n| PRF | Profecy |\n| PRIM | Primzon |\n| PRIME | gprime87 |\n| PRJ | Piraj |\n| PRL | A.Deubelskerl [DBK] |\n| PRO | silesian |\n| PROAF | Proaf0 |\n| PROG | progamler |\n| PROPE | PROPER MOD Team |\n| PROWL | Prowler |\n| PROX | TermiKiller |\n| PRP | Private-Pile |\n| PRSC | parsec |\n| PRTK | parataku |\n| PRY0 | primey0 |\n| PSC | PSC |\n| PSERV | Xaneas |\n| PSG | Forry |\n| PSNI | DrDank |\n| PSORA | PsychOrange |\n| PSQDM | kinhos |\n| PST | Pochyst |\n| PST30 | pastito30 |\n| PSY | Psychic Productions |\n| PSYFX | Psyfox |\n| PSZ | zGuba |\n| PT2 | leba101 |\n| PTA | Smootch |\n| PTG | Mutal |\n| PTMAO | PowderedToastMan |\n| PTR | [PTS] Panthers |\n| PTS | Partisan. |\n| PTSA | PipoTheSailor |\n| PTW | PTW-105 |\n| PTX | paleo |\n| PTY | Pathfinder |\n| PTZ | Partizan |\n| PUB | TheLocalPub |\n| PUB1 | TheLocalPub |\n| PUD | Puddleflop |\n| PUDD | Puddingdwarf |\n| PUFIN | RagingPufindail |\n| PUG | KainIronmonger |\n| PUK | ProjectUK |\n| PUL | Pringles |\n| PULSE | Cobra@Pulse |\n| PUN | Punk |\n| PUNK | Lorelei |\n| PUP22 | Puppa |\n| PUPZ | Kefvski |\n| PUREG | vicious |\n| PURGA | CoffeeFluff |\n| PURP | drewdevelops |\n| PUSH | Pushtan |\n| PVDV1 | TheHelmetHead |\n| PVP | sbsmac |\n| PVPFW | Conroy |\n| PVT60 | Pvt. Partz |\n| PVTGN | PRIVATE_GREEN |\n| PWA | Umbarion |\n| PWE | PENNYWISE |\n| PWR | Poweruser |\n| PX1 | Richie |\n| PXH | pixelhenne |\n| PXMO | iTrAmPzi |\n| PXS | Pixel Art Studio |\n| PYN | pynaple |\n| PYP | SOPMOD |\n| PYR | pyrofriendie |\n| PYRO | pyro05x |\n| PZ23 | T.Muller |\n| PZB | PizzaBoytjuh |\n| PZE | Paze |\n| PZF | Pizzafreak5 |"},{"heading":"Q","level":4,"markdown":"|  |  |\n|---|---|\n| Q11 | Q1184 |\n| QAZ | qazwsxal |\n| QKG | quakergamer |\n| QNICO | Cunico |\n| QRK | GrandNagusQuark |\n| QTZ | CRUDER |\n| QUA | SamWarren |\n| QUAD | QuadBLScopes |\n| QUAG | McQuag |\n| QUAN | Motra |\n| QUEL | quelphath |\n| QUI | Quinncunx |\n| QUK | quantum |\n| QWERT | Qwertyalex |\n| QZG | GooseQZG |"},{"heading":"R","level":4,"markdown":"|  |  |\n|---|---|\n| R0CK | Rockoria |\n| R2112 | 00doubleoh |\n| R25 | Chris1986 |\n| R34L | Steezy |\n| R3D | ScotG |\n| R3F | clint |\n| R4L | J117 |\n| R974 | Christopher974 |\n| R98 | redoper |\n| R981 | redoper |\n| RA256 | RusselAngelos |\n| RAA | riksuFIN |\n| RAB | Rabidus |\n| RAB18 | 18Rabbit |\n| RABB | rabbity |\n| RABIT | R@bbiT |\n| RABS | Rabs |\n| RACKY | Racky |\n| RACS | FA Dalai Lamar |\n| RAD | Hudson & Pennywise |\n| RADAR | Radarcontact |\n| RAE | raedor |\n| RAF | NZXShadows |\n| RAFAS | shoXy |\n| RAFO | Rafo23 |\n| RAFT | Grimlock |\n| RAFTY | Rafters |\n| RAG | {442}RangerNick |\n| RAGE | RagingPufindail |\n| RAGE4 | RagingPufindail |\n| RAGEP | RagingPufindail |\n| RAGES | Rage |\n| RAGEZ | PinkLegacy |\n| RAIZE | Raizer91 |\n| RAL | ralian |\n| RALLY | escortrally |\n| RAM | Ramzi Sah |\n| RAMA | ramissin |\n| RAMC | Royal Army Medical Corps |\n| RAMP | DutchMuffin |\n| RAN | Rancid |\n| RANCO | Rancorusia |\n| RANG2 | theranger12 |\n| RAO | Ogrinho83 |\n| RAOA | Ogrinho83 |\n| RAP | Rapter |\n| RAPT | RaptorBravo5 |\n| RAS | Rastavovich |\n| RASH | Rashomon |\n| RAT | shinRaiden |\n| RATS | rats404 |\n| RAV | ravetree |\n| RAVE | corvus |\n| RAVEN | Raven3.14 |\n| RAW | REAL ADDON WORKSHOPS |\n| RAX | RaXaR |\n| RAY | ran (the.yan) |\n| RAYK | RayK |\n| RAZOR | razoraresharp |\n| RAZR | stolzerrabe |\n| RAZZ | Razzolution |\n| RB211 | rorybateman |\n| RBB | Ranger Bob |\n| RBB83 | robborobbo |\n| RBL | SoulRebel18 |\n| RBLM | Rebel Man |\n| RBM | Rhodesian Bushwar Mini-mod |\n| RBN | Roaban |\n| RBRE | ribera1945e |\n| RBRS | rbrs |\n| RBS | ruhigBlut |\n| RCC | 1RCC Kay |\n| RCD | Redcloud |\n| RCDC | redleouf |\n| RCFG | joemoemino |\n| RCHT | RatchetTheWusky |\n| RCIR | zandhaas |\n| RCK | Rockeye |\n| RCO | RicoADF |\n| RCP | Nahuel |\n| RCT | Nasogx |\n| RCX | rodhalberd |\n| RDAM | Faab |\n| RDC | Bod57 |\n| RDD | Stiltman |\n| RDF | Royal Danish Forces |\n| RDGUN | redgun |\n| RDI | Rhodes |\n| RDK | RaoulJWZ |\n| RDLS | venter08 |\n| RDP | 11RDP |\n| RDS | Reyhard Addons |\n| RDW | mhodgson89 |\n| RDX | raid3n |\n| RE974 | Christopher974 |\n| REACH | Leshrack |\n| REAL | RA_Thirias |\n| REALDO | Realdo |\n| REALQ | vovi |\n| REBEL | RebelCid |\n| REBO | MrRebo |\n| REBOR | Ltc-Bullet |\n| REBUS | Rebus |\n| RECON | Sniper Recon |\n| RECON2 | RedRecon |\n| RED | RED |\n| RED1 | redoper |\n| RED11 | REDDAWG 1 |\n| REDB | RedBeard |\n| REDBA | red_bandit |\n| REDO | redoper |\n| REDOP | redoper |\n| REE | Resident Emil |\n| REEP | Cockney Reeper |\n| REFRB | RefinedRubbr |\n| REH | reh052965 |\n| REI | reiler cardoso |\n| REIDY | Reidy |\n| REIT | Reitherfuzi |\n| RELS | A.Deubelskerl [DBK] |\n| REM | Lt. Hawkins |\n| REM41 | REM41 |\n| REN | Cpt_Overlord_ |\n| RENG | Renegade Gaming Management |\n| RENZ | Renz |\n| REOX | reox |\n| REP | gogus12 |\n| REPZ | Repz |\n| RES | BIS |\n| RESR | Planck |\n| RESTK | ReStrooke |\n| RETR | fsxfreak |\n| RETRD | Spire1812 |\n| REUST | reustonium |\n| REV | revellion |\n| REV1 | super-truite |\n| REVEN | Reven_Darkwood |\n| REVN | Revan9190 |\n| REVO | Real Men of Genius |\n| REX | Rastic & Eamoe |\n| REXS | RASmith1030 |\n| REXX | Rexxenexx |\n| REY | reyemlrak |\n| REZ | rezende2352 |\n| RFFAZ | AzzaR4 |\n| RFL | shoXyRafael |\n| RFLO | RFlorea |\n| RFLY | Airfly |\n| RFR31 | RavenFR31 |\n| RFV | registered_fugitiv |\n| RFX | cc114 |\n| RGBOB | Bobby_McDangle |\n| RGE | Rageman |\n| RGM | RG_Murphy |\n| RGMS | RaccoonGaming |\n| RGN | bitto |\n| RGO | Darkstar |\n| RGR | Evan Kev |\n| RGR21 | bjacobs9944 |\n| RGT | Rangerteam |\n| RGTF | TheIcarus |\n| RGY | ryguy |\n| RH96 | rustyhook96 |\n| RHA | BbGunroo |\n| RHARP | Cots |\n| RHB | RichUK |\n| RHENN | rhennigan |\n| RHI | RobertHammer |\n| RHO | rhodesy_77 |\n| RHOD | RhodesianScout |\n| RHP | NyremC |\n| RHR | RedheadedRed |\n| RHS | Red Hammer Studios |\n| RHSCA | Abaddon |\n| RHX | rodhalberd |\n| RHZM | rhzm23 |\n| RIA | Liam McKendrick |\n| RIBER | ribera1945e |\n| RIC98 | Herpyderpy987 |\n| RID | Walthzer |\n| RIGGI | GRSteelers |\n| RINJ | RinJ |\n| RIO | MyransGhost |\n| RIP | randyandy |\n| RIVAL | Rosellonsito |\n| RJDEV | Ronald |\n| RJM | RjM |\n| RJS | Robert James Sullivan |\n| RJT | nindall |\n| RKKA | badanov |\n| RKN | Runekn |\n| RKSL | Rockape |\n| RKT | footmunch |\n| RKTCO | Rocket Taco |\n| RLK | FA Dalai Lamar |\n| RLP | kinhos |\n| RLRPG | CreedSun |\n| RLS | Denisko-Redisko |\n| RM104 | Rom104 |\n| RMC | rm_snipe |\n| RMCTJ | ipagewebsite |\n| RMG | ramgee |\n| RMM | Rommel |\n| RMMU | RMMU_Gibbs |\n| RMO | jamick94 |\n| RMP | Romnipotent |\n| RMR | Reimarus |\n| RMS | rm_snipe |\n| RMY | Orakel78 |\n| RN974 | Christopher974 |\n| RNBAM | RazMan83 |\n| RNE | Escobar_RN |\n| RNJ | nordvang |\n| RNK | GerDeBuX |\n| RNM | Williamson |\n| RNY | Rainey |\n| RO4 | Roaban |\n| ROA | Roach |\n| ROAB | Roaban |\n| ROB | ausimus |\n| ROB21 | Rob21C_UK |\n| ROBB | Roaban |\n| ROC | Macko |\n| ROCH | Caillou |\n| ROCK | SoldierEPilot |\n| ROCKO | rocko |\n| ROD | rodhalberd |\n| RODEO | Rodeostar42 |\n| RODI | FlintForossa |\n| ROF | rofice |\n| ROFL | roflpie |\n| ROFL8 | ROFLer |\n| ROHO | Bastet |\n| ROJ | Yourry |\n| ROK | rokket |\n| ROKM | RokMelon |\n| ROKME | RokMelon |\n| ROM | romanze87 |\n| ROMEO | Romeo Foxtrot |\n| ROMM | Rommel92 |\n| RONE | affraid |\n| RONIN | Dotanuki |\n| ROOK | Moses |\n| ROOT | xMidnightSnowx |\n| ROPEY | Ropeytwo |\n| ROR | ROR |\n| ROS | Régiment des Operations spéciales |\n| ROSEB | matthew.sm |\n| ROSS | rossoe |\n| ROW | Robnewww |\n| ROX | [ROX]Rocku |\n| ROY | roykingtree |\n| ROYAL | RoyalTS |\n| ROYSC | Royal351 |\n| ROZC | ROZC team |\n| RPG | rolandinho |\n| RPL | RangerPL |\n| RPM | Raptor-Man |\n| RPS | Schwimmfreak1 |\n| RPT | Raptorsaurus |\n| RPTR | EmRaptor |\n| RRB | RabsRincon |\n| RRCJM | JamesMason |\n| RRL | grimmeral |\n| RRYD | RedRyder |\n| RSA | rubaka |\n| RSF | Royal Silver Falcons |\n| RSG | Scoobz187 |\n| RSK | Raserisk |\n| RSK2003 | Ryski |\n| RSKEW | Siuqram_ |\n| RSKY | Ryski |\n| RSL | Radiosilence |\n| RSLO | Riouken |\n| RSO | SpookyGnu |\n| RSP | Raging Storm Productions |\n| RSQ | AWildBrian |\n| RSS | Red Star Studio |\n| RST | Volk |\n| RSTM | TheodoreM |\n| RSTTV | Soda_ |\n| RSW | Raven Sheep Wolf |\n| RTA | Jakerod |\n| RTF | Rastafa |\n| RTF42 | Fr4nKy |\n| RTI | The War of Last Man |\n| RTK | Rutek |\n| RTMS | Goschie |\n| RTR | RTR_Commander |\n| RU23 | Iexpertman |\n| RUB | RubberKite |\n| RUBE | ruebe (rÃ¼be) |\n| RUEB | Rübenritter |\n| RUF | Ruffled Grouse |\n| RUG | Wolfrug |\n| RUIZ | Sklaven |\n| RUK | rexehuk |\n| RUM | Meatball0311 |\n| RUMP | DrRumpPhD |\n| RUND | rund |\n| RUS | AND |\n| RUSK | D_J_LMeyer |\n| RUSS | Dakir |\n| RUTLAND | Landfaller |\n| RUUL | live:.cid.af0d27413f371e0 |\n| RVCS | Yuri |\n| RVN | Raven |\n| RW18 | Razorwings18 |\n| RWC | raid3n |\n| RWD | Zelik |\n| RWF | Rathwulf |\n| RWM | Crytech |\n| RWS | joshpier3 |\n| RWT | longbow |\n| RWTS | longbow |\n| RX8 | msiarx8 |\n| RXO | Rxo |\n| RXO01 | Rxo |\n| RYAKR | ryakr |\n| RYAN | Ryan |\n| RYANL | ryry_208 |\n| RYD | jackryder |\n| RYJMC | ryanjmcmanus |\n| RZN | Rezin's Addons |\n| RZT | Razzmatazz |"},{"heading":"S","level":4,"markdown":"|  |  |\n|---|---|\n| S0120 | steven00120 |\n| S117 | SIDNESS |\n| S13 | Sierra 13 |\n| S2040 | s2040 |\n| S2300 | Sgt.Toaster |\n| S47KA | mkfester923 |\n| S4G | Cunico |\n| S63 | Spectre-63 |\n| S73OB | s73obrien |\n| S75R | Seavea |\n| S76 | #76 |\n| S76S | #76 |\n| S8B | Soldier8Boy |\n| S8S | [S8S] Vapor |\n| SAAF | Floosy |\n| SAB | Sabelzahntiger |\n| SABAS | SABAS |\n| SABB | Dr.Death JM |\n| SABER | SoldierEPilot |\n| SAD | sad |\n| SADGG | thegoatman |\n| SADIZ | CT-7567 |\n| SAF | Mellis |\n| SAFAR | Safari |\n| SAFFG | prestonchism5 |\n| SAG | JemsKeks |\n| SAGE | sagefhopkins |\n| SAGO | Sago |\n| SAH | Sahbazz |\n| SAHEH | Sasc_ |\n| SAIGN | Saigon Flashback |\n| SAK | Hateboarder |\n| SAKS | sakstoki |\n| SAKU | SaschQuasch |\n| SAL | Sabre, Ardvarkdb and Lennard |\n| SALAD | koalasalad |\n| SALB | gamersasa |\n| SALT | zisb |\n| SALTY | Salty McHaggis |\n| SAM | Stiltman |\n| SAM1 | samwardle1 |\n| SAMA | Sama |\n| SAMAX | Samax |\n| SAML | samotion |\n| SAMR | samir17864 |\n| SAN | Sanchez00 |\n| SANDF | hellfish6.2 |\n| SANDI | Sandiford |\n| SANDY | SandyBandy |\n| SANDZ | Sandz |\n| SANZ | Sanzhere |\n| SAP | Sgt.Ace |\n| SAPP | Sapper |\n| SAR | The KMan 3000 |\n| SARO | Sarogahtyp |\n| SAS | Smart Ass Scripters |\n| SASC | Sasc_ |\n| SASM | SASMOD |\n| SASR | Anmac |\n| SAT | Atsche |\n| SATR | Satire |\n| SAU | Sauen |\n| SAV | steggieav |\n| SAVOT | Savot |\n| SAW | shaneuk |\n| SAX | SAX |\n| SAY | SniperAndy |\n| SB101 | SteveBuchanan |\n| SBAC | SBacon |\n| SBAY | ScriptingBay |\n| SBE | sabre19 |\n| SBFR | www.shark-bambi.fr |\n| SBG | savedbygrace |\n| SBJ | Team SBJ |\n| SBLK | SomeBloke |\n| SBR | saber3 |\n| SBS | Flax |\n| SBT | Smootch |\n| SBW | SabinoWess |\n| SC9 | scars09 |\n| SCA | Scaatis |\n| SCANIA | PentiumD |\n| SCANY | Flames09 |\n| SCB | ScottyB |\n| SCC | CollCreper |\n| SCE | Reidond |\n| SCF | vektorboson |\n| SCG | DragonGurdian5 |\n| SCHEP | Drake Vhett |\n| SCHS | Howl Shepard |\n| SCHTZ | Schultz |\n| SCJ | ScouseJedi |\n| SCM | scabstermooch |\n| SCN | SCFan42 |\n| SCO | [= M Troops =]scouter |\n| SCOM | TheCaptain |\n| SCOO | Scoo Studios |\n| SCOOB | Scoob |\n| SCOR | DSV |\n| SCOTT | Scotty1207 |\n| SCOUT | proeteus |\n| SCPAR | Tyran |\n| **SCR** | **Bohemia Interactive** (Reforger) |\n| SCRIM | sgeour |\n| SCT | reconscout |\n| SCU | xneilyox |\n| SCUBA | sgtscuba |\n| SCY | Scythax |\n| SD48 | sleepydragon4888 |\n| SDJ | RDL109 |\n| SDK | ShAdOwKiller |\n| SDL | Shaun Lepisto (aka TheShadow) |\n| SDM | Sodom |\n| SDMF | krik killer |\n| SDN | Sandman |\n| SDOC | sdoc |\n| SDP | Sudden Death Projects |\n| SDR | silderoy |\n| SEA | Sefe |\n| SEAD | Sefe |\n| SEALS | rocha amry 3 |\n| SEB | SelectThis/ebud |\n| SEB01 | Seb |\n| SEB11 | Sawyer11 |\n| SEB3 | seb3sec |\n| SEBA | sebandrez |\n| SEBAS | SebasSalazar |\n| SEC | Somerset Editing Consortium |\n| SED | physhack |\n| SEF | Sefe |\n| SEFE | Sefe |\n| SEH | seedhe |\n| SEJAR | Nizo117 |\n| SEK | Sekra |\n| SELRK | Selrahk |\n| SEOW | 4Shades |\n| SER | Serializer |\n| SERC | Serclaes |\n| SERO | seroktika |\n| SES | Wildgoose |\n| SETH | JustSeth |\n| SEV | SEV |\n| SEV07 | sev501cc7001 |\n| SFC | sfc.itzhak |\n| SFF1 | SFF |\n| SFG | SFG |\n| SFM | Spetsnaz Mod |\n| SFP | Swedish Forces Pack |\n| SFTY | SafetyCatch |\n| SFUK | Pxzys |\n| SFX | Silent Fox |\n| SGA | BTK |\n| SGB | sgtbarnes73 |\n| SGC | SGCTrooper |\n| SGCA3 | Ace |\n| SGCOL | Jutka |\n| SGF | sgt-franko |\n| SGH | sgtGunneryHighway |\n| SGL | SigiL |\n| SGM | Master0r0 |\n| SGM82 | SniperGhost |\n| SGMAP | frizensami |\n| SGN | Sgt_Nathan |\n| SGP | AcadianCrusader |\n| SGREG | praguado |\n| SGRT | ScreamingRobot |\n| SGS | Sarge |\n| SGT | tgm0 |\n| SGTB | SgtBryne |\n| SGTEV | Sgt Eversman |\n| SGTF | SgtFlyer |\n| SGTW | SGTWilliams |\n| SGUN | SmokingGun |\n| SGW | someguywho |\n| SGWD | SGTWilliams_Daddy |\n| SGWZ | Sturmgrenadier Warzone |\n| SHA | Shakal |\n| SHAD | shadow64 |\n| SHADC | ShadowCola |\n| SHADO | aviax |\n| SHAE | shaeone |\n| SHAKA | shaka |\n| SHAL | shalazan |\n| SHANG | Ketzl |\n| SHAW | Shadow1 |\n| SHAY1 | Shayamal |\n| SHB | jockeyboy2_0 |\n| SHED | shed |\n| SHEEP | fallingsheep1985 |\n| SHEZ | shezan74 |\n| SHG | Shogun |\n| SHGL | Bob Winser |\n| SHIP | rodhalberd |\n| SHK | ShakI |\n| SHL | sheltem |\n| SHM | Shamwill |\n| SHNK | Shennko |\n| SHOE | w33n33s |\n| SHOK | CaptainWalker |\n| SHOW | showmaker |\n| SHP | MyersTheShape |\n| SHREK | DavidAtheist |\n| SHRTB | short boi |\n| SHRTY | Shorty |\n| SHS | ShadeySam |\n| SHY | Shockley |\n| SHZ | Shiza |\n| SIA | Liam McKendrick |\n| SIA3F | Soldiers In Arms |\n| SIC | SiC |\n| SICUK | SiC_UK |\n| SID | Sidthesloth |\n| SIG | EAGLE_Sigurd |\n| SIGDT | SiGclan |\n| SIGE | SiegeToaster |\n| SIGHT | CFSight |\n| SIGM | EckoMoire |\n| SIL | silderoy |\n| SILASP | Petrich |\n| SILOS | bstocks32 |\n| SILV | spSilver |\n| SIM | Simonpro |\n| SIMHQ | Wepps |\n| SIN13 | Fugitive2013 |\n| SING | singlot |\n| SINGL | singlot |\n| SINK | Sniki |\n| SINO | hiddenzone |\n| SINON | Sinon50BMG |\n| SINOP | koptwo |\n| SIR | SirDude |\n| SIRK | sirklejerk |\n| SIS | siredwin24 |\n| SITC | Quinncunx |\n| SITHX | sithixc |\n| SIV | Sivutle |\n| SIXX | Neko |\n| SJB | Jackal326 |\n| SJDVD | SSJDiVaD |\n| SJH | mesh |\n| SJK | sojaku |\n| SJM | SanjuromackOFP |\n| SJM50 | SJM505427 |\n| SJOUL | sjoulbak |\n| SK1 | Sigie |\n| SK3Y | Sk3y |\n| SKA | Ska1ix |\n| SKB | Skeltoras |\n| SKBOZ | theworrior |\n| SKBT | Bareen |\n| SKC | Skaircro |\n| SKE | Special Kodo Edition |\n| SKEG | skeg_man |\n| SKEL | Skeltoras |\n| SKEYE | skeye |\n| SKI | skiline5 |\n| SKIRA | GENPrice10 |\n| SKIS | Foxtrotter |\n| SKM | Skumball |\n| SKN | Mr.Skellington |\n| SKRS | Fire Vine |\n| SKS | ViconX |\n| SKSE | SK-SE |\n| SKT | SilvesterKilledTweety |\n| SKULL | Ginsu |\n| SKUNK | skunk |\n| SKW | Skewballzz |\n| SKY | stankywizzleteets |\n| SKYE | SkyeGuy |\n| SLAP | Slapstick |\n| SLAT | SlatDogg |\n| SLAW | slawterer |\n| SLAY | slayercccp |\n| SLIMY | theycallmehslimy |\n| SLIVE | steviedlive |\n| SLK | Solski |\n| SLNSH | SlaaneshiBoi |\n| SLOTH | wantafanta |\n| SLOTHA | HowSloth |\n| SLOW | Slowrider8 |\n| SLP | Sleepingbag |\n| SLR | ArmA-RPG |\n| SLRHK | Selrahk |\n| SLS | S. Snake |\n| SLT | Silent_64 |\n| SLX | Solus |\n| SLYNX | SlovakianLynx |\n| SMAG | swissMAG |\n| SMANG | sMangust |\n| SMB | Sock Monkey Brigade |\n| SMBD | Some_Belgian_Dude |\n| SMBJS | BJS |\n| SMC | Smoking Cloud |\n| SMCB | Scouty_McBird |\n| SMD | NonovUrbizniz |\n| SMDC | Rapter |\n| SMES | dech81 |\n| SMF | sneakymcfox |\n| SMG | Scumbag |\n| SMHL | smalhill |\n| SMITH | Igor \"Smith\" Petruchek |\n| SMK | XWP-Smoke |\n| SMKS | smurkus |\n| SML | Smile89 |\n| SMM | AAB |\n| SMO | Smokeylope |\n| SMOKE | SmokeDog |\n| SMOON | salamouis |\n| SMP | Sandro M. Passos |\n| SMPR | Semperfid |\n| SMR | shlomo |\n| SMS | Syrtis Major Studios |\n| SMT | Pennyworth |\n| SMW | Sage |\n| SMY | smallfly |\n| SN4 | thesn4k3 |\n| SN90 | spacenavy90 |\n| SNA | snafu |\n| SNACK | Snack |\n| SNAFU | indecimal |\n| SNAKE | Snakeater |\n| SNB | SirPsychoBerg |\n| SNBN | SeenBeen |\n| SNBZ | Skullnbonez |\n| SNC | -Sonic- |\n| SNCHZ | Sanchez |\n| SND | Sandman |\n| SNEAK | SneakyBeaver |\n| SNEAKY | SneakyAzWhat |\n| SNFO | nfosam |\n| SNK | SolidSnake-(SNK) |\n| SNLNG | Sneling |\n| SNO | LeahSnow |\n| SNOW | Snowflake |\n| SNS | Stormtrooper and Skaven |\n| SNW | Snekw |\n| SNWO | NonovUrbizniz |\n| SNY | snYpir |\n| SO9 | Spec Op 9 |\n| SOAP | soapboxsubmarine |\n| SOAPY | thediscript |\n| SOAS | WarLord554 |\n| SOB | Sobric |\n| SOBS | Guardian |\n| SOC | Meatball0311 |\n| SOC36 | 36SOC |\n| SOCAL | BarnesBL0278 |\n| SOCOM | radicalatheart |\n| SOD | Trash Can Man |\n| SODS | Nalv Arrac |\n| SOEP | Jesper |\n| SOFMF | sofmisfortune |\n| SOFS | Camouflage |\n| SOG | DirtDiver |\n| SOGC | JDubbSOG |\n| SOI | solomani |\n| SOLTG | 1(nld)soltg |\n| SOPROTIV | studzy |\n| SOSP | bigpickle |\n| SOTD | sotdyeti |\n| SOTO | Tomms123 |\n| SOUL | Spiedr |\n| SOULY | souly |\n| SOUTH | southy |\n| SOW | CrashDome |\n| SOYU | Soyunidota |\n| SPA | aulero |\n| SPACE | spacerules |\n| SPAG | Lord_Spag |\n| SPAIN | pozuelo |\n| SPAIS | Spaceballcookie |\n| SPANK | SpankFrank |\n| SPAR | Sparib |\n| SPARTA | TheSparta |\n| SPB | Spackenbremse |\n| SPC | Scorpio |\n| SPC4 | cunico |\n| SPD | spider |\n| SPDY | Speedy |\n| SPEC | spec |\n| SPEC4 | cunico |\n| SPECE | JSpectre |\n| SPECT | SpectrumWarrior |\n| SPEED | Speedy1978 |\n| SPENC | marsuk21 |\n| SPF | spiffalski |\n| SPG | switchplategaming |\n| SPG44 | Verus12b |\n| SPGDZ | Spounge84 |\n| SPHD | Spearhead |\n| SPI | Almightyom |\n| SPICY | Scoob256 |\n| SPIF | spifmo |\n| SPIL | Victor94,Bamupa,SpainIsLife Team |\n| SPIRIT | kaiotcp1 |\n| SPK | Spyke |\n| SPKEY | kaiotcp1 |\n| SPKG | SpookyGnu |\n| SPM | Isardy |\n| SPM8R | spamin8r |\n| SPN | scorpion |\n| SPNY | spacenavy90 |\n| SPON | Spooner |\n| SPOTT | spottersblink |\n| SPR | SparK |\n| SPRK | Dreager |\n| SPRUT | Spruten |\n| SPS | Stalker Production Studios |\n| SPT | patr1 |\n| SPTFR | Spitfire1102 |\n| SPUDS | McSpuds |\n| SPUR | Spur |\n| SPV | Supervenio |\n| SPWE | Remus111VADT |\n| SPWNH | Spooneh |\n| SPY | Spyder001 |\n| SPYLO | spylon |\n| SPYR | parsec |\n| SPZ | Spetznatz |\n| SQD | ubersquid |\n| SQL | Squelch |\n| SQU | Squeeze |\n| SQUIL | onepantsuman |\n| SQUIZ | squizzy |\n| SQY | squidy08 |\n| SR5 | Crasso |\n| SRA | Marseille77 |\n| SRAF | Jastreb |\n| SRAT | Spac3Rat |\n| SRB | Radnik |\n| SRG | Sergei_Q |\n| SRK | Serial Killer |\n| SRL | surrealalucard |\n| SRM | Devilsartist |\n| SRP | Sr.Pomidor |\n| SRRA | SRPSKI RATNIK |\n| SRSGS | Jutka_GHG |\n| SRSR | StonedRhino |\n| SRT | ScreamingRobot |\n| SRU | Spackenbremse |\n| SRV | BTK |\n| SRX | shinraiden |\n| SS3 | CaboVieira |\n| SS38 | Cowboy |\n| SS9 | SickSidewinder9 |\n| SSA | SirSmok@lot |\n| SSAL | ssalaza |\n| SSC | SScrivener |\n| SSDD | Darkhorse-1-6 |\n| SSG | SSG Squad Modworks |\n| SSGAR | SoYouDie |\n| SSK | lilmock22 |\n| SSM | minuzed |\n| SSQD | TheG4Gaming |\n| SSS | Spanish Sniper Squad |\n| SST | Starship Troopers Mod |\n| SSTRM | SandstormA3 |\n| SSV | Sole |\n| ST3 | st3rv |\n| ST6 | Joey King |\n| STA2 | Abs |\n| STAF | Moony |\n| STAHL | CYXAPNK |\n| STAOS | Staos |\n| STAR | startrekern |\n| STARF | Starfanger |\n| STARG | TheSenate |\n| STASH | St5ashy |\n| STAT | Staticky |\n| STBE | Stickie |\n| STBIA | lieutenantlz |\n| STD | Swatdog |\n| STDR | Sparfell_19 |\n| STE | SelectThis, Ebud |\n| STE86 | Ste86 |\n| STEAK | humansteak |\n| STEIN | SteinTroll |\n| STEOT | StealthyOtter |\n| STERK | sterkt |\n| STEYR | Liberator |\n| STFU | Vixer |\n| STG | Woods |\n| STGN | STGN |\n| STGST | Stormgast |\n| STH | Solttuh |\n| STI | Stiltman |\n| STICK | Br |\n| STIVI | [SONAF]stivik |\n| STK | stijniman |\n| STKR | STALKERGB |\n| STL | STEELE |\n| STLGD | ph_enix |\n| STO | Strike Tactical Operations |\n| STONE | stonecold |\n| STOO | stoo65 |\n| STORK | kuba14063 |\n| STOSN | Arioio |\n| STOV | Storied.Veterans |\n| STP | ShrewdTactician |\n| STPMC | Spartan Tactical Group |\n| STPUP | fence |\n| STR | Stress2 |\n| STR8 | Str8jackitz |\n| STRA | Gaia ArmA Missions |\n| STRAT | Strat |\n| STREE | michelvanw |\n| STRM | stormridge |\n| STS | Status_cz |\n| STSDE | Deathhood98 |\n| STSU | EroMusha |\n| STT | SelectThis |\n| STTH | Steffen Thomsen |\n| STTS | SauronTs |\n| STU | StuKa |\n| STUBB | stubbies |\n| STUMP | Stump |\n| STURM | Sturmovik |\n| STY | styles2304 |\n| STZ | Steezy |\n| SUB | subminuentisch |\n| SUBAR | subarulibtard |\n| SUCH | suchey |\n| SUD | sudden |\n| SUKH | CYXAPNK |\n| SUL | SULcorpÃ‚Â© |\n| SULLY | Sully |\n| SULO | Soolie |\n| SUM | Beton |\n| SUOMI | wuffe |\n| SUP | Superchaschper |\n| SUPER | super-truite |\n| SURPH | surpher |\n| SVD | Dragunovska |\n| SVG | StrohVogel |\n| SVN | Sven2157 |\n| SWAF | Exodus_SWAF |\n| SWAG | bozott |\n| SWAGG | swaggy |\n| SWAGU | Chazillor |\n| SWAMP | swampy |\n| SWC | shadow552 |\n| SWE | granQ |\n| SWEC | Coward_Heart |\n| SWEDE | Swede295 |\n| SWEE2 | Seaweed |\n| SWEED | Seaweed |\n| SWF | swordfish |\n| SWFLA | shockwaveflash |\n| SWI | PicVert |\n| SWIFTPAW | Fox Swiftpaw |\n| SWISS | Bibo164 |\n| SWM | Switzerland Mod |\n| SWO | SilverWolf |\n| SWORD | SoldierEPilot |\n| SWP | Patrik.91 |\n| SWR | Soviet War Rebellion |\n| SWRSW | JarredT1029 |\n| SWT | SWIFT88 |\n| SWU | Turnip Dreams |\n| SX69 | Schneidex69 |\n| SY4 | sy4 |\n| SYD | Syd Zedler |\n| SYDD | Sydney |\n| SYF | syphboy |\n| SYG | sygsky |\n| SYM | Synide |\n| SYN | Synide |\n| SYNA | Syna |\n| SYNC | Syncing |\n| SYNCO | SYNCO |\n| SYNCY | Syncy34 |\n| SYNDE | Synide |\n| SYNG | jester |\n| SYNWR | SynWreck |\n| SYNXE | Synxe |\n| SYP | syphobia |\n| SZE | Szephi |\n| SZEPY | SzepyCZ |\n| SZM | Tow. Szumek |\n| SZRP | zGuba |\n| SZWAGIER | Szwagier |\n| SZY | Szymanski |"},{"heading":"T","level":4,"markdown":"|  |  |\n|---|---|\n| T0BI | T0bi |\n| T0MMY | Tommy |\n| T147 | TITO147 |\n| T1CW | Spyder001 |\n| T2P | t2p |\n| T3D | volchara |\n| T3G | DarthWeasel |\n| T4G | TGG |\n| T4TH | combs |\n| T5051 | Finnoraven |\n| T69 | tanin69 |\n| T6CL | CliffracerX |\n| T9988 | timo9988 |\n| TABOU | equipier_sas |\n| TAC | Theseus Inc. |\n| TACD | Tactical Distractions |\n| TACDB | Tac |\n| TACER | atacticalerror |\n| TACG | Cat Harsis |\n| TACGT | Theseus Incorporated |\n| TACHI | th3flyboy |\n| TACO | YarX |\n| TACP | tacplay |\n| TACRG | Armaholicer & Shorty |\n| TACS | Theseus Services |\n| TACSO | Theseus Incorporated |\n| TACT | Tactician |\n| TACTG | Unkl |\n| TACTR | PeenerShot |\n| TAFM | Bread Boi |\n| TAG | Nixon |\n| TAGBL | BigLebowski |\n| TAGD | Dickcheney |\n| TAGR | Missile Magnet |\n| TAGTC | BigLebowski |\n| TAGTS | BigLebowski |\n| TAH | Snakeater |\n| TAHO | Snakeater |\n| TALI | TALIHAM |\n| TALIT | thomasbeech123 |\n| TALLTEX | TallTexGuy |\n| TALM | alminator |\n| TALOS | Tristanxh |\n| TAM | synQ |\n| TANK | rodhalberd |\n| TANK6 | Tank615 |\n| TAOST | t0ast |\n| TARI | Tari |\n| TARMA | TurmaApe |\n| TAROV | Nickarma3 |\n| TAS | Thomas |\n| TAS88 | Schrödinger |\n| TASM | AlphaSquad |\n| TASMA | Tasman83 |\n| TASO | CYXAPNK |\n| TASRPT | DooieHaai |\n| TAST | Team Alpha Studios |\n| TAT | pointblank |\n| TATER | Tatertot |\n| TATH | Tath |\n| TAV | Tavish |\n| TAW | JonBons |\n| TBA | Tom_Anger |\n| TBC | kraftholocism24 |\n| TBLST | Tablesalt |\n| TBM | NatherAylomen |\n| TBN | T_Bone |\n| TBO | T-BO |\n| TBR | thebarricade |\n| TBS | tbsthug |\n| TBST | Tablesalt |\n| TBW | DaaRuski |\n| TC6 | Rubble_Maker |\n| TCA | Masterofdie |\n| TCE | SoldierEPilot |\n| TCGE | thecubegaming |\n| TCGM | TaurusCGM |\n| TCGN | thecubegaming |\n| TCGNO | thecubegaming |\n| TCM | The Corps Mod |\n| TCN | TheCaptain |\n| TCOTS | Cots |\n| TCP | teaCup |\n| TCR | TheCrazyRussian |\n| TCRAT | justinstroud@gmail.com |\n| TCUBE | thecubegaming |\n| TCVM | tcvm |\n| TCW | Frogstar |\n| TD3 | ThreeDots |\n| TDARK | TomDark |\n| TDM | Porshen |\n| TDMC | Mr.Ben |\n| TDMG | Total Damage |\n| TDNL | michelvanw |\n| TEAJ | Tea_jaey |\n| TED | teddy |\n| TEDDY | knaaarfel |\n| TEET | Jona |\n| TEI | spacenavy90 |\n| TEIM | Teimir |\n| TEL | Telson1968 |\n| TEM | Temppa |\n| TEMPLAR | CroatianTemplar91 |\n| TEN | Sniperwolf572 |\n| TENDG | Tendgar |\n| TENTH | NeoShadowdream |\n| TER | TeRpEnTiN |\n| TERRA | rodhalberd |\n| TEST | rodhalberd |\n| TEST91 | Piter91 |\n| TESTH | Havanna |\n| TETE | ngttrojo |\n| TEX | texaschainsaw01 |\n| TEXAS | texaschainsaw01 |\n| TEXT | rodhalberd |\n| TEZZA | Terramesa |\n| TF168 | ICEMAN3668 |\n| TF47 | Costo |\n| TF47A | audiocustoms |\n| TF47M | meat147 |\n| TF63P | ZogMadDog |\n| TFB | UGLY58 |\n| TFBS | cilerc |\n| TFD | christian2526 |\n| TFG | The Forgotten Guard |\n| TFH | Chris1986 , Task Force Helmand |\n| TFP | TheFallingPlane |\n| TFR | J. Andrews |\n| TFS | KamikazeXeX |\n| TFSA | Collision |\n| TFSU | iiMaffasouras |\n| TFT | Trenchfeet |\n| TFW | bmgarcangel |\n| TFWC | Rave808 |\n| TGA | The Great Ape |\n| TGA4567 | Bread Boi |\n| TGG | The Guild Gaming |\n| TGGUK | TGG |\n| TGI | ToW:GI |\n| TGL | Neborno |\n| TGM | tgm0 |\n| TGM0 | tgm0 |\n| TGM73 | tgm0 |\n| TGNJ | Two Guys Named Jim |\n| TGO | TheGoldyOne |\n| TGS | Tigg@lot |\n| TGWPS | Ghostworrior |\n| TGX | TugeX |\n| TGZ | Teags |\n| THB | thomsonb |\n| THC | TheCounter54231 |\n| THE | TheBliveon |\n| THEA | chrisbobnorwich |\n| THEIM | Forumtroll |\n| THEOD | theodean |\n| THERO | therob |\n| THEV | theveninja |\n| THG | Skyshift |\n| THINQ | thinq |\n| THIRD | Third Infantry Division |\n| THOR | ThorWedd |\n| THP | THP |\n| THPAR | theparagon |\n| THR | Thorne |\n| THS | TheShadow |\n| THY | Thyreos |\n| THYED | Thy_English_DeViiL |\n| TIA | The Irish Ace |\n| TIAD | Ghost77788 |\n| TIGER | Tigerwulf |\n| TIJAI | Tijai |\n| TIKA | tikakino |\n| TIL | NathanRulez213 |\n| TIMMY | TIMSTONe |\n| TIMOY | timothefisherboy |\n| TIN | Tinnuculus |\n| TINF | D.Bowling[3RD] |\n| TIP | tipster1 |\n| TIRP | Tirpitz93 |\n| TIS | Drunken Cheetah |\n| TISPI | Thomas Helledi |\n| TIT | Tito |\n| TITO | titodumortier |\n| TJM | cartman69 |\n| TJOBO | tjobo |\n| TJP | Tigershark/JellyBelly Productions |\n| TKA | tomtucka |\n| TKGAM | TKGamer01 |\n| TKM | TKM |\n| TKO | SoldierEPilot |\n| TKY | Tankbuster |\n| TKZ | Tuerkas |\n| TLA | droogs |\n| TLC | io-oi |\n| TLF | toadlife |\n| TLOW | birdistdaswort |\n| TLP | Teller |\n| TM2 | kingcoran |\n| TM21 | the_master_21 |\n| TMAN | TMan10K |\n| TMB | Tomb |\n| TMD | TomiD |\n| TMDBN | TimidBun |\n| TME | Temme |\n| TMF | Tyrghen |\n| TMH | The-Mad_Hatter |\n| TMI | TheMinion |\n| TMJ | Tha_Masta_Joo |\n| TMK | TeMaK |\n| TMM | Captain Winters |\n| TMN | TMN_Fr33d0m |\n| TMS | TabloMaxos |\n| TMYK | Team Yankee |\n| TNDR | Thunder |\n| TNK | Tawnik |\n| TNL | Deadfast |\n| TNOR | TNOR |\n| TNRL | madsl |\n| TNW | TheNoobWar |\n| TOAST | iwanttoasty |\n| TOB | tOBdavian |\n| TOBS | TobsA13 |\n| TOBSA | TobsA13 |\n| TOC | ToC |\n| TOD | todschlaeger |\n| TOF | Russellocean |\n| TOFU | lolo |\n| TOHO | pizywizy506 |\n| TOKES | FapperDanMan |\n| TOM | Toma |\n| TOMA | wizzywig |\n| TOMEU | KantanKei |\n| TOMLV | tomislav |\n| TOMMY | tommyelgamer |\n| TOMTE | Tomtefan |\n| TOMZO | Tomzo |\n| TON | LegendaryShark |\n| TONE | AlbertONEx |\n| TONG | rodhalberd |\n| TONY | VladimirY |\n| TOON | Jona |\n| TOP | Tactical Operation |\n| TOP1 | Tactical Operation |\n| TOP2 | Tactical Operation |\n| TOP21 | topster21 |\n| TOP23 | Top2323 |\n| TOR | Patrik.91 |\n| TORTI | torti |\n| TOUR | The Tour Of Teamrespawn |\n| TOW | Tales of War |\n| TOWJC | Tales of War: Joint Command |\n| TP | TuszPro |\n| TPA | osymann |\n| TPG | ThePhysGun |\n| TPIST | osymann |\n| TPZ | Salbei |\n| TQP | Pathy |\n| TR | TonyRanger |\n| TR8 | Travis One |\n| TRA | dmakatra |\n| TRAC | TRACY |\n| TRAU | Trauzer |\n| TRB | TheRob |\n| TRBLR | TROFIM BLACK |\n| TRCNR | Tracnor |\n| TRDUK | z5342x |\n| TRE | nyqbgcd |\n| TREE | Treelor |\n| TREND | treendy |\n| TRENT | Trento |\n| TRG | TriggerHappy |\n| TRGU | Fizz and Rabidus |\n| TRH | Burt77 |\n| TRI | trident |\n| TRIBE | Tribe |\n| TRICO | tricolo |\n| TRIODOS | mendys |\n| TRIT | MSG Trit |\n| TROLL | Trollgaard |\n| TRON | Jona |\n| TRONE | Tyrone144 |\n| TROP | TROPtastic |\n| TRRH | CornerWookie |\n| TRS | nigeysuk |\n| TRSP | FreakPsych |\n| TRT | paolo.trotta |\n| TRUBB | trubb |\n| TRUE | cheap_truth |\n| TRUPE | Trupe |\n| TRUPP | Trupper1990 |\n| TRX | TraX |\n| TRY | Taray |\n| TRYZN | Tryzen |\n| TS2 | DineiDevos |\n| TSBMA | ModAddict |\n| TSC | Plage |\n| TSF | tyra314 |\n| TSG | Toppskillz |\n| TSH | Tigershark |\n| TSI | The_Sanctuary_Island |\n| TSM | Kefvski |\n| TSN | TheSun |\n| TSP | Satchel, PSC |\n| TSRP | Sylver |\n| TST | TST |\n| TSTAG | DineiDevos |\n| TTI | Skullman |\n| TTLOR | TheTrueLor |\n| TTP | TTP_nutcase |\n| TTT | TeTeT |\n| TUB | Tubal |\n| TUC | Plutonium |\n| TUCKA | tomtucka |\n| TUG | Tug2000 |\n| TUKA | ReverseTV |\n| TUMOD | Turkish Union Mod - 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SGTGunner |\n| WSI | SGTGunner |\n| WSK | WhiskeyWarrior |\n| WSL | WhiteSkyline |\n| WSS | WarriorScholar |\n| WSTLD | Agent_jetz |\n| WT7 | Wytetyger7 |\n| WTF | WiredTiger |\n| WUB | wubz |\n| WUD | Wudy |\n| WUFPK | BNS130 |\n| WUK | trippingtourist |\n| WVNT | Williamson |\n| WW1 | No Man's Land |\n| WW2 | Operation WW2 |\n| WW2EC | WWIIEC |\n| WW2MA | WW2 Mod Alliance |\n| WW2W | WW2Weasel |\n| WWA | White Wolf Addons |\n| WWAF | Nightwolf |\n| WWAR | Makad |\n| WWB | Worgal |\n| WWM | Silva |\n| WYS | wysterine |\n| WYVER | zSchlopp |\n| WYW | newiy/WYWY |\n| WZN | Wizzen |\n| WZR | WZR |"},{"heading":"X","level":4,"markdown":"|  |  |\n|---|---|\n| X29A | VirtualReal |\n| X2D | x2dezjohn |\n| X2RGT | ChoYaYa |\n| XAN | Xankriegor |\n| XAS | Extreme Addon Studios |\n| XAVO | xavo |\n| XCOM | X-COM |\n| XDSJ | koptwo |\n| XEN | Xeno |\n| XES | owen250708 |\n| XESS | DarkXess |\n| XFX | xFURYx |\n| XHK | x_Horst |\n| XIII | MOC_XIII |\n| XIM | x00010 |\n| XIMEN | ximenjia |\n| XKHDX | xKurtHDx |\n| XLA | Alexander (ImperialAlex) |\n| XM29 | XM29 |\n| XNO | Xeno |\n| XOR | SoldierEPilot |\n| XOTO | Xotodazo |\n| XOW | OnyxWyvern |\n| XPO | Expostech |\n| XPS | xpsion |\n| XRA | Xram |\n| XRFLO | XRflo |\n| XRO | Xer0 |\n| XRP | Whip |\n| XSF | StormForce |\n| XSHDX | xXShrekHDXx |\n| XSQS | Texx |\n| XSX | nidaroz |\n| XTA | xT._AnGeLr!pPeR_.Tx |\n| XTR | dev1ceR6 |\n| XULAT | Xulat |\n| XWO | ocramweb |\n| XWX | turk3y |\n| XXX | Joe Lemonade PSC |\n| XYV | Xyvern |\n| XZE | xZeven |"},{"heading":"Y","level":4,"markdown":"|  |  |\n|---|---|\n| YAA | Jona |\n| YAB | YouAreBamboozled |\n| YAH | silderoy |\n| YAMA | Jona |\n| YAMUA | Yamuar |\n| YANKI | Ben_Nachos |\n| YANKO | Yanko |\n| YAS | SargeantCannoot |\n| YAZZA | Yazza |\n| YB | YouAreBamboozled |\n| YB3 | Nagual |\n| YBA | SchleckDieNudel |\n| YBS | yosarin |\n| YCAA3 | yancosta01 |\n| YDE | framedyannick |\n| YEB | Yeb |\n| YEIIJ | Yeiij |\n| YETI | TheYeti |\n| YGO2 | rezin |\n| YHM | Yearhoo |\n| YLS | yannis |\n| YMAN | YesmanY |\n| YOL | Yol96 |\n| YOUNG | youngTriceps |\n| YOWL | alexyowl |\n| YP27 | YEETpotato27 |\n| YPA | mawr |\n| YRRY | Yourry |\n| YRUN | Hooty |\n| YSA | YetheSamartaka |\n| YSB | coronelcortez |\n| YSL | Yoshilus |\n| YSP | Yanshuo Production |\n| YSTER | Ysterfeis |\n| YTRPG | zitrone475 |\n| YUG | Vojo_Kecman |\n| YUP | yurapetrov |\n| YURTX | Yurtex |\n| YVL | Yuval |\n| YVL | Yuval |\n| YWN | Yawnathan |"},{"heading":"Z","level":4,"markdown":"|  |  |\n|---|---|\n| Z0M | Z0MBiE |\n| Z3D | Zjajo |\n| ZADE | DerZade |\n| ZAGOR | Askanio |\n| ZAK | Zak |\n| ZAKT | zman6258 |\n| ZAM | Zetho |\n| ZAMO | Zulu-Alpha Mods Office |\n| ZAP | ZAP |\n| ZAR | Oldnick |\n| ZARV | zarvona |\n| ZASAR | Kikiobi |\n| ZAV | zavodnyrichard |\n| ZAY | Zayfod |\n| ZCD | Zeus |\n| ZCOW | zippycow |\n| ZDC | medicalzombiez |\n| ZDGC | jobey44 |\n| ZDGS | rodhalberd |\n| ZDRK | ZephyrDark |\n| ZEAK | Zeak |\n| ZEB | zebra1993 |\n| ZED | Placeholder Interactive |\n| ZEDZ | Smoozilla |\n| ZEEP | Jona |\n| ZEL | Zelik |\n| ZEN | Zen Llama |\n| ZEN77 | Jona |\n| ZENIT | rodhalberd |\n| ZERO | Kikiobi |\n| ZERO6 | ZeroSix |\n| ZEROT | Fugitive09 |\n| ZEROX | MrZeroX |\n| ZET | Zethre |\n| ZETA | Zeedious |\n| ZEU | Protegimus |\n| ZEUS | Pimmelorus |\n| ZFJKP | knaaarfel |\n| ZGB | zGuba |\n| ZGM | ZeroG |\n| ZHOST | PoweredByte |\n| ZIJ | Ziijej |\n| ZIP | Zippy |\n| ZIPNG | Zipang |\n| ZISB | zisb |\n| ZJA | Zjajo |\n| ZKB | zkb1325 |\n| ZKJ1 | droogs |\n| ZLT | Zealot |\n| ZLX | ZileX |\n| ZLXEN | zloxen |\n| ZMX | Terox |\n| ZNDR | vlekzandr |\n| ZOCK | J3r3my1337 |\n| ZOD | Zodd |\n| ZOM | l552342444 |\n| ZONA | Bravo Wilco |\n| ZONAP | zukera2 |\n| ZONE | Welcome_To_Hell |\n| ZOOL | Jona |\n| ZOOM | Jona |\n| ZOOT | Jona |\n| ZOOT | Jona |\n| ZOOT | Jona |\n| ZOPS | MasterCraftyMonster |\n| ZOR | xorzizten |\n| ZORG | ZorgBot |\n| ZOU | zouloum |\n| ZOV | Zovirl |\n| ZP5 | Zipper5 |\n| ZPP | Zippy |\n| ZRDP | 11RDP |\n| ZRG | ZRG |\n| ZRO | zaro |\n| ZRU | rpoltera |\n| ZRW | Lucifer |\n| ZSF | Zelik |\n| ZSO | morox |\n| ZTLOV | voltz |\n| ZUL99 | Zul99 |\n| ZULU | SoldierEPilot |\n| ZUMBI | Jonathan30 |\n| ZUMO | zumorc |\n| ZUP | soupie von soup |\n| ZUSERZ | zzusernamezz |\n| ZVS | zwobot |\n| ZWA | zwadar |\n| ZWEAR | Zwear1 |\n| ZYAD | rando |\n| ZZR | Zsa_Zsa_Rasputin |\n| ZZZ | Jona |"}],"categories":["ArmA: Armed Assault: Editing","Arma 2: Editing","Arma 3: Editing","Arma 4/Modding/Scripting/Guidelines","Arma Reforger/Modding/Scripting/Guidelines","Operation Flashpoint: Editing","Operation Flashpoint: Elite: Editing","Take On Helicopters: Editing"],"groups":["Scripting"]},{"name":"OGV File Format","title":"OGV File Format","type":"topic","url":"https://community.bistudio.com/wiki/OGV_File_Format","revid":373411,"updated":"2025-05-08T11:27:11Z","aliases":[],"markdown":"The **OGV** format is a video format that is playable in Arma 2: Operation Arrowhead and Arma 3 (through e.g BIS_fnc_playVideo).\n\n> [!WARNING]\n> The ffmpeg tool provides a conversion output that works in Arma 3 up until ffmpeg's **4.0.2** version\n> (4.1 and above versions have a documented bug regarding this feature: [bug report](https://trac.ffmpeg.org/ticket/8471)).\n\n### How To\n\n<youtube height=\"450\" width=\"800\"> MPV7JXTWPWI\n</youtube>\n\n### Download\n\nSee https://ffmpeg.org/ to [download](https://ffmpeg.org/download.html) ffmpeg;\nSee https://ffmpeg.org/releases/ to obtain older ffmpeg release sources.\n\n**binaries** downloads (from https://www.videohelp.com/software/ffmpeg/old-versions):\n\n- [ffmpeg-4.0.2-win64-static.zip (62.7 MB)](https://www.videohelp.com/download/ffmpeg-4.0.2-win64-static.zip)\n- [ffmpeg-4.0.2-win32-static.zip (52.4 MB)](https://www.videohelp.com/download/ffmpeg-4.0.2-win32-static.zip)\n- [ffmpeg-4.0.1-win64-static.zip (60.4 MB)](https://www.videohelp.com/download/ffmpeg-4.0.1-win64-static.zip)\n- [ffmpeg-4.0.1-win32-static.zip (52.3 MB)](https://www.videohelp.com/download/ffmpeg-4.0.1-win32-static.zip)\n\n### Example\n\n```\nffmpeg -i input.mp4 -c:v libtheora -q:v 7 -c:a libvorbis -q:a 4 intro.ogv\n```","sections":[{"heading":null,"level":1,"markdown":"The **OGV** format is a video format that is playable in Arma 2: Operation Arrowhead and Arma 3 (through e.g BIS_fnc_playVideo).\n\n> [!WARNING]\n> The ffmpeg tool provides a conversion output that works in Arma 3 up until ffmpeg's **4.0.2** version\n> (4.1 and above versions have a documented bug regarding this feature: [bug report](https://trac.ffmpeg.org/ticket/8471))."},{"heading":"How To","level":3,"markdown":"<youtube height=\"450\" width=\"800\"> MPV7JXTWPWI\n</youtube>"},{"heading":"Download","level":3,"markdown":"See https://ffmpeg.org/ to [download](https://ffmpeg.org/download.html) ffmpeg;\nSee https://ffmpeg.org/releases/ to obtain older ffmpeg release sources.\n\n**binaries** downloads (from https://www.videohelp.com/software/ffmpeg/old-versions):\n\n- [ffmpeg-4.0.2-win64-static.zip (62.7 MB)](https://www.videohelp.com/download/ffmpeg-4.0.2-win64-static.zip)\n- [ffmpeg-4.0.2-win32-static.zip (52.4 MB)](https://www.videohelp.com/download/ffmpeg-4.0.2-win32-static.zip)\n- [ffmpeg-4.0.1-win64-static.zip (60.4 MB)](https://www.videohelp.com/download/ffmpeg-4.0.1-win64-static.zip)\n- [ffmpeg-4.0.1-win32-static.zip (52.3 MB)](https://www.videohelp.com/download/ffmpeg-4.0.1-win32-static.zip)"},{"heading":"Example","level":3,"markdown":"```\nffmpeg -i input.mp4 -c:v libtheora -q:v 7 -c:a libvorbis -q:a 4 intro.ogv\n```"}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"OneDrive Fix","title":"OneDrive Fix","type":"topic","url":"https://community.bistudio.com/wiki/OneDrive_Fix","revid":379147,"updated":"2026-10-15T17:08:45Z","aliases":[],"markdown":"[Microsoft](https://www.microsoft.com)'s [OneDrive](https://onedrive.live.com/) can lead to issues accessing player profiles in BI games.\n\nTo avoid this issue, multiple options are available:\n\n- Force OneDrive to keep this directory on the machine (right-click → Always keep on this device)\n- Exclude `Documents` or game-related directories from OneDrive coverage\n- Change player profiles' location:\n\n| Enfusion games (Arma Reforger, Arma 4) | Real Virtuality games (DayZ, Arma) |\n|---|---|\n| - Go to the `%userProfile%\\Documents\\My Games` directory<br>- Move both `ArmaReforger` and `ArmaReforgerWorkbench` directories (if present) to a new directory that is **not** in `%userProfile%\\Documents`<br>- Run the game with the profile startup parameter, e.g: `ArmaReforgerSteam.exe -profile \"C:\\NewArmaReforgerDir\"`<br>  Steam: Game > Properties > General > Launch Options | - Go to the `%userProfile%\\Documents` directory<br>- Move the game profile directories to a new directory that is **not** in `%userProfile%\\Documents`<br>  - DayZ: `DayZ` and `DayZ Other Profiles`<br>  - Arma 3: `Arma 3` and `Arma 3 - Other Profiles`<br>  - Arma 2: `ArmA 2` and `ArmA 2 - Other Profiles`<br>  - Armed Assault: `ArmA` and `ArmA - Other Profiles`<br>- Run the game with the profiles startup parameter, e.g: `arma3_x64.exe -profiles=\"C:\\NewArmaProfileDirectory\"`<br>  Steam: Game > Properties > General > Launch Options<br>> [!NOTE]<br>> This does not concern Operation Flashpoint / Arma: Cold War Assault. |\n\n- Uninstall OneDrive - [How to cancel or stop sync in OneDrive](https://support.microsoft.com/en-us/onedrive/how-to-cancel-or-stop-sync-in-onedrive)","sections":[{"heading":null,"level":1,"markdown":"[Microsoft](https://www.microsoft.com)'s [OneDrive](https://onedrive.live.com/) can lead to issues accessing player profiles in BI games.\n\nTo avoid this issue, multiple options are available:\n\n- Force OneDrive to keep this directory on the machine (right-click → Always keep on this device)\n- Exclude `Documents` or game-related directories from OneDrive coverage\n- Change player profiles' location:\n\n| Enfusion games (Arma Reforger, Arma 4) | Real Virtuality games (DayZ, Arma) |\n|---|---|\n| - Go to the `%userProfile%\\Documents\\My Games` directory<br>- Move both `ArmaReforger` and `ArmaReforgerWorkbench` directories (if present) to a new directory that is **not** in `%userProfile%\\Documents`<br>- Run the game with the profile startup parameter, e.g: `ArmaReforgerSteam.exe -profile \"C:\\NewArmaReforgerDir\"`<br>  Steam: Game > Properties > General > Launch Options | - Go to the `%userProfile%\\Documents` directory<br>- Move the game profile directories to a new directory that is **not** in `%userProfile%\\Documents`<br>  - DayZ: `DayZ` and `DayZ Other Profiles`<br>  - Arma 3: `Arma 3` and `Arma 3 - Other Profiles`<br>  - Arma 2: `ArmA 2` and `ArmA 2 - Other Profiles`<br>  - Armed Assault: `ArmA` and `ArmA - Other Profiles`<br>- Run the game with the profiles startup parameter, e.g: `arma3_x64.exe -profiles=\"C:\\NewArmaProfileDirectory\"`<br>  Steam: Game > Properties > General > Launch Options<br>> [!NOTE]<br>> This does not concern Operation Flashpoint / Arma: Cold War Assault. |\n\n- Uninstall OneDrive - [How to cancel or stop sync in OneDrive](https://support.microsoft.com/en-us/onedrive/how-to-cancel-or-stop-sync-in-onedrive)"}],"categories":["ArmA: Armed Assault: Troubleshooting","Arma 2: Troubleshooting","Arma 3: Troubleshooting","Arma Reforger/Support","DayZ: Troubleshooting"],"groups":["Game and Troubleshooting"]},{"name":"Operand","title":"Operand","type":"topic","url":"https://community.bistudio.com/wiki/Operand","revid":295443,"updated":"2021-11-15T22:54:57Z","aliases":[],"markdown":"An **operand** is any value given to an operator.\n\n**Example:**\n\n```\na + b\n```\n\n`a` and `b` are operands.","sections":[{"heading":null,"level":1,"markdown":"An **operand** is any value given to an operator.\n\n**Example:**\n\n```\na + b\n```\n\n`a` and `b` are operands."}],"categories":["Syntax"],"groups":["Scripting"]},{"name":"Operators","title":"Operators","type":"topic","url":"https://community.bistudio.com/wiki/Operators","revid":363637,"updated":"2024-04-09T03:49:39Z","aliases":[],"markdown":"**Operators** are the base commands each programming language is built on. They provide ability to perform basic mathematical and logical operations.\n\n### Requirements\n\nTo understand this article, you should read the following articles:\n\n- Variables\n\n### Terms\n\n**Operand:** An operand is any value given to an operator.\n\n**Expression:** An expression is basically any code that returns a value. Read expression for more information.\n\n**Unary Operator:** An unary operator is an operator that requires only one operand.\n\nUnary operation:\n\n```\noperator expression\n```\n\n**Binary Operator:** A binary operator is an operator that requires two operands.\n\nBinary operation:\n\n```\nexpression operator expression\n```\n\n### Operators\n\n#### Assignment Operators\n\nAssignment operators are used to assign values to a variable. OFP's scripting language provides only one assignment operator.\n\n**Assignment:**\n\n```\nidentifier = expression\n```\n\n**Example 1:**\n\n```sqf\na = b\n```\n\nYou might think that this operator compares `a` and `b`, but that is not the case. `=` simply sets the left value to be the right one. Other assignment operators like `+=`, `-=` that can be found in other programming languages do not exist in SQF/SQS.\n\n**Example 2:**\n\n```sqf\na = b * c\n```\n\n#### Arithmetic Operators\n\nRemember arithmetic operations from school? These work just the same way.\nAll operands of arithmetic operations must be Numbers. Arithmetic operations always return a Number.\n\n**Unary arithmetic operators (in order of precedence)**\n\n| Operator | Name | Example |\n|---|---|---|\n| - | Negation | `-a` |\n| + | Duplication | `+a` |\n| ( | Bracket | `(expression)` |\n\n**Binary arithmetic operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| + | Addition | `a + b` |\n| - | Subtraction | `a - b` |\n| * | Multiplication | `a * b` |\n| / | Division | `a / b` |\n| % | Modulo | `a % b` |\n| mod | Modulo | `a mod b` |\n| ^ | Raise to the power of | `a ^ b` |\n\n> [!NOTE]\n> See also Math Commands.\n\n#### Logical Operators\n\nLogical operators evaluate Boolean values. All operands of logical operations are Booleans.\nA logical operation always returns a Boolean.\n\n**Unary logical operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| ! | Not | `!a` |\n| not | Not | `not a` |\n\nThe `Not`-operator always returns the inverse Boolean value. If a Boolean `a` is `true`, `!a` returns `false` and vice versa.\n\n**Binary logical operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| && | And | `a && b` |\n| and | And | `a and b` |\n| \\|\\| | Or | `a \\|\\| b` |\n| or | Or | `a or b` |\n\n- `And` only returns `true` if *both* operands are `true`\n- `Or` returns `true` if *one or both* operands are `true`\n\nThere is no Xor, Nor and Nand operator. Those can be simulated using the basic operators though:\n\n**Combined logical operators**\n\n| Name | Combination |\n|---|---|\n| Xor | `((a \\|\\| b) && !(a && b))` |\n| Nor | `!(a \\|\\| b)` |\n| Nand | `!(a && b)` |\n\n- `Xor` returns `true` if *exactly one* of both values is `true`\n- `Nor` returns `true` if *none* of both values is `true`\n- `Nand` returns `true` if *not both* values are `true` at the same time\n\n#### Comparison Operators\n\nComparison operators compare two values. Operands of comparisons may be of type Number, Side, String, Object, Group, Structured Text, Config, Display or Control for `==` and `!=`, and Number for `< > >= <=`.\nComparisons always return a Boolean: `true` if the comparison matches, `false` if not.\n\n**Comparison operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| == | Equal | `a == b` |\n| != | Not equal | `a != b` |\n| < | Less than | `a < b` |\n| > | Greater than | `a > b` |\n| <= | Less or equal | `a <= b` |\n| >= | Greater or equal | `a >= b` |\n\n> [!NOTE]\n> | invalid before Arma 3 v2.00 | valid in all versions |\n> |---|---|\n> | `a == true` | `a` |\n> | `a == false` | `!a` |\n>\n> You could not compare Boolean values with == before **Arma 3 v2.00** (in Arma 3 before that, use isEqualTo).\n> Comparing a Boolean value with `true` is the same as the value itself.\n> Comparing a Boolean value with `false` is the same as the *inverse* value.\n\n#### Array Operators\n\nThe scripting language offers own operators to deal with arrays. All operands, of course, have to be of type Array.\nThe return value of an array operation is an Array.\n\n**Unary array operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| + | Copy | `+myArray` |\n\nNormally arrays are assigned *by reference*. That means, if you assign array `a` to array `b` and change `a` afterwards, also `b` is changed. Use the copy operator to avoid this otherwise useful feature.\n\n**Example 1:**\n\n```sqf\n_arrayA = [1,2];\n_arrayB = _arrayA;\n_arrayA set [0,5];\n\n// _arrayA => [5,2]\n// _arrayB => [5,2]\n```\n\n**Example 2:**\n\n```sqf\n_arrayA = [1,2];\n_arrayB = +_arrayA;\n_arrayA set [0,5];\n\n// _arrayA => [5,2]\n// _arrayB => [1,2]\n```\n\n**Binary array operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| + | Concatenation | `myArray1 + myArray2` |\n| - | Removal | `myArray1 - myArray2` |\n\n- `+` adds the second operand on the end of the first operand\n- `-` removes all elements of the second operand from the first operand\n\n**Example 1:**\n\n```sqf\n_arrayA = [1,2];\n_arrayB = [3,2,4];\n\n_arrayC = _arrayA + _arrayB;\n\n// _arrayC => [1,2,3,2,4]\n```\n\n**Example 2:**\n\n```sqf\n_arrayA = [1,2,3,2,4];\n_arrayB = [2,3];\n\n_arrayC = _arrayA - _arrayB;\n\n// _arrayC => [1,4]\n```\n\n#### String Operators\n\nThe scripting language offers one single string operator to concatenate strings. Both operands must be Strings.\nThe return value of a string operation is a String.\n\n**Binary string operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| + | Concatenation | `myString1 + myString2` |\n\n- `+` adds the second operand on the end of the first operand\n\n**Example:**\n\n```sqf\n_stringA = \"Hello \";\n_stringB = \"World!\";\n\n_stringC = _stringA + _stringB;\n\n// _stringC => \"Hello World!\"\n```\n\n#### Config Operators\n\n**Config operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| += | Append Array | `myProperty[] += {element_1, element_2};` |\n\n**Example:**\n\n```cpp\nclass B_Soldier_F;\nclass MySoldier: B_Soldier_F\n{\n    RespawnItems[] += {\"FirstAidKit\"}; //Adds additional FAK\n};\n\n/*\n    Original RespawnItems[] array in config viewer:\n    RespawnItems[] = {\"FirstAidKit\"};\n\n    Modified RespawnItems[] array in config viewer:\n    RespawnItems[] = {\"FirstAidKit\",\"FirstAidKit\"};\n*/\n```\n\n### Order of Precedence\n\nOrder of operations, also called operator precedence, is a set of rules specifying which procedures should be performed first in a mathematical expression.\n\n#### Precedence Overview\n\n> [!NOTE]\n> - Highest precedence means highest priority\n> - Associativity is (then) done from left to right, for example `3 + 5 + 8` will be processed as `((3 + 5) + 8)`\n\n| Precedence | Type of Operator | Examples |\n|---|---|---|\n| 11 | Nular operators (commands with no arguments):<br>- `commandName` | - Variables<br>- Values<br>- `()` / `[]` / `{}` / `\"\"` / `''` -enclosed expressions |\n| 10 | Unary operators (commands with 1 argument):<br>- `commandName` a | - +a<br>- -a<br>- +array<br>- ! b<br>- not b |\n| 9 | Hash-select operator | - array # index |\n| 8 | Power operator | - a ^ b |\n| 7 | - Number multiplication, division and remainder<br>- atan2<br>- Config access (/) | - a * b<br>- a / b<br>- a % b<br>- a mod b<br>- a / b<br>- a atan2 b |\n| 6 | - Number addition and subtraction<br>- Array addition and subtraction<br>- String addition<br>- min and max commands | - a + b<br>- a - b<br>- arr1 + arr2<br>- arr1 - arr2<br>- str1 + str2<br>- a min b<br>- a max b |\n| 5 | - else (if-then-else structure) | N/A |\n| 4 | Binary operators (commands with 2 arguments):<br>- a `commandName` b | - setDir<br>- switch colon (:) |\n| 3 | - == and != comparisons<br>- Number comparisons<br>- Config access (>>) | - a == b<br>- a != b<br>- a > b<br>- a < b<br>- a >= b<br>- a <= b<br>- config >> name |\n| 2 | Logical and operator | - &&<br>- and |\n| 1 | Logical or operator | - \\|\\|<br>- or |\n\n#### Examples\n\n| Input | Process | Comment |\n|---|---|---|\n| `1 + 2 * 3` | `1 + (2 * 3)` | result equals 7, and not 9 (see also [PEMDAS](https://en.wikipedia.org/wiki/Order_of_operations)) |\n| `sleep 10 + random 20` | `(sleep 10) + random 20` | `sleep 10` will return Nothing, then `+ random 20` will be calculated but not used.<br>`sleep (10 + random 20)` should be used instead |\n\n### See Also\n\n- SQF Syntax\n- SQS Syntax","sections":[{"heading":null,"level":1,"markdown":"**Operators** are the base commands each programming language is built on. They provide ability to perform basic mathematical and logical operations."},{"heading":"Requirements","level":3,"markdown":"To understand this article, you should read the following articles:\n\n- Variables"},{"heading":"Terms","level":3,"markdown":"**Operand:** An operand is any value given to an operator.\n\n**Expression:** An expression is basically any code that returns a value. Read expression for more information.\n\n**Unary Operator:** An unary operator is an operator that requires only one operand.\n\nUnary operation:\n\n```\noperator expression\n```\n\n**Binary Operator:** A binary operator is an operator that requires two operands.\n\nBinary operation:\n\n```\nexpression operator expression\n```"},{"heading":"Operators","level":3,"markdown":""},{"heading":"Assignment Operators","level":4,"markdown":"Assignment operators are used to assign values to a variable. OFP's scripting language provides only one assignment operator.\n\n**Assignment:**\n\n```\nidentifier = expression\n```\n\n**Example 1:**\n\n```sqf\na = b\n```\n\nYou might think that this operator compares `a` and `b`, but that is not the case. `=` simply sets the left value to be the right one. Other assignment operators like `+=`, `-=` that can be found in other programming languages do not exist in SQF/SQS.\n\n**Example 2:**\n\n```sqf\na = b * c\n```"},{"heading":"Arithmetic Operators","level":4,"markdown":"Remember arithmetic operations from school? These work just the same way.\nAll operands of arithmetic operations must be Numbers. Arithmetic operations always return a Number.\n\n**Unary arithmetic operators (in order of precedence)**\n\n| Operator | Name | Example |\n|---|---|---|\n| - | Negation | `-a` |\n| + | Duplication | `+a` |\n| ( | Bracket | `(expression)` |\n\n**Binary arithmetic operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| + | Addition | `a + b` |\n| - | Subtraction | `a - b` |\n| * | Multiplication | `a * b` |\n| / | Division | `a / b` |\n| % | Modulo | `a % b` |\n| mod | Modulo | `a mod b` |\n| ^ | Raise to the power of | `a ^ b` |\n\n> [!NOTE]\n> See also Math Commands."},{"heading":"Logical Operators","level":4,"markdown":"Logical operators evaluate Boolean values. All operands of logical operations are Booleans.\nA logical operation always returns a Boolean.\n\n**Unary logical operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| ! | Not | `!a` |\n| not | Not | `not a` |\n\nThe `Not`-operator always returns the inverse Boolean value. If a Boolean `a` is `true`, `!a` returns `false` and vice versa.\n\n**Binary logical operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| && | And | `a && b` |\n| and | And | `a and b` |\n| \\|\\| | Or | `a \\|\\| b` |\n| or | Or | `a or b` |\n\n- `And` only returns `true` if *both* operands are `true`\n- `Or` returns `true` if *one or both* operands are `true`\n\nThere is no Xor, Nor and Nand operator. Those can be simulated using the basic operators though:\n\n**Combined logical operators**\n\n| Name | Combination |\n|---|---|\n| Xor | `((a \\|\\| b) && !(a && b))` |\n| Nor | `!(a \\|\\| b)` |\n| Nand | `!(a && b)` |\n\n- `Xor` returns `true` if *exactly one* of both values is `true`\n- `Nor` returns `true` if *none* of both values is `true`\n- `Nand` returns `true` if *not both* values are `true` at the same time"},{"heading":"Comparison Operators","level":4,"markdown":"Comparison operators compare two values. Operands of comparisons may be of type Number, Side, String, Object, Group, Structured Text, Config, Display or Control for `==` and `!=`, and Number for `< > >= <=`.\nComparisons always return a Boolean: `true` if the comparison matches, `false` if not.\n\n**Comparison operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| == | Equal | `a == b` |\n| != | Not equal | `a != b` |\n| < | Less than | `a < b` |\n| > | Greater than | `a > b` |\n| <= | Less or equal | `a <= b` |\n| >= | Greater or equal | `a >= b` |\n\n> [!NOTE]\n> | invalid before Arma 3 v2.00 | valid in all versions |\n> |---|---|\n> | `a == true` | `a` |\n> | `a == false` | `!a` |\n>\n> You could not compare Boolean values with == before **Arma 3 v2.00** (in Arma 3 before that, use isEqualTo).\n> Comparing a Boolean value with `true` is the same as the value itself.\n> Comparing a Boolean value with `false` is the same as the *inverse* value."},{"heading":"Array Operators","level":4,"markdown":"The scripting language offers own operators to deal with arrays. All operands, of course, have to be of type Array.\nThe return value of an array operation is an Array.\n\n**Unary array operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| + | Copy | `+myArray` |\n\nNormally arrays are assigned *by reference*. That means, if you assign array `a` to array `b` and change `a` afterwards, also `b` is changed. Use the copy operator to avoid this otherwise useful feature.\n\n**Example 1:**\n\n```sqf\n_arrayA = [1,2];\n_arrayB = _arrayA;\n_arrayA set [0,5];\n\n// _arrayA => [5,2]\n// _arrayB => [5,2]\n```\n\n**Example 2:**\n\n```sqf\n_arrayA = [1,2];\n_arrayB = +_arrayA;\n_arrayA set [0,5];\n\n// _arrayA => [5,2]\n// _arrayB => [1,2]\n```\n\n**Binary array operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| + | Concatenation | `myArray1 + myArray2` |\n| - | Removal | `myArray1 - myArray2` |\n\n- `+` adds the second operand on the end of the first operand\n- `-` removes all elements of the second operand from the first operand\n\n**Example 1:**\n\n```sqf\n_arrayA = [1,2];\n_arrayB = [3,2,4];\n\n_arrayC = _arrayA + _arrayB;\n\n// _arrayC => [1,2,3,2,4]\n```\n\n**Example 2:**\n\n```sqf\n_arrayA = [1,2,3,2,4];\n_arrayB = [2,3];\n\n_arrayC = _arrayA - _arrayB;\n\n// _arrayC => [1,4]\n```"},{"heading":"String Operators","level":4,"markdown":"The scripting language offers one single string operator to concatenate strings. Both operands must be Strings.\nThe return value of a string operation is a String.\n\n**Binary string operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| + | Concatenation | `myString1 + myString2` |\n\n- `+` adds the second operand on the end of the first operand\n\n**Example:**\n\n```sqf\n_stringA = \"Hello \";\n_stringB = \"World!\";\n\n_stringC = _stringA + _stringB;\n\n// _stringC => \"Hello World!\"\n```"},{"heading":"Config Operators","level":4,"markdown":"**Config operators**\n\n| Operator | Name | Example |\n|---|---|---|\n| += | Append Array | `myProperty[] += {element_1, element_2};` |\n\n**Example:**\n\n```cpp\nclass B_Soldier_F;\nclass MySoldier: B_Soldier_F\n{\n    RespawnItems[] += {\"FirstAidKit\"}; //Adds additional FAK\n};\n\n/*\n    Original RespawnItems[] array in config viewer:\n    RespawnItems[] = {\"FirstAidKit\"};\n\n    Modified RespawnItems[] array in config viewer:\n    RespawnItems[] = {\"FirstAidKit\",\"FirstAidKit\"};\n*/\n```"},{"heading":"Order of Precedence","level":3,"markdown":"Order of operations, also called operator precedence, is a set of rules specifying which procedures should be performed first in a mathematical expression."},{"heading":"Precedence Overview","level":4,"markdown":"> [!NOTE]\n> - Highest precedence means highest priority\n> - Associativity is (then) done from left to right, for example `3 + 5 + 8` will be processed as `((3 + 5) + 8)`\n\n| Precedence | Type of Operator | Examples |\n|---|---|---|\n| 11 | Nular operators (commands with no arguments):<br>- `commandName` | - Variables<br>- Values<br>- `()` / `[]` / `{}` / `\"\"` / `''` -enclosed expressions |\n| 10 | Unary operators (commands with 1 argument):<br>- `commandName` a | - +a<br>- -a<br>- +array<br>- ! b<br>- not b |\n| 9 | Hash-select operator | - array # index |\n| 8 | Power operator | - a ^ b |\n| 7 | - Number multiplication, division and remainder<br>- atan2<br>- Config access (/) | - a * b<br>- a / b<br>- a % b<br>- a mod b<br>- a / b<br>- a atan2 b |\n| 6 | - Number addition and subtraction<br>- Array addition and subtraction<br>- String addition<br>- min and max commands | - a + b<br>- a - b<br>- arr1 + arr2<br>- arr1 - arr2<br>- str1 + str2<br>- a min b<br>- a max b |\n| 5 | - else (if-then-else structure) | N/A |\n| 4 | Binary operators (commands with 2 arguments):<br>- a `commandName` b | - setDir<br>- switch colon (:) |\n| 3 | - == and != comparisons<br>- Number comparisons<br>- Config access (>>) | - a == b<br>- a != b<br>- a > b<br>- a < b<br>- a >= b<br>- a <= b<br>- config >> name |\n| 2 | Logical and operator | - &&<br>- and |\n| 1 | Logical or operator | - \\|\\|<br>- or |"},{"heading":"Examples","level":4,"markdown":"| Input | Process | Comment |\n|---|---|---|\n| `1 + 2 * 3` | `1 + (2 * 3)` | result equals 7, and not 9 (see also [PEMDAS](https://en.wikipedia.org/wiki/Order_of_operations)) |\n| `sleep 10 + random 20` | `(sleep 10) + random 20` | `sleep 10` will return Nothing, then `+ random 20` will be calculated but not used.<br>`sleep (10 + random 20)` should be used instead |"},{"heading":"See Also","level":3,"markdown":"- SQF Syntax\n- SQS Syntax"}],"categories":["Syntax"],"groups":["Scripting"]},{"name":"Order of Precedence","title":"Order of Precedence","type":"topic","url":"https://community.bistudio.com/wiki/Order_of_Precedence","revid":376136,"updated":"2025-09-02T10:05:38Z","aliases":[],"markdown":"Order of operations, also called operator precedence, is a set of rules specifying which procedures should be performed first in a mathematical expression.\n\n#### Precedence Overview\n\n> [!NOTE]\n> - Highest precedence means highest priority\n> - Associativity is (then) done from left to right, for example `3 + 5 + 8` will be processed as `((3 + 5) + 8)`\n\n| Precedence | Type of Operator | Examples |\n|---|---|---|\n| 11 | Nular operators (commands with no arguments):<br>- `commandName` | - Variables<br>- Values<br>- `()` / `[]` / `{}` / `\"\"` / `''` -enclosed expressions |\n| 10 | Unary operators (commands with 1 argument):<br>- `commandName` a | - +a<br>- -a<br>- +array<br>- ! b<br>- not b |\n| 9 | Hash-select operator | - array # index |\n| 8 | Power operator | - a ^ b |\n| 7 | - Number multiplication, division and remainder<br>- atan2<br>- Config access (/) | - a * b<br>- a / b<br>- a % b<br>- a mod b<br>- a / b<br>- a atan2 b |\n| 6 | - Number addition and subtraction<br>- Array addition and subtraction<br>- String addition<br>- min and max commands | - a + b<br>- a - b<br>- arr1 + arr2<br>- arr1 - arr2<br>- str1 + str2<br>- a min b<br>- a max b |\n| 5 | - else (if-then-else structure) | N/A |\n| 4 | Binary operators (commands with 2 arguments):<br>- a `commandName` b | - setDir<br>- switch colon (:) |\n| 3 | - == and != comparisons<br>- Number comparisons<br>- Config access (>>) | - a == b<br>- a != b<br>- a > b<br>- a < b<br>- a >= b<br>- a <= b<br>- config >> name |\n| 2 | Logical and operator | - &&<br>- and |\n| 1 | Logical or operator | - \\|\\|<br>- or |\n\n#### Examples\n\n| Input | Process | Comment |\n|---|---|---|\n| `1 + 2 * 3` | `1 + (2 * 3)` | result equals 7, and not 9 (see also [PEMDAS](https://en.wikipedia.org/wiki/Order_of_operations)) |\n| `sleep 10 + random 20` | `(sleep 10) + random 20` | `sleep 10` will return Nothing, then `+ random 20` will be calculated but not used.<br>`sleep (10 + random 20)` should be used instead |","sections":[{"heading":null,"level":1,"markdown":"Order of operations, also called operator precedence, is a set of rules specifying which procedures should be performed first in a mathematical expression."},{"heading":"Precedence Overview","level":4,"markdown":"> [!NOTE]\n> - Highest precedence means highest priority\n> - Associativity is (then) done from left to right, for example `3 + 5 + 8` will be processed as `((3 + 5) + 8)`\n\n| Precedence | Type of Operator | Examples |\n|---|---|---|\n| 11 | Nular operators (commands with no arguments):<br>- `commandName` | - Variables<br>- Values<br>- `()` / `[]` / `{}` / `\"\"` / `''` -enclosed expressions |\n| 10 | Unary operators (commands with 1 argument):<br>- `commandName` a | - +a<br>- -a<br>- +array<br>- ! b<br>- not b |\n| 9 | Hash-select operator | - array # index |\n| 8 | Power operator | - a ^ b |\n| 7 | - Number multiplication, division and remainder<br>- atan2<br>- Config access (/) | - a * b<br>- a / b<br>- a % b<br>- a mod b<br>- a / b<br>- a atan2 b |\n| 6 | - Number addition and subtraction<br>- Array addition and subtraction<br>- String addition<br>- min and max commands | - a + b<br>- a - b<br>- arr1 + arr2<br>- arr1 - arr2<br>- str1 + str2<br>- a min b<br>- a max b |\n| 5 | - else (if-then-else structure) | N/A |\n| 4 | Binary operators (commands with 2 arguments):<br>- a `commandName` b | - setDir<br>- switch colon (:) |\n| 3 | - == and != comparisons<br>- Number comparisons<br>- Config access (>>) | - a == b<br>- a != b<br>- a > b<br>- a < b<br>- a >= b<br>- a <= b<br>- config >> name |\n| 2 | Logical and operator | - &&<br>- and |\n| 1 | Logical or operator | - \\|\\|<br>- or |"},{"heading":"Examples","level":4,"markdown":"| Input | Process | Comment |\n|---|---|---|\n| `1 + 2 * 3` | `1 + (2 * 3)` | result equals 7, and not 9 (see also [PEMDAS](https://en.wikipedia.org/wiki/Order_of_operations)) |\n| `sleep 10 + random 20` | `(sleep 10) + random 20` | `sleep 10` will return Nothing, then `+ random 20` will be calculated but not used.<br>`sleep (10 + random 20)` should be used instead |"}],"categories":["Syntax"],"groups":["Scripting"]},{"name":"Overview.html","title":"Overview.html","type":"topic","url":"https://community.bistudio.com/wiki/Overview.html","revid":364918,"updated":"2024-06-30T14:38:11Z","aliases":[],"markdown":"> [!NOTE]\n> **Arma 3:** Overview.html is obsolete in Arma 3; instead, use Mission Overview.\n\nThe *overview.html* is an optional file, which simply means the game won't crash without it, but it adds polish to your creative efforts. It appears on the notebook before you start a mission or campaign.\nWhen you click on a mission, on the right you see an overview, which is mostly comprised of a picture and one or two lines of text. Alternatively, you could de-PBO an existing mission and use its overview file as a template.\n\nThe overview applies to:\n\n- single missions,\n- a campaign, and\n- individual missions of a campaign.\n\nThe overview of a mission within a campaign is not visible until after you have played that mission. The intent of all overviews is to provide a brief idea of what the mission is about.\nThe keyword is 'brief', because space in the notepad is at a premium.\n\nVersion numbers and mission author details should really be kept to the *ReadMe.txt* file, but many authors choose to include this information within the overview for reference.\n\n### File Anatomy\n\n```html\n<html>\n<head>\n    <title>Overview or anything you like or nothing at all</title>\n</head>\n<body>\n    <h2 align=\"center\">YOUR WAR</h2>\n    <p align=\"center\"><img src=\"my_picture.jpg\" width=\"230\" height=\"170\"></p>\n    <p>a single sentence description</p>\n    <p>another sentence if you must</p>\n</body>\n</html>\n```\n\nThe three displayed elements of this html are:\n\n- A centered title\n- A centered picture\n- One or more sentence descriptions\n\nAlter colored content to whatever you desire.\n\n#### Centered Title\n\n**CAMPAIGN ONLY** - do not use this for missions.\n\nUsing this in missions has no ill effect, however the title is already displayed as part of the mission content and you are losing valuable space to repeat the same thing. h2 tags can be used to make the font bold.\n\n> [!NOTE]\n> Other document sources indicate this should be a header tag \"*Main*\".\n>\n> They never discuss it in the context of campaign overviews, only 'missions'.\n>\n> It is completely unnecessary and will mess up picture positioning if you use it.\n\n#### Default Title\n\nCentered default titles occur unconditionally for all missions. They do not appear for campaign overviews.\n\nThe title of the overview (not the html `<title>` above, the name of the mission this overview represents) comes from one of two sources:\n\n- The filename of the mission folder will be displayed e.g `Apples.Cain.pbo`, or\n- The briefingName= contained in the *mission.sqm* of the mission folder, written as follows:\n\n```cpp\nclass Intel\n{\n    briefingName=\"One Big Pineapple\";\n```\n\nIt would be rare for you to want the mission filename to be displayed. In order for it to work 'correctly':\n\n- the briefingName= must exist\n- the briefingName= must be different from the filename.\n\nThere is a \"bug\" in Operation Flashpoint where if the briefing name is identical to the primary name of the mission folder the mission folder is displayed.\n\n**Example:** folder name apples.cain (or apples.pbo.cain)\n\n```cpp\nbriefingName=\"apples\"\n```\n\n- results in the briefing name effectively being ignored.\nFor this reason, you will often see\n\n```cpp\nbreifingName=\"apples \"\n```\n\nwith an additional space to force correct display.\n\nOr, the name of the folder containing the mission has underlines or some other device to make it different.\n\n> [!NOTE]\n> Filename title is also displayed as a diagnostic aid if the `-campaign` cheat is used.\n\n#### Pictures\n\nMany people have trouble creating a good overview picture. Pictures must be 2^n pixels wide and 2^m pixels high (where n and m are whole numbers) keep in mind that very large pictures will not fit on the page.\nPossible dimensions (width and/or height) in pixels are:\n\n- 32\n- 64\n- 128\n- 256\n- 512\n- 1024\n\nMany simple HTML tags will work in the briefing.html or *overview.html*. For an added touch of professionalism, centre your text by adding the following above your main body of description.\n\n```html\n<p align=\"center\">\n```\n\nSee Overview Picture for a mission picture tutorial.\n\n### See Also\n\n- Briefing.html\n- OFPEC hosts a variety of tutorials on building a better briefing.","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> **Arma 3:** Overview.html is obsolete in Arma 3; instead, use Mission Overview.\n\nThe *overview.html* is an optional file, which simply means the game won't crash without it, but it adds polish to your creative efforts. It appears on the notebook before you start a mission or campaign.\nWhen you click on a mission, on the right you see an overview, which is mostly comprised of a picture and one or two lines of text. Alternatively, you could de-PBO an existing mission and use its overview file as a template.\n\nThe overview applies to:\n\n- single missions,\n- a campaign, and\n- individual missions of a campaign.\n\nThe overview of a mission within a campaign is not visible until after you have played that mission. The intent of all overviews is to provide a brief idea of what the mission is about.\nThe keyword is 'brief', because space in the notepad is at a premium.\n\nVersion numbers and mission author details should really be kept to the *ReadMe.txt* file, but many authors choose to include this information within the overview for reference."},{"heading":"File Anatomy","level":3,"markdown":"```html\n<html>\n<head>\n    <title>Overview or anything you like or nothing at all</title>\n</head>\n<body>\n    <h2 align=\"center\">YOUR WAR</h2>\n    <p align=\"center\"><img src=\"my_picture.jpg\" width=\"230\" height=\"170\"></p>\n    <p>a single sentence description</p>\n    <p>another sentence if you must</p>\n</body>\n</html>\n```\n\nThe three displayed elements of this html are:\n\n- A centered title\n- A centered picture\n- One or more sentence descriptions\n\nAlter colored content to whatever you desire."},{"heading":"Centered Title","level":4,"markdown":"**CAMPAIGN ONLY** - do not use this for missions.\n\nUsing this in missions has no ill effect, however the title is already displayed as part of the mission content and you are losing valuable space to repeat the same thing. h2 tags can be used to make the font bold.\n\n> [!NOTE]\n> Other document sources indicate this should be a header tag \"*Main*\".\n>\n> They never discuss it in the context of campaign overviews, only 'missions'.\n>\n> It is completely unnecessary and will mess up picture positioning if you use it."},{"heading":"Default Title","level":4,"markdown":"Centered default titles occur unconditionally for all missions. They do not appear for campaign overviews.\n\nThe title of the overview (not the html `<title>` above, the name of the mission this overview represents) comes from one of two sources:\n\n- The filename of the mission folder will be displayed e.g `Apples.Cain.pbo`, or\n- The briefingName= contained in the *mission.sqm* of the mission folder, written as follows:\n\n```cpp\nclass Intel\n{\n    briefingName=\"One Big Pineapple\";\n```\n\nIt would be rare for you to want the mission filename to be displayed. In order for it to work 'correctly':\n\n- the briefingName= must exist\n- the briefingName= must be different from the filename.\n\nThere is a \"bug\" in Operation Flashpoint where if the briefing name is identical to the primary name of the mission folder the mission folder is displayed.\n\n**Example:** folder name apples.cain (or apples.pbo.cain)\n\n```cpp\nbriefingName=\"apples\"\n```\n\n- results in the briefing name effectively being ignored.\nFor this reason, you will often see\n\n```cpp\nbreifingName=\"apples \"\n```\n\nwith an additional space to force correct display.\n\nOr, the name of the folder containing the mission has underlines or some other device to make it different.\n\n> [!NOTE]\n> Filename title is also displayed as a diagnostic aid if the `-campaign` cheat is used."},{"heading":"Pictures","level":4,"markdown":"Many people have trouble creating a good overview picture. Pictures must be 2^n pixels wide and 2^m pixels high (where n and m are whole numbers) keep in mind that very large pictures will not fit on the page.\nPossible dimensions (width and/or height) in pixels are:\n\n- 32\n- 64\n- 128\n- 256\n- 512\n- 1024\n\nMany simple HTML tags will work in the briefing.html or *overview.html*. For an added touch of professionalism, centre your text by adding the following above your main body of description.\n\n```html\n<p align=\"center\">\n```\n\nSee Overview Picture for a mission picture tutorial."},{"heading":"See Also","level":3,"markdown":"- Briefing.html\n- OFPEC hosts a variety of tutorials on building a better briefing."}],"categories":["ArmA: Armed Assault: Mission Editing","Arma 2: Editing","Mission Editing","Operation Flashpoint: Editing"],"groups":["Mission Editing"]},{"name":"P3D","title":"P3D","type":"topic","url":"https://community.bistudio.com/wiki/P3D","revid":177307,"updated":"2020-12-30T05:07:33Z","aliases":[],"markdown":"1. REDIRECT Model File Formats","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT Model File Formats"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"P3D File Format - MLOD","title":"P3D File Format - MLOD","type":"topic","url":"https://community.bistudio.com/wiki/P3D_File_Format_-_MLOD","revid":373432,"updated":"2025-05-08T11:27:12Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n## Acknowledgments\n\nThis information comes largely from the long defunct 'ofpinternals', who in turn acknowledge\n\n```\nThanks to FlipeR (filipus@hotmail.com) for helping in research\n```\n\nThis is archive material is held at http:\\\\www.ofpec.com\n\n## Legend\n\nsee Generic FileFormat Data Types\n\n## Introduction\n\nAny given P3D file is THE 3 dimensional model reference for a specific model. Tank, Man, House, sausage. The P3d contains references to pac/paa files which are individual 'surfaces' for *this* model. Some / Most / All of the pac/paa files *might* also be used in other models, but this p3d is THE T80 tank, THE civilian man, or THE tangerine sausage with pink spots.\n\nArma P3D files also contain references to materials (rvmats).\n\nThere are three basic P3D types\n\n- DEMO: P3d's supplied for the 1977 demo of operation flashpoint.\n- MLOD: An editable version as used by Oxygen2/3 eg.\n- ODOL: A binarised and compressed version as used by various engines. (OFP, ARMA eg)\n\nThis document describes MLOD and DEMO P3D's\n\nThe FILE header (if present) defines which type of p3d this is.\n\n- DEMO P3D's have no header, and a single lod.\n  - File headers were introduced at the launch of Operation Flashpoint to distinguish between binarised an unbinarised content. Prior to the launch, the p3d was, in effect, a single sp3 lod.\n\nEvery LOD contains a LOD Header or Signature which defines the type of lod as being\n\n- SP3D: Only used in Operation Flashpoint demo.\n- SP3X: used in OFP and demo: Uses O2Light for editing\n- P3DM used in ARMA:Uses O2PE for editing\n\nArma can read SP3X and P3DM.\n\nBecause each of the contiguous lods declares what 'type' it is (SP3X, or P3DM), architecturally, you could have mixtures of both types. Materials however, can only be defined by P3DM lods.\n\nAlthough the overall structure of a P3DM mlod model file is similar to SP3X mlod model files there are some notable differences. Namely, Materials, Multiple UVSets and Animations.\n\n---\n\n## File Format\n\n```\nif MLOD_P3D\n{\n  P3DHeader P3DHeader;\n  MLOD_LOD  MLOD_LODs[Header.NoOfLods];\n  char      SP3X_DefaultPath[32]; // optional OFP only\n}\n//else a single sp3lod\n```\n\n- There is no header for demo p3d's instead they supply a single sp3x or sp3d lod in the standard manner.\n\n- SP3X Lods contain a rarely encountered, optional, Default File path (probably for the editor)\n\n### P3DHeader\n\n```\nP3DHeader\n{\n char   Signature[4];        //\"MLOD\"\n ulong  Version;             // 0x101 see note\n ulong  NoOfLods;            // at least one\n};\n```\n\n#### OdolExplorer\n\nOdolExplorer sets the version to a float value of 1.1 with no ill-effect\n\n### MLOD_LOD\n\n```\nStruct\n{\n  char[4]                     Signature;           //\"SP3X\" or \"P3DM\" or \"SP3D\" (demo)\n  ============if NOT SP3D==========================\n  ulong                       MajorVersion;        //28 (x1C)\n  ulong                       MinorVersion;        //0x99 (SP3X) or 0x100 (P3DM)\n  ===============endif=============================\n  ulong                       NoOfPoints;\n  ulong                       NoOfFaceNormals;         //(perpendicular)\n  ulong                       NoOfFaces;\n  ============if NOT SP3D==========================\n  ulong                       UnknownFlagBits;     //Probably 'Model Flags' - Unused.\n  ===============endif=============================\n  Point                       Points[NoOfPoints];\n  XYZTriplet                  FaceNormals[NoOfFaceNormals];\n  LodFace                     LodFaces[NoOfFaces]; //see P3D Lod Faces\n  ============if NOT DEMO==========================\n  char                        TagSig;              //Always 'TAGG'\n  Tagg[]                      Taggs;               //Always, minimum of #EndOfFile# tag exists.\n  float                       Resolution;          //See P3D_Model_Info\n  ===============endif=============================\n  ============if DEMO==========================\n            ****optional****\n  char                        SS3DSig;              //Always 'SS3D'\n  ulong                       nPoints\n  ulong                       nFaces\n  ulong                       nNormals              //identical counts to above\n  ulong                       nBytes\n  Bytes                       TinyBools[nPoints+nFaces+nNormals] // 0, or 1\n  ulong                       Indexes[nBytes/4]\n  NamedSelections             NamedSelections[until eof] // optional\n  ===============endif=============================\n}\n```\n\n- The end of each lod *always* contains an #EndOfFile# TAGG followed by the resolution (of that lod)\n- Demo Lods contain an optional SS3D structure\n- Demo Lod named selections (optional)\n\n```\n{\n  char Name[32]; // \"velka_vitrule\"\n  Bytes    Undecoded[...];\n}.....\n```\n\nthe above structure is repeated for an indeterminate number of 'names'\n\n#### Points\n\n```\nstruct\n{\n   XYZTriplet    Position\n   if NOT SP3D\n   ulong         PointFlags;// see P3D Point and Face Flags\n   endif\n}\n```\n\n#### FaceNormals\n\nEach LodFace contains index values into the FaceNormals Table. There are generally as many Normals Triplets, as there are index entries in LodFaces.\n\nBecause of the varying number of faces in the face table (eg 3 or 4)\n\n```\nNoOfFaceNormals (= nNormalsTriplets) = 3*LodFaces.NoOfTriangles + 4*LodFaces.NoOfQuads\n```\n\nGenerally.\n\n- FaceNormals must be inverted (-X, -Y, -Z) for clockwise vertex order (default for DirectX), and not changed for counterclockwise order.\n\n### Taggs\n\n- Taggs do not exist for DEMO p3ds, neither SP3X nor SP3D\n\n```\n struct\n {\n   //////// P3DM ONLY ///////////\n   TinyBool Active;            // always 1\n   Asciiz   TaggName;          // \"#EndOfFile#\\0\" eg\n   ///////  SP3X ONLY ///////////\n   Asciiz   TaggName[64];      // \"#EndOfFile#\\0\" eg\n   //////////////////////////////\n   ulong    NoOfBytes;         // offset to next tagg\n   byte     TaggData[NoOfBytes];// arbitrary data\n };\n```\n\n#### TagNames\n\nEvery Lod contains one or more Tagname entries. The #EndOfFile# tag is a mandatory entry in every Lod to indicate no more tags! The contiguous tags that make up the tag section are always in the above format. The actual structure of the 'ArbitraryData' is dependant on the TagName.\n\nTaggNames consist of a mixure of pre-defined Taggs indicated with #.....# marks, and 'Named Selections'\n\nNamed Selection tagg names can contain Proxy names beginning with 'proxy:' + ProxyName + '.' + ProxyNumber ('01' ...\n\n- Every Lod has an #EndOfFile# Tagg\n- Every Arma Lod has at least one #UVSet# Tagg. The first of which is a duplicate of that found in LodFaces. (ofp has no #UVset# because there is only ever one)\n- The #Mass# tag is mandatory for Geometry LODs and only present in Geometry LODs.\n\nTagg names listed below are a mish mash of obsolete, and still used, commands. This because, the p3d was a still in development at time of CWC release.\n\n##### #EndOfFile\\#\n\n```\nulong   NoOfBytes; //always 0\n```\n\nMandatory for every Lod. This is the last tag of **current** LOD. It contains no data.\n\n##### #SharpEdges\\#\n\n```\nulong          NoOfBytes;\nulong          PointsIndex[NoOfIndexes][2]; // NoOfIndexes= NoOfBytes /  2 * sizeof(ulong)..// 1st and 2nd indexes into the VertexTable\n```\n\nSharp edge means that these vertices normals are not calculated as average (normalized) between polygons.\n\n##### #Property\\#\n\n```\n ulong                      NoOfBytes;            //Always 128\n Asciiz                     TokenKey[64];         //\"lodnoshadow\" (=) \"1\"\n Asciiz                     TokenValue[64];       //\n```\n\nAdditional Properties (if any) for the lod are contained in a series of one or more property tags. Each one contains one, and one only Token-Pair. The Asciiz strings each have a fixed length of 64 characters. Regardless, they are null terminated.\n\nExamples:\n\n```\ndamage=tree;\nCanOcclude=0;\n```\n\n##### #Mass# (only for Geometry LOD)\n\n```\nulong          NoOfBytes;\nfloat          PointsMass[NoOfPoints];  // == NoOfBytes / sizeof(float).. same as Lod.NoOfPoints\n```\n\n**Must** be present for Geometry LOD, and **only** for Geometry lod. It refers to the mass of each Point entry.\n\n##### #Animation\\#\n\nsee P3D Lod Frames\n\n##### #UVSet# ARMA\n\n```\nulong       NoOfBytes;                   //see below\nulong       ID;\nUVPair      FaceUV[NoOfFaces][FaceType]; //see P3D Lod Faces\n```\n\nIntroduced for Arma to supply up to 8 distinct #UVset#s per lod.\n\n- There is at least one (and generally only one) #UVSet# for every lod.\n\nThis #UVSet# (ID=0) is a redundant duplication of that found in Lodfaces.\n\nThere is a slight re-arrangement of the UV array in the UVset vs that found in LodFaces. The amount of data however, is identical. (And in the case of uvset0, the data is identical).\n\nnote that 'identical' floating point values are rare because the IEEE represention of any given value is a range of precisions. The value 0.02 eg cannot be represented exactly, as a float (or double for that matter).\n\nThe following code compares, in a general sense, two floats for 'identicalness'\n\n```\nbool AlmostEqual(float A, float B)\n{\n   if (A == B)  return true; // gets over neg and positive zero\n   return abs(*(int*)&A - *(int*)&B)==0; // gets around nans' qnans\n}\n```\n\nFor a very, very good article on this subject http://www.cygnus-software.com/papers/comparingfloats/comparingfloats.htm\n\nA UVpair matches each vertex in every LodFace\n\nLodFaces themselves can have either 3, or 4, UVPairs per index. Thus, the amount of data in this structure varies.\n\nThe number of bytes therefore used by *this* #UVset and every other UVset in this lod is calculated as\n\n```\nsizeof(ulong)+ sizeof(UVPair)* (3*LodFace.NoOfTriangles+4*LodFace.NoOfQuads)\n```\n\n##### #Lock# (only used in O2)\n\n##### #Selected# (only used in O2)\n\n##### #Hide# (only used in O2)\n\n```\nulong      NoOfBytes;                  // ==Lod.NoOfPoints + lod.NoOfFaces\nTinyBool   PointsIndex[NoOfPoints];    // nonzero = true\nTinyBool   FaceIndex[NoOfFaces];\n```\n\nThese 3 are used so that O2 can save your last selections in the edited file. They serve no other purpose outside of editing the model in O2.\n\nThese table correspond to each entry of Points and Faces respectively and indicate whether that Point (or Face) at that index is 'selected/locked/hidden' or not and is a a persisted selection within the P3DM at this time.\n\nThe values are supposed to be 0 and 1. This is mostly the case, however, some 'bytes' contain values such as 2 or 6, but also mean, 'true'\n\n##### #MaterialIndex# (only in O2)\n\nUsed only in O2. Possibly Operation Flashpoint only.\n\nmaterial properties\n\n```\n{\n RGBA diffuse; //default  51, 75, 55, 0\n RGBA ambient  // Default 0\n RGBA specular // Default -1\n RGBA emissive // Default -1\n}nBytes/4;\n```\n\nonly seen these in clusters of 4x4\nThey appear to be set for all lods if present at all\nEach lod appears to have identical info","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"Acknowledgments","level":2,"markdown":"This information comes largely from the long defunct 'ofpinternals', who in turn acknowledge\n\n```\nThanks to FlipeR (filipus@hotmail.com) for helping in research\n```\n\nThis is archive material is held at http:\\\\www.ofpec.com"},{"heading":"Legend","level":2,"markdown":"see Generic FileFormat Data Types"},{"heading":"Introduction","level":2,"markdown":"Any given P3D file is THE 3 dimensional model reference for a specific model. Tank, Man, House, sausage. The P3d contains references to pac/paa files which are individual 'surfaces' for *this* model. Some / Most / All of the pac/paa files *might* also be used in other models, but this p3d is THE T80 tank, THE civilian man, or THE tangerine sausage with pink spots.\n\nArma P3D files also contain references to materials (rvmats).\n\nThere are three basic P3D types\n\n- DEMO: P3d's supplied for the 1977 demo of operation flashpoint.\n- MLOD: An editable version as used by Oxygen2/3 eg.\n- ODOL: A binarised and compressed version as used by various engines. (OFP, ARMA eg)\n\nThis document describes MLOD and DEMO P3D's\n\nThe FILE header (if present) defines which type of p3d this is.\n\n- DEMO P3D's have no header, and a single lod.\n  - File headers were introduced at the launch of Operation Flashpoint to distinguish between binarised an unbinarised content. Prior to the launch, the p3d was, in effect, a single sp3 lod.\n\nEvery LOD contains a LOD Header or Signature which defines the type of lod as being\n\n- SP3D: Only used in Operation Flashpoint demo.\n- SP3X: used in OFP and demo: Uses O2Light for editing\n- P3DM used in ARMA:Uses O2PE for editing\n\nArma can read SP3X and P3DM.\n\nBecause each of the contiguous lods declares what 'type' it is (SP3X, or P3DM), architecturally, you could have mixtures of both types. Materials however, can only be defined by P3DM lods.\n\nAlthough the overall structure of a P3DM mlod model file is similar to SP3X mlod model files there are some notable differences. Namely, Materials, Multiple UVSets and Animations.\n\n---"},{"heading":"File Format","level":2,"markdown":"```\nif MLOD_P3D\n{\n  P3DHeader P3DHeader;\n  MLOD_LOD  MLOD_LODs[Header.NoOfLods];\n  char      SP3X_DefaultPath[32]; // optional OFP only\n}\n//else a single sp3lod\n```\n\n- There is no header for demo p3d's instead they supply a single sp3x or sp3d lod in the standard manner.\n\n- SP3X Lods contain a rarely encountered, optional, Default File path (probably for the editor)"},{"heading":"P3DHeader","level":3,"markdown":"```\nP3DHeader\n{\n char   Signature[4];        //\"MLOD\"\n ulong  Version;             // 0x101 see note\n ulong  NoOfLods;            // at least one\n};\n```"},{"heading":"OdolExplorer","level":4,"markdown":"OdolExplorer sets the version to a float value of 1.1 with no ill-effect"},{"heading":"MLOD_LOD","level":3,"markdown":"```\nStruct\n{\n  char[4]                     Signature;           //\"SP3X\" or \"P3DM\" or \"SP3D\" (demo)\n  ============if NOT SP3D==========================\n  ulong                       MajorVersion;        //28 (x1C)\n  ulong                       MinorVersion;        //0x99 (SP3X) or 0x100 (P3DM)\n  ===============endif=============================\n  ulong                       NoOfPoints;\n  ulong                       NoOfFaceNormals;         //(perpendicular)\n  ulong                       NoOfFaces;\n  ============if NOT SP3D==========================\n  ulong                       UnknownFlagBits;     //Probably 'Model Flags' - Unused.\n  ===============endif=============================\n  Point                       Points[NoOfPoints];\n  XYZTriplet                  FaceNormals[NoOfFaceNormals];\n  LodFace                     LodFaces[NoOfFaces]; //see P3D Lod Faces\n  ============if NOT DEMO==========================\n  char                        TagSig;              //Always 'TAGG'\n  Tagg[]                      Taggs;               //Always, minimum of #EndOfFile# tag exists.\n  float                       Resolution;          //See P3D_Model_Info\n  ===============endif=============================\n  ============if DEMO==========================\n            ****optional****\n  char                        SS3DSig;              //Always 'SS3D'\n  ulong                       nPoints\n  ulong                       nFaces\n  ulong                       nNormals              //identical counts to above\n  ulong                       nBytes\n  Bytes                       TinyBools[nPoints+nFaces+nNormals] // 0, or 1\n  ulong                       Indexes[nBytes/4]\n  NamedSelections             NamedSelections[until eof] // optional\n  ===============endif=============================\n}\n```\n\n- The end of each lod *always* contains an #EndOfFile# TAGG followed by the resolution (of that lod)\n- Demo Lods contain an optional SS3D structure\n- Demo Lod named selections (optional)\n\n```\n{\n  char Name[32]; // \"velka_vitrule\"\n  Bytes    Undecoded[...];\n}.....\n```\n\nthe above structure is repeated for an indeterminate number of 'names'"},{"heading":"Points","level":4,"markdown":"```\nstruct\n{\n   XYZTriplet    Position\n   if NOT SP3D\n   ulong         PointFlags;// see P3D Point and Face Flags\n   endif\n}\n```"},{"heading":"FaceNormals","level":4,"markdown":"Each LodFace contains index values into the FaceNormals Table. There are generally as many Normals Triplets, as there are index entries in LodFaces.\n\nBecause of the varying number of faces in the face table (eg 3 or 4)\n\n```\nNoOfFaceNormals (= nNormalsTriplets) = 3*LodFaces.NoOfTriangles + 4*LodFaces.NoOfQuads\n```\n\nGenerally.\n\n- FaceNormals must be inverted (-X, -Y, -Z) for clockwise vertex order (default for DirectX), and not changed for counterclockwise order."},{"heading":"Taggs","level":3,"markdown":"- Taggs do not exist for DEMO p3ds, neither SP3X nor SP3D\n\n```\n struct\n {\n   //////// P3DM ONLY ///////////\n   TinyBool Active;            // always 1\n   Asciiz   TaggName;          // \"#EndOfFile#\\0\" eg\n   ///////  SP3X ONLY ///////////\n   Asciiz   TaggName[64];      // \"#EndOfFile#\\0\" eg\n   //////////////////////////////\n   ulong    NoOfBytes;         // offset to next tagg\n   byte     TaggData[NoOfBytes];// arbitrary data\n };\n```"},{"heading":"TagNames","level":4,"markdown":"Every Lod contains one or more Tagname entries. The #EndOfFile# tag is a mandatory entry in every Lod to indicate no more tags! The contiguous tags that make up the tag section are always in the above format. The actual structure of the 'ArbitraryData' is dependant on the TagName.\n\nTaggNames consist of a mixure of pre-defined Taggs indicated with #.....# marks, and 'Named Selections'\n\nNamed Selection tagg names can contain Proxy names beginning with 'proxy:' + ProxyName + '.' + ProxyNumber ('01' ...\n\n- Every Lod has an #EndOfFile# Tagg\n- Every Arma Lod has at least one #UVSet# Tagg. The first of which is a duplicate of that found in LodFaces. (ofp has no #UVset# because there is only ever one)\n- The #Mass# tag is mandatory for Geometry LODs and only present in Geometry LODs.\n\nTagg names listed below are a mish mash of obsolete, and still used, commands. This because, the p3d was a still in development at time of CWC release."},{"heading":"#EndOfFile\\#","level":5,"markdown":"```\nulong   NoOfBytes; //always 0\n```\n\nMandatory for every Lod. This is the last tag of **current** LOD. It contains no data."},{"heading":"#SharpEdges\\#","level":5,"markdown":"```\nulong          NoOfBytes;\nulong          PointsIndex[NoOfIndexes][2]; // NoOfIndexes= NoOfBytes /  2 * sizeof(ulong)..// 1st and 2nd indexes into the VertexTable\n```\n\nSharp edge means that these vertices normals are not calculated as average (normalized) between polygons."},{"heading":"#Property\\#","level":5,"markdown":"```\n ulong                      NoOfBytes;            //Always 128\n Asciiz                     TokenKey[64];         //\"lodnoshadow\" (=) \"1\"\n Asciiz                     TokenValue[64];       //\n```\n\nAdditional Properties (if any) for the lod are contained in a series of one or more property tags. Each one contains one, and one only Token-Pair. The Asciiz strings each have a fixed length of 64 characters. Regardless, they are null terminated.\n\nExamples:\n\n```\ndamage=tree;\nCanOcclude=0;\n```"},{"heading":"#Mass# (only for Geometry LOD)","level":5,"markdown":"```\nulong          NoOfBytes;\nfloat          PointsMass[NoOfPoints];  // == NoOfBytes / sizeof(float).. same as Lod.NoOfPoints\n```\n\n**Must** be present for Geometry LOD, and **only** for Geometry lod. It refers to the mass of each Point entry."},{"heading":"#Animation\\#","level":5,"markdown":"see P3D Lod Frames"},{"heading":"#UVSet# ARMA","level":5,"markdown":"```\nulong       NoOfBytes;                   //see below\nulong       ID;\nUVPair      FaceUV[NoOfFaces][FaceType]; //see P3D Lod Faces\n```\n\nIntroduced for Arma to supply up to 8 distinct #UVset#s per lod.\n\n- There is at least one (and generally only one) #UVSet# for every lod.\n\nThis #UVSet# (ID=0) is a redundant duplication of that found in Lodfaces.\n\nThere is a slight re-arrangement of the UV array in the UVset vs that found in LodFaces. The amount of data however, is identical. (And in the case of uvset0, the data is identical).\n\nnote that 'identical' floating point values are rare because the IEEE represention of any given value is a range of precisions. The value 0.02 eg cannot be represented exactly, as a float (or double for that matter).\n\nThe following code compares, in a general sense, two floats for 'identicalness'\n\n```\nbool AlmostEqual(float A, float B)\n{\n   if (A == B)  return true; // gets over neg and positive zero\n   return abs(*(int*)&A - *(int*)&B)==0; // gets around nans' qnans\n}\n```\n\nFor a very, very good article on this subject http://www.cygnus-software.com/papers/comparingfloats/comparingfloats.htm\n\nA UVpair matches each vertex in every LodFace\n\nLodFaces themselves can have either 3, or 4, UVPairs per index. Thus, the amount of data in this structure varies.\n\nThe number of bytes therefore used by *this* #UVset and every other UVset in this lod is calculated as\n\n```\nsizeof(ulong)+ sizeof(UVPair)* (3*LodFace.NoOfTriangles+4*LodFace.NoOfQuads)\n```"},{"heading":"#Lock# (only used in O2)","level":5,"markdown":""},{"heading":"#Selected# (only used in O2)","level":5,"markdown":""},{"heading":"#Hide# (only used in O2)","level":5,"markdown":"```\nulong      NoOfBytes;                  // ==Lod.NoOfPoints + lod.NoOfFaces\nTinyBool   PointsIndex[NoOfPoints];    // nonzero = true\nTinyBool   FaceIndex[NoOfFaces];\n```\n\nThese 3 are used so that O2 can save your last selections in the edited file. They serve no other purpose outside of editing the model in O2.\n\nThese table correspond to each entry of Points and Faces respectively and indicate whether that Point (or Face) at that index is 'selected/locked/hidden' or not and is a a persisted selection within the P3DM at this time.\n\nThe values are supposed to be 0 and 1. This is mostly the case, however, some 'bytes' contain values such as 2 or 6, but also mean, 'true'"},{"heading":"#MaterialIndex# (only in O2)","level":5,"markdown":"Used only in O2. Possibly Operation Flashpoint only.\n\nmaterial properties\n\n```\n{\n RGBA diffuse; //default  51, 75, 55, 0\n RGBA ambient  // Default 0\n RGBA specular // Default -1\n RGBA emissive // Default -1\n}nBytes/4;\n```\n\nonly seen these in clusters of 4x4\nThey appear to be set for all lods if present at all\nEach lod appears to have identical info"}],"categories":["ArmA: Armed Assault: File Formats","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"P3D File Format - ODOLV40 Obsolete","title":"P3D File Format - ODOLV40 Obsolete","type":"topic","url":"https://community.bistudio.com/wiki/P3D_File_Format_-_ODOLV40_Obsolete","revid":373406,"updated":"2025-05-08T11:27:10Z","aliases":["P3D File Format - ODOLV40"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nThe following information has been provided by BxBx and included by Mikero\n\n### Legend\n\n```\n//Legend\n//byte = 1 char = 8 bits\n//int = 4 byte = 32 bits; signed integer\n//ulong = unsigned long, 4 bytes\n//ushort = unsigned short 2 bytes\n//asciiz = variable length zero terminated string.\n//float = 4 bytes (single precision)\n//bool8 = 1 byte = 8 bits; boolean; 0 or 1\n```\n\n### basics\n\n```\nBlocks in Odol V40 are quite similar to Odol v7 but placed in reverse order.\n\nResolution table,\nLOD tables last to first\n\nThe same LZ compression is used for LODs as ODOL v7\n\nknown data:\n\nBeginning of file (Header signature)\n```\n\n### HeaderTop\n\n```\nstruct OdolV40\n{\nchar signature[4]  //ODOL\nlong Version        //0x28, 40 dec\nlong lod_count\n```\n\n### other\n\n```\nfloat resolutions[lod_count]\n{\n long  u1;\n float u2,u3,u4\n} // unknown data, same data follows on end of ODOL v7\n\nbyte   u5[139];      // unknown data , still same length as v7\nAsciiz skeleton_name // Note: A Skeleton may not exist\nif (*skeleton_name)\n{\n bool    u6 // 8bit boolean // value 1 or 0\n int     bone_count\n struct  bones[bone_count]\n {\n   Asciiz bone1,bone2;\n }\n}\n\nchar u7[0x26]     // unknown data\nAsciiz modelclass, modelparent // I think purpose this data found values 'houseno'\n                               //housebuilding',....\nchar u8[5]        // unknown data\nbool8 exist_anims\nif (exist_anims)\n{\n int anims_count\n struct anims[anims_count]\n {\n   int  type        // 0,4,9 // rotation,move,.., i dont check it yet\n    Asciiz name,parent\n   float tr[6]  // transformations values\n   if (type!=9) int u9\n }\n}\n\nunknowdata[unknowlength] // handle seek\n\nstruct lod[lod_count]\n{\n int     vertices count\n bool8   ub1\n if (ub1) char uch[11]  // unknow data\n char    uch[0x29]   // unknow data\n int     textures_count\n Asciiz  texture[textures_count]\n int     materials_count\n struct  materials[materials_count]\n {\n  Asciiz  name\n  char    uch[0x85] // unknowdata // some float values\n  int     textures_count\n  struct  textures_in_material[textres_count]\n  {\n   int    u10 // value 3 still\n   Asciiz t_name\n   int    u11 // self increment value // 0,1,2,3,4,...\n  }\n  char uch[0x34*textres_count] // some struct with same length\n       //as textures_in_material\n       // I dont work with material now, I skip it.\n }\n if ( textures_count>0 ) char uch[7];\n bool8 ub // unknown value\n int faces_count\n char u12[6]\n struct faces[6]\n {\n  char dot_count\n  unsigned short dot_vertice_index[dot_count]\n }\n unknowdata[ubknowlength]\n int components_count\n struct components[components_count]\n {\n  char *name;\n  int selected_faces_count\n  ushort selected_faces[selected_faces_count] // if selected_faces_count > 0x100\n          // then compresed by LZ\n  int    u14;\n  ushort u15[u14]\n  bool8 ub\n  if (ub) int u16\n  char uch[3]\n  bool8 ub2\n  int selected_vertices_count\n  ushort selected_vertices[selected_vertices_count] // if selected_vertices_count > 0x100\n//  then compresed by LZ\n  int   u17\n  char  uch[u17];\n }\n int named_properties_count\n struct named_properties[named_properties_count]\n {\n  char * name,*value\n }\n\n unknowdata[mostly 0x15 , but not every time]\n\n int vertices_count // again same value\n bool8 ub\n if (ub)\n {\n   struct UV[vertices_count] {float u,v} if count > 127 then LZ\n }\n else char uch[8]\n int u[18]\n int vertices_count\n struct vertices_pos[verices_count]{float x,y,z}\n\nnormals and the other data follow ,but this is in progress\n}\n```\n\nI cannot find face.texture_index information, in M16A4 are only 2 textures and I texture it handly by original UVsets.\n\n##### links\n\n```\n1st ARMA MLOD M16A4 on BIForum (dead link)\nOFP ODOLv7\nMore about LZ compresion ODOLv7\n```","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nThe following information has been provided by BxBx and included by Mikero"},{"heading":"Legend","level":3,"markdown":"```\n//Legend\n//byte = 1 char = 8 bits\n//int = 4 byte = 32 bits; signed integer\n//ulong = unsigned long, 4 bytes\n//ushort = unsigned short 2 bytes\n//asciiz = variable length zero terminated string.\n//float = 4 bytes (single precision)\n//bool8 = 1 byte = 8 bits; boolean; 0 or 1\n```"},{"heading":"basics","level":3,"markdown":"```\nBlocks in Odol V40 are quite similar to Odol v7 but placed in reverse order.\n\nResolution table,\nLOD tables last to first\n\nThe same LZ compression is used for LODs as ODOL v7\n\nknown data:\n\nBeginning of file (Header signature)\n```"},{"heading":"HeaderTop","level":3,"markdown":"```\nstruct OdolV40\n{\nchar signature[4]  //ODOL\nlong Version        //0x28, 40 dec\nlong lod_count\n```"},{"heading":"other","level":3,"markdown":"```\nfloat resolutions[lod_count]\n{\n long  u1;\n float u2,u3,u4\n} // unknown data, same data follows on end of ODOL v7\n\nbyte   u5[139];      // unknown data , still same length as v7\nAsciiz skeleton_name // Note: A Skeleton may not exist\nif (*skeleton_name)\n{\n bool    u6 // 8bit boolean // value 1 or 0\n int     bone_count\n struct  bones[bone_count]\n {\n   Asciiz bone1,bone2;\n }\n}\n\nchar u7[0x26]     // unknown data\nAsciiz modelclass, modelparent // I think purpose this data found values 'houseno'\n                               //housebuilding',....\nchar u8[5]        // unknown data\nbool8 exist_anims\nif (exist_anims)\n{\n int anims_count\n struct anims[anims_count]\n {\n   int  type        // 0,4,9 // rotation,move,.., i dont check it yet\n    Asciiz name,parent\n   float tr[6]  // transformations values\n   if (type!=9) int u9\n }\n}\n\nunknowdata[unknowlength] // handle seek\n\nstruct lod[lod_count]\n{\n int     vertices count\n bool8   ub1\n if (ub1) char uch[11]  // unknow data\n char    uch[0x29]   // unknow data\n int     textures_count\n Asciiz  texture[textures_count]\n int     materials_count\n struct  materials[materials_count]\n {\n  Asciiz  name\n  char    uch[0x85] // unknowdata // some float values\n  int     textures_count\n  struct  textures_in_material[textres_count]\n  {\n   int    u10 // value 3 still\n   Asciiz t_name\n   int    u11 // self increment value // 0,1,2,3,4,...\n  }\n  char uch[0x34*textres_count] // some struct with same length\n       //as textures_in_material\n       // I dont work with material now, I skip it.\n }\n if ( textures_count>0 ) char uch[7];\n bool8 ub // unknown value\n int faces_count\n char u12[6]\n struct faces[6]\n {\n  char dot_count\n  unsigned short dot_vertice_index[dot_count]\n }\n unknowdata[ubknowlength]\n int components_count\n struct components[components_count]\n {\n  char *name;\n  int selected_faces_count\n  ushort selected_faces[selected_faces_count] // if selected_faces_count > 0x100\n          // then compresed by LZ\n  int    u14;\n  ushort u15[u14]\n  bool8 ub\n  if (ub) int u16\n  char uch[3]\n  bool8 ub2\n  int selected_vertices_count\n  ushort selected_vertices[selected_vertices_count] // if selected_vertices_count > 0x100\n//  then compresed by LZ\n  int   u17\n  char  uch[u17];\n }\n int named_properties_count\n struct named_properties[named_properties_count]\n {\n  char * name,*value\n }\n\n unknowdata[mostly 0x15 , but not every time]\n\n int vertices_count // again same value\n bool8 ub\n if (ub)\n {\n   struct UV[vertices_count] {float u,v} if count > 127 then LZ\n }\n else char uch[8]\n int u[18]\n int vertices_count\n struct vertices_pos[verices_count]{float x,y,z}\n\nnormals and the other data follow ,but this is in progress\n}\n```\n\nI cannot find face.texture_index information, in M16A4 are only 2 textures and I texture it handly by original UVsets."},{"heading":"links","level":5,"markdown":"```\n1st ARMA MLOD M16A4 on BIForum (dead link)\nOFP ODOLv7\nMore about LZ compresion ODOLv7\n```"}],"categories":["ArmA: Armed Assault: File Formats","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"P3D File Format - ODOLV4x","title":"P3D File Format - ODOLV4x","type":"topic","url":"https://community.bistudio.com/wiki/P3D_File_Format_-_ODOLV4x","revid":378841,"updated":"2026-07-14T11:39:20Z","aliases":["ODOL v40 File Format","P3D File Format - ODOLV40 Revised"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n### Introduction\n\n#### Acknowledgements\n\nThis body of work is due to Synide's sweat and tears. To whom, all honour and glory.\nAbly assisted by T_D and Mikero that further detailed the data and gave this article a more general and correct structure.\n\n#### General\n\nThe general format of an Armed Assault's ODOLV4x p3d model is similar to the ODOLV7 (OFP) format.\nThe **major** differences are that Armed Assault models have:\n\n- the use of rvmat material files\n- an optional model.cfg, and\n- LODs occur in the file from highest to lowest LodType value.\n\n##### Legend\n\nsee Generic FileFormat Data Types\n\n##### Relative Coordinates\n\nAll coordinates are **relative** to ModelInfo.CentreOfGravity\n\n##### File Paths\n\n**All** file references are absolute to the Linux \\ (root).\n\nAs a convenience a drive letter is used (such as P:\\) for sanity when modelling.\nThe engine knows nothing about C:\\my documents or P:\\.\n\nThe leading \\ is generally optional.\n\nboth `\\my_project\\data\\some.paa` and `my_project\\data\\some.paa` point to the same file. All file references imply a beginning \\slash.\n\n#### Versions\n\nThis Document covers ODOL versions:\n\n##### V40 (Armed Assault)\n\n- Original Armed Assault binarised p3d\n\n### File Format\n\n```cpp\nODOLv4x\n{\n    StandardP3DHeader Header;\n    struct ModelInfo;\n    Animations        Animations;\n    ulong            StartAddressOfLods[Header.NoOfLods]; // offset relative to start of file.\n    ulong            EndAddressOfLods  [Header.NoOfLods];\n    LODFaceDefaults    LODFaceDefaults;\n    ODOLv40Lod        ODOLv40Lods[Header.NoOfLods];\n} // EndOfFile\n```\n\n### Structures\n\n#### StandardP3DHeader\n\nCommon header structure for all P3D file formats.\n\n```cpp\nstruct\n{\n    char[4]    Filetype;        // \"ODOL\"\n    ulong    Version;\n    ulong    NoOfLods;        // alias NoOfResolutions;\n}\n```\n\nModelInfo\n\n#### Animations\n\n```cpp\nAnimations\n{\n    tbool    AnimsExist;\n    if (AnimsExist)\n    {\n        ulong            nAnimationClasses; // eg NoOfAnimSelections;\n        AnimationClass    AnimationClasses[nAnimationClasses];\n\n        long        NoOfResolutions; // is -1 if nAnimationClasses == 0\n        Bones2Anims    Bones2Anims[NoOfResolutions];\n        Anims2Bones    Anims2Bones[NoOfResolutions];\n        // For every bone there is a list of Animations for each resolution\n        // And, a reversed table of every Animation gets a Bone.\n        // The reversed table optionally appends axis info dependent on the AnimTransformType\n    }\n}\n```\n\n#### AnimationClass\n\n```cpp\n    AnimationClass\n    {\n        ulong    AnimTransformType;\n        asciiz    AnimClassName;    // \"RightDoor\"\n        asciiz    AnimSource;        // \"rotor\"\n        float    MinMaxValue[2];\n        float    MinMaxPhase[2];\n        ulong    junk; // used to be sourceAddress, no longer, always 953267991\n\n        switch(AnimTransformType)\n        case 0://rotaton\n        case 1://rotationX\n        case 2://rotationY\n        case 3://rotationZ\n            float angle0;\n            float angle1;\n            break;\n\n        case 4://translation\n        case 5://translationX\n        case 6://translationY\n        case 7://translationZ\n            float offset0;\n            float offset1;\n            break;\n\n        case 8: //\"direct\"\n            float axisPos[3];\n            float axisDir[3];\n            float angle; //in radians whereas the model.cfg entry is in degrees\n            float axisOffset;\n            break;\n\n        case 9: //\"hide\"\n            float hideValue;\n            break;\n     }\n\n// corresponds to model.cfg\nclass CfgModels\n{\n    // ...\n\n    class whateverModel : Default\n    {\n     // ...\n     class Animations\n     {\n        class RightDoor // AnimClassName\n        {\n            type = \"translation\";    // AnimTransformType\n            source = \"rotor\";        // AnimSource\n            // etc\n        };\n    };\n};\n```\n\n##### Bones2Anims\n\n```\nBones2Anims\n{\n ulong        NoOfBones;\n Bone2AnimClassList   Bone2AnimClassLists[NoOfBones];\n}\n```\n\n##### Bone2AnimClassList\n\n```\nBone2AnimClassList\n{\n ulong NoOfAnimClasses;\n ulong AnimationClassIndex[NoOfAnimClasses]; // a (sometimes repeating) list of zero based indexes into above animation classes\n}\n```\n\n##### Anims2Bones\n\n```\nAnims2Bones\n{\n AnimBones AnimBones[Animations.nAnimationClasses];\n}\n```\n\n##### AnimBones\n\nevery lod contains an identical list of animation entries that declare the position and axis of the each animation classes\n\n```\nAnimBones\n{\n long SkeletonBoneNameIndex; // zero based index to the SkeletonBoneName name & parentname\n // equivalent to selection = \"LeftDoor\"; eg in the model.cfg\n /*\n ** SkeletonBoneNameIndex== -1 when no skeleton bone is for this Anim and (obviously?) no axis information follows.\n */\n if (SkeletonBoneNameIndex!= -1) && (AnimationClass.AnimTransformType != 8 || 9)\n {\n /*\n ** AnimationClass.AnimTransformType 8 (direct) and 9 (hide) never require axis information.\n ** This because the \"direct\" (type 8) already has axis info in it is AnimationClass structure,\n ** and \"hidden\" (type 9) clearly doesn't need it.\n */\n    XYZTriplet axisPos; //describes the position of the axis used for this anim\n    XYZTriplet axisDir;\n }\n}\n```\n\n#### LODFaceDefaults\n\n```\n tbool             UseDefault[Header.NoOfLods];\n FaceData\n {\n  ulong   HeaderFaceCount;\n  ulong   aDefaultLong;     //ffffffff or 6f 7a 80 fa eg\n  byte    UnknownByte;      //generally zero\n  byte    aFlag;            // zero or one\n  bytes   Zeroes[7];\n }[Number of false UseDefault's];\n```\n\nA face data struct only exists for those lods who's UseDefault is zero\n\n#### ODOLv4xLod\n\n```\n ODOLv4xLod\n {\n   ulong                         nProxies;\n   LodProxy                      LodProxies[nProxies];              // see P3D Lod Proxies\n   ulong                         nLodItems;\n   ulong                         LodItems[nLodItems];               // potentially compressed, except for v64 and later\n   ulong                         nBoneLinks;\n   LodBoneLink                   LodBoneLinks[nBoneLinks];\n   float                         UnknownFloat1;\n   float                         UnknownFloat2;\n   XYZTriplet                    MinPos;\n   XYZTriplet                    MaxPos;\n   XYZTriplet                    AutoCenterPos;\n   float                         Sphere;                            // same as geo or mem values in modelinfo, if this lod is geo or memlod of course\n   ulong                         NoOfTextures;\n   asciiz                        LodPaaTextureNames[NoOfTextures];  //\"ca\\characters\\hhl\\hhl_01_co.paa\"\n   ulong                         NoOfMaterials;\n   LodMaterial                   LodMaterials[NoOfMaterials];\n   LodEdges                      LodEdges;                          // compressed see P3D Lod Edges\n   ulong                         NoOfFaces;\n   ulong                         OffsetToSectionsStruct;            // see below\n   ushort                        AlwaysZero;\n   LodFace                       LodFace[NoOfFaces];                // see P3D Lod Faces\n   ulong                         nSections;\n   LodSection                    LodSections[nSections];            // see P3D Lod Sections\n   ulong                         nNamedSelections;\n   LodNamedSelection             LodNamedSelections[nNamedSelections]; //See P3D Named Selections potentially compressed\n   ulong                         nTokens;\n   NamedProperty                 NamedProperties[nTokens];          //See Named Properties\n   ulong                         nFrames;\n   LodFrame                      LodFrames[nFrames];                //see P3D Lod Frames\n   ulong                         IconColor;\n   ulong                         SelectedColor;\n   ulong                         special; // IsAlpha|IsTransparent|IsAnimated|OnSurface\n   byte                          vertexBoneRefIsSimple;\n   ulong                         sizeOfVertexTable;                 //(including these 4 bytes)\n   if (v5x)\n   LodPointFlags                 LodPointFlags;                     // Potentially compressed\n   endif\n   VertexTable                   VertexTable;\n }\n```\n\n##### VertexTable\n\nall arrays are subject to compression\n\n```\nstruct\n{\n   UvSet                         DefaultUVset;\n   ulong                         nUVs;\n   UvSet                         UVSets[nUVs-1];\n   ulong                         NoOfPoints;\n   XYZTriplet                    LodPoints[NoOfPoints];\n   ulong                         nNormals;\n   ulong                         nMinMax;\n   ulong                         nProperties;\n   VertProperty                  VertProperties[nProperties];       //optional related to skeleton\n   ulong                         Count;\n   VertexNeighborInfo            neighborBoneRef[Count];          //optional\n}\n```\n\n- All non zero counts counts are the same.\n- Points,PointFlags, Normals and UV1 arrays are an integral group, they are either all there, or not specified (RacetK.p3d, a FrameTime lod has no counts at all)\n- UV2,MinMax, VertProperties and Unknown are optional in the sense that their counts can individually be zero, else they are the same as the others\n- In Odol7 PointFlags are part of this stucture, in Arma, they are a separated table.\n\n##### CompressedFill Arrays\n\nLodPointFlags, LodUV's and LodNormals arrays are not only subject to the standard 1024 rule compression, but also have a fill byte.\n\n```\nstruct\n{\n ulong                         Count;\n tbool                         DefaultFill;\n if (DefaultFill)\n  type                         Array;          // default fill for all Counts\n else\n  type                         Array[Count];   // potentially compressed\n}\n```\n\nThe structure either contains a single set of type variables, or, an array of type variables. If a full array is declared (DefaultFill =false) then that array is subject to the 1024 rule as per normal.\n\n##### UVset\n\n```\nLodUV                     LodUV;\n```\n\n##### LodUV\n\n```\nCompressedFill type = UVPair // eg float U,V;\n```\n\n##### LodNormals\n\n```\n CompressedFill type = XYZTriplet\n```\n\n###### CompressedXYZTriplet\n\ncontains 3x 10 bit fields in a 32bit 'integer'\n\ncode for converting back to a standard XYZTriplet is:\n\n```\nvoid DecodeXYZ(ulong CompressedXYZ, XYZTriplet *triplet)\n{\n   double scaleFactor = -1.0 / 511;\n   trp->X=trp->Y=trp->Z=0.0;\n   int x=   CompressedXYZ       & 0x3FF;\n   int y = (CompressedXYZ>> 10) & 0x3FF;\n   int z = (CompressedXYZ>> 20) & 0x3FF;\n   if (x > 511) x -= 1024;\n   if (y > 511) y -= 1024;\n   if (z > 511) z -= 1024;\n   if (x) trp->X = (float)(x * scaleFactor);\n   if (y) trp->Y = (float)(y * scaleFactor);\n   if (x) trp->Z = (float)(z * scaleFactor);\n}\n```\n\n##### LodPointFlags\n\n```\nCompressedFill type = ulong bits\n```\n\nThis table is the equivalent of Oxygen's points->properties dialog box. It specifically stores the user values and other flags for that point.\n\nIn ODOl7 it was part of the vertex table. In ArmA, it is separate.\n\nSee P3D Point and Face Flags\n\n##### LodMinMax\n\n```\nCompressedArray\n{\n XYZTriplet     MinMax[Count][2]; // 2 == min vs max\n}\n```\n\n##### VertProperty\n\n```\nCompressedArray\n{\n ulong  index;// seen range 0..4\n ulong  a,b; // definite not floats. might be flags, or indices\n}\n```\n\n##### VertexNeighborInfo\n\n```\nCompressedArray\n{\n ushort  vertexIndex _posA;\n AnimationRTWeight _rtwA;\n ushort  vertexIndex _posB;\n AnimationRTWeight _rtwB;\n}\n```\n\n##### LodBoneLink\n\n```\nLodBoneLink\n{\n  ulong NoOfLinks;         //range 0..3\n  ulong Value[NoOfLinks];  //the 'Value' seems to reference the 'LodItems' structure, resulting in a circular-reference.\n}\n```\n\n##### LodMaterials\n\nBasically... A direct replication of the information in the given .rvmat file\n\nThe stages in the p3d include a default stage and a TI stage that are not normally listed in the rvmat.\n\nThe first stage (in the p3d) is unconditionally the default stage. It is defaulted to empty (RvMatName=\"\"), unless, specified in the rvmat\n\nThe last stage is the TI stage, and is also defaulted empty, unless specified in the rvmat.\n\nTI Stages were introduced for operation arrowhead. Lod Material Types 9 and 10 do not have a TI stage at all.\n\nNeither of these two special, hidden, stage types use uvsets. The transform matrix for them is defaulted empty (so-called 'TexGen0').\n\nWhen specified in the rvmat (class Stage0 and StageTI respectively), no class uvTransform is declared for them. It is assumed default empty.\n\nIn an rvmat, uvTransforms are ordinarily declared within each stage body.\n\nIn a P3D, identical UVTransforms are declared once, and multiple 'stages' refer to them. There is, always, a default UVSet0 Transform as the 1st entry. (IE some stages dont require uvsets)\n\nThis P3D style can, if preferred, be used in rvmat syntax as\n\n```\nclass TexGenX\n{\n  .......\n};\n```\n\n```\nclass StageZ\n{\n  .........\n  Texgen=X;\n};\n```\n\nwhere X and Z are numbers\n\n##### LodMaterial\n\n```\n LodMaterial\n {\n   asciiz            RvMatName;     // \"ca\\characters\\data\\soldier_captive_hhl.rvmat\"\n   ulong             Type;          // 9 == ArmA\n   D3DCOLORVALUE     Emissive;\n   D3DCOLORVALUE     Ambient;\n   D3DCOLORVALUE     Diffuse;\n   D3DCOLORVALUE     forcedDiffuse;\n   D3DCOLORVALUE     Specular;\n   D3DCOLORVALUE     Specular2;       //Usually same as Specular\n   float             SpecularPower;   //\n   ulong            PixelShaderId;   //See enumPixelShaderId\n   ulong            VertexShaderId;  //See enumVertexShaderId\n   LongBool          mainLight;     // 1 or zero\n   ulong             ul_FogMode;    /// 0..4\n   Asciiz            BiSurfaceName;   // \"ca\\data\\Penetration\\plastic.bisurf\"\n   LongBool          Arma1Mostly1;    //rarely zero\n   ulong             RenderFlags;     //Generally 0\n   ulong             nTextures;\n   ulong             nTransforms;     // always same as nTextures\n   LodStageTexture   StageTextures  [nTextures];\n   LodStageTransform StageTransforms[nTransforms];\n }\n```\n\nEach lodmaterial entry contains a default StageTexture and StageTransform as the first entry. It is not shown in the rvmat file and has no PaaTexture\nIt is the only entry if a SurfaceName exists.\n\n#### D3DCOLORVALUE\n\n```\nD3DCOLORVALUE\n{\n  float r,g,b,a;\n}\n```\n\n###### RenderFlags\n\n- Bit0:AlwaysInShadow (A1 only)\n- Bit1:NoZWrite\n- Bit4:NoColorWrite\n- Bit5:NoAlphaWrite\n- Bit6:AddBlend\n- Bit7:AlphaTest (clutter)\n- Bit8:AlphaTest64 (clutter)\n- Bit19:Road (a1only)\n- Bit11:NoTiWrite\n\n###### LodStageTexture\n\n```\nLodStageTexture\n{\n ulong  TextureFilter; // see below\n asciiz PaaTexture;    // \"ca\\characters\\data\\civil_tvreport_body_as.paa\n                       // alternatively \"#(argb,8,8,3)color(0,0,0,1,CO)\" (eg)\n ulong  TransformIndex;       // zero based, see below\n};\n```\n\nThe first stageTexture is a dummy entry. For N humanly readable stage classes, there are 1+N LodStageTextures\n\nTextureFilter maybe 1 of the following values.\n\n- 0: Point // sometimes\n- 1: Linear // rarely\n- 2: TriLinear // not seen\n- 3: Anisotropic (default)\n\n###### LodStageTransform\n\n```\n  LodStageTransform\n  {\n   ulong UVSource;\n   float Transform[4][3];//a DirectX texture space transform matrix\n  };\n```\n\nUVSource corresponds to the 8 possible uvsets available\n\n- 0 \"None\"\n- 1 \"Tex\" default\n- 2: \"Tex2\"\n- ........\n- 8:\"Tex8\"\n\n- Tex1..8 cannot be taken literally as uvsource 1..8. They can mean anything, according to the template and are scarcely encountered\n\n##### NamedProperty\n\n```\n struct\n {\n    Asciiz Property;// \"noshadow\" = \"1\" eg\n    Asciiz Value;\n }\n```\n\n- See Named Properties\n\n### Decompression\n\nsee Compressed LZSS File Format\n\nsee Compressed LZO File Format\n\nIn ODOL v40 format files, some of the data structures present in the file are compressed by using LZSS compression.\n\nUnlike pbo compression, in ArmA model files, one only knows the number of items to decompress, the expected output size (in bytes) and the expected checksum.\nWith this information and the size of a given data item one has the necessary information to expand the data to it is original format and size.\n\n> [!NOTE]\n> Data structures that are identified as being compressible will only be compressed if the 'expectedSize' is ≥ 1024 bytes.\n\n### Reference Tables\n\n#### Material Stages\n\nThe number of material stages is dependant on the type of Shader that is used to process the material by the ArmA game engine.\nA reference table is used when processing materials where depending on the shader specified the given number of stages should be processed.\n\n```\n refShaderStages\n {\n   int PixelShaderId;\n   int NoOfStages;\n };\n```\n\n| ID (Hex/Decimal) | Name | Description | NoOfStages |\n|---|---|---|---|\n| 0x00, 0 | Normal | diffuse color modulate, alpha replicate | 0 |\n| 0x01, 1 | NormalDXTA | diffuse color modulate, alpha replicate, DXT alpha correction | 0 |\n| 0x02, 2 | NormalMap | normal map shader | 3 |\n| 0x03, 3 | NormalMapThrough | normal map shader - through lighting | 3 |\n| 0x04, 4 | NormalMapSpecularDIMap | VBS2 only | 2 |\n| 0x05, 5 | NormalMapDiffuse | ? | 2 |\n| 0x06, 6 | Detail | ? | 1 |\n| 0x07, 7 | ? | ? | ? |\n| 0x08, 8 | Water | A1 only sea water | 2 |\n| 0x09, 9 | ? | vbs2 | ? |\n| 0x0A, 10 | White | A1 only | 0 |\n| 0x0B, 11 | ? | vbs2 | ? |\n| 0x0C, 12 | AlphaShadow | shadow alpha write | 0 |\n| 0x0D, 13 | AlphaNoShadow | shadow alpha (no shadow) write | 0 |\n| 0x0E, 14 | ? | vbs2 | ? |\n| 0x0F, 15 | DetailMacroAS | ? | 3 |\n| 0x10, 16 | ? | vbs2 | ? |\n| 0x11, 17 | ? | vbs2 | ? |\n| 0x12, 18 | NormalMapSpecularMap | ? | 2 |\n| 0x13, 19 | NormalMapDetailSpecularMap | Similar to NormalMapDiffuse | 3 |\n| 0x14, 20 | NormalMapMacroASSpecularMap | ? | 4 |\n| 0x15, 21 | NormalMapDetailMacroASSpecularMap | ? | 5 |\n| 0x16, 22 | NormalMapSpecularDIMap | Same as NormalMapSpecularMap, but uses _SMDI texture | 2 |\n| 0x17, 23 | NormalMapDetailSpecularDIMap | ? | 3 |\n| 0x18, 24 | NormalMapMacroASSpecularDIMap | ? | 4 |\n| 0x19, 25 | NormalMapDetailMacroASSpecularDIMap | ? | 5 |\n| 0x38, 56 | Glass | ? | 2 |\n| 0x3A, 58 | NormalMapSpecularThrough | ? | 3 |\n| 0x3B, 59 | Grass | Special shader to allow volumetric shadows to be cast on grass clutter | 0 |\n| 0x3C, 60 | NormalMapThroughSimple | ? | 0 |\n| 0xxx, 102 | Super | Arrowhead | 0 |\n| 0xxx, 103 | Multi | Arrowhead | 0 |\n| 0xxx, 107 | Tree | Arrowhead | 0 |\n| 0xxx, 110 | Skin | Arrowhead | 0 |\n| 0x6F, 111 | CalmWater | Arrowhead | 7 |\n| 0xxx, 114 | TreeAdv | Arrowhead | 0 |\n| 0xxx, 116 | TreeAdvTrunk | Arrowhead | 0 |\n\n### Enums\n\n```\n int enum VertexShaderId\n {\n    case 0: return \"Basic\";\n    case 1: return \"NormalMap\";\n    case 2: return \"NormalMapDiffuse\";\n    case 3: return \"Grass\";\n    case 8: return \"Water\";\n    case 11: return  \"NormalMapThrough\";\n    case 15: return \"NormalMapAS\";\n    case 14: return \"BasicAS\";\n    case 17: return \"Glass\";\n    case 18: return \"NormalMapSpecularThrough\";\n    case 19: return \"NormalMapThroughNoFade\";\n    case 20: return \"NormalMapSpecularThroughNoFade\";\n    case 23: return \"Super\";\n    case 24: return \"Multi\";\n    case 25: return \"Tree\";\n    case 30: return \"CalmWater\";\n    case 26: return \"TreeNoFade\";\n    case 29: return \"Skin\";\n    case 31: return \"TreeAdv\";\n    case 32: return \"TreeAdvTrunk\";\n }\n```\n\n### Links\n\nArticle Author - Sy (Synide) -- Sy 17:16, 11 August 2007 (CEST)\n\nOriginal ODOLv40 Article detailed by Bxbx (Biki'd by Mikero)","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"Introduction","level":3,"markdown":""},{"heading":"Acknowledgements","level":4,"markdown":"This body of work is due to Synide's sweat and tears. To whom, all honour and glory.\nAbly assisted by T_D and Mikero that further detailed the data and gave this article a more general and correct structure."},{"heading":"General","level":4,"markdown":"The general format of an Armed Assault's ODOLV4x p3d model is similar to the ODOLV7 (OFP) format.\nThe **major** differences are that Armed Assault models have:\n\n- the use of rvmat material files\n- an optional model.cfg, and\n- LODs occur in the file from highest to lowest LodType value."},{"heading":"Legend","level":5,"markdown":"see Generic FileFormat Data Types"},{"heading":"Relative Coordinates","level":5,"markdown":"All coordinates are **relative** to ModelInfo.CentreOfGravity"},{"heading":"File Paths","level":5,"markdown":"**All** file references are absolute to the Linux \\ (root).\n\nAs a convenience a drive letter is used (such as P:\\) for sanity when modelling.\nThe engine knows nothing about C:\\my documents or P:\\.\n\nThe leading \\ is generally optional.\n\nboth `\\my_project\\data\\some.paa` and `my_project\\data\\some.paa` point to the same file. All file references imply a beginning \\slash."},{"heading":"Versions","level":4,"markdown":"This Document covers ODOL versions:"},{"heading":"V40 (Armed Assault)","level":5,"markdown":"- Original Armed Assault binarised p3d"},{"heading":"File Format","level":3,"markdown":"```cpp\nODOLv4x\n{\n    StandardP3DHeader Header;\n    struct ModelInfo;\n    Animations        Animations;\n    ulong            StartAddressOfLods[Header.NoOfLods]; // offset relative to start of file.\n    ulong            EndAddressOfLods  [Header.NoOfLods];\n    LODFaceDefaults    LODFaceDefaults;\n    ODOLv40Lod        ODOLv40Lods[Header.NoOfLods];\n} // EndOfFile\n```"},{"heading":"Structures","level":3,"markdown":""},{"heading":"StandardP3DHeader","level":4,"markdown":"Common header structure for all P3D file formats.\n\n```cpp\nstruct\n{\n    char[4]    Filetype;        // \"ODOL\"\n    ulong    Version;\n    ulong    NoOfLods;        // alias NoOfResolutions;\n}\n```\n\nModelInfo"},{"heading":"Animations","level":4,"markdown":"```cpp\nAnimations\n{\n    tbool    AnimsExist;\n    if (AnimsExist)\n    {\n        ulong            nAnimationClasses; // eg NoOfAnimSelections;\n        AnimationClass    AnimationClasses[nAnimationClasses];\n\n        long        NoOfResolutions; // is -1 if nAnimationClasses == 0\n        Bones2Anims    Bones2Anims[NoOfResolutions];\n        Anims2Bones    Anims2Bones[NoOfResolutions];\n        // For every bone there is a list of Animations for each resolution\n        // And, a reversed table of every Animation gets a Bone.\n        // The reversed table optionally appends axis info dependent on the AnimTransformType\n    }\n}\n```"},{"heading":"AnimationClass","level":4,"markdown":"```cpp\n    AnimationClass\n    {\n        ulong    AnimTransformType;\n        asciiz    AnimClassName;    // \"RightDoor\"\n        asciiz    AnimSource;        // \"rotor\"\n        float    MinMaxValue[2];\n        float    MinMaxPhase[2];\n        ulong    junk; // used to be sourceAddress, no longer, always 953267991\n\n        switch(AnimTransformType)\n        case 0://rotaton\n        case 1://rotationX\n        case 2://rotationY\n        case 3://rotationZ\n            float angle0;\n            float angle1;\n            break;\n\n        case 4://translation\n        case 5://translationX\n        case 6://translationY\n        case 7://translationZ\n            float offset0;\n            float offset1;\n            break;\n\n        case 8: //\"direct\"\n            float axisPos[3];\n            float axisDir[3];\n            float angle; //in radians whereas the model.cfg entry is in degrees\n            float axisOffset;\n            break;\n\n        case 9: //\"hide\"\n            float hideValue;\n            break;\n     }\n\n// corresponds to model.cfg\nclass CfgModels\n{\n    // ...\n\n    class whateverModel : Default\n    {\n     // ...\n     class Animations\n     {\n        class RightDoor // AnimClassName\n        {\n            type = \"translation\";    // AnimTransformType\n            source = \"rotor\";        // AnimSource\n            // etc\n        };\n    };\n};\n```"},{"heading":"Bones2Anims","level":5,"markdown":"```\nBones2Anims\n{\n ulong        NoOfBones;\n Bone2AnimClassList   Bone2AnimClassLists[NoOfBones];\n}\n```"},{"heading":"Bone2AnimClassList","level":5,"markdown":"```\nBone2AnimClassList\n{\n ulong NoOfAnimClasses;\n ulong AnimationClassIndex[NoOfAnimClasses]; // a (sometimes repeating) list of zero based indexes into above animation classes\n}\n```"},{"heading":"Anims2Bones","level":5,"markdown":"```\nAnims2Bones\n{\n AnimBones AnimBones[Animations.nAnimationClasses];\n}\n```"},{"heading":"AnimBones","level":5,"markdown":"every lod contains an identical list of animation entries that declare the position and axis of the each animation classes\n\n```\nAnimBones\n{\n long SkeletonBoneNameIndex; // zero based index to the SkeletonBoneName name & parentname\n // equivalent to selection = \"LeftDoor\"; eg in the model.cfg\n /*\n ** SkeletonBoneNameIndex== -1 when no skeleton bone is for this Anim and (obviously?) no axis information follows.\n */\n if (SkeletonBoneNameIndex!= -1) && (AnimationClass.AnimTransformType != 8 || 9)\n {\n /*\n ** AnimationClass.AnimTransformType 8 (direct) and 9 (hide) never require axis information.\n ** This because the \"direct\" (type 8) already has axis info in it is AnimationClass structure,\n ** and \"hidden\" (type 9) clearly doesn't need it.\n */\n    XYZTriplet axisPos; //describes the position of the axis used for this anim\n    XYZTriplet axisDir;\n }\n}\n```"},{"heading":"LODFaceDefaults","level":4,"markdown":"```\n tbool             UseDefault[Header.NoOfLods];\n FaceData\n {\n  ulong   HeaderFaceCount;\n  ulong   aDefaultLong;     //ffffffff or 6f 7a 80 fa eg\n  byte    UnknownByte;      //generally zero\n  byte    aFlag;            // zero or one\n  bytes   Zeroes[7];\n }[Number of false UseDefault's];\n```\n\nA face data struct only exists for those lods who's UseDefault is zero"},{"heading":"ODOLv4xLod","level":4,"markdown":"```\n ODOLv4xLod\n {\n   ulong                         nProxies;\n   LodProxy                      LodProxies[nProxies];              // see P3D Lod Proxies\n   ulong                         nLodItems;\n   ulong                         LodItems[nLodItems];               // potentially compressed, except for v64 and later\n   ulong                         nBoneLinks;\n   LodBoneLink                   LodBoneLinks[nBoneLinks];\n   float                         UnknownFloat1;\n   float                         UnknownFloat2;\n   XYZTriplet                    MinPos;\n   XYZTriplet                    MaxPos;\n   XYZTriplet                    AutoCenterPos;\n   float                         Sphere;                            // same as geo or mem values in modelinfo, if this lod is geo or memlod of course\n   ulong                         NoOfTextures;\n   asciiz                        LodPaaTextureNames[NoOfTextures];  //\"ca\\characters\\hhl\\hhl_01_co.paa\"\n   ulong                         NoOfMaterials;\n   LodMaterial                   LodMaterials[NoOfMaterials];\n   LodEdges                      LodEdges;                          // compressed see P3D Lod Edges\n   ulong                         NoOfFaces;\n   ulong                         OffsetToSectionsStruct;            // see below\n   ushort                        AlwaysZero;\n   LodFace                       LodFace[NoOfFaces];                // see P3D Lod Faces\n   ulong                         nSections;\n   LodSection                    LodSections[nSections];            // see P3D Lod Sections\n   ulong                         nNamedSelections;\n   LodNamedSelection             LodNamedSelections[nNamedSelections]; //See P3D Named Selections potentially compressed\n   ulong                         nTokens;\n   NamedProperty                 NamedProperties[nTokens];          //See Named Properties\n   ulong                         nFrames;\n   LodFrame                      LodFrames[nFrames];                //see P3D Lod Frames\n   ulong                         IconColor;\n   ulong                         SelectedColor;\n   ulong                         special; // IsAlpha|IsTransparent|IsAnimated|OnSurface\n   byte                          vertexBoneRefIsSimple;\n   ulong                         sizeOfVertexTable;                 //(including these 4 bytes)\n   if (v5x)\n   LodPointFlags                 LodPointFlags;                     // Potentially compressed\n   endif\n   VertexTable                   VertexTable;\n }\n```"},{"heading":"VertexTable","level":5,"markdown":"all arrays are subject to compression\n\n```\nstruct\n{\n   UvSet                         DefaultUVset;\n   ulong                         nUVs;\n   UvSet                         UVSets[nUVs-1];\n   ulong                         NoOfPoints;\n   XYZTriplet                    LodPoints[NoOfPoints];\n   ulong                         nNormals;\n   ulong                         nMinMax;\n   ulong                         nProperties;\n   VertProperty                  VertProperties[nProperties];       //optional related to skeleton\n   ulong                         Count;\n   VertexNeighborInfo            neighborBoneRef[Count];          //optional\n}\n```\n\n- All non zero counts counts are the same.\n- Points,PointFlags, Normals and UV1 arrays are an integral group, they are either all there, or not specified (RacetK.p3d, a FrameTime lod has no counts at all)\n- UV2,MinMax, VertProperties and Unknown are optional in the sense that their counts can individually be zero, else they are the same as the others\n- In Odol7 PointFlags are part of this stucture, in Arma, they are a separated table."},{"heading":"CompressedFill Arrays","level":5,"markdown":"LodPointFlags, LodUV's and LodNormals arrays are not only subject to the standard 1024 rule compression, but also have a fill byte.\n\n```\nstruct\n{\n ulong                         Count;\n tbool                         DefaultFill;\n if (DefaultFill)\n  type                         Array;          // default fill for all Counts\n else\n  type                         Array[Count];   // potentially compressed\n}\n```\n\nThe structure either contains a single set of type variables, or, an array of type variables. If a full array is declared (DefaultFill =false) then that array is subject to the 1024 rule as per normal."},{"heading":"UVset","level":5,"markdown":"```\nLodUV                     LodUV;\n```"},{"heading":"LodUV","level":5,"markdown":"```\nCompressedFill type = UVPair // eg float U,V;\n```"},{"heading":"LodNormals","level":5,"markdown":"```\n CompressedFill type = XYZTriplet\n```"},{"heading":"CompressedXYZTriplet","level":6,"markdown":"contains 3x 10 bit fields in a 32bit 'integer'\n\ncode for converting back to a standard XYZTriplet is:\n\n```\nvoid DecodeXYZ(ulong CompressedXYZ, XYZTriplet *triplet)\n{\n   double scaleFactor = -1.0 / 511;\n   trp->X=trp->Y=trp->Z=0.0;\n   int x=   CompressedXYZ       & 0x3FF;\n   int y = (CompressedXYZ>> 10) & 0x3FF;\n   int z = (CompressedXYZ>> 20) & 0x3FF;\n   if (x > 511) x -= 1024;\n   if (y > 511) y -= 1024;\n   if (z > 511) z -= 1024;\n   if (x) trp->X = (float)(x * scaleFactor);\n   if (y) trp->Y = (float)(y * scaleFactor);\n   if (x) trp->Z = (float)(z * scaleFactor);\n}\n```"},{"heading":"LodPointFlags","level":5,"markdown":"```\nCompressedFill type = ulong bits\n```\n\nThis table is the equivalent of Oxygen's points->properties dialog box. It specifically stores the user values and other flags for that point.\n\nIn ODOl7 it was part of the vertex table. In ArmA, it is separate.\n\nSee P3D Point and Face Flags"},{"heading":"LodMinMax","level":5,"markdown":"```\nCompressedArray\n{\n XYZTriplet     MinMax[Count][2]; // 2 == min vs max\n}\n```"},{"heading":"VertProperty","level":5,"markdown":"```\nCompressedArray\n{\n ulong  index;// seen range 0..4\n ulong  a,b; // definite not floats. might be flags, or indices\n}\n```"},{"heading":"VertexNeighborInfo","level":5,"markdown":"```\nCompressedArray\n{\n ushort  vertexIndex _posA;\n AnimationRTWeight _rtwA;\n ushort  vertexIndex _posB;\n AnimationRTWeight _rtwB;\n}\n```"},{"heading":"LodBoneLink","level":5,"markdown":"```\nLodBoneLink\n{\n  ulong NoOfLinks;         //range 0..3\n  ulong Value[NoOfLinks];  //the 'Value' seems to reference the 'LodItems' structure, resulting in a circular-reference.\n}\n```"},{"heading":"LodMaterials","level":5,"markdown":"Basically... A direct replication of the information in the given .rvmat file\n\nThe stages in the p3d include a default stage and a TI stage that are not normally listed in the rvmat.\n\nThe first stage (in the p3d) is unconditionally the default stage. It is defaulted to empty (RvMatName=\"\"), unless, specified in the rvmat\n\nThe last stage is the TI stage, and is also defaulted empty, unless specified in the rvmat.\n\nTI Stages were introduced for operation arrowhead. Lod Material Types 9 and 10 do not have a TI stage at all.\n\nNeither of these two special, hidden, stage types use uvsets. The transform matrix for them is defaulted empty (so-called 'TexGen0').\n\nWhen specified in the rvmat (class Stage0 and StageTI respectively), no class uvTransform is declared for them. It is assumed default empty.\n\nIn an rvmat, uvTransforms are ordinarily declared within each stage body.\n\nIn a P3D, identical UVTransforms are declared once, and multiple 'stages' refer to them. There is, always, a default UVSet0 Transform as the 1st entry. (IE some stages dont require uvsets)\n\nThis P3D style can, if preferred, be used in rvmat syntax as\n\n```\nclass TexGenX\n{\n  .......\n};\n```\n\n```\nclass StageZ\n{\n  .........\n  Texgen=X;\n};\n```\n\nwhere X and Z are numbers"},{"heading":"LodMaterial","level":5,"markdown":"```\n LodMaterial\n {\n   asciiz            RvMatName;     // \"ca\\characters\\data\\soldier_captive_hhl.rvmat\"\n   ulong             Type;          // 9 == ArmA\n   D3DCOLORVALUE     Emissive;\n   D3DCOLORVALUE     Ambient;\n   D3DCOLORVALUE     Diffuse;\n   D3DCOLORVALUE     forcedDiffuse;\n   D3DCOLORVALUE     Specular;\n   D3DCOLORVALUE     Specular2;       //Usually same as Specular\n   float             SpecularPower;   //\n   ulong            PixelShaderId;   //See enumPixelShaderId\n   ulong            VertexShaderId;  //See enumVertexShaderId\n   LongBool          mainLight;     // 1 or zero\n   ulong             ul_FogMode;    /// 0..4\n   Asciiz            BiSurfaceName;   // \"ca\\data\\Penetration\\plastic.bisurf\"\n   LongBool          Arma1Mostly1;    //rarely zero\n   ulong             RenderFlags;     //Generally 0\n   ulong             nTextures;\n   ulong             nTransforms;     // always same as nTextures\n   LodStageTexture   StageTextures  [nTextures];\n   LodStageTransform StageTransforms[nTransforms];\n }\n```\n\nEach lodmaterial entry contains a default StageTexture and StageTransform as the first entry. It is not shown in the rvmat file and has no PaaTexture\nIt is the only entry if a SurfaceName exists."},{"heading":"D3DCOLORVALUE","level":4,"markdown":"```\nD3DCOLORVALUE\n{\n  float r,g,b,a;\n}\n```"},{"heading":"RenderFlags","level":6,"markdown":"- Bit0:AlwaysInShadow (A1 only)\n- Bit1:NoZWrite\n- Bit4:NoColorWrite\n- Bit5:NoAlphaWrite\n- Bit6:AddBlend\n- Bit7:AlphaTest (clutter)\n- Bit8:AlphaTest64 (clutter)\n- Bit19:Road (a1only)\n- Bit11:NoTiWrite"},{"heading":"LodStageTexture","level":6,"markdown":"```\nLodStageTexture\n{\n ulong  TextureFilter; // see below\n asciiz PaaTexture;    // \"ca\\characters\\data\\civil_tvreport_body_as.paa\n                       // alternatively \"#(argb,8,8,3)color(0,0,0,1,CO)\" (eg)\n ulong  TransformIndex;       // zero based, see below\n};\n```\n\nThe first stageTexture is a dummy entry. For N humanly readable stage classes, there are 1+N LodStageTextures\n\nTextureFilter maybe 1 of the following values.\n\n- 0: Point // sometimes\n- 1: Linear // rarely\n- 2: TriLinear // not seen\n- 3: Anisotropic (default)"},{"heading":"LodStageTransform","level":6,"markdown":"```\n  LodStageTransform\n  {\n   ulong UVSource;\n   float Transform[4][3];//a DirectX texture space transform matrix\n  };\n```\n\nUVSource corresponds to the 8 possible uvsets available\n\n- 0 \"None\"\n- 1 \"Tex\" default\n- 2: \"Tex2\"\n- ........\n- 8:\"Tex8\"\n\n- Tex1..8 cannot be taken literally as uvsource 1..8. They can mean anything, according to the template and are scarcely encountered"},{"heading":"NamedProperty","level":5,"markdown":"```\n struct\n {\n    Asciiz Property;// \"noshadow\" = \"1\" eg\n    Asciiz Value;\n }\n```\n\n- See Named Properties"},{"heading":"Decompression","level":3,"markdown":"see Compressed LZSS File Format\n\nsee Compressed LZO File Format\n\nIn ODOL v40 format files, some of the data structures present in the file are compressed by using LZSS compression.\n\nUnlike pbo compression, in ArmA model files, one only knows the number of items to decompress, the expected output size (in bytes) and the expected checksum.\nWith this information and the size of a given data item one has the necessary information to expand the data to it is original format and size.\n\n> [!NOTE]\n> Data structures that are identified as being compressible will only be compressed if the 'expectedSize' is ≥ 1024 bytes."},{"heading":"Reference Tables","level":3,"markdown":""},{"heading":"Material Stages","level":4,"markdown":"The number of material stages is dependant on the type of Shader that is used to process the material by the ArmA game engine.\nA reference table is used when processing materials where depending on the shader specified the given number of stages should be processed.\n\n```\n refShaderStages\n {\n   int PixelShaderId;\n   int NoOfStages;\n };\n```\n\n| ID (Hex/Decimal) | Name | Description | NoOfStages |\n|---|---|---|---|\n| 0x00, 0 | Normal | diffuse color modulate, alpha replicate | 0 |\n| 0x01, 1 | NormalDXTA | diffuse color modulate, alpha replicate, DXT alpha correction | 0 |\n| 0x02, 2 | NormalMap | normal map shader | 3 |\n| 0x03, 3 | NormalMapThrough | normal map shader - through lighting | 3 |\n| 0x04, 4 | NormalMapSpecularDIMap | VBS2 only | 2 |\n| 0x05, 5 | NormalMapDiffuse | ? | 2 |\n| 0x06, 6 | Detail | ? | 1 |\n| 0x07, 7 | ? | ? | ? |\n| 0x08, 8 | Water | A1 only sea water | 2 |\n| 0x09, 9 | ? | vbs2 | ? |\n| 0x0A, 10 | White | A1 only | 0 |\n| 0x0B, 11 | ? | vbs2 | ? |\n| 0x0C, 12 | AlphaShadow | shadow alpha write | 0 |\n| 0x0D, 13 | AlphaNoShadow | shadow alpha (no shadow) write | 0 |\n| 0x0E, 14 | ? | vbs2 | ? |\n| 0x0F, 15 | DetailMacroAS | ? | 3 |\n| 0x10, 16 | ? | vbs2 | ? |\n| 0x11, 17 | ? | vbs2 | ? |\n| 0x12, 18 | NormalMapSpecularMap | ? | 2 |\n| 0x13, 19 | NormalMapDetailSpecularMap | Similar to NormalMapDiffuse | 3 |\n| 0x14, 20 | NormalMapMacroASSpecularMap | ? | 4 |\n| 0x15, 21 | NormalMapDetailMacroASSpecularMap | ? | 5 |\n| 0x16, 22 | NormalMapSpecularDIMap | Same as NormalMapSpecularMap, but uses _SMDI texture | 2 |\n| 0x17, 23 | NormalMapDetailSpecularDIMap | ? | 3 |\n| 0x18, 24 | NormalMapMacroASSpecularDIMap | ? | 4 |\n| 0x19, 25 | NormalMapDetailMacroASSpecularDIMap | ? | 5 |\n| 0x38, 56 | Glass | ? | 2 |\n| 0x3A, 58 | NormalMapSpecularThrough | ? | 3 |\n| 0x3B, 59 | Grass | Special shader to allow volumetric shadows to be cast on grass clutter | 0 |\n| 0x3C, 60 | NormalMapThroughSimple | ? | 0 |\n| 0xxx, 102 | Super | Arrowhead | 0 |\n| 0xxx, 103 | Multi | Arrowhead | 0 |\n| 0xxx, 107 | Tree | Arrowhead | 0 |\n| 0xxx, 110 | Skin | Arrowhead | 0 |\n| 0x6F, 111 | CalmWater | Arrowhead | 7 |\n| 0xxx, 114 | TreeAdv | Arrowhead | 0 |\n| 0xxx, 116 | TreeAdvTrunk | Arrowhead | 0 |"},{"heading":"Enums","level":3,"markdown":"```\n int enum VertexShaderId\n {\n    case 0: return \"Basic\";\n    case 1: return \"NormalMap\";\n    case 2: return \"NormalMapDiffuse\";\n    case 3: return \"Grass\";\n    case 8: return \"Water\";\n    case 11: return  \"NormalMapThrough\";\n    case 15: return \"NormalMapAS\";\n    case 14: return \"BasicAS\";\n    case 17: return \"Glass\";\n    case 18: return \"NormalMapSpecularThrough\";\n    case 19: return \"NormalMapThroughNoFade\";\n    case 20: return \"NormalMapSpecularThroughNoFade\";\n    case 23: return \"Super\";\n    case 24: return \"Multi\";\n    case 25: return \"Tree\";\n    case 30: return \"CalmWater\";\n    case 26: return \"TreeNoFade\";\n    case 29: return \"Skin\";\n    case 31: return \"TreeAdv\";\n    case 32: return \"TreeAdvTrunk\";\n }\n```"},{"heading":"Links","level":3,"markdown":"Article Author - Sy (Synide) -- Sy 17:16, 11 August 2007 (CEST)\n\nOriginal ODOLv40 Article detailed by Bxbx (Biki'd by Mikero)"}],"categories":["ArmA: Armed Assault: File Formats","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"P3D File Format - ODOLV7","title":"P3D File Format - ODOLV7","type":"topic","url":"https://community.bistudio.com/wiki/P3D_File_Format_-_ODOLV7","revid":373442,"updated":"2025-05-08T11:27:12Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n## General\n\n### Legend\n\nsee Generic FileFormat Data Types\n\n### CompressedStructures\n\n(potentially) compressed arrays are endemic to most blocks contained in a p3d.\n\n```cpp\nCompressedStruct\n{\n    ulong    Count;\n    <type>    Array[Count];\n};\n```\n\nif Count * sizeof(<type>) exceeds 1023 bytes the array is compressed. The **resulting** array will be expanded using lzh compression exactly as found in pbo's (for instance)\n\nAfter decompression, the Count remains the same because it is a count of the arraytype.\n\nFor uncompressed arrays (byte count < 1024) the Count and data are treated 'as is'.\n\nThus for various Array <types>\n\n- ulong Array: > 255 // 1024 / sizeof(ulong)\n- float thing[2]: > 127 // 1024 / 2*sizeof(float)\n- SomeStructure: > // count * sizeof (SomeStructure) > 1023\n\nNote that potentially compressed arrays in these structures only have an known output length. the decompressor therefore must work on infinite input length.\n\n## Odol7Stuct\n\nSee P3D Model Info.\n\n```cpp\nODOLV7\n{\n    StandardP3DHeader    Header;\n    LodStruct            Lods[Header.LodCount];\n    ModelInfo            ModelInfo;\n};\n```\n\n### StandardP3DHeader\n\n```cpp\nStandardP3DHeader\n{\n    char    Signature[4];    //\"ODOL\" (vs MLOD eg)\n    ulong    Version;        // 7\n    ulong    LodCount;        // at least one\n}\n```\n\n### LodStruct\n\nSee:\n\n- VertexTable\n- Textures\n- P3D Lod Edges\n- P3D Lod Faces\n- P3D Lod Sections\n- P3D Named Selections\n- NamedProperty\n- P3D Lod Frames\n- P3D Lod Proxies\n\n```cpp\nLodStruct\n{\n    VertexTable        VertexTable;\n    float            UnknownFloat1;\n    float            UnknownFloat2;\n    XYZTriplet        MinPos;\n    XYZTriplet        MaxPos;\n    XYZTriplet        AutoCenterPos;\n    float            UnknownFloat3;\n    Textures        Textures;\n    LodEdges        LodEdges;\n    ulong            NoOfFaces;\n    ulong            OffsetToLodSections;\n    LodFace            LodFaces[NoOfFaces]; // ie polygons\n    ulong            nSections;\n    LODSection        LODSections[nSections];\n    ulong            nNamedSelections;\n    NamedSelection    NamedSelections[nNamedSelections];\n    ulong            nTokens;\n    NamedProperty    NamedProperties[nTokens];\n    ulong            nFrames;\n    Frame            Frames[nFrames];\n    ulong            IconColor;\n    ulong            SelectedColor;\n    ulong            Unknown;\n    ulong            nProxies;\n    LodProxy        LodProxies[nProxies];\n};\n```\n\n#### VertexTable\n\nSee P3D Point and Face Flags.\n\n```cpp\n    struct\n    {\n    ulong        Count;\n    ulong        PointFlags[Count];    // compressed\n    ulong        Count;\n    UVPair        UV1[Count];            // compressed\n    ulong        Count;\n    XYZTriplet    Points[Count];        // UNcompressed\n    ulong        Count;\n    XYZTriplet    Normals[Count];        // UNcompressed\n    }\n```\n\n- Count is the same value for all four tables.\n\n#### Textures\n\n```cpp\nstruct\n{\nulong    Count;\nasciiz    Textures[...]; // \"data/1.paa\\0data/2.paa\\0\"...\n}\n```\n\nCount corresponds to the number of concatenated strings. It is required, since, architecturally at least, one of more of the asciiz strings could be null.\n\n#### NamedProperty\n\n```cpp\nstruct\n{\n    Asciiz Property; // e.g \"noshadow\" = \"1\"\n    Asciiz Value;\n}\n```\n\n## Related Page(s)\n\n### LZ in ODOL\n\nsee Compressed LZSS File Format\n\nModel File Formats","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"General","level":2,"markdown":""},{"heading":"Legend","level":3,"markdown":"see Generic FileFormat Data Types"},{"heading":"CompressedStructures","level":3,"markdown":"(potentially) compressed arrays are endemic to most blocks contained in a p3d.\n\n```cpp\nCompressedStruct\n{\n    ulong    Count;\n    <type>    Array[Count];\n};\n```\n\nif Count * sizeof(<type>) exceeds 1023 bytes the array is compressed. The **resulting** array will be expanded using lzh compression exactly as found in pbo's (for instance)\n\nAfter decompression, the Count remains the same because it is a count of the arraytype.\n\nFor uncompressed arrays (byte count < 1024) the Count and data are treated 'as is'.\n\nThus for various Array <types>\n\n- ulong Array: > 255 // 1024 / sizeof(ulong)\n- float thing[2]: > 127 // 1024 / 2*sizeof(float)\n- SomeStructure: > // count * sizeof (SomeStructure) > 1023\n\nNote that potentially compressed arrays in these structures only have an known output length. the decompressor therefore must work on infinite input length."},{"heading":"Odol7Stuct","level":2,"markdown":"See P3D Model Info.\n\n```cpp\nODOLV7\n{\n    StandardP3DHeader    Header;\n    LodStruct            Lods[Header.LodCount];\n    ModelInfo            ModelInfo;\n};\n```"},{"heading":"StandardP3DHeader","level":3,"markdown":"```cpp\nStandardP3DHeader\n{\n    char    Signature[4];    //\"ODOL\" (vs MLOD eg)\n    ulong    Version;        // 7\n    ulong    LodCount;        // at least one\n}\n```"},{"heading":"LodStruct","level":3,"markdown":"See:\n\n- VertexTable\n- Textures\n- P3D Lod Edges\n- P3D Lod Faces\n- P3D Lod Sections\n- P3D Named Selections\n- NamedProperty\n- P3D Lod Frames\n- P3D Lod Proxies\n\n```cpp\nLodStruct\n{\n    VertexTable        VertexTable;\n    float            UnknownFloat1;\n    float            UnknownFloat2;\n    XYZTriplet        MinPos;\n    XYZTriplet        MaxPos;\n    XYZTriplet        AutoCenterPos;\n    float            UnknownFloat3;\n    Textures        Textures;\n    LodEdges        LodEdges;\n    ulong            NoOfFaces;\n    ulong            OffsetToLodSections;\n    LodFace            LodFaces[NoOfFaces]; // ie polygons\n    ulong            nSections;\n    LODSection        LODSections[nSections];\n    ulong            nNamedSelections;\n    NamedSelection    NamedSelections[nNamedSelections];\n    ulong            nTokens;\n    NamedProperty    NamedProperties[nTokens];\n    ulong            nFrames;\n    Frame            Frames[nFrames];\n    ulong            IconColor;\n    ulong            SelectedColor;\n    ulong            Unknown;\n    ulong            nProxies;\n    LodProxy        LodProxies[nProxies];\n};\n```"},{"heading":"VertexTable","level":4,"markdown":"See P3D Point and Face Flags.\n\n```cpp\n    struct\n    {\n    ulong        Count;\n    ulong        PointFlags[Count];    // compressed\n    ulong        Count;\n    UVPair        UV1[Count];            // compressed\n    ulong        Count;\n    XYZTriplet    Points[Count];        // UNcompressed\n    ulong        Count;\n    XYZTriplet    Normals[Count];        // UNcompressed\n    }\n```\n\n- Count is the same value for all four tables."},{"heading":"Textures","level":4,"markdown":"```cpp\nstruct\n{\nulong    Count;\nasciiz    Textures[...]; // \"data/1.paa\\0data/2.paa\\0\"...\n}\n```\n\nCount corresponds to the number of concatenated strings. It is required, since, architecturally at least, one of more of the asciiz strings could be null."},{"heading":"NamedProperty","level":4,"markdown":"```cpp\nstruct\n{\n    Asciiz Property; // e.g \"noshadow\" = \"1\"\n    Asciiz Value;\n}\n```"},{"heading":"Related Page(s)","level":2,"markdown":""},{"heading":"LZ in ODOL","level":3,"markdown":"see Compressed LZSS File Format\n\nModel File Formats"}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"P3D File Formats","title":"P3D File Formats","type":"topic","url":"https://community.bistudio.com/wiki/P3D_File_Formats","revid":373424,"updated":"2025-05-08T11:27:12Z","aliases":[],"markdown":"- P3D File Format - MLOD\n- P3D File Format - ODOLV40 Revised\n- P3D File Format - ODOLV7","sections":[{"heading":null,"level":1,"markdown":"- P3D File Format - MLOD\n- P3D File Format - ODOLV40 Revised\n- P3D File Format - ODOLV7"}],"categories":["ArmA: Armed Assault: File Formats","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"P3D Lod Edges","title":"P3D Lod Edges","type":"topic","url":"https://community.bistudio.com/wiki/P3D_Lod_Edges","revid":373414,"updated":"2025-05-08T11:27:11Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n## LodEdges\n\n```\nstruct\n{\n   LodEdge   LodEdge1;  //MlodIndex\n   LodEdge   LodEdge2;  //VertexIndex same Count as any of the VertexTable.Counts (odol7)\n}\n```\n\n### LodEdge\n\n```\nCompressedArray\n{\n ulong   nEdges; //always zero for type 53&54 dayz o3ds\n ushort  Edges[nEdges];\n};\n```\n\nEvery vertex in the vertaxtable is owned only by 1 face.\n\nThese tables are used to join vertices. Each face has got 3 (or 4) vertices that are unique for each face\n\nFor each VertexIndex there is a lookup into the MlodIndex\n\n```\nMLODvertexindex = MlodIndex[VertexIndex[Count]];\n```\n\nNote that compression has not been seen in arma. (not large enough)\n\nRelated:\n\nModel File Formats","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"LodEdges","level":2,"markdown":"```\nstruct\n{\n   LodEdge   LodEdge1;  //MlodIndex\n   LodEdge   LodEdge2;  //VertexIndex same Count as any of the VertexTable.Counts (odol7)\n}\n```"},{"heading":"LodEdge","level":3,"markdown":"```\nCompressedArray\n{\n ulong   nEdges; //always zero for type 53&54 dayz o3ds\n ushort  Edges[nEdges];\n};\n```\n\nEvery vertex in the vertaxtable is owned only by 1 face.\n\nThese tables are used to join vertices. Each face has got 3 (or 4) vertices that are unique for each face\n\nFor each VertexIndex there is a lookup into the MlodIndex\n\n```\nMLODvertexindex = MlodIndex[VertexIndex[Count]];\n```\n\nNote that compression has not been seen in arma. (not large enough)\n\nRelated:\n\nModel File Formats"}],"categories":["ArmA: Armed Assault: File Formats","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"P3D Lod Faces","title":"P3D Lod Faces","type":"topic","url":"https://community.bistudio.com/wiki/P3D_Lod_Faces","revid":373409,"updated":"2025-05-08T11:27:11Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nAlias 'Polygons'\n\n## LodFaces\n\n```\nstruct\n{\n  ulong   nFaces;\n  ulong   AllocationSize;   // see below\n  LodFace LodFaces[nFaces];\n}\n```\n\n## LodFace\n\n```\nLodFace\n{\n  //////////// MLOD ////////////////////////\n  char              TextureName[32]       // SP3X/SP3D ONLY (ofp)\n  ulong             FaceType;             // 3==Triangle or 4==Box\n  PsuedoVertexTable PsuedoVertexTables[4];//\n  ulong             FaceFlags;            // NOT SP3D: P3D Point and Face Flags\n  Asciiz            TextureName;          // P3DM ONLY (arma)\n  Asciiz            MaterialName;         // P3DM ONLY (arma)\n  ////////// ODOL   ////////////////////////\n  ulong             FaceFlags;            //ODOL7 ONLY see P3D Point and Face Flags\n  short             TextureIndex;         //ODOL7 ONLY\n  byte              FaceType;             // 3==Triangle or 4==Box\n  ushort            VertexTableIndex[FaceType];\n  //////////////////////////////////////////\n}\n```\n\nThere are always 3, or 4, vertices represented by the value in FaceType.\n\n- 3 point vertices describe a triangle.\n- 4 point vertices describe a rectangle.\n\nUltimately, the value points to a vertex table comprising of points, normals and uvset(s).\n\n- Odol: The actual vertex wanted for each of the vertices of a triangle (eg) are carried in an index table within this structure. The so-called VertexTableIndex. This index table looks up the VertexTable of the lod.\n\n- Mlod: The values of each vertex are supplied in a PsuedoVertexTable. Within which, are indexes to the respective points and normals. The PsuedoVertexTable has a fixed size of 4 vertices. The 4th is unused for triangles.\n\n- The TextureIndex is a zero based array. If set to -1, there are no textures\n\n- In Arma, the FaceFlags and Texture Index have been moved out to their own LodSections.\n\n### PsuedoVertexTable\n\n```\nPsuedoVertexTable\n{\n ulong PointsIndex;\n ulong NormalsIndex;\n float U,V;\n}\n```\n\n### Indices\n\nthe vertex referred to in triangles and quads change places in Odol vs Mlod\n\n- Mlod Triangle A B C\n- Odol Triangle B A C\n- Mlod Quad A B C D\n- Odol Quad B A D C\n\nFor odol, Indices themselves must be transformed as follows\n\n- triangles : 1st, 2nd, 0th\n- quadrangles : 1st, 2nd, 3rd, 0th\n\n#### Polygon Vertex Order\n\nFor a visible 3-vertex polygon:\n\n```\nAB // clockwise order\nC\n.\nAC // CounterClock\nB\n```\n\nThe same for 4-vertex polygon:\n\n```\nAB // clockwise\nDC\n.\nAD // CounterClock\nBC\n```\n\nYour 3D device will cull invisible polygons. An invisible polygon is a polygon that has the *other* direction order. For example, DirectX default setting is 'cull counterclockwise polygons', so only clockwise is visible.\n\nVertices must be reordered for clockwise vertex order (default for DirectX), and not changed for counterclockwise order:\n\n```\nfor 3-vertices polygon:\n1. 1st vertice descriptor\n2. 3rd vertice descriptor\n3. 2nd vertice descriptor\n4. (not used, zero filled)\n```\n\n```\nfor 4-vertices polygon:\n1. 1st vertice descriptor\n2. 4th vertice descriptor\n3. 3rd vertice descriptor\n4. 2nd vertice descriptor\n```\n\n### AllocationSize\n\nBecause of the variable amount of face vertices (3 or 4), AllocationSize is used to\n\n- skip the block.\n- calculate memory requirements\n\nIt's value is relative to the first entry and is computed as follows\n\n```\n AllocationSize= nFaces* (SizeofEach (FaceVertice));\n```\n\n**In Memory**, as allocated by the engine, each FaceVertice is:\n\n| Engine | FaceFlag | TextureIndex | FaceType | Indexes |  |\n|---|---|---|---|---|---|\n| On Disk | sizeof(ulong) | sizeof(short) | sizeof(byte) | sizeof(short) |  |\n| OFP (V7) | sizeof(ulong) | sizeof(short) | sizeof(ulong) | sizeof(short) |  |\n| Size | 4+ | 2+ | 4+ | 2*FaceType | always 16 or 18 |\n| ARMA (V4x) |  |  | sizeof(short) | sizeof(short) |  |\n| Size |  |  | 2+ | 2*FacetType | always 8 or 10 |\n\nThis, is the MEMORY requirement. To calculate the offset to the sections struct\n\n- V7 OffsetToSectionsStruct = AllocationSize- 3*nFaces;\n- V4x OffsetToSectionsStruct = AllocationSize- nFaces;\n\nThe difference being between sizeof(byte) vs long and short respectively\n\nModel File Formats","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nAlias 'Polygons'"},{"heading":"LodFaces","level":2,"markdown":"```\nstruct\n{\n  ulong   nFaces;\n  ulong   AllocationSize;   // see below\n  LodFace LodFaces[nFaces];\n}\n```"},{"heading":"LodFace","level":2,"markdown":"```\nLodFace\n{\n  //////////// MLOD ////////////////////////\n  char              TextureName[32]       // SP3X/SP3D ONLY (ofp)\n  ulong             FaceType;             // 3==Triangle or 4==Box\n  PsuedoVertexTable PsuedoVertexTables[4];//\n  ulong             FaceFlags;            // NOT SP3D: P3D Point and Face Flags\n  Asciiz            TextureName;          // P3DM ONLY (arma)\n  Asciiz            MaterialName;         // P3DM ONLY (arma)\n  ////////// ODOL   ////////////////////////\n  ulong             FaceFlags;            //ODOL7 ONLY see P3D Point and Face Flags\n  short             TextureIndex;         //ODOL7 ONLY\n  byte              FaceType;             // 3==Triangle or 4==Box\n  ushort            VertexTableIndex[FaceType];\n  //////////////////////////////////////////\n}\n```\n\nThere are always 3, or 4, vertices represented by the value in FaceType.\n\n- 3 point vertices describe a triangle.\n- 4 point vertices describe a rectangle.\n\nUltimately, the value points to a vertex table comprising of points, normals and uvset(s).\n\n- Odol: The actual vertex wanted for each of the vertices of a triangle (eg) are carried in an index table within this structure. The so-called VertexTableIndex. This index table looks up the VertexTable of the lod.\n\n- Mlod: The values of each vertex are supplied in a PsuedoVertexTable. Within which, are indexes to the respective points and normals. The PsuedoVertexTable has a fixed size of 4 vertices. The 4th is unused for triangles.\n\n- The TextureIndex is a zero based array. If set to -1, there are no textures\n\n- In Arma, the FaceFlags and Texture Index have been moved out to their own LodSections."},{"heading":"PsuedoVertexTable","level":3,"markdown":"```\nPsuedoVertexTable\n{\n ulong PointsIndex;\n ulong NormalsIndex;\n float U,V;\n}\n```"},{"heading":"Indices","level":3,"markdown":"the vertex referred to in triangles and quads change places in Odol vs Mlod\n\n- Mlod Triangle A B C\n- Odol Triangle B A C\n- Mlod Quad A B C D\n- Odol Quad B A D C\n\nFor odol, Indices themselves must be transformed as follows\n\n- triangles : 1st, 2nd, 0th\n- quadrangles : 1st, 2nd, 3rd, 0th"},{"heading":"Polygon Vertex Order","level":4,"markdown":"For a visible 3-vertex polygon:\n\n```\nAB // clockwise order\nC\n.\nAC // CounterClock\nB\n```\n\nThe same for 4-vertex polygon:\n\n```\nAB // clockwise\nDC\n.\nAD // CounterClock\nBC\n```\n\nYour 3D device will cull invisible polygons. An invisible polygon is a polygon that has the *other* direction order. For example, DirectX default setting is 'cull counterclockwise polygons', so only clockwise is visible.\n\nVertices must be reordered for clockwise vertex order (default for DirectX), and not changed for counterclockwise order:\n\n```\nfor 3-vertices polygon:\n1. 1st vertice descriptor\n2. 3rd vertice descriptor\n3. 2nd vertice descriptor\n4. (not used, zero filled)\n```\n\n```\nfor 4-vertices polygon:\n1. 1st vertice descriptor\n2. 4th vertice descriptor\n3. 3rd vertice descriptor\n4. 2nd vertice descriptor\n```"},{"heading":"AllocationSize","level":3,"markdown":"Because of the variable amount of face vertices (3 or 4), AllocationSize is used to\n\n- skip the block.\n- calculate memory requirements\n\nIt's value is relative to the first entry and is computed as follows\n\n```\n AllocationSize= nFaces* (SizeofEach (FaceVertice));\n```\n\n**In Memory**, as allocated by the engine, each FaceVertice is:\n\n| Engine | FaceFlag | TextureIndex | FaceType | Indexes |  |\n|---|---|---|---|---|---|\n| On Disk | sizeof(ulong) | sizeof(short) | sizeof(byte) | sizeof(short) |  |\n| OFP (V7) | sizeof(ulong) | sizeof(short) | sizeof(ulong) | sizeof(short) |  |\n| Size | 4+ | 2+ | 4+ | 2*FaceType | always 16 or 18 |\n| ARMA (V4x) |  |  | sizeof(short) | sizeof(short) |  |\n| Size |  |  | 2+ | 2*FacetType | always 8 or 10 |\n\nThis, is the MEMORY requirement. To calculate the offset to the sections struct\n\n- V7 OffsetToSectionsStruct = AllocationSize- 3*nFaces;\n- V4x OffsetToSectionsStruct = AllocationSize- nFaces;\n\nThe difference being between sizeof(byte) vs long and short respectively\n\nModel File Formats"}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"P3D Lod Frames","title":"P3D Lod Frames","type":"topic","url":"https://community.bistudio.com/wiki/P3D_Lod_Frames","revid":373421,"updated":"2025-05-08T11:27:12Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nFrames are Animation times. They are similar in nature to RTM files.\n\nOnly specific models have them, and, they are found only in certain Lod Types of that P3D.\n\n- In MLOD the structure is contained in the #Animation# TaggSet of the lod\n- In ODOL the structure is contained in the Lod itself.\n\n**Animated Frames are NOT to be confused with ODOLV4x (ARMA) Animation structures. Animation structures are used with skeletons.**\n\nVery few models in the official addons for arma1 and arma2 have these frames. Only RacekT.p3d eg\n\n## ODOLFrames\n\n```\nstruct\n{\n  ulong      nFrames;\n  LodFrame   LodFrames[nFrames];\n}\n```\n\n### LodFrame\n\n```\nstruct\n{\n float      FrameTime;\n ulong      nBones;\n XYZTriplet BonePositions[nBones];\n}\n```\n\n### MLODTaggFrame\n\n```\nstruct\n{\n ulong      nBytes;\n float      FrameTime;\n XYZTriplet BonePositions[nBones];\n}\n```\n\n- MLOD: nBones = (nBytes-sizeof(float)) / sizeof(XYZTriplet)\n- MLOD: nFrames = as many #Animation#s as are in the TaggStruct\n\n---\n\nFor any lod that has them, there are a contiguous series of Frames making up the total. Each one has an identical number of bones (triplets).\n\nFor ODOL7 and both types of MLOD, the nLodPoints in the VertexTable is also the same as the nBones.\n\nFor Arma, there are no Vertexes in this lod, hence no LodPoints\n\nNB: There will be 1 'Animation' chunk per Frame. This can result in VERY large p3dm mlod models. A model with three thousand (3,000) odd frames (eg. ActsPercMstpSnonWnonDnon_DancingStefan.rtm) will be approx. 200 Megabytes on disk.\n\nThis type of data format for Animation is commonly known as a 'Point Cache' or an 'MDD Point Cache'. It describes the exact location of every point in the LOD in 3D 'Model Space' for each frame.","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nFrames are Animation times. They are similar in nature to RTM files.\n\nOnly specific models have them, and, they are found only in certain Lod Types of that P3D.\n\n- In MLOD the structure is contained in the #Animation# TaggSet of the lod\n- In ODOL the structure is contained in the Lod itself.\n\n**Animated Frames are NOT to be confused with ODOLV4x (ARMA) Animation structures. Animation structures are used with skeletons.**\n\nVery few models in the official addons for arma1 and arma2 have these frames. Only RacekT.p3d eg"},{"heading":"ODOLFrames","level":2,"markdown":"```\nstruct\n{\n  ulong      nFrames;\n  LodFrame   LodFrames[nFrames];\n}\n```"},{"heading":"LodFrame","level":3,"markdown":"```\nstruct\n{\n float      FrameTime;\n ulong      nBones;\n XYZTriplet BonePositions[nBones];\n}\n```"},{"heading":"MLODTaggFrame","level":3,"markdown":"```\nstruct\n{\n ulong      nBytes;\n float      FrameTime;\n XYZTriplet BonePositions[nBones];\n}\n```\n\n- MLOD: nBones = (nBytes-sizeof(float)) / sizeof(XYZTriplet)\n- MLOD: nFrames = as many #Animation#s as are in the TaggStruct\n\n---\n\nFor any lod that has them, there are a contiguous series of Frames making up the total. Each one has an identical number of bones (triplets).\n\nFor ODOL7 and both types of MLOD, the nLodPoints in the VertexTable is also the same as the nBones.\n\nFor Arma, there are no Vertexes in this lod, hence no LodPoints\n\nNB: There will be 1 'Animation' chunk per Frame. This can result in VERY large p3dm mlod models. A model with three thousand (3,000) odd frames (eg. ActsPercMstpSnonWnonDnon_DancingStefan.rtm) will be approx. 200 Megabytes on disk.\n\nThis type of data format for Animation is commonly known as a 'Point Cache' or an 'MDD Point Cache'. It describes the exact location of every point in the LOD in 3D 'Model Space' for each frame."}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"P3D Lod Proxies","title":"P3D Lod Proxies","type":"topic","url":"https://community.bistudio.com/wiki/P3D_Lod_Proxies","revid":373400,"updated":"2025-05-08T11:27:10Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n## LodProxy\n\n```\n struct\n {\n   Asciiz          P3dProxyName;        //\"\\ca\\a10\\agm65\" (.p3d is implied) <<note the leading filename backslash\n   TransformMatrix Transform;           //see Generic FileFormat Data Types\n   ulong           ProxySequenceId;     //\n   ulong           NamedSelectionIndex; //see P3D Named Selections\n   //////// ARMA ONLY (ODOLV4x) ///////\n   long            BoneIndex;\n   ulong           SectionIndex;        //see P3D_Lod_Sections\n }\n```\n\nRelated Pages\n\nP3D File Format - ODOLV7","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"LodProxy","level":2,"markdown":"```\n struct\n {\n   Asciiz          P3dProxyName;        //\"\\ca\\a10\\agm65\" (.p3d is implied) <<note the leading filename backslash\n   TransformMatrix Transform;           //see Generic FileFormat Data Types\n   ulong           ProxySequenceId;     //\n   ulong           NamedSelectionIndex; //see P3D Named Selections\n   //////// ARMA ONLY (ODOLV4x) ///////\n   long            BoneIndex;\n   ulong           SectionIndex;        //see P3D_Lod_Sections\n }\n```\n\nRelated Pages\n\nP3D File Format - ODOLV7"}],"categories":["ArmA: Armed Assault: File Formats","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"P3D Lod Sections","title":"P3D Lod Sections","type":"topic","url":"https://community.bistudio.com/wiki/P3D_Lod_Sections","revid":373413,"updated":"2025-05-08T11:27:11Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n### LodSection\n\n```\nLodSection\n{\n ulong FaceIndexOffsets[2];     // from / to region of LodFaces used\n ulong MaterialIndexOffsets[2]; // ODOLV4x only\n ulong CommonPointsUserValue;  // see P3D Point and Face Flags\n                               // 0xC9 -> LodPoints 0x0C90003F\n                               // LodPointFlags are in a separate table for arma, and in the VertexTable for Operation Flashpoint (odol7)\n short CommonTextureIndex;     //\n ulong CommonFaceFlags;        // see P3D Point and Face Flags\n ///////// // ODOLV4x only//////\n long MaterialIndex;\n if MaterialIndex == -1\n {\n   byte ExtraByte;\n }\n ulong UnknowLong;             // generally 2\n float UnknownResolution;\n float UnknownResolution2;     // generally 1000.0\n ////////////////////////////////\n}\n```\n\n- a Material or Texture index with default value (-1) has no face/material associated with it and consequently the bounds are zero\n\n- In odol7 TextureIndexes and FaceFlags existed for every LodFace in the LodFace Structure, and repeated (as a block) here.\n- In ArmA they are removed from the LodFaces.\n\n### FaceIndexOffsets\n\nLodFaces are organised sequentially, in blocks.\n\nThe 1st block of faces use the 1st section and so on.\n\nIf there are any faces specified at all (a memory lod doesn't have them), there must be, at least one section in that lod. If it is the only section, it will span the entire lodface structure.\n\nFaceIndexOffsets contain relative memory offsets of the faces used in this section.\n\nEach subsequent section (if any) uses the next, sequential block.\n\nBecause Faces contain either triangles, or, quads. The amount of data in each block is variable.\n\nA face quad uses 10 bytes, a face triangle uses 8.\n\nExample:\n\n- this section uses the first two faces of the face structure;\n\n- Face 0 = triangle (8 bytes)\n- Face 1 = box (10 bytes)\n- Face 2 (if any) next section (if any)\n\n```\nLower Offset = 0    // ie start of the face structure since this is the 1st section\nUpper Offset = 8+10 // bytes start of next section (if any) or end of faces\n```\n\nThe next section (if any) will contain:\n\n```\nLower Offset = 8+10 // beginning of this block\nUpper Offset = 8*nTriangles.ThisBlock+ 10* nQuads.ThisBlock\n```\n\netc.\n\n### See Also\n\n- Model File Formats","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"LodSection","level":3,"markdown":"```\nLodSection\n{\n ulong FaceIndexOffsets[2];     // from / to region of LodFaces used\n ulong MaterialIndexOffsets[2]; // ODOLV4x only\n ulong CommonPointsUserValue;  // see P3D Point and Face Flags\n                               // 0xC9 -> LodPoints 0x0C90003F\n                               // LodPointFlags are in a separate table for arma, and in the VertexTable for Operation Flashpoint (odol7)\n short CommonTextureIndex;     //\n ulong CommonFaceFlags;        // see P3D Point and Face Flags\n ///////// // ODOLV4x only//////\n long MaterialIndex;\n if MaterialIndex == -1\n {\n   byte ExtraByte;\n }\n ulong UnknowLong;             // generally 2\n float UnknownResolution;\n float UnknownResolution2;     // generally 1000.0\n ////////////////////////////////\n}\n```\n\n- a Material or Texture index with default value (-1) has no face/material associated with it and consequently the bounds are zero\n\n- In odol7 TextureIndexes and FaceFlags existed for every LodFace in the LodFace Structure, and repeated (as a block) here.\n- In ArmA they are removed from the LodFaces."},{"heading":"FaceIndexOffsets","level":3,"markdown":"LodFaces are organised sequentially, in blocks.\n\nThe 1st block of faces use the 1st section and so on.\n\nIf there are any faces specified at all (a memory lod doesn't have them), there must be, at least one section in that lod. If it is the only section, it will span the entire lodface structure.\n\nFaceIndexOffsets contain relative memory offsets of the faces used in this section.\n\nEach subsequent section (if any) uses the next, sequential block.\n\nBecause Faces contain either triangles, or, quads. The amount of data in each block is variable.\n\nA face quad uses 10 bytes, a face triangle uses 8.\n\nExample:\n\n- this section uses the first two faces of the face structure;\n\n- Face 0 = triangle (8 bytes)\n- Face 1 = box (10 bytes)\n- Face 2 (if any) next section (if any)\n\n```\nLower Offset = 0    // ie start of the face structure since this is the 1st section\nUpper Offset = 8+10 // bytes start of next section (if any) or end of faces\n```\n\nThe next section (if any) will contain:\n\n```\nLower Offset = 8+10 // beginning of this block\nUpper Offset = 8*nTriangles.ThisBlock+ 10* nQuads.ThisBlock\n```\n\netc."},{"heading":"See Also","level":3,"markdown":"- Model File Formats"}],"categories":["ArmA: Armed Assault: File Formats","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"P3D Model Info","title":"P3D Model Info","type":"topic","url":"https://community.bistudio.com/wiki/P3D_Model_Info","revid":373430,"updated":"2025-05-08T11:27:12Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n## Model Info\n\nThe Model Info structure is last in file for ODOL7 (ofp) and at top of file for ODOL4x (ARMAx)\n\n```\nModelInfo\n{\n  float      resolutions[Header.NoOfLods];// alias resolutions\n  ulong      Index;                    // appears to be a bit flag, 512, 256 eg\n  float      MemLodSphere;\n  float      GeoLodSphere;             // mostly same as MemLodSphere\n  ulong      Remarks;            // typically 00 00 00 00  00 00 00 00 00 00 0C 00 eg (last is same as user point flags)\n  ulong      andHints;\n  ulong      orHints;\n  XYZTriplet geo_offset;               // model offset (unknown functionality),//mostly same as offset2\n  rgba       mapIconColor;             // RGBA 32 color\n  rgba       mapSelectedColor;         // RGBA 32 color\n  float      ViewDensity;              //-1 -> default shape values will be used (default value)  / 0 -> opaque / 1 -> transparent (DO NOT add this to an opaque object)\n  XYZTriplet bboxMinPosition;          // minimum coordinates of bounding box\n  XYZTriplet bboxMaxPosition;          // maximum coordinates of bounding box. Generally the complement of the 1st\n                                       // pew.GeometryBounds in Pew is bboxMinPosition-bboxMaxPosition for X and Z\n                                       // pew.ResolutionBounds mostly the same\n  if version >=70\n    float lodDensityCoef;\n  if version >=71\n    float drawImportance;\n  if version >=52\n    MinMaxVectors visual_bounds;\n  XYZTriplet boundingCenter;          // pew.GeometryAutoCenterPos (and mostly pew.ResolutionAutoCenterPos too)\n  XYZTriplet geometryCenter;                  // mostly same as Offset1 often same as (but it isn't ResolutionPos)\n  XYZTriplet centerOfMass;             //CogOffset see below\n  XYZTriplet p3dinfo_invInertia[3];      // for ODOL7 this is a mixture of floats and index values\n\n  TinyBool   AutoCenter,\n             lockAutoCenter,\n             canOcclude,\n             canBeOccluded,\n             allowAnimation;\n  if version>=73 || dayz\n    TinyBool   disableCover;\n\n  float ThermalProfile[24];       //\n  if dayz\n     float     dayz_thermal_extra\n  ulong      forceNotAlphaModel;              // V48 and beyond\n  ulong      sbSource;\n  TinyBool   prefershadowvolume;\n  if version==48\n   float shadowOffset;\n  bool   allowAnimation;\n  byte   mapType;\n  if dayz\n   dayz_mass_array[];\n\n  float      Mass;\n  float      MassReciprocal;           // see note\n  float      ArmorMass;                  // see note\n  float      ArmorReciprocal;        // see note\n  if version>=72\n    float     explosionshielding\n   if version>=56\n    byte       UnknownByteIndices[14]    // see note generally FF FF FF FF FF FF FF FF FF FF FF FF\n  else\n    byte       UnknownByteIndices[12]    // see note generally FF FF FF FF FF FF FF FF FF FF FF FF\n  ///////////ARMA (V4x) ONLY ////////////\n  ulong      UnknownLong;              // often same as NoOfLods\n  TinyBool   canBlend;                 // generally set if ascii below has strings\n  if (dayz==54\n    byte dayzv126;\n  asciiz     ClassType;                // class=\"House\" See Named Properties\n  asciiz     DestructType;             // damage=\"Tent\" See Named Properties\n  TinyBool   frequent;                 // rarely true\n  ulong      Always0;                  //\n  if version >= 54\n      byte   preferred_shadows[NoOfLods][12]; //generally FF FF FF FF FF FF FF FF FF FF FF FF\n   ///////////////////////////////////////\n}\n```\n\nCoordinates in odols are expressed **relative** to this value.\n\nThus\n\n```\nMLOD Points[Any] = ODOL Points[Any] + CentreOfGravity\n```\n\n- RawCentreOfGravity is calculated from the mlod geometry lod\n\n- Asymetrical BoundingBox values are calculated from the TotalMin and TotalMax of all points in all lods (of the mlod).\n\n```\nTotalMinMax=MinMax(lods[AllLods].points[AllValues])\n```\n\n- The odol's CentreOfGravity, bounding box and CogOffset are calculated as follows\n\n```\n// convert mlod to odol relative\n\nTotalMin-=RawCentreOfGravity; //asymetrical bounding box\nTotalMax-=RawCentreOfGravity;\n\n//turn asymetrical to symetrical\nBoundingBoxMax=fabs(TotalMax-TotalMin)/2);\nBoundingBoxMin=-BoundingBoxMax; // this *is* the odol bbox expressed in relative units\n\nCogOffset= BoundingBoxMax-TotalMax+RawCentreOfGravity;// *the* odol CogOffset\n\nCentreOfGravity-=CogOffset;//*the* odol cog\n```\n\n- Pew files make use of this information to build p3d model templates. For odol p3d's the information is stored as above, for mlods, it is calculated as above\n\n#### ODOLV7 BIS\n\nThe 24 byte area after the mass float is, as represented, in the supplied, 'official', addons from Bis for ALL game engines.\n\nFor V7:\n\n- MOST oem addons subscribe to above.\n\n- SOME oem addons, notably those from VTE, and any with optics, have a varying amount of data after the Mass float. Some less than 24, some, a lot more than 24. CLearly this area needs further work. The models themselves are unlikely to be faulty, and were generated by O2L. There is nothing in previous data structures that would suggest appended or truncated data. Perhaps, like it is MLOD-SP3X equivalent, it has a default file size, and anything 'extra', is tested for.\n\n##### Odol Explorer\n\nNote that odol explorer from Dschulle reverses -24 bytes from end of file to 'get at' the Mass float. This because at the time, the compressed float array was not understood.\n\nFor trunctated data (Odol7 files < 24 bytes) this will clearly be faulty. For excessive files, OdolEX may well indeed be right.\n\n### Skeleton\n\n```\n Skeleton\n {\n   asciiz                    SkeletonName;  //\"A10Skeleton\"\n   if (SkeletonName != null)\n   {\n     tbool                   isInherited;\n     ulong                   NoOfBoneNames;\n     SkeletonBoneName        SkeletonBoneNames[NoOfBoneNames];\n     if (type>40 && ! VBS2) // ie arma2\n     {\n     byte                    Always0;\n     }\n   }\n }\n```\n\n#### SkeletonBoneName\n\n```\n SkeletonBoneName\n {\n   asciiz BoneName;            //\"3dhud\" or \"Gearlocks\" or \"Fuel\" or ...\n   asciiz ParentBoneName;      // \"Aeileron_1\"\n }\n```\n\ncorresponds to model.cfg\n\n```\n class cfgSkeletons\n {\n    class SkeletonClassname : Default\n    {\n        skeletonBones[]=\n        {\n            \"RightDoor1\",\"\",\n            \"RightDoor2\",\"\",\n            \"LeftDoor1\",\"\",\n            \"LeftDoor2\",\"RightDoor2\",\n            etc\"\n        };\n    };\n```\n\n### resolutions\n\nMost of them have humanly readable context such as the 'memory' lod. And are selected as such in Oxygen. The are consequently referred to here as 'resolutions', since the floating point values, although relevant to the engine, are not as immediately apparent to a human.\n\nIn this list. there is, undoubtedly, some meaning to the apparent random order of lod types (the order of resolutions). It could simply be 'as presented', 'as discovered', or 'as first created' in O2. It could be something much deeper, res lods followed by geo lods, stencil lods, and etc.\n\nThe order is irrelevant to the structure of the file (and probably irrelevant to the engine as well).\n\nThe resolutions array is used in conjunction with the start and ending LodAddressOffsets mentioned above.\n\nWhatever resolution is in resolutions[0] **THAT** LOD will be found at the offsets contained in startaddress[0].\n\nand so on.\n\nIn other words, we have a fast indexing service. If the engine is only interested in, or needs to render, shadow lods, it looks for shadow lods (if any) in the list, and 'jumps' to that lod, rather than scanning the entire file.\n\n#### Resolution Values\n\n| Hex | Float | Decimal | Description |\n|---|---|---|---|\n|  |  | <1,000 | Graphical Lod |\n|  |  |  | Functional Lods |\n| 0x447a0000 | 1.0e3 | 1,000 | View Gunner |\n| 0x44898000 | 1.1e3 | 1,100 | View Pilot |\n| 0x44960000 | 1.2e3 | 1,200 | View Cargo |\n| \"\" | \"\" |  | Shadow Lods |\n| 0x461c4000 | 1.0e4 | 10,000 | Shadow Volume |\n| 0x461c6800 | 1.001e4 | 10,010 | Shadow Volume 2 |\n| 0x462be000 | 1.1e4 | 11000 | Stencil Shadow |\n| 0x462c0800 | 1.101e4 | 11010 | Stencil Shadow 2 |\n| 0x551184e7 | 1.0e13 | 10,000,000,000,000 | Geometry |\n| 0x58635fa9 | 1.0e15 | 1,000,000,000,000,000 | Memory |\n| 0x58e35fa9 | 2.0e15 | 2,000,000,000,000,000 | Land Contact |\n| 0x592a87bf | 3.0e15 | 3,000,000,000,000,000 | Roadway |\n| 0x59635fa9 | 4.0e15 | 4,000,000,000,000,000 | Paths |\n| 0x598e1bca | 5.0e15 | 5,000,000,000,000,000 | HitPoints |\n| 0x59aa87bf | 6.0e15 | 6,000,000,000,000,000 | View Geometry |\n| 0x59c6f3b4 | 7.0e15 | 7,000,000,000,000,000 | Fire Geometry |\n| 0x59e35fa9 | 8.0e15 | 8,000,000,000,000,000 | View Cargo Geometry |\n| 0x59ffcb9e | 9.0e15 | 9,000,000,000,000,000 | View Cargo Fire Geometry |\n| 0x5a0e1bca | 1.0e16 | 10,000,000,000,000,000 | View Commander |\n| 0x5a1c51c4 | 1.1e16 | 11,000,000,000,000,000 | View Commander Geometry |\n| 0x5a2a87bf | 1.2e16 | 12,000,000,000,000,000 | View Commander Fire Geometry |\n| 0x5a38bdb9 | 1.3e16 | 13,000,000,000,000,000 | View Pilot Geometry |\n| 0x5a46f3b4 | 1.4e16 | 14,000,000,000,000,000 | View Pilot Fire Geometry |\n| 0x5a5529af | 1.5e16 | 15,000,000,000,000,000 | View Gunner Geometry |\n| 0x5a635fa9 | 1.6e16 | 16,000,000,000,000,000 | View Gunner Fire Geometry |\n| 0x5a7195a4 | 1.7e16 | 17,000,000,000,000,000 | Sub Parts |\n| 0x5a7fcb9e | 1.8e16 | 18,000,000,000,000,000 | SHADOW_VOLUME_VIEW_CARGO |\n| 0x5a8700cc | 1.9e16 | 19,000,000,000,000,000 | SHADOW_VOLUME_VIEW_PILOT |\n| 0x5a8e1bca | 2.0e16 | 20,000,000,000,000,000 | SHADOW_VOLUME_VIEW_GUNNER |\n| 0x5a9536c7 | 2.1e16 | 21,000,000,000,000,000 | WRECK |\n\nIf the value is below 1000.0, then the LOD is supposed to be a graphical LOD.\nIf the value equals or is above 10000.0 and is not one of the functional LODs, it is a shadow LOD.\n\nThe LOD selected for displaying if\n\n```\nDistanceToObject * LODCoef * M <= LODResolution\n```\n\nWhere:\n\n- LODCoef is value from OFP preferences (I have LODCoef = 0.019).\n- M is some value that changed by OFP developers (I use M=1 in WRPEdit and M=2 in P3DEdit).\n\n## Related Page(s)\n\nModel File Formats","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"Model Info","level":2,"markdown":"The Model Info structure is last in file for ODOL7 (ofp) and at top of file for ODOL4x (ARMAx)\n\n```\nModelInfo\n{\n  float      resolutions[Header.NoOfLods];// alias resolutions\n  ulong      Index;                    // appears to be a bit flag, 512, 256 eg\n  float      MemLodSphere;\n  float      GeoLodSphere;             // mostly same as MemLodSphere\n  ulong      Remarks;            // typically 00 00 00 00  00 00 00 00 00 00 0C 00 eg (last is same as user point flags)\n  ulong      andHints;\n  ulong      orHints;\n  XYZTriplet geo_offset;               // model offset (unknown functionality),//mostly same as offset2\n  rgba       mapIconColor;             // RGBA 32 color\n  rgba       mapSelectedColor;         // RGBA 32 color\n  float      ViewDensity;              //-1 -> default shape values will be used (default value)  / 0 -> opaque / 1 -> transparent (DO NOT add this to an opaque object)\n  XYZTriplet bboxMinPosition;          // minimum coordinates of bounding box\n  XYZTriplet bboxMaxPosition;          // maximum coordinates of bounding box. Generally the complement of the 1st\n                                       // pew.GeometryBounds in Pew is bboxMinPosition-bboxMaxPosition for X and Z\n                                       // pew.ResolutionBounds mostly the same\n  if version >=70\n    float lodDensityCoef;\n  if version >=71\n    float drawImportance;\n  if version >=52\n    MinMaxVectors visual_bounds;\n  XYZTriplet boundingCenter;          // pew.GeometryAutoCenterPos (and mostly pew.ResolutionAutoCenterPos too)\n  XYZTriplet geometryCenter;                  // mostly same as Offset1 often same as (but it isn't ResolutionPos)\n  XYZTriplet centerOfMass;             //CogOffset see below\n  XYZTriplet p3dinfo_invInertia[3];      // for ODOL7 this is a mixture of floats and index values\n\n  TinyBool   AutoCenter,\n             lockAutoCenter,\n             canOcclude,\n             canBeOccluded,\n             allowAnimation;\n  if version>=73 || dayz\n    TinyBool   disableCover;\n\n  float ThermalProfile[24];       //\n  if dayz\n     float     dayz_thermal_extra\n  ulong      forceNotAlphaModel;              // V48 and beyond\n  ulong      sbSource;\n  TinyBool   prefershadowvolume;\n  if version==48\n   float shadowOffset;\n  bool   allowAnimation;\n  byte   mapType;\n  if dayz\n   dayz_mass_array[];\n\n  float      Mass;\n  float      MassReciprocal;           // see note\n  float      ArmorMass;                  // see note\n  float      ArmorReciprocal;        // see note\n  if version>=72\n    float     explosionshielding\n   if version>=56\n    byte       UnknownByteIndices[14]    // see note generally FF FF FF FF FF FF FF FF FF FF FF FF\n  else\n    byte       UnknownByteIndices[12]    // see note generally FF FF FF FF FF FF FF FF FF FF FF FF\n  ///////////ARMA (V4x) ONLY ////////////\n  ulong      UnknownLong;              // often same as NoOfLods\n  TinyBool   canBlend;                 // generally set if ascii below has strings\n  if (dayz==54\n    byte dayzv126;\n  asciiz     ClassType;                // class=\"House\" See Named Properties\n  asciiz     DestructType;             // damage=\"Tent\" See Named Properties\n  TinyBool   frequent;                 // rarely true\n  ulong      Always0;                  //\n  if version >= 54\n      byte   preferred_shadows[NoOfLods][12]; //generally FF FF FF FF FF FF FF FF FF FF FF FF\n   ///////////////////////////////////////\n}\n```\n\nCoordinates in odols are expressed **relative** to this value.\n\nThus\n\n```\nMLOD Points[Any] = ODOL Points[Any] + CentreOfGravity\n```\n\n- RawCentreOfGravity is calculated from the mlod geometry lod\n\n- Asymetrical BoundingBox values are calculated from the TotalMin and TotalMax of all points in all lods (of the mlod).\n\n```\nTotalMinMax=MinMax(lods[AllLods].points[AllValues])\n```\n\n- The odol's CentreOfGravity, bounding box and CogOffset are calculated as follows\n\n```\n// convert mlod to odol relative\n\nTotalMin-=RawCentreOfGravity; //asymetrical bounding box\nTotalMax-=RawCentreOfGravity;\n\n//turn asymetrical to symetrical\nBoundingBoxMax=fabs(TotalMax-TotalMin)/2);\nBoundingBoxMin=-BoundingBoxMax; // this *is* the odol bbox expressed in relative units\n\nCogOffset= BoundingBoxMax-TotalMax+RawCentreOfGravity;// *the* odol CogOffset\n\nCentreOfGravity-=CogOffset;//*the* odol cog\n```\n\n- Pew files make use of this information to build p3d model templates. For odol p3d's the information is stored as above, for mlods, it is calculated as above"},{"heading":"ODOLV7 BIS","level":4,"markdown":"The 24 byte area after the mass float is, as represented, in the supplied, 'official', addons from Bis for ALL game engines.\n\nFor V7:\n\n- MOST oem addons subscribe to above.\n\n- SOME oem addons, notably those from VTE, and any with optics, have a varying amount of data after the Mass float. Some less than 24, some, a lot more than 24. CLearly this area needs further work. The models themselves are unlikely to be faulty, and were generated by O2L. There is nothing in previous data structures that would suggest appended or truncated data. Perhaps, like it is MLOD-SP3X equivalent, it has a default file size, and anything 'extra', is tested for."},{"heading":"Odol Explorer","level":5,"markdown":"Note that odol explorer from Dschulle reverses -24 bytes from end of file to 'get at' the Mass float. This because at the time, the compressed float array was not understood.\n\nFor trunctated data (Odol7 files < 24 bytes) this will clearly be faulty. For excessive files, OdolEX may well indeed be right."},{"heading":"Skeleton","level":3,"markdown":"```\n Skeleton\n {\n   asciiz                    SkeletonName;  //\"A10Skeleton\"\n   if (SkeletonName != null)\n   {\n     tbool                   isInherited;\n     ulong                   NoOfBoneNames;\n     SkeletonBoneName        SkeletonBoneNames[NoOfBoneNames];\n     if (type>40 && ! VBS2) // ie arma2\n     {\n     byte                    Always0;\n     }\n   }\n }\n```"},{"heading":"SkeletonBoneName","level":4,"markdown":"```\n SkeletonBoneName\n {\n   asciiz BoneName;            //\"3dhud\" or \"Gearlocks\" or \"Fuel\" or ...\n   asciiz ParentBoneName;      // \"Aeileron_1\"\n }\n```\n\ncorresponds to model.cfg\n\n```\n class cfgSkeletons\n {\n    class SkeletonClassname : Default\n    {\n        skeletonBones[]=\n        {\n            \"RightDoor1\",\"\",\n            \"RightDoor2\",\"\",\n            \"LeftDoor1\",\"\",\n            \"LeftDoor2\",\"RightDoor2\",\n            etc\"\n        };\n    };\n```"},{"heading":"resolutions","level":3,"markdown":"Most of them have humanly readable context such as the 'memory' lod. And are selected as such in Oxygen. The are consequently referred to here as 'resolutions', since the floating point values, although relevant to the engine, are not as immediately apparent to a human.\n\nIn this list. there is, undoubtedly, some meaning to the apparent random order of lod types (the order of resolutions). It could simply be 'as presented', 'as discovered', or 'as first created' in O2. It could be something much deeper, res lods followed by geo lods, stencil lods, and etc.\n\nThe order is irrelevant to the structure of the file (and probably irrelevant to the engine as well).\n\nThe resolutions array is used in conjunction with the start and ending LodAddressOffsets mentioned above.\n\nWhatever resolution is in resolutions[0] **THAT** LOD will be found at the offsets contained in startaddress[0].\n\nand so on.\n\nIn other words, we have a fast indexing service. If the engine is only interested in, or needs to render, shadow lods, it looks for shadow lods (if any) in the list, and 'jumps' to that lod, rather than scanning the entire file."},{"heading":"Resolution Values","level":4,"markdown":"| Hex | Float | Decimal | Description |\n|---|---|---|---|\n|  |  | <1,000 | Graphical Lod |\n|  |  |  | Functional Lods |\n| 0x447a0000 | 1.0e3 | 1,000 | View Gunner |\n| 0x44898000 | 1.1e3 | 1,100 | View Pilot |\n| 0x44960000 | 1.2e3 | 1,200 | View Cargo |\n| \"\" | \"\" |  | Shadow Lods |\n| 0x461c4000 | 1.0e4 | 10,000 | Shadow Volume |\n| 0x461c6800 | 1.001e4 | 10,010 | Shadow Volume 2 |\n| 0x462be000 | 1.1e4 | 11000 | Stencil Shadow |\n| 0x462c0800 | 1.101e4 | 11010 | Stencil Shadow 2 |\n| 0x551184e7 | 1.0e13 | 10,000,000,000,000 | Geometry |\n| 0x58635fa9 | 1.0e15 | 1,000,000,000,000,000 | Memory |\n| 0x58e35fa9 | 2.0e15 | 2,000,000,000,000,000 | Land Contact |\n| 0x592a87bf | 3.0e15 | 3,000,000,000,000,000 | Roadway |\n| 0x59635fa9 | 4.0e15 | 4,000,000,000,000,000 | Paths |\n| 0x598e1bca | 5.0e15 | 5,000,000,000,000,000 | HitPoints |\n| 0x59aa87bf | 6.0e15 | 6,000,000,000,000,000 | View Geometry |\n| 0x59c6f3b4 | 7.0e15 | 7,000,000,000,000,000 | Fire Geometry |\n| 0x59e35fa9 | 8.0e15 | 8,000,000,000,000,000 | View Cargo Geometry |\n| 0x59ffcb9e | 9.0e15 | 9,000,000,000,000,000 | View Cargo Fire Geometry |\n| 0x5a0e1bca | 1.0e16 | 10,000,000,000,000,000 | View Commander |\n| 0x5a1c51c4 | 1.1e16 | 11,000,000,000,000,000 | View Commander Geometry |\n| 0x5a2a87bf | 1.2e16 | 12,000,000,000,000,000 | View Commander Fire Geometry |\n| 0x5a38bdb9 | 1.3e16 | 13,000,000,000,000,000 | View Pilot Geometry |\n| 0x5a46f3b4 | 1.4e16 | 14,000,000,000,000,000 | View Pilot Fire Geometry |\n| 0x5a5529af | 1.5e16 | 15,000,000,000,000,000 | View Gunner Geometry |\n| 0x5a635fa9 | 1.6e16 | 16,000,000,000,000,000 | View Gunner Fire Geometry |\n| 0x5a7195a4 | 1.7e16 | 17,000,000,000,000,000 | Sub Parts |\n| 0x5a7fcb9e | 1.8e16 | 18,000,000,000,000,000 | SHADOW_VOLUME_VIEW_CARGO |\n| 0x5a8700cc | 1.9e16 | 19,000,000,000,000,000 | SHADOW_VOLUME_VIEW_PILOT |\n| 0x5a8e1bca | 2.0e16 | 20,000,000,000,000,000 | SHADOW_VOLUME_VIEW_GUNNER |\n| 0x5a9536c7 | 2.1e16 | 21,000,000,000,000,000 | WRECK |\n\nIf the value is below 1000.0, then the LOD is supposed to be a graphical LOD.\nIf the value equals or is above 10000.0 and is not one of the functional LODs, it is a shadow LOD.\n\nThe LOD selected for displaying if\n\n```\nDistanceToObject * LODCoef * M <= LODResolution\n```\n\nWhere:\n\n- LODCoef is value from OFP preferences (I have LODCoef = 0.019).\n- M is some value that changed by OFP developers (I use M=1 in WRPEdit and M=2 in P3DEdit)."},{"heading":"Related Page(s)","level":2,"markdown":"Model File Formats"}],"categories":["ArmA: Armed Assault: File Formats","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"P3D Named Selections","title":"P3D Named Selections","type":"topic","url":"https://community.bistudio.com/wiki/P3D_Named_Selections","revid":373434,"updated":"2025-05-08T11:27:13Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n## Intro\n\nplaceholder till better organsied\n\n## MLOD\n\nNamed Selections are contained in the Taggs structure in MLOD file format. Every Tagg-name that doesn't have the form #Name# is a named selection. The name\nof the selection is simply the Tagg-name.\n\n```\n   ulong      NoOfBytes;            //eg. Will always be lod.NoOfPoints + lod.NoOfFaces\n   byte       SelectedWeightedPoints[NoOfPoints];\n   byte       SelectedFaces[NoOfFaces];\n```\n\nThe weights are 'compressed' floating point values; the following functions may be used to encode/decode those values. The conversion functions were found by experimenting and are not guaranteed to yield the correct results.\n\nNB: The byte array's indicate a zero-based offset into the corresponding **Points** & **Faces** structures.\n\nTo clarify, the purpose of this 'chunk' is to denote which points & faces belong to a given 'Named Selection' and also to denote the 'per-point-weight' associated with this selection.\n\nEach *byte* in the SelectedWeightedPoints array denotes a value 0 to 255 (0 to FF hex).\n\nAnd, serves a dual purpose in...\n\n1. Denoting the *selectedness* and\n\n2. Denoting per point weighting.\n\n- Zero (0) or 0x00 hex indicates the corresponding point in the LODs Points array ***is not selected***.\n\nAny value other than zero indicates that the point is not only part of the selection but also has a weighting value.\n\n- One (1) or 0x01 hex indicates the corresponding point in the LODs Points array is ***selected and has 100% weighting***.\n\nEvery value between 2 and 255 (0x02 to 0xFF hex) indicates the percentage ***weight*** of the corresponding point and that it is part of the selection.\nTwo (2) being almost 100% weighted and 255 being almost 0% weighted.\n\nfloat32 byte2weight = (256 - weight)/255;\nif (byte2weight > 1.0) then byte2weight = 0;\n\nWhere 'weight' is a unit8 (single byte) in the range... 0 >= weight <= 255 or 0x00 >= weight <= 0xFF.\n\n```\n float decodeWeight( uint8 b )\n {\n   if( b == 0 ) return  0.0f;\n   else if( b == 2 ) return 1.0f;\n   else if( b > 2 ) return 1.0f - round( (b-2) / 2.55555f )*0.01f;\n   else if( b < 0 ) return -round( b / 2.55555f ) * 0.01f;\n   else assert(false); // b == 1 does not occur?\n }\n```\n\nunit8 weight2byte = round(256 - (255 x weight),0);\nif (weight2byte == 256) then weight2byte = 0;\n\nWhere 'weight' is a float32 in the range... 0.0 >= weight <= 1.0.\n\n```\n uint8 encodeWeight( float f )\n {\n   // assume clamped value from 0.0 to 1.0\n   if( f < 0.01 ) return 0;\n   else if( f > 0.99 ) return 2;\n   else if( f > 0.5 ) return 0xff & (int)floor((1.0f - f) * 255.55f + 2);\n   else if( f > 0.49 ) return -127;\n   else return 0xff & (int)floor(f*2.5555f);\n }\n```\n\n## ODOL\n\nAll arrays are subject to the 1024 rule. Which type of compression depends on odol version\n\n- ODOL7 and ODOL40: LZSS compressed\n- Arma2: LZO compressed.\n\n```\n LodNamedSelection\n {\n   asciiz      SelectedName;                       // \"rightleg\" or \"neck\" eg\n   ulong       NoOfFaces;\n   ushort      FaceIndexes[NoOfFaces];             // indexing into the LodFaces Table\n   ulong       Always0Count;\n   unknownType Array[Always0Count]                 //IsSectional must be true\n   ///// ODOL7 only ///////////////////\n   ulong       Count;\n   ulong       UnknownV7Array[Count];\n   ////////////////////////////////////\n   tbool       IsSectional;                       //Appears in the sections[]= list of a model.cfg\n   ulong       NoOfUlongs;\n   ulong       SectionIndex[NoOfUlongs];          //IsSectional must be true. Indexes into the LodSections Table\n   ulong       nVertices;\n   ushort      VertexTableIndexes[nVertices];\n   ulong       nTextureWeights;\n   byte        VerticesWeights[nTextureWeights];  // if present they correspond to (are exentsions of) the VertexTableIndexes\n }\n```","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"Intro","level":2,"markdown":"placeholder till better organsied"},{"heading":"MLOD","level":2,"markdown":"Named Selections are contained in the Taggs structure in MLOD file format. Every Tagg-name that doesn't have the form #Name# is a named selection. The name\nof the selection is simply the Tagg-name.\n\n```\n   ulong      NoOfBytes;            //eg. Will always be lod.NoOfPoints + lod.NoOfFaces\n   byte       SelectedWeightedPoints[NoOfPoints];\n   byte       SelectedFaces[NoOfFaces];\n```\n\nThe weights are 'compressed' floating point values; the following functions may be used to encode/decode those values. The conversion functions were found by experimenting and are not guaranteed to yield the correct results.\n\nNB: The byte array's indicate a zero-based offset into the corresponding **Points** & **Faces** structures.\n\nTo clarify, the purpose of this 'chunk' is to denote which points & faces belong to a given 'Named Selection' and also to denote the 'per-point-weight' associated with this selection.\n\nEach *byte* in the SelectedWeightedPoints array denotes a value 0 to 255 (0 to FF hex).\n\nAnd, serves a dual purpose in...\n\n1. Denoting the *selectedness* and\n\n2. Denoting per point weighting.\n\n- Zero (0) or 0x00 hex indicates the corresponding point in the LODs Points array ***is not selected***.\n\nAny value other than zero indicates that the point is not only part of the selection but also has a weighting value.\n\n- One (1) or 0x01 hex indicates the corresponding point in the LODs Points array is ***selected and has 100% weighting***.\n\nEvery value between 2 and 255 (0x02 to 0xFF hex) indicates the percentage ***weight*** of the corresponding point and that it is part of the selection.\nTwo (2) being almost 100% weighted and 255 being almost 0% weighted.\n\nfloat32 byte2weight = (256 - weight)/255;\nif (byte2weight > 1.0) then byte2weight = 0;\n\nWhere 'weight' is a unit8 (single byte) in the range... 0 >= weight <= 255 or 0x00 >= weight <= 0xFF.\n\n```\n float decodeWeight( uint8 b )\n {\n   if( b == 0 ) return  0.0f;\n   else if( b == 2 ) return 1.0f;\n   else if( b > 2 ) return 1.0f - round( (b-2) / 2.55555f )*0.01f;\n   else if( b < 0 ) return -round( b / 2.55555f ) * 0.01f;\n   else assert(false); // b == 1 does not occur?\n }\n```\n\nunit8 weight2byte = round(256 - (255 x weight),0);\nif (weight2byte == 256) then weight2byte = 0;\n\nWhere 'weight' is a float32 in the range... 0.0 >= weight <= 1.0.\n\n```\n uint8 encodeWeight( float f )\n {\n   // assume clamped value from 0.0 to 1.0\n   if( f < 0.01 ) return 0;\n   else if( f > 0.99 ) return 2;\n   else if( f > 0.5 ) return 0xff & (int)floor((1.0f - f) * 255.55f + 2);\n   else if( f > 0.49 ) return -127;\n   else return 0xff & (int)floor(f*2.5555f);\n }\n```"},{"heading":"ODOL","level":2,"markdown":"All arrays are subject to the 1024 rule. Which type of compression depends on odol version\n\n- ODOL7 and ODOL40: LZSS compressed\n- Arma2: LZO compressed.\n\n```\n LodNamedSelection\n {\n   asciiz      SelectedName;                       // \"rightleg\" or \"neck\" eg\n   ulong       NoOfFaces;\n   ushort      FaceIndexes[NoOfFaces];             // indexing into the LodFaces Table\n   ulong       Always0Count;\n   unknownType Array[Always0Count]                 //IsSectional must be true\n   ///// ODOL7 only ///////////////////\n   ulong       Count;\n   ulong       UnknownV7Array[Count];\n   ////////////////////////////////////\n   tbool       IsSectional;                       //Appears in the sections[]= list of a model.cfg\n   ulong       NoOfUlongs;\n   ulong       SectionIndex[NoOfUlongs];          //IsSectional must be true. Indexes into the LodSections Table\n   ulong       nVertices;\n   ushort      VertexTableIndexes[nVertices];\n   ulong       nTextureWeights;\n   byte        VerticesWeights[nTextureWeights];  // if present they correspond to (are exentsions of) the VertexTableIndexes\n }\n```"}],"categories":["ArmA: Armed Assault: File Formats","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"P3D Point and Face Flags","title":"P3D Point and Face Flags","type":"topic","url":"https://community.bistudio.com/wiki/P3D_Point_and_Face_Flags","revid":373431,"updated":"2025-05-08T11:27:12Z","aliases":["P3D Point(Vertex) Flags"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nThese 'flags' (or attributes) are present in the following p3d's\n\n- P3D File Format - MLOD\n- P3D File Format - ODOLV40 Revised\n- P3D File Format - ODOLV7\n\n### Point Flags\n\nThese correspond to O2L 'Point Properties'\n\n```\nNHUUFdLS\n       Surface\n        xxxxxxx0 normal\n        xxxxxxx1 on surface\n        xxxxxxx2 above\n        xxxxxxx4 under\n        xxxxxxx8 keep height(fence)\n      Lighting Face\n        xxxxxx0x normal\n        xxxxxx1x shine\n        xxxxxx2x always in shadow\n        xxxxxx4x full light\n        xxxxxx8x half light\n     decal\n       xxxxx0xx normal\n       xxxxx1xx decal (obsolete for A2)\n       xxxxx2xx radio12 (OFP only)\n    Fog\n       xxxx0xxx none :ofp normal\n       xxxx1xxx sky  :ofp none\n       xxxx2xxx normal :ofp sky\n  User xxUUxxxx user 0..255 (obsolete for A2)\n H     x1xxxxxx hidden vertex\nNormals\n       x0xxxxxx by face\n       x2xxxxxx fixed (normal)\n       x4xxxxxx by impedence\n```\n\n### Face Flags\n\nCorresponding to O2L 'face properties'.\n\nEnable shadow\n\n```\n0x00000010 - off (disable shadow)\n```\n\nEnable texture merging\n\n```\n0x01000000 - off (disable texture merging)\n```\n\nZBias (0x00000300 mask)\n\n```\n0x00000000 - none\n0x00000100 - low\n0x00000200 - middle\n0x00000300 - high\n```\n\nLightning (0x003000a0 mask)\n\n```\n0x00000020 - both sides\n0x00000080 - position\n0x00200000 - flat\n0x00100000 - reversed (transparent)\n```\n\nUser (0xfe000000 mask)\n\n```\n0xfe000000 - user additional mark value (0..127)\n```\n\n## Related Page(s)\n\nModel File Formats","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nThese 'flags' (or attributes) are present in the following p3d's\n\n- P3D File Format - MLOD\n- P3D File Format - ODOLV40 Revised\n- P3D File Format - ODOLV7"},{"heading":"Point Flags","level":3,"markdown":"These correspond to O2L 'Point Properties'\n\n```\nNHUUFdLS\n       Surface\n        xxxxxxx0 normal\n        xxxxxxx1 on surface\n        xxxxxxx2 above\n        xxxxxxx4 under\n        xxxxxxx8 keep height(fence)\n      Lighting Face\n        xxxxxx0x normal\n        xxxxxx1x shine\n        xxxxxx2x always in shadow\n        xxxxxx4x full light\n        xxxxxx8x half light\n     decal\n       xxxxx0xx normal\n       xxxxx1xx decal (obsolete for A2)\n       xxxxx2xx radio12 (OFP only)\n    Fog\n       xxxx0xxx none :ofp normal\n       xxxx1xxx sky  :ofp none\n       xxxx2xxx normal :ofp sky\n  User xxUUxxxx user 0..255 (obsolete for A2)\n H     x1xxxxxx hidden vertex\nNormals\n       x0xxxxxx by face\n       x2xxxxxx fixed (normal)\n       x4xxxxxx by impedence\n```"},{"heading":"Face Flags","level":3,"markdown":"Corresponding to O2L 'face properties'.\n\nEnable shadow\n\n```\n0x00000010 - off (disable shadow)\n```\n\nEnable texture merging\n\n```\n0x01000000 - off (disable texture merging)\n```\n\nZBias (0x00000300 mask)\n\n```\n0x00000000 - none\n0x00000100 - low\n0x00000200 - middle\n0x00000300 - high\n```\n\nLightning (0x003000a0 mask)\n\n```\n0x00000020 - both sides\n0x00000080 - position\n0x00200000 - flat\n0x00100000 - reversed (transparent)\n```\n\nUser (0xfe000000 mask)\n\n```\n0xfe000000 - user additional mark value (0..127)\n```"},{"heading":"Related Page(s)","level":2,"markdown":"Model File Formats"}],"categories":["ArmA: Armed Assault: File Formats","Operation Flashpoint: Modelling","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"PAA","title":"PAA","type":"topic","url":"https://community.bistudio.com/wiki/PAA","revid":43692,"updated":"2008-11-22T13:37:09Z","aliases":[],"markdown":"1. REDIRECT PAA File Format","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT PAA File Format"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"PAA File Format","title":"PAA File Format","type":"topic","url":"https://community.bistudio.com/wiki/PAA_File_Format","revid":373446,"updated":"2025-05-08T11:27:12Z","aliases":["PAA"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nOf the many image file formats out there, such as jpeg, or gif, Bohemia Interactive choose to use a specially developed file format (paa) as the base texture file for all engine types.\n\nThe reason for this is the raw data within the file contain mipmaps which be passed directly to Microsoft's DirectX as a DXT1 picture (e.g) without further processing.\n\nAll engines except Elite also support JPG files (but they have no transparency). Most of encoded mipmap formats in pax files do.\n\n#### PAC files\n\n`.pac` files are (almost) synonomous with `.paa`.\nIn the origins of Operation Flashpoint, `.paa` were meant to be two tone colors (black & white or grayscale) and `.pac` = colour.\n\nThe distinction does not exist. All engines treat pac or paa equally. They are referred to as paX files in the rest of this document.\n\nNote however that Arma 2's TGAviewer *cannot* read a palette index `.paa` extension. only `.pac` extensions (the contents can be identical).\n\n#### OFP Demo Files\n\nThe initial 'proof of concept' for Operation Flashpoint released in 1997, was a demonstration of an island with models and textures.\n\nThese pax files can still be read by tgaviewer! (and pal2pace)\n\nThe *only* difference between these, and subsequent pax files is that the index pallet appears at beginning of file. In other words\n\n- There is NO header type, Pallet index is assumed.\n- There are NO taggs.\n- Other than this, demo files are 100% identical to OFP's Pallet index including the use of run length compression.\n\n#### Main Format\n\nOverall structure of a pax file is\n\n```cpp\nstruct overall\n{\n    ushort        TypeOfPaX;    // OPTIONAL\n    Tagg        Taggs[...];    // OPTIONAL\n    Palette        Palette[...];\n    MipMap        MipMaps[...];\n    ushort        Always0;\n};\n```\n\n### TypeOfPaX (optional)\n\nWith the sole exception of OFP index palettes and demo, all paX files begin with a 2 byte 'type' signature.\nOFP index palettes have *no* type, they begin with tagg structures immediately. demo files have neither, and begin with the index pallet.\n\n| PaX Type | Game |  |  |  |  |  |\n|---|---|---|---|---|---|---|\n| PaX Type | OFP<br>Demo | Operation Flashpoint v1.00 | Armed Assault v1.00 | Arma 2 v1.00 | Oxygen 2 |  |\n| 0xFF01 DXT1 | ✗ | ✓ | ✓ | ✓ | ✓ |  |\n| 0xFF02 DXT2 | ✗ | ✗ | ✗ | ✗ | ✓ |  |\n| 0xFF03 DXT3 | Unknown |  |  |  |  |  |\n| 0xFF04 DXT4 | ✗ | ✗ | ✗ | ✗ | ✓ |  |\n| 0xFF05 DXT5 | ✗ | ✗ | ✓ | ✓ | ✗ |  |\n| 0x4444 RGBA 4:4:4:4 | ✗ | ✓ | ✗ | ✓ | ✗ |  |\n| 0x1555 RGBA 5:5:5:1 | ✗ | ✗ | ✓ | ✓ | ✗ |  |\n| 0x8888 RGBA 8:8:8:8 | ✗ | ✗ | ✗ | ✗ | ✓ |  |\n| 0x8080 GRAY w Alpha | ✗ | ✓ | ✓ | ✓ | ✓ |  |\n\n'**Index Pallets only occur in Operation Flashpoint and demo** Later versions of TGAViewer still 'understand' them IF and only IF they have .pac extensions. Under this circumstance they are translated as ARGB8888 (and saved as such)\n\nNote that information on DXT formats can be found at https://www.khronos.org/opengl/wiki/S3_Texture_Compression.\n\n### Taggs\n\nTaggs do not exist for demo pax files.\n\n```cpp\nTagg\n{\n    char    signature[4];    // always \"GGAT\"\n    char    name[4];        // name of the tagg in reversed order (for example: \"CGVA\")\n    ulong    dataLen;\n    byte    data[dataLen];\n}\n```\n\nTaggs are read until no \"GGAT\" signature is encountered. Palette structure follows.\n\n#### General\n\nStructurally, all TAGG's are optional and can occur multiple times. In practice:\n\n- At least one TAGG exists for ALL types, including index palettes.\n- Any TAGG if it occurs, only occurs, once.\n- TAGG order of presentation is\n\n```\nAVG        // always first\nMAX        // always 2nd etc...\nFLAG\nSWIZ or PROC (not seen together)\nOFFS    // always last\n```\n\n- ALL TAGG's begin with an AVG with the sole exception of *some* GREY .paX's\n- MAX is almost follows an AVG\n- FLAG, PROC, and SWIZ are entirely optional. They may or may not occur.\n- PROC if present is only used in DXT1 types\n- OFP Palette Indexes ONLY have an AVG\n- OFFS is almost always present (if not, the engine builds it as required, when required, anyway)\n\n#### AVGCTAGG\n\nAverage Colour\n\n- This tag contains average color of texture, probably used in rendering the 8:8 Grey & alpha textures.\n- Always present, and always first in list with the sole exception of *some* GRAY .paX's\n\n```cpp\n{\n    char  \"GGATCGVA\";\n    ulong len;    // 4 bytes\n    ulong RGBA;    // FF443D39\n}\n```\n\n#### MAXCTAGG\n\nGenerally always present. Always follows immediately after an AVG\n\n```cpp\n{\n    char    \"GGATCXAM\";\n    ulong    len;    // 4 bytes\n    ulong    data;    // FFFFFFFFF no other value seen so far\n}\n```\n\nContains color of brightest pixel in texture?\n\n#### FLAGTAGG\n\nOptional, but will always occur immediately after a MAXC when present\n\n```cpp\n{\n    char    \"GGATGALF\";\n    ulong    len;    // 4 bytes\n    ulong    range;    // 0 to 2\n}\n```\n\nMarks if texture contains transparency. Value 1 means basic transparency, 2 means alpha channel is not interpolated.\nThis flag should be always present in LOD textures with 1-bit alpha with value of 2 or there will be \"ghost outlines\" on LOD textures when viewed from distance.\nNote that this flag must be present in texture file when binarizing model, because Binarize stores information about how to render textures in actual P3D file.\n\n#### SWIZTAGG\n\nOptional\n\n```cpp\n{\n    char    \"GGATZIWS\";\n    ulong    len;    // 4 bytes\n    ulong    data;    // 0x05040203\n }\n```\n\nSwizzle is apparently used to modify texture components processing like swizzle modifiers in pixel shaders.\nFor example ArmA's sky texture has green channel stored in alpha channel and inversed to take advantage from feature that in DXT5 64 bits are used for alpha channel in each block and 64 bits for RBG, giving double the accuracy to green channel as opposed to storing texture just normally.\n\nExact format of swizzle data is still unknown.\nswizzle data:\n\n```cpp\nchar channelSwizzleA;\nchar channelSwizzleR;\nchar channelSwizzleG;\nchar channelSwizzleB;\n```\n\nformat of swizzle char:\n\n```\nbits 7-4 = 0;\nbit 3 - \"1\" flag. All channel data must be set to 0xff;\nbit 2 - \"negate flag\". Channel data must be negated.\nbit 1-0 - number of color channel:\n00 - Alpha channel\n01 - Red channel\n10 - Green channel\n11 - Blue channel\n```\n\nfor example (*_nohq.paa textures)\n\nswizzle data is:\n\n```\n0x05 - Alpha, Negated, stored in Red;\n0x04 - Red, Negated, stored in Alpha;\n0x02 - Green, Stored as is;\n0x03 - Blue, Stored as is;\n```\n\n#### PROCTAGG\n\nOnly ever seen with some DXT1 types\n\n```cpp\n{\n    char    \"GGATCORP\";\n    ulong    len;    //  strlen(text)\n    char    text    // NOT ASCIIz\n}\n```\n\nthis is a non asciiz string (not zero terminated)\n\nExample:\n\n```\nx = (u + 1) * 0.5;\ny = (v + 1) * 0.5;\n\nif (y < 0.5) then\n{\n    sharpOut = 20;\n    sharpIn = 60;\n\n    offset = x - 0.5;\n    if (offset < 0) then\n    {\n        edge = (1 + offset)^sharpOut;\n    }\n    else\n    {\n        edge = (1 - offset)^sharpIn;\n    };\n\n    res = edge * y * 2;\n}\nelse\n{\n    sharpOut = 20 - 40 * (y - 0.5);\n    sharpIn = 60 - 125 * (y - 0.5);\n\n    offset = x - 0.5;\n    if (offset < 0) then\n    {\n        edge = (1 + offset)^sharpOut;\n    }\n    else\n    {\n        edge = (1 - offset)^sharpIn;\n    };\n\n    res = edge;\n    sdCoef = y * 2 - 1;\n    shoreDisappear = 1 - sdCoef^2;\n    res = res * shoreDisappear;\n};\n\na = 1;\nr = res;\ng = res;\nb = res;\n```\n\n#### OFFSTAGG\n\nAlmost always present\n\n```cpp\n{\n    char  \"GGATSFFO\";\n    ulong len;            // 16 * sizeof(ulong)\n    ulong offsets[16];\n}\n```\n\nExample:\n\n```\n= 6 entries. last 10 unused\n256 x 128    Size = 16384\n128 x 64    Size = 4096\n64 x 32    Size = 1024\n32 x 16    Size = 256\n16 x 8        Size = 64\n8 x 4        Size = 16\n```\n\nMipMap data is presented in 'blocks'. One or more 'blocks' exist in a pax file.\n\nThis tag declares where each of these blocks are in the file, relative to start of file.\n\nThe location of each block is already known, relative to the size of the previous block (if any). So, although almost always present in pax files, it is use, is redundant.\n\nThis tag always contains 16 ULONG offsets. Each one is a hard offset to actual mipmap data relative to start of file.\n\nNot all entries are used (obviously) since most pax files contain less than 16 mipmaps. Unused offsets contain the value 0x00000000.\nThere are no known examples of splattered offset entries. All offsets after the first 0 entry are 0 as well.\n\n### Palette\n\n```cpp\nPalette\n{\n    ushort    nPaletteTriplets;                    // always 0 except for index palette type\n    bytes    BGR_Palette[nPaletteTriplets][3];    // only exists if nPaletteTriplets > 0\n}\n```\n\npalette triplets when they exist, consist of **BGR** values. Note the reversal from the expected order.\n\n### Mipmap\n\nMipmaps are in contiguous blocks that extend to end of file.\n\nThere is nothing strange about Mipmaps. Each mipmap is simply a rectangular texture (almost always square) and each one conforms to 2^n dimensions.\n\nEach mipmap defines increasingly poorer resolution. The highest (first) mimpap is THE texture, each successively smaller one is one quarter the size.\nIt progresses in smallness down to a minimum of 2 x any other 2^n or, any other 2^n x 2. For a square texture, this is simply a 2 x 2 matrix.\n\n```cpp\nMipmap\n{\n    ushort    width;        // width of this mipmap\n    ushort    height;        // height of this mipmap\n    if (INDEX PALLETE)\n    {\n        if (width == 0x4D2 && height == 0x223D) // special 1234 x 8765 signature\n        {\n            ushort    width;        // actual width\n            ushort    height;        // actual height\n            // use -signed- lzss compression for this block (introduced for for resistance pax files.\n        }\n        //  else use runlength Compression for this block // used by demo and cwc pax files\n    }\n\n    if (width && height)\n    {\n        byte    size[3];    // size of texture data in file. this is 24-bit unsigned integer.\n        byte    data[size];    // actual texture data compressed or otherwise\n    }\n};\n```\n\nThe last mipmap is a dummy consisting of zero width and height with NO FURTHER DATA\n\nThe size triplet reflects the size of **compressed** data in the file **not** necessarily the actual size of the data.\n\n### Compression\n\n**ALL** non DXT signatures are unconditionally compressed using **signed** LZSS. Index Pallets use this too, OR, runlength encoding.\n\nThere are two wrinkles to LZSS compression not encountered in other uses of the same algorithm (pbo, p3d, wrp eg).\n\n- The >1024 rule does not apply. ALL data is compressed. The end result is the smaller box sizes are most often larger on disk.\n- The checksum following the data (all data sizes are actually -4 their 'real' length) is SIGNED addititive. All other lzss checksums used elsewhere in bis are UNsigned additive.\n\nExample:\n\n```\nType: RGBA 4:4:4:4 texture\nAVGC: F5A9A9AB\n256 x  128 Real Size 65536. Size in file  11770\n128 x   64 Real Size 16384. Size in file   3521\n 64 x   32 Real Size  4096. Size in file   1148\n 32 x   16 Real Size  1024. Size in file    407\n 16 x    8 Real Size   256. Size in file    169\n  8 x    4 Real Size    64. Size in file     57\n  4 x    2 Real Size    16. Size in file     22 <<<<<\n```\n\nthe result of decompression of any type (lzo, lzss or runlength is **encoded** data. The encoding is, perhaps obviously,dependent on the paxType:\n\n**encoded** sizes are a further means of compression.\n\n- width x height is the number of pixels to display. Since all output to a screen is ultimately expressed as RGBA 4 byte integers.\n- width x height x 4 is the size of the ultimate output IN BYTES.\n\nNot so the **encoded** array.\n\n- INDEX width * height // each byte is an index to a color table\n- DXT1 width * height / 2\t// 1 nibble per pixel\n- DXT2 width * height // not used\n- DXT3 width * height // not used\n- DXT4 width * height // not used\n- DXT5 width * height // one byte per pixel\n\n- RGB4444\twidth * height * 2\t// 4 nibbles per color\n- RGB5551\twidth * height * 2\t// ditto\n- RGB565\twidth * height * 2\t// ditto (not used)\n- GREY width * height * 2\t// one byte alpha, one byte 'grey'\n- RGB8888\twidth * height * 4\t// straight rgba output (un-encoded)\n\n#### Before Arma 2\n\nDXT textures are stored \"as is\" in the file. Therefore the DXT data could be directly passed to the graphic hardware.\nFor software decoding of DXT textures see [DXTn compress/decompress](http://code.google.com/p/libsquish/)\n\n#### After Arma 2\n\nDXT formats are **potentially** compressed.\n\n(All other formats remain the same with unconditional **lzss** compression)\n\nArma 2 introduces **LZO** compression for DXT. The criteria for DXT-LZO compression is having the top bit of the width paramater set.\n\nNote that under this circumstance, the width bit must be masked before any size calculations\n\nThis bit is set when size on disk for dxt formats != expected size . (See above table). It is either a 'safety bit' for the unusual circumstance of size being same, or, simply a flag to indicate lzo compression.\n\nEither way, there are (currently) no known instances of dxt compression where sizes are same, and quite obviously, all unequal sizes must, by defintion, be lzo compresssed.\n\nNote also, that this is, truly, conditional compression. Only larger dimensions (256x256) eg are treated in this manner. Lesser value mipmaps in the same pax file, remain un altered.\n\n#### Index Palette Compression\n\nIf the file doesn't start with a known PaX type the data array of the mipmaps contain the indices to the color palette (which appears just before mipmaps and only for palette type).\n\n**TWO** (2) types of compression are in force determined by the special structure of index pallette mipmaps (see above)\n\n- Standard LZSS.\n\nif the signature for width and height IS 1234 x 8765 then standard lzss compression is used, using, the next four bytes as width and height.\n\notherwise:\n\nA very basic \"compression\", which even can make the data slightly bigger, is used. The data is split into blocks of the following structure:\n\n```cpp\nstruct block\n{\n    byte flag;\n    byte data[...];\n}\n```\n\nThe flag can be of two different types. If the most significant bit of flag is zero, it tells you how much bytes to read.\nIf flag is 0x05 for example you have to read 6 bytes (always one more then the value of flag).\n\nIf the most significant bit of flag is one it tells you how often the next byte is repeated.\nIf flag is 0x82 for example the value after the flag byte is repeated 3 times (always one more than (flagvalue - 0x80)).\n\nNote that with this, special, compression, there is no checksum.\n\nIndex palette Mipmaps can have mixtures of both types.\n\n### Addenda\n\n#### Decompression Code\n\nsee Compressed LZSS File Format\n\n#### HexDump\n\nThe 0x4747 format mentioned in this picture indicates index palette format, because 0x4747 is the \"GG\" of \"GGAT\" signature.\n\n#### Alpha channel interpolation\n\nThese two images visualize difference between alpha channel interpolation (FLAGTAGG header tag value).\n\n##### FLAGTAGG = 1, interpolated alpha channel (default behaviour)\n\n##### FLAGTAGG = 2, alpha channel interpolation disabled\n\n### Bibliography\n\n- Feersum's original posting on BI forums: *paa/pac texture format documentation* (dead link)\n- MSDN documentation on DXT1 textures: [DirectX: Opaque and 1-Bit Alpha Textures](https://learn.microsoft.com/en-us/windows/win32/direct3d9/opaque-and-1-bit-alpha-textures)\n- Squish Compression [DXT Compression Techniques](https://www.sjbrown.co.uk/posts/dxt-compression-techniques/)","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nOf the many image file formats out there, such as jpeg, or gif, Bohemia Interactive choose to use a specially developed file format (paa) as the base texture file for all engine types.\n\nThe reason for this is the raw data within the file contain mipmaps which be passed directly to Microsoft's DirectX as a DXT1 picture (e.g) without further processing.\n\nAll engines except Elite also support JPG files (but they have no transparency). Most of encoded mipmap formats in pax files do."},{"heading":"PAC files","level":4,"markdown":"`.pac` files are (almost) synonomous with `.paa`.\nIn the origins of Operation Flashpoint, `.paa` were meant to be two tone colors (black & white or grayscale) and `.pac` = colour.\n\nThe distinction does not exist. All engines treat pac or paa equally. They are referred to as paX files in the rest of this document.\n\nNote however that Arma 2's TGAviewer *cannot* read a palette index `.paa` extension. only `.pac` extensions (the contents can be identical)."},{"heading":"OFP Demo Files","level":4,"markdown":"The initial 'proof of concept' for Operation Flashpoint released in 1997, was a demonstration of an island with models and textures.\n\nThese pax files can still be read by tgaviewer! (and pal2pace)\n\nThe *only* difference between these, and subsequent pax files is that the index pallet appears at beginning of file. In other words\n\n- There is NO header type, Pallet index is assumed.\n- There are NO taggs.\n- Other than this, demo files are 100% identical to OFP's Pallet index including the use of run length compression."},{"heading":"Main Format","level":4,"markdown":"Overall structure of a pax file is\n\n```cpp\nstruct overall\n{\n    ushort        TypeOfPaX;    // OPTIONAL\n    Tagg        Taggs[...];    // OPTIONAL\n    Palette        Palette[...];\n    MipMap        MipMaps[...];\n    ushort        Always0;\n};\n```"},{"heading":"TypeOfPaX (optional)","level":3,"markdown":"With the sole exception of OFP index palettes and demo, all paX files begin with a 2 byte 'type' signature.\nOFP index palettes have *no* type, they begin with tagg structures immediately. demo files have neither, and begin with the index pallet.\n\n| PaX Type | Game |  |  |  |  |  |\n|---|---|---|---|---|---|---|\n| PaX Type | OFP<br>Demo | Operation Flashpoint v1.00 | Armed Assault v1.00 | Arma 2 v1.00 | Oxygen 2 |  |\n| 0xFF01 DXT1 | ✗ | ✓ | ✓ | ✓ | ✓ |  |\n| 0xFF02 DXT2 | ✗ | ✗ | ✗ | ✗ | ✓ |  |\n| 0xFF03 DXT3 | Unknown |  |  |  |  |  |\n| 0xFF04 DXT4 | ✗ | ✗ | ✗ | ✗ | ✓ |  |\n| 0xFF05 DXT5 | ✗ | ✗ | ✓ | ✓ | ✗ |  |\n| 0x4444 RGBA 4:4:4:4 | ✗ | ✓ | ✗ | ✓ | ✗ |  |\n| 0x1555 RGBA 5:5:5:1 | ✗ | ✗ | ✓ | ✓ | ✗ |  |\n| 0x8888 RGBA 8:8:8:8 | ✗ | ✗ | ✗ | ✗ | ✓ |  |\n| 0x8080 GRAY w Alpha | ✗ | ✓ | ✓ | ✓ | ✓ |  |\n\n'**Index Pallets only occur in Operation Flashpoint and demo** Later versions of TGAViewer still 'understand' them IF and only IF they have .pac extensions. Under this circumstance they are translated as ARGB8888 (and saved as such)\n\nNote that information on DXT formats can be found at https://www.khronos.org/opengl/wiki/S3_Texture_Compression."},{"heading":"Taggs","level":3,"markdown":"Taggs do not exist for demo pax files.\n\n```cpp\nTagg\n{\n    char    signature[4];    // always \"GGAT\"\n    char    name[4];        // name of the tagg in reversed order (for example: \"CGVA\")\n    ulong    dataLen;\n    byte    data[dataLen];\n}\n```\n\nTaggs are read until no \"GGAT\" signature is encountered. Palette structure follows."},{"heading":"General","level":4,"markdown":"Structurally, all TAGG's are optional and can occur multiple times. In practice:\n\n- At least one TAGG exists for ALL types, including index palettes.\n- Any TAGG if it occurs, only occurs, once.\n- TAGG order of presentation is\n\n```\nAVG        // always first\nMAX        // always 2nd etc...\nFLAG\nSWIZ or PROC (not seen together)\nOFFS    // always last\n```\n\n- ALL TAGG's begin with an AVG with the sole exception of *some* GREY .paX's\n- MAX is almost follows an AVG\n- FLAG, PROC, and SWIZ are entirely optional. They may or may not occur.\n- PROC if present is only used in DXT1 types\n- OFP Palette Indexes ONLY have an AVG\n- OFFS is almost always present (if not, the engine builds it as required, when required, anyway)"},{"heading":"AVGCTAGG","level":4,"markdown":"Average Colour\n\n- This tag contains average color of texture, probably used in rendering the 8:8 Grey & alpha textures.\n- Always present, and always first in list with the sole exception of *some* GRAY .paX's\n\n```cpp\n{\n    char  \"GGATCGVA\";\n    ulong len;    // 4 bytes\n    ulong RGBA;    // FF443D39\n}\n```"},{"heading":"MAXCTAGG","level":4,"markdown":"Generally always present. Always follows immediately after an AVG\n\n```cpp\n{\n    char    \"GGATCXAM\";\n    ulong    len;    // 4 bytes\n    ulong    data;    // FFFFFFFFF no other value seen so far\n}\n```\n\nContains color of brightest pixel in texture?"},{"heading":"FLAGTAGG","level":4,"markdown":"Optional, but will always occur immediately after a MAXC when present\n\n```cpp\n{\n    char    \"GGATGALF\";\n    ulong    len;    // 4 bytes\n    ulong    range;    // 0 to 2\n}\n```\n\nMarks if texture contains transparency. Value 1 means basic transparency, 2 means alpha channel is not interpolated.\nThis flag should be always present in LOD textures with 1-bit alpha with value of 2 or there will be \"ghost outlines\" on LOD textures when viewed from distance.\nNote that this flag must be present in texture file when binarizing model, because Binarize stores information about how to render textures in actual P3D file."},{"heading":"SWIZTAGG","level":4,"markdown":"Optional\n\n```cpp\n{\n    char    \"GGATZIWS\";\n    ulong    len;    // 4 bytes\n    ulong    data;    // 0x05040203\n }\n```\n\nSwizzle is apparently used to modify texture components processing like swizzle modifiers in pixel shaders.\nFor example ArmA's sky texture has green channel stored in alpha channel and inversed to take advantage from feature that in DXT5 64 bits are used for alpha channel in each block and 64 bits for RBG, giving double the accuracy to green channel as opposed to storing texture just normally.\n\nExact format of swizzle data is still unknown.\nswizzle data:\n\n```cpp\nchar channelSwizzleA;\nchar channelSwizzleR;\nchar channelSwizzleG;\nchar channelSwizzleB;\n```\n\nformat of swizzle char:\n\n```\nbits 7-4 = 0;\nbit 3 - \"1\" flag. All channel data must be set to 0xff;\nbit 2 - \"negate flag\". Channel data must be negated.\nbit 1-0 - number of color channel:\n00 - Alpha channel\n01 - Red channel\n10 - Green channel\n11 - Blue channel\n```\n\nfor example (*_nohq.paa textures)\n\nswizzle data is:\n\n```\n0x05 - Alpha, Negated, stored in Red;\n0x04 - Red, Negated, stored in Alpha;\n0x02 - Green, Stored as is;\n0x03 - Blue, Stored as is;\n```"},{"heading":"PROCTAGG","level":4,"markdown":"Only ever seen with some DXT1 types\n\n```cpp\n{\n    char    \"GGATCORP\";\n    ulong    len;    //  strlen(text)\n    char    text    // NOT ASCIIz\n}\n```\n\nthis is a non asciiz string (not zero terminated)\n\nExample:\n\n```\nx = (u + 1) * 0.5;\ny = (v + 1) * 0.5;\n\nif (y < 0.5) then\n{\n    sharpOut = 20;\n    sharpIn = 60;\n\n    offset = x - 0.5;\n    if (offset < 0) then\n    {\n        edge = (1 + offset)^sharpOut;\n    }\n    else\n    {\n        edge = (1 - offset)^sharpIn;\n    };\n\n    res = edge * y * 2;\n}\nelse\n{\n    sharpOut = 20 - 40 * (y - 0.5);\n    sharpIn = 60 - 125 * (y - 0.5);\n\n    offset = x - 0.5;\n    if (offset < 0) then\n    {\n        edge = (1 + offset)^sharpOut;\n    }\n    else\n    {\n        edge = (1 - offset)^sharpIn;\n    };\n\n    res = edge;\n    sdCoef = y * 2 - 1;\n    shoreDisappear = 1 - sdCoef^2;\n    res = res * shoreDisappear;\n};\n\na = 1;\nr = res;\ng = res;\nb = res;\n```"},{"heading":"OFFSTAGG","level":4,"markdown":"Almost always present\n\n```cpp\n{\n    char  \"GGATSFFO\";\n    ulong len;            // 16 * sizeof(ulong)\n    ulong offsets[16];\n}\n```\n\nExample:\n\n```\n= 6 entries. last 10 unused\n256 x 128    Size = 16384\n128 x 64    Size = 4096\n64 x 32    Size = 1024\n32 x 16    Size = 256\n16 x 8        Size = 64\n8 x 4        Size = 16\n```\n\nMipMap data is presented in 'blocks'. One or more 'blocks' exist in a pax file.\n\nThis tag declares where each of these blocks are in the file, relative to start of file.\n\nThe location of each block is already known, relative to the size of the previous block (if any). So, although almost always present in pax files, it is use, is redundant.\n\nThis tag always contains 16 ULONG offsets. Each one is a hard offset to actual mipmap data relative to start of file.\n\nNot all entries are used (obviously) since most pax files contain less than 16 mipmaps. Unused offsets contain the value 0x00000000.\nThere are no known examples of splattered offset entries. All offsets after the first 0 entry are 0 as well."},{"heading":"Palette","level":3,"markdown":"```cpp\nPalette\n{\n    ushort    nPaletteTriplets;                    // always 0 except for index palette type\n    bytes    BGR_Palette[nPaletteTriplets][3];    // only exists if nPaletteTriplets > 0\n}\n```\n\npalette triplets when they exist, consist of **BGR** values. Note the reversal from the expected order."},{"heading":"Mipmap","level":3,"markdown":"Mipmaps are in contiguous blocks that extend to end of file.\n\nThere is nothing strange about Mipmaps. Each mipmap is simply a rectangular texture (almost always square) and each one conforms to 2^n dimensions.\n\nEach mipmap defines increasingly poorer resolution. The highest (first) mimpap is THE texture, each successively smaller one is one quarter the size.\nIt progresses in smallness down to a minimum of 2 x any other 2^n or, any other 2^n x 2. For a square texture, this is simply a 2 x 2 matrix.\n\n```cpp\nMipmap\n{\n    ushort    width;        // width of this mipmap\n    ushort    height;        // height of this mipmap\n    if (INDEX PALLETE)\n    {\n        if (width == 0x4D2 && height == 0x223D) // special 1234 x 8765 signature\n        {\n            ushort    width;        // actual width\n            ushort    height;        // actual height\n            // use -signed- lzss compression for this block (introduced for for resistance pax files.\n        }\n        //  else use runlength Compression for this block // used by demo and cwc pax files\n    }\n\n    if (width && height)\n    {\n        byte    size[3];    // size of texture data in file. this is 24-bit unsigned integer.\n        byte    data[size];    // actual texture data compressed or otherwise\n    }\n};\n```\n\nThe last mipmap is a dummy consisting of zero width and height with NO FURTHER DATA\n\nThe size triplet reflects the size of **compressed** data in the file **not** necessarily the actual size of the data."},{"heading":"Compression","level":3,"markdown":"**ALL** non DXT signatures are unconditionally compressed using **signed** LZSS. Index Pallets use this too, OR, runlength encoding.\n\nThere are two wrinkles to LZSS compression not encountered in other uses of the same algorithm (pbo, p3d, wrp eg).\n\n- The >1024 rule does not apply. ALL data is compressed. The end result is the smaller box sizes are most often larger on disk.\n- The checksum following the data (all data sizes are actually -4 their 'real' length) is SIGNED addititive. All other lzss checksums used elsewhere in bis are UNsigned additive.\n\nExample:\n\n```\nType: RGBA 4:4:4:4 texture\nAVGC: F5A9A9AB\n256 x  128 Real Size 65536. Size in file  11770\n128 x   64 Real Size 16384. Size in file   3521\n 64 x   32 Real Size  4096. Size in file   1148\n 32 x   16 Real Size  1024. Size in file    407\n 16 x    8 Real Size   256. Size in file    169\n  8 x    4 Real Size    64. Size in file     57\n  4 x    2 Real Size    16. Size in file     22 <<<<<\n```\n\nthe result of decompression of any type (lzo, lzss or runlength is **encoded** data. The encoding is, perhaps obviously,dependent on the paxType:\n\n**encoded** sizes are a further means of compression.\n\n- width x height is the number of pixels to display. Since all output to a screen is ultimately expressed as RGBA 4 byte integers.\n- width x height x 4 is the size of the ultimate output IN BYTES.\n\nNot so the **encoded** array.\n\n- INDEX width * height // each byte is an index to a color table\n- DXT1 width * height / 2\t// 1 nibble per pixel\n- DXT2 width * height // not used\n- DXT3 width * height // not used\n- DXT4 width * height // not used\n- DXT5 width * height // one byte per pixel\n\n- RGB4444\twidth * height * 2\t// 4 nibbles per color\n- RGB5551\twidth * height * 2\t// ditto\n- RGB565\twidth * height * 2\t// ditto (not used)\n- GREY width * height * 2\t// one byte alpha, one byte 'grey'\n- RGB8888\twidth * height * 4\t// straight rgba output (un-encoded)"},{"heading":"Before Arma 2","level":4,"markdown":"DXT textures are stored \"as is\" in the file. Therefore the DXT data could be directly passed to the graphic hardware.\nFor software decoding of DXT textures see [DXTn compress/decompress](http://code.google.com/p/libsquish/)"},{"heading":"After Arma 2","level":4,"markdown":"DXT formats are **potentially** compressed.\n\n(All other formats remain the same with unconditional **lzss** compression)\n\nArma 2 introduces **LZO** compression for DXT. The criteria for DXT-LZO compression is having the top bit of the width paramater set.\n\nNote that under this circumstance, the width bit must be masked before any size calculations\n\nThis bit is set when size on disk for dxt formats != expected size . (See above table). It is either a 'safety bit' for the unusual circumstance of size being same, or, simply a flag to indicate lzo compression.\n\nEither way, there are (currently) no known instances of dxt compression where sizes are same, and quite obviously, all unequal sizes must, by defintion, be lzo compresssed.\n\nNote also, that this is, truly, conditional compression. Only larger dimensions (256x256) eg are treated in this manner. Lesser value mipmaps in the same pax file, remain un altered."},{"heading":"Index Palette Compression","level":4,"markdown":"If the file doesn't start with a known PaX type the data array of the mipmaps contain the indices to the color palette (which appears just before mipmaps and only for palette type).\n\n**TWO** (2) types of compression are in force determined by the special structure of index pallette mipmaps (see above)\n\n- Standard LZSS.\n\nif the signature for width and height IS 1234 x 8765 then standard lzss compression is used, using, the next four bytes as width and height.\n\notherwise:\n\nA very basic \"compression\", which even can make the data slightly bigger, is used. The data is split into blocks of the following structure:\n\n```cpp\nstruct block\n{\n    byte flag;\n    byte data[...];\n}\n```\n\nThe flag can be of two different types. If the most significant bit of flag is zero, it tells you how much bytes to read.\nIf flag is 0x05 for example you have to read 6 bytes (always one more then the value of flag).\n\nIf the most significant bit of flag is one it tells you how often the next byte is repeated.\nIf flag is 0x82 for example the value after the flag byte is repeated 3 times (always one more than (flagvalue - 0x80)).\n\nNote that with this, special, compression, there is no checksum.\n\nIndex palette Mipmaps can have mixtures of both types."},{"heading":"Addenda","level":3,"markdown":""},{"heading":"Decompression Code","level":4,"markdown":"see Compressed LZSS File Format"},{"heading":"HexDump","level":4,"markdown":"The 0x4747 format mentioned in this picture indicates index palette format, because 0x4747 is the \"GG\" of \"GGAT\" signature."},{"heading":"Alpha channel interpolation","level":4,"markdown":"These two images visualize difference between alpha channel interpolation (FLAGTAGG header tag value)."},{"heading":"FLAGTAGG = 1, interpolated alpha channel (default behaviour)","level":5,"markdown":""},{"heading":"FLAGTAGG = 2, alpha channel interpolation disabled","level":5,"markdown":""},{"heading":"Bibliography","level":3,"markdown":"- Feersum's original posting on BI forums: *paa/pac texture format documentation* (dead link)\n- MSDN documentation on DXT1 textures: [DirectX: Opaque and 1-Bit Alpha Textures](https://learn.microsoft.com/en-us/windows/win32/direct3d9/opaque-and-1-bit-alpha-textures)\n- Squish Compression [DXT Compression Techniques](https://www.sjbrown.co.uk/posts/dxt-compression-techniques/)"}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Parameter","title":"Parameter","type":"topic","url":"https://community.bistudio.com/wiki/Parameter","revid":329120,"updated":"2022-07-22T15:40:29Z","aliases":[],"markdown":"A **parameter** is a value that *was passed* to the actual script. All parameters are accessible over the array `_this`.\n\n**Example:**\n\n```sqf\n[5, \"text\"] execVM \"script.sqf\"\n```\n\nscript.sqf\n\n```sqf\nparams [\"_number\",\"_string\"];\n```\n\n`_number` and `_string` are considered the parameters of the script, and are filled with the values that were provided in the array. `_number` now contains the value **5**, while _string now contains the value **string**.\n\n### See also\n\n- params\n- param\n- select\n- Argument","sections":[{"heading":null,"level":1,"markdown":"A **parameter** is a value that *was passed* to the actual script. All parameters are accessible over the array `_this`.\n\n**Example:**\n\n```sqf\n[5, \"text\"] execVM \"script.sqf\"\n```\n\nscript.sqf\n\n```sqf\nparams [\"_number\",\"_string\"];\n```\n\n`_number` and `_string` are considered the parameters of the script, and are filled with the values that were provided in the array. `_number` now contains the value **5**, while _string now contains the value **string**."},{"heading":"See also","level":3,"markdown":"- params\n- param\n- select\n- Argument"}],"categories":["Syntax"],"groups":["Scripting"]},{"name":"ParticleArray","title":"ParticleArray","type":"topic","url":"https://community.bistudio.com/wiki/ParticleArray","revid":373100,"updated":"2025-03-30T13:50:48Z","aliases":[],"markdown":"[Particle](https://en.wikipedia.org/wiki/Particle_system) is a lightweight for performance effect system that is to be used for emulate dusts, fires, explosions, and/or anything. Every explosions, dusts, fires and most of in-game 3D effects are made in this system.\nParticles can be generated by script commands like drop, so you can also do emulate them easily.\n\n### Format\n\n| Index | parameter name | Type | Description | Since |\n|---|---|---|---|---|\n| 0 | shapeName | Render | String or Array format [p3dPath, nth, index, count, loop]:<br>- p3dPath: String<br>- nth: Number<br>- index: Number<br>- count: Number<br>- loop: Number |  |\n| 1 | animationName | N/A | String - obsolete parameter that was meant to play `.rtm` anims, will throw \"Skeletal animation not supported for particles\" rpt error if not empty |  |\n| 2 | type | Render | String - \"Billboard\" or \"SpaceObject\" |  |\n| 3 | timerPeriod | Script | Number - In seconds. |  |\n| 4 | lifetime | Physical | Number - In seconds. |  |\n| 5 | position | Physical | Array format Position or String *object*'s selection |  |\n| 6 | moveVelocity | Physical | Array format velocity |  |\n| 7 | rotationVelocity | Physical | Number - rotations per second |  |\n| 8 | weight | Physical | Number - weight of the particle (kg) |  |\n| 9 | volume | Physical | Number - volume of the particle in m3 |  |\n| 10 | rubbing | Physical | Number - Determines how particles are affected by wind (include downwash by helicopters). |  |\n| 11 | size | Render | Array of Numbers - particle size along its *lifetime*, in meter |  |\n| 12 | color | Render | Array of Arrays format Color (RGBA) |  |\n| 13 | animationPhase | Render | Array of Numbers - phase of the animation in time. In other words, the play speed of the selected frames for the Number of Frames to Play above. The higher the number, the faster it plays through the animation frames. Note that if the Number of Frames to Play above is set to 1, this will have no visible effect. |  |\n| 14 | randomDirectionPeriod | Random | Number - In seconds. |  |\n| 15 | randomDirectionIntensity | Random | Number - How particles change its velocity every once in *randomDirectionPeriod* seconds, in meters**?** |  |\n| 16 | onTimer | Script | String - **path** to the script to be executed on timer. Variable `_this` contains particle position in format PositionAGL.<br>`private _particlePosition = _this;` |  |\n| 17 | beforeDestroy | Script | String - **path** to the script to be executed right before particle's destruction. Variable _this contains particle position in format PositionAGL.<br>`private _particlePosition = _this;` |  |\n| 18 | object | Physical | Object - If this parameter isn't objNull, the particle source will be attached to the object. The source will stop to generate its particles when the distance between the object and the source is further than Object View Distance. |  |\n| 19 | angle | Physical | Number - (**Optional**, default 0) determines the particle's starting angle **in radian**. pi = 180°. | Unknown |\n| 20 | onSurface | Physical | Boolean - (**Optional**, default false) Bounce the particles when hit the surface if true. If *circleRadius* > 0, placing of particle on (water) surface on start of its existence. Circle radius is defined by command setParticleCircle. | Arma 3 v0.74 |\n| 21 | bounceOnSurface | Physical | Number - (**Optional**, default -1) coef of bounce in collision with ground, 0..1 for collisions, -1 to disable collision. Should be used soberly as it has a significant impact on performance. | Arma 3 v0.74 |\n| 22 | emissiveColor | Render | Array of Arrays format Color (RGBA) - (**Optional**, default `[ ]`**?**) Sets emissivity of the particle (**RGB0**). Works as lighting of particles, so must be combined with correctly set particle color. Values need to be higher than just 0-1 to have a real effect (f.e. 100 times the RGB color values). Last parameter has no meaning for now. | Arma 3 v1.08 |\n| 23 | vectorDir | Physical | Array format vectorDir - (**Optional**) Sets the default direction for **SpaceObject** particles.<br>Array format [vectorDir, vectorUp] - (**Optional**) Sets the default vectorDir/vectorUp for **SpaceObject** particles. | Arma 3 v1.92<br>Arma 3 v2.12 |\n\n### Parameters\n\n#### Global Parameters\n\n**ShapeName** - Name of the shape associated with the particle.\n\nIn ArmA, the ShapeName is defined as an array. This should be the particle shape name, followed by three integers.\n\nExample: [\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 5, 0]\n\n1. Anim Divisor (1 for a 1x1, 8 for a 8x8, etc)\n1. Anim Starting Row\n1. Number of Frames to Play (speed controlled by animation phase below)\n\nIn this shot of \"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", note the following:\n\nThe image used for this particle effect is 8X8 effect frames. This means you need to use 8 as your Anim Divisor. Overwise, the game will either draw too much of the image used, or too little. This is highly visible in most situations.\n\nThe Anim Starting Row picks the coresponding superimposed number in the image above. 0 picks the first smoke effect, 1 picks the second smoke effect, 2 picks the first fire effect, etc.\n\nThe setting for the Number of Number of Frames to Play should, in most cases, be the number of effects available to the animation. If you go over this (for example, selecting 9 in this 8X8 tile), it will start playing the animation frames of the next effect down. If there is nothing below to grab, it will draw a blank for that frame. If 1 is used, it will only play the first frame of the selected row.\nIf you want to find out of how many rows a datasource consists use [\"...\", 1, 0, 1] to see the full picture as a particle.\n\nIn **Arma 2 (and Arma 2:OA)**, the method for determining how many frames to play has changed.\n\n*Example 1:*\n\n[\"\\Ca\\Data\\ParticleEffects\\Universal\\Universal\", 16, 10, 32, 1]\n\n1. Anim Divisor (for the new Universal particle model it is 16 since the texture file is 16x16)\n1. Anim Starting Row (starting a 0)\n1. Number of Frames to play (Starting with 1 and not 0)\n1. Animation Loop (0 = no loop, 1 = loop (default if left blank is 1))\n\nExample 1 above (a fire burning) will start the animation in row 10, will play from frames 1 to 32, and will loop.\n\nAlso in **Arma 2 and Arma 2**, to achieve a single frame of animation that is not the first column of a row, use the third numerical value as a column selection instead of indicating how many frames to play.\n\n*Example 2:*\n\n[\"\\Ca\\Data\\ParticleEffects\\Universal\\Universal\", 16, 12, 9, 0]\n\n1. Anim Divisor (for the new Universal particle model it is 16 since the texture file is 16x16)\n1. Anim Starting Row (starting at 0)\n1. Column Selection (Starting with 1 and not 0)\n1. Animation Loop (0 = no loop, 1 = loop (default if left blank is 1))\n\nAdditional Step: You must also set the AnimationPhase value (described in render parameters) to a large number (such as 1000) if you only want to play a single frame. The reason for this is that the game engine does not only play a single frame, it actually begins at the first frame in the row and cycles to the desired frame. If a small AnimationPhase number is used then you can actualy see the animation cycle through the all the frames (1-9). A large number makes this imperceptible and only the desired frame appears to be displayed.\n\nExample 2 above (exploding rock dust) will start the animation in row 12, will only play frame 9, and will not loop.\n\n**AnimationName** - Has to be a String, but it is obsolete. Used to play .rtm anims, if not empty, it will throw \"Skeletal animation not supported for particles\" rpt error\n\n**Type** - Type of particle (either \"Billboard\" or \"SpaceObject\").\n\n**TimerPeriod** - The period of calling the \"OnTimer\" event (in sec).\n\n**LifeTime** - Life time of the particle (in sec).\n\n#### Physical Parameters\n\n*Position'* - Either 3D coordinate (x, y, z) or name of the selection - in this case the Object property must be set.\n\n**MoveVelocity** - 3D vector (x, y, z) which describes the velocity vector of the particle direction and speed in m/s.\n\n**RotationVelocity** - Float number which determines number of rotations in one second.\n\n**Weight** - Weight of the particle (kg).\n\n**Volume** - Volume of the particle (m3).\n\n**Rubbing** - Float number without dimension which determines the impact of the density of the environment on this particle. **0** - no impact (vacuum).\n\n**Angle** - Float number which determines starting angle of the particle.\n\n**OnSurface** - Boolean. Placing of particle on (water) surface on start of it is existence, default value is true, works only if circleRadius > 0. Circle radius is defined by command setParticleCircle. Works since Arma 3 v0.74.\n\n**BounceOnSurface** - Coef of speed's loosing in collision with ground, 0-1 for collisions, -1 disable collision. Default value -1. Should be used soberly, it has significant impact on performance. Works since Arma 3 v0.74.\n\n#### Render Parameters\n\n> [!NOTE]\n> All these values are set as arrays to show their development in time.\n\nIf you set the array [1, 2] as a size, then at the beginning the size of the particle will be 1 and at the end of the life time of the particle its size will be 2.\n\nThe rest of the values during the life time will be linearly interpolated.\n\n**Size** - Size of the particle in time to render (**m**).\n\n**Color** - Colour of the particle in time to render (**RGBA**).\n\n**EmissiveColor** - Sets emissivity of the particle (**RGB0**). Works as lighting of particles, so must be combined with correctly set particle color. Last parameter has no meaning for now.\n\n**AnimationPhase** - Phase of the animation in time. In other words, the play speed of the selected frames for the Number of Frames to Play above. The higher the number, the faster it plays through the animation frames. Note that if the Number of Frames to Play above is set to 1, this will have no visible effect.\n\n#### Randomness Parameters\n\n**RandomDirectionPeriod** - Period of change of the velocity vector (s).\n\n**RandomDirectionIntensity** - Each MoveVelocity component will be changed with random value from interval <0, RandomDirectionIntensity>.\n\n**OnTimer** - Name of the script to run every period determined by TimerPeriod property.\n\nPosition of the particle is stored in \"this\" variable.\n\n**BeforeDestroy** - Name of the script to run right before destroying the particle.\n\nPosition of the particle is stored in \"this\" variable.\n\n**Object** - Object to bind this particle to.\n\n### Example\n\nFor several examples of the kind of effects that can be accomplished via particles, see ParticleTemplates.\n\n#### Thunderbolt\n\nCreate a thunderbolt on logic named *logic1*:\n\n```sqf\nprivate _pos = [position logic1 select 0, position logic1 select 1, 10];\ndrop [\"blesk1\", \"\", \"Billboard\", 0.01, 0.2, _pos, [0,0,0], 0, 1, 1, 0, [20 + random 20], [[1,1,1,1], [1,1,1,0.7]], [1, 0], 0, 0, \"\", \"\", \"\"];\n```\n\n#### Mass Grave Flies\n\n```sqf\n// SCRIPT FOR GENERATING FLIES AROUND MASS GRAVE\n\n// FIXED PARAMS\nprivate _source = \"#particlesource\" createVehicleLocal getPos (_this select 0);\n_source setParticleParams [\n/* Sprite */            [\"\\ca\\characters2\\OTHER\\FLY.p3d\", 1, 0, 1, 0], // File,Ntieth,Index,Count,Loop\n/* Animation */            \"\",\n/* Type */                \"spaceObject\",\n/* TimerPer */            1,\n/* Lifetime */            4,\n/* Position */            [0,0,0],\n/* MoveVelocity */        [0,0,0.5],\n/* Simulation */        1, 1.30, 1, 0, // rotationVel, weight, volume, rubbing\n/* Scale */                [0.03, 0.03, 0.03, 0],\n/* Color */                [[1,1,1,1], [1,1,1,1]],\n/* AnimSpeed */            [1.5, 0.5],\n/* randDirPeriod */        0.01,\n/* randDirIntensity */    0.08,\n/* onTimerScript */        \"\",\n/* DestroyScript */        \"\",\n/* object */            _this,\n/* Angle */                0,\n/* onSurface */            true,\n/* bounceOnSurface */    0.5,\n/* emissiveColor */        [[0,0,0,0]]\n];\n\n// RANDOM / TOLERANCE PARAMS\n_source setParticleRandom [\n/* LifeTime */            2,\n/* Position */            [2,2,0.25],\n/* MoveVelocity */        [0,0,0],\n/* rotationVel */        1,\n/* Scale */                0.02,\n/* Color */                [0,0,0,0.1],\n/* randDirPeriod */        0.01,\n/* randDirIntensity */    0.03,\n/* Angle */                10\n];\n\n_source setDropInterval 0.003;\nprivate _soundSource = createSoundSource [\"Sound_Flies\", getPos (_this select 0), [], 0];\n```\n\n### Tutorials\n\n- Particles Tutorial (Arma 2 & Arma 3)\n- ParticleTemplates (Armed Assault)\n- [Vektorboson's Drop Tutorial](https://www.ofpec.com/editors-depot/index.php?action=details&id=38&game=ArmA)","sections":[{"heading":null,"level":1,"markdown":"[Particle](https://en.wikipedia.org/wiki/Particle_system) is a lightweight for performance effect system that is to be used for emulate dusts, fires, explosions, and/or anything. Every explosions, dusts, fires and most of in-game 3D effects are made in this system.\nParticles can be generated by script commands like drop, so you can also do emulate them easily."},{"heading":"Format","level":3,"markdown":"| Index | parameter name | Type | Description | Since |\n|---|---|---|---|---|\n| 0 | shapeName | Render | String or Array format [p3dPath, nth, index, count, loop]:<br>- p3dPath: String<br>- nth: Number<br>- index: Number<br>- count: Number<br>- loop: Number |  |\n| 1 | animationName | N/A | String - obsolete parameter that was meant to play `.rtm` anims, will throw \"Skeletal animation not supported for particles\" rpt error if not empty |  |\n| 2 | type | Render | String - \"Billboard\" or \"SpaceObject\" |  |\n| 3 | timerPeriod | Script | Number - In seconds. |  |\n| 4 | lifetime | Physical | Number - In seconds. |  |\n| 5 | position | Physical | Array format Position or String *object*'s selection |  |\n| 6 | moveVelocity | Physical | Array format velocity |  |\n| 7 | rotationVelocity | Physical | Number - rotations per second |  |\n| 8 | weight | Physical | Number - weight of the particle (kg) |  |\n| 9 | volume | Physical | Number - volume of the particle in m3 |  |\n| 10 | rubbing | Physical | Number - Determines how particles are affected by wind (include downwash by helicopters). |  |\n| 11 | size | Render | Array of Numbers - particle size along its *lifetime*, in meter |  |\n| 12 | color | Render | Array of Arrays format Color (RGBA) |  |\n| 13 | animationPhase | Render | Array of Numbers - phase of the animation in time. In other words, the play speed of the selected frames for the Number of Frames to Play above. The higher the number, the faster it plays through the animation frames. Note that if the Number of Frames to Play above is set to 1, this will have no visible effect. |  |\n| 14 | randomDirectionPeriod | Random | Number - In seconds. |  |\n| 15 | randomDirectionIntensity | Random | Number - How particles change its velocity every once in *randomDirectionPeriod* seconds, in meters**?** |  |\n| 16 | onTimer | Script | String - **path** to the script to be executed on timer. Variable `_this` contains particle position in format PositionAGL.<br>`private _particlePosition = _this;` |  |\n| 17 | beforeDestroy | Script | String - **path** to the script to be executed right before particle's destruction. Variable _this contains particle position in format PositionAGL.<br>`private _particlePosition = _this;` |  |\n| 18 | object | Physical | Object - If this parameter isn't objNull, the particle source will be attached to the object. The source will stop to generate its particles when the distance between the object and the source is further than Object View Distance. |  |\n| 19 | angle | Physical | Number - (**Optional**, default 0) determines the particle's starting angle **in radian**. pi = 180°. | Unknown |\n| 20 | onSurface | Physical | Boolean - (**Optional**, default false) Bounce the particles when hit the surface if true. If *circleRadius* > 0, placing of particle on (water) surface on start of its existence. Circle radius is defined by command setParticleCircle. | Arma 3 v0.74 |\n| 21 | bounceOnSurface | Physical | Number - (**Optional**, default -1) coef of bounce in collision with ground, 0..1 for collisions, -1 to disable collision. Should be used soberly as it has a significant impact on performance. | Arma 3 v0.74 |\n| 22 | emissiveColor | Render | Array of Arrays format Color (RGBA) - (**Optional**, default `[ ]`**?**) Sets emissivity of the particle (**RGB0**). Works as lighting of particles, so must be combined with correctly set particle color. Values need to be higher than just 0-1 to have a real effect (f.e. 100 times the RGB color values). Last parameter has no meaning for now. | Arma 3 v1.08 |\n| 23 | vectorDir | Physical | Array format vectorDir - (**Optional**) Sets the default direction for **SpaceObject** particles.<br>Array format [vectorDir, vectorUp] - (**Optional**) Sets the default vectorDir/vectorUp for **SpaceObject** particles. | Arma 3 v1.92<br>Arma 3 v2.12 |"},{"heading":"Parameters","level":3,"markdown":""},{"heading":"Global Parameters","level":4,"markdown":"**ShapeName** - Name of the shape associated with the particle.\n\nIn ArmA, the ShapeName is defined as an array. This should be the particle shape name, followed by three integers.\n\nExample: [\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 5, 0]\n\n1. Anim Divisor (1 for a 1x1, 8 for a 8x8, etc)\n1. Anim Starting Row\n1. Number of Frames to Play (speed controlled by animation phase below)\n\nIn this shot of \"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", note the following:\n\nThe image used for this particle effect is 8X8 effect frames. This means you need to use 8 as your Anim Divisor. Overwise, the game will either draw too much of the image used, or too little. This is highly visible in most situations.\n\nThe Anim Starting Row picks the coresponding superimposed number in the image above. 0 picks the first smoke effect, 1 picks the second smoke effect, 2 picks the first fire effect, etc.\n\nThe setting for the Number of Number of Frames to Play should, in most cases, be the number of effects available to the animation. If you go over this (for example, selecting 9 in this 8X8 tile), it will start playing the animation frames of the next effect down. If there is nothing below to grab, it will draw a blank for that frame. If 1 is used, it will only play the first frame of the selected row.\nIf you want to find out of how many rows a datasource consists use [\"...\", 1, 0, 1] to see the full picture as a particle.\n\nIn **Arma 2 (and Arma 2:OA)**, the method for determining how many frames to play has changed.\n\n*Example 1:*\n\n[\"\\Ca\\Data\\ParticleEffects\\Universal\\Universal\", 16, 10, 32, 1]\n\n1. Anim Divisor (for the new Universal particle model it is 16 since the texture file is 16x16)\n1. Anim Starting Row (starting a 0)\n1. Number of Frames to play (Starting with 1 and not 0)\n1. Animation Loop (0 = no loop, 1 = loop (default if left blank is 1))\n\nExample 1 above (a fire burning) will start the animation in row 10, will play from frames 1 to 32, and will loop.\n\nAlso in **Arma 2 and Arma 2**, to achieve a single frame of animation that is not the first column of a row, use the third numerical value as a column selection instead of indicating how many frames to play.\n\n*Example 2:*\n\n[\"\\Ca\\Data\\ParticleEffects\\Universal\\Universal\", 16, 12, 9, 0]\n\n1. Anim Divisor (for the new Universal particle model it is 16 since the texture file is 16x16)\n1. Anim Starting Row (starting at 0)\n1. Column Selection (Starting with 1 and not 0)\n1. Animation Loop (0 = no loop, 1 = loop (default if left blank is 1))\n\nAdditional Step: You must also set the AnimationPhase value (described in render parameters) to a large number (such as 1000) if you only want to play a single frame. The reason for this is that the game engine does not only play a single frame, it actually begins at the first frame in the row and cycles to the desired frame. If a small AnimationPhase number is used then you can actualy see the animation cycle through the all the frames (1-9). A large number makes this imperceptible and only the desired frame appears to be displayed.\n\nExample 2 above (exploding rock dust) will start the animation in row 12, will only play frame 9, and will not loop.\n\n**AnimationName** - Has to be a String, but it is obsolete. Used to play .rtm anims, if not empty, it will throw \"Skeletal animation not supported for particles\" rpt error\n\n**Type** - Type of particle (either \"Billboard\" or \"SpaceObject\").\n\n**TimerPeriod** - The period of calling the \"OnTimer\" event (in sec).\n\n**LifeTime** - Life time of the particle (in sec)."},{"heading":"Physical Parameters","level":4,"markdown":"*Position'* - Either 3D coordinate (x, y, z) or name of the selection - in this case the Object property must be set.\n\n**MoveVelocity** - 3D vector (x, y, z) which describes the velocity vector of the particle direction and speed in m/s.\n\n**RotationVelocity** - Float number which determines number of rotations in one second.\n\n**Weight** - Weight of the particle (kg).\n\n**Volume** - Volume of the particle (m3).\n\n**Rubbing** - Float number without dimension which determines the impact of the density of the environment on this particle. **0** - no impact (vacuum).\n\n**Angle** - Float number which determines starting angle of the particle.\n\n**OnSurface** - Boolean. Placing of particle on (water) surface on start of it is existence, default value is true, works only if circleRadius > 0. Circle radius is defined by command setParticleCircle. Works since Arma 3 v0.74.\n\n**BounceOnSurface** - Coef of speed's loosing in collision with ground, 0-1 for collisions, -1 disable collision. Default value -1. Should be used soberly, it has significant impact on performance. Works since Arma 3 v0.74."},{"heading":"Render Parameters","level":4,"markdown":"> [!NOTE]\n> All these values are set as arrays to show their development in time.\n\nIf you set the array [1, 2] as a size, then at the beginning the size of the particle will be 1 and at the end of the life time of the particle its size will be 2.\n\nThe rest of the values during the life time will be linearly interpolated.\n\n**Size** - Size of the particle in time to render (**m**).\n\n**Color** - Colour of the particle in time to render (**RGBA**).\n\n**EmissiveColor** - Sets emissivity of the particle (**RGB0**). Works as lighting of particles, so must be combined with correctly set particle color. Last parameter has no meaning for now.\n\n**AnimationPhase** - Phase of the animation in time. In other words, the play speed of the selected frames for the Number of Frames to Play above. The higher the number, the faster it plays through the animation frames. Note that if the Number of Frames to Play above is set to 1, this will have no visible effect."},{"heading":"Randomness Parameters","level":4,"markdown":"**RandomDirectionPeriod** - Period of change of the velocity vector (s).\n\n**RandomDirectionIntensity** - Each MoveVelocity component will be changed with random value from interval <0, RandomDirectionIntensity>.\n\n**OnTimer** - Name of the script to run every period determined by TimerPeriod property.\n\nPosition of the particle is stored in \"this\" variable.\n\n**BeforeDestroy** - Name of the script to run right before destroying the particle.\n\nPosition of the particle is stored in \"this\" variable.\n\n**Object** - Object to bind this particle to."},{"heading":"Example","level":3,"markdown":"For several examples of the kind of effects that can be accomplished via particles, see ParticleTemplates."},{"heading":"Thunderbolt","level":4,"markdown":"Create a thunderbolt on logic named *logic1*:\n\n```sqf\nprivate _pos = [position logic1 select 0, position logic1 select 1, 10];\ndrop [\"blesk1\", \"\", \"Billboard\", 0.01, 0.2, _pos, [0,0,0], 0, 1, 1, 0, [20 + random 20], [[1,1,1,1], [1,1,1,0.7]], [1, 0], 0, 0, \"\", \"\", \"\"];\n```"},{"heading":"Mass Grave Flies","level":4,"markdown":"```sqf\n// SCRIPT FOR GENERATING FLIES AROUND MASS GRAVE\n\n// FIXED PARAMS\nprivate _source = \"#particlesource\" createVehicleLocal getPos (_this select 0);\n_source setParticleParams [\n/* Sprite */            [\"\\ca\\characters2\\OTHER\\FLY.p3d\", 1, 0, 1, 0], // File,Ntieth,Index,Count,Loop\n/* Animation */            \"\",\n/* Type */                \"spaceObject\",\n/* TimerPer */            1,\n/* Lifetime */            4,\n/* Position */            [0,0,0],\n/* MoveVelocity */        [0,0,0.5],\n/* Simulation */        1, 1.30, 1, 0, // rotationVel, weight, volume, rubbing\n/* Scale */                [0.03, 0.03, 0.03, 0],\n/* Color */                [[1,1,1,1], [1,1,1,1]],\n/* AnimSpeed */            [1.5, 0.5],\n/* randDirPeriod */        0.01,\n/* randDirIntensity */    0.08,\n/* onTimerScript */        \"\",\n/* DestroyScript */        \"\",\n/* object */            _this,\n/* Angle */                0,\n/* onSurface */            true,\n/* bounceOnSurface */    0.5,\n/* emissiveColor */        [[0,0,0,0]]\n];\n\n// RANDOM / TOLERANCE PARAMS\n_source setParticleRandom [\n/* LifeTime */            2,\n/* Position */            [2,2,0.25],\n/* MoveVelocity */        [0,0,0],\n/* rotationVel */        1,\n/* Scale */                0.02,\n/* Color */                [0,0,0,0.1],\n/* randDirPeriod */        0.01,\n/* randDirIntensity */    0.03,\n/* Angle */                10\n];\n\n_source setDropInterval 0.003;\nprivate _soundSource = createSoundSource [\"Sound_Flies\", getPos (_this select 0), [], 0];\n```"},{"heading":"Tutorials","level":3,"markdown":"- Particles Tutorial (Arma 2 & Arma 3)\n- ParticleTemplates (Armed Assault)\n- [Vektorboson's Drop Tutorial](https://www.ofpec.com/editors-depot/index.php?action=details&id=38&game=ArmA)"}],"categories":["Arrays","Particle System"],"groups":["Scripting"]},{"name":"Particles Tutorial","title":"Particles Tutorial","type":"topic","url":"https://community.bistudio.com/wiki/Particles_Tutorial","revid":369856,"updated":"2024-10-16T13:52:06Z","aliases":[],"markdown":"A **[particle](https://en.wikipedia.org/wiki/Particle_system)** is a (to some extent, non-physical) 2D plane that always faces the camera, or (more rarely) a 3D model.\nIt can be used to simulate ambient effects, such as dust, fire, water splash, wood splinters and even rock debris.\n\nA **particle source** is a non-physical object that creates particles at a certain rate and position/velocity.\n\nA particle (as well as a particle source) is **local** to the computer where the script has been called; one player could see smoke while another could see through without any issue.\n\n> [!NOTE]\n> Particles exist since Operation Flashpoint, but the first related command (drop) was only introduced in Operation Flashpoint: Resistance.\n> Particle source notions and commands were introduced in ArmA: Armed Assault, some commands were later added in Arma 3 (e.g setParticleFire, setParticleClass).\n\n### How To\n\n#### Create a Particle Source\n\n```sqf\nprivate _particleSource = \"#particlesource\" createVehicleLocal ASLToAGL getPosASL player;\n```\n\n> [!NOTE]\n> A particle source is **local** (and all the particle commands take a local argument too), hence createVehicleLocal usage.\n\n#### Set Source Class (Arma 3 v0.50)\n\n```sqf\n_particleSource setParticleClass \"ObjectDestructionFire1Smallx\"; // defined in configFile >> \"CfgCloudlets\"\n```\n\n> [!NOTE]\n> Particle source class must be defined in game config and **cannot** be declared in missionConfigFile or campaignConfigFile. See Arma 3: Particle Effects for more information.\n\n#### Set Source Parameters\n\nSee ParticleArray for details on the array format.\n\n```sqf\n_particleSource setParticleParams\n[\n    [\"\\A3\\data_f\\ParticleEffects\\Universal\\Universal\", 16, 12, 0, 8],\n    \"\", \"Billboard\", 1, 3,                        // animationName, type, timerPeriod, lifeTime\n    [0,1.5,0],                                    // position relative to referenceObject\n    [0,0,0],                                    // velocity\n    0, 0.005, 0.003925, 0.1, [0.25, 0.75],        // rotation, weight, volume, rubbing, size\n    [[1,0,0,0.5], [0,1,0,1], [0,0,01,0.25]],    // colors\n    [1],                                        // animationPhase\n    0, 0,                                        // randomDirectionPeriod, randomDirectionIntensity\n    \"\", \"\",                                        // onTimer, beforeDestroy\n    player,                                        // referenceObject\n    0, false,                                    // angle, bounces\n    -1, [],                                        // bounceOnSurface, emissiveColor\n    [0,1,0]                                        // vectorDir - CANNOT be [0,0,0]\n];\n```\n\n#### Set Source Drop Interval\n\n```sqf\n_particleSource setDropInterval 0.0625; // duration between drops\n```\n\n#### Set Source Drop Circle\n\n```sqf\n_particleSource setParticleCircle [3, [0,1,0]]; // [circle radius, velocity]\n```\n\n#### Set Source Random Values\n\n```sqf\n/*\n    lifeTime,\n    position,\n    moveVelocity,\n    rotationVelocity,\n    size,\n    color,\n    directionPeriod,\n    directionIntensity,\n    angle,\n    bounceOnSurface\n*/\n_particleSource setParticleRandom [0, [0.1, 0.1, 0.1], [0, 0, 0.5], 0, 0.1, [0, 0, 0, 0], 0, 0];\n```\n\n#### Set Source Fire Properties (Arma 3 v1.08)\n\n```sqf\n_particleSource setParticleFire [0.1, 0.5, 2]; // [coreIntensity, coreDistance, damageTime]\n```\n\n#### Delete Source\n\n```sqf\ndeleteVehicle _particleSource; // as simple as that\n```\n\n#### Use the drop Command\n\nThe drop command only drops one particle. If multiple ones are needed, a loop (for, while) must be used.\n\nSee ParticleArray for details on the array format.\n\n```sqf\ndrop [\n    [\"\\A3\\data_f\\ParticleEffects\\Universal\\Universal\", 16, 12, 0, 8],\n    \"\", \"Billboard\", 1, 3,                        // animationName, type, timerPeriod, lifeTime\n    [0,1.5,0],                                    // position relative to referenceObject\n    [0,0,0],                                    // velocity\n    0, 0.005, 0.003925, 0.1, [0.25, 0.75],        // rotation, weight, volume, rubbing, size\n    [[1,0,0,0.5], [0,1,0,1], [0,0,01,0.25]],    // colors\n    [1],                                        // animationPhase\n    0, 0,                                        // randomDirectionPeriod, randomDirectionIntensity\n    \"\", \"\",                                        // onTimer, beforeDestroy\n    player                                        // referenceObject\n];\n```\n\n### Design Workflow\n\nIn order to determine *one* particle behaviour, a simple drop usage in the Debug Console can do;\nbut seeing the complete end result can be another task at hand.\n\n#### Using a Script\n\nOne way to design your effect is to have an SQF file, named e.g \"particles.sqf\", filled with your code:\n\n```sqf\n{ deleteVehicle _x } forEach allMissionObjects \"#particlesource\";\n\nprivate _posATL = player modelToWorld [0,10,0];\n\nps1 = \"#particlesource\" createVehicleLocal _posATL;\nps1 setParticleParams [/* ... */];\nps1 setDropInterval 0.2;\n\nps2 = \"#particlesource\" createVehicleLocal _posATL;\nps2 setParticleParams [/* ... */];\nps2 setDropInterval 0.2;\n```\n\nand run with\n\n```sqf\nexecVM \"particles.sqf\";\n```\n\nThis format deletes all previous effects and still allows you to use the Debug Console in order to adjust particle source settings thanks to the usage of global variables (here, `ps1` and `ps2`).\n\n#### Using a Mod\n\n**Emitter 3Ditor** (a real-time WYSIWYG particle source editor) adds and uses particle and light emitters in your scenarios **without any scripting nor mod dependency**.\n[Steam page](https://steamcommunity.com/sharedfiles/filedetails/?id=1613905318) - [Forums post](https://forums.bohemia.net/forums/topic/221163-emitter-3ditor/)\n\n### Examples\n\n> [!NOTE]\n> The following examples are for Arma 2 and later titles. For Armed Assault examples, see ParticleTemplates.\n\n> [!IMPORTANT]\n> For games other than Arma 3:\n>\n> - remove private usage\n> - replace `\\A3\\Data_F\\` with:\n>\n> |  |  |\n> |---|---|\n> | Arma 2 v1.00 | `\\Ca\\Data\\` |\n> | Arma 2: Operation Arrowhead v1.50 | `\\Ca\\Ca_e\\Data\\` |\n> | Take On Helicopters v1.00 | `\\hsim\\Data_h\\Data\\` |\n\n#### Burning Vehicle Fire Look-Alike\n\n```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\n// Fire\nprivate _ps0 = \"#particlesource\" createVehicleLocal _posATL;\n_ps0 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 10, 32], \"\", \"Billboard\",\n    0, 1, [0, 0, 0.25], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5],\n    [[1,1,1, 0.0], [1,1,1, 0.3], [1,1,1, 0.0]],\n    [0.75], 0, 0, \"\", \"\", _ps0, rad -45];\n_ps0 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 0, 0.5, [0, 0, 0, 0], 0, 0];\n_ps0 setDropInterval 0.03;\n\n// Smoke part 1\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 1], \"\", \"Billboard\",\n    1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10],\n    [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]],\n    [0, 1], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];\n_ps1 setDropInterval 0.5;\n\n// Smoke part 2\nprivate _ps2 = \"#particlesource\" createVehicleLocal _posATL;\n_ps2 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 9, 1], \"\", \"Billboard\",\n    1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10],\n    [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]],\n    [0], 1, 0, \"\", \"\", _ps2];\n_ps2 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];\n_ps2 setDropInterval 0.25;\n```\n\n#### Fire\n\n```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\n// Fire\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 10, 32], \"\", \"Billboard\",\n    1, 1, [0, 0, 0], [0, 0, 0.5], 0, 1, 1, 3, [0.5,1.5],\n    [[1,1,1,0.4], [1,1,1,0.2], [1,1,1,0]],\n    [0.25,1], 1, 1, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0.2, [0.5, 0.5, 0.25], [0.125, 0.125, 0.125], 0.2, 0.2, [0, 0, 0, 0], 0, 0];\n_ps1 setDropInterval 0.05;\n\n// Smoke\nprivate _ps2 = \"#particlesource\" createVehicleLocal _posATL;\n_ps2 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 1, 1], \"\", \"Billboard\",\n    1, 5, [0, 0, 1], [0, 0, 1.5], 0, 1, 1, 0.5, [1.75,2,3,4.5], // timerPeriod → size\n    [[1,1,1,0], [1,1,1,0.5], [1,1,1,0.4], [1,1,1,0.2], [1,1,1,0]],\n    [0.5,0.5], 0, 0, \"\", \"\", _ps2];\n_ps2 setParticleRandom [0.5, [1, 1, 0.4], [0, 0, 0.5], 0, 0.125, [0, 0, 0, 0], rad 30, 0];\n_ps2 setDropInterval 0.1;\n```\n\n#### Floating Orb\n\n```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 12, 16, 0], \"\", \"Billboard\",\n    1, 3.0141, [0, 0, 2], [0, 0, 0], 1, 1.275, 1, 0, [4],\n    [[1, 1, 1, 1]],\n    [1000], 1, 0, \"\", \"\", _ps1];\n_ps1 setDropInterval 3;\n```\n\n#### Heavy Oily Smoke (Small)\n\n```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 16, 1], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6],\n    [[0, 0, 0, 0], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.1, 0.1, 0.1, 0.5], [0.125, 0.125, 0.125, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.05;\n```\n\n#### Heavy Oily Smoke (Medium)\n\n```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 16, 1], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12],\n    [[0, 0, 0, 0], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.1, 0.1, 0.1, 0.5], [0.125, 0.125, 0.125, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.1;\n```\n\n#### Heavy Oily Smoke (Large)\n\n```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 16, 1], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [4, 12, 20],\n    [[0, 0, 0, 0], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.1, 0.1, 0.1, 0.5], [0.125, 0.125, 0.125, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.2;\n```\n\n#### Light Wood Smoke (Small)\n\n```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 9, 16, 0], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6],\n    [[0.5, 0.5, 0.5, 0], [0.5, 0.5, 0.5, 0.15], [0.5, 0.5, 0.5, 0.15], [0.5, 0.5, 0.5, 0.1], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.05;\n```\n\n#### Light Wood Smoke (Medium)\n\n```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 9, 16, 0], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [2, 6, 12],\n    [[0.5, 0.5, 0.5, 0], [0.5, 0.5, 0.5, 0.3], [0.5, 0.5, 0.5, 0.2], [0.5, 0.5, 0.5, 0.1], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.1;\n```\n\n#### Light Wood Smoke (Large)\n\n```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 9, 16, 0], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20],\n    [[0.5, 0.5, 0.5, 0], [0.5, 0.5, 0.5, 0.5], [0.66, 0.66, 0.66, 0.33], [0.75, 0.75, 0.75, 0.25], [1, 1, 1, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.5, 0.5, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.2;\n```\n\n#### Mixed Smoke (Small)\n\n```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 16, 1], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6],\n    [[0.2, 0.2, 0.2, 0], [0.2, 0.2, 0.2, 0.45], [0.2, 0.2, 0.2, 0.45], [0.35, 0.35, 0.35, 0.225], [0.5, 0.5, 0.5, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.1;\n\nprivate _ps2 = \"#particlesource\" createVehicleLocal _posATL;\n_ps2 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 9, 16, 0], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6],\n    [[0.33, 0.33, 0.33, 0], [0.33, 0.33, 0.33, 0.8], [0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps2];\n_ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setDropInterval 0.1;\n```\n\n#### Mixed Smoke (Medium)\n\n```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 16, 1], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12],\n    [[0.2, 0.2, 0.2, 0], [0.2, 0.2, 0.2, 0.3], [0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.2;\n\nprivate _ps2 = \"#particlesource\" createVehicleLocal _posATL;\n_ps2 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 9, 16, 0], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12],\n    [[0.33, 0.33, 0.33, 0], [0.33, 0.33, 0.33, 0.8], [0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps2];\n_ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setDropInterval 0.2;\n```\n\n#### Mixed Smoke (Large)\n\n```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 16, 1], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20],\n    [[0.2, 0.2, 0.2, 0], [0.2, 0.2, 0.2, 0.3], [0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.2;\n\nprivate _ps2 = \"#particlesource\" createVehicleLocal _posATL;\n_ps2 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 9, 16, 0], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20],\n    [[0.33, 0.33, 0.33, 0], [0.33, 0.33, 0.33, 0.8], [0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps2];\n_ps2 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setDropInterval 0.2;\n```\n\n#### Rock Shower\n\n```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    \"\\A3\\Data_F\\ParticleEffects\\Pstone\\Pstone\", \"\", \"SpaceObject\",\n    1, 10, [0, 0, 30], [0, 0, -2], 1, 10, 1, 0.2, [2, 2],\n    [[1, 1, 1 ,1]],\n    [0, 1], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [10, 10, 0], [0.25, 0.25, 0], 0, 1.5, [0, 0, 0, 0], 0, 0];\n_ps1 setDropInterval 0.04;\n```\n\n### See Also\n\n- Particle System category\n- ParticleArray - particle array format","sections":[{"heading":null,"level":1,"markdown":"A **[particle](https://en.wikipedia.org/wiki/Particle_system)** is a (to some extent, non-physical) 2D plane that always faces the camera, or (more rarely) a 3D model.\nIt can be used to simulate ambient effects, such as dust, fire, water splash, wood splinters and even rock debris.\n\nA **particle source** is a non-physical object that creates particles at a certain rate and position/velocity.\n\nA particle (as well as a particle source) is **local** to the computer where the script has been called; one player could see smoke while another could see through without any issue.\n\n> [!NOTE]\n> Particles exist since Operation Flashpoint, but the first related command (drop) was only introduced in Operation Flashpoint: Resistance.\n> Particle source notions and commands were introduced in ArmA: Armed Assault, some commands were later added in Arma 3 (e.g setParticleFire, setParticleClass)."},{"heading":"How To","level":3,"markdown":""},{"heading":"Create a Particle Source","level":4,"markdown":"```sqf\nprivate _particleSource = \"#particlesource\" createVehicleLocal ASLToAGL getPosASL player;\n```\n\n> [!NOTE]\n> A particle source is **local** (and all the particle commands take a local argument too), hence createVehicleLocal usage."},{"heading":"Set Source Class (Arma 3 v0.50)","level":4,"markdown":"```sqf\n_particleSource setParticleClass \"ObjectDestructionFire1Smallx\"; // defined in configFile >> \"CfgCloudlets\"\n```\n\n> [!NOTE]\n> Particle source class must be defined in game config and **cannot** be declared in missionConfigFile or campaignConfigFile. See Arma 3: Particle Effects for more information."},{"heading":"Set Source Parameters","level":4,"markdown":"See ParticleArray for details on the array format.\n\n```sqf\n_particleSource setParticleParams\n[\n    [\"\\A3\\data_f\\ParticleEffects\\Universal\\Universal\", 16, 12, 0, 8],\n    \"\", \"Billboard\", 1, 3,                        // animationName, type, timerPeriod, lifeTime\n    [0,1.5,0],                                    // position relative to referenceObject\n    [0,0,0],                                    // velocity\n    0, 0.005, 0.003925, 0.1, [0.25, 0.75],        // rotation, weight, volume, rubbing, size\n    [[1,0,0,0.5], [0,1,0,1], [0,0,01,0.25]],    // colors\n    [1],                                        // animationPhase\n    0, 0,                                        // randomDirectionPeriod, randomDirectionIntensity\n    \"\", \"\",                                        // onTimer, beforeDestroy\n    player,                                        // referenceObject\n    0, false,                                    // angle, bounces\n    -1, [],                                        // bounceOnSurface, emissiveColor\n    [0,1,0]                                        // vectorDir - CANNOT be [0,0,0]\n];\n```"},{"heading":"Set Source Drop Interval","level":4,"markdown":"```sqf\n_particleSource setDropInterval 0.0625; // duration between drops\n```"},{"heading":"Set Source Drop Circle","level":4,"markdown":"```sqf\n_particleSource setParticleCircle [3, [0,1,0]]; // [circle radius, velocity]\n```"},{"heading":"Set Source Random Values","level":4,"markdown":"```sqf\n/*\n    lifeTime,\n    position,\n    moveVelocity,\n    rotationVelocity,\n    size,\n    color,\n    directionPeriod,\n    directionIntensity,\n    angle,\n    bounceOnSurface\n*/\n_particleSource setParticleRandom [0, [0.1, 0.1, 0.1], [0, 0, 0.5], 0, 0.1, [0, 0, 0, 0], 0, 0];\n```"},{"heading":"Set Source Fire Properties (Arma 3 v1.08)","level":4,"markdown":"```sqf\n_particleSource setParticleFire [0.1, 0.5, 2]; // [coreIntensity, coreDistance, damageTime]\n```"},{"heading":"Delete Source","level":4,"markdown":"```sqf\ndeleteVehicle _particleSource; // as simple as that\n```"},{"heading":"Use the drop Command","level":4,"markdown":"The drop command only drops one particle. If multiple ones are needed, a loop (for, while) must be used.\n\nSee ParticleArray for details on the array format.\n\n```sqf\ndrop [\n    [\"\\A3\\data_f\\ParticleEffects\\Universal\\Universal\", 16, 12, 0, 8],\n    \"\", \"Billboard\", 1, 3,                        // animationName, type, timerPeriod, lifeTime\n    [0,1.5,0],                                    // position relative to referenceObject\n    [0,0,0],                                    // velocity\n    0, 0.005, 0.003925, 0.1, [0.25, 0.75],        // rotation, weight, volume, rubbing, size\n    [[1,0,0,0.5], [0,1,0,1], [0,0,01,0.25]],    // colors\n    [1],                                        // animationPhase\n    0, 0,                                        // randomDirectionPeriod, randomDirectionIntensity\n    \"\", \"\",                                        // onTimer, beforeDestroy\n    player                                        // referenceObject\n];\n```"},{"heading":"Design Workflow","level":3,"markdown":"In order to determine *one* particle behaviour, a simple drop usage in the Debug Console can do;\nbut seeing the complete end result can be another task at hand."},{"heading":"Using a Script","level":4,"markdown":"One way to design your effect is to have an SQF file, named e.g \"particles.sqf\", filled with your code:\n\n```sqf\n{ deleteVehicle _x } forEach allMissionObjects \"#particlesource\";\n\nprivate _posATL = player modelToWorld [0,10,0];\n\nps1 = \"#particlesource\" createVehicleLocal _posATL;\nps1 setParticleParams [/* ... */];\nps1 setDropInterval 0.2;\n\nps2 = \"#particlesource\" createVehicleLocal _posATL;\nps2 setParticleParams [/* ... */];\nps2 setDropInterval 0.2;\n```\n\nand run with\n\n```sqf\nexecVM \"particles.sqf\";\n```\n\nThis format deletes all previous effects and still allows you to use the Debug Console in order to adjust particle source settings thanks to the usage of global variables (here, `ps1` and `ps2`)."},{"heading":"Using a Mod","level":4,"markdown":"**Emitter 3Ditor** (a real-time WYSIWYG particle source editor) adds and uses particle and light emitters in your scenarios **without any scripting nor mod dependency**.\n[Steam page](https://steamcommunity.com/sharedfiles/filedetails/?id=1613905318) - [Forums post](https://forums.bohemia.net/forums/topic/221163-emitter-3ditor/)"},{"heading":"Examples","level":3,"markdown":"> [!NOTE]\n> The following examples are for Arma 2 and later titles. For Armed Assault examples, see ParticleTemplates.\n\n> [!IMPORTANT]\n> For games other than Arma 3:\n>\n> - remove private usage\n> - replace `\\A3\\Data_F\\` with:\n>\n> |  |  |\n> |---|---|\n> | Arma 2 v1.00 | `\\Ca\\Data\\` |\n> | Arma 2: Operation Arrowhead v1.50 | `\\Ca\\Ca_e\\Data\\` |\n> | Take On Helicopters v1.00 | `\\hsim\\Data_h\\Data\\` |"},{"heading":"Burning Vehicle Fire Look-Alike","level":4,"markdown":"```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\n// Fire\nprivate _ps0 = \"#particlesource\" createVehicleLocal _posATL;\n_ps0 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 10, 32], \"\", \"Billboard\",\n    0, 1, [0, 0, 0.25], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5],\n    [[1,1,1, 0.0], [1,1,1, 0.3], [1,1,1, 0.0]],\n    [0.75], 0, 0, \"\", \"\", _ps0, rad -45];\n_ps0 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 0, 0.5, [0, 0, 0, 0], 0, 0];\n_ps0 setDropInterval 0.03;\n\n// Smoke part 1\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 1], \"\", \"Billboard\",\n    1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10],\n    [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]],\n    [0, 1], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];\n_ps1 setDropInterval 0.5;\n\n// Smoke part 2\nprivate _ps2 = \"#particlesource\" createVehicleLocal _posATL;\n_ps2 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 9, 1], \"\", \"Billboard\",\n    1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10],\n    [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]],\n    [0], 1, 0, \"\", \"\", _ps2];\n_ps2 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];\n_ps2 setDropInterval 0.25;\n```"},{"heading":"Fire","level":4,"markdown":"```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\n// Fire\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 10, 32], \"\", \"Billboard\",\n    1, 1, [0, 0, 0], [0, 0, 0.5], 0, 1, 1, 3, [0.5,1.5],\n    [[1,1,1,0.4], [1,1,1,0.2], [1,1,1,0]],\n    [0.25,1], 1, 1, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0.2, [0.5, 0.5, 0.25], [0.125, 0.125, 0.125], 0.2, 0.2, [0, 0, 0, 0], 0, 0];\n_ps1 setDropInterval 0.05;\n\n// Smoke\nprivate _ps2 = \"#particlesource\" createVehicleLocal _posATL;\n_ps2 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 1, 1], \"\", \"Billboard\",\n    1, 5, [0, 0, 1], [0, 0, 1.5], 0, 1, 1, 0.5, [1.75,2,3,4.5], // timerPeriod → size\n    [[1,1,1,0], [1,1,1,0.5], [1,1,1,0.4], [1,1,1,0.2], [1,1,1,0]],\n    [0.5,0.5], 0, 0, \"\", \"\", _ps2];\n_ps2 setParticleRandom [0.5, [1, 1, 0.4], [0, 0, 0.5], 0, 0.125, [0, 0, 0, 0], rad 30, 0];\n_ps2 setDropInterval 0.1;\n```"},{"heading":"Floating Orb","level":4,"markdown":"```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 12, 16, 0], \"\", \"Billboard\",\n    1, 3.0141, [0, 0, 2], [0, 0, 0], 1, 1.275, 1, 0, [4],\n    [[1, 1, 1, 1]],\n    [1000], 1, 0, \"\", \"\", _ps1];\n_ps1 setDropInterval 3;\n```"},{"heading":"Heavy Oily Smoke (Small)","level":4,"markdown":"```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 16, 1], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6],\n    [[0, 0, 0, 0], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.1, 0.1, 0.1, 0.5], [0.125, 0.125, 0.125, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.05;\n```"},{"heading":"Heavy Oily Smoke (Medium)","level":4,"markdown":"```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 16, 1], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12],\n    [[0, 0, 0, 0], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.1, 0.1, 0.1, 0.5], [0.125, 0.125, 0.125, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.1;\n```"},{"heading":"Heavy Oily Smoke (Large)","level":4,"markdown":"```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 16, 1], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [4, 12, 20],\n    [[0, 0, 0, 0], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.1, 0.1, 0.1, 0.5], [0.125, 0.125, 0.125, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.2;\n```"},{"heading":"Light Wood Smoke (Small)","level":4,"markdown":"```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 9, 16, 0], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6],\n    [[0.5, 0.5, 0.5, 0], [0.5, 0.5, 0.5, 0.15], [0.5, 0.5, 0.5, 0.15], [0.5, 0.5, 0.5, 0.1], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.05;\n```"},{"heading":"Light Wood Smoke (Medium)","level":4,"markdown":"```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 9, 16, 0], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [2, 6, 12],\n    [[0.5, 0.5, 0.5, 0], [0.5, 0.5, 0.5, 0.3], [0.5, 0.5, 0.5, 0.2], [0.5, 0.5, 0.5, 0.1], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.1;\n```"},{"heading":"Light Wood Smoke (Large)","level":4,"markdown":"```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 9, 16, 0], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20],\n    [[0.5, 0.5, 0.5, 0], [0.5, 0.5, 0.5, 0.5], [0.66, 0.66, 0.66, 0.33], [0.75, 0.75, 0.75, 0.25], [1, 1, 1, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.5, 0.5, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.2;\n```"},{"heading":"Mixed Smoke (Small)","level":4,"markdown":"```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 16, 1], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6],\n    [[0.2, 0.2, 0.2, 0], [0.2, 0.2, 0.2, 0.45], [0.2, 0.2, 0.2, 0.45], [0.35, 0.35, 0.35, 0.225], [0.5, 0.5, 0.5, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.1;\n\nprivate _ps2 = \"#particlesource\" createVehicleLocal _posATL;\n_ps2 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 9, 16, 0], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6],\n    [[0.33, 0.33, 0.33, 0], [0.33, 0.33, 0.33, 0.8], [0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps2];\n_ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setDropInterval 0.1;\n```"},{"heading":"Mixed Smoke (Medium)","level":4,"markdown":"```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 16, 1], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12],\n    [[0.2, 0.2, 0.2, 0], [0.2, 0.2, 0.2, 0.3], [0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.2;\n\nprivate _ps2 = \"#particlesource\" createVehicleLocal _posATL;\n_ps2 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 9, 16, 0], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12],\n    [[0.33, 0.33, 0.33, 0], [0.33, 0.33, 0.33, 0.8], [0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps2];\n_ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setDropInterval 0.2;\n```"},{"heading":"Mixed Smoke (Large)","level":4,"markdown":"```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 7, 16, 1], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20],\n    [[0.2, 0.2, 0.2, 0], [0.2, 0.2, 0.2, 0.3], [0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setDropInterval 0.2;\n\nprivate _ps2 = \"#particlesource\" createVehicleLocal _posATL;\n_ps2 setParticleParams [\n    [\"\\A3\\Data_F\\ParticleEffects\\Universal\\Universal\", 16, 9, 16, 0], \"\", \"Billboard\",\n    1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20],\n    [[0.33, 0.33, 0.33, 0], [0.33, 0.33, 0.33, 0.8], [0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]],\n    [0.25], 1, 0, \"\", \"\", _ps2];\n_ps2 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setDropInterval 0.2;\n```"},{"heading":"Rock Shower","level":4,"markdown":"```sqf\nprivate _posATL = player modelToWorld [0,10,0];\n\nprivate _ps1 = \"#particlesource\" createVehicleLocal _posATL;\n_ps1 setParticleParams [\n    \"\\A3\\Data_F\\ParticleEffects\\Pstone\\Pstone\", \"\", \"SpaceObject\",\n    1, 10, [0, 0, 30], [0, 0, -2], 1, 10, 1, 0.2, [2, 2],\n    [[1, 1, 1 ,1]],\n    [0, 1], 1, 0, \"\", \"\", _ps1];\n_ps1 setParticleRandom [0, [10, 10, 0], [0.25, 0.25, 0], 0, 1.5, [0, 0, 0, 0], 0, 0];\n_ps1 setDropInterval 0.04;\n```"},{"heading":"See Also","level":3,"markdown":"- Particle System category\n- ParticleArray - particle array format"}],"categories":["Arma Scripting Tutorials"],"groups":["Scripting"]},{"name":"ParticleTemplates","title":"ParticleTemplates","type":"topic","url":"https://community.bistudio.com/wiki/ParticleTemplates","revid":349730,"updated":"2023-11-20T22:09:55Z","aliases":[],"markdown":"> [!CAUTION]\n> This information is **obsolete** as of Arma 2 v1.00. Reason: For later titles (Arma 2, Arma 3), see Particles Tutorial - Full examples.\n\nListed on this page are several basic particle effects, that can be used as they are, or as templates for further customization.\n\nTo use these examples a variable named `_OBJ` has to exist, which points to an in-game object (a Game Logic, for example) to define the location of the effect.\n\n```sqf\n_OBJ = GameLogicOne;\n```\n\nIn addition, a particle source has to be defined:\n\n```sqf\n_PS = \"#particlesource\" createVehicleLocal getPos _OBJ;\n```\n\nAfter this the following commands can then be used.\n\n### BIS Burning Vehicle Fire Look-Alike\n\nThis one requires 3 particle sources, 1 for the fire and 2 smokes. They should all be attached to the same object.\n\nFire:\n\n```sqf\n_PS1 setParticleCircle [0, [0, 0, 0]];\n_PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0];\n_PS1 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 2, 6], \"\", \"Billboard\", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, \"\", \"\", _obj];\n_PS1 setDropInterval 0.03;\n```\n\nSmoke Part 1:\n\n```sqf\n_PS2 setParticleCircle [0, [0, 0, 0]];\n_PS2 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];\n_PS2 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 0, 1], \"\", \"Billboard\", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, \"\", \"\", _obj];\n_PS2 setDropInterval 0.5;\n```\n\nSmoke Part 2:\n\n```sqf\n_PS3 setParticleCircle [0, [0, 0, 0]];\n_PS3 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];\n_PS3 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, \"\", \"\", _obj];\n_PS3 setDropInterval 0.25;\n```\n\nContributor: ColonelSandersLite\n\n### Fire\n\n```sqf\n_PS setParticleCircle [0, [0, 0, 0]];\n_PS setParticleRandom [0.2, [1, 1, 0], [2, 2, 1], 0.2, 0.2, [0, 0, 0, 0], 0, 0];\n_PS setDropInterval 0.05;\n_PS setParticleParams [[\"\\ca\\data\\ParticleEffects\\FireAndSmokeAnim\\FireAnim\", 8, 2, 7], \"\", \"Billboard\", 1, 1, [random 0.5, random 0.5, 0], [0, 0, 2], 1, 1, 0.9, 0.3, [4,6],[[1,1,1,0.7],[1,1,1,0.5],[1,1,1,0]], [0,1], 1, 1, \"\", \"\", _obj];\n```\n\n```sqf\n_PS1 = \"#particlesource\" createVehicleLocal getpos _obj;\n_PS1 setParticleCircle [0, [0, 0, 0]];\n_PS1 setParticleRandom [0.5, [1, 1, 0.4], [0, 0, 4], 0, 0.5, [0, 0, 0, 0], 0, 0];\n_PS1 setDropInterval 0.01;\n_PS1 setParticleParams [[\"\\ca\\data\\ParticleEffects\\FireAndSmokeAnim\\FireAnim\", 8, 2, 1], \"\", \"Billboard\", 1, 2, [0, random 0.5, random 1], [0, 0, 1], 10, 1, 0.9, 0.3, [1],[[1,1,1,0.5],[1,1,1,0.2],[1,1,1,0]], [0.5,0.5,0], 1, 1, \"\", \"\", _obj];\n```\n\nContributor: **Lost [OTK]** (simplified, full version [here](http://www.flashpoint.ru/forum/archive/index.php/t-43552.html))\n\n### Floating orb\n\n(this one is actually pretty useful for figuring out the shapename and associated numbers you want)\n\n```sqf\n_PS setParticleCircle [0, [0, 0, 0]];\n_PS setParticleRandom [0, [0, 0, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];\n_PS setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 3.0141, [0, 0, 2], [0, 0, 0], 1, 1.275, 1, 0, [6, 6], [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]], [1], 1, 0, \"\", \"\", _OBJ];\n_PS setDropInterval 3.0;\n```\n\nContributor: ColonelSandersLite\n\n### Heavy Oily Smoke Small\n\n```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.05;\n```\n\nContributor: ColonelSandersLite\n\n### Heavy Oily Smoke Medium\n\n```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite\n\n### Heavy Oily Smoke Large\n\n```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.5, 0.5, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 6], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.1, 0.1, 0.1, 0.8], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite\n\n### Light Wood Smoke Small\n\n```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.5, 0.5, 0.5, 0.15], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.05;\n```\n\nContributor: ColonelSandersLite\n\n### Light Wood Smoke Medium\n\n```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.5, 0.5, 0.5, 0.3], [0.75, 0.75, 0.75, 0.15], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite\n\n### Light Wood Smoke Large\n\n```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.5, 0.5, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.5, 0.5, 0.5, 0.5], [0.75, 0.75, 0.75, 0.25], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite\n\n### Mixed Smoke Small\n\nThis one requires 2 particle sources, both smokes. They should both be attached to the same object.\n\n```sqf\n_ps1 setParticleCircle [0, [0, 0, 0]];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.2, 0.2, 0.2, 0.45], [0.35, 0.35, 0.35, 0.225], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps1 setDropInterval 0.1;\n```\n\n```sqf\n_ps2 setParticleCircle [0, [0, 0, 0]];\n_ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps2 setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite\n\n### Mixed Smoke Medium\n\nThis one requires 2 particle sources, both smokes. They should both be attached to the same object.\n\n```sqf\n_ps1 setParticleCircle [0, [0, 0, 0]];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps1 setDropInterval 0.2;\n```\n\n```sqf\n_ps2 setParticleCircle [0, [0, 0, 0]];\n_ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps2 setDropInterval 0.2;\n```\n\nContributor: ColonelSandersLite\n\n### Mixed Smoke Large\n\nThis one requires 2 particle sources, both smokes. They should both be attached to the same object.\n\n```sqf\n_ps1 setParticleCircle [0, [0, 0, 0]];\n_ps1 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setParticleParams [[\"\\ca\\data\\particleeffects\\fireandsmokeanim\\smokeanim.p3d\", 8, 1, 6], \"\", \"billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps1 setDropInterval 0.2;\n```\n\n```sqf\n_ps2 setParticleCircle [0, [0, 0, 0]];\n_ps2 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setParticleParams [[\"\\ca\\data\\particleeffects\\fireandsmokeanim\\smokeanim.p3d\", 8, 3, 1], \"\", \"billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps2 setDropInterval 0.2;\n```\n\nContributor: ColonelSandersLite\n\n### Rock Shower\n\n```sqf\n_PS setParticleCircle [0, [0, 0, 0]];\n_PS setParticleRandom [0, [10, 10, 0], [0.25, 0.25, 0], 0, 1.5, [0, 0, 0, 0], 0, 0];\n_PS setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\Pstone\\Pstone.p3d\", 8, 3, 1], \"\", \"SpaceObject\", 1, 10, [0, 0, 30], [0, 0, -2], 1, 10, 1, 0.2, [2, 2], [[1, 1, 1 ,1], [1, 1, 1, 1], [1, 1, 1, 1]], [0, 1], 1, 0, \"\", \"\", _OBJ];\n_PS setDropInterval 0.04;\n```\n\nContributor: ColonelSandersLite","sections":[{"heading":null,"level":1,"markdown":"> [!CAUTION]\n> This information is **obsolete** as of Arma 2 v1.00. Reason: For later titles (Arma 2, Arma 3), see Particles Tutorial - Full examples.\n\nListed on this page are several basic particle effects, that can be used as they are, or as templates for further customization.\n\nTo use these examples a variable named `_OBJ` has to exist, which points to an in-game object (a Game Logic, for example) to define the location of the effect.\n\n```sqf\n_OBJ = GameLogicOne;\n```\n\nIn addition, a particle source has to be defined:\n\n```sqf\n_PS = \"#particlesource\" createVehicleLocal getPos _OBJ;\n```\n\nAfter this the following commands can then be used."},{"heading":"BIS Burning Vehicle Fire Look-Alike","level":3,"markdown":"This one requires 3 particle sources, 1 for the fire and 2 smokes. They should all be attached to the same object.\n\nFire:\n\n```sqf\n_PS1 setParticleCircle [0, [0, 0, 0]];\n_PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0];\n_PS1 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 2, 6], \"\", \"Billboard\", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, \"\", \"\", _obj];\n_PS1 setDropInterval 0.03;\n```\n\nSmoke Part 1:\n\n```sqf\n_PS2 setParticleCircle [0, [0, 0, 0]];\n_PS2 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];\n_PS2 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 0, 1], \"\", \"Billboard\", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, \"\", \"\", _obj];\n_PS2 setDropInterval 0.5;\n```\n\nSmoke Part 2:\n\n```sqf\n_PS3 setParticleCircle [0, [0, 0, 0]];\n_PS3 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];\n_PS3 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, \"\", \"\", _obj];\n_PS3 setDropInterval 0.25;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Fire","level":3,"markdown":"```sqf\n_PS setParticleCircle [0, [0, 0, 0]];\n_PS setParticleRandom [0.2, [1, 1, 0], [2, 2, 1], 0.2, 0.2, [0, 0, 0, 0], 0, 0];\n_PS setDropInterval 0.05;\n_PS setParticleParams [[\"\\ca\\data\\ParticleEffects\\FireAndSmokeAnim\\FireAnim\", 8, 2, 7], \"\", \"Billboard\", 1, 1, [random 0.5, random 0.5, 0], [0, 0, 2], 1, 1, 0.9, 0.3, [4,6],[[1,1,1,0.7],[1,1,1,0.5],[1,1,1,0]], [0,1], 1, 1, \"\", \"\", _obj];\n```\n\n```sqf\n_PS1 = \"#particlesource\" createVehicleLocal getpos _obj;\n_PS1 setParticleCircle [0, [0, 0, 0]];\n_PS1 setParticleRandom [0.5, [1, 1, 0.4], [0, 0, 4], 0, 0.5, [0, 0, 0, 0], 0, 0];\n_PS1 setDropInterval 0.01;\n_PS1 setParticleParams [[\"\\ca\\data\\ParticleEffects\\FireAndSmokeAnim\\FireAnim\", 8, 2, 1], \"\", \"Billboard\", 1, 2, [0, random 0.5, random 1], [0, 0, 1], 10, 1, 0.9, 0.3, [1],[[1,1,1,0.5],[1,1,1,0.2],[1,1,1,0]], [0.5,0.5,0], 1, 1, \"\", \"\", _obj];\n```\n\nContributor: **Lost [OTK]** (simplified, full version [here](http://www.flashpoint.ru/forum/archive/index.php/t-43552.html))"},{"heading":"Floating orb","level":3,"markdown":"(this one is actually pretty useful for figuring out the shapename and associated numbers you want)\n\n```sqf\n_PS setParticleCircle [0, [0, 0, 0]];\n_PS setParticleRandom [0, [0, 0, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];\n_PS setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 3.0141, [0, 0, 2], [0, 0, 0], 1, 1.275, 1, 0, [6, 6], [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]], [1], 1, 0, \"\", \"\", _OBJ];\n_PS setDropInterval 3.0;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Heavy Oily Smoke Small","level":3,"markdown":"```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.05;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Heavy Oily Smoke Medium","level":3,"markdown":"```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Heavy Oily Smoke Large","level":3,"markdown":"```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.5, 0.5, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 6], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.1, 0.1, 0.1, 0.8], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Light Wood Smoke Small","level":3,"markdown":"```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.5, 0.5, 0.5, 0.15], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.05;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Light Wood Smoke Medium","level":3,"markdown":"```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.5, 0.5, 0.5, 0.3], [0.75, 0.75, 0.75, 0.15], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Light Wood Smoke Large","level":3,"markdown":"```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.5, 0.5, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.5, 0.5, 0.5, 0.5], [0.75, 0.75, 0.75, 0.25], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Mixed Smoke Small","level":3,"markdown":"This one requires 2 particle sources, both smokes. They should both be attached to the same object.\n\n```sqf\n_ps1 setParticleCircle [0, [0, 0, 0]];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.2, 0.2, 0.2, 0.45], [0.35, 0.35, 0.35, 0.225], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps1 setDropInterval 0.1;\n```\n\n```sqf\n_ps2 setParticleCircle [0, [0, 0, 0]];\n_ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps2 setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Mixed Smoke Medium","level":3,"markdown":"This one requires 2 particle sources, both smokes. They should both be attached to the same object.\n\n```sqf\n_ps1 setParticleCircle [0, [0, 0, 0]];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps1 setDropInterval 0.2;\n```\n\n```sqf\n_ps2 setParticleCircle [0, [0, 0, 0]];\n_ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps2 setDropInterval 0.2;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Mixed Smoke Large","level":3,"markdown":"This one requires 2 particle sources, both smokes. They should both be attached to the same object.\n\n```sqf\n_ps1 setParticleCircle [0, [0, 0, 0]];\n_ps1 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setParticleParams [[\"\\ca\\data\\particleeffects\\fireandsmokeanim\\smokeanim.p3d\", 8, 1, 6], \"\", \"billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps1 setDropInterval 0.2;\n```\n\n```sqf\n_ps2 setParticleCircle [0, [0, 0, 0]];\n_ps2 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setParticleParams [[\"\\ca\\data\\particleeffects\\fireandsmokeanim\\smokeanim.p3d\", 8, 3, 1], \"\", \"billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps2 setDropInterval 0.2;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Rock Shower","level":3,"markdown":"```sqf\n_PS setParticleCircle [0, [0, 0, 0]];\n_PS setParticleRandom [0, [10, 10, 0], [0.25, 0.25, 0], 0, 1.5, [0, 0, 0, 0], 0, 0];\n_PS setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\Pstone\\Pstone.p3d\", 8, 3, 1], \"\", \"SpaceObject\", 1, 10, [0, 0, 30], [0, 0, -2], 1, 10, 1, 0.2, [2, 2], [[1, 1, 1 ,1], [1, 1, 1, 1], [1, 1, 1, 1]], [0, 1], 1, 0, \"\", \"\", _OBJ];\n_PS setDropInterval 0.04;\n```\n\nContributor: ColonelSandersLite"}],"categories":["Particle System"],"groups":["Configuration"]},{"name":"PBO","title":"PBO","type":"topic","url":"https://community.bistudio.com/wiki/PBO","revid":43696,"updated":"2008-11-22T13:40:02Z","aliases":[],"markdown":"1. REDIRECT PBO File Format","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT PBO File Format"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"PBO File Format","title":"PBO File Format","type":"topic","url":"https://community.bistudio.com/wiki/PBO_File_Format","revid":373444,"updated":"2025-05-08T11:27:12Z","aliases":["PBO"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n**PBO** means \"**p**acked **b**ank **o**f files\". A **.pbo** is identical in purpose to a zip or rar. It is a container for folder(s) and file(s).\n\nThe engine will internally expand any ***.pbo** back out to its original, tree-folder, form.\n\n##### Pbo .ext types\n\ngenerically called 'pbo' there are in fact different extension names employed, dependent on the engine being used. In all cases, the contents ultimately are identical to pbos.\n\n- ifa: A World War2 mod hard wired to only accept ifa files.\n- ebo: initially used by VBS, then by Arma, to encrypt the contents of a pbo and call it a different extension.\n- xbo: Used by vbsLite encrypt with a different algorithm to above.\n  - the encryption method used for vbslite UK and vbslite US is different.\n\n#### Legend\n\nSee Generic FileFormat Data Types.\n\n#### Compression\n\nIn addition to simply packaging all files and folders in a tree into a single file, some, all, or none of the files within can be compressed using Apple's method of LZSS compression.\nWhich type of files are compressed is *entirely* optional. Ones that won't benefit normally are not and some files in the Arma engines cannot be because bis forgot they had this code.\nThe intent behind compression **was** for internet use and, in the 'good old days', simply to reduce hard disk storage requirements.\nThe *actual* use of compression is becoming less 'popular' as it does represent a small load on the engine. Operation Flashpoint: Elite cannot work with *compressed .pbo* files - see Elite PBOs.\n\n#### PboTypes\n\n##### Mission Versus Addon\n\nAcross all engines there are two distinct types of pbo.\n\n- Mission pbos do not contain config.cpps and live in a mission folder (be it campaign, single, or multiplayer). They have no use for a pboPrefix, nor a Properties header.\n- Addon pbos contain a config.cpp/bin which at-the-least identifies the addon name, and, with the exception of the initial cwc engine, rely on a pbo properties header. They live in an addons\\ folder.\n\n##### pbo engine differences\n\n- Cold War Crisis: the very first in the series (disregarding the 'proof of concept' release a year earlier) has no pboProperties header and no checksums. It does however form the core of all other engines. It's format has never been altered\n- Resistance: added a Properties header as the first 'entry' of the pbo.\n- Vbs1: same as Resistance (but encrypted).\n- Xbox Elite: added a 0 plus 4 byte checksum to end of file.\n- Arma: changed Elite's checksum to a 0 plus 20 byte sha key to end of file.\n- VBS2: same as Arma (but encrypted)\n- Dayz: same as Arma\n\nNote also that in almost all cases both the properties header and/or the sha key are optional.\n\n### Main format\n\nThe format of a .pbo contains:\n\n1. a header consisting of 21byte contiguous file name structures called 'entries'. The very first entry might exceed 21 bytes (see below)\n1. one, contiguous data block.\n1. an (optional) 5 byte checksum (Elite) or a 21 byte signature key (Arma)\n\nWith exceptions, each entry defines a file contained in the .pbo, its size, date, name, it is whether it is compressed.\n\nBecause entries and data are contiguous, there is no need for an offset to the 'next' file. Every file, even zero-length ones, are recorded in the header.\n\nHowever, note that there is no provision for, and no ability to, store empty folders. Folders as such are indicated simply by being part of the filename.\nThere are no, folder entries, and consequently, empty folders, cannot be included in a .pbo because there is no filename associated with them.\nPut another way, an empty folder, if it could be stored (and it can't), would appear to be an empty filename when dePbo'd.\n\nThe last header 'entry' is filled with zeroes. The next byte is the beginning of the data block.\n\n### PBO Header Entry\n\nA standard .pbo entry as follows:\n\n```cpp\nstruct entry\n{\n    Asciiz filename;    // a zero terminated string defining the path and filename,\n                        // ''relative to the name of this .pbo'' or it is prefix.\n                        // Zero length filenames ('\\0') indicate the first (optional), or last (non optional) entry in header.\n                        // Other fields in the last entry are filled by zero bytes.\n\n    char[4] MimeType;    // 0x56657273 'Vers' properties entry (only first entry if at all)\n                        // 0x43707273 'Cprs' compressed entry\n                        // 0x456e6372 'Enco' comressed (vbs)\n                        // 0x00000000 dummy last header entry\n\n    ulong OriginalSize;    // Uncompressed: 0 or same value as the DataSize\n                        // compressed: Size of file after unpacking.\n                        // This value is needed for byte boundary unpacking\n                        // since unpacking itself can lead to bleeding of up\n                        // to 7 extra bytes.\n\n    ulong Offset;        // not actually used, always zeros (but vbs = encryption data)\n\n    ulong TimeStamp;    // meant to be the unix filetime of Jan 1 1970 +, but often 0\n\n    ulong DataSize;        // The size in the data block.\n                        // This is also the file size when '''not''' packed\n};\n```\n\n#### Null Entries\n\nEntries with no file name indicate:\n\n1. End of header, content all zeros and ignored regardless.\n1. PboProperties entry as the very first entry of the file (not present for cwc or any mission.pbo)\n\n#### PboProperties\n\n```cpp\nstruct standard entry\n{\n    Asciiz    filename;        // = 0\n    char[4]    MimeType;        // 0x56657273 'Vers' properties entry (only first entry if at all)\n    ulong    OriginalSize;    // = 0\n    ulong    Reserved;        // = 0\n    ulong    TimeStamp;        // = 0\n    ulong    DataSize;        // = 0\n} // end of 'standard' entry\n\nstruct properties\n{\n    Asciiz this1, that1;    // eg this=that;\n}[...];\n\nbyte end; // = 0\n```\n\nThere can be as many contiguos paired Strings as, well, as many as, a piece of string!\n\nThe **LAST** (or only!) String is a zero length [ASCIIZ](https://en.wikipedia.org/wiki/Null-terminated_string) string (eg. '\\0').\n\n##### Operation Flashpoint: Resistance PBO\n\n```cpp\nstruct properties\n{\n    \"product\" = \"OFP: Resistance\"\n};\n```\n\n##### Operation Flashpoint: Elite PBO\n\n```cpp\nstruct properties\n{\n    \"prefix\" = \"Addon\\FOLDER\\Name\"\n};\n```\n\n##### Arma PBO\n\n```cpp\nprefix=Addon\\FOLDER\\Name\nversion=\"123\"\nengine=\"arma3\"\nauthor=I am famous\"\nanything=else that takes your fancy\n```\n\n### End of File Checksum or Sha\n\n#### Operation Flashpoint\n\nNot present for Operation Flashpoint pbos\n\n#### Operation Flashpoint: Elite\n\n```cpp\n{\n    byte always0;\n    int checksum;\n}\n```\n\n#### Arma\n\n```cpp\n{\n    byte always0;\n    byte sha[20]; //std md5 checksum only used for MP play\n}\n```\n\n### Data compression\n\nData compression is a mild, but effective use of Apple Corps LZSS (a variant of liv-zempel & Huffman), allowing (up to) 8k of previous data to repeat itself.\n\nCompression is indicated when a signature of 0x43707273 **and** the file sizes do not match in the entry.\n\nThe following code also applies to the packing method employed in wrp (OPRW) and pac/paa files which have no header info simply a block of known output length that must be decoded.\nIn all cases, the OUTPUT size is known. With .pbo's, the INPUT size is only a boundary definition to the next block of compressed data.\nIt is not used or relevant to decoding data because (up to) 7 residual bytes could exist in the last flag word of the block.\nAs such, only the fixed in concrete output size is relevant.\n\nThe compressed data block is in contiguous 'packets' of different lengths:\n\n```cpp\nblock {packet1}...{packetN} {4 byte checksum}\n\npacket\n{\n    byte flagbits;\n    byte packetdata[...];    // no fixed length\n}\n```\n\nThe contents of the packetdata contain mixtures of raw data that is passed directly to the output, and, 2byte pointers.\n\nFormat: bit values determine what the packetdata is. It is interpeted **lsb** first thus:\n\n```\nBitN = 1    -    append byte directly to file (read single byte)\nBitN = 0    -    pointer (read two bytes)\n```\n\nfor example:\n\nformat byte, is 0x45, binary notation is: 01000101.\n\nThere are three bytes in the block a little further past the format flag that will be passed directly to the output when encountered, and there are FIVE pointers.\n\nIn this example, first byte of packetdata is passed to output, 2 bytes are read to make a pointer, next byte is passed (ultimately) to output and so on.\n\n```\nFor the very last packet in the block, it is almost inevitable that there will be\nexcessive bits. These are ignored (truncated) as the final output length is always\nknown from the Entry. You cannot rely on the ignored bits in the format flag (up to seven\nof them) to be any particular value (0 or 1) and must be ignored.\n```\n\nA pointer consists of a 12 bits address and 4 bit run length.\n\nThe pointer is a reference to somewhere in the previous 4k max of built output. Given Intel's endian word format the bytes b1 and b2 form a short word value B2B1\n\nThe format of B2B1 is unfortunately in Big Endian (motorola) AAAA LLLL AAAAAAAA, requiring some shift and mask fiddling.\n\nThe address refers to the start of some data in the currently rebuilt part of the file. It is a value, relative to the current length of the reconstructed part of the file (FL).\n\nThe run length of the data to be copied, the 'pattern' has 4 bits and therefore, in theory, 0 to 15 bytes can be duplicated.\nIn practice the values are 3..18 bytes because copying 0,1 or 2 bytes makes no sense.\n\nRelative position (rpos) into the currently built output is calculated as\n\n```\nrpos = FL  - ((B2B1 &0x00FF) + (B2B1 & 0xF000)>>4) )\n```\n\nThe length of the data block: rlen\n\n```\nrlen = (B2B1 & 0x0F00>>8) + 3\n```\n\nWith the values of rpos and rlen there are three basic situations possible:\n\n```\nrpos + rlen < FL // bytes to copy are within the existing reconstructed data\nblock is added to the end of the file, giving a new length of FL = FL + rlen.\n```\n\n```\nrpos + rlen > FL // data to copy exceeds what's available\nIn this situation the data block has a length of FL – rpos and it is added to the reconstructed file until FL = rpos + rlen.\n```\n\n```\nrpos + rlen < 0\nThis is a special case where spaces are added to the decoded file until FL = FL,Initial + rlen\n```\n\nThe checksum, the last four bytes of any compressed data block. It is an unsigned long (Intel Little Endian order).\nIt is simply a byte-at-a-time, unsigned additive spillover of the **decompressed** data.\n\nEach and every compressed data block, contains its own, unique checksum.\n\nThere is no checksum or other protective device, employed on a .pbo overall.\nExceptions: Elite and Arma have residual data after the end of contiguous data block that do represent a signature for the file.\n\n### Bibliography\n\n- DosTools: *-dead link-*\n- cpbo: *-dead link-*\n\n### Open Source PBO Libraries\n\n#### C\n\n- JAPM: <https://github.com/RaJiska/JAPM>\n- armake: <https://github.com/KoffeinFlummi/armake>\n- libpbo: <https://github.com/Learath2/libpbo>\n\n#### C++\n\n- libpbo: <https://github.com/StidOfficial/libpbo>\n\n#### C\\#\n\n- SwiftPbo: <https://github.com/headswe/SwiftPbo>\n- PboSharp: <https://github.com/Shix/PBOSharp>\n\n#### Python\n\n- yapbol: <https://github.com/overfl0/yapbol>\n- pbo-fuse: <https://github.com/Dahlgren/python-pbo-fuse/blob/master/pbo.py>\n- arma3pbo: <https://github.com/danielgran/arma3pbo>\n\n#### Rust\n\n- armake2: <https://github.com/KoffeinFlummi/armake2>\n\n#### Java\n\n- ArmaFiles: <https://github.com/Krzmbrzl/ArmaFiles>\n\n#### JavaScript\n\n- Pbo.js: <https://github.com/eelislynne/pbo.js>","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n**PBO** means \"**p**acked **b**ank **o**f files\". A **.pbo** is identical in purpose to a zip or rar. It is a container for folder(s) and file(s).\n\nThe engine will internally expand any ***.pbo** back out to its original, tree-folder, form."},{"heading":"Pbo .ext types","level":5,"markdown":"generically called 'pbo' there are in fact different extension names employed, dependent on the engine being used. In all cases, the contents ultimately are identical to pbos.\n\n- ifa: A World War2 mod hard wired to only accept ifa files.\n- ebo: initially used by VBS, then by Arma, to encrypt the contents of a pbo and call it a different extension.\n- xbo: Used by vbsLite encrypt with a different algorithm to above.\n  - the encryption method used for vbslite UK and vbslite US is different."},{"heading":"Legend","level":4,"markdown":"See Generic FileFormat Data Types."},{"heading":"Compression","level":4,"markdown":"In addition to simply packaging all files and folders in a tree into a single file, some, all, or none of the files within can be compressed using Apple's method of LZSS compression.\nWhich type of files are compressed is *entirely* optional. Ones that won't benefit normally are not and some files in the Arma engines cannot be because bis forgot they had this code.\nThe intent behind compression **was** for internet use and, in the 'good old days', simply to reduce hard disk storage requirements.\nThe *actual* use of compression is becoming less 'popular' as it does represent a small load on the engine. Operation Flashpoint: Elite cannot work with *compressed .pbo* files - see Elite PBOs."},{"heading":"PboTypes","level":4,"markdown":""},{"heading":"Mission Versus Addon","level":5,"markdown":"Across all engines there are two distinct types of pbo.\n\n- Mission pbos do not contain config.cpps and live in a mission folder (be it campaign, single, or multiplayer). They have no use for a pboPrefix, nor a Properties header.\n- Addon pbos contain a config.cpp/bin which at-the-least identifies the addon name, and, with the exception of the initial cwc engine, rely on a pbo properties header. They live in an addons\\ folder."},{"heading":"pbo engine differences","level":5,"markdown":"- Cold War Crisis: the very first in the series (disregarding the 'proof of concept' release a year earlier) has no pboProperties header and no checksums. It does however form the core of all other engines. It's format has never been altered\n- Resistance: added a Properties header as the first 'entry' of the pbo.\n- Vbs1: same as Resistance (but encrypted).\n- Xbox Elite: added a 0 plus 4 byte checksum to end of file.\n- Arma: changed Elite's checksum to a 0 plus 20 byte sha key to end of file.\n- VBS2: same as Arma (but encrypted)\n- Dayz: same as Arma\n\nNote also that in almost all cases both the properties header and/or the sha key are optional."},{"heading":"Main format","level":3,"markdown":"The format of a .pbo contains:\n\n1. a header consisting of 21byte contiguous file name structures called 'entries'. The very first entry might exceed 21 bytes (see below)\n1. one, contiguous data block.\n1. an (optional) 5 byte checksum (Elite) or a 21 byte signature key (Arma)\n\nWith exceptions, each entry defines a file contained in the .pbo, its size, date, name, it is whether it is compressed.\n\nBecause entries and data are contiguous, there is no need for an offset to the 'next' file. Every file, even zero-length ones, are recorded in the header.\n\nHowever, note that there is no provision for, and no ability to, store empty folders. Folders as such are indicated simply by being part of the filename.\nThere are no, folder entries, and consequently, empty folders, cannot be included in a .pbo because there is no filename associated with them.\nPut another way, an empty folder, if it could be stored (and it can't), would appear to be an empty filename when dePbo'd.\n\nThe last header 'entry' is filled with zeroes. The next byte is the beginning of the data block."},{"heading":"PBO Header Entry","level":3,"markdown":"A standard .pbo entry as follows:\n\n```cpp\nstruct entry\n{\n    Asciiz filename;    // a zero terminated string defining the path and filename,\n                        // ''relative to the name of this .pbo'' or it is prefix.\n                        // Zero length filenames ('\\0') indicate the first (optional), or last (non optional) entry in header.\n                        // Other fields in the last entry are filled by zero bytes.\n\n    char[4] MimeType;    // 0x56657273 'Vers' properties entry (only first entry if at all)\n                        // 0x43707273 'Cprs' compressed entry\n                        // 0x456e6372 'Enco' comressed (vbs)\n                        // 0x00000000 dummy last header entry\n\n    ulong OriginalSize;    // Uncompressed: 0 or same value as the DataSize\n                        // compressed: Size of file after unpacking.\n                        // This value is needed for byte boundary unpacking\n                        // since unpacking itself can lead to bleeding of up\n                        // to 7 extra bytes.\n\n    ulong Offset;        // not actually used, always zeros (but vbs = encryption data)\n\n    ulong TimeStamp;    // meant to be the unix filetime of Jan 1 1970 +, but often 0\n\n    ulong DataSize;        // The size in the data block.\n                        // This is also the file size when '''not''' packed\n};\n```"},{"heading":"Null Entries","level":4,"markdown":"Entries with no file name indicate:\n\n1. End of header, content all zeros and ignored regardless.\n1. PboProperties entry as the very first entry of the file (not present for cwc or any mission.pbo)"},{"heading":"PboProperties","level":4,"markdown":"```cpp\nstruct standard entry\n{\n    Asciiz    filename;        // = 0\n    char[4]    MimeType;        // 0x56657273 'Vers' properties entry (only first entry if at all)\n    ulong    OriginalSize;    // = 0\n    ulong    Reserved;        // = 0\n    ulong    TimeStamp;        // = 0\n    ulong    DataSize;        // = 0\n} // end of 'standard' entry\n\nstruct properties\n{\n    Asciiz this1, that1;    // eg this=that;\n}[...];\n\nbyte end; // = 0\n```\n\nThere can be as many contiguos paired Strings as, well, as many as, a piece of string!\n\nThe **LAST** (or only!) String is a zero length [ASCIIZ](https://en.wikipedia.org/wiki/Null-terminated_string) string (eg. '\\0')."},{"heading":"Operation Flashpoint: Resistance PBO","level":5,"markdown":"```cpp\nstruct properties\n{\n    \"product\" = \"OFP: Resistance\"\n};\n```"},{"heading":"Operation Flashpoint: Elite PBO","level":5,"markdown":"```cpp\nstruct properties\n{\n    \"prefix\" = \"Addon\\FOLDER\\Name\"\n};\n```"},{"heading":"Arma PBO","level":5,"markdown":"```cpp\nprefix=Addon\\FOLDER\\Name\nversion=\"123\"\nengine=\"arma3\"\nauthor=I am famous\"\nanything=else that takes your fancy\n```"},{"heading":"End of File Checksum or Sha","level":3,"markdown":""},{"heading":"Operation Flashpoint","level":4,"markdown":"Not present for Operation Flashpoint pbos"},{"heading":"Operation Flashpoint: Elite","level":4,"markdown":"```cpp\n{\n    byte always0;\n    int checksum;\n}\n```"},{"heading":"Arma","level":4,"markdown":"```cpp\n{\n    byte always0;\n    byte sha[20]; //std md5 checksum only used for MP play\n}\n```"},{"heading":"Data compression","level":3,"markdown":"Data compression is a mild, but effective use of Apple Corps LZSS (a variant of liv-zempel & Huffman), allowing (up to) 8k of previous data to repeat itself.\n\nCompression is indicated when a signature of 0x43707273 **and** the file sizes do not match in the entry.\n\nThe following code also applies to the packing method employed in wrp (OPRW) and pac/paa files which have no header info simply a block of known output length that must be decoded.\nIn all cases, the OUTPUT size is known. With .pbo's, the INPUT size is only a boundary definition to the next block of compressed data.\nIt is not used or relevant to decoding data because (up to) 7 residual bytes could exist in the last flag word of the block.\nAs such, only the fixed in concrete output size is relevant.\n\nThe compressed data block is in contiguous 'packets' of different lengths:\n\n```cpp\nblock {packet1}...{packetN} {4 byte checksum}\n\npacket\n{\n    byte flagbits;\n    byte packetdata[...];    // no fixed length\n}\n```\n\nThe contents of the packetdata contain mixtures of raw data that is passed directly to the output, and, 2byte pointers.\n\nFormat: bit values determine what the packetdata is. It is interpeted **lsb** first thus:\n\n```\nBitN = 1    -    append byte directly to file (read single byte)\nBitN = 0    -    pointer (read two bytes)\n```\n\nfor example:\n\nformat byte, is 0x45, binary notation is: 01000101.\n\nThere are three bytes in the block a little further past the format flag that will be passed directly to the output when encountered, and there are FIVE pointers.\n\nIn this example, first byte of packetdata is passed to output, 2 bytes are read to make a pointer, next byte is passed (ultimately) to output and so on.\n\n```\nFor the very last packet in the block, it is almost inevitable that there will be\nexcessive bits. These are ignored (truncated) as the final output length is always\nknown from the Entry. You cannot rely on the ignored bits in the format flag (up to seven\nof them) to be any particular value (0 or 1) and must be ignored.\n```\n\nA pointer consists of a 12 bits address and 4 bit run length.\n\nThe pointer is a reference to somewhere in the previous 4k max of built output. Given Intel's endian word format the bytes b1 and b2 form a short word value B2B1\n\nThe format of B2B1 is unfortunately in Big Endian (motorola) AAAA LLLL AAAAAAAA, requiring some shift and mask fiddling.\n\nThe address refers to the start of some data in the currently rebuilt part of the file. It is a value, relative to the current length of the reconstructed part of the file (FL).\n\nThe run length of the data to be copied, the 'pattern' has 4 bits and therefore, in theory, 0 to 15 bytes can be duplicated.\nIn practice the values are 3..18 bytes because copying 0,1 or 2 bytes makes no sense.\n\nRelative position (rpos) into the currently built output is calculated as\n\n```\nrpos = FL  - ((B2B1 &0x00FF) + (B2B1 & 0xF000)>>4) )\n```\n\nThe length of the data block: rlen\n\n```\nrlen = (B2B1 & 0x0F00>>8) + 3\n```\n\nWith the values of rpos and rlen there are three basic situations possible:\n\n```\nrpos + rlen < FL // bytes to copy are within the existing reconstructed data\nblock is added to the end of the file, giving a new length of FL = FL + rlen.\n```\n\n```\nrpos + rlen > FL // data to copy exceeds what's available\nIn this situation the data block has a length of FL – rpos and it is added to the reconstructed file until FL = rpos + rlen.\n```\n\n```\nrpos + rlen < 0\nThis is a special case where spaces are added to the decoded file until FL = FL,Initial + rlen\n```\n\nThe checksum, the last four bytes of any compressed data block. It is an unsigned long (Intel Little Endian order).\nIt is simply a byte-at-a-time, unsigned additive spillover of the **decompressed** data.\n\nEach and every compressed data block, contains its own, unique checksum.\n\nThere is no checksum or other protective device, employed on a .pbo overall.\nExceptions: Elite and Arma have residual data after the end of contiguous data block that do represent a signature for the file."},{"heading":"Bibliography","level":3,"markdown":"- DosTools: *-dead link-*\n- cpbo: *-dead link-*"},{"heading":"Open Source PBO Libraries","level":3,"markdown":""},{"heading":"C","level":4,"markdown":"- JAPM: <https://github.com/RaJiska/JAPM>\n- armake: <https://github.com/KoffeinFlummi/armake>\n- libpbo: <https://github.com/Learath2/libpbo>"},{"heading":"C++","level":4,"markdown":"- libpbo: <https://github.com/StidOfficial/libpbo>"},{"heading":"C\\#","level":4,"markdown":"- SwiftPbo: <https://github.com/headswe/SwiftPbo>\n- PboSharp: <https://github.com/Shix/PBOSharp>"},{"heading":"Python","level":4,"markdown":"- yapbol: <https://github.com/overfl0/yapbol>\n- pbo-fuse: <https://github.com/Dahlgren/python-pbo-fuse/blob/master/pbo.py>\n- arma3pbo: <https://github.com/danielgran/arma3pbo>"},{"heading":"Rust","level":4,"markdown":"- armake2: <https://github.com/KoffeinFlummi/armake2>"},{"heading":"Java","level":4,"markdown":"- ArmaFiles: <https://github.com/Krzmbrzl/ArmaFiles>"},{"heading":"JavaScript","level":4,"markdown":"- Pbo.js: <https://github.com/eelislynne/pbo.js>"}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Performance Profiling","title":"Performance Profiling","type":"topic","url":"https://community.bistudio.com/wiki/Performance_Profiling","revid":370411,"updated":"2024-12-05T17:53:05Z","aliases":[],"markdown":"### Versions with performance profiling\n\nThe **Profiling build** is provided in semi regular intervals between major game version updates by Dedmen in tandem with Arma 3 Performance build.\n\nThe download and changelog can be found in the [BI Forums](https://forums.bistudio.com/forums/topic/160288-arma-3-stable-server-170-performance-binary-feedback/) as well as in the `#perf_prof_branch` channel in the [official Arma 3 Discord server](https://discordapp.com/invite/arma).\n\n> [!IMPORTANT]\n> - Through the nature of a Profiling build (due to additional \"measuring\"/profiling code), they are not as performant as the normal release builds!\n> - Performance Profiling works also with the Diagnostics Exe.\n\n### Setup\n\n> [!IMPORTANT]\n> - To use the profiling build, you must launch the game with the **arma3profiling_x64.exe** (arma3serverprofiling_x64.exe for the server).\n> - One way is to delete the **arma3.exe**, and rename the profiling exe to it. This way you can continue to use the Arma 3 launcher to launch the game with your startup parameters by selecting **Platform: 32-bit** under **All Parameters** (or other third party launcher applications).\n> - The alternative is to use [batch files](https://www.windowscentral.com/how-create-and-run-batch-file-windows-10) (and copy your startup parameters from the top of a rpt log file from a regular session).\n\nSample batch file to auto rename the exe: **replaceArma3exeWithProfiling.bat**\n\n```bat\ncd /D \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Arma 3\"\n\ndel arma3.exe\n\ncopy /Y /B arma3profiling_x64.exe arma3.exe\n```\n\n#### Steam Branch\n\nAUTOMATIC (Recommended) - see also Steam Branches.\n\n1. Open Steam\n1. Right click on **Arma 3** in your Steam Library, then **Properties**\n1. Select the tab **betas**\n1. Finally, use the dropdown list to select the branch **profiling - Performance Profiling Build**\n1. Wait for the download to finish\n\nThis will automatically download newest performance and profiling exes once they are available.\n\n#### Google Drive\n\nMANUAL (only when needed)\n\n1. Download and install [7z](https://www.7-zip.org/download.html) (usually the 64-bit Windows x64 variant)\n1. Open [BI forum thread](https://forums.bistudio.com/forums/topic/160288-arma-3-stable-server-170-performance-binary-feedback/)\n1. Got to latest post with a link to google drive\n1. Browse to the latest game version and profiling build version folder\n1. Download the desired exe from the google drive folder (usually the arma3client_x64_profiling_XXX.7z)\n1. Extract the 7z file and copy the exe to your game folder (usually `C:\\Program Files (x86)\\Steam\\steamapps\\common\\Arma 3`)\n\n**FPS conversion table**\n\n| FPS | seconds | milliseconds |\n|---|---|---|\n| 1000 | 0.001 | 1 |\n| 500 | 0.002 | 2 |\n| 333 | 0.003 | 3 |\n| 250 | 0.004 | 4 |\n| 200 | 0.005 | 5 |\n| 100 | 0.010 | 10 |\n| 60 | 0.017 | 17 |\n| 50 | 0.020 | 20 |\n| 40 | 0.025 | 25 |\n| 30 | 0.033 | 33 |\n| 20 | 0.050 | 50 |\n| 10 | 0.100 | 100 |\n| 5 | 0.200 | 200 |\n| 4 | 0.250 | 250 |\n| 3 | 0.333 | 333 |\n| 2 | 0.500 | 500 |\n| 1 | 1.0 | 1000 |\n\n### FPS Basics\n\nThe duration the engine needs to compute all calculations in one cycle is called a frame. The frame rate, or frames per second (FPS), in return states how many cycles the engine could compute for a given second.\n\n> [!NOTE]\n> - One second consists of one thousand [milliseconds](https://en.wikipedia.org/wiki/Millisecond) (1 s = 1000 ms).\n> - The shorter a cycle/frame, the higher the FPS.\n\n> [!IMPORTANT]\n> **total** only works for a client (a machine with interface). Basically the equivalent for the dedicated server is **sLoop** and for a headless client it is **cLoop**.\n\nExample:\n\n|  |  |\n|---|---|\n| ```sqf<br>diag_captureSlowFrame [\"total\", \"50fps\"];<br>diag_captureSlowFrame [\"total\", \"0.02s\"];<br>diag_captureSlowFrame [\"total\", \"20ms\"];<br>``` | ```sqf<br>diag_captureSlowFrame [\"total\", \"30fps\"];<br>diag_captureSlowFrame [\"total\", \"0.033s\"];<br>diag_captureSlowFrame [\"total\", \"33ms\"];<br>``` |\n\n### Duration Parameter\n\n- The duration parameter is a time measured in seconds. 0.3 (seconds) is the same as 300 ms / milliseconds.\n- It is used to determine what duration of a frame you consider abnormal or that you are interested in for other reasons.\n- The first time such frame happens, the frame information will be captured - or put differently: when a situation occurs with a frame lasting longer than said duration.\n- 0.3 (<3 fps for the whole frame) is definitely something you should not see in a normal game.\n- If you do not capture any frames with 0.3, try lowering it to 0.2 (200 ms / <5 fps) or 0.1 (100 ms / <10 fps).\n- If it triggers \"too early\" before the main slowdown happens that you want to analyze, increase it to a higher value, e.g. 1.0 for long freeze (<1 fps).\n\n### Scope Parameter\n\n> [!IMPORTANT]\n> The **scope** parameter is [case sensitive](https://en.wikipedia.org/wiki/Case_sensitivity).\n\n- **total** is name for the scope of the duration for the whole frame (**sLoop** on a dedicated server, **cLoop** on a headless client).\n- With the **total** scope you capture more or less your frames per second (fps) - if your current frame-rate is essentially stable. In other words if all frames for that second have roughly similar duration.\n- In some situations you may encounter single/few frame lasting mini-freezes - aka one/few frames take rather long to complete (ie 100 ms), yet the rest remains in your normal fps range (20 ms for 50 fps for example).\n- Whereas a longer freeze means usually a frame last very long, like a second or longer. Thus the game stalls altogether for the given timeframe.\n- The scope parameter now allows you to capture subparts of a frame, of different parts of the engine computation - in general terms like networking, world and unit simulation, AI behavior, sound, rendering and visibility checks.\n- The **total** scope is also from the **main thread** and could be called **main frame** - all things the engine has to complete in a cycle. In addition there are other threads, where the engine moves other tasks to be computed alongside. Essentially this is what multi-threading is about, allowing the CPU with multiple cores to compute more things at the same time, and thus to reduce the duration of the main frame.\n- With the scope parameter you can capture said subparts from the \"main frame\", yet also from the so called \"worker\" threads.\n- The names for scopes/subscopes you can get from the diag capture dialog or in the frame capture logging files (.log/.trace).\n\n### How to Capture\n\n#### Client\n\n##### Current Frame\n\nIf you want to capture a snapshot of a current moment, there are a few options:\n\n1. Via Arma 3 Cheats\n\n1. Press <kbd>⇧ Shift</kbd> + <kbd>NUM -</kbd>\n1. Type `frame`\n1. As result the **diag capture dialog** opens\n\n> [!IMPORTANT]\n> - This is a very rough way to capture the game is running while you are typing.\n> - Outside multiplier, if you open the pause menu, the simulation for the mission is halted. So when you do a capture in that menu, you only get a capture for the menu simulation.\n> - You can use the *frame* cheat at any point - ie in the main menu or submenus, in the editor, in multiplayer, etc.\n\n2. Via Debug Console\n\n1. Open the console (<kbd>ESC</kbd> key to open pause menu or <kbd>⇧ Shift</kbd> + <kbd>D</kbd> in the)\n1. Execute `diag_captureFrame 1;`\n1. As result the **diag capture dialog** opens\n\n> [!IMPORTANT]\n> - This is a very rough way to capture the game is running while you are typing.\n> - Outside multiplier, if you open the pause menu, the simulation for the mission is halted. So when you do a capture in that menu, you only get a capture for the menu simulation.\n> - To avoid that, you need to delay the execution until the pause menu is closed again. For example by: `(findDisplay 49) closeDisplay 0; diag_captureFrame 3;`\n> - To have the console available in a mission (outside the), you need to enable it via the Description.ext - enableDebugConsole parameter.\n> - Alternatively you can enable the console in any missions via mods (see below).\n\nMods to enable console in any mission:\n\n- [Enable Debug Console = 1 (Access - ADMIN)](https://steamcommunity.com/sharedfiles/filedetails/2000114984) by Mr. Uplay\n- [Enable Debug Console = 2 (Access - ALL)](https://steamcommunity.com/sharedfiles/filedetails/2000131738) by Mr. Uplay\n- [enableDebugConsole](https://steamcommunity.com/sharedfiles/filedetails/1939811222) by Sams\n- [Debug Console](https://steamcommunity.com/sharedfiles/filedetails/1231625987) by R3vo\n\n> [!IMPORTANT]\n> For dedicated server use, you need to allow the given mod by uploading the respective bikey to the server's keys folder - or disable `verifySignatures = 0;` via server.cfg.\n\n**Strongly recommended**: Use an enhanced debug console like [CBA_A3](https://steamcommunity.com/sharedfiles/filedetails/450814997) or [DevCon](https://steamcommunity.com/sharedfiles/filedetails/281032552) mod\n\n3. Via custom action\n\nYou need to execute in the console the following code first to add the action:\n\n```sqf\nif (!(isNil \"temp_diag_captureFrame_action\")) then\n{\n    player removeAction temp_diag_captureFrame_action;\n    temp_diag_captureFrame_action = nil;\n};\n\ntemp_diag_captureFrame_action = player addAction [\"<t color='#FF0000'>captureFrame</t>\", { diag_captureFrame 1; }];\n```\n\nTo remove the action again:\n\n```sqf\nif (!(isNil \"temp_diag_captureFrame_action\")) then\n{\n    player removeAction temp_diag_captureFrame_action;\n    temp_diag_captureFrame_action = nil;\n};\n```\n\n4. Via mission specific code\n\n1. Functions\n1. On Activation by Triggers\n1. Object init field\n\n##### Slow Frame\n\n> [!IMPORTANT]\n> The **scope** parameter is [case sensitive](https://en.wikipedia.org/wiki/Case_sensitivity).\n\nIf you want to capture a snapshot of a slow frame, there are a few options:\n\n1. Via Arma 3 Cheats\n\n1. Press <kbd>⇧ Shift</kbd> + <kbd>NUM -</kbd>\n1. Type `sframe`\n1. Once the game falls below 30 fps (30 ms / 0.030 (s) duration for for **total** scope) the diag capture dialog opens\n\n> [!IMPORTANT]\n> - This is a very basic way to capture slow frames as the limit is not customizable and only works on the **total** scope. For customizable scope and duration use the options below.\n> - Outside multiplier, if you open the pause menu, the simulation for the mission is halted. So when you do a capture in that menu, you only get a capture for the menu simulation.\n> - You can use the *sframe* cheat at any point - ie in the main menu or submenus, in the editor, in multiplayer, etc.\n\n2. Via Debug Console\n\n1. Open the console (<kbd>ESC</kbd> key to open pause menu or <kbd>⇧ Shift</kbd> + <kbd>D</kbd> in the)\n1. Execute `diag_captureSlowFrame [\"total\", 0.03];// [scope, duration]`\n1. As result the **diag capture dialog** opens\n\n> [!IMPORTANT]\n> - There can be only captureSlowFrame active at the same time. If another is set by the different means, the old one becomes inactive.\n> - Outside multiplier, if you open the pause menu, the simulation for the mission is halted. So when capture triggers while you are still in that menu, you only get a capture for the menu simulation.\n> - To avoid that, you need to delay the execution until the pause menu is closed again. For example by: `(findDisplay 49) closeDisplay 0; diag_captureSlowFrame [\"total\", 0.03, 3];`\n> - To have the console available in a mission (outside the), you need to enable it via the description.ext enableDebugConsole parameter.\n> - Alternatively you can enable the console in any missions via mods (see above).\n\n3. Via custom action\n\nYou need to execute in the console the following code first to add the action:\n\n```sqf\nif (!(isNil \"temp_diag_captureSlowFrame_action\")) then\n{\n    player removeAction temp_diag_captureSlowFrame_action;\n    temp_diag_captureSlowFrame_action = nil;\n};\n\ntemp_diag_captureSlowFrame_action = player addAction [\"<t color='#FF0000'>captureSlowFrame</t>\", { diag_captureSlowFrame [\"total\", 0.03]; }];\n```\n\nCustomize the scope and duration as desired.\n\nTo remove the action again:\n\n```sqf\nif (!(isNil \"temp_diag_captureSlowFrame_action\")) then\n{\n    player removeAction temp_diag_captureSlowFrame_action;\n    temp_diag_captureSlowFrame_action = nil;\n};\n```\n\n4. Via mission specific code\n\n1. Functions\n1. On Activation by Triggers\n1. Object init field\n\n#### Server\n\n##### Current Server Frame\n\nIf you want to capture a snapshot of a current moment on the server, there are a few options:\n\n1. Via Admin chat commands\n\n1. Open the chat window **by pressing the chat key** (default <kbd>/</kbd>).\n1. Type `#captureFrame`\n1. The current frame **on the server** is captured and written to a log file in the same directory as the .rpt file.\n\n> [!IMPORTANT]\n> - You must be logged in as admin!\n> - This is a very rough way to capture the current frame on the server.\n> - See diag_captureFrameToFile for more info.\n\n2. Via Debug Console\n\n1. Open the console (<kbd>ESC</kbd> key to open pause menu)\n1. Execute `[1] remoteExec [\"diag_captureFrame\", 2];`\n1. As result the **diag capture dialog** opens\n\n> [!IMPORTANT]\n> - This is a very rough way to capture the current frame on the server.\n> - To have the console available in a mission, you need to enable it via the description.ext enableDebugConsole parameter.\n> - Alternatively you can enable the console in any missions via mods (see below).\n\nMods to enable console in any mission:\n\n- [Enable Debug Console = 1 (Access - ADMIN)](https://steamcommunity.com/sharedfiles/filedetails/2000114984) by Mr. Uplay\n- [Enable Debug Console = 2 (Access - ALL)](https://steamcommunity.com/sharedfiles/filedetails/2000131738) by Mr. Uplay\n- [enableDebugConsole](https://steamcommunity.com/sharedfiles/filedetails/1939811222) by Sams\n- [Debug Console](https://steamcommunity.com/sharedfiles/filedetails/1231625987) by R3vo\n\n> [!IMPORTANT]\n> For dedicated server use, you need to allow the given mod by uploading the respective bikey to the server's keys folder - or disable `verifySignatures = 0;` via server.cfg.\n\n**Strongly recommended**: Use an enhanced debug console like [CBA_A3](https://steamcommunity.com/sharedfiles/filedetails/?id=450814997) or [DevCon](https://steamcommunity.com/sharedfiles/filedetails/?id=281032552) mod\n\n3. Via custom action\n\nYou need to execute in the console the following code first to add the action:\n\n```sqf\nif (!(isNil \"temp_diag_captureFrame_server_action\")) then\n{\n    player removeAction temp_diag_captureFrame_server_action;\n    temp_diag_captureFrame_server_action = nil;\n};\n\ntemp_diag_captureFrame_server_action = player addAction [\"<t color='#FF0000'>captureFrame (server)</t>\", { [1] remoteExec [\"diag_captureFrame\", 2]; }];\n```\n\nTo remove the action again:\n\n```sqf\nif (!(isNil \"temp_diag_captureFrame_server_action\")) then\n{\n    player removeAction temp_diag_captureFrame_server_action;\n    temp_diag_captureFrame_server_action = nil;\n};\n```\n\n4. Via mission specific code\n\n1. Functions\n1. On Activation by Triggers\n1. Object init field\n\n##### Slow Server Frame\n\n> [!IMPORTANT]\n> The **scope** parameter is [case sensitive](https://en.wikipedia.org/wiki/Case_sensitivity).\n\nIf you want to capture a snapshot of a slow frame on the server, there are a few options:\n\n1. Via Admin chat commands\n\n1. Open the chat window **by pressing the chat key** (default <kbd>/</kbd>).\n1. Type `#captureSlowFrame sLoop 0.03 0 1` - parameters *scope, threshold, frameOffset, numberOfSlowFrames to capture*\n1. Captures one frame **on the server** if it exceeds the set threshold in seconds for the given scope (30 ms / 0.030 (s) duration for for **sLoop** scope)\n1. The frame information get written to a log file in the same directory as the .rpt file\n\n> [!IMPORTANT]\n> - You must be logged in as admin!\n> - Customize the numberOfSlowFrames as you see fit.\n> - There can be only captureSlowFrame active at the same time. If another is set by the different means, the old one becomes inactive.\n> - See diag_captureSlowFrame for more info.\n\n2. Via Debug Console\n\n1. Open the console (<kbd>ESC</kbd> key to open pause menu)\n1. Execute `[[\"sLoop\", 0.03]] remoteExec [\"diag_captureSlowFrame\", 2]; // [scope, duration]`\n1. As result the **diag capture dialog** opens\n\n> [!IMPORTANT]\n> - To have the console available in a mission, you need to enable it via the description.ext enableDebugConsole parameter.\n> - Alternatively you can enable the console in any missions via mods (see above).\n\n3. Via custom action\n\nYou need to execute in the console the following code first to add the action:\n\n```sqf\nif (!(isNil \"temp_diag_captureSlowFrame_server_action\")) then\n{\n    player removeAction temp_diag_captureSlowFrame_server_action;\n    temp_diag_captureSlowFrame_server_action = nil;\n};\n\ntemp_diag_captureSlowFrame_server_action = player addAction [\"<t color='#FF0000'>captureSlowFrame (server)</t>\", { [[\"sLoop\", 0.03]] remoteExec [\"diag_captureSlowFrame\", 2]; }];\n```\n\nCustomize the scope and duration as desired.\n\nTo remove the action again:\n\n```sqf\nif (!(isNil \"temp_diag_captureSlowFrame_server_action\")) then\n{\n    player removeAction temp_diag_captureSlowFrame_server_action;\n    temp_diag_captureSlowFrame_server_action = nil;\n};\n```\n\n4. Via mission specific code\n\n1. Functions\n1. On Activation by Triggers\n1. Object init field\n\n### Storing a capture to file\n\nTo export the gathered information of a capture for later analysis/review or to share it with others, you have the following options:\n\n#### Diag capture dialog\n\n1. Press the **Copy All** button\n1. Open an external text editor\n1. Paste the text into a new text/log file\n1. Save the file (as .txt or .log)\n\n> [!NOTE]\n> Standard naming is: **captureFrame-DATE_TIME.log** - like `captureFrame-17452-2024-11-21_18-12-37.211027.log`\n\n> [!IMPORTANT]\n> As alternative if you hold <kbd>⇧ Shift</kbd> while pressing the **Copy All** button, it will instead use the **.trace** format used by third-party viewers like https://ui.perfetto.dev/#!/info\n\n#### diag_captureSlowFrame\n\nThe sqf command `diag_captureSlowFrame` has the boolean **toFile** as forth parameter. In addition with the Number **continuousCounter** as fifth parameter you can make it log multiple captures in one go.\n\n```cpp\n[section, threshold, frameSkip, toFile, continuousCounter]\n```\n\n- Client: `diag_captureSlowFrame [\"total\", 0.03, 0, true, 1];`\n- Server: `[[\"total\", 0.03, 0, true, 1]] remoteExec [\"diag_captureSlowFrame\", 2];`\n\n#### Dedicated server\n\nThe Admin chat commands `#captureFrame` / `#captureSlowFrame sLoop 0` will automatically create both **.log** and **.trace** format files on the server in the rpt log folder. See above server section for more information.\n\nFor customized server side logging use the **remoteExec approach** or **console with remote/target execution**.\n\n### How to View a Capture\n\nTODO\n\n#### Ingame\n\n1. In the window you will be able to browse a lot of performance-related data, which can be interesting\n\nTODO\n\n#### Externally\n\n##### Perfetto UI Web Viewer\n\nPros:\n\n- Can view a frame capture without Arma 3 running\n- Nice visualization\n- Sub scopes easier to identify\n\nCons:\n\n- Fairly slow to load/display a frame capture\n- Navigation via mouse and keyboard not super intuitive - see **Support - Keyboard shortcuts** in the left side menu\n- Does not support viewing multiple frame captures (only via multiple tabs)\n- .trace JSON export from Arma 3 doesnt support more advanced features of Perfetto UI nor contains information on CPU-RAM use\n\nWebsite: https://ui.perfetto.dev\n\n> [!IMPORTANT]\n> Only supports `.trace` format frame captures!\n\n##### Tracy Live Viewer\n\nWorks only with the custom tracy version provided by Dedmen as part of the [Arma Script Profiler](https://steamcommunity.com/sharedfiles/filedetails/1652506957) mod.\n\n> [!NOTE]\n> Capturing live data needs a lot of RAM - up to 2 GB per minute (depends on detail level captured).\n\nPros:\n\n- Live frame capture\n- Multiple frame captures - see frame by frame\n- Statistics like number of executions, average and mean time execution\n- Selection of *zones* for specific analysis of any time frame\n- Profiling of unscheduled code. See: ArmaScriptProfiler\n\nCons:\n\n- Fairly advanced\n- Tracy UI more functional than visually nice\n\nRequired mods:\n\n1. CBA_A3: https://steamcommunity.com/workshop/filedetails/?id=450814997\n1. Arma Script Profiler: https://steamcommunity.com/sharedfiles/filedetails/?id=1652506957\n1. Intercept Minimal Dev: https://steamcommunity.com/workshop/filedetails/?id=1645973522\n\nExtra startup parameters: -profilerEnableEngine -profilerEngineThreads \"-mod=!Workshop\\@CBA_A3;!Workshop\\@Arma Script Profiler;!Workshop\\@Intercept Minimal Dev\"\n\n- How to use: https://github.com/dedmen/ArmaScriptProfiler/wiki\n- Additional command line parameters: https://github.com/dedmen/ArmaScriptProfiler/wiki/Command-line-parameters\n- Some more info at: https://forums.bohemia.net/forums/topic/211626-arma-script-profiler/\n- Source: https://github.com/dedmen/ArmaScriptProfiler\n- Discord for tech support and such: https://discord.gg/vbFje5B\n\nAdvanced info:\n\n- https://tracy.nereid.pl\n- https://github.com/wolfpld/tracy\n\n### Scripting Commands\n\n- diag_captureFrame\n- diag_captureSlowFrame\n- diag_logSlowFrame - not available in Arma 3. Since Arma 3 v2.20 diag_captureSlowFrame with **toFile** parameter can log to file as alternative.\n- diag_captureFrameToFile\n\n### Creating Your Own Subtree\n\nWhen Profiling Per-Frame Eventhandlers (PFH), diag_captureFrame only shows one blob called siFEH that contains all PFH's so you can't see what part of that is caused by your PFH.\nYou can create your own subtree inside siFEH by wrapping your function call inside a isNil CODE statement like this:\nTurn your old call which may look like this:\n\n```sqf\naddMissionEventHandler [\"EachFrame\", {\n    call myPFHFunction\n}];\n```\n\nInto something like this:\n\n```sqf\naddMissionEventHandler [\"EachFrame\", {\n    isNil { call myPFHFunction } // isNil creates the subtree\n}];\n```\n\nNow when you run diag_captureFrame inside of siPFH you will have a subtree called gsEva and behind that you can see the first line of code inside the isNil statement.\nIt will only show a part of the first line of that code so you should put something descriptive into the isNil statement.\nYou can use the same to create a subtree for any function you like. This will also work inside Scheduled (spawned) scripts.\nBut using this method to \"subtree\" a function with return values requires a little bit of trickery to get the return value out.\n\n### See Also\n\n- Code Optimisation\n- Mission Optimisation","sections":[{"heading":"Versions with performance profiling","level":3,"markdown":"The **Profiling build** is provided in semi regular intervals between major game version updates by Dedmen in tandem with Arma 3 Performance build.\n\nThe download and changelog can be found in the [BI Forums](https://forums.bistudio.com/forums/topic/160288-arma-3-stable-server-170-performance-binary-feedback/) as well as in the `#perf_prof_branch` channel in the [official Arma 3 Discord server](https://discordapp.com/invite/arma).\n\n> [!IMPORTANT]\n> - Through the nature of a Profiling build (due to additional \"measuring\"/profiling code), they are not as performant as the normal release builds!\n> - Performance Profiling works also with the Diagnostics Exe."},{"heading":"Setup","level":3,"markdown":"> [!IMPORTANT]\n> - To use the profiling build, you must launch the game with the **arma3profiling_x64.exe** (arma3serverprofiling_x64.exe for the server).\n> - One way is to delete the **arma3.exe**, and rename the profiling exe to it. This way you can continue to use the Arma 3 launcher to launch the game with your startup parameters by selecting **Platform: 32-bit** under **All Parameters** (or other third party launcher applications).\n> - The alternative is to use [batch files](https://www.windowscentral.com/how-create-and-run-batch-file-windows-10) (and copy your startup parameters from the top of a rpt log file from a regular session).\n\nSample batch file to auto rename the exe: **replaceArma3exeWithProfiling.bat**\n\n```bat\ncd /D \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Arma 3\"\n\ndel arma3.exe\n\ncopy /Y /B arma3profiling_x64.exe arma3.exe\n```"},{"heading":"Steam Branch","level":4,"markdown":"AUTOMATIC (Recommended) - see also Steam Branches.\n\n1. Open Steam\n1. Right click on **Arma 3** in your Steam Library, then **Properties**\n1. Select the tab **betas**\n1. Finally, use the dropdown list to select the branch **profiling - Performance Profiling Build**\n1. Wait for the download to finish\n\nThis will automatically download newest performance and profiling exes once they are available."},{"heading":"Google Drive","level":4,"markdown":"MANUAL (only when needed)\n\n1. Download and install [7z](https://www.7-zip.org/download.html) (usually the 64-bit Windows x64 variant)\n1. Open [BI forum thread](https://forums.bistudio.com/forums/topic/160288-arma-3-stable-server-170-performance-binary-feedback/)\n1. Got to latest post with a link to google drive\n1. Browse to the latest game version and profiling build version folder\n1. Download the desired exe from the google drive folder (usually the arma3client_x64_profiling_XXX.7z)\n1. Extract the 7z file and copy the exe to your game folder (usually `C:\\Program Files (x86)\\Steam\\steamapps\\common\\Arma 3`)\n\n**FPS conversion table**\n\n| FPS | seconds | milliseconds |\n|---|---|---|\n| 1000 | 0.001 | 1 |\n| 500 | 0.002 | 2 |\n| 333 | 0.003 | 3 |\n| 250 | 0.004 | 4 |\n| 200 | 0.005 | 5 |\n| 100 | 0.010 | 10 |\n| 60 | 0.017 | 17 |\n| 50 | 0.020 | 20 |\n| 40 | 0.025 | 25 |\n| 30 | 0.033 | 33 |\n| 20 | 0.050 | 50 |\n| 10 | 0.100 | 100 |\n| 5 | 0.200 | 200 |\n| 4 | 0.250 | 250 |\n| 3 | 0.333 | 333 |\n| 2 | 0.500 | 500 |\n| 1 | 1.0 | 1000 |"},{"heading":"FPS Basics","level":3,"markdown":"The duration the engine needs to compute all calculations in one cycle is called a frame. The frame rate, or frames per second (FPS), in return states how many cycles the engine could compute for a given second.\n\n> [!NOTE]\n> - One second consists of one thousand [milliseconds](https://en.wikipedia.org/wiki/Millisecond) (1 s = 1000 ms).\n> - The shorter a cycle/frame, the higher the FPS.\n\n> [!IMPORTANT]\n> **total** only works for a client (a machine with interface). Basically the equivalent for the dedicated server is **sLoop** and for a headless client it is **cLoop**.\n\nExample:\n\n|  |  |\n|---|---|\n| ```sqf<br>diag_captureSlowFrame [\"total\", \"50fps\"];<br>diag_captureSlowFrame [\"total\", \"0.02s\"];<br>diag_captureSlowFrame [\"total\", \"20ms\"];<br>``` | ```sqf<br>diag_captureSlowFrame [\"total\", \"30fps\"];<br>diag_captureSlowFrame [\"total\", \"0.033s\"];<br>diag_captureSlowFrame [\"total\", \"33ms\"];<br>``` |"},{"heading":"Duration Parameter","level":3,"markdown":"- The duration parameter is a time measured in seconds. 0.3 (seconds) is the same as 300 ms / milliseconds.\n- It is used to determine what duration of a frame you consider abnormal or that you are interested in for other reasons.\n- The first time such frame happens, the frame information will be captured - or put differently: when a situation occurs with a frame lasting longer than said duration.\n- 0.3 (<3 fps for the whole frame) is definitely something you should not see in a normal game.\n- If you do not capture any frames with 0.3, try lowering it to 0.2 (200 ms / <5 fps) or 0.1 (100 ms / <10 fps).\n- If it triggers \"too early\" before the main slowdown happens that you want to analyze, increase it to a higher value, e.g. 1.0 for long freeze (<1 fps)."},{"heading":"Scope Parameter","level":3,"markdown":"> [!IMPORTANT]\n> The **scope** parameter is [case sensitive](https://en.wikipedia.org/wiki/Case_sensitivity).\n\n- **total** is name for the scope of the duration for the whole frame (**sLoop** on a dedicated server, **cLoop** on a headless client).\n- With the **total** scope you capture more or less your frames per second (fps) - if your current frame-rate is essentially stable. In other words if all frames for that second have roughly similar duration.\n- In some situations you may encounter single/few frame lasting mini-freezes - aka one/few frames take rather long to complete (ie 100 ms), yet the rest remains in your normal fps range (20 ms for 50 fps for example).\n- Whereas a longer freeze means usually a frame last very long, like a second or longer. Thus the game stalls altogether for the given timeframe.\n- The scope parameter now allows you to capture subparts of a frame, of different parts of the engine computation - in general terms like networking, world and unit simulation, AI behavior, sound, rendering and visibility checks.\n- The **total** scope is also from the **main thread** and could be called **main frame** - all things the engine has to complete in a cycle. In addition there are other threads, where the engine moves other tasks to be computed alongside. Essentially this is what multi-threading is about, allowing the CPU with multiple cores to compute more things at the same time, and thus to reduce the duration of the main frame.\n- With the scope parameter you can capture said subparts from the \"main frame\", yet also from the so called \"worker\" threads.\n- The names for scopes/subscopes you can get from the diag capture dialog or in the frame capture logging files (.log/.trace)."},{"heading":"How to Capture","level":3,"markdown":""},{"heading":"Client","level":4,"markdown":""},{"heading":"Current Frame","level":5,"markdown":"If you want to capture a snapshot of a current moment, there are a few options:\n\n1. Via Arma 3 Cheats\n\n1. Press <kbd>⇧ Shift</kbd> + <kbd>NUM -</kbd>\n1. Type `frame`\n1. As result the **diag capture dialog** opens\n\n> [!IMPORTANT]\n> - This is a very rough way to capture the game is running while you are typing.\n> - Outside multiplier, if you open the pause menu, the simulation for the mission is halted. So when you do a capture in that menu, you only get a capture for the menu simulation.\n> - You can use the *frame* cheat at any point - ie in the main menu or submenus, in the editor, in multiplayer, etc.\n\n2. Via Debug Console\n\n1. Open the console (<kbd>ESC</kbd> key to open pause menu or <kbd>⇧ Shift</kbd> + <kbd>D</kbd> in the)\n1. Execute `diag_captureFrame 1;`\n1. As result the **diag capture dialog** opens\n\n> [!IMPORTANT]\n> - This is a very rough way to capture the game is running while you are typing.\n> - Outside multiplier, if you open the pause menu, the simulation for the mission is halted. So when you do a capture in that menu, you only get a capture for the menu simulation.\n> - To avoid that, you need to delay the execution until the pause menu is closed again. For example by: `(findDisplay 49) closeDisplay 0; diag_captureFrame 3;`\n> - To have the console available in a mission (outside the), you need to enable it via the Description.ext - enableDebugConsole parameter.\n> - Alternatively you can enable the console in any missions via mods (see below).\n\nMods to enable console in any mission:\n\n- [Enable Debug Console = 1 (Access - ADMIN)](https://steamcommunity.com/sharedfiles/filedetails/2000114984) by Mr. Uplay\n- [Enable Debug Console = 2 (Access - ALL)](https://steamcommunity.com/sharedfiles/filedetails/2000131738) by Mr. Uplay\n- [enableDebugConsole](https://steamcommunity.com/sharedfiles/filedetails/1939811222) by Sams\n- [Debug Console](https://steamcommunity.com/sharedfiles/filedetails/1231625987) by R3vo\n\n> [!IMPORTANT]\n> For dedicated server use, you need to allow the given mod by uploading the respective bikey to the server's keys folder - or disable `verifySignatures = 0;` via server.cfg.\n\n**Strongly recommended**: Use an enhanced debug console like [CBA_A3](https://steamcommunity.com/sharedfiles/filedetails/450814997) or [DevCon](https://steamcommunity.com/sharedfiles/filedetails/281032552) mod\n\n3. Via custom action\n\nYou need to execute in the console the following code first to add the action:\n\n```sqf\nif (!(isNil \"temp_diag_captureFrame_action\")) then\n{\n    player removeAction temp_diag_captureFrame_action;\n    temp_diag_captureFrame_action = nil;\n};\n\ntemp_diag_captureFrame_action = player addAction [\"<t color='#FF0000'>captureFrame</t>\", { diag_captureFrame 1; }];\n```\n\nTo remove the action again:\n\n```sqf\nif (!(isNil \"temp_diag_captureFrame_action\")) then\n{\n    player removeAction temp_diag_captureFrame_action;\n    temp_diag_captureFrame_action = nil;\n};\n```\n\n4. Via mission specific code\n\n1. Functions\n1. On Activation by Triggers\n1. Object init field"},{"heading":"Slow Frame","level":5,"markdown":"> [!IMPORTANT]\n> The **scope** parameter is [case sensitive](https://en.wikipedia.org/wiki/Case_sensitivity).\n\nIf you want to capture a snapshot of a slow frame, there are a few options:\n\n1. Via Arma 3 Cheats\n\n1. Press <kbd>⇧ Shift</kbd> + <kbd>NUM -</kbd>\n1. Type `sframe`\n1. Once the game falls below 30 fps (30 ms / 0.030 (s) duration for for **total** scope) the diag capture dialog opens\n\n> [!IMPORTANT]\n> - This is a very basic way to capture slow frames as the limit is not customizable and only works on the **total** scope. For customizable scope and duration use the options below.\n> - Outside multiplier, if you open the pause menu, the simulation for the mission is halted. So when you do a capture in that menu, you only get a capture for the menu simulation.\n> - You can use the *sframe* cheat at any point - ie in the main menu or submenus, in the editor, in multiplayer, etc.\n\n2. Via Debug Console\n\n1. Open the console (<kbd>ESC</kbd> key to open pause menu or <kbd>⇧ Shift</kbd> + <kbd>D</kbd> in the)\n1. Execute `diag_captureSlowFrame [\"total\", 0.03];// [scope, duration]`\n1. As result the **diag capture dialog** opens\n\n> [!IMPORTANT]\n> - There can be only captureSlowFrame active at the same time. If another is set by the different means, the old one becomes inactive.\n> - Outside multiplier, if you open the pause menu, the simulation for the mission is halted. So when capture triggers while you are still in that menu, you only get a capture for the menu simulation.\n> - To avoid that, you need to delay the execution until the pause menu is closed again. For example by: `(findDisplay 49) closeDisplay 0; diag_captureSlowFrame [\"total\", 0.03, 3];`\n> - To have the console available in a mission (outside the), you need to enable it via the description.ext enableDebugConsole parameter.\n> - Alternatively you can enable the console in any missions via mods (see above).\n\n3. Via custom action\n\nYou need to execute in the console the following code first to add the action:\n\n```sqf\nif (!(isNil \"temp_diag_captureSlowFrame_action\")) then\n{\n    player removeAction temp_diag_captureSlowFrame_action;\n    temp_diag_captureSlowFrame_action = nil;\n};\n\ntemp_diag_captureSlowFrame_action = player addAction [\"<t color='#FF0000'>captureSlowFrame</t>\", { diag_captureSlowFrame [\"total\", 0.03]; }];\n```\n\nCustomize the scope and duration as desired.\n\nTo remove the action again:\n\n```sqf\nif (!(isNil \"temp_diag_captureSlowFrame_action\")) then\n{\n    player removeAction temp_diag_captureSlowFrame_action;\n    temp_diag_captureSlowFrame_action = nil;\n};\n```\n\n4. Via mission specific code\n\n1. Functions\n1. On Activation by Triggers\n1. Object init field"},{"heading":"Server","level":4,"markdown":""},{"heading":"Current Server Frame","level":5,"markdown":"If you want to capture a snapshot of a current moment on the server, there are a few options:\n\n1. Via Admin chat commands\n\n1. Open the chat window **by pressing the chat key** (default <kbd>/</kbd>).\n1. Type `#captureFrame`\n1. The current frame **on the server** is captured and written to a log file in the same directory as the .rpt file.\n\n> [!IMPORTANT]\n> - You must be logged in as admin!\n> - This is a very rough way to capture the current frame on the server.\n> - See diag_captureFrameToFile for more info.\n\n2. Via Debug Console\n\n1. Open the console (<kbd>ESC</kbd> key to open pause menu)\n1. Execute `[1] remoteExec [\"diag_captureFrame\", 2];`\n1. As result the **diag capture dialog** opens\n\n> [!IMPORTANT]\n> - This is a very rough way to capture the current frame on the server.\n> - To have the console available in a mission, you need to enable it via the description.ext enableDebugConsole parameter.\n> - Alternatively you can enable the console in any missions via mods (see below).\n\nMods to enable console in any mission:\n\n- [Enable Debug Console = 1 (Access - ADMIN)](https://steamcommunity.com/sharedfiles/filedetails/2000114984) by Mr. Uplay\n- [Enable Debug Console = 2 (Access - ALL)](https://steamcommunity.com/sharedfiles/filedetails/2000131738) by Mr. Uplay\n- [enableDebugConsole](https://steamcommunity.com/sharedfiles/filedetails/1939811222) by Sams\n- [Debug Console](https://steamcommunity.com/sharedfiles/filedetails/1231625987) by R3vo\n\n> [!IMPORTANT]\n> For dedicated server use, you need to allow the given mod by uploading the respective bikey to the server's keys folder - or disable `verifySignatures = 0;` via server.cfg.\n\n**Strongly recommended**: Use an enhanced debug console like [CBA_A3](https://steamcommunity.com/sharedfiles/filedetails/?id=450814997) or [DevCon](https://steamcommunity.com/sharedfiles/filedetails/?id=281032552) mod\n\n3. Via custom action\n\nYou need to execute in the console the following code first to add the action:\n\n```sqf\nif (!(isNil \"temp_diag_captureFrame_server_action\")) then\n{\n    player removeAction temp_diag_captureFrame_server_action;\n    temp_diag_captureFrame_server_action = nil;\n};\n\ntemp_diag_captureFrame_server_action = player addAction [\"<t color='#FF0000'>captureFrame (server)</t>\", { [1] remoteExec [\"diag_captureFrame\", 2]; }];\n```\n\nTo remove the action again:\n\n```sqf\nif (!(isNil \"temp_diag_captureFrame_server_action\")) then\n{\n    player removeAction temp_diag_captureFrame_server_action;\n    temp_diag_captureFrame_server_action = nil;\n};\n```\n\n4. Via mission specific code\n\n1. Functions\n1. On Activation by Triggers\n1. Object init field"},{"heading":"Slow Server Frame","level":5,"markdown":"> [!IMPORTANT]\n> The **scope** parameter is [case sensitive](https://en.wikipedia.org/wiki/Case_sensitivity).\n\nIf you want to capture a snapshot of a slow frame on the server, there are a few options:\n\n1. Via Admin chat commands\n\n1. Open the chat window **by pressing the chat key** (default <kbd>/</kbd>).\n1. Type `#captureSlowFrame sLoop 0.03 0 1` - parameters *scope, threshold, frameOffset, numberOfSlowFrames to capture*\n1. Captures one frame **on the server** if it exceeds the set threshold in seconds for the given scope (30 ms / 0.030 (s) duration for for **sLoop** scope)\n1. The frame information get written to a log file in the same directory as the .rpt file\n\n> [!IMPORTANT]\n> - You must be logged in as admin!\n> - Customize the numberOfSlowFrames as you see fit.\n> - There can be only captureSlowFrame active at the same time. If another is set by the different means, the old one becomes inactive.\n> - See diag_captureSlowFrame for more info.\n\n2. Via Debug Console\n\n1. Open the console (<kbd>ESC</kbd> key to open pause menu)\n1. Execute `[[\"sLoop\", 0.03]] remoteExec [\"diag_captureSlowFrame\", 2]; // [scope, duration]`\n1. As result the **diag capture dialog** opens\n\n> [!IMPORTANT]\n> - To have the console available in a mission, you need to enable it via the description.ext enableDebugConsole parameter.\n> - Alternatively you can enable the console in any missions via mods (see above).\n\n3. Via custom action\n\nYou need to execute in the console the following code first to add the action:\n\n```sqf\nif (!(isNil \"temp_diag_captureSlowFrame_server_action\")) then\n{\n    player removeAction temp_diag_captureSlowFrame_server_action;\n    temp_diag_captureSlowFrame_server_action = nil;\n};\n\ntemp_diag_captureSlowFrame_server_action = player addAction [\"<t color='#FF0000'>captureSlowFrame (server)</t>\", { [[\"sLoop\", 0.03]] remoteExec [\"diag_captureSlowFrame\", 2]; }];\n```\n\nCustomize the scope and duration as desired.\n\nTo remove the action again:\n\n```sqf\nif (!(isNil \"temp_diag_captureSlowFrame_server_action\")) then\n{\n    player removeAction temp_diag_captureSlowFrame_server_action;\n    temp_diag_captureSlowFrame_server_action = nil;\n};\n```\n\n4. Via mission specific code\n\n1. Functions\n1. On Activation by Triggers\n1. Object init field"},{"heading":"Storing a capture to file","level":3,"markdown":"To export the gathered information of a capture for later analysis/review or to share it with others, you have the following options:"},{"heading":"Diag capture dialog","level":4,"markdown":"1. Press the **Copy All** button\n1. Open an external text editor\n1. Paste the text into a new text/log file\n1. Save the file (as .txt or .log)\n\n> [!NOTE]\n> Standard naming is: **captureFrame-DATE_TIME.log** - like `captureFrame-17452-2024-11-21_18-12-37.211027.log`\n\n> [!IMPORTANT]\n> As alternative if you hold <kbd>⇧ Shift</kbd> while pressing the **Copy All** button, it will instead use the **.trace** format used by third-party viewers like https://ui.perfetto.dev/#!/info"},{"heading":"diag_captureSlowFrame","level":4,"markdown":"The sqf command `diag_captureSlowFrame` has the boolean **toFile** as forth parameter. In addition with the Number **continuousCounter** as fifth parameter you can make it log multiple captures in one go.\n\n```cpp\n[section, threshold, frameSkip, toFile, continuousCounter]\n```\n\n- Client: `diag_captureSlowFrame [\"total\", 0.03, 0, true, 1];`\n- Server: `[[\"total\", 0.03, 0, true, 1]] remoteExec [\"diag_captureSlowFrame\", 2];`"},{"heading":"Dedicated server","level":4,"markdown":"The Admin chat commands `#captureFrame` / `#captureSlowFrame sLoop 0` will automatically create both **.log** and **.trace** format files on the server in the rpt log folder. See above server section for more information.\n\nFor customized server side logging use the **remoteExec approach** or **console with remote/target execution**."},{"heading":"How to View a Capture","level":3,"markdown":"TODO"},{"heading":"Ingame","level":4,"markdown":"1. In the window you will be able to browse a lot of performance-related data, which can be interesting\n\nTODO"},{"heading":"Externally","level":4,"markdown":""},{"heading":"Perfetto UI Web Viewer","level":5,"markdown":"Pros:\n\n- Can view a frame capture without Arma 3 running\n- Nice visualization\n- Sub scopes easier to identify\n\nCons:\n\n- Fairly slow to load/display a frame capture\n- Navigation via mouse and keyboard not super intuitive - see **Support - Keyboard shortcuts** in the left side menu\n- Does not support viewing multiple frame captures (only via multiple tabs)\n- .trace JSON export from Arma 3 doesnt support more advanced features of Perfetto UI nor contains information on CPU-RAM use\n\nWebsite: https://ui.perfetto.dev\n\n> [!IMPORTANT]\n> Only supports `.trace` format frame captures!"},{"heading":"Tracy Live Viewer","level":5,"markdown":"Works only with the custom tracy version provided by Dedmen as part of the [Arma Script Profiler](https://steamcommunity.com/sharedfiles/filedetails/1652506957) mod.\n\n> [!NOTE]\n> Capturing live data needs a lot of RAM - up to 2 GB per minute (depends on detail level captured).\n\nPros:\n\n- Live frame capture\n- Multiple frame captures - see frame by frame\n- Statistics like number of executions, average and mean time execution\n- Selection of *zones* for specific analysis of any time frame\n- Profiling of unscheduled code. See: ArmaScriptProfiler\n\nCons:\n\n- Fairly advanced\n- Tracy UI more functional than visually nice\n\nRequired mods:\n\n1. CBA_A3: https://steamcommunity.com/workshop/filedetails/?id=450814997\n1. Arma Script Profiler: https://steamcommunity.com/sharedfiles/filedetails/?id=1652506957\n1. Intercept Minimal Dev: https://steamcommunity.com/workshop/filedetails/?id=1645973522\n\nExtra startup parameters: -profilerEnableEngine -profilerEngineThreads \"-mod=!Workshop\\@CBA_A3;!Workshop\\@Arma Script Profiler;!Workshop\\@Intercept Minimal Dev\"\n\n- How to use: https://github.com/dedmen/ArmaScriptProfiler/wiki\n- Additional command line parameters: https://github.com/dedmen/ArmaScriptProfiler/wiki/Command-line-parameters\n- Some more info at: https://forums.bohemia.net/forums/topic/211626-arma-script-profiler/\n- Source: https://github.com/dedmen/ArmaScriptProfiler\n- Discord for tech support and such: https://discord.gg/vbFje5B\n\nAdvanced info:\n\n- https://tracy.nereid.pl\n- https://github.com/wolfpld/tracy"},{"heading":"Scripting Commands","level":3,"markdown":"- diag_captureFrame\n- diag_captureSlowFrame\n- diag_logSlowFrame - not available in Arma 3. Since Arma 3 v2.20 diag_captureSlowFrame with **toFile** parameter can log to file as alternative.\n- diag_captureFrameToFile"},{"heading":"Creating Your Own Subtree","level":3,"markdown":"When Profiling Per-Frame Eventhandlers (PFH), diag_captureFrame only shows one blob called siFEH that contains all PFH's so you can't see what part of that is caused by your PFH.\nYou can create your own subtree inside siFEH by wrapping your function call inside a isNil CODE statement like this:\nTurn your old call which may look like this:\n\n```sqf\naddMissionEventHandler [\"EachFrame\", {\n    call myPFHFunction\n}];\n```\n\nInto something like this:\n\n```sqf\naddMissionEventHandler [\"EachFrame\", {\n    isNil { call myPFHFunction } // isNil creates the subtree\n}];\n```\n\nNow when you run diag_captureFrame inside of siPFH you will have a subtree called gsEva and behind that you can see the first line of code inside the isNil statement.\nIt will only show a part of the first line of that code so you should put something descriptive into the isNil statement.\nYou can use the same to create a subtree for any function you like. This will also work inside Scheduled (spawned) scripts.\nBut using this method to \"subtree\" a function with return values requires a little bit of trickery to get the return value out."},{"heading":"See Also","level":3,"markdown":"- Code Optimisation\n- Mission Optimisation"}],"categories":["Arma Scripting Tutorials","Eden Editor"],"groups":["Scripting"]},{"name":"PEW","title":"PEW","type":"topic","url":"https://community.bistudio.com/wiki/PEW","revid":177337,"updated":"2020-12-30T05:23:03Z","aliases":[],"markdown":"1. REDIRECT PEW File Formats","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT PEW File Formats"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"PEW File Format","title":"PEW File Format","type":"topic","url":"https://community.bistudio.com/wiki/PEW_File_Format","revid":373448,"updated":"2025-05-08T11:27:12Z","aliases":["POSE v60 File Format"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nPEW files are Visitor's project files. Visitor is Bohemia Interactive's tool for creating Islands.\n\nVisitor is a GUI tool interface that interacts with Bulldozer, an in-built 'world' viewer inside any Armed Assault engine.\n\nThe contents of the PEW project file are not directly related to the ultimate output, a WRP file.\nHowever, that data contains all similar elements, such as road networks, elevations, cell matrices, models (P3D files) and textures (RVMAT files).\n\nExporting a PEW file into WRP format involves the use of Bulldozer, since it is Bulldozer that decides how it wants that data presented rather than anything Visitor might like to decide.\nIt is Bulldozer that determines the format and version of the resulting WRP file (in 8WVR format), so the WRP version is based on the version of the Real Virtuality engine used to create it.\nThis is not the same thing as saying the VERSION of the engine. It is the engine, that decides, the VERSION of wrp it needs to generate.\n\nFurthermore, the resulting Wrp file is (for want of a better expression) 'unbinarised' 8WVR format. It is nothing more or less, than a (modified) copy of texture, elevations and models. Period.\nRoadnetworks and other ancilliary data is only processed into a 'binarised' OPRW format wrp, using Bi's binarizer tool.\n\nNote that it is possible to generate 8WVR format without involving bulldozer (or arma) using [*party tools* (dead link)].\n\nWhile there have been several PEW versions, the ones listed here are:\n\n- POSEW59\n- POSEW60\n\nThere are only a few subtle differences to their makeup.\n\n### Legend\n\nSee Generic FileFormat Data Types.\n\n### File Format\n\n> [!NOTE]\n> This file format is principally used with Armed Assault v1.09 and later, with the ArmA Tools Suite final release (v1.14).\n\n```c#\nPOSEW59\nPOSEW60\n{\n    PoseHeader                Header;\n    ulong                    nOFPTextures;            // none in Arma\n    OFPTexture                OFPTextures[nOFPTextures];\n    ulong                    nObjectTemplates;\n    ObjectTemplate            ObjectTemplates[nObjectTemplates];\n    shortBool                NoOfpTerrains;\n    if (!NoOfpTerrains)\n    {\n        ulong                nOFPTerrains;            // none in Arma\n        OFPTerrain            OFPTerrains[nOFPTerrains];\n    }\n    shortBool                NoOFPForests;            // none in Arma\n    if (!NoOFPForests)\n    {\n        ulong                nOFPForests;\n        OFPForest            OFPForests[nOFPForests];\n    }\n    RoadNetworkTemplate        RoadNetworkTemplates[...];\n    Elevation                Elevation[...];\n    ulong                    NoOfObjects;\n    Object                    Objects[NoOfObjects];\n\n    ulong                    NoOfLayers;\n    String                    CurrentLayerName;        // \"Base\"\n    Layer                    Layers[NoOfLayers] ;\n\n    ulong                    nNamedZones;// almost never present on pose60\n    NamedZone                NamedZones[nNamedZones];\n\n    ulong                    nRoadNetworks;\n    if (nRoadNetworks > 0)\n        RoadNetwork            RoadNetworks[nRoadNetworks];\n\n    ulong                    nKeyPoints;\n    KeyPoint                KeyPoints[nKeyPoints];\n    ulong                    NoOfBackgrounds;\n    Background                Backgrounds[NoOfBackgrounds]; // not checked for 59\n    ulong                    TotalSizeOfSelections; // from here, to end of file\n    ulong                    nSelections;\n    Selection                Selections[nSelections];\n}\n```\n\n#### PoseHeader\n\n```c#\nHeader\n{\n    char    Signature[7];        // \"POSEW59\" or \"POSEW60\" note: NOT null terminated\n    ulong    Length;                // of PEW file;\n    ulong    UnknownLong;        // typically 0\n    String    IslandRvMatPath;    // \"SomePboPrefix\\SomeIsland\\data\\0\" see below\n    String    IslandP3dPath;        // \"\" (objects)\n    float    TerrainGridSize;    // 10.0 metres\n    float    SegmentSize;        // 400.0 (==SegmentSize - SegmentOverlap)\n    String    IslandClassname;    // \"\"\n};\n```\n\n##### Texture And Terrain Sizes\n\n- Pew files deal with **terrain**. There is no 'texture' size as such. Therefore the gridsize specified in the header pertains to **terrain** cells.\n- In contrast, the gridsize specified in a WRP pertains to TEXTURE(rvmat) cells.\n\n\"Texture\", 'Material', 'Surface', 'Layer' are synonomous to rvmat files.\nThey are the island's unique surface as generated by importing from a sat mask image. There can be multipler layers of rvmat files.\n\n*Terrain*, are the cell grids of the map and as often as not specified at a different (larger) dimension.\n\nUnlike Wrp files, Textures and Terrain sizes are not declared in a pew directly. At least, not, in the header.\n\nThe Terrain (Map) Size is declared in the elevations structure.\n\nTextureSizeS (plural) are derived, not declared, in each surface 'Layer' of pew. Since, ultimately, each layer must 'fit' onto the map.\nEach layer contains a shift value of how much SMALLER the surface is, relative to the map.\nFor OFP, and OFP converted-to-arma, islands, this is 0 (there is no difference betweem a 256x256 cell Terrain and a 256x256 cell Texture.\n\nFor Arma, it is *generally* x 4 (shift value=2).\n\n###### TerrainGridSize\n\nA wrp file's GridSize is the OPPOSITE of a PewFile's GridSize.\n\nIn a wrp, it defines the size (in meters) of each cell of the TEXTURE (rvmats).\n\nIn a pew, there is no direct TEXTURE dimension since there can be multiple layers, each with different (derived) dimensions.\n\nSo this value, in a pew, is the TERRAIN dimension.\n\n###### IslandRvMatPath\n\nRVMAT file references in the Layers structure are listed as *relative* addresses to the IslandRvMatPath.\nThis is in contradistinction to the general Bis way-of-doing-things where all references are hard references.\n\nTraditionally, an RVMAT(Island) data path is declared as \"Layers\\some.rvmat\".\nIt is expected, therefore, that you do indeed have a \"P:\\SomePboPrefix\\SomeIsland\\...\\Layers\" folder.\nPut another way, the *prefix* of the PBO must be \"SomePboPrefix\\SomeIsland\\...\".\n\nThe SubFolder 'Layers' is hard wired by Visitor. It is generated automatically when importing a satmask image.\nThus, all relative reverences to the rvmats that Visitor produces, are prefaced by 'Layers\\'.\n\nUsing 3rd party tools, you can, should you wish to, alter this prefixing and location of the rvmats to anywhere at all, including no path at all (Visitor, the engine, and the binarizer don't actually care).\nThe purpose in doing so is somewhat moot, since, unlike p3d's, rvmat's for an island are unique to an island.\nThe chances or need of referencing them by something else is zilch. Hence, unlike p3d's, they may just as well stay in the wrp's pbo. Point being, they don't have to.\n\n###### IslandObjectPath\n\nIslandObjectPath uses the same mechanics as above.\nHowever, since P3D files are almost inevitable declared from multiple locations (any PBO, including the base 'CA' PBO included in the game) its use is moot.\nBe that as it may, the mechanism exists and works, identically to IslandRvMatPath.\n\nPEW files are not known to contain anything in IslandObjectPath or IslandClassname.\n\n#### OFPTexture\n\n```c#\nOFPTexture\n{\n    ulong        TextureID;\n    String        TextureFileName;    // \"snih3.paa\"\n    String        TextureName;        // \"snih3\"\n    String        RvmatName;            // \"snih3.rvmat\"\n    byte        UnknownBytes[14];    // (typically 0)\n    RGBAColor    Colour;\n}\n```\n\n#### ObjectTemplate\n\n```c#\nObjectTemplate\n{\n    String        ModelFilename;    // \"SomePrefixRoot\\data\\jablon.p3d\\0\"\n    String        ModelName;        // \"jablon\"\n    ulong        ObjectType;        // 0..5 (so far...)\n                                // 0 Undefined - This type should never be encountered.\n                                // 1 Natural\n                                // 2 Artificial\n                                // 3 Road (RoadFlag will be true)\n                                // 4 Forest\n                                // 5 Road2 (RoadFlag will be false)\n    RGBAColor    OutlineColour;\n    RGBAColor    ObjectColour;\n    double        GeometryBounds[2];                // 50.0\n    ulong        ModelID;                        // uniqueID, used by objects to lookup this model(p3d)\n    XYZTriplet    GeometryAutocenterPos;\n    double        ResolutionBounds[2];            // 50.0\n    XYZTriplet    ResolutionAutoCenterPos;\n    shortBool    Generally0x01;\n    shortBool    RandomScaleFlag;\n    double        RandomScaleMinMax[2];            // 50.0\n    shortBool    RandomRotateFlag;\n    double        RandomRotateMinMax[2];            // 20.0\n    shortBool    RandomOrientationFlag;\n    double        RanmdomOrientationMinMax[2];    // 180.0\n    shortBool    RoadFlag;\n    if (RoadFlag)\n    {\n        TransformMatrix RoadNamedSelections;    // (LB, PB, LE, PE)\n        TransformMatrix XRoadNamedSelections;    // (LD, LH, PD, PH)\n    };\n    ulong        nNamedVectors;                    // Usually 0 (zero)\n    NamedVector    NamedVectors[nNamedVectors];\n    ulong        MarkerType;                        // Rectangular = 0, Elliptical = 1\n}\n```\n\nAs opposed to layers (material RVMAT surfaces), 'objects' are instances of models placed onto the map.\nIrrespective of the number of objects there is only one reference to the model used, which is then referenced as often as needed.\n\nModelFilename, ModelName, and ModelID are unique unduplicated entries.\n\nThe ModelID is not zero based; its value is incremental according to the number of times *any* model has been added while editing, even if previous models have been deleted; model IDs do not rearrange themselves and deleted IDs are not recycled for re-use.\nThe ObjectID illustrated on maps is, in contrast, the unique InstanceID of each object in the objects structure below.\n'Road2' type cannot be defined with Visitor3 Personal Edition. It's a type specific to VBS2 V3 edition.\n\n##### NamedVector\n\n```c#\nNamedVector\n{\n    String        Name;        // \"pohrada\"\n    LongBool    Unknown;\n    ulong        nTriplets; // generally 2 sometimes 1\n    XYZTriplet    StartEndPos[nTriplets];\n}\n```\n\nAs of v60 a rarely used sub structure with ObjTemplates.\n\n#### OFPTerrain\n\n```c#\nOFPTerrain\n{\n    String        TerrainName;\n    byte        UnknownBytes[11];\n    ulong        nSurfaces;\n    OFPSurface    OFPSurfaces[nSurfaces];\n}\n```\n\n##### OFPSurface\n\n```c#\nOFPSurface\n{\n    String    SurfaceName;\n    float    Surfacefloat[4];\n    byte    UnknownBytes[16];\n}\n```\n\n#### OFPForest\n\n```c#\nOFPForest\n{\n    String        ForestName;\n    RGBAColor    OutlineColour;\n    RGBAColor    ObjectColour;\n    ulong        SquareFillModelID;\n    ulong        SquareModelID;\n    ulong        TriangleModelID;\n    ulong        Unknown1; // (typically 0)\n    ulong        Unknown2; // (typically 0)\n}\n```\n\n#### NamedZone\n\n```c#\nNamedZone\n{\n    ushort        IsPresent;\n    ushort        Moveable;\n    String        Name; // Les_new\n    RGBAColor    AreaColor;\n    RGBAColor    OutlineColor;\n    ulong        DisplayStyle;\n    ulong        nFloats;\n    float        Floats[nFloats];\n    ulong        ID;\n    String        Name2;\n}\n```\n\n#### AltNamedZone\n\n```c#\nAltNamedZone\n{\n    ushort        IsPresent;\n    ushort        Moveable;\n    String        Name; // Les_new\n    RGBAColor    AreaColor;\n    RGBAColor    OutlineColor;\n    ulong        DisplayStyle;\n    ulong        nFloats;\n    float        Floats[nFloats];\n    ulong        ID;\n    ulong        Visible;\n}\n```\n\n#### RoadNetworkTemplates\n\n```c#\nRoadNetworkTemplates\n{\n    shortBool    RoadNetworkTemplatesDefined;\n    if (!RoadNetworkTemplatesDefined)\n    {\n        //RoadNetworkTemplates\n        ulong    NoOfRoadNetworkTemplates;\n        if (NoOfRoadNetworkTemplates > 0)\n        {\n            RoadNetTemplate RoadNetTemplates[NoOfRoadNetworkTemplates];\n        }\n\n        //CrossroadTemplates\n        ulong    NoOfCrossroadTemplates;\n        if (NoOfCrossroadTemplates > 0)\n        {\n            CrossroadTemplate CrossroadTemplates[NoOfCrossroadTemplates];\n        }\n    }\n}\n```\n\n##### RoadNetTemplate\n\n```c#\nRoadNetTemplate\n{\n    String        TemplateName;\n    RGBAColor    KeyPartsColour;\n    RGBAColor    NormalPartsColour;\n    shortBool    FilledLine;\n    double        MaxAngle;\n    double        MaxBankAngle;\n\n    ulong        NoOfStraightParts;\n    if (NoOfStraightParts > 0)\n        StraightPart StraightParts[NoOfStraightParts];\n\n    ulong        NoOfCurveParts;\n    if (NoOfCurveParts > 0)\n        CurvePart CurveParts[NoOfCurveParts];\n\n    ulong        NoOfSpecialParts;\n    if (NoOfSpecialParts > 0)\n        SpecialPart SpecialParts[NoOfSpecialParts];\n\n    ulong        NoOfTerminatorParts;\n    if (NoOfTerminatorParts > 0)\n        TerminatorPart TerminatorParts[NoOfTerminatorParts];\n}\n```\n\n###### StraightPart\n\n```c#\nStraightPart\n{\n    String                StraightPartName;\n    ulong                ObjectTemplateID;\n    StraightPartEnum    StraightPartType;\n    shortBool            CanChangeBankAngle;\n}\n```\n\n###### CurvePart\n\n```c#\nCurvePart\n{\nString            CurvePartName;\nulong            ObjectTemplateID;\nCurvePartEnum    CurvePartType;\n}\n```\n\n###### SpecialPart\n\n```c#\nSpecialPart\n{\n    String                SpecialPartName;\n    ulong                ObjectTemplateID;\n    SpecialPartEnum        SpecialPartType;\n}\n```\n\n###### TerminatorPart\n\n```c#\nTerminatorPart\n{\n    String    TerminatorPartName;\n    ulong    ObjectTemplateID;\n}\n```\n\n##### CrossroadTemplate\n\n```c#\nCrossroadTemplate\n{\n    String                TemplateName;\n    CrossroadTypeEnum    Shape;\n    RGBAColor            Color;\n    shortBool            FilledLine;\n    ulong                ObjectTemplateID;\n    String                Net_A;\n    String                Net_B;\n    String                Net_C;\n    String                Net_D;\n}\n```\n\n**MeterType Values**\n\n| Type | Straights | Curves |\n|---|---|---|\n| 0 | 6 m | 25 m |\n| 1 | 12 m | 50 m |\n| 2 | 25 m | 75 m |\n| 3 |  | 100 m |\n\nBroadly speaking, there are a few basic road types:\n\n- **asfalt**: Bitumen\n- **silnice**: Paved\n- **cesta**: Dirt\n\nEach RoadType describes the general characteristics of the corresponding road, and can have multiple curved, straight, special, and termination P3D models associated with it.\n\nGenerally speaking, there are:\n\n- 3 'straight' models, approximately 6, 12, and 25 meters long respectively.\n- 4 'curved' models, approximately 25, 50, 75, and 100 meters long.\n- 1 'termination' type.\n\nThe termination type is a road like any other but tends to be a fixed 6 meter fade out of the general road texture.\n\nAlthough \"CrossRoads\" could conceivably have any number of intersections, only two types are handled.\n\n- Type 1: A T_Junction (3 intersections)\n- Type 3: A genuine crossroad (4 way intersection)\n\nFor T_Junctions, there is obviously no 4th intersection and this is null filled.\n\nWithout taking too literal an interpretation, there are some major types of road.\n\n- asfaltka: Bitumen (sealed)\n- silnice: Paved\n- cesta: Dirt\n\nThus the names of each intersection reflect the road type of that intersection, sometimes resulting in (up to) four identical names.\n\nThe overall name of the crossroad itself, tries to reflect the nature of it is makeup thus\n\n- `kr_asfaltka_asfaltka_t`: an bitumen T_Junction\n- `kr_silince_x_cesta`: a crossroad of paved and dirt roads.\n\n#### Elevation\n\n```c#\nElevation\n{\n    XYPair    TerrainSize; // 256 x 256 eg\n    float    Heights[TerrainSize];\n    float    BlueEdgeTerrainHeights[NoOfBlueFloats]; // Always zero values\n    // NoOfBlueFloats = (TerrainSize_Y * TerrainSize_X) / 16;\n    ulong    Always0;\n}\n```\n\n#### Object\n\n```c#\nObject\n{\n    ShortBool IsPresent;\n    if (IsPresent)\n    {\n        ShortBool            Moveable;                // always 0\n        ulong                ObjectID;                // See Below\n        TransformMatrix        ColumnFormat;\n\n        double                ObjectRelativeSize;        // decimal percentage\n        String                InstanceName;            // \"\" mostly. \"minimalStrelPos\" eg for artifical objects\n        float                RelativeSurfaceElevation;\n        RGBA                OutlineColour;\n        RGBA                ObjectColour;\n        ulong                ModelID;                // See below\n    };\n};\n```\n\n##### TransformMatrix\n\nNote that a **pew** TransformMatrix is the only instance in the entire repertoire of bis file formats where the transform is specified in columns.\nAll other TransformMatrices of BI (notably models) are in Row format.\nIt makes diddly squat difference to the **values** in the matrix, only the positions of those values are different.\n\nThe XYZ positional component is the absolute position. If a relative elevation has been specified in the pew, that value has been added to the component at this storage time.\n\n> [!NOTE]\n> See TransformMatrix.\n\n##### ObjectID\n\nEvery object entry has a zero-based, linear sequential ObjectID.\nObjectID is unique for every object and is the value displayed on a map for all models placed on it (including roads, grass, etc.).\nThus, every tree and every road section has its own unique ObjectID.\n\nThe first Object in the PEW file is ObjectID==0, the next 1,2,3,4 etc.\n\nIf an object has been deleted, that entry retains its unique object ID, even though the ObjectID is no longer stored.\nIf an object is not present (IsPresent is false), the ObjectID is calculated based on the last used object ID.\nThe next real object (IsPresent is true) will always be the *N*th ObjectID because the number always increases by the number of object entries, present or not.\nThe reason for this is to maintain consistent IDs for objects so that missions can rely on a bush having the same NearestObject ID as it always had, irrespective of map upgrades.\n\nWhen you add a new object, it is thus always is added to end of table with a new object ID.\nWhen you remove an object, the object ID remains reserved even though the object no longer exists.\n\nThis mechanism works well within the ArmA engine, but fails to help at all for conversion of OFP islands unless you methodically and manually enter all of the entries in the correct order.\nWith upwards of 100,000 entries per island, this is practically impossible.\n\n##### ModelID\n\nNote that this is the unique ID of the ModelID in the object Template. It is not an index into the template structures.\nUnusual, and slow as a result.\n\n#### Layer\n\n```c#\nLayer\n{\n    ulong        SizeType;            // 0..2 - see below\n    String        Name;                // \"Base\"\n    shortBool    DefaultIndicator;    // 0 ... 1\n\n    if (DefaultIndicator == 0)\n    {\n        ulong    SurfaceTable[TableSize.x*y];\n        ulong    TextureTable[TableSize.x*y];\n        byte    UnknownTable[(TableSize.x*y/4)];\n        ushort    UnknownShort;\n    };\n\n    if (DefaultIndicator == 1)\n    {\n        ulong    NoOfTerrainMaterials;\n        TerrainMaterial[NoOfTerrainMaterials]\n        {\n            ulong    BitFlags;        // 1 = label, 0x40 = rvmatfile,,,,\n            String    MaterialName;    // \"---sea---\", \"Layers\\P_000-000_L00.rvmat\"\n            ulong    TypeID;            // 0..3\n        };\n        ulong    RvmatIndexTable[TableSize.x*y];\n    };\n};\n\nTableSize = Elevations.TerrainSize >> SizeType;\n```\n\n##### RvmatIndexTable\n\nThe texture table contains 1-based indexes into the rvmats.\nThis is a traditional bis way-of-doing-things in that the 0th 'rvmat' is, by default 'sea' texture and does not have an associated file, nor is it referenced in this table.\n\nThe organisation of 'cells' differs from its equivalent wrp. They are the reversed, mirror image of each other. Thus for a pew file with a 'poetic' 4x4 island:\n\n**PEW vs WRP format**\n\n|  |  |\n|---|---|\n| \\| PEW \\|  \\|  \\|  \\|<br>\\|---\\|---\\|---\\|---\\|<br>\\| C \\| 8 \\| 4 \\| **0** \\|<br>\\| D \\| 9 \\| 5 \\| 1 \\|<br>\\| E \\| A \\| 6 \\| 2 \\|<br>\\| F \\| B \\| 7 \\| 3 \\| | \\| WRP \\|  \\|  \\|  \\|<br>\\|---\\|---\\|---\\|---\\|<br>\\| C \\| D \\| E \\| F \\|<br>\\| 8 \\| 9 \\| A \\| B \\|<br>\\| 4 \\| 5 \\| 6 \\| 7 \\|<br>\\| **0** \\| 1 \\| 2 \\| 3 \\| |\n\nUnlike a wrp there is no Texture Size (256x256) eg. It is a derived value from the Elevations size (ergo the TerrainSize) (1024x1024 eg)\nThe size of this table, the 'Texture Size' is defined as a ratio via LayerSizeType.\n\n- 0 same\n- 1 half\n- 2 quarter\n\n##### Rvmat Conventions\n\nNaming of rvmat files (generally) follows a simple convention largely because the files are auto_generated when importing the satmask.\nThe resolved Texture size (dependent on the pixels and resoltion wanted) are divided into x and y numbered co-ordinates thus\n\np_(x)00..(x)nn_(y)00..nn_L00..zz\n\nwhere:\n\n(x) and (y) are the cellgrid position (and not part of the label)\n\nLzz is the layer\n\nFor a mythical single layer island with an 8x8 TEXTURE , files names will range from\n\np_00_00_L00 to p_07_07_L00\n\nPxxPyy\n\n#### RoadNetworks\n\nA 'RoadNetwork' essentially is comprised of a 'KeyPart' and 1-4 Directions. A Direction comprsises 0 to 'N' number of 'Parts'.\nWhen the Visitor3 user starts placing a 'RoadNetwork' on a map they are 'forced' to place a 'KeyPart'. Each 'RoadNetwork' has at least 1 'Direction' defined. A 'Direction' may have zero 'RoadParts' placed on the map.\n\n```c#\nRoadNetworks\n{\n    shortBool                NetworkDefined;\n    if (NetworkDefined)\n    {\n        shortBool            Always0x01;\n        shortBool            Movable;\n        ulong                NetworkID;\n        float                Network_XZY[3];\n        float                Direction;\n        shortBool            KeyPartDefined;        // Should always be 1=Yes 'cause you cant start a road without placing a KeyPart\n        float                KeyPart_XZY[3];\n        float                KeyPart_Direction;\n        ulong                KeyPart_TemplateObjectID;\n        KeyPartTypeEnum        KeyPart_Type;\n        ushort                KeyPart_FamilyType;\n        String                KeyPart_RoadNetworkTemplateName;\n        String                KeyPart_ModelName;\n        RGBAColor            KeyPart_Color;\n        shortBool            DirectionsDefined;    // Should always be 0x0100=yes because every RoadNetwork has at least 1 direction.\n        ulong                NoOfDirections;\n        ulong                Direction_A_Something; //Always 0x0000 0000\n        ulong                Direction_B_Something; //Always 0x0000 0000\n        ulong                Direction_C_Something; //Always 0x0000 0000\n        ulong                Direction_D_Something; //Always 0x0000 0000\n        DirectionHeader        DirectionHeaders[NoOfDirections];\n        byte                Unknown[92];\n        ulong                NoOfDirections;\n        Direction            Directions[NoOfDirections];\n    }\n}\n```\n\n##### DirectionHeader\n\n```c#\nDirectionHeader\n{\n    String    RoadNetworkTemplateName;\n    float    DirectionOffsetXZY[3];\n    float    DirectionOffsetDirection; // 180.0 degrees.\n}\n```\n\n##### Direction\n\n```c#\nDirection\n{\n    ulong        NoOfParts;\n    RoadPart    RoadParts[NoOfParts];\n    String        RoadNetworkTemplateName;\n    float        DirectionOffsetXZY[3];\n    float        DirectionOffsetDirection; // 180.0 degrees.\n    RGBAColor    KeyPartColor;\n    RGBAColor    NormalPartColor;\n    shortBool    FilledLine;\n    double        MaxAngle;\n    double        MaxBankAngle;\n}\n```\n\n###### RoadPart\n\n```c#\nRoadPart\n{\n    shortBool    Defined;\n    shortBool    Enabled; // Possibly incorrect.\n    float        RoadPartXZY[3];\n    float        RoadPartDirection;\n    ulong        RoadPart_ObjectTemplateID;\n    ushort        PartTypeUIListboxIndex;\n    String        ModelName;\n    byte        Unknown[102];\n}\n```\n\n#### KeyPoint\n\n```c#\nKeyPoint\n{\n    ShortBool IsPresent;\n    if (IsPresent)\n    {\n        ShortBool    Always0;\n        String        ClassName;    // \"Noe_Lany\"\n        RGBA        AreaColor,OutlineColor;\n        ulong        DisplayStyle;    // 0 solid\n                                    // 1..6 hatch-horz,vert,cross,skew right,skew left,skewcross\n                                    // 7 standard\n        ShortBool    Visible;\n        float        Offset[2];    // map relative\n        float        Size[2];    // 250 x 250.0 eg (width and height)\n        ulong        ID;            // 0,1,2,3,4,5,6....\n        BisString    TownName;     // \"Lipany\", \"Hill\"\n        BisString    LocaleType;    // \"NameCity\" NameCityCapital, NameVillage, NameLocal, VegetationBroadLeaf, Hill, Marine, ViewPoint\n        BisString    ClassText;    // \"canOcclude=1; BumbleButt='FlowControl2\"; ++=)#4555Semi\"\n    }\n}\n```\n\nThere is **always** a classname associated with this Keypoint,\n\n- Forest_Owls\n- Abel_LaTrinite\n- MyPinkElephant\n\nand in most cases a text name that is 'seen' on the map\n\n```\n\"Le Refuge Des Chasseurs\"\n```\n\nViewpoint and Marine types normally don't have names associated with them. There is no \"place\" in the sea.\n\nEach of these Keypoints have a Locale **Type**. Some of which are:\n\n- NameCity\n- NameCityCapital\n- NameVillage\n- VegetationBroadLeaf (Forest)\n\n> [!NOTE]\n> See Location.\n\n#### Background\n\n```c#\nBackground // this structure has not been seen\n{\n    String        BackgroundFilename;    // \"sat_lco.bmp\"\n    String        BackgroundName;        // \"overlay1\"\n    float        OffsetXY[2];\n    float        SizeXY[2];\n    ulong        Transparency;\n    shortBool    Visible;            // or ulong?\n}\n```\n\n#### Selection\n\n```c#\nSelection\n{\n    ushort                strlen;\n    char[]                SelectionName[strlen]; // NOT null terminated\n    ulong                nObjects;\n    SelectionObject        SelectionObjects[nObjects]\n}\n```\n\n##### SelectionObject\n\n```c#\nSelectionObject\n{\n    ulong    ObjectInstanceID;\n    byte    Unknown[8];\n}\n```\n\n### Enums\n\n#### ObjectTemplateTypeEnum\n\n```c#\nenum ObjectTemplateTypeEnum\n{\n    Undefined = 0,\n    Natural = 1,\n    Artificial = 2,\n    Road = 3,\n    Forest = 4,\n    Road2 = 5\n}\n```\n\n#### MarkerTypeEnum\n\n```c#\nenum MarkerTypeEnum\n{\n    Rectangular = 0,\n    Elliptical = 1\n}\n```\n\n#### StraightPartEnum\n\n```c#\nenum StraightPartEnum : ushort\n{\n    SixBy25,    // 6,25m\n    TwelveBy5,    // 12,5m\n    TwentyFive    // 25m\n}\n```\n\n#### CurvePartEnum\n\n```c#\nenum CurvePartEnum : ushort\n{\n    Radius25m,\n    Radius50m,\n    Radius75m,\n    Radius100m\n}\n```\n\n#### SpecialPartEnum\n\n```c#\nenum SpecialPartEnum : ushort\n{\n    SixBy25,    // 6,25m\n    TwelveBy5,    // 12,5m\n    TwentyFive    // 25m\n}\n```\n\n#### KeyPartTypeEnum\n\n```c#\nenum KeyPartTypeEnum\n{\n    Crossroad,\n    Straight,\n    Special,\n    Terminator\n}\n```","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nPEW files are Visitor's project files. Visitor is Bohemia Interactive's tool for creating Islands.\n\nVisitor is a GUI tool interface that interacts with Bulldozer, an in-built 'world' viewer inside any Armed Assault engine.\n\nThe contents of the PEW project file are not directly related to the ultimate output, a WRP file.\nHowever, that data contains all similar elements, such as road networks, elevations, cell matrices, models (P3D files) and textures (RVMAT files).\n\nExporting a PEW file into WRP format involves the use of Bulldozer, since it is Bulldozer that decides how it wants that data presented rather than anything Visitor might like to decide.\nIt is Bulldozer that determines the format and version of the resulting WRP file (in 8WVR format), so the WRP version is based on the version of the Real Virtuality engine used to create it.\nThis is not the same thing as saying the VERSION of the engine. It is the engine, that decides, the VERSION of wrp it needs to generate.\n\nFurthermore, the resulting Wrp file is (for want of a better expression) 'unbinarised' 8WVR format. It is nothing more or less, than a (modified) copy of texture, elevations and models. Period.\nRoadnetworks and other ancilliary data is only processed into a 'binarised' OPRW format wrp, using Bi's binarizer tool.\n\nNote that it is possible to generate 8WVR format without involving bulldozer (or arma) using [*party tools* (dead link)].\n\nWhile there have been several PEW versions, the ones listed here are:\n\n- POSEW59\n- POSEW60\n\nThere are only a few subtle differences to their makeup."},{"heading":"Legend","level":3,"markdown":"See Generic FileFormat Data Types."},{"heading":"File Format","level":3,"markdown":"> [!NOTE]\n> This file format is principally used with Armed Assault v1.09 and later, with the ArmA Tools Suite final release (v1.14).\n\n```c#\nPOSEW59\nPOSEW60\n{\n    PoseHeader                Header;\n    ulong                    nOFPTextures;            // none in Arma\n    OFPTexture                OFPTextures[nOFPTextures];\n    ulong                    nObjectTemplates;\n    ObjectTemplate            ObjectTemplates[nObjectTemplates];\n    shortBool                NoOfpTerrains;\n    if (!NoOfpTerrains)\n    {\n        ulong                nOFPTerrains;            // none in Arma\n        OFPTerrain            OFPTerrains[nOFPTerrains];\n    }\n    shortBool                NoOFPForests;            // none in Arma\n    if (!NoOFPForests)\n    {\n        ulong                nOFPForests;\n        OFPForest            OFPForests[nOFPForests];\n    }\n    RoadNetworkTemplate        RoadNetworkTemplates[...];\n    Elevation                Elevation[...];\n    ulong                    NoOfObjects;\n    Object                    Objects[NoOfObjects];\n\n    ulong                    NoOfLayers;\n    String                    CurrentLayerName;        // \"Base\"\n    Layer                    Layers[NoOfLayers] ;\n\n    ulong                    nNamedZones;// almost never present on pose60\n    NamedZone                NamedZones[nNamedZones];\n\n    ulong                    nRoadNetworks;\n    if (nRoadNetworks > 0)\n        RoadNetwork            RoadNetworks[nRoadNetworks];\n\n    ulong                    nKeyPoints;\n    KeyPoint                KeyPoints[nKeyPoints];\n    ulong                    NoOfBackgrounds;\n    Background                Backgrounds[NoOfBackgrounds]; // not checked for 59\n    ulong                    TotalSizeOfSelections; // from here, to end of file\n    ulong                    nSelections;\n    Selection                Selections[nSelections];\n}\n```"},{"heading":"PoseHeader","level":4,"markdown":"```c#\nHeader\n{\n    char    Signature[7];        // \"POSEW59\" or \"POSEW60\" note: NOT null terminated\n    ulong    Length;                // of PEW file;\n    ulong    UnknownLong;        // typically 0\n    String    IslandRvMatPath;    // \"SomePboPrefix\\SomeIsland\\data\\0\" see below\n    String    IslandP3dPath;        // \"\" (objects)\n    float    TerrainGridSize;    // 10.0 metres\n    float    SegmentSize;        // 400.0 (==SegmentSize - SegmentOverlap)\n    String    IslandClassname;    // \"\"\n};\n```"},{"heading":"Texture And Terrain Sizes","level":5,"markdown":"- Pew files deal with **terrain**. There is no 'texture' size as such. Therefore the gridsize specified in the header pertains to **terrain** cells.\n- In contrast, the gridsize specified in a WRP pertains to TEXTURE(rvmat) cells.\n\n\"Texture\", 'Material', 'Surface', 'Layer' are synonomous to rvmat files.\nThey are the island's unique surface as generated by importing from a sat mask image. There can be multipler layers of rvmat files.\n\n*Terrain*, are the cell grids of the map and as often as not specified at a different (larger) dimension.\n\nUnlike Wrp files, Textures and Terrain sizes are not declared in a pew directly. At least, not, in the header.\n\nThe Terrain (Map) Size is declared in the elevations structure.\n\nTextureSizeS (plural) are derived, not declared, in each surface 'Layer' of pew. Since, ultimately, each layer must 'fit' onto the map.\nEach layer contains a shift value of how much SMALLER the surface is, relative to the map.\nFor OFP, and OFP converted-to-arma, islands, this is 0 (there is no difference betweem a 256x256 cell Terrain and a 256x256 cell Texture.\n\nFor Arma, it is *generally* x 4 (shift value=2)."},{"heading":"TerrainGridSize","level":6,"markdown":"A wrp file's GridSize is the OPPOSITE of a PewFile's GridSize.\n\nIn a wrp, it defines the size (in meters) of each cell of the TEXTURE (rvmats).\n\nIn a pew, there is no direct TEXTURE dimension since there can be multiple layers, each with different (derived) dimensions.\n\nSo this value, in a pew, is the TERRAIN dimension."},{"heading":"IslandRvMatPath","level":6,"markdown":"RVMAT file references in the Layers structure are listed as *relative* addresses to the IslandRvMatPath.\nThis is in contradistinction to the general Bis way-of-doing-things where all references are hard references.\n\nTraditionally, an RVMAT(Island) data path is declared as \"Layers\\some.rvmat\".\nIt is expected, therefore, that you do indeed have a \"P:\\SomePboPrefix\\SomeIsland\\...\\Layers\" folder.\nPut another way, the *prefix* of the PBO must be \"SomePboPrefix\\SomeIsland\\...\".\n\nThe SubFolder 'Layers' is hard wired by Visitor. It is generated automatically when importing a satmask image.\nThus, all relative reverences to the rvmats that Visitor produces, are prefaced by 'Layers\\'.\n\nUsing 3rd party tools, you can, should you wish to, alter this prefixing and location of the rvmats to anywhere at all, including no path at all (Visitor, the engine, and the binarizer don't actually care).\nThe purpose in doing so is somewhat moot, since, unlike p3d's, rvmat's for an island are unique to an island.\nThe chances or need of referencing them by something else is zilch. Hence, unlike p3d's, they may just as well stay in the wrp's pbo. Point being, they don't have to."},{"heading":"IslandObjectPath","level":6,"markdown":"IslandObjectPath uses the same mechanics as above.\nHowever, since P3D files are almost inevitable declared from multiple locations (any PBO, including the base 'CA' PBO included in the game) its use is moot.\nBe that as it may, the mechanism exists and works, identically to IslandRvMatPath.\n\nPEW files are not known to contain anything in IslandObjectPath or IslandClassname."},{"heading":"OFPTexture","level":4,"markdown":"```c#\nOFPTexture\n{\n    ulong        TextureID;\n    String        TextureFileName;    // \"snih3.paa\"\n    String        TextureName;        // \"snih3\"\n    String        RvmatName;            // \"snih3.rvmat\"\n    byte        UnknownBytes[14];    // (typically 0)\n    RGBAColor    Colour;\n}\n```"},{"heading":"ObjectTemplate","level":4,"markdown":"```c#\nObjectTemplate\n{\n    String        ModelFilename;    // \"SomePrefixRoot\\data\\jablon.p3d\\0\"\n    String        ModelName;        // \"jablon\"\n    ulong        ObjectType;        // 0..5 (so far...)\n                                // 0 Undefined - This type should never be encountered.\n                                // 1 Natural\n                                // 2 Artificial\n                                // 3 Road (RoadFlag will be true)\n                                // 4 Forest\n                                // 5 Road2 (RoadFlag will be false)\n    RGBAColor    OutlineColour;\n    RGBAColor    ObjectColour;\n    double        GeometryBounds[2];                // 50.0\n    ulong        ModelID;                        // uniqueID, used by objects to lookup this model(p3d)\n    XYZTriplet    GeometryAutocenterPos;\n    double        ResolutionBounds[2];            // 50.0\n    XYZTriplet    ResolutionAutoCenterPos;\n    shortBool    Generally0x01;\n    shortBool    RandomScaleFlag;\n    double        RandomScaleMinMax[2];            // 50.0\n    shortBool    RandomRotateFlag;\n    double        RandomRotateMinMax[2];            // 20.0\n    shortBool    RandomOrientationFlag;\n    double        RanmdomOrientationMinMax[2];    // 180.0\n    shortBool    RoadFlag;\n    if (RoadFlag)\n    {\n        TransformMatrix RoadNamedSelections;    // (LB, PB, LE, PE)\n        TransformMatrix XRoadNamedSelections;    // (LD, LH, PD, PH)\n    };\n    ulong        nNamedVectors;                    // Usually 0 (zero)\n    NamedVector    NamedVectors[nNamedVectors];\n    ulong        MarkerType;                        // Rectangular = 0, Elliptical = 1\n}\n```\n\nAs opposed to layers (material RVMAT surfaces), 'objects' are instances of models placed onto the map.\nIrrespective of the number of objects there is only one reference to the model used, which is then referenced as often as needed.\n\nModelFilename, ModelName, and ModelID are unique unduplicated entries.\n\nThe ModelID is not zero based; its value is incremental according to the number of times *any* model has been added while editing, even if previous models have been deleted; model IDs do not rearrange themselves and deleted IDs are not recycled for re-use.\nThe ObjectID illustrated on maps is, in contrast, the unique InstanceID of each object in the objects structure below.\n'Road2' type cannot be defined with Visitor3 Personal Edition. It's a type specific to VBS2 V3 edition."},{"heading":"NamedVector","level":5,"markdown":"```c#\nNamedVector\n{\n    String        Name;        // \"pohrada\"\n    LongBool    Unknown;\n    ulong        nTriplets; // generally 2 sometimes 1\n    XYZTriplet    StartEndPos[nTriplets];\n}\n```\n\nAs of v60 a rarely used sub structure with ObjTemplates."},{"heading":"OFPTerrain","level":4,"markdown":"```c#\nOFPTerrain\n{\n    String        TerrainName;\n    byte        UnknownBytes[11];\n    ulong        nSurfaces;\n    OFPSurface    OFPSurfaces[nSurfaces];\n}\n```"},{"heading":"OFPSurface","level":5,"markdown":"```c#\nOFPSurface\n{\n    String    SurfaceName;\n    float    Surfacefloat[4];\n    byte    UnknownBytes[16];\n}\n```"},{"heading":"OFPForest","level":4,"markdown":"```c#\nOFPForest\n{\n    String        ForestName;\n    RGBAColor    OutlineColour;\n    RGBAColor    ObjectColour;\n    ulong        SquareFillModelID;\n    ulong        SquareModelID;\n    ulong        TriangleModelID;\n    ulong        Unknown1; // (typically 0)\n    ulong        Unknown2; // (typically 0)\n}\n```"},{"heading":"NamedZone","level":4,"markdown":"```c#\nNamedZone\n{\n    ushort        IsPresent;\n    ushort        Moveable;\n    String        Name; // Les_new\n    RGBAColor    AreaColor;\n    RGBAColor    OutlineColor;\n    ulong        DisplayStyle;\n    ulong        nFloats;\n    float        Floats[nFloats];\n    ulong        ID;\n    String        Name2;\n}\n```"},{"heading":"AltNamedZone","level":4,"markdown":"```c#\nAltNamedZone\n{\n    ushort        IsPresent;\n    ushort        Moveable;\n    String        Name; // Les_new\n    RGBAColor    AreaColor;\n    RGBAColor    OutlineColor;\n    ulong        DisplayStyle;\n    ulong        nFloats;\n    float        Floats[nFloats];\n    ulong        ID;\n    ulong        Visible;\n}\n```"},{"heading":"RoadNetworkTemplates","level":4,"markdown":"```c#\nRoadNetworkTemplates\n{\n    shortBool    RoadNetworkTemplatesDefined;\n    if (!RoadNetworkTemplatesDefined)\n    {\n        //RoadNetworkTemplates\n        ulong    NoOfRoadNetworkTemplates;\n        if (NoOfRoadNetworkTemplates > 0)\n        {\n            RoadNetTemplate RoadNetTemplates[NoOfRoadNetworkTemplates];\n        }\n\n        //CrossroadTemplates\n        ulong    NoOfCrossroadTemplates;\n        if (NoOfCrossroadTemplates > 0)\n        {\n            CrossroadTemplate CrossroadTemplates[NoOfCrossroadTemplates];\n        }\n    }\n}\n```"},{"heading":"RoadNetTemplate","level":5,"markdown":"```c#\nRoadNetTemplate\n{\n    String        TemplateName;\n    RGBAColor    KeyPartsColour;\n    RGBAColor    NormalPartsColour;\n    shortBool    FilledLine;\n    double        MaxAngle;\n    double        MaxBankAngle;\n\n    ulong        NoOfStraightParts;\n    if (NoOfStraightParts > 0)\n        StraightPart StraightParts[NoOfStraightParts];\n\n    ulong        NoOfCurveParts;\n    if (NoOfCurveParts > 0)\n        CurvePart CurveParts[NoOfCurveParts];\n\n    ulong        NoOfSpecialParts;\n    if (NoOfSpecialParts > 0)\n        SpecialPart SpecialParts[NoOfSpecialParts];\n\n    ulong        NoOfTerminatorParts;\n    if (NoOfTerminatorParts > 0)\n        TerminatorPart TerminatorParts[NoOfTerminatorParts];\n}\n```"},{"heading":"StraightPart","level":6,"markdown":"```c#\nStraightPart\n{\n    String                StraightPartName;\n    ulong                ObjectTemplateID;\n    StraightPartEnum    StraightPartType;\n    shortBool            CanChangeBankAngle;\n}\n```"},{"heading":"CurvePart","level":6,"markdown":"```c#\nCurvePart\n{\nString            CurvePartName;\nulong            ObjectTemplateID;\nCurvePartEnum    CurvePartType;\n}\n```"},{"heading":"SpecialPart","level":6,"markdown":"```c#\nSpecialPart\n{\n    String                SpecialPartName;\n    ulong                ObjectTemplateID;\n    SpecialPartEnum        SpecialPartType;\n}\n```"},{"heading":"TerminatorPart","level":6,"markdown":"```c#\nTerminatorPart\n{\n    String    TerminatorPartName;\n    ulong    ObjectTemplateID;\n}\n```"},{"heading":"CrossroadTemplate","level":5,"markdown":"```c#\nCrossroadTemplate\n{\n    String                TemplateName;\n    CrossroadTypeEnum    Shape;\n    RGBAColor            Color;\n    shortBool            FilledLine;\n    ulong                ObjectTemplateID;\n    String                Net_A;\n    String                Net_B;\n    String                Net_C;\n    String                Net_D;\n}\n```\n\n**MeterType Values**\n\n| Type | Straights | Curves |\n|---|---|---|\n| 0 | 6 m | 25 m |\n| 1 | 12 m | 50 m |\n| 2 | 25 m | 75 m |\n| 3 |  | 100 m |\n\nBroadly speaking, there are a few basic road types:\n\n- **asfalt**: Bitumen\n- **silnice**: Paved\n- **cesta**: Dirt\n\nEach RoadType describes the general characteristics of the corresponding road, and can have multiple curved, straight, special, and termination P3D models associated with it.\n\nGenerally speaking, there are:\n\n- 3 'straight' models, approximately 6, 12, and 25 meters long respectively.\n- 4 'curved' models, approximately 25, 50, 75, and 100 meters long.\n- 1 'termination' type.\n\nThe termination type is a road like any other but tends to be a fixed 6 meter fade out of the general road texture.\n\nAlthough \"CrossRoads\" could conceivably have any number of intersections, only two types are handled.\n\n- Type 1: A T_Junction (3 intersections)\n- Type 3: A genuine crossroad (4 way intersection)\n\nFor T_Junctions, there is obviously no 4th intersection and this is null filled.\n\nWithout taking too literal an interpretation, there are some major types of road.\n\n- asfaltka: Bitumen (sealed)\n- silnice: Paved\n- cesta: Dirt\n\nThus the names of each intersection reflect the road type of that intersection, sometimes resulting in (up to) four identical names.\n\nThe overall name of the crossroad itself, tries to reflect the nature of it is makeup thus\n\n- `kr_asfaltka_asfaltka_t`: an bitumen T_Junction\n- `kr_silince_x_cesta`: a crossroad of paved and dirt roads."},{"heading":"Elevation","level":4,"markdown":"```c#\nElevation\n{\n    XYPair    TerrainSize; // 256 x 256 eg\n    float    Heights[TerrainSize];\n    float    BlueEdgeTerrainHeights[NoOfBlueFloats]; // Always zero values\n    // NoOfBlueFloats = (TerrainSize_Y * TerrainSize_X) / 16;\n    ulong    Always0;\n}\n```"},{"heading":"Object","level":4,"markdown":"```c#\nObject\n{\n    ShortBool IsPresent;\n    if (IsPresent)\n    {\n        ShortBool            Moveable;                // always 0\n        ulong                ObjectID;                // See Below\n        TransformMatrix        ColumnFormat;\n\n        double                ObjectRelativeSize;        // decimal percentage\n        String                InstanceName;            // \"\" mostly. \"minimalStrelPos\" eg for artifical objects\n        float                RelativeSurfaceElevation;\n        RGBA                OutlineColour;\n        RGBA                ObjectColour;\n        ulong                ModelID;                // See below\n    };\n};\n```"},{"heading":"TransformMatrix","level":5,"markdown":"Note that a **pew** TransformMatrix is the only instance in the entire repertoire of bis file formats where the transform is specified in columns.\nAll other TransformMatrices of BI (notably models) are in Row format.\nIt makes diddly squat difference to the **values** in the matrix, only the positions of those values are different.\n\nThe XYZ positional component is the absolute position. If a relative elevation has been specified in the pew, that value has been added to the component at this storage time.\n\n> [!NOTE]\n> See TransformMatrix."},{"heading":"ObjectID","level":5,"markdown":"Every object entry has a zero-based, linear sequential ObjectID.\nObjectID is unique for every object and is the value displayed on a map for all models placed on it (including roads, grass, etc.).\nThus, every tree and every road section has its own unique ObjectID.\n\nThe first Object in the PEW file is ObjectID==0, the next 1,2,3,4 etc.\n\nIf an object has been deleted, that entry retains its unique object ID, even though the ObjectID is no longer stored.\nIf an object is not present (IsPresent is false), the ObjectID is calculated based on the last used object ID.\nThe next real object (IsPresent is true) will always be the *N*th ObjectID because the number always increases by the number of object entries, present or not.\nThe reason for this is to maintain consistent IDs for objects so that missions can rely on a bush having the same NearestObject ID as it always had, irrespective of map upgrades.\n\nWhen you add a new object, it is thus always is added to end of table with a new object ID.\nWhen you remove an object, the object ID remains reserved even though the object no longer exists.\n\nThis mechanism works well within the ArmA engine, but fails to help at all for conversion of OFP islands unless you methodically and manually enter all of the entries in the correct order.\nWith upwards of 100,000 entries per island, this is practically impossible."},{"heading":"ModelID","level":5,"markdown":"Note that this is the unique ID of the ModelID in the object Template. It is not an index into the template structures.\nUnusual, and slow as a result."},{"heading":"Layer","level":4,"markdown":"```c#\nLayer\n{\n    ulong        SizeType;            // 0..2 - see below\n    String        Name;                // \"Base\"\n    shortBool    DefaultIndicator;    // 0 ... 1\n\n    if (DefaultIndicator == 0)\n    {\n        ulong    SurfaceTable[TableSize.x*y];\n        ulong    TextureTable[TableSize.x*y];\n        byte    UnknownTable[(TableSize.x*y/4)];\n        ushort    UnknownShort;\n    };\n\n    if (DefaultIndicator == 1)\n    {\n        ulong    NoOfTerrainMaterials;\n        TerrainMaterial[NoOfTerrainMaterials]\n        {\n            ulong    BitFlags;        // 1 = label, 0x40 = rvmatfile,,,,\n            String    MaterialName;    // \"---sea---\", \"Layers\\P_000-000_L00.rvmat\"\n            ulong    TypeID;            // 0..3\n        };\n        ulong    RvmatIndexTable[TableSize.x*y];\n    };\n};\n\nTableSize = Elevations.TerrainSize >> SizeType;\n```"},{"heading":"RvmatIndexTable","level":5,"markdown":"The texture table contains 1-based indexes into the rvmats.\nThis is a traditional bis way-of-doing-things in that the 0th 'rvmat' is, by default 'sea' texture and does not have an associated file, nor is it referenced in this table.\n\nThe organisation of 'cells' differs from its equivalent wrp. They are the reversed, mirror image of each other. Thus for a pew file with a 'poetic' 4x4 island:\n\n**PEW vs WRP format**\n\n|  |  |\n|---|---|\n| \\| PEW \\|  \\|  \\|  \\|<br>\\|---\\|---\\|---\\|---\\|<br>\\| C \\| 8 \\| 4 \\| **0** \\|<br>\\| D \\| 9 \\| 5 \\| 1 \\|<br>\\| E \\| A \\| 6 \\| 2 \\|<br>\\| F \\| B \\| 7 \\| 3 \\| | \\| WRP \\|  \\|  \\|  \\|<br>\\|---\\|---\\|---\\|---\\|<br>\\| C \\| D \\| E \\| F \\|<br>\\| 8 \\| 9 \\| A \\| B \\|<br>\\| 4 \\| 5 \\| 6 \\| 7 \\|<br>\\| **0** \\| 1 \\| 2 \\| 3 \\| |\n\nUnlike a wrp there is no Texture Size (256x256) eg. It is a derived value from the Elevations size (ergo the TerrainSize) (1024x1024 eg)\nThe size of this table, the 'Texture Size' is defined as a ratio via LayerSizeType.\n\n- 0 same\n- 1 half\n- 2 quarter"},{"heading":"Rvmat Conventions","level":5,"markdown":"Naming of rvmat files (generally) follows a simple convention largely because the files are auto_generated when importing the satmask.\nThe resolved Texture size (dependent on the pixels and resoltion wanted) are divided into x and y numbered co-ordinates thus\n\np_(x)00..(x)nn_(y)00..nn_L00..zz\n\nwhere:\n\n(x) and (y) are the cellgrid position (and not part of the label)\n\nLzz is the layer\n\nFor a mythical single layer island with an 8x8 TEXTURE , files names will range from\n\np_00_00_L00 to p_07_07_L00\n\nPxxPyy"},{"heading":"RoadNetworks","level":4,"markdown":"A 'RoadNetwork' essentially is comprised of a 'KeyPart' and 1-4 Directions. A Direction comprsises 0 to 'N' number of 'Parts'.\nWhen the Visitor3 user starts placing a 'RoadNetwork' on a map they are 'forced' to place a 'KeyPart'. Each 'RoadNetwork' has at least 1 'Direction' defined. A 'Direction' may have zero 'RoadParts' placed on the map.\n\n```c#\nRoadNetworks\n{\n    shortBool                NetworkDefined;\n    if (NetworkDefined)\n    {\n        shortBool            Always0x01;\n        shortBool            Movable;\n        ulong                NetworkID;\n        float                Network_XZY[3];\n        float                Direction;\n        shortBool            KeyPartDefined;        // Should always be 1=Yes 'cause you cant start a road without placing a KeyPart\n        float                KeyPart_XZY[3];\n        float                KeyPart_Direction;\n        ulong                KeyPart_TemplateObjectID;\n        KeyPartTypeEnum        KeyPart_Type;\n        ushort                KeyPart_FamilyType;\n        String                KeyPart_RoadNetworkTemplateName;\n        String                KeyPart_ModelName;\n        RGBAColor            KeyPart_Color;\n        shortBool            DirectionsDefined;    // Should always be 0x0100=yes because every RoadNetwork has at least 1 direction.\n        ulong                NoOfDirections;\n        ulong                Direction_A_Something; //Always 0x0000 0000\n        ulong                Direction_B_Something; //Always 0x0000 0000\n        ulong                Direction_C_Something; //Always 0x0000 0000\n        ulong                Direction_D_Something; //Always 0x0000 0000\n        DirectionHeader        DirectionHeaders[NoOfDirections];\n        byte                Unknown[92];\n        ulong                NoOfDirections;\n        Direction            Directions[NoOfDirections];\n    }\n}\n```"},{"heading":"DirectionHeader","level":5,"markdown":"```c#\nDirectionHeader\n{\n    String    RoadNetworkTemplateName;\n    float    DirectionOffsetXZY[3];\n    float    DirectionOffsetDirection; // 180.0 degrees.\n}\n```"},{"heading":"Direction","level":5,"markdown":"```c#\nDirection\n{\n    ulong        NoOfParts;\n    RoadPart    RoadParts[NoOfParts];\n    String        RoadNetworkTemplateName;\n    float        DirectionOffsetXZY[3];\n    float        DirectionOffsetDirection; // 180.0 degrees.\n    RGBAColor    KeyPartColor;\n    RGBAColor    NormalPartColor;\n    shortBool    FilledLine;\n    double        MaxAngle;\n    double        MaxBankAngle;\n}\n```"},{"heading":"RoadPart","level":6,"markdown":"```c#\nRoadPart\n{\n    shortBool    Defined;\n    shortBool    Enabled; // Possibly incorrect.\n    float        RoadPartXZY[3];\n    float        RoadPartDirection;\n    ulong        RoadPart_ObjectTemplateID;\n    ushort        PartTypeUIListboxIndex;\n    String        ModelName;\n    byte        Unknown[102];\n}\n```"},{"heading":"KeyPoint","level":4,"markdown":"```c#\nKeyPoint\n{\n    ShortBool IsPresent;\n    if (IsPresent)\n    {\n        ShortBool    Always0;\n        String        ClassName;    // \"Noe_Lany\"\n        RGBA        AreaColor,OutlineColor;\n        ulong        DisplayStyle;    // 0 solid\n                                    // 1..6 hatch-horz,vert,cross,skew right,skew left,skewcross\n                                    // 7 standard\n        ShortBool    Visible;\n        float        Offset[2];    // map relative\n        float        Size[2];    // 250 x 250.0 eg (width and height)\n        ulong        ID;            // 0,1,2,3,4,5,6....\n        BisString    TownName;     // \"Lipany\", \"Hill\"\n        BisString    LocaleType;    // \"NameCity\" NameCityCapital, NameVillage, NameLocal, VegetationBroadLeaf, Hill, Marine, ViewPoint\n        BisString    ClassText;    // \"canOcclude=1; BumbleButt='FlowControl2\"; ++=)#4555Semi\"\n    }\n}\n```\n\nThere is **always** a classname associated with this Keypoint,\n\n- Forest_Owls\n- Abel_LaTrinite\n- MyPinkElephant\n\nand in most cases a text name that is 'seen' on the map\n\n```\n\"Le Refuge Des Chasseurs\"\n```\n\nViewpoint and Marine types normally don't have names associated with them. There is no \"place\" in the sea.\n\nEach of these Keypoints have a Locale **Type**. Some of which are:\n\n- NameCity\n- NameCityCapital\n- NameVillage\n- VegetationBroadLeaf (Forest)\n\n> [!NOTE]\n> See Location."},{"heading":"Background","level":4,"markdown":"```c#\nBackground // this structure has not been seen\n{\n    String        BackgroundFilename;    // \"sat_lco.bmp\"\n    String        BackgroundName;        // \"overlay1\"\n    float        OffsetXY[2];\n    float        SizeXY[2];\n    ulong        Transparency;\n    shortBool    Visible;            // or ulong?\n}\n```"},{"heading":"Selection","level":4,"markdown":"```c#\nSelection\n{\n    ushort                strlen;\n    char[]                SelectionName[strlen]; // NOT null terminated\n    ulong                nObjects;\n    SelectionObject        SelectionObjects[nObjects]\n}\n```"},{"heading":"SelectionObject","level":5,"markdown":"```c#\nSelectionObject\n{\n    ulong    ObjectInstanceID;\n    byte    Unknown[8];\n}\n```"},{"heading":"Enums","level":3,"markdown":""},{"heading":"ObjectTemplateTypeEnum","level":4,"markdown":"```c#\nenum ObjectTemplateTypeEnum\n{\n    Undefined = 0,\n    Natural = 1,\n    Artificial = 2,\n    Road = 3,\n    Forest = 4,\n    Road2 = 5\n}\n```"},{"heading":"MarkerTypeEnum","level":4,"markdown":"```c#\nenum MarkerTypeEnum\n{\n    Rectangular = 0,\n    Elliptical = 1\n}\n```"},{"heading":"StraightPartEnum","level":4,"markdown":"```c#\nenum StraightPartEnum : ushort\n{\n    SixBy25,    // 6,25m\n    TwelveBy5,    // 12,5m\n    TwentyFive    // 25m\n}\n```"},{"heading":"CurvePartEnum","level":4,"markdown":"```c#\nenum CurvePartEnum : ushort\n{\n    Radius25m,\n    Radius50m,\n    Radius75m,\n    Radius100m\n}\n```"},{"heading":"SpecialPartEnum","level":4,"markdown":"```c#\nenum SpecialPartEnum : ushort\n{\n    SixBy25,    // 6,25m\n    TwelveBy5,    // 12,5m\n    TwentyFive    // 25m\n}\n```"},{"heading":"KeyPartTypeEnum","level":4,"markdown":"```c#\nenum KeyPartTypeEnum\n{\n    Crossroad,\n    Straight,\n    Special,\n    Terminator\n}\n```"}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Position","title":"Position","type":"topic","url":"https://community.bistudio.com/wiki/Position","revid":364535,"updated":"2024-05-16T20:46:45Z","aliases":["Position2D","Position3D","PositionAGL","PositionAGLS","PositionASL","PositionASLW","PositionATL","PositionConfig","PositionRelative","PositionWorld"],"markdown":"Positions in Arma games are always represented as arrays. There are two types of positions:\n\n- 2D position: `[X, Y]`\n- 3D position: `[X, Y, Z]`\n\nOn the map and on the terrain, the X-axis runs from west to east and the Y-axis runs from south to north. The origin `[0, 0]` is (usually) located in the bottom left corner.\nWhile the Z-coordinate is always the height/altitude, the point relative to which that height is measured depends on the specific position format (see Types below).\n\n> [!NOTE]\n> **Arma 3:** Since Arma 3 v1.94: X, Y and Z are limited to values between -50km and +500km. Using any **setPos*** command with values greater than that will [clamp](https://en.wikipedia.org/wiki/Clamping_(graphics)) the value to within these boundaries, not throwing any errors. e.g:\n>\n> ```sqf\n> player setPosASL [-50001, 500001, 500001]; // player will be set to [-50000, 500000, 500000]\n> ```\n\n### Commands\n\nSee:\n\n- Command Group: Positions\n- Command Group: Render Time Scope\n\n### Types\n\nThere are a number of formats available in Real Virtuality:\n\n|  |  |\n|---|---|\n| **ASL:** | Presumably \"**A**bove **S**ea **L**evel\" |\n| **ATL:** | Presumably \"**A**bove **T**errain **L**evel\" |\n| **ASLW:** | Presumably \"**A**bove **S**ea **L**evel including **W**aves\" |\n| **AGL:** | Presumably \"**A**bove **G**eneric/**G**round **L**evel\" |\n| **AGLS:** | Presumably \"**A**bove **G**eneric/**G**round **L**evel including **S**urfaces\" |\n| **World:** | Raw world coordinate system |\n| **Relative:** | Position relative to an object within its model space |\n| **Config:** | Position used in configs |\n| **Object:** | When object is used for position, PositionWorld of the object is used |\n| **Visual:** | Used for rendering objects on the screen. Useful for per-frame applications, such as drawIcon3D - see Command Group: Render Time Scope and Simulation vs Render Time Scope. |\n\n> [!IMPORTANT]\n> Note that the only **absolute position format** in Arma for 3D calculations is the ASL format. Always pay attention to this fact when performing 3D calculations. For example, when a unit is climbing a mountain, the Z in ATL format is **always 0**. The following example demonstrates this behavior:\n>\n> Let's say it is desired to see if there is an intersection between two horizontal positions:\n>\n> ```sqf\n> private _pos1 = getPosATL _unit;\n> private _pos2 = _pos1 vectorAdd [0,200,0]; // make a horizontal line by shifting the y, so z remains the same\n> private _intersects = lineIntersects [ATLToASL _pos1, ATLToASL _pos2]; // lineIntersects needs ASL, so we just convert _pos1 and _pos2 to ASL...\n> ```\n>\n> However, this is incorrect. ATL is a relative format, and while the ATL height between the coordinates is the same, the ASL height might not be (think of the mountain example again).\n> This is the correct way to write the above code:\n>\n> ```sqf\n> private _pos1 = getPosASL _unit;\n> private _pos2 = _pos1 vectorAdd [0,200,0]; // make a horizontal line by shifting the y\n> private _intersects = lineIntersects [_pos1, _pos2];\n> ```\n\n#### Position2D\n\nThis array only has two elements and is usually used with 2D information, for example standard markers or UI commands. If used with e.g distance, Z is assumed to be 0.\n\n#### PositionASL\n\nZ is measured from the sea level which is constant across the map.\n\n**See also:**\ngetPosASL, setPosASL, getPosASLVisual, visiblePositionASL, ASLToATL, ATLToASL, AGLToASL, ASLToAGL, eyePos, aimPos, getTerrainHeightASL, lineIntersects, lineIntersectsWith, lineIntersectsObjs, lineIntersectsSurfaces, terrainIntersectASL, playSound3D, setDefaultCamera\n\n#### PositionASLW\n\nZ is measured from the surface of water at that position. Both waves and pond objects affect the result.\n\n**See also:**\ngetPosASLW, setPosASLW\n\n#### PositionATL\n\nZ is measured from the terrain level which varies across the map.\n\n**See also:**\ngetPosATL, setPosATL, getPosATLVisual, ASLToATL, ATLToASL\n\n#### PositionAGL\n\nZ is the same as in PositionASLW when over sea and is the same as in PositionATL when over land. Most commands either take or return PositionAGL.\n\n**See also:**\nmodelToWorld, worldToModel, modelToWorldVisual, worldToModelVisual, positionCameraToWorld, intersect, terrainIntersect, isOnRoad, drawIcon3D, drawLine3D, distance, moveTo, doMove, move, setDestination, buildingPos, screenToWorld, worldToScreen, AGLToASL, ASLToAGL, unitAimPosition, unitAimPositionVisual\n\n#### PositionAGLS\n\nOver land, Z is measured as height over terrain level minus the height of surface over terrain level underneath. If such surface exists and is counted in, the resulting Z becomes 0.\n\nOver sea it gets even more complicated as instead of PositionATL, PositionASLW is used minus the offset for the surface height, presumably over waves too, as Z seems static. As there is currently no way to obtain Hsurface, it becomes impossible to convert given PositionAGLS into other formats, unlike with other position formats.\n\n**See also:**\nposition, visiblePosition, getPos, getPosVisual\n\n##### setPosAGLS\n\nThe function below will place passed object onto walkable surface, if there is one, otherwise on the ground. If only X and Y of the position are supplied, the object will be placed on surface, if Z is supplied, it will be treated as offset from the surface level.\n\n```sqf\nKK_fnc_setPosAGLS = {\n    params [\"_obj\", \"_pos\", \"_offset\"];\n    _offset = _pos select 2;\n    if (isNil \"_offset\") then {_offset = 0};\n    _pos set [2, worldSize];\n    _obj setPosASL _pos;\n    _pos set [2, vectorMagnitude (_pos vectorDiff getPosVisual _obj) + _offset];\n    _obj setPosASL _pos;\n};\n```\n\n```sqf\n// This will place the player exactly on top deck of Cargo HQ on Stratis:\n[player, [2437.18,5693.47,0]] call KK_fnc_setPosAGLS;\n\n// This will place the player 2m above top deck of Cargo HQ on Stratis:\n[player, [2437.18,5693.47,2]] call KK_fnc_setPosAGLS;\n\n// This will place the player 2m below top deck of Cargo HQ on Stratis:\n[player, [2437.18,5693.47,-2]] call KK_fnc_setPosAGLS;\n```\n\nAlternatively, setVehiclePosition can be used. It will put the object onto the nearest surface.\n\n```sqf\n// This will place the player inside Cargo HQ on Stratis:\nplayer setVehiclePosition [[2437.18,5693.47,0], [], 0, \"CAN_COLLIDE\"];\n\n// This will place the player on top deck of Cargo HQ on Stratis:\nplayer setVehiclePosition [[2437.18,5693.47,100], [], 0, \"CAN_COLLIDE\"];\n```\n\n#### PositionWorld\n\nSimilar to PositionASL, however Z is measured from the sea level to the the model centre `[0, 0, 0]` of the object, rather than transformed boundingCenter or land contact vertices.\n\n```sqf\n_identical = getPosWorld _obj isEqualTo AGLToASL (_obj modelToWorld [0,0,0]); // should be true\n```\n\n**See also:**\ngetPosWorld, setPosWorld, mapCenterOnCamera\n\n#### PositionRelative\n\nRelative position is normally an `[X, Y, Z]` offset from the model centre.\n\n**See also:**\ngetRelPos, positionCameraToWorld, selectionPosition, attachTo, modelToWorld, worldToModel, modelToWorldVisual, worldToModelVisual, camPrepareRelPos, camSetRelPos\n\n#### PositionConfig\n\nThe format used in configs, such as *mission.sqm*, is `[X, Z, Y]`, where Z and Y are swapped around. One other command that uses this format is positionCameraToWorld. Z in configs is measured from the sea level.","sections":[{"heading":null,"level":1,"markdown":"Positions in Arma games are always represented as arrays. There are two types of positions:\n\n- 2D position: `[X, Y]`\n- 3D position: `[X, Y, Z]`\n\nOn the map and on the terrain, the X-axis runs from west to east and the Y-axis runs from south to north. The origin `[0, 0]` is (usually) located in the bottom left corner.\nWhile the Z-coordinate is always the height/altitude, the point relative to which that height is measured depends on the specific position format (see Types below).\n\n> [!NOTE]\n> **Arma 3:** Since Arma 3 v1.94: X, Y and Z are limited to values between -50km and +500km. Using any **setPos*** command with values greater than that will [clamp](https://en.wikipedia.org/wiki/Clamping_(graphics)) the value to within these boundaries, not throwing any errors. e.g:\n>\n> ```sqf\n> player setPosASL [-50001, 500001, 500001]; // player will be set to [-50000, 500000, 500000]\n> ```"},{"heading":"Commands","level":3,"markdown":"See:\n\n- Command Group: Positions\n- Command Group: Render Time Scope"},{"heading":"Types","level":3,"markdown":"There are a number of formats available in Real Virtuality:\n\n|  |  |\n|---|---|\n| **ASL:** | Presumably \"**A**bove **S**ea **L**evel\" |\n| **ATL:** | Presumably \"**A**bove **T**errain **L**evel\" |\n| **ASLW:** | Presumably \"**A**bove **S**ea **L**evel including **W**aves\" |\n| **AGL:** | Presumably \"**A**bove **G**eneric/**G**round **L**evel\" |\n| **AGLS:** | Presumably \"**A**bove **G**eneric/**G**round **L**evel including **S**urfaces\" |\n| **World:** | Raw world coordinate system |\n| **Relative:** | Position relative to an object within its model space |\n| **Config:** | Position used in configs |\n| **Object:** | When object is used for position, PositionWorld of the object is used |\n| **Visual:** | Used for rendering objects on the screen. Useful for per-frame applications, such as drawIcon3D - see Command Group: Render Time Scope and Simulation vs Render Time Scope. |\n\n> [!IMPORTANT]\n> Note that the only **absolute position format** in Arma for 3D calculations is the ASL format. Always pay attention to this fact when performing 3D calculations. For example, when a unit is climbing a mountain, the Z in ATL format is **always 0**. The following example demonstrates this behavior:\n>\n> Let's say it is desired to see if there is an intersection between two horizontal positions:\n>\n> ```sqf\n> private _pos1 = getPosATL _unit;\n> private _pos2 = _pos1 vectorAdd [0,200,0]; // make a horizontal line by shifting the y, so z remains the same\n> private _intersects = lineIntersects [ATLToASL _pos1, ATLToASL _pos2]; // lineIntersects needs ASL, so we just convert _pos1 and _pos2 to ASL...\n> ```\n>\n> However, this is incorrect. ATL is a relative format, and while the ATL height between the coordinates is the same, the ASL height might not be (think of the mountain example again).\n> This is the correct way to write the above code:\n>\n> ```sqf\n> private _pos1 = getPosASL _unit;\n> private _pos2 = _pos1 vectorAdd [0,200,0]; // make a horizontal line by shifting the y\n> private _intersects = lineIntersects [_pos1, _pos2];\n> ```"},{"heading":"Position2D","level":4,"markdown":"This array only has two elements and is usually used with 2D information, for example standard markers or UI commands. If used with e.g distance, Z is assumed to be 0."},{"heading":"PositionASL","level":4,"markdown":"Z is measured from the sea level which is constant across the map.\n\n**See also:**\ngetPosASL, setPosASL, getPosASLVisual, visiblePositionASL, ASLToATL, ATLToASL, AGLToASL, ASLToAGL, eyePos, aimPos, getTerrainHeightASL, lineIntersects, lineIntersectsWith, lineIntersectsObjs, lineIntersectsSurfaces, terrainIntersectASL, playSound3D, setDefaultCamera"},{"heading":"PositionASLW","level":4,"markdown":"Z is measured from the surface of water at that position. Both waves and pond objects affect the result.\n\n**See also:**\ngetPosASLW, setPosASLW"},{"heading":"PositionATL","level":4,"markdown":"Z is measured from the terrain level which varies across the map.\n\n**See also:**\ngetPosATL, setPosATL, getPosATLVisual, ASLToATL, ATLToASL"},{"heading":"PositionAGL","level":4,"markdown":"Z is the same as in PositionASLW when over sea and is the same as in PositionATL when over land. Most commands either take or return PositionAGL.\n\n**See also:**\nmodelToWorld, worldToModel, modelToWorldVisual, worldToModelVisual, positionCameraToWorld, intersect, terrainIntersect, isOnRoad, drawIcon3D, drawLine3D, distance, moveTo, doMove, move, setDestination, buildingPos, screenToWorld, worldToScreen, AGLToASL, ASLToAGL, unitAimPosition, unitAimPositionVisual"},{"heading":"PositionAGLS","level":4,"markdown":"Over land, Z is measured as height over terrain level minus the height of surface over terrain level underneath. If such surface exists and is counted in, the resulting Z becomes 0.\n\nOver sea it gets even more complicated as instead of PositionATL, PositionASLW is used minus the offset for the surface height, presumably over waves too, as Z seems static. As there is currently no way to obtain Hsurface, it becomes impossible to convert given PositionAGLS into other formats, unlike with other position formats.\n\n**See also:**\nposition, visiblePosition, getPos, getPosVisual"},{"heading":"setPosAGLS","level":5,"markdown":"The function below will place passed object onto walkable surface, if there is one, otherwise on the ground. If only X and Y of the position are supplied, the object will be placed on surface, if Z is supplied, it will be treated as offset from the surface level.\n\n```sqf\nKK_fnc_setPosAGLS = {\n    params [\"_obj\", \"_pos\", \"_offset\"];\n    _offset = _pos select 2;\n    if (isNil \"_offset\") then {_offset = 0};\n    _pos set [2, worldSize];\n    _obj setPosASL _pos;\n    _pos set [2, vectorMagnitude (_pos vectorDiff getPosVisual _obj) + _offset];\n    _obj setPosASL _pos;\n};\n```\n\n```sqf\n// This will place the player exactly on top deck of Cargo HQ on Stratis:\n[player, [2437.18,5693.47,0]] call KK_fnc_setPosAGLS;\n\n// This will place the player 2m above top deck of Cargo HQ on Stratis:\n[player, [2437.18,5693.47,2]] call KK_fnc_setPosAGLS;\n\n// This will place the player 2m below top deck of Cargo HQ on Stratis:\n[player, [2437.18,5693.47,-2]] call KK_fnc_setPosAGLS;\n```\n\nAlternatively, setVehiclePosition can be used. It will put the object onto the nearest surface.\n\n```sqf\n// This will place the player inside Cargo HQ on Stratis:\nplayer setVehiclePosition [[2437.18,5693.47,0], [], 0, \"CAN_COLLIDE\"];\n\n// This will place the player on top deck of Cargo HQ on Stratis:\nplayer setVehiclePosition [[2437.18,5693.47,100], [], 0, \"CAN_COLLIDE\"];\n```"},{"heading":"PositionWorld","level":4,"markdown":"Similar to PositionASL, however Z is measured from the sea level to the the model centre `[0, 0, 0]` of the object, rather than transformed boundingCenter or land contact vertices.\n\n```sqf\n_identical = getPosWorld _obj isEqualTo AGLToASL (_obj modelToWorld [0,0,0]); // should be true\n```\n\n**See also:**\ngetPosWorld, setPosWorld, mapCenterOnCamera"},{"heading":"PositionRelative","level":4,"markdown":"Relative position is normally an `[X, Y, Z]` offset from the model centre.\n\n**See also:**\ngetRelPos, positionCameraToWorld, selectionPosition, attachTo, modelToWorld, worldToModel, modelToWorldVisual, worldToModelVisual, camPrepareRelPos, camSetRelPos"},{"heading":"PositionConfig","level":4,"markdown":"The format used in configs, such as *mission.sqm*, is `[X, Z, Y]`, where Z and Y are swapped around. One other command that uses this format is positionCameraToWorld. Z in configs is measured from the sea level."}],"categories":["Arrays"],"groups":["Scripting"]},{"name":"Post Process Effects","title":"Post Process Effects","type":"topic","url":"https://community.bistudio.com/wiki/Post_Process_Effects","revid":378536,"updated":"2026-05-04T12:07:41Z","aliases":["Post process effects"],"markdown":"### Scripting Commands\n\n- ppEffectCreate\n- ppEffectAdjust\n- ppEffectEnable\n- ppEffectEnabled\n- ppEffectForceInNVG\n- ppEffectCommit\n- ppEffectCommitted\n- ppEffectDestroy\n\n### Usage\n\n#### Effect Creation\n\n```sqf\n_handle = ppEffectCreate [\"effect_type\", priority];\n_handlesArray = ppEffectCreate [[\"effect_type0\", priority0], [\"effect_type1\", priority1], /* ... */];\n```\n\n#### Effect Cancellation\n\n```sqf\nppEffectDestroy handle;\nppEffectDestroy handlesArray;\n```\n\n#### Effect Disabling\n\nCompared to the effect cancellation, in this case the effect is just disabled but still exists\n\n```sqf\n_handle ppEffectEnable false;\n```\n\n#### Effect Fade out\n\nRather than disabling the effect completely at once, it is possible to use ppEffectAdjust to fade it out over time\n\n```sqf\n//after having created and used effect:\n//set the parameters for the effect back to the default values\n\"colorCorrections\" ppEffectAdjust [1,1,0,[0,0,0,0],[1,1,1,1],[0.299, 0.587, 0.114, 0],[-1,-1,0,0,0,0,0]];\n//then commit and fade out over given time (10 seconds)\n\"colorCorrections\" ppEffectCommit 10;\n//Disable completely after fadeout\n\"colorCorrections\" ppEffectEnable false;\n```\n\n#### Parameter Setup\n\n```sqf\nhandle ppEffectAdjust [par0, par1, /* ... */, parN];\n```\n\n#### Parameter application\n\n```sqf\nhandle ppEffectCommit _duration;\nhandlesArray ppEffectCommit _duration;\n```\n\n#### Effect Permission\n\n```sqf\nhandle ppEffectEnable _OnOrOff;\nhandlesArray ppEffectEnable _OnOrOff;\n```\n\n#### Check if Enabled (Arma 3 v1.56)\n\n```sqf\nppEffectEnabled handle;\n```\n\n#### Example\n\n```sqf\n_handle = ppEffectCreate [\"colorCorrections\", 1501];\n_handle ppEffectEnable true;\n_handle ppEffectAdjust [1.0, 1.0, 0.0, [1.0, 0.1, 1.0, 0.75], [0.0, 1.0, 1.0, 1.0], [0.199, 0.587, 0.114, 0.0]];\n_handle ppEffectCommit 0;\nsleep 10;\nppEffectDestroy _handle;\n```\n\n### Table of Priorities\n\nPriority defines sequence in which post effects are applied. The higher priority, the later the effect will be applied, on top of the others.\n\n| Base Priority | Effect |\n|---|---|\n| 2500 | ColorInversion |\n| 2000 | FilmGrain |\n| 1500 | ColorCorrections |\n| 400 | DynamicBlur |\n| 300 | WetDistortion |\n| 200 | ChromaticAberration |\n| 100 | RadialBlur |\n| 0 | SSAO |\n| 0 | Resolution |\n\n### Parameters of Individual Effects\n\n#### RadialBlur\n\nTitle: \"RadialBlur\"; Base Priority: 100\n\n> [!NOTE]\n> RadialBlur will not do anything if RADIAL BLUR is disabled in Video Options\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| powerX | relative blur degree on axis X | float | 0... | 0.01 |\n| powerY | relative blur degree on axis Y | float | 0... | 0.01 |\n| offsetX | relative size X of un-blurred centre | float | 0... | 0.06 |\n| offsetY | relative size Y of un-blurred centre | float | 0... | 0.06 |\n\nSyntax:\n\n```sqf\n_radialBlurHandle ppEffectAdjust [powerX, powerY, offsetX, offsetY];\n```\n\nDefaults:\n\n```sqf\n_radialBlurHandle ppEffectAdjust [0.01, 0.01, 0.06, 0.06];\n```\n\nExample:\n\n```sqf\n[\"RadialBlur\", 100, [100, 0.5, 0.1, 0.5]] spawn\n{\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```\n\n#### ChromAberration\n\nTitle \"ChromAberration\"; Base Priority: 200\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| aberrationPowerX | relative effect strength (sample spacing from each other) axis X | float | 0... | 0.005 |\n| aberrationPowerY | relative effect strength (sample spacing from each other) axis Y | float | 0... | 0.005 |\n| aspectCorrection | enable/disable correction according to screen aspect ratio | bool | true, false | false |\n\nSyntax:\n\n```sqf\n_chromaticAberrationHandle ppEffectAdjust [aberrationPowerX, aberrationPowerY, aspectCorrection];\n```\n\nDefaults:\n\n```sqf\n_chromaticAberrationHandle ppEffectAdjust [0.005, 0.005, false];\n```\n\nExample:\n\n```sqf\n[\"ChromAberration\", 200, [0.05, 0.05, true]] spawn {\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```\n\n#### WetDistortion\n\nTitle: \"WetDistortion\"; Base Priority: 300\n\n> [!NOTE]\n> Effect cancels automatically under water.\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| value | blurriness of distorted image (0 to 1, values above 1 cause unusual) | float | 0..1 | 1 |\n| top, bottom | effect power (top/bottom of screen separately) | float | 0..1 | 1, 1 |\n| horizontal1, horizontal2, vertical1, vertical2 | waves speeds (frequency/PI) | float | 0... | 4.10, 3.70, 2.50, 1.85 |\n| horizontal1, horizontal2, vertical1, vertical2 | waves amplitudes (delta texture coordinates) | float | 0... | 0.0054, 0.0041, 0.0090, 0.0070 |\n| randX, randY | coefficients for phase computing; weight of random vertex data on horizontal/vertical wave phases | float | 0... | 0.5, 0.3 |\n| posX, posY | coefficients for phase computing; weight of vertex X/Y-position on horizontal/vertical wave phases | float | 0... | 10.0, 6.0 |\n\nSyntax:\n\n```sqf\n_wetDistorsionHandle ppEffectAdjust [\n    value,\n    top, bottom,\n    horizontal1, horizontal2, vertical1, vertical2,\n    horizontal1, horizontal2, vertical1, vertical2,\n    randX, randY, posX, posY\n];\n```\n\nDefaults:\n\n```sqf\n_wetDistorsionHandle ppEffectAdjust [\n    1,\n    1, 1,\n    4.10, 3.70, 2.50, 1.85,\n    0.0054, 0.0041, 0.0090, 0.0070,\n    0.5, 0.3, 10.0, 6.0\n];\n```\n\nExample:\n\n```sqf\n[\"WetDistortion\", 300, [1, 0, 1, 4.10, 3.70, 2.50, 1.85, 0.0054, 0.0041, 0.05, 0.0070, 1, 1, 1, 1]] spawn\n{\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```\n\n#### ColorCorrections\n\nTitle: \"ColorCorrections\"; Base Priority: 1500\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| brightness | image brightness (0 - black, 1 - unchanged, 2 - white ) | float | 0..2 | 1 |\n| contrast | image contrast (1 - normal contrast) | float | 0... | 1 |\n| offset | image contrast offset (0 - unchanged ) | float | 0... | 0 |\n| [r, g, b, a] | color for blending (r, g, b - color, a - blend factor (0 - original color, 1 - blend color )) | float | 0..1 | [0, 0, 0, 0] |\n| [r, g, b, a] | color for colorization ( r, g, b - color, a - saturation (0 - original color, 1 - B&W multiplied by colorize color)) | float | 0..1 | [1, 1, 1, 1] |\n| [r, g, b, 0] | color rgb weights for desaturation | float | 0..1 | [0.299, 0.587, 0.114, 0] |\n| [<br>    radialMajorAxisRadius,<br>    radialMinorAxisRadius,<br>    radialRotationDeg,<br>    radialCenterX,<br>    radialCenterY,<br>    radialInnerRadiusCoef,<br>    radialInterpCoef<br>] | radial color ***(optional, Arma 3 only)***<br>major axis radius of ellipse<br>minor axis radius of ellipse<br>rotation of ellipse axis (in degrees)<br>centerX of ellipse on the screen (in relative coords, [-0.5] -> [0.5], where 0 is in the screen center)<br>centerY of ellipse on the screen (in relative coords, [-0.5] -> [0.5], where 0 is in the screen center)<br>coefficient for inner radius (where effect is not applied)<br>coefficient for color interpolation between inner and outer radius<br> | float<br>float<br>float<br>float<br>float<br>float<br>float<br> | 0..1<br>0..1<br>0..359<br>-1..1<br>-1..1<br>0..1<br>0...<br> | [<br>    -1,<br>    -1,<br>    0,<br>    0,<br>    0,<br>    0,<br>    0<br>] |\n\nSyntax:\n\n| Arma 3 v1.00 | Arma 2 v1.00Arma 2: Operation Arrowhead v1.50 |\n|---|---|\n| ```sqf<br>_colorCorrectionHandle ppEffectAdjust<br>[<br>    brightness,<br>    contrast,<br>    offset,<br>    [blendR, blendG, blendB, blendA],<br>    [colorizeR, colorizeG, colorizeB, colorizeA],<br>    [weightR, weightG, weightB, 0],<br>    [a, b, angle, cx, cy, innerRCoef, interpCoef]<br>];<br>``` | ```sqf<br>_colorCorrectionHandle ppEffectAdjust<br>[<br>    brightness,<br>    contrast,<br>    offset,<br>    [blendR, blendG, blendB, blendA],<br>    [colorizeR, colorizeG, colorizeB, colorizeA],<br>    [weightR, weightG, weightB, 0]<br>];<br>``` |\n\nDefaults:\n\n| Arma 3 v1.00 | Arma 2 v1.00Arma 2: Operation Arrowhead v1.50 |\n|---|---|\n| ```sqf<br>_colorCorrectionHandle ppEffectAdjust<br>[<br>    1,<br>    1,<br>    0,<br>    [0, 0, 0, 0],<br>    [1, 1, 1, 1],<br>    [0.299, 0.587, 0.114, 0],<br>    [-1, -1, 0, 0, 0, 0, 0]<br>];<br>``` | ```sqf<br>_colorCorrectionHandle ppEffectAdjust<br>[<br>    1,<br>    1,<br>    0,<br>    [0, 0, 0, 0],<br>    [1, 1, 1, 1],<br>    [0.299, 0.587, 0.114, 0]<br>];<br>``` |\n\nExample:\n\n```sqf\n[\"ColorCorrections\", 1500, [1, 0.4, 0, [0, 0, 0, 0], [1, 1, 1, 0], [1, 1, 1, 0]]] spawn\n{\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```\n\n#### DynamicBlur\n\nTitle: \"DynamicBlur\"; Base Priority: 400\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| value | blurriness | float | 0... | 0 |\n\nSyntax:\n\n```sqf\n_dynamicBlurHandle ppEffectAdjust [value];\n```\n\nDefaults:\n\n```sqf\n_dynamicBlurHandle ppEffectAdjust [0];\n```\n\nExample:\n\n```sqf\n[\"DynamicBlur\", 400, [10]] spawn\n{\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```\n\n#### FilmGrain\n\nTitle: \"FilmGrain\"; Base Priority: 2000\n\n> [!NOTE]\n> **Arma 3:** In Arma 3 the **monochromatic** parameter is numeric. Use **0** for monochrome, any other value for colour.\n\nNumber of parameters is flexible: it may be defined from 1 to 6 parameters, meaning of individual parameters is following:\n\n| Parameter |  | Meaning | Type | Range | Default |\n|---|---|---|---|---|---|\n| intensity |  | intensity | float | 0..1 | 0.005 |\n| sharpness |  | sharpness | float | 1..20 | 1.25 |\n| grainSize |  | grain size | float | 1..8 | 2.01 |\n| intensityX0 |  | intensityX0 | float | -x..0..+x | 0.75 |\n| intensityX1 |  | intensityX1 | float | -x..0..+x | 1.0 |\n| monochromatic | Arma 2 v1.00Arma 2: Operation Arrowhead v1.50 | monochromatic | bool | false, true | true |\n| monochromatic | Arma 3 v1.00 | monochromatic | integer | 0, 1 | 0 |\n\nSyntax:\n\n```sqf\n_filmGrainHandle ppEffectAdjust [\n    intensity,\n    sharpness,\n    grainSize,\n    intensityX0,\n    intensityX1,\n    monochromatic\n];\n```\n\nDefaults:\n\n| Arma 3 v1.00 | Arma 2 v1.00Arma 2: Operation Arrowhead v1.50 |\n|---|---|\n| ```sqf<br>_filmGrainHandle ppEffectAdjust [<br>    0.005,<br>    1.25,<br>    2.01,<br>    0.75,<br>    1.0,<br>    0<br>];<br>``` | ```sqf<br>_filmGrainHandle ppEffectAdjust [<br>    0.005,<br>    1.25,<br>    2.01,<br>    0.75,<br>    1.0,<br>    true<br>];<br>``` |\n\nExample:\n\n| Arma 3 v1.00 | Arma 2 v1.00Arma 2: Operation Arrowhead v1.50 |\n|---|---|\n| ```sqf<br>[\"FilmGrain\", 2000, [1, 0.15, 7, 0.2, 1.0, 0]] spawn<br>{<br>    params [\"_name\", \"_priority\", \"_effect\"];<br><br>    private _handle = -1;<br>    while {<br>        _handle = ppEffectCreate [_name, _priority];<br>        _handle < 0;<br>    } do {<br>        _priority = _priority + 1;<br>    };<br>    _handle ppEffectEnable true;<br>    _handle ppEffectAdjust _effect;<br>    _handle ppEffectCommit 5;<br>    waitUntil { sleep 0.1; ppEffectCommitted _handle };<br>    systemChat \"admire effect for a sec\";<br>    uiSleep 3;<br>    _handle ppEffectEnable false;<br>    ppEffectDestroy _handle;<br>};<br>``` | ```sqf<br>[\"FilmGrain\", 2000, [1, 0.15, 7, 0.2, 1.0, true]] spawn<br>{<br>    local _name = _this select 0;<br>    local _priority = _this select 1;<br>    local _effect = _this select 2;<br>    local _handle = -1;<br>    while {<br>        _handle = ppEffectCreate [_name, _priority];<br>        _handle < 0;<br>    } do {<br>        _priority = _priority + 1;<br>    };<br>    _handle ppEffectEnable true;<br>    _handle ppEffectAdjust _effect;<br>    _handle ppEffectCommit 5;<br>    waitUntil { sleep 0.1; ppEffectCommitted _handle };<br>    systemChat \"admire effect for a sec\";<br>    uiSleep 3;<br>    _handle ppEffectEnable false;<br>    ppEffectDestroy _handle;<br>};<br>``` |\n\n#### ColorInversion\n\nTitle: \"ColorInversion\"; Base Priority: 2500\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| Red | Inversion of R channel (image inversion (0..no blur, 1..very blurred) | float | 0..1 | 0 |\n| Green | Inversion of G channel (image inversion (0..no blur, 1..very blurred) | float | 0..1 | 0 |\n| Blue | Inversion of B channel (image inversion (0..no blur, 1..very blurred) | float | 0..1 | 0 |\n\nSyntax:\n\n```sqf\n_colorInversionHandle ppEffectAdjust [Red, Green, Blue];\n```\n\nDefaults:\n\n```sqf\n_colorInversionHandle ppEffectAdjust [0, 0, 0];\n```\n\nExample:\n\n```sqf\n[\"ColorInversion\", 2500, [0.5, 0.5, 0.5]] spawn\n{\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```\n\n#### SSAO (Arma 3 v0.50)\n\nTitle: \"SSAO\"; Base Priority: 0\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| intensity |  | float | 0..1 | 0 |\n| threshold0 |  | float | 0..1 | 0 |\n| threshold0 |  | float | 0..1 | 0 |\n| nearRadius |  | float | 0..1 | 0 |\n| farRadius |  | float | 0..1 | 0 |\n| nearDist |  | float | 0..1 | 0 |\n| farDist |  | float | 0..1 | 0 |\n| depthBlurDist |  | float | 0..1 | 0 |\n| blurPasses |  | integer | 0..x | 0 |\n| halfRes |  | bool | true, false | false |\n| blurHalfRes |  | boolean | true, false | false |\n\nSyntax:\n\n```sqf\n_ssaoHandle ppEffectAdjust [\n    intensity,\n    threshold0,\n    threshold1,\n    nearRadius,\n    farRadius,\n    nearDist,\n    farDist,\n    depthBlurDist,\n    blurPasses,\n    halfRes,\n    blurHalfRes\n];\n```\n\nDefaults:\n\n```sqf\n_ssaoHandle ppEffectAdjust [0, 0, 0, 0, 0, 0, 0, 0, 0, false, false];\n```\n\nExample:\n\n```sqf\n[\"SSAO\", 1, [3, 0.25, 0.75, 5, 50, 5, 25, 100, 3, true, true]] spawn\n{\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0;\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```\n\n#### Resolution (Arma 3 v2.10)\n\nTitle: \"Resolution\"; Base Priority: 0\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| verticalResolution | define the render's vertical resolution.<br>If the value is negative, the resolution goes back to normal. If the value is greater than the final render's vertical resolution, it gets clamped to it.<br>The effect can be disabled in both cases. | integer | -1..x | -1 |\n\nSyntax:\n\n```sqf\n_resolutionHandle ppEffectAdjust [verticalResolution];\n```\n\nDefaults:\n\n```sqf\n_ssaoHandle ppEffectAdjust [-1];\n```\n\nExample:\n\n```sqf\n[\"Resolution\", 1, [400]] spawn\n{\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0;\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```\n\n#### Sharpness (Arma 3 v2.20)\n\nTitle: \"Sharpness\"; Base Priority: 0\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| scale | Scale (minimum 0.01) | integer | 0..x | 0 |\n\n#### DepthOfField (Arma 3 v2.20)\n\nTitle: \"DepthOfField\"; Base Priority: ?\n\nTBD\n\n#### FishEye (Arma 3 v2.20)\n\nTitle: \"FishEye\"; Base Priority: ?\n\nTBD\n\n### Advanced effects\n\n> [!IMPORTANT]\n> The advanced effects are not intended to be used by the end user. They cannot be created by ppEffectCreate and their adjustments (via ppEffectAdjust) are **immediate** and do not require ppEffectCommit.\n> [More info on the forums](https://forums.bohemia.net/forums/topic/220199-hbaoplus-post-processing-effect/).\n\n#### LightShafts\n\nTitle: \"LightShafts\"; Base Priority: N/A\n\n- can be used with ppEffectAdjust\n- can be used with ppEffectEnable\n- **cannot** be used with ppEffectCreate\n- **cannot** be used with ppEffectCommit\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| sunInnerRadius | inner radius of the sun. 0 = no radius, 1 = full screen | float | 0.001..1 | 0.01 |\n| sunOuterRadius | outer radius of the sun. Must be > sunInnerRadius. 0 = no radius, 1 = full screen. light intensity fades out from inner to outer radius | float | 0..1 | 0.6 |\n| exposure | strength of effect | float | 0... | 0.45 |\n| decay | how fast intensity of rays decays with distance | float | 0..1 | 0.89 |\n\nSyntax:\n\n```sqf\n\"LightShafts\" ppEffectAdjust [sunInnerRadius, sunOuterRadius, exposure, decay];\n```\n\nDefaults:\n\n```sqf\n\"LightShafts\" ppEffectAdjust [0.01, 0.6, 0.45, 0.89];\n```\n\nExample:\n\n```sqf\n0 spawn\n{\n    \"LightShafts\" ppEffectEnable true;\n    \"LightShafts\" ppEffectAdjust [0.1,0.25,0.1,1];\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    \"LightShafts\" ppEffectEnable false;\n};\n```\n\n#### HBAOPlus\n\n> [!IMPORTANT]\n> HBAOPlus requires DirectX 11 feature level 11 or above as well as being enabled in Video Options to affect display.\n\nTitle: \"HBAOPlus\"; Base Priority: N/A\n\n- can be used with ppEffectAdjust\n- **cannot** be used with ppEffectEnable\n- **cannot** be used with ppEffectCreate\n- **cannot** be used with ppEffectCommit\n\n| Parameter | Meaning | Type | Range | Defaults (Soft) | Defaults (Medium) | Defaults (Strong) |\n|---|---|---|---|---|---|---|\n| radius | AO radius in meters | float | 0... | 1 |  | 1.2 |\n| bias | hide low-tessellation artifacts | float | 0..0.5 | 0.3 |  |  |\n| detailAO | scale factor for the small-scale AO, the greater the darker | float | 0..2 | 0.1 | 0.3 | 0.5 |\n| coarseAO | scale factor for the large-scale AO, the greater the darker | float | 0..2 | 0.50 | 0.75 | 1.00 |\n| powerExponent | final AO output is pow(AO, powerExponent) | float | 1..4 | 3 |  |  |\n| blurRadius | 0 = disabled blur, 1 = enabled with a radius of 2, 2 = enabled with a radius of 4. | integer | 0, 1, 2 | 1 |  |  |\n| blurSharpness | the greater the sharpness parameter, the more the blur preserves edges | float | 0... | 4 |  |  |\n| fadeSharpness | fading of the AO with distance (greater value = sharper transition) | float | 0... | 5 |  |  |\n| foregroundViewDepth | distance (in meters) of foreground objects - up to this distance the depth is handled differently from the rest of the scene - to prevent huge AO kernel of foreground objects | float | 0... | 2 |  |  |\n| backgroundViewDepth | distance (in meters) of background objects - AO kernel for objects beyond this distance is computed differently | float | 0... | 0 |  |  |\n\nSyntax:\n\n```sqf\n\"HBAOPlus\" ppEffectAdjust [radius, bias, detailAO, coarseAO, powerExponent, blurRadius, blurSharpness, fadeSharpness, foregroundViewDepth, backgroundViewDepth];\n```\n\nDefaults - *depend on HBAO+ setting in Video Options*:\n\n```sqf\n// HBAO+ Soft\n\"HBAOPlus\" ppEffectAdjust [1.0, 0.3, 0.1, 0.50, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];\n\n// HBAO+ Medium\n\"HBAOPlus\" ppEffectAdjust [1.0, 0.3, 0.3, 0.75, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];\n\n// HBAO+ Strong\n\"HBAOPlus\" ppEffectAdjust [1.2, 0.3, 0.5, 1.0, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];\n```\n\nExample:\n\n```sqf\n0 spawn\n{\n    \"HBAOPlus\" ppEffectAdjust [2, 0.3, 1, 1, 2, 1, 4, 5, 2, 0];\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    \"HBAOPlus\" ppEffectAdjust [1.0, 0.3, 0.1, 0.50, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];\n};\n```","sections":[{"heading":"Scripting Commands","level":3,"markdown":"- ppEffectCreate\n- ppEffectAdjust\n- ppEffectEnable\n- ppEffectEnabled\n- ppEffectForceInNVG\n- ppEffectCommit\n- ppEffectCommitted\n- ppEffectDestroy"},{"heading":"Usage","level":3,"markdown":""},{"heading":"Effect Creation","level":4,"markdown":"```sqf\n_handle = ppEffectCreate [\"effect_type\", priority];\n_handlesArray = ppEffectCreate [[\"effect_type0\", priority0], [\"effect_type1\", priority1], /* ... */];\n```"},{"heading":"Effect Cancellation","level":4,"markdown":"```sqf\nppEffectDestroy handle;\nppEffectDestroy handlesArray;\n```"},{"heading":"Effect Disabling","level":4,"markdown":"Compared to the effect cancellation, in this case the effect is just disabled but still exists\n\n```sqf\n_handle ppEffectEnable false;\n```"},{"heading":"Effect Fade out","level":4,"markdown":"Rather than disabling the effect completely at once, it is possible to use ppEffectAdjust to fade it out over time\n\n```sqf\n//after having created and used effect:\n//set the parameters for the effect back to the default values\n\"colorCorrections\" ppEffectAdjust [1,1,0,[0,0,0,0],[1,1,1,1],[0.299, 0.587, 0.114, 0],[-1,-1,0,0,0,0,0]];\n//then commit and fade out over given time (10 seconds)\n\"colorCorrections\" ppEffectCommit 10;\n//Disable completely after fadeout\n\"colorCorrections\" ppEffectEnable false;\n```"},{"heading":"Parameter Setup","level":4,"markdown":"```sqf\nhandle ppEffectAdjust [par0, par1, /* ... */, parN];\n```"},{"heading":"Parameter application","level":4,"markdown":"```sqf\nhandle ppEffectCommit _duration;\nhandlesArray ppEffectCommit _duration;\n```"},{"heading":"Effect Permission","level":4,"markdown":"```sqf\nhandle ppEffectEnable _OnOrOff;\nhandlesArray ppEffectEnable _OnOrOff;\n```"},{"heading":"Check if Enabled (Arma 3 v1.56)","level":4,"markdown":"```sqf\nppEffectEnabled handle;\n```"},{"heading":"Example","level":4,"markdown":"```sqf\n_handle = ppEffectCreate [\"colorCorrections\", 1501];\n_handle ppEffectEnable true;\n_handle ppEffectAdjust [1.0, 1.0, 0.0, [1.0, 0.1, 1.0, 0.75], [0.0, 1.0, 1.0, 1.0], [0.199, 0.587, 0.114, 0.0]];\n_handle ppEffectCommit 0;\nsleep 10;\nppEffectDestroy _handle;\n```"},{"heading":"Table of Priorities","level":3,"markdown":"Priority defines sequence in which post effects are applied. The higher priority, the later the effect will be applied, on top of the others.\n\n| Base Priority | Effect |\n|---|---|\n| 2500 | ColorInversion |\n| 2000 | FilmGrain |\n| 1500 | ColorCorrections |\n| 400 | DynamicBlur |\n| 300 | WetDistortion |\n| 200 | ChromaticAberration |\n| 100 | RadialBlur |\n| 0 | SSAO |\n| 0 | Resolution |"},{"heading":"Parameters of Individual Effects","level":3,"markdown":""},{"heading":"RadialBlur","level":4,"markdown":"Title: \"RadialBlur\"; Base Priority: 100\n\n> [!NOTE]\n> RadialBlur will not do anything if RADIAL BLUR is disabled in Video Options\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| powerX | relative blur degree on axis X | float | 0... | 0.01 |\n| powerY | relative blur degree on axis Y | float | 0... | 0.01 |\n| offsetX | relative size X of un-blurred centre | float | 0... | 0.06 |\n| offsetY | relative size Y of un-blurred centre | float | 0... | 0.06 |\n\nSyntax:\n\n```sqf\n_radialBlurHandle ppEffectAdjust [powerX, powerY, offsetX, offsetY];\n```\n\nDefaults:\n\n```sqf\n_radialBlurHandle ppEffectAdjust [0.01, 0.01, 0.06, 0.06];\n```\n\nExample:\n\n```sqf\n[\"RadialBlur\", 100, [100, 0.5, 0.1, 0.5]] spawn\n{\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```"},{"heading":"ChromAberration","level":4,"markdown":"Title \"ChromAberration\"; Base Priority: 200\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| aberrationPowerX | relative effect strength (sample spacing from each other) axis X | float | 0... | 0.005 |\n| aberrationPowerY | relative effect strength (sample spacing from each other) axis Y | float | 0... | 0.005 |\n| aspectCorrection | enable/disable correction according to screen aspect ratio | bool | true, false | false |\n\nSyntax:\n\n```sqf\n_chromaticAberrationHandle ppEffectAdjust [aberrationPowerX, aberrationPowerY, aspectCorrection];\n```\n\nDefaults:\n\n```sqf\n_chromaticAberrationHandle ppEffectAdjust [0.005, 0.005, false];\n```\n\nExample:\n\n```sqf\n[\"ChromAberration\", 200, [0.05, 0.05, true]] spawn {\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```"},{"heading":"WetDistortion","level":4,"markdown":"Title: \"WetDistortion\"; Base Priority: 300\n\n> [!NOTE]\n> Effect cancels automatically under water.\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| value | blurriness of distorted image (0 to 1, values above 1 cause unusual) | float | 0..1 | 1 |\n| top, bottom | effect power (top/bottom of screen separately) | float | 0..1 | 1, 1 |\n| horizontal1, horizontal2, vertical1, vertical2 | waves speeds (frequency/PI) | float | 0... | 4.10, 3.70, 2.50, 1.85 |\n| horizontal1, horizontal2, vertical1, vertical2 | waves amplitudes (delta texture coordinates) | float | 0... | 0.0054, 0.0041, 0.0090, 0.0070 |\n| randX, randY | coefficients for phase computing; weight of random vertex data on horizontal/vertical wave phases | float | 0... | 0.5, 0.3 |\n| posX, posY | coefficients for phase computing; weight of vertex X/Y-position on horizontal/vertical wave phases | float | 0... | 10.0, 6.0 |\n\nSyntax:\n\n```sqf\n_wetDistorsionHandle ppEffectAdjust [\n    value,\n    top, bottom,\n    horizontal1, horizontal2, vertical1, vertical2,\n    horizontal1, horizontal2, vertical1, vertical2,\n    randX, randY, posX, posY\n];\n```\n\nDefaults:\n\n```sqf\n_wetDistorsionHandle ppEffectAdjust [\n    1,\n    1, 1,\n    4.10, 3.70, 2.50, 1.85,\n    0.0054, 0.0041, 0.0090, 0.0070,\n    0.5, 0.3, 10.0, 6.0\n];\n```\n\nExample:\n\n```sqf\n[\"WetDistortion\", 300, [1, 0, 1, 4.10, 3.70, 2.50, 1.85, 0.0054, 0.0041, 0.05, 0.0070, 1, 1, 1, 1]] spawn\n{\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```"},{"heading":"ColorCorrections","level":4,"markdown":"Title: \"ColorCorrections\"; Base Priority: 1500\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| brightness | image brightness (0 - black, 1 - unchanged, 2 - white ) | float | 0..2 | 1 |\n| contrast | image contrast (1 - normal contrast) | float | 0... | 1 |\n| offset | image contrast offset (0 - unchanged ) | float | 0... | 0 |\n| [r, g, b, a] | color for blending (r, g, b - color, a - blend factor (0 - original color, 1 - blend color )) | float | 0..1 | [0, 0, 0, 0] |\n| [r, g, b, a] | color for colorization ( r, g, b - color, a - saturation (0 - original color, 1 - B&W multiplied by colorize color)) | float | 0..1 | [1, 1, 1, 1] |\n| [r, g, b, 0] | color rgb weights for desaturation | float | 0..1 | [0.299, 0.587, 0.114, 0] |\n| [<br>    radialMajorAxisRadius,<br>    radialMinorAxisRadius,<br>    radialRotationDeg,<br>    radialCenterX,<br>    radialCenterY,<br>    radialInnerRadiusCoef,<br>    radialInterpCoef<br>] | radial color ***(optional, Arma 3 only)***<br>major axis radius of ellipse<br>minor axis radius of ellipse<br>rotation of ellipse axis (in degrees)<br>centerX of ellipse on the screen (in relative coords, [-0.5] -> [0.5], where 0 is in the screen center)<br>centerY of ellipse on the screen (in relative coords, [-0.5] -> [0.5], where 0 is in the screen center)<br>coefficient for inner radius (where effect is not applied)<br>coefficient for color interpolation between inner and outer radius<br> | float<br>float<br>float<br>float<br>float<br>float<br>float<br> | 0..1<br>0..1<br>0..359<br>-1..1<br>-1..1<br>0..1<br>0...<br> | [<br>    -1,<br>    -1,<br>    0,<br>    0,<br>    0,<br>    0,<br>    0<br>] |\n\nSyntax:\n\n| Arma 3 v1.00 | Arma 2 v1.00Arma 2: Operation Arrowhead v1.50 |\n|---|---|\n| ```sqf<br>_colorCorrectionHandle ppEffectAdjust<br>[<br>    brightness,<br>    contrast,<br>    offset,<br>    [blendR, blendG, blendB, blendA],<br>    [colorizeR, colorizeG, colorizeB, colorizeA],<br>    [weightR, weightG, weightB, 0],<br>    [a, b, angle, cx, cy, innerRCoef, interpCoef]<br>];<br>``` | ```sqf<br>_colorCorrectionHandle ppEffectAdjust<br>[<br>    brightness,<br>    contrast,<br>    offset,<br>    [blendR, blendG, blendB, blendA],<br>    [colorizeR, colorizeG, colorizeB, colorizeA],<br>    [weightR, weightG, weightB, 0]<br>];<br>``` |\n\nDefaults:\n\n| Arma 3 v1.00 | Arma 2 v1.00Arma 2: Operation Arrowhead v1.50 |\n|---|---|\n| ```sqf<br>_colorCorrectionHandle ppEffectAdjust<br>[<br>    1,<br>    1,<br>    0,<br>    [0, 0, 0, 0],<br>    [1, 1, 1, 1],<br>    [0.299, 0.587, 0.114, 0],<br>    [-1, -1, 0, 0, 0, 0, 0]<br>];<br>``` | ```sqf<br>_colorCorrectionHandle ppEffectAdjust<br>[<br>    1,<br>    1,<br>    0,<br>    [0, 0, 0, 0],<br>    [1, 1, 1, 1],<br>    [0.299, 0.587, 0.114, 0]<br>];<br>``` |\n\nExample:\n\n```sqf\n[\"ColorCorrections\", 1500, [1, 0.4, 0, [0, 0, 0, 0], [1, 1, 1, 0], [1, 1, 1, 0]]] spawn\n{\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```"},{"heading":"DynamicBlur","level":4,"markdown":"Title: \"DynamicBlur\"; Base Priority: 400\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| value | blurriness | float | 0... | 0 |\n\nSyntax:\n\n```sqf\n_dynamicBlurHandle ppEffectAdjust [value];\n```\n\nDefaults:\n\n```sqf\n_dynamicBlurHandle ppEffectAdjust [0];\n```\n\nExample:\n\n```sqf\n[\"DynamicBlur\", 400, [10]] spawn\n{\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```"},{"heading":"FilmGrain","level":4,"markdown":"Title: \"FilmGrain\"; Base Priority: 2000\n\n> [!NOTE]\n> **Arma 3:** In Arma 3 the **monochromatic** parameter is numeric. Use **0** for monochrome, any other value for colour.\n\nNumber of parameters is flexible: it may be defined from 1 to 6 parameters, meaning of individual parameters is following:\n\n| Parameter |  | Meaning | Type | Range | Default |\n|---|---|---|---|---|---|\n| intensity |  | intensity | float | 0..1 | 0.005 |\n| sharpness |  | sharpness | float | 1..20 | 1.25 |\n| grainSize |  | grain size | float | 1..8 | 2.01 |\n| intensityX0 |  | intensityX0 | float | -x..0..+x | 0.75 |\n| intensityX1 |  | intensityX1 | float | -x..0..+x | 1.0 |\n| monochromatic | Arma 2 v1.00Arma 2: Operation Arrowhead v1.50 | monochromatic | bool | false, true | true |\n| monochromatic | Arma 3 v1.00 | monochromatic | integer | 0, 1 | 0 |\n\nSyntax:\n\n```sqf\n_filmGrainHandle ppEffectAdjust [\n    intensity,\n    sharpness,\n    grainSize,\n    intensityX0,\n    intensityX1,\n    monochromatic\n];\n```\n\nDefaults:\n\n| Arma 3 v1.00 | Arma 2 v1.00Arma 2: Operation Arrowhead v1.50 |\n|---|---|\n| ```sqf<br>_filmGrainHandle ppEffectAdjust [<br>    0.005,<br>    1.25,<br>    2.01,<br>    0.75,<br>    1.0,<br>    0<br>];<br>``` | ```sqf<br>_filmGrainHandle ppEffectAdjust [<br>    0.005,<br>    1.25,<br>    2.01,<br>    0.75,<br>    1.0,<br>    true<br>];<br>``` |\n\nExample:\n\n| Arma 3 v1.00 | Arma 2 v1.00Arma 2: Operation Arrowhead v1.50 |\n|---|---|\n| ```sqf<br>[\"FilmGrain\", 2000, [1, 0.15, 7, 0.2, 1.0, 0]] spawn<br>{<br>    params [\"_name\", \"_priority\", \"_effect\"];<br><br>    private _handle = -1;<br>    while {<br>        _handle = ppEffectCreate [_name, _priority];<br>        _handle < 0;<br>    } do {<br>        _priority = _priority + 1;<br>    };<br>    _handle ppEffectEnable true;<br>    _handle ppEffectAdjust _effect;<br>    _handle ppEffectCommit 5;<br>    waitUntil { sleep 0.1; ppEffectCommitted _handle };<br>    systemChat \"admire effect for a sec\";<br>    uiSleep 3;<br>    _handle ppEffectEnable false;<br>    ppEffectDestroy _handle;<br>};<br>``` | ```sqf<br>[\"FilmGrain\", 2000, [1, 0.15, 7, 0.2, 1.0, true]] spawn<br>{<br>    local _name = _this select 0;<br>    local _priority = _this select 1;<br>    local _effect = _this select 2;<br>    local _handle = -1;<br>    while {<br>        _handle = ppEffectCreate [_name, _priority];<br>        _handle < 0;<br>    } do {<br>        _priority = _priority + 1;<br>    };<br>    _handle ppEffectEnable true;<br>    _handle ppEffectAdjust _effect;<br>    _handle ppEffectCommit 5;<br>    waitUntil { sleep 0.1; ppEffectCommitted _handle };<br>    systemChat \"admire effect for a sec\";<br>    uiSleep 3;<br>    _handle ppEffectEnable false;<br>    ppEffectDestroy _handle;<br>};<br>``` |"},{"heading":"ColorInversion","level":4,"markdown":"Title: \"ColorInversion\"; Base Priority: 2500\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| Red | Inversion of R channel (image inversion (0..no blur, 1..very blurred) | float | 0..1 | 0 |\n| Green | Inversion of G channel (image inversion (0..no blur, 1..very blurred) | float | 0..1 | 0 |\n| Blue | Inversion of B channel (image inversion (0..no blur, 1..very blurred) | float | 0..1 | 0 |\n\nSyntax:\n\n```sqf\n_colorInversionHandle ppEffectAdjust [Red, Green, Blue];\n```\n\nDefaults:\n\n```sqf\n_colorInversionHandle ppEffectAdjust [0, 0, 0];\n```\n\nExample:\n\n```sqf\n[\"ColorInversion\", 2500, [0.5, 0.5, 0.5]] spawn\n{\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```"},{"heading":"SSAO (Arma 3 v0.50)","level":4,"markdown":"Title: \"SSAO\"; Base Priority: 0\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| intensity |  | float | 0..1 | 0 |\n| threshold0 |  | float | 0..1 | 0 |\n| threshold0 |  | float | 0..1 | 0 |\n| nearRadius |  | float | 0..1 | 0 |\n| farRadius |  | float | 0..1 | 0 |\n| nearDist |  | float | 0..1 | 0 |\n| farDist |  | float | 0..1 | 0 |\n| depthBlurDist |  | float | 0..1 | 0 |\n| blurPasses |  | integer | 0..x | 0 |\n| halfRes |  | bool | true, false | false |\n| blurHalfRes |  | boolean | true, false | false |\n\nSyntax:\n\n```sqf\n_ssaoHandle ppEffectAdjust [\n    intensity,\n    threshold0,\n    threshold1,\n    nearRadius,\n    farRadius,\n    nearDist,\n    farDist,\n    depthBlurDist,\n    blurPasses,\n    halfRes,\n    blurHalfRes\n];\n```\n\nDefaults:\n\n```sqf\n_ssaoHandle ppEffectAdjust [0, 0, 0, 0, 0, 0, 0, 0, 0, false, false];\n```\n\nExample:\n\n```sqf\n[\"SSAO\", 1, [3, 0.25, 0.75, 5, 50, 5, 25, 100, 3, true, true]] spawn\n{\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0;\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```"},{"heading":"Resolution (Arma 3 v2.10)","level":4,"markdown":"Title: \"Resolution\"; Base Priority: 0\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| verticalResolution | define the render's vertical resolution.<br>If the value is negative, the resolution goes back to normal. If the value is greater than the final render's vertical resolution, it gets clamped to it.<br>The effect can be disabled in both cases. | integer | -1..x | -1 |\n\nSyntax:\n\n```sqf\n_resolutionHandle ppEffectAdjust [verticalResolution];\n```\n\nDefaults:\n\n```sqf\n_ssaoHandle ppEffectAdjust [-1];\n```\n\nExample:\n\n```sqf\n[\"Resolution\", 1, [400]] spawn\n{\n    params [\"_name\", \"_priority\", \"_effect\", \"_handle\"];\n    while {\n        _handle = ppEffectCreate [_name, _priority];\n        _handle < 0;\n    } do {\n        _priority = _priority + 1;\n    };\n    _handle ppEffectEnable true;\n    _handle ppEffectAdjust _effect;\n    _handle ppEffectCommit 5;\n    waitUntil { ppEffectCommitted _handle };\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    _handle ppEffectEnable false;\n    ppEffectDestroy _handle;\n};\n```"},{"heading":"Sharpness (Arma 3 v2.20)","level":4,"markdown":"Title: \"Sharpness\"; Base Priority: 0\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| scale | Scale (minimum 0.01) | integer | 0..x | 0 |"},{"heading":"DepthOfField (Arma 3 v2.20)","level":4,"markdown":"Title: \"DepthOfField\"; Base Priority: ?\n\nTBD"},{"heading":"FishEye (Arma 3 v2.20)","level":4,"markdown":"Title: \"FishEye\"; Base Priority: ?\n\nTBD"},{"heading":"Advanced effects","level":3,"markdown":"> [!IMPORTANT]\n> The advanced effects are not intended to be used by the end user. They cannot be created by ppEffectCreate and their adjustments (via ppEffectAdjust) are **immediate** and do not require ppEffectCommit.\n> [More info on the forums](https://forums.bohemia.net/forums/topic/220199-hbaoplus-post-processing-effect/)."},{"heading":"LightShafts","level":4,"markdown":"Title: \"LightShafts\"; Base Priority: N/A\n\n- can be used with ppEffectAdjust\n- can be used with ppEffectEnable\n- **cannot** be used with ppEffectCreate\n- **cannot** be used with ppEffectCommit\n\n| Parameter | Meaning | Type | Range | Defaults |\n|---|---|---|---|---|\n| sunInnerRadius | inner radius of the sun. 0 = no radius, 1 = full screen | float | 0.001..1 | 0.01 |\n| sunOuterRadius | outer radius of the sun. Must be > sunInnerRadius. 0 = no radius, 1 = full screen. light intensity fades out from inner to outer radius | float | 0..1 | 0.6 |\n| exposure | strength of effect | float | 0... | 0.45 |\n| decay | how fast intensity of rays decays with distance | float | 0..1 | 0.89 |\n\nSyntax:\n\n```sqf\n\"LightShafts\" ppEffectAdjust [sunInnerRadius, sunOuterRadius, exposure, decay];\n```\n\nDefaults:\n\n```sqf\n\"LightShafts\" ppEffectAdjust [0.01, 0.6, 0.45, 0.89];\n```\n\nExample:\n\n```sqf\n0 spawn\n{\n    \"LightShafts\" ppEffectEnable true;\n    \"LightShafts\" ppEffectAdjust [0.1,0.25,0.1,1];\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    \"LightShafts\" ppEffectEnable false;\n};\n```"},{"heading":"HBAOPlus","level":4,"markdown":"> [!IMPORTANT]\n> HBAOPlus requires DirectX 11 feature level 11 or above as well as being enabled in Video Options to affect display.\n\nTitle: \"HBAOPlus\"; Base Priority: N/A\n\n- can be used with ppEffectAdjust\n- **cannot** be used with ppEffectEnable\n- **cannot** be used with ppEffectCreate\n- **cannot** be used with ppEffectCommit\n\n| Parameter | Meaning | Type | Range | Defaults (Soft) | Defaults (Medium) | Defaults (Strong) |\n|---|---|---|---|---|---|---|\n| radius | AO radius in meters | float | 0... | 1 |  | 1.2 |\n| bias | hide low-tessellation artifacts | float | 0..0.5 | 0.3 |  |  |\n| detailAO | scale factor for the small-scale AO, the greater the darker | float | 0..2 | 0.1 | 0.3 | 0.5 |\n| coarseAO | scale factor for the large-scale AO, the greater the darker | float | 0..2 | 0.50 | 0.75 | 1.00 |\n| powerExponent | final AO output is pow(AO, powerExponent) | float | 1..4 | 3 |  |  |\n| blurRadius | 0 = disabled blur, 1 = enabled with a radius of 2, 2 = enabled with a radius of 4. | integer | 0, 1, 2 | 1 |  |  |\n| blurSharpness | the greater the sharpness parameter, the more the blur preserves edges | float | 0... | 4 |  |  |\n| fadeSharpness | fading of the AO with distance (greater value = sharper transition) | float | 0... | 5 |  |  |\n| foregroundViewDepth | distance (in meters) of foreground objects - up to this distance the depth is handled differently from the rest of the scene - to prevent huge AO kernel of foreground objects | float | 0... | 2 |  |  |\n| backgroundViewDepth | distance (in meters) of background objects - AO kernel for objects beyond this distance is computed differently | float | 0... | 0 |  |  |\n\nSyntax:\n\n```sqf\n\"HBAOPlus\" ppEffectAdjust [radius, bias, detailAO, coarseAO, powerExponent, blurRadius, blurSharpness, fadeSharpness, foregroundViewDepth, backgroundViewDepth];\n```\n\nDefaults - *depend on HBAO+ setting in Video Options*:\n\n```sqf\n// HBAO+ Soft\n\"HBAOPlus\" ppEffectAdjust [1.0, 0.3, 0.1, 0.50, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];\n\n// HBAO+ Medium\n\"HBAOPlus\" ppEffectAdjust [1.0, 0.3, 0.3, 0.75, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];\n\n// HBAO+ Strong\n\"HBAOPlus\" ppEffectAdjust [1.2, 0.3, 0.5, 1.0, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];\n```\n\nExample:\n\n```sqf\n0 spawn\n{\n    \"HBAOPlus\" ppEffectAdjust [2, 0.3, 1, 1, 2, 1, 4, 5, 2, 0];\n    systemChat \"admire effect for a sec\";\n    uiSleep 3;\n    \"HBAOPlus\" ppEffectAdjust [1.0, 0.3, 0.1, 0.50, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];\n};\n```"}],"categories":["Scripting Topics"],"groups":["Scripting"]},{"name":"PreProcessor Commands","title":"PreProcessor Commands","type":"topic","url":"https://community.bistudio.com/wiki/PreProcessor_Commands","revid":378955,"updated":"2026-09-02T17:00:00Z","aliases":["Config Parser","PreProcessor Errors"],"markdown":"The PreProcessor and the Config Parser allow to use macros in configs.\nThe purpose of macros is to re-use the same definition in scripts and configs multiple times.\nIt also gives a centralised place to correct errors in this definition.\nKnow that edge cases may arise - see the collection of test-cases linked at the end of this page.\n\n> [!NOTE]\n> **Arma 3:** In Arma 3, preprocessor commands are **case-sensitive!**\n\n### Parsing\n\nSee Config Parser below:\n\n- **Config.cpp** - parsed when PBO is binarised.\n  - localize cannot be used in macros, as it would hardcode string of current language instead of creating reference.\n- **Description.ext** - parsed when mission is loaded or previewed in missions list.\n- **SQF script** - parsed when preprocessFile, preprocessFileLineNumbers, compileScript or execVM is used.\n\n### Macros\n\n#### Strings\n\nIn both Configs and SQF scripts, there are two ways to define strings: either using single quotes (`'text'`) or double quotes (`\"text\"`).\nWhile they are both identical, they are **treated differently** by the preprocessor.\nThe **single quote** string contents are **parsed** by the preprocessor, while the **double quote** ones are **ignored**.\n\n```sqf\n#define ARG world\n\nsystemChat 'hello ARG'; // prints: hello world (i.e. ARG was replaced by the preprocessor with world)\nsystemChat \"hello ARG\"; // prints: hello ARG\n```\n\n> [!WARNING]\n> While it is possible in config to define a string without quotes (the preprocessor will act as if the value were wrapped with single quotes), this practice is heavily discouraged.\n>\n> ```cpp\n> title = \"$STR_TranslationKey\";    // good\n> title = $STR_TranslationKey;    // tolerated but incorrect\n> ```\n\n#### Comments\n\nA comment is a line within code that is not actually processed by the game engine. They are used to make code more readable or to add notes for future reference.\nThe preprocessor removes all comments from the file before it is processed. Therefore, comments are never actually \"seen\" by the game engine.\n\n> [!WARNING]\n> Sometimes a problematic string can fail to purge these comment outs during preprocessing!\n>\n> ```sqf\n> private _a = '\"';\n> // this is just a comment, but failed to remove upon the preprocess so will return an error. Caused by that string\n> ```\n\n```cpp\n// this is a single-line comment\n\n/*\n    this is a\n    multi-line\n    comment\n*/\n\nmyValue = something; // only this part of the line is commented out\n\nmyArray = { \"apple\"/*, \"banana\"*/, \"pear\" }; // a portion in the middle of this line is commented out\n```\n\n#### #define\n\nUsing the `#define` instruction, it is possible to define a keyword and assign a definition to it.\nThe keyword may contain any letter, digit or underscore in arbitrary order, as long as it does not start with a digit (RegEx: `[a-zA-Z_][0-9a-zA-Z_]*`).\nAs an example:\n\n```cpp\n#define true 1\n```\n\nThe above means that whenever *true* is used in a config, the parser will replace this with the value *1*.\n\nThe define-statement does swallow all spaces in between the macro-keyword and any non-space-character in the body (Note that tabs are not spaces! They don't get removed)\n\n```cpp\n#define MACRO test\nMACRO // preprocesses to test (without any spaces)\n\n#define MACRO    test // There's a tab between MACRO and test\nMACRO // preprocesses to \"    test\" (without quotes - they are only used to show that the tab character didn't get removed)\n```\n\nThe space between the macro-keyword and the body is also fully optional (though very useful to tell the preprocessor where the macro name ends and where the body begins):\n\n```cpp\n#define MACRO#test\nMACRO // preprocesses to \"test\"\n```\n\n##### Arguments\n\nArguments can be added to more complex macros, by including them between brackets after the keyword. For the name of the arguments the same rule as for the macro-keyword (see above) apply.\n\n```cpp\n#define CAR(NAME) displayName = NAME;\n```\n\nIf *CAR(\"Mini\")* is used, it will be replaced with *displayName = \"Mini\";*. Multiple arguments can also be used:\n\n```cpp\n#define BLASTOFF(UNIT,RATE) UNIT setVelocity [0,0,RATE];\n```\n\nMacro arguments may be composed of any characters, as long as they do not contain a comma (because commas are used as argument-delimiters).\nIf quotes are being used, they have to be balanced.\nThe same applies to single-quotes; this is because String detection is working in macro arguments - therefore commas can even get passed in as a macro argument as long as they are part of a String (This only works with Strings wrapped in double-quotes though).\nNote however that although the macro gets resolved properly, the comma gets removed from the String (probably a bug).\n\n```cpp\n#define MACRO(arg) arg\nMACRO(\"Some, content\") // preprocesses to \"Some content\" (note the missing comma)\n```\n\nQuote escaping is also not supported in this context (neither with double- nor with single-quotes)\n\n```cpp\n#define MACRO(arg) arg\nMACRO(\"Some \"\"content\"\"\") // preprocesses to \"Some \"\"content\"\"\"\n```\n\nPassing arrays with more than one element `[el1,el2,...]` as arguments into macros as well as any argument containing commas (e.g `\"some, sentence\"`) will need a small workaround:\n\n```cpp\n#define HINTARG(ARG) hint (\"Passed argument: \" + str ARG)\n```\n\nIncorrect usage:\n\n```cpp\nHINTARG([1,2,3,4,5,6,7,8,9,0]); // ERROR, won't even compile\n```\n\nCorrect usage:\n\n```cpp\n#define array1 [1,2,3,4,5,6,7,8,9,0]\nHINTARG(array1); // SUCCESS\n```\n\nThe argument replacement is performed before the expansion of the macro body. That means one doesn't have to worry about name-conflicts between argument-names of the current macro and already defined macros:\n\n```cpp\n#define ONE foo\n#define TWO(ONE) ONE\nTWO(bar) // will preprocess to bar\n```\n\n##### Replacing parts of words\n\nBy default, only whole words can be replaced by arguments. If only a part of the word should be replaced, use the `##` instruction.\nThis is necessary when either the start or the end of the argument connects to another character that is not a `;` (semi-colon) or ` ` (space).\n\n```cpp\nclass NAME##_Button_Slider: RscText \\\n{ \\\n    model = \\OFP2\\Structures\\Various\\##FOLDER##\\##FOLDER; \\\n```\n\nIt is also possible to use the single *#* to convert an argument to a string.\n\n```cpp\nstatement = (this animate [#SEL, 0]); \\\n```\n\n##### Multi-line\n\nFor longer definitions, one can stretch the macro across multiple lines. To create a multi-line definition, each line except the last one should end with a *\\* character:\n\n```cpp\n#define DRAWBUTTON(NAME)\\\n    __EXEC(idcNav = idcNav + 4) \\\n    // ...\n```\n\n> [!NOTE]\n> The backslash must be the last character in a line when defining a multi-line macro. Any character (including spaces) after the backslash will cause issues.\n\n##### Variadic Arguments (Arma 3 v2.24)\n\nReference https://gcc.gnu.org/onlinedocs/cpp/Variadic-Macros.html\n\nVariadic arguments allows to provide a variable number of arguments to a macro, instead of a fixed number.\nAnd there are several \"functions\" to work with these variable-length argument lists.\n\nA basic variadic macro looks like this\n\n```cpp\n#define MACRO(...) __VA_ARGS__\n```\n\nThere are a few special keywords and \"functions\" that are only valid when used inside a variadic macro\n\n- `__VA_ARGS__`\n- `__VA_OPT__(X)`\n- `__VA_OPT_INV__(X)`\n- `__VA_APPLY__(FUNC(,SEP))`\n- `__VA_SELECT__(index)`\n\n###### __VA_ARGS__\n\nis a special keyword that will be replaced by all the macro arguments, separated by \",\". For example:\n\n```cpp\n#define MACRO(...) __VA_ARGS__\n\nMACRO() // \"\", Zero is also a valid number of arguments\nMACRO(a,b,c) // \"a,b,c\", the arguments are \"a\", \"b\" and \"c\"\nMACRO({str [1,2,3]}) // \"{str [1,2,3]}\", the arguments are \"{str [1\", \"2\" and \"3]}\"\n```\n\nThis simple variant can replace helper macros like CBA mod's ARR_1, ARR_2, ARR_3, with just one ARR(...) macro.\nIt can also be used to wrap code blocks, which was difficult to do without it because they can contain commas and its not easy to tell the number of commas, like in the example above.\n\n###### __VA_OPT__(x) and __VA_OPT_INV__(x)\n\nare simple functions to handle the special case of there being zero variadic arguments.\n`__VA_OPT__(x)` is only active if arguments are present. And the INV variant is only active if no arguments are present\nFor example:\n\n```cpp\n#define HAS_ARGS __VA_OPT__(Yes I have Arguments!)__VA_OPT_INV__(Nothing!)\n\nHAS_ARGS() // \"Nothing!\"\nHAS_ARGS(a) // \"Yes I have Arguments!\"\nHAS_ARGS(a,b,c) // \"Yes I have Arguments!\", no matter how many arguments, if there is at least one, the optional data is inserted\n```\n\nThis is useful when the arguments are forwarded to something like:\n\n```cpp\n#define LOG(message, ...) diag_log __VA_OPT__([) message __VA_OPT__(,) __VA_ARGS__ __VA_OPT__(])\n\nLOG(\"My Message\") // 'diag_log  \"My Message\"   '\nLOG(\"My Message\",1,2,3) // 'diag_log [ \"My Message\" , 1,2,3 ]  '\n```\n\n###### __VA_APPLY__(FUNC, SEPARATOR)\n\nis similar to apply in that it applies a function(macro) on every argument. The second \"SEPARATOR\" argument is optional, it can be used to replace the usual \",\" separator with something different.\n\nThe macro passed to apply must have 0, 1 or 2 arguments.\nIf 0 arguments, every value will be replaced by the macro contents, for example:\n\n```cpp\n#define FUNC A\n#define TRANSFORM(...) __VA_APPLY__(FUNC)\nTRANSFORM(1,2,3) // 'A,A,A'\n```\n\nIf 1 argument, it will be the value of the argument, for example:\n\n```cpp\n#define QUOTE(x) #x\n#define TRANSFORM(...) __VA_APPLY__(QUOTE)\nTRANSFORM(1,2,3) // '\"1\",\"2\",\"3\"'\n```\n\nIf 2, the second argument MUST be named `__VA_INDEX__`, it will be filled with the index of the argument, for example:\n\n```cpp\n#define FUNC(x, __VA_INDEX__) __VA_INDEX__: #x\n#define TRANSFORM(...) __VA_APPLY__(FUNC)\nTRANSFORM(1,2,3) // '0: \"1\",1: \"2\",2: \"3\"'\n```\n\nBy default, just like `__VA_ARGS__` when the values are written to the output, they will be separated by \",\".\nThis can be changed by providing a separator argument, for example:\nFor example:\n\n```cpp\n#define VERBATIM(x) x\n#define SEPARATOR_NONE\n#define TRANSFORM_CONCAT(...) __VA_APPLY__(QUOTE, SEPARATOR_NONE)\nTRANSFORM_CONCAT(1,2,3) // '123'\n\n#define GET_VARIABLE(x) private _##x = player getVariable #x\n#define SEPARATOR_SEMI ;\n#define GET_VARIABLES(...) __VA_APPLY__(GET_VARIABLE, SEPARATOR_SEMI)\n\nGET_VARIABLES() // ''\nGET_VARIABLES(MyFnc) // 'private _MyFnc = player getVariable \"MyFnc\"'\nGET_VARIABLES(MyFnc,MyOtherFnc) // 'private _MyFnc = player getVariable \"MyFnc\";private _MyOtherFnc = player getVariable \"MyOtherFnc\"'\n```\n\nThe results of `__VA_APPLY__` can also be passed to another variadic macro, for example:\n\n```cpp\n#define QUOTE(x) #x\n#define WRITE_LOG(...) diag_log [__VA_ARGS__]\n#define MAKE_ARRAY(...) [__VA_ARGS__]\n\n#define DO_THINGS(...) WRITE_LOG(__VA_APPLY__(QUOTE)); _array = MAKE_ARRAY(__VA_ARGS__);\n\nDO_THINGS(a,b,c) // diag_log [\"a\",\"b\",\"c\"]; _array = [a,b,c];\n```\n\n###### __VA_SELECT__(index)\n\nwill select the specified element out of the `__VA_ARGS__` list. index must be a number.\nFor example:\n\n```cpp\n#define SELECT_ARG(index, ...) __VA_SELECT__(index)\n#define FORMAT_ARG(index) SELECT_ARG(index, \"A=%2\", \"B=%3\", \"C=%4\", \"D=%5\", \"E=%6\", \"F=%7\")\n#define FORMAT_GET_ARGSTR(arg, __VA_INDEX__) FORMAT_ARG(__VA_INDEX__)\n#define FORMAT(MESSAGE, ...) format [[__VA_OPT_INV__('%1') __VA_OPT__('%1:',) __VA_APPLY__(FORMAT_GET_ARGSTR)] joinString ' ', MESSAGE __VA_OPT__(,) __VA_ARGS__]\n\nFORMAT(\"Message\") // `format [['%1'  ] joinString ' ', \"Message\"  ]`\nFORMAT(\"Message\", value1, value2) // `format [[ '%1:',  \"A=%2\", \"B=%3\"] joinString ' ', \"Message\" ,  value1, value2]` which ends up as `format [\"%1: A=%2 B=%3\", \"Message\", value1, value2]`\n```\n\n#### #undef\n\nUndefine (delete) a macro previously set by the use of #define.\n\n```cpp\n#undef NAME\n```\n\n#### #if\n\n**Description:** Checks condition and processes content if condition returns 1. Skips content if it returns 0\n\n```cpp\n#if __GAME_VER_MAJ__ != 2\n// Do something...\n#endif\n```\n\n##### Comparison Operators\n\nThe following operations are supported:\n\n- <\n- >\n- <=\n- >=\n- ==\n- !=\n\n**Example:**\n\n```cpp\n#if __GAME_VER_MAJ__ != 2\n// Do something...\n#endif\n```\n\n#### #ifdef\n\nA simple if-then construction to check whether a certain set of definitions has already been made:\n\n```cpp\n#ifdef NAME\n    // config that will be used if NAME is defined\n#endif\n```\n\nIFDEFs *cannot* be nested. The preprocessor will generate errors for all inner definitions if the outer definition doesn't exist.\n\n#### #ifndef\n\nSame as #ifdef, but checks for absence of definition instead.\n\n```cpp\n#ifndef NAME\n    // config that will be used if NAME is -not- defined\n#endif\n```\n\n#### #else\n\nProvides alternative code to `#if`, `#ifdef`, `#ifndef` checks.\n\n```cpp\n#ifndef NAME\n    // config that will be used if NAME is -not- defined\n#else\n    // config that will be used if NAME -is- defined\n#endif\n```\n\n#### #endif\n\nThis ends a conditional block as shown in the descriptions of #ifdef and #ifndef above.\n\n#### #include\n\nCopies the code from a target file and pastes it where #include directive is.\n\n```cpp\n#include \"file.hpp\"\n#include <file.txt> // Brackets are equivalent to quotation marks and may be used in their place.\n```\n\nSource directory is:\n\n- For any file without starting the include path with \\ - the file's current directory\n- When starting with \\ - the internal filesystem root (see Addon Prefix) or the Game's working directory (only with -filePatching enabled)\n\nA path beginning can be defined as follow:\n\n- drive (only with -filePatching enabled):\n\n  ```cpp\n  #include \"D:\\file.txt\"\n  ```\n- PBO with PBOPREFIX:\n\n  ```cpp\n   #include \"\\myMod\\myAddon\\file.txt\"\n  ```\n- PBO (keep in mind that in this case, if the PBO's file name will be changed, all '#include' referencing it will need to be updated):\n\n  ```cpp\n  #include\"\\myMod\\myAddon\\file.txt\" // Arma 3\\@myMod\\addons\\myAddon.pbo\\file.txt;\n  ```\n\nTo move to parent directory use '..' (two dots) (Supported since Arma 3 v1.50):\n\n```cpp\n#include \"..\\file.sqf\"\n```\n\nPreprocessor does not support the use of macros for pre-defined file names.\n\n```cpp\n#define path \"codestrip.txt\"\n#include path // this will cause an error\n```\n\n#### \\#\n\n'#' (single hash) operator wraps the text with quotation marks.\n\n```cpp\n#define STRINGIFY(s) #s\n#define FOO 123\ntest1 = STRINGIFY(123); //test1 = \"123\";\ntest2 = STRINGIFY(FOO); //test2 = \"123\";\n```\n\nThis operator does only work on keywords following the rules for macro-names (see `#define`-section).\nIf one wants to stringify anything else (like e.g. a number), one has to use a stringify-macro that takes an argument and stringifies that (as in the example above).\n\n```cpp\n#define MACRO Test #123\nMACRO // preprocesses to Test 123 - note that there are not any quotes inserted\n```\n\n#### \\#\\#\n\n'##' (double hash) operator concatenates what's before the ## with what's after it.\n\n```cpp\n#define GLUE(g1,g2) g1##g2\n#define FOO 123\n#define BAR 456\ntest1 = GLUE(123,456); //test1 = 123456;\ntest2 = GLUE(FOO,BAR); //test2 = 123456;\n```\n\n#### __LINE__\n\nThis keyword gets replaced with the line number in the file where it is found. For example, if `__LINE__` is found on the 10th line of a file, the word `__LINE__` will be replaced with the number 10.\n\n#### __FILE__\n\nThis keyword gets replaced with the CURRENT file being processed.\ne.g\n\n```\n\"userconfig\\file1.sqf\"\n```\n\n#### __FILE_NAME__ (Arma 3 v2.18)\n\nThis keyword gets replaced with the **name** of the current file being processed.\ne.g\n\n```\n\"file1.sqf\"\n```\n\n#### __FILE_SHORT__ (Arma 3 v2.18)\n\nThis keyword gets replaced with the **name** of the current file being processed, without extension.\ne.g\n\n```\n\"file1\"\n```\n\n#### __has_include (Arma 3 v2.02)\n\n**Description:** Checks if given file exists. Returns 1 if it does, 0 if it does not exist.\n\n> [!IMPORTANT]\n> - The file path must start with the backslash `\\` otherwise it would fail silently (returns `0` so does nothing unless you put something in `#else`)!\n> - If you wanted to make an addon that can change its config dynamically depending on mods that loaded along, **do not** binarize the *config.cpp*!\n\n> [!NOTE]\n> To validate that the file exists in your game, you can use fileExists command to check.\n>\n> ```sqf\n> fileExists \"\\a3\\data_f\\config.bin\"; // returns true\n> fileExists \"\\z\\ace\\addons\\main\\script_component.hpp\"; // returns true if ACE is loaded, false otherwise\n> ```\n\n```cpp\n#if __has_include(\"\\z\\ace\\addons\\main\\script_component.hpp\")\n// file exists! Do something with it\n#else\n// file does not exist\n#endif\n```\n\n#### __DATE_ARR__ (Arma 3 v2.02)\n\n**Description:** Is replaced for current date in format array.\n\n```cpp\n__DATE_ARR__ // 2020,10,28,15,17,42\n```\n\n#### __DATE_STR__ (Arma 3 v2.02)\n\n**Description:** Is replaced for current date in format string.\n\n```cpp\n__DATE_STR__ // \"2020/10/28, 15:17:42\"\n```\n\n#### __DATE_STR_ISO8601__ (Arma 3 v2.02)\n\n**Description:** Is replaced for current date in format string. The date is presented in ISO8601 standard.\n\n```cpp\n__DATE_STR_ISO8601__ // \"2020-10-28T14:17:42Z\"\n```\n\n#### __TIME__ (Arma 3 v2.02)\n\n**Description:** Is replaced for current time.\n\n```cpp\n__TIME__ // 15:17:42\n```\n\n#### __TIME_UTC__ (Arma 3 v2.02)\n\n**Description:** Is replaced for UTC time.\n\n```cpp\n__TIME_UTC__ // 14:17:42\n```\n\n#### __DAY__ (Arma 3 v2.16)\n\n**Description:** Is replaced for UTC day.\n\n```cpp\n__DAY__ // 20\n```\n\n#### __MONTH__ (Arma 3 v2.16)\n\n**Description:** Is replaced for UTC month.\n\n```cpp\n__MONTH__ // 11\n```\n\n#### __YEAR__ (Arma 3 v2.16)\n\n**Description:** Is replaced for UTC year.\n\n```cpp\n__YEAR__ // 2023\n```\n\n#### __COUNTER__ (Arma 3 v2.02)\n\n**Description:** Counts 1 up everytime it is defined.\n\n```cpp\n__COUNTER__ // 0\n__COUNTER__ // 1\n__COUNTER__ // 2\n__COUNTER__ // 3\n__COUNTER_RESET__\n__COUNTER__ // 0\n__COUNTER__ // 1\n__COUNTER__ // 2\n```\n\n#### __TIMESTAMP_UTC__ (Arma 3 v2.06)\n\n**Description:** Is replaced to the current timestamp in UNIX timestamp.\n\n```cpp\n__TIMESTAMP_UTC__ // 1622639059\n```\n\n#### __COUNTER_RESET__ (Arma 3 v2.02)\n\n**Description:** Resets counter. See example above.\n\n#### __RAND_INT`N`__ (Arma 3 v2.02)\n\n**Description:** Gets replaced by a random `N` bit integer. `N` can be 8, 16, 32 or 64, e.g:\n\n```cpp\n__RAND_INT8__\n__RAND_INT16__\n__RAND_INT32__\n__RAND_INT64__\n```\n\n```cpp\n__RAND_INT8__ // e.g -102\n```\n\n#### __RAND_UINT`N`__ (Arma 3 v2.02)\n\n**Description:** Gets replaced by a random *unsigned* `N` bit integer. `N` can be 8, 16, 32 or 64, e.g:\n\n```cpp\n__RAND_UINT8__\n__RAND_UINT16__\n__RAND_UINT32__\n__RAND_UINT64__\n```\n\n```cpp\n__RAND_UINT8__ // 108\n```\n\n#### __GAME_VER__ (Arma 3 v2.02)\n\n**Description:** Gets replaced by the game version.\n\n```cpp\n__GAME_VER__ // 02.00.146790\n```\n\n#### __GAME_VER_MAJ__ (Arma 3 v2.02)\n\n**Description:** Gets replaced by the *major* game version.\n\n```cpp\n__GAME_VER_MAJ__ // 02\n```\n\n#### __GAME_VER_MIN__ (Arma 3 v2.02)\n\n**Description:** Gets replaced by the *minor* game version.\n\n```cpp\n__GAME_VER_MIN__ // 00\n```\n\n#### __GAME_BUILD__ (Arma 3 v2.02)\n\n**Description:** Gets replaced by the build number.\n\n```cpp\n__GAME_BUILD__ // 146790\n```\n\n#### __A3_DIAG__ (Arma 3 v2.12)\n\n**Description:** Gets replaced by 1 on diag, undefined otherwise.\n\n```cpp\n__A3_DIAG__// 1\n```\n\n#### __ARMA__ (Arma 3 v2.02)\n\n**Description:**\n\n```cpp\n__ARMA__ // 1\n```\n\n#### __ARMA3__ (Arma 3 v2.02)\n\n**Description:**\n\n```cpp\n__ARMA3__ // 1\n```\n\n#### __A3_DEBUG__ (Arma 3 v2.02)\n\n**Description:** This macro is only set when the -debug parameter was provided. It can be used to switch mods or scripts to debug mode dynamically.\n\n```cpp\n__A3_DEBUG__ // 1 (if -debug was enabled)\n```\n\n#### __A3_EXPERIMENTAL__ (Arma 3 v2.15)\n\n**Description:** This macro is only set in experimental game builds (Development branch or Profiling branch)\n\n```cpp\n__A3_EXPERIMENTAL__ // 1 (if on dev or profiling branch)\n```\n\ncan be combined with game build to check for bugfixes added to profiling branch (in case a stable branch hotfix is released with a higher buildnumber but that doesn't include the fix)\n\n```cpp\n#if __GAME_VER_MIN__ >= 16 //#TODO remove this workaround when 2.16 is released\n#define BUG_FIXED\n#endif\n\n#if __GAME_BUILD__ > 151035 // Builds newer than this\n#if __A3_EXPERIMENTAL__ // But on experimental only\n#define BUG_FIXED\n#endif\n#endif\n\n#ifdef BUG_FIXED\nuse the thing\n#else\ndon't use the thing and have some workaround\n#endif\n```\n\n#### __A3_PROFILING__ (Arma 3 v2.15)\n\n**Description:** This macro is only set when Profiling commands are available (Development branch diag binary or in Profiling branch profiling binary)\n\n```cpp\n#if __A3_PROFILING__\ndiag_captureFrame 1;\n#endif\n```\n\n### Config Parser\n\n> [!IMPORTANT]\n> - `__EXEC` and `__EVAL` **cannot** be used in preprocessor Macros, e.g **#if**!\n\n> [!NOTE]\n> - `__EXEC` and `__EVAL` can be used in configs (such as config.cpp, Description.ext, RVMat etc) but are not suitable for SQF or SQS scripts.\n> - As they use parsingNamespace, both global and local variables set in `__EXEC` are available in `__EVAL`.\n> - parsingNamespace can then be accessed through scripting; see the __EXEC example below.\n\n#### __EXEC\n\nThis **Config Parser** macro allows to assign values to internal variables or just execute arbitrary code.\nThe code inside `__EXEC` macros runs in parsingNamespace and variables defined in it will also be created in parsingNamespace. The variables can then be used to create more complex macros:\n\n```cpp\n__EXEC(cat = 5 + 1;)\n__EXEC(lev = cat - 2;)\n```\n\n```sqf\n_cat = parsingNamespace getVariable \"cat\"; // 6\n_lev = parsingNamespace getVariable \"lev\"; // 4\n```\n\n> [!WARNING]\n> `__EXEC` does not like round brackets `()` inside expressions. If grouping is needed, perhaps values could be calculated inside the brackets separately and assigned to local variables:\n>\n> ```cpp\n> __EXEC(a = (1+2);) // ERROR\n> ```\n>\n> ```cpp\n> __EXEC(_expr = 1+2;)\n> __EXEC(a = _expr;) // OK\n> ```\n\n#### __EVAL\n\nWith this **Config Parser** macro expressions can be evaluated, including previously assigned internal variables. Unlike `__EXEC`, `__EVAL` supports multiple parentheses:\n\n```cpp\nw = __EVAL(safeZoneW - (5 * ((1 / (getResolution select 2)) * 1.25 * 4)));\n```\n\n- `__EVAL` macros **must** be assigned to a config property and the expression **must** be terminated with `;`.\n- `__EVAL` can only return Number or String. Any other type is represented as String, even Boolean type (which would result in either `\"true\"` or `\"false\"`).\n\n> [!NOTE]\n> if code is needed in the expression, use compile String instead. Like so:\n>\n> ```cpp\n> result = __EVAL(call compile \"123\");\n> ```\n>\n> that is because `__EVAL` is incapable of dealing with curly brackets `{`}\n\n### Errors\n\n#### Error 2\n\n**Problem:** Preprocessor failed error 2.\n\n**How to fix:** Add quotation marks in the title, or the file path. (*e.g.* `#include \"soGood.sqf\"`).\n\n#### Error 6\n\n**Problem:** Preprocessor failed on file X - error 6.\n\n**Known reasons**\n\n\"The problem is using `#ifdef #ifdef #endif #endif`, a.k.a nested `#ifdef`. This doesn't work in Arma. It's only possible to use `#ifdef` and `#endif` once and not nested.\"\n`#endif` without preceding `#ifdef` or `#ifndef`\n\n#### Error 7\n\n**Problem:** Preprocessor failed on file X - error 7.\n\n**Known reasons:** The preprocessor encountered an unknown directive. Read, as a typo most has likely found a way into the file (something like `#inlcude` or `#defien`). Double-check all preprocessor directives in that file.\n\n### External links\n\n- [Operation Flashpoint - Preprocessor Guide (Wayback Machine)](https://ofp-faguss.com/files/ofp_preprocessor_explained.pdf)\n- [Collection of preprocessor test-cases](https://github.com/Krzmbrzl/ArmaPreprocessorTestCases)","sections":[{"heading":null,"level":1,"markdown":"The PreProcessor and the Config Parser allow to use macros in configs.\nThe purpose of macros is to re-use the same definition in scripts and configs multiple times.\nIt also gives a centralised place to correct errors in this definition.\nKnow that edge cases may arise - see the collection of test-cases linked at the end of this page.\n\n> [!NOTE]\n> **Arma 3:** In Arma 3, preprocessor commands are **case-sensitive!**"},{"heading":"Parsing","level":3,"markdown":"See Config Parser below:\n\n- **Config.cpp** - parsed when PBO is binarised.\n  - localize cannot be used in macros, as it would hardcode string of current language instead of creating reference.\n- **Description.ext** - parsed when mission is loaded or previewed in missions list.\n- **SQF script** - parsed when preprocessFile, preprocessFileLineNumbers, compileScript or execVM is used."},{"heading":"Macros","level":3,"markdown":""},{"heading":"Strings","level":4,"markdown":"In both Configs and SQF scripts, there are two ways to define strings: either using single quotes (`'text'`) or double quotes (`\"text\"`).\nWhile they are both identical, they are **treated differently** by the preprocessor.\nThe **single quote** string contents are **parsed** by the preprocessor, while the **double quote** ones are **ignored**.\n\n```sqf\n#define ARG world\n\nsystemChat 'hello ARG'; // prints: hello world (i.e. ARG was replaced by the preprocessor with world)\nsystemChat \"hello ARG\"; // prints: hello ARG\n```\n\n> [!WARNING]\n> While it is possible in config to define a string without quotes (the preprocessor will act as if the value were wrapped with single quotes), this practice is heavily discouraged.\n>\n> ```cpp\n> title = \"$STR_TranslationKey\";    // good\n> title = $STR_TranslationKey;    // tolerated but incorrect\n> ```"},{"heading":"Comments","level":4,"markdown":"A comment is a line within code that is not actually processed by the game engine. They are used to make code more readable or to add notes for future reference.\nThe preprocessor removes all comments from the file before it is processed. Therefore, comments are never actually \"seen\" by the game engine.\n\n> [!WARNING]\n> Sometimes a problematic string can fail to purge these comment outs during preprocessing!\n>\n> ```sqf\n> private _a = '\"';\n> // this is just a comment, but failed to remove upon the preprocess so will return an error. Caused by that string\n> ```\n\n```cpp\n// this is a single-line comment\n\n/*\n    this is a\n    multi-line\n    comment\n*/\n\nmyValue = something; // only this part of the line is commented out\n\nmyArray = { \"apple\"/*, \"banana\"*/, \"pear\" }; // a portion in the middle of this line is commented out\n```"},{"heading":"#define","level":4,"markdown":"Using the `#define` instruction, it is possible to define a keyword and assign a definition to it.\nThe keyword may contain any letter, digit or underscore in arbitrary order, as long as it does not start with a digit (RegEx: `[a-zA-Z_][0-9a-zA-Z_]*`).\nAs an example:\n\n```cpp\n#define true 1\n```\n\nThe above means that whenever *true* is used in a config, the parser will replace this with the value *1*.\n\nThe define-statement does swallow all spaces in between the macro-keyword and any non-space-character in the body (Note that tabs are not spaces! They don't get removed)\n\n```cpp\n#define MACRO test\nMACRO // preprocesses to test (without any spaces)\n\n#define MACRO    test // There's a tab between MACRO and test\nMACRO // preprocesses to \"    test\" (without quotes - they are only used to show that the tab character didn't get removed)\n```\n\nThe space between the macro-keyword and the body is also fully optional (though very useful to tell the preprocessor where the macro name ends and where the body begins):\n\n```cpp\n#define MACRO#test\nMACRO // preprocesses to \"test\"\n```"},{"heading":"Arguments","level":5,"markdown":"Arguments can be added to more complex macros, by including them between brackets after the keyword. For the name of the arguments the same rule as for the macro-keyword (see above) apply.\n\n```cpp\n#define CAR(NAME) displayName = NAME;\n```\n\nIf *CAR(\"Mini\")* is used, it will be replaced with *displayName = \"Mini\";*. Multiple arguments can also be used:\n\n```cpp\n#define BLASTOFF(UNIT,RATE) UNIT setVelocity [0,0,RATE];\n```\n\nMacro arguments may be composed of any characters, as long as they do not contain a comma (because commas are used as argument-delimiters).\nIf quotes are being used, they have to be balanced.\nThe same applies to single-quotes; this is because String detection is working in macro arguments - therefore commas can even get passed in as a macro argument as long as they are part of a String (This only works with Strings wrapped in double-quotes though).\nNote however that although the macro gets resolved properly, the comma gets removed from the String (probably a bug).\n\n```cpp\n#define MACRO(arg) arg\nMACRO(\"Some, content\") // preprocesses to \"Some content\" (note the missing comma)\n```\n\nQuote escaping is also not supported in this context (neither with double- nor with single-quotes)\n\n```cpp\n#define MACRO(arg) arg\nMACRO(\"Some \"\"content\"\"\") // preprocesses to \"Some \"\"content\"\"\"\n```\n\nPassing arrays with more than one element `[el1,el2,...]` as arguments into macros as well as any argument containing commas (e.g `\"some, sentence\"`) will need a small workaround:\n\n```cpp\n#define HINTARG(ARG) hint (\"Passed argument: \" + str ARG)\n```\n\nIncorrect usage:\n\n```cpp\nHINTARG([1,2,3,4,5,6,7,8,9,0]); // ERROR, won't even compile\n```\n\nCorrect usage:\n\n```cpp\n#define array1 [1,2,3,4,5,6,7,8,9,0]\nHINTARG(array1); // SUCCESS\n```\n\nThe argument replacement is performed before the expansion of the macro body. That means one doesn't have to worry about name-conflicts between argument-names of the current macro and already defined macros:\n\n```cpp\n#define ONE foo\n#define TWO(ONE) ONE\nTWO(bar) // will preprocess to bar\n```"},{"heading":"Replacing parts of words","level":5,"markdown":"By default, only whole words can be replaced by arguments. If only a part of the word should be replaced, use the `##` instruction.\nThis is necessary when either the start or the end of the argument connects to another character that is not a `;` (semi-colon) or ` ` (space).\n\n```cpp\nclass NAME##_Button_Slider: RscText \\\n{ \\\n    model = \\OFP2\\Structures\\Various\\##FOLDER##\\##FOLDER; \\\n```\n\nIt is also possible to use the single *#* to convert an argument to a string.\n\n```cpp\nstatement = (this animate [#SEL, 0]); \\\n```"},{"heading":"Multi-line","level":5,"markdown":"For longer definitions, one can stretch the macro across multiple lines. To create a multi-line definition, each line except the last one should end with a *\\* character:\n\n```cpp\n#define DRAWBUTTON(NAME)\\\n    __EXEC(idcNav = idcNav + 4) \\\n    // ...\n```\n\n> [!NOTE]\n> The backslash must be the last character in a line when defining a multi-line macro. Any character (including spaces) after the backslash will cause issues."},{"heading":"Variadic Arguments (Arma 3 v2.24)","level":5,"markdown":"Reference https://gcc.gnu.org/onlinedocs/cpp/Variadic-Macros.html\n\nVariadic arguments allows to provide a variable number of arguments to a macro, instead of a fixed number.\nAnd there are several \"functions\" to work with these variable-length argument lists.\n\nA basic variadic macro looks like this\n\n```cpp\n#define MACRO(...) __VA_ARGS__\n```\n\nThere are a few special keywords and \"functions\" that are only valid when used inside a variadic macro\n\n- `__VA_ARGS__`\n- `__VA_OPT__(X)`\n- `__VA_OPT_INV__(X)`\n- `__VA_APPLY__(FUNC(,SEP))`\n- `__VA_SELECT__(index)`"},{"heading":"__VA_ARGS__","level":6,"markdown":"is a special keyword that will be replaced by all the macro arguments, separated by \",\". For example:\n\n```cpp\n#define MACRO(...) __VA_ARGS__\n\nMACRO() // \"\", Zero is also a valid number of arguments\nMACRO(a,b,c) // \"a,b,c\", the arguments are \"a\", \"b\" and \"c\"\nMACRO({str [1,2,3]}) // \"{str [1,2,3]}\", the arguments are \"{str [1\", \"2\" and \"3]}\"\n```\n\nThis simple variant can replace helper macros like CBA mod's ARR_1, ARR_2, ARR_3, with just one ARR(...) macro.\nIt can also be used to wrap code blocks, which was difficult to do without it because they can contain commas and its not easy to tell the number of commas, like in the example above."},{"heading":"__VA_OPT__(x) and __VA_OPT_INV__(x)","level":6,"markdown":"are simple functions to handle the special case of there being zero variadic arguments.\n`__VA_OPT__(x)` is only active if arguments are present. And the INV variant is only active if no arguments are present\nFor example:\n\n```cpp\n#define HAS_ARGS __VA_OPT__(Yes I have Arguments!)__VA_OPT_INV__(Nothing!)\n\nHAS_ARGS() // \"Nothing!\"\nHAS_ARGS(a) // \"Yes I have Arguments!\"\nHAS_ARGS(a,b,c) // \"Yes I have Arguments!\", no matter how many arguments, if there is at least one, the optional data is inserted\n```\n\nThis is useful when the arguments are forwarded to something like:\n\n```cpp\n#define LOG(message, ...) diag_log __VA_OPT__([) message __VA_OPT__(,) __VA_ARGS__ __VA_OPT__(])\n\nLOG(\"My Message\") // 'diag_log  \"My Message\"   '\nLOG(\"My Message\",1,2,3) // 'diag_log [ \"My Message\" , 1,2,3 ]  '\n```"},{"heading":"__VA_APPLY__(FUNC, SEPARATOR)","level":6,"markdown":"is similar to apply in that it applies a function(macro) on every argument. The second \"SEPARATOR\" argument is optional, it can be used to replace the usual \",\" separator with something different.\n\nThe macro passed to apply must have 0, 1 or 2 arguments.\nIf 0 arguments, every value will be replaced by the macro contents, for example:\n\n```cpp\n#define FUNC A\n#define TRANSFORM(...) __VA_APPLY__(FUNC)\nTRANSFORM(1,2,3) // 'A,A,A'\n```\n\nIf 1 argument, it will be the value of the argument, for example:\n\n```cpp\n#define QUOTE(x) #x\n#define TRANSFORM(...) __VA_APPLY__(QUOTE)\nTRANSFORM(1,2,3) // '\"1\",\"2\",\"3\"'\n```\n\nIf 2, the second argument MUST be named `__VA_INDEX__`, it will be filled with the index of the argument, for example:\n\n```cpp\n#define FUNC(x, __VA_INDEX__) __VA_INDEX__: #x\n#define TRANSFORM(...) __VA_APPLY__(FUNC)\nTRANSFORM(1,2,3) // '0: \"1\",1: \"2\",2: \"3\"'\n```\n\nBy default, just like `__VA_ARGS__` when the values are written to the output, they will be separated by \",\".\nThis can be changed by providing a separator argument, for example:\nFor example:\n\n```cpp\n#define VERBATIM(x) x\n#define SEPARATOR_NONE\n#define TRANSFORM_CONCAT(...) __VA_APPLY__(QUOTE, SEPARATOR_NONE)\nTRANSFORM_CONCAT(1,2,3) // '123'\n\n#define GET_VARIABLE(x) private _##x = player getVariable #x\n#define SEPARATOR_SEMI ;\n#define GET_VARIABLES(...) __VA_APPLY__(GET_VARIABLE, SEPARATOR_SEMI)\n\nGET_VARIABLES() // ''\nGET_VARIABLES(MyFnc) // 'private _MyFnc = player getVariable \"MyFnc\"'\nGET_VARIABLES(MyFnc,MyOtherFnc) // 'private _MyFnc = player getVariable \"MyFnc\";private _MyOtherFnc = player getVariable \"MyOtherFnc\"'\n```\n\nThe results of `__VA_APPLY__` can also be passed to another variadic macro, for example:\n\n```cpp\n#define QUOTE(x) #x\n#define WRITE_LOG(...) diag_log [__VA_ARGS__]\n#define MAKE_ARRAY(...) [__VA_ARGS__]\n\n#define DO_THINGS(...) WRITE_LOG(__VA_APPLY__(QUOTE)); _array = MAKE_ARRAY(__VA_ARGS__);\n\nDO_THINGS(a,b,c) // diag_log [\"a\",\"b\",\"c\"]; _array = [a,b,c];\n```"},{"heading":"__VA_SELECT__(index)","level":6,"markdown":"will select the specified element out of the `__VA_ARGS__` list. index must be a number.\nFor example:\n\n```cpp\n#define SELECT_ARG(index, ...) __VA_SELECT__(index)\n#define FORMAT_ARG(index) SELECT_ARG(index, \"A=%2\", \"B=%3\", \"C=%4\", \"D=%5\", \"E=%6\", \"F=%7\")\n#define FORMAT_GET_ARGSTR(arg, __VA_INDEX__) FORMAT_ARG(__VA_INDEX__)\n#define FORMAT(MESSAGE, ...) format [[__VA_OPT_INV__('%1') __VA_OPT__('%1:',) __VA_APPLY__(FORMAT_GET_ARGSTR)] joinString ' ', MESSAGE __VA_OPT__(,) __VA_ARGS__]\n\nFORMAT(\"Message\") // `format [['%1'  ] joinString ' ', \"Message\"  ]`\nFORMAT(\"Message\", value1, value2) // `format [[ '%1:',  \"A=%2\", \"B=%3\"] joinString ' ', \"Message\" ,  value1, value2]` which ends up as `format [\"%1: A=%2 B=%3\", \"Message\", value1, value2]`\n```"},{"heading":"#undef","level":4,"markdown":"Undefine (delete) a macro previously set by the use of #define.\n\n```cpp\n#undef NAME\n```"},{"heading":"#if","level":4,"markdown":"**Description:** Checks condition and processes content if condition returns 1. Skips content if it returns 0\n\n```cpp\n#if __GAME_VER_MAJ__ != 2\n// Do something...\n#endif\n```"},{"heading":"Comparison Operators","level":5,"markdown":"The following operations are supported:\n\n- <\n- >\n- <=\n- >=\n- ==\n- !=\n\n**Example:**\n\n```cpp\n#if __GAME_VER_MAJ__ != 2\n// Do something...\n#endif\n```"},{"heading":"#ifdef","level":4,"markdown":"A simple if-then construction to check whether a certain set of definitions has already been made:\n\n```cpp\n#ifdef NAME\n    // config that will be used if NAME is defined\n#endif\n```\n\nIFDEFs *cannot* be nested. The preprocessor will generate errors for all inner definitions if the outer definition doesn't exist."},{"heading":"#ifndef","level":4,"markdown":"Same as #ifdef, but checks for absence of definition instead.\n\n```cpp\n#ifndef NAME\n    // config that will be used if NAME is -not- defined\n#endif\n```"},{"heading":"#else","level":4,"markdown":"Provides alternative code to `#if`, `#ifdef`, `#ifndef` checks.\n\n```cpp\n#ifndef NAME\n    // config that will be used if NAME is -not- defined\n#else\n    // config that will be used if NAME -is- defined\n#endif\n```"},{"heading":"#endif","level":4,"markdown":"This ends a conditional block as shown in the descriptions of #ifdef and #ifndef above."},{"heading":"#include","level":4,"markdown":"Copies the code from a target file and pastes it where #include directive is.\n\n```cpp\n#include \"file.hpp\"\n#include <file.txt> // Brackets are equivalent to quotation marks and may be used in their place.\n```\n\nSource directory is:\n\n- For any file without starting the include path with \\ - the file's current directory\n- When starting with \\ - the internal filesystem root (see Addon Prefix) or the Game's working directory (only with -filePatching enabled)\n\nA path beginning can be defined as follow:\n\n- drive (only with -filePatching enabled):\n\n  ```cpp\n  #include \"D:\\file.txt\"\n  ```\n- PBO with PBOPREFIX:\n\n  ```cpp\n   #include \"\\myMod\\myAddon\\file.txt\"\n  ```\n- PBO (keep in mind that in this case, if the PBO's file name will be changed, all '#include' referencing it will need to be updated):\n\n  ```cpp\n  #include\"\\myMod\\myAddon\\file.txt\" // Arma 3\\@myMod\\addons\\myAddon.pbo\\file.txt;\n  ```\n\nTo move to parent directory use '..' (two dots) (Supported since Arma 3 v1.50):\n\n```cpp\n#include \"..\\file.sqf\"\n```\n\nPreprocessor does not support the use of macros for pre-defined file names.\n\n```cpp\n#define path \"codestrip.txt\"\n#include path // this will cause an error\n```"},{"heading":"\\#","level":4,"markdown":"'#' (single hash) operator wraps the text with quotation marks.\n\n```cpp\n#define STRINGIFY(s) #s\n#define FOO 123\ntest1 = STRINGIFY(123); //test1 = \"123\";\ntest2 = STRINGIFY(FOO); //test2 = \"123\";\n```\n\nThis operator does only work on keywords following the rules for macro-names (see `#define`-section).\nIf one wants to stringify anything else (like e.g. a number), one has to use a stringify-macro that takes an argument and stringifies that (as in the example above).\n\n```cpp\n#define MACRO Test #123\nMACRO // preprocesses to Test 123 - note that there are not any quotes inserted\n```"},{"heading":"\\#\\#","level":4,"markdown":"'##' (double hash) operator concatenates what's before the ## with what's after it.\n\n```cpp\n#define GLUE(g1,g2) g1##g2\n#define FOO 123\n#define BAR 456\ntest1 = GLUE(123,456); //test1 = 123456;\ntest2 = GLUE(FOO,BAR); //test2 = 123456;\n```"},{"heading":"__LINE__","level":4,"markdown":"This keyword gets replaced with the line number in the file where it is found. For example, if `__LINE__` is found on the 10th line of a file, the word `__LINE__` will be replaced with the number 10."},{"heading":"__FILE__","level":4,"markdown":"This keyword gets replaced with the CURRENT file being processed.\ne.g\n\n```\n\"userconfig\\file1.sqf\"\n```"},{"heading":"__FILE_NAME__ (Arma 3 v2.18)","level":4,"markdown":"This keyword gets replaced with the **name** of the current file being processed.\ne.g\n\n```\n\"file1.sqf\"\n```"},{"heading":"__FILE_SHORT__ (Arma 3 v2.18)","level":4,"markdown":"This keyword gets replaced with the **name** of the current file being processed, without extension.\ne.g\n\n```\n\"file1\"\n```"},{"heading":"__has_include (Arma 3 v2.02)","level":4,"markdown":"**Description:** Checks if given file exists. Returns 1 if it does, 0 if it does not exist.\n\n> [!IMPORTANT]\n> - The file path must start with the backslash `\\` otherwise it would fail silently (returns `0` so does nothing unless you put something in `#else`)!\n> - If you wanted to make an addon that can change its config dynamically depending on mods that loaded along, **do not** binarize the *config.cpp*!\n\n> [!NOTE]\n> To validate that the file exists in your game, you can use fileExists command to check.\n>\n> ```sqf\n> fileExists \"\\a3\\data_f\\config.bin\"; // returns true\n> fileExists \"\\z\\ace\\addons\\main\\script_component.hpp\"; // returns true if ACE is loaded, false otherwise\n> ```\n\n```cpp\n#if __has_include(\"\\z\\ace\\addons\\main\\script_component.hpp\")\n// file exists! Do something with it\n#else\n// file does not exist\n#endif\n```"},{"heading":"__DATE_ARR__ (Arma 3 v2.02)","level":4,"markdown":"**Description:** Is replaced for current date in format array.\n\n```cpp\n__DATE_ARR__ // 2020,10,28,15,17,42\n```"},{"heading":"__DATE_STR__ (Arma 3 v2.02)","level":4,"markdown":"**Description:** Is replaced for current date in format string.\n\n```cpp\n__DATE_STR__ // \"2020/10/28, 15:17:42\"\n```"},{"heading":"__DATE_STR_ISO8601__ (Arma 3 v2.02)","level":4,"markdown":"**Description:** Is replaced for current date in format string. The date is presented in ISO8601 standard.\n\n```cpp\n__DATE_STR_ISO8601__ // \"2020-10-28T14:17:42Z\"\n```"},{"heading":"__TIME__ (Arma 3 v2.02)","level":4,"markdown":"**Description:** Is replaced for current time.\n\n```cpp\n__TIME__ // 15:17:42\n```"},{"heading":"__TIME_UTC__ (Arma 3 v2.02)","level":4,"markdown":"**Description:** Is replaced for UTC time.\n\n```cpp\n__TIME_UTC__ // 14:17:42\n```"},{"heading":"__DAY__ (Arma 3 v2.16)","level":4,"markdown":"**Description:** Is replaced for UTC day.\n\n```cpp\n__DAY__ // 20\n```"},{"heading":"__MONTH__ (Arma 3 v2.16)","level":4,"markdown":"**Description:** Is replaced for UTC month.\n\n```cpp\n__MONTH__ // 11\n```"},{"heading":"__YEAR__ (Arma 3 v2.16)","level":4,"markdown":"**Description:** Is replaced for UTC year.\n\n```cpp\n__YEAR__ // 2023\n```"},{"heading":"__COUNTER__ (Arma 3 v2.02)","level":4,"markdown":"**Description:** Counts 1 up everytime it is defined.\n\n```cpp\n__COUNTER__ // 0\n__COUNTER__ // 1\n__COUNTER__ // 2\n__COUNTER__ // 3\n__COUNTER_RESET__\n__COUNTER__ // 0\n__COUNTER__ // 1\n__COUNTER__ // 2\n```"},{"heading":"__TIMESTAMP_UTC__ (Arma 3 v2.06)","level":4,"markdown":"**Description:** Is replaced to the current timestamp in UNIX timestamp.\n\n```cpp\n__TIMESTAMP_UTC__ // 1622639059\n```"},{"heading":"__COUNTER_RESET__ (Arma 3 v2.02)","level":4,"markdown":"**Description:** Resets counter. See example above."},{"heading":"__RAND_INT`N`__ (Arma 3 v2.02)","level":4,"markdown":"**Description:** Gets replaced by a random `N` bit integer. `N` can be 8, 16, 32 or 64, e.g:\n\n```cpp\n__RAND_INT8__\n__RAND_INT16__\n__RAND_INT32__\n__RAND_INT64__\n```\n\n```cpp\n__RAND_INT8__ // e.g -102\n```"},{"heading":"__RAND_UINT`N`__ (Arma 3 v2.02)","level":4,"markdown":"**Description:** Gets replaced by a random *unsigned* `N` bit integer. `N` can be 8, 16, 32 or 64, e.g:\n\n```cpp\n__RAND_UINT8__\n__RAND_UINT16__\n__RAND_UINT32__\n__RAND_UINT64__\n```\n\n```cpp\n__RAND_UINT8__ // 108\n```"},{"heading":"__GAME_VER__ (Arma 3 v2.02)","level":4,"markdown":"**Description:** Gets replaced by the game version.\n\n```cpp\n__GAME_VER__ // 02.00.146790\n```"},{"heading":"__GAME_VER_MAJ__ (Arma 3 v2.02)","level":4,"markdown":"**Description:** Gets replaced by the *major* game version.\n\n```cpp\n__GAME_VER_MAJ__ // 02\n```"},{"heading":"__GAME_VER_MIN__ (Arma 3 v2.02)","level":4,"markdown":"**Description:** Gets replaced by the *minor* game version.\n\n```cpp\n__GAME_VER_MIN__ // 00\n```"},{"heading":"__GAME_BUILD__ (Arma 3 v2.02)","level":4,"markdown":"**Description:** Gets replaced by the build number.\n\n```cpp\n__GAME_BUILD__ // 146790\n```"},{"heading":"__A3_DIAG__ (Arma 3 v2.12)","level":4,"markdown":"**Description:** Gets replaced by 1 on diag, undefined otherwise.\n\n```cpp\n__A3_DIAG__// 1\n```"},{"heading":"__ARMA__ (Arma 3 v2.02)","level":4,"markdown":"**Description:**\n\n```cpp\n__ARMA__ // 1\n```"},{"heading":"__ARMA3__ (Arma 3 v2.02)","level":4,"markdown":"**Description:**\n\n```cpp\n__ARMA3__ // 1\n```"},{"heading":"__A3_DEBUG__ (Arma 3 v2.02)","level":4,"markdown":"**Description:** This macro is only set when the -debug parameter was provided. It can be used to switch mods or scripts to debug mode dynamically.\n\n```cpp\n__A3_DEBUG__ // 1 (if -debug was enabled)\n```"},{"heading":"__A3_EXPERIMENTAL__ (Arma 3 v2.15)","level":4,"markdown":"**Description:** This macro is only set in experimental game builds (Development branch or Profiling branch)\n\n```cpp\n__A3_EXPERIMENTAL__ // 1 (if on dev or profiling branch)\n```\n\ncan be combined with game build to check for bugfixes added to profiling branch (in case a stable branch hotfix is released with a higher buildnumber but that doesn't include the fix)\n\n```cpp\n#if __GAME_VER_MIN__ >= 16 //#TODO remove this workaround when 2.16 is released\n#define BUG_FIXED\n#endif\n\n#if __GAME_BUILD__ > 151035 // Builds newer than this\n#if __A3_EXPERIMENTAL__ // But on experimental only\n#define BUG_FIXED\n#endif\n#endif\n\n#ifdef BUG_FIXED\nuse the thing\n#else\ndon't use the thing and have some workaround\n#endif\n```"},{"heading":"__A3_PROFILING__ (Arma 3 v2.15)","level":4,"markdown":"**Description:** This macro is only set when Profiling commands are available (Development branch diag binary or in Profiling branch profiling binary)\n\n```cpp\n#if __A3_PROFILING__\ndiag_captureFrame 1;\n#endif\n```"},{"heading":"Config Parser","level":3,"markdown":"> [!IMPORTANT]\n> - `__EXEC` and `__EVAL` **cannot** be used in preprocessor Macros, e.g **#if**!\n\n> [!NOTE]\n> - `__EXEC` and `__EVAL` can be used in configs (such as config.cpp, Description.ext, RVMat etc) but are not suitable for SQF or SQS scripts.\n> - As they use parsingNamespace, both global and local variables set in `__EXEC` are available in `__EVAL`.\n> - parsingNamespace can then be accessed through scripting; see the __EXEC example below."},{"heading":"__EXEC","level":4,"markdown":"This **Config Parser** macro allows to assign values to internal variables or just execute arbitrary code.\nThe code inside `__EXEC` macros runs in parsingNamespace and variables defined in it will also be created in parsingNamespace. The variables can then be used to create more complex macros:\n\n```cpp\n__EXEC(cat = 5 + 1;)\n__EXEC(lev = cat - 2;)\n```\n\n```sqf\n_cat = parsingNamespace getVariable \"cat\"; // 6\n_lev = parsingNamespace getVariable \"lev\"; // 4\n```\n\n> [!WARNING]\n> `__EXEC` does not like round brackets `()` inside expressions. If grouping is needed, perhaps values could be calculated inside the brackets separately and assigned to local variables:\n>\n> ```cpp\n> __EXEC(a = (1+2);) // ERROR\n> ```\n>\n> ```cpp\n> __EXEC(_expr = 1+2;)\n> __EXEC(a = _expr;) // OK\n> ```"},{"heading":"__EVAL","level":4,"markdown":"With this **Config Parser** macro expressions can be evaluated, including previously assigned internal variables. Unlike `__EXEC`, `__EVAL` supports multiple parentheses:\n\n```cpp\nw = __EVAL(safeZoneW - (5 * ((1 / (getResolution select 2)) * 1.25 * 4)));\n```\n\n- `__EVAL` macros **must** be assigned to a config property and the expression **must** be terminated with `;`.\n- `__EVAL` can only return Number or String. Any other type is represented as String, even Boolean type (which would result in either `\"true\"` or `\"false\"`).\n\n> [!NOTE]\n> if code is needed in the expression, use compile String instead. Like so:\n>\n> ```cpp\n> result = __EVAL(call compile \"123\");\n> ```\n>\n> that is because `__EVAL` is incapable of dealing with curly brackets `{`}"},{"heading":"Errors","level":3,"markdown":""},{"heading":"Error 2","level":4,"markdown":"**Problem:** Preprocessor failed error 2.\n\n**How to fix:** Add quotation marks in the title, or the file path. (*e.g.* `#include \"soGood.sqf\"`)."},{"heading":"Error 6","level":4,"markdown":"**Problem:** Preprocessor failed on file X - error 6.\n\n**Known reasons**\n\n\"The problem is using `#ifdef #ifdef #endif #endif`, a.k.a nested `#ifdef`. This doesn't work in Arma. It's only possible to use `#ifdef` and `#endif` once and not nested.\"\n`#endif` without preceding `#ifdef` or `#ifndef`"},{"heading":"Error 7","level":4,"markdown":"**Problem:** Preprocessor failed on file X - error 7.\n\n**Known reasons:** The preprocessor encountered an unknown directive. Read, as a typo most has likely found a way into the file (something like `#inlcude` or `#defien`). Double-check all preprocessor directives in that file."},{"heading":"External links","level":3,"markdown":"- [Operation Flashpoint - Preprocessor Guide (Wayback Machine)](https://ofp-faguss.com/files/ofp_preprocessor_explained.pdf)\n- [Collection of preprocessor test-cases](https://github.com/Krzmbrzl/ArmaPreprocessorTestCases)"}],"categories":["Scripting Topics","Stubs"],"groups":["Scripting"]},{"name":"Procedural Textures","title":"Procedural Textures","type":"topic","url":"https://community.bistudio.com/wiki/Procedural_Textures","revid":376105,"updated":"2025-08-21T12:47:31Z","aliases":["r2t"],"markdown":"Procedural textures are textures generated by the engine on the basis of their text description.\nThey can be used anywhere instead of normal textures.\nText description of procedural texture is set in standard place of texture path and filename.\nTo identify that a procedural texture is used, the character \"#\" is set at the beginning of the string.\nUsually the string consists of procedural texture type name and arguments on both sides enclosed in brackets, in format `#(leftArgs)TypeName(rightArgs)`.\n\nTextures may be generated procedurally and they take nearly no space on HDD but they still use space in video memory.\nYet, if two materials use the exact same procedural texture string, the texture already existing in video memory is used and not duplicated - thus it may be important to try and avoid creating unnecessary similar textures.\n\n> [!IMPORTANT]\n> - There cannot be any spaces or mathematical expressions within the string.\n> - Decimals always have to be preceded by a 0 (e.g. `0.5` instead of `.5`).\n> - Only double quotes `\"` are supported within the string, single quotes `'` are not:\n>\n>   ```sqf\n>   _object setObjectTexture [0, \"#something(\"\"text\"\")\"];    // OK\n>   _object setObjectTexture [0, '#something(\"text\")'];        // OK\n>   _object setObjectTexture [0, \"#something('text')\"];        // not OK\n>   ```\n\n### Procedural Texture Types\n\nNote that all texture types have in common the left-hand parameters list:\n\n- format - texture color format (can be `rgb`, `argb`, `ai`, `a`, `i`)\n- width - number of pixels in X, in power of two (e.g 1, 2, 4, 8, 16, 32, 64, 128 etc)\n- height - number of pixels in Y, in power of two (e.g 1, 2, 4, 8, 16, 32, 64, 128 etc)\n- mipmapsAmount - number of [mipmaps](https://en.wikipedia.org/wiki/Mipmap) to generate\n\n#### Color\n\n> [!NOTE]\n> Always produces 1x1 texture, regardless of width and height provided\n\n```\n#(format,width,height,mipmapsAmount)color(r,g,b,a)\n```\n\nand\n\n```\n#(format,width,height,mipmapsAmount)color(r,g,b,a,textureType)\n```\n\n- r, g, b, a - texture channels (Red, Green, Blue, Alpha)\n- textureType - texture type which match texture name ending without \"_\" (optional)\n\nExamples:\n\n```\n#(rgb,8,8,3)color(1,0,0,1)\n#(rgb,1,1,1)color(0.5,0.5,0.5,1)    // empty 1×1 detail map\n#(rgb,1,1,1)color(0.5,0.5,1,1)        // empty 1×1 normal map\n#(rgb,8,8,3)color(0.5,0.5,0.5,1,dt)\n#(rgb,8,8,3)color(0.5,0.5,1,1,no)\n```\n\n#### Render To Texture\n\n> [!IMPORTANT]\n> Render to Texture texture requires Picture-in-Picture (PiP) to be enabled in the Video options (see isPiPEnabled).\n\n```\n#(argb,512,512,1)r2t(surface,aspect)\n```\n\n- surface - The name that will later be used as reference in the camera script\n- aspect - Aspect ratio of the image\n\n> [!NOTE]\n> Do not use capital letters when naming RTT surfaces.\n\nExamples:\n\n```\n#(argb,512,512,1)r2t(rtt,1.0)\n#(argb,512,512,1)r2t(rendersurface,1.333)\n```\n\n> [!IMPORTANT]\n> Aspect parameter ignored as late as 2.14\n\n#### Perlin Noise\n\n```\n#(format,width,height,mipmapsAmount)perlinNoise(xScale,yScale,min,max)\n```\n\n- xScale - horizontal noise scale (typically a multiple of 256)\n- yScale - horizontal noise scale (typically a multiple of 256)\n- min - minimum value\n- max - minimum value\n\nExamples:\n\n```\n#(ai,512,512,9)perlinNoise(256,256,0,1)\n```\n\n#### Irradiance\n\n```\n#(format,width,height,mipmapsAmount)irradiance(specularPower)\n```\n\n- specularPower - specular strength\n\nIt is a values table that is used with per-pixel lighting. Modern shaders are not using this type of texture anymore.\n\nExamples:\n\n```\n#(ai,32,128,1)irradiance(8)\n```\n\n#### Fresnel\n\n```\n#(format,width,height,mipmapsAmount)Fresnel(N,K)\n```\n\n- N - refractive index\n- K - absorption coefficient\n\n> [!NOTE]\n> see Super shader - Fresnel function.\n\nExample:\n\n```\n#(ai,64,64,1)Fresnel(1.3,7)\n```\n\n#### Fresnel Glass\n\n```\n#(format,width,height,mipmapsAmount)fresnelGlass()\n```\n\nExamples:\n\n```\n#(ai,64,64,1)fresnelGlass()\n```\n\n#### Water Irradiance\n\n```\n#(format,width,height,mipmapsAmount)waterIrradiance(specularPower)\n```\n\n- specularPower - specular strength\n\nThis texture main value is solely with special pixel shaders for water.\n\nExamples:\n\n#### Tree Crown\n\n```\n#(format,width,height,mipmapsAmount)treeCrown(density)\n```\n\nand\n\n```\n#(format,width,height,mipmapsAmount)treeCrownAmb(density)\n```\n\nfor ambient lighting.\n\n- density - defines how much light passes thought tree-top via the longest line segment\n\nThis texture is used only for diffuse lighting actually it just counts exponential function (v PS2 can be done easily w/o texture).\n\nParameter defines how much surrounding light passes into the defined point.\nIt uses an exponential function of distance from circle boundary.\n\nExamples:\n\n```\n#(ai,32,32,1)treeCrown(0.2)\n#(ai,32,32,1)treeCrownAmb(0.5)\n```\n\n#### Point\n\n```\n#(format,width,height,mimapsAmount)point()\n```\n\nCreate a white dot on a transparent background.\n\nExamples:\n\n```\n#(rgb,64,64,1)point()\n```\n\n#### Dither\n\n```\n#(format,width,height,mipmapsAmount)dither(min,max)\n```\n\n- min - minimum value\n- max - minimum value\n\nThe format **has** to be `ai`.\n\nExamples:\n\n```\n#(ai,8,8,1)dither(0,150)\n```\n\n#### Text (Arma 3 v2.12)\n\nCreates a text texture.\n\n```\n#(rgb,width,height,3)text(vAlign,hAlign,\"FontName\",fontSize,backgroundColor,textColor,\"text\")\n```\n\n- vAlign - from 0(top), 1(center), 2(bottom)\n- hAlign - from 0(left), 1(center), 2(right)\n- fontName - Available fonts\n- fontSize - number\n- backgroundColor - in format #RRGGBB or #RRGGBBAA\n- textColor - in format #RRGGBB or #RRGGBBAA\n- text - the text to display\n\nExamples:\n\n```\n#(rgb,512,512,3)text(0,0,\"Caveat\",0.3,\"#0000ff7f\",\"#ff0000\",\"Hallo\\nWelt\")\n```\n\nNote the importance of double quotation marks:\n\n```sqf\n// does not work:\ncursorobject setObjectTexture [\"Screen_1\", \"#(rgb,512,512,3)text(0,0,'Caveat',0.3,'#0000ff7f','#ff0000','Hallo\\nWelt')\"];\n\n// works:\ncursorobject setObjectTexture [\"Screen_1\", \"#(rgb,512,512,3)text(0,0,\"\"Caveat\"\",0.3,\"\"#0000ff7f\"\",\"\"#ff0000\"\",\"\"Hallo\\nWelt\"\")\"];\n```\n\n#### UI On Texture (Arma 3 v2.12)\n\nGenerates an UI Display and renders the result into a texture.\n\n```\n#(rgb,width,height,mipCount)ui(\"displayClassName\",\"uniqueName\",\"texType\")\n```\n\n- displayClassName - case-sensitive, classname from Description.ext (Mission Config File) or `config.cpp` (Mod Config)\n- uniqueName - a string to declare the display's unique name. Naming is the same as classnames (a-z, A-Z, 0-9, _)\n- texType - (Optional, default \"ca\"?) see Texture Map Types\n\nExamples:\n\n```\n#(rgb,1024,1024,1)ui(\"RscDisplayRenderTest\",\"abc\")\n#(rgb,1024,1024,1)ui(RscDisplayMain,abc)\n```\n\nRelated commands:\ndisplayUpdate, displayUniqueName\n\n#### UI On Texture Advanced (Arma 3 v2.14)\n\nSame as UI On Texture but has a different way of providing arguments and supports more advanced arguments.\nString values can be quoted in \" or '. If no whitespace is in the string, quotes are not required.\n\n```\n#(rgb,width,height,mipCount)uiEx(paramName1:value1,paramName2:value2,...)\n```\n\nCurrently supported parameters:\n\n- display: String - the case-sensitive display's class name, from Description.ext (Mission Config File) or `config.cpp` (Mod Config)\n- uniqueName: String - a string to declare the display's unique name. Naming is the same as classnames (a-z, A-Z, 0-9, _)\n- texType: String - (Optional, default \"ca\") see Texture Map Types\n- viewportX: Number - (Optional, default 0) horizontal offset for rendering viewport; can be used to only render specific section of the Display\n- viewportY: Number - (Optional, default 0) vertical offset\n- viewportW: Number - (Optional, default 1) width multiplier in percent\n- viewportH: Number - (Optional, default 1) height multiplier\n- bgColor: String - (Optional, default transparent `#00000000`) format `#RRGGBB` or `#RRGGBBAA`\n- mipFilter: String - (Optional, default point) either `point` or `linear`\n\nExamples:\n\n```\n#(rgb,2048,4096,1)uiEx(display:RscDisplayFieldManual,uniqueName:\"test name with space and quotes\")\n#(rgb,2048,4096,1)uiEx(display:RscDisplayFieldManual,uniqueName:testName,viewportX:-0.5,viewportW:2,bgColor:#ff000000)\n```\n\n#### Extension (Arma 3 v2.22)\n\nSee Extensions - Extension_Texture_Source.\nThe texture data is provided by an Extension.\n\n```\n#(rgb,width,height,mipCount)extension(\"extensionName\", \"uniqueName\", isAnimated, \"texType\")\n```\n\nCurrently supported parameters:\n\n- extensionName: String - The name of an extension, same as in callExtension\n- uniqueName: String - a string to declare the texture's unique name. It is passed to the extension to identify the specific texture\n- isAnimated: Number - (Optional, default 0) Set to 1 to have the texture be animated (refreshed every frame). For animated textures it is recommended to use only 1 mip.\n- texType: String - (Optional, default \"co\") see Texture Map Types\n\nExamples:\n\n```\n#(rgb,2048,2048,1)extension(\"GifImageExtension\", \"arma.gif\", 1)\n```","sections":[{"heading":null,"level":1,"markdown":"Procedural textures are textures generated by the engine on the basis of their text description.\nThey can be used anywhere instead of normal textures.\nText description of procedural texture is set in standard place of texture path and filename.\nTo identify that a procedural texture is used, the character \"#\" is set at the beginning of the string.\nUsually the string consists of procedural texture type name and arguments on both sides enclosed in brackets, in format `#(leftArgs)TypeName(rightArgs)`.\n\nTextures may be generated procedurally and they take nearly no space on HDD but they still use space in video memory.\nYet, if two materials use the exact same procedural texture string, the texture already existing in video memory is used and not duplicated - thus it may be important to try and avoid creating unnecessary similar textures.\n\n> [!IMPORTANT]\n> - There cannot be any spaces or mathematical expressions within the string.\n> - Decimals always have to be preceded by a 0 (e.g. `0.5` instead of `.5`).\n> - Only double quotes `\"` are supported within the string, single quotes `'` are not:\n>\n>   ```sqf\n>   _object setObjectTexture [0, \"#something(\"\"text\"\")\"];    // OK\n>   _object setObjectTexture [0, '#something(\"text\")'];        // OK\n>   _object setObjectTexture [0, \"#something('text')\"];        // not OK\n>   ```"},{"heading":"Procedural Texture Types","level":3,"markdown":"Note that all texture types have in common the left-hand parameters list:\n\n- format - texture color format (can be `rgb`, `argb`, `ai`, `a`, `i`)\n- width - number of pixels in X, in power of two (e.g 1, 2, 4, 8, 16, 32, 64, 128 etc)\n- height - number of pixels in Y, in power of two (e.g 1, 2, 4, 8, 16, 32, 64, 128 etc)\n- mipmapsAmount - number of [mipmaps](https://en.wikipedia.org/wiki/Mipmap) to generate"},{"heading":"Color","level":4,"markdown":"> [!NOTE]\n> Always produces 1x1 texture, regardless of width and height provided\n\n```\n#(format,width,height,mipmapsAmount)color(r,g,b,a)\n```\n\nand\n\n```\n#(format,width,height,mipmapsAmount)color(r,g,b,a,textureType)\n```\n\n- r, g, b, a - texture channels (Red, Green, Blue, Alpha)\n- textureType - texture type which match texture name ending without \"_\" (optional)\n\nExamples:\n\n```\n#(rgb,8,8,3)color(1,0,0,1)\n#(rgb,1,1,1)color(0.5,0.5,0.5,1)    // empty 1×1 detail map\n#(rgb,1,1,1)color(0.5,0.5,1,1)        // empty 1×1 normal map\n#(rgb,8,8,3)color(0.5,0.5,0.5,1,dt)\n#(rgb,8,8,3)color(0.5,0.5,1,1,no)\n```"},{"heading":"Render To Texture","level":4,"markdown":"> [!IMPORTANT]\n> Render to Texture texture requires Picture-in-Picture (PiP) to be enabled in the Video options (see isPiPEnabled).\n\n```\n#(argb,512,512,1)r2t(surface,aspect)\n```\n\n- surface - The name that will later be used as reference in the camera script\n- aspect - Aspect ratio of the image\n\n> [!NOTE]\n> Do not use capital letters when naming RTT surfaces.\n\nExamples:\n\n```\n#(argb,512,512,1)r2t(rtt,1.0)\n#(argb,512,512,1)r2t(rendersurface,1.333)\n```\n\n> [!IMPORTANT]\n> Aspect parameter ignored as late as 2.14"},{"heading":"Perlin Noise","level":4,"markdown":"```\n#(format,width,height,mipmapsAmount)perlinNoise(xScale,yScale,min,max)\n```\n\n- xScale - horizontal noise scale (typically a multiple of 256)\n- yScale - horizontal noise scale (typically a multiple of 256)\n- min - minimum value\n- max - minimum value\n\nExamples:\n\n```\n#(ai,512,512,9)perlinNoise(256,256,0,1)\n```"},{"heading":"Irradiance","level":4,"markdown":"```\n#(format,width,height,mipmapsAmount)irradiance(specularPower)\n```\n\n- specularPower - specular strength\n\nIt is a values table that is used with per-pixel lighting. Modern shaders are not using this type of texture anymore.\n\nExamples:\n\n```\n#(ai,32,128,1)irradiance(8)\n```"},{"heading":"Fresnel","level":4,"markdown":"```\n#(format,width,height,mipmapsAmount)Fresnel(N,K)\n```\n\n- N - refractive index\n- K - absorption coefficient\n\n> [!NOTE]\n> see Super shader - Fresnel function.\n\nExample:\n\n```\n#(ai,64,64,1)Fresnel(1.3,7)\n```"},{"heading":"Fresnel Glass","level":4,"markdown":"```\n#(format,width,height,mipmapsAmount)fresnelGlass()\n```\n\nExamples:\n\n```\n#(ai,64,64,1)fresnelGlass()\n```"},{"heading":"Water Irradiance","level":4,"markdown":"```\n#(format,width,height,mipmapsAmount)waterIrradiance(specularPower)\n```\n\n- specularPower - specular strength\n\nThis texture main value is solely with special pixel shaders for water.\n\nExamples:"},{"heading":"Tree Crown","level":4,"markdown":"```\n#(format,width,height,mipmapsAmount)treeCrown(density)\n```\n\nand\n\n```\n#(format,width,height,mipmapsAmount)treeCrownAmb(density)\n```\n\nfor ambient lighting.\n\n- density - defines how much light passes thought tree-top via the longest line segment\n\nThis texture is used only for diffuse lighting actually it just counts exponential function (v PS2 can be done easily w/o texture).\n\nParameter defines how much surrounding light passes into the defined point.\nIt uses an exponential function of distance from circle boundary.\n\nExamples:\n\n```\n#(ai,32,32,1)treeCrown(0.2)\n#(ai,32,32,1)treeCrownAmb(0.5)\n```"},{"heading":"Point","level":4,"markdown":"```\n#(format,width,height,mimapsAmount)point()\n```\n\nCreate a white dot on a transparent background.\n\nExamples:\n\n```\n#(rgb,64,64,1)point()\n```"},{"heading":"Dither","level":4,"markdown":"```\n#(format,width,height,mipmapsAmount)dither(min,max)\n```\n\n- min - minimum value\n- max - minimum value\n\nThe format **has** to be `ai`.\n\nExamples:\n\n```\n#(ai,8,8,1)dither(0,150)\n```"},{"heading":"Text (Arma 3 v2.12)","level":4,"markdown":"Creates a text texture.\n\n```\n#(rgb,width,height,3)text(vAlign,hAlign,\"FontName\",fontSize,backgroundColor,textColor,\"text\")\n```\n\n- vAlign - from 0(top), 1(center), 2(bottom)\n- hAlign - from 0(left), 1(center), 2(right)\n- fontName - Available fonts\n- fontSize - number\n- backgroundColor - in format #RRGGBB or #RRGGBBAA\n- textColor - in format #RRGGBB or #RRGGBBAA\n- text - the text to display\n\nExamples:\n\n```\n#(rgb,512,512,3)text(0,0,\"Caveat\",0.3,\"#0000ff7f\",\"#ff0000\",\"Hallo\\nWelt\")\n```\n\nNote the importance of double quotation marks:\n\n```sqf\n// does not work:\ncursorobject setObjectTexture [\"Screen_1\", \"#(rgb,512,512,3)text(0,0,'Caveat',0.3,'#0000ff7f','#ff0000','Hallo\\nWelt')\"];\n\n// works:\ncursorobject setObjectTexture [\"Screen_1\", \"#(rgb,512,512,3)text(0,0,\"\"Caveat\"\",0.3,\"\"#0000ff7f\"\",\"\"#ff0000\"\",\"\"Hallo\\nWelt\"\")\"];\n```"},{"heading":"UI On Texture (Arma 3 v2.12)","level":4,"markdown":"Generates an UI Display and renders the result into a texture.\n\n```\n#(rgb,width,height,mipCount)ui(\"displayClassName\",\"uniqueName\",\"texType\")\n```\n\n- displayClassName - case-sensitive, classname from Description.ext (Mission Config File) or `config.cpp` (Mod Config)\n- uniqueName - a string to declare the display's unique name. Naming is the same as classnames (a-z, A-Z, 0-9, _)\n- texType - (Optional, default \"ca\"?) see Texture Map Types\n\nExamples:\n\n```\n#(rgb,1024,1024,1)ui(\"RscDisplayRenderTest\",\"abc\")\n#(rgb,1024,1024,1)ui(RscDisplayMain,abc)\n```\n\nRelated commands:\ndisplayUpdate, displayUniqueName"},{"heading":"UI On Texture Advanced (Arma 3 v2.14)","level":4,"markdown":"Same as UI On Texture but has a different way of providing arguments and supports more advanced arguments.\nString values can be quoted in \" or '. If no whitespace is in the string, quotes are not required.\n\n```\n#(rgb,width,height,mipCount)uiEx(paramName1:value1,paramName2:value2,...)\n```\n\nCurrently supported parameters:\n\n- display: String - the case-sensitive display's class name, from Description.ext (Mission Config File) or `config.cpp` (Mod Config)\n- uniqueName: String - a string to declare the display's unique name. Naming is the same as classnames (a-z, A-Z, 0-9, _)\n- texType: String - (Optional, default \"ca\") see Texture Map Types\n- viewportX: Number - (Optional, default 0) horizontal offset for rendering viewport; can be used to only render specific section of the Display\n- viewportY: Number - (Optional, default 0) vertical offset\n- viewportW: Number - (Optional, default 1) width multiplier in percent\n- viewportH: Number - (Optional, default 1) height multiplier\n- bgColor: String - (Optional, default transparent `#00000000`) format `#RRGGBB` or `#RRGGBBAA`\n- mipFilter: String - (Optional, default point) either `point` or `linear`\n\nExamples:\n\n```\n#(rgb,2048,4096,1)uiEx(display:RscDisplayFieldManual,uniqueName:\"test name with space and quotes\")\n#(rgb,2048,4096,1)uiEx(display:RscDisplayFieldManual,uniqueName:testName,viewportX:-0.5,viewportW:2,bgColor:#ff000000)\n```"},{"heading":"Extension (Arma 3 v2.22)","level":4,"markdown":"See Extensions - Extension_Texture_Source.\nThe texture data is provided by an Extension.\n\n```\n#(rgb,width,height,mipCount)extension(\"extensionName\", \"uniqueName\", isAnimated, \"texType\")\n```\n\nCurrently supported parameters:\n\n- extensionName: String - The name of an extension, same as in callExtension\n- uniqueName: String - a string to declare the texture's unique name. It is passed to the extension to identify the specific texture\n- isAnimated: Number - (Optional, default 0) Set to 1 to have the texture be animated (refreshed every frame). For animated textures it is recommended to use only 1 mip.\n- texType: String - (Optional, default \"co\") see Texture Map Types\n\nExamples:\n\n```\n#(rgb,2048,2048,1)extension(\"GifImageExtension\", \"arma.gif\", 1)\n```"}],"categories":["ArmA: Armed Assault: Texturing","Arma 2: Editing","Arma 3: Editing","Operation Flashpoint: Editing","Take On Helicopters: Editing"],"groups":["Tools and File Formats"]},{"name":"Product.Bin File Format","title":"Product.Bin File Format","type":"topic","url":"https://community.bistudio.com/wiki/Product.Bin_File_Format","revid":373418,"updated":"2025-05-08T11:27:12Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n### intro\n\ndta\\product.bin is a class text config file like any other.\n\n```\n//class product.cpp\n//{\n```\n\n### Arma & Buldozer\n\n```\nprofilePathDefault = \"ArmA\";\nprofilePathCommon = \"ArmA Other Profiles\";\nextensionSave = \"ArmASave\";\nextensionProfile = \"ArmAProfile\";\nextensionWizardMission = \"ArmAWizardMission\";\nextensionAddon = \"ArmAAddon\";\n```\n\n### Arma2\n\n```\nprofilePathDefault = \"Arma 2\";\nprofilePathCommon = \"Arma 2 Other Profiles\";\nextensionSave = \"ArmA2Save\";\nextensionProfile = \"ArmA2Profile\";\nextensionWizardMission = \"ArmA2WizardMission\";\nextensionAddon = \"ArmA2Addon\";\n```\n\n### OA\n\n```\nprofilePathDefault = \"Arma 2\";\nprofilePathCommon = \"Arma 2 Other Profiles\";\nextensionSave = \"ArmA2OASave\";\nextensionProfile = \"ArmA2OAProfile\";\nextensionWizardMission = \"ArmA2OAWizardMission\";\nextensionAddon = \"ArmA2OAAddon\";\ndefaultMods = \"expansion;baf\";\n//};\n```","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"intro","level":3,"markdown":"dta\\product.bin is a class text config file like any other.\n\n```\n//class product.cpp\n//{\n```"},{"heading":"Arma & Buldozer","level":3,"markdown":"```\nprofilePathDefault = \"ArmA\";\nprofilePathCommon = \"ArmA Other Profiles\";\nextensionSave = \"ArmASave\";\nextensionProfile = \"ArmAProfile\";\nextensionWizardMission = \"ArmAWizardMission\";\nextensionAddon = \"ArmAAddon\";\n```"},{"heading":"Arma2","level":3,"markdown":"```\nprofilePathDefault = \"Arma 2\";\nprofilePathCommon = \"Arma 2 Other Profiles\";\nextensionSave = \"ArmA2Save\";\nextensionProfile = \"ArmA2Profile\";\nextensionWizardMission = \"ArmA2WizardMission\";\nextensionAddon = \"ArmA2Addon\";\n```"},{"heading":"OA","level":3,"markdown":"```\nprofilePathDefault = \"Arma 2\";\nprofilePathCommon = \"Arma 2 Other Profiles\";\nextensionSave = \"ArmA2OASave\";\nextensionProfile = \"ArmA2OAProfile\";\nextensionWizardMission = \"ArmA2OAWizardMission\";\nextensionAddon = \"ArmA2OAAddon\";\ndefaultMods = \"expansion;baf\";\n//};\n```"}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Product.cpp/bin File Format","title":"Product.cpp/bin File Format","type":"topic","url":"https://community.bistudio.com/wiki/Product.cpp/bin_File_Format","revid":373445,"updated":"2025-05-08T11:27:13Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n> [!NOTE]\n> This page does **not** concern Operation Flashpoint.\n\n`Product.bin` exists in the `~\\dta` folder of the Arma game.\n\n> [!IMPORTANT]\n> To use buldozer correctly in both Visitor and Oxygen, the `P:\\dta` directory needs to contain a copy of the correct product bin.\n\n### PersonalTools 2.0\n\n```cpp\nprofilePathDefault = \"ArmA\";\nprofilePathCommon = \"ArmA Other Profiles\";\nextensionSave = \"ArmASave\";\nextensionProfile = \"ArmAProfile\";\nextensionWizardMission = \"ArmAWizardMission\";\nextensionAddon = \"ArmAAddon\";\n```\n\n### PersonalTools 2.5.x\n\n```cpp\nprofilePathDefault = \"Arma 2\";\nprofilePathCommon = \"Arma 2 Other Profiles\";\nextensionSave = \"ArmA2OASave\";\nextensionProfile = \"ArmA2OAProfile\";\nextensionWizardMission = \"ArmA2OAWizardMission\";\nextensionAddon = \"ArmA2OAAddon\";\ndefaultMods = \"ca;expansion;baf;pmc\";\n```\n\n### Armed Assault\n\n```cpp\nprofilePathDefault = \"ArmA\";\nprofilePathCommon = \"ArmA Other Profiles\";\nextensionSave = \"ArmASave\";\nextensionProfile = \"ArmAProfile\";\nextensionWizardMission = \"ArmAWizardMission\";\nextensionAddon = \"ArmAAddon\";\n```\n\n### Arma 2\n\n```cpp\nprofilePathDefault = \"Arma 2\";\nprofilePathCommon = \"Arma 2 Other Profiles\";\nextensionSave = \"ArmA2Save\";\nextensionProfile = \"ArmA2Profile\";\nextensionWizardMission = \"ArmA2WizardMission\";\nextensionAddon = \"ArmA2Addon\";\n```\n\n### Arma 2: Operation Arrowhead\n\n```cpp\nprofilePathDefault = \"Arma 2\";\nprofilePathCommon = \"Arma 2 Other Profiles\";\nextensionSave = \"ArmA2OASave\";\nextensionProfile = \"ArmA2OAProfile\";\nextensionWizardMission = \"ArmA2OAWizardMission\";\nextensionAddon = \"ArmA2OAAddon\";\ndefaultMods = \"expansion;baf;pmc\";\n```\n\n### Arma 3\n\n```cpp\nprofilePathDefault = \"Arma 3\";\nprofilePathCommon = \"Arma 3 - Other Profiles\";\nextensionSave = \"Arma3Save\";\nextensionProfile = \"Arma3Profile\";\nextensionWizardMission = \"Arma3WizardMission\";\nextensionAddon = \"Arma3Addon\";\ndefaultMods = \"A3;curator\";\n```","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n> [!NOTE]\n> This page does **not** concern Operation Flashpoint.\n\n`Product.bin` exists in the `~\\dta` folder of the Arma game.\n\n> [!IMPORTANT]\n> To use buldozer correctly in both Visitor and Oxygen, the `P:\\dta` directory needs to contain a copy of the correct product bin."},{"heading":"PersonalTools 2.0","level":3,"markdown":"```cpp\nprofilePathDefault = \"ArmA\";\nprofilePathCommon = \"ArmA Other Profiles\";\nextensionSave = \"ArmASave\";\nextensionProfile = \"ArmAProfile\";\nextensionWizardMission = \"ArmAWizardMission\";\nextensionAddon = \"ArmAAddon\";\n```"},{"heading":"PersonalTools 2.5.x","level":3,"markdown":"```cpp\nprofilePathDefault = \"Arma 2\";\nprofilePathCommon = \"Arma 2 Other Profiles\";\nextensionSave = \"ArmA2OASave\";\nextensionProfile = \"ArmA2OAProfile\";\nextensionWizardMission = \"ArmA2OAWizardMission\";\nextensionAddon = \"ArmA2OAAddon\";\ndefaultMods = \"ca;expansion;baf;pmc\";\n```"},{"heading":"Armed Assault","level":3,"markdown":"```cpp\nprofilePathDefault = \"ArmA\";\nprofilePathCommon = \"ArmA Other Profiles\";\nextensionSave = \"ArmASave\";\nextensionProfile = \"ArmAProfile\";\nextensionWizardMission = \"ArmAWizardMission\";\nextensionAddon = \"ArmAAddon\";\n```"},{"heading":"Arma 2","level":3,"markdown":"```cpp\nprofilePathDefault = \"Arma 2\";\nprofilePathCommon = \"Arma 2 Other Profiles\";\nextensionSave = \"ArmA2Save\";\nextensionProfile = \"ArmA2Profile\";\nextensionWizardMission = \"ArmA2WizardMission\";\nextensionAddon = \"ArmA2Addon\";\n```"},{"heading":"Arma 2: Operation Arrowhead","level":3,"markdown":"```cpp\nprofilePathDefault = \"Arma 2\";\nprofilePathCommon = \"Arma 2 Other Profiles\";\nextensionSave = \"ArmA2OASave\";\nextensionProfile = \"ArmA2OAProfile\";\nextensionWizardMission = \"ArmA2OAWizardMission\";\nextensionAddon = \"ArmA2OAAddon\";\ndefaultMods = \"expansion;baf;pmc\";\n```"},{"heading":"Arma 3","level":3,"markdown":"```cpp\nprofilePathDefault = \"Arma 3\";\nprofilePathCommon = \"Arma 3 - Other Profiles\";\nextensionSave = \"Arma3Save\";\nextensionProfile = \"Arma3Profile\";\nextensionWizardMission = \"Arma3WizardMission\";\nextensionAddon = \"Arma3Addon\";\ndefaultMods = \"A3;curator\";\n```"}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Profile","title":"Profile","type":"topic","url":"https://community.bistudio.com/wiki/Profile","revid":353531,"updated":"2024-03-19T12:01:24Z","aliases":[],"markdown":"All Real Virtuality games allow you to create multiple profiles. Personal settings like video configuration, campaign progress or controls assigments are saved in profile files.\n\n### Directory\n\nPath varies depending on a project, see following table for specific directories.\n\nGreen text means variable based on your local settings.\n\n| Icon | Game | Path | Extension |\n|---|---|---|---|\n| Operation Flashpoint v1.00 | **Arma: Cold War Assault** | `Arma: CWA directory\\Users\\ProfileName\\` | N/A |\n| Armed Assault v1.00 | **Armed Assault** | ```<br>My Documents\\ArmA\\<br>My Documents\\ArmA Other Profiles\\ProfileName\\<br>``` | `*.ArmAProfile` |\n| Arma 2 v1.00 | **Arma 2** | ```<br>My Documents\\Arma 2\\<br>My Documents\\Arma 2 Other Profiles\\ProfileName\\<br>``` | `*.ArmA2Profile` |\n| Arma 2: Operation Arrowhead v1.50 | **Arma 2: Operation Arrowhead** | ```<br>My Documents\\Arma 2\\<br>My Documents\\Arma 2 Other Profiles\\ProfileName\\<br>``` | `*.ArmA2OAProfile` |\n| Take On Helicopters v1.00 | **Take On Helicopters** | ```<br>My Documents\\Take On Helicopters\\<br>My Documents\\Take On Helicopters Other Profiles\\ProfileName\\<br>``` | `*.TakeOnHProfile` |\n| Arma 3 v1.00 | **Arma 3** | ```<br>My Documents\\Arma 3\\<br>My Documents\\Arma 3 - Other Profiles\\ProfileName\\<br>``` | `*.Arma3Profile` |\n\n### Contents\n\n#### Files\n\n- **ProfileName.Extension** - file with all basic profile settings. Commonly referred to as a **profile file**.\n- **ProfileName.vars.Extension** - file with scripted variables used by scenarios or modules. See Scripting section below for more details. The file is binarized, which means it is encrypted and cannot be opened as a plain text and saved afterwards. This is to prevent cheating by editing values of certain variables.\n- **ProfileName.3den.Extension** - Eden Editor specific settings.\n- **UserInfo.cfg** - file with all basic profile settings used in Arma: CWA.\n\n#### Folders\n\n- ***Compositions*** - custom compositions saved by the editor\n- ***Missions*** - scenarios saved by Eden Editor\n- ***MPMissions*** - scenarios saved by Eden Editor when it was opened on a server\n- ***Saved*** - savegames of scenarios and campaigns. Also contains local versions of subscribed Steam scenarios.\n- ***Screenshot*** - folder where pictures are saved by screenshot command. By default limited to 250 MB to prevent abuse, see the command page for description on how to increase the size.\n- ***UserSaved*** - savegames of scenarios previewed in the editor.\n\n### Scripting (Take On Helicopters v1.00Arma 3 v1.00)\n\nYou can save any variable to the profile using profileNamespace command.\nThis is used to preserve persistent information like character progress, resources or various mod settings.\n\n```sqf\nprofileNamespace setVariable [\"myVariable\", 1];\n```\n\nThis will save it to namespace, but not yet to the file itself, so restarting would not preserve the variable. To mirror the namespace into the file, call:\n\n```sqf\nsaveProfileNamespace;\n```\n\nOnce set, you can retrieve the variable using:\n\n```sqf\nprivate _myVar = profileNamespace getVariable \"myVariable\";\n```\n\n> [!IMPORTANT]\n> Do not save large amount of data to the profile: the larger the profile file gets, the slower it loads!","sections":[{"heading":null,"level":1,"markdown":"All Real Virtuality games allow you to create multiple profiles. Personal settings like video configuration, campaign progress or controls assigments are saved in profile files."},{"heading":"Directory","level":3,"markdown":"Path varies depending on a project, see following table for specific directories.\n\nGreen text means variable based on your local settings.\n\n| Icon | Game | Path | Extension |\n|---|---|---|---|\n| Operation Flashpoint v1.00 | **Arma: Cold War Assault** | `Arma: CWA directory\\Users\\ProfileName\\` | N/A |\n| Armed Assault v1.00 | **Armed Assault** | ```<br>My Documents\\ArmA\\<br>My Documents\\ArmA Other Profiles\\ProfileName\\<br>``` | `*.ArmAProfile` |\n| Arma 2 v1.00 | **Arma 2** | ```<br>My Documents\\Arma 2\\<br>My Documents\\Arma 2 Other Profiles\\ProfileName\\<br>``` | `*.ArmA2Profile` |\n| Arma 2: Operation Arrowhead v1.50 | **Arma 2: Operation Arrowhead** | ```<br>My Documents\\Arma 2\\<br>My Documents\\Arma 2 Other Profiles\\ProfileName\\<br>``` | `*.ArmA2OAProfile` |\n| Take On Helicopters v1.00 | **Take On Helicopters** | ```<br>My Documents\\Take On Helicopters\\<br>My Documents\\Take On Helicopters Other Profiles\\ProfileName\\<br>``` | `*.TakeOnHProfile` |\n| Arma 3 v1.00 | **Arma 3** | ```<br>My Documents\\Arma 3\\<br>My Documents\\Arma 3 - Other Profiles\\ProfileName\\<br>``` | `*.Arma3Profile` |"},{"heading":"Contents","level":3,"markdown":""},{"heading":"Files","level":4,"markdown":"- **ProfileName.Extension** - file with all basic profile settings. Commonly referred to as a **profile file**.\n- **ProfileName.vars.Extension** - file with scripted variables used by scenarios or modules. See Scripting section below for more details. The file is binarized, which means it is encrypted and cannot be opened as a plain text and saved afterwards. This is to prevent cheating by editing values of certain variables.\n- **ProfileName.3den.Extension** - Eden Editor specific settings.\n- **UserInfo.cfg** - file with all basic profile settings used in Arma: CWA."},{"heading":"Folders","level":4,"markdown":"- ***Compositions*** - custom compositions saved by the editor\n- ***Missions*** - scenarios saved by Eden Editor\n- ***MPMissions*** - scenarios saved by Eden Editor when it was opened on a server\n- ***Saved*** - savegames of scenarios and campaigns. Also contains local versions of subscribed Steam scenarios.\n- ***Screenshot*** - folder where pictures are saved by screenshot command. By default limited to 250 MB to prevent abuse, see the command page for description on how to increase the size.\n- ***UserSaved*** - savegames of scenarios previewed in the editor."},{"heading":"Scripting (Take On Helicopters v1.00Arma 3 v1.00)","level":3,"markdown":"You can save any variable to the profile using profileNamespace command.\nThis is used to preserve persistent information like character progress, resources or various mod settings.\n\n```sqf\nprofileNamespace setVariable [\"myVariable\", 1];\n```\n\nThis will save it to namespace, but not yet to the file itself, so restarting would not preserve the variable. To mirror the namespace into the file, call:\n\n```sqf\nsaveProfileNamespace;\n```\n\nOnce set, you can retrieve the variable using:\n\n```sqf\nprivate _myVar = profileNamespace getVariable \"myVariable\";\n```\n\n> [!IMPORTANT]\n> Do not save large amount of data to the profile: the larger the profile file gets, the slower it loads!"}],"categories":["ArmA: Armed Assault: Editing","Arma 2: Editing","Arma 3: Editing","Operation Flashpoint: Editing","Take On Helicopters: Editing"],"groups":["Game and Troubleshooting"]},{"name":"Publisher","title":"Publisher","type":"topic","url":"https://community.bistudio.com/wiki/Publisher","revid":364246,"updated":"2024-05-06T09:38:18Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:**\n\nPublisher is a content publishing tool created by Bohemia Interactive.\nThe purpose of this tool is to publish whole Mods onto [Steam Workshop](http://steamcommunity.com/workshop/browse/?appid=107410) to be used with the game.\n\n**Notes:** Running Publisher with -pbo parameter containing non-existent PBO could cause it is crash to desktop\n\n#### Usage\n\n**Line call:** Publisher.exe\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Addon Builder, A3 Launcher, Publisher, user manual\n\n#### Command Line Interface\n\n##### Command\n\n```\nPublisherCmd update /id:<workshop id> {/changeNote:<change note>|/changeNoteFile:<path to a text file>} /path:<folder with mod content> [/nologo] [/nosummary]\n```\n\n##### Options\n\n/id - Id of the workshop item to update (required).\n/changeNote - Text describing the update (required).\n/changeNoteFile - Path to a file with change note (required).\n/path - Path to the folder with new mod content (required).\n/nologo - Suppresses display of the sign-on banner.\n/nosummary - Suppresses display of the parameter summary.\n\n##### Return code\n\nZero means the operation has completed successfully, non-zero value means something went wrong. Please consult the documentation for the error codes.\n\n0: Success.\n0x0001: Unknown command.\n0x0002: Invalid parameters.\n0x0003: Change note is not set and change note file is empty.\n0x0004: Change note file can't be accessed.\n0x0010: Unable to initialize Steam API (generic error).\n0x0011: Steam client is not running.\n0x0012: Steam client is offline.\n0x0013: Steam API initialization failed.\n0x0100: Generic publishing error.\n0x0101: Details about Workshop item can't be retrieved.\n0x0102: Workshop item doesn't have the MOD tag.\n0x0103: Content validation has failed, the content is not a valid mod.\n0x02XX: Steam Error 0xXX.\n0xFFFF: Fatal failure.","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:**\n\nPublisher is a content publishing tool created by Bohemia Interactive.\nThe purpose of this tool is to publish whole Mods onto [Steam Workshop](http://steamcommunity.com/workshop/browse/?appid=107410) to be used with the game.\n\n**Notes:** Running Publisher with -pbo parameter containing non-existent PBO could cause it is crash to desktop"},{"heading":"Usage","level":4,"markdown":"**Line call:** Publisher.exe"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Addon Builder, A3 Launcher, Publisher, user manual"},{"heading":"Command Line Interface","level":4,"markdown":""},{"heading":"Command","level":5,"markdown":"```\nPublisherCmd update /id:<workshop id> {/changeNote:<change note>|/changeNoteFile:<path to a text file>} /path:<folder with mod content> [/nologo] [/nosummary]\n```"},{"heading":"Options","level":5,"markdown":"/id - Id of the workshop item to update (required).\n/changeNote - Text describing the update (required).\n/changeNoteFile - Path to a file with change note (required).\n/path - Path to the folder with new mod content (required).\n/nologo - Suppresses display of the sign-on banner.\n/nosummary - Suppresses display of the parameter summary."},{"heading":"Return code","level":5,"markdown":"Zero means the operation has completed successfully, non-zero value means something went wrong. Please consult the documentation for the error codes.\n\n0: Success.\n0x0001: Unknown command.\n0x0002: Invalid parameters.\n0x0003: Change note is not set and change note file is empty.\n0x0004: Change note file can't be accessed.\n0x0010: Unable to initialize Steam API (generic error).\n0x0011: Steam client is not running.\n0x0012: Steam client is offline.\n0x0013: Steam API initialization failed.\n0x0100: Generic publishing error.\n0x0101: Details about Workshop item can't be retrieved.\n0x0102: Workshop item doesn't have the MOD tag.\n0x0103: Content validation has failed, the content is not a valid mod.\n0x02XX: Steam Error 0xXX.\n0xFFFF: Fatal failure."}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Quick camo selection definition guide","title":"Quick camo selection definition guide","type":"topic","url":"https://community.bistudio.com/wiki/Quick_camo_selection_definition_guide","revid":364105,"updated":"2024-05-04T21:56:34Z","aliases":[],"markdown":"### Intention\n\nThis guide describes a process to easily create camo selections for models to allow reskinning even for a large amount of assets.\n\n### Benefit\n\n1. Instead of defining the camo selection on each RES LOD and the view LODs one by one, this approach just needs one definition and the O2script does the rest.\n1. With the help of tools, you can create easily a mapping for many assets and mass process all assets, thus reducing the effort considerably.\n\n### Scope\n\n1. This is not a beginners guide. Please refer to related information section at the end to learn the basics.\n1. This is not about creating textures.\n1. This is not about explaining tools usage.\n1. This is not explaining config basics.\n1. This does not (yet) include the definition of selections for materials.\n\n### What are camo selections\n\nCamo selections are term to describe named selections to be used to apply different textures to a model.\nThis can be done by either means of [config](http://pmc.editing.wiki/doku.php?id=arma2:texturing:hiddenselectionstextures) or scripting.\n\n### How does the O2script work\n\nNote: technical detail to understand the process in detail.\n\n1. The model needs to have the default textures assigned.\n1. The script creates the camo selections based on the supplied texture - it looks for points/faces with the texture assigned.\n1. It assigns to these points/faces the selection name provided.\n\nSo in simple terms the script looks with the supplied texture in the model and assigns to their surface the camo selection with the desired name.\n\n### Process\n\nBrief summary:\n\n1. Save the two bio.2s scripts on this page to your .\\ObjectBuilder\\O2Scripts folder.\n1. Get the list all textures assigned to a model (for the main components).\n1. Prepare batch file with selectionName to textureName mapping for the model.\n1. Run the batch file.\n1. Add the new selectionNames in the sections[] in cfgModels of the model.cfg.\n1. Set the selectionName-textureName pair in hiddenSelections[] and hiddenSelectionsTextures[] in the config.cpp.\n1. Binarize the models with the updated model.cfg.\n\n#### Get texture list\n\nRequirement:\nYou need the paid subscriber versions of [mikero's tools](https://forums.bistudio.com/topic/113852-mikeros-dos-tools/). Namely **dep3d**.\n\n```\nDeP3d [-options..] AnyFolder | Anyfile[.p3d] | any list | \"comma,separated,list\"\nOptions\n...\n-FL[nn] list files (see readme)\n```\n\nSample calls:\n\n```\nDeP3d.exe -P -FL p:\\namespace\\path\\modelName.p3d\nDeP3d.exe -P -FL p:\\namespace\\path\\ >> TextureListForPath.txt\n```\n\nAlternatives:\n\n- Get the textures assigned to the model via ObjectBuilder or some other tool.\n- Use a hex/text editor and search for paa.\n\n#### Update model\n\nNext create the mapping of selection name to texture name and execute the following O2script with the path to the p3d along with the mapping pair.\n\n> [!WARNING]\n> Only works on source models (MLOD format).\n\nFor convenience you can use this batch file and define multiple mappings for a model, and multiple models with their mapping to mass process multiple files in one go.\n\nCreateNamedSelectionFromMapping.bat\n\n```\ncd /D \"c:\\Steam\\SteamApps\\common\\Arma 3 Tools\\ObjectBuilder\\\"\n\nO2Script.exe -a O2Scripts\\NamedSelectionCreate.bio2s p:\\namespace\\path\\modelName.p3d selectionName namespace\\path\\textureName.paa\n\nexit\n```\n\nNamedSelectionCreate.bio2s (create a text file, paste the following content, save as the said filename with bio2s as extension and move to the O2Scripts folder of ObjectBuilder)\n\n```\n#include \"std\\lodNames.inc\"\n\n_createNewSelection =\n{\n    private [\"_obj\",\"_selName\",\"_sel\"];\n\n    _obj = _this select 0;\n    _selName = _this select 1;\n    _sel = _this select 2;\n\n    if (_obj checkSelectionName _selName) then\n    {\n        //new selection already exists\n        //ToDo: handle that if needed\n    }\n    else\n    {\n        _obj save _sel as _selName;\n    };\n};\n\n_getTexOrMatName =\n{\n    private[\"_obj\",\"_fi\",\"_isMat\"];\n    _obj = _this@0;\n    _fi = _this@1;\n    _isMat = _this@2;\n\n    if(_isMat)then\n    {\n        getMaterial (_obj face _x)\n    }\n    else\n    {\n        getTexture (_obj face _x)\n    }\n};\n\n_getProxyFaces =\n{\n    private [\"_obj\",\"_faces\",\"_face\",\"_proxySel\"];\n    _obj = _this;\n\n    _faces = [];\n    {\n        if (_x @ [0,6]==\"proxy:\") then\n        {\n            _proxySel = _obj loadSelection _x;\n            _face = (getSelectedFaces _proxySel) @ 0;\n            _faces set [count _faces,_face];\n        };\n    } forEach getSelections _obj;\n\n    _faces\n};\n\n_faceIndicesByTexture =\n{\n    private[\"_obj\",\"_texName\",\"_texIsMat\",\"_proxyFaces\",\"_faceIndices\"];\n    _obj = _this@0;\n    _texName = _this@1;\n    _texIsMat = _this@2;\n\n    _proxyFaces = _obj call _getProxyFaces;\n\n    _faceIndices = [];\n    _obj forEachFace [{[_obj,_x,_texIsMat] call _getTexOrMatName == _texName},\n    {\n        if(!(_x in _proxyFaces))then\n        {\n            _faceIndices set [count _faceIndices,_x];\n        };\n    }];\n\n    _faceIndices\n};\n\n_selectByFaceIndices =\n{\n    private [\"_obj\",\"_faceIndices\",\"_sel\"];\n    _obj = _this@0;\n    _facesIndices = _this@1;\n\n    _sel = newSelection _obj;\n    _sel selectFaces _facesIndices;\n    selectPointsFromFaces _sel\n};\n\n_selectionByTexture =\n{\n    private[\"_obj\",\"_texName\",\"_texIsMat\",\"_faceIndices\"];\n    _obj = _this@0;\n    _texName = _this@1;\n    _texIsMat = _this@2;\n\n    _faceIndices = [_obj,_texName,_texIsMat] call _faceIndicesByTexture;\n    [_obj,_faceIndices] call _selectByFaceIndices\n};\n\n_createNewSelectionByTexture =\n{\n    private[\"_obj\",\"_selName\",\"_texName\",\"_texIsMat\",\"_sel\"];\n\n    _obj = _this select 0;\n    _selName = _this select 1;\n    _texName = _this select 2;\n    _texIsMat = _this select 3;\n\n    _sel = [_obj,_texName,_texIsMat] call _selectionByTexture;\n    [_obj,_selName,_sel] call _createNewSelection;\n};\n\n_sourcePath = this@0;\n_targetPath = _sourcePath;\n\nif ((count this) == 2) then {_targetPath = this@1;};\n\n_selectionName = this@1;\n_textureName = this@2;\n\n_p3d = newLODObject;\n_p3d loadP3D _sourcePath;\n\n_LODs = getObjects _p3d;\n_resolutions = getResolutions _p3d;\n\nconsole=openStandardIO;\nconsole<<\"_sourcePath: \"<<_sourcePath<<eoln;\nconsole<<\"_selectionName: \"<<_selectionName<<eoln;\nconsole<<\"_textureName: \"<<_textureName<<eoln;\n\nfor \"_i\" from 0 to (count _p3d-1) do\n{\n    _currentLOD = _LODs @ _i;\n    _currentResolution = _resolutions @ _i;\n\n    if (IS_LOD_RESOLUTION(_currentResolution)) then\n    {\n        [_currentLOD,_selectionName,_textureName,false] call _createNewSelectionByTexture;\n    };\n};\n\nsave (_p3d as _targetPath);\n```\n\n#### Model.cfg\n\nYou need to add the new named selectionNames to the sections[] in cfgModels:\n\n```cpp\nclass CfgModels\n{\n    class ParentClass;\n    class ModelName: ParentClass\n    {\n        sectionsInherit = \"ParentClass\";\n        sections[] = { \"NewCamoSelection_1\", \"NewCamoSelection_2\" };\n    };\n};\n```\n\nSee also: ArmA: Howto Model Config - CfgModels explanations - sections\n\n#### Config\n\nFinally define the named selection to texture pair in the class of the weapon or unit/vehicle/object:\n\n```cpp\nclass CfgWeapons // or CfgVehicles\n{\n    class ParentClass;\n    class YourTAG_ClassName : ParentClass\n    {\n        hiddenSelections[] = { \"camo_1\", \"camo_2\" };\n        hiddenSelectionsTextures[] = { \"\\namespace\\path\\textureName.paa\", \"\\namespace\\path\\textureName.paa\" };\n    };\n};\n```\n\nSee also: CfgVehicles Config Reference - hiddenSelections\n\n> [!WARNING]\n> Define the **correct loading order** via *requiredAddons* in the *cfgPatches* header to make sure your definition overwrites potential other definitions.\n\n### Create named selections overview\n\nIf a model already has named selections defined, you can use this batch script to list them/log them to file.\n\n> [!WARNING]\n> Only works on source models (MLOD format).\n\nListNamedSelectionsMapping.bat\n\n```\n// Adjust path\ncd /D \"c:\\Steam\\SteamApps\\common\\Arma 3 Tools\\ObjectBuilder\\\"\n\nO2Script.exe -a O2Scripts\\NamedSelectionsOverview.bio2s p:\\namespace\\path\\modelName.p3d >> NamedSelectionsOverview.txt\n\nexit\n```\n\nSample output:\n\n```\n_sourcePath: p:\\namespace\\path\\modelName.p3d\n_currentResolution: 1\n_selectionName: name1\n_textures: namespace\\path\\textureName4711.paa\n_selectionName: name2\n_textures: namespace\\path\\textureName4712.paa\n...\n```\n\nNamedSelectionsOverview.bio2s (create a text file, paste the following content, save as the said filename with bio2s as extension and move to the O2Scripts folder of ObjectBuilder)\n\n```\n#include \"std\\lodNames.inc\"\n\n_createOverviewForCurrentLOD =\n{\n    private[\"_object\"];\n\n    _object = _this select 0;\n\n    {\n        private[\"_selectionName\",\"_textures\",\"_selection\",\"_selectedFaces\"];\n        _selectionName = _x;\n\n        _textures = [];\n        _selection = _object loadSelection _selectionName;\n        _selectedFaces = getSelectedFaces _selection;\n\n        {\n            private[\"_face\",\"_texture\"];\n            _face = _x;\n\n            _texture = getTexture (_object face _face);\n            if (!(_texture in _textures)) then\n            {\n\n                _textures set [count _textures,_texture];\n            };\n        } forEach _selectedFaces;\n\n        console<<\"_selectionName: \"<<_selectionName<<eoln;\n\n        {\n            private[\"_texture\"];\n            _texture = _x;\n            if (_texture != \"\") then\n            {\n                console<<\"_textures: \"<<_texture<<eoln;\n            };\n        } forEach _textures;\n    } forEach (getSelections _object);\n};\n\n_sourcePath = this@0;\n\n_p3d = newLODObject;\n_p3d loadP3D _sourcePath;\n\n_LODs = getObjects _p3d;\n_resolutions = getResolutions _p3d;\n\nconsole=openStandardIO;\n\nfor \"_i\" from 0 to ((count _p3d) - 1) do\n{\n    _currentLOD = _LODs @ _i;\n    _currentResolution = _resolutions @ _i;\n\n    if (IS_LOD_RESOLUTION(_currentResolution)) then\n    {\n        console<<\"_currentResolution: \"<<str _currentResolution<<eoln;\n\n        [_currentLOD] call _createOverviewForCurrentLOD;\n    };\n};\n```\n\n### Credits\n\n- T_D\n- mikero\n\n### Related information\n\n#### Videos\n\n- [Retexture tutorial Part 1](https://www.youtube.com/watch?v=F8a6qTURq2A)\n- [Re-Texture Tutorial ♦ Part 1: Starting with the basics](https://www.youtube.com/watch?v=9CYbP5PXBe4)\n- [Modding Tutorial 1 - Retexturing & Config](https://www.youtube.com/watch?v=qZoI7f0ApSI)\n- [How to make and import custom textures into Arma 3 via Editor](https://www.youtube.com/watch?v=ldhhemPPFiA)\n\n#### Text\n\n- [Simple Re-texturing Guide (From Start To Finish)](https://forums.bistudio.com/topic/151777-tutorialsimple-re-texturing-guide-from-start-to-finish/)\n- http://www.battlegroup-xtra.eu/index.php/45-Arma-2-modding/3343-Mod-Restoring-ReTexturing.html\n- [Quick and dirty tut on hidden selections](https://forums.bistudio.com/topic/90124-hidden-selections/)\n- [How to create hidden selections in your models](http://fab.ofp.free.fr/Tutorials/Hidden_Selections.htm)\n- http://www.ofpec.com/addons_depot/index.php?action=details&id=25_Texturing_How-To_for_Armed_Assault_by_Soul_Assassin\n- Arma: Texture Naming Rules\n\n- [PMC wiki: Texturing](http://pmc.editing.wiki/doku.php?id=arma:texturing)\n- [PMC wiki: ReTexturing Tools Basics Tutorial by Scarecrow398](http://pmc.editing.wiki/doku.php?id=arma3:texturing:scarecrow398-retexturing-tools-basics-tutorial)\n- [PMC wiki: Basic Retexturing Tutorial of Arma 3 Character by Stiltman](http://pmc.editing.wiki/doku.php?id=arma3:config:stiltman-retexturing-tutorial)\n- [PMC wiki: hiddenSelectionsTextures](http://pmc.editing.wiki/doku.php?id=arma2:texturing:hiddenselectionstextures)","sections":[{"heading":"Intention","level":3,"markdown":"This guide describes a process to easily create camo selections for models to allow reskinning even for a large amount of assets."},{"heading":"Benefit","level":3,"markdown":"1. Instead of defining the camo selection on each RES LOD and the view LODs one by one, this approach just needs one definition and the O2script does the rest.\n1. With the help of tools, you can create easily a mapping for many assets and mass process all assets, thus reducing the effort considerably."},{"heading":"Scope","level":3,"markdown":"1. This is not a beginners guide. Please refer to related information section at the end to learn the basics.\n1. This is not about creating textures.\n1. This is not about explaining tools usage.\n1. This is not explaining config basics.\n1. This does not (yet) include the definition of selections for materials."},{"heading":"What are camo selections","level":3,"markdown":"Camo selections are term to describe named selections to be used to apply different textures to a model.\nThis can be done by either means of [config](http://pmc.editing.wiki/doku.php?id=arma2:texturing:hiddenselectionstextures) or scripting."},{"heading":"How does the O2script work","level":3,"markdown":"Note: technical detail to understand the process in detail.\n\n1. The model needs to have the default textures assigned.\n1. The script creates the camo selections based on the supplied texture - it looks for points/faces with the texture assigned.\n1. It assigns to these points/faces the selection name provided.\n\nSo in simple terms the script looks with the supplied texture in the model and assigns to their surface the camo selection with the desired name."},{"heading":"Process","level":3,"markdown":"Brief summary:\n\n1. Save the two bio.2s scripts on this page to your .\\ObjectBuilder\\O2Scripts folder.\n1. Get the list all textures assigned to a model (for the main components).\n1. Prepare batch file with selectionName to textureName mapping for the model.\n1. Run the batch file.\n1. Add the new selectionNames in the sections[] in cfgModels of the model.cfg.\n1. Set the selectionName-textureName pair in hiddenSelections[] and hiddenSelectionsTextures[] in the config.cpp.\n1. Binarize the models with the updated model.cfg."},{"heading":"Get texture list","level":4,"markdown":"Requirement:\nYou need the paid subscriber versions of [mikero's tools](https://forums.bistudio.com/topic/113852-mikeros-dos-tools/). Namely **dep3d**.\n\n```\nDeP3d [-options..] AnyFolder | Anyfile[.p3d] | any list | \"comma,separated,list\"\nOptions\n...\n-FL[nn] list files (see readme)\n```\n\nSample calls:\n\n```\nDeP3d.exe -P -FL p:\\namespace\\path\\modelName.p3d\nDeP3d.exe -P -FL p:\\namespace\\path\\ >> TextureListForPath.txt\n```\n\nAlternatives:\n\n- Get the textures assigned to the model via ObjectBuilder or some other tool.\n- Use a hex/text editor and search for paa."},{"heading":"Update model","level":4,"markdown":"Next create the mapping of selection name to texture name and execute the following O2script with the path to the p3d along with the mapping pair.\n\n> [!WARNING]\n> Only works on source models (MLOD format).\n\nFor convenience you can use this batch file and define multiple mappings for a model, and multiple models with their mapping to mass process multiple files in one go.\n\nCreateNamedSelectionFromMapping.bat\n\n```\ncd /D \"c:\\Steam\\SteamApps\\common\\Arma 3 Tools\\ObjectBuilder\\\"\n\nO2Script.exe -a O2Scripts\\NamedSelectionCreate.bio2s p:\\namespace\\path\\modelName.p3d selectionName namespace\\path\\textureName.paa\n\nexit\n```\n\nNamedSelectionCreate.bio2s (create a text file, paste the following content, save as the said filename with bio2s as extension and move to the O2Scripts folder of ObjectBuilder)\n\n```\n#include \"std\\lodNames.inc\"\n\n_createNewSelection =\n{\n    private [\"_obj\",\"_selName\",\"_sel\"];\n\n    _obj = _this select 0;\n    _selName = _this select 1;\n    _sel = _this select 2;\n\n    if (_obj checkSelectionName _selName) then\n    {\n        //new selection already exists\n        //ToDo: handle that if needed\n    }\n    else\n    {\n        _obj save _sel as _selName;\n    };\n};\n\n_getTexOrMatName =\n{\n    private[\"_obj\",\"_fi\",\"_isMat\"];\n    _obj = _this@0;\n    _fi = _this@1;\n    _isMat = _this@2;\n\n    if(_isMat)then\n    {\n        getMaterial (_obj face _x)\n    }\n    else\n    {\n        getTexture (_obj face _x)\n    }\n};\n\n_getProxyFaces =\n{\n    private [\"_obj\",\"_faces\",\"_face\",\"_proxySel\"];\n    _obj = _this;\n\n    _faces = [];\n    {\n        if (_x @ [0,6]==\"proxy:\") then\n        {\n            _proxySel = _obj loadSelection _x;\n            _face = (getSelectedFaces _proxySel) @ 0;\n            _faces set [count _faces,_face];\n        };\n    } forEach getSelections _obj;\n\n    _faces\n};\n\n_faceIndicesByTexture =\n{\n    private[\"_obj\",\"_texName\",\"_texIsMat\",\"_proxyFaces\",\"_faceIndices\"];\n    _obj = _this@0;\n    _texName = _this@1;\n    _texIsMat = _this@2;\n\n    _proxyFaces = _obj call _getProxyFaces;\n\n    _faceIndices = [];\n    _obj forEachFace [{[_obj,_x,_texIsMat] call _getTexOrMatName == _texName},\n    {\n        if(!(_x in _proxyFaces))then\n        {\n            _faceIndices set [count _faceIndices,_x];\n        };\n    }];\n\n    _faceIndices\n};\n\n_selectByFaceIndices =\n{\n    private [\"_obj\",\"_faceIndices\",\"_sel\"];\n    _obj = _this@0;\n    _facesIndices = _this@1;\n\n    _sel = newSelection _obj;\n    _sel selectFaces _facesIndices;\n    selectPointsFromFaces _sel\n};\n\n_selectionByTexture =\n{\n    private[\"_obj\",\"_texName\",\"_texIsMat\",\"_faceIndices\"];\n    _obj = _this@0;\n    _texName = _this@1;\n    _texIsMat = _this@2;\n\n    _faceIndices = [_obj,_texName,_texIsMat] call _faceIndicesByTexture;\n    [_obj,_faceIndices] call _selectByFaceIndices\n};\n\n_createNewSelectionByTexture =\n{\n    private[\"_obj\",\"_selName\",\"_texName\",\"_texIsMat\",\"_sel\"];\n\n    _obj = _this select 0;\n    _selName = _this select 1;\n    _texName = _this select 2;\n    _texIsMat = _this select 3;\n\n    _sel = [_obj,_texName,_texIsMat] call _selectionByTexture;\n    [_obj,_selName,_sel] call _createNewSelection;\n};\n\n_sourcePath = this@0;\n_targetPath = _sourcePath;\n\nif ((count this) == 2) then {_targetPath = this@1;};\n\n_selectionName = this@1;\n_textureName = this@2;\n\n_p3d = newLODObject;\n_p3d loadP3D _sourcePath;\n\n_LODs = getObjects _p3d;\n_resolutions = getResolutions _p3d;\n\nconsole=openStandardIO;\nconsole<<\"_sourcePath: \"<<_sourcePath<<eoln;\nconsole<<\"_selectionName: \"<<_selectionName<<eoln;\nconsole<<\"_textureName: \"<<_textureName<<eoln;\n\nfor \"_i\" from 0 to (count _p3d-1) do\n{\n    _currentLOD = _LODs @ _i;\n    _currentResolution = _resolutions @ _i;\n\n    if (IS_LOD_RESOLUTION(_currentResolution)) then\n    {\n        [_currentLOD,_selectionName,_textureName,false] call _createNewSelectionByTexture;\n    };\n};\n\nsave (_p3d as _targetPath);\n```"},{"heading":"Model.cfg","level":4,"markdown":"You need to add the new named selectionNames to the sections[] in cfgModels:\n\n```cpp\nclass CfgModels\n{\n    class ParentClass;\n    class ModelName: ParentClass\n    {\n        sectionsInherit = \"ParentClass\";\n        sections[] = { \"NewCamoSelection_1\", \"NewCamoSelection_2\" };\n    };\n};\n```\n\nSee also: ArmA: Howto Model Config - CfgModels explanations - sections"},{"heading":"Config","level":4,"markdown":"Finally define the named selection to texture pair in the class of the weapon or unit/vehicle/object:\n\n```cpp\nclass CfgWeapons // or CfgVehicles\n{\n    class ParentClass;\n    class YourTAG_ClassName : ParentClass\n    {\n        hiddenSelections[] = { \"camo_1\", \"camo_2\" };\n        hiddenSelectionsTextures[] = { \"\\namespace\\path\\textureName.paa\", \"\\namespace\\path\\textureName.paa\" };\n    };\n};\n```\n\nSee also: CfgVehicles Config Reference - hiddenSelections\n\n> [!WARNING]\n> Define the **correct loading order** via *requiredAddons* in the *cfgPatches* header to make sure your definition overwrites potential other definitions."},{"heading":"Create named selections overview","level":3,"markdown":"If a model already has named selections defined, you can use this batch script to list them/log them to file.\n\n> [!WARNING]\n> Only works on source models (MLOD format).\n\nListNamedSelectionsMapping.bat\n\n```\n// Adjust path\ncd /D \"c:\\Steam\\SteamApps\\common\\Arma 3 Tools\\ObjectBuilder\\\"\n\nO2Script.exe -a O2Scripts\\NamedSelectionsOverview.bio2s p:\\namespace\\path\\modelName.p3d >> NamedSelectionsOverview.txt\n\nexit\n```\n\nSample output:\n\n```\n_sourcePath: p:\\namespace\\path\\modelName.p3d\n_currentResolution: 1\n_selectionName: name1\n_textures: namespace\\path\\textureName4711.paa\n_selectionName: name2\n_textures: namespace\\path\\textureName4712.paa\n...\n```\n\nNamedSelectionsOverview.bio2s (create a text file, paste the following content, save as the said filename with bio2s as extension and move to the O2Scripts folder of ObjectBuilder)\n\n```\n#include \"std\\lodNames.inc\"\n\n_createOverviewForCurrentLOD =\n{\n    private[\"_object\"];\n\n    _object = _this select 0;\n\n    {\n        private[\"_selectionName\",\"_textures\",\"_selection\",\"_selectedFaces\"];\n        _selectionName = _x;\n\n        _textures = [];\n        _selection = _object loadSelection _selectionName;\n        _selectedFaces = getSelectedFaces _selection;\n\n        {\n            private[\"_face\",\"_texture\"];\n            _face = _x;\n\n            _texture = getTexture (_object face _face);\n            if (!(_texture in _textures)) then\n            {\n\n                _textures set [count _textures,_texture];\n            };\n        } forEach _selectedFaces;\n\n        console<<\"_selectionName: \"<<_selectionName<<eoln;\n\n        {\n            private[\"_texture\"];\n            _texture = _x;\n            if (_texture != \"\") then\n            {\n                console<<\"_textures: \"<<_texture<<eoln;\n            };\n        } forEach _textures;\n    } forEach (getSelections _object);\n};\n\n_sourcePath = this@0;\n\n_p3d = newLODObject;\n_p3d loadP3D _sourcePath;\n\n_LODs = getObjects _p3d;\n_resolutions = getResolutions _p3d;\n\nconsole=openStandardIO;\n\nfor \"_i\" from 0 to ((count _p3d) - 1) do\n{\n    _currentLOD = _LODs @ _i;\n    _currentResolution = _resolutions @ _i;\n\n    if (IS_LOD_RESOLUTION(_currentResolution)) then\n    {\n        console<<\"_currentResolution: \"<<str _currentResolution<<eoln;\n\n        [_currentLOD] call _createOverviewForCurrentLOD;\n    };\n};\n```"},{"heading":"Credits","level":3,"markdown":"- T_D\n- mikero"},{"heading":"Related information","level":3,"markdown":""},{"heading":"Videos","level":4,"markdown":"- [Retexture tutorial Part 1](https://www.youtube.com/watch?v=F8a6qTURq2A)\n- [Re-Texture Tutorial ♦ Part 1: Starting with the basics](https://www.youtube.com/watch?v=9CYbP5PXBe4)\n- [Modding Tutorial 1 - Retexturing & Config](https://www.youtube.com/watch?v=qZoI7f0ApSI)\n- [How to make and import custom textures into Arma 3 via Editor](https://www.youtube.com/watch?v=ldhhemPPFiA)"},{"heading":"Text","level":4,"markdown":"- [Simple Re-texturing Guide (From Start To Finish)](https://forums.bistudio.com/topic/151777-tutorialsimple-re-texturing-guide-from-start-to-finish/)\n- http://www.battlegroup-xtra.eu/index.php/45-Arma-2-modding/3343-Mod-Restoring-ReTexturing.html\n- [Quick and dirty tut on hidden selections](https://forums.bistudio.com/topic/90124-hidden-selections/)\n- [How to create hidden selections in your models](http://fab.ofp.free.fr/Tutorials/Hidden_Selections.htm)\n- http://www.ofpec.com/addons_depot/index.php?action=details&id=25_Texturing_How-To_for_Armed_Assault_by_Soul_Assassin\n- Arma: Texture Naming Rules\n\n- [PMC wiki: Texturing](http://pmc.editing.wiki/doku.php?id=arma:texturing)\n- [PMC wiki: ReTexturing Tools Basics Tutorial by Scarecrow398](http://pmc.editing.wiki/doku.php?id=arma3:texturing:scarecrow398-retexturing-tools-basics-tutorial)\n- [PMC wiki: Basic Retexturing Tutorial of Arma 3 Character by Stiltman](http://pmc.editing.wiki/doku.php?id=arma3:config:stiltman-retexturing-tutorial)\n- [PMC wiki: hiddenSelectionsTextures](http://pmc.editing.wiki/doku.php?id=arma2:texturing:hiddenselectionstextures)"}],"categories":["ArmA: Armed Assault: Editing Tutorials","Arma 2: Tutorials","Arma 3: Tutorials"],"groups":["Modding"]},{"name":"Remote Control Tutorial","title":"Remote Control Tutorial","type":"topic","url":"https://community.bistudio.com/wiki/Remote_Control_Tutorial","revid":347150,"updated":"2023-09-02T14:58:56Z","aliases":[],"markdown":"**Remote Control** allows a player (remote-controller) to take control of another unit (drone, or remote-controlled) that is different from the local player unit.\n\n- only a human player can remote-control another unit.\n- players cannot remote-control other players.\n- only one unit can be controlled at the same time; remote control has to be terminated before controlling another unit.\n- when a player takes control of a unit that is controlled by another player, the unit is transferred to the new owner and the previous player control is terminated.\n\nThe remote control is handled locally, which is why it is important that all arguments for remoteControl, remoteControlled and isRemoteControlling commands are Local argument local.\nException is remoteControl's *target* argument, for which locality Global argument does not matter, in which case the unit will be moved to the controlling player machine's locality.\nWhen the player is controlling the unit, the unit is local to player.\n\n### How To\n\n#### Take Control\n\nExecuting remoteControl transfers the movement control. In order to take full control, the camera also has to be transferred - using switchCamera and ideally *before* remoteControl usage;\nthe point of view and the firing control are then transferred.\nIn some cases remoteControl is enough and the cameraOn transfer happens automatically.\n\n```sqf\notherUnit switchCamera \"INTERNAL\";\nplayer remoteControl otherUnit;\n```\n\n#### Obtain Remote Control Information (Arma 3 v2.14)\n\nThe remoteControlled command works for both cases and can return either the player controlling the provided UAV or the UAV controlled by the provided player, depending on the argument used.\n\n> [!NOTE]\n> Before Arma 3 v2.14 and remoteControlled, see remoteControl examples for a workaround.\n\n##### Get the Remote Controller\n\n```sqf\nprivate _drone = remoteControlled player;\n```\n\n##### Get the Remote Controlled Unit\n\n```sqf\nprivate _player = remoteControlled _drone;\n```\n\n#### Ensure Proper Disconnection\n\nRemote Control termination can automatically transfer the camera back to the player but might need to be forced in some cases.\n\nWhen player controls a unit and the unit dies, the control stays with that unit.\nAfter a short time, the dead unit is removed from its group.\nThis will make remoteControlled on this unit return objNull, but isRemoteControlling for the controlling player will still return true and the player will remain stuck in remote control mode.\nTo exit this mode, the following can be used:\n\n```sqf\nplayer remoteControl objNull;\nswitchCamera player; // if needed\n\n// remote control can also be terminated when only the drone is known\nobjNull remoteControl _drone;\n```\n\n### See Also\n\n- Multiplayer Scripting - Locality\n- local\n- Command Group: Remote Control","sections":[{"heading":null,"level":1,"markdown":"**Remote Control** allows a player (remote-controller) to take control of another unit (drone, or remote-controlled) that is different from the local player unit.\n\n- only a human player can remote-control another unit.\n- players cannot remote-control other players.\n- only one unit can be controlled at the same time; remote control has to be terminated before controlling another unit.\n- when a player takes control of a unit that is controlled by another player, the unit is transferred to the new owner and the previous player control is terminated.\n\nThe remote control is handled locally, which is why it is important that all arguments for remoteControl, remoteControlled and isRemoteControlling commands are Local argument local.\nException is remoteControl's *target* argument, for which locality Global argument does not matter, in which case the unit will be moved to the controlling player machine's locality.\nWhen the player is controlling the unit, the unit is local to player."},{"heading":"How To","level":3,"markdown":""},{"heading":"Take Control","level":4,"markdown":"Executing remoteControl transfers the movement control. In order to take full control, the camera also has to be transferred - using switchCamera and ideally *before* remoteControl usage;\nthe point of view and the firing control are then transferred.\nIn some cases remoteControl is enough and the cameraOn transfer happens automatically.\n\n```sqf\notherUnit switchCamera \"INTERNAL\";\nplayer remoteControl otherUnit;\n```"},{"heading":"Obtain Remote Control Information (Arma 3 v2.14)","level":4,"markdown":"The remoteControlled command works for both cases and can return either the player controlling the provided UAV or the UAV controlled by the provided player, depending on the argument used.\n\n> [!NOTE]\n> Before Arma 3 v2.14 and remoteControlled, see remoteControl examples for a workaround."},{"heading":"Get the Remote Controller","level":5,"markdown":"```sqf\nprivate _drone = remoteControlled player;\n```"},{"heading":"Get the Remote Controlled Unit","level":5,"markdown":"```sqf\nprivate _player = remoteControlled _drone;\n```"},{"heading":"Ensure Proper Disconnection","level":4,"markdown":"Remote Control termination can automatically transfer the camera back to the player but might need to be forced in some cases.\n\nWhen player controls a unit and the unit dies, the control stays with that unit.\nAfter a short time, the dead unit is removed from its group.\nThis will make remoteControlled on this unit return objNull, but isRemoteControlling for the controlling player will still return true and the player will remain stuck in remote control mode.\nTo exit this mode, the following can be used:\n\n```sqf\nplayer remoteControl objNull;\nswitchCamera player; // if needed\n\n// remote control can also be terminated when only the drone is known\nobjNull remoteControl _drone;\n```"},{"heading":"See Also","level":3,"markdown":"- Multiplayer Scripting - Locality\n- local\n- Command Group: Remote Control"}],"categories":["Arma Scripting Tutorials"],"groups":["Scripting"]},{"name":"Render Worlds","title":"Render Worlds","type":"topic","url":"https://community.bistudio.com/wiki/Render_Worlds","revid":336727,"updated":"2023-01-04T15:24:45Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** We have added three Render Worlds that may be used to take pictures or video that needs some keying to add some different scene. They need to be copied into the standard distribution and added as a mod to work correctly in game. Each one of them is of different color, the default one is white while green/blue one is obviously green/blue respectively. You can access it like any other maps, from the mission editor.\n\n**Notes:** Copy the RenderWorlds directory located in the Arma 3 Tools folder into the root of your Arma 3 directory to use them. Alternatively use mapFolders from Arma 3 Tools.\n\n#### Usage\n\n**Line call:** You can start this mod via Arma 3 Launcher or by adding the parameter *-mod=RenderWorlds* to your Arma 3 shortcut (or directly in Steam library product properties).\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** mapFolders","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** We have added three Render Worlds that may be used to take pictures or video that needs some keying to add some different scene. They need to be copied into the standard distribution and added as a mod to work correctly in game. Each one of them is of different color, the default one is white while green/blue one is obviously green/blue respectively. You can access it like any other maps, from the mission editor.\n\n**Notes:** Copy the RenderWorlds directory located in the Arma 3 Tools folder into the root of your Arma 3 directory to use them. Alternatively use mapFolders from Arma 3 Tools."},{"heading":"Usage","level":4,"markdown":"**Line call:** You can start this mod via Arma 3 Launcher or by adding the parameter *-mod=RenderWorlds* to your Arma 3 shortcut (or directly in Steam library product properties)."},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** mapFolders"}],"categories":["Arma 3: Official Tools","Arma 3: Terrains"],"groups":["Tools and File Formats"]},{"name":"Resource.cpp/bin","title":"Resource.cpp/bin","type":"topic","url":"https://community.bistudio.com/wiki/Resource.cpp/bin","revid":373419,"updated":"2025-05-08T11:27:12Z","aliases":["Resource.bin"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nbin\\resource.bin is exclusively used in OFP and contains the resource dialogs.\n\nIn Arma, it has been subsumed into the standard bin\\config.bin\n\nHindsight being that wonderful invention, it was *probably* better to retain it and keep dialogs out of config namespace. Certainly a little more thought was needed than simply cut and pasting the entire resource as-was.\n\nRscDialog classes are heavily polluting. Unlike other items, there is no cfgResource class container and hence almost everything written for dialogs is a root parent. You alter or delete a root parent at your peril. Hunting for anything other than RscDialogs in the engine's post built config is noisy and time consuming. Naming and creating new dialogs is ofpec_tag critical because there is no context to refer to them, other than the root parent. If you've named your dialog \"widget\". You can be certain, someone else has too.\n\nAlong with the config.bin file, resource.cpp also has global defines, which, in bis, take the form of enums. These are almost the only instances of global defines in the game. This has been a clever approach, because only the engine.exe and the bin\\config are tightly coupled. The nature of the engine can change, it is id's for specific dialogs(solely as an eg) can change, but all pbo's which access that reference do not require recompiles.","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nbin\\resource.bin is exclusively used in OFP and contains the resource dialogs.\n\nIn Arma, it has been subsumed into the standard bin\\config.bin\n\nHindsight being that wonderful invention, it was *probably* better to retain it and keep dialogs out of config namespace. Certainly a little more thought was needed than simply cut and pasting the entire resource as-was.\n\nRscDialog classes are heavily polluting. Unlike other items, there is no cfgResource class container and hence almost everything written for dialogs is a root parent. You alter or delete a root parent at your peril. Hunting for anything other than RscDialogs in the engine's post built config is noisy and time consuming. Naming and creating new dialogs is ofpec_tag critical because there is no context to refer to them, other than the root parent. If you've named your dialog \"widget\". You can be certain, someone else has too.\n\nAlong with the config.bin file, resource.cpp also has global defines, which, in bis, take the form of enums. These are almost the only instances of global defines in the game. This has been a clever approach, because only the engine.exe and the bin\\config are tightly coupled. The nature of the engine can change, it is id's for specific dialogs(solely as an eg) can change, but all pbo's which access that reference do not require recompiles."}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Retexturing with setObjectTexture","title":"Retexturing with setObjectTexture","type":"topic","url":"https://community.bistudio.com/wiki/Retexturing_with_setObjectTexture","revid":349729,"updated":"2023-11-20T22:09:55Z","aliases":[],"markdown":"> [!NOTE]\n> Textures can also be generated by the engine; see Procedural Textures.\n\nIf you want to retexture an asset with the setObjectTexture command it is necessary to work with the original texture. As an example we will be using the Wall Sign (`Land_WallSign_01_F`). Contrary to other signs, such as the advertisment signs (`SignAd_...`), a texture with the usual dimensions (2x * 2y, eg. 256x256, 512x512, ...) will display the image wrong. This is because the texture also contains the texture for the back and sides of the board, not only the \"content\". With the following steps you can correctly retexture such assets.\n\n> [!WARNING]\n> Be sure that you are allowed to use the original texture to retexture assets! Respect the Intellectual Property of the author!\n\n### Prerequisites\n\nFor this tutorial you will need:\n\n- Arma 3 Tools\n- Access to the game files. You can:\n  - Unpack the entire game\n  - [Have a tool to open/unpack pbos](https://forums.bohemia.net/forums/topic/226269-tools-utilities-compilation-list-for-arma3/)\n\n### Steps\n\n#### Finding the original texture\n\nYour safest bet to find textures is to look in the config. If you want to use setObjectTexture there has to be an attribute called `hiddenSelectionTextures` which contains at least one entry. In case of the wall sign it looks like this:\n\n```cpp\nhiddenselectionstextures[] = { \"a3\\Structures_F_Orange\\Signs\\Special\\Data\\WallSign_01_F_wood_CO.paa\", \"a3\\Structures_F_Orange\\Signs\\Special\\Data\\WallSign_01_F_wood_CO.paa\" };\n```\n\nIt is also possible to find this path using Eden. You can place down an object, open its attributes (right click >> Attributes... or double click), scroll down to \"Object Specific - Object: Wall Sign\" and the texture paths should be listed as Texture #0 to Texture#N.\n\nIf you have the game data unpacked you simply follow that path and find the paa file. If not it will be a bit more tricky. Most of the game's data is located in the Addons folder in your game directory. But with the release of DLCs the content is way more split up. In the case of our example it is part of the Laws Of War DLC but in the game files it is called \"Orange\". So if we go into `Arma 3\\Orange\\Addons` directory we can find the `structures_f_orange.pbo`. If we open it we can go further down into `Signs\\Special\\Data` and find `WallSign_01_F_wood_CO.paa`.\n\n#### Opening the paa\n\nThe paa file can be opened with the TexView 2 program that is part of Arma 3 Tools. Opening the paa will show us the problem that we were facing initially. The texture handles the entire sign, including the back of it. What you have to do is to only modify the white part of the board.\n\n#### Editing the paa\n\nYou can't directly edit paa. Instead you have to convert paa to png using TexView 2 first. Then you can edit the png file and convert pack to paa with TexView 2 again.\n\n#### Applying the texture\n\nYour paa file has to be placed in the mission folder or your mod folder. To set the texture you can use setObjectTexture or its global variant setObjectTextureGlobal.","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> Textures can also be generated by the engine; see Procedural Textures.\n\nIf you want to retexture an asset with the setObjectTexture command it is necessary to work with the original texture. As an example we will be using the Wall Sign (`Land_WallSign_01_F`). Contrary to other signs, such as the advertisment signs (`SignAd_...`), a texture with the usual dimensions (2x * 2y, eg. 256x256, 512x512, ...) will display the image wrong. This is because the texture also contains the texture for the back and sides of the board, not only the \"content\". With the following steps you can correctly retexture such assets.\n\n> [!WARNING]\n> Be sure that you are allowed to use the original texture to retexture assets! Respect the Intellectual Property of the author!"},{"heading":"Prerequisites","level":3,"markdown":"For this tutorial you will need:\n\n- Arma 3 Tools\n- Access to the game files. You can:\n  - Unpack the entire game\n  - [Have a tool to open/unpack pbos](https://forums.bohemia.net/forums/topic/226269-tools-utilities-compilation-list-for-arma3/)"},{"heading":"Steps","level":3,"markdown":""},{"heading":"Finding the original texture","level":4,"markdown":"Your safest bet to find textures is to look in the config. If you want to use setObjectTexture there has to be an attribute called `hiddenSelectionTextures` which contains at least one entry. In case of the wall sign it looks like this:\n\n```cpp\nhiddenselectionstextures[] = { \"a3\\Structures_F_Orange\\Signs\\Special\\Data\\WallSign_01_F_wood_CO.paa\", \"a3\\Structures_F_Orange\\Signs\\Special\\Data\\WallSign_01_F_wood_CO.paa\" };\n```\n\nIt is also possible to find this path using Eden. You can place down an object, open its attributes (right click >> Attributes... or double click), scroll down to \"Object Specific - Object: Wall Sign\" and the texture paths should be listed as Texture #0 to Texture#N.\n\nIf you have the game data unpacked you simply follow that path and find the paa file. If not it will be a bit more tricky. Most of the game's data is located in the Addons folder in your game directory. But with the release of DLCs the content is way more split up. In the case of our example it is part of the Laws Of War DLC but in the game files it is called \"Orange\". So if we go into `Arma 3\\Orange\\Addons` directory we can find the `structures_f_orange.pbo`. If we open it we can go further down into `Signs\\Special\\Data` and find `WallSign_01_F_wood_CO.paa`."},{"heading":"Opening the paa","level":4,"markdown":"The paa file can be opened with the TexView 2 program that is part of Arma 3 Tools. Opening the paa will show us the problem that we were facing initially. The texture handles the entire sign, including the back of it. What you have to do is to only modify the white part of the board."},{"heading":"Editing the paa","level":4,"markdown":"You can't directly edit paa. Instead you have to convert paa to png using TexView 2 first. Then you can edit the png file and convert pack to paa with TexView 2 again."},{"heading":"Applying the texture","level":4,"markdown":"Your paa file has to be placed in the mission folder or your mod folder. To set the texture you can use setObjectTexture or its global variant setObjectTextureGlobal."}],"categories":["Arma: Tutorials"],"groups":["Modding"]},{"name":"RPT","title":"RPT","type":"topic","url":"https://community.bistudio.com/wiki/RPT","revid":177477,"updated":"2020-12-30T06:34:23Z","aliases":[],"markdown":"1. REDIRECT Crash Files","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT Crash Files"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"Rtm (Animation) File Format","title":"Rtm (Animation) File Format","type":"topic","url":"https://community.bistudio.com/wiki/Rtm_(Animation)_File_Format","revid":373422,"updated":"2025-05-08T11:27:12Z","aliases":["RTM"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n### Binary Format\n\nFor binary rtm's see Rtm Binarised File Format\n\n### Conventions\n\nsee Generic FileFormat Data Types\n\n### Animations\n\n- RTM files are applied to any P3d that has a 'skeleton'. Not ALL p3d's have them.\n\n- The appropriately termed 'skeleton' consists of 'bones' such as heads, arms, legs, feet, doors.\n\n- The skeleton as such, is not used by an rtm file. Part, or all, of the bones of the skeleton are.\n\n- An rtm frame consists of a collection of bones. Each frame contains identical bones but each of those bones are individually displayed at differing orientations.\n- The same rtm file can be applied to different p3d's on the assumption of course that the bone names in each of those p3d's are identical. This would be reasonable for a collection of soldiers eg.\n\nAnd so:\n\n### RtmFile\n\n```\nRtmFile\n{\n char[8] \"RTM_MDAT\"    //optional. Must appear 1st see frame properties. These are not asciiz\n char[8] \"RTM_0101\"; //mandatory\n};\n```\n\n### RTM_MDAT\n\nIntroduced at arma3\n\n```\nProperties\n{\n char    \"RTM_MDAT\"\n ulong   Zeroes;\n ulong   nFrameProperties;\n Property[nFrameProperties];\n};\n```\n\n#### Property\n\n```\n{\n float        phase;\n lAsciiz*    name;\n lAsciiz*    value;\n}\n```\n\n##### lAscii\n\n```\n{\n  byte nChars   // there is no null char 'byte' might be a compressed byte (see flashpoint strings)\n  char [nChars];// there is no null char\n]\n```\n\n### RTM_0101\n\n```\nRtmData\n{\n char       \"RTM_0101\"\n XYZTriplet Vertex;                // Total Moving XZY. At 0,0,0 'soldier' runs in same spot.\n ulong      nFrames;               // Self Explanatory?\n ulong      nBones;                //\n BoneName   BoneNames[nBones];     //\n RtmFrame   Frames[nFrames];\n};\n```\n\nThe number of frames (and bones in each frame) extend to the end of file. There is no checksum or end of file signature.\n\n#### BoneName\n\n```\nchar BoneName[32];   //fixed 32 byte record for each bone. NOT asciiz\n```\n\n#### RtmFrame\n\n```\nRtmFrame\n(\n  float          FrameTime; // Values 0.0 to 1.0\n  BoneTransform  Bone[nBones];\n};\n```\n\n#### Frametime\n\nRepresents a percentage of 'time' relative to the *total* time taken to display all frames.\nThe overall time is *not* indicated in the rtm. External sources cause the 'frames' to move\nfast, or slow, or whatever.\n\nThis is one of those parameters that are easy to understand, and difficult to explain.\n\nThe value represents percentage of the expiry time for the **entire** frameset.\n\nGiven ten frames, all of which you want displayed for the same amount of time. the frametime value would progress, 0,0.1,0.2,0.3 etc, not, as would be intuitive, 0.1,0.1,0.1,0.1.........\n\n##### BoneTransform\n\n```\nBoneTransform\n{\n  BoneName   BoneName;      //Identical to that found in header above, and in same relative order\n  Transform  Transform;     //The orientation of the model.\n};\n```\n\nThe exact same number of bonesis specified inside every Frame, as per the initial list in exactly the same order. In effect, naming again, in every component, in every frame is redundant. This has since been corrected in the binarised rtm version.\n\n###### Transform\n\n```\nTransform\n{\n  XYZTriplet Triplet[4]; // eg float[4][3]\n};\n```\n\nThis is the transform matrix used directly by Microsoft DirectX engines.\n\nIn fact, the 'correct' matrix is actually 4 x 4, but the last column always represents 0,0,0,1 thus\n\n```\nM11,M12 M13 (0.0)\nM21,M22,M23 (0.0)\nM31,M32,M33 (0.0)\nM41,M42,M43 (1.0)\n```\n\nand so is never stored.\n\nsimilar Transform matrices are used for WRP and P3d files as well.\n\nThe last row (M41...) happens to be the position of the object X Z Y co-ordinates, and is often referred to separately.\n\nFor further information visit\n\n[Microsoft Transforms (Direct3D 9)](https://msdn.microsoft.com/en-us/library/windows/desktop/bb206269.aspx)\n\n### Examples\n\nBonenames apply to p3d models that have skeleton structure. This, chiefly, to class man objects (soldiers, civilians, etc). They are internal to the engines.\n\nThere are 25 bone names in ofp, and 65 in arma1.\n\n#### Ofp\n\n```\n           hlava(Head)\n           krk(Neck)\n           zebra(Spine) //ribs\n           hrudnik(Spine1 2 or 3) //chest\n            bricho(Pelvis) //abdomen\nlrameno(LeftShoulder) prameno(RightShoulder)\nlbiceps(LeftArm)      pbiceps(RightArm)\nlloket(LeftForeArm)   ploket(RightForeArm)\nlruka(LeftHand)       pruka(RightHand) //right fist\nlprsty(LeftHand)      pprsty(RightHand) //left right fingers\nlstehno(LeftUpLeg)    pstehno(RightUpLeg)\nlholen(LeftLeg)       pholen(RightLeg) // lower legs\nlchodidlo(LeftFoot)   pchodidlo(RightFoot)\nlzadek                pzadek          // right buttock\n           zbran(weapon)   //primary weapon proxy\n           roura(launcher) //secondary weapon proxy\n```\n\n#### Arma\n\n```\n          Head\n          Neck\n          Neck1\n          Spine\n          Spine1\n          Spine2\n          Spine3\n          Pelvis\nLeftShoulder  RightShoulder\nLeftArm       RightArm\nLeftArmRoll   RightArmRoll\nLeftForeArm   RightForeArm\nLeftForeArmRoll RightForeArmRoll\nLeftHand      RightHand\nLeftHandThumb1  RightHandThumb1\nLeftHandThumb2  RightHandThumb2\nLeftHandThumb3  RightHandThumb3\nLeftHandIndex1  RightHandIndex1\nLeftHandIndex2  RightHandIndex2\nLeftHandIndex3  RightHandIndex3\nLeftHandMiddle1 RightHandMiddle1\nLeftHandMiddle2 RightHandMiddle2\nLeftHandMiddle3 RightHandMiddle3\nLeftHandRing    RightHandRing\nLeftHandRing1   RightHandRing1\nLeftHandRing2   RightHandRing2\nLeftHandRing3   RightHandRing3\nLeftHandPinky1  RightHandPinky1\nLeftHandPinky2  RightHandPinky2\nLeftHandPinky3  RightHandPinky3\nLeftUpLeg              RightUpLeg\nLeftUpLegRoll          RightUpLegRoll\nLeftLeg                RightLeg\nLeftLegRoll            RightLegRoll\nLeftFoot(pchodidlo)    RightFoot\nLeftToeBase            RightToeBase\n           weapon\n           launcher\n           camera\n```","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"Binary Format","level":3,"markdown":"For binary rtm's see Rtm Binarised File Format"},{"heading":"Conventions","level":3,"markdown":"see Generic FileFormat Data Types"},{"heading":"Animations","level":3,"markdown":"- RTM files are applied to any P3d that has a 'skeleton'. Not ALL p3d's have them.\n\n- The appropriately termed 'skeleton' consists of 'bones' such as heads, arms, legs, feet, doors.\n\n- The skeleton as such, is not used by an rtm file. Part, or all, of the bones of the skeleton are.\n\n- An rtm frame consists of a collection of bones. Each frame contains identical bones but each of those bones are individually displayed at differing orientations.\n- The same rtm file can be applied to different p3d's on the assumption of course that the bone names in each of those p3d's are identical. This would be reasonable for a collection of soldiers eg.\n\nAnd so:"},{"heading":"RtmFile","level":3,"markdown":"```\nRtmFile\n{\n char[8] \"RTM_MDAT\"    //optional. Must appear 1st see frame properties. These are not asciiz\n char[8] \"RTM_0101\"; //mandatory\n};\n```"},{"heading":"RTM_MDAT","level":3,"markdown":"Introduced at arma3\n\n```\nProperties\n{\n char    \"RTM_MDAT\"\n ulong   Zeroes;\n ulong   nFrameProperties;\n Property[nFrameProperties];\n};\n```"},{"heading":"Property","level":4,"markdown":"```\n{\n float        phase;\n lAsciiz*    name;\n lAsciiz*    value;\n}\n```"},{"heading":"lAscii","level":5,"markdown":"```\n{\n  byte nChars   // there is no null char 'byte' might be a compressed byte (see flashpoint strings)\n  char [nChars];// there is no null char\n]\n```"},{"heading":"RTM_0101","level":3,"markdown":"```\nRtmData\n{\n char       \"RTM_0101\"\n XYZTriplet Vertex;                // Total Moving XZY. At 0,0,0 'soldier' runs in same spot.\n ulong      nFrames;               // Self Explanatory?\n ulong      nBones;                //\n BoneName   BoneNames[nBones];     //\n RtmFrame   Frames[nFrames];\n};\n```\n\nThe number of frames (and bones in each frame) extend to the end of file. There is no checksum or end of file signature."},{"heading":"BoneName","level":4,"markdown":"```\nchar BoneName[32];   //fixed 32 byte record for each bone. NOT asciiz\n```"},{"heading":"RtmFrame","level":4,"markdown":"```\nRtmFrame\n(\n  float          FrameTime; // Values 0.0 to 1.0\n  BoneTransform  Bone[nBones];\n};\n```"},{"heading":"Frametime","level":4,"markdown":"Represents a percentage of 'time' relative to the *total* time taken to display all frames.\nThe overall time is *not* indicated in the rtm. External sources cause the 'frames' to move\nfast, or slow, or whatever.\n\nThis is one of those parameters that are easy to understand, and difficult to explain.\n\nThe value represents percentage of the expiry time for the **entire** frameset.\n\nGiven ten frames, all of which you want displayed for the same amount of time. the frametime value would progress, 0,0.1,0.2,0.3 etc, not, as would be intuitive, 0.1,0.1,0.1,0.1........."},{"heading":"BoneTransform","level":5,"markdown":"```\nBoneTransform\n{\n  BoneName   BoneName;      //Identical to that found in header above, and in same relative order\n  Transform  Transform;     //The orientation of the model.\n};\n```\n\nThe exact same number of bonesis specified inside every Frame, as per the initial list in exactly the same order. In effect, naming again, in every component, in every frame is redundant. This has since been corrected in the binarised rtm version."},{"heading":"Transform","level":6,"markdown":"```\nTransform\n{\n  XYZTriplet Triplet[4]; // eg float[4][3]\n};\n```\n\nThis is the transform matrix used directly by Microsoft DirectX engines.\n\nIn fact, the 'correct' matrix is actually 4 x 4, but the last column always represents 0,0,0,1 thus\n\n```\nM11,M12 M13 (0.0)\nM21,M22,M23 (0.0)\nM31,M32,M33 (0.0)\nM41,M42,M43 (1.0)\n```\n\nand so is never stored.\n\nsimilar Transform matrices are used for WRP and P3d files as well.\n\nThe last row (M41...) happens to be the position of the object X Z Y co-ordinates, and is often referred to separately.\n\nFor further information visit\n\n[Microsoft Transforms (Direct3D 9)](https://msdn.microsoft.com/en-us/library/windows/desktop/bb206269.aspx)"},{"heading":"Examples","level":3,"markdown":"Bonenames apply to p3d models that have skeleton structure. This, chiefly, to class man objects (soldiers, civilians, etc). They are internal to the engines.\n\nThere are 25 bone names in ofp, and 65 in arma1."},{"heading":"Ofp","level":4,"markdown":"```\n           hlava(Head)\n           krk(Neck)\n           zebra(Spine) //ribs\n           hrudnik(Spine1 2 or 3) //chest\n            bricho(Pelvis) //abdomen\nlrameno(LeftShoulder) prameno(RightShoulder)\nlbiceps(LeftArm)      pbiceps(RightArm)\nlloket(LeftForeArm)   ploket(RightForeArm)\nlruka(LeftHand)       pruka(RightHand) //right fist\nlprsty(LeftHand)      pprsty(RightHand) //left right fingers\nlstehno(LeftUpLeg)    pstehno(RightUpLeg)\nlholen(LeftLeg)       pholen(RightLeg) // lower legs\nlchodidlo(LeftFoot)   pchodidlo(RightFoot)\nlzadek                pzadek          // right buttock\n           zbran(weapon)   //primary weapon proxy\n           roura(launcher) //secondary weapon proxy\n```"},{"heading":"Arma","level":4,"markdown":"```\n          Head\n          Neck\n          Neck1\n          Spine\n          Spine1\n          Spine2\n          Spine3\n          Pelvis\nLeftShoulder  RightShoulder\nLeftArm       RightArm\nLeftArmRoll   RightArmRoll\nLeftForeArm   RightForeArm\nLeftForeArmRoll RightForeArmRoll\nLeftHand      RightHand\nLeftHandThumb1  RightHandThumb1\nLeftHandThumb2  RightHandThumb2\nLeftHandThumb3  RightHandThumb3\nLeftHandIndex1  RightHandIndex1\nLeftHandIndex2  RightHandIndex2\nLeftHandIndex3  RightHandIndex3\nLeftHandMiddle1 RightHandMiddle1\nLeftHandMiddle2 RightHandMiddle2\nLeftHandMiddle3 RightHandMiddle3\nLeftHandRing    RightHandRing\nLeftHandRing1   RightHandRing1\nLeftHandRing2   RightHandRing2\nLeftHandRing3   RightHandRing3\nLeftHandPinky1  RightHandPinky1\nLeftHandPinky2  RightHandPinky2\nLeftHandPinky3  RightHandPinky3\nLeftUpLeg              RightUpLeg\nLeftUpLegRoll          RightUpLegRoll\nLeftLeg                RightLeg\nLeftLegRoll            RightLegRoll\nLeftFoot(pchodidlo)    RightFoot\nLeftToeBase            RightToeBase\n           weapon\n           launcher\n           camera\n```"}],"categories":["Operation Flashpoint: Modelling","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Rtm Binarised File Format","title":"Rtm Binarised File Format","type":"topic","url":"https://community.bistudio.com/wiki/Rtm_Binarised_File_Format","revid":373417,"updated":"2025-05-08T11:27:12Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n## UnBinarised Format\n\nFor unbinarised see Rtm (Animation) File Format\n\n## Binarised format\n\nBinarised rtm was introduced for the Arma2 engine.\n\nThere are currently three versions.\n\n```\nversion 3: Arma2 family, some found in Arma3 files too\nversion 4: Arma3\nversion 5: Arma3 (1024 byte compression rule changed to prefixed flag)\n```\n\n### Structure\n\n```\nRTMB\n{\n  RTMBHeader       Header;\n  byte             Always1;              // ??\n  XYZTriplet       Displacement;\n  ulong            nFrames;              // 55 eg\n  ulong            Generally0;           // ??\n  ulong            nBones;               // same value as NoOfBones\n  ulong            NoOfBones;            // 128 eg\n  Asciiz           BoneNames[NoOfBones]; // \"weapon\\0\\rightarm\\leftarm\\etc...\"\n  if (Version >= 4)\n  {\n     ulong         Zero;            // probably count and structure\n     ulong nFrameProperties;\n     FrameProperty FrameProperties[nFrameProperties];\n  }\n  FrameTimes       FrameTimes;           // CompressedFloats\n  FramePosition    FramePositions[nFrames];// CompressedFrames\n}\n```\n\nBoneNames are the traditional Bis catenated strings. One after the other separated by '\\0'. Unlike most others encountered in Bis file architecture, there is no final terminating double null because the count is already known.\n\n### RTMBHeader\n\n```\nRTMBHeader\n{\n char[4]       Type;          //\"BMTR\"\n ulong         Version;       // 3==A2, 4,5==A3\n}\n```\n\n### FrameTimes (compressed)\n\n```\nFrameTimes\n{\n ulong nFrameTimes;          // should always be same as nFrames\n float Array[nFrameTimes];\n}\n```\n\nThis is the traditional Bis potentially-compressed lzo structure, where, if, the total bytes stored >=1024, the array is compressed (in lzo format). All bones are 'held' in a position and orientation (specified by FramePosition) for the duration of that frametime period.\n\nVersion 5 files use the same new compression rule as Version 64 ODOL .P3D files; each compressed array is prefixed by:\n\n```\n ulong elementCount;\n byte compressed; // 0 for not compressed, 2 for compressed\n```\n\n### FramePosition (compressed)\n\n```\nFramePosition\n{\n ulong   ThisFrameNoOfBones;               // Should always be same as nBones\n Transform  Transforms[ThisFrameNoOfBones];\n}FramePositions[nFrames];\n```\n\nEach bone is held in this position and orientation for this frametime. ThisFrameNoOfBones is irrelevant to the engine and always must be the nBones value. It is present however because of efficiencies in using the standard bis lzo compression methods which rely on this 'count'.\n\nVersion 5 FramePosition's are optionally compressed with the same compression flag as FrameTimes.\n\n#### Transform\n\nfollowing information supplied by 'Voyager' to whom all honor and glory\n\n```\ntransform\n{\n  short  Qnion[4]; //compressed xyzw Rotation\n  short  XYZ[3];// Compressed triplet\n};\n```\n\n```\nQuarternion(qX=Qnion[0]/16384,qY=Qnion[1]/16384,qZ=Qnion[2]/16384,qW=Qnion[3]/16384);\n\nTriplet(X=Convert(XYZ[0],Y=Convert(XYZ[1],Z=Convert(XYZ[2]);\n```\n\n```\ndouble Convert(ushort value)\n{\n double sign = ((value & 0x8000) != 0) ? -1 : 1;\n // S eeeee xxxxxxxxxx\n ushort exponent = (value & 0x7FFF) >> 10;//5bits\n double significand = (double)(value & 0x03FF) / (1 << 10);\n if (exponent == 0) {\n   return (sign / 0x4000) * (0.0 + significand );\n }\n return sign * Pow(2, exponent - 15) * (1 + significand ); }\n}\n```\n\n#### Frame Properties\n\n```\nFrameProperty// eg \"var\"=\"thing\";\n{\n   ulong default; // generally 0 sometimes -1\n   asciiz name; // \"StepSound\" in all current A3 files.\n   float frame_time;\n   asciiz value; // \"\" in all current A3 files.\n};\n```","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"UnBinarised Format","level":2,"markdown":"For unbinarised see Rtm (Animation) File Format"},{"heading":"Binarised format","level":2,"markdown":"Binarised rtm was introduced for the Arma2 engine.\n\nThere are currently three versions.\n\n```\nversion 3: Arma2 family, some found in Arma3 files too\nversion 4: Arma3\nversion 5: Arma3 (1024 byte compression rule changed to prefixed flag)\n```"},{"heading":"Structure","level":3,"markdown":"```\nRTMB\n{\n  RTMBHeader       Header;\n  byte             Always1;              // ??\n  XYZTriplet       Displacement;\n  ulong            nFrames;              // 55 eg\n  ulong            Generally0;           // ??\n  ulong            nBones;               // same value as NoOfBones\n  ulong            NoOfBones;            // 128 eg\n  Asciiz           BoneNames[NoOfBones]; // \"weapon\\0\\rightarm\\leftarm\\etc...\"\n  if (Version >= 4)\n  {\n     ulong         Zero;            // probably count and structure\n     ulong nFrameProperties;\n     FrameProperty FrameProperties[nFrameProperties];\n  }\n  FrameTimes       FrameTimes;           // CompressedFloats\n  FramePosition    FramePositions[nFrames];// CompressedFrames\n}\n```\n\nBoneNames are the traditional Bis catenated strings. One after the other separated by '\\0'. Unlike most others encountered in Bis file architecture, there is no final terminating double null because the count is already known."},{"heading":"RTMBHeader","level":3,"markdown":"```\nRTMBHeader\n{\n char[4]       Type;          //\"BMTR\"\n ulong         Version;       // 3==A2, 4,5==A3\n}\n```"},{"heading":"FrameTimes (compressed)","level":3,"markdown":"```\nFrameTimes\n{\n ulong nFrameTimes;          // should always be same as nFrames\n float Array[nFrameTimes];\n}\n```\n\nThis is the traditional Bis potentially-compressed lzo structure, where, if, the total bytes stored >=1024, the array is compressed (in lzo format). All bones are 'held' in a position and orientation (specified by FramePosition) for the duration of that frametime period.\n\nVersion 5 files use the same new compression rule as Version 64 ODOL .P3D files; each compressed array is prefixed by:\n\n```\n ulong elementCount;\n byte compressed; // 0 for not compressed, 2 for compressed\n```"},{"heading":"FramePosition (compressed)","level":3,"markdown":"```\nFramePosition\n{\n ulong   ThisFrameNoOfBones;               // Should always be same as nBones\n Transform  Transforms[ThisFrameNoOfBones];\n}FramePositions[nFrames];\n```\n\nEach bone is held in this position and orientation for this frametime. ThisFrameNoOfBones is irrelevant to the engine and always must be the nBones value. It is present however because of efficiencies in using the standard bis lzo compression methods which rely on this 'count'.\n\nVersion 5 FramePosition's are optionally compressed with the same compression flag as FrameTimes."},{"heading":"Transform","level":4,"markdown":"following information supplied by 'Voyager' to whom all honor and glory\n\n```\ntransform\n{\n  short  Qnion[4]; //compressed xyzw Rotation\n  short  XYZ[3];// Compressed triplet\n};\n```\n\n```\nQuarternion(qX=Qnion[0]/16384,qY=Qnion[1]/16384,qZ=Qnion[2]/16384,qW=Qnion[3]/16384);\n\nTriplet(X=Convert(XYZ[0],Y=Convert(XYZ[1],Z=Convert(XYZ[2]);\n```\n\n```\ndouble Convert(ushort value)\n{\n double sign = ((value & 0x8000) != 0) ? -1 : 1;\n // S eeeee xxxxxxxxxx\n ushort exponent = (value & 0x7FFF) >> 10;//5bits\n double significand = (double)(value & 0x03FF) / (1 << 10);\n if (exponent == 0) {\n   return (sign / 0x4000) * (0.0 + significand );\n }\n return sign * Pow(2, exponent - 15) * (1 + significand ); }\n}\n```"},{"heading":"Frame Properties","level":4,"markdown":"```\nFrameProperty// eg \"var\"=\"thing\";\n{\n   ulong default; // generally 0 sometimes -1\n   asciiz name; // \"StepSound\" in all current A3 files.\n   float frame_time;\n   asciiz value; // \"\" in all current A3 files.\n};\n```"}],"categories":["Operation Flashpoint: Modelling","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"RVMAT","title":"RVMAT","type":"topic","url":"https://community.bistudio.com/wiki/RVMAT","revid":177427,"updated":"2020-12-30T06:07:39Z","aliases":[],"markdown":"1. REDIRECT RVMAT_basics","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT RVMAT_basics"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"RVMAT basics","title":"RVMAT basics","type":"topic","url":"https://community.bistudio.com/wiki/RVMAT_basics","revid":367263,"updated":"2024-08-08T20:11:51Z","aliases":["Materials","RVMAT"],"markdown":"### Theory\n\n#### Lighting\n\nLighting and shading are what make 3D scene appealing. In real-time render we still have to simplify so the Artist must understand how shading works in engine to be able prepare the best realistic looking surfaces.\n\nReal Virtuality counts lighting as **T * (D.o + A) + S.o**:\n\n- T = texture color\n- D = diffuse lighting (color, intensity and direction. ARMA engine has just one light source of directional light - sun or moon.) D is calculated as max(L.N,0)*sunLightColor - where L is light direction, N is surface direction (normal)\n- A = ambient lighting (color and intensity. It is always present at same intensity all over the scene and its value is done by overcast setting)\n- S = specular (setting of material glossiness and specularity)\n- o = direction of light (1 = pixel is lit, 0 = pixel is in shadow)\n\nSimple materials count lighting per vertex by interpolating light direction between face edges (normals). It is similar to well known Gouraud shading model. More complex materials use per pixel normal orientation.\n\nValues for shading calculations are combined from textures, effect bitmaps, engine light settings (config) and material settings (`.rvmat`).\n\n#### Shadows\n\nShadows are calculated in ARMA engine two types, depending on values in Video options and each model setting.\n\nStencil buffer shadows are sharp and they are added after the whole scene has been drawn. Engine just subtracts diffuse light value on places where stencil shadow volume appeared.\nThis results in speculars still being present in shadows. Also when ambient and diffuse settings of the material are not equal (and ForceDiffuse!=0) then resulting color isn't correct.\n\nShadow buffer makes one soft shadow map calculated on GCard for whole scene from the viewport. This affects the precision of the shadow.\n\n#### Glossiness\n\nMaterial specularity is defined by a curve ([Bidirectional reflectance function](https://en.wikipedia.org/wiki/Bidirectional_reflectance_function)) that says how much light is reflected under all angles.\nIn Real Virtuality we are able to use:\n\n- Specular Power\n- Irradiance Table\n- Fresnel values\n\nin `.rvmat` files.\n\n#### Sections\n\nTextures and materials are linked to each face separately so artist can have various materials on surface mapped with a single texture.\n\nEverytime when Graphics Card (GPU) is instructed to draw with new parameters, we call it scene section. It is usually when new object (*.p3d), texture or material appears.\nSections are generated each time when there is need to change parameters for rendering on Graphical Card (GPU).\nThis is always when loading information from CPU about independent OBJECT, TEXTURE, MATERIAL or bone limit is exceeded on the card.\nOverhead in instruction transfer between CPU and GPU then lowers rendering performance which could be used to render hundreds polygons or textures etc.\n\nTexture (TGA) is assigned to individual faces.\nMaterial (RVMAT) is assigned to same faces separately thus it is possible use various materials on surface covered with one UV and CO map.\nYet then are generated another sections. In STAGE 0 is possible change with RVMAT also difusse component texture.\nSections may differ in individual LODs.\n\n#### Procedural textures\n\nBesides TGA/PAA textures, Real Virtuality can work with maps generated in real-time procedurally - see Procedural Textures.\n\n#### Normal Map\n\nThe [Normal maps](http://wiki.polycount.com/wiki/Normal_map) used in Arma are [Tangent-space](http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Tangent-space_normal_map) maps with the [X+ Y-](http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates) orientation (same as in Unreal Engine and 3dsmax renderer default setting).\n\n### RVMAT files\n\nThose files are a sort of config.\n\n#### Basic Surface Setting\n\n##### Ambient\n\n```cpp\nAmbient[] = { 0.9, 0.9, 0.9, 1 };\n```\n\nmultiplies color values (color texture R,G,B,A) of the surface that is not lit by the main directional light.\n\n##### Diffuse\n\n```cpp\nDiffuse[] = { 0.9, 0.9, 0.9, 1 };\n```\n\nmultiplies color values of the surface that lit by main directional light.\n\n##### ForcedDiffuse\n\n```cpp\nForcedDiffuse[] = { 0, 0, 0, 0 };\n```\n\nthose values help to simulate so called **Translucency**; part of the diffuse lighting that is reflected on surface in shadow.\nIt works similar to ambient but with different lighting component. Unfortunately some shaders do not work well with `forcedDiffuse`.\n\n```cpp\nambient[] = { 1, 1, 1, 1 };\nDiffuse[] = { 0.5, 0.5, 0.5, 1 };\nForcedDiffuse[] = { 0.5, 0.5, 0.5, 0 };\n```\n\nThis combination makes the same result as the old `HalfLighted` vertex property (surface is lit the same from all sides, it appears flat)\n\nFor foliage surfaces there are special shaders that use also forcedDiffuse Alpha value setting for calculating how much light goes through (1 = all).\n\n##### Emmisive\n\n```cpp\nemmisive[] = { 0, 0, 0, 0 };\n```\n\nEmmisive [sic] - also called **Luminescence**. Values give amount of light that surface shines by himself. Use it for light-sources. It will appeal shining but will not lit anything around.\n\n##### Specular\n\n```cpp\nspecular[] = { 0.3, 0.3, 0.3, 0 };\n```\n\nUsed for making so called **hotspot** (in max it is Specular level+specular color). It is part of the light that is reflected from surface. Specular is calculated poer vertex or per pixel depending od specific shader.\n\n##### SpecularPower\n\n```cpp\nspecularPower = 40;\n```\n\nAlso called **Glossiness**. Defines how sharp the hot-spot will be. Some shaders use IRRADIANCE TABLE instead of this value.\n\n> [!NOTE]\n> - All above mentioned settings can be calculated in some shaders per pixel using effect bitmaps.\n> - All components are together used in calculation of surface shading:\n>\n> ```\n> pixel RGB on screen = (RVMAT ambient * RGB texture * Environment ambient)\n> + (RVMAT diffuse * RGB texture * Environment diffuse * light direction)\n> + (RVMAT forced diffuse * RGB texture * Environment diffuse)\n> + (RVMAT emissive material * RGB texture)\n> + (RVMAT specular * Environment diffuse * light direction)\n> ```\n\nColor values are usually in range 0-1, but it can be more. ARMA engine calculates light in high dynamic range, with values exceeding 0-255 RGB depth.\nFinal RGB in monitor is calculated for each frame depending od eye/optics Aperture (shutter) settings setAperture/setApertureNew.\n\nRealistic surfaces do not reflect 100% of incoming light. The more light is reflected as specular the less diffuse it has.\nSum of diffuse, forced diffuse and reflected light should not exceed 1 BUT this is not true on ArmA real-time materials that do render just sunlight hot-spot and miss environmental light.\n\nDiffuse for many usual surfaces is between 40%-80%. If you aim for maximum realistic surface settings, study photoreference.\nRVMAT settings allow you to put as much color range as possible in texture and than modify it to realistic values with maximum dynamic range.\n\nRealistic surfaces usually reflect directional and scattered light the same way - Diffuse and Ambient are equal.\nReal Virtuality has environment settings with values for diffuse and ambient (scene contrast) based on real world light recording. Color Calibration. It is not wise to compensate contrast in material settings.\n\nLower diffuse values are used for spongy materials (some light is transfered to forceDiffuse).\nLower ambient values can be used on surfaces where global ambient should be reduced, such as Interiors. It is usually made using Ambient Light maps.\n\n#### Specular color\n\nUsually we set RGB values color neutral. But sometimes it is effective to tint color in rvmat. Most obvious it is in specular settings of some glossy metal surfaces.\n\nIf I want a specific color, I count:\n\n**X = B / (Sp * Db)**\n\n**B**.. desired color of hot-spot\n\n**Sp**.. actual Specular setting of hot-spotmaterial\n\n**Db**.. color of environment light (Ambient and Diffuse change during day and overcast) O2 environment editor shows actual colors used in buldozer preview.\n\n**X** ..number that i use to multiply Specular to get desired color.\n\n#### RenderFlags\n\nSpecial shading property that are used instead of old VERTEX LIGHTING PROPERTY settings.\n\n```cpp\nrenderFlags[] = { flag1, flag2 };\n```\n\n| Flag Name | Description |\n|---|---|\n| NoZWrite | Face is not count in Z-buffer. Used for alpha-transparent surfaces laid over another faces to fix shadow artifacts. (for example squad logo) |\n| NoColorWrite | Disables calculation in color channels. Face is calculated just in alpha and Z-buffer. |\n| NoAlphaWrite | Disables calculation in alpha channels. Used for transparent glass that has 2 pass material. |\n| AddBlend | Allows adding alpha-transparent surface color to the background. Used for fire particles. |\n| LandShadow | For terrain. |\n| AlphaTest32<br>Alphatest64<br>Alphatest128 | Defines threshold where pixel becomes transparent at drop off to discrete alpha. The bigger value, the more pixels are used |\n| Road |  |\n| NoTiWrite |  |\n| NoReceiveShadow |  |\n| NoLODBlend |  |\n| Dummy0 |  |\n\n**Always in Shadow** can be achieved with setting RVMAT `diffuse[] = { 0, 0, 0, 0 }` + reasonable specular reduction.\n\n#### Light Mode\n\nSetting of various kinds of light calculation:\n\n```cpp\nmainLight = \"Sun\";\n```\n\nPossible values are:\n\n- None\n- Sun\n- Sky\n- Horizon\n- Stars\n- SunObject\n- SunHaloObject\n- MoonObject\n- MoonHaloObject\n\n#### Fog Mode\n\nSetting of various kinds of fog calculation:\n\n```cpp\nfogMode = \"Alpha\";\n```\n\nPossible values are:\n\n- none - no fog\n- fog - fog used by usual opaque objects; the more the object is covered by fog, the closer its color is to fog color\n- alpha - fog used by objects with alpha; the more the object is covered by fog, the more transparent it is\n- fogAlpha - combination of both above approaches; used for roads (alpha-out could be quicker than fogging); can be used to fade away objects when object is not just normally fogging\n- fogSky - fog for sky objects (moon, stars)\n\n#### Shader-Specific Setting\n\nSelecting shader.\n\n```cpp\nPixelShaderID = \"xxx\";\nVertexShaderID = \"xxx\";\n```\n\nEach shader uses specific \"Stages\".\n\n```cpp\nclass StageX\n```\n\nEach stage define parameters for shader calculation, usually as links to effect bitmaps.\n\n- texture = (name and path to effect bitmap texture)\n\nMust obey texture naming conventions Texture Naming Conventions otherwise there will be no proper automatic conversion made from TGA to PAA.\n\n- Filter = \"Anizotropic\";\n\nDefault is Anizotropic, but in some situations you can use Point, Linear, Trilinear.\n\n- uvSource = \"tex\";\n\ncan be: none, tex, tex1 (second UV set), pos, norm, worlPos, worldNorm, texShoreAnim, texCollimator, texCollimatorInv\n\n- class uvTransform\n\nOffset, deformation or repeating ot texture in given UV set.\n\n#### Material Types\n\nInside O2 Material editor exist examples for most of shaders - see Oxygen 2 - Manual - MAT plugin.\n\n| Wikipage | Vertex shader | Pixel shader | Notes |\n|---|---|---|---|\n| Material - General material | Basic | Normal |  |\n| Material - DXTA material | Basic | NormalDXTA |  |\n| Material - Basic detail map | Basic | Detail |  |\n|  | Basic | White |  |\n|  | Basic | WhiteAlpha |  |\n| Material - Basic glass | Basic | AlphaShadow |  |\n| Material - Normal map | NormalMap | NormalMap |  |\n| Material - Normal map HQ specular | NormalMap | NormalMapSpecularMap | NOHQ+SM |\n|  | NormalMap | NormalMapSpecularDIMap | NOHQ+SMDI |\n| Material - Normal map HQ detail map specular | NormalMap | NormalMapDetailSpecularMap | NOHQ+DT+SM |\n|  | NormalMap | NormalMapDetailSpecularDIMap | NOHQ+SMDI+DT |\n| Material - Basic normal detail | NormalMapDiffuse | NormalMapDiffuse | NormalMapDetail, per vertex lit |\n|  | Water | Water |  |\n| Material - Water simple | WaterSimple | WaterSimple |  |\n|  | NormalMapThrough | NormalMapThrough |  |\n|  | NormalMapThrough | NormalMapThroughSimple |  |\n| Material - Basic Tree crown | NormalMapSpecularThrough | NormalMapSpecularThrough | TreeCrown - colormap must be with continuous alpha |\n|  | NormalMapSpecularThrough | NormalMapSpecularThroughSimple |  |\n|  | NormalMapThroughNoFade | NormalMapThrough |  |\n|  | NormalMapThroughNoFade | NormalMapThroughSimple |  |\n|  | NormalMapSpecularThroughNoFade | NormalMapSpecularThrough |  |\n|  | NormalMapSpecularThroughNoFade | NormalMapSpecularThroughSimple |  |\n| Material - Detail macro AS | BasicAS | DetailMacroAS | DT+MC+AS |\n| Material - Normal map macro AS | NormalMapAS | NormalMapMacroAS |  |\n| Material - Normal map HQ specular macro AS | NormalMapAS | NormalMapMacroASSpecularMap | NOHQ+MC+AS+SM |\n|  | NormalMapAS | NormalMapMacroASSpecularDIMap | NOHQ+SMDI+MC+AS |\n| Material - Normal map HQ detail specular macro AS | NormalMapAS | NormalMapDetailMacroASSpecularMap | NOHQ+DT+MC+AS+SM |\n|  | NormalMapAS | NormalMapDetailMacroASSpecularDIMap | NOHQ+SMDI+DT+MC+AS |\n| Material - Normal map detail macro AS | NormalMapDiffuseAS | NormalMapDiffuseMacroAS | NO+DT+MC+AS |\n| Material - Basic glass reflectance | Glass | Glass |  |\n| Terrain | TerrainX |  | X is number from 1 to 15 and presents mask as per which is choosen combination from 4 layers |\n| Material - Antiwater | Basic | AlphaNoShadow | in combination with empty alpha texture clears water from ship and is shadowless |\n| Terrain | TerrainSimpleX |  | X is number from 1 to 15 and presents mask as per which is choosen combination from 4 layers |\n| Super_shader | Super | Super | SM 3.0 - shader with Fresnel for Arma 2 |\n| Multimaterial | Multi | Multi | SM 3.0 - shader with multiple submaterials for Arma 2 |\n| Material - Tree | Tree | TreeNoFade | SM 3.0 - shader for Arma 2 vegetation |\n| Material - TreePRT | TreePRT | TreePRT | SM 3.0 - shader for Arma 2 vegetation |\n| Skin_shader |  |  |  |\n\n##### Shaders\n\n###### Pixel Shaders\n\n| Shader Name | Description |\n|---|---|\n| Normal | diffuse color modulate, alpha replicate |\n| NormalDXTA | diffuse color modulate, alpha replicate, DXT alpha correction |\n| NormalMap | normal map shader |\n| NormalMapThrough | normal map shader - through lighting |\n| NormalMapGrass | normal map shader - through lighting |\n| NormalMapDiffuse |  |\n| Detail | detail texturing |\n| Interpolation |  |\n| Water | sea water |\n| WaterSimple | small water |\n| White |  |\n| WhiteAlpha |  |\n| AlphaShadow | shadow alpha write |\n| AlphaNoShadow | shadow alpha (no shadow write |\n| Dummy0 |  |\n| DetailMacroAS | detail with ambient shadow texture |\n| NormalMapMacroAS | normal map with ambient shadow texture |\n| NormalMapDiffuseMacroAS | diffuse normal map with ambient shadow texture |\n| NormalMapSpecularMap | normal map with specular map |\n| NormalMapDetailSpecularMap | normal map with detail and specular map |\n| NormalMapMacroASSpecularMap | normal map with ambient shadow and specular map |\n| NormalMapDetailMacroASSpecularMap | normal map with detail and ambient shadow and specular map |\n| NormalMapSpecularDIMap | normal map with specular map, diffuse is inverse of specular |\n| NormalMapDetailSpecularDIMap | normal map with detail and specular map, diffuse is inverse of specular |\n| NormalMapMacroASSpecularDIMap | normal map with ambient shadow and specular map, diffuse is inverse of specular |\n| NormalMapDetailMacroASSpecularDIMap | normal map with detail and ambient shadow and specular map, diffuse is inverse of specular |\n| Terrain1 | terrain - X layers |\n| Terrain2 | terrain - X layers |\n| Terrain3 | terrain - X layers |\n| Terrain4 | terrain - X layers |\n| Terrain5 | terrain - X layers |\n| Terrain6 | terrain - X layers |\n| Terrain7 | terrain - X layers |\n| Terrain8 | terrain - X layers |\n| Terrain9 | terrain - X layers |\n| Terrain10 | terrain - X layers |\n| Terrain11 | terrain - X layers |\n| Terrain12 | terrain - X layers |\n| Terrain13 | terrain - X layers |\n| Terrain14 | terrain - X layers |\n| Terrain15 | terrain - X layers |\n| TerrainSimple1 | terrainSimple - X layers |\n| TerrainSimple2 | terrainSimple - X layers |\n| TerrainSimple3 | terrainSimple - X layers |\n| TerrainSimple4 | terrainSimple - X layers |\n| TerrainSimple5 | terrainSimple - X layers |\n| TerrainSimple6 | terrainSimple - X layers |\n| TerrainSimple7 | terrainSimple - X layers |\n| TerrainSimple8 | terrainSimple - X layers |\n| TerrainSimple9 | terrainSimple - X layers |\n| TerrainSimple10 | terrainSimple - X layers |\n| TerrainSimple11 | terrainSimple - X layers |\n| TerrainSimple12 | terrainSimple - X layers |\n| TerrainSimple13 | terrainSimple - X layers |\n| TerrainSimple14 | terrainSimple - X layers |\n| TerrainSimple15 | terrainSimple - X layers |\n| Glass | glass shader with environmental map |\n| NonTL | very simple 2D pixel shader |\n| NormalMapSpecularThrough | normal map shader - through with specular lighting |\n| Grass | grass shader - alpha discretized |\n| NormalMapThroughSimple | simple version of NormalMapThrough shader |\n| NormalMapSpecularThroughSimple | simple version of NormalMapSpecularThrough shader |\n| Road | road shader |\n| Shore | shore shader |\n| ShoreWet | shore shader for the wet part |\n| Road2Pass | road shader - second pass |\n| ShoreFoam | shore shader for the foam on the top of the shore |\n| NonTLFlare | shader to be used for flares |\n| NormalMapThroughLowEnd | substitute shader for NormalMapThrough shaders for low-end settings |\n| TerrainGrass1 | terrain grass - X layers |\n| TerrainGrass2 | terrain grass - X layers |\n| TerrainGrass3 | terrain grass - X layers |\n| TerrainGrass4 | terrain grass - X layers |\n| TerrainGrass5 | terrain grass - X layers |\n| TerrainGrass6 | terrain grass - X layers |\n| TerrainGrass7 | terrain grass - X layers |\n| TerrainGrass8 | terrain grass - X layers |\n| TerrainGrass9 | terrain grass - X layers |\n| TerrainGrass10 | terrain grass - X layers |\n| TerrainGrass11 | terrain grass - X layers |\n| TerrainGrass12 | terrain grass - X layers |\n| TerrainGrass13 | terrain grass - X layers |\n| TerrainGrass14 | terrain grass - X layers |\n| TerrainGrass15 | terrain grass - X layers |\n| Crater1 | Crater rendering - X craters |\n| Crater2 | Crater rendering - X craters |\n| Crater3 | Crater rendering - X craters |\n| Crater4 | Crater rendering - X craters |\n| Crater5 | Crater rendering - X craters |\n| Crater6 | Crater rendering - X craters |\n| Crater7 | Crater rendering - X craters |\n| Crater8 | Crater rendering - X craters |\n| Crater9 | Crater rendering - X craters |\n| Crater10 | Crater rendering - X craters |\n| Crater11 | Crater rendering - X craters |\n| Crater12 | Crater rendering - X craters |\n| Crater13 | Crater rendering - X craters |\n| Crater14 | Crater rendering - X craters |\n| Sprite | Shader used for sprite rendering - it uses SoftParticle approach |\n| SpriteSimple | Shader used for sprite rendering - no SoftParticle approach |\n| Cloud | Shader used for clouds |\n| Horizon | Shader used for the horizon |\n| Super | Super shader |\n| Multi | Multi shader |\n| TerrainX | terrain - general number of layers |\n| TerrainSimpleX | terrainSimple - general number of layers |\n| TerrainGrassX | terrain grass - general number of layers |\n| Tree | Tree shader |\n| TreePRT | Tree shader - very cheap shader with PRT |\n| TreeSimple | Tree shader - simpler version of Tree |\n| Skin | Human skin - derived from Super shader |\n| CalmWater | calm water surface |\n| TreeAToC | tree with alpha to coverage |\n| GrassAToC | grass with alpha to coverage |\n| TreeAdv | advanced tree crown shader |\n| TreeAdvSimple | advanced tree crown shader |\n| TreeAdvTrunk | advanced tree shader |\n| TreeAdvTrunkSimple | advanced tree shader |\n| TreeAdvAToC | advanced tree crown shader |\n| TreeAdvSimpleAToC | advanced tree crown shader |\n| TreeSN | Tree shader width simple noise |\n| SpriteExtTi | Sprite used for vehicles covering |\n| TerrainSNX | terrain - general number of layers + satellite normal map |\n| InterpolationAlpha |  |\n| VolCloud | Shader used for volumetric cloud - it uses SoftParticle approach |\n| VolCloudSimple | Shader used for volumetric cloud - no SoftParticle approach |\n| UnderwaterOcclusion | Shader used for underwater occlusion object |\n| SimulWeatherClouds | SimulWeather clouds |\n| SimulWeatherCloudsWithLightning | SimulWeather clouds with lightning |\n| SimulWeatherCloudsCPU | SimulWeather clouds with CPU distance fading |\n| SimulWeatherCloudsWithLightningCPU | SimulWeather clouds with lightning and CPU distance fading |\n| SuperExt | skyscraper & building, intended as super shader light version |\n| SuperHair | super shader for hair rendering |\n| SuperHairAtoC | super shader for hair rendering, atoc version |\n| Caustics | shader for caustics effect |\n| Refract | shader for refractions _ARMA3_REFRACTION |\n| SpriteRefract | _ARMA3_REFRACTION_SPRITES - Shader used for sprite rendering with refraction - it uses SoftParticle approach |\n| SpriteRefractSimple | _ARMA3_REFRACTION_SPRITES - Shader used for sprite rendering with refraction- no SoftParticle approach |\n| SuperAToC | Super shader AToC variant |\n| NonTLFlareNew | shader to be used for flares, new HDR version |\n| NonTLFlareLight | shader to be used for flares from dynamic lights (not sun) |\n| TerrainNoDetailX | terrainX without detail map |\n| TerrainNoDetailSNX | terrainSNX without detail map |\n| TerrainSimpleSNX | terrainSNX without parallax mapping |\n| NormalPiP | shader for PiP screens |\n| NonTLFlareNewNoOcclusion | same as NonTLFlareNew, but without occlusion test |\n| Empty | empty shader, does not output anything (used only for depth output) |\n| Point | Shader used for point lights |\n| TreeAdvTrans | same as TreeAdv, but there is translucency map in alpha channel of MCA texture ( instead of AO) |\n| TreeAdvTransAToC | same as TreeAdv, but there is translucency map in alpha channel of MCA texture ( instead of AO) |\n| Collimator | special shader for collimator |\n| LODDiag | shader for lod diagnostics |\n| DepthOnly | Special replacement for AlphaOnly for priming non- alpha objects |\n\n###### Vertex Shaders\n\n| Shader Name | Description |\n|---|---|\n| Basic | N/A |\n| NormalMap | normal map |\n| NormalMapDiffuse | normal map + detail map |\n| Grass |  |\n| Dummy1 |  |\n| Dummy2 |  |\n| ShadowVolume | shadow volumes |\n| Water | per-vertex water animation |\n| WaterSimple | per-vertex water animation (without foam) |\n| Sprite | particle effects |\n| Point | anti-aliased points |\n| NormalMapThrough | normal map - tree shader |\n| Dummy3 |  |\n| Terrain | one pass terrain, no alpha mask - based on VSNormalMapDiffuse |\n| BasicAS | ambient shadow |\n| NormalMapAS | normal map with ambient shadow |\n| NormalMapDiffuseAS | diffuse normal map with ambient shadow<br>Glass /*glass shader*/ \\ |\n| NormalMapSpecularThrough | normal map with specular - tree shader |\n| NormalMapThroughNoFade | normal map - tree shader - without face fading |\n| NormalMapSpecularThroughNoFade | normal map with specular - tree shader - without face fading |\n| Shore | sea shore - similar to Terrain |\n| TerrainGrass | grass layer - similar to Terrain |\n| Super | Super shader - expensive shader containing all common features |\n| Multi | Multi shader - shader with multiple layers suitable for huge surfaces like houses |\n| Tree | Tree shader - cheap shader designed for trees and bushes |\n| TreeNoFade | Tree shader - cheap shader designed for trees and bushes - without face fading |\n| TreePRT | Tree shader - very cheap shader designed for trees and bushes |\n| TreePRTNoFade | Tree shader - very cheap shader designed for trees and bushes - without face fading |\n| Skin | Human skin - derived from Super shader |\n| CalmWater | calm water surface - special shader |\n| TreeAdv | advanced tree crown shader VSTreeAdv |\n| TreeAdvTrunk | advanced tree crown shader VSTreeAdvTrunk |\n| VolCloud | volumetric clouds |\n| Road | roads |\n| UnderwaterOcclusion | underwater occlusion object vertex shader |\n| SimulWeatherClouds | simul weather clouds |\n| SimulWeatherCloudsCPU | simul weather clouds with CPU distance fading |\n| SpriteOnSurface | sprite on surface |\n| TreeAdvModNormals | advanced tree crown shader with modified vertex normals |\n| Refract | vertex shader for refractions - _ARMA3_REFRACTION |\n| SimulWeatherCloudsGS | simul weather clouds with geom shader |\n| BasicFade | basic with face fading (based on the angle with camera direction |\n| Star | Similar to Point but only for drawing stars |\n| TreeAdvNoFade | advanced tree crown shader - no face fading |\n\nYou can find More about material settings in Material Templates.\n\n#### Physical Properties\n\nMaterials are also used in geometries for definition of physical properties.\n\nParameters for engine are saves into material tables *.bisurf and reference to them from material looks like:\n\n```cpp\nsurfaceInfo = \"data\\wood.bisurf\";\n```\n\nSuch `.bisurf` file with physical properties looks like:\n\n```cpp\ndensity = 2500;                // density of homogeneous object in kg/m³ - see https://en.wikipedia.org/wiki/List_of_elements_by_density\nthickness = 10;                // non-homogeneous component casing thickness in mm, implemented since Arma 2: Operation Arrowhead\nrough = 0.1;\ndust = 0.1;\nbulletPenetrability = 150;    // distance in mm bullet (with speed 1000m/s) travels before it fully stops, simulation for calculation simplification calculate linear braking\n                            // (ergo on third of distance is bullet decelerated to two thirds of original speed)\nsoundEnviron = Empty;\nisWater = false;\n```\n\nSee more about penetration in Bullet penetrability.\n\nWhen components in Your model got materials with references to physical properties then use script which sets weight.","sections":[{"heading":"Theory","level":3,"markdown":""},{"heading":"Lighting","level":4,"markdown":"Lighting and shading are what make 3D scene appealing. In real-time render we still have to simplify so the Artist must understand how shading works in engine to be able prepare the best realistic looking surfaces.\n\nReal Virtuality counts lighting as **T * (D.o + A) + S.o**:\n\n- T = texture color\n- D = diffuse lighting (color, intensity and direction. ARMA engine has just one light source of directional light - sun or moon.) D is calculated as max(L.N,0)*sunLightColor - where L is light direction, N is surface direction (normal)\n- A = ambient lighting (color and intensity. It is always present at same intensity all over the scene and its value is done by overcast setting)\n- S = specular (setting of material glossiness and specularity)\n- o = direction of light (1 = pixel is lit, 0 = pixel is in shadow)\n\nSimple materials count lighting per vertex by interpolating light direction between face edges (normals). It is similar to well known Gouraud shading model. More complex materials use per pixel normal orientation.\n\nValues for shading calculations are combined from textures, effect bitmaps, engine light settings (config) and material settings (`.rvmat`)."},{"heading":"Shadows","level":4,"markdown":"Shadows are calculated in ARMA engine two types, depending on values in Video options and each model setting.\n\nStencil buffer shadows are sharp and they are added after the whole scene has been drawn. Engine just subtracts diffuse light value on places where stencil shadow volume appeared.\nThis results in speculars still being present in shadows. Also when ambient and diffuse settings of the material are not equal (and ForceDiffuse!=0) then resulting color isn't correct.\n\nShadow buffer makes one soft shadow map calculated on GCard for whole scene from the viewport. This affects the precision of the shadow."},{"heading":"Glossiness","level":4,"markdown":"Material specularity is defined by a curve ([Bidirectional reflectance function](https://en.wikipedia.org/wiki/Bidirectional_reflectance_function)) that says how much light is reflected under all angles.\nIn Real Virtuality we are able to use:\n\n- Specular Power\n- Irradiance Table\n- Fresnel values\n\nin `.rvmat` files."},{"heading":"Sections","level":4,"markdown":"Textures and materials are linked to each face separately so artist can have various materials on surface mapped with a single texture.\n\nEverytime when Graphics Card (GPU) is instructed to draw with new parameters, we call it scene section. It is usually when new object (*.p3d), texture or material appears.\nSections are generated each time when there is need to change parameters for rendering on Graphical Card (GPU).\nThis is always when loading information from CPU about independent OBJECT, TEXTURE, MATERIAL or bone limit is exceeded on the card.\nOverhead in instruction transfer between CPU and GPU then lowers rendering performance which could be used to render hundreds polygons or textures etc.\n\nTexture (TGA) is assigned to individual faces.\nMaterial (RVMAT) is assigned to same faces separately thus it is possible use various materials on surface covered with one UV and CO map.\nYet then are generated another sections. In STAGE 0 is possible change with RVMAT also difusse component texture.\nSections may differ in individual LODs."},{"heading":"Procedural textures","level":4,"markdown":"Besides TGA/PAA textures, Real Virtuality can work with maps generated in real-time procedurally - see Procedural Textures."},{"heading":"Normal Map","level":4,"markdown":"The [Normal maps](http://wiki.polycount.com/wiki/Normal_map) used in Arma are [Tangent-space](http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Tangent-space_normal_map) maps with the [X+ Y-](http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates) orientation (same as in Unreal Engine and 3dsmax renderer default setting)."},{"heading":"RVMAT files","level":3,"markdown":"Those files are a sort of config."},{"heading":"Basic Surface Setting","level":4,"markdown":""},{"heading":"Ambient","level":5,"markdown":"```cpp\nAmbient[] = { 0.9, 0.9, 0.9, 1 };\n```\n\nmultiplies color values (color texture R,G,B,A) of the surface that is not lit by the main directional light."},{"heading":"Diffuse","level":5,"markdown":"```cpp\nDiffuse[] = { 0.9, 0.9, 0.9, 1 };\n```\n\nmultiplies color values of the surface that lit by main directional light."},{"heading":"ForcedDiffuse","level":5,"markdown":"```cpp\nForcedDiffuse[] = { 0, 0, 0, 0 };\n```\n\nthose values help to simulate so called **Translucency**; part of the diffuse lighting that is reflected on surface in shadow.\nIt works similar to ambient but with different lighting component. Unfortunately some shaders do not work well with `forcedDiffuse`.\n\n```cpp\nambient[] = { 1, 1, 1, 1 };\nDiffuse[] = { 0.5, 0.5, 0.5, 1 };\nForcedDiffuse[] = { 0.5, 0.5, 0.5, 0 };\n```\n\nThis combination makes the same result as the old `HalfLighted` vertex property (surface is lit the same from all sides, it appears flat)\n\nFor foliage surfaces there are special shaders that use also forcedDiffuse Alpha value setting for calculating how much light goes through (1 = all)."},{"heading":"Emmisive","level":5,"markdown":"```cpp\nemmisive[] = { 0, 0, 0, 0 };\n```\n\nEmmisive [sic] - also called **Luminescence**. Values give amount of light that surface shines by himself. Use it for light-sources. It will appeal shining but will not lit anything around."},{"heading":"Specular","level":5,"markdown":"```cpp\nspecular[] = { 0.3, 0.3, 0.3, 0 };\n```\n\nUsed for making so called **hotspot** (in max it is Specular level+specular color). It is part of the light that is reflected from surface. Specular is calculated poer vertex or per pixel depending od specific shader."},{"heading":"SpecularPower","level":5,"markdown":"```cpp\nspecularPower = 40;\n```\n\nAlso called **Glossiness**. Defines how sharp the hot-spot will be. Some shaders use IRRADIANCE TABLE instead of this value.\n\n> [!NOTE]\n> - All above mentioned settings can be calculated in some shaders per pixel using effect bitmaps.\n> - All components are together used in calculation of surface shading:\n>\n> ```\n> pixel RGB on screen = (RVMAT ambient * RGB texture * Environment ambient)\n> + (RVMAT diffuse * RGB texture * Environment diffuse * light direction)\n> + (RVMAT forced diffuse * RGB texture * Environment diffuse)\n> + (RVMAT emissive material * RGB texture)\n> + (RVMAT specular * Environment diffuse * light direction)\n> ```\n\nColor values are usually in range 0-1, but it can be more. ARMA engine calculates light in high dynamic range, with values exceeding 0-255 RGB depth.\nFinal RGB in monitor is calculated for each frame depending od eye/optics Aperture (shutter) settings setAperture/setApertureNew.\n\nRealistic surfaces do not reflect 100% of incoming light. The more light is reflected as specular the less diffuse it has.\nSum of diffuse, forced diffuse and reflected light should not exceed 1 BUT this is not true on ArmA real-time materials that do render just sunlight hot-spot and miss environmental light.\n\nDiffuse for many usual surfaces is between 40%-80%. If you aim for maximum realistic surface settings, study photoreference.\nRVMAT settings allow you to put as much color range as possible in texture and than modify it to realistic values with maximum dynamic range.\n\nRealistic surfaces usually reflect directional and scattered light the same way - Diffuse and Ambient are equal.\nReal Virtuality has environment settings with values for diffuse and ambient (scene contrast) based on real world light recording. Color Calibration. It is not wise to compensate contrast in material settings.\n\nLower diffuse values are used for spongy materials (some light is transfered to forceDiffuse).\nLower ambient values can be used on surfaces where global ambient should be reduced, such as Interiors. It is usually made using Ambient Light maps."},{"heading":"Specular color","level":4,"markdown":"Usually we set RGB values color neutral. But sometimes it is effective to tint color in rvmat. Most obvious it is in specular settings of some glossy metal surfaces.\n\nIf I want a specific color, I count:\n\n**X = B / (Sp * Db)**\n\n**B**.. desired color of hot-spot\n\n**Sp**.. actual Specular setting of hot-spotmaterial\n\n**Db**.. color of environment light (Ambient and Diffuse change during day and overcast) O2 environment editor shows actual colors used in buldozer preview.\n\n**X** ..number that i use to multiply Specular to get desired color."},{"heading":"RenderFlags","level":4,"markdown":"Special shading property that are used instead of old VERTEX LIGHTING PROPERTY settings.\n\n```cpp\nrenderFlags[] = { flag1, flag2 };\n```\n\n| Flag Name | Description |\n|---|---|\n| NoZWrite | Face is not count in Z-buffer. Used for alpha-transparent surfaces laid over another faces to fix shadow artifacts. (for example squad logo) |\n| NoColorWrite | Disables calculation in color channels. Face is calculated just in alpha and Z-buffer. |\n| NoAlphaWrite | Disables calculation in alpha channels. Used for transparent glass that has 2 pass material. |\n| AddBlend | Allows adding alpha-transparent surface color to the background. Used for fire particles. |\n| LandShadow | For terrain. |\n| AlphaTest32<br>Alphatest64<br>Alphatest128 | Defines threshold where pixel becomes transparent at drop off to discrete alpha. The bigger value, the more pixels are used |\n| Road |  |\n| NoTiWrite |  |\n| NoReceiveShadow |  |\n| NoLODBlend |  |\n| Dummy0 |  |\n\n**Always in Shadow** can be achieved with setting RVMAT `diffuse[] = { 0, 0, 0, 0 }` + reasonable specular reduction."},{"heading":"Light Mode","level":4,"markdown":"Setting of various kinds of light calculation:\n\n```cpp\nmainLight = \"Sun\";\n```\n\nPossible values are:\n\n- None\n- Sun\n- Sky\n- Horizon\n- Stars\n- SunObject\n- SunHaloObject\n- MoonObject\n- MoonHaloObject"},{"heading":"Fog Mode","level":4,"markdown":"Setting of various kinds of fog calculation:\n\n```cpp\nfogMode = \"Alpha\";\n```\n\nPossible values are:\n\n- none - no fog\n- fog - fog used by usual opaque objects; the more the object is covered by fog, the closer its color is to fog color\n- alpha - fog used by objects with alpha; the more the object is covered by fog, the more transparent it is\n- fogAlpha - combination of both above approaches; used for roads (alpha-out could be quicker than fogging); can be used to fade away objects when object is not just normally fogging\n- fogSky - fog for sky objects (moon, stars)"},{"heading":"Shader-Specific Setting","level":4,"markdown":"Selecting shader.\n\n```cpp\nPixelShaderID = \"xxx\";\nVertexShaderID = \"xxx\";\n```\n\nEach shader uses specific \"Stages\".\n\n```cpp\nclass StageX\n```\n\nEach stage define parameters for shader calculation, usually as links to effect bitmaps.\n\n- texture = (name and path to effect bitmap texture)\n\nMust obey texture naming conventions Texture Naming Conventions otherwise there will be no proper automatic conversion made from TGA to PAA.\n\n- Filter = \"Anizotropic\";\n\nDefault is Anizotropic, but in some situations you can use Point, Linear, Trilinear.\n\n- uvSource = \"tex\";\n\ncan be: none, tex, tex1 (second UV set), pos, norm, worlPos, worldNorm, texShoreAnim, texCollimator, texCollimatorInv\n\n- class uvTransform\n\nOffset, deformation or repeating ot texture in given UV set."},{"heading":"Material Types","level":4,"markdown":"Inside O2 Material editor exist examples for most of shaders - see Oxygen 2 - Manual - MAT plugin.\n\n| Wikipage | Vertex shader | Pixel shader | Notes |\n|---|---|---|---|\n| Material - General material | Basic | Normal |  |\n| Material - DXTA material | Basic | NormalDXTA |  |\n| Material - Basic detail map | Basic | Detail |  |\n|  | Basic | White |  |\n|  | Basic | WhiteAlpha |  |\n| Material - Basic glass | Basic | AlphaShadow |  |\n| Material - Normal map | NormalMap | NormalMap |  |\n| Material - Normal map HQ specular | NormalMap | NormalMapSpecularMap | NOHQ+SM |\n|  | NormalMap | NormalMapSpecularDIMap | NOHQ+SMDI |\n| Material - Normal map HQ detail map specular | NormalMap | NormalMapDetailSpecularMap | NOHQ+DT+SM |\n|  | NormalMap | NormalMapDetailSpecularDIMap | NOHQ+SMDI+DT |\n| Material - Basic normal detail | NormalMapDiffuse | NormalMapDiffuse | NormalMapDetail, per vertex lit |\n|  | Water | Water |  |\n| Material - Water simple | WaterSimple | WaterSimple |  |\n|  | NormalMapThrough | NormalMapThrough |  |\n|  | NormalMapThrough | NormalMapThroughSimple |  |\n| Material - Basic Tree crown | NormalMapSpecularThrough | NormalMapSpecularThrough | TreeCrown - colormap must be with continuous alpha |\n|  | NormalMapSpecularThrough | NormalMapSpecularThroughSimple |  |\n|  | NormalMapThroughNoFade | NormalMapThrough |  |\n|  | NormalMapThroughNoFade | NormalMapThroughSimple |  |\n|  | NormalMapSpecularThroughNoFade | NormalMapSpecularThrough |  |\n|  | NormalMapSpecularThroughNoFade | NormalMapSpecularThroughSimple |  |\n| Material - Detail macro AS | BasicAS | DetailMacroAS | DT+MC+AS |\n| Material - Normal map macro AS | NormalMapAS | NormalMapMacroAS |  |\n| Material - Normal map HQ specular macro AS | NormalMapAS | NormalMapMacroASSpecularMap | NOHQ+MC+AS+SM |\n|  | NormalMapAS | NormalMapMacroASSpecularDIMap | NOHQ+SMDI+MC+AS |\n| Material - Normal map HQ detail specular macro AS | NormalMapAS | NormalMapDetailMacroASSpecularMap | NOHQ+DT+MC+AS+SM |\n|  | NormalMapAS | NormalMapDetailMacroASSpecularDIMap | NOHQ+SMDI+DT+MC+AS |\n| Material - Normal map detail macro AS | NormalMapDiffuseAS | NormalMapDiffuseMacroAS | NO+DT+MC+AS |\n| Material - Basic glass reflectance | Glass | Glass |  |\n| Terrain | TerrainX |  | X is number from 1 to 15 and presents mask as per which is choosen combination from 4 layers |\n| Material - Antiwater | Basic | AlphaNoShadow | in combination with empty alpha texture clears water from ship and is shadowless |\n| Terrain | TerrainSimpleX |  | X is number from 1 to 15 and presents mask as per which is choosen combination from 4 layers |\n| Super_shader | Super | Super | SM 3.0 - shader with Fresnel for Arma 2 |\n| Multimaterial | Multi | Multi | SM 3.0 - shader with multiple submaterials for Arma 2 |\n| Material - Tree | Tree | TreeNoFade | SM 3.0 - shader for Arma 2 vegetation |\n| Material - TreePRT | TreePRT | TreePRT | SM 3.0 - shader for Arma 2 vegetation |\n| Skin_shader |  |  |  |"},{"heading":"Shaders","level":5,"markdown":""},{"heading":"Pixel Shaders","level":6,"markdown":"| Shader Name | Description |\n|---|---|\n| Normal | diffuse color modulate, alpha replicate |\n| NormalDXTA | diffuse color modulate, alpha replicate, DXT alpha correction |\n| NormalMap | normal map shader |\n| NormalMapThrough | normal map shader - through lighting |\n| NormalMapGrass | normal map shader - through lighting |\n| NormalMapDiffuse |  |\n| Detail | detail texturing |\n| Interpolation |  |\n| Water | sea water |\n| WaterSimple | small water |\n| White |  |\n| WhiteAlpha |  |\n| AlphaShadow | shadow alpha write |\n| AlphaNoShadow | shadow alpha (no shadow write |\n| Dummy0 |  |\n| DetailMacroAS | detail with ambient shadow texture |\n| NormalMapMacroAS | normal map with ambient shadow texture |\n| NormalMapDiffuseMacroAS | diffuse normal map with ambient shadow texture |\n| NormalMapSpecularMap | normal map with specular map |\n| NormalMapDetailSpecularMap | normal map with detail and specular map |\n| NormalMapMacroASSpecularMap | normal map with ambient shadow and specular map |\n| NormalMapDetailMacroASSpecularMap | normal map with detail and ambient shadow and specular map |\n| NormalMapSpecularDIMap | normal map with specular map, diffuse is inverse of specular |\n| NormalMapDetailSpecularDIMap | normal map with detail and specular map, diffuse is inverse of specular |\n| NormalMapMacroASSpecularDIMap | normal map with ambient shadow and specular map, diffuse is inverse of specular |\n| NormalMapDetailMacroASSpecularDIMap | normal map with detail and ambient shadow and specular map, diffuse is inverse of specular |\n| Terrain1 | terrain - X layers |\n| Terrain2 | terrain - X layers |\n| Terrain3 | terrain - X layers |\n| Terrain4 | terrain - X layers |\n| Terrain5 | terrain - X layers |\n| Terrain6 | terrain - X layers |\n| Terrain7 | terrain - X layers |\n| Terrain8 | terrain - X layers |\n| Terrain9 | terrain - X layers |\n| Terrain10 | terrain - X layers |\n| Terrain11 | terrain - X layers |\n| Terrain12 | terrain - X layers |\n| Terrain13 | terrain - X layers |\n| Terrain14 | terrain - X layers |\n| Terrain15 | terrain - X layers |\n| TerrainSimple1 | terrainSimple - X layers |\n| TerrainSimple2 | terrainSimple - X layers |\n| TerrainSimple3 | terrainSimple - X layers |\n| TerrainSimple4 | terrainSimple - X layers |\n| TerrainSimple5 | terrainSimple - X layers |\n| TerrainSimple6 | terrainSimple - X layers |\n| TerrainSimple7 | terrainSimple - X layers |\n| TerrainSimple8 | terrainSimple - X layers |\n| TerrainSimple9 | terrainSimple - X layers |\n| TerrainSimple10 | terrainSimple - X layers |\n| TerrainSimple11 | terrainSimple - X layers |\n| TerrainSimple12 | terrainSimple - X layers |\n| TerrainSimple13 | terrainSimple - X layers |\n| TerrainSimple14 | terrainSimple - X layers |\n| TerrainSimple15 | terrainSimple - X layers |\n| Glass | glass shader with environmental map |\n| NonTL | very simple 2D pixel shader |\n| NormalMapSpecularThrough | normal map shader - through with specular lighting |\n| Grass | grass shader - alpha discretized |\n| NormalMapThroughSimple | simple version of NormalMapThrough shader |\n| NormalMapSpecularThroughSimple | simple version of NormalMapSpecularThrough shader |\n| Road | road shader |\n| Shore | shore shader |\n| ShoreWet | shore shader for the wet part |\n| Road2Pass | road shader - second pass |\n| ShoreFoam | shore shader for the foam on the top of the shore |\n| NonTLFlare | shader to be used for flares |\n| NormalMapThroughLowEnd | substitute shader for NormalMapThrough shaders for low-end settings |\n| TerrainGrass1 | terrain grass - X layers |\n| TerrainGrass2 | terrain grass - X layers |\n| TerrainGrass3 | terrain grass - X layers |\n| TerrainGrass4 | terrain grass - X layers |\n| TerrainGrass5 | terrain grass - X layers |\n| TerrainGrass6 | terrain grass - X layers |\n| TerrainGrass7 | terrain grass - X layers |\n| TerrainGrass8 | terrain grass - X layers |\n| TerrainGrass9 | terrain grass - X layers |\n| TerrainGrass10 | terrain grass - X layers |\n| TerrainGrass11 | terrain grass - X layers |\n| TerrainGrass12 | terrain grass - X layers |\n| TerrainGrass13 | terrain grass - X layers |\n| TerrainGrass14 | terrain grass - X layers |\n| TerrainGrass15 | terrain grass - X layers |\n| Crater1 | Crater rendering - X craters |\n| Crater2 | Crater rendering - X craters |\n| Crater3 | Crater rendering - X craters |\n| Crater4 | Crater rendering - X craters |\n| Crater5 | Crater rendering - X craters |\n| Crater6 | Crater rendering - X craters |\n| Crater7 | Crater rendering - X craters |\n| Crater8 | Crater rendering - X craters |\n| Crater9 | Crater rendering - X craters |\n| Crater10 | Crater rendering - X craters |\n| Crater11 | Crater rendering - X craters |\n| Crater12 | Crater rendering - X craters |\n| Crater13 | Crater rendering - X craters |\n| Crater14 | Crater rendering - X craters |\n| Sprite | Shader used for sprite rendering - it uses SoftParticle approach |\n| SpriteSimple | Shader used for sprite rendering - no SoftParticle approach |\n| Cloud | Shader used for clouds |\n| Horizon | Shader used for the horizon |\n| Super | Super shader |\n| Multi | Multi shader |\n| TerrainX | terrain - general number of layers |\n| TerrainSimpleX | terrainSimple - general number of layers |\n| TerrainGrassX | terrain grass - general number of layers |\n| Tree | Tree shader |\n| TreePRT | Tree shader - very cheap shader with PRT |\n| TreeSimple | Tree shader - simpler version of Tree |\n| Skin | Human skin - derived from Super shader |\n| CalmWater | calm water surface |\n| TreeAToC | tree with alpha to coverage |\n| GrassAToC | grass with alpha to coverage |\n| TreeAdv | advanced tree crown shader |\n| TreeAdvSimple | advanced tree crown shader |\n| TreeAdvTrunk | advanced tree shader |\n| TreeAdvTrunkSimple | advanced tree shader |\n| TreeAdvAToC | advanced tree crown shader |\n| TreeAdvSimpleAToC | advanced tree crown shader |\n| TreeSN | Tree shader width simple noise |\n| SpriteExtTi | Sprite used for vehicles covering |\n| TerrainSNX | terrain - general number of layers + satellite normal map |\n| InterpolationAlpha |  |\n| VolCloud | Shader used for volumetric cloud - it uses SoftParticle approach |\n| VolCloudSimple | Shader used for volumetric cloud - no SoftParticle approach |\n| UnderwaterOcclusion | Shader used for underwater occlusion object |\n| SimulWeatherClouds | SimulWeather clouds |\n| SimulWeatherCloudsWithLightning | SimulWeather clouds with lightning |\n| SimulWeatherCloudsCPU | SimulWeather clouds with CPU distance fading |\n| SimulWeatherCloudsWithLightningCPU | SimulWeather clouds with lightning and CPU distance fading |\n| SuperExt | skyscraper & building, intended as super shader light version |\n| SuperHair | super shader for hair rendering |\n| SuperHairAtoC | super shader for hair rendering, atoc version |\n| Caustics | shader for caustics effect |\n| Refract | shader for refractions _ARMA3_REFRACTION |\n| SpriteRefract | _ARMA3_REFRACTION_SPRITES - Shader used for sprite rendering with refraction - it uses SoftParticle approach |\n| SpriteRefractSimple | _ARMA3_REFRACTION_SPRITES - Shader used for sprite rendering with refraction- no SoftParticle approach |\n| SuperAToC | Super shader AToC variant |\n| NonTLFlareNew | shader to be used for flares, new HDR version |\n| NonTLFlareLight | shader to be used for flares from dynamic lights (not sun) |\n| TerrainNoDetailX | terrainX without detail map |\n| TerrainNoDetailSNX | terrainSNX without detail map |\n| TerrainSimpleSNX | terrainSNX without parallax mapping |\n| NormalPiP | shader for PiP screens |\n| NonTLFlareNewNoOcclusion | same as NonTLFlareNew, but without occlusion test |\n| Empty | empty shader, does not output anything (used only for depth output) |\n| Point | Shader used for point lights |\n| TreeAdvTrans | same as TreeAdv, but there is translucency map in alpha channel of MCA texture ( instead of AO) |\n| TreeAdvTransAToC | same as TreeAdv, but there is translucency map in alpha channel of MCA texture ( instead of AO) |\n| Collimator | special shader for collimator |\n| LODDiag | shader for lod diagnostics |\n| DepthOnly | Special replacement for AlphaOnly for priming non- alpha objects |"},{"heading":"Vertex Shaders","level":6,"markdown":"| Shader Name | Description |\n|---|---|\n| Basic | N/A |\n| NormalMap | normal map |\n| NormalMapDiffuse | normal map + detail map |\n| Grass |  |\n| Dummy1 |  |\n| Dummy2 |  |\n| ShadowVolume | shadow volumes |\n| Water | per-vertex water animation |\n| WaterSimple | per-vertex water animation (without foam) |\n| Sprite | particle effects |\n| Point | anti-aliased points |\n| NormalMapThrough | normal map - tree shader |\n| Dummy3 |  |\n| Terrain | one pass terrain, no alpha mask - based on VSNormalMapDiffuse |\n| BasicAS | ambient shadow |\n| NormalMapAS | normal map with ambient shadow |\n| NormalMapDiffuseAS | diffuse normal map with ambient shadow<br>Glass /*glass shader*/ \\ |\n| NormalMapSpecularThrough | normal map with specular - tree shader |\n| NormalMapThroughNoFade | normal map - tree shader - without face fading |\n| NormalMapSpecularThroughNoFade | normal map with specular - tree shader - without face fading |\n| Shore | sea shore - similar to Terrain |\n| TerrainGrass | grass layer - similar to Terrain |\n| Super | Super shader - expensive shader containing all common features |\n| Multi | Multi shader - shader with multiple layers suitable for huge surfaces like houses |\n| Tree | Tree shader - cheap shader designed for trees and bushes |\n| TreeNoFade | Tree shader - cheap shader designed for trees and bushes - without face fading |\n| TreePRT | Tree shader - very cheap shader designed for trees and bushes |\n| TreePRTNoFade | Tree shader - very cheap shader designed for trees and bushes - without face fading |\n| Skin | Human skin - derived from Super shader |\n| CalmWater | calm water surface - special shader |\n| TreeAdv | advanced tree crown shader VSTreeAdv |\n| TreeAdvTrunk | advanced tree crown shader VSTreeAdvTrunk |\n| VolCloud | volumetric clouds |\n| Road | roads |\n| UnderwaterOcclusion | underwater occlusion object vertex shader |\n| SimulWeatherClouds | simul weather clouds |\n| SimulWeatherCloudsCPU | simul weather clouds with CPU distance fading |\n| SpriteOnSurface | sprite on surface |\n| TreeAdvModNormals | advanced tree crown shader with modified vertex normals |\n| Refract | vertex shader for refractions - _ARMA3_REFRACTION |\n| SimulWeatherCloudsGS | simul weather clouds with geom shader |\n| BasicFade | basic with face fading (based on the angle with camera direction |\n| Star | Similar to Point but only for drawing stars |\n| TreeAdvNoFade | advanced tree crown shader - no face fading |\n\nYou can find More about material settings in Material Templates."},{"heading":"Physical Properties","level":4,"markdown":"Materials are also used in geometries for definition of physical properties.\n\nParameters for engine are saves into material tables *.bisurf and reference to them from material looks like:\n\n```cpp\nsurfaceInfo = \"data\\wood.bisurf\";\n```\n\nSuch `.bisurf` file with physical properties looks like:\n\n```cpp\ndensity = 2500;                // density of homogeneous object in kg/m³ - see https://en.wikipedia.org/wiki/List_of_elements_by_density\nthickness = 10;                // non-homogeneous component casing thickness in mm, implemented since Arma 2: Operation Arrowhead\nrough = 0.1;\ndust = 0.1;\nbulletPenetrability = 150;    // distance in mm bullet (with speed 1000m/s) travels before it fully stops, simulation for calculation simplification calculate linear braking\n                            // (ergo on third of distance is bullet decelerated to two thirds of original speed)\nsoundEnviron = Empty;\nisWater = false;\n```\n\nSee more about penetration in Bullet penetrability.\n\nWhen components in Your model got materials with references to physical properties then use script which sets weight."}],"categories":["ArmA: Armed Assault: Editing","Arma 2: Editing","Arma 3: Editing","Operation Flashpoint: Editing","Take On Helicopters: Editing"],"groups":["Modding"]},{"name":"Rvmat File Format","title":"Rvmat File Format","type":"topic","url":"https://community.bistudio.com/wiki/Rvmat_File_Format","revid":373457,"updated":"2025-05-08T13:33:37Z","aliases":[],"markdown":"Rvmat files are the texture (material) files introduced with Armed Assault. Their syntax is similar to that of a config file.\n\n### Base Format\n\nThe minimum construct of an rvmat file is as below; however, it is recommended to use TexGen as described below to save on `uvTransform` declarations.\n\n```cpp\n// rgba values being replaced by the value of your choice\nambient[] = { r, g, b, a };\ndiffuse[] = { r, g, b, a };\nforcedDiffuse[] = { r, g, b, a };\nemmisive[] = { r, g, b, a };\nspecular[] = { r, g, b, a };\nspecularPower = 64.0;\npixelShaderID = \"Normal\";\nvertexShaderID = \"BasicAlpha\";\n\nclass Stage0\n{\n    texture = \"#(rgb,8,8,3)color(0,0,1,1,SMDI)\";\n    // uvSource = \"tex\"; // default uvSource is \"tex\"\n    filter = \"Point\";\n};\n// ...\nclass StageLast\n{\n    texture = \"#(rgb,8,8,3)color(0,0,1,1,SMDI)\";\n    filter = \"Point\";\n};\n```\n\n#### Values\n\n- `ambient`\n- `diffuse`\n- `forcedDiffuse`\n- `emmisive`\n- `specular`\n- `specularPower`\n- `pixelShaderID`\n- `vertexShaderID`\n\n##### Stage\n\n- `texture`\n- `uvSource`\n- `filter`\n\n### TexGen Usage\n\nTexGen usage prevents `uvTransform` to be redeclared in every stage.\n\n```cpp\nambient[] = { 1, 1, 1, 1 };\ndiffuse[] = { 1, 1, 1, 1 };\nforcedDiffuse[] = { 0, 0, 0, 0 };\nemmisive[] = { 0, 0, 1, 10 };\nspecular[] = { 1, 1, 1, 1 };\nspecularPower = 100;\npixelShaderID = \"SuperExt\";\nvertexShaderID = \"Super\";\n\nclass TexGen0\n{\n    uvSource = \"tex\";\n    class uvTransform\n    {\n        aside[] = { 1, 0, 0 };\n        up[] = { 0, 1, 0 };\n        dir[] = { 0, 0, 1 };\n        pos[] = { 0, 0, 0 };\n    };\n};\n\nclass TexGen1\n{\n    uvSource = \"none\";\n};\n\nclass Stage1\n{\n    texture = \"z\\wolf\\addons\\wolflogo\\tex\\wolflogo_nohq.paa\";\n    texGen = 0;\n};\nclass Stage2\n{\n    texture = \"#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)\";\n    texGen = 0;\n};\nclass Stage3\n{\n    texture = \"#(argb,8,8,3)color(0,0,0,0,MC)\";\n    texGen = 0;\n};\nclass Stage4\n{\n    texture = \"z\\wolf\\addons\\wolflogo\\tex\\wolflogo_as.paa\";\n    texGen = 0;\n};\nclass Stage5\n{\n    texture = \"z\\wolf\\addons\\wolflogo\\tex\\wolflogo_smdi.paa\";\n    texGen = 0;\n};\nclass Stage6\n{\n    texture = \"#(ai,64,64,1)fresnel(1.29,0.01)\";\n    texGen = 1;\n};\nclass Stage7\n{\n    texture = \"a3\\data_f\\env_co.paa\";\n    texGen = 0;\n};\nclass Stage8\n{\n    texture = \"z\\wolf\\addons\\wolflogo\\tex\\wolflogo_em.paa\";\n    texGen = 0;\n};\n```","sections":[{"heading":null,"level":1,"markdown":"Rvmat files are the texture (material) files introduced with Armed Assault. Their syntax is similar to that of a config file."},{"heading":"Base Format","level":3,"markdown":"The minimum construct of an rvmat file is as below; however, it is recommended to use TexGen as described below to save on `uvTransform` declarations.\n\n```cpp\n// rgba values being replaced by the value of your choice\nambient[] = { r, g, b, a };\ndiffuse[] = { r, g, b, a };\nforcedDiffuse[] = { r, g, b, a };\nemmisive[] = { r, g, b, a };\nspecular[] = { r, g, b, a };\nspecularPower = 64.0;\npixelShaderID = \"Normal\";\nvertexShaderID = \"BasicAlpha\";\n\nclass Stage0\n{\n    texture = \"#(rgb,8,8,3)color(0,0,1,1,SMDI)\";\n    // uvSource = \"tex\"; // default uvSource is \"tex\"\n    filter = \"Point\";\n};\n// ...\nclass StageLast\n{\n    texture = \"#(rgb,8,8,3)color(0,0,1,1,SMDI)\";\n    filter = \"Point\";\n};\n```"},{"heading":"Values","level":4,"markdown":"- `ambient`\n- `diffuse`\n- `forcedDiffuse`\n- `emmisive`\n- `specular`\n- `specularPower`\n- `pixelShaderID`\n- `vertexShaderID`"},{"heading":"Stage","level":5,"markdown":"- `texture`\n- `uvSource`\n- `filter`"},{"heading":"TexGen Usage","level":3,"markdown":"TexGen usage prevents `uvTransform` to be redeclared in every stage.\n\n```cpp\nambient[] = { 1, 1, 1, 1 };\ndiffuse[] = { 1, 1, 1, 1 };\nforcedDiffuse[] = { 0, 0, 0, 0 };\nemmisive[] = { 0, 0, 1, 10 };\nspecular[] = { 1, 1, 1, 1 };\nspecularPower = 100;\npixelShaderID = \"SuperExt\";\nvertexShaderID = \"Super\";\n\nclass TexGen0\n{\n    uvSource = \"tex\";\n    class uvTransform\n    {\n        aside[] = { 1, 0, 0 };\n        up[] = { 0, 1, 0 };\n        dir[] = { 0, 0, 1 };\n        pos[] = { 0, 0, 0 };\n    };\n};\n\nclass TexGen1\n{\n    uvSource = \"none\";\n};\n\nclass Stage1\n{\n    texture = \"z\\wolf\\addons\\wolflogo\\tex\\wolflogo_nohq.paa\";\n    texGen = 0;\n};\nclass Stage2\n{\n    texture = \"#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)\";\n    texGen = 0;\n};\nclass Stage3\n{\n    texture = \"#(argb,8,8,3)color(0,0,0,0,MC)\";\n    texGen = 0;\n};\nclass Stage4\n{\n    texture = \"z\\wolf\\addons\\wolflogo\\tex\\wolflogo_as.paa\";\n    texGen = 0;\n};\nclass Stage5\n{\n    texture = \"z\\wolf\\addons\\wolflogo\\tex\\wolflogo_smdi.paa\";\n    texGen = 0;\n};\nclass Stage6\n{\n    texture = \"#(ai,64,64,1)fresnel(1.29,0.01)\";\n    texGen = 1;\n};\nclass Stage7\n{\n    texture = \"a3\\data_f\\env_co.paa\";\n    texGen = 0;\n};\nclass Stage8\n{\n    texture = \"z\\wolf\\addons\\wolflogo\\tex\\wolflogo_em.paa\";\n    texGen = 0;\n};\n```"}],"categories":["ArmA: Armed Assault: File Formats","Operation Flashpoint: Modelling","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"SafeZone","title":"SafeZone","type":"topic","url":"https://community.bistudio.com/wiki/SafeZone","revid":353567,"updated":"2024-03-19T12:01:44Z","aliases":[],"markdown":"In Arma: Cold War Assault, user interface Displays were drawn always in 4:3 aspect ratio. Since then, many other aspect ratios became common and interface has to be compatible with them. Currently, interface is base on following variables:\n\n- **Aspect Ratio** - change screen width to fit user's monitor\n- **Interface Size** - resize size of interface Controls, like menus, hints, cursors, etc. Introduced in Arma 2.\n\n### Coordinate Systems\n\nGames now contains following two coordinate systems, both of them starting in their top left corner and going bottom right (see picture on right).\n\n- **Absolute** *(red frame)* - based on CWA system. Its always 4:3 and changes together with Interface Size.\n  - As absolute area is always centered, [0.5,0.5] is always center a of screen.\n- **Safezone** *(black frame)* - actual monitor size. Uses following commands:\n  - safeZoneX, safeZoneY, safeZoneW and safeZoneH, with additional safeZoneXAbs and safeZoneWAbs to work with multi-screen size.\n  - In case game is running only on one monitor, safeZoneXAbs equals to safezoneX and safezoneWAbs is same as safezoneW.\n  - Safezones serves only as references to absolute positions. Result of safezoneX can for example be -0.452381, which means it is left from absolute area.\n\n### Sample configs\n\nControl with following size will cover whole screen (middle screen in case of TripleHead):\n\n```cpp\nx = safeZoneX;\ny = safeZoneY;\nw = safeZoneW;\nh = safeZoneH;\n```\n\nFollowing proportions will cover all screens in TripleHead:\n\n```cpp\nx = safeZoneXAbs;\ny = safeZoneY;\nw = safeZoneWAbs;\nh = safeZoneH;\n```\n\nCreates centered control with 80% width and height:\n\n```cpp\nx = safeZoneX + 0.1 * safeZoneW;\ny = safeZoneY + 0.1 * safeZoneH;\nw = safeZoneW * 0.8;\nh = safeZoneH * 0.8;\n```\n\nCreates control with absolute width and height, moved 10% from top left screen corner:\n\n```cpp\nx = safeZoneX + 0.1 * safeZoneW;\ny = safeZoneY + 0.1 * safeZoneH;\nw = 0.2;\nh = 0.3;\n```\n\nCreates the same as above, but aligned to bottom right corner:\n\n```cpp\nx = safeZoneX + safeZoneW - 0.2;\ny = safeZoneY + safeZoneH - 0.3;\nw = 0.2;\nh = 0.3;\n```\n\nCreates a control that spans the horizontal and is centered on the vertical according to the control's aspect ratio (useful for fullscreen images that shouldn't be stretched but letterboxed). **2** is the aspect ratio:\n\n```\nx = safeZoneX;\ny = safeZoneY + ((safeZoneH - (safeZoneW / 2 * (4/3))) / 2);\nw = safeZoneW;\nh = safeZoneH / 2 * (4/3);\n```\n\n### User Interface Editor\n\nUser Interface Editor helps with display creation, enabling designer to place controls in simple WYSIWYG editor and export it afterwards to config format.\n\n### Image gallery\n\n#### Aspect Ratio and Interface Size combinations\n\n#### Video Options","sections":[{"heading":null,"level":1,"markdown":"In Arma: Cold War Assault, user interface Displays were drawn always in 4:3 aspect ratio. Since then, many other aspect ratios became common and interface has to be compatible with them. Currently, interface is base on following variables:\n\n- **Aspect Ratio** - change screen width to fit user's monitor\n- **Interface Size** - resize size of interface Controls, like menus, hints, cursors, etc. Introduced in Arma 2."},{"heading":"Coordinate Systems","level":3,"markdown":"Games now contains following two coordinate systems, both of them starting in their top left corner and going bottom right (see picture on right).\n\n- **Absolute** *(red frame)* - based on CWA system. Its always 4:3 and changes together with Interface Size.\n  - As absolute area is always centered, [0.5,0.5] is always center a of screen.\n- **Safezone** *(black frame)* - actual monitor size. Uses following commands:\n  - safeZoneX, safeZoneY, safeZoneW and safeZoneH, with additional safeZoneXAbs and safeZoneWAbs to work with multi-screen size.\n  - In case game is running only on one monitor, safeZoneXAbs equals to safezoneX and safezoneWAbs is same as safezoneW.\n  - Safezones serves only as references to absolute positions. Result of safezoneX can for example be -0.452381, which means it is left from absolute area."},{"heading":"Sample configs","level":3,"markdown":"Control with following size will cover whole screen (middle screen in case of TripleHead):\n\n```cpp\nx = safeZoneX;\ny = safeZoneY;\nw = safeZoneW;\nh = safeZoneH;\n```\n\nFollowing proportions will cover all screens in TripleHead:\n\n```cpp\nx = safeZoneXAbs;\ny = safeZoneY;\nw = safeZoneWAbs;\nh = safeZoneH;\n```\n\nCreates centered control with 80% width and height:\n\n```cpp\nx = safeZoneX + 0.1 * safeZoneW;\ny = safeZoneY + 0.1 * safeZoneH;\nw = safeZoneW * 0.8;\nh = safeZoneH * 0.8;\n```\n\nCreates control with absolute width and height, moved 10% from top left screen corner:\n\n```cpp\nx = safeZoneX + 0.1 * safeZoneW;\ny = safeZoneY + 0.1 * safeZoneH;\nw = 0.2;\nh = 0.3;\n```\n\nCreates the same as above, but aligned to bottom right corner:\n\n```cpp\nx = safeZoneX + safeZoneW - 0.2;\ny = safeZoneY + safeZoneH - 0.3;\nw = 0.2;\nh = 0.3;\n```\n\nCreates a control that spans the horizontal and is centered on the vertical according to the control's aspect ratio (useful for fullscreen images that shouldn't be stretched but letterboxed). **2** is the aspect ratio:\n\n```\nx = safeZoneX;\ny = safeZoneY + ((safeZoneH - (safeZoneW / 2 * (4/3))) / 2);\nw = safeZoneW;\nh = safeZoneH / 2 * (4/3);\n```"},{"heading":"User Interface Editor","level":3,"markdown":"User Interface Editor helps with display creation, enabling designer to place controls in simple WYSIWYG editor and export it afterwards to config format."},{"heading":"Image gallery","level":3,"markdown":""},{"heading":"Aspect Ratio and Interface Size combinations","level":4,"markdown":""},{"heading":"Video Options","level":4,"markdown":""}],"categories":["GUI Topics"],"groups":["GUI"]},{"name":"scalar bool array string 0xe0ffffef","title":"scalar bool array string 0xe0ffffef","type":"topic","url":"https://community.bistudio.com/wiki/scalar_bool_array_string_0xe0ffffef","revid":328752,"updated":"2022-07-15T12:22:22Z","aliases":[],"markdown":"If variables don't exist, their value as string is generally a \"scalar bool array string 0xe0ffffef\" error.\n\n**Compatibility:**\n\nVersion ArmA: Armed Assault **1.00**\n\n> [!NOTE]\n> **Operation Flashpoint:** For Operation Flashpoint version, see scalar bool array string 0xfcffffef.\n\n**Examples:**\n\n```sqf\nhint format [\"%1\", undefined_variable]\n```\n\n```sqf\nhint (if (format [\"%1\", undefined_variable] == \"scalar bool array string 0xe0ffffef\") then { \"Variable undefined\" } else { \"Variable already defined\" })\n```","sections":[{"heading":null,"level":1,"markdown":"If variables don't exist, their value as string is generally a \"scalar bool array string 0xe0ffffef\" error.\n\n**Compatibility:**\n\nVersion ArmA: Armed Assault **1.00**\n\n> [!NOTE]\n> **Operation Flashpoint:** For Operation Flashpoint version, see scalar bool array string 0xfcffffef.\n\n**Examples:**\n\n```sqf\nhint format [\"%1\", undefined_variable]\n```\n\n```sqf\nhint (if (format [\"%1\", undefined_variable] == \"scalar bool array string 0xe0ffffef\") then { \"Variable undefined\" } else { \"Variable already defined\" })\n```"}],"categories":["Common Scripting Errors"],"groups":["Scripting"]},{"name":"scalar bool array string 0xfcffffef","title":"scalar bool array string 0xfcffffef","type":"topic","url":"https://community.bistudio.com/wiki/scalar_bool_array_string_0xfcffffef","revid":328751,"updated":"2022-07-15T12:20:04Z","aliases":[],"markdown":"If variables don't exist, their value as string is generally a \"scalar bool array string 0xfcffffef\" error.\n\n**Compatibility:**\n\nVersion Operation Flashpoint **1.96**\n\n> [!NOTE]\n> **Armed Assault:** For ArmA: Armed Assault version, see scalar bool array string 0xe0ffffef.\n\n**Examples:**\n\n```sqs\nhint format [\"%1\", undefined_variable]\n```\n\n```sqs\nhint (if (format [\"%1\", undefined_variable] == \"scalar bool array string 0xfcffffef\") then { \"Variable undefined\" } else { \"Variable already defined\" })\n```","sections":[{"heading":null,"level":1,"markdown":"If variables don't exist, their value as string is generally a \"scalar bool array string 0xfcffffef\" error.\n\n**Compatibility:**\n\nVersion Operation Flashpoint **1.96**\n\n> [!NOTE]\n> **Armed Assault:** For ArmA: Armed Assault version, see scalar bool array string 0xe0ffffef.\n\n**Examples:**\n\n```sqs\nhint format [\"%1\", undefined_variable]\n```\n\n```sqs\nhint (if (format [\"%1\", undefined_variable] == \"scalar bool array string 0xfcffffef\") then { \"Variable undefined\" } else { \"Variable already defined\" })\n```"}],"categories":["Common Scripting Errors"],"groups":["Scripting"]},{"name":"Scheduler","title":"Scheduler","type":"topic","url":"https://community.bistudio.com/wiki/Scheduler","revid":351907,"updated":"2024-01-24T14:43:29Z","aliases":[],"markdown":"The Scheduler is the part of the game engine that decides which script runs at a certain point in time. It has the ability to pause a running script, move it to the back of the running queue and start a new script.\n\n### Scripts\n\nA new script can be started by using spawn, execVM, exec and execFSM commands. The script started this way will be added into the script scheduler and will be executed in turns, giving priority to the scripts waiting longest since their last suspension. Completed scripts are removed from the scheduler while scripts not completed in allocated time are suspended.\n\n### Scheduled Environment\n\nRunning code in a scheduled environment starts a new script. The executing instance will not wait for the result of scheduled code and will continue on with its execution, so it is not possible to return any values from code executed in this manner although a Script Handle for started script is provided.\n\nAs described below there is no way to predict when scheduled code will have finished, although you can use the command scriptDone with the provided Script Handle to query if the script execution has finished and there is also the command terminate to abort the script.\n\nBecause the scheduled code can run only for a fixed duration, heavy scripts spread their load over time, and thus are having lesser impact on the game performance.\n\n**All scheduled scripts can run for a maximum of 3ms in a frame**. (Except if inside loadingscreen where it is 50ms per frame)\nEach Script that runs add's up to the total runtime and as soon as the total runtime of 3ms is reached the current script is paused and the game continues calculating everything else it needs to calculate that frame (For example sound and graphics rendering). On the next frame the scheduler again starts to run scripts for 3ms, starting with the script which has not been executed for the longest time.\n\nThis means any script that ran as the 3ms runtime was reached will be paused in the middle of it is execution and depending on how many scripts are spawned it might take several frames till it will run again.\nA while true loop with sleep started in scheduled environment therefore has little chance to follow with exact interval, because sleep only marks the script as done in the current frame and the next time the script is executed the engine will check if the sleep is over.\nThis means at 20 FPS the time between one frame and the next is roughly 50ms. That would make a sleep 0.01 wait for atleast 0.05 seconds.This effect get's bigger when the fps get even lower and if the scheduler is so overfilled that your script only get's checked every few frames instead of every frame.\n\nIf you spawn a scheduled script it will only start to run in the next frame when the scheduler starts fresh again.\n\n#### Where code starts scheduled\n\n- init.sqf\n- initServer.sqf\n- initPlayerLocal.sqf\n- initPlayerServer.sqf\n- functions with postInit attribute (although suspension is allowed, any long term suspension will halt the mission loading until suspension has finished)\n- code executed with spawn\n- code executed with execVM\n- code executed with exec\n- code executed with call from a scheduled environment\n\n#### Scheduler diagnostics commands\n\nThe following commands are available:\n\n- diag_activeSQSScripts - for all execed scripts in the scheduler\n- diag_activeSQFScripts - for all execVMed and spawned scripts in the scheduler\n- diag_activeMissionFSMs - for all execFSMed scripts in the scheduler\n- diag_activeScripts - for all scripts in the scheduler\n\n### Unscheduled Environment\n\nOften also called non-scheduled environment but means the same and you will find both terms used in this wiki.\nThe unscheduled environment runs (as described above) in the executing instance. The executing instance waits until the called function is finished. This ensures the execution order and is the fastest way for scripters to execute their code. The disadvantage is that a called function can halt or slow down the game if the function has a high performance consumption. Therefore those functions should be spawned and thereby run in a scheduled environment.\n\n#### Where code starts unscheduled\n\n- Debug Console\n- Triggers\n- Waypoints (condition *and* activation)\n- All pre-init code executions including functions with preInit attribute\n- Code executed by FSM (actions, conditions, etc.)\n- Event Handlers on units and in GUI\n- *EachFrame* code (Event Handler / Scripted EH / onEachFrame)\n- Object initialisation fields\n- Expressions of Eden Editor entity/mission attributes\n- Code execution with call from an unscheduled environment\n- Code executed with remoteExecCall\n- Code inside isNil\n- SQF code called from SQS code\n- Conversation Event Handler\n- Code inside collect3DENHistory\n\n#### while Loops\n\nA while-do loop is limited to (hard-coded) **10,000** iterations in a non-scheduled environment.\n\n### Suspension\n\nSuspension is the process to wait a period of time or to wait for something to happen. Commands for suspension are sleep, uiSleep, waitUntil.\n\nSuspension is **forbidden** in an unscheduled environment and trying to use such command will fail with an error; you must ensure that you are running your code in a scheduled environment **and** can suspend with the **canSuspend** command.","sections":[{"heading":null,"level":1,"markdown":"The Scheduler is the part of the game engine that decides which script runs at a certain point in time. It has the ability to pause a running script, move it to the back of the running queue and start a new script."},{"heading":"Scripts","level":3,"markdown":"A new script can be started by using spawn, execVM, exec and execFSM commands. The script started this way will be added into the script scheduler and will be executed in turns, giving priority to the scripts waiting longest since their last suspension. Completed scripts are removed from the scheduler while scripts not completed in allocated time are suspended."},{"heading":"Scheduled Environment","level":3,"markdown":"Running code in a scheduled environment starts a new script. The executing instance will not wait for the result of scheduled code and will continue on with its execution, so it is not possible to return any values from code executed in this manner although a Script Handle for started script is provided.\n\nAs described below there is no way to predict when scheduled code will have finished, although you can use the command scriptDone with the provided Script Handle to query if the script execution has finished and there is also the command terminate to abort the script.\n\nBecause the scheduled code can run only for a fixed duration, heavy scripts spread their load over time, and thus are having lesser impact on the game performance.\n\n**All scheduled scripts can run for a maximum of 3ms in a frame**. (Except if inside loadingscreen where it is 50ms per frame)\nEach Script that runs add's up to the total runtime and as soon as the total runtime of 3ms is reached the current script is paused and the game continues calculating everything else it needs to calculate that frame (For example sound and graphics rendering). On the next frame the scheduler again starts to run scripts for 3ms, starting with the script which has not been executed for the longest time.\n\nThis means any script that ran as the 3ms runtime was reached will be paused in the middle of it is execution and depending on how many scripts are spawned it might take several frames till it will run again.\nA while true loop with sleep started in scheduled environment therefore has little chance to follow with exact interval, because sleep only marks the script as done in the current frame and the next time the script is executed the engine will check if the sleep is over.\nThis means at 20 FPS the time between one frame and the next is roughly 50ms. That would make a sleep 0.01 wait for atleast 0.05 seconds.This effect get's bigger when the fps get even lower and if the scheduler is so overfilled that your script only get's checked every few frames instead of every frame.\n\nIf you spawn a scheduled script it will only start to run in the next frame when the scheduler starts fresh again."},{"heading":"Where code starts scheduled","level":4,"markdown":"- init.sqf\n- initServer.sqf\n- initPlayerLocal.sqf\n- initPlayerServer.sqf\n- functions with postInit attribute (although suspension is allowed, any long term suspension will halt the mission loading until suspension has finished)\n- code executed with spawn\n- code executed with execVM\n- code executed with exec\n- code executed with call from a scheduled environment"},{"heading":"Scheduler diagnostics commands","level":4,"markdown":"The following commands are available:\n\n- diag_activeSQSScripts - for all execed scripts in the scheduler\n- diag_activeSQFScripts - for all execVMed and spawned scripts in the scheduler\n- diag_activeMissionFSMs - for all execFSMed scripts in the scheduler\n- diag_activeScripts - for all scripts in the scheduler"},{"heading":"Unscheduled Environment","level":3,"markdown":"Often also called non-scheduled environment but means the same and you will find both terms used in this wiki.\nThe unscheduled environment runs (as described above) in the executing instance. The executing instance waits until the called function is finished. This ensures the execution order and is the fastest way for scripters to execute their code. The disadvantage is that a called function can halt or slow down the game if the function has a high performance consumption. Therefore those functions should be spawned and thereby run in a scheduled environment."},{"heading":"Where code starts unscheduled","level":4,"markdown":"- Debug Console\n- Triggers\n- Waypoints (condition *and* activation)\n- All pre-init code executions including functions with preInit attribute\n- Code executed by FSM (actions, conditions, etc.)\n- Event Handlers on units and in GUI\n- *EachFrame* code (Event Handler / Scripted EH / onEachFrame)\n- Object initialisation fields\n- Expressions of Eden Editor entity/mission attributes\n- Code execution with call from an unscheduled environment\n- Code executed with remoteExecCall\n- Code inside isNil\n- SQF code called from SQS code\n- Conversation Event Handler\n- Code inside collect3DENHistory"},{"heading":"while Loops","level":4,"markdown":"A while-do loop is limited to (hard-coded) **10,000** iterations in a non-scheduled environment."},{"heading":"Suspension","level":3,"markdown":"Suspension is the process to wait a period of time or to wait for something to happen. Commands for suspension are sleep, uiSleep, waitUntil.\n\nSuspension is **forbidden** in an unscheduled environment and trying to use such command will fail with an error; you must ensure that you are running your code in a scheduled environment **and** can suspend with the **canSuspend** command."}],"categories":["Scripting Topics"],"groups":["Scripting"]},{"name":"Script File","title":"Script File","type":"topic","url":"https://community.bistudio.com/wiki/Script_File","revid":364510,"updated":"2024-05-16T20:42:07Z","aliases":["Script (File)"],"markdown":"A script file is multiple commands and arguments defining wanted behaviour from the game, all grouped together in a textfile. This code does a specific task handled by the game engine. The common extensions for Arma scripts are **.sqf** and **.sqs**, depending on the used syntax: SQF or (deprecated) SQS Syntax.\n\n> [!NOTE]\n> See Community Tools - Code Edition for recommended text editors.\n\n### Syntax\n\nIn Operation Flashpoint, scripts are limited to SQS Syntax.\n\n- See exec\n\nThe already existing (since Operation Flashpoint v1.85) SQF Syntax was introduced for scripts in Armed Assault. SQS Syntax is still usable but is considered deprecated since.\n\n- See execVM, spawn\n\n### Execution\n\nScripts can be executed from several points in the game:\n\n- Other scripts\n- Other functions\n- Init fields and (de)activation triggers in the Mission Editor\n- Event Handlers in addon config files\n\nThe commands to execute scripts are:\n\n**exec:** exec starts a thread for a script in SQS Syntax.\n\n**execVM:** execVM preprocesses and compiles a SQF Syntax script file and starts a thread for it.\n\n**call:** call adds provided Code to the stack and wait for it to execute, then returns the code's last returned value.\n\n**spawn:** spawn starts a thread for provided Code.\n\n> [!NOTE]\n> - execVM is almost like using `[] spawn compile preprocessFile`.\n> - spawn and execVM both add the thread to the Scheduler and provide a script handle which allows you to check if the spawned script is done (using scriptDone).\n\n### See also\n\n- Functions\n- Syntax\n  - SQF Syntax\n  - SQS Syntax\n- Statement","sections":[{"heading":null,"level":1,"markdown":"A script file is multiple commands and arguments defining wanted behaviour from the game, all grouped together in a textfile. This code does a specific task handled by the game engine. The common extensions for Arma scripts are **.sqf** and **.sqs**, depending on the used syntax: SQF or (deprecated) SQS Syntax.\n\n> [!NOTE]\n> See Community Tools - Code Edition for recommended text editors."},{"heading":"Syntax","level":3,"markdown":"In Operation Flashpoint, scripts are limited to SQS Syntax.\n\n- See exec\n\nThe already existing (since Operation Flashpoint v1.85) SQF Syntax was introduced for scripts in Armed Assault. SQS Syntax is still usable but is considered deprecated since.\n\n- See execVM, spawn"},{"heading":"Execution","level":3,"markdown":"Scripts can be executed from several points in the game:\n\n- Other scripts\n- Other functions\n- Init fields and (de)activation triggers in the Mission Editor\n- Event Handlers in addon config files\n\nThe commands to execute scripts are:\n\n**exec:** exec starts a thread for a script in SQS Syntax.\n\n**execVM:** execVM preprocesses and compiles a SQF Syntax script file and starts a thread for it.\n\n**call:** call adds provided Code to the stack and wait for it to execute, then returns the code's last returned value.\n\n**spawn:** spawn starts a thread for provided Code.\n\n> [!NOTE]\n> - execVM is almost like using `[] spawn compile preprocessFile`.\n> - spawn and execVM both add the thread to the Scheduler and provide a script handle which allows you to check if the spawned script is done (using scriptDone)."},{"heading":"See also","level":3,"markdown":"- Functions\n- Syntax\n  - SQF Syntax\n  - SQS Syntax\n- Statement"}],"categories":["Scripting Topics"],"groups":["Scripting"]},{"name":"Script Handle","title":"Script Handle","type":"topic","url":"https://community.bistudio.com/wiki/Script_Handle","revid":378908,"updated":"2026-08-11T15:02:59Z","aliases":["Script (Handle)"],"markdown":"A **Script Handle**, used to identify scripts in script operations called using spawn or execVM.\nIntroduced with ArmA: Armed Assault, does not refer to Operation Flashpoint or Operation Flashpoint: Resistance.\n\nThis handle's status can be checked with scriptDone, it can be terminated with terminate.\n\n> [!NOTE]\n> **Arma 3:** In Arma 3:\n>\n> - the handle's status can also be checked with isNull (A completed script will become null)\n> - the handle can be accessed from whithin itself using `_thisScript` (since Arma 3 v1.54)\n\n> [!NOTE]\n> For more information about scripts and scripting, see Scripting Topics and Introduction to Arma Scripting.\n\n### Promise Handles (Arma 3 v2.22)\n\nScript handles can be used as [promises](https://en.wikipedia.org/wiki/Futures_and_promises).\n\nA Promise is either a Script Handle to a spawned or execVMed script, or an \"Empty Handle\" that does not hold a backing script.\nThe Handle can be used to wait for the a result to be available.\nIn case of a \"real\" handle that means the scheduled script returning a value, or in the case of a \"Empty Handle\" by using terminate to set a result value.\n\nA Promise can have continuations added onto it with continueWith, which is script code that will execute once the handle is completed.\n\nHandles can be used with waitUntil, continueWith, terminate, scriptDone, name.\n\n#### Creating a Promise\n\nEvery handle returned by spawn or execVM is a promise that gets resolved once the script exits.\nIt's also possible to create a \"Empty Handle\" which does not hold any scheduled script, and can also be used in unscheduled code.\nA \"Empty Handle\" needs to be \"completed\" by calling terminate on it.\n\n```sqf\nprivate _emptyHandle = spawn \"HandleName\"; // does not contain an actual script, it's only a holder for name and potentially a value\nprivate _normalHandle = 0 spawn { scriptName \"HandleName\"; }; // contains an actual scheduled script that will execute and return a value at the end\n```\n\n#### Using Promises\n\nPromises can be used to simplify asynchronous operations.\nFor example, when calling a function that takes some time to complete, and then wanting to execute code after it has completed.\n\nTo show it on an example, let's say we have a function that paradrops a vehicle.\nAnd we want to wait for the vehicle to touch the ground and then spawn a smoke grenade on it.\n\nPreviously, that could be solved like so:\n\n```sqf\nfnc_StartParadrop = {\n    params [\"_object\"];\n\n    private _parachute = createVehicle [\"B_Parachute_02_F\", [0, 0, 0], [], 0, \"CAN_COLLIDE\"];\n\n    // Put the parachute into the right position (setPos doesn't work on them)\n    _parachute attachTo [_object, [0, 0, 0]];\n    detach _parachute;\n\n    _object attachTo [_parachute, [0, 0, 0]];\n    // Now the object is hanging on parachute and gliding down\n    // But we want to wait for it to arrive at the bottom, the parachute will be deleted once it lands, so we can use that\n\n    // The parachute won't know about us, and we cannot get a value out of the eventhandler, so we will give the parachute a place to store the result\n    // Note this will not work across savegame save/load because the \"result\" reference will be lost.\n\n    private _result = [];\n    _parachute setVariable [\"result\", _result];\n    _parachute addEventHandler [\"Deleted\", {\n        params [\"_entity\"];\n        (_entity getVariable \"result\") set [0, getPos _entity]; // Store the landing position of the parachute\n    }];\n\n    // _result will be set once the parachute landed. How we wait on the result now depends on whether this is a scheduled or unscheduled function\n    // In unscheduled code we cannot wait, we would need to get some callback function in our arguments to notify our caller that it can continue.\n    // For simplicity we show the scheduled variant here, the unscheduled would be more complex\n\n    // Keep looping, until someone (Hopefully the Deleted eventhandler) wrote a result into our array\n    waitUntil { _result isNotEqualTo []; };\n\n    _result select 0; // We return the result, our user must have call'ed us to wait for us to finish and get the result\n};\n\n// The fnc_StartParadrop will wait, so we have to spawn a new script to not hold up everything else\n0 spawn {\n    private _dropPos = ParadropVehicle call fnc_StartParadrop; // This will wait until the vehicle has landed\n    \"SmokeshellGreen\" createVehicle _dropPos; // Spawn a smoke at the landing position\n};\n```\n\nAlso note how the waitUntil always runs.\nEven if we as the caller do not care for the paradrop to finish, we wouldn't easily have the option to tell the script that, without adding another parameter to it.\nAlso note that this function is not usable in unscheduled scripts, because it uses waitUntil to wait for the landing.\n\nWith promises, it can be solved like this:\n\n```sqf\nfnc_StartParadrop = {\n    params [\"_object\"];\n\n    private _parachute = createVehicle [\"B_Parachute_02_F\", [0, 0, 0], [], 0, \"CAN_COLLIDE\"];\n\n    // Put the parachute into the right position (setPos doesn't work on them)\n    _parachute attachTo [_object, [0, 0, 0]];\n    detach _parachute;\n\n    _object attachTo [_parachute, [0, 0, 0]];\n    // Now the object is hanging on parachute and gliding down\n    // But we want to wait for it to arrive at the bottom, the parachute will be deleted once it lands, so we can use that\n\n    // The parachute won't know about us, and we cannot get a value out of the eventhandler, so we will give the parachute a place to store the result\n    private _paradropHandle = spawn \"Paradrop\"; // We create new Promise, that we will use to return the result\n\n    _parachute setVariable [\"handle\", _paradropHandle];\n    _parachute addEventHandler [\"Deleted\", {\n        params [\"_entity\"];\n        (_entity getVariable \"handle\") terminate (getPos _entity); // Complete the promise and pass the landing position as result\n    }];\n    _paradropHandle // We return the promise, the caller can decide if they want to use it or not\n};\n\n// Note we do not need to spawn another script because we are not waiting for anything, this can fully be handled in unscheduled code now\n\n_paradropHandle = ParadropVehicle call fnc_StartParadrop; // This will start the paradrop, and return a handle that we can use to wait for it to land\n_paradropHandle continueWith { \"SmokeshellGreen\" createVehicle _this; }; // We use a continuation, it will be triggered once terminate is called on the handle (Inside the \"Deleted\" eventhandler)\n```\n\nNote that the paradrop function can now also be used in scheduled scripts like so:\n\n```sqf\nprivate _paradropHandle = ParadropVehicle call fnc_StartParadrop; // This will start the paradrop, and return a handle that we can use to wait for it to land\nprivate _dropPos = waitUntil _paradropHandle; // Wait for the promise to be completed and get its result\n\"SmokeshellGreen\" createVehicle _dropPos; // Spawn a smoke at the landing position\n```\n\nOr like so:\n\n```sqf\nprivate _paradropHandle = ParadropVehicle call fnc_StartParadrop; // This will start the paradrop, and return a handle that we can use to wait for it to land\nprivate _dropPos = waitUntil [_paradropHandle, 60]; // Wait for the promise to be completed, but at most for 60 seconds, if it still has not landed yet, we will report it to the player\n\nif (isNil \"_dropPos\") then {\n    // The promise yielded no result. Either it was terminated without a result, or our timeout has elapsed\n    hint \"The Paradrop has failed!\";\n} else {\n    \"SmokeshellGreen\" createVehicle _dropPos; // Spawn a smoke at the landing position\n};\n```","sections":[{"heading":null,"level":1,"markdown":"A **Script Handle**, used to identify scripts in script operations called using spawn or execVM.\nIntroduced with ArmA: Armed Assault, does not refer to Operation Flashpoint or Operation Flashpoint: Resistance.\n\nThis handle's status can be checked with scriptDone, it can be terminated with terminate.\n\n> [!NOTE]\n> **Arma 3:** In Arma 3:\n>\n> - the handle's status can also be checked with isNull (A completed script will become null)\n> - the handle can be accessed from whithin itself using `_thisScript` (since Arma 3 v1.54)\n\n> [!NOTE]\n> For more information about scripts and scripting, see Scripting Topics and Introduction to Arma Scripting."},{"heading":"Promise Handles (Arma 3 v2.22)","level":3,"markdown":"Script handles can be used as [promises](https://en.wikipedia.org/wiki/Futures_and_promises).\n\nA Promise is either a Script Handle to a spawned or execVMed script, or an \"Empty Handle\" that does not hold a backing script.\nThe Handle can be used to wait for the a result to be available.\nIn case of a \"real\" handle that means the scheduled script returning a value, or in the case of a \"Empty Handle\" by using terminate to set a result value.\n\nA Promise can have continuations added onto it with continueWith, which is script code that will execute once the handle is completed.\n\nHandles can be used with waitUntil, continueWith, terminate, scriptDone, name."},{"heading":"Creating a Promise","level":4,"markdown":"Every handle returned by spawn or execVM is a promise that gets resolved once the script exits.\nIt's also possible to create a \"Empty Handle\" which does not hold any scheduled script, and can also be used in unscheduled code.\nA \"Empty Handle\" needs to be \"completed\" by calling terminate on it.\n\n```sqf\nprivate _emptyHandle = spawn \"HandleName\"; // does not contain an actual script, it's only a holder for name and potentially a value\nprivate _normalHandle = 0 spawn { scriptName \"HandleName\"; }; // contains an actual scheduled script that will execute and return a value at the end\n```"},{"heading":"Using Promises","level":4,"markdown":"Promises can be used to simplify asynchronous operations.\nFor example, when calling a function that takes some time to complete, and then wanting to execute code after it has completed.\n\nTo show it on an example, let's say we have a function that paradrops a vehicle.\nAnd we want to wait for the vehicle to touch the ground and then spawn a smoke grenade on it.\n\nPreviously, that could be solved like so:\n\n```sqf\nfnc_StartParadrop = {\n    params [\"_object\"];\n\n    private _parachute = createVehicle [\"B_Parachute_02_F\", [0, 0, 0], [], 0, \"CAN_COLLIDE\"];\n\n    // Put the parachute into the right position (setPos doesn't work on them)\n    _parachute attachTo [_object, [0, 0, 0]];\n    detach _parachute;\n\n    _object attachTo [_parachute, [0, 0, 0]];\n    // Now the object is hanging on parachute and gliding down\n    // But we want to wait for it to arrive at the bottom, the parachute will be deleted once it lands, so we can use that\n\n    // The parachute won't know about us, and we cannot get a value out of the eventhandler, so we will give the parachute a place to store the result\n    // Note this will not work across savegame save/load because the \"result\" reference will be lost.\n\n    private _result = [];\n    _parachute setVariable [\"result\", _result];\n    _parachute addEventHandler [\"Deleted\", {\n        params [\"_entity\"];\n        (_entity getVariable \"result\") set [0, getPos _entity]; // Store the landing position of the parachute\n    }];\n\n    // _result will be set once the parachute landed. How we wait on the result now depends on whether this is a scheduled or unscheduled function\n    // In unscheduled code we cannot wait, we would need to get some callback function in our arguments to notify our caller that it can continue.\n    // For simplicity we show the scheduled variant here, the unscheduled would be more complex\n\n    // Keep looping, until someone (Hopefully the Deleted eventhandler) wrote a result into our array\n    waitUntil { _result isNotEqualTo []; };\n\n    _result select 0; // We return the result, our user must have call'ed us to wait for us to finish and get the result\n};\n\n// The fnc_StartParadrop will wait, so we have to spawn a new script to not hold up everything else\n0 spawn {\n    private _dropPos = ParadropVehicle call fnc_StartParadrop; // This will wait until the vehicle has landed\n    \"SmokeshellGreen\" createVehicle _dropPos; // Spawn a smoke at the landing position\n};\n```\n\nAlso note how the waitUntil always runs.\nEven if we as the caller do not care for the paradrop to finish, we wouldn't easily have the option to tell the script that, without adding another parameter to it.\nAlso note that this function is not usable in unscheduled scripts, because it uses waitUntil to wait for the landing.\n\nWith promises, it can be solved like this:\n\n```sqf\nfnc_StartParadrop = {\n    params [\"_object\"];\n\n    private _parachute = createVehicle [\"B_Parachute_02_F\", [0, 0, 0], [], 0, \"CAN_COLLIDE\"];\n\n    // Put the parachute into the right position (setPos doesn't work on them)\n    _parachute attachTo [_object, [0, 0, 0]];\n    detach _parachute;\n\n    _object attachTo [_parachute, [0, 0, 0]];\n    // Now the object is hanging on parachute and gliding down\n    // But we want to wait for it to arrive at the bottom, the parachute will be deleted once it lands, so we can use that\n\n    // The parachute won't know about us, and we cannot get a value out of the eventhandler, so we will give the parachute a place to store the result\n    private _paradropHandle = spawn \"Paradrop\"; // We create new Promise, that we will use to return the result\n\n    _parachute setVariable [\"handle\", _paradropHandle];\n    _parachute addEventHandler [\"Deleted\", {\n        params [\"_entity\"];\n        (_entity getVariable \"handle\") terminate (getPos _entity); // Complete the promise and pass the landing position as result\n    }];\n    _paradropHandle // We return the promise, the caller can decide if they want to use it or not\n};\n\n// Note we do not need to spawn another script because we are not waiting for anything, this can fully be handled in unscheduled code now\n\n_paradropHandle = ParadropVehicle call fnc_StartParadrop; // This will start the paradrop, and return a handle that we can use to wait for it to land\n_paradropHandle continueWith { \"SmokeshellGreen\" createVehicle _this; }; // We use a continuation, it will be triggered once terminate is called on the handle (Inside the \"Deleted\" eventhandler)\n```\n\nNote that the paradrop function can now also be used in scheduled scripts like so:\n\n```sqf\nprivate _paradropHandle = ParadropVehicle call fnc_StartParadrop; // This will start the paradrop, and return a handle that we can use to wait for it to land\nprivate _dropPos = waitUntil _paradropHandle; // Wait for the promise to be completed and get its result\n\"SmokeshellGreen\" createVehicle _dropPos; // Spawn a smoke at the landing position\n```\n\nOr like so:\n\n```sqf\nprivate _paradropHandle = ParadropVehicle call fnc_StartParadrop; // This will start the paradrop, and return a handle that we can use to wait for it to land\nprivate _dropPos = waitUntil [_paradropHandle, 60]; // Wait for the promise to be completed, but at most for 60 seconds, if it still has not landed yet, we will report it to the player\n\nif (isNil \"_dropPos\") then {\n    // The promise yielded no result. Either it was terminated without a result, or our timeout has elapsed\n    hint \"The Paradrop has failed!\";\n} else {\n    \"SmokeshellGreen\" createVehicle _dropPos; // Spawn a smoke at the landing position\n};\n```"}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Scripting Tags","title":"Scripting Tags","type":"topic","url":"https://community.bistudio.com/wiki/Scripting_Tags","revid":369661,"updated":"2024-10-02T11:00:41Z","aliases":["OFPEC tags"],"markdown":"A Tag, also referred as an OFPEC tag, is a usually two to eight characters identifier that is individual to each designer, and allows for proper distinction between different authors' content.\n\n> [!NOTE]\n> Before 2022 and Arma Reforger era, a tag was three to five characters long.\n\nIf an addon does not have a tag it could cause a conflict with another addon: this can cause your mission, game (or even your whole computer depending on the game) to crash.\n\nTags are used in the following **mod/addon** contents:\n\n- Global variables\n- Function names\n- New classes (in config.cpp files)\n- P3D names\n- Addon PBO names - this is less true in Arma 3 since mod management is made through Steam.\n  **Note**: for Real Virtuality games (OFP → Arma 3) pbo names tags should be lower case for Linux server compatibility.\n\n> [!NOTE]\n> It is good practice for mission framework makers to use tags for global variables as well.\n\n### Rules\n\n| Valid | Invalid |\n|---|---|\n| - **ARM4**_Variable<br>- **ABC**_Variable<br>- **A2345678**_Variable | - 1ST_Variable<br>- A_Variable<br>- A234567890_Variable<br>- AbC_Variable<br>- ABCVariable |\n\nTags must:\n\n- be composed of letters and eventually numbers\n- be 2 to 8 characters long\n- be uppercase\n- start with a letter\n- followed by an **underscore** `_`\n\n> [!NOTE]\n> Following the regex `^[A-Z][A-Z0-9]{1,7}_`.\n\n### History\n\nTags were originally introduced by OFPEC in 2002 as a way to avoid conflicts between different addons.\nThe system was so effective that it was officially adopted by BI as a requirement for their Addons at Ease initiative.\nToday, every respectable addon maker has their own individual tag.\n\nOFPEC have created a list of all these tags so that people can see who registered which tag in order to avoid a tag usage conflict.\n\n> [!NOTE]\n> - See the [OFPEC Tags page](http://www.ofpec.com/tags/) - [an account](http://www.ofpec.com/forum/?action=register) is required in order to register a tag.\n> - A BIKI backup exists at OFPEC Tags List.\n\n### Examples\n\n#### Scripting\n\n```\n// considering MYTAG is the current tag\nplayer setVariable [\"MYTAG_hasDocuments\", false];\n\nwaitUntil { sleep 1; player getVariable [\"MYTAG_hasDocuments\", false] };\nMYTAG_DocumentsGrabbed = true;\npublicVariable \"MYTAG_DocumentsGrabbed\";\n```\n\n#### Unit Config\n\n```cpp\nclass MYTAG_Ranger : B_Soldier_F\n{\n    displayName = \"MYTAG Ranger\";\n    model=\"\\mytag_rangers\\MYTAG_Ranger\";\n}\n```\n\nthis would use `mytag_rangers.pbo` and `MYTAG_Ranger.p3d` files\n\n#### Weapon Config\n\n```cpp\nclass CfgAmmo\n{\n    class Default {};\n    class BulletSingle : Default {};\n    class BulletBurst : BulletSingle {};\n    class KozliceShell : BulletBurst {};\n    class MYTAG_RemShell : KozliceShell\n    {\n        hit = 6;\n        indirectHit = 6;\n        indirectHitRange = 0.2;\n    };\n};\n\nclass CfgWeapons\n{\n    class Default {};\n    class MGun : Default {};\n    class Riffle : MGun {};\n    class KozliceShell : Riffle {};\n    class MYTAG_RemShell : KozliceShell\n    {\n        picture = \"\\mytag_delta\\MYTAG_m_kozlice2.paa\";\n        // ...\n        ammo = \"MYTAG_RemShell\";\n        // ...\n        sound[] = { \"\\mytag_delta\\MYTAG_shotgun.wav\", db0, 1 };\n        reloadMagazineSound[] = { \"\\mytag_delta\\MYTAG_shotgunreload.wav\", db-80, 1 };\n    };\n\n    class Kozlice {};\n    class MYTAG_Remington : Kozlice\n    {\n        displayName = \"MYTAG_Remington\";\n        model = \"\\mytag_delta\\MYTAG_Remington\";\n        picture = \"\\mytag_delta\\MYTAG_w_kozlice.paa\";\n        muzzles[] = { 'MYTAG_RemingtonShellMuzzle' };\n        class MYTAG_RemingtonShellMuzzle : MYTAG_RemShell\n        {\n            magazines[] = { \"MYTAG_RemShell\" };\n        }\n    };\n};\n\nclass CfgNonAIVehicles\n{\n    class ProxyWeapon {};\n    class ProxyMYTAG_Remington : ProxyWeapon {};\n};\n```\n\nThis would be stored in `mytag_delta.pbo` and use the `MYTAG_Remington.p3d` file.","sections":[{"heading":null,"level":1,"markdown":"A Tag, also referred as an OFPEC tag, is a usually two to eight characters identifier that is individual to each designer, and allows for proper distinction between different authors' content.\n\n> [!NOTE]\n> Before 2022 and Arma Reforger era, a tag was three to five characters long.\n\nIf an addon does not have a tag it could cause a conflict with another addon: this can cause your mission, game (or even your whole computer depending on the game) to crash.\n\nTags are used in the following **mod/addon** contents:\n\n- Global variables\n- Function names\n- New classes (in config.cpp files)\n- P3D names\n- Addon PBO names - this is less true in Arma 3 since mod management is made through Steam.\n  **Note**: for Real Virtuality games (OFP → Arma 3) pbo names tags should be lower case for Linux server compatibility.\n\n> [!NOTE]\n> It is good practice for mission framework makers to use tags for global variables as well."},{"heading":"Rules","level":3,"markdown":"| Valid | Invalid |\n|---|---|\n| - **ARM4**_Variable<br>- **ABC**_Variable<br>- **A2345678**_Variable | - 1ST_Variable<br>- A_Variable<br>- A234567890_Variable<br>- AbC_Variable<br>- ABCVariable |\n\nTags must:\n\n- be composed of letters and eventually numbers\n- be 2 to 8 characters long\n- be uppercase\n- start with a letter\n- followed by an **underscore** `_`\n\n> [!NOTE]\n> Following the regex `^[A-Z][A-Z0-9]{1,7}_`."},{"heading":"History","level":3,"markdown":"Tags were originally introduced by OFPEC in 2002 as a way to avoid conflicts between different addons.\nThe system was so effective that it was officially adopted by BI as a requirement for their Addons at Ease initiative.\nToday, every respectable addon maker has their own individual tag.\n\nOFPEC have created a list of all these tags so that people can see who registered which tag in order to avoid a tag usage conflict.\n\n> [!NOTE]\n> - See the [OFPEC Tags page](http://www.ofpec.com/tags/) - [an account](http://www.ofpec.com/forum/?action=register) is required in order to register a tag.\n> - A BIKI backup exists at OFPEC Tags List."},{"heading":"Examples","level":3,"markdown":""},{"heading":"Scripting","level":4,"markdown":"```\n// considering MYTAG is the current tag\nplayer setVariable [\"MYTAG_hasDocuments\", false];\n\nwaitUntil { sleep 1; player getVariable [\"MYTAG_hasDocuments\", false] };\nMYTAG_DocumentsGrabbed = true;\npublicVariable \"MYTAG_DocumentsGrabbed\";\n```"},{"heading":"Unit Config","level":4,"markdown":"```cpp\nclass MYTAG_Ranger : B_Soldier_F\n{\n    displayName = \"MYTAG Ranger\";\n    model=\"\\mytag_rangers\\MYTAG_Ranger\";\n}\n```\n\nthis would use `mytag_rangers.pbo` and `MYTAG_Ranger.p3d` files"},{"heading":"Weapon Config","level":4,"markdown":"```cpp\nclass CfgAmmo\n{\n    class Default {};\n    class BulletSingle : Default {};\n    class BulletBurst : BulletSingle {};\n    class KozliceShell : BulletBurst {};\n    class MYTAG_RemShell : KozliceShell\n    {\n        hit = 6;\n        indirectHit = 6;\n        indirectHitRange = 0.2;\n    };\n};\n\nclass CfgWeapons\n{\n    class Default {};\n    class MGun : Default {};\n    class Riffle : MGun {};\n    class KozliceShell : Riffle {};\n    class MYTAG_RemShell : KozliceShell\n    {\n        picture = \"\\mytag_delta\\MYTAG_m_kozlice2.paa\";\n        // ...\n        ammo = \"MYTAG_RemShell\";\n        // ...\n        sound[] = { \"\\mytag_delta\\MYTAG_shotgun.wav\", db0, 1 };\n        reloadMagazineSound[] = { \"\\mytag_delta\\MYTAG_shotgunreload.wav\", db-80, 1 };\n    };\n\n    class Kozlice {};\n    class MYTAG_Remington : Kozlice\n    {\n        displayName = \"MYTAG_Remington\";\n        model = \"\\mytag_delta\\MYTAG_Remington\";\n        picture = \"\\mytag_delta\\MYTAG_w_kozlice.paa\";\n        muzzles[] = { 'MYTAG_RemingtonShellMuzzle' };\n        class MYTAG_RemingtonShellMuzzle : MYTAG_RemShell\n        {\n            magazines[] = { \"MYTAG_RemShell\" };\n        }\n    };\n};\n\nclass CfgNonAIVehicles\n{\n    class ProxyWeapon {};\n    class ProxyMYTAG_Remington : ProxyWeapon {};\n};\n```\n\nThis would be stored in `mytag_delta.pbo` and use the `MYTAG_Remington.p3d` file."}],"categories":["ArmA: Armed Assault: Editing","Arma 2: Editing","Arma 3: Editing","Operation Flashpoint: Editing","Take On Helicopters: Editing"],"groups":["Scripting"]},{"name":"server.armaprofile","title":"server.armaprofile","type":"topic","url":"https://community.bistudio.com/wiki/server.armaprofile","revid":365133,"updated":"2024-07-26T16:29:08Z","aliases":[],"markdown":"This article deals with the **server.armaprofile**, describing all the visual and difficulty settings in Arma, like friendly and enemy AI quality, HUD, crosshair, 3rd person view, clock indicator and so on.\n\n### Extension\n\n| Game | Extension |\n|---|---|\n| Armed Assault | .ArmAProfile |\n| Arma 2 | .ArmA2Profile |\n| Arma 2: Operation Arrowhead | .ArmA2OAProfile |\n| Arma 3 | .Arma3Profile |\n\n### Location\n\nThe file's location is different on each operating system:\n\n#### Windows\n\nThe default profile named after the system user can be found at:\n\n- Vista/Win7/8/10/11: `C:\\Users\\%username%\\Documents\\<game name>`\n- XP: `C:\\Documents and Settings\\%username%\\My Files\\<game name>`\n\nUser created profiles with a different naming are found at:\n\n- Vista/Win7/8/10/11: `C:\\Users\\%username%\\Documents\\<game name> - Other Profiles`\n- XP: `C:\\Documents and Settings\\%username%\\My Files\\<game name> Other Profiles`\n\n##### Profile Name\n\nIn there is a folder and within it a file which name is based on your profile name:\n\n```\n\\<game name>\\MyProfileName\\MyProfileName.<file extension>\n```\n\nYou can define the profile to be loaded with the -name parameter.\n\n##### Define a different location\n\nYou can specify the location by using the -profiles parameter.\n\nFor example start the server with\n\n```\narma_server.exe -profiles=D:\\<game name>\\Users\\ -name=server\n```\n\nYou can find your file in\n\n```\nD:\\<game name>\\Users\\server\\server.<file extension>\n```\n\n#### Linux\n\nThe name depends upon the -name parameter when starting the Arma server.\nHaving started the server with \"./server -name=server\" (`-profiles` seems to be useless on Linux) you'll find it as a subfolder of your arma-server directory, for example `\"/usr/home/arma-server/server/server.armaprofile\"`.\n\nIf you are not using the `-name` parameter, the default name \"player\" will be used and you'll find the Arma profile in `player/player.armaprofile`.\n\n### Example Configuration File\n\nThe server has less values compared to a client version.\n\n#### Server\n\n##### Armed Assault\n\n```cpp\nclass Difficulties\n{\n    class regular                // Displayed as \"Cadet\"\n    {\n        class Flags\n        {\n            // These are the settings. Set a value to 0 to disable the feature, or set it to 1 to enable it.\n\n            Armor = 1;            // Gives you improved body armor, tank armor etc\n\n            FriendlyTag = 1;    // Displays information on friendly units. ONLY WORKS WITH 'Weaponcursor = 0', eg crosshair on.\n            EnemyTag = 1;        // Displays information on enemy units\n\n            HUD = 1;            // Shows you leaders location and your position in formation\n            HUDPerm = 1;        // Shows HUD permanently\n\n            HUDWp = 1;            // Shows Waypoints right after they're ordered to you\n            HUDWpPerm = 1;        // Shows Waypoints permanently\n\n            WeaponCursor = 1;    // Shows the crosshair for your weapon\n            AutoAim = 1;        // Enables auto aim when you're not looking through your weapon's scope. Also works with crosshair off\n            AutoGuideAT = 1;    // AT missiles will be automatically guided to their target. If 0, player has to lock onto the target.\n\n            3rdPersonView = 1;    // This turns 3rd(third) person view and group leader view on or off. Please never talk of this as \"3D view\" - ArmA is not an arcade game !\n            ClockIndicator = 1;    // Displays the clock indicator on the left of your screen when giving/receiving orders like \"At 11 o'clock, enemy man at 200 meters\"\n            Map = 1;            // Shows symbols for all objects known to your group on the map. This will NOT disable the map itself !\n            Tracers = 1;        // Displays tracers even of small arms that in real life would not have tracers\n\n            AutoSpot = 1;        // If you're close enough to an enemy, you'll report it without right-clicking\n            UltraAI = 0;        // Enables some kind of super AI that hears and sees more and has better tactics. This is for both friendly and enemy sides.\n\n            UnlimitedSaves = 1;    // Enables saving permanently. For single player missions. But you then can only load the last save state.\n\n            DeathMessages = 1;    // (1.09 and later) Displays \"XXX was killed by YYY\" messages in multiplayer\n            NetStats = 1;        // (1.09 and later) Enables the scoreboard functionality in MP\n            VonID = 1;            // (1.09 and later) When using VoN, display the name of the player speaking.\n        };\n\n        // These are the skills. Value may range from 0.000000 to 1.000000\n        skillFriendly = 0.350000;        // Friendly tactics skill\n        skillEnemy = 0.350000;            // Enemy tactics skill\n        precisionFriendly = 0.350000;    // Friendly shooting precision\n        precisionEnemy = 0.350000;        // Enemy shooting precision\n    };\n\n    class veteran                // Most of the options from above are not available, because they're off by default.\n    {\n        // Also soldiers/vehicles die sooner upon damage (have no armor or body armor).\n        class Flags\n        {\n            HUD = 1;            // Shows you leaders location and your position in formation\n            HUDWp = 1;            // Shows Waypoints right after they're ordered to you\n            HUDWpPerm = 0;        // Shows Waypoints permanently\n            WeaponCursor = 1;    // Shows the crosshair for your weapon\n            ClockIndicator = 1;    // Displays the clock indicator on the left of your screen when giving/receiving orders like \"At 11 o'clock, enemy man at 200 meters\"\n            3rdPersonView = 1;    // This turns 3rd(third) person view and group leader view on or off. Please never talk of this as \"3D view\" - ArmA is not an arcade game !\n            Tracers = 1;        // Displays tracers even of small arms that in real life would not have tracers\n            UltraAI = 0;        // Enables some kind of super AI that hears and sees more and has better tactics. This is for both friendly and enemy sides.\n\n            DeathMessages = 1;    // (1.09 and later) Displays \"XXX was killed by YYY\" messages in multiplayer\n            NetStats = 1;        // (1.09 and later) Enables the scoreboard functionality in MP\n            VonID = 0;            // (1.09 and later) When using VoN, display the name of the player speaking.\n        };\n\n        // These are the skills. Value may range from 0.000000 to 1.000000\n        skillFriendly = 0.850000;\n        skillEnemy = 0.850000;\n        precisionFriendly = 0.850000;\n        precisionEnemy = 0.850000;\n    };\n};\n```\n\n##### Arma 2\n\nThis is how the default difficulty settings part of the server's .arma2profile file would look:\n\n```cpp\nclass Difficulties\n{\n    class Recruit\n    {\n        class Flags\n        {\n            3rdPersonView = 1;\n            armor = 1;\n            autoAim = 0;\n            autoGuideAT = 1;\n            autoSpot = 1;\n            clockIndicator = 1;\n            deathMessages = 1;\n            enemyTag = 0;\n            friendlyTag = 1;\n            hud = 1;\n            hudGroupInfo = 1;\n            hudPerm = 1;\n            hudWp = 1;\n            hudWpPerm = 1;\n            map = 1;\n            netStats = 1;\n            tracers = 1;\n            ultraAI = 0;\n            unlimitedSaves = 1;\n            vonID = 1;\n            weaponCursor = 1;\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 0.55;\n        precisionEnemy = 0.3;\n    };\n\n    class Regular\n    {\n        class Flags\n        {\n            3rdPersonView = 1;\n            armor = 1;\n            autoAim = 0;\n            autoGuideAT = 1;\n            autoSpot = 1;\n            clockIndicator = 1;\n            deathMessages = 1;\n            enemyTag = 0;\n            friendlyTag = 1;\n            hud = 1;\n            hudGroupInfo = 1;\n            hudPerm = 1;\n            hudWp = 1;\n            hudWpPerm = 1;\n            map = 1;\n            netStats = 1;\n            tracers = 1;\n            ultraAI = 0;\n            unlimitedSaves = 1;\n            vonId = 1;\n            weaponCursor = 1;\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 0.7;\n        precisionEnemy = 0.5;\n    };\n\n    class Veteran\n    {\n        class Flags\n        {\n            3rdPersonView = 1;\n            armor = 0;            // Cannot be changed\n            autoAim = 0;        // Cannot be changed\n            autoGuideAT = 0;    // Cannot be changed\n            autoSpot = 0;        // Cannot be changed\n            clockIndicator = 0;    // Cannot be changed\n            deathMessages = 1;\n            enemyTag = 0;        // Cannot be changed\n            friendlyTag = 0;    // Cannot be changed\n            hud = 1;\n            hudGroupInfo = 0;\n            hudPerm = 0;        // Cannot be changed\n            hudWp = 0;            // Cannot be changed\n            hudWpPerm = 0;        // Cannot be changed\n            map = 0;            // Cannot be changed\n            netStats = 1;\n            tracers = 0;        // Cannot be changed\n            ultraAI = 0;\n            unlimitedSaves = 0;    // Cannot be changed\n            vonId = 0;\n            weaponCursor = 1;\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 0.9;\n        precisionEnemy = 0.75;\n    };\n\n    class Mercenary\n    {\n        class Flags\n        {\n            3rdPersonView = 0;    // Cannot be changed\n            armor = 0;            // Cannot be changed\n            autoAim = 0;        // Cannot be changed\n            autoGuideAT = 0;    // Cannot be changed\n            autoSpot = 0;        // Cannot be changed\n            clockIndicator = 0;    // Cannot be changed\n            deathMessages = 0;\n            enemyTag = 0;        // Cannot be changed\n            friendlyTag = 0;    // Cannot be changed\n            hud = 0;            // Cannot be changed\n            hudGroupInfo = 0;    // Cannot be changed\n            hudPerm = 0;        // Cannot be changed\n            hudWp = 0;            // Cannot be changed\n            hudWpPerm = 0;        // Cannot be changed\n            map = 0;            // Cannot be changed\n            netStats = 0;\n            tracers = 0;        // Cannot be changed\n            ultraAI = 0;\n            unlimitedSaves = 0;    // Cannot be changed\n            vonID = 0;\n            weaponCursor = 0;    // Cannot be changed\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 1;\n        precisionEnemy = 1;\n    };\n};\n```\n\n##### Arma 2: Operation Arrowhead\n\n```cpp\nclass Difficulties\n{\n    class Recruit\n    {\n        class Flags\n        {\n            3rdPersonView = 1;\n            armor = 1;\n            autoAim = 0;\n            autoGuideAT = 1;\n            autoSpot = 1;\n            cameraShake = 0;\n            clockIndicator = 1;\n            deathMessages = 1;\n            enemyTag = 0;\n            friendlyTag = 1;\n            hud = 1;\n            hudGroupInfo = 1;\n            hudPerm = 1;\n            hudWp = 1;\n            hudWpPerm = 1;\n            map = 1;\n            netStats = 1;\n            tracers = 1;\n            ultraAI = 0;\n            unlimitedSaves = 1;\n            vonID = 1;\n            weaponCursor = 1;\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 0.55;\n        precisionEnemy = 0.3;\n    };\n\n    class Regular\n    {\n        class Flags\n        {\n            3rdPersonView = 1;\n            armor = 1;\n            autoAim = 0;\n            autoGuideAT = 1;\n            autoSpot = 1;\n            cameraShake = 1;\n            clockIndicator = 1;\n            deathMessages = 1;\n            enemyTag = 0;\n            friendlyTag = 1;\n            hud = 1;\n            hudGroupInfo = 1;\n            hudPerm = 1;\n            hudWp = 1;\n            hudWpPerm = 1;\n            map = 1;\n            netStats = 1;\n            tracers = 1;\n            ultraAI = 0;\n            unlimitedSaves = 1;\n            vonId = 1;\n            weaponCursor = 1;\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 0.7;\n        precisionEnemy = 0.5;\n    };\n\n    class Veteran\n    {\n        class Flags\n        {\n            3rdPersonView = 1;\n            armor = 0;            // Cannot be changed\n            autoAim = 0;        // Cannot be changed\n            autoGuideAT = 0;    // Cannot be changed\n            autoSpot = 0;        // Cannot be changed\n            cameraShake = 1;\n            clockIndicator = 0;\n            deathMessages = 1;\n            enemyTag = 0;        // Cannot be changed\n            friendlyTag = 0;    // Cannot be changed\n            hud = 1;\n            hudGroupInfo = 0;\n            hudPerm = 0;        // Cannot be changed\n            hudWp = 1;\n            hudWpPerm = 0;        // Cannot be changed\n            map = 0;\n            netStats = 1;\n            tracers = 0;        // Cannot be changed\n            ultraAI = 0;\n            unlimitedSaves = 0;\n            vonId = 0;\n            weaponCursor = 1;\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 0.9;\n        precisionEnemy = 0.75;\n    };\n\n    class Mercenary\n    {\n        class Flags\n        {\n            3rdPersonView = 0;    // Cannot be changed\n            armor = 0;            // Cannot be changed\n            autoAim = 0;        // Cannot be changed\n            autoGuideAT = 0;    // Cannot be changed\n            autoSpot = 0;        // Cannot be changed\n            cameraShake = 1;    // Cannot be changed\n            clockIndicator = 0;    // Cannot be changed\n            deathMessages = 0;\n            enemyTag = 0;        // Cannot be changed\n            friendlyTag = 0;    // Cannot be changed\n            hud = 0;            // Cannot be changed\n            hudGroupInfo = 0;    // Cannot be changed\n            hudPerm = 0;        // Cannot be changed\n            hudWp = 0;            // Cannot be changed\n            hudWpPerm = 0;        // Cannot be changed\n            map = 0;            // Cannot be changed\n            netStats = 0;\n            tracers = 0;        // Cannot be changed\n            ultraAI = 0;\n            unlimitedSaves = 0;    // Cannot be changed\n            vonID = 0;\n            weaponCursor = 0;    // Cannot be changed\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 1;\n        precisionEnemy = 1;\n    };\n};\n```\n\n##### Arma 3\n\n**Since 1.58:**\nOne of the main changes that came with 1.58 is that the difficulty levels were transformed to true presets (Recruit, Regular, Veteran).\nEach preset has exactly defined value for each difficulty option. If any of the options doesn't match the preset, the preset is changed to Custom. The particular flags stored in profile are only for the Custom preset, since Recruit, Regular and Veteran are fixed ones and predefined in game's data in `CfgDifficultyPresets` config class.\n\n- Documentation of presets and data config as well as a list of the most significant changes in 1.58: Arma 3: Difficulty Settings\n- Related forum thread: [Difficulty Overhaul](https://forums.bistudio.com/topic/188661-difficulty-overhaul/)\n\n###### Server Difficulty Example\n\n```cpp\nclass DifficultyPresets\n{\n    class CustomDifficulty\n    {\n        class Options\n        {\n            /* Simulation */\n\n            reducedDamage = 0;        // Reduced damage\n\n            /* Situational awareness */\n\n            groupIndicators = 0;    // Group indicators (0 = never, 1 = limited distance, 2 = always)\n            friendlyTags = 0;        // Friendly name tags (0 = never, 1 = limited distance, 2 = always)\n            enemyTags = 0;            // Enemy name tags (0 = never, 1 = limited distance, 2 = always)\n            detectedMines = 0;        // Detected mines (0 = never, 1 = limited distance, 2 = always)\n            commands = 1;            // Commands (0 = never, 1 = fade out, 2 = always)\n            waypoints = 1;            // Waypoints (0 = never, 1 = fade out, 2 = always)\n            tacticalPing = 0;        // Tactical ping (0 = disabled, 1 = in 3D scene, 2 = on map, 3 = both)\n\n            /* Personal awareness */\n\n            weaponInfo = 2;            // Weapon info (0 = never, 1 = fade out, 2 = always)\n            stanceIndicator = 2;    // Stance indicator (0 = never, 1 = fade out, 2 = always)\n            staminaBar = 0;            // Stamina bar\n            weaponCrosshair = 0;    // Weapon crosshair\n            visionAid = 0;            // Vision aid\n\n            /* View */\n\n            thirdPersonView = 0;    // 3rd person view (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))\n            cameraShake = 1;        // Camera shake\n\n            /* Multiplayer */\n\n            scoreTable = 1;            // Score table\n            deathMessages = 1;        // Killed by\n            vonID = 1;                // VoN ID\n\n            /* Misc */\n\n            mapContent = 0;            // Extended map content\n            autoReport = 0;            // (former autoSpot) Automatic reporting of spotted enemies by players only. This doesn't have any effect on AIs.\n            multipleSaves = 0;        // Multiple saves\n        };\n\n        // aiLevelPreset defines AI skill level and is counted from 0 and can have following values: 0 (Low), 1 (Normal), 2 (High), 3 (Custom).\n        // when 3 (Custom) is chosen, values of skill and precision are taken from the class CustomAILevel.\n        aiLevelPreset = 3;\n    };\n\n    class CustomAILevel\n    {\n        skillAI = 0.5;\n        precisionAI = 0.5;\n    };\n};\n```\n\n### See Also\n\n- Server Configuration\n- Difficulty Menu\n- Armed Assault:Dedicated Server\n- Operation Flashpoint: Dedicated Server","sections":[{"heading":null,"level":1,"markdown":"This article deals with the **server.armaprofile**, describing all the visual and difficulty settings in Arma, like friendly and enemy AI quality, HUD, crosshair, 3rd person view, clock indicator and so on."},{"heading":"Extension","level":3,"markdown":"| Game | Extension |\n|---|---|\n| Armed Assault | .ArmAProfile |\n| Arma 2 | .ArmA2Profile |\n| Arma 2: Operation Arrowhead | .ArmA2OAProfile |\n| Arma 3 | .Arma3Profile |"},{"heading":"Location","level":3,"markdown":"The file's location is different on each operating system:"},{"heading":"Windows","level":4,"markdown":"The default profile named after the system user can be found at:\n\n- Vista/Win7/8/10/11: `C:\\Users\\%username%\\Documents\\<game name>`\n- XP: `C:\\Documents and Settings\\%username%\\My Files\\<game name>`\n\nUser created profiles with a different naming are found at:\n\n- Vista/Win7/8/10/11: `C:\\Users\\%username%\\Documents\\<game name> - Other Profiles`\n- XP: `C:\\Documents and Settings\\%username%\\My Files\\<game name> Other Profiles`"},{"heading":"Profile Name","level":5,"markdown":"In there is a folder and within it a file which name is based on your profile name:\n\n```\n\\<game name>\\MyProfileName\\MyProfileName.<file extension>\n```\n\nYou can define the profile to be loaded with the -name parameter."},{"heading":"Define a different location","level":5,"markdown":"You can specify the location by using the -profiles parameter.\n\nFor example start the server with\n\n```\narma_server.exe -profiles=D:\\<game name>\\Users\\ -name=server\n```\n\nYou can find your file in\n\n```\nD:\\<game name>\\Users\\server\\server.<file extension>\n```"},{"heading":"Linux","level":4,"markdown":"The name depends upon the -name parameter when starting the Arma server.\nHaving started the server with \"./server -name=server\" (`-profiles` seems to be useless on Linux) you'll find it as a subfolder of your arma-server directory, for example `\"/usr/home/arma-server/server/server.armaprofile\"`.\n\nIf you are not using the `-name` parameter, the default name \"player\" will be used and you'll find the Arma profile in `player/player.armaprofile`."},{"heading":"Example Configuration File","level":3,"markdown":"The server has less values compared to a client version."},{"heading":"Server","level":4,"markdown":""},{"heading":"Armed Assault","level":5,"markdown":"```cpp\nclass Difficulties\n{\n    class regular                // Displayed as \"Cadet\"\n    {\n        class Flags\n        {\n            // These are the settings. Set a value to 0 to disable the feature, or set it to 1 to enable it.\n\n            Armor = 1;            // Gives you improved body armor, tank armor etc\n\n            FriendlyTag = 1;    // Displays information on friendly units. ONLY WORKS WITH 'Weaponcursor = 0', eg crosshair on.\n            EnemyTag = 1;        // Displays information on enemy units\n\n            HUD = 1;            // Shows you leaders location and your position in formation\n            HUDPerm = 1;        // Shows HUD permanently\n\n            HUDWp = 1;            // Shows Waypoints right after they're ordered to you\n            HUDWpPerm = 1;        // Shows Waypoints permanently\n\n            WeaponCursor = 1;    // Shows the crosshair for your weapon\n            AutoAim = 1;        // Enables auto aim when you're not looking through your weapon's scope. Also works with crosshair off\n            AutoGuideAT = 1;    // AT missiles will be automatically guided to their target. If 0, player has to lock onto the target.\n\n            3rdPersonView = 1;    // This turns 3rd(third) person view and group leader view on or off. Please never talk of this as \"3D view\" - ArmA is not an arcade game !\n            ClockIndicator = 1;    // Displays the clock indicator on the left of your screen when giving/receiving orders like \"At 11 o'clock, enemy man at 200 meters\"\n            Map = 1;            // Shows symbols for all objects known to your group on the map. This will NOT disable the map itself !\n            Tracers = 1;        // Displays tracers even of small arms that in real life would not have tracers\n\n            AutoSpot = 1;        // If you're close enough to an enemy, you'll report it without right-clicking\n            UltraAI = 0;        // Enables some kind of super AI that hears and sees more and has better tactics. This is for both friendly and enemy sides.\n\n            UnlimitedSaves = 1;    // Enables saving permanently. For single player missions. But you then can only load the last save state.\n\n            DeathMessages = 1;    // (1.09 and later) Displays \"XXX was killed by YYY\" messages in multiplayer\n            NetStats = 1;        // (1.09 and later) Enables the scoreboard functionality in MP\n            VonID = 1;            // (1.09 and later) When using VoN, display the name of the player speaking.\n        };\n\n        // These are the skills. Value may range from 0.000000 to 1.000000\n        skillFriendly = 0.350000;        // Friendly tactics skill\n        skillEnemy = 0.350000;            // Enemy tactics skill\n        precisionFriendly = 0.350000;    // Friendly shooting precision\n        precisionEnemy = 0.350000;        // Enemy shooting precision\n    };\n\n    class veteran                // Most of the options from above are not available, because they're off by default.\n    {\n        // Also soldiers/vehicles die sooner upon damage (have no armor or body armor).\n        class Flags\n        {\n            HUD = 1;            // Shows you leaders location and your position in formation\n            HUDWp = 1;            // Shows Waypoints right after they're ordered to you\n            HUDWpPerm = 0;        // Shows Waypoints permanently\n            WeaponCursor = 1;    // Shows the crosshair for your weapon\n            ClockIndicator = 1;    // Displays the clock indicator on the left of your screen when giving/receiving orders like \"At 11 o'clock, enemy man at 200 meters\"\n            3rdPersonView = 1;    // This turns 3rd(third) person view and group leader view on or off. Please never talk of this as \"3D view\" - ArmA is not an arcade game !\n            Tracers = 1;        // Displays tracers even of small arms that in real life would not have tracers\n            UltraAI = 0;        // Enables some kind of super AI that hears and sees more and has better tactics. This is for both friendly and enemy sides.\n\n            DeathMessages = 1;    // (1.09 and later) Displays \"XXX was killed by YYY\" messages in multiplayer\n            NetStats = 1;        // (1.09 and later) Enables the scoreboard functionality in MP\n            VonID = 0;            // (1.09 and later) When using VoN, display the name of the player speaking.\n        };\n\n        // These are the skills. Value may range from 0.000000 to 1.000000\n        skillFriendly = 0.850000;\n        skillEnemy = 0.850000;\n        precisionFriendly = 0.850000;\n        precisionEnemy = 0.850000;\n    };\n};\n```"},{"heading":"Arma 2","level":5,"markdown":"This is how the default difficulty settings part of the server's .arma2profile file would look:\n\n```cpp\nclass Difficulties\n{\n    class Recruit\n    {\n        class Flags\n        {\n            3rdPersonView = 1;\n            armor = 1;\n            autoAim = 0;\n            autoGuideAT = 1;\n            autoSpot = 1;\n            clockIndicator = 1;\n            deathMessages = 1;\n            enemyTag = 0;\n            friendlyTag = 1;\n            hud = 1;\n            hudGroupInfo = 1;\n            hudPerm = 1;\n            hudWp = 1;\n            hudWpPerm = 1;\n            map = 1;\n            netStats = 1;\n            tracers = 1;\n            ultraAI = 0;\n            unlimitedSaves = 1;\n            vonID = 1;\n            weaponCursor = 1;\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 0.55;\n        precisionEnemy = 0.3;\n    };\n\n    class Regular\n    {\n        class Flags\n        {\n            3rdPersonView = 1;\n            armor = 1;\n            autoAim = 0;\n            autoGuideAT = 1;\n            autoSpot = 1;\n            clockIndicator = 1;\n            deathMessages = 1;\n            enemyTag = 0;\n            friendlyTag = 1;\n            hud = 1;\n            hudGroupInfo = 1;\n            hudPerm = 1;\n            hudWp = 1;\n            hudWpPerm = 1;\n            map = 1;\n            netStats = 1;\n            tracers = 1;\n            ultraAI = 0;\n            unlimitedSaves = 1;\n            vonId = 1;\n            weaponCursor = 1;\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 0.7;\n        precisionEnemy = 0.5;\n    };\n\n    class Veteran\n    {\n        class Flags\n        {\n            3rdPersonView = 1;\n            armor = 0;            // Cannot be changed\n            autoAim = 0;        // Cannot be changed\n            autoGuideAT = 0;    // Cannot be changed\n            autoSpot = 0;        // Cannot be changed\n            clockIndicator = 0;    // Cannot be changed\n            deathMessages = 1;\n            enemyTag = 0;        // Cannot be changed\n            friendlyTag = 0;    // Cannot be changed\n            hud = 1;\n            hudGroupInfo = 0;\n            hudPerm = 0;        // Cannot be changed\n            hudWp = 0;            // Cannot be changed\n            hudWpPerm = 0;        // Cannot be changed\n            map = 0;            // Cannot be changed\n            netStats = 1;\n            tracers = 0;        // Cannot be changed\n            ultraAI = 0;\n            unlimitedSaves = 0;    // Cannot be changed\n            vonId = 0;\n            weaponCursor = 1;\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 0.9;\n        precisionEnemy = 0.75;\n    };\n\n    class Mercenary\n    {\n        class Flags\n        {\n            3rdPersonView = 0;    // Cannot be changed\n            armor = 0;            // Cannot be changed\n            autoAim = 0;        // Cannot be changed\n            autoGuideAT = 0;    // Cannot be changed\n            autoSpot = 0;        // Cannot be changed\n            clockIndicator = 0;    // Cannot be changed\n            deathMessages = 0;\n            enemyTag = 0;        // Cannot be changed\n            friendlyTag = 0;    // Cannot be changed\n            hud = 0;            // Cannot be changed\n            hudGroupInfo = 0;    // Cannot be changed\n            hudPerm = 0;        // Cannot be changed\n            hudWp = 0;            // Cannot be changed\n            hudWpPerm = 0;        // Cannot be changed\n            map = 0;            // Cannot be changed\n            netStats = 0;\n            tracers = 0;        // Cannot be changed\n            ultraAI = 0;\n            unlimitedSaves = 0;    // Cannot be changed\n            vonID = 0;\n            weaponCursor = 0;    // Cannot be changed\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 1;\n        precisionEnemy = 1;\n    };\n};\n```"},{"heading":"Arma 2: Operation Arrowhead","level":5,"markdown":"```cpp\nclass Difficulties\n{\n    class Recruit\n    {\n        class Flags\n        {\n            3rdPersonView = 1;\n            armor = 1;\n            autoAim = 0;\n            autoGuideAT = 1;\n            autoSpot = 1;\n            cameraShake = 0;\n            clockIndicator = 1;\n            deathMessages = 1;\n            enemyTag = 0;\n            friendlyTag = 1;\n            hud = 1;\n            hudGroupInfo = 1;\n            hudPerm = 1;\n            hudWp = 1;\n            hudWpPerm = 1;\n            map = 1;\n            netStats = 1;\n            tracers = 1;\n            ultraAI = 0;\n            unlimitedSaves = 1;\n            vonID = 1;\n            weaponCursor = 1;\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 0.55;\n        precisionEnemy = 0.3;\n    };\n\n    class Regular\n    {\n        class Flags\n        {\n            3rdPersonView = 1;\n            armor = 1;\n            autoAim = 0;\n            autoGuideAT = 1;\n            autoSpot = 1;\n            cameraShake = 1;\n            clockIndicator = 1;\n            deathMessages = 1;\n            enemyTag = 0;\n            friendlyTag = 1;\n            hud = 1;\n            hudGroupInfo = 1;\n            hudPerm = 1;\n            hudWp = 1;\n            hudWpPerm = 1;\n            map = 1;\n            netStats = 1;\n            tracers = 1;\n            ultraAI = 0;\n            unlimitedSaves = 1;\n            vonId = 1;\n            weaponCursor = 1;\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 0.7;\n        precisionEnemy = 0.5;\n    };\n\n    class Veteran\n    {\n        class Flags\n        {\n            3rdPersonView = 1;\n            armor = 0;            // Cannot be changed\n            autoAim = 0;        // Cannot be changed\n            autoGuideAT = 0;    // Cannot be changed\n            autoSpot = 0;        // Cannot be changed\n            cameraShake = 1;\n            clockIndicator = 0;\n            deathMessages = 1;\n            enemyTag = 0;        // Cannot be changed\n            friendlyTag = 0;    // Cannot be changed\n            hud = 1;\n            hudGroupInfo = 0;\n            hudPerm = 0;        // Cannot be changed\n            hudWp = 1;\n            hudWpPerm = 0;        // Cannot be changed\n            map = 0;\n            netStats = 1;\n            tracers = 0;        // Cannot be changed\n            ultraAI = 0;\n            unlimitedSaves = 0;\n            vonId = 0;\n            weaponCursor = 1;\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 0.9;\n        precisionEnemy = 0.75;\n    };\n\n    class Mercenary\n    {\n        class Flags\n        {\n            3rdPersonView = 0;    // Cannot be changed\n            armor = 0;            // Cannot be changed\n            autoAim = 0;        // Cannot be changed\n            autoGuideAT = 0;    // Cannot be changed\n            autoSpot = 0;        // Cannot be changed\n            cameraShake = 1;    // Cannot be changed\n            clockIndicator = 0;    // Cannot be changed\n            deathMessages = 0;\n            enemyTag = 0;        // Cannot be changed\n            friendlyTag = 0;    // Cannot be changed\n            hud = 0;            // Cannot be changed\n            hudGroupInfo = 0;    // Cannot be changed\n            hudPerm = 0;        // Cannot be changed\n            hudWp = 0;            // Cannot be changed\n            hudWpPerm = 0;        // Cannot be changed\n            map = 0;            // Cannot be changed\n            netStats = 0;\n            tracers = 0;        // Cannot be changed\n            ultraAI = 0;\n            unlimitedSaves = 0;    // Cannot be changed\n            vonID = 0;\n            weaponCursor = 0;    // Cannot be changed\n        };\n\n        skillFriendly = 1;\n        precisionFriendly = 1;\n        skillEnemy = 1;\n        precisionEnemy = 1;\n    };\n};\n```"},{"heading":"Arma 3","level":5,"markdown":"**Since 1.58:**\nOne of the main changes that came with 1.58 is that the difficulty levels were transformed to true presets (Recruit, Regular, Veteran).\nEach preset has exactly defined value for each difficulty option. If any of the options doesn't match the preset, the preset is changed to Custom. The particular flags stored in profile are only for the Custom preset, since Recruit, Regular and Veteran are fixed ones and predefined in game's data in `CfgDifficultyPresets` config class.\n\n- Documentation of presets and data config as well as a list of the most significant changes in 1.58: Arma 3: Difficulty Settings\n- Related forum thread: [Difficulty Overhaul](https://forums.bistudio.com/topic/188661-difficulty-overhaul/)"},{"heading":"Server Difficulty Example","level":6,"markdown":"```cpp\nclass DifficultyPresets\n{\n    class CustomDifficulty\n    {\n        class Options\n        {\n            /* Simulation */\n\n            reducedDamage = 0;        // Reduced damage\n\n            /* Situational awareness */\n\n            groupIndicators = 0;    // Group indicators (0 = never, 1 = limited distance, 2 = always)\n            friendlyTags = 0;        // Friendly name tags (0 = never, 1 = limited distance, 2 = always)\n            enemyTags = 0;            // Enemy name tags (0 = never, 1 = limited distance, 2 = always)\n            detectedMines = 0;        // Detected mines (0 = never, 1 = limited distance, 2 = always)\n            commands = 1;            // Commands (0 = never, 1 = fade out, 2 = always)\n            waypoints = 1;            // Waypoints (0 = never, 1 = fade out, 2 = always)\n            tacticalPing = 0;        // Tactical ping (0 = disabled, 1 = in 3D scene, 2 = on map, 3 = both)\n\n            /* Personal awareness */\n\n            weaponInfo = 2;            // Weapon info (0 = never, 1 = fade out, 2 = always)\n            stanceIndicator = 2;    // Stance indicator (0 = never, 1 = fade out, 2 = always)\n            staminaBar = 0;            // Stamina bar\n            weaponCrosshair = 0;    // Weapon crosshair\n            visionAid = 0;            // Vision aid\n\n            /* View */\n\n            thirdPersonView = 0;    // 3rd person view (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since  Arma 3 v1.99))\n            cameraShake = 1;        // Camera shake\n\n            /* Multiplayer */\n\n            scoreTable = 1;            // Score table\n            deathMessages = 1;        // Killed by\n            vonID = 1;                // VoN ID\n\n            /* Misc */\n\n            mapContent = 0;            // Extended map content\n            autoReport = 0;            // (former autoSpot) Automatic reporting of spotted enemies by players only. This doesn't have any effect on AIs.\n            multipleSaves = 0;        // Multiple saves\n        };\n\n        // aiLevelPreset defines AI skill level and is counted from 0 and can have following values: 0 (Low), 1 (Normal), 2 (High), 3 (Custom).\n        // when 3 (Custom) is chosen, values of skill and precision are taken from the class CustomAILevel.\n        aiLevelPreset = 3;\n    };\n\n    class CustomAILevel\n    {\n        skillAI = 0.5;\n        precisionAI = 0.5;\n    };\n};\n```"},{"heading":"See Also","level":3,"markdown":"- Server Configuration\n- Difficulty Menu\n- Armed Assault:Dedicated Server\n- Operation Flashpoint: Dedicated Server"}],"categories":["ArmA: Armed Assault: Multiplayer","Arma 2: Multiplayer","Arma 3: Multiplayer"],"groups":["Multiplayer and Server"]},{"name":"Side","title":"Side","type":"topic","url":"https://community.bistudio.com/wiki/Side","revid":342100,"updated":"2023-07-09T12:26:36Z","aliases":[],"markdown":"| Id | Side | Description | Commands | Can<br>createCenter | String version | Present in |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|\n| Id | Side | Description | Commands | Can<br>createCenter | String version | Operation Flashpoint v1.00 | Operation Flashpoint: Resistance v1.75 | Armed Assault v1.00 | Arma 2 v1.00 | Arma 2: Operation Arrowhead v1.50 | Arma 3 v0.50 | Take On Helicopters v1.00 |\n| 1 | BLUFOR | The BLUFOR (*Blue Forces*) side. | west, blufor | ✓ | \"WEST\" | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 0 | OPFOR | The [OPFOR](https://en.wikipedia.org/wiki/Opposing_force) (*Opposing Forces*) side. | east, opfor | ✓ | \"EAST\" | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 2 | Independent | The *Independent Forces*/*Guerilla* side. | resistance, independent | ✓ | \"GUER\" | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 3 | Civilian | The civilian side. | civilian | ✓ | \"CIV\" | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 9 | Ambient Life | Animals like fish, rabbits and snakes. | sideAmbientLife | ✗ | \"AMBIENT LIFE\" | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |\n| 8 | Empty | Empty buildings placed in the Eden Editor. | sideEmpty | ✗ | \"EMPTY\" | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |\n| 6 | Friendly | Friendly sides. | sideFriendly | ✗ | \"FRIENDLY\" | ✗ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 5 | Enemy | Enemy side. | sideEnemy | ✗ | \"ENEMY\" | ✗ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 4 | Unknown | Used when the side of a unit is unknown, e.g for spotted targets with insufficient information. | sideUnknown | ✗ | \"UNKNOWN\" | ✗ | ✗ | ✗ | ✓ | ✓ | ✓ | ✓ |\n| 7 | Logic | Side of Game Logics and Modules. | sideLogic | ✓ | \"LOGIC\" | ✗ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n\n### See Also\n\n- Side Relations\n- Factions\n- Command Group: Sides","sections":[{"heading":null,"level":1,"markdown":"| Id | Side | Description | Commands | Can<br>createCenter | String version | Present in |  |  |  |  |  |  |\n|---|---|---|---|---|---|---|---|---|---|---|---|---|\n| Id | Side | Description | Commands | Can<br>createCenter | String version | Operation Flashpoint v1.00 | Operation Flashpoint: Resistance v1.75 | Armed Assault v1.00 | Arma 2 v1.00 | Arma 2: Operation Arrowhead v1.50 | Arma 3 v0.50 | Take On Helicopters v1.00 |\n| 1 | BLUFOR | The BLUFOR (*Blue Forces*) side. | west, blufor | ✓ | \"WEST\" | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 0 | OPFOR | The [OPFOR](https://en.wikipedia.org/wiki/Opposing_force) (*Opposing Forces*) side. | east, opfor | ✓ | \"EAST\" | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 2 | Independent | The *Independent Forces*/*Guerilla* side. | resistance, independent | ✓ | \"GUER\" | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 3 | Civilian | The civilian side. | civilian | ✓ | \"CIV\" | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 9 | Ambient Life | Animals like fish, rabbits and snakes. | sideAmbientLife | ✗ | \"AMBIENT LIFE\" | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |\n| 8 | Empty | Empty buildings placed in the Eden Editor. | sideEmpty | ✗ | \"EMPTY\" | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |\n| 6 | Friendly | Friendly sides. | sideFriendly | ✗ | \"FRIENDLY\" | ✗ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 5 | Enemy | Enemy side. | sideEnemy | ✗ | \"ENEMY\" | ✗ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| 4 | Unknown | Used when the side of a unit is unknown, e.g for spotted targets with insufficient information. | sideUnknown | ✗ | \"UNKNOWN\" | ✗ | ✗ | ✗ | ✓ | ✓ | ✓ | ✓ |\n| 7 | Logic | Side of Game Logics and Modules. | sideLogic | ✓ | \"LOGIC\" | ✗ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |"},{"heading":"See Also","level":3,"markdown":"- Side Relations\n- Factions\n- Command Group: Sides"}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Side Relations","title":"Side Relations","type":"topic","url":"https://community.bistudio.com/wiki/Side_Relations","revid":341425,"updated":"2023-05-25T22:38:22Z","aliases":["Side relations"],"markdown":"> [!NOTE]\n> This page deals with all **Arma 3** sides, which has more than previous games. See the Side page to see previous titles' available sides.\n>\n> Also:\n>\n> - west = blufor\n> - east = opfor\n> - resistance = independent\n\n### Sides Relations\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.\n\n#### Sides Friendship\n\nHelper function: BIS_fnc_sideIsFriendly\n\n| ↓ is friendly to → | east | west | resistance | civilian | sideAmbientLife | sideUnknown | sideEnemy | sideFriendly | sideEmpty | sideLogic |\n|---|---|---|---|---|---|---|---|---|---|---|\n| east | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| west | ✗ | ✓ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| resistance | ✗ | ✓ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| civilian | ✗ | ✓ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| sideAmbientLife | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| sideUnknown | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| sideEnemy | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| sideFriendly | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| sideEmpty | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| sideLogic | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n\n#### Sides Enmity\n\nHelper function: BIS_fnc_sideIsEnemy\n\n| ↓ is enemy to → | east | west | resistance | civilian | sideAmbientLife | sideUnknown | sideEnemy | sideFriendly | sideEmpty | sideLogic |\n|---|---|---|---|---|---|---|---|---|---|---|\n| east | ✗ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| west | ✓ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| resistance | ✓ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| civilian | ✓ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| sideAmbientLife | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| sideUnknown | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| sideEnemy | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| sideFriendly | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| sideEmpty | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| sideLogic | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n\n### Change Relations\n\n- You can set which sides resistance is friendly/enemy to in the mission editor (click on the Intel box).\n- Everyone is friendly toward civilians. Civilians AI have a total impunity and can kill any enemy without retaliation (same as captive units).\n- You can use the setFriend command to set relations between any sides (even east and west).\n\n```sqf\n// will make east friendly to west and vice versa\neast setFriend [west, 1];\nwest setFriend [east, 1];\n```\n\n#### One Way Hostility\n\nUsing the setCaptive command allows you to stop enemy units to fire on the target unit.\n\n```sqf\n_soldier setCaptive true; // _soldier can shoot at enemy but enemy will not return fire\n```\n\nYou can re-activate hostility by canceling captive status.\n\n```sqf\n_soldier setCaptive false; // _soldier will be shot at again by enemy units\n```\n\n#### Two Way Hostility With Civilians\n\nTo make a civilian a potential target to other sides, you can either:\n\n- make the civilian a renegade by using the addRating command. This will make him a renegade, meaning an enemy to everyone including other civilians.\n\n```sqf\n_civilian addRating -10000; // this will cause sides to shoot civilian, but not civilian to shoot back - for that, use setFriend\n```\n\n> [!NOTE]\n> The renegade rating threshold is *below* -2000 (e.g -2001, -5000 etc).\n\n- make the civilian join an enemy group, e.g east:\n\n  ```sqf\n  private _eastGroup = createGroup east;\n  [_civilian] joinSilent _eastGroup;\n  ```\n\n#### Set in the Editor\n\n1. Group your civilians with an east leader\n1. Delete the east leader on mission load:\n   - Put `deleteVehicle this` in the officer's initialisation field.\n   - Alternatively, set the **probability of presence** slider of the officer to **zero**.\n1. On mission start, the east leader will not be here but the civilians will be on the east side.","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> This page deals with all **Arma 3** sides, which has more than previous games. See the Side page to see previous titles' available sides.\n>\n> Also:\n>\n> - west = blufor\n> - east = opfor\n> - resistance = independent"},{"heading":"Sides Relations","level":3,"markdown":"> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."},{"heading":"Sides Friendship","level":4,"markdown":"Helper function: BIS_fnc_sideIsFriendly\n\n| ↓ is friendly to → | east | west | resistance | civilian | sideAmbientLife | sideUnknown | sideEnemy | sideFriendly | sideEmpty | sideLogic |\n|---|---|---|---|---|---|---|---|---|---|---|\n| east | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| west | ✗ | ✓ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| resistance | ✗ | ✓ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| civilian | ✗ | ✓ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| sideAmbientLife | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| sideUnknown | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| sideEnemy | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| sideFriendly | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| sideEmpty | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |\n| sideLogic | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |"},{"heading":"Sides Enmity","level":4,"markdown":"Helper function: BIS_fnc_sideIsEnemy\n\n| ↓ is enemy to → | east | west | resistance | civilian | sideAmbientLife | sideUnknown | sideEnemy | sideFriendly | sideEmpty | sideLogic |\n|---|---|---|---|---|---|---|---|---|---|---|\n| east | ✗ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| west | ✓ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| resistance | ✓ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| civilian | ✓ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| sideAmbientLife | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| sideUnknown | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| sideEnemy | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| sideFriendly | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| sideEmpty | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |\n| sideLogic | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |"},{"heading":"Change Relations","level":3,"markdown":"- You can set which sides resistance is friendly/enemy to in the mission editor (click on the Intel box).\n- Everyone is friendly toward civilians. Civilians AI have a total impunity and can kill any enemy without retaliation (same as captive units).\n- You can use the setFriend command to set relations between any sides (even east and west).\n\n```sqf\n// will make east friendly to west and vice versa\neast setFriend [west, 1];\nwest setFriend [east, 1];\n```"},{"heading":"One Way Hostility","level":4,"markdown":"Using the setCaptive command allows you to stop enemy units to fire on the target unit.\n\n```sqf\n_soldier setCaptive true; // _soldier can shoot at enemy but enemy will not return fire\n```\n\nYou can re-activate hostility by canceling captive status.\n\n```sqf\n_soldier setCaptive false; // _soldier will be shot at again by enemy units\n```"},{"heading":"Two Way Hostility With Civilians","level":4,"markdown":"To make a civilian a potential target to other sides, you can either:\n\n- make the civilian a renegade by using the addRating command. This will make him a renegade, meaning an enemy to everyone including other civilians.\n\n```sqf\n_civilian addRating -10000; // this will cause sides to shoot civilian, but not civilian to shoot back - for that, use setFriend\n```\n\n> [!NOTE]\n> The renegade rating threshold is *below* -2000 (e.g -2001, -5000 etc).\n\n- make the civilian join an enemy group, e.g east:\n\n  ```sqf\n  private _eastGroup = createGroup east;\n  [_civilian] joinSilent _eastGroup;\n  ```"},{"heading":"Set in the Editor","level":4,"markdown":"1. Group your civilians with an east leader\n1. Delete the east leader on mission load:\n   - Put `deleteVehicle this` in the officer's initialisation field.\n   - Alternatively, set the **probability of presence** slider of the officer to **zero**.\n1. On mission start, the east leader will not be here but the civilians will be on the east side."}],"categories":["Scripting Topics"],"groups":["Scripting"]},{"name":"Simple Expression","title":"Simple Expression","type":"topic","url":"https://community.bistudio.com/wiki/Simple_Expression","revid":352181,"updated":"2024-02-01T23:25:49Z","aliases":["simple expression"],"markdown":"> [!NOTE]\n> Simple expressions are not as flexible as normal scripts, but they are compiled for a very efficient execution.\n\n### Available Operators\n\n|  |  |\n|---|---|\n| randomGen a | random value from 0 to *a* (randomGen 5) |\n| randomGen expr | random value from 0 to expression value (randomGen daylight) |\n| *a* factor [*x*,*y*] | `factor` is the same as `interpolate` only output range is fixed and capped to 0...1 (or 1...0 if input range is reversed)<br>if *x*<*y* then *a*<*x*: 0, *a*>*y*: 1<br>if *x*>*y* then *a*>*x*: 0, *a*<*y*: 1 |\n| *a* interpolate [*xFrom*,*xTo*,*resFrom*,*resTo*] | Introduced in Arma 2 1.05. interpolate result based on input value.<br>Equivalent to x factor [xFrom,xTo] * (resTo-resFrom) + resFrom |\n| *a* min *b* | see min |\n| *a* max *b* | see max |\n| *a* - *b* | see a-b |\n| *a* + *b* | see a+b |\n| *a* * *b* | see a*b |\n| *a* / *b* | see a/b (for A3, not sure if others) |\n| abs *a* | see abs (introduced in Arma 3 patch 1.68) |\n| x envelope [a,b,c,d] | trapezoid envelope with output <0;1> (substitution for \"(v factor(a,b))*(v factor(d,c))\" (Since Arma 3 1.67) |\n| *a* > *b* | see a > b. Returns 1 and 0 rather than true and false. |\n| *a* < *b* | see a < b. Returns 1 and 0 rather than true and false. |\n| *a* >= *b* | see a >= b. Returns 1 and 0 rather than true and false. |\n| *a* <= *b* | see a <= b. Returns 1 and 0 rather than true and false. |\n\nDescription: *a*,*b* can be any simple expression. *x*,*y* can be a constant expression only (i.e. expression with a type Number).\n\nSince Arma 3 1.67 the following operators are also available (v ... controller value):\n\n- abs(v) - absolute value\n- sqr(v) - square value\n- sqrt(v) - square root value\n- pow(v, a) - power\n\n### SQF Equivalent of `factor`\n\n```sqf\nSQF_fnc_factor =\n{\n    private _fnc_interpolateCommon =\n    {\n        params [\"_c\", \"_cMin\", \"_cMax\", \"_vMin\", \"_vMax\"];\n\n        if (_c < _cMin) exitWith { _vMin };\n        if (_c > _cMax) exitWith { _vMax };\n\n        (_c - _cMin) * (1 / (_cMax - _cMin)) * (_vMax - _vMin) + _vMin\n    };\n\n    params [\"_c\", \"_cMin\", \"_cMax\"];\n\n    if (_cMin < _cMax) then\n    {\n        [_c, _cMin, _cMax, 0, 1] call _fnc_interpolateCommon\n    }\n    else\n    {\n        [_c, _cMax, _cMin, 1, 0] call _fnc_interpolateCommon\n    };\n};\n```\n\nExample:\n\n```sqf\n[0.2, 0.1, 0.7] call SQF_fnc_factor; // 0.166667\n```\n\n### SQF Equivalent of `interpolate`\n\n```sqf\nSQF_fnc_interpolate =\n{\n    private _fnc_interpolateCommon =\n    {\n        params [\"_c\", \"_cMin\", \"_cMax\", \"_vMin\", \"_vMax\"];\n\n        if (_c < _cMin) exitWith { _vMin };\n        if (_c > _cMax) exitWith { _vMax };\n\n        (_c - _cMin) * (1 / (_cMax - _cMin)) * (_vMax - _vMin) + _vMin\n    };\n\n    params [\"_c\", \"_cMin\", \"_cMax\", \"_vMin\", \"_vMax\"];\n\n    if (_cMin < _cMax) then\n    {\n        [_c, _cMin, _cMax, _vMin, _vMax] call _fnc_interpolateCommon\n    }\n    else\n    {\n        [_c, _cMax, _cMin, _vMax, _vMin] call _fnc_interpolateCommon\n    };\n};\n```\n\nExample:\n\n```sqf\n[0.2, 0.1, 0.7, 0, 100] call SQF_fnc_interpolate; // 16.6667\n```\n\n### SQF Equivalent of `envelope`\n\n```sqf\nSQF_fnc_envelope =\n{\n    private _fnc_interpolateCommon =\n    {\n        params [\"_c\", \"_cMin\", \"_cMax\", \"_vMin\", \"_vMax\"];\n\n        if (_c < _cMin) exitWith { _vMin };\n        if (_c > _cMax) exitWith { _vMax };\n\n        (_c - _cMin) * (1 / (_cMax - _cMin)) * (_vMax - _vMin) + _vMin\n    };\n\n    params [\"_x\", \"_a\", \"_b\", \"_c\", \"_d\"];\n\n    private _ret = 0;\n\n    if (_x > _a && _x < _d) then\n    {\n        private _v = [_x, _a, _b, 0, 1] call _fnc_interpolateCommon;\n\n        if (_v > 0) then { _ret = _v * ([_x, _c, _d, 1, 0] call _fnc_interpolateCommon) };\n    };\n\n    _ret\n};\n```\n\nExample:\n\n```sqf\n[0.5, 0.1, 0.3, 0.7, 0.9] call SQF_fnc_envelope; // 1\n```\n\n### Simple Expressions - How do they work?\n\n**The following is an example taken from the Eden Editor: Entity Context Menu.**\n\n**Example:**\n\n```cpp\nconditionShow = \"hoverObjectCanFly * (1 - hoverObjectFlying)\";\n```\n\nEntry will only show if the object you are hovering over can fly and the object isn't flying.\n\n**Let's take a closer look at the example.**\n\nhoverObjectCanFly and hoverObjectFlying are two boolean values, which can either be true (1) or false (0).\n\nIf hoverObjectCanFly is true (1) and hoverObjectFlying is false (0) the resulting equation looks like this:\n\n```\n1 * (1-0) = x\n1 * 1 = x\nx = 1\n```\n\nThe result will be true (1), therefore the entry will be shown.","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> Simple expressions are not as flexible as normal scripts, but they are compiled for a very efficient execution."},{"heading":"Available Operators","level":3,"markdown":"|  |  |\n|---|---|\n| randomGen a | random value from 0 to *a* (randomGen 5) |\n| randomGen expr | random value from 0 to expression value (randomGen daylight) |\n| *a* factor [*x*,*y*] | `factor` is the same as `interpolate` only output range is fixed and capped to 0...1 (or 1...0 if input range is reversed)<br>if *x*<*y* then *a*<*x*: 0, *a*>*y*: 1<br>if *x*>*y* then *a*>*x*: 0, *a*<*y*: 1 |\n| *a* interpolate [*xFrom*,*xTo*,*resFrom*,*resTo*] | Introduced in Arma 2 1.05. interpolate result based on input value.<br>Equivalent to x factor [xFrom,xTo] * (resTo-resFrom) + resFrom |\n| *a* min *b* | see min |\n| *a* max *b* | see max |\n| *a* - *b* | see a-b |\n| *a* + *b* | see a+b |\n| *a* * *b* | see a*b |\n| *a* / *b* | see a/b (for A3, not sure if others) |\n| abs *a* | see abs (introduced in Arma 3 patch 1.68) |\n| x envelope [a,b,c,d] | trapezoid envelope with output <0;1> (substitution for \"(v factor(a,b))*(v factor(d,c))\" (Since Arma 3 1.67) |\n| *a* > *b* | see a > b. Returns 1 and 0 rather than true and false. |\n| *a* < *b* | see a < b. Returns 1 and 0 rather than true and false. |\n| *a* >= *b* | see a >= b. Returns 1 and 0 rather than true and false. |\n| *a* <= *b* | see a <= b. Returns 1 and 0 rather than true and false. |\n\nDescription: *a*,*b* can be any simple expression. *x*,*y* can be a constant expression only (i.e. expression with a type Number).\n\nSince Arma 3 1.67 the following operators are also available (v ... controller value):\n\n- abs(v) - absolute value\n- sqr(v) - square value\n- sqrt(v) - square root value\n- pow(v, a) - power"},{"heading":"SQF Equivalent of `factor`","level":3,"markdown":"```sqf\nSQF_fnc_factor =\n{\n    private _fnc_interpolateCommon =\n    {\n        params [\"_c\", \"_cMin\", \"_cMax\", \"_vMin\", \"_vMax\"];\n\n        if (_c < _cMin) exitWith { _vMin };\n        if (_c > _cMax) exitWith { _vMax };\n\n        (_c - _cMin) * (1 / (_cMax - _cMin)) * (_vMax - _vMin) + _vMin\n    };\n\n    params [\"_c\", \"_cMin\", \"_cMax\"];\n\n    if (_cMin < _cMax) then\n    {\n        [_c, _cMin, _cMax, 0, 1] call _fnc_interpolateCommon\n    }\n    else\n    {\n        [_c, _cMax, _cMin, 1, 0] call _fnc_interpolateCommon\n    };\n};\n```\n\nExample:\n\n```sqf\n[0.2, 0.1, 0.7] call SQF_fnc_factor; // 0.166667\n```"},{"heading":"SQF Equivalent of `interpolate`","level":3,"markdown":"```sqf\nSQF_fnc_interpolate =\n{\n    private _fnc_interpolateCommon =\n    {\n        params [\"_c\", \"_cMin\", \"_cMax\", \"_vMin\", \"_vMax\"];\n\n        if (_c < _cMin) exitWith { _vMin };\n        if (_c > _cMax) exitWith { _vMax };\n\n        (_c - _cMin) * (1 / (_cMax - _cMin)) * (_vMax - _vMin) + _vMin\n    };\n\n    params [\"_c\", \"_cMin\", \"_cMax\", \"_vMin\", \"_vMax\"];\n\n    if (_cMin < _cMax) then\n    {\n        [_c, _cMin, _cMax, _vMin, _vMax] call _fnc_interpolateCommon\n    }\n    else\n    {\n        [_c, _cMax, _cMin, _vMax, _vMin] call _fnc_interpolateCommon\n    };\n};\n```\n\nExample:\n\n```sqf\n[0.2, 0.1, 0.7, 0, 100] call SQF_fnc_interpolate; // 16.6667\n```"},{"heading":"SQF Equivalent of `envelope`","level":3,"markdown":"```sqf\nSQF_fnc_envelope =\n{\n    private _fnc_interpolateCommon =\n    {\n        params [\"_c\", \"_cMin\", \"_cMax\", \"_vMin\", \"_vMax\"];\n\n        if (_c < _cMin) exitWith { _vMin };\n        if (_c > _cMax) exitWith { _vMax };\n\n        (_c - _cMin) * (1 / (_cMax - _cMin)) * (_vMax - _vMin) + _vMin\n    };\n\n    params [\"_x\", \"_a\", \"_b\", \"_c\", \"_d\"];\n\n    private _ret = 0;\n\n    if (_x > _a && _x < _d) then\n    {\n        private _v = [_x, _a, _b, 0, 1] call _fnc_interpolateCommon;\n\n        if (_v > 0) then { _ret = _v * ([_x, _c, _d, 1, 0] call _fnc_interpolateCommon) };\n    };\n\n    _ret\n};\n```\n\nExample:\n\n```sqf\n[0.5, 0.1, 0.3, 0.7, 0.9] call SQF_fnc_envelope; // 1\n```"},{"heading":"Simple Expressions - How do they work?","level":3,"markdown":"**The following is an example taken from the Eden Editor: Entity Context Menu.**\n\n**Example:**\n\n```cpp\nconditionShow = \"hoverObjectCanFly * (1 - hoverObjectFlying)\";\n```\n\nEntry will only show if the object you are hovering over can fly and the object isn't flying.\n\n**Let's take a closer look at the example.**\n\nhoverObjectCanFly and hoverObjectFlying are two boolean values, which can either be true (1) or false (0).\n\nIf hoverObjectCanFly is true (1) and hoverObjectFlying is false (0) the resulting equation looks like this:\n\n```\n1 * (1-0) = x\n1 * 1 = x\nx = 1\n```\n\nThe result will be true (1), therefore the entry will be shown."}],"categories":["ArmA: Armed Assault: Editing","Arma 2: Editing","Arma 3: Editing"],"groups":["Scripting"]},{"name":"Simulation vs Render Time Scope","title":"Simulation vs Render Time Scope","type":"topic","url":"https://community.bistudio.com/wiki/Simulation_vs_Render_Time_Scope","revid":341449,"updated":"2023-05-29T12:46:10Z","aliases":[],"markdown":"Arma 2: Operation Arrowhead v1.60 Take On Helicopters v1.00 Arma 3 v1.00\n\n### Definitions\n\n#### Simulation Time Scope\n\n**Simulation Time Scope** is working with the **calculated** position of objects.\n\n- It is updated on a lower frequency than the **rendered** position in order to save performance. [*citation needed*]\n- Refresh frequency is lowered the further the object is from the camera. [*citation needed*]\n\n#### Render Time Scope\n\n**Render Time Scope** is working with the **visual** position of objects, which is rendered (*estimated*) separately from the calculated one.\n\n- It is updated on a very high frequency (presumably on each frame). [*citation needed*]\n- The object's position is interpolated depending on its speed and movement direction.\n- Due to interpolation, the position might not be accurate but it is updated frequently, resulting in a smooth motion.\n- Usually, render time scope scripting commands should be used when something is visible to the player, such as UI or on-model precision.\n\n### Simulation vs Render\n\nFor performance concerns, **Simulation** and **Render** cycles are separated **since Arma 2: Operation Arrowhead v1.60**.\nThis means that any object has now \"two\" positions: the computed one (simulation), and the visual one (render).\n\n- For visual (e.g HUD-related) operations, use the render time scope scripting commands (e.g getPosATLVisual)\n- \"Normal\" commands (e.g getPosATL) are to be used if the position is not updated frequently and the effect is not visible to players.\n\n<youtube height=\"338\" width=\"600\"> 6xUw0K292sw\n</youtube>\n\n[Video Showcase](https://www.youtube.com/watch?v=6xUw0K292sw)\n\n### Before Simulation and Render Separation\n\nFrom Operation Flashpoint to Arma 2: Operation Arrowhead v1.59, the **simulation** first updated the world's state (units position) *then* the visual **rendering** was done.\nSequencing these operations worked fine only in non-intensive scenarios; as soon as the CPU reached its limits, the simulation frequency was lowered in order to maintain acceptable FPS, resulting in units visually \"jumping\".\n\n### See Also\n\n- [Experimental betas - Interpolating the future](https://www.bohemia.net/blog/experimental-betas-interpolating-the-future) blog article\n- [Sniperwolf572 forum post](https://forums.bohemia.net/forums/topic/151099-scripting-discussion-dev-branch/?page=21&tab=comments#comment-2720342) explanation\n- [Grumpy Old Man](https://forums.bohemia.net/profile/832107-grumpy-old-man/)'s [Video Showcase](https://www.youtube.com/watch?v=6xUw0K292sw)","sections":[{"heading":null,"level":1,"markdown":"Arma 2: Operation Arrowhead v1.60 Take On Helicopters v1.00 Arma 3 v1.00"},{"heading":"Definitions","level":3,"markdown":""},{"heading":"Simulation Time Scope","level":4,"markdown":"**Simulation Time Scope** is working with the **calculated** position of objects.\n\n- It is updated on a lower frequency than the **rendered** position in order to save performance. [*citation needed*]\n- Refresh frequency is lowered the further the object is from the camera. [*citation needed*]"},{"heading":"Render Time Scope","level":4,"markdown":"**Render Time Scope** is working with the **visual** position of objects, which is rendered (*estimated*) separately from the calculated one.\n\n- It is updated on a very high frequency (presumably on each frame). [*citation needed*]\n- The object's position is interpolated depending on its speed and movement direction.\n- Due to interpolation, the position might not be accurate but it is updated frequently, resulting in a smooth motion.\n- Usually, render time scope scripting commands should be used when something is visible to the player, such as UI or on-model precision."},{"heading":"Simulation vs Render","level":3,"markdown":"For performance concerns, **Simulation** and **Render** cycles are separated **since Arma 2: Operation Arrowhead v1.60**.\nThis means that any object has now \"two\" positions: the computed one (simulation), and the visual one (render).\n\n- For visual (e.g HUD-related) operations, use the render time scope scripting commands (e.g getPosATLVisual)\n- \"Normal\" commands (e.g getPosATL) are to be used if the position is not updated frequently and the effect is not visible to players.\n\n<youtube height=\"338\" width=\"600\"> 6xUw0K292sw\n</youtube>\n\n[Video Showcase](https://www.youtube.com/watch?v=6xUw0K292sw)"},{"heading":"Before Simulation and Render Separation","level":3,"markdown":"From Operation Flashpoint to Arma 2: Operation Arrowhead v1.59, the **simulation** first updated the world's state (units position) *then* the visual **rendering** was done.\nSequencing these operations worked fine only in non-intensive scenarios; as soon as the CPU reached its limits, the simulation frequency was lowered in order to maintain acceptable FPS, resulting in units visually \"jumping\"."},{"heading":"See Also","level":3,"markdown":"- [Experimental betas - Interpolating the future](https://www.bohemia.net/blog/experimental-betas-interpolating-the-future) blog article\n- [Sniperwolf572 forum post](https://forums.bohemia.net/forums/topic/151099-scripting-discussion-dev-branch/?page=21&tab=comments#comment-2720342) explanation\n- [Grumpy Old Man](https://forums.bohemia.net/profile/832107-grumpy-old-man/)'s [Video Showcase](https://www.youtube.com/watch?v=6xUw0K292sw)"}],"categories":["Introduced with Arma 2: Operation Arrowhead version 1.60","Scripting Topics"],"groups":["Scripting"]},{"name":"Sound Tools","title":"Sound Tools","type":"topic","url":"https://community.bistudio.com/wiki/Sound_Tools","revid":336721,"updated":"2023-01-04T15:24:44Z","aliases":["SoundTools"],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Armed Assault, Arma 2 and Arma 3\n\n**Download:** Included in BI Tools, BI Tools 2, BI Tools 2.5 and [part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** SoundTools allow to convert various sound formats used by Bohemia Interactive's games and also create information necessary for lip sync.\n\n#### Usage\n\n**Line call:**\n\nWaveToLip.exe source_file\nWaveToWSS.exe options source_file\n\n**Options:**\n\n8b deltapack\n\n- -d8\n\n4b deltapack (voice)\n\n- -d4\n\nplay the sound instead converting it\n\n- -play\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Sound Tools Manual, Wave2Lip, WSSDecoder, WaveToWss\n\n#### Additional information\n\nWaveToLip is an application that generates a lip files (*.lip) from wav, ogg or wss audio files supported by RV engine.\n\nA lip file accompanies a sound file meant for spoken words in a mission. The file lip-syncs the month of the charter to the spoken words in a sound file. It shares the same name of the sound file and must be in the same folder.\n\n**Example:**\n\ntalking1.ogg\n\ntalking1.lip\n\ntalking2.ogg\n\ntalking2.lip\n\n**NOTE:**\n\nogg files are actually sound files encoded with the Ogg Vorbis codec developed by Xiphophorus software\n\nwss files are proprietary BI sound files created by WaveToSSS. Wss files are optimal for the engine except a long audio that needs to be streamed - for that ogg format is best.\n\nTo use, simply drag a 16-bit mono aduio file into the WaveToLip.exe. It will then generate the lip file to the same directory/folder as the source audio files.\n\n**Tip:**\n\nAdd a short-cut of the WavToLip program to Windows Send To folder (C:\\Documents and Settings\\<your user name>\\SendTo ). This will let you simply right click on a supported audio file wav and select \"send to\" and WaveToLip.","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Armed Assault, Arma 2 and Arma 3\n\n**Download:** Included in BI Tools, BI Tools 2, BI Tools 2.5 and [part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** SoundTools allow to convert various sound formats used by Bohemia Interactive's games and also create information necessary for lip sync."},{"heading":"Usage","level":4,"markdown":"**Line call:**\n\nWaveToLip.exe source_file\nWaveToWSS.exe options source_file\n\n**Options:**\n\n8b deltapack\n\n- -d8\n\n4b deltapack (voice)\n\n- -d4\n\nplay the sound instead converting it\n\n- -play"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Sound Tools Manual, Wave2Lip, WSSDecoder, WaveToWss"},{"heading":"Additional information","level":4,"markdown":"WaveToLip is an application that generates a lip files (*.lip) from wav, ogg or wss audio files supported by RV engine.\n\nA lip file accompanies a sound file meant for spoken words in a mission. The file lip-syncs the month of the charter to the spoken words in a sound file. It shares the same name of the sound file and must be in the same folder.\n\n**Example:**\n\ntalking1.ogg\n\ntalking1.lip\n\ntalking2.ogg\n\ntalking2.lip\n\n**NOTE:**\n\nogg files are actually sound files encoded with the Ogg Vorbis codec developed by Xiphophorus software\n\nwss files are proprietary BI sound files created by WaveToSSS. Wss files are optimal for the engine except a long audio that needs to be streamed - for that ogg format is best.\n\nTo use, simply drag a 16-bit mono aduio file into the WaveToLip.exe. It will then generate the lip file to the same directory/folder as the source audio files.\n\n**Tip:**\n\nAdd a short-cut of the WavToLip program to Windows Send To folder (C:\\Documents and Settings\\<your user name>\\SendTo ). This will let you simply right click on a supported audio file wav and select \"send to\" and WaveToLip."}],"categories":["ArmA: Armed Assault: Official Tools","Arma 2: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"SQF","title":"SQF","type":"topic","url":"https://community.bistudio.com/wiki/SQF","revid":251147,"updated":"2021-03-24T21:59:11Z","aliases":[],"markdown":"1. REDIRECT SQF Syntax","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT SQF Syntax"}],"categories":["File extensions"],"groups":["Scripting"]},{"name":"SQF Bytecode","title":"SQF Bytecode","type":"topic","url":"https://community.bistudio.com/wiki/SQF_Bytecode","revid":370227,"updated":"2024-11-12T18:44:27Z","aliases":[],"markdown":"An SQF [bytecode](https://en.wikipedia.org/wiki/Bytecode) is a file that contains the instructions to be executed in an SQF script.\nThe bytecode is obtained after parsing the SQF script, which is written in a human-readable text-based file. Unlike an SQF script, SQF bytecode is not human-readable.\n\nAs of Arma 3 v2.04, it is possible to use SQF bytecode files (with the `.sqfc` extension) as compilation sources of in-game scripts instead of normal .sqf scripts, using the compileScript command.\nThe Functions Library has also been modified to use this command.\n\n**Using bytecode as opposed to raw scripts**\n\n| Pros | Cons |\n|---|---|\n| - Since the script is already parsed, parsing is skipped during compilation, which reduces compilation time. This improvement can be quite significant if the script uses PreProcessor Commands.<br>- Certain optimisations - that would take a long time to detect by the in-game compiler - can be detected and included in the bytecode, which improves execution performance. | - A bytecode is not human-readable and thus cannot be easily modified. |\n\n### How to use SQF Bytecode\n\nIn order to use bytecode, a SQF script compiler is needed. See [Dedmen's Arma Script Compiler](https://github.com/dedmen/ArmaScriptCompiler) for an example of an SQF compiler.\n\nTo compile an SQF script into SQF Bytecode using Arma Script Compiler:\n\n1. Mount the P drive (called \"Mount the Project Drive\" in Arma 3 Tools)\n1. Copy the script files into a folder on the P drive. They can be organized into sub-folders if needed.\n1. Download [Arma Script Compiler](https://github.com/dedmen/ArmaScriptCompiler/releases) and extract the files into a folder.\n1. Create a **sqfc.json** file next to the script compiler's executable file (**ArmaScriptCompiler.exe**).\n1. Edit the **sqfc.json** file according to the following template:\n\n   ```json\n   {\n       \"inputDirs\": [\n           \"P:/folder1/\",\n           \"P:/folder2/\"\n       ],\n       \"includePaths\": [\n           \"P:/\"\n       ],\n       \"excludeList\": [\n           \"subfolder1\",\n           \"subfolder2\",\n           \"subfolder3/subfolder4\"\n       ],\n       \"outputDir\": \"P:/\",\n       \"workerThreads\": 8\n   }\n   ```\n   - inputDirs: List of folders that should be searched for .sqf scripts. Search is performed recursively (sub-folders are searched as well)\n   - includePaths: list of paths that contain the #included files into the scripts. This should be set the same as the P drive path `P:\\` to work correctly. If an external file is being #included by the .sqf script, such as `#include \"\\a3\\ui_f\\hpp\\definedikcodes.inc\"`, you need to create that file on the P drive, such as: `P:\\a3\\ui_f\\hpp\\definedikcodes.inc`\n   - outputDir: Set this the same as P drive if you want the .sqfc files to be created next to each .sqf file.\n   - excludeList: List of folders to be excluded from searching.\n   - workerThreads: How many threads will compile the scripts. Each thread will compile one file at a time\n1. Execute **ArmaScriptCompiler.exe**. It will compile the scripts and create an **.sqfc** file next to each **.sqf** file.\n1. In order to use the bytecode as compilation source in the game, use the compileScript command, or the Functions Library.","sections":[{"heading":null,"level":1,"markdown":"An SQF [bytecode](https://en.wikipedia.org/wiki/Bytecode) is a file that contains the instructions to be executed in an SQF script.\nThe bytecode is obtained after parsing the SQF script, which is written in a human-readable text-based file. Unlike an SQF script, SQF bytecode is not human-readable.\n\nAs of Arma 3 v2.04, it is possible to use SQF bytecode files (with the `.sqfc` extension) as compilation sources of in-game scripts instead of normal .sqf scripts, using the compileScript command.\nThe Functions Library has also been modified to use this command.\n\n**Using bytecode as opposed to raw scripts**\n\n| Pros | Cons |\n|---|---|\n| - Since the script is already parsed, parsing is skipped during compilation, which reduces compilation time. This improvement can be quite significant if the script uses PreProcessor Commands.<br>- Certain optimisations - that would take a long time to detect by the in-game compiler - can be detected and included in the bytecode, which improves execution performance. | - A bytecode is not human-readable and thus cannot be easily modified. |"},{"heading":"How to use SQF Bytecode","level":3,"markdown":"In order to use bytecode, a SQF script compiler is needed. See [Dedmen's Arma Script Compiler](https://github.com/dedmen/ArmaScriptCompiler) for an example of an SQF compiler.\n\nTo compile an SQF script into SQF Bytecode using Arma Script Compiler:\n\n1. Mount the P drive (called \"Mount the Project Drive\" in Arma 3 Tools)\n1. Copy the script files into a folder on the P drive. They can be organized into sub-folders if needed.\n1. Download [Arma Script Compiler](https://github.com/dedmen/ArmaScriptCompiler/releases) and extract the files into a folder.\n1. Create a **sqfc.json** file next to the script compiler's executable file (**ArmaScriptCompiler.exe**).\n1. Edit the **sqfc.json** file according to the following template:\n\n   ```json\n   {\n       \"inputDirs\": [\n           \"P:/folder1/\",\n           \"P:/folder2/\"\n       ],\n       \"includePaths\": [\n           \"P:/\"\n       ],\n       \"excludeList\": [\n           \"subfolder1\",\n           \"subfolder2\",\n           \"subfolder3/subfolder4\"\n       ],\n       \"outputDir\": \"P:/\",\n       \"workerThreads\": 8\n   }\n   ```\n   - inputDirs: List of folders that should be searched for .sqf scripts. Search is performed recursively (sub-folders are searched as well)\n   - includePaths: list of paths that contain the #included files into the scripts. This should be set the same as the P drive path `P:\\` to work correctly. If an external file is being #included by the .sqf script, such as `#include \"\\a3\\ui_f\\hpp\\definedikcodes.inc\"`, you need to create that file on the P drive, such as: `P:\\a3\\ui_f\\hpp\\definedikcodes.inc`\n   - outputDir: Set this the same as P drive if you want the .sqfc files to be created next to each .sqf file.\n   - excludeList: List of folders to be excluded from searching.\n   - workerThreads: How many threads will compile the scripts. Each thread will compile one file at a time\n1. Execute **ArmaScriptCompiler.exe**. It will compile the scripts and create an **.sqfc** file next to each **.sqf** file.\n1. In order to use the bytecode as compilation source in the game, use the compileScript command, or the Functions Library."}],"categories":["Arma 3: Editing"],"groups":["Scripting"]},{"name":"SQF Syntax","title":"SQF Syntax","type":"topic","url":"https://community.bistudio.com/wiki/SQF_Syntax","revid":363899,"updated":"2024-04-24T15:51:27Z","aliases":["*/","/*","/**/","//","SQF","SQF syntax","sqf"],"markdown":"| Real Virtuality Scripting |  |  |\n|---|---|---|\n| Terminology |  | Argument ● Identifier ● Expression ● Operand ● Operators ● Parameter ● Statement ● Variables ● Magic Variables ● Function |\n| Syntax |  | SQF Syntax ● SQS Syntax ● Order of Precedence ● Control Structures |\n| Tutorials |  | Introduction to Arma Scripting ● Code Best Practices ● Example Code ● Code Optimisation ● Mission Optimisation ● Multiplayer Scripting ● SQS → SQF |\n| Data Types | General | Array ● Boolean ● Code ● Config ● Control ● Diary Record ● Display ● Eden Entity ● Eden ID ● Editor Object ● Group ● HashMap ● Location ● Namespace ● Number ● Object ● Script Handle <br>Side ● String ● Structured Text ● Task ● Team ● Team Member ● NaN ● Anything ● Nothing ● Void ● Switch Type ● While Type ● With Type ● For Type ● If Type |\n| Data Types | Special Arrays | Array of Eden Entities ● Color ● Date ● ParticleArray ● Position ● Unit Loadout Array ● Vector3D ● Waypoint |\n| Scripting Commands |  | Scripting Commands ● Scripting Commands by Functionality |\n| Scripting Functions |  | Scripting Functions ● Functions by Functionality |\n| Debugging |  | Common Scripting Errors ● Debugging Techniques ● Exception handling |\n| Advanced |  | Event Scripts ● Event Handlers ● PreProcessor Commands ● Initialisation Order ● Performance Profiling |\n\n**SQF** stands for **S**tatus **Q**uo **F**unction - a successor of **S**tatus **Q**uo **S**cript, which is deprecated since Armed Assault but could still be used in Arma 3.\nSQF was first introduced in Operation Flashpoint: Resistance together with the call operator in update 1.85.\n\n- \"Status Quo\" was a code name for [Operation Flashpoint](https://en.wikipedia.org/wiki/Operation_Flashpoint)\n- \"Combined Arms\" was a code name for [Arma](https://en.wikipedia.org/wiki/ARMA_(series))\n- \"Futura\" was a code name for [Arma 3](https://en.wikipedia.org/wiki/ARMA_3).\n\nThe SQF Language is fairly simple in how it is built.\nIn fact: there are barely any actual language structures at all.\n\nThe functionality is provided via so called *operators* (or more commonly known scripting commands).\nThose operators are one of the following types: Nular [sic], Unary, or Binary.\n\n### Terminating an expression\n\nAn SQF expression has to be terminated via either `;` (preferred by convention!) or `,`.\n\n```sqf\n_num = 10;\n_num = _num + 20; systemChat str _num;\n```\n\nIn the above example, there are three expressions:\n\n1. `_num = 10`\n1. `_num = _num + 20`\n1. `systemChat str _num`\n\nAll are separated by `;` and not the line return - they could all be inlined and it would not impact the code.\n\n### Brackets\n\n- `()` - Round brackets are used to override the default Order of Precedence or improve legibility.\n- `[]` - Square brackets define Arrays.\n- `{}` - Curly brackets enclose instances of the Code Data Type. They are also used in Control Structures.\n\n### Whitespaces\n\nWhitespace consists of tabs and/or space characters.\n\n```\nFor the\n purposes of the\n   engine\n     The 'line' begins at the first non whitespace character.\n```\n\nSimilarly, trailing whitespace at the end of a line or statement is also ignored.\n\n### Blank Lines\n\nBlank lines are lines containing nothing but whitespace and are therefore ignored by the engine.\n\n### Comments\n\nA comment is additional text that gets ignored when a script is parsed.\nThey serve as future reference and are often used to explain a specific part of the code.\n\nIn SQF, there are two kind of comments:\n\n```sqf\n// in-line comment that ends on new line\n\n/* block comment that can span above multiple lines\nand ends on the following character combination: */\n```\n\nA comment can occur anywhere but inside a string.\nFor example, the following would be valid:\n\n```sqf\n1 + /* some random comment in an expression */ 1\n```\n\nIt should be mentioned that there is a comment unary operator that should not be used as it will actually be executed (thus taking time to execute) but does nothing besides consuming a string.\nThere is no benefit in using it and the reason it exists is solely for backward compatibility.\nAnother way to make a *comment* that way, is to just place a string: `/* some code */ \"I can be considered as a comment but should not be used\"; /* some other code */`\n\n*Comments are removed during the preprocessing phase.* This is important to know as that prevents usage in e.g a string that gets compiled using the compile unary operator or when only using loadFile.\n\n### Nular Operators\n\nA nular [sic] operator is more or less a computed variable. Each time accessed, it will return the current state of something.\nIt is tempting to think of a nular [sic] operator as nothing more but a magic global variable, but it is important to differentiate!\n\nConsider following example in a mission with e.g. 5 units:\n\n```sqf\n// put the result of allUnits into a Variable\n_unitsArray = allUnits;\n\n// display the current Array size using systemChat\nsystemChat str count _unitsArray;\n\n// create a new unit in the player group\ngroup player createUnit [\"B_RangeMaster_F\", getPosATL player, [], 0, \"NONE\"];\n\n// output the Array size again\nsystemChat str count _unitsArray;\n\n// output the size of allUnits\nsystemChat str count allUnits;\n```\n\nNow, what would the output of this look like?\n\n```\nSystem: 5\nSystem: 5\nSystem: 6\n```\n\nAs you can see, `_unitsArray` was not automatically updated as it would have been if it was not generated each time. If allUnits was just a global variable with a reference to some internal managed array, our private variable should have had reflected the change as value types are passed by reference.\nThe reason for this is because allUnits and other nular [sic] operators just return the current state of something and do not return a reference to eg. an array containing all units.\nIt is generated each time, which is why some of theese operators are more expensive to run then *just* using a variable.\n\n### Unary Operators\n\nThe unary operators are operators that expect an argument on their right side (`unary <argument>`). They always will take the first argument that occurs.\n\nA common mistake would be the following:\n\n```sqf\n// create some Array containing three arrays\n_arr = [[1, 2, 3, 4, 5], [1, 2, 3, 4], [1, 2]];\n\n// wrongly use the select operator to get the count of the third array\ncount _arr select 2; // error\n```\n\nNow, what went wrong?\n\nLet's put some brackets in the right places to make the mistake understandable:\n\n```sqf\n(count _arr) select 2; // error\n```\n\nDue to the nature of unary operators, count instantly consumes our variable *_arr* and returns the number *3*.\nThe *3* then is passed to select which does not knows what to do with a number as left argument and thus errors out.\n\nTo do it correctly, one would have to put the `_arr select 2` in brackets.\nThe correct code thus would be:\n\n```sqf\n// create an array containing three Arrays\n_arr = [[1, 2, 3, 4, 5], [1, 2, 3, 4], [1, 2]];\n\n// use brackets to correctly get count of the third Array\ncount (_arr select 2); // good :) will evaluate to 2\n```\n\n### Binary Operators\n\nBinary operators expect two arguments (`<1st argument> binary <2nd argument>`) and are executed according to their precedence. If their precedence is equal, they are executed left to right.\n\nAs example, we will look into the following expression:\n\n```sqf\n// create a nested Array with 5 levels\n_arr = [[[[[1]]]]];\n\n// receive the nested number with some random math expressions\n_arr select 0 select 1 - 1 select 15 / 3 - 5 select 0 select 10 * 10 + 4 * 0 - 100 // evaluates to 1\n```\n\nNow, let us analyze why this is happening for the first few expressions:\n\n1. _arr is loaded\n1. 0 is loaded\n1. select is executed with the result of 1. & 2.\n1. 1 is loaded\n1. 1 is loaded\n1. - is executed with the result of 4. & 5.\n1. select is executed with the result of 3. & 6.\n1. ...\n\nIf we now would put brackets at the correct spots, the expression will get clearer:\n\n```sqf\n((((_arr select 0) select (1 - 1)) select ((15 / 3) - 5)) select 0) select (((10 * 10) + (4 * 0)) - 100)\n```\n\nAs you can see the `*` and `/` are executed first which matches their precedence.\nAfterward, the `+` and `-` operators will get executed followed by our select operator, which are executed from the left to the right.","sections":[{"heading":null,"level":1,"markdown":"| Real Virtuality Scripting |  |  |\n|---|---|---|\n| Terminology |  | Argument ● Identifier ● Expression ● Operand ● Operators ● Parameter ● Statement ● Variables ● Magic Variables ● Function |\n| Syntax |  | SQF Syntax ● SQS Syntax ● Order of Precedence ● Control Structures |\n| Tutorials |  | Introduction to Arma Scripting ● Code Best Practices ● Example Code ● Code Optimisation ● Mission Optimisation ● Multiplayer Scripting ● SQS → SQF |\n| Data Types | General | Array ● Boolean ● Code ● Config ● Control ● Diary Record ● Display ● Eden Entity ● Eden ID ● Editor Object ● Group ● HashMap ● Location ● Namespace ● Number ● Object ● Script Handle <br>Side ● String ● Structured Text ● Task ● Team ● Team Member ● NaN ● Anything ● Nothing ● Void ● Switch Type ● While Type ● With Type ● For Type ● If Type |\n| Data Types | Special Arrays | Array of Eden Entities ● Color ● Date ● ParticleArray ● Position ● Unit Loadout Array ● Vector3D ● Waypoint |\n| Scripting Commands |  | Scripting Commands ● Scripting Commands by Functionality |\n| Scripting Functions |  | Scripting Functions ● Functions by Functionality |\n| Debugging |  | Common Scripting Errors ● Debugging Techniques ● Exception handling |\n| Advanced |  | Event Scripts ● Event Handlers ● PreProcessor Commands ● Initialisation Order ● Performance Profiling |\n\n**SQF** stands for **S**tatus **Q**uo **F**unction - a successor of **S**tatus **Q**uo **S**cript, which is deprecated since Armed Assault but could still be used in Arma 3.\nSQF was first introduced in Operation Flashpoint: Resistance together with the call operator in update 1.85.\n\n- \"Status Quo\" was a code name for [Operation Flashpoint](https://en.wikipedia.org/wiki/Operation_Flashpoint)\n- \"Combined Arms\" was a code name for [Arma](https://en.wikipedia.org/wiki/ARMA_(series))\n- \"Futura\" was a code name for [Arma 3](https://en.wikipedia.org/wiki/ARMA_3).\n\nThe SQF Language is fairly simple in how it is built.\nIn fact: there are barely any actual language structures at all.\n\nThe functionality is provided via so called *operators* (or more commonly known scripting commands).\nThose operators are one of the following types: Nular [sic], Unary, or Binary."},{"heading":"Terminating an expression","level":3,"markdown":"An SQF expression has to be terminated via either `;` (preferred by convention!) or `,`.\n\n```sqf\n_num = 10;\n_num = _num + 20; systemChat str _num;\n```\n\nIn the above example, there are three expressions:\n\n1. `_num = 10`\n1. `_num = _num + 20`\n1. `systemChat str _num`\n\nAll are separated by `;` and not the line return - they could all be inlined and it would not impact the code."},{"heading":"Brackets","level":3,"markdown":"- `()` - Round brackets are used to override the default Order of Precedence or improve legibility.\n- `[]` - Square brackets define Arrays.\n- `{}` - Curly brackets enclose instances of the Code Data Type. They are also used in Control Structures."},{"heading":"Whitespaces","level":3,"markdown":"Whitespace consists of tabs and/or space characters.\n\n```\nFor the\n purposes of the\n   engine\n     The 'line' begins at the first non whitespace character.\n```\n\nSimilarly, trailing whitespace at the end of a line or statement is also ignored."},{"heading":"Blank Lines","level":3,"markdown":"Blank lines are lines containing nothing but whitespace and are therefore ignored by the engine."},{"heading":"Comments","level":3,"markdown":"A comment is additional text that gets ignored when a script is parsed.\nThey serve as future reference and are often used to explain a specific part of the code.\n\nIn SQF, there are two kind of comments:\n\n```sqf\n// in-line comment that ends on new line\n\n/* block comment that can span above multiple lines\nand ends on the following character combination: */\n```\n\nA comment can occur anywhere but inside a string.\nFor example, the following would be valid:\n\n```sqf\n1 + /* some random comment in an expression */ 1\n```\n\nIt should be mentioned that there is a comment unary operator that should not be used as it will actually be executed (thus taking time to execute) but does nothing besides consuming a string.\nThere is no benefit in using it and the reason it exists is solely for backward compatibility.\nAnother way to make a *comment* that way, is to just place a string: `/* some code */ \"I can be considered as a comment but should not be used\"; /* some other code */`\n\n*Comments are removed during the preprocessing phase.* This is important to know as that prevents usage in e.g a string that gets compiled using the compile unary operator or when only using loadFile."},{"heading":"Nular Operators","level":3,"markdown":"A nular [sic] operator is more or less a computed variable. Each time accessed, it will return the current state of something.\nIt is tempting to think of a nular [sic] operator as nothing more but a magic global variable, but it is important to differentiate!\n\nConsider following example in a mission with e.g. 5 units:\n\n```sqf\n// put the result of allUnits into a Variable\n_unitsArray = allUnits;\n\n// display the current Array size using systemChat\nsystemChat str count _unitsArray;\n\n// create a new unit in the player group\ngroup player createUnit [\"B_RangeMaster_F\", getPosATL player, [], 0, \"NONE\"];\n\n// output the Array size again\nsystemChat str count _unitsArray;\n\n// output the size of allUnits\nsystemChat str count allUnits;\n```\n\nNow, what would the output of this look like?\n\n```\nSystem: 5\nSystem: 5\nSystem: 6\n```\n\nAs you can see, `_unitsArray` was not automatically updated as it would have been if it was not generated each time. If allUnits was just a global variable with a reference to some internal managed array, our private variable should have had reflected the change as value types are passed by reference.\nThe reason for this is because allUnits and other nular [sic] operators just return the current state of something and do not return a reference to eg. an array containing all units.\nIt is generated each time, which is why some of theese operators are more expensive to run then *just* using a variable."},{"heading":"Unary Operators","level":3,"markdown":"The unary operators are operators that expect an argument on their right side (`unary <argument>`). They always will take the first argument that occurs.\n\nA common mistake would be the following:\n\n```sqf\n// create some Array containing three arrays\n_arr = [[1, 2, 3, 4, 5], [1, 2, 3, 4], [1, 2]];\n\n// wrongly use the select operator to get the count of the third array\ncount _arr select 2; // error\n```\n\nNow, what went wrong?\n\nLet's put some brackets in the right places to make the mistake understandable:\n\n```sqf\n(count _arr) select 2; // error\n```\n\nDue to the nature of unary operators, count instantly consumes our variable *_arr* and returns the number *3*.\nThe *3* then is passed to select which does not knows what to do with a number as left argument and thus errors out.\n\nTo do it correctly, one would have to put the `_arr select 2` in brackets.\nThe correct code thus would be:\n\n```sqf\n// create an array containing three Arrays\n_arr = [[1, 2, 3, 4, 5], [1, 2, 3, 4], [1, 2]];\n\n// use brackets to correctly get count of the third Array\ncount (_arr select 2); // good :) will evaluate to 2\n```"},{"heading":"Binary Operators","level":3,"markdown":"Binary operators expect two arguments (`<1st argument> binary <2nd argument>`) and are executed according to their precedence. If their precedence is equal, they are executed left to right.\n\nAs example, we will look into the following expression:\n\n```sqf\n// create a nested Array with 5 levels\n_arr = [[[[[1]]]]];\n\n// receive the nested number with some random math expressions\n_arr select 0 select 1 - 1 select 15 / 3 - 5 select 0 select 10 * 10 + 4 * 0 - 100 // evaluates to 1\n```\n\nNow, let us analyze why this is happening for the first few expressions:\n\n1. _arr is loaded\n1. 0 is loaded\n1. select is executed with the result of 1. & 2.\n1. 1 is loaded\n1. 1 is loaded\n1. - is executed with the result of 4. & 5.\n1. select is executed with the result of 3. & 6.\n1. ...\n\nIf we now would put brackets at the correct spots, the expression will get clearer:\n\n```sqf\n((((_arr select 0) select (1 - 1)) select ((15 / 3) - 5)) select 0) select (((10 * 10) + (4 * 0)) - 100)\n```\n\nAs you can see the `*` and `/` are executed first which matches their precedence.\nAfterward, the `+` and `-` operators will get executed followed by our select operator, which are executed from the left to the right."}],"categories":["Syntax"],"groups":["Scripting"]},{"name":"SQM","title":"SQM","type":"topic","url":"https://community.bistudio.com/wiki/SQM","revid":328852,"updated":"2022-07-15T17:22:09Z","aliases":[],"markdown":"1. REDIRECT Mission.sqm","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT Mission.sqm"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"SQS","title":"SQS","type":"topic","url":"https://community.bistudio.com/wiki/SQS","revid":251170,"updated":"2021-03-24T22:06:16Z","aliases":[],"markdown":"1. REDIRECT SQS Syntax","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT SQS Syntax"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"SQS Syntax","title":"SQS Syntax","type":"topic","url":"https://community.bistudio.com/wiki/SQS_Syntax","revid":330355,"updated":"2022-09-02T20:27:41Z","aliases":["?","@","SQS","SQS syntax","sqs","sqs syntax"],"markdown":"SQS Syntax (where SQS stands for Status Quo Script) was the main syntax in Operation Flashpoint and is still available (although considered obsolete) in later titles. It can only be used for scripts, but not for functions, in the Mission Editor or in addon config files. The newer script syntax is SQF Syntax.\n\n### Rules\n\nBinding rules:\n\n- Statements are separated by **line breaks**, **semicolons** (;) and **commas** (,) - this means that a statement *can not* span over multiple lines (e.g a switch usage must be all inlined).\n- A code block (defined by curled braces `{ }`) is considered a single statement, thus may not span over multiple lines either.\n\n#### Example\n\n```\nSTATEMENT 1\nSTATEMENT 2; STATEMENT 3, STATEMENT 4\n\nBLOCK { STATEMENT 5; STATEMENT 6 }\n```\n\n### Comments\n\nA line beginning with a **semicolon** (`;`) is considered a comment and ignored by the game engine.\n\n#### Example\n\n```sqs\n; this is my comment\n```\n\n### Language Constructs\n\nThe control structures listed in the article Control Structures may also be used in SQS syntax. Note that they must be written **within a single line** due to the above rules.\n\n**Example**\n\n```sqs\nif (_value == 1) then { hint \"Value is 1\" } else { hint \"Value is not 1\" }\n```\n\nThere exist also special structures limited to SQS syntax, listed below.\n\n#### Tilde\n\nThe tilde (`~`) symbol tells the script to wait X amount of seconds (see sleep in SQF):\n\n```sqs\nhint \"3...\"\n~1\nhint \"2...\"\n~1\nhint \"1...\"\n~1\nhint \"GO!\"\n```\n\n#### Label\n\nLabels may be defined in the code by beginning a line with `#`, followed by the label's name (without spaces).\nThe goto command can then be used at any point of the script to jump to this label (and potentially create a loop).\n\n```sqs\n#Label1\n\n~1\nhint format [\"a second has passed. time: %1\", round time]\n\ngoto \"Label1\"\n```\n\n#### Conditional\n\nA Boolean condition can be used in order to run code that is executed *only* when said condition is `true`. Note that there is no such equivalent for \"else\".\nA conditional line must start with `?`, followed by the condition and `:`, followed by one or more commands. Multiple commands are separated by commas (,) or semicolons (;).\nThe conditional statement, like other statements, ends with the end of the line.\n\n```sqs\n? alive target : hint \"target is alive, let's destroy it\"; target setDammage 1\n```\n\n#### @\n\nMuch like the waitUntil statement in SQF Syntax, @ will evaluate a certain condition, and the script will pause until @ returns true.\n\n```sqs\n@not alive target\n```\n\n### Notes\n\nDue to the line-based nature of SQS scripts, it is not possible to create multiline string constants in them.\nTo overcome this limitation multiline text can be stored in a separate text file and loaded using loadFile or preprocessFile (the second uses C-like preprocessor with // or /* */ comments and #define macros).\n\n### Limitations\n\nIn Operation Flashpoint, if a single line of a sqs file is longer than 4096 characters, the game will return an error and will not execute the line.\n\n### See also\n\n- SQF Syntax\n- Script File\n- Statement\n- Block","sections":[{"heading":null,"level":1,"markdown":"SQS Syntax (where SQS stands for Status Quo Script) was the main syntax in Operation Flashpoint and is still available (although considered obsolete) in later titles. It can only be used for scripts, but not for functions, in the Mission Editor or in addon config files. The newer script syntax is SQF Syntax."},{"heading":"Rules","level":3,"markdown":"Binding rules:\n\n- Statements are separated by **line breaks**, **semicolons** (;) and **commas** (,) - this means that a statement *can not* span over multiple lines (e.g a switch usage must be all inlined).\n- A code block (defined by curled braces `{ }`) is considered a single statement, thus may not span over multiple lines either."},{"heading":"Example","level":4,"markdown":"```\nSTATEMENT 1\nSTATEMENT 2; STATEMENT 3, STATEMENT 4\n\nBLOCK { STATEMENT 5; STATEMENT 6 }\n```"},{"heading":"Comments","level":3,"markdown":"A line beginning with a **semicolon** (`;`) is considered a comment and ignored by the game engine."},{"heading":"Example","level":4,"markdown":"```sqs\n; this is my comment\n```"},{"heading":"Language Constructs","level":3,"markdown":"The control structures listed in the article Control Structures may also be used in SQS syntax. Note that they must be written **within a single line** due to the above rules.\n\n**Example**\n\n```sqs\nif (_value == 1) then { hint \"Value is 1\" } else { hint \"Value is not 1\" }\n```\n\nThere exist also special structures limited to SQS syntax, listed below."},{"heading":"Tilde","level":4,"markdown":"The tilde (`~`) symbol tells the script to wait X amount of seconds (see sleep in SQF):\n\n```sqs\nhint \"3...\"\n~1\nhint \"2...\"\n~1\nhint \"1...\"\n~1\nhint \"GO!\"\n```"},{"heading":"Label","level":4,"markdown":"Labels may be defined in the code by beginning a line with `#`, followed by the label's name (without spaces).\nThe goto command can then be used at any point of the script to jump to this label (and potentially create a loop).\n\n```sqs\n#Label1\n\n~1\nhint format [\"a second has passed. time: %1\", round time]\n\ngoto \"Label1\"\n```"},{"heading":"Conditional","level":4,"markdown":"A Boolean condition can be used in order to run code that is executed *only* when said condition is `true`. Note that there is no such equivalent for \"else\".\nA conditional line must start with `?`, followed by the condition and `:`, followed by one or more commands. Multiple commands are separated by commas (,) or semicolons (;).\nThe conditional statement, like other statements, ends with the end of the line.\n\n```sqs\n? alive target : hint \"target is alive, let's destroy it\"; target setDammage 1\n```"},{"heading":"@","level":4,"markdown":"Much like the waitUntil statement in SQF Syntax, @ will evaluate a certain condition, and the script will pause until @ returns true.\n\n```sqs\n@not alive target\n```"},{"heading":"Notes","level":3,"markdown":"Due to the line-based nature of SQS scripts, it is not possible to create multiline string constants in them.\nTo overcome this limitation multiline text can be stored in a separate text file and loaded using loadFile or preprocessFile (the second uses C-like preprocessor with // or /* */ comments and #define macros)."},{"heading":"Limitations","level":3,"markdown":"In Operation Flashpoint, if a single line of a sqs file is longer than 4096 characters, the game will return an error and will not execute the line."},{"heading":"See also","level":3,"markdown":"- SQF Syntax\n- Script File\n- Statement\n- Block"}],"categories":["Syntax"],"groups":["Scripting"]},{"name":"SQS to SQF conversion","title":"SQS to SQF conversion","type":"topic","url":"https://community.bistudio.com/wiki/SQS_to_SQF_conversion","revid":377918,"updated":"2026-01-11T15:31:56Z","aliases":[],"markdown":"SQF Syntax has been introduced in Operation Flashpoint: Resistance v1.85 and is the Arma series' main scripting language until Arma 3.\nThe main differences with SQS Syntax are:\n\n- **execVM** is used (instead of exec for SQS)\n- Every command has to end with a semicolon (`;`)\n- the following commands disappeared:\n  - goto/\n    #label (Note, # is a command in itself in Arma 3)\n  - exit - a partial SQF equivalent can be found in exitWith\n- Line returns do not impact code\n- SQF can return a variable, where SQS cannot\n\n### Conversion Examples\n\n| SQS | SQF |\n|---|---|\n| **Comment** |  |\n| `; This is a comment`<br>```sqs<br>; This is a<br>; multiline<br>; comment<br>```<br>`comment \"this is a comment\";`<br>`\"this is a comment\";` | `// This is single-line comment`<br>```sqf<br>/*<br>    This is a<br>    multiline<br>    comment<br>*/<br>```<br>`comment \"this is a comment\";`<br>`\"this is a comment\";` |\n| **Conditional Wait** |  |\n| `@CONDITION`<br>`@ not alive player` | `waitUntil { CONDITION };`<br>`waitUntil { not alive player };` |\n| **Delay** |  |\n| `~DELAY`<br>`~5` | `sleep DELAY;`<br>`sleep 5;` |\n| **Conditional Command** |  |\n| `? CONDITION : COMMAND`<br>`? alive player : player setDammage 1` | `if (CONDITION) then { COMMAND };`<br>`if (alive player) then { player setDammage 1 };` |\n| **Multi-Conditional Command** |  |\n| ```sqs<br>? CONDITION : goto \"SKIP\"<br> COMMAND_2<br>goto \"END\"<br>#SKIP<br> COMMAND_1<br>#END<br>``` | ```sqf<br>if (CONDITION) then<br>{<br>    COMMAND_1<br>}<br>else<br>{<br>    COMMAND_2<br>};<br>``` |\n| **Cycle** |  |\n| ```sqs<br>#loop<br>COMMAND<br>~DELAY<br>? CONDITION : goto \"LOOP\"<br>``` | ```sqf<br>while { CONDITION } do<br>{<br>    COMMAND;<br>    sleep DELAY;<br>};<br>``` |\n| **Cycle With Step** |  |\n| ```sqs<br>_i = 0<br>#LOOP<br> COMMAND<br> _i = _i + 1;<br>? _i < COUNT : goto \"LOOP\"<br>``` | ```sqf<br>for \"_i\" from 0 to COUNT -1 do<br>{<br>    COMMAND;<br>};<br>``` |\n| **Structured Conditional Command** |  |\n| ```sqs<br>? VARIABLE == VALUE_1: goto \"SKIP_1\"<br>? VARIABLE == VALUE_2: goto \"SKIP_2\"<br> DEFAULT_COMMAND<br> goto \"END\"<br>#SKIP_1<br> COMMAND_1<br> goto \"END\"<br>#SKIP_2<br> COMMAND_2<br>#END<br>``` | ```sqf<br>switch (VARIABLE) do<br>{<br>    case VALUE_1:<br>        { COMMAND_1 };<br>    case VALUE_2:<br>        { COMMAND_2 };<br>    default<br>        { DEFAULT_COMMAND };<br>};<br>``` |\n| **Exiting** |  |\n| ```sqs<br>? CONDITION : COMMAND_2<br>? CONDITION : exit<br> COMMAND_1<br>``` | ```sqf<br>if (CONDITION) exitWith { COMMAND_2; };<br>COMMAND_1;<br>``` |\n\n### See Also\n\n- SQF Syntax\n- SQS Syntax\n- Introduction to Arma Scripting","sections":[{"heading":null,"level":1,"markdown":"SQF Syntax has been introduced in Operation Flashpoint: Resistance v1.85 and is the Arma series' main scripting language until Arma 3.\nThe main differences with SQS Syntax are:\n\n- **execVM** is used (instead of exec for SQS)\n- Every command has to end with a semicolon (`;`)\n- the following commands disappeared:\n  - goto/\n    #label (Note, # is a command in itself in Arma 3)\n  - exit - a partial SQF equivalent can be found in exitWith\n- Line returns do not impact code\n- SQF can return a variable, where SQS cannot"},{"heading":"Conversion Examples","level":3,"markdown":"| SQS | SQF |\n|---|---|\n| **Comment** |  |\n| `; This is a comment`<br>```sqs<br>; This is a<br>; multiline<br>; comment<br>```<br>`comment \"this is a comment\";`<br>`\"this is a comment\";` | `// This is single-line comment`<br>```sqf<br>/*<br>    This is a<br>    multiline<br>    comment<br>*/<br>```<br>`comment \"this is a comment\";`<br>`\"this is a comment\";` |\n| **Conditional Wait** |  |\n| `@CONDITION`<br>`@ not alive player` | `waitUntil { CONDITION };`<br>`waitUntil { not alive player };` |\n| **Delay** |  |\n| `~DELAY`<br>`~5` | `sleep DELAY;`<br>`sleep 5;` |\n| **Conditional Command** |  |\n| `? CONDITION : COMMAND`<br>`? alive player : player setDammage 1` | `if (CONDITION) then { COMMAND };`<br>`if (alive player) then { player setDammage 1 };` |\n| **Multi-Conditional Command** |  |\n| ```sqs<br>? CONDITION : goto \"SKIP\"<br> COMMAND_2<br>goto \"END\"<br>#SKIP<br> COMMAND_1<br>#END<br>``` | ```sqf<br>if (CONDITION) then<br>{<br>    COMMAND_1<br>}<br>else<br>{<br>    COMMAND_2<br>};<br>``` |\n| **Cycle** |  |\n| ```sqs<br>#loop<br>COMMAND<br>~DELAY<br>? CONDITION : goto \"LOOP\"<br>``` | ```sqf<br>while { CONDITION } do<br>{<br>    COMMAND;<br>    sleep DELAY;<br>};<br>``` |\n| **Cycle With Step** |  |\n| ```sqs<br>_i = 0<br>#LOOP<br> COMMAND<br> _i = _i + 1;<br>? _i < COUNT : goto \"LOOP\"<br>``` | ```sqf<br>for \"_i\" from 0 to COUNT -1 do<br>{<br>    COMMAND;<br>};<br>``` |\n| **Structured Conditional Command** |  |\n| ```sqs<br>? VARIABLE == VALUE_1: goto \"SKIP_1\"<br>? VARIABLE == VALUE_2: goto \"SKIP_2\"<br> DEFAULT_COMMAND<br> goto \"END\"<br>#SKIP_1<br> COMMAND_1<br> goto \"END\"<br>#SKIP_2<br> COMMAND_2<br>#END<br>``` | ```sqf<br>switch (VARIABLE) do<br>{<br>    case VALUE_1:<br>        { COMMAND_1 };<br>    case VALUE_2:<br>        { COMMAND_2 };<br>    default<br>        { DEFAULT_COMMAND };<br>};<br>``` |\n| **Exiting** |  |\n| ```sqs<br>? CONDITION : COMMAND_2<br>? CONDITION : exit<br> COMMAND_1<br>``` | ```sqf<br>if (CONDITION) exitWith { COMMAND_2; };<br>COMMAND_1;<br>``` |"},{"heading":"See Also","level":3,"markdown":"- SQF Syntax\n- SQS Syntax\n- Introduction to Arma Scripting"}],"categories":["Syntax"],"groups":["Scripting"]},{"name":"squad.xml","title":"squad.xml","type":"topic","url":"https://community.bistudio.com/wiki/squad.xml","revid":373447,"updated":"2025-05-08T11:27:13Z","aliases":[],"markdown":"|  |  |\n|---|---|\n|  | To support the multiplayer community in their effort to play as teams, like many Arma clans and squads are trying to, it is possible to create a common information file - the \"squad.xml\" -, which is stored on a personal webspace or on an FTP server and loaded by the Arma game server, if a member of this team is playing on it.<br>Beside detailed information about the single player and its team which can be gained by pressing \"P\" ingame, the feature supports also a common logo, which will be displayed on vehicles, if such team has boarded it. |\n\n### Preliminaries\n\nIf you feel unfamiliar with the XML file format itself and/or have questions about basic XML markup, you are advised to consult literature, documentation (http://www.w3.org/XML) or tutorials (http://www.w3schools.com/xml/default.asp) as fundamental questions about the XML technology itself will not be covered here. There are multiple resources on in the World Wide Web that can help you learning XML.\n\n### Squad.xml File Content\n\nThe file consist of three main parts:\n\n#### Head\n\nThis part defines the doctype. Just leave it as it is!\n\n```xml\n<?xml version=\"1.0\"?>\n<!DOCTYPE squad SYSTEM \"squad.dtd\">\n<?xml-stylesheet href=\"squad.xsl\" type=\"text/xsl\"?>\n```\n\n#### Squad properties\n\n```xml\n<squad nick=\"ESN\">\n    <name>Example Squad Name</name>\n    <email>email@example.com</email>\n    <web>www.example.com</web>\n    <picture>logo.paa</picture>\n    <title>Use this e.g. for your squads name or your squads URL</title>\n```\n\n| Property | Max-Length | Description |\n|---|---|---|\n| **nick** | 64 | The clan-tag, is displayed together with players nickname. Attention: Don't use reserved XML tags -> Link |\n| **name** | 64 | Squad name |\n| **email** | 64 | Your contact email |\n| **web** | 64 | Your Website Address |\n| **picture** | 64 | Your logo (optional), it has to in the same folder as the \"squad.xml\" file |\n| **title** | 64 | Squad name, displayed on vehicles manned by squad members |\n\n> [!IMPORTANT]\n> Do **not** use any characters beside A-Z, a-z, 0-9 and space in the **nick** attribute inside the **squad** element of your squad.xml.\n>\n> This may lead to strange behaviour e.g. the information from your **member** block is displayed but the information from the **squad** block is not.\n>\n> So, if your Tag is like \"=[TAG]=\", put the value like \"TAG\" into the **nick** attribute of the **squad** element.\n\n#### Member list\n\n```xml\n    <member id=\"123456\" nick=\"=[TAG]= John\">\n        <name>John Doe</name>\n        <email>john.doe@example.com</email>\n        <icq>N/A</icq>\n        <remark>Mostly harmless</remark>\n    </member>\n</squad><!-- closing squad -->\n```\n\n| Property | Max-Length | Description |\n|---|---|---|\n| **id** | N/A | your Player-UID, always the same and irrespective of your selected character |\n| **nick** | 64 | your nick, the same as used with your selected character |\n| **name** | 64 | your \"real\" name... |\n| **email** | 64 | your personal email |\n| **icq** | 64 | your personal ICQ number |\n| **remark** | 128 | as the name says it... |\n\n> [!IMPORTANT]\n> - The value in the **nick** attribute of the **member** element must represent the exact name of your player's profile name.\n> - Note that personal details are completely **optional** and do **not**\n\n> [!NOTE]\n> - You can leave any field blank, but it is recommended to fill it with a \"N/A\" instead.\n> - Extend the members list by adding another XML-\"Member\" block.\n\n### How to get your Player-UID\n\n### Logo Creation\n\nTo create a logo for the use with \"squad.xml\" you'll need:\n\n- a bitmap manipulating software (aka \"Paintprogram\") which is able to handle bitmaps in TGA or JPG format.\n- TexView 2 or the [PAA plugin](http://www.kegetys.fi/arma-tools/) for the use with Adobe Photoshop\n\nFor a logo without transparency you can use an ordinary JPG without further treatment. To get transparency you'll have to convert a TGA to PAA format. It is recommended to alwayd use PAA and to avoid alpha blending.\n\n#### Create the TGA\n\nIn this tutorial we'll use [GIMP](http://www.gimp.org) - a open source tool - to create our sample-logo.\n\n> [!IMPORTANT]\n> All logos must a have resolution of 2^x / 2^y (e.g. 16 / 16, 32 / 32, 64 / 64, 256 /256)\n\nAs this description only covers 'Gimp', [here](http://block2000.horror-fans.com/tutorials/tut_logo.php) is an old tutorial made for Flashpoint, using Photoshop 6 and explaining how to get an alphachannel working within the TGA-Picture (Note: If you're using Photoshop 7, you'll need to [download patch from adobe](http://www.adobe.com/support/downloads/detail.jsp?ftpID=1544), since it does not save alphachannel in targa files). You can stick with 'Texview I' as long as those new tools need time to get published. The whole thing is working the same way like it did in Flashpoint, till now. The linked tutorial was part of newsreports by ofp.info.\n\n#### Convert TGA to PAA\n\n1. Start TexView\n1. Open your \"logo.tga\"\n1. Save it as \"logo.paa\" (replace *.tga with *.paa in the \"save as\"-dialog)\n\n> [!NOTE]\n> Your are absolutely free to name your logo as you like. The filename \"logo.tga\" etc. is just an example.\n\n### Publish your Squad data\n\nTo use the \"squad.xml\" you'll have to upload the following files to a webspace:\n\n- **squad.xml** (mandatory)\n- **squad.dtd** (mandatory)\n- **squad.xsl** (optional), needed to show the \"squad.xml\" in a webbrowser, but isn't needed by the Arma gameserver\n- **logo.paa** (optional)\n\nAll files will have to be in the same directory!\n\n> [!IMPORTANT]\n> .PAA files will not load on IIS 6.0+ without manually adding a custom paa MIME type in the IIS Manager: 'application/octet-stream'\n> See Microsoft Support: [IIS 6.0 does not serve unknown MIME types](http://support.microsoft.com/kb/326965).\n\n### How to use it as a team-member\n\n- You have to have your own member-block in the \"squad.xml\" file\n- Additionally you have to put the **full** URL of the \"squad.xml\" of your team into the \"Clanpage\" field in the player edit-menu (e.g `https://www.example.com/squad.xml`). As reference see the picture \"Arma UID 2\" in section **How to get your Player-UID**.\n\n### Files\n\n#### Download\n\n- [arma_xml_squad_reviewed_for_arma2.zip](http://www.airpressuretendency.net/gfx/arma_xml_squad_reviewed_for_arma2.zip)\n\n#### Source code\n\n##### squad.xml\n\n```xml\n<?xml version=\"1.0\"?>\n<!DOCTYPE squad SYSTEM \"squad.dtd\">\n<?xml-stylesheet href=\"squad.xsl\" type=\"text/xsl\"?>\n<squad nick=\"\">\n    <name></name>\n    <email></email>\n    <web></web>\n    <picture></picture>\n    <title></title>\n    <member id=\"\" nick=\"\">\n        <name></name>\n        <email></email>\n        <icq></icq>\n        <remark></remark>\n    </member>\n</squad>\n```\n\n##### squad.dtd\n\n```xml\n<!ELEMENT squad (name, email, web?, picture?, title?, member+)>\n<!ATTLIST squad nick CDATA #REQUIRED>\n<!ELEMENT member (name, email, icq?, remark?)>\n<!ATTLIST member id CDATA #REQUIRED nick CDATA #REQUIRED>\n<!ELEMENT name (#PCDATA)>\n<!ELEMENT email (#PCDATA)>\n<!ELEMENT icq (#PCDATA)>\n<!ELEMENT web (#PCDATA)>\n<!ELEMENT picture (#PCDATA)>\n<!ELEMENT title (#PCDATA)>\n<!ELEMENT remark (#PCDATA)>\n```\n\n##### squad.xsl\n\n```xml\n<?xml version=\"1.0\" encoding=\"ISO-8859-1\"?>\n<xsl:stylesheet\n    version=\"1.0\" xmlns:xsl=\"http://www.w3.org/1999/XSL/Transform\">\n<xsl:template match=\"text()\">\n    <xsl:value-of select=\".\"/>\n</xsl:template>\n<xsl:template match=\"*\">\n    <xsl:apply-templates/>\n</xsl:template>\n<xsl:template match=\"/\">\n    <HTML>\n    <HEAD>\n        <TITLE><xsl:value-of select=\"/squad/name\"/></TITLE>\n        <LINK REL=\"stylesheet\" TYPE=\"text/css\" HREF=\"squad.css\"></LINK>\n    </HEAD>\n    <!--\n    XSL template for \"squad.xml\", used in \"Armed Assault\" (Ref: \"http://www.armedassault.com\")\n        and \"{{arma2}}\" (Ref: \"http://www.arma2.com\")\n    See also the Arma-Wiki page: \"http://community.bistudio.com/wiki/squad.xml\"\n    Created by TomNedry, 26.Jan07\n        Reviewed by TomNedry, 15.Jul09\n    License: Creative Common (http://creativecommons.org/licenses/by-nc-sa/2.5/deed.de)\n    To have a squad logo in the HTML output, just put a \"sqd_logo.png\" in the same folder...\n    -->\n    <BODY>\n    <!--Main TABLE -->\n    <TABLE class=\"main\">\n        <TR>\n            <TD class=\"left_row\" valign=\"top\">\n        <!-- Squad Info Table -->\n                <TABLE class=\"sqd_info\">\n                    <TR height=\"30\">\n                        <TD class=\"one\">\n                            <DIV class=\"sqd_name\">\n                                <xsl:value-of select=\"/squad/name\"/>\n                            </DIV>\n                        </TD>\n                    </TR>\n                    <TR height=\"30\">\n                        <TD class=\"two\">\n                            <DIV class=\"sqd_title\">\n                                <xsl:value-of select=\"/squad/title\"/>\n                            </DIV>\n                        </TD>\n                    </TR>\n                    <TR height=\"100%\">\n                        <TD width=\"100%\" height=\"100%\" valign=\"top\">\n                            <DIV class=\"sqd_logo\">\n                                <TR height=\"100%\">\n                                    <TD width=\"100%\" height=\"100%\" valign=\"top\">\n                                        <DIV class=\"sqd_logo\">\n                                            <img alt=\"Picture: Squad Logo\">\n                                                <xsl:attribute name=\"src\">\n                                                    <xsl:value-of select=\"concat(substring-before(/squad/picture,'.paa'),'.png')\"/>\n                                                </xsl:attribute>\n                                            </img>\n                                        </DIV>\n                                    </TD>\n                                </TR>\n                            </DIV>\n                        </TD>\n                    </TR>\n                    <TR height=\"10\">\n                        <TD class=\"sqd_website\">\n                            Web site:\n                            <A>\n                                <xsl:attribute name=\"href\">\n                                http://<xsl:value-of select=\"/squad/web\"/>\n                                </xsl:attribute>\n                                <xsl:value-of select=\"/squad/web\"/>\n                            </A>\n                        </TD>\n                    </TR>\n                    <TR>\n                        <TD class=\"sqd_email\">\n                            e-mail:\n                            <A>\n                                <xsl:attribute name=\"href\">\n                                mailto:<xsl:value-of select=\"/squad/email\"/>\n                                </xsl:attribute>\n                                <xsl:value-of select=\"/squad/email\"/>\n                            </A>\n                        </TD>\n                    </TR>\n                </TABLE>\n        <!-- Squad Info Table -->\n            </TD>\n            <TD class=\"right_row\" valign=\"top\">\n        <!-- Member-Info Table -->\n                <TABLE class=\"member_info\">\n                    <Tr>\n                        <Th>Members</Th>\n                        <Th>e-mail</Th>\n                        <Th>ICQ</Th>\n                    </Tr>\n                    <xsl:for-each select=\"/squad/member\">\n                    <TR>\n                        <xsl:attribute name=\"class\">\n                            <xsl:choose>\n                                <xsl:when test=\"position() mod 2 = 0\">one</xsl:when>\n                                <xsl:otherwise>two</xsl:otherwise>\n                            </xsl:choose>\n                        </xsl:attribute>\n                        <TD class=\"member_name\" rowspan=\"2\">\n                            <xsl:value-of select=\"name\"/>\n                        </TD>\n                        <TD class=\"member_email\">\n                            <A>\n                                <xsl:attribute name=\"href\">\n                                    mailto:<xsl:value-of select=\"email\"/>\n                                </xsl:attribute>\n                                <xsl:value-of select=\"email\"/>\n                            </A>\n                        </TD>\n                        <TD class=\"member_icq\">\n                            <xsl:value-of select=\"icq\"/>\n                        </TD>\n                    </TR>\n                    <TR>\n                        <xsl:attribute name=\"class\">\n                            <xsl:choose>\n                                <xsl:when test=\"position() mod 2 = 0\">one</xsl:when>\n                                <xsl:otherwise>two</xsl:otherwise>\n                            </xsl:choose>\n                        </xsl:attribute>\n                        <TD class=\"member_remark\" colspan=\"2\" valign=\"top\">\n                            <xsl:value-of select=\"remark\"/>\n                        </TD>\n                    </TR>\n                    </xsl:for-each>\n                </TABLE>\n        <!-- Member Info Table -->\n        <!--Main TABLE -->\n            </TD>\n        </TR>\n    </TABLE>\n    <p style=\"font-family:verdana;font-size:7pt;color:darkgrey;text-align: center;padding: 10px;\">\n    \"squad.xsl\" by <strong>TomNedry</strong>, last change: 15.Jul09\n    </p>\n    </BODY>\n    </HTML>\n</xsl:template>\n</xsl:stylesheet>\n```\n\n##### squad.css\n\n```css\n/*\n    CSS template for \"squad.xml\", used in \"Armed Assault\" (Ref: \"http://www.armedassault.com\")\n    and \"Arma 2\" (Ref: \"http://www.arma2.com\")\n    See also the Arma-Wiki page: \"http://community.bistudio.com/wiki/squad.xml\"\n    Created by TomNedry, 26.Jan07\n    Reviewed by TomNedry, 15.Jul09\n    License: Creative Common (http://creativecommons.org/licenses/by-nc-sa/2.5/deed.de)\n*/\n\nbody\n{\n    font-family: Arial, sans-serif;\n    background-color: #EAECE5;\n    margin: 0;\n}\n\na:link\n{\n    text-decoration: none;\n    color: #800000;\n}\na:visited\n{\n    text-decoration: none;\n    color: #800000;\n}\na:hover\n{\n    text-decoration: none;\n    color: #FFF;\n}\na:active\n{\n    text-decoration: none;\n}\na:focus\n{\n    text-decoration: none;\n}\n\nth\n{\n    background-color: #AEB399;\n    font-family: Arial, sans-serif;\n    font-size: 10pt;\n    font-weight: bold;\n    padding: 4px;\n}\n\ntr.one\n{\n    background-color: #DDE4C3;\n    width: 100%;\n    padding: 4px;\n}\ntr.two\n{\n    background-color: #D2D9B8;\n    width: 100%;\n    padding: 4px;\n}\ntd.one\n{\n    background-color: #AEB399;\n    width: 100%;\n}\ntd.two\n{\n    background-color: #E2E9C7;\n    width: 100%;\n}\n.main\n{\n    text-align: center;\n    width: 100%;\n    border: none;\n}\ndiv.sqd_name\n{\n    text-align: center;\n    font-family: Arial, sans-serif;\n    font-size: 12pt;\n    font-weight: bold;\n}\ndiv.sqd_title\n{\n    text-align: center;\n    font-family: Arial, sans-serif;\n    font-size: 10pt;\n}\ndiv.sqd_logo\n{\n    text-align: center;\n    font-size: 8pt;\n    padding: 5px;\n}\n.sqd_info\n{\n    border: 1px dotted darkgrey;\n    width: 100%;\n    padding: 0;\n    border-spacing: 0;\n}\n.sqd_website\n{\n    font-family: Arial, sans-serif;\n    font-size: 10pt;\n    text-align: center;\n    background-color: #AEB399;\n    width: 100%;\n    padding: 4px;\n    border-spacing: 0;\n}\n.sqd_email\n{\n    font-family: Arial, sans-serif;\n    font-size: 10pt;\n    text-align: center;\n    background-color: #AEB399;\n    width: 100%;\n    padding: 4px;\n    border-spacing: 0;\n}\n.left-row\n{\n    vertical-align: top;\n    height: 100%;\n}\n.right-row\n{\n    vertical-align: top;\n    height: 100%;\n}\n.member_info\n{\n    border: 1px dotted darkgrey;\n    width: 100%;\n    padding: 0;\n    border-spacing: 0;\n}\n.member_name\n{\n    font-family: Arial, sans-serif;\n    color: #000;\n    font-size: 10pt;\n    padding: 4px;\n}\n.member_email\n{\n    font-family: Arial, sans-serif;\n    color: #000;\n    font-size: 8pt;\n    padding: 4px;\n}\n.member_icq\n{\n    font-family: Arial, sans-serif;\n    color: #000;\n    font-size: 8pt;\n    padding: 4px;\n}\n.member_remark\n{\n    font-family: Arial, sans-serif;\n    color: #000;\n    font-size: 8pt;\n    text-align: center;\n}\n```\n\n### See Also\n\n- TexView (Operation Flashpoint)\n- TexView 2 (Armed Assault, Arma 2, Arma 3)\n\n### Tools/Programs\n\n- [Squad XML manager](http://forums.bistudio.com/showthread.php?144710-Squad-XML-manager) for use on the Desktop by laxentis [application/exe]\n- [Squad.xml Editor - Open source webtool](http://forums.bistudio.com/showthread.php?117080-Squad-xml-Editor-Open-source-webtool) by TomNedry [source/php]\n- [Squad.xml Editor 2 - Manage multiple squads via a browser](http://forums.bistudio.com/showthread.php?145852-Squad-xml-Editor-2-Manage-multiple-squads-via-a-browser) by TomNedry [source/php]\n- [MyBB Squad.XML managment plugin](http://forums.bistudio.com/showthread.php?145650-MyBB-Squad-XML-managment-plugin) by Jsmuk [source/php]\n\n### Online Arma XML Hoster/Editors\n\nThese hosters allow you to create and edit Arma 3 squad.xml files directly online and you will be provided with a unique link to your squad.xml to put into your game profile.\n\n- [Arma Squads XML Hoster/Editor](http://armasquads.com/) Support all image formats and online image to PAA conversion for transparent squad logos","sections":[{"heading":null,"level":1,"markdown":"|  |  |\n|---|---|\n|  | To support the multiplayer community in their effort to play as teams, like many Arma clans and squads are trying to, it is possible to create a common information file - the \"squad.xml\" -, which is stored on a personal webspace or on an FTP server and loaded by the Arma game server, if a member of this team is playing on it.<br>Beside detailed information about the single player and its team which can be gained by pressing \"P\" ingame, the feature supports also a common logo, which will be displayed on vehicles, if such team has boarded it. |"},{"heading":"Preliminaries","level":3,"markdown":"If you feel unfamiliar with the XML file format itself and/or have questions about basic XML markup, you are advised to consult literature, documentation (http://www.w3.org/XML) or tutorials (http://www.w3schools.com/xml/default.asp) as fundamental questions about the XML technology itself will not be covered here. There are multiple resources on in the World Wide Web that can help you learning XML."},{"heading":"Squad.xml File Content","level":3,"markdown":"The file consist of three main parts:"},{"heading":"Head","level":4,"markdown":"This part defines the doctype. Just leave it as it is!\n\n```xml\n<?xml version=\"1.0\"?>\n<!DOCTYPE squad SYSTEM \"squad.dtd\">\n<?xml-stylesheet href=\"squad.xsl\" type=\"text/xsl\"?>\n```"},{"heading":"Squad properties","level":4,"markdown":"```xml\n<squad nick=\"ESN\">\n    <name>Example Squad Name</name>\n    <email>email@example.com</email>\n    <web>www.example.com</web>\n    <picture>logo.paa</picture>\n    <title>Use this e.g. for your squads name or your squads URL</title>\n```\n\n| Property | Max-Length | Description |\n|---|---|---|\n| **nick** | 64 | The clan-tag, is displayed together with players nickname. Attention: Don't use reserved XML tags -> Link |\n| **name** | 64 | Squad name |\n| **email** | 64 | Your contact email |\n| **web** | 64 | Your Website Address |\n| **picture** | 64 | Your logo (optional), it has to in the same folder as the \"squad.xml\" file |\n| **title** | 64 | Squad name, displayed on vehicles manned by squad members |\n\n> [!IMPORTANT]\n> Do **not** use any characters beside A-Z, a-z, 0-9 and space in the **nick** attribute inside the **squad** element of your squad.xml.\n>\n> This may lead to strange behaviour e.g. the information from your **member** block is displayed but the information from the **squad** block is not.\n>\n> So, if your Tag is like \"=[TAG]=\", put the value like \"TAG\" into the **nick** attribute of the **squad** element."},{"heading":"Member list","level":4,"markdown":"```xml\n    <member id=\"123456\" nick=\"=[TAG]= John\">\n        <name>John Doe</name>\n        <email>john.doe@example.com</email>\n        <icq>N/A</icq>\n        <remark>Mostly harmless</remark>\n    </member>\n</squad><!-- closing squad -->\n```\n\n| Property | Max-Length | Description |\n|---|---|---|\n| **id** | N/A | your Player-UID, always the same and irrespective of your selected character |\n| **nick** | 64 | your nick, the same as used with your selected character |\n| **name** | 64 | your \"real\" name... |\n| **email** | 64 | your personal email |\n| **icq** | 64 | your personal ICQ number |\n| **remark** | 128 | as the name says it... |\n\n> [!IMPORTANT]\n> - The value in the **nick** attribute of the **member** element must represent the exact name of your player's profile name.\n> - Note that personal details are completely **optional** and do **not**\n\n> [!NOTE]\n> - You can leave any field blank, but it is recommended to fill it with a \"N/A\" instead.\n> - Extend the members list by adding another XML-\"Member\" block."},{"heading":"How to get your Player-UID","level":3,"markdown":""},{"heading":"Logo Creation","level":3,"markdown":"To create a logo for the use with \"squad.xml\" you'll need:\n\n- a bitmap manipulating software (aka \"Paintprogram\") which is able to handle bitmaps in TGA or JPG format.\n- TexView 2 or the [PAA plugin](http://www.kegetys.fi/arma-tools/) for the use with Adobe Photoshop\n\nFor a logo without transparency you can use an ordinary JPG without further treatment. To get transparency you'll have to convert a TGA to PAA format. It is recommended to alwayd use PAA and to avoid alpha blending."},{"heading":"Create the TGA","level":4,"markdown":"In this tutorial we'll use [GIMP](http://www.gimp.org) - a open source tool - to create our sample-logo.\n\n> [!IMPORTANT]\n> All logos must a have resolution of 2^x / 2^y (e.g. 16 / 16, 32 / 32, 64 / 64, 256 /256)\n\nAs this description only covers 'Gimp', [here](http://block2000.horror-fans.com/tutorials/tut_logo.php) is an old tutorial made for Flashpoint, using Photoshop 6 and explaining how to get an alphachannel working within the TGA-Picture (Note: If you're using Photoshop 7, you'll need to [download patch from adobe](http://www.adobe.com/support/downloads/detail.jsp?ftpID=1544), since it does not save alphachannel in targa files). You can stick with 'Texview I' as long as those new tools need time to get published. The whole thing is working the same way like it did in Flashpoint, till now. The linked tutorial was part of newsreports by ofp.info."},{"heading":"Convert TGA to PAA","level":4,"markdown":"1. Start TexView\n1. Open your \"logo.tga\"\n1. Save it as \"logo.paa\" (replace *.tga with *.paa in the \"save as\"-dialog)\n\n> [!NOTE]\n> Your are absolutely free to name your logo as you like. The filename \"logo.tga\" etc. is just an example."},{"heading":"Publish your Squad data","level":3,"markdown":"To use the \"squad.xml\" you'll have to upload the following files to a webspace:\n\n- **squad.xml** (mandatory)\n- **squad.dtd** (mandatory)\n- **squad.xsl** (optional), needed to show the \"squad.xml\" in a webbrowser, but isn't needed by the Arma gameserver\n- **logo.paa** (optional)\n\nAll files will have to be in the same directory!\n\n> [!IMPORTANT]\n> .PAA files will not load on IIS 6.0+ without manually adding a custom paa MIME type in the IIS Manager: 'application/octet-stream'\n> See Microsoft Support: [IIS 6.0 does not serve unknown MIME types](http://support.microsoft.com/kb/326965)."},{"heading":"How to use it as a team-member","level":3,"markdown":"- You have to have your own member-block in the \"squad.xml\" file\n- Additionally you have to put the **full** URL of the \"squad.xml\" of your team into the \"Clanpage\" field in the player edit-menu (e.g `https://www.example.com/squad.xml`). As reference see the picture \"Arma UID 2\" in section **How to get your Player-UID**."},{"heading":"Files","level":3,"markdown":""},{"heading":"Download","level":4,"markdown":"- [arma_xml_squad_reviewed_for_arma2.zip](http://www.airpressuretendency.net/gfx/arma_xml_squad_reviewed_for_arma2.zip)"},{"heading":"Source code","level":4,"markdown":""},{"heading":"squad.xml","level":5,"markdown":"```xml\n<?xml version=\"1.0\"?>\n<!DOCTYPE squad SYSTEM \"squad.dtd\">\n<?xml-stylesheet href=\"squad.xsl\" type=\"text/xsl\"?>\n<squad nick=\"\">\n    <name></name>\n    <email></email>\n    <web></web>\n    <picture></picture>\n    <title></title>\n    <member id=\"\" nick=\"\">\n        <name></name>\n        <email></email>\n        <icq></icq>\n        <remark></remark>\n    </member>\n</squad>\n```"},{"heading":"squad.dtd","level":5,"markdown":"```xml\n<!ELEMENT squad (name, email, web?, picture?, title?, member+)>\n<!ATTLIST squad nick CDATA #REQUIRED>\n<!ELEMENT member (name, email, icq?, remark?)>\n<!ATTLIST member id CDATA #REQUIRED nick CDATA #REQUIRED>\n<!ELEMENT name (#PCDATA)>\n<!ELEMENT email (#PCDATA)>\n<!ELEMENT icq (#PCDATA)>\n<!ELEMENT web (#PCDATA)>\n<!ELEMENT picture (#PCDATA)>\n<!ELEMENT title (#PCDATA)>\n<!ELEMENT remark (#PCDATA)>\n```"},{"heading":"squad.xsl","level":5,"markdown":"```xml\n<?xml version=\"1.0\" encoding=\"ISO-8859-1\"?>\n<xsl:stylesheet\n    version=\"1.0\" xmlns:xsl=\"http://www.w3.org/1999/XSL/Transform\">\n<xsl:template match=\"text()\">\n    <xsl:value-of select=\".\"/>\n</xsl:template>\n<xsl:template match=\"*\">\n    <xsl:apply-templates/>\n</xsl:template>\n<xsl:template match=\"/\">\n    <HTML>\n    <HEAD>\n        <TITLE><xsl:value-of select=\"/squad/name\"/></TITLE>\n        <LINK REL=\"stylesheet\" TYPE=\"text/css\" HREF=\"squad.css\"></LINK>\n    </HEAD>\n    <!--\n    XSL template for \"squad.xml\", used in \"Armed Assault\" (Ref: \"http://www.armedassault.com\")\n        and \"{{arma2}}\" (Ref: \"http://www.arma2.com\")\n    See also the Arma-Wiki page: \"http://community.bistudio.com/wiki/squad.xml\"\n    Created by TomNedry, 26.Jan07\n        Reviewed by TomNedry, 15.Jul09\n    License: Creative Common (http://creativecommons.org/licenses/by-nc-sa/2.5/deed.de)\n    To have a squad logo in the HTML output, just put a \"sqd_logo.png\" in the same folder...\n    -->\n    <BODY>\n    <!--Main TABLE -->\n    <TABLE class=\"main\">\n        <TR>\n            <TD class=\"left_row\" valign=\"top\">\n        <!-- Squad Info Table -->\n                <TABLE class=\"sqd_info\">\n                    <TR height=\"30\">\n                        <TD class=\"one\">\n                            <DIV class=\"sqd_name\">\n                                <xsl:value-of select=\"/squad/name\"/>\n                            </DIV>\n                        </TD>\n                    </TR>\n                    <TR height=\"30\">\n                        <TD class=\"two\">\n                            <DIV class=\"sqd_title\">\n                                <xsl:value-of select=\"/squad/title\"/>\n                            </DIV>\n                        </TD>\n                    </TR>\n                    <TR height=\"100%\">\n                        <TD width=\"100%\" height=\"100%\" valign=\"top\">\n                            <DIV class=\"sqd_logo\">\n                                <TR height=\"100%\">\n                                    <TD width=\"100%\" height=\"100%\" valign=\"top\">\n                                        <DIV class=\"sqd_logo\">\n                                            <img alt=\"Picture: Squad Logo\">\n                                                <xsl:attribute name=\"src\">\n                                                    <xsl:value-of select=\"concat(substring-before(/squad/picture,'.paa'),'.png')\"/>\n                                                </xsl:attribute>\n                                            </img>\n                                        </DIV>\n                                    </TD>\n                                </TR>\n                            </DIV>\n                        </TD>\n                    </TR>\n                    <TR height=\"10\">\n                        <TD class=\"sqd_website\">\n                            Web site:\n                            <A>\n                                <xsl:attribute name=\"href\">\n                                http://<xsl:value-of select=\"/squad/web\"/>\n                                </xsl:attribute>\n                                <xsl:value-of select=\"/squad/web\"/>\n                            </A>\n                        </TD>\n                    </TR>\n                    <TR>\n                        <TD class=\"sqd_email\">\n                            e-mail:\n                            <A>\n                                <xsl:attribute name=\"href\">\n                                mailto:<xsl:value-of select=\"/squad/email\"/>\n                                </xsl:attribute>\n                                <xsl:value-of select=\"/squad/email\"/>\n                            </A>\n                        </TD>\n                    </TR>\n                </TABLE>\n        <!-- Squad Info Table -->\n            </TD>\n            <TD class=\"right_row\" valign=\"top\">\n        <!-- Member-Info Table -->\n                <TABLE class=\"member_info\">\n                    <Tr>\n                        <Th>Members</Th>\n                        <Th>e-mail</Th>\n                        <Th>ICQ</Th>\n                    </Tr>\n                    <xsl:for-each select=\"/squad/member\">\n                    <TR>\n                        <xsl:attribute name=\"class\">\n                            <xsl:choose>\n                                <xsl:when test=\"position() mod 2 = 0\">one</xsl:when>\n                                <xsl:otherwise>two</xsl:otherwise>\n                            </xsl:choose>\n                        </xsl:attribute>\n                        <TD class=\"member_name\" rowspan=\"2\">\n                            <xsl:value-of select=\"name\"/>\n                        </TD>\n                        <TD class=\"member_email\">\n                            <A>\n                                <xsl:attribute name=\"href\">\n                                    mailto:<xsl:value-of select=\"email\"/>\n                                </xsl:attribute>\n                                <xsl:value-of select=\"email\"/>\n                            </A>\n                        </TD>\n                        <TD class=\"member_icq\">\n                            <xsl:value-of select=\"icq\"/>\n                        </TD>\n                    </TR>\n                    <TR>\n                        <xsl:attribute name=\"class\">\n                            <xsl:choose>\n                                <xsl:when test=\"position() mod 2 = 0\">one</xsl:when>\n                                <xsl:otherwise>two</xsl:otherwise>\n                            </xsl:choose>\n                        </xsl:attribute>\n                        <TD class=\"member_remark\" colspan=\"2\" valign=\"top\">\n                            <xsl:value-of select=\"remark\"/>\n                        </TD>\n                    </TR>\n                    </xsl:for-each>\n                </TABLE>\n        <!-- Member Info Table -->\n        <!--Main TABLE -->\n            </TD>\n        </TR>\n    </TABLE>\n    <p style=\"font-family:verdana;font-size:7pt;color:darkgrey;text-align: center;padding: 10px;\">\n    \"squad.xsl\" by <strong>TomNedry</strong>, last change: 15.Jul09\n    </p>\n    </BODY>\n    </HTML>\n</xsl:template>\n</xsl:stylesheet>\n```"},{"heading":"squad.css","level":5,"markdown":"```css\n/*\n    CSS template for \"squad.xml\", used in \"Armed Assault\" (Ref: \"http://www.armedassault.com\")\n    and \"Arma 2\" (Ref: \"http://www.arma2.com\")\n    See also the Arma-Wiki page: \"http://community.bistudio.com/wiki/squad.xml\"\n    Created by TomNedry, 26.Jan07\n    Reviewed by TomNedry, 15.Jul09\n    License: Creative Common (http://creativecommons.org/licenses/by-nc-sa/2.5/deed.de)\n*/\n\nbody\n{\n    font-family: Arial, sans-serif;\n    background-color: #EAECE5;\n    margin: 0;\n}\n\na:link\n{\n    text-decoration: none;\n    color: #800000;\n}\na:visited\n{\n    text-decoration: none;\n    color: #800000;\n}\na:hover\n{\n    text-decoration: none;\n    color: #FFF;\n}\na:active\n{\n    text-decoration: none;\n}\na:focus\n{\n    text-decoration: none;\n}\n\nth\n{\n    background-color: #AEB399;\n    font-family: Arial, sans-serif;\n    font-size: 10pt;\n    font-weight: bold;\n    padding: 4px;\n}\n\ntr.one\n{\n    background-color: #DDE4C3;\n    width: 100%;\n    padding: 4px;\n}\ntr.two\n{\n    background-color: #D2D9B8;\n    width: 100%;\n    padding: 4px;\n}\ntd.one\n{\n    background-color: #AEB399;\n    width: 100%;\n}\ntd.two\n{\n    background-color: #E2E9C7;\n    width: 100%;\n}\n.main\n{\n    text-align: center;\n    width: 100%;\n    border: none;\n}\ndiv.sqd_name\n{\n    text-align: center;\n    font-family: Arial, sans-serif;\n    font-size: 12pt;\n    font-weight: bold;\n}\ndiv.sqd_title\n{\n    text-align: center;\n    font-family: Arial, sans-serif;\n    font-size: 10pt;\n}\ndiv.sqd_logo\n{\n    text-align: center;\n    font-size: 8pt;\n    padding: 5px;\n}\n.sqd_info\n{\n    border: 1px dotted darkgrey;\n    width: 100%;\n    padding: 0;\n    border-spacing: 0;\n}\n.sqd_website\n{\n    font-family: Arial, sans-serif;\n    font-size: 10pt;\n    text-align: center;\n    background-color: #AEB399;\n    width: 100%;\n    padding: 4px;\n    border-spacing: 0;\n}\n.sqd_email\n{\n    font-family: Arial, sans-serif;\n    font-size: 10pt;\n    text-align: center;\n    background-color: #AEB399;\n    width: 100%;\n    padding: 4px;\n    border-spacing: 0;\n}\n.left-row\n{\n    vertical-align: top;\n    height: 100%;\n}\n.right-row\n{\n    vertical-align: top;\n    height: 100%;\n}\n.member_info\n{\n    border: 1px dotted darkgrey;\n    width: 100%;\n    padding: 0;\n    border-spacing: 0;\n}\n.member_name\n{\n    font-family: Arial, sans-serif;\n    color: #000;\n    font-size: 10pt;\n    padding: 4px;\n}\n.member_email\n{\n    font-family: Arial, sans-serif;\n    color: #000;\n    font-size: 8pt;\n    padding: 4px;\n}\n.member_icq\n{\n    font-family: Arial, sans-serif;\n    color: #000;\n    font-size: 8pt;\n    padding: 4px;\n}\n.member_remark\n{\n    font-family: Arial, sans-serif;\n    color: #000;\n    font-size: 8pt;\n    text-align: center;\n}\n```"},{"heading":"See Also","level":3,"markdown":"- TexView (Operation Flashpoint)\n- TexView 2 (Armed Assault, Arma 2, Arma 3)"},{"heading":"Tools/Programs","level":3,"markdown":"- [Squad XML manager](http://forums.bistudio.com/showthread.php?144710-Squad-XML-manager) for use on the Desktop by laxentis [application/exe]\n- [Squad.xml Editor - Open source webtool](http://forums.bistudio.com/showthread.php?117080-Squad-xml-Editor-Open-source-webtool) by TomNedry [source/php]\n- [Squad.xml Editor 2 - Manage multiple squads via a browser](http://forums.bistudio.com/showthread.php?145852-Squad-xml-Editor-2-Manage-multiple-squads-via-a-browser) by TomNedry [source/php]\n- [MyBB Squad.XML managment plugin](http://forums.bistudio.com/showthread.php?145650-MyBB-Squad-XML-managment-plugin) by Jsmuk [source/php]"},{"heading":"Online Arma XML Hoster/Editors","level":3,"markdown":"These hosters allow you to create and edit Arma 3 squad.xml files directly online and you will be provided with a unique link to your squad.xml to put into your game profile.\n\n- [Arma Squads XML Hoster/Editor](http://armasquads.com/) Support all image formats and online image to PAA conversion for transparent squad logos"}],"categories":["ArmA: Armed Assault: Community","ArmA: Armed Assault: File Formats","ArmA: Armed Assault: Multiplayer","Arma 2: Multiplayer","Arma 3: Multiplayer","Real Virtuality File Formats"],"groups":["Multiplayer and Server"]},{"name":"Startup Parameters Config File","title":"Startup Parameters Config File","type":"topic","url":"https://community.bistudio.com/wiki/Startup_Parameters_Config_File","revid":364391,"updated":"2024-05-13T10:51:55Z","aliases":[],"markdown":"The startup parameters config file can be used to put startup parameters in, instead of specifying them in a shortcut/commandline.\n\n> [!IMPORTANT]\n> Low level parameters are NOT supported:\n>\n> .par file does not (and will not) support some low level parameters, namely:\n>\n> - -cpuCount\n> - -malloc\n> - -exThreads\n> - -maxMem\n> - -profiles (confirmed on Arma 3 version 1.66.139586, options does not work from parameter file)\n> - -debug\n>\n> The reason is those need to be initialized before any file operations are done.\n\n### Usage\n\n**-par** startup parameter allows to specify the file.\nWhether using Plain Text Format or .par Format, **the file is preprocessed before parsing**, allowing C++ style comments and `#define`s to be used.\n\n> [!NOTE]\n> Before Arma 2: Operation Arrowhead v1.60.86060, only the `.par` format was supported.\n\n#### Windows\n\n**-par** won't work being passed by cmd as variable to quotes; a specific format must be applied:\n\n```bat\nsetlocal enableDelayedExpansion enableExtensions\n\nset v=!v! \"-profiles=!cd!\\acc\"\nset v=!v! \"-par=D:\\par\\startupParameters.txt\"\n\nstart \"\" \"D:\\arma3\\arma3.exe\" !v!    &rem need \"start\" for closing cmd window;\ntimeout /t 1                        &rem need for keeping game window (starting from logo) foreground after cmd window close;\n```\n\n### Plain Text Format\n\n- The file extension must be anything **but** `.par`, otherwise the .par Format syntax will be assumed.\n- The file can be located either inside or outside of the game folder for organizational purposes.\n- The file must have one command line option per line.\n\n#### Location\n\nLocation can be defined with -par=parameterFileName startup parameter.\n\n#### Format\n\nWhitespace is ignored.\n\n```cpp\n-startupParameter\n-startupParameter2=value1;value2\nMissionFileToOpenInTheEditor\n```\n\n#### Examples\n\n##### Simple Example\n\n```cpp\n-nosplash\n-skipIntro\n-world=none\n-mod=Expansion;Expansion\\beta;Expansion\\beta\\Expansion;@cwr2\n\"C:\\arma2\\Users\\USERNAME\\missions\\MissionName.Desert_E\\mission.sqm\"\n```\n\n##### Host and Client\n\nThe following example allows you to launch two instances of the game with common startup parameters. One for hosting from Eden and another one as a client to test for locality issues.\n\n**base.txt**\n\n```cpp\n-mod=\"!Workshop\\@Mod1;!Workshop\\@Mod2\"\n-skipIntro\n-noSplash\n-filePatching\n-noSound\n-noLand\n```\n\n**host.txt**\n\n```cpp\n#include \"base.txt\"\n\"C:\\Users\\USERNAME\\Documents\\Arma 3\\missions\\BIKI.VR\"\n```\n\n**client.txt**\n\n```cpp\n#include \"base.txt\"\n-name=ClientTest\n```\n\n### .par Format\n\n> [!WARNING]\n> The `.PAR` file extension is apparently no longer read correctly on a dedicated server.\n\n#### Location\n\nAt game directory's root.\n\n#### Naming\n\n| Arma 2 | Arma 2: Operation Arrowhead | Take On Helicopters |\n|---|---|---|\n| `ArmA2.par` | `ArmA2OA.par` | `TakeOnH.par` |\n\n#### Format\n\n```cpp\nclass Arg\n{\n    startupParameter=\"-startupParameter\"\n    startupParameter2=\"-startupParameter2=value1;value2\"\n};\n```\n\n#### Example\n\n```cpp\nclass Arg\n{\n    nosplash=\"-nosplash\";\n    skipIntro=\"-skipIntro\";\n    world=\"-world=none\";\n    mod=\"-mod=Expansion;Expansion\\beta;Expansion\\beta\\Expansion;@cwr2\";\n};\n```\n\n### External links\n\n- *Feature is discussed here by Suma* (dead link)","sections":[{"heading":null,"level":1,"markdown":"The startup parameters config file can be used to put startup parameters in, instead of specifying them in a shortcut/commandline.\n\n> [!IMPORTANT]\n> Low level parameters are NOT supported:\n>\n> .par file does not (and will not) support some low level parameters, namely:\n>\n> - -cpuCount\n> - -malloc\n> - -exThreads\n> - -maxMem\n> - -profiles (confirmed on Arma 3 version 1.66.139586, options does not work from parameter file)\n> - -debug\n>\n> The reason is those need to be initialized before any file operations are done."},{"heading":"Usage","level":3,"markdown":"**-par** startup parameter allows to specify the file.\nWhether using Plain Text Format or .par Format, **the file is preprocessed before parsing**, allowing C++ style comments and `#define`s to be used.\n\n> [!NOTE]\n> Before Arma 2: Operation Arrowhead v1.60.86060, only the `.par` format was supported."},{"heading":"Windows","level":4,"markdown":"**-par** won't work being passed by cmd as variable to quotes; a specific format must be applied:\n\n```bat\nsetlocal enableDelayedExpansion enableExtensions\n\nset v=!v! \"-profiles=!cd!\\acc\"\nset v=!v! \"-par=D:\\par\\startupParameters.txt\"\n\nstart \"\" \"D:\\arma3\\arma3.exe\" !v!    &rem need \"start\" for closing cmd window;\ntimeout /t 1                        &rem need for keeping game window (starting from logo) foreground after cmd window close;\n```"},{"heading":"Plain Text Format","level":3,"markdown":"- The file extension must be anything **but** `.par`, otherwise the .par Format syntax will be assumed.\n- The file can be located either inside or outside of the game folder for organizational purposes.\n- The file must have one command line option per line."},{"heading":"Location","level":4,"markdown":"Location can be defined with -par=parameterFileName startup parameter."},{"heading":"Format","level":4,"markdown":"Whitespace is ignored.\n\n```cpp\n-startupParameter\n-startupParameter2=value1;value2\nMissionFileToOpenInTheEditor\n```"},{"heading":"Examples","level":4,"markdown":""},{"heading":"Simple Example","level":5,"markdown":"```cpp\n-nosplash\n-skipIntro\n-world=none\n-mod=Expansion;Expansion\\beta;Expansion\\beta\\Expansion;@cwr2\n\"C:\\arma2\\Users\\USERNAME\\missions\\MissionName.Desert_E\\mission.sqm\"\n```"},{"heading":"Host and Client","level":5,"markdown":"The following example allows you to launch two instances of the game with common startup parameters. One for hosting from Eden and another one as a client to test for locality issues.\n\n**base.txt**\n\n```cpp\n-mod=\"!Workshop\\@Mod1;!Workshop\\@Mod2\"\n-skipIntro\n-noSplash\n-filePatching\n-noSound\n-noLand\n```\n\n**host.txt**\n\n```cpp\n#include \"base.txt\"\n\"C:\\Users\\USERNAME\\Documents\\Arma 3\\missions\\BIKI.VR\"\n```\n\n**client.txt**\n\n```cpp\n#include \"base.txt\"\n-name=ClientTest\n```"},{"heading":".par Format","level":3,"markdown":"> [!WARNING]\n> The `.PAR` file extension is apparently no longer read correctly on a dedicated server."},{"heading":"Location","level":4,"markdown":"At game directory's root."},{"heading":"Naming","level":4,"markdown":"| Arma 2 | Arma 2: Operation Arrowhead | Take On Helicopters |\n|---|---|---|\n| `ArmA2.par` | `ArmA2OA.par` | `TakeOnH.par` |"},{"heading":"Format","level":4,"markdown":"```cpp\nclass Arg\n{\n    startupParameter=\"-startupParameter\"\n    startupParameter2=\"-startupParameter2=value1;value2\"\n};\n```"},{"heading":"Example","level":4,"markdown":"```cpp\nclass Arg\n{\n    nosplash=\"-nosplash\";\n    skipIntro=\"-skipIntro\";\n    world=\"-world=none\";\n    mod=\"-mod=Expansion;Expansion\\beta;Expansion\\beta\\Expansion;@cwr2\";\n};\n```"},{"heading":"External links","level":3,"markdown":"- *Feature is discussed here by Suma* (dead link)"}],"categories":["Startup Parameters"],"groups":["Multiplayer and Server"]},{"name":"Statement","title":"Statement","type":"topic","url":"https://community.bistudio.com/wiki/Statement","revid":329108,"updated":"2022-07-22T12:48:01Z","aliases":[],"markdown":"A **statement** is a piece of scripting code. It is an **instruction** to the script Interpreter and tells it to do something.\n\n### Types of Statements\n\n#### Value Assignment\n\nA value assignment to a variable.\n\n```sqf\n_variable = 5;\n```\n\n#### Control Structure\n\nAny control structure including its blocks.\n\n```sqf\nif (_value > _limit) then\n{\n    hint \"oh no\";\n};\n```\n\n#### Command\n\nAny scripting command including its arguments.\n\n```sqf\nplayer sideChat \"hello\";\n```","sections":[{"heading":null,"level":1,"markdown":"A **statement** is a piece of scripting code. It is an **instruction** to the script Interpreter and tells it to do something."},{"heading":"Types of Statements","level":3,"markdown":""},{"heading":"Value Assignment","level":4,"markdown":"A value assignment to a variable.\n\n```sqf\n_variable = 5;\n```"},{"heading":"Control Structure","level":4,"markdown":"Any control structure including its blocks.\n\n```sqf\nif (_value > _limit) then\n{\n    hint \"oh no\";\n};\n```"},{"heading":"Command","level":4,"markdown":"Any scripting command including its arguments.\n\n```sqf\nplayer sideChat \"hello\";\n```"}],"categories":["Syntax"],"groups":["Scripting"]},{"name":"Steam","title":"Steam","type":"topic","url":"https://community.bistudio.com/wiki/Steam","revid":376904,"updated":"2025-12-20T22:55:14Z","aliases":[],"markdown":"[Steam](https://store.steampowered.com/) is a video game distribution platform that hosts, sometimes exclusively, Bohemia Interactive games such as Arma 3, Take On Helicopters and Arma Reforger.\n\n> [!NOTE]\n> See [Steam (service)](https://en.wikipedia.org/wiki/Steam_(service)).\n\n### Available Bohemia Interactive Games\n\n- Operation Flashpoint\n- ArmA: Armed Assault\n- Arma 2\n- Arma 2: Operation Arrowhead\n- Arma 3\n- Arma Reforger\n- DayZ\n- Ylands\n- Carrier Command: Gaea Mission\n- Take On Helicopters\n- Take On Mars\n- Vigor\n- Silica\n\n### Assistance\n\n#### Verify Game Files\n\nIn the event of a game issue, it is sometimes recommended to make Steam verify the game files:\n\n- right-click on the game in the Steam list\n- select \"Properties\"\n- click on \"Local Files\"\n- press \"Verify integrity of game files\"\n\nSteam will now verify and repair modified files. This will not erase any personal files; game progress, controls and other configurations will remain unchanged.\n\n> [!NOTE]\n> See [Steam's tutorial](https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB).\n\n#### Move Arma 3 Workshop Items\n\nMods in Arma 3 can often take a lot of space, and storage capacity can quickly be overwhelmed. In order to circumvent this issue, it is possible to change the mods storage location.\nA [Symbolic link](https://en.wikipedia.org/wiki/Symbolic_link) (also known as Symlink) can make this happen, making the game see data from another location in the directory it expects.\n\n1. Locate the Workshop directory, in which the `107410` directory (which has the entire Arma 3 related Workshop items) is present.\n\n   > [!NOTE]\n   > Usually `C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content` or if SteamLibrary is installed on another drive (e.g `D:`), `D:\\SteamLibrary\\steamapps\\workshop\\content`.\n1. **Copy** the `107410` directory to its new location (e.g `E:\\NewArma3WorkshopDirectory`)\n1. Rename the `<workshop directory>\\107410` source directory to make a backup and ensure it is not used accidentally(e.g `107410_backup`)\n1. Open Command Prompt in Administrator mode (Windows Search > type \"cmd\", right-click > \"Run as Administrator\")\n1. Enter this command:\n\n   ```\n   mklink /d target source\n   ```\n\n   , where:\n   - *target* is the original `107410` location, e.g `C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content\\107410`\n   - *source* is the actual data directory, e.g `E:\\NewArma3WorkshopDirectory`\n1. Press <kbd>Return ↵</kbd> to run the command, here\n\n   ```\n   mklink /d \"C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content\\107410\" \"E:\\NewArma3WorkshopDirectory\"\n   ```\n1. This is it! There is nothing else to configure and nothing to change Launcher-wise. Start the game to make sure it recognizes the items properly.\n1. If everything went well, the backup can be safely deleted (`C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content\\107410_backup`).\n\n> [!NOTE]\n> To delete a symbolic link, simply delete the *target* directory from Windows Explorer (here `C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content\\107410` > right-click > delete).\n> See also [How-To Geek tutorial](https://www.howtogeek.com/16226/complete-guide-to-symbolic-links-symlinks-on-windows-or-linux/).","sections":[{"heading":null,"level":1,"markdown":"[Steam](https://store.steampowered.com/) is a video game distribution platform that hosts, sometimes exclusively, Bohemia Interactive games such as Arma 3, Take On Helicopters and Arma Reforger.\n\n> [!NOTE]\n> See [Steam (service)](https://en.wikipedia.org/wiki/Steam_(service))."},{"heading":"Available Bohemia Interactive Games","level":3,"markdown":"- Operation Flashpoint\n- ArmA: Armed Assault\n- Arma 2\n- Arma 2: Operation Arrowhead\n- Arma 3\n- Arma Reforger\n- DayZ\n- Ylands\n- Carrier Command: Gaea Mission\n- Take On Helicopters\n- Take On Mars\n- Vigor\n- Silica"},{"heading":"Assistance","level":3,"markdown":""},{"heading":"Verify Game Files","level":4,"markdown":"In the event of a game issue, it is sometimes recommended to make Steam verify the game files:\n\n- right-click on the game in the Steam list\n- select \"Properties\"\n- click on \"Local Files\"\n- press \"Verify integrity of game files\"\n\nSteam will now verify and repair modified files. This will not erase any personal files; game progress, controls and other configurations will remain unchanged.\n\n> [!NOTE]\n> See [Steam's tutorial](https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB)."},{"heading":"Move Arma 3 Workshop Items","level":4,"markdown":"Mods in Arma 3 can often take a lot of space, and storage capacity can quickly be overwhelmed. In order to circumvent this issue, it is possible to change the mods storage location.\nA [Symbolic link](https://en.wikipedia.org/wiki/Symbolic_link) (also known as Symlink) can make this happen, making the game see data from another location in the directory it expects.\n\n1. Locate the Workshop directory, in which the `107410` directory (which has the entire Arma 3 related Workshop items) is present.\n\n   > [!NOTE]\n   > Usually `C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content` or if SteamLibrary is installed on another drive (e.g `D:`), `D:\\SteamLibrary\\steamapps\\workshop\\content`.\n1. **Copy** the `107410` directory to its new location (e.g `E:\\NewArma3WorkshopDirectory`)\n1. Rename the `<workshop directory>\\107410` source directory to make a backup and ensure it is not used accidentally(e.g `107410_backup`)\n1. Open Command Prompt in Administrator mode (Windows Search > type \"cmd\", right-click > \"Run as Administrator\")\n1. Enter this command:\n\n   ```\n   mklink /d target source\n   ```\n\n   , where:\n   - *target* is the original `107410` location, e.g `C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content\\107410`\n   - *source* is the actual data directory, e.g `E:\\NewArma3WorkshopDirectory`\n1. Press <kbd>Return ↵</kbd> to run the command, here\n\n   ```\n   mklink /d \"C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content\\107410\" \"E:\\NewArma3WorkshopDirectory\"\n   ```\n1. This is it! There is nothing else to configure and nothing to change Launcher-wise. Start the game to make sure it recognizes the items properly.\n1. If everything went well, the backup can be safely deleted (`C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content\\107410_backup`).\n\n> [!NOTE]\n> To delete a symbolic link, simply delete the *target* directory from Windows Explorer (here `C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content\\107410` > right-click > delete).\n> See also [How-To Geek tutorial](https://www.howtogeek.com/16226/complete-guide-to-symbolic-links-symlinks-on-windows-or-linux/)."}],"categories":["ArmA: Armed Assault","Arma 2","Arma 2: Operation Arrowhead","Arma 3","Arma 4","Arma Reforger","Carrier Command: Gaea Mission","DayZ","Operation Flashpoint","Silica","Take On Helicopters","Take On Mars","Vigor"],"groups":["Game and Troubleshooting"]},{"name":"Stratis","title":"Stratis","type":"topic","url":"https://community.bistudio.com/wiki/Stratis","revid":363950,"updated":"2024-04-27T20:14:34Z","aliases":[],"markdown":"**Stratis** is an Arma 3 terrain, released with the game. It is a Mediterranean island with an area of 20 km2 based on the real-life island [Agios Efstratios](https://en.wikipedia.org/wiki/Agios_Efstratios).\nIt has a Mediterranean flora, complete with Mediterranean geology and geography. The island is entirely mountaneous, with very little delta and plain terrain. The capital is **Agia Marina**.\nThe island is very small and mostly militarised, with very little civilian population, mostly situated at the capital.\nThe island consists of only two towns, seven military encampments, 5 landing zones, one airfield, three lighthouses and 6 small harbors. Most of the roads in the island are gravel paths.","sections":[{"heading":null,"level":1,"markdown":"**Stratis** is an Arma 3 terrain, released with the game. It is a Mediterranean island with an area of 20 km2 based on the real-life island [Agios Efstratios](https://en.wikipedia.org/wiki/Agios_Efstratios).\nIt has a Mediterranean flora, complete with Mediterranean geology and geography. The island is entirely mountaneous, with very little delta and plain terrain. The capital is **Agia Marina**.\nThe island is very small and mostly militarised, with very little civilian population, mostly situated at the capital.\nThe island consists of only two towns, seven military encampments, 5 landing zones, one airfield, three lighthouses and 6 small harbors. Most of the roads in the island are gravel paths."}],"categories":["Arma 3: Terrains"],"groups":["Tools and File Formats"]},{"name":"String","title":"String","type":"topic","url":"https://community.bistudio.com/wiki/String","revid":373361,"updated":"2025-04-28T08:59:37Z","aliases":["Strings"],"markdown":"A **string** is a variable type that contains text. Possible length and characters depend on the game and its version.\n\n> [!NOTE]\n> The encoding should be mostly transparent. The input files can be encoded both in UTF-16 or UTF-8, the toString and toArray functions always convert from/to UTF-16 representation.\n\n### Properties\n\n|  | OFP | ArmA | Arma 2 | Arma 2:OA | TKOH | Arma 3 (before v1.56) | Arma 3 (since v1.56) |\n|---|---|---|---|---|---|---|---|\n| Max length | 2056 | No set limit |  |  |  |  | 9,999,999 to 10,000,000<br>(same as Array length) |\n| Encoding | [ASCII](https://en.wikipedia.org/wiki/ASCII) | [Unicode](https://en.wikipedia.org/wiki/Unicode) |  |  |  |  |  |\n| [Code page](https://en.wikipedia.org/wiki/Code_page) | product language defined | [UTF-8](https://en.wikipedia.org/wiki/UTF-8) |  |  |  |  |  |\n| \"text\" | ✓ |  |  |  |  |  |  |\n| 'text' | ✗ | ✓ |  |  |  |  |  |\n| {text} | ✓ | ✗ |  |  |  |  |  |\n\n### Commands and Functions\n\n- String Scripting Commands\n- String Functions\n\n### Single quote limitation\n\nStrings can be written with both double quotes (\"text\") and single quotes ('text'). While they are identical, there are slightly differences in how they are treated:\n\n- Single quote strings are parsed by the preprocessor and may cause undesired results.\n- Single quote strings do not seem to support tabs:\n\n```sqf\n_string = \"\n    \";\ncopyToClipboard _string;\ndiag_log format [\"%1 %2 %3 x%4x\", toArray _string, toArray copyFromClipboard, toArray (_string select [0]), _string];\n\n/*\n    return is good: \"[9,10,9] [9,10,9] [9,10,9] x\n    x\"\n*/\n```\n\n```sqf\n_string = '\n    ';\ncopyToClipboard _string;\ndiag_log format [\"%1 %2 %3 x%4x\", toArray _string, toArray copyFromClipboard, toArray (_string select [0]), _string];\n\n/*\n    return: \"[9,10] [9,10] [9,10] x\nx\" - second tab vanished\n*/\n```\n\nExample courtesy of [Rydygier](http://forums.bistudio.com/member.php?81568-Rydygier)\n\n### Examples\n\n#### Quotes in Quotes\n\n```sqf\nprivate _string = \"my string \"\"with\"\" quotes\";\nprivate _string = 'my string \"with\" quotes';\nprivate _string = 'my string with quotes';\n```\n\n#### String Formats\n\n```sqf\n// Operation Flashpoint\n_string = \"Hello there\" // works\n_string = 'Hello there' // does NOT work\n_string = {Hello there} // works\n```\n\n```sqf\n// since Armed Assault\n_string = \"Hello there\" // works\n_string = 'Hello there' // works\n_string = {Hello there} // does NOT work\n```\n\n#### Operators\n\n```sqf\nprivate _finalString = \"Hello\" + \" \" + \"there\"; // outputs \"Hello there\" - the + sign concatenates strings\n```\n\nThe only basic operator to be used on strings is \"plus\". You can use \"plus\" to concatenate two strings.\n\n#### Conversion\n\n```sqf\nprivate _value = 42; // this is a Number\nhint _value; // error - hint takes a String, not a Number\nhint format [\"%1\", _value]; // ok\nhint str _value; // ok - since Armed Assault\n```","sections":[{"heading":null,"level":1,"markdown":"A **string** is a variable type that contains text. Possible length and characters depend on the game and its version.\n\n> [!NOTE]\n> The encoding should be mostly transparent. The input files can be encoded both in UTF-16 or UTF-8, the toString and toArray functions always convert from/to UTF-16 representation."},{"heading":"Properties","level":3,"markdown":"|  | OFP | ArmA | Arma 2 | Arma 2:OA | TKOH | Arma 3 (before v1.56) | Arma 3 (since v1.56) |\n|---|---|---|---|---|---|---|---|\n| Max length | 2056 | No set limit |  |  |  |  | 9,999,999 to 10,000,000<br>(same as Array length) |\n| Encoding | [ASCII](https://en.wikipedia.org/wiki/ASCII) | [Unicode](https://en.wikipedia.org/wiki/Unicode) |  |  |  |  |  |\n| [Code page](https://en.wikipedia.org/wiki/Code_page) | product language defined | [UTF-8](https://en.wikipedia.org/wiki/UTF-8) |  |  |  |  |  |\n| \"text\" | ✓ |  |  |  |  |  |  |\n| 'text' | ✗ | ✓ |  |  |  |  |  |\n| {text} | ✓ | ✗ |  |  |  |  |  |"},{"heading":"Commands and Functions","level":3,"markdown":"- String Scripting Commands\n- String Functions"},{"heading":"Single quote limitation","level":3,"markdown":"Strings can be written with both double quotes (\"text\") and single quotes ('text'). While they are identical, there are slightly differences in how they are treated:\n\n- Single quote strings are parsed by the preprocessor and may cause undesired results.\n- Single quote strings do not seem to support tabs:\n\n```sqf\n_string = \"\n    \";\ncopyToClipboard _string;\ndiag_log format [\"%1 %2 %3 x%4x\", toArray _string, toArray copyFromClipboard, toArray (_string select [0]), _string];\n\n/*\n    return is good: \"[9,10,9] [9,10,9] [9,10,9] x\n    x\"\n*/\n```\n\n```sqf\n_string = '\n    ';\ncopyToClipboard _string;\ndiag_log format [\"%1 %2 %3 x%4x\", toArray _string, toArray copyFromClipboard, toArray (_string select [0]), _string];\n\n/*\n    return: \"[9,10] [9,10] [9,10] x\nx\" - second tab vanished\n*/\n```\n\nExample courtesy of [Rydygier](http://forums.bistudio.com/member.php?81568-Rydygier)"},{"heading":"Examples","level":3,"markdown":""},{"heading":"Quotes in Quotes","level":4,"markdown":"```sqf\nprivate _string = \"my string \"\"with\"\" quotes\";\nprivate _string = 'my string \"with\" quotes';\nprivate _string = 'my string with quotes';\n```"},{"heading":"String Formats","level":4,"markdown":"```sqf\n// Operation Flashpoint\n_string = \"Hello there\" // works\n_string = 'Hello there' // does NOT work\n_string = {Hello there} // works\n```\n\n```sqf\n// since Armed Assault\n_string = \"Hello there\" // works\n_string = 'Hello there' // works\n_string = {Hello there} // does NOT work\n```"},{"heading":"Operators","level":4,"markdown":"```sqf\nprivate _finalString = \"Hello\" + \" \" + \"there\"; // outputs \"Hello there\" - the + sign concatenates strings\n```\n\nThe only basic operator to be used on strings is \"plus\". You can use \"plus\" to concatenate two strings."},{"heading":"Conversion","level":4,"markdown":"```sqf\nprivate _value = 42; // this is a Number\nhint _value; // error - hint takes a String, not a Number\nhint format [\"%1\", _value]; // ok\nhint str _value; // ok - since Armed Assault\n```"}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Stringtable.csv","title":"Stringtable.csv","type":"topic","url":"https://community.bistudio.com/wiki/Stringtable.csv","revid":373437,"updated":"2025-05-08T11:27:12Z","aliases":["CSV File Format - Stringtables","Stringtable.csv File Format","csv File Format - Stringtables"],"markdown":"### Purpose\n\nStringtables are used to make internationalization easier for the game. They are used in addons, missions, and scripts.\n\nAny strings that are used in the game can be kept separate from the code, and can therefore easily be edited and expanded into different languages.\n\nInstead of using message strings directly in the code you are using a variable. This variable will then contain the actual string, read from stringtable.csv, with the language that's being read depending on the game settings.\n\n### CSV Format\n\nThe **Stringtable.csv** file is an ASCII text file, and can be edited with any text editor.\nOne *could* theoretically use a spreadsheet program (like Excel) to edit the file, but that would be serious overkill.\n'*DO NOT* use a word processor (like MS-Word, or Write) to edit this file though, as it will corrupt it, unless you are very knowledgeable and careful.\n\n> [!NOTE]\n> CSV stands for Comma-Separated Values. Using e.g Microsoft Excel to edit this file *may* corrupt the file, as some language settings will use a semicolon `;` instead of a comma `,`.\n\n- Operation Flashpoint uses [ANSI](https://en.wikipedia.org/wiki/ANSI) encoding, the codepage is defined by the font used.\n  - Operation Flashpoint cannot accept UTF encoding. You need to convert back to ANSI (e.g remove the 3 byte UTF \"BOM\" (byte order mark) tag at beginning of file when converting back the the real game).\n- Armed Assault accepts ANSI, [Unicode](https://en.wikipedia.org/wiki/Unicode) and [UTF-8](https://en.wikipedia.org/wiki/UTF-8) encoding (Unicode will be converted to UTF-8 on load)\n- Arma 2 and Arma 3 both accept CSV but use Stringtable.xml in preference. For whatever reason, Bohemia Interactive have destroyed the default language. It is no longer possible to simply state\n\n```\nSTR_ANYTHING,Some Name\n```\n\nand have all languages accept it. You will get a 'blank' if a specific language (e.g 'german') is not endlessly repeated as well.\n\n### Function\n\nCSV files are used as string lookup tables.\n\nAlthough the engine uses other files with the extension CSV, the file for missions, addons, and campaigns is 'stringtable.csv' and **must** be located in the primary folder of the mission/addon/campaign.\n\nIn point of fact, the naming convention inside a csv is such that the first three letters of any variable (more later) **must** begin with `STR`, and referenced in mission.sqm, description.ext or anywhere else as `$STRsomething`.\n\nThe characters `STR` tell the engine to look in 'stringtable.csv' as opposed to use the literal string value.\n\n### Format\n\n#### Language Columns\n\nThe basic idea is that every language is assigned one column. (e.g. English has one column, French has another.) The order of the columns doesn't matter. (i.e. whether English comes first, or French, or Czech, is irrelevant). However, when game language doesn't match any of the languages listed in stringtable, the first column is selected by default. Therefore it is recommended to use English there.\n\nThe very first line of any csv must contain a statement like this:\n\n```\nLANGUAGE,  Polish, Hungarian, Turkish\n```\n\nWith this line you define the order in which the language columns are arranged. You can have as many or as few as you like.\n\nBelow this line the CSV file contains one line for each string definition; starting with the string *name*, and followed by the translations for the different languages:\n\n```\nLanguage,  English,Turkish,French\nSTR_BROKEN,Broken, Bozuk,  Merde\nSTR_GOOD,  Good,   İyi,\nSTR_BAD,   Bad,    Kotu,   Merde, Encore\nSTR_FIXED, Fixed,  Sabit,  \"Merde, Encore\"\nSTR_ONE,   One,    ,    Une\n```\n\n#### Blank Strings\n\nNote some interesting and highly flexible aspects of the above syntax.\n\nThere is **no** French equivalent for `STR_GOOD`, nor is there a Turkish equivalent for `STR_ONE`. The engine will default to the 2nd column. It happens to be 'English', but need not be.\n\n**ArmA:** In ArmA this is different. If your country column exists, it will use that string, even if it is blank and not default to the 2nd column. So do not include languages in the LANGUAGE row which you are not utilising yet.\n\n#### Default Language Column\n\nThe second column (the first 'string') is the default. Because of that, it is important that *all* of the 2nd columns are filled.\n\nThe second column does not *have* to be English - it can be any language the author is most comfortable with, and for which he will be able to supply *all* the required definitions.\nIn that case though, he will have to adjust the \"LANGUAGE, ...\" column definition at the top of the file.\n\n**ArmA:** In ArmA, if your language column is missing, then it will default to the game distributor's language column, if it exists.\nSo if you own the German version of the game and a German column exists in any column and your chosen language is not in any column, then German will be used, even if German is not in the 2nd column.\n\n#### Commas and Quotes\n\nTo separate strings from one another, commas are used. String do not have to be enclosed with quotation marks.\nIn the case that commas are needed in the string definition itself, then that string would have to be enclosed by quotes (e.g. \"Merde, Encore\" you *would* need quotes).\n\n#### Leading/Trailing Spaces\n\nWhen defining a string, the text used by the engine is from the *first non space character* after a comma, until the *last non space character* before the next comma (or end of line).\nThis would be familiar to many programmers as the Trim() function.\n\nThus\n\n```\n,this is a text,\n,      this is a text       ,\n```\n\nwould both return *\"this is a text\"*.\n\nThis feature is helpful if you want to keep columns aligned (tabbed), to keep better track of the columns.\n\n### Usage\n\nDefinition in stringtable.csv:\n\n```\nLANGUAGE,    English,          German\nSTR_MOVETO,  Move to the,      Gehen sie zum\nSTR_STATION, railroad station, Bahnhof\nSTR_AIRPORT, airport,          Flughafen\n```\n\n#### Scripts\n\nActivations and conditions too.\n\nArma\n\n```sqf\n_text = localize \"STR_MOVETO\" + \" \" + localize \"STR_AIRPORT\";\n```\n\nOperation Flashpoint\n\n```\n_text = $STR_MOVETO + \" \" + $STR_AIRPORT\n```\n\n#### description.ext\n\n```cpp\n \"$STR_AIRPORT\"\n```\n\n#### mission.sqm\n\nMarkers, texting effects, mission name, etc:\n\n> [!IMPORTANT]\n> If adding string table entry through the mission editor, the proper syntax is automatically added to the mission.sqm.\n> If you are converting a mission from OFP to ArmA, you may need re-add the string table to avoid the `\"scalar bool array string 0xe0ffffef\"` error.\n\nOperation Flashpoint\n\n```\n@STR_AIRPORT\n```\n\nArma\n\n```\n\"@STR_AIRPORT\"\n```\n\n### Comments\n\n- Arma: Arma doesn't appear to accept any (type of) comment string. Every line appears to be a string entry to Arma, with obvious consequences when converting from a properly documented (commented) Operation Flashpoint csv\n\nAny syntax the engine cannot understand is interpreted as a comment.\n\nBy convention the double-forward slash (//) at the beginning of the line is used:\n\n```\nLANGUAGE,     English,          German\n// actions\nSTR_MOVETO,   Move to the,      Gehen sie zum\nSTR_DESTROY,  Destroy the,      Zerstören sie den\n// locations\nSTR_STATION,  railroad station, Bahnhof\nSTR_AIRPORT,  airport,          Flughafen\n```\n\nHowever, in practice anything that *doesn't* start with STR can only be a comment.\n\nArma 2: To insert a string refering to a stringtable.csv or stringtable.xml, don't use the \"\" in the editor.\nFor example: you have `STR_myString`.\nTo add it in the description field of the selected unit, just add it like `@STR_myString`, the \"\" will be added, self-acting by the editor, in mission.sqm.\n\n### The selected language\n\n`flashpoint.cfg` in the root directory of your operation flashpoint folder defines the language to be used for your installation:\n\n```cpp\nLanguage=\"English\";\n```\n\nThis can be changed to any language that has valid entries in the stringtable.csv's. For more information on this subject read Language Selection.\n\n### Replacing original game texts\n\nIt is possible to replace every message of the original game by editing the global stringtable.csv file (in \\res\\bin\\stringtable.csv).\n(Some messages, like addon names some GUI texts, briefing chapters (Plan, Notes, Gear, Group), etc. *cannot* be changed via the stringtable.csv though).\n\nFor example, you can create custom radio names for your squads.\n\nCreate your group and give them a normal radio name with the following command in the init line of the commander.\n\n```sqf\nthis setGroupId [\"Alpha\", \"GroupColor0\"];\n```\n\nNow, add in your Stringtable.csv:\n\n```\nSTR_CFG_GRPNAMES_ALPHA, \"Your group name\",\nSTR_CFG_GRPCOL_BLACK, \"Your color name\",\n```\n\nWhere *Your group name* is the custom name you'd like your squad radio messages to have, *Your color name* is color of the squad (GroupColor0 is Black, for more details see setGroupId).\n\n### Different sounds under different languages\n\nYou can use *stringtable.csv* not only for texts but sounds and other Description.ext classes. See example:\n\nstringtable.csv\n\n```\nLANGUAGE,\"English\",\"Polish\"\n\nSTR_R1,\"ENGLISH\",\"POLSKI\"\nSTR_R2,\"US AND A SOLDIER HERE.\",\"TUTAJ POLSKI ŻOŁNIERZ.\"\n\nSTR_RadioMsg1,\"ENG\\R1.WAV\",\"POL\\R1.WAV\"\nSTR_RadioMsg2,\"ENG\\R2.WAV\",\"POL\\R2.WAV\"\n```\n\nOf course all sounds we have in *Sound* directory. Moreover they are in two different folders: *POL* and *ENG*. It makes *Sound* more clean. You can use prefixes like: *eng_* or *pol_* insted.\n\nDescription.ext (CfgRadio class only)\n\n```cpp\nclass CfgRadio\n{\n    sounds[] = {};\n\n    class R1\n    {\n        name = \"Radio #01\";\n        sound[] = { \"$STR_RadioMsg1\", db + 10, 1.0 };\n        title = \"$STR_R1\";\n    };\n    class R2\n    {\n        name = \"Radio #02\";\n        sound[] = { \"$STR_RadioMsg2\", db + 10, 1.0 };\n        title = \"$STR_R2\";\n    };\n};\n```\n\nHow does it work? During loading, Description.ext exactly, all string values preceded with *$* (dollar) are changed on right entires from *stringtable.csv*.\nSo when a player run game under English language, they will have English texts and sounds. The same think with Polish and other specified languages.\n\nThis solution you can use for CfgIdentities class to create personages with translated names or even native faces.\n\n**Notes:**\nThere are instances where the radio name will revert to the default after a reload of the mission.\n\n```cpp\nclass CfgSounds\n{\n    sounds[] = { 07av1 /* etc */ };\n    class 07av1\n    {\n        name = \"\";\n        sound[] = {\"07av01.ogg\", db, 1.0};\n        titles[] = { 0, \"$STRCAMP_07av01\" };\n    };\n\n    // (...)\n\n    class AnotherClassName\n    {\n        name = \"\";\n        sound[] = { \"Another.ogg\", db, 1.0 };\n        titles[] =\n        {\n            { 0, \"$STR_SomeCsvString\" },    // one piece of voice text\n            { 6, \"$STR_AnotherCsvString\" }    // then another\n        };\n    };\n};\n```","sections":[{"heading":"Purpose","level":3,"markdown":"Stringtables are used to make internationalization easier for the game. They are used in addons, missions, and scripts.\n\nAny strings that are used in the game can be kept separate from the code, and can therefore easily be edited and expanded into different languages.\n\nInstead of using message strings directly in the code you are using a variable. This variable will then contain the actual string, read from stringtable.csv, with the language that's being read depending on the game settings."},{"heading":"CSV Format","level":3,"markdown":"The **Stringtable.csv** file is an ASCII text file, and can be edited with any text editor.\nOne *could* theoretically use a spreadsheet program (like Excel) to edit the file, but that would be serious overkill.\n'*DO NOT* use a word processor (like MS-Word, or Write) to edit this file though, as it will corrupt it, unless you are very knowledgeable and careful.\n\n> [!NOTE]\n> CSV stands for Comma-Separated Values. Using e.g Microsoft Excel to edit this file *may* corrupt the file, as some language settings will use a semicolon `;` instead of a comma `,`.\n\n- Operation Flashpoint uses [ANSI](https://en.wikipedia.org/wiki/ANSI) encoding, the codepage is defined by the font used.\n  - Operation Flashpoint cannot accept UTF encoding. You need to convert back to ANSI (e.g remove the 3 byte UTF \"BOM\" (byte order mark) tag at beginning of file when converting back the the real game).\n- Armed Assault accepts ANSI, [Unicode](https://en.wikipedia.org/wiki/Unicode) and [UTF-8](https://en.wikipedia.org/wiki/UTF-8) encoding (Unicode will be converted to UTF-8 on load)\n- Arma 2 and Arma 3 both accept CSV but use Stringtable.xml in preference. For whatever reason, Bohemia Interactive have destroyed the default language. It is no longer possible to simply state\n\n```\nSTR_ANYTHING,Some Name\n```\n\nand have all languages accept it. You will get a 'blank' if a specific language (e.g 'german') is not endlessly repeated as well."},{"heading":"Function","level":3,"markdown":"CSV files are used as string lookup tables.\n\nAlthough the engine uses other files with the extension CSV, the file for missions, addons, and campaigns is 'stringtable.csv' and **must** be located in the primary folder of the mission/addon/campaign.\n\nIn point of fact, the naming convention inside a csv is such that the first three letters of any variable (more later) **must** begin with `STR`, and referenced in mission.sqm, description.ext or anywhere else as `$STRsomething`.\n\nThe characters `STR` tell the engine to look in 'stringtable.csv' as opposed to use the literal string value."},{"heading":"Format","level":3,"markdown":""},{"heading":"Language Columns","level":4,"markdown":"The basic idea is that every language is assigned one column. (e.g. English has one column, French has another.) The order of the columns doesn't matter. (i.e. whether English comes first, or French, or Czech, is irrelevant). However, when game language doesn't match any of the languages listed in stringtable, the first column is selected by default. Therefore it is recommended to use English there.\n\nThe very first line of any csv must contain a statement like this:\n\n```\nLANGUAGE,  Polish, Hungarian, Turkish\n```\n\nWith this line you define the order in which the language columns are arranged. You can have as many or as few as you like.\n\nBelow this line the CSV file contains one line for each string definition; starting with the string *name*, and followed by the translations for the different languages:\n\n```\nLanguage,  English,Turkish,French\nSTR_BROKEN,Broken, Bozuk,  Merde\nSTR_GOOD,  Good,   İyi,\nSTR_BAD,   Bad,    Kotu,   Merde, Encore\nSTR_FIXED, Fixed,  Sabit,  \"Merde, Encore\"\nSTR_ONE,   One,    ,    Une\n```"},{"heading":"Blank Strings","level":4,"markdown":"Note some interesting and highly flexible aspects of the above syntax.\n\nThere is **no** French equivalent for `STR_GOOD`, nor is there a Turkish equivalent for `STR_ONE`. The engine will default to the 2nd column. It happens to be 'English', but need not be.\n\n**ArmA:** In ArmA this is different. If your country column exists, it will use that string, even if it is blank and not default to the 2nd column. So do not include languages in the LANGUAGE row which you are not utilising yet."},{"heading":"Default Language Column","level":4,"markdown":"The second column (the first 'string') is the default. Because of that, it is important that *all* of the 2nd columns are filled.\n\nThe second column does not *have* to be English - it can be any language the author is most comfortable with, and for which he will be able to supply *all* the required definitions.\nIn that case though, he will have to adjust the \"LANGUAGE, ...\" column definition at the top of the file.\n\n**ArmA:** In ArmA, if your language column is missing, then it will default to the game distributor's language column, if it exists.\nSo if you own the German version of the game and a German column exists in any column and your chosen language is not in any column, then German will be used, even if German is not in the 2nd column."},{"heading":"Commas and Quotes","level":4,"markdown":"To separate strings from one another, commas are used. String do not have to be enclosed with quotation marks.\nIn the case that commas are needed in the string definition itself, then that string would have to be enclosed by quotes (e.g. \"Merde, Encore\" you *would* need quotes)."},{"heading":"Leading/Trailing Spaces","level":4,"markdown":"When defining a string, the text used by the engine is from the *first non space character* after a comma, until the *last non space character* before the next comma (or end of line).\nThis would be familiar to many programmers as the Trim() function.\n\nThus\n\n```\n,this is a text,\n,      this is a text       ,\n```\n\nwould both return *\"this is a text\"*.\n\nThis feature is helpful if you want to keep columns aligned (tabbed), to keep better track of the columns."},{"heading":"Usage","level":3,"markdown":"Definition in stringtable.csv:\n\n```\nLANGUAGE,    English,          German\nSTR_MOVETO,  Move to the,      Gehen sie zum\nSTR_STATION, railroad station, Bahnhof\nSTR_AIRPORT, airport,          Flughafen\n```"},{"heading":"Scripts","level":4,"markdown":"Activations and conditions too.\n\nArma\n\n```sqf\n_text = localize \"STR_MOVETO\" + \" \" + localize \"STR_AIRPORT\";\n```\n\nOperation Flashpoint\n\n```\n_text = $STR_MOVETO + \" \" + $STR_AIRPORT\n```"},{"heading":"description.ext","level":4,"markdown":"```cpp\n \"$STR_AIRPORT\"\n```"},{"heading":"mission.sqm","level":4,"markdown":"Markers, texting effects, mission name, etc:\n\n> [!IMPORTANT]\n> If adding string table entry through the mission editor, the proper syntax is automatically added to the mission.sqm.\n> If you are converting a mission from OFP to ArmA, you may need re-add the string table to avoid the `\"scalar bool array string 0xe0ffffef\"` error.\n\nOperation Flashpoint\n\n```\n@STR_AIRPORT\n```\n\nArma\n\n```\n\"@STR_AIRPORT\"\n```"},{"heading":"Comments","level":3,"markdown":"- Arma: Arma doesn't appear to accept any (type of) comment string. Every line appears to be a string entry to Arma, with obvious consequences when converting from a properly documented (commented) Operation Flashpoint csv\n\nAny syntax the engine cannot understand is interpreted as a comment.\n\nBy convention the double-forward slash (//) at the beginning of the line is used:\n\n```\nLANGUAGE,     English,          German\n// actions\nSTR_MOVETO,   Move to the,      Gehen sie zum\nSTR_DESTROY,  Destroy the,      Zerstören sie den\n// locations\nSTR_STATION,  railroad station, Bahnhof\nSTR_AIRPORT,  airport,          Flughafen\n```\n\nHowever, in practice anything that *doesn't* start with STR can only be a comment.\n\nArma 2: To insert a string refering to a stringtable.csv or stringtable.xml, don't use the \"\" in the editor.\nFor example: you have `STR_myString`.\nTo add it in the description field of the selected unit, just add it like `@STR_myString`, the \"\" will be added, self-acting by the editor, in mission.sqm."},{"heading":"The selected language","level":3,"markdown":"`flashpoint.cfg` in the root directory of your operation flashpoint folder defines the language to be used for your installation:\n\n```cpp\nLanguage=\"English\";\n```\n\nThis can be changed to any language that has valid entries in the stringtable.csv's. For more information on this subject read Language Selection."},{"heading":"Replacing original game texts","level":3,"markdown":"It is possible to replace every message of the original game by editing the global stringtable.csv file (in \\res\\bin\\stringtable.csv).\n(Some messages, like addon names some GUI texts, briefing chapters (Plan, Notes, Gear, Group), etc. *cannot* be changed via the stringtable.csv though).\n\nFor example, you can create custom radio names for your squads.\n\nCreate your group and give them a normal radio name with the following command in the init line of the commander.\n\n```sqf\nthis setGroupId [\"Alpha\", \"GroupColor0\"];\n```\n\nNow, add in your Stringtable.csv:\n\n```\nSTR_CFG_GRPNAMES_ALPHA, \"Your group name\",\nSTR_CFG_GRPCOL_BLACK, \"Your color name\",\n```\n\nWhere *Your group name* is the custom name you'd like your squad radio messages to have, *Your color name* is color of the squad (GroupColor0 is Black, for more details see setGroupId)."},{"heading":"Different sounds under different languages","level":3,"markdown":"You can use *stringtable.csv* not only for texts but sounds and other Description.ext classes. See example:\n\nstringtable.csv\n\n```\nLANGUAGE,\"English\",\"Polish\"\n\nSTR_R1,\"ENGLISH\",\"POLSKI\"\nSTR_R2,\"US AND A SOLDIER HERE.\",\"TUTAJ POLSKI ŻOŁNIERZ.\"\n\nSTR_RadioMsg1,\"ENG\\R1.WAV\",\"POL\\R1.WAV\"\nSTR_RadioMsg2,\"ENG\\R2.WAV\",\"POL\\R2.WAV\"\n```\n\nOf course all sounds we have in *Sound* directory. Moreover they are in two different folders: *POL* and *ENG*. It makes *Sound* more clean. You can use prefixes like: *eng_* or *pol_* insted.\n\nDescription.ext (CfgRadio class only)\n\n```cpp\nclass CfgRadio\n{\n    sounds[] = {};\n\n    class R1\n    {\n        name = \"Radio #01\";\n        sound[] = { \"$STR_RadioMsg1\", db + 10, 1.0 };\n        title = \"$STR_R1\";\n    };\n    class R2\n    {\n        name = \"Radio #02\";\n        sound[] = { \"$STR_RadioMsg2\", db + 10, 1.0 };\n        title = \"$STR_R2\";\n    };\n};\n```\n\nHow does it work? During loading, Description.ext exactly, all string values preceded with *$* (dollar) are changed on right entires from *stringtable.csv*.\nSo when a player run game under English language, they will have English texts and sounds. The same think with Polish and other specified languages.\n\nThis solution you can use for CfgIdentities class to create personages with translated names or even native faces.\n\n**Notes:**\nThere are instances where the radio name will revert to the default after a reload of the mission.\n\n```cpp\nclass CfgSounds\n{\n    sounds[] = { 07av1 /* etc */ };\n    class 07av1\n    {\n        name = \"\";\n        sound[] = {\"07av01.ogg\", db, 1.0};\n        titles[] = { 0, \"$STRCAMP_07av01\" };\n    };\n\n    // (...)\n\n    class AnotherClassName\n    {\n        name = \"\";\n        sound[] = { \"Another.ogg\", db, 1.0 };\n        titles[] =\n        {\n            { 0, \"$STR_SomeCsvString\" },    // one piece of voice text\n            { 6, \"$STR_AnotherCsvString\" }    // then another\n        };\n    };\n};\n```"}],"categories":["ArmA: Armed Assault: Editing","ArmA: Armed Assault: File Formats","Operation Flashpoint: Editing","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Stringtable.xml","title":"Stringtable.xml","type":"topic","url":"https://community.bistudio.com/wiki/Stringtable.xml","revid":378639,"updated":"2026-05-15T15:31:37Z","aliases":[],"markdown":"> [!NOTE]\n> Stringtable.xml was introduced with Armed Assault. For Operation Flashpoint, see Stringtable.csv.\n\nString tables are used to make internationalization easier for the game. They are used in addons, missions, and scripts, and are located in the root of the mission or addon folders.\n\nAny strings that are used in the game can be kept separate from the code, and can therefore easily be edited and expanded into different languages. Instead of using strings directly in the code, you are using a variable. This variable will then contain the actual string, read from stringtable.xml, with the language that is being read depending on the game settings.\n\n### Stringtable Editors\n\nIt is strongly recommended to use a tool to edit the XML file;\na selection of Stringtable Community Tools can be found in the Community Tools - Localisation Tools page section.\n\n### Example\n\n```xml\n<?xml version=\"1.0\" encoding=\"utf-8\" ?>\n<Project name=\"Any Name\">\n    <Package name=\"Mission One\">\n        <Container name=\"Some Words\">\n            <Key ID=\"STR_TAG_Yes\">\n                <Original>yes</Original>\n                <English>yes</English>\n                <Czech>ano</Czech>\n                <French>oui</French>\n                <German>ja</German>\n                <Italian>sì</Italian>\n                <Polish>tak</Polish>\n                <Portuguese>sim</Portuguese>\n                <Russian>да</Russian>\n                <Spanish>sí</Spanish>\n                <Korean>네</Korean>\n                <Japanese>はい</Japanese>\n                <Chinesesimp>是</Chinesesimp>\n                <Chinese>是（繁體）</Chinese>\n            </Key>\n            <Key ID=\"STR_TAG_No\">\n                <Original>no</Original>\n            </Key>\n        </Container>\n        <Container name=\"Another Container\">\n            <Key ID=\"STR_TAG_formatted\">\n                <Original>Hello, %1.</Original>\n            </Key>\n            <Key ID=\"STR_TAG_structuredText\">\n                <Original>Some text &lt;t color='%1'&gt;%2&lt;/t&gt;</Original>\n            </Key>\n        </Container>\n    </Package>\n</Project>\n```\n\n> [!NOTE]\n> `Package` and `Container` \"groups\" are only helpful for organisation and have no impact on the translations; use them for your own sanity.\n\n> [!IMPORTANT]\n> Stringtable.xml must be saved with **UTF-8 Encoding** for international characters to display and save correctly.\n\n### Supported Languages\n\n|  |  |\n|---|---|\n| **Arma 2 & Arma 2: Operation Arrowhead**<br>\\| className \\| In-game name \\| Note \\|<br>\\|---\\|---\\|---\\|<br>\\| English \\| **English** \\|  \\|<br>\\| Czech \\| **Čeština** \\|  \\|<br>\\| French \\| **Français** \\|  \\|<br>\\| Spanish \\| **Español** \\|  \\|<br>\\| Italian \\| **Italiano** \\|  \\|<br>\\| Polish \\| **Polski** \\|  \\|<br>\\| Russian \\| **Русский** \\|  \\|<br>\\| German \\| **Deutsch** \\|  \\|<br>\\| Hungarian \\| **Magyar** \\| Partially supported \\|<br>\\| Portuguese \\| **Portuguese** \\| Not available in-game \\| | **Arma 3**<br>\\| className \\| In-game name \\| Note \\|<br>\\|---\\|---\\|---\\|<br>\\| English \\| **English** \\|  \\|<br>\\| Czech \\| **Čeština** \\|  \\|<br>\\| French \\| **Français** \\|  \\|<br>\\| Spanish \\| **Español** \\|  \\|<br>\\| Italian \\| **Italiano** \\|  \\|<br>\\| Polish \\| **Polski** \\|  \\|<br>\\| Portuguese \\| **Português do Brasil** \\|  \\|<br>\\| Russian \\| **Русский** \\|  \\|<br>\\| German \\| **Deutsch** \\|  \\|<br>\\| Korean \\| **한국어** \\|  \\|<br>\\| Japanese \\| **日本語** \\|  \\|<br>\\| Chinese \\| **繁體中文** \\| Chinese Traditional \\|<br>\\| Chinesesimp \\| **简体中文** \\| Chinese Simplified \\|<br>\\| Turkish \\| **Türkçe** \\|  \\|<br>\\| Slovak \\| **Slovinčina** \\| Translated by AI \\|<br>\\| Arma 3 v2.18 Ukrainian \\| **українська** \\| Translated by AI \\|<br>\\| Arma 3 v2.22 Latin \\| **Latina** \\| Translated by AI \\|<br>\\| Arma 3 v2.22 Bulgarian \\| **български** \\| Translated by AI \\|<br>\\| Hungarian \\| **Magyar** \\| Translated by AI \\|<br>\\| Swedish \\| Cannot be set in-game.<br>Edit **arma3.cfg** to use that language. \\|  \\|<br>\\| SerboCroatian \\| Cannot be set in-game.<br>Edit **arma3.cfg** to use that language. \\| N/A \\|<br>\\| Norwegian \\| Cannot be set in-game.<br>Edit **arma3.cfg** to use that language. \\| N/A \\|<br>\\| Icelandic \\| Cannot be set in-game.<br>Edit **arma3.cfg** to use that language. \\| N/A \\|<br>\\| Greek \\| Cannot be set in-game.<br>Edit **arma3.cfg** to use that language. \\| N/A \\|<br>\\| Finnish \\| Cannot be set in-game.<br>Edit **arma3.cfg** to use that language. \\| N/A \\|<br>\\| Dutch \\| Cannot be set in-game.<br>Edit **arma3.cfg** to use that language. \\| N/A \\| |\n\n#### CfgLanguages\n\nLanguages defined in **CfgLanguages** will show up in the languages combo box in the game options menu. However, only languages that are supported by the engine, see Supported Languages can be added. By default, vanilla Arma 3 has only added the languages that are actually used by the base game.\n\n```cpp\n// Languages defined in Arma 3 2.20\nclass CfgLanguages\n{\n    class Original        { name = \"Original\";                    };\n    class English        { name = \"$STR_LANG_ENGLISH\";            };\n    class French        { name = \"$STR_LANG_FRENCH\";            };\n    class Spanish        { name = \"$STR_LANG_SPANISH\";            };\n    class Italian        { name = \"$STR_LANG_ITALIAN\";            };\n    class German        { name = \"$STR_LANG_GERMAN\";            };\n    class Czech            { name = \"$STR_LANG_CZECH\";                };\n    class Polish        { name = \"$STR_LANG_POLISH\";            };\n    class Russian        { name = \"$STR_LANG_RUSSIAN\";            };\n    class Portuguese    { name = \"$STR_LANG_PORTUGUESE\";        };\n    class Korean        { name = \"$STR_LANGUAGE_KOREAN\";        };\n    class Japanese        { name = \"$STR_LANGUAGE_JAPANESE\";        };\n    class Chinese        { name = \"$STR_LANGUAGE_CHINESETRAD\";    };\n    class Chinesesimp    { name = \"$STR_LANGUAGE_CHINESESIMP\";    };\n    class Turkish        { name = \"$STR_LANG_TURKISH\";            };\n};\n```\n\n##### Custom Language\n\nA new language can be added by a *hack*. One can reuse a supported but not used language to add a custom language.\n\n```cpp\nclass CfgLanguages\n{\n    class Dutch\n    {\n        name = \"Arabic\";\n    };\n};\n```\n\nThe *Dutch* language will now show up in the game options menu as *Arabic*. Now one can fill that with an arabic translation via *stringtable.xml*\n\n```xml\n<Key ID=\"STR_ENH_MAIN_ZEUSADDONS_INVERT\">\n    <Dutch>My Arabic Translation</Dutch>\n</Key>\n```\n\n> [!IMPORTANT]\n> Be aware that this will break other mods if these actually implemented the language that is being overwritten!\n\n#### Unsupported language English in stringtable\n\nSee Common Errors and Warnings.\n\n### Key Naming Convention\n\nSame as global variables, it is recommended to use a **TAG** to prevent translation collision between mods (e.g `STR_TAG_helloThere`).\n\n### String Formats\n\nStrings stored in the stringtable can be in the following formats:\n\n- Normal text, such as `Hello there`\n- format text, such as `Hello %1`\n- Structured Text, such as `<t size='2'>Hello</t> there`, **but**:\n\n  > [!IMPORTANT]\n  > The HTML tag characters `<` and `>` must respectively be encoded as `&lt;` and `&gt;`.\n\n  `<t size='2'>Hello</t> there` would then become `&lt;t size='2'&gt;Hello&lt;/t&gt; there`.\n\n### Usage\n\n#### Script\n\nA translation can be retrieved and used in a script by using the localize command:\n\n```sqf\nhint localize \"STR_TAG_Yes\"; // returns \"Yes\" in English, \"Oui\" in French, etc.\nhint format [localize \"STR_TAG_formatted\", name player];\nhint localize \"str_TAG_structuredText\"; // casing in scripting does not matter\n```\n\n#### Config\n\nWhether it is in Description.ext, Campaign Description.ext, Dialogs etc., a translated Config entry **must** use the `$` prefix (to an **uppercase** `STR`) for the engine to look the translation key up:\n\n```cpp\nonLoadName = \"$STR_TAG_missionName\";\noverviewText = \"$str_TAG_overviewText\";        // invalid, will display \"$str_TAG_overviewText\" (with the $ sign)\nonLoadMission = $STR_TAG_loadMissionText;    // works without quotes but this is NOT recommended\n```\n\nThe preprocessor will replace `$STR` entries with their corresponding Stringtable value.\n\n##### Translated Sounds\n\nThe Stringtable can be used to use different voices depending on the user's language setting:\n\n```cpp\nclass CfgRadio\n{\n    class TAG_V01\n    {\n        name = \"$STR_TAG_V01_name\";\n        sound[] = { \"$STR_TAG_V01_path\", 1, 1 };\n        title = \"$STR_TAG_V01_subtitle\";\n    };\n};\n```\n\nthe Stringtable's entries looking like this:\n\n```xml\n<Key ID=\"STR_V01_name\">\n    <English>\"Hello There\" by OWK</English>\n    <French>\"Salut à tous\" par OWK</French>\n</Key>\n<Key ID=\"STR_V01_path\">\n    <English>Sound\\EN\\v01.ogg</English>\n    <French>Sound\\FR\\v01.ogg</French>\n</Key>\n<Key ID=\"STR_V01_subtitle\">\n    <English>Hello There!</English>\n    <French>Salut à tous !</French>\n</Key>\n```\n\nThen using it in-game:\n\n```sqf\nplayer sideRadio \"TAG_V01\";\n```\n\n#### Editor\n\nIn markers and other Eden Editor fields (e.g Mission Name), translation keys should be prefixed with `@`, without any quotes around - e.g `@STR_myMarkerName`. Casing does not matter here.\n\n### Multiplayer\n\nMultiplayer Scripting should consider that the translation implementation *should* ideally happen client-side; clients and server are likely to be configured in a different language, as a server-side call to global effect text commands (such as setMarkerText) would set the text in the server's language to everyone.\n\nExample of client-side translation of a server message:\n\n```sqf\n// Server-side\nif (isServer) then\n{\n    [nil, nil, rHINT, localize \"STR_TAG_myMessage\"] call RE;            // Arma 2 - server language\n    [nil, nil, rSPAWN, { hint localize \"STR_TAG_myMessage\" }] call RE;    // Arma 2 - client language\n    [\"STR_TAG_myMessage\"] remoteExecCall [\"TAG_fnc_localHint\"];            // Arma 3\n};\n\n// Client-side executed function\nTAG_fnc_localHint = {\n    if (hasInterface) then\n    {\n        // hintSilent parseText (localize _this);                // Arma 2\n        hintSilent parseText (_this call BIS_fnc_localize);        // Arma 3\n    };\n};\n```\n\n### Commands & Functions\n\nSee also Command Group: Localization:\n\n- Operation Flashpoint v1.00 localize\n- Arma 3 v0.50 isLocalized\n- Arma 3 v1.00 BIS_fnc_localize\n- Arma 3 v2.02 getTextRaw\n- Arma 3 v2.04 diag_localized","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> Stringtable.xml was introduced with Armed Assault. For Operation Flashpoint, see Stringtable.csv.\n\nString tables are used to make internationalization easier for the game. They are used in addons, missions, and scripts, and are located in the root of the mission or addon folders.\n\nAny strings that are used in the game can be kept separate from the code, and can therefore easily be edited and expanded into different languages. Instead of using strings directly in the code, you are using a variable. This variable will then contain the actual string, read from stringtable.xml, with the language that is being read depending on the game settings."},{"heading":"Stringtable Editors","level":3,"markdown":"It is strongly recommended to use a tool to edit the XML file;\na selection of Stringtable Community Tools can be found in the Community Tools - Localisation Tools page section."},{"heading":"Example","level":3,"markdown":"```xml\n<?xml version=\"1.0\" encoding=\"utf-8\" ?>\n<Project name=\"Any Name\">\n    <Package name=\"Mission One\">\n        <Container name=\"Some Words\">\n            <Key ID=\"STR_TAG_Yes\">\n                <Original>yes</Original>\n                <English>yes</English>\n                <Czech>ano</Czech>\n                <French>oui</French>\n                <German>ja</German>\n                <Italian>sì</Italian>\n                <Polish>tak</Polish>\n                <Portuguese>sim</Portuguese>\n                <Russian>да</Russian>\n                <Spanish>sí</Spanish>\n                <Korean>네</Korean>\n                <Japanese>はい</Japanese>\n                <Chinesesimp>是</Chinesesimp>\n                <Chinese>是（繁體）</Chinese>\n            </Key>\n            <Key ID=\"STR_TAG_No\">\n                <Original>no</Original>\n            </Key>\n        </Container>\n        <Container name=\"Another Container\">\n            <Key ID=\"STR_TAG_formatted\">\n                <Original>Hello, %1.</Original>\n            </Key>\n            <Key ID=\"STR_TAG_structuredText\">\n                <Original>Some text &lt;t color='%1'&gt;%2&lt;/t&gt;</Original>\n            </Key>\n        </Container>\n    </Package>\n</Project>\n```\n\n> [!NOTE]\n> `Package` and `Container` \"groups\" are only helpful for organisation and have no impact on the translations; use them for your own sanity.\n\n> [!IMPORTANT]\n> Stringtable.xml must be saved with **UTF-8 Encoding** for international characters to display and save correctly."},{"heading":"Supported Languages","level":3,"markdown":"|  |  |\n|---|---|\n| **Arma 2 & Arma 2: Operation Arrowhead**<br>\\| className \\| In-game name \\| Note \\|<br>\\|---\\|---\\|---\\|<br>\\| English \\| **English** \\|  \\|<br>\\| Czech \\| **Čeština** \\|  \\|<br>\\| French \\| **Français** \\|  \\|<br>\\| Spanish \\| **Español** \\|  \\|<br>\\| Italian \\| **Italiano** \\|  \\|<br>\\| Polish \\| **Polski** \\|  \\|<br>\\| Russian \\| **Русский** \\|  \\|<br>\\| German \\| **Deutsch** \\|  \\|<br>\\| Hungarian \\| **Magyar** \\| Partially supported \\|<br>\\| Portuguese \\| **Portuguese** \\| Not available in-game \\| | **Arma 3**<br>\\| className \\| In-game name \\| Note \\|<br>\\|---\\|---\\|---\\|<br>\\| English \\| **English** \\|  \\|<br>\\| Czech \\| **Čeština** \\|  \\|<br>\\| French \\| **Français** \\|  \\|<br>\\| Spanish \\| **Español** \\|  \\|<br>\\| Italian \\| **Italiano** \\|  \\|<br>\\| Polish \\| **Polski** \\|  \\|<br>\\| Portuguese \\| **Português do Brasil** \\|  \\|<br>\\| Russian \\| **Русский** \\|  \\|<br>\\| German \\| **Deutsch** \\|  \\|<br>\\| Korean \\| **한국어** \\|  \\|<br>\\| Japanese \\| **日本語** \\|  \\|<br>\\| Chinese \\| **繁體中文** \\| Chinese Traditional \\|<br>\\| Chinesesimp \\| **简体中文** \\| Chinese Simplified \\|<br>\\| Turkish \\| **Türkçe** \\|  \\|<br>\\| Slovak \\| **Slovinčina** \\| Translated by AI \\|<br>\\| Arma 3 v2.18 Ukrainian \\| **українська** \\| Translated by AI \\|<br>\\| Arma 3 v2.22 Latin \\| **Latina** \\| Translated by AI \\|<br>\\| Arma 3 v2.22 Bulgarian \\| **български** \\| Translated by AI \\|<br>\\| Hungarian \\| **Magyar** \\| Translated by AI \\|<br>\\| Swedish \\| Cannot be set in-game.<br>Edit **arma3.cfg** to use that language. \\|  \\|<br>\\| SerboCroatian \\| Cannot be set in-game.<br>Edit **arma3.cfg** to use that language. \\| N/A \\|<br>\\| Norwegian \\| Cannot be set in-game.<br>Edit **arma3.cfg** to use that language. \\| N/A \\|<br>\\| Icelandic \\| Cannot be set in-game.<br>Edit **arma3.cfg** to use that language. \\| N/A \\|<br>\\| Greek \\| Cannot be set in-game.<br>Edit **arma3.cfg** to use that language. \\| N/A \\|<br>\\| Finnish \\| Cannot be set in-game.<br>Edit **arma3.cfg** to use that language. \\| N/A \\|<br>\\| Dutch \\| Cannot be set in-game.<br>Edit **arma3.cfg** to use that language. \\| N/A \\| |"},{"heading":"CfgLanguages","level":4,"markdown":"Languages defined in **CfgLanguages** will show up in the languages combo box in the game options menu. However, only languages that are supported by the engine, see Supported Languages can be added. By default, vanilla Arma 3 has only added the languages that are actually used by the base game.\n\n```cpp\n// Languages defined in Arma 3 2.20\nclass CfgLanguages\n{\n    class Original        { name = \"Original\";                    };\n    class English        { name = \"$STR_LANG_ENGLISH\";            };\n    class French        { name = \"$STR_LANG_FRENCH\";            };\n    class Spanish        { name = \"$STR_LANG_SPANISH\";            };\n    class Italian        { name = \"$STR_LANG_ITALIAN\";            };\n    class German        { name = \"$STR_LANG_GERMAN\";            };\n    class Czech            { name = \"$STR_LANG_CZECH\";                };\n    class Polish        { name = \"$STR_LANG_POLISH\";            };\n    class Russian        { name = \"$STR_LANG_RUSSIAN\";            };\n    class Portuguese    { name = \"$STR_LANG_PORTUGUESE\";        };\n    class Korean        { name = \"$STR_LANGUAGE_KOREAN\";        };\n    class Japanese        { name = \"$STR_LANGUAGE_JAPANESE\";        };\n    class Chinese        { name = \"$STR_LANGUAGE_CHINESETRAD\";    };\n    class Chinesesimp    { name = \"$STR_LANGUAGE_CHINESESIMP\";    };\n    class Turkish        { name = \"$STR_LANG_TURKISH\";            };\n};\n```"},{"heading":"Custom Language","level":5,"markdown":"A new language can be added by a *hack*. One can reuse a supported but not used language to add a custom language.\n\n```cpp\nclass CfgLanguages\n{\n    class Dutch\n    {\n        name = \"Arabic\";\n    };\n};\n```\n\nThe *Dutch* language will now show up in the game options menu as *Arabic*. Now one can fill that with an arabic translation via *stringtable.xml*\n\n```xml\n<Key ID=\"STR_ENH_MAIN_ZEUSADDONS_INVERT\">\n    <Dutch>My Arabic Translation</Dutch>\n</Key>\n```\n\n> [!IMPORTANT]\n> Be aware that this will break other mods if these actually implemented the language that is being overwritten!"},{"heading":"Unsupported language English in stringtable","level":4,"markdown":"See Common Errors and Warnings."},{"heading":"Key Naming Convention","level":3,"markdown":"Same as global variables, it is recommended to use a **TAG** to prevent translation collision between mods (e.g `STR_TAG_helloThere`)."},{"heading":"String Formats","level":3,"markdown":"Strings stored in the stringtable can be in the following formats:\n\n- Normal text, such as `Hello there`\n- format text, such as `Hello %1`\n- Structured Text, such as `<t size='2'>Hello</t> there`, **but**:\n\n  > [!IMPORTANT]\n  > The HTML tag characters `<` and `>` must respectively be encoded as `&lt;` and `&gt;`.\n\n  `<t size='2'>Hello</t> there` would then become `&lt;t size='2'&gt;Hello&lt;/t&gt; there`."},{"heading":"Usage","level":3,"markdown":""},{"heading":"Script","level":4,"markdown":"A translation can be retrieved and used in a script by using the localize command:\n\n```sqf\nhint localize \"STR_TAG_Yes\"; // returns \"Yes\" in English, \"Oui\" in French, etc.\nhint format [localize \"STR_TAG_formatted\", name player];\nhint localize \"str_TAG_structuredText\"; // casing in scripting does not matter\n```"},{"heading":"Config","level":4,"markdown":"Whether it is in Description.ext, Campaign Description.ext, Dialogs etc., a translated Config entry **must** use the `$` prefix (to an **uppercase** `STR`) for the engine to look the translation key up:\n\n```cpp\nonLoadName = \"$STR_TAG_missionName\";\noverviewText = \"$str_TAG_overviewText\";        // invalid, will display \"$str_TAG_overviewText\" (with the $ sign)\nonLoadMission = $STR_TAG_loadMissionText;    // works without quotes but this is NOT recommended\n```\n\nThe preprocessor will replace `$STR` entries with their corresponding Stringtable value."},{"heading":"Translated Sounds","level":5,"markdown":"The Stringtable can be used to use different voices depending on the user's language setting:\n\n```cpp\nclass CfgRadio\n{\n    class TAG_V01\n    {\n        name = \"$STR_TAG_V01_name\";\n        sound[] = { \"$STR_TAG_V01_path\", 1, 1 };\n        title = \"$STR_TAG_V01_subtitle\";\n    };\n};\n```\n\nthe Stringtable's entries looking like this:\n\n```xml\n<Key ID=\"STR_V01_name\">\n    <English>\"Hello There\" by OWK</English>\n    <French>\"Salut à tous\" par OWK</French>\n</Key>\n<Key ID=\"STR_V01_path\">\n    <English>Sound\\EN\\v01.ogg</English>\n    <French>Sound\\FR\\v01.ogg</French>\n</Key>\n<Key ID=\"STR_V01_subtitle\">\n    <English>Hello There!</English>\n    <French>Salut à tous !</French>\n</Key>\n```\n\nThen using it in-game:\n\n```sqf\nplayer sideRadio \"TAG_V01\";\n```"},{"heading":"Editor","level":4,"markdown":"In markers and other Eden Editor fields (e.g Mission Name), translation keys should be prefixed with `@`, without any quotes around - e.g `@STR_myMarkerName`. Casing does not matter here."},{"heading":"Multiplayer","level":3,"markdown":"Multiplayer Scripting should consider that the translation implementation *should* ideally happen client-side; clients and server are likely to be configured in a different language, as a server-side call to global effect text commands (such as setMarkerText) would set the text in the server's language to everyone.\n\nExample of client-side translation of a server message:\n\n```sqf\n// Server-side\nif (isServer) then\n{\n    [nil, nil, rHINT, localize \"STR_TAG_myMessage\"] call RE;            // Arma 2 - server language\n    [nil, nil, rSPAWN, { hint localize \"STR_TAG_myMessage\" }] call RE;    // Arma 2 - client language\n    [\"STR_TAG_myMessage\"] remoteExecCall [\"TAG_fnc_localHint\"];            // Arma 3\n};\n\n// Client-side executed function\nTAG_fnc_localHint = {\n    if (hasInterface) then\n    {\n        // hintSilent parseText (localize _this);                // Arma 2\n        hintSilent parseText (_this call BIS_fnc_localize);        // Arma 3\n    };\n};\n```"},{"heading":"Commands & Functions","level":3,"markdown":"See also Command Group: Localization:\n\n- Operation Flashpoint v1.00 localize\n- Arma 3 v0.50 isLocalized\n- Arma 3 v1.00 BIS_fnc_localize\n- Arma 3 v2.02 getTextRaw\n- Arma 3 v2.04 diag_localized"}],"categories":["ArmA: Armed Assault: Editing","Arma 2: Editing","Arma 3: Editing","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Structured Text","title":"Structured Text","type":"topic","url":"https://community.bistudio.com/wiki/Structured_Text","revid":364507,"updated":"2024-05-16T20:42:02Z","aliases":["Text"],"markdown":"Structured Text is a Data Type that has been introduced with Armed Assault. It is a **rich text**, which is able to include images and formatting. It can be created using XML-like syntax, as seen below. However, using XML-like syntax alone is not going to turn a normal string into structured text, it should be converted to TEXT first.\n\n> [!IMPORTANT]\n> This type is not meant to be used with remote execution. Executing `[parseText \"test\"] remoteExec [\"hint\"];` will result in the following rpt message:\n>\n> `Performance warning: SimpleSerialization::Write 'params' is using type of ',TEXT' which is not optimized by simple serialization, falling back to generic serialization, use generic type or ask for optimizations for these types`\n>\n> Parse the text on the receiving client instead.\n\n### Commands\n\n- See Command Group: Structured Text for all related commands.\n\n### Markups\n\n#### Syntax\n\nAll attribute values should be encapsulated in double `\"...\"` or single `'...'` quotes. Both of the following are correct:\n\n```html\n<t size=\"2.0\">Large text</t>\n<t size='2.0'>Large text</t>\n```\n\n> [!WARNING]\n> The following will log an *.rpt* error `Unknown attribute .0` and only number 2 would be taken into account:\n>\n> ```html\n> <t size=2.0>Large text</t>\n> ```\n\n#### Text\n\nTexts could be created with the following markup:\n\n```html\n<t>Hello World!</t>\n```\n\nOr could also be inserted via the composeText / formatText and text commands.\n\n##### Special characters\n\nTo insert special characters, such as `<`, `>`, etc. you can use the [HTML representation](https://dev.w3.org/html5/html-author/charref) of that character, e.g.:\n\n| Character | HTML |\n|---|---|\n| < | `&lt;` |\n| > | `&gt;` |\n| non-breaking space | `&#160;` |\n| ... | ... |\n\n> [!IMPORTANT]\n> Using a special character directly will result in it being displayed as \"?\" or, in the case of writing \"<TEXT>\", will result in an error in the RPT: `Wrong text element 'TEXT'`\n\n#### Line break\n\nLine breaks could be created with either of the following markups:\n\n```html\n<br/>\n<br />\n<br></br>\n```\n\nOr could also be inserted via the composeText / formatText and lineBreak commands.\n\n#### Image\n\nImages could be created with either of the following markups:\n\n```html\n<img image='\\a3\\Data_f\\Flags\\flag_Altis_co.paa'/>\n<img image='\\a3\\Data_f\\Flags\\flag_Altis_co.paa' />\n<img image='\\a3\\Data_f\\Flags\\flag_Altis_co.paa'></img>\n```\n\nOr could also be inserted via the composeText / formatText and image commands.\n\n#### Hyperlink (Arma 3)\n\nClickable links, similar to HTML hyperlinks, could be created with the following markup:\n\n```html\n<a href='http://arma3.com'>Arma 3</a>\n```\n\nBy default the links are not underlined or have a different color to stand out. These attributes should be added separately.\nNote: *&* should be escaped by *&amp;*.\n\n```html\n<a href='https://arma3.com/?foo&bar'>Example URL A</a> <!-- will not work -->\n<a href='https://arma3.com/?foo&amp;bar'>Example URL B</a> <!-- will work -->\n```\n\n### Attributes\n\nThe following inline attributes are supported:\n\n- `size`\n- `color`\n- `font`\n- `align`\n- `valign`\n- `underline`\n- `shadow`\n- `shadowColor`\n- `shadowOffset`\n- `colorLink`\n- `href`\n- `image`\n\n#### Size\n\nThe structured text `size` attribute is a multiplier for the value of control config property `size`. Default is 1, meaning that the height of letters will be equal to the value set in config. Setting this to 2 will make letters 2 times the size, 0.5 will make them half the size, etc. If the control is defined as follows:\n\n```cpp\nclass MyStructuredText : RscStructuredText\n{\n    ...\n    text = \"Hello!\";\n    size = 0.04;\n    ...\n};\n```\n\nThen the structured text:\n\n```sqf\n_control ctrlSetStructuredText parseText \"<t size='2'>Hello!</t>\";\n```\n\nWill result in a total text size of 0.04 * 2 = 0.08. Unfortunately, there is no script command to set or get the value of config `size` property dynamically.\n\n#### Color\n\nThe `color` attribute is similar to HTML hex color and could either have format [#RRGGBB](https://en.wikipedia.org/wiki/RGB) or [#AARRGGBB](https://en.wikipedia.org/wiki/ARGB).\n\n```html\n<t color='#ff0000'>Red text</t>\n<t color='#99ffffff'>Semi-transparent white text</t>\n```\n\n#### Font\n\nThe value for the `font` attribute could be found in `CfgFontFamilies` config. Some of the Arma 3 fonts:\n\n- `EtelkaMonospacePro`\n- `EtelkaMonospaceProBold`\n- `EtelkaNarrowMediumPro`\n- `LCD14`\n- `LucidaConsoleB`\n- `PuristaBold`\n- `PuristaLight`\n- `PuristaMedium`\n- `PuristaSemibold`\n- `RobotoCondensed`\n- `RobotoCondensedBold`\n- `RobotoCondensedLight`\n- `TahomaB`\n\n```html\n<t font='PuristaBold'>Bold Text</t>\n<t font='LCD14'>Wicked looking text</t>\n```\n\n#### Horizontal Alignment\n\nThe `align` attribute controls horizontal text alignment and could be one of the following:\n\n- `left`\n- `center`\n- `right`\n\n```html\n<t align='right'>Text displayed to the right</t>\n```\n\n#### Vertical Alignment\n\nThe `valign` attribute controls vertical text alignment and could be one of the following:\n\n- `top`\n- `middle`\n- `bottom`\n\n```html\n<t valign='bottom'>Text displayed at the bottom</t>\n```\n\n#### Underline\n\nThe `underline` attribute underlines each individual word in text. The normal spaces are not underlined.\n\n```html\n<t underline='1'>Underlined Text</t>\n```\n\n> [!NOTE]\n> If you would like to have a continuous underline between words, use non-breaking spaces. This could be achieved in several ways:\n>\n> - Insertion from keyboard: [Alt+255](https://en.wikipedia.org/wiki/Non-breaking_space#Keyboard_entry_methods)\n> - Scripted method:\n>\n> ```sqf\n> hint parseText format [\"<t underline='1'>%1</t>\", \"Underlined Text\" splitString \" \" joinString toString [160]]\n> ```\n>\n> - Using HTML code:\n>\n> ```sqf\n> hint parseText \"<t underline='1'>Underlined&amp;#160;Text</t>\";\n> ```\n\n#### Shadow\n\nThe `shadow` attribute controls the appearance of shadow/outline around text and could be one of the following:\n\n- `0` - normal text\n- `1` - classic shadow (text ghosting below and to the right)\n- `2` - outline (slight, always black, outline around characters)\n\n```html\n<t shadow='0'>Text with no shadow</t>\n<t shadow='1'>Text with default black shadow</t>\n<t shadow='2'>Text with default black outline</t>\n```\n\n#### Shadow Color\n\nThe `shadowColor` attribute controls the color of the shadow (not the outline, which is always black for some reason)\n\n```html\n<t shadow='1' shadowColor='#ff0000'>Text with red shadow</t>\n```\n\n#### Shadow Offset\n\nThe `shadowOffset` attribute controls how far is the shadow offset from the text source (has no effect on the outline)\n\n```html\n<t shadow='1' shadowColor='#ff0000' shadowOffset='0.5'>Text with red shadow, which is offset by half character size</t>\n```\n\n#### Link Color\n\nWill change the color of the text if the text is a link, otherwise the text color is unaffected.\n\n```html\n<t colorLink='#0000ff'><a href='http://www.arma3.com/'>Blue text</a></t>\n<a colorLink='#0000ff' href='http://www.arma3.com/'>Blue text too</a>\n<t colorLink='#0000ff'>Normal text color</t>\n```\n\n#### Hyperlink Reference\n\nThe `href` attribute is essential part of the `<a>` tag and should contain URL of the destination (See Hyperlink).\n\n#### Image Reference\n\nThe `image` attribute is essential part of the `<img>` tag and should contain filepath to the image (See Image).\n\n### SQF Code Examples\n\n`align` `valign` demo:\n\n```sqf\nhint parseText \"<t size='3'><t size='1' valign='top' align='right'>Top Right</t> <t size='1' valign='middle' align='center'>Middle Center</t> <t size='1' valign='bottom' align='left'>Bottom Left</t></t>\";\n```\n\n> [!NOTE]\n> Sometimes an extra space is required when outputting to hint. In the above example spaces between `<t>`s inside another `<t>` wrapper ensure that the hint will be 3 lines tall\n\nCreate clickable image:\n\n```sqf\n_ctrl = findDisplay 46 createDisplay \"RscDisplayEmpty\" ctrlCreate [\"RscStructuredText\", -1];\n_ctrl ctrlSetPosition [0,0,1,1];\n_ctrl ctrlCommit 0;\n_ctrl ctrlSetStructuredText parseText \"<a color='#00FF00' size='5' href='http://arma3.com'><img image='\\A3\\weapons_f\\ammoBoxes\\data\\ui\\map_AmmoBox_F_CA.paa' /></a>\";\n```\n\nThe use of composeText:\n\n```sqf\n_separator = parseText \"<br />------------------------<br />\";\n_image = \"\\a3\\Data_f\\Flags\\flag_Altis_co.paa\";\n_txt1 = text \"left\";\n_txt1 setAttributes [\"align\", \"left\"];\n_txt2 = text \"right\";\n_txt2 setAttributes [\"align\", \"right\"];\n_structuredText = composeText [image _image, lineBreak, lineBreak, text \"Heading Text\", _separator, _txt1, _txt2];\nhint _structuredText;\n```","sections":[{"heading":null,"level":1,"markdown":"Structured Text is a Data Type that has been introduced with Armed Assault. It is a **rich text**, which is able to include images and formatting. It can be created using XML-like syntax, as seen below. However, using XML-like syntax alone is not going to turn a normal string into structured text, it should be converted to TEXT first.\n\n> [!IMPORTANT]\n> This type is not meant to be used with remote execution. Executing `[parseText \"test\"] remoteExec [\"hint\"];` will result in the following rpt message:\n>\n> `Performance warning: SimpleSerialization::Write 'params' is using type of ',TEXT' which is not optimized by simple serialization, falling back to generic serialization, use generic type or ask for optimizations for these types`\n>\n> Parse the text on the receiving client instead."},{"heading":"Commands","level":3,"markdown":"- See Command Group: Structured Text for all related commands."},{"heading":"Markups","level":3,"markdown":""},{"heading":"Syntax","level":4,"markdown":"All attribute values should be encapsulated in double `\"...\"` or single `'...'` quotes. Both of the following are correct:\n\n```html\n<t size=\"2.0\">Large text</t>\n<t size='2.0'>Large text</t>\n```\n\n> [!WARNING]\n> The following will log an *.rpt* error `Unknown attribute .0` and only number 2 would be taken into account:\n>\n> ```html\n> <t size=2.0>Large text</t>\n> ```"},{"heading":"Text","level":4,"markdown":"Texts could be created with the following markup:\n\n```html\n<t>Hello World!</t>\n```\n\nOr could also be inserted via the composeText / formatText and text commands."},{"heading":"Special characters","level":5,"markdown":"To insert special characters, such as `<`, `>`, etc. you can use the [HTML representation](https://dev.w3.org/html5/html-author/charref) of that character, e.g.:\n\n| Character | HTML |\n|---|---|\n| < | `&lt;` |\n| > | `&gt;` |\n| non-breaking space | `&#160;` |\n| ... | ... |\n\n> [!IMPORTANT]\n> Using a special character directly will result in it being displayed as \"?\" or, in the case of writing \"<TEXT>\", will result in an error in the RPT: `Wrong text element 'TEXT'`"},{"heading":"Line break","level":4,"markdown":"Line breaks could be created with either of the following markups:\n\n```html\n<br/>\n<br />\n<br></br>\n```\n\nOr could also be inserted via the composeText / formatText and lineBreak commands."},{"heading":"Image","level":4,"markdown":"Images could be created with either of the following markups:\n\n```html\n<img image='\\a3\\Data_f\\Flags\\flag_Altis_co.paa'/>\n<img image='\\a3\\Data_f\\Flags\\flag_Altis_co.paa' />\n<img image='\\a3\\Data_f\\Flags\\flag_Altis_co.paa'></img>\n```\n\nOr could also be inserted via the composeText / formatText and image commands."},{"heading":"Hyperlink (Arma 3)","level":4,"markdown":"Clickable links, similar to HTML hyperlinks, could be created with the following markup:\n\n```html\n<a href='http://arma3.com'>Arma 3</a>\n```\n\nBy default the links are not underlined or have a different color to stand out. These attributes should be added separately.\nNote: *&* should be escaped by *&amp;*.\n\n```html\n<a href='https://arma3.com/?foo&bar'>Example URL A</a> <!-- will not work -->\n<a href='https://arma3.com/?foo&amp;bar'>Example URL B</a> <!-- will work -->\n```"},{"heading":"Attributes","level":3,"markdown":"The following inline attributes are supported:\n\n- `size`\n- `color`\n- `font`\n- `align`\n- `valign`\n- `underline`\n- `shadow`\n- `shadowColor`\n- `shadowOffset`\n- `colorLink`\n- `href`\n- `image`"},{"heading":"Size","level":4,"markdown":"The structured text `size` attribute is a multiplier for the value of control config property `size`. Default is 1, meaning that the height of letters will be equal to the value set in config. Setting this to 2 will make letters 2 times the size, 0.5 will make them half the size, etc. If the control is defined as follows:\n\n```cpp\nclass MyStructuredText : RscStructuredText\n{\n    ...\n    text = \"Hello!\";\n    size = 0.04;\n    ...\n};\n```\n\nThen the structured text:\n\n```sqf\n_control ctrlSetStructuredText parseText \"<t size='2'>Hello!</t>\";\n```\n\nWill result in a total text size of 0.04 * 2 = 0.08. Unfortunately, there is no script command to set or get the value of config `size` property dynamically."},{"heading":"Color","level":4,"markdown":"The `color` attribute is similar to HTML hex color and could either have format [#RRGGBB](https://en.wikipedia.org/wiki/RGB) or [#AARRGGBB](https://en.wikipedia.org/wiki/ARGB).\n\n```html\n<t color='#ff0000'>Red text</t>\n<t color='#99ffffff'>Semi-transparent white text</t>\n```"},{"heading":"Font","level":4,"markdown":"The value for the `font` attribute could be found in `CfgFontFamilies` config. Some of the Arma 3 fonts:\n\n- `EtelkaMonospacePro`\n- `EtelkaMonospaceProBold`\n- `EtelkaNarrowMediumPro`\n- `LCD14`\n- `LucidaConsoleB`\n- `PuristaBold`\n- `PuristaLight`\n- `PuristaMedium`\n- `PuristaSemibold`\n- `RobotoCondensed`\n- `RobotoCondensedBold`\n- `RobotoCondensedLight`\n- `TahomaB`\n\n```html\n<t font='PuristaBold'>Bold Text</t>\n<t font='LCD14'>Wicked looking text</t>\n```"},{"heading":"Horizontal Alignment","level":4,"markdown":"The `align` attribute controls horizontal text alignment and could be one of the following:\n\n- `left`\n- `center`\n- `right`\n\n```html\n<t align='right'>Text displayed to the right</t>\n```"},{"heading":"Vertical Alignment","level":4,"markdown":"The `valign` attribute controls vertical text alignment and could be one of the following:\n\n- `top`\n- `middle`\n- `bottom`\n\n```html\n<t valign='bottom'>Text displayed at the bottom</t>\n```"},{"heading":"Underline","level":4,"markdown":"The `underline` attribute underlines each individual word in text. The normal spaces are not underlined.\n\n```html\n<t underline='1'>Underlined Text</t>\n```\n\n> [!NOTE]\n> If you would like to have a continuous underline between words, use non-breaking spaces. This could be achieved in several ways:\n>\n> - Insertion from keyboard: [Alt+255](https://en.wikipedia.org/wiki/Non-breaking_space#Keyboard_entry_methods)\n> - Scripted method:\n>\n> ```sqf\n> hint parseText format [\"<t underline='1'>%1</t>\", \"Underlined Text\" splitString \" \" joinString toString [160]]\n> ```\n>\n> - Using HTML code:\n>\n> ```sqf\n> hint parseText \"<t underline='1'>Underlined&amp;#160;Text</t>\";\n> ```"},{"heading":"Shadow","level":4,"markdown":"The `shadow` attribute controls the appearance of shadow/outline around text and could be one of the following:\n\n- `0` - normal text\n- `1` - classic shadow (text ghosting below and to the right)\n- `2` - outline (slight, always black, outline around characters)\n\n```html\n<t shadow='0'>Text with no shadow</t>\n<t shadow='1'>Text with default black shadow</t>\n<t shadow='2'>Text with default black outline</t>\n```"},{"heading":"Shadow Color","level":4,"markdown":"The `shadowColor` attribute controls the color of the shadow (not the outline, which is always black for some reason)\n\n```html\n<t shadow='1' shadowColor='#ff0000'>Text with red shadow</t>\n```"},{"heading":"Shadow Offset","level":4,"markdown":"The `shadowOffset` attribute controls how far is the shadow offset from the text source (has no effect on the outline)\n\n```html\n<t shadow='1' shadowColor='#ff0000' shadowOffset='0.5'>Text with red shadow, which is offset by half character size</t>\n```"},{"heading":"Link Color","level":4,"markdown":"Will change the color of the text if the text is a link, otherwise the text color is unaffected.\n\n```html\n<t colorLink='#0000ff'><a href='http://www.arma3.com/'>Blue text</a></t>\n<a colorLink='#0000ff' href='http://www.arma3.com/'>Blue text too</a>\n<t colorLink='#0000ff'>Normal text color</t>\n```"},{"heading":"Hyperlink Reference","level":4,"markdown":"The `href` attribute is essential part of the `<a>` tag and should contain URL of the destination (See Hyperlink)."},{"heading":"Image Reference","level":4,"markdown":"The `image` attribute is essential part of the `<img>` tag and should contain filepath to the image (See Image)."},{"heading":"SQF Code Examples","level":3,"markdown":"`align` `valign` demo:\n\n```sqf\nhint parseText \"<t size='3'><t size='1' valign='top' align='right'>Top Right</t> <t size='1' valign='middle' align='center'>Middle Center</t> <t size='1' valign='bottom' align='left'>Bottom Left</t></t>\";\n```\n\n> [!NOTE]\n> Sometimes an extra space is required when outputting to hint. In the above example spaces between `<t>`s inside another `<t>` wrapper ensure that the hint will be 3 lines tall\n\nCreate clickable image:\n\n```sqf\n_ctrl = findDisplay 46 createDisplay \"RscDisplayEmpty\" ctrlCreate [\"RscStructuredText\", -1];\n_ctrl ctrlSetPosition [0,0,1,1];\n_ctrl ctrlCommit 0;\n_ctrl ctrlSetStructuredText parseText \"<a color='#00FF00' size='5' href='http://arma3.com'><img image='\\A3\\weapons_f\\ammoBoxes\\data\\ui\\map_AmmoBox_F_CA.paa' /></a>\";\n```\n\nThe use of composeText:\n\n```sqf\n_separator = parseText \"<br />------------------------<br />\";\n_image = \"\\a3\\Data_f\\Flags\\flag_Altis_co.paa\";\n_txt1 = text \"left\";\n_txt1 setAttributes [\"align\", \"left\"];\n_txt2 = text \"right\";\n_txt2 setAttributes [\"align\", \"right\"];\n_structuredText = composeText [image _image, lineBreak, lineBreak, text \"Heading Text\", _separator, _txt1, _txt2];\nhint _structuredText;\n```"}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Switch Type","title":"Switch Type","type":"topic","url":"https://community.bistudio.com/wiki/Switch_Type","revid":259189,"updated":"2021-06-06T15:50:38Z","aliases":[],"markdown":"**Description:**\n\nA helper type used in switch constructs.\n\nIntroduced with Armed Assault, does not refer to Operation Flashpoint or Operation Flashpoint: Resistance.","sections":[{"heading":null,"level":1,"markdown":"**Description:**\n\nA helper type used in switch constructs.\n\nIntroduced with Armed Assault, does not refer to Operation Flashpoint or Operation Flashpoint: Resistance."}],"categories":["Syntactical Helper Types"],"groups":["Data Types"]},{"name":"Tanoa","title":"Tanoa","type":"topic","url":"https://community.bistudio.com/wiki/Tanoa","revid":353494,"updated":"2024-03-19T12:00:44Z","aliases":[],"markdown":"**Tanoa** is an Arma 3 terrain, released in 11 July 2016 as a part of the Apex expansion. It is a South Pacific archipelago map, and it is 100 km2 . It has a lush tropical flora, a very dense jungle, with a very rough and mountanious terrain. The archipelago also features a volcano in the main island, **Mont Tanoa**. The archipelago has a **coral reef**.\n\n### The Islands\n\n#### Tanoa\n\nThe main and the largest island in the archipelago. The island has N number of towns and villages, the largest being **Georgetown**, the capital of the archipelago. The island has two airfields, two ports, two military bases, a mine, a factory, two diesel powerplants, numerous lumberyards, 10 temples, and a large railway network, mostly covering the west side of the island. The island is largely industrialized, the main economic sources being lumber, sugar and mining.\n\n#### Tuvanaka\n\nThe north-western island. It has two towns, **Tuvanaka** and **Belfort**. The island is mainy used for military purposes, as nearly 3/4 of the island has been claimed by the military base. The island has one airfield, two long rage transmitter antennas, a large training range and two small harbors, each in one town.\n\n#### Balavu\n\nThe northern South-west island. It consists of 7 towns, 3 harbors and a long range transmitter antenna. The largest town is **Balavu**. There is a bridge and a ferry route to the neighboring island, **Katkoula**.\n\n#### Katkoula\n\nThe southern south-west island. It consists of 6 towns, an airfield, two long range transmitter antennas and a small harbor. The largest town is Katkoula.\n\n#### Moddergat\n\nThe south-eastern island. It has 12 towns and villages, the largest being **Lijnhaven**. It has two harbors, a long range transmitter antenna, an airfield, and an old fortress. It is dutch speaking. It is connected to the main island with a bridge and a ferry route.\n\n### Trailer\n\n<youtube height=\"450\" width=\"800\"> 5aHxziH5l0g\n</youtube>\n\nTanoa trailer\n\n### Links\n\n- Arma 3 Apex\n- [Arma 3 Tanoa terrain reveal - PC Gaming Show 2015 - YouTube](https://www.youtube.com/watch?v=H0N0T_COJEA)\n- [Tanoa](http://arma3.com/tanoa)\n- [SITREP #00111](http://dev.arma3.com/post/sitrep-00111)\n- [E3 2015 - BOHEMIA INTERACTIVE REVEALS TERRAIN FOR UPCOMING ARMA 3 EXPANSION](http://arma3.com/news/e3-2015-bohemia-interactive-reveals-terrain-for-upcoming-arma-3-expansion)\n- [REPORT IN: RADIM VITEK & PETR SEDLACEK - ENVIRONMENT](http://arma3.com/news/report-in-radim-vitek-petr-sedlacek-environment)","sections":[{"heading":null,"level":1,"markdown":"**Tanoa** is an Arma 3 terrain, released in 11 July 2016 as a part of the Apex expansion. It is a South Pacific archipelago map, and it is 100 km2 . It has a lush tropical flora, a very dense jungle, with a very rough and mountanious terrain. The archipelago also features a volcano in the main island, **Mont Tanoa**. The archipelago has a **coral reef**."},{"heading":"The Islands","level":3,"markdown":""},{"heading":"Tanoa","level":4,"markdown":"The main and the largest island in the archipelago. The island has N number of towns and villages, the largest being **Georgetown**, the capital of the archipelago. The island has two airfields, two ports, two military bases, a mine, a factory, two diesel powerplants, numerous lumberyards, 10 temples, and a large railway network, mostly covering the west side of the island. The island is largely industrialized, the main economic sources being lumber, sugar and mining."},{"heading":"Tuvanaka","level":4,"markdown":"The north-western island. It has two towns, **Tuvanaka** and **Belfort**. The island is mainy used for military purposes, as nearly 3/4 of the island has been claimed by the military base. The island has one airfield, two long rage transmitter antennas, a large training range and two small harbors, each in one town."},{"heading":"Balavu","level":4,"markdown":"The northern South-west island. It consists of 7 towns, 3 harbors and a long range transmitter antenna. The largest town is **Balavu**. There is a bridge and a ferry route to the neighboring island, **Katkoula**."},{"heading":"Katkoula","level":4,"markdown":"The southern south-west island. It consists of 6 towns, an airfield, two long range transmitter antennas and a small harbor. The largest town is Katkoula."},{"heading":"Moddergat","level":4,"markdown":"The south-eastern island. It has 12 towns and villages, the largest being **Lijnhaven**. It has two harbors, a long range transmitter antenna, an airfield, and an old fortress. It is dutch speaking. It is connected to the main island with a bridge and a ferry route."},{"heading":"Trailer","level":3,"markdown":"<youtube height=\"450\" width=\"800\"> 5aHxziH5l0g\n</youtube>\n\nTanoa trailer"},{"heading":"Links","level":3,"markdown":"- Arma 3 Apex\n- [Arma 3 Tanoa terrain reveal - PC Gaming Show 2015 - YouTube](https://www.youtube.com/watch?v=H0N0T_COJEA)\n- [Tanoa](http://arma3.com/tanoa)\n- [SITREP #00111](http://dev.arma3.com/post/sitrep-00111)\n- [E3 2015 - BOHEMIA INTERACTIVE REVEALS TERRAIN FOR UPCOMING ARMA 3 EXPANSION](http://arma3.com/news/e3-2015-bohemia-interactive-reveals-terrain-for-upcoming-arma-3-expansion)\n- [REPORT IN: RADIM VITEK & PETR SEDLACEK - ENVIRONMENT](http://arma3.com/news/report-in-radim-vitek-petr-sedlacek-environment)"}],"categories":["Arma 3: Terrains"],"groups":["Tools and File Formats"]},{"name":"Task","title":"Task","type":"topic","url":"https://community.bistudio.com/wiki/Task","revid":179426,"updated":"2020-12-31T21:28:07Z","aliases":[],"markdown":"**Possible values**\n\n| Task Type | Task Icon (taskHint) |\n|---|---|\n| \"Succeeded\" | \"taskDone\" |\n| \"Failed\" | \"taskFailed\" |\n| \"Canceled\" | \"taskFailed\" |\n| \"Created\" | \"taskNew\" |\n| \"Current\" | \"taskCurrent\" |\n\nA Task is a Data Type that contains a task's details, such as location, title and description.\nIt was introduced with Arma 2; before that, games used *objectives* defined in Briefing.html. A null task is of taskNull value.\n\n- For Arma 3 tasks, see Arma 3: Task Framework and its Tutorial.\n- For Arma 2 tasks, see Arma 2: Task Tutorial\n\n### See Also\n\n- Briefing","sections":[{"heading":null,"level":1,"markdown":"**Possible values**\n\n| Task Type | Task Icon (taskHint) |\n|---|---|\n| \"Succeeded\" | \"taskDone\" |\n| \"Failed\" | \"taskFailed\" |\n| \"Canceled\" | \"taskFailed\" |\n| \"Created\" | \"taskNew\" |\n| \"Current\" | \"taskCurrent\" |\n\nA Task is a Data Type that contains a task's details, such as location, title and description.\nIt was introduced with Arma 2; before that, games used *objectives* defined in Briefing.html. A null task is of taskNull value.\n\n- For Arma 3 tasks, see Arma 3: Task Framework and its Tutorial.\n- For Arma 2 tasks, see Arma 2: Task Tutorial"},{"heading":"See Also","level":3,"markdown":"- Briefing"}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Team","title":"Team","type":"topic","url":"https://community.bistudio.com/wiki/Team","revid":281654,"updated":"2021-06-14T16:32:42Z","aliases":[],"markdown":"**Description:** : n/a\n\nIntroduced with Arma 2.\n\n> [!IMPORTANT]\n> **Not** related to teamSwitch or assignedTeam.\n\nSee Command Group: Teams for related commands.","sections":[{"heading":null,"level":1,"markdown":"**Description:** : n/a\n\nIntroduced with Arma 2.\n\n> [!IMPORTANT]\n> **Not** related to teamSwitch or assignedTeam.\n\nSee Command Group: Teams for related commands."}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Team Member","title":"Team Member","type":"topic","url":"https://community.bistudio.com/wiki/Team_Member","revid":340881,"updated":"2023-05-13T21:44:16Z","aliases":[],"markdown":"**Description:** n/a - see Command Group: Teams.\n\nIntroduced with Arma 2.","sections":[{"heading":null,"level":1,"markdown":"**Description:** n/a - see Command Group: Teams.\n\nIntroduced with Arma 2."}],"categories":["Data Types"],"groups":["Data Types"]},{"name":"Terrain Builder","title":"Terrain Builder","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Builder","revid":364319,"updated":"2024-05-06T09:38:47Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam,one](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** **Terrain Builder** is a terrain creation tool. It allows users to build their own virtual worlds from scratch. It is a successor to Visitor 3.\n\n**Notes:** Buldozer (the viewer) won't work as expected if you run Terrain Builder from Steam or from Arma 3: Tools Launcher if this last was ran from Steam. The best case of use is to run Arma 3: Tools Launcher from the installation directory and run Terrain Builder from it.\n\n#### Usage\n\n**Examples:**\n\nSee [Jakerod's Atlas Tutorial. Quick 'n easy](https://pmc.editing.wiki/doku.php?id=arma3:terrain:the-atlas-by-jakerod),\n[Snakeman's pmc wiki. The holy grail](https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial)\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Visitor 3 Manual, Buldozer Manual, Terrain Processor\n\n#### Additional information\n\n##### Viewer setup\n\nSee Buldozer Configurator for more information.","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam,one](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** **Terrain Builder** is a terrain creation tool. It allows users to build their own virtual worlds from scratch. It is a successor to Visitor 3.\n\n**Notes:** Buldozer (the viewer) won't work as expected if you run Terrain Builder from Steam or from Arma 3: Tools Launcher if this last was ran from Steam. The best case of use is to run Arma 3: Tools Launcher from the installation directory and run Terrain Builder from it."},{"heading":"Usage","level":4,"markdown":"**Examples:**\n\nSee [Jakerod's Atlas Tutorial. Quick 'n easy](https://pmc.editing.wiki/doku.php?id=arma3:terrain:the-atlas-by-jakerod),\n[Snakeman's pmc wiki. The holy grail](https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial)"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Visitor 3 Manual, Buldozer Manual, Terrain Processor"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"Viewer setup","level":5,"markdown":"See Buldozer Configurator for more information."}],"categories":["ArmA: Armed Assault: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor","title":"Terrain Processor","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor","revid":336787,"updated":"2023-01-04T15:24:52Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Tools\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:**\n\nTerrain Processor is an application for making mass changes and additions to Arma terrains edited in Terrain Builder, focused primarily on fast object population of extents of areal or linear topologies.\n\nIn brief, the user can use this tool to add thousands of objects to an existing Arma terrain project based on geographic data. The outputs of Terrain Processor need to be imported to Terrain Builder.\n\n#### Usage\n\n**Line call:** TerrainProcessor.exe\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Terrain Builder, Introduction to Terrain Processor, Terrain Processor, User manual","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3 Tools\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:**\n\nTerrain Processor is an application for making mass changes and additions to Arma terrains edited in Terrain Builder, focused primarily on fast object population of extents of areal or linear topologies.\n\nIn brief, the user can use this tool to add thousands of objects to an existing Arma terrain project based on geographic data. The outputs of Terrain Processor need to be imported to Terrain Builder."},{"heading":"Usage","level":4,"markdown":"**Line call:** TerrainProcessor.exe"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Terrain Builder, Introduction to Terrain Processor, Terrain Processor, User manual"}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor SDK Manual","title":"Terrain Processor SDK Manual","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor_SDK_Manual","revid":349828,"updated":"2023-11-20T22:10:30Z","aliases":[],"markdown":"Terrain Processor has its own **SDK** which allows the creation of new tasks. Hereafter, you will find a quick introduction of the setup of the new project. All you need is the Visual Studio (an Express version is enough) and the SDK which is available in [Arma 3 Samples](http://store.steampowered.com/app/390500).\n\n### Create New Project in Visual Studio\n\nStart Microsoft Visual Studio and create a new Project.\n\nConfigure it to be an empty DLL.\n\n### Add include and library directories\n\nThen, go to the configuration of the project and edit the debug configuration to include the library directory (VC++ Directories option group).\n\n### Add lib to dependencies\n\nFrom the project configuration, go to *Linker*, *Input* and define the additional dependencies.\n\n### Create plugin source files\n\nCreate a new header called **pluginTest.h** with the following content:\n\n```cpp\n#pragma once\n\n#include \"TerrainProcessorPlugin.h\"\n\nusing namespace TerrainProcessorSDK;\n\n// Test plugin.\nclass PluginTest : public TerrainProcessorPlugin\n{\npublic:\n    // Sample parameter\n    TerrainProcessorParameterDefinition _sampleParameter;\n\n    // Constructor.\n    PluginTest();\n    // Process shape.\n    virtual void ProcessShape(IRunContext& context, ShapeFiles::SHPShape* shape, const ShapeParameters& shapeParameters);\n};\n```\n\nThen a code file called **pluginTest.cpp** with this content:\n\n```cpp\n#include \"PluginTest.h\"\n#include <algorithm>\n#include <cmath>\n\n// Constructor.\nPluginTest::PluginTest()\n    : TerrainProcessorPlugin(\n    \"Test\",\n    \"Test plugin.\",\n    GTPolyline,\n    TPPFlagsShapeFile | TPPFlagsDEM)\n{\n    _sampleParameter = TerrainProcessorParameterDefinition(\n    \"Sample parameter\",\n    \"Sample parameter. \\r\\n\"\n    \"Default value is : 10\",\n    \"10\",\n    TPPT_DOUBLE);\n    _parameters.push_back(_sampleParameter);\n}\n\n// Process shape.\nvoid PluginTest::ProcessShape(IRunContext& context, ShapeFiles::SHPShape* shape, const ShapeParameters& shapeParameters)\n{\n    _sampleParameter = _parameters[0];\n}\n```\n\n### Create Plugin.cpp and DllExport.def\n\nNew code file named **Plugin.cpp**:\n\n```cpp\n#include <vector>\n#include <memory>\n#include \"TerrainProcessorPlugin.h\"\n#include \"PluginTest.h\"\n\nusing namespace TerrainProcessorSDK;\n\n// Get plugins function.\n__declspec(dllexport) bool __stdcall GetPlugins(std::reference_wrapper<std::vector<std::shared_ptr<TerrainProcessorPlugin>>> plugins)\n{\n    plugins.get().push_back(std::make_shared<PluginTest>());\n\n    return true;\n}\n```\n\nAnd finally a new **module-definitions** file:\n\n```cpp\nLIBRARY PLUGIN_TEST\nEXPORTS\n    GetPlugins        @1\n```","sections":[{"heading":null,"level":1,"markdown":"Terrain Processor has its own **SDK** which allows the creation of new tasks. Hereafter, you will find a quick introduction of the setup of the new project. All you need is the Visual Studio (an Express version is enough) and the SDK which is available in [Arma 3 Samples](http://store.steampowered.com/app/390500)."},{"heading":"Create New Project in Visual Studio","level":3,"markdown":"Start Microsoft Visual Studio and create a new Project.\n\nConfigure it to be an empty DLL."},{"heading":"Add include and library directories","level":3,"markdown":"Then, go to the configuration of the project and edit the debug configuration to include the library directory (VC++ Directories option group)."},{"heading":"Add lib to dependencies","level":3,"markdown":"From the project configuration, go to *Linker*, *Input* and define the additional dependencies."},{"heading":"Create plugin source files","level":3,"markdown":"Create a new header called **pluginTest.h** with the following content:\n\n```cpp\n#pragma once\n\n#include \"TerrainProcessorPlugin.h\"\n\nusing namespace TerrainProcessorSDK;\n\n// Test plugin.\nclass PluginTest : public TerrainProcessorPlugin\n{\npublic:\n    // Sample parameter\n    TerrainProcessorParameterDefinition _sampleParameter;\n\n    // Constructor.\n    PluginTest();\n    // Process shape.\n    virtual void ProcessShape(IRunContext& context, ShapeFiles::SHPShape* shape, const ShapeParameters& shapeParameters);\n};\n```\n\nThen a code file called **pluginTest.cpp** with this content:\n\n```cpp\n#include \"PluginTest.h\"\n#include <algorithm>\n#include <cmath>\n\n// Constructor.\nPluginTest::PluginTest()\n    : TerrainProcessorPlugin(\n    \"Test\",\n    \"Test plugin.\",\n    GTPolyline,\n    TPPFlagsShapeFile | TPPFlagsDEM)\n{\n    _sampleParameter = TerrainProcessorParameterDefinition(\n    \"Sample parameter\",\n    \"Sample parameter. \\r\\n\"\n    \"Default value is : 10\",\n    \"10\",\n    TPPT_DOUBLE);\n    _parameters.push_back(_sampleParameter);\n}\n\n// Process shape.\nvoid PluginTest::ProcessShape(IRunContext& context, ShapeFiles::SHPShape* shape, const ShapeParameters& shapeParameters)\n{\n    _sampleParameter = _parameters[0];\n}\n```"},{"heading":"Create Plugin.cpp and DllExport.def","level":3,"markdown":"New code file named **Plugin.cpp**:\n\n```cpp\n#include <vector>\n#include <memory>\n#include \"TerrainProcessorPlugin.h\"\n#include \"PluginTest.h\"\n\nusing namespace TerrainProcessorSDK;\n\n// Get plugins function.\n__declspec(dllexport) bool __stdcall GetPlugins(std::reference_wrapper<std::vector<std::shared_ptr<TerrainProcessorPlugin>>> plugins)\n{\n    plugins.get().push_back(std::make_shared<PluginTest>());\n\n    return true;\n}\n```\n\nAnd finally a new **module-definitions** file:\n\n```cpp\nLIBRARY PLUGIN_TEST\nEXPORTS\n    GetPlugins        @1\n```"}],"categories":["Arma 3: Official Tools Manual","Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Area: High-density Cluster","title":"Terrain Processor: Area: High-density Cluster","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Area:_High-density_Cluster","revid":377917,"updated":"2026-01-11T15:23:24Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Area: Hight-density Cluster\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : No\n\n#### Description\n\nRandom placement of multiple objects inside the polygons specified in the given shapefile.\nFirst step is to create lifegrid.\nLifegrid is 2D table where every cell has information about its Object prototype.\nAlgorithm puts some first seeds. Counts and types of seeds depends on input parameters. Ideal for high density areas like forest.\nSee Example below.\n\n#### Task parameters\n\n- **Random seed** - number used to initialise pseudorandom number generator.\n- **Hectare density** - density of the filling, in number of objects for hectare. For example 100 objects per hectare means an average distance of 10 metres between each object.\n- **Fraction** - initial seeds count for smallest probability object prototype on hectare.\n- **Blend distance** - distance to get object prototype.\n\n#### Object prototype parameters\n\n- **OBJECT** - Object's prototype name\n- **PROB** - Object's probability\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in metres\n\n#### Usage\n\nUse for areas with high objects density, where particular object types tend to aggregate in groups, e.g. in mixed forests.\n\n#### Algorithm\n\nFor each shape (areal) do:\n\n1. Create and populate \"lifegrid\"\n   1. Find shape bounding.\n   1. Create empty \"lifegrid\" for this area.\n   1. Generate base seeds (for each object prototype)\n      1. seeds_count = HECTARES * CDENSHA\n      1. Randomly generate seeds_count in shape and set this grid item prototype.\n1. instances_count = HECTARES * DENSHA\n1. For instances_count try to find position:\n   1. Random position in bounding box.\n   1. If position is not inside shape, restart\n   1. If minimal distance to other objects is not ok, restart\n   1. Find object prototype - random grid item in radius 50 metres. This grid item has information about object prototype.\n\nIf this loop has no new output for the last 100 attempts, area is considered full and iteration of this shape will end.\n\n#### Example\n\n**Example with **85%** spruce, **10%** pine, **5%** larch**\n\n|  |  |  |  |\n|---|---|---|---|\n| Preview |  |  |  |\n| Fragmentation | 1 | 2 | 5 |\n| Spruce seeds count | 17 | 34 | 85 |\n| Pine seeds count | 2 | 4 | 10 |\n| Larch seeds count | 1 | 2 | 5 |","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Area: Hight-density Cluster\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : No"},{"heading":"Description","level":4,"markdown":"Random placement of multiple objects inside the polygons specified in the given shapefile.\nFirst step is to create lifegrid.\nLifegrid is 2D table where every cell has information about its Object prototype.\nAlgorithm puts some first seeds. Counts and types of seeds depends on input parameters. Ideal for high density areas like forest.\nSee Example below."},{"heading":"Task parameters","level":4,"markdown":"- **Random seed** - number used to initialise pseudorandom number generator.\n- **Hectare density** - density of the filling, in number of objects for hectare. For example 100 objects per hectare means an average distance of 10 metres between each object.\n- **Fraction** - initial seeds count for smallest probability object prototype on hectare.\n- **Blend distance** - distance to get object prototype."},{"heading":"Object prototype parameters","level":4,"markdown":"- **OBJECT** - Object's prototype name\n- **PROB** - Object's probability\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in metres"},{"heading":"Usage","level":4,"markdown":"Use for areas with high objects density, where particular object types tend to aggregate in groups, e.g. in mixed forests."},{"heading":"Algorithm","level":4,"markdown":"For each shape (areal) do:\n\n1. Create and populate \"lifegrid\"\n   1. Find shape bounding.\n   1. Create empty \"lifegrid\" for this area.\n   1. Generate base seeds (for each object prototype)\n      1. seeds_count = HECTARES * CDENSHA\n      1. Randomly generate seeds_count in shape and set this grid item prototype.\n1. instances_count = HECTARES * DENSHA\n1. For instances_count try to find position:\n   1. Random position in bounding box.\n   1. If position is not inside shape, restart\n   1. If minimal distance to other objects is not ok, restart\n   1. Find object prototype - random grid item in radius 50 metres. This grid item has information about object prototype.\n\nIf this loop has no new output for the last 100 attempts, area is considered full and iteration of this shape will end."},{"heading":"Example","level":4,"markdown":"**Example with **85%** spruce, **10%** pine, **5%** larch**\n\n|  |  |  |  |\n|---|---|---|---|\n| Preview |  |  |  |\n| Fragmentation | 1 | 2 | 5 |\n| Spruce seeds count | 17 | 34 | 85 |\n| Pine seeds count | 2 | 4 | 10 |\n| Larch seeds count | 1 | 2 | 5 |"}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Area: Local Maximum Cluster","title":"Terrain Processor: Area: Local Maximum Cluster","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Area:_Local_Maximum_Cluster","revid":201505,"updated":"2021-01-17T20:11:59Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Area: Local Maximum Cluster\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : Yes\n\n#### Description\n\nRandom placement of multiple objects onto local terrain peaks inside the polygons. It creates linear clusters.\n\n#### Task parameters\n\n- **Random seed** - number used to initialize pseudorandom number generator.\n\n#### Object prototype parameters\n\n- **OBJECT** - Object's prototype name\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters\n- **GROUPID** - Cluster group id.\n- **MINCOUNT** - Minimal instances count.\n- **MAXCOUNT** - Maximal instances count.\n- **MINRADIUS** - Minimal occurence radius.\n- **MAXRADIUS** - Maxima occurence radius.\n\n#### Usage\n\nUse it for placing objects in local maximum areas clusters like trees or stones on top of the terrain wave.\n\n#### Algorithm\n\n1. Find local maximals.\n1. Populate linear cluster as usual.","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Area: Local Maximum Cluster\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : Yes"},{"heading":"Description","level":4,"markdown":"Random placement of multiple objects onto local terrain peaks inside the polygons. It creates linear clusters."},{"heading":"Task parameters","level":4,"markdown":"- **Random seed** - number used to initialize pseudorandom number generator."},{"heading":"Object prototype parameters","level":4,"markdown":"- **OBJECT** - Object's prototype name\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters\n- **GROUPID** - Cluster group id.\n- **MINCOUNT** - Minimal instances count.\n- **MAXCOUNT** - Maximal instances count.\n- **MINRADIUS** - Minimal occurence radius.\n- **MAXRADIUS** - Maxima occurence radius."},{"heading":"Usage","level":4,"markdown":"Use it for placing objects in local maximum areas clusters like trees or stones on top of the terrain wave."},{"heading":"Algorithm","level":4,"markdown":"1. Find local maximals.\n1. Populate linear cluster as usual."}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Area: Local Minimum Cluster","title":"Terrain Processor: Area: Local Minimum Cluster","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Area:_Local_Minimum_Cluster","revid":201591,"updated":"2021-01-17T20:15:46Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Area: Local Minimum Cluster\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : Yes\n\n#### Description\n\nRandom placement of multiple objects into local depressions within the extent of the polygons. It creates linear clusters.\n\n#### Task parameters\n\n- **Random seed** - number used to initialize pseudorandom number generator.\n\n#### Object prototype parameters\n\n- **OBJECT** - Object's prototype name\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters\n- **GROUPID** - Cluster group id.\n- **MINCOUNT** - Minimal instances count.\n- **MAXCOUNT** - Maximal instances count.\n- **MINRADIUS** - Minimal occurence radius.\n- **MAXRADIUS** - Maxima occurence radius.\n\n#### Usage\n\nUse it for placing objects in local depressions, e.g. wetland tree or bush clusters.\n\n#### Algorithm\n\n1. Find local maximals.\n1. Populate linear cluster as usual.","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Area: Local Minimum Cluster\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : Yes"},{"heading":"Description","level":4,"markdown":"Random placement of multiple objects into local depressions within the extent of the polygons. It creates linear clusters."},{"heading":"Task parameters","level":4,"markdown":"- **Random seed** - number used to initialize pseudorandom number generator."},{"heading":"Object prototype parameters","level":4,"markdown":"- **OBJECT** - Object's prototype name\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters\n- **GROUPID** - Cluster group id.\n- **MINCOUNT** - Minimal instances count.\n- **MAXCOUNT** - Maximal instances count.\n- **MINRADIUS** - Minimal occurence radius.\n- **MAXRADIUS** - Maxima occurence radius."},{"heading":"Usage","level":4,"markdown":"Use it for placing objects in local depressions, e.g. wetland tree or bush clusters."},{"heading":"Algorithm","level":4,"markdown":"1. Find local maximals.\n1. Populate linear cluster as usual."}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Area: Low-density Cluster (circle)","title":"Terrain Processor: Area: Low-density Cluster (circle)","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Area:_Low-density_Cluster_(circle)","revid":349809,"updated":"2023-11-20T22:10:21Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Area: Low-density Cluster (circle)\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : No\n\n#### Description\n\nAlgorithm used for populating low-density areas. Objects are organized in circle clusters.\n\n#### Task parameters\n\n- **RANDOM SEED** - number used to initialize pseudorandom number generator.\n- **CDENSHA** - The density of the filling in number of clusters for hectare.\n\n#### Object prototype parameters\n\n- **OBJECT** - Object's prototype name\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters\n- **GROUPID** - Cluster group id\n- **MINCOUNT** - Minimal count of objects in one cluster\n- **MAXCOUNT** - Maximal count of objects in one cluster\n\n#### Usage\n\nUse this algorithm for placing small object clusters in open areas. Suitable for \"peeppering\" the landscape with occasional small group of bushes with occassional tree in it, or clusters of small stones with bigger ones closer to the cluster centers.\n\n#### Algorithm\n\nFor each shape (areal) do :\n\n1. clusters_count = HECTARES * CDENSHA\n1. For clusters_count :\n   1. Get random prototypes group.\n   1. Find position inside shape = cluster_center.\n   1. For each object prototype do :\n      1. prototypes_count = random MINCOUNT - MAXCOUNT\n      1. For prototypes_count :\n         1. Get random direction_vector with random length (0 - MAXCRADIUS) from cluster_center.\n         1. If position = cluster_center + direction_vector id inside shape and condition MINDIST[n] is ok, then 3. else 1.\n         1. Create new instance for object prototype in position.\n\n#### Sample","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Area: Low-density Cluster (circle)\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : No"},{"heading":"Description","level":4,"markdown":"Algorithm used for populating low-density areas. Objects are organized in circle clusters."},{"heading":"Task parameters","level":4,"markdown":"- **RANDOM SEED** - number used to initialize pseudorandom number generator.\n- **CDENSHA** - The density of the filling in number of clusters for hectare."},{"heading":"Object prototype parameters","level":4,"markdown":"- **OBJECT** - Object's prototype name\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters\n- **GROUPID** - Cluster group id\n- **MINCOUNT** - Minimal count of objects in one cluster\n- **MAXCOUNT** - Maximal count of objects in one cluster"},{"heading":"Usage","level":4,"markdown":"Use this algorithm for placing small object clusters in open areas. Suitable for \"peeppering\" the landscape with occasional small group of bushes with occassional tree in it, or clusters of small stones with bigger ones closer to the cluster centers."},{"heading":"Algorithm","level":4,"markdown":"For each shape (areal) do :\n\n1. clusters_count = HECTARES * CDENSHA\n1. For clusters_count :\n   1. Get random prototypes group.\n   1. Find position inside shape = cluster_center.\n   1. For each object prototype do :\n      1. prototypes_count = random MINCOUNT - MAXCOUNT\n      1. For prototypes_count :\n         1. Get random direction_vector with random length (0 - MAXCRADIUS) from cluster_center.\n         1. If position = cluster_center + direction_vector id inside shape and condition MINDIST[n] is ok, then 3. else 1.\n         1. Create new instance for object prototype in position."},{"heading":"Sample","level":4,"markdown":""}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Area: Low-density Cluster (strip)","title":"Terrain Processor: Area: Low-density Cluster (strip)","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Area:_Low-density_Cluster_(strip)","revid":349819,"updated":"2023-11-20T22:10:25Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Area: Low-density Cluster (strip)\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : No\n\n#### Description\n\nAlgorithm used for populating low-density areas. Objects are organized in linear clusters.\n\n#### Task parameters\n\n- **RANDOM SEED** - number used to initialize pseudorandom number generator.\n- **CDENSHA** - The density of the filling in number of clusters for hectare.\n\n#### Object prototype parameters\n\n- **OBJECT** - Object's prototype name\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters\n- **GROUPID** - Cluster group id\n- **MINCOUNT** - Minimal count of objects in one cluster\n- **MAXCOUNT** - Maximal count of objects in one cluster\n\n#### Usage\n\nSimilar to the \"Area: Low-density Cluster (circle)\", creates prolonged clusters of given width. Perfect for small tree groups, or for adding lines of undergrowth into forests.\n\n#### Algorithm\n\nFor each shape (areal) do :\n\n1. clusters_count = HECTARES * CDENSHA\n1. For clusters_count :\n   1. Get random prototypes group.\n   1. Find position inside shape = cluster_center.\n   1. For each object prototype do :\n      1. prototypes_count = random MINCOUNT - MAXCOUNT\n      1. For prototypes_count :\n         1. Get random direction_vector with random length (0 - MAXCRADIUS) from cluster_center.\n         1. If position = cluster_center + direction_vector id inside shape and condition MINDIST[n] is ok, then 3. else 1.\n         1. Create new instance for object prototype in position.\n\n#### Sample","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Area: Low-density Cluster (strip)\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : No"},{"heading":"Description","level":4,"markdown":"Algorithm used for populating low-density areas. Objects are organized in linear clusters."},{"heading":"Task parameters","level":4,"markdown":"- **RANDOM SEED** - number used to initialize pseudorandom number generator.\n- **CDENSHA** - The density of the filling in number of clusters for hectare."},{"heading":"Object prototype parameters","level":4,"markdown":"- **OBJECT** - Object's prototype name\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters\n- **GROUPID** - Cluster group id\n- **MINCOUNT** - Minimal count of objects in one cluster\n- **MAXCOUNT** - Maximal count of objects in one cluster"},{"heading":"Usage","level":4,"markdown":"Similar to the \"Area: Low-density Cluster (circle)\", creates prolonged clusters of given width. Perfect for small tree groups, or for adding lines of undergrowth into forests."},{"heading":"Algorithm","level":4,"markdown":"For each shape (areal) do :\n\n1. clusters_count = HECTARES * CDENSHA\n1. For clusters_count :\n   1. Get random prototypes group.\n   1. Find position inside shape = cluster_center.\n   1. For each object prototype do :\n      1. prototypes_count = random MINCOUNT - MAXCOUNT\n      1. For prototypes_count :\n         1. Get random direction_vector with random length (0 - MAXCRADIUS) from cluster_center.\n         1. If position = cluster_center + direction_vector id inside shape and condition MINDIST[n] is ok, then 3. else 1.\n         1. Create new instance for object prototype in position."},{"heading":"Sample","level":4,"markdown":""}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Area: Random","title":"Terrain Processor: Area: Random","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Area:_Random","revid":201444,"updated":"2021-01-17T20:09:46Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Area: Random\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : No\n\n#### Description\n\nRandom placement of multiple objects inside the polygons specified in the given shapefile. Very easy, random positions only two conditions - probability and minimal distance from another objects.\n\n#### Task parameters\n\n- **RANDOM SEED** - number used to initialize pseudorandom number generator.\n- **DENSHA** - The density of the filling in number of objects for hectare. For example 100 objects for hectare means an average distance of about 10 meters between objects.\n\n#### Object prototype parameters\n\n- **OBJECT** - Object's prototype name\n- **PROB** - Object's probability\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters\n\n#### Usage\n\nThis algorithm is very simple, it generates random positions in area with given density. You can use it for forests with clustering or stones in open terrain.\n\n#### Algorithm\n\nFor each shape (areal) do :\n\n1. instances_count = HECTARES * DENSHA\n1. For instances_count try to find position :\n   1. Random position in bounding box.\n   1. If position is inside shape, continue to c. else a.\n   1. Test with objects if minimal distance is ok then add new random prototype instance in output and a else a.\n\nIf this loop a <-> c has no new output for last 100 attempts, area is full and iteration of this shape will end.","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Area: Random\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : No"},{"heading":"Description","level":4,"markdown":"Random placement of multiple objects inside the polygons specified in the given shapefile. Very easy, random positions only two conditions - probability and minimal distance from another objects."},{"heading":"Task parameters","level":4,"markdown":"- **RANDOM SEED** - number used to initialize pseudorandom number generator.\n- **DENSHA** - The density of the filling in number of objects for hectare. For example 100 objects for hectare means an average distance of about 10 meters between objects."},{"heading":"Object prototype parameters","level":4,"markdown":"- **OBJECT** - Object's prototype name\n- **PROB** - Object's probability\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters"},{"heading":"Usage","level":4,"markdown":"This algorithm is very simple, it generates random positions in area with given density. You can use it for forests with clustering or stones in open terrain."},{"heading":"Algorithm","level":4,"markdown":"For each shape (areal) do :\n\n1. instances_count = HECTARES * DENSHA\n1. For instances_count try to find position :\n   1. Random position in bounding box.\n   1. If position is inside shape, continue to c. else a.\n   1. Test with objects if minimal distance is ok then add new random prototype instance in output and a else a.\n\nIf this loop a <-> c has no new output for last 100 attempts, area is full and iteration of this shape will end."}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Heightmap: ASCII DEM Convert","title":"Terrain Processor: Heightmap: ASCII DEM Convert","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Heightmap:_ASCII_DEM_Convert","revid":349997,"updated":"2023-11-20T22:11:44Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Heightmap: Create from Geodetic .asc\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : None\n\n**Heightmap** : Yes\n\n#### Description\n\nAlgorithm creates UTM ASCII heightmap from geodetic .ASC digital elevation models.\n\n- **Orange**  - regular **geodetic** heightmap\n- **Blue** - new terrain **UTM** heightmap\n\n#### Task parameters\n\n- **Easting** - UTM easting coordinate\n- **Northing** - UTM northing coordinate\n- **Zone** - UTM zone\n- **Hemisphere** - UTM hemisphere (Northern, Southern)\n- **Rows & columns count** - Rows and columns count\n- **Cell size** - Cell size in meters.\n\n#### Usage\n\nConversion tool, creating UTM heightmap from Geodetic heightmap.\n\n#### Algorithm\n\n1. Load geodetic ASCII DEM.\n1. Prepare heightmap with size and position in UTM.\n1. For each cell in heightmap:\n   1. Get its UTM coordinate\n   1. Convert UTM coordinate to geodetic coordinate.\n   1. Get height from geodetic ASCII heightmap with bi-cubic spline function.","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Heightmap: Create from Geodetic .asc\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : None\n\n**Heightmap** : Yes"},{"heading":"Description","level":4,"markdown":"Algorithm creates UTM ASCII heightmap from geodetic .ASC digital elevation models.\n\n- **Orange**  - regular **geodetic** heightmap\n- **Blue** - new terrain **UTM** heightmap"},{"heading":"Task parameters","level":4,"markdown":"- **Easting** - UTM easting coordinate\n- **Northing** - UTM northing coordinate\n- **Zone** - UTM zone\n- **Hemisphere** - UTM hemisphere (Northern, Southern)\n- **Rows & columns count** - Rows and columns count\n- **Cell size** - Cell size in meters."},{"heading":"Usage","level":4,"markdown":"Conversion tool, creating UTM heightmap from Geodetic heightmap."},{"heading":"Algorithm","level":4,"markdown":"1. Load geodetic ASCII DEM.\n1. Prepare heightmap with size and position in UTM.\n1. For each cell in heightmap:\n   1. Get its UTM coordinate\n   1. Convert UTM coordinate to geodetic coordinate.\n   1. Get height from geodetic ASCII heightmap with bi-cubic spline function."}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Heightmap: Perlin Noise","title":"Terrain Processor: Heightmap: Perlin Noise","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Heightmap:_Perlin_Noise","revid":338029,"updated":"2023-02-23T21:11:23Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Heightmap: Perlin Noise\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : Yes\n\n#### Description\n\nAlgorithm adds perlin noise in terrain heightmap. It uses Shapefile as mask polygons. [Perlin noise on Wikipedia](https://en.wikipedia.org/wiki/Perlin_noise).\n\n#### Task parameters\n\n- **Amplitude** - Maximal +- height added to terrain heightmap.\n- **Scale** - Perlin noise mapping scale.\n\n#### Usage\n\nGood to for creating some terrain corrugation within a particular area, e.g. more rugged terrain in a forest offering some additional cover to infantry. Gentle noise adds natural feel to meadows or brownfield.\n\n#### Algorithm\n\n1. Load heightmap\n1. For each shapefile polygon\n   1. For each heightmap point in polygon\n      1. Get Perlin noise value and add it to height in heightmap","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Heightmap: Perlin Noise\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : Yes"},{"heading":"Description","level":4,"markdown":"Algorithm adds perlin noise in terrain heightmap. It uses Shapefile as mask polygons. [Perlin noise on Wikipedia](https://en.wikipedia.org/wiki/Perlin_noise)."},{"heading":"Task parameters","level":4,"markdown":"- **Amplitude** - Maximal +- height added to terrain heightmap.\n- **Scale** - Perlin noise mapping scale."},{"heading":"Usage","level":4,"markdown":"Good to for creating some terrain corrugation within a particular area, e.g. more rugged terrain in a forest offering some additional cover to infantry. Gentle noise adds natural feel to meadows or brownfield."},{"heading":"Algorithm","level":4,"markdown":"1. Load heightmap\n1. For each shapefile polygon\n   1. For each heightmap point in polygon\n      1. Get Perlin noise value and add it to height in heightmap"}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Heightmap: Road Integration","title":"Terrain Processor: Heightmap: Road Integration","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Heightmap:_Road_Integration","revid":349761,"updated":"2023-11-20T22:10:05Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Heightmap: Road Integration\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polyline, PolylineM, PolylineZ\n\n**Heightmap** : Yes\n\n#### Description\n\nAlgorithm that modifies the heightmap data under the roads. It makes smooth and flat roads.\n\n#### Task parameters\n\n- **Road width** - Road width in meters.\n- **Terrain affected range** - Distance from road center line to smooth terrain in meters.\n- **Road maximal slope** - Maximal road slope in degrees.\n- **Side maximal slope** - Maximal road side slope in degrees.\n\n#### Usage\n\nUse wherever the terrain needs to be flattened under the roads. Extremely useful for adding roads to DEMs from public sources.","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Heightmap: Road Integration\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polyline, PolylineM, PolylineZ\n\n**Heightmap** : Yes"},{"heading":"Description","level":4,"markdown":"Algorithm that modifies the heightmap data under the roads. It makes smooth and flat roads."},{"heading":"Task parameters","level":4,"markdown":"- **Road width** - Road width in meters.\n- **Terrain affected range** - Distance from road center line to smooth terrain in meters.\n- **Road maximal slope** - Maximal road slope in degrees.\n- **Side maximal slope** - Maximal road side slope in degrees."},{"heading":"Usage","level":4,"markdown":"Use wherever the terrain needs to be flattened under the roads. Extremely useful for adding roads to DEMs from public sources."}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Introduction","title":"Terrain Processor: Introduction","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Introduction","revid":364691,"updated":"2024-05-25T17:23:27Z","aliases":[],"markdown":"|  |  |  |\n|---|---|---|\n| **Introduction**<br>Terrain Processor is application for making mass changes and additions to Arma terrains edited in Terrain Builder, focused primarily on fast object population of extents of areal or linear topologies. Long story short, user can use this tool to add thousands of objects to an existing Arma terrain project based on geographic data. Outputs of Terrain Processor need to be imported to Terrain Builder. It is practical to keep the tools separated, so that both can be updated, fixed and tweaked independently and with more flexibility.<br>Application interface is very simple: user sets up a Terrain Processor Project (**.TPP**) - a queue of Tasks which are processed into output **.LBT** files which can be imported inside Terrain Builder. Each task processes some geographic data - vectors in ESRI **Shapefile (.SHP)** and **ASCII DEM heightmap (.ASC)** - using a particular Module (algorithm of user's choice) to provide outputs in form of **Terrain Builder (.LBT)** and **ASCII heightmap (.ASC)**.<br>Arma series benefit from the authentic scale of environment, and it is natural to use digitized map data (geographic data), commonly used in [geographic information systems](https://en.wikipedia.org/wiki/Geographic_information_system) (GIS) as basis for map design work. Terrain Processor was created in order to allow Arma devs to use some geographic data to quickly prototype terrains and automate some (otherwise tedious) tasks, e.g. placing several hundred thousand trees in a forest. When set up correctly, the existing modules may help map designer to save plenty of work time by populating map with forests, linear vegetation or other randomly placed objects, by leveling terrain under roads or adding small randomization to the terrain mesh. Terrain Processor does not replace manual work and \"artistic\" fine tuning, but it may serve map designer as a tool for rapid creation of a solid basis for their manual editing.<br>Terrain Processor operates in orthogonal grid coordinates used by the Terrain Processor, thus all the input data need to be in the Terrain Builder project coordinates (project origin in [200000,0]).<br>Please note that Terrain Processor comes without much preview tools, which requires some empiric testing and iterative setting tweaks. The manual comes with sample TP project data illustrating the tool's basic setup, and with tutorials guiding community map designers through some basic pipelines of geographic data usage in an Arma map.<br>**Getting started**<br>**Project**<br>Upon starting TP, user is prompted to either open existing project or set up a new one. Either double-click on an existing project in the list, search for other existing project using the \"Open other project\" button, or \"Create new\" project.<br>Project (*.TPP) is list of Tasks, which can be added in TP's main interface. Each task is represented by a line in the TP's main interface, tasks are processed from top to bottom. Task is a Plugin applied on certain Data, both module (the processing method) and data (Shapefile) are visible in the list of tasks.<br>There's a check-box to the left of each task line. The checked tasks are those being processed when processing is started, which will be covered by the **Exporting data section**.<br>Project file itself is an XML table listing the task items and their values. While it is not recommended to tinker with the data in Notepad, the structure is readable and suitable for e.g. keeping in an online code repository.<br>TP is using relative paths for all the file dependencies, so that it is easy to transfer projects and their data. It is recommended to store all the relevant data and project in a single folder with sub-folders organized to user's liking.<br>**Main Interface**<br>There are couple of icons on the toolbar over the task list table:<br>**Project functions (orange):**<br>- New project - Sets up a new blank project.<br>- Open project - To open an existing project.<br>- Save project - Saves current project.<br>- Export settings - Opens a dialog allowing to set up path to results folder and * select desired output formats (LBT, SHP).<br>**Task functions (blue):**<br>- Add task - Adds a new task to the end of the queue.<br>- Duplicate task - Duplicates selected task, including all its settings. Does not work on multiple selections.<br>- Delete tasks - Removes selected tasks.<br>**Task interaction (grey):**<br>- Move task up - Moves selected task up in the queue, deselects task.<br>- Move task down - Moves selected task down in the queue, deselects task.<br>- Check all tasks - Checks all tasks in the project.<br>- Uncheck all tasks - Unchecks all tasks in the project.<br>**Processing (green):**<br>Start processing - TP processes all checked tasks and creates desired output * files. User is prompted to select the outputs.<br>**Tasks check vs. selection**<br>There is a difference between checking or selecting a task. Selection is done using LMB and it is used for tasks manipulation (e.g. duplication, deletion, reordering), while checking is done over a check-box on the beginning on each task line, used to determine whether a task will be processed after hitting the \"Run\" button.<br>Tip: It is possible to select multiple tasks in standard Windows way, using either **Shift** or **Ctrl**.<br>**Something you should know: Features Database**<br>All created objects are inserted into Features database. After all tasks are completed, content of Features Database is saved into LBT and/or SHP file(s). The database is a memory construct not represented by any data. Terrain Processor prevents clipping of inserted objects by checking with the Features Database content produced in a single queue of processed Tasks. Most modules use \"minimum distance\" parameter to prevent the placement of objects closer than the given value.<br>*Tip: If you want to allow things to clip (e.g. you have tree layer and bush layer of a forest), you can separate the tasks to 2 projects.*<br>**Setting up a task**<br>**Adding and managing tasks**<br>Task can be added using a toolbar button (see the **Main interface** section above). Upon adding a task, dialog is opened to determine which Module should be used for the task. Once a task is set up, it is required to fill in required values and variables in order to make it functional. Task settings are available upon its addition to the project, and can be accessed and edited anytime later by **double-clicking LMB** on a particular task line.<br>**Task settings**<br>All tasks have almost same settings, split into several tabs. Most modules require some geographic data as input, and some additional parameters to be set. These parameters can be either set up in the task setting interface, or read from a database file (which can be either part of a Shapefile, or a separate DBF file referenced in the task settings).<br>Every tab page has color indicator of inputs, allowing user to quickly identify completion of a task's setup:<br>- **Green** - Data OK - all correct.<br>- **Blue** - Missing Data - some parameters are not set.<br>- **Red** - Wrong Data - some parameters are not set correctly.<br>**Objects**<br>- You can manually add object names for the selected task. The names of objects must be equal to the names of Object Templates in the Terrain Builder project. Every task can has different object prototype parameters.<br>**Parameters**<br>- On the Parameters tab, you can manually set task's parameters. Almost every task has its own parameters.<br>- You can change parameter value by double clicking on it. You will see new form for parameter value settings.<br>- There are two parameter value types :<br>  - **Value** - Value is manually set and applied for all shapes in the source vector file (suitable for e.g. Random seed).<br>  - **DBF binding** - You can choose shapefile database column source for values. Every shape can have own parameter value (hectares, density, ...). Tip: Even though the \"Hectare area\" parameter can have universal default value, it is required for object-placing modules to get correct value from each shape, thus the \"DBF binding\" to DBF column containing the density in hectares should be used.<br>**Shapefile**<br>- Tab for selecting the source vector Shapefile. You can insert object prototypes data inside database in shapefile. If you want to use same shapes from shapefile with different object prototypes, you can use Additional databases.<br>- Additional database bind data with shapefile database data, with the relation based on same values in the indicated columns. It is practical for e.g. storing complex value sets in separate database and connecting them to a shapefile with many types of intended content. For example, in Arma 2 / DayZ, Chernarus forests created using the \"Area: Random\" plugin come in about 15 types, each with 16 values required - instead of typing and copying all the values for thousands of forest shapes during the edits, it is faster to assign each type its own numeric ID and connect the database with values in the TP. You can set additional database by double click on the \"Additional database\" button.<br>  - Database filename - File name of the additional database.<br>  - Additional database column - column name in additional database for binding.<br>  - Shapefile database column - column name in original shapefile for binding or random values from database column. You have to check values for random binding.<br>**DEM files**<br>- Some tasks need ASCII DEM data (heightmap). You can add DEM files on this tab.<br>- The required format is ASCII DEM with cell count in power of 2, using decimal dot in the values, with the coordinates in the header compliant with the location of the other processed data (it is recommended to work in the Terrain Builder space with origin in [200000;0]).<br>**Notes**<br>- Notes used only for task description. It is recommended to leave a note describing the intent behind addition of each particular task - e.g. a nice forested area may use couple of modules, and it certainly helps to add some description to particular tasks, determining what is used for e.g. placing clusters of stones, bush or tree layer.<br>**Exporting data**<br>With several tasks set, it is possible to export the **LBT** file importable to Terrain Builder by clicking the **RUN** icon. User will be prompted to select the output file; then a dialog with progress bar and processing log appears. Once all the tasks are finished, output files are saved and user needs to close the dialog manually.<br>User can determine the export settings by clicking on the orange sprocket icon (see the Main Interface section). Output directory can be selected, as well as possibility to export LBT, additional reference shapefile (SHP) or both. Most users don't need to export Shapefile, but such outputs may be useful for an expert for e.g. creating raster basis for surface masks in a GIS.<br>Output LBTs can be imported to Terrain Builder using the \"Import\" > \"Objects\" menu items or by simply dragging the LBT file to the main view. Note: Terrain Builder is not exporting a different LBT than the one it accepts.<br>**Plugin / Modules Database Parameters**<br>Overview of the Plugin parameters, added by any available means in TP (manual input, Shapefile database, related database).<br>Where [n] is used, it is possible to use multiple object definitions. Each of them need to have correct set of data columns in the database, named e.g. OBJECT1, PROB1, MINHEIGHT1, MAXHEIGHT1, MINDIST1. Same method can be applied for number of clusters in the cluster-generating plugins.<br>Some of the variable names (column names in tables), when read from a DBF (be it a Shapefile or Added one), should be exactly same as listed below as their reading is hard-coded for sake of tool simplicity - these are marked as **REQUIRED** in the \"Variable name\" column. For the rest, we recommend to use the presented convention (used internally in BI and in the sample data).<br>\\| Parameter name / column name in DBF \\| Description \\| Units \\| Value type \\| Variable name \\|<br>\\|---\\|---\\|---\\|---\\|---\\|<br>\\| CDENSHA \\| Clusters density per hectare - clusters count in one hectare. \\| N \\| number \\| Recommended name \\|<br>\\| DENSHA \\| Density per hectare - instances count in one hectare. \\| N / ha \\| number \\| Recommended name \\|<br>\\| FRACTION \\| For clusters - clusters count of object with smallest probability on hectare. \\| N \\| number \\| Recommended name \\|<br>\\| **GROUPID[n]** \\| Group ID for clustering, all objects in each cluster have to be in same group. \\| N \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| LDENSITY \\| Linear density - objects count per 100 meters. \\| N \\| number \\| Recommended name \\|<br>\\| **MAXCOUNT[n]** \\| Maximal instances count in one cluster. \\| N \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| **MAXHEIGHT[n]** \\| Object maximal height in percent. *For maximum height of 120%, use 120.* \\| % \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| **MAXRADIUS[n]** \\| Maximal distance to cluster center. \\| m \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| **MINCOUNT[n]** \\| Minimal instances count in one cluster. \\| N \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| **MINDIST[n]** \\| Minimal object distance from another objects. Used in a single project's Feature Database (see above) to prevent object clipping. \\| m \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| **MINHEIGHT[n]** \\| Object minimal height in percent. *For minimum height of 80%, use 80.* \\| % \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| **MINRADIUS[n]** \\| Minimal distance to cluster center. *Tip: With MINRADIUS and MAXRADIUS value, occurence in particular parts of clusters can be controlled, e.g. having tall trees in the middle and bushes on the cluster outskirts.* \\| m \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| **OBJECT[n]** \\| Object template name - use the corresponding names from the Terrain Builder template libraries! \\| - \\| string \\| **REQUIRED NAME<br>** \\|<br>\\| **PROB[n]** \\| Object's probability. Any numbers can be used, percentage is calculated automatically from the sum of all values; however, it is recommended to use percent values with sum of 100 to maintain control. \\| ~% \\| number \\| **REQUIRED NAME** \\|<br>**Plugins / Modules**<br>**Area**<br>Input of these modules are polygon Shapefiles, and these modules work within boundaries of the polygon geometries.<br>- Area: High-density Cluster - Creates clusters of particular objects in a densely covered area, e.g. spots of spruce and beech in a forest.<br>- Area: Local Maximum Cluster - Creates clusters of objects in local terrain maximums; ASCII DEM required.<br>- Area: Local Minimum Cluster - Creates clusters of objects in local depressions; ASCII DEM required.<br>- Area: Low-density Cluster (circle) - Creates roughly circular clusters of objects in sparsely populated areas, e.g. trees in savannah.<br>- Area: Low-density Cluster (strip) - Creates prolonged circular clusters of objects in sparsely populated areas.<br>- Area: Random - Simple random object placer, useful where no extra occurence rules are required.<br>**Line**<br>Input of linear Shapefiles, with the modules placing objects along the linear geometries.<br>- Line: Random - Places objects randomly in certain distance interval from a line.<br>- Line: Regular - Places objects in regular interval in certain distance from a line.<br>- Line: Sparse Cluster - Randomly places objects in clusters along a line.<br>- Line: Nodes Objects - Places objects on polyline nodes.<br>**Point**<br>Input of point Shapefiles, with the modules placing objects on the point geometries.<br>- Point: With Rotation - Places objects on points with random or defined rotation.<br>**Heightmap**<br>Plugins for processing ASCII DEMs, with a map project-sized terrain model being its main input and output.<br>- Heightmap: ASCII DEM Convert - Conversion tool for ASCII DEMs in Geodetic coordinates (e.g. WGS84 coordinate system) in degrees to UTM (in meters).<br>- Heightmap: Perlin Noise - Random noise added to the ASCII DEM in the extent of polygon mask. Practical for making e.g. rugged terrain in forested areas.<br>- Heightmap: Road Integration - Levels the terrain under the roads and smoothens the terrain cells in the vicinity of the flattened areas.<br>**Mask**<br>Special section currently containing a single plugin for masking object occurrence in a project.<br>- Mask: Area - Removes all objects in the extent of polygon shapefile mask from Features Database. Can be used multiple times in single project, useful to mask areas of e.g. water bodies, roads or settlements instead of manually erasing their extent from the shapefiles used for generating objects.<br>- Mask: Line - Removes objects closer to line then given distance. You can use it for removing trees on roads, ... |  | What the heck is...<br>Geographic data<br>Data formats used to represent some geographic features. there can be vector data (abstracting the reality in forms of polygons, lines and points) or raster data (e.g. aerial photos). Geographic data also contain information about their position on Earth, however, the nature of this information vary a lot, as there are many coordinate systems in which such data could be stored.<br>The advantage of using such data for making an Arma map is in their ability to provide map designer with basic landscape structure in the real scale, resulting in gaming terrains with authentic appearance and gameplay possibilities.<br>Shapefile format<br>Vectors commonly used to represent various features in geoinformatics (=digital mapping). Shapefile can contain either polygons, lines or points (only single type for a file). It also has amended database file with the additional data (e.g. village names for point shapefile of village locations, or forest composition and density in BI's polygon shapefile of Chernarussian forests). Each shapefile consists of 3 files: SHP, SHX and DBF - all 3 of them are essential for a Shapefile layer to work.<br>Read more in [Wikipedia](https://en.wikipedia.org/wiki/Shapefile).<br>ASCII DEM format<br>Text-based raster used to describe terrain (DEM = Digital Elevation Model) by means of values arranged in regular (square) pattern. The file (TXT or ASC) contains header describing the raster size, sampling interval and coordinates of the lower left corner.<br>Some GIS softwares work with various decimal marks. Terran Builder is using decimal dot - in the event of having a different decimal mark (usually period), it is fairly easy to mass-replace the symbols in Notepad. It is also possible to use Notepad (or other plain text editor) to change the lower left corner coordinates to work properly in the Terrain Builder.<br>Geographic coordinate system<br>Coordinates which can be used to describe a location on the Earth surface. There are many coordinate systems (some applicable only to portion of Earth surface) using various units, e.g. angular degrees or meters.<br>When preparing data for your map project, always make sure they are projected in the same coordinate system.<br>Learn more in [Wikipedia](https://en.wikipedia.org/wiki/Geographic_coordinate_system).<br>GIS (Geographic Information System)<br>Simply put, a digital map with plenty of data attached to the map features. The system may integrate various vector and raster (e.g. aerial or satellite imagery) data, terrain models etc. It is used not just as a digital map, but also for landscape analysis or calculations.<br>There are many professional and free solutions allowing user to set up a GIS. BI is using ESRI's ArcGIS, however, freely available [Quantum GIS (or QGIS)](http://www.qgis.org/en/site/) is capable of basic data processing for an Arma map project.<br>Learn more in [Wikipedia](https://en.wikipedia.org/wiki/Geographic_information_system). |","sections":[{"heading":null,"level":1,"markdown":"|  |  |  |\n|---|---|---|\n| **Introduction**<br>Terrain Processor is application for making mass changes and additions to Arma terrains edited in Terrain Builder, focused primarily on fast object population of extents of areal or linear topologies. Long story short, user can use this tool to add thousands of objects to an existing Arma terrain project based on geographic data. Outputs of Terrain Processor need to be imported to Terrain Builder. It is practical to keep the tools separated, so that both can be updated, fixed and tweaked independently and with more flexibility.<br>Application interface is very simple: user sets up a Terrain Processor Project (**.TPP**) - a queue of Tasks which are processed into output **.LBT** files which can be imported inside Terrain Builder. Each task processes some geographic data - vectors in ESRI **Shapefile (.SHP)** and **ASCII DEM heightmap (.ASC)** - using a particular Module (algorithm of user's choice) to provide outputs in form of **Terrain Builder (.LBT)** and **ASCII heightmap (.ASC)**.<br>Arma series benefit from the authentic scale of environment, and it is natural to use digitized map data (geographic data), commonly used in [geographic information systems](https://en.wikipedia.org/wiki/Geographic_information_system) (GIS) as basis for map design work. Terrain Processor was created in order to allow Arma devs to use some geographic data to quickly prototype terrains and automate some (otherwise tedious) tasks, e.g. placing several hundred thousand trees in a forest. When set up correctly, the existing modules may help map designer to save plenty of work time by populating map with forests, linear vegetation or other randomly placed objects, by leveling terrain under roads or adding small randomization to the terrain mesh. Terrain Processor does not replace manual work and \"artistic\" fine tuning, but it may serve map designer as a tool for rapid creation of a solid basis for their manual editing.<br>Terrain Processor operates in orthogonal grid coordinates used by the Terrain Processor, thus all the input data need to be in the Terrain Builder project coordinates (project origin in [200000,0]).<br>Please note that Terrain Processor comes without much preview tools, which requires some empiric testing and iterative setting tweaks. The manual comes with sample TP project data illustrating the tool's basic setup, and with tutorials guiding community map designers through some basic pipelines of geographic data usage in an Arma map.<br>**Getting started**<br>**Project**<br>Upon starting TP, user is prompted to either open existing project or set up a new one. Either double-click on an existing project in the list, search for other existing project using the \"Open other project\" button, or \"Create new\" project.<br>Project (*.TPP) is list of Tasks, which can be added in TP's main interface. Each task is represented by a line in the TP's main interface, tasks are processed from top to bottom. Task is a Plugin applied on certain Data, both module (the processing method) and data (Shapefile) are visible in the list of tasks.<br>There's a check-box to the left of each task line. The checked tasks are those being processed when processing is started, which will be covered by the **Exporting data section**.<br>Project file itself is an XML table listing the task items and their values. While it is not recommended to tinker with the data in Notepad, the structure is readable and suitable for e.g. keeping in an online code repository.<br>TP is using relative paths for all the file dependencies, so that it is easy to transfer projects and their data. It is recommended to store all the relevant data and project in a single folder with sub-folders organized to user's liking.<br>**Main Interface**<br>There are couple of icons on the toolbar over the task list table:<br>**Project functions (orange):**<br>- New project - Sets up a new blank project.<br>- Open project - To open an existing project.<br>- Save project - Saves current project.<br>- Export settings - Opens a dialog allowing to set up path to results folder and * select desired output formats (LBT, SHP).<br>**Task functions (blue):**<br>- Add task - Adds a new task to the end of the queue.<br>- Duplicate task - Duplicates selected task, including all its settings. Does not work on multiple selections.<br>- Delete tasks - Removes selected tasks.<br>**Task interaction (grey):**<br>- Move task up - Moves selected task up in the queue, deselects task.<br>- Move task down - Moves selected task down in the queue, deselects task.<br>- Check all tasks - Checks all tasks in the project.<br>- Uncheck all tasks - Unchecks all tasks in the project.<br>**Processing (green):**<br>Start processing - TP processes all checked tasks and creates desired output * files. User is prompted to select the outputs.<br>**Tasks check vs. selection**<br>There is a difference between checking or selecting a task. Selection is done using LMB and it is used for tasks manipulation (e.g. duplication, deletion, reordering), while checking is done over a check-box on the beginning on each task line, used to determine whether a task will be processed after hitting the \"Run\" button.<br>Tip: It is possible to select multiple tasks in standard Windows way, using either **Shift** or **Ctrl**.<br>**Something you should know: Features Database**<br>All created objects are inserted into Features database. After all tasks are completed, content of Features Database is saved into LBT and/or SHP file(s). The database is a memory construct not represented by any data. Terrain Processor prevents clipping of inserted objects by checking with the Features Database content produced in a single queue of processed Tasks. Most modules use \"minimum distance\" parameter to prevent the placement of objects closer than the given value.<br>*Tip: If you want to allow things to clip (e.g. you have tree layer and bush layer of a forest), you can separate the tasks to 2 projects.*<br>**Setting up a task**<br>**Adding and managing tasks**<br>Task can be added using a toolbar button (see the **Main interface** section above). Upon adding a task, dialog is opened to determine which Module should be used for the task. Once a task is set up, it is required to fill in required values and variables in order to make it functional. Task settings are available upon its addition to the project, and can be accessed and edited anytime later by **double-clicking LMB** on a particular task line.<br>**Task settings**<br>All tasks have almost same settings, split into several tabs. Most modules require some geographic data as input, and some additional parameters to be set. These parameters can be either set up in the task setting interface, or read from a database file (which can be either part of a Shapefile, or a separate DBF file referenced in the task settings).<br>Every tab page has color indicator of inputs, allowing user to quickly identify completion of a task's setup:<br>- **Green** - Data OK - all correct.<br>- **Blue** - Missing Data - some parameters are not set.<br>- **Red** - Wrong Data - some parameters are not set correctly.<br>**Objects**<br>- You can manually add object names for the selected task. The names of objects must be equal to the names of Object Templates in the Terrain Builder project. Every task can has different object prototype parameters.<br>**Parameters**<br>- On the Parameters tab, you can manually set task's parameters. Almost every task has its own parameters.<br>- You can change parameter value by double clicking on it. You will see new form for parameter value settings.<br>- There are two parameter value types :<br>  - **Value** - Value is manually set and applied for all shapes in the source vector file (suitable for e.g. Random seed).<br>  - **DBF binding** - You can choose shapefile database column source for values. Every shape can have own parameter value (hectares, density, ...). Tip: Even though the \"Hectare area\" parameter can have universal default value, it is required for object-placing modules to get correct value from each shape, thus the \"DBF binding\" to DBF column containing the density in hectares should be used.<br>**Shapefile**<br>- Tab for selecting the source vector Shapefile. You can insert object prototypes data inside database in shapefile. If you want to use same shapes from shapefile with different object prototypes, you can use Additional databases.<br>- Additional database bind data with shapefile database data, with the relation based on same values in the indicated columns. It is practical for e.g. storing complex value sets in separate database and connecting them to a shapefile with many types of intended content. For example, in Arma 2 / DayZ, Chernarus forests created using the \"Area: Random\" plugin come in about 15 types, each with 16 values required - instead of typing and copying all the values for thousands of forest shapes during the edits, it is faster to assign each type its own numeric ID and connect the database with values in the TP. You can set additional database by double click on the \"Additional database\" button.<br>  - Database filename - File name of the additional database.<br>  - Additional database column - column name in additional database for binding.<br>  - Shapefile database column - column name in original shapefile for binding or random values from database column. You have to check values for random binding.<br>**DEM files**<br>- Some tasks need ASCII DEM data (heightmap). You can add DEM files on this tab.<br>- The required format is ASCII DEM with cell count in power of 2, using decimal dot in the values, with the coordinates in the header compliant with the location of the other processed data (it is recommended to work in the Terrain Builder space with origin in [200000;0]).<br>**Notes**<br>- Notes used only for task description. It is recommended to leave a note describing the intent behind addition of each particular task - e.g. a nice forested area may use couple of modules, and it certainly helps to add some description to particular tasks, determining what is used for e.g. placing clusters of stones, bush or tree layer.<br>**Exporting data**<br>With several tasks set, it is possible to export the **LBT** file importable to Terrain Builder by clicking the **RUN** icon. User will be prompted to select the output file; then a dialog with progress bar and processing log appears. Once all the tasks are finished, output files are saved and user needs to close the dialog manually.<br>User can determine the export settings by clicking on the orange sprocket icon (see the Main Interface section). Output directory can be selected, as well as possibility to export LBT, additional reference shapefile (SHP) or both. Most users don't need to export Shapefile, but such outputs may be useful for an expert for e.g. creating raster basis for surface masks in a GIS.<br>Output LBTs can be imported to Terrain Builder using the \"Import\" > \"Objects\" menu items or by simply dragging the LBT file to the main view. Note: Terrain Builder is not exporting a different LBT than the one it accepts.<br>**Plugin / Modules Database Parameters**<br>Overview of the Plugin parameters, added by any available means in TP (manual input, Shapefile database, related database).<br>Where [n] is used, it is possible to use multiple object definitions. Each of them need to have correct set of data columns in the database, named e.g. OBJECT1, PROB1, MINHEIGHT1, MAXHEIGHT1, MINDIST1. Same method can be applied for number of clusters in the cluster-generating plugins.<br>Some of the variable names (column names in tables), when read from a DBF (be it a Shapefile or Added one), should be exactly same as listed below as their reading is hard-coded for sake of tool simplicity - these are marked as **REQUIRED** in the \"Variable name\" column. For the rest, we recommend to use the presented convention (used internally in BI and in the sample data).<br>\\| Parameter name / column name in DBF \\| Description \\| Units \\| Value type \\| Variable name \\|<br>\\|---\\|---\\|---\\|---\\|---\\|<br>\\| CDENSHA \\| Clusters density per hectare - clusters count in one hectare. \\| N \\| number \\| Recommended name \\|<br>\\| DENSHA \\| Density per hectare - instances count in one hectare. \\| N / ha \\| number \\| Recommended name \\|<br>\\| FRACTION \\| For clusters - clusters count of object with smallest probability on hectare. \\| N \\| number \\| Recommended name \\|<br>\\| **GROUPID[n]** \\| Group ID for clustering, all objects in each cluster have to be in same group. \\| N \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| LDENSITY \\| Linear density - objects count per 100 meters. \\| N \\| number \\| Recommended name \\|<br>\\| **MAXCOUNT[n]** \\| Maximal instances count in one cluster. \\| N \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| **MAXHEIGHT[n]** \\| Object maximal height in percent. *For maximum height of 120%, use 120.* \\| % \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| **MAXRADIUS[n]** \\| Maximal distance to cluster center. \\| m \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| **MINCOUNT[n]** \\| Minimal instances count in one cluster. \\| N \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| **MINDIST[n]** \\| Minimal object distance from another objects. Used in a single project's Feature Database (see above) to prevent object clipping. \\| m \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| **MINHEIGHT[n]** \\| Object minimal height in percent. *For minimum height of 80%, use 80.* \\| % \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| **MINRADIUS[n]** \\| Minimal distance to cluster center. *Tip: With MINRADIUS and MAXRADIUS value, occurence in particular parts of clusters can be controlled, e.g. having tall trees in the middle and bushes on the cluster outskirts.* \\| m \\| number \\| **REQUIRED NAME<br>** \\|<br>\\| **OBJECT[n]** \\| Object template name - use the corresponding names from the Terrain Builder template libraries! \\| - \\| string \\| **REQUIRED NAME<br>** \\|<br>\\| **PROB[n]** \\| Object's probability. Any numbers can be used, percentage is calculated automatically from the sum of all values; however, it is recommended to use percent values with sum of 100 to maintain control. \\| ~% \\| number \\| **REQUIRED NAME** \\|<br>**Plugins / Modules**<br>**Area**<br>Input of these modules are polygon Shapefiles, and these modules work within boundaries of the polygon geometries.<br>- Area: High-density Cluster - Creates clusters of particular objects in a densely covered area, e.g. spots of spruce and beech in a forest.<br>- Area: Local Maximum Cluster - Creates clusters of objects in local terrain maximums; ASCII DEM required.<br>- Area: Local Minimum Cluster - Creates clusters of objects in local depressions; ASCII DEM required.<br>- Area: Low-density Cluster (circle) - Creates roughly circular clusters of objects in sparsely populated areas, e.g. trees in savannah.<br>- Area: Low-density Cluster (strip) - Creates prolonged circular clusters of objects in sparsely populated areas.<br>- Area: Random - Simple random object placer, useful where no extra occurence rules are required.<br>**Line**<br>Input of linear Shapefiles, with the modules placing objects along the linear geometries.<br>- Line: Random - Places objects randomly in certain distance interval from a line.<br>- Line: Regular - Places objects in regular interval in certain distance from a line.<br>- Line: Sparse Cluster - Randomly places objects in clusters along a line.<br>- Line: Nodes Objects - Places objects on polyline nodes.<br>**Point**<br>Input of point Shapefiles, with the modules placing objects on the point geometries.<br>- Point: With Rotation - Places objects on points with random or defined rotation.<br>**Heightmap**<br>Plugins for processing ASCII DEMs, with a map project-sized terrain model being its main input and output.<br>- Heightmap: ASCII DEM Convert - Conversion tool for ASCII DEMs in Geodetic coordinates (e.g. WGS84 coordinate system) in degrees to UTM (in meters).<br>- Heightmap: Perlin Noise - Random noise added to the ASCII DEM in the extent of polygon mask. Practical for making e.g. rugged terrain in forested areas.<br>- Heightmap: Road Integration - Levels the terrain under the roads and smoothens the terrain cells in the vicinity of the flattened areas.<br>**Mask**<br>Special section currently containing a single plugin for masking object occurrence in a project.<br>- Mask: Area - Removes all objects in the extent of polygon shapefile mask from Features Database. Can be used multiple times in single project, useful to mask areas of e.g. water bodies, roads or settlements instead of manually erasing their extent from the shapefiles used for generating objects.<br>- Mask: Line - Removes objects closer to line then given distance. You can use it for removing trees on roads, ... |  | What the heck is...<br>Geographic data<br>Data formats used to represent some geographic features. there can be vector data (abstracting the reality in forms of polygons, lines and points) or raster data (e.g. aerial photos). Geographic data also contain information about their position on Earth, however, the nature of this information vary a lot, as there are many coordinate systems in which such data could be stored.<br>The advantage of using such data for making an Arma map is in their ability to provide map designer with basic landscape structure in the real scale, resulting in gaming terrains with authentic appearance and gameplay possibilities.<br>Shapefile format<br>Vectors commonly used to represent various features in geoinformatics (=digital mapping). Shapefile can contain either polygons, lines or points (only single type for a file). It also has amended database file with the additional data (e.g. village names for point shapefile of village locations, or forest composition and density in BI's polygon shapefile of Chernarussian forests). Each shapefile consists of 3 files: SHP, SHX and DBF - all 3 of them are essential for a Shapefile layer to work.<br>Read more in [Wikipedia](https://en.wikipedia.org/wiki/Shapefile).<br>ASCII DEM format<br>Text-based raster used to describe terrain (DEM = Digital Elevation Model) by means of values arranged in regular (square) pattern. The file (TXT or ASC) contains header describing the raster size, sampling interval and coordinates of the lower left corner.<br>Some GIS softwares work with various decimal marks. Terran Builder is using decimal dot - in the event of having a different decimal mark (usually period), it is fairly easy to mass-replace the symbols in Notepad. It is also possible to use Notepad (or other plain text editor) to change the lower left corner coordinates to work properly in the Terrain Builder.<br>Geographic coordinate system<br>Coordinates which can be used to describe a location on the Earth surface. There are many coordinate systems (some applicable only to portion of Earth surface) using various units, e.g. angular degrees or meters.<br>When preparing data for your map project, always make sure they are projected in the same coordinate system.<br>Learn more in [Wikipedia](https://en.wikipedia.org/wiki/Geographic_coordinate_system).<br>GIS (Geographic Information System)<br>Simply put, a digital map with plenty of data attached to the map features. The system may integrate various vector and raster (e.g. aerial or satellite imagery) data, terrain models etc. It is used not just as a digital map, but also for landscape analysis or calculations.<br>There are many professional and free solutions allowing user to set up a GIS. BI is using ESRI's ArcGIS, however, freely available [Quantum GIS (or QGIS)](http://www.qgis.org/en/site/) is capable of basic data processing for an Arma map project.<br>Learn more in [Wikipedia](https://en.wikipedia.org/wiki/Geographic_information_system). |"}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Line: Mask: Area","title":"Terrain Processor: Line: Mask: Area","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Line:_Mask:_Area","revid":201445,"updated":"2021-01-17T20:09:46Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Mask: Area\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : No\n\n#### Description\n\nAlgorithm removes all objects in features database which are inside / outside given shapefile polygons.\n\n#### Task parameters\n\n- **Remove objects** - where remove objects (Inside, Outside).\n\n#### Usage\n\nThis task removes objects inside/outside given areas. You can use it for removing trees in roads buffer, where there are water bodies or in areas you would want to edit manually.\n\n#### Algorithm\n\n1. Algorithm finds all objects inside / outside polygons and removes them from feature database.","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Mask: Area\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polygon, PolygonM, PolygonZ\n\n**Heightmap** : No"},{"heading":"Description","level":4,"markdown":"Algorithm removes all objects in features database which are inside / outside given shapefile polygons."},{"heading":"Task parameters","level":4,"markdown":"- **Remove objects** - where remove objects (Inside, Outside)."},{"heading":"Usage","level":4,"markdown":"This task removes objects inside/outside given areas. You can use it for removing trees in roads buffer, where there are water bodies or in areas you would want to edit manually."},{"heading":"Algorithm","level":4,"markdown":"1. Algorithm finds all objects inside / outside polygons and removes them from feature database."}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Line: Mask: Line","title":"Terrain Processor: Line: Mask: Line","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Line:_Mask:_Line","revid":201638,"updated":"2021-01-17T20:17:36Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Mask: line\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polyline, PolylineM, PolylineZ\n\n**Heightmap** : No\n\n#### Description\n\nThis algorithm removes all objects in features database which are close to given polyline.\n\n#### Task parameters\n\n- **Objects distance** - Distance between object and lines.\n- **Spline interpolation** - Use Bezier spline instead of original polyline.\n\n#### Usage\n\nThis task removes objects closer to line according to the given distance. You can use it for removing trees on roads, ...\n\n#### Algorithm\n\n1. Algorithm finds all objects closer to polyline then given distance and removes them.","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Mask: line\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polyline, PolylineM, PolylineZ\n\n**Heightmap** : No"},{"heading":"Description","level":4,"markdown":"This algorithm removes all objects in features database which are close to given polyline."},{"heading":"Task parameters","level":4,"markdown":"- **Objects distance** - Distance between object and lines.\n- **Spline interpolation** - Use Bezier spline instead of original polyline."},{"heading":"Usage","level":4,"markdown":"This task removes objects closer to line according to the given distance. You can use it for removing trees on roads, ..."},{"heading":"Algorithm","level":4,"markdown":"1. Algorithm finds all objects closer to polyline then given distance and removes them."}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Line: Nodes Objects","title":"Terrain Processor: Line: Nodes Objects","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Line:_Nodes_Objects","revid":201540,"updated":"2021-01-17T20:13:55Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Line: Nodes Objects\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polyline, PolylineM, PolylineZ\n\n**Heightmap** : No\n\n#### Description\n\nMethod puts objects on polylines nodes with forward rotation.\n\n#### Task parameters\n\n- **PROBABILITY** - Probability of object occurence on polyline node in %. 0% - never, 100% - always\n\n#### Object prototype parameters\n\n- **OBJECT** - Object's prototype name\n- **PROB** - Object's probability\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **ROTATION** - Rotation offset in °\n\n#### Usage\n\nYou may create polylines of powerlines with node on each pole, and use this module to place the poles with correct rotation.\n\n#### Algorithm\n\nFor each shape (linear) do :\n\n1. For each node on polyline do :\n   1. Compute right forward rotation\n   1. Add object prototype","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Line: Nodes Objects\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polyline, PolylineM, PolylineZ\n\n**Heightmap** : No"},{"heading":"Description","level":4,"markdown":"Method puts objects on polylines nodes with forward rotation."},{"heading":"Task parameters","level":4,"markdown":"- **PROBABILITY** - Probability of object occurence on polyline node in %. 0% - never, 100% - always"},{"heading":"Object prototype parameters","level":4,"markdown":"- **OBJECT** - Object's prototype name\n- **PROB** - Object's probability\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **ROTATION** - Rotation offset in °"},{"heading":"Usage","level":4,"markdown":"You may create polylines of powerlines with node on each pole, and use this module to place the poles with correct rotation."},{"heading":"Algorithm","level":4,"markdown":"For each shape (linear) do :\n\n1. For each node on polyline do :\n   1. Compute right forward rotation\n   1. Add object prototype"}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Line: Random","title":"Terrain Processor: Line: Random","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Line:_Random","revid":201598,"updated":"2021-01-17T20:16:02Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Line: Random\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polyline, PolylineM, PolylineZ\n\n**Heightmap** : No\n\n#### Description\n\nRandom placement of multiple objects on linear shapes specified in the given shapefile. Very easy, random positions only one condition - minimal distance from another objects.\n\n#### Task parameters\n\n- **RANDOM SEED** - number used to initialize pseudorandom number generator.\n- **MAXDISTANCE** - maximal object distance from centreline.\n- **DENSHA** - The density of the filling in number of objects for hectare. For example 100 objects for hectare means an average distance of about 10 meters between objects.\n- **Spline interpolation** - Use bezier spline instead of original polyline.\n\n#### Object prototype parameters\n\n- **OBJECT** - Object's prototype name\n- **PROB** - Object's probability\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters\n\n#### Usage\n\nVery simple algorithm, it places objects randomly on linear shape. Can be used for sparse positioning of trees along a line, or for creating random strings of bushes (e.g. in the forests).\n\n#### Algorithm\n\nFor each shape (linear) do :\n\n1. instances_count = shape_length * LDENSITY\n1. For instances_count try to find position :\n   1. Random parameter in range 0 ... shape_length\n   1. Compute real coordinate for parameter\n   1. Random distance from line in range 0 ... MAXDISTANCE\n   1. Random angle\n   1. newCoordinate = coordinate_on_line + angle * random_distance\n   1. If newCoordinate is in collision with other instances, go to a.\n   1. Insert newCoordinate with object prototype in output.","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Line: Random\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polyline, PolylineM, PolylineZ\n\n**Heightmap** : No"},{"heading":"Description","level":4,"markdown":"Random placement of multiple objects on linear shapes specified in the given shapefile. Very easy, random positions only one condition - minimal distance from another objects."},{"heading":"Task parameters","level":4,"markdown":"- **RANDOM SEED** - number used to initialize pseudorandom number generator.\n- **MAXDISTANCE** - maximal object distance from centreline.\n- **DENSHA** - The density of the filling in number of objects for hectare. For example 100 objects for hectare means an average distance of about 10 meters between objects.\n- **Spline interpolation** - Use bezier spline instead of original polyline."},{"heading":"Object prototype parameters","level":4,"markdown":"- **OBJECT** - Object's prototype name\n- **PROB** - Object's probability\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters"},{"heading":"Usage","level":4,"markdown":"Very simple algorithm, it places objects randomly on linear shape. Can be used for sparse positioning of trees along a line, or for creating random strings of bushes (e.g. in the forests)."},{"heading":"Algorithm","level":4,"markdown":"For each shape (linear) do :\n\n1. instances_count = shape_length * LDENSITY\n1. For instances_count try to find position :\n   1. Random parameter in range 0 ... shape_length\n   1. Compute real coordinate for parameter\n   1. Random distance from line in range 0 ... MAXDISTANCE\n   1. Random angle\n   1. newCoordinate = coordinate_on_line + angle * random_distance\n   1. If newCoordinate is in collision with other instances, go to a.\n   1. Insert newCoordinate with object prototype in output."}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Line: Regular","title":"Terrain Processor: Line: Regular","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Line:_Regular","revid":350019,"updated":"2023-11-20T22:11:56Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Line: Regular\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polyline, PolylineM, PolylineZ\n\n**Heightmap** : No\n\n#### Description\n\nRegular placement of multiple objects on linear shapes specified in the given shapefile.\n\n#### Task parameters\n\n- **Objects distance** - Distance between objects.\n- **Centerline offset** - Offset from center line to objects line\n- **Spline interpolation** - Use Bezier spline instead of original polyline.\n\n#### Object prototype parameters\n\n- **OBJECT** - Object's prototype name\n- **PROB** - Object's probability\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters\n- **RANDROT** - Random rotation ?\n- **ROTATION** - Rotation offset in °\n\n#### Usage\n\nYou can use this task for regular objects placing on linear shapes, like verge poles around road, street lights or strings of bush fences.","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Line: Regular\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polyline, PolylineM, PolylineZ\n\n**Heightmap** : No"},{"heading":"Description","level":4,"markdown":"Regular placement of multiple objects on linear shapes specified in the given shapefile."},{"heading":"Task parameters","level":4,"markdown":"- **Objects distance** - Distance between objects.\n- **Centerline offset** - Offset from center line to objects line\n- **Spline interpolation** - Use Bezier spline instead of original polyline."},{"heading":"Object prototype parameters","level":4,"markdown":"- **OBJECT** - Object's prototype name\n- **PROB** - Object's probability\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters\n- **RANDROT** - Random rotation ?\n- **ROTATION** - Rotation offset in °"},{"heading":"Usage","level":4,"markdown":"You can use this task for regular objects placing on linear shapes, like verge poles around road, street lights or strings of bush fences."}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Line: Segments Objects","title":"Terrain Processor: Line: Segments Objects","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Line:_Segments_Objects","revid":201508,"updated":"2021-01-17T20:12:16Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Line: Segments Objects\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polyline, PolylineM, PolylineZ\n\n**Heightmap** : No\n\n#### Description\n\nMethod puts objects on polylines nodes with rotation to next node.\n\n#### Task parameters\n\n- **Objects distance** - Distance between objects.\n- **Centerline offset** - Offset from center line to objects line\n- **Spline interpolation** - Use Bezier spline instead of original polyline.\n\n#### Object prototype parameters\n\n- **OBJECT** - Object's prototype name\n- **PROB** - Object's probability\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **ROTATION** - Rotation offset in °\n\n#### Usage\n\nYou may create polylines of powerlines with node on each pole, and use this module to place the poles with correct rotation.\n\n#### Algorithm\n\nFor each shape (linear) do :\n\n1. For each node on polyline do:\n   1. Compute right forward rotation\n   1. Add object prototype","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Line: Segments Objects\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polyline, PolylineM, PolylineZ\n\n**Heightmap** : No"},{"heading":"Description","level":4,"markdown":"Method puts objects on polylines nodes with rotation to next node."},{"heading":"Task parameters","level":4,"markdown":"- **Objects distance** - Distance between objects.\n- **Centerline offset** - Offset from center line to objects line\n- **Spline interpolation** - Use Bezier spline instead of original polyline."},{"heading":"Object prototype parameters","level":4,"markdown":"- **OBJECT** - Object's prototype name\n- **PROB** - Object's probability\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **ROTATION** - Rotation offset in °"},{"heading":"Usage","level":4,"markdown":"You may create polylines of powerlines with node on each pole, and use this module to place the poles with correct rotation."},{"heading":"Algorithm","level":4,"markdown":"For each shape (linear) do :\n\n1. For each node on polyline do:\n   1. Compute right forward rotation\n   1. Add object prototype"}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Line: Sparse Cluster","title":"Terrain Processor: Line: Sparse Cluster","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Line:_Sparse_Cluster","revid":201674,"updated":"2021-01-17T20:19:16Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Line: Sparse Cluster\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polyline, PolylineM, PolylineZ\n\n**Heightmap** : No\n\n#### Description\n\nRandom placement of object clusters on linear shapes specified in the given shapefile.\n\n#### Task parameters\n\n- **RANDOM SEED** - number used to initialize pseudorandom number generator.\n- **CDENSHA** - The density of the filling in number of clusters over linear shape.\n- **MAXDISTANCE** - maximal object distance from centreline.\n- **Spline interpolation** - Use bezier spline instead of original polyline.\n\n#### Object prototype parameters\n\n- **OBJECT** - Object's prototype name\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters\n- **GROUPID** - Group id.\n- **MINCOUNT** - Minimal objects count in one cluster.\n- **MAXCOUNT** - Maximal objects count in one cluster.\n- **MINRADIUS** - Minimal radius from cluster center to place object.\n- **MAXRADIUS** - Maximal radius from cluster center to place object.\n\n#### Usage\n\nThis module is perfect for creating naturally looking vegetation clusters along lines, e.g. small groves separating fields etc.","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Line: Sparse Cluster\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Polyline, PolylineM, PolylineZ\n\n**Heightmap** : No"},{"heading":"Description","level":4,"markdown":"Random placement of object clusters on linear shapes specified in the given shapefile."},{"heading":"Task parameters","level":4,"markdown":"- **RANDOM SEED** - number used to initialize pseudorandom number generator.\n- **CDENSHA** - The density of the filling in number of clusters over linear shape.\n- **MAXDISTANCE** - maximal object distance from centreline.\n- **Spline interpolation** - Use bezier spline instead of original polyline."},{"heading":"Object prototype parameters","level":4,"markdown":"- **OBJECT** - Object's prototype name\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **MINDIST** - Minimal distance in meters\n- **GROUPID** - Group id.\n- **MINCOUNT** - Minimal objects count in one cluster.\n- **MAXCOUNT** - Maximal objects count in one cluster.\n- **MINRADIUS** - Minimal radius from cluster center to place object.\n- **MAXRADIUS** - Maximal radius from cluster center to place object."},{"heading":"Usage","level":4,"markdown":"This module is perfect for creating naturally looking vegetation clusters along lines, e.g. small groves separating fields etc."}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Point: With Rotation","title":"Terrain Processor: Point: With Rotation","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Point:_With_Rotation","revid":201620,"updated":"2021-01-17T20:17:03Z","aliases":[],"markdown":"#### Task details\n\n**Task name** : Point: With Rotation\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Point, PointM, PointZ\n\n**Heightmap** : No\n\n#### Description\n\nMethod puts objects on points with defined or random rotation.\n\n#### Object prototype parameters\n\n- **OBJECT** - Object's prototype name\n- **PROB** - Object's probability\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **RANDROT**- Random rotation (true x false)\n- **ROTATION**- If random rotation is false, then use this value. ROTATION is specified in radians, anti-clockwise, with 0 being North.\n\n#### Usage\n\nVery simple algorithm, it places objects with fixed or random rotation on given points. It can be used for any single object where particular orientation is desired and known: small crosses, chapels, street lights, towers etc.\n\n#### Algorithm\n\nFor each shape point do :\n\n1. Get rotation\n1. Add object","sections":[{"heading":"Task details","level":4,"markdown":"**Task name** : Point: With Rotation\n\n**Dll plugin name** : BITasksPlugin.dll\n\n**Geometry type** : Point, PointM, PointZ\n\n**Heightmap** : No"},{"heading":"Description","level":4,"markdown":"Method puts objects on points with defined or random rotation."},{"heading":"Object prototype parameters","level":4,"markdown":"- **OBJECT** - Object's prototype name\n- **PROB** - Object's probability\n- **MINHEIGHT** - Minimal size in %\n- **MAXHEIGHT** - Maximal size in %\n- **RANDROT**- Random rotation (true x false)\n- **ROTATION**- If random rotation is false, then use this value. ROTATION is specified in radians, anti-clockwise, with 0 being North."},{"heading":"Usage","level":4,"markdown":"Very simple algorithm, it places objects with fixed or random rotation on given points. It can be used for any single object where particular orientation is desired and known: small crosses, chapels, street lights, towers etc."},{"heading":"Algorithm","level":4,"markdown":"For each shape point do :\n\n1. Get rotation\n1. Add object"}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Print Composer Tutorial","title":"Terrain Processor: Print Composer Tutorial","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Print_Composer_Tutorial","revid":349718,"updated":"2023-11-20T22:09:52Z","aliases":[],"markdown":"This tutorial covers the process of creating a raster composition out of vector data in QGIS, suitable as basic spatially correct reference for further editing of your satellite textures and surface masks. Supplement to Terrain Processor Tutorial.\n\nQGIS (Geographic Information System) Print composer is free and can be downloaded here: http://qgis.org/en/site/forusers/download.html\n\n### Start Print Composer\n\n- Create new Print Composer (Project -> New Print Composer)\n- Choose created Print Composer (Project -> Print Composers -> ...)\n\n### Resize composition to quad size\n\n### Add new map\n\n### Set terrain extent\n\n### Set map position and size\n\n### Set background color (grass, ...)\n\n### Composer -> Export as Image","sections":[{"heading":null,"level":1,"markdown":"This tutorial covers the process of creating a raster composition out of vector data in QGIS, suitable as basic spatially correct reference for further editing of your satellite textures and surface masks. Supplement to Terrain Processor Tutorial.\n\nQGIS (Geographic Information System) Print composer is free and can be downloaded here: http://qgis.org/en/site/forusers/download.html"},{"heading":"Start Print Composer","level":3,"markdown":"- Create new Print Composer (Project -> New Print Composer)\n- Choose created Print Composer (Project -> Print Composers -> ...)"},{"heading":"Resize composition to quad size","level":3,"markdown":""},{"heading":"Add new map","level":3,"markdown":""},{"heading":"Set terrain extent","level":3,"markdown":""},{"heading":"Set map position and size","level":3,"markdown":""},{"heading":"Set background color (grass, ...)","level":3,"markdown":""},{"heading":"Composer -> Export as Image","level":3,"markdown":""}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Tutorial","title":"Terrain Processor: Tutorial","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Tutorial","revid":363714,"updated":"2024-04-16T18:22:56Z","aliases":[],"markdown":"This tutorial explains the basic usage of Terrain Processor and publicly available vector geographic data from [OpenStreetMap](https://www.openstreetmap.org/#map=5/51.500/-0.100) (OSM) in making terrains for Arma 3, and also introduces map makers to possible use of geographic data in their work. The tutorial is accompanied with the sample map project containing source data, Terrain Builder (TB) and Terrain Processor (TP) projects. Before you start, it is recommended to get acquainted with the Terrain Processor User Manual. Also, it is expected that user of Terrain Processor is already knowledgeable of map-making workflow in Terrain Builder.\n\nWe hope that Terrain Processor will become useful tool in your map-making effort. If you have questions, please feel free to let us know via the official forums. If you spot an issue, please do file it on the [issue tracker](http://feedback.arma3.com/) or on the [official topic](https://forums.bistudio.com/topic/183779-terrain-processor/).\n\n### Download Tools and Tutorial Data\n\n#### Download Tools\n\n- Install Arma 3 Tools from Steam if you don't have it already. Used programs:\n  - **Terrain Processor** - fast object population of extents of areal or linear topologies (plant trees, smooth terrain under roads, ...)\n  - **Terrain Builder** + **Buldozer** - terrain project, collect all data and export terrain for Arma 3, terrain preview in Buldozer without clutter\n  - **Addon Builder** - convert terrain data and Binarize for Arma 3\n- [Download QGIS](https://www.qgis.org/) – we recommend you to use this reliable and capable open-source GIS software, capable of preparing data for processing in Terrain Processor and Terrain Builder, as well as generating mask and satellite textures.\n\n#### Set up tutorial data\n\n- Install Arma 3 Samples from Steam if not done already.\n- Download the project demo: <http://data.bistudio.com/a3data/TerrainProcessor_Demo.zip> *(temporary link)*\n  - (Data structure: TPDemo Map Sample Data Pack)\n  - Unpack the folder **map_TPDemo** from the downloaded package to the **P:\\a3\\**. Drive is set up by the Arma 3 Tools available on Steam.\n- **Download Arma 2 Sample Data**:\n  - The sample terrain is utilizing licensed Arma 2 data. Place the required data to **P:\\ca\\** to ensure they work correctly.\n    The only needed packages are: **A2SM_Data_APL** and **A2SM_Data_APL-SA**\n  - Public Data\n  - Arma 2 Sample Models\n  - Arma Licensed Data Pack\n\n### Workflow\n\nThe following diagram illustrates what kinds of data are processed in which tools, and what is the succession of the workflow steps. Please note that the generation of basic supertextures (sat, mask) in QGIS is optional.\n\nAs a first step, you should gather the data describing your terrain: digital elevation model (= DEM; terrain mesh), some vector data (roads, forests, points of interest etc.), supertextures (please note that we supply you with a sample piece of Chernarus ortho-photography, but you can also create a basis of working supertextures using QGIS).\n\nThe geographic data can be subsequently processed in the Terrain Processor: DEM can be processed and noise can be added to it, trees can be placed to the extent of forests, additional objects can be placed randomly into the landscape, or along the roads or on particular points. Once TP processes the geodata, you can set up a Terrain Builder project and import the terrain, suprtextures and objects into it.\n\nRest is the common TB map-making work and publishing. :)\n\n### Defining Area of Interest\n\nThe first step is to pick an area of interest based on your choice of map size. In this tutorial, we chose an [area of real life Chernarus](https://www.google.cz/maps/place/%C3%9Ast%C3%AD+nad+Labem/@50.7115439,14.0958882,3958m/data=!3m1!1e3!4m2!3m1!1s0x470984a714d02511:0x400af0f66160e00!6m1!1e1?hl=en).\n\nAs geographic data from OpenStreetMap will be used in this tutorial, you will need to get the real-life coordinates of the area, with values in some geodetic coordinate system. It is not as scary as it seems: we will find the lower left corner of the map in some online map service (Google Maps, Google Earth, Mapy.cz etc.), and create a polygonal Shapefile (SHP) of map extent square in QGIS. We will need this SHP later for selecting the geographic data.\n\nAs our tools work in coordinate system in meters, we recommend to work in the [UTM coordinate system](https://en.wikipedia.org/wiki/Universal_Transverse_Mercator_coordinate_system) (and if possible, always choose your terrain extent within a single UTM zone, as combining data from multiple zones is worth another tutorial). Most online maps will give you the coordinates in a geodetic form (degrees, minutes, seconds) used e.g. in GPS. You can use some online conversion tools (e.g. http://www.apsalin.com/convert-geodetic-to-universal-transverse-mercator.aspx) to convert from WGS (geodetic datum) to UTM.\n\nIn our example, lower-left corner coordinate is **50°41'58.456\"N, 14°4'29.853\"E.**\n\nAfter conversion to UTM, coordinates look like this: **X: 434672.535216139, Y: 5616825.03162143, UTM Zone : 33N**\n\nTo have nice whole numbers, we rounded them up to the following: **X: 434000, Y:5616000, UTMZone: 33N**\n\nFor the purpose of our tutorial, we use the following map size: **1024x1024 cells with 4 m cell size; terrain size is 4096x4096m.**\n\nNow that we know where our square starts and how big it is, we can create one in QGIS:\n\n> - Create new project in QGIS (in our case **map_TPDemo\\source\\Shapefiles\\GISProject.qgs**)\n> - Add new shapefile layer Layer > Create Layer > New Shapefile Layer (layer **Border** in sample project)\n>   - Layer type: Polygon\n>   - CRS set to UTM with your terrain UTMZone\n> - Select new layer and Toggle Editing.\n> - Create new random rectangle.\n> - Use Numerical Vertex Edit plugin to move all 4 points to the right positions, left down will be 434000, 5616000.\n> - You can use OpenLayers plugin to check terrain correlation to area what you want.\n>\n> You can find the resulting SHP in the TPDemo sample data: **..\\map_TPDemo\\source\\Shapefiles\\Border.shp**\n\n### Terrain Base: Heightmap and Supertextures\n\nNow that you know what is the terrain extent, you can prepare the basic heightmap, \"satellite\" texture and surface mask for your terrain. Please note that these steps are abbreviated, as it is expected that you are already knowledgeable of the underlying technology and TB workflow.\n\n#### Heightmap\n\nTerrain Builder can import .ASC heightmap in UTM projection. It has to be square and cell count has to be power of two (64x64, 128x128, 256x256 etc.).\n\nYou can use **Terrain Processor** to create the heightmap, using the \"**Heightmap: Create from geodetic .asc**\" module.\n\nAs a first step, let's get us some heightmap. You can download geodetic **.ASC** from http://earthexplorer.usgs.gov/ - download **SRTM 1 Arc-Second Global** data.\n\nIn most cases, the USGS data are in DTED format, not in the ASC. In such case, you need to convert the DTED to ASC:\n\n> - Download DTED file from USGS website for latitude **50°** and longitude **14°**, as this is where our tutorial part of Czech Republic is located.\n> - This DTED has different rows and columns count. Reprojected the DTED (Raster > Projections > Warp (Reproject)) to GeoTIFF format; this step allows you to resample it to have the equal count of rows and columns. In this steps, we work with GeoTIFF format because of QGIS limitations.\n> - Now you can convert the GeoTIFF to ASC (Raster > Conversion > Translate (Convert Format)) and use it in TP. You can find the result data in **..\\map_TPDemo\\source\\Heightmap\\n50_e014.asc**.\n\nNow you may import this terrain into TP, convert its coordinates to UTM and apply some changes based on other map data. The following steps are contained in the sample TP project: **..\\map_TPDemo\\source\\HeightmapGeneration.tpp**\n\n> [!NOTE]\n> **Terrain Processor**\n>\n> - Create new project and add \"**Heightmap:Create from geodetic .asc**\" task. Add the required values and it will create an output ASC heightmap of desired dimensions in UTM coordinates.\n> - Once you create the heightmap output file **..\\map_TPDemo\\source\\heightmap.asc**), you can turn off the task and perform further modifications to it. Following tasks are also contained in the sample project.\n> - You can use **Heightmap: Perlin noise** task to add some height noise in areas defined by a polygon SHP, e.g. in the extent of forests.\n> - If you want to level terrain under the roads, you can use **Heightmap: Road integration** task together with the roads SHP.\n\nAfter heightmap generation in TP, copy the output ASC file to location **map_TPDemo\\source\\heightmap.asc** and import to or refresh in Terrain Builder, and voilá, you should have the heightmap ready.\n\n#### Satellite Texture\n\nAs the most basic step, you can just use the satellite texture provided with the sample project: **map_TPDemo\\source\\satellite.tif**.\n\nYou may also use QGIS to create basic raster from the available vector data, applicable to both satellite texture and the surface mask (you only have to change drawing styles for objects). The details of the process are described in the Terrain Processor: Print Composer Tutorial.\n\n#### Surface Mask\n\nOf course you can use a monochromatic texture as a start, or you can paint the whole mask by hand. However, you can use vector data as a source for basic surface mask, which is perfect base for further manual improvements.\n\nThe sample data contain a QGIS project summarizing the data, to be used together with the Print Composer Tutorial: **..\\map_TPDemo\\source\\Shapefiles\\GISProject - Mask.qgs**. The resulting surface mask is also part of the sample data: **..\\map_TPDemo\\source\\mask.tif**.\n\nFollowing surface colours are used in the project:\n\n| Ground type | R | G | B | Colour |\n|---|---|---|---|---|\n| Tarmac | 255 | 137 | 255 |  |\n| Forest coniferous | 128 | 128 | 0 |  |\n| Forest deciduous | 0 | 128 | 0 |  |\n| Grass 1 | 128 | 212 | 128 |  |\n| Grass 2 | 255 | 212 | 0 |  |\n| Soil | 212 | 128 | 64 |  |\n\n> Change colors accordingly for all layers you want to contribute to the final mask. Switch all other layers off to make them invisible and NOT contributing to the final raster.\n> Check the Print Composer Tutorial to learn about the exact steps of preparing the rasters.\n\nOnce all the rasters and related data are prepared, you can import them to TB. The sample map project uses detailed textures from the Arma 2 Sample Data Pack (check ..\\map_TPDemo\\source\\layers.cfg for details), and should work if you have them unpacked in P:\\ca\\..\n\n### Acquiring and Processing the Vector Data\n\nIn this section, you will see how to get publicly available data from the OpenStreetMap (OSM) and how to use them to populate your terrain using the TP.\n\nThe data you would acquire from OSM may be in projection other than UTM, therefore you will need to **reproject them to UTM**.\n\n#### Getting data from OpenStreetMap\n\nLet's see how to get data from the **OpenStreetMap** first. There is a plugin in QGIS for fast downloading and using these data, however, we recommend to rather download data from the OSM webpage, which proved to yield more reliable results.\n\n**Download from OSM (via web browser)**\n\n- Visit the https://www.openstreetmap.org/ and browse for desired area of interest. Then hit Export button on the top of the page.\n- Select the area manually or using the coordinates input.\n- Either hit blue \"Export\" button on the left or follow the link to \"Overpass API\" mirror, which is suitable for downloading larger data.\n\nOnce you have these data, you can import them to QGIS:\n\n> Select Vector > OpenStreetMap > Import Topology from XML and find the downloaded OSM data. This converts data to ***.DB** spatial database file you can process further.\n\nNow you can convert the DB data to other vector formats, in our case, to SHP: Vector > OpenStreetMap > Export Topology to SpatiaLite. Follow the dialogs to select what types of geometry you want to be exported, and to which file and format.\n\nIt is recommended to save 3 separate SHPs with different kind of geometries: polygons, polylines and points. In order to get e.g. roads, you can later make a copy of \"all lines\" SHP and use a query to select and delete the unsuitable data, as described later.\n\nOnce you have the data safely imported in the project, you may realize that they stretch far out of the sample terrain boundaries. You can clip the SHPs to the extent of **Border.shp** using QGIS.\n\n> - Use the **..\\map_TPDemo\\source\\Shapefiles\\Border.shp** to clip the vector data.\n> - Clip particular SHP layer using Vector > Geoprocessing Tools > Clip tool.\n\n#### Preparing the Roads\n\nImport polyline topology from OSM data. You can use OpenLayers plugin for drawing map under shapes to be able to verify the road polylines\n\nTo prepare the roads, you should remove all no-road polylines.\n\nNow you need to add data Arma 3 uses for drawing the roads - you will be adding new columns to the Shapefile's database (DBF). While at it, you can also erase the useless columns in attribute table.\n\n1. Open attribute table (RMB on layer in layers list and select this option).\n1. Create new column (**ROADTYPE**) using a toolbar button \"Add new column\" with default value (in my case '**track'** - cart-track).\n1. Select roads and assign right **ROADTYPE** (in my case '**road'** - better road, '**asphalt'** - worse road and '**track'** for cart-track\n1. For **Terrain Processor** you can add two columns :\n   1. **WIDTH** - road width (road - 8, asphalt - 7, track - 4)\n   1. **TERRAIN** - terrain affected range for integration\n\nThis is how you can add the values in Field Calculator:\n\n> For **WIDTH** and **TERRAIN** you can use this command in **Field Calculator**\n>\n> ```\n> CASE\n>  WHEN ROADTYPE is 'road' THEN 8\n>  WHEN ROADTYPE is 'asphalt' THEN 7\n>  ELSE 4\n> END\n> ```\n\n> [!NOTE]\n> **Buldozer**\n>\n> Buldozer and Arma 3 need road shapefile in position **(200000;0)**. You have to shift all vectors to be relative to this point.\n>\n> In QGIS you can use function **Vector -> Geoprocessing Tools -> Affine Transformation**.\n>\n> For use in Buldozer, you have to add 2 more columns into attribute table.\n>\n> 1. ID - id in RoadsLib.cfg\n> 1. LAYER - layer for drawing roads\n\nYou can check the reference data in the sample pack: **..\\map_TPDemo\\data\\roads**.\n\nPlease note that Terrain Processor module \"**Heightmap: Road Integration**\" cannot always smooth terrain under crossroads on extreme slopes too well. It is recommended to check crossroads on sloped terrain and manually fine-tune the location in Buldozer.\n\n### Generating Map Content in TP: Forests etc.\n\nThere are many opportunities on how to utilize the extracted data in TP modules to create forests and undergrowth, stone groups, brushland, and also some man-made terrain features like powerlines.\n\nThe sample data contain several TP project (*.TTP) in **..\\map_TPDemo\\source\\**, demonstrating various tasks:\n\n- **Forests.tpp** - trees, undergrowth and forest boundaries based on polygon data\n- **HayBales.tpp** - point-based object positioning\n- **Powerlines.tpp** - powerline models of various kind placed along lines\n- **RoadVergePosts.tpp** - verge posts placed along some roads in regular intervals\n\nIn each project, you can directly check what data are being processed.\n\nIt is also recommended to check particular values in the SHP databases in sample data. The use and role of DBF values is covered in detail in the Terrain Processor User Manual.\n\nPlease note that **you need** to compute **area in hectares for the polygons**, as most modules require this value for each polygon in a Shapefile. This is how you can compute this value in QGIS:\n\n> How to compute area in hectares:\n>\n> - Toggle editing on selected layer\n> - Open Attribute Table\n> - Open Field Calculator\n> - You can add new column or update existing field\n> - Use expression : **$area / 10000**\n>\n> **IMPORTANT**:\n>\n> Sometimes values are wrong. It is a QGIS bug. Start a new project, add only one layer and try it again. If it fails again, check your projection or simplify shape geometry.\n\n### Appendix: More about QGIS\n\nThis section contains couple of tips and tricks for the QGIS users.\n\n#### OpenLayers (Web > OpenLayers plugin)\n\nVery useful plugin. It can put new layer in project with Google maps, Bing maps, OpenStreet maps, ... data. You can see if your data projection is ok. These data are watch only, you can't work with these layers.And you can this layer for digitizing vector objects. These data are streamed, it takes some time for loading if you move with map.\n\n#### Documentation\n\n[QGIS documentation](http://docs.qgis.org/2.8/en/docs/user_manual/) with tutorials.\n\n#### Useful Tools\n\nThis section lists the tools used in the tutorial to process the sample data.\n\n**Vector tools:**\n\n| Path | Description |\n|---|---|\n| Vector -> Geoprocessing Tools -> Affine Transformation | Vector transformations for selected shapes or whole layer. Possible transformations are translate, rotation, scale. |\n| Vector -> Geoprocessing Tools -> Buffer(s) | Creates plugin around given polyline or polygon. |\n| Vector -> Geoprocessing Tools -> Intersect | Vector intersect for two layers. |\n| Vector -> Geoprocessing Tools -> Union | Vector unionfor two layers. |\n| Vector -> Geoprocessing Tools -> Symetrical Difference | Vector symmetrical difference for two layers. |\n| Vector -> Geoprocessing Tools -> Clip | Vector clip for two layers. |\n| Vector -> Geoprocessing Tools -> Difference | Vector difference for two layers. |\n| Vector -> OpenStreetMap | Plugin for downloading OSM data. |\n| Vector -> Geometry Tools -> Check Geometry Validity | Can check if all shapes in layer are valid. |\n\n**Raster tools:**\n\n| Path | Description |\n|---|---|\n| Raster -> Projections -> Warp (Reproject) | Reproject, resize raster data. For example resize heightmap from 3601x1801 to 3601x3601. |\n| Raster -> Conversion -> Translate (Convert Format) | Convert one raster format to another For example from GeoTiff to .asc |","sections":[{"heading":null,"level":1,"markdown":"This tutorial explains the basic usage of Terrain Processor and publicly available vector geographic data from [OpenStreetMap](https://www.openstreetmap.org/#map=5/51.500/-0.100) (OSM) in making terrains for Arma 3, and also introduces map makers to possible use of geographic data in their work. The tutorial is accompanied with the sample map project containing source data, Terrain Builder (TB) and Terrain Processor (TP) projects. Before you start, it is recommended to get acquainted with the Terrain Processor User Manual. Also, it is expected that user of Terrain Processor is already knowledgeable of map-making workflow in Terrain Builder.\n\nWe hope that Terrain Processor will become useful tool in your map-making effort. If you have questions, please feel free to let us know via the official forums. If you spot an issue, please do file it on the [issue tracker](http://feedback.arma3.com/) or on the [official topic](https://forums.bistudio.com/topic/183779-terrain-processor/)."},{"heading":"Download Tools and Tutorial Data","level":3,"markdown":""},{"heading":"Download Tools","level":4,"markdown":"- Install Arma 3 Tools from Steam if you don't have it already. Used programs:\n  - **Terrain Processor** - fast object population of extents of areal or linear topologies (plant trees, smooth terrain under roads, ...)\n  - **Terrain Builder** + **Buldozer** - terrain project, collect all data and export terrain for Arma 3, terrain preview in Buldozer without clutter\n  - **Addon Builder** - convert terrain data and Binarize for Arma 3\n- [Download QGIS](https://www.qgis.org/) – we recommend you to use this reliable and capable open-source GIS software, capable of preparing data for processing in Terrain Processor and Terrain Builder, as well as generating mask and satellite textures."},{"heading":"Set up tutorial data","level":4,"markdown":"- Install Arma 3 Samples from Steam if not done already.\n- Download the project demo: <http://data.bistudio.com/a3data/TerrainProcessor_Demo.zip> *(temporary link)*\n  - (Data structure: TPDemo Map Sample Data Pack)\n  - Unpack the folder **map_TPDemo** from the downloaded package to the **P:\\a3\\**. Drive is set up by the Arma 3 Tools available on Steam.\n- **Download Arma 2 Sample Data**:\n  - The sample terrain is utilizing licensed Arma 2 data. Place the required data to **P:\\ca\\** to ensure they work correctly.\n    The only needed packages are: **A2SM_Data_APL** and **A2SM_Data_APL-SA**\n  - Public Data\n  - Arma 2 Sample Models\n  - Arma Licensed Data Pack"},{"heading":"Workflow","level":3,"markdown":"The following diagram illustrates what kinds of data are processed in which tools, and what is the succession of the workflow steps. Please note that the generation of basic supertextures (sat, mask) in QGIS is optional.\n\nAs a first step, you should gather the data describing your terrain: digital elevation model (= DEM; terrain mesh), some vector data (roads, forests, points of interest etc.), supertextures (please note that we supply you with a sample piece of Chernarus ortho-photography, but you can also create a basis of working supertextures using QGIS).\n\nThe geographic data can be subsequently processed in the Terrain Processor: DEM can be processed and noise can be added to it, trees can be placed to the extent of forests, additional objects can be placed randomly into the landscape, or along the roads or on particular points. Once TP processes the geodata, you can set up a Terrain Builder project and import the terrain, suprtextures and objects into it.\n\nRest is the common TB map-making work and publishing. :)"},{"heading":"Defining Area of Interest","level":3,"markdown":"The first step is to pick an area of interest based on your choice of map size. In this tutorial, we chose an [area of real life Chernarus](https://www.google.cz/maps/place/%C3%9Ast%C3%AD+nad+Labem/@50.7115439,14.0958882,3958m/data=!3m1!1e3!4m2!3m1!1s0x470984a714d02511:0x400af0f66160e00!6m1!1e1?hl=en).\n\nAs geographic data from OpenStreetMap will be used in this tutorial, you will need to get the real-life coordinates of the area, with values in some geodetic coordinate system. It is not as scary as it seems: we will find the lower left corner of the map in some online map service (Google Maps, Google Earth, Mapy.cz etc.), and create a polygonal Shapefile (SHP) of map extent square in QGIS. We will need this SHP later for selecting the geographic data.\n\nAs our tools work in coordinate system in meters, we recommend to work in the [UTM coordinate system](https://en.wikipedia.org/wiki/Universal_Transverse_Mercator_coordinate_system) (and if possible, always choose your terrain extent within a single UTM zone, as combining data from multiple zones is worth another tutorial). Most online maps will give you the coordinates in a geodetic form (degrees, minutes, seconds) used e.g. in GPS. You can use some online conversion tools (e.g. http://www.apsalin.com/convert-geodetic-to-universal-transverse-mercator.aspx) to convert from WGS (geodetic datum) to UTM.\n\nIn our example, lower-left corner coordinate is **50°41'58.456\"N, 14°4'29.853\"E.**\n\nAfter conversion to UTM, coordinates look like this: **X: 434672.535216139, Y: 5616825.03162143, UTM Zone : 33N**\n\nTo have nice whole numbers, we rounded them up to the following: **X: 434000, Y:5616000, UTMZone: 33N**\n\nFor the purpose of our tutorial, we use the following map size: **1024x1024 cells with 4 m cell size; terrain size is 4096x4096m.**\n\nNow that we know where our square starts and how big it is, we can create one in QGIS:\n\n> - Create new project in QGIS (in our case **map_TPDemo\\source\\Shapefiles\\GISProject.qgs**)\n> - Add new shapefile layer Layer > Create Layer > New Shapefile Layer (layer **Border** in sample project)\n>   - Layer type: Polygon\n>   - CRS set to UTM with your terrain UTMZone\n> - Select new layer and Toggle Editing.\n> - Create new random rectangle.\n> - Use Numerical Vertex Edit plugin to move all 4 points to the right positions, left down will be 434000, 5616000.\n> - You can use OpenLayers plugin to check terrain correlation to area what you want.\n>\n> You can find the resulting SHP in the TPDemo sample data: **..\\map_TPDemo\\source\\Shapefiles\\Border.shp**"},{"heading":"Terrain Base: Heightmap and Supertextures","level":3,"markdown":"Now that you know what is the terrain extent, you can prepare the basic heightmap, \"satellite\" texture and surface mask for your terrain. Please note that these steps are abbreviated, as it is expected that you are already knowledgeable of the underlying technology and TB workflow."},{"heading":"Heightmap","level":4,"markdown":"Terrain Builder can import .ASC heightmap in UTM projection. It has to be square and cell count has to be power of two (64x64, 128x128, 256x256 etc.).\n\nYou can use **Terrain Processor** to create the heightmap, using the \"**Heightmap: Create from geodetic .asc**\" module.\n\nAs a first step, let's get us some heightmap. You can download geodetic **.ASC** from http://earthexplorer.usgs.gov/ - download **SRTM 1 Arc-Second Global** data.\n\nIn most cases, the USGS data are in DTED format, not in the ASC. In such case, you need to convert the DTED to ASC:\n\n> - Download DTED file from USGS website for latitude **50°** and longitude **14°**, as this is where our tutorial part of Czech Republic is located.\n> - This DTED has different rows and columns count. Reprojected the DTED (Raster > Projections > Warp (Reproject)) to GeoTIFF format; this step allows you to resample it to have the equal count of rows and columns. In this steps, we work with GeoTIFF format because of QGIS limitations.\n> - Now you can convert the GeoTIFF to ASC (Raster > Conversion > Translate (Convert Format)) and use it in TP. You can find the result data in **..\\map_TPDemo\\source\\Heightmap\\n50_e014.asc**.\n\nNow you may import this terrain into TP, convert its coordinates to UTM and apply some changes based on other map data. The following steps are contained in the sample TP project: **..\\map_TPDemo\\source\\HeightmapGeneration.tpp**\n\n> [!NOTE]\n> **Terrain Processor**\n>\n> - Create new project and add \"**Heightmap:Create from geodetic .asc**\" task. Add the required values and it will create an output ASC heightmap of desired dimensions in UTM coordinates.\n> - Once you create the heightmap output file **..\\map_TPDemo\\source\\heightmap.asc**), you can turn off the task and perform further modifications to it. Following tasks are also contained in the sample project.\n> - You can use **Heightmap: Perlin noise** task to add some height noise in areas defined by a polygon SHP, e.g. in the extent of forests.\n> - If you want to level terrain under the roads, you can use **Heightmap: Road integration** task together with the roads SHP.\n\nAfter heightmap generation in TP, copy the output ASC file to location **map_TPDemo\\source\\heightmap.asc** and import to or refresh in Terrain Builder, and voilá, you should have the heightmap ready."},{"heading":"Satellite Texture","level":4,"markdown":"As the most basic step, you can just use the satellite texture provided with the sample project: **map_TPDemo\\source\\satellite.tif**.\n\nYou may also use QGIS to create basic raster from the available vector data, applicable to both satellite texture and the surface mask (you only have to change drawing styles for objects). The details of the process are described in the Terrain Processor: Print Composer Tutorial."},{"heading":"Surface Mask","level":4,"markdown":"Of course you can use a monochromatic texture as a start, or you can paint the whole mask by hand. However, you can use vector data as a source for basic surface mask, which is perfect base for further manual improvements.\n\nThe sample data contain a QGIS project summarizing the data, to be used together with the Print Composer Tutorial: **..\\map_TPDemo\\source\\Shapefiles\\GISProject - Mask.qgs**. The resulting surface mask is also part of the sample data: **..\\map_TPDemo\\source\\mask.tif**.\n\nFollowing surface colours are used in the project:\n\n| Ground type | R | G | B | Colour |\n|---|---|---|---|---|\n| Tarmac | 255 | 137 | 255 |  |\n| Forest coniferous | 128 | 128 | 0 |  |\n| Forest deciduous | 0 | 128 | 0 |  |\n| Grass 1 | 128 | 212 | 128 |  |\n| Grass 2 | 255 | 212 | 0 |  |\n| Soil | 212 | 128 | 64 |  |\n\n> Change colors accordingly for all layers you want to contribute to the final mask. Switch all other layers off to make them invisible and NOT contributing to the final raster.\n> Check the Print Composer Tutorial to learn about the exact steps of preparing the rasters.\n\nOnce all the rasters and related data are prepared, you can import them to TB. The sample map project uses detailed textures from the Arma 2 Sample Data Pack (check ..\\map_TPDemo\\source\\layers.cfg for details), and should work if you have them unpacked in P:\\ca\\.."},{"heading":"Acquiring and Processing the Vector Data","level":3,"markdown":"In this section, you will see how to get publicly available data from the OpenStreetMap (OSM) and how to use them to populate your terrain using the TP.\n\nThe data you would acquire from OSM may be in projection other than UTM, therefore you will need to **reproject them to UTM**."},{"heading":"Getting data from OpenStreetMap","level":4,"markdown":"Let's see how to get data from the **OpenStreetMap** first. There is a plugin in QGIS for fast downloading and using these data, however, we recommend to rather download data from the OSM webpage, which proved to yield more reliable results.\n\n**Download from OSM (via web browser)**\n\n- Visit the https://www.openstreetmap.org/ and browse for desired area of interest. Then hit Export button on the top of the page.\n- Select the area manually or using the coordinates input.\n- Either hit blue \"Export\" button on the left or follow the link to \"Overpass API\" mirror, which is suitable for downloading larger data.\n\nOnce you have these data, you can import them to QGIS:\n\n> Select Vector > OpenStreetMap > Import Topology from XML and find the downloaded OSM data. This converts data to ***.DB** spatial database file you can process further.\n\nNow you can convert the DB data to other vector formats, in our case, to SHP: Vector > OpenStreetMap > Export Topology to SpatiaLite. Follow the dialogs to select what types of geometry you want to be exported, and to which file and format.\n\nIt is recommended to save 3 separate SHPs with different kind of geometries: polygons, polylines and points. In order to get e.g. roads, you can later make a copy of \"all lines\" SHP and use a query to select and delete the unsuitable data, as described later.\n\nOnce you have the data safely imported in the project, you may realize that they stretch far out of the sample terrain boundaries. You can clip the SHPs to the extent of **Border.shp** using QGIS.\n\n> - Use the **..\\map_TPDemo\\source\\Shapefiles\\Border.shp** to clip the vector data.\n> - Clip particular SHP layer using Vector > Geoprocessing Tools > Clip tool."},{"heading":"Preparing the Roads","level":4,"markdown":"Import polyline topology from OSM data. You can use OpenLayers plugin for drawing map under shapes to be able to verify the road polylines\n\nTo prepare the roads, you should remove all no-road polylines.\n\nNow you need to add data Arma 3 uses for drawing the roads - you will be adding new columns to the Shapefile's database (DBF). While at it, you can also erase the useless columns in attribute table.\n\n1. Open attribute table (RMB on layer in layers list and select this option).\n1. Create new column (**ROADTYPE**) using a toolbar button \"Add new column\" with default value (in my case '**track'** - cart-track).\n1. Select roads and assign right **ROADTYPE** (in my case '**road'** - better road, '**asphalt'** - worse road and '**track'** for cart-track\n1. For **Terrain Processor** you can add two columns :\n   1. **WIDTH** - road width (road - 8, asphalt - 7, track - 4)\n   1. **TERRAIN** - terrain affected range for integration\n\nThis is how you can add the values in Field Calculator:\n\n> For **WIDTH** and **TERRAIN** you can use this command in **Field Calculator**\n>\n> ```\n> CASE\n>  WHEN ROADTYPE is 'road' THEN 8\n>  WHEN ROADTYPE is 'asphalt' THEN 7\n>  ELSE 4\n> END\n> ```\n\n> [!NOTE]\n> **Buldozer**\n>\n> Buldozer and Arma 3 need road shapefile in position **(200000;0)**. You have to shift all vectors to be relative to this point.\n>\n> In QGIS you can use function **Vector -> Geoprocessing Tools -> Affine Transformation**.\n>\n> For use in Buldozer, you have to add 2 more columns into attribute table.\n>\n> 1. ID - id in RoadsLib.cfg\n> 1. LAYER - layer for drawing roads\n\nYou can check the reference data in the sample pack: **..\\map_TPDemo\\data\\roads**.\n\nPlease note that Terrain Processor module \"**Heightmap: Road Integration**\" cannot always smooth terrain under crossroads on extreme slopes too well. It is recommended to check crossroads on sloped terrain and manually fine-tune the location in Buldozer."},{"heading":"Generating Map Content in TP: Forests etc.","level":3,"markdown":"There are many opportunities on how to utilize the extracted data in TP modules to create forests and undergrowth, stone groups, brushland, and also some man-made terrain features like powerlines.\n\nThe sample data contain several TP project (*.TTP) in **..\\map_TPDemo\\source\\**, demonstrating various tasks:\n\n- **Forests.tpp** - trees, undergrowth and forest boundaries based on polygon data\n- **HayBales.tpp** - point-based object positioning\n- **Powerlines.tpp** - powerline models of various kind placed along lines\n- **RoadVergePosts.tpp** - verge posts placed along some roads in regular intervals\n\nIn each project, you can directly check what data are being processed.\n\nIt is also recommended to check particular values in the SHP databases in sample data. The use and role of DBF values is covered in detail in the Terrain Processor User Manual.\n\nPlease note that **you need** to compute **area in hectares for the polygons**, as most modules require this value for each polygon in a Shapefile. This is how you can compute this value in QGIS:\n\n> How to compute area in hectares:\n>\n> - Toggle editing on selected layer\n> - Open Attribute Table\n> - Open Field Calculator\n> - You can add new column or update existing field\n> - Use expression : **$area / 10000**\n>\n> **IMPORTANT**:\n>\n> Sometimes values are wrong. It is a QGIS bug. Start a new project, add only one layer and try it again. If it fails again, check your projection or simplify shape geometry."},{"heading":"Appendix: More about QGIS","level":3,"markdown":"This section contains couple of tips and tricks for the QGIS users."},{"heading":"OpenLayers (Web > OpenLayers plugin)","level":4,"markdown":"Very useful plugin. It can put new layer in project with Google maps, Bing maps, OpenStreet maps, ... data. You can see if your data projection is ok. These data are watch only, you can't work with these layers.And you can this layer for digitizing vector objects. These data are streamed, it takes some time for loading if you move with map."},{"heading":"Documentation","level":4,"markdown":"[QGIS documentation](http://docs.qgis.org/2.8/en/docs/user_manual/) with tutorials."},{"heading":"Useful Tools","level":4,"markdown":"This section lists the tools used in the tutorial to process the sample data.\n\n**Vector tools:**\n\n| Path | Description |\n|---|---|\n| Vector -> Geoprocessing Tools -> Affine Transformation | Vector transformations for selected shapes or whole layer. Possible transformations are translate, rotation, scale. |\n| Vector -> Geoprocessing Tools -> Buffer(s) | Creates plugin around given polyline or polygon. |\n| Vector -> Geoprocessing Tools -> Intersect | Vector intersect for two layers. |\n| Vector -> Geoprocessing Tools -> Union | Vector unionfor two layers. |\n| Vector -> Geoprocessing Tools -> Symetrical Difference | Vector symmetrical difference for two layers. |\n| Vector -> Geoprocessing Tools -> Clip | Vector clip for two layers. |\n| Vector -> Geoprocessing Tools -> Difference | Vector difference for two layers. |\n| Vector -> OpenStreetMap | Plugin for downloading OSM data. |\n| Vector -> Geometry Tools -> Check Geometry Validity | Can check if all shapes in layer are valid. |\n\n**Raster tools:**\n\n| Path | Description |\n|---|---|\n| Raster -> Projections -> Warp (Reproject) | Reproject, resize raster data. For example resize heightmap from 3601x1801 to 3601x3601. |\n| Raster -> Conversion -> Translate (Convert Format) | Convert one raster format to another For example from GeoTiff to .asc |"}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"Terrain Processor: Tutorial Sample project","title":"Terrain Processor: Tutorial Sample project","type":"topic","url":"https://community.bistudio.com/wiki/Terrain_Processor:_Tutorial_Sample_project","revid":91255,"updated":"2015-08-14T11:28:26Z","aliases":[],"markdown":"Summary of the content of the sample data pack for the Terrain Processor demo map project for Arma 3. Use with the Terrain Processor Tutorial.\n\nExport folder \"map_TPDemo\" to P:\\ a3\\..\n\n- **Map_TPDemo** // Project folder\n  - **Data** // Data folder for binarizing\n    - **Layers** // Satellite and mask textures generated by Terrain Builder\n    - **Roads** // Roads shapefile and roads configuration file. Don't forget that roads shapefile has to have origin at 200 000,0\n      - roads.dbf // Database file for shapefile\n      - roads.shp // Roads shapefile\n      - roads.shx // Roads shapefile index file\n      - RoadsLib.cfg // Configuration file for roads\n    - L-Middle_mco.paa // Missing description\n    - pictureMap_ca.paa // Terrain splash screen\n    - s_satout_co.paa // Texture for outside terrain.\n  - **Map_TPDemo.Cache**\n  - **Map_TPDemo.Layers**\n  - **Map_TPDemo.Shapes**\n  - **Source** // Source data folder\n    - **Heightmap** // All heightmap files (original, with perlin noise in forests and with roads smooth)\n      - heightmap.asc // UTM heightmap 1024x1024, 4 meters cell\n    - **OpenStreetMap** //Folder for downloaded OSM data\n    - **Shapefiles** // All shapefiles used for project (forests, roads, ...)\n    - **TemplateLibs** // Object templates libraries\n      - arma 2 buildings.tml // Arma 2 buildings templates\n      - arma 2 bush.tml // Arma 2 bush templates\n      - arma 2 misc.tml // Arma 2 miscellaneous objects templates\n      - arma 2 trees.tml // Arma 2 trees templates\n    - **TerrainProcessorOutput** // Output folder for Terrain Processor tasks\n    - Forests.tpp // Terrain Processor project for forests / treelines, plants all trees in terrain\n    - HeightmapGeneration.tpp // Terrain Processor project to create UTM heightmap from Geodetic heightmap, insert perlin noise in trees and smooth terrain under roads\n    - layers.cfg // Terrain Builder layer configuration file\n    - mapLegend.png // Layers map legend image file\n    - mask.tif // Layers mask file\n    - Powerlines.tpp // Terrain Processor project for placing powerline poles\n    - RoadVergePosts.tpp //Terrain Processor project for placing road stones near roads\n    - satellite.tif // Satellite image file\n    - satelitte.wld // Satellite image projection file\n    - HayBales.tpp // Terrain Processor project for placing haybales\n  - cfgAmbient.hpp // Config include: configuration file for ambient life.\n  - cfgClutter.hpp // Config include: terrain clutter settings.\n  - cfgSurfaces.hpp // Config include: terrain surfaces settings.\n  - config.cpp // Terrain configuration file\n  - Map_TPDemo.hpp // Config include: Places names file, generated automatically by Terrain Builder upon WRP export.\n  - map_tpdemo.tv4p // Terrain Builder project file.","sections":[{"heading":null,"level":1,"markdown":"Summary of the content of the sample data pack for the Terrain Processor demo map project for Arma 3. Use with the Terrain Processor Tutorial.\n\nExport folder \"map_TPDemo\" to P:\\ a3\\..\n\n- **Map_TPDemo** // Project folder\n  - **Data** // Data folder for binarizing\n    - **Layers** // Satellite and mask textures generated by Terrain Builder\n    - **Roads** // Roads shapefile and roads configuration file. Don't forget that roads shapefile has to have origin at 200 000,0\n      - roads.dbf // Database file for shapefile\n      - roads.shp // Roads shapefile\n      - roads.shx // Roads shapefile index file\n      - RoadsLib.cfg // Configuration file for roads\n    - L-Middle_mco.paa // Missing description\n    - pictureMap_ca.paa // Terrain splash screen\n    - s_satout_co.paa // Texture for outside terrain.\n  - **Map_TPDemo.Cache**\n  - **Map_TPDemo.Layers**\n  - **Map_TPDemo.Shapes**\n  - **Source** // Source data folder\n    - **Heightmap** // All heightmap files (original, with perlin noise in forests and with roads smooth)\n      - heightmap.asc // UTM heightmap 1024x1024, 4 meters cell\n    - **OpenStreetMap** //Folder for downloaded OSM data\n    - **Shapefiles** // All shapefiles used for project (forests, roads, ...)\n    - **TemplateLibs** // Object templates libraries\n      - arma 2 buildings.tml // Arma 2 buildings templates\n      - arma 2 bush.tml // Arma 2 bush templates\n      - arma 2 misc.tml // Arma 2 miscellaneous objects templates\n      - arma 2 trees.tml // Arma 2 trees templates\n    - **TerrainProcessorOutput** // Output folder for Terrain Processor tasks\n    - Forests.tpp // Terrain Processor project for forests / treelines, plants all trees in terrain\n    - HeightmapGeneration.tpp // Terrain Processor project to create UTM heightmap from Geodetic heightmap, insert perlin noise in trees and smooth terrain under roads\n    - layers.cfg // Terrain Builder layer configuration file\n    - mapLegend.png // Layers map legend image file\n    - mask.tif // Layers mask file\n    - Powerlines.tpp // Terrain Processor project for placing powerline poles\n    - RoadVergePosts.tpp //Terrain Processor project for placing road stones near roads\n    - satellite.tif // Satellite image file\n    - satelitte.wld // Satellite image projection file\n    - HayBales.tpp // Terrain Processor project for placing haybales\n  - cfgAmbient.hpp // Config include: configuration file for ambient life.\n  - cfgClutter.hpp // Config include: terrain clutter settings.\n  - cfgSurfaces.hpp // Config include: terrain surfaces settings.\n  - config.cpp // Terrain configuration file\n  - Map_TPDemo.hpp // Config include: Places names file, generated automatically by Terrain Builder upon WRP export.\n  - map_tpdemo.tv4p // Terrain Builder project file."}],"categories":["Terrain Processor Manual"],"groups":["Tools and File Formats"]},{"name":"texHeaders.bin File Format","title":"texHeaders.bin File Format","type":"topic","url":"https://community.bistudio.com/wiki/texHeaders.bin_File_Format","revid":373423,"updated":"2025-05-08T11:27:12Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n## intro\n\nTextHeaders.bin is created by Binpbo personal edition 2.5 and greater, or, mikero's dos tools.\n\nIt was introduced as of the arrowhead engine and builds an internal structure that was previously done by the engine at exe load time. It's basic use is to have an immediate index (in memory) of all mipmaps of all pax files in the game.\n\nThis internal structure is used in multiple ways, not just for pax files directly. Some of the settings therefore are constant and have no direct meaning to the pax file being analysed.\n\nThe file itself is placed in the primary folder of the addon.pbo, and comprises information from all pax files encountered in that addon. Unlike all other file\\references in bis, the ones used here are relative to the location of the texheaders.bin, not, the beginning if the 'P' drive.\n\n### creation\n\nis simple\n\n- BIS: some\\where\\binarise -texheaders project_folder project_folder\n- MIKERO: detex -C project_folder\n\n### Conventions\n\nsee Generic FileFormat Data Types\n\n## File Structure\n\n```\nstruct TexHeader.bin\n{\n MimeType \"0DHT\" ;    // NOT asciiz. '0' = 0x30. This is mimetype \"TexHeaDer0\"\n ulong    version;    // 1\n ulong    nTextures;  //\n TexBody  TexBodies[nTextures];\n};\n```\n\n### TexBody\n\n```\nTexBody\n{\n ulong          nColorPallets;      //always 1\n ulong          Pallet_ptr;         //Always0 (there are none)\n floats         AverageColor[r,g,b,a];//AVGCTAGG floating-point equivalent.\n bytes          AverageColor[b,g,r,a];//AVGCTAGG in PAx file\n bytes          MaxColor[b,g,r,a];    //MAXCTAGG in PAx file\n ulong          clampflags;         // always 0\n ulong          transparentColor;   // always 0xFFFFFFFF\n byteBool       has_maxCtagg;       // the MaxColor was set by the paa\n                isAlpha;         // set if FLAGTAG=1: 'basic transparency'\n                isTransparent;         // set if FLAGTAG=2: 'alpha channel is not interpolated'\n                isAlphaNonOpaque;   // set if isalpha, AND AverageColor alpha <0x80\n ulong          nMipmaps;           // always same as nMipmapsCopy below\n ulong          pax_format;         // see below Dxt1,2,3 etc\n byteBool       littleEndian;       // Always true;\n byte           isPaa;          //file was a .paa not .pac\n Asciiz         PaaFile[];          // Relative to the file location of the texheader itself.\n                                    //\"data\\icons\\m4a3_cco_ca.paa\"\n                                    //\"fnfal\\data\\fnfal_smdi.paa\"\n ulong          pax_suffix_type;    // _co, _ca, smdi, etc\n ulong          nMipmapsCopy;       // same as nMipmaps above\n MipMap         MipMaps[nMipmaps];  // see below\n ulong          SizeOfPaxFile;      //\n};\n```\n\n===pax_format===(not all values found in a pax file)\n\n0 Index Pallet (P8),\n\n1. Greyscale (AI88),\n1. RGB565,\n1. ARGB1555,\n1. ARGB4444,\n1. ARGB8888,\n1. DXT1\n1. DXT2\n1. DXT3,\n1. DXT4,\n1. DXT5\n\nThe same value is also repeated in each mipmap\n\n===pax_suffix_type=== (not all values found in a pax file)\n\n0 diffuse color, SRGB color space. the default for anything else\n\n1. diffuse color, linear color space: (_sky, _lco)\n1. detail texture, linear color space:(_detail,_cdt,_dt,_mco)\n1. normal map: (_nXXX)\n1. irradiance map\n1. Map with random values from interval <0.5, 1>\n1. tree crown calculation texture\n1. 'macro' object color, SRGB color space: (_mc)\n1. ambient shadow layer: (_as)\n1. Specular: amount of layer: (_sm, _smdi)\n1. dithering: texture\n1. detail specular: (_dtsmdi) amount of layer\n1. mask: (_mask) used for texture selection in the multi-shader\n1. Thermal Image: (_ti_ca) texture\n\n#### Color float\n\n```\nanyfloat= anybyte/255.0;\n```\n\n- note the order of floats is reverse to the rgba equivalent\n\n#### mipmap\n\n```\nMipMap\n{\n ushort width,height;            //as per same mipmap in the pax\n ushort Always0;\n byte   pax_format;              //same value as above\n byte   Always3;\n ulong  dataOffset;              //OFFSTAGG in PAx file. position of mipmap data in pax file\n};\n```","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"intro","level":2,"markdown":"TextHeaders.bin is created by Binpbo personal edition 2.5 and greater, or, mikero's dos tools.\n\nIt was introduced as of the arrowhead engine and builds an internal structure that was previously done by the engine at exe load time. It's basic use is to have an immediate index (in memory) of all mipmaps of all pax files in the game.\n\nThis internal structure is used in multiple ways, not just for pax files directly. Some of the settings therefore are constant and have no direct meaning to the pax file being analysed.\n\nThe file itself is placed in the primary folder of the addon.pbo, and comprises information from all pax files encountered in that addon. Unlike all other file\\references in bis, the ones used here are relative to the location of the texheaders.bin, not, the beginning if the 'P' drive."},{"heading":"creation","level":3,"markdown":"is simple\n\n- BIS: some\\where\\binarise -texheaders project_folder project_folder\n- MIKERO: detex -C project_folder"},{"heading":"Conventions","level":3,"markdown":"see Generic FileFormat Data Types"},{"heading":"File Structure","level":2,"markdown":"```\nstruct TexHeader.bin\n{\n MimeType \"0DHT\" ;    // NOT asciiz. '0' = 0x30. This is mimetype \"TexHeaDer0\"\n ulong    version;    // 1\n ulong    nTextures;  //\n TexBody  TexBodies[nTextures];\n};\n```"},{"heading":"TexBody","level":3,"markdown":"```\nTexBody\n{\n ulong          nColorPallets;      //always 1\n ulong          Pallet_ptr;         //Always0 (there are none)\n floats         AverageColor[r,g,b,a];//AVGCTAGG floating-point equivalent.\n bytes          AverageColor[b,g,r,a];//AVGCTAGG in PAx file\n bytes          MaxColor[b,g,r,a];    //MAXCTAGG in PAx file\n ulong          clampflags;         // always 0\n ulong          transparentColor;   // always 0xFFFFFFFF\n byteBool       has_maxCtagg;       // the MaxColor was set by the paa\n                isAlpha;         // set if FLAGTAG=1: 'basic transparency'\n                isTransparent;         // set if FLAGTAG=2: 'alpha channel is not interpolated'\n                isAlphaNonOpaque;   // set if isalpha, AND AverageColor alpha <0x80\n ulong          nMipmaps;           // always same as nMipmapsCopy below\n ulong          pax_format;         // see below Dxt1,2,3 etc\n byteBool       littleEndian;       // Always true;\n byte           isPaa;          //file was a .paa not .pac\n Asciiz         PaaFile[];          // Relative to the file location of the texheader itself.\n                                    //\"data\\icons\\m4a3_cco_ca.paa\"\n                                    //\"fnfal\\data\\fnfal_smdi.paa\"\n ulong          pax_suffix_type;    // _co, _ca, smdi, etc\n ulong          nMipmapsCopy;       // same as nMipmaps above\n MipMap         MipMaps[nMipmaps];  // see below\n ulong          SizeOfPaxFile;      //\n};\n```\n\n===pax_format===(not all values found in a pax file)\n\n0 Index Pallet (P8),\n\n1. Greyscale (AI88),\n1. RGB565,\n1. ARGB1555,\n1. ARGB4444,\n1. ARGB8888,\n1. DXT1\n1. DXT2\n1. DXT3,\n1. DXT4,\n1. DXT5\n\nThe same value is also repeated in each mipmap\n\n===pax_suffix_type=== (not all values found in a pax file)\n\n0 diffuse color, SRGB color space. the default for anything else\n\n1. diffuse color, linear color space: (_sky, _lco)\n1. detail texture, linear color space:(_detail,_cdt,_dt,_mco)\n1. normal map: (_nXXX)\n1. irradiance map\n1. Map with random values from interval <0.5, 1>\n1. tree crown calculation texture\n1. 'macro' object color, SRGB color space: (_mc)\n1. ambient shadow layer: (_as)\n1. Specular: amount of layer: (_sm, _smdi)\n1. dithering: texture\n1. detail specular: (_dtsmdi) amount of layer\n1. mask: (_mask) used for texture selection in the multi-shader\n1. Thermal Image: (_ti_ca) texture"},{"heading":"Color float","level":4,"markdown":"```\nanyfloat= anybyte/255.0;\n```\n\n- note the order of floats is reverse to the rgba equivalent"},{"heading":"mipmap","level":4,"markdown":"```\nMipMap\n{\n ushort width,height;            //as per same mipmap in the pax\n ushort Always0;\n byte   pax_format;              //same value as above\n byte   Always3;\n ulong  dataOffset;              //OFFSTAGG in PAx file. position of mipmap data in pax file\n};\n```"}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Texture Map Types","title":"Texture Map Types","type":"topic","url":"https://community.bistudio.com/wiki/Texture_Map_Types","revid":255533,"updated":"2021-04-17T08:36:57Z","aliases":[],"markdown":"#### ColorMap / diffuse\n\n- _CO - color (diffuse color)\n\n##### ColorMap Alpha\n\n- _CA - color alpha (diffuse color with alpha channel)\n\n##### Terrain Map\n\n- _LCO - texture to be used in maps for mask and distant satellite texture (layer color)\n\n##### Sky\n\n- _SKY - sky texture\n\n#### NormalMaps\n\nNormal mapping is a technique used to fake the lighting of surface bumps and dents. It is used to enhance the appearance of low polygon models. The R,G,B values for each pixel in the map correspond to the X,Y,Z angle of a surface normal at that pixel.\n\n- _NO - normal map\n- _NS\t- normal map specular (normal map with alpha channel)\n- _NOF\t- normal map faded (fade away into distance similarly as detail map)\n- _NON - normal map noise (with noise for vegetation polyplanes)\n- _NOHQ - normal map high quality\n- _NOPX - normal map w paralax\n- _NOVHQ - two-part DXT5 compression\n\n#### DetailMaps\n\n- _DT - detail texture (detail map), fading in mipmaps, average color should be 0.5\n- _CDT\t- colored detail texture (colored detail map), fading in mipmaps, average color should be 0.5 in all components\n- _MCO - multiply color, texture should be color neutral, same as CDT with difference of no fading in mipmaps\n- _DTSMDI - Map similar to SMDI map which preserves detail map inside R channel. Multimaterial#5-8_DTSMDI_mapa\n\n#### MacroTextures\n\n- _MC\n\nMacro texture contains alternative data to basic texture.\nRepresentation of basic texture and macro texture for given place is selected by macrotexture alpha channel (1 means only macro texture , 0 means only basic texture). RGB is calculated as LERP with basic map. Detail map is applied on the end (last) thus overlay original and macro map.\n\nCalculation with macro map inside Multimaterial shader is different. With macromap we are trying to influence only average color in given place - overlaying of original layer will not happen.This technique is taken over from mixing with satellite mask which are conduct on terrain.. Multimaterial#9_MC_mapa\n\nIn case of shader for trees RGB values are multiplying with basic colormap and alphachannel is used for lightmap (equivalent _AS)\n\n#### LightMaps\n\n- _AS - ambient shadow texture contains stored information \"how much ambient light is in given place'. White color means full ambient lighting. 0 means none.In fact only channel which is taken advantage of is G - it is thus important that information is correctly in him. Rest of channels doesn't matter and anything can be placed there (may be same as in G).\n- _ADS - similar map like previous with difference that channel B (blue) keeps information about diffusion shadow. That one will be used when normal shadows are not (either they off or too far). Green will have to be brighter to match the results AS would give you (~150%? ~40% gamma).\n- _ADSHQ - high quality version of ADS. Source textures (tga, png) are created in the same manner as standard ADS textures (G channel contains ambient occlusion, B channel contains diffuse shadow). Shaders can work with both _ADS and _ADSHQ. When texture is converted from .tga to .paa, green channel is automatically moved to alpha - this is correct behavior and you don't have to worry about it.\n- _PR - texture contains in each of 4 channels one lightmap which corresponds to lighting from different angles. R from front in X axis, G from side 120 degrees, B from side 240 degrees, A from bottom in axis Y. It's used for optimized shader on treetops.\n\n#### SpecularMaps\n\n- _SM - specular map, red channel is diffuse map, green channel is specular and blue channel is specular power multiplier (see more HQ Normal Maps )\n- _SMDI - optimized specular map onto bit depth HQ_Normal_Maps#Optimized_specular_map_onto_bit_depth\n- _DTSMDI - Map similar to SMDI map which preserves detail map inside R channel. Multimaterial#5-8_DTSMDI_mapa\n\n#### mask\n\n- _mask - RGB mask for multimaterial shader\n\nTexView filter for _SM texture adjustment.\n\n#### Thermal Imaging map\n\n- _TI - new in Arrowhead, 4 channel texture for heat visualisation Thermal Imaging Maps\n\nTexture_Naming_Conventions","sections":[{"heading":"ColorMap / diffuse","level":4,"markdown":"- _CO - color (diffuse color)"},{"heading":"ColorMap Alpha","level":5,"markdown":"- _CA - color alpha (diffuse color with alpha channel)"},{"heading":"Terrain Map","level":5,"markdown":"- _LCO - texture to be used in maps for mask and distant satellite texture (layer color)"},{"heading":"Sky","level":5,"markdown":"- _SKY - sky texture"},{"heading":"NormalMaps","level":4,"markdown":"Normal mapping is a technique used to fake the lighting of surface bumps and dents. It is used to enhance the appearance of low polygon models. The R,G,B values for each pixel in the map correspond to the X,Y,Z angle of a surface normal at that pixel.\n\n- _NO - normal map\n- _NS\t- normal map specular (normal map with alpha channel)\n- _NOF\t- normal map faded (fade away into distance similarly as detail map)\n- _NON - normal map noise (with noise for vegetation polyplanes)\n- _NOHQ - normal map high quality\n- _NOPX - normal map w paralax\n- _NOVHQ - two-part DXT5 compression"},{"heading":"DetailMaps","level":4,"markdown":"- _DT - detail texture (detail map), fading in mipmaps, average color should be 0.5\n- _CDT\t- colored detail texture (colored detail map), fading in mipmaps, average color should be 0.5 in all components\n- _MCO - multiply color, texture should be color neutral, same as CDT with difference of no fading in mipmaps\n- _DTSMDI - Map similar to SMDI map which preserves detail map inside R channel. Multimaterial#5-8_DTSMDI_mapa"},{"heading":"MacroTextures","level":4,"markdown":"- _MC\n\nMacro texture contains alternative data to basic texture.\nRepresentation of basic texture and macro texture for given place is selected by macrotexture alpha channel (1 means only macro texture , 0 means only basic texture). RGB is calculated as LERP with basic map. Detail map is applied on the end (last) thus overlay original and macro map.\n\nCalculation with macro map inside Multimaterial shader is different. With macromap we are trying to influence only average color in given place - overlaying of original layer will not happen.This technique is taken over from mixing with satellite mask which are conduct on terrain.. Multimaterial#9_MC_mapa\n\nIn case of shader for trees RGB values are multiplying with basic colormap and alphachannel is used for lightmap (equivalent _AS)"},{"heading":"LightMaps","level":4,"markdown":"- _AS - ambient shadow texture contains stored information \"how much ambient light is in given place'. White color means full ambient lighting. 0 means none.In fact only channel which is taken advantage of is G - it is thus important that information is correctly in him. Rest of channels doesn't matter and anything can be placed there (may be same as in G).\n- _ADS - similar map like previous with difference that channel B (blue) keeps information about diffusion shadow. That one will be used when normal shadows are not (either they off or too far). Green will have to be brighter to match the results AS would give you (~150%? ~40% gamma).\n- _ADSHQ - high quality version of ADS. Source textures (tga, png) are created in the same manner as standard ADS textures (G channel contains ambient occlusion, B channel contains diffuse shadow). Shaders can work with both _ADS and _ADSHQ. When texture is converted from .tga to .paa, green channel is automatically moved to alpha - this is correct behavior and you don't have to worry about it.\n- _PR - texture contains in each of 4 channels one lightmap which corresponds to lighting from different angles. R from front in X axis, G from side 120 degrees, B from side 240 degrees, A from bottom in axis Y. It's used for optimized shader on treetops."},{"heading":"SpecularMaps","level":4,"markdown":"- _SM - specular map, red channel is diffuse map, green channel is specular and blue channel is specular power multiplier (see more HQ Normal Maps )\n- _SMDI - optimized specular map onto bit depth HQ_Normal_Maps#Optimized_specular_map_onto_bit_depth\n- _DTSMDI - Map similar to SMDI map which preserves detail map inside R channel. Multimaterial#5-8_DTSMDI_mapa"},{"heading":"mask","level":4,"markdown":"- _mask - RGB mask for multimaterial shader\n\nTexView filter for _SM texture adjustment."},{"heading":"Thermal Imaging map","level":4,"markdown":"- _TI - new in Arrowhead, 4 channel texture for heat visualisation Thermal Imaging Maps\n\nTexture_Naming_Conventions"}],"categories":["ArmA: Armed Assault: Texturing","Arma 2: Editing","Arma 3: Editing","Operation Flashpoint: Editing","Take On Helicopters: Editing"],"groups":["Tools and File Formats"]},{"name":"Texture Naming Conventions","title":"Texture Naming Conventions","type":"topic","url":"https://community.bistudio.com/wiki/Texture_Naming_Conventions","revid":255534,"updated":"2021-04-17T08:37:14Z","aliases":[],"markdown":"The name should be english, without spaces, czech special letters nor any other extravagant symbols. Only one dot before filename type, usualy TGA.\n\nExample of texture name:\n\n```\nM151A1_fuelTank01_CO.tga\n```\n\nTextures must be stored in DATA folder respective to the model. It must obey project structure rules.\n\nTextures must be latest version in TGA. 24bit without alpha or 32bit for alpha transparent. PNG format is also suported.\n\nIf the name of texture consists of more words, we use small letters and divide words by underscore.\n\nExample:\n\n```\nobjectName_textureName_textureType.tga\n```\n\ntextureType is predefined suffix, that allows to choose proper compression for texture. The actual settings for compression are in file:///X|/TexConvert/TexConvert.cfg )\n\nYou can find more details about each texture type in Texture Map Types","sections":[{"heading":null,"level":1,"markdown":"The name should be english, without spaces, czech special letters nor any other extravagant symbols. Only one dot before filename type, usualy TGA.\n\nExample of texture name:\n\n```\nM151A1_fuelTank01_CO.tga\n```\n\nTextures must be stored in DATA folder respective to the model. It must obey project structure rules.\n\nTextures must be latest version in TGA. 24bit without alpha or 32bit for alpha transparent. PNG format is also suported.\n\nIf the name of texture consists of more words, we use small letters and divide words by underscore.\n\nExample:\n\n```\nobjectName_textureName_textureType.tga\n```\n\ntextureType is predefined suffix, that allows to choose proper compression for texture. The actual settings for compression are in file:///X|/TexConvert/TexConvert.cfg )\n\nYou can find more details about each texture type in Texture Map Types"}],"categories":["ArmA: Armed Assault: Texturing","Arma 2: Editing","Arma 3: Editing","Operation Flashpoint: Editing","Take On Helicopters: Editing"],"groups":["Tools and File Formats"]},{"name":"TexView 2","title":"TexView 2","type":"topic","url":"https://community.bistudio.com/wiki/TexView_2","revid":364107,"updated":"2024-05-04T21:57:07Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Version:** 2.0\n\n**Compatibility:** Armed Assault, Arma 2 and Arma 3\n\n**Download:** Included in BI Tools, BI Tools 2, BI Tools 2.5, Poseidon Tools and [part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** TexView 2 is a texture viewer and conversion tool for .paa and .pac files. For batch/command line operations use Pal2PacE instead (included in TexView2 release or called ImageToPAA in Arma 3 Tools). See Arma: Texture Naming Rules for more information about the conversion process.\n\n#### Usage\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Pal2PacE, TexView 2 Manual, ImageToPAA, Arma: Texture Naming Rules","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Version:** 2.0\n\n**Compatibility:** Armed Assault, Arma 2 and Arma 3\n\n**Download:** Included in BI Tools, BI Tools 2, BI Tools 2.5, Poseidon Tools and [part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** TexView 2 is a texture viewer and conversion tool for .paa and .pac files. For batch/command line operations use Pal2PacE instead (included in TexView2 release or called ImageToPAA in Arma 3 Tools). See Arma: Texture Naming Rules for more information about the conversion process."},{"heading":"Usage","level":4,"markdown":""},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Pal2PacE, TexView 2 Manual, ImageToPAA, Arma: Texture Naming Rules"}],"categories":["ArmA: Armed Assault: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"TexView 2 Manual","title":"TexView 2 Manual","type":"topic","url":"https://community.bistudio.com/wiki/TexView_2_Manual","revid":364102,"updated":"2024-05-04T21:54:10Z","aliases":[],"markdown":"TexView 2 is a texture viewer and conversion tool supporting Real Virtuality Engine's internal texture formats.\nTexView 2 is provided free of charge for any non-commercial use without any support from Bohemia Interactive. Use it at your own risk.\nRefer to the end user license agreement as displayed during the setup process of this application for more details.\n\n#### Supported Formats\n\n| Input | Output |\n|---|---|\n| - JPG<br>- TGA (24 bit / 32 bit with alpha channel)<br>- PNG (with or without alpha channel)<br>- PAA<br>- PAC<br>> [!IMPORTANT]<br>> All input textures **must** have a power of two-based resolution like 2^x / 2^y (e.g. 16 / 16, 32 / 32, 64 / 64, 256 /256).<br>><br>> The largest texture size commonly supported by graphics cards and BI's game engines is 2048x2048,<br>><br>> in Arma 3 4096x4096 textures are supported (and are in TexView 2). | - PAA/PAC (file format is used depending on file name as defined in textureconvert.cfg file)<br>- TGA (32 bit with alpha channel)<br>- PNG (with alpha channel) |\n\n#### How to use it\n\nYou can open any supported image using menu File / Open or drag and drop the image file icon into the main window of Texview (tip: you may assign PAA file extensions to TexView 2application using Windows desktop).\n\nYou can save the file into the format you need. The output file format (PAC, PAA or TGA) will be choosen depending on the extension you write in \"Save As...\" dialog to the filename line.\nBit depth and optional alpha channel will be selected automatically depending on the file name as defined in textureconvert.cfg file, default is:\n\n- _CO - color (diffuse map)\n- _CA - color alpha (diffuse map with alpha)\n- _NO - normal map\n- _NS - normal map specular (with alpha)\n- _NON - normal map with noise in alpha channel ( noise is used for vegetation lods blending)\n- _NOF - normal map faded (mipmaps fade the texture in distance, usefull for terrain)\n- _NOHQ - normal map high quality\n- _NOVHQ - normal map high quality\n- _DT - detail texture, average color should be 0.5, texture has got fad out filter in mipmaps\n- _CDT - colored detail texture, average color should be 0.5 in all R G B channels, texture has got fad out filter in mipmaps\n- _SKY - sky texture\n- _MC - macro texture\n- _AS - ambient shadow texture\n- _SM - specular map HQ normálové mapy (HQ Normal Maps)\n- _SMDI - optimised specular mapa for better bitdepth HQ_normálové_mapy_\n- _LCO - land color map, texture used for satelite and mask textures on the terrain\n- _MCO - multiply color map, texture used to multiply with color map (as cdt) without fade out filter, average color should be 0.5 in all R G B channels\n\nThe texture name should be simple ascii, containing only letters, digits and underscore (no letters with diacritics). Only one dot is allowed leading the extension.\n\nExample of texture name: M151A1_fuelTank01_CO.tga\n\nThe source texture file format is PNG (preferred) or TGA (no compression, only 24b or 32b).\n\nPlease be aware that bit depth of the exported texture may be lower than bit depth of your source image and compression causing some visual artifacts can be applied.\nDuring the export all mipmap levels of the texture will be created automatically. Alternatively, you can also move the texture by holding the middle mouse button.\n\nReference: Arma: Texture Naming Rules.\n\n#### Available Functions\n\n##### File\n\n###### Open\n\n<kbd>Ctrl</kbd> + <kbd>O</kbd>\n\nopen an image file\n\n###### Save\n\n<kbd>Ctrl</kbd> + <kbd>S</kbd>\n\nSaves the file in the support file format (paa is default for any unsupported extension)\n\n###### Refresh\n\n<kbd>F5</kbd>\n\nReloads the file\n\n###### Save as...\n\nExport the image file to desired format (default is paa but you can manually change the extension to tga or png)\n\n###### Source control\n\nAllows to bind data to a scc compliant source control system\n\n###### Generate\n\nAllows simple procedural texture generation based on formulas, example of a circle texture:\n\n```\na = abs u < sqrt(1 - v * v);\nr = a;\ng = a;\nb = a;\n```\n\n###### Previous File / Next File\n\n<kbd>↟ PgUp</kbd> (previous file) / <kbd>↡ PgDown</kbd> (next file)\n\nBrowses the current directory for other bitmaps\n\n##### Edit > Filter\n\nFilter process executed for each pixel of the texture. You can load some of pre-made useful filters stored in Filters subfolder of main Tex View 2 working directory.\n\n##### MipMap\n\n###### Prev\n\n<kbd>↑</kbd>\n\nDisplay the previous mipmap level\n\n###### Next\n\n<kbd>↓</kbd>\n\nDisplay the next mipmap level\n\n###### Preview mipmaps\n\nGenerate mipmaps\n\n###### Preview mipmap\n\nSpecific types: preview various specific supported mipmap types\n\n##### View\n\n###### Status Bar\n\nDisplay resolution of the currently displayed mipmap and maximum resolution of the texture and status of Tex View 2\n\n###### Info bar\n\nDisplay max, avg and under cursor color in RGBA\n\n###### View bar\n\nAllows you to select, preview and compare various types of textures (note that texture type to be stored is determined by filename only and this is only for preview purposes)\n\n###### Zoom In / Zoom Out\n\n<kbd>NUM +</kbd> / <kbd>NUM -</kbd>\n\nZoom the texture in and out (you can also use mouse wheel to zoom in and out)\n\n###### RGB\n\nShow RGB values on a 0..1 scale (not 0..255)\n\n##### Mouse controls\n\nHold {{Right Mouse Button and drag the texture by mouse if it cannot fit on screen, use mouse wheel to zoom in and out.\n\n#### Command Line Conversion\n\nFor command line and batch conversions use Pal2PacE.exe.\n\n**Arguments Usage**:\n\n```\npal2pace [saveoptions] <source> [<destination>]\npal2pac -combine [saveoptions] [options] <source1> <source2> <source3> <source4> <destination>\n```\n\n**SaveOptions**:\n\n```\n        -size=<n>\n\nOptions (obsolete, no longer useful for {{arma1}}):\n        -xborder=<bordersize> (0<bordersize<0.5, default 0.125)\n        -yborder=<bordersize>\n        -mask=<maskname>\n        -water=<watername>\n\nExample of how to generate new [[paa]] files from TGA sources:\n Pal2PacE x:\\Test\\*.tga\n```\n\n### See Also\n\n- TexView 2\n- PAA File Format\n- Arma: Texture Naming Rules","sections":[{"heading":null,"level":1,"markdown":"TexView 2 is a texture viewer and conversion tool supporting Real Virtuality Engine's internal texture formats.\nTexView 2 is provided free of charge for any non-commercial use without any support from Bohemia Interactive. Use it at your own risk.\nRefer to the end user license agreement as displayed during the setup process of this application for more details."},{"heading":"Supported Formats","level":4,"markdown":"| Input | Output |\n|---|---|\n| - JPG<br>- TGA (24 bit / 32 bit with alpha channel)<br>- PNG (with or without alpha channel)<br>- PAA<br>- PAC<br>> [!IMPORTANT]<br>> All input textures **must** have a power of two-based resolution like 2^x / 2^y (e.g. 16 / 16, 32 / 32, 64 / 64, 256 /256).<br>><br>> The largest texture size commonly supported by graphics cards and BI's game engines is 2048x2048,<br>><br>> in Arma 3 4096x4096 textures are supported (and are in TexView 2). | - PAA/PAC (file format is used depending on file name as defined in textureconvert.cfg file)<br>- TGA (32 bit with alpha channel)<br>- PNG (with alpha channel) |"},{"heading":"How to use it","level":4,"markdown":"You can open any supported image using menu File / Open or drag and drop the image file icon into the main window of Texview (tip: you may assign PAA file extensions to TexView 2application using Windows desktop).\n\nYou can save the file into the format you need. The output file format (PAC, PAA or TGA) will be choosen depending on the extension you write in \"Save As...\" dialog to the filename line.\nBit depth and optional alpha channel will be selected automatically depending on the file name as defined in textureconvert.cfg file, default is:\n\n- _CO - color (diffuse map)\n- _CA - color alpha (diffuse map with alpha)\n- _NO - normal map\n- _NS - normal map specular (with alpha)\n- _NON - normal map with noise in alpha channel ( noise is used for vegetation lods blending)\n- _NOF - normal map faded (mipmaps fade the texture in distance, usefull for terrain)\n- _NOHQ - normal map high quality\n- _NOVHQ - normal map high quality\n- _DT - detail texture, average color should be 0.5, texture has got fad out filter in mipmaps\n- _CDT - colored detail texture, average color should be 0.5 in all R G B channels, texture has got fad out filter in mipmaps\n- _SKY - sky texture\n- _MC - macro texture\n- _AS - ambient shadow texture\n- _SM - specular map HQ normálové mapy (HQ Normal Maps)\n- _SMDI - optimised specular mapa for better bitdepth HQ_normálové_mapy_\n- _LCO - land color map, texture used for satelite and mask textures on the terrain\n- _MCO - multiply color map, texture used to multiply with color map (as cdt) without fade out filter, average color should be 0.5 in all R G B channels\n\nThe texture name should be simple ascii, containing only letters, digits and underscore (no letters with diacritics). Only one dot is allowed leading the extension.\n\nExample of texture name: M151A1_fuelTank01_CO.tga\n\nThe source texture file format is PNG (preferred) or TGA (no compression, only 24b or 32b).\n\nPlease be aware that bit depth of the exported texture may be lower than bit depth of your source image and compression causing some visual artifacts can be applied.\nDuring the export all mipmap levels of the texture will be created automatically. Alternatively, you can also move the texture by holding the middle mouse button.\n\nReference: Arma: Texture Naming Rules."},{"heading":"Available Functions","level":4,"markdown":""},{"heading":"File","level":5,"markdown":""},{"heading":"Open","level":6,"markdown":"<kbd>Ctrl</kbd> + <kbd>O</kbd>\n\nopen an image file"},{"heading":"Save","level":6,"markdown":"<kbd>Ctrl</kbd> + <kbd>S</kbd>\n\nSaves the file in the support file format (paa is default for any unsupported extension)"},{"heading":"Refresh","level":6,"markdown":"<kbd>F5</kbd>\n\nReloads the file"},{"heading":"Save as...","level":6,"markdown":"Export the image file to desired format (default is paa but you can manually change the extension to tga or png)"},{"heading":"Source control","level":6,"markdown":"Allows to bind data to a scc compliant source control system"},{"heading":"Generate","level":6,"markdown":"Allows simple procedural texture generation based on formulas, example of a circle texture:\n\n```\na = abs u < sqrt(1 - v * v);\nr = a;\ng = a;\nb = a;\n```"},{"heading":"Previous File / Next File","level":6,"markdown":"<kbd>↟ PgUp</kbd> (previous file) / <kbd>↡ PgDown</kbd> (next file)\n\nBrowses the current directory for other bitmaps"},{"heading":"Edit > Filter","level":5,"markdown":"Filter process executed for each pixel of the texture. You can load some of pre-made useful filters stored in Filters subfolder of main Tex View 2 working directory."},{"heading":"MipMap","level":5,"markdown":""},{"heading":"Prev","level":6,"markdown":"<kbd>↑</kbd>\n\nDisplay the previous mipmap level"},{"heading":"Next","level":6,"markdown":"<kbd>↓</kbd>\n\nDisplay the next mipmap level"},{"heading":"Preview mipmaps","level":6,"markdown":"Generate mipmaps"},{"heading":"Preview mipmap","level":6,"markdown":"Specific types: preview various specific supported mipmap types"},{"heading":"View","level":5,"markdown":""},{"heading":"Status Bar","level":6,"markdown":"Display resolution of the currently displayed mipmap and maximum resolution of the texture and status of Tex View 2"},{"heading":"Info bar","level":6,"markdown":"Display max, avg and under cursor color in RGBA"},{"heading":"View bar","level":6,"markdown":"Allows you to select, preview and compare various types of textures (note that texture type to be stored is determined by filename only and this is only for preview purposes)"},{"heading":"Zoom In / Zoom Out","level":6,"markdown":"<kbd>NUM +</kbd> / <kbd>NUM -</kbd>\n\nZoom the texture in and out (you can also use mouse wheel to zoom in and out)"},{"heading":"RGB","level":6,"markdown":"Show RGB values on a 0..1 scale (not 0..255)"},{"heading":"Mouse controls","level":5,"markdown":"Hold {{Right Mouse Button and drag the texture by mouse if it cannot fit on screen, use mouse wheel to zoom in and out."},{"heading":"Command Line Conversion","level":4,"markdown":"For command line and batch conversions use Pal2PacE.exe.\n\n**Arguments Usage**:\n\n```\npal2pace [saveoptions] <source> [<destination>]\npal2pac -combine [saveoptions] [options] <source1> <source2> <source3> <source4> <destination>\n```\n\n**SaveOptions**:\n\n```\n        -size=<n>\n\nOptions (obsolete, no longer useful for {{arma1}}):\n        -xborder=<bordersize> (0<bordersize<0.5, default 0.125)\n        -yborder=<bordersize>\n        -mask=<maskname>\n        -water=<watername>\n\nExample of how to generate new [[paa]] files from TGA sources:\n Pal2PacE x:\\Test\\*.tga\n```"},{"heading":"See Also","level":3,"markdown":"- TexView 2\n- PAA File Format\n- Arma: Texture Naming Rules"}],"categories":["ArmA: Armed Assault: Addon Editing","ArmA: Armed Assault: Official Tools","Arma 2: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Title Effect Type","title":"Title Effect Type","type":"topic","url":"https://community.bistudio.com/wiki/Title_Effect_Type","revid":341304,"updated":"2023-05-20T20:48:07Z","aliases":[],"markdown":"A Title Effect Type is a String parameter that is required by a few scripting commands.\nThe commands are used to display custom GUI elements on the front end or the back end.\n\nSix commands use this parameter:\n\n| cut* commands | title* commands |\n|---|---|\n| - cutObj<br>- cutRsc<br>- cutText | - titleObj<br>- titleRsc<br>- titleText |\n\n> [!NOTE]\n> The main difference between these commands is that `title*` commands can only have a single effect on a single title layer, whereas the `cut*` ones allow to have multiple effects on multiple cut layers.\n> If a layer is not specified, the cut effects will be defaulted to layer 0.\n\nThe **Title Effect** simply tells the game engine how to display the object, resource, or text that is passed to the command.\nIf plain text is given, it is always white with a black shadow and horizontally centered.\nThe different effects are described below - the effects may vary if a black or white 'curtain' is currently visible or not:\n\n| Colour | Type | Description |\n|---|---|---|\n| N/A | \"PLAIN\" | Displays the text, object, or resource given. Plain text is vertically centered. |\n| N/A | \"PLAIN NOFADE\" | Displays the text, object, or resource given. Plain text is vertically centered. Has no fade in and fade out. |\n| N/A | \"PLAIN DOWN\" | Displays the text, object, or resource given. Plain text is vertically aligned to 25% from the bottom of the screen. |\n|  | \"WHITE OUT\" | Causes the screen to turn completely white, and displays the optional text, object, or resource given. All other GUI is hidden behind this white 'curtain'.<br>This can easily blind the player so it should be used with caution. Make sure that a fade-in time is set when calling the command. |\n|  | \"WHITE IN\" | Withdraws a white 'curtain' revealing the GUI. |\n|  | \"BLACK\" | Same as \"BLACK OUT\". |\n|  | \"BLACK FADED\" | Causes the screen to turn completely black without fading in, and displays the optional text, object, or resource given. All other GUI is hidden behind this black 'curtain'.<br>If a 'speed' is not given, the 'curtain' and the displayed element disappears **instantly** after 5-10 seconds. Otherwise it will stay black with the element still visible. |\n|  | \"BLACK OUT\" | Causes the screen to turn completely black, and displays the optional text, object, or resource given. All other GUI is hidden behind this black 'curtain'. |\n|  | \"BLACK IN\" | Reveals the GUI after a black 'curtain' is withdrawn along with the optional text, object, or resource that was given. |","sections":[{"heading":null,"level":1,"markdown":"A Title Effect Type is a String parameter that is required by a few scripting commands.\nThe commands are used to display custom GUI elements on the front end or the back end.\n\nSix commands use this parameter:\n\n| cut* commands | title* commands |\n|---|---|\n| - cutObj<br>- cutRsc<br>- cutText | - titleObj<br>- titleRsc<br>- titleText |\n\n> [!NOTE]\n> The main difference between these commands is that `title*` commands can only have a single effect on a single title layer, whereas the `cut*` ones allow to have multiple effects on multiple cut layers.\n> If a layer is not specified, the cut effects will be defaulted to layer 0.\n\nThe **Title Effect** simply tells the game engine how to display the object, resource, or text that is passed to the command.\nIf plain text is given, it is always white with a black shadow and horizontally centered.\nThe different effects are described below - the effects may vary if a black or white 'curtain' is currently visible or not:\n\n| Colour | Type | Description |\n|---|---|---|\n| N/A | \"PLAIN\" | Displays the text, object, or resource given. Plain text is vertically centered. |\n| N/A | \"PLAIN NOFADE\" | Displays the text, object, or resource given. Plain text is vertically centered. Has no fade in and fade out. |\n| N/A | \"PLAIN DOWN\" | Displays the text, object, or resource given. Plain text is vertically aligned to 25% from the bottom of the screen. |\n|  | \"WHITE OUT\" | Causes the screen to turn completely white, and displays the optional text, object, or resource given. All other GUI is hidden behind this white 'curtain'.<br>This can easily blind the player so it should be used with caution. Make sure that a fade-in time is set when calling the command. |\n|  | \"WHITE IN\" | Withdraws a white 'curtain' revealing the GUI. |\n|  | \"BLACK\" | Same as \"BLACK OUT\". |\n|  | \"BLACK FADED\" | Causes the screen to turn completely black without fading in, and displays the optional text, object, or resource given. All other GUI is hidden behind this black 'curtain'.<br>If a 'speed' is not given, the 'curtain' and the displayed element disappears **instantly** after 5-10 seconds. Otherwise it will stay black with the element still visible. |\n|  | \"BLACK OUT\" | Causes the screen to turn completely black, and displays the optional text, object, or resource given. All other GUI is hidden behind this black 'curtain'. |\n|  | \"BLACK IN\" | Reveals the GUI after a black 'curtain' is withdrawn along with the optional text, object, or resource that was given. |"}],"categories":["Reference Lists"],"groups":["Reference Lists"]},{"name":"TrackIR","title":"TrackIR","type":"topic","url":"https://community.bistudio.com/wiki/TrackIR","revid":364632,"updated":"2024-05-24T16:25:02Z","aliases":[],"markdown":"TrackIR is a virtual reality personal computer control device developed by NaturalPoint. It can track the user's head movements in full 6DOF, on the X-, Y- and Z-axis and, using this data, can communicate with an arbitrary program where the user's head is pointing and thus update the screen as if they were looking around. For example, with a flight simulator, the player can look around the cockpit.\n\nThe sensitivity is scalable in order to avoid the user having to turn their head so much away from the screen that they will be unable to keep looking at it. Only very fine movements are needed to operate the device.\n\nArmed Assault, Arma 2, Arma 3 and Take On Helicopters all support this device, but ensure you have the latest version of TrackIR software and latest game list update (available [here](http://www.naturalpoint.com/trackir/downloads/)).\n\n### External Links\n\n- [Natural Point's web site](http://www.naturalpoint.com/trackir/02-products/product-TrackIR-3-PRO.html)\n- [Arma 3 review](https://www.youtube.com/watch?v=9pl9lT5GS_U)\n- [Arma 2 review](https://www.youtube.com/watch?v=9wXx3vMy_AQ)\n\n### Alternatives\n\n#### FaceTrackNoIR\n\n- [Official Website](https://facetracknoir.sourceforge.net/)\n- [Download Page](https://facetracknoir.sourceforge.net/information_links/download.htm)\n- [YouTube Review](https://www.youtube.com/watch?v=P6OzkPpHbdw)","sections":[{"heading":null,"level":1,"markdown":"TrackIR is a virtual reality personal computer control device developed by NaturalPoint. It can track the user's head movements in full 6DOF, on the X-, Y- and Z-axis and, using this data, can communicate with an arbitrary program where the user's head is pointing and thus update the screen as if they were looking around. For example, with a flight simulator, the player can look around the cockpit.\n\nThe sensitivity is scalable in order to avoid the user having to turn their head so much away from the screen that they will be unable to keep looking at it. Only very fine movements are needed to operate the device.\n\nArmed Assault, Arma 2, Arma 3 and Take On Helicopters all support this device, but ensure you have the latest version of TrackIR software and latest game list update (available [here](http://www.naturalpoint.com/trackir/downloads/))."},{"heading":"External Links","level":3,"markdown":"- [Natural Point's web site](http://www.naturalpoint.com/trackir/02-products/product-TrackIR-3-PRO.html)\n- [Arma 3 review](https://www.youtube.com/watch?v=9pl9lT5GS_U)\n- [Arma 2 review](https://www.youtube.com/watch?v=9wXx3vMy_AQ)"},{"heading":"Alternatives","level":3,"markdown":""},{"heading":"FaceTrackNoIR","level":4,"markdown":"- [Official Website](https://facetracknoir.sourceforge.net/)\n- [Download Page](https://facetracknoir.sourceforge.net/information_links/download.htm)\n- [YouTube Review](https://www.youtube.com/watch?v=P6OzkPpHbdw)"}],"categories":["ArmA: Armed Assault","Arma 2","Arma 3","Take On Helicopters"],"groups":["Game and Troubleshooting"]},{"name":"Turret Config Reference","title":"Turret Config Reference","type":"topic","url":"https://community.bistudio.com/wiki/Turret_Config_Reference","revid":378633,"updated":"2026-05-15T12:07:13Z","aliases":[],"markdown":"Operation Flashpoint used an optional turret class for some, few, models.\n\nThe next Arma titles use a **Turrets** (plural) class.\n\nGenerally, there is only a single \"MainTurret\" in the turrets class of any model that wants to have one. Or put another way, any model that has any turrets at all, will have a MainTurret class plus additionals if any.\n\nThis (often empty) Turrets class is embedded in the class heirarchy of many generic base models. A generic base model == Tank eg. Ie, a generic class that all real tanks inherit.\nFor the given tank (a T80 eg), it is expected, that values will be filled into the (often empty) Turrets class already provided.\nSome model families (HMMWV_Base eg) flesh out this turrets class for all their children, others do not.\nThe principle being, that many child models will inherit a Turrets class whether they want it or not.\n\nAs a consequence, **many** models that do not have turrets require the following:\n\n```cpp\nclass Turrets{};\n```\n\nI.e, their parent (or parents) have inherited a Turret class that needs to be ignored (for this model and it is children). It is good practice to put the above statement in your model (if you dont use turrets).\nA later change by you to a 'better' (™) parent might introduce unexpected errors if that parent has a turrets class and you didn't want one anyway.\n\n### Creating\n\nCreating any turret (singular) class for your model involves the use of:\n\n```cpp\nclass CfgVehicles\n{\n    class SomeModel // AllVehicles e.g\n    {\n        class NewTurret; // derive from your base base base class\n    };\n\n    class MyGreatModel : SomeModel // AllVehicles e.g\n    {\n        class Turrets\n        {\n            class MainTurret : NewTurret // build (or overwrite) a completely new turret\n            {\n                // ...\n            };\n\n            class MoreTurrets : NewTurret // if any\n            {\n                // ...\n            };\n        };\n    };\n};\n```\n\n`AllVehicles` is the lowest possible base class where you can obtain a pristine NewTurret class.\nIt would be an unusual model to inherit directly from `AllVehicles` (you might derive NewTurret from there, again, unusual), but you are unlikely to INHERIT `AllVehicles` directly.\nMore likely, you have got some other generic class that fills in much of the donkey work. For the purposes of obtaining a NewTurret, it matters diddly squat where it comes from. ALL models have one. Used, or not.\n\n### Inheriting\n\nThere are of course, derivations on the theme, a.k.a:\n\n```cpp\nclass CfgVehicles\n{\n    class Ship;\n    class Boat : Ship\n    {\n        class Turrets\n        {    // your model has to inherit from somewhere!\n            class NewTurret;    // create an entirely new animal OR\n            class MainTurret;    // twiddle what's already there IF there\n        };\n    };\n\n    class MyGreatModel : Boat\n    {\n        class Turrets : Turrets\n        {\n            class MainTurret : NewTurret    // create an entirely new one OR\n            class MainTurret : MainTurret    // just twiddle a few things from the generic class\n            {\n                // ...\n            };\n        };\n    };\n};\n```\n\nThe bottom line is that, ultimately, your turret will attach a **NewTurret class** (whether inherited, or, created right then)\n\n**ALL** models, ultimately, derive their turret(s), from this one, singular, NewTurret class.\n\nThe NewTurret class is embedded in **ALL** Vehicle classes (via the bin/config.bin). It can be used, or ignored, but it is unconditially there.\n\nThe following alphabetical sort describes all values that can be set in YOUR derived NewTurret (eg your MainTurret)\n\n### Notes\n\n- In the following list, the default value is declared. Ie the value that comes from the (sometimes inherited) NewTurret class. There should be no requirement to restate a default value unless the class you inherit from has done so.\n- Some values cannot be known by the NewTurret class and are defaulted to empty. They need you, to fill them in. They are of course string values pertaining to YOUR model.\n\nVery fortunately, these values (e.g memory points), are almost universal. It is a strange and wonderful model indeed that strays from the standard Czech names for these points.\n\nIn General, an inherited model will have already had these standard Czech names supplied by the parent.\nSo at best, they are *generally* not required to be stated, and at worst, using the 'example' name supplied in the alpabetic list below is a fairly sage bet.\n(if you have not got an OctoVez in your model, it's your problem, isn't it)\n\n### Alphabetic\n\n#### A\n\n##### animationSourceBody = \"mainTurret\"\n\nString\n**controller** source name for use with this turret's body in the cfgModels class.\n\n```cpp\nclass CfgModels\n{\n    class YourModel : InheritedFromSomeWhere\n    {\n        class Animations : Animations\n        {\n            class MainTurret\n            {\n                type = \"rotationY\";\n                source = \"mainTurret\";    // controller that provides input above\n                selection = \"OtocVez\";    // name of the used skeleton bone\n                axis = \"OsaVeze\";        // name of the model's axis\n            };\n        };\n    };\n};\n```\n\n##### animationSourceGun = \"mainGun\"\n\nString\nCreates a new animation source for use with this turret's gun in the cfgModels class.\n\n##### animationSourceHatch = \"hatchGunner\"\n\nString\nCreates a new animation source for use with this turret's gunner hatch in the cfgModels class.\n\n##### animationSourceElevation = \"\" (Arma 3 v1.00)\n\nString\nCreates a new animation source to be used for raising/lowering the turret.\n\n##### animationSourceCamElev = \"\" (Arma 3 v1.00)\n\nString\nCreates animation for camera movement which is independent from the main cannon (see artillery guns)\n\n##### animationSourceStickX = \"\" (Arma 3 v1.00)\n\nString\nCreates animation transferring controller input in X axis. Useful for i.e. joystick in turrets\n\n##### animationSourceStickY = \"\" (Arma 3 v1.00)\n\nString\nCreates animation transferring controller input in Y axis. Useful for i.e. joystick in turrets\n\n#### B\n\n##### body = \"mainTurret\"\n\nString\nThis defines the animation to be used for the horizontally moving selection of the turret and must be a model.cfg's **animation classname**.\nThe name of the source for the animation is defined via animationSourceBody.\n\n#### C\n\n##### cameraDir = \"\" (Arma 3 v1.00)\n\nString\nunknown. used in conjunction with artillery turrets with detached camera elevation from gun elevation\n\n##### canHideGunner = true\n\nBoolean\n\n##### castGunnerShadow = false\n\nBoolean\n\n##### class GunFire: WeaponFireGun{}\n\n##### class GunClouds: WeaponCloudsGun{}\n\n##### class MGunClouds: WeaponCloudsMGun{}\n\nThese all inherit the default external class.\n\n##### class HitPoints\n\n```cpp\nclass HitPoints\n{\n    class HitTurret\n    {\n        armor = 0.8;\n        material = 51;\n        name = \"turret\";\n        visual = \"turret\";\n        passThrough = 1;\n    };\n\n    class HitGun\n    {\n        armor = 0.6;\n        material = 52;\n        name = \"gun\";\n        visual = \"gun\";\n        passThrough = 1;\n    };\n};\n```\n\n##### class Turrets{}\n\nno embedded turret(s)\n\n##### class ViewGunner\n\n```cpp\nclass ViewGunner\n{\n    initAngleX = 5;\n    minAngleX = -85;\n    maxAngleX = 85;\n    initAngleY = 0;\n    minAngleY = -150;\n    maxAngleY = 150;\n    initFov = 0.7;\n    minFov = 0.42; // FOV of 0.4 is considered as 1x magnification by RSC displays\n    maxFov = 0.85;\n};\n```\n\n##### class ViewOptics\n\n```cpp\nclass ViewOptics\n{\n    initAngleX = 0;\n    minAngleX = -30;\n    maxAngleX = 30;\n    initAngleY = 0;\n    minAngleY = -100;\n    maxAngleY = 100;\n    initFov = 0.3; // baseline FOV 0.4 / optic FOV 0.3 = x1.33 magnification\n    minFov = 0.07; // baseline FOV 0.4 / optic FOV 0.07 = x5.7 magnification\n    maxFov = 0.35; // baseline FOV 0.4 / optic FOV 0.35 = x1.14 magnification\n};\n```\n\n##### commanding = 1\n\nInteger\nThe commanding number defines who is in command of the vehicle. The turret with the highest number will be the vehicles commander.\nIf he dies, the crew of the turret with the nearest smaller number will take over command, etc.\n\n#### D\n\n##### dontCreateAI = false\n\nBoolean\n\nDo not create AI in this turret\n\n#### E\n\n##### elevationMode = 3\n\nInteger.\n\n0 - Default, manual elevation by mouse\n1 - Manual elevation by elevUp/Down actions (Page Up/Page Down with default keybinds)\n2 - Auto elevation to the aimed position\n3 - Arma 3 v1.00 Switchable between manual elevation (1) and auto elevation (2) - with elevationMode = 3 the gun barrel is elevated via the page-up and page-down keys\n\n##### ejectDeadGunner = false\n\nBoolean\nIf true, the gunner's body will be ejected when killed.\n\n##### elevationAnimSourceSpeed = 1.0f\n\nFloat\nSpeed of rising/lowering turret. See animationSourceElevation\n\n#### F\n\n##### forceHideGunner = false\n\nBoolean\nIf true, the gunner will not be able to turn out.\n\n#### G\n\n##### gun = \"mainGun\"\n\nString\nThis defines the animation to be used for the verticaly moving selection of the turret and must be a model.cfg's **animation classname**. The name of the source for the animation is defined via animationSourceGun.\n\n##### gunAxis = \"\"\n\nString\n**Description:** Axis selectionname in MemoryLOD (for the gun axis, ie mouse up and down input).\n\n```\ngunAxis = \"OsaHlavne\";\n```\n\n##### gunBeg = \"\"\n\nString\nThe name of the barrel's front point in the model.\n\n```\nexample: gunBeg = \"usti hlavne\";\n```\n\n##### gunEnd = \"\"\n\nString The name of the barrel's rear point in the model.\n\n```\nexample: gunEnd = \"konec hlavne\";\n```\n\n##### gunnerAction = \"\"\n\nString The name of the animation the gunner is using while turned out.\n\n##### gunnerCompartments = \"Compartment1\"\n\nString\nOnly units sharing a compartment can switch seats.\n\n##### gunnerFireAlsoInInternalCamera = true\n\nBoolean\n\n##### gunnerForceOptics = true\n\nBoolean\nForces the gunner to use optics while turned in.\n\n##### gunnerGetInAction = \"\"\n\nString\nName of animation used for Get In action\n\n##### gunnerGetOutAction = \"\"\n\nString\nName of animation used for Get Out action\n\n##### gunnerInAction = \"\"\n\nString\nThe name of the animation the gunner is using while turned in.\n\n##### gunnerName = \"Gunner\"\n\nString\nAllows to use a custom string for the name of the turret.\n\n**example** gunnerName = \"Rear Gunner\";\n\n##### gunnerNotSpawned = false\n\nBoolean\nUsed in Arma 3 vanilla for Copilot turrets. Difference between gunnerNotSpawned and dontCreateAI is unknown.\n\n// Parameter doesn't exist in engine\n\n##### gunnerOpticsColor[] = { 0, 0, 0, 1 }\n\nArray\n\n##### gunnerOpticsEffect[] = {}\n\nArray\nDefines the Effects used for the optical view when turned in. Effects correspond to classes defined in CfgOpticsEffect.\n\n**example** gunnerOpticsEffect[] = { \"TankGunnerOptics1\", \"OpticsCHAbera1\" };\n\n##### gunnerOpticsModel = \"\"\n\nString\nThe optics model used when gunner is not turned out.\n\n```\nexample: gunnerOpticsModel = \"\\ca\\Tracked\\optika_tank_gunner\";\n```\n\n##### gunnerOutFireAlsoInInternalCamera = true\n\nBoolean\n\n##### gunnerOutForceOptics = false\n\nBoolean\nForces the gunner to use optics while turned out.\n\n##### gunnerOutOpticsColor[] = { 0, 0, 0, 1 }\n\nArray\n\n##### gunnerOutOpticsEffect[] = {}\n\nArray\n\n##### gunnerOutOpticsModel = \"\"\n\nString\n**Description:** The optics model used when gunner is turned out.\n\n```\ngunnerOutOpticsModel = \"\\ca\\Weapons\\optika_empty\";\n```\n\n##### gunnerOutOpticsShowCursor = false\n\nBoolean\n\n##### gunnerType = \"\" (Arma 3 v1.00)\n\nString\n**Description:** The soldier class that is the default crew for this turret. Overwrites the class defined in the `CfgVehicles`'s `crew = \"\";` token\n\n```\ngunnerType = \"O_Soldier_F\";\n```\n\n##### gunnerLeftHandAnimName = \"\"\n\nString\n**Description:** Defines bone for IK animations for gunner left hand\n\n##### gunnerReversedGetOut = 1\n\nNumber\nWhen set to 1, it is the old default behaviour of when you exit a vehicle, you face the opposite direction than the getIn point, so usually away from the vehicle.\nWhen set to 0 you can turn it off, so you will face at the vehicle when you get out. Useful for static turrets, like the M2 Turret\n\n##### gunnerRightHandAnimName = \"\"\n\nString\nDefines bone for IK animations for gunner right hand\n\n##### gunnerUsesPilotView = false\n\nBoolean\nThe gunner will use the View LOD - Pilot if true.\n\n#### H\n\n##### hasGunner = true\n\nBoolean\nWhen false, AI and players can't enter the turret from the outside. Players can switch to the turret from inside the vehicle however (if there is an enterable position with the same Compartment).\n\n##### hideWeaponsGunner = true\n\nBoolean\nIf true, the gunners weapons (his rifle) will not be displayed.\n\n#### I\n\n##### InGunnerMayFire = true\n\nBoolean\nIf true, the gunner will be able to fire the turrets weapons while inside the vehicle.\n\n##### initElev = 0\n\nDegrees\nThe initial elevation of the gun.\n\n##### initTurn = 0\n\nDegrees\nThe initial turn of the turret.\n\n##### isCopilot = 0\n\n##### isPersonTurret = 2\n\nValue 1 gives a working turret but only accessible from the inside while 2 enables a person to get into the turret from outside.\n\n#### L\n\n##### lockWhenDriverOut = false\n\nBoolean\nIf true, the turret can not be moved while the driver is turned out.\n\n##### lockWhenVehicleSpeed = -1\n\nInteger\nVehicle speed (in meter per second) at which point the turret will automatically return to a neutral pose (does not match up with \"initElev\" or \"initTurn\"). Value of -1 means it will never lock.\n\n##### LODTurnedIn = -1\n\nInteger\nDefines the LOD that is to be used when the Gunner is turned in.\nValue = -1 seems to default to the standard LOD (for Turret's that is Gunnerview).\nNote that LODTurnedIn = VIEW_GUNNER; or similar is not valid - unless you use a #define (see Arma 3 Samples to see how defines work).\n\nValue: -1 or 0 = Default LOD; 1 = first resolution LOD; 1000 = Gunnerview; 1100 = Pilotview; 1200 = Cargoview.\n\nThe View_Commander LOD is the default for turrets that have \"primaryObserver = 1;\" and \"primaryGunner = 0;\" in their config. The View_Commander LOD cannot be accessed manually in any other way.\n\n##### LODTurnedOut = -1\n\nInteger\nDefines the LOD that is to be used when the Gunner is turned out. The same rules as with LODTurnedIn apply.\n\n##### LODOpticsIn = -1\n\nInteger\nDefines the LOD that is to be used when the Gunner is turned in and in optics mode.\nValue = -1 or 0 default to the standard LOD (for Turret's that is Gunnerview).\nNote that LODTurnedIn = VIEW_GUNNER; or similar is not valid - unless you use a #define (see Arma 3 Samples to see how defines work).\n\nValue: -1 or 0 = Default LOD; 1 = first resolution LOD; 1000 = Gunnerview; 1100 = Pilotview; 1200 = Cargoview.\n\nThe View_Commander LOD is the default for turrets that have \"primaryObserver = 1;\" and \"primaryGunner = 0;\" in their config. The View_Commander LOD cannot be accessed manually in any other way.\n\n##### LODOpticsOut = -1\n\nInteger\nDefines the LOD that is to be used when the Gunner is turned out & optics in. The same rules as with LODOpticsIn apply.\n\n#### M\n\n##### magazines[] = {}\n\nArray\nAn array made of all magazines this turret is equipped with.\n\n```\nexample magazines[] = { \"BigGunMagazine\", \"SmallGunMagazine\" };\n```\n\n##### maxElev = 20\n\nDegrees The maximum elevation of the gun.\n\n##### maxHorizontalRotSpeed = 1.2\n\nFloat\nThe maximum horizontal speed of the turret.\n\nmaxHorizontalRotSpeed = \"((360/X)/45)\";\n\nX = time in seconds to turn 360°\n\n##### maxTurn = 360\n\nDegrees The maximum turn of the turret, unit is deegres.\n\n##### maxVerticalRotSpeed = 1.2\n\nFloat The maximum vertical speed of the turret, unit unknown. Bigger value - bigger rotation speed\n\n##### memoryPointsGetInGunner = \"\"\n\nString The name of the get in-point selection for this turret, located in the Memory-LOD of the model.\n\n```\nexample: memoryPointsGetInGunner = \"pos gunner\";\n```\n\n##### memoryPointsGetInGunnerDir = \"\"\n\nString\nThe name of the dir-point selection for this turret, located in the Memory-LOD of the model. It is used to make the gunner face a special direction while entering the vehicle.\n\n```\nmemoryPointsGetInGunnerDir = \"pos gunner dir\";\n```\n\n##### memoryPointGun = \"\"\n\nString\nThe point in the model where the MG fire of this turret will come from.\n\n```\nmemoryPointGun = \"machineGun\";\n```\n\n##### memoryPointGunnerOptics = \"\"\n\nString\nThe point in the model that defines gunner view point.\n\n```\nexample: memoryPointGunnerOptics = \"gunnerview\";\n```\n\n##### memoryPointGunnerOutOptics = \"\"\n\nString\n\n##### minElev = -4\n\nDegrees\nThe minimal elevation of the gun.\n\n##### minTurn = -360\n\nDegrees\nThe minimal turn of the turret, unit is degrees.\n\n##### minCamElev = -90\n\nDegrees\nThe minimal elevation of the camera, unit is degrees. Used together with elevationMode on artillery vehicles\n\n##### maxCamElev = 90\n\nDegrees\nThe maximum elevation of the camera, unit is degrees. Used together with elevationMode on artillery vehicles\n\n##### missileBeg = \"spice rakety\"\n\nString\n\n##### missileEnd = \"konec rakety\"\n\nString\n\n#### O\n\n##### outGunnerMayFire = false\n\nBoolean\nIf true, the gunner will be able to fire and move(!) the turret while turned out.\n\n#### P\n\n##### primary= 1\n\nUnknown: ??\n\n##### primaryGunner = true\n\nBoolean\nTrue if this turret is used by the primary gunner, false else.\n\n> [!WARNING]\n> There can be only ONE primary gunner on a vehicle, else you might often get a CTD.\n> Using addMagazine will add to the primaryGunner weapons. See addMagazineTurret (Arma 3) for other turrets.\n\n##### primaryObserver = false\n\nBoolean\nTrue if this turret is used by the primary observer (e.g. tank commander), false else.\n\n##### proxyType = \"CPGunner\"\n\nString\nThe proxy type of the turrets gunner, this may be CPGunner or CPCommander. The proxies have to be named according to this setting, so either \"proxy:Gunner.XX\" or \"proxy:Commander.XX\".\n\n##### proxyIndex = 1\n\nInteger\nThe proxy index of the turrets gunner. If your proxyType is \"CPGunner\" and proxyIndex = 1, the proxyname must be \"proxy:Gunner.01\", etc.\n\n##### playerPosition = 1\n\nInteger\nPlayer position, used for sound controller \"playerPos\" - see Arma 3: Sound: SoundControllers\n\n#### S\n\n##### selectionFireAnim = \"\"\n\nString\n\n##### showgunneroptics\n\nBoolean\n**Description:** ???\n\n```\nshowgunneroptics = true;\n```\n\n//Doesn't exist in engine\n\n##### showAsCargo = false\n\nBoolean\nIf true, turret is considered as Cargoposition\n\n##### soundServo[] = {\"\",0.003162,1.0}\n\nArray\nSound of the turrets servo, this is played whenever the turret is moving.\n\n##### stabilizedInAxes = 3\n\nInteger\n0 - No stabilisation\n1 - Gun elevation stabilised\n2 - Turret traverse stabilised\n3 - Both stabilised\n4 - View roll stabilised with the horizon (used in boats)\n\nUsing strings (like \"StabilizedInAxisX\") requires `#define`s in config:\n\n```cpp\n#define StabilizedInAxesNone    0\n#define StabilizedInAxisX        1\n#define StabilizedInAxisY        2\n#define StabilizedInAxesBoth    3\n#define StabilizedInRoll        4\n```\n\n##### startEngine = true\n\nBoolean\nIf true, moving the turret will start the vehicles engine. The engine will stop automatically once the turret stops moving.\n\n#### T\n\n##### turretAxis\n\nString\n**Description:** Axis selectionname in MemoryLOD (for the turret axis, ie mouse left and right input).\n\n```\nturretAxis = \"OsaVeze\";\n```\n\n##### turretFollowFreeLook = 0\n\nFloat\nIf 1, turret is slaved to the gunners viewdirection in freelook. When values is set to 2, it is possible to control turret on weaponless turrets. Value 1 is used in Attack Helicopters for example.\n\n#### U\n\n##### usePip = 0\n\nFloat\nGunner head movement will rotate the picture-in-picture (PIP) camera instead of the gunner's head within the vehicle.\nUsed for example in the Blackfish gunner turrets and the Hunter RCWS versions.\nSince 1.73.141940 it is possible to use `usePiP = 2`, which is going to make gunner following main turret movement - used i.e. for mortar gunner.\n\n#### V\n\n##### viewGunnerInExternal = false\n\nBoolean\nView gunner in external.\n\n##### viewGunnerShadow = true\n\nBoolean\n\n##### viewGunnerShadowDiff = 1.0\n\nFloat\n\n##### viewGunnerShadowAmb = 1.0\n\nFloat\n\n#### W\n\n##### weapons[] = {}\n\nArray An array made of all weapons this turret is armed with.\n\n**example**: weapons[] = { \"BWMod_L55\", \"BWMod_MG3_veh\" };","sections":[{"heading":null,"level":1,"markdown":"Operation Flashpoint used an optional turret class for some, few, models.\n\nThe next Arma titles use a **Turrets** (plural) class.\n\nGenerally, there is only a single \"MainTurret\" in the turrets class of any model that wants to have one. Or put another way, any model that has any turrets at all, will have a MainTurret class plus additionals if any.\n\nThis (often empty) Turrets class is embedded in the class heirarchy of many generic base models. A generic base model == Tank eg. Ie, a generic class that all real tanks inherit.\nFor the given tank (a T80 eg), it is expected, that values will be filled into the (often empty) Turrets class already provided.\nSome model families (HMMWV_Base eg) flesh out this turrets class for all their children, others do not.\nThe principle being, that many child models will inherit a Turrets class whether they want it or not.\n\nAs a consequence, **many** models that do not have turrets require the following:\n\n```cpp\nclass Turrets{};\n```\n\nI.e, their parent (or parents) have inherited a Turret class that needs to be ignored (for this model and it is children). It is good practice to put the above statement in your model (if you dont use turrets).\nA later change by you to a 'better' (™) parent might introduce unexpected errors if that parent has a turrets class and you didn't want one anyway."},{"heading":"Creating","level":3,"markdown":"Creating any turret (singular) class for your model involves the use of:\n\n```cpp\nclass CfgVehicles\n{\n    class SomeModel // AllVehicles e.g\n    {\n        class NewTurret; // derive from your base base base class\n    };\n\n    class MyGreatModel : SomeModel // AllVehicles e.g\n    {\n        class Turrets\n        {\n            class MainTurret : NewTurret // build (or overwrite) a completely new turret\n            {\n                // ...\n            };\n\n            class MoreTurrets : NewTurret // if any\n            {\n                // ...\n            };\n        };\n    };\n};\n```\n\n`AllVehicles` is the lowest possible base class where you can obtain a pristine NewTurret class.\nIt would be an unusual model to inherit directly from `AllVehicles` (you might derive NewTurret from there, again, unusual), but you are unlikely to INHERIT `AllVehicles` directly.\nMore likely, you have got some other generic class that fills in much of the donkey work. For the purposes of obtaining a NewTurret, it matters diddly squat where it comes from. ALL models have one. Used, or not."},{"heading":"Inheriting","level":3,"markdown":"There are of course, derivations on the theme, a.k.a:\n\n```cpp\nclass CfgVehicles\n{\n    class Ship;\n    class Boat : Ship\n    {\n        class Turrets\n        {    // your model has to inherit from somewhere!\n            class NewTurret;    // create an entirely new animal OR\n            class MainTurret;    // twiddle what's already there IF there\n        };\n    };\n\n    class MyGreatModel : Boat\n    {\n        class Turrets : Turrets\n        {\n            class MainTurret : NewTurret    // create an entirely new one OR\n            class MainTurret : MainTurret    // just twiddle a few things from the generic class\n            {\n                // ...\n            };\n        };\n    };\n};\n```\n\nThe bottom line is that, ultimately, your turret will attach a **NewTurret class** (whether inherited, or, created right then)\n\n**ALL** models, ultimately, derive their turret(s), from this one, singular, NewTurret class.\n\nThe NewTurret class is embedded in **ALL** Vehicle classes (via the bin/config.bin). It can be used, or ignored, but it is unconditially there.\n\nThe following alphabetical sort describes all values that can be set in YOUR derived NewTurret (eg your MainTurret)"},{"heading":"Notes","level":3,"markdown":"- In the following list, the default value is declared. Ie the value that comes from the (sometimes inherited) NewTurret class. There should be no requirement to restate a default value unless the class you inherit from has done so.\n- Some values cannot be known by the NewTurret class and are defaulted to empty. They need you, to fill them in. They are of course string values pertaining to YOUR model.\n\nVery fortunately, these values (e.g memory points), are almost universal. It is a strange and wonderful model indeed that strays from the standard Czech names for these points.\n\nIn General, an inherited model will have already had these standard Czech names supplied by the parent.\nSo at best, they are *generally* not required to be stated, and at worst, using the 'example' name supplied in the alpabetic list below is a fairly sage bet.\n(if you have not got an OctoVez in your model, it's your problem, isn't it)"},{"heading":"Alphabetic","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"animationSourceBody = \"mainTurret\"","level":5,"markdown":"String\n**controller** source name for use with this turret's body in the cfgModels class.\n\n```cpp\nclass CfgModels\n{\n    class YourModel : InheritedFromSomeWhere\n    {\n        class Animations : Animations\n        {\n            class MainTurret\n            {\n                type = \"rotationY\";\n                source = \"mainTurret\";    // controller that provides input above\n                selection = \"OtocVez\";    // name of the used skeleton bone\n                axis = \"OsaVeze\";        // name of the model's axis\n            };\n        };\n    };\n};\n```"},{"heading":"animationSourceGun = \"mainGun\"","level":5,"markdown":"String\nCreates a new animation source for use with this turret's gun in the cfgModels class."},{"heading":"animationSourceHatch = \"hatchGunner\"","level":5,"markdown":"String\nCreates a new animation source for use with this turret's gunner hatch in the cfgModels class."},{"heading":"animationSourceElevation = \"\" (Arma 3 v1.00)","level":5,"markdown":"String\nCreates a new animation source to be used for raising/lowering the turret."},{"heading":"animationSourceCamElev = \"\" (Arma 3 v1.00)","level":5,"markdown":"String\nCreates animation for camera movement which is independent from the main cannon (see artillery guns)"},{"heading":"animationSourceStickX = \"\" (Arma 3 v1.00)","level":5,"markdown":"String\nCreates animation transferring controller input in X axis. Useful for i.e. joystick in turrets"},{"heading":"animationSourceStickY = \"\" (Arma 3 v1.00)","level":5,"markdown":"String\nCreates animation transferring controller input in Y axis. Useful for i.e. joystick in turrets"},{"heading":"B","level":4,"markdown":""},{"heading":"body = \"mainTurret\"","level":5,"markdown":"String\nThis defines the animation to be used for the horizontally moving selection of the turret and must be a model.cfg's **animation classname**.\nThe name of the source for the animation is defined via animationSourceBody."},{"heading":"C","level":4,"markdown":""},{"heading":"cameraDir = \"\" (Arma 3 v1.00)","level":5,"markdown":"String\nunknown. used in conjunction with artillery turrets with detached camera elevation from gun elevation"},{"heading":"canHideGunner = true","level":5,"markdown":"Boolean"},{"heading":"castGunnerShadow = false","level":5,"markdown":"Boolean"},{"heading":"class GunFire: WeaponFireGun{}","level":5,"markdown":""},{"heading":"class GunClouds: WeaponCloudsGun{}","level":5,"markdown":""},{"heading":"class MGunClouds: WeaponCloudsMGun{}","level":5,"markdown":"These all inherit the default external class."},{"heading":"class HitPoints","level":5,"markdown":"```cpp\nclass HitPoints\n{\n    class HitTurret\n    {\n        armor = 0.8;\n        material = 51;\n        name = \"turret\";\n        visual = \"turret\";\n        passThrough = 1;\n    };\n\n    class HitGun\n    {\n        armor = 0.6;\n        material = 52;\n        name = \"gun\";\n        visual = \"gun\";\n        passThrough = 1;\n    };\n};\n```"},{"heading":"class Turrets{}","level":5,"markdown":"no embedded turret(s)"},{"heading":"class ViewGunner","level":5,"markdown":"```cpp\nclass ViewGunner\n{\n    initAngleX = 5;\n    minAngleX = -85;\n    maxAngleX = 85;\n    initAngleY = 0;\n    minAngleY = -150;\n    maxAngleY = 150;\n    initFov = 0.7;\n    minFov = 0.42; // FOV of 0.4 is considered as 1x magnification by RSC displays\n    maxFov = 0.85;\n};\n```"},{"heading":"class ViewOptics","level":5,"markdown":"```cpp\nclass ViewOptics\n{\n    initAngleX = 0;\n    minAngleX = -30;\n    maxAngleX = 30;\n    initAngleY = 0;\n    minAngleY = -100;\n    maxAngleY = 100;\n    initFov = 0.3; // baseline FOV 0.4 / optic FOV 0.3 = x1.33 magnification\n    minFov = 0.07; // baseline FOV 0.4 / optic FOV 0.07 = x5.7 magnification\n    maxFov = 0.35; // baseline FOV 0.4 / optic FOV 0.35 = x1.14 magnification\n};\n```"},{"heading":"commanding = 1","level":5,"markdown":"Integer\nThe commanding number defines who is in command of the vehicle. The turret with the highest number will be the vehicles commander.\nIf he dies, the crew of the turret with the nearest smaller number will take over command, etc."},{"heading":"D","level":4,"markdown":""},{"heading":"dontCreateAI = false","level":5,"markdown":"Boolean\n\nDo not create AI in this turret"},{"heading":"E","level":4,"markdown":""},{"heading":"elevationMode = 3","level":5,"markdown":"Integer.\n\n0 - Default, manual elevation by mouse\n1 - Manual elevation by elevUp/Down actions (Page Up/Page Down with default keybinds)\n2 - Auto elevation to the aimed position\n3 - Arma 3 v1.00 Switchable between manual elevation (1) and auto elevation (2) - with elevationMode = 3 the gun barrel is elevated via the page-up and page-down keys"},{"heading":"ejectDeadGunner = false","level":5,"markdown":"Boolean\nIf true, the gunner's body will be ejected when killed."},{"heading":"elevationAnimSourceSpeed = 1.0f","level":5,"markdown":"Float\nSpeed of rising/lowering turret. See animationSourceElevation"},{"heading":"F","level":4,"markdown":""},{"heading":"forceHideGunner = false","level":5,"markdown":"Boolean\nIf true, the gunner will not be able to turn out."},{"heading":"G","level":4,"markdown":""},{"heading":"gun = \"mainGun\"","level":5,"markdown":"String\nThis defines the animation to be used for the verticaly moving selection of the turret and must be a model.cfg's **animation classname**. The name of the source for the animation is defined via animationSourceGun."},{"heading":"gunAxis = \"\"","level":5,"markdown":"String\n**Description:** Axis selectionname in MemoryLOD (for the gun axis, ie mouse up and down input).\n\n```\ngunAxis = \"OsaHlavne\";\n```"},{"heading":"gunBeg = \"\"","level":5,"markdown":"String\nThe name of the barrel's front point in the model.\n\n```\nexample: gunBeg = \"usti hlavne\";\n```"},{"heading":"gunEnd = \"\"","level":5,"markdown":"String The name of the barrel's rear point in the model.\n\n```\nexample: gunEnd = \"konec hlavne\";\n```"},{"heading":"gunnerAction = \"\"","level":5,"markdown":"String The name of the animation the gunner is using while turned out."},{"heading":"gunnerCompartments = \"Compartment1\"","level":5,"markdown":"String\nOnly units sharing a compartment can switch seats."},{"heading":"gunnerFireAlsoInInternalCamera = true","level":5,"markdown":"Boolean"},{"heading":"gunnerForceOptics = true","level":5,"markdown":"Boolean\nForces the gunner to use optics while turned in."},{"heading":"gunnerGetInAction = \"\"","level":5,"markdown":"String\nName of animation used for Get In action"},{"heading":"gunnerGetOutAction = \"\"","level":5,"markdown":"String\nName of animation used for Get Out action"},{"heading":"gunnerInAction = \"\"","level":5,"markdown":"String\nThe name of the animation the gunner is using while turned in."},{"heading":"gunnerName = \"Gunner\"","level":5,"markdown":"String\nAllows to use a custom string for the name of the turret.\n\n**example** gunnerName = \"Rear Gunner\";"},{"heading":"gunnerNotSpawned = false","level":5,"markdown":"Boolean\nUsed in Arma 3 vanilla for Copilot turrets. Difference between gunnerNotSpawned and dontCreateAI is unknown.\n\n// Parameter doesn't exist in engine"},{"heading":"gunnerOpticsColor[] = { 0, 0, 0, 1 }","level":5,"markdown":"Array"},{"heading":"gunnerOpticsEffect[] = {}","level":5,"markdown":"Array\nDefines the Effects used for the optical view when turned in. Effects correspond to classes defined in CfgOpticsEffect.\n\n**example** gunnerOpticsEffect[] = { \"TankGunnerOptics1\", \"OpticsCHAbera1\" };"},{"heading":"gunnerOpticsModel = \"\"","level":5,"markdown":"String\nThe optics model used when gunner is not turned out.\n\n```\nexample: gunnerOpticsModel = \"\\ca\\Tracked\\optika_tank_gunner\";\n```"},{"heading":"gunnerOutFireAlsoInInternalCamera = true","level":5,"markdown":"Boolean"},{"heading":"gunnerOutForceOptics = false","level":5,"markdown":"Boolean\nForces the gunner to use optics while turned out."},{"heading":"gunnerOutOpticsColor[] = { 0, 0, 0, 1 }","level":5,"markdown":"Array"},{"heading":"gunnerOutOpticsEffect[] = {}","level":5,"markdown":"Array"},{"heading":"gunnerOutOpticsModel = \"\"","level":5,"markdown":"String\n**Description:** The optics model used when gunner is turned out.\n\n```\ngunnerOutOpticsModel = \"\\ca\\Weapons\\optika_empty\";\n```"},{"heading":"gunnerOutOpticsShowCursor = false","level":5,"markdown":"Boolean"},{"heading":"gunnerType = \"\" (Arma 3 v1.00)","level":5,"markdown":"String\n**Description:** The soldier class that is the default crew for this turret. Overwrites the class defined in the `CfgVehicles`'s `crew = \"\";` token\n\n```\ngunnerType = \"O_Soldier_F\";\n```"},{"heading":"gunnerLeftHandAnimName = \"\"","level":5,"markdown":"String\n**Description:** Defines bone for IK animations for gunner left hand"},{"heading":"gunnerReversedGetOut = 1","level":5,"markdown":"Number\nWhen set to 1, it is the old default behaviour of when you exit a vehicle, you face the opposite direction than the getIn point, so usually away from the vehicle.\nWhen set to 0 you can turn it off, so you will face at the vehicle when you get out. Useful for static turrets, like the M2 Turret"},{"heading":"gunnerRightHandAnimName = \"\"","level":5,"markdown":"String\nDefines bone for IK animations for gunner right hand"},{"heading":"gunnerUsesPilotView = false","level":5,"markdown":"Boolean\nThe gunner will use the View LOD - Pilot if true."},{"heading":"H","level":4,"markdown":""},{"heading":"hasGunner = true","level":5,"markdown":"Boolean\nWhen false, AI and players can't enter the turret from the outside. Players can switch to the turret from inside the vehicle however (if there is an enterable position with the same Compartment)."},{"heading":"hideWeaponsGunner = true","level":5,"markdown":"Boolean\nIf true, the gunners weapons (his rifle) will not be displayed."},{"heading":"I","level":4,"markdown":""},{"heading":"InGunnerMayFire = true","level":5,"markdown":"Boolean\nIf true, the gunner will be able to fire the turrets weapons while inside the vehicle."},{"heading":"initElev = 0","level":5,"markdown":"Degrees\nThe initial elevation of the gun."},{"heading":"initTurn = 0","level":5,"markdown":"Degrees\nThe initial turn of the turret."},{"heading":"isCopilot = 0","level":5,"markdown":""},{"heading":"isPersonTurret = 2","level":5,"markdown":"Value 1 gives a working turret but only accessible from the inside while 2 enables a person to get into the turret from outside."},{"heading":"L","level":4,"markdown":""},{"heading":"lockWhenDriverOut = false","level":5,"markdown":"Boolean\nIf true, the turret can not be moved while the driver is turned out."},{"heading":"lockWhenVehicleSpeed = -1","level":5,"markdown":"Integer\nVehicle speed (in meter per second) at which point the turret will automatically return to a neutral pose (does not match up with \"initElev\" or \"initTurn\"). Value of -1 means it will never lock."},{"heading":"LODTurnedIn = -1","level":5,"markdown":"Integer\nDefines the LOD that is to be used when the Gunner is turned in.\nValue = -1 seems to default to the standard LOD (for Turret's that is Gunnerview).\nNote that LODTurnedIn = VIEW_GUNNER; or similar is not valid - unless you use a #define (see Arma 3 Samples to see how defines work).\n\nValue: -1 or 0 = Default LOD; 1 = first resolution LOD; 1000 = Gunnerview; 1100 = Pilotview; 1200 = Cargoview.\n\nThe View_Commander LOD is the default for turrets that have \"primaryObserver = 1;\" and \"primaryGunner = 0;\" in their config. The View_Commander LOD cannot be accessed manually in any other way."},{"heading":"LODTurnedOut = -1","level":5,"markdown":"Integer\nDefines the LOD that is to be used when the Gunner is turned out. The same rules as with LODTurnedIn apply."},{"heading":"LODOpticsIn = -1","level":5,"markdown":"Integer\nDefines the LOD that is to be used when the Gunner is turned in and in optics mode.\nValue = -1 or 0 default to the standard LOD (for Turret's that is Gunnerview).\nNote that LODTurnedIn = VIEW_GUNNER; or similar is not valid - unless you use a #define (see Arma 3 Samples to see how defines work).\n\nValue: -1 or 0 = Default LOD; 1 = first resolution LOD; 1000 = Gunnerview; 1100 = Pilotview; 1200 = Cargoview.\n\nThe View_Commander LOD is the default for turrets that have \"primaryObserver = 1;\" and \"primaryGunner = 0;\" in their config. The View_Commander LOD cannot be accessed manually in any other way."},{"heading":"LODOpticsOut = -1","level":5,"markdown":"Integer\nDefines the LOD that is to be used when the Gunner is turned out & optics in. The same rules as with LODOpticsIn apply."},{"heading":"M","level":4,"markdown":""},{"heading":"magazines[] = {}","level":5,"markdown":"Array\nAn array made of all magazines this turret is equipped with.\n\n```\nexample magazines[] = { \"BigGunMagazine\", \"SmallGunMagazine\" };\n```"},{"heading":"maxElev = 20","level":5,"markdown":"Degrees The maximum elevation of the gun."},{"heading":"maxHorizontalRotSpeed = 1.2","level":5,"markdown":"Float\nThe maximum horizontal speed of the turret.\n\nmaxHorizontalRotSpeed = \"((360/X)/45)\";\n\nX = time in seconds to turn 360°"},{"heading":"maxTurn = 360","level":5,"markdown":"Degrees The maximum turn of the turret, unit is deegres."},{"heading":"maxVerticalRotSpeed = 1.2","level":5,"markdown":"Float The maximum vertical speed of the turret, unit unknown. Bigger value - bigger rotation speed"},{"heading":"memoryPointsGetInGunner = \"\"","level":5,"markdown":"String The name of the get in-point selection for this turret, located in the Memory-LOD of the model.\n\n```\nexample: memoryPointsGetInGunner = \"pos gunner\";\n```"},{"heading":"memoryPointsGetInGunnerDir = \"\"","level":5,"markdown":"String\nThe name of the dir-point selection for this turret, located in the Memory-LOD of the model. It is used to make the gunner face a special direction while entering the vehicle.\n\n```\nmemoryPointsGetInGunnerDir = \"pos gunner dir\";\n```"},{"heading":"memoryPointGun = \"\"","level":5,"markdown":"String\nThe point in the model where the MG fire of this turret will come from.\n\n```\nmemoryPointGun = \"machineGun\";\n```"},{"heading":"memoryPointGunnerOptics = \"\"","level":5,"markdown":"String\nThe point in the model that defines gunner view point.\n\n```\nexample: memoryPointGunnerOptics = \"gunnerview\";\n```"},{"heading":"memoryPointGunnerOutOptics = \"\"","level":5,"markdown":"String"},{"heading":"minElev = -4","level":5,"markdown":"Degrees\nThe minimal elevation of the gun."},{"heading":"minTurn = -360","level":5,"markdown":"Degrees\nThe minimal turn of the turret, unit is degrees."},{"heading":"minCamElev = -90","level":5,"markdown":"Degrees\nThe minimal elevation of the camera, unit is degrees. Used together with elevationMode on artillery vehicles"},{"heading":"maxCamElev = 90","level":5,"markdown":"Degrees\nThe maximum elevation of the camera, unit is degrees. Used together with elevationMode on artillery vehicles"},{"heading":"missileBeg = \"spice rakety\"","level":5,"markdown":"String"},{"heading":"missileEnd = \"konec rakety\"","level":5,"markdown":"String"},{"heading":"O","level":4,"markdown":""},{"heading":"outGunnerMayFire = false","level":5,"markdown":"Boolean\nIf true, the gunner will be able to fire and move(!) the turret while turned out."},{"heading":"P","level":4,"markdown":""},{"heading":"primary= 1","level":5,"markdown":"Unknown: ??"},{"heading":"primaryGunner = true","level":5,"markdown":"Boolean\nTrue if this turret is used by the primary gunner, false else.\n\n> [!WARNING]\n> There can be only ONE primary gunner on a vehicle, else you might often get a CTD.\n> Using addMagazine will add to the primaryGunner weapons. See addMagazineTurret (Arma 3) for other turrets."},{"heading":"primaryObserver = false","level":5,"markdown":"Boolean\nTrue if this turret is used by the primary observer (e.g. tank commander), false else."},{"heading":"proxyType = \"CPGunner\"","level":5,"markdown":"String\nThe proxy type of the turrets gunner, this may be CPGunner or CPCommander. The proxies have to be named according to this setting, so either \"proxy:Gunner.XX\" or \"proxy:Commander.XX\"."},{"heading":"proxyIndex = 1","level":5,"markdown":"Integer\nThe proxy index of the turrets gunner. If your proxyType is \"CPGunner\" and proxyIndex = 1, the proxyname must be \"proxy:Gunner.01\", etc."},{"heading":"playerPosition = 1","level":5,"markdown":"Integer\nPlayer position, used for sound controller \"playerPos\" - see Arma 3: Sound: SoundControllers"},{"heading":"S","level":4,"markdown":""},{"heading":"selectionFireAnim = \"\"","level":5,"markdown":"String"},{"heading":"showgunneroptics","level":5,"markdown":"Boolean\n**Description:** ???\n\n```\nshowgunneroptics = true;\n```\n\n//Doesn't exist in engine"},{"heading":"showAsCargo = false","level":5,"markdown":"Boolean\nIf true, turret is considered as Cargoposition"},{"heading":"soundServo[] = {\"\",0.003162,1.0}","level":5,"markdown":"Array\nSound of the turrets servo, this is played whenever the turret is moving."},{"heading":"stabilizedInAxes = 3","level":5,"markdown":"Integer\n0 - No stabilisation\n1 - Gun elevation stabilised\n2 - Turret traverse stabilised\n3 - Both stabilised\n4 - View roll stabilised with the horizon (used in boats)\n\nUsing strings (like \"StabilizedInAxisX\") requires `#define`s in config:\n\n```cpp\n#define StabilizedInAxesNone    0\n#define StabilizedInAxisX        1\n#define StabilizedInAxisY        2\n#define StabilizedInAxesBoth    3\n#define StabilizedInRoll        4\n```"},{"heading":"startEngine = true","level":5,"markdown":"Boolean\nIf true, moving the turret will start the vehicles engine. The engine will stop automatically once the turret stops moving."},{"heading":"T","level":4,"markdown":""},{"heading":"turretAxis","level":5,"markdown":"String\n**Description:** Axis selectionname in MemoryLOD (for the turret axis, ie mouse left and right input).\n\n```\nturretAxis = \"OsaVeze\";\n```"},{"heading":"turretFollowFreeLook = 0","level":5,"markdown":"Float\nIf 1, turret is slaved to the gunners viewdirection in freelook. When values is set to 2, it is possible to control turret on weaponless turrets. Value 1 is used in Attack Helicopters for example."},{"heading":"U","level":4,"markdown":""},{"heading":"usePip = 0","level":5,"markdown":"Float\nGunner head movement will rotate the picture-in-picture (PIP) camera instead of the gunner's head within the vehicle.\nUsed for example in the Blackfish gunner turrets and the Hunter RCWS versions.\nSince 1.73.141940 it is possible to use `usePiP = 2`, which is going to make gunner following main turret movement - used i.e. for mortar gunner."},{"heading":"V","level":4,"markdown":""},{"heading":"viewGunnerInExternal = false","level":5,"markdown":"Boolean\nView gunner in external."},{"heading":"viewGunnerShadow = true","level":5,"markdown":"Boolean"},{"heading":"viewGunnerShadowDiff = 1.0","level":5,"markdown":"Float"},{"heading":"viewGunnerShadowAmb = 1.0","level":5,"markdown":"Float"},{"heading":"W","level":4,"markdown":""},{"heading":"weapons[] = {}","level":5,"markdown":"Array An array made of all weapons this turret is armed with.\n\n**example**: weapons[] = { \"BWMod_L55\", \"BWMod_MG3_veh\" };"}],"categories":["ArmA: Armed Assault: Addon Configuration","Arma 3: Vehicle Configuration"],"groups":["Configuration"]},{"name":"Turret Path","title":"Turret Path","type":"topic","url":"https://community.bistudio.com/wiki/Turret_Path","revid":329896,"updated":"2022-08-08T09:33:51Z","aliases":[],"markdown":"A **Turret Path** is an Array of Numbers that determines a turret seat's \"path\", a turret being able to have a turret that has a turret etc.\n\nTurrets' notion was introduced with Armed Assault v1.00.\n\n|  |  |\n|---|---|\n| [-1] | means driver seat |\n| [0] | means first turret (usually gunner) |\n| [1] | means second turret |\n| [0,0] | means first turret's first turret |\n| [0,1] | means first turret's second turret |\n| [1,0] | means second turret's first turret, etc. |\n\n### See Also\n\nCategory:Command Group: Turrets","sections":[{"heading":null,"level":1,"markdown":"A **Turret Path** is an Array of Numbers that determines a turret seat's \"path\", a turret being able to have a turret that has a turret etc.\n\nTurrets' notion was introduced with Armed Assault v1.00.\n\n|  |  |\n|---|---|\n| [-1] | means driver seat |\n| [0] | means first turret (usually gunner) |\n| [1] | means second turret |\n| [0,0] | means first turret's first turret |\n| [0,1] | means first turret's second turret |\n| [1,0] | means second turret's first turret, etc. |"},{"heading":"See Also","level":3,"markdown":"Category:Command Group: Turrets"}],"categories":["Arrays","Introduced with Armed Assault version 1.00"],"groups":["Scripting"]},{"name":"Tutorial (Ressourcelink) Collection","title":"Tutorial (Ressourcelink) Collection","type":"topic","url":"https://community.bistudio.com/wiki/Tutorial_(Ressourcelink)_Collection","revid":339564,"updated":"2023-04-28T14:11:40Z","aliases":[],"markdown":"This Collection is supposed to provide all the information which are needed for all thinkable cases.\nSo it containes user created Tutorials as well as Developer provided ones. Also included are Documents and Video tutorials as well as technical information.\n\n### Contents\n\n- History Update History\n- Resources Official Resources\n- Documents Reference Documents\n- and suggested Tools required and suggested Tools\n- Tutorials Complete Tutorials\n- preperations common preperations\n- heightmap generating heightmap\n- Sat and Mask Map creating Sat and Mask Map\n- about configs and scriptfiles all about configs and scriptfiles\n- Objects handling Objects\n- processes and packing final processes and packing\n- errors and their reasons know errors and their reasons\n- Troubleshooting\n\n---\n\n**Update History**\nTutorial Collection was created, inspired by [ZeroG´s Resourcelink collection](http://forums.bistudio.com/showthread.php?94222-Resourcelink-collection-How-to-make-a-map-beginning-from-the-idea-in-your-head) - 06-03-2012 by MemphisBelle\n\n### Official Resources\n\n### Reference Documents\n\n**ArmA1 Tutorials and Objectlists**\n\n- *ArmA1 Visitor tutorial* (dead link) 2006 by Alex Sworn (including Object lists)\n- [ArmA1 Visitor tutorial](http://forums.bistudio.com/showthread.php?t=62725&highlight=Visitor+tutorial&page=18) 2006 by OPTERYX\n\n**Object Lists ArmA2OA**\n\n- *Arma 2 quick start tutorial* (dead link) 2009 by kheiro\n- [Visitor Object list](http://forums.bistudio.com/showthread.php?94999-Library-Class-names-and-pictures-of-natural-objects) 2010 by ZeroG\n\n### required and suggested Tools\n\n**official tools**\n\n- official BIS tools 2.5.1 latest tool package\n\n**heightfield generating tools**\n\n- [3D Terrain editing tool](http://www.blender.org/) free open source 3D content creation suite\n- [3D Terrain editing tool](http://www.bundysoft.com/L3DT/) Large 3D Terrain Generator available in a basic standart and to pay for pro version\n\n**picture editing tools**\n\n### Complete Tutorials\n\n**PDF ressources**\n\n**wiki ressources**\n\n- Arma 2 simple Tutorial 2010 by Atsche (Sgt. Ace)\n- up to date Tutorial for ArmA2OA 2011/2012 by Mondkalb\n- ArmA1 related Tutorial which also covers Arma 2 stuff by BIS, the community keeps working on that\n\n**other ressources**\n\n### common preperations\n\n**installing the BI tools**\n\n**setup Visitor**\n\n**prepare the config files**\n\n### generating heightmap\n\n**description**\n\n### creating Sat and Mask Map\n\n**description**\n\n### all about configs and scriptfiles\n\n**description**\n\n### handling Objects\n\n**description**\n\n### Troubleshooting\n\n**description**\n\n### know errors and their reasons\n\n**description**\n\n### final processes and packing\n\n**description**","sections":[{"heading":null,"level":1,"markdown":"This Collection is supposed to provide all the information which are needed for all thinkable cases.\nSo it containes user created Tutorials as well as Developer provided ones. Also included are Documents and Video tutorials as well as technical information."},{"heading":"Contents","level":3,"markdown":"- History Update History\n- Resources Official Resources\n- Documents Reference Documents\n- and suggested Tools required and suggested Tools\n- Tutorials Complete Tutorials\n- preperations common preperations\n- heightmap generating heightmap\n- Sat and Mask Map creating Sat and Mask Map\n- about configs and scriptfiles all about configs and scriptfiles\n- Objects handling Objects\n- processes and packing final processes and packing\n- errors and their reasons know errors and their reasons\n- Troubleshooting\n\n---\n\n**Update History**\nTutorial Collection was created, inspired by [ZeroG´s Resourcelink collection](http://forums.bistudio.com/showthread.php?94222-Resourcelink-collection-How-to-make-a-map-beginning-from-the-idea-in-your-head) - 06-03-2012 by MemphisBelle"},{"heading":"Official Resources","level":3,"markdown":""},{"heading":"Reference Documents","level":3,"markdown":"**ArmA1 Tutorials and Objectlists**\n\n- *ArmA1 Visitor tutorial* (dead link) 2006 by Alex Sworn (including Object lists)\n- [ArmA1 Visitor tutorial](http://forums.bistudio.com/showthread.php?t=62725&highlight=Visitor+tutorial&page=18) 2006 by OPTERYX\n\n**Object Lists ArmA2OA**\n\n- *Arma 2 quick start tutorial* (dead link) 2009 by kheiro\n- [Visitor Object list](http://forums.bistudio.com/showthread.php?94999-Library-Class-names-and-pictures-of-natural-objects) 2010 by ZeroG"},{"heading":"required and suggested Tools","level":3,"markdown":"**official tools**\n\n- official BIS tools 2.5.1 latest tool package\n\n**heightfield generating tools**\n\n- [3D Terrain editing tool](http://www.blender.org/) free open source 3D content creation suite\n- [3D Terrain editing tool](http://www.bundysoft.com/L3DT/) Large 3D Terrain Generator available in a basic standart and to pay for pro version\n\n**picture editing tools**"},{"heading":"Complete Tutorials","level":3,"markdown":"**PDF ressources**\n\n**wiki ressources**\n\n- Arma 2 simple Tutorial 2010 by Atsche (Sgt. Ace)\n- up to date Tutorial for ArmA2OA 2011/2012 by Mondkalb\n- ArmA1 related Tutorial which also covers Arma 2 stuff by BIS, the community keeps working on that\n\n**other ressources**"},{"heading":"common preperations","level":3,"markdown":"**installing the BI tools**\n\n**setup Visitor**\n\n**prepare the config files**"},{"heading":"generating heightmap","level":3,"markdown":"**description**"},{"heading":"creating Sat and Mask Map","level":3,"markdown":"**description**"},{"heading":"all about configs and scriptfiles","level":3,"markdown":"**description**"},{"heading":"handling Objects","level":3,"markdown":"**description**"},{"heading":"Troubleshooting","level":3,"markdown":"**description**"},{"heading":"know errors and their reasons","level":3,"markdown":"**description**"},{"heading":"final processes and packing","level":3,"markdown":"**description**"}],"categories":["Arma: Tutorials","Stubs"],"groups":["Modding"]},{"name":"Unit Loadout Array","title":"Unit Loadout Array","type":"topic","url":"https://community.bistudio.com/wiki/Unit_Loadout_Array","revid":322627,"updated":"2022-06-20T04:44:27Z","aliases":[],"markdown":"| Index | Element | Description |\n|---|---|---|\n| 0 | Primary Weapon | - classname<br>- suppressor<br>- pointer<br>- optics<br>- muzzle 1's magazine and ammunition<br>- muzzle 2's magazine and ammunition<br>- bipod |\n| 1 | Secondary Weapon | - classname<br>- suppressor<br>- pointer<br>- optics<br>- muzzle 1's magazine and ammunition<br>- muzzle 2's magazine and ammunition<br>- bipod |\n| 2 | Handgun Weapon | - classname<br>- suppressor<br>- pointer<br>- optics<br>- muzzle 1's magazine and ammunition<br>- muzzle 2's magazine and ammunition<br>- bipod |\n| 3 | Uniform | - classname<br>- Array of:<br>  - If item: items name and count<br>  - If magazine: magazines name, count, and their ammo count<br>  - If weapon: weapon detail (see the `Primary Weapon`) and count<br>  - If container (backpack/vest/uniform): container name and whether it's a backpack (backpacks are defined in `CfgVehicles`, and vests and uniforms in `CfgWeapons`) |\n| 4 | Vest | - classname<br>- Array of:<br>  - If item: items name and count<br>  - If magazine: magazines name, count, and their ammo count<br>  - If weapon: weapon detail (see the `Primary Weapon`) and count<br>  - If container (backpack/vest/uniform): container name and whether it's a backpack (backpacks are defined in `CfgVehicles`, and vests and uniforms in `CfgWeapons`) |\n| 5 | Backpack | - classname<br>- Array of:<br>  - If item: items name and count<br>  - If magazine: magazines name, count, and their ammo count<br>  - If weapon: weapon detail (see the `Primary Weapon`) and count<br>  - If container (backpack/vest/uniform): container name and whether it's a backpack (backpacks are defined in `CfgVehicles`, and vests and uniforms in `CfgWeapons`) |\n| 6 | Headgear | classname (String) |\n| 7 | Goggles/Facewear | classname (String) |\n| 8 | Binoculars | - classname<br>- suppressor<br>- pointer<br>- optics<br>- muzzle 1's magazine and ammunition<br>- muzzle 2's magazine and ammunition<br>- bipod |\n| 9 | Assigned Items<br>- in a different order<br>  than assignedItems<br>- no binoculars | - Map<br>- GPS/UAV terminal<br>- Radio<br>- Compass<br>- Watch<br>- NVG |\n\nThis array format is used with getUnitLoadout and setUnitLoadout commands. Its format is described in the side table.\n\n> [!NOTE]\n> **Weapons** listed as storage items are always listed at the end of the array, but are displayed at the top of the list in the UI.\n\n### Examples\n\nThese are examples of Unit Loadout Array structures (see getUnitLoadout, setUnitLoadout).\n\n#### B_soldier_AT_F\n\n```cpp\n[\n    /* primary weapon */    [\"arifle_MXC_Holo_pointer_F\", \"\", \"acc_pointer_IR\", \"optic_Holosight\", [\"30Rnd_65x39_caseless_mag\", 30], [], \"\"],\n    /* secondary weapon */    [\"launch_B_Titan_short_F\", \"\", \"\", \"\", [\"Titan_AT\", 1], [], \"\"],\n    /* handgun weapon */    [\"hgun_P07_F\", \"\", \"\", \"\", [\"16Rnd_9x21_Mag\", 16], [], \"\"],\n    /* uniform */            [\"U_B_CombatUniform_mcam\", [[\"FirstAidKit\", 1], [\"30Rnd_65x39_caseless_mag\", 2, 30], [\"Chemlight_green\", 1, 1]]],\n    /* vest */                [\"V_PlateCarrier1_rgr\", [[\"30Rnd_65x39_caseless_mag\", 3, 30], [\"16Rnd_9x21_Mag\", 2, 16], [\"SmokeShell\", 1 ,1], [\"SmokeShellGreen\", 1, 1], [\"Chemlight_green\", 1, 1]]],\n    /* backpack */            [\"B_AssaultPack_mcamo_AT\",[[\"Titan_AT\", 2, 1]]],\n    /* items */                \"H_HelmetB_light_desert\", \"G_Bandanna_tan\",[],\n    /* items */                [\"ItemMap\", \"\", \"ItemRadio\", \"ItemCompass\", \"ItemWatch\", \"NVGoggles\"]\n]\n```\n\n#### Misc\n\n```cpp\n[\n    [\n        \"arifle_MX_GL_F\",\"muzzle_snds_H\", \"acc_pointer_IR\", \"optic_Aco\",    // Primary weapon, (weapon items) silencer, pointer, optic\n        [\"30Rnd_65x39_caseless_mag\", 30],                                    // Loaded mag in primary muzzle, ammo count\n        [\"1Rnd_HE_Grenade_shell\", 1],                                        // Loaded mag in secondary muzzle, ammo count\n        \"\"    // Bipod\n    ],\n    [],    // Secondary weapon info (see primary above)\n    [    // handGun info (see primary above)\n        \"hgun_P07_F\", \"\", \"\", \"\",\n        [\"16Rnd_9x21_Mag\", 16],\n        [],\n        \"\"\n    ],\n    [    // Uniform\n        \"U_B_CombatUniform_mcam\", // Uniform Type\n        [    // Uniform Items\n            [\"FirstAidKit\", 1],    // Type, count\n            [\"30Rnd_65x39_caseless_mag\", 2, 30] // Magazines are: Type, count, ammo\n        ]\n    ],\n    [    // Vest Info\n        \"V_PlateCarrierGL_rgr\",    // Vest Type\n        [    // Vest Items\n            [\"30Rnd_65x39_caseless_mag\", 3, 30]\n        ]\n    ],\n    [   // Backpack Info\n        \"B_Carryall_ocamo\",                    // Backpack type\n        [    // Backpack Items\n            [\"B_Carryall_khk\", true],          // A backpack inside the backpack (isBackpack is true, so item is defined in CfgVehicles)\n            [\"U_B_CombatUniform_mcam\", false], // A uniform inside the backpack (isBackpack is false, so item is defined in CfgWeapons)\n            // A weapon inside the backpack\n            [[\"arifle_MX_ACO_pointer_F\", \"\", \"acc_pointer_IR\", \"optic_Aco\", [], [], \"\"], 1]\n        ]\n    ],\n    \"H_HelmetSpecB_blk\",                    // Helmet\n    \"G_Tactical_Clear\",                        //Facewear glasses/bandanna etc\n    [\"Binocular\", \"\", \"\", \"\", [], [], \"\"],    // Weapon Binocular (follows same layout as other weapons above)\n    [\"ItemMap\", \"ItemGPS\", \"ItemRadio\", \"ItemCompass\", \"ItemWatch\", \"NVGoggles\"]    // AssignedItems ItemGPS can also be a UAV Terminal\n]\n```","sections":[{"heading":null,"level":1,"markdown":"| Index | Element | Description |\n|---|---|---|\n| 0 | Primary Weapon | - classname<br>- suppressor<br>- pointer<br>- optics<br>- muzzle 1's magazine and ammunition<br>- muzzle 2's magazine and ammunition<br>- bipod |\n| 1 | Secondary Weapon | - classname<br>- suppressor<br>- pointer<br>- optics<br>- muzzle 1's magazine and ammunition<br>- muzzle 2's magazine and ammunition<br>- bipod |\n| 2 | Handgun Weapon | - classname<br>- suppressor<br>- pointer<br>- optics<br>- muzzle 1's magazine and ammunition<br>- muzzle 2's magazine and ammunition<br>- bipod |\n| 3 | Uniform | - classname<br>- Array of:<br>  - If item: items name and count<br>  - If magazine: magazines name, count, and their ammo count<br>  - If weapon: weapon detail (see the `Primary Weapon`) and count<br>  - If container (backpack/vest/uniform): container name and whether it's a backpack (backpacks are defined in `CfgVehicles`, and vests and uniforms in `CfgWeapons`) |\n| 4 | Vest | - classname<br>- Array of:<br>  - If item: items name and count<br>  - If magazine: magazines name, count, and their ammo count<br>  - If weapon: weapon detail (see the `Primary Weapon`) and count<br>  - If container (backpack/vest/uniform): container name and whether it's a backpack (backpacks are defined in `CfgVehicles`, and vests and uniforms in `CfgWeapons`) |\n| 5 | Backpack | - classname<br>- Array of:<br>  - If item: items name and count<br>  - If magazine: magazines name, count, and their ammo count<br>  - If weapon: weapon detail (see the `Primary Weapon`) and count<br>  - If container (backpack/vest/uniform): container name and whether it's a backpack (backpacks are defined in `CfgVehicles`, and vests and uniforms in `CfgWeapons`) |\n| 6 | Headgear | classname (String) |\n| 7 | Goggles/Facewear | classname (String) |\n| 8 | Binoculars | - classname<br>- suppressor<br>- pointer<br>- optics<br>- muzzle 1's magazine and ammunition<br>- muzzle 2's magazine and ammunition<br>- bipod |\n| 9 | Assigned Items<br>- in a different order<br>  than assignedItems<br>- no binoculars | - Map<br>- GPS/UAV terminal<br>- Radio<br>- Compass<br>- Watch<br>- NVG |\n\nThis array format is used with getUnitLoadout and setUnitLoadout commands. Its format is described in the side table.\n\n> [!NOTE]\n> **Weapons** listed as storage items are always listed at the end of the array, but are displayed at the top of the list in the UI."},{"heading":"Examples","level":3,"markdown":"These are examples of Unit Loadout Array structures (see getUnitLoadout, setUnitLoadout)."},{"heading":"B_soldier_AT_F","level":4,"markdown":"```cpp\n[\n    /* primary weapon */    [\"arifle_MXC_Holo_pointer_F\", \"\", \"acc_pointer_IR\", \"optic_Holosight\", [\"30Rnd_65x39_caseless_mag\", 30], [], \"\"],\n    /* secondary weapon */    [\"launch_B_Titan_short_F\", \"\", \"\", \"\", [\"Titan_AT\", 1], [], \"\"],\n    /* handgun weapon */    [\"hgun_P07_F\", \"\", \"\", \"\", [\"16Rnd_9x21_Mag\", 16], [], \"\"],\n    /* uniform */            [\"U_B_CombatUniform_mcam\", [[\"FirstAidKit\", 1], [\"30Rnd_65x39_caseless_mag\", 2, 30], [\"Chemlight_green\", 1, 1]]],\n    /* vest */                [\"V_PlateCarrier1_rgr\", [[\"30Rnd_65x39_caseless_mag\", 3, 30], [\"16Rnd_9x21_Mag\", 2, 16], [\"SmokeShell\", 1 ,1], [\"SmokeShellGreen\", 1, 1], [\"Chemlight_green\", 1, 1]]],\n    /* backpack */            [\"B_AssaultPack_mcamo_AT\",[[\"Titan_AT\", 2, 1]]],\n    /* items */                \"H_HelmetB_light_desert\", \"G_Bandanna_tan\",[],\n    /* items */                [\"ItemMap\", \"\", \"ItemRadio\", \"ItemCompass\", \"ItemWatch\", \"NVGoggles\"]\n]\n```"},{"heading":"Misc","level":4,"markdown":"```cpp\n[\n    [\n        \"arifle_MX_GL_F\",\"muzzle_snds_H\", \"acc_pointer_IR\", \"optic_Aco\",    // Primary weapon, (weapon items) silencer, pointer, optic\n        [\"30Rnd_65x39_caseless_mag\", 30],                                    // Loaded mag in primary muzzle, ammo count\n        [\"1Rnd_HE_Grenade_shell\", 1],                                        // Loaded mag in secondary muzzle, ammo count\n        \"\"    // Bipod\n    ],\n    [],    // Secondary weapon info (see primary above)\n    [    // handGun info (see primary above)\n        \"hgun_P07_F\", \"\", \"\", \"\",\n        [\"16Rnd_9x21_Mag\", 16],\n        [],\n        \"\"\n    ],\n    [    // Uniform\n        \"U_B_CombatUniform_mcam\", // Uniform Type\n        [    // Uniform Items\n            [\"FirstAidKit\", 1],    // Type, count\n            [\"30Rnd_65x39_caseless_mag\", 2, 30] // Magazines are: Type, count, ammo\n        ]\n    ],\n    [    // Vest Info\n        \"V_PlateCarrierGL_rgr\",    // Vest Type\n        [    // Vest Items\n            [\"30Rnd_65x39_caseless_mag\", 3, 30]\n        ]\n    ],\n    [   // Backpack Info\n        \"B_Carryall_ocamo\",                    // Backpack type\n        [    // Backpack Items\n            [\"B_Carryall_khk\", true],          // A backpack inside the backpack (isBackpack is true, so item is defined in CfgVehicles)\n            [\"U_B_CombatUniform_mcam\", false], // A uniform inside the backpack (isBackpack is false, so item is defined in CfgWeapons)\n            // A weapon inside the backpack\n            [[\"arifle_MX_ACO_pointer_F\", \"\", \"acc_pointer_IR\", \"optic_Aco\", [], [], \"\"], 1]\n        ]\n    ],\n    \"H_HelmetSpecB_blk\",                    // Helmet\n    \"G_Tactical_Clear\",                        //Facewear glasses/bandanna etc\n    [\"Binocular\", \"\", \"\", \"\", [], [], \"\"],    // Weapon Binocular (follows same layout as other weapons above)\n    [\"ItemMap\", \"ItemGPS\", \"ItemRadio\", \"ItemCompass\", \"ItemWatch\", \"NVGoggles\"]    // AssignedItems ItemGPS can also be a UAV Terminal\n]\n```"}],"categories":["Arrays"],"groups":["Scripting"]},{"name":"Unknown enum value","title":"Unknown enum value","type":"topic","url":"https://community.bistudio.com/wiki/Unknown_enum_value","revid":104737,"updated":"2017-11-30T10:17:23Z","aliases":[],"markdown":"This error occurs when an incorrect enum(erated) value is provided.\n\n**Examples:**\n\n```cpp\n_g2 setBehaviour \"CARELES\"; // \"CARELESS\" should be used\n\n_newWP setWaypointCombatMode \"UNCHANGED\"; // \"NO CHANGE\" should be used\n```","sections":[{"heading":null,"level":1,"markdown":"This error occurs when an incorrect enum(erated) value is provided.\n\n**Examples:**\n\n```cpp\n_g2 setBehaviour \"CARELES\"; // \"CARELESS\" should be used\n\n_newWP setWaypointCombatMode \"UNCHANGED\"; // \"NO CHANGE\" should be used\n```"}],"categories":["Common Scripting Errors"],"groups":["Scripting"]},{"name":"USAF Mod","title":"USAF Mod","type":"topic","url":"https://community.bistudio.com/wiki/USAF_Mod","revid":286315,"updated":"2021-06-22T12:08:23Z","aliases":[],"markdown":"### Development Team\n\n**SGT Fuller** - Project Lead\n\n**Peral** - 2IC\n\n**Randomslap** - Modeling & configs\n\n**Lala14** - scripting\n\n**Shockley** - Textures & configs\n\n### Description\n\nThe United States Air Force (USAF) is the aerial warfare service branch of the United States Armed Forces and one of the seven American uniformed services. Our goal is to represent the USAF branch into Arma 3 to the best of our abilities within the constraints of the engine capabilities.\n\n### Changelog\n\n```\nv0.4'\n```\n\n```\n- Entire Mod Overhaul\n- Removed Plans for F-15\n- Removed Plans for B52\n- Discarded Jones Orbit Script\n- Added LDL AC130 Orbit Script (Heavily modified by Lala)\n- Fixed AC-130 Turn Radius\n- Fixed AC-130 Damage Model\n- Fixed AC-130 Texture Errors\n- Balanced AC-130 Weapons Systems\n- Added Extra Zoom Layer to TV Operator\n- Added New Screens for Gunners\n- Two Versions of AC-130. Spooky and Legacy\n- Revised optics in all turrets.\n- Ground stabilized turrets.\n- Added SABOT and WP rounds for the M102. (100 HE, 45 SABOT, 15 WP)\n- 105mm magazines are only 1 round, so a reload is required for each Kaboom.\n- Added SABOT rounds for L/60 cannon. (200 HE, 200 SABOT)\n- Modified the magazines for the 40mm (200 rnds each).\n- A10C Cleared to Deploy to AOR\n-  A10C GPS/INS Added\n- A10C Service Menu Added\n- A10C Service menu Skins, Menu, and Credits Disabled for now\n- B1B Service Menu uploaded\n- B1B Service Menu Skins, Credits, Menu Disabled for now\n- B1B Doors now open when bombs selected\n- B1B GPS/INS Added\n- B1B Laser Guided Bombs and JSOW Missile Added\n- B1B Speed Stabilized\n- B1B Turning Radius Tweaked\n- B2 Cleared to Deploy to AOR\n- B2 Turning Radius Adjusted\n- B2 Nuclear Bomb adjusted and balanced\n- B2 GPS/INS Added\n- B2 Service menu added\n- B2 Service menu Skins, Credits, Menu Disabled for now\n- C5 Damage Model Tweaked to avoid wheels not being able to go up when taking off\n- C5 Loading Script Discarded\n- C5 New loading script designed by Lala uploaded with 100% efficiency\n- C17 Cleared to depart to AOR\n- C17 Loading Script Discarded\n- C17 New loading Script designed by Lala uploaded with 100% efficiency\n- C130J New loading Script designed by Lala Uploaded with 100% efficency\n- CV-22 hover mode adjusted to move better\n- CV-22 Service menu added\n- Flir Screens added to CV-22\n- FFV added to last two seats in CV-22\n- AGM/ACE Ropes compatible with CV-22\n- E3 AWACS Cleared to depart to AOR\n- F16C Fighting Falcon Cleared to Depart to AOR\n- F16C Service menu added\n- F16C GPS/INS added\n- F/A-22 Cleared to Depart to AOR\n- F/A-22 Service menu added\n- F/A-22 GPS/INS added\n- F35A JSF cleared to Depart to AOR\n- F35A Service menu added\n- F35A GPS/INS added\n- HH60G FFV added\n- HH60G AGM/ACE ropes added\n- HH60G BI sling load possible for light vehicles and crates\n- HH60G Medical Version added with Stretchers for medevac found under supports\n- MC-130J turning radius tweaked\n- MC-130J GPS/INS added for MOAB\n- KC-135 Boom Operator Position removed for now\n- Added Missilebox for different weapons, crates etc\n- MQ-9 Extra Zoom added\n- MQ-9 Can now control laser and rockets from Turret view\n- RQ-4A Extra zoom added\n- Security Forces now have default Arma 3 weapons. EricJ weapons (Optional)\n- Department of the Air Force units added\n- Security Forces Impala and Security Forces flight line trucks added (OK ITS NOT A IMPALA LOL)\n- New Vest and helmet added for pilots\n- Various tweaks\n- Stabilization fixes\n- Texture fixes\n```\n\n```\nv0.3\n```\n\n```\n-CV-22 Osprey Added\n-RQ-4A Global Hawk Added\n-MQ-9 Reaper Added\n-HH-60G Pavehawk Added\n-USAF Special Operations added\n-AC-130U Gun animations added\n-USAF Weapons Pack Added\n-AC-130U Script warping fixed\n-KC135 Not rolling down runway due to BI update Fixed\n-MC-130 Refueling Script Camera Shacking fixed\n-Minor Adjustments made to previous aircraft\n-BI Key changed\n-Pilot Helmet and Vest UI pics updated\n-Credits Updated\n```\n\n```\nv0.2.2 Hotfix 2\n```\n\n```\n- FIXED: AC-130U RSC Issue Resolved\n- FIXED: MC-130J Aerial refuel script fixed\n- FIXED: C5 Galaxy Sound lowered\n- FIXED: AC-130U Sound lowered again\n- FIXED: AC-130U Howtizer damage upgraded again\n- FIXED: C5 Galaxy far left engine issue fixed\n- FIXED: C5 Galaxy Landing Gear issue fixed\n- UPDATED: AC-130U Orbit Script is now fully functional with zero errors\n- FIXED: C130 series no longer fly like bricks instead has same manuverability as the AC-130\n- ADDED: Dedicated Server Key added\n- UPDATED: KC135 Flaps and landing gear upgraded\n- FIXED: AC-130U Orbit Script Speed Increased\n```\n\n```\nV0.2.1 Hotfix\n```\n\n```\n- ADDED: Berets added back in for Security Forces members\n- FIXED: Fixed B1 menu flickering\n- FIXED: MC-130J Texture issue fixed\n- FIXED: AC-130U Howtizer zeroing has been fixed\n- FIXED: AC-130U TV moniter zeroing has been adjusted\n- FIXED: AC-130U Weapons damage increased\n- FIXED: AC-130U Vehicle_W_MG.paa and any RSC issue resolved\n- FIXED: C130 Series White square issue resolved\n- FIXED: AC-130U sounds lowered\n```\n\n```\nv0.2\n```\n\n```\n- FIXED: KC-135's turn radius and take off speed have been fixed\n- FIXED: KC-135's Gear issues have been fixed\n- REMOVED: The current AC-130 has been decommissioned and a newer version will be released with V 0.2 with the texture errors fixed\n- FIXED: AC-130's weapon damage has been increased\n- FIXED: AC-130's gear issues have been fixed.\n- FIXED: B-1's Turning radius has been fixed\n- FIXED: C-5 Galaxy turning radius has been fixed and markings on the Tail wing have been turned to proper direction\n- FIXED: AC-130s Recoil not working for the L60 has been fixed.\n- FIXED: USAF_SFS issues with pilots have been resolved.\n- UPDATED: Textures have been updated on AC-130\n- FIXED: B-1 Bombers speed has been increased to reflect real life. Afterburners are being fixed\n- ADDED: KC-135 Aircraft upgrade and now equipped with hoses. Refueling Script upgraded by dezkit.. the aircraft now searches for the memory\n  point and will connect at the exact spot. The aircraft will now deny you if you don't have the points needed. It will also only give\n  you the appropriate refueling action Ex. Flying the F18 and you approach the KC135 and request refueling it will release a hose for\n  you and will not lower the boom. If two F18's approach the KC135 it will release two hoses and not the boom. If the F16 approaches the\n  KC135 it will lower the boom and will not release the hose.\n- ADDED: KC-135 Boom Operator added(Its just a view more for ambience)(WIP)\n- ADDED: AC-130 TV Operator Added\n- UPDATED: B-1 Bomb doors open as soon as you select bombs\n- UPDATED: C5 Textures upgraded\n- UPDATED: USAF mod pack reorginized by dezkit\n- ADDED: User lisence and bikeys added\n- ADDED: Classnames added\n- UPDATED: KC-130 redesignated as MC-130J Commando II\n- UPDATEDL Textures redone\n- UPDATED: USAF Pilots authorized by Nato to carry Firearms and IR Grenades.\n- UPDATED: Security Forces Enlisted and Officers trained to use Nato Weapons.\n```\n\n```\nv0.1\n```\n\n```\n- Initial alpha Release\n```\n\n### Aircraft\n\n**Also:**\n\nA-10 Thunderbolt II\n\nB-52 Stratofortress\n\nB-2A Spirit\n\nF-15C Eagle\n\nF-16 Fighting Falcon\n\nF-22 Raptor\n\nF-35 Lightning II\n\nMQ-1 Predator\n\nHH-60 Pave Hawk\n\nT-6A Texan II\n\n### Units\n\n**AFSOC**","sections":[{"heading":"Development Team","level":3,"markdown":"**SGT Fuller** - Project Lead\n\n**Peral** - 2IC\n\n**Randomslap** - Modeling & configs\n\n**Lala14** - scripting\n\n**Shockley** - Textures & configs"},{"heading":"Description","level":3,"markdown":"The United States Air Force (USAF) is the aerial warfare service branch of the United States Armed Forces and one of the seven American uniformed services. Our goal is to represent the USAF branch into Arma 3 to the best of our abilities within the constraints of the engine capabilities."},{"heading":"Changelog","level":3,"markdown":"```\nv0.4'\n```\n\n```\n- Entire Mod Overhaul\n- Removed Plans for F-15\n- Removed Plans for B52\n- Discarded Jones Orbit Script\n- Added LDL AC130 Orbit Script (Heavily modified by Lala)\n- Fixed AC-130 Turn Radius\n- Fixed AC-130 Damage Model\n- Fixed AC-130 Texture Errors\n- Balanced AC-130 Weapons Systems\n- Added Extra Zoom Layer to TV Operator\n- Added New Screens for Gunners\n- Two Versions of AC-130. Spooky and Legacy\n- Revised optics in all turrets.\n- Ground stabilized turrets.\n- Added SABOT and WP rounds for the M102. (100 HE, 45 SABOT, 15 WP)\n- 105mm magazines are only 1 round, so a reload is required for each Kaboom.\n- Added SABOT rounds for L/60 cannon. (200 HE, 200 SABOT)\n- Modified the magazines for the 40mm (200 rnds each).\n- A10C Cleared to Deploy to AOR\n-  A10C GPS/INS Added\n- A10C Service Menu Added\n- A10C Service menu Skins, Menu, and Credits Disabled for now\n- B1B Service Menu uploaded\n- B1B Service Menu Skins, Credits, Menu Disabled for now\n- B1B Doors now open when bombs selected\n- B1B GPS/INS Added\n- B1B Laser Guided Bombs and JSOW Missile Added\n- B1B Speed Stabilized\n- B1B Turning Radius Tweaked\n- B2 Cleared to Deploy to AOR\n- B2 Turning Radius Adjusted\n- B2 Nuclear Bomb adjusted and balanced\n- B2 GPS/INS Added\n- B2 Service menu added\n- B2 Service menu Skins, Credits, Menu Disabled for now\n- C5 Damage Model Tweaked to avoid wheels not being able to go up when taking off\n- C5 Loading Script Discarded\n- C5 New loading script designed by Lala uploaded with 100% efficiency\n- C17 Cleared to depart to AOR\n- C17 Loading Script Discarded\n- C17 New loading Script designed by Lala uploaded with 100% efficiency\n- C130J New loading Script designed by Lala Uploaded with 100% efficency\n- CV-22 hover mode adjusted to move better\n- CV-22 Service menu added\n- Flir Screens added to CV-22\n- FFV added to last two seats in CV-22\n- AGM/ACE Ropes compatible with CV-22\n- E3 AWACS Cleared to depart to AOR\n- F16C Fighting Falcon Cleared to Depart to AOR\n- F16C Service menu added\n- F16C GPS/INS added\n- F/A-22 Cleared to Depart to AOR\n- F/A-22 Service menu added\n- F/A-22 GPS/INS added\n- F35A JSF cleared to Depart to AOR\n- F35A Service menu added\n- F35A GPS/INS added\n- HH60G FFV added\n- HH60G AGM/ACE ropes added\n- HH60G BI sling load possible for light vehicles and crates\n- HH60G Medical Version added with Stretchers for medevac found under supports\n- MC-130J turning radius tweaked\n- MC-130J GPS/INS added for MOAB\n- KC-135 Boom Operator Position removed for now\n- Added Missilebox for different weapons, crates etc\n- MQ-9 Extra Zoom added\n- MQ-9 Can now control laser and rockets from Turret view\n- RQ-4A Extra zoom added\n- Security Forces now have default Arma 3 weapons. EricJ weapons (Optional)\n- Department of the Air Force units added\n- Security Forces Impala and Security Forces flight line trucks added (OK ITS NOT A IMPALA LOL)\n- New Vest and helmet added for pilots\n- Various tweaks\n- Stabilization fixes\n- Texture fixes\n```\n\n```\nv0.3\n```\n\n```\n-CV-22 Osprey Added\n-RQ-4A Global Hawk Added\n-MQ-9 Reaper Added\n-HH-60G Pavehawk Added\n-USAF Special Operations added\n-AC-130U Gun animations added\n-USAF Weapons Pack Added\n-AC-130U Script warping fixed\n-KC135 Not rolling down runway due to BI update Fixed\n-MC-130 Refueling Script Camera Shacking fixed\n-Minor Adjustments made to previous aircraft\n-BI Key changed\n-Pilot Helmet and Vest UI pics updated\n-Credits Updated\n```\n\n```\nv0.2.2 Hotfix 2\n```\n\n```\n- FIXED: AC-130U RSC Issue Resolved\n- FIXED: MC-130J Aerial refuel script fixed\n- FIXED: C5 Galaxy Sound lowered\n- FIXED: AC-130U Sound lowered again\n- FIXED: AC-130U Howtizer damage upgraded again\n- FIXED: C5 Galaxy far left engine issue fixed\n- FIXED: C5 Galaxy Landing Gear issue fixed\n- UPDATED: AC-130U Orbit Script is now fully functional with zero errors\n- FIXED: C130 series no longer fly like bricks instead has same manuverability as the AC-130\n- ADDED: Dedicated Server Key added\n- UPDATED: KC135 Flaps and landing gear upgraded\n- FIXED: AC-130U Orbit Script Speed Increased\n```\n\n```\nV0.2.1 Hotfix\n```\n\n```\n- ADDED: Berets added back in for Security Forces members\n- FIXED: Fixed B1 menu flickering\n- FIXED: MC-130J Texture issue fixed\n- FIXED: AC-130U Howtizer zeroing has been fixed\n- FIXED: AC-130U TV moniter zeroing has been adjusted\n- FIXED: AC-130U Weapons damage increased\n- FIXED: AC-130U Vehicle_W_MG.paa and any RSC issue resolved\n- FIXED: C130 Series White square issue resolved\n- FIXED: AC-130U sounds lowered\n```\n\n```\nv0.2\n```\n\n```\n- FIXED: KC-135's turn radius and take off speed have been fixed\n- FIXED: KC-135's Gear issues have been fixed\n- REMOVED: The current AC-130 has been decommissioned and a newer version will be released with V 0.2 with the texture errors fixed\n- FIXED: AC-130's weapon damage has been increased\n- FIXED: AC-130's gear issues have been fixed.\n- FIXED: B-1's Turning radius has been fixed\n- FIXED: C-5 Galaxy turning radius has been fixed and markings on the Tail wing have been turned to proper direction\n- FIXED: AC-130s Recoil not working for the L60 has been fixed.\n- FIXED: USAF_SFS issues with pilots have been resolved.\n- UPDATED: Textures have been updated on AC-130\n- FIXED: B-1 Bombers speed has been increased to reflect real life. Afterburners are being fixed\n- ADDED: KC-135 Aircraft upgrade and now equipped with hoses. Refueling Script upgraded by dezkit.. the aircraft now searches for the memory\n  point and will connect at the exact spot. The aircraft will now deny you if you don't have the points needed. It will also only give\n  you the appropriate refueling action Ex. Flying the F18 and you approach the KC135 and request refueling it will release a hose for\n  you and will not lower the boom. If two F18's approach the KC135 it will release two hoses and not the boom. If the F16 approaches the\n  KC135 it will lower the boom and will not release the hose.\n- ADDED: KC-135 Boom Operator added(Its just a view more for ambience)(WIP)\n- ADDED: AC-130 TV Operator Added\n- UPDATED: B-1 Bomb doors open as soon as you select bombs\n- UPDATED: C5 Textures upgraded\n- UPDATED: USAF mod pack reorginized by dezkit\n- ADDED: User lisence and bikeys added\n- ADDED: Classnames added\n- UPDATED: KC-130 redesignated as MC-130J Commando II\n- UPDATEDL Textures redone\n- UPDATED: USAF Pilots authorized by Nato to carry Firearms and IR Grenades.\n- UPDATED: Security Forces Enlisted and Officers trained to use Nato Weapons.\n```\n\n```\nv0.1\n```\n\n```\n- Initial alpha Release\n```"},{"heading":"Aircraft","level":3,"markdown":"**Also:**\n\nA-10 Thunderbolt II\n\nB-52 Stratofortress\n\nB-2A Spirit\n\nF-15C Eagle\n\nF-16 Fighting Falcon\n\nF-22 Raptor\n\nF-35 Lightning II\n\nMQ-1 Predator\n\nHH-60 Pave Hawk\n\nT-6A Texan II"},{"heading":"Units","level":3,"markdown":"**AFSOC**"}],"categories":["Arma 3: Community Mod Pages"],"groups":["Modding"]},{"name":"User Interface Colors","title":"User Interface Colors","type":"topic","url":"https://community.bistudio.com/wiki/User_Interface_Colors","revid":346970,"updated":"2023-08-12T15:09:39Z","aliases":["Interface Colors"],"markdown":"Take On Helicopters introduced ability to recolor menu and HUD colors. Community creators can define new presets or use user's colors using following configs and functions.\n\n### Presets\n\nPresets are available for users in Options > Game Options > Interface Colors menu. Anybody can define new presets and categories.\n\n```\nclass CfgUIDefault // In Arma 3 the class was renamed to CfgUIColors\n{\n    // --- Tag\n    class IGUI\n    {\n        // --- Name displayed in menu\n        displayName = \"$STR_HSIM_CfgUIDefault_IGUI_0\";\n        // --- Color variables\n        class Variables\n        {\n            // --- Identification class ised by presets and scripts\n            class TEXT_RGB\n            {\n                // --- Name displayed in menu\n                displayName = \"$STR_HSIM_CfgUIDefault_IGUI_Variables_TEXT_RGB_0\";\n                // --- Preview picture background\n                previewBackground = \"\\hsim\\UI_H\\data\\loadscreen_generic_co.paa\";\n                // --- Preview picture (when 1 instead of String, whole menu is recolored instead)\n                preview = \"\\hsim\\UI_H\\data\\cursor_w_view_gs.paa\";\n                // --- Preview picture width\n                previewW = 4 * GUI_GRID_W;\n                // --- Preview picture height\n                previewH = 4 * GUI_GRID_H;\n            };\n        };\n        // --- Color presets\n        class Presets\n        {\n            class PresetDefault\n            {\n                // --- Name displayed in menu\n                displayName = \"$STR_HSIM_CfgUIDefault_IGUI_Presets_PresetGreen_0\";\n                // --- Class of modified variable (TEXT_RGB) with RGBA values\n                TEXT_RGB[] = {0,1,0.05,0.8};\n                // --- When 1, preset is used as default\n                default = 1;\n            };\n            class PresetBlue\n            {\n                displayName = \"$STR_HSIM_CfgUIDefault_IGUI_Presets_PresetDefault_0\";\n                TEXT_RGB[] = {0,1,1,0.8};\n            };\n        };\n    };\n};\n```\n\n### Macros\n\n#### Adding New\n\nSystem stores preset variables into profileNamespace upon startup. UI controls can link to them using getVariable command.\n\nUsing macros helps to keep the code simple and maintain it through development.\n\n```\n#define IGUI_TEXT_RGB_R    \"(profileNamespace getVariable ['IGUI_TEXT_RGB_R', 0])\"\n#define IGUI_TEXT_RGB_G    \"(profileNamespace getVariable ['IGUI_TEXT_RGB_G', 1])\"\n#define IGUI_TEXT_RGB_B    \"(profileNamespace getVariable ['IGUI_TEXT_RGB_B', 0.05])\"\n#define IGUI_TEXT_RGB_A    \"(profileNamespace getVariable ['IGUI_TEXT_RGB_A', 0.8])\"\n```\n\nExplanation:\n\n- **#define IGUI_TEXT_RGB_R** - macro name. Can be anything, but naming it based on preset is recommended.\n- **\"(profileNamespace getVariable ['IGUI_TEXT_RGB_R',0])\"** - actual value. Must be String, otherwise macro would be terminated after first comma (,)\n  - **IGUI_TEXT_RGB** - variable created by system based on preset. Created from <tag>_<variable>\n  - **0** - default value in case variable is not found (used on first game start)\n\n#### Existing\n\nColor macros are defined in *defineCommon.inc* (see User Interface Macros for more details). Following defines are based on user modifiable colors:\n\n- GUI (menus)\n  - **GUI_BCG_RGB** - menu background RGB\n  - **GUI_BCG_COLOR** - menu background RGBA\n  - **GUI_BCG_MEDIUM_RGB** - button background RGB (darker version of GUI_BCG_RGB)\n  - **GUI_BCG_MEDIUM_COLOR** - button background RGBA\n  - **GUI_BCG_ACTIVE_RGB** - active button background color (e.g. focused buttons) RGB\n- IGUI (HUD)\n  - **IGUI_TEXT_RGB** - HUD color RGB\n  - **IGUI_TEXT_COLOR** - HUD color RGBA\n\n#### Sample Configs\n\nSet text/picture color to HUD color\n\n```cpp\ncolorText[] = IGUI_TEXT_COLOR;\n```\n\nSet text/picture color to HUD color with fixed alpha (e.g. override user transparency settings)\n\n```cpp\ncolorText[] = { IGUI_TEXT_RGB, 1 };\n```\n\n### Functions\n\n- BIS_fnc_displayColorGet\n- BIS_fnc_displayColorSet","sections":[{"heading":null,"level":1,"markdown":"Take On Helicopters introduced ability to recolor menu and HUD colors. Community creators can define new presets or use user's colors using following configs and functions."},{"heading":"Presets","level":3,"markdown":"Presets are available for users in Options > Game Options > Interface Colors menu. Anybody can define new presets and categories.\n\n```\nclass CfgUIDefault // In Arma 3 the class was renamed to CfgUIColors\n{\n    // --- Tag\n    class IGUI\n    {\n        // --- Name displayed in menu\n        displayName = \"$STR_HSIM_CfgUIDefault_IGUI_0\";\n        // --- Color variables\n        class Variables\n        {\n            // --- Identification class ised by presets and scripts\n            class TEXT_RGB\n            {\n                // --- Name displayed in menu\n                displayName = \"$STR_HSIM_CfgUIDefault_IGUI_Variables_TEXT_RGB_0\";\n                // --- Preview picture background\n                previewBackground = \"\\hsim\\UI_H\\data\\loadscreen_generic_co.paa\";\n                // --- Preview picture (when 1 instead of String, whole menu is recolored instead)\n                preview = \"\\hsim\\UI_H\\data\\cursor_w_view_gs.paa\";\n                // --- Preview picture width\n                previewW = 4 * GUI_GRID_W;\n                // --- Preview picture height\n                previewH = 4 * GUI_GRID_H;\n            };\n        };\n        // --- Color presets\n        class Presets\n        {\n            class PresetDefault\n            {\n                // --- Name displayed in menu\n                displayName = \"$STR_HSIM_CfgUIDefault_IGUI_Presets_PresetGreen_0\";\n                // --- Class of modified variable (TEXT_RGB) with RGBA values\n                TEXT_RGB[] = {0,1,0.05,0.8};\n                // --- When 1, preset is used as default\n                default = 1;\n            };\n            class PresetBlue\n            {\n                displayName = \"$STR_HSIM_CfgUIDefault_IGUI_Presets_PresetDefault_0\";\n                TEXT_RGB[] = {0,1,1,0.8};\n            };\n        };\n    };\n};\n```"},{"heading":"Macros","level":3,"markdown":""},{"heading":"Adding New","level":4,"markdown":"System stores preset variables into profileNamespace upon startup. UI controls can link to them using getVariable command.\n\nUsing macros helps to keep the code simple and maintain it through development.\n\n```\n#define IGUI_TEXT_RGB_R    \"(profileNamespace getVariable ['IGUI_TEXT_RGB_R', 0])\"\n#define IGUI_TEXT_RGB_G    \"(profileNamespace getVariable ['IGUI_TEXT_RGB_G', 1])\"\n#define IGUI_TEXT_RGB_B    \"(profileNamespace getVariable ['IGUI_TEXT_RGB_B', 0.05])\"\n#define IGUI_TEXT_RGB_A    \"(profileNamespace getVariable ['IGUI_TEXT_RGB_A', 0.8])\"\n```\n\nExplanation:\n\n- **#define IGUI_TEXT_RGB_R** - macro name. Can be anything, but naming it based on preset is recommended.\n- **\"(profileNamespace getVariable ['IGUI_TEXT_RGB_R',0])\"** - actual value. Must be String, otherwise macro would be terminated after first comma (,)\n  - **IGUI_TEXT_RGB** - variable created by system based on preset. Created from <tag>_<variable>\n  - **0** - default value in case variable is not found (used on first game start)"},{"heading":"Existing","level":4,"markdown":"Color macros are defined in *defineCommon.inc* (see User Interface Macros for more details). Following defines are based on user modifiable colors:\n\n- GUI (menus)\n  - **GUI_BCG_RGB** - menu background RGB\n  - **GUI_BCG_COLOR** - menu background RGBA\n  - **GUI_BCG_MEDIUM_RGB** - button background RGB (darker version of GUI_BCG_RGB)\n  - **GUI_BCG_MEDIUM_COLOR** - button background RGBA\n  - **GUI_BCG_ACTIVE_RGB** - active button background color (e.g. focused buttons) RGB\n- IGUI (HUD)\n  - **IGUI_TEXT_RGB** - HUD color RGB\n  - **IGUI_TEXT_COLOR** - HUD color RGBA"},{"heading":"Sample Configs","level":4,"markdown":"Set text/picture color to HUD color\n\n```cpp\ncolorText[] = IGUI_TEXT_COLOR;\n```\n\nSet text/picture color to HUD color with fixed alpha (e.g. override user transparency settings)\n\n```cpp\ncolorText[] = { IGUI_TEXT_RGB, 1 };\n```"},{"heading":"Functions","level":3,"markdown":"- BIS_fnc_displayColorGet\n- BIS_fnc_displayColorSet"}],"categories":["GUI Topics","Take On Helicopters: Editing"],"groups":["GUI"]},{"name":"User Interface Event Handlers","title":"User Interface Event Handlers","type":"topic","url":"https://community.bistudio.com/wiki/User_Interface_Event_Handlers","revid":378424,"updated":"2026-04-06T13:41:34Z","aliases":["Arma 3: Event Handlers/User Interface","Arma 3: User Interface Event Handlers","UIEH"],"markdown":"User Interface Event Handlers are used to execute code when events related to GUI components (i.e. Displays and Controls) occur.\n\n> [!WARNING]\n> About ctrlDelete in an Event Handler's script: ctrlDelete needs to be the last executed statement or Arma will crash.\n>\n> Alternatively, the code can also be spawned to circumvent this issue.\n>\n> ```cpp\n> onButtonClick = \"ctrlDelete (_this select 0); systemChat 'You will never see this';\";            // Crashes the game\n> onButtonClick = \"systemChat 'Bye bye button!'; ctrlDelete (_this select 0);\";                    // Works fine\n> onButtonClick = \"_this spawn { ctrlDelete (_this select 0); systemChat 'Bye bye button!'; };\";    // Works fine\n> ```\n\n### Reference List\n\n#### Generic Events\n\n##### onLoad\n\n- **Use on:** Display, Control\n- **Fired on:** Fires when UI container is created, but no action is taken. The `onLoad` event for display fires **after** the `onLoad` events for all controls it contains are fired.\n- **Returns:** Display or control, for controls it also returns the control's config (since Arma 3 v1.56).\n\n```sqf\nparams [\"_displayOrControl\", [\"_config\", configNull]];\n```\n\n> [!NOTE]\n> The order of initialisation is as follows:\n>\n> 1. all controls, top to bottom.\n> 1. Display\n>\n> This means that during the `onLoad` event of the upper controls the lower controls have yet to be created.\n\n##### onUnload\n\n- **Use on:** Display\n- **Fired on:** Display is closed, but no controls are destroyed yet.\n- **Returns:** Returns the display and exit code.\n\n```sqf\nparams [\"_display\", \"_exitCode\"];\n```\n\n> [!NOTE]\n> The `onUnload` event never fires for RscTitles displays created with cutRsc.\n\n> [!WARNING]\n> Code or function should be called, otherwise controls might be destroyed before spawned code is executed!\n\n##### onChildDestroyed\n\n- **Use on:** Display\n- **Fired on:** Child display is closed.\n- **Returns:** Returns the display, which child display was closed and exit code.\n\n```sqf\nparams [\"_display\", \"_closedChildDisplay\", \"_exitCode\"];\n```\n\n##### onCommitted (Arma 3 v2.14)\n\n- **Use on:** Control\n- **Fired on:** ctrlSetFade, ctrlSetScale, ctrlSetAngle and ctrlSetPosition in combination with ctrlCommit.\n- **Returns:** Returns the control, type of animation (`\"alpha\"`, `\"scale\"`, `\"rotation\"` or `\"position\"`) and the committed time.\n\n```sqf\nparams [\"_control\", \"_animType\", \"_animTime\"];\n```\n\n##### onEditChanged (Arma 3 v2.14)\n\n- **Use on:** Control\n- **Fired on:** Any changes to the CT_EDIT text field content.\n- **Returns:** Returns the control and the changed text.\n\n```sqf\nparams [\"_control\", \"_newText\"];\n```\n\n##### onMouseEnter\n\n- **Use on:** Control\n- **Fired on:** The mouse pointer enters the control area.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```\n\n> [!NOTE]\n> The `onMouseEnter` event only fires on enabled buttons (see ctrlEnable).\n> Arma 3 v2.18 This event handler type seems to only work on controls that can be interacted with. For example buttons, listboxes and so on.\n\n##### onMouseExit\n\n- **Use on:** Control\n- **Fired on:** The mouse pointer exits the control area.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```\n\n> [!NOTE]\n> Arma 3 v2.18 This event handler type seems to only work on controls that can be interacted with. For example buttons, listboxes and so on.\n\n##### onSetFocus\n\n- **Use on:** Control\n- **Fired on:** Input focus is on control. It now begins to accept keyboard input.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```\n\n##### onKillFocus\n\n- **Use on:** Control\n- **Fired on:** Input focus is no longer on control. It no longer accepts keyboard input.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```\n\n##### onTimer\n\n- **Use on:** Control\n- **Fired on:** N/A.\n- **Returns:** N/A.\n\n> [!NOTE]\n> This feature has yet to be implemented.\n\n##### onKeyDown\n\n- **Use on:** Display, Control\n- **Fired on:** Pressing any keyboard key. Fired before the `onKeyUp` event.\n- **Returns:** Returns the display or control, the keyboard code and the state of <kbd>⇧ Shift</kbd>, <kbd>Ctrl</kbd> and <kbd>Alt</kbd>.\n\n```sqf\nparams [\"_displayOrControl\", \"_key\", \"_shift\", \"_ctrl\", \"_alt\"];\ntrue // Intercepts the default action, e.g. pressing Escape won't close the dialog.\n```\n\nIn Arma 3, in order to be able to intercept key events during gameplay, the Event Handler should be added to Display 46:\n\n```sqf\nfindDisplay 46 displayAddEventHandler [\"KeyDown\", {}];\n```\n\nIn general, one should never return true in the `onKeyDown` EH, especially if it's added to Display 46 - otherwise all input is overridden and there is no way to do anything in the game anymore.\n\n> [!WARNING]\n> Pressing and holding key triggers 'autorepeat' action on Windows, which in turn will make this EH fire repeatedly as well.\n\n##### onKeyUp\n\n- **Use on:** Display, Control\n- **Fired on:** Releasing any keyboard key. Fired after the onKeyDown event.\n- **Returns:** Returns the display or control, the keyboard code and the state of <kbd>⇧ Shift</kbd>, <kbd>Ctrl</kbd> and <kbd>Alt</kbd>.\n\n```sqf\nparams [\"_displayOrControl\", \"_key\", \"_shift\", \"_ctrl\", \"_alt\"];\n```\n\n##### onChar\n\n- **Use on:** Display, Control\n- **Fired on:** When some readable characters is recognised.\n- **Returns:** Returns the display or control and the [char code](https://www.ascii-code.com/).\n\n```sqf\nparams [\"_displayOrControl\", \"_charCode\"];\n```\n\n##### onIMEChar\n\n- **Use on:** Control\n- **Fired on:** When IME character is recognized (used in Korean and other eastern languages).\n- **Returns:** Returns the control and the char code.\n\n```sqf\nparams [\"_control\", \"_charCode\"];\n```\n\n##### onIMEComposition\n\n- **Use on:** Control\n- **Fired on:** When partial IME character is recognized (used in Korean and other eastern languages).\n- **Returns:** Returns the control and the char code.\n\n```sqf\nparams [\"_control\", \"_charCode\"];\n```\n\n##### onMouseButtonDown\n\n- **Use on:** Display, Control\n- **Fired on:** Pressing a mouse button. Followed by the `onMouseButtonUp` event.\n- **Returns:** Returns the display or control, the pressed button, the x and y coordinates and the state of <kbd>⇧ Shift</kbd>, <kbd>Ctrl</kbd> and <kbd>Alt</kbd>.\n\n```sqf\nparams [\"_displayOrControl\", \"_button\", \"_xPos\", \"_yPos\", \"_shift\", \"_ctrl\", \"_alt\"];\n```\n\n##### onMouseButtonUp\n\n- **Use on:** Display, Control\n- **Fired on:** Releasing a mouse button. Follows the `onMouseButtonDown` event.\n- **Returns:** Returns the display or control, the pressed button, the x and y coordinates and the state of <kbd>⇧ Shift</kbd>, <kbd>Ctrl</kbd> and <kbd>Alt</kbd>.\n\n```sqf\nparams [\"_displayOrControl\", \"_button\", \"_xPos\", \"_yPos\", \"_shift\", \"_ctrl\", \"_alt\"];\n```\n\n##### onMouseButtonClick\n\n- **Use on:** ListBox, ComboBox, TextBox, Button, ActiveText\n- **Fired on:** Pressing and releasing a mouse button.\n- **Returns:** Returns the control, the pressed button, the x and y coordinates and the state of <kbd>⇧ Shift</kbd>, <kbd>Ctrl</kbd> and <kbd>Alt</kbd>.\n\n```sqf\nparams [\"_control\", \"_button\", \"_xPos\", \"_yPos\", \"_shift\", \"_ctrl\", \"_alt\"];\n```\n\n##### onMouseButtonDblClick\n\n- **Use on:** Control\n- **Fired on:** Pressing and releasing a mouse button twice within very short time.\n- **Returns:** Returns the control, the pressed button, the x and y coordinates and the state of <kbd>⇧ Shift</kbd>, <kbd>Ctrl</kbd> and <kbd>Alt</kbd>.\n\n```sqf\nparams [\"_control\", \"_button\", \"_xPos\", \"_yPos\", \"_shift\", \"_ctrl\", \"_alt\"];\n```\n\n##### onMouseMoving\n\n- **Fired on:** Fires continuously while moving the mouse with a certain interval.\n\n---\n\n- **Use on:** Control, Display\n- **Returns:** Returns the control, the x and y coordinates relative to the controls parent and mouseOver.\n  If the controls parent is its display then x and y will be the same as getMousePosition else it will be relative to its parent control (for instance if inside a CT_CONTROLS_GROUP).\n\n```sqf\nparams [\"_control\", \"_xPos\", \"_yPos\", \"_mouseOver\"];\n```\n\n---\n\n- **Use on:** Display\n- **Returns:** Returns the display, and how much the mouse was moved since the last time the event fired in UI coordinates.\n\n```sqf\nparams [\"_display\", \"_xDeltaPos\", \"_yDeltaPos\"];\n```\n\n##### onMouseHolding\n\n- **Fired on:** Fires continuously with a specific interval while mouse is stationary.\n\n---\n\n- **Use on:** Control, Display\n- **Returns:** Returns the control, the x and y coordinates relative to the controls parent and mouseOver.\n  If the controls parent is its display then x and y will be the same as getMousePosition else it will be relative to its parent control (for instance if inside a CT_CONTROLS_GROUP).\n\n```sqf\nparams [\"_control\", \"_xPos\", \"_yPos\", \"_mouseOver\"];\n```\n\n---\n\n- **Use on:** Display\n- **Returns:** Returns the display, and *some kind of* x and y delta position.\n\n```sqf\nparams [\"_display\", \"_xPos\", \"_yPos\"];\n```\n\n##### onMouseZChanged\n\n- **Use on:** Display, Control\n- **Fired on:** Fires when mouse wheel position is changed. Only fires on enabled controls.\n- **Returns:** Returns the display or control and the change of the scrollwheel.\n\n```sqf\nparams [\"_displayOrControl\", \"_scroll\"];\n```\n\n##### onCanDestroy\n\n- **Use on:** Control\n- **Fired on:** Ask this control if dialog can be closed (used for validation of contained data).\n- **Returns:** Returns the control and exit code.\n\n```sqf\nparams [\"_control\", \"_exitCode\"];\n```\n\n##### onDestroy\n\n- **Use on:** Control\n- **Fired on:** Destroying control\n- **Returns:** Returns the control and exit code.\n\n```sqf\nparams [\"_control\", \"_exitCode\"];\n```\n\n#### Button Events\n\n##### onButtonClick\n\n- **Use on:** Button\n- **Fired on:** The attached button action is performed. When returned value is true, the engine behaviour is overridden.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```\n\n##### onButtonDblClick (Arma 3 v1.00)\n\n- **Use on:** Button\n- **Fired on:** Button double clicked.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```\n\n##### onButtonDown\n\n- **Use on:** Button\n- **Fired on:** The left mouse button is pressed over the button area or a key on the keyboard is pressed.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```\n\n##### onButtonUp\n\n- **Use on:** Button\n- **Fired on:** When left mouse button is released outside the button area and the attached button action **went unexecuted**.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```\n\n#### Listbox Events\n\n##### onLBSelChanged\n\n- **Use on:** Listbox, Combobox, Table\n- **Fired on:** The selection in a listbox is changed. The left mouse button has been released and the new selection is fully made.\n\n> [!WARNING]\n> This EH will fire even if no new selection was made and the user clicked on existing selection\n\n> [!NOTE]\n> Since Arma 3 v2.11 controls with the LB_MULTI style pass an additional `_lbSelection` parameter to the EH script (see lbCurSel, lbSelection).\n\n- **Returns:** Returns the control and the selected element index.\n\n```sqf\nparams [\"_control\", \"_lbCurSel\", \"_lbSelection\"];\n```\n\n##### onLBListSelChanged\n\n- **Use on:** Combobox\n- **Fired on:** When selection in XCombo box changed (but value has yet to be stored).\n- **Returns:** Returns the control and the selected element index.\n\n```sqf\nparams [\"_control\", \"_selectedIndex\"];\n```\n\n##### onLBDblClick\n\n- **Use on:** Listbox\n- **Fired on:** Double click on some row in listbox.\n- **Returns:** Returns the control and the selected element index.\n\n```sqf\nparams [\"_control\", \"_selectedIndex\"];\n```\n\n##### onLBDrag\n\n- **Use on:** Listbox\n- **Fired on:** Drag & drop operation started.\n- **Returns:** Returns the control and an array of arrays of information on the dragged item(s) (if listbox is of style LB_MULTI then multiple items can be dragged and dropped at the same time).\n  Control must have unique IDC and `canDrag` parameter enabled in its class in order to work.\n\n```sqf\nparams [\"_control\", \"_listboxInfo\"];\n// Get info of first item being dragged:\n(_listboxInfo select 0) params [\"_lbText\", \"_lbValue\", \"_lbData\"];\n```\n\n##### onLBDragging\n\n- **Use on:** Listbox\n- **Fired on:** Drag & drop operation is in progress.\n- **Returns:** Returns the control, the x and y coordinates in screen space, listbox IDC where item(s) were dragged from and an array of arrays of information on the dragged item(s) (if listbox is of style LB_MULTI then multiple items can be dragged and dropped at the same time).\n\n```sqf\nparams [\"_control\", \"_xPos\", \"_yPos\", \"_listboxIDC\", \"_listboxInfo\"];\n// Get info of first item being dragged:\n(_listboxInfo select 0) params [\"_lbText\", \"_lbValue\", \"_lbData\"];\n```\n\n##### onLBDrop\n\n- **Use on:** Listbox, Combobox, Textbox, ActiveText, Button, ControlsGroup\n- **Fired on:** When a Drag & drop operation is finished.\n- **Returns:** Returns the control, the x and y coordinates in screen space, listbox IDC where item(s) were dragged from and an array of arrays of information on the dropped item(s) (if listbox is of style LB_MULTI then multiple items can be dragged and dropped at the same time).\n  When the Listbox is inside a CT_CONTROLS_GROUP the Event Handler needs to be added to the CT_CONTROLS_GROUP.\n  Will only work for a CT_CONTROLS_GROUP that is outside of any other group.\n\n```sqf\nparams [\"_control\", \"_xPos\", \"_yPos\", \"_listboxIDC\", \"_listboxInfo\"];\n//Get info of first item being dropped:\n(_listboxInfo select 0) params [\"_lbText\", \"_lbValue\", \"_lbData\"];\n```\n\n#### Tree Events\n\n##### onTreeSelChanged\n\n- **Use on:** Tree\n- **Fired on:** Changing the selection in a tree.\n- **Returns:** Returns the control and the new selection path.\n\n```sqf\nparams [\"_control\", \"_selectionPath\"];\n```\n\n##### onTreeLButtonDown\n\n- **Use on:** Tree\n- **Fired on:** Pressing and releasing left mouse button on a tree.\n- **Returns:** Returns the control.\n\n```sqf\nparams [\"_control\"];\n```\n\n##### onTreeDblClick\n\n- **Use on:** Tree\n- **Fired on:** Pressing and releasing twice on a tree entry.\n- **Returns:** Returns the control and the current selection path.\n\n```sqf\nparams [\"_control\", \"_selectionPath\"];\n```\n\n##### onTreeExpanded\n\n- **Use on:** Tree\n- **Fired on:** The tree folder structure has been expanded.\n- **Returns:** Returns the control and path.\n\n```sqf\nparams [\"_control\", \"_selectionPath\"];\n```\n\n##### onTreeCollapsed\n\n- **Use on:** Tree\n- **Fired on:** The tree folder structure has been collapsed.\n- **Returns:** Returns the control and path.\n\n```sqf\nparams [\"_control\", \"_selectionPath\"];\n```\n\n##### onTreeMouseMove\n\n- **Use on:** Tree\n- **Fired on:** Fires continuously while moving the mouse with a certain interval.\n- **Returns:** Returns the control. Also returns the path, probably since Eden Editor update.\n\n```sqf\nparams [\"_control\", \"_path\"];\n```\n\n##### onTreeMouseHold\n\n- **Use on:** Tree\n- **Fired on:** Fires continuously at a specific interval while mouse is still.\n- **Returns:** Returns the control. Also returns the path, probably since Eden Editor update.\n\n```sqf\nparams [\"_control\", \"_path\"];\n```\n\n##### onTreeMouseExit\n\n- **Use on:** Tree\n- **Fired on:** The mouse pointer exits the tree control area\n- **Returns:** Returns the control.\n\n```sqf\nparams [\"_control\"];\n```\n\n##### onTreeFilterUpdated (Arma 3 v2.12)\n\n- **Use on:** Tree\n- **Fired on:** A search/filter done on the tree\n- **Returns:** Returns the control.\n\n```sqf\nparams [\"_treeControl\", \"_searchControl\", \"_searchString\"];\n```\n\n#### Checkbox Events\n\n##### onChecked (Arma 3 v1.00)\n\n- **Use on:** Checkbox (CT_CHECKBOX).\n- **Fired on:** N/A\n- **Returns:** N/A\n\n> [!NOTE]\n> This feature has yet to be implemented.\n\n##### onCheckedChanged (Arma 3 v1.00)\n\n- **Use on:** Checkbox (CT_CHECKBOX).\n- **Fired on:** Checked state of ctrlCheckBox / RscCheckBox changed.\n- **Returns:** Returns control and the checked state ( 0 for unchecked, 1 for checked ).\n\n```sqf\nparams [\"_control\", \"_checked\"];\n```\n\n##### onCheckBoxesSelChanged\n\n- **Use on:** Checkboxes (CT_CHECKBOXES).\n- **Fired on:** Changed the selection of checkboxes.\n- **Returns:** Returns the control, the selected element index and the current state.\n\n```sqf\nparams [\"_control\", \"_selectedIndex\", \"_currentState\"];\n```\n\n#### Misc. Events\n\n##### onToolBoxSelChanged\n\n- **Use on:** Toolbox\n- **Fired on:** Changed the selection in a toolbox.\n- **Returns:** Returns the control and the selected element index.\n\n```sqf\nparams [\"_control\", \"_selectedIndex\"];\n```\n\n##### onHTMLLink\n\n- **Use on:** HTML\n- **Fired on:** Pressing and releasing a HTML link.\n- **Returns:** Returns the control and href.\n\n```sqf\nparams [\"_control\", \"_url\"];\n```\n\n##### onSliderPosChanged\n\n- **Use on:** Slider\n- **Fired on:** Changing the position of a slider.\n- **Returns:** Returns the control and the change.\n\n```sqf\nparams [\"_control\", \"_newValue\"];\n```\n\n##### onObjectMoved\n\n- **Use on:** Object\n- **Fired on:** Moving an object.\n- **Returns:** Returns the control and the offset on the x, y and z axes.\n\n```sqf\nparams [\"_control\", \"_offset\"];\n```\n\n##### onMenuSelected\n\n- **Use on:** Context menu\n- **Fired on:** Some item in context menu (used now only in new mission editor) was selected.\n- **Returns:** Returns the control and the command id.\n\n```sqf\nparams [\"_control\", \"_commandId\"];\n```\n\n##### onDraw\n\n- **Use on:** Map, Display (only on UIOnTexture Display Arma 3 v2.12)\n- **Fired on:** Fires when the map is drawn or the UI On Texture Display received a draw request (can occur more than once per second).\n- **Returns:** Returns the map control.\n\n> [!IMPORTANT]\n> This event handler gets destroyed when the mission it was executed in ends.\n\n```sqf\nparams [\"_controlOrDisplay\"];\n```\n\n##### onVideoStopped (Arma 2: Operation Arrowhead v1.56)\n\n- **Use on:** Control\n- **Fired on:** Activated every time the video ends (when looped, handler is executed after every finished loop).\n- **Returns:** Returns the control.\n\n```sqf\nparams [\"_control\"];\n```\n\n> [!WARNING]\n> When using the event names via GUI scripting commands (e.g ctrlAddEventHandler, displayAddEventHandler), the prefix \"on\" in the name **must be removed** (e.g. `ButtonDown` instead of `onButtonDown`)!\n\n### Event Parameters\n\nThe Event Handlers receive parameters through the magic variable `_this`. Each event passes a different set of parameters (listed above) in an array. The control or display that the event was assigned to is always found in `_this select 0`.\n\n### Scope\n\nArmed Assault v1.00 In Armed Assault, most control-specific events ONLY work for controls and never for displays. The two exceptions being: `onKeyDown` and `onKeyUp`.\nArma 2 v1.00 Since Arma 2, most control-specific events work for both displays and controls.\n\n### Defining Events\n\nUser Interface Event Handlers can be assigned in two ways: Via class property definitions or via scripting commands.\n\n#### Class-Defined Events\n\nEvents can be defined in the Dialog (display) or Control classes (in Config.cpp or Description.ext). The event property value (string) is executed as a line of code.\n\nAn example line (this would be found within a control or dialog class):\n\n```cpp\nonMouseButtonDown = \"hint str _this\";\n```\n\nFull Example:\n\n```cpp\nclass RscControlsGroup\n{\n    type    = 15;\n    idc        = -1;\n    style    =  0;\n    x = 0;\n    y = 0;\n    w = 1;\n    h = 1;\n\n    class VScrollbar\n    {\n        color[]                = { 1, 1, 1, 1 };\n        width                = 0.021;\n        autoScrollSpeed        = -1;\n        autoScrollDelay        = 5;\n        autoScrollRewind    = 0;\n    };\n\n    class HScrollbar\n    {\n        color[]    = { 1, 1, 1, 1 };\n        height    = 0.028;\n    };\n\n    class ScrollBar        // >= Arma 2\n    {\n        color[]            = { 1, 1, 1, 0.6 };\n        colorActive[]    = { 1, 1, 1, 1 };\n        colorDisabled[]    = { 1, 1, 1, 0.3 };\n        thumb            = \"#(argb,8,8,3)color(1,1,1,1)\";\n        arrowEmpty        = \"#(argb,8,8,3)color(1,1,1,1)\";\n        arrowFull        = \"#(argb,8,8,3)color(1,1,1,1)\";\n        border            = \"#(argb,8,8,3)color(1,1,1,1)\";\n    };\n\n    class Controls {};\n};\n\nclass MouseHandler : RscControlsGroup\n{\n    onMouseHolding        = \"[0, _this] call myEventFunction\";\n    onMouseButtonDown    = \"[1, _this] call myEventFunction\";\n    onMouseButtonUp        = \"[2, _this] call myEventFunction\";\n    onMouseZChanged        = \"[3, _this] call myEventFunction\";\n    onMouseEnter        = \"[4, _this] call myEventFunction\";\n    idc = 123;\n    x = 0.0;\n    y = 0.0;\n    w = 1.0;\n    h = 1.0;\n    colorBackground[] = { 0.2, 0.0, 0.0, 0.0 };\n};\n```\n\n#### Script-Defined Events\n\nThese events can also be given to dialogs and controls using the displayAddEventHandler and ctrlAddEventHandler commands. The control has to be enabled for the Event Handler in order for Event Handlers to fire (see ctrlEnable).\n\n```sqf\n// Add Event Handler:\n(findDisplay 46) displayAddEventHandler [\"KeyDown\", {\n    _this call functionName_keyDown;\n}];\n\n// Function definition:\nfunctionName_keyDown = {\n    params [\"_ctrl\", \"_dikCode\", \"_shift\", \"_ctrlKey\", \"_alt\"];\n    private _handled = false;\n\n    if (!_shift && !_ctrlKey && !_alt) then {\n        if (_dikCode in (actionKeys \"NetworkStats\")) then {\n            systemChat format [\"EH fired for %1\", _ctrl];\n            _handled = true;\n        };\n    };\n\n    _handled;\n};\n```","sections":[{"heading":null,"level":1,"markdown":"User Interface Event Handlers are used to execute code when events related to GUI components (i.e. Displays and Controls) occur.\n\n> [!WARNING]\n> About ctrlDelete in an Event Handler's script: ctrlDelete needs to be the last executed statement or Arma will crash.\n>\n> Alternatively, the code can also be spawned to circumvent this issue.\n>\n> ```cpp\n> onButtonClick = \"ctrlDelete (_this select 0); systemChat 'You will never see this';\";            // Crashes the game\n> onButtonClick = \"systemChat 'Bye bye button!'; ctrlDelete (_this select 0);\";                    // Works fine\n> onButtonClick = \"_this spawn { ctrlDelete (_this select 0); systemChat 'Bye bye button!'; };\";    // Works fine\n> ```"},{"heading":"Reference List","level":3,"markdown":""},{"heading":"Generic Events","level":4,"markdown":""},{"heading":"onLoad","level":5,"markdown":"- **Use on:** Display, Control\n- **Fired on:** Fires when UI container is created, but no action is taken. The `onLoad` event for display fires **after** the `onLoad` events for all controls it contains are fired.\n- **Returns:** Display or control, for controls it also returns the control's config (since Arma 3 v1.56).\n\n```sqf\nparams [\"_displayOrControl\", [\"_config\", configNull]];\n```\n\n> [!NOTE]\n> The order of initialisation is as follows:\n>\n> 1. all controls, top to bottom.\n> 1. Display\n>\n> This means that during the `onLoad` event of the upper controls the lower controls have yet to be created."},{"heading":"onUnload","level":5,"markdown":"- **Use on:** Display\n- **Fired on:** Display is closed, but no controls are destroyed yet.\n- **Returns:** Returns the display and exit code.\n\n```sqf\nparams [\"_display\", \"_exitCode\"];\n```\n\n> [!NOTE]\n> The `onUnload` event never fires for RscTitles displays created with cutRsc.\n\n> [!WARNING]\n> Code or function should be called, otherwise controls might be destroyed before spawned code is executed!"},{"heading":"onChildDestroyed","level":5,"markdown":"- **Use on:** Display\n- **Fired on:** Child display is closed.\n- **Returns:** Returns the display, which child display was closed and exit code.\n\n```sqf\nparams [\"_display\", \"_closedChildDisplay\", \"_exitCode\"];\n```"},{"heading":"onCommitted (Arma 3 v2.14)","level":5,"markdown":"- **Use on:** Control\n- **Fired on:** ctrlSetFade, ctrlSetScale, ctrlSetAngle and ctrlSetPosition in combination with ctrlCommit.\n- **Returns:** Returns the control, type of animation (`\"alpha\"`, `\"scale\"`, `\"rotation\"` or `\"position\"`) and the committed time.\n\n```sqf\nparams [\"_control\", \"_animType\", \"_animTime\"];\n```"},{"heading":"onEditChanged (Arma 3 v2.14)","level":5,"markdown":"- **Use on:** Control\n- **Fired on:** Any changes to the CT_EDIT text field content.\n- **Returns:** Returns the control and the changed text.\n\n```sqf\nparams [\"_control\", \"_newText\"];\n```"},{"heading":"onMouseEnter","level":5,"markdown":"- **Use on:** Control\n- **Fired on:** The mouse pointer enters the control area.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```\n\n> [!NOTE]\n> The `onMouseEnter` event only fires on enabled buttons (see ctrlEnable).\n> Arma 3 v2.18 This event handler type seems to only work on controls that can be interacted with. For example buttons, listboxes and so on."},{"heading":"onMouseExit","level":5,"markdown":"- **Use on:** Control\n- **Fired on:** The mouse pointer exits the control area.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```\n\n> [!NOTE]\n> Arma 3 v2.18 This event handler type seems to only work on controls that can be interacted with. For example buttons, listboxes and so on."},{"heading":"onSetFocus","level":5,"markdown":"- **Use on:** Control\n- **Fired on:** Input focus is on control. It now begins to accept keyboard input.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```"},{"heading":"onKillFocus","level":5,"markdown":"- **Use on:** Control\n- **Fired on:** Input focus is no longer on control. It no longer accepts keyboard input.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```"},{"heading":"onTimer","level":5,"markdown":"- **Use on:** Control\n- **Fired on:** N/A.\n- **Returns:** N/A.\n\n> [!NOTE]\n> This feature has yet to be implemented."},{"heading":"onKeyDown","level":5,"markdown":"- **Use on:** Display, Control\n- **Fired on:** Pressing any keyboard key. Fired before the `onKeyUp` event.\n- **Returns:** Returns the display or control, the keyboard code and the state of <kbd>⇧ Shift</kbd>, <kbd>Ctrl</kbd> and <kbd>Alt</kbd>.\n\n```sqf\nparams [\"_displayOrControl\", \"_key\", \"_shift\", \"_ctrl\", \"_alt\"];\ntrue // Intercepts the default action, e.g. pressing Escape won't close the dialog.\n```\n\nIn Arma 3, in order to be able to intercept key events during gameplay, the Event Handler should be added to Display 46:\n\n```sqf\nfindDisplay 46 displayAddEventHandler [\"KeyDown\", {}];\n```\n\nIn general, one should never return true in the `onKeyDown` EH, especially if it's added to Display 46 - otherwise all input is overridden and there is no way to do anything in the game anymore.\n\n> [!WARNING]\n> Pressing and holding key triggers 'autorepeat' action on Windows, which in turn will make this EH fire repeatedly as well."},{"heading":"onKeyUp","level":5,"markdown":"- **Use on:** Display, Control\n- **Fired on:** Releasing any keyboard key. Fired after the onKeyDown event.\n- **Returns:** Returns the display or control, the keyboard code and the state of <kbd>⇧ Shift</kbd>, <kbd>Ctrl</kbd> and <kbd>Alt</kbd>.\n\n```sqf\nparams [\"_displayOrControl\", \"_key\", \"_shift\", \"_ctrl\", \"_alt\"];\n```"},{"heading":"onChar","level":5,"markdown":"- **Use on:** Display, Control\n- **Fired on:** When some readable characters is recognised.\n- **Returns:** Returns the display or control and the [char code](https://www.ascii-code.com/).\n\n```sqf\nparams [\"_displayOrControl\", \"_charCode\"];\n```"},{"heading":"onIMEChar","level":5,"markdown":"- **Use on:** Control\n- **Fired on:** When IME character is recognized (used in Korean and other eastern languages).\n- **Returns:** Returns the control and the char code.\n\n```sqf\nparams [\"_control\", \"_charCode\"];\n```"},{"heading":"onIMEComposition","level":5,"markdown":"- **Use on:** Control\n- **Fired on:** When partial IME character is recognized (used in Korean and other eastern languages).\n- **Returns:** Returns the control and the char code.\n\n```sqf\nparams [\"_control\", \"_charCode\"];\n```"},{"heading":"onMouseButtonDown","level":5,"markdown":"- **Use on:** Display, Control\n- **Fired on:** Pressing a mouse button. Followed by the `onMouseButtonUp` event.\n- **Returns:** Returns the display or control, the pressed button, the x and y coordinates and the state of <kbd>⇧ Shift</kbd>, <kbd>Ctrl</kbd> and <kbd>Alt</kbd>.\n\n```sqf\nparams [\"_displayOrControl\", \"_button\", \"_xPos\", \"_yPos\", \"_shift\", \"_ctrl\", \"_alt\"];\n```"},{"heading":"onMouseButtonUp","level":5,"markdown":"- **Use on:** Display, Control\n- **Fired on:** Releasing a mouse button. Follows the `onMouseButtonDown` event.\n- **Returns:** Returns the display or control, the pressed button, the x and y coordinates and the state of <kbd>⇧ Shift</kbd>, <kbd>Ctrl</kbd> and <kbd>Alt</kbd>.\n\n```sqf\nparams [\"_displayOrControl\", \"_button\", \"_xPos\", \"_yPos\", \"_shift\", \"_ctrl\", \"_alt\"];\n```"},{"heading":"onMouseButtonClick","level":5,"markdown":"- **Use on:** ListBox, ComboBox, TextBox, Button, ActiveText\n- **Fired on:** Pressing and releasing a mouse button.\n- **Returns:** Returns the control, the pressed button, the x and y coordinates and the state of <kbd>⇧ Shift</kbd>, <kbd>Ctrl</kbd> and <kbd>Alt</kbd>.\n\n```sqf\nparams [\"_control\", \"_button\", \"_xPos\", \"_yPos\", \"_shift\", \"_ctrl\", \"_alt\"];\n```"},{"heading":"onMouseButtonDblClick","level":5,"markdown":"- **Use on:** Control\n- **Fired on:** Pressing and releasing a mouse button twice within very short time.\n- **Returns:** Returns the control, the pressed button, the x and y coordinates and the state of <kbd>⇧ Shift</kbd>, <kbd>Ctrl</kbd> and <kbd>Alt</kbd>.\n\n```sqf\nparams [\"_control\", \"_button\", \"_xPos\", \"_yPos\", \"_shift\", \"_ctrl\", \"_alt\"];\n```"},{"heading":"onMouseMoving","level":5,"markdown":"- **Fired on:** Fires continuously while moving the mouse with a certain interval.\n\n---\n\n- **Use on:** Control, Display\n- **Returns:** Returns the control, the x and y coordinates relative to the controls parent and mouseOver.\n  If the controls parent is its display then x and y will be the same as getMousePosition else it will be relative to its parent control (for instance if inside a CT_CONTROLS_GROUP).\n\n```sqf\nparams [\"_control\", \"_xPos\", \"_yPos\", \"_mouseOver\"];\n```\n\n---\n\n- **Use on:** Display\n- **Returns:** Returns the display, and how much the mouse was moved since the last time the event fired in UI coordinates.\n\n```sqf\nparams [\"_display\", \"_xDeltaPos\", \"_yDeltaPos\"];\n```"},{"heading":"onMouseHolding","level":5,"markdown":"- **Fired on:** Fires continuously with a specific interval while mouse is stationary.\n\n---\n\n- **Use on:** Control, Display\n- **Returns:** Returns the control, the x and y coordinates relative to the controls parent and mouseOver.\n  If the controls parent is its display then x and y will be the same as getMousePosition else it will be relative to its parent control (for instance if inside a CT_CONTROLS_GROUP).\n\n```sqf\nparams [\"_control\", \"_xPos\", \"_yPos\", \"_mouseOver\"];\n```\n\n---\n\n- **Use on:** Display\n- **Returns:** Returns the display, and *some kind of* x and y delta position.\n\n```sqf\nparams [\"_display\", \"_xPos\", \"_yPos\"];\n```"},{"heading":"onMouseZChanged","level":5,"markdown":"- **Use on:** Display, Control\n- **Fired on:** Fires when mouse wheel position is changed. Only fires on enabled controls.\n- **Returns:** Returns the display or control and the change of the scrollwheel.\n\n```sqf\nparams [\"_displayOrControl\", \"_scroll\"];\n```"},{"heading":"onCanDestroy","level":5,"markdown":"- **Use on:** Control\n- **Fired on:** Ask this control if dialog can be closed (used for validation of contained data).\n- **Returns:** Returns the control and exit code.\n\n```sqf\nparams [\"_control\", \"_exitCode\"];\n```"},{"heading":"onDestroy","level":5,"markdown":"- **Use on:** Control\n- **Fired on:** Destroying control\n- **Returns:** Returns the control and exit code.\n\n```sqf\nparams [\"_control\", \"_exitCode\"];\n```"},{"heading":"Button Events","level":4,"markdown":""},{"heading":"onButtonClick","level":5,"markdown":"- **Use on:** Button\n- **Fired on:** The attached button action is performed. When returned value is true, the engine behaviour is overridden.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```"},{"heading":"onButtonDblClick (Arma 3 v1.00)","level":5,"markdown":"- **Use on:** Button\n- **Fired on:** Button double clicked.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```"},{"heading":"onButtonDown","level":5,"markdown":"- **Use on:** Button\n- **Fired on:** The left mouse button is pressed over the button area or a key on the keyboard is pressed.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```"},{"heading":"onButtonUp","level":5,"markdown":"- **Use on:** Button\n- **Fired on:** When left mouse button is released outside the button area and the attached button action **went unexecuted**.\n- **Returns:** Returns control.\n\n```sqf\nparams [\"_control\"];\n```"},{"heading":"Listbox Events","level":4,"markdown":""},{"heading":"onLBSelChanged","level":5,"markdown":"- **Use on:** Listbox, Combobox, Table\n- **Fired on:** The selection in a listbox is changed. The left mouse button has been released and the new selection is fully made.\n\n> [!WARNING]\n> This EH will fire even if no new selection was made and the user clicked on existing selection\n\n> [!NOTE]\n> Since Arma 3 v2.11 controls with the LB_MULTI style pass an additional `_lbSelection` parameter to the EH script (see lbCurSel, lbSelection).\n\n- **Returns:** Returns the control and the selected element index.\n\n```sqf\nparams [\"_control\", \"_lbCurSel\", \"_lbSelection\"];\n```"},{"heading":"onLBListSelChanged","level":5,"markdown":"- **Use on:** Combobox\n- **Fired on:** When selection in XCombo box changed (but value has yet to be stored).\n- **Returns:** Returns the control and the selected element index.\n\n```sqf\nparams [\"_control\", \"_selectedIndex\"];\n```"},{"heading":"onLBDblClick","level":5,"markdown":"- **Use on:** Listbox\n- **Fired on:** Double click on some row in listbox.\n- **Returns:** Returns the control and the selected element index.\n\n```sqf\nparams [\"_control\", \"_selectedIndex\"];\n```"},{"heading":"onLBDrag","level":5,"markdown":"- **Use on:** Listbox\n- **Fired on:** Drag & drop operation started.\n- **Returns:** Returns the control and an array of arrays of information on the dragged item(s) (if listbox is of style LB_MULTI then multiple items can be dragged and dropped at the same time).\n  Control must have unique IDC and `canDrag` parameter enabled in its class in order to work.\n\n```sqf\nparams [\"_control\", \"_listboxInfo\"];\n// Get info of first item being dragged:\n(_listboxInfo select 0) params [\"_lbText\", \"_lbValue\", \"_lbData\"];\n```"},{"heading":"onLBDragging","level":5,"markdown":"- **Use on:** Listbox\n- **Fired on:** Drag & drop operation is in progress.\n- **Returns:** Returns the control, the x and y coordinates in screen space, listbox IDC where item(s) were dragged from and an array of arrays of information on the dragged item(s) (if listbox is of style LB_MULTI then multiple items can be dragged and dropped at the same time).\n\n```sqf\nparams [\"_control\", \"_xPos\", \"_yPos\", \"_listboxIDC\", \"_listboxInfo\"];\n// Get info of first item being dragged:\n(_listboxInfo select 0) params [\"_lbText\", \"_lbValue\", \"_lbData\"];\n```"},{"heading":"onLBDrop","level":5,"markdown":"- **Use on:** Listbox, Combobox, Textbox, ActiveText, Button, ControlsGroup\n- **Fired on:** When a Drag & drop operation is finished.\n- **Returns:** Returns the control, the x and y coordinates in screen space, listbox IDC where item(s) were dragged from and an array of arrays of information on the dropped item(s) (if listbox is of style LB_MULTI then multiple items can be dragged and dropped at the same time).\n  When the Listbox is inside a CT_CONTROLS_GROUP the Event Handler needs to be added to the CT_CONTROLS_GROUP.\n  Will only work for a CT_CONTROLS_GROUP that is outside of any other group.\n\n```sqf\nparams [\"_control\", \"_xPos\", \"_yPos\", \"_listboxIDC\", \"_listboxInfo\"];\n//Get info of first item being dropped:\n(_listboxInfo select 0) params [\"_lbText\", \"_lbValue\", \"_lbData\"];\n```"},{"heading":"Tree Events","level":4,"markdown":""},{"heading":"onTreeSelChanged","level":5,"markdown":"- **Use on:** Tree\n- **Fired on:** Changing the selection in a tree.\n- **Returns:** Returns the control and the new selection path.\n\n```sqf\nparams [\"_control\", \"_selectionPath\"];\n```"},{"heading":"onTreeLButtonDown","level":5,"markdown":"- **Use on:** Tree\n- **Fired on:** Pressing and releasing left mouse button on a tree.\n- **Returns:** Returns the control.\n\n```sqf\nparams [\"_control\"];\n```"},{"heading":"onTreeDblClick","level":5,"markdown":"- **Use on:** Tree\n- **Fired on:** Pressing and releasing twice on a tree entry.\n- **Returns:** Returns the control and the current selection path.\n\n```sqf\nparams [\"_control\", \"_selectionPath\"];\n```"},{"heading":"onTreeExpanded","level":5,"markdown":"- **Use on:** Tree\n- **Fired on:** The tree folder structure has been expanded.\n- **Returns:** Returns the control and path.\n\n```sqf\nparams [\"_control\", \"_selectionPath\"];\n```"},{"heading":"onTreeCollapsed","level":5,"markdown":"- **Use on:** Tree\n- **Fired on:** The tree folder structure has been collapsed.\n- **Returns:** Returns the control and path.\n\n```sqf\nparams [\"_control\", \"_selectionPath\"];\n```"},{"heading":"onTreeMouseMove","level":5,"markdown":"- **Use on:** Tree\n- **Fired on:** Fires continuously while moving the mouse with a certain interval.\n- **Returns:** Returns the control. Also returns the path, probably since Eden Editor update.\n\n```sqf\nparams [\"_control\", \"_path\"];\n```"},{"heading":"onTreeMouseHold","level":5,"markdown":"- **Use on:** Tree\n- **Fired on:** Fires continuously at a specific interval while mouse is still.\n- **Returns:** Returns the control. Also returns the path, probably since Eden Editor update.\n\n```sqf\nparams [\"_control\", \"_path\"];\n```"},{"heading":"onTreeMouseExit","level":5,"markdown":"- **Use on:** Tree\n- **Fired on:** The mouse pointer exits the tree control area\n- **Returns:** Returns the control.\n\n```sqf\nparams [\"_control\"];\n```"},{"heading":"onTreeFilterUpdated (Arma 3 v2.12)","level":5,"markdown":"- **Use on:** Tree\n- **Fired on:** A search/filter done on the tree\n- **Returns:** Returns the control.\n\n```sqf\nparams [\"_treeControl\", \"_searchControl\", \"_searchString\"];\n```"},{"heading":"Checkbox Events","level":4,"markdown":""},{"heading":"onChecked (Arma 3 v1.00)","level":5,"markdown":"- **Use on:** Checkbox (CT_CHECKBOX).\n- **Fired on:** N/A\n- **Returns:** N/A\n\n> [!NOTE]\n> This feature has yet to be implemented."},{"heading":"onCheckedChanged (Arma 3 v1.00)","level":5,"markdown":"- **Use on:** Checkbox (CT_CHECKBOX).\n- **Fired on:** Checked state of ctrlCheckBox / RscCheckBox changed.\n- **Returns:** Returns control and the checked state ( 0 for unchecked, 1 for checked ).\n\n```sqf\nparams [\"_control\", \"_checked\"];\n```"},{"heading":"onCheckBoxesSelChanged","level":5,"markdown":"- **Use on:** Checkboxes (CT_CHECKBOXES).\n- **Fired on:** Changed the selection of checkboxes.\n- **Returns:** Returns the control, the selected element index and the current state.\n\n```sqf\nparams [\"_control\", \"_selectedIndex\", \"_currentState\"];\n```"},{"heading":"Misc. Events","level":4,"markdown":""},{"heading":"onToolBoxSelChanged","level":5,"markdown":"- **Use on:** Toolbox\n- **Fired on:** Changed the selection in a toolbox.\n- **Returns:** Returns the control and the selected element index.\n\n```sqf\nparams [\"_control\", \"_selectedIndex\"];\n```"},{"heading":"onHTMLLink","level":5,"markdown":"- **Use on:** HTML\n- **Fired on:** Pressing and releasing a HTML link.\n- **Returns:** Returns the control and href.\n\n```sqf\nparams [\"_control\", \"_url\"];\n```"},{"heading":"onSliderPosChanged","level":5,"markdown":"- **Use on:** Slider\n- **Fired on:** Changing the position of a slider.\n- **Returns:** Returns the control and the change.\n\n```sqf\nparams [\"_control\", \"_newValue\"];\n```"},{"heading":"onObjectMoved","level":5,"markdown":"- **Use on:** Object\n- **Fired on:** Moving an object.\n- **Returns:** Returns the control and the offset on the x, y and z axes.\n\n```sqf\nparams [\"_control\", \"_offset\"];\n```"},{"heading":"onMenuSelected","level":5,"markdown":"- **Use on:** Context menu\n- **Fired on:** Some item in context menu (used now only in new mission editor) was selected.\n- **Returns:** Returns the control and the command id.\n\n```sqf\nparams [\"_control\", \"_commandId\"];\n```"},{"heading":"onDraw","level":5,"markdown":"- **Use on:** Map, Display (only on UIOnTexture Display Arma 3 v2.12)\n- **Fired on:** Fires when the map is drawn or the UI On Texture Display received a draw request (can occur more than once per second).\n- **Returns:** Returns the map control.\n\n> [!IMPORTANT]\n> This event handler gets destroyed when the mission it was executed in ends.\n\n```sqf\nparams [\"_controlOrDisplay\"];\n```"},{"heading":"onVideoStopped (Arma 2: Operation Arrowhead v1.56)","level":5,"markdown":"- **Use on:** Control\n- **Fired on:** Activated every time the video ends (when looped, handler is executed after every finished loop).\n- **Returns:** Returns the control.\n\n```sqf\nparams [\"_control\"];\n```\n\n> [!WARNING]\n> When using the event names via GUI scripting commands (e.g ctrlAddEventHandler, displayAddEventHandler), the prefix \"on\" in the name **must be removed** (e.g. `ButtonDown` instead of `onButtonDown`)!"},{"heading":"Event Parameters","level":3,"markdown":"The Event Handlers receive parameters through the magic variable `_this`. Each event passes a different set of parameters (listed above) in an array. The control or display that the event was assigned to is always found in `_this select 0`."},{"heading":"Scope","level":3,"markdown":"Armed Assault v1.00 In Armed Assault, most control-specific events ONLY work for controls and never for displays. The two exceptions being: `onKeyDown` and `onKeyUp`.\nArma 2 v1.00 Since Arma 2, most control-specific events work for both displays and controls."},{"heading":"Defining Events","level":3,"markdown":"User Interface Event Handlers can be assigned in two ways: Via class property definitions or via scripting commands."},{"heading":"Class-Defined Events","level":4,"markdown":"Events can be defined in the Dialog (display) or Control classes (in Config.cpp or Description.ext). The event property value (string) is executed as a line of code.\n\nAn example line (this would be found within a control or dialog class):\n\n```cpp\nonMouseButtonDown = \"hint str _this\";\n```\n\nFull Example:\n\n```cpp\nclass RscControlsGroup\n{\n    type    = 15;\n    idc        = -1;\n    style    =  0;\n    x = 0;\n    y = 0;\n    w = 1;\n    h = 1;\n\n    class VScrollbar\n    {\n        color[]                = { 1, 1, 1, 1 };\n        width                = 0.021;\n        autoScrollSpeed        = -1;\n        autoScrollDelay        = 5;\n        autoScrollRewind    = 0;\n    };\n\n    class HScrollbar\n    {\n        color[]    = { 1, 1, 1, 1 };\n        height    = 0.028;\n    };\n\n    class ScrollBar        // >= Arma 2\n    {\n        color[]            = { 1, 1, 1, 0.6 };\n        colorActive[]    = { 1, 1, 1, 1 };\n        colorDisabled[]    = { 1, 1, 1, 0.3 };\n        thumb            = \"#(argb,8,8,3)color(1,1,1,1)\";\n        arrowEmpty        = \"#(argb,8,8,3)color(1,1,1,1)\";\n        arrowFull        = \"#(argb,8,8,3)color(1,1,1,1)\";\n        border            = \"#(argb,8,8,3)color(1,1,1,1)\";\n    };\n\n    class Controls {};\n};\n\nclass MouseHandler : RscControlsGroup\n{\n    onMouseHolding        = \"[0, _this] call myEventFunction\";\n    onMouseButtonDown    = \"[1, _this] call myEventFunction\";\n    onMouseButtonUp        = \"[2, _this] call myEventFunction\";\n    onMouseZChanged        = \"[3, _this] call myEventFunction\";\n    onMouseEnter        = \"[4, _this] call myEventFunction\";\n    idc = 123;\n    x = 0.0;\n    y = 0.0;\n    w = 1.0;\n    h = 1.0;\n    colorBackground[] = { 0.2, 0.0, 0.0, 0.0 };\n};\n```"},{"heading":"Script-Defined Events","level":4,"markdown":"These events can also be given to dialogs and controls using the displayAddEventHandler and ctrlAddEventHandler commands. The control has to be enabled for the Event Handler in order for Event Handlers to fire (see ctrlEnable).\n\n```sqf\n// Add Event Handler:\n(findDisplay 46) displayAddEventHandler [\"KeyDown\", {\n    _this call functionName_keyDown;\n}];\n\n// Function definition:\nfunctionName_keyDown = {\n    params [\"_ctrl\", \"_dikCode\", \"_shift\", \"_ctrlKey\", \"_alt\"];\n    private _handled = false;\n\n    if (!_shift && !_ctrlKey && !_alt) then {\n        if (_dikCode in (actionKeys \"NetworkStats\")) then {\n            systemChat format [\"EH fired for %1\", _ctrl];\n            _handled = true;\n        };\n    };\n\n    _handled;\n};\n```"}],"categories":["Event Handlers","GUI Topics"],"groups":["Event Handlers"]},{"name":"UserActions","title":"UserActions","type":"topic","url":"https://community.bistudio.com/wiki/UserActions","revid":369522,"updated":"2024-09-13T14:34:49Z","aliases":[],"markdown":"Defines an action to be associated with the current object class. Commonly used for operating doors on vehicles.\n\n### Class Properties\n\n- **displayName**: String - this is the name displayed in the action menu. It supports Structured Text syntax, for including icons or changing the text appearance.\n- **displayNameDefault**: String - this is the name displayed near mid screen. It supports Structured Text syntax, for including icons or changing the text appearance. Often, only an icon is used in this case.\n- **priority**: Number - priority value of the action. Actions will be arranged descending according to this. Value can be negative or decimal. Actions with same values will be arranged in order which they were made, newest at the bottom. Typical range is 0 (low priority) to 6 (high priority).\n- **radius**: Number - defines the range to the object at which the action will become available. Value is in metres.\n- **position**: String - memory point which acts as the centre for the radius check. [May be replaced with named selections (actionNamedSel) in Tac-Ops DLC](https://feedback.bistudio.com/T126930#1649747)\n- **showWindow**: Number or Boolean - if set to 1 or true, players see the *displayNameDefault* name appear near mid screen as they approach the object if the priority is higher than other available actions. Set to 0 or false to turn it off.\n- **hideOnUse**: Number or Boolean - if set to 1 or true, it will hide the action menu after selecting that action. If set to 0 or \"false\", it will leave the action menu open and visible after selecting that action, leaving the same action highlighted, for the purpose of allowing you to reselect that same action quickly, or to select another action.\n- **onlyForPlayer**: Number or Boolean - prevents the action from appearing in the commanding menu's action list (<kbd>`</kbd> → <kbd>6</kbd>) for an AI.\n- **shortcut**: String - one of the key mapping names defined in class `CfgDefaultKeysMapping` in bin.pbo (e.g. \"moveForward\").\n- **condition**: String - code that must return true for the action to be available. Some standard variables can be used in the evaluation. Variable this references the object to which action is attached to.\n- **statement**: String - code that is executed when the action is activated. Some standard variables can be used in the evaluation. Variable this references object to which action is attached to.\n- **aiMaxRange**: Number radius at which an AI can see the action (in the commanding menu)\n\n### Examples\n\nArma 3 example\n\n```cpp\nclass CfgVehicles\n{\n    class Civilian;\n\n    class Civilian_F : Civilian\n    {\n        class UserActions\n        {\n            class GetInformation\n            {\n                displayName = \"Get Information\";\n                displayNameDefault = \"<img image='\\a3\\missions_f_oldman\\data\\img\\holdactions\\holdAction_talk_ca.paa'/>\";\n                priority = 10;\n                radius = 10; // a too small radius might cause the action to not be visible\n                position = \"camera\";\n                showWindow = 0;\n                hideOnUse = 1;\n                onlyForPlayer = 0;\n                shortcut = \"\";\n                condition = \"alive this && !isPlayer this\"; // only show if the unit is alive and is not a player\n                statement = \"if (selectRandom [true, false]) then { hint 'I do not have information for you!' } else { hint 'I tell you everything I know!' };\";\n            };\n        };\n    };\n};\n```\n\n### See Also\n\n- addAction","sections":[{"heading":null,"level":1,"markdown":"Defines an action to be associated with the current object class. Commonly used for operating doors on vehicles."},{"heading":"Class Properties","level":3,"markdown":"- **displayName**: String - this is the name displayed in the action menu. It supports Structured Text syntax, for including icons or changing the text appearance.\n- **displayNameDefault**: String - this is the name displayed near mid screen. It supports Structured Text syntax, for including icons or changing the text appearance. Often, only an icon is used in this case.\n- **priority**: Number - priority value of the action. Actions will be arranged descending according to this. Value can be negative or decimal. Actions with same values will be arranged in order which they were made, newest at the bottom. Typical range is 0 (low priority) to 6 (high priority).\n- **radius**: Number - defines the range to the object at which the action will become available. Value is in metres.\n- **position**: String - memory point which acts as the centre for the radius check. [May be replaced with named selections (actionNamedSel) in Tac-Ops DLC](https://feedback.bistudio.com/T126930#1649747)\n- **showWindow**: Number or Boolean - if set to 1 or true, players see the *displayNameDefault* name appear near mid screen as they approach the object if the priority is higher than other available actions. Set to 0 or false to turn it off.\n- **hideOnUse**: Number or Boolean - if set to 1 or true, it will hide the action menu after selecting that action. If set to 0 or \"false\", it will leave the action menu open and visible after selecting that action, leaving the same action highlighted, for the purpose of allowing you to reselect that same action quickly, or to select another action.\n- **onlyForPlayer**: Number or Boolean - prevents the action from appearing in the commanding menu's action list (<kbd>`</kbd> → <kbd>6</kbd>) for an AI.\n- **shortcut**: String - one of the key mapping names defined in class `CfgDefaultKeysMapping` in bin.pbo (e.g. \"moveForward\").\n- **condition**: String - code that must return true for the action to be available. Some standard variables can be used in the evaluation. Variable this references the object to which action is attached to.\n- **statement**: String - code that is executed when the action is activated. Some standard variables can be used in the evaluation. Variable this references object to which action is attached to.\n- **aiMaxRange**: Number radius at which an AI can see the action (in the commanding menu)"},{"heading":"Examples","level":3,"markdown":"Arma 3 example\n\n```cpp\nclass CfgVehicles\n{\n    class Civilian;\n\n    class Civilian_F : Civilian\n    {\n        class UserActions\n        {\n            class GetInformation\n            {\n                displayName = \"Get Information\";\n                displayNameDefault = \"<img image='\\a3\\missions_f_oldman\\data\\img\\holdactions\\holdAction_talk_ca.paa'/>\";\n                priority = 10;\n                radius = 10; // a too small radius might cause the action to not be visible\n                position = \"camera\";\n                showWindow = 0;\n                hideOnUse = 1;\n                onlyForPlayer = 0;\n                shortcut = \"\";\n                condition = \"alive this && !isPlayer this\"; // only show if the unit is alive and is not a player\n                statement = \"if (selectRandom [true, false]) then { hint 'I do not have information for you!' } else { hint 'I tell you everything I know!' };\";\n            };\n        };\n    };\n};\n```"},{"heading":"See Also","level":3,"markdown":"- addAction"}],"categories":["ArmA: Armed Assault: Editing","Arma 2: Editing","Arma 3: Editing","Take On Helicopters: Editing"],"groups":["Configuration"]},{"name":"userconfig","title":"userconfig","type":"topic","url":"https://community.bistudio.com/wiki/userconfig","revid":329122,"updated":"2022-07-22T15:45:59Z","aliases":[],"markdown":"## How to make a Userconfig:\n\nSome quick notes from what I learned while trying to use it for a mission.\n(a.k.a. What I wish somebody had written already) *--MaHuJa*\n\nThe **\\userconfig** folder should be located in the root Arma 3 game directory, typically in your main Steam folder, \\Steam\\steamapps\\common\\Arma 3\\\n\n**Description.ext**\n\n```cpp\nclass X\n{\n    #include \"\\userconfig\\MY_addon\\Somefile.hpp\"\n};\n```\n\n**\\userconfig\\MY_addon\\Somefile.hpp**\n\n```cpp\nclass Y\n{\n    key = value;\n};\n```\n\n**Use:**\n\n```sqf\n_userConfigValue = getNumber (missionConfigFile >> \"X\" >> \"Y\" >> \"key\");\n```\n\nSkipping class X means the user could introduce anything into the description.ext\nNote that #include WILL fail with a CTD if the somefile.hpp doesn't exist.\n\nmissionConfigFile is used when the mission does the include from description.ext\ncampaignConfigFile is similar but for a campaign\nconfigFile is about the \"global config\" of unit types, vehicle types, and so on - this is the area added to by addons.","sections":[{"heading":"How to make a Userconfig:","level":2,"markdown":"Some quick notes from what I learned while trying to use it for a mission.\n(a.k.a. What I wish somebody had written already) *--MaHuJa*\n\nThe **\\userconfig** folder should be located in the root Arma 3 game directory, typically in your main Steam folder, \\Steam\\steamapps\\common\\Arma 3\\\n\n**Description.ext**\n\n```cpp\nclass X\n{\n    #include \"\\userconfig\\MY_addon\\Somefile.hpp\"\n};\n```\n\n**\\userconfig\\MY_addon\\Somefile.hpp**\n\n```cpp\nclass Y\n{\n    key = value;\n};\n```\n\n**Use:**\n\n```sqf\n_userConfigValue = getNumber (missionConfigFile >> \"X\" >> \"Y\" >> \"key\");\n```\n\nSkipping class X means the user could introduce anything into the description.ext\nNote that #include WILL fail with a CTD if the somefile.hpp doesn't exist.\n\nmissionConfigFile is used when the mission does the include from description.ext\ncampaignConfigFile is similar but for a campaign\nconfigFile is about the \"global config\" of unit types, vehicle types, and so on - this is the area added to by addons."}],"categories":["Arma 2: Editing","Arma 3: Editing"],"groups":["Configuration"]},{"name":"Variables","title":"Variables","type":"topic","url":"https://community.bistudio.com/wiki/Variables","revid":376701,"updated":"2025-11-07T23:34:36Z","aliases":[],"markdown":"A variable is a \"storage container\" or \"named placeholder\" for data. You can read and modify the data once this container is created.\nIts \"name\" is referenced as Identifier.\n\n### Requirements\n\nThe following links guide to the basics to understand this article:\n\n- Introduction to Arma Scripting\n- Identifier\n\n### Initialisation\n\nThe first thing to do to create a variable is to find its name, also called identifier; this name must be speaking to the reader - keep in mind that code is meant to be read by *human beings* (see Code Best Practices - Variable format).\n\nOnce a proper name is found, it can be used to **declare** (or **initialise**) the variable:\n\n```sqf\nmyVariable = 0;\n```\n\nBefore Arma 2, querying undefined (or uninitialised) variables returns nil (undefined value); from Arma 2 and later, it returns an \"Error Undefined variable in expression\" error.\n\n> [!NOTE]\n> An undefined (nil) variable converted to String with str will return scalar bool array string 0xe0ffffef (in Armed Assault) and scalar bool array string 0xfcffffef (in Operation Flashpoint).\n> Unless trying to emulate isNil, **always** declare your variable before trying to access it.\n\n### Deletion\n\nOnce created, variables take up space in the computer's memory.\nThis is not drastic for small variables, but if a big number of very large variables is used, it is recommended to undefine the unneeded ones in order to free up memory.\n\nVariable deletion is done by setting its value to nil:\n\n```sqf\nHugeVariable = nil;\n```\n\n> [!NOTE]\n> Local variables are automatically freed (deleted from memory) when their scope is exited, avoiding the need to manually deallocate them.\n\n### Scopes\n\nVariables are only visible in certain scopes of the game. This prevents name conflicts between different variables in different scripts.\n\nThere are two main scopes:\n\n#### Global Scope\n\nA global variable is visible from all scripts on the computer on which it was defined.\nNames given to units in the Mission Editor are also global variables pointing to those units, which may not be redefined or modified.\n\n> [!IMPORTANT]\n> a global variable can be different from one machine to another! To ensure the global variable's proper broadcast, see publicVariable, publicVariableServer and publicVariableClient.\n>\n> If the value changes, the broadcast must be reapplied. e.g:\n>\n> ```sqf\n> GlobalVariable = 33;\n> publicVariable \"GlobalVariable\";\n>\n> GlobalVariable = 42;                // GlobalVariable is now 42 on the current machine but still 33 on the others\n> publicVariable \"GlobalVariable\";    // updates the value to 42 for everyone\n> ```\n\n#### Local Scope\n\nA local variable is only visible in the Script, Function or Control Structure in which it was defined.\n\n> [!NOTE]\n> A local variable cannot be broadcast. In order to broadcast a local variable's *value*, it must be assigned to a global variable first:\n>\n> ```sqf\n> private _myLocalVariable = 33;\n> publicVariable \"_myLocalVariable\";    // incorrect\n>\n> GlobalVariable = _myLocalVariable;\n> publicVariable \"GlobalVariable\";    // correct\n> ```\n\n#### Local Variables Scope\n\n> [!WARNING]\n> Local variables in callable code (e.g Functions) should be scoped using the private/privateAll commands,\n> otherwise you may modify local variables of the calling script that are visible in the function.\n\n```sqf\n// Since Arma 3 v1.54\nprivate _myLocalVariable = 0;\n\n// From Arma 2 until Arma 3 v1.54\nlocal _myLocalVariable = 0;\n\n// Before Arma 2\nprivate \"_myLocalVariable\";\n_myLocalVariable = 0;\n\n// Alternative method to private multiple local variables at the same time\nprivate [\"_myLocalVariable1\", \"_myLocalVariable2\"];\n_myLocalVariable1 = 1;\n_myLocalVariable2 = 2;\n```\n\nIf a private variable is initialised within a Control Structure (i.e. if, for, switch, while),\nits existence will be limited to it and its sub-structures - the variable does not exist outside of the structure and will be seen as undefined.\n\n| Variables<br>lifespan |  |  |  |  |  |  |  |  | Code |\n|---|---|---|---|---|---|---|---|---|---|\n|  |  |  |  |  |  |  |  |  | **BEGINNING OF FILE** - e.g `execVM \"script.sqf\";` |\n|  |  |  |  |  |  |  |  |  | **TAG_GlobalVariable** = \"Global variable\"; `// Global variable is accessible from any scope` |\n|  |  |  |  |  |  |  |  |  |  |\n|  |  |  |  |  |  |  |  |  | private **_myVariable** = 0; |\n|  |  |  |  |  |  |  |  |  | if (**_condition**) then |\n|  |  |  |  |  |  |  |  |  | { |\n|  |  |  |  |  |  |  |  |  | **_myVariable** = 1; |\n|  |  |  |  |  |  |  |  |  | private **_myVariable** = 2; |\n|  |  |  |  |  |  |  |  |  | **_myVariable** = 3; |\n|  |  |  |  |  |  |  |  |  | } else { |\n|  |  |  |  |  |  |  |  |  | **_myVariable** = 4; |\n|  |  |  |  |  |  |  |  |  | private **_anotherVariable** = 10; |\n|  |  |  |  |  |  |  |  |  | }; |\n|  |  |  |  |  |  |  |  |  |  |\n|  |  |  |  |  |  |  |  |  | hint str **_myVariable**; `// if _condition is true,  _myVariable's value is 1;` |\n|  |  |  |  |  |  |  |  |  | `// if _condition is false, _myVariable's value is 4.` |\n|  |  |  |  |  |  |  |  |  |  |\n|  |  |  |  |  |  |  |  |  | 0 call { |\n|  |  |  |  |  |  |  |  |  | hint str **_myVariable**; `// works, as called code runs in the same scope` |\n|  |  |  |  |  |  |  |  |  | }; |\n|  |  |  |  |  |  |  |  |  |  |\n|  |  |  |  |  |  |  |  |  | [**_myVariable**] spawn { |\n|  |  |  |  |  |  |  |  |  | hint **TAG_GlobalVariable**;\t`// works` |\n|  |  |  |  |  |  |  |  |  | hint str _myVariable; `// throws an \"undefined variable\" error,` |\n|  |  |  |  |  |  |  |  |  | `// as _myVariable does not exist in this new script` |\n|  |  |  |  |  |  |  |  |  | }; |\n|  |  |  |  |  |  |  |  |  |  |\n|  |  |  |  |  |  |  |  |  | `// trying to use _anotherVariable here would result in an \"undefined variable\" error,` |\n|  |  |  |  |  |  |  |  |  | `// _anotherVariable being only scoped in the else block.` |\n|  |  |  |  |  |  |  |  |  | **END OF FILE** - **TAG_GlobalVariable** keeps on living in missionNamespace |\n\n| Correct | Incorrect |\n|---|---|\n| ```sqf<br>private _living = false;<br>if (alive player) then<br>{<br>    _living = true;<br>};<br><br>hint format [\"%1\", _living]; // returns true<br>``` | ```sqf<br>// -<br>if (alive player) then<br>{<br>    private _living = true;<br>};<br>// throws an error since the private variable was<br>// not initialised outside of the if control structure.<br>hint format [\"%1\", _living];<br>``` |\n\n### Data Types\n\nVariables may store values of a certain Data Types (String, Number, etc). The kind of the value specifies the *type* of the variable.\nDifferent operators and commands require variables to be of different types.\n\nA variable is not strongly typed and changes its type according to the new data:\n\n```sqf\nprivate \"_myVariable\";    // nil\n_myVariable = 1;        // 1 (Number)\n_myVariable = \"test\";    // \"test\" (String)\n```\n\n### Multiplayer Considerations\n\nStoring functions (or any callable code) into global variables without securing them with compileFinal (since Arma 3) is a **very** bad practice in multiplayer.\nThe biggest security risk would be to see it being overridden by a malicious usage of publicVariable, setting potentially dangerous code in it.\n\nThe best option is to declare your function in CfgFunctions so the engine secures it for you.\n\nIf you want to manually create a global function anyway, the best practice is the following:\n\n```sqf\nTAG_MyGlobalVariableFunction = compileFinal preprocessFileLineNumbers \"functionFile.sqf\";\n```\n\n> [!NOTE]\n> You should ideally run this code locally on every machine.\n> Using publicVariable on a \"final\" global function (created with compileFinal) will indeed broadcast the variable **and** make it final on other clients as well, but the network can quickly become saturated from sending big pieces of code.\n\n### See also\n\n- Introduction to Arma Scripting\n- Identifier\n- Data Types\n- Control Structures\n- Magic Variables\n- private/privateAll (Arma 3)\n- local (Arma 2)","sections":[{"heading":null,"level":1,"markdown":"A variable is a \"storage container\" or \"named placeholder\" for data. You can read and modify the data once this container is created.\nIts \"name\" is referenced as Identifier."},{"heading":"Requirements","level":3,"markdown":"The following links guide to the basics to understand this article:\n\n- Introduction to Arma Scripting\n- Identifier"},{"heading":"Initialisation","level":3,"markdown":"The first thing to do to create a variable is to find its name, also called identifier; this name must be speaking to the reader - keep in mind that code is meant to be read by *human beings* (see Code Best Practices - Variable format).\n\nOnce a proper name is found, it can be used to **declare** (or **initialise**) the variable:\n\n```sqf\nmyVariable = 0;\n```\n\nBefore Arma 2, querying undefined (or uninitialised) variables returns nil (undefined value); from Arma 2 and later, it returns an \"Error Undefined variable in expression\" error.\n\n> [!NOTE]\n> An undefined (nil) variable converted to String with str will return scalar bool array string 0xe0ffffef (in Armed Assault) and scalar bool array string 0xfcffffef (in Operation Flashpoint).\n> Unless trying to emulate isNil, **always** declare your variable before trying to access it."},{"heading":"Deletion","level":3,"markdown":"Once created, variables take up space in the computer's memory.\nThis is not drastic for small variables, but if a big number of very large variables is used, it is recommended to undefine the unneeded ones in order to free up memory.\n\nVariable deletion is done by setting its value to nil:\n\n```sqf\nHugeVariable = nil;\n```\n\n> [!NOTE]\n> Local variables are automatically freed (deleted from memory) when their scope is exited, avoiding the need to manually deallocate them."},{"heading":"Scopes","level":3,"markdown":"Variables are only visible in certain scopes of the game. This prevents name conflicts between different variables in different scripts.\n\nThere are two main scopes:"},{"heading":"Global Scope","level":4,"markdown":"A global variable is visible from all scripts on the computer on which it was defined.\nNames given to units in the Mission Editor are also global variables pointing to those units, which may not be redefined or modified.\n\n> [!IMPORTANT]\n> a global variable can be different from one machine to another! To ensure the global variable's proper broadcast, see publicVariable, publicVariableServer and publicVariableClient.\n>\n> If the value changes, the broadcast must be reapplied. e.g:\n>\n> ```sqf\n> GlobalVariable = 33;\n> publicVariable \"GlobalVariable\";\n>\n> GlobalVariable = 42;                // GlobalVariable is now 42 on the current machine but still 33 on the others\n> publicVariable \"GlobalVariable\";    // updates the value to 42 for everyone\n> ```"},{"heading":"Local Scope","level":4,"markdown":"A local variable is only visible in the Script, Function or Control Structure in which it was defined.\n\n> [!NOTE]\n> A local variable cannot be broadcast. In order to broadcast a local variable's *value*, it must be assigned to a global variable first:\n>\n> ```sqf\n> private _myLocalVariable = 33;\n> publicVariable \"_myLocalVariable\";    // incorrect\n>\n> GlobalVariable = _myLocalVariable;\n> publicVariable \"GlobalVariable\";    // correct\n> ```"},{"heading":"Local Variables Scope","level":4,"markdown":"> [!WARNING]\n> Local variables in callable code (e.g Functions) should be scoped using the private/privateAll commands,\n> otherwise you may modify local variables of the calling script that are visible in the function.\n\n```sqf\n// Since Arma 3 v1.54\nprivate _myLocalVariable = 0;\n\n// From Arma 2 until Arma 3 v1.54\nlocal _myLocalVariable = 0;\n\n// Before Arma 2\nprivate \"_myLocalVariable\";\n_myLocalVariable = 0;\n\n// Alternative method to private multiple local variables at the same time\nprivate [\"_myLocalVariable1\", \"_myLocalVariable2\"];\n_myLocalVariable1 = 1;\n_myLocalVariable2 = 2;\n```\n\nIf a private variable is initialised within a Control Structure (i.e. if, for, switch, while),\nits existence will be limited to it and its sub-structures - the variable does not exist outside of the structure and will be seen as undefined.\n\n| Variables<br>lifespan |  |  |  |  |  |  |  |  | Code |\n|---|---|---|---|---|---|---|---|---|---|\n|  |  |  |  |  |  |  |  |  | **BEGINNING OF FILE** - e.g `execVM \"script.sqf\";` |\n|  |  |  |  |  |  |  |  |  | **TAG_GlobalVariable** = \"Global variable\"; `// Global variable is accessible from any scope` |\n|  |  |  |  |  |  |  |  |  |  |\n|  |  |  |  |  |  |  |  |  | private **_myVariable** = 0; |\n|  |  |  |  |  |  |  |  |  | if (**_condition**) then |\n|  |  |  |  |  |  |  |  |  | { |\n|  |  |  |  |  |  |  |  |  | **_myVariable** = 1; |\n|  |  |  |  |  |  |  |  |  | private **_myVariable** = 2; |\n|  |  |  |  |  |  |  |  |  | **_myVariable** = 3; |\n|  |  |  |  |  |  |  |  |  | } else { |\n|  |  |  |  |  |  |  |  |  | **_myVariable** = 4; |\n|  |  |  |  |  |  |  |  |  | private **_anotherVariable** = 10; |\n|  |  |  |  |  |  |  |  |  | }; |\n|  |  |  |  |  |  |  |  |  |  |\n|  |  |  |  |  |  |  |  |  | hint str **_myVariable**; `// if _condition is true,  _myVariable's value is 1;` |\n|  |  |  |  |  |  |  |  |  | `// if _condition is false, _myVariable's value is 4.` |\n|  |  |  |  |  |  |  |  |  |  |\n|  |  |  |  |  |  |  |  |  | 0 call { |\n|  |  |  |  |  |  |  |  |  | hint str **_myVariable**; `// works, as called code runs in the same scope` |\n|  |  |  |  |  |  |  |  |  | }; |\n|  |  |  |  |  |  |  |  |  |  |\n|  |  |  |  |  |  |  |  |  | [**_myVariable**] spawn { |\n|  |  |  |  |  |  |  |  |  | hint **TAG_GlobalVariable**;\t`// works` |\n|  |  |  |  |  |  |  |  |  | hint str _myVariable; `// throws an \"undefined variable\" error,` |\n|  |  |  |  |  |  |  |  |  | `// as _myVariable does not exist in this new script` |\n|  |  |  |  |  |  |  |  |  | }; |\n|  |  |  |  |  |  |  |  |  |  |\n|  |  |  |  |  |  |  |  |  | `// trying to use _anotherVariable here would result in an \"undefined variable\" error,` |\n|  |  |  |  |  |  |  |  |  | `// _anotherVariable being only scoped in the else block.` |\n|  |  |  |  |  |  |  |  |  | **END OF FILE** - **TAG_GlobalVariable** keeps on living in missionNamespace |\n\n| Correct | Incorrect |\n|---|---|\n| ```sqf<br>private _living = false;<br>if (alive player) then<br>{<br>    _living = true;<br>};<br><br>hint format [\"%1\", _living]; // returns true<br>``` | ```sqf<br>// -<br>if (alive player) then<br>{<br>    private _living = true;<br>};<br>// throws an error since the private variable was<br>// not initialised outside of the if control structure.<br>hint format [\"%1\", _living];<br>``` |"},{"heading":"Data Types","level":3,"markdown":"Variables may store values of a certain Data Types (String, Number, etc). The kind of the value specifies the *type* of the variable.\nDifferent operators and commands require variables to be of different types.\n\nA variable is not strongly typed and changes its type according to the new data:\n\n```sqf\nprivate \"_myVariable\";    // nil\n_myVariable = 1;        // 1 (Number)\n_myVariable = \"test\";    // \"test\" (String)\n```"},{"heading":"Multiplayer Considerations","level":3,"markdown":"Storing functions (or any callable code) into global variables without securing them with compileFinal (since Arma 3) is a **very** bad practice in multiplayer.\nThe biggest security risk would be to see it being overridden by a malicious usage of publicVariable, setting potentially dangerous code in it.\n\nThe best option is to declare your function in CfgFunctions so the engine secures it for you.\n\nIf you want to manually create a global function anyway, the best practice is the following:\n\n```sqf\nTAG_MyGlobalVariableFunction = compileFinal preprocessFileLineNumbers \"functionFile.sqf\";\n```\n\n> [!NOTE]\n> You should ideally run this code locally on every machine.\n> Using publicVariable on a \"final\" global function (created with compileFinal) will indeed broadcast the variable **and** make it final on other clients as well, but the network can quickly become saturated from sending big pieces of code."},{"heading":"See also","level":3,"markdown":"- Introduction to Arma Scripting\n- Identifier\n- Data Types\n- Control Structures\n- Magic Variables\n- private/privateAll (Arma 3)\n- local (Arma 2)"}],"categories":["Scripting Topics"],"groups":["Scripting"]},{"name":"Vector2D","title":"Vector2D","type":"topic","url":"https://community.bistudio.com/wiki/Vector2D","revid":377905,"updated":"2026-01-06T14:47:02Z","aliases":[],"markdown":"*See also Vector3D.*\n\n---\n\n**Format:**\n\n[x, y] where x and y are Numbers\n\n**Description:**\n\nRepresents a 2-dimensional vector in space.\n\nA **normalised** vector means that each value is within range -1..+1.\n\nThe return array can be processed-converted into degrees as follows:\n\n```sqf\n_vDir = getMarkerPos \"myMarker\";\n_aDir = _vDir # 0 atan2 _vDir # 1;\n```","sections":[{"heading":null,"level":1,"markdown":"*See also Vector3D.*\n\n---\n\n**Format:**\n\n[x, y] where x and y are Numbers\n\n**Description:**\n\nRepresents a 2-dimensional vector in space.\n\nA **normalised** vector means that each value is within range -1..+1.\n\nThe return array can be processed-converted into degrees as follows:\n\n```sqf\n_vDir = getMarkerPos \"myMarker\";\n_aDir = _vDir # 0 atan2 _vDir # 1;\n```"}],"categories":["Arrays"],"groups":["Scripting"]},{"name":"Vector3D","title":"Vector3D","type":"topic","url":"https://community.bistudio.com/wiki/Vector3D","revid":377906,"updated":"2026-01-06T14:47:33Z","aliases":["Vector"],"markdown":"*See also Vector2D.*\n\n---\n\n**Format:**\n\n[x, y, z] where x, y and z are Numbers\n\n**Description:**\n\nRepresents a 3-dimensional vector in space.\n\nA **normalised** vector means that each value is within range -1..+1.\n\nThe return array can be processed-converted into degrees as follows:\n\n```sqf\n_vDir = player weaponDirection primaryWeapon player;\n_aDir = _vDir # 0 atan2 _vDir # 1;\n```","sections":[{"heading":null,"level":1,"markdown":"*See also Vector2D.*\n\n---\n\n**Format:**\n\n[x, y, z] where x, y and z are Numbers\n\n**Description:**\n\nRepresents a 3-dimensional vector in space.\n\nA **normalised** vector means that each value is within range -1..+1.\n\nThe return array can be processed-converted into degrees as follows:\n\n```sqf\n_vDir = player weaponDirection primaryWeapon player;\n_aDir = _vDir # 0 atan2 _vDir # 1;\n```"}],"categories":["Arrays"],"groups":["Scripting"]},{"name":"Vehicle Respawn","title":"Vehicle Respawn","type":"topic","url":"https://community.bistudio.com/wiki/Vehicle_Respawn","revid":373037,"updated":"2025-03-20T14:09:20Z","aliases":[],"markdown":"Arma 3 v2.18\n\nArma 3 v2.18 improved and extended the vehicle respawn functionality. The new options can be found on respawnVehicle and getRespawnVehicleInfo pages.\n\n#### Description.ext\n\n> [!IMPORTANT]\n> Any mode set for vehicle that is invalid (e.g 4/\"GROUP\") will be treated as 0/\"NONE\".\n\n| Respawn Type |  | Available To |  |\n|---|---|---|---|\n| Number | String | Character | Vehicle |\n| 0 | \"NONE\" | ✓ | ✓ |\n| 1 | \"BIRD\" | ✓ | ✗ |\n| 2 | \"INSTANT\" | ✓ | ✓ |\n| 3 | \"BASE\" | ✓ | ✓ |\n| 4 | \"GROUP\" | ✓ | ✗ |\n| 5 | \"SIDE\" | ✓ | ✗ |\n\nThe 'respawn' mode parameter is applied to both units and vehicles. Since Arma 3 v2.18 there is a new respawnVehicle parameter that can set individual respawn mode for vehicles:\n\n| Before Arma 3 v2.18 | Since Arma 3 v2.18 |\n|---|---|\n| ```cpp<br>respawn = 3;                // sets respawn mode for units and vehicles<br>respawnDelay = 8;            // sets respawn delay for units<br><br>respawnVehicleDelay = 30;    // sets respawn delay for vehicles<br>``` | ```cpp<br>respawn = 3;                // sets respawn mode for units<br>respawnDelay = 8;            // sets respawn delay for units<br>// if 'respawnVehicle' is not set, 'respawn' is used for vehicles<br>respawnVehicle = 2;            // sets respawn mode for vehicles<br>respawnVehicleDelay = 30;    // sets respawn delay for vehicles<br>``` |\n\n#### 3den Editor\n\nThere are 6 respawn options in the 3DEN in Multiplayer options:\n\n- Disabled - same as \"NONE\" or 0\n- Respawn on Custom Position - same as \"BASE\" or 3\n- Resapwn on Position Of Death - same as \"INSTANT\" or 2\n- Switch to Group Member - same as \"GROUP\" or 4\n- Switch to Side Member - same as \"SIDE\" or 5\n- Switch to Spectator - same as \"BIRD\" or 1\n\nThis option is mirroring 'respawn' from description.ext. Only Disabled, Respawn on Custom Position and Resapwn on Position Of Death apply to vehicles.\nThere is no separate option for individual vehicle respawn mode, which is currently available in description.ext and via script command only.\n\nOther parameters are:\n\n- Respawn Delay - same as 'respawnDelay' from description.ext\n- Vehicle Respawn Delay - same as 'respawnVehicleDelay' from description.ext\n\nThe description.ext respawn params take priority over 3DEN respawn params.\n\n#### Script\n\nThe vehicle respawn params can be set via respawnVehicle and read via getRespawnVehicleInfo. The script commands also provide additional options not available otherwise.\n\nIn addition to setting respawn mode and delay, it is possible to set:\n\n- a finite number of respawns for a vehicle\n- whether or not the old wreck should be deleted when new vehicle respawns (wreck left behind gets the `_oldwreck` suffix in vehicleVarName for it)\n- force vehicle to spawn on the server (by default vehicle will spawn on the client it was destroyed)\n- whether or not the vehicle respawns in the air\n- the respawn unit\n- the respawn side\n- whether or not the respawned vehicle uses marker direction\n\nThe vehicle respawn is handled at the client where vehicle was destroyed. If client leaves the server, the vehicle respawn will be transferred to the server.\nVehicle placed in editor will also spawn on the server for the very first time.\n\nrespawnVehicle now has an option to force vehicle respawn on the server regardless, which should make it easier to use respawnVehicle command as it requires vehicle to be local.\nWhen vehicle respawn is \"BASE\", the moment a vehicle is destroyed, a respawn marker for it is chosen, which could be returned with getRespawnVehicleInfo. This is the process of selecting such marker:\n\n1. vehicle specific side specific: search for all markers that prefix with \"respawn_<vehicleVarName>_<side>\", for example \"respawn_car1_west_1\". If several are found, a random one is chosen\n1. vehicle specific: search for all markers that prefix with \"respawn_<vehicleVarName>\", for example \"respawn_car1_123\". If several are found, a random one is chosen\n1. vehicle general side specific: search for all markers that prefix with \"respawn_vehicle_<side>\", for example \"respawn_vehicle_east_FOREST\". If several are found, a random one is chosen\n1. vehicle general: search for all markers that prefix with \"respawn_vehicle\", for example \"respawn_vehicle_garage\". If several are found, a random one is chosen\n1. any respawn marker: search for all markers that prefix with \"respawn\", for example \"respawn_left1\". If several are found, a random one is chosen\n1. if no markers found, the wreck position and direction is used.\n\nWhen a marker is found, the respawn position is chosen randomly within the marker. If the marker is Icon, or the size of the marker is 0, the position is marker position.\nIf the marker is Ellipse or Rectangular, the position is chosed randomly within its area.\nVehicle direction is chosen randomly unless specified to take direction of the marker with respawnVehicle.\nAlternatively, the respawn position can be passed as return value in the vehicle's Respawn event handler.\nBy default all vehicles are respawned on the ground even if position's height is above the ground.\nrespawnVehicle has an option to respawn in the air.\n\nMany respawn params can be ajusted on the fly while the vehicle is in respawn queue, but the vehicle has to be local for this to have an effect.\n\nVehicle specific side specific marker could be used to have the same named vehicle spawn on enemy or friendly side, depending on the respawn side param set with respawnVehicle command.\nIf there are 2 markers \"respawn_car1_west\", \"respawn_car1_east\", car1 will respawn on the marker that matches respawn side set after vehicle entered into repsawn queue.\nFor example one could make a scenario where enemy vehicles could get commandeered and on the next respawn appear on friendly side.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 v2.18\n\nArma 3 v2.18 improved and extended the vehicle respawn functionality. The new options can be found on respawnVehicle and getRespawnVehicleInfo pages."},{"heading":"Description.ext","level":4,"markdown":"> [!IMPORTANT]\n> Any mode set for vehicle that is invalid (e.g 4/\"GROUP\") will be treated as 0/\"NONE\".\n\n| Respawn Type |  | Available To |  |\n|---|---|---|---|\n| Number | String | Character | Vehicle |\n| 0 | \"NONE\" | ✓ | ✓ |\n| 1 | \"BIRD\" | ✓ | ✗ |\n| 2 | \"INSTANT\" | ✓ | ✓ |\n| 3 | \"BASE\" | ✓ | ✓ |\n| 4 | \"GROUP\" | ✓ | ✗ |\n| 5 | \"SIDE\" | ✓ | ✗ |\n\nThe 'respawn' mode parameter is applied to both units and vehicles. Since Arma 3 v2.18 there is a new respawnVehicle parameter that can set individual respawn mode for vehicles:\n\n| Before Arma 3 v2.18 | Since Arma 3 v2.18 |\n|---|---|\n| ```cpp<br>respawn = 3;                // sets respawn mode for units and vehicles<br>respawnDelay = 8;            // sets respawn delay for units<br><br>respawnVehicleDelay = 30;    // sets respawn delay for vehicles<br>``` | ```cpp<br>respawn = 3;                // sets respawn mode for units<br>respawnDelay = 8;            // sets respawn delay for units<br>// if 'respawnVehicle' is not set, 'respawn' is used for vehicles<br>respawnVehicle = 2;            // sets respawn mode for vehicles<br>respawnVehicleDelay = 30;    // sets respawn delay for vehicles<br>``` |"},{"heading":"3den Editor","level":4,"markdown":"There are 6 respawn options in the 3DEN in Multiplayer options:\n\n- Disabled - same as \"NONE\" or 0\n- Respawn on Custom Position - same as \"BASE\" or 3\n- Resapwn on Position Of Death - same as \"INSTANT\" or 2\n- Switch to Group Member - same as \"GROUP\" or 4\n- Switch to Side Member - same as \"SIDE\" or 5\n- Switch to Spectator - same as \"BIRD\" or 1\n\nThis option is mirroring 'respawn' from description.ext. Only Disabled, Respawn on Custom Position and Resapwn on Position Of Death apply to vehicles.\nThere is no separate option for individual vehicle respawn mode, which is currently available in description.ext and via script command only.\n\nOther parameters are:\n\n- Respawn Delay - same as 'respawnDelay' from description.ext\n- Vehicle Respawn Delay - same as 'respawnVehicleDelay' from description.ext\n\nThe description.ext respawn params take priority over 3DEN respawn params."},{"heading":"Script","level":4,"markdown":"The vehicle respawn params can be set via respawnVehicle and read via getRespawnVehicleInfo. The script commands also provide additional options not available otherwise.\n\nIn addition to setting respawn mode and delay, it is possible to set:\n\n- a finite number of respawns for a vehicle\n- whether or not the old wreck should be deleted when new vehicle respawns (wreck left behind gets the `_oldwreck` suffix in vehicleVarName for it)\n- force vehicle to spawn on the server (by default vehicle will spawn on the client it was destroyed)\n- whether or not the vehicle respawns in the air\n- the respawn unit\n- the respawn side\n- whether or not the respawned vehicle uses marker direction\n\nThe vehicle respawn is handled at the client where vehicle was destroyed. If client leaves the server, the vehicle respawn will be transferred to the server.\nVehicle placed in editor will also spawn on the server for the very first time.\n\nrespawnVehicle now has an option to force vehicle respawn on the server regardless, which should make it easier to use respawnVehicle command as it requires vehicle to be local.\nWhen vehicle respawn is \"BASE\", the moment a vehicle is destroyed, a respawn marker for it is chosen, which could be returned with getRespawnVehicleInfo. This is the process of selecting such marker:\n\n1. vehicle specific side specific: search for all markers that prefix with \"respawn_<vehicleVarName>_<side>\", for example \"respawn_car1_west_1\". If several are found, a random one is chosen\n1. vehicle specific: search for all markers that prefix with \"respawn_<vehicleVarName>\", for example \"respawn_car1_123\". If several are found, a random one is chosen\n1. vehicle general side specific: search for all markers that prefix with \"respawn_vehicle_<side>\", for example \"respawn_vehicle_east_FOREST\". If several are found, a random one is chosen\n1. vehicle general: search for all markers that prefix with \"respawn_vehicle\", for example \"respawn_vehicle_garage\". If several are found, a random one is chosen\n1. any respawn marker: search for all markers that prefix with \"respawn\", for example \"respawn_left1\". If several are found, a random one is chosen\n1. if no markers found, the wreck position and direction is used.\n\nWhen a marker is found, the respawn position is chosen randomly within the marker. If the marker is Icon, or the size of the marker is 0, the position is marker position.\nIf the marker is Ellipse or Rectangular, the position is chosed randomly within its area.\nVehicle direction is chosen randomly unless specified to take direction of the marker with respawnVehicle.\nAlternatively, the respawn position can be passed as return value in the vehicle's Respawn event handler.\nBy default all vehicles are respawned on the ground even if position's height is above the ground.\nrespawnVehicle has an option to respawn in the air.\n\nMany respawn params can be ajusted on the fly while the vehicle is in respawn queue, but the vehicle has to be local for this to have an effect.\n\nVehicle specific side specific marker could be used to have the same named vehicle spawn on enemy or friendly side, depending on the respawn side param set with respawnVehicle command.\nIf there are 2 markers \"respawn_car1_west\", \"respawn_car1_east\", car1 will respawn on the marker that matches respawn side set after vehicle entered into repsawn queue.\nFor example one could make a scenario where enemy vehicles could get commandeered and on the next respawn appear on friendly side."}],"categories":["Arma 3: Editing"],"groups":["General"]},{"name":"Virtual Reality","title":"Virtual Reality","type":"topic","url":"https://community.bistudio.com/wiki/Virtual_Reality","revid":364320,"updated":"2024-05-06T09:38:47Z","aliases":[],"markdown":"Virtual Reality is a virtual space similar to Render Worlds with no elements nor terrain relief in sight with the exception of a small, squared lake to the North-East of the \"place\".\n\nBoth ground and skybox are grey and squared with white lines. A big square is 32x32m and contains 256 (16x16) small squares of 2x2m.\nThe centre of the editor terrain is X:4000 - Y:4000, which is in the middle of a big square; the terrain itself is infinite.\n\nVR blocks glow in the dark (but terrain lines don't).","sections":[{"heading":null,"level":1,"markdown":"Virtual Reality is a virtual space similar to Render Worlds with no elements nor terrain relief in sight with the exception of a small, squared lake to the North-East of the \"place\".\n\nBoth ground and skybox are grey and squared with white lines. A big square is 32x32m and contains 256 (16x16) small squares of 2x2m.\nThe centre of the editor terrain is X:4000 - Y:4000, which is in the middle of a big square; the terrain itself is infinite.\n\nVR blocks glow in the dark (but terrain lines don't)."}],"categories":["Arma 3: Terrains"],"groups":["Tools and File Formats"]},{"name":"Visual Studio Code SQF Extensions","title":"Visual Studio Code SQF Extensions","type":"topic","url":"https://community.bistudio.com/wiki/Visual_Studio_Code_SQF_Extensions","revid":369513,"updated":"2024-09-11T21:48:15Z","aliases":["Arma 3: Visual Studio Code"],"markdown":"This page contains information about [Microsoft's Visual Studio Code editor](https://code.visualstudio.com/) and how it can be used for content creation in Arma.\n\n### Extensions\n\n> [!NOTE]\n> See the [Microsoft article](https://code.visualstudio.com/docs/editor/extension-marketplace).\n\nThe following is a list of recommended extensions. Note that it might be incomplete or out of date.\n[Search \"SQF\" on the marketplace](https://marketplace.visualstudio.com/search?term=SQF&target=VSCode&category=All%20categories&sortBy=Relevance) to find new or better extensions in that case.\n\n| Extension | Author | Remark |\n|---|---|---|\n| [SQF Language](https://marketplace.visualstudio.com/items?itemName=Armitxes.sqf) | Armitxes | Syntax highlighter. |\n| [SQF-VM Language Server](https://marketplace.visualstudio.com/items?itemName=SQF-VM.sqf-vm-language-server) | X39 et al. | Language server for sqf (checks code for errors). |\n| [SQF Debugger](https://marketplace.visualstudio.com/items?itemName=billw2011.sqf-debugger) | billw2011 | Debug sqf scripts (callstack, variables, breakpoints, ...) |\n| [SQF Wiki](https://marketplace.visualstudio.com/items?itemName=EelisLynne.sqf-wiki) | Eelis Lynne | Shortcut to go to the Biki page of the selected command/function. |\n\n### Tasks\n\nTo add tasks to your project follow these steps:\n\n1. Open the folder you are working in with VSCode\n1. Create a new directory at the root of it called `.vscode`\n1. Create a file called `tasks.json` inside of that directory\n1. Add the following content to it:\n\n   ```cpp\n   {\n       // See https://go.microsoft.com/fwlink/?LinkId=733558\n       // for the documentation about the tasks.json format\n       \"version\": \"2.0.0\",\n       \"tasks\": [\n           // -> Tasks go here <-\n       ]\n   }\n   ```\n\nThe following snippets will be listed under the `\"tasks\"` tag. Tasks are separated by a comma.\n\n#### Start Arma 3 (Mission Editing)\n\nThis task launches Arma 3 and opens a mission that is located inside of your working folder directly in Eden.\n\n```cpp\n{\n    \"label\": \"Start Arma 3 (Mission Editing)\",\n    \"type\": \"process\",\n    \"options\": {\n        \"cwd\": \"C:\\\\Program Files (x86)\\\\Steam\\\\steamapps\\\\common\\\\Arma 3\" // Change to your Arma 3 installation path\n    },\n    \"command\": \"arma3_x64\", // Also possible, if available: arma3profiling_x64, arma3diag_x64\n    \"args\": [\n        \"${workspaceFolder}\\\\mission.sqm\", // Loads directly into editor if you have a mission folder open in VSCode\n        \"-mod=!Workshop\\\\@CBA_A3;!Workshop\\\\@My Other Mod\", // Add mods separated by \";\", absolute paths work as well\n        \"-debug\",\n        \"-skipIntro\",\n        \"-filePatching\",\n        \"-noSplash\",\n        \"-showScriptErrors\"\n    ],\n    // Enable launching via shortcut \"Tasks: Run Test Task\"\n    \"group\": {\n        \"kind\": \"test\",\n        \"isDefault\": true\n    }\n}\n```\n\n#### Stop Arma 3\n\n*Immediately* closes Arma 3. Closing the game via the X button or <kbd>Alt</kbd> + <kbd>F4</kbd> would normally take some time. The name of the exe you are using can be found like this:\n\n1. Open task manager\n1. Select the \"Processes\" tab\n1. Find Arma 3\n1. Expand the entry\n1. Right click on the first sub-entry\n1. Select \"Go to details\"\n1. The \"Name\" column (by default the first one) contains the exe name\n\n```cpp\n{\n    \"label\": \"Stop Arma 3 Diag\",\n    \"type\": \"shell\",\n    \"command\": \"taskkill\",\n    \"args\": [\n        \"/F\",\n        \"/IM\",\n        \"arma3_x64.exe\" // Other values: arma3diag_x64.exe, arma3profiling_x64.exe\n    ],\n    \"problemMatcher\": []\n}\n```\n\n#### Track RPT\n\nChanges to the RPT files will be written to the Terminal window.\nYou might need to adjust the path ``$env:USERPROFILE\\\\AppData\\\\Local\\\\Arma` 3`` (`` ` `` is required before a space) to your needs if you are using the -profiles startup parameter.\n\n```json\n{\n    \"label\": \"RPT Watcher\",\n    \"type\": \"shell\",\n    \"command\": \"powershell\",\n    \"args\": [\n        \"-command\",\n        \"Get-ChildItem -Path $env:USERPROFILE\\\\AppData\\\\Local\\\\Arma` 3 -Filter *.rpt | Sort-Object LastAccessTime -Descending | Select-Object -First 1 | Get-Content -Tail 1 -Wait -Encoding utf8\"\n    ],\n    \"problemMatcher\": []\n}\n```","sections":[{"heading":null,"level":1,"markdown":"This page contains information about [Microsoft's Visual Studio Code editor](https://code.visualstudio.com/) and how it can be used for content creation in Arma."},{"heading":"Extensions","level":3,"markdown":"> [!NOTE]\n> See the [Microsoft article](https://code.visualstudio.com/docs/editor/extension-marketplace).\n\nThe following is a list of recommended extensions. Note that it might be incomplete or out of date.\n[Search \"SQF\" on the marketplace](https://marketplace.visualstudio.com/search?term=SQF&target=VSCode&category=All%20categories&sortBy=Relevance) to find new or better extensions in that case.\n\n| Extension | Author | Remark |\n|---|---|---|\n| [SQF Language](https://marketplace.visualstudio.com/items?itemName=Armitxes.sqf) | Armitxes | Syntax highlighter. |\n| [SQF-VM Language Server](https://marketplace.visualstudio.com/items?itemName=SQF-VM.sqf-vm-language-server) | X39 et al. | Language server for sqf (checks code for errors). |\n| [SQF Debugger](https://marketplace.visualstudio.com/items?itemName=billw2011.sqf-debugger) | billw2011 | Debug sqf scripts (callstack, variables, breakpoints, ...) |\n| [SQF Wiki](https://marketplace.visualstudio.com/items?itemName=EelisLynne.sqf-wiki) | Eelis Lynne | Shortcut to go to the Biki page of the selected command/function. |"},{"heading":"Tasks","level":3,"markdown":"To add tasks to your project follow these steps:\n\n1. Open the folder you are working in with VSCode\n1. Create a new directory at the root of it called `.vscode`\n1. Create a file called `tasks.json` inside of that directory\n1. Add the following content to it:\n\n   ```cpp\n   {\n       // See https://go.microsoft.com/fwlink/?LinkId=733558\n       // for the documentation about the tasks.json format\n       \"version\": \"2.0.0\",\n       \"tasks\": [\n           // -> Tasks go here <-\n       ]\n   }\n   ```\n\nThe following snippets will be listed under the `\"tasks\"` tag. Tasks are separated by a comma."},{"heading":"Start Arma 3 (Mission Editing)","level":4,"markdown":"This task launches Arma 3 and opens a mission that is located inside of your working folder directly in Eden.\n\n```cpp\n{\n    \"label\": \"Start Arma 3 (Mission Editing)\",\n    \"type\": \"process\",\n    \"options\": {\n        \"cwd\": \"C:\\\\Program Files (x86)\\\\Steam\\\\steamapps\\\\common\\\\Arma 3\" // Change to your Arma 3 installation path\n    },\n    \"command\": \"arma3_x64\", // Also possible, if available: arma3profiling_x64, arma3diag_x64\n    \"args\": [\n        \"${workspaceFolder}\\\\mission.sqm\", // Loads directly into editor if you have a mission folder open in VSCode\n        \"-mod=!Workshop\\\\@CBA_A3;!Workshop\\\\@My Other Mod\", // Add mods separated by \";\", absolute paths work as well\n        \"-debug\",\n        \"-skipIntro\",\n        \"-filePatching\",\n        \"-noSplash\",\n        \"-showScriptErrors\"\n    ],\n    // Enable launching via shortcut \"Tasks: Run Test Task\"\n    \"group\": {\n        \"kind\": \"test\",\n        \"isDefault\": true\n    }\n}\n```"},{"heading":"Stop Arma 3","level":4,"markdown":"*Immediately* closes Arma 3. Closing the game via the X button or <kbd>Alt</kbd> + <kbd>F4</kbd> would normally take some time. The name of the exe you are using can be found like this:\n\n1. Open task manager\n1. Select the \"Processes\" tab\n1. Find Arma 3\n1. Expand the entry\n1. Right click on the first sub-entry\n1. Select \"Go to details\"\n1. The \"Name\" column (by default the first one) contains the exe name\n\n```cpp\n{\n    \"label\": \"Stop Arma 3 Diag\",\n    \"type\": \"shell\",\n    \"command\": \"taskkill\",\n    \"args\": [\n        \"/F\",\n        \"/IM\",\n        \"arma3_x64.exe\" // Other values: arma3diag_x64.exe, arma3profiling_x64.exe\n    ],\n    \"problemMatcher\": []\n}\n```"},{"heading":"Track RPT","level":4,"markdown":"Changes to the RPT files will be written to the Terminal window.\nYou might need to adjust the path ``$env:USERPROFILE\\\\AppData\\\\Local\\\\Arma` 3`` (`` ` `` is required before a space) to your needs if you are using the -profiles startup parameter.\n\n```json\n{\n    \"label\": \"RPT Watcher\",\n    \"type\": \"shell\",\n    \"command\": \"powershell\",\n    \"args\": [\n        \"-command\",\n        \"Get-ChildItem -Path $env:USERPROFILE\\\\AppData\\\\Local\\\\Arma` 3 -Filter *.rpt | Sort-Object LastAccessTime -Descending | Select-Object -First 1 | Get-Content -Tail 1 -Wait -Encoding utf8\"\n    ],\n    \"problemMatcher\": []\n}\n```"}],"categories":["Arma 3: Editing","Arma 3: Tutorials","Community Tools"],"groups":["Scripting"]},{"name":"Void","title":"Void","type":"topic","url":"https://community.bistudio.com/wiki/Void","revid":330443,"updated":"2022-09-15T21:30:58Z","aliases":[],"markdown":"A variable of type **Void** is an **undefined variable**.\n\n### Undefining Variables\n\nnil can be used to undefine variables.\n\n```sqf\nmyVar = 1;\n// ...\nmyVar = nil;\n// myVar is undefined\n```\n\n### String Representation\n\nThe String representation of an undefined variable depends on its inferred type:\n\n| Data Type | String |\n|---|---|\n| Anything | scalar bool array string 0xfcffffef (OFP)<br>scalar bool array string 0xe0ffffef (ArmA) |\n| Nothing | scalar bool array string nothing 0xfcffffef |\n| Number | scalar |\n| Boolean | bool |\n| Array | array |\n\n### Comparisons\n\nNo comparison with any variables will work.\n\n**Example:**\n\n```sqf\n// error\nif (undefinedVar == definedVar) then { /* ... */ };\n```\n\n```sqf\n// error\nif (undefinedVar == undefinedVar) then { /* ... */ };\n```\n\n### Detect an Undefined Variable\n\nThe isNil command, introduced in Armed Assault, allows to detect if a variable exists or not:\n\n```sqf\nHelloThere = 42;\nisNil \"HelloThere\"; // false\n\nHelloThere = nil;\nisNil \"HelloThere\"; // true\n```\n\n#### isNil Workaround 1 (Operation Flashpoint v1.00)\n\nSQS Syntax:\n\n```sqs\n_nil = format [\"%1\", _undefinedVariable]\n? (format [\"%1\", variableToTest] == _nil) : hint \"variableToTest is nil\"\n```\n\nSQF Syntax:\n\n```sqf\n_nil = format [\"%1\", _undefinedVariable];\nif (format [\"%1\", variableToTest] == _nil) then { hint \"variableToTest is nil\" };\n```\n\n#### isNil Workaround 2 (Operation Flashpoint v1.00)\n\n> [!CAUTION]\n> This information is **obsolete** as of Armed Assault. Reason: Armed Assault introduced isNil, and Arma 2 forbade undefined variables usage in script - see ArmA: Editing - Forward Compatibility.\n\nThe alternative way to check if a variable is undefined before isNil existence is that it silently fails any expression evaluations on it:\n\n```sqf\ndefined = false;\nif (var == var) then\n{\n    defined = true;\n};\nif (var != var) then\n{\n    defined = true;\n};\nif (!defined) then\n{\n    // we know var is undefined here\n};\n```\n\n### Type Inference\n\nSuppose the variable **a** is undefined, and we set the variable **b** like so:\n\n```sqf\nb = a + [];\n```\n\nThe inferred type of b is now array - since b was the product result of an array add operation with a definite array ([]) and an unknown type (a)\n\n**b**'s string representation will now be \"array\", and b wil be considered an undefined array.","sections":[{"heading":null,"level":1,"markdown":"A variable of type **Void** is an **undefined variable**."},{"heading":"Undefining Variables","level":3,"markdown":"nil can be used to undefine variables.\n\n```sqf\nmyVar = 1;\n// ...\nmyVar = nil;\n// myVar is undefined\n```"},{"heading":"String Representation","level":3,"markdown":"The String representation of an undefined variable depends on its inferred type:\n\n| Data Type | String |\n|---|---|\n| Anything | scalar bool array string 0xfcffffef (OFP)<br>scalar bool array string 0xe0ffffef (ArmA) |\n| Nothing | scalar bool array string nothing 0xfcffffef |\n| Number | scalar |\n| Boolean | bool |\n| Array | array |"},{"heading":"Comparisons","level":3,"markdown":"No comparison with any variables will work.\n\n**Example:**\n\n```sqf\n// error\nif (undefinedVar == definedVar) then { /* ... */ };\n```\n\n```sqf\n// error\nif (undefinedVar == undefinedVar) then { /* ... */ };\n```"},{"heading":"Detect an Undefined Variable","level":3,"markdown":"The isNil command, introduced in Armed Assault, allows to detect if a variable exists or not:\n\n```sqf\nHelloThere = 42;\nisNil \"HelloThere\"; // false\n\nHelloThere = nil;\nisNil \"HelloThere\"; // true\n```"},{"heading":"isNil Workaround 1 (Operation Flashpoint v1.00)","level":4,"markdown":"SQS Syntax:\n\n```sqs\n_nil = format [\"%1\", _undefinedVariable]\n? (format [\"%1\", variableToTest] == _nil) : hint \"variableToTest is nil\"\n```\n\nSQF Syntax:\n\n```sqf\n_nil = format [\"%1\", _undefinedVariable];\nif (format [\"%1\", variableToTest] == _nil) then { hint \"variableToTest is nil\" };\n```"},{"heading":"isNil Workaround 2 (Operation Flashpoint v1.00)","level":4,"markdown":"> [!CAUTION]\n> This information is **obsolete** as of Armed Assault. Reason: Armed Assault introduced isNil, and Arma 2 forbade undefined variables usage in script - see ArmA: Editing - Forward Compatibility.\n\nThe alternative way to check if a variable is undefined before isNil existence is that it silently fails any expression evaluations on it:\n\n```sqf\ndefined = false;\nif (var == var) then\n{\n    defined = true;\n};\nif (var != var) then\n{\n    defined = true;\n};\nif (!defined) then\n{\n    // we know var is undefined here\n};\n```"},{"heading":"Type Inference","level":3,"markdown":"Suppose the variable **a** is undefined, and we set the variable **b** like so:\n\n```sqf\nb = a + [];\n```\n\nThe inferred type of b is now array - since b was the product result of an array add operation with a definite array ([]) and an unknown type (a)\n\n**b**'s string representation will now be \"array\", and b wil be considered an undefined array."}],"categories":["Magic Types"],"groups":["Data Types"]},{"name":"WaveToLip","title":"WaveToLip","type":"topic","url":"https://community.bistudio.com/wiki/WaveToLip","revid":377915,"updated":"2026-01-11T14:49:12Z","aliases":["Wave2Lip"],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Operation Flashpoint, ArmA: Armed Assault, Arma 2, Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** WavToLip is an application that generates a lip files (*.lip) from wav files (*.wav).\n\n**Notes:**\n\n**Usage:**\nA lip file accompanies a sound file meant for spoken words in a mission. The file lip-syncs the mouth of the character to the spoken words in a sound file. It shares the same name of the sound file and must be in the same folder.\n\n**Example:**\n\n- talking1.ogg\n- talking1.lip\n\n**Known issues:**\nThe tool cannot process files with spaces in the name or path. Files on the desktop cannot be process for most users because of this.\n\n#### Usage\n\n**Line call:** WaveToLip.exe source\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Sound Tools","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Operation Flashpoint, ArmA: Armed Assault, Arma 2, Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** WavToLip is an application that generates a lip files (*.lip) from wav files (*.wav).\n\n**Notes:**\n\n**Usage:**\nA lip file accompanies a sound file meant for spoken words in a mission. The file lip-syncs the mouth of the character to the spoken words in a sound file. It shares the same name of the sound file and must be in the same folder.\n\n**Example:**\n\n- talking1.ogg\n- talking1.lip\n\n**Known issues:**\nThe tool cannot process files with spaces in the name or path. Files on the desktop cannot be process for most users because of this."},{"heading":"Usage","level":4,"markdown":"**Line call:** WaveToLip.exe source"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Sound Tools"}],"categories":["ArmA: Armed Assault: Official Tools","Arma 2: Official Tools","Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"WaveToWss","title":"WaveToWss","type":"topic","url":"https://community.bistudio.com/wiki/WaveToWss","revid":336691,"updated":"2023-01-04T15:24:39Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** WaveToWSS is a simple tool to convert Wave format to WSS.\n\n**Notes:**\n\n**Usage**: WaveToWSS <options> <source>\n\n**Options**:\n-d8 8b deltapack\n-d4 4b deltapack (voice)\n-r8000 resample to 8kHz (or other value specified)\n-q10 resample quality (the width of Hann window applied)\n-play play the sound instead converting it\n-convert convert the wss file instead of playing it\n-stereo enable stereo samples encoding\n\n#### Usage\n\n**Line call:** WAVToWSS.exe myfile.wav\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Sound Tools","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** WaveToWSS is a simple tool to convert Wave format to WSS.\n\n**Notes:**\n\n**Usage**: WaveToWSS <options> <source>\n\n**Options**:\n-d8 8b deltapack\n-d4 4b deltapack (voice)\n-r8000 resample to 8kHz (or other value specified)\n-q10 resample quality (the width of Hann window applied)\n-play play the sound instead converting it\n-convert convert the wss file instead of playing it\n-stereo enable stereo samples encoding"},{"heading":"Usage","level":4,"markdown":"**Line call:** WAVToWSS.exe myfile.wav"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Sound Tools"}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"Waypoint","title":"Waypoint","type":"topic","url":"https://community.bistudio.com/wiki/Waypoint","revid":170291,"updated":"2020-12-09T14:34:46Z","aliases":[],"markdown":"**Format:** [group, index]\n\n**Description:** Group is of type Group, index is of type Number.\n\nIndex is the waypoint # in line.\nIndex 0 selects first waypoint which is always created on group starting position.\n\n**Comments:** Note that [groupName, 0] is automatically created at a unit's starting position.\n\nTherefore:\n\n- [groupName, 1] would be the first in-editor waypoint\n- [groupName, 2] would be the second, etc.\n\n### See Also\n\n- Waypoints\n- Waypoints Commands\n- Waypoints Functions","sections":[{"heading":null,"level":1,"markdown":"**Format:** [group, index]\n\n**Description:** Group is of type Group, index is of type Number.\n\nIndex is the waypoint # in line.\nIndex 0 selects first waypoint which is always created on group starting position.\n\n**Comments:** Note that [groupName, 0] is automatically created at a unit's starting position.\n\nTherefore:\n\n- [groupName, 1] would be the first in-editor waypoint\n- [groupName, 2] would be the second, etc."},{"heading":"See Also","level":3,"markdown":"- Waypoints\n- Waypoints Commands\n- Waypoints Functions"}],"categories":["Arrays"],"groups":["Scripting"]},{"name":"Waypoints","title":"Waypoints","type":"topic","url":"https://community.bistudio.com/wiki/Waypoints","revid":353565,"updated":"2024-03-19T12:01:44Z","aliases":["Waypoint types","Waypoint:Guard"],"markdown":"Waypoints are a group's successive destination/task indicator. They are represented as an Array in Waypoint format [group, index].\n\nSince **Arma 2** waypoints for **players** were mostly replaced by Tasks; since **Arma 3** the Task Framework allows for an easy usage of them.\n\n### Usage\n\n#### Condition\n\nThe **Condition** is Code that determines whether the waypoint is completed.\nIts value is evaluated **locally** and unscheduled on the group owner's machine and must return a Boolean.\n\n- this refers to the group leader\n- thisList refers to the group's units\n\n#### OnActivation\n\nThe **OnActivation** is Code that is executed on **Condition**'s completion. Same as Condition:\n\n- this refers to the group leader\n- thisList refers to the group's units\n\n> [!IMPORTANT]\n> While **Condition** code is evaluated on the group owner's machine, **OnActivation** code is executed **globally**, a.k.a on every client!\n\n## Waypoint Types\n\nA waypoint's type will define what the group is to do when the waypoint becomes active. In Arma 3, waypoints are categorized into default waypoints, most of which have existed since the start of the franchise, and Advanced Waypoints, which are new for Arma 3.\n\nWaypoints\n\n### Default\n\n#### Cycle\n\nThis waypoint type will change the group's active waypoint to the nearest waypoint other than the group's previous waypoint. Note that the automatically created first waypoint (the leader's initial position as seen in the map editor) is considered as a Move type waypoint and can be used by the **cycle waypoint**. A cycle type waypoint can be used to make the group move in an infinite loop, a great and easy way to create a patrol. Either a *switch* trigger or script can be used to \"break\" a group out of a cycle loop.\n\nPlacing a single CYCLE waypoint will do nothing, at least one MOVE waypoint has to be placed to start with. The CYCLE waypoint can be placed anywhere on the map, the unit will ignore its position. When the unit reaches the MOVE waypoint preceding the CYCLE waypoint. it will return back to its starting position then repeat the cycle endlessly. If additional waypoints are added after CYCLE waypoint, they are ignored. In short, the CYCLE waypoint is just an instruction to the unit to go back to the starting position.\n\n#### Destroy\n\nThis waypoint type works best when it is attached to an object. The group will attempt to destroy whatever object the waypoint is placed upon, irrespective of the target object's side. If the group is unable to destroy the attached object they will move within range of being able to identify the object, then wait until it is destroyed (even if the target is not destroyable!). If the waypoint is placed spatially, the waypoint's behaviour is less predictable. If the waypoint is far away from any mission editor placed objects, the waypoint will generally be instantly considered complete without the group moving towards the waypoint's location. If there is any object near the spatial waypoint, the group may treat that object as a normal destroy target. However, sometimes the group may start to attack the object, then instantly move to the next waypoint without destroying anything. The exact object the group will attack is not easily predicted, and if the group itself is near the spatial Destroy waypoint when it becomes active, the group may even choose to attack, but not necessarily destroy, one of its own members.\n\n#### Dismissed\n\nThis waypoint type can be used to simulate casual off-duty behaviour. The group will move to the waypoint, and then be dismissed. The group will automatically split itself into small teams of one to four units, who will move to random locations, sit down, etc. Given enough time, some of the group may wander kilometers from the waypoint. Note that the dismissed waypoint does not inherently alter behaviour mode, nor make units disembark, land aircraft, or turn vehicle engines off. A dismissed waypoint is complete if the group comes into contact with any enemy units.\n\n- See also: expectedDestination.\n\n#### Drop Cargo\n\nIn Arma 3, this waypoint lets AI helicopters drop off vehicles that their helicopter has already sling loaded. The behaviour seems to be very inconsistent, and the AI pilots seem almost completely incapable of picking up the cargo or dropping it off (They have a tendency to circle around a few times before dropping the object they are carrying).\n\n> [!NOTE]\n> **Arma 3:** Only in Arma 3\n\n#### Follow\n\n- See also: doFollow, commandFollow.\n\n#### Get In\n\nThe exact effect this waypoint type has depends on whether it is placed in empty space, attached to a vehicle or a non-vehicle object. There are many possible combinations of circumstances, each with slightly different effects.\n\n- *Spatial*\n  - If the waypoint is spatial, any walking units in the group will board free space in any vehicles with that the group possesses. Note that this happens as the waypoint becomes active, rather than when it is reached. The group will not travel to the actual *Get In* waypoint's position, but carry out the boarding action and then continue on to the next waypoint.\n  - If a spatial *Get In* waypoint is synchronized with a waypoint of another friendly group with unused vehicle spaces, but the original group has adequate transport, it will mount its own vehicles.\n  - If the spatial *Get In* waypoint is synchronized with a waypoint of another friendly group with unused vehicle spaces, the group will mount any available vehicle spaces of its own before boarding the other group's transport.\n  - If the spatial *Get In* waypoint is synchronized with a waypoint of another friendly group with some unused vehicle spaces but not enough to allow the entire group to board, the leader will order as many units as possible to board the other group's vehicles.\n  - If the spatial *Get In* waypoint is synchronized with a waypoint of another friendly group with no free vehicle spaces, the group will move to the *Get In* waypoint's position, then move on to the next waypoint.\n- *Vehicle*\n  - If the waypoint is placed on an empty vehicle, as many of the group as possible will board it. If the waypoint is placed upon an empty vehicle and the group already has enough vehicle spaces to fit the entire group, the group leader only will board and drive the new vehicle, while any foot units will board the group's original vehicle(s).\n  - If the *Get In* waypoint is placed upon a vehicle driven by a friendly unit that has room enough to hold the entire group, the group will abandon any vehicles it has and board the new vehicle.\n  - If the waypoint is placed upon a vehicle driven by a friendly unit that is not capable of carrying the entire group and the group has no vehicles of its own, the leader will order as many of his troops as possible to board the vehicle.\n  - If the waypoint is placed upon a vehicle driven by a friendly unit that is not capable of carrying the entire group, and the group already has vehicles capable of carrying the entire group, as many units as possible will board the waypoint vehicle and the remainder board the original transport.\n  - If the waypoint is placed upon a vehicle driven by a friendly unit that is not capable of carrying the entire group and the group has some vehicles but all vehicles will still not enough to fit the entire group, the leader will order as many troops as possible into both the group's vehicles and the waypoint vehicle.\n  - Finally, if the waypoint is attached to a non-vehicle class of object, the group will move to that object before boarding any available vehicle space it already has.\n\n#### Get In Nearest\n\nThe group will only move to the waypoint if there are any empty vehicles, or vehicles on the group's side with empty seat spaces, that are within about 50m of the waypoint's location. Note the appraisal of a vehicle's side and number of available seats seems to be made before the mission initializes! If there is an empty vehicle in the mission editor within about 50m of the waypoint, the group think that the vehicle will still be available even if it has been completely occupied by enemy forces! Once at the waypoint, the group will fill any available seats in the nearest vehicle (and only this vehicle). If there is no suitable vehicle near the waypoint, the waypoint will complete almost immediately after becoming active, and the group will continue on to their next waypoint. On a dedicated server, an AI unit will only get in vehicles that are empty.\n\n#### Get Out\n\nThe group will move to the waypoint, and then disembark from any vehicles its members are in. Helicopters will land on the closest helipad within 500 metres of the waypoint. If any group members other than the leader are in a vehicle of another group, that vehicle will stop to let them out. If the leader is riding in another group's vehicle, the *Get Out* waypoint will not be considered reached until the leader arrives at it under his own control (i.e., never). In this case, a *Transport Unload* waypoint should be used. If the *Get Out* waypoint is placed on an object, the group will move to the location of that object at the instant the Get Out waypoint becomes its current waypoint, then disembark as normal.\n\n#### Guard\n\nThis waypoint works in conjunction with the 'Guarded by' trigger type, see that topic above for more details. The group will move to the waypoint's location, and then wait for a point to require guarding. A guard point or object is only considered guarded if a group has been set to guard it through a *Guard* waypoint (any other friendly forces in the area are not considered). If there are several guard triggers, the group will move to the first placed (highest priority), unguarded trigger (or its linked object). Once at a guard point, the group will continue to check if any higher priority guard point requires guarding, or for any enemies to engage. A group can be made to stop guarding using the setCurrentWaypoint command or a *Switch* trigger. Besides guarding areas marked by \"Guarded by\" triggers, guarding groups are also ordered to destroy any enemy units that are known to any group of the same side. See the *Guarded by <side>* trigger description for more details.\n\n- See also: Waypoint:Guard, createGuardedPoint.\n\n##### Basic use\n\nPlace down one or more *Guarded By* triggers in, for instance, choke points or bases. Then place down one or several groups with a single *Guard* waypoint. The units will unerringly move to the *Guarded By* triggers, positioning themselves exactly on top of them. They will act according to their normal rules of engagement. When a group either starts fleeing or is destroyed, any other groups standing by with a *Guard* waypoint will move in to take their place. So you can for instance have a single *Guarded By* trigger in a base, with three or four groups standing by in the forest some distance off; as soon as the group guarding the base gets killed or chased off, ONE of the other groups will start to move in; once that one is destroyed or chased off, another group will start moving etc. thus creating a natural and dynamic system of \"counter attack\" without the need for extensive scripting.\n\n##### Advanced use\n\nWhen placing down the 'Guarded By' triggers, it is very important to keep track of the order they are placed. The first trigger created is the most important, the second the second most important etc. If you delete the first one, the second one will become #1 and so forth. So if you're using many, keep track of which you put down first (give them names, for instance). Guard groups move in the following pattern:\n\n- No triggers - all Guard groups stay at their Guard waypoint.\n- 1 trigger - the Guard group closest to the trigger secures it, the rest stay at their Guard waypoints and wait until the group at the trigger is either killed or considered fleeing, at which point the closest group sets off to guard. The fleeing Guard group generally flees to his original Guard waypoint, where it will stand by until a trigger is free again.\n- 2 or more triggers - the Guard groups closest to each trigger move in to secure it. If the Guard at Trigger #1 is fleeing or destroyed, whichever group is closest will move in to take its place including the guard on Trigger #2 (in which case, another group will move in if available to fill his slot). Basically, the guards will try to have a group hovering over every trigger at all times, starting from the first one placed and ending with the last.\n\n##### Movement\n\nA note on the movement. If I remember correctly, the internal communication between Guard groups isn't always the best. Often they set out on a mad race to see who reaches the trigger first, and then when whomever was fastest is within a set distance, they're declared \"winners\", and everyone else lumbers back to their Guard waypoints. This is also true when one group starts to flee ; often the flight distances are not very long (depending on the allowFleeing setting and skill of the soldiers, I believe?), but by the time the original guard group has turned around, another group might already be closing in, starting another little \"race\". Also, as mentioned : the Guard waypoint isn't all that useful at defending more than one objective, since they WILL leave other bases/important locations with a Guarded By trigger empty if the first trigger is freed.\n\nNote that *Guarded By* can be used in attack as well; just place a number of triggers (keeping track of which order they're set in) inside enemy territory, and they'll \"attack\" there if they have their Guard waypoints. For instance if you make a front line, put the main 'Guarded by' trigger at the Player's position (the position most likely to hold) and two other to the north and south, and then make three or more Guard groups; they will each attack their \"own\" trigger, but if the main group is defeated, they will divert their attack to trigger #1. Now make the northern and southern fortifications weak, and suddenly you might find yourself flanked.\n\n#### Hold\n\nThis waypoint type will cause the group to stay at this position indefinitely. Only a *Switch* type trigger or script command will move the group from the waypoint. While waiting, any unknown targets are checked (group moves in the direction of the target) and any recognized enemies are engaged.\n\n#### Join\n\nWhen this waypoint type is attached to a unit, the group will move to the position of that unit, then join and follow that unit's group, irrespective of side or ranks. Note that the attached unit may have moved on, but the Join waypoint remains at the unit's location when the waypoint became active. When the Join waypoint is spatial, the group will treat it as a *Move* type waypoint. If the *Join* waypoint is synchronized with another group's waypoint, when both groups are at their waypoint positions, the group that is \"synchronized from\" will join the group that is \"synchronized to\", irrespective of which group has the join waypoint itself. When synchronizing, click and hold on the waypoint of the group that is to join the other, then drag to the other group's waypoint. Note only two groups can join at a single Join waypoint.\n\n#### Join & Lead\n\nThis type is exactly the same as the *Join* waypoint type, except the group that leads the merged group will be opposite in each situation.\n\n#### Lift Cargo (Arma 3 v1.34)\n\nIn Arma 3, this waypoint lets AI helicopters pick up vehicles that their helicopter is capable of lifting.\n\n#### Load\n\nThe group will move to the waypoint (spatial or object), then any soldiers on foot will board any vehicles the group possesses. They will get into the vehicles as cargo where possible, then as the crew of the vehicle.\n\n#### Loiter\n\nIntroduced in Arma 3, makes group loiter around a position. If the group is on foot or inside a ground vehicle, then group will just stand around and the LOITER waypoint will act as a MOVE waypoint.\nIf group is inside an aircraft, the aircraft will orbit the waypoint's position with given height and loiter radius.\n\n> [!IMPORTANT]\n> If another waypoint was added soon after the LOITER waypoint, the LOITER waypoint will act as a MOVE waypoint\n\n- See also: waypointLoiterRadius, waypointLoiterType, setWaypointLoiterRadius, setWaypointLoiterType.\n\n#### Move\n\nThe group will move to this point or object. The move waypoint is considered complete when the leader gets close to the waypoint, the required distance being between 1 and 500 meters depending on the leader's vehicle type (if any) and whether a player is controlling the leader. The movement mode and method will depend on the group's behaviour settings, with movement rarely being made in a straight line between waypoints. AI leaders will generally pause to choose a path before they start moving. Groups will automatically board any transport vehicles they own if the next waypoint is far enough away. If the waypoint is too far away or a valid path cannot be found, the group may never reach the waypoint. If a *Move* waypoint is attached to a building object, the \"Position In House\" menu option will become available.\n\n#### Scripted\n\nThis waypoint type will execute the Script File that is in the “Script” box on the bottom of the waypoints screen. Enter the file path/name directly, without any execVM type command or quotation marks, followed by a single argument or multiple arguments within an array. As of Arma 3 1.82, the number of custom arguments is not limited by the function. The file name and argument must be separated by a space. For example:\n\n```\nmyScript.sqf\nmyScript.sqf 123\nmyScript.sqf [123, 456]\n```\n\nThe group will not move to the waypoint location. The group will wait until the external script exits before moving on to the next waypoint. An argument array is passed to the script in the form of:\n`[<group leader>, <waypoint position array>, <object waypoint is attached to>, <user array element 1>, <user array element 2>, etc.]`.\nNote the **On Activation** script code block can be used to execute any script at any waypoint, making this waypoint type somewhat redundant.\n\n- See also: Advanced Waypoints.\n\n#### Seek & Destroy\n\nIt does not matter if this waypoint type is placed spatially or on an object. If attached to an object, the waypoint will remain fixed at the objects initial position as displayed in the mission editor (even if that object actually starts the mission in the cargo of another vehicle or has its position changed by its initialization string). Behaviour is the same for both situations - the group will move to the waypoint, then the leader will move about to search the immediate area with his group trying to keep up. The exact size of the area searched is limited to the leader's expected travel time. A leader on foot will rarely search more than 50m from the waypoint, while a leader in a helicopter will search up to 300m from the waypoint. The search will attempt to visually check all locations within the search range, so a search inside a city will take far longer than a search in an empty field. Unfortunately, the Seek & Destroy waypoint does not appear to make the group deliberately search inside buildings although their pathfinding may lead them to enter some. Whether or not the group finds any enemy units appears to have no impact on the search duration or range.\n\nTo make AI hunt down a known target, you need to setCombatMode to \"RED\". The Seek & Destroy waypoint only makes the AI search the vicinity of the waypoint itself, not affect their behavior on their way to the waypoint.\n\n#### Sentry\n\nThe group will move to the waypoint and hold position until the group knows enough about an enemy unit to identify which side that belongs to, and that they are capable of attacking. At that point, the group will proceed to their next waypoint. They will normally also attack the spotted enemy on the way.\n\n#### Support\n\nA group with a current waypoint of this type will move to the waypoint's position, then wait until it can provide support for another group that requests relevant support using *\"Call Support\"* command menu. At this time, the waiting group will proceed to the location where support was called for, disembark from any vehicles is possesses and wait for the supported group to declare *\"Support Done\"* before continuing to wait to respond to any further calls for support from their new location. Only groups with a medic, ambulance, fuel, ammo or repair vehicles can respond to support requests. In the case of multiple support groups, the first placed available group will always respond first, irrespective of distance. While this is a powerful waypoint type it requires diligence on the part of any human leaders, as they must announce \"Support Done\" to allow the AI support group to continue being able to provide support. AI leaders also tend to request that every single appropriate support group attends them. AI will not take a support group's vulnerability into consideration when requesting support.\n\nAs of Arma 3 v1.36 this waypoint type seems to be semi-functional. If you request support through the status menu (5 key by default) for a \"medic\", AI groups assigned this waypoint will move to your location. However once there it would seem there is no way to announce \"Support Done\". The game also replies to your request for support with \"Negative\" in the system chat if that type of support is not available (e.g. supply or fuel truck).\n\n#### Talk\n\nIs used in combination with the *Effects* button at the bottom of the Waypoints menu. The group's leader will speak the given *Voice* phrase, complete with lip movements. The group does not move to the waypoint's location, instead skipping immediately to the next waypoint.\n\n#### Transport Unload\n\nThe group will move to the waypoint (spatial or object), where any units from other groups who are in cargo spaces of the original group's vehicles will disembark.\n\n> [!IMPORTANT]\n> - The (other) AI group moved in cargo through e.g the moveInCargo command also requires addVehicle usage for it to disembark\n> - On a **dedicated server**:\n>   - this waypoint does not work if the commander of the group being transported in the back of the vehicle is human; only AI is supported\n>   - when using this with AI-controlled Helicopters, this command only works if there is an AI team commander present in the cargo of the vehicle; if there are only human players, the helicopter will not land and only hover too high in the air to safely disembark. This can be circumvented if the group leader gives subordinates the order to disembark <kbd>~</kbd> <kbd>4</kbd> <kbd>1</kbd>.\n\n#### Unload\n\nThe group will move to the waypoint (spatial or object), then any of its units that are in cargo space of any vehicle will disembark. Units in crew positions will not disembark. One note, on a dedicated server when using this with AI controlled Helicopters. This command only works if there is an AI team commander present in the cargo of the vehicle. If there are only human players, the helicopter will not land. It will hover too high in the air to safely disembark.\n\nSpecifically for landing an AI helicopter on the ground and unloading AI passengers, the waypoint destination for Transport Unload must be a helipad object and be assigned to the pilots, and the separate group as passengers must have the Get Out waypoint at the same location. Both the Transport Unload waypoint and Get Out waypoint have to be synchronized with each other. Note: createVehicleCrew breaks this functionality.\n\n#### Vehicle Get In\n\nThis waypoint must be placed on top of a vehicle which can load other vehicles. The vehicle owning the waypoint will move near the loading vehicle and gets moved into it.\n\n- See also: Arma 3: Vehicle in Vehicle Transport\n\n#### Vehicle Get Out\n\n#### Vehicle Unload\n\nAir vehicle will try to land as close as possible at the waypoint location and unload all vehicles in its cargo.\n\n- See also Arma 3: Vehicle in Vehicle Transport\n\n#### AND\n\nOnly available for groups on the Game Logic side. This waypoint will not complete until all waypoints it is synchronized with have been completed.\n\n> [!IMPORTANT]\n> Not available in Eden Editor\n\n#### OR\n\nOnly available for groups on the Game Logic side. This waypoint will complete when any one of the waypoints it may be synchronized with has been completed.\n\n> [!IMPORTANT]\n> Not available in Eden Editor\n\n### Advanced Waypoints\n\nAdvanced Waypoints can be considered a Scripted waypoint with the Script field pre-filled with the path to the appropriate script file.\n\n#### Clear Mines\n\nUtilizes BIS_fnc_wpDemine. When added to an infantry squad, they will move to the marker and search for mines in a search area with center being the waypoint position and a radius of waypointCompletionRadius, which has a default of 50m. Upon detecting a mine, a properly trained and equipped squad member will approach it in the prone position, deactivate it, and then proceed to search for more mines. The waypoint is completed when no mines are detected in the search area. If the assigned squad is inside a vehicle, they may \"search\" by driving the area in the vehicle, and may not disembark the vehicle unless prompted to do so.\n\nThe first custom argument determines whether or not the squad will demine all mines, ignoring whether or not the squad knows about the mines. Default is true.\n\n#### Fire Mission\n\nUtilizes BIS_fnc_wpArtillery. When added to an artillery crew, the gunner will fire at the waypoint if it is in range. If the waypoint is not in range, the squad will move to the next waypoint. The target/attached object is only used as a location, and its life status has no effect on this waypoint. By default, the gunner will fire as fast as possible until he is out of ammo or reaches 100 rounds fired, at which point the squad will move to the next waypoint.\n\nThe first custom argument determines the total number of rounds to be fired (allowing magazine reloads). Default is 100.\n\nThe second custom argument determines the classname of magazine to be loaded. The classname must be provided as a string, and the magazine must be in the inventory of the artillery equipment.\n\nExample (in the Script field):\n\n```\nA3\\functions_f\\waypoints\\fn_wpArtillery.sqf [4, \"8Rnd_82mm_Mo_shells\"]\n```\n\nWith or without a subsequent waypoint, the squad appears to continue to repeat the Fire Mission until they are out of ammo. This waypoint, or the squad's ammo, may have to be modified/deleted via script in order for the squad to cease fire.\n\n#### Land\n\nUtilizes BIS_fnc_wpLand. When added to a helicopter or VTOL crew, they will land at a clear landing zone near the position of the waypoint, prioritizing existing helipads. The VTOL will only attempt a vertical landing. Upon landing, the engines will remain on. When added to a fixed-wing crew, they will land at the nearest runway and taxi quickly until they are in position to take off. For all aircraft, if the landing gear is destroyed, the crew will not attempt to land and will instead move on to the next waypoint or circle the Land waypoint.\n\n## See Also\n\n- Data Type Waypoint\n- Command Group: Waypoints\n- Function Group: Waypoints\n- 2D Editor: Waypoints\n- Eden Editor: Waypoint","sections":[{"heading":null,"level":1,"markdown":"Waypoints are a group's successive destination/task indicator. They are represented as an Array in Waypoint format [group, index].\n\nSince **Arma 2** waypoints for **players** were mostly replaced by Tasks; since **Arma 3** the Task Framework allows for an easy usage of them."},{"heading":"Usage","level":3,"markdown":""},{"heading":"Condition","level":4,"markdown":"The **Condition** is Code that determines whether the waypoint is completed.\nIts value is evaluated **locally** and unscheduled on the group owner's machine and must return a Boolean.\n\n- this refers to the group leader\n- thisList refers to the group's units"},{"heading":"OnActivation","level":4,"markdown":"The **OnActivation** is Code that is executed on **Condition**'s completion. Same as Condition:\n\n- this refers to the group leader\n- thisList refers to the group's units\n\n> [!IMPORTANT]\n> While **Condition** code is evaluated on the group owner's machine, **OnActivation** code is executed **globally**, a.k.a on every client!"},{"heading":"Waypoint Types","level":2,"markdown":"A waypoint's type will define what the group is to do when the waypoint becomes active. In Arma 3, waypoints are categorized into default waypoints, most of which have existed since the start of the franchise, and Advanced Waypoints, which are new for Arma 3.\n\nWaypoints"},{"heading":"Default","level":3,"markdown":""},{"heading":"Cycle","level":4,"markdown":"This waypoint type will change the group's active waypoint to the nearest waypoint other than the group's previous waypoint. Note that the automatically created first waypoint (the leader's initial position as seen in the map editor) is considered as a Move type waypoint and can be used by the **cycle waypoint**. A cycle type waypoint can be used to make the group move in an infinite loop, a great and easy way to create a patrol. Either a *switch* trigger or script can be used to \"break\" a group out of a cycle loop.\n\nPlacing a single CYCLE waypoint will do nothing, at least one MOVE waypoint has to be placed to start with. The CYCLE waypoint can be placed anywhere on the map, the unit will ignore its position. When the unit reaches the MOVE waypoint preceding the CYCLE waypoint. it will return back to its starting position then repeat the cycle endlessly. If additional waypoints are added after CYCLE waypoint, they are ignored. In short, the CYCLE waypoint is just an instruction to the unit to go back to the starting position."},{"heading":"Destroy","level":4,"markdown":"This waypoint type works best when it is attached to an object. The group will attempt to destroy whatever object the waypoint is placed upon, irrespective of the target object's side. If the group is unable to destroy the attached object they will move within range of being able to identify the object, then wait until it is destroyed (even if the target is not destroyable!). If the waypoint is placed spatially, the waypoint's behaviour is less predictable. If the waypoint is far away from any mission editor placed objects, the waypoint will generally be instantly considered complete without the group moving towards the waypoint's location. If there is any object near the spatial waypoint, the group may treat that object as a normal destroy target. However, sometimes the group may start to attack the object, then instantly move to the next waypoint without destroying anything. The exact object the group will attack is not easily predicted, and if the group itself is near the spatial Destroy waypoint when it becomes active, the group may even choose to attack, but not necessarily destroy, one of its own members."},{"heading":"Dismissed","level":4,"markdown":"This waypoint type can be used to simulate casual off-duty behaviour. The group will move to the waypoint, and then be dismissed. The group will automatically split itself into small teams of one to four units, who will move to random locations, sit down, etc. Given enough time, some of the group may wander kilometers from the waypoint. Note that the dismissed waypoint does not inherently alter behaviour mode, nor make units disembark, land aircraft, or turn vehicle engines off. A dismissed waypoint is complete if the group comes into contact with any enemy units.\n\n- See also: expectedDestination."},{"heading":"Drop Cargo","level":4,"markdown":"In Arma 3, this waypoint lets AI helicopters drop off vehicles that their helicopter has already sling loaded. The behaviour seems to be very inconsistent, and the AI pilots seem almost completely incapable of picking up the cargo or dropping it off (They have a tendency to circle around a few times before dropping the object they are carrying).\n\n> [!NOTE]\n> **Arma 3:** Only in Arma 3"},{"heading":"Follow","level":4,"markdown":"- See also: doFollow, commandFollow."},{"heading":"Get In","level":4,"markdown":"The exact effect this waypoint type has depends on whether it is placed in empty space, attached to a vehicle or a non-vehicle object. There are many possible combinations of circumstances, each with slightly different effects.\n\n- *Spatial*\n  - If the waypoint is spatial, any walking units in the group will board free space in any vehicles with that the group possesses. Note that this happens as the waypoint becomes active, rather than when it is reached. The group will not travel to the actual *Get In* waypoint's position, but carry out the boarding action and then continue on to the next waypoint.\n  - If a spatial *Get In* waypoint is synchronized with a waypoint of another friendly group with unused vehicle spaces, but the original group has adequate transport, it will mount its own vehicles.\n  - If the spatial *Get In* waypoint is synchronized with a waypoint of another friendly group with unused vehicle spaces, the group will mount any available vehicle spaces of its own before boarding the other group's transport.\n  - If the spatial *Get In* waypoint is synchronized with a waypoint of another friendly group with some unused vehicle spaces but not enough to allow the entire group to board, the leader will order as many units as possible to board the other group's vehicles.\n  - If the spatial *Get In* waypoint is synchronized with a waypoint of another friendly group with no free vehicle spaces, the group will move to the *Get In* waypoint's position, then move on to the next waypoint.\n- *Vehicle*\n  - If the waypoint is placed on an empty vehicle, as many of the group as possible will board it. If the waypoint is placed upon an empty vehicle and the group already has enough vehicle spaces to fit the entire group, the group leader only will board and drive the new vehicle, while any foot units will board the group's original vehicle(s).\n  - If the *Get In* waypoint is placed upon a vehicle driven by a friendly unit that has room enough to hold the entire group, the group will abandon any vehicles it has and board the new vehicle.\n  - If the waypoint is placed upon a vehicle driven by a friendly unit that is not capable of carrying the entire group and the group has no vehicles of its own, the leader will order as many of his troops as possible to board the vehicle.\n  - If the waypoint is placed upon a vehicle driven by a friendly unit that is not capable of carrying the entire group, and the group already has vehicles capable of carrying the entire group, as many units as possible will board the waypoint vehicle and the remainder board the original transport.\n  - If the waypoint is placed upon a vehicle driven by a friendly unit that is not capable of carrying the entire group and the group has some vehicles but all vehicles will still not enough to fit the entire group, the leader will order as many troops as possible into both the group's vehicles and the waypoint vehicle.\n  - Finally, if the waypoint is attached to a non-vehicle class of object, the group will move to that object before boarding any available vehicle space it already has."},{"heading":"Get In Nearest","level":4,"markdown":"The group will only move to the waypoint if there are any empty vehicles, or vehicles on the group's side with empty seat spaces, that are within about 50m of the waypoint's location. Note the appraisal of a vehicle's side and number of available seats seems to be made before the mission initializes! If there is an empty vehicle in the mission editor within about 50m of the waypoint, the group think that the vehicle will still be available even if it has been completely occupied by enemy forces! Once at the waypoint, the group will fill any available seats in the nearest vehicle (and only this vehicle). If there is no suitable vehicle near the waypoint, the waypoint will complete almost immediately after becoming active, and the group will continue on to their next waypoint. On a dedicated server, an AI unit will only get in vehicles that are empty."},{"heading":"Get Out","level":4,"markdown":"The group will move to the waypoint, and then disembark from any vehicles its members are in. Helicopters will land on the closest helipad within 500 metres of the waypoint. If any group members other than the leader are in a vehicle of another group, that vehicle will stop to let them out. If the leader is riding in another group's vehicle, the *Get Out* waypoint will not be considered reached until the leader arrives at it under his own control (i.e., never). In this case, a *Transport Unload* waypoint should be used. If the *Get Out* waypoint is placed on an object, the group will move to the location of that object at the instant the Get Out waypoint becomes its current waypoint, then disembark as normal."},{"heading":"Guard","level":4,"markdown":"This waypoint works in conjunction with the 'Guarded by' trigger type, see that topic above for more details. The group will move to the waypoint's location, and then wait for a point to require guarding. A guard point or object is only considered guarded if a group has been set to guard it through a *Guard* waypoint (any other friendly forces in the area are not considered). If there are several guard triggers, the group will move to the first placed (highest priority), unguarded trigger (or its linked object). Once at a guard point, the group will continue to check if any higher priority guard point requires guarding, or for any enemies to engage. A group can be made to stop guarding using the setCurrentWaypoint command or a *Switch* trigger. Besides guarding areas marked by \"Guarded by\" triggers, guarding groups are also ordered to destroy any enemy units that are known to any group of the same side. See the *Guarded by <side>* trigger description for more details.\n\n- See also: Waypoint:Guard, createGuardedPoint."},{"heading":"Basic use","level":5,"markdown":"Place down one or more *Guarded By* triggers in, for instance, choke points or bases. Then place down one or several groups with a single *Guard* waypoint. The units will unerringly move to the *Guarded By* triggers, positioning themselves exactly on top of them. They will act according to their normal rules of engagement. When a group either starts fleeing or is destroyed, any other groups standing by with a *Guard* waypoint will move in to take their place. So you can for instance have a single *Guarded By* trigger in a base, with three or four groups standing by in the forest some distance off; as soon as the group guarding the base gets killed or chased off, ONE of the other groups will start to move in; once that one is destroyed or chased off, another group will start moving etc. thus creating a natural and dynamic system of \"counter attack\" without the need for extensive scripting."},{"heading":"Advanced use","level":5,"markdown":"When placing down the 'Guarded By' triggers, it is very important to keep track of the order they are placed. The first trigger created is the most important, the second the second most important etc. If you delete the first one, the second one will become #1 and so forth. So if you're using many, keep track of which you put down first (give them names, for instance). Guard groups move in the following pattern:\n\n- No triggers - all Guard groups stay at their Guard waypoint.\n- 1 trigger - the Guard group closest to the trigger secures it, the rest stay at their Guard waypoints and wait until the group at the trigger is either killed or considered fleeing, at which point the closest group sets off to guard. The fleeing Guard group generally flees to his original Guard waypoint, where it will stand by until a trigger is free again.\n- 2 or more triggers - the Guard groups closest to each trigger move in to secure it. If the Guard at Trigger #1 is fleeing or destroyed, whichever group is closest will move in to take its place including the guard on Trigger #2 (in which case, another group will move in if available to fill his slot). Basically, the guards will try to have a group hovering over every trigger at all times, starting from the first one placed and ending with the last."},{"heading":"Movement","level":5,"markdown":"A note on the movement. If I remember correctly, the internal communication between Guard groups isn't always the best. Often they set out on a mad race to see who reaches the trigger first, and then when whomever was fastest is within a set distance, they're declared \"winners\", and everyone else lumbers back to their Guard waypoints. This is also true when one group starts to flee ; often the flight distances are not very long (depending on the allowFleeing setting and skill of the soldiers, I believe?), but by the time the original guard group has turned around, another group might already be closing in, starting another little \"race\". Also, as mentioned : the Guard waypoint isn't all that useful at defending more than one objective, since they WILL leave other bases/important locations with a Guarded By trigger empty if the first trigger is freed.\n\nNote that *Guarded By* can be used in attack as well; just place a number of triggers (keeping track of which order they're set in) inside enemy territory, and they'll \"attack\" there if they have their Guard waypoints. For instance if you make a front line, put the main 'Guarded by' trigger at the Player's position (the position most likely to hold) and two other to the north and south, and then make three or more Guard groups; they will each attack their \"own\" trigger, but if the main group is defeated, they will divert their attack to trigger #1. Now make the northern and southern fortifications weak, and suddenly you might find yourself flanked."},{"heading":"Hold","level":4,"markdown":"This waypoint type will cause the group to stay at this position indefinitely. Only a *Switch* type trigger or script command will move the group from the waypoint. While waiting, any unknown targets are checked (group moves in the direction of the target) and any recognized enemies are engaged."},{"heading":"Join","level":4,"markdown":"When this waypoint type is attached to a unit, the group will move to the position of that unit, then join and follow that unit's group, irrespective of side or ranks. Note that the attached unit may have moved on, but the Join waypoint remains at the unit's location when the waypoint became active. When the Join waypoint is spatial, the group will treat it as a *Move* type waypoint. If the *Join* waypoint is synchronized with another group's waypoint, when both groups are at their waypoint positions, the group that is \"synchronized from\" will join the group that is \"synchronized to\", irrespective of which group has the join waypoint itself. When synchronizing, click and hold on the waypoint of the group that is to join the other, then drag to the other group's waypoint. Note only two groups can join at a single Join waypoint."},{"heading":"Join & Lead","level":4,"markdown":"This type is exactly the same as the *Join* waypoint type, except the group that leads the merged group will be opposite in each situation."},{"heading":"Lift Cargo (Arma 3 v1.34)","level":4,"markdown":"In Arma 3, this waypoint lets AI helicopters pick up vehicles that their helicopter is capable of lifting."},{"heading":"Load","level":4,"markdown":"The group will move to the waypoint (spatial or object), then any soldiers on foot will board any vehicles the group possesses. They will get into the vehicles as cargo where possible, then as the crew of the vehicle."},{"heading":"Loiter","level":4,"markdown":"Introduced in Arma 3, makes group loiter around a position. If the group is on foot or inside a ground vehicle, then group will just stand around and the LOITER waypoint will act as a MOVE waypoint.\nIf group is inside an aircraft, the aircraft will orbit the waypoint's position with given height and loiter radius.\n\n> [!IMPORTANT]\n> If another waypoint was added soon after the LOITER waypoint, the LOITER waypoint will act as a MOVE waypoint\n\n- See also: waypointLoiterRadius, waypointLoiterType, setWaypointLoiterRadius, setWaypointLoiterType."},{"heading":"Move","level":4,"markdown":"The group will move to this point or object. The move waypoint is considered complete when the leader gets close to the waypoint, the required distance being between 1 and 500 meters depending on the leader's vehicle type (if any) and whether a player is controlling the leader. The movement mode and method will depend on the group's behaviour settings, with movement rarely being made in a straight line between waypoints. AI leaders will generally pause to choose a path before they start moving. Groups will automatically board any transport vehicles they own if the next waypoint is far enough away. If the waypoint is too far away or a valid path cannot be found, the group may never reach the waypoint. If a *Move* waypoint is attached to a building object, the \"Position In House\" menu option will become available."},{"heading":"Scripted","level":4,"markdown":"This waypoint type will execute the Script File that is in the “Script” box on the bottom of the waypoints screen. Enter the file path/name directly, without any execVM type command or quotation marks, followed by a single argument or multiple arguments within an array. As of Arma 3 1.82, the number of custom arguments is not limited by the function. The file name and argument must be separated by a space. For example:\n\n```\nmyScript.sqf\nmyScript.sqf 123\nmyScript.sqf [123, 456]\n```\n\nThe group will not move to the waypoint location. The group will wait until the external script exits before moving on to the next waypoint. An argument array is passed to the script in the form of:\n`[<group leader>, <waypoint position array>, <object waypoint is attached to>, <user array element 1>, <user array element 2>, etc.]`.\nNote the **On Activation** script code block can be used to execute any script at any waypoint, making this waypoint type somewhat redundant.\n\n- See also: Advanced Waypoints."},{"heading":"Seek & Destroy","level":4,"markdown":"It does not matter if this waypoint type is placed spatially or on an object. If attached to an object, the waypoint will remain fixed at the objects initial position as displayed in the mission editor (even if that object actually starts the mission in the cargo of another vehicle or has its position changed by its initialization string). Behaviour is the same for both situations - the group will move to the waypoint, then the leader will move about to search the immediate area with his group trying to keep up. The exact size of the area searched is limited to the leader's expected travel time. A leader on foot will rarely search more than 50m from the waypoint, while a leader in a helicopter will search up to 300m from the waypoint. The search will attempt to visually check all locations within the search range, so a search inside a city will take far longer than a search in an empty field. Unfortunately, the Seek & Destroy waypoint does not appear to make the group deliberately search inside buildings although their pathfinding may lead them to enter some. Whether or not the group finds any enemy units appears to have no impact on the search duration or range.\n\nTo make AI hunt down a known target, you need to setCombatMode to \"RED\". The Seek & Destroy waypoint only makes the AI search the vicinity of the waypoint itself, not affect their behavior on their way to the waypoint."},{"heading":"Sentry","level":4,"markdown":"The group will move to the waypoint and hold position until the group knows enough about an enemy unit to identify which side that belongs to, and that they are capable of attacking. At that point, the group will proceed to their next waypoint. They will normally also attack the spotted enemy on the way."},{"heading":"Support","level":4,"markdown":"A group with a current waypoint of this type will move to the waypoint's position, then wait until it can provide support for another group that requests relevant support using *\"Call Support\"* command menu. At this time, the waiting group will proceed to the location where support was called for, disembark from any vehicles is possesses and wait for the supported group to declare *\"Support Done\"* before continuing to wait to respond to any further calls for support from their new location. Only groups with a medic, ambulance, fuel, ammo or repair vehicles can respond to support requests. In the case of multiple support groups, the first placed available group will always respond first, irrespective of distance. While this is a powerful waypoint type it requires diligence on the part of any human leaders, as they must announce \"Support Done\" to allow the AI support group to continue being able to provide support. AI leaders also tend to request that every single appropriate support group attends them. AI will not take a support group's vulnerability into consideration when requesting support.\n\nAs of Arma 3 v1.36 this waypoint type seems to be semi-functional. If you request support through the status menu (5 key by default) for a \"medic\", AI groups assigned this waypoint will move to your location. However once there it would seem there is no way to announce \"Support Done\". The game also replies to your request for support with \"Negative\" in the system chat if that type of support is not available (e.g. supply or fuel truck)."},{"heading":"Talk","level":4,"markdown":"Is used in combination with the *Effects* button at the bottom of the Waypoints menu. The group's leader will speak the given *Voice* phrase, complete with lip movements. The group does not move to the waypoint's location, instead skipping immediately to the next waypoint."},{"heading":"Transport Unload","level":4,"markdown":"The group will move to the waypoint (spatial or object), where any units from other groups who are in cargo spaces of the original group's vehicles will disembark.\n\n> [!IMPORTANT]\n> - The (other) AI group moved in cargo through e.g the moveInCargo command also requires addVehicle usage for it to disembark\n> - On a **dedicated server**:\n>   - this waypoint does not work if the commander of the group being transported in the back of the vehicle is human; only AI is supported\n>   - when using this with AI-controlled Helicopters, this command only works if there is an AI team commander present in the cargo of the vehicle; if there are only human players, the helicopter will not land and only hover too high in the air to safely disembark. This can be circumvented if the group leader gives subordinates the order to disembark <kbd>~</kbd> <kbd>4</kbd> <kbd>1</kbd>."},{"heading":"Unload","level":4,"markdown":"The group will move to the waypoint (spatial or object), then any of its units that are in cargo space of any vehicle will disembark. Units in crew positions will not disembark. One note, on a dedicated server when using this with AI controlled Helicopters. This command only works if there is an AI team commander present in the cargo of the vehicle. If there are only human players, the helicopter will not land. It will hover too high in the air to safely disembark.\n\nSpecifically for landing an AI helicopter on the ground and unloading AI passengers, the waypoint destination for Transport Unload must be a helipad object and be assigned to the pilots, and the separate group as passengers must have the Get Out waypoint at the same location. Both the Transport Unload waypoint and Get Out waypoint have to be synchronized with each other. Note: createVehicleCrew breaks this functionality."},{"heading":"Vehicle Get In","level":4,"markdown":"This waypoint must be placed on top of a vehicle which can load other vehicles. The vehicle owning the waypoint will move near the loading vehicle and gets moved into it.\n\n- See also: Arma 3: Vehicle in Vehicle Transport"},{"heading":"Vehicle Get Out","level":4,"markdown":""},{"heading":"Vehicle Unload","level":4,"markdown":"Air vehicle will try to land as close as possible at the waypoint location and unload all vehicles in its cargo.\n\n- See also Arma 3: Vehicle in Vehicle Transport"},{"heading":"AND","level":4,"markdown":"Only available for groups on the Game Logic side. This waypoint will not complete until all waypoints it is synchronized with have been completed.\n\n> [!IMPORTANT]\n> Not available in Eden Editor"},{"heading":"OR","level":4,"markdown":"Only available for groups on the Game Logic side. This waypoint will complete when any one of the waypoints it may be synchronized with has been completed.\n\n> [!IMPORTANT]\n> Not available in Eden Editor"},{"heading":"Advanced Waypoints","level":3,"markdown":"Advanced Waypoints can be considered a Scripted waypoint with the Script field pre-filled with the path to the appropriate script file."},{"heading":"Clear Mines","level":4,"markdown":"Utilizes BIS_fnc_wpDemine. When added to an infantry squad, they will move to the marker and search for mines in a search area with center being the waypoint position and a radius of waypointCompletionRadius, which has a default of 50m. Upon detecting a mine, a properly trained and equipped squad member will approach it in the prone position, deactivate it, and then proceed to search for more mines. The waypoint is completed when no mines are detected in the search area. If the assigned squad is inside a vehicle, they may \"search\" by driving the area in the vehicle, and may not disembark the vehicle unless prompted to do so.\n\nThe first custom argument determines whether or not the squad will demine all mines, ignoring whether or not the squad knows about the mines. Default is true."},{"heading":"Fire Mission","level":4,"markdown":"Utilizes BIS_fnc_wpArtillery. When added to an artillery crew, the gunner will fire at the waypoint if it is in range. If the waypoint is not in range, the squad will move to the next waypoint. The target/attached object is only used as a location, and its life status has no effect on this waypoint. By default, the gunner will fire as fast as possible until he is out of ammo or reaches 100 rounds fired, at which point the squad will move to the next waypoint.\n\nThe first custom argument determines the total number of rounds to be fired (allowing magazine reloads). Default is 100.\n\nThe second custom argument determines the classname of magazine to be loaded. The classname must be provided as a string, and the magazine must be in the inventory of the artillery equipment.\n\nExample (in the Script field):\n\n```\nA3\\functions_f\\waypoints\\fn_wpArtillery.sqf [4, \"8Rnd_82mm_Mo_shells\"]\n```\n\nWith or without a subsequent waypoint, the squad appears to continue to repeat the Fire Mission until they are out of ammo. This waypoint, or the squad's ammo, may have to be modified/deleted via script in order for the squad to cease fire."},{"heading":"Land","level":4,"markdown":"Utilizes BIS_fnc_wpLand. When added to a helicopter or VTOL crew, they will land at a clear landing zone near the position of the waypoint, prioritizing existing helipads. The VTOL will only attempt a vertical landing. Upon landing, the engines will remain on. When added to a fixed-wing crew, they will land at the nearest runway and taxi quickly until they are in position to take off. For all aircraft, if the landing gear is destroyed, the crew will not attempt to land and will instead move on to the next waypoint or circle the Land waypoint."},{"heading":"See Also","level":2,"markdown":"- Data Type Waypoint\n- Command Group: Waypoints\n- Function Group: Waypoints\n- 2D Editor: Waypoints\n- Eden Editor: Waypoint"}],"categories":["2D Editor","Scripting Topics","Stubs"],"groups":["Scripting"]},{"name":"When an error makes no sense","title":"When an error makes no sense","type":"topic","url":"https://community.bistudio.com/wiki/When_an_error_makes_no_sense","revid":376119,"updated":"2025-08-31T21:26:20Z","aliases":[],"markdown":"Sometimes, the displayed error will not appear to be correct. The error parser will point you to a line of code which is correct, yet it will tell you that some strange error exists at that point.\n\nIn this case, the problem usually lies **beneath** that point in the code.\nUsually the source of the error is actually a **missing parenthesis, bracket, curly brace, etc.**\nUsually the error message says that it encountered a string where it expected code.\n\n**Compatibility:**\n\nThis only applies to SQF Syntax scripts, not SQS scripts.\n\n**Example:**\n\n```sqf\nfor \"_i\" from 0 to 1 do\n{\n    _str = format [\"mystring\", _i;\n};\n```\n\nIn this example, the error will be shown to originate just to the left of the word \"do\".\nHowever, the error is actually caused by a line in the code beneath the do statement\n(such an error would be difficult to spot if it were many more lines down in the code).","sections":[{"heading":null,"level":1,"markdown":"Sometimes, the displayed error will not appear to be correct. The error parser will point you to a line of code which is correct, yet it will tell you that some strange error exists at that point.\n\nIn this case, the problem usually lies **beneath** that point in the code.\nUsually the source of the error is actually a **missing parenthesis, bracket, curly brace, etc.**\nUsually the error message says that it encountered a string where it expected code.\n\n**Compatibility:**\n\nThis only applies to SQF Syntax scripts, not SQS scripts.\n\n**Example:**\n\n```sqf\nfor \"_i\" from 0 to 1 do\n{\n    _str = format [\"mystring\", _i;\n};\n```\n\nIn this example, the error will be shown to originate just to the left of the word \"do\".\nHowever, the error is actually caused by a line in the code beneath the do statement\n(such an error would be difficult to spot if it were many more lines down in the code)."}],"categories":["Common Scripting Errors"],"groups":["Scripting"]},{"name":"While Type","title":"While Type","type":"topic","url":"https://community.bistudio.com/wiki/While_Type","revid":245279,"updated":"2021-02-10T14:23:54Z","aliases":[],"markdown":"**Description:**\nHelper type used in while...do construct.\n\n### See Also\n\nControl Structures","sections":[{"heading":null,"level":1,"markdown":"**Description:**\nHelper type used in while...do construct."},{"heading":"See Also","level":3,"markdown":"Control Structures"}],"categories":["Syntactical Helper Types"],"groups":["Data Types"]},{"name":"With Type","title":"With Type","type":"topic","url":"https://community.bistudio.com/wiki/With_Type","revid":245278,"updated":"2021-02-10T14:23:37Z","aliases":[],"markdown":"**Description:**\n\nA helper type created by the operator with and used in do constructs.","sections":[{"heading":null,"level":1,"markdown":"**Description:**\n\nA helper type created by the operator with and used in do constructs."}],"categories":["Syntactical Helper Types"],"groups":["Data Types"]},{"name":"Work Drive","title":"Work Drive","type":"topic","url":"https://community.bistudio.com/wiki/Work_Drive","revid":336770,"updated":"2023-01-04T15:24:50Z","aliases":["FuturaToP"],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** WorkDrive is a tool designed to replace the previous scripted systems in order to provide a more reliable way to manage the work drive (P) and its content\n\n#### Usage\n\n**Line call:**\n\nWorkDrive.exe <option>\n\n/debug: Display the output\n/Mount [drive letter] [source]: Mount the work drive\n/Dismount [drive letter]: Dismount the work drive\n/InstallBuldozer [game path] [destination path]: Install and configure Buldozer\n/BuldozerNoP: Use the game as Buldozer program (needs to be combined with /InstallBuldozer)\n/UninstallBuldozer [install path]: Uninstall Buldozer\n/purgeGameData [target path]: Will purge all extracted data\n/extractGameData [game path] [target path]: Will extract the game data from the game to the target directory\n/unlinkFolders: Will remove the symbolic links previously created\n/linkFolders: Will create the symbolic links as described here\n/extract [file path] [destination]: Will extract the given PBO and unbinarize relevant files\n\n**Examples:** WorkDrive.exe /Mount /InstallBuldozer /extractGameData\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** [Additional information](https://forums.bistudio.com/topic/190585-project-space-work-drive-and-game-data/), Buldozer, Buldozer Configurator, P drive/settings\n\n#### Additional information\n\n##### Returned codes\n\n- Success\n  - 0x0\n- Internal\n  - 0x00000001: User cancellation\n  - 0x30098001: Elevated process without parent.\n  - 0x50098101-5: Args flagged as incompatible.\n- Project Drive\n  - 0x50001001: The Project Drive path is invalid.\n  - 0x50001002: Failed to mount the work drive.\n  - 0x50001003: Failed to unmount the work drive.\n- SYMLINKS\n  - 0x50002001: Failed to create Symbolic Links.\n- Buldozer\n  - 0x50003001: Failed to install Buldozer.\n  - 0x50003002: Failed to uninstall Buldozer.\n  - 0x50003003: The parameters source and destination are invalid.\n  - 0x50003004: Invalid source directory.\n- Game Data\n  - 0x50004001: Failed to populate the destination directory.\n  - 0x50004002: Failed to extra game data.\n  - 0x50004003: The source is not a valid install of the game.\n  - 0x50004004: The destination directory cannot be the same as the tools directory.","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** WorkDrive is a tool designed to replace the previous scripted systems in order to provide a more reliable way to manage the work drive (P) and its content"},{"heading":"Usage","level":4,"markdown":"**Line call:**\n\nWorkDrive.exe <option>\n\n/debug: Display the output\n/Mount [drive letter] [source]: Mount the work drive\n/Dismount [drive letter]: Dismount the work drive\n/InstallBuldozer [game path] [destination path]: Install and configure Buldozer\n/BuldozerNoP: Use the game as Buldozer program (needs to be combined with /InstallBuldozer)\n/UninstallBuldozer [install path]: Uninstall Buldozer\n/purgeGameData [target path]: Will purge all extracted data\n/extractGameData [game path] [target path]: Will extract the game data from the game to the target directory\n/unlinkFolders: Will remove the symbolic links previously created\n/linkFolders: Will create the symbolic links as described here\n/extract [file path] [destination]: Will extract the given PBO and unbinarize relevant files\n\n**Examples:** WorkDrive.exe /Mount /InstallBuldozer /extractGameData"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** [Additional information](https://forums.bistudio.com/topic/190585-project-space-work-drive-and-game-data/), Buldozer, Buldozer Configurator, P drive/settings"},{"heading":"Additional information","level":4,"markdown":""},{"heading":"Returned codes","level":5,"markdown":"- Success\n  - 0x0\n- Internal\n  - 0x00000001: User cancellation\n  - 0x30098001: Elevated process without parent.\n  - 0x50098101-5: Args flagged as incompatible.\n- Project Drive\n  - 0x50001001: The Project Drive path is invalid.\n  - 0x50001002: Failed to mount the work drive.\n  - 0x50001003: Failed to unmount the work drive.\n- SYMLINKS\n  - 0x50002001: Failed to create Symbolic Links.\n- Buldozer\n  - 0x50003001: Failed to install Buldozer.\n  - 0x50003002: Failed to uninstall Buldozer.\n  - 0x50003003: The parameters source and destination are invalid.\n  - 0x50003004: Invalid source directory.\n- Game Data\n  - 0x50004001: Failed to populate the destination directory.\n  - 0x50004002: Failed to extra game data.\n  - 0x50004003: The source is not a valid install of the game.\n  - 0x50004004: The destination directory cannot be the same as the tools directory."}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]},{"name":"WRP","title":"WRP","type":"topic","url":"https://community.bistudio.com/wiki/WRP","revid":177350,"updated":"2020-12-30T05:29:36Z","aliases":[],"markdown":"1. REDIRECT BIS_File_Formats#Island_File_Formats","sections":[{"heading":null,"level":1,"markdown":"1. REDIRECT BIS_File_Formats#Island_File_Formats"}],"categories":["File extensions"],"groups":["Tools and File Formats"]},{"name":"Wrp File Format - 1WVR","title":"Wrp File Format - 1WVR","type":"topic","url":"https://community.bistudio.com/wiki/Wrp_File_Format_-_1WVR","revid":373426,"updated":"2025-05-08T11:27:12Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n### General\n\nWVR type 1 was released as a cwc demo island\n\nFor a general description WVR-WRP file construct, see Wrp File Format - 4WVR\n\nSee Island File Formats for further info.\n\n#### Conventions\n\nsee Generic FileFormat Data Types\n\n### Structure\n\n```\nWVR1\n{\n  WVR1Header  Header;\n  Texture     Textures[...];\n  Model       Models[...];\n  Net         Nets[...];\n}\n```\n\n#### WVR1Header\n\n```\nWVR1Header // same as WVR4 except for the signature of course\n{\nchar Signature[4]; //\"1WVR\"\nulong Xsize;       //(=128) cell dimension (wvr4 is 256)\nulong Ysize;       //(=128) cell dimension\n}\n```\n\n#### Texture\n\n```\nTexture\n{\n  ushort Elevations  [Ysize][Xsize]; // in centimetres. see 4WVR documentation\n  ushort TextureIndex[Ysize][Xsize]; //Each 'index' refers to a filename below. Range 0..255 4WVR is 1..511\n  Asciiz TextureFilenames[256][32];  //\"LandText\\\\mo.pac\\0LandText.pi.pac..........\"\n}\n```\n\nUnlike 4WVR the table is limited to 256 (not 512) entries.\nUnlike 4WVR the names can be\n\n- replicated\n- scattered anywhere\n\nUnlike 4WVR there is no dummy, 0 index. the first entry is used. There are 'holes' in the table (eg no strings) where that paa file was removed\n\n##### Elevations\n\nElevations are expressed as an integral of the gridsize.\n\nSince the gridsize for Operation Flashpoint is a fixed 50 meters, to convert the value into meters:\n\n```\nRealHeight = Elevations[x][y] * 0.05;\n```\n\nsee Wrp File Format - 4WVR\n\n##### TextureIndex\n\nEach cell on the map references an texture file (pac/paa) and an elevation for that text at that cell position.\nSince there could be myriads of 'sea' texture (eg), rather than have each cell list it is texture, it references a texture list via an index. In this way, THE texture which is common to many cells (at sometimes differing elevations) is only stored once.\n\nA max of 256 texture files can be listed. Each is held as an asciiz string inside a fixed 32 byte record. Eg max length of filename is 31 characters.\n\n#### Model\n\n```\nModel// 64 byte structure\n{\n XYZTriplet XYZTriplet;       // in gridsize scale. eg *50.0 meters\n float      heading;          // in Cartesian degrees NOT polar radians\n char       P3dModelName[48]; // \"Data3d\\Smrk.p3d (WVR4 is 76)\n}\n```\n\n- Unlike wvr4, wvr1 has no object id\n- Unlike wvr4, only the xyz position, and an orientation is supplied. In wvr4, these were replaced by the standard Microsoft 12 float array\n- The XYZ triplet is specified in gridsize. to get real meters, multiply by 50.\n  - The Y component (the height) is a relative measurement. eg an offset from the calculated position of the model on the land surface.\n  - in all other formats this value is absolute asl. not, relative.\n- Cartesian rotation is clockwise. Polar rottion is counter clock. Therefore, Polar (wrp) degrees = -Cartesian degrees.\n\n#### Net\n\n```\nNet//64 byte structure\n{\n NetHeader NetHeader;\n Subnet    SubNets[...];\n}\n```\n\n##### NetHeader\n\n```\nNetHeader\n{\n Asciiz     NetName[24]; //\"LandText\\Silnice.pac\" null termed\n ulong      Always;     //0x00cd9100 or 0x00d4c600\n ulong      Always;     //0x00bfd400\n ulong      Always;     //0x00000047\n ulong      Always;     //0x00000000\n ulong      Always;     //0x0069fbb0;\n ulong      Type;       //0,1 or 2\n XYZTriplet XYZTriplet; //[0.152,0.15,0.1] typical\n float      Scale;      //3.5, 4.5 or 5.5\n}\n```\n\nThe last NetHeader (eg, last net) contains the NetName \"EndOfNets\". There are NO subnets.\n\nEndof Nets also marks end of file.\n\n##### Subnet\n\n```\nSubNet\n{\n float      X,Y;           //* gridsize of 50\n if (X || Y)\n {\n   XYZTriplet Triplet;     //very similar content to header triplet\n   float      Stepping;\n   ulong      Always;      //0x0046931A\n   ulong      Always;      //0x00980778 or 0x733760\n }\n}\n```\n\nA block of subnets continue for each Netheader until X==Y==0\n\n- Stepping appears to incrementally increase around 5.0 to each subsequent subnet\n\n### FilePaths\n\nDespite the impression given (lack of a leading \\) All filenames (pac/paa and p3d files) are HARD WIRED to the (virtual) pboRoot\\ directory.\n\nFrom the very beginning of ofp, this lack of relative addressing has persisted to be the total pain that it is: Making the transfer of models into other addons a frustrating nightmare.","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"General","level":3,"markdown":"WVR type 1 was released as a cwc demo island\n\nFor a general description WVR-WRP file construct, see Wrp File Format - 4WVR\n\nSee Island File Formats for further info."},{"heading":"Conventions","level":4,"markdown":"see Generic FileFormat Data Types"},{"heading":"Structure","level":3,"markdown":"```\nWVR1\n{\n  WVR1Header  Header;\n  Texture     Textures[...];\n  Model       Models[...];\n  Net         Nets[...];\n}\n```"},{"heading":"WVR1Header","level":4,"markdown":"```\nWVR1Header // same as WVR4 except for the signature of course\n{\nchar Signature[4]; //\"1WVR\"\nulong Xsize;       //(=128) cell dimension (wvr4 is 256)\nulong Ysize;       //(=128) cell dimension\n}\n```"},{"heading":"Texture","level":4,"markdown":"```\nTexture\n{\n  ushort Elevations  [Ysize][Xsize]; // in centimetres. see 4WVR documentation\n  ushort TextureIndex[Ysize][Xsize]; //Each 'index' refers to a filename below. Range 0..255 4WVR is 1..511\n  Asciiz TextureFilenames[256][32];  //\"LandText\\\\mo.pac\\0LandText.pi.pac..........\"\n}\n```\n\nUnlike 4WVR the table is limited to 256 (not 512) entries.\nUnlike 4WVR the names can be\n\n- replicated\n- scattered anywhere\n\nUnlike 4WVR there is no dummy, 0 index. the first entry is used. There are 'holes' in the table (eg no strings) where that paa file was removed"},{"heading":"Elevations","level":5,"markdown":"Elevations are expressed as an integral of the gridsize.\n\nSince the gridsize for Operation Flashpoint is a fixed 50 meters, to convert the value into meters:\n\n```\nRealHeight = Elevations[x][y] * 0.05;\n```\n\nsee Wrp File Format - 4WVR"},{"heading":"TextureIndex","level":5,"markdown":"Each cell on the map references an texture file (pac/paa) and an elevation for that text at that cell position.\nSince there could be myriads of 'sea' texture (eg), rather than have each cell list it is texture, it references a texture list via an index. In this way, THE texture which is common to many cells (at sometimes differing elevations) is only stored once.\n\nA max of 256 texture files can be listed. Each is held as an asciiz string inside a fixed 32 byte record. Eg max length of filename is 31 characters."},{"heading":"Model","level":4,"markdown":"```\nModel// 64 byte structure\n{\n XYZTriplet XYZTriplet;       // in gridsize scale. eg *50.0 meters\n float      heading;          // in Cartesian degrees NOT polar radians\n char       P3dModelName[48]; // \"Data3d\\Smrk.p3d (WVR4 is 76)\n}\n```\n\n- Unlike wvr4, wvr1 has no object id\n- Unlike wvr4, only the xyz position, and an orientation is supplied. In wvr4, these were replaced by the standard Microsoft 12 float array\n- The XYZ triplet is specified in gridsize. to get real meters, multiply by 50.\n  - The Y component (the height) is a relative measurement. eg an offset from the calculated position of the model on the land surface.\n  - in all other formats this value is absolute asl. not, relative.\n- Cartesian rotation is clockwise. Polar rottion is counter clock. Therefore, Polar (wrp) degrees = -Cartesian degrees."},{"heading":"Net","level":4,"markdown":"```\nNet//64 byte structure\n{\n NetHeader NetHeader;\n Subnet    SubNets[...];\n}\n```"},{"heading":"NetHeader","level":5,"markdown":"```\nNetHeader\n{\n Asciiz     NetName[24]; //\"LandText\\Silnice.pac\" null termed\n ulong      Always;     //0x00cd9100 or 0x00d4c600\n ulong      Always;     //0x00bfd400\n ulong      Always;     //0x00000047\n ulong      Always;     //0x00000000\n ulong      Always;     //0x0069fbb0;\n ulong      Type;       //0,1 or 2\n XYZTriplet XYZTriplet; //[0.152,0.15,0.1] typical\n float      Scale;      //3.5, 4.5 or 5.5\n}\n```\n\nThe last NetHeader (eg, last net) contains the NetName \"EndOfNets\". There are NO subnets.\n\nEndof Nets also marks end of file."},{"heading":"Subnet","level":5,"markdown":"```\nSubNet\n{\n float      X,Y;           //* gridsize of 50\n if (X || Y)\n {\n   XYZTriplet Triplet;     //very similar content to header triplet\n   float      Stepping;\n   ulong      Always;      //0x0046931A\n   ulong      Always;      //0x00980778 or 0x733760\n }\n}\n```\n\nA block of subnets continue for each Netheader until X==Y==0\n\n- Stepping appears to incrementally increase around 5.0 to each subsequent subnet"},{"heading":"FilePaths","level":3,"markdown":"Despite the impression given (lack of a leading \\) All filenames (pac/paa and p3d files) are HARD WIRED to the (virtual) pboRoot\\ directory.\n\nFrom the very beginning of ofp, this lack of relative addressing has persisted to be the total pain that it is: Making the transfer of models into other addons a frustrating nightmare."}],"categories":["Operation Flashpoint: Modelling","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Wrp File Format - 4WVR","title":"Wrp File Format - 4WVR","type":"topic","url":"https://community.bistudio.com/wiki/Wrp_File_Format_-_4WVR","revid":373402,"updated":"2025-05-08T11:27:10Z","aliases":[],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n### General\n\n*Flashpoint wrp files use two different file formats to contain the data. This document contains information on unbinarised 4WVR format as used by WrpTool and Visitor 2.*\n\nThis document does **not** discuss the **binary** format, OPRW. Both file formats can be used directly by the engine, whether the file exists independently in ~\\worlds, or, packed inside a pbo (addon).\n\nSee Island File Formats for further info.\n\n\"Binarize\" tool by BIStudio will convert 4WVR to OPRW if desired.\n\n(some problems exist with 2 versions of binarize)\n\nFor a general description of how simple this (or any other) wrp file construct, see 8WVR format\n\n#### Conventions\n\nsee Generic FileFormat Data Types\n\n### Structure\n\n```\n4WVR\n{\n  WRP4Header          Header\n  CompressedFloats    Elevations  [Ysize][Xsize]; // in centimetres. See below\n  ushort              TextureIndex[Ysize][Xsize]; //Each 'index' refers to a filename below. Range 1..511\n  char                TextureFilenames[512][32];  //\"data\\pi.paa\\0|data\\pi1.paa\\0\".....\n  Model               Models[...];\n}\n```\n\n#### WRP4Header\n\n```\nWRP4Header\n{\nchar Signature[4]; //\"4WVR\"\nulong Xsize;       //(=256) cell dimension\nulong Ysize;       //(=256) cell dimension\n}\n```\n\n##### Elevations\n\nElevations are expressed as an integral of the gridsize.\n\nSince the gridsize for Operation Flashpoint is a fixed 50 meters, to convert the value into meters:\n\n```\nRealHeight = Elevations[x][y] * 0.05;\n```\n\nNote that (probably WrpTool) can set a default index of -1 (0xFFFF). The meaning is unclear.\n\nsee Talk\n\n##### TextureIndex\n\nEach cell on the map references an texture file (pac/paa) and an elevation for that text at that cell position.\nSince there could be myriads of 'sea' texture (eg), rather than have each cell list it is texture, it references a texture list via an index. In this way, THE texture which is common to many cells (at sometimes differing elevations) is only stored once.\n\nA fixed (and therefore max) table size of 512 texture filenames can be listed. Each is held as an asciiz string inside a fixed 32 byte record. Eg max length of filename is 31 characters. Each 32 byte record can contain garbage after the Asciiz. The first null entry is considered the end of the usable list.\n\nThe first entry (effectively index0) is never used. Even though a filename is associated with this entry. it is never accessed.\n\n#### Model\n\n```\nModel\n{\n float  TransformMatrix[4][3]; // see Generic FileFormat Data Types\n long   ObjectID;              // unique for every entry\n asciiz P3DFilename[76];       // \"data3d\\kasna.p3d\"\n}\n```\n\nThe number of models varies from none, to end of file. Each model is 128 bytes in length.\n\nNote that this is in marked contrast to an 8WVR file. In 8WVR, there is always a minimum of one entry. The last (or only) entry in an 8WVR has no filename associated with it.\n\n### FilePaths\n\nDespite the impression given (lack of a leading \\) All filenames (pac/paa and p3d files) are HARD WIRED to the (virtual) pboRoot\\ directory.\n\nThe PboRoot\\ directory is built in-situ during game load and consists of an index table of all addons from 'anywhere' in the game structure. Eg, the official Addon Directories (plural), the bin\\folder, plus any oem addons stated in the command line.","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"General","level":3,"markdown":"*Flashpoint wrp files use two different file formats to contain the data. This document contains information on unbinarised 4WVR format as used by WrpTool and Visitor 2.*\n\nThis document does **not** discuss the **binary** format, OPRW. Both file formats can be used directly by the engine, whether the file exists independently in ~\\worlds, or, packed inside a pbo (addon).\n\nSee Island File Formats for further info.\n\n\"Binarize\" tool by BIStudio will convert 4WVR to OPRW if desired.\n\n(some problems exist with 2 versions of binarize)\n\nFor a general description of how simple this (or any other) wrp file construct, see 8WVR format"},{"heading":"Conventions","level":4,"markdown":"see Generic FileFormat Data Types"},{"heading":"Structure","level":3,"markdown":"```\n4WVR\n{\n  WRP4Header          Header\n  CompressedFloats    Elevations  [Ysize][Xsize]; // in centimetres. See below\n  ushort              TextureIndex[Ysize][Xsize]; //Each 'index' refers to a filename below. Range 1..511\n  char                TextureFilenames[512][32];  //\"data\\pi.paa\\0|data\\pi1.paa\\0\".....\n  Model               Models[...];\n}\n```"},{"heading":"WRP4Header","level":4,"markdown":"```\nWRP4Header\n{\nchar Signature[4]; //\"4WVR\"\nulong Xsize;       //(=256) cell dimension\nulong Ysize;       //(=256) cell dimension\n}\n```"},{"heading":"Elevations","level":5,"markdown":"Elevations are expressed as an integral of the gridsize.\n\nSince the gridsize for Operation Flashpoint is a fixed 50 meters, to convert the value into meters:\n\n```\nRealHeight = Elevations[x][y] * 0.05;\n```\n\nNote that (probably WrpTool) can set a default index of -1 (0xFFFF). The meaning is unclear.\n\nsee Talk"},{"heading":"TextureIndex","level":5,"markdown":"Each cell on the map references an texture file (pac/paa) and an elevation for that text at that cell position.\nSince there could be myriads of 'sea' texture (eg), rather than have each cell list it is texture, it references a texture list via an index. In this way, THE texture which is common to many cells (at sometimes differing elevations) is only stored once.\n\nA fixed (and therefore max) table size of 512 texture filenames can be listed. Each is held as an asciiz string inside a fixed 32 byte record. Eg max length of filename is 31 characters. Each 32 byte record can contain garbage after the Asciiz. The first null entry is considered the end of the usable list.\n\nThe first entry (effectively index0) is never used. Even though a filename is associated with this entry. it is never accessed."},{"heading":"Model","level":4,"markdown":"```\nModel\n{\n float  TransformMatrix[4][3]; // see Generic FileFormat Data Types\n long   ObjectID;              // unique for every entry\n asciiz P3DFilename[76];       // \"data3d\\kasna.p3d\"\n}\n```\n\nThe number of models varies from none, to end of file. Each model is 128 bytes in length.\n\nNote that this is in marked contrast to an 8WVR file. In 8WVR, there is always a minimum of one entry. The last (or only) entry in an 8WVR has no filename associated with it."},{"heading":"FilePaths","level":3,"markdown":"Despite the impression given (lack of a leading \\) All filenames (pac/paa and p3d files) are HARD WIRED to the (virtual) pboRoot\\ directory.\n\nThe PboRoot\\ directory is built in-situ during game load and consists of an index table of all addons from 'anywhere' in the game structure. Eg, the official Addon Directories (plural), the bin\\folder, plus any oem addons stated in the command line."}],"categories":["Operation Flashpoint: Modelling","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Wrp File Format - 8WVR","title":"Wrp File Format - 8WVR","type":"topic","url":"https://community.bistudio.com/wiki/Wrp_File_Format_-_8WVR","revid":376782,"updated":"2025-11-18T02:47:22Z","aliases":["8WVR File Format","Wrp File Format 8WVR"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n### Introduction\n\n```\nThe 8WVR.wrp file should be viewed as an intermediate file format and of little use to the community at large.\nThe reason being it is not editable in Visitor directly (it is the product of exporting a .pew file) and the format is\nin an unoptimized state for use in the Real Virtuality game engine.\nNote: Bohemia Interactive's .WRP is unrelated to 3D System's Geomagic .WRP file format.\n```\n\nA wrp file is the 'world map' for the given island. The simplicity of the requirements for the map are very neatly exposed in the structure below.\n\nA 'world' is a square dimension divided into equidistant grids. Each Cell of the grid is a uniform 50 meter square of the map surface (be it land, or sea). The overall size of the map is a fixed-in-concrete dimension of the number of grids and their uniform cell size.\n\nThere are in fact only two components to a wrp.\n\n- A cell grid of textures (alias materials, alias RvMat files) that 'texture' the surface of the world with hills, sea, land.\n- A contiguous list of 'objects' (alias 'models', alias p3dFiles) that are placed on the map independently of the cells with pine trees, houses, etc.\n\nAll that is required within each of cell are definitions of\n\n- The mean elevation (above or below sea level) of it is texture,\n- And, the texture for it is surface.\n\nThe textures themselves are height independent. Meaning the same 'sand' texture (eg) could be used at different 'elevations'. As such,\nthe 'elevation' is clearly a mean, or average value, since chunks of cells don't suddenly jump 200 meters etc. Instead, the engine smooths the differences.\n\nNaturally, and of course, the same 'texture' can be repeated in many cells, often with the same elevation (sea), and often not. Therefore, the wrp file 'cell' is an index to a list of rvmat files. This is a neat way of preventing repetitious structures.\n\nTextures in arma can be very simple 'sea' or quite complex 'land terrain' and are represented in .rvmat files. Textures don't, of themselves, complicate the structure of a wrp file.\n\nProvisions exist to alter the map to\n\n- Non Square dimensions\n- Separate grids for Textures versus Elevations.\n- Something other than 50 meter cells.\n\nOfficial BI maps have never used it. And I am unaware of any Oem map that does so.\n\nThe only other necessary component of a wrp file is to populate it with objects.\nObjects are models, and as such, any single model is represented by a p3d file. Naturally and of course, the same model (Pine tree) can be referred to multiple times. Each one is a unique Object from the perspective of the wrp file.\nP3d models can of course be quite complex, even to the point of being inter-active, eg opening doors, but again, of themselves, they do no complicate the structural arrangement of a wrp file.\nObjects are independent of the cell grid structure. They are placed on the map using their own dimensional space transform. For all the engine cares, the building could be upside down and buried 10 meters under the sea.\n\nUnlike cell indexes however, each identical pine tree is listed separately, rather than simply have a table. There's no particular reason why a table (and indexes) were not used to conserve space, but done, it was not.\n\nFor the purposes of game play, and no other reason, each, identical pine tree has a unique 'ID' number. (as does every other object). A soldier is told to goto THAT pine tree (as opposed to any other). The IDvalue, while guaranteed to be unique, is highly arbitrary. Any alterations / additions / deletions to the map and it is objects will result in different numbers for some / most / all of the objects. This represents no problem with game commands using NearestObject() style functions that return the ID of relevance, but, missions relying on a specific building ID (eg) will mostly fail if the 'island' is revised. This has particular relevance to porting OFP islands into Arma.\n\n### Legend\n\nsee Generic FileFormat Data Types\n\n### File Format\n\n- This file format is principally used with Armed Assault and a derivation of it was used for Elite.\n\n#### WrpHeader\n\n```\nWrpHeader\n{\n  char    Filetype;        // \"8WVR\"\n  XYPair  TextureGridSize; // 256 x 256 eg\n  XYPair  TerrainGridSize; // ditto\n  float   CellSize;        // generally 50.0 meters\n}\n```\n\nThis is a fairly traditional Header for all Wrp types (including \"OPWRxx\").\n\n- OFP Resistance first introduced the cell Grid dimensions (formerly hardwired to 256 in Cwc).\n- This, Arma format, simply adds a small wrinkle of a cellGrid Size. (Formerly set at 50 meters).\n\n#### RvmatLayer\n\n```\n RvmatLayer\n {\n    ulong               nMaterials; // including the dummy index0 entry;\n    MaterialName  MaterialNames[nMaterials];\n }\n```\n\nThere is only one RvmatLayer for 8WVR. WBV9 has as many layers as a piece of string. The end of WBV9 layers is when NoOfMaterials=0\n\n#### MaterialName\n\n```\nMaterialName\n{\n  ConcatStrings[...];// in practice only one\n}\n```\n\n```\n concatString\n {\n   ulong BufferLength; // a 0 terminates the chain\n   char  Name[BufferLength];\n };\n```\n\n- The first, entry (or 0th index) has no filename associated with it and hence nothing further\n\n- The Material**Index** declares a specific rvmat file to use for each cell of the map. Thus, you should fully expect to see a lot of the same index value for 'sea' material, as it refers to one, common 'sea' rvmat.\n\n- Note that this list of rvmat files while intended to only contain unique instances, does not. Occasionally, the very same rvmat file is listed more than once (with an obviously different index entry to each).\n- BufferLengthh this value is NOT a strlen. It is the number of bytes used to hold the rvmat filename. It sometimes may(WBV9), or may not (8WVR) be null terminated.\n\n#### Object\n\n```\n   Object\n   {\n     float  TransformMatrix[3][4]; // standard directX transform matrix\n     ulong  ObjectId;\n     String P3dFileName[Length];   // \"ca\\buildings\\ryb_domek.p3d\"\n   }\n```\n\nThe 'TransformMatrix' for a given object is a standard 4 x 3 transform matrix which when decomposed determines the objects x,z,y position, scale & orientation (NB: Special logic must be applied to decompose the orientation from a Matrix.).\n\nObjects extend to end of file. There is no count as such.\n\nThere is at least one Object entry.\n\nThe last (or only) object entry is a dummy. There is ZERO length (and consequently no p3d file associated) for this dummy entry. (the other data content is that of the penultimate object, and ignored). The engine uses this fact to iterate thru the list of Objects when hunting down the ObjectID (par exemple). (end-of-file is a useless concept for the engine which has long since dispensed with file io and simply malloc'd this chunk into memory)\n\nNote that unlike the cell-indexes which refer to a single unique rvmat file. There is no index-list of p3d files (but perhaps should be, because of the enormous quantity of repetitions silver oak pine trees etc).\n\n### Changes\n\n#### 9VBW\n\nvbs 9VBW files exported from Visitor 4 are identical to 8WVR except that there can be multiple rvmat layers.\n\n```\n 8WVR/9VBW\n {\n   WRPHeader     Header\n   float         Elevations   [TerrainGridSize.y][TerrainGridSize.x];\n   ushort        MaterialIndex[TextureGridSize.y][TextureGridSize.x]; //zero based index into MaterialNames\n   RvmatLayer    RvmatLayers[...];\n   Object        Objects[...];\n}\n```\n\n- The 'Elevations' array is Cartesian mapped. It extends from Bottom-Left to Top-Right in Visitor;\n\n- The Objects extend to end of file. There is no count as such.\n- There is always at least one Object entry.\n- The last, (and possibly only) entry, has no p3d filename associated with it. This is the 'default' object specifying the 'center' of the map.\n\n#### 0WZD\n\n(above is a numeric zero)\nWZD files exported from DayZ Terrain Builder are almost identical to 8WVR. The exceptions being they have no numeric format number (8WVR is type25). Nor 4 (arma) or 8 (dayz) byte Appid. 0WZD signals to the DayZ engine that the object IDs are generated by a version of DayZ Terrain Builder that exports with persistent object IDs.\n\n### FilePaths\n\n- Note that file paths are *always* hard - wired to the (virtual) PrefixRoot\\ directory. Like ArmA P3d files, there is NO, relative addressing. See P3D file formats for a description of the PrefixRoot\\","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"Introduction","level":3,"markdown":"```\nThe 8WVR.wrp file should be viewed as an intermediate file format and of little use to the community at large.\nThe reason being it is not editable in Visitor directly (it is the product of exporting a .pew file) and the format is\nin an unoptimized state for use in the Real Virtuality game engine.\nNote: Bohemia Interactive's .WRP is unrelated to 3D System's Geomagic .WRP file format.\n```\n\nA wrp file is the 'world map' for the given island. The simplicity of the requirements for the map are very neatly exposed in the structure below.\n\nA 'world' is a square dimension divided into equidistant grids. Each Cell of the grid is a uniform 50 meter square of the map surface (be it land, or sea). The overall size of the map is a fixed-in-concrete dimension of the number of grids and their uniform cell size.\n\nThere are in fact only two components to a wrp.\n\n- A cell grid of textures (alias materials, alias RvMat files) that 'texture' the surface of the world with hills, sea, land.\n- A contiguous list of 'objects' (alias 'models', alias p3dFiles) that are placed on the map independently of the cells with pine trees, houses, etc.\n\nAll that is required within each of cell are definitions of\n\n- The mean elevation (above or below sea level) of it is texture,\n- And, the texture for it is surface.\n\nThe textures themselves are height independent. Meaning the same 'sand' texture (eg) could be used at different 'elevations'. As such,\nthe 'elevation' is clearly a mean, or average value, since chunks of cells don't suddenly jump 200 meters etc. Instead, the engine smooths the differences.\n\nNaturally, and of course, the same 'texture' can be repeated in many cells, often with the same elevation (sea), and often not. Therefore, the wrp file 'cell' is an index to a list of rvmat files. This is a neat way of preventing repetitious structures.\n\nTextures in arma can be very simple 'sea' or quite complex 'land terrain' and are represented in .rvmat files. Textures don't, of themselves, complicate the structure of a wrp file.\n\nProvisions exist to alter the map to\n\n- Non Square dimensions\n- Separate grids for Textures versus Elevations.\n- Something other than 50 meter cells.\n\nOfficial BI maps have never used it. And I am unaware of any Oem map that does so.\n\nThe only other necessary component of a wrp file is to populate it with objects.\nObjects are models, and as such, any single model is represented by a p3d file. Naturally and of course, the same model (Pine tree) can be referred to multiple times. Each one is a unique Object from the perspective of the wrp file.\nP3d models can of course be quite complex, even to the point of being inter-active, eg opening doors, but again, of themselves, they do no complicate the structural arrangement of a wrp file.\nObjects are independent of the cell grid structure. They are placed on the map using their own dimensional space transform. For all the engine cares, the building could be upside down and buried 10 meters under the sea.\n\nUnlike cell indexes however, each identical pine tree is listed separately, rather than simply have a table. There's no particular reason why a table (and indexes) were not used to conserve space, but done, it was not.\n\nFor the purposes of game play, and no other reason, each, identical pine tree has a unique 'ID' number. (as does every other object). A soldier is told to goto THAT pine tree (as opposed to any other). The IDvalue, while guaranteed to be unique, is highly arbitrary. Any alterations / additions / deletions to the map and it is objects will result in different numbers for some / most / all of the objects. This represents no problem with game commands using NearestObject() style functions that return the ID of relevance, but, missions relying on a specific building ID (eg) will mostly fail if the 'island' is revised. This has particular relevance to porting OFP islands into Arma."},{"heading":"Legend","level":3,"markdown":"see Generic FileFormat Data Types"},{"heading":"File Format","level":3,"markdown":"- This file format is principally used with Armed Assault and a derivation of it was used for Elite."},{"heading":"WrpHeader","level":4,"markdown":"```\nWrpHeader\n{\n  char    Filetype;        // \"8WVR\"\n  XYPair  TextureGridSize; // 256 x 256 eg\n  XYPair  TerrainGridSize; // ditto\n  float   CellSize;        // generally 50.0 meters\n}\n```\n\nThis is a fairly traditional Header for all Wrp types (including \"OPWRxx\").\n\n- OFP Resistance first introduced the cell Grid dimensions (formerly hardwired to 256 in Cwc).\n- This, Arma format, simply adds a small wrinkle of a cellGrid Size. (Formerly set at 50 meters)."},{"heading":"RvmatLayer","level":4,"markdown":"```\n RvmatLayer\n {\n    ulong               nMaterials; // including the dummy index0 entry;\n    MaterialName  MaterialNames[nMaterials];\n }\n```\n\nThere is only one RvmatLayer for 8WVR. WBV9 has as many layers as a piece of string. The end of WBV9 layers is when NoOfMaterials=0"},{"heading":"MaterialName","level":4,"markdown":"```\nMaterialName\n{\n  ConcatStrings[...];// in practice only one\n}\n```\n\n```\n concatString\n {\n   ulong BufferLength; // a 0 terminates the chain\n   char  Name[BufferLength];\n };\n```\n\n- The first, entry (or 0th index) has no filename associated with it and hence nothing further\n\n- The Material**Index** declares a specific rvmat file to use for each cell of the map. Thus, you should fully expect to see a lot of the same index value for 'sea' material, as it refers to one, common 'sea' rvmat.\n\n- Note that this list of rvmat files while intended to only contain unique instances, does not. Occasionally, the very same rvmat file is listed more than once (with an obviously different index entry to each).\n- BufferLengthh this value is NOT a strlen. It is the number of bytes used to hold the rvmat filename. It sometimes may(WBV9), or may not (8WVR) be null terminated."},{"heading":"Object","level":4,"markdown":"```\n   Object\n   {\n     float  TransformMatrix[3][4]; // standard directX transform matrix\n     ulong  ObjectId;\n     String P3dFileName[Length];   // \"ca\\buildings\\ryb_domek.p3d\"\n   }\n```\n\nThe 'TransformMatrix' for a given object is a standard 4 x 3 transform matrix which when decomposed determines the objects x,z,y position, scale & orientation (NB: Special logic must be applied to decompose the orientation from a Matrix.).\n\nObjects extend to end of file. There is no count as such.\n\nThere is at least one Object entry.\n\nThe last (or only) object entry is a dummy. There is ZERO length (and consequently no p3d file associated) for this dummy entry. (the other data content is that of the penultimate object, and ignored). The engine uses this fact to iterate thru the list of Objects when hunting down the ObjectID (par exemple). (end-of-file is a useless concept for the engine which has long since dispensed with file io and simply malloc'd this chunk into memory)\n\nNote that unlike the cell-indexes which refer to a single unique rvmat file. There is no index-list of p3d files (but perhaps should be, because of the enormous quantity of repetitions silver oak pine trees etc)."},{"heading":"Changes","level":3,"markdown":""},{"heading":"9VBW","level":4,"markdown":"vbs 9VBW files exported from Visitor 4 are identical to 8WVR except that there can be multiple rvmat layers.\n\n```\n 8WVR/9VBW\n {\n   WRPHeader     Header\n   float         Elevations   [TerrainGridSize.y][TerrainGridSize.x];\n   ushort        MaterialIndex[TextureGridSize.y][TextureGridSize.x]; //zero based index into MaterialNames\n   RvmatLayer    RvmatLayers[...];\n   Object        Objects[...];\n}\n```\n\n- The 'Elevations' array is Cartesian mapped. It extends from Bottom-Left to Top-Right in Visitor;\n\n- The Objects extend to end of file. There is no count as such.\n- There is always at least one Object entry.\n- The last, (and possibly only) entry, has no p3d filename associated with it. This is the 'default' object specifying the 'center' of the map."},{"heading":"0WZD","level":4,"markdown":"(above is a numeric zero)\nWZD files exported from DayZ Terrain Builder are almost identical to 8WVR. The exceptions being they have no numeric format number (8WVR is type25). Nor 4 (arma) or 8 (dayz) byte Appid. 0WZD signals to the DayZ engine that the object IDs are generated by a version of DayZ Terrain Builder that exports with persistent object IDs."},{"heading":"FilePaths","level":3,"markdown":"- Note that file paths are *always* hard - wired to the (virtual) PrefixRoot\\ directory. Like ArmA P3d files, there is NO, relative addressing. See P3D file formats for a description of the PrefixRoot\\"}],"categories":["ArmA: Armed Assault: File Formats","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Wrp File Format - OPRW2 & 3","title":"Wrp File Format - OPRW2 & 3","type":"topic","url":"https://community.bistudio.com/wiki/Wrp_File_Format_-_OPRW2_%26_3","revid":373401,"updated":"2025-05-08T11:27:10Z","aliases":["Wrp File Format - OPRW"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n### General\n\n*Flashpoint wrp files use two different file formats to contain the data. This document contains information on OPRW format as used by WrpEdit, and as supplied in the standard BI Islands of Malden, Nogova and etc. OPRW files are, essentially, binarised.*\n\nThis document does **not** provide information on the better known 4WVR format.\n\nSee Island File Formats for more info\n\nSeveral versions of OPRW format exist.\n\n- Version2: Cold War Crisis. The original.\n- Version3: Resistance.\n- Version17: Elite\n- Version18: General Arma editing.\n- Version20: Arma's sara.pbo (at least)\n\nThis document describes ONLY Versions 2 & 3.\n\nThe **only** difference between these two formats is a 16 byte added map dimension size inserted towards beginning of header. Since all BI islands, including Resistance's Nogova, are 256 x 256 cells square, the information is redundant in terms of the 'official' maps. However this feature has been exploited heavily by map modellers to make some huge territories. Cat Afghansitan, and PMC Vietnam to name but two.\n\n### Conventions\n\n#### Legend\n\nsee Generic FileFormat Data Types\n\n### Structure\n\n```\nOPRWv2_3\n{\n WrpHeader  Header;\n ulong      PackedCellBitFlags[LayerDimensions];\n byte       PackedCellEnvSoundsp[LayerDimensions];\n ulong      nPeaks;\n XYZTriplet Peaks[nPeaks];////see http://en.wikipedia.org/wiki/Maxima_and_minima\n ushort     PackedCellTextureIndexes[LayerDimensions];\n ulong      PackedCellExtFlags[LayerDimensions];\n float      PackedCellElevations[MapDimensions];\n ulong      nTextures;\n Texture    Textures[nTextures];        // At least 1\n ulong      nModels;\n Model      Models[nModels];            //can be zero\n Object     Objects{...};               //56 byte records\n long      EndOfObjects;                //always -1\n};\n```\n\n#### WrpHeader\n\n```\n WrpHeader\n {\n char  Signature[4]; //\"OPRW\"\n ulong Version;      // 2(cwr) or 3 (Resistance)\n if (Resistance)\n {\n  XYPair  LayerDimensions; // (texture) 256 x 256 eg\n  XYPair  MapDimensions;   // (terrain) ditto\n }\n}\n```\n\nThis is a fairly common header througout all wrp formats (including WVR types). There are wrinkles to each one, so check the documentation for each.\n\nOfficial bis Operation Flashpoint islands are ALL 256 x 256 map and layer dimensions on a 50meter cube 'cell' (the cell also has a height)\n\n#### CellBitFlags\n\n```\n00000000 00000000 0iiiddgg00RF0Gaa\n```\n\n- iii incline 0..7\n- dd damage 0..3\n- Ggg geometry levels 0..7\n- F forest bit\n- R roadway bit\n- aa surfacetype\n  - 0: GROUND\n  - 1: TIDAL\n  - 2: COASTLINE\n  - 3: SEA\n\n#### CellEnvSounds\n\ncorresponds to Config.cpp CfgEnvSounds class.\n\n- 0 none\n- 1 sea\n- 2 tree\n- 3 meadow\n- 4 hill\n- 5 rain\n- 0ther...\n\n#### Peaks\n\n```\n  Ignored. OFP recalculates them at loading-time.\n```\n\nWhen present, the XYZ co-ordinate of each peak.\n\nThese are the 'points of interest'. Ie 'bumps' in the terrain and are shown in visitor and map game as '24', '6' etc on various parts of the island that have 'bumps' (or 'depressions') relative to the general (cell) area.\n\nsee http://en.wikipedia.org/wiki/Maxima_and_minima\n\nThe coordinates are expressed in meters on the world grid, X and Y have to be divided by the map, or layer resolution to get the map or cell co-ordinate respectively.\n\nIn the case of official Operation Flashpoint islands, both resolutions are 50 meters. All layers, All maps, are 256x256 on 50meter cubes per cell.\n\n#### CellTextureIndexes\n\nEach value is index into the Asciiz Textures List.\n\nindex = 0 has a corresponding entry in the Textures List, but is not used.\n\n#### CellExtFlags\n\nXXXXabcc\n\nContains 3 subsections:\n\n- cc 0-FF Random values (0..255)\n- b signed 7 -> -8 Random values, depends on texture color\n- a signed Random value, depends on texture color flag\n\nIgnored. OFP recalculates them at loading-time.\n\nSection can be filled with zero.\n\n#### CellElevations\n\nValues of vertices of 257x257 mesh (cells - 256x256). Last right column, and last top row of this mesh (257x257) contains 0.0 and is not included in this section.\n\nNo restriction for min/max values but recommended values: from -50.0 to 1000.0\n\n#### Texture\n\n```\n Texture\n {\n  asciiz Filename;\n  byte Color;\n }\n```\n\nLike all similar formats, there is a minimum of one entry. The 1st entry is a dummy and never accessed but typically contains the string\n\n\"data\\more_anim.01.pac\".\n\nThis is the transparent index value.\nMost of the other textures have color values.\n\nAlthough unusual, other entries *could* contain empty names. Where encountered, they would never be referenced.\n\n#### Model\n\n```\n Model\n {\n   asciiz Filename; //\"data3d\\thing.p3d\"\n }\n```\n\n#### Object\n\n```\nObject\n{\n ulong ObjectID;        // 4 gig of objects\n ulong ModelIndex;      //The index number to use from the model list above to obtain the filename.\n float Transform[4][3]; //This is the traditional 9 cell vertex to orient and rotate a model.\n}\n```\n\nObjects, if any, are indexes into the models named above (if any).\n\nObjects, and the models they refer to, are the way to place buildings, trees, etc on the map.\n\nThe ObjectID is a unique value that identifies **this** PineTree\n\nTransform[4][3];\n\nThis is the transform matrix used directly by Microsoft DirectX engines.\n\nIn fact, the 'correct' matrix is actually 4 x 4, but the last column always represents 0,0,0,1 thus\n\n```\nM11,M12 M13 (0.0)\nM21,M22,M23 (0.0)\nM31,M32,M33 (0.0)\nM41,M42,M43 (1.0)\n```\n\nand so is never stored.\n\nThis identical matrix is used for WRP files (both formats) and RTM files.\n\nThe last row (M41...) happens to be the position of the object X Z Y co-ordinates, and is often referred to separately.\n\nFor further information visit [Microsoft](http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/transforms/transforms.asp).\n\n### FILE PACKING\n\nIn order to conserve space, where, the majority of cells will contain identical information (if not zero, then an awful lot of 'sea' texture). run length packing is used. The algorithm is identical to that used in pbo compression. Principally, a flag byte followed by mixtures of 8 raw bytes and 2byte pointers.\n\nEach of the array[ ][] entries above are packed. They are treated as separate compressed blocks each with their own checksum. Since the desired size is known (256x256), unpacking consists of decoding the file up to that limit then checking the checksum.\n\nThe next 'block' ie, the next array is then treated in a similar manner.\n\nFor further information on this packing method see PBO File Format","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"General","level":3,"markdown":"*Flashpoint wrp files use two different file formats to contain the data. This document contains information on OPRW format as used by WrpEdit, and as supplied in the standard BI Islands of Malden, Nogova and etc. OPRW files are, essentially, binarised.*\n\nThis document does **not** provide information on the better known 4WVR format.\n\nSee Island File Formats for more info\n\nSeveral versions of OPRW format exist.\n\n- Version2: Cold War Crisis. The original.\n- Version3: Resistance.\n- Version17: Elite\n- Version18: General Arma editing.\n- Version20: Arma's sara.pbo (at least)\n\nThis document describes ONLY Versions 2 & 3.\n\nThe **only** difference between these two formats is a 16 byte added map dimension size inserted towards beginning of header. Since all BI islands, including Resistance's Nogova, are 256 x 256 cells square, the information is redundant in terms of the 'official' maps. However this feature has been exploited heavily by map modellers to make some huge territories. Cat Afghansitan, and PMC Vietnam to name but two."},{"heading":"Conventions","level":3,"markdown":""},{"heading":"Legend","level":4,"markdown":"see Generic FileFormat Data Types"},{"heading":"Structure","level":3,"markdown":"```\nOPRWv2_3\n{\n WrpHeader  Header;\n ulong      PackedCellBitFlags[LayerDimensions];\n byte       PackedCellEnvSoundsp[LayerDimensions];\n ulong      nPeaks;\n XYZTriplet Peaks[nPeaks];////see http://en.wikipedia.org/wiki/Maxima_and_minima\n ushort     PackedCellTextureIndexes[LayerDimensions];\n ulong      PackedCellExtFlags[LayerDimensions];\n float      PackedCellElevations[MapDimensions];\n ulong      nTextures;\n Texture    Textures[nTextures];        // At least 1\n ulong      nModels;\n Model      Models[nModels];            //can be zero\n Object     Objects{...};               //56 byte records\n long      EndOfObjects;                //always -1\n};\n```"},{"heading":"WrpHeader","level":4,"markdown":"```\n WrpHeader\n {\n char  Signature[4]; //\"OPRW\"\n ulong Version;      // 2(cwr) or 3 (Resistance)\n if (Resistance)\n {\n  XYPair  LayerDimensions; // (texture) 256 x 256 eg\n  XYPair  MapDimensions;   // (terrain) ditto\n }\n}\n```\n\nThis is a fairly common header througout all wrp formats (including WVR types). There are wrinkles to each one, so check the documentation for each.\n\nOfficial bis Operation Flashpoint islands are ALL 256 x 256 map and layer dimensions on a 50meter cube 'cell' (the cell also has a height)"},{"heading":"CellBitFlags","level":4,"markdown":"```\n00000000 00000000 0iiiddgg00RF0Gaa\n```\n\n- iii incline 0..7\n- dd damage 0..3\n- Ggg geometry levels 0..7\n- F forest bit\n- R roadway bit\n- aa surfacetype\n  - 0: GROUND\n  - 1: TIDAL\n  - 2: COASTLINE\n  - 3: SEA"},{"heading":"CellEnvSounds","level":4,"markdown":"corresponds to Config.cpp CfgEnvSounds class.\n\n- 0 none\n- 1 sea\n- 2 tree\n- 3 meadow\n- 4 hill\n- 5 rain\n- 0ther..."},{"heading":"Peaks","level":4,"markdown":"```\n  Ignored. OFP recalculates them at loading-time.\n```\n\nWhen present, the XYZ co-ordinate of each peak.\n\nThese are the 'points of interest'. Ie 'bumps' in the terrain and are shown in visitor and map game as '24', '6' etc on various parts of the island that have 'bumps' (or 'depressions') relative to the general (cell) area.\n\nsee http://en.wikipedia.org/wiki/Maxima_and_minima\n\nThe coordinates are expressed in meters on the world grid, X and Y have to be divided by the map, or layer resolution to get the map or cell co-ordinate respectively.\n\nIn the case of official Operation Flashpoint islands, both resolutions are 50 meters. All layers, All maps, are 256x256 on 50meter cubes per cell."},{"heading":"CellTextureIndexes","level":4,"markdown":"Each value is index into the Asciiz Textures List.\n\nindex = 0 has a corresponding entry in the Textures List, but is not used."},{"heading":"CellExtFlags","level":4,"markdown":"XXXXabcc\n\nContains 3 subsections:\n\n- cc 0-FF Random values (0..255)\n- b signed 7 -> -8 Random values, depends on texture color\n- a signed Random value, depends on texture color flag\n\nIgnored. OFP recalculates them at loading-time.\n\nSection can be filled with zero."},{"heading":"CellElevations","level":4,"markdown":"Values of vertices of 257x257 mesh (cells - 256x256). Last right column, and last top row of this mesh (257x257) contains 0.0 and is not included in this section.\n\nNo restriction for min/max values but recommended values: from -50.0 to 1000.0"},{"heading":"Texture","level":4,"markdown":"```\n Texture\n {\n  asciiz Filename;\n  byte Color;\n }\n```\n\nLike all similar formats, there is a minimum of one entry. The 1st entry is a dummy and never accessed but typically contains the string\n\n\"data\\more_anim.01.pac\".\n\nThis is the transparent index value.\nMost of the other textures have color values.\n\nAlthough unusual, other entries *could* contain empty names. Where encountered, they would never be referenced."},{"heading":"Model","level":4,"markdown":"```\n Model\n {\n   asciiz Filename; //\"data3d\\thing.p3d\"\n }\n```"},{"heading":"Object","level":4,"markdown":"```\nObject\n{\n ulong ObjectID;        // 4 gig of objects\n ulong ModelIndex;      //The index number to use from the model list above to obtain the filename.\n float Transform[4][3]; //This is the traditional 9 cell vertex to orient and rotate a model.\n}\n```\n\nObjects, if any, are indexes into the models named above (if any).\n\nObjects, and the models they refer to, are the way to place buildings, trees, etc on the map.\n\nThe ObjectID is a unique value that identifies **this** PineTree\n\nTransform[4][3];\n\nThis is the transform matrix used directly by Microsoft DirectX engines.\n\nIn fact, the 'correct' matrix is actually 4 x 4, but the last column always represents 0,0,0,1 thus\n\n```\nM11,M12 M13 (0.0)\nM21,M22,M23 (0.0)\nM31,M32,M33 (0.0)\nM41,M42,M43 (1.0)\n```\n\nand so is never stored.\n\nThis identical matrix is used for WRP files (both formats) and RTM files.\n\nThe last row (M41...) happens to be the position of the object X Z Y co-ordinates, and is often referred to separately.\n\nFor further information visit [Microsoft](http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/transforms/transforms.asp)."},{"heading":"FILE PACKING","level":3,"markdown":"In order to conserve space, where, the majority of cells will contain identical information (if not zero, then an awful lot of 'sea' texture). run length packing is used. The algorithm is identical to that used in pbo compression. Principally, a flag byte followed by mixtures of 8 raw bytes and 2byte pointers.\n\nEach of the array[ ][] entries above are packed. They are treated as separate compressed blocks each with their own checksum. Since the desired size is known (256x256), unpacking consists of decoding the file up to that limit then checking the checksum.\n\nThe next 'block' ie, the next array is then treated in a similar manner.\n\nFor further information on this packing method see PBO File Format"}],"categories":["Operation Flashpoint: Modelling","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"Wrp File Format - OPRWv17 to 24","title":"Wrp File Format - OPRWv17 to 24","type":"topic","url":"https://community.bistudio.com/wiki/Wrp_File_Format_-_OPRWv17_to_24","revid":373416,"updated":"2025-05-08T11:27:11Z","aliases":["OPRW v18 File Format","Wrp File Format - OPRWv17,18,20","Wrp File Format - OPRWv18"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\n### Introduction\n\nFor a general description of wrp files see 8WVR\n\n#### Legend\n\nsee Generic FileFormat Data Types\n\n### File Format\n\n- Layer and Map Sizes are derived from the header.\n\nThis document is based on analysis of arma1 wrps (OPRW18). The following are known differences between them, and later versions\n\n- OPRW17 (Elite) does not have the clutter\n- OPRW20 (sara and desert pbo's) :So far, this is the SAME format as 18 except PackedBytes1\n- OPRW23 (vbs2lite us) :So far, this is the SAME format as 20\n- OPRW24 (arma2)uses lzo compresion, not, lzss\n\n```\nOPRWv17://elite\nOPRWv18://arma1\nOPRWv20://arma1 sara\nOPRWv23://vbs2_lite\nOPRWv24://arma2\n{\n WrpHeader     Header;\n\n ushort        GridBlock_CellEnv[MapSize];      // a gridblock containing cellenv bits (16 bits per terrain cell).\n                                                // Bits 0-2 are ground (0x0), coast (0x1), beach (0x2) and sea (0x3). Bit 4 indicates road/airstrip.\n byte          GridBlock_CfgEnvSounds[MapSize]; // a gridblock. mostly the value 0x03 and probably related to Config.cpp CfgEnvSounds class\n\n ulong         nPeaks;\n XYZTriplet    PeakPositions[nPeaks];           //see http://en.wikipedia.org/wiki/Maxima_and_minima\n\n ushort        GridBlock_RvmatLayerIndex[LayerSize];\n\n if !Elite\n  if ArmaOne\n   ushort       RandomClutter[LayerSize];        //compressed. probably random values needed for calculating clutter models position\n                                                 //seems to be related to clutters or sat mask distance as it is\n                                                 //responsible for the clutterbug\n  else\n    bytes       RandomClutter[MapSize];    //compressed\n  endif\n```\n\n```\n     bytes         CompressedBytes1[MapSize];    //compressed\n```\n\n```\n endif\n\n float         Elevation[MapSize];              //compressed\n\n ulong         nRvmats;\n Texture       Textures[nRvmats];               //\"PrefixRoot\\data\\layers\\some.rvmat\\0\\0\"\n\n ulong         nModels;\n asciiz        modelPaths[nModels];             //\"ca\\buildings\\kostelik.p3d\\0\"\n\n ulong         nClassedModels;\n ClassedModel  Models[nClassedModels];          //\"Land_Hangar\\0\" : \"ca\\buildings\\Hangar.p3d\\0\"\n\n ushort        GridBlock_UnknownGrid3[MapSize];\n\n ulong         SizeOfObjects;                   //in bytes\n\n ushort        GridBlock_UnknownGrid4[MapSize];\n\n ulong         SizeOfMapInfo;                   //in bytes\n\n byte          CompressedBytes2[LayerSize];     // seems to be connected to roads, runways and special grounds\n byte          CompressedBytes3[MapSize];       // unknown but 0x00 for forests and roads and sea, mostly 0x03 and rarely 0x02\n ulong         maxObjectID;\n\n ulong         SizeOfRoadNets;                  //in bytes\n RoadNet       RoadNets[SizeOfRoadNets];\n\n Object        Objects[SizeOfObjects/SizeOfObject]; // SizeOfObject ==60\n\n MapInfo       MapInfos[...];\n}\n```\n\n- Because of the variable length of the asciiz strings in **RoadParts**, the actual position of the following #Objects block cannot be pre-calculated. Therefore the *SizeOfRoadNets* can be used, as it is the size (in bytes) of this **RoadNet** block.\n- Similarly, SizeOfObjects can be used to skip to the MapInfo\n\n#### ClutterMask\n\nEach byte represents the intensity or, number of clutter objects for that area of **terrain**\n\n- Sea and road terrain have zilch.\n- desert terrain have very low values\n\n#### WrpHeader\n\n```\nWrpHeader\n{\n char    Filetype;        // \"OPWR\"\n ulong   version;         // 0x12 = 18\n XYPair  LayerSize;       // 256 x 256 (SaraLite), 128 x 128 (Intro)\n XYPair  MapSize;         // 1024 x 1024 (SaraLite), 512 x 512 (Intro)\n float   LayerCellSize;   // Layer cell size in meters (40m)\n}\n```\n\nThis is a traditional wrp header endemic to most wrp formats. The LayerCellSize was introduced during Elite. The MapCellSize can be derived as follows:\n\n```\nMapCellSize= LayerCellSize * LayerSizeX / MapSizeX, and is 10m for SaraLite and Intro.\n```\n\n---\n\n#### GridBlock\n\nThe result of decompressing any GridBlock is to produce an array the size of either the Header's LayerSize or MapSize, at the TypeSize specified. Eg be it byte, or ushort.\n\nThere are five gridblocks in the file, two ushort arrays, and 3 byte arrays(if present)\n\n- when the grid is present, the leading flag = 0x01\n- when a default fill GridBlock exists\n\n```\n{\n  byte  flag;     // =0\n  ulong FillBits; // = almost always zero\n}\n```\n\nGridBlock is currently in the 'discussion tab'.\n\n#### Texture\n\n```\nTexture\n{\n Concatenated Asciiz TextureFilenames; //\"PrefixRoot\\data\\layers\\some.rvmat\\0\\0\" (Arma)\n                                       //\"PrefixRoot\\desert\\data\\pt.bimpas\\0\\0\"  (ELite)\n                                       //\"PboRoot\\more_anim.01.pac\\0\"            (OFP)(by way of example)\n}\n```\n\n- The Operation Flashpoint entry is solely here by way of example. No such entry exists in arma/Elite format.\n\nIn all cases (bimpas,ofp,rvmat) they devolve, ultimately, to (a series of) pac/paa texture files.\n\n- see PrefixRoot\\ description. Essentially, it is a reference to a pbo.\n\nEach cell in the grid references a (series of) rvmat texture(s) for it is surface. The RvmatLayerIndex is an index to these filenames.\n\nThus, **each** entry of this materials list consists of concatenated asciiz strings in the form\n\n\"AnRvmatFile\\0AnotherOne\\0EvenMore\\0\\0\"\n\nIe, the end of **this** entry = \\0\\0\n\nIt so happens that only one, single rvmat file, is used per cell, but, the construct is there to have any amount.\n\ntherefore, this list is of the form\n\n\"AnRvmatFile\\0\\0\"\n\nThere is always, at least one materials entry. The 1st entry.\nThe first entry (effectively index 0) is a dummy, with an empty path, because it will never be accessed. Indexes start at 1.\n\nThe ushort GridBlock RvmatIndices (once decomposed) contain index entries to specific rvmat files. No index value of zero exists. (The first texture of the list is always a dummy entry)\n\nSimilar to it is 8WVR cousin (from which it is derived)the rvmat filenames *should* be unique (redundant, duplicate entries, defeat the purpose of the index). However, there is quite often some duplication.\n\n#### ClassedModel\n\n```\n ClassedModel\n {\n    asciiz     class_name;    //\"Land_Hangar\\0\"\n    asciiz     model_path;  //\"ca\\buildings\\Hangar.p3d\"\n    XYZTriplet Position;\n    ulong      unknown;\n }\n```\n\nThis is a fairly repetitious list of often identically named class and model, used as an index from an as yet unknown grid table.\n\n#### RoadNet\n\n```\n RoadNet\n {\n  ulong    nRoadParts; // Zero or More...\n  RoadPart RoadParts[nRoadParts];\n } [LayerSize];\n```\n\nEvery Layer cell on the map has a **RoadNet** entry. If there are no road(s) for that cell, there are no **RoadParts** (nRoadParts=0)\n\nRoadParts, while, ultimately being no more (or less) than just another P3D model, are contained separately to models generally, to better realize terrain streaming and for AI driving ability.\n\n##### RoadPart\n\n```\n RoadPart\n {\n    ushort     nRoadPositions;// at least 1? sometimes 0\n    XYZTriplet RoadPositions[nRoadPositions];\n    byte       Flags[4];\n         if WrpType==24\n          byte      MoreFlags[nRoadPositions];\n    Asciiz     P3DModel;\n    XYZTransform Transform[12]; // the averaged position of all the roads in this cell of this type\n }\n```\n\n#### Object Optional\n\n```\n Object\n {\n    ulong ObjectID;\n    ulong modelIndex; // into the [[#Models|models path name list]] (1 based)\n    float TransformMatrix[3][4]; // standard directX RowFormat transform matrix\n    ulong 0x02;\n }\n```\n\n- maxObjectID is somewhat irrelevant. It is indeed the id of the highest value ObjectID, but, these 'ID's, while unique are highly arbitrary in nature and alter on any change to the 'world' when editing in oxygen/visitor. This ID can occur anywhere in the object list, and the id values before it are non-sequential. maxObjectID **cannot** be used as a nObject ID's eg.\n\n- If *SizeOfObjects* above == 0 then there are no objects.\n\nNote that unlike it is 4/8WVR cousin, where each Object entry contains (an often) repetitious list of p3d files. The same construct is (now) used similar to Rvamts and Indexes.\nNamely, a common list of models is indexed into, by each Object entry.\n\n#### MapInfo Optional\n\n```\nMapInfo\n{\n ulong infoType;\n MapData[...];\n}\n```\n\nMapinfo, when it exists, extends to end of file. The sizeof each entry, is determined by it is info type thus:\n\n##### MapData\n\n```\nMapData\n{\n if(infoType in [0,1,2,10,11,13,14,15,16,17,22,23,26,27,30]) MapType1;\n if(infoType in [24,31,32])                                  MapType2;\n if(infoType in [25,33])                                     MapType3;\n if(infoType in [3,4,8,9,18,19,20,21,28,29])                 MapType4;\n if(infoType in [34])                                        MapType5;\n if(infoType in [35])                                        MapType35;\n```\n\n}\n\n##### MapType1\n\n```\n MapType1\n {\n    ulong ObjectId\n    float x, z\n }\n```\n\n##### MapType2\n\n```\n MapType2\n {\n  ulong ObjectId\n  float Bounds[4][2];\n }\n```\n\n##### MapType3\n\n```\nMapType3\n{\n ulong color; // maybe. or default ind of 0xFFFFFFF generally\n ulong indicator; // typically 0x01010000\n float [4]       // typically 0.5,1.0.1,5.3.0 always 'integers'\n}\n```\n\n##### MapType4\n\n```\nMapType4\n{\n    ulong ObjectId\n    float Bounds[4][2];\n    byte  Color[4] //rgba\n}\n```\n\n##### MapType5\n\n```\nMapType5\n{\n   ulong ObjectId\n   float line[2][2];?\n}\n```\n\n##### MapType35\n\n```\nMapType35  // found in chernarus\n{\n   ulong ObjectId\n   float line[3][2];?\n   byte  unknown;\n}\n```\n\nType 35 is also found in oprw23 formats but is currently indecipherable and may, in fact, be an error\n\n### Packed Data\n\nAll variables starting with \"Packed\" are compressed with the common BIS algorithm that is also used in paa and OFP pbo files.","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products."},{"heading":"Introduction","level":3,"markdown":"For a general description of wrp files see 8WVR"},{"heading":"Legend","level":4,"markdown":"see Generic FileFormat Data Types"},{"heading":"File Format","level":3,"markdown":"- Layer and Map Sizes are derived from the header.\n\nThis document is based on analysis of arma1 wrps (OPRW18). The following are known differences between them, and later versions\n\n- OPRW17 (Elite) does not have the clutter\n- OPRW20 (sara and desert pbo's) :So far, this is the SAME format as 18 except PackedBytes1\n- OPRW23 (vbs2lite us) :So far, this is the SAME format as 20\n- OPRW24 (arma2)uses lzo compresion, not, lzss\n\n```\nOPRWv17://elite\nOPRWv18://arma1\nOPRWv20://arma1 sara\nOPRWv23://vbs2_lite\nOPRWv24://arma2\n{\n WrpHeader     Header;\n\n ushort        GridBlock_CellEnv[MapSize];      // a gridblock containing cellenv bits (16 bits per terrain cell).\n                                                // Bits 0-2 are ground (0x0), coast (0x1), beach (0x2) and sea (0x3). Bit 4 indicates road/airstrip.\n byte          GridBlock_CfgEnvSounds[MapSize]; // a gridblock. mostly the value 0x03 and probably related to Config.cpp CfgEnvSounds class\n\n ulong         nPeaks;\n XYZTriplet    PeakPositions[nPeaks];           //see http://en.wikipedia.org/wiki/Maxima_and_minima\n\n ushort        GridBlock_RvmatLayerIndex[LayerSize];\n\n if !Elite\n  if ArmaOne\n   ushort       RandomClutter[LayerSize];        //compressed. probably random values needed for calculating clutter models position\n                                                 //seems to be related to clutters or sat mask distance as it is\n                                                 //responsible for the clutterbug\n  else\n    bytes       RandomClutter[MapSize];    //compressed\n  endif\n```\n\n```\n     bytes         CompressedBytes1[MapSize];    //compressed\n```\n\n```\n endif\n\n float         Elevation[MapSize];              //compressed\n\n ulong         nRvmats;\n Texture       Textures[nRvmats];               //\"PrefixRoot\\data\\layers\\some.rvmat\\0\\0\"\n\n ulong         nModels;\n asciiz        modelPaths[nModels];             //\"ca\\buildings\\kostelik.p3d\\0\"\n\n ulong         nClassedModels;\n ClassedModel  Models[nClassedModels];          //\"Land_Hangar\\0\" : \"ca\\buildings\\Hangar.p3d\\0\"\n\n ushort        GridBlock_UnknownGrid3[MapSize];\n\n ulong         SizeOfObjects;                   //in bytes\n\n ushort        GridBlock_UnknownGrid4[MapSize];\n\n ulong         SizeOfMapInfo;                   //in bytes\n\n byte          CompressedBytes2[LayerSize];     // seems to be connected to roads, runways and special grounds\n byte          CompressedBytes3[MapSize];       // unknown but 0x00 for forests and roads and sea, mostly 0x03 and rarely 0x02\n ulong         maxObjectID;\n\n ulong         SizeOfRoadNets;                  //in bytes\n RoadNet       RoadNets[SizeOfRoadNets];\n\n Object        Objects[SizeOfObjects/SizeOfObject]; // SizeOfObject ==60\n\n MapInfo       MapInfos[...];\n}\n```\n\n- Because of the variable length of the asciiz strings in **RoadParts**, the actual position of the following #Objects block cannot be pre-calculated. Therefore the *SizeOfRoadNets* can be used, as it is the size (in bytes) of this **RoadNet** block.\n- Similarly, SizeOfObjects can be used to skip to the MapInfo"},{"heading":"ClutterMask","level":4,"markdown":"Each byte represents the intensity or, number of clutter objects for that area of **terrain**\n\n- Sea and road terrain have zilch.\n- desert terrain have very low values"},{"heading":"WrpHeader","level":4,"markdown":"```\nWrpHeader\n{\n char    Filetype;        // \"OPWR\"\n ulong   version;         // 0x12 = 18\n XYPair  LayerSize;       // 256 x 256 (SaraLite), 128 x 128 (Intro)\n XYPair  MapSize;         // 1024 x 1024 (SaraLite), 512 x 512 (Intro)\n float   LayerCellSize;   // Layer cell size in meters (40m)\n}\n```\n\nThis is a traditional wrp header endemic to most wrp formats. The LayerCellSize was introduced during Elite. The MapCellSize can be derived as follows:\n\n```\nMapCellSize= LayerCellSize * LayerSizeX / MapSizeX, and is 10m for SaraLite and Intro.\n```\n\n---"},{"heading":"GridBlock","level":4,"markdown":"The result of decompressing any GridBlock is to produce an array the size of either the Header's LayerSize or MapSize, at the TypeSize specified. Eg be it byte, or ushort.\n\nThere are five gridblocks in the file, two ushort arrays, and 3 byte arrays(if present)\n\n- when the grid is present, the leading flag = 0x01\n- when a default fill GridBlock exists\n\n```\n{\n  byte  flag;     // =0\n  ulong FillBits; // = almost always zero\n}\n```\n\nGridBlock is currently in the 'discussion tab'."},{"heading":"Texture","level":4,"markdown":"```\nTexture\n{\n Concatenated Asciiz TextureFilenames; //\"PrefixRoot\\data\\layers\\some.rvmat\\0\\0\" (Arma)\n                                       //\"PrefixRoot\\desert\\data\\pt.bimpas\\0\\0\"  (ELite)\n                                       //\"PboRoot\\more_anim.01.pac\\0\"            (OFP)(by way of example)\n}\n```\n\n- The Operation Flashpoint entry is solely here by way of example. No such entry exists in arma/Elite format.\n\nIn all cases (bimpas,ofp,rvmat) they devolve, ultimately, to (a series of) pac/paa texture files.\n\n- see PrefixRoot\\ description. Essentially, it is a reference to a pbo.\n\nEach cell in the grid references a (series of) rvmat texture(s) for it is surface. The RvmatLayerIndex is an index to these filenames.\n\nThus, **each** entry of this materials list consists of concatenated asciiz strings in the form\n\n\"AnRvmatFile\\0AnotherOne\\0EvenMore\\0\\0\"\n\nIe, the end of **this** entry = \\0\\0\n\nIt so happens that only one, single rvmat file, is used per cell, but, the construct is there to have any amount.\n\ntherefore, this list is of the form\n\n\"AnRvmatFile\\0\\0\"\n\nThere is always, at least one materials entry. The 1st entry.\nThe first entry (effectively index 0) is a dummy, with an empty path, because it will never be accessed. Indexes start at 1.\n\nThe ushort GridBlock RvmatIndices (once decomposed) contain index entries to specific rvmat files. No index value of zero exists. (The first texture of the list is always a dummy entry)\n\nSimilar to it is 8WVR cousin (from which it is derived)the rvmat filenames *should* be unique (redundant, duplicate entries, defeat the purpose of the index). However, there is quite often some duplication."},{"heading":"ClassedModel","level":4,"markdown":"```\n ClassedModel\n {\n    asciiz     class_name;    //\"Land_Hangar\\0\"\n    asciiz     model_path;  //\"ca\\buildings\\Hangar.p3d\"\n    XYZTriplet Position;\n    ulong      unknown;\n }\n```\n\nThis is a fairly repetitious list of often identically named class and model, used as an index from an as yet unknown grid table."},{"heading":"RoadNet","level":4,"markdown":"```\n RoadNet\n {\n  ulong    nRoadParts; // Zero or More...\n  RoadPart RoadParts[nRoadParts];\n } [LayerSize];\n```\n\nEvery Layer cell on the map has a **RoadNet** entry. If there are no road(s) for that cell, there are no **RoadParts** (nRoadParts=0)\n\nRoadParts, while, ultimately being no more (or less) than just another P3D model, are contained separately to models generally, to better realize terrain streaming and for AI driving ability."},{"heading":"RoadPart","level":5,"markdown":"```\n RoadPart\n {\n    ushort     nRoadPositions;// at least 1? sometimes 0\n    XYZTriplet RoadPositions[nRoadPositions];\n    byte       Flags[4];\n         if WrpType==24\n          byte      MoreFlags[nRoadPositions];\n    Asciiz     P3DModel;\n    XYZTransform Transform[12]; // the averaged position of all the roads in this cell of this type\n }\n```"},{"heading":"Object Optional","level":4,"markdown":"```\n Object\n {\n    ulong ObjectID;\n    ulong modelIndex; // into the [[#Models|models path name list]] (1 based)\n    float TransformMatrix[3][4]; // standard directX RowFormat transform matrix\n    ulong 0x02;\n }\n```\n\n- maxObjectID is somewhat irrelevant. It is indeed the id of the highest value ObjectID, but, these 'ID's, while unique are highly arbitrary in nature and alter on any change to the 'world' when editing in oxygen/visitor. This ID can occur anywhere in the object list, and the id values before it are non-sequential. maxObjectID **cannot** be used as a nObject ID's eg.\n\n- If *SizeOfObjects* above == 0 then there are no objects.\n\nNote that unlike it is 4/8WVR cousin, where each Object entry contains (an often) repetitious list of p3d files. The same construct is (now) used similar to Rvamts and Indexes.\nNamely, a common list of models is indexed into, by each Object entry."},{"heading":"MapInfo Optional","level":4,"markdown":"```\nMapInfo\n{\n ulong infoType;\n MapData[...];\n}\n```\n\nMapinfo, when it exists, extends to end of file. The sizeof each entry, is determined by it is info type thus:"},{"heading":"MapData","level":5,"markdown":"```\nMapData\n{\n if(infoType in [0,1,2,10,11,13,14,15,16,17,22,23,26,27,30]) MapType1;\n if(infoType in [24,31,32])                                  MapType2;\n if(infoType in [25,33])                                     MapType3;\n if(infoType in [3,4,8,9,18,19,20,21,28,29])                 MapType4;\n if(infoType in [34])                                        MapType5;\n if(infoType in [35])                                        MapType35;\n```\n\n}"},{"heading":"MapType1","level":5,"markdown":"```\n MapType1\n {\n    ulong ObjectId\n    float x, z\n }\n```"},{"heading":"MapType2","level":5,"markdown":"```\n MapType2\n {\n  ulong ObjectId\n  float Bounds[4][2];\n }\n```"},{"heading":"MapType3","level":5,"markdown":"```\nMapType3\n{\n ulong color; // maybe. or default ind of 0xFFFFFFF generally\n ulong indicator; // typically 0x01010000\n float [4]       // typically 0.5,1.0.1,5.3.0 always 'integers'\n}\n```"},{"heading":"MapType4","level":5,"markdown":"```\nMapType4\n{\n    ulong ObjectId\n    float Bounds[4][2];\n    byte  Color[4] //rgba\n}\n```"},{"heading":"MapType5","level":5,"markdown":"```\nMapType5\n{\n   ulong ObjectId\n   float line[2][2];?\n}\n```"},{"heading":"MapType35","level":5,"markdown":"```\nMapType35  // found in chernarus\n{\n   ulong ObjectId\n   float line[3][2];?\n   byte  unknown;\n}\n```\n\nType 35 is also found in oprw23 formats but is currently indecipherable and may, in fact, be an error"},{"heading":"Packed Data","level":3,"markdown":"All variables starting with \"Packed\" are compressed with the common BIS algorithm that is also used in paa and OFP pbo files."}],"categories":["Operation Flashpoint: Modelling","Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"WSS File Format","title":"WSS File Format","type":"topic","url":"https://community.bistudio.com/wiki/WSS_File_Format","revid":378052,"updated":"2026-02-02T10:15:21Z","aliases":[],"markdown":"Bis-proprietary WSS files store Pulse Code Modulated (PCM) sound data. It's format is a variant of [RIFF WAVE file format](http://www-mmsp.ece.mcgill.ca/Documents/AudioFormats/WAVE/WAVE.html) used for .wav\n\nThere are three sound formats accepted by the engine:\n\n- **ogg**: Vorbis Stereo Music files\n- **wav**: Raw uncompressed PCM (mono or stereo)\n- **wss**: compressed PCM mono\n\nAll formats can store mono/stereo, compressed/uncompressed. The above is the **intent** of each one.\n\nDue to the Microsoft behemoth, wav files are 'industry standard' raw recording files.\nThey are as good as any other raw **recording** choice with a range of convenient-to-use tools to do so.\nWav files are also used as a standardized interchange format when converting a sound type from X to Y.\nAlthough they can be played as is, they are not intended for that purpose. They are unnecessarily huge (for the purposes of playback).\n\nBohemia Interactive introduced compressed PCM data. To that end, wss files come in three flavours:\n\n- **Uncompressed**: There is no performance, size or benefit between this, and a wav file. It is a not-normally-used, alternative to wav.\n- **Compressed Byte**: Offers a fixed, 50% reduction in file size.\n- **Compressed Nibble**: (Arrowhead only) Offers a fixed. 75% reduction in file size.\n\nThe **intent** of wss is to store compressed **mono-only** pcm data.\nThe engine and the format **allow** the other variants but that is not a preferred use (you will get rpt warnings).\n\nAs a breakdown, here are the statistics of wss types in Operation Flashpoint and Arma 2: Operation Arrowhead:\n\n| Offset | OFP | Arma 2:OA |\n|---|---|---|\n| Stereo | 1 | 19 |\n| Mono | 43 | 659 |\n| ByteCompressed | 4074 | 24197 |\n| NibbleCompressed | N/A | 156 |\n\nThe above should show that the intent has always been to compress mono only pcm data, and the newer nibble format is taking over as of pmc/baf.\nThe *reason* for mono wss files is straightforward. Almost all sounds in the game are environment, gunshot and engines.\nYou don't need a stereo wind, nor a stereo vehicle noise when the tank is running over you.\nThere is only one direction or all directions the noise is coming from.\n\n#### Faulty files\n\nA small number of BI files have errors that cause rpt errors. All are heuristically decoded by the engine anyway.\nThey are either straightforward and unintended stereo wss, or encoded nibble files that were actually not formatted properly. There are no 'bad' Operation Flashpoint files.\nGiven the stupendous number of sounds in Arma 2:OA, and given that a large quantity of wss is derived from Armed Assault, the few faulty emanations are not unreasonable.\n\n#### Tools\n\n- BI's WavToWSS.exe for encoding wav to wss\n- 3rd party tools such as *Mikero's Wss2Wav* (dead link) for translating both ways\n\n### File Format\n\n| Offset | Datatype | Content | Description |\n|---|---|---|---|\n| 0 | char[4] | \"WSS0\" | file signature |\n| 4 | ulong | CompressionType | 0 = none. 4 = Nibble compression. 8 = Byte compression |\n| 8 | ushort | format | Always 1 (WAVE_FORMAT_PCM) |\n| 10 | ushort | nChannels | 1 = mono, 2 = stereo |\n| 12 | ulong | SampleRate | e.g. 44100Hz |\n| 16 | ulong | BytesPerSecond | SampleRate * BlockAlign |\n| 20 | ushort | BlockAlign | nChannels * BytesPerSample |\n| 22 | ushort | BitsPerSecond | usually 16 |\n| 24 | ushort | Output Size | See below |\n| 26 | byte[fileSize-26] | <soundData> | Sound's PCM data |\n\n#### Input Size\n\nThe Input Size is the **bytes** remaining in the file. For uncompressed data it is (logically) always an even number (since it is a count of nShorts / 2).\n**However** many Bohemia Interactive's wss Delta4 encoded files are corrupt.\nWhile they specify uncompressed in the header, they are in fact encoded, and the only way of detecting same is by them having an odd number of bytes to decode.\nThese files cause an rpt error but the engine heuristically decodes them anyway.\n\n#### Output Size\n\nThis 'value' *was* similar in architecture at least to the wav \"datasize\" chunk. It appears to be unreliable in intent. Also, the intent appears to have changed.\n\n**Originally** it *was* very similar to the OutputSize specified by a (compressed) pbo. Specifically:\n\n- = 0 'uncompressed'. Remaining data is the size.\n- = input size. uncompressed.\n- non zero. The resultant size to extract (in bytes)\n\nThe size in fact need not be known because output size is always a defined multiple of the input size.\n\nFor Delta4 nibble compression, the value has changed to mean the Delta seed value. But this too is has been corrupted.\n\nIn general:\n\n- Uncompressed data will have this set to zero.\n- Compressed bytes will have this set to a multiple of the input size or zero.\n- Compressed Nibbles are delta seed.\n\n**None of above is reliable**\n\nNote that early versions of wss formatted files did not appear to have this field at all (for uncompressed). There is no way of telling\n\n### Decompression\n\nBohemia Interactive **optionally** uses Delta8 (byte) or Delta4 (nibble) 'Lossy' Compression for mono PCM data only.\n\nThe facility exists to handle stereo compression but it isn't employed.\n\n#### Byte Compression\n\nCompression consists of single encoded byte 'samples' versus uncompressed short 'samples'.\nEach byte is, effectively, extrapolated to a short, thus making the compressed BYTE array, and the resulting decompressed SHORT array the same number of elements(length). The length is the remaining file length (in bytes) after the header.\n\n##### C++ code\n\nFunction returns a short array, same size as it is compressed byte equivalent\n\n```cpp\n#define LOG10    2.3025850929940456840    // ln(10)\n#define LOG2    1.4426950408889634070    // log2(e)\n#define MAGIC_NUMBER    ((LOG10*LOG2)/28.12574042515172)\n\nshort* DeCompress(const char *CompressedData,int len)\n{\n    short *snap,*OutputData;\n\n    if (!(snap=OutputData=new short[len]))    return 0;\n    short LastVal = 0;\n    for (; len--; CompressedData++)\n    {\n        if (*CompressedData)\n        {\n            double asFloat = abs(*CompressedData) * MAGIC_NUMBER;\n            double rnd = Round(asFloat);\n            asFloat = pow(2.0, asFloat - rnd) * pow(2, rnd);// mantissa -\n            if (*CompressedData < 0) asFloat *= -1;\n            int asInt = Round(asFloat)+LastVal;\n            if (asInt > SHRT_MAX) asInt = SHRT_MAX ;\n            if (asInt < SHRT_MIN) asInt = SHRT_MIN;\n            LastVal=(short)asInt;\n        }\n        *OutputData++ = LastVal;\n    }\n    return snap;\n}\n```\n\n##### C# code\n\nIf the <soundData> is compressed the following (C#) code can be used for decompression:\n\n```csharp\nPCMData = new Int16[soundData.Length];\nfor (int j = 0; j < PCMData.Length; j++)\n{\n    SByte srcSample = (SByte)soundData[j];\n    if (srcSample != 0)\n    {\n        double asFloat = Math.Abs((int)srcSample) / 28.12574042515172;\n        asFloat *= 2.3025850929940456840; // ln(10)\n        asFloat *= 1.4426950408889634070; // log2(e)\n        double rnd = Math.Round(asFloat);\n        double mantisse = Math.Pow(2.0, asFloat - rnd);\n        asFloat = mantisse * Math.Pow(2, rnd);\n        if (srcSample < 0) asFloat *= -1;\n        Int32 asInt = (int)Math.Round(asFloat);\n        asInt = (j == 0) ? asInt : (asInt + PCMData[j - 1]);\n        if (asInt > short.MaxValue) asInt = short.MaxValue;\n        if (asInt < short.MinValue) asInt = short.MinValue;\n        PCMData[j] = (Int16)asInt;\n    }\n    else\n    {\n        PCMData[j] = (j == 0) ? (Int16)0 : PCMData[j - 1];\n    }\n}\n```\n\n#### Nibble Compression\n\nAlthough by no means the same thing, Nibble compression is an adaptation of IMA ADPCM compression.\nEach nibble represents a SHORT of PCMdata; thus the resultant output size will be four times larger (in bytes).\n\n##### C++ Code\n\n```cpp\n//\n// all honor and glory to T_D\n//\n\nstatic short PCMIndex[] = { -8192, -4096, -2048, -1024, -512, -256, -64, 0, 64, 256, 512, 1024, 2048, 4096, 8192 };\n\nstatic short limits(int PCM)\n{\n    if (PCM > SHRT_MAX) PCM = SHRT_MAX;\n    else if (PCM < SHRT_MIN) PCM = SHRT_MIN;\n    return PCM;\n}\n\nshort * DeCompressNibble(const char *NibbleData,int len) // len in bytes\n{\n    short *snap,*pcmData;\n    if (!(snap=pcmData=new short[2*len])) throw GENERR_NOMEM;\n    int delta = 0;\n    while (len--)\n    {\n        byte nibble = *NibbleData++;\n        *pcmData++ = limits(delta += PCMIndex[nibble >> 4]);\n        *pcmData++ = limits(delta += PCMIndex[nibble & 0x0F]);\n    }\n    return snap;\n}\n```","sections":[{"heading":null,"level":1,"markdown":"Bis-proprietary WSS files store Pulse Code Modulated (PCM) sound data. It's format is a variant of [RIFF WAVE file format](http://www-mmsp.ece.mcgill.ca/Documents/AudioFormats/WAVE/WAVE.html) used for .wav\n\nThere are three sound formats accepted by the engine:\n\n- **ogg**: Vorbis Stereo Music files\n- **wav**: Raw uncompressed PCM (mono or stereo)\n- **wss**: compressed PCM mono\n\nAll formats can store mono/stereo, compressed/uncompressed. The above is the **intent** of each one.\n\nDue to the Microsoft behemoth, wav files are 'industry standard' raw recording files.\nThey are as good as any other raw **recording** choice with a range of convenient-to-use tools to do so.\nWav files are also used as a standardized interchange format when converting a sound type from X to Y.\nAlthough they can be played as is, they are not intended for that purpose. They are unnecessarily huge (for the purposes of playback).\n\nBohemia Interactive introduced compressed PCM data. To that end, wss files come in three flavours:\n\n- **Uncompressed**: There is no performance, size or benefit between this, and a wav file. It is a not-normally-used, alternative to wav.\n- **Compressed Byte**: Offers a fixed, 50% reduction in file size.\n- **Compressed Nibble**: (Arrowhead only) Offers a fixed. 75% reduction in file size.\n\nThe **intent** of wss is to store compressed **mono-only** pcm data.\nThe engine and the format **allow** the other variants but that is not a preferred use (you will get rpt warnings).\n\nAs a breakdown, here are the statistics of wss types in Operation Flashpoint and Arma 2: Operation Arrowhead:\n\n| Offset | OFP | Arma 2:OA |\n|---|---|---|\n| Stereo | 1 | 19 |\n| Mono | 43 | 659 |\n| ByteCompressed | 4074 | 24197 |\n| NibbleCompressed | N/A | 156 |\n\nThe above should show that the intent has always been to compress mono only pcm data, and the newer nibble format is taking over as of pmc/baf.\nThe *reason* for mono wss files is straightforward. Almost all sounds in the game are environment, gunshot and engines.\nYou don't need a stereo wind, nor a stereo vehicle noise when the tank is running over you.\nThere is only one direction or all directions the noise is coming from."},{"heading":"Faulty files","level":4,"markdown":"A small number of BI files have errors that cause rpt errors. All are heuristically decoded by the engine anyway.\nThey are either straightforward and unintended stereo wss, or encoded nibble files that were actually not formatted properly. There are no 'bad' Operation Flashpoint files.\nGiven the stupendous number of sounds in Arma 2:OA, and given that a large quantity of wss is derived from Armed Assault, the few faulty emanations are not unreasonable."},{"heading":"Tools","level":4,"markdown":"- BI's WavToWSS.exe for encoding wav to wss\n- 3rd party tools such as *Mikero's Wss2Wav* (dead link) for translating both ways"},{"heading":"File Format","level":3,"markdown":"| Offset | Datatype | Content | Description |\n|---|---|---|---|\n| 0 | char[4] | \"WSS0\" | file signature |\n| 4 | ulong | CompressionType | 0 = none. 4 = Nibble compression. 8 = Byte compression |\n| 8 | ushort | format | Always 1 (WAVE_FORMAT_PCM) |\n| 10 | ushort | nChannels | 1 = mono, 2 = stereo |\n| 12 | ulong | SampleRate | e.g. 44100Hz |\n| 16 | ulong | BytesPerSecond | SampleRate * BlockAlign |\n| 20 | ushort | BlockAlign | nChannels * BytesPerSample |\n| 22 | ushort | BitsPerSecond | usually 16 |\n| 24 | ushort | Output Size | See below |\n| 26 | byte[fileSize-26] | <soundData> | Sound's PCM data |"},{"heading":"Input Size","level":4,"markdown":"The Input Size is the **bytes** remaining in the file. For uncompressed data it is (logically) always an even number (since it is a count of nShorts / 2).\n**However** many Bohemia Interactive's wss Delta4 encoded files are corrupt.\nWhile they specify uncompressed in the header, they are in fact encoded, and the only way of detecting same is by them having an odd number of bytes to decode.\nThese files cause an rpt error but the engine heuristically decodes them anyway."},{"heading":"Output Size","level":4,"markdown":"This 'value' *was* similar in architecture at least to the wav \"datasize\" chunk. It appears to be unreliable in intent. Also, the intent appears to have changed.\n\n**Originally** it *was* very similar to the OutputSize specified by a (compressed) pbo. Specifically:\n\n- = 0 'uncompressed'. Remaining data is the size.\n- = input size. uncompressed.\n- non zero. The resultant size to extract (in bytes)\n\nThe size in fact need not be known because output size is always a defined multiple of the input size.\n\nFor Delta4 nibble compression, the value has changed to mean the Delta seed value. But this too is has been corrupted.\n\nIn general:\n\n- Uncompressed data will have this set to zero.\n- Compressed bytes will have this set to a multiple of the input size or zero.\n- Compressed Nibbles are delta seed.\n\n**None of above is reliable**\n\nNote that early versions of wss formatted files did not appear to have this field at all (for uncompressed). There is no way of telling"},{"heading":"Decompression","level":3,"markdown":"Bohemia Interactive **optionally** uses Delta8 (byte) or Delta4 (nibble) 'Lossy' Compression for mono PCM data only.\n\nThe facility exists to handle stereo compression but it isn't employed."},{"heading":"Byte Compression","level":4,"markdown":"Compression consists of single encoded byte 'samples' versus uncompressed short 'samples'.\nEach byte is, effectively, extrapolated to a short, thus making the compressed BYTE array, and the resulting decompressed SHORT array the same number of elements(length). The length is the remaining file length (in bytes) after the header."},{"heading":"C++ code","level":5,"markdown":"Function returns a short array, same size as it is compressed byte equivalent\n\n```cpp\n#define LOG10    2.3025850929940456840    // ln(10)\n#define LOG2    1.4426950408889634070    // log2(e)\n#define MAGIC_NUMBER    ((LOG10*LOG2)/28.12574042515172)\n\nshort* DeCompress(const char *CompressedData,int len)\n{\n    short *snap,*OutputData;\n\n    if (!(snap=OutputData=new short[len]))    return 0;\n    short LastVal = 0;\n    for (; len--; CompressedData++)\n    {\n        if (*CompressedData)\n        {\n            double asFloat = abs(*CompressedData) * MAGIC_NUMBER;\n            double rnd = Round(asFloat);\n            asFloat = pow(2.0, asFloat - rnd) * pow(2, rnd);// mantissa -\n            if (*CompressedData < 0) asFloat *= -1;\n            int asInt = Round(asFloat)+LastVal;\n            if (asInt > SHRT_MAX) asInt = SHRT_MAX ;\n            if (asInt < SHRT_MIN) asInt = SHRT_MIN;\n            LastVal=(short)asInt;\n        }\n        *OutputData++ = LastVal;\n    }\n    return snap;\n}\n```"},{"heading":"C# code","level":5,"markdown":"If the <soundData> is compressed the following (C#) code can be used for decompression:\n\n```csharp\nPCMData = new Int16[soundData.Length];\nfor (int j = 0; j < PCMData.Length; j++)\n{\n    SByte srcSample = (SByte)soundData[j];\n    if (srcSample != 0)\n    {\n        double asFloat = Math.Abs((int)srcSample) / 28.12574042515172;\n        asFloat *= 2.3025850929940456840; // ln(10)\n        asFloat *= 1.4426950408889634070; // log2(e)\n        double rnd = Math.Round(asFloat);\n        double mantisse = Math.Pow(2.0, asFloat - rnd);\n        asFloat = mantisse * Math.Pow(2, rnd);\n        if (srcSample < 0) asFloat *= -1;\n        Int32 asInt = (int)Math.Round(asFloat);\n        asInt = (j == 0) ? asInt : (asInt + PCMData[j - 1]);\n        if (asInt > short.MaxValue) asInt = short.MaxValue;\n        if (asInt < short.MinValue) asInt = short.MinValue;\n        PCMData[j] = (Int16)asInt;\n    }\n    else\n    {\n        PCMData[j] = (j == 0) ? (Int16)0 : PCMData[j - 1];\n    }\n}\n```"},{"heading":"Nibble Compression","level":4,"markdown":"Although by no means the same thing, Nibble compression is an adaptation of IMA ADPCM compression.\nEach nibble represents a SHORT of PCMdata; thus the resultant output size will be four times larger (in bytes)."},{"heading":"C++ Code","level":5,"markdown":"```cpp\n//\n// all honor and glory to T_D\n//\n\nstatic short PCMIndex[] = { -8192, -4096, -2048, -1024, -512, -256, -64, 0, 64, 256, 512, 1024, 2048, 4096, 8192 };\n\nstatic short limits(int PCM)\n{\n    if (PCM > SHRT_MAX) PCM = SHRT_MAX;\n    else if (PCM < SHRT_MIN) PCM = SHRT_MIN;\n    return PCM;\n}\n\nshort * DeCompressNibble(const char *NibbleData,int len) // len in bytes\n{\n    short *snap,*pcmData;\n    if (!(snap=pcmData=new short[2*len])) throw GENERR_NOMEM;\n    int delta = 0;\n    while (len--)\n    {\n        byte nibble = *NibbleData++;\n        *pcmData++ = limits(delta += PCMIndex[nibble >> 4]);\n        *pcmData++ = limits(delta += PCMIndex[nibble & 0x0F]);\n    }\n    return snap;\n}\n```"}],"categories":["Real Virtuality File Formats"],"groups":["Tools and File Formats"]},{"name":"WSSDecoder","title":"WSSDecoder","type":"topic","url":"https://community.bistudio.com/wiki/WSSDecoder","revid":336738,"updated":"2023-01-04T15:24:47Z","aliases":[],"markdown":"#### Basic information\n\n**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)\n\n#### Description\n\n**Description:** WSSDecoder is an application to convert WSS format to Wave.\n\n**Notes:** The wave file will be created in the same directory as the source file. The current version of the decoder is not able to decode stereo files.\n\n#### Usage\n\n**Line call:** WSSDecoder.exe source\n\n#### Licenses\n\n**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Sound Tools","sections":[{"heading":"Basic information","level":4,"markdown":"**Author:** Bohemia Interactive\n\n**Compatibility:** Arma 3\n\n**Download:** [Part of Arma 3 Tools package on Steam](http://store.steampowered.com/app/233800/)"},{"heading":"Description","level":4,"markdown":"**Description:** WSSDecoder is an application to convert WSS format to Wave.\n\n**Notes:** The wave file will be created in the same directory as the source file. The current version of the decoder is not able to decode stereo files."},{"heading":"Usage","level":4,"markdown":"**Line call:** WSSDecoder.exe source"},{"heading":"Licenses","level":4,"markdown":"**Licensing:** Bohemia Interactive End User License Agreement\n\n**See also:** Sound Tools"}],"categories":["Arma 3: Official Tools"],"groups":["Tools and File Formats"]}]}